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