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entities.CommunalHelper/AeroBlockCharged.attributes.description.buttonSequence=Text that describes how the buttons of this block are shown and hidden as the block moves to each node. It is parsed by the entity, so this field must follow a specified format:\n\nFor each node, you can have the LEFT, RIGHT, and TOP buttons either enabled or not.\nTo combine multiple buttons, use a "+" symbol. For instance: LEFT+RIGHT represents both the left and right button being enabled, while the top one is not.\n\nThere are other keywords that represent multiple buttons at once: HORIZONTAL, VERTICAL, ALL, NONE:\n * HORIZONTAL = LEFT + RIGHT\n * VERTICAL = TOP\n * ALL = TOP + LEFT + RIGHT\n * NONE: (no buttons)\n\nIf you have multiple nodes, you must list the buttons for each node, separated by "->".\nFor instance: LEFT+RIGHT -> TOP will start the block with the left and right buttons on, and when the blocks moves to the next node, only the top button will be on.\nYou don't necessarily have to write as many button combinations as the number of nodes this entity has, because the button sequence will just loop if it reaches its end before the block reaches the end of its node sequence.\nHowever, you should not have more button combinations than nodes. In such a case, the extra button combinations are discarded.\n\nCapitalization does not matter.\nWords that are not LEFT, RIGHT, TOP, HORIZONTAL, VERTICAL, ALL or NONE will be dismissed and a warning will be printed in the log.\nLeading & trailing whitespaces are discarded, so feel free to format the string the way you prefer.\n\nHere are more examples of valid sequences:\n * LEFT\n * HORIZONTAL -> TOP + LEFT\n * right->left->tOP->All\n * ALL -> none + LEFT+right -> rIgHt\n\nIf something goes wrong, check the log: you'll find the error messages there.
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entities.CommunalHelper/AeroBlockCharged.attributes.description.hover=Whether this block has a hovering "floating" movement to it. If disabled, the block stays in place until it needs to move.
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entities.CommunalHelper/AeroBlockCharged.attributes.description.buttonSequence=Text that describes how the buttons of this block are shown and hidden as the block moves to each node. It is parsed by the entity, so this field must follow a specified format:\n\nFor each node, you can have the LEFT, RIGHT, and TOP buttons either enabled or not.\nTo combine multiple buttons, use a "+" symbol. For instance: LEFT+RIGHT represents both the left and right button being enabled, while the top one is not.\n\nThere are other keywords that represent multiple buttons at once: HORIZONTAL, VERTICAL, ALL, NONE:\n * HORIZONTAL = LEFT + RIGHT\n * VERTICAL = TOP\n * ALL = TOP + LEFT + RIGHT\n * NONE: (no buttons)\n\nIf you have multiple nodes, you must list the buttons for each node, separated by "->".\nFor instance: LEFT+RIGHT -> TOP will start the block with the left and right buttons on, and when the blocks moves to the next node, only the top button will be on.\nYou don't necessarily have to write as many button combinations as the number of nodes this entity has, because the button sequence will loop if it is exhausted before the block reaches the end of its node sequence.\nHowever, you should not have more button combinations than nodes as the extra button combinations will be discarded.\n\nWord capitalization does not matter.\nWords that are not LEFT, RIGHT, TOP, HORIZONTAL, VERTICAL, ALL or NONE will be dismissed and a warning will be printed in the log.\nLeading & trailing whitespaces are discarded, so feel free to format the string the way you prefer.\n\nHere are more examples of valid sequences:\n * LEFT\n * HORIZONTAL -> TOP + LEFT\n * right->left->tOP->All\n * ALL -> none + LEFT+right -> rIgHt\n\nIf something goes wrong, check the log; you'll find the error messages there.
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entities.CommunalHelper/AeroBlockCharged.attributes.description.hover=Whether this block has a "floating" movement when idle. If disabled, the block stays in place until it needs to move.
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entities.CommunalHelper/AeroBlockCharged.attributes.description.loop=Whether when the last node of this block's sequence is reached, it should loop back around to the initial position instead of becoming inactive.
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entities.CommunalHelper/AeroBlockCharged.attributes.description.activeColor=This block's button and screen particles color when it is active (flying).
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entities.CommunalHelper/AeroBlockCharged.attributes.description.inactiveColor=This block's button colors when it is inactive.
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entities.CommunalHelper/AeroBlockCharged.attributes.description.activeColor=This block's button and screen particle color when it is active.
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entities.CommunalHelper/AeroBlockCharged.attributes.description.inactiveColor=This block's button color when it is inactive.
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entities.CommunalHelper/AeroBlockCharged.attributes.description.SpirialisBug=This enables a bug where Spirialis Helper will override the player's jump speed with the boost from an Aero Block, even when Spirialis Helper is not enabled.\nThis effectively makes your vertical momentum much stronger than normal from Aero Blocks in most, but not all, cases.\n(Legacy, replace this block for an improved version of this toggle.)
entities.CommunalHelper/AeroBlockCharged.attributes.description.SpirialisBugV2=This enables a legacy behavior (originally caused by Spirialis Helper) where the player's jump speed will be overridden with the boost from an Aero Block.\nTurning this on effectively makes your vertical momentum from Aero Blocks much stronger than normal in most cases.
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entities.CommunalHelper/AeroBlockCharged.attributes.description.wallbounceLeniency=Allows wallbounces up to all 5 pixels of horizontal leniency to receive the boost from this block instead of only ones within the first 3 pixels.\nThis prevents there from being a 2 pixel window where you can wallbounce without receiving the boost.
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entities.CommunalHelper/AeroBlockCharged.attributes.description.cassetteIndex=The cassette index of this Charged Aero Block. If set to anything other than "None", the buttons on this block will become active and inactive in sync with cassette blocks of this index.
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entities.CommunalHelper/AeroBlockCharged.attributes.description.cassetteTempo=The cassette tempo of this Charged Aero Block. See the description of the "Tempo" field on regular Cassette Blocks for a thorough explanation.\nDoes nothing if "Cassette Index" is set to "None".
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entities.CommunalHelper/AeroBlockCharged.attributes.description.moveOnCassetteTick=Whether this block will move to the next node at the end of the current cassette tick if it has not already been activated this tick.\nDoes nothing if "Cassette Index" is set to "None".
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entities.CommunalHelper/AeroBlockCharged.attributes.description.wallbounceLeniency=Allows wallbounces up to all 5 pixels of horizontal leniency to receive the boost from this block instead of only the first 3 pixels.\nThis prevents there from being a 2 pixel window where you can wallbounce without receiving the boost.
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entities.CommunalHelper/AeroBlockCharged.attributes.description.cassetteIndex=The cassette index of this Charged Aero Block. If set to anything other than "None", the buttons on this block will (de)activate in sync with cassette blocks of this index.
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entities.CommunalHelper/AeroBlockCharged.attributes.description.cassetteTempo=The cassette tempo of this Charged Aero Block. See the tooltip of the "Tempo" field on Cassette Blocks for a thorough explanation.\nDoes nothing if "Cassette Index" is set to "None".
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entities.CommunalHelper/AeroBlockCharged.attributes.description.moveOnCassetteTick=Whether this block will move to the next node at the end of the current cassette tick if it has not already been activated.\nDoes nothing if "Cassette Index" is set to "None".
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