# hiiii -kyfex
# all lowercase no space for mod name :P
mods.auspicioushelper.name=auspicioushelper

# .channel = The channel to listen to
# .template=The name of the template to use. (<room>/<name>)
# .depthoffset=How much to offset the depth of contained entities
# ._loenn_display_template=[LÖNN] Display Template

### UI

ui.menubar.auspicioushelper_legacyicons=Use Legacy Template Icons [Auspicious Helper]
ui.menubar.auspicioushelper_frutigericons=Use ??? Template Icons [Auspicious Helper]
ui.menubar.auspicioushelper_showtemplates_global=Draw Templates [Auspicious Helper]
ui.menubar.auspicioushelper_cleartemplatecache=Clear Template Cache [Auspicious Helper]'




#AUTOGENERATED
######################
###  channelstuff  ###
######################

# auspicioushelper/ChannelBooster
entities.auspicioushelper/ChannelBooster.placements.name.main=Channel Booster
entities.auspicioushelper/ChannelBooster.placements.description.main=A booster that can only be entered depending on its given channel
entities.auspicioushelper/ChannelBooster.attributes.name.state0=Inactive State
entities.auspicioushelper/ChannelBooster.attributes.description.state0=How the booster should behave when inactive/even
entities.auspicioushelper/ChannelBooster.attributes.name.state1=Active State
entities.auspicioushelper/ChannelBooster.attributes.description.state1=How the booster should behave when active/odd
entities.auspicioushelper/ChannelBooster.attributes.description.triggerTemplates=Whether entering this bubble will trigger parent templates
entities.auspicioushelper/ChannelBooster.attributes.description.give_liftspeed=Whether to give a riding player liftspeed when in moving templates
entities.auspicioushelper/ChannelBooster.attributes.description.channel=The channel to listen to
entities.auspicioushelper/ChannelBooster.attributes.description.self_activating=Should the given channel toggle when the player exits the booster
entities.auspicioushelper/ChannelBooster.attributes.description.state0_customsprite=Should match vanilla sprite layout
entities.auspicioushelper/ChannelBooster.attributes.description.state1_customsprite=Should match vanilla sprite layout
entities.auspicioushelper/ChannelBooster.attributes.description.quantumJank=it needs to be preserved for backwards compat.

# auspicioushelper/ChannelClearController
entities.auspicioushelper/ChannelClearController.placements.description.Channel Clear Controller=Entity that manages channel resetting when constructed in a room
entities.auspicioushelper/ChannelClearController.attributes.description.channel=Sets this singular channel to the specified value
entities.auspicioushelper/ChannelClearController.attributes.description.value=Set the channel to this value
entities.auspicioushelper/ChannelClearController.attributes.description.clear_all=Completely reset all channel values to 0
entities.auspicioushelper/ChannelClearController.attributes.description.clear_prefix=Set all channel values with this prefix to 0
entities.auspicioushelper/ChannelClearController.attributes.description.advanced=Specify a list of channels and new values. Example abc:1, xyz:@pqr[+2]

# auspicioushelper/CollisionCounter
entities.auspicioushelper/CollisionCounter.placements.description.channel collision counter=Count the number of collisions between entities in two groups
entities.auspicioushelper/CollisionCounter.attributes.description.groupA=List of entity ID paths in group A
entities.auspicioushelper/CollisionCounter.attributes.description.groupB=List of entity ID paths in group B
entities.auspicioushelper/CollisionCounter.attributes.description.onlyCollidableA=Only collidable entities in A will have their collisions count
entities.auspicioushelper/CollisionCounter.attributes.description.onlyCollidableB=Only collidable entities in B will have their collisions count
entities.auspicioushelper/CollisionCounter.attributes.description.channel=The channel to set when collisions have been counted

# auspicioushelper/FinderCollider
entities.auspicioushelper/FinderCollider.placements.description.channel collider swapper=Change an entity's collider when a channel is set. Will not be stable for entities such as the player that frequently change their collider on their own. Does not need to be in same room as targeted entity.
entities.auspicioushelper/FinderCollider.attributes.description.path=Entity ID path to target
entities.auspicioushelper/FinderCollider.attributes.description.channel=Channel to listen to. If left blank, will change the channel on spawn only.
entities.auspicioushelper/FinderCollider.attributes.description.collider=New collider to set. Format is collidertype:[parameters] such as rect:[-8,-8,16,16] for a 16-wide centered rectangle
entities.auspicioushelper/FinderCollider.attributes.description.boundsColors=Color a rectangular box around the new outline. Takes 3 colors (border, fill, outline)

# auspicioushelper/channelTemplateMover
entities.auspicioushelper/channelTemplateMover.placements.description.channel template gate mover=Move the nearest unrooted template. An unrooted template either has no parent or is disconnected from its parent's movement.
entities.auspicioushelper/channelTemplateMover.attributes.description.activateChannel=Will start the sequence when this channel is set. Multiple sequences can run at the same time.
entities.auspicioushelper/channelTemplateMover.attributes.description.shakeTime=How long to shake before movement starts
entities.auspicioushelper/channelTemplateMover.attributes.description.arrivalShake=How long to shake when arriving at the destination
entities.auspicioushelper/channelTemplateMover.attributes.description.moveTime=The time it takes to move
entities.auspicioushelper/channelTemplateMover.attributes.description.easing=The easing to use when moving
entities.auspicioushelper/channelTemplateMover.attributes.description.relative=If checked, the entity will move as if this entity was placed directly on top of it (with the node similarly shifted)
entities.auspicioushelper/channelTemplateMover.attributes.description.log=Whether to log various statistics.

# auspicioushelper/ChannelHotColdWatcher
entities.auspicioushelper/ChannelHotColdWatcher.placements.description.Channel Coremode Watcher=Set a channel based on the core mode
entities.auspicioushelper/ChannelHotColdWatcher.attributes.description.channel=The channel to set
entities.auspicioushelper/ChannelHotColdWatcher.attributes.description.Hot_value=the value to set in hot mode
entities.auspicioushelper/ChannelHotColdWatcher.attributes.description.Cold_value=the value to set in chilly mode

# auspicioushelper/ChannelJelly
entities.auspicioushelper/ChannelJelly.placements.description.Channel Jelly=A jellyfish that changes state based on channel
entities.auspicioushelper/ChannelJelly.attributes.description.state0=The state to use when the channel is even
entities.auspicioushelper/ChannelJelly.attributes.description.state1=The state to use when the channel is odd
entities.auspicioushelper/ChannelJelly.attributes.description.channel=The channel to watch

# auspicioushelper/ChannelMathController
entities.auspicioushelper/ChannelMathController.placements.description.Channel Math Controller=Run compiled expressions on channels, flags and entity states. Reccomended to read the wiki, read the compiler, get a PHD, and hit the modder
entities.auspicioushelper/ChannelMathController.attributes.description.compiled_operations=Encoded compiled operations, gotten from the compiler website
entities.auspicioushelper/ChannelMathController.attributes.description.run_immediately=Run immediately when a watched channel changes. This can very easily cause infinite loops and is not reccomended unless you know what you are doing.
entities.auspicioushelper/ChannelMathController.attributes.description.custom_polling_rate=If defined, will run the code every X frames. If not defined, will run whenever a channel that is being used in an expression updates.
entities.auspicioushelper/ChannelMathController.attributes.description.multi_type=Behavior to use when starting a script when the script is already running
entities.auspicioushelper/ChannelMathController.attributes.description.activation_cond=When to try to start scripts
entities.auspicioushelper/ChannelMathController.attributes.description.debug=Whether to print debug information to the current debugging view
entities.auspicioushelper/ChannelMathController.attributes.description.notifying_override=List of channels that override the usual watched channels as a starting condition
entities.auspicioushelper/ChannelMathController.attributes.description.run_when_awake=Start this program on room load
entities.auspicioushelper/ChannelMathController.attributes.description.only_run_for_nonzero=Won't run when notifying channels change to set to zero

# auspicioushelper/ChannelPlayerWatcher
entities.auspicioushelper/ChannelPlayerWatcher.placements.description.Channel Player Watcher=Watch the player and set a channel when various conditions are met
entities.auspicioushelper/ChannelPlayerWatcher.attributes.description.channel=Channel to set
entities.auspicioushelper/ChannelPlayerWatcher.attributes.description.valueWhenMissing=Value to set when player is dead
entities.auspicioushelper/ChannelPlayerWatcher.attributes.description.mode=Set the channel when ___
entities.auspicioushelper/ChannelPlayerWatcher.attributes.description.custom=Perform reflection, getting all fields in this list successively and trying to cast to double. Kinda cursed

# auspicioushelper/ChannelReflector
entities.auspicioushelper/ChannelReflector.placements.description.channel reflector=Very cursed. Only use if you understand what 'reflector' means here.
entities.auspicioushelper/ChannelReflector.attributes.description.path=Entity ID to watch
entities.auspicioushelper/ChannelReflector.attributes.description.channel=Channel to set
entities.auspicioushelper/ChannelReflector.attributes.description.logAccessible=Log all available values of the class that can be used at the tail of the access list as the next step
entities.auspicioushelper/ChannelReflector.attributes.description.valueIfNull=If a null is ever encountered, will set the channel to this value.
entities.auspicioushelper/ChannelReflector.attributes.description.access=List of fields to successively access. Attempts to cast the last to a double to set the channel

# auspicioushelper/ChannelSprite
entities.auspicioushelper/ChannelSprite.placements.description.auspicioushelper_example1=Sprite that can display animations defined in Sprites.xml based on a channel. Check auspicioushelper's Sprites.xml for an example setup.
entities.auspicioushelper/ChannelSprite.attributes.description.channel=the channel to watch
entities.auspicioushelper/ChannelSprite.attributes.description.attached=Whether to attach the entity to solids
entities.auspicioushelper/ChannelSprite.attributes.description.edge_type=How to pick the case when the channel is less than zero or greater than cases-1
entities.auspicioushelper/ChannelSprite.attributes.description.xml_spritename=name of the XML sprite
entities.auspicioushelper/ChannelSprite.attributes.description.cases=number of cases defined in XML
entities.auspicioushelper/ChannelSprite.attributes.description.depth=it's what you would expect from this field
entities.auspicioushelper/ChannelSprite.attributes.description.materialIdentifiers=Currently unimplemented. Just use a applier smh

# auspicioushelper/ChannelSwitch
entities.auspicioushelper/ChannelSwitch.placements.description.Channel Switch=Core switch that actually toggles channels
entities.auspicioushelper/ChannelSwitch.attributes.description.channel=Channel to set
entities.auspicioushelper/ChannelSwitch.attributes.description.on_only=Only triggerable in the on state
entities.auspicioushelper/ChannelSwitch.attributes.description.off_only=Only triggerable in the off state
entities.auspicioushelper/ChannelSwitch.attributes.description.player_toggle=Whether the player can hit
entities.auspicioushelper/ChannelSwitch.attributes.description.throwable_toggle=Whether throwables can hit
entities.auspicioushelper/ChannelSwitch.attributes.description.seeker_toggle=Whether seekers can hit
entities.auspicioushelper/ChannelSwitch.attributes.description.on_value=Value to set when on
entities.auspicioushelper/ChannelSwitch.attributes.description.off_value=Value to set when off
entities.auspicioushelper/ChannelSwitch.attributes.description.cooldown=Cooldown for hitting this particular switch (the channel itself is not constrained)
entities.auspicioushelper/ChannelSwitch.attributes.description.onSfx=Given in normal event form
entities.auspicioushelper/ChannelSwitch.attributes.description.offSfx=Given in normal event form
entities.auspicioushelper/ChannelSwitch.attributes.description.dieSfx=Given in normal event form
entities.auspicioushelper/ChannelSwitch.attributes.description.switchsprite=Define the sprite so that it matches vanilla format.

