# NOTES:
# The # Symbol at the start of a line counts as a Comment. To include in dialog, use a \#
# The . Symbol will cause a pause unless escaped with \. (ex: Mr. Oshiro has a pause, Mr\. Oshiro does not)
# Newlines automatically create a Page Break, unless there is an {n}
 command on the previous line
# Commands: Anything inside of curly braces {...} is a command and should not be translated.

# Inline Text Commands:
# {~}wavy text{/~}
# {!}impact text{/!}
# {>> x}changes speed at which characters are displayed{>>}
# {# 000000}this text is black{#} (uses HEX color values)
# {+MENU_BEGIN} inserts the dialog from the MENU_BEGIN value (in English, "CLIMB")
# {n}
 creates a newline, without a page break
# {0.5} creates a 0.5 second pause
# {big}this text is large{/big}

# Gameplay Control Commands (should never change)
# {trigger x} this triggers an in-game event
# {anchor} controls the visual position of the textbox in-game

# +-------------------+
# |    Mod Options    |
# +-------------------+

MODOPTION_CCT_NAME= Consistency Tracker

MODOPTION_CCT_PAUSE_DEATH_TRACKING= Pause Death Tracking

MODOPTION_CCT_TRACKING_SETTINGS_ON= On
MODOPTION_CCT_TRACKING_SETTINGS_OFF= Off

MODOPTION_CCT_TRACKING_SETTINGS_TITLE= Tracking Settings

MODOPTION_CCT_TRACKING_SETTINGS_GENERAL_TITLE= General

MODOPTION_CCT_TRACKING_SETTINGS_GENERAL_ONLY_TRACK_DEATHS_WITH_GOLDEN_BERRY= Only Track Deaths With Golden Berry
MODOPTION_CCT_TRACKING_SETTINGS_GENERAL_ONLY_TRACK_DEATHS_WITH_GOLDEN_BERRY_HINT_1= Various stats (e.g. Success Rate, Streak, ...) are always tracked, even without the golden
MODOPTION_CCT_TRACKING_SETTINGS_GENERAL_ONLY_TRACK_DEATHS_WITH_GOLDEN_BERRY_HINT_2= Turn this on to ONLY track these stats when doing golden runs

MODOPTION_CCT_TRACKING_SETTINGS_GENERAL_ALWAYS_TRACK_GOLDEN_DEATHS= Always Track Golden Deaths
MODOPTION_CCT_TRACKING_SETTINGS_GENERAL_ALWAYS_TRACK_GOLDEN_DEATHS_HINT= When you paused death tracking, this will make golden deaths still count

MODOPTION_CCT_TRACKING_SETTINGS_GENERAL_COUNT_GOLDEN_DEATH_WHEN_LOADING_SAVESTATE= Count Golden Death When Loading Savestate
MODOPTION_CCT_TRACKING_SETTINGS_GENERAL_COUNT_GOLDEN_DEATH_WHEN_LOADING_SAVESTATE_HINT_1= When auto-load of savestates is enabled, CCT doesn't get notified of golden deaths
MODOPTION_CCT_TRACKING_SETTINGS_GENERAL_COUNT_GOLDEN_DEATH_WHEN_LOADING_SAVESTATE_HINT_2= Turn this on to enable counting golden deaths when loading a savestate

MODOPTION_CCT_TRACKING_SETTINGS_GENERAL_COUNT_GOLDEN_DEATH_WHEN_RESTARTING_CHAPTER= Count Golden Death When Restarting Chapter
MODOPTION_CCT_TRACKING_SETTINGS_GENERAL_COUNT_GOLDEN_DEATH_WHEN_RESTARTING_CHAPTER_HINT= Similarly to above, restarting chapter normally doesn't cause a golden death event

MODOPTION_CCT_TRACKING_SETTINGS_STATS_TITLE= Stats
MODOPTION_CCT_TRACKING_SETTINGS_STATS_TRACK_NEGATIVE_STREAKS= Track Negative Streaks
MODOPTION_CCT_TRACKING_SETTINGS_STATS_HINT= Some people might not like seeing how shit a room is going rn :)

MODOPTION_CCT_TRACKING_SETTINGS_OTHER_TITLE= Other
MODOPTION_CCT_TRACKING_SETTINGS_OTHER_VERBOSE_LOGGING= Verbose Logging
MODOPTION_CCT_TRACKING_SETTINGS_OTHER_HINT= Increases file size of logs dramatically. Only used for debugging purposes.

MODOPTION_CCT_PATH_MANAGEMENT_TITLE= Path Management
MODOPTION_CCT_PATH_MANAGEMENT_NOT_IN_GAME_HINT= Go into a map for this menu

MODOPTION_CCT_PATH_MANAGEMENT_GENERAL_TITLE= General
MODOPTION_CCT_PATH_MANAGEMENT_GENERAL_CURRENT_SEGMENT= Current Segment
MODOPTION_CCT_PATH_MANAGEMENT_GENERAL_CURRENT_SEGMENT_HINT= Each segment has it's own separate stats!

MODOPTION_CCT_PATH_MANAGEMENT_GENERAL_ADD_SEGMENT= Add Segment
MODOPTION_CCT_PATH_MANAGEMENT_GENERAL_IMPORT_SEGMENT= Import Segment Name from Clipboard

MODOPTION_CCT_PATH_MANAGEMENT_RECORDING_TITLE= Path Recording
MODOPTION_CCT_PATH_MANAGEMENT_RECORDING_TITLE_HINT_1= Turn this on to start recording a path for the current segment. Save path in the last room
MODOPTION_CCT_PATH_MANAGEMENT_RECORDING_TITLE_HINT_2= of the segment, or complete the map to stop the recording save automatically.

MODOPTION_CCT_PATH_MANAGEMENT_RECORDING_START= Start Path Recording
MODOPTION_CCT_PATH_MANAGEMENT_ALT_RECORDING_START= Start Path Recording via Debug Map
MODOPTION_CCT_PATH_MANAGEMENT_RECORDING_SAVE= Save Path
MODOPTION_CCT_PATH_MANAGEMENT_RECORDING_SAVE_HINT= Save the recorded path to the current segment.
MODOPTION_CCT_PATH_MANAGEMENT_RECORDING_ABORT= Abort Recording
MODOPTION_CCT_PATH_MANAGEMENT_RECORDING_ABORT_HINT= Abort the current recording and discard the recorded path.

MODOPTION_CCT_PATH_MANAGEMENT_RECORDING_STATE= Path Recorder State
MODOPTION_CCT_PATH_MANAGEMENT_RECORDING_STATUS_TITLE= Path recorded so far
MODOPTION_CCT_PATH_MANAGEMENT_RECORDING_STATUS_ROOM= Room
MODOPTION_CCT_PATH_MANAGEMENT_RECORDING_STATUS_ROOMS= Rooms

MODOPTION_CCT_PATH_MANAGEMENT_EDITING_TITLE= Path Editing
MODOPTION_CCT_PATH_MANAGEMENT_EDITING_BROWSER= Open Path Edit Tool In Browser (Coming Soon...)
MODOPTION_CCT_PATH_MANAGEMENT_EDITING_REMOVE_CURRENT_ROOM= Remove Current Room From Path
MODOPTION_CCT_PATH_MANAGEMENT_EDITING_GROUP= Group Current And Previous Rooms
MODOPTION_CCT_PATH_MANAGEMENT_EDITING_UNGROUP= Ungroup Current From Previous Room

MODOPTION_CCT_PATH_MANAGEMENT_EDITING_ROOM_TYPE_TITLE= Current Room Type
MODOPTION_CCT_PATH_MANAGEMENT_EDITING_ROOM_TYPE_GAMEPLAY= Gameplay
MODOPTION_CCT_PATH_MANAGEMENT_EDITING_ROOM_TYPE_TRANSITION= Transition

MODOPTION_CCT_PATH_MANAGEMENT_EDITING_IMPORT_CLIPBOARD= Import Custom Room Name from Clipboard
MODOPTION_CCT_PATH_MANAGEMENT_EDITING_IMPORT_CLIPBOARD_HINT= Empty text (e.g. just spaces) in the clipboard means removing the custom room name!

MODOPTION_CCT_PATH_MANAGEMENT_EDITING_CUSTOM_NAME= Apply Custom Names For All Segments
MODOPTION_CCT_PATH_MANAGEMENT_EDITING_CUSTOM_NAME_HINT_1= Turn this ON to apply a custom room name to all segments that have this room,
MODOPTION_CCT_PATH_MANAGEMENT_EDITING_CUSTOM_NAME_HINT_2= OFF for just the current segment.

MODOPTION_CCT_PATH_MANAGEMENT_IO_TITLE= Import / Export
MODOPTION_CCT_PATH_MANAGEMENT_IO_EXPORT_CLIPBOARD= Export path to Clipboard
MODOPTION_CCT_PATH_MANAGEMENT_IO_IMPORT_CLIPBOARD= Import path from Clipboard
MODOPTION_CCT_PATH_MANAGEMENT_IO_IMPORT_CLIPBOARD_HINT= !!! The existing path segment will be overwritten !!!

MODOPTION_CCT_PATH_MANAGEMENT_DANGER_ZONE_TITLE= Danger Zone
MODOPTION_CCT_PATH_MANAGEMENT_DANGER_ZONE_DELETE= Delete Current Segment
MODOPTION_CCT_PATH_MANAGEMENT_DANGER_ZONE_DELETE_HINT_1= Also deletes the stats of this segment!
MODOPTION_CCT_PATH_MANAGEMENT_DANGER_ZONE_DELETE_HINT_2= !!! This action cannot be undone !!!

MODOPTION_CCT_DATA_WIPE_TITLE= !!Data Wipe!!
MODOPTION_CCT_DATA_WIPE_NOT_IN_GAME_HINT= Go into a map for this menu
MODOPTION_CCT_DATA_WIPE_HINT= These actions cannot be reverted!

MODOPTION_CCT_DATA_WIPE_ROOM_TITLE= ROOM
MODOPTION_CCT_DATA_WIPE_ROOM_REMOVE_LAST_ATTEMPT= Remove Last Attempt
MODOPTION_CCT_DATA_WIPE_ROOM_REMOVE_LAST_DEATH_STREAK= Remove Last Death Streak
MODOPTION_CCT_DATA_WIPE_ROOM_REMOVE_REMOVE_ALL_ATTEMPTS= Remove All Attempts
MODOPTION_CCT_DATA_WIPE_ROOM_REMOVE_REMOVE_GOLDEN_BERRY_DEATH= Remove 1 Golden Berry Death
MODOPTION_CCT_DATA_WIPE_ROOM_REMOVE_REMOVE_GOLDEN_BERRY_DEATHS= Remove Golden Berry Deaths

MODOPTION_CCT_DATA_WIPE_CHAPTER_TITLE= CHAPTER
MODOPTION_CCT_DATA_WIPE_CHAPTER_RESET_ALL_ATTEMPTS= Reset All Attempts
MODOPTION_CCT_DATA_WIPE_CHAPTER_RESET_ALL_GOLDEN_BERRY_DEATHS= Reset All Golden Berry Deaths
MODOPTION_CCT_DATA_WIPE_CHAPTER_RESET_GOLDEN_BERRY_COLLECTION= Reset Golden Berry Collection

MODOPTION_CCT_DATA_WIPE_VANILLA_PATHS_TITLE= Vanilla Paths
MODOPTION_CCT_DATA_WIPE_VANILLA_PATHS_RESET_ALL_VANILLA_PATHS= Reset All Vanilla Paths
MODOPTION_CCT_DATA_WIPE_VANILLA_PATHS_RESET_ALL_VANILLA_PATHS_HINT_1= Resets the vanilla paths (1A-8C, Farewell) to the most up-to-date version
MODOPTION_CCT_DATA_WIPE_VANILLA_PATHS_RESET_ALL_VANILLA_PATHS_HINT_2= The newest version includes Full-Clear path segments, if you want to do FCs!
MODOPTION_CCT_DATA_WIPE_VANILLA_PATHS_RESET_ALL_VANILLA_PATHS_HINT_3= If you are in a map, you will have to restart the map to see the changes!

MODOPTION_CCT_DATA_WIPE_LIVE_DATA_TITLE= Live-Data
MODOPTION_CCT_DATA_WIPE_LIVE_DATA_RESET= Reset
MODOPTION_CCT_DATA_WIPE_LIVE_DATA_FILE= file
MODOPTION_CCT_DATA_WIPE_LIVE_DATA_HINT_1= Resets the live-data format file back to the default values
MODOPTION_CCT_DATA_WIPE_LIVE_DATA_HINT_2= This will delete all custom formats!
MODOPTION_CCT_DATA_WIPE_LIVE_DATA_HINT_3= This will also generate explanations and examples for all new stats, if CCT is updated!

MODOPTION_CCT_SUMMARY_TITLE= In-Game Summary
MODOPTION_CCT_SUMMARY_NOT_IN_GAME_HINT= Go into a map for this menu

MODOPTION_CCT_SUMMARY_IN_GAME_SUMMARY_TITLE= In-Game Summary
MODOPTION_CCT_SUMMARY_IN_GAME_SUMMARY_ENABLED= Enabled
MODOPTION_CCT_SUMMARY_IN_GAME_SUMMARY_BIND_HINT_1= Bind a button to open the in-game summary!
MODOPTION_CCT_SUMMARY_IN_GAME_SUMMARY_BIND_HINT_2= Default for navigating the summary: <Grab> go through pages, <Up>/<Down> navigate on a page
MODOPTION_CCT_SUMMARY_IN_GAME_SUMMARY_BIND_HINT_3= You can replace the default navigation bindings by binding your own buttons!

