# NOTES, so I don't have to open main game's txt :)

# The # Symbol at the start of a line counts as a Comment. To include in dialog, use a \#
# The . Symbol will cause a pause unless escaped with \. (ex: Mr. Oshiro has a pause, Mr\. Oshiro does not)
# Newlines automatically create a Page Break, unless there is an {n} command on the previous line
# Commands: Anything inside of curly braces {...} is a command and should not be translated.

# Inline Text Commands:
# {~}wavy text{/~}
# {!}impact text{/!}
# {>> x}changes speed at which characters are displayed{>>}
# {# 000000}this text is black{#} (uses HEX color values)
# {+MENU_BEGIN} inserts the dialog from the MENU_BEGIN value (in English, "CLIMB")
# {n} creates a newline, without a page break
# {0.5} creates a 0.5 second pause
# {big}this text is large{/big}

# {*}shaky text{/*}
# {%}ch.4 theo nailed it text{/%}









####################---------------MAP NAME/DETAILS---------------####################
tobyaaa_bombtimer_TMinus= T-Minus
tobyaaa_bombtimer= T-Minus


####################---------------SUBAREA NAMES---------------####################
tobyaaa_bombtimer_area=The Loom


tobyaaa_bombtimer_subarea_0=Loom's Heart
#notes: much more machinery than elsewhere, more enclosed spaces
#contains: generator(?), breakers, pumps

tobyaaa_bombtimer_subarea_1=Signals and Smoke
#notes: top end of the map; more open-ended; perhaps climb-adjacent?
#contains: more security; chimneystacks; comms building/satellites; lightning rods

tobyaaa_bombtimer_subarea_2=Downtown
#notes: a little less enclosed; obvious routes obscured by moving parts
#structured like if the city of tears was made from copies of aunt josephine's house
#contains: recreation; service;transmission lines;breaker room

tobyaaa_bombtimer_subarea_3=Construction Site
#notes: perhaps less (not no) moving parts; ground mostly catwalks. Less floors, ceilings, walls
#contains:cranes, hazard signs or something, tranmission lines

tobyaaa_bombtimer_subarea_4=Storage Complex

#notes: The appearance of a rigid, structured setup, undone by time and machinery.
#contains: food, water, ect.; security stations; tanks

tobyaaa_bombtimer_subarea_5=Entrance To A Thousand Lights
#notes: a lot showier than anything else, less gameplay
#lots of lights and things; all off; glowing EXIT signs
#contains: exit point

#office/service/gaurdhouse; chemical storage, turbines?, generator itself, cooling/pumps,
#chimneystacks; tanks tanks tanks; transmission lines; breaker rooms
#housing, recreation, food/water/ect.



####################---------------CREDITS---------------####################

tobyaaa_bombtimer_credits_name=T-Minus
tobyaaa_bombtimer_credits_mapper=By tobyaaa
tobyaaa_bombtimer_credits_art=Featuring art by:
tobyaaa_bombtimer_aronh=Aronh
tobyaaa_bombtimer_asgord=Asgord
tobyaaa_bombtimer_butcherberries=Butcherberries
tobyaaa_bombtimer_dantko=DanTKO
tobyaaa_bombtimer_flagpole1up=Flagpole1Up
tobyaaa_bombtimer_goose=goose!
tobyaaa_bombtimer_juno=Juno
tobyaaa_bombtimer_mosscairn=Mosscairn
tobyaaa_bombtimer_soloiini=Soloiini
tobyaaa_bombtimer_vexastrae=Vexastrae
tobyaaa_bombtimer_vexastrae_sub=(tilesets originally made for Strawberry Jam)
tobyaaa_bombtimer_zurcus=Zurcus
tobyaaa_bombtimer_me=(and some from tobyaaa)
tobyaaa_bombtimer_music=Music by Quadratic97
tobyaaa_bombtimer_asgord2=Downtown & Storage decoration from Asgord
tobyaaa_bombtimer_crispybag=Minimap background art by Crispybag
tobyaaa_bombtimer_xolimono=Map icon by xolimono
tobyaaa_bombtimer_story1=& Help with story from Gamation
tobyaaa_bombtimer_playtest1=Playtesting by
tobyaaa_bombtimer_playtest2=ABuffZucchini, Crispybag, Fref, Orchid
tobyaaa_bombtimer_specianthanks1=Special thanks to Xaphan for their timer and minimap mechanics,
tobyaaa_bombtimer_specianthanks2=to maddie480 for enduring me making many helper requests,
tobyaaa_bombtimer_specianthanks3=touhoe for polishing up the release-date trailer at short notice,
tobyaaa_bombtimer_specianthanks4=and of course to you for taking the time to experience this thing I've made.



