//==============================================================================
// Speech File for Mission 07 - Mardin.
//Version 1.3
// 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_07_BRIEF = {
ӭսʿ\n\n


Ѿ֪ĳѨԹЩʳ˵ĹѾǵҵ̫ˣҪĿǷЩĶֵܻԼǰȥ\n\n
ǵǹѾһЩ԰εжǷ֣ΪĳԭЩͻϮҰޣӦĳֺϵﵽҰ޵Ϊ͸ӦΨһǾοЩ֮צΪǹٵо棬ֻеǻ۵ŻЩС\n\n
ҲͳĵڶĿꡣǿԵ֪Щ֮צķʽԴٽֵܻҵĻǾ͸չǳŵӰ췶ΧһᣬԴðһĿΣա\n\n
ټС̡\n\n
ɢ

}




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


//==============================================================================
// Situation A01: Start of debrief that will be present in all situations
// Tone/Mood: First paragraph proud. Second paragraph is normal
//------------------------------------------------------------------------------
MISSION_07_DEBRIEF_A01  = {
ɵ̫ˣսʿ\n\n

ѾЩҰҲܿˣʤϢҲΧֵܻ±ۼǵĴǰ\n\n
֮ǰǵǹٶԼҰ޼ϵԤȻȷģϾӦڳڱ¶¶Ѩδ֪ķɡ\n\n 
ϧǣ޷ļܣǵǹٽͣصıֻЩѾܷӰ20ϡҲνΪѧվЩаıġ

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



//==============================================================================
// Situation B01: Mission complete with  Deathclaw Mother alive and spoken to. ed, check this if it's going to work if the mom is kept in the cage or something like that.
// Tone/Mood: Bewildered, disgruntled
//------------------------------------------------------------------------------
MISSION_07_DEBRIEF_B01  = {

Ǹʱ̣սʿ֮צŮͳѾǵĳ̸ˣĸлƺ൱г⣬ҲͬһЩ뿪ʱ\n\n
Щ֮צ±ţҲѾƻһⵥλͬЩص±ǵӪ\n\n
ʵ˵Ҹ˶ЩΣյеЩҲΪӦøǵʥʿһսȻȴ൱ô\n\n

ֻҪ֪ͺãֵܡʵʱ滳ɳǵжǲǶԵġ\n\n

ɢ
}
//==============================================================================



//==============================================================================
// Situation B02: Beastlord Leader is dead. Deathclaw Mother was not released/spoken to //or was killed. 
// Tone/Mood: Proud and impressed.
//------------------------------------------------------------------------------
MISSION_07_DEBRIEF_B02  = {

֮צŮͳߵбʹ֮צΪľвֵܻҪ֮ⶼ൱㲻κγŵΪǵϲüҳֻǵаǰѡߣ\n\n

Ϊȷľúܺãֵܡ\n\n

Խɢˡ

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




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

M07_MiniMap_01 = {
Ľ㡣һ֮󣬾ҵڻѲߵľ
}

M07_MiniMap_02 = {
Сӵļ֤ʵǽ֯Ҫڡ
}

M07_MiniMap_03 = {
ǵ˵кܶѲ߾ҪԵֿ׼
}

M07_MiniMap_04 = {
һṹȱڣǵҲʾĵ˻١
}

M07_MiniMap_05 = {
һսǰĹĹżǽͨ
}

M07_Minimap_06 = {
⽫Ľ㣬һ쵼ˣ׼ѳ
}
 

//==============================================================================
// Objective Breakdowns:
//------------------------------------------------------------------------------
M07_OBJ_01 = { ۡ }
M07_OBJ_02 = { ֿ֮צԴ }
//==============================================================================

//==============================================================================
// NOTICES
//------------------------------------------------------------------------------
M07_FAILUREA = {㱻ˡѰʱĹͷӻ﷢ֵܻضû»ʤ}

M07_SUCCESSA = {ʣµľҳ֮צԴ}
M07_SUCCESSB = {Լҳ˿֮צԭСĿ꣬صѳ׼뿪}
M07_SUCCESSC = {Ѿҳ֧֮צķڣɡ}




