//==============================================================================
// Speech File for Mission 15 - Junction City.
//Version 1.8
// The format for the speech file is explained in the README.txt file in the
// speech file directory.
//Note: Check font and situations since I made changes. DL
//==============================================================================

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

MISSION_15_BRIEF = {
ãսʿ\n\n

һ񽫻м̳ǣеȴСĳֵܾܻ޽ͬЭ飬ΪӮһܻ˵ĹϵʹҪ̬øΪǿӲǵĳϺܺôӮ2һս۵ģڿǵȱ֧Ԯ֮ŵĴ𰸻ܹΪʤܴİȥܹʲôɡ\n\n

ŸҪ飬ǻⳡսصĻǱҪ˽ǵ˵ԭ֪ôԸκλ˲кؼ\n\n

˽⣬˶Ѿм̳Ƿ˴̽ԵĹǵĳΪҲҪЩеǵЩǶԿƼĿȳݣǽĴһҲ֡򳤴ɽ - ܵǵĹԽ˵\n\n

ͬʱһҪ㡣ǵеʦءΪСĴ˻պ֮߳ϵĹըҩɥѧͽȴû㹻֪ʶ빦ְ̳λɫ֮£ǲκλܲĳиΣԵ鱨ָм̳ǵĻеʦʮָҿܿԱ˵μֵܻ롣ҵλеʦҸֵܻṩĴûᡣ\n\n

Ѿյˣɢ

}

// JUNK HAVEN? I'VE GOT THIS DOWN AS JUNCTION CITY EVERYWHERE ELSE, CAN WE KEEP IT //THAT WAY? Yes. Yes we can. DL
//==============================================================================
// Mission Debriefing
//==============================================================================


//==============================================================================
// Situation A01: All robot pieces were recovered. 
// Tone/Mood: Pleased and proud.
//------------------------------------------------------------------------------
MISSION_15_DEBRIEF_A01  = {
ɵ÷ǳãսʿ\n\n

յĻǴλڡ˷֮ҵװǺϣʱǵǹǽиֲԡ˽ķʽ֮ǾͿԸЧʵشˡ\n\n

ķָǼܻ֮ǰ볬˵սоܵ˼ص𺦡һѾɲֽϲ֮Ĵǳս֤ʵңǷЩǬıѪѾѲֵĻеؽһļʾΪѾԴӦװùأŻǳըǸͺŵĻδκ˵Ļ׵ɨƽʮִׯĵ涼ᱻ򻵡

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


//==============================================================================
// Situation B01: Casey recruited
// recruited.
// Tone/Mood: Pleased. Ed, this is based on the fact that Repo squad recovered a tank from an earlier mission. Do you know what mission it was. I don't know if it's in the current revs. It was this that was supposed to activate the tank.
//------------------------------------------------------------------------------
MISSION_15_DEBRIEF_B01  = {

ǵľһְĻеʦǾͿԸϵüȳڵά޹ҲѾչһϸѧͽƼƻǲƵĻеʦȱ⡣\n\n
}

// REWRITE THIS TO TALK ABOUT MORE GENERIC MECHANICAL DUTIES. THE TANK DOESN'T SHOW //UP NOW UNTIL MISSION 19. 
// I changed the dialogue so that it makes sense. Please look. 

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


//==============================================================================
// Situation B02: Casey not recruited
// recruited.
// Tone/Mood: Pleased. Ed, this is based on the fact that Repo squad recovered a tank from an earlier mission. Do //you know what mission it was. I don't know if it's in the current revs. It was this that was supposed to activate //the tank.
//------------------------------------------------------------------------------
MISSION_15_DEBRIEF_B02  = {

ûһλͷĻеʦĻǵĳȳͺЧˣδｫ޷ʹеһЩ㽫Ҫϰ顣\n\n
}

// REWRITE THIS TO TALK ABOUT MORE GENERIC MECHANICAL DUTIES. THE TANK DOESN'T SHOW UP NOW UNTIL MISSION 19. 
//Done DL

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

//==============================================================================
// Situation C00: Bogus robot piece purchased (not taken through murder //or theft!)
// recruited.
// Tone/Mood: Displeased
//------------------------------------------------------------------------------
MISSION_15_DEBRIEF_C01  = {