MODOPTION_CCT_SUMMARY_EXPORT_TITLE= Export (outdated)
MODOPTION_CCT_SUMMARY_EXPORT_SUMMARY_OVER_X_ATTEMPTS= Summary Over X Attempts
MODOPTION_CCT_SUMMARY_EXPORT_SUMMARY_OVER_X_ATTEMPTS_HINT= When calculating the consistency stats, only the last X attempts will be counted
MODOPTION_CCT_SUMMARY_EXPORT_EXPORT_TRACKER_SUMMARY= Export Tracker Summary
MODOPTION_CCT_SUMMARY_EXPORT_EXPORT_TRACKER_SUMMARY_HINT= This feature is outdated, I might update this eventually

MODOPTION_CCT_LIVE_DATA_TITLE= Live-Data Settings
MODOPTION_CCT_LIVE_DATA_SETTINGS_TITLE= Settings
MODOPTION_CCT_LIVE_DATA_SETTINGS_ROOM_NAME_FORMAT= Room Name Format
MODOPTION_CCT_LIVE_DATA_SETTINGS_ROOM_NAME_FORMAT_ABBREVIATION_AND_ROOM_NUMBER_IN_CP= DT-3
MODOPTION_CCT_LIVE_DATA_SETTINGS_ROOM_NAME_FORMAT_FULL_NAME_AND_ROOM_NUMBER_IN_CP= Determination-3
MODOPTION_CCT_LIVE_DATA_SETTINGS_ROOM_NAME_FORMAT_DEBUG_ROOM_NAME= Debug Room Name
MODOPTION_CCT_LIVE_DATA_SETTINGS_ROOM_NAME_FORMAT_HINT= Whether you want checkpoint names to be full or abbreviated in the room name.

MODOPTION_CCT_LIVE_DATA_SETTINGS_CUSTOM_ROOM_NAME_BEHAVIOR= Custom Room Name Behavior
MODOPTION_CCT_LIVE_DATA_SETTINGS_CUSTOM_ROOM_NAME_BEHAVIOR_APPEND= Append
MODOPTION_CCT_LIVE_DATA_SETTINGS_CUSTOM_ROOM_NAME_BEHAVIOR_IGNORE= Ignore
MODOPTION_CCT_LIVE_DATA_SETTINGS_CUSTOM_ROOM_NAME_BEHAVIOR_OVERRIDE= Override
MODOPTION_CCT_LIVE_DATA_SETTINGS_CUSTOM_ROOM_NAME_BEHAVIOR_PREPEND= Prepend

MODOPTION_CCT_LIVE_DATA_SETTINGS_HIDE_FORMATS_WHEN_NO_PATH= Hide Formats When No Path
MODOPTION_CCT_LIVE_DATA_SETTINGS_HIDE_FORMATS_WHEN_NO_PATH_HINT= If a format depends on path information and no path is set, the format will be blanked out.

MODOPTION_CCT_LIVE_DATA_SETTINGS_CONSIDER_LAST_X_ATTEMPTS= Consider Last X Attempts
MODOPTION_CCT_LIVE_DATA_SETTINGS_CONSIDER_LAST_X_ATTEMPTS_HINT= When calculating room consistency stats, only the last X attempts in each room will be counted.

MODOPTION_CCT_LIVE_DATA_SETTINGS_MAX_DECIMAL_PLACES= Max. Decimal Places
MODOPTION_CCT_LIVE_DATA_SETTINGS_MAX_DECIMAL_PLACES_HINT= Floating point numbers will be rounded to this decimal.

MODOPTION_CCT_LIVE_DATA_SETTINGS_IGNORE_UNPLAYED_ROOMS= Ignore Unplayed Rooms
MODOPTION_CCT_LIVE_DATA_SETTINGS_IGNORE_UNPLAYED_ROOMS_HINT= For chance calculation unplayed rooms count as 0% success rate. Toggle this on to ignore unplayed rooms.

MODOPTION_CCT_LIVE_DATA_SETTINGS_SUCCESS_RATE_COLORS= Success Rate Colors
MODOPTION_CCT_LIVE_DATA_SETTINGS_SUCCESS_RATE_COLORS_LIGHT_GREEN_PERCENTAGE= Light Green Percentage
MODOPTION_CCT_LIVE_DATA_SETTINGS_SUCCESS_RATE_COLORS_LIGHT_GREEN_PERCENTAGE_DEFAULT= Default: 95%
MODOPTION_CCT_LIVE_DATA_SETTINGS_SUCCESS_RATE_COLORS_GREEN_PERCENTAGE= Green Percentage
MODOPTION_CCT_LIVE_DATA_SETTINGS_SUCCESS_RATE_COLORS_GREEN_PERCENTAGE_DEFAULT= Default: 80%
MODOPTION_CCT_LIVE_DATA_SETTINGS_SUCCESS_RATE_COLORS_YELLOW_PERCENTAGE= Yellow Percentage
MODOPTION_CCT_LIVE_DATA_SETTINGS_SUCCESS_RATE_COLORS_YELLOW_PERCENTAGE_DEFAULT= Default: 50%

MODOPTION_CCT_LIVE_DATA_STATS_SETTINGS_TITLE= Stats Settings
MODOPTION_CCT_LIVE_DATA_STATS_SETTINGS_HINT= These settings only apply to certain stats
MODOPTION_CCT_LIVE_DATA_STATS_SETTINGS_LOW_DEATH_DISPLAY_BEHAVIOR= Low Death Display Behavior
MODOPTION_CCT_LIVE_DATA_STATS_SETTINGS_LOW_DEATH_DISPLAY_BEHAVIOR_ALWAYS_CHECKPOINTS= Always Checkpoints
MODOPTION_CCT_LIVE_DATA_STATS_SETTINGS_LOW_DEATH_DISPLAY_BEHAVIOR_ALWAYS_ROOMS= Always Rooms
MODOPTION_CCT_LIVE_DATA_STATS_SETTINGS_LOW_DEATH_DISPLAY_BEHAVIOR_ADAPTIVE= Adaptive
MODOPTION_CCT_LIVE_DATA_STATS_SETTINGS_LOW_DEATH_DISPLAY_BEHAVIOR_HINT_1= For the low death stat
MODOPTION_CCT_LIVE_DATA_STATS_SETTINGS_LOW_DEATH_DISPLAY_BEHAVIOR_HINT_2= 'Adaptive' will switch from checkpoints to rooms when there is 12 or fewer rooms in the chapter.

MODOPTION_CCT_LIVE_DATA_FILE_OUTPUT_TITLE= File Output
MODOPTION_CCT_LIVE_DATA_FILE_OUTPUT_ENABLE= Enable Output To Files
MODOPTION_CCT_LIVE_DATA_FILE_OUTPUT_ENABLE_HINT_1= Disabling this might improve performance. Ingame Overlay is unaffected by this.
MODOPTION_CCT_LIVE_DATA_FILE_OUTPUT_ENABLE_HINT_2= DISABLE THIS IF YOU HAVE STUTTERS ON ROOM TRANSITION IN RECORDINGS/STREAMS.

MODOPTION_CCT_LIVE_DATA_FILE_OUTPUT_FORMAT= List Output Format
MODOPTION_CCT_LIVE_DATA_FILE_OUTPUT_FORMAT_PLAIN= Plain
MODOPTION_CCT_LIVE_DATA_FILE_OUTPUT_FORMAT_JSON= JSON
MODOPTION_CCT_LIVE_DATA_FILE_OUTPUT_FORMAT_HINT= Output format for lists. Plain is easily readable, JSON is for programming purposes.

MODOPTION_CCT_LIVE_DATA_FORMAT_EDITING_TITLE= Format Editing
MODOPTION_CCT_LIVE_DATA_FORMAT_EDITING_OPEN_EDITOR_IN_BROWSER= Open Format Editor In Browser
MODOPTION_CCT_LIVE_DATA_FORMAT_EDITING_OPEN_FORMAT_TEXT_FILE= Open Format Text File
MODOPTION_CCT_LIVE_DATA_FORMAT_EDITING_OPEN_FORMAT_TEXT_FILE_HINT= After manually editing, make sure to reload the format file with the button below!
MODOPTION_CCT_LIVE_DATA_FORMAT_EDITING_RELOAD_FORMAT_FILE= Reload Format File

MODOPTION_CCT_EXTERNAL_OVERLAY_SETTINGS_TITLE= External Overlay Settings
MODOPTION_CCT_EXTERNAL_OVERLAY_SETTINGS_OPEN_OVERLAY_IN_BROWSER= Open External Overlay In Browser
MODOPTION_CCT_EXTERNAL_OVERLAY_SETTINGS_REFRESH_HINT= REFRESH THE PAGE / BROWSER SOURCE AFTER CHANGING THESE SETTINGS

MODOPTION_CCT_EXTERNAL_OVERLAY_SETTINGS_GENERAL_TITLE= General Settings
MODOPTION_CCT_EXTERNAL_OVERLAY_SETTINGS_GENERAL_REFRESH_TIME= Stats Refresh Time
MODOPTION_CCT_EXTERNAL_OVERLAY_SETTINGS_GENERAL_REFRESH_TIME_SECOND= second
MODOPTION_CCT_EXTERNAL_OVERLAY_SETTINGS_GENERAL_REFRESH_TIME_SECONDS= seconds
MODOPTION_CCT_EXTERNAL_OVERLAY_SETTINGS_GENERAL_REFRESH_TIME_HINT= The delay between two updates of the overlay.
MODOPTION_CCT_EXTERNAL_OVERLAY_SETTINGS_GENERAL_CONSIDER_LAST_X_ATTEMPTS= Consider Last X Attempts
MODOPTION_CCT_EXTERNAL_OVERLAY_SETTINGS_GENERAL_CONSIDER_LAST_X_ATTEMPTS_HINT= When calculating room consistency stats, only the last X attempts will be used for calculation
MODOPTION_CCT_EXTERNAL_OVERLAY_SETTINGS_GENERAL_TEXT_OUTLINE_SIZE= Text Outline Size
MODOPTION_CCT_EXTERNAL_OVERLAY_SETTINGS_GENERAL_TEXT_FONT= Text Font
MODOPTION_CCT_EXTERNAL_OVERLAY_SETTINGS_GENERAL_TEXT_FONT_HINT= If a font doesn't show up on the overlay, you might need to install it first (just google font name lol)
MODOPTION_CCT_EXTERNAL_OVERLAY_SETTINGS_GENERAL_COLORBLIND_MODE= Colorblind Mode

MODOPTION_CCT_EXTERNAL_OVERLAY_SETTINGS_COMPONENT_TITLE= Component Settings
MODOPTION_CCT_EXTERNAL_OVERLAY_SETTINGS_COMPONENT_TEXT_STATS_HINT= The text stats segment at the top left / top middle / top right
MODOPTION_CCT_EXTERNAL_OVERLAY_SETTINGS_COMPONENT_TEXT_STATS_ENABLE_ALL= Text Stats Display Enabled (All)
MODOPTION_CCT_EXTERNAL_OVERLAY_SETTINGS_COMPONENT_TEXT_STATS_PRESET= Text Stats Preset
MODOPTION_CCT_EXTERNAL_OVERLAY_SETTINGS_COMPONENT_TEXT_STATS_PRESET_1= Default
MODOPTION_CCT_EXTERNAL_OVERLAY_SETTINGS_COMPONENT_TEXT_STATS_PRESET_2= Low Death
MODOPTION_CCT_EXTERNAL_OVERLAY_SETTINGS_COMPONENT_TEXT_STATS_PRESET_3= Golden Attempts
MODOPTION_CCT_EXTERNAL_OVERLAY_SETTINGS_COMPONENT_TEXT_STATS_PRESET_4= Custom Style 1
MODOPTION_CCT_EXTERNAL_OVERLAY_SETTINGS_COMPONENT_TEXT_STATS_PRESET_5= Custom Style 2
MODOPTION_CCT_EXTERNAL_OVERLAY_SETTINGS_COMPONENT_TEXT_STATS_ENABLE_LEFT= Text Stats Left Enabled
MODOPTION_CCT_EXTERNAL_OVERLAY_SETTINGS_COMPONENT_TEXT_STATS_ENABLE_MIDDLE= Text Stats Middle Enabled
MODOPTION_CCT_EXTERNAL_OVERLAY_SETTINGS_COMPONENT_TEXT_STATS_ENABLE_RIGHT= Text Stats Right Enabled

MODOPTION_CCT_EXTERNAL_OVERLAY_SETTINGS_COMPONENT_CHAPTER_BAR_ENABLE= Chapter Bar Enabled
MODOPTION_CCT_EXTERNAL_OVERLAY_SETTINGS_COMPONENT_CHAPTER_BAR_HINT= The bars representing the rooms and checkpoints in a map
MODOPTION_CCT_EXTERNAL_OVERLAY_SETTINGS_COMPONENT_CHAPTER_BAR_BORDER_WIDTH= Chapter Bar Border Width

MODOPTION_CCT_EXTERNAL_OVERLAY_SETTINGS_COMPONENT_ROOM_ATTEMPTS_ENABLE= Room Attempts Display Enabled
MODOPTION_CCT_EXTERNAL_OVERLAY_SETTINGS_COMPONENT_ROOM_ATTEMPTS_HINT= The red/green dots that show the last X attempts in a room

