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The voice set for BGEE is implemented and tested.
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This includes a German and an English version.
There are also some corrected lines of text.
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Incrementis committed Jul 3, 2024
1 parent dfeb74e commit 9df3d43
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Showing 77 changed files with 325 additions and 7 deletions.
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Expand Up @@ -17,7 +17,7 @@ OUTER_SPRINT ~Texts14~ ~You won't last long!~ //"!_CHAOa.wav" Battle Cry 1
OUTER_SPRINT ~Texts15~ ~Time to earn some respect.~ //"!_CHAOb.wav" Becoming Leader
OUTER_SPRINT ~Texts16~ ~We need to camp. Let's stop and build a fire before the hunt continues.~ //"!_CHAOc.wav" Tired
OUTER_SPRINT ~Texts17~ ~This waiting game is killing me. If we don't move soon, I'm finding a quiet corner for a nap.~ //"!_CHAOd.wav" Bored
OUTER_SPRINT ~Texts18~ ~Uff, looks like I'll be needing some fancy needlework. Again.~ //"!_CHAOe.wav" Badly Wounded
OUTER_SPRINT ~Texts18~ ~Uff, some fancy needlework, NOW!~ //"!_CHAOe.wav" Badly Wounded
OUTER_SPRINT ~Texts19~ ~Tell me what you need.~ //"!_CHAOf.wav" Selected 1
OUTER_SPRINT ~Texts20~ ~Let's bring back some trophies.~ //"!_CHAOg.wav" Selected 2
OUTER_SPRINT ~Texts21~ ~Time for punishment.~ //"!_CHAOg_.wav" Battle Cry 4
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Expand Up @@ -4,7 +4,7 @@
// -----------
BACKUP ~weidu_external/IEEE_Halforc_Voice_Classic/backup~ // %MOD_FOLDER% doesn't work here
AUTHOR ~Incrementis (incrementis@gmail.com)~
VERSION ~v0.4.3~
VERSION ~v0.5.1~
AUTO_EVAL_STRINGS// This will prevent the need of EVAL for string variables


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3 changes: 3 additions & 0 deletions BGEE/IEEE_Halforc_Voice_Classic/de_DE/InitAllSlotNumbers.tpa
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// ---INITIALIZE ALL SLOT-NUMBERS
OUTER_SET slotNumbers = 34
OUTER_SET nameNumbers = 1
156 changes: 156 additions & 0 deletions BGEE/IEEE_Halforc_Voice_Classic/de_DE/InitVoxArrays.tpa
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// ---INITIALIZE DYN ARRAY TEXTS
OUTER_SPRINT ~Texts0~ ~Ich höre.~ //"!_CHAO0.wav" Ausgewählt 4
