//==============================================================================
// Speech File for Mission 11 - Kansas City.
//Version 1.7
// The format for the speech file is explained in the README.txt file in the
// speech file directory.
//
//==============================================================================

// NOTE: STANDARD PHRASING FOR SUPER MUTANTS IS "Super Mutants," with a space and no hyphen.
//==============================================================================
// Mission Briefing
// Note: General Dekker's voice does the briefing and debriefing.
//==============================================================================

MISSION_11_BRIEF_W = {
Ϣֵܡ\n\n

Ѿ׷ݵı˶ִ˿˹ǣԤϵģѾһ˻ءǣׯ԰ͻϮжݻΪǵĳ˲״\n\n

һҷĳżȻ䷢ĹʳʬСĿǰõѶϢָСսǰһͺ䷢ء۾ʳʬȺܾܿ侮ԭ֮ԱֱϵѪ\n\n

Ϊ˵ĹѰЭЩжζЩ׷ѰȺʳʬӵеĳƷĳܾܿһ˵ĺӵһ𳬼ӵֻԹ֮ʲô£ͻȫë\n\n

㽫ҪȥĹкʳʬ̸֤ǻᱣĳԽųըһȽҪһЩʱټ㹻СȫػСӱҪס˵Ĺֱۼ͡ӰСӵִΪֹ 
ĹеʳʬҲȥں֪ʶΪС֮ͬǾͻɳСռЩ䡣\n\n

೤㲹һЩҩ͡ȥҩҩ裬ǽÿһι̶ʱͼһķȾȼ\n\n

ɢC
}

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


//==============================================================================
// Situation 01: Mission was accomplished successfully. This is the first part of the debrief and is present in all situations.
// Tone/Mood: 1st proud, 2nd matter of fact, 3rd matter of fact/lecture
//------------------------------------------------------------------------------
MISSION_11_DEBRIEF_A01_W  = {

˵һĹѾ飬ۼͰӰСҲѾִĹУлĹǰŵԣǳ֮Ϊ³˹ĺӵֵܻᡣڲǰѾشʧǿҪһʱϢٶȷִģĹж\n\n

ըĿǰɱ²͵ˣǰһкǦܵĵص׵ﱤ· - ȻװӸͺͼලҵǣΪҩ͡ȥҩȲƷֻʹھ߱Ե֮ϣЩֻรˡ \n\n

սֵܣսǵ - ǻھ뼫ȶȥǵΪڷؽÿĮľִܹҵ

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





//==============================================================================
// Situation B01: Mission was accomplished successfully with few ghoul fatalities.
// Tone/Mood: Cheery/Proud
//------------------------------------------------------------------------------
MISSION_11_DEBRIEF_B01_W  = {

ڳΧڼ䣬ֻĹʳʬɥΪġֻøΣῶṩй豸ļ֪ʶ⽫ʡǵǹоըʱʱ䣬ǼҪоƻ\n\n

ΪĽܳ˸µı׼ֵܡ\n\n

뿪ˡ

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




//==============================================================================
// Situation B02: Mission was accomplished successfully but many of the ghouls
// were killed.
// Tone/Mood: Indifferent/Dissapointed
//------------------------------------------------------------------------------
MISSION_11_DEBRIEF_B02_W  = {

ĹеʳʬѾǵĵֻһϢˣȻǲûдļκε±ʹܾ̾κйըԵļѶʱĹȥǵǹӦÿԷ豸ܣĿǰоƻܵӰ졣\n\n

ָ覴Ѿ¼ڰ\n\n

ɢI

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




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

M11_MiniMap_01 = {
Ľ㣬ʳʬĸǻǽ롣
}

M11_MiniMap_02 = {
ʳʬĴã̾סʳʬĿǰۼѰӻ
}

M11_MiniMap_03 = {
ǽǽڵıڣʳʬصз
}

M11_MiniMap_04 = {
ǽǽڵϲڣʳʬصз
}

M11_MiniMap_05 = {
ǽǽڵڣʳʬصз
}


//==============================================================================
// Objective Breakdowns:
//------------------------------------------------------------------------------
M11_OBJ_01 = { ʳʬ̡ }
M11_OBJ_02 = { á }
M11_OBJ_03 = { 𳬼˵Ľ }
M11_OBJ_04 = { ҳӪڽøĳָӹ١ } 
//==============================================================================

