
# game/tutorial_screens.rpy:165
translate piglatin tutorial_screens_2faa22e5:

    # e "Screens are the most powerful part of Ren'Py. Screens let you customize the out-of-game interface, and create new in-game interface components."
    e "Creenssay areay hetay ostmay owerfulpay artpay ofay Enray'Ypay. Creenssay etlay ouyay ustomizecay hetay outay-ofay-amegay interfaceay, anday reatecay ewnay inay-amegay interfaceay omponentscay."

# game/tutorial_screens.rpy:171
translate piglatin screens_menu_7f31d730:

    # e "What would you like to know about screens?" nointeract
    e "Hatway ouldway ouyay ikelay otay nowkay aboutay creenssay?" nointeract

# game/tutorial_screens.rpy:201
translate piglatin screens_demo_115a4b8f:

    # e "Screens are how we create the user interface in Ren'Py. With the exception of images and transitions, everything you see comes from a screen."
    e "Creenssay areay owhay eway reatecay hetay useray interfaceay inay Enray'Ypay. Ithway hetay exceptionay ofay imagesay anday ansitionstray, everythingay ouyay eesay omescay omfray aay creensay."

# game/tutorial_screens.rpy:203
translate piglatin screens_demo_ce100e07:

    # e "When I'm speaking to you, I'm using the 'say' screen. It's responsible for taking dialogue and presenting it to the player."
    e "Henway Iay'may peakingsay otay ouyay, Iay'may usingay hetay 'aysay' creensay. Tiay'say esponsibleray orfay akingtay ialogueday anday resentingpay itay otay hetay ayerplay."

# game/tutorial_screens.rpy:205
translate piglatin screens_demo_1bdfb4bd:

    # e "And when the menu statement displays an in-game choice, the 'choice' screen is used. Got it?" nointeract
    e "Ndaay henway hetay enumay atementstay isplaysday anay inay-amegay oicechay, hetay 'oicechay' creensay isay useday. Otgay itay?" nointeract

# game/tutorial_screens.rpy:215
translate piglatin screens_demo_31a20e24:

    # e "Text input uses the 'input' screen, NVL mode uses the 'nvl' screen, and so on."
    e "Exttay inputay usesay hetay 'inputay' creensay, Vlnay odemay usesay hetay 'vlnay' creensay, anday osay onay."

# game/tutorial_screens.rpy:217
translate piglatin screens_demo_5a5aa2d5:

    # e "More than one screen can be displayed at once. For example, the buttons at the bottom - Back, History, Skip, and so on - are all displayed by a quick_menu screen that's shown all of the time."
    e "Oremay hantay oneay creensay ancay ebay isplayedday atay onceay. Orfay exampleay, hetay uttonsbay atay hetay ottombay - Ackbay, Istoryhay, Kipsay, anday osay onay - areay allay isplayedday ybay aay uick_menuqay creensay hattay'say ownshay allay ofay hetay imetay."

# game/tutorial_screens.rpy:219
translate piglatin screens_demo_58d48fde:

    # e "There are a lot of special screens, like 'main_menu', 'load', 'save', and 'preferences'. Rather than list them all here, I'll {a=https://www.renpy.org/doc/html/screen_special.html}send you to the documentation{/a}."
    e "Heretay areay aay otlay ofay pecialsay creenssay, ikelay 'ain_menumay', 'oadlay', 'avesay', anday 'referencespay'. Atherray hantay istlay hemtay allay erehay, Iay'llay {a=https://www.renpy.org/doc/html/screen_special.html}endsay ouyay otay hetay ocumentationday{/a}."

# game/tutorial_screens.rpy:221
translate piglatin screens_demo_27476d11:

    # e "In a newly created project, all these screens live in screens.rpy. You can edit that file in order to change them."
    e "Niay aay ewlynay reatedcay rojectpay, allay hesetay creenssay ivelay inay creenssay.pyray. Ouyay ancay editay hattay ilefay inay orderay otay angechay hemtay."