OUTER_SPRINT ~Texts1~ ~Huh, was ist denn? Siehst du ein Kleintier etwa, dass du gerne haben möchtest? Verschwende meine Zeit nicht mit sowas. Aber wenn es etwas Größeres ist, dann jage ich es für dich, aber erwarte nicht, dass ich es koche. Ich bin kein Koch!~ //"!_CHAO0_.wav" Aktionsbestätigung 4 für SoD/BGEE/IWDEE ansonsten BGEE2 Aktionsbestätigung selten 1
OUTER_SPRINT ~Texts2~ ~Winterwolf-Pelze, was? Wertvoll, sagst du? Hmm, das klingt nach einer lohnenden Jagd. Könnte dich vielleicht auch etwas abkühlen, nach all dem Geplappere. Ich sag bloß'. Hah!~ //"!_CHAO1_.wav" Aktionsbestätigung 5 für SoD/BGEE/IWDEE ansonsten BGEE2 Aktionsbestätigung selten 2
OUTER_SPRINT ~Texts3~ ~Meine Mutter?! Ich habe sie nie kennengelernt. Das ändert nichts daran, wie ich bin. Was nun?~ //"!_CHAO2_.wav" Aktionsbestätigung 6 für SoD/BGEE/IWDEE ansonsten BGEE2 Aktionsbestätigung selten 3
OUTER_SPRINT ~Texts4~ ~Du bist mir ja ein Dorn im Auge. Perfekt, behalte die Einstellung. Wir werden genug Ärger haben, um einen Troll zu erschrecken.~ //"!_CHAO3_.wav" Aktionsbestätigung 7 für SoD/BGEE/IWDEE ansonsten BGEE2 Aktionsbestätigung selten 4
OUTER_SPRINT ~Texts5~ ~Ich zieh dir das Fell über die Ohren!~ //"!_CHAO8.wav" Schlachtruf 2
OUTER_SPRINT ~Texts6~ ~Auf zur Jagd!~ //"!_CHAO9.wav" Schlachtruf 3
OUTER_SPRINT ~Texts7~ ~Dich gibts nicht mehr lang.~ //"!_CHAOa.wav" Schlachtruf 1
OUTER_SPRINT ~Texts8~ ~Jawohl, wurde auch langsam Zeit.~ //"!_CHAOb.wav" Anführer werden
OUTER_SPRINT ~Texts9~ ~Wir müssen rasten. Lasst uns anhalten und ein Feuer machen, bevor die Jagd weitergeht.~ //"!_CHAOc.wav" Müde
OUTER_SPRINT ~Texts10~ ~Dieses Wartespiel ist nicht auszuhalten. Wenn wir nicht bald was machen, suche ich mir eine ruhige Ecke für ein Nickerchen.~ //"!_CHAOd.wav" Gelangweilt
OUTER_SPRINT ~Texts11~ ~Uff, verdammt, meine Wunden schließen sich nicht von alleine.~ //"!_CHAOe.wav" Schwer verwundet
OUTER_SPRINT ~Texts12~ ~Ich vertraue dir.~ //"!_CHAOf.wav" Ausgewählt 1
OUTER_SPRINT ~Texts13~ ~Suchen wir nach Trophäen.~ //"!_CHAOg.wav" Ausgewählt 2
OUTER_SPRINT ~Texts14~ ~Jetzt gibt's Ärger!~ //"!_CHAOg_.wav" Schlachtruf 4
OUTER_SPRINT ~Texts15~ ~Lass uns jagen gehen.~ //"!_CHAOh.wav" Ausgewählt 3
OUTER_SPRINT ~Texts16~ ~Du kannst meinen Sinnen trauen.~ //"!_CHAOh_.wav" Schlachtruf 5
OUTER_SPRINT ~Texts17~ ~Das schaffe ich!~ //"!_CHAOi.wav" Aktionsbestätigung 1
OUTER_SPRINT ~Texts18~ ~Genau richtig für mich.~ //"!_CHAOj.wav" Aktionsbestätigung 2
OUTER_SPRINT ~Texts19~ ~Genug geredet, zeit für Taten. ~ //"!_CHAOk.wav" Aktionsbestätigung 3
