mods.FemtoHelper.name=Femto Helper

# ---------- Entities ----------

# Solid No Squish Controller
entities.FemtoHelper/AssistHazardController.placements.name.controller=Solid No Squish Controller

# Clutter Shadow Controller
entities.FemtoHelper/ClutterShadowController.placements.name.default=Clutter Shadow Controller
entities.FemtoHelper/ClutterShadowController.attributes.description.enabledColor=The shadow's color when the clutter is still present.
entities.FemtoHelper/ClutterShadowController.attributes.description.disabledColor=The shadow's color when the clutter is gone.
entities.FemtoHelper/ClutterShadowController.attributes.description.enabledAlpha=The shadow's opacity when the clutter is still present.
entities.FemtoHelper/ClutterShadowController.attributes.description.disabledAlpha=The shadow's opacity when the clutter is gone.

# La Creatura
entities.FemtoHelper/LaCreatura.placements.name.creatura=La Creatura
entities.FemtoHelper/LaCreatura.attributes.description.acceleration=How fast the butterflies can change their speed.
entities.FemtoHelper/LaCreatura.attributes.description.maxSpeed=The maximum speed the butterflies can move.
entities.FemtoHelper/LaCreatura.attributes.description.bloomRadius=The butterfly's bloom radius.
entities.FemtoHelper/LaCreatura.attributes.description.bloomAlpha=The butterfly's bloom intensity.
entities.FemtoHelper/LaCreatura.attributes.description.lightStartFade=Where on the butterfly's light starts fading out.
entities.FemtoHelper/LaCreatura.attributes.description.lightEndFade=Where on the butterfly's light finishes fading out.
entities.FemtoHelper/LaCreatura.attributes.description.lightAlpha=The butterfly's light intensity.
entities.FemtoHelper/LaCreatura.attributes.description.colors=Comma-separated list of possible butterfly colors.
entities.FemtoHelper/LaCreatura.attributes.description.randomStartPos=Whether the butterflies should spawn with a random offset in its range.
entities.FemtoHelper/LaCreatura.attributes.description.targetRangeRadius=How far from the butterfly's starting position it can target when not interested in the player.
entities.FemtoHelper/LaCreatura.attributes.description.minFollowTime=The minimum time a butterfly can follow the player for when interacted with.
entities.FemtoHelper/LaCreatura.attributes.description.maxFollowTime=The maximum time a butterfly can follow the player for when interacted with.

# Backdrop Wind Controller
entities.FemtoHelper/BackdropWindController.placements.name.default=Backdrop Wind Controller
entities.FemtoHelper/BackdropWindController.attributes.description.tag=The styleground tag to apply wind to.
entities.FemtoHelper/BackdropWindController.attributes.description.strengthMultiplier=A multiplier for the strength of the wind effect.

# Extra Holdable Interactions Controller
entities.FemtoHelper/EHIController.placements.name.default=Extra Holdable Interactions Controller
entities.FemtoHelper/EHIController.attributes.description.breakDashBlocks=Whether the controller should allow Holdable entities to break Dash Blocks.
entities.FemtoHelper/EHIController.attributes.description.activateKevins=Whether the controller should allow Holdable entities to activate Kevin Blocks.
entities.FemtoHelper/EHIController.attributes.description.flipCoreSwitches=Whether the controller should allow Holdable entities to flip Core Switches.
entities.FemtoHelper/EHIController.attributes.description.hitLightningBreakerBoxes=Whether the controller should allow Holdable entities to hit Lightning Breaker Boxes.
entities.FemtoHelper/EHIController.attributes.description.activateMoveBlocks=Whether the controller should allow Holdable entities to activate Move Blocks when hit.
entities.FemtoHelper/EHIController.attributes.description.activateSwapBlocks=Whether the controller should allow Holdable entities to activate Swap Blocks when hit.
entities.FemtoHelper/EHIController.attributes.description.dashBlockXSpeedReq=The horizontal speed requirement for breaking Dash Blocks.
entities.FemtoHelper/EHIController.attributes.description.crushBlockXSpeedReq=The horizontal speed requirement for activating Kevin Blocks.
entities.FemtoHelper/EHIController.attributes.description.breakerBoxXSpeedReq=The horizontal speed requirement for hitting Lightning Breaker Boxes.
entities.FemtoHelper/EHIController.attributes.description.moveBlockXSpeedReq=The horizontal speed requirement for activating Move Blocks when hit.
entities.FemtoHelper/EHIController.attributes.description.swapBlockXSpeedReq=The horizontal speed requirement for activating Swap Blocks when hit.
entities.FemtoHelper/EHIController.attributes.description.dashBlockYSpeedReq=The vertical speed requirement for breaking Dash Blocks.
entities.FemtoHelper/EHIController.attributes.description.crushBlockYSpeedReq=The vertical speed requirement for activating Kevin Blocks.
entities.FemtoHelper/EHIController.attributes.description.breakerBoxBlockYSpeedReq=The vertical speed requirement for hitting Lightning Breaker Boxes.
entities.FemtoHelper/EHIController.attributes.description.moveBlockYSpeedReq=The vertical speed requirement for activating Move Blocks when hit.
entities.FemtoHelper/EHIController.attributes.description.swapBlockYSpeedReq=The vertical speed requirement for activating Swap Blocks when hit.
entities.FemtoHelper/EHIController.attributes.description.activateFallingBlocksHorizontal=Whether the controller should allow Holdable entities to activate Falling Blocks horizontally.
entities.FemtoHelper/EHIController.attributes.description.activateFallingBlocksVertical=Whether the controller should allow Holdable entities to activate Falling Blocks vertically.
entities.FemtoHelper/EHIController.attributes.description.fallingBlockXSpeedReq=The horizontal speed requirement for activating Falling Blocks.
entities.FemtoHelper/EHIController.attributes.description.fallingBlockYSpeedReq=The vertical speed requirement for activating Falling Blocks.
entities.FemtoHelper/EHIController.attributes.description.exactSpeedMatch=The speed must meet the requirement exactly rather than only needing to be greater or equal than it.
entities.FemtoHelper/EHIController.attributes.description.exactSpeedTolerance=How much the speed can deviate from the exact speed requirement.\nA non-zero value is recommended to avoid float/float comparison issues.\nDoes nothing if "Exact Speed Match" is disabled.

# GD Boost Orb
entities.FemtoHelper/GDDashOrb.placements.name.default=GD Boost Orb (Green)
entities.FemtoHelper/GDDashOrb.placements.name.pink=GD Boost Orb (Pink)
entities.FemtoHelper/GDDashOrb.attributes.description.angle=The angle the orb points, in degrees.
entities.FemtoHelper/GDDashOrb.attributes.description.speed=The speed boost the orb gives after the player activates it by pressing jump.
entities.FemtoHelper/GDDashOrb.attributes.description.pink=Whether the orb should flip the player's gravity after being activated.\nDoes nothing if GravityHelper isn't installed.
entities.FemtoHelper/GDDashOrb.attributes.description.additive=Whether the orb should add to the player's current speed, instead of overriding it.

# Waterfall Blocker
entities.FemtoHelper/WaterfallBlocker.placements.name.default=Waterfall Blocker

# Pop Refill
entities.FemtoHelper/PopRefill.placements.name.PopRefill=Pop Refill
entities.FemtoHelper/PopRefill.placements.name.PopRefillTwo=Pop Refill (Two Dashes)
entities.FemtoHelper/PopRefill.attributes.description.twoDash=Gives two dashes instead of one.
entities.FemtoHelper/PopRefill.attributes.description.oneUse=Whether the refill should disappear once collected.
entities.FemtoHelper/PopRefill.attributes.description.spawnTime=The time it takes for the refill to spawn once triggered.

# Spark Refill
entities.FemtoHelper/SparkRefill.placements.name.spark=Spark Refill
entities.FemtoHelper/SparkRefill.attributes.description.oneUse=Whether the refill should disappear once collected.
entities.FemtoHelper/SparkRefill.attributes.description.respawnTime=The time it takes for the refill to respawn.

# Avert Refill
entities.FemtoHelper/AvertRefill.placements.name.avertUp=Avert Refill (Up)
entities.FemtoHelper/AvertRefill.placements.name.avertDown=Avert Refill (Down)
entities.FemtoHelper/AvertRefill.placements.name.avertLeft=Avert Refill (Left)
entities.FemtoHelper/AvertRefill.placements.name.avertRight=Avert Refill (Right)
entities.FemtoHelper/AvertRefill.attributes.description.oneUse=Whether the refill should disappear once collected.
entities.FemtoHelper/AvertRefill.attributes.description.direction=The direction of momentum redirection.
entities.FemtoHelper/AvertRefill.attributes.description.respawnTime=The time it takes for the refill to respawn.

# Minus Refill
entities.FemtoHelper/MinusRefill.placements.name.minus=Minus Refill
entities.FemtoHelper/MinusRefill.attributes.description.oneUse=Whether the refill should disappear once collected.
entities.FemtoHelper/MinusRefill.attributes.description.respawnTime=The time it takes for the refill to respawn.

# Upend Refill
entities.FemtoHelper/UpendRefill.placements.name.upendHorizontal=Upend Refill (Horizontal)
entities.FemtoHelper/UpendRefill.placements.name.upendVertical=Upend Refill (Vertical)
entities.FemtoHelper/UpendRefill.attributes.description.oneUse=Whether the refill should disappear once collected.
entities.FemtoHelper/UpendRefill.attributes.description.type=Axis of momentum reversion.
entities.FemtoHelper/UpendRefill.attributes.description.respawnTime=The time it takes for the refill to respawn.

# Limit Refill
entities.FemtoHelper/LimitRefill.placements.name.limitUp=Limit Refill (Up)
entities.FemtoHelper/LimitRefill.placements.name.limitDown=Limit Refill (Down)
entities.FemtoHelper/LimitRefill.placements.name.limitLeft=Limit Refill (Left)
entities.FemtoHelper/LimitRefill.placements.name.limitRight=Limit Refill (Right)
entities.FemtoHelper/LimitRefill.placements.name.limitUpRight=Limit Refill (Up-Right)
entities.FemtoHelper/LimitRefill.placements.name.limitDownLefr=Limit Refill (Down-Left)
entities.FemtoHelper/LimitRefill.placements.name.limitUpLeft=Limit Refill (Up-Left)
entities.FemtoHelper/LimitRefill.placements.name.limitDownRight=Limit Refill (Down-Right)
entities.FemtoHelper/LimitRefill.attributes.description.oneUse=Whether the refill should disappear once collected.
entities.FemtoHelper/LimitRefill.attributes.description.direction=The direction the dash is limited to.
entities.FemtoHelper/LimitRefill.attributes.description.respawnTime=The time it takes for the refill to respawn.

# Bound Refill
entities.FemtoHelper/BoundRefill.placements.name.bound=Bound Refill
entities.FemtoHelper/BoundRefill.attributes.description.oneUse=Whether the refill should disappear once collected.
entities.FemtoHelper/BoundRefill.attributes.description.respawnTime=The time it takes for the refill to respawn.

# Timed Flag Refill
entities.FemtoHelper/TimedFlagRefill.placements.name.boolean=Timed Flag Refill
entities.FemtoHelper/TimedFlagRefill.placements.name.booleanTwo=Timed Flag Refill (Two Dashes)
entities.FemtoHelper/TimedFlagRefill.attributes.description.twoDash=Gives two dashes instead of one.
entities.FemtoHelper/TimedFlagRefill.attributes.description.oneUse=Whether the refill should disappear once collected.
entities.FemtoHelper/TimedFlagRefill.attributes.description.flag=The flag the refill controls.
entities.FemtoHelper/TimedFlagRefill.attributes.description.stopMomentum=Makes it so collecting the refill stops the player's momentum.
entities.FemtoHelper/TimedFlagRefill.attributes.description.path=The refill's sprite path.
entities.FemtoHelper/TimedFlagRefill.attributes.description.particleColors=The refill's particle colors.\nShould be a comma-separated list of exactly four particle colors:\nShatter Color 1, Shatter Color 2, Glow Color 1, Glow color 2.
entities.FemtoHelper/TimedFlagRefill.attributes.description.alwaysUse=Makes it so the refill ignores dash/stamina requirements and always collects.
entities.FemtoHelper/TimedFlagRefill.attributes.description.flagMode=How the controlled flag should behave.
entities.FemtoHelper/TimedFlagRefill.attributes.description.duration=The amount of frames the flag should be affected for.\nUse -1 to set the flag permanently.
entities.FemtoHelper/TimedFlagRefill.attributes.description.refillDash=Whether the refill should refill the player's dash.
entities.FemtoHelper/TimedFlagRefill.attributes.description.refillStamina=Whether the refill should refill the player's stamina.
entities.FemtoHelper/TimedFlagRefill.attributes.description.respawnTime=The time it takes for the refill to respawn.

