# Translators: keep every {0} and {1} exactly as they are. They are filled in at runtime and a
# sentence that loses one reaches the player with a gap where a number should be.
#
# Translators: an entry whose {0} is a count can come in forms, picked by the count. The plain id is
# the general form and is required. Add the same id ending in _ONE for the singular (English 1;
# French and Brazilian Portuguese 0 and 1; Russian 1, 21, 31...), and in _FEW for Russian 2-4,
# 22-24... A form a language leaves out falls back to the plain id. Every entry below that quotes
# {0} frames takes these forms.

# ============================== Mod Menu ======================================
# ⚠️ Keep each line of a _DESC here to about 105 characters, breaking a longer one with {n}. Mod
# Options is as wide as its widest section, so one long line spreads every mod's rows apart.
SSB_SOME_SPLIT_BUTTONS=                           Some Split Buttons
SSB_ENABLED=                                      Enabled
SSB_ENABLE_SKIP_CUTSCENE_SPLIT_BUTTON=            Skip Cutscene
SSB_ENABLE_SKIP_CUTSCENE_SPLIT_BUTTON_DESC=       End-of-chapter cutscenes only
SSB_ENABLE_SAVE_AND_QUIT_SPLIT_BUTTON=            Save and Quit
SSB_ENABLE_RETURN_TO_MAP_SPLIT_BUTTON=            Return to Map
SSB_SQ_REENTER_OPTIONS=                           Then Reload the Room
SSB_SQ_REENTER_OPTIONS_DESC=                      Vanilla S&Q reload: room state resets, Core mode included
SSB_RTM_CHECKPOINT_MENU=                          Then Load a Checkpoint
SSB_RTM_CHECKPOINT_MENU_DESC=                     Opens a checkpoint list and loads into it
SSB_SCS_LOAD_MENU=                                Then Load a Chapter or Checkpoint
SSB_SCS_LOAD_MENU_DESC=                           Opens a chapter and checkpoint list and loads into it
SSB_BERRY_COLLECT_PROTECTION=                     Berry Collect Protection
SSB_BERRY_COLLECT_PROTECTION_DESC=                Refuse to split while a carried red berry would be lost
SSB_KEYBIND_CONFIG=                               Hotkeys

# ============================ Pause-Menu Buttons ==============================
SSB_SKIP_CUTSCENE_SPLIT_BUTTON=                   Skip Cutscene Split
SSB_SAVE_AND_QUIT_SPLIT_BUTTON=                   Save and Quit Split
SSB_RETURN_TO_MAP_SPLIT_BUTTON=                   Return to Map Split
# {0} is the split's frame count and {1} the same count in whole seconds. Do not write either
# number out: they come from the code, and a copy here would go stale without anything noticing.
SSB_SCS_BUTTON_DESC=                              Unpauses, then splits the SpeedrunTool room timer after {0} frames
SSB_SCS_PROLOGUE_BUTTON_DESC=                     Unpauses, then splits the SpeedrunTool room timer after {0} frames (~{1}s)
SSB_SCS_LIST_BUTTON_DESC=                         Unpauses, splits the SpeedrunTool room timer after {0} frames, then opens the list
SSB_SCS_PROLOGUE_LIST_BUTTON_DESC=                Unpauses, splits the SpeedrunTool room timer after {0} frames (~{1}s), then opens the list
SSB_SQ_BUTTON_DESC=                               Splits the SpeedrunTool room timer after {0} frames, then unpauses
SSB_SQ_REENTER_BUTTON_DESC=                       Splits the SpeedrunTool room timer after {0} frames, then reloads the room
SSB_RTM_BUTTON_DESC=                              Splits the SpeedrunTool room timer after {0} frames, then unpauses
SSB_RTM_PICKER_BUTTON_DESC=                       Splits the SpeedrunTool room timer after {0} frames, then opens the checkpoint list
# Shown instead of the Save and Quit and Return to Map descriptions while a SpeedrunTool end point
# is set: its room timer then records nothing for these two splits.
SSB_END_POINT_IGNORES_SPLIT=                      SpeedrunTool end point set: this split will not register
SSB_RTM_SPLIT_MENU_HEADER=                        RETURN TO MAP SPLIT?
SSB_RTM_CHECKPOINT_MENU_HEADER=                   LOAD WHICH CHECKPOINT?
SSB_SCS_CHAPTER_MENU_HEADER=                      LOAD WHAT NEXT?

# ============================== Messages ======================================
# {0} is a frame count at normal speed: every carried red berry summed, since they bank one at a
# time. SSB_BERRY_SLOWDOWN is appended to it while a seeker or Oshiro is slowing the game down,
# where its {0} is what the same wait costs at that speed and {1} is the speed, e.g. 0.5.
SSB_BERRY_BLOCKS_SPLIT=                           Split refused: a carried berry needs {0} more frames to collect
SSB_BERRY_BLOCKS_SPLIT_ONE=                       Split refused: a carried berry needs {0} more frame to collect
SSB_BERRY_SLOWDOWN=                               ({0} at {1}x speed)
# {0} is how many updates a crystal heart's collect routine still needs before it is written to the
# save. Leaving the chapter before that loses the heart, so the split refuses.
SSB_HEART_BLOCKS_SPLIT=                           Split refused: the heart needs {0} more frames to collect
SSB_HEART_BLOCKS_SPLIT_ONE=                       Split refused: the heart needs {0} more frame to collect
# {0} is a split button name, taken from the pause-menu button labels above.
SSB_BUTTON_ENABLED=                               {0} enabled
SSB_BUTTON_DISABLED=                              {0} disabled

# ============================ Keybind Config UI ================================
# The rows name the button and nothing else: SSB_KEYBIND_CLEAR_SUB, at the top of the screen, says
# once for all of them that a hotkey turns its button on or off.
# Skip Cutscene alone has a line under its row, SSB_ENABLE_SKIP_CUTSCENE_SPLIT_BUTTON_DESC, shared
# with Mod Options.
# ⚠️ Keep SSB_KEYBIND_CLEAR_SUB short, about 65 characters at most. The menu is as wide as its
# widest left-hand text plus its widest binding, and past that sum it runs off both screen edges.
SSB_TOGGLE_SKIP_CUTSCENE_KEY=                     Skip Cutscene
SSB_TOGGLE_SAVE_QUIT_KEY=                         Save and Quit
SSB_TOGGLE_RETURN_TO_MAP_KEY=                     Return to Map
SSB_KEYBIND_COMBO_SUB=                            Hold the whole combo together, then let go to bind it (up to 4)
# {0} is the most inputs a combo may hold (4), filled in by the screen.
SSB_KEYBIND_PAGE_COMBO=                           A hotkey can be a combo of up to {0} inputs, all held together
SSB_KEYBIND_CLEAR_SUB=                            Turns the button on or off. Journal or Delete clears the row
# {0} is the seconds left before the overlay gives up and binds nothing.
SSB_KEYBIND_TIMEOUT=                              Cancelling in {0}s - press Escape to cancel now
