//==============================================================================
// Speech File for Mission 17 - Cold Water.
//Version 1.9
// The format for the speech file is explained in the README.txt file in the
// speech file directory.
//
//==============================================================================

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

MISSION_17_BRIEF = {
Ϣսʿ\n\n

һ˶ãȻҺֵܻᱻһȺﷸѣֻҪ뵽Ю֮ΣŬͻһ˫ص衣 \n\n

򳤱˵Ⱥǵսʿҹʱ¶Ǳ£ЩǸԼȻЩӶѾʧȥʶֵܣҼʻһֵܻĳﳤȥ\n\n

װԺ׵ҵ油ҲʲôӰ졣Ҫĵб͵˼׶װס\n\n

Ǵʱʼһֱ׷ǵ㼣һ·򵽴ˮǣʹǵװԻöԵؾĿȨٳȥ\n\n

㽫ҪСӵˮǡҴ̽ЩǵλϢѾرֵܻ֮ǻӦõıӦ\n\n

ֵܣε飬ɱЩЩװ׽ŷء㡣\n\n

ɢC
}



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


//==============================================================================
// Situation A01: Mission was accomplished successfully.
// Tone/Mood: Proud, air of righteous satisfaction.
//------------------------------------------------------------------------------
MISSION_17_DEBRIEF_A01  = {
Ϣսʿ\n\n

װѾͻЩҲѾ\n\n

úܺá\n\n

Щʬ彫ᱻʮּ֮ϣҲЩվڵĵطɱӺ֮ЧǵҲѾЩﷸ֪Ѻ˼ϵһӪκιǰȫϵͳ֮ѶǾͻҳġǶûУǾͻᱻһ͸ӪԷҥԵɢȷȫ\n\n

Щ˶ǵΪһЩεʱˡ
}
//==============================================================================


//A family that goes to an interment camp together, stays together. DL


//==============================================================================
// Situation B01: If player killed Ma Baker
// Tone/Mood: Sad/respectful
//------------------------------------------------------------------------------
MISSION_17_DEBRIEF_B01  = {

һ޹صֵܡ\n\n

ǽ2200ʱΪʥʿȾʽǶСӵ쵼ߣӺͶԸĵֵܻŬиΪ˻֮һȻҽڸΪ˵Ĳϻȥ顣 *໰*\n\n

ֽᱻ¼ֵܻ֮ǽϲǳơ決衹\n\n

Դ˱أ*໰*ǵôɫ·\n\n

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



//==============================================================================
// Situation B02: If player doesn't kill Ma Baker
// Tone/Mood: Normal
//------------------------------------------------------------------------------
MISSION_17_DEBRIEF_B02  = {

ɢ

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




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

M17_MiniMap_01 = {
Ľ㣬ǳɹû׶װ֮󣬾Ϳŷؽϡ
}

M17_MiniMap_02 = {
ˮĸͬ顣 
}

M17_MiniMap_03 = {
һҵ̵ꡢһһЩסլԢ
}

M17_MiniMap_04 = {
ڶưɺͶĳλĳʹˮԭ
}

M17_MiniMap_05 = {
ҪΪסլ
}

M17_MiniMap_06 = {
Ͷλ
}

M17_MiniMap_06 = {һƫƧũᡣ}
//==============================================================================
// Objective Breakdowns:
//------------------------------------------------------------------------------
M17_OBJ_01 = { ҵЩ }
M17_OBJ_02 = { ʧԵװͻŷء }


//==============================================================================
// FAILURE NOTICES
//------------------------------------------------------------------------------
M17_FAILUREA = { 뿪ʱ㷢ʱʺĿϲǲҰѡ }
M17_FAILUREB = { Ϊŷؽ㷢޷񣬵Ը㻹һεĻᡣ }
M17_SUCCESSA = { ɡǰѳˡ }

//==============================================================================
// Name: Caldriss "Deadeyes" Hemlock.
// Role: Auditor General of the Brotherhood of Steel.
// Background: Caldriss is a thin, sinewy man in his fifties. He has graying 
// hair, and is mostly bald. His eyes are dead-looking, hence the nickname.
//
// Caldriss was one of the Brotherhood's deadliest assassins before his 
// retirement from active duty. A calculating man with an eye for details, he 
// has since found a use for his attention to details by working as an auditor 
// and collector of dues for the Brotherhood.
//
// Caldriss is one of the Brotherhood members who actually met the original 
// Vault Dweller. At the time, he didn't think much of it though.
//==============================================================================

name_CORE_m17_Caldriss = { ŷؽ }

//==============================================================================
// Situation A00: Caldriss will speak if addressed. He will introduce himself
// and remind the player of his or her objectives. Caldriss likes to speak 
// with strange pauses. Perhaps he has a french accent, not unlike that of 
// Jean Reno.
//------------------------------------------------------------------------------
M17_Caldriss_A00_W = {

