{
  "I18N": {
    "LANGUAGE": "English",
    "MAINTAINERS": "gambit"
  },
  "CONTROLS": {
    "Effects": "FXMaster Controls",
    "ParticleEffects": "Particle Effects",
    "InvertMask": "Invert Particle Effect Mask",
    "Filters": "Filter Effects",
    "SaveMacro": "Save Particle and Filter Effects as Macro",
    "ClearFX": "Clear Scene Particle and Filter Effects (Right-click: Disable Region Effects)",
    "ToolsActive": "FXMaster Tools"
  },
  "FXMASTER": {
    "Common": {
      "ParticleEffect": "Particle Effect",
      "FilterEffect": "Filter Effect",
      "ParticleEffectsManagementTitle": "Particle Effects Management",
      "FilterEffectsManagementTitle": "Filter Effects Management",
      "SaveChanges": "Save Changes",
      "EnableEffects": "Enable Effects",
      "DisableAll": "Disable Effects For Everybody",
      "DisableAllHint": "Setting this will disable effects for all users. It overrides the enable flag. It's mostly a safe guard to deactivate effects when migrations fail. You shouldn't need to set this yourself. After changing this setting, a manual reload is required.",
      "ClearParticleAndFilterEffectsTitle": "Clear Particle and Filter Effects",
      "ClearParticleAndFilterEffectsContent": "<p>Permanently delete all <em>Particle Effects</em> and <em>Filter Effects</em> from this Scene?</p>",
      "DisableRegionEffectsTitle": "Disable Region Particle and Filter Effects",
      "DisableRegionEffectsContent": "<p>Disable all active <em>Particle Effect</em> and <em>Filter Effect</em> behaviors on Regions in this Scene? The Region behaviors remain configured and can be re-enabled later.</p>",
      "ResetEffectDefaults": "Reset to Defaults",
      "ResetEffectDefaultsSuccess": "{effect} parameters reset to defaults",
      "PowerToggleContextHint": "Left-click to toggle. Right-click for reset options.",
      "Yes": "Yes",
      "No": "No",
      "Enable": "Enable",
      "ErrorCannotFindEffect": "FXMaster | Couldn't find effect data.",
      "Environment": "Environment",
      "Interface": "Interface",
      "Music": "Music",
      "EnableTooltips": "Enable Tooltips",
      "EnableTooltipsHint": "Enables tooltip descriptions for Particle and Filter effect parameters.",
      "HideEffects": "Hide Effects",
      "HideParticleEffectsTitle": "Hide Particle Effects",
      "HideFilterEffectsTitle": "Hide Filter Effects",
      "HiddenEffectsHint": "Toggle effects to hide them from this management list (per-user). Hidden effects can still be enabled via the API.",
      "ActiveEffectTooltip": "Currently active",
      "HideEffectsTooltip": "Hidden effects: {count}",
      "ApiEffects": "Manage API Effects",
      "ApiEffectsManagementTitle": "Manage API Effects",
      "ApiEffectsKind": "Kind",
      "ApiEffectsName": "Name",
      "ApiEffectsType": "Type",
      "ApiEffectsActions": "Actions",
      "ApiEffectsDelete": "Delete",
      "ApiEffectsDetails": "API Parameters",
      "ApiEffectsNone": "No API effects are active on this Scene.",
      "ApiEffectsKindParticle": "Particle",
      "ApiEffectsKindFilter": "Filter",
      "ApiEffectsEdit": "Edit",
      "ApiEffectsEditUnavailable": "Edit (unavailable)",
      "ApiEffectEditorTitle": "Edit API Effect",
      "ApiEffectMissing": "This API effect no longer exists on this Scene.",
      "Unknown": "Unknown"
    },
    "Params": {
      "Saturation": "Saturation",
      "Gamma": "Gamma",
      "Brightness": "Brightness",
      "Contrast": "Contrast",
      "Tint": "Tint",
      "Opacity": "Opacity",
      "Scale": "Scale",
      "ScaleHint": "Video scaling",
      "Blur": "Blur",
      "Bloom": "Bloom",
      "Sepia": "Sepia",
      "Threshold": "Threshold",
      "Period": "Period",
      "Duration": "Duration",
      "Speed": "Speed",
      "Strength": "Strength",
      "ShakeSpeed": "Shake Speed",
      "Smoothness": "Smoothness",
      "Decay": "Decay",
      "Axis": "Axis",
      "EdgeProtection": "Edge Protection",
      "Timed": "Timed",
      "Lifetime": "Lifetime",
      "Density": "Density",
      "SplashDensity": "Splash Density",
      "SplashScale": "Splash Scale",
      "Direction": "Direction",
      "XAdjustment": "X Adjustment",
      "YAdjustment": "Y Adjustment",
      "FlipHorizontal": "Horizontal Flip",
      "LineWidth": "Line Width",
      "Animations": "Animations",
      "Variants": "Variants",
      "Variant": {
        "Cute": "Cute",
        "Creepy": "Creepy"
      },
      "Anchor": "Anchor",
      "AnchorHint": "Local coordinates of the origin between 0.0 and 1.0",
      "Spin": "Spin Speed",
      "Noise": "Noise Density",
      "ScratchSize": "Scratch Size",
      "ScratchDensity": "Scratch Density",
      "NoiseSize": "Noise Size",
      "Wobble": "Wobble",
      "WobbleFrequency": "Wobble Frequency",
      "Displacement": "Displacement",
      "Streakiness": "Streakiness",
      "Lift": "Lift",
      "Glow": "Glow",
      "Parallel": "Parallel Rays",
      "Angle": "Ray Direction",
      "Gain": "Ray Intensity",
      "Lacunarity": "Ray Volume",
      "BeamLength": "Ray Length",
      "FadePercent": "Edge Fade %",
      "Rainbow": "Rainbow",
      "Shadow": "Shadow",
      "ShadowRotation": "Shadow Position",
      "ShadowDistance": "Shadow Distance",
      "ShadowBlur": "Shadow Blur",
      "ShadowOpacity": "Shadow Opacity",
      "BelowTokens": "Below Tokens",
      "ShadowOnly": "Shadow Only",
      "Splash": "Splash",
      "Orbit": "Orbit",
      "OrbitDistance": "Orbit Distance",
      "FillMode": "Fill Mode",
      "Slices": "Slices",
      "Offset": "Offset",
      "RedX": "Red X",
      "RedY": "Red Y",
      "GreenX": "Green X",
      "GreenY": "Green Y",
      "BlueX": "Blue X",
      "BlueY": "Blue Y",
      "Seed": "Seed",
      "RefreshRate": "Refresh Rate",
      "SliceEnable": "Enable Slices",
      "SliceCrosshatch": "Slice Crosshatch",
      "SliceCount": "Slice Count",
      "SliceSpeed": "Slice Speed",
      "SliceBurstRate": "Slice Randomization",
      "SliceOffset": "Slice Offset",
      "SliceDirection": "Slice Direction",
      "SlicePixelation": "Slice Pixelation",
      "SliceShardAngle": "Slice Shard Angle",
      "SliceRedX": "Slice Red X",
      "SliceRedY": "Slice Red Y",
      "SliceGreenX": "Slice Green X",
      "SliceGreenY": "Slice Green Y",
      "SliceBlueX": "Slice Blue X",
      "SliceBlueY": "Slice Blue Y",
      "MatrixGlyphs": "Enable Glyphs",
      "GlyphDirection": "Glyph Direction",
      "GlyphColor": "Glyph Tint",
      "GlyphIntensity": "Glyph Intensity",
      "GlyphCellSize": "Glyph Cell Size",
      "GlyphMoveSpeed": "Glyph Move Speed",
      "GlyphDensity": "Glyph Density",
      "GlyphSlicePct": "Glyph Slice %",
      "GlyphFlickerSpeed": "Glyph Flicker Speed",
      "FishType": {
        "Name": "Fish Type",
        "Koi": "Koi",
        "KoiSpirit": "Koi Spirit",
        "KoiPainted": "Koi Painted",
        "Betta": "Betta",
        "MantaRay": "Manta Ray",
        "MantaRaySpirit": "Manta Ray Spirit",
        "MantaRayPainted": "Manta Ray Painted",
        "BettaRainbow": "Betta Rainbow",
        "BettaBluePink": "Betta Blue/Pink",
        "BettaPurple": "Betta Purple",
        "BettaGreen": "Betta Green",
