# Diagonal Winged Strawberry
placements.entities.SpringCollab2020/diagonalWingedStrawberry.tooltips.order=The order within a checkpoint. When -1, Everest automatically sets it.
placements.entities.SpringCollab2020/diagonalWingedStrawberry.tooltips.checkpointID=The checkpoint the berry is located within. When -1, Everest automatically sets it.

# Bubble Return Strawberry
placements.entities.SpringCollab2020/returnBerry.tooltips.winged=Flies away upon dashing.
placements.entities.SpringCollab2020/returnBerry.tooltips.checkpointID=Manually determine what checkpoint section strawberries are visually grouped up in, showing up on the start menu during gameplay and level select. Overrides Everest's automatic berry IDs. (Default = -1)
placements.entities.SpringCollab2020/returnBerry.tooltips.order=Manually determine what order strawberries are visually placed in on the start menu during gameplay and level select. Overrides Everest's automatic berry IDs. (Default = -1)
placements.entities.SpringCollab2020/returnBerry.names.SpringCollab2020_ignoreLighting=Ignore Lighting
placements.entities.SpringCollab2020/returnBerry.tooltips.SpringCollab2020_ignoreLighting=(Spring Collab 2020 attribute) If checked, the berry will appear bright at all times, even if the room is dark.

# Glass Berry
placements.entities.SpringCollab2020/glassBerry.tooltips.checkpointID=Manually determine what checkpoint section strawberries are visually grouped up in, showing up on the start menu during gameplay and level select. Overrides Everest's automatic berry IDs. (Default = -1)
placements.entities.SpringCollab2020/glassBerry.tooltips.order=Manually determine what order strawberries are visually placed in on the start menu during gameplay and level select. Overrides Everest's automatic berry IDs. (Default = -1)

# Spike Jump Through Controller
placements.entities.SpringCollab2020/SpikeJumpThroughController.tooltips.persistent=Whether or not the controller should stay active across rooms. If set to true, the controller's effects will stay active until the player leaves a room with a non-persistent controller.

# Lightning Dash Switch
placements.entities.SpringCollab2020/LightningDashSwitch.tooltips.side=Which direction the switch is facing.
placements.entities.SpringCollab2020/LightningDashSwitch.tooltips.sprite=Changes the visual appearance of the switch.
placements.entities.SpringCollab2020/LightningDashSwitch.tooltips.persistent=Whether or not the switch will stay pressed upon leaving the room.

﻿# Cave Wall
placements.entities.SpringCollab2020/caveWall.tooltips.tiletype=Changes the visual appearance of the wall.
placements.entities.SpringCollab2020/caveWall.tooltips.disableTransitionFading=If ticked, prevents the wall from fading in during transitions.

# Lightning Strike Trigger
placements.triggers.SpringCollab2020/LightningStrikeTrigger.tooltips.playerOffset=The X offset of the lightning relative to the player's position.
placements.triggers.SpringCollab2020/LightningStrikeTrigger.tooltips.verticalOffset=The Y offset of the lightning relative to the player's position.
placements.triggers.SpringCollab2020/LightningStrikeTrigger.tooltips.strikeHeight=The height of the lightning strike. If set to 0, the height will be the screen's height.
placements.triggers.SpringCollab2020/LightningStrikeTrigger.tooltips.seed=The seed for the randomizer which generates the lightning strike.
placements.triggers.SpringCollab2020/LightningStrikeTrigger.tooltips.delay=The delay, in seconds, between the player entering the trigger and the appearance of the lightning strike.
placements.triggers.SpringCollab2020/LightningStrikeTrigger.tooltips.rain=Upon lightning strike, rain will begin falling in the level.
placements.triggers.SpringCollab2020/LightningStrikeTrigger.tooltips.flash=Upon lightning strike, the screen will flash white.
placements.triggers.SpringCollab2020/LightningStrikeTrigger.tooltips.constant=If lightning should constantly strike while the player is inside the trigger.

# Variable Crumble Blocks
placements.entities.SpringCollab2020/variableCrumbleBlock.tooltips.texture=The texture of the blocks that are crumbling.2
placements.entities.SpringCollab2020/variableCrumbleBlock.tooltips.timer=How long the blocks will shake for before falling.
placements.entities.SpringCollab2020/variableCrumbleBlock.tooltips.respawnTimer=How much time (in seconds) the block will take before respawning.

