Nah, there isn't. These scripts all have a specific prefix which tells you in what location they are used. In this case, ai means "arroyo, item" (usable objects, etc), ac means "arroyo, critter" and so on. Generic scripts which could be used anywhere all start with z... though that much should be obvious, considering the script files are sorted in these folders by default.
Thanks, that makes sense. I figured out they were often named after their areas, but didn't know that the "i" and "c" stand for item, critter, etc. Very helpful.
Not really related but I didn't want to start a new thread... can you tell me if calling something like "critter_dmg(self_obj, 100, 6)" in a dialog node should also trigger all the "destroy_p_proc" stuff in their script? I made a node that blows up the critter talking, but I notice I don't get the karma hit for killing a "good" critter even though they are set up that way. Killing them normally by just attacking gives the correct karma hit. I tried to fix it by adding "destroy_object(self_obj)" after the damage but that just crashes the game (possibly it's trying to destroy the same critter - itself - twice?). Adding "inc_good_critter" to the same node does nothing either. I feel I'm missing something obvious.
EDIT: correction, calling "inc_good_critter" or even setting the global variable for good critter kills manually causes the game to crash when you enter the main Arroyo village map.
My node code:
set_local_var(LVAR_Defeated, 1);
set_local_var(LVAR_Start_Trial, 2);
set_map_var(MVAR_Passed_Fighting, Fighting_Finished);
set_global_var(GVAR_START_ARROYO_TRIAL, TRIAL_CHEAT);
set_global_var(GVAR_DUMAR_STATUS, 1);
inc_general_rep(REP_BONUS_ARROYO_TRIAL_FIGHT_BOMB);
end_dialogue;
float_msg(self_obj, message_str(749, 354), 8);
explosion(13728, 2, 0);
critter_dmg(self_obj, 100, 6);
... but can't get it to increment "a good critter was killed" no matter where I put the needed lines.

(REP_BONUS_ARROYO_TRIAL_FIGHT_BOMB = 40 incidentally)