### Mod Metadata
mods.aonHelper.name=aon helper

### Entities

# Resizable Heart
entities.aonHelper/ResizableHeart.placements.name.custom=Resizable Heart (Custom)
entities.aonHelper/ResizableHeart.placements.description.custom=A Crystal Heart with a resizable hitbox.
entities.aonHelper/ResizableHeart.placements.name.blue=Resizable Heart (Blue)
entities.aonHelper/ResizableHeart.placements.description.blue=A Crystal Heart with a resizable hitbox.
entities.aonHelper/ResizableHeart.placements.name.red=Resizable Heart (Red)
entities.aonHelper/ResizableHeart.placements.description.red=A Crystal Heart with a resizable hitbox.
entities.aonHelper/ResizableHeart.placements.name.gold=Resizable Heart (Gold)
entities.aonHelper/ResizableHeart.placements.description.gold=A Crystal Heart with a resizable hitbox.
entities.aonHelper/ResizableHeart.placements.name.white=Resizable Heart (White)
entities.aonHelper/ResizableHeart.placements.description.white=A Crystal Heart with a resizable hitbox.
entities.aonHelper/ResizableHeart.attributes.description.color=The color of the Resizable Heart when no custom sprite is selected. If a custom (non-vanilla) sprite is selected, this sets the color of the Resizable Heart's particles.
entities.aonHelper/ResizableHeart.attributes.description.spritePath=A path to custom sprites to use for this Resizable Heart, relative to Graphics/Atlases/Gameplay. The images this path points to must be in the same format as the vanilla ones.\nLeave empty to use the template sprites.
entities.aonHelper/ResizableHeart.attributes.description.respawnTimer=The number of seconds after which the Resizable Heart will respawn. Only has an effect if Is Fake is enabled.
entities.aonHelper/ResizableHeart.attributes.description.isFake=Whether the Resizable Heart acts like a Fake Heart.
entities.aonHelper/ResizableHeart.attributes.description.disableGhost=Whether to not lighten the color and sprite of this Resizable Heart if it has already been collected.

# Feather Dash Switch
entities.aonHelper/FeatherDashSwitchV2.placements.name.feather_dash_switch_down=Feather Dash Switch (Down)
entities.aonHelper/FeatherDashSwitchV2.placements.description.feather_dash_switch_down=A Dash Switch that can be activated by feather bounces.
entities.aonHelper/FeatherDashSwitchV2.placements.name.feather_dash_switch_up=Feather Dash Switch (Up)
entities.aonHelper/FeatherDashSwitchV2.placements.description.feather_dash_switch_up=A Dash Switch that can be activated by feather bounces.
entities.aonHelper/FeatherDashSwitchV2.placements.name.feather_dash_switch_left=Feather Dash Switch (Left)
entities.aonHelper/FeatherDashSwitchV2.placements.description.feather_dash_switch_left=A Dash Switch that can be activated by feather bounces.
entities.aonHelper/FeatherDashSwitchV2.placements.name.feather_dash_switch_right=Feather Dash Switch (Right)
entities.aonHelper/FeatherDashSwitchV2.placements.description.feather_dash_switch_right=A Dash Switch that can be activated by feather bounces.
entities.aonHelper/FeatherDashSwitchV2.attributes.description.side=The orientation of this Feather Dash Switch.
entities.aonHelper/FeatherDashSwitchV2.attributes.description.dashActivated=Whether this Feather Dash Switch should activate when dashed into.
entities.aonHelper/FeatherDashSwitchV2.attributes.description.holdableActivated=Whether this Feather Dash Switch should activate when a holdable is thrown into it.
entities.aonHelper/FeatherDashSwitchV2.attributes.description.featherActivated=Whether this Feather Dash Switch should activate when bumped into in feather state.
entities.aonHelper/FeatherDashSwitchV2.attributes.description.refillBehavior=Describes how this Feather Dash Switch should refill the player's dash when activated.
entities.aonHelper/FeatherDashSwitchV2.attributes.description.flagOnPress=The flag to set when this Feather Dash Switch is activated.\nNote that if Persistent is enabled, the flag will not be unset on room reload; otherwise, it will.
entities.aonHelper/FeatherDashSwitchV2.attributes.description.persistent=Whether once this Feather Dash Switch is activated, it should stay activated, even if the room is reloaded.
entities.aonHelper/FeatherDashSwitchV2.attributes.description.allGates=Whether this Feather Dash Switch should open all temple gates instead of opening only the closest one.
entities.aonHelper/FeatherDashSwitchV2.attributes.description.spritePath=A path to custom sprites to use for this Feather Dash Switch, relative to Graphics/Atlases/Gameplay.
entities.aonHelper/FeatherDashSwitchV2.attributes.description.particleColor1=The primary color of particles emitted when this Feather Dash Switch is activated.
entities.aonHelper/FeatherDashSwitchV2.attributes.description.particleColor2=The secondary color of particles emitted when this Feather Dash Switch is activated.

# Feather Bounce Scam Controller
entities.aonHelper/FeatherBounceScamController.placements.name.feather_bounce_scam_controller=Feather Bounce Scam Controller
entities.aonHelper/FeatherBounceScamController.placements.description.feather_bounce_scam_controller=A controller that prevents feather bounces from being cancelled when the player's feather timer is low enough.
entities.aonHelper/FeatherBounceScamController.attributes.description.featherBounceScamThreshold=The time in seconds such that when the player's feather timer is below this amount, any feather bounces attempted will fail. If negative, this will not happen.
entities.aonHelper/FeatherBounceScamController.attributes.description.flag=This Feather Bounce Scam Controller only has an effect if this flag is set. Leave empty for it to be active always.\nUse an exclamation point before the flag (e.g. !myFlag) to activate this controller when the flag is unset instead.\nIf Frost Helper is enabled, Session Expressions will be supported in this field and this controller will be enabled when this expression evaluates to true. 
entities.aonHelper/FeatherBounceScamController.attributes.description.global=Whether this Feather Bounce Scam Controller should be loaded map-wide, having an effect even outside rooms it's placed in.