MODOPTION_CCT_EXTERNAL_OVERLAY_SETTINGS_COMPONENT_GOLDEN_SHARE_ENABLE= Golden Share Display Enabled
MODOPTION_CCT_EXTERNAL_OVERLAY_SETTINGS_COMPONENT_GOLDEN_SHARE_HINT= The count of golden deaths per checkpoint below the chapter bar
MODOPTION_CCT_EXTERNAL_OVERLAY_SETTINGS_COMPONENT_GOLDEN_SHARE_SHOW_SESSION_DEATHS= Golden Share Show Session Deaths
MODOPTION_CCT_EXTERNAL_OVERLAY_SETTINGS_COMPONENT_GOLDEN_SHARE_SHOW_SESSION_DEATHS_HINT= Shown in parenthesis after the total checkpoint death count

MODOPTION_CCT_EXTERNAL_OVERLAY_SETTINGS_COMPONENT_GOLDEN_PB_ENABLE= Golden PB Display Enabled
MODOPTION_CCT_EXTERNAL_OVERLAY_SETTINGS_COMPONENT_GOLDEN_PB_HINT= The count of golden deaths per checkpoint below the chapter bar

MODOPTION_CCT_IN_GAME_OVERLAY_SETTINGS_TITLE= In-Game Overlay Settings
MODOPTION_CCT_IN_GAME_OVERLAY_SETTINGS_NOT_IN_GAME_HINT= Go into a map for this menu

MODOPTION_CCT_IN_GAME_OVERLAY_SETTINGS_DEBUG_MAP_TITLE= Debug Map
MODOPTION_CCT_IN_GAME_OVERLAY_SETTINGS_DEBUG_MAP_SHOW_ROOM_NAMES= Show Room Names
MODOPTION_CCT_IN_GAME_OVERLAY_SETTINGS_DEBUG_MAP_SHOW_SUCCESS_RATE_BORDERS= Show Success Rate Borders

MODOPTION_CCT_IN_GAME_OVERLAY_SETTINGS_TEXT_OVERLAY_TITLE= Text Overlay
MODOPTION_CCT_IN_GAME_OVERLAY_SETTINGS_TEXT_OVERLAY_ENABLE= Text Overlay Enabled
MODOPTION_CCT_IN_GAME_OVERLAY_SETTINGS_TEXT_OVERLAY_ONLY_SHOW_IN_MENU= Only Show Overlay In Menu

MODOPTION_CCT_IN_GAME_OVERLAY_SETTINGS_TEXT_OVERLAY_FORMAT_NO_FORMAT= <same>
MODOPTION_CCT_IN_GAME_OVERLAY_SETTINGS_TEXT_OVERLAY_FORMAT_EDIT_HINT= The available formats can be changed by editing
MODOPTION_CCT_IN_GAME_OVERLAY_SETTINGS_TEXT_OVERLAY_FORMAT_GOLDEN_HINT_0= Turn this on to hide this text while in a golden run
MODOPTION_CCT_IN_GAME_OVERLAY_SETTINGS_TEXT_OVERLAY_FORMAT_GOLDEN_HINT_1= Room transition with golden required to activate. 
MODOPTION_CCT_IN_GAME_OVERLAY_SETTINGS_TEXT_OVERLAY_FORMAT_GOLDEN_HINT_2= will use same format as above.

MODOPTION_CCT_IN_GAME_OVERLAY_SETTINGS_TEXT_OVERLAY_TEXT_1_TITLE= Text 1
MODOPTION_CCT_IN_GAME_OVERLAY_SETTINGS_TEXT_OVERLAY_TEXT_1_ENABLE= Text 1 Enabled
MODOPTION_CCT_IN_GAME_OVERLAY_SETTINGS_TEXT_OVERLAY_TEXT_2_TITLE= Text 2
MODOPTION_CCT_IN_GAME_OVERLAY_SETTINGS_TEXT_OVERLAY_TEXT_2_ENABLE= Text 2 Enabled
MODOPTION_CCT_IN_GAME_OVERLAY_SETTINGS_TEXT_OVERLAY_TEXT_3_TITLE= Text 3
MODOPTION_CCT_IN_GAME_OVERLAY_SETTINGS_TEXT_OVERLAY_TEXT_3_ENABLE= Text 3 Enabled
MODOPTION_CCT_IN_GAME_OVERLAY_SETTINGS_TEXT_OVERLAY_TEXT_4_TITLE= Text 4
MODOPTION_CCT_IN_GAME_OVERLAY_SETTINGS_TEXT_OVERLAY_TEXT_4_ENABLE= Text 4 Enabled

MODOPTION_CCT_IN_GAME_OVERLAY_SETTINGS_TEXT_OVERLAY_TEXT_POSITION= Position
MODOPTION_CCT_IN_GAME_OVERLAY_SETTINGS_TEXT_OVERLAY_TEXT_POSITION_BOTTOM_CENTER= Bottom Center
MODOPTION_CCT_IN_GAME_OVERLAY_SETTINGS_TEXT_OVERLAY_TEXT_POSITION_BOTTOM_LEFT= Bottom Left
MODOPTION_CCT_IN_GAME_OVERLAY_SETTINGS_TEXT_OVERLAY_TEXT_POSITION_BOTTOM_RIGHT= Bottom Right
MODOPTION_CCT_IN_GAME_OVERLAY_SETTINGS_TEXT_OVERLAY_TEXT_POSITION_MIDDLE_CENTER= Middle Center
MODOPTION_CCT_IN_GAME_OVERLAY_SETTINGS_TEXT_OVERLAY_TEXT_POSITION_MIDDLE_LEFT= Middle Left
MODOPTION_CCT_IN_GAME_OVERLAY_SETTINGS_TEXT_OVERLAY_TEXT_POSITION_MIDDLE_RIGHT= Middle Right
MODOPTION_CCT_IN_GAME_OVERLAY_SETTINGS_TEXT_OVERLAY_TEXT_POSITION_TOP_CENTER= Top Center
MODOPTION_CCT_IN_GAME_OVERLAY_SETTINGS_TEXT_OVERLAY_TEXT_POSITION_TOP_LEFT= Top Left
MODOPTION_CCT_IN_GAME_OVERLAY_SETTINGS_TEXT_OVERLAY_TEXT_POSITION_TOP_RIGHT= Top Right

MODOPTION_CCT_IN_GAME_OVERLAY_SETTINGS_TEXT_OVERLAY_TEXT_SELECTED_FORMAT= Selected Format
MODOPTION_CCT_IN_GAME_OVERLAY_SETTINGS_TEXT_OVERLAY_TEXT_SELECTED_FORMAT_GOLDEN= Selected Format With Golden
MODOPTION_CCT_IN_GAME_OVERLAY_SETTINGS_TEXT_OVERLAY_TEXT_HIDE_IN_GOLDEN= Hide In Golden Run
MODOPTION_CCT_IN_GAME_OVERLAY_SETTINGS_TEXT_OVERLAY_TEXT_SIZE= Size
MODOPTION_CCT_IN_GAME_OVERLAY_SETTINGS_TEXT_OVERLAY_TEXT_OFFSET_X= Offset X
MODOPTION_CCT_IN_GAME_OVERLAY_SETTINGS_TEXT_OVERLAY_TEXT_OFFSET_Y= Offset Y

MODOPTION_CCT_PHYSICS_INSPECTOR_SETTINGS_TITLE= Physics Inspector Settings
MODOPTION_CCT_PHYSICS_INSPECTOR_SETTINGS_GENERAL_TITLE= General
MODOPTION_CCT_PHYSICS_INSPECTOR_SETTINGS_GENERAL_OPEN_IN_BROWSER= Open Inspector In Browser
MODOPTION_CCT_PHYSICS_INSPECTOR_SETTINGS_GENERAL_RECORD_ENABLE= Recording Physics Enabled
MODOPTION_CCT_PHYSICS_INSPECTOR_SETTINGS_GENERAL_RECORD_HINT_1= Records various physics properties, to be displayed in the physics inspector
MODOPTION_CCT_PHYSICS_INSPECTOR_SETTINGS_GENERAL_RECORD_HINT_2= Enabling this settings starts the recording, disabling it stops the recording

MODOPTION_CCT_PHYSICS_INSPECTOR_SETTINGS_SETTINGS_TITLE= Settings
MODOPTION_CCT_PHYSICS_INSPECTOR_SETTINGS_RELOAD_CUSTOM_ENTITY_NAMES= Reload Custom Entity Lists
MODOPTION_CCT_PHYSICS_INSPECTOR_SETTINGS_SETTINGS_MAX_RECENT_RECORDINGS= Max Recent Recordings
MODOPTION_CCT_PHYSICS_INSPECTOR_SETTINGS_SETTINGS_LOG_MOVABLE_ENTITIES= Log Movable Entities
MODOPTION_CCT_PHYSICS_INSPECTOR_SETTINGS_SETTINGS_LOG_MOVABLE_ENTITIES_HINT= More data -> Might increase lag if enabled
MODOPTION_CCT_PHYSICS_INSPECTOR_SETTINGS_SETTINGS_SEGMENT_RECORDING_ON_DEATH= Segment Recording On Death
MODOPTION_CCT_PHYSICS_INSPECTOR_SETTINGS_SETTINGS_SEGMENT_RECORDING_ON_DEATH_HINT= When recording is enabled, segments the recording when the player dies.
MODOPTION_CCT_PHYSICS_INSPECTOR_SETTINGS_SETTINGS_SEGMENT_RECORDING_ON_LOAD_STATE= Segment Recording On Load State
MODOPTION_CCT_PHYSICS_INSPECTOR_SETTINGS_SETTINGS_SEGMENT_RECORDING_ON_LOAD_STATE_HINT= When recording is enabled, segments the recording when the player loads a savestate.
MODOPTION_CCT_PHYSICS_INSPECTOR_SETTINGS_SETTINGS_COPY_TAS_FILE_TO_CLIPBOARD= Copy TAS File To Clipboard
MODOPTION_CCT_PHYSICS_INSPECTOR_SETTINGS_SETTINGS_COPY_TAS_FILE_TO_CLIPBOARD_HINT_1= Will copy the inputs formatted for TAS Studio to clipboard when recording is stopped
MODOPTION_CCT_PHYSICS_INSPECTOR_SETTINGS_SETTINGS_COPY_TAS_FILE_TO_CLIPBOARD_HINT_2= Multiple buttons for one input don't work properly!
MODOPTION_CCT_PHYSICS_INSPECTOR_SETTINGS_SETTINGS_FLIP_Y= Flip Y-Axis In Recording Data
MODOPTION_CCT_PHYSICS_INSPECTOR_SETTINGS_SETTINGS_FLIP_Y_HINT_1= Usually, negative numbers mean up in Celeste.
MODOPTION_CCT_PHYSICS_INSPECTOR_SETTINGS_SETTINGS_FLIP_Y_HINT_2= This option flips the Y-Axis so that negative numbers mean down in the data.
MODOPTION_CCT_PHYSICS_INSPECTOR_SETTINGS_SETTINGS_FLIP_Y_HINT_3= Might be useful when you want to look at the data in a different program (e.g. Excel, Google Sheet)

MODOPTION_CCT_PHYSICS_INSPECTOR_SETTINGS_OPTIONAL_FLAGS_TITLE= Optional Flags
MODOPTION_CCT_PHYSICS_INSPECTOR_SETTINGS_OPTIONAL_FLAGS_DASH_COUNT= Dash Count Flag
MODOPTION_CCT_PHYSICS_INSPECTOR_SETTINGS_OPTIONAL_FLAGS_DASH_COUNT_HINT= Shows how many dashes the player has on any frame
MODOPTION_CCT_PHYSICS_INSPECTOR_SETTINGS_OPTIONAL_FLAGS_MAX_DASH_COUNT= Max Dash Count Flag
MODOPTION_CCT_PHYSICS_INSPECTOR_SETTINGS_OPTIONAL_FLAGS_MAX_DASH_COUNT_HINT= Shows how many dashes the player can have at max usually. Only works when above is enabled.
MODOPTION_CCT_PHYSICS_INSPECTOR_SETTINGS_OPTIONAL_FLAGS_DASH_DIRECTION= Dash Direction Flag
MODOPTION_CCT_PHYSICS_INSPECTOR_SETTINGS_OPTIONAL_FLAGS_DASH_DIRECTION_HINT= Shows the last dash's direction on any frame
MODOPTION_CCT_PHYSICS_INSPECTOR_SETTINGS_OPTIONAL_FLAGS_FACING= Player Facing Flag
MODOPTION_CCT_PHYSICS_INSPECTOR_SETTINGS_OPTIONAL_FLAGS_FACING_HINT= Shows the direction the player is facing on any frame

MODOPTION_CCT_PACE_PING_SETTINGS_TITLE= Pace Ping Settings
MODOPTION_CCT_PACE_PING_SETTINGS_NOT_IN_GAME_HINT= Go into a map for this menu

MODOPTION_CCT_PACE_PING_SETTINGS_CURRENT_PING_HINT= Each ping is a seperate webhook/server with distinct settings.
MODOPTION_CCT_PACE_PING_GENERAL_CURRENT_PING= Current Ping
MODOPTION_CCT_PACE_PING_GENERAL_ADD_PING= Add Pace Ping Server
MODOPTION_CCT_PACE_PING_GENERAL_IMPORT_NAME= Import Pace Ping Name from Clipboard