ֵܣҿеһ㵱ɵӸˣˡһƷǻеװõĻһƴյĹ⡣\n\n

ǹٱ˵ڻ˵ģһ̨ϵĿһ̨綯֭Լһ֧ߡ֪ƷļֵﲢҪҪֵܻĹ\n\n

ͨǲûκγͷģʵ̫ȱε¼\n\n

Ƕˡ\n\n

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


//==============================================================================
// Situation D00: Bogus robot piece not purchased 
// Tone/Mood: normal
//------------------------------------------------------------------------------
MISSION_15_DEBRIEF_D01  = {

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


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

M15_MiniMap_01 = {
м̳ǵıբš
}

M15_MiniMap_02 = {
м̳ǵϲբš 
}

M15_MiniMap_03 = {
м̳ǵĶբš
}

M15_MiniMap_04 = {
м̳ǵբš
}

M15_MiniMap_05 = {
м̳ǵλ
}

M15_MiniMap_06 = {
һѨľưɣƱֵܻԱ֪
}

M15_MiniMap_07 = {
һӻꡣ
}

M15_MiniMap_08 = {
һеʦСݣغĸס
}

M15_MiniMap_09 = {
Ľ㡣
}


//==============================================================================
// Objective Breakdowns:
//------------------------------------------------------------------------------
M15_OBJ_01 = { ջ˵  }

M15_OBJ_02 = { ԿӪ֮ڵĶߡ }
//==============================================================================
// FAILURE NOTICES
//------------------------------------------------------------------------------
M15_FAILUREA = { һ͵֮гˢԸϣ㱻ʺĿӲļߡ}

M15_SUCCESSA = { Ѿջ˵ǰѳԽε }




//==============================================================================
// Name: John Levis     
// Role: Mayor of Junction City.

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

name_CORE_m15_Mayor = { ά˹ }

//==============================================================================
// Situation A00: This is the initial encounter with John. He will mention 
// that he does have the part, but he won't talk to them unless they have 
// the other two parts. He suspects that the other citizens won't part easily 
// with their pieces so he won't have to give it up either.
//------------------------------------------------------------------------------
M15_John_A00_W = {

ǳܹ㣬սʿԼά˹м̳ǵ򳤡\n\n

½ңշǹȥδĴ̼״л˵ĹڻжߵҪȡ˵⣬Ѿее޿ˡ\n\n

֪ҪĶʲôֱ⡣ҵĳǶģǻԼչԼǲֵܻġ޷ٵֵЩ̫ãЩƼ̥װһЩȽĻһһס\n\n

ɱЩݿƼĻ쵰Ҿͻ˵ͷΣ鷳Զʤļֵ㽫ҪԼҵұҪе\n\n
	

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


//==============================================================================
// Situation B00: After Reavers are all destroyed. 
//------------------------------------------------------------------------------
M15_John_B00_W = {

ȷûй졣Ҳö˵ˣ...ȥɣҲģҲҪκζչˡ\n\n

ס£ûȤе˺ʳﶼֵܻᡣ֪Щһڣţ֮򣬵ϣܹŹǡ\n\n

ֵܻڸʲôףˡ
}
//==============================================================================




//==============================================================================
// Situation D: Before John has spoken to the player, he will be doing his 
// job. There are some random lines that he might say.
//------------------------------------------------------------------------------
M15_John_D00 = { ϣǼܻ˴ûһһ˵ؽǣ }
M15_John_D01 = { ΣʱǸĻ˼Ҫ군ˡ }
M15_John_D02 = { ҵʱȷʵʵشǼܻˡ }
M15_John_D03 = { Ҫһ¹ }
M15_John_D04 = { ϢҵһΡ }
M15_John_D05 = { ߣҺЩһ }
M15_John_D06 = { 죬˶ΪǸʬ֡ }
M15_John_D07 = { ûλô }


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


//==============================================================================
// Situation E: After the Reavers begin their attack 
//------------------------------------------------------------------------------
M15_John_E00 = { ҵĳУƼ̥ }
M15_John_E01 = { ִй٣һߣ }
M15_John_E02 = { ãѾϵеֹʺˣ }

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


//==============================================================================
// Situation f: After Reavers are destroyed.
//------------------------------------------------------------------------------
M15_John_F00 = { ѾõҵĶˣҵҪȥˣ }
M15_John_F01 = { ǳϣǲκ鷳 }
M15_John_F02 = { סм̳һĸ壡 }
M15_John_F03 = { ֪ǼܻѾˣҵʱֳ }
//==============================================================================




//==============================================================================
// Name: Anna Guarana.
// Role: Mayor's Assistant. Tells where the pieces are.

