//==============================================================================
// Speech File for Mission 04 - Macomb.
//Version 1.6
// The format for the speech file is explained in the README.txt file in the
// speech file directory.
//
//==============================================================================

//==============================================================================
// Mission Briefing
// Note: General Barnaky's voice does the briefing and debriefing.
//==============================================================================

MISSION_04_BRIEF = {

Ϣ±֪ģֵܻšǵĲʮֵϸ˳ΪĹĿꡣ\n\n
յһͨѶڻͲҷСھСʱһλҪŶӣ󷽵ĵ·ҲѾϡ
ǵսʿĿǰڼأʱܻݣҪ̵֧Ԯ\n\n
ǰд߽Ӱ໻ 
㻹ҪͲͨ\n\n
סֻеṥǵĲӣĸ񶼺ܼԸΪաǵĻʳҽƲƷ - ڻĮܻӭĹ֮\n\n 
һ·˳磬⣬±ǵϵϰȫ\n\n
ɢ
}




//==============================================================================
// Mission Debriefing
//==============================================================================


//==============================================================================
// Situation A: Supply Wagon was escorted safely through the city. There is
// no other acceptable solution.
// Tone/Mood: Jubilant, proud.
//------------------------------------------------------------------------------

MISSION_04_DEBRIEF_A01 = {
Ϣսʿ\n\n

شĿ꣬ѾյϢ˵ǵĲִҷչأչСӦǵĲһ⵽谭˰ɡ\n\n 
˵ģܹ֧Сӱظʽں֮ڡЩûɱļһᱻ͸ӪԻرֵܻĿ\n\n 
ľԺͼ̲βûбӡ\n\n
úܺãսʿ\n\n
ɢ

}
//==============================================================================




//==============================================================================
// Mini-map Information
//==============================================================================

M04_MiniMap_01 = {
ǲڵĵص㡣
}

M04_MiniMap_02 = {
·ѾЩصˡ
}

M04_MiniMap_03 = {
̽ӻرָͼȻսǰ֪ʶ
}

M04_MiniMap_04 = {
İȫҪѳ
}


//==============================================================================
// Objective Breakdowns:
//------------------------------------------------------------------------------
M04_OBJ_01 = { д߻ϡ }
M04_OBJ_02 = { 쳵ѳ㡣 }
M04_OBJ_03 = { 黹ͼݳ۾ }
//==============================================================================

//==============================================================================
// FAILURE NOTICES
//------------------------------------------------------------------------------ 
M01_FAILUREA = { һ͵֮гˢԸϣ㱻ʺĿӲļߡ}
M04_FAILUREB = {̨˴ݻˣʧǲֵܻģսʿһΰɡ}


// CHANGED PILOT WILSON'S NAME TO CHRISTIAN, BECAUSE THE LIBRARIAN IS CALLED WILSON.
//==============================================================================
// Name: Pilot Christian.
// Role: Original pilot of the APC.
// Background: Wilson, better known as Pilot Christian, is the warrior who has  
// been cut-off from the rest of his unit. He is tired, hungry, and unshaven. 
// His job in this mission is to guide the player to the APC and run away.
//==============================================================================


//==============================================================================
// Situation A00: Pilot Christian will say this to the player's squad at the 
// start of the mission. He will then run off without saying anything more.
//------------------------------------------------------------------------------
M04_Pilot_A00_W = {

ɱʱóһЩ֧Ԯˡ *̾* ðɣԭĻС취ѱּһᵽصȥСÿһ˶ЩĶ\n\n 
״ãÿ20߾ͻһ·ҪЩ˱ȶﻹ£Կ˾ȿǹҪСǵı\n\n 
Կ׾棬һ·˳磬ͷڻ档

}
//==============================================================================



//==============================================================================
// Situation A00: Floating text that Pilot will say as he walks off the map.
//------------------------------------------------------------------------------
M04_Pilot_A01 = { ҿɲĽҪĿ£รˣСЩס}


//==============================================================================



//==============================================================================
// Name: Phillip Wilson.
// Role: Librarian.
// Background: Phillip Wilson is the lone librarian in the town. He suffers
// from short-sighted vision, and has unfortunately lost his glasses. 
//==============================================================================