#tilesets: nikko, flagpole1up, vexastrae (premade assets), flagpole1up, asgord, mosscairn, aronh, zurcus
#decals: vexastrae (premade assets), soloiini, asgord


#vortex helper-ask for floor boosters to have adjustible sprites, for speed readibility
#spekio toolbox: respritability for cannons; should be as simple as making the sprite dropdown user-editable








#potential assists
#tobyaaa_bombtimer_assists=Assists
#tobyaaa_bombtimer_assists_time=Time and a Half
#tobyaaa_bombtimer_assists_notime=No Timer
#(not recommended unless you really need it)
#tobyaaa_bombtimer_assists_map=Improved map
#(a more detailed map that pauses the timer and shows the player's location)
#tobyaaa_bombtimer_assists_hidetime=Never Hide Timer
#time and a half
#no timer
#xaphan map (anywhere + pause timer)
#never hide timer



###secret eding notes (update: what did I mean here?)


#story kinda
#big ol generator
#kind of attracted people until it's a city? or perhaps the city part was there first
#most of the profit from the city comes from just selling energy
#generator very very powerful, needs dampers; generally not set to run at full power but sometimes has to
#very much not supposed to run at full power for a long amount of time
#project placed on hiatus for a time
#after a much longer than anticipated break, one of the engineers reenters to check for deterioration
#decides the city is not really savable; and the best method would be to demolish it here and now

#more lore notes
#big entrance door; showoffy grand entrance - very big, very heavy, usually has own secondary generator
#that secondary generator's been destroyed (?) so reroute some-not-all power from other subgenerators

#stores power in idk a big spring-powered wheel (get it? like a loom)





#more decal ideas
#recolored woodbeams
#pillars from city, in the fg
#bigger pipes
#scaffolding or adjacent
#those big yellow pillars from portal (use city columns, rotated; have a decal for intersections)
#consoles and fuseboxes like in portal
#ceiling lights, light boxes, cagelights
#slopes and jumpthroughs for catwalks?
#big fans? (use resort bgtile holes as base?)
#stuff from Down The Drain?
#wall numbers, arrows ect.

#SUPERLUMINARY + EXP LOBBY/HS DECALS; there's still more!





####################---------------DIALOG---------------####################


#[ADD PERSONALITY. KINDA LACKING RIGHT NOW]
tobyaaa_bombtimer_TMinus_textsscroll=
hold down to scroll 
#this period is used to create colon signs
tobyaaa_bombtimer_TMinus_textsperiod=
.
tobyaaa_bombtimer_TMinus_texts0=
3.16pm
tobyaaa_bombtimer_TMinus_texts1=
Have you finished checking it over?
tobyaaa_bombtimer_TMinus_texts1b=
How's it looking?
tobyaaa_bombtimer_TMinus_texts2=
not good.
tobyaaa_bombtimer_TMinus_texts3=
I don't mean wear and tear, either
tobyaaa_bombtimer_TMinus_texts4=
I've been cringing at our design
tobyaaa_bombtimer_TMinus_texts4b=
choices left and right since I got here
tobyaaa_bombtimer_TMinus_texts5=
I keep seeing some stupidly obvious flaw or other
tobyaaa_bombtimer_TMinus_texts6=
and it'd be something I remember
tobyaaa_bombtimer_TMinus_texts6b=
putting a month or two of planning into
tobyaaa_bombtimer_TMinus_texts7=
Like- the city's layout.
tobyaaa_bombtimer_TMinus_texts7b=
What about wheelchairs????
tobyaaa_bombtimer_TMinus_texts8=
it's not worth it.
tobyaaa_bombtimer_TMinus_texts9=
Are you sure? I was looking
tobyaaa_bombtimer_TMinus_texts9b=
forward to finishing it up! 
tobyaaa_bombtimer_TMinus_texts10=
I'll send a report with all my thoughts