# auspicioushelper/ChannelTheo
entities.auspicioushelper/ChannelTheo.placements.description.Channel Theo=I got peer pressured into making this on my third day of modding (it was fun though). Jank.
entities.auspicioushelper/ChannelTheo.attributes.description.channel=When nonzero, used the cursed behavior
entities.auspicioushelper/ChannelTheo.attributes.description.switch_thrown_momentum=Player and holdable switch momentum when throwing
entities.auspicioushelper/ChannelTheo.attributes.description.swap_thrown_positions=Switch positions with holdable dangerously when throwing(may clip player)
entities.auspicioushelper/ChannelTheo.attributes.description.swap_thrown_positions_nodie=Don't clip player into wall when switching positions
entities.auspicioushelper/ChannelTheo.attributes.description.player_momentum_weight=When grabbed, how much the final player velocity should use the player's velocity
entities.auspicioushelper/ChannelTheo.attributes.description.theo_momentum_weight=When grabbed, how much the final player velocity should use Theo's velocity

# auspicioushelper/ChannelTriggerTrigger
entities.auspicioushelper/ChannelTriggerTrigger.placements.description.Activator (on channel)=Trigger the (smallest area) trigger at a certain area
entities.auspicioushelper/ChannelTriggerTrigger.attributes.description.channel=Channel to watch. If the entity has nodes, setting the channel to n triggers the smallest trigger at the n'th node, with 0 corresponding to the main entity. If no nodes are present, any non-0 channel value will trigger the overlapping trigger
entities.auspicioushelper/ChannelTriggerTrigger.attributes.description.delay=in seconds

# auspicioushelper/SpriteAnimChain
entities.auspicioushelper/SpriteAnimChain.placements.description.Channel VFX spritechain=This is an entity for emptynoise(tollab) and is not supported in other contexts

# auspicioushelper/ConditionalStrawb
entities.auspicioushelper/ConditionalStrawb.placements.description.Conditional Strawberry=Conditional strawberry that does not increase map strawberry count. Winged strawberry flies to the node when specified. Must be collected in conditional strawb collect trigger
entities.auspicioushelper/ConditionalStrawb.attributes.description.strawberry_id=Name of the strawberry to use in collect triggers
entities.auspicioushelper/ConditionalStrawb.attributes.description.appear_channel=Channel to check whether strawberry should appear
entities.auspicioushelper/ConditionalStrawb.attributes.description.appear_roomenter_only=Only check the appearance channel when entering the room (i'm not sure unchecking this works; never tested)
entities.auspicioushelper/ConditionalStrawb.attributes.description.fly_channel=Channel to watch for flying away
entities.auspicioushelper/ConditionalStrawb.attributes.description.nodeSelectorCh=Channel selecting which node the strawberry flies to when scared. If not listed, will be 1 if a node exists.
entities.auspicioushelper/ConditionalStrawb.attributes.description.deathless=Act like a golden, returning to this strawberry's initial room when you die with it
entities.auspicioushelper/ConditionalStrawb.attributes.description.flyOnDashNormal=Fly away like normal strawberry on dash
entities.auspicioushelper/ConditionalStrawb.attributes.description.flyOnDashFollower=Fly away if you dash while holding the strawberry
entities.auspicioushelper/ConditionalStrawb.attributes.description.persist_on_death=The strawberry will stick around even if you die
entities.auspicioushelper/ConditionalStrawb.attributes.description.sprites=The sprites to use for this. Currently not working, will fix later.

# auspicioushelper/ConditionalStrawbTracked
entities.auspicioushelper/ConditionalStrawbTracked.placements.description.Conditional Strawberry (Tracked)=Conditional strawberry that adds to the map's strawberry count. Winged strawberry flies to the node when specified. Must be collected in conditional strawb collect trigger
entities.auspicioushelper/ConditionalStrawbTracked.attributes.description.strawberry_id=Name of the strawberry to use in collect triggers
entities.auspicioushelper/ConditionalStrawbTracked.attributes.description.appear_channel=Channel to check whether strawberry should appear
entities.auspicioushelper/ConditionalStrawbTracked.attributes.description.appear_roomenter_only=Only check the appearance channel when entering the room (i'm not sure unchecking this works; never tested)
entities.auspicioushelper/ConditionalStrawbTracked.attributes.description.fly_channel=Channel to watch for flying away
entities.auspicioushelper/ConditionalStrawbTracked.attributes.description.nodeSelectorCh=Channel selecting which node the strawberry flies to when scared. If not listed, will be 1 if a node exists.
entities.auspicioushelper/ConditionalStrawbTracked.attributes.description.deathless=Act like a golden, returning to this strawberry's initial room when you die with it
entities.auspicioushelper/ConditionalStrawbTracked.attributes.description.flyOnDashNormal=Fly away like normal strawberry on dash
entities.auspicioushelper/ConditionalStrawbTracked.attributes.description.flyOnDashFollower=Fly away if you dash while holding the strawberry
entities.auspicioushelper/ConditionalStrawbTracked.attributes.description.persist_on_death=The strawberry will stick around even if you die
entities.auspicioushelper/ConditionalStrawbTracked.attributes.description.sprites=The sprites to use for this.

# auspicioushelper/ChannelToFlag
entities.auspicioushelper/ChannelToFlag.placements.description.Channel Flag Setter=This is a paranoia entity for people who don't trust the @ prefix to always work due to weird inlining or weird design choices by other mods
entities.auspicioushelper/ChannelToFlag.attributes.description.channel=the channel to read
entities.auspicioushelper/ChannelToFlag.attributes.description.flag=the flag to set

# auspicioushelper/ChannelApproacher
entities.auspicioushelper/ChannelApproacher.placements.description.channel approach controller=Controller used to make the value of one channel approach the value of another at a certain rate.
entities.auspicioushelper/ChannelApproacher.attributes.description.towardsChannel=The value to approach
entities.auspicioushelper/ChannelApproacher.attributes.description.amount=Channel representing the amount to change by per unit time (either per frame or second depending on whether useDT is selected). Can be a constant number.
entities.auspicioushelper/ChannelApproacher.attributes.description.outChannel=Channel to change
entities.auspicioushelper/ChannelApproacher.attributes.description.useDt=Multiply the amount by delta time when approaching. Should be used if amount should specify change per second


##############
###  junk  ###
##############

# auspicioushelper/ConnectedContainer
entities.auspicioushelper/ConnectedContainer.placements.name.main=Connected Container (template)
entities.auspicioushelper/ConnectedContainer.placements.description.main=Container for entities and decals to be added to roomless templates (place empty template entity overlapping)
entities.auspicioushelper/ConnectedContainer.attributes.description.filterEntities=Whitelist or blacklist for entities. Whitelist if getEntities is false, blacklist if it is true. Should be a list of entity names (found in top of the entity box) with the format [modname]/[entityname]. Can use a * for fuzzy matching - for example, *Platform
entities.auspicioushelper/ConnectedContainer.attributes.description.filterDecals=Similar to the filterEntities box. Uses the decal texture. Can use * for fuzzy matching - for example 4-cliffside/wood*
entities.auspicioushelper/ConnectedContainer.attributes.description.getEntities=Whether the default behavior for entities should be to include them in the template
entities.auspicioushelper/ConnectedContainer.attributes.description.getDecals=Whether the default behavior for decals should be to include them in the template
entities.auspicioushelper/ConnectedContainer.attributes.description.excludeSolids=Whether to exclude solids, even if getEntities is checked (can be overriden by whitelisting in filterEntities)
entities.auspicioushelper/ConnectedContainer.attributes.description.excludeTriggers=Whether to exclude triggers, even if getEntities is checked (can be overriden by whitelisting in filterEntities)

# auspicioushelper/ConnectedBlocksBg
entities.auspicioushelper/ConnectedBlocksBg.placements.name.main=Connected Bg Tiles (template)
entities.auspicioushelper/ConnectedBlocksBg.placements.description.main=Background tiles that connect and can be used in roomless templates (place empty template entity overlapping)

# auspicioushelper/ConnectedBlocks
entities.auspicioushelper/ConnectedBlocks.placements.name.main=Connected Fg Tiles (template)
entities.auspicioushelper/ConnectedBlocks.placements.description.main=Foreground tiles that connect and can be used in roomless templates (place empty template entity overlapping)

# auspicioushelper/CustomRefill
entities.auspicioushelper/CustomRefill.placements.description.(Another) custom refill=Fancy refill with some extra options
entities.auspicioushelper/CustomRefill.attributes.description.respawnTimer=CHANNELABLE. in seconds
entities.auspicioushelper/CustomRefill.attributes.description.triggering=Whether collecting this refill should trigger templates it is a part of
entities.auspicioushelper/CustomRefill.attributes.description.useOnPickup=Whether to always use this refill if it is in a template that gets picked up
entities.auspicioushelper/CustomRefill.attributes.description.useOnRelease=Whether to always use this refill when in a template that is thrown
entities.auspicioushelper/CustomRefill.attributes.description.numRefresh=Number of times this refill will respawn. Leave blank or negative for unlimited use.

# auspicioushelper/spinner
entities.auspicioushelper/spinner.placements.name.main=Recolorable Spinner
entities.auspicioushelper/spinner.placements.description.main=Lots of recoloring options
entities.auspicioushelper/spinner.attributes.name.customColor=tint
entities.auspicioushelper/spinner.attributes.description.customColor=Multiplicative color tint
entities.auspicioushelper/spinner.attributes.description.makeFiller=Whether to make connections to other spinners
entities.auspicioushelper/spinner.attributes.description.numDebris=Number of shards to create when in a template that gets destroyed
entities.auspicioushelper/spinner.attributes.description.dreamThru=Whether to kill the player if the player is in a dream state (allows dreamblocks to go through this spinner)
entities.auspicioushelper/spinner.attributes.description.neverClip=Render as one image. Will get rid of gaps around solids.
entities.auspicioushelper/spinner.attributes.name.color=texture
entities.auspicioushelper/spinner.attributes.description.color=Base texture to use. Can be a (non animated) custom spinner. Check the frost wiki for formatting details.
entities.auspicioushelper/spinner.attributes.description.fancy=Fancy recoloring option. See wiki for details. For example (000,fff)->(fff,000)
entities.auspicioushelper/spinner.attributes.description.border=Border color. Can be transparent for borderless spinners.

# auspicioushelper/JuckterField
entities.auspicioushelper/JuckterField.placements.description.Juckter Field=Throw a holdable into it! pretty self explanatory. Works with template holdables.


##############
###  misc  ###
##############

# auspicioushelper/Anti0fZone
entities.auspicioushelper/Anti0fZone.placements.name.main=Anti 0f Zone
entities.auspicioushelper/Anti0fZone.placements.description.main=Prevents certain zero-frameable inputs from happening while inside this entity
entities.auspicioushelper/Anti0fZone.attributes.description.holdables=Pick up holdables on the first possible pixel
entities.auspicioushelper/Anti0fZone.attributes.description.player_colliders=Hit player colliders on the first possible pixel (if speed or number of dashes changes, will end the frame's movement)
entities.auspicioushelper/Anti0fZone.attributes.name.always_walljumpcheck=Check Unsolid Walljumps
entities.auspicioushelper/Anti0fZone.attributes.description.always_walljumpcheck=Check for walljumps off of non-solids each pixel (needed if using sideways jumpthrus) (slow; only use in the area directly around the jumpthru)
entities.auspicioushelper/Anti0fZone.attributes.description.triggers=Hit triggers on the first possible pixel
entities.auspicioushelper/Anti0fZone.attributes.description.solids=Perform walljumps/cornerjumps on first possible pixel (prevents missing cornerboost speed when buffering)
entities.auspicioushelper/Anti0fZone.attributes.description.cover_whole_room=Makes this entity cover the whole room
entities.auspicioushelper/Anti0fZone.attributes.description.ForceGroundCollide=Do ground collisions before touching ground (immediately gain ultra speed)

# auspicioushelper/ArbitraryDie
entities.auspicioushelper/ArbitraryDie.placements.description.Arbitrary shape kill area=Kill area with the shape of a specified image
entities.auspicioushelper/ArbitraryDie.attributes.description.image=Image to use as visuals and collider shape. Rooted in Graphics/Atlases/Gameplay/ (i.e. if using decal texture, decals/ must be added in front of the texture path used in the decal)
entities.auspicioushelper/ArbitraryDie.attributes.description.CustomColliderPath=Override the above image for only the collider
entities.auspicioushelper/ArbitraryDie.attributes.description.scaleX=Horizontal stretch factor
entities.auspicioushelper/ArbitraryDie.attributes.description.scaleY=Vertical stretch factor
entities.auspicioushelper/ArbitraryDie.attributes.description.color=Multiplicative tint color
entities.auspicioushelper/ArbitraryDie.attributes.description.rotation=Rotation in degrees
entities.auspicioushelper/ArbitraryDie.attributes.description.depth=Depth (negative is more in front; player is 0, fgtiles are -10000)
entities.auspicioushelper/ArbitraryDie.attributes.description.alphaCutoff=Pixels whose alpha is higher than this value will be collidable

# auspicioushelper/ArbitrarySolid
entities.auspicioushelper/ArbitrarySolid.placements.description.Arbitrary shape solid=Solid with the exact shape of a specified image. Suggested to use with pixel leniency trigger. 
entities.auspicioushelper/ArbitrarySolid.attributes.description.safe=If berries can be collected while standing here
entities.auspicioushelper/ArbitrarySolid.attributes.description.soundIndex=Check wiki for a list of indices
entities.auspicioushelper/ArbitrarySolid.attributes.description.image=Image to use as visuals and collider shape. Rooted in Graphics/Atlases/Gameplay/ (i.e. if using decal texture, decals/ must be added in front of the texture path used in the decal)
entities.auspicioushelper/ArbitrarySolid.attributes.description.CustomColliderPath=Override the above image for only the collider
entities.auspicioushelper/ArbitrarySolid.attributes.description.scaleX=Horizontal stretch factor
entities.auspicioushelper/ArbitrarySolid.attributes.description.scaleY=Vertical stretch factor
entities.auspicioushelper/ArbitrarySolid.attributes.description.color=Multiplicative tint color
entities.auspicioushelper/ArbitrarySolid.attributes.description.rotation=Rotation in degrees
entities.auspicioushelper/ArbitrarySolid.attributes.description.depth=Depth (negative is more in front; player is 0, fgtiles are -10000)
entities.auspicioushelper/ArbitrarySolid.attributes.description.alphaCutoff=Pixels whose alpha is higher than this value will be collidable
entities.auspicioushelper/ArbitrarySolid.attributes.description.occludeLight=Whether this entitiy casts shadows (only the solid pixels). Relatively optimized; no need to worry about lag if there are not hundreds of these entities