# Floatier Space Block
placements.entities.SpringCollab2020/floatierSpaceBlock.tooltips.disableSpawnOffset=Whether or not the entity should spawn without the random offset.
placements.entities.SpringCollab2020/floatierSpaceBlock.tooltips.floatinessMultiplier=A multiplier for how far the block sinks.
placements.entities.SpringCollab2020/floatierSpaceBlock.tooltips.tiletype=Determines the visual appearance of the wall.
placements.entities.SpringCollab2020/floatierSpaceBlock.tooltips.bounceBackMultiplier=A multiplier for how fast the block bounces back when dashed into.
placements.entities.SpringCollab2020/floatierSpaceBlock.tooltips.dashOffsetMultiplier=A multiplier for how far the block gets pushed back when dashed into.

# Invisible Light Source
placements.entities.SpringCollab2020/invisibleLightSource.tooltips.alpha=Opacity of the light. Makes the bloom near the light stronger.
placements.entities.SpringCollab2020/invisibleLightSource.tooltips.radius=Radius of the light.
placements.entities.SpringCollab2020/invisibleLightSource.tooltips.startFade=Where the light begins to fade out (distance away from light source)
placements.entities.SpringCollab2020/invisibleLightSource.tooltips.endFade=Where the light finishes fading out (distance away from light source)
placements.entities.SpringCollab2020/invisibleLightSource.tooltips.color=The color of the light. Accepts both hex codes and XNA color names.

# Smooth Camera Offset Trigger
placements.triggers.SpringCollab2020/SmoothCameraOffsetTrigger.tooltips.offsetXFrom=The X offset to fade from.
placements.triggers.SpringCollab2020/SmoothCameraOffsetTrigger.tooltips.offsetXTo=The X offset to fade to.
placements.triggers.SpringCollab2020/SmoothCameraOffsetTrigger.tooltips.offsetYFrom=The Y offset to fade from.
placements.triggers.SpringCollab2020/SmoothCameraOffsetTrigger.tooltips.offsetYTo=The Y offset to fade to.
placements.triggers.SpringCollab2020/SmoothCameraOffsetTrigger.tooltips.positionMode=The fade direction.
placements.triggers.SpringCollab2020/SmoothCameraOffsetTrigger.tooltips.onlyOnce=If checked, the trigger will be disabled when the player first leaves it.

# Flag Toggle Smooth Camera Offset Trigger
placements.triggers.SpringCollab2020/FlagToggleSmoothCameraOffsetTrigger.tooltips.offsetXFrom=The X offset to fade from.
placements.triggers.SpringCollab2020/FlagToggleSmoothCameraOffsetTrigger.tooltips.offsetXTo=The X offset to fade to.
placements.triggers.SpringCollab2020/FlagToggleSmoothCameraOffsetTrigger.tooltips.offsetYFrom=The Y offset to fade from.
placements.triggers.SpringCollab2020/FlagToggleSmoothCameraOffsetTrigger.tooltips.offsetYTo=The Y offset to fade to.
placements.triggers.SpringCollab2020/FlagToggleSmoothCameraOffsetTrigger.tooltips.positionMode=The fade direction.
placements.triggers.SpringCollab2020/FlagToggleSmoothCameraOffsetTrigger.tooltips.onlyOnce=If checked, the trigger will be disabled when the player first leaves it.
placements.triggers.SpringCollab2020/FlagToggleSmoothCameraOffsetTrigger.tooltips.flag=The flag this trigger should react to.
placements.triggers.SpringCollab2020/FlagToggleSmoothCameraOffsetTrigger.tooltips.inverted=If checked, the trigger will be disabled when the flag is active.\nIf unchecked, the trigger will be enabled when the flag is active.

# Flag Toggle Camera Target Trigger
placements.triggers.SpringCollab2020/FlagToggleCameraTargetTrigger.tooltips.positionMode=Determines which direction the camera position moves in.
placements.triggers.SpringCollab2020/FlagToggleCameraTargetTrigger.tooltips.yOnly=The camera will only lock on the Y axis.
placements.triggers.SpringCollab2020/FlagToggleCameraTargetTrigger.tooltips.xOnly=The camera will only lock on the X axis.
placements.triggers.SpringCollab2020/FlagToggleCameraTargetTrigger.tooltips.lerpStrength=Determines how fast the camera moves to lock into place upon activation.
placements.triggers.SpringCollab2020/FlagToggleCameraTargetTrigger.tooltips.deleteFlag=Session flag to deactivate the trigger, ignored if left empty. Camera will not reset if player is inside the trigger as it deactivates.\nIf the player transitions into the room with the flag set, the trigger can not be reactivated. However, if it was enabled and then disabled in the room, the player can reactivate it.
placements.triggers.SpringCollab2020/FlagToggleCameraTargetTrigger.tooltips.flag=The flag this trigger should react to.
placements.triggers.SpringCollab2020/FlagToggleCameraTargetTrigger.tooltips.inverted=If checked, the trigger will be disabled when the flag is active.\nIf unchecked, the trigger will be enabled when the flag is active.