tobyaaa_bombtimer_TMinus_texts11=
3.50pm
tobyaaa_bombtimer_TMinus_texts12=
(+1 attachment)
tobyaaa_bombtimer_TMinus_texts13=
I see.

tobyaaa_bombtimer_TMinus_texts14=
4.43pm
tobyaaa_bombtimer_TMinus_texts15=
alright
tobyaaa_bombtimer_TMinus_texts16=
This place was evacuated due to that 
tobyaaa_bombtimer_TMinus_texts17=
thing with the energy storage system.

tobyaaa_bombtimer_TMinus_texts18=
  I recall.
tobyaaa_bombtimer_TMinus_texts19=
If the Wheel is wound up enough,
tobyaaa_bombtimer_TMinus_texts20=
the latch could break,
tobyaaa_bombtimer_TMinus_texts21= 
the spring would unwind all at once
tobyaaa_bombtimer_TMinus_texts22=
and the force from the Wheel would
tobyaaa_bombtimer_TMinus_texts23=
shatter the entire structure.
tobyaaa_bombtimer_TMinus_texts24=
Not really grounds for an evacuation 
tobyaaa_bombtimer_TMinus_texts24a=
in my book since back then we could 
tobyaaa_bombtimer_TMinus_texts25=
always have an eye on it.
tobyaaa_bombtimer_TMinus_texts26=
I don't want to deal with this place any more.
tobyaaa_bombtimer_TMinus_texts27=
I can't stand it taunting me 
tobyaaa_bombtimer_TMinus_texts28=
by being so close and so far from completion.
tobyaaa_bombtimer_TMinus_texts29=
I need to bring it down.
tobyaaa_bombtimer_TMinus_texts30=
Hold on. How did you get in?
tobyaaa_bombtimer_TMinus_texts30a=
You went over the fence, right? It'll
tobyaaa_bombtimer_TMinus_texts31=
be electrified if you power everything.
tobyaaa_bombtimer_TMinus_texts32=
it might take a sec but I can direct
tobyaaa_bombtimer_TMinus_texts33=
power to the front gate and open that
tobyaaa_bombtimer_TMinus_texts35=
If the Wheel's getting almost everything
tobyaaa_bombtimer_TMinus_texts36=
from the generator running at its capacity
tobyaaa_bombtimer_TMinus_texts37=
I give you maybe an hour.
tobyaaa_bombtimer_TMinus_texts38=
Probably less honestly.
tobyaaa_bombtimer_TMinus_texts39=
How long did your look-over take?
tobyaaa_bombtimer_TMinus_texts40=
It'll be fine.
tobyaaa_bombtimer_TMinus_texts41=
I can do this.


tobyaaa_bombtimer_TMinus_cutsceneintro=
[] SYSTEM OFFLINE.
...
SYSTEM LOCKED. ADDITIONAL SECURITY REQUIRED.
[madeline left determined] Not a problem.
[] ...
PASSWORD ACCEPTED.
[madeline left sad] Alright. Now...
[] CAUTION
YOU ARE ATTEMPTING TO SET THE SYSTEM TO AN INCREDIBLY UNSTABLE STATE...
[madeline left distracted] that's the idea.
[] ...PLEASE CONFIRM YOUR ACTION.
[madeline left determined] here goes nothing.


