#ENTITIES

# CROSSOVER COLLAB

#Chest
entities.KoseiHelper/Chest.placements.name.Chest=Chest (Crossover)
entities.KoseiHelper/Chest.placements.description.Chest=A chest that rewards a random amount of coins.
entities.KoseiHelper/Chest.attributes.description.path=The path to your custom texture, relative to Graphics/Atlases/.\nThere should be three images, each with the suffixes "closed", "opening" and "opened".
entities.KoseiHelper/Chest.attributes.description.flagSet=The flag that the chest will set once it's opened.\nIf this flag is true, the chest can't be opened again.
entities.KoseiHelper/Chest.attributes.description.flagRequired=The flag that the chest requires in order to be opened.
entities.KoseiHelper/Chest.attributes.description.flagForExtra=If this flag is active, the amount of coins will be double than normal.
entities.KoseiHelper/Chest.attributes.description.minCoins=The minimum amount of coins that the chest should give.
entities.KoseiHelper/Chest.attributes.description.maxCoins=The maximum amount of coins that the chest should give.
entities.KoseiHelper/Chest.attributes.description.currencyName=The name of your coins/currency.
entities.KoseiHelper/Chest.attributes.description.openedMessage=The message that will be displayed if the player interacts with the chest again after it has been opened.\nDirect message, not a dialog ID.
entities.KoseiHelper/Chest.attributes.description.lockedMessage=The message that will be displayed if the player tries to open a locked chest (Flag Required unset).\nDirect message, not a dialog ID.
entities.KoseiHelper/Chest.attributes.description.counterName=The name of the session counter that keeps track of the coins.
entities.KoseiHelper/Chest.attributes.description.depth=The depth the chest should have.

#Ladder
entities.KoseiHelper/Ladder.placements.name.Ladder=Ladder (Crossover)
entities.KoseiHelper/Ladder.placements.description.Ladder=Customizable entity that can be used as a ladder or as a climbing field.
entities.KoseiHelper/Ladder.placements.name.LadderAdvanced=Ladder (Fully custom) (Crossover)
entities.KoseiHelper/Ladder.placements.description.LadderAdvanced=Highly customizable entity that can be used as a ladder or as a climbing field.
entities.KoseiHelper/Ladder.attributes.name.isInvisible=Invisible
entities.KoseiHelper/Ladder.attributes.description.isInvisible=If the ladder should not render (useful for bgtiles or decals for example).
entities.KoseiHelper/Ladder.attributes.description.depth=The depth the ladder should use to render.\nIf depth < 0 the player will use ladder_climb and ladder_cling animation ids.\nIf depth >=0 the player will use ladder_bg_climb and ladder_bg_cling animation ids.
entities.KoseiHelper/Ladder.attributes.description.climbSpeed=The velocity the player will climb at.
entities.KoseiHelper/Ladder.attributes.description.canClimbHorizontally=If the player should be able to move horizontally or climb always on the center of the ladder.\nNot intended to be disabled with very wide ladders or Require Grab mode.
entities.KoseiHelper/Ladder.attributes.description.drainsStamina=If the ladders should slowly drain stamina (and more quickly while climbing upwards).\nThey will also require 20 stamina to be grabbed (no red blinking).\nAditionally, 25 stamina will be consumed on each ladder climbjump.
entities.KoseiHelper/Ladder.attributes.description.color=Tint applied to the texture. Leaving it as FFFFFF will apply a slightly darker tint to background ladders by default.\nPossibly works better with grayscale textures!
entities.KoseiHelper/Ladder.attributes.description.sound=Climbing sound.\n\nPro tip: if you use the vanilla climbing sound (handhold), the ladder will try to guess the parameter.\nIf the texture contains a certain keyword after a '_', like "_moon" or "_cafe", that will determine the handhold sound.
entities.KoseiHelper/Ladder.attributes.description.leaveLaddersToRegrab=If the player should leave the ladders before being able to interact with them a second time.
entities.KoseiHelper/Ladder.attributes.description.customTexture=The directory of your custom texture, relative to .\nThe textures should be 8x16 and \nLeave empty to use the default texture.
entities.KoseiHelper/Ladder.attributes.description.horizontalSpeedLimit=The player should be moving at a lower speed than the specified to be able to grab the ladders.
entities.KoseiHelper/Ladder.attributes.description.coyoteTime=If the ladders should give coyote time after dashing away from them, allowing tech like ladder hypers/supers.
entities.KoseiHelper/Ladder.attributes.description.requiresGrabButton=If the grab button needs to be held to climb the ladders, allowing tech like fastfalling.\nRecommended to disable for ladders that you can't climb horizontally or interactions with holdables.
entities.KoseiHelper/Ladder.attributes.description.texture=The directory to the textures the ladders will use, relative to Graphics/Atlases/Gameplay/.\nThere should be at least three textures there, with the suffixes: "_side", "_middle" and "_thin", for example: \n"objects/ladder" will use the textures "objects/ladder_side", "objects/ladder_middle" and "objects/ladder_thin".\n\nSome optional textures: "_top" and "_bottom" (above/below the collider),\n"_left", "_right", "_topRight" and "_bottomRight" for non-mirrored textures,\nand "_topThin", "_bottomThin" for the top/bottom of a thin texture.
entities.KoseiHelper/Ladder.attributes.name.isAttached=Attached
entities.KoseiHelper/Ladder.attributes.description.isAttached=If the ladder can be attached to other moving entities (like a switch gate).
entities.KoseiHelper/Ladder.attributes.description.regrabCooldown=Cooldown time constant until the player can regrab the ladders again.
entities.KoseiHelper/Ladder.attributes.description.staminaDrainage=Amount of stamina that the ladders will drain if Drains Stamina mode is enabled.\nLadder climbjumps always consume 25 regardless of this constant.\nNote that climbing upwards spends more stamina, like in vanilla walls!
entities.KoseiHelper/Ladder.attributes.description.advancedMode=This will allow extra options to appear (save, close and open again).
entities.KoseiHelper/Ladder.attributes.description.dummyMode=This will put the player in StDummy instead of StLadder.\nAllows jank, like booster retention or barely being launched from bumpers/puffers.
entities.KoseiHelper/Ladder.attributes.description.verticalOffset=The vertical offset of the custom texture.
entities.KoseiHelper/Ladder.attributes.description.decelerationValues= The deceleration when you enter ladders (not compatible with Dummy Mode).\nIt works as some kind of "ladder friction".\nThis value is exponential!
entities.KoseiHelper/Ladder.attributes.description.singleUse=Whether the ladders should break after being used once.\nSave and reopen for the Debris Texture field to appear.\n\nPro tip: the texture will determine the break sound.\nThis depends on whether the texture contains the word "_wood", "_dirt", "_stone" or "_ice".
entities.KoseiHelper/Ladder.attributes.description.debrisTexture=The path to your custom debris texture, relative to Gameplay/.\nThe debris will be tinted with the same color as the ladder.\nIf you leave this field empty, the default debris will be picked based on the texture name\n(it will check whether the path contains any tileset names after a '_', such as "_lostlevels" or "_reflection").

#Flute Controller
entities.KoseiHelper/FluteController.placements.name.FluteController=Flute Controller (Crossover)
entities.KoseiHelper/FluteController.placements.description.FluteController=The dream state changes when the Flute button is pressed.
entities.KoseiHelper/FluteController.attributes.description.swapMusicLayers=Whether the controller should swap the first and second music layers.
entities.KoseiHelper/FluteController.attributes.description.flagName=The flag that will be toggled each time the player plays the flute.\nThis flag usually corresponds with the Inventory DreamDash.
entities.KoseiHelper/FluteController.attributes.description.notePath=The path to your note images, relative to Atlases/Gameplay.\nYou need four images, ending with the suffixes A, B, C and D.
entities.KoseiHelper/FluteController.attributes.description.sound=The sound that the flute should play.\nThe default one is fmodded with a Multi Instrument for extra variations.

# Return To Room Controller
entities.KoseiHelper/ReturnToRoomController.placements.name.ReturnToRoomController=Return To Room Controller (Crossover)
entities.KoseiHelper/ReturnToRoomController.placements.description.ReturnToRoomController=Allows teleporting to a different room from the pause menu.\nNon-persistent, place one per room.
entities.KoseiHelper/ReturnToRoomController.attributes.description.roomName=The name of the destination room.\nDouble check that this has the correct room name!
entities.KoseiHelper/ReturnToRoomController.attributes.description.flagsToUnset=The flags that should be set to false when teleporting, separated by commas.
entities.KoseiHelper/ReturnToRoomController.attributes.description.preventionFlag=If this flag is true, it will prevent the menu option from appearing.
entities.KoseiHelper/ReturnToRoomController.attributes.description.introType=The intro type ("animation") that should play while teleporting.
entities.KoseiHelper/ReturnToRoomController.attributes.description.closestSpawnX=The spawn closest to this point will be preferred.
entities.KoseiHelper/ReturnToRoomController.attributes.description.closestSpawnY=The spawn closest to this point will be preferred.
entities.KoseiHelper/ReturnToRoomController.attributes.description.sound=The sound that should play while teleporting.
entities.KoseiHelper/ReturnToRoomController.attributes.description.dialogID=The id of the dialog that should be displayed on the pause menu.
entities.KoseiHelper/ReturnToRoomController.attributes.description.loseFollowers=Whether the player should lose the strawberries when returning to the other room.\nDoes not affect keys.
entities.KoseiHelper/ReturnToRoomController.attributes.name.loseFollowers=Lose Berries
entities.KoseiHelper/ReturnToRoomController.attributes.description.menuIndex=The location of the new option in the Pause Menu.\nIt is recommended to leave this with the default option.\n\n0 is between Mod Options and Save and Quit,\n-1 is between Options and Mod Options,\n1 is between Save and Quit and Restart Chapter, etc.

# Water Droplets
entities.KoseiHelper/WaterDropletSpawner.placements.name.droplet=Water Droplet Spawner (Crossover)
entities.KoseiHelper/WaterDropletSpawner.placements.description.droplet=Randomly spawns small decorative droplets that fall down until colliding with a solid.
entities.KoseiHelper/WaterDropletSpawner.attributes.description.dropletColor=The color (and transparency) of the droplet.
entities.KoseiHelper/WaterDropletSpawner.attributes.description.interval=How much time it needs to pass (+-20%) until a new droplet can appear along the droplet spawner.
entities.KoseiHelper/WaterDropletSpawner.attributes.description.depth=The depth at which the droplet pixel should be rendered.
entities.KoseiHelper/WaterDropletSpawner.attributes.description.sound=The sound that the droplet produces when it collides with a solid.\nLeaving this field empty will play "event:/char/madeline/landing" with the corresponding tileset sound.\nYou can write "event:/none" to mute it.\nFalling into water always produces the sound "event:/char/madeline/water_in".
entities.KoseiHelper/WaterDropletSpawner.attributes.description.maxSpeed=The maximum speed that the droplet will have after it accelerates.\nNegative values will make it fall upwards.
entities.KoseiHelper/WaterDropletSpawner.attributes.description.ignoreSolids=Whether the droplet should keep moving even if it collides with a solid/water until it goes out of bounds or the lifetime is over.
entities.KoseiHelper/WaterDropletSpawner.attributes.description.lifetime=The droplet will disappear when the lifetime is over.\nLower this value if you need to improve performance.
entities.KoseiHelper/WaterDropletSpawner.attributes.description.magical=Whether the droplets should be rainbow.\nIf you're using a Magic Ink Controller, each droplet will also give +1 ink upon touch.

#Shadow Cloak Controller
entities.KoseiHelper/ShadowCloakController.placements.name.ShadowCloakController=Shadow Cloak Controller (Crossover)
entities.KoseiHelper/ShadowCloakController.placements.description.ShadowCloakController=Allows shadow dashing when a flag is set, with a cooldown.
entities.KoseiHelper/ShadowCloakController.attributes.description.flagRequired=The Shadow Cloak will be available after this flag is set.\nLeave empty for no flag required.
entities.KoseiHelper/ShadowCloakController.attributes.description.cooldown=How long it should take to recover the shadow dash.
entities.KoseiHelper/ShadowCloakController.attributes.description.recoverShadowDashSfx=The sound that should play to indicate that the player can shadow dash again.
entities.KoseiHelper/ShadowCloakController.attributes.description.useShadowDashSfx=The sound that should play when the player uses the shadow cloak.

#Balloon Trip Fish
#entities.KoseiHelper/BalloonTripFish.placements.name.BalloonTripFish=Balloon Trip Fish (Crossover)
#entities.KoseiHelper/BalloonTripFish.placements.description.BalloonTripFish=A fish that chases the player horizontally and attacks when the player is too close.
#entities.KoseiHelper/BalloonTripFish.attributes.description.spriteID=The sprite id in your Sprites.xml.
#entities.KoseiHelper/BalloonTripFish.attributes.description.distance=The minimum vertical distance that the player must be from the fish to attack.
#entities.KoseiHelper/BalloonTripFish.attributes.description.flip=Whether the sprite should be flipped horizontally.
#entities.KoseiHelper/BalloonTripFish.attributes.description.chaseSpeed=The speed at which the fish chases the player.
#entities.KoseiHelper/BalloonTripFish.attributes.description.hideAfterAttack=Whether the fish should hide after harming the player, and only come back when the player comes close again.
#entities.KoseiHelper/BalloonTripFish.attributes.description.idleFlag=The fish will not chase the player while this flag is true.

#Balloon Trip Collectable
entities.KoseiHelper/BalloonTripCollectable.placements.name.BalloonTripCollectable=Balloon Collectable (Crossover)
entities.KoseiHelper/BalloonTripCollectable.placements.description.BalloonTripCollectable=Collectable that increases a counter and plays a sound.
entities.KoseiHelper/BalloonTripCollectable.placements.attributes.BalloonTripCollectable=A balloon that pops and increases a counter when touched by the player.
entities.KoseiHelper/BalloonTripCollectable.attributes.description.pointsGiven=How many points should be rewarded when the balloon is popped.
entities.KoseiHelper/BalloonTripCollectable.attributes.description.counterName=The name of the counter that will be increased.
entities.KoseiHelper/BalloonTripCollectable.attributes.description.spriteID=The id of the sprite from your Sprites.xml.
entities.KoseiHelper/BalloonTripCollectable.attributes.description.sound=The sound that the balloon makes when exploding.
entities.KoseiHelper/BalloonTripCollectable.attributes.description.outline=Whether a black outline should be drawn around the sprite.
entities.KoseiHelper/BalloonTripCollectable.attributes.description.canReappear=Whether the collectable should stay collected for the rest of the session.
entities.KoseiHelper/BalloonTripCollectable.attributes.description.collectionEffects=Whether the collectable produces 3 freeze frames and particles when collected.
entities.KoseiHelper/BalloonTripCollectable.attributes.description.multiplicative=Whether Points Given should multiply the current points instead of being added.
entities.KoseiHelper/BalloonTripCollectable.attributes.description.hitboxWidth=The width of the collectable.
entities.KoseiHelper/BalloonTripCollectable.attributes.description.hitboxHeight=The height of the collectable.
entities.KoseiHelper/BalloonTripCollectable.attributes.description.hitboxXOffset=The horizontal offset of the collectable's hitbox.
entities.KoseiHelper/BalloonTripCollectable.attributes.description.hitboxYOffset=The vertical offset of the collectable's hitbox.
entities.KoseiHelper/BalloonTripCollectable.attributes.description.depth=The depth at which the sprite is rendered.
entities.KoseiHelper/BalloonTripCollectable.attributes.description.particleColor=The color of the particles emitted upon collection.

# Map and Compass Controllers
entities.KoseiHelper/CompassController.placements.name.CompassController=Compass Controller (Crossover)
entities.KoseiHelper/CompassController.placements.description.CompassController=Shows the player position on the Map if the flag map_WaywardCompass is true.\nAdditionally, it displays how many berries are on the current room if the flag map_CollectorsMap is true.
entities.KoseiHelper/CompassController.attributes.description.roomCoordinatesX=The coordinates for the player icon in the current room, from 0 to 1920.\nIf multiple compasses are placed in the same room, the one closest to the player will be chosen as the current location.
entities.KoseiHelper/CompassController.attributes.description.roomCoordinatesY=The coordinates for the player icon in the current room, from 0 to 1080.\nIf multiple compasses are placed in the same room, the one closest to the player will be chosen as the current location.
entities.KoseiHelper/CompassController.attributes.description.berryCount=The amount of berries that can be collected in the current room.\nThe berry count will be displayed while the flag "map_CollectorsMap" is true.

entities.KoseiHelper/MapController.placements.name.MapController=Map Controller (Crossover)
entities.KoseiHelper/MapController.placements.description.MapController=Allows opening an HD image that can be used as a map.\nYou should only have one of these (place in a global room).
entities.KoseiHelper/MapController.attributes.description.mapLayers=A list of all the map images separated by commas, relative to the Root Path.\nTo unlock each layer in-game, set the flag "map_layerName", where layerName is the name of your png.
entities.KoseiHelper/MapController.attributes.description.pinBerry=The path to the image that represents the berry indicators, relative to Atlases/Gui/.\nIntended to be used with the Compass.\nThe berry count will be displayed while the flag "map_CollectorsMap" is true.
entities.KoseiHelper/MapController.attributes.description.pinMadeline=The path to the image that represents the current player location, relative to Atlases/Gui/.\nIntended to be used with the Compass.\nThe player location will be displayed while the flag "map_WaywardCompass" is true.
entities.KoseiHelper/MapController.attributes.description.rootPath=The path to your folder where you have all map images, relative to Atlases/Gui/.
entities.KoseiHelper/MapController.attributes.description.onlyOnSafeGround=Whether the map can be opened only on safe ground (e.g. not above trigger spikes, clouds, swap blocks and such).\n\nPro tip: place Flag Zones (GameHelper) in places where jank behavior or unfair deaths would occur (such as the path of a fireball) with the Map Disabled Flag.
entities.KoseiHelper/MapController.attributes.description.mapDisabledFlag=The player will be unable to open the map while this flag is true.

# Move Block Crystal
entities.KoseiHelper/MoveBlockCrystal.placements.name.MoveBlockCrystal=Move Block Crystal (Crossover)
entities.KoseiHelper/MoveBlockCrystal.placements.description.MoveBlockCrystal=A crystal that alters Move Blocks when it is collected.
entities.KoseiHelper/MoveBlockCrystal.attributes.description.singleUse=Whether the crystal should disappear after being collected.
entities.KoseiHelper/MoveBlockCrystal.attributes.description.sprite=The folder where your sprites are, relative to Atlases/Gameplay/.\nThe path expects the sprites to be in the subfolders up/left/down/right/move/break depending on the way you're using it.
entities.KoseiHelper/MoveBlockCrystal.attributes.description.direction=The new direction of the Move Blocks.
entities.KoseiHelper/MoveBlockCrystal.attributes.description.behavior=Move: All the Move Blocks will start moving.\nChangeDirection: All the Move Blocks will have a new direction (save and reopen to specify direction).\nBreak: All the Move Blocks will break.
entities.KoseiHelper/MoveBlockCrystal.attributes.description.refillDash=Whether the crystal should refill the dash like most refill crystals.

# Custom Bubble
entities.KoseiHelper/CustomBubble.placements.name.CustomBubble=Custom Bubble (Crossover)
entities.KoseiHelper/CustomBubble.placements.description.CustomBubble=Bubble like the one from shielded feathers, but more customizable and respritable.\nFeather not included.
entities.KoseiHelper/CustomBubble.attributes.description.speedMult=The multiplier when the player is moving away from the bubble (by default 1.2 like ultras).
entities.KoseiHelper/CustomBubble.attributes.name.speedMult=Speed Multiplier
entities.KoseiHelper/CustomBubble.attributes.description.wiggliness=How much the bubble should wiggle when bounced on.
entities.KoseiHelper/CustomBubble.attributes.description.floatiness=How much the bubble should move up and down.\n(This effect is only visual)
entities.KoseiHelper/CustomBubble.attributes.description.renderSprite=Whether a sprite should be rendered or not.
entities.KoseiHelper/CustomBubble.attributes.description.sound=The sound the bubble should make when touched.
entities.KoseiHelper/CustomBubble.attributes.description.renderBubble=Whether a white circle (drawn with code) should render or not.
entities.KoseiHelper/CustomBubble.attributes.name.renderBubble=Render Outline
entities.KoseiHelper/CustomBubble.attributes.description.spriteID=The id for your sprite, taken from your Sprites.xml.\nYou can copy flyFeather from vanilla and modify as needed.\nUsed only if Render Sprite is checked.
entities.KoseiHelper/CustomBubble.attributes.description.breakBehavior=Whether the bubble should never break, break only when the player is dashing, or break when touched.\nMore options will be available if the bubble can break (save and reopen).
entities.KoseiHelper/CustomBubble.attributes.description.respawnCooldown=How long it should take the bubble to reappear.
entities.KoseiHelper/CustomBubble.attributes.description.color=The tint of the bubble.
entities.KoseiHelper/CustomBubble.attributes.description.singleUse=Whether the bubble should reappear after a cooldown.
entities.KoseiHelper/CustomBubble.attributes.description.refillDash=Whether breaking the bubble should refill the dash(es).
entities.KoseiHelper/CustomBubble.attributes.description.refillStamina=Whether breaking the bubble should refund the stamina.
entities.KoseiHelper/CustomBubble.attributes.description.releaseFromBooster=Whether breaking the bubble should force the player to exit the booster (i.e. red boosters).
entities.KoseiHelper/CustomBubble.attributes.description.freezeFrames=Whether breaking the bubble should give 3 freeze frames.
entities.KoseiHelper/CustomBubble.attributes.description.radius=The radius of the bubble.\nNote that the sprite will not be resized, only the outline.
entities.KoseiHelper/CustomBubble.attributes.name.coyote=Coyote Frames
entities.KoseiHelper/CustomBubble.attributes.description.coyote=Whether the bubble should give the player coyote frames (grace jump timer).
entities.KoseiHelper/CustomBubble.attributes.description.magical=Whether the bubble should be rainbow.\nIf you're using a Magic Ink Controller, destroying the bubble will also give +50 ink.


#KOSEI HELPER ENTITIES

# Tag Modifier
entities.KoseiHelper/TagModifier.placements.name.TagModifier=Tag Modifier
entities.KoseiHelper/TagModifier.placements.description.TagModifier=Modifies the tags of the specified entities (read tooltips to see what each of them do).
entities.KoseiHelper/TagModifier.attributes.description.affectedEntities=Comma-separated list of entity types.\nYou can type the full name (e.g. Celeste.Glider) or just the final part of it (e.g. Glider).\nIf you have CelesteTAS enabled, you can click on an entity in-game to see its name.
entities.KoseiHelper/TagModifier.attributes.description.allEntities=Whether the Tag Modifier should affect all entities of the given type in the room, or just the closest one.
entities.KoseiHelper/TagModifier.attributes.description.entityIDs=Comma-separated list of entity IDs.\nUseful if you only want to affect specific entities.
entities.KoseiHelper/TagModifier.attributes.description.flag=Whether the Tag Modifier should wait for a certain flag to be true before modifying the tag(s).\nIf the flag starts with "!", the Tag Modifier will wait for the flag to be false.
entities.KoseiHelper/TagModifier.attributes.description.addFrozenUpdate=Adds this tag to the specified entity/entities.\nFrozen Update ensures the entity keeps doing things even while the game is frozen (e.g. after hitting a Bumper).
entities.KoseiHelper/TagModifier.attributes.description.addGlobal=Adds this tag to the specified entity/entities.\nGlobal ensures the entity stays loaded even after leaving the room.\nNote that Global entities unload if you open the Debug Map, F5, restart game, or save & quit.
entities.KoseiHelper/TagModifier.attributes.description.addHUD=Adds this tag to the specified entity/entities.\nHUD entities are rendered in HD, above the Pause Menu.\nThey use different coordinates that "normal" gameplay entities (320x180) because the resolution is higher.
entities.KoseiHelper/TagModifier.attributes.description.addPauseUpdate=Adds this tag to the specified entity/entities.\nPause Update ensures the entity keeps doing things even while the game is paused.
entities.KoseiHelper/TagModifier.attributes.description.addPersistent=Adds this tag to the specified entity/entities.\nPersistent ensures the entity does not unload after entering a different room.
entities.KoseiHelper/TagModifier.attributes.description.addTransitionUpdate=Adds this tag to the specified entity/entities.\nTransition Update ensures the entity keeps doing things even while the player is transitioning to a different room.
entities.KoseiHelper/TagModifier.attributes.description.addSubHUD=Adds this tag to the specified entity/entities.\nSubHUD entities are rendered in HD, below the Pause Menu.\nThey use different coordinates that "normal" gameplay entities (320x180) because the resolution is higher.
entities.KoseiHelper/TagModifier.attributes.description.removeFrozenUpdate=Removes this tag from the specified entity/entities.\nFrozen Update ensures the entity keeps doing things even while the game is frozen (e.g. after hitting a Bumper).
entities.KoseiHelper/TagModifier.attributes.description.removeGlobal=Removes this tag from the specified entity/entities.\nGlobal ensures the entity stays loaded even after leaving the room.\nNote that Global entities unload if you open the Debug Map, F5, restart game, or save & quit.
entities.KoseiHelper/TagModifier.attributes.description.removeHUD=Removes this tag from the specified entity/entities.\nHUD entities are rendered in HD, above the Pause Menu.\nThey use different coordinates that "normal" gameplay entities (320x180) because the resolution is higher.
entities.KoseiHelper/TagModifier.attributes.description.removePauseUpdate=Removes this tag from the specified entity/entities.\nPause Update ensures the entity keeps doing things even while the game is paused.
entities.KoseiHelper/TagModifier.attributes.description.removePersistent=Removes this tag from the specified entity/entities.\nPersistent ensures the entity does not unload after entering a different room.
entities.KoseiHelper/TagModifier.attributes.description.removeTransitionUpdate=Removes this tag from the specified entity/entities.\nTransition Update ensures the entity keeps doing things even while the player is transitioning to a different room.
entities.KoseiHelper/TagModifier.attributes.description.removeSubHUD=Removes this tag from the specified entity/entities.\nSubHUD entities are rendered in HD, below the Pause Menu.\nThey use different coordinates that "normal" gameplay entities (320x180) because the resolution is higher.