# Directional Sprites Line
entities.FemtoHelper/DirectionalLine.placements.name.default=Directional Sprites Line
entities.FemtoHelper/DirectionalLine.attributes.description.activationTime=The time it takes for the line's elements to fade in when activated by a flag.
entities.FemtoHelper/DirectionalLine.attributes.description.alphaOutPercent=How much of the line, from the end, should have the elements fading out;\n0 for no fade out, 1 for the entire line.
entities.FemtoHelper/DirectionalLine.attributes.description.deactivationFlag=When this flag is active, the line deactivates, and its elements fade out.\nTakes priority over the activation flag.\nLeave empty for no deactivation.
entities.FemtoHelper/DirectionalLine.attributes.description.alphaInEase=The easing mode for the element fade in.
entities.FemtoHelper/DirectionalLine.attributes.description.duration=The time it takes for one of the elements to travel from the starting node to the end node.
entities.FemtoHelper/DirectionalLine.attributes.description.spriteCount=The amount of elements in the line.
entities.FemtoHelper/DirectionalLine.attributes.description.activationFlag=When this flag is active, the line activates, and its elements fade in.\nThe deactivation flag takes priority over this.\nLeave empty for no flag activation.
entities.FemtoHelper/DirectionalLine.attributes.description.texture=The element's texture.
entities.FemtoHelper/DirectionalLine.attributes.description.depth=The line's depth;\nHigher values means further back in the scene, lower negative values means closer in front of the scene, while 0 is the player's depth.
entities.FemtoHelper/DirectionalLine.attributes.description.deactivationTime=The time it takes for the line's elements to fade out when deactivated by a flag.
entities.FemtoHelper/DirectionalLine.attributes.description.alphaMultiplier=The line's transparency multiplier.
entities.FemtoHelper/DirectionalLine.attributes.description.alphaOutEase=The easing mode for the element fade out.
entities.FemtoHelper/DirectionalLine.attributes.description.positionEase=The easing mode for the element's movement.
entities.FemtoHelper/DirectionalLine.attributes.description.alphaInPercent=How much of the line, from the start, should have the elements fading in;\n0 for no fade in, 1 for the entire line.
entities.FemtoHelper/DirectionalLine.attributes.description.orientSprite=Whether the sprites should point in the travel direction or stay stationary.
entities.FemtoHelper/DirectionalLine.attributes.description.color=The element's color.\nSupports alpha for premultiplied colors, as RRGGBBAA;

# Teleport Door
entities.FemtoHelper/GloriousPassage.placements.name.passage=Teleport Door
entities.FemtoHelper/GloriousPassage.placements.name.passageUp=Teleport Door (Up Press)
entities.FemtoHelper/GloriousPassage.placements.name.passageSimple=Teleport Door (Simple Area)
entities.FemtoHelper/GloriousPassage.attributes.description.roomName=The room the door should lead to.\nInvalid room names will cause the door to lead to the same room it is from.
entities.FemtoHelper/GloriousPassage.attributes.description.spawnpointIndex=Which spawnpoint the player should be teleported to.\nComes from the room's list of spawnpoints, and depends on the order they were placed.\nThe first placed spawnpoint will have index 0, the second will have index 1, and so on.
entities.FemtoHelper/GloriousPassage.attributes.description.faceLeft=Whether the player should spawn facing left after using the door.
entities.FemtoHelper/GloriousPassage.attributes.description.depth=The door's depth;\nHigher values means further back in the scene, lower negative values means closer in front of the scene, while 0 is the player's depth.
entities.FemtoHelper/GloriousPassage.attributes.description.closedPath=Texture path for the door when it is closed.
entities.FemtoHelper/GloriousPassage.attributes.description.simpleTrigger=Turns the door into a simple teleportation area.
entities.FemtoHelper/GloriousPassage.attributes.description.audio=Audio event that plays when the door is opened;\nLeave blank for no sound.
entities.FemtoHelper/GloriousPassage.attributes.description.openPath=Texture path for the door when it is open.
entities.FemtoHelper/GloriousPassage.attributes.description.pressUpToOpen=Makes it so the door is opened by pressing up (like in Super Mario games).
entities.FemtoHelper/GloriousPassage.attributes.description.keepDashes=Makes it so the player's dash count is kept through the room transition.
entities.FemtoHelper/GloriousPassage.attributes.description.sameRoom=Don't reload the room if the source room and destination room are the same.\nDoes nothing otherwise.
entities.FemtoHelper/GloriousPassage.attributes.description.carryHoldablesOver=Allows the player to carry holdable entities through the teleport.\nNote: may not work with all holdables, especially Eevee Helper Holdable Containers.
entities.FemtoHelper/GloriousPassage.attributes.description.flag=The flag set when the door is opened.
entities.FemtoHelper/GloriousPassage.attributes.name.flag=Set Flag
entities.FemtoHelper/GloriousPassage.attributes.name.enableFlag=Door Toggle Flag
entities.FemtoHelper/GloriousPassage.attributes.description.enableFlag=If this field is not empty, the door will require a flag to work.\nPut "!" before the flag to invert it.\nSupports session expressions if Frost Helper is enabled.
entities.FemtoHelper/GloriousPassage.attributes.description.visibleFlag=If this field is not empty, the door will require a flag to be visible.\nPut "!" before the flag to invert it.\nSupports session expressions if Frost Helper is enabled.

# Custom Cliffside Wind Flag
entities.FemtoHelper/CustomCliffsideWindFlag.placements.name.default=Custom Wind Flag
entities.FemtoHelper/CustomCliffsideWindFlag.attributes.description.index=The index of the sprite to use. For example, index 0 of sprite "flag" would use "flag00.png".
entities.FemtoHelper/CustomCliffsideWindFlag.attributes.description.spritesPath=The path of the sprite to use, relative to Graphics/Atlases/Gameplay.
entities.FemtoHelper/CustomCliffsideWindFlag.attributes.description.sineFrequency=The frequency of the flag's wave.
entities.FemtoHelper/CustomCliffsideWindFlag.attributes.description.sineAmplitude=The strength of the flag's wave.
entities.FemtoHelper/CustomCliffsideWindFlag.attributes.description.naturalDraft=The wind speed to use when no level wind speed is set.
entities.FemtoHelper/CustomCliffsideWindFlag.attributes.description.depth=The entity's depth value.

# Custom Fake Heart
entities.FemtoHelper/CustomFakeHeart.placements.name.default=Custom Fake Heart
entities.FemtoHelper/CustomFakeHeart.attributes.description.respawnTime=The time for the heart to respawn after being broken./nSet to -1 for it to never respawn (the entity stays, just inactive).
entities.FemtoHelper/CustomFakeHeart.attributes.description.heartBehavior=The behavior of the heart when dashed into.\nShatter: the heart will break.\nKill & Shatter: the heart will break and kill the player.\nBounce: the player will bounce off the heart without breaking it.\nPhase Through: the player will dash through the heart.
entities.FemtoHelper/CustomFakeHeart.attributes.description.setFlag=The value to set the custom flag to after dashing into the heart.
entities.FemtoHelper/CustomFakeHeart.attributes.description.flag=The flag to set after dashing into the heart.
entities.FemtoHelper/CustomFakeHeart.attributes.description.useFakeSounds=Whether the heart should use the vanilla fake heart sounds.
entities.FemtoHelper/CustomFakeHeart.attributes.description.pulse=Whether the heart should play the pulse effects.
entities.FemtoHelper/CustomFakeHeart.attributes.description.particleColor=The primary hex color code of the shatter particle (see Particle Color Mode).
entities.FemtoHelper/CustomFakeHeart.attributes.description.particleColor2=The secondary hex color code of the shatter particle (see Particle Color Mode).
entities.FemtoHelper/CustomFakeHeart.attributes.description.freezeTime=The amount of time to freeze (i.e. freeze frames) after dashing into the heart.
entities.FemtoHelper/CustomFakeHeart.attributes.description.audioEvent=The event to play after dashing into the heart.
entities.FemtoHelper/CustomFakeHeart.attributes.description.particleTexture=The texture of the shatter particle relative to Graphics/Atlases/Gameplay.
entities.FemtoHelper/CustomFakeHeart.attributes.description.particleFadeMode=The way the shatter particle should fade over time.\nNo Fade: the particle will not fade while active.\nLinear Fade: the particle will fade at a steady rate.\nLate Fade: the particle will delay fading until it has 1/4 life remaining.\nIn And Out: the particle will fade in for the first quarter of its life, and fade out for the last quarter.
entities.FemtoHelper/CustomFakeHeart.attributes.description.particleColorMode=The way the shatter particle colors will be chosen.\nColor 1: the particle will always be the primary color.\nChoose: the particle color will be randomly chosen between colors 1 and 2.\nBlink: the particle will swap between colors 1 and 2.\nFade: the particle will fade from color 1 to color 2.
entities.FemtoHelper/CustomFakeHeart.attributes.description.particleRotationMode=The way the shatter particle will rotate.\nStatic: the particle will start with its default orientation.\nRandom: the particle will start rotated at a random angle.\nFollow Direction: the particle will always be rotated towards its direction of travel.
entities.FemtoHelper/CustomFakeHeart.attributes.description.particleLifespanMin=The minimum lifespan of the shatter particle.
entities.FemtoHelper/CustomFakeHeart.attributes.description.particleLifespanMax=The maximum lifespan of the shatter particle.
entities.FemtoHelper/CustomFakeHeart.attributes.description.particleSize=The scale of the shatter particle.
entities.FemtoHelper/CustomFakeHeart.attributes.description.particleSizeRange=The amount that the shatter particle size can differ. For example, a size of 2.0 with a range of 0.5 would allow for particle sizes from 1.5 to 2.5.
entities.FemtoHelper/CustomFakeHeart.attributes.description.flashOpacity=The alpha value of the flash after dashing into the heart.
entities.FemtoHelper/CustomFakeHeart.attributes.description.flashColor=The hex color code of the flash after dashing into the heart.
entities.FemtoHelper/CustomFakeHeart.attributes.description.particleScaleOut=Whether the shatter particle size should decrease over its lifetime.
entities.FemtoHelper/CustomFakeHeart.attributes.description.particleSpeedMin=The minimum speed of the shatter particle.
entities.FemtoHelper/CustomFakeHeart.attributes.description.particleSpeedMax=The maximum speed of the shatter particle.
entities.FemtoHelper/CustomFakeHeart.attributes.description.particleFriction=The friction of the particle. A value above zero will decrease the particle's speed over time.
entities.FemtoHelper/CustomFakeHeart.attributes.description.particleAccelX=The acceleration of the shatter particle in the x-direction.
entities.FemtoHelper/CustomFakeHeart.attributes.description.particleAccelY=The acceleration of the shatter particle in the y-direction.
entities.FemtoHelper/CustomFakeHeart.attributes.description.particleFlipChance=Whether the shatter particle should have a chance of changing its spin direction.
entities.FemtoHelper/CustomFakeHeart.attributes.description.particleSpinSpeedMin=The minimum spin speed of the shatter particle.
entities.FemtoHelper/CustomFakeHeart.attributes.description.particleSpinSpeedMax=The maximum spin speed of the shatter particle.
entities.FemtoHelper/CustomFakeHeart.attributes.description.particleCount=The amount of shatter particles to spawn when the heart is dashed into.
entities.FemtoHelper/CustomFakeHeart.attributes.description.particleSpawnSpread=The distance from the heart that the shatter particles can spawn.
entities.FemtoHelper/CustomFakeHeart.attributes.description.burstDuration=The length of the displacement burst, in seconds.
entities.FemtoHelper/CustomFakeHeart.attributes.description.burstRadiusFrom=The starting radius of the displacement burst.
entities.FemtoHelper/CustomFakeHeart.attributes.description.burstRadiusTo=The ending radius of the displacement burst.
entities.FemtoHelper/CustomFakeHeart.attributes.description.burstAlpha=The alpha of the displacement burst.
entities.FemtoHelper/CustomFakeHeart.attributes.description.miniHeartMode=Whether the heart should have a smaller collider. Meant to be used with the CollabUtils2 mini heart sprites.
entities.FemtoHelper/CustomFakeHeart.attributes.description.removeBloomOnShatter=Whether or not to remove the bloom source once the heart is shattered.
entities.FemtoHelper/CustomFakeHeart.attributes.description.shineParticleColor=The primary color of the pixels that flash when the heart is active. Also determines the light source color. Vanilla options are:\n- A-Side (blue): 5caefa\n- B-Side (red): ff2457\n- C-Side (yellow): fffc24
entities.FemtoHelper/CustomFakeHeart.attributes.description.spriteDirectory=The directory of the heart sprite relative to Graphics/Atlases/Gameplay/. Vanilla options are:\n- A-Side (blue): collectables/heartGem/0\n- B-Side (red): collectables/heartGem/1\n- C-Side (yellow): collectables/heartGem/2
entities.FemtoHelper/CustomFakeHeart.attributes.description.heartColor=(Legacy) The color of the heart. The number corresponds to area modes:\n- 0: A-Side (blue)\n- 1: B-Side (red)\n- 2: C-Side (yellow)
entities.FemtoHelper/CustomFakeHeart.attributes.description.noBloom=Whether or not to completely remove the bloom source from the heart.
entities.FemtoHelper/CustomFakeHeart.attributes.description.noWiggle=Whether or not the to remove the vertical floatiness of the heart.\nThis does not affect bouncing off of the heart or the pulsing animation.
entities.FemtoHelper/CustomFakeHeart.attributes.description.breakOnContact=Whether or not the heart should break on contact, without the need to dash into it.
entities.FemtoHelper/CustomFakeHeart.attributes.description.silentPulse=Whether or not the heart's pulse should be silent.