MODOPTION_CCT_PACE_PING_SETTINGS_GENERAL_TITLE= General
MODOPTION_CCT_PACE_PING_SETTINGS_GENERAL_ENABLE= Pace Pings Enabled
MODOPTION_CCT_PACE_PING_SETTINGS_GENERAL_HINT_1= If you own a Discord server, you can use this feature to automatically notify
MODOPTION_CCT_PACE_PING_SETTINGS_GENERAL_HINT_2= users in your server when you are on a good run! You will need to setup a
MODOPTION_CCT_PACE_PING_SETTINGS_GENERAL_HINT_3= Discord WebHook (Google how to) and paste the URL in the settings below.
MODOPTION_CCT_PACE_PING_SETTINGS_GENERAL_HINT_4= Note that this globally enables or disables pace pings.
MODOPTION_CCT_PACE_PING_SETTINGS_GENERAL_HINT_5= If you want to enable/disable a specific webhoook, go down to the map-specific settings!
MODOPTION_CCT_PACE_PING_SETTINGS_GENERAL_MSG_IMPORT= Import Default Ping Message from Clipboard
MODOPTION_CCT_PACE_PING_SETTINGS_GENERAL_WEBHOOK_IMPORT= Import WebHook URL from Clipboard
MODOPTION_CCT_PACE_PING_SETTINGS_GENERAL_URL_HINT= DON'T SHOW THE URL ON STREAM
MODOPTION_CCT_PACE_PING_SETTINGS_PB_PING_MSG_IMPORT= Import PB Ping Message from Clipboard
MODOPTION_CCT_PACE_PING_SETTINGS_GENERAL_RELOAD_STATE_FILE= Reload state file
MODOPTION_CCT_PACE_PING_SETTINGS_GENERAL_RELOAD_STATE_FILE_HINT= If you manually edit the state.json file, use this button to reload it in CCT

MODOPTION_CCT_PACE_PING_SETTINGS_MAP_SPECIFIC_HEADER= Map Specific Settings
MODOPTION_CCT_PACE_PING_SETTINGS_MAP_SPECIFIC_PING_ENABLED= Enable Pace Ping On This Map
MODOPTION_CCT_PACE_PING_SETTINGS_MAP_SPECIFIC_PB_PING= PB Ping On This Map
MODOPTION_CCT_PACE_PING_SETTINGS_PB_PING_NO= No Ping
MODOPTION_CCT_PACE_PING_SETTINGS_PB_PING_ENTRY= Ping On PB Entry
MODOPTION_CCT_PACE_PING_SETTINGS_PB_PING_PASSED= Ping On PB Passed

MODOPTION_CCT_PACE_PING_SETTINGS_CURRENT_ROOM_TITLE= Current Room
MODOPTION_CCT_PACE_PING_SETTINGS_CURRENT_ROOM_MSG_IMPORT= Import Ping Message from Clipboard
MODOPTION_CCT_PACE_PING_SETTINGS_CURRENT_ROOM_TEST_PING= Test Pace/PB Ping For This Room
MODOPTION_CCT_PACE_PING_SETTINGS_CURRENT_ROOM_ENABLE_EMBEDS= Enable Embeds In Ping
MODOPTION_CCT_PACE_PING_SETTINGS_CURRENT_ROOM_PING_THIS_ROOM= Pace Ping This Room
MODOPTION_CCT_PACE_PING_SETTINGS_CURRENT_ROOM_PING_THIS_ROOM_HINT= Sends a message to Discord when entering this room with the golden berry

MODOPTION_CCT_PACE_PING_SETTINGS_ALL_DEATHS_TITLE= All Deaths
MODOPTION_CCT_PACE_PING_SETTINGS_ALL_DEATHS_MSG_ON_EVERY_GOLDEN_DEATH= Message On Every Golden Death
MODOPTION_CCT_PACE_PING_SETTINGS_ALL_DEATHS_MSG_ON_EVERY_GOLDEN_DEATH_HINT_1= Will send a message to Discord when you die in any room with the golden berry
MODOPTION_CCT_PACE_PING_SETTINGS_ALL_DEATHS_MSG_ON_EVERY_GOLDEN_DEATH_HINT_2= You'd probably not want to ping a role for this
MODOPTION_CCT_PACE_PING_SETTINGS_ALL_DEATHS_MSG_IMPORT= Import All Deaths Message from Clipboard
MODOPTION_CCT_PACE_PING_SETTINGS_ALL_DEATHS_WEBHOOK_IMPORT= Import WebHook URL from Clipboard
MODOPTION_CCT_PACE_PING_SETTINGS_ALL_DEATHS_WEBHOOK_IMPORT_HINT_1= This WebHook can be different from the pace ping WebHook.
MODOPTION_CCT_PACE_PING_SETTINGS_ALL_DEATHS_WEBHOOK_IMPORT_HINT_2= ALSO DON'T SHOW THIS URL ON STREAM

MODOPTION_CCT_PACE_PING_SETTINGS_DANGER_ZONE_TITLE= Danger Zone
MODOPTION_CCT_PACE_PING_SETTINGS_DANGER_ZONE_DELETE= Delete Current Pace Ping
MODOPTION_CCT_PACE_PING_SETTINGS_DANGER_ZONE_DELETE_HINT_1= !!! This action cannot be undone !!!

MODOPTION_CCT_FAQ_TITLE= FAQ
MODOPTION_CCT_FAQ_PATH_MANAGEMENT_TITLE= Path Management
MODOPTION_CCT_FAQ_PATH_MANAGEMENT_WHAT_IS_A_PATH_Q= What is a Path?
MODOPTION_CCT_FAQ_PATH_MANAGEMENT_WHAT_IS_A_PATH_A=
    A path is a configuration of Checkpoints and Rooms, in the order that you would beat them in during a run of whatever challenge you want to do. All vanilla maps come with pre-installed paths. 1A-8A and Farewell also have a separate pre-installed Path for full clear runs!{n}
    Every Checkpoint has a name and an abbreviation{n}
    Every Room can have a custom room name, and if not, it will get a name from the Checkpoint it is in + the room number in the Checkpoint. Additionally, Rooms can be marked as 'transition' rooms, making them not show up in many stat calculations

MODOPTION_CCT_FAQ_PATH_MANAGEMENT_WHAT_IS_A_PATH_SEG_Q= What is a Path Segment?
MODOPTION_CCT_FAQ_PATH_MANAGEMENT_WHAT_IS_A_PATH_SEG_A=
    A later addition to the Path system added Path Segments.{n}
    Each map can have multiple Path Segments. A Path Segment is a Path with a given name, for example 'Normal', 'Full Clear', 'Silver 1' or whatever else you can think of.{n}
    Every Path Segment has it's own separate stats!{n}
    Using this you can track multiple different Paths for a single map (e.g. if you do segments of bigger maps, such as 9D), and switch between them easily in the 'Path Recording' menu.

MODOPTION_CCT_FAQ_PATH_MANAGEMENT_HOW_DO_I_RECORD_A_PATH_Q= How do I record a Path?
MODOPTION_CCT_FAQ_PATH_MANAGEMENT_HOW_DO_I_RECORD_A_PATH_A=
    1. Go into the first room of the Path Segment you want to record.{n}
    2. Go to the menu 'Path Recording' and hit the button 'Start Path Recording'{n}
    3. Play through the map as normal (you can do this with invincibility and stuff if you want){n}
    4. In the last room of the segment, hit the button 'Save Path'. Alternatively, complete the map and the path will be saved automatically.{n}{n}
    A later update also added path recording via Debug Map:{n}
    1. Go to the menu 'Path Recording' and hit the button 'Start Path Recording via Debug Map'{n}
    2. Go into the Debug Map with F6{n}
    3. Click on all rooms in the order they appear in during the run{n}
    4. (Optionally) Click on a room again to mark it as transition room! Click on a transition again to remove it from the path{n}
    5. Hit the button 'Save Path'{n}{n}
    You have now recorded a Path and can start tracking!

MODOPTION_CCT_FAQ_PATH_MANAGEMENT_HOW_DO_I_RENAME_CP_Q= How do I rename a Checkpoint in CCT?
MODOPTION_CCT_FAQ_PATH_MANAGEMENT_HOW_DO_I_RENAME_CP_A=
    Sadly this cannot be done in the game currently.{n}
    You can however manually edit the file, see the FAQ entry below.{n}
    In the future, I hope to add an actual Path editing tool.

MODOPTION_CCT_FAQ_PATH_MANAGEMENT_HOW_DO_I_EDIT_PATH_FILE_Q= How can I manually edit a Path file?
MODOPTION_CCT_FAQ_PATH_MANAGEMENT_HOW_DO_I_EDIT_PATH_FILE_A=
    The easiest way to manually edit a path is:{n}
    1. Go into the map you want to edit the path for{n}
    2. Export the Path to your clipboard with 'Path Recording -> Export Path To Clipboard'{n}
    3. Paste the Path into a text editor of your choice{n}
    4. Edit the Path to your liking. You can rename checkpoints, rooms, and change the order of rooms and checkpoints. You can add custom room names and set rooms as transition rooms. But beware: The path needs to follow the JSON file format{n}
    5. Copy the edited Path back to your clipboard (CTRL + A to select all text, CTRL + C to copy){n}
    6. Import the Path from your clipboard with 'Path Recording' -> 'Import Path from Clipboard'{n}{n}
    If done correctly, the changes should be visible immediately. If there was any error with the file format, the import will be stopped and your original path will NOT be overwritten.

MODOPTION_CCT_FAQ_PATH_MANAGEMENT_SCREW_UP_VANILLA_PATH_FILE_Q= I accidentally screwed up a vanilla Path file...
MODOPTION_CCT_FAQ_PATH_MANAGEMENT_SCREW_UP_VANILLA_PATH_FILE_A=
    You can always reset all vanilla Path files back to the original by going to '!!Data Wipe!! -> Reset All Vanilla Paths'

MODOPTION_CCT_FAQ_PATH_MANAGEMENT_DONT_SEE_FC_Q= I don't see the 'Full Clear' segments for 1A-8A/Farewell...
MODOPTION_CCT_FAQ_PATH_MANAGEMENT_DONT_SEE_FC_A=
    The 'Full Clear' segments were added in a recent update. If you had CCT installed before the update, the vanilla path files aren't automatically updated.{n}
    To get all default segments added, hit the button '!!Data Wipe!! -> Reset All Vanilla Paths'. This will reset all vanilla paths to the up-to-date original.

MODOPTION_CCT_FAQ_STATS_MANAGEMENT_TITLE= Stats Management
MODOPTION_CCT_FAQ_STATS_MANAGEMENT_WHAT_STATS_ARE_THERE_Q= What stats are there?
MODOPTION_CCT_FAQ_STATS_MANAGEMENT_WHAT_STATS_ARE_THERE_A=
    There are 3 types of stats being tracked:{n}{n}
    1. Dying to a room with the golden{n}
    2. Dying in / Completing a room (independently of the golden){n}
    3. Collecting the golden{n}{n}
    Many stats are calculated off of the golden deaths, such as:{n}
    - Best Runs{n}
    - Current Run \#{n}
    - Current Run Top x%{n}
    - Room Choke Rate{n}
    - Room Golden Success Rate{n}
    - ...{n}{n}
    But there are also a bunch of stats that are calculated off of normal room completions/deaths, such as:{n}
    - Room/Checkpoint/Chapter Success Rate{n}
    - Room Streak / Max Streak{n}
    - Golden Chance from Start / Golden Chance to End for any room{n}
    - ...{n}{n}
    For the normal room completions/deaths stats, you can configure how many of the last attempts should be counted for the calculation (default: 20){n}{n}{n}
    To get a list of all possible calculated stats take a look at the Live-Data Editor!

MODOPTION_CCT_FAQ_STATS_MANAGEMENT_WHERE_ARE_THE_STATS_SAVED_Q= Where are the stats saved?
MODOPTION_CCT_FAQ_STATS_MANAGEMENT_WHERE_ARE_THE_STATS_SAVED_A=
    All stats are saved separate from the path. This means that you can change the path at will, and the stats stay the same.{n}{n}
    The raw stats file is saved in the location:{n}
    <CelesteFolder>\ConsistencyTracker\stats\<MapName>.json{n}
    Where the <MapName> is the SID of the map (usually the campaign's or mapper's name) + the side name (Normal, BSide, CSide)

MODOPTION_CCT_FAQ_STATS_MANAGEMENT_ACCIDENTALLY_COLLECTED_GOLDEN_Q= I accidentally collected a golden berry while practicing...
MODOPTION_CCT_FAQ_STATS_MANAGEMENT_ACCIDENTALLY_COLLECTED_GOLDEN_A=
    There is currently no ingame option to remove accidental collects of goldens, but here is how you can remove it by editing the stats file:{n}{n}
    1. Don't be in the map you want to edit the stats for{n}
    2. Find the stats file in '<CelesteFolder>\ConsistencyTracker\stats\<MapName>.json'{n}
    3. Find the line that says "goldenCollectedCount"{n}
    4. Set the value back down to 0{n}
    5. Save the file{n}{n}
    Once you enter the map now the golden will be gone from CCT's best runs.{n}{n}
    It will still show up in the Ingame Summary's session history, but fixing this is much harder to do (impossible?) so I won't go into detail here.