//==============================================================================
// Situation A00: Phillip will complain about the state of the town and his
// current predicament if the player decides to pay the library a visit.
//------------------------------------------------------------------------------
M04_Phillip_A00_W = {

ԭر𶯣һҪʲôӵ⣬Щ쵰ˣ˽ûʲôЩҪģеĶҵ۾Щ׷ʱҰǵϡһ˶ɣ...ʲô
}
//==============================================================================


//==============================================================================
// Situation Z00: Philip will immediately start displaying this floating text after the player talks to him once.
//------------------------------------------------------------------------------
M04_Phillip_Z00 = { ЩΪʲôң}
M04_Phillip_Z01 = { Щһǵ}
M04_Phillip_Z02 = { ǲ˺ң}

//==============================================================================


//==============================================================================
// Situation A01: If the player talks to Philip again (without having the glasses) he will get more information.
//------------------------------------------------------------------------------
M04_Phillip_A01_W = {
ҺܱǸոնǴУ˺ܶ鷳ȽһԼ\n\n

ҵǷգҼªľǸʲô˲ĵطҵļҡһҵʱȥռ鱾һһЩȽûе\n\n

ҵǣǰһȺ٪֢߳鼮ʱҡȻûܵ˺˳ȴ׷ʧҵ۾ܹҵһ൱мġ
}
//==============================================================================


//==============================================================================
// Situation A03: This is Phillip's good-bye line.
//------------------------------------------------------------------------------
M04_Phillip_A03 = { ǸұͷȥҵĹˡ }
//==============================================================================


//==============================================================================
// Situation B: Phillip's random ramblings as he goes about his duties. This 
// is what he says before he has his glasses returned to him.
//------------------------------------------------------------------------------
M04_Phillip_B00 = { ...ǸAһ4 }
M04_Phillip_B01 = { ɶЩʵСĶ }
M04_Phillip_B02 = { û취Щ֡ }
M04_Phillip_B03 = { ...Ȥ }
M04_Phillip_B04 = { ҵġҵź󡹿ȥˣ }
M04_Phillip_B05 = { Ұӡ·ŵȥˣ }
//==============================================================================


//==============================================================================
// Situation C00: This is what Phillip will say if the player speaks to him 
// while the glasses are in the inventory of one of the squad members. This
// effectively returns his glasses to him.
//------------------------------------------------------------------------------
M04_Phillip_C00_W = {

ˣร۾ңⶫã̫ˡ\n\n

лл㣬ҵѣۣöİ̺ۣҲ²¿...ǲǱյȻִһ֧أ\n\n

٣٣ЦѣѡһЦ￴ġ\n\n

Σܸлĺ⣬ⱾȥɣԱҵл⡣\n\n


}
//==============================================================================


//==============================================================================
// Situation Y01: This is Phillip's good-bye line after he has given the book 
// to the player.
//------------------------------------------------------------------------------
M04_Phillip_Y00 = { ˶ᳰЦ}
M04_Phillip_Y01 = { ˭ǹģ}
M04_Phillip_Y02 = { ٴ˵лҵѣףһ·˳硣}

//==============================================================================


//==============================================================================
// Situation D: Phillip's random ramblings as he goes about his duties. This 
// is what he says after he has glasses returned to him.
//------------------------------------------------------------------------------
M04_Phillip_D00 = { ǵģöˡ }
M04_Phillip_D01 = { Щ }
M04_Phillip_D02 = { ...˽ڲ }
M04_Phillip_D03 = { ʮλ෨ʵ̫˲ˣ }
M04_Phillip_D04 = { ...֮ǰûע⵽Ǹǡ }
M04_Phillip_D05 = { ģһҳ˺ˡ }
//==============================================================================




//==============================================================================
// Bandits:
// The bandits are divided into their main roles in the mission. These are 
// the various situations that the bandits may be encountered in. Typically 
// they have one state: Before seeing the player. After seeing the player, the 
// combat AI takes over and combat taunts are used.
//
// All bandit lines are floating text.
//==============================================================================