# Custom Moon Creature
entities.FemtoHelper/CustomMoonCreature.placements.name.default=Custom Moon Creature 
entities.FemtoHelper/CustomMoonCreature.attributes.description.acceleration=The base acceleration of the moon creature.
entities.FemtoHelper/CustomMoonCreature.attributes.description.colors=A comma-separated list of hex color codes. Used to randomly select the primary color of the moon creature, which is used to tint the trail, and sprite if "Tint Sprite" is selected.
entities.FemtoHelper/CustomMoonCreature.attributes.description.sprite=The sprite ID to use for the moon creature.
entities.FemtoHelper/CustomMoonCreature.attributes.description.tintSprite=Whether to tint the moon creature sprite by its primary color.
entities.FemtoHelper/CustomMoonCreature.attributes.description.trailCount=The number of nodes in the moon creature's trail.
entities.FemtoHelper/CustomMoonCreature.attributes.description.trailSubcolor1=The first hex color code of the moon creature trail.
entities.FemtoHelper/CustomMoonCreature.attributes.description.trailSubcolor2=The second hex color code of the moon creature trail.
entities.FemtoHelper/CustomMoonCreature.attributes.description.trailSubcolor1LerpAmount=The strength of the tint for the first trail subcolor, where 0 will use the primary color and 1.0 will use the subcolor.
entities.FemtoHelper/CustomMoonCreature.attributes.description.trailSubcolor2LerpAmount=The strength of the tint for the second trail subcolor, where 0 will use the primary color and 1.0 will use the subcolor.
entities.FemtoHelper/CustomMoonCreature.attributes.description.trailBaseSize=The size of the largest node in the  moon creature'strail.
entities.FemtoHelper/CustomMoonCreature.attributes.description.followAcceleration=The acceleration of the moon creature when it is following the player.
entities.FemtoHelper/CustomMoonCreature.attributes.description.maxSpeed=The maximum base speed of the moon creature.
entities.FemtoHelper/CustomMoonCreature.attributes.description.maxFollowSpeed=The maximum speed of the moon creature when it is following the player.
entities.FemtoHelper/CustomMoonCreature.attributes.description.maxFollowDistance=The maximum distance at which the moon creature will start following the player.
entities.FemtoHelper/CustomMoonCreature.attributes.description.minFollowTime=The minimum time the moon creature will follow the player.
entities.FemtoHelper/CustomMoonCreature.attributes.description.maxFollowTime=The maximum time the moon creature will follow the player.
entities.FemtoHelper/CustomMoonCreature.attributes.description.trailCatchupSpeed=The speed that the trail should catch up with movement changes.
entities.FemtoHelper/CustomMoonCreature.attributes.description.trailSpacing=The distance between each node in the moon creature's trail.
entities.FemtoHelper/CustomMoonCreature.attributes.description.targetRangeRadius=The maximum radius within which the moon creature will search for a target to move to when not following a player.
entities.FemtoHelper/CustomMoonCreature.attributes.description.minTargetTime=The minimum time the moon creature will stay at a target.
entities.FemtoHelper/CustomMoonCreature.attributes.description.maxTargetTime=The maximum time the moon creature will stay at a target.
entities.FemtoHelper/CustomMoonCreature.attributes.description.trailBaseAlpha=The alpha of the base of the moon creature's trail.
entities.FemtoHelper/CustomMoonCreature.attributes.description.trailTipAlpha=The alpha of the tip of the moon creature's trail.
entities.FemtoHelper/CustomMoonCreature.attributes.description.trailGravity=The amount of gravity to apply to the trail.
entities.FemtoHelper/CustomMoonCreature.attributes.description.bloomAlpha=The alpha of the moon creature's bloom.
entities.FemtoHelper/CustomMoonCreature.attributes.description.bloomRadius=The radius of the moon creature's bloom.
entities.FemtoHelper/CustomMoonCreature.attributes.description.lightColorIsMainColor=Whether to use the primary color for the moon creature's light source.
entities.FemtoHelper/CustomMoonCreature.attributes.description.lightColor=The hex color code of the moon creature's light source. Oonly used if "Light Color Is Main Color" is false.
entities.FemtoHelper/CustomMoonCreature.attributes.description.lightAlpha=The alpha of the moon creature's light source.
entities.FemtoHelper/CustomMoonCreature.attributes.description.lightStartFade=The distance at which the moon creature's light source will start to fade.
entities.FemtoHelper/CustomMoonCreature.attributes.description.lightEndFade=The distance at which the moon creature's light source will completely fade.

# Custom Parallax Big Waterfall
entities.FemtoHelper/CustomParallaxBigWaterfall.placements.name.fg=Custom Big Waterfall (FG)
entities.FemtoHelper/CustomParallaxBigWaterfall.placements.name.bg=Custom Big Waterfall (BG)
entities.FemtoHelper/CustomParallaxBigWaterfall.attributes.description.parallax=The strength of the waterfall's parallax.
entities.FemtoHelper/CustomParallaxBigWaterfall.attributes.description.fallSpeedMultiplier=A multiplier for the speed of the waterfall.
entities.FemtoHelper/CustomParallaxBigWaterfall.attributes.description.surfaceOpacity=The alpha of the waterfall's edges.
entities.FemtoHelper/CustomParallaxBigWaterfall.attributes.description.fillOpacity=The alpha of the waterfall's center.
entities.FemtoHelper/CustomParallaxBigWaterfall.attributes.description.surfaceColor=The hex color code of the waterfall's edges.
entities.FemtoHelper/CustomParallaxBigWaterfall.attributes.description.fillColor=The hex color code of the waterfall's center.
entities.FemtoHelper/CustomParallaxBigWaterfall.attributes.description.layer=Which layer the waterfall should render on.

# Custom Speed Rotate Spinner
entities.FemtoHelper/CustomSpeedRotateSpinner.placements.name.blade_clockwise=Custom Speed Blade (Clockwise)
entities.FemtoHelper/CustomSpeedRotateSpinner.placements.name.blade_counter_clockwise=Custom Speed Blade (Counter-Clockwise)
entities.FemtoHelper/CustomSpeedRotateSpinner.placements.name.dust_clockwise=Custom Speed Dust (Clockwise)
entities.FemtoHelper/CustomSpeedRotateSpinner.placements.name.dust_counter_clockwise=Custom Speed Dust (Counter-Clockwise)
entities.FemtoHelper/CustomSpeedRotateSpinner.placements.name.starfish_clockwise=Custom Speed Starfish (Clockwise)
entities.FemtoHelper/CustomSpeedRotateSpinner.placements.name.starfish_counter_clockwise=Custom Speed Starfish (Counter-Clockwise)
entities.FemtoHelper/CustomSpeedRotateSpinner.attributes.description.clockwise=The spinner will run clockwise.
entities.FemtoHelper/CustomSpeedRotateSpinner.attributes.description.isDust=Changes the appearance of the spinner to be a dust sprite.
entities.FemtoHelper/CustomSpeedRotateSpinner.attributes.description.isBlade=Changes the appearance of the spinner to be a blade.
entities.FemtoHelper/CustomSpeedRotateSpinner.attributes.description.rotateTime=The time for the spinner to complete one full rotation.

# Fool Space Custom Checkpoint
entities.FemtoHelper/FoolSpaceCustomCheckpoint.placements.name.default=Custom Summit Checkpoint
entities.FemtoHelper/FoolSpaceCustomCheckpoint.attributes.description.digitA=The first digit of the summit flag.
entities.FemtoHelper/FoolSpaceCustomCheckpoint.attributes.description.digitB=The second digit of the summit flag.
entities.FemtoHelper/FoolSpaceCustomCheckpoint.attributes.description.spriteRoot=The directory of the checkpoint sprites relative to Graphics/Atlases/Gameplay.\nThe sprites need to match the vanilla format in ..Gameplay/scenery/summitcheckpoints.
entities.FemtoHelper/FoolSpaceCustomCheckpoint.attributes.description.colors=The hex color codes of the confetti, as a comma-separated list.

# Oshiro Caller
entities.FemtoHelper/OshiroCaller.placements.name.call=Oshiro Caller (Call)
entities.FemtoHelper/OshiroCaller.placements.name.repel=Oshiro Caller (Repel)
entities.FemtoHelper/OshiroCaller.attributes.name.repell=Repel
entities.FemtoHelper/OshiroCaller.attributes.description.repell=Whether the caller should make Oshiro explode (or leave) instead of calling him.
entities.FemtoHelper/OshiroCaller.attributes.description.justMakeOshiroLeave=Whether Oshiro should just leave instead of exploding.

# Particle Emitter
entities.FemtoHelper/ParticleEmitter.placements.name.default=Particle Emitter
entities.FemtoHelper/ParticleEmitter.attributes.description.particleColor=The primary hex color code of the particle (see Particle Color Mode).
entities.FemtoHelper/ParticleEmitter.attributes.description.particleColor2=The secondary hex color code of the particle (see Particle Color Mode).
entities.FemtoHelper/ParticleEmitter.attributes.description.particleTexture=A comma-separated list of textures for the particle, relative to Graphics/Atlases/Gameplay/.
entities.FemtoHelper/ParticleEmitter.attributes.description.particleFadeMode=The way the particle should fade over time.\nNo Fade: the particle will not fade while active.\nLinear Fade: the particle will fade at a steady rate.\nLate Fade: the particle will delay fading until it has 1/4 life remaining.\nIn And Out: the particle will fade in for the first quarter of its life, and fade out for the last quarter.
entities.FemtoHelper/ParticleEmitter.attributes.description.particleColorMode=The way the particle colors will be chosen.\nColor 1: the particle will always be the primary color.\nChoose: the particle color will be randomly chosen between colors 1 and 2.\nBlink: the particle will swap between colors 1 and 2.\nFade: the particle will fade from color 1 to color 2.
entities.FemtoHelper/ParticleEmitter.attributes.description.particleRotationMode=The way the particle will rotate.\nStatic: the particle will start with its default orientation.\nRandom: the particle will start rotated at a random angle.\nFollow Direction: the particle will always be rotated towards its direction of travel.
entities.FemtoHelper/ParticleEmitter.attributes.description.particleLifespanMin=The minimum lifespan of the particle.
entities.FemtoHelper/ParticleEmitter.attributes.description.particleLifespanMax=The maximum lifespan of the particle.
entities.FemtoHelper/ParticleEmitter.attributes.description.particleSize=The scale of the particle.
entities.FemtoHelper/ParticleEmitter.attributes.description.particleSizeRange=The amount that the particle size can differ. For example, a size of 2.0 with a range of 0.5 would allow for particle sizes from 1.5 to 2.5.
entities.FemtoHelper/ParticleEmitter.attributes.description.particleScaleOut=Whether the particle size should decrease over its lifetime.
entities.FemtoHelper/ParticleEmitter.attributes.description.particleSpeedMin=The minimum speed of the particle.
entities.FemtoHelper/ParticleEmitter.attributes.description.particleSpeedMax=The maximum speed of the particle.
entities.FemtoHelper/ParticleEmitter.attributes.description.particleFriction=The friction of the particle. A value above zero will decrease the particle's speed over time.
entities.FemtoHelper/ParticleEmitter.attributes.description.particleAccelX=The acceleration of the particle in the x-direction.
entities.FemtoHelper/ParticleEmitter.attributes.description.particleAccelY=The acceleration of the particle in the y-direction.
entities.FemtoHelper/ParticleEmitter.attributes.description.particleFlipChance=Whether the particle should have a chance of changing its spin direction.
entities.FemtoHelper/ParticleEmitter.attributes.description.particleSpinSpeedMin=The minimum spin speed of the particle.
entities.FemtoHelper/ParticleEmitter.attributes.description.particleSpinSpeedMax=The maximum spin speed of the particle.
entities.FemtoHelper/ParticleEmitter.attributes.description.particleCount=The amount of particles per emission.
entities.FemtoHelper/ParticleEmitter.attributes.description.particleSpawnSpread=The distance from the heart that the particles can spawn.
entities.FemtoHelper/ParticleEmitter.attributes.description.spawnInterval=The amount of time between particle emissions.
entities.FemtoHelper/ParticleEmitter.attributes.description.spawnChance=The probability that a particle will be emitted every spawn interval.
entities.FemtoHelper/ParticleEmitter.attributes.description.particleAngle=The initial angle the particle will be emitted at, in degrees.
entities.FemtoHelper/ParticleEmitter.attributes.description.particleAngleRange=The amount that the particle angle can differ. For example, an angle of 180 with a range of 30 would allow for angles from 150 to 210.
entities.FemtoHelper/ParticleEmitter.attributes.description.bloomAlpha=The alpha of the particle emitter's bloom point.
entities.FemtoHelper/ParticleEmitter.attributes.description.bloomRadius=The radius of the particle emitter's bloom point.
entities.FemtoHelper/ParticleEmitter.attributes.description.particleAlpha=The alpha of the particle.
entities.FemtoHelper/ParticleEmitter.attributes.description.foreground=If set, the particle's depth is moved above FG tiles.
entities.FemtoHelper/ParticleEmitter.attributes.description.flag=If this field is not empty, particles will only be emitted when a flag is active. Put "!" before the flag to invert it.
entities.FemtoHelper/ParticleEmitter.attributes.description.tag=Whenever a Remote Particle Emitter Activator with this flag is touched, a particle will be emitted.
entities.FemtoHelper/ParticleEmitter.attributes.description.noTexture=If set, the particles will ignore the provided texture and be drawn as a rectangle instead.\nNote that for a single pixel appearance, the particle must not have any rotation or have Particle Scale Out set.
entities.FemtoHelper/ParticleEmitter.attributes.description.attachToPlayer= Makes the emitter follow then player's position. 
entities.FemtoHelper/ParticleEmitter.attributes.description.attachToPlayerOffsetX= X offset for the player attaching function.
entities.FemtoHelper/ParticleEmitter.attributes.description.attachToPlayerOffsetY= Y offset for the player attaching function.