MODOPTION_CCT_FAQ_LIVE_DATA_TITLE= Live-Data
MODOPTION_CCT_FAQ_LIVE_DATA_WHAT_IS_LIVE_DATA_Q= What is Live-Data?
MODOPTION_CCT_FAQ_LIVE_DATA_WHAT_IS_LIVE_DATA_A=
    In the beginning of CCT, only raw stats were output to text files. External applications had to calculate any meaningful stat on their own to make use of the data.{n}{n}
    Live-Data added mod-side calculation of stats, and a way of letting the user decide how they are formatted. As of writing this FAQ there are about 80 different stats and pieces of information from the current game state that can be output through Live-Data.

MODOPTION_CCT_FAQ_LIVE_DATA_WHAT_IS_LIVE_DATA_FORMAT_Q= What is a Live-Data format?
MODOPTION_CCT_FAQ_LIVE_DATA_WHAT_IS_LIVE_DATA_FORMAT_A=
    A 'format' instructs Live-Data how to output information. Each format has a name and an arbitrary text containing certain placeholders.{n}
    Placeholders look like this: {category:name}. Live-Data will insert the desired stat in place of the placeholder.{n}{n}
    Example: The format{n}
    'Current: {room:name} | Room: ({room:roomNumberInChapter}/{chapter:roomCount})'{n}
    could produce the output{n}
    'Current: DT-7 | Room: (59/93)'{n}
    when playing Farewell.

MODOPTION_CCT_FAQ_LIVE_DATA_DONT_SEE_XY_IN_MY_LIST_OF_FORMAT_Q= I don't see format 'xy' in my list of formats, where is it?
MODOPTION_CCT_FAQ_LIVE_DATA_DONT_SEE_XY_IN_MY_LIST_OF_FORMAT_A=
    "When new default formats are added in an update, they will not be added to your list of formats automatically, since that could potentially overwrite changes you made manually. To get the most up-to-date default formats, you can reset the 'format.txt' file back to default using the button:{n}
    Mod Options -> !!Data Wipe!! -> Reset 'format.txt' file{n}
    but beware that this will reset any custom formats you have created, so back those up first!

MODOPTION_CCT_FAQ_LIVE_DATA_HOW_CAN_I_MAKE_FORMAT_Q= How can I make my own format?
MODOPTION_CCT_FAQ_LIVE_DATA_HOW_CAN_I_MAKE_FORMAT_A=
    There are 2 ways to make your own format:{n}{n}
    Format Editor{n}
    1. Start the Format Editor through 'Mod Options -> Live-Data Settings -> Start Format Editor In Browser'{n}
    2. In the Format Editor, click the button 'New Format' in the bottom left corner{n}
    3. Give your format a name.{n}
    4. Type whatever you want in to the format text section. You can see all available placeholders in the panel on the right side. Hover over a placeholder to view an explanation of what it is for and click on a placeholder to insert it into the format text. If you are in a map, you will be able to see a preview of how the format looks in the box at the bottom.{n}
    5. Hit the button 'Create new Format' at the bottom to save your format{n}{n}
    Manual File Editing{n}
    1. Open the 'format.txt' file through 'Mod Options -> Live-Data Settings -> Open Format Text File' in your text editor{n}
    2. Add a new line for your custom format at the bottom of the file{n}
    3. Write your format in the pattern: 'name;format'. To see all available placeholder with live previews I would still recommend the Format Editor Tool.{n}
    4. Save the file{n}
    5. Reload the format file through 'Mod Options -> Live-Data Settings -> Reload Format File'{n}{n}
    The newly added format should now be selectable in the In-Game overlay!

MODOPTION_CCT_FAQ_LIVE_DATA_ADD_STAT_Q= I would like to see a certain stat added...
MODOPTION_CCT_FAQ_LIVE_DATA_ADD_STAT_A=
    If you have an idea for a new stat, feel free to message me on Discord (Discord username: viddie) or open an issue on GitHub (link on the GameBanana page of CCT). Please include an explanation of how to calculate the stat!

MODOPTION_CCT_FAQ_IN_GAME_OVERLAY_TITLE= In-Game Overlay
MODOPTION_CCT_FAQ_IN_GAME_OVERLAY_WHY_DOES_IT_SAY_PATH_EVERYWHERE_Q= Why does it say <path> everywhere in the In-Game Overlay?
MODOPTION_CCT_FAQ_IN_GAME_OVERLAY_WHY_DOES_IT_SAY_PATH_EVERYWHERE_A=
    CCT doesn't know how you want to go through the map from start to finish. To tell CCT how you want to do that, you need a path. By default, all vanilla maps come with a path pre-installed.{n}
    If you want to track modded maps, you need to record a path yourself. See the Path Recording section in the FAQ for more details.

MODOPTION_CCT_FAQ_IN_GAME_REMOVE_OVERLAY_Q= The In-Game Overlay is annoying in maps where I don't want to track anything.
MODOPTION_CCT_FAQ_IN_GAME_REMOVE_OVERLAY_A=
    There is an setting to automatically hide the overlay in maps where you don't have a path recorded:{n}
    'Live-Data Settings' -> 'Hide Formats When No Path'

MODOPTION_CCT_FAQ_IN_GAME_CUSTOMIZE_FORMAT_Q= How can I customize the available formats for the In-Game Overlay?
MODOPTION_CCT_FAQ_IN_GAME_CUSTOMIZE_FORMAT_A=
    The available formats are taken from the Live-Data feature. Any changes to it will be available in the In-Game Overlay.{n}
    Check out the Live-Data section in the FAQ for more details.

MODOPTION_CCT_FAQ_IN_GAME_SUMMARY_TITLE= In-Game Summary
MODOPTION_CCT_FAQ_IN_GAME_SUMMARY_WHAT_IS_THE_IN_GAME_SUMMARY_Q= What is the In-Game Summary?
MODOPTION_CCT_FAQ_IN_GAME_SUMMARY_WHAT_IS_THE_IN_GAME_SUMMARY_A=
    The In-Game Summary is a way to display a bunch of data tracked by CCT within the game. It currently displays:{n}{n}
    - Session History: You can look through all of your previous sessions and see how you improved!{n}
    - Overall Stats: How your stats look overall in a map and how it developed over the sessions.{n}
    - Charts: Choke Rate / Room Entries chart for your overall stats and each session.{n}
    - Graphs: A funky looking graphs of all your golden deaths throughout the map.{n}{n}
    All of the displayed data is hand programmed, including the charts/graphs/tables. As such, issues are almost guaranteed.{n}
    There will likely be fixes/changes to this overlay in the future. If you have any suggestions, feel free to message me!

MODOPTION_CCT_FAQ_IN_GAME_SUMMARY_HOW_TO_USE_Q= How do I use the In-Game Summary?
MODOPTION_CCT_FAQ_IN_GAME_SUMMARY_HOW_TO_USE_A=
    In the Mod Options of CCT you can bind a button to open the In-Game Summary. Whenever you are in a map, you can press that button to bring up the Summary overlay.{n}{n}
    Navigating the In-Game Summary by default uses these buttons:{n}
    - <Grab> to switch through the tabs{n}
    - <Up>/<Down> to navigate within a tab{n}{n}
    These button bindings can be changed in Mod Options.

MODOPTION_CCT_FAQ_EXTERNAL_TOOLS_TITLE= External Tools
MODOPTION_CCT_FAQ_EXTERNAL_TOOLS_IS_RUNNING_Q= Tool XYZ shows 'Unable to fetch (...), is CCT running?' when CCT is running!
MODOPTION_CCT_FAQ_EXTERNAL_TOOLS_IS_RUNNING_A=
    This happens when an external tool is unable to reach the CCT API.{n}
    The most likely cause for this is, that you have the 'Debug Mode' in the Everest settings set to 'Off'. Setting it to either 'Everest' or 'Always' should make the API reachable for the external tools.{n}{n}
    Hint: You can test if the API is reachable by going to 'http://localhost:32270/' in your browser. If the page doesn't load, the API is not available.

MODOPTION_CCT_FAQ_PHYSICS_INSPECTOR_TITLE= Physics Inspector
MODOPTION_CCT_FAQ_PHYSICS_INSPECTOR_WHAT_IS_THE_PHYSICS_INSPECTOR_Q= What is the Physics Inspector?
MODOPTION_CCT_FAQ_PHYSICS_INSPECTOR_WHAT_IS_THE_PHYSICS_INSPECTOR_A=
    The Physics Inspector is a tool to record yourself playing a map and then looking at the recorded data in your browser, frame by frame.{n}
    It records:{n}
    - Player data such as: Position, Speed/Velocity, Acceleration, Inputs, Stamina, Liftboost, etc.{n}
    - Map data such as: Room boundaries, Solid tiles, Solid/Trigger entities{n}
    - The map data is static tho. It is only recorded once on each room entry and does not change, so movement of entities isn't visible!{n}{n}
    If you ever wondered "How did I just die???", this tool can help you figure that out.

MODOPTION_CCT_FAQ_PHYSICS_INSPECTOR_HOW_TO_USE_Q= How do I use it?
MODOPTION_CCT_FAQ_PHYSICS_INSPECTOR_HOW_TO_USE_A=
    To make a recording, enable the setting 'Mod Options -> Physics Inspector Settings -> Recording Physics Enabled'.{n}{n}
    - Whenever you die or load a savestate, a recording is saved.{n}
    - You can view a recording by going to 'Mod Options -> Physics Inspector Settings -> Open Inspector In Browser'{n}
    (I could also recommend bookmarking that page. Reload the tab to get the newest recordings!){n}
    - Now you can pan/zoom around the map and hover over frames to see the exact physics data{n}
    - The frames are color coded: White (No special state), Red (Dashing), Green (Holding the Jump button), Yellow (Feather), Black (Dead){n}{n}
    Only the 10 most recent recordings are stored and available to inspect. You can save a recent recording to make it permanently available to inspect, by hitting the 'Save' button in the top left corner and giving the recording a name

MODOPTION_CCT_FAQ_PHYSICS_INSPECTOR_OWN_MOD_Q= Why is this in CCT and not it's own mod?
MODOPTION_CCT_FAQ_PHYSICS_INSPECTOR_OWN_MOD_A=
    Physics Inspector requires many parts of the infrastructure that is already available in CCT. In the future it would be good to make this it's own mod, but, for the time being, it is easier to develop it as part of CCT.

MODOPTION_CCT_FAQ_PACE_PING_TITLE= Pace Ping
MODOPTION_CCT_FAQ_PACE_PING_WHAT_IS_PACE_PING_Q= What is a Pace Ping?
MODOPTION_CCT_FAQ_PACE_PING_WHAT_IS_PACE_PING_A=
    A Pace Ping is a notification of a good run to a group of people interested in that. In the context of CCT it means sending a Discord message to ping people, when you are far into a golden run.

MODOPTION_CCT_FAQ_PACE_PING_FOR_WHOM_Q= Who is this feature for?
MODOPTION_CCT_FAQ_PACE_PING_FOR_WHOM_A=
    I developed this feature for streamers that want to notify their (lurking) viewers when they are on a good run, but anyone that wants to notify some group of people can use this of course.{n}
    The only requirement for sending a Pace Ping is that you have a Discord WebHook URL, for which you most likely need to own a Discord server.

MODOPTION_CCT_FAQ_PACE_PING_HOW_TO_SETUP_Q= How do I setup Pace Pings for my Discord server?
MODOPTION_CCT_FAQ_PACE_PING_HOW_TO_SETUP_A=
    If you own a Discord server that you want to receive Pace Pings on, follow these steps:{n}{n}
    1. Go to your Discord server settings and select the 'Integrations' tab{n}
    2. Click on 'Create WebHook'{n}
    3. Select the channel you want to receive the Pace Pings on{n}
    4. Copy the WebHook URL{n}
    5. Import the WebHook URL into CCT through 'Mod Options -> Pace Ping Settings -> Import WebHook URL from Clipboard'{n}{n}
    You can then configure the default Pace Ping message, enable pinging when on PB pace or pick certain rooms in the map that should generate a Pace Ping when you enter them with the Golden Berry.

MODOPTION_CCT_FAQ_PACE_PING_DIFFERENT_PING_Q= Can I have multiple different pings at different points in a map?
MODOPTION_CCT_FAQ_PACE_PING_DIFFERENT_PING_A=
    Yes!{n}{n}
    You can enable Pace Ping on room entry for any room you want. Each room can have a different message (with different roles pinged) and settings.

MODOPTION_CCT_FAQ_PACE_PING_PING_ROLE_Q= How do I ping roles in a Pace Ping message?
MODOPTION_CCT_FAQ_PACE_PING_PING_ROLE_A=
    To add roles in a ping message, you need to find the ID of the role you want to ping. To do this:{n}
    1. Go to your Discord server{n}
    2. Go into any chat{n}
    3. Type '\@<role name>'{n}
    4. Hit enter (will ping said role){n}{n}
    The resulting message that you send should look like this: '<@&123456789012345678>'{n}
    This string is the roles ID. You can use this in the ping message and it will generate a ping to that role.

MODOPTION_CCT_FAQ_PACE_PING_EMOTE_Q= How do I use emotes in a Pace Ping message?
MODOPTION_CCT_FAQ_PACE_PING_EMOTE_A=
    Same concept as pinging roles in a Pace Ping message, except you need to get the ID of the emote you want to use, in the same way that you would get the ID of a role!