սʿڵʲôѾǳڲҪͿصңȥб͵װ׸Ҵ\n\n

Щ뿪ǿܾԶҲҲˣԿҶ\n\n

ϣЩ쵰ñһֻմ⽴ƨһֻСӶ֮צʳʬѿ˵ù˰ɣ\n\n

ܺãھչжսʿǲֵܻῴǸܺߡ
}
//==============================================================================


//==============================================================================
// Situation A01: If spoken to a second time, he will merely display his 
// impatience to return to base.
//------------------------------------------------------------------------------
M17_Caldriss_A01_W = {
սʿʲôëٲĶþ͸վһȥҰѽŲ嵽ƨȥ㳢ҽָմĳʺ˽û\n\n
}
//==============================================================================


//==============================================================================
// Situation A02: If spoken to a third time and beyond, Caldriss only has his 
// good-bye line.
//------------------------------------------------------------------------------
M17_Caldriss_A02 = { ȥҵЩװסҵĺʹ  }
//==============================================================================


//==============================================================================
// Situation B: Before the mission is over, Caldriss will have some random 
// text of his own. 
//------------------------------------------------------------------------------
M17_Caldriss_B00 = { һ㣡Ҫһֻʳʬ }
M17_Caldriss_B01 = { 㲻Ҫٴһΰɣ }
M17_Caldriss_B02 = { Ҫѡʳʬ١ࡡ˽ҵ˼ }
M17_Caldriss_B03 = { ˷ҵʱˣѵҪһݹٷƼ } }//==============================================================================


//==============================================================================
// Situation C00: If spoken to after the mission is completed, Caldriss will 
// express his satisfaction.
//------------------------------------------------------------------------------
M17_Caldriss_C00_W = {

ɵúãһὫԭҽЩʬ\n\n
 
ΪʲôϿػءȻΪţ֮εĻ

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


//==============================================================================
// Situation Z00: Before the player speaks to him he will float this text
//------------------------------------------------------------------------------
M17_Caldriss_Z00 = { ҵõǸġֵսʿ }
//==============================================================================


//==============================================================================
// Situation D: After the mission is over, Caldriss will have different random 
// text of his own. 
//------------------------------------------------------------------------------
M17_Caldriss_D00 = { װ׵״}
M17_Caldriss_D01 = { ǳԵ˿ͷ԰ɣ }
M17_Caldriss_D02 = { ٣װ϶մѪˣ }
M17_Caldriss_D03 = { ûʲôطҪȥ }
//==============================================================================




//==============================================================================
// Name: Luigi Luciano.
// Role: Bookie for the races.
// Background: Louie the Bookie who wants Ma Baker dead for whatever reason. 

//Ed, this is now another character defining point for the player. If he takes the hit //man job he will more likely get the bad player ending. Dig?
// Note: Ed, give Luigi a pinkie ring that's worth a shit load of cash. DL 
// 
// 
//==============================================================================

name_CORE_m17_Louie = { ·ס·ŵ }

//==============================================================================
// Situation A00: Louie will start talking to the player.
//------------------------------------------------------------------------------
M17_Louie_A00_W = {

٣սʿ˿ԣɶҵǡơάǮܡ֪ĿġΪЩɣЩ󱲻쵰͵ǵװףΪ˱Һһ㡣 

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


//==============================================================================
// Situation A01: If addressed again, Louie will explains his situation.

//------------------------------------------------------------------------------
M17_Louie_A01_W = {
Ϊ˶ַĲҩƷƤȵȣҸеӪˡڶһɦҪ˰ץһ£иһǷҺ֪ܶԶҲֲˡ\n\n

ͨأһԼȥ飬ǣһʣ¿ˮصǿ\n\n

ڣҺֵܻǲְɱĹģ޹ֵܻᣬ鴿Ҷ֮˽½ס

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


//==============================================================================
// Situation A02: Louie will say good bye if they keep pestering him.
//------------------------------------------------------------------------------
M17_Louie_A02_W = { ֪ģҪȥɵǱߵġ決衹ǸǷҵĿ޷ģȻ㻹\n\n

ţͨǻԼȥģҲҪЩǿǣ¿ˮս\n\n

أȨϡֻҪҸɵҾͻһЩܹ㡸κĺöûȤҲûϵ\n\n

Ϊ˱ֳҵĳ⣬ҸѵʾǸҵ˾ǹŶ࣬͵Ǽ֮׵Ļʹ \n\n

ټ}
//==============================================================================


