mods.Aqua.name=Aqua

# Aqua Bird
entities.Aqua/Aqua Bird.attributes.description.birdId=Identifier of the bird.
entities.Aqua/Aqua Bird.attributes.description.controls=Tutorial content which is the same format as Everest CustomBirdTutorial, multiple sub-tutorial should be separated by semicolon.
entities.Aqua/Aqua Bird.attributes.description.dialogs=Tutorial title key, multiple sub-tutorial should be separated by semicolon.
entities.Aqua/Aqua Bird.attributes.description.startupIndex=First tutorial index to display(if no condition), start from zero.
entities.Aqua/Aqua Bird.attributes.description.triggerOnce=Whether each sub-tutorial only trigger once.
entities.Aqua/Aqua Bird.attributes.description.faceLeft=Whether the bird is facing left.
entities.Aqua/Aqua Bird.attributes.description.caw=Whether the bird will caw if trigger the tutorial, which will delay the occurence of the dialog.
entities.Aqua/Aqua Bird.attributes.description.onlyOnce=Whether the tutorial only occurs once even if the stage is reload.

# Aqua Refill
entities.Aqua/Aqua Refill.attributes.description.twoDash=Whether the refill should give two dashes.
entities.Aqua/Aqua Refill.attributes.description.oneUse=Whether the refill should respawn after being used.
entities.Aqua/Aqua Refill.attributes.description.hookable=Whether the refill is interactable with the grappling hook.
entities.Aqua/Aqua Refill.attributes.description.respawn_time=Respawn time when obtains.
entities.Aqua/Aqua Refill.attributes.description.fill_stamina=Whether the refill will fill Madeline's stamina.
entities.Aqua/Aqua Refill.attributes.description.refill_sprite=Your custom sprite name in your XML.\nUncheck the 'Use Default Sprite' to make it work.
entities.Aqua/Aqua Refill.attributes.description.outline_texture=Your custom outline texture.\nUncheck the 'Use Default Sprite' to make it work.
entities.Aqua/Aqua Refill.attributes.description.particle_color1=Shatter/Glow/Regen particle color will random between Particle Color 1 and Particle Color 2.\nUncheck the 'Use Default Sprite' to make it work.
entities.Aqua/Aqua Refill.attributes.description.particle_color2=Shatter/Glow/Regen particle color will random between Particle Color 1 and Particle Color 2.\nUncheck the 'Use Default Sprite' to make it work.
entities.Aqua/Aqua Refill.attributes.description.use_default_sprite=If checked, AQUA will ignore all your custom sprites/textures/particle settings.

# Aqua Crumble Platform
entities.Aqua/Aqua Crumble Platform.attributes.description.platform_texture=What texture to use for the crumble block.
entities.Aqua/Aqua Crumble Platform.attributes.description.outline_texture=The path to the outline texture.
entities.Aqua/Aqua Crumble Platform.attributes.description.one_use=If checked, the platform will not respawn once it crumbled.
entities.Aqua/Aqua Crumble Platform.attributes.description.respawn_duration=The duration in seconds before the platform respawns after crumbled.
entities.Aqua/Aqua Crumble Platform.attributes.description.min_crumble_duration_on_top=The time the platform will take to disappear when the player stands on it, but immediately jumps off it.
entities.Aqua/Aqua Crumble Platform.attributes.description.max_crumble_duration_on_top=The time the platform will take to disappear when the player stands on it and doesn't jump off. Should be equal to or higher than "Min Crumble Duration On Top".
entities.Aqua/Aqua Crumble Platform.attributes.description.crumble_duration_on_side=The time the platform will take to disappear when the player grabs a side of it. Should be equal to or higher than "Max Crumble Duration On Top".
entities.Aqua/Aqua Crumble Platform.attributes.description.crumble_duration_attached=The time the platform will take to disappear when the player grapple it.
entities.Aqua/Aqua Crumble Platform.attributes.description.crumble_particle_color=The particle color while crumbling.

# Grapple Attack Kevin
entities.Aqua/Grapple Attack Kevin.attributes.description.top=Whether the top is active.
entities.Aqua/Grapple Attack Kevin.attributes.description.bottom=Whether the bottom is active.
entities.Aqua/Grapple Attack Kevin.attributes.description.left=Whether the left is active.
entities.Aqua/Grapple Attack Kevin.attributes.description.right=Whether the right is active.
entities.Aqua/Grapple Attack Kevin.attributes.description.grapple_trigger=Whether Kevin could be triggered by a grapple shot.
entities.Aqua/Grapple Attack Kevin.attributes.description.dash_trigger=Whether Kevin could be triggered by a dash.
entities.Aqua/Grapple Attack Kevin.attributes.description.no_return=If checked, kevin will stay there when it stops attacking.
entities.Aqua/Grapple Attack Kevin.attributes.description.edge_color=Frame color of Kevin.
entities.Aqua/Grapple Attack Kevin.attributes.description.face_color=Face color of Kevin.

# Puzzle Light
entities.Aqua/Puzzle Light.attributes.description.puzzleId=Puzzle Identifier that indicates which puzzle it belongs to.
entities.Aqua/Puzzle Light.attributes.description.sequence=The puzzle light will be ordered with this attribute, used to handle logic.
entities.Aqua/Puzzle Light.attributes.description.on=Whether the light is default on.
entities.Aqua/Puzzle Light.attributes.description.color=The color of the light.

# Puzzle City Satellite
entities.Aqua/Puzzle City Satellite.attributes.description.puzzleId=Puzzle Identifier, used to recognize which Puzzle Light belongs to the puzzle.

