
# game/indepth_character.rpy:11
translate piglatin demo_character_e7e1b1bb:

    # e "We've already seen how to define a Character in Ren'Py. But I want to go into a bit more detail as to what a Character is."
    e "Eway'evay alreadyay eensay owhay otay efineday aay Haractercay inay Enray'Ypay. Utbay Iay antway otay ogay intoay aay itbay oremay etailday asay otay hatway aay Haractercay isay."

# game/indepth_character.rpy:17
translate piglatin demo_character_d7908a94:

    # e "Here are couple of additional characters."
    e "Erehay areay ouplecay ofay additionalay aracterschay."

# game/indepth_character.rpy:19
translate piglatin demo_character_275ef8b9:

    # e "Each statement creates a Character object, and gives it a single argument, a name. If the name is None, no name is displayed."
    e "Acheay atementstay reatescay aay Haractercay objectay, anday ivesgay itay aay inglesay argumentay, aay amenay. Fiay hetay amenay isay Onenay, onay amenay isay isplayedday."

# game/indepth_character.rpy:21
translate piglatin demo_character_a63aea0c:

    # e "This can be followed by named arguments that set properties of the character. A named argument is a property name, an equals sign, and a value."
    e "Histay ancay ebay ollowedfay ybay amednay argumentsay hattay etsay ropertiespay ofay hetay aracterchay. Aay amednay argumentay isay aay ropertypay amenay, anay equalsay ignsay, anday aay aluevay."

# game/indepth_character.rpy:23
translate piglatin demo_character_636a502e:

    # e "Multiple arguments should be separated with commas, like they are here. Let's see those characters in action."
    e "Ultiplemay argumentsay ouldshay ebay eparatedsay ithway ommascay, ikelay heytay areay erehay. Etlay'say eesay hosetay aracterschay inay actionay."

# game/indepth_character.rpy:27
translate piglatin demo_character_44b54e1d:

    # e_shout "I can shout!"
    e_shout "Iay ancay outshay!"

# game/indepth_character.rpy:29
translate piglatin demo_character_a9646dd8:

    # e_whisper "And I can speak in a whisper."
    e_whisper "Ndaay Iay ancay peaksay inay aay hisperway."

# game/indepth_character.rpy:31
translate piglatin demo_character_79793208:

    # e "This example shows how the name Character is a bit of a misnomer. Here, we have multiple Characters in use, but you see it as me speaking."
    e "Histay exampleay owsshay owhay hetay amenay Haractercay isay aay itbay ofay aay isnomermay. Erehay, eway avehay ultiplemay Haracterscay inay useay, utbay ouyay eesay itay asay emay peakingsay."

# game/indepth_character.rpy:33
translate piglatin demo_character_5d5d7482:

    # e "It's best to think of a Character as repesenting a name and style, rather than a single person."
    e "Tiay'say estbay otay hinktay ofay aay Haractercay asay epesentingray aay amenay anday ylestay, atherray hantay aay inglesay ersonpay."

# game/indepth_character.rpy:37
translate piglatin demo_character_66d08d98:

    # e "There are a lot of properties that can be given to Characters, most of them prefixed styles."
    e "Heretay areay aay otlay ofay ropertiespay hattay ancay ebay ivengay otay Haracterscay, ostmay ofay hemtay refixedpay ylesstay."

# game/indepth_character.rpy:39
translate piglatin demo_character_7e0d75aa:

    # e "Properties beginning with window apply to the textbox, those with what apply to the the dialogue, and those with who to the name of Character speaking."
    e "Ropertiespay eginningbay ithway indowway applyay otay hetay extboxtay, hosetay ithway hatway applyay otay hetay hetay ialogueday, anday hosetay ithway howay otay hetay amenay ofay Haractercay peakingsay."

# game/indepth_character.rpy:41
translate piglatin demo_character_56703784:

    # e "If you leave a prefix out, the style customizes the name of the speaker."
    e "Fiay ouyay eavelay aay refixpay outay, hetay ylestay ustomizescay hetay amenay ofay hetay peakersay."

# game/indepth_character.rpy:43
translate piglatin demo_character_b456f0a9:

    # e "There are quite a few different properties that can be set this way. Here are some of the most useful."
    e "Heretay areay uiteqay aay ewfay ifferentday ropertiespay hattay ancay ebay etsay histay ayway. Erehay areay omesay ofay hetay ostmay usefulay."

