# 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

Helloeggs=
Hello  i am drunk writing this so its probablay not going trbe very coghenert
we made this map while very drunk and did not playtest any of the reooms
it is vaery likely that none of them are possible bu t who fuckling cvaaaaaaareeesssssssss
none of us have even touched the gameplay of the toom other than drawing it out in lonn 
enmjoy anf feel free to debug around if u come across an ipmossible room
red gm

# Map Name(s)
emeowvie_drunkspeedpartone_drunkspeedpartone=super peed eep eeny d
emeowvie_drunkspeedpartone=peed gang

poem_emeowvie_drunkspeedpartone_drunkspeedpartone_A= corn chex