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

name_CORE_m15_Anna = {  }

//==============================================================================
// Situation A: She gives the following info when clicked on
//------------------------------------------------------------------------------
M15_Anna_A00_W = { ˣ٣򳤵ȡҰǺ𣿺ǿԻѰҵĶȻ⸽״ظȥƽ\n\n

֮⣬һлǫ̃Ʊŭˡթ֮СˡԼϰ塸졹\n\n 

Щ˵ҲһֻǸһ͹š\n\n

а }


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


//==============================================================================
// Situation B: She says this from the beginning until the Reavers are destroyed.

//------------------------------------------------------------------------------
M15_Anna_B00 = { Ǹһӣ }
M15_Anna_B01 = { Ϊڳ򶫱һӪء }
M15_Anna_B02 = { 㲻ںеĶ˯ }

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


//==============================================================================
// Situation C: Once Reavers are destroyed. 

//------------------------------------------------------------------------------
M15_Anna_C00 = { Ȼ޷ǸӡȻҵˣ }
M15_Anna_C01 = { ϣܹѿȥֵܻᣡ }
M15_Anna_C02 = { ܺãҲ鶼ƽҿȥһ͵ߵˣ }
//==============================================================================


//==============================================================================
// Situation D: If player attacks mayor to get the piece
//------------------------------------------------------------------------------
M15_Anna_D00 = { ֵܻҪɱ򳤣 }


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





//==============================================================================
// Name: Angry Rick
// Role: Bartender of The Pit.
// Background: An ex raider, Angry Rick is very surly and a complete 
// asshole. 

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

name_CORE_m15_AngryRick = { ŭ }

//==============================================================================
// Situation A00: The initial encounter with Angry Rick. 
//------------------------------------------------------------------------------
M15_Rick_A00_W = {
*б* ҪҰҾưɵ㣿ţЩ쵰ưЩʵƹߣǸΪҵľưɴ˸Ĺ˿֪ͣķͱţ͡ỹࡣ\n\n 

ôѲƿƨߵΪֹ\n\n

Ұۣ\n\n
}
//==============================================================================


//==============================================================================
// Situation A01: If the player tries again.
//------------------------------------------------------------------------------
M15_Rick_A01_W = {

٣Ҳƽʲô˽ףǵҰķڳһǴһ𣡣\n\n

תȥС߳ɱľưɡ\n\n 

Ȼĸҽˣ\n\n

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



//==============================================================================
// Situation A02: If the player tries to talk to Rick again. 
//------------------------------------------------------------------------------
M15_Rick_A02_W = {
** ......ôУѱչ...ס...úõû\n\n 

ҺܱǸҸոնУ˺ܶ顣򳤵ȡҺͿ§§ĳ棬ڲ׼ЩӣƣתͷĴõطѾκˣֲЩԱţΪ......ûκð˼ֵܡ\n\n 

ȥɣͰߣȻһ徲һ¡\n\n 
}
//==============================================================================


//==============================================================================
// Situation X00: Floating text before he give the piece. This does not come up if he is clicked on since he will have different VO to say until he gives the piece over. This just pops up after talking in Sit A 
//------------------------------------------------------------------------------
M15_Rick_X01 = { Ǳ }
M15_Rick_X02 = { õʱҾͻȫȫر }
M15_Rick_X03 = { Ҫɱĳ췢ģ }

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



//==============================================================================
// Situation C: Ricks lines after he gives up the piece. 
//------------------------------------------------------------------------------
M15_Rick_C00 = { Ǹǻ }
M15_Rick_C01 = { ⱲûӮһܣ }
M15_Rick_C02 = { Ҵ򵽲...ͻȽϴҮ }