# game/tutorial_screens.rpy:223
translate piglatin screens_demo_a699b1cb:

    # e "You aren't limited to these screens either. In Ren'Py, you can make your own screens, and use them for your game's interface."
    e "Ouyay arenay'tay imitedlay otay hesetay creenssay eitheray. Niay Enray'Ypay, ouyay ancay akemay ouryay ownay creenssay, anday useay hemtay orfay ouryay amegay'say interfaceay."

# game/tutorial_screens.rpy:230
translate piglatin screens_demo_a136e191:

    # e "For example, in an RPG like visual novel, a screen can display the player's statistics."
    e "Orfay exampleay, inay anay Pgray ikelay isualvay ovelnay, aay creensay ancay isplayday hetay ayerplay'say atisticsstay."

# game/tutorial_screens.rpy:234
translate piglatin screens_demo_1f50f3d3:

    # e "Which reminds me, I should probably heal you."
    e "Hichway emindsray emay, Iay ouldshay robablypay ealhay ouyay."

# game/tutorial_screens.rpy:241
translate piglatin screens_demo_8a54de7a:

    # e "Complex screens can be the basis of whole game mechanics. A stats screen like this can be the basis of dating and life-sims."
    e "Omplexcay creenssay ancay ebay hetay asisbay ofay holeway amegay echanicsmay. Aay atsstay creensay ikelay histay ancay ebay hetay asisbay ofay atingday anday ifelay-imssay."

# game/tutorial_screens.rpy:246
translate piglatin screens_demo_62c184f8:

    # e "While screens might be complex, they're really just the result of a lot of simple parts working together to make something larger than all of them."
    e "Hileway creenssay ightmay ebay omplexcay, heytay'eray eallyray ustjay hetay esultray ofay aay otlay ofay implesay artspay orkingway ogethertay otay akemay omethingsay argerlay hantay allay ofay hemtay."

# game/tutorial_screens.rpy:265
translate piglatin screens_showing_1b51e9a4:

    # e "Here's an example of a very simple screen. The screen statement is used to tell Ren'Py this is a screen, and it's name is simple_screen."
    e "Erehay'say anay exampleay ofay aay eryvay implesay creensay. Hetay creensay atementstay isay useday otay elltay Enray'Ypay histay isay aay creensay, anday itay'say amenay isay imple_screensay."

# game/tutorial_screens.rpy:267
translate piglatin screens_showing_5a6bbad0:

    # e "Inside the screen statement, lines introduces displayables such as frame, vbox, text, and textbutton; or properties like action, xalign, and ypos."
    e "Nsideiay hetay creensay atementstay, ineslay introducesay isplayablesday uchsay asay amefray, boxvay, exttay, anday extbuttontay; oray ropertiespay ikelay actionay, alignxay, anday posyay."

# game/tutorial_screens.rpy:272
translate piglatin screens_showing_ae40755c:

    # e "I'll work from the inside out to describe the statements. But first, I'll show the screen so you can see it in action."
    e "Iay'llay orkway omfray hetay insideay outay otay escribeday hetay atementsstay. Utbay irstfay, Iay'llay owshay hetay creensay osay ouyay ancay eesay itay inay actionay."

# game/tutorial_screens.rpy:274
translate piglatin screens_showing_bc320819:

    # e "The text statement is used to display the text provided."
    e "Hetay exttay atementstay isay useday otay isplayday hetay exttay rovidedpay."

# game/tutorial_screens.rpy:276
translate piglatin screens_showing_64f23380:

    # e "The textbutton statement introduces a button that can be clicked. When the button is clicked, the provided action is run."
    e "Hetay extbuttontay atementstay introducesay aay uttonbay hattay ancay ebay ickedclay. Henway hetay uttonbay isay ickedclay, hetay rovidedpay actionay isay unray."

# game/tutorial_screens.rpy:278
translate piglatin screens_showing_e8f68c08:

    # e "Both are inside a vbox, which means vertical box, statement - that places the text on top of the button."
    e "Othbay areay insideay aay boxvay, hichway eansmay erticalvay oxbay, atementstay - hattay acesplay hetay exttay onay optay ofay hetay uttonbay."