# Pseudo Polyhedron
entities.FemtoHelper/PseudoPolyhedron.placements.name.default=Polyhedron Wireframe
entities.FemtoHelper/PseudoPolyhedron.attributes.description.rotationOffset=The amount to offset the initial rotation timer.
entities.FemtoHelper/PseudoPolyhedron.attributes.description.rotationSpeed=The rotation speed of the polyhedron.
entities.FemtoHelper/PseudoPolyhedron.attributes.description.baseWidth=The width of the polyhedron's base.
entities.FemtoHelper/PseudoPolyhedron.attributes.description.baseHeight=The height of the polyhedron's base.
entities.FemtoHelper/PseudoPolyhedron.attributes.description.tipBaseOffsetX=The x-position of the polyhedron's tip relative to its base.
entities.FemtoHelper/PseudoPolyhedron.attributes.description.tipBaseOffsetY=The y-position of the polyhedron's tip relative to its base.
entities.FemtoHelper/PseudoPolyhedron.attributes.description.color=The hex color code of the polyhedron.
entities.FemtoHelper/PseudoPolyhedron.attributes.description.baseSideCount=The number of sides in the base of the polyhedron.
entities.FemtoHelper/PseudoPolyhedron.attributes.description.isPrism=Whether the polyhedron should be a prism.
entities.FemtoHelper/PseudoPolyhedron.attributes.description.alpha=The alpha of the polyhedron.
entities.FemtoHelper/PseudoPolyhedron.attributes.description.depth=The depth of the polyhedron.
entities.FemtoHelper/PseudoPolyhedron.attributes.description.samples=As of v1.9.3, polyhedra no longer use real time math.\nInstead, a table of positions is stored upon entity loading, and that used instead. This is the amount of positions stored.\nLower rotation speeds might look grainy if the sample amount isn't high enough.\nHigh sample count might cause lag upon room loading.
entities.FemtoHelper/PseudoPolyhedron.attributes.description.topBaseWidth=The width of the polyhedron's upper base, if it is a prism.
entities.FemtoHelper/PseudoPolyhedron.attributes.description.topBaseHeight=The height of the polyhedron's upper base, if it is a prism.

# SMW Block

entities.FemtoHelper/SMWBlock.placements.name.smwblockdefault=SMW Block (Default)
entities.FemtoHelper/SMWBlock.placements.name.smwblockhidden=SMW Block (Kaizo/Hidden)
entities.FemtoHelper/SMWBlock.placements.name.smwblockswitch=SMW Block (Switch)
entities.FemtoHelper/SMWBlock.attributes.description.animationRate=Framerate for the block animations.
entities.FemtoHelper/SMWBlock.attributes.description.ejectDistance=How far the reward gets ejected in the outwards direction.\nHigher values don't go a specific direction, but farther outwards from the block.
entities.FemtoHelper/SMWBlock.attributes.description.ejectOffsetX=Horizontal offset of the rewards at the START of the animation.\nChanges where they come from, but not where they end up.
entities.FemtoHelper/SMWBlock.attributes.description.ejectOffsetY=Vertical offset of the rewards at the START of the animation.\nChanges where they come from, but not where they end up.
entities.FemtoHelper/SMWBlock.attributes.description.ejectDestinationOffsetX=Horizontal offset of the rewards at the END of the animation.\nChanges where they end up, but not where they come from.
entities.FemtoHelper/SMWBlock.attributes.description.ejectDestinationOffsetY=Vertical offset of the rewards at the END of the animation.\nChanges where they end up, but not where they come from.
entities.FemtoHelper/SMWBlock.attributes.description.indicate=Whether the block should be visible before being hit.
entities.FemtoHelper/SMWBlock.attributes.description.ejectDuration=How long the animation for the rewards coming out of the block takes.
entities.FemtoHelper/SMWBlock.attributes.description.path=The folder path for the block sprites. This indicates a folder, which means this string should always end with a forward slash.\nInside that path, the block takes the textures with these names: "indicator.png", "active.png", "used.png" and "coin.png".\nThe [indicator], [used] and [coin] textures can (but do not need to) be sliced into square shaped animation frames, as wide as the texture's height. This allows the block to store all its animation frames inside of a single texture.
entities.FemtoHelper/SMWBlock.attributes.description.solidBeforeHit=Whether the block should be solid before being hit. This disables hitting it from the sides and from the top, essentially emulating the Kaizo Block's "one way" behavior.
entities.FemtoHelper/SMWBlock.attributes.description.ejectDirection=Which direction the block should always eject its rewards to.
entities.FemtoHelper/SMWBlock.attributes.description.rewardContainerWidth=How wide the container that "catches" the reward entities should be.
entities.FemtoHelper/SMWBlock.attributes.description.rewardContainerHeight=How tall the container that "catches" the reward entities should be.
entities.FemtoHelper/SMWBlock.attributes.description.canHitTop=Whether the block can be interacted from its top side.
entities.FemtoHelper/SMWBlock.attributes.description.canHitBottom=Whether the block can be interacted from its bottom side.
entities.FemtoHelper/SMWBlock.attributes.description.canHitLeft=Whether the block can be interacted from its left side.
entities.FemtoHelper/SMWBlock.attributes.description.canHitRight=Whether the block can be interacted from its right side.
entities.FemtoHelper/SMWBlock.attributes.description.hitFlag=The flag that gets modified when the block is hit. Leave blank for no flag.
entities.FemtoHelper/SMWBlock.attributes.description.switchAppearanceFlag=The flag that determines the look of the switch mode block;\nLeave empty to use Hit Flag instead.
entities.FemtoHelper/SMWBlock.attributes.description.hitFlagBehavior=How the flag should be modified when the block is hit. Does nothing if hitFlag is blank.
entities.FemtoHelper/SMWBlock.attributes.description.switchMode=Allows the block to be hit multiple times, but disables its reward feature entirely, focusing more on its flag modifying behavior.
entities.FemtoHelper/SMWBlock.attributes.description.giveCoyoteFramesOnHit=Whether the block should give the player ground coyote frames when hit. Unrealistic, but allows the player to perform tech akin to Dream Hypers and Core Hypers from the block.
entities.FemtoHelper/SMWBlock.attributes.description.audioPath=Path for the FMOD folder containing the audio events the block will use. This indicates a folder, which means this string should always end with a forward slash.\nInside that path, the block uses audio events with these names: "blockreward", "blockcoin", "blockswitch" and "blockhit".
entities.FemtoHelper/SMWBlock.attributes.description.neededFlag=The flag that the block requires to be hittable/active. Leave blank for always active.\nPrecede the flag name with an exclamation point to negate the flag. (e.g. "!myflag" will only activate the block if "myflag" is NOT active)
entities.FemtoHelper/SMWBlock.attributes.description.ejectFromPoint=Whether the block's rewards should ignore its relative positions to the reward container at the START of the animation and all COME FROM a single point inside the block.
entities.FemtoHelper/SMWBlock.attributes.description.ejectToPoint=Whether the block's rewards should ignore its relative positions to the reward container at the END of the animation and all GO TO a single point outside of the block.
entities.FemtoHelper/SMWBlock.attributes.description.spriteOffsetX=Offsets the sprite horizontally by the given amount.
entities.FemtoHelper/SMWBlock.attributes.description.spriteOffsetY=Offsets the sprite vertically by the given amount.
entities.FemtoHelper/SMWBlock.attributes.description.depth=The block's render depth. Higher values means further back in the scene, lower negative values means closer in front of the scene, while 0 is the player's depth.
entities.FemtoHelper/SMWBlock.attributes.description.specialEntityHandling=Whether the block's logic should apply special handling for some vanilla entities to ensure they work correctly during and after the animation.\nThis is optional, as disabling it allows for interesting "jank" interactions with some of the entities.\nThis does nothing to modded entities.
entities.FemtoHelper/SMWBlock.attributes.description.affectVisible=If checked, the reward entities will be invisible before being released, and visible afterwards.\nIf unchecked, the Visible state will be ignored.
entities.FemtoHelper/SMWBlock.attributes.description.affectCollidable=If checked, the reward entities will be uncollidable before being released, and collidable afterwards.\nIf unchecked, the Collidable state will be ignored.
entities.FemtoHelper/SMWBlock.attributes.description.affectActive=If checked, the reward entities will be inactive before being released, and active afterwards.\nIf unchecked, the Active state will be ignored.
entities.FemtoHelper/SMWBlock.attributes.description.dashableKaizo=If checked, the player can hit an otherwise intangible hidden SMW Block from above or the sides by dahsing on it.
entities.FemtoHelper/SMWBlock.attributes.description.launchMultiplier=Launches players and holdables with the specified speed multiplier.\nSetting this to 0 disables launching.\nMay not work for certain moddded holdables.

# SMW Fish

entities.FemtoHelper/SMWFish.placements.name.smwfishdefault=SMW Fish
entities.FemtoHelper/SMWFish.placements.name.smwfishblurp=SMW Fish (Blurp)
entities.FemtoHelper/SMWFish.attributes.description.path=The folder path for the fish sprites. This indicates a folder, which means this string should always end with a forward slash.\nInside that path, the fish takes either "cheep.png" or "blurp.png" as its texture.\nThe textures can (but do not need to) be sliced into square shaped animation frames, as wide as the texture's height. This allows the block to store all its animation frames inside of a single texture.
entities.FemtoHelper/SMWFish.attributes.description.audioPath=Path for the FMOD folder containing the audio events the fish will use. The fish uses the "enemykill" event inside the specified folder.
entities.FemtoHelper/SMWFish.attributes.description.blurp=Whether the fish should be a Blurp. As in SMW, blurps cannot be jumped on.
entities.FemtoHelper/SMWFish.attributes.description.big=Whether the fish should be twice its usual size.
entities.FemtoHelper/SMWFish.attributes.description.faceRight=Whether the fish should face right instead of left.
entities.FemtoHelper/SMWFish.attributes.description.initialSpeedX=The fish's horizontal speed when it gets activated by its respective flag.
entities.FemtoHelper/SMWFish.attributes.description.initialSpeedX=The fish's vertical speed when it gets activated by its respective flag.
entities.FemtoHelper/SMWFish.attributes.description.gravity=The fish's downwards acceleration when it gets activated by its respective flag.
entities.FemtoHelper/SMWFish.attributes.description.activationFlag=The flag that activates the fish.\nPrecede the flag name with an exclamation point to negate the flag. (e.g. "!myflag" will only activate the fish if "myflag" is NOT active)\nLeave empty for the fish to always be active.
entities.FemtoHelper/SMWFish.attributes.description.harmless=Removes the fish's killing hitbox.