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






//==============================================================================
// Name: Juan
// Role: Storekeeper.
// Background: Juan is a shrewd businessman 
//==============================================================================

name_CORE_m15_Juan = {  }

//==============================================================================
// Situation A00: The introduction. Juan will trade the robot part if the 
// player talks to him. This opens the bartering window after the text dialog
// window.
//------------------------------------------------------------------------------
M15_Juan_A00_W = {
һսʿϵܣʲôҪţǼһһ߽м̳ǵĻ鷳\n\n

ϵκһˣ㶼˵Ҵܵļ̵ֻϽѷɫѡҿԷģǼܻһ˭ҪԸʱҪתܡӵľʱбҲĲѽ\n\n

ΣӵһǸҪףҵѺҲһ飬Ӧȥ\n\n
}
//==============================================================================


//==============================================================================
// Situation A01: After having spoken to the player at least once, Juan will 
// say something different before opening the bartering window for future 
// interactions.
//------------------------------------------------------------------------------
M15_Juan_A01 = {
֪뽻ףܹ￴
}
//==============================================================================


//==============================================================================
// Situation B: The following speech nodes represent any possible random lines 
// that can be spoken by Juan before the Reaver Assault.
//------------------------------------------------------------------------------
M15_Juan_B00 = { ̨˵ʱѾˣð𻨣}
M15_Juan_B01 = { Ǽܻ˵ʱضʮֺ£һֱͣ}
M15_Juan_B02 = { ҶȥǿʯͷһҪ}
M15_Juan_B03 = { ڵʮͨǱƵѶš }
//==============================================================================


//==============================================================================
// Situation C: The following speech nodes represent any possible random lines 
// that can be spoken by Juan once the Reaver Assault begins
//------------------------------------------------------------------------------
M15_Juan_C00 = { ٣ҸɵǼܻˣؾȫˣ}
M15_Juan_C01 = { รǸҴŲСİˮҵĿˣ}
M15_Juan_C02 = { ңҿɲðԼΣգ}

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


//==============================================================================
// Situation D: After Reavers are defeated. 

//------------------------------------------------------------------------------
M15_Juan_D00 = { รǸҴŲСİˮҵĿˣ}
M15_Juan_D01 = { ҵʱΪҲҪȥ}
M15_Juan_D02 = { һ㣬ԣ }
M15_Juan_D03 = { ֵܻӦҪƸսѵʦ }
//==============================================================================




//==============================================================================
// Name: Martha Dilbert.
// Role: Hank's Wife, gives clue to player.
// Background: Martha is the faithful wife to the late Hank. Hank was 
// one of the people who had the robot parts. He was killed by Reaver spies 
// His robot part was looted from him and taken to the Reaver camp to the 
// northeast of town.
//==============================================================================

name_CORE_m15_Martha = {  }

//==============================================================================
// Situation A00: Martha will talk to the player is she is spoken to. Otherwise
// she will be crying over her husband's dead body.
//------------------------------------------------------------------------------
M15_Martha_A00_W = {

㣬ǸǹŻ׵ļһ...̫ˡ\n\n 

ɱҵĺˣĻȻﺬ˵ʲôǡĹߡ\n\n

ΪʲôҪôҵĺǸ˰*໰*\n\n

ҸǵǵӪأλĶǵҪȥ...ȥȻǶɱɱҿĺһ\n\n

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


//==============================================================================
// Situation A01: If the player decides to speak with her again, Martha will 
// be more explicit as to why the player might be intrested in chasing down 
// her husband's murderers.
//------------------------------------------------------------------------------
//The info is in A00. There's enough dialogue in here already. DL

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


//==============================================================================
// Situation A02: Martha's good-bye line to indicate she doesn't want to 
// talk anymore.
//------------------------------------------------------------------------------
M15_Martha_A02 = { Ҫһ徲һ£뿪ɡ}
//==============================================================================


//==============================================================================
// Situation B: Martha's random lines are mostly her cries of anguish.
//------------------------------------------------------------------------------
M15_Martha_B00 = { รˣƭҡģ㾹Ȼһˣ}
M15_Martha_B01 = { û˺κˣ }
M15_Martha_B02 = { ** ** }