//==============================================================================
// FAILURE NOTICES
//------------------------------------------------------------------------------
M11_FAILUREA_W = { ͻʳʬʱѾʬ;ڵϣԸ໹һλ...}
M11_FAILUREB_W = {ʳʬ⵽ɱֵܻǲܽʧܵģһΰɣսʿ}
M11_SUCCESSA_W = {ѾͬˣСӵִ˵أ˺ɣǰѳ㡣 }
M11_SUCCESSB_W = { Ѿɹеĳָӹ٣ʳʬ̻رϢ }
//==============================================================================
// Name: Defcon.
// Role: Ghoul Bishop of Gravestone Cathedral.
// Background: Defcon is the second son of T-Minus. He is the spiritual leader 
// of the ghouls of Gravestone. He is a particularly leathery ghoul, and like 
// Harold, grows a little bonsai out the back of his head.
//
//
// As such, it is possible for Defcon to hand the Hammer over to a worthy cause.
// It is of little matter, for the Almighty will provide them with another one.
// There is a stockpile of nuclear weapons buried beneath Gravestone.
//==============================================================================

name_CORE_m11_Defcon = { · }

//==============================================================================
//Ed, how about setting the trigger of first attack a couple of minutes after he talks to Defcon? This way the //player will have some time to look around. 
// Situation A00: Before the mission is successful, Defcon will initiate the 
// following speech as soon as he sees a member of the player's squad. He will 
// introduce himself and explain that what he is willing to do.Ed, I'm making this guy a preacher type. He will have //three VO files for situation A. The player will decide if he wants to hear more by clicking Defcon again. If the //player listens to all three of his preaching files Defcon will give him some Rad-X.  The "floating text" will //appear from time to time but it is unrelated to clicking on the Defcon character. Change into the next situation //will bring it to its normal one B file (dig?).  I DIG, DADDY-O. 
//------------------------------------------------------------------------------
M11_Defcon_A00_W = {

ãǵ·򿵶֮ӣӭĹеʥءǵĳҪ³˹Ҳߺż񡣱ҲҪ³˹ȴǵͶ֮⡣ 
}
//==============================================================================


//==============================================================================
// Situation A01: If he has made his speech, and the mission is not yet 
// complete, Defcon will use the following lines when the player attempts to 
// reinitiate a conversation.
//------------------------------------------------------------------------------
M11_Defcon_A01_W = {

ΪĹе̣ĳΪ³˹֮ʥżػߣϣǵżǨƵֵܻΧ֮ڣ㹻ֹ̱˶ǾвͿԴǵԭӷ֮ػҿ˵·ǡ𣡣 

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


//==============================================================================
// Situation A02: This is Defcon's good-bye line for situation A, if the player
// persists in talking with him.
//------------------------------------------------------------------------------
M11_Defcon_A02_W = {
Щ˽⡸ԭӷӦš֮ˣЩ޷ҵŻࡣ\n\n

ӭ³˹֮٤ػߵķ̺֮żĻر\n\n

ЩΪֻ˺
}
//==============================================================================


//==============================================================================
// Situation A03: If he has made his speech, and the mission is not yet 
// complete, Defcon will use the following lines when second part of the 
// mission: 'Kill the remaining mutants' is initiated.
//
// This speech may be initiated by DefCon or it may be part of DefCon's speech
// if the player decides to speak with him after the mutants have retreated.
//
// He will then revert back to floating text (Sit A)
//------------------------------------------------------------------------------
M11_Defcon_A03_W = {