# Vital Drain Controller

entities.FemtoHelper/VitalDrainController.placements.name.gaseous=Vital Drain Controller
entities.FemtoHelper/VitalDrainController.attributes.description.colorgradeA=The colorgrade that is set when you're safe (maximum vitality value).
entities.FemtoHelper/VitalDrainController.attributes.description.colorgradeB=The colorgrade that is faded to as your vitality is drained.
entities.FemtoHelper/VitalDrainController.attributes.description.debugView=Enables a simple debug vitality bar.
entities.FemtoHelper/VitalDrainController.attributes.description.drainRate=The rate at which vitality drains per second.\nVitality value ranges from 0 - 500.
entities.FemtoHelper/VitalDrainController.attributes.description.fadeInTag=The styleground tag for stylegrounds that fade in as the vitality is drained.
entities.FemtoHelper/VitalDrainController.attributes.description.fadeOutTag=The styleground tag for stylegrounds that fade out as the vitality is drained.
entities.FemtoHelper/VitalDrainController.attributes.description.fastDeath=Uses the fast death (i.e. falling out of bounds).
entities.FemtoHelper/VitalDrainController.attributes.description.flag=The flag that is turned on when the vitality value is draining.
entities.FemtoHelper/VitalDrainController.attributes.description.recoverRate=The rate at which vitality recovers per second.\nVitality value ranges from 0 - 500.
entities.FemtoHelper/VitalDrainController.attributes.description.musicParamName=The music parameter name that is changed as vitality is drained.
entities.FemtoHelper/VitalDrainController.attributes.description.musicParamMin=The minimum music parameter value (when vitality is full).
entities.FemtoHelper/VitalDrainController.attributes.description.musicParamMax=The maximum music parameter value (when vitality is drained).
entities.FemtoHelper/VitalDrainController.attributes.description.cameraZoomTarget=The zoom value approached as vitality is drained.
entities.FemtoHelper/VitalDrainController.attributes.description.useFlag=Uses this flag instead of vital safety triggers;\nDrains vitality if it evaluates as true.\nSupports session expressions if Frost Helper is enabled.
entities.FemtoHelper/VitalDrainController.attributes.description.pauseFlag=Pauses all draining or recovery if this flag is set.\nSupports session expressions if Frost Helper is enabled.
entities.FemtoHelper/VitalDrainController.attributes.description.flashThreshold=At which vitality value (from 500 - 0) the player should flash red in warning.
entities.FemtoHelper/VitalDrainController.attributes.description.sliderName=Ties the vitality value to a session slider.\nChanging this slider changes the vitality value.\nNote: The slider value ranges from 0 to 1 rather than 0 to 500.

# Simple Text

entities.FemtoHelper/SimpleText.placements.name.default=Simple Text
entities.FemtoHelper/SimpleText.attributes.description.charList=The list of all existing characters in the font.\nThe font image must match this list, and the list must start with a space.
entities.FemtoHelper/SimpleText.attributes.description.depth=The entity's depth. Higher values are further back, lower values are in front, and the Player has depth 0.
entities.FemtoHelper/SimpleText.attributes.description.dialogID=The dialog ID the entity pulls its text from.\nPlutonium Text System does not support vanilla FancyText dialog effects.\nBrackets within the dialog entry can be used to display counters and flags;\ndialog_key = {my_counter} displays "my_counter"'s value;\ndialog_key = {my_flag;value_if_on;value_if_off} displays "value_if_on" if the flag "my_flag" is on, and "value_if_off" if the flag is off.
entities.FemtoHelper/SimpleText.attributes.description.fontHeight=The height of a character in the given font.
entities.FemtoHelper/SimpleText.attributes.description.fontPath=The font image.\nThe characters in this image must match 1 to 1 with the charList attribute and be of the correct size or the text will appear garbled.
entities.FemtoHelper/SimpleText.attributes.description.fontWidth=The width of a character in the given font.
entities.FemtoHelper/SimpleText.attributes.description.hud=When set, this draws the text in the HUD layer;\nPrevents the text from being affected by level darkness.
entities.FemtoHelper/SimpleText.attributes.description.mainColor=Main color for the text, in RGBA format.\nIf no alpha is informed, it falls back to FF.
entities.FemtoHelper/SimpleText.attributes.description.outlineColor=Outline color for the text, in RGBA format.\nIf no alpha is informed, it falls back to FF.
entities.FemtoHelper/SimpleText.attributes.description.parallax=Parallax factor.\nValues higher than 1 are suited for FG elements, and values between 1 and 0 are suited for BG elements.
entities.FemtoHelper/SimpleText.attributes.description.scale=Text scale factor. Looks best with HUD mode, otherwise nearest neighbor interpolation can make it look strange.
entities.FemtoHelper/SimpleText.attributes.description.shadow=Draws a small shadow instead of an outline.
entities.FemtoHelper/SimpleText.attributes.description.spacing=Spacing between characters.
entities.FemtoHelper/SimpleText.attributes.description.visibilityFlag=The flag that determines if the text should be visible or not;\nPrecede with "!" to invert the flag.
entities.FemtoHelper/SimpleText.attributes.description.decimals=How many decimals displayed slider values should have.\nLeave -1 for no truncating.

# Cinematic Text

entities.FemtoHelper/CinematicText.placements.name.default=Cinematic Text
entities.FemtoHelper/CinematicText.attributes.description.charList=The list of all existing characters in the font.\nThe font image must match this list, and the list must start with a space.
entities.FemtoHelper/CinematicText.attributes.description.depth=The entity's depth. Higher values are further back, lower values are in front, and the Player has depth 0.
entities.FemtoHelper/CinematicText.attributes.description.dialogID=The dialog ID the entity pulls its text from.\nPlutonium Text System does not support vanilla FancyText dialog effects.\nBrackets within the dialog entry can be used to display counters and flags;\ndialog_key = {my_counter} displays "my_counter"'s value;\ndialog_key = {my_flag;value_if_on;value_if_off} displays "value_if_on" if the flag "my_flag" is on, and "value_if_off" if the flag is off.
entities.FemtoHelper/CinematicText.attributes.description.fontHeight=The height of a character in the given font.
entities.FemtoHelper/CinematicText.attributes.description.fontPath=The font image.\nThe characters in this image must match 1 to 1 with the charList attribute and be of the correct size or the text will appear garbled.
entities.FemtoHelper/CinematicText.attributes.description.fontWidth=The width of a character in the given font.
entities.FemtoHelper/CinematicText.attributes.description.hud=When set, this draws the text in the HUD layer;\nPrevents the text from being affected by level darkness.
entities.FemtoHelper/CinematicText.attributes.description.mainColor=Main color for the text, in RGBA format.\nIf no alpha is informed, it falls back to FF.
entities.FemtoHelper/CinematicText.attributes.description.outlineColor=Outline color for the text, in RGBA format.\nIf no alpha is informed, it falls back to FF.
entities.FemtoHelper/CinematicText.attributes.description.parallax=Parallax factor.\nValues higher than 1 are suited for FG elements, and values between 1 and 0 are suited for BG elements.
entities.FemtoHelper/CinematicText.attributes.description.scale=Text scale factor. Looks best with HUD mode, otherwise nearest neighbor interpolation can make it look strange.
entities.FemtoHelper/CinematicText.attributes.description.shadow=Draws a small shadow instead of an outline.
entities.FemtoHelper/CinematicText.attributes.description.spacing=Spacing between characters.
entities.FemtoHelper/CinematicText.attributes.description.activationTag=The text will be activated if this matches with a CinematicTextTrigger tag.\nLeave empty for it to play automatically on room load.
entities.FemtoHelper/CinematicText.attributes.description.charOriginX=Where the incoming character comes from, X component.
entities.FemtoHelper/CinematicText.attributes.description.charOriginY=Where the incoming character comes from, Y component.
entities.FemtoHelper/CinematicText.attributes.description.delay=Delay in seconds before the text starts animating after being triggered.
entities.FemtoHelper/CinematicText.attributes.description.disappearTime=Delay in seconds before the text starts to fade out after finishing its animation.\nSet to -1 to make the text permanent.
entities.FemtoHelper/CinematicText.attributes.description.effects=Determines if the text has special effects.\nTurn off for better performance.
entities.FemtoHelper/CinematicText.attributes.description.ignoreAudioRegex=Whether the animation does or does not exclude punctuation when playing the character sound.
entities.FemtoHelper/CinematicText.attributes.description.instantReload=Makes it so the text and its children play instantly and automatically once they've animated once.
entities.FemtoHelper/CinematicText.attributes.description.instantLoad=Makes it so the text and its children play instantly and automatically.
entities.FemtoHelper/CinematicText.attributes.description.nextTextTag=This text will trigger texts with this tag once it finishes animating.
entities.FemtoHelper/CinematicText.attributes.description.obfuscated=Makes the text's characters appear randomized.
entities.FemtoHelper/CinematicText.attributes.description.onlyOnce=Makes it so the text does not load more than once.
entities.FemtoHelper/CinematicText.attributes.description.phaseIncrement=(Wave) The angle increment between characters, in degrees.
entities.FemtoHelper/CinematicText.attributes.description.shake=Makes the characters shake.
entities.FemtoHelper/CinematicText.attributes.description.shakeAmount=(Shake) How much the characters shake.
entities.FemtoHelper/CinematicText.attributes.description.speed=The text animation speed.\nEach character takes (1/Speed) seconds to animate.
entities.FemtoHelper/CinematicText.attributes.description.textSound=FMOD event for the character animation sound.
entities.FemtoHelper/CinematicText.attributes.description.twitch=Makes the characters occasionally twitch by the shake amount.
entities.FemtoHelper/CinematicText.attributes.description.twitchChance=(Twitch) The percent chance for a character to twitch.
entities.FemtoHelper/CinematicText.attributes.description.wave=Makes the characters wave around.
entities.FemtoHelper/CinematicText.attributes.description.wavePhaseOffset=(Wave) The initial wave angle offset, in degrees.
entities.FemtoHelper/CinematicText.attributes.description.waveSpeed=(Wave) The wave angle variation, in degrees/sec.
entities.FemtoHelper/CinematicText.attributes.description.waveX=(Wave) The horizontal wave amplitude, in pixels.
entities.FemtoHelper/CinematicText.attributes.description.waveY=(Wave) The vertical wave amplitude, in pixels.
entities.FemtoHelper/CinematicText.attributes.description.retriggerable=Allows the text to be triggered again after it fades out.
entities.FemtoHelper/CinematicText.attributes.description.visibilityFlag=The flag that determines if the text should be visible or not;\nPrecede with "!" to invert the flag.
entities.FemtoHelper/CinematicText.attributes.description.decimals=How many decimals displayed slider values should have.\nLeave -1 for no truncating.

# Boosting Booster

entities.FemtoHelper/BoostingBooster.placements.name.green=Boosting Booster (Green)
entities.FemtoHelper/BoostingBooster.placements.name.red=Boosting Booster (Red)
entities.FemtoHelper/BoostingBooster.attributes.description.red=Acts like a Red Booster.

# Circle Mover

entities.FemtoHelper/CircleMover.placements.name.circleMover=Circle Mover
entities.FemtoHelper/CircleMover.placements.name.circleMoverNoReturn=Circle Mover (No Return)
entities.FemtoHelper/CircleMover.attributes.description.counterClockwise=Whether the Circle Mover moves clockwise or counter-clockwise.
entities.FemtoHelper/CircleMover.attributes.description.angle=How much along the circle the Circle Mover moves, in degrees.
entities.FemtoHelper/CircleMover.attributes.description.behavior=This controls how the Circle Mover behaves.\nDefault: Moves like a regular Zip Mover; Charges to the endpoint, then slowly returns.\nNoReturn: Regular No Return behavior; Charges to the endpoint but doesn't return, waiting for the player to activate it again.\nPermanent: Charges to the endpoint and then deactivates.
entities.FemtoHelper/CircleMover.attributes.description.chainZipperFlag=If this field isn't empty and the input flag is active, this Circle Mover can activate other Circle Movers on contact when slamming into the endpoint.
entities.FemtoHelper/CircleMover.attributes.description.spritePath=The sprite directory for the Circle Mover.
entities.FemtoHelper/CircleMover.attributes.description.activateFallingBlocks=Makes it so the Circle Mover activates falling blocks on endpoint contact.

# Water Circle Mover

entities.FemtoHelper/WaterCircleMover.placements.name.circleMover=Water Circle Mover
entities.FemtoHelper/WaterCircleMover.placements.name.circleMoverNoReturn=Water Circle Mover (No Return)
entities.FemtoHelper/WaterCircleMover.attributes.description.counterClockwise=Whether the Water Circle Mover moves clockwise or counter-clockwise.
entities.FemtoHelper/WaterCircleMover.attributes.description.angle=How much along the circle the Water Circle Mover moves, in degrees.
entities.FemtoHelper/WaterCircleMover.attributes.description.behavior=This controls how the Water Circle Mover behaves.\nDefault: Moves like a regular Zip Mover; Charges to the endpoint, then slowly returns.\nNoReturn: Regular No Return behavior; Charges to the endpoint but doesn't return, waiting for the player to activate it again.\nPermanent: Charges to the endpoint and then deactivates.
entities.FemtoHelper/WaterCircleMover.attributes.description.chainZipperFlag=If this field isn't empty and the input flag is active, this Water Circle Mover can activate other Water Circle Movers on contact when slamming into the endpoint.
entities.FemtoHelper/WaterCircleMover.attributes.description.spritePath=The sprite directory for the Water Circle Mover.
entities.FemtoHelper/WaterCircleMover.attributes.description.activateFallingBlocks=Makes it so the Water Circle Mover activates falling blocks on endpoint contact.
entities.FemtoHelper/WaterCircleMover.attributes.description.canCarry=Whether the Water Circle Mover can carry the player with it and give liftboost or not. 