#[madeline left sadder] outro cutscne
tobyaaa_bombtimer_TMinus_outro0=
5.37
tobyaaa_bombtimer_TMinus_outro1=
#M:
Done
tobyaaa_bombtimer_TMinus_outro2=
Got out
tobyaaa_bombtimer_TMinus_outro3=
Still winding down
#wording on ^?
tobyaaa_bombtimer_TMinus_outro4=
#P:
What a relief!
tobyaaa_bombtimer_TMinus_outro5=
Take your time, you've earned it.
#what does "you've earned it" mean in the metaphor?
tobyaaa_bombtimer_TMinus_outro6=
5.40
tobyaaa_bombtimer_TMinus_outro7=
#M:
wow
tobyaaa_bombtimer_TMinus_outro8=
it just hit me, it's OVER!!!
tobyaaa_bombtimer_TMinus_outro10=
I don't have to worry about this ANY MORE!!
tobyaaa_bombtimer_TMinus_outro11=
I'm over the moon
tobyaaa_bombtimer_TMinus_outro12=
#P:
I'm glad to hear that.
tobyaaa_bombtimer_TMinus_outro13=
You've really been stressed out over this
tobyaaa_bombtimer_TMinus_outro14=
for the longest time now;
tobyaaa_bombtimer_TMinus_outro15=
focusing on it when you had no way to
tobyaaa_bombtimer_TMinus_outro16=
work on it;
tobyaaa_bombtimer_TMinus_outro17=
pushing yourself on something that you
tobyaaa_bombtimer_TMinus_outro18=
could see was becoming doomed.
tobyaaa_bombtimer_TMinus_outro19=
You really needed this rest.
tobyaaa_bombtimer_TMinus_outro20=
5.44
tobyaaa_bombtimer_TMinus_outro21=
#M.
but what if
tobyaaa_bombtimer_TMinus_outro22=
what if I want to work on it again?
tobyaaa_bombtimer_TMinus_outro23=
sometime

#P:
tobyaaa_bombtimer_TMinus_outro24=
Then, start it over.
tobyaaa_bombtimer_TMinus_outro25=
That sounds scary, but I think
tobyaaa_bombtimer_TMinus_outro26=
you'll realize it'll be better
tobyaaa_bombtimer_TMinus_outro27=
in the long run.
tobyaaa_bombtimer_TMinus_outro29=
Sometimes that's just all you need.
tobyaaa_bombtimer_TMinus_outro30=

tobyaaa_bombtimer_TMinus_outro31=

tobyaaa_bombtimer_TMinus_outro32=

tobyaaa_bombtimer_TMinus_outro33=
went down today was -
tobyaaa_bombtimer_TMinus_outro34=
ending, not at all.
tobyaaa_bombtimer_TMinus_outro35=
#M.
Thank you.
tobyaaa_bombtimer_TMinus_outro36=
It's finally time to move on.



#tobyaaa_bombtimer_lorenote_1= //berries
#-plant matter not permitted within city limits
#-reason?: idk
#-personal lockers may be provided in a warehouse at the base of the complex

#//big wheel and evacuation
tobyaaa_bombtimer_lorenote_2= 
[anchor bottom]
It has come to our attention that there is a significant flaw in the energy storage system.
If too much stored energy were too accumulate, the mechanism opposing the wheel's spring would break before the spring itself.
The resulting angular momentum could cause large-scale (likely fatal) structural damage to the complex.
We have implemented some temporary solutions, but for safety we will likely relocate most staff offsite while we search for a permanent solution.

#-evacuation measures proving effective
#-people had time to gather belongings, but not really sure what to do with said people
#-not sure what to do with the complex itself, for that matter
#-it's going to be left unpowered and unmanned while a more permanent solution is discussed

#rng lightning
tobyaaa_bombtimer_lorenote_3= 
[anchor bottom]
(there's an old email conversation.)
They're leaving it totally unstaffed? The place still needs maintenance if there's nobody using it.
Imagine some wire somewhere breaks loose, starts sparking, I dunno. It'd probably fall on a metal plate, right?
Then you turn the city back on and some surface or other is electrocuted and unsafe.
You can't predict these things! Without people holding up shop who knows what {#ff0000}random hazards{#} might crop up {#ff0000}over time{#}.
(...they probably had a point.)