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




//==============================================================================
// Name: Casey Barrett.
// Role: Mechanic, Volunteer to join the Brotherhood.
// Background: Casey is a particularly talented young lady. She is //nursing her injured father back to health.
//==============================================================================

name_CORE_m15_Casey = { }

//==============================================================================
// Situation A00: In the initial encounter, Casey will reveal who has the 
// robot pieces. Casey will initiate the conversation the second she sees the
// player. This is important because she needs to introduce herself before 
// the player can heal her father.
//------------------------------------------------------------------------------
M15_Casey_A00_W = { 

ۣǸร죬ңڵǱǿصĻеʦǳܹǣսʿ˵Щּ֪һԭ\n\n 

ʲôϣҼǣͣ\n\n
 
ҸԸ⣬ҲΪ˽ϰֵĲжءڶߵĵһιǹ˿ѾܵȾˡͷʼڣȻͻȻйΣ˭ҪȥЩʺɾϣܹһҽ\n\n

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


//==============================================================================
// Situation A01: If the player talks to her again. 
//------------------------------------------------------------------------------
M15_Casey_A01_W = { УҲ뿪ҵϰ֣ū°֮һ˺ذ󣬶ʱҲǸСӤѡѾص޷չԼˡ\n\n

ϣ֪һЩİ취׶ˣֻҪҳڣȻͿԣ\n\n

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


//==============================================================================
// Situation A02: This is Casey's good-bye line until at least one robot part 
// has been found.
//------------------------------------------------------------------------------
M15_Casey_B02 = { ҺܱǸҲϰ˵ʱ뿪ϣܹнİ취ĺҪһߡ }
//==============================================================================




//==============================================================================
// Situation J01: If player heals father with skill or drugs she will say this.
//------------------------------------------------------------------------------
M15_Casey_J01_W = { 쵽ˣ̫ˣҸ㣬ҪķũǱߣʿҲĿʼƨɸеˡ\n\n

ǰǸҪ׷Լ롣ҴһҵĶͷһڵﱤġ\n\n
 }
//==============================================================================


//==============================================================================
// Situation A03: This is what text she floats before her father is healed and she already spoke to the player once.
//------------------------------------------------------------------------------
M15_Casey_A00= { ģϵҾ˵ʱģ }
M15_Casey_A01 = { ģ֪ϰ֣ͱǱߣ }
M15_Casey_A02 = { Ұ㣬֣ģ }

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







//==============================================================================
// Situation D: Casey has random lines before she sees the player.
//------------------------------------------------------------------------------
M15_Casey_D00 = { ٰĿŪ࣬ҪԼȥ壡 }
M15_Casey_D01 = { ȿܵҪصУ֡ }
M15_Casey_D02 = { Ϣɣ֡һúչġ }

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








//==============================================================================
// Situation G: Casey has random lines after her father is healed.
//------------------------------------------------------------------------------
M15_Casey_G00 = { ֵܻᣬ }
M15_Casey_G01 = { ֪Ƿڶ }
M15_Casey_G02 = { Ҳ֪ǷӦҪȥ͡ŭˡ˵ټ }

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




//==============================================================================
// Name: Stephen Barrett.
// Role: Casey's father, with a broken leg.
// Background: He is injured from the last attack.Ed, I axed all the tandem stuff. The player is going to spend about //1 minute in this room lets not script 3 pages of filler for them. DL 
//==============================================================================

name_CORE_m15_Stephen = { ʷ۷ }

//==============================================================================
// Situation A: Stephen sits there injured and floats these lines. 

//------------------------------------------------------------------------------
M15_Stephen_A00 = { Ǹ˿ڿʼˣ }
M15_Stephen_A01 = { ҿܳŲȥˣ }
M15_Stephen_A02 = { ** Һܺãġ ** }
M15_Stephen_A03 = { รģˣҪ }
//==============================================================================


//==============================================================================
// Situation B: If Stephen is healed, he will change his lines to show his
// gratitude and to show that he'll miss Casey.

//------------------------------------------------------------------------------
M15_Stephen_B00 = { κˣǷһ }
M15_Stephen_B01 = { ллʹΪҪҵıҵߴ߲ôģ }
M15_Stephen_B02 = { ûп÷Ķɣ }

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

//==============================================================================
// Name: Charlatan Chuck
// Role: Sells bunk robot part to sucker player from some of his loot.
// Background: A swindler who the player can pay back later. Note: //don't let the reavers attack him. We need him //if the player comes //back to the town for revenge. Note name him "chuck" for mouse over. //Attacking chuck //has no repercussions cause everyone knows he's a //swindler.
//==============================================================================

name_CORE_m15_Chuck = {ÿ }

//==============================================================================
// Situation A: Chuck floats these lines. 

