mods.CommunalHelper.name=Communal Helper

# Dream Refill
entities.CommunalHelper/DreamRefill.placements.name.dream_refill=Dream Refill
entities.CommunalHelper/DreamRefill.placements.name.double_dream_refill=Dream Refill (Two Dashes)
entities.CommunalHelper/DreamRefill.attributes.description.oneUse=Whether the Dream Refill should be only used once.
entities.CommunalHelper/DreamRefill.attributes.description.twoDash=Whether the Dream Refill should give two Dream Dashes.
entities.CommunalHelper/DreamRefill.attributes.description.respawnTime=The time taken by the Dream Refill to respawn.

# Dream Jellyfish
entities.CommunalHelper/DreamJellyfish.placements.name.normal=Dream Jellyfish
entities.CommunalHelper/DreamJellyfish.placements.name.floating=Dream Jellyfish (Floating)
entities.CommunalHelper/DreamJellyfish.attributes.description.bubble=Whether the entity should hover in the air before being grabbed.
entities.CommunalHelper/DreamJellyfish.attributes.description.tutorial=Whether the entity should show the usage tutorial.

# Dream Theo Crystal
entities.CommunalHelper/DreamTheoCrystal.placements.name.dream_theo_crystal=Dream Theo Crystal

# Dream Booster
entities.CommunalHelper/DreamBoosterAny.placements.name.dream_booster=Dream Booster (Any Direction)

# Segment Dream Booster
entities.CommunalHelper/DreamBooster.placements.name.normal=Dream Booster
entities.CommunalHelper/DreamBooster.placements.name.hidden_path=Dream Booster (Hidden Path)
entities.CommunalHelper/DreamBooster.attributes.description.hidePath=Hides the path until the player enters the Dream Booster. Plays an audio cue once when entering.
entities.CommunalHelper/DreamBooster.attributes.description.pathStyle=The style of this booster's path.\n* 'Arrows' draws two lines forming the tip of an arrow, and indicates the direction.\n* 'Perpendicular lines' draws a single line perpendicular to the path direction.\n* 'Dotted line' draws small lines along the path, regularly leaving gaps.\n* 'Points' draws single pixels.
entities.CommunalHelper/DreamBooster.attributes.description.proximityPath=Whether the path's opacity is influenced by its distance to the player. If disabled, the path is always clearly visible.

# Curved Dream Booster
entities.CommunalHelper/CurvedDreamBooster.placements.name.quadratic_hidden_path=Dream Booster (Hidden Path, Quadratic Curve)
entities.CommunalHelper/CurvedDreamBooster.placements.name.quadratic=Dream Booster (Quadratic Curve)
entities.CommunalHelper/CurvedDreamBooster.placements.name.cubic_hidden_path=Dream Booster (Hidden Path, Cubic Curve)
entities.CommunalHelper/CurvedDreamBooster.placements.name.cubic=Dream Booster (Cubic Curve)
entities.CommunalHelper/CurvedDreamBooster.attributes.description.hidePath=Hides the path until the player enters the Dream Booster. Plays an audio cue once when entering.
entities.CommunalHelper/CurvedDreamBooster.attributes.description.pathStyle=The style of this booster's path.\n* 'Arrows' draws two lines forming the tip of an arrow, and indicates the direction.\n* 'Perpendicular lines' draws a single line perpendicular to the path direction.\n* 'Dotted line' draws small lines along the path, regularly leaving gaps.\n* 'Points' draws single pixels.
entities.CommunalHelper/CurvedDreamBooster.attributes.description.proximityPath=Whether the path's opacity is influenced by its distance to the player. If disabled, the path is always clearly visible.

# Segment Booster
entities.CommunalHelper/SegmentBooster.placements.name.normal=Segment Booster
entities.CommunalHelper/SegmentBooster.placements.name.hidden_path=Segment Booster (Hidden Path)
entities.CommunalHelper/SegmentBooster.attributes.description.hidePath=Hides the path until the player enters the Dream Booster. Plays an audio cue once when entering.
entities.CommunalHelper/SegmentBooster.attributes.description.pathStyle=The style of this booster's path.\n* 'Arrows' draws two lines forming the tip of an arrow, and indicates the direction.\n* 'Perpendicular lines' draws a single line perpendicular to the path direction.\n* 'Dotted line' draws small lines along the path, regularly leaving gaps.\n* 'Points' draws single pixels.
entities.CommunalHelper/SegmentBooster.attributes.description.proximityPath=Whether the path's opacity is influenced by its distance to the player. If disabled, the path is always clearly visible.

# Curved Booster
entities.CommunalHelper/CurvedBooster.placements.name.quadratic_hidden_path=Curved Booster (Hidden Path, Quadratic Curve)
entities.CommunalHelper/CurvedBooster.placements.name.quadratic=Curved Booster (Quadratic Curve)
entities.CommunalHelper/CurvedBooster.placements.name.cubic_hidden_path=Curved Booster (Hidden Path, Cubic Curve)
entities.CommunalHelper/CurvedBooster.placements.name.cubic=Curved Booster (Cubic Curve)
entities.CommunalHelper/CurvedBooster.attributes.description.hidePath=Hides the path until the player enters the Dream Booster. Plays an audio cue once when entering.
entities.CommunalHelper/CurvedBooster.attributes.description.pathStyle=The style of this booster's path.\n* 'Arrows' draws two lines forming the tip of an arrow, and indicates the direction.\n* 'Perpendicular lines' draws a single line perpendicular to the path direction.\n* 'Dotted line' draws small lines along the path, regularly leaving gaps.\n* 'Points' draws single pixels.
entities.CommunalHelper/CurvedBooster.attributes.description.proximityPath=Whether the path's opacity is influenced by its distance to the player. If disabled, the path is always clearly visible.
entities.CommunalHelper/CurvedBooster.attributes.description.collideAsDash=Whether or not the Curved Booster should break Dash Blocks, hit Kevins, etc.

# Held Booster
entities.CommunalHelper/HeldBooster.placements.name.green=Held Booster (Green)
entities.CommunalHelper/HeldBooster.placements.name.green_limited=Held Booster (Green, Ticking)
entities.CommunalHelper/HeldBooster.placements.name.purple=Held Booster (Purple)
entities.CommunalHelper/HeldBooster.placements.name.purple_limited=Held Booster (Purple, Ticking)
entities.CommunalHelper/HeldBooster.attributes.description.pathStyle=The style of this booster's path.\n* 'Arrows' draws two lines forming the tip of an arrow, and indicates the direction.\n* 'Perpendicular lines' draws a single line perpendicular to the path direction.\n* 'Dotted line' draws small lines along the path, regularly leaving gaps.\n* 'Points' draws single pixels.
entities.CommunalHelper/HeldBooster.attributes.description.proximityPath=Whether the path's opacity is influenced by its distance to the player. If disabled, the path is always clearly visible.
entities.CommunalHelper/HeldBooster.attributes.description.speed=The speed of this booster. Defaults to 240.0, which is the default booster speed in vanilla Celeste.
entities.CommunalHelper/HeldBooster.attributes.description.deathTimer=The maximum time the player can wait before starting a dash. If exceeded, the player is killed.\nSet this option to a negative value to ignore this behavior.
entities.CommunalHelper/HeldBooster.attributes.description.blinkSfx=Whether the booster should play a beep sound every time it blinks when ticking down.

# Spiral Booster
entities.CommunalHelper/SpiralBooster.placements.name.clockwise=Spiral Booster (Clockwise)
entities.CommunalHelper/SpiralBooster.placements.name.counterclockwise=Spiral Booster (Counterclockwise)
entities.CommunalHelper/SpiralBooster.placements.name.direct_clockwise=Spiral Booster (Direct, Clockwise)
entities.CommunalHelper/SpiralBooster.placements.name.direct_counterclockwise=Spiral Booster (Direct, Counterclockwise)
entities.CommunalHelper/SpiralBooster.attributes.description.angle=The angle (in degrees) of the arc along which this booster travels.\nThis value can go above 360° to create a path that continues past a full turn, but that doesn't keep going indefinitely.\n\nThe default value is set to 180°, or half a full turn.
entities.CommunalHelper/SpiralBooster.attributes.description.clockwise=Spiral clockwise around the starting position of this Spiral Booster.
entities.CommunalHelper/SpiralBooster.attributes.description.spiralSpeed=The speed at which the player spirals around this booster's starting position.\nThe default value is the vanilla red booster speed, which is equal to 240.0.
entities.CommunalHelper/SpiralBooster.attributes.description.beginTime=The time (in seconds) it takes for the bubble to move from it's starting position to the beginning position of the arc or circle.\nThe default value was arbitrarily chosen to be 0.75s.
entities.CommunalHelper/SpiralBooster.attributes.description.delay=The time (in secondes) that is spent waiting between the straight line movement and the arc movement.\nThe default value was arbitrarily chosen to be 0.2s.
entities.CommunalHelper/SpiralBooster.attributes.description.pathColor=The hexadecimal color code for the color of this booster's path.

# Spiral Dream Booster
entities.CommunalHelper/SpiralDreamBooster.placements.name.clockwise=Spiral Dream Booster (Clockwise)
entities.CommunalHelper/SpiralDreamBooster.placements.name.counterclockwise=Spiral Dream Booster (Counterclockwise)
entities.CommunalHelper/SpiralDreamBooster.placements.name.direct_clockwise=Spiral Dream Booster (Direct, Clockwise)
entities.CommunalHelper/SpiralDreamBooster.placements.name.direct_counterclockwise=Spiral Dream Booster (Direct, Counterclockwise)
entities.CommunalHelper/SpiralDreamBooster.attributes.description.angle=The angle (in degrees) of the arc along which this booster travels.\nThis value can go above 360° to create a path that continues past a full turn, but that doesn't keep going indefinitely.\n\nThe default value is set to 180°, or half a full turn.
entities.CommunalHelper/SpiralDreamBooster.attributes.description.clockwise=Spiral clockwise around the starting position of this Spiral Dream Booster.
entities.CommunalHelper/SpiralDreamBooster.attributes.description.spiralSpeed=The speed at which the player spirals around this booster's starting position.\nThe default value is the vanilla red booster speed, which is equal to 240.0.
entities.CommunalHelper/SpiralDreamBooster.attributes.description.beginTime=The time (in seconds) it takes for the bubble to move from it's starting position to the beginning position of the arc or circle.\nThe default value was arbitrarily chosen to be 0.75s.
entities.CommunalHelper/SpiralDreamBooster.attributes.description.delay=The time (in secondes) that is spent waiting between the straight line movement and the arc movement.\nThe default value was arbitrarily chosen to be 0.2s.
entities.CommunalHelper/SpiralDreamBooster.attributes.description.pathColor=The hexadecimal color code for the color of this booster's path.

# Summit Gem
entities.CommunalHelper/CustomSummitGem.placements.name.summit_gem=Custom Summit Gem
entities.CommunalHelper/CustomSummitGem.attributes.description.index=Determines the texture and sound used for this gem (clamped within 0 and 7). Must be unique within a room. To use a custom texture, put it at Graphics/Atlases/Gameplay/collectables/summitgems/$mapSID/$roomName/$index.

# Attached Wall Booster
entities.CommunalHelper/AttachedWallBooster.placements.name.right=Attached Wall Booster (Right)
entities.CommunalHelper/AttachedWallBooster.placements.name.left=Attached Wall Booster (Left)
entities.CommunalHelper/AttachedWallBooster.placements.name.rightIce=Attached Ice Wall (Right)
entities.CommunalHelper/AttachedWallBooster.placements.name.leftIce=Attached Ice Wall (Left)
entities.CommunalHelper/AttachedWallBooster.attributes.description.left=Whether the Attached Wall Booster should attach to the left sides of solids.
entities.CommunalHelper/AttachedWallBooster.attributes.name.notCoreMode=Force Ice on Room Entry
entities.CommunalHelper/AttachedWallBooster.attributes.description.notCoreMode=Whether the Attached Wall Booster should ignore the current Core Mode and be in Ice Mode when entering the room.\nThis is a legacy option that may not work as expected with different settings for Core Mode Behavior.
entities.CommunalHelper/AttachedWallBooster.attributes.description.coreModeBehavior=How the Attached Wall Booster should interact with the Core Mode.\nIf set to Toggle, it will respect the current Core Mode and use the default value if the Core Mode is None.\nIf set to Always Hot/Cold, it will completely ignore the Core Mode and always stay in one mode.
entities.CommunalHelper/AttachedWallBooster.attributes.description.legacyBoost=Makes this Attached Wall Booster apply the expected speed boost to the player.\nIf disabled, the vertical boost is applied twice if the player isn't moving horizontally, due to a bug that was accidentally introduced in 1.11.2.\nAlso, if disabled, this entity is reskinned with a variant of the wall booster textures.
entities.CommunalHelper/AttachedWallBooster.attributes.description.sprite=Either the sprite ID or directory path for a custom sprite.
entities.CommunalHelper/AttachedWallBooster.attributes.description.spriteOffset=How much to offset the sprite along the X axis.

# Station Block
entities.CommunalHelper/StationBlock.placements.name.normal_pushing=Station Block (Normal, Pushing)
entities.CommunalHelper/StationBlock.placements.name.normal_pulling=Station Block (Normal, Pulling)
entities.CommunalHelper/StationBlock.placements.name.moon_pushing=Station Block (Moon, Pushing)
entities.CommunalHelper/StationBlock.placements.name.moon_pulling=Station Block (Moon, Pulling)
entities.CommunalHelper/StationBlock.attributes.description.allowWavedash=Whether Wavedashing on top of the Station Block is allowed or not even while it's not moving (doesn't bounce you upwards).
entities.CommunalHelper/StationBlock.attributes.description.allowWavedashBottom=Similarly to the allowWavedash option, allows an inverted player to wavedash on the Station Block.
entities.CommunalHelper/StationBlock.attributes.description.speedFactor=The factor by which the speed of the Station Block is multiplied. This value can only be between 0.1 and 2.
entities.CommunalHelper/StationBlock.attributes.description.volume=The volume of the banging sound from the block smash. The value can be between 0 and 1, where 0 is silent and 1 is normal. Useful for rooms with looping blocks that are too noisy.
entities.CommunalHelper/StationBlock.attributes.description.theme=Aspect theme of the Station Block.
entities.CommunalHelper/StationBlock.attributes.description.behavior=Behavior of the Station Block. Pulling will make it move towards you, and Pushing does the opposite. This changes slightly the appearance of the block, depending on the behavior.
entities.CommunalHelper/StationBlock.attributes.description.customBlockPath=This is the path you should specify if you're using a custom texture for the block, leave empty for default textures. It looks for Graphics/Atlases/Gameplay/objects/<path>. The block should be a 24x24 texture, that preferably gets tiled correctly. Example: "catapillie/customStationBlock/custom_block", where the texture is located at Graphics/Atlases/Gameplay/objects/catapillie/customStationBlock/custom_block.png. DON'T add the ".png".
entities.CommunalHelper/StationBlock.attributes.description.customArrowPath=This is the path you should specify if you're using custom textures for the arrow, leave empty for default textures. It looks for Graphics/Atlases/Gameplay/objects/<path>/small, med, or big. There should be 16 sprites for each size, so 48 in total, labeled like so: small00, small01, 02, 03, etc.. up to small15, and same goes for med and big. The first texture is the arrow pointing UP, the fifth pointing RIGHT, the ninth pointing DOWN, and the 13th pointing LEFT, the other sprites in between are the animation going from one direction to another. You can take a look at how Communal Helper has them setup. Example: "catapillie/customStationBlock/arrow", where the arrow textures are located at Graphics/Atlases/Gameplay/objects/catapillie/customStationBlock/arrow/small00, small01... small15, same for med(00 - 15) & big(00 - 15). This should point to a directory, not an image.
entities.CommunalHelper/StationBlock.attributes.description.customTrackPath=This is the path you should specify if you're using custom textures for the tracks, leave empty for default textures. It looks for Graphics/Atlases/Gameplay/objects/<path>/node.png, trackv.png and trackh.png. There should be 3 textures in the folder you specified in the path, all of size 8x8, called: node.png, trackv.png, and trackh.png. The node.png texture is the point of intersection between tracks. trackv.png and trackh.png are the track horizontal & vertical textures, they should loop over seamlessly. Example: "catapillie/customStationBlock/tracks", where the texture are located at Graphics/Atlases/Gameplay/objects/catapillie/customStationBlock/tracks/node.png, trackv.png and trackh.png. This should point to a directory, not an image.
entities.CommunalHelper/StationBlock.attributes.description.wavedashButtonColor=The hexadecimal color of the allowed wavedash button indicator when it's not pressed. Must not include the hash (#) symbol!
entities.CommunalHelper/StationBlock.attributes.description.wavedashButtonPressedColor=The hexadecimal color of the allowed wavedash button indicator when it's pressed. Must not include the hash (#) symbol!
entities.CommunalHelper/StationBlock.attributes.description.dashCornerCorrection=Makes wallbouncing off of this Station Block less precise (by allowing it up to 4 pixels deep into the block horizontally, dashing from the bottom).

# Station Block Track
entities.CommunalHelper/StationBlockTrack.placements.name.horiz_none=Station Block Track (Horizontal, No Switching)
entities.CommunalHelper/StationBlockTrack.placements.name.horiz_on=Station Block Track (Horizontal, Switched On)
entities.CommunalHelper/StationBlockTrack.placements.name.horiz_off=Station Block Track (Horizontal, Switched Off)
entities.CommunalHelper/StationBlockTrack.placements.name.verti_none=Station Block Track (Vertical, No Switching)
entities.CommunalHelper/StationBlockTrack.placements.name.verti_on=Station Block Track (Vertical, Switched On)
entities.CommunalHelper/StationBlockTrack.placements.name.verti_off=Station Block Track (Vertical, Switched Off)
entities.CommunalHelper/StationBlockTrack.attributes.description.multiBlockTrack=Whether this set of tracks can support more than one Station Block.
entities.CommunalHelper/StationBlockTrack.attributes.description.dynamicRouting=This option will cause tracks with force forward/backward move mode to recalculate their route after any on/off toggle. Enables more complex automated junctions.
entities.CommunalHelper/StationBlockTrack.attributes.description.horizontal=Whether the track should be handled as a horizontal one.
entities.CommunalHelper/StationBlockTrack.attributes.description.trackSwitchState=The starting state of the track. "None" will make it unswitchable. "On" will make it turned on by defaul, and "Off" will make it turned off.
entities.CommunalHelper/StationBlockTrack.attributes.description.moveMode=This option will determine the behaviour of blocks sitting on this track.\n\n\n- "None" : Changes nothing.\n\n- "ForwardOneWay" : Makes blocks only able to travel along this track if they're moving RIGHT or DOWN.\n\n- "BackwardOneWay" : Makes blocks only able to travel along this track if they're moving LEFT or UP.\n\n- "ForwardForce" : If any block can travel along this track in the RIGHT or DOWN direction, they will be force to. Behaviour from "ForwardOneWay" also applies here.\n\n- "BackwardForce" : If any block can travel along this track in the LEFT or UP direction, they will be force to. Behaviour from "BackwardOneWay" also applies here.
entities.CommunalHelper/StationBlockTrack.attributes.description.indicator=Whether this track shows an indicator for its specific Move Mode (only "...Force" moves).
entities.CommunalHelper/StationBlockTrack.attributes.description.indicatorColor=The color of the indicator.
entities.CommunalHelper/StationBlockTrack.attributes.description.indicatorIncomingColor=The color of the indicator when a station block is moving towards this Track.

# Track Switch Box
entities.CommunalHelper/TrackSwitchBox.placements.name.normal=Track Switch Box
entities.CommunalHelper/TrackSwitchBox.placements.name.session=Track Switch Box (Session Switch)
entities.CommunalHelper/TrackSwitchBox.attributes.description.globalSwitch=Whether the level should keep the ON/OFF or direction state of the tracks, even after reloading or dying. If unticked, the state will be reset at every reload.
entities.CommunalHelper/TrackSwitchBox.attributes.description.floaty=Whether the box should float up and down; this also causes the box to sink down if the player stands on it. If unticked, the box will stay in its place.
entities.CommunalHelper/TrackSwitchBox.attributes.description.bouncy=Whether the box should bounce away from the player when dashed into.
entities.CommunalHelper/TrackSwitchBox.attributes.description.reverse=Whether the box should reverse one-way/force directions instead of toggling on/off
entities.CommunalHelper/TrackSwitchBox.attributes.description.switchFlag=This flag will be set to true while the tracks are ON and false while the tracks are OFF.

