1. Lord Hubert, we've located what appears to be an [cdb]enemy scouting party in the forest near our base.
  2. This is certainly a matter of concern. We will need to [cdb]make immediate preparations to—
  3. But the one who located them was...Caspar.
  4. Ah, I see. Then what of our casualties? Also, did we [cdb]manage to capture any of the enemy?
  5. We've three lightly wounded, including Caspar. And I fear none were taken alive.
  6. Heh. I suppose such things are wont to occur when [cdb]charging headlong into the fray.
  7. Hey, Hubert! Did you hear how I cleared out a few [cdb]enemy spies?
  8. I did indeed. And on top of getting several people [cdb]injured, you failed to capture any of said spies.
  9. Had you first called for reinforcements before leaping [cdb]into action, that could have been avoided.
  10. And what if they'd gotten away while we waited?
  11. Also, didn't you say it was fine when my old man did [cdb]the same thing before?
  12. Reinforcements would be nothing but a hindrance to Count Bergliez. If he could not handle something [cdb]himself, additional soldiers would do nothing more.
  13. Besides, he would not have suffered even the slightest [cdb]injury in the process.
  14. Hey, I'm barely scratched! Aw, forget it. I'll win your [cdb]respect next time for sure!
  15. Why do you ever insist on hurling yourself into [cdb]danger at every opportunity?
  16. Clearly, some of the reason lies in your desire for [cdb]military accolades. And yet...
  17. Let us take this most recent incident, for example. Had you summoned reinforcements, you would likely [cdb]have received more plaudits for it.
  18. The capture of an enemy spy would have been a nice [cdb]feather in your cap, as would coming home with [cdb]fewer injured comrades.
  19. Yeah, I don't know about all that. All I can say is that [cdb]my gut told me to attack and I listened.
  20. And it wasn't a terrible result, so what's the problem?
  21. The problem is whether or not your gut continues to [cdb]avail you.
  22. If this instinct of yours is wrong even a single time, [cdb]you will find a mound of dirt over your head.
  23. Don't talk like that, Hubert! I might be aggressive, [cdb]but I'm not angling to end up dead.
  24. Your untimely demise would make trouble for me, [cdb]as well. Why, just think of the critical military [cdb]manpower I would be sacrificing.
  25. Yet at the same time, you and your gut mucking up [cdb]carefully-laid plans is cause for no less chagrin.
  26. Gaaaah! You think too much, you know that?!
  27. I mean, if you wanna make a name for yourself on [cdb]the battlefield, you kinda have to accept the risk of [cdb]death.
  28. I made the choice to distinguish myself in war [cdb]in spite of that.
  29. But hey, you know what? If you think I'm gonna kick [cdb]the bucket, go ahead and work that into your plans!
  30. Ah...
  31. Look, I know I'm your critical military manpower or [cdb]whatever it was you said. But sometimes you've gotta [cdb]win whether you have that manpower or not.