//==============================================================================
// Situation B: Louie's random lines indicate that he is busy making bets. This is floating //text that pops up without clicking. DL 
//------------------------------------------------------------------------------
M17_Louie_B00 = { עɣ }
M17_Louie_B01 = { иޣ }
M17_Louie_B02 = { Ҫıû }
M17_Louie_B03 = { Ͷעǻ }
//==============================================================================


//==============================================================================
// Situation C00: After the player talked to Louie three times but still did not kill Ma Baker.
//------------------------------------------------------------------------------
M17_Louie_C00 = { ҪǲҪԼ}

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


//==============================================================================
// Situation D00: After the player has killed Ma Baker.
//------------------------------------------------------------------------------
M17_Louie_D00_W = {

һܴܺæıɣҸһ⣬ร\n\n

֪ģһɫװͻ㿴Ǵӹϵ - ݡ
}
//==============================================================================


//==============================================================================
// Situation D01: After the player has killed Guldo and accepted Louie's gift
// he say his good-bye line if addressed again.
//------------------------------------------------------------------------------
M17_Louie_D01 = { ټ }
//==============================================================================




//==============================================================================
// Name: Simon Dudley.
// Role: Distraught man seeking help.
// Background: Simon Dudley is a desperate man. Unlike others in Cold Water, 
// he is not in debt. Instead, his sister Adele has been kidnapped by one of 
// Guldo's men.
//
// His role in this mission is to give the player a sub-quest to rescue his 
// sister.
//==============================================================================

name_CORE_m17_Simon = { š }

//==============================================================================
// Situation A00: Simon will explain his situation if the player talks to him.
// He pleads with them to help him and proceeds to show them the way. The 
// locked door suddenly becomes unlocked. After this text, Simon will not 
// have any dialogue until he arrives at the door, switching to situation A02
//------------------------------------------------------------------------------
M17_Simon_A00_W = {
Щ쵰ȵȣֵܻ˰ɣ\n\n

ЩԳǸ֯ļһҵáϡҪȻҶԿ˴Ŷװ׵ļһһҪңҿǿõӣҾѾûжʱˣ\n\n

һǵڵĵطߣ
}
//==============================================================================


//==============================================================================
// Situation A01: Simon will say this immediately after situation A00. It is 
// a line to let the player know that he or she should follow him.
//------------------------------------------------------------------------------
M17_Simon_A01 = { ңߣ }
//==============================================================================


//==============================================================================
// Situation Z00 Simon will beg the player to save Adele once he is at the
// door, if the player speaks to him before saving his sister. 
//------------------------------------------------------------------------------
M17_Simon_Z00 = { ڣǣڷ...֮ǰȾɡ }
M17_Simon_Z01 = { ûʣ¶ʱˣǿһ㣡 }
M17_Simon_Z02 = { ðɣһ~û }
M17_Simon_Z03 = { Ǹһﻹ˵Щǻܵ  } 
//==============================================================================


//==============================================================================
// Situation B: Simon has some random pleas that he makes before the player 
// speaks with him.
//------------------------------------------------------------------------------
M17_Simon_B00 = { ΪʲôûԸ˵Ļ }
M17_Simon_B01 = { Ⱦңġ }
M17_Simon_B02 = {  }
M17_Simon_B03 = { У˰ҵã }

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


//==============================================================================
// Situation C00: If the characters kill the ruffian and save his sister, 
// Simon will be most grateful. He will initiate conversation and say the 
// following lines. The first sentence is addressed to the player, the rest 
// is addressed to Adele. If possible, he will be crying and hugging his 
// sister as he says these lines.
//
// After he says this, he and Adele will leave the map.
// Ed, he needs to give the player something (skill mag?)
//------------------------------------------------------------------------------
M17_Simon_C00_W = {

٣ллǾҵСãϣѾЩ쵰һЩɫˡʹûЩռʵ˵ıˣڻĮҲѾǹˡϣܹЩ꣬еһУҲܡ𰸡

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


//==============================================================================
// Situation D00: If the characters end the encounter with Adele killed,
// Simon will be most upset. He will initiate the following lines after Adele 
// is killed. The first two sentences are addressed to the player, the others
// are addressed to Adele and himself.
//
// After he says this, he will leave the map.
//------------------------------------------------------------------------------
M17_Simon_D00_W = {
˵ʲô˼ǲܣֻ20ѣร *һ໰*\n\n

ʲô ** Ȼ㣬ΪʲôҪɱΪʲô...Ҫһ˰һ¡ **
}
//==============================================================================