# Custom Cassette Block
entities.CommunalHelper/CustomCassetteBlock.placements.name.cassette_block_0=Custom Cassette Block (0 - Blue)
entities.CommunalHelper/CustomCassetteBlock.placements.name.cassette_block_1=Custom Cassette Block (1 - Rose)
entities.CommunalHelper/CustomCassetteBlock.placements.name.cassette_block_2=Custom Cassette Block (2 - Bright Sun)
entities.CommunalHelper/CustomCassetteBlock.placements.name.cassette_block_3=Custom Cassette Block (3 - Malachite)
entities.CommunalHelper/CustomCassetteBlock.attributes.description.index=The color of the Custom Cassette Block.
entities.CommunalHelper/CustomCassetteBlock.attributes.description.tempo=The tempo of the cassette music in the room.
entities.CommunalHelper/CustomCassetteBlock.attributes.description.customColor=Optional hexadecimal color code, visual-only change.
entities.CommunalHelper/CustomCassetteBlock.attributes.description.oldConnectionBehavior=Force the old texture connection behavior (cassette entities connect to anything around them that is on the same index).
entities.CommunalHelper/CustomCassetteBlock.attributes.description.spritePath=Path to a folder to use for custom sprites, starting from Graphics/Atlases/Gameplay. The following textures must be defined:\n- solid: Used when the block is currently active.\n- pressed00 to pressed03: Used when the block is currently inactive, with the number of the texture corresponding to the block's index (00 for blue, 01 for pink, 02 for yellow, 03 for green).\nIf left empty, the default textures will be used.
entities.CommunalHelper/CustomCassetteBlock.attributes.description.sideAlpha=The alpha (opacity) of the darker rectangle at the bottom of the block. 0 will make it fully transparent, 1 will make it fully opaque.
entities.CommunalHelper/CustomCassetteBlock.attributes.description.held=Whether this Cassette Block is activated by holding the manual cassette key binding (using the Manual Cassette Controller).\nThis only works if this block's index is 0 or 1:\n- index 0: ACTIVE when key is HELD.\n- index 1: INACTIVE when key is HELD.

# Cassette Falling Block
entities.CommunalHelper/CassetteFallingBlock.placements.name.cassette_block_0=Cassette Falling Block (0 - Blue)
entities.CommunalHelper/CassetteFallingBlock.placements.name.cassette_block_1=Cassette Falling Block (1 - Rose)
entities.CommunalHelper/CassetteFallingBlock.placements.name.cassette_block_2=Cassette Falling Block (2 - Bright Sun)
entities.CommunalHelper/CassetteFallingBlock.placements.name.cassette_block_3=Cassette Falling Block (3 - Malachite)
entities.CommunalHelper/CassetteFallingBlock.attributes.description.index=The color of the Cassette Falling Block.
entities.CommunalHelper/CassetteFallingBlock.attributes.description.tempo=The tempo of the cassette music in the room.
entities.CommunalHelper/CassetteFallingBlock.attributes.description.customColor=Optional hexadecimal color code, visual-only change.
entities.CommunalHelper/CassetteFallingBlock.attributes.description.oldConnectionBehavior=Force the old texture connection behavior (cassette entities connect to anything around them that is on the same index).
entities.CommunalHelper/CassetteFallingBlock.attributes.description.spritePath=Path to a folder to use for custom sprites, starting from Graphics/Atlases/Gameplay. The following textures must be defined:\n- solid: Used when the block is currently active.\n- pressed00 to pressed03: Used when the block is currently inactive, with the number of the texture corresponding to the block's index (00 for blue, 01 for pink, 02 for yellow, 03 for green).\nIf left empty, the default textures will be used.
entities.CommunalHelper/CassetteFallingBlock.attributes.description.sideAlpha=The alpha (opacity) of the darker rectangle at the bottom of the block. 0 will make it fully transparent, 1 will make it fully opaque.
entities.CommunalHelper/CassetteFallingBlock.attributes.description.held=Whether this Cassette Block is activated by holding the manual cassette key binding (using the Manual Cassette Controller).\nThis only works if this block's index is 0 or 1:\n- index 0: ACTIVE when key is HELD.\n- index 1: INACTIVE when key is HELD.

# Cassette Zip Mover
entities.CommunalHelper/CassetteZipMover.placements.name.cassette_block_0=Cassette Zip Mover (0 - Blue)
entities.CommunalHelper/CassetteZipMover.placements.name.cassette_block_1=Cassette Zip Mover (1 - Rose)
entities.CommunalHelper/CassetteZipMover.placements.name.cassette_block_2=Cassette Zip Mover (2 - Bright Sun)
entities.CommunalHelper/CassetteZipMover.placements.name.cassette_block_3=Cassette Zip Mover (3 - Malachite)
entities.CommunalHelper/CassetteZipMover.attributes.description.index=The color of the Cassette Zip Mover.
entities.CommunalHelper/CassetteZipMover.attributes.description.tempo=The tempo of the cassette music in the room.
entities.CommunalHelper/CassetteZipMover.attributes.description.noReturn=Whether the Cassette Zip Mover should return to its starting point or not.
entities.CommunalHelper/CassetteZipMover.attributes.description.permanent=Whether this block should lock in place after being triggered.
entities.CommunalHelper/CassetteZipMover.attributes.description.waiting=Whether this block requires the player to trigger it each node in the path.
entities.CommunalHelper/CassetteZipMover.attributes.description.ticking=Causes this block to tick 5 times at every node before going back to its starting point, unless the player triggers it again. If `permanent` is true and the player doesn't trigger the Zip Mover in time, it'll lock in place.
entities.CommunalHelper/CassetteZipMover.attributes.description.customColor=Optional hexadecimal color code, visual-only change.
entities.CommunalHelper/CassetteZipMover.attributes.description.oldConnectionBehavior=Force the old texture connection behavior (cassette entities connect to anything around them that is on the same index).
entities.CommunalHelper/CassetteZipMover.attributes.description.spritePath=Path to a folder to use for custom sprites, starting from Graphics/Atlases/Gameplay. The following textures must be defined:\n- solid: Used when the block is currently active.\n- pressed00 to pressed03: Used when the block is currently inactive, with the number of the texture corresponding to the block's index (00 for blue, 01 for pink, 02 for yellow, 03 for green).\n- x, xPressed: Used for the cross if "No Return" is checked.\n- cog, cogPressed, cogWhite: Used for the cogs.\nIf left empty, the default textures will be used.
entities.CommunalHelper/CassetteZipMover.attributes.description.sideAlpha=The alpha (opacity) of the darker rectangle at the bottom of the block. 0 will make it fully transparent, 1 will make it fully opaque.
entities.CommunalHelper/CassetteZipMover.attributes.description.held=Whether this Cassette Block is activated by holding the manual cassette key binding (using the Manual Cassette Controller).\nThis only works if this block's index is 0 or 1:\n- index 0: ACTIVE when key is HELD.\n- index 1: INACTIVE when key is HELD.

# Cassette Move Block
entities.CommunalHelper/CassetteMoveBlock.placements.name.cassette_block_0=Cassette Move Block (0 - Blue)
entities.CommunalHelper/CassetteMoveBlock.placements.name.cassette_block_1=Cassette Move Block (1 - Rose)
entities.CommunalHelper/CassetteMoveBlock.placements.name.cassette_block_2=Cassette Move Block (2 - Bright Sun)
entities.CommunalHelper/CassetteMoveBlock.placements.name.cassette_block_3=Cassette Move Block (3 - Malachite)
entities.CommunalHelper/CassetteMoveBlock.attributes.description.direction=The direction in which the Cassette Move Block moves.
entities.CommunalHelper/CassetteMoveBlock.attributes.description.moveSpeed=The speed at which the block moves (accepts any number).
entities.CommunalHelper/CassetteMoveBlock.attributes.description.index=The color of the Cassette Move Block.
entities.CommunalHelper/CassetteMoveBlock.attributes.description.tempo=The tempo of the cassette music in the room.
entities.CommunalHelper/CassetteMoveBlock.attributes.description.customColor=Optional hexadecimal color code, visual-only change.
entities.CommunalHelper/CassetteMoveBlock.attributes.description.oldConnectionBehavior=Force the old texture connection behavior (cassette entities connect to anything around them that is on the same index).
entities.CommunalHelper/CassetteMoveBlock.attributes.name.crashTime=Break Time
entities.CommunalHelper/CassetteMoveBlock.attributes.name.regenTime=Respawn Time
entities.CommunalHelper/CassetteMoveBlock.attributes.description.crashTime=The time it takes for this Cassette Move Block to break when hitting a solid in seconds.
entities.CommunalHelper/CassetteMoveBlock.attributes.description.regenTime=The time it takes for this Cassette Move Block to respawn after breaking in seconds.
entities.CommunalHelper/CassetteMoveBlock.attributes.description.shakeOnCollision=Whether this Cassette Move Block should start shaking if it collides with a solid for longer than the default break time.
entities.CommunalHelper/CassetteMoveBlock.attributes.description.noDebris=Whether this Cassette Move Block should not spawn debris when it breaks.
entities.CommunalHelper/CassetteMoveBlock.attributes.description.spritePath=Path to a folder to use for custom sprites, starting from Graphics/Atlases/Gameplay. The following textures must be defined:\n- solid: Used when the block is currently active.\n- pressed00 to pressed03: Used when the block is currently inactive, with the number of the texture corresponding to the block's index (00 for blue, 01 for pink, 02 for yellow, 03 for green).\n- arrow00 to arrow07, arrowPressed00 to arrowPressed07, arrowHighlight00 to arrowHighlight07, arrowHighlightPressed00 to arrowHighlightPressed07: Used for the arrow.\n- x, xPressed, xHighlight, xHighlightPressed: Used for the breaking cross.\n- debris00 to debris02: Used for the debris.\nIf left empty, the default textures will be used.
entities.CommunalHelper/CassetteMoveBlock.attributes.description.sideAlpha=The alpha (opacity) of the darker rectangle at the bottom of the block. 0 will make it fully transparent, 1 will make it fully opaque.
entities.CommunalHelper/CassetteMoveBlock.attributes.description.held=Whether this Cassette Block is activated by holding the manual cassette key binding (using the Manual Cassette Controller).\nThis only works if this block's index is 0 or 1:\n- index 0: ACTIVE when key is HELD.\n- index 1: INACTIVE when key is HELD.
entities.CommunalHelper/CassetteMoveBlock.attributes.description.ignore=Comma-separated list of entity placement names to ignore.\ne.g. "zipMover,XaphanHelper/FlagDashSwitch,templeCrackedBlock"

# Cassette Swap Block
entities.CommunalHelper/CassetteSwapBlock.placements.name.cassette_block_0=Cassette Swap Block (0 - Blue)
entities.CommunalHelper/CassetteSwapBlock.placements.name.cassette_block_1=Cassette Swap Block (1 - Rose)
entities.CommunalHelper/CassetteSwapBlock.placements.name.cassette_block_2=Cassette Swap Block (2 - Bright Sun)
entities.CommunalHelper/CassetteSwapBlock.placements.name.cassette_block_3=Cassette Swap Block (3 - Malachite)
entities.CommunalHelper/CassetteSwapBlock.attributes.description.noReturn=Whether Cassette Swap Block should return to its starting point or not.
entities.CommunalHelper/CassetteSwapBlock.attributes.description.index=The color of the Cassette Swap Block.
entities.CommunalHelper/CassetteSwapBlock.attributes.description.tempo=The tempo of the cassette music in the room.
entities.CommunalHelper/CassetteSwapBlock.attributes.description.customColor=Optional hexadecimal color code, visual-only change.
entities.CommunalHelper/CassetteSwapBlock.attributes.description.oldConnectionBehavior=Force the old texture connection behavior (cassette entities connect to anything around them that is on the same index).
entities.CommunalHelper/CassetteSwapBlock.attributes.description.spritePath=Path to a folder to use for custom sprites, starting from Graphics/Atlases/Gameplay. The following textures must be defined:\n- solid: Used when the block is currently active.\n- pressed00 to pressed03: Used when the block is currently inactive, with the number of the texture corresponding to the block's index (00 for blue, 01 for pink, 02 for yellow, 03 for green).\n- x, xPressed: Used for the cross if "No Return" is checked.\n- target: Used for the path indicator rectangle.\nIf left empty, the default textures will be used.
entities.CommunalHelper/CassetteSwapBlock.attributes.description.sideAlpha=The alpha (opacity) of the darker rectangle at the bottom of the block. 0 will make it fully transparent, 1 will make it fully opaque.
entities.CommunalHelper/CassetteSwapBlock.attributes.description.held=Whether this Cassette Block is activated by holding the manual cassette key binding (using the Manual Cassette Controller).\nThis only works if this block's index is 0 or 1:\n- index 0: ACTIVE when key is HELD.\n- index 1: INACTIVE when key is HELD.

# Cassette Jump Fix Controller
entities.CommunalHelper/CassetteJumpFixController.placements.name.controller=Cassette Jump Fix Controller
entities.CommunalHelper/CassetteJumpFixController.attributes.description.persistent=Whether the controller should apply for the entire level, only applies to the current room if this is turned off.
entities.CommunalHelper/CassetteJumpFixController.attributes.description.off=Turns off the fix, regardless of the persistent option.

# Manual Cassette Controller
entities.CommunalHelper/ManualCassetteController.placements.name.controller=Manual Cassette Controller
entities.CommunalHelper/ManualCassetteController.attributes.description.startIndex=The color of Cassette Block that should start activated.

# Underwater Music Controller
entities.CommunalHelper/UnderwaterMusicController.placements.name.controller=Underwater Music Controller
entities.CommunalHelper/UnderwaterMusicController.attributes.description.enable=Whether to always enable or always disable underwater sound modifiers.
entities.CommunalHelper/UnderwaterMusicController.attributes.description.dashSFX=Whether to also affect the additional in-water dash sound effect.
entities.CommunalHelper/UnderwaterMusicController.attributes.description.flag=Specifies which flag has to be enabled for this controller to have an effect. Leave empty for this controller to have an effect all the time. 

# Timed Trigger Spikes
entities.CommunalHelper/TimedTriggerSpikesUp.placements.name.up_default=Timed Trigger Spikes (Up, Default)
entities.CommunalHelper/TimedTriggerSpikesUp.placements.name.up_outline=Timed Trigger Spikes (Up, Outline)
entities.CommunalHelper/TimedTriggerSpikesUp.placements.name.up_cliffside=Timed Trigger Spikes (Up, Cliffside)
entities.CommunalHelper/TimedTriggerSpikesUp.placements.name.up_reflection=Timed Trigger Spikes (Up, Reflection)
entities.CommunalHelper/TimedTriggerSpikesRight.placements.name.right_default=Timed Trigger Spikes (Right, Default)
entities.CommunalHelper/TimedTriggerSpikesRight.placements.name.right_outline=Timed Trigger Spikes (Right, Outline)
entities.CommunalHelper/TimedTriggerSpikesRight.placements.name.right_cliffside=Timed Trigger Spikes (Right, Cliffside)
entities.CommunalHelper/TimedTriggerSpikesRight.placements.name.right_reflection=Timed Trigger Spikes (Right, Reflection)
entities.CommunalHelper/TimedTriggerSpikesDown.placements.name.down_default=Timed Trigger Spikes (Down, Default)
entities.CommunalHelper/TimedTriggerSpikesDown.placements.name.down_outline=Timed Trigger Spikes (Down, Outline)
entities.CommunalHelper/TimedTriggerSpikesDown.placements.name.down_cliffside=Timed Trigger Spikes (Down, Cliffside)
entities.CommunalHelper/TimedTriggerSpikesDown.placements.name.down_reflection=Timed Trigger Spikes (Down, Reflection)
entities.CommunalHelper/TimedTriggerSpikesLeft.placements.name.left_default=Timed Trigger Spikes (Left, Default)
entities.CommunalHelper/TimedTriggerSpikesLeft.placements.name.left_outline=Timed Trigger Spikes (Left, Outline)
entities.CommunalHelper/TimedTriggerSpikesLeft.placements.name.left_cliffside=Timed Trigger Spikes (Left, Cliffside)
entities.CommunalHelper/TimedTriggerSpikesLeft.placements.name.left_reflection=Timed Trigger Spikes (Left, Reflection)
entities.CommunalHelper/TimedTriggerSpikesUp.attributes.description.type=Determines the visual appearance of the spike.
entities.CommunalHelper/TimedTriggerSpikesRight.attributes.description.type=Determines the visual appearance of the spike.
entities.CommunalHelper/TimedTriggerSpikesDown.attributes.description.type=Determines the visual appearance of the spike.
entities.CommunalHelper/TimedTriggerSpikesLeft.attributes.description.type=Determines the visual appearance of the spike.
entities.CommunalHelper/TimedTriggerSpikesUp.attributes.description.Delay=The delay, in seconds, before the spikes come up, after triggering. Spikes take 0.0667 seconds to come up (4 frames).
entities.CommunalHelper/TimedTriggerSpikesRight.attributes.description.Delay=The delay, in seconds, before the spikes come up, after triggering. Spikes take 0.0667 seconds to come up (4 frames).
entities.CommunalHelper/TimedTriggerSpikesDown.attributes.description.Delay=The delay, in seconds, before the spikes come up, after triggering. Spikes take 0.0667 seconds to come up (4 frames).
entities.CommunalHelper/TimedTriggerSpikesLeft.attributes.description.Delay=The delay, in seconds, before the spikes come up, after triggering. Spikes take 0.0667 seconds to come up (4 frames).
entities.CommunalHelper/TimedTriggerSpikesUp.attributes.description.WaitForPlayer=Setting this to true will make the spike only come up after the player leaves the spike area. Useful for when you need to return to a space in a time limit.
entities.CommunalHelper/TimedTriggerSpikesRight.attributes.description.WaitForPlayer=Setting this to true will make the spike only come up after the player leaves the spike area. Useful for when you need to return to a space in a time limit.
entities.CommunalHelper/TimedTriggerSpikesDown.attributes.description.WaitForPlayer=Setting this to true will make the spike only come up after the player leaves the spike area. Useful for when you need to return to a space in a time limit.
entities.CommunalHelper/TimedTriggerSpikesLeft.attributes.description.WaitForPlayer=Setting this to true will make the spike only come up after the player leaves the spike area. Useful for when you need to return to a space in a time limit.
entities.CommunalHelper/TimedTriggerSpikesUp.attributes.description.Grouped=Setting this to "Grouped" will trigger all spikes in the line if any spike in the line is triggered. "Grouped" requires Maddie's Helping Hand to work, and will throw an error in its absence.
entities.CommunalHelper/TimedTriggerSpikesRight.attributes.description.Grouped=Setting this to "Grouped" will trigger all spikes in the line if any spike in the line is triggered. "Grouped" requires Maddie's Helping Hand to work, and will throw an error in its absence.
entities.CommunalHelper/TimedTriggerSpikesDown.attributes.description.Grouped=Setting this to "Grouped" will trigger all spikes in the line if any spike in the line is triggered. "Grouped" requires Maddie's Helping Hand to work, and will throw an error in its absence.
entities.CommunalHelper/TimedTriggerSpikesLeft.attributes.description.Grouped=Setting this to "Grouped" will trigger all spikes in the line if any spike in the line is triggered. "Grouped" requires Maddie's Helping Hand to work, and will throw an error in its absence.
entities.CommunalHelper/TimedTriggerSpikesUp.attributes.description.Rainbow=Makes these spikes rainbow.
entities.CommunalHelper/TimedTriggerSpikesRight.attributes.description.Rainbow=Makes these spikes rainbow.
entities.CommunalHelper/TimedTriggerSpikesDown.attributes.description.Rainbow=Makes these spikes rainbow.
entities.CommunalHelper/TimedTriggerSpikesLeft.attributes.description.Rainbow=Makes these spikes rainbow.
entities.CommunalHelper/TimedTriggerSpikesUp.attributes.description.Reusable=Setting this to true will make the spike reusable and can be triggered multi-times.
entities.CommunalHelper/TimedTriggerSpikesRight.attributes.description.Reusable=Setting this to true will make the spike reusable and can be triggered multi-times.
entities.CommunalHelper/TimedTriggerSpikesDown.attributes.description.Reusable=Setting this to true will make the spike reusable and can be triggered multi-times.
entities.CommunalHelper/TimedTriggerSpikesLeft.attributes.description.Reusable=Setting this to true will make the spike reusable and can be triggered multi-times.
entities.CommunalHelper/TimedTriggerSpikesUp.attributes.description.ReusableTimer=The time the spike will cost to be reusable when "Reusable" is set to true.
entities.CommunalHelper/TimedTriggerSpikesRight.attributes.description.ReusableTimer=The time the spike will cost to be reusable when "Reusable" is set to true.
entities.CommunalHelper/TimedTriggerSpikesDown.attributes.description.ReusableTimer=The time the spike will cost to be reusable when "Reusable" is set to true.
entities.CommunalHelper/TimedTriggerSpikesLeft.attributes.description.ReusableTimer=The time the spike will cost to be reusable when "Reusable" is set to true.
entities.CommunalHelper/TimedTriggerSpikesUp.attributes.description.legacyBehavior=Whether the player can climb up walls under triggered sideways spikes and die.
entities.CommunalHelper/TimedTriggerSpikesRight.attributes.description.legacyBehavior=Whether the player can climb up walls under triggered sideways spikes and die.
entities.CommunalHelper/TimedTriggerSpikesDown.attributes.description.legacyBehavior=Whether the player can climb up walls under triggered sideways spikes and die.
entities.CommunalHelper/TimedTriggerSpikesLeft.attributes.description.legacyBehavior=Whether the player can climb up walls under triggered sideways spikes and die.