# Water Move Block

entities.FemtoHelper/MovingWaterBlock.placements.name.waterMoveBlock=Water Move Block
entities.FemtoHelper/MovingWaterBlock.attributes.description.spritePath=The sprite directory for the Water Move Block.
entities.FemtoHelper/MovingWaterBlock.attributes.description.angle=The Move Block's travel angle, in degrees.
entities.FemtoHelper/MovingWaterBlock.attributes.description.canCarry=Whether the Water Move Block can carry the player with it and give liftboost or not. 
entities.FemtoHelper/MovingWaterBlock.attributes.description.maxSpeed=The Move Block's maximum speed.
entities.FemtoHelper/MovingWaterBlock.attributes.description.acceleration=How fast the Move Block accelerates to full speed.
entities.FemtoHelper/MovingWaterBlock.attributes.description.ignoreBarriers=Whether the block should ignore Seeker Barriers.\nStill collides with room bounds.

# Water Block

entities.FemtoHelper/WaterBlock.placements.name.waterMoveBlock=Water Block
entities.FemtoHelper/WaterBlock.attributes.description.spritePath=The sprite directory for the Water Block.

# Water Falling Block

entities.FemtoHelper/WaterFallingBlock.placements.name.waterFallingBlockD=Water Falling Block (Down)
entities.FemtoHelper/WaterFallingBlock.placements.name.waterFallingBlockR=Water Falling Block (Right)
entities.FemtoHelper/WaterFallingBlock.placements.name.waterFallingBlockU=Water Falling Block (Up)
entities.FemtoHelper/WaterFallingBlock.placements.name.waterFallingBlockL=Water Falling Block (Left)
entities.FemtoHelper/WaterFallingBlock.attributes.description.canCarry=Whether the Water Falling Block can carry the player with it and give liftboost or not.
entities.FemtoHelper/WaterFallingBlock.attributes.description.direction=The Water Falling Block's falling direction.
entities.FemtoHelper/WaterFallingBlock.attributes.description.spritePath=The sprite directory for the Water Falling Block.

# Water Zip Mover

entities.FemtoHelper/WaterZipMover.placements.name.waterZipMover=Water Zip Mover
entities.FemtoHelper/WaterZipMover.placements.name.waterZipMoverNoReturn=Water Zip Mover (No Return)
entities.FemtoHelper/WaterZipMover.attributes.description.behavior=This controls how the Water Zip Mover behaves.\nDefault: Moves like a regular Zip Mover; Charges to the endpoint, then slowly returns.\nNoReturn: Regular No Return behavior; Charges to the endpoint but doesn't return, waiting for the player to activate it again.\nPermanent: Charges to the endpoint and then deactivates.
entities.FemtoHelper/WaterZipMover.attributes.description.canCarry=Whether the Water Zip Mover can carry the player with it and give liftboost or not.
entities.FemtoHelper/WaterZipMover.attributes.description.spritePath=The sprite directory for the Water Zip Mover.

# Water Swap Block

entities.FemtoHelper/WaterSwapBlock.placements.name.waterSwapBlock=Water Swap Block
entities.FemtoHelper/WaterSwapBlock.placements.name.waterSwapBlockToggle=Water Swap Block (Toggle)
entities.FemtoHelper/WaterSwapBlock.attributes.description.canCarry=Whether the Water Swap Block can carry the player with it and give liftboost or not.
entities.FemtoHelper/WaterSwapBlock.attributes.description.toggle=Whether the Water Swap Block toggles between two positions or returns after moving.
entities.FemtoHelper/WaterSwapBlock.attributes.description.spritePath=The sprite directory for the Water Swap Block.

# Water Switch Gate

entities.FemtoHelper/WaterSwitchGate.placements.name.waterSwitchGate=Water Switch Gate
entities.FemtoHelper/WaterSwitchGate.attributes.description.canCarry=Whether the Water Switch Gate can carry the player with it and give liftboost or not.
entities.FemtoHelper/WaterSwitchGate.attributes.description.spritePath=The sprite directory for the Water Switch Gate.
entities.FemtoHelper/WaterSwitchGate.attributes.description.persistent=Will stay open once activated, even if the player dies.

# Rotate Dash Refill

entities.FemtoHelper/RotateDashRefill.placements.name.rotate_refill=Rotate Dash Refill
entities.FemtoHelper/RotateDashRefill.attributes.description.oneUse=Whether the refill should respawn after being used.
entities.FemtoHelper/RotateDashRefill.attributes.description.scalar=How much the player's velocity is multiplied Rotate Dashing.
entities.FemtoHelper/RotateDashRefill.attributes.description.texture=The texture path for the refill's sprite.
entities.FemtoHelper/RotateDashRefill.attributes.description.effectColors=The colors used for the Rotate Dash effect. This affects the hair color and the arrow indicator.
entities.FemtoHelper/RotateDashRefill.attributes.description.particleColors=The refill's particle colors.
entities.FemtoHelper/RotateDashRefill.attributes.description.angle=How much the player's speed should be rotated counter-clockwise, or clockwise if the angle value is negative.\nMeasured in degrees.

# Monopticon

entities.FemtoHelper/Monopticon.placements.name.monopticon=Monopticon
entities.FemtoHelper/Monopticon.attributes.description.onlyY=Makes it so the screen can only be panned horizontally.
entities.FemtoHelper/Monopticon.attributes.description.interactFlag=This flag is activated while the player is using the Monopticon.
entities.FemtoHelper/Monopticon.attributes.description.blockDash=Whether the player can dash while outside of bino state.
entities.FemtoHelper/Monopticon.attributes.description.blockJump=Whether the player can jump while outside of bino state.
entities.FemtoHelper/Monopticon.attributes.description.dashCancelDelay=How many frames before the bino state is canceled after dashing.
entities.FemtoHelper/Monopticon.attributes.description.dashInputCancel=Makes it so the dash input immediately cancels bino state, rather than the dashing itself.
entities.FemtoHelper/Monopticon.attributes.description.openFrames=Frames after "Pre Open Frames" before the bino state takes place. 
entities.FemtoHelper/Monopticon.attributes.description.preOpenFrames=Frames after interacting with the Monopticon before the bino sound plays.\nCombined with "Open Frames" to create the delay before the bino state takes place.
entities.FemtoHelper/Monopticon.attributes.description.closeFrames=Frames to exit bino state.
entities.FemtoHelper/Monopticon.attributes.description.cooldownFrames=The cooldown after interacting with the Monopticon before you may cancel the bino state.\nAllows for tech to be performed in this short window of time without losing bino state.
entities.FemtoHelper/Monopticon.attributes.description.strictStateReset=Whether the interact bind should be able to reset the player's state midair or only when the player is grounded (strict).
entities.FemtoHelper/Monopticon.attributes.description.binoAcceleration=The Monopticon's panning acceleration.
entities.FemtoHelper/Monopticon.attributes.description.binoMaxSpeed=The Monopticon's max panning speed.

# Ocular Barrier

entities.FemtoHelper/OcularBarrier.placements.name.ocularBarrier=Ocular Barrier
entities.FemtoHelper/OcularBarrier.placements.name.ocularBarrierInverted=Ocular Barrier (Inverted)
entities.FemtoHelper/OcularBarrier.attributes.description.flag=Controls the barrier's On/Off state.\nShould be the same as the Monopticon's interaction flag.
entities.FemtoHelper/OcularBarrier.attributes.description.invert=Determines if the barrier should activate with the flag or deactivate with the flag.
entities.FemtoHelper/OcularBarrier.attributes.description.activeColor=The barrier's color when it is active and not inverted.
entities.FemtoHelper/OcularBarrier.attributes.description.inactiveColor=The barrier's color when it is inactive and not inverted.
entities.FemtoHelper/OcularBarrier.attributes.description.invertedActiveColor=The barrier's color when it is active and inverted.
entities.FemtoHelper/OcularBarrier.attributes.description.invertedInactiveColor=The barrier's color when it is inactive and inverted.
entities.FemtoHelper/OcularBarrier.attributes.description.texturePath=The texture path for the barrier's sprite.

# Switch Movet

entities.FemtoHelper/SwitchMovet.placements.name.SwitchMovet=Switch Movet
entities.FemtoHelper/SwitchMovet.attributes.description.color=The color of the Switch Movet.\nSwitch Movets are only activated by Switch Movet Boxes of the same color.
entities.FemtoHelper/SwitchMovet.attributes.description.path=The sprite path of the Switch Movet.

# Switch Movet Box

entities.FemtoHelper/SwitchMovetBox.placements.name.SwitchMovet=Switch Movet Box
entities.FemtoHelper/SwitchMovetBox.attributes.description.color=The color of the Switch Movet Box.\nSwitch Movet Boxes only activate Switch Movets of the same color.
entities.FemtoHelper/SwitchMovetBox.attributes.description.path=The sprite path of the Switch Movet Box.

# Node Puffer

entities.FemtoHelper/NodePuffer.placements.name.NodePufferLeft=Node Puffer (Left)
entities.FemtoHelper/NodePuffer.placements.name.NodePufferRight=Node Puffer (Right)
entities.FemtoHelper/NodePuffer.attributes.description.speed=The speed the puffer moves between nodes.
entities.FemtoHelper/NodePuffer.attributes.description.right=The initial direction of the puffer.
entities.FemtoHelper/NodePuffer.attributes.description.lineColor=The idle color of the node lines.
entities.FemtoHelper/NodePuffer.attributes.description.activeLineColor=The color of the node line the puffer is about to visit.

# The Contraption

entities.FemtoHelper/TheContraption.placements.name.TheContraption=The Contraption
entities.FemtoHelper/TheContraption.attributes.description.particles=Toggles smoke particles for the contraption.
entities.FemtoHelper/TheContraption.attributes.description.reducedDebris=Reduces the amount of debris created by the contraption when breaking.
entities.FemtoHelper/TheContraption.attributes.description.spritePath=The sprite path of the contraption.

# Geen Block
entities.FemtoHelper/GeenBlock.placements.name.geen=Geen Block
entities.FemtoHelper/GeenBlock.placements.name.geenInv=Geen Block (Inverted)
entities.FemtoHelper/GeenBlock.attributes.description.speed=The lift speed the Geen Block grants the player.\nNote that the game enforces a lift speed cap that can be changed via Extended Variants.
entities.FemtoHelper/GeenBlock.attributes.description.inverse=Makes the block give lift speed opposite to the player's input direction.

# SMW Shell
entities.FemtoHelper/SMWShell.placements.name.smw_shell=SMW Shell
entities.FemtoHelper/SMWShell.placements.name.smw_shell_disco=SMW Shell (Disco)
entities.FemtoHelper/SMWShell.attributes.description.doSplashEffect=Toggles the splash effect when an impact happens.
entities.FemtoHelper/SMWShell.attributes.description.texturesPrefix=The texture path prefix for the Shell.\nMust have the Shell sprites as <texturesPrefix>/<sprite>_idle00.png, and <texturesPrefix>/<sprite>_kickedXX.png.\nShould also contain digitX.png for hit count text, and splash.png for the impact splash.
entities.FemtoHelper/SMWShell.attributes.description.ignoreOtherShells=If true, this Shell ignores interactions with any other Shells.
entities.FemtoHelper/SMWShell.attributes.description.doFreezeFrames=Whether interactions with the Shell include freeze frames.
entities.FemtoHelper/SMWShell.attributes.description.disco=Turns the Shell into a Disco Shell.\n Cycles through multiple sprites and chases the player continuously.\nCan't be killed by stomping.
entities.FemtoHelper/SMWShell.attributes.description.discoSprites=The Disco Shell's list of sprites.\n See "Main Sprite".
entities.FemtoHelper/SMWShell.attributes.description.audioPath=The event prefix for the Shell's sound effects.
entities.FemtoHelper/SMWShell.attributes.description.mainSprite=The Shell's sprite prefix. should contain a <sprite>_idle00.png image, and a series of <sprite>_kickedXX.png sprites for the kicked animation.
entities.FemtoHelper/SMWShell.attributes.description.canBeBouncedOn=If false, the player cannot bounce on the Shell. Instead the player dies.
entities.FemtoHelper/SMWShell.attributes.description.touchKickBehavior=What happens when the Shell is touch kicked (touched by the player when idle and not grabbing).\nNormal: The shell is kicked away from the player.\nKill: Kills the player.\nIgnore: Ignores the player completely.
entities.FemtoHelper/SMWShell.attributes.description.carriable=Whether the player can carry the Shell.
entities.FemtoHelper/SMWShell.attributes.description.shellSpeed=The kicked speed of the Shell.
entities.FemtoHelper/SMWShell.attributes.description.discoSpeed=The chase speed of the Disco Shell.
entities.FemtoHelper/SMWShell.attributes.description.discoAcceleration=The chase acceleration of the Disco Shell.
entities.FemtoHelper/SMWShell.attributes.description.gravity=The Shell's gravity acceleration.
entities.FemtoHelper/SMWShell.attributes.description.airFriction=The Shell's friction while in the air.
entities.FemtoHelper/SMWShell.attributes.description.groundFriction=The Shell's friction while on the ground.
entities.FemtoHelper/SMWShell.attributes.description.idleActivateTouchSwitches=If true, the Shell can activate Touch Switches while idle.
entities.FemtoHelper/SMWShell.attributes.description.discoSleep=Whether a Disco Shell is allowed to move before the player moves after respawning.
entities.FemtoHelper/SMWShell.attributes.description.maxFallSpeed=The Shell's terminal falling speed.
entities.FemtoHelper/SMWShell.attributes.description.bounceCount=How many times a player needs to bounce on top of the Shell to stop it.\nIf the count is over 1, an indicatior shows up on top of the Shell, unless disabled.
entities.FemtoHelper/SMWShell.attributes.description.bounceCountDisplay=Which kind of bounce count display the Shell uses.\nNone: Nothing is displayed.\nHUD: The bounce count is displayed using high resolution text. \nSpriteText: The bounce count is displayed using sprite digits.
entities.FemtoHelper/SMWShell.attributes.description.discoSpriteRate=The rate in which the sprites in the Disco Shell cycle.\nNote: this value is divided by 4 if photosensitivity mode is enabled.
entities.FemtoHelper/SMWShell.attributes.description.bubble=Whether the Shell should be hovering in the air before being interacted with.
entities.FemtoHelper/SMWShell.attributes.description.downwardsLeniencySpeed=If the player is moving faster than this speed treshold and moving downwards, the shell cannot kill the player.\nUseful for more lenient high-speed tech.
entities.FemtoHelper/SMWShell.attributes.description.useFixedThrowSpeeds=Makes the Shell's speed upon being thrown unbound to the player's speed.
entities.FemtoHelper/SMWShell.attributes.description.fixedNeutralThrowSpeed=The fixed Shell speed when being thrown with neutral horizontal input.\nDoes nothing if "Use Fixed Throw Speeds" isn't set.
entities.FemtoHelper/SMWShell.attributes.description.fixedForwardThrowSpeed=The fixed Shell speed when being thrown forwards.\nDoes nothing if "Use Fixed Throw Speeds" isn't set.
entities.FemtoHelper/SMWShell.attributes.description.noInteractionDuration=The amount of time the Shell cannot be interacted with right after being thrown.
entities.FemtoHelper/SMWShell.attributes.description.outlineTextureType=The indicator sprite for when a Shell is above the screen. 
entities.FemtoHelper/SMWShell.attributes.description.upwardsThrowSpeed=The Shell's speed upon being thrown upwards.
entities.FemtoHelper/SMWShell.attributes.description.dontRefill=Makes the Shell not refill the player's dash when bounced on.