# Freeze Listener
entities.Aqua/Freeze Listener.attributes.description.inputs=The inputs to listen when frozen. (Up/Down/Left/Right/UpLeft/UpRight/DownLeft/DownRight/Jump/Grab/Dash/mod:MOD_NAME/BINDING_NAME)

# Aqua Booster
entities.Aqua/Aqua Booster.attributes.description.red=Whether the booster is short distance or infinite distance.
entities.Aqua/Aqua Booster.attributes.description.hookable=Whether the booster is interactable with the grappling hook.
entities.Aqua/Aqua Booster.attributes.description.sprite=Custom sprite name, leave empty leads to default sprite.\nUncheck the 'Use Default Sprite' to make it work.
entities.Aqua/Aqua Booster.attributes.description.particle_color=Custom burst/appear particle color.\nUncheck the 'Use Default Sprite' to make it work.
entities.Aqua/Aqua Booster.attributes.description.use_default_sprite=If checked, AQUA will ignore all your custom sprites/textures/particle settings.

# Aqua NPC
entities.Aqua/Custom NPC.attributes.description.indicatorOffsetX=Offset for the chat icon on the X axis.
entities.Aqua/Custom NPC.attributes.description.indicatorOffsetY=Offset for the chat icon on the Y axis.
entities.Aqua/Custom NPC.attributes.description.dialogId=The dialog ID to use for the dialogue. Leave empty to make no bubble appear.
entities.Aqua/Custom NPC.attributes.description.flipY=Flips the sprite of the NPC vertically.
entities.Aqua/Custom NPC.attributes.description.flipX=Flips the sprite of the NPC horizontally.
entities.Aqua/Custom NPC.attributes.description.onlyOnce=Whether the dialogue should only be completable once.
entities.Aqua/Custom NPC.attributes.description.endLevel=Whether finishing the dialogue should count as completing the map.
entities.Aqua/Custom NPC.attributes.description.approachWhenTalking=Whether Madeline should walk towards the NPC when talking.
entities.Aqua/Custom NPC.attributes.description.spriteRate=Deprecated field.
entities.Aqua/Custom NPC.attributes.description.approachDistance=How far away from the NPC Madeline should stop when approaching.
entities.Aqua/Custom NPC.attributes.description.sprite=Editor sprite to use.
entities.Aqua/Custom NPC.attributes.description.spriteName=Runtime sprite to use.
entities.Aqua/Custom NPC.attributes.description.animationName=Runtime animation to play.

# Aqua Move Block
entities.Aqua/Aqua Move Block.attributes.description.canSteer=Determines whether the move block can be moved by the player.
entities.Aqua/Aqua Move Block.attributes.description.direction=Determines the direction the move block moves in upon activation.
entities.Aqua/Aqua Move Block.attributes.description.speed=Move speed of block.
entities.Aqua/Aqua Move Block.attributes.description.acceleration=Acceleration of block (pixels per second squared).
entities.Aqua/Aqua Move Block.attributes.description.steer_acceleration=Steer acceleration of block (angles per second squared).

# Acceleration Area
entities.Aqua/Acceleration Area.attributes.description.direction=Some entities (Move Block) with the same direction with the area will gain acceleration.
entities.Aqua/Acceleration Area.attributes.description.border_color=Border color.
entities.Aqua/Acceleration Area.attributes.description.arrow_color=Arrow color.
entities.Aqua/Acceleration Area.attributes.description.blink_border_color=Blink border color (When entities enter and takes effect).
entities.Aqua/Acceleration Area.attributes.description.blink_arrow_color=Arrow color (When entities enter and takes effect).
entities.Aqua/Acceleration Area.attributes.description.blink_duration=Blink duration.

# Trap Button
entities.Aqua/Trap Button.attributes.description.flag=Used by Trap Gate, the gate will open while all buttons with the same flag of gate are pressed.
entities.Aqua/Trap Button.attributes.description.color=Button color.
entities.Aqua/Trap Button.attributes.description.direction=Button direction (Up/Down/Left/Right).

# Trap Gate
entities.Aqua/Trap Gate.attributes.description.sprite=Gate style.
entities.Aqua/Trap Gate.attributes.description.flag=The gate will open if all Trap Buttons with the same flag are pressed.
entities.Aqua/Trap Gate.attributes.description.open_time=How much time it takes to open the door.
entities.Aqua/Trap Gate.attributes.description.close_time=How much time it takes to close the door.
entities.Aqua/Trap Gate.attributes.description.color=Gate color.

# Rod Zip Mover
entities.Aqua/Rod Zip Mover.attributes.description.theme=The visual theme of the zip mover.
entities.Aqua/Rod Zip Mover.attributes.description.flag=Only Tie Rods with the same flag can control.
entities.Aqua/Rod Zip Mover.attributes.description.duration=How much time it takes to reach the other side.
entities.Aqua/Rod Zip Mover.attributes.description.hue_offset=Hue offset, should be in [-1, 1].
entities.Aqua/Rod Zip Mover.attributes.description.saturation_offset=Saturation offset, should be in [-1, 1].

# Rod Move Block
entities.Aqua/Rod Move Block.attributes.description.canSteer=Determines whether the move block can be moved by the player.
entities.Aqua/Rod Move Block.attributes.description.direction=Determines the direction the move block moves in upon activation.
entities.Aqua/Rod Move Block.attributes.description.flag=Only Tie Rods with the same flag can control.
entities.Aqua/Rod Move Block.attributes.description.speed=Move speed of block.
entities.Aqua/Rod Move Block.attributes.description.acceleration=Acceleration of block (pixels per second squared).
entities.Aqua/Rod Move Block.attributes.description.steer_acceleration=Steer acceleration of block (angles per second squared).
entities.Aqua/Rod Move Block.attributes.description.idle_color=Main color at idle state.
entities.Aqua/Rod Move Block.attributes.description.moving_color=Main color at moving state.
entities.Aqua/Rod Move Block.attributes.description.break_color=Main color at breaking state.