# auspicioushelper/BeamBlocker
entities.auspicioushelper/BeamBlocker.placements.name.main=Beam Blocker
entities.auspicioushelper/BeamBlocker.placements.description.main=Stops  Spiral Boss Beam from going through this entity, similar to a wall

# auspicioushelper/CampfireRespawn
entities.auspicioushelper/CampfireRespawn.placements.description.Campfire Respawn Controller=Sets a respawn point on any safe ground if you hold duck long enough
entities.auspicioushelper/CampfireRespawn.attributes.description.duckTime=How long you must duck to activate the campfire
entities.auspicioushelper/CampfireRespawn.attributes.description.channel=Decrement this channel by 1 with each use. When it is 0, the campfire can no longer be used.
entities.auspicioushelper/CampfireRespawn.attributes.description.disableNormal=Do not change your respawn when transitioning rooms
entities.auspicioushelper/CampfireRespawn.attributes.description.customRespawnSFX=SFX to use when respawning

# auspicioushelper/CassetteFixerThing
entities.auspicioushelper/CassetteFixerThing.placements.description.Cassette block fixing thing idk=Fixes the bug where cassettes can appear one pixel higher/lower if dying when they are in the 'willchange' state

# auspicioushelper/SillySpikes
entities.auspicioushelper/SillySpikes.placements.name.main=Relative Spikes
entities.auspicioushelper/SillySpikes.placements.description.main=Spikes with recoloring options and options to fix common speed issues with spikes. With all options enabled, the spikes will kill you only if your velocity 'relative' to them is not moving away
entities.auspicioushelper/SillySpikes.attributes.description.type=Texture to use. Rooted in Atlases/Gameplay/danger/spikes/ 
entities.auspicioushelper/SillySpikes.attributes.name.direction=DO NOT TOUCH
entities.auspicioushelper/SillySpikes.attributes.description.direction=the rotation value. Do not change this directly, use the R key on the selection. Changing in this box will break the entity.
entities.auspicioushelper/SillySpikes.attributes.description.fancy=Fancy recoloring option. See wiki for details. For example (000,fff)->(fff,000)
entities.auspicioushelper/SillySpikes.attributes.description.tint=Multiplicative tint color
entities.auspicioushelper/SillySpikes.attributes.description.dreamThru=Lets you move through these spikes in a dream state (dreamblocks will go through these)
entities.auspicioushelper/SillySpikes.attributes.description.dashThru=Lets you dash through spikes
entities.auspicioushelper/SillySpikes.attributes.description.useOwnSpeed=Whether to use this spike's own speed (from anything it may be attached to) when deciding whether to kill the player
entities.auspicioushelper/SillySpikes.attributes.description.fixPickup=Stopping due to picking up a holdable while overlapping the spikes won't be deadly
entities.auspicioushelper/SillySpikes.attributes.description.fixDash=Stopping due to starting a dash while overlapping the spikes won't be deadly
entities.auspicioushelper/SillySpikes.attributes.description.fixOnBlock=Standing still on a block moving through these spikes won't be deadly if the block is moving in the right direction
entities.auspicioushelper/SillySpikes.attributes.description.canAttach=Whether this entity attaches to solids

# auspicioushelper/DecalRecolor
entities.auspicioushelper/DecalRecolor.placements.description.Decal recolor controller=Controller to recolor decals non-multiplicatively
entities.auspicioushelper/DecalRecolor.attributes.description.scope=Where to apply the recolor
entities.auspicioushelper/DecalRecolor.attributes.description.texture=Textures to recolor. Can use fancy matching with *
entities.auspicioushelper/DecalRecolor.attributes.description.recolor=Fancy recoloring option. See wiki for details. For example (000,fff)->(fff,000)

# auspicioushelper/DieWater
entities.auspicioushelper/DieWater.placements.name.main=Die Water
entities.auspicioushelper/DieWater.placements.description.main=Water that uhm. uh. kills you

# auspicioushelper/enclorse
entities.auspicioushelper/enclorse.placements.description.enclorse=Enclosable horse
entities.auspicioushelper/enclorse.attributes.description.channel=Channel to set when enclosed
entities.auspicioushelper/enclorse.attributes.description.resettable=Whether to unset the channel when you unenclose the horse

# auspicioushelper/MaterialApplier
entities.auspicioushelper/MaterialApplier.placements.description.Material Applier=For adding entities to shader layers
entities.auspicioushelper/MaterialApplier.attributes.description.can_be_ID_path=Keep this checked always.
entities.auspicioushelper/MaterialApplier.attributes.name.identifier=path
entities.auspicioushelper/MaterialApplier.attributes.description.identifier=The entity ID path of the entity you want to include (found after ID: at the top of the loenn entity menu). Use 'player' for the player, 'fg' for foreground tiles and 'bg' for background tiles.
entities.auspicioushelper/MaterialApplier.attributes.name.materialLayer=Material Identifier
entities.auspicioushelper/MaterialApplier.attributes.description.materialLayer=Identifier of the material layer to add the entity to
entities.auspicioushelper/MaterialApplier.attributes.description.dontNormalRender=Turn off normal rendering for this entity while in operation
entities.auspicioushelper/MaterialApplier.attributes.description.toggleChannel=Channel to toggle between modified/original rendering
entities.auspicioushelper/MaterialApplier.attributes.description.priority=The priority of this layer. Used when putting this entity in multiple layers simultaneously to decide which it appears in. (don't normal render will stop this item from rendering in lower priority layers as well as in normal usage)

# auspicioushelper/MaterialController
entities.auspicioushelper/MaterialController.placements.name.main=Material Controller
entities.auspicioushelper/MaterialController.placements.description.main=Adds a shader pass to the level. Somewhat complicated; heavily encouraged to read materials section on wiki before usage
entities.auspicioushelper/MaterialController.attributes.description.passes=Effect passes used in the shader (consecutively)
entities.auspicioushelper/MaterialController.attributes.description.identifier=Shorthand for shader (only share identifiers for COMPLETELY IDENTICAL materials)
entities.auspicioushelper/MaterialController.attributes.description.params=Paramaters to pass to the shader
entities.auspicioushelper/MaterialController.attributes.description.textures=Textures to pass to the shader
entities.auspicioushelper/MaterialController.attributes.description.depth=The level at which the layer is added to the scene
entities.auspicioushelper/MaterialController.attributes.description.Fade_in=How to fade in during transitions
entities.auspicioushelper/MaterialController.attributes.description.fadeOut=How to fade out during transitions
entities.auspicioushelper/MaterialController.attributes.description.quadFirst=See wiki for explanation
entities.auspicioushelper/MaterialController.attributes.description.always=Whether to render even if the layer contains no entities (useful for styleground/fullscreen operations)
entities.auspicioushelper/MaterialController.attributes.description.drawInScene=Whether to render this layer (if unchecked, can still be chained in other layers)
entities.auspicioushelper/MaterialController.attributes.description.reload=Reload the effect whenever this entity is added (use for debugging)

# auspicioushelper/PortalGateH
entities.auspicioushelper/PortalGateH.placements.name.main=Portal Gate (Horizontal)
entities.auspicioushelper/PortalGateH.placements.description.main=A portal that slices entities that are halfway though it
entities.auspicioushelper/PortalGateH.attributes.name.right_facing_f0=Portal 1 Facing Right
entities.auspicioushelper/PortalGateH.attributes.description.right_facing_f0=If the first portal should face right
entities.auspicioushelper/PortalGateH.attributes.name.right_facing_f1=Portal 2 Facing Right
entities.auspicioushelper/PortalGateH.attributes.description.right_facing_f1=If the second portal should face right
entities.auspicioushelper/PortalGateH.attributes.description.flipGravity=Gravityhelper must be enabled
entities.auspicioushelper/PortalGateH.attributes.description.color_hex=The portal color
entities.auspicioushelper/PortalGateH.attributes.description.attached=If the portals are attached to solids
entities.auspicioushelper/PortalGateH.attributes.name.giveRCB=Gives Reverse Corner Boost
entities.auspicioushelper/PortalGateH.attributes.description.giveRCB=Whether the portal should give reverse corner boost on exiting portal
entities.auspicioushelper/PortalGateH.attributes.description.instant_camera=Switch the camera when moving through the portals to keep the player at the same screen position
entities.auspicioushelper/PortalGateH.attributes.description.depth=Render depth of portal lights

# auspicioushelper/SpiralBossBeam
entities.auspicioushelper/SpiralBossBeam.placements.name.main=Spiral Boss Beam
entities.auspicioushelper/SpiralBossBeam.placements.description.main=A Boss Beam that rotates
entities.auspicioushelper/SpiralBossBeam.attributes.description.start_angle=The starting angle in radians
entities.auspicioushelper/SpiralBossBeam.attributes.description.speed=The rotation speed in radians/sec
entities.auspicioushelper/SpiralBossBeam.attributes.description.depth=Render dept

# auspicioushelper/TrackedCassette
entities.auspicioushelper/TrackedCassette.placements.name.main=Tracked Cassette
entities.auspicioushelper/TrackedCassette.placements.description.main=A customizable cassette
entities.auspicioushelper/TrackedCassette.attributes.name.dont_unlock_bside=Don't Unlock B-Side
entities.auspicioushelper/TrackedCassette.attributes.description.dont_unlock_bside=Whether to unlock the B-Side on collect
entities.auspicioushelper/TrackedCassette.attributes.description.use_raw_message=Whether to use the raw text in "message" or try and translate it
entities.auspicioushelper/TrackedCassette.attributes.description.message=The message to display on collect
entities.auspicioushelper/TrackedCassette.attributes.description.identifier=A unique identifier for this cassette
entities.auspicioushelper/TrackedCassette.attributes.description.flag=The flag to set on collect
entities.auspicioushelper/TrackedCassette.attributes.description.line_width=How wide the cassette collect message should be


#######################
###  templatestuff  ###
#######################

# auspicioushelper/EvilPackedTemplateRoom
entities.auspicioushelper/EvilPackedTemplateRoom.placements.description.Evil packed template rooms (evil)=It's evil
entities.auspicioushelper/EvilPackedTemplateRoom.attributes.description.EncodedRooms=There's a 'pack template rooms to log' mod option. This will log a string. If you paste that string here, you can delete the original rooms if this template is in the room with the things using those rooms. Can be used between maps.

# auspicioushelper/FinderDepth
entities.auspicioushelper/FinderDepth.placements.description.id based depth thing=Change the depth of targeted entities
entities.auspicioushelper/FinderDepth.attributes.description.path=A list of entity ID paths (the number next to ID: in loenn topbar)
entities.auspicioushelper/FinderDepth.attributes.description.depth=The new depths these entities should have

# auspicioushelper/EntityMarkingFlag
entities.auspicioushelper/EntityMarkingFlag.placements.name.main=Entity Marker
entities.auspicioushelper/EntityMarkingFlag.placements.description.main=Finds an entity by ID and assigns it a string id. If put in a template, logs parent template's full path.
entities.auspicioushelper/EntityMarkingFlag.attributes.description.path=The entity ID
entities.auspicioushelper/EntityMarkingFlag.attributes.description.identifier=The unique identifier to give the entity, when found

# auspicioushelper/TemplateFillerSwitcher
entities.auspicioushelper/TemplateFillerSwitcher.placements.description.Template Filler Switcher=Switch between various template fillers. Should be placed in a template room and used like a normal template
entities.auspicioushelper/TemplateFillerSwitcher.attributes.description.template_name=The filler name (analogous to regular template filler)
entities.auspicioushelper/TemplateFillerSwitcher.attributes.description.channel=If using channel selection mode, selects the filler at the index of the channel's current value
entities.auspicioushelper/TemplateFillerSwitcher.attributes.description.SelectionMode=Various modes
entities.auspicioushelper/TemplateFillerSwitcher.attributes.description.LoopResetMode=How to reset loop mode - i.e. whether to share the loops between all instances in a room or not
entities.auspicioushelper/TemplateFillerSwitcher.attributes.description.templates=List of template strings to use. 