  32. Like I said, I'm not aiming to get myself killed, but I [cdb]also know there are no guarantees in battle.
  33. Anyway, I figure that's gotta be the best way to make [cdb]sure I don't end up being a burden for you.
  34. Oh, it's time for training. Gotta run, Hubert!
  35. Placing your fate into my hands, are you?
  36. They say it is a fine line that separates the saint from [cdb]the buffoon. How right they are. Heh.
InitEvent (index: 0)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
69 0 0 0 0 0 0 0 0 0 0 0 0 0 0
LoadCharactersEvent (index: 1)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
5 8 686 NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL
InitPlacesEvent (index: 2)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
2 6 7 NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL
EnterSceneEvent (index: 3)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
0 5 686 NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL
UnkEvent (15) (index: 4)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
NULL 0 0 0 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (26) (index: 5)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
9 5 0 0 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (59) (index: 6)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
100 30 0 0 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (27) (index: 7)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
2 100 250 0 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (31) (index: 8)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
3 100 10 0 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (59) (index: 9)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
600 0 4294967266 0 0 0 0 0 0 0 0 0 0 0 0
TalkEvent (index: 10)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
686 0 0 0 12057 1 0 0 0 0 0 0 0 0 0
TalkEvent (index: 11)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
5 1 0 0 12058 1 0 0 0 0 0 0 0 0 0
UnkEvent (26) (index: 12)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
10 686 0 0 0 0 0 0 0 0 0 0 0 0 0
TalkEvent (index: 13)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
686 2 0 0 12059 1 0 0 0 0 0 0 0 0 0
UnkEvent (30) (index: 14)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
1 100 0 0 0 0 0 0 0 0 0 0 0 0 0
TalkEvent (index: 15)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
5 3 0 0 12060 1 0 0 0 0 0 0 0 0 0
UnkEvent (26) (index: 16)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
3 686 0 0 0 0 0 0 0 0 0 0 0 0 0
TalkEvent (index: 17)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
686 4 0 0 12061 1 0 0 0 0 0 0 0 0 0
UnkEvent (30) (index: 18)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
1 100 0 0 0 0 0 0 0 0 0 0 0 0 0
TalkEvent (index: 19)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
5 5 2400 0 12062 1 0 0 0 0 0 0 0 0 0
UnkEvent (6) (index: 20)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
0 1 40 0 0 0 0 0 0 0 0 0 0 0 0
LeaveSceneEvent (index: 21)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
0 686 5 NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL
FadeToBlackEvent (index: 22)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
74 0 0 0 0 0 0 0 0 0 0 0 0 0 0
MovePersonToPlaceEvent (index: 23)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
686 10 0 0 0 0 0 0 0 0 0 0 0 0 0
MovePersonToPlaceEvent (index: 24)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
8 7 0 0 0 0 0 0 0 0 0 0 0 0 0
RoomRotationEvent (index: 25)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
180 0 0 0 0 0 0 0 0 0 0 0 0 0 0
EnterSceneEvent (index: 26)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
0 8 5 NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL
LookAtPersonEvent (index: 27)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
5 8 3 0 0 0 0 0 0 0 0 0 0 0 0
DelayEvent (index: 28)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
60 0 0 0 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (7) (index: 29)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
0 1 40 0 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (26) (index: 30)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
3 8 0 0 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (31) (index: 31)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
3 100 5 0 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (27) (index: 32)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
1 200 100 0 0 0 0 0 0 0 0 0 0 0 0
TalkEvent (index: 33)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
8 6 2409 1 12063 1 0 0 0 0 0 0 0 0 0
UnkEvent (171) (index: 34)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
1 0 0 0 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (30) (index: 35)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
1 80 0 0 0 0 0 0 0 0 0 0 0 0 0
TalkEvent (index: 36)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
5 7 2400 0 12064 1 0 0 0 0 0 0 0 0 0
TalkEvent (index: 37)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
5 8 NULL 2 12065 1 0 0 0 0 0 0 0 0 0
TalkEvent (index: 38)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
8 9 2401 2 12066 1 0 0 0 0 0 0 0 0 0
LookAtPersonEvent (index: 39)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
5 8 3 50 0 0 0 0 0 0 0 0 0 0 0
TalkEvent (index: 40)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
8 10 2410 3 12067 1 0 0 0 0 0 0 0 0 0
TalkEvent (index: 41)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
5 11 2401 0 12068 1 0 0 0 0 0 0 0 0 0
UnkEvent (26) (index: 42)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
6 5 0 0 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (59) (index: 43)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
100 0 4294967291 0 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (59) (index: 44)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
100 0 0 0 0 0 0 0 0 0 0 0 0 0 0
TalkEvent (index: 45)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
5 12 NULL 0 12069 1 0 0 0 0 0 0 0 0 0
UnkEvent (26) (index: 46)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
10 8 0 0 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (27) (index: 47)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
1 100 40 0 0 0 0 0 0 0 0 0 0 0 0
TalkEvent (index: 48)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
8 13 2410 2 12070 1 0 0 0 0 0 0 0 0 0
UnkEvent (54) (index: 49)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
8 5 1 NULL 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (59) (index: 50)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
100 0 4294967281 0 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (59) (index: 51)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
600 4294967286 0 0 0 0 0 0 0 0 0 0 0 0 0