# Tie Rod
entities.Aqua/Tie Rod.attributes.description.flag=Which flag of entities to control.

# Slidable Ice Block
entities.Aqua/Slidable Ice Block.attributes.description.hook_smooth=Indicates how easy the hook will slide on the surface.

# Unhookable Area
entities.Aqua/Unhookable Area.attributes.description.attachToSolid=Whether the area attaches to blocks.
entities.Aqua/Unhookable Area.attributes.description.block_up=Whether to block grapple from top.
entities.Aqua/Unhookable Area.attributes.description.block_down=Whether to block grapple from bottom.
entities.Aqua/Unhookable Area.attributes.description.block_left=Whether to block grapple from left.
entities.Aqua/Unhookable Area.attributes.description.block_right=Whether to block grapple from right.

# Unhookable Crystal
entities.Aqua/Unhookable Crystal.attributes.description.attachToSolid=Whether the spinner attaches to blocks.
entities.Aqua/Unhookable Crystal.attributes.description.color=Main color of the spinner or connector.
entities.Aqua/Unhookable Crystal.attributes.description.custom_foreground_texture=Custom foreground texture, with 00, 01, 02 etc for randomness.
entities.Aqua/Unhookable Crystal.attributes.description.custom_background_texture=Custom background texture, with 00, 01, 02 etc for randomness.

# Unhookable Ice Wall
entities.Aqua/Unhookable Ice Wall.attributes.description.attach_to_solid=Whether the ice wall attaches to blocks.
entities.Aqua/Unhookable Ice Wall.attributes.description.left=Whether the entity attaches to the left wall.

# Unhookable Spikes Up
entities.Aqua/Unhookable Spike Up.placements.name.up_default=Unhookable Spikes (Up, Default)
entities.Aqua/Unhookable Spike Up.placements.name.up_outline=Unhookable Spikes (Up, Outline)
entities.Aqua/Unhookable Spike Up.placements.name.up_cliffside=Unhookable Spikes (Up, Cliffside)
entities.Aqua/Unhookable Spike Up.placements.name.up_reflection=Unhookable Spikes (Up, Reflection)
entities.Aqua/Unhookable Spike Up.placements.name.up_tentacles=Unhookable Spikes (Up, Tentacles)
entities.Aqua/Unhookable Spike Up.attributes.description.type=Determines the visual appearance of the spike.
entities.Aqua/Unhookable Spike Up.attributes.description.color=Color of the spikes.
entities.Aqua/Unhookable Spike Up.attributes.description.attach=Whether to attach to solid or jump through.
entities.Aqua/Unhookable Spike Up.attributes.description.block_up=Whether to block grapple from top.
entities.Aqua/Unhookable Spike Up.attributes.description.block_down=Whether to block grapple from bottom.
entities.Aqua/Unhookable Spike Up.attributes.description.block_left=Whether to block grapple from left.
entities.Aqua/Unhookable Spike Up.attributes.description.block_right=Whether to block grapple from right.

# Unhookable Spikes Right
entities.Aqua/Unhookable Spike Right.placements.name.right_default=Unhookable Spikes (Right, Default)
entities.Aqua/Unhookable Spike Right.placements.name.right_outline=Unhookable Spikes (Right, Outline)
entities.Aqua/Unhookable Spike Right.placements.name.right_cliffside=Unhookable Spikes (Right, Cliffside)
entities.Aqua/Unhookable Spike Right.placements.name.right_reflection=Unhookable Spikes (Right, Reflection)
entities.Aqua/Unhookable Spike Right.placements.name.right_tentacles=Unhookable Spikes (Right, Tentacles)
entities.Aqua/Unhookable Spike Right.attributes.description.type=Determines the visual appearance of the spike.
entities.Aqua/Unhookable Spike Right.attributes.description.color=Color of the spikes.
entities.Aqua/Unhookable Spike Right.attributes.description.attach=Whether to attach to solid or jump through.
entities.Aqua/Unhookable Spike Right.attributes.description.block_up=Whether to block grapple from top.
entities.Aqua/Unhookable Spike Right.attributes.description.block_down=Whether to block grapple from bottom.
entities.Aqua/Unhookable Spike Right.attributes.description.block_left=Whether to block grapple from left.
entities.Aqua/Unhookable Spike Right.attributes.description.block_right=Whether to block grapple from right.


# Unhookable Spikes Down
entities.Aqua/Unhookable Spike Down.placements.name.down_default=Unhookable Spikes (Down, Default)
entities.Aqua/Unhookable Spike Down.placements.name.down_outline=Unhookable Spikes (Down, Outline)
entities.Aqua/Unhookable Spike Down.placements.name.down_cliffside=Unhookable Spikes (Down, Cliffside)
entities.Aqua/Unhookable Spike Down.placements.name.down_reflection=Unhookable Spikes (Down, Reflection)
entities.Aqua/Unhookable Spike Down.placements.name.down_tentacles=Unhookable Spikes (Down, Tentacles)
entities.Aqua/Unhookable Spike Down.attributes.description.type=Determines the visual appearance of the spike.
entities.Aqua/Unhookable Spike Down.attributes.description.color=Color of the spikes.
entities.Aqua/Unhookable Spike Down.attributes.description.attach=Whether to attach to solid or jump through.
entities.Aqua/Unhookable Spike Down.attributes.description.block_up=Whether to block grapple from top.
entities.Aqua/Unhookable Spike Down.attributes.description.block_down=Whether to block grapple from bottom.
entities.Aqua/Unhookable Spike Down.attributes.description.block_left=Whether to block grapple from left.
entities.Aqua/Unhookable Spike Down.attributes.description.block_right=Whether to block grapple from right.