OUTER_SPRINT ~Texts20~ ~Du kannst meinen Sinnen trauen.~ //"!_CHAOk_.wav" Ausgewählt 5
OUTER_SPRINT ~Texts21~ ~Ugh, is nur'n Kratzer.~ //"!_CHAOl.wav" Getroffen werden
OUTER_SPRINT ~Texts22~ ~huh?!~ //"!_CHAOl_.wav" Ausgewählt 6
OUTER_SPRINT ~Texts23~ ~Neeeiin, ich darf...nicht...sterben! Ugh...~ //"!_CHAOm.wav" Sterben
OUTER_SPRINT ~Texts24~ ~Die Wildnis ist das perfekte Jagdrevier! Dichtes Blattwerk und tiefe Schatten.~ //"!_CHAOn.wav" Im Wald
OUTER_SPRINT ~Texts25~ ~Frische Luft ist hier eine Seltenheit, aber dafür kann man in der Stadt mit etwas Glück reich werden.~ //"!_CHAOo.wav" In der Stadt
OUTER_SPRINT ~Texts26~ ~Ich mag solche dunklen Orte nicht. Ich habe das Gefühl, beobachtet zu werden.~ //"!_CHAOp.wav" Im Kerker
OUTER_SPRINT ~Texts27~ ~Zumindest ist diese grelle Sonne nicht so schlimm wie ein Schneesturm.~ //"!_CHAOq.wav" Tagsüber
OUTER_SPRINT ~Texts28~ ~Der Mond und die Nacht...lauscht genau, und beobachtet eure Umgebung.~ //"!_CHAOr.wav" Nachts
OUTER_SPRINT ~Texts29~ ~So gut wie erledigt.~ //"!_CHAOs.wav" BGEE[IWDEE] Aktionsbestätigung 4 oder Aktionsbestätigung 4 für BGEE2
OUTER_SPRINT ~Texts30~ ~Also gut, klingt nach einem soliden Plan.~ //"!_CHAOt.wav" BGEE[IWDEE] Aktionsbestätigung 5 oder Aktionsbestätigung 5 für BGEE2
OUTER_SPRINT ~Texts31~ ~Einverstanden.~ //"!_CHAOu.wav" BGEE[IWDEE] Aktionsbestätigung 6 oder Aktionsbestätigung 6 für BGEE2
OUTER_SPRINT ~Texts32~ ~Sicher doch.~ //"!_CHAOv.wav" BGEE[IWDEE] Aktionsbestätigung 7 oder Aktionsbestätigung 7 für BGEE2
OUTER_SPRINT ~Texts33~ ~Ruhe in frieden! Deine Rache ist bei uns in guten Händen.~ //"!_CHAOw.wav" Reaktion auf den Tod eines Gruppenmitglieds
LAM ~!_Texts~
// ---INITIALIZE DYN ARRAY NAMES
OUTER_SPRINT ~VoxNames0~ ~!_CHAO~
LAM ~!_VoxNames~
// ---INITIALIZE DYN ARRAY SELECTABLE NAMES
OUTER_SPRINT ~VoxSelectNames0~ ~!_IEEE Halbork:Klassisch~
LAM ~!_VoxSelectNames~
// ---INITIALIZE DYN ARRAY SOUNDS
OUTER_SPRINT ~Sounds0~ ~!_CHAO0~
OUTER_SPRINT ~Sounds1~ ~!_CHAO0_~
OUTER_SPRINT ~Sounds2~ ~!_CHAO1_~
OUTER_SPRINT ~Sounds3~ ~!_CHAO2_~
OUTER_SPRINT ~Sounds4~ ~!_CHAO3_~
OUTER_SPRINT ~Sounds5~ ~!_CHAO8~
OUTER_SPRINT ~Sounds6~ ~!_CHAO9~
OUTER_SPRINT ~Sounds7~ ~!_CHAOa~
OUTER_SPRINT ~Sounds8~ ~!_CHAOb~
OUTER_SPRINT ~Sounds9~ ~!_CHAOc~
OUTER_SPRINT ~Sounds10~ ~!_CHAOd~
OUTER_SPRINT ~Sounds11~ ~!_CHAOe~
OUTER_SPRINT ~Sounds12~ ~!_CHAOf~
OUTER_SPRINT ~Sounds13~ ~!_CHAOg~
OUTER_SPRINT ~Sounds14~ ~!_CHAOg_~
OUTER_SPRINT ~Sounds15~ ~!_CHAOh~
OUTER_SPRINT ~Sounds16~ ~!_CHAOh_~