        "BettaRed": "Betta Red",
        "BettaRedYellow": "Betta Red/Yellow"
      },
      "FishAnimations": {
        "Glide": "Glide",
        "Swim": "Swim",
        "Mixed": "Mixed"
      },
      "RotationStrength": "Rotation Strength",
      "Trail": "Trail",
      "LateralMovement": "Lateral Movement",
      "TokenAvoidance": "Token Avoidance",
      "TokenAvoidanceDispositions": "Token Dispositions",
      "TokenAvoidanceAtRest": "Avoid Stationary Tokens",
      "TokenAvoidanceRadius": "Avoidance Radius",
      "TokenAvoidanceStrength": "Avoidance Strength",
      "SoundFxEnabled": "Sound FX",
      "AudioAware": "Audio Aware",
      "AudioChannels": "Audio Channels",
      "AudioBassThreshold": "Audio Bass Threshold",
      "TopDown": "Top Down",
      "Jitter": "Jitter",
      "DirectionalMovement": "Directional Movement",
      "Spread": "Directional Spread",
      "LightningMode": "Lightning Mode",
      "LightningModeHorizontal": "Horizontal",
      "LightningModeMixed": "Mixed",
      "BoltFrequency": "Bolt Frequency",
      "BoltLength": "Bolt Length",
      "Branchiness": "Branchiness",
      "SyncFlash": "Sync with Lightning Flash",
      "TopDownScale": "Top Down Scale",
      "TopDownBolts": "Top Down Bolts",
      "TopDownBoltsVariable": "Variable Bolt Count",
      "TriggerChance": "Trigger Chance",
      "FrostStrength": "Frost Strength",
      "Depth": "Depth",
      "VeinStrength": "Vein Strength",
      "SheenStrength": "Sheen Strength",
      "SheenTint": "Sheen Tint",
      "Highlight": "Highlight",
      "HighlightTint": "Highlight Tint",
      "ReflectionStrength": "Reflection Strength",
      "ReflectionDistance": "Reflection Distance",
      "ReflectionBlur": "Reflection Blur",
      "ReflectionFresnel": "Reflection Fresnel",
      "WaterTint": "Water Tint",
      "WaterStrength": "Water Strength",
      "WaterSpeed": "Water Speed",
      "Caustics": "Caustics",
      "CausticStrength": "Caustic Strength",
      "CausticsTint": "Caustics Tint",
      "Refraction": "Refraction",
      "Distortion": "Distortion",
      "HeatDistortion": "Heat Distortion",
      "Reflection": "Reflection",
      "Sparkle": "Sparkle",
      "FlowingWater": "Flowing Water",
      "FollowRegionPath": "Follow Region Path",
      "PathInfluence": "Path Influence",
      "Waves": "Waves",
      "WaveStrength": "Wave Strength",
      "Turbulence": "Turbulence",
      "SwayStrength": "Sway Strength",
      "SwayFrequency": "Sway Frequency",
      "Gustiness": "Gustiness",
      "FlowSpeed": "Flow Speed",
      "FlowDirection": "Flow Direction",
      "FlowStrength": "Flow Strength",
      "StillWaterSpeed": "Still Water Speed",
      "WaveSpeed": "Wave Speed",
      "WaveDirection": "Wave Direction",
      "VortexWater": "Vortex Water",
      "VortexSize": "Vortex Center Size",
      "VortexSpeed": "Vortex Speed",
      "VortexDirection": "Vortex Direction",
      "VortexStrength": "Vortex Strength",
      "VortexClockwise": "Clockwise Rotation",
      "Background": "Background",
      "BackgroundMode": "Background Fill",
      "BackgroundModeFull": "Full Coverage",
      "BackgroundModeAccumulate": "Fill Over Time",
      "BackgroundDuration": "Time to Full Coverage",
      "BackgroundGroundMovementSpeed": "Ground Movement Speed",
      "BackgroundOpacity": "Background Opacity",
      "BackgroundFillVariation": "Fill Variation",
      "BackgroundDriftStrength": "Drift Height",
      "BackgroundDriftScale": "Drift Size (Grid Spaces)",
      "BackgroundSweep": "Sweeping Snow",
      "BackgroundSweepOpacity": "Sweep Opacity",
      "BackgroundSweepScale": "Sweep Scale",
      "BackgroundSweepSpeed": "Sweep Speed",
      "BackgroundSweepStrength": "Sweep Strength",
      "BackgroundTrails": "Token Trails",
      "BackgroundTrailRefill": "Refill Trails Over Time",
      "BackgroundTrailWidth": "Trail Width",
      "BackgroundTrailStrength": "Trail Strength",
      "BackgroundCoverage": "Ground Coverage",
      "BackgroundPileStrength": "Pile Amount",
      "BackgroundPileSize": "Pile Size (Grid Spaces)",
      "BackgroundLeafSize": "Ground Particle Size",
      "BackgroundParticleSize": "Ground Particle Size",
      "BackgroundInteraction": "Token Trails",
      "BackgroundInteractionRadius": "Trail Width",
      "BackgroundInteractionStrength": "Trail Strength",
      "BackgroundInteractionSwirl": "Trail Swirl",
      "BackgroundInteractionLiftChance": "Trail Lift Chance",
      "BackgroundInteractionElevationThreshold": "Token Elevation Threshold",
      "BackgroundInteractionSettleTime": "Settle Time (Seconds)",
      "BackgroundWetnessOpacity": "Wet Surface Opacity",
      "BackgroundRainReflectivity": "Wet Surface Sheen",
      "BackgroundRainShimmer": "Water Shimmer",
      "BackgroundRainShimmerSpeed": "Shimmer Speed",
      "BelowTiles": "Below Tiles",
      "DarknessActivationRange": "Darkness Activation Range",
      "DarknessActivationMinimum": "Darkness Minimum",
      "DarknessActivationMaximum": "Darkness Maximum",
      "BelowForeground": "Below Foreground",
      "DarknessActivationMin": "Darkness Activation Min",
      "DarknessActivationMax": "Darkness Activation Max",
      "BlendMode": "Blend Mode",
      "Levels": "Levels",
      "AllLevels": "All Levels",
      "DarknessActivationEnabled": "Darkness Activation",
      "Intensity": "Intensity",
      "AuroraMode": "Aurora Mode",
      "AuroraModeSide": "Side View",
      "AuroraModeTopDown": "Top Down",
      "AuroraModeHorizon": "Horizon",
      "AuroraPalette": {
        "Name": "Aurora Palette",
        "Lakeside": "Lakeside Aurora Borealis",
        "NorthernGetaway": "Northern Getaway",
        "NorthernLights": "Northern Lights",
        "ForestNorthernLights": "Forest Northern Lights",
        "PhenomenalAurora": "Phenomenal Aurora",
        "Aurora": "Aurora",
        "Custom": "Custom Colors"
      },
      "AuroraColorDepth": "Depth Color",
      "AuroraColorLower": "Lower Curtain Color",
      "AuroraColorCore": "Core Color",
      "AuroraColorBright": "Bright Edge Color",
      "AuroraColorGlow": "Glow Color",
      "AuroraCount": "Aurora Count",
      "AuroraRibbonWidth": "Ribbon Width",
      "AuroraWaviness": "Waviness",
      "AuroraSoftness": "Softness",
      "AuroraSideVerticalPosition": "Curtain Height Position",
      "AuroraSideCurtainHeight": "Curtain Falloff",
      "AuroraTopDownAngle": "Path Angle",
      "AuroraTopDownDepth": "Depth Glow",
      "AuroraHorizonStartHeight": "Start Anchor",
      "AuroraHorizonEndHeight": "Exit Anchor",
      "AuroraHorizonSkyReach": "Overhead Drop",
      "AuroraHorizonAngle": "Path Slant",
      "BorderTop": "Top",
      "BorderRight": "Right",
      "BorderBottom": "Bottom",
      "BorderLeft": "Left",
      "AuroraHorizonStartPosition": "Start Anchor",
      "AuroraHorizonEndPosition": "Exit Anchor",
      "AuroraHorizonDip": "Overhead Drop",
      "AuroraHorizonCurtainHeight": "Curtain Reach",
      "AuroraHorizonDepth": "Overhead Depth",
      "AuroraHorizonOverheadPosition": "Overhead Point",
      "AuroraHorizonHazeStrength": "Haze Strength",
      "AuroraHorizonHazeHeight": "Haze Height",
      "AuroraTopDownHazeStrength": "Haze Strength",
