No, that file is reverted totally in English by unrpyc, but it isn't effectively totally in English.
Ren'py permit to pass
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, and it's how it's done here, as shown in scripts/core/user_interface/renpy/say.rpy :
Code:
screen say(who, what, native=None):
[...]
if native is None:
text what id 'what' style_suffix 'dialogue'
else:
text native id 'native' style_suffix 'dialogue' slow_abortable True slow_cps True
text what id 'what' style_suffix 'thought'
But unrpyc do not take this in count, and when the files are "uncompiled", you'll only see the dialog line itself, without the arguments part which contain the translation.
If you want to be sure that it's really that, just put this in any rpy file of your choice :
Code:
init python:
def sacb( who, interact=True, **kwargs ):
FH = open( renpy.os.path.join( config.basedir, 'AONlogFile.txt' ), "a" )
for k in kwargs:
FH.write( "{} {} -> {}\n".format( renpy.time.strftime( "%b %d %H:%M:%S" ), k , kwargs[k] ) )
FH.write( "\tcalled from: <{}:{}>".format( *renpy.get_filename_line() ) )
FH.close()
return ( (), kwargs )
config.say_arguments_callback = sacb
It will log every time an argument is passed with the dialog line, and you'll see those kind of lines in the file named "AONlogFile.txt" and located in the main directory of the game :
And if you look at the correct line of the pointed file, you'll see that it's precisely the one shown in the screenshot of keitaro420.
There's no magic here, just the actual limitations of unrpyc.