# Connected Solid Extension
entities.CommunalHelper/SolidExtension.placements.name.collidable=Connected Solid Extension
entities.CommunalHelper/SolidExtension.placements.name.uncollidable=Connected Solid Extension (Uncollidable)
entities.CommunalHelper/SolidExtension.attributes.description.collidable=Whether this extension can be collided with. If turned off, the entity will appear darker and in the background, will basically act like background tiles.

# Dream Zip Mover
entities.CommunalHelper/DreamZipMover.placements.name.dream_zip_mover=Dream Zip Mover
entities.CommunalHelper/DreamZipMover.attributes.description.below=Determines whether the Dream Zip Mover should render below foreground tiles.
entities.CommunalHelper/DreamZipMover.attributes.description.noReturn=Whether the Dream Zip Mover should return to its starting point or not.
entities.CommunalHelper/DreamZipMover.attributes.description.dreamAesthetic=Optional look for this entity, mostly unused, but left there.
entities.CommunalHelper/DreamZipMover.attributes.description.featherMode=Whether the Dream Zip Mover has the Dream Block Feather controls enabled.
entities.CommunalHelper/DreamZipMover.attributes.description.oneUse=Whether the Dream Zip Mover should shatter upon exit.
entities.CommunalHelper/DreamZipMover.attributes.description.refillCount=Number of dashes the Dream Zip Block should refill (-1 for default).
entities.CommunalHelper/DreamZipMover.attributes.description.doubleRefill=Whether the Dream Zip Mover should refill two dashes, instead of one.
entities.CommunalHelper/DreamZipMover.attributes.description.permanent=Whether this block should lock in place after being triggered.
entities.CommunalHelper/DreamZipMover.attributes.description.waiting=Whether this block requires the player to trigger it each node in the path.
entities.CommunalHelper/DreamZipMover.attributes.description.ticking=Causes this block to tick 5 times at every node before going back to its starting point, unless the player triggers it again. If `permanent` is true and the player doesn't trigger the Zip Mover in time, it'll lock in place.
entities.CommunalHelper/DreamZipMover.attributes.description.quickDestroy=Makes this Dream Zip Mover shatter a little faster.
entities.CommunalHelper/DreamZipMover.attributes.description.ropeColor=Overrides the default rope color. Also used for linking together zippers, if the `Linked` option is enabled.
entities.CommunalHelper/DreamZipMover.attributes.description.linked=Whether the zipper is linked to other zippers with the same rope color.\nWhen a linked zipper gets activated, all other zippers linked to that rope color will be activated as well.

# Connected Dream Block
entities.CommunalHelper/ConnectedDreamBlock.placements.name.normal=Connected Dream Block (Normal)
entities.CommunalHelper/ConnectedDreamBlock.placements.name.feather=Connected Dream Block (Feather Mode)
entities.CommunalHelper/ConnectedDreamBlock.placements.name.normal_oneuse=Connected Dream Block (Normal, One Use)
entities.CommunalHelper/ConnectedDreamBlock.placements.name.feather_oneuse=Connected Dream Block (Feather Mode, One Use)
entities.CommunalHelper/ConnectedDreamBlock.attributes.description.below=Determines whether the Connected Dream Block should render below foreground tiles.
entities.CommunalHelper/ConnectedDreamBlock.attributes.description.featherMode=Whether the Connected Dream Block has the Dream Block Feather controls enabled. Connected Dream Blocks only connect with other dream blocks with the same controls.
entities.CommunalHelper/ConnectedDreamBlock.attributes.description.oneUse=Whether THIS Connected Dream Block should make its entire group shatter upon leaving it.
entities.CommunalHelper/ConnectedDreamBlock.attributes.description.refillCount=Number of dashes this group of Connected Dream Blocks should refill (-1 for default).
entities.CommunalHelper/ConnectedDreamBlock.attributes.description.quickDestroy=Makes this Connected Dream Block shatter a little faster.

# Dream Swap Block
entities.CommunalHelper/DreamSwapBlock.placements.name.dream_swap_block=Dream Swap Block
entities.CommunalHelper/DreamSwapBlock.attributes.description.below=Determines whether the Dream Swap Block should render below foreground tiles.
entities.CommunalHelper/DreamSwapBlock.attributes.description.noReturn=Whether the Dream Swap Block should return to its starting point or not.
entities.CommunalHelper/DreamSwapBlock.attributes.description.featherMode=Whether the Dream Swap Block has the Dream Block Feather controls enabled.
entities.CommunalHelper/DreamSwapBlock.attributes.description.oneUse=Whether the Dream Swap Block should shatter upon exit.
entities.CommunalHelper/DreamSwapBlock.attributes.description.refillCount=Number of dashes the Dream Swap Block should refill (-1 for default).
entities.CommunalHelper/DreamSwapBlock.attributes.description.quickDestroy=Makes this Dream Swap Block shatter a little faster.

# Dream Move Block
entities.CommunalHelper/DreamMoveBlock.placements.name.dream_move_block=Dream Move Block
entities.CommunalHelper/DreamMoveBlock.attributes.description.below=Determines whether the Dream Move Block should render below foreground tiles.
entities.CommunalHelper/DreamMoveBlock.attributes.description.direction=The direction in which the Dream Move Block moves.
entities.CommunalHelper/DreamMoveBlock.attributes.description.refillCount=Number of dashes the Dream Move Block should refill (-1 for default).
entities.CommunalHelper/DreamMoveBlock.attributes.description.moveSpeed=The speed at which the Dream Move Block moves (accepts any number).
entities.CommunalHelper/DreamMoveBlock.attributes.description.noCollide=Whether the Dream Move Block should go through solids.
entities.CommunalHelper/DreamMoveBlock.attributes.description.noCollideSteer=Force-allow this block to go through solids when it is steerable.
entities.CommunalHelper/DreamMoveBlock.attributes.description.featherMode=Whether the Dream Move Block has the Dream Block Feather controls enabled.
entities.CommunalHelper/DreamMoveBlock.attributes.description.oneUse=Whether the Dream Move Block should shatter upon exit.
entities.CommunalHelper/DreamMoveBlock.attributes.description.quickDestroy=Makes this Dream Move Block shatter a little faster.
entities.CommunalHelper/DreamMoveBlock.attributes.name.crashTime=Break Time
entities.CommunalHelper/DreamMoveBlock.attributes.name.regenTime=Respawn Time
entities.CommunalHelper/DreamMoveBlock.attributes.description.crashTime=The time it takes for this Dream Move Block to break when hitting a solid in seconds.
entities.CommunalHelper/DreamMoveBlock.attributes.description.regenTime=The time it takes for this Dream Move Block to respawn after breaking in seconds.
entities.CommunalHelper/DreamMoveBlock.attributes.description.shakeOnCollision=Whether this Dream Move Block should start shaking if it collides with a solid for longer than the default break time.
entities.CommunalHelper/DreamMoveBlock.attributes.description.noDebris=Whether this Dream Move Block should not spawn debris when it breaks.
entities.CommunalHelper/DreamMoveBlock.Attributes.description.idleButtonsColor=Body and buttons's color when the block is idle.
entities.CommunalHelper/DreamMoveBlock.Attributes.description.idleArrowColor=Arrow's color when the block is idle.
entities.CommunalHelper/DreamMoveBlock.Attributes.description.idleWobbleLinesColor=Wobble lines's color when the block is idle.
entities.CommunalHelper/DreamMoveBlock.Attributes.description.movingButtonsColor=Body and buttons's colors when the block is moving.
entities.CommunalHelper/DreamMoveBlock.Attributes.description.movingArrowColor=Arrow's color when the block is moving.
entities.CommunalHelper/DreamMoveBlock.Attributes.description.movingWobbleLinesColor=Wobble lines's color when the block is moving.
entities.CommunalHelper/DreamMoveBlock.Attributes.description.breakingWobbleLinesColor=Wobble lines's color when the block is breaking.
entities.CommunalHelper/DreamMoveBlock.Attributes.description.breakingCrossColor=Cross's color when the block is breaking.
entities.CommunalHelper/DreamMoveBlock.Attributes.description.canSteer=Makes the block steerable (comes with buttons and new body).

# Dream Falling Block
entities.CommunalHelper/DreamFallingBlock.placements.name.normal=Dream Falling Block
entities.CommunalHelper/DreamFallingBlock.placements.name.chained=Dream Falling Block (Chained)
entities.CommunalHelper/DreamFallingBlock.attributes.description.featherMode=Whether the Dream Falling Block has the Dream Block Feather controls enabled.
entities.CommunalHelper/DreamFallingBlock.attributes.description.oneUse=Whether the Dream Falling Block should shatter upon exit.
entities.CommunalHelper/DreamFallingBlock.attributes.description.refillCount=Number of dashes the Dream Falling Block should refill (-1 for default).
entities.CommunalHelper/DreamFallingBlock.attributes.description.below=Determines whether the Dream Falling Block should render below foreground tiles.
entities.CommunalHelper/DreamFallingBlock.attributes.description.noCollide=Whether the Dream Falling Block should go through solids.
entities.CommunalHelper/DreamFallingBlock.attributes.description.fallDistance=The maximum distance (in pixels) this block can fall before the chain tightens and stops the block (in other words, the chain length).
entities.CommunalHelper/DreamFallingBlock.attributes.description.centeredChain=Renders only one chain at the horizontal center of this block.
entities.CommunalHelper/DreamFallingBlock.attributes.description.chainOutline=Whether the chain of this block should have a black outline.
entities.CommunalHelper/DreamFallingBlock.attributes.description.indicator=Renders below the block a dark transparent rectangle of the path it is going to take when it starts to fall. This indicator might not be visible against dark backgrounds.
entities.CommunalHelper/DreamFallingBlock.attributes.description.indicatorAtStart=Makes the indicator (if enabled) visible before the block is triggered.
entities.CommunalHelper/DreamFallingBlock.attributes.description.quickDestroy=Makes this Dream Falling Block shatter a little faster.
entities.CommunalHelper/DreamFallingBlock.attributes.description.chainTexture=The texture for this Dream Falling Block's chain (if chained).
entities.CommunalHelper/DreamFallingBlock.attributes.description.chainBelow=Determines if the chain should appear farther behind in the scene.\nDoes nothing if 'Below' is also enabled.
entities.CommunalHelper/DreamFallingBlock.attributes.description.legacyLandingBehavior=Whether the Dream Falling Block should not emit particles or make sound when landing, and immediately resume falling if the platform it lands on is removed.

# Dream Switch Gate
entities.CommunalHelper/DreamSwitchGate.placements.name.dream_switch_gate=Dream Switch Gate
entities.CommunalHelper/DreamSwitchGate.attributes.description.below=Determines whether the Dream Switch Gate should render below foreground tiles.
entities.CommunalHelper/DreamSwitchGate.attributes.description.featherMode=Whether the Dream Switch Gate has the Dream Block Feather controls enabled.
entities.CommunalHelper/DreamSwitchGate.attributes.description.oneUse=Whether the Dream Switch Gate should shatter upon exit.
entities.CommunalHelper/DreamSwitchGate.attributes.description.permanent=Whether the Dream Switch Gate should stay at its node permanently after being activated for the entire level.
entities.CommunalHelper/DreamSwitchGate.attributes.description.refillCount=Number of dashes the Dream Switch Gate should refill (-1 for default).
entities.CommunalHelper/DreamSwitchGate.attributes.description.quickDestroy=Makes this Dream Switch Gate shatter a little faster.

# Dream Flag Switch Gate
entities.CommunalHelper/MaxHelpingHand/DreamFlagSwitchGate.placements.name.dream_flag_switch_gate=Dream Flag Switch Gate
entities.CommunalHelper/MaxHelpingHand/DreamFlagSwitchGate.attributes.description.flag=The session flag this switch gate reacts to. Give the same to multiple touch switches and switch gates to group them.
entities.CommunalHelper/MaxHelpingHand/DreamFlagSwitchGate.attributes.description.icon=The name of the icon for the switch gate (relative to objects/MaxHelpingHand/flagSwitchGate), or "vanilla" for the default one.
entities.CommunalHelper/MaxHelpingHand/DreamFlagSwitchGate.attributes.description.persistent=If enabled, the switch gate will stay open when the player dies or changes rooms.
entities.CommunalHelper/MaxHelpingHand/DreamFlagSwitchGate.attributes.description.inactiveColor=The gate icon colour when not triggered yet.
entities.CommunalHelper/MaxHelpingHand/DreamFlagSwitchGate.attributes.description.activeColor=The gate icon colour when triggered, but the group is not complete yet.
entities.CommunalHelper/MaxHelpingHand/DreamFlagSwitchGate.attributes.description.finishColor=The gate icon colour when the group is complete.
entities.CommunalHelper/MaxHelpingHand/DreamFlagSwitchGate.attributes.description.shakeTime=The time (in seconds) the block spends shaking before starting to move. Vanilla value is 0.5 seconds.
entities.CommunalHelper/MaxHelpingHand/DreamFlagSwitchGate.attributes.description.moveTime=The time (in seconds) the block takes to move to its destination after shaking. Vanilla value is 1.8 seconds.
entities.CommunalHelper/MaxHelpingHand/DreamFlagSwitchGate.attributes.description.moveEased=Whether the block should slow down before reaching its final position. If unchecked, the block will move at constant speed.
entities.CommunalHelper/MaxHelpingHand/DreamFlagSwitchGate.attributes.description.allowReturn=Whether the block should return to its original position if the flag is turned off. Only works if the gate is persistent.
entities.CommunalHelper/MaxHelpingHand/DreamFlagSwitchGate.attributes.description.moveSound=The sound played by the gate when it starts moving.
entities.CommunalHelper/MaxHelpingHand/DreamFlagSwitchGate.attributes.description.finishedSound=The sound played by the gate when it is done moving.
entities.CommunalHelper/MaxHelpingHand/DreamFlagSwitchGate.attributes.description.below=Determines whether the Dream Flag Switch Gate should render below foreground tiles.
entities.CommunalHelper/MaxHelpingHand/DreamFlagSwitchGate.attributes.description.featherMode=Whether the Dream Flag Switch Gate has the Dream Block Feather controls enabled.
entities.CommunalHelper/MaxHelpingHand/DreamFlagSwitchGate.attributes.description.oneUse=Whether the Dream Flag Switch Gate should shatter upon exit.
entities.CommunalHelper/MaxHelpingHand/DreamFlagSwitchGate.attributes.description.refillCount=Number of dashes the Dream Flag Switch Gate should refill (-1 for default).
entities.CommunalHelper/MaxHelpingHand/DreamFlagSwitchGate.attributes.description.quickDestroy=Makes this Dream Flag Switch Gate shatter a little faster.

# Dream Floaty Space Block
entities.CommunalHelper/DreamFloatySpaceBlock.placements.name.dream_floaty_space_block=Dream Floaty Space Block
entities.CommunalHelper/DreamFloatySpaceBlock.attributes.description.below=Determines whether this block should render in the background or foreground.
entities.CommunalHelper/DreamFloatySpaceBlock.attributes.description.refillCount=Number of dashes the Dream Floaty Space Block should refill (-1 for default).
entities.CommunalHelper/DreamFloatySpaceBlock.attributes.description.featherMode=Whether this block has the Dream Block Feather controls enabled.
entities.CommunalHelper/DreamFloatySpaceBlock.attributes.description.oneUse=Whether this block should shatter upon exit.
entities.CommunalHelper/DreamFloatySpaceBlock.attributes.description.quickDestroy=Makes this Dream Floaty Space Block shatter a little faster.

# Dream Crumble Wall On Rumble
entities.CommunalHelper/DreamCrumbleWallOnRumble.placements.name.dream_crumble_wall_on_rumble=Dream Crumble Wall On Rumble
entities.CommunalHelper/DreamCrumbleWallOnRumble.attributes.description.below=Determines whether this block should render in the background or foreground.
entities.CommunalHelper/DreamCrumbleWallOnRumble.attributes.description.refillCount=Number of dashes the Dream Crumble Wall On Rumble should refill (-1 for default).
entities.CommunalHelper/DreamCrumbleWallOnRumble.attributes.description.featherMode=Whether this block has the Dream Block Feather controls enabled.
entities.CommunalHelper/DreamCrumbleWallOnRumble.attributes.description.oneUse=Whether this block should shatter upon exit.
entities.CommunalHelper/DreamCrumbleWallOnRumble.attributes.description.persistent=Whether this block should remain broken permanently.
entities.CommunalHelper/DreamCrumbleWallOnRumble.attributes.description.quickDestroy=Makes this Dream Crumble Wall On Rumble shatter a little faster.

# Connected Zip Mover
entities.CommunalHelper/ConnectedZipMover.placements.name.normal=Connected Zip Mover (Normal)
entities.CommunalHelper/ConnectedZipMover.placements.name.moon=Connected Zip Mover (Moon)
entities.CommunalHelper/ConnectedZipMover.placements.name.cliffside=Connected Zip Mover (Cliffside)
entities.CommunalHelper/ConnectedZipMover.attributes.description.customBlockTexture=Legacy. Replace this zip mover and use Custom Skin instead. The path to the custom texture for the Connected Block, starting from Graphics/Atlases/Gameplay/objects/. A template is provided in Mods/CommunalHelper/Graphics/Atlases/Gameplay/objects/CommunalHelper/customConnectedBlock. The filename should NOT include the file extension (.png).
entities.CommunalHelper/ConnectedZipMover.attributes.description.customSkin=The path to a directory with custom textures for this Connected Zip Mover. This is relative to Graphics/Atlases/Gameplay. If set, this overrides the Theme option. Setting the Cliffside theme is equivalent to setting this field to objects/CommunalHelper/connectedZipMover/cliffside, and customising Colors to match.
entities.CommunalHelper/ConnectedZipMover.attributes.description.theme=If Custom Skin is not set, this determines the appearance of the Connected Zip Mover. This also determines the sounds used. The Cliffside theme is a custom theme.
entities.CommunalHelper/ConnectedZipMover.attributes.description.permanent=Whether the Connected Zip Mover should stay completely static after stopping.
entities.CommunalHelper/ConnectedZipMover.attributes.description.waiting=Whether the Connected Zip Mover should wait for the player at each node. Only useful if has more than one node.
entities.CommunalHelper/ConnectedZipMover.attributes.description.ticking=Whether the Connected Zip Mover should be ticking at each node, forcing the player to reactivate it within a limited amount of time. Will return to initial position if the player doesn't reactivate it, or locks in place completely if "permanent" is on. Only useful if has more than one node.
entities.CommunalHelper/ConnectedZipMover.attributes.description.colors=The background and rope colors for this Connected Zip Mover. Setting this value overrides the default values. This is a comma-seperated list of hex codes; the first is used as ther background color, the second as the main rope color, and the third as the lighter rope color (when present). For the Normal and Moon themes, this is 000000,663931,9b6157 by default; for the Cliffside theme, this is 171018,663931,9b6157 by default.