# Rebound Modify Controller
entities.aonHelper/ReboundModifyController.placements.name.rebound_modify_controller=Modify Rebound Controller
entities.aonHelper/ReboundModifyController.placements.description.rebound_modify_controller=A controller that modifies the rebound received when dashing into solids such as Dash Blocks and Kevins.
entities.aonHelper/ReboundModifyController.attributes.name.leftRightXMode=Left-Right Collision X Mode
entities.aonHelper/ReboundModifyController.attributes.name.leftRightYMode=Left-Right Collision Y Mode
entities.aonHelper/ReboundModifyController.attributes.name.leftRightXModifier=Left-Right Collision X Modifier
entities.aonHelper/ReboundModifyController.attributes.name.leftRightYModifier=Left-Right Collision Y Modifier
entities.aonHelper/ReboundModifyController.attributes.name.topXMode=Top-Bottom Collision X Mode
entities.aonHelper/ReboundModifyController.attributes.name.topYMode=Top-Bottom Collision Y Mode
entities.aonHelper/ReboundModifyController.attributes.name.topXModifier=Top-Bottom Collision X Modifier
entities.aonHelper/ReboundModifyController.attributes.name.topYModifier=Top-Bottom Collision Y Modifier
entities.aonHelper/ReboundModifyController.attributes.description.leftRightXMode=Whether to interpret the Left-Right Collision X Modifier as a multiplier to the player's current X speed or as a value to set its X speed to. Affects rebounds on the left or right of entities only.
entities.aonHelper/ReboundModifyController.attributes.description.leftRightYMode=Whether to interpret the Left-Right Collision Y Modifier as a multiplier to the player's current Y speed or as a value to set its Y speed to. Affects rebounds on the left or right of entities only.
entities.aonHelper/ReboundModifyController.attributes.description.leftRightXModifier=Either a multiplier to the player's current X speed or a value to set it to, depending on the Left-Right Collision X Mode.
entities.aonHelper/ReboundModifyController.attributes.description.leftRightYModifier=Either a multiplier to the player's current Y speed or a value to set it to, depending on the Left-Right Collision Y Mode.
entities.aonHelper/ReboundModifyController.attributes.description.topXMode=Whether to interpret the Top Collision X Modifier as a multiplier to the player's current X speed or as a value to set its X speed to. Affects rebounds on the top of entities only.
entities.aonHelper/ReboundModifyController.attributes.description.topYMode=Whether to interpret the Top Collision Y Modifier as a multiplier to the player's current Y speed or as a value to set its Y speed to. Affects rebounds on the top of entities only.
entities.aonHelper/ReboundModifyController.attributes.description.topXModifier=Either a multiplier to the player's current X speed or a value to set it to, depending on the Top Collision X Mode.
entities.aonHelper/ReboundModifyController.attributes.description.topYModifier=Either a multiplier to the player's current Y speed or a value to set it to, depending on the Top Collision Y Mode.
entities.aonHelper/ReboundModifyController.attributes.description.refillDash=Whether to refill dash on rebound.
entities.aonHelper/ReboundModifyController.attributes.description.flag=This Modify Rebound Controller only has an effect if this flag is set. Leave empty for it to be active always.\nUse an exclamation point before the flag (e.g. !myFlag) to activate this controller when the flag is unset instead.\nIf Frost Helper is enabled, Session Expressions will be supported in this field and this controller will be enabled when this expression evaluates to true. 
entities.aonHelper/ReboundModifyController.attributes.description.global=Whether this Modify Rebound Controller should be loaded map-wide, having an effect even outside rooms it's placed in.

# Fling Bird No Skip Controller
entities.aonHelper/FlingBirdNoSkipController.placements.name.fling_bird_no_skip_controller=Fling Bird No Skip Controller
entities.aonHelper/FlingBirdNoSkipController.placements.description.fling_bird_no_skip_controller=A controller that prevents Fling Birds' positions from being skipped when the player is too far ahead of them.
entities.aonHelper/FlingBirdNoSkipController.attributes.description.flag=This Fling Bird No Skip Controller only has an effect if this flag is set. Leave empty for it to be active always.\nUse an exclamation point before the flag (e.g. !myFlag) to activate this controller when the flag is unset instead.\nIf Frost Helper is enabled, Session Expressions will be supported in this field and this controller will be enabled when this expression evaluates to true. 
entities.aonHelper/FlingBirdNoSkipController.attributes.description.global=Whether this Fling Bird No Skip Controller should be loaded map-wide, having an effect even outside rooms it's placed in.

# Fg Styleground Bloom Controller
entities.aonHelper/FgStylegroundBloomController.placements.name.fg_styleground_bloom_controller=Foreground Styleground Bloom Controller
entities.aonHelper/FgStylegroundBloomController.placements.description.fg_styleground_bloom_controller=A controller that moves bloom application to after foreground stylegrounds are drawn.
entities.aonHelper/FgStylegroundBloomController.attributes.description.bloomTag=Foreground stylegrounds with this tag will be affected by bloom. They will also render under all other foreground stylegrounds.\nLeave blank for all foreground stylegrounds to be affected.
entities.aonHelper/FgStylegroundBloomController.attributes.description.global=Whether this Foreground Styleground Bloom Controller should be loaded map-wide, having an effect even outside rooms it's placed in.