# Unhookable Spikes Left
entities.Aqua/Unhookable Spike Left.placements.name.left_default=Unhookable Spikes (Left, Default)
entities.Aqua/Unhookable Spike Left.placements.name.left_outline=Unhookable Spikes (Left, Outline)
entities.Aqua/Unhookable Spike Left.placements.name.left_cliffside=Unhookable Spikes (Left, Cliffside)
entities.Aqua/Unhookable Spike Left.placements.name.left_reflection=Unhookable Spikes (Left, Reflection)
entities.Aqua/Unhookable Spike Left.placements.name.left_tentacles=Unhookable Spikes (Left, Tentacles)
entities.Aqua/Unhookable Spike Left.attributes.description.type=Determines the visual appearance of the spike.
entities.Aqua/Unhookable Spike Left.attributes.description.color=Color of the spikes.
entities.Aqua/Unhookable Spike Left.attributes.description.attach=Whether to attach to solid or jump through.
entities.Aqua/Unhookable Spike Left.attributes.description.block_up=Whether to block grapple from top.
entities.Aqua/Unhookable Spike Left.attributes.description.block_down=Whether to block grapple from bottom.
entities.Aqua/Unhookable Spike Left.attributes.description.block_left=Whether to block grapple from left.
entities.Aqua/Unhookable Spike Left.attributes.description.block_right=Whether to block grapple from right.

# Unhookable Tile Controller
entities.Aqua/Unhookable Tile Controller.attributes.description.block_tile1=Tiletype1 to block the grapple, you need check Activate1 to make it work.
entities.Aqua/Unhookable Tile Controller.attributes.description.block_tile2=Tiletype2 to block the grapple, you need check Activate2 to make it work.
entities.Aqua/Unhookable Tile Controller.attributes.description.block_tile3=Tiletype3 to block the grapple, you need check Activate3 to make it work.
entities.Aqua/Unhookable Tile Controller.attributes.description.block_tile4=Tiletype4 to block the grapple, you need check Activate4 to make it work.
entities.Aqua/Unhookable Tile Controller.attributes.description.activate1=If checked, the Block Tile 1 will be unhookable.
entities.Aqua/Unhookable Tile Controller.attributes.description.activate2=If checked, the Block Tile 2 will be unhookable.
entities.Aqua/Unhookable Tile Controller.attributes.description.activate3=If checked, the Block Tile 3 will be unhookable.
entities.Aqua/Unhookable Tile Controller.attributes.description.activate4=If checked, the Block Tile 4 will be unhookable.
entities.Aqua/Unhookable Tile Controller.attributes.description.clear=If checked, the previous setup tiles will be cleared first.

# Grapple Filter
entities.Aqua/Grapple Filter.attributes.description.color=Area main color.
entities.Aqua/Grapple Filter.attributes.description.opacity=Area main opacity.
entities.Aqua/Grapple Filter.attributes.description.particle_color=Area particle color.
entities.Aqua/Grapple Filter.attributes.description.particle_opacity=Area particle opacity.
entities.Aqua/Grapple Filter.attributes.description.collide_solids=Whether the filter will collide solids.
entities.Aqua/Grapple Filter.attributes.description.land_sound_index=Land sound index.

# Booster Filter
entities.Aqua/Booster Filter.attributes.description.color=Area main color.
entities.Aqua/Booster Filter.attributes.description.opacity=Area main opacity.
entities.Aqua/Booster Filter.attributes.description.particle_color=Area particle color.
entities.Aqua/Booster Filter.attributes.description.particle_opacity=Area particle opacity.
entities.Aqua/Booster Filter.attributes.description.can_pass=What kind of booster can pass through.
entities.Aqua/Booster Filter.attributes.description.collide_solids=Whether the filter will collide solids.
entities.Aqua/Booster Filter.attributes.description.land_sound_index=Land sound index.

# Grappling Refill
entities.Aqua/Grappling Refill.attributes.description.oneUse=Whether the refill should respawn after being used.
entities.Aqua/Grappling Refill.attributes.description.chargeTwo=Whether the refill will charge two shots.
entities.Aqua/Grappling Refill.attributes.description.hookable=Whether the refill is interactable with the grappling hook.
entities.Aqua/Grappling Refill.attributes.description.respawn_time=Respawn time when obtains.
entities.Aqua/Grappling Refill.attributes.description.fill_stamina=Whether the refill will fill Madeline's stamina.
entities.Aqua/Grappling Refill.attributes.description.refill_sprite=Your custom sprite name in your XML.\nUncheck the 'Use Default Sprite' to make it work.
entities.Aqua/Grappling Refill.attributes.description.outline_texture=Your custom outline texture.\nUncheck the 'Use Default Sprite' to make it work.
entities.Aqua/Grappling Refill.attributes.description.particle_color1=Shatter/Glow/Regen particle color will random between Particle Color 1 and Particle Color 2.\nUncheck the 'Use Default Sprite' to make it work.
entities.Aqua/Grappling Refill.attributes.description.particle_color2=Shatter/Glow/Regen particle color will random between Particle Color 1 and Particle Color 2.\nUncheck the 'Use Default Sprite' to make it work.
entities.Aqua/Grappling Refill.attributes.description.use_default_sprite=If checked, AQUA will ignore all your custom sprites/textures/particle settings.
entities.Aqua/Grappling Refill.attributes.description.cap=The maximum grapple shots the player can get. Leave -1 to use the num set by 'ChangeGameplayModeTrigger'.
entities.Aqua/Grappling Refill.attributes.description.capped=If checked, the grapple count will never exceed the defined maximum shots (Cap or Trigger).
entities.Aqua/Grappling Refill.attributes.description.always_refill=If checked, the refill will break even if the player already has the maximum amount of grapple shots they can get.