OUTER_SPRINT ~Sounds17~ ~!_CHAOi~
OUTER_SPRINT ~Sounds18~ ~!_CHAOj~
OUTER_SPRINT ~Sounds19~ ~!_CHAOk~
OUTER_SPRINT ~Sounds20~ ~!_CHAOk_~
OUTER_SPRINT ~Sounds21~ ~!_CHAOl~
OUTER_SPRINT ~Sounds22~ ~!_CHAOl_~
OUTER_SPRINT ~Sounds23~ ~!_CHAOm~
OUTER_SPRINT ~Sounds24~ ~!_CHAOn~
OUTER_SPRINT ~Sounds25~ ~!_CHAOo~
OUTER_SPRINT ~Sounds26~ ~!_CHAOp~
OUTER_SPRINT ~Sounds27~ ~!_CHAOq~
OUTER_SPRINT ~Sounds28~ ~!_CHAOr~
OUTER_SPRINT ~Sounds29~ ~!_CHAOs~
OUTER_SPRINT ~Sounds30~ ~!_CHAOt~
OUTER_SPRINT ~Sounds31~ ~!_CHAOu~
OUTER_SPRINT ~Sounds32~ ~!_CHAOv~
OUTER_SPRINT ~Sounds33~ ~!_CHAOw~
LAM ~!_Sounds~
// ---INITIALIZE DYN ARRAY POSITIONS
ACTION_IF (GAME_IS ~bgee~) OR (FILE_EXISTS ~sod-dlc.zip~) OR (FILE_EXISTS ~dlc/sod-dlc.zip~) OR (GAME_IS ~iwdee~) THEN
BEGIN
OUTER_SET ~Positions0~ = 29
OUTER_SET ~Positions1~ = 35
OUTER_SET ~Positions2~ = 36
OUTER_SET ~Positions3~ = 37
OUTER_SET ~Positions4~ = 38
OUTER_SET ~Positions5~ = 10
OUTER_SET ~Positions6~ = 11
OUTER_SET ~Positions7~ = 9
OUTER_SET ~Positions8~ = 6
OUTER_SET ~Positions9~ = 7
OUTER_SET ~Positions10~ = 8
OUTER_SET ~Positions11~ = 20
OUTER_SET ~Positions12~ = 26
OUTER_SET ~Positions13~ = 27
OUTER_SET ~Positions14~ = 12
OUTER_SET ~Positions15~ = 28
OUTER_SET ~Positions16~ = 13
OUTER_SET ~Positions17~ = 32
OUTER_SET ~Positions18~ = 33
OUTER_SET ~Positions19~ = 34
OUTER_SET ~Positions20~ = 30
OUTER_SET ~Positions21~ = 18
OUTER_SET ~Positions22~ = 31
OUTER_SET ~Positions23~ = 19
OUTER_SET ~Positions24~ = 21
OUTER_SET ~Positions25~ = 22
OUTER_SET ~Positions26~ = 23
OUTER_SET ~Positions27~ = 24
OUTER_SET ~Positions28~ = 25
OUTER_SET ~Positions29~ = 79
OUTER_SET ~Positions30~ = 80
OUTER_SET ~Positions31~ = 81
OUTER_SET ~Positions32~ = 82
OUTER_SET ~Positions33~ = 53
LAM ~!_Positions~
END
// ---INITIALIZE DYN ARRAY POSITIONS
ACTION_IF (GAME_IS ~bg2ee~) THEN
BEGIN
OUTER_SET ~Positions0~ = 29
OUTER_SET ~Positions1~ = 75
OUTER_SET ~Positions2~ = 76
OUTER_SET ~Positions3~ = 77
OUTER_SET ~Positions4~ = 78
OUTER_SET ~Positions5~ = 10
OUTER_SET ~Positions6~ = 11
OUTER_SET ~Positions7~ = 9
OUTER_SET ~Positions8~ = 6
OUTER_SET ~Positions9~ = 7
OUTER_SET ~Positions10~ = 8
OUTER_SET ~Positions11~ = 20
OUTER_SET ~Positions12~ = 26
OUTER_SET ~Positions13~ = 27
OUTER_SET ~Positions14~ = 12
OUTER_SET ~Positions15~ = 28
OUTER_SET ~Positions16~ = 13
OUTER_SET ~Positions17~ = 32
OUTER_SET ~Positions18~ = 33
OUTER_SET ~Positions19~ = 34
OUTER_SET ~Positions20~ = 30
OUTER_SET ~Positions21~ = 18