# Connected Swap Block
entities.CommunalHelper/ConnectedSwapBlock.placements.name.normal=Connected Swap Block
entities.CommunalHelper/ConnectedSwapBlock.placements.name.reskinnable=Connected Swap Block (Reskinnable)
entities.CommunalHelper/ConnectedSwapBlock.attributes.description.customGreenBlockTexture=The path to the custom green variant texture for the Connected Swap Block, starting from Graphics/Atlases/Gameplay/objects/. A template is provided in Mods/CommunalHelper/Graphics/Atlases/Gameplay/objects/CommunalHelper/customConnectedBlock. The filename should NOT include the file extension (.png).
entities.CommunalHelper/ConnectedSwapBlock.attributes.description.customRedBlockTexture=The path to the custom red variant texture for the Connected Swap Block, starting from Graphics/Atlases/Gameplay/objects/. A template is provided in Mods/CommunalHelper/Graphics/Atlases/Gameplay/objects/CommunalHelper/customConnectedBlock. The filename should NOT include the file extension (.png).
entities.CommunalHelper/ConnectedSwapBlock.attributes.description.theme=The appearance of the Connected Swap Block.

# Connected Move Block
entities.CommunalHelper/ConnectedMoveBlock.placements.name.up=Connected Move Block (Up)
entities.CommunalHelper/ConnectedMoveBlock.placements.name.down=Connected Move Block (Down)
entities.CommunalHelper/ConnectedMoveBlock.placements.name.left=Connected Move Block (Left)
entities.CommunalHelper/ConnectedMoveBlock.placements.name.right=Connected Move Block (Right)
entities.CommunalHelper/ConnectedMoveBlock.placements.name.reskinnable=Connected Move Block (Reskinnable)
entities.CommunalHelper/ConnectedMoveBlock.placements.name.flag_controlled=Connected Move Block (Flag-controlled)
entities.CommunalHelper/ConnectedMoveBlock.attributes.description.moveSpeed=The speed at which the block moves (accepts any number).
entities.CommunalHelper/ConnectedMoveBlock.attributes.description.direction=The direction in which the Connected Move Block should travel.
entities.CommunalHelper/ConnectedMoveBlock.attributes.description.customBlockTexture=The path to the custom texture for the Connected Block, starting from Graphics/Atlases/Gameplay/objects/. A template is provided in Mods/CommunalHelper/Graphics/Atlases/Gameplay/objects/CommunalHelper/customConnectedBlock. The filename should NOT include the file extension (.png).\nFor adding arrow textures, name the texture for tiles "tileset.png", the arrow textures "arrowXX.png" (00 thru 08), and the breaking "X" sprite as "x.png".
entities.CommunalHelper/ConnectedMoveBlock.attributes.description.customSoundEffect=The path to the custom sound effect for the Connected Block.
entities.CommunalHelper/ConnectedMoveBlock.attributes.description.idleColor=The color of the arrow when not moving.
entities.CommunalHelper/ConnectedMoveBlock.attributes.description.pressedColor=The color of the arrow when moving.
entities.CommunalHelper/ConnectedMoveBlock.attributes.description.breakColor=The color of the arrow when breaking.
entities.CommunalHelper/ConnectedMoveBlock.attributes.description.outline=Gives this Move Block an outline.
entities.CommunalHelper/ConnectedMoveBlock.attributes.name.crashTime=Break Time
entities.CommunalHelper/ConnectedMoveBlock.attributes.name.regenTime=Respawn Time
entities.CommunalHelper/ConnectedMoveBlock.attributes.description.crashTime=The time it takes for this Connected Move Block to break when hitting a solid in seconds.
entities.CommunalHelper/ConnectedMoveBlock.attributes.description.regenTime=The time it takes for this Connected Move Block to respawn after breaking in seconds.
entities.CommunalHelper/ConnectedMoveBlock.attributes.description.shakeOnCollision=Whether this Connected Move Block should start shaking if it collides with a solid for longer than the default break time.
entities.CommunalHelper/ConnectedMoveBlock.attributes.description.noDebris=Whether this Connected Move Block should not spawn debris when it breaks.
entities.CommunalHelper/ConnectedMoveBlock.attributes.description.redirectIsPersistent=Whether the effects of any Move Block Redirects on this block should persist after this block breaks and respawns.
entities.CommunalHelper/ConnectedMoveBlock.attributes.description.ignore=Comma-separated list of entity placement names to ignore.\ne.g. "zipMover,XaphanHelper/FlagDashSwitch,templeCrackedBlock"

# Connected Temple Cracked Block
entities.CommunalHelper/ConnectedTempleCrackedBlock.placements.name.normal=Connected Temple Cracked Block
entities.CommunalHelper/ConnectedTempleCrackedBlock.placements.name.persistent=Connected Temple Cracked Block (Persistent)
entities.CommunalHelper/ConnectedTempleCrackedBlock.attributes.description.persistent=Persistent blocks will stay broken after dying or leaving the room.

# Equation Move Block
entities.CommunalHelper/EquationMoveBlock.placements.name.up=Equation Move Block (Up)
entities.CommunalHelper/EquationMoveBlock.placements.name.down=Equation Move Block (Down)
entities.CommunalHelper/EquationMoveBlock.placements.name.left=Equation Move Block (Left)
entities.CommunalHelper/EquationMoveBlock.placements.name.right=Equation Move Block (Right)
entities.CommunalHelper/EquationMoveBlock.placements.name.reskinnable=Equation Move Block (Reskinnable)
entities.CommunalHelper/EquationMoveBlock.placements.name.flag_controlled=Equation Move Block (Flag-controlled)
entities.CommunalHelper/EquationMoveBlock.attributes.description.equation=The equation used by the Equation Move Block.\n0: y = ax\n1: y = ax^2 + bx\n2: y = ax^3 + bx^2 + x\n3: y = a*sin bx\n4: y = a*cos bx\n5: y = ae^bx\n6: y = ax^b\n7: elliptic, x-scale = a, y-scale = b
entities.CommunalHelper/EquationMoveBlock.attributes.description.moveSpeed=The speed at which the block moves (accepts any number).
entities.CommunalHelper/EquationMoveBlock.attributes.description.direction=The direction in which the Connected Move Block should travel.
entities.CommunalHelper/EquationMoveBlock.attributes.description.customBlockTexture=The path to the custom texture for the Connected Block, starting from Graphics/Atlases/Gameplay/objects/. A template is provided in Mods/CommunalHelper/Graphics/Atlases/Gameplay/objects/CommunalHelper/customConnectedBlock. The filename should NOT include the file extension (.png).\nFor adding arrow textures, name the texture for tiles "tileset.png", the arrow textures "arrowXX.png" (00 thru 08), and the breaking "X" sprite as "x.png".
entities.CommunalHelper/EquationMoveBlock.attributes.description.idleColor=The color of the arrow when not moving.
entities.CommunalHelper/EquationMoveBlock.attributes.description.pressedColor=The color of the arrow when moving.
entities.CommunalHelper/EquationMoveBlock.attributes.description.breakColor=The color of the arrow when breaking.
entities.CommunalHelper/EquationMoveBlock.attributes.description.outline=Gives this Equation Move Block an outline.
entities.CommunalHelper/EquationMoveBlock.attributes.description.activatorFlags=The flags which activate this Equation Move Block.
entities.CommunalHelper/EquationMoveBlock.attributes.description.breakerFlags=The flags which break this Equation Move Block.
entities.CommunalHelper/EquationMoveBlock.attributes.description.barrierBlocksFlags=Whether Seeker Barriers make this block ignore 'on break' flags.
entities.CommunalHelper/EquationMoveBlock.attributes.description.constantA=The value of the A constant used in this block's moving equation.
entities.CommunalHelper/EquationMoveBlock.attributes.description.constantB=The value of the B constant used in this block's moving equation.
entities.CommunalHelper/EquationMoveBlock.attributes.description.onActivateFlags=Flags set when this block is activated.
entities.CommunalHelper/EquationMoveBlock.attributes.description.onBreakFlags=Flags set when this block is broken.
entities.CommunalHelper/EquationMoveBlock.attributes.description.waitForFlags=Makes this block start off invisible and waiting for flags to become visible (and collidable).
entities.CommunalHelper/EquationMoveBlock.attributes.name.crashTime=Break Time
entities.CommunalHelper/EquationMoveBlock.attributes.name.regenTime=Respawn Time
entities.CommunalHelper/EquationMoveBlock.attributes.description.crashTime=The time it takes for this Equation Move Block to break when hitting a solid in seconds.
entities.CommunalHelper/EquationMoveBlock.attributes.description.regenTime=The time it takes for this Equation Move Block to respawn after breaking in seconds.
entities.CommunalHelper/EquationMoveBlock.attributes.description.shakeOnCollision=Whether this Equation Move Block should start shaking if it collides with a solid for longer than the default break time.
entities.CommunalHelper/EquationMoveBlock.attributes.description.noDebris=Whether this Equation Move Block should not spawn debris when it breaks.
entities.CommunalHelper/EquationMoveBlock.attributes.description.redirectIsPersistent=Whether the effects of any Move Block Redirects on this block should persist after this block breaks and respawns.
entities.CommunalHelper/EquationMoveBlock.attributes.description.ignore=Comma-separated list of entity placement names to ignore.\ne.g. "zipMover,XaphanHelper/FlagDashSwitch,templeCrackedBlock"

# Bouncy Panel
entities.CommunalHelper/BouncyPanel.placements.name.up=Bouncy Panel (Up)
entities.CommunalHelper/BouncyPanel.placements.name.left=Bouncy Panel (Left)
entities.CommunalHelper/BouncyPanel.placements.name.right=Bouncy Panel (Right)
entities.CommunalHelper/BouncyPanel.attributes.description.overrideAllowStaticMovers=Enable a hack that allows this entity to attach to SolidTiles, among other things.
entities.CommunalHelper/BouncyPanel.attributes.description.orientation=The way this Bouncy Panel faces.
entities.CommunalHelper/BouncyPanel.attributes.description.sfx=The sound that plays when the player bounces off this panel.

# Dash Collision Panel
entities.CommunalHelper/DashCollisionPanel.placements.name.up=Dash Collision Panel (Up)
entities.CommunalHelper/DashCollisionPanel.placements.name.down=Dash Collision Panel (Down)
entities.CommunalHelper/DashCollisionPanel.placements.name.left=Dash Collision Panel (Left)
entities.CommunalHelper/DashCollisionPanel.placements.name.right=Dash Collision Panel (Right)
entities.CommunalHelper/DashCollisionPanel.attributes.description.orientation=The way this Dash Collision Panel faces.
entities.CommunalHelper/DashCollisionPanel.attributes.description.dashCollideResult=The type of collision result returned when the player dashes into the solid on which this panel is placed.
entities.CommunalHelper/DashCollisionPanel.attributes.description.overrideAllowStaticMovers=Enable a hack that allows this entity to attach to SolidTiles, among other things.

# Dream Tunnel Entry
entities.CommunalHelper/DreamTunnelEntry.placements.name.up=Dream Tunnel Entry (Up)
entities.CommunalHelper/DreamTunnelEntry.placements.name.down=Dream Tunnel Entry (Down)
entities.CommunalHelper/DreamTunnelEntry.placements.name.left=Dream Tunnel Entry (Left)
entities.CommunalHelper/DreamTunnelEntry.placements.name.right=Dream Tunnel Entry (Right)
entities.CommunalHelper/DreamTunnelEntry.attributes.description.overrideAllowStaticMovers=Enable a hack that allows this entity to attach to SolidTiles, among other things.
entities.CommunalHelper/DreamTunnelEntry.attributes.description.orientation=The way this Dream Tunnel Entry faces.
entities.CommunalHelper/DreamTunnelEntry.attributes.description.depth=The depth value for this entity. Used to make it render below or above other entities.

# Frictionless Panel
entities.CommunalHelper/FrictionlessPanel.placements.name.up=Frictionless Panel (Up)
entities.CommunalHelper/FrictionlessPanel.placements.name.left=Frictionless Panel (Left)
entities.CommunalHelper/FrictionlessPanel.placements.name.right=Frictionless Panel (Right)
entities.CommunalHelper/FrictionlessPanel.attributes.description.orientation=The way this Frictionless Panel faces.

# Surface Sound Panel
entities.CommunalHelper/SurfaceSoundPanel.placements.name.up=Surface Sound Panel (Up)
entities.CommunalHelper/SurfaceSoundPanel.placements.name.left=Surface Sound Panel (Left)
entities.CommunalHelper/SurfaceSoundPanel.placements.name.right=Surface Sound Panel (Right)
entities.CommunalHelper/SurfaceSoundPanel.attributes.description.overrideAllowStaticMovers=Enable a hack that allows this entity to attach to SolidTiles, among other things.
entities.CommunalHelper/SurfaceSoundPanel.attributes.description.orientation=The way this panel is facing. Up for changing the top sound index, Left & Right for the climbing sounds.
entities.CommunalHelper/SurfaceSoundPanel.attributes.description.soundIndex=The index associated with the surface sounds played on this panel.

# Chained Kevin
entities.CommunalHelper/ChainedKevin.placements.name.up=Kevin (Chained, Up)
entities.CommunalHelper/ChainedKevin.placements.name.down=Kevin (Chained, Down)
entities.CommunalHelper/ChainedKevin.placements.name.left=Kevin (Chained, Left)
entities.CommunalHelper/ChainedKevin.placements.name.right=Kevin (Chained, Right)
entities.CommunalHelper/ChainedKevin.attributes.description.chillout=Whether the block should have the large face and get tired after being hit.
entities.CommunalHelper/ChainedKevin.attributes.description.chainLength=The length of the chain holding the block, which will be unable to go past this distance.
entities.CommunalHelper/ChainedKevin.attributes.description.direction=The only direction in which this block will travel.
entities.CommunalHelper/ChainedKevin.attributes.description.retractSpeedModifier=Multiplier for the retract speed of the Kevin (1.0 = normal Kevin retract speed).
entities.CommunalHelper/ChainedKevin.attributes.description.centeredChain=Renders only one chain at the horizontal or vertical center of this block, depending on the direction.
entities.CommunalHelper/ChainedKevin.attributes.description.chainOutline=Whether the chain of this block should have a black outline.
entities.CommunalHelper/ChainedKevin.attributes.description.chainTexture=The texture for this Chained Kevin's chain.

# Chained Falling Block
entities.CommunalHelper/ChainedFallingBlock.placements.name.chained_falling_block=Falling Block (Chained)
entities.CommunalHelper/ChainedFallingBlock.attributes.description.tiletype=Changes the visual appearance of this block.
entities.CommunalHelper/ChainedFallingBlock.attributes.description.climbFall=Whether this block should start falling when the player is climbing it.
entities.CommunalHelper/ChainedFallingBlock.attributes.description.behind=Whether this block and its chain should both appear farther behind in the scene.
entities.CommunalHelper/ChainedFallingBlock.attributes.description.fallDistance=The maximum distance (in pixels) this block can fall before the chain tightens and stops the block (in other words, the chain length).
entities.CommunalHelper/ChainedFallingBlock.attributes.description.centeredChain=Renders only one chain at the horizontal center of this block.
entities.CommunalHelper/ChainedFallingBlock.attributes.description.chainOutline=Whether the chain of this block should have a black outline.
entities.CommunalHelper/ChainedFallingBlock.attributes.description.indicator=Renders below the block a dark transparent rectangle of the path it is going to take when it starts to fall. This indicator might not be visible against dark backgrounds.
entities.CommunalHelper/ChainedFallingBlock.attributes.description.indicatorAtStart=Makes the indicator (if enabled) visible before the block is triggered.
entities.CommunalHelper/ChainedFallingBlock.attributes.description.chainTexture=The texture for this Falling Block's chain.
entities.CommunalHelper/ChainedFallingBlock.attributes.description.chainBehind=Whether the chain should appear farther behind in the scene.\nDoes nothing if 'Behind' is also enabled.
entities.CommunalHelper/ChainedFallingBlock.attributes.description.staticMoverForceShake=Whether this block should shake for longer when triggered by an attached static mover (e.g. a spring).

# Chain
entities.CommunalHelper/Chain.placements.name.chain=Chain
entities.CommunalHelper/Chain.attributes.description.outline=Whether this chain has an outline (black).
entities.CommunalHelper/Chain.attributes.description.extraJoints=The additional 'chain nodes' this chain has. Used to make the chain longer without distancing the endpoints of the chain any further away from eachother.
entities.CommunalHelper/Chain.attributes.description.texture=This chain's texture.
entities.CommunalHelper/Chain.attributes.description.updateOffscreen=Whether the chain physics should be calculated even if the chain is currently off-screen.\nIf you don't expect the chain to get broken off-screen, this is likely safe to disable, reducing lag in large rooms.

# Core Mode Music Controller
entities.CommunalHelper/CoreModeMusicController.placements.name.enable=Core Mode Music Controller
entities.CommunalHelper/CoreModeMusicController.placements.name.disable=Core Mode Music Controller (Disable)
entities.CommunalHelper/CoreModeMusicController.attributes.description.params=A list of parameters to change depending on the level's core mode (separated by the comma character ',').
entities.CommunalHelper/CoreModeMusicController.attributes.description.hot=The values to which the parameters will be set when the core mode is "Hot".
entities.CommunalHelper/CoreModeMusicController.attributes.description.cold=The values to which the parameters will be set when the core mode is "Cold".
entities.CommunalHelper/CoreModeMusicController.attributes.description.none=The values to which the parameters will be set when the core mode is "None".
entities.CommunalHelper/CoreModeMusicController.attributes.description.disable=If this is ticked on, this controller will look for every controller with the same parameter list (in order), and disable it (remove it). It also removes itself afterwards.

# Heart Gem Shards
entities.CommunalHelper/CrystalHeart.placements.name.heart_gem_shards=Crystal Heart (Shards)
entities.CommunalHelper/CrystalHeart.attributes.description.removeCameraTriggers=Whether the heart should remove camera triggers onces its triggered.

# Heart Gem Shards, Adventure Helper
entities.CommunalHelper/AdventureHelper/CustomCrystalHeart.placements.name.heart_gem_shards=Crystal Heart (Shards) [Adventure Helper]
entities.CommunalHelper/AdventureHelper/CustomCrystalHeart.attributes.description.color=Determines the glow and particle color of the heart as well as its tint if no sprite path is set.
entities.CommunalHelper/AdventureHelper/CustomCrystalHeart.attributes.description.path=If set, determines what sprite will be used for the heart. The hitbox is not altered! If not set, the fake heart's white heart will be tinted.\nThe sprites of the default 4 hearts are treated differently and they will take the behavior of those. They are the following:\n* 'heartgem0' : A-side, Blue\n* 'heartgem1' : B-side, Red\n* 'heartgem2' : C-side, Gold\n* 'heartgem3' : Farewell, White

# Hint Controller
entities.CommunalHelper/HintController.placements.name.controller=Hint Controller
entities.CommunalHelper/HintController.attributes.descrption.titleDialog=A key in Dialog/<language>.txt which is what will display in the Pause menu for this entry.\nBy default, uses `communalhelper_entities_hint_controller_menu` which points to "Hint."
entities.CommunalHelper/HintController.attributes.description.dialogIds=A comma separated list of keys into Dialog/<language>.txt for each hint entry.
entities.CommunalHelper/HintController.attributes.description.singleUses=A comma separated list of numbers, where 0 means the corresponding hint entry can be used multiple times, and anything else means it can only be used once.\nDefaults to empty string, which means all entries can be used multiple times.
entities.CommunalHelper/HintController.attributes.description.selectorCounter=The name of the session counter that selects the current dialog.\nDefaults to empty string, which means that there is no counter and only the first hint will be available.
entities.CommunalHelper/HintController.attributes.description.selectNextHint=If true, the selector defined in selectorCounter will be automatically incremented when a hint is shown. Defaults to false.
entities.CommunalHelper/HintController.attributes.description.flagWhileReading=This flag will be true while a hint is being read.