# Unforgiving Spikes
# Up
entities.aonHelper/UnforgivingSpikesUp.placements.name.up_default=Unforgiving Spikes (Up, Default)
entities.aonHelper/UnforgivingSpikesUp.placements.description.up_default=Spikes that kill the player based on their movement direction instead of their speed.
entities.aonHelper/UnforgivingSpikesUp.placements.name.up_outline=Unforgiving Spikes (Up, Outline)
entities.aonHelper/UnforgivingSpikesUp.placements.description.up_outline=Spikes that kill the player based on their movement direction instead of their speed.
entities.aonHelper/UnforgivingSpikesUp.placements.name.up_cliffside=Unforgiving Spikes (Up, Cliffside)
entities.aonHelper/UnforgivingSpikesUp.placements.description.up_cliffside=Spikes that kill the player based on their movement direction instead of their speed.
entities.aonHelper/UnforgivingSpikesUp.placements.name.up_reflection=Unforgiving Spikes (Up, Reflection)
entities.aonHelper/UnforgivingSpikesUp.placements.description.up_reflection=Spikes that kill the player based on their movement direction instead of their speed.
entities.aonHelper/UnforgivingSpikesUp.placements.name.up_tentacles=Unforgiving Spikes (Up, Tentacles)
entities.aonHelper/UnforgivingSpikesUp.placements.description.up_tentacles=Spikes that kill the player based on their movement direction instead of their speed.
entities.aonHelper/UnforgivingSpikesUp.attributes.name.type=Sprite Path
entities.aonHelper/UnforgivingSpikesUp.attributes.description.type=A path to custom textures for these Unforgiving Spikes, relative to Graphics/Atlases/Gameplay/danger/spikes.
entities.aonHelper/UnforgivingSpikesUp.attributes.description.attachToSolid=Whether these Unforgiving Spikes should attach to solids.
entities.aonHelper/UnforgivingSpikesUp.attributes.description.checkMoveDirection=Whether these Unforgiving Spikes should check the player's move direction before killing them.\nWhen enabled, if the player moves in the same direction as the spikes point, they will not die. When disabled, the player will die regardless.
# Right
entities.aonHelper/UnforgivingSpikesRight.placements.name.right_default=Unforgiving Spikes (Right, Default)
entities.aonHelper/UnforgivingSpikesRight.placements.description.right_default=Spikes that kill the player based on their movement direction instead of their speed.
entities.aonHelper/UnforgivingSpikesRight.placements.name.right_outline=Unforgiving Spikes (Right, Outline)
entities.aonHelper/UnforgivingSpikesRight.placements.description.right_outline=Spikes that kill the player based on their movement direction instead of their speed.
entities.aonHelper/UnforgivingSpikesRight.placements.name.right_cliffside=Unforgiving Spikes (Right, Cliffside)
entities.aonHelper/UnforgivingSpikesRight.placements.description.right_cliffside=Spikes that kill the player based on their movement direction instead of their speed.
entities.aonHelper/UnforgivingSpikesRight.placements.name.right_reflection=Unforgiving Spikes (Right, Reflection)
entities.aonHelper/UnforgivingSpikesRight.placements.description.right_reflection=Spikes that kill the player based on their movement direction instead of their speed.
entities.aonHelper/UnforgivingSpikesRight.placements.name.right_tentacles=Unforgiving Spikes (Right, Tentacles)
entities.aonHelper/UnforgivingSpikesRight.placements.description.right_tentacles=Spikes that kill the player based on their movement direction instead of their speed.
entities.aonHelper/UnforgivingSpikesRight.attributes.name.type=Sprite Path
entities.aonHelper/UnforgivingSpikesRight.attributes.description.type=A path to custom textures for these Unforgiving Spikes, relative to Graphics/Atlases/Gameplay/danger/spikes.
entities.aonHelper/UnforgivingSpikesRight.attributes.description.attachToSolid=Whether these Unforgiving Spikes should attach to solids.
entities.aonHelper/UnforgivingSpikesRight.attributes.description.checkMoveDirection=Whether these Unforgiving Spikes should check the player's move direction before killing them.\nWhen enabled, if the player moves in the same direction as the spikes point, they will not die. When disabled, the player will die regardless.
# Down
entities.aonHelper/UnforgivingSpikesDown.placements.name.down_default=Unforgiving Spikes (Down, Default)
entities.aonHelper/UnforgivingSpikesDown.placements.description.down_default=Spikes that kill the player based on their movement direction instead of their speed.
entities.aonHelper/UnforgivingSpikesDown.placements.name.down_outline=Unforgiving Spikes (Down, Outline)
entities.aonHelper/UnforgivingSpikesDown.placements.description.down_outline=Spikes that kill the player based on their movement direction instead of their speed.
entities.aonHelper/UnforgivingSpikesDown.placements.name.down_cliffside=Unforgiving Spikes (Down, Cliffside)
entities.aonHelper/UnforgivingSpikesDown.placements.description.down_cliffside=Spikes that kill the player based on their movement direction instead of their speed.
entities.aonHelper/UnforgivingSpikesDown.placements.name.down_reflection=Unforgiving Spikes (Down, Reflection)
entities.aonHelper/UnforgivingSpikesDown.placements.description.down_reflection=Spikes that kill the player based on their movement direction instead of their speed.
entities.aonHelper/UnforgivingSpikesDown.placements.name.down_tentacles=Unforgiving Spikes (Down, Tentacles)
entities.aonHelper/UnforgivingSpikesDown.placements.description.down_tentacles=Spikes that kill the player based on their movement direction instead of their speed.
entities.aonHelper/UnforgivingSpikesDown.attributes.name.type=Sprite Path
entities.aonHelper/UnforgivingSpikesDown.attributes.description.type=A path to custom textures for these Unforgiving Spikes, relative to Graphics/Atlases/Gameplay/danger/spikes.
entities.aonHelper/UnforgivingSpikesDown.attributes.description.attachToSolid=Whether these Unforgiving Spikes should attach to solids.
entities.aonHelper/UnforgivingSpikesDown.attributes.description.checkMoveDirection=Whether these Unforgiving Spikes should check the player's move direction before killing them.\nWhen enabled, if the player moves in the same direction as the spikes point, they will not die. When disabled, the player will die regardless.
# Left
entities.aonHelper/UnforgivingSpikesLeft.placements.name.left_default=Unforgiving Spikes (Left, Default)
entities.aonHelper/UnforgivingSpikesLeft.placements.description.left_default=Spikes that kill the player based on their movement direction instead of their speed.
entities.aonHelper/UnforgivingSpikesLeft.placements.name.left_outline=Unforgiving Spikes (Left, Outline)
entities.aonHelper/UnforgivingSpikesLeft.placements.description.left_outline=Spikes that kill the player based on their movement direction instead of their speed.
entities.aonHelper/UnforgivingSpikesLeft.placements.name.left_cliffside=Unforgiving Spikes (Left, Cliffside)
entities.aonHelper/UnforgivingSpikesLeft.placements.description.left_cliffside=Spikes that kill the player based on their movement direction instead of their speed.
entities.aonHelper/UnforgivingSpikesLeft.placements.name.left_reflection=Unforgiving Spikes (Left, Reflection)
entities.aonHelper/UnforgivingSpikesLeft.placements.description.left_reflection=Spikes that kill the player based on their movement direction instead of their speed.
entities.aonHelper/UnforgivingSpikesLeft.placements.name.left_tentacles=Unforgiving Spikes (Left, Tentacles)
entities.aonHelper/UnforgivingSpikesLeft.placements.description.left_tentacles=Spikes that kill the player based on their movement direction instead of their speed.
entities.aonHelper/UnforgivingSpikesLeft.attributes.name.type=Sprite Path
entities.aonHelper/UnforgivingSpikesLeft.attributes.description.type=A path to custom textures for these Unforgiving Spikes, relative to Graphics/Atlases/Gameplay/danger/spikes.
entities.aonHelper/UnforgivingSpikesLeft.attributes.description.attachToSolid=Whether these Unforgiving Spikes should attach to solids.
entities.aonHelper/UnforgivingSpikesLeft.attributes.description.checkMoveDirection=Whether these Unforgiving Spikes should check the player's move direction before killing them.\nWhen enabled, if the player moves in the same direction as the spikes point, they will not die. When disabled, the player will die regardless.