//------------------------------------------------------------------------------
M15_Charlatan_A00_W = { 

ιǱߵģİˣҴǸħһЩôܹңըʱõزɳһ\n\n

ҪһЩֽҩĸףҪ\n\n
}

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

//==============================================================================
// Situation R: If player revists map to find charlatan. Add henchmen to fight with him please. 

//------------------------------------------------------------------------------
M15_Charlatan_R00_W = { 
١١ǵģҵȷҵĻˣΣиƷȳŲ˻ϸԭ򣬱ô죿ҪĿ֮¿ǹңûôɣټҲҵĺӸߡһشҪһȥԼɣͷԣ\n\n
}
//==============================================================================


//==============================================================================
// Situation A: Charlatan Chuck floats this until the player buys the piece. 

//------------------------------------------------------------------------------
M15_Charlatan_A00 = { ࡣƷࡣ}
M15_Charlatan_A01 = { ˵ֵܻнˮม}
M15_Charlatan_A02 = { лࡣ˭Ҫ򰡣 }
M15_Charlatan_A03 = { 㣡ҪһЩ }
//==============================================================================

//==============================================================================
// Situation T: After player buys the piece. 

//------------------------------------------------------------------------------
M15_Charlatan_T00 = { Ǹ׵ģ }
M15_Charlatan_T01 = { ҾøովҶһ }
M15_Charlatan_T02 = { ˼Ҹոտһʶˡ}
M15_Charlatan_T03 = { ټܸ˺⡣ }
//==============================================================================


//==============================================================================
// Situation S: If player revisits map this is floating text. 

//------------------------------------------------------------------------------
M15_Charlatan_S00 = { ÿӶû }
M15_Charlatan_S01 = { ţЩֵܻļһǶ̫Ǯ̫ }
M15_Charlatan_S02 = { һ԰Լʺȥǣ }
M15_Charlatan_S03 = { ģҰˣ }
//==============================================================================



//==============================================================================
// Junction City Citizens:
// There are citizens milling around the city. They have limited lines to say, 
// but add to the atmosphere of Junction City. There are eight varieties of 
// citizens.
//==============================================================================

name_CORE_m15_Enforcer = { ִй }

//==============================================================================
// Situation A: Before the Reaver Assault, the citizens are milling about at 
// a leisurely pace. Some may be standing around, doing nothing.
// They do have some random comments which voice their concerns over the 
// possible Reaver attack.
//==============================================================================
//Dan - I think all these need to have at least three alternatives
M15_Citizen01_A00 = { Щߴʲôʱ }
M15_Citizen01_A01 = { κע }
M15_Citizen01_A02 = { ЩŻˡ}

M15_Citizen02_A00 = { ҲЩ߲ }
M15_Citizen02_A01 = { һжôúƽ }
M15_Citizen02_A02 = { Ҳҿȥ˯}

M15_Citizen03_A00 = { ۿǼܻһһ˵߽ }
M15_Citizen03_A01 = { Ǽܻһǹ...һֱûз䣡 }
M15_Citizen03_A02 = { ˵˱ȶ߻ˡ}

M15_Citizen04_A00 = { ޷ȻΪһܹ˵˻ˣ }
M15_Citizen04_A01 = { ֪Ǽ }
M15_Citizen04_A02 = { ɱİ׳}

M15_Citizen05_A00 = { ϣֵܻᲢûдҪҵС }
M15_Citizen05_A01 = { ߵ·ޣǾЩǵĿ }
M15_Citizen05_A02 = { ҪĶǻˡ}

M15_Citizen06_A00 = { ֪Щ߷ʲô }
M15_Citizen06_A01 = { ЩĴҪ }
M15_Citizen06_A02 = { ˵Ѱʲô}

M15_Citizen07_A00 = { ǻ˺ͶߣֵܻҲˣ}
M15_Citizen07_A01 = { ֻҪչһ˰ }
M15_Citizen07_A02 = { μһ԰Ķ }