# game/tutorial_screens.rpy:280
translate piglatin screens_showing_7e48fc22:

    # e "And that is inside a frame that provides the background and borders. The frame has an at property that takes a transform giving its position."
    e "Ndaay hattay isay insideay aay amefray hattay rovidespay hetay ackgroundbay anday ordersbay. Hetay amefray ashay anay atay ropertypay hattay akestay aay ansformtray ivinggay itsay ositionpay."

# game/tutorial_screens.rpy:286
translate piglatin screens_showing_80425bf3:

    # e "There are a trio of statements that are used to display screens."
    e "Heretay areay aay iotray ofay atementsstay hattay areay useday otay isplayday creenssay."

# game/tutorial_screens.rpy:291
translate piglatin screens_showing_7d2deb37:

    # e "The first is the show screen statement, which displays a screen and lets Ren'Py keep going."
    e "Hetay irstfay isay hetay owshay creensay atementstay, hichway isplaysday aay creensay anday etslay Enray'Ypay eepkay oinggay."

# game/tutorial_screens.rpy:293
translate piglatin screens_showing_7626dc8b:

    # e "The screen will stay shown until it is hidden."
    e "Hetay creensay illway aystay ownshay untilay itay isay iddenhay."

# game/tutorial_screens.rpy:297
translate piglatin screens_showing_c79038a4:

    # e "Hiding a screen is done with the hide screen statement."
    e "Idinghay aay creensay isay oneday ithway hetay idehay creensay atementstay."

# game/tutorial_screens.rpy:301
translate piglatin screens_showing_8f78a97d:

    # e "The call screen statement stops Ren'Py from executing script until the screen either returns a value, or jumps the script somewhere else."
    e "Hetay allcay creensay atementstay opsstay Enray'Ypay omfray executingay criptsay untilay hetay creensay eitheray eturnsray aay aluevay, oray umpsjay hetay criptsay omewheresay elseay."

# game/tutorial_screens.rpy:303
translate piglatin screens_showing_b52e420c:

    # e "Since we can't display dialogue at the same time, you'll have to click 'Okay' to continue."
    e "Incesay eway ancay'tay isplayday ialogueday atay hetay amesay imetay, ouyay'llay avehay otay ickclay 'Kayoay' otay ontinuecay."

# game/tutorial_screens.rpy:310
translate piglatin screens_showing_c5ca730f:

    # e "When a call screen statement ends, the screen is automatically hidden."
    e "Henway aay allcay creensay atementstay endsay, hetay creensay isay automaticallyay iddenhay."

# game/tutorial_screens.rpy:312
translate piglatin screens_showing_a38d1702:

    # e "Generally, you use show screen to show overlays that are up all the time, and call screen to show screens the player interacts with for a little while."
    e "Enerallygay, ouyay useay owshay creensay otay owshay overlaysay hattay areay upay allay hetay imetay, anday allcay creensay otay owshay creenssay hetay ayerplay interactsay ithway orfay aay ittlelay hileway."

# game/tutorial_screens.rpy:335
translate piglatin screens_parameters_0666043d:

    # e "Here's an example of a screen that takes three parameters. The message parameter is a message to show, while the okay and cancel actions are run when the appropriate button is chosen."
    e "Erehay'say anay exampleay ofay aay creensay hattay akestay hreetay arameterspay. Hetay essagemay arameterpay isay aay essagemay otay owshay, hileway hetay okayay anday ancelcay actionsay areay unray henway hetay appropriateay uttonbay isay osenchay."

# game/tutorial_screens.rpy:337
translate piglatin screens_parameters_cf95b914:

    # e "While the message parameter always has to be supplied, the okay and cancel parameters have default values that are used if no argument is given."
    e "Hileway hetay essagemay arameterpay alwaysay ashay otay ebay uppliedsay, hetay okayay anday ancelcay arameterspay avehay efaultday aluesvay hattay areay useday ifay onay argumentay isay ivengay."