//==============================================================================
// Bandit Situation A: These are what the bandits can say while they wait in 
// ambush for the player. A00 to A11 are somewhat refined bandits. A12-A23 are
// less refined bandits.
//------------------------------------------------------------------------------
M04_Bandit_A00 = { *̾* ģ }
M04_Bandit_A01 = { ҴһЯ˺ܶʳ }
M04_Bandit_A02 = { Щֵܻ }
M04_Bandit_A03 = { *Ƿ* }
M04_Bandit_A04 = { *̾* }
M04_Bandit_A05 = { ~ġ }
M04_Bandit_A06 = { пκ }
M04_Bandit_A07 = { ~ǿܳ }
M04_Bandit_A08 = { ϣܹ }
M04_Bandit_A09 = { ʵǺġ }
M04_Bandit_A10 = { ȴˡ }
M04_Bandit_A11 = { ǰ }

M04_Bandit_A12 = { йģ }
M04_Bandit_A13 = { Щɵȥˣ }
M04_Bandit_A14 = { һֱȵҵЩ쵰ɡ }
M04_Bandit_A15 = { ֵܻЩࡣ }
M04_Bandit_A16 = { ߴص... }
M04_Bandit_A17 = { ɱĽ쵰 }
M04_Bandit_A18 = { Ķˣ }
M04_Bandit_A19 = { ֻҪ֪ǵ }
M04_Bandit_A20 = { ҪΪԼһЩֵܻķϡ }
M04_Bandit_A21 = { ҵȲҪǹ }
M04_Bandit_A22 = { ʲô }
M04_Bandit_A23 = { ˭Ǹ }
//==============================================================================


//==============================================================================
// Raider Situation B: These are what the bandits might say as they spot the
// player's squad approaching. B00 to B05 are associated with bandits guarding 
// the barricades, with B06 to B11 being the ruder version. B12 to B17 are 
// associated with bandits just waiting around, with B18 to B23 being the 
// ruder version.
//------------------------------------------------------------------------------
M04_Bandit_B00 = {  }
M04_Bandit_B01 = {  }
M04_Bandit_B02 = { ȡȣѾޣ }
M04_Bandit_B03 = { ҵ }
M04_Bandit_B04 = { ҿ }
M04_Bandit_B05 = { ׼ãǾ }

M04_Bandit_B06 = { ģ }
M04_Bandit_B07 = { ҴЩ쵰ˡ }
M04_Bandit_B08 = { ٣Ǹʿ죡ѵԱţɭֵ }
M04_Bandit_B09 = { ֵܻṷӣ }
M04_Bandit_B10 = { Ѿˣ࣡ }
M04_Bandit_B11 = { ǣڣ }

M04_Bandit_B12 = { סբţ }
M04_Bandit_B13 = { ˣ }
M04_Bandit_B14 = { Ү }
M04_Bandit_B15 = { ׼̥ }
M04_Bandit_B16 = { Ҫˣ }
M04_Bandit_B17 = { ڻң }

M04_Bandit_B18 = { Ǹɱբţ }
M04_Bandit_B19 = { ǴҪӲķʽ룡 }
M04_Bandit_B20 = { ɱǣסբţ }
M04_Bandit_B21 = { ɱǣ }
M04_Bandit_B22 = { ȥǰɣ }
M04_Bandit_B23 = { ڻբţ }
//==============================================================================


//==============================================================================
// Situation C00: The mystery bandit with the key. This is a special situation
// with one of the bandits. He has a key and he is hungry. If he sees the
// player, he will say a one liner to indicate that he might consider giving
// food to the player.
//
// Initially he is not hostile, but he soon becomes hostile as soon as he 
// says his last line. 
//------------------------------------------------------------------------------
M04_Bandit_C00 = { ʳҾ͸ҵբԿס }
//==============================================================================


//==============================================================================
// Situation C01: If the player tries to give him food, he will reveal the
// location and move to situation C03.
//------------------------------------------------------------------------------
M04_Bandit_C01 = { ͷⶰݶһ }
//==============================================================================