ڽ̿ȵĺ³˹ԭ˵λײ÷˺ѳƬֱĵȫҷΪֹ\n\n

ɾ˥ܵĴأǽ֤ǹʸ֮³˹ʥ壬ұΰ֮Ѫ͵ʥֵܻĵﱤ\n\n

þּİ취 

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


//==============================================================================
// Situation B00: After the mission is successful, and not many of the ghouls
// have died, if the Defcon has already spoken to the player, he will initiate
// conversation using the following lines. After B00, Defcon will switch to
// D00 when further addressed. Triggers Mission Complete
//------------------------------------------------------------------------------
M11_Defcon_B00_W = {

һѾߵĽ׶ΣǲȶӴ˥ӽһ㣡\n\n

ڽұϵѪ⡸ƺ˷֮΢֮յ֮ʥߡϡ\n\n

ԸķȾչ㡢ָ֮ܡ
}
//==============================================================================
// POSITRONS FROM DECAYING QUANTUM? MAYBE WE SHOULD CHECK THE TERMINOLOGY THERE
// Check "this" you red haired pansy.
//==============================================================================
// Situation B01: After the mission is successful, and too many of the ghouls
// have died, if the Defcon has already spoken to the player, he will initiate
// conversation using the following lines. After B01, Defon will switch to
// E00 when further addressed. Triggers Mission Complete
//------------------------------------------------------------------------------
M11_Defcon_B01_W = {
ܷˡֵ֮ܰӻѽڡ֮ǴʥǵΪ֮ռŭز\n\n

ܵ޷ȫرǣּҪ̺һԱʵǽ\n\n

ԸķȾչ㡢ָ׾
}
//==============================================================================


//==============================================================================
// Situation C00: After the mission is successful and not many of the ghouls 
// have died, if Defcon has not already made his introduction, he will use 
// the following lines instead. Both C00 and C01 are initiated automatically
// as soon as Defcon sees the player. After C00, Defcon will switch to
// to D00 when further addressed. Triggers Mission Complete
//------------------------------------------------------------------------------
M11_Defcon_C00_W = {
һѾߵĽ׶ΣǲȶӴ˥ӽһ㣡\n\n

ڽұϵѪ⡸ƺ˷֮΢֮յ֮ʥߡϡn\n

ԸķȾչ㡢ָ֮ܡ
}
//==============================================================================


//==============================================================================
// Situation C01: After the mission is successul and too many the ghouls have
// died, if DefCon has not already made his introduction, he will use the
// the following lines instead. Both C00 and C01 are initiated automatically
// as soon as Defcon sees the player. After C01, Defcon will switch to E00
// when further addressed.Triggers Mission Complete
//------------------------------------------------------------------------------
M11_Defcon_C01_W = {
ܷˡֵ֮ܰӻѽڡ֮ǴʥǵΪ֮ռŭز\n\n

ܵ޷ȫرǣּҪ̺һԱʵǽ\n\n

ԸķȾչ㡢ָ׾
}
//==============================================================================


//==============================================================================
// Situation D00: This is Defcon's parting speech when he is pleased with the 
// player's deeds. This is what he will say if the player decides to talk to 
// him.
//------------------------------------------------------------------------------
//Removed. This guy already says an earful.

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




//==============================================================================
// Situation E00: This is Defcon's parting speech when he is displeased with 
// the player's deeds. This is what he will say if the player decides to talk 
// to him.
//------------------------------------------------------------------------------
//Removed. This guy already says an earful. 
//==============================================================================





//==============================================================================
// Situation F: This is Defcon's random prayer fragments before the mission 
// is completed.
//------------------------------------------------------------------------------
M11_Defcon_F00 = { Ҫԡڸķҷһ¡ }
M11_Defcon_F01 = { ǵļҳǺӶ֮ }
M11_Defcon_F02 = { ......ҵ˼ǣԭӣ}
M11_Defcon_F03 = { սǰĵʼʱɡ }
M11_Defcon_F04 = { ǵرǵǺܳİ˥ڡ}
M11_Defcon_F05 = { ϵطϰڻĶ}
//==============================================================================