#-don't think they should "abandon" the city like that
#-things need maintenance... in a city with this much metal, imagine what'd happen if a faulty wire started sparking!
#-this'd be totally random/unpredictable

#on the idea: failure, failed projects. The map is stressful, cold, but also has traces of sadness: things that once were, could have been
#perhaps at the end of the map, after the front gate opens, there's a (skippable) cutscene where madeline wonders if simply *removing* all the work done is the best option

#tobyaaa_bombtimer_lorenote_4= //timer hiding
#-announcement system
#-anything big, can tell everyone thorugh certain screens
#-tldr any large announcements, including times, can only be seen if you're near a screen
#-

tobyaaa_bombtimer_lorenote_5=
I have received several complaints about the 'inefficiency' of the freight elevator.
I would like to remind everyone that this elevator is not designed for fast travel, but rather transport of large or heavy assets.
For this reason we will not be addressing this 'issue'. Thank you for your understanding.

tobyaaa_bombtimer_madeline_chandelier=
[madeline right distracted] All the lights here are still beautiful. 

tobyaaa_bombtimer_madeline_structure=
[madeline right distracted] ...the wiring is falling apart, but I'm surprised it's still structurally sound...

#note - potential loophole if the place is structurally sound but the reason for the timer is a structural oversight

tobyaaa_bombtimer_madeline_elecfence=
[madeline left sad]Well, it was worth a try...


tobyaaa_bombtimer_f5f6_broken=
Author's note:
I should mention, this map utilizes a mechanic that is... not very receptive to the F1, F5 and F6 (hot reload and debug map) hotkeys.
Force-reloading the level like this will break the timer mechanic, essentially rendering the level {#ff0000}entirely broken{#}.
The only fix for this is to Restart Chapter or Return To Map.
Or, you could intentionally hit F5 after entering the main map to play the map with no timer...
but that's a very assist-option thing: you know best about whether or not that's for you, but I'd advise against it.

tobyaaa_bombtimer_mapcontrol=not near other interactables
tobyaaa_bombtimer_mapcontrol2=MINIMAP

tobyaaa_bombtimer_challenges=Challenges
tobyaaa_bombtimer_skip_intro=Skip Intro

tobyaaa_bombtimer_touchswitchpos_broken=
author's note - heyy it's me again sorry
To be clear, this is my fault because I slept on a code request way too long;
but I don't have a way of resetting the blue touch switches in each area.
I'll get a patch out for this when I'm able, for now though you'll have to restart the map every attempt.
Hopefully that isn't too big an inconvenience. Sorry again!







tobyaaa_bombtimer_challengeroom_desc=Welcome to the challenge room!
In this room are several modifiers to raise the difficulty of the map in various ways.
They can be enabled individually or many at a time, though some might conflict with each other.
Many of these modifiers are accomplished simply using built-in features of Extended Variants, so huge props to Maddie480 for her amazing work on that project!

tobyaaa_bombtimer_challenges_water=Submerged Superstructure
tobyaaa_bombtimer_challenges_water_desc=Navigate the map underwater with much greater ease, but with greatly reduced time to spare.
I swear up and down this is one of only two ideas for this map I had after playing rain world!

tobyaaa_bombtimer_challenges_randwind=Windstorm!
tobyaaa_bombtimer_challenges_randwind_desc=Wind patterns are randomized each room transition and death.

tobyaaa_bombtimer_challenges_lavaice=Extreme Climate
tobyaaa_bombtimer_challenges_lavaice_desc=Sandwich lava assails the screen, flipping direction with each dash.

tobyaaa_bombtimer_challenges_timerhide=Out of Sight, Out of Mind
tobyaaa_bombtimer_challenges_timerhide_desc=The timer is no longer visible.
Lightning "hazards" appear in a single burst as soon as the timer starts, and music won't progress until there's hardly any time left.
Best experienced with vanilla's chapter timer disabled, but that's on the honor system.
(it won't be accurate anyway - the vanilla chapter timer doesn't pause on death or pause, but the in-map one does)

tobyaaa_bombtimer_challenges_doubleswitch=Double Or Nothing
tobyaaa_bombtimer_challenges_doubleswitch_desc=Twice as many switches are required for each area.