# Custom Grappling Refill
entities.Aqua/Custom Grappling Refill.attributes.description.oneUse=Whether the refill should respawn after being used.
entities.Aqua/Custom Grappling Refill.attributes.description.refill_count=The amount of grapple shots to refill.
entities.Aqua/Custom Grappling Refill.attributes.description.hookable=Whether the refill is interactable with the grappling hook.
entities.Aqua/Custom Grappling Refill.attributes.description.respawn_time=Respawn time when obtains.
entities.Aqua/Custom Grappling Refill.attributes.description.fill_stamina=Whether the refill will fill Madeline's stamina.
entities.Aqua/Custom Grappling Refill.attributes.description.refill_sprite=Your custom sprite name in your XML.\nUncheck the 'Use Default Sprite' to make it work.
entities.Aqua/Custom Grappling Refill.attributes.description.outline_texture=Your custom outline texture.\nUncheck the 'Use Default Sprite' to make it work.
entities.Aqua/Custom Grappling Refill.attributes.description.particle_color1=Shatter/Glow/Regen particle color will random between Particle Color 1 and Particle Color 2.\nUncheck the 'Use Default Sprite' to make it work.
entities.Aqua/Custom Grappling Refill.attributes.description.particle_color2=Shatter/Glow/Regen particle color will random between Particle Color 1 and Particle Color 2.\nUncheck the 'Use Default Sprite' to make it work.
entities.Aqua/Custom Grappling Refill.attributes.description.use_default_sprite=If checked, AQUA will ignore all your custom sprites/textures/particle settings.
entities.Aqua/Custom Grappling Refill.attributes.description.cap=The maximum grapple shots the player can get. Leave -1 to use the num set by 'ChangeGameplayModeTrigger'.
entities.Aqua/Custom Grappling Refill.attributes.description.capped=If checked, the grapple count will never exceed the defined maximum shots (Cap or Trigger).
entities.Aqua/Custom Grappling Refill.attributes.description.always_refill=If checked, the refill will break even if the player already has the maximum amount of grapple shots they can get.

# Grapple Magnet
entities.Aqua/Grapple Magnet.attributes.description.radius_in_tiles=The attraction range, limited in [2, 8], 1 tiled radius indicates 8 px.
entities.Aqua/Grapple Magnet.attributes.description.flag=Once the same flag set, the magnet will be toggled.
entities.Aqua/Grapple Magnet.attributes.description.on=Whether the magnet should be switched on by default.
entities.Aqua/Grapple Magnet.attributes.description.sprite=Your custom sprite name in your XML.\nUncheck the 'Use Default Sprite' to make it work.
entities.Aqua/Grapple Magnet.attributes.description.use_default_sprite=If checked, AQUA will ignore all your custom sprites/textures/particle settings.

# Invisible Grapple Attractor
entities.Aqua/Invisible Grapple Attractor.attributes.description.shape=The shape of the attractor.
entities.Aqua/Invisible Grapple Attractor.attributes.description.radius_in_tiles=The attraction range, only takes effect with a circle shape, 1 tiled radius indicates 8 px.
entities.Aqua/Invisible Grapple Attractor.attributes.description.attach_to_solid=Whether the attractor attaches to blocks.

# Grapple Magnet Zipper
entities.Aqua/Grapple Magnet Zipper.attributes.description.radius_in_tiles=The attraction range, limited in [2, 8], 1 tiled radius indicates 8 px.
entities.Aqua/Grapple Magnet Zipper.attributes.description.flag=Once the same flag set, the magnet will be toggled.
entities.Aqua/Grapple Magnet Zipper.attributes.description.on=Whether the magnet should be switched on by default.
entities.Aqua/Grapple Magnet Zipper.attributes.description.sprite=Your custom sprite name in your XML.\nUncheck the 'Use Default Sprite' to make it work.
entities.Aqua/Grapple Magnet Zipper.attributes.description.use_default_sprite=If checked, AQUA will ignore all your custom sprites/textures/particle settings.
entities.Aqua/Grapple Magnet Zipper.attributes.description.speed_multipliers=Speed multiplier for each section.
entities.Aqua/Grapple Magnet Zipper.attributes.description.delays=Delay time for each section.
entities.Aqua/Grapple Magnet Zipper.attributes.description.move_flags=Flag condition for each section, you must have 'Flag Trigger' checked.
entities.Aqua/Grapple Magnet Zipper.attributes.description.return_speed_multiplier=The returning speed multiplier.
entities.Aqua/Grapple Magnet Zipper.attributes.description.delay_before_return=The delay time before returning.
entities.Aqua/Grapple Magnet Zipper.attributes.description.grapple_trigger=If checked, the magnet will trigger the movement when get attached by grapple.
entities.Aqua/Grapple Magnet Zipper.attributes.description.flag_trigger=If checked, the magnet will trigger the movement through 'Move Flags'.
entities.Aqua/Grapple Magnet Zipper.attributes.description.one_use=If checked, the magnet will be deactivated at the ending point and won't return.
entities.Aqua/Grapple Magnet Zipper.attributes.description.cog_texture=The texture path of the cog.
entities.Aqua/Grapple Magnet Zipper.attributes.description.chain_color=Path chain color.
entities.Aqua/Grapple Magnet Zipper.attributes.description.chain_light_color=Path chain light color.

# Swap Grapple Magnet
entities.Aqua/Swap Grapple Magnet.attributes.description.radius_in_tiles=The attraction range, limited in [2, 8], 1 tiled radius indicates 8 px.
entities.Aqua/Swap Grapple Magnet.attributes.description.flag=Once the same flag set, the magnet will be toggled.
entities.Aqua/Swap Grapple Magnet.attributes.description.on=Whether the magnet should be switched on by default.
entities.Aqua/Swap Grapple Magnet.attributes.description.sprite=Your custom sprite name in your XML.\nUncheck the 'Use Default Sprite' to make it work.
entities.Aqua/Swap Grapple Magnet.attributes.description.use_default_sprite=If checked, AQUA will ignore all your custom sprites/textures/particle settings.
entities.Aqua/Swap Grapple Magnet.attributes.description.swap_flag=The flag to trigger the swap, you must have 'Flag Trigger' checked.
entities.Aqua/Swap Grapple Magnet.attributes.description.dash_trigger=If checked, the magnet will trigger the movement through dashing.
entities.Aqua/Swap Grapple Magnet.attributes.description.flag_trigger=If checked, the magnet will trigger the movement through 'Swap Flag'.
entities.Aqua/Swap Grapple Magnet.attributes.description.frame_texture=Texture path of the back frame.