TalkEvent (index: 52)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
5 14 2411 3 12071 1 0 0 0 0 0 0 0 0 0
TalkEvent (index: 53)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
5 15 NULL 0 12072 1 0 0 0 0 0 0 0 0 0
PanCameraEvent (index: 54)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
3 5 NULL NULL 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (59) (index: 55)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
100 0 4294967294 0 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (59) (index: 56)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
600 10 0 0 0 0 0 0 0 0 0 0 0 0 0
TalkEvent (index: 57)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
5 16 NULL 0 12073 1 0 0 0 0 0 0 0 0 0
TalkEvent (index: 58)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
5 17 2403 0 12074 1 0 0 0 0 0 0 0 0 0
UnkEvent (30) (index: 59)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
1 80 0 0 0 0 0 0 0 0 0 0 0 0 0
TalkEvent (index: 60)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
8 18 2401 0 12075 1 0 0 0 0 0 0 0 0 0
TalkEvent (index: 61)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
8 19 NULL 0 12076 1 0 0 0 0 0 0 0 0 0
PanCameraEvent (index: 62)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
1 5 5 0 0 0 0 0 0 0 0 0 0 0 0
TalkEvent (index: 63)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
5 20 0 0 12077 1 0 0 0 0 0 0 0 0 0
TalkEvent (index: 64)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
5 21 NULL 0 12078 1 0 0 0 0 0 0 0 0 0
UnkEvent (30) (index: 65)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
1 100 0 0 0 0 0 0 0 0 0 0 0 0 0
TalkEvent (index: 66)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
8 22 2412 3 12079 1 0 0 0 0 0 0 0 0 0
TalkEvent (index: 67)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
5 23 2400 0 12080 1 0 0 0 0 0 0 0 0 0
TalkEvent (index: 68)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
5 24 NULL 0 12081 1 0 0 0 0 0 0 0 0 0
UnkEvent (26) (index: 69)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
7 8 0 0 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (59) (index: 70)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
100 4294967291 4294967291 0 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (27) (index: 71)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
1 400 20 0 0 0 0 0 0 0 0 0 0 0 0
TalkEvent (index: 72)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
8 25 2410 2 12082 1 0 0 0 0 0 0 0 0 0
TalkEvent (index: 73)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
8 26 NULL 2 12083 1 0 0 0 0 0 0 0 0 0
TalkEvent (index: 74)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
8 27 2402 2 12084 1 0 0 0 0 0 0 0 0 0
UnkEvent (54) (index: 75)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
5 8 2 NULL 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (27) (index: 76)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
2 100 100 0 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (59) (index: 77)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
100 0 4294967286 0 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (31) (index: 78)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
3 100 8 0 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (31) (index: 79)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
1 600 20 0 0 0 0 0 0 0 0 0 0 0 0
TalkEvent (index: 80)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
8 28 2347 1 12085 1 0 0 0 0 0 0 0 0 0
TalkEvent (index: 81)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
5 29 0 4 12086 1 0 0 0 0 0 0 0 0 0
TalkEvent (index: 82)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
8 30 0 0 12087 1 0 0 0 0 0 0 0 0 0
PanCameraEvent (index: 83)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
2 8 NULL NULL 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (59) (index: 84)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
100 0 4294967293 0 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (27) (index: 85)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
2 100 50 0 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (27) (index: 86)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
1 200 50 0 0 0 0 0 0 0 0 0 0 0 0
TalkEvent (index: 87)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
8 31 2400 0 12088 1 0 0 0 0 0 0 0 0 0
TalkEvent (index: 88)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
8 32 2403 0 12089 1 0 0 0 0 0 0 0 0 0
UnkEvent (26) (index: 89)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
3 8 0 0 0 0 0 0 0 0 0 0 0 0 0
LookEvent (index: 90)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
8 2 40 0 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (135) (index: 91)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
160 0 0 0 0 0 0 0 0 0 0 0 0 0 0
LookEvent (index: 92)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
8 0 40 0 0 0 0 0 0 0 0 0 0 0 0
SetAnimationEvent (index: 93)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
8 2431 0 1 40 0 0 0 0 0 0 0 0 0 0
TalkEvent (index: 94)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
8 33 NULL 0 12090 1 0 0 0 0 0 0 0 0 0
DelayEvent (index: 95)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
40 0 0 0 0 0 0 0 0 0 0 0 0 0 0
LeaveSceneEvent (index: 96)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
5 8 NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL
DelayEvent (index: 97)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
60 0 0 0 0 0 0 0 0 0 0 0 0 0 0
PanCameraEvent (index: 98)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
10 5 4 1 0 0 0 0 0 0 0 0 0 0 0
TalkEvent (index: 99)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
5 34 2405 0 12091 1 0 0 0 0 0 0 0 0 0
TalkEvent (index: 100)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
5 35 NULL 1 12092 1 0 0 0 0 0 0 0 0 0
0
InitEvent (69, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
1
LoadCharactersEvent (5, 8, 686, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL)
2
InitPlacesEvent (2, 6, 7, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL)
3
EnterSceneEvent (0, 5, 686, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL)
4
UnkEvent 15(NULL, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
5
UnkEvent 26(9, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
6
UnkEvent 59(100, 30, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
7
UnkEvent 27(2, 100, 250, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
8
UnkEvent 31(3, 100, 10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
9
UnkEvent 59(600, 0, 4294967266, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
10
TalkEvent (686, 0, 0, 0, 12057, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0) # Lord Hubert, we've located what appears to be an [cdb]enemy scouting party in the forest near our base.