//==============================================================================
// Situation C02: If the player ignores him for more than ten seconds, he 
// will blurt out the location anyway and demand food. He shifts into 
// situation C04.
//------------------------------------------------------------------------------
M04_Bandit_C02 = { ݶϵһڿ԰ʳ˰ɣ }
//==============================================================================


//==============================================================================
// Situation C03: After a while, he will become hostile to the player. He 
// will demand more food.
//------------------------------------------------------------------------------
M04_Bandit_C03 = { ˣ֪㻹и࣬Ҫߡ }
//==============================================================================


//==============================================================================
// Situation C04: After a while, he will become hostile to the player. He 
// will now have to kill the player to hide his little indiscretion.
//------------------------------------------------------------------------------
M04_Bandit_C04 = { ʵ̫ʺˣ޷ȥѽ}
//==============================================================================




//==============================================================================
// Junkies:
// There are a few violent junkies in the city. They will assault the player's
// squad but will tend to run away if hurt. All of their lines are in floating
// text.
//==============================================================================


//==============================================================================
// Situation A: Wandering around, nothing to do. There are six distinct types
// of junkies, each with about three random lines.
//------------------------------------------------------------------------------
M04_Junkie01_A00 = { ҺҪ }
M04_Junkie01_A01 = { һκ¡ }
M04_Junkie01_A02 = { Ҫһܡ }
M04_Junkie01_A03 = { ˸һܰɡ }

M04_Junkie02_A00 = { ˮ֮£ }
M04_Junkie02_A01 = { ...ɫʡ }
M04_Junkie02_A02 = { Ҹоᡣ }
M04_Junkie02_A03 = { һƯС }

M04_Junkie03_A00 = { ** Ҫ }
M04_Junkie03_A01 = { ** }
M04_Junkie03_A02 = { ĺҪ }
M04_Junkie03_A03 = { Ҷú }

M04_Junkie04_A00 = { УԸκ¡ }
M04_Junkie04_A01 = { ҪһЩ }
M04_Junkie04_A02 = { 㣿˴Ӧ }
M04_Junkie04_A03 = { Ҫʼˡ }

M04_Junkie05_A00 = { Щɣ }
M04_Junkie05_A01 = { Ҫ }
M04_Junkie05_A02 = { ϵѽ㣬Ըκ¡Gawd, please, I'll do anything. }
M04_Junkie05_A03 = { ھҪһܣ }

M04_Junkie06_A00 = { У˭ɱ˰ɡ }
M04_Junkie06_A01 = { Щֹסֲɡ }
M04_Junkie06_A02 = { ޷ȥˡ }
M04_Junkie06_A03 = { е鶼߰㡣 }
//==============================================================================


//==============================================================================
// Situation B: If they spot the player, they'll call out a line before they 
// attack. Not sure if the game engine handles this easily. At present each 
// junkie would require a separate trigger which could be expensive.
//------------------------------------------------------------------------------
M04_Junkie01_B00 = { еĶƷ죡 }
M04_Junkie01_B01 = { ...ɣ࣬ }
M04_Junkie01_B02 = { ҺҪھ͸ң }
M04_Junkie01_B03 = { 㣿һΪɱġ }
M04_Junkie01_B04 = { Ʒ }
M04_Junkie01_B05 = { ҽƲƷأǽң }
//==============================================================================

//==============================================================================
// Situation C: Attack taunts for junkies. 
//------------------------------------------------------------------------------
M04_Junkie01_C00 = { õʲôҶóȥ}
M04_Junkie01_C01 = { Ҷ͵Կɲ̫С}
M04_Junkie01_C02 = { ҺҪھͰң }
M04_Junkie01_C03 = { 㣿һΪɱġ }
M04_Junkie01_C04 = { 㲻˽⣬ҪЩƷ}
M04_Junkie01_C05 = { ҿʼˣ }
//==============================================================================




//==============================================================================
// Hippies:
// There are a few hippies, four distinct types of hippies in the city. They
// are against the capitalistic, pig-dog, oppressors of the working class, 
// scum-sucking, filth-bag, Brotherhood yuppies.
//==============================================================================


