//----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
//                _                           _   ___   ___  
//      _ ____  _| | __ _ _ __   __ _  __   _/ | / _ \ / _ \ 
//     | '_ \ \/ / |/ _` | '_ \ / _` | \ \ / / || | | | | | |
//     | |_) >  <| | (_| | | | | (_| |  \ V /| || |_| | |_| |
//     | .__/_/\_\_|\__,_|_| |_|\__, |   \_/ |_(_)___(_)___/ 
//     |_|                      |___/         pxlang v1.0.2
//
// |+----------------------------------------------------------+|
// || ************************ FORMAT ************************ ||
// |+----------------------------------------------------------+|
//
// Comments start with two forward slashes. They can start at the beginning of a line or at the end.
// You must format lines in language files (.pxlang) as the following:
//
// #LOCALIZABLE_STRING_NAME		<String Content>
//
// The tab character between the string name and the actual string content is required, but you can add as many as you want before starting the string content.
// Additionally, the localizable string name must consist only of A-Z (case-insensitive), numbers and underscores. If it doesn't, then the game will complain.
//
// You can indent lines as much as you want with whitespace (tabs & spaces). These characters will be ignored UNLESS they are included after a valid localizable
// string name character, at which point the game will throw an error about the invalid string name.
//
// There are several escapable characters that do special things. Here's a list:
//   '\n'                               - Add a new line.
//   '\i'                               - Blank character. This does not get displayed or even added to the display string. You can use this at the end of string content to include the whitespace behind it.
//   '\u{n}'                            - Arbitrary unicode value.
//   '\a{INDEX}'                        - String arguments. Replaceable in real-time using C++.
//   '\w{TIME}'                         - WAI. TSC strings only.
//   '\k'                               - NOD. TSC strings only.
//   '\c{name:arg1:arg2:arg3:arg4}'     - Any TSC command. TSC strings only.
//   '\d{control name}'                 - Replaces this escape sequence with the corresponding key. See a list of acceptable control names below.
//
// |+----------------------------------------------------------+|
// || ******************** CONTROL NAMES ********************* ||
// |+----------------------------------------------------------+|
//
// This is a list of all acceptable control names for the '\d' special command:
//   'map'                             - The map button (Default is W).
//   'inv'                             - The inventory button (Default is Q).
//   'plist'                           - The player list button (Default is F2).
//   'nxtwpn'                          - The next weapon button (Default is S).
//   'prvwpn'                          - The previous weapon button (Default is A).
//   'chat'                            - The chat key (Default is T).
//   'pause'                           - The escape menu key (Default is Escape).
//   'search'                          - The interact / search button (Default is Down Arrow).
//   'moveleft'                        - The move left button (Default is Left Arrow).
//   'moveright'                       - The move right button (Default is Right Arrow).
//   'lookup'                          - The look up button (Default is Up Arrow).
//   'shoot'                           - The shoot button (Default is X).
//   'jump'                            - The shoot button (Default is Z).
//   'emote1'                          - The emote menu button (Default is 1).
//   'emote2'                          - The emote menu button (Default is 2).
//   'emote3'                          - The emote menu button (Default is 3).
//   'emote4'                          - The emote menu button (Default is 4).
//
// |+----------------------------------------------------------+|
// || ********************** CHAT TAGS *********************** ||
// |+----------------------------------------------------------+|
//
// Some strings support ML (Markup Language) tags which do special things.
// Where these tags work depend on where the localizable strings are being used.
//
// Here's a list for ChatMode localized strings:
//   <color:RRGGBB>					- Use a HEX colorcode to specify the text color. Example: '<color:FF0000>' will make the text color red.
//   <bgcolor:RRGGBB>				- Use a HEX colorcode to specify the text's background color. Example: '<bgcolor:FF0000>' will make the text's background color red.
//   <olcolor:RRGGBB>				- Use a HEX colorcode to specify the text's outline color. Example: '<olcolor:FF0000>' will make the text's outline color red.
//   <spush>						- Remembers the current text tag settings (like text color, bgcolor, font, etc.) so you can easily revert back later.
//   <spop>                     	- Reverts all text tag settings back to the settings saved by using '<spush>'.
//
// Here's a list for CrashMode (The screen that pops up when a mod crashes), ScriptEditorMode (The in-game script editor) and HelpMode (The screen you see when pressing F1):
//   <color:RRGGBB>					- Use a HEX colorcode to specify the text color. Example: '<color:FF0000>' will make the text color red.
//   <bitmap:surf_id:x:y:w:h>		- Display a bitmap with the offset provided.
//   <image:FOLDER:FILE:x:y:w:h>	- Display an image that we must load from an ImageBank.
//									  Example: '<image:3:12:0:0:32:32>' will load an image from 'myMod/Image/0003/0012.png' and display it with an offset of (32, 32).
//   <font:FONT_NAME:w:h:>			- Load a font to use from this point forward. Example: '<font:Arial:12:12>' will load the Arial font with a size of 12x12 to use
//									  on all text after this tag.
//
// |+----------------------------------------------------------+|
// || ************************ USAGE ************************* ||
// |+----------------------------------------------------------+|
//
// Localization strings are used by the CSMP engine to translate UI text into other languages.
//
// |+----------------------------------------------------------+|
// || ******************* SPECIAL COMMANDS ******************* ||
// |+----------------------------------------------------------+|
//
// There are several keywords that are reserved for special commands. This means they cannot be defined as localizable string names.
// The list of special keywords are listed below:
// 
// ┌─────────────┬──────────────────────────────┬───────────────────────────┬───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────┐
// │  Optional?  │ Keyword Name         		│ Arguments                 │ Description																															│
// ├─────────────┼──────────────────────────────┼───────────────────────────┼───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────┤
// │ Yes		 │ LANGUAGE_NAME				│ <Language Name>			│ This is what the language will be called in the language selection menu.																│
// │			 │								│							│ If this command is not included, then this language will be listed in the language menu with the name of the file instead.			│
// ├─────────────┼──────────────────────────────┼───────────────────────────┼───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────┤
// │ Yes		 │ LOCALIZATION_AUTHOR			│ <Author>					│ Specifies the author of this localization file.																						│
// ├─────────────┼──────────────────────────────┼───────────────────────────┼───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────┤
// │ Yes		 │ LOCALIZATION_DATE			│ <Date String>				│ Specifies the original creation date for this localization file.																		│
// ├─────────────┼──────────────────────────────┼───────────────────────────┼───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────┤
// │ Yes		 │ LOCALIZATION_VERSION			│ <Version String>			│ Specifies the version of this localization file.																						│
// ├─────────────┼──────────────────────────────┼───────────────────────────┼───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────┤
// │ Yes		 │ LOCALIZATION_FONT			│ <Font Name>				│ Specifies the font that should be used for this localization.																			│
// │			 │								│							│ If a TTF font exists in the same folder as this pxlang file with the name specified here (ex. 'msgothic.ttf'), then that will be      │
// │			 │								│							│ loaded. Otherwise, it tries to load the font from Windows. If it cannot be found, it defaults to Courier New.							│
// ├─────────────┼──────────────────────────────┼───────────────────────────┼───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────┤
// │ Yes		 │ LOCALIZATION_CHARSET			│ <Character Set Type>		│ Specifies the type of charset to use. List of valid charset types:																	│
// │			 │								│							│    "ANSI", "SYMBOL", "SHIFTJIS", "HANGEUL", "HANGUL", "GB2312", "CHINESEBIG5", "OEM", "JOHAB", "HEBREW", "ARABIC", "GREEK",			│
// │			 │								│							│    "TURKISH", "VIETNAMESE", "THAI", "EASTEUROPE", "RUSSIAN", "MAC", "BALTIC", "DEFAULT"												│
// ├─────────────┼──────────────────────────────┼───────────────────────────┼───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────┤
// │ Yes		 │ LOCALIZATION_ENCODING		│ <Encoding Type>			│ Specifies the type of encoding to use. List of valid encoding types:																	│
// │			 │								│							│    "NONE", "MS_SYMBOL", "UNICODE", "SJIS", "PRC", "BIG5", "WANSUNG", "JOHAB"															│
// ├─────────────┼──────────────────────────────┼───────────────────────────┼───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────┤
// │ Yes		 │ LOCALIZATION_FONT_SIZE		│ <Width> <Height>			│ Specifies the size of the loaded font.																								│
// ├─────────────┼──────────────────────────────┼───────────────────────────┼───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────┤
// │ Yes		 │ LOCALIZATION_DEBUG			│							│ Specify whether or not to generate a symbols file for debugging.																		│
// ├─────────────┼──────────────────────────────┼───────────────────────────┼───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────┤
// │ Yes		 │ LOCALIZATION_CHAR_TRAVEL		│ <No. Of Chars To Skip>	│ The amount of characters to skip when a unicode character is enountered in the in-game messagebox. Default is 0.						│
// ├─────────────┼──────────────────────────────┼───────────────────────────┼───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────┤
// │ Yes		 │ LANGUAGE_HIDDEN				│ 							│ Specifies that this localization file should be hidden from the language menu.														│
// ├─────────────┼──────────────────────────────┼───────────────────────────┼───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────┤
// │ Yes		 │ GROUP_BEGIN					│ <Group Name>				│ Begins a group. Only one group at a time can be loaded by the engine, so be sure to group things together nicely.						│
// ├─────────────┼──────────────────────────────┼───────────────────────────┼───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────┤
// │ Yes		 │ GROUP_END					│ 							│ Ends a group.																															│
// └─────────────┴──────────────────────────────┴───────────────────────────┴───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────┘
//
//----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

// **********************************************************************
// General localization information

LANGUAGE_NAME							English
LOCALIZATION_AUTHOR						Aeon Genesis & Clay Hanson
LOCALIZATION_DATE						2004, 2021
LOCALIZATION_VERSION					1.0.0.6
LOCALIZATION_ENCODING					UNICODE
LOCALIZATION_CHARSET					OEM
LOCALIZATION_FONT_SIZE					5 10
LOCALIZATION_FONT						Courier New
//LOCALIZATION_DEBUG						1

// **********************************************************************
// Chat Strings

#CHATMODE__OPEN_EMOTE_MENU				Open Emote Menu \u{35} \a{0}
#CHATMODE__OPEN_PLAYER_LIST				Open Player List
#CHATMODE__WELCOME_STRING				Welcome to <spush><color:888800>Cavestory Multiplayer<spop>.
#CHATMODE__JOIN_MESSAGE					<color:00FFFF>\a{0} joined.
#CHATMODE__LEAVE_MESSAGE				<color:00FFFF>\a{0} left the game (\a{1}).

// **********************************************************************
// Disconnect reason strings

// \a{0} = Custom leave message / ban reason / kick reason
// \a{1} = The name of the admin who kicked / banned this player

#NETPLAY__LEAVE_REASON__UNKNOWN					Unknown
#NETPLAY__LEAVE_REASON__USER_LEFT				Disconnect by user
#NETPLAY__LEAVE_REASON__KICKED					Kicked by \a{1}: "\a{0}"
#NETPLAY__LEAVE_REASON__BANNED					Banned by \a{1}: "\a{0}"
#NETPLAY__LEAVE_REASON__KICKED_NOREF			Kicked by SERVER
#NETPLAY__LEAVE_REASON__BANNED_NOREF			Banned by SERVER
#NETPLAY__LEAVE_REASON__TIMED_OUT				Timed out
#NETPLAY__LEAVE_REASON__MOD_CHANGED				Server is Changing Mods
#NETPLAY__LEAVE_REASON__SERVER_CLOSING			Server is Closing
#NETPLAY__LEAVE_REASON__CUSTOM					\a{0}

#NETPLAY__LEAVE_REASON__UNKNOWN_US				You have been disconnected from the server (Unknown).
#NETPLAY__LEAVE_REASON__USER_LEFT_US			You have disconnected from the server.
#NETPLAY__LEAVE_REASON__KICKED_US				You were kicked by \a{1}:\n"\a{0}"
#NETPLAY__LEAVE_REASON__BANNED_US				You were banned by \a{1}:\n"\a{0}"
#NETPLAY__LEAVE_REASON__KICKED_NOREF_US			You were kicked by SERVER.
#NETPLAY__LEAVE_REASON__BANNED_NOREF_US			You were banned by SERVER.
#NETPLAY__LEAVE_REASON__TIMED_OUT_US			The connection timed out.
#NETPLAY__LEAVE_REASON__MOD_CHANGED_US			Server is changing mods, please rejoin.
#NETPLAY__LEAVE_REASON__SERVER_CLOSING_US		Server is shutting down.