//==============================================================================
// Situation G: This is Defcon's random prayer fragments after the mission is 
// completed.
//------------------------------------------------------------------------------
M11_Defcon_G00 = { ǺӰǸŪϹġ }
M11_Defcon_G01 = { ҵĶոյ...³˹}
M11_Defcon_G02 = { аʳʬ֮ѣ}
M11_Defcon_G03 = { ......ҵ˼ǣԭӣ}
M11_Defcon_G04 = { ԸʥͽСкܹǵ}
M11_Defcon_G05 = { ĺԭʮǿҵĺӣ }
//==============================================================================







//==============================================================================
// Name: Juggoknot.
// Role: Super Mutant commander.
// Background: Juggoknot is a large, smelly muppet. He has a scarred face and 
// a bad, angry attitude. He has risen through the ranks despite his lack of 
// intelligence. He strongly dislikes being called stupid.
//
// 'Don't call me Stupid' Juggo doesn't have a big role in this mission. He is 
// simply there to shout orders at the Super Mutants.
//==============================================================================


//==============================================================================
// Situation A00: If 'Don't call me Stupid' Juggo sees the player, he will 
// shout out one or two random lines.
//------------------------------------------------------------------------------
M11_Juggo_A00 = { ׳˭ǣʹǣ죡 }
M11_Juggo_A01 = { ˭ɱǣɣ죡 }
//==============================================================================


//==============================================================================
// Situation B: If 'Don't call me Stupid' Juggo hasn't seen the player, he
// will be happily shouting out orders to his mutants.
//------------------------------------------------------------------------------
M11_Juggo_Z00 = { ڶ }
M11_Juggo_Z01 = { СӣҮ㣡ɵ }
M11_Juggo_Z02 = { 쵽ߣ }
M11_Juggo_Z03 = { Ѻŵĵߣ }
M11_Juggo_Z04 = {  }
M11_Juggo_Z05 = { ߵСӣ㣡ϣ }
//==============================================================================


//==============================================================================
// Situation B: If 'Don't call me Stupid' Juggo is dying, he calls out one of
// the following random lines.
//------------------------------------------------------------------------------
M11_Juggo_B00 = { ûǸ󱬱ҪֹЩĹ粻ʧܰ... }

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




//==============================================================================
// Ghoul Acolytes:
// The ghouls acolytes are mostly within the cathedral. They flock together
// and murmur their prayers.
//
// The acolytes do not have dialogue - they will ignore the player's attempts
// at conversation. They are NOT included in the death count for the ghouls. 
// Only the ghoul defenders are counted.  How about some murmuring floating text then?  otherwise the screen
// will seem a little dead to me.
//==============================================================================


//==============================================================================
// Situation A00: The first time the player goes near one of the ghouls, if 
// there is a ghoul in the squad, they will be amazed and decide that they too 
// should be involved in the battle.
//
// The ghoul's voice should be raspy and the line should be whispered at first,
// then clearer and louder towards the end. Trigger weapons appearing in their hand so they can be armed and have a chance. Plus it looks good for effect !  Note2: Can we have a prophecy on paper or stone slab somewhere where the player can find it. It would justify this situation. I wrote something that we can use below.
//------------------------------------------------------------------------------
M11_Acolyte_A00_W = {
ôһ£ҵͬྐྵȻҲֵܻ᣿\n\n

ЩֱֹͶʵΪֹǱ̵˵ʳʬǡ֮ڡڷŭоͻᱻһ̣ΪʲôֻԹ۵ԭ\n\n

ǰλȴǸԶսʿԼֻ۾Լ֤ģζѾʵˣǲٱ̳ǿЭǵ\n\n

ҡǡ䡤֡ԡۣ\n\n

...Ҫ...У 
}
//==============================================================================



//==============================================================================
// Situation Z00: If there is no ghoul in the squad.
//
// The ghoul's voice should be raspy and the line should be whispered at first,
// then clearer and louder towards the end.
//------------------------------------------------------------------------------
M11_Acolyte_Z00_W = {
л³˹Ĵӣһġӷ֮Ԥ\n\n 