      "AuroraMixedColors": "Mixed Colors",
      "FireInnerColor": "Inner Flame",
      "FireOuterColor": "Outer Flame",
      "FireSmokeColor": "Smoke Color",
      "FireHeight": "Flame Spread",
      "FireHeat": "Heat",
      "FireWind": "Wind Strength",
      "FireSmoke": "Smoke",
      "FireFlicker": "Flicker",
      "FireSpread": "Flame Spread",
      "GlowRadius": "Glow Radius",
      "FireCoreColor": "Core Flame",
      "ManualPlacement": "Manual Placement",
      "PlacementActions": "Manual Placement Controls",
      "ManualFloatRadius": "Manual Float Radius",
      "LightSource": "Light Source",
      "LightRadius": "Light Radius",
      "LightBrightRadius": "Bright Radius",
      "LightColor": "Light Color",
      "LightIntensity": "Light Intensity",
      "LightFlicker": "Light Flicker",
      "BurnTokens": "Burn Tokens",
      "BurnTokenDuration": "Burn Duration",
      "BurnTokenRadius": "Burn Trigger Radius",
      "BurnTokenScale": "Burn Visual Scale",
      "BurnTokenOpacity": "Burn Opacity",
      "BurnTokenIntensity": "Burn Pulse Detail",
      "BurnTokenTint": "Burn Tint",
      "FireVariantOptions": {
        "Fire1": "Fire Small 1",
        "Fire2": "Fire Small 2",
        "Fire3": "Fire Medium 1",
        "Fire4": "Fire Medium 2",
        "Fire5": "Fire Medium 3",
        "Fire6": "Fire Medium 4",
        "Fire7": "Fire Medium 5",
        "Fire8": "Fire Large 1",
        "Fire9": "Fire Large 2",
        "Fire10": "Fire Large 3",
        "Fire11": "Fire Small 3",
        "Fire12": "Fire Small 4",
        "Fire13": "Fire Large 4",
        "Fire14": "Fire Large 5"
      },
      "BackgroundSandDuneHeight": "Dune Height",
      "BackgroundSandDuneSize": "Dune Size (Grid Spaces)",
      "BackgroundSandRipples": "Sand Grit",
      "BackgroundSandMigration": "Dune Migration",
      "BackgroundSandMigrationSpeed": "Migration Speed (Grid Spaces/Minute)",
      "WindPaintBrushSize": "Brush Radius (Grid Spaces)",
      "ManualPainting": "Manual Painting",
      "WindMovementPaint": "Manual Movement Paint",
      "WindPaintControls": "Painting",
      "BackgroundPatchSize": "Depth Patch Size (Grid Spaces)",
      "BackgroundGustStrength": "Gust Strength",
      "BackgroundGustSpeed": "Gust Speed",
      "BackgroundTrailRefillDuration": "Trail Refill Time",
      "TokenTrails": "Token Trails",
      "TokenTrailWidth": "Trail Width",
      "TokenTrailStrength": "Trail Strength",
      "TokenTrailSettleTime": "Settle Time (Seconds)",
      "SynchronizedDirection": "Synchronized Direction",
      "DirectionRandomization": "Direction Randomization",
      "DirectionChangeTime": "Time Between Direction Changes",
      "DirectionRandomizationRadius": "Direction Change Radius",
      "SoundFxManualSoundIds": "Sound FX Sounds",
      "BackgroundInteractionSettleImpact": "Settle Impact",
      "DepthVariation": "Depth Variation",
      "Liveliness": "Liveliness",
      "SpawnMode": "Spawn Mode",
      "SpawnModeFullView": "Full View",
      "SpawnModeTopEdge": "Top Edge",
      "SpawnModeUpwindEdge": "Upwind Edge",
      "VariantGroupAll": "All",
      "VariantGroupTreeLeaves": "Tree Leaves",
      "VariantGroupLightLeaves": "Light Leaves",
      "VariantGroupBroadLeaves": "Broad Leaves",
      "VariantGroupPetalsFluff": "Petals & Fluff",
      "Ripple": "Ripple",
      "EdgeDefinition": "Edge Definition",
      "EdgeWidth": "Edge Width"
    },
    "ParamTooltips": {
      "Saturation": "Color intensity. 0 = grayscale; 1 = original; >1 = oversaturated.",
      "Gamma": "Midtone curve. Lower brightens midtones; higher darkens midtones.",
      "Brightness": "Overall scene or sprite brightness. 0 = black; 1 = original; >1 = brighter.",
      "Contrast": "Difference between light and dark. Higher values increase punch.",
      "Tint": "Apply a solid color tint. Toggle Apply to enable the tint color.",
      "Opacity": "Global transparency of the effect. 0 = invisible; 1 = fully opaque.",
      "Scale": "Size/scale amount. 0 = none when available; 1 = maximum configured size for this effect.",
      "Blur": "Blur radius or strength applied by the effect.",
      "Bloom": "Bloom intensity—how strongly bright areas glow.",
      "Sepia": "Sepia toning amount. Higher = stronger vintage look.",
      "Threshold": "Brightness threshold; lower catches more pixels.",
      "Period": "Cycle period for repeating animation, in milliseconds. Lower = faster cycles.",
      "Duration": "How long the effect or event runs. Units are effect-specific.",
      "Speed": "Motion/animation speed. 0 = stopped when available; 1 = maximum configured speed for this effect.",
      "Strength": "Overall strength of the effect.",
      "ScreenShakeStrength": "Maximum shake displacement. 0 = no movement; 1 = strongest shake.",
      "ScreenShakeBlur": "Adds motion blur in the shake direction. Higher values smear fast impacts more strongly.",
      "ScreenShakeDuration": "How long a timed shake or audio-triggered burst remains active, in seconds.",
      "ScreenShakeSpeed": "How quickly the shake changes direction. Higher = faster impacts and vibration.",
      "ScreenShakeSmoothness": "Smooths the shake path. Higher = softer camera drift; lower = harsher impact jitter.",
      "ScreenShakeDecay": "How strongly a timed shake fades toward zero over its duration.",
      "ScreenShakeAxis": "Limit shake movement to both axes, horizontal only, or vertical only.",
      "ScreenShakeEdgeProtection": "Slightly overscans the composited image while shaking to reduce exposed edges.",
      "ScreenShakeTimed": "When enabled, the scene effect turns itself off after Duration. Disable for a continuous shake, or enable Audio Aware for audio-triggered bursts.",
      "Lifetime": "Particle lifetime scale. Higher values keep particles alive longer; 1 = maximum configured lifetime for this effect.",
      "Density": "How many particles spawn per area. 0 = none when available; 1 = maximum configured density for this effect. NOTE: Higher densities will have a greater impact on performance.",
      "SplashDensity": "Scales only the animated rain-splash population. Falling rain still uses the main Density control.",
      "SplashScale": "Scales only the animated rain-splash sprites. Falling rain still uses the main Scale control.",
      "Direction": "Direction in degrees using geometric coordinates: 0° points right on the x-axis, 90° points up, and angles increase counterclockwise.",
      "XAdjustment": "Shift the rendered particle field horizontally by grid spaces.",
      "YAdjustment": "Shift the rendered particle field vertically by grid spaces.",
      "FlipHorizontal": "Mirrors the particle sprite horizontally when enabled.",
      "LineWidth": "Width of lines/scanlines in pixels (effect-specific).",
      "Animations": "Select animation types for this effect.",
      "Variants": "Choose a preset look for this effect.",
      "SummerLeafVariants": "Choose which Summer Leaves types can appear. Each leaf type includes both color variants. Empty or invalid selection uses Tree Leaves.",
      "Variant": {
        "Cute": "Cloth-like cute variant.",
        "Creepy": "Spookier humanoid variant."