OUTER_SET ~Positions22~ = 31
OUTER_SET ~Positions23~ = 19
OUTER_SET ~Positions24~ = 21
OUTER_SET ~Positions25~ = 22
OUTER_SET ~Positions26~ = 23
OUTER_SET ~Positions27~ = 24
OUTER_SET ~Positions28~ = 25
OUTER_SET ~Positions29~ = 35
OUTER_SET ~Positions30~ = 36
OUTER_SET ~Positions31~ = 37
OUTER_SET ~Positions32~ = 38
OUTER_SET ~Positions33~ = 53
LAM ~!_Positions~
END
3 changes: 3 additions & 0 deletions BGEE/IEEE_Halforc_Voice_Classic/en_US/InitAllSlotNumbers.tpa
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@@ -0,0 +1,3 @@
// ---INITIALIZE ALL SLOT-NUMBERS
OUTER_SET slotNumbers = 34
OUTER_SET nameNumbers = 1
156 changes: 156 additions & 0 deletions BGEE/IEEE_Halforc_Voice_Classic/en_US/InitVoxArrays.tpa
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@@ -0,0 +1,156 @@
// ---INITIALIZE DYN ARRAY TEXTS
OUTER_SPRINT ~Texts0~ ~I am listening.~ //"!_CHAO0.wav" Selected 4
OUTER_SPRINT ~Texts1~ ~Huh, why you pokin' me? You see somethin' movin' out there? Some scrawny rabbit or a sneaky runt maybe? Don't waste my time with runts. If it's somethin' bigger, point it out, but don't expect me to cook it after. I ain't no chef!~ //"!_CHAO0_.wav" Action Acknowledgement 4 for SoD/BGEE/IWDEE or else BGEE2 Select Rare 1
OUTER_SPRINT ~Texts2~ ~Winterwolf pelts, eh? Valuable you say? Hmm, sounds like a worthy hunt. Might cool you down a bit too, after all that poking. Just sayin'. Hah!~ //"!_CHAO1_.wav" Action Acknowledgement 5 for SoD/BGEE/IWDEE or else BGEE2 Select Rare 2
OUTER_SPRINT ~Texts3~ ~My Mother?! Never knew her. Doesn't change who I am. Now what?~ //"!_CHAO2_.wav" Action Acknowledgement 6 for SoD/BGEE/IWDEE or else BGEE2 Select Rare 3
OUTER_SPRINT ~Texts4~ ~You're a thorn in my side, friend. Perfect, keep that mindset. We'll face enough trouble to choke a troll.~ //"!_CHAO3_.wav" Action Acknowledgement 7 for SoD/BGEE/IWDEE or else BGEE2 Select Rare 4
OUTER_SPRINT ~Texts5~ ~Your hide is mine, now!~ //"!_CHAO8.wav" Battle Cry 2
OUTER_SPRINT ~Texts6~ ~You WILL be hunted down!~ //"!_CHAO9.wav" Battle Cry 3
OUTER_SPRINT ~Texts7~ ~You won't last long!~ //"!_CHAOa.wav" Battle Cry 1
OUTER_SPRINT ~Texts8~ ~Time to earn some respect.~ //"!_CHAOb.wav" Becoming Leader
OUTER_SPRINT ~Texts9~ ~We need to camp. Let's stop and build a fire before the hunt continues.~ //"!_CHAOc.wav" Tired
OUTER_SPRINT ~Texts10~ ~This waiting game is killing me. If we don't move soon, I'm finding a quiet corner for a nap.~ //"!_CHAOd.wav" Bored