# ---------- Triggers ----------

# Remote Particle Emitter Activator (please spare my soul its the best name i could come up with)

triggers.FemtoHelper/ParticleRemoteEmit.placements.name.default=Remote Particle Emitter Activator
triggers.FemtoHelper/ParticleRemoteEmit.attributes.description.tag=Any Particle Emitters with this tag will be activated on entry.

triggers.FemtoHelper/CinematicTextTrigger.placements.name.default=Cinematic Text Activator
triggers.FemtoHelper/CinematicTextTrigger.attributes.description.activationTag=Any Cinematic Text entity with this tag will be activated on entry.
triggers.FemtoHelper/CinematicTextTrigger.attributes.description.stopText=Stops the text entity with this tag instead of activating it.
triggers.FemtoHelper/CinematicTextTrigger.attributes.description.stopImmediately=Stops the text immediately, instead of fading it out.\nDoes nothing if "Stop Text" isn't checked.

# Vital Safety Trigger

triggers.FemtoHelper/VitalSafetyTrigger.placements.name.default=Vital Safety Trigger
triggers.FemtoHelper/VitalSafetyTrigger.attributes.description.flagToggle=Flag that toggles the trigger.\nSupports session expressions if Frost Helper is enabled.
triggers.FemtoHelper/VitalSafetyTrigger.attributes.description.override=Overrides the Vital Drain Controller's drain/recovery rates while inside the trigger.
triggers.FemtoHelper/VitalSafetyTrigger.attributes.description.overrideValue=The overriden drain/recovery rate.\nVitality value ranges from 0 - 500.

# ---------- Effects ----------

# Femto Stars
style.effects.FemtoHelper/FemtoStars.name=Femto Stars
style.effects.FemtoHelper/FemtoStars.description.trailCount=The length of the stars' trail.
style.effects.FemtoHelper/FemtoStars.description.colors=A comma-separated list of hex color codes, used as options for the star colors.
style.effects.FemtoHelper/FemtoStars.description.minXSpeed=The minimum horizontal speed of the stars.
style.effects.FemtoHelper/FemtoStars.description.maxXSpeed=The maximum horizontal speed of the stars.
style.effects.FemtoHelper/FemtoStars.description.minYSpeed=The minimum vertical speed of the stars.
style.effects.FemtoHelper/FemtoStars.description.maxYSpeed=The maximum vertical speed of the stars.
style.effects.FemtoHelper/FemtoStars.description.extraLoopBorderX=The buffer for how much the polygons can go offscreen in the x-direction.
style.effects.FemtoHelper/FemtoStars.description.extraLoopBorderY=The buffer for how much the polygons can go offscreen in the y-direction.
style.effects.FemtoHelper/FemtoStars.description.starCount=The number of stars to render at a time.
style.effects.FemtoHelper/FemtoStars.description.backgroundColor=The hex color code of the background.
style.effects.FemtoHelper/FemtoStars.description.backgroundAlpha=The alpha of the background.
style.effects.FemtoHelper/FemtoStars.description.sprite=The directory of the star sprites relative to Graphics/Atlases/Gameplay.\nThe sprites need to match the vanilla format in ../Gameplay/bgs/02/stars.
style.effects.FemtoHelper/FemtoStars.description.scrollX=The parallax scrolling of the effect along the X axis.
style.effects.FemtoHelper/FemtoStars.description.scrollY=The parallax scrolling of the effect along the Y axis.
style.effects.FemtoHelper/FemtoStars.description.trailSeparation=The distance between each part of the stars' trail.
style.effects.FemtoHelper/FemtoStars.description.animationRate=The base animation rate of the stars, in frames per second.
style.effects.FemtoHelper/FemtoStars.description.alphas=A comma-separated list of alpha values, used as options for star alphas.

# Polygon Stars
style.effects.FemtoHelper/PolygonStars.name=Polygon Stars
style.effects.FemtoHelper/PolygonStars.description.sideCount=The number of sides the polygons have.
style.effects.FemtoHelper/PolygonStars.description.pointinessMultiplier=A multiplier for the pointiness of the vertices.
style.effects.FemtoHelper/PolygonStars.description.minRotationSpeed=The minimum rotation speed of the polygons.
style.effects.FemtoHelper/PolygonStars.description.maxRotationSpeed=The maximum rotation speed of the polygons.
style.effects.FemtoHelper/PolygonStars.description.minSize=The minimum size of the polygons.
style.effects.FemtoHelper/PolygonStars.description.maxSize=The maximum size of the polygons.
style.effects.FemtoHelper/PolygonStars.description.loopBorder=The buffer for how much the polygons can go offscreen.
style.effects.FemtoHelper/PolygonStars.description.colors=A comma-separated list of hex color codes, used as options for the polygon colors.
style.effects.FemtoHelper/PolygonStars.description.angle=The angle of the polygons, in degrees.
style.effects.FemtoHelper/PolygonStars.description.alpha=The alpha of the polygons.
style.effects.FemtoHelper/PolygonStars.description.minSpeed=The minimum speed of the polygons.
style.effects.FemtoHelper/PolygonStars.description.maxSpeed=The maximum speed of the polygons.
style.effects.FemtoHelper/PolygonStars.description.amount=The number of polygons to render at a time.
style.effects.FemtoHelper/PolygonStars.description.scroll=The parallax scrolling of the effect.

# Vector Space
style.effects.FemtoHelper/VectorSpace.name=Vector Space
style.effects.FemtoHelper/VectorSpace.description.spacingX=The horizontal spacing between the vectors.
style.effects.FemtoHelper/VectorSpace.description.spacingY=The vertical spacing between the vectors.
style.effects.FemtoHelper/VectorSpace.description.velocityX=The horizontal velocity of the vector mesh.
style.effects.FemtoHelper/VectorSpace.description.velocityY=The vertical velocity of the vector mesh.
style.effects.FemtoHelper/VectorSpace.description.scroll=Parallax scrolling factor.
style.effects.FemtoHelper/VectorSpace.description.sineXOffsetMin=The minimum offset for the horizontal sine function of the vectors, in degrees.
style.effects.FemtoHelper/VectorSpace.description.sineXOffsetMax=The maximum offset for the horizontal sine function of the vectors, in degrees.
style.effects.FemtoHelper/VectorSpace.description.sineYOffsetMin=The minimum offset for the vertical sine function of the vectors, in degrees.
style.effects.FemtoHelper/VectorSpace.description.sineYOffsetMax=The maximum offset for the vertical sine function of the vectors, in degrees.
style.effects.FemtoHelper/VectorSpace.description.sineXFreqMin=The minimum frequency of the horizontal sine function of the vectors, in degrees/sec.
style.effects.FemtoHelper/VectorSpace.description.sineXFreqMax=The maximum frequency of the horizontal sine function of the vectors, in degrees/sec.
style.effects.FemtoHelper/VectorSpace.description.sineYFreqMin=The minimum frequency of the vertical sine function of the vectors, in degrees/sec.
style.effects.FemtoHelper/VectorSpace.description.sineYFreqMax=The maximum frequency of the vertical sine function of the vectors, in degrees/sec.
style.effects.FemtoHelper/VectorSpace.description.amplitude=The maximum length each vector can be. Note that the full reach of the vector is a circle with that radius.
style.effects.FemtoHelper/VectorSpace.description.renderTip=Whether the tip of the arrow is rendered or not; Disabling it may be good for performance.
style.effects.FemtoHelper/VectorSpace.description.scaleTip=Whether the tip of the arrow gets smaller the closer it is to the origin of the vector; Disabling it may be good for performance.\nThis check is ignored if Render Tip is disabled.
style.effects.FemtoHelper/VectorSpace.description.alpha=The alpha of the vectors.
style.effects.FemtoHelper/VectorSpace.description.color=A comma-separated list of all possible hex colors each vector can take.
style.effects.FemtoHelper/VectorSpace.description.yOffsetRelativeToX=Whether or not the offset's Y component should be set relative to the X component, instead of absolute.\nFor example: If the Y offset is 90°, and this check is activated:\nThe offset will be set to (X + 90)°, instead of just 90°.
style.effects.FemtoHelper/VectorSpace.description.yFreqRelativeToX=Whether or not the frequency's Y component should be set relative to the X component, instead of absolute.\nFor example: If the Y frequency is 90°/sec, and this check is activated:\nThe frequency will be set to (X + 90)°/sec, instead of just 90°/sec.

# Wind Petals
style.effects.FemtoHelper/WindPetals.name=Wind Petals
style.effects.FemtoHelper/WindPetals.description.colors=A comma-separated list of hex color codes, used as options for the petal colors.
style.effects.FemtoHelper/WindPetals.description.fallingSpeedMin=The minimum falling speed of the petals.
style.effects.FemtoHelper/WindPetals.description.fallingSpeedMax=The maximum falling speed of the petals.
style.effects.FemtoHelper/WindPetals.description.blurCount=The length of blur to apply to the petals when wind is blowing.
style.effects.FemtoHelper/WindPetals.description.blurDensity=The density of the blur to apply to the petals when wind is blowing.
style.effects.FemtoHelper/WindPetals.description.texture=The texture of the petals relative to Graphics/Atlases/Gameplay.
style.effects.FemtoHelper/WindPetals.description.particleCount=The number of petals to render at a time.
style.effects.FemtoHelper/WindPetals.description.parallax=The parallax scrolling of the effect.
style.effects.FemtoHelper/WindPetals.description.spinAmountMultiplier=A multiplier for the spin amount of the petals.
style.effects.FemtoHelper/WindPetals.description.spinSpeedMultiplier=A multiplier for the spin speed of the petals.
style.effects.FemtoHelper/WindPetals.description.alpha=The alpha of the petals.
style.effects.FemtoHelper/WindPetals.description.scale=The scale of the petals.
style.effects.FemtoHelper/WindPetals.description.minXDriftSpeed=The minimum drifting speed of the petals.
style.effects.FemtoHelper/WindPetals.description.maxXDriftSpeed=The maximum drifting speed of the petals.