11
TalkEvent (5, 1, 0, 0, 12058, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0) # This is certainly a matter of concern. We will need to [cdb]make immediate preparations to—
12
UnkEvent 26(10, 686, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
13
TalkEvent (686, 2, 0, 0, 12059, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0) # But the one who located them was...Caspar.
14
UnkEvent 30(1, 100, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
15
TalkEvent (5, 3, 0, 0, 12060, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0) # Ah, I see. Then what of our casualties? Also, did we [cdb]manage to capture any of the enemy?
16
UnkEvent 26(3, 686, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
17
TalkEvent (686, 4, 0, 0, 12061, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0) # We've three lightly wounded, including Caspar. And I fear none were taken alive.
18
UnkEvent 30(1, 100, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
19
TalkEvent (5, 5, 2400, 0, 12062, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0) # Heh. I suppose such things are wont to occur when [cdb]charging headlong into the fray.
20
UnkEvent 6(0, 1, 40, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
21
LeaveSceneEvent (0, 686, 5, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL)
23
MovePersonToPlaceEvent (686, 10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
24
MovePersonToPlaceEvent (8, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
25
RoomRotationEvent (180, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
26
EnterSceneEvent (0, 8, 5, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL)
29
UnkEvent 7(0, 1, 40, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
30
UnkEvent 26(3, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
31
UnkEvent 31(3, 100, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
32
UnkEvent 27(1, 200, 100, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
33
TalkEvent (8, 6, 2409, 1, 12063, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0) # Hey, Hubert! Did you hear how I cleared out a few [cdb]enemy spies?
34
UnkEvent 171(1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
35
UnkEvent 30(1, 80, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
36
TalkEvent (5, 7, 2400, 0, 12064, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0) # I did indeed. And on top of getting several people [cdb]injured, you failed to capture any of said spies.
37
TalkEvent (5, 8, NULL, 2, 12065, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0) # Had you first called for reinforcements before leaping [cdb]into action, that could have been avoided.
38
TalkEvent (8, 9, 2401, 2, 12066, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0) # And what if they'd gotten away while we waited?
40
TalkEvent (8, 10, 2410, 3, 12067, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0) # Also, didn't you say it was fine when my old man did [cdb]the same thing before?
41
TalkEvent (5, 11, 2401, 0, 12068, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0) # Reinforcements would be nothing but a hindrance to Count Bergliez. If he could not handle something [cdb]himself, additional soldiers would do nothing more.
42
UnkEvent 26(6, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
43
UnkEvent 59(100, 0, 4294967291, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
44
UnkEvent 59(100, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
45
TalkEvent (5, 12, NULL, 0, 12069, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0) # Besides, he would not have suffered even the slightest [cdb]injury in the process.
46
UnkEvent 26(10, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
47
UnkEvent 27(1, 100, 40, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
48
TalkEvent (8, 13, 2410, 2, 12070, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0) # Hey, I'm barely scratched! Aw, forget it. I'll win your [cdb]respect next time for sure!