# Clamp Light Color Controller
entities.aonHelper/ClampLightColorController.placements.name.clamp_light_color_controller=Clamp Light Color Controller
entities.aonHelper/ClampLightColorController.placements.description.clamp_light_color_controller=A controller that limits the maximum allowed light color.
entities.aonHelper/ClampLightColorController.attributes.description.color=The color to clamp the light color to.\nThis means that all light will "cap out" at this color, e.g. if this is set to pure red (#ff0000) and there is a white light source, that light source will appear red instead.
entities.aonHelper/ClampLightColorController.attributes.description.clampMethod=The method with which to clamp the light color.\nClamp: no light values below the specified color will be affected, all light values above the specified color will be clamped to the clamp color (newLightColor = min(lightColor, clampColor)).\nTint: All light values will be modified such that white light will appear as the clamp color, and everything else will be darker (newLightColor = lightColor * clampColor).
entities.aonHelper/ClampLightColorController.attributes.description.global=Whether this Clamp Light Color Controller should be loaded map-wide, having an effect even outside rooms it's placed in.

# Darker Matter
entities.aonHelper/DarkerMatter.placements.name.darker_matter=Darker Matter
entities.aonHelper/DarkerMatter.placements.description.darker_matter=A field through which the player will continue moving at the speed they entered, similar to a Dream Block.
entities.aonHelper/DarkerMatter.attributes.description.warpHorizontal=Whether the player should be teleported to the other side of the Darker Matter when exiting horizontally. 
entities.aonHelper/DarkerMatter.attributes.description.warpVertical=Whether the player should be teleported to the other side of the Darker Matter when exiting vertically.
entities.aonHelper/DarkerMatter.attributes.description.refillDash=Whether the player's dash should be refilled on exit.
entities.aonHelper/DarkerMatter.attributes.description.speedThreshold=The speed threshold for entering the Darker Matter state.
entities.aonHelper/DarkerMatter.attributes.description.speedLimit=The speed limit for the Darker Matter state. Negative values mean the player's speed will never be limited.
entities.aonHelper/DarkerMatter.attributes.description.colors=The colors to use for the Darker Matter.
entities.aonHelper/DarkerMatter.attributes.description.warpColors=The colors to use for the warp edges of the Darker Matter.
entities.aonHelper/DarkerMatter.attributes.description.centerAlpha=The alpha (opacity) of the center of the Darker Matter.
entities.aonHelper/DarkerMatter.attributes.description.edgeAlpha=The alpha (opacity) of the edges of the Darker Matter.
entities.aonHelper/DarkerMatter.attributes.description.particleAlpha=The alpha (opacity) of the particles emitted by the Darker Matter.

# Lightning Cornerboost Controller
entities.aonHelper/LightningCornerboostController.placements.name.lightning_cornerboost_controller=Lightning Wallbounce Controller
entities.aonHelper/LightningCornerboostController.placements.description.lightning_cornerboost_controller=A controller that grants Fire/Ice Barrier-like solid hitboxes to Lightning.
entities.aonHelper/LightningCornerboostController.attributes.description.always=Whether Lightning's solid hitboxes should be active always or active only while the player is dashing.
entities.aonHelper/LightningCornerboostController.attributes.description.flag=This Lightning Wallbounce Controller only has an effect if this flag is set. Leave empty for it to be active always.\nUse an exclamation point before the flag (e.g. !myFlag) to activate this controller when the flag is unset instead.\nIf Frost Helper is enabled, Session Expressions will be supported in this field and this controller will be enabled when this expression evaluates to true. 
entities.aonHelper/LightningCornerboostController.attributes.description.global=Whether this Lightning Wallbounce Controller should be loaded map-wide, having an effect even outside rooms it's placed in.

# Seamless Lightning Controller
entities.aonHelper/SeamlessLightningController.placements.name.seamless_lightning_controller=Seamless Lightning Controller
entities.aonHelper/SeamlessLightningController.placements.description.seamless_lightning_controller=A controller that makes the edges of Lightning visually connect to room edges. This controller is global, so it will have an effect even outside rooms it's placed in.

# Intro Facing Controller
entities.aonHelper/IntroFacingController.placements.name.intro_facing_controller=Intro Facing Controller
entities.aonHelper/IntroFacingController.placements.description.intro_facing_controller=A controller that allows for the map intro animation to face in either direction.
entities.aonHelper/IntroFacingController.attributes.description.facing=The direction to make the player face during the map intro animation. Also affects the temple fall animation.
entities.aonHelper/IntroFacingController.attributes.description.flag=This Intro Facing Controller only has an effect if this flag is set. Leave empty for it to be active always.\nUse an exclamation point before the flag (e.g. !myFlag) to activate this controller when the flag is unset instead.\nIf Frost Helper is enabled, Session Expressions will be supported in this field and this controller will be enabled when this expression evaluates to true. 
entities.aonHelper/IntroFacingController.attributes.description.global=Whether this Intro Facing Controller should be loaded map-wide, having an effect even outside rooms it's placed in.

# Colorgrade Tweaks Controller
entities.aonHelper/QuantizeColorgradeController.placements.name.quantize_colorgrade_controller=Colorgrade Tweaks Controller
entities.aonHelper/QuantizeColorgradeController.placements.description.quantize_colorgrade_controller=A controller that provides additional options for colorgrades.
entities.aonHelper/QuantizeColorgradeController.attributes.description.affectedColorgrades=The colorgrades to affect. Use "*" to affect all colorgrades.
entities.aonHelper/QuantizeColorgradeController.attributes.description.quantize=Whether affected colorgrades should always choose the nearest color to the color being graded.
entities.aonHelper/QuantizeColorgradeController.attributes.description.normalize=Whether affected colorgrades should have the slight input gain to the green channel when sampling removed.
entities.aonHelper/QuantizeColorgradeController.attributes.description.global=Whether this Colorgrade Tweaks Controller should be loaded map-wide, having an effect even outside rooms it's placed in.

# Dream Dash Through Transition Controller
entities.aonHelper/DreamDashThroughTransitionController.placements.name.dream_dash_through_transition_controller=Dream Dash Through Transition Controller
entities.aonHelper/DreamDashThroughTransitionController.placements.description.dream_dash_through_transition_controller=A controller that lets screen transitions occur while the player is dashing through a Dream Block.
entities.aonHelper/DreamDashThroughTransitionController.attributes.description.flag=This controller only has an effect if this flag is set. Leave empty for it to be active always.\nUse an exclamation point before the flag (e.g. !myFlag) to activate this controller when the flag is unset instead.\nIf Frost Helper is enabled, Session Expressions will be supported in this field and this controller will be enabled when this expression evaluates to true. 
entities.aonHelper/DreamDashThroughTransitionController.attributes.description.global=Whether this Dream Dash Through Transition Controller should be loaded map-wide, having an effect even outside rooms it's placed in.