//==============================================================================
// Name: Dar.
// Role: Beastlord Emperor.
// Background: Dar is the oldest and strongest surviving member of the original
// mutated strain of humans. He has the greatest influence on the ability of 
// his fellow Beastlords to control their creatures.
//
// Dar is large, sweaty man in his early forties. He speaks with a hissing
// lisp that seems to follow those of his clan. Generations of in-breeding have 
// made this man almost completely insane.
//
// Dar gibbers to himself, talks to imaginary advisors, and leaves tooth-marks
// on the furniture. His tactics seem to be 'divinely' inspired with an equal 
// chance to hit or miss.
//==============================================================================

name_CORE_m07_Dar = {  }

//==============================================================================
// Situation A00: When Dar sees the player, he will jump up and say his opening
// line.
//------------------------------------------------------------------------------
M07_Dar_A00_W = {

˻ԣֵܻҪˡҰ޵꣬㽫Ϊҳǵʳ԰ɣ\n\n

ɱǣҵҰǣɱǣҿǵѪϴ裬͵ȡ͵ȡ˼ķ

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


//==============================================================================
// Situation A01: If Dar sees the Matriarch approach. He will start to panic.
// He only says this if the players are close enough to hear it. 
//------------------------------------------------------------------------------
M07_Dar_A01_W = {
˻ʲôƣⲻܣΰǴҶˣ
}
//==============================================================================


//==============================================================================
// Situation B: During the battle, Dar distinguishes himself with his custom
// taunts.
// Note: Not sure how the script editor can handle this without manually having
// triggers for Dar.
//------------------------------------------------------------------------------
M07_Dar_B00 = { ӦúȤɡ }
M07_Dar_B01 = { ǽһףʤ硣 }
M07_Dar_B02 = {  }
M07_Dar_B03 = { ɣ }
M07_Dar_B04 = { ҽ̵꣡ }
//==============================================================================


//==============================================================================
// Situation C: During the battle, if the Deathclaw Matriarch is in the battle, 
// Dar expresses some serious doubts on the outcome.
// Note: Not sure how the script editor can handle this without manually having
// triggers for Dar.
//------------------------------------------------------------------------------
M07_Dar_C00 = { ֹͣɣĺܱǸ  }
M07_Dar_C01 = { Ƕˡ }
M07_Dar_C02 = { ɱǴң }
M07_Dar_C03 = { ˣ }
M07_Dar_C04 = { ֹͣͶˣ }

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




//==============================================================================
// Name: Mother.
// Role: Matriarch of the intelligent Deathclaws
// Background: Her real name is difficult to pronounce, so we'll call her 
// Mother instead. Mother looks like an extra large Deathclaw. She is much 
// stronger, tougher, and deadlier than the average adult Deathclaw. She has 
// a deep, booming voice.
//
// Mother's motivation is her broodlings. She is forced to render control of 
// her brood to that of Dar. She resents this, but she has no choice in the 
// matter. Dar would kill her and her broodlings if she disobeyed him. As long 
// as she is trapped in the cage, Dar is safe. If she were allowed out though,
// Dar would be deader than an iguanna on a stick.
//==============================================================================

name_CORE_m07_mother = { Ůͳ }

//==============================================================================
// Situation A00: Initial meeting with Mother. If any of the squad members 
// get close enough to the cage, she will initiate a conversation. She will 
// explain her situation and ask to be freed.
//------------------------------------------------------------------------------
M07_Mother_A00_W = {

ɱҵ㵱Ȼ֧ʹ֮צŵԴͷôɱҰɡػɵĻᣬҲȻؿԼΪū۵ﾱϵȦ\n\n

ˣǿһִ𰸡\n\n

Էңһĸ׵ĸ𡣷ңҽЩѪϴ裬ůҵ\n\n

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


//==============================================================================
// Situation A01: If the player frees Mother, she speaks to them again.
// After she says these lines, all the Deathclaws in the mission turn friendly
// towards the player's squad and hostile towards the Beastlords.
//------------------------------------------------------------------------------
M07_Mother_A01_W = {
˻ˣ\n\n

ڣ\n\n

ǣǽūˣn\n

Ҫеľ棡
}
//==============================================================================


//==============================================================================
// Situation B: Mother has some random lines that she says before she is freed.
//------------------------------------------------------------------------------
M07_Mother_B00 = { 㲻Щҵˡ }
M07_Mother_B01 = { 㲻úңࡣ }
M07_Mother_B02 = { ҵСܿࡣ }
M07_Mother_B03 = { һҪɣ }
M07_Mother_B04 = { ˻... ˭ }
M07_Mother_B05 = { һ㣬ٽһ㡣 }
//==============================================================================