# Input Flag Controller
entities.CommunalHelper/InputFlagController.placements.name.controller=Input Flag Controller
entities.CommunalHelper/InputFlagController.attributes.description.flags=Multiple flags can be separated by commas, and sequences of flags can be separated by semi-colons.
entities.CommunalHelper/InputFlagController.attributes.description.toggle=If enabled, flags will be toggled and the sequence will loop. If disabled, flags will be enable once.
entities.CommunalHelper/InputFlagController.attributes.description.resetFlags=If enabled, all specified flags will be disabled upon leaving the room this entity is in.
entities.CommunalHelper/InputFlagController.attributes.description.delay=The minimum delay in seconds between inputs.
entities.CommunalHelper/InputFlagController.attributes.description.grabOverride=Overrides the user's button binding to use the grab bind instead.

# Melvin
entities.CommunalHelper/Melvin.placements.name.strong=Melvin (All Strong)
entities.CommunalHelper/Melvin.placements.name.weak=Melvin (All Weak)
entities.CommunalHelper/Melvin.placements.name.horiz_weak=Melvin (Horizontally Weak)
entities.CommunalHelper/Melvin.placements.name.verti_weak=Melvin (Vertically Weak)
entities.CommunalHelper/Melvin.attributes.description.weakTop=Whether this Melvin can be dashed into from above.
entities.CommunalHelper/Melvin.attributes.description.weakBottom=Whether this Melvin can be dashed into from below.
entities.CommunalHelper/Melvin.attributes.description.weakLeft=Whether this Melvin can be dashed into from the left.
entities.CommunalHelper/Melvin.attributes.description.weakRight=Whether this Melvin can be dashed into from the right.
entities.CommunalHelper/Melvin.attributes.description.spriteDir=A path to custom sprites to use, relative to Graphics/Atlases/Gameplay.\nThe sprites should follow the same format as the default ones, which can be found in Graphics/Atlases/Gameplay/objects/CommunalHelper/melvin.\nIf left empty, the default sprites will be used.
entities.CommunalHelper/Melvin.attributes.description.fillColor=The fill color of this Melvin.
entities.CommunalHelper/Melvin.attributes.description.activateParticleColor=The color of the particles emitted when this Melvin activates.
entities.CommunalHelper/Melvin.attributes.description.attackParticleColor=The color of the particles emitted when this Melvin attacks.
entities.CommunalHelper/Melvin.attributes.description.attackParticleFadeColor=The fade color of the particles emitted when this Melvin attacks.

# Move Block Redirect
entities.CommunalHelper/MoveBlockRedirect.placements.name.normal=Move Block Redirect
entities.CommunalHelper/MoveBlockRedirect.placements.name.one_use=Move Block Redirect (One Use)
entities.CommunalHelper/MoveBlockRedirect.placements.name.delete=Move Block Redirect (Delete)
entities.CommunalHelper/MoveBlockRedirect.placements.name.reskinnable=Move Block Redirect (Reskinnable)
entities.CommunalHelper/MoveBlockRedirect.attributes.description.direction=Determines the direction the Move Block moves after being redirected.
entities.CommunalHelper/MoveBlockRedirect.attributes.description.fastRedirect=Skips the redirect animation.
entities.CommunalHelper/MoveBlockRedirect.attributes.description.deleteBlock=Breaks the Move Block that goes through.
entities.CommunalHelper/MoveBlockRedirect.attributes.description.operation=The type of operation to apply to the current Move Block speed.
entities.CommunalHelper/MoveBlockRedirect.attributes.description.modifier=The number with which the operation is applied to the Move Block speed.
entities.CommunalHelper/MoveBlockRedirect.attributes.description.oneUse=Whether this Move Block Redirect can only be used once or not.
entities.CommunalHelper/MoveBlockRedirect.attributes.description.reskinFolder=The path to the folder containing custom sprites required for this entity's reskinning. This folder can contain up to 5 files used in code, unless they aren't found which will cause the entity to use the default one.\n\nHere is a list of the files you'd want to have in the folder:\n\n- "block.png" is the outline of the redirect entity. It's 3 tiles wide and tall (24 x 24).\n\n- "arrow.png" is the icon shown for simple redirects, when speed is unaffected.\n\n- "x.png" is the icon shown for delete mode redirects.\n\n- "fast.png" and "slow.png" are the icons shown for redirects that increase or decrease speed respectively.\n\n\nPlease note that these images will be recolored in-game and so they must preferably be close to white/grayscale. If you want to use any color, you can set the Override Color and Overrde Used Color to ffffff, so that the colors are not affected.
entities.CommunalHelper/MoveBlockRedirect.attributes.description.overrideColor=The hexadecimal color code that, if set, replaces whatever color the block originally has. Must not include the hash (#) symbol!
entities.CommunalHelper/MoveBlockRedirect.attributes.description.overrideUsedColor=The hexadecimal color code that, if set, replaces whatever color the block originally has when it's being used. Must not include the hash (#) symbol!

# Move Swap Block
entities.CommunalHelper/MoveSwapBlock.placements.name.move_swap_block=Move Swap Block
entities.CommunalHelper/MoveSwapBlock.attributes.description.canSteer=Whether the Move Swap Block can be moved by the player.
entities.CommunalHelper/MoveSwapBlock.attributes.description.direction=The direction the Move Swap Block moves in upon activation.
entities.CommunalHelper/MoveSwapBlock.attributes.description.freezeOnSwap=Whether the block will continue moving while swapping.
entities.CommunalHelper/MoveSwapBlock.attributes.description.moveAcceleration=The speed at which the block will move upon activation.
entities.CommunalHelper/MoveSwapBlock.attributes.description.moveSpeed=The maximum speed of the block while moving.
entities.CommunalHelper/MoveSwapBlock.attributes.description.returns=Whether the block will return after swapping.
entities.CommunalHelper/MoveSwapBlock.attributes.description.swapSpeedMultiplier=The speed multiplier for swapping.
entities.CommunalHelper/MoveSwapBlock.attributes.description.theme=Unsupported by this entity!
entities.CommunalHelper/MoveSwapBlock.attributes.name.crashTime=Break Time
entities.CommunalHelper/MoveSwapBlock.attributes.name.regenTime=Respawn Time
entities.CommunalHelper/MoveSwapBlock.attributes.description.crashTime=The time it takes for this Move Swap Block to break when hitting a solid in seconds.
entities.CommunalHelper/MoveSwapBlock.attributes.description.regenTime=The time it takes for this Move Swap Block to respawn after breaking in seconds.
entities.CommunalHelper/MoveSwapBlock.attributes.description.shakeOnCollision=Whether this Move Swap Block should start shaking if it collides with a solid for longer than the default break time.
entities.CommunalHelper/MoveSwapBlock.attributes.description.noDebris=Whether this Move Swap Block should not spawn debris when it breaks.
entities.CommunalHelper/MoveSwapBlock.attributes.description.ignore=Comma-separated list of entity placement names to ignore.\ne.g. "zipMover,XaphanHelper/FlagDashSwitch,templeCrackedBlock"

# Player Bubble Region
entities.CommunalHelper/PlayerBubbleRegion.placements.name.player_bubble_region=Player Bubble Region

# No Overlay Lookout
entities.CommunalHelper/NoOverlayLookout.placements.name.watchtower=Watchtower (No Overlay)
entities.CommunalHelper/NoOverlayLookout.attributes.description.summit=Whether the watch tower should zoom on the final node or not. Requires nodes to function, otherwise game will crash.
entities.CommunalHelper/NoOverlayLookout.attributes.description.onlyY=Whether the watch tower can only move vertically. If the watch tower has nodes it will still follow CommunalHelper/NoOverlayLookout

# Railed Move Block
entities.CommunalHelper/RailedMoveBlock.placements.name.horizontal=Railed Move Block (Horizontal)
entities.CommunalHelper/RailedMoveBlock.placements.name.vertical=Railed Move Block (Vertical)
entities.CommunalHelper/RailedMoveBlock.placements.name.both=Railed Move Block (Both)
entities.CommunalHelper/RailedMoveBlock.attributes.description.steeringMode=Represents the way in which you can steer the block using the side buttons.\n\n- "Horizontal" will enable buttons on the left and right side of the block.\n- "Vertical" will enable one button at the top of the block.\n- "Both" will enable the two above.
entities.CommunalHelper/RailedMoveBlock.attributes.description.speed=The maximum speed this block can go at.
entities.CommunalHelper/RailedMoveBlock.attributes.description.easedVerticalMovement=If checked, diagonal inputs will more easily move the Railed Move Block vertically. This is used to make some moves easier on analog.
entities.CommunalHelper/RailedMoveBlock.attributes.description.attachedAbove=If checked, attached entities will be rendered above the steering buttons. (Springs, spikes, etc.) 

# Reset State Crystal
entities.CommunalHelper/ResetStateCrystal.placements.name.reset_state_crystal=Reset State Crystal
entities.CommunalHelper/ResetStateCrystal.attributes.description.oneUse=Whether the crystal should permanently disappear after being collected.

# Synced Zip Mover Activation Controller
entities.CommunalHelper/SyncedZipMoverActivationController.placements.name.controller=Synced Zip Mover Activation Controller
entities.CommunalHelper/SyncedZipMoverActivationController.attributes.description.zipMoverSpeedMultiplier=Speed Multiplier for the controlled Zip Movers.
entities.CommunalHelper/SyncedZipMoverActivationController.attributes.description.colorCode=Target color code.

# Summit Gem Manager
entities.CommunalHelper/CustomSummitGemManager.placements.name.summit_gem_manager=Summit Gem Manager
entities.CommunalHelper/CustomSummitGemManager.attributes.description.gemIds=Comma separated list of gemIDs. ID format is $mapSID/$roomName/$index. If no mapSID is provided, the current map will be used.
entities.CommunalHelper/CustomSummitGemManager.attributes.description.melody=NOT Comma separated list of numbers from 0-7 for a custom melody during collection. Defaults to the gem index if not provided.
entities.CommunalHelper/CustomSummitGemManager.attributes.description.heartOffset=Determines where the crystal heart will move to relative to this summit gem manager once all gems are collected.

# Redless Berry
entities.CommunalHelper/RedlessBerry.placements.name.redless_berry=Redless Berry
entities.CommunalHelper/RedlessBerry.attributes.description.persistent=Whether this Redless Berry stays with the player, even throughout deaths.
entities.CommunalHelper/RedlessBerry.attributes.description.winged=Makes this Redless Berry winged, meaning that it won't appear if the player was tired at some point in the session.

# Dream Strawberry
entities.CommunalHelper/DreamStrawberry.placements.name.dream_dash_berry=Dream Strawberry
entities.CommunalHelper/DreamStrawberry.attributes.description.checkpointID=Manually determine what checkpoint section strawberries are visually grouped up in, showing up on the start menu during gameplay and level select. Overrides Everest's automatic berry IDs. (Default= -1)
entities.CommunalHelper/DreamStrawberry.attributes.description.order=Manually determine what order strawberries are visually placed in on the start menu during gameplay and level select. Overrides Everest's automatic berry IDs. (Default= -1)
entities.CommunalHelper/DreamStrawberryTracked.placements.name.dream_dash_berry=Dream Strawberry (Counts Toward Total)
entities.CommunalHelper/DreamStrawberryTracked.attributes.description.checkpointID=Manually determine what checkpoint section strawberries are visually grouped up in, showing up on the start menu during gameplay and level select. Overrides Everest's automatic berry IDs. (Default= -1)
entities.CommunalHelper/DreamStrawberryTracked.attributes.description.order=Manually determine what order strawberries are visually placed in on the start menu during gameplay and level select. Overrides Everest's automatic berry IDs. (Default= -1)
entities.CommunalHelper/DreamStrawberryGolden.placements.name.dream_dash_berry=Dream Strawberry (Golden)
entities.CommunalHelper/DreamStrawberryGolden.attributes.description.checkpointID=Manually determine what checkpoint section strawberries are visually grouped up in, showing up on the start menu during gameplay and level select. Overrides Everest's automatic berry IDs. (Default= -1)
entities.CommunalHelper/DreamStrawberryGolden.attributes.description.order=Manually determine what order strawberries are visually placed in on the start menu during gameplay and level select. Overrides Everest's automatic berry IDs. (Default= -1)

# Seeker Dash Refill
entities.CommunalHelper/SeekerDashRefill.placements.name.seeker_dash_refill=Seeker Dash Refill
entities.CommunalHelper/SeekerDashRefill.attributes.description.oneUse=Whether the crystal should permanently disappear after being collected.

# Player Seeker Barrier
entities.CommunalHelper/PlayerSeekerBarrier.placements.name.normal=Player Seeker Barrier (No spikes)
entities.CommunalHelper/PlayerSeekerBarrier.placements.name.spike_all=Player Seeker Barrier (All spikes)
entities.CommunalHelper/PlayerSeekerBarrier.placements.name.spike_up=Player Seeker Barrier (Up spikes)
entities.CommunalHelper/PlayerSeekerBarrier.placements.name.spike_down=Player Seeker Barrier (Down spikes)
entities.CommunalHelper/PlayerSeekerBarrier.placements.name.spike_left=Player Seeker Barrier (Left spikes)
entities.CommunalHelper/PlayerSeekerBarrier.placements.name.spike_right=Player Seeker Barrier (Right spikes)
entities.CommunalHelper/PlayerSeekerBarrier.attributes.description.spikeUp=Whether the top edge of this barrier acts like spikes.
entities.CommunalHelper/PlayerSeekerBarrier.attributes.description.spikeDown=Whether the bottom edge of this barrier acts like spikes.
entities.CommunalHelper/PlayerSeekerBarrier.attributes.description.spikeLeft=Whether the left edge of this barrier acts like spikes.
entities.CommunalHelper/PlayerSeekerBarrier.attributes.description.spikeRight=Whether the right edge of this barrier acts like spikes.
entities.CommunalHelper/PlayerSeekerBarrier.attributes.description.spiky=[DEPRECATED] Whether all edges of this barrier act like spikes.

# Shielded Refill
entities.CommunalHelper/ShieldedRefill.placements.name.one_dash=Shielded Refill
entities.CommunalHelper/ShieldedRefill.placements.name.two_dashes=Shielded Refill (Two Dashes)
entities.CommunalHelper/ShieldedRefill.attributes.description.twoDashes=Whether the refill should give two dashes, instead of one.
entities.CommunalHelper/ShieldedRefill.attributes.description.bubbleRepel=Whether the player should bounce off the bubble.
entities.CommunalHelper/ShieldedRefill.attributes.description.oneUse=Whether the refill should not reappear after being collected.

# Lightning Controller
entities.CommunalHelper/LightningController.placements.name.controller=Simple Lightning Controller
entities.CommunalHelper/LightningController.attributes.description.minDelay=The minimum delay between two strikes.
entities.CommunalHelper/LightningController.attributes.description.maxDelay=The maximum delay between two strikes.
entities.CommunalHelper/LightningController.attributes.description.startupDelay=The time waited before any lightning strikes after the controller starts.
entities.CommunalHelper/LightningController.attributes.description.flash=The intensity (brightness) of the flash.
entities.CommunalHelper/LightningController.attributes.description.flashDuration=The duration of the flash in seconds. Leave at 0 for no flash.
entities.CommunalHelper/LightningController.attributes.description.depth=The depth value at which the lightning spawns.
entities.CommunalHelper/LightningController.attributes.description.shakeAmount=The shake time. Leave at 0 for no shake.
entities.CommunalHelper/LightningController.attributes.description.sfx=The sound effect event name played when lightning strikes. Enter `null` for no sound.
entities.CommunalHelper/LightningController.attributes.description.probability=A number between 0.0 and 1.0 that represents the chance of a lightning strike occurring after each delay.
entities.CommunalHelper/LightningController.attributes.description.color=The color of the lightning strikes.
entities.CommunalHelper/LightningController.attributes.description.flashColor=The color of the flash.

# UFO
entities.CommunalHelper/UFO.placements.name.ufo=UFO
entities.CommunalHelper/UFO.placements.description.ufo=Flings the player and holdables when below, before moving to the next position.
entities.CommunalHelper/UFO.attributes.description.raySizeX=The width of the beam within which entities are flung.
entities.CommunalHelper/UFO.attributes.description.raySizeY=The height of the beam within which entities are flung.

# Move Block Group
entities.CommunalHelper/MoveBlockGroup.placements.name.move_block_group=Move Block Group
entities.CommunalHelper/MoveBlockGroup.attributes.description.color=The display color of this Move Block group.\nDoes nothing if "Disable Pulse" is enabled.
entities.CommunalHelper/MoveBlockGroup.attributes.description.disablePulse=Whether to disable the colored pulsing of the arrows of Move Blocks in this group.
entities.CommunalHelper/MoveBlockGroup.attributes.description.syncActivation=Whether all Move Blocks from this group are bound to activate simultaneously.
entities.CommunalHelper/MoveBlockGroup.attributes.description.respawnBehavior=Dictates how Move Blocks respawn within this group.\n* Immediate: the Move Blocks respawn immediately, like they normally do outside of a group.\n* Simultaneous: all Move Blocks from this group must have first broken in order for them to respawn.\n* Sequential: each Move Block will only respawn once all the ones that came before it in the group have respawned.   

# Aero Block Flying
entities.CommunalHelper/AeroBlockFlying.placements.name.active=Flying Aero Block
entities.CommunalHelper/AeroBlockFlying.placements.name.inactive=Flying Aero Block (Initially Inactive)
entities.CommunalHelper/AeroBlockFlying.attributes.description.inactive=Whether this block should spawn as inactive - that means it's not flying. It will activate once the player touch it.\nIMPORTANT: if this option is enabled, the first node of this block will define its initial position.
entities.CommunalHelper/AeroBlockFlying.attributes.description.travelSpeed=The speed (in px/sec) at which this block's target moves. Note that this does not directly affect the exact speed of the block, but its target point, which the block constantly smoothly approaches.\nThis field is only useful is this entity has at least one node.
entities.CommunalHelper/AeroBlockFlying.attributes.description.travelMode=The type of movement this block will execute.\n  * Loop: the block goes to each of its nodes sequentially, and loops around once the last one is reached.\n  * Back and Forth: the block goes through each of its nodes sequencially, and then in reverse, and so on forever.\n  * With Player: The block does not move until the player rides it. When the player is riding the block, the block moves towards the end of its sequence of nodes, and stops at the end. If the player leaves off the block, it starts going backwards to its starting position.\n  * With Player Once: Same as "With Player", except the block turns off at the end of its sequence, and becomes unsable (stops flying).
entities.CommunalHelper/AeroBlockFlying.attributes.description.startColor=The starting color of this block's progress bar. Only useful when this block has mode WithPlayer or WithPlayerOnce enabled.
entities.CommunalHelper/AeroBlockFlying.attributes.description.endColor=The ending color of this block's progress bar. Only useful when this block has mode WithPlayer or WithPlayerOnce enabled.