# Entity Tinter
entities.KoseiHelper/EntityTinter.placements.name.EntityTinter=Entity Tinter
entities.KoseiHelper/EntityTinter.placements.description.EntityTinter=Tints entities with the specified color.\nOnly entities that use sprites or images work.\nVisuals drawn by code (like Dream Blocks) are not compatible!
entities.KoseiHelper/EntityTinter.placements.name.EntityTinterSlider=Entity Tinter (Slider/Counter)
entities.KoseiHelper/EntityTinter.placements.description.EntityTinterSlider=Tints entities with the specified colors, lerping between both, linked to a slider/counter.\nOnly entities that use sprites or images work.\nVisuals drawn by code (like Dream Blocks) are not compatible!
entities.KoseiHelper/EntityTinter.attributes.description.affectedEntities=Comma-separated list of entity types.\nYou can type the full name (e.g. Celeste.Glider) or just the final part of it (e.g. Glider).\nIf you have CelesteTAS enabled, you can click on an entity in-game to see its name.
entities.KoseiHelper/EntityTinter.attributes.name.tint=Color
entities.KoseiHelper/EntityTinter.attributes.description.tint=The tint of the entity.\nNote that this color is applied over the original color.\nNote that entities that have a black outline drawn with code will have a black base,\ntherefore the tint is applied differently and they can't become transparent.
entities.KoseiHelper/EntityTinter.attributes.description.allEntities=Whether the Tinter should affect all entities of the given type in the room, or just the closest one.
entities.KoseiHelper/EntityTinter.attributes.description.everyFrame=Whether the Tinter should try to affect the entity every frame.\nTurn this off if you don't need it for better performance.
entities.KoseiHelper/EntityTinter.attributes.description.transitionUpdate=Whether the Tinter should work even while the player is transitioning between rooms.
entities.KoseiHelper/EntityTinter.attributes.description.global=Whether the Tinter should have the global tag (and stay loaded even after leaving the room).\n\nWARNING: Global entities unload if you open the Debug Map, F5, restart game, or save & quit.\nIf you need a trully global controller, you can use bits&bolts and place it in a room called _bb_global.
entities.KoseiHelper/EntityTinter.attributes.description.entityIDs=Comma-separated list of entity IDs.\nUseful if you only want to affect specific entities.
entities.KoseiHelper/EntityTinter.attributes.description.alpha=Whether the alpha part of the tint (characters 7-8 of the hex code) should affect the Alpha (transparency) channel.
entities.KoseiHelper/EntityTinter.attributes.description.sprite=Whether the tint should affect the sprites.\nSome entities, like Core Blocks, use sprites and images, so you can choose which parts to tint.
entities.KoseiHelper/EntityTinter.attributes.description.image=Whether the tint should affect the images.\nSome entities, like Core Blocks, use sprites and images, so you can choose which parts to tint.
entities.KoseiHelper/EntityTinter.attributes.description.tiles=Whether the tint should affect the tiles of the entities.\nSome entities, like Dash Blocks or Floaty Space Blocks, use a tileset.
entities.KoseiHelper/EntityTinter.attributes.description.animationIDs=Comma-separated list of animations that should be recolored.\nLeave empty if the sprite should always be tinted.\nIf you're using this field, save and reopen for a new option to appear.
entities.KoseiHelper/EntityTinter.attributes.description.untintIfAnimChanged=Whether the entity should go back to its original colors if the current sprite animation is not on the animation ID list.\nUncheck this option to allow "marking" entities (like "held" Celeste.Gliders, or fragile clouds that respawned) with a color.
entities.KoseiHelper/EntityTinter.attributes.description.counter=Whether the Tinter should be linked to a session counter (integers) instead of a session slider (floats).
entities.KoseiHelper/EntityTinter.attributes.name.sliderCounterName=Slider/Counter Name
entities.KoseiHelper/EntityTinter.attributes.description.sliderCounterName=The name of the slider or counter that is linked to this Tinter.
entities.KoseiHelper/EntityTinter.attributes.name.sliderCounterMinValue=Slider/Counter Min Value
entities.KoseiHelper/EntityTinter.attributes.description.sliderCounterMinValue=The minimum value that will match the Color.
entities.KoseiHelper/EntityTinter.attributes.name.sliderCounterMaxValue=Slider/Counter Max Value
entities.KoseiHelper/EntityTinter.attributes.description.sliderCounterMaxValue=The maximum value that will match the Max Color.
entities.KoseiHelper/EntityTinter.attributes.description.maxColor=The other color, used when the slider/counter has reached the maximum value.\nThe entity will lerp between Color and Max Color as the value changes.
entities.KoseiHelper/EntityTinter.attributes.description.flag=Whether the Tinter should wait for a certain flag to be true before applying the colors.\nIf the flag starts with "!", the Tinter will wait for the flag to be false.\nNote that the Tinter will only react to the Flag value on room enter/respawn unless Every Frame is checked!
entities.KoseiHelper/EntityTinter.attributes.description.onlyOnce=Whether the Tinter should remove itself after successfully recoloring the entities.\nUseful for improving performance.

# Entity Resizer
entities.KoseiHelper/EntityResizer.placements.name.EntityResizer=Entity Resizer
entities.KoseiHelper/EntityResizer.placements.description.EntityResizer=Resizes entities to the specified scale.\nOnly some entities will work. Most entities that use tiles are not compatible either.
entities.KoseiHelper/EntityResizer.placements.name.EntityResizerSlider=Entity Resizer (Slider/Counter)
entities.KoseiHelper/EntityResizer.placements.description.EntityResizerSlider=Resizes entities with the specified scales, lerping between both, linked to a slider/counter.\nOnly some entities will work. Most entities that use tiles are not compatible either.
entities.KoseiHelper/EntityResizer.attributes.description.affectedEntities=Comma-separated list of entity types.\nYou can type something and then click on the dropdown menu for a list of all vanilla entities that are compatible with the Resizer.\nYou can type the full name (e.g. Celeste.Bumper) or just the final part of it (e.g. Bumper).\nIf you have CelesteTAS enabled, you can click on an entity in-game to see its name.
entities.KoseiHelper/EntityResizer.attributes.description.scale=The scale of the entity.\nNote that some entities do not work well, and only the sprite or only the colliders will be properly resized.
entities.KoseiHelper/EntityResizer.attributes.description.maxScale=The maximum scale, used when the slider/counter has reached the maximum value.\nThe entity will lerp between Scale and Max Scale as the value changes.
entities.KoseiHelper/EntityResizer.attributes.description.allEntities=Whether the Resizer should affect all entities of the given type in the room, or just the closest one.
entities.KoseiHelper/EntityResizer.attributes.description.everyFrame=Whether the Resizer should try to affect the entity every frame.\nTurn this off if you don't need it for better performance.\n\nSome entities need this to work correctly, the vanilla ones are:\n- AngryOshiro\n- Booster\n- FlyFeather\n- FlutterBird\n- Glider\n- HeartGem/FakeHeart\n- Key\n- LightningBreakerBox\n- MrOshiroDoor\n- Refill\n- Seeker\n- Strawberry
entities.KoseiHelper/EntityResizer.attributes.description.transitionUpdate=Whether the Resizer should work even while the player is transitioning between rooms.
entities.KoseiHelper/EntityResizer.attributes.description.global=Whether the Resizer should have the global tag (and stay loaded even after leaving the room).\n\nWARNING: Global entities unload if you open the Debug Map, F5, restart game, or save & quit.\nIf you need a trully global controller, you can use bits&bolts and place it in a room called _bb_global.
entities.KoseiHelper/EntityResizer.attributes.description.entityIDs=Comma-separated list of entity IDs.\nUseful if you only want to affect specific entities.
entities.KoseiHelper/EntityResizer.attributes.description.counter=Whether the Resizer should be linked to a session counter (integers) instead of a session slider (floats).
entities.KoseiHelper/EntityResizer.attributes.name.sliderCounterName=Slider/Counter Name
entities.KoseiHelper/EntityResizer.attributes.description.sliderCounterName=The name of the slider or counter that is linked to this Resizer.
entities.KoseiHelper/EntityResizer.attributes.name.sliderCounterMinValue=Slider/Counter Min Value
entities.KoseiHelper/EntityResizer.attributes.description.sliderCounterMinValue=The minimum value that will match the Scale.
entities.KoseiHelper/EntityResizer.attributes.name.sliderCounterMaxValue=Slider/Counter Max Value
entities.KoseiHelper/EntityResizer.attributes.description.sliderCounterMaxValue=The maximum value that will match the Max Scale.
entities.KoseiHelper/EntityResizer.attributes.description.flag=Whether the Resizer should wait for a certain flag to be true before applying the scales.\nIf the flag starts with "!", the Resizer will wait for the flag to be false.\nNote that the Resizer will only react to the Flag value on room enter/respawn unless Every Frame is checked!
entities.KoseiHelper/EntityResizer.attributes.description.onlyOnce=Whether the Resizer should remove itself after successfully recoloring the entities.\nUseful for improving performance.\nSome entities need this to work correctly, like PlaybackBillboard and StarJumpBlock.

# Magic Ink
# Prevention Areas
entities.KoseiHelper/MagicPreventionArea.placements.name.MagicPreventionArea=Magic Prevention Area
entities.KoseiHelper/MagicPreventionArea.placements.description.MagicPreventionArea=Prevents the player from drawing with magic ink inside this area.
entities.KoseiHelper/MagicPreventionArea.placements.description.drainInkWhileInside=Whether staying inside this area should drain your magic ink.
entities.KoseiHelper/MagicPreventionArea.placements.description.drainRate=The rate at which the ink will be drained.\nThis value is a multiplier, so 0.5 will drain at half the speed, etc.
# Ink Collectables
entities.KoseiHelper/MagicInkCollectable.placements.name.MagicInkCollectable=Magic Ink Collectable (Orb)
entities.KoseiHelper/MagicInkCollectable.placements.name.MagicInkPotion=Magic Ink Collectable (Potion)
entities.KoseiHelper/MagicInkCollectable.placements.description.MagicInkCollectable=Restores a certain amount of magic ink.
entities.KoseiHelper/MagicInkCollectable.placements.description.MagicInkPotion=Restores a certain amount of magic ink.
entities.KoseiHelper/MagicInkCollectable.attributes.description.depth=The depth at which the sprite is rendered.
entities.KoseiHelper/MagicInkCollectable.attributes.description.inkGiven=How much magic ink the collectable should give.
entities.KoseiHelper/MagicInkCollectable.attributes.description.canOverfill=Whether the collectable should be able to extend the ink beyond the maximum normal limit.\nIf you're already overfilled with ink, you can't overfill again.
entities.KoseiHelper/MagicInkCollectable.attributes.description.spriteID=The id or tag of the sprite in your Sprites.xml.
entities.KoseiHelper/MagicInkCollectable.attributes.description.sound=The sound played upon collection.
entities.KoseiHelper/MagicInkCollectable.attributes.description.canReappear=Whether the collectable should reappear after three seconds.
# Controller
entities.KoseiHelper/MagicInkController.placements.name.MagicInkController=Magic Ink Controller
entities.KoseiHelper/MagicInkController.placements.description.MagicInkController=Allows the player to draw solid magical paintstrokes with the mouse that disappear with time.\nAll magic-related entities need this controller so the magic ink system can work correctly.
entities.KoseiHelper/MagicInkController.attributes.description.timeToLive=The time before each paintstroke disappears.
entities.KoseiHelper/MagicInkController.attributes.description.maxInk=The maximum amount of ink that the player can carry.
entities.KoseiHelper/MagicInkController.attributes.description.regenerationRate=How much ink per second is regenerated.\nLeave at 0 if you don't want natural regen.
entities.KoseiHelper/MagicInkController.attributes.description.thickness=The thickness of the paintstrokes.\nNote that high values might have completely accurate colliders.
entities.KoseiHelper/MagicInkController.attributes.description.flag=The Magic Ink will only be available when this flag is true.\nYou can invert the flag with the preffix "!".\nLeave this field empty if you don't need any flags.
entities.KoseiHelper/MagicInkController.attributes.description.depth=The depth at which paintstrokes (and magic prevention areas) are drawn.
entities.KoseiHelper/MagicInkController.attributes.description.recoverInkUponShattering=Whether the shattered fragments of a paintstroke should be immediately added to the ink reserves.\nMagic paint can be shattered by Oshiro, Badeline Bosses or the Nemesis Gun.
entities.KoseiHelper/MagicInkController.attributes.description.global=Whether this controller should stay loaded for the entire map after it has been loaded once.\n\nWARNING: Global entities unload if you open the Debug Map, F5, restart game, or save & quit.\nIf you need a trully global controller, you can use bits&bolts and place it in a room called _bb_global.
entities.KoseiHelper/MagicInkController.attributes.description.renderCursor=Whether the mouse cursor should be rendered.\nDisable if you're not using the cursor (for example, if you only need the controller for Magic Ink Boxes).\nYou can't draw ink manually if the cursor is not rendered!
# Magic Box
entities.KoseiHelper/MagicInkBox.placements.name.MagicInkBox=Magic Ink Box
entities.KoseiHelper/MagicInkBox.placements.description.MagicInkBox=Box that creates a trail of magic ink and moves away when the player dashes onto it.
entities.KoseiHelper/MagicInkBox.attributes.description.depth=The depth at which the box is rendered.
entities.KoseiHelper/MagicInkBox.attributes.description.pushSpeed=The speed at which the box will move after being dashed onto.
entities.KoseiHelper/MagicInkBox.attributes.description.canBreak=Whether the box can disintegrate.\nNote that the sprite is different for breakable magic boxes.
entities.KoseiHelper/MagicInkBox.attributes.description.health=How many dashes the box can stand before breaking.\nThe glyph inside indicates how much health is left.\nSizes where the height is > x2 the width (or vice versa) will not display a glyph.
entities.KoseiHelper/MagicInkBox.attributes.description.bumpSfx=The sound that the box produces when dashed onto.
entities.KoseiHelper/MagicInkBox.attributes.description.breakSfx=The sound that the box produces when broken.
entities.KoseiHelper/MagicInkBox.attributes.description.noInkConsumption=Whether the magic paint that is spawned should consume no ink.
# Magic Booster
entities.KoseiHelper/MagicBooster.placements.name.MagicBooster=Magic Booster
entities.KoseiHelper/MagicBooster.placements.description.MagicBooster=A booster that leaves a trail of magic ink behind.

# Kill Theo On Touch Controller and Safe Theo Area
entities.KoseiHelper/KillTheoOnTouchController.placements.name.KillTheoOnTouchController=Kill Theo On Touch Controller
entities.KoseiHelper/KillTheoOnTouchController.placements.description.KillTheoOnTouchController=Kills Theo whenever he touches solids or specific entities.
entities.KoseiHelper/KillTheoOnTouchController.attributes.description.dangerousEntities=Comma-separated list of entity types that can kill Theo when he touches them.
entities.KoseiHelper/KillTheoOnTouchController.attributes.description.dieOnSolids=Whether Theo should die upon touching a solid/tile.
entities.KoseiHelper/SafeTheoArea.placements.name.SafeTheoArea=Safe Theo Area
entities.KoseiHelper/SafeTheoArea.placements.description.SafeTheoArea=If you have a Kill Theo On Touch Controller, this area will be excluded from the danger.

# Custom Bird Tutorial
entities.KoseiHelper/CustomBirdTutorial.placements.name.CustomBirdTutorial=Custom Bird Tutorial
entities.KoseiHelper/CustomBirdTutorial.placements.description.CustomBirdTutorial=A bird NPC that can display a tutorial in high resolution, with a sequence of buttons, text or images.\nThis version allows customizing the UI box (resized, recolored, etc) and other features.
entities.KoseiHelper/CustomBirdTutorial.attributes.description.info=The UI tutorial title. Can either be a dialog ID or a path to a texture in the Gui atlas.
entities.KoseiHelper/CustomBirdTutorial.attributes.description.controls=The controls to display in the UI tutorial, separated by commas. Each part can be:\n- a path to a texture in the Gui atlas (for example "tinyarrow")\n- a direction: Down, DownRight, Right, UpRight, Up, UpLeft, Left, DownLeft\n- a button: Jump, Dash, CrouchDash, Grab, Talk, ESC, Pause, MenuLeft, MenuRight, MenuUp, MenuDown, MenuConfirm, MenuCancel, MenuJournal, QuickRestart\n  or a custom button if you prefix it with "mod:", then ModName/ButtonName (e.g. "mod:KoseiHelper/SpawnButton" or "mod:KoseiHelper/NemesisShot")\n- a dialog ID, if you prefix it with "dialog:" (e.g. "dialog:TUTORIAL_DREAMJUMP")\n- plain text
entities.KoseiHelper/CustomBirdTutorial.attributes.description.lineColor=The color of the outer part of the UI tutorial.
entities.KoseiHelper/CustomBirdTutorial.attributes.description.bgColor=The background color of the inner part of the UI tutorial.
entities.KoseiHelper/CustomBirdTutorial.attributes.description.titleColor=The color of the text in the top part of the UI tutorial.
entities.KoseiHelper/CustomBirdTutorial.attributes.description.textColor=The color of the text in the bottom part of the UI tutorial.
entities.KoseiHelper/CustomBirdTutorial.attributes.description.secondaryTextColor=The color of the shadow below the text in the bottom part of the UI tutorial.
entities.KoseiHelper/CustomBirdTutorial.attributes.description.directionColor=The color of the arrows that indicate directions in the UI tutorial.
entities.KoseiHelper/CustomBirdTutorial.attributes.description.buttonColor=The color of the button icons in the UI tutorial.
entities.KoseiHelper/CustomBirdTutorial.attributes.description.imageColor=The color of the images from the Gui atlas that can be shown in the UI tutorial.
entities.KoseiHelper/CustomBirdTutorial.attributes.description.buttonPadding=The distance between each element in the bottom part of the UI tutorial.
entities.KoseiHelper/CustomBirdTutorial.attributes.description.sizeMultiplier=A multiplier that affects the size of all elements in the UI tutorial.
entities.KoseiHelper/CustomBirdTutorial.attributes.description.birdId=The unique id of the bird when used in combination with Custom Tutorial Bird triggers. Useful for extra control over multiple birds in one room.
entities.KoseiHelper/CustomBirdTutorial.attributes.description.verticalOffset=The vertical offset of the UI tutorial.
entities.KoseiHelper/CustomBirdTutorial.attributes.description.flag=Whether the bird should wait for a certain flag to be true before cawing and displaying the tutorial.\nIf the flag starts with "!", the bird will wait for the flag to be false.\nThis entity is not compatible with Custom Bird Tutorial Triggers, but you can use this flag instead.
entities.KoseiHelper/CustomBirdTutorial.attributes.description.faceLeft=Whether the bird should face left or right.
entities.KoseiHelper/CustomBirdTutorial.attributes.description.caw=Whether the bird should caw upon displaying the UI tutorial.
entities.KoseiHelper/CustomBirdTutorial.attributes.description.rectangleShape=Whether the UI tutorial should be a box or an ellipse.
entities.KoseiHelper/CustomBirdTutorial.attributes.description.renderTriangleBelow=Whether the UI tutorial should have a little "arrow" below the box.
entities.KoseiHelper/CustomBirdTutorial.attributes.description.noBird=Whether the bird sprite should be invisible.
entities.KoseiHelper/CustomBirdTutorial.attributes.description.onlyOnce=Whether the bird should respawn after displaying the UI tutorial and flying away.




# Conveyor
entities.KoseiHelper/Conveyor.placements.name.conveyor=Conveyor
entities.KoseiHelper/Conveyor.placements.description.conveyor=1-tile conveyor that can move the player or other entities.\nCompatible with Gravity Helper.
entities.KoseiHelper/Conveyor.attributes.description.moveSpeed=The speed at which the entities should be moved.
entities.KoseiHelper/Conveyor.attributes.description.spriteRoot=The path to your sprites, without the suffix "_middle".\nOptionally, you can have "_edge" sprites that will be rendered on the sides above the "_middle" ones.
entities.KoseiHelper/Conveyor.attributes.description.reverseFlag=The flag that should flip this conveyor.
entities.KoseiHelper/Conveyor.attributes.description.conveyorSfx=The idle sound that the conveyor should play.
entities.KoseiHelper/Conveyor.attributes.description.reverseSfx=The sound that the conveyor should play when the direction is toggled.
entities.KoseiHelper/Conveyor.attributes.description.affectedEntities=A list of entity ids that should be moved.\nThe player is always affected.

# Light Reactive Blocks
entities.KoseiHelper/LightReactiveBlock.placements.name.LightReactiveBlock=Light Reactive Block
entities.KoseiHelper/LightReactiveBlock.placements.description.LightReactiveBlock=Blocks that appear or disappear depending on the light level.
entities.KoseiHelper/LightReactiveBlock.attributes.description.tiletype=The tileset id that the block should use.
entities.KoseiHelper/LightReactiveBlock.attributes.description.blendin=Whether the block should try to blend with other tiles.
entities.KoseiHelper/LightReactiveBlock.attributes.description.tint=Whether the block should have a different color (supports transparency).
entities.KoseiHelper/LightReactiveBlock.attributes.description.depth=The depth at which the block will be rendered.
entities.KoseiHelper/LightReactiveBlock.attributes.description.lightLevelForCollidable=The block will be collidable when the light level is higher than this\n(in other words, when the darkness level is lower than 1 - this).
entities.KoseiHelper/LightReactiveBlock.attributes.description.cutoutEffect=Whether the block should cut out the light and bloom points.\nNote that the Cutout Effect doesn't cast shadows like a LightOccluder.


# Pregnant Flutterbird
entities.KoseiHelper/SpecialFlutterbird.placements.name.PregnantFlutterbird="Special" Flutterbird
entities.KoseiHelper/SpecialFlutterbird.placements.name.SpecialFlutterbird="Special" Flutterbird
entities.KoseiHelper/SpecialFlutterbird.placements.description.PregnantFlutterbird=Flutterbirds that can spawn babies when the conditions are met.\nThey can also be used for gameplay.
entities.KoseiHelper/SpecialFlutterbird.placements.description.SpecialFlutterbird=Flutterbirds that can spawn babies when the conditions are met.\nThey can also be used for gameplay.
entities.KoseiHelper/SpecialFlutterbird.attributes.description.birthSfx=The sound when a baby is spawned.
entities.KoseiHelper/SpecialFlutterbird.attributes.description.childrenCount=The maximum number of children that can be spawned from this bird.
entities.KoseiHelper/SpecialFlutterbird.attributes.description.gender=The gender of the bird. Determines who it can reproduce with.\nThe bird with the lowest entity ID has the dominant genes, regardless of gender.
entities.KoseiHelper/SpecialFlutterbird.attributes.description.orientation=The orientation of the bird. Determines who it can reproduce with.\nFor example, a gay female can only reproduce with other females that are also attracted to females.
entities.KoseiHelper/SpecialFlutterbird.attributes.description.texture=The custom texture of the bird.
entities.KoseiHelper/SpecialFlutterbird.attributes.description.chaser=Whether the bird chases Madeline.\nIf the bird has a very low depth (< -13000) it will travel through solids.
entities.KoseiHelper/SpecialFlutterbird.attributes.description.timeToGiveBirth=Cooldown between babies spawned.
entities.KoseiHelper/SpecialFlutterbird.attributes.description.shootLasers=Whether the flutterbird shoots deadly giant lasers through its eyes.
entities.KoseiHelper/SpecialFlutterbird.attributes.description.laserFrequency=How much time between each laser shot.
entities.KoseiHelper/SpecialFlutterbird.attributes.description.laserChargeTimer=How long the laser will charge before being shot.\nLow values might make the laser unable to aim properly.
entities.KoseiHelper/SpecialFlutterbird.attributes.description.killOnContact=Whether the bird is evil.
#entities.KoseiHelper/SpecialFlutterbird.attributes.description.bouncy=Whether the bird can bounce the player back.
entities.KoseiHelper/SpecialFlutterbird.attributes.description.bounceType=Whether the bird can bounce the player back (Bouncy), launch them (SideBouncy), or force a super (SuperBouncy).
entities.KoseiHelper/SpecialFlutterbird.attributes.description.flyAway=Whether the bird should fly away when the player is too close.
entities.KoseiHelper/SpecialFlutterbird.attributes.description.flyAwayFlag=The flag that will be set to true when the bird flies away.
entities.KoseiHelper/SpecialFlutterbird.attributes.description.sterilizationFlag=The bird will be unable to spawn babies while this flag is true.
entities.KoseiHelper/SpecialFlutterbird.attributes.description.squishable=Whether the bird can be crushed to death.
entities.KoseiHelper/SpecialFlutterbird.attributes.description.blood=Whether the bird should bleed upon being killed (with an explosion, gun, crushed, etc).
entities.KoseiHelper/SpecialFlutterbird.attributes.description.hopSfx=The sound when the bird hops.
entities.KoseiHelper/SpecialFlutterbird.attributes.description.spriteID=The ID or tag of the sprite in your Sprites.xml.
entities.KoseiHelper/SpecialFlutterbird.attributes.description.emitLight=Whether the bird should emit light.
entities.KoseiHelper/SpecialFlutterbird.attributes.description.depth=The depth at which the flutterbird appears.\n(Note: the depth decreases by 2 while flying away)\n(If the bird is a chaser, the chasing behavior will be different if the depth is below -13000)
entities.KoseiHelper/SpecialFlutterbird.attributes.description.coyote=Whether the bird gives coyote frames upon touch.
entities.KoseiHelper/SpecialFlutterbird.attributes.description.polyamorous=Whether the bird will try to reproduce with any other bird that they are attracted to,\nor only a specific bird (close and reopen to specify the couple's id).
entities.KoseiHelper/SpecialFlutterbird.attributes.description.partnerID=The entity ID of the bird that can reproduce with this one (if they like each other and have not reached the max baby count).\nMono birds do not reproduce with poly birds and vice versa.\nBoth birds must have each other's id to be official partners.
entities.KoseiHelper/SpecialFlutterbird.attributes.description.hoppingDistance=How much the birds should hop horizontally, on average.
entities.KoseiHelper/SpecialFlutterbird.attributes.description.scaredDistance=The horizontal distance at which the bird will be scared and fly away.
entities.KoseiHelper/SpecialFlutterbird.attributes.description.explodes=Whether the flutterbird will explode upon touch.
entities.KoseiHelper/SpecialFlutterbird.attributes.description.stealBerries=Whether the flutterbird can force the berries to be lost upon being touched.\nThey are even able to steal golden berries! How cute!
entities.KoseiHelper/SpecialFlutterbird.attributes.description.giveUltra=Whether touching the flutterbird should multiply the player's horizontal speed by x1.2.\nNOTE: The ultras are not vanilla. The x1.2 is given once for every frame that the player is touching the bird (like an acceleration field).\nMake a bird pregnant or stack multiple birds for a crazy speed build!