# game/tutorial_screens.rpy:339
translate piglatin screens_parameters_4ce03111:

    # e "Each parameter is a variable that is defined inside the screen. Inside the screen, these variables take priority over those used in the rest of Ren'Py."
    e "Acheay arameterpay isay aay ariablevay hattay isay efinedday insideay hetay creensay. Nsideiay hetay creensay, hesetay ariablesvay aketay rioritypay overay hosetay useday inay hetay estray ofay Enray'Ypay."

# game/tutorial_screens.rpy:343
translate piglatin screens_parameters_106c2a04:

    # e "When a screen is shown, arguments can be supplied for each of the parameters. Arguments can be given by position or by name."
    e "Henway aay creensay isay ownshay, argumentsay ancay ebay uppliedsay orfay eachay ofay hetay arameterspay. Rgumentsaay ancay ebay ivengay ybay ositionpay oray ybay amenay."

# game/tutorial_screens.rpy:350
translate piglatin screens_parameters_12ac92d4:

    # e "Parameters let us change what a screen displays, simply by re-showing it with different arguments."
    e "Arameterspay etlay usay angechay hatway aay creensay isplaysday, implysay ybay eray-owingshay itay ithway ifferentday argumentsay."

# game/tutorial_screens.rpy:357
translate piglatin screens_parameters_d143a994:

    # e "The call screen statement can also take arguments, much like show screen does."
    e "Hetay allcay creensay atementstay ancay alsoay aketay argumentsay, uchmay ikelay owshay creensay oesday."

# game/tutorial_screens.rpy:369
translate piglatin screens_properties_423246a2:

    # e "There are a few properties that can be applied to a screen itself."
    e "Heretay areay aay ewfay ropertiespay hattay ancay ebay applieday otay aay creensay itselfay."

# game/tutorial_screens.rpy:380
translate piglatin screens_properties_4fde164e:

    # e "When the modal property is true, you can't interact with things beneath the screen. You'll have to click 'Close This Screen' before you can continue."
    e "Henway hetay odalmay ropertypay isay uetray, ouyay ancay'tay interactay ithway hingstay eneathbay hetay creensay. Ouyay'llay avehay otay ickclay 'Losecay Histay Creensay' eforebay ouyay ancay ontinuecay."

# game/tutorial_screens.rpy:398
translate piglatin screens_properties_550c0bea:

    # e "When a screen has the tag property, it's treated like the tag part of an image name. Here, I'm showing a_tag_screen."
    e "Henway aay creensay ashay hetay agtay ropertypay, itay'say eatedtray ikelay hetay agtay artpay ofay anay imageay amenay. Erehay, Iay'may owingshay a_tag_screenay."

# game/tutorial_screens.rpy:402
translate piglatin screens_properties_4fcf8af8:

    # e "When I show b_tag_screen, it replaces a_tag_screen."
    e "Henway Iay owshay _tag_screenbay, itay eplacesray a_tag_screenay."

# game/tutorial_screens.rpy:404
translate piglatin screens_properties_7ed5a791:

    # e "This is useful in the game and main menus, where you want the load screen to replace the preferences screen. By default, all those screens have tag menu."
    e "Histay isay usefulay inay hetay amegay anday ainmay enusmay, hereway ouyay antway hetay oadlay creensay otay eplaceray hetay referencespay creensay. Ybay efaultday, allay hosetay creenssay avehay agtay enumay."

# game/tutorial_screens.rpy:408
translate piglatin screens_properties_5d51bd1e:

    # e "For some reason, tag takes a name, and not an expression. It's too late to change it."
    e "Orfay omesay easonray, agtay akestay aay amenay, anday otnay anay expressionay. Tiay'say ootay atelay otay angechay itay."

# game/tutorial_screens.rpy:432
translate piglatin screens_properties_6706e266:

    # e "The zorder property controls the order in which screens overlap each other. The larger the zorder number, the closer the screen is to the player."
    e "Hetay orderzay ropertypay ontrolscay hetay orderay inay hichway creenssay overlapay eachay otheray. Hetay argerlay hetay orderzay umbernay, hetay oserclay hetay creensay isay otay hetay ayerplay."