# Falling Grapple Magnet
entities.Aqua/Falling Grapple Magnet.attributes.description.radius_in_tiles=The attraction range, limited in [2, 8], 1 tiled radius indicates 8 px.
entities.Aqua/Falling Grapple Magnet.attributes.description.flag=Once the same flag set, the magnet will be toggled.
entities.Aqua/Falling Grapple Magnet.attributes.description.on=Whether the magnet should be switched on by default.
entities.Aqua/Falling Grapple Magnet.attributes.description.sprite=Your custom sprite name in your XML.\nUncheck the 'Use Default Sprite' to make it work.
entities.Aqua/Falling Grapple Magnet.attributes.description.use_default_sprite=If checked, AQUA will ignore all your custom sprites/textures/particle settings.
entities.Aqua/Falling Grapple Magnet.attributes.description.fall_delay=How much time it costs when get attached by grapple and prepares to fall down.
entities.Aqua/Falling Grapple Magnet.attributes.description.fall_flag=The flag to trigger the fall, you must have 'Flag Trigger' checked.
entities.Aqua/Falling Grapple Magnet.attributes.description.grapple_trigger=If checked, the magnet will trigger the fall when get attached by grapple.
entities.Aqua/Falling Grapple Magnet.attributes.description.flag_trigger=If checked, the magnet will trigger the fall through 'Fall Flag'.

# Move Grapple Magnet
entities.Aqua/Move Grapple Magnet.attributes.description.radius_in_tiles=The attraction range, limited in [2, 8], 1 tiled radius indicates 8 px.
entities.Aqua/Move Grapple Magnet.attributes.description.flag=Once the same flag set, the magnet will be toggled.
entities.Aqua/Move Grapple Magnet.attributes.description.on=Whether the magnet should be switched on by default.
entities.Aqua/Move Grapple Magnet.attributes.description.sprite=Your custom sprite name in your XML.\nUncheck the 'Use Default Sprite' to make it work.
entities.Aqua/Move Grapple Magnet.attributes.description.use_default_sprite=If checked, AQUA will ignore all your custom sprites/textures/particle settings.
entities.Aqua/Move Grapple Magnet.attributes.description.direction=Move direction when triggered.
entities.Aqua/Move Grapple Magnet.attributes.description.acceleration=The acceleration of the movement.
entities.Aqua/Move Grapple Magnet.attributes.description.move_speed=The move speed of the magnet when triggered.
entities.Aqua/Move Grapple Magnet.attributes.description.move_flag=The flag to trigger the movement, you must have 'Flag Trigger' checked.
entities.Aqua/Move Grapple Magnet.attributes.description.grapple_trigger=If checked, the magnet will trigger the movement when get attached by grapple.
entities.Aqua/Move Grapple Magnet.attributes.description.flag_trigger=If checked, the magnet will trigger the movement through 'Move Flag'.
entities.Aqua/Move Grapple Magnet.attributes.description.one_use=If checked, the magnet won't respawn after broken.

# Magnet Toggle
entities.Aqua/Magnet Toggle.attributes.description.flag=Make it the same with that of magnets you would like to control.
entities.Aqua/Magnet Toggle.attributes.description.one_use=Whether to break the toggle once used.
entities.Aqua/Magnet Toggle.attributes.description.holdable_can_activate=Whether a holdable can activate the toggle.

# Booster Transporter
entities.Aqua/Booster Transporter.attributes.description.absorb_duration=How much time it costs to absorb the booster before transporting.
entities.Aqua/Booster Transporter.attributes.description.release_duration=How much time it costs to release the booster after transporting.
entities.Aqua/Booster Transporter.attributes.description.transport_duration=How much time it costs to transport the booster.
entities.Aqua/Booster Transporter.attributes.description.change_respawn=If checked, the booster will respawn at the out position after that.
entities.Aqua/Booster Transporter.attributes.description.in_base_texture=The frame texture of transporter entry.\nUncheck 'Use Default Sprite' to make it work.
entities.Aqua/Booster Transporter.attributes.description.out_base_texture=The frame texture of transporter exit, it should be atlas and to show the transporting progress.\nUncheck 'Use Default Sprite' to make it work.
entities.Aqua/Booster Transporter.attributes.description.sprite=The sprite name used inside transporter.\nUncheck 'Use Default Sprite' to make it work.
entities.Aqua/Booster Transporter.attributes.description.color=Sprite color inside transporter.
entities.Aqua/Booster Transporter.attributes.description.particle_color=Particle color after absorbing and releasing.
entities.Aqua/Booster Transporter.attributes.description.use_default_sprite=If checked, AQUA will ignore all your custom sprites/textures/particle settings.

# Simple Grapple Interaction Assigner
entities.Aqua/Grapple Interaction Assigner.attributes.description.interaction_type=What kind of interaction to be assigned.\nGrabToPlayer: make the entity be able to hooked to player.
entities.Aqua/Grapple Interaction Assigner.attributes.description.blacklist=The blacklist entities or mods simply used word containing check, using comma to separate, case insensitive.\ne.g. 'FactoryHelper' will ignore all entities in FactoryHelper, 'Booster' will ignore all entities with booster in the name.\nNot sure the name in leonn always satisfies, you can ask the mod author for its class name if not worked.