// **********************************************************************
// Escape Menu Strings

#ESCAPEMODE__RESUME						Resume
#ESCAPEMODE__OPTIONS					Options
#ESCAPEMODE__REPORT_BUG					Report Bug
#ESCAPEMODE__SERVER_SETTINGS			Server Settings
#ESCAPEMODE__BACK_TO_LOBBY				Back to Lobby
#ESCAPEMODE__HELP						Help
#ESCAPEMODE__QUIT						Quit
#ESCAPEMODE__BUG_REPORTER				BUG REPORTER
#ESCAPEMODE__OPENING_BUG_REPORTER		Opening the bug reporter dialog!\nNote that you must type in English.
#ESCAPEMODE__QUIT_QUESTION				Are you sure you want to quit?
#ESCAPEMODE__QUIT_SEL_0					Quit to Title
#ESCAPEMODE__QUIT_SEL_1					Quit to Desktop
#ESCAPEMODE__QUIT_SEL_2					Cancel
#ESCAPEMODE__JC_SHOW					Show JoinCode
#ESCAPEMODE__JC_CLICK_TO_COPY			(Click to copy)
#ESCAPEMODE__JC_COPIED					Copied!
#ESCAPEMODE__JC_COPIED_MULT				Copied! (x\a{0})

// **********************************************************************
// Player List Menu

#PLRLIST__HELPTAB_0						Select
#PLRLIST__HELPTAB_1						Close
#PLRLIST__HELPTAB_2						Go up
#PLRLIST__HELPTAB_3						Go down
#PLRLIST__HELPTAB_4						Go left
#PLRLIST__HELPTAB_5						Go right
#PLRLIST__TELEPORT_THEM_TO_US			Teleport player to us
#PLRLIST__TELEPORT_US_TO_THEM			Teleport us to player
#PLRLIST__REVIVE_PLAYER					Revive player
#PLRLIST__SPECTATE_PLAYER				Spectate player
#PLRLIST__IN_MENU						In Menu
#PLRLIST__IS_ADMIN						Administrator
#PLRLIST__IS_SUPER_ADMIN				Super Administrator
#PLRLIST__IS_HOST						Server Host
#PLRLIST__IS_DEV						Developer

// **********************************************************************
// Spectator Mode Strings

#SPECTATE__STOP_SPECTATING				Stop Spectating
#SPECTATE__PREV_PLAYER					Previous Player
#SPECTATE__NEXT_PLAYER					Next Player

// **********************************************************************
// Save select menu

#SAVEMENU__HEADER						FILE SELECT
#SAVEMENU__CONFIRM						CONFIRM
#SAVEMENU__OVERWRITE_QUESTION			Are you sure you want to overwrite this save?
#SAVEMENU__DELETE_QUESTION				Are you sure you want to delete this save file?
#SAVEMENU__CANT_CHANGE_ERROR			Can't change the mod at this time.
#SAVEMENU__OVERWRITE					Overwrite Slot
#SAVEMENU__CANCEL						Cancel
#SAVEMENU__COPY							Copy
#SAVEMENU__DELETE						Delete
#SAVEMENU__SAVE							Save
#SAVEMENU__NEW							New
#SAVEMENU__LOAD							Load
#SAVEMENU__HELPTAB_0					Select option
#SAVEMENU__HELPTAB_1					Cancel
#SAVEMENU__HELPTAB_2					Go left
#SAVEMENU__HELPTAB_3					Go up
#SAVEMENU__HELPTAB_4					Go right
#SAVEMENU__HELPTAB_5					Go down
#SAVEMENU__MOD_ERROR_0					Mods are required to have at least one weapon.
#SAVEMENU__MOD_ERROR_1					Mods are required to have at least one stage.
#SAVEMENU__MOD_ERROR_2					Mods are required to have at least one area.
#SAVEMENU__MOD_ERROR_3					There is a problem with this mod, and it could not be loaded.\nError:\n\n
#SAVEMENU__LEVEL						Level
#SAVEMENU__AMMO							Ammo \i
#SAVEMENU__EXP							Exp  \i
#SAVEMENU__EMPTY_SLOT					Empty slot

// **********************************************************************
// Various menu strings

#VARIOUS__WARNING						WARNING
#VARIOUS__ERROR							ERROR
#VARIOUS__CONFIRM						CONFIRM
#VARIOUS__SUCCESS						SUCCESS
#VARIOUS__PASSWORD						PASSWORD
#VARIOUS__OK							OK
#VARIOUS__YES							YES
#VARIOUS__NO							NO
#VARIOUS__YES_L							Yes
#VARIOUS__NO_L							No
#VARIOUS__RETRY_L						Retry
#VARIOUS__CANCEL_L						Cancel
#VARIOUS__RETURN_TO_LOBBY_QUESTION		Do you really want to return to the lobby?
#VARIOUS__YOU_DISCONNECTED				You have been disconnected.

// **********************************************************************
// Net Lobby Strings

#NETLOBBY__KICK							Kick Player
#NETLOBBY__SAVE_SLOT_NO_SEL				New Game
#NETLOBBY__SAVE_SLOT_SEL				Change Slot... (Current = Slot \u{35}\a{0})
#NETLOBBY__READY						Ready
#NETLOBBY__NOT_READY					Not Ready
#NETLOBBY__SETTINGS						Settings
#NETLOBBY__LEAVE_LOBBY					Leave Lobby
#NETLOBBY__LEAVE_LOBBY_HEADER			LEAVE LOBBY?
#NETLOBBY__SAVE_SLOT_NO_SEL_ERROR		Please tick the checkbox next to this button to enable loading the game from a profile!
#NETLOBBY__CANNOT_KICK_YOURSELF			You cannot kick yourself!
#NETLOBBY__KICK_QUESTION				Are you sure you want to kick \a{0}?
#NETLOBBY__SAVE_SLOT_CHECKBOX_TIP		Enable / disable loading the game from a save file.
#NETLOBBY__NEW_GAME_TIP					Start a new game.
#NETLOBBY__SELECT_GAME_TIP				Select the game slot to load from.
#NETLOBBY__PLEASE_WAIT					Please Wait...
#NETLOBBY__LEAVE_QUESTION				Are you sure you want to leave the lobby?
#NETLOBBY__PING							\a{0}ms

// **********************************************************************
// Resource Editor Strings

#RESEDIT__STRING_0						File
#RESEDIT__STRING_1						Data
#RESEDIT__STRING_2						Options
#RESEDIT__STRING_3						Help
#RESEDIT__STRING_4						New Mod
#RESEDIT__STRING_5						Open Mod
#RESEDIT__STRING_6						Save
#RESEDIT__STRING_7						Close
#RESEDIT__STRING_8						Exit
#RESEDIT__STRING_9						Reorder Maplist
#RESEDIT__STRING_10						Import Maplist...
#RESEDIT__STRING_11						Compile Maps
#RESEDIT__STRING_12						About
#RESEDIT__STRING_13						About Cavestory Multiplayer
#RESEDIT__STRING_14						Cavestory Multiplayer Version %d.%d.%d.%d\n\nCavestory Created By: Pixel\nCaveEditor Designed By: David Shafer (Wistil)\nCSMP Created By: Johnny Ledger (Clay Hanson)
#RESEDIT__STRING_15						Error - Cavestory Multiplayer
#RESEDIT__STRING_16						Failed to create mod:\n"ModConfigResource::CreateMod() failed."
#RESEDIT__STRING_17						Failed to create mod:\n"Failed to load the mod."
#RESEDIT__STRING_18						Stop Music
#RESEDIT__STRING_19						Play Music
#RESEDIT__STRING_20						Cavestory Multiplayer
#RESEDIT__STRING_21						Are you sure you want to delete %s?
#RESEDIT__STRING_22						Info - Cavestory Multiplayer
#RESEDIT__STRING_23						Please pick the .PNG (or .BMP) you want to use for the new tileset.\nNote that if it's not found within the mod's directory,\n we will automatically copy it over with the correct name scheme.
#RESEDIT__STRING_24						Error - Resource Editor
#RESEDIT__STRING_25						Failed to convert BMP to PNG.
#RESEDIT__STRING_26						Please pick the .PNG (or .BMP) you want to use for the new spritesheet.\nNote that if it's not found within the mod's directory,\n we will automatically copy it over with the correct name scheme.
#RESEDIT__STRING_27						Failed to copy file to the mod's music directory.
#RESEDIT__STRING_28						Edit Bullets
#RESEDIT__STRING_29						Edit Weapons
#RESEDIT__STRING_30						Edit Map
#RESEDIT__STRING_31						Edit Map Properties
#RESEDIT__STRING_32						Edit Map Script
#RESEDIT__STRING_33						Duplicate Map
#RESEDIT__STRING_34						Add Map
#RESEDIT__STRING_35						Delete Map
#RESEDIT__STRING_36						Edit Tileset
#RESEDIT__STRING_37						Duplicate Tileset
#RESEDIT__STRING_38						Delete Tileset
#RESEDIT__STRING_39						View Spritesheet
#RESEDIT__STRING_40						Duplicate Spritesheet
#RESEDIT__STRING_41						Delete Spritesheet
#RESEDIT__STRING_42						View Background
#RESEDIT__STRING_43						Duplicate Background
#RESEDIT__STRING_44						Delete Background
#RESEDIT__STRING_45						Edit Area
#RESEDIT__STRING_46						Duplicate Area
#RESEDIT__STRING_47						Delete Area
#RESEDIT__STRING_48						Play / Stop Music
#RESEDIT__STRING_49						Delete Music
#RESEDIT__STRING_50						Edit Script

// **********************************************************************
// Script Editor Strings

#SCREDIT__ERROR_CHECKER_TITLE			Syntax Result - Script Editor
#SCREDIT__ERROR_NONE					There were no syntax errors found.
#SCREDIT__ERROR_EVENT_OUT_OF_ORDER		Syntax error @ line \u{35} \a{0}<\a{1}>:\nEvents should be in order from least to greatest.\nFor instance, event \u{35}0015 should be before \u{35}0018, but not\nbefore \u{35}0013.
#SCREDIT__ERROR_INVALID_TSC_COMMAND		Syntax error @ line \u{35} \a{0}<\a{1}>:\nInvalid TSC command.
#SCREDIT__ERROR_INSUFFICIENT_TSC_ARGS	Syntax error @ line \u{35} \a{0}<\a{1}>:\nInsufficient arguments provided for a TSC command.

// **********************************************************************
// Map Editor Strings

// Tool-tips
#MAPEDITOR__TT_TOOL_MOVE_CAMERA			Move Camera
#MAPEDITOR__TT_DRAW_MAP_TILES			Draw Map Tiles
#MAPEDITOR__TT_FILL_MAP_TILES			Fill Map Tiles
#MAPEDITOR__TT_MAP_RECTANGLE			Map Rectangle Tool
#MAPEDITOR__TT_REPLACE_MAP_TILES		Replace Map Tiles
#MAPEDITOR__TT_EDIT_ENTITIES			Edit Entities
#MAPEDITOR__TT_DRAW_ZONES				Draw Zones
#MAPEDITOR__TT_FILL_ZONES				Fill Zones
#MAPEDITOR__TT_ADD_NEW_ZONE				Add a new zone.
#MAPEDITOR__TT_REMOVE_SELECTED_ZONE		Remove the selected zone.
#MAPEDITOR__TT_NAME_ZONE				Rename the selected zone.

// Context menu
#MAPEDITOR__CM_SET_PLAYTEST_SPAWN		Set Playtest Spawn Here
#MAPEDITOR__CM_ADD_ENTITY				Add Entity (Insert)
#MAPEDITOR__CM_DELETE_ENTITY			Delete Entity (Delete)
#MAPEDITOR__CM_COPY_ENTITY				Copy Entity (Ctrl + C)
#MAPEDITOR__CM_PASTE_ENTITY				Paste Entity (Ctrl + V)
#MAPEDITOR__CM_SET_START_LOCATION		Set Start Location

#MAPEDITOR__ERROR_TITLE					Error - Map Editor
#MAPEDITOR__UNSAVED_CHANGES_TITLE		Warning - Map Editor
#MAPEDITOR__UNSAVED_CHANGES_TEXT		Save changes to "\a{0}" (\a{1}) before closing?\nUnsaved changes will be lost.

#MAPEDITOR__MENU_EDITOR					Editor
#MAPEDITOR__MENU_MAP					Map
#MAPEDITOR__MENU_EDIT					Edit
#MAPEDITOR__MENU_VIEW					View
#MAPEDITOR__MENU_TOOLS					Tools
#MAPEDITOR__MENU_ENTITIES				Entities
#MAPEDITOR__MENU_SORT_ENT_BY			Sort entities by
#MAPEDITOR__MENU_ZOOM					Zoom
#MAPEDITOR__MENU_TILESET_ZOOM			Tileset Zoom

#MAPEDITOR__MENU_0_NEW_STAGE			New Stage...
#MAPEDITOR__MENU_0_OPEN_STAGE			Open Stage...
#MAPEDITOR__MENU_0_IMPORT_STAGE			Import Stage...
#MAPEDITOR__MENU_0_SHIFT_MAP			Shift Map
#MAPEDITOR__MENU_0_EDIT_SCRIPT			Edit Script
#MAPEDITOR__MENU_0_MAP_PROPERTIES		Properties
#MAPEDITOR__MENU_0_CLOSE_MAP			Close Map
#MAPEDITOR__MENU_0_CLOSE_ALL_MAPS		Close All Maps
#MAPEDITOR__MENU_0_LOAD_MOD				Switch Mod...
#MAPEDITOR__MENU_0_SAVE_MAP				Save
#MAPEDITOR__MENU_0_EXIT					Exit

#MAPEDITOR__MENU_1_COPY_ENTITY			Copy Entity
#MAPEDITOR__MENU_1_PASTE_ENTITY			Paste Entity
#MAPEDITOR__MENU_1_DELETE_ENTITY		Delete Entity
#MAPEDITOR__MENU_1_UNDO					Undo
#MAPEDITOR__MENU_1_REDO					Redo
#MAPEDITOR__MENU_1_CONFIGURE_PLAYTEST	Configure Playtest Mode
#MAPEDITOR__MENU_1_TOGGLE_PLAYTEST		Toggle Playtest Mode

#MAPEDITOR__MENU_2_SHOW_WINDOW			Show Window
#MAPEDITOR__MENU_2_SCRIPT_EDITOR		Script Editor
#MAPEDITOR__MENU_2_DRAW_PLAY_SPAWN		Draw Playtest Spawn
#MAPEDITOR__MENU_2_DRAW_FRONT_TILES		Draw Front Tiles
#MAPEDITOR__MENU_2_DRAW_BACK_TILES		Draw Back Tiles
#MAPEDITOR__MENU_2_DRAW_BACKGROUND		Draw Background
#MAPEDITOR__MENU_2_DRAW_TILE_TYPES		Draw Tile Types
#MAPEDITOR__MENU_2_DRAW_ENTITY_BOXES	Draw Entity Boxes
#MAPEDITOR__MENU_2_DRAW_ENTITY_TEXT		Draw Entity Text
#MAPEDITOR__MENU_2_DRAW_ENTITY_SPRITES	Draw Entity Sprites
#MAPEDITOR__MENU_2_DRAW_TILE_GRID		Draw Tile Grid
#MAPEDITOR__MENU_2_DRAW_WINDOW_SIZES	Draw Camera Frame (Only in Playtest Mode)

#MAPEDITOR__MENU_3_DELETE_ALL			Delete All
#MAPEDITOR__MENU_3_SORT_BY_CATEGORY		Category
#MAPEDITOR__MENU_3_SORT_BY_NAME			Name
#MAPEDITOR__MENU_3_SORT_BY_ID			ID

#MAPEDITOR__MENU_4_0_5					0.5x
#MAPEDITOR__MENU_4_1					1x
#MAPEDITOR__MENU_4_2					2x
#MAPEDITOR__MENU_4_3					3x
#MAPEDITOR__MENU_4_4					4x

// Map Properties Sub-menu
#MAPEDITOR__MPROP_H_GENERAL				General
#MAPEDITOR__MPROP_H_BACKGROUND			Background
#MAPEDITOR__MPROP_H_TILESET				Tileset
#MAPEDITOR__MPROP_H_CAMERA				Camera
#MAPEDITOR__MPROP_H_MISC				Miscellaneous

#MAPEDITOR__MPROP_FILENAME				Map Filename
#MAPEDITOR__MPROP_FILENAME_TIP			This map's filename.
#MAPEDITOR__MPROP_CAPTION				Caption
#MAPEDITOR__MPROP_CAPTION_TIP			The caption for this map. This will be shown when calling <MNA from TSC.
#MAPEDITOR__MPROP_WIDTH					Width
#MAPEDITOR__MPROP_WIDTH_TIP				The width of the map in tiles. Tiles are 16x16.
#MAPEDITOR__MPROP_HEIGHT				Height
#MAPEDITOR__MPROP_HEIGHT_TIP			The height of the map in tiles. Tiles are 16x16.