# Dash Spring
placements.entities.SpringCollab2020/dashSpring.tooltips.playerCanUse=Determines whether the player is able to interact with the spring.

# Customizable Glass Block
placements.entities.SpringCollab2020/CustomizableGlassBlock.tooltips.behindFgTiles=Whether the glass block outline should appear behind foreground tiles.

# Customizable Glass Block Controller
placements.entities.SpringCollab2020/CustomizableGlassBlockController.tooltips.starColors=A comma-separated list of all star colours visible in glass blocks in the room.
placements.entities.SpringCollab2020/CustomizableGlassBlockController.tooltips.bgColor=The background colour for glass blocks in the room.

# Bubble Push Field
placements.entities.SpringCollab2020/bubblePushField.tooltips.strength=The strength with which the bubbles push objects within.
placements.entities.SpringCollab2020/bubblePushField.tooltips.upwardStrength=How much the bubbles push the player up to compensate for gravity.
placements.entities.SpringCollab2020/bubblePushField.tooltips.direction=The direction the bubbles push the player.
placements.entities.SpringCollab2020/bubblePushField.tooltips.water=If the bubble field will create a Water entity to make its presence visible.
placements.entities.SpringCollab2020/bubblePushField.tooltips.activationMode=Determines on which condition the bubble column activates.
placements.entities.SpringCollab2020/bubblePushField.tooltips.flag=The session flag this bubble push field reacts to (when Activation Mode is "only if flag (in)active").

# Animated Jump Thru Platform
placements.entities.SpringCollab2020/AnimatedJumpthruPlatform.tooltips.animationPath=The path to the animation, relative to Graphics/Atlases/Gameplay/objects/jumpthru. Should be a 8x8 image.
placements.entities.SpringCollab2020/AnimatedJumpthruPlatform.tooltips.animationDelay=The delay in seconds between 2 frames of animation.
placements.entities.SpringCollab2020/AnimatedJumpthruPlatform.tooltips.surfaceIndex=Footstep sound when walking on the platform.

# Upside Down Jump Thru
placements.entities.SpringCollab2020/UpsideDownJumpThru.tooltips.texture=Changes the appearance of the platform. Should be in the same format as vanilla for static jumpthrus, and a 8x8 image for animated ones.
placements.entities.SpringCollab2020/UpsideDownJumpThru.tooltips.animationDelay=The delay in seconds between 2 frames of animation. Leave to 0 for no animation.

# Sideways Jump Thru
placements.entities.SpringCollab2020/SidewaysJumpThru.tooltips.texture=Changes the appearance of the platform. Should be in the same format as vanilla for static jumpthrus, and a 8x8 image for animated ones.
placements.entities.SpringCollab2020/SidewaysJumpThru.tooltips.animationDelay=The delay in seconds between 2 frames of animation. Leave to 0 for no animation.
placements.entities.SpringCollab2020/SidewaysJumpThru.tooltips.left=Whether the solid side of the jumpthru is the left side.

# Non-Badeline Moving Blocks
placements.entities.SpringCollab2020/nonBadelineMovingBlock.tooltips.tiletype=Changes the visual appearance of the block before it starts moving.
placements.entities.SpringCollab2020/nonBadelineMovingBlock.tooltips.highlightTiletype=Changes the visual appearance of the block once it starts moving.

# Custom Sandwich Lava
placements.entities.SpringCollab2020/CustomSandwichLava.tooltips.direction=Changes the sandwich lava direction. CoreModeBased is the same behaviour as vanilla, depending on core mode.
placements.entities.SpringCollab2020/CustomSandwichLava.tooltips.speed=Changes the speed the lava is moving at, in pixels per second. Vanilla value is 20.
placements.entities.SpringCollab2020/CustomSandwichLava.tooltips.sandwichGap=The gap in pixels between both sides of the lava. Vanilla value is 160.

# Custom Sandwich Lava Settings Trigger
placements.triggers.SpringCollab2020/CustomSandwichLavaSettingsTrigger.tooltips.onlyOnce=If enabled, the settings will change only on the first time the player enters the trigger.
placements.triggers.SpringCollab2020/CustomSandwichLavaSettingsTrigger.tooltips.direction=Changes the sandwich lava direction. CoreModeBased is the same behaviour as vanilla, depending on core mode.
placements.triggers.SpringCollab2020/CustomSandwichLavaSettingsTrigger.tooltips.speed=Changes the speed the lava is moving at, in pixels per second. Vanilla value is 20.

# Sideways Lava
placements.entities.SpringCollab2020/SidewaysLava.tooltips.intro=Determines whether the lava moves into the screen or starts already present on the screen. Not suitable for sandwich lava.
placements.entities.SpringCollab2020/SidewaysLava.tooltips.lavaMode=Determines which side(s) of the screen the lava comes from.
placements.entities.SpringCollab2020/SidewaysLava.tooltips.speedMultiplier=Modifies the lava speed. 1 is vanilla lava speed, 2 is twice as fast.