#tobyaaa_bombtimer_challenges_norng=Monkey's Paw
#tobyaaa_bombtimer_challenges_norng_desc=This mode removes all RNG, in the worst way possible.
#You can get softlocked in this challenge, which will not be patched or changed; dealing with this is your responsibility.

tobyaaa_bombtimer_challenges_lesstime=Halftime!
tobyaaa_bombtimer_challenges_lesstime_desc=25 minutes instead of 50.

tobyaaa_bombtimer_challenges_nomap=directionless
tobyaaa_bombtimer_challenges_nomap_desc=The ingame map is not available.
The screen is flipped horizontally.



#challenge runs
#"needy": add a "needy module" to the pipes room in Loom's Heart
#"Forgot something?": a second set of switches spawns halfway through the timer
#"": lightning patterns all start out at near-full throttle, but frequently swap

#eh:
#"lightning storm": super dense lightning spawns, no rng but can softlock player
#"quick time event"/"rivulet": extvars to make the player faster but very little time
#"cursed eye": every (death? something else?) teleports the player to one of a few spots
#"wave dashing": everything disabled EXCEPT for diag. dashes, player has 2 or inf held dashes
#"": core area is locked off entirely (or all but one exit?)
#all touch switch movements take 1 or 2 full minutes
#YOUR TAKING TOO LONG (causes timer to run faster when in contact)
#each death costs 1m?
#each 10m the player loses some mobility?
#invincible player, 5m timer?


#achievements
#beat the map
#golden run
#"" - finish the map with max. key train
#secret ending??; "another way to beat the timer"
#idle 10 min in intro room after starting clock; "master procrastinator"

#fulfull the requirements for every challenge and achievement in 7 or less consecutive runs, without quitting or losing a run
#   ^ "Finals Week"



#never return to same room? pass certain "checkpoint"s once each? never spend >10s in one room? ehhh
#"what a thrill" - use the service elevator 5 times in a run? ehhh, key train is cooler

#carry a battery across the map?












#MASTER TODO LIST
#DONE? reconfigure core so the player tends to find subareas in a nicer order
#DONE: figure out entrance gameplay
#DONE: set up GM system
#DONE: set up coins RNG --- should be set early on, only once per run
#finish layout/rooms
#self-playtest, get another to playtest?
#YES I REALLY NEED TO POLISH ROOMS BEFORE AN OUTSIDE PLAYTEST
#difficulty rebalancing for SURE

#guest rooms??????

#sprites for...
#-key doors
#-spekio cannons?
#-battery doors (if using them)
#ending gate

#DONE-set up lightning RNG --- check lightning rng flags and timer progress flags every time player nears room entrance w/ potential lightning trigger
#DONE- place lightning spots --- flaglines controller

#add assist options?

#timer hiding + corresponding decal

#flesh out lore
#add lore notes
#add found lore notes to "hub"

#figure out secret ending
#add berry spots?

#DONE - get and add music

##add satellites, other comms stuff

##construction;add like, half-made pipes?
#deco entrance (figure out how!)
##get like office decals, desk chair clock(?) ect
##get a ton of light decals
##what am I going to do about the chandeleir
##

#add big wheel
#add flashing red lights, EVACUATE signs and such


#notes from a personal playtest
#2.  some switch positions are. kinda bad (also some might have 3 nodes?? for some reason)
#11. intro cutscene doesn't rerun; you'll always just start the timer as you cross there from then on. Also, remember to reset keys, and see if switches reset
#13. open up entranceway gameplay