# Debug Renderer
entities.KoseiHelper/DebugRenderer.placements.name.ShapeRenderer=Shape Renderer
entities.KoseiHelper/DebugRenderer.placements.name.DebugRenderer=Debug Renderer
entities.KoseiHelper/DebugRenderer.placements.description.ShapeRenderer=Displays colored shapes, images or texts, pixelated or hi-res.\nIt can work normally or exclusively on debug mode (when hitboxes are enabled).
entities.KoseiHelper/DebugRenderer.attributes.description.color=The color of the shape.
entities.KoseiHelper/DebugRenderer.attributes.description.shape=HollowRectangle: Outline of a rectangle (like normal hitboxes).\nDottedRectangle: Draws a hollow dotted rectangle with little squared corners.\nFilledRectangle: Draws a rectangle that is completely filled (useful for hiding things like fake walls).\nCircle: Draws a circle.\nEllipse: Draws an ellipse (or a polygon with certain amount of sides).\nPoint: A single pixel is drawn at the position of the entity.\nLine: A line that goes from the position towards the node (press N).\nText: A message will appear with the chosen font.\nImage: Draws a texture from a custom path.
entities.KoseiHelper/DebugRenderer.attributes.description.flag=The flag that needs to be set for the debug shape to appear.\nLeave empty for no flag required.
entities.KoseiHelper/DebugRenderer.attributes.description.message=If the shape is Text, this is the string that will be rendered.
entities.KoseiHelper/DebugRenderer.attributes.description.font=If the shape is Text, this is the font chosen for the given string.
entities.KoseiHelper/DebugRenderer.attributes.description.fontSize=If the shape is Text, this is a size multiplier for the font.\nKeep in mind that Debug is not HD, so low sizes may look pixelated and blurry.
entities.KoseiHelper/DebugRenderer.attributes.description.ellipseSegments=If the shape is an Ellipse, the number of "sides" of the ellipse.\nWrite a low number for a polygon.\nWARNING: Writing values higher than a few thousands can cause tons of lag.
entities.KoseiHelper/DebugRenderer.attributes.description.imagePath=The path to your custom texture, relative to Atlases/Gameplay/\n(or, if Gui, relative to Atlases/Gui/).
entities.KoseiHelper/DebugRenderer.attributes.description.scaled=If the custom image should be scaled to fill the entire selection.\nOtherwise, the sprite will be rendered at normal size at the topleft corner.
entities.KoseiHelper/DebugRenderer.attributes.description.nonDebug=If the shape should also be displayed while not using debug.\nWarning: Circles display as a rhombus in this mode.
entities.KoseiHelper/DebugRenderer.attributes.description.depth=The depth at which the Renderer appears in Lönn. Debug and Gui always appear above everything else in-game.
entities.KoseiHelper/DebugRenderer.attributes.description.alpha=The transparency of the shape, from 0 (invisible) to 1 (opaque).
entities.KoseiHelper/DebugRenderer.attributes.description.gui=Whether the shape/text/image should be Hi-Res.

# Debug Map Shapes
entities.KoseiHelper/DebugMapTile.placements.name.DebugMapTile=Debug Map Shape [Obsolete]
entities.KoseiHelper/DebugMapTile.placements.description.DebugMapTile=Displays colored shapes, text or images on the debug map (when pressing F6).\nNote that they only work if placed inside room bounds.\nThis entity is NOT compatible with GameHelper's debug features. It's recommended to use those instead.\nDebug Shapes need a Debug Map Controller in your map to be loaded.
entities.KoseiHelper/DebugMapTile.attributes.description.color=The color of your shape on the debug map.
entities.KoseiHelper/DebugMapTile.attributes.description.shape=The shape that will appear on the debug map.\nCircle radius is determined by the width.
entities.KoseiHelper/DebugMapTile.attributes.description.thickness=The thickness of the circle.
entities.KoseiHelper/DebugMapTile.attributes.description.resolution=The resolution of the circle. High values can lag the game, and very low values will look like an asterisk.
entities.KoseiHelper/DebugMapTile.attributes.description.hollow=Whether the rectangle should be hollow or filled.
entities.KoseiHelper/DebugMapTile.attributes.description.textSize=The size of the message.
entities.KoseiHelper/DebugMapTile.attributes.description.message=The text that will be rendered (does not need an English.txt).
entities.KoseiHelper/DebugMapTile.attributes.description.altFont=Whether the text should use Renogare (default font) or Consolas12.
entities.KoseiHelper/DebugMapTile.attributes.description.texture=The path to your image, relative to Gameplay/.\nIf the decal is not animated (Animation Frames = 0), you also need to write the frame that you want to use (like flag00.png).
entities.KoseiHelper/DebugMapTile.attributes.description.scaleX=The horizontal scale of the image.
entities.KoseiHelper/DebugMapTile.attributes.description.scaleY=The vertical scale of the image.
entities.KoseiHelper/DebugMapTile.attributes.description.rotation=The rotation of the image, in degrees.\n(The plugin looks wrong, but it looks fine in debug)
entities.KoseiHelper/DebugMapTile.attributes.description.animationFrames=The number of frames that the decal has, if it's animated. Leave at 0 if it's not animated!
entities.KoseiHelper/DebugMapTile.attributes.description.animationSpeed=The speed at which the decal is animated, in fps.
entities.KoseiHelper/DebugMapTile.attributes.description.gui=Whether the path to your texture should be relative to Gui/ instead of Gameplay/.
entities.KoseiHelper/DebugMapTile.attributes.description.angle=The angle of your line.
entities.KoseiHelper/DebugMapTile.attributes.description.length=How long the line should be.
entities.KoseiHelper/DebugMapTile.attributes.description.above=Whether the shape should be rendered above the rest of the debug map or below its contents.

# Debug Map Controller
entities.KoseiHelper/DebugMapController.placements.name.DebugMapController=Debug Map Controller [Obsolete]
entities.KoseiHelper/DebugMapController.placements.description.DebugMapController=Modifies the way the Debug Map is rendered. Persistent controller.\nWARNING: You should have only one of these in your map.\nIf you need this controller only for Debug Map Tiles, you can set the Rooms To Affect field to a nonexisting name.\nThis entity is NOT compatible with GameHelper's debug features. It's recommended to use those instead.
entities.KoseiHelper/DebugMapController.attributes.description.hideKeys=Whether the keys should be hidden in the Debug Map.
entities.KoseiHelper/DebugMapController.attributes.description.hideBerries=Whether the berries should be hidden in the Debug Map.\nPlayers can still know where they are if they hold the Q key.
entities.KoseiHelper/DebugMapController.attributes.description.hideSpawns=Whether the spawns should be hidden in the Debug Map.
entities.KoseiHelper/DebugMapController.attributes.description.redBlink=Whether the rooms that are overlapping should have a red blink each 0.1 seconds.
entities.KoseiHelper/DebugMapController.attributes.description.gridColor=The color of the background grid. This affects the entire Debug Map.
entities.KoseiHelper/DebugMapController.attributes.description.jumpthruColor=The color of the jump throughs.
entities.KoseiHelper/DebugMapController.attributes.description.berryColor=The color of the strawberries.
entities.KoseiHelper/DebugMapController.attributes.description.keyColor=The color of the keys.
entities.KoseiHelper/DebugMapController.attributes.description.checkpointColor=The color of the checkpoints.
entities.KoseiHelper/DebugMapController.attributes.description.spawnColor=The color of the respawns.
entities.KoseiHelper/DebugMapController.attributes.description.bgTileColor=The color of the background tiles.
entities.KoseiHelper/DebugMapController.attributes.description.fgTileColor=The color of the foreground tiles.
entities.KoseiHelper/DebugMapController.attributes.description.roomBgColor=The background color of the rooms (below bg tiles).
entities.KoseiHelper/DebugMapController.attributes.description.dummyBorderColor=The color of the border of the dummy rooms (without spawns/fillers).
entities.KoseiHelper/DebugMapController.attributes.description.ignoreDummy=Whether dummy rooms (without any spawns) should render as normal rooms (with colors).
entities.KoseiHelper/DebugMapController.attributes.description.blockDebugMap=If this flag is true, the debug map will be completely empty,\npreventing players to see the map or teleport to other rooms.\nLeave empty to always allow opening the debug map.
entities.KoseiHelper/DebugMapController.attributes.name.roomsToAffect=Room Prefix
entities.KoseiHelper/DebugMapController.attributes.description.roomsToAffect=The rooms that start with this prefix will be affected. Case sensitive.

entities.KoseiHelper/SetFlagPrefixOnSpawnController.placements.name.SetFlagPrefixOnSpawnController=Set Flag Prefix On Spawn Controller
entities.KoseiHelper/SetFlagPrefixOnSpawnController.placements.description.SetFlagPrefixOnSpawnController=Sets all flags that start with the specified prefix(es) to the specified value when the player respawns.
entities.KoseiHelper/SetFlagPrefixOnSpawnController.attributes.description.flag=The session flags to modify when the player enters the room or respawns in it. You can set multiple flag prefixess at once by giving a list separated by commas (flag1,flag2).
entities.KoseiHelper/SetFlagPrefixOnSpawnController.attributes.description.ifFlag=If checked, the flags will be enabled when the player enters the room or respawns in it. If unchecked, the flags will be disabled instead.
entities.KoseiHelper/SetFlagPrefixOnSpawnController.attributes.description.enable=If checked, the flags will only be set if the player dies and respawns in the room (and not when they enter the room).
entities.KoseiHelper/SetFlagPrefixOnSpawnController.attributes.description.onlyOnRespawn=The flags will only be set if this other flag is active. Leave empty if you don't need your flags to depend on another flag.

# Game Data Controller
entities.KoseiHelper/GameDataController.placements.name.GameDataController=Game Data Controller
entities.KoseiHelper/GameDataController.placements.description.GameDataController=Sets and updates several useful flags (bools), counters (ints) and sliders (floats).\nIt is recommended to use Mapping Utils to check these values in game.\nThis controller is NOT persistent, you might want to place one per room (or one in a global room).
entities.KoseiHelper/GameDataController.attributes.description.ducking=Flag while the player is crouching.
entities.KoseiHelper/GameDataController.attributes.description.facing=Flag depending on the player's facing direction, with the suffix "Left" or "Right".\nExample: inputting the flag name ""KoseiHelper_Facing" will use the flag names "KoseiHelper_FacingLeft" and "KoseiHelper_FacingRight".
entities.KoseiHelper/GameDataController.attributes.description.stamina=Slider depending on the player's current stamina.
entities.KoseiHelper/GameDataController.attributes.description.justRespawned=Flag while the player has respawned and not moved yet.
entities.KoseiHelper/GameDataController.attributes.description.speedX=Slider for the player's horizontal speed.
entities.KoseiHelper/GameDataController.attributes.description.speedY=Slider for the player's vertical speed.
entities.KoseiHelper/GameDataController.attributes.description.onGround=Flag while the player is on the ground.\nAlso uses the suffix "Safe" for grounds that can collect berries.
entities.KoseiHelper/GameDataController.attributes.description.playerState=The current state of the player.\n0 - Normal  1 - Climb 2 - Dash  3 - Swim\n4 - Boost  5 - RedDash 6 - HitSquash  7 - Launch\n8 - Pickup  9 - DreamDash 10 - SummitLaunch  11 - Dummy\n12 - IntroWalk  13 - IntroJump 14 - IntroRespawn  15 - IntroWakeUp\n16 - BirdDashTutorial  17 - Frozen 18 - ReflectionFall  19 - StarFly\n20 - TempleFall  21 - CassetteFly 22 - Attract  23 - IntroMoonJump\n24 - FlingBird  25 - IntroThinkForABit
entities.KoseiHelper/GameDataController.attributes.description.dashAttacking=Whether the player is in dash attack (not to be confused with dashing, which takes less time).
entities.KoseiHelper/GameDataController.attributes.description.startedFromGolden=Whether the player has started from dying with a golden.
entities.KoseiHelper/GameDataController.attributes.description.carryingGolden=Whether the player is currently carrying a golden.
entities.KoseiHelper/GameDataController.attributes.description.darknessAlpha=Slider depending on the current darkness/light level.
entities.KoseiHelper/GameDataController.attributes.description.bloomAmount=Slider depending on the current bloom level.
entities.KoseiHelper/GameDataController.attributes.description.deaths=The number of deaths.
entities.KoseiHelper/GameDataController.attributes.description.timesDashed=Total number of times that the player dashed (resets on respawn).
entities.KoseiHelper/GameDataController.attributes.description.timesJumped=Total number of times that the player jumped (resets on respawn).
entities.KoseiHelper/GameDataController.attributes.description.worldPositionX=The player's horizontal world position.
entities.KoseiHelper/GameDataController.attributes.description.worldPositionY=The player's vertical world position.
entities.KoseiHelper/GameDataController.attributes.description.featherTime=The time left until the player is kicked out of the feather.
entities.KoseiHelper/GameDataController.attributes.description.launched=Whether the player is currently being launched (e.g. by a puffer).
entities.KoseiHelper/GameDataController.attributes.description.transitioning=Whether the player is currently transitioning between rooms.\nNote: this flag has very limited uses, since most entities don't update while transitioning.
entities.KoseiHelper/GameDataController.attributes.description.windLevelX=The current horizontal wind level.\nVanilla levels oscillate between 0 and 1 (no wind) 399 and 400 (normal wind), 800 (strong), and 1200 (crazy).\nVertical wind does not affect this slider.
entities.KoseiHelper/GameDataController.attributes.description.windLevelY=The current vertical wind level.\nVanilla levels are 300 (Down), -400 (Up) and -600 (Space).\nHorizontal wind does not affect this slider.
entities.KoseiHelper/GameDataController.attributes.description.demoDashing=Whether the player is currently demo dashing.\nThis only detects demo dashes performed with the demo dash button, not manual ones.
entities.KoseiHelper/GameDataController.attributes.description.forceMoveX=When the player is forced to move horizontally, this slider has a non-zero value.\nE.g., while climbhopping, this becomes 0.200 during the first frame and decreases towards 0.
entities.KoseiHelper/GameDataController.attributes.description.wallSlide=Slider depending on the time that the player can slide down a wall (starting at 1.2 seconds).\nThe frame before this slider becomes 0, the player will reach terminal falling speed (160).
entities.KoseiHelper/GameDataController.attributes.description.gliderBoost=Whether the player is currently able to receive speed from a jellyvator, upright regrab or jelly bump.
entities.KoseiHelper/GameDataController.attributes.description.chainedBerries=How many berries the player has collected in a row.\n1UP occurs when the player collects 6 berries.
entities.KoseiHelper/GameDataController.attributes.description.onTopOfWater=Whether the player is on top of water, but not swimming.
entities.KoseiHelper/GameDataController.attributes.description.totalBerriesCollected=The total amount of berries collected in this map for the current session.
entities.KoseiHelper/GameDataController.attributes.description.timeRate=Slider depending on the time rate of the game.
entities.KoseiHelper/GameDataController.attributes.description.anxiety=Slider depending on the current anxiety effects.
entities.KoseiHelper/GameDataController.attributes.description.coyoteFrames=Indicates the amount of coyote frames left.\nNote that this counter might be delayed one frame!
entities.KoseiHelper/GameDataController.attributes.description.usingWatchtower=Flag that indicates whether the player is currently using a watchtower/lookout.
entities.KoseiHelper/GameDataController.attributes.description.playerSpriteScaleX=Slider depending on the horizontal scale of the player.\nThis changes for example when fastfalling or jumping.
entities.KoseiHelper/GameDataController.attributes.description.playerSpriteScaleY=Slider depending on the vertical scale of the player.\nThis changes for example when fastfalling or jumping.

# Set Flag On Berry Collection Controller
entities.KoseiHelper/SetFlagOnBerryCollectionController.placements.name.SetFlagOnBerryCollectionController=Set Flag On Berry Collection Controller
entities.KoseiHelper/SetFlagOnBerryCollectionController.placements.description.SetFlagOnBerryCollectionController=Sets a flag (or counter) when a berry of a certain type is collected.
entities.KoseiHelper/SetFlagOnBerryCollectionController.attributes.name.flag=Flag To Set
entities.KoseiHelper/SetFlagOnBerryCollectionController.attributes.description.flag=The name of the flag that will be set.
entities.KoseiHelper/SetFlagOnBerryCollectionController.attributes.name.counter=Total Berries Counter
entities.KoseiHelper/SetFlagOnBerryCollectionController.attributes.description.counter=The name of the counter that matches the total number of strawberries (regardless of type) collected in this map.
entities.KoseiHelper/SetFlagOnBerryCollectionController.attributes.description.reactToGoldens=Whether the flag should be set regardless of Golden-ness (Default),\nonly for Goldens (React), or only for non-Goldens (Ignore).\nOther attributes can mess with this setting!\nFor example, a ghost golden will be flagged if it's set to Ignore Goldens but doesn't Ignore Ghosts!
entities.KoseiHelper/SetFlagOnBerryCollectionController.attributes.description.reactToSilvers=Whether the flag should be set regardless of Silver-ness from Collab Utils 2 (Default),\nonly for Silvers (React), or only for non-Silvers (Ignore).\nOther attributes can mess with this setting!\nFor example, a ghost silver will be flagged if it's set to Ignore Silvers but doesn't Ignore Ghosts!\nNOTE: Silvers are considered a type of Golden!
entities.KoseiHelper/SetFlagOnBerryCollectionController.attributes.description.reactToReds=Whether the flag should be set regardless of Red-ness (Default),\nonly for Reds (React), or only for non-Reds (Ignore).\nOther attributes can mess with this setting!\nFor example, a ghost red berry will be flagged if it's set to Ignore Reds but doesn't Ignore Ghosts!
entities.KoseiHelper/SetFlagOnBerryCollectionController.attributes.description.reactToMoons=Whether the flag should be set regardless of Moon-ness (Default),\nonly for Moons (React), or only for non-Moons (Ignore).\nOther attributes can mess with this setting!\nFor example, a moon ghost will be flagged if it's set to Ignore Moons but doesn't Ignore Ghosts!
entities.KoseiHelper/SetFlagOnBerryCollectionController.attributes.description.reactToWingeds=Whether the flag should be set regardless of Winged-ness (Default),\nonly for Wingeds (React), or only for non-Wingeds (Ignore).\nOther attributes can mess with this setting!\nFor example, a winged ghost will be flagged if it's set to Ignore Wingeds but doesn't Ignore Ghosts!
entities.KoseiHelper/SetFlagOnBerryCollectionController.attributes.description.reactToGhosts=Whether the flag should be set regardless of Ghost-ness (Default),\nonly for Ghosts (React), or only for non-Ghosts (Ignore).\nOther attributes can mess with this setting!\nFor example, a winged ghost will be flagged if it's set to Ignore Ghosts but doesn't Ignore Wingeds!
entities.KoseiHelper/SetFlagOnBerryCollectionController.attributes.description.global=Whether this controller should be loaded for the entire map.\nYou should only have one global controller on your map.\n\nWARNING: Global entities unload if you open the Debug Map, F5, restart game, or save & quit.\nIf you need a trully global controller, you can use bits&bolts and place it in a room called _bb_global.
entities.KoseiHelper/SetFlagOnBerryCollectionController.attributes.description.flagValue=The value of the flag that will be set when the conditions are met.
entities.KoseiHelper/SetFlagOnBerryCollectionController.attributes.description.berryID=The entity ID of a specific berry, regardless of this type.\nIf you want to check for a type of berry instead of a specific berry, leave it at 0.\nThe berry ID will check for that one berry regardless of other conditions.

#Flag Counter Slider Translator
entities.KoseiHelper/FlagCounterSliderTranslator.placements.name.FlagCounterSliderTranslator=Flag Counter Slider Translator
entities.KoseiHelper/FlagCounterSliderTranslator.placements.name.FCSTranslator=FCS Translator
entities.KoseiHelper/FlagCounterSliderTranslator.placements.description.FlagCounterSliderTranslator=Translates values of flags, counters and sliders into another of them.\nYou only need to place one in the map.
entities.KoseiHelper/FlagCounterSliderTranslator.placements.description.FCSTranslator=Translates values of flags, counters and sliders into another of them.\nYou only need to place one in the map.
entities.KoseiHelper/FlagCounterSliderTranslator.attributes.description.mode=Translate the variable type from a to b.\nSave and reopen the entity to adjust the new options.
entities.KoseiHelper/FlagCounterSliderTranslator.attributes.description.flagName=The name of the flag (boolean).
entities.KoseiHelper/FlagCounterSliderTranslator.attributes.description.counterName=The name of the counter (integer).
entities.KoseiHelper/FlagCounterSliderTranslator.attributes.description.sliderName=The name of the slider (float).
entities.KoseiHelper/FlagCounterSliderTranslator.attributes.description.valueWhileFalse=The value of this counter/slider while the flag is false.\n(If you're using a flag suffix/prefix, this is unused)
entities.KoseiHelper/FlagCounterSliderTranslator.attributes.description.valueWhileTrue=The value of this counter/slider while the flag is true.\n(If you're using a flag suffix/prefix, this is unused, use a multiplier factor instead)
entities.KoseiHelper/FlagCounterSliderTranslator.attributes.description.minValueForFalse=The flag will be turned to false once the counter/slider reaches this value or is below it.
entities.KoseiHelper/FlagCounterSliderTranslator.attributes.description.maxValueForTrue=The flag will be turned to true once the counter/slider reaches this value or is above it.
entities.KoseiHelper/FlagCounterSliderTranslator.attributes.description.flagSuffix=Counter/Slider To Flag:\nIf a suffix is used, the flag name will include the counter/slider (no decimals) value after the name.\nFor example, if the counter is 5 and the flag is "hi", the flag set will be "hi5".\nThen, when counter increases to 6, the flag "hi5" will stay true and the flag "hi6" will also be true.\n\nFlag To Counter/Slider:\nThis will instead act as a preffix and the counter/slider will be increased for every flag that starts with this name.
entities.KoseiHelper/FlagCounterSliderTranslator.attributes.description.absoluteValue=Whether the values of this counter/slider will be always considered positive.
entities.KoseiHelper/FlagCounterSliderTranslator.attributes.name.reverseValue=Negate Value
entities.KoseiHelper/FlagCounterSliderTranslator.attributes.description.reverseValue=Reverts the value after being translated.\nFlags are false when the counter/slider has the max value and true when the counter/slider has the min value.\nCounters/Sliders will have the opposed sign.
entities.KoseiHelper/FlagCounterSliderTranslator.attributes.description.multiplierFactor=The resulting counter/slider will have the value multiplied by this factor.

# Custom Cobweb
entities.KoseiHelper/CustomCobweb.placements.name.CustomCobweb=Custom Cobweb
entities.KoseiHelper/CustomCobweb.placements.description.CustomCobweb=Decorative entity composed of two or more curved lines.\nPress N to add more nodes.
entities.KoseiHelper/CustomCobweb.attributes.description.depth=The depth at which the cobwebs will be rendered.
entities.KoseiHelper/CustomCobweb.attributes.description.color=The main color of the cobwebs.
entities.KoseiHelper/CustomCobweb.attributes.description.edgeColor=The color of the offshoots (this is multiplied by the main color). Supports alpha values.
entities.KoseiHelper/CustomCobweb.attributes.description.edgeColorAlpha=How much the color of the offshoots will be applied on top of the main color, from 0 to 1.
entities.KoseiHelper/CustomCobweb.attributes.description.waveMultiplier=How much the cobwebs should wobble (0 is static, and high values look bouncy).
entities.KoseiHelper/CustomCobweb.attributes.description.offshoots=The offshoots (extra nodes) can have a slight variation in their position. Lower this value if they look too displaced.
entities.KoseiHelper/CustomCobweb.attributes.description.removeIfNotColliding=Whether the nodes that are not attached to a solid should remove themselves, like in vanilla.
entities.KoseiHelper/CustomCobweb.attributes.description.thickness=The thickness of the cobwebs, in pixels (supports decimals).


# Evil Holdable Controller
entities.KoseiHelper/EvilHoldableController.placements.name.EvilHoldableController=Evil Holdable Controller
entities.KoseiHelper/EvilHoldableController.placements.description.EvilHoldableController=Holdables will have a negative effect while held.
entities.KoseiHelper/EvilHoldableController.attributes.description.timeToKill=If a holdable is held for the time specified, the player will die.\nLeave as -1 for infinite time (no kill).
entities.KoseiHelper/EvilHoldableController.attributes.description.drainsStamina=Holdables will drain stamina while not grounded.
entities.KoseiHelper/EvilHoldableController.attributes.description.drainsDash=Holdables will consume a dash when grabbed for the first time.
entities.KoseiHelper/EvilHoldableController.attributes.description.dropIfNoStamina=If the player runs out of stamina, they will drop the holdable.
entities.KoseiHelper/EvilHoldableController.attributes.description.sound=The sound that evil holdables do when grabbed.
entities.KoseiHelper/EvilHoldableController.attributes.description.staminaDrainRate=The speed at which the stamina is drained is multiplied by this factor.
entities.KoseiHelper/EvilHoldableController.attributes.description.flag=The controller will only work while the flag with this name is true.\nYou can write "!flagName" to check for a false flag value instead.\nLeave empty for no flag required.

# Spawn To Flag Controller
entities.KoseiHelper/SpawnToFlagController.placements.name.SpawnToFlagController=Spawn To Flag Controller
entities.KoseiHelper/SpawnToFlagController.placements.description.SpawnToFlagController=Sets a flag with coordinates of the current spawn when the room is loaded.
entities.KoseiHelper/SpawnToFlagController.attributes.description.flagPrefix=The name of the flag that will be set when the room is reloaded.\nAll other flags that start with this prefix will be unset, so make sure the prefix is unique for each group of spawns.\nIt is recommended to use Mapping Utils to check that you're using this correctly.

# Dash Limiter Controller
entities.KoseiHelper/DashLimiterController.placements.name.DashLimiterController=Dash Limiter Controller
entities.KoseiHelper/DashLimiterController.placements.description.DashLimiterController=Limits the amount of dashes that the player can do per screen.
entities.KoseiHelper/DashLimiterController.attributes.description.count=How many dashes the player can perform.
entities.KoseiHelper/DashLimiterController.attributes.description.demoDashOnly=Whether the controller should only check for dashes performed with the demo button.
entities.KoseiHelper/DashLimiterController.attributes.description.sound=The audio that should play each time the player spends a dash.
entities.KoseiHelper/DashLimiterController.attributes.description.indicatorsPerRow=If indicators are used, how many should appear on each row above the player.\nMods like Extended Variants generally use 5 for things like extra jumps.
entities.KoseiHelper/DashLimiterController.attributes.description.indicatorColor=The color of the indicator that displays how many dashes are left. Supports alpha values.
entities.KoseiHelper/DashLimiterController.attributes.description.indicatorShape=The shape of the indicators.\nIf Number is selected, it will appear in the topleft corner instead.
entities.KoseiHelper/DashLimiterController.attributes.description.persistent=If the controller is persistent, it will keep track of the dashes even after the player transitions to a different screen.\nThe dashes left will be saved upon transition.\nThe controller won't load in rooms where it was not placed.\nIf you want to keep track of dashes in the entire map, you will want to make it global.