OUTER_SPRINT ~Texts11~ ~Uff, some fancy needlework, NOW!~ //"!_CHAOe.wav" Badly Wounded
OUTER_SPRINT ~Texts12~ ~Tell me what you need.~ //"!_CHAOf.wav" Selected 1
OUTER_SPRINT ~Texts13~ ~Let's bring back some trophies.~ //"!_CHAOg.wav" Selected 2
OUTER_SPRINT ~Texts14~ ~Time for punishment.~ //"!_CHAOg_.wav" Battle Cry 4
OUTER_SPRINT ~Texts15~ ~Time for hunting, right?!~ //"!_CHAOh.wav" Selected 3
OUTER_SPRINT ~Texts16~ ~Learn respect, or fall!~ //"!_CHAOh_.wav" Battle Cry 5
OUTER_SPRINT ~Texts17~ ~I can handle it.~ //"!_CHAOi.wav" Action Acknowledgement 1
OUTER_SPRINT ~Texts18~ ~Finally!~ //"!_CHAOj.wav" Action Acknowledgement 2
OUTER_SPRINT ~Texts19~ ~About time for some real action!~ //"!_CHAOk.wav" Action Acknowledgement 3
OUTER_SPRINT ~Texts20~ ~You can trust my senses.~ //"!_CHAOk_.wav" Selected 5
OUTER_SPRINT ~Texts21~ ~Ugh, just a scratch!~ //"!_CHAOl.wav" Beeing Hit
OUTER_SPRINT ~Texts22~ ~huh?!~ //"!_CHAOl_.wav" Selected 6
OUTER_SPRINT ~Texts23~ ~Nooo, I..must..live! Ugh...~ //"!_CHAOm.wav" Dying
OUTER_SPRINT ~Texts24~ ~This forest is a hunter's paradise. Plenty of prey and shadows to hide in.~ //"!_CHAOn.wav" In Forest
OUTER_SPRINT ~Texts25~ ~*sniff, sniff* Hrmm, stinks here. But hey, if you gotta hunt for gold instead of prey, the city is the place.~ //"!_CHAOo.wav" In City
OUTER_SPRINT ~Texts26~ ~Hrm, I don't like this kind of dark places. I feel like I'm watched.~ //"!_CHAOp.wav" In Dungeon
OUTER_SPRINT ~Texts27~ ~Sunshine is better than a blizzard.~ //"!_CHAOq.wav" Daytime
OUTER_SPRINT ~Texts28~ ~Under this moon, anything can happen. Keep your eyes sharp.~ //"!_CHAOr.wav" Nighttime
OUTER_SPRINT ~Texts29~ ~Already done.~ //"!_CHAOs.wav" BGEE[IWDEE] Action Acknowledgement 4 or Action Acknowledgement 4 for BGEE2
OUTER_SPRINT ~Texts30~ ~Fine. Sounds like a plan.~ //"!_CHAOt.wav" BGEE[IWDEE] Action Acknowledgement 5 or Action Acknowledgement 5 for BGEE2
OUTER_SPRINT ~Texts31~ ~I agree.~ //"!_CHAOu.wav" BGEE[IWDEE] Action Acknowledgement 6 or Action Acknowledgement 6 for BGEE2
OUTER_SPRINT ~Texts32~ ~Sure, whatever.~ //"!_CHAOv.wav" BGEE[IWDEE] Action Acknowledgement 7 or Action Acknowledgement 7 for BGEE2
OUTER_SPRINT ~Texts33~ ~Rest easy, friend. We'll avenge you.~ //"!_CHAOw.wav" Reaction to Party Member Death
LAM ~!_Texts~
// ---INITIALIZE DYN ARRAY NAMES
OUTER_SPRINT ~VoxNames0~ ~!_CHAO~
LAM ~!_VoxNames~
// ---INITIALIZE DYN ARRAY SELECTABLE NAMES