      },
      "Anchor": "Local coordinates of the origin between 0.0 and 1.0.",
      "Spin": "Particle spin speed. 0 = no spin; 1 = maximum configured spin speed for this effect.",
      "Noise": "Noise amount. Higher values make noise more visible.",
      "ScratchSize": "Average size/thickness of scratches.",
      "ScratchDensity": "How many scratches appear.",
      "NoiseSize": "Grain size scale. 1 = maximum configured grain size.",
      "Wobble": "Adds random side to side particle movement. Higher = more movement.",
      "WobbleFrequency": "Controls how fast particles wobble. 0 = slowest configured wobble; 1 = fastest configured wobble.",
      "Displacement": "Strength of visual warping or displacement.",
      "Streakiness": "Controls how stretched and banded the filter is along the movement path. Lower values look more like uniform haze, higher values create longer streaks.",
      "Lift": "Controls how thick the filter is in the middle of each sheet compared to its edges. Lower values are more flat and even; higher values make the centers denser and the edges thinner, adding depth but reducing overall coverage.",
      "Glow": "Glow intensity around the effect. 0 = none; 1 = maximum configured glow for this effect.",
      "Parallel": "Use parallel rays instead of radial.",
      "Angle": "Direction the sunlight rays travel in degrees. 0° = right, 90° = up, 180° = left, 270° = down.",
      "Gain": "Intensity multiplier.",
      "Lacunarity": "Spacing factor for fractal rays. 1 = maximum configured ray volume/detail.",
      "BeamLength": "Maximum visible length of beams/rays.",
      "FadePercent": "Softens region edges by this percent for a smoother blend. Higher = more fade.",
      "Rainbow": "Overrides Tint and enables a random cycling rainbow effect on particles.",
      "Shadow": "Enable a drop shadow for the particle sprites.",
      "ShadowRotation": "Shadow angle in degrees.",
      "ShadowDistance": "Offset distance of the drop shadow. Higher = further away.",
      "ShadowBlur": "Blur strength on the drop shadow.",
      "ShadowOpacity": "Opacity of the drop shadow. 0 = invisible; 1 = fully opaque.",
      "BelowTokens": "Renders effects underneath tokens visually.",
      "ShadowOnly": "Render only the drop shadow and hide the base particle sprites.",
      "Splash": "Enable rain splash effects alongside raindrops.",
      "Orbit": "Enables orbit around center of a container instead of an outward spread.",
      "OrbitDistance": "Distance from the center of a container for orbiting particles.",
      "FillMode": "Controls how the glitch effect fills the affected area.",
      "Slices": "Controls the overall slice layer amount for glitch distortion.",
      "Offset": "Maximum displacement amount applied by the glitch effect.",
      "RedX": "Red channel horizontal offset.",
      "RedY": "Red channel vertical offset.",
      "GreenX": "Green channel horizontal offset.",
      "GreenY": "Green channel vertical offset.",
      "BlueX": "Blue channel horizontal offset.",
      "BlueY": "Blue channel vertical offset.",
      "Seed": "Random seed used to vary the generated pattern.",
      "RefreshRate": "How often the generated pattern re-randomizes.",
      "SliceEnable": "Enables slice displacement and RGB split.",
      "SliceCrosshatch": "Adds a second slice band pattern at a different phase for a crosshatch look.",
      "SliceCount": "Number of horizontal slices. Higher = more fragmented slices.",
      "SliceSpeed": "How fast the slice pattern scrolls. 0 disables slice scrolling; 1 = maximum configured scroll speed.",
      "SliceBurstRate": "How often slice sizes/offsets re-randomize, in seconds. 0 disables randomization.",
      "SliceOffset": "Maximum displacement amount for each slice.",
      "SliceDirection": "Direction in degrees for slice displacement, using geometric coordinates: 0° points right on the x-axis and angles increase counterclockwise.",
      "SlicePixelation": "Adds blocky pixel stepping to slices. 0 = smooth.",
      "SliceShardAngle": "Adds angular shard-like shearing to slices. 0 = none.",
      "SliceRedX": "Red channel X offset (chromatic split).",
      "SliceRedY": "Red channel Y offset (chromatic split).",
      "SliceGreenX": "Green channel X offset (chromatic split).",
      "SliceGreenY": "Green channel Y offset (chromatic split).",
      "SliceBlueX": "Blue channel X offset (chromatic split).",
      "SliceBlueY": "Blue channel Y offset (chromatic split).",
      "MatrixGlyphs": "Overlay Glyph pattern.",
      "GlyphDirection": "Direction in degrees for glyph motion, using geometric coordinates: 0° points right on the x-axis and angles increase counterclockwise.",
      "MatrixDirection": "Direction (degrees) the Glyph field is oriented.",
      "GlyphColor": "Tint color for glyphs. Toggle Apply off to use the rainbow mode instead.",
      "GlyphIntensity": "Brightness of the glyph overlay. 0 disables glyph visibility; 1 = maximum configured brightness.",
      "GlyphCellSize": "Size of each glyph cell in pixels.",
      "GlyphMoveSpeed": "Speed of Glyph motion simulation. 0 disables movement; 1 = maximum configured Glyph motion speed.",
      "GlyphDensity": "How many glyph columns are active. 0 = none; 1 = all columns.",
      "GlyphSlicePct": "If slices are enabled, how much of the slice region gets glyphs.",
      "GlyphFlickerSpeed": "How fast glyphs blink. 0 disables flicker.",
      "FishType": {
        "Name": "Choose which fish variant to spawn."
      },
      "RotationStrength": "How strongly particles rotate as they move. 0 = no rotation; 1 = maximum configured rotation.",
      "Trail": "Trail intensity/length behind particle sprites. Higher = longer/stronger trails.",
      "LateralMovement": "Adds smooth side-to-side drifting to particle movement. Higher = more lateral drift.",
      "TokenAvoidance": "Move creature particles away from visible tokens while those tokens are moving.",
      "TokenAvoidanceDispositions": "Select which token dispositions repel these particles.",
      "TokenAvoidanceAtRest": "Also move creature particles away from stationary visible tokens.",
      "TokenAvoidanceRadius": "Sets the avoidance radius as a multiplier of the token footprint. 1 is approximately the token's size; values above 1 extend the avoidance area up to 3x.",
      "TokenAvoidanceStrength": "Controls how forcefully creature particles move away from avoided tokens.",
      "SoundFxEnabled": "Enable Sound FX rule matching for this effect.",
      "AudioAware": "React to audio peaks. Useful for sounds such as thunder; applies to any bass-heavy audio on the selected channels.",
      "AudioChannels": "Which audio channels to react to.",
      "AudioBassThreshold": "Bass level required to trigger Audio Aware reactions. Higher = less sensitive.",
      "TopDown": "Play effect in top-down mode",
      "Jitter": "How jagged the bolt path is. Higher values create more chaotic arcs and branching.",
      "DirectionalMovement": "Play effect in specific direction",
      "Spread": "Determine spread offset from direction in degrees",
      "LightningMode": "Choose how bolts are generated: Horizontal streaks, Top Down strikes, or a mix of both.",
      "BoltFrequency": "How often a bolt spawns on average. Higher values produce more frequent bolts.",
      "BoltLength": "Controls the overall bolt length. 1 = maximum configured length. In Top Down mode this sets the foreshortened strike depth.",
      "Branchiness": "Controls how strongly the bolt branches. 0 = no branching; 1 = maximum configured branching.",
      "SyncFlash": "When enabled, Lightning Bolts will trigger flashes from the base Lightning filter and suppress its autonomous flashing so flashes occur only when bolts spawn.",
      "TopDownScale": "Scales the size of Top Down strikes. 1 = maximum configured size. Does not affect Horizontal bolts.",
      "TopDownBolts": "Maximum number of simultaneous Top Down strikes. In Variable Bolt Count mode, this is the maximum possible bolts per strike event.",
      "TopDownBoltsVariable": "If enabled, chooses a random number of Top Down bolts up to the maximum (biased toward lower counts). If disabled, always spawns exactly the maximum number.",
      "TriggerChance": "In Audio Aware mode, this controls how often audio triggers spawn a bolt. When Sync with Lightning Flash is enabled, this controls how often each flash also spawns a bolt.",
      "FrostStrength": "Controls how strongly the ice veil (frost) tints the scene. Higher = more frosty/opaque ice look.",
      "Depth": "Controls how much the under-ice layer contributes (movement/caustics). Higher = more visible depth beneath the ice.",
      "VeinStrength": "Darkens and adds subtle vein-like structure within the ice. 0 disables the veins.",
      "SheenStrength": "Strength of the sheen highlight layer. Higher values create brighter highlights.",
      "SheenTint": "Tint color for the sheen highlight layer.",
      "Highlight": "Strength of the highlight layer. Higher values create brighter highlights.",
      "HighlightTint": "Tint color for the highlight layer.",
      "ReflectionStrength": "Strength of the reflection-like sampling for glossy ice. Higher = stronger reflection.",
      "ReflectionDistance": "How far the reflection is sampled/offset. Higher = more pronounced reflection shift.",
      "ReflectionBlur": "Blur applied to the reflection sample. Higher = softer reflection.",
      "ReflectionFresnel": "Controls how view-angle dependent the reflection is. 1 = maximum configured edge weighting.",
      "WaterTint": "Tint color applied to the water layer or surface coloration.",
      "WaterStrength": "Strength of the animated under-ice water refraction and tint. Higher = more visible movement.",
      "WaterSpeed": "Speed of the under-ice water motion. 0 disables movement; 1 = maximum configured speed.",
      "Caustics": "Controls how sparse or widespread the sun-caustic filaments are. Lower = very fine, very sparse light lines; higher = broader, more frequent caustic coverage.",
      "CausticStrength": "How strongly the caustic lighting brightens the water surface. Higher = brighter, more obvious light-caustic streaks.",
      "CausticsTint": "Tint color applied to the caustic light contribution.",
      "Refraction": "Strength of refractive scene distortion. Higher values create more visible warping beneath the effect.",
      "Distortion": "Strength of scene distortion. Higher values create more visible warping.",
      "HeatDistortion": "Strength of heat shimmer distortion. Higher values create more visible scene warping around the fire.",
      "Reflection": "Strength of glossy sunlight and scene reflection on the water. Higher = more visible reflective sheen.",
      "Sparkle": "Adds a sunlight sheen and glinting highlight breakup similar to an icy surface sheen, but tuned for water. Higher = brighter, more natural sun-shimmer across the surface.",