MODOPTION_CCT_FAQ_OTHER_TITLE= Other
MODOPTION_CCT_FAQ_OTHER_NOT_LISTED_Q= My issue isn't listed...
MODOPTION_CCT_FAQ_OTHER_NOT_LISTED_A=
    If your issue is not covered by this FAQ, feel free to message me on Discord (Discord username: viddie), or create an issue on GitHub (link can be found on the GameBanana page of CCT){n}{n}
    In order to help me understand the situation, please provide the following details in your message:{n}
    - What version of CCT are you using?{n}
    - What happened exactly? (Including what lead up to the situation you are in, e.g. what map you were playing, etc.){n}
    - What should have happened? (If the issue isn't self explanatory){n}
    - Any additional information you think might be helpful (e.g. screenshots, videos)

MODOPTION_CCT_FAQ_OTHER_LOVE_Q= I love this mod :D
MODOPTION_CCT_FAQ_OTHER_LOVE_A=
    Thanks! It took a long time to develop (roughly 300 hours at the time of writing this FAQ), but the amount of people using and liking this mod means a lot to me <3

MODOPTION_CCT_FAQ_OTHER_HATE_Q= I hate this mod >:(

# +--------------------+
# |    Stats Format    |
# +--------------------+

CCT_STAT_MANAGER_PRELUDE_1=
\# Lines starting with a # are ignored{n}
\# {n}
\# Each line in this file corresponds to one output file following this scheme:{n}
\# <filename>

CCT_STAT_MANAGER_PRELUDE_2=
<format>{n}
\# where the format can be any text or placeholders mixed together{n}
\# {n}
\# Example:{n}
\# successRate

CCT_STAT_MANAGER_PRELUDE_3=
Room SR:
CCT_STAT_MANAGER_PRELUDE_4=
| CP:
CCT_STAT_MANAGER_PRELUDE_5=
| Total:
CCT_STAT_MANAGER_PRELUDE_6=
\# would generate a 'successRate.txt' file containing the text "Room SR: <data> | CP: <data> | Total: <data>"{n}
\# {n}
\# To add new-lines to a format use '\n'{n}
\# {n}
\# {n}
\# List of all available placeholders:{n}

CCT_STAT_MANAGER_AFTER_EXPLANATION_HEADER=
\# {n}
\# Predefined Formats{n}
\#

CCT_STAT_MANAGER_AFTER_CUSTOM_FORMAT_HEADER=
\# {n}
\# Custom Formats{n}
\#

CCT_STAT_AVERAGE_LAST_RUNS_EXPLANATIONS_CHAPTER_AVERAGE_RUN_DISTANCE= Average run distance over all runs ever
CCT_STAT_AVERAGE_LAST_RUNS_EXPLANATIONS_CHAPTER_AVERAGE_RUN_DISTANCE_SESSION= Average run distance over all runs of the current session
CCT_STAT_AVERAGE_LAST_RUNS_EXPLANATIONS_CHAPTER_HIGHEST_AVERAGE_OVER_10_RUNS= The highest average distance over any 10 consecutive runs of the current session
CCT_STAT_AVERAGE_LAST_RUNS_EXPLANATIONS_CHAPTER_AVERAGE_RUN_DISTANCE_SESSION_X= Average run distance over the last X runs of the current session
CCT_STAT_AVERAGE_LAST_RUNS_EXPLANATIONS_CHAPTER_LAST_RUN_DISTANCE_X_1= The room number of last run nr. X (e.g.
CCT_STAT_AVERAGE_LAST_RUNS_EXPLANATIONS_CHAPTER_LAST_RUN_DISTANCE_X_2= would give you the room number of the most recent golden run, \#2 of the 2nd most recent, ...)

CCT_STAT_AVERAGE_LAST_RUNS_FORMAT_TITLE_BASIC_AVG_DISTANCE= basic-avg-distance
CCT_STAT_AVERAGE_LAST_RUNS_FORMAT_CONTENT_BASIC_AVG_DISTANCE= Avg. run distance:
CCT_STAT_AVERAGE_LAST_RUNS_FORMAT_TITLE_BASIC_AVG_DISTANCE_SESSION= basic-avg-distance-session
CCT_STAT_AVERAGE_LAST_RUNS_FORMAT_CONTENT_BASIC_AVG_DISTANCE_SESSION= Avg. run distance (Session):
CCT_STAT_AVERAGE_LAST_RUNS_FORMAT_TITLE_BASIC_AVG_DISTANCE_LAST_10= basic-avg-distance-last-10
CCT_STAT_AVERAGE_LAST_RUNS_FORMAT_CONTENT_BASIC_AVG_DISTANCE_LAST_10= Avg. over last 10 runs:
CCT_STAT_AVERAGE_LAST_RUNS_FORMAT_TITLE_BASIC_AVG_DISTANCE_BEST_10= basic-avg-distance-best-10
CCT_STAT_AVERAGE_LAST_RUNS_FORMAT_CONTENT_BASIC_AVG_DISTANCE_BEST_10= Best 10-run-average:
CCT_STAT_AVERAGE_LAST_RUNS_FORMAT_TITLE_BASIC_LAST_5_RUNS= basic-last-5-runs
CCT_STAT_AVERAGE_LAST_RUNS_FORMAT_CONTENT_BASIC_LAST_5_RUNS= Last 5 runs:


CCT_STAT_BASIC_INFO_EXPLANATIONS_CAMPAIGN_NAME= Name of the campaign
CCT_STAT_BASIC_INFO_EXPLANATIONS_CAMPAIGN_GAMEBANANA_ID= GameBanana ID of the campaign

CCT_STAT_BASIC_INFO_EXPLANATIONS_CHAPTER_NAME= Name of the chapter
CCT_STAT_BASIC_INFO_EXPLANATIONS_CHAPTER_SIDE_NAME= Name of the side of the chapter (A/B/C-Side)
CCT_STAT_BASIC_INFO_EXPLANATIONS_CHAPTER_DEV= DEV
CCT_STAT_BASIC_INFO_EXPLANATIONS_CHAPTER_DEBUG_NAME= Debug name of the chapter
CCT_STAT_BASIC_INFO_EXPLANATIONS_CHAPTER_SID= SID of chapter
CCT_STAT_BASIC_INFO_EXPLANATIONS_CHAPTER_SANITIZED_SID= Dialog sanitized SID of chapter
CCT_STAT_BASIC_INFO_EXPLANATIONS_CHAPTER_GOLDEN_DEATHS= Golden Deaths in the chapter
CCT_STAT_BASIC_INFO_EXPLANATIONS_CHAPTER_GOLDEN_DEATHS_SESSION= Golden Deaths in the chapter in the current session
CCT_STAT_BASIC_INFO_EXPLANATIONS_CHAPTER_GOLDEN_CHANCE= Golden Chance of the chapter
CCT_STAT_BASIC_INFO_EXPLANATIONS_CHAPTER_ROOM_COUNT= Count of rooms in the chapter

CCT_STAT_BASIC_INFO_EXPLANATIONS_CHECKPOINT_NAME= Name of the current checkpoint
CCT_STAT_BASIC_INFO_EXPLANATIONS_CHECKPOINT_ABBREVIATION= Abbreviation of the current checkpoint's name
CCT_STAT_BASIC_INFO_EXPLANATIONS_CHECKPOINT_GOLDEN_DEATHS= Golden Deaths in the current checkpoint
CCT_STAT_BASIC_INFO_EXPLANATIONS_CHECKPOINT_GOLDEN_DEATHS_SESSION= Golden Deaths in the current checkpoint in the current session
CCT_STAT_BASIC_INFO_EXPLANATIONS_CHECKPOINT_GOLDEN_CHANCE= Golden Chance of the current checkpoint
CCT_STAT_BASIC_INFO_EXPLANATIONS_CHECKPOINT_ROOM_COUNT= Count of rooms in the current checkpoint

CCT_STAT_BASIC_INFO_EXPLANATIONS_ROOM_NAME= Name of the room. Display format can be changed via Mod Options -> Consistency Tracker -> Live Data -> Room Name Format
CCT_STAT_BASIC_INFO_EXPLANATIONS_ROOM_DEBUG_NAME= Debug name of the current room
CCT_STAT_BASIC_INFO_EXPLANATIONS_ROOM_GOLDEN_DEATHS= Golden Deaths in the current room
CCT_STAT_BASIC_INFO_EXPLANATIONS_ROOM_GOLDEN_DEATHS_SESSION= Golden Deaths in the current room in the current session

CCT_STAT_BASIC_INFO_EXPLANATIONS_ROOM_NUMBER_IN_CHAPTER= Number of the room within the entire chapter
CCT_STAT_BASIC_INFO_EXPLANATIONS_ROOM_CHAPTER_PROGRESS_PERCENT= Percent completion of the chapter given the current room
CCT_STAT_BASIC_INFO_EXPLANATIONS_ROOM_NUMBER_IN_CHECKPOINT= Number of the room within the current checkpoint
CCT_STAT_BASIC_INFO_EXPLANATIONS_ROOM_CHECKPOINT_PROGRESS_PERCENT= Percent completion of the current checkpoint given the current room

CCT_STAT_BASIC_INFO_EXPLANATIONS_ROOM_CHAPTER_PROGRESS_BAR_X= A text-based progress bar of the chapter given the current room

CCT_STAT_BASIC_INFO_EXPLANATIONS_SAVE_STATE_ROOM_NAME= Name of the savestate room
CCT_STAT_BASIC_INFO_EXPLANATIONS_SAVE_STATE_CHECKPOINT_ROOM_COUNT= Count of rooms in the checkpoint where the savestate is placed
CCT_STAT_BASIC_INFO_EXPLANATIONS_SAVE_STATE_ROOM_NUMBER_IN_CHAPTER= Number of the savestate room in the entire chapter
CCT_STAT_BASIC_INFO_EXPLANATIONS_SAVE_STATE_ROOM_NUMBER_IN_CHECKPOINT= Number of the savestate room within the checkpoint
CCT_STAT_BASIC_INFO_EXPLANATIONS_SAVE_STATE_CHAPTER_PROGRESS_PERCENT= Percent completion of the chapter given the savestate room
CCT_STAT_BASIC_INFO_EXPLANATIONS_SAVE_STATE_CHECKPOINT_PROGRESS_PERCENT= Percent completion of the savestate checkpoint given the savestate room

CCT_STAT_BASIC_INFO_EXPLANATIONS_PLAYER_HOLDING_GOLDEN= Whether the player is holding a golden berry
CCT_STAT_BASIC_INFO_EXPLANATIONS_MOD_TRACKING_PAUSED= Whether death tracking is currently paused
CCT_STAT_BASIC_INFO_EXPLANATIONS_MOD_RECORDING_PATH= Whether the path is currently being recorded
CCT_STAT_BASIC_INFO_EXPLANATIONS_MOD_MOD_VERSION= Current version of the mod
CCT_STAT_BASIC_INFO_EXPLANATIONS_MOD_OVERLAY_VERSION= Most recent version of the overlay

CCT_STAT_BASIC_INFO_EXPLANATIONS_PATH_SEGMENT_NAME= Name of the current path segment

CCT_STAT_BASIC_INFO_FORMAT_TITLE_BASIC_INFO= basic-info
CCT_STAT_BASIC_INFO_FORMAT_CONTENT_BASIC_INFO_1= --- Chapter ---{n}Name:
CCT_STAT_BASIC_INFO_FORMAT_CONTENT_BASIC_INFO_2= Side:
CCT_STAT_BASIC_INFO_FORMAT_CONTENT_BASIC_INFO_3= Campaign Name:
CCT_STAT_BASIC_INFO_FORMAT_CONTENT_BASIC_INFO_4= Path available:
CCT_STAT_BASIC_INFO_FORMAT_CONTENT_BASIC_INFO_5= Golden Deaths:
CCT_STAT_BASIC_INFO_FORMAT_CONTENT_BASIC_INFO_6= Golden Chance:
CCT_STAT_BASIC_INFO_FORMAT_CONTENT_BASIC_INFO_7= --- Checkpoint ---{n}Name:
CCT_STAT_BASIC_INFO_FORMAT_CONTENT_BASIC_INFO_8= --- Room ---{n}Name:
CCT_STAT_BASIC_INFO_FORMAT_CONTENT_BASIC_INFO_9= --- Mod State ---{n}Tracking Paused:
CCT_STAT_BASIC_INFO_FORMAT_CONTENT_BASIC_INFO_10= Recording Path:
CCT_STAT_BASIC_INFO_FORMAT_CONTENT_BASIC_INFO_11= Player Holding Golden:
CCT_STAT_BASIC_INFO_FORMAT_CONTENT_BASIC_INFO_12= Chapter completed:
CCT_STAT_BASIC_INFO_FORMAT_CONTENT_BASIC_INFO_13= Golden done:
CCT_STAT_BASIC_INFO_FORMAT_CONTENT_BASIC_INFO_14= Mod Version:
CCT_STAT_BASIC_INFO_FORMAT_CONTENT_BASIC_INFO_15= Overlay Version:

CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_TITLE_FULL_SUCCESS_RATE= full-success-rate
CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_CONTENT_FULL_SUCCESS_RATE_1= CP
CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_CONTENT_FULL_SUCCESS_RATE_2= Total

CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_TITLE_FULL_GOLDEN_ATTEMPTS_INFO= full-golden-attempts-info
CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_CONTENT_FULL_GOLDEN_ATTEMPTS_INFO_1= Attempts
CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_CONTENT_FULL_GOLDEN_ATTEMPTS_INFO_2= PB
CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_CONTENT_FULL_GOLDEN_ATTEMPTS_INFO_3= Session PB

CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_TITLE_FULL_VIDDIE_STYLE= full-viddie-style
CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_CONTENT_FULL_VIDDIE_STYLE_1= Current
CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_CONTENT_FULL_VIDDIE_STYLE_2= SR
CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_CONTENT_FULL_VIDDIE_STYLE_3= Room Choke Rate
CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_CONTENT_FULL_VIDDIE_STYLE_4= Streak
CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_CONTENT_FULL_VIDDIE_STYLE_5= Low Death
CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_CONTENT_FULL_VIDDIE_STYLE_6= Session avg | Last 10 avg | Best 10 avg:

CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_TITLE_FULL_VIDDIE_ALT_STYLE= full-viddie-alt-style
CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_CONTENT_FULL_VIDDIE_ALT_STYLE_1= Current
CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_CONTENT_FULL_VIDDIE_ALT_STYLE_2= Streak
CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_CONTENT_FULL_VIDDIE_ALT_STYLE_3= Golden Success Rate
CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_CONTENT_FULL_VIDDIE_ALT_STYLE_4= Entry Chance
CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_CONTENT_FULL_VIDDIE_ALT_STYLE_5= Run

CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_TITLE_FULL_PARROT_STYLE= full-parrot-style
CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_CONTENT_FULL_PARROT_STYLE_1= Current
CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_CONTENT_FULL_PARROT_STYLE_2= Room
CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_CONTENT_FULL_PARROT_STYLE_3= Current run
CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_CONTENT_FULL_PARROT_STYLE_4= Top
CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_CONTENT_FULL_PARROT_STYLE_5= PB
CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_CONTENT_FULL_PARROT_STYLE_6= Session

CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_TITLE_FULL_GOLDEN_RUN_INFO= full-golden-run-info
CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_CONTENT_FULL_GOLDEN_RUN_INFO_1= Current Run
CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_CONTENT_FULL_GOLDEN_RUN_INFO_2= Session
CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_CONTENT_FULL_GOLDEN_RUN_INFO_3= Choke Rate
CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_CONTENT_FULL_GOLDEN_RUN_INFO_4= CP
CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_CONTENT_FULL_GOLDEN_RUN_INFO_5= CP Golden Chance
CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_CONTENT_FULL_GOLDEN_RUN_INFO_6= Chapter Golden Chance

CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_TITLE_FULL_SAVESTATE_RUN= full-savestate-run
CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_CONTENT_FULL_SAVESTATE_RUN_1= This run
CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_CONTENT_FULL_SAVESTATE_RUN_2= Streak

CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_TITLE_FULL_ROOM_INFO= full-room-info
CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_CONTENT_FULL_ROOM_INFO_1= Success Rate
CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_CONTENT_FULL_ROOM_INFO_2= Choke Rate
CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_CONTENT_FULL_ROOM_INFO_3= Golden Deaths
CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_CONTENT_FULL_ROOM_INFO_4= Rarity

CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_TITLE_FULL_CHECKPOINT_INFO= full-checkpoint-info
CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_CONTENT_FULL_CHECKPOINT_INFO_1= Rooms
CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_CONTENT_FULL_CHECKPOINT_INFO_2= Success Rate
CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_CONTENT_FULL_CHECKPOINT_INFO_3= Choke Rate
CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_CONTENT_FULL_CHECKPOINT_INFO_4= Golden Deaths
CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_CONTENT_FULL_CHECKPOINT_INFO_5= Light greens (95%+ rooms)
CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_CONTENT_FULL_CHECKPOINT_INFO_6= Greens (80-95% rooms)
CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_CONTENT_FULL_CHECKPOINT_INFO_7= Yellows (50-80% rooms)
CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_CONTENT_FULL_CHECKPOINT_INFO_8= Reds (<50% rooms)

CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_TITLE_FULL_CHAPTER_INFO= full-chapter-info
CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_CONTENT_FULL_CHAPTER_INFO_1= Golden Deaths
CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_CONTENT_FULL_CHAPTER_INFO_2= Golden Chance
CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_CONTENT_FULL_CHAPTER_INFO_3= Light greens (95%+ rooms)
CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_CONTENT_FULL_CHAPTER_INFO_4= Greens (80-95% rooms)
CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_CONTENT_FULL_CHAPTER_INFO_5= Yellows (50-80% rooms)
CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_CONTENT_FULL_CHAPTER_INFO_6= Reds (<50% rooms)
CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_CONTENT_FULL_CHAPTER_INFO_7= Chapter reds

CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_TITLE_BASIC_CURRENT_MAP= basic-current-map
CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_CONTENT_BASIC_CURRENT_MAP= Map

CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_TITLE_BASIC_CURRENT_MAP_NO_SIDE= basic-current-map-no-side
CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_CONTENT_BASIC_CURRENT_MAP_NO_SIDE= Map

CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_TITLE_BASIC_CURRENT_MAP_CAMPAIGN= basic-current-map-campaign
CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_CONTENT_BASIC_CURRENT_MAP_CAMPAIGN_1= Map
CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_CONTENT_BASIC_CURRENT_MAP_CAMPAIGN_2= from

CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_TITLE_BASIC_SAVESTATE_RUN_GD_STYLE= basic-savestate-run-gd-style
CCT_STAT_BASIC_PATHLESS_INFO_FORMAT_CONTENT_BASIC_SAVESTATE_RUN_GD_STYLE= This run

CCT_STAT_CHOKE_RATE_EXPLANATIONS_ROOM_CHOKE_RATE= Choke Rate of the current room (how many golden runs died to this room / how many golden runs entered this room)
CCT_STAT_CHOKE_RATE_EXPLANATIONS_ROOM_CHOKE_RATE_SESSION= Choke Rate of the current room in the current session
CCT_STAT_CHOKE_RATE_EXPLANATIONS_CHECKPOINT_CHOKE_RATE= Choke Rate of the current checkpoint
CCT_STAT_CHOKE_RATE_EXPLANATIONS_CHECKPOINT_CHOKE_RATE_SESSION= Choke Rate of the current checkpoint in the current session
CCT_STAT_CHOKE_RATE_EXPLANATIONS_ROOM_GOLDEN_SUCCESS_RATE= Golden Success Rate of the current room (how many golden runs completed this room / how many golden runs entered this room)
CCT_STAT_CHOKE_RATE_EXPLANATIONS_ROOM_GOLDEN_SUCCESS_RATE_SESSION= Golden Success Rate of the current room in the current session
CCT_STAT_CHOKE_RATE_EXPLANATIONS_CHECKPOINT_GOLDEN_SUCCESS_RATE= Golden Success Rate of the current checkpoint
CCT_STAT_CHOKE_RATE_EXPLANATIONS_CHECKPOINT_GOLDEN_SUCCESS_RATE_SESSION= Golden Success Rate of the current checkpoint in the current session

CCT_STAT_CHOKE_RATE_EXPLANATIONS_ROOM_GOLDEN_ENTRIES= Count of entries into a room with the golden berry
CCT_STAT_CHOKE_RATE_EXPLANATIONS_ROOM_GOLDEN_ENTRIES_SESSION= Count of entries into a room with the golden berry in the current session
CCT_STAT_CHOKE_RATE_EXPLANATIONS_ROOM_GOLDEN_SUCCESSES= Count of successes of a room with the golden berry
CCT_STAT_CHOKE_RATE_EXPLANATIONS_ROOM_GOLDEN_SUCCESSES_SESSION= Count of successes of a room with the golden berry in the current session
CCT_STAT_CHOKE_RATE_EXPLANATIONS_ROOM_GOLDEN_ENTRY_CHANCE= Chance for a run to get to the current room from the start (calculated off of all golden runs)
CCT_STAT_CHOKE_RATE_EXPLANATIONS_ROOM_GOLDEN_ENTRY_CHANCE_SESSION= Chance for a run to get to the current room from the start (calculated off of golden runs in the current session)

CCT_STAT_CHOKE_RATE_FORMAT_TITLE_BASIC_CHOKE_RATE= basic-choke-rate
CCT_STAT_CHOKE_RATE_FORMAT_CONTENT_BASIC_CHOKE_RATE_1= Choke Rate
CCT_STAT_CHOKE_RATE_FORMAT_CONTENT_BASIC_CHOKE_RATE_2= CP

CCT_STAT_CHOKE_RATE_FORMAT_TITLE_BASIC_GOLDEN_SUCCESS_RATE= basic-golden-success-rate
CCT_STAT_CHOKE_RATE_FORMAT_CONTENT_BASIC_GOLDEN_SUCCESS_RATE= Golden Success Rate

CCT_STAT_CURRENT_RUN_PB_EXPLANATIONS_RUN_CURRENT_PB_STATUS= Rank of the current run vs. all other runs, e.g. 3rd best run, or PB run
CCT_STAT_CURRENT_RUN_PB_EXPLANATIONS_RUN_CURRENT_PB_STATUS_NUMBER= Rank of the current run vs. all other runs (only number), e.g. 3rd best run, or 1st best run
CCT_STAT_CURRENT_RUN_PB_EXPLANATIONS_RUN_CURRENT_PB_STATUS_PERCENT= Percentage of many runs the current tops, e.g. The current run is better than 85% of all runs
CCT_STAT_CURRENT_RUN_PB_EXPLANATIONS_RUN_CURRENT_PB_STATUS_SESSION_1= Same as
CCT_STAT_CURRENT_RUN_PB_EXPLANATIONS_RUN_CURRENT_PB_STATUS_SESSION_2= , but only for the current session
CCT_STAT_CURRENT_RUN_PB_EXPLANATIONS_RUN_CURRENT_PB_STATUS_SESSION_1_NUMBER= Same as
CCT_STAT_CURRENT_RUN_PB_EXPLANATIONS_RUN_CURRENT_PB_STATUS_SESSION_2_NUMBER= , but only for the current session
CCT_STAT_CURRENT_RUN_PB_EXPLANATIONS_RUN_CURRENT_PB_STATUS_PERCENT_SESSION_1= Same as
CCT_STAT_CURRENT_RUN_PB_EXPLANATIONS_RUN_CURRENT_PB_STATUS_PERCENT_SESSION_2= , but only for the current session
CCT_STAT_CURRENT_RUN_PB_EXPLANATIONS_RUN_TOP_X_PERCENT_1= Opposite percentage of
CCT_STAT_CURRENT_RUN_PB_EXPLANATIONS_RUN_TOP_X_PERCENT_2= , e.g. The current run is in the top 15% of all runs
CCT_STAT_CURRENT_RUN_PB_EXPLANATIONS_RUN_TOP_X_PERCENT_SESSION= Opposite percentage of

CCT_STAT_CURRENT_RUN_PB_FORMAT_TITLE_BASIC_CURRENT_RUN= basic-current-run
CCT_STAT_CURRENT_RUN_PB_FORMAT_CONTENT_BASIC_CURRENT_RUN_1= Current run
CCT_STAT_CURRENT_RUN_PB_FORMAT_CONTENT_BASIC_CURRENT_RUN_2= Top

CCT_STAT_CURRENT_RUN_PB_FORMAT_TITLE_BASIC_CURRENT_RUN_SESSION= basic-current-run-session
CCT_STAT_CURRENT_RUN_PB_FORMAT_CONTENT_BASIC_CURRENT_RUN_SESSION_1= Current run (Session)
CCT_STAT_CURRENT_RUN_PB_FORMAT_CONTENT_BASIC_CURRENT_RUN_SESSION_2= Top

CCT_STAT_LIST_CHECKPOINT_DEATH_EXPLANATIONS_LIST_CHECKPOINT_DEATHS_1= Renamed to
CCT_STAT_LIST_CHECKPOINT_DEATH_EXPLANATIONS_LIST_CHECKPOINT_DEATHS_2= , kept for backwards compatibility
CCT_STAT_LIST_CHECKPOINT_DEATH_EXPLANATIONS_LIST_CHECKPOINT_DEATHS_INDICATOR_1= Renamed to
CCT_STAT_LIST_CHECKPOINT_DEATH_EXPLANATIONS_LIST_CHECKPOINT_DEATHS_INDICATOR_2= , kept for backwards compatibility
CCT_STAT_LIST_CHECKPOINT_DEATH_EXPLANATIONS_LIST_CHECKPOINT_GOLDEN_DEATHS= Lists your total golden deathcount per checkpoint in a similar format as above
CCT_STAT_LIST_CHECKPOINT_DEATH_EXPLANATIONS_LIST_CHECKPOINT_GOLDEN_DEATHS_SESSION= Lists your total golden deathcount per checkpoint in the current session in a similar format as above

CCT_STAT_LIST_CHECKPOINT_DEATH_EXPLANATIONS_RUN_LOW_DEATH_DISPLAY= Lists low death count for each checkpoint/room in the current run (like '4/0/2/3/0/0')
CCT_STAT_LIST_CHECKPOINT_DEATH_EXPLANATIONS_RUN_LOW_DEATH_DISPLAY_INDICATOR= Same as the above, but adds an indicator for the current checkpoint (like '4/0/2/>3</0/0')
CCT_STAT_LIST_CHECKPOINT_DEATH_EXPLANATIONS_RUN_LOW_DEATH_TOTAL= Displays the total low death count for the run

CCT_STAT_LIST_CHECKPOINT_DEATH_FORMAT_TITLE_BASIC_LOW_DEATH= basic-low-death
CCT_STAT_LIST_CHECKPOINT_DEATH_FORMAT_CONTENT_BASIC_LOW_DEATH= Low Death