OUTER_SPRINT ~VoxSelectNames0~ ~!_IEEE Halforc:Classic~
LAM ~!_VoxSelectNames~
// ---INITIALIZE DYN ARRAY SOUNDS
OUTER_SPRINT ~Sounds0~ ~!_CHAO0~
OUTER_SPRINT ~Sounds1~ ~!_CHAO0_~
OUTER_SPRINT ~Sounds2~ ~!_CHAO1_~
OUTER_SPRINT ~Sounds3~ ~!_CHAO2_~
OUTER_SPRINT ~Sounds4~ ~!_CHAO3_~
OUTER_SPRINT ~Sounds5~ ~!_CHAO8~
OUTER_SPRINT ~Sounds6~ ~!_CHAO9~
OUTER_SPRINT ~Sounds7~ ~!_CHAOa~
OUTER_SPRINT ~Sounds8~ ~!_CHAOb~
OUTER_SPRINT ~Sounds9~ ~!_CHAOc~
OUTER_SPRINT ~Sounds10~ ~!_CHAOd~
OUTER_SPRINT ~Sounds11~ ~!_CHAOe~
OUTER_SPRINT ~Sounds12~ ~!_CHAOf~
OUTER_SPRINT ~Sounds13~ ~!_CHAOg~
OUTER_SPRINT ~Sounds14~ ~!_CHAOg_~
OUTER_SPRINT ~Sounds15~ ~!_CHAOh~
OUTER_SPRINT ~Sounds16~ ~!_CHAOh_~
OUTER_SPRINT ~Sounds17~ ~!_CHAOi~
OUTER_SPRINT ~Sounds18~ ~!_CHAOj~
OUTER_SPRINT ~Sounds19~ ~!_CHAOk~
OUTER_SPRINT ~Sounds20~ ~!_CHAOk_~
OUTER_SPRINT ~Sounds21~ ~!_CHAOl~
OUTER_SPRINT ~Sounds22~ ~!_CHAOl_~
OUTER_SPRINT ~Sounds23~ ~!_CHAOm~
OUTER_SPRINT ~Sounds24~ ~!_CHAOn~
OUTER_SPRINT ~Sounds25~ ~!_CHAOo~
OUTER_SPRINT ~Sounds26~ ~!_CHAOp~
OUTER_SPRINT ~Sounds27~ ~!_CHAOq~
OUTER_SPRINT ~Sounds28~ ~!_CHAOr~
OUTER_SPRINT ~Sounds29~ ~!_CHAOs~
OUTER_SPRINT ~Sounds30~ ~!_CHAOt~
OUTER_SPRINT ~Sounds31~ ~!_CHAOu~
OUTER_SPRINT ~Sounds32~ ~!_CHAOv~
OUTER_SPRINT ~Sounds33~ ~!_CHAOw~
LAM ~!_Sounds~
// ---INITIALIZE DYN ARRAY POSITIONS
ACTION_IF (GAME_IS ~bgee~) OR (FILE_EXISTS ~sod-dlc.zip~) OR (FILE_EXISTS ~dlc/sod-dlc.zip~) OR (GAME_IS ~iwdee~) THEN
BEGIN
OUTER_SET ~Positions0~ = 29
OUTER_SET ~Positions1~ = 35
OUTER_SET ~Positions2~ = 36
OUTER_SET ~Positions3~ = 37
OUTER_SET ~Positions4~ = 38
OUTER_SET ~Positions5~ = 10
OUTER_SET ~Positions6~ = 11
OUTER_SET ~Positions7~ = 9
OUTER_SET ~Positions8~ = 6
OUTER_SET ~Positions9~ = 7
OUTER_SET ~Positions10~ = 8
OUTER_SET ~Positions11~ = 20
OUTER_SET ~Positions12~ = 26
OUTER_SET ~Positions13~ = 27
OUTER_SET ~Positions14~ = 12
OUTER_SET ~Positions15~ = 28
OUTER_SET ~Positions16~ = 13
OUTER_SET ~Positions17~ = 32
OUTER_SET ~Positions18~ = 33
OUTER_SET ~Positions19~ = 34
OUTER_SET ~Positions20~ = 30
OUTER_SET ~Positions21~ = 18
OUTER_SET ~Positions22~ = 31
OUTER_SET ~Positions23~ = 19
OUTER_SET ~Positions24~ = 21
OUTER_SET ~Positions25~ = 22
OUTER_SET ~Positions26~ = 23
OUTER_SET ~Positions27~ = 24
OUTER_SET ~Positions28~ = 25
OUTER_SET ~Positions29~ = 79
OUTER_SET ~Positions30~ = 80
OUTER_SET ~Positions31~ = 81
OUTER_SET ~Positions32~ = 82
OUTER_SET ~Positions33~ = 53
LAM ~!_Positions~
END
// ---INITIALIZE DYN ARRAY POSITIONS