#MAPEDITOR__MPROP_SCROLL_TYPE			Scroll Type
#MAPEDITOR__MPROP_SCROLL_TYPE_TIP		The background scroll type.
#MAPEDITOR__MPROP_SCROLL_TYPE_0			0 - fixed
#MAPEDITOR__MPROP_SCROLL_TYPE_1			1 - move slow
#MAPEDITOR__MPROP_SCROLL_TYPE_2			2 - follow foreground
#MAPEDITOR__MPROP_SCROLL_TYPE_3			3 - hide
#MAPEDITOR__MPROP_SCROLL_TYPE_4			4 - hide
#MAPEDITOR__MPROP_SCROLL_TYPE_5			5 - scroll fast left
#MAPEDITOR__MPROP_SCROLL_TYPE_6			6 - scroll left (layered), items falling left
#MAPEDITOR__MPROP_SCROLL_TYPE_7			7 - scroll left (layered)
#MAPEDITOR__MPROP_SCROLL_TYPE_8			8 - hide
#MAPEDITOR__MPROP_IMAGE					Image
#MAPEDITOR__MPROP_IMAGE_TIP				The image to be shown in the background.

#MAPEDITOR__MPROP_MAP_TILESET			Map Tileset
#MAPEDITOR__MPROP_MAP_TILESET_TIP		The tileset that will be used for drawing the map tiles.
#MAPEDITOR__MPROP_NPC_SPRITESHEET		Npc Spritesheet
#MAPEDITOR__MPROP_NPC_SPRITESHEET_TIP	The NPC spritesheet to use.
#MAPEDITOR__MPROP_BOSS_SPRITESHEET		Boss Spritesheet
#MAPEDITOR__MPROP_BOSS_SPRITESHEET_TIP	The boss spritesheet to use.

#MAPEDITOR__MPROP_FORCE_CAMERA_X		Force camera to center horizontally
#MAPEDITOR__MPROP_FORCE_CAMERA_X_TIP	If checked, then the camera will be forced to always be horizontally centered.
#MAPEDITOR__MPROP_FORCE_CAMERA_Y		Force camera to center vertically
#MAPEDITOR__MPROP_FORCE_CAMERA_Y_TIP	If checked, then the camera will be forced to always be vertically centered.

#MAPEDITOR__MPROP_BOSS_FIGHT_ID			Boss Fight ID
#MAPEDITOR__MPROP_BOSS_FIGHT_ID_TIP		The boss that is supposed to spawn for this map.
#MAPEDITOR__MPROP_BOSS_FIGHT_ID_0		0 - No special boss
#MAPEDITOR__MPROP_BOSS_FIGHT_ID_1		1 - Sand Zone Boss (Omega)
#MAPEDITOR__MPROP_BOSS_FIGHT_ID_2		2 - Balrog Frog
#MAPEDITOR__MPROP_BOSS_FIGHT_ID_3		3 - Weapon X
#MAPEDITOR__MPROP_BOSS_FIGHT_ID_4		4 - Core
#MAPEDITOR__MPROP_BOSS_FIGHT_ID_5		5 - Fish Boss (Ironhead)
#MAPEDITOR__MPROP_BOSS_FIGHT_ID_6		6 - Dragon Sisters
#MAPEDITOR__MPROP_BOSS_FIGHT_ID_7		7 - Undead Core
#MAPEDITOR__MPROP_BOSS_FIGHT_ID_8		8 - Heavy Press
#MAPEDITOR__MPROP_BOSS_FIGHT_ID_9		9 - Ballos
#MAPEDITOR__MPROP_MAP_AREA				Map Area
#MAPEDITOR__MPROP_MAP_AREA_TIP			The area that this map belongs to internally.

// Playtest properties
#MAPEDITOR__PTPROP_H_GENERAL			General
#MAPEDITOR__PTPROP_H_FLAGS				Flags
#MAPEDITOR__PTPROP_H_EQUIPMENT			Equipment
#MAPEDITOR__PTPROP_H_WEAPONS			Weapons
#MAPEDITOR__PTPROP_H_ITEMS				Items

#MAPEDITOR__PTPROP_MAX_HP				Max HP
#MAPEDITOR__PTPROP_MAX_HP_TIP			The amount of maximum health you start with.
#MAPEDITOR__PTPROP_START_HP				Starting HP
#MAPEDITOR__PTPROP_START_HP_TIP			The amount of health you start with.

#MAPEDITOR__PTPROP_START_EVENT			Start Event
#MAPEDITOR__PTPROP_START_EVENT_TIP		The event that gets executed\nautomatically when playtesting begins.

#MAPEDITOR__PTPROP_START_DIRECT			Direction
#MAPEDITOR__PTPROP_START_DIRECT_TIP		The direction your player will be facing when playtesting begins.

#MAPEDITOR__PTPROP_EQ_0					Booster v0.8
#MAPEDITOR__PTPROP_EQ_1					Map System
#MAPEDITOR__PTPROP_EQ_2					Arms Barrier
#MAPEDITOR__PTPROP_EQ_3					Turbocharge
#MAPEDITOR__PTPROP_EQ_4					Curly's Air Tank
#MAPEDITOR__PTPROP_EQ_5					Booster v2.0
#MAPEDITOR__PTPROP_EQ_6					Mimiga Mask
#MAPEDITOR__PTPROP_EQ_7					Whimsical Star
#MAPEDITOR__PTPROP_EQ_8					Nikumaru Timer

#MAPEDITOR__PTPROP_ITEM					Item \u{35} \a{0}
#MAPEDITOR__PTPROP_ARMS					Weapon \u{35} \a{0}
#MAPEDITOR__PTPROP_FLAG					Flag \u{35} \a{0}
#MAPEDITOR__PTPROP_ADD_FLAG				Add Flag
#MAPEDITOR__PTPROP_ADD_FLAG_TIP			Add a flag \u{35} to set by default on playtest.

// Tool window strings
#MAPEDITOR__TOOL_TILESET				Tileset
#MAPEDITOR__TOOL_ENTITY					Entity - \a{0}
#MAPEDITOR__TOOL_MAP_ZONE				Zones
#MAPEDITOR__TOOL_MAP_ZONE_NO			Map Zone \u{35} \a{0}
#MAPEDITOR__TOOL_ENTITY_TYPE_NONE		N/A
#MAPEDITOR__TOOL_ENTITY_TYPE			Type
#MAPEDITOR__TOOL_ENTITY_FLAG_NO			Flag \u{35}
#MAPEDITOR__TOOL_ENTITY_FLAGS			Flags
#MAPEDITOR__TOOL_ENTITY_FLAG_DETAILS	Flag Details
#MAPEDITOR__TOOL_ENTITY_EVENT_NO		Event \u{35}

// Entity flag detail window
#MAPEDITOR__EFD_TITLE					Entity Flag Details
#MAPEDITOR__EFD_SAVE					Save
#MAPEDITOR__EFD_CANCEL					Cancel
//#MAPEDITOR__EFD_0						0x000001 - Solid (Soft)
//#MAPEDITOR__EFD_1						0x000002 - Not affected by tile 44
//#MAPEDITOR__EFD_2						0x000004 - Invulnerable (Blink Sound)
//#MAPEDITOR__EFD_3						0x000008 - Ignore solid (Used on fliers)
//#MAPEDITOR__EFD_4						0x000010 - Bouncy on top
//#MAPEDITOR__EFD_5						0x000020 - Shootable
//#MAPEDITOR__EFD_6						0x000040 - Solid (Hard)
//#MAPEDITOR__EFD_7						0x000080 - Rear and top attack power 0
//#MAPEDITOR__EFD_8						0x000100 - Option 1
//#MAPEDITOR__EFD_9						0x000200 - Run script on death
//#MAPEDITOR__EFD_10						0x000400 - ???
//#MAPEDITOR__EFD_11						0x000800 - Appears once FlagID is set
//#MAPEDITOR__EFD_12						0x001000 - Option 2
//#MAPEDITOR__EFD_13						0x002000 - Player presses down to run script
//#MAPEDITOR__EFD_14						0x004000 - Disappears once FlagID is set
//#MAPEDITOR__EFD_15						0x008000 - Show damage numbers
//#MAPEDITOR__EFD_17						0x020000 - Option 3
//#MAPEDITOR__EFD_18						0x040000 - Option 4
//#MAPEDITOR__EFD_19						0x080000 - Don't Delete When Client
//#MAPEDITOR__EFD_20						0x100000 - Run script on death (and die)

// Open stage
#MAPEDITOR__OPEN_STAGE_TITLE			Open Stage - Map Editor

// Errors
#MAPEDITOR__ERROR_NO_SUITABLE_SCRIPT	Could not find any suitable map script for this map!
#MAPEDITOR__ERROR_PLAYTEST_RUNNING		Please exit playtest mode before saving.

// **********************************************************************
// Match Maker Strings

#MATCHMAKER__CONNECTED					<color:696969>[<color:9A36AC>MM<color:696969>]<color:FFFFFF> Established connection.
#MATCHMAKER__NOTICE_PORTFORWARD			<color:696969>[<color:9A36AC>MM<color:696969>]<color:FFFFFF> NOTICE: Your server's port is forwarded!\n             Life is good B)
#MATCHMAKER__NOTICE_MAINT				<color:696969>[<color:9A36AC>MM<color:696969>]<color:FFFFFF> NOTICE: Service is going to be unavailable soon for maintenance.
#MATCHMAKER__JOIN_CODE					<color:696969>[<color:9A36AC>MM<color:696969>]<color:FFFFFF> NOTICE: This server's JoinCode is '\a{0}'!
#MATCHMAKER__JOIN_CODE_MULTIPLE			<color:696969>[<color:9A36AC>MM<color:696969>]<color:FFFFFF> NOTICE: This server's JoinCodes are \a{0}!
#MATCHMAKER__DSCN_UNKNOWN				<color:696969>[<color:9A36AC>MM<color:696969>]<color:FFFFFF> DISCONNECT: Connection closed
#MATCHMAKER__DSCN_REFUSE				<color:696969>[<color:9A36AC>MM<color:696969>]<color:FFFFFF> DISCONNECT: Connection refused
#MATCHMAKER__DSCN_BANNED				<color:696969>[<color:9A36AC>MM<color:696969>]<color:FFFFFF> DISCONNECT: You are banned from this service
#MATCHMAKER__DSCN_RESTART				<color:696969>[<color:9A36AC>MM<color:696969>]<color:FFFFFF> DISCONNECT: Service is restarting
#MATCHMAKER__DSCN_SERVER				<color:696969>[<color:9A36AC>MM<color:696969>]<color:FFFFFF> DISCONNECT: Internal service error
#MATCHMAKER__DSCN_DOWN					<color:696969>[<color:9A36AC>MM<color:696969>]<color:FFFFFF> DISCONNECT: Services are unavailable
#MATCHMAKER__DSCN_ANTI_SPAM				<color:696969>[<color:9A36AC>MM<color:696969>]<color:FFFFFF> DISCONNECT: Anti-spam triggered; Try again later.
#MATCHMAKER__DSCN_HANDSHAKE				<color:696969>[<color:9A36AC>MM<color:696969>]<color:FFFFFF> DISCONNECT: Handshake failed. Retrying...
#MATCHMAKER__DSCN_TIMED_OUT				<color:696969>[<color:9A36AC>MM<color:696969>]<color:FFFFFF> DISCONNECT: Timed out. Retrying...
#MATCHMAKER__DSCN_GAVE_UP				<color:696969>[<color:9A36AC>MM<color:696969>]<color:FFFFFF> DISCONNECT: Gave up.
#MATCHMAKER__DSCN_VERSION				<color:696969>[<color:9A36AC>MM<color:696969>]<color:FFFFFF> DISCONNECT: Game version too old. Please update CSMP.
#MATCHMAKER__DSCN_MAINT					<color:696969>[<color:9A36AC>MM<color:696969>]<color:FFFFFF> DISCONNECT: Server is undergoing maintenance
#MATCHMAKER__STAT_DISABLED				Disabled
#MATCHMAKER__STAT_NOT_CONNECTED			Not Connected
#MATCHMAKER__STAT_AUTHENTICATING		Authenticating...
#MATCHMAKER__STAT_CONNECTED				Connected
#MATCHMAKER__STAT_CONNECTED_PRTFWDED	Connected (Port Forwarded!)
#MATCHMAKER__STAT_RETRY_CONNECT			Retrying connection (Attempt \u{35} \a{0})...
#MATCHMAKER__STAT_UNABLE_TO_CONNECT		Unable to connect!
#MATCHMAKER__STAT_SERVICE_UNAVAILABLE	Service Currently Unavailable
#MATCHMAKER__STAT_BANNED				You are banned from this service
#MATCHMAKER__STAT_VERSION_OUTDATED		Game version is too old
#MATCHMAKER__STAT_ANTI_SPAM				Too many requests
#MATCHMAKER__STAT_RESTARTING			Service is restarting...
#MATCHMAKER__STAT_MAINT					Service Maintenance
#MATCHMAKER__STAT_TUTORIAL				Tutorial