      "FlowingWater": "Animate the water as a directional current instead of a mostly static surface shimmer.",
      "FollowRegionPath": "When enabled on a region-based Water effect, flow bends with the region shape and routes around curves and holes while still generally heading in the chosen direction.",
      "PathInfluence": "How strongly the flow hugs the region-derived path network instead of the raw direction. 0 = raw direction; 1 = maximum configured path-following.",
      "Waves": "Adds broad rolling swells to the water surface instead of choppy distortion. Can be combined with Flowing Water so the swells still travel downstream.",
      "WaveStrength": "Strength and height of the rolling swell motion. Higher = fuller, more obvious wave bulges.",
      "Turbulence": "Amount of irregular movement, breakup, and turbulent variation. Higher values create rougher motion.",
      "WindDistortionManual": "Distortion strength inside painted Manual Painting areas. Higher values create stronger local warping for objects such as trees or flags.",
      "WindTurbulenceManual": "Irregular movement inside painted Manual Painting areas. Higher values create rougher local motion.",
      "WindSwayStrength": "Strength of the slower directional bend inside painted Manual Painting areas. Higher values create larger tree, flag, or fabric motion.",
      "WindSwayFrequency": "Speed of the slower directional bend inside painted Manual Painting areas. Higher values create faster motion without adding high-frequency ripples.",
      "Gustiness": "Strength of gust variation. Higher values create stronger intermittent movement.",
      "FlowSpeed": "Speed of the directional water flow. 0 disables current motion; 1 = maximum configured current speed.",
      "FlowDirection": "Direction in degrees for flow, using geometric coordinates: 0° points right on the x-axis, 90° points up, and angles increase counterclockwise.",
      "FlowStrength": "How strongly the directional current influences the water motion. Higher = more pronounced downstream flow.",
      "StillWaterSpeed": "Animation speed for calm water when Flowing Water, Waves, and Vortex Water are disabled. 0 disables movement; 1 = maximum configured calm-water speed.",
      "WaveSpeed": "Speed of the wave motion. 0 disables wave travel; 1 = maximum configured wave speed.",
      "WaveDirection": "Direction in degrees for wave travel, using geometric coordinates: 0° points right on the x-axis, 90° points up, and angles increase counterclockwise.",
      "VortexWater": "Animate the water as a vortex centered within the region instead of directional flow.",
      "VortexSize": "Defines the radius of the fast inner vortex core. Higher values keep the high-speed center broader before rotation tapers outward.",
      "VortexSpeed": "Controls vortex rotation speed. 0 disables vortex motion; 1 uses the maximum configured swirl speed.",
      "VortexDirection": "Direction in degrees for vortex orientation, using geometric coordinates: 0° points right on the x-axis, 90° points up, and angles increase counterclockwise.",
      "VortexStrength": "Strength of the vortex deformation and swirl. Higher = stronger rotational pull.",
      "VortexClockwise": "Sets the vortex rotation direction. Enabled = clockwise; disabled = counterclockwise.",
      "Background": "Render a persistent settled-snow surface behind this effect. The surface follows the effect's stack placement, scene or Region mask, Levels selection, and below-token/tile settings.",
      "BackgroundMode": "Apply the settled-snow background immediately or let it fill procedurally over time.",
      "BackgroundDuration": "Seconds required for an accumulating background to reach full coverage.",
      "BackgroundOpacity": "Maximum opacity of the settled-snow background at full coverage.",
      "BackgroundFillVariation": "Controls how unevenly snow settles over time. Higher values create more distinct patches that spread and merge across the scene.",
      "BackgroundDriftStrength": "Controls the apparent difference between shallow snow and raised drifts. Drifts align loosely with the snow movement direction.",
      "BackgroundDriftScale": "Sets the broad size of snowdrifts in grid spaces. Larger values create wider, slower-changing banks.",
      "SnowstormBackgroundOpacity": "Maximum visual strength of the snow storm background. The snow storm background caps this normalized control at the equivalent of the previous 0.7 opacity.",
      "SnowstormBackgroundSweep": "Adds the broad wind-swept snow sheet to the snow storm background instead of tying it to the main snowflake density.",
      "SnowstormBackgroundSweepOpacity": "Controls how visible the wind-swept background snow sheet is.",
      "SnowstormBackgroundSweepScale": "Controls the size and spacing of the sweeping background snow bands.",
      "SnowstormBackgroundSweepSpeed": "Controls how quickly the sweeping background snow sheet moves.",
      "SnowstormBackgroundSweepStrength": "Controls how dense and contrasty the sweeping background snow sheet appears.",
      "BackgroundTrails": "Create visible background trails as tokens move through the surface. By default trails remain for the current canvas session; Refill Trails Over Time can gradually restore the background.",
      "BackgroundTrailRefill": "Gradually restores each token trail over the configured Trail Refill Time. Newer trail segments refill independently from older ones.",
      "BackgroundTrailWidth": "Sets trail width as a multiplier of the moving token's footprint. 1 is approximately the token's size.",
      "BackgroundTrailStrength": "Controls how much the background surface is displaced along token trails.",
      "BackgroundTrailElevationThreshold": "Tokens higher than this elevation above the effects ground level do not carve trails. Leave empty to let tokens at any elevation affect the background. In regions and V14 scene levels, the bottom elevation is used and empty/infinite bottoms are treated as 0. In V13, scene effects use elevation 0.",
      "LeafBackground": "Render a persistent field of settled leaves behind the falling effect. The field follows the same stack placement, scene or Region mask, Levels selection, and below-token/tile settings.",
      "LeafBackgroundMode": "Place the complete leaf field immediately or let individual leaves arrive in clustered patches over time.",
      "LeafBackgroundDuration": "Seconds required for the settled leaf field to reach its configured ground coverage.",
      "LeafBackgroundOpacity": "Maximum opacity of settled leaves at full coverage.",
      "LeafBackgroundCoverage": "Controls the number of settled leaves generated across the scene or Region.",
      "LeafBackgroundFillVariation": "Controls how strongly nearby leaves arrive together. Higher values create more obvious patches and piles that grow over time.",
      "LeafBackgroundPileStrength": "Controls how strongly leaves cluster into overlapping piles instead of distributing evenly.",
      "LeafBackgroundPileSize": "Sets the broad size of clustered leaf piles in grid spaces.",
      "LeafBackgroundLeafSize": "Controls the rendered size of particles resting on the ground independently of the falling particle scale.",
      "LeafBackgroundInteraction": "Allow visible token trails to push, spin, and briefly lift nearby settled leaves while moving through them. Displaced leaves settle in their new positions for the current canvas session.",
      "LeafBackgroundInteractionRadius": "Sets trail width as a multiplier of the moving token's footprint. 1 is approximately the token's size.",
      "LeafBackgroundInteractionStrength": "Controls how forcefully token trails push nearby leaves.",
      "LeafBackgroundInteractionSwirl": "Adds sideways flutter and spin to leaves disturbed by token trails.",
      "LeafBackgroundInteractionLiftChance": "Controls the chance that a trailed leaf briefly lifts above the ground before settling.",
      "LeafBackgroundInteractionSettleTime": "Approximate time trailed leaves remain active before friction brings them to rest.",
      "ScatterBackground": "Render a persistent field of settled particles behind the active effect. The field follows the same stack placement, scene or Region mask, Levels selection, and below-token/tile settings.",
      "ScatterBackgroundMode": "Place the complete scatter field immediately or let individual particles arrive in clustered patches over time.",
      "ScatterBackgroundDuration": "Seconds required for the settled particle field to reach its configured ground coverage.",
      "ScatterBackgroundOpacity": "Maximum opacity of settled particles at full coverage.",
      "ScatterBackgroundCoverage": "Controls the number of settled particles generated across the scene or Region.",
      "ScatterBackgroundFillVariation": "Controls how strongly nearby particles arrive together. Higher values create more obvious patches and piles that grow over time.",
      "ScatterBackgroundPileStrength": "Controls how strongly particles cluster into overlapping piles instead of distributing evenly.",
      "ScatterBackgroundPileSize": "Sets the broad size of clustered piles in grid spaces.",
      "ScatterBackgroundParticleSize": "Controls the rendered size of particles resting on the ground independently of the moving particle scale.",
      "ScatterBackgroundInteraction": "Allow visible token trails to push, spin, and briefly lift nearby settled particles while moving through them. Displaced particles settle in their new positions for the current canvas session.",
      "ScatterBackgroundInteractionRadius": "Sets trail width as a multiplier of the moving token's footprint. 1 is approximately the token's size.",
      "ScatterBackgroundInteractionStrength": "Controls how forcefully token trails push nearby particles.",
      "ScatterBackgroundInteractionSwirl": "Adds sideways flutter and spin to particles disturbed by token trails.",
      "ScatterBackgroundInteractionLiftChance": "Controls the chance that a trailed particle briefly lifts above the ground before settling.",
      "ScatterBackgroundInteractionSettleTime": "Approximate time trailed particles remain active before friction brings them to rest.",
      "BelowTiles": "Renders effects underneath tiles visually.",
      "DarknessActivationRange": "Only render this effect when the current scene darkness level falls within the selected range.",
      "BelowForeground": "Renders effects underneath the active foreground image visually.",
      "DarknessActivationMin": "Minimum scene darkness level required for this effect to render.",
      "DarknessActivationMax": "Maximum scene darkness level allowed for this effect to render.",
      "BlendMode": "How the adjusted color result blends with the sampled scene color.",
      "Levels": "Limit this scene effect to the selected scene levels. Leave it on All Levels to render everywhere.",