//==============================================================================
// Name: Adele Dudley.
// Role: Rape victim, sister of Simon Dudley.
// Background: Adele was kidnapped by Jeff Dougal, a member of Guldo's gang. 
// She is being raped by Jeff just as the player opens the door to the room
// where Jeff has her pinned to the floor.
//
// Note: I have cut out all explicit references to actual rape. The player
// can work it out for himself or herself.
//==============================================================================

name_CORE_m17_Adele = { 򡤶 }

//==============================================================================
// Situation A: Once the scene is initiated, Adele will scream and struggle as 
// hard as she can against Jeff.
//------------------------------------------------------------------------------
M17_Adele_A00 = { 㣡 }
M17_Adele_A01 = { ţȾң }
M17_Adele_A02 = { ... }
M17_Adele_A03 = { Ҫ˺ҡ }

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


//==============================================================================
// Situation B: Once Jeff is dead, Adele will float this text by herself or when clicked on.
//------------------------------------------------------------------------------
M17_Adele_B00 = { ** }
M17_Adele_B01 = { ** }
M17_Adele_B02 = { Һܸôң}
M17_Adele_B03 = { ţĻҲһġ}

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




//==============================================================================
// Name: Jeff Dougal.
// Role: The rapist.
// Background: Jeff Dougal is your typical wasteland thug. He is a member of 
// Guldo's gang and he is doing what the bad guys do that make them bad guys.
//==============================================================================

name_CORE_m17_Jeff = { ܷ򡤵 }

//==============================================================================
// Situation A: Once the scene is initiated, Jeff will be saying some nasty 
// sayings.
//------------------------------------------------------------------------------
M17_Jeff_A00 = { ҧңҪҧȥ }
M17_Jeff_A01 = {  }
M17_Jeff_A02 = { ѽ }

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


//==============================================================================
// Situation B: Once Jeff sees the player he will call out some more nasty 
// lines.
//------------------------------------------------------------------------------
M17_Jeff_B00 = { ˭ }
M17_Jeff_B01 = { ҵġ }
M17_Jeff_B02 = { ԼȥұŮɡ }
M17_Jeff_B03 = { ȿġ }

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




//==============================================================================
// Name: Ma Baker
// Role: Tough adventuress.
// Background: Ma Baker is a tough, scarred female adventuress. She is 
// rough-looking and tough-talking.
//
// Ma has had some experience with the robots. Her role here is just to let 
// the player feel that the robots are starting to make their presence known 
// everywhere.
//==============================================================================

name_CORE_m17_MaBaker = { 決 }

//==============================================================================
// Situation A00: If the player talks to Ma Baker, she will tell them about 
// her encounters with the robots.
//------------------------------------------------------------------------------
M17_Ma_A00_W = {

֣ڻĮ￴Ĺŵɫࡣ֮צ򳬼ҲȲϣһЩĺֲܿĻɱκĶ\n\n

٣ϲЩһһһС...Ϊ˰ȫôʳʬߣΪûĻƺȽҪҪɱǡ

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


//==============================================================================
// Situation B: Ma Baker's random and vulgar lines.
//------------------------------------------------------------------------------
M17_Ma_B00 = { Щ˵Ȼϲ֣ }
M17_Ma_B01 = { 㿴˵Ļ....Ӱ}
M17_Ma_B02 = { ҿһ̨һֻ֮צ˺룡}
M17_Ma_B03 = { Щ²ɵģ}
M17_Ma_B04 = { ЩѾɢĮˣ }
//==============================================================================




//==============================================================================
// Name: Jacob Young.
// Role: Ghoul with attitude.
// Background: Jacob is just one of the residents of Cold Water who has an 
// opinion on everything. He is plain drunk.
//==============================================================================

name_CORE_m17_Jacob = { Ÿ }

//==============================================================================
// Situation A: If the player speaks with Jacob, he'll give one of his random 
// chat lines. He is a very minor character.
//------------------------------------------------------------------------------
M17_Jacob_A00 = { ˭СЬϣ}
M17_Jacob_A01 = { ǹơƵͷǲǷŴ }
M17_Jacob_A02 = { ٣֣ǱǹС椳Ǹʯͷˣû˵ }
M17_Jacob_A03 = { Ҫˣͣ٣һ㣡 }
//==============================================================================