# Digital Cascade 
style.effects.FemtoHelper/DigitalCascade.name=Digital Cascade
style.effects.FemtoHelper/DigitalCascade.description.symbolAmount=The amount of symbols in the effect.
style.effects.FemtoHelper/DigitalCascade.description.colors=A comma-separated list of all possible colors each symbol can take.
style.effects.FemtoHelper/DigitalCascade.description.alpha=The effect's transparency as a whole.
style.effects.FemtoHelper/DigitalCascade.description.minSpeed=The minimum speed for each symbol.
style.effects.FemtoHelper/DigitalCascade.description.maxSpeed=The maximum speed for each symbol.
style.effects.FemtoHelper/DigitalCascade.description.angle=Determines the angle at which the symbols go, in degrees.
style.effects.FemtoHelper/DigitalCascade.description.extraLoopBorderX=The amount of horizontal off-screen padding the symbol has before looping to the opposite side of the screen.
style.effects.FemtoHelper/DigitalCascade.description.extraLoopBorderX=The amount of vertical off-screen padding the symbol has before looping to the opposite side of the screen.
style.effects.FemtoHelper/DigitalCascade.description.spritePath=The path for the symbol sprites. The effect takes every symbol with this path plus a number at the end of the file name. (e.g. "bgs/Mymod/symbol", will use "symbol00.png", "symbol01.png", "symbol02.png" ...)
style.effects.FemtoHelper/DigitalCascade.description.minLifetime=The minimum time the symbol takes before flipping to another one. The lifetime is recalculated every flip.
style.effects.FemtoHelper/DigitalCascade.description.maxLifetime=The maximum time the symbol takes before flipping to another one. The lifetime is recalculated every flip.
style.effects.FemtoHelper/DigitalCascade.description.fadeTime=How long the symbol's flipping animation takes.
style.effects.FemtoHelper/DigitalCascade.description.randomSymbol=Whether a random symbol is chosen when flipping, instead of each symbol flipping to the next one.
style.effects.FemtoHelper/DigitalCascade.description.afterimageFadeTime=How long a symbol's afterimage takes to fade out.
style.effects.FemtoHelper/DigitalCascade.description.timeBetweenAfterimages=The time each symbol takes to "produce" an afterimage.
style.effects.FemtoHelper/DigitalCascade.description.scroll=Parallax scroll factor.
style.effects.FemtoHelper/DigitalCascade.description.fadeScaleMode=Determines a symbol's flipping animation.\nNo Scaling: No animation. The symbol simply snaps into the next one.\nX and Y Scaling: The symbol scales horizontally and vertically when flipping into the next one.\nX Scaling Only: The symbol only scales horizontally when flipping into the next one.\nY Scaling Only: The symbol only scales vertically when flipping into the next one.
style.effects.FemtoHelper/DigitalCascade.description.noFlipping=Disables symbol flipping altogether.
style.effects.FemtoHelper/DigitalCascade.description.afterimageAlpha=How transparent the afterimages appear.

# Distorted Parallax
style.effects.FemtoHelper/DistortedParallax.name=Distorted Parallax (Obsolete)
style.effects.FemtoHelper/DistortedParallax.description.texture=The texture's path.
style.effects.FemtoHelper/DistortedParallax.description.posX=The styleground's horizontal position.
style.effects.FemtoHelper/DistortedParallax.description.posY=The styleground's vertical position.
style.effects.FemtoHelper/DistortedParallax.description.speedX=The styleground's horizontal velocity, in pixels/second.
style.effects.FemtoHelper/DistortedParallax.description.speedY=The styleground's vertical velocity, in pixels/second.
style.effects.FemtoHelper/DistortedParallax.description.scrollX=The styleground's horizontal parallax factor.
style.effects.FemtoHelper/DistortedParallax.description.scrollY=The styleground's vertical parallax factor.
style.effects.FemtoHelper/DistortedParallax.description.loopX=Whether the styleground should repeat itself horizontally.
style.effects.FemtoHelper/DistortedParallax.description.loopY=Whether the styleground should repeat itself vertically.
style.effects.FemtoHelper/DistortedParallax.description.color=The styleground's color.
style.effects.FemtoHelper/DistortedParallax.description.alpha=The styleground's transparency.
style.effects.FemtoHelper/DistortedParallax.description.blendState=The styleground's blending mode.\nAlpha Blend: Blends whatever is behind the styleground with itself with a weight determined by its alpha.\nAdditive: Adds its color information (multiplied by its alpha) to what is behind it.
style.effects.FemtoHelper/DistortedParallax.description.amplitudeX=How strong the horizontal waves should be.
style.effects.FemtoHelper/DistortedParallax.description.amplitudeY=How strong the vertical waves should be.
style.effects.FemtoHelper/DistortedParallax.description.periodX=How narrow or wide the horizontal waves should be.
style.effects.FemtoHelper/DistortedParallax.description.periodY=How narrow or wide the vertical waves should be.
style.effects.FemtoHelper/DistortedParallax.description.waveSpeedX=How fast the horizontal waving animates.
style.effects.FemtoHelper/DistortedParallax.description.waveSpeedY=How fast the vertical waving animates.
style.effects.FemtoHelper/DistortedParallax.description.offsetX=Offsets the horizontal waving by a given amount.
style.effects.FemtoHelper/DistortedParallax.description.offsetY=Offsets the vertical waving by a given amount.
style.effects.FemtoHelper/DistortedParallax.description.flipX=Whether the styleground should be horizontally flipped.
style.effects.FemtoHelper/DistortedParallax.description.flipY=Whether the styleground should be vertically flipped.
style.effects.FemtoHelper/DistortedParallax.description.sliceMode=How the effect's code slices the given texture to distort the styleground.\nHorizontal: The horizontal waving is transversal, and the vertical waving is longitudinal.\nVertical: The horizontal waving is longitudinal, and the vertical waving is transversal.

# New Distorted Parallax
style.effects.FemtoHelper/NewDistortedParallax.name=Distorted Parallax (New)
style.effects.FemtoHelper/NewDistortedParallax.description.offsetX=Determines the initial horizontal position of the parallax.
style.effects.FemtoHelper/NewDistortedParallax.description.offsetY=Determines the initial vertical position of the parallax.
style.effects.FemtoHelper/NewDistortedParallax.description.texture=The texture that the parallax should use.
style.effects.FemtoHelper/NewDistortedParallax.description.loopX=Whether the styleground should loop horizontally.
style.effects.FemtoHelper/NewDistortedParallax.description.loopY=Whether the styleground should loop vertically.
style.effects.FemtoHelper/NewDistortedParallax.description.scrollX=The styleground's horizontal parallax factor.\nValues between 0 and 1 appear as if they are in the background;\nValues above 1 appear as if they are in the foreground;\nA value of 1 means it moves along with the camera.
style.effects.FemtoHelper/NewDistortedParallax.description.scrollY=The styleground's vertical parallax factor.\nValues between 0 and 1 appear as if they are in the background;\nValues above 1 appear as if they are in the foreground;\nA value of 1 means it moves along with the camera.
style.effects.FemtoHelper/NewDistortedParallax.description.speedX=The styleground's horizontal movement speed;\nPositive values go right, negative values go left.
style.effects.FemtoHelper/NewDistortedParallax.description.speedY=The styleground's vertical movement speed;\nPositive values go down, negative values go up.
style.effects.FemtoHelper/NewDistortedParallax.description.color=The styleground's color, in hexadecimal.
style.effects.FemtoHelper/NewDistortedParallax.description.blendState=The styleground's blending mode;\nAlpha Blend: Blends whatever is behind the styleground with itself with a weight determined by its alpha.\nAdditive: Adds its color information (multiplied by its alpha) to what is behind it.\nMultiply: performs multiplication on the background, effectively tinting what is behind it.\nSubtract: Subtracts its color information (multiplied by its alpha) to what is behind it.
style.effects.FemtoHelper/NewDistortedParallax.description.filterMode=The styleground's texture filtering mode;\nPoint gives the default "pixelated look", whereas Linear and Anisotropic add anti-aliasing, which may be useful in some cases.
style.effects.FemtoHelper/NewDistortedParallax.description.alpha=Color alpha multiplier. different from the Color's alpha as in it multiplies the color channels as well.
style.effects.FemtoHelper/NewDistortedParallax.description.flipX=Flips the styleground horizontally.
style.effects.FemtoHelper/NewDistortedParallax.description.flipY=Flips the styleground vertically.
style.effects.FemtoHelper/NewDistortedParallax.description.fadeIn=Determines if the styleground should fade in when the player enters a room containing it.

style.effects.FemtoHelper/NewDistortedParallax.description.xXAmplitude=The amplitude (in pixels) for the X in relation to X wave, i.e. the longitudinal wave that affects the styleground horizontally in relation to its horizontal screen position.
style.effects.FemtoHelper/NewDistortedParallax.description.xXPeriod=The period (in pixels/180°) for the X in relation to X wave, i.e. the longitudinal wave that affects the styleground horizontally in relation to its horizontal screen position.
style.effects.FemtoHelper/NewDistortedParallax.description.xXOffset=The offset (in degrees) for the X in relation to X wave, i.e. the longitudinal wave that affects the styleground horizontally in relation to its horizontal screen position.
style.effects.FemtoHelper/NewDistortedParallax.description.xXWaveSpeed=The wave speed (in degrees/second) for the X in relation to X wave, i.e. the longitudinal wave that affects the styleground horizontally in relation to its horizontal screen position.

style.effects.FemtoHelper/NewDistortedParallax.description.xYAmplitude=The amplitude (in pixels) for the X in relation to Y wave, i.e. the transversal wave that affects the styleground horizontally in relation to its vertical screen position.
style.effects.FemtoHelper/NewDistortedParallax.description.xYPeriod=The period (in pixels/180°) for the X in relation to Y wave, i.e. the transversal wave that affects the styleground horizontally in relation to its vertical screen position.
style.effects.FemtoHelper/NewDistortedParallax.description.xYOffset=The offset (in degrees) for the X in relation to Y wave, i.e. the transversal wave that affects the styleground horizontally in relation to its vertical screen position.
style.effects.FemtoHelper/NewDistortedParallax.description.xYWaveSpeed=The wave speed (in degrees/second) for the X in relation to Y wave, i.e. the transversal wave that affects the styleground horizontally in relation to its vertical screen position.

style.effects.FemtoHelper/NewDistortedParallax.description.yXAmplitude=The amplitude (in pixels) for the Y in relation to X wave, i.e. the transversal wave that affects the styleground vertically in relation to its horizontal screen position.
style.effects.FemtoHelper/NewDistortedParallax.description.yXPeriod=The period (in pixels/180°) for the Y in relation to X wave, i.e. the transversal wave that affects the styleground vertically in relation to its horizontal screen position.
style.effects.FemtoHelper/NewDistortedParallax.description.yXOffset=The offset (in degrees) for the Y in relation to X wave, i.e. the transversal wave that affects the styleground vertically in relation to its horizontal screen position.
style.effects.FemtoHelper/NewDistortedParallax.description.yXWaveSpeed=The wave speed (in degrees/second) for the Y in relation to X wave, i.e. the transversal wave that affects the styleground vertically in relation to its horizontal screen position.

style.effects.FemtoHelper/NewDistortedParallax.description.yYAmplitudee=The amplitude (in pixels) for the Y in relation to Y wave, i.e. the longitudinal wave that affects the styleground vertically in relation to its vertical screen position.
style.effects.FemtoHelper/NewDistortedParallax.description.yYPeriod=The period (in pixels/180°) for the Y in relation to Y wave, i.e. the longitudinal wave that affects the styleground vertically in relation to its vertical screen position.
style.effects.FemtoHelper/NewDistortedParallax.description.yYOffset=The offset (in degrees) for the Y in relation to Y wave, i.e. the longitudinal wave that affects the styleground vertically in relation to its vertical screen position.
style.effects.FemtoHelper/NewDistortedParallax.description.yYWaveSpeed=The wave speed (in degrees/second) for the Y in relation to Y wave, i.e. the longitudinal wave that affects the styleground vertically in relation to its vertical screen position.

style.effects.FemtoHelper/NewDistortedParallax.description.scale=The styleground's scale multiplier. This affects parallax.
style.effects.FemtoHelper/NewDistortedParallax.description.scaleAmplitude=The amplitude for the scale over time wave.
style.effects.FemtoHelper/NewDistortedParallax.description.scaleSpeed=The wave speed (in degrees/second) for the scale over time wave.
style.effects.FemtoHelper/NewDistortedParallax.description.scaleOffset=The offset (in degrees) for the scale over time wave.
style.effects.FemtoHelper/NewDistortedParallax.description.rotationSpeed=The styleground's rotation speed, in degrees/second.\nRotation presents strange effects with parallax, and is only recommended to use when the parallax factor is zero.
style.effects.FemtoHelper/NewDistortedParallax.description.rotationOffset=The styleground's initial rotation offset, in degrees.\nRotation presents strange effects with parallax, and is only recommended to use when the parallax factor is zero.
style.effects.FemtoHelper/NewDistortedParallax.description.shaderPath=The path to the shader's .cso file, Relative to Effects/.\nAllows for advanced control over the styleground logic; The default shader's source code is avaiable inside the mod zip.\nVisit https://github.com/JaThePlayer/FrostHelper/wiki/Shader-Starter-Guide for more information on shaders.
style.effects.FemtoHelper/NewDistortedParallax.description.waveRotationFix=Makes it so the waving effect does not rotate with the styleground's rotation;\nThis has been determined the "default" behavior, but the old behavior is kept as an option.