// **********************************************************************
// Options Menu Strings

#OPTIONSMODE__HEADER					--OPTIONS--
#OPTIONSMODE__AUDIO						Audio
#OPTIONSMODE__AUDIO_SOUVOL				Sound Volume
#OPTIONSMODE__AUDIO_SOUVOL_TIP			Global sound volume.
#OPTIONSMODE__AUDIO_MUSVOL				Music Volume
#OPTIONSMODE__AUDIO_MUSVOL_TIP			The volume of the Organya subsystem.
#OPTIONSMODE__AUDIO_CUSCHARSOU			Custom Character Sounds
#OPTIONSMODE__AUDIO_CUSCHARSOU_TIP		Define how custom characters' animation sounds should be played
#OPTIONSMODE__AUDIO_CUSCHARSOU_0		Play All Sounds
#OPTIONSMODE__AUDIO_CUSCHARSOU_1		Only play my selected character's sounds
#OPTIONSMODE__AUDIO_CUSCHARSOU_2		Don't play any sounds

#OPTIONSMODE__CHAT						Chat
#OPTIONSMODE__CHAT_ENABLE_MSG_SND		Enable Message Sound
#OPTIONSMODE__CHAT_ENABLE_MSG_SND_TIP	If true, when someone talks in chat, you will hear a 'ping' sound.
#OPTIONSMODE__CHAT_ALWAYS_SHOW_CHAT		Always Show Chat
#OPTIONSMODE__CHAT_ALWAYS_SHOW_CHAT_TIP	When set to 'false', the chat will not be shown until it is open.

#OPTIONSMODE__CONTROLS					Controls
#OPTIONSMODE__CONTROLS_INPTYPE			Input Mode
#OPTIONSMODE__CONTROLS_INPTYPE_0		Dynamic
#OPTIONSMODE__CONTROLS_INPTYPE_1		Force Joypad Mode
#OPTIONSMODE__CONTROLS_INPTYPE_2		Force Keyboard Mode
#OPTIONSMODE__CONTROLS_INPTYPE_TIP		Set the input mode for this instance.\nDynamic  - Dynamically switch between Keyboard & Joypad\n           depending on which one is used.\nJoypad   - Only accept game input from a joypad.\nKeyboard - Only accept game input from a keyboard.
#OPTIONSMODE__CONTROLS_INACTIVE_INP		Allow Inactive Input
#OPTIONSMODE__CONTROLS_INACTIVE_INP_TIP	Allow input, even when the game's window is inactive.
#OPTIONSMODE__CONTROLS_EDIT_KEYBIND		Edit Keybinds...
#OPTIONSMODE__CONTROLS_EDIT_KEYBIND_TIP	Edit control keybinds.

#OPTIONSMODE__CTRLGP					Controls/Gameplay
#OPTIONSMODE__CTRLGP_JUMP				Jump
#OPTIONSMODE__CTRLGP_JUMP_TIP			Jump / Use Booster
#OPTIONSMODE__CTRLGP_SHOOT				Shoot
#OPTIONSMODE__CTRLGP_SHOOT_TIP			Shoot Weapon / Cancel Dialog
#OPTIONSMODE__CTRLGP_PREV_WPN			Previous Weapon
#OPTIONSMODE__CTRLGP_PREV_WPN_TIP		Select previous weapon
#OPTIONSMODE__CTRLGP_NEXT_WPN			Next Weapon
#OPTIONSMODE__CTRLGP_NEXT_WPN_TIP		Select next weapon
#OPTIONSMODE__CTRLGP_MOVE_LEFT			Move Left
#OPTIONSMODE__CTRLGP_MOVE_LEFT_TIP		Move left
#OPTIONSMODE__CTRLGP_MOVE_RIGHT			Move Right
#OPTIONSMODE__CTRLGP_MOVE_RIGHT_TIP		Move right
#OPTIONSMODE__CTRLGP_LOOK_UP			Look Up
#OPTIONSMODE__CTRLGP_LOOK_UP_TIP		Look up
#OPTIONSMODE__CTRLGP_LOOK_DOWN			Look Down
#OPTIONSMODE__CTRLGP_LOOK_DOWN_TIP		Look down / search

#OPTIONSMODE__CTRLHUD					Controls/Hud
#OPTIONSMODE__CTRLHUD_PLRLIST			Open Player List
#OPTIONSMODE__CTRLHUD_PLRLIST_TIP		Open the player list\n(Only available in multiplayer mode)
#OPTIONSMODE__CTRLHUD_INV				Open Inventory
#OPTIONSMODE__CTRLHUD_INV_TIP			Open the inventory
#OPTIONSMODE__CTRLHUD_MAP				Open Map
#OPTIONSMODE__CTRLHUD_MAP_TIP			Open the map

#OPTIONSMODE__DISPLAY					Display
#OPTIONSMODE__DISPLAY_UI_SCALE			UI Scale
#OPTIONSMODE__DISPLAY_UI_SCALE_TIP		Choose your desired UI scale.
#OPTIONSMODE__DISPLAY_CHAT_SCALE		Chat Scale
#OPTIONSMODE__DISPLAY_CHAT_SCALE_TIP	Choose your desired chat scale.
#OPTIONSMODE__DISPLAY_SCALE_USE_UI		Use UI Scale
#OPTIONSMODE__DISPLAY_SCALE_AUTO		Auto
#OPTIONSMODE__DISPLAY_SCALE_1X			1x Scale (Default)
#OPTIONSMODE__DISPLAY_SCALE_2X			2x Scale
#OPTIONSMODE__DISPLAY_SCALE_3X			3x Scale
#OPTIONSMODE__DISPLAY_SCALE_4X			4x Scale
#OPTIONSMODE__DISPLAY_SCALE_5X			5x Scale
#OPTIONSMODE__DISPLAY_MODE				Display Mode
#OPTIONSMODE__DISPLAY_MODE_0			Full Screen
#OPTIONSMODE__DISPLAY_MODE_1			852x480 Windowed
#OPTIONSMODE__DISPLAY_MODE_2			1278x720 Windowed
#OPTIONSMODE__DISPLAY_MODE_3			1704x960 Windowed
#OPTIONSMODE__DISPLAY_MODE_4			2130x1240 Windowed
#OPTIONSMODE__DISPLAY_MODE_TIP			The size of the game window.
#OPTIONSMODE__DISPLAY_LANGUAGE			Language
#OPTIONSMODE__DISPLAY_LANGUAGE_TIP		The display language.
#OPTIONSMODE__DISPLAY_SHADOWMAP			Shadow Map Mode
#OPTIONSMODE__DISPLAY_SHADOWMAP_0		Completely Disabled
#OPTIONSMODE__DISPLAY_SHADOWMAP_1		Tutorial Only
#OPTIONSMODE__DISPLAY_SHADOWMAP_2		All Maps
#OPTIONSMODE__DISPLAY_SHADOWMAP_TIP		Shadow Maps are shadows that are automatically generated for maps.\nThis feature is reserved for the CSMP Tutorial by default.\nEnabling this will cause lag when switching maps.
#OPTIONSMODE__DISPLAY_SHOW_FPS			Show FPS
#OPTIONSMODE__DISPLAY_SHOW_FPS_TIP		Show an FPS counter in the top right corner of the screen.
#OPTIONSMODE__DISPLAY_SM_QUALITY		Shadow Map Quality
#OPTIONSMODE__DISPLAY_SM_QUALITY_TIP	The quality of shadow maps.
#OPTIONSMODE__DISPLAY_PIXEL_PERFECT		Scale Textures
#OPTIONSMODE__DISPLAY_PIXEL_PERFECT_TIP	Forcefully scale all textures relative to window size to ensure they appear pixel-perfect during rendering.\nNote: This can cause crashing in fullscreen and large window sizes.

#OPTIONSMODE__GAMEPLAY					Gameplay
#OPTIONSMODE__GAMEPLAY_NETNAME			Net Name
#OPTIONSMODE__GAMEPLAY_NETNAME_TIP		The name to join servers with.
#OPTIONSMODE__GAMEPLAY_SHOW_TUT			Show controls on join
#OPTIONSMODE__GAMEPLAY_SHOW_TUT_TIP		Show a set of controls when joining a server.
#OPTIONSMODE__GAMEPLAY_CHAR_EDITOR		Character Editor...
#OPTIONSMODE__GAMEPLAY_CHAR_EDITOR_TIP	Edit / create a character.
#OPTIONSMODE__GAMEPLAY_VIEW_CHARS		View all characters...
#OPTIONSMODE__GAMEPLAY_VIEW_CHARS_TIP	View all installed characters.
#OPTIONSMODE__GAMEPLAY_CHAR_COLOR		Character Color
#OPTIONSMODE__GAMEPLAY_CHAR_COLOR_TIP	The color of your player.
#OPTIONSMODE__GAMEPLAY_HEALTH_COLOR		Healthbar Color
#OPTIONSMODE__GAMEPLAY_HEALTH_COLOR_TIP	The color of other players' health bars.

#OPTIONSMODE__SERVER					Server
#OPTIONSMODE__SERVER_NAME				Server Name
#OPTIONSMODE__SERVER_NAME_TIP			The name of your server.
#OPTIONSMODE__SERVER_MAX_PLAYERS		Max Players
#OPTIONSMODE__SERVER_MAX_PLAYERS_TIP	The maximum number of players allowed.
#OPTIONSMODE__SERVER_TAG				Server Tag
#OPTIONSMODE__SERVER_TAG_TIP			The tagline for your server.
#OPTIONSMODE__SERVER_PASSWORD			Server Password
#OPTIONSMODE__SERVER_PASSWORD_TIP		The password required to join the server.\nDo not use your real password.
#OPTIONSMODE__SERVER_PORT				Server Port
#OPTIONSMODE__SERVER_PORT_TIP			The port to use for server hosting.
#OPTIONSMODE__SERVER_UPNP				Enable UPnP
#OPTIONSMODE__SERVER_UPNP_TIP			Universal Plug 'n Play (UPnP) allows users who have trouble\nwith port forwarding to host a server.\nNote: May not work with all routers.
#OPTIONSMODE__SERVER_ENABLE_AI			Enable AI Thinking
#OPTIONSMODE__SERVER_ENABLE_AI_TIP		Allow AI players to think and move around.

#OPTIONSMODE__MMKR						MatchMaker
#OPTIONSMODE__MMKR_ENABLE				Enable
#OPTIONSMODE__MMKR_ENABLE_TIP			The MatchMaker helps people connect to your server, even if it's not port forwarded.
#OPTIONSMODE__MMKR_STATUS				Status
#OPTIONSMODE__MMKR_STATUS_TIP			The status of your connection to the MatchMaker.

#OPTIONSMODE__SCARRY					Server/Carrying
#OPTIONSMODE__SCARRY_ALLOW_STACK		Allow Stacking
#OPTIONSMODE__SCARRY_ALLOW_STACK_TIP	Allow players to stack on one another.
#OPTIONSMODE__SCARRY_ALLOW_CARRY		Allow Carrying
#OPTIONSMODE__SCARRY_ALLOW_CARRY_TIP	Allow the ability to carry other players.\nTo carry someone, simply press down when standing in them.
#OPTIONSMODE__SCARRY_ALLOW_MGUNFLY		Allow machine gun flying
#OPTIONSMODE__SCARRY_ALLOW_MGUNFLY_TIP	Allow using the level 3 machine gun to fly whilst being carried.

#OPTIONSMODE__SDMG						Server/Damage
#OPTIONSMODE__SDMG_WHIM_STAR_FF			Whim Star Friendly Fire
#OPTIONSMODE__SDMG_WHIM_STAR_FF_TIP		Allow friendly fire for the Whimsical Star.
#OPTIONSMODE__SDMG_FF					Friendly Fire
#OPTIONSMODE__SDMG_FF_TIP				Allow players to shoot & damage other players.
#OPTIONSMODE__SDMG_FF_DMGMUL			Friendly Fire Dmg Mult
#OPTIONSMODE__SDMG_FF_DMGMUL_TIP		The multiplier for damage dealt from friendly fire.
#OPTIONSMODE__SDMG_OUT_DMGMUL			Out Damage Multiplier
#OPTIONSMODE__SDMG_OUT_DMGMUL_TIP		The multiplier for damage dealt to an NPC.
#OPTIONSMODE__SDMG_IN_DMGMUL			In Damage Multiplier
#OPTIONSMODE__SDMG_IN_DMGMUL_TIP		The multiplier for damage dealt to a player.

#OPTIONSMODE__SEVENTS					Server/Events
#OPTIONSMODE__SEVENTS_RES_LEVEL			Event restriction level
#OPTIONSMODE__SEVENTS_RES_LEVEL_TIP		This controls the restriction level for everyone's ability to interact with NPCs.\nThis option does not affect the host.
#OPTIONSMODE__SEVENTS_RES_LEVEL_0		No restrictions
#OPTIONSMODE__SEVENTS_RES_LEVEL_1		Only host can switch maps
#OPTIONSMODE__SEVENTS_RES_LEVEL_2		Only host can save the game
#OPTIONSMODE__SEVENTS_RES_LEVEL_3		Only host can switch maps & save game
#OPTIONSMODE__SEVENTS_RES_LEVEL_4		Only host can interact with entities

#OPTIONSMODE__SFISH						Server/Fishing
#OPTIONSMODE__SFISH_ENABLE_POLE			Enable Fishing Pole
#OPTIONSMODE__SFISH_ENABLE_POLE_TIP		Enable the fishing pole for all players.\nIf disabled, fishing will be unallowed and the fishing rod will not be found at Assembly Hall.
#OPTIONSMODE__SFISH_POLE_MAX_LEN		Fishpole Max Length
#OPTIONSMODE__SFISH_POLE_MAX_LEN_TIP	The maximum length of the rescue pole's fishing line (in blocks).
#OPTIONSMODE__SFISH_WARNING				The loaded mod doesn't allow fishing,\nso this option won't do anything.