# Flag Touch Switch
placements.entities.SpringCollab2020/FlagTouchSwitch.tooltips.flag=The session flag this touch switch sets. Give the same to multiple touch switches and switch gates to group them.
placements.entities.SpringCollab2020/FlagTouchSwitch.tooltips.icon=The name of the icon for the touch switch (relative to objects/SpringCollab2020/flagTouchSwitch), or "vanilla" for the default one.
placements.entities.SpringCollab2020/FlagTouchSwitch.tooltips.persistent=If enabled, the touch switch will stay active when the player dies or changes rooms.
placements.entities.SpringCollab2020/FlagTouchSwitch.tooltips.inactiveColor=The switch colour when not triggered yet.
placements.entities.SpringCollab2020/FlagTouchSwitch.tooltips.activeColor=The switch colour when triggered, but the group is not complete yet.
placements.entities.SpringCollab2020/FlagTouchSwitch.tooltips.finishColor=The switch colour when the group is complete.

# Flag Switch Gate
placements.entities.SpringCollab2020/FlagSwitchGate.tooltips.flag=The session flag this switch gate reacts to. Give the same to multiple touch switches and switch gates to group them.
placements.entities.SpringCollab2020/FlagSwitchGate.tooltips.icon=The name of the icon for the switch gate (relative to objects/SpringCollab2020/flagSwitchGate), or "vanilla" for the default one.
placements.entities.SpringCollab2020/FlagSwitchGate.tooltips.persistent=If enabled, the switch gate will stay open when the player dies or changes rooms.
placements.entities.SpringCollab2020/FlagSwitchGate.tooltips.inactiveColor=The gate icon colour when not triggered yet.
placements.entities.SpringCollab2020/FlagSwitchGate.tooltips.activeColor=The gate icon colour when triggered, but the group is not complete yet.
placements.entities.SpringCollab2020/FlagSwitchGate.tooltips.finishColor=The gate icon colour when the group is complete.
placements.entities.SpringCollab2020/FlagSwitchGate.tooltips.sprite=The texture for the gate block.

# Instant Falling Block
placements.entities.SpringCollab2020/InstantFallingBlock.tooltips.climbFall=After a delay, the block will physically fall down until it comes into contact with another block.
placements.entities.SpringCollab2020/InstantFallingBlock.tooltips.tiletype=Changes the visual appearance of the falling block.
placements.entities.SpringCollab2020/InstantFallingBlock.tooltips.behind=Whether the block should visually be further behind in the scene or not.

# Grouped Trigger Spikes
placements.entities.SpringCollab2020/GroupedTriggerSpikesUp.tooltips.type=Changes the visual appearance of the spikes.
placements.entities.SpringCollab2020/GroupedTriggerSpikesDown.tooltips.type=Changes the visual appearance of the spikes.
placements.entities.SpringCollab2020/GroupedTriggerSpikesLeft.tooltips.type=Changes the visual appearance of the spikes.
placements.entities.SpringCollab2020/GroupedTriggerSpikesRight.tooltips.type=Changes the visual appearance of the spikes.
placements.entities.SpringCollab2020/GroupedTriggerSpikesUp.tooltips.behindMoveBlocks=Determines whether the trigger spikes appear behind move blocks.
placements.entities.SpringCollab2020/GroupedTriggerSpikesDown.tooltips.behindMoveBlocks=Determines whether the trigger spikes appear behind move blocks.
placements.entities.SpringCollab2020/GroupedTriggerSpikesLeft.tooltips.behindMoveBlocks=Determines whether the trigger spikes appear behind move blocks.
placements.entities.SpringCollab2020/GroupedTriggerSpikesRight.tooltips.behindMoveBlocks=Determines whether the trigger spikes appear behind move blocks.

# Move Block with Customizable Speed
placements.entities.SpringCollab2020/MoveBlockCustomSpeed.tooltips.canSteer=Determines whether the move block can be moved by the player.
placements.entities.SpringCollab2020/MoveBlockCustomSpeed.tooltips.direction=Determines the direction the move block moves in upon activation.
placements.entities.SpringCollab2020/MoveBlockCustomSpeed.tooltips.moveSpeed=The block speed, in pixels per second. Vanilla speeds are 60 for "slow", 75 for "fast".

# Disable Ice Physics Trigger
placements.triggers.SpringCollab2020/DisableIcePhysicsTrigger.tooltips.disableIcePhysics=Check to disable ice physics when entering the trigger. Uncheck to enable them again.