# auspicioushelper/TemplateCassetteColor
entities.auspicioushelper/TemplateCassetteColor.placements.description.Template Cassette Colorer=Set up custom visuals for a single cassette layer.
entities.auspicioushelper/TemplateCassetteColor.attributes.description.tintActive=Tint color of active entites
entities.auspicioushelper/TemplateCassetteColor.attributes.description.simpleStyle=Whether to use reduced border style
entities.auspicioushelper/TemplateCassetteColor.attributes.description.activeDepth=The depth of active entities
entities.auspicioushelper/TemplateCassetteColor.attributes.description.channels=Apply this visual setting to all listed channels
entities.auspicioushelper/TemplateCassetteColor.attributes.description.fgSaturation=How saturated the foreground is (reduces tint influence)
entities.auspicioushelper/TemplateCassetteColor.attributes.description.color=The base color. Setting this automatically sets all other color parameters to reasonable values if you leave them unset.
entities.auspicioushelper/TemplateCassetteColor.attributes.description.inactiveDepth=The depth of 'off' cassette shadows
entities.auspicioushelper/TemplateCassetteColor.attributes.description.patternAngle=The angle of the pattern
entities.auspicioushelper/TemplateCassetteColor.attributes.description.patternScale=The size of each stripe in the pattern
entities.auspicioushelper/TemplateCassetteColor.attributes.description.patternOffset=Offset of the pattern in worldspace
entities.auspicioushelper/TemplateCassetteColor.attributes.description.patternWeight=How thick the 'active' bands are in the pattern
entities.auspicioushelper/TemplateCassetteColor.attributes.description.borderColor=The border color
entities.auspicioushelper/TemplateCassetteColor.attributes.description.innerColor=The inside color

# auspicioushelper/TemplateCassetteManagerSimple
entities.auspicioushelper/TemplateCassetteManagerSimple.placements.description.Template Cassette Manager (simple)=Manage template cassette block visuals and timings simply in one entity. Just give channels and provide the matching channels in the cassette blocks.
entities.auspicioushelper/TemplateCassetteManagerSimple.attributes.description.channel_1=Corresponds to the 'blue' cassette blocks
entities.auspicioushelper/TemplateCassetteManagerSimple.attributes.description.channel_2=Corresponds to the 'purple' cassette blocks
entities.auspicioushelper/TemplateCassetteManagerSimple.attributes.description.channel_3=Corresponds to the 'green' cassette blocks
entities.auspicioushelper/TemplateCassetteManagerSimple.attributes.description.channel_4=Corresponds to the 'yellow' cassette blocks
entities.auspicioushelper/TemplateCassetteManagerSimple.attributes.description.simple_style=Render a narrower border
entities.auspicioushelper/TemplateCassetteManagerSimple.attributes.description.visual_only=While setting up visuals on the listed channels, will not set the channels itself.
entities.auspicioushelper/TemplateCassetteManagerSimple.attributes.description.tintActive=Whether to tint activated cassette blocks.
entities.auspicioushelper/TemplateCassetteManagerSimple.attributes.description.translucent=Make the area between stripes see-through
entities.auspicioushelper/TemplateCassetteManagerSimple.attributes.description.no_visuals=Change the channels along with vanilla cassette timings without setting up visuals
entities.auspicioushelper/TemplateCassetteManagerSimple.attributes.description.useVanillaMistiming=Vanilla sometimes activates blocks the frame after the click plays. this replicates that.
entities.auspicioushelper/TemplateCassetteManagerSimple.attributes.description.useListeners=Uses cassette listeners. Better for compatability.

# auspicioushelper/CustomDreamlayer
entities.auspicioushelper/CustomDreamlayer.placements.description.Dream visual settings=Setup custom visual settings for tempalte dreamblocks. Global per map; does not need to be in same room.
entities.auspicioushelper/CustomDreamlayer.attributes.description.color_0=Specifies color of stars in the dreamblock
entities.auspicioushelper/CustomDreamlayer.attributes.description.color_1=Specifies color of stars in the dreamblock
entities.auspicioushelper/CustomDreamlayer.attributes.description.color_2=Specifies color of stars in the dreamblock
entities.auspicioushelper/CustomDreamlayer.attributes.description.color_3=Specifies color of stars in the dreamblock
entities.auspicioushelper/CustomDreamlayer.attributes.description.color_4=Specifies color of stars in the dreamblock
entities.auspicioushelper/CustomDreamlayer.attributes.description.color_5=Specifies color of stars in the dreamblock
entities.auspicioushelper/CustomDreamlayer.attributes.description.depth=Depth the dreamblocks will render at
entities.auspicioushelper/CustomDreamlayer.attributes.description.identifier=The identifier to use in 'custom dreamlayer' boxes. Set to 'normal' or 'reverse' to change the default graphics for dreamblock modifiers without an identifier.
entities.auspicioushelper/CustomDreamlayer.attributes.description.density=The density of stars in the dreamblock.
entities.auspicioushelper/CustomDreamlayer.attributes.description.contentAlpha=The alpha of the original entities.
entities.auspicioushelper/CustomDreamlayer.attributes.description.edgeColor=The color of the borders of the effect
entities.auspicioushelper/CustomDreamlayer.attributes.description.insideColor=The color of the interior of the dreamblock.

# auspicioushelper/templateFiller
entities.auspicioushelper/templateFiller.placements.name.main=Template Filler
entities.auspicioushelper/templateFiller.placements.description.main=Place this entity so that it's covering your desired group of objects, and then it can be used as a template (make sure the room name starts with "zztemplates-")
entities.auspicioushelper/templateFiller.attributes.description.template_name=The name of this template. When using this template, specify it like <roomname>/<templatename>, assuming this template is placed in a room named "zztemplates-<roomname>".
entities.auspicioushelper/templateFiller.attributes.name.oldTemplateName=ignore this
entities.auspicioushelper/templateFiller.attributes.description.oldTemplateName=for kyfex's fancy thing

# auspicioushelper/templateholdable
entities.auspicioushelper/templateholdable.placements.name.main=Template Holdable
entities.auspicioushelper/templateholdable.placements.description.main=A holdable that can be made with a template
entities.auspicioushelper/templateholdable.attributes.description.template=The name of the template to use. (<room>/<name>). If left empty, can be used in behavior chains and in connected tiles.
entities.auspicioushelper/templateholdable.attributes.description.depthoffset=How much to offset the depth of contained entities. Accumulates from parent to child.
entities.auspicioushelper/templateholdable.attributes.description.cannot_hold_timer=How long one must wait before being allowed to pick up this entity after dropping it
entities.auspicioushelper/templateholdable.attributes.description.Holdable_collider_expand=How much the holdable collider should extend from the base. Can specify up to 4 options seperated with commas - specifying 1 will set all sides to that amount, 2 will set the top and bottom to the first and left and right to the second, etc...
entities.auspicioushelper/templateholdable.attributes.description.slowfall=like a jelly
entities.auspicioushelper/templateholdable.attributes.description.slowrun=Does the holdable encumber?
entities.auspicioushelper/templateholdable.attributes.description.always_collidable=Whether this should collide with other actors even when it is being held (will not collide with the holder)
entities.auspicioushelper/templateholdable.attributes.description.player_momentum_weight=CHANNELABLE. When grabbed, how much the final player velocity should use the player's velocity
entities.auspicioushelper/templateholdable.attributes.description.holdable_momentum_weight=CHANNELABLE. When grabbed, how much the final player velocity should use the holdable's velocity
entities.auspicioushelper/templateholdable.attributes.description.wallhitsound=sound to play when hitting walls or floor
entities.auspicioushelper/templateholdable.attributes.description.wallhit_speedretain=When hitting walls, how much speed to retain
entities.auspicioushelper/templateholdable.attributes.description.gravity=CHANNELABLE. How quickly to approach terminal velocity
entities.auspicioushelper/templateholdable.attributes.description.terminal_velocity=CHANNELABLE. Max falling speed
entities.auspicioushelper/templateholdable.attributes.description.friction=CHANNELABLE. How quickly to decay horizontal speed
entities.auspicioushelper/templateholdable.attributes.description.die_to_barrier=Die to seeker barriers
entities.auspicioushelper/templateholdable.attributes.description.respawning=Whether this respawns.
entities.auspicioushelper/templateholdable.attributes.description.dontFlingOff=When liftspeed stops or becomes pointed downwards, whether this holdable should be flung
entities.auspicioushelper/templateholdable.attributes.description.respawnDelay=CHANNELABLE. Time it takes to respawn
entities.auspicioushelper/templateholdable.attributes.description.start_floating=Yea like if it starts floating
entities.auspicioushelper/templateholdable.attributes.description.dangerous=Whether to crush things like hearts
entities.auspicioushelper/templateholdable.attributes.description.voidDieOffset=How far below the screen the bottom of the collider must be for this to die
entities.auspicioushelper/templateholdable.attributes.description.tutorial=Show grabbing tutorial
entities.auspicioushelper/templateholdable.attributes.description.minHoldTimer=Minimum time this holdable must be held before becoming throwable
entities.auspicioushelper/templateholdable.attributes.description.customThrowspeeds=CHANNELABLE. The speed this item is thrown at. Can give two values for X and Y.
entities.auspicioushelper/templateholdable.attributes.description.mirrorReflection=CHANNELABLE. Whether this template has a mirror reflection.
entities.auspicioushelper/templateholdable.attributes.description.customRecoil=The recoil throwing this template causes. Can pass an X and Y value.
entities.auspicioushelper/templateholdable.attributes.name._loenn_display_template=[LÖNN] Display Template
entities.auspicioushelper/templateholdable.attributes.description.cantPickupChannel=When this channel is set to a nonzero value, the holdable cannot be picked up. If holding at the moment it is set, it will force a throw

# auspicioushelper/MaterialTemplate
entities.auspicioushelper/MaterialTemplate.placements.description.Material Template=A template that can be drawn to material layers
entities.auspicioushelper/MaterialTemplate.attributes.description.template=The name of the template to use. (<room>/<name>). If left empty, can be used in behavior chains and in connected tiles.
entities.auspicioushelper/MaterialTemplate.attributes.description.depthoffset=How much to offset the depth of contained entities. Accumulates from parent to child.
entities.auspicioushelper/MaterialTemplate.attributes.description.dontNormalRender=Don't render stuff in this template in the normal gameplay render step
entities.auspicioushelper/MaterialTemplate.attributes.name.identifier=Layer identifier
entities.auspicioushelper/MaterialTemplate.attributes.description.identifier=The layer to draw entities in this template to
entities.auspicioushelper/MaterialTemplate.attributes.description.collidable=If unchecked, items in the template will be purely visual
entities.auspicioushelper/MaterialTemplate.attributes.description.channel=Render as normal when this is set
entities.auspicioushelper/MaterialTemplate.attributes.name._loenn_display_template=[LÖNN] Display Template

# auspicioushelper/TemplateBehaviorChain
entities.auspicioushelper/TemplateBehaviorChain.placements.description.Template Behavior Chain=An easy way to apply attributes from multiple template types to one template
entities.auspicioushelper/TemplateBehaviorChain.attributes.description.template=The name of the template to use. (<room>/<name>). If left empty, can be used in behavior chains and in connected tiles.
entities.auspicioushelper/TemplateBehaviorChain.attributes.description.forceOwnPosition=Use this template's position as the root position of any noded templates. Good for more intuitive node layouts. The entity position of those templates will be completely ignored when checked.
entities.auspicioushelper/TemplateBehaviorChain.attributes.name._loenn_display_template=[LÖNN] Display Template

# auspicioushelper/TemplateBlock
entities.auspicioushelper/TemplateBlock.placements.description.Template Block (Triggerable)=A static block that can be made with a template
entities.auspicioushelper/TemplateBlock.attributes.description.template=The name of the template to use. (<room>/<name>). If left empty, can be used in behavior chains and in connected tiles.
entities.auspicioushelper/TemplateBlock.attributes.description.depthoffset=How much to offset the depth of contained entities. Accumulates from parent to child.
entities.auspicioushelper/TemplateBlock.attributes.description.only_redbubble_or_summit_launch=If the template can only be broken when in a red bubble or summit launching
entities.auspicioushelper/TemplateBlock.attributes.description.persistent=If the template will respawn after being broken
entities.auspicioushelper/TemplateBlock.attributes.description.canbreak=Whether or not you can dash into this template to break it
entities.auspicioushelper/TemplateBlock.attributes.description.breaksfx=The sound effect to play when this template is broken
entities.auspicioushelper/TemplateBlock.attributes.description.triggerable=Break from trigger events
entities.auspicioushelper/TemplateBlock.attributes.description.triggerOnBreak=Trigger parents when broken
entities.auspicioushelper/TemplateBlock.attributes.description.breakableByBlocks=Whether this block will be broken by templates with the 'through dashblocks' option
entities.auspicioushelper/TemplateBlock.attributes.name._loenn_display_template=[LÖNN] Display Template
entities.auspicioushelper/TemplateBlock.attributes.description.visible=Whether the template is visible or not
entities.auspicioushelper/TemplateBlock.attributes.description.collidable=Whether the template is collidable or not
entities.auspicioushelper/TemplateBlock.attributes.description.active=Whether the template will update or not
entities.auspicioushelper/TemplateBlock.attributes.description.propagateRiding=Whether to pass player riders to parent template in compound templates
entities.auspicioushelper/TemplateBlock.attributes.description.propagateShaking=Whether shake this block when the parent shakes when in compound template
entities.auspicioushelper/TemplateBlock.attributes.description.exitBlockBehavior=Behave like an exit block
entities.auspicioushelper/TemplateBlock.attributes.description.triggerTouching=When this block breaks, trigger touching templates