49
UnkEvent 54(8, 5, 1, NULL, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
50
UnkEvent 59(100, 0, 4294967281, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
51
UnkEvent 59(600, 4294967286, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
52
TalkEvent (5, 14, 2411, 3, 12071, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0) # Why do you ever insist on hurling yourself into [cdb]danger at every opportunity?
53
TalkEvent (5, 15, NULL, 0, 12072, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0) # Clearly, some of the reason lies in your desire for [cdb]military accolades. And yet...
55
UnkEvent 59(100, 0, 4294967294, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
56
UnkEvent 59(600, 10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
57
TalkEvent (5, 16, NULL, 0, 12073, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0) # Let us take this most recent incident, for example. Had you summoned reinforcements, you would likely [cdb]have received more plaudits for it.
58
TalkEvent (5, 17, 2403, 0, 12074, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0) # The capture of an enemy spy would have been a nice [cdb]feather in your cap, as would coming home with [cdb]fewer injured comrades.
59
UnkEvent 30(1, 80, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
60
TalkEvent (8, 18, 2401, 0, 12075, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0) # Yeah, I don't know about all that. All I can say is that [cdb]my gut told me to attack and I listened.
61
TalkEvent (8, 19, NULL, 0, 12076, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0) # And it wasn't a terrible result, so what's the problem?
63
TalkEvent (5, 20, 0, 0, 12077, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0) # The problem is whether or not your gut continues to [cdb]avail you.
64
TalkEvent (5, 21, NULL, 0, 12078, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0) # If this instinct of yours is wrong even a single time, [cdb]you will find a mound of dirt over your head.
65
UnkEvent 30(1, 100, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
66
TalkEvent (8, 22, 2412, 3, 12079, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0) # Don't talk like that, Hubert! I might be aggressive, [cdb]but I'm not angling to end up dead.
67
TalkEvent (5, 23, 2400, 0, 12080, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0) # Your untimely demise would make trouble for me, [cdb]as well. Why, just think of the critical military [cdb]manpower I would be sacrificing.
68
TalkEvent (5, 24, NULL, 0, 12081, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0) # Yet at the same time, you and your gut mucking up [cdb]carefully-laid plans is cause for no less chagrin.
69
UnkEvent 26(7, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
70
UnkEvent 59(100, 4294967291, 4294967291, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
71
UnkEvent 27(1, 400, 20, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
72
TalkEvent (8, 25, 2410, 2, 12082, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0) # Gaaaah! You think too much, you know that?!
73
TalkEvent (8, 26, NULL, 2, 12083, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0) # I mean, if you wanna make a name for yourself on [cdb]the battlefield, you kinda have to accept the risk of [cdb]death.
74
TalkEvent (8, 27, 2402, 2, 12084, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0) # I made the choice to distinguish myself in war [cdb]in spite of that.
75
UnkEvent 54(5, 8, 2, NULL, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
76
UnkEvent 27(2, 100, 100, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
77
UnkEvent 59(100, 0, 4294967286, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
78
UnkEvent 31(3, 100, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
79
UnkEvent 31(1, 600, 20, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
80
TalkEvent (8, 28, 2347, 1, 12085, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0) # But hey, you know what? If you think I'm gonna kick [cdb]the bucket, go ahead and work that into your plans!
81
TalkEvent (5, 29, 0, 4, 12086, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0) # Ah...
82
TalkEvent (8, 30, 0, 0, 12087, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0) # Look, I know I'm your critical military manpower or [cdb]whatever it was you said. But sometimes you've gotta [cdb]win whether you have that manpower or not.
84
UnkEvent 59(100, 0, 4294967293, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
85
UnkEvent 27(2, 100, 50, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
86
UnkEvent 27(1, 200, 50, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
87
TalkEvent (8, 31, 2400, 0, 12088, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0) # Like I said, I'm not aiming to get myself killed, but I [cdb]also know there are no guarantees in battle.
88
TalkEvent (8, 32, 2403, 0, 12089, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0) # Anyway, I figure that's gotta be the best way to make [cdb]sure I don't end up being a burden for you.
89
UnkEvent 26(3, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
91
UnkEvent 135(160, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
94
TalkEvent (8, 33, NULL, 0, 12090, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0) # Oh, it's time for training. Gotta run, Hubert!