# No Dash Refill Spring
placements.entities.SpringCollab2020/NoDashRefillSpring.tooltips.playerCanUse=Determines whether the player is able to interact with the spring.

# Underwater Switch Controller
placements.entities.SpringCollab2020/UnderwaterSwitchController.tooltips.flag=The session flag the controller is listening to. Activating this flag will flood the room with water, deactivating it will remove that water.

# Custom Bird Tutorial
placements.entities.SpringCollab2020/CustomBirdTutorial.tooltips.birdId=An identifier for the bird. Used to tie the bird to its trigger if there are multiple birds in a same room.
placements.entities.SpringCollab2020/CustomBirdTutorial.tooltips.info=The bubble "title". Can either be a dialog ID, or a path to a texture in the Gui atlas.
placements.entities.SpringCollab2020/CustomBirdTutorial.tooltips.caw=Whether the bird should caw upon displaying the bubble.
placements.entities.SpringCollab2020/CustomBirdTutorial.tooltips.faceLeft=Whether the bird should face left or right.
placements.entities.SpringCollab2020/CustomBirdTutorial.tooltips.onlyOnce=If enabled, the bird won't respawn once it flew away, even if the player dies in the room.
placements.entities.SpringCollab2020/CustomBirdTutorial.tooltips.controls=The controls to display in the bubble, 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, 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

# Custom Bird Tutorial Trigger
placements.triggers.SpringCollab2020/CustomBirdTutorialTrigger.tooltips.birdId=The ID of the bird this trigger is controlling.
placements.triggers.SpringCollab2020/CustomBirdTutorialTrigger.tooltips.showTutorial=If checked, the trigger will make the bird show the tutorial bubble. If unchecked, the trigger will make the bird fly away.

# Troll Strawberry
placements.entities.SpringCollab2020/trollStrawberry.tooltips.winged=The strawberry attempts to vertically rise offscreen when the player dashes.

# Multi-Node Moving Platform
placements.entities.SpringCollab2020/MultiNodeMovingPlatform.tooltips.moveTime=The time the platform takes to move between two successive positions. Default is 2 seconds.
placements.entities.SpringCollab2020/MultiNodeMovingPlatform.tooltips.pauseTime=The time the platform stops at each position. Default is 0 seconds.
placements.entities.SpringCollab2020/MultiNodeMovingPlatform.tooltips.mode=Determines the way the platform will move between its nodes. For example, with 3 nodes A, B, C:\n- Loop: A > B > C > A\n- LoopNoPause: A > A (going through B and C)\n- BackAndForth: A > B > C > B > A\n- BackAndForthNoPause: A > C > A (going through B)\n- TeleportBack: A > B > C, then the platform teleports to A upon reaching C
placements.entities.SpringCollab2020/MultiNodeMovingPlatform.tooltips.texture=What texture to use for the platform.
placements.entities.SpringCollab2020/MultiNodeMovingPlatform.tooltips.easing=Whether the platform movement should be eased (speedup/slowdown around each position).

# Cassette-Friendly Strawberry
placements.entities.SpringCollab2020/CassetteFriendlyStrawberry.tooltips.winged=The strawberry attempts to vertically rise offscreen when the player dashes.
placements.entities.SpringCollab2020/CassetteFriendlyStrawberry.tooltips.checkpointID=Manually determine what checkpoint section strawberries are visually grouped up in, showing up on the start menu during gameplay and level select. Overrides Everest's automatic berry IDs. (Default= -1)
placements.entities.SpringCollab2020/CassetteFriendlyStrawberry.tooltips.order=Manually determine what order strawberries are visually placed in on the start menu during gameplay and level select. Overrides Everest's automatic berry IDs. (Default= -1)
placements.entities.SpringCollab2020/CassetteFriendlyStrawberry.tooltips.moon=Makes the strawberry render as a space berry.\nDoes not work with wings or nodes in the base game.

# Multi-Room Strawberry Seed
placements.entities.SpringCollab2020/MultiRoomStrawberrySeed.tooltips.strawberryName=The name of the strawberry this seed belongs to.
placements.entities.SpringCollab2020/MultiRoomStrawberrySeed.tooltips.sprite=The path to the sprite folder (relative to Graphics/Atlas/Gameplay/collectables).
placements.entities.SpringCollab2020/MultiRoomStrawberrySeed.tooltips.ghostSprite=The path to the sprite folder (relative to Graphics/Atlas/Gameplay/collectables) used when the strawberry is already collected.
placements.entities.SpringCollab2020/MultiRoomStrawberrySeed.tooltips.index=The order for this seed (determines the sound played on collection). If left to -1, Everest will auto-assign it.
placements.entities.SpringCollab2020/MultiRoomStrawberrySeed.tooltips.ignoreLighting=If checked, the berry seed will appear bright at all times, even if the room is dark.