ACTION_IF (GAME_IS ~bg2ee~) THEN
BEGIN
OUTER_SET ~Positions0~ = 29
OUTER_SET ~Positions1~ = 75
OUTER_SET ~Positions2~ = 76
OUTER_SET ~Positions3~ = 77
OUTER_SET ~Positions4~ = 78
OUTER_SET ~Positions5~ = 10
OUTER_SET ~Positions6~ = 11
OUTER_SET ~Positions7~ = 9
OUTER_SET ~Positions8~ = 6
OUTER_SET ~Positions9~ = 7
OUTER_SET ~Positions10~ = 8
OUTER_SET ~Positions11~ = 20
OUTER_SET ~Positions12~ = 26
OUTER_SET ~Positions13~ = 27
OUTER_SET ~Positions14~ = 12
OUTER_SET ~Positions15~ = 28
OUTER_SET ~Positions16~ = 13
OUTER_SET ~Positions17~ = 32
OUTER_SET ~Positions18~ = 33
OUTER_SET ~Positions19~ = 34
OUTER_SET ~Positions20~ = 30
OUTER_SET ~Positions21~ = 18
OUTER_SET ~Positions22~ = 31
OUTER_SET ~Positions23~ = 19
OUTER_SET ~Positions24~ = 21
OUTER_SET ~Positions25~ = 22
OUTER_SET ~Positions26~ = 23
OUTER_SET ~Positions27~ = 24
OUTER_SET ~Positions28~ = 25
OUTER_SET ~Positions29~ = 35
OUTER_SET ~Positions30~ = 36
OUTER_SET ~Positions31~ = 37
OUTER_SET ~Positions32~ = 38
OUTER_SET ~Positions33~ = 53
LAM ~!_Positions~
END
Original file line number Diff line number Diff line change
Expand Up @@ -19,8 +19,8 @@ BEGIN
~ca~
~iwd_in_bg2~
//~bgee~
//~bg2ee~
//~eet~
~bg2ee~
~eet~
//~iwdee~
~pstee~
END
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Original file line number Diff line number Diff line change
Expand Up @@ -4,7 +4,7 @@
// -----------
BACKUP ~weidu_external/IEEE_Halforc_Voice_Classic/backup~ // %MOD_FOLDER% doesn't work here
AUTHOR ~Incrementis (incrementis@gmail.com)~
VERSION ~v0.0.1~
VERSION ~v0.5.1~
AUTO_EVAL_STRINGS// This will prevent the need of EVAL for string variables


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4 changes: 2 additions & 2 deletions VoiceLinesDE.txt
Original file line number Diff line number Diff line change
Expand Up @@ -92,7 +92,7 @@ Das schaffe ich!

AKTIONSBESTÄTIGUNG 2
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Endlich!
Genau richtig für mich.

AKTIONSBESTÄTIGUNG 3
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Expand All @@ -116,7 +116,7 @@ Meine Mutter?! Ich habe sie nie kennengelernt. Das ändert nichts daran, wie ich

AKTIONSBESTÄTIGUNG 7
--------------------
Hah! Du bist mir ja ein Dorn im Auge.
Du bist mir ja ein Dorn im Auge.
Perfekt, behalte die Einstellung. Wir werden genug Ärger haben, um einen Troll zu erschrecken.

REAKTION AUF DEN TOD EINES GRUPPENMITGLIEDS
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