# auspicioushelper/TemplateCassetteBlock
entities.auspicioushelper/TemplateCassetteBlock.placements.name.main=Template Cassette Block
entities.auspicioushelper/TemplateCassetteBlock.placements.description.main=A cassette block that can be made with a template
entities.auspicioushelper/TemplateCassetteBlock.attributes.description.template=The name of the template to use. (<room>/<name>). If left empty, can be used in behavior chains and in connected tiles.
entities.auspicioushelper/TemplateCassetteBlock.attributes.description.depthoffset=How much to offset the depth of contained entities. Accumulates from parent to child.
entities.auspicioushelper/TemplateCassetteBlock.attributes.description.channel=Will be present when channel is nonzero; also used for rendering.
entities.auspicioushelper/TemplateCassetteBlock.attributes.description.freeze=Whether or not this template's entities should update when inactive
entities.auspicioushelper/TemplateCassetteBlock.attributes.description.do_boost=bounces the template up when activates (jank)
entities.auspicioushelper/TemplateCassetteBlock.attributes.description.refreshEntsAlways=Every time the cassette spawns, will make new entities. The old ones get destroyed.
entities.auspicioushelper/TemplateCassetteBlock.attributes.name._loenn_display_template=[LÖNN] Display Template

# auspicioushelper/TemplateChannelmover
entities.auspicioushelper/TemplateChannelmover.placements.name.main=Template Channelmover
entities.auspicioushelper/TemplateChannelmover.placements.description.main=A template that moves between two nodes based on a channel
entities.auspicioushelper/TemplateChannelmover.attributes.description.template=The name of the template to use. (<room>/<name>). If left empty, can be used in behavior chains and in connected tiles.
entities.auspicioushelper/TemplateChannelmover.attributes.description.depthoffset=How much to offset the depth of contained entities. Accumulates from parent to child.
entities.auspicioushelper/TemplateChannelmover.attributes.description.channel=The channel to listen to. When this channel is active/odd, this template moves to the end node. (To use a flag, prefix the flag with a $)
entities.auspicioushelper/TemplateChannelmover.attributes.description.move_time=CHANNELABLE. How long in seconds it takes to move from one node to the other
entities.auspicioushelper/TemplateChannelmover.attributes.description.asymmetry=CHANNELABLE. Relative speed of return (ex. move_time=2 and asymmetry=4, return move speed is 0.5sec)
entities.auspicioushelper/TemplateChannelmover.attributes.description.easing=The easing to use along this line
entities.auspicioushelper/TemplateChannelmover.attributes.description.spline=The spline type to use. Linear types move in straight lines. The catmull variants curve smoothly between nodes with sharp edges at knots (created by stacking two nodes on the same pixel)
entities.auspicioushelper/TemplateChannelmover.attributes.description.lastNodeIsKnot=Make the last node a knot even if it is not stacked. Can be disabled to allow for crooked paths on the last segment of a looping path. Having it on results in more intuitive behavior for new users.
entities.auspicioushelper/TemplateChannelmover.attributes.description.allowFraction=Allows you to specify decimal targets to move to specific positions between two knots
entities.auspicioushelper/TemplateChannelmover.attributes.description.complete=Whether the template must complete its movement to a knot before reversing direction
entities.auspicioushelper/TemplateChannelmover.attributes.description.alternateEasing=Whether easing should apply symmetrically
entities.auspicioushelper/TemplateChannelmover.attributes.description.shake=Whether this will shake upon reaching a knot.
entities.auspicioushelper/TemplateChannelmover.attributes.name._loenn_display_template=[LÖNN] Display Template
entities.auspicioushelper/TemplateChannelmover.attributes.description.startupTime=CHANNELABLE. Amount of time needed before the mover will move after the channel has changed. Like 'shake time'.
entities.auspicioushelper/TemplateChannelmover.attributes.description.sound=Take a sound from vert's sound bucket
entities.auspicioushelper/TemplateChannelmover.attributes.description.bonkMode=Don't move through solids

# auspicioushelper/TemplateBelt
entities.auspicioushelper/TemplateBelt.placements.description.Template Belt=Make a conveyer belt of entities
entities.auspicioushelper/TemplateBelt.attributes.description.template=The name of the template to use. (<room>/<name>). If left empty, can be used in behavior chains and in connected tiles.
entities.auspicioushelper/TemplateBelt.attributes.description.depthoffset=How much to offset the depth of contained entities. Accumulates from parent to child.
entities.auspicioushelper/TemplateBelt.attributes.description.speed=CHANNELABLE. The speed of items on the belt, in segments/second
entities.auspicioushelper/TemplateBelt.attributes.description.numPerSegment=CHANNELABLE. How many items are spawned per segment in the belt naturally. More items can be spawned via setting the channel.
entities.auspicioushelper/TemplateBelt.attributes.description.initialOffset=The initial offset items in the belt should have.
entities.auspicioushelper/TemplateBelt.attributes.description.loop=whether to make the belt loop (will cause the same items to circulate endlessly instead of being destroyed/recreated)
entities.auspicioushelper/TemplateBelt.attributes.description.spline=The spline type to use. Linear types move in straight lines. The catmull variants curve smoothly between nodes with sharp edges at knots (created by stacking two nodes on the same pixel)
entities.auspicioushelper/TemplateBelt.attributes.description.easing=per-segment easing to use
entities.auspicioushelper/TemplateBelt.attributes.description.lastNodeIsKnot=Make the last node a knot even if it is not stacked. Can be disabled to allow for crooked paths on the last segment of a looping path. Having it on results in more intuitive behavior for new users.
entities.auspicioushelper/TemplateBelt.attributes.description.channel=Spawn an item at the start of the belt every time the channel is set to a nonzero value.
entities.auspicioushelper/TemplateBelt.attributes.name._loenn_display_template=[LÖNN] Display Template

# auspicioushelper/TemplateDashhitModifier
entities.auspicioushelper/TemplateDashhitModifier.placements.description.Template Dashhit Modifier=Modify the behavior performed when dashing into the various sides of this block
entities.auspicioushelper/TemplateDashhitModifier.attributes.description.template=The name of the template to use. (<room>/<name>). If left empty, can be used in behavior chains and in connected tiles.
entities.auspicioushelper/TemplateDashhitModifier.attributes.description.depthoffset=How much to offset the depth of contained entities. Accumulates from parent to child.
entities.auspicioushelper/TemplateDashhitModifier.attributes.description.skipChannel=Ignores this template when set, behaving in a manner as if it were not here
entities.auspicioushelper/TemplateDashhitModifier.attributes.description.Left=to send triggering events, pick the Trigger variety here
entities.auspicioushelper/TemplateDashhitModifier.attributes.description.Right=to send triggering events, pick the Trigger variety here
entities.auspicioushelper/TemplateDashhitModifier.attributes.description.Up=to send triggering events, pick the Trigger variety here
entities.auspicioushelper/TemplateDashhitModifier.attributes.description.Down=to send triggering events, pick the Trigger variety here
entities.auspicioushelper/TemplateDashhitModifier.attributes.description.refillOptions=give a number to restore that many dashes, and an 's' to restore stamina
entities.auspicioushelper/TemplateDashhitModifier.attributes.description.alwaysPropegate=Whether to send dashhits further down the chain after use
entities.auspicioushelper/TemplateDashhitModifier.attributes.description.entanglementId=Dashhit entanglement. It's scary.
entities.auspicioushelper/TemplateDashhitModifier.attributes.name._loenn_display_template=[LÖNN] Display Template
entities.auspicioushelper/TemplateDashhitModifier.attributes.description.sfx=The sound to play on non-normal dash collisions.

# auspicioushelper/TemplateDreamblockModifier
entities.auspicioushelper/TemplateDreamblockModifier.placements.description.Template Dreamblock Modifier=Turn contained entities into dreamblocks that can be dreamed through.
entities.auspicioushelper/TemplateDreamblockModifier.attributes.description.template=The name of the template to use. (<room>/<name>). If left empty, can be used in behavior chains and in connected tiles.
entities.auspicioushelper/TemplateDreamblockModifier.attributes.description.depthoffset=How much to offset the depth of contained entities. Accumulates from parent to child.
entities.auspicioushelper/TemplateDreamblockModifier.attributes.description.triggerOnEnter=Whether to trigger this template when entering it from a non-dream state
entities.auspicioushelper/TemplateDreamblockModifier.attributes.description.triggerOnLeave=Whether to trigger this template when exiting the dream state from it
entities.auspicioushelper/TemplateDreamblockModifier.attributes.description.normalChannel=Entities in the template will behave/look normal when this channel is nonzero
entities.auspicioushelper/TemplateDreamblockModifier.attributes.description.customVisualGroup=Specifies a custom visual group, to be used with the custom dreamlayer entity.
entities.auspicioushelper/TemplateDreamblockModifier.attributes.description.reverse=Reverse dreamblock gameplay.
entities.auspicioushelper/TemplateDreamblockModifier.attributes.description.conserve=Speed conserving gameplay.
entities.auspicioushelper/TemplateDreamblockModifier.attributes.description.useVisuals=Uncheck to make items inside appear as normal with no shader.
entities.auspicioushelper/TemplateDreamblockModifier.attributes.description.allowTransition=Allows room transitions to start while dreaming in this block.
entities.auspicioushelper/TemplateDreamblockModifier.attributes.description.tryDashhit=Attempts to resolve dashhit events of children before entering the block. Certain entities will stop you from using the dreamblock.
entities.auspicioushelper/TemplateDreamblockModifier.attributes.description.sendDashhit=Send a dashhit event to parent templates when entering this block.
entities.auspicioushelper/TemplateDreamblockModifier.attributes.name._loenn_display_template=[LÖNN] Display Template

# auspicioushelper/TemplateEntityModifier
entities.auspicioushelper/TemplateEntityModifier.placements.description.Template Entity Modifier=Modify the visibility/collidability/activity of contained entities
entities.auspicioushelper/TemplateEntityModifier.attributes.description.template=The name of the template to use. (<room>/<name>). If left empty, can be used in behavior chains and in connected tiles.
entities.auspicioushelper/TemplateEntityModifier.attributes.description.depthoffset=How much to offset the depth of contained entities. Accumulates from parent to child.
entities.auspicioushelper/TemplateEntityModifier.attributes.description.activeChannel=If a channel is provided, contained entities will only be active when this channel is nonzero. The allowCustomSpeed checkbox allows non boolan speeds
entities.auspicioushelper/TemplateEntityModifier.attributes.description.collidableChannel=If a channel is provided, contained entities will only be collidable when this channel is nonzero
entities.auspicioushelper/TemplateEntityModifier.attributes.description.visibleChannel=If a channel is provided, contained entities will only be visible when this channel is nonzero.
entities.auspicioushelper/TemplateEntityModifier.attributes.description.shakeChannel=If a channel is provided, setting it will cause contained entities to shake.
entities.auspicioushelper/TemplateEntityModifier.attributes.description.allowCustomSpeed=If checked, can set the active channel to non boolean values. Entities inside will run at these numerical speeds. For example, setting the active channel to 0.5 will cause all contained entities to run at half speed.
entities.auspicioushelper/TemplateEntityModifier.attributes.description.log=Log the entity types contained
entities.auspicioushelper/TemplateEntityModifier.attributes.description.only=Only affects entities of the given type (found in the top bar of loenn entity menu, i.e. [modname]/[entityname])
entities.auspicioushelper/TemplateEntityModifier.attributes.name._loenn_display_template=[LÖNN] Display Template