//==============================================================================
// Situation A: The hippies are calm and relaxed before they spot the player.
//------------------------------------------------------------------------------
M04_Hippy01_A00 = {  }
M04_Hippy01_A01 = { ˬ }
M04_Hippy01_A02 = { Ү }
M04_Hippy01_A03 = {  }

M04_Hippy02_A00 = { ɵ԰֣ }
M04_Hippy02_A01 = { ƽ֣ }
M04_Hippy02_A02 = { ҰЬӣ֣ }
M04_Hippy02_A03 = { ը }

M04_Hippy03_A00 = { ٣ˣ֣ }
M04_Hippy03_A01 = { Ү }
M04_Hippy03_A02 = { ȫҡڣ }
M04_Hippy03_A03 = { ࡣ }

M04_Hippy04_A00 = { ҡ֣ }
M04_Hippy04_A01 = { Ұ }
M04_Hippy04_A02 = { รˡ }
M04_Hippy04_A03 = { ƽ }
//==============================================================================


//==============================================================================
// Situation B: If they spot the player, the hippies will jeer and taunt them.
// I don't think they'd actually attack, so this may simply involve switching 
// the speech nodes around. Great idea. Don't have them attack but if the player attacks them then it will affect the ending. 
//------------------------------------------------------------------------------
M04_Hippy01_B00 = { ȥЩҩļһ }
M04_Hippy01_B01 = { ֵܻϹŰǣ֡ }
M04_Hippy01_B02 = { ǵȤ֡ }
M04_Hippy01_B03 = { 侲ˡ }

M04_Hippy02_B00 = { ǵؼӣ }
M04_Hippy02_B01 = { ǵؼӣǵؼӣ }
M04_Hippy02_B02 = { ƶʽ˷ѱ }
M04_Hippy02_B03 = { ǿĶװ˵ }

M04_Hippy03_B00 = { йѷ֣ }
M04_Hippy03_B01 = { ЩֵܻҪú侲һ¡ }
M04_Hippy03_B02 = { ־ˣ }
M04_Hippy03_B03 = { ϹŰ壡 }

M04_Hippy04_B00 = { ģҺûʿݳ...99ʿУѷˡ }
M04_Hippy04_B01 = { ֹͣϴ硹ļǣ }
M04_Hippy04_B02 = { ֵܻȨ }
M04_Hippy04_B03 = { ٺӱ }
//==============================================================================




//==============================================================================
// Starving and Destitute People:

//==============================================================================


//==============================================================================
// Situation A: This is what the destitute citizens will say before they spot 
// the vehicle. There are four brands of destitutes.
//------------------------------------------------------------------------------
M04_Destitute01_A00 = { ˿͸һЩʳ }
M04_Destitute01_A01 = { Һö }
M04_Destitute01_A02 = { һûԶˡ }
M04_Destitute01_A03 = { 㣬Һö }

M04_Destitute02_A00 = { ҵСڰ }
M04_Destitute02_A01 = { 㣬ҵСѾһûԶˡ }
M04_Destitute02_A02 = { ȫ˶ڰ }
M04_Destitute02_A03 = { ǼȵҪʳﰡ }

M04_Destitute03_A00 = { ˮҪˮ }
M04_Destitute03_A01 = { ҿҪˡ }
M04_Destitute03_A02 = { Һÿʡ }
M04_Destitute03_A03 = { ҵСˣ *໰* ҵСˣ }

M04_Destitute04_A00 = { 㣬ҪҩƷ }
M04_Destitute04_A01 = { ** ** }
M04_Destitute04_A02 = { Ҫҽչˡ }
M04_Destitute04_A03 = { Уܰ ** }
//==============================================================================


//==============================================================================
// Situation B: This is what the destitute citizens will say when they spot
// the vehicle. 
//------------------------------------------------------------------------------
M04_Destitute01_B00 = { ʳһҪõ }
M04_Destitute01_B01 = { ҺܱǸһҪõһЩʳ }
M04_Destitute01_B02 = { ҪʳѽǸһҪõһЩ }
M04_Destitute01_B03 = { ʳ죡 }