CCT_STAT_LIST_CHECKPOINT_DEATH_FORMAT_TITLE_BASIC_LOW_DEATH_INDICATOR= basic-low-death-indicator
CCT_STAT_LIST_CHECKPOINT_DEATH_FORMAT_CONTENT_BASIC_LOW_DEATH_INDICATOR= Low Death

CCT_STAT_LIST_CHECKPOINT_DEATH_FORMAT_TITLE_BASIC_GOLDEN_DEATHS= basic-golden-deaths
CCT_STAT_LIST_CHECKPOINT_DEATH_FORMAT_CONTENT_BASIC_GOLDEN_DEATHS= Golden Deaths

CCT_STAT_LIST_CHECKPOINT_DEATH_FORMAT_TITLE_BASIC_GOLDEN_DEATHS_SESSION= basic-golden-deaths-session
CCT_STAT_LIST_CHECKPOINT_DEATH_FORMAT_CONTENT_BASIC_GOLDEN_DEATHS_SESSION= Golden Deaths (Session)

CCT_STAT_LIST_CHECKPOINT_DEATH_FORMAT_TITLE_BASIC_GOLDEN_DEATHS_AND_SESSION= basic-golden-deaths-and-session
CCT_STAT_LIST_CHECKPOINT_DEATH_FORMAT_CONTENT_BASIC_GOLDEN_DEATHS_AND_SESSION= Golden Deaths (Session)

CCT_STAT_LIST_ROOM_NAMES_EXPLANATIONS_LIST_ROOM_NAMES= Outputs the current path as list
CCT_STAT_LIST_ROOM_NAMES_EXPLANATIONS_LIST_SUCCESS_RATES_STAT_LIST_SUCCESS_RATES= Outputs the success rate for all rooms on the current path as list
CCT_STAT_LIST_ROOM_NAMES_EXPLANATIONS_LIST_CHOKE_RATES_STAT_LIST_CHOKE_RATES= Outputs the choke rates for all rooms on the current path as list
CCT_STAT_LIST_ROOM_NAMES_EXPLANATIONS_STREAK_STAT_LIST_ROOM_STREAKS= Outputs the current streaks for all rooms on the current path as list

CCT_STAT_LIST_ROOM_NAMES_FORMAT_TITLE_LIST_ROOM_NAMES= list-room-names
CCT_STAT_LIST_ROOM_NAMES_FORMAT_CONTENT_LIST_ROOM_NAMES_1= Names
CCT_STAT_LIST_ROOM_NAMES_FORMAT_CONTENT_LIST_ROOM_NAMES_2= Success Rates
CCT_STAT_LIST_ROOM_NAMES_FORMAT_CONTENT_LIST_ROOM_NAMES_3= Choke Rates

CCT_STAT_LIVE_PROGRESS_FORMAT_TITLE_BASIC_CHAPTER_PROGRESS= basic-chapter-progress
CCT_STAT_LIVE_PROGRESS_FORMAT_CONTENT_BASIC_CHAPTER_PROGRESS_1= Room
CCT_STAT_LIVE_PROGRESS_FORMAT_CONTENT_BASIC_CHAPTER_PROGRESS_2= Room in CP

CCT_STAT_PERSONAL_BEST_EXPLANATIONS_PB_BEST= Name of the PB room + the death count if it's greater than 1
CCT_STAT_PERSONAL_BEST_EXPLANATIONS_PB_BEST_SESSION_1= Same as
CCT_STAT_PERSONAL_BEST_EXPLANATIONS_PB_BEST_SESSION_2= , but only runs in the current session
CCT_STAT_PERSONAL_BEST_EXPLANATIONS_PB_BEST_NUM_1= Same as
CCT_STAT_PERSONAL_BEST_EXPLANATIONS_PB_BEST_NUM_2= , but for the <num>'s best run.
CCT_STAT_PERSONAL_BEST_EXPLANATIONS_PB_BEST_NUM_3= is equivalent to
CCT_STAT_PERSONAL_BEST_EXPLANATIONS_PB_BEST_NUM_SESSION_1= Same as
CCT_STAT_PERSONAL_BEST_EXPLANATIONS_PB_BEST_NUM_SESSION_2= for current session, but for the <num>'s best run.
CCT_STAT_PERSONAL_BEST_EXPLANATIONS_PB_BEST_NUM_SESSION_3= is equivalent to
CCT_STAT_PERSONAL_BEST_EXPLANATIONS_PB_BEST_ROOM_NUMBER= Number of the PB room in the chapter
CCT_STAT_PERSONAL_BEST_EXPLANATIONS_PB_BEST_ROOM_NUMBER_SESSION_1= Same as
CCT_STAT_PERSONAL_BEST_EXPLANATIONS_PB_BEST_ROOM_NUMBER_SESSION_2= , but only runs in the current session
CCT_STAT_PERSONAL_BEST_EXPLANATIONS_PB_BEST_ROOM_NUMBER_NUM_1= Same as
CCT_STAT_PERSONAL_BEST_EXPLANATIONS_PB_BEST_ROOM_NUMBER_NUM_2= , but for the <num>'s best run.
CCT_STAT_PERSONAL_BEST_EXPLANATIONS_PB_BEST_ROOM_NUMBER_NUM_3= is equivalent to
CCT_STAT_PERSONAL_BEST_EXPLANATIONS_PB_BEST_ROOM_NUMBER_NUM_SESSION_1= Same as
CCT_STAT_PERSONAL_BEST_EXPLANATIONS_PB_BEST_ROOM_NUMBER_NUM_SESSION_2= for current session, but for the <num>'s best run.
CCT_STAT_PERSONAL_BEST_EXPLANATIONS_PB_BEST_ROOM_NUMBER_NUM_SESSION_3= is equivalent to

CCT_STAT_PERSONAL_BEST_FORMAT_TITLE_BASIC_PBS= basic-pbs
CCT_STAT_PERSONAL_BEST_FORMAT_CONTENT_BASIC_PBS= Best runs

CCT_STAT_PERSONAL_BEST_FORMAT_TITLE_BASIC_PBS_SESSION= basic-pbs-session
CCT_STAT_PERSONAL_BEST_FORMAT_CONTENT_BASIC_PBS_SESSION= Best runs (Session)

CCT_STAT_PERSONAL_BEST_FORMAT_TITLE_BASIC_PBS_COMBINED= basic-pbs-combined
CCT_STAT_PERSONAL_BEST_FORMAT_CONTENT_BASIC_PBS_COMBINED_1= Best runs
CCT_STAT_PERSONAL_BEST_FORMAT_CONTENT_BASIC_PBS_COMBINED_2= Best runs (Session)

CCT_STAT_PERSONAL_BEST_FORMAT_TITLE_BASIC_PB_ONLY= basic-pb-only
CCT_STAT_PERSONAL_BEST_FORMAT_CONTENT_BASIC_PB_ONLY= PB

CCT_STAT_RUN_GOLDEN_CHANCE_EXPLANATIONS_RUN_GOLDEN_CHANCE_FROM_START= The chance for a run to reach the current room from the start
CCT_STAT_RUN_GOLDEN_CHANCE_EXPLANATIONS_RUN_GOLDEN_CHANCE_TO_END= The chance for a run to get to the end from the current room

CCT_STAT_RUN_GOLDEN_CHANCE_FORMAT_TITLE_BASIC_RUN_GOLDEN_CHANCE= basic-run-golden-chance
CCT_STAT_RUN_GOLDEN_CHANCE_FORMAT_CONTENT_BASIC_RUN_GOLDEN_CHANCE_1= Start->Room
CCT_STAT_RUN_GOLDEN_CHANCE_FORMAT_CONTENT_BASIC_RUN_GOLDEN_CHANCE_2= Room->End

CCT_STAT_STREAK_EXPLANATIONS_ROOM_CURRENT_STREAK= Current streak of beating the current room deathless
CCT_STAT_STREAK_EXPLANATIONS_ROOM_CURRENT_STREAK_BEST= Best streak of beating the current room deathless
CCT_STAT_STREAK_EXPLANATIONS_CHECKPOINT_CURRENT_STREAK= Current streak of beating the current checkpoint deathless

CCT_STAT_STREAK_FORMAT_TITLE_BASIC_CURRENT_STREAK= basic-current-streak
CCT_STAT_STREAK_FORMAT_CONTENT_BASIC_CURRENT_STREAK_1= Current Room Streak
CCT_STAT_STREAK_FORMAT_CONTENT_BASIC_CURRENT_STREAK_2= Checkpoint

CCT_STAT_SUCCESS_RATE_COLORS_EXPLANATIONS_CHAPTER_COLOR_RED= Count of red rooms (success rate <50%)
CCT_STAT_SUCCESS_RATE_COLORS_EXPLANATIONS_CHAPTER_COLOR_YELLOW= Count of yellow rooms (success rate 50%-80%)
CCT_STAT_SUCCESS_RATE_COLORS_EXPLANATIONS_CHAPTER_COLOR_GREEN= Count of green rooms (success rate 80%-95%)
CCT_STAT_SUCCESS_RATE_COLORS_EXPLANATIONS_CHAPTER_COLOR_LIGHT_GREEN= Count of light green rooms (success rate 95%-100%)

CCT_STAT_SUCCESS_RATE_COLORS_EXPLANATIONS_CHECKPOINT_COLOR_RED= Count of red rooms in the current checkpoint
CCT_STAT_SUCCESS_RATE_COLORS_EXPLANATIONS_CHECKPOINT_COLOR_YELLOW= Count of yellow rooms in the current checkpoint
CCT_STAT_SUCCESS_RATE_COLORS_EXPLANATIONS_CHECKPOINT_COLOR_GREEN= Count of green rooms in the current checkpoint
CCT_STAT_SUCCESS_RATE_COLORS_EXPLANATIONS_CHECKPOINT_COLOR_LIGHT_GREEN= Count of light green rooms in the current checkpoint

CCT_STAT_SUCCESS_RATE_COLORS_EXPLANATIONS_CHAPTER_LIST_COLOR_RED= Lists all red rooms in the chapter by name
CCT_STAT_SUCCESS_RATE_COLORS_EXPLANATIONS_CHECKPOINT_LIST_COLOR_RED= Lists all red rooms in the current checkpoint by name

CCT_STAT_SUCCESS_RATE_COLORS_FORMAT_TITLE_COLOR_TRACKER= color-tracker
CCT_STAT_SUCCESS_RATE_COLORS_FORMAT_CONTENT_COLOR_TRACKER_1= Reds
CCT_STAT_SUCCESS_RATE_COLORS_FORMAT_CONTENT_COLOR_TRACKER_2= Yellows
CCT_STAT_SUCCESS_RATE_COLORS_FORMAT_CONTENT_COLOR_TRACKER_3= Greens
CCT_STAT_SUCCESS_RATE_COLORS_FORMAT_CONTENT_COLOR_TRACKER_4= Light-Greens

CCT_STAT_SUCCESS_RATE_COLORS_FORMAT_TITLE_COLOR_TRACKER_CP= color-tracker-cp
CCT_STAT_SUCCESS_RATE_COLORS_FORMAT_CONTENT_COLOR_TRACKER_CP_1= Checkpoint
CCT_STAT_SUCCESS_RATE_COLORS_FORMAT_CONTENT_COLOR_TRACKER_CP_2= Reds
CCT_STAT_SUCCESS_RATE_COLORS_FORMAT_CONTENT_COLOR_TRACKER_CP_3= Yellows
CCT_STAT_SUCCESS_RATE_COLORS_FORMAT_CONTENT_COLOR_TRACKER_CP_4= Greens
CCT_STAT_SUCCESS_RATE_COLORS_FORMAT_CONTENT_COLOR_TRACKER_CP_5= Light-Greens

CCT_STAT_SUCCESS_RATE_COLORS_FORMAT_TITLE_RED_ROOMS_LIST= red-rooms-list
CCT_STAT_SUCCESS_RATE_COLORS_FORMAT_CONTENT_RED_ROOMS_LIST_1= All red rooms
CCT_STAT_SUCCESS_RATE_COLORS_FORMAT_CONTENT_RED_ROOMS_LIST_2= In CP

CCT_STAT_SUCCESS_RATE_EXPLANATIONS_ROOM_SUCCESS_RATE= Current room's success rate over last X attempts (count of successful attempts / total attempts)
CCT_STAT_SUCCESS_RATE_EXPLANATIONS_CHECKPOINT_SUCCESS_RATE= Current checkpoint's success rate
CCT_STAT_SUCCESS_RATE_EXPLANATIONS_CHAPTER_SUCCESS_RATE= The chapter's success rate

CCT_STAT_SUCCESS_RATE_EXPLANATIONS_ROOM_SUCCESSES= Count of successful room clears within the last X attempts (X is the attempt count configured in Mod Options)
CCT_STAT_SUCCESS_RATE_EXPLANATIONS_ROOM_FAILURES= Count of deaths trying to clear the room within the last X attempts
CCT_STAT_SUCCESS_RATE_EXPLANATIONS_ROOM_ATTEMPTS= Count of at max. X last attempts

CCT_STAT_SUCCESS_RATE_FORMAT_TITLE_BASIC_SUCCESS_RATE= basic-success-rate
CCT_STAT_SUCCESS_RATE_FORMAT_CONTENT_BASIC_SUCCESS_RATE_1= Success Rate
CCT_STAT_SUCCESS_RATE_FORMAT_CONTENT_BASIC_SUCCESS_RATE_2= CP
CCT_STAT_SUCCESS_RATE_FORMAT_CONTENT_BASIC_SUCCESS_RATE_3= Total