# ClimbJump Controller
entities.KoseiHelper/ClimbJumpController.placements.name.ClimbJumpController=Climbjump Controller
entities.KoseiHelper/ClimbJumpController.placements.description.ClimbJumpController=Allows customization of climbjumps and wallboosting behavior.\nThis is a persistent controller.
entities.KoseiHelper/ClimbJumpController.attributes.description.staminaSpent=The stamina that a climbjump will spend.\nIn vanilla, the player has normally 110 max stamina, and each climbjump spends 27.5.\nThis field does not alter the stamina refunded by wallboosts (27.5).\nValues <27.5 will allow players to "farm" stamina through wallboosts.
entities.KoseiHelper/ClimbJumpController.attributes.description.wallBoostTimer=If the player looks away from the wall after a climbjump, they will recover 27.5 stamina.\nThis is known as a wallboost. In vanilla, they are possible during the first 0.2 seconds.\nHaving a timer less than 0.2 will result in "wall cobwobs".
entities.KoseiHelper/ClimbJumpController.attributes.description.spendStaminaOnGround=Whether a climbjump should spend stamina even if it is performed from the ground.
entities.KoseiHelper/ClimbJumpController.attributes.description.checkWallBoostDirection=wip
entities.KoseiHelper/ClimbJumpController.attributes.description.dustType=The type of particles that should appear on the wall when climbjumping.\nNot to be confused with the player sweat.
entities.KoseiHelper/ClimbJumpController.attributes.description.climbJumpSound=The sounds that a climbjump makes.\n"event:/char/madeline/jump_climb_left" and "event:/char/madeline/jump_climb_right" are the two vanilla events.\nThis field does not need the "left" and "right" suffixes.
entities.KoseiHelper/ClimbJumpController.attributes.description.wallBoostStaminaRefund=How much stamina the player would get back after performing a wallboost.\nRead the wallboost timer tooltip for a wallboost explanation.\nValues >27.5 will make the player unable to regain stamina if they have more than 110 minus this value.\nFor example, setting the refund to 50 means that stamina will be refunded from a wallboost if it is below 60.
entities.KoseiHelper/ClimbJumpController.attributes.description.horizontalSpeedMultiplier=Multiplies the horizontal speed that climbjumps give (while a direction is being held).\nIt also affects speed in techs derived from climbjumps, like cornerboosts.
entities.KoseiHelper/ClimbJumpController.attributes.description.sweat=Whether the player should sweat when performing a climbjump.\nNot to be confused with the smaller sweat from climbing.
entities.KoseiHelper/ClimbJumpController.attributes.description.speedMultiplierCase=Whether the speed multiplier should affect climbjumps/cornerboosts while a horizontal input is being pressed/not pressed/always.\nE.g.: a multiplier of -1 with "OnlyNeutrals" will produce reverse cornerboosts if not holding left/right, and normal cornerboosts if holding left/right.

# Counter Bar Controller
entities.KoseiHelper/CounterBarController.placements.name.CounterBarController=Counter/Slider Bar Display
entities.KoseiHelper/CounterBarController.placements.description.CounterBarController=Displays a custom HD bar that fills/empties according to the values specified.
entities.KoseiHelper/CounterBarController.attributes.description.color=The filler color inside the bar. Supports alpha values.
entities.KoseiHelper/CounterBarController.attributes.description.xPosition=Where on the screen (from 0 to 1920) the left side of the bar should be.
entities.KoseiHelper/CounterBarController.attributes.description.yPosition=Where on the screen (from 0 to 1080) the top side of the bar should be.
entities.KoseiHelper/CounterBarController.attributes.description.width=How long in pixels the bar should be.\nThis is HD so you might want to multiply it by 6.
entities.KoseiHelper/CounterBarController.attributes.description.height=How tall in pixels the bar should be.\nThis is HD so you might want to multiply it by 6.
entities.KoseiHelper/CounterBarController.attributes.description.maxValue=The maximum value of the counter/slider where the bar would be completely filled.
entities.KoseiHelper/CounterBarController.attributes.name.countName=Counter/Slider Name
entities.KoseiHelper/CounterBarController.attributes.description.countName=The name of the counter/slider.
entities.KoseiHelper/CounterBarController.attributes.description.framePath=The path to the frame, an image that renders on top of the bar, relative to Graphics/Atlases/Gui/.
entities.KoseiHelper/CounterBarController.attributes.description.innerTexturePath=The path to the custom texture that fills the bar, relative to Graphics/Atlases/Gui/.\nIf no texture is specified, the bar will render with the chosen color instead.
entities.KoseiHelper/CounterBarController.attributes.description.vertical=Whether the bar should empty/fill vertically instead of horizontally.
entities.KoseiHelper/CounterBarController.attributes.description.canOverflow=Whether the value of the counter/slider is bigger than the Max Value, the bar will overflow besides that point.
entities.KoseiHelper/CounterBarController.attributes.description.slider=Whether the counting number should be a slider (float/decimal) or a counter (integer).
entities.KoseiHelper/CounterBarController.attributes.description.initialValue=The initial value of the counter/slider before it is changed for the first time.
entities.KoseiHelper/CounterBarController.attributes.description.persistent=Whether this controller should persist after transitioning to a different room.
entities.KoseiHelper/CounterBarController.attributes.description.flag=The bar will only display while the flag specified is set to true.\nLeave empty for no flag required.
entities.KoseiHelper/CounterBarController.attributes.description.outline=Whether the bar should render a black outline or not.
entities.KoseiHelper/CounterBarController.attributes.description.reverse=Whether the bar should render backwards (from right to left).

# Fall Damage Controller
#entities.KoseiHelper/FallDamageController.placements.name.FallDamageController=Fall Damage Controller
#entities.KoseiHelper/FallDamageController.placements.description.FallDamageController=The player will lose a certain amount of health when falling too fast, and die when the health is 0.
#entities.KoseiHelper/FallDamageController.attributes.description.terminalSpeed=The maximum speed that is normally reached through gravity when there is no wind, fastfalling, etc.\nNot recommended to change unless you are using Extended Variants or something.
#entities.KoseiHelper/FallDamageController.attributes.description.fallTimeThreshold=The falling time required so the fall damage can be triggered.\nThis timer is reset if you're in the air but not falling (e.g. climbing, dashing horizontally...).
#entities.KoseiHelper/FallDamageController.attributes.description.fallDamageThreshold=The speed required so the fall damage can be triggered.
#entities.KoseiHelper/FallDamageController.attributes.description.fallDamageAmount=The base amount of damage that the player will take after the fall.\nThis value will scale if the speed when touching the ground is bigger than the terminal speed. 
#entities.KoseiHelper/FallDamageController.attributes.description.playerHealth=The amount of health that the player has.\n(This is a Session Slider called koseiHelper_health so you can display it with a Slider Bar if you want)
#entities.KoseiHelper/FallDamageController.attributes.description.persistent=If the controller should persist across rooms.

# Custom Wire
entities.KoseiHelper/CustomWire.placements.name.CustomWire=Custom Wire
entities.KoseiHelper/CustomWire.placements.description.CustomWire=Decorative wires, compatible with wind and optionally attached, supporting visual customization options and flags.
entities.KoseiHelper/CustomWire.attributes.description.depth=The depth at which the wire is rendered.
entities.KoseiHelper/CustomWire.attributes.description.thickness=How wide the wire should be in pixels.
entities.KoseiHelper/CustomWire.attributes.description.color=The color of the wire.
entities.KoseiHelper/CustomWire.attributes.description.affectedByWind=Whether the wire should wobble more aggresively when there is wind.
entities.KoseiHelper/CustomWire.attributes.description.attachToSolids=Whether the wire should attach to solids.\nIt is only attached from its position, not from its node!
entities.KoseiHelper/CustomWire.attributes.description.wobbliness=How much the wire should wobble up and down. Values that are too big will also make it wobble upwards.
entities.KoseiHelper/CustomWire.attributes.description.alpha=The transparency of the wire, where 1 is fully opaque and 0 is invisible.
entities.KoseiHelper/CustomWire.attributes.description.flag=Whether a flag needs to be enabled for the wire to be visible.\nLeave empty for no flag required.

# Reskinnable Parallax Debris

entities.KoseiHelper/ReskinnableParallaxDebris.placements.name.ReskinnableParallaxDebris=Reskinnable Parallax Debris
entities.KoseiHelper/ReskinnableParallaxDebris.placements.name.ReskinnableForegroundDebris=Reskinnable Foreground Debris
entities.KoseiHelper/ReskinnableParallaxDebris.placements.description.ReskinnableParallaxDebris=The foreground debris but reskinnable.\nImage or group of images that move in a sine.
entities.KoseiHelper/ReskinnableParallaxDebris.attributes.description.depth=The depth of the parallax debris.
entities.KoseiHelper/ReskinnableParallaxDebris.attributes.description.texture=The path to the debris texture, relative to Gameplay/.\nYou can have multiple images grouped by adding 00, 01 and so on.
entities.KoseiHelper/ReskinnableParallaxDebris.attributes.description.sine=How much the debris should float.
entities.KoseiHelper/ReskinnableParallaxDebris.attributes.description.tint=The color of the debris.
entities.KoseiHelper/ReskinnableParallaxDebris.attributes.description.parallax=How much parallax the debris should have.
entities.KoseiHelper/ReskinnableParallaxDebris.attributes.description.rotationSpeed=The speed at which the debris will rotate over itself.
entities.KoseiHelper/ReskinnableParallaxDebris.attributes.description.scale=If the size of the debris should be altered.
entities.KoseiHelper/ReskinnableParallaxDebris.attributes.description.fadeSpeed=The speed at which the debris will fade, between Alpha Min and Alpha Max.
entities.KoseiHelper/ReskinnableParallaxDebris.attributes.description.alphaMin=The minimum transparency of the tint that the debris will have while fading.
entities.KoseiHelper/ReskinnableParallaxDebris.attributes.description.alphaMax=The maximum transparency of the tint that the debris will have while fading.
entities.KoseiHelper/ReskinnableParallaxDebris.attributes.description.bounceHeight=The height of the second sine.
entities.KoseiHelper/ReskinnableParallaxDebris.attributes.description.bounceWidth=The width of the second sine.
entities.KoseiHelper/ReskinnableParallaxDebris.attributes.description.bounceSpeed=The speed at which the debris will "bounce" or move along a second sine.

# Custom Hahaha
entities.KoseiHelper/CustomHahaha.placements.name.CustomHahaha=Custom Hahaha
entities.KoseiHelper/CustomHahaha.placements.description.CustomHahaha=Granny's laugh but the sprite and sound can be customized.
entities.KoseiHelper/CustomHahaha.attributes.description.flag=The flag that needs to be set for the hahaha to appear.
entities.KoseiHelper/CustomHahaha.attributes.description.triggerLaughSfx=If the sound should play.
entities.KoseiHelper/CustomHahaha.attributes.description.sprite=The path to your custom animation, excluding the name of the files themselves.
entities.KoseiHelper/CustomHahaha.attributes.description.spriteFileName=The name of the files used for the animation.\nBy default (Sprite Count = 2) it needs 10 frames, 00-01 for blinking and 02-09 for disappearing.
entities.KoseiHelper/CustomHahaha.attributes.description.spriteDelay=The time in seconds between each frame of the animation.
entities.KoseiHelper/CustomHahaha.attributes.description.spriteCount=The number of files that are used for the "blinking" (normal) animation, before it starts disappearing.\nAnother 8 frames are needed for the disappear anim.
entities.KoseiHelper/CustomHahaha.attributes.description.noDisappearAnim=Whether the sprite used will use 8 extra frames for a disappearing animation.
entities.KoseiHelper/CustomHahaha.attributes.description.sound=The sound that should play when laughing.
entities.KoseiHelper/CustomHahaha.attributes.description.timeForHahaha=The time that needs to pass until a group of Has is spawned.
entities.KoseiHelper/CustomHahaha.attributes.description.timeForHa=The time that needs to pass for each Ha in the group to spawn.
entities.KoseiHelper/CustomHahaha.attributes.description.timeForSfx=The time that needs to pass until the sfx is played again.
entities.KoseiHelper/CustomHahaha.attributes.description.left=If the Hahaha should move towards the left instead of right (or upwards if vertical is set).
entities.KoseiHelper/CustomHahaha.attributes.description.synchronizedSfx=If the sound should play with each spawned Ha instead of on a fixed interval.
entities.KoseiHelper/CustomHahaha.attributes.description.groupSize=How many Has should be in each group.
entities.KoseiHelper/CustomHahaha.attributes.description.distance=The maximum distance the group of has will reach in a certain amount of time.
entities.KoseiHelper/CustomHahaha.attributes.description.sineAmplitude=How much the Has should wave. It is a multiplier.
entities.KoseiHelper/CustomHahaha.attributes.description.vertical=Whether the Has should move vertically.
entities.KoseiHelper/CustomHahaha.attributes.description.tint=The color of the Hahaha.
entities.KoseiHelper/CustomHahaha.attributes.name.left=Reverse
entities.KoseiHelper/CustomHahaha.attributes.name.sprite=Sprite Path

# Custom Seeker Statue
entities.KoseiHelper/CustomSeekerStatue.placements.name.CustomSeekerStatue=Custom Seeker Statue
entities.KoseiHelper/CustomSeekerStatue.placements.description.CustomSeekerStatue=A statue that can hatch (spawn) a seeker when a condition is met.
entities.KoseiHelper/CustomSeekerStatue.attributes.description.hatchMode=The condition for the statue to break and hatch a seeker.
entities.KoseiHelper/CustomSeekerStatue.attributes.description.sound=The sound that the statue should make while breaking.
entities.KoseiHelper/CustomSeekerStatue.attributes.description.flag=The flag that must be true for the statue to break if the hatch mode is set to flag.
entities.KoseiHelper/CustomSeekerStatue.attributes.description.statueSprite=The sprite id that this statue should use while idling.\nLook into the Seeker tag in your Sprites.xml. You can add a new custom id.
entities.KoseiHelper/CustomSeekerStatue.attributes.description.hatchSprite=The sprite id that this statue should use while breaking/hatching.\nLook into the Seeker tag in your Sprites.xml. You can add a new custom id.
entities.KoseiHelper/CustomSeekerStatue.attributes.description.depth=The depth that the statue should be rendered.\nLower values appear on top of entities with higher values.
entities.KoseiHelper/CustomSeekerStatue.attributes.description.distance=How close the player should get for the statue to break.\nVanilla uses 220 when the mode is "Distance" and 32 when the mode is "PlayerRightToX".
entities.KoseiHelper/CustomSeekerStatue.attributes.description.particles=Whether the statue should emit particles while hatching.

# Custom Trapdoor
entities.KoseiHelper/CustomTrapdoor.placements.name.CustomTrapdoor=Custom Trapdoor
entities.KoseiHelper/CustomTrapdoor.placements.description.CustomTrapdoor=A vertical door for deco. It can be resprited through Sprites.xml.
entities.KoseiHelper/CustomTrapdoor.attributes.description.sfxTop=The sound the trapdoor makes when being opened from top.
entities.KoseiHelper/CustomTrapdoor.attributes.description.sfxBottom=The sound the trapdoor makes when being opened from bottom.
entities.KoseiHelper/CustomTrapdoor.attributes.description.depth=The visual depth of the trapdoor.
entities.KoseiHelper/CustomTrapdoor.attributes.description.spriteID=The ID or tag of the sprite in your Sprites.xml.
entities.KoseiHelper/CustomTrapdoor.attributes.description.occludesLight=If the light should be able to pass through the trapdoor.
entities.KoseiHelper/CustomTrapdoor.attributes.description.tint=The tint applied to your custom sprite. Works better on sprites with low saturation.

# Custom Golden Block
entities.KoseiHelper/CustomGoldenBlock.placements.name.CustomGoldenBlock=Custom Golden Block
entities.KoseiHelper/CustomGoldenBlock.placements.name.CustomGoldenBlockTileset=Custom Golden Block (Tileset)
entities.KoseiHelper/CustomGoldenBlock.placements.description.CustomGoldenBlock=A block that appears if the player is carrying a golden berry (or other items).\nThis check occurs when the player enters the screen.\nBlocks will not appear in the same room as the golden/item without transitioning first.
entities.KoseiHelper/CustomGoldenBlock.placements.description.CustomGoldenBlockTileset=A tileset block that appears if the player is carrying a golden berry (or other items).\nThis check occurs when the player enters the screen.\nBlocks will not appear in the same room as the golden/item without transitioning first.
entities.KoseiHelper/CustomGoldenBlock.attributes.description.sinkOffset=How much the block will sink when stepped on.
entities.KoseiHelper/CustomGoldenBlock.attributes.description.goBackTimer=How much time the block should wait until it goes back to its original position.
entities.KoseiHelper/CustomGoldenBlock.attributes.description.iconTexture=The path to the icon texture that will appear in the center, relative to the Atlases/Gameplay/ folder.\nThis texture can be any size.
entities.KoseiHelper/CustomGoldenBlock.attributes.description.blockTexture=The path to the block texture, relative to the Atlases/Gameplay/ folder.\nThis texture must be 24x24.
entities.KoseiHelper/CustomGoldenBlock.attributes.description.surfaceSoundIndex=The sound that the block should do when grabbed/stepped on.
entities.KoseiHelper/CustomGoldenBlock.attributes.description.depth=The depth of the block.
entities.KoseiHelper/CustomGoldenBlock.attributes.description.occludesLight=Whether the light should be able to go through the block.
entities.KoseiHelper/CustomGoldenBlock.attributes.description.appearMode=Whether the block should appear if the player is carrying a golden, any berry, a key, any followers, or when a flag is set.\nThe condition is checked when the player first enters the screen.
entities.KoseiHelper/CustomGoldenBlock.attributes.description.drawOutline=Whether the block should have a black outline.
entities.KoseiHelper/CustomGoldenBlock.attributes.description.appearDistance=The block will appear when the player is a certain amount of pixels close to its center.\nNot recommended to lower the appear distance below the width of the blocks.
entities.KoseiHelper/CustomGoldenBlock.attributes.description.safe=Whether the block is considered "safe ground" (the player can collect berries).
entities.KoseiHelper/CustomGoldenBlock.attributes.description.flag=The flag that must be set (or unset) for the block to appear.
entities.KoseiHelper/CustomGoldenBlock.attributes.description.flagValue=The value that the flag should have for the block to appear.
entities.KoseiHelper/CustomGoldenBlock.attributes.description.useTileset=Whether the golden block should use an image (for block/icon) or a normal tileset.
entities.KoseiHelper/CustomGoldenBlock.attributes.description.tiletype=The tileset id that the block should use.
entities.KoseiHelper/CustomGoldenBlock.attributes.description.sinkEaser=The easer (type of movement) when the block sinks.

# Flag Fake Berry
entities.KoseiHelper/FlagFakeBerry.placements.name.FlagFakeBerry=Flag Fake Berry
entities.KoseiHelper/FlagFakeBerry.placements.description.FlagFakeBerry=A fake/troll berry (doesn't count towards total) that can set a flag and disappear upon "collection".
entities.KoseiHelper/FlagFakeBerry.attributes.description.winged=Whether the berry should fly away when the player dashes.
entities.KoseiHelper/FlagFakeBerry.attributes.description.moon=Whether the berry should use the moonberry sprite.
entities.KoseiHelper/FlagFakeBerry.attributes.description.flag=The flag that the berry will set when "collected".\n(Doesn't set a flag if the berry reappears instantly)
entities.KoseiHelper/FlagFakeBerry.attributes.description.reappearMode=If the berry should reappear when the player dies/re-enters the room, instantly (unable to be collected) or never.
entities.KoseiHelper/FlagFakeBerry.attributes.description.collectSfx=The sound the berry makes when "collected".
entities.KoseiHelper/FlagFakeBerry.attributes.description.reappearSfx=The sound the berry makes when reappearing.
entities.KoseiHelper/FlagFakeBerry.attributes.description.depthBeforeFollowing=The depth when the berry is not following the player.
entities.KoseiHelper/FlagFakeBerry.attributes.description.depthWhileFollowing=The depth while the berry is following the player.\n(A very low value means it will render above everything else)
entities.KoseiHelper/FlagFakeBerry.attributes.description.customSpriteID=The id of your custom sprite, from your Sprites.xml.\nLeave this field empty if you want to use vanilla sprites.
entities.KoseiHelper/FlagFakeBerry.attributes.description.collectTime=The time that the player needs to be on safe ground until the berry is "collected".
entities.KoseiHelper/FlagFakeBerry.attributes.description.resetsFlag=The flag will be unset when the strawberry reappears (including on room reload).

# Goomba
entities.KoseiHelper/Goomba.placements.name.goomba=Goomba
entities.KoseiHelper/Goomba.placements.description.Goomba=These creatures chase the player and have several customization options.
entities.KoseiHelper/Goomba.attributes.description.speed=The horizontal speed that the goomba will move at.\nTip:Use a negative speed to make the goomba start moving left (or escape from the player).
entities.KoseiHelper/Goomba.attributes.description.outline=If the sprite should be rendered with an outline.
entities.KoseiHelper/Goomba.attributes.description.isWide=If the goomba will be wider than normal.
entities.KoseiHelper/Goomba.attributes.description.isWinged=If the goomba will have wings.
entities.KoseiHelper/Goomba.attributes.description.canBeBounced=If the goomba can be killed by landing on its head.
entities.KoseiHelper/Goomba.attributes.description.spawnMinis=If the goomba can spawn minigoombas.\n(Limited to 10 max)
entities.KoseiHelper/Goomba.attributes.description.flyAway=If the winged goombas should fly away like strawberries when the player dashes.
entities.KoseiHelper/Goomba.attributes.description.timeToSpawnMinis=Time that needs to pass after a minigoomba is spawned.
entities.KoseiHelper/Goomba.attributes.description.behavior=Chaser: The goomba walks towards the player.\nDumb: The goomba moves always in the same direction, determined by the speed sign.\nSmart: The goomba moves in the same direction, but changes its mind before falling if it detects a hole.\nSuperSmart: Similar to Smart, but it also changes direction before bumping into a wall.
entities.KoseiHelper/Goomba.attributes.description.gravityMultiplier=The vertical speed will be affected by this multiplier.
entities.KoseiHelper/Goomba.attributes.description.canEnableTouchSwitches=If the Goomba can turn on vanilla (or Helping Hand's) touch switches.
entities.KoseiHelper/Goomba.attributes.description.minisAmount=If the goomba can spawn minigoombas, this limits the max number of minis per goomba.\n(Number not reset if a mini is killed)
entities.KoseiHelper/Goomba.attributes.description.slowdown=Whether the goomba should have a slowdown effect when the player is too close, like Oshiro or seekers.
entities.KoseiHelper/Goomba.attributes.description.deathSound=The sound to play when the goomba is killed (e.g. bounced on).
entities.KoseiHelper/Goomba.attributes.description.spriteID=The ID or tag of the sprite in your Sprites.xml.\nYou can copy the default sprite from KoseiHelper/Graphics/Sprites.xml.
entities.KoseiHelper/Goomba.attributes.description.deathAnimation=Whether the goomba should play the "dead" animation when killed.\nIf using slowdown or flags, those will have effect after the animation finishes playing.
entities.KoseiHelper/Goomba.attributes.description.flagOnDeath=The flag that will be set to true when the goomba dies.\nMini goombas cannot set flags.
entities.KoseiHelper/Goomba.attributes.description.instantFlagOnDeath=Whether the flag is set on the same frame the goomba is killed, or after the "dead" animation finishes playing.\n(With the default sprites, this is 0.1 seconds of delay)
entities.KoseiHelper/Goomba.attributes.description.color=The sprite will be tinted with this color.
entities.KoseiHelper/Goomba.attributes.description.particleColor=The color of the particles when the goomba ceases to exist.
entities.KoseiHelper/Goomba.attributes.description.slowdownDistanceMax=The distance at which the goomba will start to apply the slowdown effect.
entities.KoseiHelper/Goomba.attributes.description.slowdownDistanceMin=The distance at which the slowdown effect will have the maximum effect.

#Trigger Spinner
entities.KoseiHelper/TriggerSpinner.placements.name.TriggerSpinner=Trigger Spinner [Obsolete]
entities.KoseiHelper/TriggerSpinner.placements.description.TriggerSpinner=Spinner that appears after the player touches and leaves its hitbox.\nUnlike normal spinners, these don't have "juice".
entities.KoseiHelper/TriggerSpinner.attributes.description.color=The color of the trigger spinner.
entities.KoseiHelper/TriggerSpinner.attributes.description.attachToSolid=If the trigger spinner should be attached to solids.
entities.KoseiHelper/TriggerSpinner.attributes.description.customPathTriggered=If the custom option is chosen, this determines the path to your custom texture when the spinner is triggered.\nIt's relative to Graphics/Atlases/Gameplay/. The size of the image should be 24x24.
entities.KoseiHelper/TriggerSpinner.attributes.description.customPathIndicator=Determines the path to the indicator when the spinner has not been triggered yet.\nIt's relative to Gameplay/Atlases/Gameplay/. The size of the image should be 24x24.\nFeel free to change the last folder to red/purple/white for the other default textures.
entities.KoseiHelper/TriggerSpinner.attributes.description.sound=The sound that the trigger spinners make when popping out.

# Mary Pot
entities.KoseiHelper/MaryBlock.placements.name.MaryBlock=Mary
entities.KoseiHelper/MaryBlock.placements.description.MaryBlock=These flowers bounce the player from both sides, like a spring but with less strength.
entities.KoseiHelper/MaryBlock.attributes.description.maryType=Potted Mary launches the player like puffers/bumpers but without freeze frames.\nIdle Mary launches the player like springs.\nBubble Mary puts the player in a bubble and forces them to return to their position moments ago.\nMary Mary forces the player to do a super.\nDark Mary slows down time when close.\nBald Mary makes you bald.
entities.KoseiHelper/MaryBlock.attributes.description.outline=If the sprite should be rendered with an outline.
entities.KoseiHelper/MaryBlock.attributes.description.affectTheo=If Theo should be able to bounce (if potted) or destroy Mary.\nIf Mary is dark, she will kill Theo.
entities.KoseiHelper/MaryBlock.attributes.description.shutUp=Whether bald Mary should not be talkative.
entities.KoseiHelper/MaryBlock.attributes.description.spriteID=The ID or tag of the sprite in your Sprites.xml.

# Falling Platform
entities.KoseiHelper/FallingPlatform.placements.name.FallingPlatform=Falling Platform
entities.KoseiHelper/FallingPlatform.placements.name.FallingDonut=Falling Donut
entities.KoseiHelper/FallingPlatform.placements.description.FallingPlatform=Jumpthrough that falls after standing on it for some time.\nThe differences with Falling Platforms are just visual.
entities.KoseiHelper/FallingPlatform.placements.description.FallingDonut=Connected 16x16 platforms that fall after standing on them for some time.\nThe differences with Falling Platforms are just visual.
entities.KoseiHelper/FallingPlatform.attributes.description.fallDelay=How much time the player can stand on top before it starts to fall.
entities.KoseiHelper/FallingPlatform.attributes.description.texture=The texture of the falling platform/donut, relative to Gameplay/objects/jumpthru/.
entities.KoseiHelper/FallingPlatform.attributes.description.surfaceIndex=The sound it should make while stepping on it.
entities.KoseiHelper/FallingPlatform.attributes.description.fallSpeed=The speed while falling.\nSupports negative speed (upwards).
entities.KoseiHelper/FallingPlatform.attributes.description.blockImage=Determines whether the entity should render as a normal jumpthru or as 16x16 blocks.
entities.KoseiHelper/FallingPlatform.attributes.description.fallingSound=The sound the falling platform/donut should play when it starts to fall.
entities.KoseiHelper/FallingPlatform.attributes.description.fallHorizontally=If the platform/donut should "fall" horizontally instead of vertically.
entities.KoseiHelper/FallingPlatform.attributes.description.activatedByActors=If other actors (like Theo, Jellies, or even Debris) should make the platform/donut to fall, or only the player.