M04_Destitute02_B00 = { СҪʳ }
M04_Destitute02_B01 = { һΪιҵСɱˣ }
M04_Destitute02_B02 = { ԭңұιҵС }
M04_Destitute02_B03 = { һֻСķ }

M04_Destitute03_B00 = { ˮҪ }
M04_Destitute03_B01 = { Ǹҿˡ }
M04_Destitute03_B02 = { Ҫˮ }
M04_Destitute03_B03 = { Ҫˮ }

M04_Destitute04_B00 = { ҩƷ }
M04_Destitute04_B01 = { ЩƷ }
M04_Destitute04_B02 = { ҪҩƷ }
M04_Destitute04_B03 = { ** ** *ɿ* ǣ }
//==============================================================================


//==============================================================================
// Situation C: This is what the destitute citizens MAY say when they run away
// because they are being injured too badly to continue. Not sure if this will 
// be placed as almost all require separate triggers.
//------------------------------------------------------------------------------
M04_Destitute01_C00 = { ...һġ }
M04_Destitute01_C01 = { 㲻Ծġ }
M04_Destitute01_C02 = { ѵһԸʩ }
M04_Destitute01_C03 = { ǰɡ }

M04_Destitute02_C00 = { 쵰ҵСᰤġ }
M04_Destitute02_C01 = { 㣬ҪιҵС }
M04_Destitute02_C02 = { ѵһ㶫ԸʩҵС }
M04_Destitute02_C03 = { 㣡ҵСڰ }

M04_Destitute03_C00 = { ģҾҪڼˡ }
M04_Destitute03_C01 = { Ϊʲôôز̣ }
M04_Destitute03_C02 = { ǶʳˣȻһˮҲǣ }
M04_Destitute03_C03 = { 㣬ҶڸոչеǸ }

M04_Destitute04_C00 = { ** ǴŶ군ˡ }
M04_Destitute04_C01 = { ϣѽˡ }
M04_Destitute04_C02 = { ֵܻᾹȻ˲̣ }
M04_Destitute04_C03 = { ôܹܾǵĻȨ }
//==============================================================================
//==============================================================================
// Situation D: The destitutes attack!
// Civilian combat taunts. We need some of the civilians to attack. The floating combat taunts will inform the player that life hard outside the Brotherhood and as a result hard decisions must be made.
//------------------------------------------------------------------------------

M04_Destitute01_D00 = { ԸսҲҪ򼢶}
M04_Destitute01_D01 = { һʳ }
M04_Destitute01_D02 = { СΪһᡣ }

M04_Destitute02_D00 = { ҲҪ˺ǣҪԶ }
M04_Destitute02_D01 = { ** }
M04_Destitute02_D02 = { ĲһˣҵС... }

M04_Destitute03_D00 = { ô죿ɱң }
M04_Destitute03_D01 = { Һܿͻᵽȥҵļžۡ }
M04_Destitute03_D02 = { ҾҵŮȥҰ첻 }

M04_Destitute04_D00 = { óһЩʳǣ }
M04_Destitute04_D01 = { Ҵûô㡣 }
M04_Destitute04_A02 = { һЩʳģ }


//==============================================================================
// Situation E: If they get food [not sure if these will be used]
// Civilians floating text when they run away after given food.
//------------------------------------------------------------------------------
//Dan I think these need at least three options?

M04_Destitute01_A00 = { 챣ǣ}
M04_Destitute01_A01 = { ϣһв̫٣ }
M04_Destitute01_A02 = {ǵɣ}

M04_Destitute02_A00 = { 죬ζʵ̫ˣ }
M04_Destitute02_A01 = { Ͼ͹ȥ㣡 }
M04_Destitute02_A02 = {...Ǽ⡣}

M04_Destitute03_A00 = { ҵҪⶫһ㡣 }
M04_Destitute03_A01 = { л죬л죡 }
M04_Destitute03_A02= { )

M04_Destitute04_A00 = { ʳˣ }
M04_Destitute04_A01 = { û취ȥҶͷˡ }
M04_Destitute04_A02 = { ð}


//==============================================================================