# Aero Block Charged
entities.CommunalHelper/AeroBlockCharged.placements.name.aero_block_charged=Charged Aero Block
entities.CommunalHelper/AeroBlockCharged.placements.name.aero_block_charged_0=Charged Aero Block (Cassette, 0 - Blue)
entities.CommunalHelper/AeroBlockCharged.placements.name.aero_block_charged_1=Charged Aero Block (Cassette, 1 - Rose)
entities.CommunalHelper/AeroBlockCharged.placements.name.aero_block_charged_2=Charged Aero Block (Cassette, 2 - Bright Sun)
entities.CommunalHelper/AeroBlockCharged.placements.name.aero_block_charged_3=Charged Aero Block (Cassette, 3 - Malachite)
entities.CommunalHelper/AeroBlockCharged.attributes.description.buttonSequence=Text that describes how the buttons of this block are shown and hidden as the block moves to each node. It is parsed by the entity, so this field must follow a specified format:\n\nFor each node, you can have the LEFT, RIGHT, and TOP buttons either enabled or not.\nTo combine multiple buttons, use a "+" symbol. For instance: LEFT+RIGHT represents both the left and right button being enabled, while the top one is not.\n\nThere are other keywords that represent multiple buttons at once: HORIZONTAL, VERTICAL, ALL, NONE:\n  * HORIZONTAL = LEFT + RIGHT\n  * VERTICAL = TOP\n  * ALL = TOP + LEFT + RIGHT\n  * NONE: (no buttons)\n\nIf you have multiple nodes, you must list the buttons for each node, separated by "->".\nFor instance: LEFT+RIGHT -> TOP will start the block with the left and right buttons on, and when the blocks moves to the next node, only the top button will be on.\nYou don't necessarily have to write as many button combinations as the number of nodes this entity has, because the button sequence will loop if it is exhausted before the block reaches the end of its node sequence.\nHowever, you should not have more button combinations than nodes as the extra button combinations will be discarded.\n\nWord capitalization does not matter.\nWords that are not LEFT, RIGHT, TOP, HORIZONTAL, VERTICAL, ALL or NONE will be dismissed and a warning will be printed in the log.\nLeading & trailing whitespaces are discarded, so feel free to format the string the way you prefer.\n\nHere are more examples of valid sequences:\n  * LEFT\n  * HORIZONTAL -> TOP + LEFT\n  * right->left->tOP->All\n  * ALL -> none + LEFT+right -> rIgHt\n\nIf something goes wrong, check the log; you'll find the error messages there.
entities.CommunalHelper/AeroBlockCharged.attributes.description.hover=Whether this block has a "floating" movement when idle. If disabled, the block stays in place until it needs to move.
entities.CommunalHelper/AeroBlockCharged.attributes.description.loop=Whether when the last node of this block's sequence is reached, it should loop back around to the initial position instead of becoming inactive.
entities.CommunalHelper/AeroBlockCharged.attributes.description.activeColor=This block's button and screen particle color when it is active. 
entities.CommunalHelper/AeroBlockCharged.attributes.description.inactiveColor=This block's button color when it is inactive.
entities.CommunalHelper/AeroBlockCharged.attributes.description.SpirialisBug=This enables a bug where Spirialis Helper will override the player's jump speed with the boost from an Aero Block, even when Spirialis Helper is not enabled.\nThis effectively makes your vertical momentum much stronger than normal from Aero Blocks in most, but not all, cases.\n(Legacy, replace this block for an improved version of this toggle.)
entities.CommunalHelper/AeroBlockCharged.attributes.name.SpirialisBugV2=Stronger Vertical Boost
entities.CommunalHelper/AeroBlockCharged.attributes.description.SpirialisBugV2=This enables a legacy behavior (originally caused by Spirialis Helper) where the player's jump speed will be overridden with the boost from an Aero Block.\nTurning this on effectively makes your vertical momentum from Aero Blocks much stronger than normal in most cases.
entities.CommunalHelper/AeroBlockCharged.attributes.description.wallbounceLeniency=Allows wallbounces up to all 5 pixels of horizontal leniency to receive the boost from this block instead of only the first 3 pixels.\nThis prevents there from being a 2 pixel window where you can wallbounce without receiving the boost.
entities.CommunalHelper/AeroBlockCharged.attributes.description.cassetteIndex=The cassette index of this Charged Aero Block. If set to anything other than "None", the buttons on this block will (de)activate in sync with cassette blocks of this index.
entities.CommunalHelper/AeroBlockCharged.attributes.description.cassetteTempo=The cassette tempo of this Charged Aero Block. See the tooltip of the "Tempo" field on Cassette Blocks for a thorough explanation.\nDoes nothing if "Cassette Index" is set to "None".
entities.CommunalHelper/AeroBlockCharged.attributes.description.moveOnCassetteTick=Whether this block will move to the next node at the end of the current cassette tick if it has not already been activated.\nDoes nothing if "Cassette Index" is set to "None".

# Aero Block Slingshot
entities.CommunalHelper/AeroBlockSlingshot.placements.name.normal=Slingshot Aero Block
entities.CommunalHelper/AeroBlockSlingshot.attributes.description.launchTime=The time in seconds that it takes the block to return after being released. Defaults to 0.5.
entities.CommunalHelper/AeroBlockSlingshot.attributes.description.cooldownTime=The time in seconds before the player can push the block again after being reset. Defaults to 0.5.
entities.CommunalHelper/AeroBlockSlingshot.attributes.description.setTime=The time in seconds that the player must stop pushing to prepare the block to launch. Defaults to 0.2.
entities.CommunalHelper/AeroBlockSlingshot.attributes.description.delayTime=The time in seconds after the block is set that the launch will occur. Defaults to 0.2.
entities.CommunalHelper/AeroBlockSlingshot.attributes.description.pushSpeed=The speed in pixels-per-second that the player can push the block. Defaults to 35.
entities.CommunalHelper/AeroBlockSlingshot.attributes.description.pushActions=The actions that the player may perform on the block. Options are None, Push, Pull, or Both. Defaults to Push.
entities.CommunalHelper/AeroBlockSlingshot.attributes.description.allowAdjustments=If false, the player cannot move the block once it has been "set" and the timer has started. If true, the player can adjust the block's position while the timer counts down, and it will reset the timer. Defaults to true.
entities.CommunalHelper/AeroBlockSlingshot.attributes.description.startColor=The color to tint the progress bar when the player pushes the block from the idle state. This will be lerped to endColor as the player continues to push.
entities.CommunalHelper/AeroBlockSlingshot.attributes.description.endColor=The color to tint the progress bar when the player pushes the block to the end of the track.

# Shapeshifter
entities.CommunalHelper/Shapeshifter.placements.name.shapeshifter=Shapeshifter
entities.CommunalHelper/Shapeshifter.attributes.description.voxelWidth=The width in tiles of the 3D voxel.
entities.CommunalHelper/Shapeshifter.attributes.description.voxelHeight=The height in tiles of the 3D voxel.
entities.CommunalHelper/Shapeshifter.attributes.description.voxelDepth=The depth in tiles of the 3D voxel.
entities.CommunalHelper/Shapeshifter.attributes.description.model=A string representation of a 3D-array of characters corresponding to tile IDs. The size of this array is width * height * depth.\nIf this field isn't complete (i.e. its length isn't width * height * depth), the missing character will be implied as '0', or you can set the default value in the `defaultTile` field (useful for filling the whole 3D-grid if you want to make a trivial 3D block).\n\nYou don't have to fill this out manually by yourself. Use Communal Helper's voxel editor by using the ch_make_voxel or ch_fill_voxel command:\n  * ch_make_voxel <width> <height> <depth> [model]\n  * ch_fill_voxel <width> <height> <depth> [model]\n\nRead more on the Communal Helper wiki, and watch the tutorial video for an explanation of how you can use this entity.
entities.CommunalHelper/Shapeshifter.attributes.description.startSound=The sound that plays when this block starts moving along a path.
entities.CommunalHelper/Shapeshifter.attributes.description.finishSound=The sound that plays when this block stops moving.
entities.CommunalHelper/Shapeshifter.attributes.description.startShake=The strength of the shake when this block starts moving. Also plays short medium rumble on controllers.\nLeave at 0.0 for no shake nor rumble.
entities.CommunalHelper/Shapeshifter.attributes.description.finishShake=The strength of the shake when this block stops moving. Also plays short medium rumble on controllers.\nLeave at 0.0 for no shake nor rumble.
entities.CommunalHelper/Shapeshifter.attributes.description.rainbowMix=A percentage (0.0 to 1.0) describing how rainbow the block should appear when moving. This helps to recognize shapeshifters that are currently moving (and if rotating, then uncollidable).\nLeave at 0.0 for no rainbowness. The more this value is close to 1.0, the more rainbow the block will appear, until you cannot see its texture, but only its shape (rainbowed out).
entities.CommunalHelper/Shapeshifter.attributes.description.defaultTile=The default tile for this model.

# Shapeshifter Path
entities.CommunalHelper/ShapeshifterPath.placements.name.shapeshiter_path=Shapeshifter Path
entities.CommunalHelper/ShapeshifterPath.attributes.description.duration=How long it takes for shapeshifters to travel along this path.
entities.CommunalHelper/ShapeshifterPath.attributes.description.easer=The easing mode that atler the feel & smoothness of the movement of blocks taking this path.
entities.CommunalHelper/ShapeshifterPath.attributes.description.rotateYaw=How much quarter turns about the YAW axis (the Y axis) the blocks taking this path will make.
entities.CommunalHelper/ShapeshifterPath.attributes.description.rotatePitch=How much quarter turns about the PITCH axis (the X axis) the blocks taking this path will make.
entities.CommunalHelper/ShapeshifterPath.attributes.description.rotateRoll=How much quarter turns about the ROLL axis (the Z axis) the blocks taking this path will make.
entities.CommunalHelper/ShapeshifterPath.attributes.description.quakeTime=The duration (in seconds) of the initial shaking sequence that plays before this block starts moving. Leave at 0.0 for no initial shaking, i.e. instant movement.\nThe initial shaking sequence makes the block slightly shaky for however amount of seconds you specify, and then starts moving.\nIt also plays a continuous shaking sound.
entities.CommunalHelper/ShapeshifterPath.attributes.description.fakeoutTime=How much time (in seconds) should this block spend in the fakeout state.\nIf this value is non-zero, the block will start moving but stop at the beginning of the movement. After the amount of seconds specified in this field, it will resume its movement along the path.
entities.CommunalHelper/ShapeshifterPath.attributes.description.fakeoutDistance=How far away (in pixels) the block should stop for the fakeout state (only useful if fakeoutTime is non-zero).\nNote that the fakeout movement still follows the path.

# Elytra Dash Block
entities.CommunalHelper/ElytraDashBlock.placements.name.elytra_dash_block=Elytra Dash Block
entities.CommunalHelper/ElytraDashBlock.attributes.description.tiletype=The tile type of this block.
entities.CommunalHelper/ElytraDashBlock.attributes.description.blendin=Whether this block blends in with foreground tiles.
entities.CommunalHelper/ElytraDashBlock.attributes.description.permanent=Whether this block should disappear permanently once broken.
entities.CommunalHelper/ElytraDashBlock.attributes.description.requiredSpeed=The required speed in px/sec by the player in the elytra state.

# Elytra Boost Ring
entities.CommunalHelper/ElytraBoostRing.placements.name.unidirectional=Elytra Boost Ring (Unidirectional)
entities.CommunalHelper/ElytraBoostRing.placements.name.bidirectional=Elytra Boost Ring (Bidirectional)
entities.CommunalHelper/ElytraBoostRing.attributes.description.speed=The value in px/sec that is assigned to the player's speed.
entities.CommunalHelper/ElytraBoostRing.attributes.description.duration=How long (in seconds) the player is locked in the elytra boost state. While in this state, the player maintains the angle at which it was boosted, and maintains its speed as well.\nThose cannot be changed until the specified time in this field has elapsed.
entities.CommunalHelper/ElytraBoostRing.attributes.description.refill=Whether the player's elytra should be refilled when going through this ring.
entities.CommunalHelper/ElytraBoostRing.attributes.description.bidirectional=Whether this ring can boost the player in both directions. If disabled, the player is always boosted in the direction that this ring points to. 

# Elytra Refill Ring
entities.CommunalHelper/ElytraRefillRing.placements.name.elytra_refill_ring=Elytra Refill Ring

# Elytra Stop Ring
entities.CommunalHelper/ElytraStopRing.placements.name.elytra_stop_ring=Elytra Stop Ring
entities.CommunalHelper/ElytraStopRing.attributes.description.refill=Whether the player's elytra should be refilled when going through this ring.

# Elytra Note Ring
entities.CommunalHelper/ElytraNoteRing.placements.name.elytra_note_ring=Elytra Note Ring
entities.CommunalHelper/ElytraNoteRing.attributes.description.semitone=The note to play when this ring is crossed. You can input your own integer value if you want to go above or below the range available in the dropdown options.\n0 is C4, input negative integer to go below.
entities.CommunalHelper/ElytraNoteRing.attributes.description.volume=How loud the played note is.
entities.CommunalHelper/ElytraNoteRing.attributes.description.parameters=A semicolon-separated parameter list to be passed to the audio event when played.\nEach entry should be formatted as "<paramName>=<paramValue>", without spaces.\ne.g. "param_a=1.5;param_b=0;param_c=0.5"
entities.CommunalHelper/ElytraNoteRing.attributes.description.eventName=The FMOD audio event the ring plays when crossed.
entities.CommunalHelper/ElytraNoteRing.attributes.description.color=The ring's color, as RRGGBB.

# Badeline Boost (Keep Holdables)
entities.CommunalHelper/BadelineBoostKeepHoldables.placements.name.boost=Badeline Boost (Keep Holdables)
entities.CommunalHelper/BadelineBoostKeepHoldables.attributes.description.lockCamera=Upon activation, the camera cannot pan away from the entity.
entities.CommunalHelper/BadelineBoostKeepHoldables.attributes.description.canSkip=Badeline will skip to the next position if the player is too far to the right of the current one  (100 pixels).
entities.CommunalHelper/BadelineBoostKeepHoldables.attributes.description.finalCh9Boost=Whether this boost should be able to end the level, transporting the player to room "end-granny". If the player has a golden berry, and this isn't a golden boost, they are transported to the golden room "end-golden" instead.\nRequires a Blackhole in the background, does not work if it is in the foreground.
entities.CommunalHelper/BadelineBoostKeepHoldables.attributes.description.finalCh9GoldenBoost=Used to indicate that we are in the golden room and boosting out. Prevents the check in finalCh9Boost, and always ends the level if finalCh9Boost is also set.
entities.CommunalHelper/BadelineBoostKeepHoldables.attributes.description.finalCh9Dialog=If finalCh9Boost is also set and doesn't go to golden room, this will trigger the Farewell ending dialog.

# Glow Controller
entities.CommunalHelper/GlowController.placements.name.controller=Glow Controller
entities.CommunalHelper/GlowController.attributes.description.lightWhitelist=A comma-separated list of fully qualified entity class names or entity SIDs to apply VertexLights to.  Defaults to empty string.
entities.CommunalHelper/GlowController.attributes.description.lightBlacklist=A comma-separated list of fully qualified entity class names or entity SIDs to remove VertexLights from.  Defaults to empty string.
entities.CommunalHelper/GlowController.attributes.description.lightColor=The colour to use for the lights, as a hex representation.  Defaults to white (FFFFFF).
entities.CommunalHelper/GlowController.attributes.description.lightAlpha=The opacity of the light, ranging from 0 (invisible) to 1 (opaque).  Defaults to 1.
entities.CommunalHelper/GlowController.attributes.description.lightStartFade=The distance from the entity's position at which the light should begin to fade in.  Defaults to 24.
entities.CommunalHelper/GlowController.attributes.description.lightEndFade=The distance from the entity's position at which the light should begin to fade out.  Defaults to 48.
entities.CommunalHelper/GlowController.attributes.description.lightOffsetX=The X offset from the entity's position at which to place the VertexLight.  Defaults to 0.
entities.CommunalHelper/GlowController.attributes.description.lightOffsetY=The Y offset from the entity's position at which to place the VertexLight.  Defaults to 0.
entities.CommunalHelper/GlowController.attributes.description.bloomWhitelist=A comma-separated list of fully qualified entity class names or entity SIDs to apply BloomPoints to.  Defaults to empty string.
entities.CommunalHelper/GlowController.attributes.description.bloomBlacklist=A comma-separated list of fully qualified entity class names or entity SIDs to remove BloomPoints and CustomBlooms from.  Defaults to empty string.
entities.CommunalHelper/GlowController.attributes.description.bloomAlpha=The opacity of the bloom, ranging from 0 (invisible) to 1 (opaque).  Defaults to 1.
entities.CommunalHelper/GlowController.attributes.description.bloomRadius=The radius of the bloom in pixels.  Defaults to 8.
entities.CommunalHelper/GlowController.attributes.description.bloomOffsetX=The X offset from the entity's position at which to place the BloomPoint.  Defaults to 0.
entities.CommunalHelper/GlowController.attributes.description.bloomOffsetY=The Y offset from the entity's position at which to place the BloomPoint.  Defaults to 0.
entities.CommunalHelper/GlowController.attributes.description.deathAnimationIds=A list of animation IDs to treat as "death" animations, that is, when the targeted entities' Sprites start playing one of these animations, their light/bloom will fade out.
entities.CommunalHelper/GlowController.attributes.description.respawnAnimationIds=A list of animation IDs to treat as "respawn" animations, that is, when the targeted entities' Sprites start playing one of these animations, their light/bloom will fade back in.
entities.CommunalHelper/GlowController.attributes.description.flag=A flag that should control the opacity of the light and bloom added to these entities.
entities.CommunalHelper/GlowController.attributes.description.flagFadeTime=The time in seconds it takes for the light and bloom to fade in/out on these entities when the flag in "Flag" is set/unset.\nDoes nothing if "Flag" is not specified.

# Poison Gas
entities.CommunalHelper/PoisonGas.placements.name.main=Poison Gas
entities.CommunalHelper/PoisonGas.attributes.description.main=Ported from xolimono's Midway Contest map. Creates a region of poison gas where if they stay inside poison for more than 3 seconds, the player dies.
entities.CommunalHelper/PoisonGas.attributes.description.radius=The radius of the poison gas region, in pixels. Defaults to 48.
entities.CommunalHelper/PoisonGas.attributes.description.spritePath=The game will pick a random image from Graphics/Atlases/Gameplay/<spritePath>##.png to display the poison gas region.\nImages should be 24x24px.

# [Strawberry Jam] Bullet Time Controller
entities.CommunalHelper/SJ/BulletTimeController.placements.name.controller=Bullet Time Controller
entities.CommunalHelper/SJ/BulletTimeController.placements.description.controller=Slows down time while the player has dashes.
entities.CommunalHelper/SJ/BulletTimeController.attributes.description.timerate=The timerate that the game should run at while the player has dashes, as a multiplier of normal speed.
entities.CommunalHelper/SJ/BulletTimeController.attributes.description.flag=If present, time will only be affected if this flag is set.
entities.CommunalHelper/SJ/BulletTimeController.attributes.description.minDashes=The number of dashes required for time to be slowed down.

# [Strawberry Jam] Dash Zip Mover
entities.CommunalHelper/SJ/DashZipMover.placements.name.main=Dash Zip Mover
entities.CommunalHelper/SJ/DashZipMover.placements.description.main=A zip mover that moves when the player dashes into it.
entities.CommunalHelper/SJ/DashZipMover.attributes.description.spritePath=The path to the folder containing the Zip Mover sprites.\nThe folder must include: block.png, cog.png, innercog##.png, light00.png, light01.png, light02.png, light03.png
entities.CommunalHelper/SJ/DashZipMover.attributes.description.drawBlackBorder=Draws a black border around the Zip Mover.
entities.CommunalHelper/SJ/DashZipMover.attributes.description.ropeColor=The rope's base color.
entities.CommunalHelper/SJ/DashZipMover.attributes.description.ropeLightColor=The rope's highlight color.
entities.CommunalHelper/SJ/DashZipMover.attributes.description.ropeShadowColor=The rope's shadow color.
entities.CommunalHelper/SJ/DashZipMover.attributes.description.soundEvent=The sound event that plays when the Zip Mover is activated.
entities.CommunalHelper/SJ/DashZipMover.attributes.description.slow=Makes the Zip Mover slower.\nTo make up for the slower speed, it slams harder, allowing for more liftspeed.