// I'VE CHANGED THE LAST NAME OF THE GUYS ABOVE AND BELOW. THEY'RE FOR AN OBSCURE //REFERENCE, AIGHT?
//Whatever. DL


//==============================================================================
// Name: Brad Stadtler.
// Role: A Jacob Wannabe.
// Background: Brad is Jacob's side-kick. He is also extremely drunk.
//==============================================================================

name_CORE_m17_Brad = { ¡ʷ }

//==============================================================================
// Situation A: If the player speaks with Brad, he'll give one of his random 
// chat lines. He is a very minor character.
//------------------------------------------------------------------------------
M17_Brad_A00 = { ڸҽ }
M17_Brad_A01 = { ʲô˵Ļ ** }
M17_Brad_A02 = { һ飿 }
M17_Brad_A03 = { ԣ }
M17_Brad_A04 = {  }
M17_Brad_A05 = { ۡ }
//==============================================================================






//==============================================================================
// Name: Father Donald.
// Role: A preacher in the little chapel.
// Background: Father Donald is a drunk who is trying to give a sermon on the 
// evils of gambling. He isn't doing a very good job.
//==============================================================================

name_CORE_m17_Father = {  }

//==============================================================================
// Situation A: Father Donald has no random lines, instead he has special 
// lines that cycle through from start to finish and back to start again.
// He speaks slowly, leaving around five seconds between his lines.
//------------------------------------------------------------------------------
M17_Donald_A00 = { รǵģĲҵ... }
M17_Donald_A01 = {  ** ħͷЩĲ֮˵ġ }
M17_Donald_A02 = { ЩĲ߷ﰡ... ** }
M17_Donald_A03 = { ...öĲԶɡ }
M17_Donald_A04 = { صģ }
M17_Donald_A05 = { Ҹոʲô }
M17_Donald_A06 = { ĶĲа񰡣 }
M17_Donald_A07 = { ϵ۷ѶĲ֪ }
M17_Donald_A08 = { һǸɱĺö֣ҸҸġ }
M17_Donald_A09 = { ֻҪӮһ¾ͺˡ }
M17_Donald_A10 = { ** }
M17_Donald_A11 = { ٸһģ }
//==============================================================================


//==============================================================================
// Situation B: If the player enters the secret area under the altar, Father 
// Donald will call out his line to indicate that the player shouldn't be 
// there. That is, he saw something.
//------------------------------------------------------------------------------
M17_Donald_B00 = { ҿܵǱȥޣϵڿࡣ }
//==============================================================================




//==============================================================================
// Name: Rainman.
// Role: A quiet gambler who seems to know how to win.
// Background: Rainman is a 'special' person who seems to be winning at the 
// games tables.
//
// He won't say much to the player, but he has some amusing random lines.
//==============================================================================

name_CORE_m17_Rainman = {  }

//==============================================================================
// Situation A: If the player talks to Rainman, he'll mutter gibberish.
//------------------------------------------------------------------------------
M17_Rainman_A00 = { ԣ }
M17_Rainman_A01 = { Ҫؼҡ }
M17_Rainman_A02 = { รŸƨ }
M17_Rainman_A03 = { ˵Ҫ绰 }
M17_Rainman_A04 = { ؼˡ }
M17_Rainman_A05 = { ǡ }
//==============================================================================


//==============================================================================
// Situation B: Rainman's random gibberish.
//------------------------------------------------------------------------------
M17_Rainman_B00 = { Ǹǡ }
M17_Rainman_B01 = { ǣҪ뿪ӡ }
M17_Rainman_B02 = { ǣҪӮ }
M17_Rainman_B03 = { รŸƨรŸƨ }
M17_Rainman_B04 = { Ǹǵġ }
M17_Rainman_B05 = { ǵġ }
//==============================================================================




//==============================================================================
// Casino Losers:
// These guys are the players who are hanging around the casino. They only 
// have random speech. If the player tries to talk to them, they'll have just 
// a line or two telling them to bugger off. There are six variations for the
// losers.
//==============================================================================

name_CORE_m17_Gambler = { Ĳ }

// NOTE: THIS IS JUST IN CASE I WANT TO SEPCIFICALLY LABEL SOME PATRONS AS "GAMBLERS"

//==============================================================================
// Situation A: If the player talks to a loser, he'll tell the player to piss
// off.
//------------------------------------------------------------------------------
M17_Loser01_A00 = { รˣҪʿɺͼ̣ }
M17_Loser01_A01 = { ֵۣܻıȫԱѽôģ }
M17_Loser01_A02 = { 鷳ҵڻβơ }

M17_Loser02_A00 = { ҵȻҪ㷭ǸƵģ }
M17_Loser02_A01 = { һƱǧ }
M17_Loser02_A02 = { Ȼҵĳˣ }

M17_Loser03_A00 = { С椶ȥ }
M17_Loser03_A01 = { ׻аѵ }
M17_Loser03_A02 = { ҸҴֵܻЩһһϣ }

