﻿# NOTES:
# The # Symbol at the start of a line counts as a Comment. To include in dialog, use a \#
# The . Symbol will cause a pause unless escaped with \. (ex: Mr. Oshiro has a pause, Mr\. Oshiro does not)
# Newlines automatically create a Page Break, unless there is an {n} command on the previous line
# Commands: Anything inside of curly braces {...} is a command and should not be translated.

# Inline Text Commands:
# {~}wavy text{/~}
# {!}impact text{/!}
# {>> x}changes speed at which characters are displayed{>>}
# {# 000000}this text is black{#} (uses HEX color values)
# {+MENU_BEGIN} inserts the dialog from the MENU_BEGIN value (in English, "CLIMB")
# {n} creates a newline, without a page break
# {0.5} creates a 0.5 second pause
# {big}this text is large{/big}

# Gameplay Control Commands (should never change)
# {trigger x} this triggers an in-game event
# {anchor} controls the visual position of the textbox in-game

# Test stuff
ModOptions_CompleteScreenExtras_Title= Complete Screen Extras

ModOptions_CompleteScreenExtras_TextAnimLayerFix= Fix Text Layering
ModOptions_CompleteScreenExtras_TextAnimLayerFix_Help=
    Makes the text draw over the fade-in so the animation is visible.{n}
	If disabled, it will still be visible with high delays.

ModOptions_CompleteScreenExtras_TextAnimDelay= Animation Delay
ModOptions_CompleteScreenExtras_TextAnimDelay_Help=
	Measured in tenths of seconds{n}
	(Everest doesn't seem to support fractional settings){n}
	0 = Normal behavior{n}
	10 = Sync with fade-in{n}
	25 = Sync with back rectangle

ModOptions_CompleteScreenExtras_TextRainbowMode=                     Rainbow Text
ModOptions_CompleteScreenExtrasModule_TextRainbowMode_Always=        Always
ModOptions_CompleteScreenExtrasModule_TextRainbowMode_FullClearOnly= Only on Full Clear
ModOptions_CompleteScreenExtrasModule_TextRainbowMode_Disabled=      Disabled