# Multi-Room Strawberry
placements.entities.SpringCollab2020/MultiRoomStrawberry.tooltips.name=The strawberry name, used to pair it with its seeds.
placements.entities.SpringCollab2020/MultiRoomStrawberry.tooltips.winged=The strawberry attempts to vertically rise offscreen when the player dashes.
placements.entities.SpringCollab2020/MultiRoomStrawberry.tooltips.checkpointID=Manually determine what checkpoint section strawberries are visually grouped up in, showing up on the start menu during gameplay and level select. Overrides Everest's automatic berry IDs. (Default= -1)
placements.entities.SpringCollab2020/MultiRoomStrawberry.tooltips.order=Manually determine what order strawberries are visually placed in on the start menu during gameplay and level select. Overrides Everest's automatic berry IDs. (Default= -1)
placements.entities.SpringCollab2020/MultiRoomStrawberry.tooltips.moon=Makes the strawberry render as a space berry.\nDoes not work with wings or nodes in the base game.
placements.entities.SpringCollab2020/MultiRoomStrawberry.names.SpringCollab2020_ignoreLighting=Ignore Lighting
placements.entities.SpringCollab2020/MultiRoomStrawberry.tooltips.SpringCollab2020_ignoreLighting=(Spring Collab 2020 attribute) If checked, the berry will appear bright at all times, even if the room is dark.

# Strawberry ignoring lighting
placements.entities.strawberry.names.SpringCollab2020_ignoreLighting=Ignore Lighting
placements.entities.strawberry.tooltips.SpringCollab2020_ignoreLighting=(Spring Collab 2020 attribute) If checked, the berry will appear bright at all times, even if the room is dark.

# Madeline Silhouette Trigger
placements.triggers.SpringCollab2020/MadelineSilhouetteTrigger.tooltips.enable=If checked, the trigger will turn Madeline into a silhouette. If unchecked, it will turn Madeline back to normal.

# Rainbow Spinner Color Controller
placements.entities.SpringCollab2020/RainbowSpinnerColorController.tooltips.colors=The colours the rainbow spinners in the room will take, separated by commas. For example, if 3 colours A, B and C are specified, the colours will cycle in the following order: A > B > C > B > A.
placements.entities.SpringCollab2020/RainbowSpinnerColorController.tooltips.gradientSize=The distance required to achieve a complete loop across all colours.

# Rainbow Spinner Color Area Controller
placements.entities.SpringCollab2020/RainbowSpinnerColorAreaController.tooltips.colors=The colours the rainbow spinners in the area will take, separated by commas. For example, if 3 colours A, B and C are specified, the colours will cycle in the following order: A > B > C > B > A.
placements.entities.SpringCollab2020/RainbowSpinnerColorAreaController.tooltips.gradientSize=The distance required to achieve a complete loop across all colours.

# Music Layer Fade Trigger
placements.triggers.SpringCollab2020/MusicLayerFadeTrigger.tooltips.layers=Which layers the trigger should change.
placements.triggers.SpringCollab2020/MusicLayerFadeTrigger.tooltips.fadeA=The first volume for the music layer.
placements.triggers.SpringCollab2020/MusicLayerFadeTrigger.tooltips.fadeB=The second volume for the music layer.
placements.triggers.SpringCollab2020/MusicLayerFadeTrigger.tooltips.direction=Which direction the layer volume fades between Fade A and Fade B when the player enters the trigger.

# Retract Spinner
placements.entities.SpringCollab2020/RetractSpinner.tooltips.attachToSolid=The spinner attaches to the surface of the entity or block, and can be moved by them.

# Respawning Jellyfish
placements.entities.SpringCollab2020/RespawningJellyfish.tooltips.bubble=Whether the entity should hover in the air before being grabbed.
placements.entities.SpringCollab2020/RespawningJellyfish.tooltips.tutorial=Whether the entity should show the usage tutorial.
placements.entities.SpringCollab2020/RespawningJellyfish.tooltips.respawnTime=The jellyfish will respawn at its starting location after this amount of time (in seconds) after being destroyed.

# Flag Toggle Water
placements.entities.SpringCollab2020/FlagToggleWater.tooltips.hasBottom=Determines whether or not the water has a bottom.
placements.entities.SpringCollab2020/FlagToggleWater.tooltips.flag=The flag this entity reacts to.
placements.entities.SpringCollab2020/FlagToggleWater.tooltips.inverted=If checked, the entity will appear only if the flag is inactive.\nIf unchecked, the entity will appear only if the flag is active.

# Flag Toggle Waterfall
placements.entities.SpringCollab2020/FlagToggleWaterfall.tooltips.flag=The flag this entity reacts to.
placements.entities.SpringCollab2020/FlagToggleWaterfall.tooltips.inverted=If checked, the entity will appear only if the flag is inactive.\nIf unchecked, the entity will appear only if the flag is active.