# auspicioushelper/TemplateFakewall
entities.auspicioushelper/TemplateFakewall.placements.name.main=Template Fake Wall
entities.auspicioushelper/TemplateFakewall.placements.description.main=A fake wall that can be made with a template
entities.auspicioushelper/TemplateFakewall.attributes.description.template=The name of the template to use. (<room>/<name>). If left empty, can be used in behavior chains and in connected tiles.
entities.auspicioushelper/TemplateFakewall.attributes.description.depthoffset=How much to offset the depth of contained entities. Accumulates from parent to child.
entities.auspicioushelper/TemplateFakewall.attributes.description.freeze=If this template's entities should update or not
entities.auspicioushelper/TemplateFakewall.attributes.name.dontOnTransitionInto=Don't Transition Into
entities.auspicioushelper/TemplateFakewall.attributes.description.dontOnTransitionInto=Whether this template should play the disappearing animation or not if the player transitions into this entity
entities.auspicioushelper/TemplateFakewall.attributes.description.disappear_depth=The depth of this template as it's disappearing
entities.auspicioushelper/TemplateFakewall.attributes.description.fade_speed=CHANNELABLE. How fast this template disappears. (It takes 1/fadespeed seconds)
entities.auspicioushelper/TemplateFakewall.attributes.description.persistent=Whether clearing this template permanantly stops it from appearing after respawn.
entities.auspicioushelper/TemplateFakewall.attributes.description.caveMode=The items in this template will reappear when you no longer overlap them.
entities.auspicioushelper/TemplateFakewall.attributes.name._loenn_display_template=[LÖNN] Display Template

# auspicioushelper/TemplateFallingblock
entities.auspicioushelper/TemplateFallingblock.placements.name.main=Template Falling Block
entities.auspicioushelper/TemplateFallingblock.placements.description.main=A falling block that can be made with a template. All interior solids collide with world.
entities.auspicioushelper/TemplateFallingblock.attributes.description.template=The name of the template to use. (<room>/<name>). If left empty, can be used in behavior chains and in connected tiles.
entities.auspicioushelper/TemplateFallingblock.attributes.description.depthoffset=How much to offset the depth of contained entities. Accumulates from parent to child.
entities.auspicioushelper/TemplateFallingblock.attributes.description.direction=The direction to fall in
entities.auspicioushelper/TemplateFallingblock.attributes.description.reverseChannel=If this channel is NOT 0, fall in the reverse direction
entities.auspicioushelper/TemplateFallingblock.attributes.description.triggerChannel=If this channel is NOT 0, make the template fall automatically
entities.auspicioushelper/TemplateFallingblock.attributes.description.gravity=CHANNELABLE. How fast this template should accelerate (vanilla is 500)
entities.auspicioushelper/TemplateFallingblock.attributes.description.max_speed=CHANNELABLE. The maximum speed this template should fall (vanilla is 160)
entities.auspicioushelper/TemplateFallingblock.attributes.description.impact_sfx=The sound to play when this template hits the ground
entities.auspicioushelper/TemplateFallingblock.attributes.description.shake_sfx=The sound to play when this template gets triggered
entities.auspicioushelper/TemplateFallingblock.attributes.description.set_trigger_channel=Set this channel to 1 when triggered
entities.auspicioushelper/TemplateFallingblock.attributes.description.hitJumpthrus=Whether jumpthrus should block this entity's movement. Works for sideways and upsidedown jumpthrus (and regular).
entities.auspicioushelper/TemplateFallingblock.attributes.description.triggeredByRiding=Whether riding triggers the fall sequence
entities.auspicioushelper/TemplateFallingblock.attributes.description.throughDashblocks=Whether to move through breakable blocks like dashblocks or breakable template blocks
entities.auspicioushelper/TemplateFallingblock.attributes.description.customFallTiming=A list of numbers. First number is delay after being triggered for first fall. Second is the delay used when support under the block is removed. The third is a cooldown started after impacting the ground.
entities.auspicioushelper/TemplateFallingblock.attributes.description.maxWaitTiming=How long the block delays falling when the player is grabbing it
entities.auspicioushelper/TemplateFallingblock.attributes.description.triggerOnImpact=Send a trigger event to parents when impacting the ground
entities.auspicioushelper/TemplateFallingblock.attributes.name._loenn_display_template=[LÖNN] Display Template

# auspicioushelper/TemplateGluable
entities.auspicioushelper/TemplateGluable.placements.description.Template Gluable=Attach a template to the movement of an entity
entities.auspicioushelper/TemplateGluable.attributes.description.template=The name of the template to use. (<room>/<name>). If left empty, can be used in behavior chains and in connected tiles.
entities.auspicioushelper/TemplateGluable.attributes.description.depthoffset=How much to offset the depth of contained entities. Accumulates from parent to child.
entities.auspicioushelper/TemplateGluable.attributes.description.glue_to_identifier=The entity ID path to glue to. The number found after the ID: in loenn. Can also specify 'player' to glue to player.
entities.auspicioushelper/TemplateGluable.attributes.description.maxSpeed=CHANNELABLE. The maximum speed this template can approach its target position with
entities.auspicioushelper/TemplateGluable.attributes.description.constraint=Constrain the entity's movement. For spline options, you must add nodes. Will get as close as possible to the entity without violating its constraint (i.e. changing X in an onlyY constraint or leaving the spline in a spline constraint)
entities.auspicioushelper/TemplateGluable.attributes.description.setProgressChannel=Set channel to current progress. Varies by constraint mode.
entities.auspicioushelper/TemplateGluable.attributes.name._loenn_display_template=[LÖNN] Display Template

# auspicioushelper/TemplateIceblock
entities.auspicioushelper/TemplateIceblock.placements.description.Template Iceblock=Core ice block-esque template
entities.auspicioushelper/TemplateIceblock.attributes.description.template=The name of the template to use. (<room>/<name>). If left empty, can be used in behavior chains and in connected tiles.
entities.auspicioushelper/TemplateIceblock.attributes.description.depthoffset=How much to offset the depth of contained entities. Accumulates from parent to child.
entities.auspicioushelper/TemplateIceblock.attributes.description.sinkTime=CHANNELABLE. How long it will sink for
entities.auspicioushelper/TemplateIceblock.attributes.description.sinkDist=CHANNELABLE. How far it will sink during its sink time. Two numbers can be given for x/y.
entities.auspicioushelper/TemplateIceblock.attributes.description.respawnTime=CHANNELABLE. How long it takes to respawn
entities.auspicioushelper/TemplateIceblock.attributes.description.triggerable=Whether it will start sinking when triggered by child events
entities.auspicioushelper/TemplateIceblock.attributes.description.ridingTriggers=Whether riding this entity triggers it
entities.auspicioushelper/TemplateIceblock.attributes.description.disconnect=Whether to disconnect this template's movement from its parent when it starts sinking
entities.auspicioushelper/TemplateIceblock.attributes.description.quiet=Various options to mute certain sounds. Can have value from 0-7 with each number muting a different variety of sounds. 7 mutes all.
entities.auspicioushelper/TemplateIceblock.attributes.name._loenn_display_template=[LÖNN] Display Template

# auspicioushelper/TemplateKevin
entities.auspicioushelper/TemplateKevin.placements.description.Template Kevin=A kevin block that can be made with a template
entities.auspicioushelper/TemplateKevin.attributes.description.template=The name of the template to use. (<room>/<name>). If left empty, can be used in behavior chains and in connected tiles.
entities.auspicioushelper/TemplateKevin.attributes.description.depthoffset=How much to offset the depth of contained entities. Accumulates from parent to child.
entities.auspicioushelper/TemplateKevin.attributes.description.maxspeed=CHANNELABLE. The top speed of this template
entities.auspicioushelper/TemplateKevin.attributes.description.acceleration=CHANNELABLE. The acceleration of this template
entities.auspicioushelper/TemplateKevin.attributes.description.returnSpeed=CHANNELABLE. The return speed of this template
entities.auspicioushelper/TemplateKevin.attributes.description.leniency=Max corner correction amount
entities.auspicioushelper/TemplateKevin.attributes.description.left=Whether you can hit the left side
entities.auspicioushelper/TemplateKevin.attributes.description.right=Whether you can hit the right side
entities.auspicioushelper/TemplateKevin.attributes.description.top=Whether you can hit the top side
entities.auspicioushelper/TemplateKevin.attributes.description.bottom=Whether you can hit the bottom side
entities.auspicioushelper/TemplateKevin.attributes.description.returning=Whether the template should return to its starting position
entities.auspicioushelper/TemplateKevin.attributes.description.ImpactSfx=Standard event path
entities.auspicioushelper/TemplateKevin.attributes.description.StartSfx=Standard event path
entities.auspicioushelper/TemplateKevin.attributes.description.hitJumpthrus=Whether jumpthrus should block this entity's movement. Works for sideways and upsidedown jumpthrus (and regular).
entities.auspicioushelper/TemplateKevin.attributes.description.throughDashblocks=Whether to move through breakable blocks like dashblocks or breakable template blocks
entities.auspicioushelper/TemplateKevin.attributes.name._loenn_display_template=[LÖNN] Display Template

# auspicioushelper/TemplateCloud
entities.auspicioushelper/TemplateCloud.placements.description.Template Cloud=Make a template act like a cloud. Not sponsored. Ive never even used it in a map.
entities.auspicioushelper/TemplateCloud.attributes.description.template=The name of the template to use. (<room>/<name>). If left empty, can be used in behavior chains and in connected tiles.
entities.auspicioushelper/TemplateCloud.attributes.description.depthoffset=How much to offset the depth of contained entities. Accumulates from parent to child.
entities.auspicioushelper/TemplateCloud.attributes.description.fragile=Whether to shatter at the end of the cloud boost thing
entities.auspicioushelper/TemplateCloud.attributes.description.respawnTime=CHANNELABLE. The time it takes for the cloud to respawn
entities.auspicioushelper/TemplateCloud.attributes.description.cloudDir=CHANNELABLE. Cloud movement factor. A second number can be given to specify x/y
entities.auspicioushelper/TemplateCloud.attributes.description.fromRiding=Whether riding this cloud triggers it
entities.auspicioushelper/TemplateCloud.attributes.description.noDoubleBoost=Disables double cloudboosts (jumping in coyote after the cloud has shattered) only important for clouds with horizontal direction.

# auspicioushelper/TemplateMoonblock
entities.auspicioushelper/TemplateMoonblock.placements.name.main=Template Moonblock
entities.auspicioushelper/TemplateMoonblock.placements.description.main=A moon block that can be made with a template
entities.auspicioushelper/TemplateMoonblock.attributes.description.template=The name of the template to use. (<room>/<name>). If left empty, can be used in behavior chains and in connected tiles.
entities.auspicioushelper/TemplateMoonblock.attributes.description.depthoffset=How much to offset the depth of contained entities. Accumulates from parent to child.
entities.auspicioushelper/TemplateMoonblock.attributes.description.drift_frequency=How fast the template bobs up and down
entities.auspicioushelper/TemplateMoonblock.attributes.description.drift_amplitude=CHANNELABLE. How much distance the template bobs up and down
entities.auspicioushelper/TemplateMoonblock.attributes.description.sink_amount=CHANNELABLE. How much distance the template sinks. Two numbers can be given to specify x/y sinks for horizontal movemnent
entities.auspicioushelper/TemplateMoonblock.attributes.description.sink_speed=CHANNELABLE. How fast the template sinks when stood on or grabbed
entities.auspicioushelper/TemplateMoonblock.attributes.description.dash_influence=CHANNELABLE. How far a dash will push this block
entities.auspicioushelper/TemplateMoonblock.attributes.description.startphase=The floating phase this template should start on, in radians
entities.auspicioushelper/TemplateMoonblock.attributes.description.useCustomStartphase=If this template should start its floating on some certain phase. Check this if "Start Phase" is specified

# auspicioushelper/TemplateMoveblock
entities.auspicioushelper/TemplateMoveblock.placements.name.main=Template Moveblock
entities.auspicioushelper/TemplateMoveblock.placements.description.main=A move block that can be made with a template
entities.auspicioushelper/TemplateMoveblock.attributes.description.template=The name of the template to use. (<room>/<name>). If left empty, can be used in behavior chains and in connected tiles.
entities.auspicioushelper/TemplateMoveblock.attributes.description.depthoffset=How much to offset the depth of contained entities. Accumulates from parent to child.
entities.auspicioushelper/TemplateMoveblock.attributes.description.direction=The direction to move in
entities.auspicioushelper/TemplateMoveblock.attributes.description.uncollidable_blocks=Even uncollidable blocks in this template will stop the block's movement when hitting something
entities.auspicioushelper/TemplateMoveblock.attributes.description.speed=CHANNELABLE. The top speed of this template
entities.auspicioushelper/TemplateMoveblock.attributes.description.acceleration=CHANNELABLE. How fast this template will accelerate to its top speed
entities.auspicioushelper/TemplateMoveblock.attributes.description.respawning=Whether or not this template will respawn
entities.auspicioushelper/TemplateMoveblock.attributes.description.respawn_timer=CHANNELABLE. How long it takes this template to respawn
entities.auspicioushelper/TemplateMoveblock.attributes.description.Max_stuck=CHANNELABLE. How long this template can be stuck before it breaks
entities.auspicioushelper/TemplateMoveblock.attributes.description.cansteer=If the player can steer this template
entities.auspicioushelper/TemplateMoveblock.attributes.description.movesfx=The sound to play while this template is moving
entities.auspicioushelper/TemplateMoveblock.attributes.description.arrow_texture=Texture source to use. Should have subtextures 0-7, rotated as shown.
entities.auspicioushelper/TemplateMoveblock.attributes.description.decal_depth=Depth of the arrow graphics. Affected by depthoffset
entities.auspicioushelper/TemplateMoveblock.attributes.description.decal_colors=Takes two colors, the arrow color when moving and when still.
entities.auspicioushelper/TemplateMoveblock.attributes.description.max_leniency=The maximum amount of pixels this template can corner correct to avoid being stuck
entities.auspicioushelper/TemplateMoveblock.attributes.description.hitJumpthrus=Whether jumpthrus should block this entity's movement. Works for sideways and upsidedown jumpthrus (and regular).
entities.auspicioushelper/TemplateMoveblock.attributes.description.throughDashblocks=Whether to move through breakable blocks like dashblocks or breakable template blocks
entities.auspicioushelper/TemplateMoveblock.attributes.description.triggerFromRiding=Whether riding this template should trigger it (otherwise some trigger modified event must be used)
entities.auspicioushelper/TemplateMoveblock.attributes.name._loenn_display_template=[LÖNN] Display Template