#OPTIONSMODE__SGUI						Server/GUIs
#OPTIONSMODE__SGUI_NO_GUIS				Disable All GUIs
#OPTIONSMODE__SGUI_NO_GUIS_TIP			Disallow the opening of any GUI.
#OPTIONSMODE__SGUI_NO_MAP				Disable Map
#OPTIONSMODE__SGUI_NO_MAP_TIP			Make it so only the host can open the map GUI.
#OPTIONSMODE__SGUI_NO_INVENTORY			Disable Inventory
#OPTIONSMODE__SGUI_NO_INVENTORY_TIP		Make it so only the host can open the Inventory GUI.

#OPTIONSMODE__SGMPL						Server/Gameplay
#OPTIONSMODE__SGMPL_CLIENT_AUTH			Force Client Authorative
#OPTIONSMODE__SGMPL_CLIENT_AUTH_TIP		Disable server-sided player movement prediction and use client's reported positions instead. Only enable this if you trust your players not to cheat.
#OPTIONSMODE__SGMPL_LAG_SMOOTH			Enable Lag Smoothing
#OPTIONSMODE__SGMPL_LAG_SMOOTH_TIP		Enable movement prediction for laggy players.
#OPTIONSMODE__SGMPL_CUS_REV_HP			Use Custom Revive Health
#OPTIONSMODE__SGMPL_CUS_REV_HP_TIP		Whether or not to use 'Revive Health'.\nIf disabled, then revived players are given half of the savior's health.
#OPTIONSMODE__SGMPL_REVIVE_HP			Revive Health
#OPTIONSMODE__SGMPL_REVIVE_HP_TIP		How much HP is restored to players who get revived.
#OPTIONSMODE__SGMPL_JOIN_HP				Join Health
#OPTIONSMODE__SGMPL_JOIN_HP_TIP			How much HP players start with when they join an active game.\nDoes not overwrite max health,\nwhich is derived from other players.
#OPTIONSMODE__SGMPL_ALLOW_SKIP			Cutscene Skipping
#OPTIONSMODE__SGMPL_ALLOW_SKIP_TIP		Allow voting to skip cutscenes.
#OPTIONSMODE__SGMPL_LOAD_GAME			Load Game
#OPTIONSMODE__SGMPL_LOAD_GAME_TIP		Start the game from a saved profile.
#OPTIONSMODE__SGMPL_REVIVE_ON_MAP		Revive on Map Change
#OPTIONSMODE__SGMPL_REVIVE_ON_MAP_TIP	Revive players when the map is changed.\nIf this is set to false, then they will be where they\ndied until they are rescued.
#OPTIONSMODE__SGMPL_REVIVE_METHOD		Revive Method
#OPTIONSMODE__SGMPL_REVIVE_METHOD_TIP	How reviving players should be handled.\nRevive Player: This simply revives them immediately.\nTow Player:    Tie the dead player to the savior's back.\nTo revive someone in tow mode, take them to a refill point.
#OPTIONSMODE__SGMPL_REVIVE_METHOD_0		Revive Player
#OPTIONSMODE__SGMPL_REVIVE_METHOD_1		Tow Player
#OPTIONSMODE__SGMPL_EXP_GRAVITY			EXP Pellets Have Gravity
#OPTIONSMODE__SGMPL_EXP_GRAVITY_TIP		If enabled, then experience pellets\nwill be affected by water currents & wind tiles.
#OPTIONSMODE__SGMPL_SCALE_BOSS_HP		Scale Boss HP
#OPTIONSMODE__SGMPL_SCALE_BOSS_HP_TIP	Scale bosses' health according to how many players are in currently in the server.
#OPTIONSMODE__SGMPL_BOSS_HP_MULT		Boss HP Multiplier
#OPTIONSMODE__SGMPL_BOSS_HP_MULT_TIP	The boss health multiplier, only active when 'Scale Boss HP' is enabled.

#OPTIONSMODE__SLOBBY					Server/Lobby
#OPTIONSMODE__SLOBBY_COUNTDOWN			Countdown Time
#OPTIONSMODE__SLOBBY_COUNTDOWN_TIP		Amount of time (in seconds)\nbefore the match begins.
#OPTIONSMODE__SLOBBY_COUNTDOWN_ERROR	Please enter a value greater than 0.

#OPTIONSMODE__SPLIST					Server/PlayerList
#OPTIONSMODE__SPLIST_SPECTATE			Allow Spectating
#OPTIONSMODE__SPLIST_SPECTATE_TIP		Whether or not players can spectate other players.

#OPTIONSMODE__SWPN_AGL					Server/Weapons/Agility
#OPTIONSMODE__SWPN_AGL_UNCAP_VEL		Uncap Underwater Velocity
#OPTIONSMODE__SWPN_AGL_UNCAP_VEL_TIP	Disable the underwater Agility velocity limiting behaviour introduced in v0.0.18b-r1.
#OPTIONSMODE__SWPN_AGL_DAMAGE_NPCS		Damage NPCs
#OPTIONSMODE__SWPN_AGL_DAMAGE_NPCS_TIP	Allow Agility to damage NPCs
#OPTIONSMODE__SWPN_AGL_ENABLED			Agility Enabled
#OPTIONSMODE__SWPN_AGL_ENABLED_TIP		If unchecked, 'Agility' cannot be used.
#OPTIONSMODE__SWPN_AGL_ENABLED_ERROR	The loaded mod doesn't allow using Agility,\nso this option won't do anything.

#OPTIONSMODE__SPECTATOR					Spectator
#OPTIONSMODE__SPECTATOR_DRAW_HUD		Draw HUD
#OPTIONSMODE__SPECTATOR_DRAW_HUD_TIP	Draw the spectated target's HUD.
#OPTIONSMODE__SPECTATOR_NO_SHAKE		Disable Shaking
#OPTIONSMODE__SPECTATOR_NO_SHAKE_TIP	Disable shaking the portrait when the spectator target is damaged.
#OPTIONSMODE__SPECTATOR_DYN_POS			Dynamic Position
#OPTIONSMODE__SPECTATOR_DYN_POS_TIP		Dynamically move the spectator menu around when certain stuff is happening.\nWill use 'Default Position' if it's unnecessary to move it.
#OPTIONSMODE__SPECTATOR_DEF_POS			Default Position
#OPTIONSMODE__SPECTATOR_DEF_POS_TIP		The default position to draw the target's name & portrait when spectating someone.
#OPTIONSMODE__SPECTATOR_DEF_0			Top Left
#OPTIONSMODE__SPECTATOR_DEF_1			Top Right
#OPTIONSMODE__SPECTATOR_DEF_2			Bottom Left
#OPTIONSMODE__SPECTATOR_DEF_3			Bottom Right

#OPTIONSMODE__TWITCH					Twitch
#OPTIONSMODE__TWITCH_HIDE_SERVERS		Hide Server IPs
#OPTIONSMODE__TWITCH_HIDE_SERVERS_TIP	Hide server IPs in the NetPlay menu.
#OPTIONSMODE__TWITCH_USE_MATCHMAKER		Use MatchMaker
#OPTIONSMODE__TWITCH_USE_MATCHMAKER_TIP	Use MatchMaker when a server ping fails.
#OPTIONSMODE__TWITCH_PORTABLE			Portable User Token
#OPTIONSMODE__TWITCH_PORTABLE_TIP		If this is enabled, UserToken.bin will be loaded from the data folder instead of your appdata folder.
#OPTIONSMODE__TWITCH_PORTABLE_MESSAGE	You will have to reconnect to apply your preferred user identifier.

#OPTIONSMODE__JOYSTICK					Joystick
#OPTIONSMODE__JOYSTICK_A				A
#OPTIONSMODE__JOYSTICK_B				B
#OPTIONSMODE__JOYSTICK_X				X
#OPTIONSMODE__JOYSTICK_Y				Y
#OPTIONSMODE__JOYSTICK_L_SHOULDER		Left Shoulder
#OPTIONSMODE__JOYSTICK_R_SHOULDER		Right Shoulder
#OPTIONSMODE__JOYSTICK_START			Start
#OPTIONSMODE__JOYSTICK_SELECT			Select
#OPTIONSMODE__JOYSTICK_0				Don't Use
#OPTIONSMODE__JOYSTICK_1				Jump
#OPTIONSMODE__JOYSTICK_2				Shoot
#OPTIONSMODE__JOYSTICK_3				Previous Weapon
#OPTIONSMODE__JOYSTICK_4				Open Inventory
#OPTIONSMODE__JOYSTICK_5				Open Map
#OPTIONSMODE__JOYSTICK_6				Next Weapon
#OPTIONSMODE__JOYSTICK_7				Open Escape Menu
#OPTIONSMODE__ACCEPT_ANY_INPUT			Accept Any Input

#OPTIONSMODE__BUTTON_CANCEL				Cancel
#OPTIONSMODE__BUTTON_RESET				Reset
#OPTIONSMODE__BUTTON_SAVE				Save
#OPTIONSMODE__RESET_QUESTION			Do you really want to reset these settings?
#OPTIONSMODE__RESET_CONFIRM				These settings have been set to their default settings.
#OPTIONSMODE__SAVE_CONFIRM				Your settings have been saved!
#OPTIONSMODE__SAVE_ERROR				Something went wrong, and we\ncouldn't save your settings.
#OPTIONSMODE__DISCARD_QUESTION			Are you sure you want to discard any changes you've made?

#OPTIONSMODE__HELPTAB_0					Select option
#OPTIONSMODE__HELPTAB_1					Cancel
#OPTIONSMODE__HELPTAB_2					Open Tooltip
#OPTIONSMODE__HELPTAB_3					Go up
#OPTIONSMODE__HELPTAB_4					Go down
#OPTIONSMODE__HELPTAB_5					Change value

#OPTIONSMODE__PRESS_ANY_KEY				Press any key...
#OPTIONSMODE__NOT_BOUND					<Not Bound>

#OPTIONSMODE__RESTART_REQUIRED			You will have to restart Cavestory\nfor this setting to be applied.

#OPTIONSMODE__MM_INFO_PING				Ping:                     \a{0} ms
#OPTIONSMODE__MM_INFO_PORT_FORWARDED	Port Forwarded?:          \a{0}
#OPTIONSMODE__MM_INFO_CLIENTS_INIT		\u{35} of Clients Initialized: \a{0}
#OPTIONSMODE__MM_INFO_JOIN_CODE			JoinCode:                 \a{0}

// **********************************************************************
// Character Editor Menu (Player Animation Frame Descriptions) [CEDSC = "Character Editor DeSCription"]