# game/tutorial_screens.rpy:434
translate piglatin screens_properties_f7a2c73d:

    # e "By default, a screen has a zorder of 0. When two screens have the same zorder number, the screen that is shown second is closer to the player."
    e "Ybay efaultday, aay creensay ashay aay orderzay ofay 0ay. Henway wotay creenssay avehay hetay amesay orderzay umbernay, hetay creensay hattay isay ownshay econdsay isay oserclay otay hetay ayerplay."

# game/tutorial_screens.rpy:454
translate piglatin screens_properties_78433eb8:

    # e "The variant property selects a screen based on the properties of the device it's running on."
    e "Hetay ariantvay ropertypay electssay aay creensay asedbay onay hetay ropertiespay ofay hetay eviceday itay'say unningray onay."

# game/tutorial_screens.rpy:456
translate piglatin screens_properties_e6db6d02:

    # e "In this example, the first screen will be used for small devices like telephones, and the other screen will be used for tablets and computers."
    e "Niay histay exampleay, hetay irstfay creensay illway ebay useday orfay mallsay evicesday ikelay elephonestay, anday hetay otheray creensay illway ebay useday orfay abletstay anday omputerscay."

# game/tutorial_screens.rpy:475
translate piglatin screens_properties_d21b5500:

    # e "Finally, the style_prefix property specifies a prefix that's applied to the styles in the screen."
    e "Inallyfay, hetay yle_prefixstay ropertypay pecifiessay aay refixpay hattay'say applieday otay hetay ylesstay inay hetay creensay."

# game/tutorial_screens.rpy:477
translate piglatin screens_properties_560ca08a:

    # e "When the 'red' prefix is given, the frame gets the 'red_frame' style, and the text gets the 'red_text' style."
    e "Henway hetay 'edray' refixpay isay ivengay, hetay amefray etsgay hetay 'ed_frameray' ylestay, anday hetay exttay etsgay hetay 'ed_textray' ylestay."

# game/tutorial_screens.rpy:479
translate piglatin screens_properties_c7ad3a8e:

    # e "This can save a lot of typing when styling screens with many displayables in them."
    e "Histay ancay avesay aay otlay ofay ypingtay henway ylingstay creenssay ithway anymay isplayablesday inay hemtay."

# game/tutorial_screens.rpy:491
translate piglatin screens_control_4a1d8d7c:

    # e "The screen language has a few statements that do things other than show displayables. If you haven't seen the section on {a=jump:warp_screen_displayables}Screen Displayables{/a} yet, you might want to check it out, then come back here."
    e "Hetay creensay anguagelay ashay aay ewfay atementsstay hattay oday hingstay otheray hantay owshay isplayablesday. Fiay ouyay avenhay'tay eensay hetay ectionsay onay {a=jump:warp_screen_displayables}Creensay Isplayablesday{/a} etyay, ouyay ightmay antway otay eckchay itay outay, hentay omecay ackbay erehay."

# game/tutorial_screens.rpy:503
translate piglatin screens_control_0e939050:

    # e "The python statement works just about the same way it does in the script. A single line of Python is introduced with a dollar sign. This line is run each time the screen updates."
    e "Hetay ythonpay atementstay orksway ustjay aboutay hetay amesay ayway itay oesday inay hetay criptsay. Aay inglesay inelay ofay Ythonpay isay introduceday ithway aay ollarday ignsay. Histay inelay isay unray eachay imetay hetay creensay updatesay."

# game/tutorial_screens.rpy:518
translate piglatin screens_control_6334650a:

    # e "Similarly, the python statement introduces an indented block of python statements. But there is one big difference in Python in screens and Python in scripts."
    e "Imilarlysay, hetay ythonpay atementstay introducesay anay indenteday ockblay ofay ythonpay atementsstay. Utbay heretay isay oneay igbay ifferenceday inay Ythonpay inay creenssay anday Ythonpay inay criptssay."