# Holdable Grapple Interaction Assigner
entities.Aqua/Holdable Grapple Interaction Assigner.attributes.description.mass=The mass affects both holdable and Madline's momentum when being grappled(Madeline's mass is 1.0). If set to zero, then madeline won't get any momentum, if set to greater than or equal to 5, then holdable won't get any momentum.
entities.Aqua/Holdable Grapple Interaction Assigner.attributes.description.stamina_cost=How much stamina costs when being grappled.
entities.Aqua/Holdable Grapple Interaction Assigner.attributes.description.blacklist=The blacklist entities or mods simply used word containing check, using comma to separate, case insensitive.\ne.g. 'FactoryHelper' will ignore all entities in FactoryHelper, 'Booster' will ignore all entities with booster in the name.\nNot sure the name in leonn always satisfies, you can ask the mod author for its class name if not worked.
entities.Aqua/Holdable Grapple Interaction Assigner.attributes.description.against_boost_coefficient=The 'against-wall boost' coefficient, should be between [0.0, 1.0].

# Grapple Flag Assigner
entities.Aqua/Grapple Flag Assigner.attributes.description.flag=The flag to set/unset.
entities.Aqua/Grapple Flag Assigner.attributes.description.state=If checked, the flag will be unset.
entities.Aqua/Grapple Flag Assigner.attributes.description.attach=Determine the timing when the flag will be set/unset.
entities.Aqua/Grapple Flag Assigner.attributes.description.blacklist=The blacklist entities or mods simply used word containing check, using comma to separate, case insensitive.\ne.g. 'FactoryHelper' will ignore all entities in FactoryHelper, 'Booster' will ignore all entities with booster in the name.\nNot sure the name in leonn always satisfies, you can ask the mod author for its class name if not worked.

# Grapple Attack Assigner
entities.Aqua/Grapple Attack Assigner.attributes.description.can_dash=If unchecked, the default dash attack behavior will be removed.
entities.Aqua/Grapple Attack Assigner.attributes.description.blacklist=The blacklist entities or mods simply used word containing check, using comma to separate, case insensitive.\ne.g. 'FactoryHelper' will ignore all entities in FactoryHelper, 'Booster' will ignore all entities with booster in the name.\nNot sure the name in leonn always satisfies, you can ask the mod author for its class name if not worked.

# Acceleration Ability Assigner
entities.Aqua/Acceleration Ability Assigner.attributes.description.acceleration=The acceleration value to be assigned.

# Decal Assigner
entities.Aqua/Decal Assigner.attributes.description.command=Which ability to assign to the covered decals.

# Gravity Booster
entities.Aqua/Gravity Booster.attributes.description.red=Whether the booster is short distance or infinite distance.
entities.Aqua/Gravity Booster.attributes.description.hookable=Whether the booster is interactable with the grappling hook.
entities.Aqua/Gravity Booster.attributes.description.sprite=Custom sprite name, leave empty leads to default sprite.\nUncheck the 'Use Default Sprite' to make it work.
entities.Aqua/Gravity Booster.attributes.description.particle_color=Custom burst/appear particle color.\nUncheck the 'Use Default Sprite' to make it work.
entities.Aqua/Gravity Booster.attributes.description.use_default_sprite=If checked, AQUA will ignore all your custom sprites/textures/particle settings.
entities.Aqua/Gravity Booster.attributes.description.gravity_type=The gravity type to change.

# Gravity Filter
entities.Aqua/Gravity Filter.attributes.description.color=Area main color.
entities.Aqua/Gravity Filter.attributes.description.active_opacity=Area opacity when activated.
entities.Aqua/Gravity Filter.attributes.description.solidify_opacity=Area opacity when solidified.
entities.Aqua/Gravity Filter.attributes.description.particle_color=Area particle color.
entities.Aqua/Gravity Filter.attributes.description.particle_opacity=Area particle opacity.
entities.Aqua/Gravity Filter.attributes.description.gravity=Which kind of gravity circumstance can't be passed through.
entities.Aqua/Gravity Filter.attributes.description.collide_solids=Whether the filter will collide solids.
entities.Aqua/Gravity Filter.attributes.description.land_sound_index=Land sound index.

# Gravity Spikes Up
entities.Aqua/Gravity Spike Up.placements.name.up_default=Gravity Spikes (Up, Default)
entities.Aqua/Gravity Spike Up.placements.name.up_outline=Gravity Spikes (Up, Outline)
entities.Aqua/Gravity Spike Up.attributes.description.type=Determines the visual appearance of the spike.
entities.Aqua/Gravity Spike Up.attributes.description.color=Color of the spikes.
entities.Aqua/Gravity Spike Up.attributes.description.gravity=The spikes will be active in specific gravity circumstance.
entities.Aqua/Gravity Spike Up.attributes.description.disable_type=The disable style of the spikes, same use of type attribute.
entities.Aqua/Gravity Spike Up.attributes.description.attach=Whether to attach to solid or jump through.

# Gravity Spikes Right
entities.Aqua/Gravity Spike Right.placements.name.right_default=Gravity Spikes (Right, Default)
entities.Aqua/Gravity Spike Right.placements.name.right_outline=Gravity Spikes (Right, Outline)
entities.Aqua/Gravity Spike Right.attributes.description.type=Determines the visual appearance of the spike.
entities.Aqua/Gravity Spike Right.attributes.description.color=Color of the spikes.
entities.Aqua/Gravity Spike Right.attributes.description.gravity=The spikes will be active in specific gravity circumstance.
entities.Aqua/Gravity Spike Right.attributes.description.disable_type=The disable style of the spikes, same use of type attribute.
entities.Aqua/Gravity Spike Right.attributes.description.attach=Whether to attach to solid or jump through.