ұ͸¶һйʳʬܣҪ˽ĸֻܹʵ֮սһҪΪǷأҰǵĵ֣\n\n

ֻԹۺѡ
}
//==============================================================================



//==============================================================================
// Situation B: After each acolyte decides to fight (and they all decide to 
// do so at the same time,) they shall immediately say one of the following 
// random cries of courage. They may also random say these lines after the 
// fact, during the battle.
//------------------------------------------------------------------------------
M11_Acolyte_B00 = { ǿʳʬıж }
M11_Acolyte_B01 = { ȥɱЩ˹̥ɣ }
M11_Acolyte_B02 = { ɣ }
M11_Acolyte_B03 = { ҮɵЩˡ }
M11_Acolyte_B04 = { ³˹ǵЩ }
M11_Acolyte_B05 = { ǽҪԴŵٶд }
//==============================================================================


//==============================================================================
// Situation C: This is what the acolytes would normally say if they were not 
// inspired by the player.
//------------------------------------------------------------------------------
M11_Acolyte_C00 = { ǻᾡܵذ...ķʽ }
M11_Acolyte_C01 = { һῪʼ˵20εġſڻ }
M11_Acolyte_C02 = { Ը㲢ս }
M11_Acolyte_C03 = { 321䣡˵ }
M11_Acolyte_C04 = { е־壬ܾѣҪ³˹ }
//==============================================================================

//==============================================================================
// Prophecy 
// Ed, look at this and put in on a disk or tablet. DL
//------------------------------------------------------------------------------
M11_Holodisc = {˶µĵ죬ʥЩ³˹׷ǲȥӴϵͽЩԻǡܼ֮ǻ۵˵뱣ǿȡ֮ԴĴ

ȡսȭͷõǵĻܡ

ֱΰˮѽǶΪ˵ȺֱǵֵǷǵļ磬׼Ϊ֮սʱ 

ѾΪģҲؽء

ͷƤ֮ʥ  }
//==============================================================================

// HOW ABOUT MORE OF A PUBLIC SERVICE PAMHPLET ABOUT HOW PEOPLE SHOULDN'T INVOLVE //THEMSELVES IN DOMESTIC MILITARY SITUATIONS UNTIL THE PROPER AUTHORITIES TURN UP (OR //SOMETHING). EITHER IS GOOD. No time young Ed. No time.

//==============================================================================
// Ghoul Defenders:
// These are the ghoul citizens who are defending the town. They are group by 
// location. Each dead ghoul defender adds to the count against the player's
// success.
//==============================================================================


//==============================================================================
// Situation A: This is what all the ghouls say if the player attempts to talk 
// to them. They don't really have much to say to the Brotherhood of Steel.
//------------------------------------------------------------------------------
M11_Ghoul_A00 = { Ƚϲ-235-238}
M11_Ghoul_A01 = { ҳһҵĿϣ }
M11_Ghoul_A02 = { ³˹ }
M11_Ghoul_A03 = { һҪ߽˵ķӾۺ }
M11_Ghoul_A04 = { ǻս}
M11_Ghoul_A05 = { ҵı㶼ᷢࡣ }
//==============================================================================


//==============================================================================
// Situation B: This is what the ghouls may say in-between battles. They will
// say this even after the mission is successful because as far as they are
// concerned, the threat isn't over yet. In fact, the player has only met the
// first waves of the mutant army.
//------------------------------------------------------------------------------
M11_Ghoul_B00 = { ʱ־ }
M11_Ghoul_B01 = { зǵκӰ }
M11_Ghoul_B02 = { һ }
M11_Ghoul_B03 = { Ҫٶһĵҩ }
M11_Ghoul_B04 = { ʲô }
M11_Ghoul_B05 = { ˾ڻλá }