# Plants
entities.KoseiHelper/Plant.placements.name.Plant=Plant
entities.KoseiHelper/Plant.placements.description.Plant=Mario Bros plants, coming in different shapes.
entities.KoseiHelper/Plant.attributes.description.plantType=Black plants are small and are functionally similar to a spinner but they are affected by gravity and collisions.\nJumping plants are small and jump if you're above them.\nGreen plants move up and down in a cycle.\nRed plants move up only when the player is close.\nMelon plants always shoot upwards (in groups of 5 seeds) regardless of the player position.
entities.KoseiHelper/Plant.attributes.description.canShoot=If the plant can shoot. This also determines their sprite variant.
entities.KoseiHelper/Plant.attributes.description.shootSpeed=A bullet will be shot every x seconds.
entities.KoseiHelper/Plant.attributes.description.distance=How close in pixels the player needs to be so the plants react (Reds or Jumping ones).
entities.KoseiHelper/Plant.attributes.description.direction=If the plant should be affected by a different type of gravity or coming from a different direction.
entities.KoseiHelper/Plant.attributes.description.movingSpeed=A multiplier for the speed at which the plant will move.
entities.KoseiHelper/Plant.attributes.description.cycleOffset=If the plant is green or red, this determines whether the plant should wait 2 seconds before moving for the first time.
entities.KoseiHelper/Plant.attributes.description.deathSound=The sound the plant produces if it is, somehow, killed (e.g. gun).

#Defrostable Block
entities.KoseiHelper/DefrostableBlock.placements.name.DefrostableBlock=Defrostable Block
entities.KoseiHelper/DefrostableBlock.placements.description.DefrostableBlock=An ice block that melts when it comes in contact with a plant bullet or if Core Mode is hot.
entities.KoseiHelper/DefrostableBlock.attributes.description.big=If the defrostable block should be 32x32 or 16x16.
entities.KoseiHelper/DefrostableBlock.attributes.description.sprite=The sprite id that the block should use.\nYou can copy it from KoseiHelper/Graphics/Sprites.xml but make sure your xml path is unique.
entities.KoseiHelper/DefrostableBlock.attributes.description.sound=The sound when it melts.
entities.KoseiHelper/DefrostableBlock.attributes.description.depth=The depth the defrostable block should have.

# Custom Temple Cracked Block
entities.KoseiHelper/CustomTempleCrackedBlock.placements.name.CustomTempleCrackedBlock= Custom Temple Cracked Block
entities.KoseiHelper/CustomTempleCrackedBlock.placements.description.CustomTempleCrackedBlock=An improved version of the red temple cracked blocks, supporting custom visuals, audio and health.
entities.KoseiHelper/CustomTempleCrackedBlock.attributes.description.persistent=If the block should reappear or be broken permanently.
entities.KoseiHelper/CustomTempleCrackedBlock.attributes.description.debris=The character that represents the debris, in the folder Gameplay/debris/.
entities.KoseiHelper/CustomTempleCrackedBlock.attributes.description.texture=The path to your custom texture.
entities.KoseiHelper/CustomTempleCrackedBlock.attributes.description.tint=The tint that will be applied to the block.\nLeave as FFFFFF (white) for no tint.
entities.KoseiHelper/CustomTempleCrackedBlock.attributes.description.breakSound=The sound that will play when the block is broken.
entities.KoseiHelper/CustomTempleCrackedBlock.attributes.description.prebreakSound=The sound that will play if the health is reduced but the block is not broken yet.
entities.KoseiHelper/CustomTempleCrackedBlock.attributes.description.health=The number of hits until the block is broken.
entities.KoseiHelper/CustomTempleCrackedBlock.attributes.description.destroyStaticMovers=Whether entities (like decals or spikes) attached to this block should be destroyed\n(or not loaded if it was permanently destroyed).
entities.KoseiHelper/CustomTempleCrackedBlock.attributes.description.debrisTexture=The path to the custom debris texture that the block will use, relative to Gameplay/.\nWill match the tinted color.

#Shatter Dash Block
entities.KoseiHelper/ShatterDashBlock.placements.name.ShatterDashBlock=Shatter Dash Block
entities.KoseiHelper/ShatterDashBlock.placements.description.ShatterDashBlock=A Dash block that can be broken with enough speed.
entities.KoseiHelper/ShatterDashBlock.attributes.description.tiletype=The tileset id that the block should use.
entities.KoseiHelper/ShatterDashBlock.attributes.description.blendin=Whether the block should try to blend with other tiles of the same type.
entities.KoseiHelper/ShatterDashBlock.attributes.description.canDash=Whether the block can be broken with a dash.
entities.KoseiHelper/ShatterDashBlock.attributes.description.permanent=Whether the block should reappear upon death/transition/room reload or shatter for the entire session.
entities.KoseiHelper/ShatterDashBlock.attributes.description.FreezeTime=How much time the game should freeze when shattering.\nVanilla dash blocks give 3f (0.05s). Fractured Iridescence (SJ) used 0.03s.
entities.KoseiHelper/ShatterDashBlock.attributes.description.SpeedRequirement=The minimum speed that the player should be moving in order to shatter the block.\nFor reference, the speed from dashing cardinally after idling is 240, 169.71 when dashing diagonally, and 325 from a hyper.
entities.KoseiHelper/ShatterDashBlock.attributes.description.SpeedDecrease=How much speed should be subtracted when shattering the block.\nThe resulting speed depends on the speed mode.
entities.KoseiHelper/ShatterDashBlock.attributes.name.ShakeTime=Screen Shake Time
entities.KoseiHelper/ShatterDashBlock.attributes.description.ShakeTime=The time the screen should shake when shattering.\nPlayers with Photosensitive Mode enabled won't see this.
entities.KoseiHelper/ShatterDashBlock.attributes.description.givesCoyote=Whether the block should give 5 coyote frames when shattering.
entities.KoseiHelper/ShatterDashBlock.attributes.description.requireOnlySpeed=Whether the block can be broken if the speed requirement is met, regardless of the dash state.
entities.KoseiHelper/ShatterDashBlock.attributes.description.flagSet=The flag that will be set when the block is shattered.
entities.KoseiHelper/ShatterDashBlock.attributes.name.substractSpeedMode=Speed Mode
entities.KoseiHelper/ShatterDashBlock.attributes.description.substractSpeedMode=Whether the player speed should be decreased by subtraction, multiplication, or set to a fixed number.
entities.KoseiHelper/ShatterDashBlock.attributes.description.destroyStaticMovers=Whether entities (like decals or spikes) attached to this block should be destroyed\n(or not loaded if it was permanently destroyed).
entities.KoseiHelper/ShatterDashBlock.attributes.description.verticalSpeed=Whether the shatter block should use the vertical speed as a requirement instead of the horizontal speed.
entities.KoseiHelper/ShatterDashBlock.attributes.description.tint=Whether the block should have a different color (supports transparency).
entities.KoseiHelper/ShatterDashBlock.attributes.description.shatterAxis=Whether the shatter block should use the vertical speed as a requirement instead of the horizontal speed, or either of them.
entities.KoseiHelper/ShatterDashBlock.attributes.description.depth=The depth at which the block will be rendered.

#Oshiro Doors
entities.KoseiHelper/CustomOshiroDoor.placements.name.CustomOshiroDoorSprite= Custom Oshiro Door (Sprite)
entities.KoseiHelper/CustomOshiroDoor.placements.description.CustomOshiroDoorSprite= The bouncy oshiro/ghost door but more customizable.
entities.KoseiHelper/CustomOshiroDoor.attributes.description.bumpSound=The sound that the oshiro door makes when bumped.
entities.KoseiHelper/CustomOshiroDoor.attributes.description.sprite=The sprite tag that the oshiro door should use.\nYou can copy the one from vanilla as a reference.
entities.KoseiHelper/CustomOshiroDoor.attributes.description.color=The tint that will be applied on top of the sprite. Supports alpha values.
entities.KoseiHelper/CustomOshiroDoor.attributes.description.singleUse=If the oshiro door should be destroyed after being bumped.
entities.KoseiHelper/CustomOshiroDoor.attributes.description.wiggleDuration=The time it should keep wiggling after being bumped.
entities.KoseiHelper/CustomOshiroDoor.attributes.description.wiggleFrequency=How much it wiggles when being bumped.
entities.KoseiHelper/CustomOshiroDoor.attributes.description.wiggleScale=The size of the wiggling/shrinking movement when being bumped.
entities.KoseiHelper/CustomOshiroDoor.attributes.description.flag=The flag that needs to be enabled to make the door disappear.\nNeeds a room reload (respawn, transition, etc) unless Dynamic Flag React is set.
entities.KoseiHelper/CustomOshiroDoor.attributes.description.collisionMode=How will the player bounce after bumping the block.\nVanilla: Small bounce in the opposite direction.\nRebound: Small bounce, can control the direction while bouncing.\nSideBounce: Cancels all horizontal speed if bumped on top/bottom, but bounces towards the other side. Allows "grabless cornerboost-like" tech.\nPointBounce: Like SideBounce, but pushes the player towards the opposite direction it was bumped. Allows redirecting speed.
entities.KoseiHelper/CustomOshiroDoor.attributes.description.refillDash=If the door should always refill the player dash when bumped.
entities.KoseiHelper/CustomOshiroDoor.attributes.description.givesCoyote=If bumping (dashing on) the door should give 5 coyote frames.
entities.KoseiHelper/CustomOshiroDoor.attributes.description.destroyAttached=If entities attached (like spikes) should be destroyed when the door does.\nThe entities will still load if the block doesn't appear due to the enabled flag.
entities.KoseiHelper/CustomOshiroDoor.attributes.description.depth=The depth at which the Oshiro Door will be rendered.
entities.KoseiHelper/CustomOshiroDoor.attributes.description.dynamicFlagReact=Whether the oshiro door should open/close each time the flag changes.\nVanilla Oshiro Doors only check for the flag on room load.\nYou will need to define your own "reappear" animation if you use a custom sprite.
entities.KoseiHelper/CustomOshiroDoor.attributes.description.tintAttached=Whether static movers (such as spikes and springs) should match the Oshiro Door tint.

entities.KoseiHelper/TilesetOshiroDoor.placements.name.CustomOshiroDoorTileset= Custom Oshiro Door (Tileset)
entities.KoseiHelper/TilesetOshiroDoor.placements.description.CustomOshiroDoorTileset= The bouncy oshiro/ghost block but using a tileset.
entities.KoseiHelper/TilesetOshiroDoor.attributes.description.bumpSound=The sound that the oshiro block makes when bumped.
entities.KoseiHelper/TilesetOshiroDoor.attributes.description.singleUse=If the oshiro block should be destroyed after being bumped.
entities.KoseiHelper/TilesetOshiroDoor.attributes.description.flag=The flag that needs to be enabled to make the block disappear.\nNeeds a room reload (respawn, transition, etc).
entities.KoseiHelper/TilesetOshiroDoor.attributes.description.collisionMode=How will the player bounce after bumping the block.\nVanilla: Small bounce in the opposite direction.\nRebound: Small bounce, can control the direction while bouncing.\nSideBounce: Cancels all horizontal speed if bumped on top/bottom, but bounces towards the other side. Allows "grabless cornerboost-like" tech.\nPointBounce: Like SideBounce, but pushes the player towards the opposite direction it was bumped. Allows redirecting speed.
entities.KoseiHelper/TilesetOshiroDoor.attributes.description.refillDash=If the block should always refill the player dash when bumped.
entities.KoseiHelper/TilesetOshiroDoor.attributes.description.givesCoyote=If bumping (dashing on) the block should give 5 coyote frames.
entities.KoseiHelper/TilesetOshiroDoor.attributes.description.tileType=The tileset id that the oshiro block should use.
entities.KoseiHelper/TilesetOshiroDoor.attributes.description.giveFreezeFrames=If the oshiro block should give 3 freeze frames like dash blocks do.
entities.KoseiHelper/TilesetOshiroDoor.attributes.description.debris=If the oshiro block should spawn debris when destroyed.
entities.KoseiHelper/TilesetOshiroDoor.attributes.description.destroyAttached=If entities attached (like spikes) should be destroyed when the door does.\nThe entities will still load if the block doesn't appear due to the enabled flag.
entities.KoseiHelper/TilesetOshiroDoor.attributes.description.depth=The depth at which the Oshiro Door will be rendered.
entities.KoseiHelper/TilesetOshiroDoor.attributes.description.tint=The color of the Tileset Oshiro Door.

#Bound Refill
entities.KoseiHelper/BoundRefill.placements.name.BoundRefill=Bound Refill
entities.KoseiHelper/BoundRefill.placements.name.OOBRefill=OOB Refill
entities.KoseiHelper/BoundRefill.placements.description.BoundRefill=OutBound refills allow the player to never transition and be outside of the current room (and force the camera to follow the player).\nInBound refills allow the player to immediately transition to the room they are in ("bounded" again).
entities.KoseiHelper/BoundRefill.placements.description.OOBRefill==OutBound refills allow the player to never transition and be outside of the current room (and force the camera to follow the player).\nInBound refills allow the player to immediately transition to the room they are in ("bounded" again).
entities.KoseiHelper/BoundRefill.attributes.description.outBound=If this is true, this will be an OutBound refill. These are generally placed inside a room.\nIf it's false, it will be an InBound refill. These are generally placed out of bounds, overlapping with a different room.
entities.KoseiHelper/BoundRefill.attributes.description.climbFix=In vanilla, the player can't climb if they are to the left/right of the current screen.\nNot recommended to disable.\n(The refill with the highest ID determines if the player can climb outside the current room or not).
entities.KoseiHelper/BoundRefill.attributes.description.oneUse=If the bound refill should reappear after 2.5 seconds or only on room reload.
entities.KoseiHelper/BoundRefill.attributes.description.respawnTime=The time that the refill takes to reappear after being consumed.

#Tile Refill
entities.KoseiHelper/TileRefill.placements.name.TileRefill=Tile Refill
entities.KoseiHelper/TileRefill.placements.description.TileRefill=Tile refills enable or disable foreground tiles on the room.
entities.KoseiHelper/TileRefill.attributes.name.collidable=Collidability
entities.KoseiHelper/TileRefill.attributes.name.visible=Visibility
entities.KoseiHelper/TileRefill.attributes.description.collidable=If the refill should affect collidability of tiles.
entities.KoseiHelper/TileRefill.attributes.description.visible=If the refill should affect visibility of tiles.
entities.KoseiHelper/TileRefill.attributes.description.oneUse=If the refill can respawn.
entities.KoseiHelper/TileRefill.attributes.description.respawnTime=The time that the refill takes to reappear after being consumed.

# Custom Player Seeker
entities.KoseiHelper/CustomPlayerSeeker.placements.name.CustomPlayerSeeker= Custom Player Seeker
entities.KoseiHelper/CustomPlayerSeeker.placements.description.CustomPlayerSeeker= An improved version of the Player Seeker used in that one room of 5A.\nIt has unique interactions with several entities.
entities.KoseiHelper/CustomPlayerSeeker.attributes.description.nextRoom= If the seeker kills Madeline, the player will be teleported to the room name specified.
entities.KoseiHelper/CustomPlayerSeeker.attributes.description.colorgrade= The colorgrade that will be set once the room with a Player Seeker is entered.\nLeave this field empty if you don't want any changes.
entities.KoseiHelper/CustomPlayerSeeker.attributes.description.sprite= The sprite that the Player Seeker will use.\nYou can copy the xml entry if you want to reskin it and give it the new tag here.
entities.KoseiHelper/CustomPlayerSeeker.attributes.description.seekerDashSound= The sound that the Player Seeker should make when it dashes.
entities.KoseiHelper/CustomPlayerSeeker.attributes.description.vanillaEffects= If the vanilla effects should appear.\n(Screen padding, break statue intro, anxiety).
entities.KoseiHelper/CustomPlayerSeeker.attributes.description.onlyBreakAnimation=Whether the only vanilla effect is the break animation.
entities.KoseiHelper/CustomPlayerSeeker.attributes.description.isFriendly= If the seeker should be able to kill Madeline\n(and attempt to do it like crazy, if it gets too close).
entities.KoseiHelper/CustomPlayerSeeker.attributes.description.speedMultiplier= The normal speed of the Player Seeker will be multiplied by this factor.\nIt's recommended to leave the default.
entities.KoseiHelper/CustomPlayerSeeker.attributes.description.canSwitchCharacters=Enable this option to be able to switch between Madeline and Player Seeker.\nThe custom key can be configured in Mod Options>Kosei Helper.
entities.KoseiHelper/CustomPlayerSeeker.attributes.description.flagToSwap=The control between Madeline and the Seeker will be swapped when this flag toggles its value.\nIf this field is left empty, then the custom keybind will be used instead.
entities.KoseiHelper/CustomPlayerSeeker.attributes.description.canShatterSpinners=Whether the Player Seeker can shatter spinners while dashing.\nSpinners will still kill the seeker if not dashing.\nFrost Helper's Custom Spinners are supported.
entities.KoseiHelper/CustomPlayerSeeker.attributes.description.flagToHatch=The Player Seeker will not be usable until this flag becomes true.\nIf this field is left empty, the Player Seeker will hatch/activate immediately.
entities.KoseiHelper/CustomPlayerSeeker.attributes.description.freezeFramesWhenDashing=How long the game should freeze when the seeker dashes.\nDefaults to 0 (vanilla).

#Winged Key
entities.KoseiHelper/WingedKey.placements.name.WingedKey= Winged Key
entities.KoseiHelper/WingedKey.placements.description.WingedKey= A key that will fly away like winged strawberries if the player dashes.\nIt will follow as normal keys upon collection, and will lose its wings if the player dies. (Cosmetic effect)
entities.KoseiHelper/WingedKey.attributes.description.flapSpeed=The speed used when the key flies away.

#Brick
entities.KoseiHelper/Brick.placements.name.Brick=Brick
entities.KoseiHelper/Brick.placements.description.Brick=16x16 blocks that can be broken only from below while not crouched. 3 variants available.
entities.KoseiHelper/Brick.attributes.description.type=Normal: Can be broken from below. No need to dash, but Madeline can't be "small" (crouched/feather).\nIce: Like normal blocks, but they can also be broken with a Plant bullet / Hot Core Mode.\nFortress: Can be broken only with a summit launch (Badeline orb), red booster, or setting the flag KoseiHelper_BreakFortressBrick.
entities.KoseiHelper/Brick.attributes.description.sprite=The ID or tag of the sprite in your Sprites.xml.\nYou can copy the default sprite from KoseiHelper/Graphics/Sprites.xml.
entities.KoseiHelper/Brick.attributes.description.depth=The depth at which the brick will be rendered.
entities.KoseiHelper/Brick.attributes.description.bumpSound=The sound the brick produces while bumped from the bottom.
entities.KoseiHelper/Brick.attributes.description.breakSound=The sound the brick produces while breaking.
entities.KoseiHelper/Brick.attributes.description.brokenByKevins=Whether the brick can be broken by a kevin (crush block).

#Spring Ball
entities.KoseiHelper/SpringBall.placements.name.SpringBall= Spring Ball
entities.KoseiHelper/SpringBall.placements.description.SpringBall=Spring balls (snowball+spring) will appear on the screen.\n(The position determines where they spawn for the first time,\ne.g. during a transition)
entities.KoseiHelper/SpringBall.attributes.description.speed=The speed the balls will be travelling at.\n(Positive speed: right-to-left or bottom-to-top)\n(Negative speed: left-to-right or top-to-bottom)
entities.KoseiHelper/SpringBall.attributes.description.orientation=The orientation of the spring ball.\n(WallLeft = the spring faces right, and WallRight = the spring faces left!)
entities.KoseiHelper/SpringBall.attributes.description.sineLength=The length of the sine.
entities.KoseiHelper/SpringBall.attributes.description.sineSpeed=The speed of the sine.
entities.KoseiHelper/SpringBall.attributes.description.vertical=If the spring ball should be travelling vertically instead of horizontally.
entities.KoseiHelper/SpringBall.attributes.description.color=The color of the ball.
entities.KoseiHelper/SpringBall.attributes.description.visible=If the ball/arrows should be visible.\nDisable to see only the springs.
entities.KoseiHelper/SpringBall.attributes.description.spawnSound=The sound the spring balls make when respawning.
entities.KoseiHelper/SpringBall.attributes.description.offset=The offset that the spring balls will spawn at, in pixels.\n(Vertical offset if moving horizontally, or horizontal offset if moving vertically)
entities.KoseiHelper/SpringBall.attributes.description.flag=The flag that needs to be active for the spring balls to start spawning.\nLeave empty for no flag required.

#Puffer Ball
entities.KoseiHelper/PufferBall.placements.name.PufferBall= Puffer Ball
entities.KoseiHelper/PufferBall.placements.description.PufferBall=Puffer balls (snowball+puffer) will appear on the screen.\n(The position determines where they spawn for the first time,\ne.g. during a transition)
entities.KoseiHelper/PufferBall.attributes.description.speed=The speed the puffers will be travelling at.\n(Positive speed: right-to-left or bottom-to-top)\n(Negative speed: left-to-right or top-to-bottom)
entities.KoseiHelper/PufferBall.attributes.description.sineLength=The length of the sine.
entities.KoseiHelper/PufferBall.attributes.description.sineSpeed=The speed of the sine.
entities.KoseiHelper/PufferBall.attributes.description.vertical=If the puffer should be travelling vertically instead of horizontally.
entities.KoseiHelper/PufferBall.attributes.description.spawnSound=The sound the puffer makes when respawning.
entities.KoseiHelper/PufferBall.attributes.description.horizontalFix=Set to false if the puffers should not be pushed downwards when bounced on.\nAllows sine movement to work when false.
entities.KoseiHelper/PufferBall.attributes.description.offset=The offset that the puffers will spawn at, in pixels.\n(Vertical offset if moving horizontally, or horizontal offset if moving vertically)
entities.KoseiHelper/PufferBall.attributes.description.flag=The flag that needs to be active for the puffers to start spawning.\nLeave empty for no flag required.

#Puffer Refill
entities.KoseiHelper/PufferRefill.placements.name.PufferRefill=Puffer Refill
entities.KoseiHelper/PufferRefill.placements.description.PufferRefill=The player will be launched in the same direction they dash towards.
entities.KoseiHelper/PufferRefill.attributes.description.sprite=The path to your custom sprite.\nIt needs flash and idle animations, an an outline image.
entities.KoseiHelper/PufferRefill.attributes.description.oneUse=If the refill should disappear upon use or respawn after a while.
entities.KoseiHelper/PufferRefill.attributes.description.respawnTime=The time that the refill takes to reappear after being consumed.

#Flag Refill
entities.KoseiHelper/FlagRefill.placements.name.FlagRefill=Flag Refill
entities.KoseiHelper/FlagRefill.placements.description.FlagRefill=A flag will be enabled when the player collects the refill.\nThis flag will be reset if the player dashes or dies, as some sort of "temporary powerup".
entities.KoseiHelper/FlagRefill.attributes.description.sprite=The path to your custom sprite.\nIt needs flash and idle animations, an an outline image.
entities.KoseiHelper/FlagRefill.attributes.description.oneUse=If the refill should disappear upon use or respawn after a while.
entities.KoseiHelper/FlagRefill.attributes.description.respawnTime=The time that the refill takes to reappear after being consumed.
entities.KoseiHelper/FlagRefill.attributes.description.depth=The depth of the refill while it is collectable.
entities.KoseiHelper/FlagRefill.attributes.description.returnSound=The sound that the refill produces upon respawning.\nLeave empty to use the vanilla sounds.
entities.KoseiHelper/FlagRefill.attributes.description.touchSound=The sound that the refill produces upon collection.\nLeave empty to use the vanilla sounds.

#Counter Refill
entities.KoseiHelper/CounterRefill.placements.name.CounterRefill=Counter Refill
entities.KoseiHelper/CounterRefill.placements.description.CounterRefill=The counter KoseiHelper_CounterRefill will increase/decrease when the refill is collected/used.
entities.KoseiHelper/CounterRefill.attributes.description.sprite=The path to your custom sprite.\nIt needs flash and idle animations, an an outline image.
entities.KoseiHelper/CounterRefill.attributes.description.oneUse=If the refill should disappear upon use or respawn after a while.
entities.KoseiHelper/CounterRefill.attributes.description.decrease=If the counter should be decreased instead of increased.
entities.KoseiHelper/CounterRefill.attributes.description.respawnTime=The time that the refill takes to reappear after being consumed.
entities.KoseiHelper/CounterRefill.attributes.description.depth=The depth of the refill while it is collectable.
entities.KoseiHelper/CounterRefill.attributes.description.returnSound=The sound that the refill produces upon respawning.\nLeave empty to use the vanilla sounds.
entities.KoseiHelper/CounterRefill.attributes.description.touchSound=The sound that the refill produces upon collection.\nLeave empty to use the vanilla sounds.