#CEDSC__ANIM_IDLE								Played when the player is standing still.
#CEDSC__ANIM_IDLE_SHOOT							Played when the player is standing still and shooting.
#CEDSC__ANIM_IDLE_LOOK_UP						Played when the player is looking up and standing still.
#CEDSC__ANIM_IDLE_LOOK_UP_SHOOT					Played when the player is looking up and shooting while standing still.
#CEDSC__ANIM_SEARCH								Played when the player presses the interaction button (Down Arrow).
#CEDSC__ANIM_WALK								Played when the player is walking.
#CEDSC__ANIM_WALK_SHOOT							Played when the player is walking and shooting.
#CEDSC__ANIM_WALK_LOOK_UP						Played when the player is walking while looking up.
#CEDSC__ANIM_WALK_LOOK_UP_SHOOT					Played when the player is walking, looking up and shooting.
#CEDSC__ANIM_FALL								Played when the player is in mid-air and is going down.
#CEDSC__ANIM_FALL_SHOOT							Played when the player is falling and shooting.
#CEDSC__ANIM_FALL_LOOK_UP						Played when the player is in mid-air, is going down and is looking up.
#CEDSC__ANIM_FALL_LOOK_UP_SHOOT					Played when the player is in mid-air, looking up and shooting.
#CEDSC__ANIM_FALL_LOOK_DOWN						Played when the player is in mid-air, is going down and is looking down.
#CEDSC__ANIM_FALL_LOOK_DOWN_SHOOT				Played when the player is in mid-air, looking down and shooting.
#CEDSC__ANIM_JUMP								Played when the player is in mid-air and is going up.
#CEDSC__ANIM_JUMP_SHOOT							Played when the player is in mid-air, going up and shooting.
#CEDSC__ANIM_JUMP_LOOK_UP						Played when the player is in mid-air, is going up and is looking up.
#CEDSC__ANIM_JUMP_LOOK_UP_SHOOT					Played when the player is in mid-air, going up, looking up and shooting.
#CEDSC__ANIM_JUMP_LOOK_DOWN						Played when the player is in mid-air, is going up and is looking down.
#CEDSC__ANIM_JUMP_LOOK_DOWN_SHOOT				Played when the player is in mid-air, going up, looking down and shooting.
#CEDSC__ANIM_FISH_LEFT_IDLE						Played when the player is fishing facing left.
#CEDSC__ANIM_FISH_RIGHT_IDLE					Played when the player is fishing facing right.
#CEDSC__ANIM_LAND_ON_GROUND						Played when the player lands on the ground. Should not loop.
#CEDSC__ANIM_CARRIED_IDLE						The player is being carried, and their carrier is standing still.
#CEDSC__ANIM_CARRIED_IDLE_SHOOT					The player is being carried, their carrier is standing still, and they\nare shooting.
#CEDSC__ANIM_CARRIED_WALKING					The player is being carried, and their carrier is moving.
#CEDSC__ANIM_CARRIED_WALKING_SHOOT				The player is being carried, their carrier is moving, and they\nare shooting.
#CEDSC__ANIM_CARRIED_LOOK_UP					The player is being carried and looking up.
#CEDSC__ANIM_CARRIED_LOOK_UP_SHOOT				The player is being carried, looking up and shooting.
#CEDSC__ANIM_CARRIED_LOOK_DOWN					The player is being carried and looking down.
#CEDSC__ANIM_CARRIED_LOOK_DOWN_SHOOT			The player is being carried, looking down and shooting.
#CEDSC__ANIM_CARRIED_DEAD_IDLE					The player is dead, being carried, and their carrier is standing still.
#CEDSC__ANIM_CARRIED_DEAD_WALKING				The player is dead, being carried, and their carrier is moving.
#CEDSC__ANIM_WHIMSICAL_STAR_1					Animation loop for the first Whimsical Star.
#CEDSC__ANIM_WHIMSICAL_STAR_2					Animation loop for the second Whimsical Star.
#CEDSC__ANIM_WHIMSICAL_STAR_3					Animation loop for the third Whimsical Star.
#CEDSC__ANIM_TACKLE_HIT_WALL					Played when the player hits a wall with Agility.
#CEDSC__ANIM_TACKLE_POUNCE						Played after the player charges Agility.
#CEDSC__ANIM_TACKLE_CHARGE						Played when the player is charging Agility.
#CEDSC__ANIM_TACKLE_CHARGE_LOOK_UP				Played when the player is charging Agility and looking up.
#CEDSC__ANIM_TACKLE_LAND_ON_GROUND				Played when the player lands on the ground after performing a successful tackle.
#CEDSC__ANIM_TACKLE_SLIDING_ON_GROUND			Played when the player is waiting to stop sliding on the ground\nafter landing from a successful tackle.
#CEDSC__ANIM_TACKLE_STAND_UP					Played when the player gets up from a successful tackle.
#CEDSC__ANIM_COLLAPSED_ON_GROUND				Played when the player is touching the ground after being stunned mid-air.
#CEDSC__ANIM_STUNNED_FLY_FORWARD				Played when the player is stunned whilst going forwards in mid-air.
#CEDSC__ANIM_STUNNED_FLY_UP						Played when the player is stunned whilst going up in mid-air.
#CEDSC__ANIM_STUNNED_FLY_DOWN					Played when the player is stunned whilst going down in mid-air.
#CEDSC__ANIM_STUNNED_FLY_BACKWARD				Played when the player is stunned whilst going backwards in mid-air.
#CEDSC__ANIM_DROWNED							Played when the player runs out of air.
#CEDSC__ANIM_RIDING_DRAGON						Player is riding the dragon in the neutral ending.
#CEDSC__ANIM_MASK_IDLE							Played when the player is standing still.\nPlayer has a Mimiga Mask equipped.
#CEDSC__ANIM_MASK_IDLE_SHOOT					Played when the player is standing still and shooting.\nPlayer has a Mimiga Mask equipped.
#CEDSC__ANIM_MASK_IDLE_LOOK_UP					Played when the player is looking up and standing still.\nPlayer has a Mimiga Mask equipped.
#CEDSC__ANIM_MASK_IDLE_LOOK_UP_SHOOT			Played when the player is looking up and shooting while standing still.\nPlayer has a Mimiga Mask equipped.
#CEDSC__ANIM_MASK_SEARCH						Played when the player presses the interaction button (Down Arrow).\nPlayer has a Mimiga Mask equipped.
#CEDSC__ANIM_MASK_WALK							Played when the player is walking.\nPlayer has a Mimiga Mask equipped.
#CEDSC__ANIM_MASK_WALK_SHOOT					Played when the player is walking and shooting.\nPlayer has a Mimiga Mask equipped.
#CEDSC__ANIM_MASK_WALK_LOOK_UP					Played when the player is walking while looking up.\nPlayer has a Mimiga Mask equipped.
#CEDSC__ANIM_MASK_WALK_LOOK_UP_SHOOT			Played when the player is walking, looking up and shooting.\nPlayer has a Mimiga Mask equipped.
#CEDSC__ANIM_MASK_FALL							Played when the player is in mid-air and is going down.\nPlayer has a Mimiga Mask equipped.
#CEDSC__ANIM_MASK_FALL_SHOOT					Played when the player is falling and shooting.\nPlayer has a Mimiga Mask equipped.
#CEDSC__ANIM_MASK_FALL_LOOK_UP					Played when the player is in mid-air, is going down and is looking up.\nPlayer has a Mimiga Mask equipped.
#CEDSC__ANIM_MASK_FALL_LOOK_UP_SHOOT			Played when the player is in mid-air, looking up and shooting.\nPlayer has a Mimiga Mask equipped.
#CEDSC__ANIM_MASK_FALL_LOOK_DOWN				Played when the player is in mid-air, is going down and is looking down.\nPlayer has a Mimiga Mask equipped.
#CEDSC__ANIM_MASK_FALL_LOOK_DOWN_SHOOT			Played when the player is in mid-air, looking down and shooting.\nPlayer has a Mimiga Mask equipped.
#CEDSC__ANIM_MASK_JUMP							Played when the player is in mid-air and is going up.\nPlayer has a Mimiga Mask equipped.
#CEDSC__ANIM_MASK_JUMP_SHOOT					Played when the player is in mid-air, going up and shooting.\nPlayer has a Mimiga Mask equipped.
#CEDSC__ANIM_MASK_JUMP_LOOK_UP					Played when the player is in mid-air, is going up and is looking up.\nPlayer has a Mimiga Mask equipped.
#CEDSC__ANIM_MASK_JUMP_LOOK_UP_SHOOT			Played when the player is in mid-air, going up, looking up and shooting.\nPlayer has a Mimiga Mask equipped.
#CEDSC__ANIM_MASK_JUMP_LOOK_DOWN				Played when the player is in mid-air, is going up and is looking down.\nPlayer has a Mimiga Mask equipped.
#CEDSC__ANIM_MASK_JUMP_LOOK_DOWN_SHOOT			Played when the player is in mid-air, going up, looking down and shooting.\nPlayer has a Mimiga Mask equipped.
#CEDSC__ANIM_MASK_FISH_LEFT_IDLE				Played when the player is fishing facing left.\nPlayer has a Mimiga Mask equipped.
#CEDSC__ANIM_MASK_FISH_RIGHT_IDLE				Played when the player is fishing facing right.\nPlayer has a Mimiga Mask equipped.
#CEDSC__ANIM_MASK_LAND_ON_GROUND				Played when the player lands on the ground. Should not loop.\nPlayer has a Mimiga Mask equipped.
#CEDSC__ANIM_MASK_CARRIED_IDLE					The player is being carried, and their carrier is standing still.\nPlayer has a Mimiga Mask equipped.
#CEDSC__ANIM_MASK_CARRIED_IDLE_SHOOT			The player is being carried, their carrier is standing still, and they\nare shooting.\nPlayer has a Mimiga Mask equipped.
#CEDSC__ANIM_MASK_CARRIED_WALKING				The player is being carried, and their carrier is moving.\nPlayer has a Mimiga Mask equipped.
#CEDSC__ANIM_MASK_CARRIED_WALKING_SHOOT			The player is being carried, their carrier is moving, and they\nare shooting.\nPlayer has a Mimiga Mask equipped.
#CEDSC__ANIM_MASK_CARRIED_LOOK_UP				The player is being carried and looking up.\nPlayer has a Mimiga Mask equipped.
#CEDSC__ANIM_MASK_CARRIED_LOOK_UP_SHOOT			The player is being carried, looking up and shooting.\nPlayer has a Mimiga Mask equipped.
#CEDSC__ANIM_MASK_CARRIED_LOOK_DOWN				The player is being carried and looking down.\nPlayer has a Mimiga Mask equipped.
#CEDSC__ANIM_MASK_CARRIED_LOOK_DOWN_SHOOT		The player is being carried, looking down and shooting.\nPlayer has a Mimiga Mask equipped.
#CEDSC__ANIM_MASK_CARRIED_DEAD_IDLE				The player is dead, being carried, and their carrier is standing still.\nPlayer has a Mimiga Mask equipped.
#CEDSC__ANIM_MASK_CARRIED_DEAD_WALKING			The player is dead, being carried, and their carrier is moving.\nPlayer has a Mimiga Mask equipped.
#CEDSC__ANIM_MASK_TACKLE_HIT_WALL				Played when the player hits a wall with Agility.\nPlayer has a Mimiga Mask equipped.
#CEDSC__ANIM_MASK_TACKLE_POUNCE					Played after the player charges Agility.\nPlayer has a Mimiga Mask equipped.
#CEDSC__ANIM_MASK_TACKLE_CHARGE					Played when the player is charging Agility.\nPlayer has a Mimiga Mask equipped.
#CEDSC__ANIM_MASK_TACKLE_CHARGE_LOOK_UP			Played when the player is charging Agility and looking up.\nPlayer has a Mimiga Mask equipped.
#CEDSC__ANIM_MASK_TACKLE_LAND_ON_GROUND			Played when the player lands on the ground after performing a successful tackle.\nPlayer has a Mimiga Mask equipped.
#CEDSC__ANIM_MASK_TACKLE_SLIDING_ON_GROUND		Played when the player is waiting to stop sliding on the ground\nafter landing from a successful tackle.\nPlayer has a Mimiga Mask equipped.
#CEDSC__ANIM_MASK_TACKLE_STAND_UP				Played when the player gets up from a successful tackle.\nPlayer has a Mimiga Mask equipped.
#CEDSC__ANIM_MASK_COLLAPSED_ON_GROUND			Played when the player is touching the ground after being stunned mid-air.\nPlayer has a Mimiga Mask equipped.
#CEDSC__ANIM_MASK_STUNNED_FLY_FORWARD			Played when the player is stunned whilst going forwards in mid-air.\nPlayer has a Mimiga Mask equipped.
#CEDSC__ANIM_MASK_STUNNED_FLY_UP				Played when the player is stunned whilst going up in mid-air.\nPlayer has a Mimiga Mask equipped.
#CEDSC__ANIM_MASK_STUNNED_FLY_DOWN				Played when the player is stunned whilst going down in mid-air.\nPlayer has a Mimiga Mask equipped.
#CEDSC__ANIM_MASK_STUNNED_FLY_BACKWARD			Played when the player is stunned whilst going backwards in mid-air.\nPlayer has a Mimiga Mask equipped.
#CEDSC__ANIM_MASK_DROWNED						Played when the player runs out of air.\nPlayer has a Mimiga Mask equipped.
#CEDSC__ANIM_MASK_RIDING_DRAGON					Player is riding the dragon in the neutral ending.\nPlayer has a Mimiga Mask equipped.

// **********************************************************************
// Character Editor Menu (Sound Information) [CESND == "Character Editor SouND"]

#CESND__00_PLAYER_HITS_HEAD				Player Hits Head
#CESND__01_PLAYER_CHANGE_WEAPON			Player Changes Weapon
#CESND__02_PLAYER_JUMP					Player Jumps
#CESND__03_PLAYER_TAKES_DAMAGE			Player Takes Damage
#CESND__04_PLAYER_DIES					Player Dies

#CESND__05_PLAYER_FOOTSTEP				Player Footstep
#CESND__06_PLAYER_LANDS_ON_GROUND		Player Lands on Ground
#CESND__07_PLAYER_HITS_WALL				Player Hits Wall (Agility)
#CESND__08_TING							Ting
#CESND__09_CRITTER_JUMP_SMALL			Critter Jump (Small)

#CESND__0A_CRITTER_JUMP_MEDIUM			Critter Jump (Medium)
#CESND__0B_CRITTER_FLY					Critter Fly
#CESND__0C_CRITTER_FLY_MEDIUM			Critter Fly (Medium)
#CESND__0D_COMPUTER_BEEP				Computer Beep
#CESND__0E_BUBBLER_POP					Bubbler Pop

#CESND__0F_SQUEAK						Squeak
#CESND__10_SQUEAK_2						Squeak 2
#CESND__11_GAUDI_SQUEAL					Gaudi Squeal
#CESND__12_SQUEAL						Squeal
#CESND__13_ROAR							Roar

#CESND__14_THUD_LOUD					Thud (Loud)
#CESND__15_THUD							Thud
#CESND__16_WHUD							Whud
#CESND__17_KAPOW						KAPOW!
#CESND__18_GENERIC_EXPLOSION			Generic Explosion

#CESND__19_EXPLOSION_TINY				Tiny Explosion
#CESND__1A_EXPLOSION_SMALL				Small Explosion
#CESND__1C_RECOVER_HEART				Collect Heart
#CESND__1D_PICKUP_MISSILE				Collect Missile
#CESND__1E_PICKUP_EXP					Collect Experience
#CESND__1F_BOOSTER_CHARGE				Booster Charge
#CESND__20_LEVEL_UP						Level Up
#CESND__CUSTOM_SOUND					Custom Sound

// **********************************************************************
// Character Editor Menu

#CHAREDIT__FILE							File
#CHAREDIT__FILE_NEW						New
#CHAREDIT__FILE_OPEN					Open
#CHAREDIT__FILE_OPEN_FILENOTFOUND_ERR	Could not find the following file:\n"\a{0}"\nPlease make sure all necessary assets are present in the same folder.
#CHAREDIT__FILE_RECENT					Recent Files
#CHAREDIT__FILE_RECENT_CLEAR			Clear Recent List
#CHAREDIT__FILE_RECENT_NONE				No recent files.
#CHAREDIT__FILE_SAVE					Save
#CHAREDIT__FILE_SAVE_BACKPORT			Save for stable branch
#CHAREDIT__FILE_CLOSE					Close
#CHAREDIT__FILE_EXIT					Exit

#CHAREDIT__EDIT							Edit
#CHAREDIT__EDIT_OPENFOLDER				Open Player Folder...
#CHAREDIT__EDIT_RELOAD					Reload Resources
#CHAREDIT__EDIT_PREVIEW					Preview Character