M11_Ghoul_B06 = { Ըʥĸǡ }
M11_Ghoul_B07 = { Ըոʥ䡣 }
M11_Ghoul_B08 = { Ը̵ϴ }
M11_Ghoul_B09 = { ԸǵԶʧ٣}
M11_Ghoul_B10 = { Ըֵܻŵԡ }
M11_Ghoul_B11 = { ³˹ǡ }

M11_Ghoul_B12 = { ұҵİ˥ﱣ }
M11_Ghoul_B13 = { һսҵëҮ }
M11_Ghoul_B14 = { ˿ }
M11_Ghoul_B15 = { жǵķʱǷŭһ㣡 }
M11_Ghoul_B16 = { ҵѾ׼ˣ }
M11_Ghoul_B17 = { ΪʲôǲԺΪ }
//==============================================================================


//==============================================================================
// Situation C: This is what the ghouls may say if they see the Super Mutants.
// Each ghoul will say one of the random lines below. Not all may speak as it 
// would require a separate trigger for each ghoul with a reset timer so they
// don't keep firing the same random lines over after the other.
//
// These lines can be useful as the ghouls may have sharper eyesight than the
// player's squad. Also the player's squad will not likely start firing away 
// until the Super Mutants are within range - these shouts can serve as an
// early warning system.
//------------------------------------------------------------------------------
M11_Ghoul_C00 = { һֻ }
M11_Ghoul_C01 = {  }
M11_Ghoul_C02 = { ֻŵģ }
M11_Ghoul_C03 = { ˹ǳˣ }
M11_Ghoul_C04 = { 죬ҪЭ }
M11_Ghoul_C05 = { ֧Ԯ˹ }
//==============================================================================




//==============================================================================
// Ghoul Runners:
// These are special ghouls that report the status of the ghoul defense. They 
// may be running around or they may be stationary. Their job is to act as a
// cheap information relay between the three entrances.
//==============================================================================


//==============================================================================
// Situation A: This is what the runners at the south and west gates may say if
// a ghoul at the north gate is killed.
//------------------------------------------------------------------------------
M11_Runner_A00 = { иʳʬˣܸر }
M11_Runner_A01 = { Ӱڱˡ }
M11_Runner_A02 = { ķǸոڱʧһְ }
M11_Runner_A03 = { Ǳ }
M11_Runner_A04 = { ʥʧһʳʬ }
M11_Runner_A05 = { ڱŸɵһ }
//==============================================================================


//==============================================================================
// Situation B: This is what the runners at the north and west gates may say if
// a ghoul at the south gate is killed.
//------------------------------------------------------------------------------
M11_Runner_B00 = { ԭӹ۵ľۺǱиʳʬˣ }
M11_Runner_B01 = {  }
M11_Runner_B02 = { ҵĴżۺʧһ֡ }
M11_Runner_B03 = { Ѿʧһ֡ }
M11_Runner_B04 = { Ǳ߸ոʧһֻʳʬ }
M11_Runner_B05 = { Ǳ߽һҷˡ }
//==============================================================================


//==============================================================================
// Situation C: This is what the runners at the north and south gates may say 
// if a ghoul at the west gate is killed.
//------------------------------------------------------------------------------
M11_Runner_C00 = { ʳʬű̵ˣ }
M11_Runner_C01 = {  }
M11_Runner_C02 = { ţʳʬ£ʳʬ£ }
M11_Runner_C03 = { ҵӣǱʧһʳʬ }
M11_Runner_C04 = { Ÿոʧһʳʬ }
M11_Runner_C05 = { Žһҷˣ }
//==============================================================================