#Talk Component Customizator
entities.KoseiHelper/TalkComponentCustomizator.placements.name.TalkComponentCustomizator=Talk Component Customizator
entities.KoseiHelper/TalkComponentCustomizator.placements.description.TalkComponentCustomizator=Allows customization of the talker component that is closest to this entity's position.\nNot compatible with zoomout.
entities.KoseiHelper/TalkComponentCustomizator.attributes.description.highlightTexture=The path (relative to Gui/) to the texture when the player is close and able to interact.\nIf your texture is animated, the path should end with the digits (0,00...).
entities.KoseiHelper/TalkComponentCustomizator.attributes.description.idleTexture=The path (relative to Gui/) to the texture when the player is far and unable to interact.\nIf your texture is animated, the path should end with the digits (0,00...).
entities.KoseiHelper/TalkComponentCustomizator.attributes.description.sfxIn=The sound when the texture is swapped to idle.
entities.KoseiHelper/TalkComponentCustomizator.attributes.description.sfxOut=The sound when the texture is swapped to highlight.
entities.KoseiHelper/TalkComponentCustomizator.attributes.description.floatiness=How much the talker should move vertically (this is a multiplier).
entities.KoseiHelper/TalkComponentCustomizator.attributes.name.tint=Icon Color
entities.KoseiHelper/TalkComponentCustomizator.attributes.description.tint=The color that will be applied to the talker.\nThe alpha field indicates how transparent the talker should be.
entities.KoseiHelper/TalkComponentCustomizator.attributes.name.talkTextColor=Text Color
entities.KoseiHelper/TalkComponentCustomizator.attributes.description.talkTextColor=The color of the "Interaction" button text.\nThe alpha field indicates how transparent the button should be.
entities.KoseiHelper/TalkComponentCustomizator.attributes.description.textStroke=How wide the outline of the "Interaction" button text is.
entities.KoseiHelper/TalkComponentCustomizator.attributes.description.idleAnimationFrames=If your idle custom textures are animated, this is the amount of frames that will be played.\nBoth textures (idle and highlight) should have the same amount of frames.
entities.KoseiHelper/TalkComponentCustomizator.attributes.description.highlightAnimationFrames=If your highlight custom textures are animated, this is the amount of frames that will be played.\nBoth textures (idle and highlight) should have the same amount of frames.
entities.KoseiHelper/TalkComponentCustomizator.attributes.description.idleAnimationSpeed=How many seconds each idle frame lasts.\n0.1 equals 10fps.
entities.KoseiHelper/TalkComponentCustomizator.attributes.description.highlightAnimationSpeed=How many seconds each highlight frame lasts.\n0.1 equals 10fps.
entities.KoseiHelper/TalkComponentCustomizator.attributes.description.textScaleX=How wide the text should be.
entities.KoseiHelper/TalkComponentCustomizator.attributes.description.textScaleY=How tall the text should be.
entities.KoseiHelper/TalkComponentCustomizator.attributes.description.textOffsetX=The horizontal offset of the text drawn.
entities.KoseiHelper/TalkComponentCustomizator.attributes.description.textOffsetY=The vertical offset of the text drawn.
entities.KoseiHelper/TalkComponentCustomizator.attributes.description.iconScaleX=How wide the icon (texture) should be.
entities.KoseiHelper/TalkComponentCustomizator.attributes.description.iconScaleY=How tall the icon (texture) should be.
entities.KoseiHelper/TalkComponentCustomizator.attributes.description.text=The custom text/button icons to display in the icon, separated by commas. Each part can be:\n- a path to a texture in the Gui atlas (for example "tinyarrow")\n- a direction: Down, DownRight, Right, UpRight, Up, UpLeft, Left, DownLeft\n- a button: Jump, Dash, CrouchDash, Grab, Talk, ESC, Pause, MenuLeft, MenuRight, MenuUp, MenuDown, MenuConfirm, MenuCancel, MenuJournal, QuickRestart\n- a dialog ID, if you prefix it with dialog: (for example, dialog:TUTORIAL_DREAMJUMP)\n- plain text\n\nLeave as Default if you don't want custom text.
entities.KoseiHelper/TalkComponentCustomizator.attributes.description.allEntities=Whether the customizator should affect all talk components in the room, or only the closest one.
entities.KoseiHelper/TalkComponentCustomizator.attributes.description.flag=The talk component(s) will only be customized if the flag is true.\nLeave flag for no flag required.\nNote that the customization will not be unapplied if the flag becomes false, until the level reloads again.

#CONTROLLERS


#Autoscroller Controller
entities.KoseiHelper/AutoscrollerController.placements.name.AutoscrollerController=Autoscroller Controller
entities.KoseiHelper/AutoscrollerController.placements.description.AutoscrollerController=The camera will autoscroll in the direction chosen until reaching the end of the room, as soon as the player starts moving.\nIt's recommended to leave a camera offset of 0 for the axis that is going to be scrolled.\nMultiple controllers on the same screen are not supported.
entities.KoseiHelper/AutoscrollerController.attributes.description.speed=The speed that the camera will scroll at, in pixels per second. \nYou might want to increase the Camera Catchup Speed or adjust the offsets if you change the speed.
entities.KoseiHelper/AutoscrollerController.attributes.description.pushMode=SafePush: The player will be pushed (or bounce if the camera is moving upwards) without dying, possibly getting stuck inside solids.\nPushNCrush: The player will be pushed, but will be crushed and die if there is a solid. Other Actors (like holdables) will be pushed too.\nImmediateDeath: The player will die if they are behind the screen.
entities.KoseiHelper/AutoscrollerController.attributes.description.cameraDirection=The direction that the camera will move towards.
entities.KoseiHelper/AutoscrollerController.attributes.description.behindOffset=Indicates the limits where the player will be pushed/killed if they are behind the camera, in pixels.
entities.KoseiHelper/AutoscrollerController.attributes.description.aheadOffset=Indicates the limits where the player will be stopped if they are faster than the camera, in pixels.
entities.KoseiHelper/AutoscrollerController.attributes.description.flag=The camera will only autoscroll while the flag is true. Leave empty for no flag required.

# IRL Controller
entities.KoseiHelper/IRLController.placements.name.IRLController=IRL Controller
entities.KoseiHelper/IRLController.placements.description.IRLController=This controller sets flags for the time of the day, day and month:\nFor example, if it's 17:00 and November the flags kosei_irlHour17 and kosei_irlMonth11 will be set.\nIt also sets the flags kosei_irlMorning, kosei_irlAfternoon and kosei_irlNight.\nIt is recommended to use Mapping Tools to check your flag values.
entities.KoseiHelper/IRLController.attributes.description.persistent=If the controller should persist after exiting the room.
entities.KoseiHelper/IRLController.attributes.description.changesDarknessLevel=If the darkness level should adapt to the irl time.

# Theo Pet Controller
entities.KoseiHelper/TheoPetController.placements.name.TheoPetController=Theo Pet Controller
entities.KoseiHelper/TheoPetController.placements.description.TheoPetController=Theo Crystals will try to follow the player.
entities.KoseiHelper/TheoPetController.attributes.description.speed=A multiplier that affects the horizontal speed when Theo tries to follow the player.
entities.KoseiHelper/TheoPetController.attributes.description.jumpStrength=How much Theo can jump when he is on the ground.\nThe minimum height (if set to 0) is 11 pixels.
entities.KoseiHelper/TheoPetController.attributes.description.affectAllTheos=Whether all Theos in the room should be a following "pet" or only the closest to the player.
entities.KoseiHelper/TheoPetController.attributes.description.global=This controller will affect the entire map if this option is checked.\n\nWARNING: Global entities unload if you open the Debug Map, F5, restart game, or save & quit.\nIf you need a trully global controller, you can use bits&bolts and place it in a room called _bb_global.
entities.KoseiHelper/TheoPetController.attributes.description.minDistanceX=The minimum horizontal distance that Theo needs to follow you.
entities.KoseiHelper/TheoPetController.attributes.description.minDistanceY=The minimum vertical distance that Theo needs to follow you.\nNote that if Theo is above you, this distance will be duplicated (he likes falling down).

# Top Down View Controller
#entities.KoseiHelper/TopDownViewController.placements.name.TopDownViewController=Top Down View Controller
#entities.KoseiHelper/TopDownViewController.placements.description.Top Down View Controller=This controller allows the player to move similarly to top-down view RPGs.

# Sleepy Controller
entities.KoseiHelper/SleepyController.placements.name.SleepyController=Sleepy Controller
entities.KoseiHelper/SleepyController.placements.description.SleepyController=Similarly to the Hiccup variant, this makes the player to sleep on random intervals.\nNot compatible with skinmods.
entities.KoseiHelper/SleepyController.attributes.description.minTime=The minimum time to wait until taking a nap.\nSet Min Time and Max Time to the same value for a consistent gameplay.
entities.KoseiHelper/SleepyController.attributes.description.maxTime=The maximum time to wait until taking a nap.\nSet Min Time and Max Time to the same value for a consistent gameplay.
entities.KoseiHelper/SleepyController.attributes.description.napTime=The time that the player will sleep on each nap.\nIt should be lower than the min/max values.
entities.KoseiHelper/SleepyController.attributes.description.adjustHairColor=If the player should have the appropiate hair color while taking a nap.\nOtherwise it will default to the vanilla sprite (red hair).
entities.KoseiHelper/SleepyController.attributes.description.cassetteSleep=The player will sleep at the rythm of the cassettes.\nThe min/max times will not be used if this is checked.

# Custom Pause Controller
entities.KoseiHelper/CustomPauseController.placements.name.CustomPauseController=Custom Pause Controller
entities.KoseiHelper/CustomPauseController.placements.description.CustomPauseController=This controller can disallow several options regarding the Pause Menu.
entities.KoseiHelper/CustomPauseController.attributes.description.canPause=If the player should be able to open the Pause Menu.
entities.KoseiHelper/CustomPauseController.attributes.description.canRetry=If the Retry option should be enabled in the Pause Menu.
entities.KoseiHelper/CustomPauseController.attributes.description.canSaveAndQuit=If the Save And Quit option should be enabled in the Pause Menu.
entities.KoseiHelper/CustomPauseController.attributes.description.timerIsStopped=If the timer for the map should stop running while the player is in the room.
entities.KoseiHelper/CustomPauseController.attributes.description.timerHidden=If the timer for the map should not be displayed.
entities.KoseiHelper/CustomPauseController.attributes.description.dieOnUnpause=If the player should be punished with death after pausing the game.\nPrevents pause buffering.
entities.KoseiHelper/CustomPauseController.attributes.description.persistent=If this controller should persist across rooms.
entities.KoseiHelper/CustomPauseController.attributes.description.flagWhilePaused=This flag will be true while the game is paused.
entities.KoseiHelper/CustomPauseController.attributes.description.flagRequired=The controller will only work while this flag is set.\nLeave empty if you don't want to require a flag.\n\nIf you want to update a specific setting like "Can Pause" so it matches a flag value,\nyou can use two controllers with opposite values for some setting(s) and opposite Flag Required Values.
entities.KoseiHelper/CustomPauseController.attributes.description.flagRequiredValue=Whether the flag required should be true or false in order to have an effect.

# Flag Refill Controller
entities.KoseiHelper/FlagRefillController.placements.name.FlagRefillController=Flag/Counter Refill Controller
entities.KoseiHelper/FlagRefillController.placements.description.FlagRefillController=Controller that allows to customize several options that apply to all Flag Refills.
entities.KoseiHelper/FlagRefillController.attributes.name.countWhenUsed=Count When Dashing
entities.KoseiHelper/FlagRefillController.attributes.description.hairColor=The color that the hair should be while having a flag from a Flag Refill.
entities.KoseiHelper/FlagRefillController.attributes.description.flagName=The name of the flag that Flag Refills set to true when collected.
entities.KoseiHelper/FlagRefillController.attributes.description.persistent=If this controller should persist between rooms.
entities.KoseiHelper/FlagRefillController.attributes.description.countWhenUsed=Counter Refills will increase/decrease when the player dashes instead of when collecting the refill.
entities.KoseiHelper/FlagRefillController.attributes.description.decrease=Counter refills will decrease instead.\nThis option only applies for the Dashing mode because it affects the player instead of individual refills!

# Mouse Controller
entities.KoseiHelper/MouseController.placements.name.MouseController=Mouse Controller
entities.KoseiHelper/MouseController.placements.description.MouseController=Allows using the mouse to interact with entities, like exploding puffers.
entities.KoseiHelper/MouseController.attributes.description.cursorTexture=The texture of the mouse cursor, relative to Graphics/Atlases/Gui/.

# Spawn Controller - General attributes
entities.KoseiHelper/SpawnController.placements.name.SpawnController=Spawn Controller
entities.KoseiHelper/SpawnController.placements.name.Spawner=Spawner
entities.KoseiHelper/SpawnController.placements.description.SpawnController=This controller can spawn any entities when the conditions are met.\nAll attributes are highly customizable!
entities.KoseiHelper/SpawnController.placements.description.Spawner=This controller can spawn any entities when the conditions are met.\nAll attributes are highly customizable!
entities.KoseiHelper/SpawnController.attributes.description.offsetX=Horizontal offset relative to the player position where the entity will spawn.\n(Can be negative for the opposite side)
entities.KoseiHelper/SpawnController.attributes.description.offsetY=Vertical offset relative to the player position where the entity will spawn.\n(Can be negative for the opposite side)
entities.KoseiHelper/SpawnController.attributes.description.entityToSpawn=The type of entity that you want to spawn.\nSave and reopen to see the specific entity attributes. Some notes:\n- Core entities change on the core mode and don't appear on "None" core mode (including bumpers).\n- Dash blocks don't freeze the game for 3f when broken/poofing, unlike vanilla.\n- Seekers can't patrol, they will stay in their original spawn point.\n- Solid blocks can, and will, interact with entities that can normally be attached.\n- Swap blocks can crash the game if their node is set to the spawn position (this is vanilla behavior).\n- Transitions don't work well with multiple players.\n  The original player can transition if you despawn the clones with a transition flag (see Game Data Controller).\n- Flag "spawns" (sets to true) the flag koseiFlagN, where N is a number (starting at 1) that will increase each time it is "spawned".\n- CustomEntity allows you to spawn any entity with EntityData constructors! Get Mapping Utils, read the KoseiHelper Github, or ask a coder.
entities.KoseiHelper/SpawnController.attributes.description.spawnCooldown=The time that needs to pass until you can spawn another entity.\nLeave as a very high value like 9999999 for no effective cooldown.
entities.KoseiHelper/SpawnController.attributes.description.removeDash=If spawning an entity should consume a dash.
entities.KoseiHelper/SpawnController.attributes.description.removeStamina=If spawning an entity should consume all stamina.
entities.KoseiHelper/SpawnController.attributes.name.flag=Controller Flag
entities.KoseiHelper/SpawnController.attributes.description.flag=If the ability should only be available once the flag is set to the correct Flag Value.\nLeave empty for no flag required.
entities.KoseiHelper/SpawnController.attributes.description.flagValue=If the flag should be active (true) or inactive (false).\nIf you have the flag field empty, don't worry about this.
entities.KoseiHelper/SpawnController.attributes.description.relativeToPlayerFacing=A relative Offset X means that the entity will always appear\nin front of the player if the value is positive,\nor behind the player if the value is negative.\nIf the offset is not relative, the entity will always spawn to the left/right.
entities.KoseiHelper/SpawnController.attributes.description.timeToLive=The time the entity spawned can exist before poofing into nonexistence.\nLeave as 9999999 if the entity should not expire with time (until transition or respawn).
entities.KoseiHelper/SpawnController.attributes.description.flagToLive=The flag that will make the entity disappear when it's set to true.
entities.KoseiHelper/SpawnController.attributes.description.counterPositive=This counter must be positive in order to be able to spawn a new entity.\nYou can think of it as "ammo" or a max amount of spawnable entities.\nLeave empty for no counter required.
entities.KoseiHelper/SpawnController.attributes.description.appearSound=The sound that will play when an entity is spawned.
entities.KoseiHelper/SpawnController.attributes.description.disappearSound=The sound that will play when an entity poofs into nonexistence.
entities.KoseiHelper/SpawnController.attributes.description.nodeRelativeToPlayerFacing=Similar option to "Relative To Player Facing" but applies to the node of the entity.
entities.KoseiHelper/SpawnController.attributes.description.nodeX=Horizontal offset relative to the player position where the node of the entity will be.\n(Can be negative for the opposite side)
entities.KoseiHelper/SpawnController.attributes.description.nodeY=Vertical offset relative to the player position where the node of the entity will be.\n(Can be negative for the opposite side)
entities.KoseiHelper/SpawnController.attributes.description.spawnCondition=The condition that needs to be met in order to spawn an entity. Save and reopen to configure the new spawn condition.\nOn Flag Enabled: Each time the flag is set to the Spawn Flag Value.\nOn Dash: Every time the player dashes.\nOn Cassette Beat: Each time the beat of cassettes progresses (recommended to have a cooldown of 0 if using Any color, or at least one beat if using a specific color).\nOn Custom Button Press: Each time the custom keybind is pressed (Mod Options>Kosei Helper to configure).\nOn SpeedX: Once a certain SpeedX threshold is achieved.\nOn Interval: On a fixed interval, every x seconds (determined by the Spawn Cooldown).\nOn Climb: While the player is climbing (make sure the Cooldown is > 0).\nOn Jump: Each time the player jumps/walljumps/climbjumps/performs a jump tech (like wallbounces).\nOn Left/Right Click: The entity will appear relative to the mouse position, and optionally multiple entities can be selected from a list or dragged around.
entities.KoseiHelper/SpawnController.attributes.name.despawnMethod=Despawn Condition
entities.KoseiHelper/SpawnController.attributes.description.despawnMethod=The condition that needs to be met in order to make an entity disappear.\nNone: The entity will never disappear, not even when dying or transitioning.\nTTL (Time To Live): The entity will disappear when a timer runs out.\nFlag: The entity will disappear when the Flag To Live becomes true.\nTTLFlag: A combination of Time To Live and Flag (either condition will despawn it).\nOverriddenByNext:The entity will despawn when a new one spawns.\n(Save and reopen if you change this condition)
entities.KoseiHelper/SpawnController.attributes.description.spawnFlag=The flag that will spawn an entity each time it's set to true.\nUsed with the OnFlagEnabled Spawn Condition!
entities.KoseiHelper/SpawnController.attributes.description.spawnFlagValue=The value (true or false) of the spawn flag, which spawns an entity each time it changes to this value.\n(Not to be confused with the flag value, which instead determines if this spawner should be active!)
entities.KoseiHelper/SpawnController.attributes.description.spawnSpeed=The minimum horizontal speed that needs to be reached to spawn an entity.
entities.KoseiHelper/SpawnController.attributes.description.everyXDashes=The entity will spawn only every certain number of dashes.\nLeave 1 for spawning whenever the player dashes.
entities.KoseiHelper/SpawnController.attributes.description.cassetteColor=Whether the entity should spawn when the cassette changes to a specific color, or on every beat.
entities.KoseiHelper/SpawnController.attributes.description.spawnLimit=The maximum amount of entities that can be spawned per screen.\nLeave a negative value for no limit.
entities.KoseiHelper/SpawnController.attributes.name.persistent=Persistent Controller
entities.KoseiHelper/SpawnController.attributes.description.persistent=If the controller should persist across rooms.
entities.KoseiHelper/SpawnController.attributes.description.absoluteCoords=If this option is enabled, the entity will spawn at the position of the controller,\ninstead of relative to the player's position.
entities.KoseiHelper/SpawnController.attributes.description.poofWhenDisappearing=If the entity has a TTL (time to live), this determines whether a poof particle should appear.
entities.KoseiHelper/SpawnController.attributes.description.ignoreJustRespawned=Whether the entity should spawn even before the player starts moving, if conditions are met.
entities.KoseiHelper/SpawnController.attributes.description.gridAligned=Whether the entity should be aligned to the tile grid.\nSave and reopen if you need to configure the grid size.
entities.KoseiHelper/SpawnController.attributes.description.gridSize=The size of the grid. Useful if you want entities spaced by a distance different than 8 pixels.
entities.KoseiHelper/SpawnController.attributes.description.randomLocation=Whether the entity will spawn at a random location inside an Entity Spawn Area.\nMultiple Entity Spawn Areas can be used to delimit the valid locations but you need at least one.\nSave and reopen for extra settings related to random spawning.
entities.KoseiHelper/SpawnController.attributes.description.extraRandomness=Adds additional rng.\nUseful if you are using several randomized spawners with slightly different conditions.\nOtherwise please do not use this feature!
entities.KoseiHelper/SpawnController.attributes.description.doNotRepeatSpots=Whether the eligible spots can't be chosen again.\nIf an entity despawns, its spot will be cleared and eligible again.
entities.KoseiHelper/SpawnController.attributes.description.clustered=Makes entities prefer forming groups whenever possible. \nSave and reopen if you need to adjust the clustered chances.
entities.KoseiHelper/SpawnController.attributes.description.clusteredChance=The probability of each spawned entity to be close to a previously used spot.\n\nSome examples:\n- If the chance is close to 100, they will always prefer grouping.\n- If the chance is close to 0, they will prefer scattering and will only be close if they have no other options.\n- If the chance is 90%, they will mostly be grouped, with a 10% to scatter, and additionally,\n  when they choose to be close, they have a 10% to be one extra "tile" (pixel or Grid Size) away from the group.
entities.KoseiHelper/SpawnController.attributes.description.spawnAreaColor=Only the Entity Spawn Areas that have a matching color will be eligible as a valid area.
entities.KoseiHelper/SpawnController.attributes.description.cooldownOffset=Whether the spawner should wait a bit when the condition is first met to be able to spawn the entity.\nWarning: the offset can desync if the condition to spawn becomes false and then true again.

entities.KoseiHelper/SpawnController.attributes.description.canDragAround=Whether the entity can be dragged around by holding the same mouse button that was used to spawn it.\nWarning: Some entities may have unexpected behaviors!\nWarning 2: If multiple entities generated by this spawner exist at the same time, only the last spawned entity can be dragged!
entities.KoseiHelper/SpawnController.attributes.description.oppositeDragButton=Whether the right click should be used to drag if left is used to spawn, and vice versa.\nImportant: Make sure your Time To Live is > 0 or the entities will be undraggable.
entities.KoseiHelper/SpawnController.attributes.description.mouseWheelMode=Whether it's possible to use the mouse wheel to change between different entity presets (save and reopen to customize list).\nTip: since there is a lot of data, you can customize each entity attributes faster by copypasting this placement into a text editor.\nAlternatively, change the Entity To Spawn and customize each entity one by one.
entities.KoseiHelper/SpawnController.attributes.description.wheelOptions=A list of entities that can be spawned, separated by commas.\nThese should be the same names as the values in the field Entity To Spawn.\nIf this field is left empty, all default presets will be available.
entities.KoseiHelper/SpawnController.attributes.description.fullyCustomWheel=Whether the Wheel Options should use the full path to entity classes instead of the list in the field Entity To Spawn.\nUseful if you need several custom entities.
entities.KoseiHelper/SpawnController.attributes.description.wheelIndicatorPaths=The paths of the images that represent all your custom entities, relative to Atlases/gameplay/. Separated by commas.
entities.KoseiHelper/SpawnController.attributes.description.wheelIndicatorX=The horizontal position of the indicator that shows the currently selected entity.\nThis value is in full resolution (1920x1080).
entities.KoseiHelper/SpawnController.attributes.description.wheelIndicatorY=The vertical position of the indicator that shows the currently selected entity.\nThis value is in full resolution (1920x1080).
entities.KoseiHelper/SpawnController.attributes.description.wheelIndicatorImage=Whether the currently selected entity should be shown as an image instead of as the entity name.\nIf paired with Fully Custom Wheel, you can close and reopen to specify the paths to all your custom entities.

#Spawn Controller - specific entity attributes
entities.KoseiHelper/SpawnController.attributes.description.blockWidth=Width of the block.
entities.KoseiHelper/SpawnController.attributes.description.blockHeight=Height of the block.
entities.KoseiHelper/SpawnController.attributes.description.blockTileType=The tileset that the block should use.

entities.KoseiHelper/SpawnController.attributes.description.dummyFix=If this option is enabled, the badeline dummies will disappear always.\nIf it is disabled, they might stay if the orb is used while disappearing.

entities.KoseiHelper/SpawnController.attributes.description.bladeStar=Changes the appearance of the blade into a star.
entities.KoseiHelper/SpawnController.attributes.description.circularMovement=Whether the spinner should rotate or move back and forth towards the node.
entities.KoseiHelper/SpawnController.attributes.description.bladeClockwise=The spinning blade will run clockwise.
entities.KoseiHelper/SpawnController.attributes.description.bladeStarCenter=The spinner will start at the end of the track.
entities.KoseiHelper/SpawnController.attributes.description.bladeSpeed=Changes the speed of the spinner's rotation.
entities.KoseiHelper/SpawnController.attributes.description.circularMovement=Whether the moving dust bunny should rotate or move between the position and the node.\n(Make sure to check "No Node" if you don't want it to move)

entities.KoseiHelper/SpawnController.attributes.description.boosterRed=If the spawned boosters should be red or green.
entities.KoseiHelper/SpawnController.attributes.description.boosterSingleUse=Whether the booster should disappear after being used once.

entities.KoseiHelper/SpawnController.attributes.description.cloudFragile=If the cloud spawned should be fragile (pink) or more permanent (blue).

entities.KoseiHelper/SpawnController.attributes.description.minCounterCap=The minimum value that the counter "koseiCounter" can reach.
entities.KoseiHelper/SpawnController.attributes.description.maxCounterCap=The maximum value that the counter "koseiCounter" can reach.
entities.KoseiHelper/SpawnController.attributes.description.decreaseCounter=If the counter "koseiCounter" should decrease by 1 instead of increase by 1 on each "spawn".

entities.KoseiHelper/SpawnController.attributes.description.dashBlockCanDash=If the dash block should be destroyed with a dash or not.\n(They can still be destroyed through other means, e.g. red boosters)

entities.KoseiHelper/SpawnController.attributes.description.dashSwitchPersistent=Once turned on, it will stay activated, even if the player dies.
entities.KoseiHelper/SpawnController.attributes.description.dashSwitchAllGates=Whether the switch should open all temple gates instead of opening only the closest one.
entities.KoseiHelper/SpawnController.attributes.description.dashSwitchSprite=Changes the visual appearance of the switch.
entities.KoseiHelper/SpawnController.attributes.description.dashSwitchSide=Flips the switch entity horizontally/vertically so that it can be attached to wall surfaces/ceilings/floors.\nMovingDirection adjusts the side based on the player speed.

entities.KoseiHelper/SpawnController.attributes.description.fallingBlockBadeline=If the block should behave as Badeline (boss) Falling Blocks.
entities.KoseiHelper/SpawnController.attributes.description.fallingBlockClimbFall=After a delay, the block will physically fall down until it comes into contact with another block.

entities.KoseiHelper/SpawnController.attributes.description.featherShielded=Whether the feather should be inside a shield/bubble.
entities.KoseiHelper/SpawnController.attributes.description.featherSingleUse=Whether the feather is single use, not reappearing (but not completely deleting itself) after usage.

entities.KoseiHelper/SpawnController.attributes.description.flagCycleAt=The "spawned flag" will cycle until reaching this number, then it will reset the values again.\nFor example, if the cycle is 3, the process will be:\nkoseiFlag1 > koseiFlag2 > koseiFlag3 > !koseiFlag1 > !koseiFlag2 > !koseiFlag3 > koseiFlag1 > ...
entities.KoseiHelper/SpawnController.attributes.description.flagStop=The spawner will remove itself (stop) after the flag koseiFlagN has reached the Cycle At value.

entities.KoseiHelper/SpawnController.attributes.description.jellyfishBubble=Whether the entity should hover in the air before being grabbed.
entities.KoseiHelper/SpawnController.attributes.description.jumpthruTexture=The path of the texture to the jumpthru, relative to objects/jumpthru/.
entities.KoseiHelper/SpawnController.attributes.description.soundIndex=The sound the jumpthru makes when you step on it.\Leave as -1 for the default one.entities.KoseiHelper/SpawnController.attributes.description.crushBlockAxe=Determines which sides of the Kevin block are hittable.

entities.KoseiHelper/SpawnController.attributes.description.crushBlockChillout=If the block should have the large face and get tired after being hit.entities.KoseiHelper/SpawnController.attributes.description.iceballSpeed=The speed of the fireball/iceball.

entities.KoseiHelper/SpawnController.attributes.description.iceballAlwaysIce=If the entity spawned should be always an iceball regardless of Core Mode.

entities.KoseiHelper/SpawnController.attributes.description.moveBlockDirection=The direction the move block should be moving towards.
entities.KoseiHelper/SpawnController.attributes.description.moveBlockCanSteer=If the move block can steer.
entities.KoseiHelper/SpawnController.attributes.description.moveBlockFast=If the move block should be slightly faster than normal.

entities.KoseiHelper/SpawnController.attributes.description.blockSinks=If the block sinks when the player steps on it.

entities.KoseiHelper/SpawnController.attributes.description.playerSpriteMode=The sprite of the spawned player clones.

entities.KoseiHelper/SpawnController.attributes.description.refillTwoDashes=Whether the refill should give two dashes instead of one.
entities.KoseiHelper/SpawnController.attributes.description.refillOneUse=Whether the refill should respawn after being used or delete itself.

entities.KoseiHelper/SpawnController.attributes.description.attachToSolid=Whether the spinner attaches to solids, and can be moved by them.
entities.KoseiHelper/SpawnController.attributes.description.crystalColor=The color of the spinner.

entities.KoseiHelper/SpawnController.attributes.description.orientation=Whether the spring should face left, right, up, or left/right depending on the facing direction.
entities.KoseiHelper/SpawnController.attributes.description.playerCanUse=Determines whether the player is able to interact with the spring.

entities.KoseiHelper/SpawnController.attributes.description.moon=Makes the strawberry render as a moon berry.\nDoes not work with wings in the base game.
entities.KoseiHelper/SpawnController.attributes.description.winged=The strawberry attempts to vertically rise offscreen when the player dashes.

entities.KoseiHelper/SpawnController.attributes.description.swapBlockTheme=The theme (sprite) of the swap block.

entities.KoseiHelper/SpawnController.attributes.description.templeGateType=Determines the condition for opening/closing the gate.
entities.KoseiHelper/SpawnController.attributes.description.templeGateSprite=Determines the visual appearance of the gate.

entities.KoseiHelper/SpawnController.attributes.description.onlyOnSafeGround=Whether the spawn points should only appear while the player is on safe ground (and not in water/air).

entities.KoseiHelper/SpawnController.attributes.description.hasTop=Determines whether or not the water has a top.\nWarning: Can crash the game.
entities.KoseiHelper/SpawnController.attributes.description.hasBottom=Determines whether or not the water has a bottom.

entities.KoseiHelper/SpawnController.attributes.description.zipMoverTheme=The theme (sprite) of the zip mover.

entities.KoseiHelper/SpawnController.attributes.description.transitionUpdate=Whether the Spawner should work even while the player is transitioning between rooms. Cursed.