      "DarknessActivationEnabled": "Enable scene darkness gating for this effect. When disabled, the effect renders at all darkness levels.",
      "AuroraMode": "Side View draws horizontal curtains, Top Down draws winding overhead bands, and Horizon draws a top-edge pass-overhead curtain that dips toward the viewer and exits back through the top edge.",
      "AuroraPalette": "Preset color stops from a Northern Lights palette collection. Selecting a preset copies its defaults into the color inputs. Custom Colors loads and saves your personal custom palette.",
      "AuroraColorDepth": "Darkest/deepest color stop used for faint structure, shadow, and atmospheric depth.",
      "AuroraColorLower": "Lower curtain color used in dimmer folds and distant ribbons.",
      "AuroraColorCore": "Main aurora color used through the body of the ribbons.",
      "AuroraColorBright": "Bright edge color used for visible curtain edges and active ray structures.",
      "AuroraColorGlow": "Highest-energy glow color used for highlights and luminous crowns.",
      "AuroraCount": "Number of aurora ribbons or curtain sheets to draw. In Horizon mode, higher values create distinct top-anchored passes rather than simply widening one beam.",
      "AuroraRibbonWidth": "Controls the apparent width of each ribbon. 1 = maximum configured ribbon width.",
      "AuroraWaviness": "Controls natural path variation.",
      "AuroraSoftness": "Controls how diffused each ribbon edge is. Higher values create softer atmospheric glow.",
      "AuroraSideVerticalPosition": "Sets the average height of horizontal curtains in Side View mode.",
      "AuroraSideCurtainHeight": "Controls how far Side View curtains fall away from the main band.",
      "AuroraTopDownAngle": "Rotates the overhead aurora path.",
      "AuroraTopDownDepth": "Adds secondary glow and shadow to enhance depth.",
      "AuroraHorizonAngle": "Slants the pass-overhead path so the aurora crosses the scene at an angle.",
      "AuroraHorizonStartPosition": "Horizontal position of the small top-edge anchor where the aurora begins entering the scene.",
      "AuroraHorizonEndPosition": "Horizontal position of the small top-edge exit point where the aurora curves back out of the scene.",
      "AuroraHorizonDip": "How far the aurora dips down toward the viewer before curving back up to the top edge. Higher values make the overhead portion larger and closer.",
      "AuroraHorizonHazeStrength": "Controls the strength of the broad Horizon field veil between the main aurora ribbons. 1 = maximum configured haze strength.",
      "AuroraHorizonHazeHeight": "Controls how far the broad Horizon field veil extends down the scene. 1.0 reaches the full scene height; lower values keep haze closer to the aurora band.",
      "AuroraTopDownHazeStrength": "Controls the strength of the broad Top Down haze and between-band veil. 1 = maximum configured haze strength.",
      "AuroraMixedColors": "Slowly rotates the five selected aurora colors through the different color roles over time, creating gradual color-role shifts.",
      "FireInnerColor": "Optional tint for the brightest inner flame pixels. Disable Apply to use the effect's default inner flame color.",
      "FireOuterColor": "Optional tint for the darker outer flame pixels and glow. Disable Apply to use the effect's default outer flame color.",
      "FireSmokeColor": "Color used by top-down smoke haze and soot.",
      "FireHeight": "How much of the viewed area fills with the anchored fire base and projected upper flame volume. Lower values create smaller fire pockets; higher values create a broader continuous burn area.",
      "FireHeat": "Color temperature of the flame. Lower values keep the fire cooler/oranger; higher values push the center and Core Flame tint toward hotter white color.",
      "FireWind": "How strongly the upper flame volume, smoke, and heat shimmer sway side-to-side with air currents.",
      "FireSmoke": "Amount of top-down smoke haze generated by the Fire filter. 0 disables smoke.",
      "FireFlicker": "How strongly the fire brightness and shape pulse over time. Lower values are steadier; higher values create more visible flaring.",
      "FireSpeed": "Controls how quickly the Fire filter animation moves. Lower values create slower, heavier fire motion without changing density or scale.",
      "FireSpread": "How much of the viewed area fills with the anchored fire base and projected upper flame volume. 1 = maximum configured spread.",
      "GlowRadius": "Pixel radius for the optional particle glow filter. Higher values cost more GPU time.",
      "FireCoreColor": "Tint for the hottest center of each filtered fire area. The default is a warm white; choose a pale blue for a blue-hot core accent.",
      "ManualPlacement": "Uses this effect as a custom placement layer on the current Scene.",
      "PlacementActions": "Controls for placing, undoing, or clearing manually placed particles on the current Scene.",
      "ManualFloatRadius": "Maximum distance a manually placed ghost can drift from its placement point, in grid spaces.",
      "LightSource": "Creates and manages Foundry ambient light sources for manually placed fire particles on the current Scene.",
      "LightRadius": "Dim light radius for each manually placed fire, measured in grid spaces.",
      "LightBrightRadius": "Bright light radius for each manually placed fire, measured in grid spaces. This cannot exceed the dim light radius.",
      "LightColor": "Color used by the linked Foundry ambient light source.",
      "LightIntensity": "Color intensity and opacity of the linked Foundry ambient light source.",
      "LightFlicker": "Torch animation strength for the linked Foundry ambient light source. Set to 0 for a steady light.",
      "BurnTokens": "Applies a client-side token-shaped pulsing heat and smoke indicator to visible tokens that pass through this particle fire effect.",
      "BurnTokenDuration": "Seconds the visual burn remains after the token leaves the fire. Re-entering the fire refreshes this timer.",
      "BurnTokenRadius": "How close a token must be to a fire particle source or manual fire placement to trigger burning, measured in grid spaces.",
      "BurnTokenScale": "Coverage multiplier for the pulsing burn indicator. Heat stays clipped to the token artwork alpha; values above 0.5 allow ember and smoke detail to drift just beyond the token shape.",
      "BurnTokenOpacity": "Maximum opacity of the token-shaped pulsing burn indicator.",
      "BurnTokenIntensity": "Controls the amount of smoke, ember, and pulse detail blended into each burning token.",
      "BurnTokenTint": "Optional override color for the token burn pulse. Disable Apply to use the fire particle tint or the default orange heat color.",
      "Intensity": "Effect intensity. 0 = none when available; 1 = maximum configured intensity for this effect.",
      "SandBackground": "Render a persistent settled-sand surface behind the sandstorm. The surface follows the effect's stack placement, scene or Region mask, Levels selection, and below-token/tile settings.",
      "SandBackgroundMode": "Apply complete ground sand immediately or let deposits appear in small random areas, expand, and merge over time.",
      "SandBackgroundDuration": "Seconds required for accumulating sand to reach complete coverage.",
      "SandBackgroundOpacity": "Maximum opacity of the settled-sand surface at full coverage.",
      "SandBackgroundFillVariation": "Controls how unevenly sand deposits over time. Higher values produce more distinct accumulation patches before they merge.",
      "SandBackgroundDuneHeight": "Controls the apparent height difference between shallow sand and raised wind-built dunes.",
      "SandBackgroundDuneSize": "Sets the broad size of sand dunes in grid spaces. Larger values create wider banks and slower-changing elevation.",
      "SandBackgroundRipples": "Controls fine grit and speckled sand texture instead of long wind-line ripples. Higher values make the settled sand look rougher and more granular.",
      "SandBackgroundMigration": "Slowly moves and reshapes settled dunes after the surface reaches full coverage. The synchronized motion continues across clients and canvas reloads.",
      "SandBackgroundMigrationSpeed": "Approximate downwind travel in grid spaces per minute. Broad banks move more slowly than fine ridges so the surface reshapes instead of sliding as one texture.",
      "SandBackgroundTrails": "Let visible tokens press darker, lower trails into accumulated sand as they move.",
      "SandBackgroundTrailRefill": "Gradually restores each token trail over the configured Trail Refill Time. Newer trail segments refill independently.",
      "SandBackgroundTrailRefillDuration": "Seconds required for sand to refill each token trail after Refill Trails Over Time is enabled.",
      "SandBackgroundTrailWidth": "Sets trail width as a multiplier of the moving token's footprint.",
      "SandBackgroundTrailStrength": "Controls the depth and visibility of trails pressed into the sand.",
      "RainBackground": "Render a persistent wet-surface layer behind the rain effect. The layer follows the effect's stack placement, scene or Region mask, Levels selection, and below-token/tile settings.",
      "RainBackgroundMode": "Apply the complete wet-surface background immediately or let the wet coverage build over time.",
      "RainBackgroundDuration": "Seconds required for the rain background to reach full wet-surface coverage.",
      "RainBackgroundGroundMovementSpeed": "Controls how quickly the moving rain-water sheet travels across the wet ground background. Lower values make the ground water calmer; higher values make it run faster.",
      "RainBackgroundCoverage": "Controls how much of the scene or Region carries rain-wet ground, subtle depth shadowing, and moving rain-sheen background at full coverage.",
      "RainBackgroundFillVariation": "Controls how unevenly the wet-surface background fills in over time. Higher values create more varied arrival times and patch shapes before full coverage.",
      "RainBackgroundOpacity": "Maximum visual strength of the wet surface. Lower values preserve more of the original map while still showing rain-darkened depth and highlights.",
      "RainBackgroundReflectivity": "Controls the broad reflective wet-surface sheen that develops across the scene as rain accumulates.",
      "RainBackgroundShimmer": "Controls animated specular highlights across the wet surface. Set this to 0 for a calmer rain-darkened surface.",
      "RainBackgroundShimmerSpeed": "Controls how quickly local specular shimmer pulses across the wet surface. Lower values are nearly still; higher values create visibly faster sparkling highlights.",
      "RainBackgroundInteraction": "Create short-lived water splashes and wake highlights from visible token trails moving through the rain wet-surface background.",