M15_Citizen08_A00 = { ΪЩǻɼ }
M15_Citizen08_A01 = { Щߣ }
M15_Citizen08_A02 = { 쵰}
//==============================================================================


//==============================================================================
// Situation B: Before the Reaver Assault, the citizens may have a few things 
// to say to the player should the player decide to talk to them. These should
// ideally be spoken in sequence.
//==============================================================================
//Use Situation A text please

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


//==============================================================================
// Situation C: Reaver Assault begins!! What is a good frontal town assault 
// without screaming citizens? The moment the siren sounds, all citizens with
// good lungs change their lines and start running around the city interior
// like headless chickens.
//------------------------------------------------------------------------------
M15_Citizen01_C00 = { Ҷܵȥ }
M15_Citizen01_C01 = { ģЩƼ̥ }
M15_Citizen01_C02 = { ˭ڹ}

M15_Citizen02_C00 = { Ⱦǣ˾Ⱦǰ }
M15_Citizen02_C01 = { ģǽˣ }
M15_Citizen02_C02 = {Щߣ}

M15_Citizen03_C00 = { ǵ̫Ƚˣ }
M15_Citizen03_C01 = { Щ  }
M15_Citizen03_C02 = { ҪĶǣ}

M15_Citizen04_C00 = { ǵִйٻֹǵģҪţ}
M15_Citizen04_C01 = { Ҫʲô}
M15_Citizen04_C02 = { Դ}

M15_Citizen05_C00 = { Ӷʱ䣡 }
M15_Citizen05_C01 = { ...ҾҪĶߣ}
M15_Citizen05_C02 = { ĻſԻж}

M15_Citizen06_C00 = { ҪĶǣ뿪}
M15_Citizen06_C01 = { ֵܻ᲻}
M15_Citizen06_C02 = { ֵܻΪʲôæ}

M15_Citizen07_C00 = { รҵ죡 }
M15_Citizen07_C01 = {  }
M15_Citizen07_C02 = {ǻҵļң}

M15_Citizen08_C00 = { ΪӰɣ }
M15_Citizen08_C01 = { ĲȻܣ }
M15_Citizen08_C02 = { ǻǬǵѪ}
//==============================================================================




//==============================================================================
// The Junction City Enforcers:
// These are the guards of Junction City. They are divided into situations, 
// with each situation sporting four varieties of Guard-speak.
//==============================================================================


//==============================================================================
// Situation A: These are the guard's floating text lines if the player choses
// to talk to them before the Reaver Assault begins. These are random lines.
// Once the Reaver assault begins, they'll stop talking to the player.
//------------------------------------------------------------------------------
M15_Enforcer01_A00 = { Ǽܻɱʮ...ֿûУ }
M15_Enforcer01_A01 = { Щʱܷ }
M15_Enforcer01_A02 = { ҲǻʤĻᡣ}

M15_Enforcer02_A00 = { ңǼܻʵͿ컵ˣ}
M15_Enforcer02_A01 = { ҿǹģ}
M15_Enforcer02_A02 = { ɱĺװס}

M15_Enforcer03_A00 = { Ͷߴ}
M15_Enforcer03_A01 = { ϣҲõһ˵ }
M15_Enforcer03_A02 = { Щ߶Those Reavers are well armed.}

M15_Enforcer04_A00 = { ǣҪȥһЩߵƨɡ }
M15_Enforcer04_A01 = { Щ߳ݿƼɣţ }
M15_Enforcer04_A02 = { ˵ǻʹһЩι״ĵ⡣}

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


//==============================================================================
// Situation B: These are the guard's random lines before the Reaver Assault.
//------------------------------------------------------------------------------
M15_Enforcer01_B00 = { ǼðŻ𻨵Ļˣ }
M15_Enforcer01_B01 = { Ҫһ߿...һ̨ɣ }
M15_Enforcer01_B02 = { 𾴿Ƽ໹࣡}

M15_Enforcer02_B00 = { ҿԼǼܻ˸̵ }
M15_Enforcer02_B01 = { ֵܣǰ }
M15_Enforcer02_B02 = { ֱֱ۾}