#Spawn Controller - custom entity attributes
entities.KoseiHelper/SpawnController.attributes.description.entityPath=The full path to the entity class to be spawned.\nSpawning will only work for entities that accept an EntityData and Vector2 parameterized constructor.\n For example, Celeste.Strawberry.
entities.KoseiHelper/SpawnController.attributes.description.dictKeys=The names of the keys the Values dictionary of the EntityData used to spawn the entity will use.\nMust match the ones expected by the entity in its constructor for the Entity to find them.\nIn simple words, the parameters separated by commas. For example: winged,speed,dialog.\nThey are generally the same name that you can see in the Lönn plugins but in camelCase (e.g. Can Change Music -> canChangeMusic).
entities.KoseiHelper/SpawnController.attributes.description.dictValues=The Values of the dictionary of the EntityData used to spawn the entity.\nEach value will be associated with the corresponding key as the values are organized, first key with first value and so forth.\nAny values that exceed the amount of keys will be ignored, and any keys with no corresponding value will have no value.\nIn simple words, the values of the parameters/attributes (in the same order, separated by commas).\nFor example, true,[25,110],hello (Vector2 is inside brackets, hello is a string, doesn't need quotation marks).
entities.KoseiHelper/SpawnController.attributes.description.noNode=Whether the entity shouldn't have a node.\nCan cause issues for certain entities, but it's useful for other entities (like berries).
entities.KoseiHelper/SpawnController.attributes.name.dictKeys=Attributes
entities.KoseiHelper/SpawnController.attributes.name.dictValues=Attribute values

entities.KoseiHelper/EntitySpawnArea.placements.name.EntitySpawnArea=Entity Spawn Area
entities.KoseiHelper/EntitySpawnArea.placements.description.EntitySpawnArea=If a Spawn Controller (Entity Spawner) is set to Random Location, the entities will spawn inside this area.
entities.KoseiHelper/EntitySpawnArea.attributes.description.color=Spawn Controllers that have the same color assigned will be able to choose this as a valid area.

# Nemesis Gun Entities
entities.KoseiHelper/NemesisRefill.placements.name.NemesisRefill=Nemesis Refill
entities.KoseiHelper/NemesisRefill.placements.description.NemesisRefill=When shot by a Nemesis Gun bullet, it will produce an action on the player.
entities.KoseiHelper/NemesisRefill.attributes.description.oneUse=If the refill should disappear upon use or respawn after a while.
entities.KoseiHelper/NemesisRefill.attributes.description.sprite=The path to your custom sprite.\nIt needs flash and idle animations, an an outline image.
entities.KoseiHelper/NemesisRefill.attributes.description.respawnTime=The time that the refill takes to reappear after being consumed.
entities.KoseiHelper/NemesisRefill.attributes.description.refillAction=The action that the refill should force on the player upon collision with a bullet.\nFeel free to try them out!

#TRIGGERS

#CROSSOVER COLLAB

#PREVENT DUCK TRIGGER
triggers.KoseiHelper/PreventDuckTrigger.placements.name.PreventDuckTrigger=Prevent Duck Trigger (Crossover)
triggers.KoseiHelper/PreventDuckTrigger.placements.description.PreventDuckTrigger=Makes the player unable to crouch.\nSome consequences: wavedashes/hypers are replaced by supers, and demos are replaced by dashes.
triggers.KoseiHelper/PreventDuckTrigger.attributes.description.mode=Whether the player will forcefully uncrouch when they enter or exit the trigger, or always while inside.
triggers.KoseiHelper/PreventDuckTrigger.attributes.description.flag=The trigger will only have effect if the flag specified is true.\nLeave empty for no flag required.

#FORCE FACING DIRECTION TRIGGER
triggers.KoseiHelper/ForceFacingDirectionTrigger.placements.name.ForceFacingDirectionTrigger=Force Facing Direction Trigger (Crossover)
triggers.KoseiHelper/ForceFacingDirectionTrigger.placements.description.ForceFacingDirectionTrigger=Forces the player to look in the direction they are moving.
triggers.KoseiHelper/ForceFacingDirectionTrigger.attributes.description.mode=Whether the player will forcefully face the moving direction when they enter or exit the trigger, or always while inside.
triggers.KoseiHelper/ForceFacingDirectionTrigger.attributes.description.flag=The trigger will only have effect if the flag specified is true.\nLeave empty for no flag required.
triggers.KoseiHelper/ForceFacingDirectionTrigger.attributes.description.speedThreshold=The facing direction will be forced only if the player has at least this speed.
triggers.KoseiHelper/ForceFacingDirectionTrigger.attributes.description.noSpeedRequired=If this is true, no Speed Threshold will be required.
triggers.KoseiHelper/ForceFacingDirectionTrigger.attributes.description.flagValue=Whether the flag specified should be true or false.



#Force Throw Trigger
triggers.KoseiHelper/ForceThrowTrigger.placements.name.ForceThrowTrigger=Force Throw Trigger
triggers.KoseiHelper/ForceThrowTrigger.placements.description.ForceThrowTrigger=The player is forced to throw the holdable when touching the trigger.
triggers.KoseiHelper/ForceThrowTrigger.attributes.description.triggerMode=Whether the trigger should activate when the player enters or exits it, or on every frame (for use with flags).
triggers.KoseiHelper/ForceThrowTrigger.attributes.description.flag=The trigger will only activate once this flag is true.\nLeave empty for no flag required.
triggers.KoseiHelper/ForceThrowTrigger.attributes.description.onlyOnce=Whether the trigger should disappear upon being activated.

#Force Hiccup Trigger
triggers.KoseiHelper/ForceHiccupTrigger.placements.name.ForceHiccupTrigger=Force Hiccup Trigger
triggers.KoseiHelper/ForceHiccupTrigger.placements.description.ForceHiccupTrigger=The player will have a hiccup.
triggers.KoseiHelper/ForceHiccupTrigger.attributes.description.triggerMode=Whether the trigger should activate when the player enters/leaves the trigger,\non a certain interval while the player is inside,\nwhen the beat/cycle of the cassette progresses,\nor whenever the flag specified becomes true.\nClose and open again with OnStay/OnFlag for an extra setting.
triggers.KoseiHelper/ForceHiccupTrigger.attributes.description.onlyOnce=Whether the trigger should disappear upon being activated.
triggers.KoseiHelper/ForceHiccupTrigger.attributes.description.interval=The player should have a hiccup every x seconds while inside the trigger.
triggers.KoseiHelper/ForceHiccupTrigger.attributes.description.flag=The trigger will only activate once this flag is true.\nLeave empty for no flag required.

#OOB Trigger
triggers.KoseiHelper/OOBTrigger.placements.name.OOBTrigger=OOB Trigger
triggers.KoseiHelper/OOBTrigger.placements.name.BoundTrigger=Bound Trigger
triggers.KoseiHelper/OOBTrigger.placements.description.BoundTrigger=The trigger version of Bound Refills.\nAllows to enter the physical space of other rooms without transitioning to them.
triggers.KoseiHelper/OOBTrigger.placements.description.OOBTrigger=The trigger version of Bound Refills.\nAllows to enter the physical space of other rooms without transitioning to them.
triggers.KoseiHelper/OOBTrigger.attributes.name.inBound=InBound
triggers.KoseiHelper/OOBTrigger.attributes.description.onlyOnce=Whether the trigger should disappear upon being activated.
triggers.KoseiHelper/OOBTrigger.attributes.description.onExit=Whether the trigger should be enabled when the player enters or exits the trigger.
triggers.KoseiHelper/OOBTrigger.attributes.description.inBound=Whether the player should be inbounded (forced to be in the same room where the trigger is placed),\nor outbounded (be unable to transition/escape the room).
triggers.KoseiHelper/OOBTrigger.attributes.description.climbFix=In vanilla, the player can't climb if they are to the left/right of the current screen.\nNot recommended to disable.\n(The trigger with the highest ID determines if the player can climb outside the current room or not).

#Kill If Not Grounded Trigger
triggers.KoseiHelper/KillIfNotGroundedTrigger.placements.name.KillIfNotGroundedTrigger=Kill If (Not) Grounded Trigger
triggers.KoseiHelper/KillIfNotGroundedTrigger.placements.description.KillIfNotGroundedTrigger=Kills the player if they are not on ground (or, optionally, not climbing either) while inside.
triggers.KoseiHelper/KillIfNotGroundedTrigger.attributes.description.spareIfClimbing=Enable this option if you don't want to kill the player while they are climbing inside the trigger.
triggers.KoseiHelper/KillIfNotGroundedTrigger.attributes.description.killIfGrounded=Whether the player should die if they touch the ground while inside the trigger.
triggers.KoseiHelper/KillIfNotGroundedTrigger.attributes.description.delay=The time that needs to pass until the player is killed while the conditions apply.\nIf the conditions do not apply, the cooldown will be reset.
triggers.KoseiHelper/KillIfNotGroundedTrigger.attributes.description.group=Multiple triggers with the same group will share the same cooldown reduction,\nallowing arbitrary-shaped zones where you can be killed.\nLeave as 0 if you don't need to use this functionality.

# Metadata Trigger
triggers.KoseiHelper/MetadataTrigger.placements.name.MetadataTrigger=Metadata Trigger
triggers.KoseiHelper/MetadataTrigger.placements.description.MetadataTrigger=Changes the map/room metadata.\nImportant: Room metadata will have effect once the room reloads (reenter/F5/respawn).
triggers.KoseiHelper/MetadataTrigger.attributes.description.onlyOnce=Whether the trigger should disappear upon being activated.
triggers.KoseiHelper/MetadataTrigger.attributes.description.metadataToAffect=Whether the trigger should alter only the map metadata, the room metadata, or everything.
triggers.KoseiHelper/MetadataTrigger.attributes.description.theoInBubble=Whether the player is allowed to hold Theo and other holdables while in a booster.
triggers.KoseiHelper/MetadataTrigger.attributes.description.seekerSlowdown=Whether Seekers should be able to slow down time when attacking the player.\nDisables music layer 3 if enabled.
triggers.KoseiHelper/MetadataTrigger.attributes.description.heartIsEnd=Whether collecting a heart counts as the end of the level.
triggers.KoseiHelper/MetadataTrigger.attributes.description.dreaming=Whether the map is in the dreaming state.\nChanges the appearance of the Stars background (instant) and bonfires (reload).
triggers.KoseiHelper/MetadataTrigger.attributes.description.coreMode=The core mode (fire, ice or neither).
triggers.KoseiHelper/MetadataTrigger.attributes.description.inventory=Your inventory. Changes the player's abilities.\n Prologue: 0 dashes, Dream blocks disabled, wearing a backpack, ground refills enabled\n Default: 1 dash, Dream blocks enabled, wearing a backpack, ground refills enabled\n OldSite: 1 dash, Dream blocks disabled, wearing a backpack, ground refills enabled\n CH6End: 2 dashes, Dream blocks enabled, wearing a backpack, ground refills enabled\n TheSummit: 2 dashes, Dream blocks enabled, not wearing a backpack, ground refills enabled\n Core: 2 dashes, Dream blocks enabled, wearing a backpack, ground refills disabled\n Farewell: 1 dash, Dream blocks enabled, not wearing a backpack, ground refills enabled
triggers.KoseiHelper/MetadataTrigger.attributes.description.isDark=Whether the room is dark (effect on room reload).
triggers.KoseiHelper/MetadataTrigger.attributes.description.isSpace=Whether the room is in space (end of Core) (effect on room reload).
triggers.KoseiHelper/MetadataTrigger.attributes.description.isUnderwater=Whether the room is submerged in water (effect on room reload).
triggers.KoseiHelper/MetadataTrigger.attributes.description.disableDownTransition=Whether the player is allowed to transition downwards (effect is instant).
triggers.KoseiHelper/MetadataTrigger.attributes.description.flag=The flag that needs to be set for the trigger to have an effect.\nLeave empty for no flag required.
triggers.KoseiHelper/MetadataTrigger.attributes.name.theoInBubble=Theo In Booster
triggers.KoseiHelper/MetadataTrigger.attributes.name.heartIsEnd=End Level on Heart
triggers.KoseiHelper/MetadataTrigger.attributes.name.isUnderwater=Underwater
triggers.KoseiHelper/MetadataTrigger.attributes.name.isSpace=Space
triggers.KoseiHelper/MetadataTrigger.attributes.name.isDark=Dark

# Detach Follower Trigger
triggers.KoseiHelper/DetachFollowerTrigger.placements.name.DetachFollowerTrigger=Detach Follower Trigger
triggers.KoseiHelper/DetachFollowerTrigger.placements.description.DetachFollowerTrigger=Detaches the specified type of follower (Berry, Key or Other).
triggers.KoseiHelper/DetachFollowerTrigger.attributes.description.global=Whether the entities detached should get the 'global' tag instead of the 'persistent' tag.\Can allow duplication of followers!
triggers.KoseiHelper/DetachFollowerTrigger.attributes.description.affectBerries=Whether following berries should be detached.
triggers.KoseiHelper/DetachFollowerTrigger.attributes.description.affectKeys=Whether following keys should be detached.
triggers.KoseiHelper/DetachFollowerTrigger.attributes.description.affectOthers=Whether other kinds of followers (like Following Torches from VivHelper) should be detached.
triggers.KoseiHelper/DetachFollowerTrigger.attributes.description.sound=The sound that the followers should make when detached.
triggers.KoseiHelper/DetachFollowerTrigger.attributes.description.triggerMode=Whether the trigger should activate when the player enters or exits it, or when the specified flag is true.
triggers.KoseiHelper/DetachFollowerTrigger.attributes.description.flag=If a flag is specified, the trigger will be activated when the flag is true and the player is inside it.\nMake sure to set the trigger mode to Flag Enabled.
triggers.KoseiHelper/DetachFollowerTrigger.attributes.description.easer=The easer (type of movement) when the follower is detached and moves towards the node.

# Selfie Trigger
triggers.KoseiHelper/SelfieTrigger.placements.name.SelfieTrigger=Selfie Trigger
triggers.KoseiHelper/SelfieTrigger.placements.description.SelfieTrigger=Takes a selfie.
triggers.KoseiHelper/SelfieTrigger.attributes.description.image=The path to the selfie texture, relative to Atlases/Portraits/.
triggers.KoseiHelper/SelfieTrigger.attributes.description.photoInSound=The sound of the selfie when it appears.
triggers.KoseiHelper/SelfieTrigger.attributes.description.photoOutSound=The sound of selfie when it goes away.
triggers.KoseiHelper/SelfieTrigger.attributes.description.inputSound=The sound when the player confirms while the selfie is being displayed.
triggers.KoseiHelper/SelfieTrigger.attributes.description.flash=Whether the selfie should emit a white flash.\nThis doesn't do anything on Photosensitive Mode.
triggers.KoseiHelper/SelfieTrigger.attributes.description.timeToOpen=How long the selfie takes to appear. The player will be waiting during this time.
triggers.KoseiHelper/SelfieTrigger.attributes.description.buttonTexture=The path to the button texture, relative to Atlases/Gui/.\nThis icon appears at the bottom right corner of the selfie.
triggers.KoseiHelper/SelfieTrigger.attributes.description.flag=The flag required for this trigger to be activated.\nLeave empty for no flag required.
triggers.KoseiHelper/SelfieTrigger.attributes.description.triggerMode=Whether the trigger should activate when the player enters or exits it.
triggers.KoseiHelper/SelfieTrigger.attributes.description.oneUse=Whether the trigger should delete itself after the selfie is displayed.
triggers.KoseiHelper/SelfieTrigger.attributes.description.interactable=Whether the trigger requires interaction instead of just touching it.
triggers.KoseiHelper/SelfieTrigger.attributes.description.talkBubbleX=The horizontal position of the talk icon, relative to the topleft corner of the trigger.
triggers.KoseiHelper/SelfieTrigger.attributes.description.talkBubbleY=The vertical position of the talk icon, relative to the topleft corner of the trigger.
triggers.KoseiHelper/SelfieTrigger.attributes.description.openEaser=The easer (type of movement) when the selfie appears.
triggers.KoseiHelper/SelfieTrigger.attributes.description.endEaser=The easer (type of movement) when the selfie goes away.

# Slider Fade Trigger
triggers.KoseiHelper/SliderFadeTrigger.placements.name.SliderFadeTrigger=Slider Fade Trigger
triggers.KoseiHelper/SliderFadeTrigger.placements.description.SliderFadeTrigger=Fades the value of a slider from value A to value B in the specified direction.
triggers.KoseiHelper/SliderFadeTrigger.attributes.description.onlyOnce=Whether the trigger should delete itself after the player leaves it.
triggers.KoseiHelper/SliderFadeTrigger.attributes.description.fadeFrom=The initial value of the slider.
triggers.KoseiHelper/SliderFadeTrigger.attributes.description.fadeTo=The final value of the slider.
triggers.KoseiHelper/SliderFadeTrigger.attributes.description.flag=The flag required for this trigger to be able to fade the slider.\nLeave empty for no flag required.

# Replace Speed With Stored Speed Trigger
triggers.KoseiHelper/ReplaceSpeedWithStoredSpeedTrigger.placements.name.ReplaceSpeedWithStoredSpeedTrigger=Replace Speed With Stored Speed Trigger
triggers.KoseiHelper/ReplaceSpeedWithStoredSpeedTrigger.placements.description.ReplaceSpeedWithStoredSpeedTrigger=The first time the player enters the trigger, it will store the speed.\nThe next time it is entered, it will replace the current speed with the stored speed.
triggers.KoseiHelper/ReplaceSpeedWithStoredSpeedTrigger.attributes.description.onlyOnce=Whether the trigger should remove itself after replacing the speed once.
triggers.KoseiHelper/ReplaceSpeedWithStoredSpeedTrigger.attributes.description.storesDirection=Whether the direction should be replaced too or not.
triggers.KoseiHelper/ReplaceSpeedWithStoredSpeedTrigger.attributes.description.speedAxis=Which speed(s) should be replaced.
triggers.KoseiHelper/ReplaceSpeedWithStoredSpeedTrigger.attributes.description.addSpeed=If this is true, the speed will be added to the current one instead of set.
triggers.KoseiHelper/ReplaceSpeedWithStoredSpeedTrigger.attributes.description.firstSfx=The storing speed sound that will play when the player enters the trigger for the first time.
triggers.KoseiHelper/ReplaceSpeedWithStoredSpeedTrigger.attributes.description.replacementSfx=The sound that will play when the player enters the trigger and has the speed changed.
triggers.KoseiHelper/ReplaceSpeedWithStoredSpeedTrigger.attributes.description.factor=The speed used for the replacement is premultiplied by this factor.\nE.g.: Stored speed of 300, Add mode, and factor 0.5, entering the trigger with 100 speed will result in a speed of 100+150.
triggers.KoseiHelper/ReplaceSpeedWithStoredSpeedTrigger.attributes.description.storeFirstSpeedOnly=Whether it should store only the speed when first entered, instead of updating it every time it is entered.
triggers.KoseiHelper/ReplaceSpeedWithStoredSpeedTrigger.attributes.description.flag=The flag required for this trigger to replace the speed (this does not affect speed storage).\nLeave empty for no flag required.

# Store Speed Trigger
triggers.KoseiHelper/StoreSpeedTrigger.placements.name.StoreSpeedTrigger=Store Speed Trigger
triggers.KoseiHelper/StoreSpeedTrigger.placements.description.StoreSpeedTrigger=Stores speed so it can be used by a Replace Speed With Stored Speed Trigger.\nThe speed stored is shared between all Store Speed Triggers in the level.\nThe stored speed is cleared when the level is reset through transition/respawning.
triggers.KoseiHelper/StoreSpeedTrigger.attributes.description.onlyOnce=Whether the trigger should remove itself after replacing the speed once.
triggers.KoseiHelper/StoreSpeedTrigger.attributes.description.storesDirection=Whether the direction should be stored too or not.
triggers.KoseiHelper/StoreSpeedTrigger.attributes.description.addSpeed=If this is true, the speed will be added to the current one instead of set.
triggers.KoseiHelper/StoreSpeedTrigger.attributes.description.storeSfx=The storing speed sound that will play when the player enters the trigger.
triggers.KoseiHelper/StoreSpeedTrigger.attributes.description.factor=The speed stored is premultiplied by this factor.\nE.g.: Stored speed of 300, Add mode, and factor 0.5, entering the trigger with 100 speed will result in a speed of 100+150.
triggers.KoseiHelper/StoreSpeedTrigger.attributes.description.flag=The flag required for this trigger to store the speed.\nLeave empty for no flag required.


# Restart Game Trigger
triggers.KoseiHelper/RestartGameTrigger.placements.name.RestartGameTrigger=Restart Game/Level Trigger
triggers.KoseiHelper/RestartGameTrigger.placements.description.RestartGameTrigger=Fully restarts the game or the level when the player enters the trigger.
triggers.KoseiHelper/RestartGameTrigger.attributes.description.triggerMode=Whether the trigger should activate when the player enters or exits it, or on every frame (for use with flags).
triggers.KoseiHelper/RestartGameTrigger.attributes.description.flag=The trigger will only activate once this flag is true.\nLeave empty for no flag required.
triggers.KoseiHelper/RestartGameTrigger.attributes.description.restartOnlyLevel=Whether the trigger should restart only the level (F5) and not the entire game (Ctrl+F5).
triggers.KoseiHelper/RestartGameTrigger.attributes.description.onlyOnce=Whether the restart should occur only once and never again until you restart chapter.\nOnly works for level reloading, not game restarting.
triggers.KoseiHelper/RestartGameTrigger.attributes.description.delay=Whether the trigger should wait for a bit before restarting the level/game.

# Set Window Size Trigger
triggers.KoseiHelper/SetWindowSizeTrigger.placements.name.SetWindowSizeTrigger=Set Window Size Trigger
triggers.KoseiHelper/SetWindowSizeTrigger.placements.description.SetWindowSizeTrigger=Forces Celeste.exe to be resized to the specified size in the screen.
triggers.KoseiHelper/SetWindowSizeTrigger.attributes.description.windowWidth=The width of the game, in pixels.
triggers.KoseiHelper/SetWindowSizeTrigger.attributes.description.windowHeight=The height of the game, in pixels.
triggers.KoseiHelper/SetWindowSizeTrigger.attributes.description.onLeave=Whether the trigger should have effect when the player leaves the trigger.
triggers.KoseiHelper/SetWindowSizeTrigger.attributes.description.fullScreen=Whether the trigger should force the game to be full screen instead of windowed.
triggers.KoseiHelper/SetWindowSizeTrigger.attributes.description.positionMode=The direction of the fade. For example, if set to LeftToRight,\nthe values will fade from min size to max size when the player crosses the trigger from left to right.

# Reverse Depths Trigger
triggers.KoseiHelper/ReverseDepthsTrigger.placements.name.ReverseDepthsTrigger=Reverse Depths Trigger
triggers.KoseiHelper/ReverseDepthsTrigger.placements.description.ReverseDepthsTrigger=Reverses the depth of entities, stylegrounds or tilesets\n(and in the last case, the collidability, like White Blocks).
triggers.KoseiHelper/ReverseDepthsTrigger.attributes.description.onlyOnce=Whether the trigger should remove itself once used.
triggers.KoseiHelper/ReverseDepthsTrigger.attributes.description.onLeave=Whether the trigger should have effect when the player enters or leaves it.
triggers.KoseiHelper/ReverseDepthsTrigger.attributes.description.reverseStylegrounds=Whether the stylegrounds should have the opposite order (fg and bg layers work separatedly).
triggers.KoseiHelper/ReverseDepthsTrigger.attributes.description.reverseTiles=Whether it should affect the depth and collidability of fg and bg tiles.
triggers.KoseiHelper/ReverseDepthsTrigger.attributes.description.reverseEntities=Whether it should affect the depth of entities (including decals).
triggers.KoseiHelper/ReverseDepthsTrigger.attributes.description.flag=The trigger will only activate once this flag is true.\nLeave empty for no flag required.