# game/indepth_character.rpy:48
translate piglatin demo_character_3c3b8e00:

    # e1 "The window_background property sets the image thay's used for the background of the textbox, which should be the same size as the default in gui/textbox.png."
    e1 "Hetay indow_backgroundway ropertypay etssay hetay imageay haytay'say useday orfay hetay ackgroundbay ofay hetay extboxtay, hichway ouldshay ebay hetay amesay izesay asay hetay efaultday inay uigay/extboxtay.ngpay."

# game/indepth_character.rpy:54
translate piglatin demo_character_18ba073d:

    # e1a "If it's set to None, the textbox has no background window."
    e1a "Fiay itay'say etsay otay Onenay, hetay extboxtay ashay onay ackgroundbay indowway."

# game/indepth_character.rpy:59
translate piglatin demo_character_5a26445c:

    # e2 "The who_color and what_color properties set the color of the character's name and dialogue text, respectively."
    e2 "Hetay ho_colorway anday hat_colorway ropertiespay etsay hetay olorcay ofay hetay aracterchay'say amenay anday ialogueday exttay, espectivelyray."

# game/indepth_character.rpy:61
translate piglatin demo_character_88a18c32:

    # e2 "The colors are strings containing rgb hex codes, the same sort of colors understood by a web browser."
    e2 "Hetay olorscay areay ringsstay ontainingcay gbray exhay odescay, hetay amesay ortsay ofay olorscay understooday ybay aay ebway owserbray."

# game/indepth_character.rpy:67
translate piglatin demo_character_ed690751:

    # e3 "Similarly, the who_font and what_font properties set the font used by the different kinds of text."
    e3 "Imilarlysay, hetay ho_fontway anday hat_fontway ropertiespay etsay hetay ontfay useday ybay hetay ifferentday indskay ofay exttay."

# game/indepth_character.rpy:74
translate piglatin demo_character_8dfa6426:

    # e4 "Setting the who_bold, what_italic, and what_size properties makes the name bold, and the dialogue text italic at a size of 20 pixels."
    e4 "Ettingsay hetay ho_boldway, hat_italicway, anday hat_sizeway ropertiespay akesmay hetay amenay oldbay, anday hetay ialogueday exttay italicay atay aay izesay ofay 02ay ixelspay."

# game/indepth_character.rpy:76
translate piglatin demo_character_20e83c32:

    # e4 "Of course, the what_bold, who_italic and who_size properties also exist, even if they're not used here."
    e4 "Foay oursecay, hetay hat_boldway, ho_italicway anday ho_sizeway ropertiespay alsoay existay, evenay ifay heytay'eray otnay useday erehay."

# game/indepth_character.rpy:83
translate piglatin demo_character_e4cbb1f2:

    # e5 "The what_outlines property puts an outline around the text."
    e5 "Hetay hat_outlinesway ropertypay utspay anay outlineay arounday hetay exttay."

# game/indepth_character.rpy:85
translate piglatin demo_character_71535ecf:

    # e5 "It's a little complicated since it takes a list with a tuple in it, with the tuple being four things in parenthesis, and the list the square brackets around them."
    e5 "Tiay'say aay ittlelay omplicatedcay incesay itay akestay aay istlay ithway aay upletay inay itay, ithway hetay upletay eingbay ourfay hingstay inay arenthesispay, anday hetay istlay hetay quaresay acketsbray arounday hemtay."

# game/indepth_character.rpy:87
translate piglatin demo_character_e9ac7482:

    # e5 "The first number is the size of the outline, in pixels. That's followed by a string giving the hex-code of the color of the outline, and the x and y offsets."
    e5 "Hetay irstfay umbernay isay hetay izesay ofay hetay outlineay, inay ixelspay. Hattay'say ollowedfay ybay aay ringstay ivinggay hetay exhay-odecay ofay hetay olorcay ofay hetay outlineay, anday hetay xay anday yay offsetsay."