96
LeaveSceneEvent (5, 8, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL)
99
TalkEvent (5, 34, 2405, 0, 12091, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0) # Placing your fate into my hands, are you?
100
TalkEvent (5, 35, NULL, 1, 12092, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0) # They say it is a fine line that separates the saint from [cdb]the buffoon. How right they are. Heh.
UnkEvent (15) (index: 4)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
NULL 0 0 0 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (26) (index: 5)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
9 5 0 0 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (59) (index: 6)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
100 30 0 0 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (27) (index: 7)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
2 100 250 0 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (31) (index: 8)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
3 100 10 0 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (59) (index: 9)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
600 0 4294967266 0 0 0 0 0 0 0 0 0 0 0 0
TalkEvent (index: 10)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
686 0 0 0 12057 1 0 0 0 0 0 0 0 0 0
link ??? volume_up
Lord Hubert, we've located what appears to be an enemy scouting party in the forest near our base.
TalkEvent (index: 11)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
5 1 0 0 12058 1 0 0 0 0 0 0 0 0 0
link Hubert volume_up
This is certainly a matter of concern. We will need to make immediate preparations to—
UnkEvent (26) (index: 12)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
10 686 0 0 0 0 0 0 0 0 0 0 0 0 0
TalkEvent (index: 13)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
686 2 0 0 12059 1 0 0 0 0 0 0 0 0 0
link ??? volume_up
But the one who located them was...Caspar.
UnkEvent (30) (index: 14)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
1 100 0 0 0 0 0 0 0 0 0 0 0 0 0
TalkEvent (index: 15)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
5 3 0 0 12060 1 0 0 0 0 0 0 0 0 0
link Hubert volume_up
Ah, I see. Then what of our casualties? Also, did we manage to capture any of the enemy?
UnkEvent (26) (index: 16)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
3 686 0 0 0 0 0 0 0 0 0 0 0 0 0
TalkEvent (index: 17)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
686 4 0 0 12061 1 0 0 0 0 0 0 0 0 0
link ??? volume_up
We've three lightly wounded, including Caspar. And I fear none were taken alive.
UnkEvent (30) (index: 18)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
1 100 0 0 0 0 0 0 0 0 0 0 0 0 0
TalkEvent (index: 19)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
5 5 2400 0 12062 1 0 0 0 0 0 0 0 0 0
link Hubert volume_up
Heh. I suppose such things are wont to occur when charging headlong into the fray.
UnkEvent (6) (index: 20)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
0 1 40 0 0 0 0 0 0 0 0 0 0 0 0
FadeToBlackEvent (index: 22)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
74 0 0 0 0 0 0 0 0 0 0 0 0 0 0
MovePersonToPlaceEvent (index: 23)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
686 10 0 0 0 0 0 0 0 0 0 0 0 0 0
MovePersonToPlaceEvent (index: 24)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
8 7 0 0 0 0 0 0 0 0 0 0 0 0 0
RoomRotationEvent (index: 25)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
180 0 0 0 0 0 0 0 0 0 0 0 0 0 0
LookAtPersonEvent (index: 27)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
5 8 3 0 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (7) (index: 29)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
0 1 40 0 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (26) (index: 30)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
3 8 0 0 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (31) (index: 31)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
3 100 5 0 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (27) (index: 32)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
1 200 100 0 0 0 0 0 0 0 0 0 0 0 0
TalkEvent (index: 33)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
8 6 2409 1 12063 1 0 0 0 0 0 0 0 0 0
link Caspar volume_up
Hey, Hubert! Did you hear how I cleared out a few enemy spies?
UnkEvent (171) (index: 34)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
1 0 0 0 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (30) (index: 35)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
1 80 0 0 0 0 0 0 0 0 0 0 0 0 0
TalkEvent (index: 36)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
5 7 2400 0 12064 1 0 0 0 0 0 0 0 0 0
link Hubert volume_up
I did indeed. And on top of getting several people injured, you failed to capture any of said spies.
TalkEvent (index: 37)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
5 8 NULL 2 12065 1 0 0 0 0 0 0 0 0 0
link Hubert volume_up
Had you first called for reinforcements before leaping into action, that could have been avoided.
TalkEvent (index: 38)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
8 9 2401 2 12066 1 0 0 0 0 0 0 0 0 0
link Caspar volume_up
And what if they'd gotten away while we waited?