      "RainBackgroundInteractionRadius": "Sets splash and wake trail width as a multiplier of the moving token's footprint. 1 is approximately the token's size.",
      "RainBackgroundInteractionStrength": "Controls how bright and forceful token-created water trails appear.",
      "RainBackgroundInteractionSettleTime": "Approximate time token-created splashes and wakes remain visible before fading back into the wet surface.",
      "WindPaintBrushSize": "Sets the radius of the Paint and Erase brushes in grid spaces.",
      "ManualPainting": "Restrict movement to painted areas while leaving the subtle visible wind sheen across the full Scene or Region.",
      "WindMovementPaint": "Restrict scene displacement to painted areas while leaving the subtle visible wind sheen across the full effect area.",
      "WindPaintControls": "Paint areas that should move, erase existing coverage, or clear the current Scene or Region mask.",
      "RainBackgroundPatchSize": "Sets the typical spacing and footprint of rain-depth patches in grid spaces. Smaller values create tighter, less connected shadowing; larger values create broader depth variation.",
      "RainBackgroundInteractionLiftChance": "Controls how often token-created rain-water trails throw small side splashes along the token footprint edges. Set this to 0 for wake highlights only.",
      "BackgroundInteractionElevationThreshold": "Tokens higher than this elevation above the effects ground level do not carve trails. Leave empty to let tokens at any elevation affect the background. In regions and V14 scene levels, the bottom elevation is used and empty/infinite bottoms are treated as 0. In V13, scene effects use elevation 0.",
      "SnowstormBackground": "Render a persistent settled-snow surface beneath the snow storm effect. The surface follows the same stack placement, scene or Region mask, Levels selection, and below-token/tile settings as the standard snow background.",
      "SnowstormBackgroundDuration": "Seconds required for snow storm accumulation to reach full coverage.",
      "BackgroundTrailRefillDuration": "Seconds required for the background to refill each token trail after Refill Trails Over Time is enabled.",
      "WaterTokenTrails": "Create temporary swimming-style ripples, side displacement, and a slight wake where visible tokens move through the Water filter.",
      "FogTokenTrails": "Moving visible tokens temporarily lower fog opacity along their path. The cleared area fades smoothly back to normal fog opacity.",
      "TokenTrailWidth": "Sets trail width as a multiplier of the moving token's footprint. 1 is approximately the token's size.",
      "FogTokenTrailStrength": "Controls how strongly moving tokens lower fog opacity along their recent path.",
      "FogTokenTrailSettleTime": "Seconds before cleared fog paths fill back in after token movement.",
      "SynchronizedDirection": "Use the active Wind or Duststorm direction for this effect.",
      "SynchronizedDirectionControlledBy": "Controlled by {source}.",
      "SynchronizedDirectionWaiting": "Controlled by Wind or Duststorm when one is active.",
      "DirectionRandomization": "Randomly shifts the effect direction over time. At 1, the direction can randomize anywhere around the full compass.",
      "DirectionChangeTime": "Average time in seconds between smooth random direction changes.",
      "DirectionRandomizationRadius": "Maximum angle each random direction change can move from the current direction. At 1, each change can use the full randomized direction range.",
      "BubbleTokenTrails": "Pop bubbles that moving tokens pass through.",
      "BubbleTokenTrailWidth": "Sets the bubble pop path width as a multiplier of the moving token's footprint.",
      "BubbleTokenTrailStrength": "Controls how strongly moving tokens pop nearby bubbles and how visible the pop spray appears.",
      "SoundFxManualSoundIds": "Select the sound entries used when the matching Sound FX rule uses Manual multi-sound mode.",
      "LeafBackgroundInteractionSettleImpact": "Controls how strongly disturbed leaves bounce when they settle back onto the ground.",
      "ScatterBackgroundInteractionSettleImpact": "Controls how strongly disturbed particles bounce when they settle back onto the ground.",
      "LeafTurbulence": "Adds small independent changes to leaf travel direction.",
      "LeafGustiness": "Adds shared wind pulses that vary leaf travel speed.",
      "DepthVariation": "Correlates leaf size, opacity, and speed to create subtle foreground and background depth.",
      "LeafLiveliness": "Adds subtle per-leaf flex and shape variation without changing the selected texture.",
      "SpawnMode": "Chooses whether leaves spawn across the view, along the top edge, or along the edge facing into the selected wind direction.",
      "LeafRipple": "Adds smooth per-leaf flex, edge tilt, and light variation so leaf textures appear less flat.",
      "LeafEdgeDefinition": "Darkens and slightly extends leaf edges for a more distinct stylized silhouette. Set to 0 to disable the effect.",
      "LeafEdgeWidth": "Controls the width of the leaf edge treatment in screen pixels."
    },
    "Particles": {
      "Groups": {
        "Other": "Other",
        "Animals": "Animals",
        "Weather": "Weather",
        "Ambient": "Ambient"
      },
      "Effects": {
        "Bats": "Bats",
        "Birds": "Birds",
        "Bubbles": "Bubbles",
        "Clouds": "Clouds",
        "Crows": "Crows",
        "Eagles": "Eagles",
        "Embers": "Embers",
        "Fog": "Fog",
        "Hail": "Hail",
        "AutumnLeaves": "Autumn Leaves",
        "SummerLeaves": "Summer Leaves",
        "Rain": "Rain",
        "Rats": "Rats",
        "Snow": "Snow",
        "Snowstorm": "Snowstorm",
        "Spiders": "Spiders",
        "Stars": "Stars",
        "SakuraBlossoms": "Sakura Blossoms",
        "SakuraBloom": "Sakura Bloom",
        "Fireflies": "Fireflies",
        "MagicCrystals": "Magic Crystals",
        "Ghosts": "Ghosts",
        "Sandstorm": "Sandstorm",
        "Fish": "Fish",
        "BatsWeatherEffectsConfig": "Bats (FXMaster)",
        "BirdsWeatherEffectsConfig": "Birds (FXMaster)",
        "BubblesWeatherEffectsConfig": "Bubbles (FXMaster)",
        "CloudsWeatherEffectsConfig": "Clouds (FXMaster)",
        "CrowsWeatherEffectsConfig": "Crows (FXMaster)",
        "EaglesWeatherEffectsConfig": "Eagles (FXMaster)",
        "EmbersWeatherEffectsConfig": "Embers (FXMaster)",
        "FogWeatherEffectsConfig": "Fog (FXMaster)",
        "HailWeatherEffectsConfig": "Hail (FXMaster)",
        "AutumnLeavesWeatherEffectsConfig": "Autumn Leaves (FXMaster)",
        "SummerLeavesWeatherEffectsConfig": "Summer Leaves (FXMaster)",
        "RainWeatherEffectsConfig": "Rain (FXMaster)",
        "RatsWeatherEffectsConfig": "Rats (FXMaster)",
        "SnowWeatherEffectsConfig": "Snow (FXMaster)",
        "SnowstormWeatherEffectsConfig": "Snowstorm (FXMaster)",
        "SpidersWeatherEffectsConfig": "Spiders (FXMaster)",
        "StarsWeatherEffectsConfig": "Stars (FXMaster)",
        "SakuraBlossomsWeatherEffectsConfig": "Sakura Blossoms (FXMaster)",
        "SakuraBloomWeatherEffectsConfig": "Sakura Bloom (FXMaster)",
        "FirefliesWeatherEffectsConfig": "Fireflies (FXMaster)",
        "MagicCrystalsWeatherEffectsConfig": "Magic Crystals (FXMaster)",
        "GhostsWeatherEffectsConfig": "Ghosts (FXMaster)",
        "SandstormWeatherEffectsConfig": "Sandstorm (FXMaster)",
        "FishWeatherEffectsConfig": "Fish (FXMaster)",
        "FireParticles": "Fire",
        "Fire": "Fire",
        "WindWisps": "Wind Wisps",
        "FireWeatherEffectsConfig": "Fire (FXMaster)",
        "WindWispsWeatherEffectsConfig": "Wind Wisps (FXMaster)"
      },
      "SummerLeavesVariants": {
        "AspenLeaf": "Aspen Leaf",
        "BeechLeaf": "Beech Leaf",
        "BirchLeaf": "Birch Leaf",
        "DandelionFluff": "Dandelion Fluff",
        "DogwoodPetal": "Dogwood Petal",
        "ElmLeaf": "Elm Leaf",
        "HackberryLeaf": "Hackberry Leaf",
        "HorseChestnutLeaf": "Horse Chestnut Leaf",
        "LindenLeaf": "Linden Leaf",
        "MapleLeaf": "Maple Leaf",
        "OakLeaf": "Oak Leaf",
        "SweetgumLeaf": "Sweetgum Leaf",
        "SycamoreLeaf": "Sycamore Leaf",
        "WillowLeaf": "Willow Leaf"
      },
      "BirdsAnimations": {
        "Glide": "Glide",
        "Flap": "Flap",
        "Mixed": "Mixed"
      },
      "TypeErrors": {
        "TypeUnknown": "Particle effect '{id}' is of unknown type '{type}', skipping it.",
        "TypeNotFound": "No particle effect found for type: {type}"
      },
      "CustomParticles": {
        "ManagementHeader": "{name}'s Particle Effects",
        "NoCustomParticleEffects": "No custom particle effects have been created yet.",
        "AddEffect": "Add Effect",
        "ParticleNamePlaceholder": "My Custom Particle Name",
        "BaseEffect": "Base Effect",
        "Group": "Group",
        "Textures": "Textures",
        "TexturePathsPlaceholder": "Image paths separated by commas. File picker sequential select is supported. Recommended texture size is 50 KB or less for performance.",
        "Icon": "Icon",
        "IconPath": "Icon Path",
        "Name": "Custom Particle Name",
        "Save": "Save",
        "Cancel": "Cancel",
        "Edit": "Edit",
        "Delete": "Delete",
        "ControlTitle": "Manage User Particle Effects",
        "ManagementTitle": "User Particle Effects",
        "ConfigTitle": "Custom Particle Effect",
        "AmbientFloat": "Ambient Float",
        "DirectionalDrift": "Directional Drift",
        "RefreshBrowserTitle": "Refresh Browser",
        "RefreshBrowserContentNew": "Would you like to refresh your browser now? The {name} effect will not be available within the Region Particle Effects menu until a refresh occurs.",
        "RefreshBrowserContentUpdated": "Would you like to refresh your browser now? The {name} effect will not be updated within the Region Particle Effects menu until a refresh occurs. Issues may occur if the effect was modified to use different base effect types or texture paths.",
        "Tooltips": {
          "Name": "Name shown in the FXMaster particle list.",
          "BaseEffect": "Choose the motion style. Directional Drift moves particles in a primary direction. Ambient Float spawns particles randomly and lets them drift on-screen. Manual Placement creates placed sprite instances with optional light controls.",
          "Group": "Which FXMaster category this effect appears under (Weather, Ambient, or Animals).",
          "Textures": "One or more image paths, separated by commas. Multiple images become selectable sprite options for Manual Placement effects and are chosen at random for other base effects.",
          "Icon": "Icon image shown in the particle list.",
          "Sprites": "Choose which configured sprites can be used for manual placements. Empty selection uses all configured sprites."