# [Strawberry Jam] Flag Breaker Box 
entities.CommunalHelper/SJ/FlagBreakerBox.placements.name.breaker_box=Flag Breaker Box
entities.CommunalHelper/SJ/FlagBreakerBox.placements.description.breaker_box=A Lightning Breaker Box that sets a flag when broken instead of turning off lightning in that room.
entities.CommunalHelper/SJ/FlagBreakerBox.attributes.description.flag=The flag to be set or unset
entities.CommunalHelper/SJ/FlagBreakerBox.attributes.description.flipX=Whether the sprite should be vertically mirrored.
entities.CommunalHelper/SJ/FlagBreakerBox.attributes.description.music=Change the currently playing music to this when box is broken.\nLeave empty to not change song.
entities.CommunalHelper/SJ/FlagBreakerBox.attributes.description.music_progress=The new music progress once box is broken.\n-1 keeps the same progress.

# [Strawberry Jam] Momentum Block
entities.CommunalHelper/SJ/MomentumBlock.placements.name.momentum=Boost Block
entities.CommunalHelper/SJ/MomentumBlock.attributes.description.speed=The speed magnitude to impart on the player.
entities.CommunalHelper/SJ/MomentumBlock.attributes.description.speedFlagged=The speed magnitude to impart on the player when the given flag is set.
entities.CommunalHelper/SJ/MomentumBlock.attributes.description.direction=The angle of the momentum imparted on the player.
entities.CommunalHelper/SJ/MomentumBlock.attributes.description.directionFlagged=The angle of the momentum imparted on the player when the given flag is set.
entities.CommunalHelper/SJ/MomentumBlock.attributes.description.flag=When this flag is set, the speedFlagged and directionFlagged attributes will be used instead of speed/direction.\nLeave blank for speed/direction to always be used.

# [Strawberry Jam] Photosensitive Flag Controller
entities.CommunalHelper/SJ/PhotosensitiveFlagController.placements.name.controller=Photosensitive Flag Controller
entities.CommunalHelper/SJ/PhotosensitiveFlagController.placements.description.controller=Sets a flag when photosensitive mode is enabled.
entities.CommunalHelper/SJ/PhotosensitiveFlagController.attributes.description.flag=The flag to set.

# [Strawberry Jam] Grab Temple Gate
entities.CommunalHelper/SJ/GrabTempleGate.placements.name.open=Grab Temple Gate (Open)
entities.CommunalHelper/SJ/GrabTempleGate.placements.name.closed=Grab Temple Gate (Closed)
entities.CommunalHelper/SJ/GrabTempleGate.attributes.description.closed=Whether the gate should initially be closed. This causes this gate to open when others close, and vice-versa.

# [Strawberry Jam] Loop Block
entities.CommunalHelper/SJ/LoopBlock.placements.name.loop_block=Loop Block
entities.CommunalHelper/SJ/LoopBlock.attributes.description.edgeThickness=How thick this loop block's edges are, measured in tiles.
entities.CommunalHelper/SJ/LoopBlock.attributes.description.color=The hexadecimal color code for this block's tint.
entities.CommunalHelper/SJ/LoopBlock.attributes.description.noHole=Whether the block should have no hole in the center.
entities.CommunalHelper/SJ/LoopBlock.attributes.description.texture=The path to this loop block's texture in the Gameplay atlas. Leave at default value or empty for the default texture (original texture from Strawberry Jam).

# [Strawberry Jam] Solar Elevator
entities.CommunalHelper/SJ/SolarElevator.placements.name.solar_elevator=Solar Elevator
entities.CommunalHelper/SJ/SolarElevator.attributes.description.distance=The height at which this elevator goes. 
entities.CommunalHelper/SJ/SolarElevator.attributes.description.time=The time in seconds this elevator takes to move from one floor to the other.
entities.CommunalHelper/SJ/SolarElevator.attributes.description.delay=The time in seconds waited before movement.
entities.CommunalHelper/SJ/SolarElevator.attributes.description.bgDepth=The depth that the background of the elevator will be displayed at.
entities.CommunalHelper/SJ/SolarElevator.attributes.description.oneWay=Whether this elevator is only used once.
entities.CommunalHelper/SJ/SolarElevator.attributes.description.startPosition=Determines which of the two floors is the default.\n- Closest: the default floor is the one closest to the player when the entity is created.\n- Bottom: the default floor is always the bottom one.\n- Top: the default floor is always the top one.
entities.CommunalHelper/SJ/SolarElevator.attributes.description.moveSfx=The sound played during movement. Preferably a looped sound for arbitrary duration.
entities.CommunalHelper/SJ/SolarElevator.attributes.description.haltSfx=The sound played when the elevator stops.
entities.CommunalHelper/SJ/SolarElevator.attributes.description.requiresHoldable=Whether this elevator can only be activated if it can carry a holdable object (for instance, a Theo crystal). If this option is activated, the bubble UI will display a message to indicate that this elevator requires a holdable. 
entities.CommunalHelper/SJ/SolarElevator.attributes.description.holdableHintDialog=The dialog ID of the shown message, only useful if this elevator requires a holdable.
entities.CommunalHelper/SJ/SolarElevator.attributes.description.reskinDirectory=The path to the directory that contains custom textures for this elevator, starting from "Graphics/Atlases/Gameplay/". Leave empty for default appearance.\nThe directory must contain a "front.png", "back.png", and "rails.png". Missing textures will fall back to the default textures. If something isn't working, check the Celeste console or log.txt for missing texture warnings.

# [Strawberry Jam] Exploding Strawberry
entities.CommunalHelper/SJ/ExplodingStrawberry.placements.name.strawberry=Exploding Strawberry
entities.CommunalHelper/SJ/ExplodingStrawberry.placements.description.strawberry=Strawberry that explodes when a pufferfish explodes.

# [Strawberry Jam] Expiring Dash Refill
entities.CommunalHelper/SJ/ExpiringDashRefill.placements.name.expiring_dash_refill=Expiring Dash Refill
entities.CommunalHelper/SJ/ExpiringDashRefill.attributes.description.oneUse=Whether this refill can only be used once.
entities.CommunalHelper/SJ/ExpiringDashRefill.attributes.description.dashExpirationTime=The amount of time given before the dash is revoked if not used.
entities.CommunalHelper/SJ/ExpiringDashRefill.attributes.description.hairFlashThreshold=The threshold ratio that determines when the warning flash begins (0 - 1).

# [Strawberry Jam] Air Time Music Controller
entities.CommunalHelper/SJ/AirTimeMusicController.placements.name.air_time_music_controller=Airtime Music Controller
entities.CommunalHelper/SJ/AirTimeMusicController.attributes.description.activationThreshold=The amount of airtime in seconds required before the music parameter is enabled.
entities.CommunalHelper/SJ/AirTimeMusicController.attributes.description.musicParam=The music parameter that will be adjusted by this controller. Its value will be set to 1.0 when the airtime threshold is reached, and is 0.0 by default or when disabled.

# [Strawberry Jam] Wormhole Booster
entities.CommunalHelper/SJ/WormholeBooster.placements.name.booster=Wormhole Booster
entities.CommunalHelper/SJ/WormholeBooster.placements.description.booster=Booster that teleports you to the nearest of its kind, or kills you if none exist.
entities.CommunalHelper/SJ/WormholeBooster.attributes.description.deathColor=The color to use for the booster when it becomes deadly.
entities.CommunalHelper/SJ/WormholeBooster.attributes.description.instantCamera=Whether the camera should transition instantly or not.

# [Strawberry Jam] Laser Emitter
entities.CommunalHelper/SJ/LaserEmitter.placements.name.up=Laser Emitter (Up)
entities.CommunalHelper/SJ/LaserEmitter.placements.name.down=Laser Emitter (Down)
entities.CommunalHelper/SJ/LaserEmitter.placements.name.left=Laser Emitter (Left)
entities.CommunalHelper/SJ/LaserEmitter.placements.name.right=Laser Emitter (Right)
entities.CommunalHelper/SJ/LaserEmitter.attributes.description.color=Colour of the laser emitted.
entities.CommunalHelper/SJ/LaserEmitter.attributes.description.colorChannel=Colour of linked zip movers that will be triggered if enabled.
entities.CommunalHelper/SJ/LaserEmitter.attributes.description.alpha=Base alpha if flickering is disabled.
entities.CommunalHelper/SJ/LaserEmitter.attributes.description.flicker=Whether or not the laser beam should flicker.
entities.CommunalHelper/SJ/LaserEmitter.attributes.description.thickness=The thickness of the beam and killbox, where the middle third is rendered at twice the alpha of the rest.
entities.CommunalHelper/SJ/LaserEmitter.attributes.description.killPlayer=Whether or not the laser beam should kill the player on contact.
entities.CommunalHelper/SJ/LaserEmitter.attributes.description.collideWithSolids=Whether or not the laser beam will stop at solids.
entities.CommunalHelper/SJ/LaserEmitter.attributes.description.disableLasers=Whether or not the laser beam will disable other lasers with the same colour channel.
entities.CommunalHelper/SJ/LaserEmitter.attributes.description.triggerZipMovers=Whether or not the laser beam will trigger zip movers with the same colour channel.
entities.CommunalHelper/SJ/LaserEmitter.attributes.description.style=The rendering style to use. Simple will display a single sprite, Tinted will tint an overlay with the laser colour.
entities.CommunalHelper/SJ/LaserEmitter.attributes.description.leniency=Shrinks the collider hitbox by this many pixels either side. Defaults to 1.
entities.CommunalHelper/SJ/LaserEmitter.attributes.description.beamAboveEmitter=Whether or not the beam should be rendered above the emitter sprite.
entities.CommunalHelper/SJ/LaserEmitter.attributes.description.emitterColliderWidth=The width of the emitter if it were pointing up or down. Defaults to 14.
entities.CommunalHelper/SJ/LaserEmitter.attributes.description.emitterColliderHeight=The height of the emitter if it were pointing up or down. Defaults to 6.
entities.CommunalHelper/SJ/LaserEmitter.attributes.description.emitSparks=Whether the laser should emit sparks if it collides with a solid. Defaults to true.
entities.CommunalHelper/SJ/LaserEmitter.attributes.description.orientation=The direction the emitter faces.
entities.CommunalHelper/SJ/LaserEmitter.attributes.description.useTintOverlay=Whether or not to tint the emitter sprite with the laser color.
entities.CommunalHelper/SJ/LaserEmitter.attributes.description.flagAction=The action to perform on the flag (if provided) when the laser is triggered.
entities.CommunalHelper/SJ/LaserEmitter.attributes.description.flagName=The name of the flag that will be set when the laser is triggered.
entities.CommunalHelper/SJ/LaserEmitter.attributes.description.spriteName=The name of the custom emitter sprite ID to use. Leave blank to use the default sprite.
entities.CommunalHelper/SJ/LaserEmitter.attributes.description.particleColor=The color of the sparks created by the laser, if Emit Sparks is true.

# [Strawberry Jam] Paintbrush
entities.CommunalHelper/SJ/Paintbrush.placements.name.up_0=Paintbrush (Up, Blue)
entities.CommunalHelper/SJ/Paintbrush.placements.name.up_1=Paintbrush (Up, Pink)
entities.CommunalHelper/SJ/Paintbrush.placements.name.down_0=Paintbrush (Down, Blue)
entities.CommunalHelper/SJ/Paintbrush.placements.name.down_1=Paintbrush (Down, Pink)
entities.CommunalHelper/SJ/Paintbrush.placements.name.left_0=Paintbrush (Left, Blue)
entities.CommunalHelper/SJ/Paintbrush.placements.name.left_1=Paintbrush (Left, Pink)
entities.CommunalHelper/SJ/Paintbrush.placements.name.right_0=Paintbrush (Right, Blue)
entities.CommunalHelper/SJ/Paintbrush.placements.name.right_1=Paintbrush (Right, Pink)
entities.CommunalHelper/SJ/Paintbrush.attributes.description.cassetteIndex=The cassette color on which to fire. Defaults to Blue. The charging animation will play in the previous tick.
entities.CommunalHelper/SJ/Paintbrush.attributes.description.killPlayer=Whether or not the beam will kill the player on contact.
entities.CommunalHelper/SJ/Paintbrush.attributes.description.collideWithSolids=Whether or not the beam will stop at solids.
entities.CommunalHelper/SJ/Paintbrush.attributes.description.halfLength=If set to true, the beam will only stay on for half the length of a cassette swap (one tick).
entities.CommunalHelper/SJ/Paintbrush.attributes.description.orientation=The direction the paintbrush faces.

# [Strawberry Jam] Pellet Emitter
entities.CommunalHelper/SJ/PelletEmitter.placements.name.up_0=Pellet Emitter (Up, Blue)
entities.CommunalHelper/SJ/PelletEmitter.placements.name.up_1=Pellet Emitter (Up, Pink)
entities.CommunalHelper/SJ/PelletEmitter.placements.name.up_both=Pellet Emitter (Up, Both)
entities.CommunalHelper/SJ/PelletEmitter.placements.name.down_0=Pellet Emitter (Down, Blue)
entities.CommunalHelper/SJ/PelletEmitter.placements.name.down_1=Pellet Emitter (Down, Pink)
entities.CommunalHelper/SJ/PelletEmitter.placements.name.down_both=Pellet Emitter (Down, Both)
entities.CommunalHelper/SJ/PelletEmitter.placements.name.left_0=Pellet Emitter (Left, Blue)
entities.CommunalHelper/SJ/PelletEmitter.placements.name.left_1=Pellet Emitter (Left, Pink)
entities.CommunalHelper/SJ/PelletEmitter.placements.name.left_both=Pellet Emitter (Left, Both)
entities.CommunalHelper/SJ/PelletEmitter.placements.name.right_0=Pellet Emitter (Right, Blue)
entities.CommunalHelper/SJ/PelletEmitter.placements.name.right_1=Pellet Emitter (Right, Pink)
entities.CommunalHelper/SJ/PelletEmitter.placements.name.right_both=Pellet Emitter (Right, Both)
entities.CommunalHelper/SJ/PelletEmitter.attributes.description.pelletSpeed=The speed at which pellets will travel, in pixels per second. Defaults to 100.
entities.CommunalHelper/SJ/PelletEmitter.attributes.description.pelletCount=The number of pellets to fire at once. Defaults to 1.
entities.CommunalHelper/SJ/PelletEmitter.attributes.description.pelletDelay=The delay in seconds between each shot, if pelletCount is greater than 1. Defaults to 0.25.
entities.CommunalHelper/SJ/PelletEmitter.attributes.description.cassetteIndex=The cassette color on which to fire. Defaults to Blue.
entities.CommunalHelper/SJ/PelletEmitter.attributes.description.orientation=The direction the emitter faces.
entities.CommunalHelper/SJ/PelletEmitter.attributes.description.killPlayer=Whether or not the emitter hitbox should kill the player.
entities.CommunalHelper/SJ/PelletEmitter.attributes.description.collideWithSolids=Whether or not shots should collide with solids. Defaults to true.
entities.CommunalHelper/SJ/PelletEmitter.attributes.description.wiggleFrequency=The number of times the pellet should wiggle back and forth per second. Defaults to 2.
entities.CommunalHelper/SJ/PelletEmitter.attributes.description.wiggleAmount=The amplitude of the wiggle. Defaults to 2. Set to 0 to disable wiggling, causing pellets to travel in a straight line.
entities.CommunalHelper/SJ/PelletEmitter.attributes.description.wiggleHitbox=Whether or not the pellet hitbox should move following the wiggle.

entities.CommunalHelper/DreamTunnelBlocker.placements.name.normal=Dream Tunnel Blocker
entities.CommunalHelper/DreamTunnelBlocker.attributes.description.blockDreamTunnelDashes=Whether to prevent dream tunneling when dashing into a solid covered by this entity.
entities.CommunalHelper/DreamTunnelBlocker.attributes.description.blockDreamDashes=Whether to prevent dream dashing when dashing into a dream block covered by this entity.

entities.CommunalHelper/Shape3DEntity.placements.name.shape3d_entity=Shape3D Entity
entities.CommunalHelper/Shape3DEntity.attributes.description.depth=The depth of this entity. Lower values mean more in the foreground.
entities.CommunalHelper/Shape3DEntity.attributes.description.modelParameters=A string containing the parameters for the generation of the 3D mesh.\nThis consists of a mesh type followed by a colon and a comma-separated list of parameters for that type.\nThe available mesh types are as follows:\n- gear:\n  1. The number of teeth of the gear. (integer)\n  2. The tooth depth of the gear. (float, 0.0 - 1.0)\n  3. The slope of the teeth of the gear. (float, 1.0 - inf)\n  4.The inner radius of the gear. (float, 0.0 - 1.0)\n  5. The thickness of the gear. (float)\n  6. The "scale" of the gear, equal to half its radius. (float)\n  7. The color of the gear. (color)\n- box:\n  1. The size of the box in the X direction. (float)\n  2. The size of the box in the Y direction. (float)\n  3. The size of the box in the Z direction. (float)\n  4. The color of the box. (color)\n- icosahedron:\n  1. The color of the icosahedron. (color)\n  2. The rainbowness of the icosahedron. (float, 0.0 - 1.0)\n  3. The radius of the icosahedron. (float)\n- icosphere:\n  1. The subdivision count of the ico sphere. A higher number gives a smoother sphere. (integer)\n  2. The color of the ico sphere. (color)\n  3. The rainbowness of the ico sphere. (float, 0.0 - 1.0)\n  4. The radius of the ico sphere. (float)\n- rock:\n  1. The color of the rock. (color)\n  2. The rainbowness of the rock. (float, 0.0 - 1.0)\n  3. The radius of the rock. (float)\n- halfring: \n  1. The height of the half-ring. (float)\n  2. The thickness of the half-ring. (float)\n  3. The color of the half-ring. (color)\n- obj:\n  1. The path to a .obj file for this entity to use, starting at the mod root. (string)\n  (The mesh must be triangulated and have a clockwise vertex winding order per face.)\n  (Unfortunately, Blender has no support to change the winding order of a mesh, so meshes exported from Blender will have their faces rewound and their normals flipped automatically.)
entities.CommunalHelper/Shape3DEntity.attributes.description.modelTexture=The path to a texture file for this entity to use, relative to Graphics/Atlases/Gameplay/FusionCollab2025/modelTextures.
entities.CommunalHelper/Shape3DEntity.attributes.description.position=The X (left-right), Y (down-up), Z (back-forward) position of this entity in 3D space, where 1 unit = 1 pixel.
entities.CommunalHelper/Shape3DEntity.attributes.description.scale=The The X (left-right), Y (down-up), Z (back-forward) scale of this entity in 3D space, where a scale of 1 means normal size.
entities.CommunalHelper/Shape3DEntity.attributes.description.yaw=The yaw rotation of this entity in 3D space, measured in degrees.
entities.CommunalHelper/Shape3DEntity.attributes.description.pitch=The pitch rotation of this entity in 3D space, measured in degrees.
entities.CommunalHelper/Shape3DEntity.attributes.description.roll=The roll rotation of this entity in 3D space, measured in degrees.
entities.CommunalHelper/Shape3DEntity.attributes.description.speedYaw=The speed of the yaw rotation of this entity in 3D space, measured in degrees per second.
entities.CommunalHelper/Shape3DEntity.attributes.description.speedPitch=The speed of the pitch rotation of this entity in 3D space, measured in degrees per second.
entities.CommunalHelper/Shape3DEntity.attributes.description.speedRoll=The speed of the roll rotation of this entity in 3D space, measured in degrees per second.
entities.CommunalHelper/Shape3DEntity.attributes.description.tint=The tint color of this entity.
entities.CommunalHelper/Shape3DEntity.attributes.description.highlightStrength=The edge highlight strength of this entity, between 0 (no edge highlight) and 1 (full edge highlight).
entities.CommunalHelper/Shape3DEntity.attributes.description.rainbowMix=The rainbow mix strength of this entity, between 0 (no rainbow) and 1 (full rainbow).