# Glass Lock Block
entities.aonHelper/GlassLockBlock.placements.name.glass_lock_block=Glass Lock Block
entities.aonHelper/GlassLockBlock.placements.description.glass_lock_block=A customizable Lock Block with the look and visual effects of Glass Blocks.
entities.aonHelper/GlassLockBlock.attributes.description.spritePath=The path to use for the lock sprites of this Glass Lock Block, starting from Graphics/Atlases/Gameplay. The images this path points to must be in the same format as the ones in this mod.\nDefaults to objects/aonHelper/lockBlocks/lock.
entities.aonHelper/GlassLockBlock.attributes.description.unlockSfx=The event that will play when this Glass Lock Block is unlocked. Defaults to event:/game/03_resort/key_unlock.
entities.aonHelper/GlassLockBlock.attributes.description.stepMusicProgress=Whether to increment the current music progress by 1 when this Glass Lock Block is unlocked.
entities.aonHelper/GlassLockBlock.attributes.description.behindFgTiles=Whether this Glass Lock Block will render behind foreground tiles.
entities.aonHelper/GlassLockBlock.attributes.description.useVanillaKeys=Whether this Glass Lock Block can be unlocked by vanilla keys.
entities.aonHelper/GlassLockBlock.attributes.description.dzhakeHelperKeySettings=Describes which Dzhake Helper Custom Key Groups (if any) this Glass Lock Block can be unlocked by.\nLeft empty: this Glass Lock Block cannot be unlocked by Dzhake Helper keys.\n*: this Glass Lock Block can be unlocked by any Dzhake Helper key.\nAny integer: this Glass Lock Block can only be unlocked by a Dzhake Helper key with the specified Group. 

# Glass Lock Block Controller
entities.aonHelper/GlassLockBlockController.placements.name.controller=Glass Lock Block Controller
entities.aonHelper/GlassLockBlockController.placements.description.controller=A controller for the visuals of Glass Lock Blocks.
entities.aonHelper/GlassLockBlockController.placements.name.controller_vanilla=Glass Lock Block Controller (Vanilla Settings)
entities.aonHelper/GlassLockBlockController.placements.description.controller_vanilla=A controller for the visuals of Glass Lock Blocks.
entities.aonHelper/GlassLockBlockController.attributes.description.starColors=The colors of stars on Glass Lock Blocks affected by this Glass Lock Block Controller.
entities.aonHelper/GlassLockBlockController.attributes.description.bgColor=The color of the background on Glass Lock Blocks affected by this Glass Lock Block Controller.
entities.aonHelper/GlassLockBlockController.attributes.description.lineColor=The color of the outline on Glass Lock Blocks affected by this Glass Lock Block Controller.
entities.aonHelper/GlassLockBlockController.attributes.description.rayColor=The color of the rays on Glass Lock Blocks affected by this Glass Lock Block Controller.
entities.aonHelper/GlassLockBlockController.attributes.description.wavy=Whether to render the wavy effect on Glass Lock Blocks affected by this Glass Lock Block Controller.
entities.aonHelper/GlassLockBlockController.attributes.description.vanillaEdgeBehavior=Whether to have the edges of Glass Lock Blocks affected by this Glass Lock Block Controller display like vanilla glass block edges.
entities.aonHelper/GlassLockBlockController.attributes.description.global=Whether this Glass Lock Block Controller should be loaded map-wide, having an effect even outside rooms it's placed in.

# Dream Lock Block
entities.aonHelper/DreamLockBlock.placements.name.dream_lock_block=Dream Lock Block
entities.aonHelper/DreamLockBlock.placements.description.dream_lock_block=A customizable Lock Block with the look and visual effects of Dream Blocks.
entities.aonHelper/DreamLockBlock.attributes.description.spritePath=The path to use for the lock sprites of this Dream Lock Block, starting from Graphics/Atlases/Gameplay. The images this path points to must be in the same format as the vanilla ones.\nDefaults to objects/aonHelper/lockBlocks/lock.
entities.aonHelper/DreamLockBlock.attributes.description.unlockSfx=The event that will play when this Dream Lock Block is unlocked. Defaults to event:/MoreLockBlocks/game/lockblocks/dreamlockblock_key_unlock.
entities.aonHelper/DreamLockBlock.attributes.description.stepMusicProgress=Whether to increment the current music progress by 1 when this Dream Lock Block is unlocked.
entities.aonHelper/DreamLockBlock.attributes.description.below=Whether this Dream Lock Block will render behind foreground tiles.
entities.aonHelper/DreamLockBlock.attributes.description.ignoreInventory=Whether this Dream Lock Block is able to be dream dashed through while unlocked even if the player's inventory (for example the OldSite inventory) forbids it.
entities.aonHelper/DreamLockBlock.attributes.description.useVanillaKeys=Whether this Dream Lock Block can be unlocked by vanilla keys.
entities.aonHelper/DreamLockBlock.attributes.description.dzhakeHelperKeySettings=Describes which Dzhake Helper Custom Key Groups (if any) this Dream Lock Block can be unlocked by.\nLeft empty: this Dream Lock Block cannot be unlocked by Dzhake Helper keys.\n*: this Dream Lock Block can be unlocked by any Dzhake Helper key.\nAny integer: this Dream Lock Block can only be unlocked by a Dzhake Helper key with the specified Group. 

# Foreground Tile Light Occlusion Controller
entities.aonHelper/LightOcclusionFixController.placements.name.light_occlusion_fix_controller=Foreground Tile Light Occlusion Controller
entities.aonHelper/LightOcclusionFixController.placements.description.light_occlusion_fix_controller=A controller that fixes visual bugs seen when using lights with non-standard sizes around foreground tiles.
entities.aonHelper/LightOcclusionFixController.attributes.description.noOcclusionTileTypes=A list of foreground tile types to remove light occlusion from.
entities.aonHelper/LightOcclusionFixController.attributes.description.global=Whether this Foreground Tile Light Occlusion Controller should be loaded map-wide, having an effect even outside rooms it's placed in.

# Camera Tweaks Controller
entities.aonHelper/DisableAutoCameraOffsetController.placements.name.disable_auto_camera_offset_controller=Camera Tweaks Controller
entities.aonHelper/DisableAutoCameraOffsetController.placements.description.disable_auto_camera_offset_controller=A controller can disable the automatic camera offset applied when the player is in certain states, such as in a Feather or Red Booster, or disable the camera updating entirely.
entities.aonHelper/DisableAutoCameraOffsetController.attributes.description.disableAutoCameraOffset=Whether to disable the automatic camera offset applied when the player is in certain states, such as in a Feather or Red Booster.
entities.aonHelper/DisableAutoCameraOffsetController.attributes.description.disableCameraUpdate=Whether to disable the camera updating entirely, locking the camera in place unless the camera is moved externally, for example by a cutscene.
entities.aonHelper/DisableAutoCameraOffsetController.attributes.description.flag=This Camera Tweaks Controller only has an effect if this flag is set. Leave empty for it to be active always.\nUse an exclamation point before the flag (e.g. !myFlag) to activate this controller when the flag is unset instead.\nIf Frost Helper is enabled, Session Expressions will be supported in this field and this controller will be enabled when this expression evaluates to true. 
entities.aonHelper/DisableAutoCameraOffsetController.attributes.description.global=Whether this Camera Tweaks Controller should be loaded map-wide, having an effect even outside rooms it's placed in.