M17_Loser04_A00 = { Ļ ҲΪطйá }
M17_Loser04_A01 = { ע⣬ЩӶǦˡ }
M17_Loser04_A02 = { ǱǸ׵ļһû }

M17_Loser05_A00 = { ǻζж㣿 }
M17_Loser05_A01 = { ǹСѨ }
M17_Loser05_A02 = { ڻ׵ûдѽ }

M17_Loser06_A00 = { ڶװƨ }
M17_Loser06_A01 = { ǻ׵³˸ô죿 }
M17_Loser06_A02 = { ׻׿ĥˣţ }
//==============================================================================

//==============================================================================
// Situation B: If left to their own devices, the random lines will help 
// distinguish one loser from another.
//------------------------------------------------------------------------------
M17_Loser01_B00 = { ǸŮǼŮ }
M17_Loser01_B01 = { ʲô·Ǹ }
M17_Loser01_B02 = { ǮǸŮһеģ }


M17_Loser02_B00 = { ԤһӮҾ֪ }
M17_Loser02_B01 = { Ʋˣ }
M17_Loser02_B02 = { ûؼޣ }


M17_Loser03_B00 = { Ӯޣ }
M17_Loser03_B01 = { йؾ޴˵ҥԡ }
M17_Loser03_B02 = { 湷ʺ }


M17_Loser04_B00 = { ʺ }
M17_Loser04_B01 = { һƨɣ }
M17_Loser04_B02 = { า }


M17_Loser05_B00 = { ûǮҵСˡ }
M17_Loser05_B01 = { Ҫôǽ }
M17_Loser05_B02 = { Ӯˣڡ }


M17_Loser06_B00 = { ** }
M17_Loser06_B01 = { ĲѺȾ }
M17_Loser06_B02 = { ʵҪϿֵ߳Ե״ }

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




//==============================================================================
// Situation C: "Roach-Race Spectators"
//
// These are a special case of Casino Loser. They have the same speech as 
// situation A but have different random lines. There are six varieties of 
// spectators.Floats by itself and when clicked on. DL
//------------------------------------------------------------------------------
M17_Loser01_C00 = { Ѭֻ룡 }
M17_Loser01_C01 = { ѽ }
M17_Loser01_C02 = { һȦ尡}


M17_Loser02_C00 = { ร...Ҳȵһ }
M17_Loser02_C01 = { ҪӮˣ}
M17_Loser02_C02 = { Ͱ }


M17_Loser03_C00 = { ӣ }
M17_Loser03_C01 = { ͽܣ }
M17_Loser03_C02 = { еȶȥ }


M17_Loser04_C00 = { ܣ룡 }
M17_Loser04_C01 = { 죬ֻʣһѡ }
M17_Loser04_C02 = { ٿһ㣡һ㣡 }


M17_Loser05_C00 = { มģˣ }
M17_Loser05_C01 = { ֻϣ }
M17_Loser05_C02 = { þȫѽܰ }


M17_Loser06_C00 = { Ҫɱˣ }
M17_Loser06_C01 = { ոջȫļҵ }
M17_Loser06_C02 = { ʺ }

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



//==============================================================================
// Resident of Cold Water:
// These are the normal people of Cold Water. They come in two groups: For and 
// against the Brotherhood. Each come in six varieties.
//==============================================================================

//Dan - These all need to be three responses
//==============================================================================
// Situation A: Residents who like the BOS. This is what they may say if 
// spoken to. 
//------------------------------------------------------------------------------
M17_Resident01_A00 = { ҮʶЩˡ }
M17_Resident01_A01 = { ˵ڱţɭ飬ɵúá }
M17_Resident01_A02 = { Щһˣ }

M17_Resident02_A00 = { ֵ֪ܻᡣ }
M17_Resident02_A01 = { ˧ˣ }
M17_Resident02_A02 = { ǴŶװʱҪôС㣿 }

M17_Resident03_A00 = { ÿȥɱŶɣ }
M17_Resident03_A01 = { ⸽óһЩˡ }
M17_Resident03_A02 = { ǵЩë }

M17_Resident04_A00 = { ŶƹܰɵĻ }
M17_Resident04_A01 = { ŶİѾƹ }
M17_Resident04_A02 = { ŶࡢŶһ쵽Ķ }

M17_Resident05_A00 = { ϣҲֵܼܻᡣ }
M17_Resident05_A01 = { ûǿ㹻ֵܻĵز }
M17_Resident05_A02 = { ֵܻҵӢۡ }

M17_Resident06_A00 = { һҡ㣬ţ }
M17_Resident06_A01 = { Щһ￴еˣ }
M17_Resident06_A02 = { ЩһԶĲ }

