speech.2da
This table appears to be related to NPC sound slots.
In PSTEE we have:
2DA V1.0
0
OFFSET NUM
* * *
INITIAL_MEETING 0 1
MORALE 1 1
HAPPY 2 1
UNHAPPY_ANNOYED 3 1
UNHAPPY_SERIOUS 4 1
UNHAPPY_BREAKING_POINT 5 1
LEADER 6 1
TIRED 7 1
BORED 8 1
BATTLE_CRY 9 5
ATTACK 14 4
DAMAGE 18 1
DYING 19 1
HURT 20 1
AREA_FOREST 21 1
AREA_CITY 22 1
AREA_DUNGEON 23 1
AREA_DAY 24 1
AREA_NIGHT 25 1
SELECT * *
SELECT_COMMON 26 6
SELECT_ACTION 32 3
SELECT_RARE 35 4
INTERACTION 39 5
INSULT 44 3
COMPLIMENT 47 3
SPECIAL 50 3
REACT_TO_DIE_GENERAL 53 1
REACT_TO_DIE_SPECIFIC 54 1
MISCELLANEOUS 55 19
RESPONSE_TO_COMPLIMENT 55 3
RESPONSE_TO_INSULT 58 3
HOSTILE_DIALOG 61 1
DEFAULT_DIALOG 62 1
EXISTANCE 69 5
ACTION_2 35 2
CRITICAL_HIT 65 1
CRITICAL_MISS 66 1
IMMUNE_TO_WEAPON 67 1
INVENTORY_FULL 68 1
PICKED_POCKET 69 1
HIDDEN 70 1
SPELL_DISRUPTED 71 1
SET_TRAP 72 1
AREA_CUBE 73 1
AREA_LOWER_WARD 74 1