LookAtPersonEvent (index: 39)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
5 8 3 50 0 0 0 0 0 0 0 0 0 0 0
TalkEvent (index: 40)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
8 10 2410 3 12067 1 0 0 0 0 0 0 0 0 0
link Caspar volume_up
Also, didn't you say it was fine when my old man did the same thing before?
TalkEvent (index: 41)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
5 11 2401 0 12068 1 0 0 0 0 0 0 0 0 0
link Hubert volume_up
Reinforcements would be nothing but a hindrance to Count Bergliez. If he could not handle something himself, additional soldiers would do nothing more.
UnkEvent (26) (index: 42)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
6 5 0 0 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (59) (index: 43)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
100 0 4294967291 0 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (59) (index: 44)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
100 0 0 0 0 0 0 0 0 0 0 0 0 0 0
TalkEvent (index: 45)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
5 12 NULL 0 12069 1 0 0 0 0 0 0 0 0 0
link Hubert volume_up
Besides, he would not have suffered even the slightest injury in the process.
UnkEvent (26) (index: 46)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
10 8 0 0 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (27) (index: 47)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
1 100 40 0 0 0 0 0 0 0 0 0 0 0 0
TalkEvent (index: 48)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
8 13 2410 2 12070 1 0 0 0 0 0 0 0 0 0
link Caspar volume_up
Hey, I'm barely scratched! Aw, forget it. I'll win your respect next time for sure!
UnkEvent (54) (index: 49)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
8 5 1 NULL 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (59) (index: 50)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
100 0 4294967281 0 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (59) (index: 51)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
600 4294967286 0 0 0 0 0 0 0 0 0 0 0 0 0
TalkEvent (index: 52)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
5 14 2411 3 12071 1 0 0 0 0 0 0 0 0 0
link Hubert volume_up
Why do you ever insist on hurling yourself into danger at every opportunity?
TalkEvent (index: 53)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
5 15 NULL 0 12072 1 0 0 0 0 0 0 0 0 0
link Hubert volume_up
Clearly, some of the reason lies in your desire for military accolades. And yet...
PanCameraEvent (index: 54)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
3 5 NULL NULL 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (59) (index: 55)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
100 0 4294967294 0 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (59) (index: 56)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
600 10 0 0 0 0 0 0 0 0 0 0 0 0 0
TalkEvent (index: 57)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
5 16 NULL 0 12073 1 0 0 0 0 0 0 0 0 0
link Hubert volume_up
Let us take this most recent incident, for example. Had you summoned reinforcements, you would likely have received more plaudits for it.
TalkEvent (index: 58)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
5 17 2403 0 12074 1 0 0 0 0 0 0 0 0 0
link Hubert volume_up
The capture of an enemy spy would have been a nice feather in your cap, as would coming home with fewer injured comrades.
UnkEvent (30) (index: 59)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
1 80 0 0 0 0 0 0 0 0 0 0 0 0 0
TalkEvent (index: 60)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
8 18 2401 0 12075 1 0 0 0 0 0 0 0 0 0
link Caspar volume_up
Yeah, I don't know about all that. All I can say is that my gut told me to attack and I listened.
TalkEvent (index: 61)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
8 19 NULL 0 12076 1 0 0 0 0 0 0 0 0 0
link Caspar volume_up
And it wasn't a terrible result, so what's the problem?
PanCameraEvent (index: 62)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
1 5 5 0 0 0 0 0 0 0 0 0 0 0 0
TalkEvent (index: 63)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
5 20 0 0 12077 1 0 0 0 0 0 0 0 0 0
link Hubert volume_up
The problem is whether or not your gut continues to avail you.
TalkEvent (index: 64)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
5 21 NULL 0 12078 1 0 0 0 0 0 0 0 0 0
link Hubert volume_up
If this instinct of yours is wrong even a single time, you will find a mound of dirt over your head.
UnkEvent (30) (index: 65)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
1 100 0 0 0 0 0 0 0 0 0 0 0 0 0
TalkEvent (index: 66)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
8 22 2412 3 12079 1 0 0 0 0 0 0 0 0 0
link Caspar volume_up
Don't talk like that, Hubert! I might be aggressive, but I'm not angling to end up dead.