//==============================================================================
// Situation C01: After the Dar is killed, if Mother is nearby, she will
// say the following lines to the player. This can also be activated by initiating speech with her. She says her thanks in her own
// special way.
//------------------------------------------------------------------------------
M07_Mother_C01_W = {
սҵһͣսʿ˻\n\n

Ϊ˽ľҵܹػɡ 

лΣһҪ˼Ҽҵҽȥ̸̸\n\n
}
//==============================================================================


//==============================================================================
// Situation D: After Dar is killed, Mother changes her random lines.
//------------------------------------------------------------------------------
M07_Mother_D00 = { ûбĸǿˡ }
M07_Mother_D01 = { ˭Ҫ̵ģ }
M07_Mother_D02 = { ľǺúñҵС}
M07_Mother_D03 = { ǵģӣҲ㡣 }
M07_Mother_D04 = { Щม }
M07_Mother_D05 = { Ƿֵܻһࡡӡ }
//==============================================================================




//==============================================================================
// Beastlords:
// The Beastlords are encountered in different situations or places. They are 
// sorted by placement, each with separate situations.
// 
//==============================================================================

name_CORE_m07_Beastlord = {  }

//==============================================================================
// Situation A: Before seeing player's forces.
//------------------------------------------------------------------------------
// Wasp Patrols:
M07_Beastlord01_A00 = { ߡ}
M07_Beastlord01_A01 = { ʳʬйѳԣ}
M07_Beastlord01_A02 = { Ѳ߾ѷˡ}

M07_Beastlord02_A00 = { ŵʲô}
M07_Beastlord02_A01 = { ҪСĸֵܻҲꡣ}
M07_Beastlord02_A02 = { ʧȥҪ}

// Sleeping Beastlords:
M07_Beastlord03_A00 = { *ֹ*}
M07_Beastlord03_A01 = { **}
M07_Beastlord03_A02 = { Zzz ... Zzz ... }

M07_Beastlord04_A00 = { Zzzzz ... }
M07_Beastlord04_A01 = { ** }
M07_Beastlord04_A02 = { Zzz ... **}
//Dan - I think we need some more alternatives here
// Deathclaw Watchers:
M07_Beastlord05_A00 = { һֻǺܲĳ }
M07_Beastlord05_A01 = { ֻצӵĴС }
M07_Beastlord05_A02 = { һֻ϶ }

M07_Beastlord06_A00 = { һֻ൱ʡ }
M07_Beastlord06_A01 = { ҿֻͽ...˹ˡ }
M07_Beastlord06_A02 = {ҵСˣ}


// Cemetery Beastlords:
M07_Beastlord07_A00 = { ζ }
M07_Beastlord07_A01 = { пʲô }
M07_Beastlord07_A02 = { .. ·}


M07_Beastlord08_A00 = { ҿƨ }
M07_Beastlord08_A01 = { ˭ǣ }
M07_Beastlord08_A02 = { ţĵطá}


// Outer Patrols:
M07_Beastlord09_A00 = {  }
M07_Beastlord09_A01 = { ʲô}
M07_Beastlord09_A02 = { ţ}


M07_Beastlord10_A00 = { ȥҵ㶫԰ɡ}
M07_Beastlord10_A01 = { ҿƨ}
M07_Beastlord10_A02 = { ҵƨɡ}


// Miscellaneous Beastlords:
M07_Beastlord11_A00 = { ˡ}
M07_Beastlord11_A01 = { ﺦ֮צŮͳߡ}
M07_Beastlord11_A02 = { ǸŮͳߺܴ}


M07_Beastlord12_A00 = { Ǳ뷴 }
M07_Beastlord12_A01 = { Ҫ}
M07_Beastlord12_A02 = { Ҫʳ}

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


//==============================================================================
// Situation B: Random text upon sighting the player's forces.
//------------------------------------------------------------------------------
// Wasp Patrols:
//Dan - these are numbed incorrectly and I've added an extra alternative line
M07_Beastlord01_B00 = { ߣ }
M07_Beastlord01_B01 = { ҿˣ }
M07_Beastlord01_B02 = {  }