# Formation Backdrop Color Controller
entities.aonHelper/FormationBackdropColorController.placements.name.formation_backdrop_color_controller=Formation Backdrop Color Controller
entities.aonHelper/FormationBackdropColorController.placements.description.formation_backdrop_color_controller=A controller that changes the color of the darkening layer applied when a Crystal Heart or Seeded Strawberry is collected.
entities.aonHelper/FormationBackdropColorController.attributes.description.color=The color to use for the Formation Backdrop.
entities.aonHelper/FormationBackdropColorController.attributes.description.global=Whether this Formation Backdrop Color Controller should be loaded map-wide, having an effect even outside rooms it's placed in.

# JumpThrus Apply LiftSpeed Controller
entities.aonHelper/JumpThrusApplyLiftSpeedController.placements.name.jumpthrus_apply_liftspeed_controller=JumpThrus Apply LiftSpeed Controller
entities.aonHelper/JumpThrusApplyLiftSpeedController.placements.description.jumpthrus_apply_liftspeed_controller=A controller that makes moving Jump Through-like entities apply liftboost the same way moving solids do.
entities.aonHelper/JumpThrusApplyLiftSpeedController.attributes.description.flag=This JumpThrus Apply LiftSpeed Controller only has an effect if this flag is set. Leave empty for it to be active always.\nUse an exclamation point before the flag (e.g. !myFlag) to activate this controller when the flag is unset instead.\nIf Frost Helper is enabled, Session Expressions will be supported in this field and this controller will be enabled when this expression evaluates to true. 
entities.aonHelper/JumpThrusApplyLiftSpeedController.attributes.description.global=Whether this JumpThrus Apply LiftSpeed Controller should be loaded map-wide, having an effect even outside rooms it's placed in.

# Spring Speed Threshold Controller
entities.aonHelper/SpringSpeedThresholdController.placements.name.spring_speed_threshold_controller=Spring Speed Threshold Controller
entities.aonHelper/SpringSpeedThresholdController.placements.description.spring_speed_threshold_controller=A controller that changes the speed threshold required to activate springs facing the same way as the player is moving.
entities.aonHelper/SpringSpeedThresholdController.attributes.description.thresholdX=The maximum value for the player's X speed where they will activate sideways springs that are pointing the same direction as they are moving. If negative, this will never happen.\nDefaults to 240.
entities.aonHelper/SpringSpeedThresholdController.attributes.description.thresholdY=The minimum value for the player's Y speed where they will activate upwards springs.\nDefaults to 0.
entities.aonHelper/SpringSpeedThresholdController.attributes.description.flag=This Spring Speed Threshold Controller only has an effect if this flag is set. Leave empty for it to be active always.\nUse an exclamation point before the flag (e.g. !myFlag) to activate this controller when the flag is unset instead.\nIf Frost Helper is enabled, Session Expressions will be supported in this field and this controller will be enabled when this expression evaluates to true. 
entities.aonHelper/SpringSpeedThresholdController.attributes.description.global=Whether this Spring Speed Threshold Controller should be loaded map-wide, having an effect even outside rooms it's placed in.

# Ice Zip Mover
entities.aonHelper/IceZipMover.placements.name.normal=Ice Zip Mover
entities.aonHelper/IceZipMover.placements.description.normal=A Zip Mover that starts sinking and eventually breaks once it reaches its destination, similar to an Ice Crumble Block.
entities.aonHelper/IceZipMover.placements.name.break_early=Ice Zip Mover (Break Early)
entities.aonHelper/IceZipMover.placements.description.break_early=A Zip Mover that breaks once it reaches its destination, similar to an Ice Crumble Block.
entities.aonHelper/IceZipMover.attributes.description.breakEarly=Whether this Ice Zip Mover should break before sinking.
entities.aonHelper/IceZipMover.attributes.description.spriteDir=A path to custom sprites to use for this entity, relative to Graphics/Atlases/Gameplay. The specified folder must contain the following images:\n- block.png: Used for the Ice Zip Mover itself.\n- cog.png: Used for the cogs of the Ice Zip Mover.\n- center00.png through center11.png: Used for the center crystal.\n- debris00.png through debris03.png: Used for the debris when the Ice Zip Mover breaks and reforms.\nIf left empty, the default sprites will be used.
entities.aonHelper/IceZipMover.attributes.description.ropeLight=The color of the rope of this Ice Zip Mover.
entities.aonHelper/IceZipMover.attributes.description.ropeLightColor=The highlight color of the rope of this Ice Zip Mover.
entities.aonHelper/IceZipMover.attributes.description.sparkParticleColor=The color of the spark particles emitted when this Ice Zip Mover moves.
entities.aonHelper/IceZipMover.attributes.description.breakParticleColor=The color of the breaking particles emitted when this Ice Zip Mover breaks.
entities.aonHelper/IceZipMover.attributes.description.breakParticleFadeColor=The fade color of the breaking particles emitted when this Ice Zip Mover breaks.
entities.aonHelper/IceZipMover.attributes.description.surfaceIndex=The surface index of this Ice Zip Mover, which determines the footstep sounds made when walking on it.
entities.aonHelper/IceZipMover.attributes.description.moveSfx=The event to play when this Ice Zip Mover moves.
entities.aonHelper/IceZipMover.attributes.description.breakSfx=The event to play when this Ice Zip Mover breaks.
entities.aonHelper/IceZipMover.attributes.description.respawnSfx=The event to play when this Ice Zip Mover respawns.