# game/tutorial_screens.rpy:520
translate piglatin screens_control_ba8f5f13:

    # e "The Python you use in screens isn't allowed to have side effects. That means that it can't do things like change the value of a variable."
    e "Hetay Ythonpay ouyay useay inay creenssay isnay'tay alloweday otay avehay idesay effectsay. Hattay eansmay hattay itay ancay'tay oday hingstay ikelay angechay hetay aluevay ofay aay ariablevay."

# game/tutorial_screens.rpy:522
translate piglatin screens_control_f75fa254:

    # e "The reason for this is that Ren'Py will run a screen, and the Python in it, during screen prediction."
    e "Hetay easonray orfay histay isay hattay Enray'Ypay illway unray aay creensay, anday hetay Ythonpay inay itay, uringday creensay redictionpay."

# game/tutorial_screens.rpy:536
translate piglatin screens_control_40c12afa:

    # e "The default statement lets you set the value of a screen variable the first time the screen runs. This value can be changed with the SetScreenVariable and ToggleScreenVariable actions."
    e "Hetay efaultday atementstay etslay ouyay etsay hetay aluevay ofay aay creensay ariablevay hetay irstfay imetay hetay creensay unsray. Histay aluevay ancay ebay angedchay ithway hetay Etscreenvariablesay anday Ogglescreenvariabletay actionsay."

# game/tutorial_screens.rpy:538
translate piglatin screens_control_39e0f7e6:

    # e "The default statement differs from the Python statement in that it is only run once. Python runs each time the screen updates, and hence the variable would never change value."
    e "Hetay efaultday atementstay iffersday omfray hetay Ythonpay atementstay inay hattay itay isay onlyay unray onceay. Ythonpay unsray eachay imetay hetay creensay updatesay, anday encehay hetay ariablevay ouldway evernay angechay aluevay."

# game/tutorial_screens.rpy:557
translate piglatin screens_control_87a75fe7:

    # e "The if statement works like it does in script, running one block if the condition is true and another if the condition is false."
    e "Hetay ifay atementstay orksway ikelay itay oesday inay criptsay, unningray oneay ockblay ifay hetay onditioncay isay uetray anday anotheray ifay hetay onditioncay isay alsefay."

# game/tutorial_screens.rpy:572
translate piglatin screens_control_6a8c07f6:

    # e "The for statement takes a list of values, and iterates through them, running the block inside the for loop with the variable bound to each list item."
    e "Hetay orfay atementstay akestay aay istlay ofay aluesvay, anday iteratesay hroughtay hemtay, unningray hetay ockblay insideay hetay orfay ooplay ithway hetay ariablevay oundbay otay eachay istlay itemay."

# game/tutorial_screens.rpy:588
translate piglatin screens_control_f7b755fa:

    # e "The on and key statements probably only make sense at the top level of the screen."
    e "Hetay onay anday eykay atementsstay robablypay onlyay akemay ensesay atay hetay optay evellay ofay hetay creensay."

# game/tutorial_screens.rpy:590
translate piglatin screens_control_328b0676:

    # e "The on statement makes the screen run an action when an event occurs. The 'show' event happens when the screen is first shown, and the 'hide' event happens when it is hidden."
    e "Hetay onay atementstay akesmay hetay creensay unray anay actionay henway anay eventay occursay. Hetay 'owshay' eventay appenshay henway hetay creensay isay irstfay ownshay, anday hetay 'idehay' eventay appenshay henway itay isay iddenhay."

# game/tutorial_screens.rpy:592
translate piglatin screens_control_6768768b:

    # e "The key event runs an event when a key is pressed."
    e "Hetay eykay eventay unsray anay eventay henway aay eykay isay ressedpay."

# game/tutorial_screens.rpy:600
translate piglatin screen_use_c6a20a16:

    # e "The screen language use statement lets you include a screen inside another. This can be useful to prevent duplication inside screens."
    e "Hetay creensay anguagelay useay atementstay etslay ouyay includeay aay creensay insideay anotheray. Histay ancay ebay usefulay otay reventpay uplicationday insideay creenssay."

