# 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

CarrotTalking=*wiggle wiggle*
MeatWorm={anchor bottom}`-.,-^-.. *^-_, `,-=,,  .  .  .  ^./`-. ^.~`
Snail={anchor bottom}{big}.O_/`{/big}
KittyA={big}...{/big}

# Map Name(s)
AuroraDrywall_Arboretum_Arboretum=arboretum
AuroraDrywall_Arboretum=arboretum

AuroraDrywall_mapname_mapname_cproomname= cpname
poem_AuroraDrywall_Arboretum_Arboretum_A=