TalkEvent (index: 67)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
5 23 2400 0 12080 1 0 0 0 0 0 0 0 0 0
link Hubert volume_up
Your untimely demise would make trouble for me, as well. Why, just think of the critical military manpower I would be sacrificing.
TalkEvent (index: 68)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
5 24 NULL 0 12081 1 0 0 0 0 0 0 0 0 0
link Hubert volume_up
Yet at the same time, you and your gut mucking up carefully-laid plans is cause for no less chagrin.
UnkEvent (26) (index: 69)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
7 8 0 0 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (59) (index: 70)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
100 4294967291 4294967291 0 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (27) (index: 71)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
1 400 20 0 0 0 0 0 0 0 0 0 0 0 0
TalkEvent (index: 72)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
8 25 2410 2 12082 1 0 0 0 0 0 0 0 0 0
link Caspar volume_up
Gaaaah! You think too much, you know that?!
TalkEvent (index: 73)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
8 26 NULL 2 12083 1 0 0 0 0 0 0 0 0 0
link Caspar volume_up
I mean, if you wanna make a name for yourself on the battlefield, you kinda have to accept the risk of death.
TalkEvent (index: 74)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
8 27 2402 2 12084 1 0 0 0 0 0 0 0 0 0
link Caspar volume_up
I made the choice to distinguish myself in war in spite of that.
UnkEvent (54) (index: 75)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
5 8 2 NULL 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (27) (index: 76)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
2 100 100 0 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (59) (index: 77)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
100 0 4294967286 0 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (31) (index: 78)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
3 100 8 0 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (31) (index: 79)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
1 600 20 0 0 0 0 0 0 0 0 0 0 0 0
TalkEvent (index: 80)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
8 28 2347 1 12085 1 0 0 0 0 0 0 0 0 0
link Caspar volume_up
But hey, you know what? If you think I'm gonna kick the bucket, go ahead and work that into your plans!
TalkEvent (index: 81)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
5 29 0 4 12086 1 0 0 0 0 0 0 0 0 0
link Hubert volume_up
Ah...
TalkEvent (index: 82)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
8 30 0 0 12087 1 0 0 0 0 0 0 0 0 0
link Caspar volume_up
Look, I know I'm your critical military manpower or whatever it was you said. But sometimes you've gotta win whether you have that manpower or not.
PanCameraEvent (index: 83)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
2 8 NULL NULL 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (59) (index: 84)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
100 0 4294967293 0 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (27) (index: 85)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
2 100 50 0 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (27) (index: 86)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
1 200 50 0 0 0 0 0 0 0 0 0 0 0 0
TalkEvent (index: 87)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
8 31 2400 0 12088 1 0 0 0 0 0 0 0 0 0
link Caspar volume_up
Like I said, I'm not aiming to get myself killed, but I also know there are no guarantees in battle.
TalkEvent (index: 88)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
8 32 2403 0 12089 1 0 0 0 0 0 0 0 0 0
link Caspar volume_up
Anyway, I figure that's gotta be the best way to make sure I don't end up being a burden for you.
UnkEvent (26) (index: 89)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
3 8 0 0 0 0 0 0 0 0 0 0 0 0 0
LookEvent (index: 90)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
8 2 40 0 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (135) (index: 91)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
160 0 0 0 0 0 0 0 0 0 0 0 0 0 0
LookEvent (index: 92)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
8 0 40 0 0 0 0 0 0 0 0 0 0 0 0
TalkEvent (index: 94)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
8 33 NULL 0 12090 1 0 0 0 0 0 0 0 0 0
link Caspar volume_up
Oh, it's time for training. Gotta run, Hubert!
PanCameraEvent (index: 98)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
10 5 4 1 0 0 0 0 0 0 0 0 0 0 0
TalkEvent (index: 99)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
5 34 2405 0 12091 1 0 0 0 0 0 0 0 0 0
link Hubert volume_up
Placing your fate into my hands, are you?
TalkEvent (index: 100)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
5 35 NULL 1 12092 1 0 0 0 0 0 0 0 0 0
link Hubert volume_up
They say it is a fine line that separates the saint from the buffoon. How right they are. Heh.