- commoner.txt
A simple script. Uses the combat and mobility behavior of basicnpc.txt and gives 12 "customized" messages to the party telling them that conversation has not been initiated when talked to.
- malicious.txt
Creature picks out the creature with the least hit points and attempts to attack it. Works best with ranged units who don't have to move to reach their desired targets.
- merchant.txt
A simple but versatile script. Uses the combat and mobility behavior of basicnpc.txt and skips conversation, moving immediately into shop mode. Allows shop type to be customized, but assumes the six "default" types created in the scenario script. Allows cost and selling rate to be customized, and reserves the use of SDF 98,9.
- standby.txt
Acts like basicnpc.txt, except allows the designer to have the character abandon all other orders and return to a waypoint, its starting location or just to stand still.
- talkparty.txt
A complicated script, based off of the Wisp script used in Valley of the Dying Things. (Obviously, I can't claim credit entirely for this one.) Assumes combat and mobility behavior of basicnpc.txt and allows dialogue nodes when creature approaches party as well as when party initiates conversation with creature to be customized separately.
- teleportboss.txt
A sightly more advanced script which uses the combat behavior of hunter.txt. When beaten, creature will "teleport" to different location.