# Gravity Spikes Down
entities.Aqua/Gravity Spike Down.placements.name.down_default=Gravity Spikes (Down, Default)
entities.Aqua/Gravity Spike Down.placements.name.down_outline=Gravity Spikes (Down, Outline)
entities.Aqua/Gravity Spike Down.attributes.description.type=Determines the visual appearance of the spike.
entities.Aqua/Gravity Spike Down.attributes.description.color=Color of the spikes.
entities.Aqua/Gravity Spike Down.attributes.description.gravity=The spikes will be active in specific gravity circumstance.
entities.Aqua/Gravity Spike Down.attributes.description.disable_type=The disable style of the spikes, same use of type attribute.
entities.Aqua/Gravity Spike Down.attributes.description.attach=Whether to attach to solid or jump through.

# Gravity Spikes Left
entities.Aqua/Gravity Spike Left.placements.name.left_default=Gravity Spikes (Left, Default)
entities.Aqua/Gravity Spike Left.placements.name.left_outline=Gravity Spikes (Left, Outline)
entities.Aqua/Gravity Spike Left.attributes.description.type=Determines the visual appearance of the spike.
entities.Aqua/Gravity Spike Left.attributes.description.color=Color of the spikes.
entities.Aqua/Gravity Spike Left.attributes.description.gravity=The spikes will be active in specific gravity circumstance.
entities.Aqua/Gravity Spike Left.attributes.description.disable_type=The disable style of the spikes, same use of type attribute.
entities.Aqua/Gravity Spike Left.attributes.description.attach=Whether to attach to solid or jump through.

# Outline Display
entities.Aqua/Outline Display.placements.name.texture_path=Outline texture.
entities.Aqua/Outline Display.placements.name.color=Outline color.

# Aqua Bird Trigger
triggers.Aqua/Aqua Bird Trigger.attributes.description.birdId=Identifier of the bird.
triggers.Aqua/Aqua Bird Trigger.attributes.description.tutorialIndex=The tutorial index related to the Aqua Bird.
triggers.Aqua/Aqua Bird Trigger.attributes.description.conditionFunction=The condition function checked in runtime code, make sure the format is 'mod:ModName.ClassName.FunctionName' and the function must be static, boolean return and accept a Level type parameter.

# Custom Cutscene Trigger
triggers.Aqua/Custom Cutscene Trigger.attributes.description.cutsceneId=Identifier of the cutscene, be aware that your dialog id should be 'AquaCutscene_{Your ID}'.
triggers.Aqua/Custom Cutscene Trigger.attributes.description.fadeInOnSkip=Whether the cutscene has fade effect when skipping.
triggers.Aqua/Custom Cutscene Trigger.attributes.description.endingChapter=Whether the chapter will end after this cutscene.

# Change Hook Parameter Trigger
triggers.Aqua/Change Hook Parameter Trigger.attributes.description.parameter=Parameter name.\nFeatureEnabled: 1 to enable and 0 to disable.\nRopeMaterial: 0 to default and 1 to metal.\nRopeLength: should be between 80-200.\nEmitSpeed: should be between 600-2000.\nMaxLineSpeed: should be between 400-2000.\nFlyTowardSpeed: should be between 300-600.\nActorPullForce: should be between 300-600.\nSwingJumpStaminaCost: should be greater than or equal to 0.\nDisableGrappleBoost: 1 to disable and 0 to enable.\nShortDistanceGrappleBoost: 1 to enable and 0 to disable.\nUngrapple16Direction: 1 to enable and 0 to disable.\nHookStyle: 0 to default, and 1-4 to Aqua_HookStyle(1-4).
triggers.Aqua/Change Hook Parameter Trigger.attributes.description.value=Parameter value, you could check details in the description of parameter.

# Change Gameplay Mode Trigger
triggers.Aqua/Change Gameplay Mode Trigger.attributes.description.mode=Gameplay mode.
triggers.Aqua/Change Gameplay Mode Trigger.attributes.description.begin_counter=Only take effect when mode is ShootCounter. The initial grapple shots.
triggers.Aqua/Change Gameplay Mode Trigger.attributes.description.max_counter=Only take effect when mode is ShootCounter. The maximum grapple shots.
triggers.Aqua/Change Gameplay Mode Trigger.attributes.description.reset_count_in_transition=Only take effect when mode is ShootCounter. Whether to reset shots to initial amount during room transition.

# Dream Toggle Trigger
triggers.Aqua/Dream Toggle Trigger.attributes.description.fullRoutine=Whether the Dream Block should play the whole animation, rather than just instantly looking ready.
triggers.Aqua/Dream Toggle Trigger.attributes.description.activate=Whether the Dream Block should become usable.
triggers.Aqua/Dream Toggle Trigger.attributes.description.fastAnimation=Whether a faster animation should be used.
triggers.Aqua/Dream Toggle Trigger.attributes.description.once=Whether trigger only once.

# Presentation Trigger
triggers.Aqua/Presentation Trigger.attributes.description.presentation=Presentation name, it should be put in 'Maps/Presentations/', don't add extension.
triggers.Aqua/Presentation Trigger.attributes.description.player_color=The color of player playback.
triggers.Aqua/Presentation Trigger.attributes.description.hook_color=The color of grappling hook playback.
triggers.Aqua/Presentation Trigger.attributes.description.dash_color=The color of player when dashing.
triggers.Aqua/Presentation Trigger.attributes.description.loop=Whether to loop the presentation.
triggers.Aqua/Presentation Trigger.attributes.description.loop_interval=Interval between loops, only works when looped.
triggers.Aqua/Presentation Trigger.attributes.description.trail_interval=Interval of trail occurence.
triggers.Aqua/Presentation Trigger.attributes.description.trail_lifetime=How much time the trail costs to fade out.