// Sleeping Beastlords:
M07_Beastlord02_B00 = {  }
M07_Beastlord02_B01 = { ߣ }
M07_Beastlord02_B02 = { İ}


// Deathclaw Watchers:
M07_Beastlord03_B00 = { ץסǣū}
M07_Beastlord03B01 = { ɱǣҵĳ }
M07_Beastlord03_B02 = { ˣ}


// Cemetery Beastlords:
M07_Beastlord04_B00 = { ˻ߣ }
M07_Beastlord04_B01 = { ֹǡ }
M07_Beastlord04_B02 = { ݻǣ}

// Outer Patrols:
M07_Beastlord05_B00 = { һ }
M07_Beastlord05_B01 = {  }
M07_Beastlord05_B02 = { }

// Miscellaneous Beastlords:
M07_Beastlord06_B00 = { ˣ }
M07_Beastlord06_B01 = { ˻ }
M07_Beastlord06_B02 = { }
//==============================================================================

name_CORE_m07_Prisoner = {  }

//==============================================================================
// Prisoners of the Beastlords:
// These are very desperate prisoners as the fate of all such prisoners is to 
// be eaten alive. Talking about eating prisoners, they come in six different
// flavors, all in floating text.
//==============================================================================

//==============================================================================
// Situation A: Before they have been rescued, they have pleaded randomly for 
// help. That is, before the player talks to them.
//------------------------------------------------------------------------------
M07_Prisoner01_A00 = { ҵ찡ҵ찡 }
M07_Prisoner01_A01 = { ǣ㣡 }
M07_Prisoner01_A02 = { ǻǣ}

M07_Prisoner02_A00 = { Уҡ }
M07_Prisoner02_A01 = { ˭Ұ }
M07_Prisoner02_A02 = {찡Ⱦǣ}

M07_Prisoner03_A00 = { ؼң ** }
M07_Prisoner03_A01 = { ιаǣ }
M07_Prisoner03_A02 = { ߣ}

M07_Prisoner04_A00 = { ҲΪ˳Ϊ֮צķ}
M07_Prisoner04_A01 = { ǣ}
M07_Prisoner04_A02 = {Щ뵰ǵʳ}

M07_Prisoner05_A00 = {  }
M07_Prisoner05_A01 = { аǣ }
M07_Prisoner05_A02 = {㣡}

M07_Prisoner06_A00 = { ҵ찡Һú£}
M07_Prisoner06_A01 = { ǰҵȥι֮צˣ}
M07_Prisoner06_A02 = { ţˣ}

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


//==============================================================================
// Situation B: Once the player talks to them, consider them rescued. They will
// say a random line each time the player speaks with them. Alternately, this
// could be triggered upon opening the doors to their cells.
//------------------------------------------------------------------------------
M07_Prisoner01_B00 = { ŷл졣 }
M07_Prisoner01_B01 = { ̫лˡ }
M07_Prisoner01_B02 = { 㲻ڵġ}

M07_Prisoner02_B00 = { ǵþˣ }
M07_Prisoner02_B01 = { ȥһŻҰ }
M07_Prisoner02_B02 = { Ҫһ}

M07_Prisoner03_B00 = { ǵһֻ֮צŮ }
M07_Prisoner03_B01 = { ڿʼ...ҾҪˡ }
M07_Prisoner03_B02 = { ǸŮͳһֻ൱󡹵֮צ }

M07_Prisoner04_B00 = { ᵽһЩŮĸ֮ġ }
M07_Prisoner04_B01 = { ƺ }
M07_Prisoner04_B02 = { Ǹ񾭵Ļ뵰}

M07_Prisoner05_B00 = { 뿪Ĺط }
M07_Prisoner05_B01 = { Ƕΰ }
M07_Prisoner05_B02 = { Ҫϴ衣}

M07_Prisoner06_B00 = { Ҳᱻ }
M07_Prisoner06_B01 = { 㲻ҵ }
M07_Prisoner06_B02 = { ǵ}
//==============================================================================


//==============================================================================
// Situation c: Once the player talks to them, consider them rescued. The
// following are their new random lines.
//------------------------------------------------------------------------------
//Use the lines from situation B. There is no reason to be so repetitive with minor dialogue. DL

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