# game/tutorial_screens.rpy:616
translate piglatin screen_use_95a34d3a:

    # e "Take for example this screen, which shows two stat entries. There's already a lot of duplication there, and if we had more stats, there would be more."
    e "Aketay orfay exampleay histay creensay, hichway owsshay wotay atstay entriesay. Heretay'say alreadyay aay otlay ofay uplicationday heretay, anday ifay eway adhay oremay atsstay, heretay ouldway ebay oremay."

# game/tutorial_screens.rpy:633
translate piglatin screen_use_e2c673d9:

    # e "Here, we moved the statements that show the text and bar into a second screen, and the use statement includes that screen in the first one."
    e "Erehay, eway ovedmay hetay atementsstay hattay owshay hetay exttay anday arbay intoay aay econdsay creensay, anday hetay useay atementstay includesay hattay creensay inay hetay irstfay oneay."

# game/tutorial_screens.rpy:635
translate piglatin screen_use_2efdd2ff:

    # e "The name and amount of the stat are passed in as arguments to the screen, just as is done in the call screen statement."
    e "Hetay amenay anday amountay ofay hetay atstay areay assedpay inay asay argumentsay otay hetay creensay, ustjay asay isay oneday inay hetay allcay creensay atementstay."

# game/tutorial_screens.rpy:637
translate piglatin screen_use_f8d1bf9d:

    # e "By doing it this way, we control the amount of duplication, and can change the stat in one place."
    e "Ybay oingday itay histay ayway, eway ontrolcay hetay amountay ofay uplicationday, anday ancay angechay hetay atstay inay oneay aceplay."

# game/tutorial_screens.rpy:653
translate piglatin screen_use_4e22c25e:

    # e "The transclude statement goes one step further, by letting the use statement take a block of screen language statements."
    e "Hetay anscludetray atementstay oesgay oneay epstay urtherfay, ybay ettinglay hetay useay atementstay aketay aay ockblay ofay creensay anguagelay atementsstay."

# game/tutorial_screens.rpy:655
translate piglatin screen_use_c83b97e3:

    # e "When the included screen reaches the transclude statement it is replaced with the block from the use statement."
    e "Henway hetay includeday creensay eachesray hetay anscludetray atementstay itay isay eplacedray ithway hetay ockblay omfray hetay useay atementstay."

# game/tutorial_screens.rpy:657
translate piglatin screen_use_1ad1f358:

    # e "The boilerplate screen is included in the first one, and the text from the first screen is transcluded into the boilerplate screen."
    e "Hetay oilerplatebay creensay isay includeday inay hetay irstfay oneay, anday hetay exttay omfray hetay irstfay creensay isay anscludedtray intoay hetay oilerplatebay creensay."

# game/tutorial_screens.rpy:659
translate piglatin screen_use_f74fab6e:

    # e "Use and transclude are complex, but very powerful. If you think about it, 'use boilerplate' is only one step removed from writing your own Screen Language statement."
    e "Seuay anday anscludetray areay omplexcay, utbay eryvay owerfulpay. Fiay ouyay hinktay aboutay itay, 'useay oilerplatebay' isay onlyay oneay epstay emovedray omfray ritingway ouryay ownay Creensay Anguagelay atementstay."

translate piglatin strings:

