# ============================== Mod Menu ======================================
SSB_SOME_SPLIT_BUTTONS=                           Some Split Buttons
SSB_ENABLED=                                      Enabled
SSB_ENABLE_SAVE_AND_QUIT_SPLIT_BUTTON=            Save and Quit Split Button
SSB_ENABLE_SKIP_CUTSCENE_SPLIT_BUTTON=            Skip Cutscene Split Button
# The button only exists while level.endingChapterAfterCutscene is set — see Level_OnCreatePauseMenuButtons.
SSB_ENABLE_SKIP_CUTSCENE_SPLIT_BUTTON_DESC=       Only for end-of-chapter cutscenes
SSB_ENABLE_RETURN_TO_MAP_SPLIT_BUTTON=            Return to Map Split Button

# ============================ Buttons / Menu ==================================
SSB_SAVE_AND_QUIT_SPLIT_BUTTON=                   Save and Quit Split
SSB_SKIP_CUTSCENE_SPLIT_BUTTON=                   Skip Cutscene Split
SSB_RETURN_TO_MAP_SPLIT_BUTTON=                   Return to Map Split
SSB_TOGGLE_SAVE_QUIT_KEY=                         Enable/Disable Save and Quit button
SSB_TOGGLE_SKIP_CUTSCENE_KEY=                     Enable/Disable Skip Cutscene button
SSB_TOGGLE_RETURN_TO_MAP_KEY=                     Enable/Disable Return to Map button
# {0} is the split's frame count, from Splits/SplitTimings.cs — do not write the number out here.
# It was written out, in all five entries, and a fork that changed a constant would have shipped
# buttons describing a delay the mod no longer had. {1} in the Prologue entry is the same count in
# whole seconds. These five are read with Dialog.Get: Dialog.Clean deletes {0} outright.
SSB_SQ_BUTTON_DESC=                               Unpause then split room timer after {0} frames
SSB_SQ_REENTER_BUTTON_DESC=                       Unpause, split room timer after {0} frames then re-enter the room
SSB_SCS_BUTTON_DESC=                              Unpause then split room timer after {0} frames
SSB_SCS_PROLOGUE_BUTTON_DESC=                     Unpause then split room timer after {0} frames (~{1}s)
SSB_RTM_BUTTON_DESC=                              Unpause then split room timer after {0} frames
SSB_RTM_SPLIT_MENU_HEADER=                        RETURN TO MAP SPLIT?

# ============================== Messages ======================================
# {0} is a frame count at normal speed: every carried red berry summed, since they bank one at a
# time. The line below is appended to it while a seeker or Oshiro is slowing the game down, where
# {0} is what the same wait costs at that speed and {1} is the speed, e.g. 0.5.
SSB_BERRY_BLOCKS_SPLIT=                           No split: berry needs {0} more frames to collect
SSB_BERRY_SLOWDOWN=                               ({0} at {1}x speed)
# {0} is a split button name, taken from the mod menu labels above.
SSB_BUTTON_ENABLED=                               {0} enabled
SSB_BUTTON_DISABLED=                              {0} disabled
SSB_SQ_REENTER_OPTIONS=                           Reenter the room after S&Q split
SSB_SQ_REENTER_OPTIONS_DESC=                      Reloads the room as a real S&Q does
SSB_BERRY_COLLECT_PROTECTION=                     Berry Collect Protection
SSB_BERRY_COLLECT_PROTECTION_DESC=                Refuse to split while a carried berry would be lost

# ============================ Keybind Config UI ================================
SSB_KEYBIND_CONFIG=                               Hotkeys
SSB_KEYBIND_COMBO_SUB=                            Binding multiple keys acts as a key combo (all must be held)