# auspicioushelper/TemplatePushBlock
entities.auspicioushelper/TemplatePushBlock.placements.name.main=Template Push Block
entities.auspicioushelper/TemplatePushBlock.placements.description.main=A block that can be pushed with dashes or springs. Full world collision.
entities.auspicioushelper/TemplatePushBlock.attributes.description.template=The name of the template to use. (<room>/<name>). If left empty, can be used in behavior chains and in connected tiles.
entities.auspicioushelper/TemplatePushBlock.attributes.description.depthoffset=How much to offset the depth of contained entities. Accumulates from parent to child.
entities.auspicioushelper/TemplatePushBlock.attributes.description.NoPhysicsTime=Gravity and drag disabled for this time period after dash hit
entities.auspicioushelper/TemplatePushBlock.attributes.description.speedFromDash=CHANNELABLE. Speed gained when player dashes into this block
entities.auspicioushelper/TemplatePushBlock.attributes.description.horizontalDrag=CHANNELABLE. How qukcly horizontal speed bleeds off. A second value will act as grounded drag.
entities.auspicioushelper/TemplatePushBlock.attributes.description.movementLeniency=Will corner correct movement by up to this amount
entities.auspicioushelper/TemplatePushBlock.attributes.description.startDisconnected=Will immedately fall and not move with attached parent template
entities.auspicioushelper/TemplatePushBlock.attributes.description.hitSprings=Whether to be sprung by springs
entities.auspicioushelper/TemplatePushBlock.attributes.name.alwaysDrag=physics always
entities.auspicioushelper/TemplatePushBlock.attributes.description.alwaysDrag=Don't have no physics times
entities.auspicioushelper/TemplatePushBlock.attributes.description.terminalVelocity=CHANNELABLE. Fastest downward speed
entities.auspicioushelper/TemplatePushBlock.attributes.description.gravity=CHANNELABLE. How quickly to approach terminal velocity. Can be thought of as vertical drag biased around a nonzero value.
entities.auspicioushelper/TemplatePushBlock.attributes.description.BounceStrengthFromWall=When hitting a wall, how much speed to recoil back with
entities.auspicioushelper/TemplatePushBlock.attributes.description.ownSpringRecoil=Speed gotten when entity uses a spring attached to this block (newton's third law)
entities.auspicioushelper/TemplatePushBlock.attributes.description.ImpactSfx=Sound to play when hits something
entities.auspicioushelper/TemplatePushBlock.attributes.description.hitJumpthrus=Whether jumpthrus should block this entity's movement. Works for sideways and upsidedown jumpthrus (and regular).
entities.auspicioushelper/TemplatePushBlock.attributes.description.throughDashblocks=Whether to move through breakable blocks like dashblocks or breakable template blocks
entities.auspicioushelper/TemplatePushBlock.attributes.name._loenn_display_template=[LÖNN] Display Template

# auspicioushelper/TemplateStaticmover
entities.auspicioushelper/TemplateStaticmover.placements.name.main=Template Staticmover
entities.auspicioushelper/TemplateStaticmover.placements.description.main=Attach a template to an existing solid
entities.auspicioushelper/TemplateStaticmover.attributes.description.template=The name of the template to use. (<room>/<name>). If left empty, can be used in behavior chains and in connected tiles.
entities.auspicioushelper/TemplateStaticmover.attributes.description.depthoffset=How much to offset the depth of contained entities. Accumulates from parent to child.
entities.auspicioushelper/TemplateStaticmover.attributes.description.channel=The cassette material channel used for displaying this while inactive. If left blank, the template will be destroyed and remade every time the attached block enables/disables
entities.auspicioushelper/TemplateStaticmover.attributes.description.ridingTrigger=Whether riding this template should trigger what it is attached to (a-la spring on arrow block)
entities.auspicioushelper/TemplateStaticmover.attributes.description.EnableUnrooted=Whether this template can display without being attached to anything
entities.auspicioushelper/TemplateStaticmover.attributes.description.conveyRiding=Whether riding this template should count as riding what it is attached to
entities.auspicioushelper/TemplateStaticmover.attributes.description.triggerAsRiding=When triggered, will cause the platform it is attached to to register a rider, which is useful for compat with entities that have not implemented a triggered function.
entities.auspicioushelper/TemplateStaticmover.attributes.description.attachToJumpthru=Whether to attach to jumpthrus
entities.auspicioushelper/TemplateStaticmover.attributes.name._loenn_display_template=[LÖNN] Display Template

# auspicioushelper/TemplateSwapblock
entities.auspicioushelper/TemplateSwapblock.placements.name.main=Template Swapblock
entities.auspicioushelper/TemplateSwapblock.placements.description.main=A swap block that can be made with a template
entities.auspicioushelper/TemplateSwapblock.attributes.description.template=The name of the template to use. (<room>/<name>). If left empty, can be used in behavior chains and in connected tiles.
entities.auspicioushelper/TemplateSwapblock.attributes.description.depthoffset=How much to offset the depth of contained entities. Accumulates from parent to child.
entities.auspicioushelper/TemplateSwapblock.attributes.description.max_speed=CHANNELABLE. The top speed of this template when it's swapping
entities.auspicioushelper/TemplateSwapblock.attributes.description.max_return_speed=CHANNELABLE. The speed of this template when it's returning
entities.auspicioushelper/TemplateSwapblock.attributes.description.returning=If this template should act like a vanilla swap block or a toggle swap block
entities.auspicioushelper/TemplateSwapblock.attributes.description.spline=The spline type to use. Linear types move in straight lines. The catmull variants curve smoothly between nodes with sharp edges at knots (created by stacking two nodes on the same pixel)
entities.auspicioushelper/TemplateSwapblock.attributes.description.lastNodeIsKnot=Make the last node a knot even if it is not stacked. Can be disabled to allow for crooked paths on the last segment of a looping path. Having it on results in more intuitive behavior for new users.
entities.auspicioushelper/TemplateSwapblock.attributes.name._loenn_display_template=[LÖNN] Display Template
entities.auspicioushelper/TemplateSwapblock.attributes.description.triggerable=Whether to swap on trigger
entities.auspicioushelper/TemplateSwapblock.attributes.description.onDash=Whether to swap on dash
entities.auspicioushelper/TemplateSwapblock.attributes.description.earlyGracetime=Allow the target to be moved to the next node before reaching the current target if it is reached within this amount of time.

# auspicioushelper/TemplateTemplate
entities.auspicioushelper/TemplateTemplate.placements.description.Template Template=Replace all occurances of various {KEY}'s in child entities with a new value
entities.auspicioushelper/TemplateTemplate.attributes.description.template=The name of the template to use. (<room>/<name>). If left empty, can be used in behavior chains and in connected tiles.
entities.auspicioushelper/TemplateTemplate.attributes.description.depthoffset=How much to offset the depth of contained entities. Accumulates from parent to child.
entities.auspicioushelper/TemplateTemplate.attributes.description.replacements=List of replacements to make. Specify replacements as KEY:Replacement or KEY. If no replacement is specified, a unique string will be generated. For example FISH:salmon,TIME will cause 'I ate {FISH} at {TIME}' to become 'I ate salmon at !24#9@1'
entities.auspicioushelper/TemplateTemplate.attributes.name._loenn_display_template=[LÖNN] Display Template

# auspicioushelper/TemplateTriggerModifier
entities.auspicioushelper/TemplateTriggerModifier.placements.description.Template Trigger Modifier=A template wrapper that changes the way parent templates recieve trigger events from children
entities.auspicioushelper/TemplateTriggerModifier.attributes.description.template=The name of the template to use. (<room>/<name>). If left empty, can be used in behavior chains and in connected tiles.
entities.auspicioushelper/TemplateTriggerModifier.attributes.description.depthoffset=How much to offset the depth of contained entities. Accumulates from parent to child.
entities.auspicioushelper/TemplateTriggerModifier.attributes.description.advancedTouchOptions=Match all touches with *. Specific player states needed can be specified with more slashes - use log for more information about paths. If a single '*' is present, remaining items will work as a blacklist.
entities.auspicioushelper/TemplateTriggerModifier.attributes.description.channel=When this channel is set to a nonzero value, trigger the template
entities.auspicioushelper/TemplateTriggerModifier.attributes.description.setChannel=Set this channel when this template is triggered. Can be given advanced input; a:3,b:@c[*2] sets channel a to 3 and channel b to twice the value of channel c. 
entities.auspicioushelper/TemplateTriggerModifier.attributes.description.skipChannel=When this channel is set, triggering events will pass over this template without being modified
entities.auspicioushelper/TemplateTriggerModifier.attributes.description.propagateRiding=Child zipmovers/falling blocks will trigger from this being stood on
entities.auspicioushelper/TemplateTriggerModifier.attributes.description.hideTrigger=Whether to hide trigger events (preventing parents from triggering.) Events are unhidden at next trigger modifier
entities.auspicioushelper/TemplateTriggerModifier.attributes.description.delay=Delay all trigger events by this amount. (seconds)
entities.auspicioushelper/TemplateTriggerModifier.attributes.description.blockFilter=Block trigger events with a certain path, preventing them from reaching parent triggerables. Use log to learn trigger paths. Comma seperated with wildcard * matching. Include a single * as an item to turn additional items into a blacklist insteada of a whitelist
entities.auspicioushelper/TemplateTriggerModifier.attributes.description.log=Log any trigger types to the debug console. Used to determine what to put in white/blacklist
entities.auspicioushelper/TemplateTriggerModifier.attributes.name._loenn_display_template=[LÖNN] Display Template
entities.auspicioushelper/TemplateTriggerModifier.attributes.description.neverTriggerOnAwake=If the trigger channel is set at awake, don't trigger the parent until it changes again.
entities.auspicioushelper/TemplateTriggerModifier.attributes.description.collideWith=Trigger parent templates when the entity or template with the given ID intersects with this template's child solids
entities.auspicioushelper/TemplateTriggerModifier.attributes.description.propagateTrigger=Whether to pass trigger events to parents

# auspicioushelper/TemplateZipmover
entities.auspicioushelper/TemplateZipmover.placements.name.main=Template Zipmover
entities.auspicioushelper/TemplateZipmover.placements.description.main=A zip mover that can be made with a template. Supports multiple nodes and multiple stops. To add a stop use two stacked nodes
entities.auspicioushelper/TemplateZipmover.attributes.description.template=The name of the template to use. (<room>/<name>). If left empty, can be used in behavior chains and in connected tiles.
entities.auspicioushelper/TemplateZipmover.attributes.description.depthoffset=How much to offset the depth of contained entities. Accumulates from parent to child.
entities.auspicioushelper/TemplateZipmover.attributes.description.return_type=The behavior this template has when reaching the last node
entities.auspicioushelper/TemplateZipmover.attributes.description.activation_type=How this template is activated
entities.auspicioushelper/TemplateZipmover.attributes.description.channel=Channel to use for grouped template zipmover movement (all zipmovers on the same channel trigger eachother)
entities.auspicioushelper/TemplateZipmover.attributes.description.propegateRiding=Whether to tell parent templates if this has a rider
entities.auspicioushelper/TemplateZipmover.attributes.description.spline=The spline type to use. Linear types move in straight lines. The catmull variants curve smoothly between nodes with sharp edges at knots (created by stacking two nodes on the same pixel)
entities.auspicioushelper/TemplateZipmover.attributes.description.lastNodeIsKnot=Make the last node a knot even if it is not stacked. Can be disabled to allow for crooked paths on the last segment of a looping path. Having it on results in more intuitive behavior for new users.
entities.auspicioushelper/TemplateZipmover.attributes.description.speed=How fast to move. The outgoing journey will take 1/speed seconds.
entities.auspicioushelper/TemplateZipmover.attributes.description.returnSpeed=How fast to return. The return will take 1/returnSpeed seconds.
entities.auspicioushelper/TemplateZipmover.attributes.description.easing=Easing function to use when outgoing
entities.auspicioushelper/TemplateZipmover.attributes.description.returnEasing=Easing to use when returning
entities.auspicioushelper/TemplateZipmover.attributes.description.outgoingSound=Ask vert about these. the event needs to be special idk not sound
entities.auspicioushelper/TemplateZipmover.attributes.description.returningSound=Ask vert about these. the event needs to be special idk not sound
entities.auspicioushelper/TemplateZipmover.attributes.name._loenn_display_template=[LÖNN] Display Template

