# 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{/!}
# {*}shaky text{/*}
# {%}messed up text when Theo says "N a i l e d   i t ."{/%}
# {big}this text is large{/big}
# {>> 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
# {anchor position} controls the visual position of the textbox in-game
# (where "position" can be one of "bottom", "middle" or "top")

# Dialog IDs replace all of the following characters with underscores (_):
# - forward slashes (/)
# - hyphens (-)
# - plus signs (+)
# - spaces

# The text before an equals sign (=) is the Dialog ID, and should NOT contain spaces.
# The text after is its translation, and is what will show up in-game.

# ============================

# Custom Dialog

emeowvie_berry1=
This room contains no tech higher in difficulty than intermediate!
No need to gm brain or go CONSUME WOMAN mode :)

emeowvie_berry2=
This room contains the usage of 'Cassette Boosts'
While a cassette block (or in this case a badeline chaser block) switches from inactive to active, you will be pushed upward out of its hitbox.
This push will result in a single frame of liftboost.
To capitalize upon this, you must jump on the frame that this liftboost is applied-
which does mean that this room contains multiple {~}frame perfect{/~} inputs.
The first cassette boosted super is bufferable from a right dash starting at the x-position of the spawn point.
Good Luck!

emeowvie_berry3=
This room contains the usage of 'Double Springing'/'Re-springing'
Dashing back into a spring you have just activated will result in a slightly different trajectory-
This is {# FF0000}usually{#} done to gain more height, but can also be used to stall in place momentarily, as well as a couple other uses.
In order to execute this optimally, buffer a dash in the direction of the spring after hitting it the first time.
(P.S. Not every spring in this room needs to be hit twice.)



# Map Name(s)
emeowvie_cannibal=MTC3
emeowvie_cannibal_cannibal=Cannibal
poem_emeowvie_cannibal_cannibal_A= Good & Evil