M15_Enforcer03_B00 = { ҵȲҪչжˡ }
M15_Enforcer03_B01 = { ŵĹ̥Щߡ }
M15_Enforcer03_B02 = { Щɵϳݹ衣}

M15_Enforcer04_B00 = { ǣǳЩߵġ }
M15_Enforcer04_B01 = { û˻ҵļල֮½м̳ǣ}
M15_Enforcer04_B02 = { СıС㣡}

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


//==============================================================================
// Situation C: These are the guard's random lines during the Reaver Assault.
// These lines can also be what the guards say when they spot one.
//------------------------------------------------------------------------------
M15_Enforcer01_C00 = { ɱǵ·ޣ }
M15_Enforcer01_C01 = { ڻ }
M15_Enforcer01_C02 = { к}

M15_Enforcer02_C00 = { ɱĿƼ̥ }
M15_Enforcer02_C01 = { ʺ˴ҵ룡 }
M15_Enforcer02_C02 = { ɱЩû}

M15_Enforcer03_C00 = { ҷһˣ }
M15_Enforcer03_C01 = { Ϊϵм̳ǣ }
M15_Enforcer03_C02 = { Щ̥ͷ}

M15_Enforcer04_C00 = { ɡ߹̥ }
M15_Enforcer04_C01 = { ЩһȻ˻Ҫǿ }
M15_Enforcer04_C02 = { ĺǿ}

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




//==============================================================================
// The Reavers:
// The Reavers come in various groups, each divided into situations. Within 
// each situation there are six variations of Reaver.
//==============================================================================


//==============================================================================
// Situation A00: These are the Reavers' lines as they make for the mayor. 
// These may also be played during a cut-scene to show that the mayor is in 
// trouble.
//------------------------------------------------------------------------------
M15_Reaver01_A00 = { 򳤣 }
M15_Reaver02_A00 = { Ҫ׷򳤡 }
M15_Reaver03_A00 = { ס򳤡 }
M15_Reaver04_A00 = { Ϊ˿Ƽ֮ٹ⣡  }
M15_Reaver05_A00 = { ǣ }
M15_Reaver06_A00 = { ӵǸаĿƼ }
//==============================================================================


//==============================================================================
// Situation B00: These are the Reavers' lines when they kill the mayor and 
// loot the robot part.
//------------------------------------------------------------------------------
M15_Reaver01_B00 = { ţ٣õаˣ }
M15_Reaver02_B00 = { ̻صӪأ죡죡죡 }
M15_Reaver03_B00 = { ѾҵҪĶˣ߰ɡ }
M15_Reaver04_B00 = { ǸҵˣƼ }
M15_Reaver05_B00 = { ҵڿصӪȥ }
M15_Reaver06_B00 = { ߣѾõˣ }
//==============================================================================


//==============================================================================
// Situation C: These are the Reavers' lines inside the camp. 
//------------------------------------------------------------------------------
M15_Reaver01_C00 = { ʥ֮աΪ˽ѧ֮ˣ }
M15_Reaver01_C01 = { һװɡ }
M15_Reaver01_C02 = { Ҫһεɨ顣 }

M15_Reaver02_C00 = { ӳҵ״ֵָܻĻ }
M15_Reaver02_C01 = { Ҹ㲻Үע⵽ֵܻڸѶϢ }
M15_Reaver02_C02 = { ֵܻӵ̵ĺÿƼ}

M15_Reaver03_C00 = { ʥŷķǵֿ˵˺ }
M15_Reaver03_C01 = { ʥİడЭû˵ķߡ }
M15_Reaver03_C02 = { Ϊ羧֮ٹ⡣ }

M15_Reaver04_C00 = { ȵȣ羧ǲǲˣ }
M15_Reaver04_C01 = { ЩаŹ}
M15_Reaver04_C02 = { ΨһĿƼػߡ}

M15_Reaver05_C00 = { һĲ }
M15_Reaver05_C01 = { ǵĽʿһħõ }
M15_Reaver05_C02 = { װаĿƼ}

M15_Reaver06_C00 = { ʥչܰսбҰɣ }
M15_Reaver06_C01 = { ҵĸ˵սȥһҪ }
M15_Reaver06_C02 = { ǻ20߷Χڵĵ̺ʽռ}
}
//==============================================================================