# ---------------------- TRIGGERS --------------------------

# [Strawberry Jam] Show Hitbox Trigger
triggers.CommunalHelper/SJ/ShowHitboxTrigger.placements.name.trigger=Show Hitbox
triggers.CommunalHelper/SJ/ShowHitboxTrigger.placements.description.trigger=Shows the hitboxes of specified entities while inside.
triggers.CommunalHelper/SJ/ShowHitboxTrigger.attributes.description.typeNames=A comma-separated list of class names or entity SIDs of the entities to show hitboxes when player is inside the trigger.\nExample: Celeste.Player,Celeste.CrystalStaticSpinner,Refill,FrostHelper/IceSpinner

# [Strawberry Jam] Oshiro Attack Time Trigger
triggers.CommunalHelper/SJ/OshiroAttackTimeTrigger.placements.name.trigger=Oshiro Faster Attack
triggers.CommunalHelper/SJ/OshiroAttackTimeTrigger.placements.description.trigger=Toggles Oshiro attacking in his B-side pattern (every 1.916 seconds) in A-side maps.

# Affect Sprite Trigger
triggers.CommunalHelper/AffectSpriteTrigger.placements.name.trigger=Affect Sprite Variable Trigger
triggers.CommunalHelper/AffectSpriteTrigger.placements.description.trigger=Allows you to change the properties of an entity's sprite on a trigger\n(Either, the player or the first entity that collides with the node).
triggers.CommunalHelper/AffectSpriteTrigger.attributes.description.parameter=Choose what variable to edit of the appropriate sprite.\nRate: The rate at which the animation plays. Value must be a number.\nRotation: the rotation (around the Justify point) the sprite will render at, in degrees. Value must be a number between 0 and 360.\nUseRawDeltaTime: This will make the sprite update the same regardless of "slowdown effects." Value must be `true` or `false`.\nJustify: The relative position where the "Position" of the image is placed, as well as where rotation will start from. Value must be in the form `x,y` where x & y are numbers.\nPosition: the relative Position from the entity the "Justify" point is at. Value must be in the form `x,y` where x and y are numbers.\nScale: the size of the image. Does not effect hitboxes. Value must be in the form of `x,y` where both x & y are numbers.\nColor: the tint of the image. Value must be a hex color.

# Player Visual Modifier Trigger
triggers.CommunalHelper/PlayerVisualModTrigger.placements.name.trigger=Player Visual Modifier Trigger
triggers.CommunalHelper/PlayerVisualModTrigger.placements.description.trigger=Creates a visual extension to the player regardless of skinmods.\nExpands on the Skateboard Trigger from Strawberry Jam.
triggers.CommunalHelper/PlayerVisualModTrigger.attributes.description.revertOnLeave=If true, removes the visual modifier from the player to whatever it was before entering the trigger.
triggers.CommunalHelper/PlayerVisualModTrigger.attributes.description.modifier=Selects a file relative to `$ModContent/Graphics/CommunalHelper/PlayerVisualModifiers/`\nto modify the player with. Check the CommunalHelper github wiki for notes on how to create your own modifier.

# Dash State Trigger
triggers.CommunalHelper/DashStateTrigger.placements.name.trigger=Dash State
triggers.CommunalHelper/DashStateTrigger.attributes.description.dashState=The dash state to set.
triggers.CommunalHelper/DashStateTrigger.attributes.description.mode=The changing mode. 'Trigger' changes the dash state when the player enters the trigger. 'OneUse' makes this trigger remove itself when used. 'Field' makes it change the dash state constantly while the player is inside.

# Music Param Trigger
triggers.CommunalHelper/MusicParamTrigger.placements.name.trigger=Music Parameter
triggers.CommunalHelper/MusicParamTrigger.attributes.description.enterValue=The value to which the parameter(s) are set when the player is touching the trigger.
triggers.CommunalHelper/MusicParamTrigger.attributes.description.exitValue=The value to which the parameter(s) are set when the player is outside the trigger.
triggers.CommunalHelper/MusicParamTrigger.attributes.description.param=The name of the affected parameters. You can specify more than one parameter by separating them with a comma (,).

# Sound Area Trigger
triggers.CommunalHelper/SoundAreaTrigger.placements.name.trigger=Sound Area
triggers.CommunalHelper/SoundAreaTrigger.attributes.description.event=The name of the audio event that plays inside the trigger.

# Switch Track Trigger
triggers.CommunalHelper/TrackSwitchTrigger.placements.name.trigger=Track Switch
triggers.CommunalHelper/TrackSwitchTrigger.attributes.description.oneUse=Allows for only one use of this trigger.
triggers.CommunalHelper/TrackSwitchTrigger.attributes.description.flash=Whether the screen should flash and shake when triggered.
triggers.CommunalHelper/TrackSwitchTrigger.attributes.description.globalSwitch=Whether the level should keep the ON/OFF or direction state of the tracks, even after reloading or dying. If unticked, the state will be reset at every reload.
triggers.CommunalHelper/TrackSwitchTrigger.attributes.description.mode=Specific switch mode -> (ON & OFF: switch to their corresponding state - ALTERNATE: will switch between ON and OFF - REVERSE: will reverse directions on one-way/force move tracks.)

# Cassette Music Fade Trigger
triggers.CommunalHelper/CassetteMusicFadeTrigger.placements.name.trigger=Cassette Music Fade
triggers.CommunalHelper/CassetteMusicFadeTrigger.attributes.description.fadeA=Determines the parameter value at the start of the fade.
triggers.CommunalHelper/CassetteMusicFadeTrigger.attributes.description.fadeB=Determines the parameter value at the end of the fade.
triggers.CommunalHelper/CassetteMusicFadeTrigger.attributes.description.parameter=The name of the affected parameter. Uses "fade" if left blank.
triggers.CommunalHelper/CassetteMusicFadeTrigger.attributes.description.direction=The direction the music fades in.

# Redless Berry Collection
triggers.CommunalHelper/RedlessBerryCollection.placements.name.trigger=Redless Berry Collection

# Cloudscape Color Transition
triggers.CommunalHelper/CloudscapeColorTransitionTrigger.placements.name.trigger=Cloudscape Color Transition
triggers.CommunalHelper/CloudscapeColorTransitionTrigger.attributes.description.mode=Represents which direction in which the transition works.
triggers.CommunalHelper/CloudscapeColorTransitionTrigger.attributes.description.colorsFrom=The array of hex color codes that define the gradient at the beginning of the transition. The values must be comma-separated.
triggers.CommunalHelper/CloudscapeColorTransitionTrigger.attributes.description.colorsTo=The array of hex color codes that define the gradient at the end of the transition. The values must be comma-separated.
triggers.CommunalHelper/CloudscapeColorTransitionTrigger.attributes.description.bgFrom=The hex color code for the background color at the beginning of the transition.
triggers.CommunalHelper/CloudscapeColorTransitionTrigger.attributes.description.bgTo=The hex color code for the background color at the end of the transition.

# Cloudscape Lightning Configuration
triggers.CommunalHelper/CloudscapeLightningConfigurationTrigger.placements.name.enable=Cloudscape Lightning Configuration (Enable)
triggers.CommunalHelper/CloudscapeLightningConfigurationTrigger.placements.name.disable=Cloudscape Lightning Configuration (Disable)
triggers.CommunalHelper/CloudscapeLightningConfigurationTrigger.attributes.description.mode=Represents which direction in which the transition works.
triggers.CommunalHelper/CloudscapeLightningConfigurationTrigger.attributes.description.enable=Whether lightning should be enabled by this trigger.
triggers.CommunalHelper/CloudscapeLightningConfigurationTrigger.attributes.description.lightningColors=The array of hex color codes that define the gradient used for the lightning colors. Colors are randomly picked from this gradient.
triggers.CommunalHelper/CloudscapeLightningConfigurationTrigger.attributes.description.lightningFlashColor=The hex color code that defines the lightning's flash color.
triggers.CommunalHelper/CloudscapeLightningConfigurationTrigger.attributes.description.lightningMinDelay=The minimum delay waited for lightning to occur on a cloud.
triggers.CommunalHelper/CloudscapeLightningConfigurationTrigger.attributes.description.lightningMaxDelay=The maximum delay waited for lightning to occur on a cloud.
triggers.CommunalHelper/CloudscapeLightningConfigurationTrigger.attributes.description.lightningMinDuration=The minimum duration of a lightning occurring on a cloud.
triggers.CommunalHelper/CloudscapeLightningConfigurationTrigger.attributes.description.lightningMaxDuration=The maximum duration of a lightning occurring on a cloud.
triggers.CommunalHelper/CloudscapeLightningConfigurationTrigger.attributes.description.lightningIntensity=A value between zero and one that determines how strong a cloud with lightning can flash.

# Stop Lightning Controller Trigger
triggers.CommunalHelper/StopLightningControllerTrigger.placements.name.trigger=Stop Lightning Controller

# Configure Elytra Trigger
triggers.CommunalHelper/ConfigureElytraTrigger.placements.name.yes=Enable Elytra
triggers.CommunalHelper/ConfigureElytraTrigger.placements.name.yes_infinite=Enable Elytra (Infinite)
triggers.CommunalHelper/ConfigureElytraTrigger.placements.name.no=Disable Elytra
triggers.CommunalHelper/ConfigureElytraTrigger.attributes.description.allow=Whether the player can deploy its elytra after going through the trigger.\nThe elytra is deployed with a keybind configured in mod settings.\nDefault is W on keyboard, and Left Shoulder on controller.
triggers.CommunalHelper/ConfigureElytraTrigger.attributes.description.infinite=If this trigger enables the elytra, this option will make it so that deploying the elytra does not consume a dash. Note that this can potentially be used to build infinite height (over long distances).
triggers.CommunalHelper/ConfigureElytraTrigger.attributes.description.disableReverseVerticalMomentum=Disables the vertical boost the player gets when deploying the elytra facing the opposite direction they are moving.
triggers.CommunalHelper/ConfigureElytraTrigger.attributes.description.updateCooldownInEveryState=Whether the elytra cooldown is constantly decreasing in every state except the elytra state. If disabled, the elytra cooldown only decreased in the normal player state.\nThe default value for this is ON, but the old elytra behavior would correspond to this option being OFF.
triggers.CommunalHelper/ConfigureElytraTrigger.attributes.description.revertOnLeave=Whether to revert this trigger's effects when the player leaves it.
triggers.CommunalHelper/ConfigureElytraTrigger.attributes.description.revertOnDeath=Whether to revert this trigger's effects when the player dies.
triggers.CommunalHelper/ConfigureElytraTrigger.attributes.description.onlyOnce=Whether this trigger should only activate once per room load.
triggers.CommunalHelper/ConfigureElytraTrigger.attributes.description.flag=The flag this trigger should react to. Leave empty for this trigger to not be affected by flags.
triggers.CommunalHelper/ConfigureElytraTrigger.attributes.description.flagInverted=If checked, the trigger will be disabled when the flag is active.\nIf unchecked, the trigger will be enabled when the flag is active.

# Configure Dream Tunnel Dash Trigger
triggers.CommunalHelper/ConfigureDreamTunnelDashTrigger.placements.name.trigger=Configure Dream Tunnel Dash
triggers.CommunalHelper/ConfigureDreamTunnelDashTrigger.attributes.description.allowRedirect=Whether to allow redirecting dream tunnel dashes. Each redirect will consume either a dream tunnel dash or normal dash (depending on if "Redirect Consumes Normal Dash" is checked) or fail if the player has none left.
triggers.CommunalHelper/ConfigureDreamTunnelDashTrigger.attributes.description.allowSameDirectionRedirect=Whether to allow redirecting dream tunnel dashes in the same direction as the player is currently travelling, optionally to gain speed.
triggers.CommunalHelper/ConfigureDreamTunnelDashTrigger.attributes.description.sameDirectionSpeedMultiplier=If "Allow Same Direction Redirect" is checked, specifies the speed multiplier given when redirecting in the same direction. Does nothing otherwise. Defaults to 1 (no speed gain).
triggers.CommunalHelper/ConfigureDreamTunnelDashTrigger.attributes.description.useEntryDirection=Whether to use the player's entry angle into the solid as the dream tunnel dash direction instead of the direction in which they dashed.
triggers.CommunalHelper/ConfigureDreamTunnelDashTrigger.attributes.description.speedConfiguration=Specifies what speed to use for dream tunnel dashes.\nDefault: uses the default speed of 240 pixels per second.\nNever Slow Down: uses the player's speed if it is faster than the default and the default speed otherwise.\nUse Custom Speed: uses the speed defined in the "Custom Speed" field (measured in pixels per second).
triggers.CommunalHelper/ConfigureDreamTunnelDashTrigger.attributes.description.customSpeed=If the "Speed Configuration" field is set to "Use Custom Speed", this specifies the speed of dream tunnel dashes (measured in pixels per second). Does nothing otherwise.
triggers.CommunalHelper/ConfigureDreamTunnelDashTrigger.attributes.description.allowDashCancels=Allows the dream tunnel dash to be cancelled before tunnelling through solids. Replicates vanilla behavior of being able to instant hyper, for example, on dream blocks.
triggers.CommunalHelper/ConfigureDreamTunnelDashTrigger.attributes.description.redirectConsumesNormalDash=Whether dream tunnel dash redirects should consume the player's normal dashes instead of their dream tunnel dashes.
triggers.CommunalHelper/ConfigureDreamTunnelDashTrigger.attributes.description.allowTransitions=Whether to allow screen transitions while dream tunnel dashing.
triggers.CommunalHelper/ConfigureDreamTunnelDashTrigger.attributes.description.bounceOnCollision=Whether the player should bounce on collision with a dream block while dream tunnel dashing.
triggers.CommunalHelper/ConfigureDreamTunnelDashTrigger.attributes.description.revertOnLeave=Whether to revert this trigger's effects when the player leaves it.
triggers.CommunalHelper/ConfigureDreamTunnelDashTrigger.attributes.description.revertOnDeath=Whether to revert this trigger's effects when the player dies.
triggers.CommunalHelper/ConfigureDreamTunnelDashTrigger.attributes.description.onlyOnce=Whether this trigger should only activate once per room load.
triggers.CommunalHelper/ConfigureDreamTunnelDashTrigger.attributes.description.flag=The flag this trigger should react to. Leave empty for this trigger to not be affected by flags.
triggers.CommunalHelper/ConfigureDreamTunnelDashTrigger.attributes.description.flagInverted=If checked, the trigger will be disabled when the flag is active.\nIf unchecked, the trigger will be enabled when the flag is active.

# Follow Shapeshifter Path Trigger
triggers.CommunalHelper/FollowShapeshifterPathTrigger.placements.name.follow_path=Follow Shapeshifter Path
triggers.CommunalHelper/FollowShapeshifterPathTrigger.attributes.description.once=Whether this trigger can only be used once. If enabled, this trigger becomes uncollidable as soon it is stepped into.
triggers.CommunalHelper/FollowShapeshifterPathTrigger.attributes.description.shapeshifterID=A comma-separated list of integer entity IDs of the Shapeshifter entities to move. Invalid values are discared, and warnings will be printed in the log.\nYou can also use this field to input in a single Shapeshifter entity ID.\nThis field is required.
triggers.CommunalHelper/FollowShapeshifterPathTrigger.attributes.description.pathID=Optional field for specifying which path the Shapeshifter(s) will be borrowing. If this is left at -1, each Shapeshifter will look at the first path it finds in their bounds (rectangle).\nImportant: note that the movement along a path for a Shapeshifter is relative. The blocks don't teleport to the beginning of the path, but rather, they apply the movement of the path they follow, starting at their initial position.\nNote also that shapeshifters that are told to move while they are already moving will simply ignore the request, and keep moving along the path they were already following.

# Solar Elevator Level Trigger
triggers.CommunalHelper/SolarElevatorLevelTrigger.placements.name.trigger=Set Solar Elevator Level
triggers.CommunalHelper/SolarElevatorLevelTrigger.attributes.description.elevatorID=The entity ID of the elevator to modify in this room. (integer)
triggers.CommunalHelper/SolarElevatorLevelTrigger.attributes.description.position=Determines which of the two floors the elevator is sent to.\n- Closest: the one closest to the player when entering the trigger.\n- Bottom: always the bottom floor.\n- Top: always the top floor.

# Cloudscape
style.effects.CommunalHelper/Cloudscape.name=Cloudscape
style.effects.CommunalHelper/Cloudscape.description.seed=The RNG seed that this cloudscape instance will be generated with.
style.effects.CommunalHelper/Cloudscape.description.colors=A list of colors that define the gradient that the clouds should use. The gradient starts at the middle of the clouds.
style.effects.CommunalHelper/Cloudscape.description.bgColor=The background color.
style.effects.CommunalHelper/Cloudscape.description.innerRadius=The radius of the middle ring.
style.effects.CommunalHelper/Cloudscape.description.outerRadius=The radius of the last ring, at the edge.
style.effects.CommunalHelper/Cloudscape.description.rings=The number of cloud rings to fit between the inner and outer radiuses.
style.effects.CommunalHelper/Cloudscape.description.lightning=Whether lightning is activated.
style.effects.CommunalHelper/Cloudscape.description.lightningColors=A list of colors that will be randomly used to determine which color a cloud should flash with.
style.effects.CommunalHelper/Cloudscape.description.lightningFlashColor=The unique flash color of lightning, followed by any lightning color.
style.effects.CommunalHelper/Cloudscape.description.lightningMinDelay=The minimum time it takes for lightning to occur on a cloud.
style.effects.CommunalHelper/Cloudscape.description.lightningMaxDelay=The maximum time it takes for lightning to occur on a cloud.
style.effects.CommunalHelper/Cloudscape.description.lightningMinDuration=The minimum duration of a lightning occurring on a cloud.
style.effects.CommunalHelper/Cloudscape.description.lightningMaxDuration=The maximum duration of a lightning occurring on a cloud.
style.effects.CommunalHelper/Cloudscape.description.lightningIntensity=A value between zero and one that determines how strong a cloud with lightning can flash.
style.effects.CommunalHelper/Cloudscape.description.offsetX=The effect's offset on the X axis.
style.effects.CommunalHelper/Cloudscape.description.offsetY=The effect's offset on the Y axis.
style.effects.CommunalHelper/Cloudscape.description.parallaxX=The camera's impact on the position of the effect on the X axis. 0 means no parallax, 1 makes the effect move as if it were part of the level tiles.
style.effects.CommunalHelper/Cloudscape.description.parallaxY=The camera's impact on the position of the effect on the Y axis. 0 means no parallax, 1 makes the effect move as if it were part of the level tiles.
style.effects.CommunalHelper/Cloudscape.description.innerDensity=A number between 0 and 2 that determines how cloudy the effect is at the middle. 0 is no clouds at all, 1 is enough to fill most gaps, 2 is twice as much clouds.
style.effects.CommunalHelper/Cloudscape.description.outerDensity=A number between 0 and 2 that determines how cloudy the effect is at the edge. 0 is no clouds at all, 1 is enough to fill most gaps, 2 is twice as much clouds.
style.effects.CommunalHelper/Cloudscape.description.innerRotation=The rotational speed at the middle.
style.effects.CommunalHelper/Cloudscape.description.outerRotation=The rotational speed at the edge.
style.effects.CommunalHelper/Cloudscape.description.rotationExponent=A number between 0 and 2 that describes the interpolation of the rotational speed between the inner and outer rings. 1 is linear, 0 makes the value approach the outer target value faster, 2 makes the value approach the outer target value sooner.\nThis is hard to describe.
style.effects.CommunalHelper/Cloudscape.description.hasBackgroundColor=Whether the background should be filled with the `bgColor` color specified. Disabling this makes it so that styleground layers below this Cloudscape instance can be seen.
style.effects.CommunalHelper/Cloudscape.description.additive=Whether this Cloudscape instance renders onto the screen with the additive blending mode.
style.effects.CommunalHelper/Cloudscape.description.zoomBehavior=How this Cloudscape behaves when the camera gets zoomed in/out.\nStaySame - The Cloudscape remains the exact same, regardless of zoom level.\nAdjust - The Cloudscape zooms in/out together with the camera.

# BetaCube
style.effects.CommunalHelper/BetaCube.name=Beta Cube
style.effects.CommunalHelper/BetaCube.description.texture=The path to the texture used for the Beta Cube backdrop.
style.effects.CommunalHelper/BetaCube.description.colors=A comma-separated list of hexadecimal color codes for the cube. Each vertex of the cube will take one of these colors and smoothly interpolate between them as time passes on.
style.effects.CommunalHelper/BetaCube.description.scale=A positive real value that sets the cube's size.