# auspicioushelper/TemplateDisplacer
entities.auspicioushelper/TemplateDisplacer.placements.description.Template Displacer=Used to offset a template to all nodes. Placing a node over a connected entity template will add the displaced entity to that template.
entities.auspicioushelper/TemplateDisplacer.attributes.description.template=The name of the template to use. (<room>/<name>). If left empty, can be used in behavior chains and in connected tiles.
entities.auspicioushelper/TemplateDisplacer.attributes.description.depthoffset=How much to offset the depth of contained entities. Accumulates from parent to child.
entities.auspicioushelper/TemplateDisplacer.attributes.name._loenn_display_template=[LÖNN] Display Template

# auspicioushelper/TemplateResetter
entities.auspicioushelper/TemplateResetter.placements.description.Template Resetter=Template that can be destroyed and created at will
entities.auspicioushelper/TemplateResetter.attributes.description.template=The name of the template to use. (<room>/<name>). If left empty, can be used in behavior chains and in connected tiles.
entities.auspicioushelper/TemplateResetter.attributes.description.depthoffset=How much to offset the depth of contained entities. Accumulates from parent to child.
entities.auspicioushelper/TemplateResetter.attributes.description.resetChannel=When this channel is set to a nonzero value, the contained template will be recreated (destroying the old one if it exists)
entities.auspicioushelper/TemplateResetter.attributes.description.destroyChannel=When this channel is set to a nonzero value, the contained template will be destroyed.
entities.auspicioushelper/TemplateResetter.attributes.description.particles=Whether destruction of this template creates debris
entities.auspicioushelper/TemplateResetter.attributes.description.resetOnTrigger=Whether triggering this template should trigger a reset
entities.auspicioushelper/TemplateResetter.attributes.description.startWith=Whether to start with an instance created
entities.auspicioushelper/TemplateResetter.attributes.description.blockedByPlayer=Whether this should be blocked from reforming when it would overlap the player
entities.auspicioushelper/TemplateResetter.attributes.name._loenn_display_template=[LÖNN] Display Template

# auspicioushelper/TemplateCollisionModifier
entities.auspicioushelper/TemplateCollisionModifier.placements.description.Template Collision Modifier=Modify what the template can collide with
entities.auspicioushelper/TemplateCollisionModifier.attributes.description.template=The name of the template to use. (<room>/<name>). If left empty, can be used in behavior chains and in connected tiles.
entities.auspicioushelper/TemplateCollisionModifier.attributes.description.depthoffset=How much to offset the depth of contained entities. Accumulates from parent to child.
entities.auspicioushelper/TemplateCollisionModifier.attributes.description.paths=paths of specific items to collide with. Using a template will collide with all children of that template. Can use fuzzy matching * only for templates.
entities.auspicioushelper/TemplateCollisionModifier.attributes.description.types=All the types this should collide with. Including a template's type includes all children of those templates. Add a * to turn this into a blacklist. Can use fuzzy matching such as dreamb* to match dreamblocks. Use log to determine typename. 'actor' will also match all actors.
entities.auspicioushelper/TemplateCollisionModifier.attributes.description.combinationMode=How to combine path and type results. OR means that either a matching type or path will collide. TypeMinusPath will collide matching types if they dont match the path. etc.
entities.auspicioushelper/TemplateCollisionModifier.attributes.description.log=Print intersecting types to the current auspicious debug log
entities.auspicioushelper/TemplateCollisionModifier.attributes.name._loenn_display_template=[LÖNN] Display Template


##################
###  triggers  ###
##################

# auspicioushelper/FadeChannelTrigger
triggers.auspicioushelper/FadeChannelTrigger.placements.description.channel fade=Fade between two channel values depending on player position in the trigger
triggers.auspicioushelper/FadeChannelTrigger.attributes.description.from=From value to fade from
triggers.auspicioushelper/FadeChannelTrigger.attributes.description.to=To value to fade from
triggers.auspicioushelper/FadeChannelTrigger.attributes.description.positionMode=hi! dm cloudsbelow the code tl8q_ and they will accept a (reasonable) feature request. Limit first person.
triggers.auspicioushelper/FadeChannelTrigger.attributes.description.onlyOnce=Remove this trigger after it is exited for the first time
triggers.auspicioushelper/FadeChannelTrigger.attributes.description.channel=The channel to change
triggers.auspicioushelper/FadeChannelTrigger.attributes.description.activeChannel=If specified, the trigger will do nothing if this channel is zero

# auspicioushelper/ChannelMathTrigger
triggers.auspicioushelper/ChannelMathTrigger.placements.description.Channel Math Controller=Like the channel math controller, but as a trigger that attempts to run when entered.
triggers.auspicioushelper/ChannelMathTrigger.attributes.description.compiled_operations=Encoded compiled operations, gotten from the compiler website
triggers.auspicioushelper/ChannelMathTrigger.attributes.description.multi_type=Behavior to use when starting a script when the script is already running
triggers.auspicioushelper/ChannelMathTrigger.attributes.description.activation_cond=When to try to start scripts
triggers.auspicioushelper/ChannelMathTrigger.attributes.description.debug=Whether to print debug information to the current debugging view
triggers.auspicioushelper/ChannelMathTrigger.attributes.description.run_when_awake=Run script on room load

# auspicioushelper/ChannelPlayerTrigger
triggers.auspicioushelper/ChannelPlayerTrigger.placements.name.main=Channel Player Trigger
triggers.auspicioushelper/ChannelPlayerTrigger.placements.description.main=Modifies a given channel when a player interacts with this trigger
triggers.auspicioushelper/ChannelPlayerTrigger.attributes.description.channel=The channel to modify
triggers.auspicioushelper/ChannelPlayerTrigger.attributes.description.value=The value to use when modifying the channel
triggers.auspicioushelper/ChannelPlayerTrigger.attributes.description.op=The operation to use when modifying the channel
triggers.auspicioushelper/ChannelPlayerTrigger.attributes.description.action=What player action will trigger this
triggers.auspicioushelper/ChannelPlayerTrigger.attributes.description.only_once=If this should only trigger once
triggers.auspicioushelper/ChannelPlayerTrigger.attributes.description.advanced=Set channels in a more advanced way. Given a list of channels to set/expression for value pairs such as  'a:3,b:@c[*2]' which sets channel a to 3 and channel b to twice the value of channel c. If using a channel in an expression, it must be prepended with @. If using a number, no prefix is needed.
triggers.auspicioushelper/ChannelPlayerTrigger.attributes.description.everywhere=Make the trigger cover the whole room
triggers.auspicioushelper/ChannelPlayerTrigger.attributes.description.OnlyWhenChannel=Make the trigger only work when this channel is nonzero

# auspicioushelper/ConditionalStrawbCollectTrigger
triggers.auspicioushelper/ConditionalStrawbCollectTrigger.placements.name.main=Conditional Strawberry Collection Trigger
triggers.auspicioushelper/ConditionalStrawbCollectTrigger.placements.description.main=Forces the collection of a specific strawberry
triggers.auspicioushelper/ConditionalStrawbCollectTrigger.attributes.name.strawberry_id=Conditional Strawberry ID
triggers.auspicioushelper/ConditionalStrawbCollectTrigger.attributes.description.strawberry_id=Conditional strawberries with this strawberry name will be collected here
triggers.auspicioushelper/ConditionalStrawbCollectTrigger.attributes.description.playerOnSafeGround=Player must be on safe ground to collect the berry

# auspicioushelper/DreamTransitionEnabler
triggers.auspicioushelper/DreamTransitionEnabler.placements.description.Dream Transition Enabler=Enable room transitions while in the dream state.
triggers.auspicioushelper/DreamTransitionEnabler.attributes.description.assistSmuggle=If this trigger is inside a template, will allow the player to enter the template dreamblock slightly before touching it if having just picked up a holdable for a smuggle. Kinda jank and boutique, not reccomended unless you know exactly what you are doing.
triggers.auspicioushelper/DreamTransitionEnabler.attributes.description.prioTemplateDreamblocks=When inside this trigger, will always enter template dreamblocks that are flush with a wall that would otherwise stop the player.

# auspicioushelper/HoldableReleaseTrigger
triggers.auspicioushelper/HoldableReleaseTrigger.placements.name.main=Release Holdable Trigger
triggers.auspicioushelper/HoldableReleaseTrigger.placements.description.main=Set holdable timer to 0, allowing immediate release
triggers.auspicioushelper/HoldableReleaseTrigger.attributes.description.force_throw=Whether the player should throw the item or just drop it
triggers.auspicioushelper/HoldableReleaseTrigger.attributes.description.only_once=If this should only trigger once

# auspicioushelper/leniencything
triggers.auspicioushelper/leniencything.placements.description.Pixel leniency slipping thing=Make movement more natural around detailed solid shapes.
triggers.auspicioushelper/leniencything.attributes.description.staticSlip=How wide a ledge (in pixels) the player will slip off when standing still
triggers.auspicioushelper/leniencything.attributes.description.fallingSlip=How wide a ledge (in pixels) the player will slip off when falling onto it
triggers.auspicioushelper/leniencything.attributes.description.maxGroundedStep=The largest vertical step the player will walk up without collision
triggers.auspicioushelper/leniencything.attributes.description.maxStepSlope=The maximum slope of the grounded step that can be taken
triggers.auspicioushelper/leniencything.attributes.description.neededFallDist=The amount the player must be able to fall in order to trigger slips
triggers.auspicioushelper/leniencything.attributes.description.snapDownAmount=The maximum distance (in pixels) to snap the player down when walking on a smooth surface that lowers by some small number of pixels
triggers.auspicioushelper/leniencything.attributes.description.alwaysForceSlip=Force the player to slip even when they are holding directionally towards the wall
triggers.auspicioushelper/leniencything.attributes.description.onlyWhenInside=Only apply movement patches while the player is inside this trigger
triggers.auspicioushelper/leniencything.attributes.description.setOnAwake=Apply these settings on room load

# auspicioushelper/LiftspeedTrigger
triggers.auspicioushelper/LiftspeedTrigger.placements.description.liftspeed configurator=Trigger that affects liftspeed and multiboost for more consistency when the player is inside
triggers.auspicioushelper/LiftspeedTrigger.attributes.description.dontGiveLiftspeed=Disable the player from getting liftspeed when inside
triggers.auspicioushelper/LiftspeedTrigger.attributes.description.disableMultiboost=Consume liftspeed whenever it is used, disabling multiboosts
triggers.auspicioushelper/LiftspeedTrigger.attributes.description.gracetimeMultiplier=Multiplier to apply to the length of time for which liftspeed can be used after being granted
triggers.auspicioushelper/LiftspeedTrigger.attributes.description.speedMultiplier=Multiplier to apply to any liftspeed given to a player while active
triggers.auspicioushelper/LiftspeedTrigger.attributes.description.coverRoom=Make the trigger cover the whole room

# auspicioushelper/PersistentChangeRespawn
triggers.auspicioushelper/PersistentChangeRespawn.placements.description.persistent change respawn=A change respawn trigger whose assignment will not be overwritten on room transition. Must enter a normal change respawn trigger to break the persistance and restore normal transition-respawn behavior

# auspicioushelper/RedbubbleSpeed
triggers.auspicioushelper/RedbubbleSpeed.placements.description.redbubble speed modifier=Change the speed of redbubbles used inside this trigger
triggers.auspicioushelper/RedbubbleSpeed.attributes.description.newSpeed=The new speed that the player should have when using a redbubble in this trigger

# auspicioushelper/triggerparenttrigger
triggers.auspicioushelper/triggerparenttrigger.placements.description.Trigger Parent Trigger=Used in templates. When activated, will trigger its parent template
triggers.auspicioushelper/triggerparenttrigger.attributes.description.onEnter=whether to trigger when entered
triggers.auspicioushelper/triggerparenttrigger.attributes.description.onLeave=whether to trigger when left

# auspicioushelper/Downtrans
triggers.auspicioushelper/Downtrans.placements.description.Down transition overrider=Override the room's 'disable down transition' metadata setting while inside
triggers.auspicioushelper/Downtrans.attributes.description.disabled=Whether down transitions are disabled in this trigger.