# Flag Toggle Star Track Spinner
placements.entities.SpringCollab2020/FlagToggleStarTrackSpinner.tooltips.speed=Changes the speed of the spinner's rotation.
placements.entities.SpringCollab2020/FlagToggleStarTrackSpinner.tooltips.startCenter=The spinner will start at the end of the track.
placements.entities.SpringCollab2020/FlagToggleStarTrackSpinner.tooltips.flag=The flag this entity reacts to.
placements.entities.SpringCollab2020/FlagToggleStarTrackSpinner.tooltips.inverted=If checked, the entity will appear only if the flag is inactive.\nIf unchecked, the entity will appear only if the flag is active.

# Flag Toggle Star Rotate Spinner
placements.entities.SpringCollab2020/FlagToggleStarRotateSpinner.tooltips.clockwise=The spinning blade will run clockwise.
placements.entities.SpringCollab2020/FlagToggleStarRotateSpinner.tooltips.flag=The flag this entity reacts to.
placements.entities.SpringCollab2020/FlagToggleStarRotateSpinner.tooltips.inverted=If checked, the entity will appear only if the flag is inactive.\nIf unchecked, the entity will appear only if the flag is active.

# Strawberry Collection Field
placements.triggers.SpringCollab2020/StrawberryCollectionField.tooltips.delayBetweenBerries=Whether there should be a 0.3 second delay between each berry collection (like when berries are collected on the ground).
placements.triggers.SpringCollab2020/StrawberryCollectionField.tooltips.includeGoldens=Whether this trigger should collect golden strawberries and other berries that block normal collection.

# Negative Summit Checkpoint
placements.entities.SpringCollab2020/NegativeSummitCheckpoint.tooltips.number=Changes the number on the checkpoint card. (Between -9 and 99 inclusive.)

# Remove Light Sources Trigger
placements.triggers.SpringCollab2020/RemoveLightSourcesTrigger.tooltips.enableLightSources=If checked, this trigger will re-enable light sources instead of disabling them.
placements.triggers.SpringCollab2020/RemoveLightSourcesTrigger.tooltips.fade=If checked, the lights will fade in or out.

# Seeker (Custom Colors)
placements.entities.SpringCollab2020/SeekerCustomColors.tooltips.attackParticleColor1=The first color of the particles the seeker emits when attacking.
placements.entities.SpringCollab2020/SeekerCustomColors.tooltips.attackParticleColor2=The second color of the particles the seeker emits when attacking.
placements.entities.SpringCollab2020/SeekerCustomColors.tooltips.regenParticleColor1=The first color of the particles the seeker emits when respawning.
placements.entities.SpringCollab2020/SeekerCustomColors.tooltips.regenParticleColor2=The second color of the particles the seeker emits when respawning.
placements.entities.SpringCollab2020/SeekerCustomColors.tooltips.trailColor=The color of the trail the seeker leaves behind it when "dashing".

# Seeker Statue (Custom Colors)
placements.entities.SpringCollab2020/SeekerStatueCustomColors.tooltips.hatch=Determines whether the statue releases its seeker when the player is to the right of it, or when the player gets close enough.
placements.entities.SpringCollab2020/SeekerStatueCustomColors.tooltips.breakOutParticleColor1=The first color of the particles the seeker emits when breaking out of the statue.
placements.entities.SpringCollab2020/SeekerStatueCustomColors.tooltips.breakOutParticleColor2=The second color of the particles the seeker emits when breaking out of the statue.
placements.entities.SpringCollab2020/SeekerStatueCustomColors.tooltips.attackParticleColor1=The first color of the particles the seeker emits when attacking.
placements.entities.SpringCollab2020/SeekerStatueCustomColors.tooltips.attackParticleColor2=The second color of the particles the seeker emits when attacking.
placements.entities.SpringCollab2020/SeekerStatueCustomColors.tooltips.regenParticleColor1=The first color of the particles the seeker emits when respawning.
placements.entities.SpringCollab2020/SeekerStatueCustomColors.tooltips.regenParticleColor2=The second color of the particles the seeker emits when respawning.
placements.entities.SpringCollab2020/SeekerStatueCustomColors.tooltips.trailColor=The color of the trail the seeker leaves behind it when "dashing".

# Custom Respawn Time Refill
placements.entities.SpringCollab2020/CustomRespawnTimeRefill.tooltips.twoDash=Whether the refill should give two dashes.
placements.entities.SpringCollab2020/CustomRespawnTimeRefill.tooltips.respawnTime=The delay (in seconds) before the refill respawns after being collected.