//==============================================================================
// Situation D: This is what the runners say when Super Mutants are spotted at 
// the north gate.
//------------------------------------------------------------------------------
M11_Runner_D00 = { ڱŷֳˣ }
M11_Runner_D01 = { ˳ڱǱߣ }
M11_Runner_D02 = { зϮţ }
M11_Runner_D03 = { ״ }
M11_Runner_D04 = { ڽӽţ }
M11_Runner_D05 = { ڻ }
//==============================================================================


//==============================================================================
// Situation E: This is what the runners say when Super Mutants are spotted at
// the south gate.
//------------------------------------------------------------------------------
M11_Runner_E00 = { ŷֳˣ }
M11_Runner_E01 = { ˳Ǳߣ }
M11_Runner_E02 = { зϮţ }
M11_Runner_E03 = { ״ }
M11_Runner_E04 = { ڽӽţ }
M11_Runner_E05 = { ڻ }
//==============================================================================


//==============================================================================
// Situation F: This is what the runners say when Super Mutants are spotted at
// the west gate.
//------------------------------------------------------------------------------
M11_Runner_F00 = { ŷֳˣ }
M11_Runner_F01 = { ˳Ǳߣ }
M11_Runner_F02 = { зϮţ }
M11_Runner_F03 = { ״ }
M11_Runner_F04 = { ڽӽţ }
M11_Runner_F05 = { ڻ }
//==============================================================================


//==============================================================================
// Situation G: When enough Super Mutant waves have been destroyed, the mission
// will shift into a search and destroy phase. The remaining runners will let 
// the player know this by shouting for joy.
//
// The option remains as to whether this speech is triggered all at once for 
// all the runners or only to the runners of a particular gate.
//------------------------------------------------------------------------------
M11_Runner_G00 = { Ǽβˣֹǣ }
M11_Runner_G01 = { ڳУ³˹ʤ }
M11_Runner_G02 = { Ӱɡͽ³˹ܰɣ }
M11_Runner_G03 = { ٣ǳˣ }
M11_Runner_G04 = { ǵڲϵͳǻʤ }
M11_Runner_G05 = { ³˹꣡սʤˣ }
//==============================================================================




//==============================================================================
// Super Mutants:
// These are divided into various situations in which the Super Mutants may be
// encountered. All of these are floating-text only.
//==============================================================================


//==============================================================================
// Situation A: Super Mutants in general. These are the random lines before 
// they see the player.
//------------------------------------------------------------------------------
M11_SuperMutant_A00 = { кǣźö飡 }
M11_SuperMutant_A01 = { к׼ã}
M11_SuperMutant_A02 = {  }
M11_SuperMutant_A03 = { 泯ǰ }

M11_SuperMutant_A04 = { ߣߣߣߣ }
M11_SuperMutant_A05 = { 尡 }
M11_SuperMutant_A06 = { Ҫɱѽ }
M11_SuperMutant_A07 = { ҾΪ˶ģ }

M11_SuperMutant_A08 = { Ҫõը }
M11_SuperMutant_A09 = { ȥʳʬ }
M11_SuperMutant_A10 = { ʳʬҪжٺܵ }
M11_SuperMutant_A11 = { ʳʬ }

M11_SuperMutant_A12 = { Ҫã }
M11_SuperMutant_A13 = {  }
M11_SuperMutant_A14 = { ȥʹһ٣ }
M11_SuperMutant_A15 = { ǰѴ⡣ }

M11_SuperMutant_A16 = { ȥǡ }
M11_SuperMutant_A17 = { ʹʱ䣡 }
M11_SuperMutant_A18 = { ɱ ɱ }
M11_SuperMutant_A19 = { ʱ䣡 }

M11_SuperMutant_A20 = { żǹ }
M11_SuperMutant_A21 = { ʲôζ }
M11_SuperMutant_A22 = { ŵζ }
M11_SuperMutant_A23 = { ڸ }
//==============================================================================

//Need you to add the following. Put them at the end of the doc if you like.
 
name_CORE_m11_Acolyte = { ɮ }
name_CORE_m11_Commander = { ָӹ }