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


//==============================================================================
// Situation B: Residents who like the BOS. This is what they may randomly.
//------------------------------------------------------------------------------
M17_Resident01_B00 = { ۰ֵܻˡ }
M17_Resident01_B01 = { Ҳᷢһս˶ }
M17_Resident01_B02 = { ǻǴƨ }

M17_Resident02_B00 = {  }
M17_Resident02_B01 = { ˵Щһ }
M17_Resident02_B02 = { þĿӣ }

M17_Resident03_B00 = { ĹʺҪս }
M17_Resident03_B01 = { Ŷİɲޡ }
M17_Resident03_B02 = { ŶҪԱ }

M17_Resident04_B00 = { һۣŶ޺ֵܻᰡ }
M17_Resident04_B01 = { һ }
M17_Resident04_B02 = { ȥƷˡ }

M17_Resident05_B00 = { ǣ }
M17_Resident05_B01 = { Ĺʺ̴ }
M17_Resident05_B02 = { ʱһˡ}

M17_Resident06_B00 = { ҪȥѹŶǶɵɣ }
M17_Resident06_B01 = { ร죬ҪԾƵġ }
M17_Resident06_B02 = { УǹŶҲǺǵģ }

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


//==============================================================================
// Situation C: Residents who dislike the BOS. This is what they may say if 
// spoken to. 
//------------------------------------------------------------------------------
M17_Resident01_C00 = { ģֵܻᡣ }
M17_Resident01_C01 = { ҵֵܱǵ͸Ӫ }
M17_Resident01_C02 = { һҪɱٸļС }

M17_Resident02_C00 = { Һֵܻᡣ }
M17_Resident02_C01 = { ĳļһ͸ˣ }
M17_Resident02_C02 = { Щ˹ϼҰɣ }

M17_Resident03_C00 = { ɶҵ¡ }
M17_Resident03_C01 = { ߵĻʣ }
M17_Resident03_C02 = { ûǰѴǹʲôǣ }

M17_Resident04_C00 = { ţǼʱûǻǸ֯Ҳһúúõġ }
M17_Resident04_C01 = { Щ̰ĻҲҪ }
M17_Resident04_C02 = { 裡...Ҹոʲôû˵ }

M17_Resident05_C00 = { Ǵñһ }
M17_Resident05_C01 = { ĻûĮ簲ȫһģ }
M17_Resident05_C02 = { սԶֻս }

M17_Resident06_C00 = { ֻһȺԶѡ }
M17_Resident06_C01 = { Ǻ͹Ŷһ֮ѡ }
M17_Resident06_C02 = { ǶЩƨе˷ }
//==============================================================================


//==============================================================================
// Situation D: Residents who dislike the BOS. This is what they may randomly.
//------------------------------------------------------------------------------
M17_Resident01_D00 = { üˣֵܻᣬһھӰ }
M17_Resident01_D01 = { һǶڵӡ }
M17_Resident01_D02 = { ÿοЩ˾ͻҲˬ }

M17_Resident02_D00 = {  }
M17_Resident02_D01 = { ֵܻˡ }
M17_Resident02_D02 = { ʲôζ }

M17_Resident03_D00 = { ؼңսʿ }
M17_Resident03_D01 = { ӭЩıɱ }
M17_Resident03_D02 = { ҲҪǵС }

M17_Resident04_D00 = { üˣǹŶİɳǡ }
M17_Resident04_D01 = { Ҫɵˡ }
M17_Resident04_D02 = { Ҳ޷ⳡսд }

M17_Resident05_D00 = { ǴҪ򶼸㷭ɣ }
M17_Resident05_D01 = { ֵܻᡣ }
M17_Resident05_D02 = { ģҼܴģ }

M17_Resident06_D00 = { ҲŲǵա }
M17_Resident06_D01 = { ٷͨ }
M17_Resident06_D02 = { ֻҪȵ }

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




//==============================================================================
// Guldo's Gang is known as the Red Stingers or Stingers for short. There are 
// two groups, Thieves and Thieves with Power A	rmor. Both have slightly 
// different things that they say. The situations are similar though. One for 
// random lines before they see the player, one for when they see the player.
//
// There are four flavours of the gang.
//==============================================================================

name_CORE_m17_Ganger = { ʽ }

//==============================================================================
// Situation A: Random lines for thieves without power armor before they see 
// the player.
//------------------------------------------------------------------------------
M17_Thief01_A00 = { ڶľӮһƱ }
M17_Thief01_A01 = { һɣ }
M17_Thief01_A01 = { ǸĿޣ }