# Camera Catchup Speed Trigger
placements.triggers.SpringCollab2020/CameraCatchupSpeedTrigger.tooltips.catchupSpeed=Raise this value to have the camera scroll quicker to its target. Vanilla values are 8 during the temple fall cutscene, and 1 everywhere else.

# Color Grade Fade Trigger
placements.triggers.SpringCollab2020/ColorGradeFadeTrigger.tooltips.colorGradeA=The color grade to fade from.
placements.triggers.SpringCollab2020/ColorGradeFadeTrigger.tooltips.colorGradeB=The color grade to fade to.
placements.triggers.SpringCollab2020/ColorGradeFadeTrigger.tooltips.direction=The direction of the fade. For example, if set to LeftToRight, the color grade will fade from color grade A to color grade B when the player crosses the trigger from left to right.

# Speed-Based Music Param Trigger
placements.triggers.SpringCollab2020/SpeedBasedMusicParamTrigger.tooltips.paramName=The name of the music parameter to change.
placements.triggers.SpringCollab2020/SpeedBasedMusicParamTrigger.tooltips.minSpeed=The minimum speed at which the music parameter will change.
placements.triggers.SpringCollab2020/SpeedBasedMusicParamTrigger.tooltips.maxSpeed=The maximum speed at which the music parameter will change.
placements.triggers.SpringCollab2020/SpeedBasedMusicParamTrigger.tooltips.minParamValue=The value the music parameter will take when the player speed is "Min Speed" or below.
placements.triggers.SpringCollab2020/SpeedBasedMusicParamTrigger.tooltips.maxParamValue=The value the music parameter will take when the player speed is "Max Speed" or above.
placements.triggers.SpringCollab2020/SpeedBasedMusicParamTrigger.tooltips.activate=If ticked, the trigger will start adjusting the music parameter to match the player's speed.\nIf unticked, the trigger will stop adjusting that music parameter, and set it to the "Min Param Value".

# Foreground Reflection Tentacles
placements.entities.SpringCollab2020/ForegroundReflectionTentacles.tooltips.slide_until=Changes how far tentacles fall back when Madeline comes into fear distance.
placements.entities.SpringCollab2020/ForegroundReflectionTentacles.tooltips.fear_distance=Determines the distance Madeline has to be at for the tentacles to fall back.

# Static Puffer
placements.entities.SpringCollab2020/StaticPuffer.tooltips.right=The initial direction of the puffer.

# Badeline Bounce Direction Trigger
placements.triggers.SpringCollab2020/BadelineBounceDirectionTrigger.tooltips.bounceLeft=Determines the bounce direction of the player when hitting the Badeline Boss inside of the trigger (checked = to the left, unchecked = to the right).

# Wall Booster
placements.entities.SpringCollab2020/NonCoreModeWallBooster.tooltips.left=Whether the entity attaches to the left wall or not.
placements.entities.SpringCollab2020/NonCoreModeWallBooster.tooltips.notCoreMode=Determines whether the entity should ignore the current core mode and default to ice variant.

# Custom Snow
placements.effects.SpringCollab2020/CustomSnow.tooltips.colors=Comma-separated list of all colors the particles can take from.

# Change Theme Trigger
placements.triggers.SpringCollab2020/ChangeThemeTrigger.tooltips.enable=Whether the theme is enabled when entering this zone.

# Blackhole with Custom Colors
placements.effects.SpringCollab2020/BlackholeCustomColors.tooltips.colorsMild=Colors of the shapes going towards the center of the screen when the blackhole strength is Mild.\nThere should be as many colors defined in Colors Mild and in Colors Wild for both to work.
placements.effects.SpringCollab2020/BlackholeCustomColors.tooltips.colorsWild=Colors of the shapes going towards the center of the screen when the blackhole strength is Wild.\nThere should be as many colors defined in Colors Mild and in Colors Wild for both to work.
placements.effects.SpringCollab2020/BlackholeCustomColors.tooltips.bgColorInner=The color used for the background at the center of the screen.
placements.effects.SpringCollab2020/BlackholeCustomColors.tooltips.bgColorOuterMild=The color used for the background at the edges of the screen, when the blackhole strength is Mild.
placements.effects.SpringCollab2020/BlackholeCustomColors.tooltips.bgColorOuterWild=The color used for the background at the edges of the screen, when the blackhole strength is Wild.

# Attached Ice Wall
placements.entities.SpringCollab2020/AttachedIceWall.tooltips.left=Whether the entity attaches to the left wall or not.

# Safe Respawn Crumble
placements.entities.SpringCollab2020/safeRespawnCrumble.names.invisible=Outline Invisible
placements.entities.SpringCollab2020/safeRespawnCrumble.tooltips.invisible=If enabled, the outline of the platform will be invisible. Useful for debug mid-air spawn points.