# Taiko Drum
entities.aonHelper/TaikoDrum.placements.name.taiko_drum_horizontal=Taiko Drum (Horizontal)
entities.aonHelper/TaikoDrum.placements.description.taiko_drum_horizontal=A drum that will send out Sound Waves when dashed into, which can interact with other entities.
entities.aonHelper/TaikoDrum.placements.name.taiko_drum_vertical=Taiko Drum (Vertical)
entities.aonHelper/TaikoDrum.placements.description.taiko_drum_vertical=A drum that will send out Sound Waves when dashed into, which can interact with other entities.
entities.aonHelper/TaikoDrum.placements.name.taiko_drum_both=Taiko Drum (Both)
entities.aonHelper/TaikoDrum.placements.description.taiko_drum_both=A drum that will send out Sound Waves when dashed into, which can interact with other entities.
entities.aonHelper/TaikoDrum.attributes.description.axes=The sides this Taiko Drum should be able to be activated from.
entities.aonHelper/TaikoDrum.attributes.description.fragile=Whether this Taiko Drum should break upon being activated.
entities.aonHelper/TaikoDrum.attributes.description.doNotLoadFlag=The session flag that will cause this Taiko Drum not to load.\nUse an exclamation point before the flag (e.g. !myFlag) to prevent loading when the flag is unset instead.\nIf Frost Helper is enabled, Session Expressions will be supported in this field and this Taiko Drum will not load when this expression evaluates to true. 
entities.aonHelper/TaikoDrum.attributes.description.flagOnBreak=The session flag this Taiko Drum should set when it is broken.\nDoes nothing if "Fragile" is not enabled.
entities.aonHelper/TaikoDrum.attributes.description.spriteDir=A path to custom sprites to use for this Taiko Drum, relative to Graphics/Atlases/Gameplay.\nMust contain images named horizontal.png, horizontal_fragile.png, vertical.png, vertical_fragile.png, both.png, both_fragile.png and debris00.png.
entities.aonHelper/TaikoDrum.attributes.description.surfaceIndex=The surface index to use for this Taiko Drum.
entities.aonHelper/TaikoDrum.attributes.description.activateParticleColor=The color of the particles emitted when this Taiko Drum activates.

# Taiko Drum Controller
entities.aonHelper/TaikoDrumController.placements.name.taiko_drum_controller=Taiko Drum Controller
entities.aonHelper/TaikoDrumController.placements.description.taiko_drum_controller=A controller for the visuals of Taiko Drums.
entities.aonHelper/TaikoDrumController.attributes.description.soundWaveSpeed=The speed at which emitted Sound Waves should travel in this room.
entities.aonHelper/TaikoDrumController.attributes.description.soundWaveDepth=The depth at which emitted Sound Waves should render in this room. Lower values mean more in the foreground.
entities.aonHelper/TaikoDrumController.attributes.description.soundWaveColor=The color of emitted Sound Waves in this room.
entities.aonHelper/TaikoDrumController.attributes.description.affectedEntities=A list of entity SIDs for Sound Waves to affect in this room, or the character * to affect all entities.\nAffected entities such as move blocks ("moveBlock") or zip movers ("zipMover") will activate when a Sound Wave passes over them, while refusing activation from the player standing/climbing on them or attached springs being activated.
entities.aonHelper/TaikoDrumController.attributes.description.global=Whether this Taiko Drum Controller should be loaded map-wide, having an effect even outside rooms it's placed in.

# Sound Wave Reflector
entities.aonHelper/SoundWaveReflector.placements.name.sound_wave_reflector_left=Sound Wave Reflector (Left)
entities.aonHelper/SoundWaveReflector.placements.description.sound_wave_reflector_left=An entity that will reflect incoming Sound Waves.
entities.aonHelper/SoundWaveReflector.placements.name.sound_wave_reflector_right=Sound Wave Reflector (Right)
entities.aonHelper/SoundWaveReflector.placements.description.sound_wave_reflector_right=An entity that will reflect incoming Sound Waves.
entities.aonHelper/SoundWaveReflector.placements.name.sound_wave_reflector_up=Sound Wave Reflector (Up)
entities.aonHelper/SoundWaveReflector.placements.description.sound_wave_reflector_up=An entity that will reflect incoming Sound Waves.
entities.aonHelper/SoundWaveReflector.placements.name.sound_wave_reflector_down=Sound Wave Reflector (Down)
entities.aonHelper/SoundWaveReflector.placements.description.sound_wave_reflector_down=An entity that will reflect incoming Sound Waves.
entities.aonHelper/SoundWaveReflector.attributes.description.orientation=The orientation of this Sound Wave Reflector.
entities.aonHelper/SoundWaveReflector.attributes.description.spriteDir=A path to custom sprites to use for this Sound Wave Reflector, relative to Graphics/Atlases/Gameplay.\nMust contain images named left.png, right.png, up.png and down.png.

# Sound Wave Barrier
entities.aonHelper/SoundWaveBarrier.placements.name.sound_wave_barrier=Sound Wave Barrier
entities.aonHelper/SoundWaveBarrier.placements.description.sound_wave_barrier=An invisible entity that will destroy incoming Sound Waves.
entities.aonHelper/SoundWaveBarrier.attributes.description.flag=The flag that should be active for this Sound Wave Barrier to destroy Sound Waves. Leave empty for it to always destroy Sound Waves.\nUse an exclamation point before the flag (e.g. !myFlag) to destroy Sound Waves when the flag is unset instead.\nIf Frost Helper is enabled, Session Expressions will be supported in this field and Sound Waves will be destroyed when this expression evaluates to true. 
entities.aonHelper/SoundWaveBarrier.attributes.description.attachToSolids=Whether this Sound Wave Barrier should attach to solids.

# Blossom Block
entities.aonHelper/BlossomBlock.placements.name.blossom_block=Blossom Block
entities.aonHelper/BlossomBlock.placements.description.blossom_block=A block that will be destroyed by incoming Sound Waves.
entities.aonHelper/BlossomBlock.attributes.description.depth=The depth of this Blossom Block. Lower values will put this block more in the foreground.
entities.aonHelper/BlossomBlock.attributes.description.doNotLoadFlag=The session flag that will cause this Blossom Block not to load.\nUse an exclamation point before the flag (e.g. !myFlag) to prevent loading when the flag is unset instead.\nIf Frost Helper is enabled, Session Expressions will be supported in this field and this Blossom Block will not load when this expression evaluates to true. 
entities.aonHelper/BlossomBlock.attributes.description.flagOnBreak=The session flag this Blossom Block should set when it is broken.

# Blossom Block Controller
entities.aonHelper/BlossomBlockController.placements.name.blossom_block_controller=Blossom Block Controller
entities.aonHelper/BlossomBlockController.placements.description.blossom_block_controller=A controller for the visuals of Blossom Blocks.
entities.aonHelper/BlossomBlockController.attributes.description.spritePath=A path to a custom sprite to use for all Blossom Blocks in this room, relative to Graphics/Atlases/Gameplay.
entities.aonHelper/BlossomBlockController.attributes.description.surfaceIndex=The surface index to use for all Blossom Blocks in this room.
entities.aonHelper/BlossomBlockController.attributes.description.breakParticleColor1=One of two colors to use for the break particles of all Blossom Blocks in this room.
entities.aonHelper/BlossomBlockController.attributes.description.breakParticleColor2=One of two colors to use for the break particles of all Blossom Blocks in this room.
entities.aonHelper/BlossomBlockController.attributes.description.minSwirlRadius=The minimum radius of the swirling of the textures of this Blossom block, measured in pixels.
entities.aonHelper/BlossomBlockController.attributes.description.maxSwirlRadius=The maximum radius of the swirling of the textures of this Blossom block, measured in pixels.
entities.aonHelper/BlossomBlockController.attributes.description.minSwirlSpeed=The minimum speed of the swirling of the textures of this Blossom block, measured in degrees per second.
entities.aonHelper/BlossomBlockController.attributes.description.maxSwirlSpeed=The maximum speed of the swirling of the textures of this Blossom block, measured in degrees per second.
entities.aonHelper/BlossomBlockController.attributes.description.affectedDepth=The depth of Blossom Blocks in this room to affect.
entities.aonHelper/BlossomBlockController.attributes.description.global=Whether this Blossom Block Controller should be loaded map-wide, having an effect even outside rooms it's placed in.