#CHAREDIT__VIEW							View
#CHAREDIT__VIEW_SPRITE					Sprite
#CHAREDIT__VIEW_SPRITE_HITBOX			Show Hitbox
#CHAREDIT__VIEW_SPRITE_VIEWBOX			Show Viewbox
#CHAREDIT__VIEW_SPRITE_FISHLINE			Show Fishing Line
#CHAREDIT__VIEW_SPRITE_FISHOFFSET		Show Fishing Offset
#CHAREDIT__VIEW_SPRITE_DRAGON			Show Dragon
#CHAREDIT__VIEW_SPRITE_WEAPON			Show Weapon
#CHAREDIT__VIEW_SPRITE_COLOR			Show Color Mask
#CHAREDIT__VIEW_SPRITE_CARRY			Carry
#CHAREDIT__VIEW_SPRITE_CARRY_NONE		None
#CHAREDIT__VIEW_SPRITE_CARRY_PLAYER		Player
#CHAREDIT__VIEW_SPRITE_CARRY_PUPPY		Puppy
#CHAREDIT__VIEW_FACE					Face
#CHAREDIT__VIEW_FACE_COLOR				Show Color Mask
#CHAREDIT__VIEW_PREVIEW					Character Preview
#CHAREDIT__VIEW_PREVIEW_WHIMSTAR		Show Whimsical Star

#CHAREDIT__HELP							Help
#CHAREDIT__HELP_ABOUT					About

#CHAREDIT__TAB_GENERAL					General
#CHAREDIT__TAB_SOUNDEDIT				Sounds
#CHAREDIT__TAB_FRAMEEDIT				Frame Editor
#CHAREDIT__TAB_FACEEDIT					Face Editor
#CHAREDIT__TAB_ANIMEDIT					Animation Editor

#CHAREDIT__ABOUT_TITLE					About CSMP Character Editor
#CHAREDIT__ABOUT_CONTENT				Character Editor\nBy Johnny "Clay Hanson" Ledger\nCopyright (C) 2021

#CHAREDIT__RIGHT_INFO					Info

#CHAREDIT__GENERAL_CHARNAME				Character Name
#CHAREDIT__GENERAL_CHARAUTHOR			Character Author
#CHAREDIT__GENERAL_HITBOX				Hitbox
#CHAREDIT__GENERAL_HITBOX_CUSTOM		Custom Hitbox
#CHAREDIT__GENERAL_VIEWBOX				Viewbox
#CHAREDIT__GENERAL_VIEWBOX_CUSTOM		Custom Viewbox
#CHAREDIT__GENERAL_FISHING				Fishing
#CHAREDIT__GENERAL_FISHING_LINEOFFSET	Fishing Line Offset:
#CHAREDIT__GENERAL_FISHING_SPRITEOFF	Sprite Offset:
#CHAREDIT__GENERAL_PREVIEW				Preview Color
#CHAREDIT__GENERAL_PREVIEW_R			R
#CHAREDIT__GENERAL_PREVIEW_G			G
#CHAREDIT__GENERAL_PREVIEW_B			B
#CHAREDIT__GENERAL_SPRITE_HEIGHT		Sprite Height

#CHAREDIT__FRAMEEDIT_ADD_FRAME			Add Frame
#CHAREDIT__FRAMEEDIT_REMOVE_FRAME		Remove Frame
#CHAREDIT__FRAMEEDIT_FRAME_NAME			Frame Name
#CHAREDIT__FRAMEEDIT_X_POSITION			X Position
#CHAREDIT__FRAMEEDIT_Y_POSITION			Y Position
#CHAREDIT__FRAMEEDIT_WIDTH				Width
#CHAREDIT__FRAMEEDIT_HEIGHT				Height
#CHAREDIT__FRAMEEDIT_CARRY_OFFSET_TIP	Carried players will be drawn at this offset relative to the player.
#CHAREDIT__FRAMEEDIT_CARRY_X			Carry Offset X
#CHAREDIT__FRAMEEDIT_CARRY_Y			Carry Offset Y
#CHAREDIT__FRAMEEDIT_PUPPY_OFFSET_TIP	Puppies will be drawn at this offset relative to the player.
#CHAREDIT__FRAMEEDIT_PUPPY_X			Puppy Offset X
#CHAREDIT__FRAMEEDIT_PUPPY_Y			Puppy Offset Y
#CHAREDIT__FRAMEEDIT_UNIFORM			Uniform Height
#CHAREDIT__FRAMEEDIT_UNIFORM_TIP		Lock this frame's height.
#CHAREDIT__FRAMEEDIT_SHOW_WEAPON		Show Weapon
#CHAREDIT__FRAMEEDIT_SHOW_WEAPON_TIP	Show the weapon for this frame.
#CHAREDIT__FRAMEEDIT_LOCK_DIR			Lock Direction
#CHAREDIT__FRAMEEDIT_LOCK_DIR_TIP		Lock this frame's direction.\nTo be used with the 'force left/right/etc' options below.
#CHAREDIT__FRAMEEDIT_FORCE_LOOK_U		Force Look Up
#CHAREDIT__FRAMEEDIT_FORCE_LOOK_U_TIP	Force this frame to look up.
#CHAREDIT__FRAMEEDIT_FORCE_LOOK_L		Force Look Left
#CHAREDIT__FRAMEEDIT_FORCE_LOOK_L_TIP	Force this frame to look left.
#CHAREDIT__FRAMEEDIT_FORCE_LOOK_R		Force Look Right
#CHAREDIT__FRAMEEDIT_FORCE_LOOK_R_TIP	Force this frame to look right.
#CHAREDIT__FRAMEEDIT_FORCE_LOOK_D		Force Look Down
#CHAREDIT__FRAMEEDIT_FORCE_LOOK_D_TIP	Force this frame to look down.
#CHAREDIT__FRAMEEDIT_FISHING			Fishing
#CHAREDIT__FRAMEEDIT_FISHING_TIP		Show the fishing line.
#CHAREDIT__FRAMEEDIT_MIMIGA_MASK		Mimiga Mask
#CHAREDIT__FRAMEEDIT_MIMIGA_MASK_TIP	Mark this frame as a mimiga mask.
#CHAREDIT__FRAMEEDIT_SHOW_CARRY			Show Carried Entities
#CHAREDIT__FRAMEEDIT_SHOW_CARRY_TIP		Show any carried entities.
#CHAREDIT__FRAMEEDIT_WPNOFF				Weapon Offset
#CHAREDIT__FRAMEEDIT_TESTING			Testing
#CHAREDIT__FRAMEEDIT_TESTING_RIGHT		Face Right
#CHAREDIT__FRAMEEDIT_TESTING_RIGHT_TIP	Force the sprite to face right.\nDoes not work for frames with 'LOCK_DIRECTION' enabled.
#CHAREDIT__FRAMEEDIT_UNNAMED_WEAPON		Unnamed Weapon

#CHAREDIT__FACEEDIT_X_POSITION			X Position
#CHAREDIT__FACEEDIT_Y_POSITION			Y Position

#CHAREDIT__ANIMEDIT_CFG_GENERAL			General
#CHAREDIT__ANIMEDIT_CFG_SUBANIM			Substitute Animation
#CHAREDIT__ANIMEDIT_CFG_SUBANIM_ERROR	You cannot set the substitute animation for this animation to itself.
#CHAREDIT__ANIMEDIT_CFG_SUBANIM_NONE	No Substitute
#CHAREDIT__ANIMEDIT_CFG_SUBANIM_TIP		Use another animation's frames without copying them manually.
#CHAREDIT__ANIMEDIT_CFG_ST_ZERO			Always start at frame 0
#CHAREDIT__ANIMEDIT_CFG_ST_ZERO_TIP		If this isn't set, then the animation will keep the frame\nnumber of the last animation that was playing when\ntransitioning into it.
#CHAREDIT__ANIMEDIT_CFG_LOOP			Loop
#CHAREDIT__ANIMEDIT_CFG_LOOP_TIP		Whether to loop this animation or not.
#CHAREDIT__ANIMEDIT_CFG_LOOP_START		Loop Start
#CHAREDIT__ANIMEDIT_CFG_LOOP_START_TIP	Set where the animation should start looping after one cycle.
#CHAREDIT__ANIMEDIT_CFG_DANGER			Danger Area
#CHAREDIT__ANIMEDIT_CFG_RESET			Reset Animation
#CHAREDIT__ANIMEDIT_CFG_ERROR			Please select a valid animation!
#CHAREDIT__ANIMEDIT_CFG_RESET_QUESTION	Are you sure you want to reset this animation?
#CHAREDIT__ANIMEDIT_FRAME				Frame:
#CHAREDIT__ANIMEDIT_FRAME_DURATION		Frame Duration:
#CHAREDIT__ANIMEDIT_X_OFFSET			X Offset:
#CHAREDIT__ANIMEDIT_Y_OFFSET			Y Offset:
#CHAREDIT__ANIMEDIT_SOUND				Sound:
#CHAREDIT__ANIMEDIT_FRAMES				Frames
#CHAREDIT__ANIMEDIT_SOUNDS				Sounds
#CHAREDIT__ANIMEDIT_NO_SOUND			Nothing (Remove)
#CHAREDIT__ANIMEDIT_TIP_CONFIGURE		Configure the selected animation.

#CHAREDIT__SOUNDEDIT_HURT				Hurt Noise
#CHAREDIT__SOUNDEDIT_DEATH				Death Noise
#CHAREDIT__SOUNDEDIT_JUMP				Jump Noise
#CHAREDIT__SOUNDEDIT_LAND				Land on Ground Noise
#CHAREDIT__SOUNDEDIT_HIT_HEAD			Hit Head Noise
#CHAREDIT__SOUNDEDIT_GET_LIFE			Collect Heart Noise
#CHAREDIT__SOUNDEDIT_GET_MISSILE		Collect Missile Noise
#CHAREDIT__SOUNDEDIT_GET_EXP			Collect Experience Noise
#CHAREDIT__SOUNDEDIT_SWITCH_WEAPONS		Switch Weapon Noise
#CHAREDIT__SOUNDEDIT_BOOSTER_CHARGE		Booster Charge Noise
#CHAREDIT__SOUNDEDIT_LEVEL_UP			Level Up Noise
#CHAREDIT__SOUNDEDIT_FOOTSTEP			Footstep Noise
#CHAREDIT__SOUNDEDIT_SEARCH				Search Noise
#CHAREDIT__SOUNDEDIT_CHARGE_TACKLE		Charge Tackle

#CHAREDIT__TIP_PREVIEW_0				Press 'Shift + X' to return to the character editor.
#CHAREDIT__TIP_PREVIEW_1				Press the inventory button to toggle the Mimiga Mask.
#CHAREDIT__TIP_SUBSITUTEERROR			You cannot change this for animations that are set to be substituted.\nSet 'Substitute Animation' to 'None' in Animation Configuration to use this.

#CHAREDIT__UNSAVED_CHANGES				There are unsaved changes.\nAre you sure you want to exit?
#CHAREDIT__UNSAVED_CHANGES_LOSEPROG		There are unsaved changes.\nYou will lose any progress if you load a character.\nContinue?
#CHAREDIT__UNSAVED_CHANGES_CREATE		There are unsaved changes.\nYou will lose any progress if you create a new character.\nContinue?
#CHAREDIT__SAVED						Successfully saved this character.
#CHAREDIT__OVERWRITE_QUESTION			There is already a 'Player.pxchar' in the given folder path.\nDo you want to overwrite it?
#CHAREDIT__PXCHAR_NAME					Character File
#CHAREDIT__NONE_LOADED_ERROR			Please load or create a character first!
#CHAREDIT__NEW_CHARACTER_TITLE			NEW CHARACTER
#CHAREDIT__NEW_CHARACTER_MESSAGE		Enter the name of your new character!
#CHAREDIT__NEW_CHARACTER_CANCEL			Cancel
#CHAREDIT__NEW_CHARACTER_CREATE			Create
#CHAREDIT__NEW_CHARACTER_IMPORT			Import...
#CHAREDIT__NEW_CHARACTER_BADNAME		Invalid character name!\nName must include at least one of the following:\n  English letter\n  Number\n  Underscore
#CHAREDIT__NEW_CHARACTER_EXISTS			A character with this name already exists in your characters folder. Choose a different name!
#CHAREDIT__NEW_CHARACTER_NOTEMPLATE		There are no valid characters loaded! As a result, the character creator cannot function properly!
#CHAREDIT__NEW_CHARACTER_COPYFAIL		Failed to copy file '\a{0}' (File not found).
#CHAREDIT__NEW_CHARACTER_OPENFAIL		Failed to open the newly copied 'Player.pxchar'! Why?!

#CHAREDIT__DEFAULT_CHARNAME				New Character
#CHAREDIT__DEFAULT_CHARAUTHOR			Unknown

#CHAREDIT__FDELERROR_SEL				Please select a frame to delete!
#CHAREDIT__FDELERROR_MULT				Only one frame can be deleted at a time.
#CHAREDIT__FDELERROR_DEF				Only custom frames can be deleted.
#CHAREDIT__HITBERROR					Sorry, but custom hitboxes are currently disabled.
#CHAREDIT__PREVERROR_CAVENET			Cannot preview characters whilst connected to / hosting a server!
#CHAREDIT__LOADERROR_FILE				Failed to load this player file (File Error).
#CHAREDIT__LOADERROR_SURFACELIMIT		Failed to load this player file (Max Surface Limit Reached).
#CHAREDIT__SAVEERROR					Failed to write to 'Player.pxchar'!

#CHAREDIT__MULTIPLE_VALUES				<multiple>

// **********************************************************************
// Main Menu Strings

#MAINMENU__MAX_PLAYERS					You have exceeded the custom player character limit (\a{0}).\nSome characters will not load.