    # game/tutorial_screens.rpy:26
    old " Lv. [lv]"
    new " Vlay. [lv]"

    # game/tutorial_screens.rpy:29
    old "HP"
    new "Phay"

    # game/tutorial_screens.rpy:58
    old "Morning"
    new "Orningmay"

    # game/tutorial_screens.rpy:58
    old "Afternoon"
    new "Fternoonaay"

    # game/tutorial_screens.rpy:58
    old "Evening"
    new "Veningeay"

    # game/tutorial_screens.rpy:61
    old "Study"
    new "Tudysay"

    # game/tutorial_screens.rpy:61
    old "Exercise"
    new "Xerciseeay"

    # game/tutorial_screens.rpy:61
    old "Eat"
    new "Ateay"

    # game/tutorial_screens.rpy:61
    old "Drink"
    new "Rinkday"

    # game/tutorial_screens.rpy:61
    old "Be Merry"
    new "Ebay Errymay"

    # game/tutorial_screens.rpy:107
    old "Strength"
    new "Trengthsay"

    # game/tutorial_screens.rpy:111
    old "Intelligence"
    new "Ntelligenceiay"

    # game/tutorial_screens.rpy:115
    old "Moxie"
    new "Oxiemay"

    # game/tutorial_screens.rpy:119
    old "Chutzpah"
    new "Hutzpahcay"

    # game/tutorial_screens.rpy:171
    old "What screens can do."
    new "Hatway creenssay ancay oday."

    # game/tutorial_screens.rpy:171
    old "How to show screens."
    new "Owhay otay owshay creenssay."

    # game/tutorial_screens.rpy:171
    old "Passing parameters to screens."
    new "Assingpay arameterspay otay creenssay."

    # game/tutorial_screens.rpy:171
    old "Screen properties."
    new "Creensay ropertiespay."

    # game/tutorial_screens.rpy:171
    old "Special screen statements."
    new "Pecialsay creensay atementsstay."

    # game/tutorial_screens.rpy:171
    old "Using other screens."
    new "Singuay otheray creenssay."

    # game/tutorial_screens.rpy:171
    old "That's it."
    new "Hattay'say itay."

    # game/tutorial_screens.rpy:205
    old "I do."
    new "Iay oday."

    # game/tutorial_screens.rpy:331
    old "Hello, world."
    new "Ellohay, orldway."

    # game/tutorial_screens.rpy:331
    old "You can't cancel this."
    new "Ouyay ancay'tay ancelcay histay."

    # game/tutorial_screens.rpy:346
    old "Shiro was here."
    new "Hirosay asway erehay."

    # game/tutorial_screens.rpy:362
    old "Click either button to continue."
    new "Lickcay eitheray uttonbay otay ontinuecay."

    # game/tutorial_screens.rpy:377
    old "Close This Screen"
    new "Losecay Histay Creensay"

    # game/tutorial_screens.rpy:388
    old "A Tag Screen"
    new "Aay Agtay Creensay"

    # game/tutorial_screens.rpy:395
    old "B Tag Screen"
    new "Bay Agtay Creensay"

    # game/tutorial_screens.rpy:447
    old "You're on a small device."
    new "Ouyay'eray onay aay mallsay eviceday."

    # game/tutorial_screens.rpy:452
    old "You're not on a small device."
    new "Ouyay'eray otnay onay aay mallsay eviceday."

    # game/tutorial_screens.rpy:466
    old "This text is red."
    new "Histay exttay isay edray."

    # game/tutorial_screens.rpy:496
    old "Hello, World."
    new "Ellohay, Orldway."

    # game/tutorial_screens.rpy:510
    old "It's good to meet you."
    new "Tiay'say oodgay otay eetmay ouyay."

    # game/tutorial_screens.rpy:534
    old "Increase"
    new "Ncreaseiay"

    # game/tutorial_screens.rpy:563
    old "Earth"
    new "Artheay"

    # game/tutorial_screens.rpy:563
    old "Moon"
    new "Oonmay"

    # game/tutorial_screens.rpy:563
    old "Mars"
    new "Arsmay"

    # game/tutorial_screens.rpy:581
    old "Now press 'a'."
    new "Ownay resspay 'aay'."

    # game/tutorial_screens.rpy:583
    old "The screen was just shown."
    new "Hetay creensay asway ustjay ownshay."

    # game/tutorial_screens.rpy:585
    old "You pressed the 'a' key."
    new "Ouyay ressedpay hetay 'aay' eykay."

    # game/tutorial_screens.rpy:608
    old "Health"
    new "Ealthhay"

    # game/tutorial_screens.rpy:613
    old "Magic"
    new "Agicmay"

    # game/tutorial_screens.rpy:644
    old "There's not much left to see."
    new "Heretay'say otnay uchmay eftlay otay eesay."