# Flag Custom Core Message
entities.aonHelper/FlagCustomCoreMessage.placements.name.core_message=Flag Custom Core Message
entities.aonHelper/FlagCustomCoreMessage.placements.description.core_message=A customizable Core Message that can be controlled by flags.
entities.aonHelper/FlagCustomCoreMessage.attributes.description.dialogID=The ID of the dialog to display.
entities.aonHelper/FlagCustomCoreMessage.attributes.description.lineNumber=The line of dialog to display, starting from 0.
entities.aonHelper/FlagCustomCoreMessage.attributes.description.startFadeRadius=The radius to the player at which this Flag Custom Core Message will start to fade out.
entities.aonHelper/FlagCustomCoreMessage.attributes.description.endFadeRadius=The radius to the player at which this Flag Custom Core Message will have faded out completely.
entities.aonHelper/FlagCustomCoreMessage.attributes.description.appearFlag=This Flag Custom Core Message can only be visible while this flag is set.\nUse an exclamation point before the flag (e.g. !myFlag) for this Flag Custom Core Message to only be visible when the flag is unset instead.\nIf Frost Helper is enabled, Session Expressions will be supported in this field and this Flag Custom Core Message will only be visible when this expression evaluates to true. 
entities.aonHelper/FlagCustomCoreMessage.attributes.description.stayFlag=When this flag is active, this Flag Custom Core Message will not respond to the player's position and will always be visible.\nUse an exclamation point before the flag (e.g. !myFlag) for this Flag Custom Core Message to always be visible when the flag is unset instead.\nIf Frost Helper is enabled, Session Expressions will be supported in this field and this Flag Custom Core Message will always be visible when this expression evaluates to true. 
entities.aonHelper/FlagCustomCoreMessage.attributes.description.flagFadeTime=The time it takes for this Flag Custom Core Message to fade in and out in seconds.
entities.aonHelper/FlagCustomCoreMessage.attributes.description.useRawDeltaTime=Whether this Flag Custom Core Message ignores the current time rate when fading in and out.
entities.aonHelper/FlagCustomCoreMessage.attributes.description.textColor=The text color of this Flag Custom Core Message.
entities.aonHelper/FlagCustomCoreMessage.attributes.description.hasOutline=Whether the text of this Flag Custom Core Message has an outline.
entities.aonHelper/FlagCustomCoreMessage.attributes.description.outlineColor=The text outline color of this Flag Custom Core Message.
entities.aonHelper/FlagCustomCoreMessage.attributes.description.outlineThickness=The thickness of the text outline of this Flag Custom Core Message in pixels.
entities.aonHelper/FlagCustomCoreMessage.attributes.description.scale=The text scale of this Flag Custom Core Message.
entities.aonHelper/FlagCustomCoreMessage.attributes.description.parallaxX=The parallax of this Flag Custom Core Message in the X direction.
entities.aonHelper/FlagCustomCoreMessage.attributes.description.parallaxY=The parallax of this Flag Custom Core Message in the Y direction.
entities.aonHelper/FlagCustomCoreMessage.attributes.description.hideOnHeartCollect=Whether to hide this Flag Custom Core Message when the map's heart is collected.

# Don't Lose Seeds Underwater Controller
entities.aonHelper/DontLoseSeedsUnderwaterController.placements.name.dont_lose_seeds_underwater_controller=Don't Lose Seeds Underwater Controller
entities.aonHelper/DontLoseSeedsUnderwaterController.placements.description.dont_lose_seeds_underwater_controller=A controller that prevents Strawberry seeds from being lost when the player touches the ground underwater.
entities.aonHelper/DontLoseSeedsUnderwaterController.attributes.description.flag=This Don't Lose Seeds Underwater Controller only has an effect if this flag is set. Leave empty for it to be active always.\nUse an exclamation point before the flag (e.g. !myFlag) to activate this controller when the flag is unset instead.\nIf Frost Helper is enabled, Session Expressions will be supported in this field and this controller will be enabled when this expression evaluates to true. 
entities.aonHelper/DontLoseSeedsUnderwaterController.attributes.description.global=Whether this Don't Lose Seeds Underwater Controller should be loaded map-wide, having an effect even outside rooms it's placed in.

### Triggers

# Parallax Fade
triggers.aonHelper/ParallaxFadeTrigger.placements.name.parallax_fade=Parallax Fade
triggers.aonHelper/ParallaxFadeTrigger.placements.description.parallax_fade=A trigger that allows fading the color and alpha of Parallax stylegrounds.
triggers.aonHelper/ParallaxFadeTrigger.attributes.description.colorFrom=The start color of the affected stylegrounds. Leave empty to not affect the color of the affected stylegrounds.
triggers.aonHelper/ParallaxFadeTrigger.attributes.description.colorTo=The end color of the affected stylegrounds. Leave empty to not affect the color of the affected stylegrounds.
triggers.aonHelper/ParallaxFadeTrigger.attributes.description.alphaFrom=The start alpha of the affected stylegrounds. Leave empty to not affect the alpha of the affected stylegrounds.
triggers.aonHelper/ParallaxFadeTrigger.attributes.description.alphaTo=The end alpha of the affected stylegrounds. Leave empty to not affect the alpha of the affected stylegrounds.
triggers.aonHelper/ParallaxFadeTrigger.attributes.description.positionMode=Determines how the styleground attributes fade as the player moves across the trigger.
triggers.aonHelper/ParallaxFadeTrigger.attributes.description.tagToAffect=The trigger will affect all parallax stylegrounds with the specified tag. Leave empty to affect all parallax stylegrounds.
triggers.aonHelper/ParallaxFadeTrigger.attributes.description.flag=This Parallax Fade only has an effect if this flag is set. Leave empty for it to be active always.\nUse an exclamation point before the flag (e.g. !myFlag) to activate this Parallax Fade when the flag is unset instead.\nIf Frost Helper is enabled, Session Expressions will be supported in this field and this Parallax Fade will be enabled when this expression evaluates to true. 