// **********************************************************************
// Character Selection Strings

#CHARSEL__HEADER						--CHARACTER SELECT--
#CHARSEL__AUTHOR_FMT					By \a{0}
#CHARSEL__SEARCH						Search...
#CHARSEL__SEARCH_TIP					Enter a search query here.
#CHARSEL__LAYOUT_TIP					Change the layout of the list.
#CHARSEL__LAYOUT_0						List
#CHARSEL__LAYOUT_1						Grid 3x1
#CHARSEL__LAYOUT_2						Grid 4x1
#CHARSEL__LAYOUT_3						Grid 5x1
#CHARSEL__TOGGLE_ENABLED				Toggle Enabled
#CHARSEL__CANCEL						Cancel
#CHARSEL__REFRESH						Refresh
#CHARSEL__OK							OK
#CHARSEL__SAVE							Save
#CHARSEL__LOADED_FMT					\a{0} / \a{1} Loaded characters
#CHARSEL__SWITCH_QUESTION				Are you sure you want to switch to "\a{0}"?
#CHARSEL__NO_CHARS_ERROR				There must be at least one character enabled!
#CHARSEL__TOO_MANY_CHARS_ERROR			Too many characters were enabled, so the ones that exceeded the limit were disabled.
#CHARSEL__SWITCH_ERROR					You cannot switch to this character;\nIt's not loaded!\nTo load it, click on the checkmark next to it.
#CHARSEL__HELPTAB_0						Select
#CHARSEL__HELPTAB_1						Close
#CHARSEL__HELPTAB_2						Go up
#CHARSEL__HELPTAB_3						Go down
#CHARSEL__HELPTAB_4						Go left
#CHARSEL__HELPTAB_5						Go right

// **********************************************************************
// NetPlay Strings

#NETPLAY__HEADER						--NETPLAY MENU--
#NETPLAY__DEFAULT_SERVER_NAME			Cave Story Server
#NETPLAY__EMPTY							Your server list is empty.
#NETPLAY__BADGE_BADIDENT				This server runs on a different build of CSMP.\nSome stuff might not work correctly.
#NETPLAY__BADGE_OUTOFDATE				This server is out of date!
#NETPLAY__BADGE_INLOBBY					This server is in the lobby.
#NETPLAY__BADGE_PASSWORD				This server is password protected.
#NETPLAY__CAVENET_FORMAT				CaveNet v\a{0}
#NETPLAY__HIDDEN						[ Hidden ]
#NETPLAY__PING_ERROR					(no connection)
#NETPLAY__PING_WAIT						Pinging...
#NETPLAY__PING_RESOLVED					Resolved by MatchMaker
#NETPLAY__PING_FORMAT					\a{0} ms
#NETPLAY__BUTTON_BACK					Back
#NETPLAY__BUTTON_REFRESH				Refresh
#NETPLAY__BUTTON_ADD					Add...
#NETPLAY__BUTTON_HOST					Host...
#NETPLAY__BUTTON_TUTORIAL				Tutorial
#NETPLAY__BUTTON_BOSS_RUSH				Boss Rush
#NETPLAY__REMOVE_QUESTION				Are you sure you want to remove "\a{0}" from your server list?
#NETPLAY__EDIT_SERVER_HEADER			-- Edit Server --
#NETPLAY__ADD_SERVER_HEADER				-- Add Server --
#NETPLAY__SERVER_NAME					Server Name:
#NETPLAY__SERVER_ADDRESS				Server Address:
#NETPLAY__ADD_SERVER					Add Server
#NETPLAY__SAVE_SERVER					Save Server
#NETPLAY__CONNECT						Connect
#NETPLAY__CANCEL						Cancel
#NETPLAY__INPUT_NAME_ERROR				Please input a name for this server.
#NETPLAY__INPUT_LOCAL_IP				You have entered a local IP.\nPlease note that to connect to your friends, they need to give you their PUBLIC IP.\nThey can find that by searching \"What is my IP\" on Google.\n \nAny IP that starts with '127.0.0', '10.0.0' or '192.168.0' will NOT work here,\nunless you're connected to the same router as the host.\n \nYou can ignore this warning if you know what you're doing.
#NETPLAY__INPUT_IP_ERROR				Please input the server's IP address.
#NETPLAY__INPUT_PORT_ERROR				Please include the server's port with the ip address!
#NETPLAY__CONNECTION_ERROR				Connection failed: "\a{0}"
#NETPLAY__PASSWORD_REQUIRED				This server requires a password.
#NETPLAY__CONNECT_VIA_JOIN_CODE			Connect via JoinCode
#NETPLAY__HELP_PAGE0_NAME				Introduction
#NETPLAY__HELP_PAGE0_CONTENT			<font:Consolas:4:8><color:255:0:0>Welcome to the NetPlay menu!<color:255:255:255>\n\nHere you'll find your saved list of servers.\n\nTo help you get started, provided in the left menu are a set of\nhelpful "How-To's". This should cover the basic usage of this\nmenu.\n\n( Press F1 to view this menu's help page again! )
#NETPLAY__HELP_PAGE1_NAME				Adding Servers
#NETPLAY__HELP_PAGE1_CONTENT			<font:Consolas:4:8><color:255:0:0>Adding Servers<color:255:255:255>\n\nTo add a server to the listing, follow these steps:\n\n    1. Click on the 'Add' (<bitmap:47:0:0:26:11>) button at the bottom of the menu.\n    2. Fill in the server name. It can be whatever you want.\n    3. Fill out the server address. It should be formatted\n       as "\<IP\>:\<PORT\>" (ex: 127.0.0.1:28000).\n    4. Click on 'Add Server'. Your new server will now be listed!\n\n* NOTE: IPv6 is NOT supported at this time.
#NETPLAY__HELP_PAGE2_NAME				Removing Servers
#NETPLAY__HELP_PAGE2_CONTENT			<font:Consolas:4:8><color:255:0:0>Removing Servers<color:255:255:255>\n\nTo remove a server from the listing, follow these steps:\n\n    1. Click on the delete button (<bitmap:39:92:64:9:8>) on the server entry.\n       you wish to delete.\n    2. Confirm that you wish to delete the selected server.\n
#NETPLAY__HELP_PAGE3_NAME				Editing Servers
#NETPLAY__HELP_PAGE3_CONTENT			<font:Consolas:4:8><color:255:0:0>Editing Servers<color:255:255:255>\n\nTo edit an existing server listing, follow these steps:\n\n    1. Click on the edit button (<bitmap:39:92:53:9:9>) on the server entry\n       you wish to edit.\n    2. Fill in the new details.\n    3. Click on 'Save Server'.
#NETPLAY__HELP_PAGE4_NAME				Hosting a Server
#NETPLAY__HELP_PAGE4_CONTENT			<font:Consolas:4:8><color:255:0:0>Hosting a Server<color:255:255:255>\n\nTo host a server, follow these steps:\n\n    1. Set your server's port in the options menu (28000 is default).\n       1a. Ensure that the port you chose is port forwarded.\n\n    2. Click on the 'Host' (<bitmap:47:25:0:28:11>) button at the bottom of the menu.\n    3. Google \"what is my ip?\" and give the result to whoever you want to play with.\n       Don't forget to give them the port!
#NETPLAY__HELPTAB_0						Select option
#NETPLAY__HELPTAB_1						Back
#NETPLAY__HELPTAB_2						Go left
#NETPLAY__HELPTAB_3						Go up
#NETPLAY__HELPTAB_4						Go right
#NETPLAY__HELPTAB_5						Go down

#CONTROLS__LEFT							Left
#CONTROLS__UP							Up
#CONTROLS__RIGHT						Right
#CONTROLS__DOWN							Down

// **********************************************************************
// Tutorial Strings

#TUT__REPEAT_BUTTON						Press \d{map} to see the next step again.

#TUT__MESSAGE_0							Welcome to Cavestory Multiplayer!\k\nThere are a few features exclusive\nto CSMP that need to be explained.\k\c{CLR}\nLet's begin!
#TUT__MESSAGE_1							Look, there's another player!\nTry walking up to them and\npressing '\d{search}'.
#TUT__MESSAGE_2							Good! Your goal is to carry this\nplayer to the end of the tutorial.
#TUT__MESSAGE_3							\nLet's continue!
#TUT__MESSAGE_4							That ledge seems too high to reach.\kDon't worry, though. We have\nAgility to help us out here!
#TUT__MESSAGE_5							To get up there, you first need\nto switch to\nthe Agility weapon.\k\c{CLR}Press \d{nxtwpn} or \d{prvwpn} to select it!
#TUT__MESSAGE_6							Stand close to the wall, look up,\nand hold '\d{shoot}' to charge a\njump!\k\c{CLR}After you do that, let go of the\nbutton and press right in mid-air.\k\c{CLR}It might take you a few attempts toget up there, but don't give up!
#TUT__MESSAGE_7							Hey, you made it! Nice.\k\nLet's venture deeper!
#TUT__MESSAGE_8							Agility isn't only useful for\njumping up walls, however.\k\nIt can also be used to jump across\npits!\k\c{CLR}This time, stand close to the edge and then hold '\d{shoot}'.
#TUT__MESSAGE_9							Uh oh, looks like we lost Quote!
#TUT__MESSAGE_10						Looks like he's okay, but you can'tget back up if you fall down...
#TUT__MESSAGE_11						Hey, maybe that Gaudi over there\nhas something that'll help.\k\nGo ask him!
#TUT__MESSAGE_12						Nice, a fishing pole!\k\nYou can use this to fish your\nfriends out of tight spots.\k\c{CLR}Go back to the ledge, open your\n'Inventory' (\d{inv}), and select the\nfishing pole.
#TUT__MESSAGE_13						Nice! Pick Quote back up so we can continue.
#TUT__MESSAGE_14						Looks like this Gaudi doesn't want\nto let you through.\k\nLet's impress him!\k\c{CLR}Press \d{emote1}-\d{emote4} to open the emote menu,\nand select an emote to impress\nhim!
#TUT__MESSAGE_15						Looks like we're at the end!\k\nPress the interact key to put\nQuote back down.
#TUT__MESSAGE_16						Well done!\k\c{CLR}Well, that's all I've got\nto show you.\k\c{CLR}Interact with the teleporter to\nfinish.
#TUT__MESSAGE_17						\nUnlocked Boss Rush!
#TUT__MESSAGE_18						You can now select Boss Rush\nfrom the NetPlay menu!

#TUT__FISHING_POLE						\nGot the =Fishing Pole=!
#TUT__GAUDI_FLAVOR_0					Yeah, hi there. I can't let'cha\nthrough here.\nSorry 'bout that.
#TUT__GAUDI_FLAVOR_1					Tough luck, kid! I ain't gonna let\nyou through. Scram!
#TUT__GAUDI_FLAVOR_2					Can you leave me alone already?!
#TUT__GAUDI_FLAVOR_3					Well what are ya' waitin' around\nfor? Go help your friend already!
#TUT__GAUDI_FLAVOR_DUCK					\nLet's keep this between us.
#TUT__GAUDI_STORY_0						Wuzzat? Your friend is stuck in a\npit?\k\nDon't you know that's what a\n=Fishing Pole= is for?!\k\c{CLR}You don't HAVE a =Fishing Pole=?\k\nWell here, borrow mine.\k\nI want it back when you're done,\nkid!
#TUT__GAUDI_STORY_1						I'll be takin' that back.
#TUT__GAUDI_STORY_2						\nThe =Fishing Pole= was taken away.
#TUT__GAUDI_STORY_3						Wuzzat? You wanna get through here?Well tough luck, kid.\k\nAin't nobody passin' by on my\nwatch.
#TUT__GAUDI_STORY_REACT_0_0				Woah! What'ya scarin' me for?!
#TUT__GAUDI_STORY_REACT_0_1				Yeah, I said nobody is\ngettin' past this checkpoint.
#TUT__GAUDI_STORY_REACT_0_2				What're you smilin' about?
#TUT__GAUDI_STORY_REACT_0_3				Creepy...
#TUT__GAUDI_STORY_REACT_0_4				Stop makin' that face!\nI ain't gonna let'cha by!!
#TUT__GAUDI_STORY_REACT_0_5				Why ya actin' all surprised-like?
#TUT__GAUDI_STORY_REACT_0_6				Hey hey, don't look so sad!\nIt's just a door!
#TUT__GAUDI_STORY_REACT_0_7				...

#TUT__GAUDI_STORY_REACT_1_0				Yeah what?
#TUT__GAUDI_STORY_REACT_1_1				No what?! You ain't\ngettin' through...
#TUT__GAUDI_STORY_REACT_1_2				What, the pit?\nWhat about it?
#TUT__GAUDI_STORY_REACT_1_3				Yeah, it's blocked for a reason!\nYou ain't gettin' past!
#TUT__GAUDI_STORY_REACT_1_4				What, the storage shed?\nWhat about it?
#TUT__GAUDI_STORY_REACT_1_5				You already got your friend back.\nWhy do you need my fishin'\npole?
#TUT__GAUDI_STORY_REACT_1_6				...What?
#TUT__GAUDI_STORY_REACT_1_7				What'sa save disk?\nIs it somethin' I can sell?

#TUT__GAUDI_STORY_REACT_2_0				Listen, I don't know nothin' 'bout\nno Quote.
#TUT__GAUDI_STORY_REACT_2_1				Listen, I don't know nothin' 'bout\nno Curly.

#TUT__GAUDI_STORY_REACT_3_GENERAL		Oh yeah? You gonna hurt me?\nWell where's your weapon, kid?
#TUT__GAUDI_STORY_REACT_3_BUBBLER		You're tellin' me you use a bubble blower as a weapon?\k\c{CLR}\nOoohoohoo, I'm so scared.
#TUT__GAUDI_STORY_REACT_3_DUCK			Oh, you like ducks, too?\k\nThat makes you good in my books,\nkid.\k\c{CLR}Go right on through.\k\nAnd kid...\k\c{CLR}\nLet's keep this between us.

#TUT__GAUDI_STORY_SUCCESS				Okay, okay, I give!\nYou can pass, you can pass!\k\nJust leave me alone, already.