# Swap Tileset Trigger
triggers.KoseiHelper/SwapTilesetTrigger.placements.name.SwapTilesetTrigger=Swap Tileset Trigger
triggers.KoseiHelper/SwapTilesetTrigger.placements.description.SwapTilesetTrigger=Swaps one tileset with a different one. Does not affect tile entities.
triggers.KoseiHelper/SwapTilesetTrigger.attributes.description.fromTileset=The tileset id that should be affected.
triggers.KoseiHelper/SwapTilesetTrigger.attributes.description.toTileset=The tileset id that it will become.
triggers.KoseiHelper/SwapTilesetTrigger.attributes.description.triggerMode=Whether the trigger should activate when the player enters or exits it, or on every frame (for use with flags).
triggers.KoseiHelper/SwapTilesetTrigger.attributes.description.flag=The trigger will only activate once this flag is true.\nLeave empty for no flag required.
triggers.KoseiHelper/SwapTilesetTrigger.attributes.description.onlyOnce=Whether the trigger should remove itself once used.
triggers.KoseiHelper/SwapTilesetTrigger.attributes.description.bgTiles=Whether the background tiles should be swapped instead of foreground tiles.\nClose and reopen to update the tileset lists.
triggers.KoseiHelper/SwapTilesetTrigger.attributes.description.alternate=If the trigger activates again, the To Tileset will swap back to From Tileset.
triggers.KoseiHelper/SwapTilesetTrigger.attributes.description.flash=Whether the screen should flash when swapping tilesets, respecting photosensitive options.
triggers.KoseiHelper/SwapTilesetTrigger.attributes.description.flashColor=The color of the flash when swapping tilesets.
triggers.KoseiHelper/SwapTilesetTrigger.attributes.description.sound=The sound that swapping tilesets should produce.

# Create Spawn Point Trigger
triggers.KoseiHelper/CreateSpawnPointTrigger.placements.name.CreateSpawnPointTrigger=Create Spawn Point Trigger
triggers.KoseiHelper/CreateSpawnPointTrigger.placements.description.CreateSpawnPointTrigger=Creates one point at the player position.\nYou can add a node if the spawn point should instead be created at a different position.
triggers.KoseiHelper/CreateSpawnPointTrigger.attributes.description.triggerMode=Whether the trigger should activate when the player enters or exits it, or on every frame (for use with flags).
triggers.KoseiHelper/CreateSpawnPointTrigger.attributes.description.flag=The trigger will only activate once this flag is true.\nLeave empty for no flag required.
triggers.KoseiHelper/CreateSpawnPointTrigger.attributes.description.onlyOnce=Whether the trigger should remove itself once used.
triggers.KoseiHelper/CreateSpawnPointTrigger.attributes.description.room=The name of the room where the spawn should be created.\nLeave as empty if it should be the same as the one the player is currently in.\nUseful if the player is trying to enter a filler room while out of bounds.

# Replace Entities Trigger
triggers.KoseiHelper/ReplaceEntitiesTrigger.placements.name.ReplaceEntitiesTrigger=Replace Entities Trigger
triggers.KoseiHelper/ReplaceEntitiesTrigger.placements.description.ReplaceEntitiesTrigger=Converts all entities of one type into a different type of entities.
triggers.KoseiHelper/ReplaceEntitiesTrigger.attributes.description.onlyOnce=Whether the trigger should remove itself once used.
triggers.KoseiHelper/ReplaceEntitiesTrigger.attributes.description.fromEntity=The full path to the entity class that will be replaced.\nThe short path / last name (e.g only "Booster" instead of "Celeste.Booster") is also accepted.
triggers.KoseiHelper/ReplaceEntitiesTrigger.attributes.description.toEntity=The full path to the entity class that will replace the other one.\nSpawning will only work for entities that accept an EntityData and Vector2 parameterized constructor.\n For example, Celeste.Mod.KoseiHelper.Entities.PregnantFlutterbird.
triggers.KoseiHelper/ReplaceEntitiesTrigger.attributes.description.attributes=The names of the keys the Values dictionary of the EntityData used to spawn the entity will use.\nMust match the ones expected by the entity in its constructor for the Entity to find them.\nIn simple words, the parameters separated by commas. For example: winged,moon,width,height...\nThey are generally the same name that you can see in the Lönn plugins but in camelCase (e.g. Can Change Music -> canChangeMusic).
triggers.KoseiHelper/ReplaceEntitiesTrigger.attributes.description.attributeValues=The Values of the dictionary of the EntityData used to spawn the entity.\nEach value will be associated with the corresponding key as the values are organized, first key with first value and so forth.\nAny values that exceed the amount of keys will be ignored, and any keys with no corresponding value will have no value.\nIn simple words, the values of the parameters/attributes (in the same order, separated by commas). For example, true,false.
triggers.KoseiHelper/ReplaceEntitiesTrigger.attributes.description.flag=The trigger will only activate once this flag is true.\nLeave empty for no flag required.
triggers.KoseiHelper/ReplaceEntitiesTrigger.attributes.description.triggerMode=Whether the entities will be replaced when the player enters or exits the trigger, or on every frame (for use with flags).

# Styleground Modifier Trigger
triggers.KoseiHelper/StylegroundModifierTrigger.placements.name.StylegroundModifierTrigger=Styleground Modifier Trigger
triggers.KoseiHelper/StylegroundModifierTrigger.placements.description.StylegroundModifierTrigger=Modifies a specific value of a given styleground or links it to a counter/slider.
triggers.KoseiHelper/StylegroundModifierTrigger.attributes.description.onlyOnce=Whether the trigger should remove itself once used.
triggers.KoseiHelper/StylegroundModifierTrigger.attributes.description.triggerMode=Whether this trigger should have effect when the player enters/exits it, or while inside.
triggers.KoseiHelper/StylegroundModifierTrigger.attributes.description.positionMode=The direction of the fade. For example, if set to LeftToRight,\nthe value (e.g. color) will fade from min value to max value when the player crosses the trigger from left to right.\nYou probably want the trigger mode to be OnStay!
triggers.KoseiHelper/StylegroundModifierTrigger.attributes.description.stylegroundDepth=Whether it should affect background, foreground, or all stylegrounds with the specified tag/texture/index.
triggers.KoseiHelper/StylegroundModifierTrigger.attributes.description.identificationMode=Index: The styleground that appears behind everything else has the index 0, each one above increases the index by one.\nTag:All stylegrounds with the tag specified will be affected.\nTexture: All stylegrounds that contain the specified texture as part of their path will be affected.\nCustom: For specific fields (like the Alpha in Snow Fg), not all fields are supported.\n  You don't need to use this on most occasions.\nSave and reopen if you change the identification mode to specify your styleground(s)!
triggers.KoseiHelper/StylegroundModifierTrigger.attributes.description.index=The styleground that appears behind everything else has the index 0, each one above increases the index by one.
triggers.KoseiHelper/StylegroundModifierTrigger.attributes.description.tag=All stylegrounds with the tag specified will be affected. Make sure it's not empty!
triggers.KoseiHelper/StylegroundModifierTrigger.attributes.description.texture=All stylegrounds that contain this string in their path will be affected.
triggers.KoseiHelper/StylegroundModifierTrigger.attributes.description.valueType=Specify the value of the field directly, depending on the player position inside the trigger, or link the field to a slider/counter/flag.\nSupports linking fields of different value types (e.g. linking the Color to a slider) except for Flag/Not Flag fields.\nSave and reopen to see the new options.
triggers.KoseiHelper/StylegroundModifierTrigger.attributes.description.linkedSlider=The name of the slider that will control the field of this styleground.
triggers.KoseiHelper/StylegroundModifierTrigger.attributes.description.linkedCounter=The name of the counter that will control the field of this styleground.
triggers.KoseiHelper/StylegroundModifierTrigger.attributes.description.linkedFlag=The name of the flag that will control the field of this styleground.
triggers.KoseiHelper/StylegroundModifierTrigger.attributes.description.multiplier=The field to modify will have the value of the linked slider/counter but multiplied by this factor.\nE.g: a multiplier of 0.1 linked to a Stamina slider (Game Data Controller) will change the values up to 11 when stamina is full.
triggers.KoseiHelper/StylegroundModifierTrigger.attributes.description.fieldToModify=The field of the styleground that you want to modify or link.
triggers.KoseiHelper/StylegroundModifierTrigger.attributes.description.flag=Flag to make the styleground visible. Leave empty to disable.
triggers.KoseiHelper/StylegroundModifierTrigger.attributes.description.notFlag=Flag to make the styleground not visible. Leave empty to disable. Overrides the Flag field if set.
triggers.KoseiHelper/StylegroundModifierTrigger.attributes.description.color=Using hex colour code, the code tints a styleground that colour.
triggers.KoseiHelper/StylegroundModifierTrigger.attributes.description.positionX=Changes the position of the styleground's appearance on screen in-game on the X axis.\nLinking it to a slider that follows an entity's position can make it look "attached" to it since it overrides the original position.
triggers.KoseiHelper/StylegroundModifierTrigger.attributes.description.positionY=Changes the position of the styleground's appearance on screen in-game on the Y axis.\nLinking it to a slider that follows an entity's position can make it look "attached" to it since it overrides the original position.
triggers.KoseiHelper/StylegroundModifierTrigger.attributes.description.scrollX=Determines the parallax scrolling of a styleground along the X axis.
triggers.KoseiHelper/StylegroundModifierTrigger.attributes.description.scrollY=Determines the parallax scrolling of a styleground along the Y axis.
triggers.KoseiHelper/StylegroundModifierTrigger.attributes.description.speedX=Automatically moves the styleground along the X axis in-game.
triggers.KoseiHelper/StylegroundModifierTrigger.attributes.description.speedY=Automatically moves the styleground along the Y axis in-game.
triggers.KoseiHelper/StylegroundModifierTrigger.attributes.description.alpha=Determines opacity between 0 (translucent) and 1 (opaque).
triggers.KoseiHelper/StylegroundModifierTrigger.attributes.description.windMultiplier=How much the wind should affect the styleground.
triggers.KoseiHelper/StylegroundModifierTrigger.attributes.description.fadeIn=Determines whether the styleground should fade in when transitioning to it.
triggers.KoseiHelper/StylegroundModifierTrigger.attributes.description.flipX=Flips the styleground on the X axis.
triggers.KoseiHelper/StylegroundModifierTrigger.attributes.description.flipY=Flips the styleground on the Y axis.
triggers.KoseiHelper/StylegroundModifierTrigger.attributes.description.instantIn=Determines whether the styleground should instantly fade in when transitioning to it.
triggers.KoseiHelper/StylegroundModifierTrigger.attributes.description.instantOut=Determines whether the styleground should instantly fade out when transitioning away from it.
triggers.KoseiHelper/StylegroundModifierTrigger.attributes.description.loopX=Loops the styleground on the X axis.
triggers.KoseiHelper/StylegroundModifierTrigger.attributes.description.loopY=Loops the styleground on the Y axis.
triggers.KoseiHelper/StylegroundModifierTrigger.attributes.description.absoluteValue=Whether the values of the slider/counter will always be considered positive or not.
triggers.KoseiHelper/StylegroundModifierTrigger.attributes.description.minValue=The minimum value of the slider/counter if the Value Type is Slider/Counter,\nor the minimum positional value it the Value Type is FadeValue.\nIn-game Counter/Slider values below this will be considered the same as the min value.
triggers.KoseiHelper/StylegroundModifierTrigger.attributes.description.maxValue=The maximum value of the slider/counter,\nor the maximum positional value it the Value Type is FadeValue.\nIn-game Counter/Slider values above this will be considered the same as the max value.
triggers.KoseiHelper/StylegroundModifierTrigger.attributes.description.minColor=The color while the slider/counter is at its minimum value (or below).
triggers.KoseiHelper/StylegroundModifierTrigger.attributes.description.maxColor=The color while the slider/counter is at its maximum value (or above).
triggers.KoseiHelper/StylegroundModifierTrigger.attributes.description.colorWhileTrue=The color while the flag is true.
triggers.KoseiHelper/StylegroundModifierTrigger.attributes.description.colorWhileFalse=The color while the flag is false.
triggers.KoseiHelper/StylegroundModifierTrigger.attributes.description.valueWhileTrue=The value while the flag is true.
triggers.KoseiHelper/StylegroundModifierTrigger.attributes.description.valueWhileFalse=The value while the flag is false.
triggers.KoseiHelper/StylegroundModifierTrigger.attributes.description.customFieldName=The name of the field. Supports most* numeric, string and color fields. Don't expect compatibility for everything.\n*It is not possible to fade values between comma-separated fields (like lists of colors).
triggers.KoseiHelper/StylegroundModifierTrigger.attributes.description.customFieldValue=The value that the custom field should have (like 5.4 or FFFF00).

# Nemesis Gun Triggers

triggers.KoseiHelper/NemesisGunSettings.placements.name.NemesisGunSettings=Nemesis Gun Settings
triggers.KoseiHelper/NemesisGunSettings.placements.description.NemesisGunSettings=Configure or enable the Nemesis Gun.
triggers.KoseiHelper/NemesisGunSettings.attributes.description.triggerMode=Whether this trigger should have effect when the player enters/exits it, or while inside.
triggers.KoseiHelper/NemesisGunSettings.attributes.description.enabled=Whether the Nemesis Gun should be usable, by setting the flag "EnableNemesisGun".
triggers.KoseiHelper/NemesisGunSettings.attributes.description.gunshotSound=The sfx when the player shoots.
triggers.KoseiHelper/NemesisGunSettings.attributes.description.dashBehavior=Whether the gun should use the dash/demo buttons (replaces dashes) or the custom keybind, spending (or not) a dash upon shooting.\n(Configurable under Mod Options > Kosei Helper)\nTip: you can use a bird tutorial with mod:KoseiHelper/NemesisShot in the Controls field to teach the custom key.
triggers.KoseiHelper/NemesisGunSettings.attributes.description.cooldown=How much time until the player can shoot again, in frames.
triggers.KoseiHelper/NemesisGunSettings.attributes.description.gunTexture=The path to your custom weapon texture, relative to Atlases/Gameplay/.
triggers.KoseiHelper/NemesisGunSettings.attributes.description.bulletTexture=The path to your bullet texture, relative to Atlases/Gameplay/.\nThe bullet hitbox is 6x6 pixels, for reference.
triggers.KoseiHelper/NemesisGunSettings.attributes.description.color1=The main color the bullet produces during its trajectory.\nThis color is also used when bullets collide.
triggers.KoseiHelper/NemesisGunSettings.attributes.description.color2=The secondary color the bullet produces during its trajectory.
triggers.KoseiHelper/NemesisGunSettings.attributes.description.particleType=The type of particles that indicate the bullet trajectory.\nFire and Ice have a third color (red/cyan). A new field will appear if you chose the Custom type.
triggers.KoseiHelper/NemesisGunSettings.attributes.description.customParticleTexture=The path to your particle texture is the Type chosen is Custom.\nRelative to Atlases/Gameplay/.
triggers.KoseiHelper/NemesisGunSettings.attributes.description.directions=Whether the player should be able to shoot cardinally, cardinally+diagonally, or only left and right.
triggers.KoseiHelper/NemesisGunSettings.attributes.description.bulletExplosion=Whether the bullets should produce an explosion of particles when disappearing.
triggers.KoseiHelper/NemesisGunSettings.attributes.description.bulletSound=The sound the bullets make when colliding/disappearing.\nWarning: Don't use with entities that don't "kill" the bullet, like bumpers.
triggers.KoseiHelper/NemesisGunSettings.attributes.description.loseGunOnRespawn=Whether the player should lose the gun upon respawning.
triggers.KoseiHelper/NemesisGunSettings.attributes.description.lifetime=How long it takes a bullet to expire if it doesn't collide with anything.\nFor reference, 60 is approximatedly one entire screen in length before expiring (at normal speed).
triggers.KoseiHelper/NemesisGunSettings.attributes.description.speedMultiplier=The default speed will be multiplier by this factor.
triggers.KoseiHelper/NemesisGunSettings.attributes.description.recoilStrength=How much shooting should push the player backwards.\nThe default value is the same speed that vanilla backboosts give.\nLeave as 0 for no recoil (other recoil settings will not appear if there is no recoil).
triggers.KoseiHelper/NemesisGunSettings.attributes.description.recoilCooldown=How much time needs to pass until the player can be pushed backwards again from shooting.\nLow values can allow infinite speedbuilding with the default strength.
triggers.KoseiHelper/NemesisGunSettings.attributes.description.recoilUpwards=Whether the recoil should happen upwards instead of horizontally, for rocketlauncher-like weapons.
triggers.KoseiHelper/NemesisGunSettings.attributes.description.recoilOnInteraction=Whether the recoil should happen only when the bullet interacts with an entity (e.g. during spinner shattering).
triggers.KoseiHelper/NemesisGunSettings.attributes.description.recoilWhileClimbing=Whether the recoil can happen even while the player is grabbing a wall, forcing them to stop climbing.
triggers.KoseiHelper/NemesisGunSettings.attributes.description.canShootInFeather=Whether the player should have the gun available while in the feather state.
triggers.KoseiHelper/NemesisGunSettings.attributes.description.freezeFrames=How many freeze frames should give each shot.
triggers.KoseiHelper/NemesisGunSettings.attributes.description.horizontalAcceleration=How much the bullet should accelerate horizontally on each frame until reaching its max speed.\nBoth accelerations combined can result in curved trajectories!\nRecommended values are between -0.2 (boomerang-like) and 0.2 (onwards).
triggers.KoseiHelper/NemesisGunSettings.attributes.description.verticalAcceleration=How much the bullet should accelerate vertically on each frame.\nBoth accelerations combined can result in curved trajectories!\nRecommended values are between -0.2 (upwards) and 0.2 (downwards).
triggers.KoseiHelper/NemesisGunSettings.attributes.description.machineGunMode=Whether the gun should keep shooting as long as the button is held.
triggers.KoseiHelper/NemesisGunSettings.attributes.description.forceGrabButton=Whether the gun should be set to use the grab button on this map.\nFor those who don't want to force players to use a custom keybind.

triggers.KoseiHelper/NemesisGunInteractions.placements.name.NemesisGunInteractions=Nemesis Gun Interactions
triggers.KoseiHelper/NemesisGunInteractions.placements.description.NemesisGunInteractions=Configure which entities the Nemesis Gun can affect.
triggers.KoseiHelper/NemesisGunInteractions.attributes.description.triggerMode=Whether this trigger should have effect when the player enters/exits it, or while inside.
triggers.KoseiHelper/NemesisGunInteractions.attributes.description.canKillPlayer=Whether bullets should be able to kill the player upon contact if they bounce back from a bumper/spring,\nor if they shoot at their golden/silver berry.
triggers.KoseiHelper/NemesisGunInteractions.attributes.description.harmEnemies=Whether bullets should be able to harm/kill enemies (Oshiro, goombas, seekers, plants and pregnant flutterbirds).\nIf the enemy is a Badeline Boss, the player will be teleported to it in order to hit it.
triggers.KoseiHelper/NemesisGunInteractions.attributes.description.harmTheo=Whether bullets should be able to kill Theo.
triggers.KoseiHelper/NemesisGunInteractions.attributes.description.breakBounceBlocks=Whether bounce blocks (core blocks) should break when shot.
triggers.KoseiHelper/NemesisGunInteractions.attributes.description.activateFallingBlocks=Whether falling blocks/falling platforms should start falling when shot.
triggers.KoseiHelper/NemesisGunInteractions.attributes.description.dreamBlockBehavior=Whether bullets should be able to pass through dream blocks or destroy them.
triggers.KoseiHelper/NemesisGunInteractions.attributes.description.breakSpinners=Whether bullets should be able to break spinners.
triggers.KoseiHelper/NemesisGunInteractions.attributes.description.spinnerFix=Whether spinners can be shattered regardless of their distance.\nDisabled by default for performance reasons!
triggers.KoseiHelper/NemesisGunInteractions.attributes.description.breakMovingBlades=Whether bullets should be able to break blades/stars/dust bunnies that move/rotate.
triggers.KoseiHelper/NemesisGunInteractions.attributes.description.dashBlockBehavior=Whether bullets can destroy dash blocks (or only the dashable ones). Also affects emple Cracked Blocks.\nCustom Temple Cracked blocks will see its health reduced on BreakSome mode.
triggers.KoseiHelper/NemesisGunInteractions.attributes.description.collectables=Whether the player can collect entities (berries, keys, gems, hearts, cassettes) by shooting.
triggers.KoseiHelper/NemesisGunInteractions.attributes.description.useRefills=Whether bullets can use refills for the player.
triggers.KoseiHelper/NemesisGunInteractions.attributes.description.pressDashSwitches=Whether bullets can enable dash switches.
triggers.KoseiHelper/NemesisGunInteractions.attributes.description.canBounce=Whether bullets can bounce back on certain entities, like bumpers, springs, fake hearts or shielded feathers.
triggers.KoseiHelper/NemesisGunInteractions.attributes.description.useBoosters=The player will immediately teleport and use the booster when shooting it.
triggers.KoseiHelper/NemesisGunInteractions.attributes.description.waterFriction=How much the water will slow down the bullets.\nIf you want a smooth friction, recommended values are between 0.990 and 0.998.
triggers.KoseiHelper/NemesisGunInteractions.attributes.description.scareBirds=Whether shooting a bird will make it fling away.
triggers.KoseiHelper/NemesisGunInteractions.attributes.description.collectTouchSwitches=Whether bullets should be able to collect touch switches (vanilla or Flag Touch Switches from Helping Hand).
triggers.KoseiHelper/NemesisGunInteractions.attributes.description.collectBadelineOrbs=Whether bullets should make badeline orbs to absorb the player upon contact.
triggers.KoseiHelper/NemesisGunInteractions.attributes.description.useFeathers=Whether bullets should be able to use feathers (or permanently destroy their bubbles if shielded).
triggers.KoseiHelper/NemesisGunInteractions.attributes.description.coreModeToggles=Whether bullets should be able to swap Core Mode Toggles.
triggers.KoseiHelper/NemesisGunInteractions.attributes.description.theoInteraction=Whether Theo should die when shot, bounce like when he hits a spring, or jump like when he is inside spinners.
triggers.KoseiHelper/NemesisGunInteractions.attributes.description.jellyfishInteraction=Whether jellyfishes should disappear or bounce like when they hit a spring.
triggers.KoseiHelper/NemesisGunInteractions.attributes.description.pufferInteraction=Whether pufferfishes should explode or bounced like when they hit a spring.
triggers.KoseiHelper/NemesisGunInteractions.attributes.description.moveSwapBlocks=Whether swap blocks should move when shot.
triggers.KoseiHelper/NemesisGunInteractions.attributes.description.collideWithPlatforms=Whether bullets should collide with platform entities (jumpthrus, clouds, etc) in the correct direction.\nSideways jumpthrus and upside down ones from Helping Hand are supported.
triggers.KoseiHelper/NemesisGunInteractions.attributes.description.moveMovingBlocks=Whether bullets can make moving blocks to start moving.
triggers.KoseiHelper/NemesisGunInteractions.attributes.description.dashOnKevins=Whether bullets can attack kevins on their sides.

# Procedural Generator Trigger
# triggers.KoseiHelper/ProceduralGeneratorTrigger.placements.name.ProceduralGeneratorTrigger=Procedural Generator Trigger
# triggers.KoseiHelper/ProceduralGeneratorTrigger.placements.description.ProceduralGeneratorTrigger=Outputs randomized tiles in the console when entered.
# triggers.KoseiHelper/ProceduralGeneratorTrigger.attributes.description.density=Controls the probability of placing a tile when noise exceeds the threshold (higher = more tiles).
# triggers.KoseiHelper/ProceduralGeneratorTrigger.attributes.description.noiseScale=Sets the base frequency of the Perlin noise (lower = larger, smoother structures).
# triggers.KoseiHelper/ProceduralGeneratorTrigger.attributes.description.noiseThreshold=Minimum noise value required to consider placing a tile.
# triggers.KoseiHelper/ProceduralGeneratorTrigger.attributes.description.octaves=Number of layers of noise used for detail (higher = more detailed noise).
# triggers.KoseiHelper/ProceduralGeneratorTrigger.attributes.description.persistence=How much each successive octave contributes to the overall noise (lower = smoother).
# triggers.KoseiHelper/ProceduralGeneratorTrigger.attributes.description.lacunarity=How much the frequency increases with each octave (lower = less variation/detail).
# triggers.KoseiHelper/ProceduralGeneratorTrigger.attributes.description.sizeX=Width of the area to apply the procedural generation.
# triggers.KoseiHelper/ProceduralGeneratorTrigger.attributes.description.sizeY=Height of the area to apply the procedural generation.
# triggers.KoseiHelper/ProceduralGeneratorTrigger.attributes.description.tileChars=string of tileset ids to randomly select from when placing new tiles.

# Multinode Camera Trigger
triggers.KoseiHelper/MultinodeCameraTrigger.placements.name.MultinodeCameraTrigger=Multinode Camera Trigger
triggers.KoseiHelper/MultinodeCameraTrigger.placements.description.MultinodeCameraTrigger=The camera will lerp smoothly between the nodes closest to the player.
triggers.KoseiHelper/MultinodeCameraTrigger.attributes.description.onlyOnce=Whether the trigger should disappear upon exiting it.
triggers.KoseiHelper/MultinodeCameraTrigger.attributes.description.flag=The trigger will only update the camera while the flag is true.\nLeave empty for no flag required.
triggers.KoseiHelper/MultinodeCameraTrigger.attributes.description.lerpStrength=How much the camera should lerp between the nodes and the player with the current offset.\nIn other words, the effectiveness of the trigger.
triggers.KoseiHelper/MultinodeCameraTrigger.attributes.description.xOnly=Whether the trigger should only smoothly lerp in the horizontal axis.
triggers.KoseiHelper/MultinodeCameraTrigger.attributes.description.yOnly=Whether the trigger should only smoothly lerp in the vertical axis.
triggers.KoseiHelper/MultinodeCameraTrigger.attributes.description.smoothingStrength=The intensity of the smoothing effect.
triggers.KoseiHelper/MultinodeCameraTrigger.attributes.description.maxSmoothingDistance=The nodes that are more than this distance away from the player will be ignored.

# MagicInkTrigger
triggers.KoseiHelper/MagicInkTrigger.placements.name.MagicInkTrigger=Magic Ink Trigger
triggers.KoseiHelper/MagicInkTrigger.placements.description.MagicInkTrigger=Restores (or substracts) some amount of magic ink.\nUse with a Magic Ink Controller.
triggers.KoseiHelper/MagicInkTrigger.attributes.description.onlyOnce=Whether the trigger should disappear upon giving/substracting ink once.
triggers.KoseiHelper/MagicInkTrigger.attributes.description.flag=The trigger will only add/substract ink while the flag is true.\nLeave empty for no flag required.
triggers.KoseiHelper/MagicInkTrigger.attributes.description.triggerMode=Whether the ink should be given when the player enters the trigger (big amounts) or while the player is inside (small amounts).
triggers.KoseiHelper/MagicInkTrigger.attributes.description.inkAmount=The amount of ink that should be given or substracted (negative number).