M17_Thief02_A00 = { ҸոʹһӿСӡ }
M17_Thief02_A01 = { ٣п֮ǸŮϵı }
M17_Thief02_A01 = { һЩʲô }

M17_Thief03_A00 = { кȼ }
M17_Thief03_A01 = { ҺҪһСƬȼǣ }
M17_Thief03_A01 = { ٲһܣҾҪˡ }

M17_Thief04_A00 = { Ϊǻҵ }
M17_Thief04_A01 = { Ҳ }
M17_Thief04_A01 = { Ҫ͵һ̨̹ˡ }

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


//==============================================================================
// Situation B: Random lines for thieves without power armor the moment they
// see the player.
//------------------------------------------------------------------------------
M17_Thief01_B00 = { ~รսʿ }
M17_Thief01_B01 = { ۰սʿ }
M17_Thief01_B02 = { սʿ }


M17_Thief02_B00 = { ม죬ҵˣ }
M17_Thief02_B01 = { ʺҵˡ }
M17_Thief02_B02 = { ģҵˡ }


M17_Thief03_B00 = { ֧Ԯ }
M17_Thief03_B01 = { սʿѾҵˣԮ }
M17_Thief03_B02 = { 죡սʿѾִˡ }


M17_Thief04_B00 = { มม  }
M17_Thief04_B01 = { มҵ죬ôҵǵģ }
M17_Thief04_B02 = { ģҡ }

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


//==============================================================================
// Situation C: Random lines for thieves with power armor before they see 
// the player.
//------------------------------------------------------------------------------
M17_Thief01_C00 = { Ͽ׼öԸЩսʿ }
M17_Thief01_C01 = { ֪ǳԸǵġ }
M17_Thief01_C02 = { ǻ׷Ƕһġ }


M17_Thief02_C00 = { Һðװס }
M17_Thief02_C01 = { ǵȷЩսʿ }
M17_Thief02_C02 = { ٣װĸоð }


M17_Thief03_C00 = { ɾ͵֡ }
M17_Thief03_C01 = { һȺϵɵϡ }
M17_Thief03_C02 = { ҲΪֵܻô }


M17_Thief04_C00 = { һɱЩսʿȫ }
M17_Thief04_C01 = { ҵϷһЩ }
M17_Thief04_C02 = { ١֣аˡ }

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


//==============================================================================
// Situation D: Random lines for thieves with power armor the moment they
// see the player.
//------------------------------------------------------------------------------
M17_Thief01_D00 = { ֿõװˣ }
M17_Thief01_D01 = { ֻҪҴûֹܹң }
M17_Thief01_D02 = { ںһġֵܻ᡹£ }


M17_Thief02_D00 = { Ҫֻضװף }
M17_Thief02_D01 = { Ǹϲĸо }
M17_Thief02_D02 = { ҿ }


M17_Thief03_D00 = { ҵˣôҵģ }
M17_Thief03_D01 = { ôҵǵģ }
M17_Thief03_D02 = { ģҵˡ }


M17_Thief04_D00 = { ǱҴϵģ }
M17_Thief04_D01 = { ʺһжˡ }
M17_Thief04_D02 = { Ƕǳˡ̸̸ɡ }

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




//==============================================================================
// Name: Guldo Sciavo.
// Role: Leader of the Thieves.
// Background: Guldo is the leader of the Red Stingers. He organized a group 
// from Quincy, poisoned the BOS guards and stole their equipment. He is a 
// greasy-looking man with well-toned muscles and a mean streak.
//
// Guldo is currently planning how he should rule the town.
//==============================================================================

name_CORE_m17_Guldo = { Ŷࡤŷ }

//==============================================================================
// Situation A: If Guldo hasn't seen the player, he will be happily planning 
// his rule over the town.
//------------------------------------------------------------------------------
M17_Guldo_A00 = { ˵С }
M17_Guldo_A01 = { ǸҩﵽЧ }
M17_Guldo_A02 = { ûܵ˺ }
M17_Guldo_A03 = { ķ }

//==============================================================================
// let's not have any references to other games' towns. The Rocky Mountains are 
// supposed to isolate this area from the west.

//==============================================================================
// Situation B00: Guldo will call out the following lines if he sees the 
// player.
//------------------------------------------------------------------------------
M17_Guldo_B00_W = {
ⲢΪҲмǰҴоȳԲ\n\n

ҿ˻ᡢץסҲҪһࡢũ\n\n

ֵܻЩһװݸǵĶǾڸȻ๤֮еĹƨû\n\n

ֻҪ뿴֪ұ֮еκһ˻ҪСֵܻ᡹ӣ\n\n

ȫǹɣҧѽ

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