# game/indepth_character.rpy:93
translate piglatin demo_character_ea72d988:

    # e6 "When the outline size is 0 and the offsets are given, what_outlines can also act as a drop-shadow behind the text."
    e6 "Henway hetay outlineay izesay isay 0ay anday hetay offsetsay areay ivengay, hat_outlinesway ancay alsoay actay asay aay ropday-adowshay ehindbay hetay exttay."

# game/indepth_character.rpy:99
translate piglatin demo_character_8d35ebcd:

    # e7 "The what_xalign and what_textalign properties control the alignment of text, with 0.0 being left, 0.5 being center, and 1.0 being right."
    e7 "Hetay hat_xalignway anday hat_textalignway ropertiespay ontrolcay hetay alignmentay ofay exttay, ithway 0ay.0ay eingbay eftlay, 0ay.5ay eingbay entercay, anday 1ay.0ay eingbay ightray."

# game/indepth_character.rpy:101
translate piglatin demo_character_7c75906c:

    # e7 "The what_xalign property controls where all the text itself is placed within the textbox, while what_textalign controls where rows of text are placed relative to each other."
    e7 "Hetay hat_xalignway ropertypay ontrolscay hereway allay hetay exttay itselfay isay acedplay ithinway hetay extboxtay, hileway hat_textalignway ontrolscay hereway owsray ofay exttay areay acedplay elativeray otay eachay otheray."

# game/indepth_character.rpy:103
translate piglatin demo_character_e2811c1c:

    # e7 "Generally you'll want to to set them both what_xalign and what_textalign to the same value."
    e7 "Enerallygay ouyay'llay antway otay otay etsay hemtay othbay hat_xalignway anday hat_textalignway otay hetay amesay aluevay."

# game/indepth_character.rpy:105
translate piglatin demo_character_baa52234:

    # e7 "Setting what_layout to 'subtitle' puts Ren'Py in subtitle mode, which tries to even out the length of every line of text in a block."
    e7 "Ettingsay hat_layoutway otay 'ubtitlesay' utspay Enray'Ypay inay ubtitlesay odemay, hichway iestray otay evenay outay hetay engthlay ofay everyay inelay ofay exttay inay aay ockblay."

# game/indepth_character.rpy:110
translate piglatin demo_character_41190f01:

    # e8 "These properties can be combined to achieve many different effects."
    e8 "Hesetay ropertiespay ancay ebay ombinedcay otay achieveay anymay ifferentday effectsay."

# game/indepth_character.rpy:124
translate piglatin demo_character_aa12d9ca:

    # e8 "This example hides the background and shows dialogue centered and outlined, as if the game is being subtitled."
    e8 "Histay exampleay ideshay hetay ackgroundbay anday owsshay ialogueday enteredcay anday outlineday, asay ifay hetay amegay isay eingbay ubtitledsay."

# game/indepth_character.rpy:133
translate piglatin demo_character_a7f243e5:

    # e9 "There are two interesting non-style properties, what_prefix and what_suffix. These can put text at the start and end of a line of dialogue."
    e9 "Heretay areay wotay interestingay onnay-ylestay ropertiespay, hat_prefixway anday hat_suffixway. Hesetay ancay utpay exttay atay hetay artstay anday enday ofay aay inelay ofay ialogueday."

# game/indepth_character.rpy:139
translate piglatin demo_character_f9b0052f:

    # e "By using kind, you can copy properties from one character to another, changing only what you need to."
    e "Ybay usingay indkay, ouyay ancay opycay ropertiespay omfray oneay aracterchay otay anotheray, angingchay onlyay hatway ouyay eednay otay."

# game/indepth_character.rpy:148
translate piglatin demo_character_6dfce4b7:

    # l8 "Like this! Finally I get some more dialogue around here."
    l8 "Ikelay histay! Inallyfay Iay etgay omesay oremay ialogueday arounday erehay."

# game/indepth_character.rpy:157
translate piglatin demo_character_68d9e46c:

    # e "The last thing you have to know is that there's a special character, narrator, that speaks narration. Got it?"
    e "Hetay astlay hingtay ouyay avehay otay nowkay isay hattay heretay'say aay pecialsay aracterchay, arratornay, hattay peakssay arrationnay. Otgay itay?"

# game/indepth_character.rpy:159
translate piglatin demo_character_0c8f314a:

    # "I think I do."
    "Iay hinktay Iay oday."