        },
        "Errors": {
          "NameRequired": "Name is required.",
          "TexturesRequired": "You must choose at least one image for the particle texture.",
          "IconRequired": "You must choose an icon image for the custom effect.",
          "InvalidTexture": "Texture is not a supported image file: {path}",
          "InvalidIcon": "Icon is not a supported image file: {path}"
        },
        "Browse": "Browse",
        "ManualPlacement": "Manual Placement",
        "Sprites": "Sprites"
      },
      "PlaceParticles": "Place",
      "PlaceParticlesHint": "Toggle click-to-place for this effect when Manual Placement is enabled.",
      "DeletePlacedParticle": "Delete",
      "DeletePlacedParticleHint": "Toggle targeting mode to delete a manually placed particle for this effect.",
      "ClearPlacedParticles": "Clear",
      "ClearPlacedParticlesHint": "Clear manually placed particles for this effect on the current Scene.",
      "ParticlePlacementAdded": "Particle placed.",
      "ParticlePlacementCleared": "Placed particles cleared.",
      "ParticlePlacementEnabled": "Particle placement enabled. Click the canvas to add particles.",
      "ParticlePlacementDisabled": "Particle placement disabled.",
      "ParticlePlacementRequiresManual": "Enable this effect with Manual Placement before placing particles.",
      "UndoPlacedParticle": "Undo",
      "UndoPlacedParticleHint": "Remove the most recently placed particle for this effect on the current Scene."
    },
    "Filters": {
      "Effects": {
        "Bloom": "Bloom",
        "Color": "Color",
        "Fog": "Fog",
        "Lightning": "Lightning",
        "ScreenShake": "Screen Shake",
        "OldFilm": "Old Film",
        "Predator": "Predator",
        "Underwater": "Underwater",
        "Water": "Water",
        "Sunlight": "Sunlight",
        "Duststorm": "Duststorm",
        "Ice": "Ice",
        "Glitch": "Glitch",
        "LightningBolts": "Lightning Bolts",
        "AuroraBorealis": "Aurora Borealis",
        "Fire": "Fire",
        "Wind": "Wind"
      },
      "TypeErrors": {
        "TypeUnknown": "Filter effect '{id}' is of unknown type '{type}', skipping it.",
        "TypeNotFound": "No filter effect found for type: {type}"
      },
      "Paint": "Paint",
      "PaintHint": "Paint areas that should be affected by movement.",
      "Erase": "Erase",
      "EraseHint": "Erase existing painted coverage.",
      "Clear": "Clear",
      "ClearHint": "Clear painted coverage for the current Scene or Region.",
      "PaintWindMovement": "Paint Movement",
      "PaintWindMovementHint": "Paint scene areas that should bend and shift with the Wind filter.",
      "EraseWindMovement": "Erase Movement",
      "EraseWindMovementHint": "Erase portions of the painted Wind movement mask.",
      "ClearWindMovement": "Clear Painted Movement",
      "ClearWindMovementHint": "Remove all painted Wind movement from the current Scene.",
      "WindPaintRequiresManualPlacement": "Enable Manual Painting before using the brush.",
      "WindPaintCleared": "Paint cleared.",
      "WindPaintSaveFailed": "The paint mask could not be saved.",
      "WaterOptions": {
        "Title": "Water Options",
        "Name": "Water Options",
        "Configure": "Configure",
        "Hint": "Enable or disable optional Water shader features to reduce startup cost and complexity.",
        "Intro": "Disable optional Water shader features to use a lighter variant. Existing Water Scene and Region effects automatically disable features that are turned off here.",
        "Save": "Save",
        "Cancel": "Cancel",
        "Features": {
          "FollowRegionPathHint": "Enable Region path steering support for Water effects. Heavy impact on initial load time.",
          "CausticsHint": "Enable caustic lighting support for Water effects. Medium-heavy impact on initial load time.",
          "WavesHint": "Enable wave motion support for Water effects. Medium impact on initial load time.",
          "VortexHint": "Enable vortex motion support for Water effects. Low impact on initial load time.",
          "TokenTrailsLabel": "Token Trails",
          "TokenTrailsHint": "Enable token-driven wake trails for Water effects. Disabled by default. Heavy impact on initial load time."
        }
      }
    },
    "Regions": {
      "BehaviorNames": {
        "ParticleEffectRegionBehaviorName": "FXMaster: Particle Effects",
        "FilterEffectRegionBehaviorName": "FXMaster: Filter Effects",
        "SuppressSceneFiltersRegionBehaviorName": "FXMaster: Suppress Scene Filters",
        "SuppressSceneParticlesRegionBehaviorName": "FXMaster: Suppress Scene Particles",
        "SuppressSceneSoundsRegionBehaviorName": "FXMaster: Suppress Scene Sounds"
      },
      "ElevationVisibility": {
        "Label": "Elevation Constraints",
        "None": "None",
        "POV": "Tokens POV",
        "Targets": "Specific Tokens POV",
        "TokenTargets": "Token UUID",
        "AlwaysVisibleForGM": "Always Visible for GM"
      },
      "BehaviorHints": {
        "SuppressSceneSoundsRegionBehaviorHint": "Suppress scene-level FXMaster SoundFX for listeners inside this Region."
      }
    },
    "SoundFX": {
      "ControlTitle": "Manage Sound Effects",
      "ManagerTitle": "Sound Effects Manager",
      "AddRule": "Add Sound Rule",
      "DeleteRule": "Delete Rule",
      "AddSound": "Add Sound",
      "DeleteSound": "Delete Sound",
      "Effects": "Effects",
      "Mode": "Multi-Sound Mode",
      "ModeHint": "For multiple sounds, choose whether they play in parallel, sequence, randomly, or only from each effect's Manual selection.",
      "ModeParallel": "Parallel (all sounds play simultaneously)",
      "ModeSequential": "Sequential (one sound at a time, played in order of priority)",
      "ModeRandom": "Random (one sound at a time, selected randomly from the list)",
      "File": "Sound File",
      "FileHint": "Path to an audio file or Sequencer database entry for this sound.",
      "Browse": "Browse",
      "Level": "Level",
      "LevelHint": "Playback volume for this sound entry.",
      "DragPriority": "Drag to reorder rule priority",
      "NoRules": "No Sound Effects rules configured.",
      "NoSounds": "No sounds in this rule.",
      "V13Only": "Sound Effects requires Foundry VTT V13+.",
      "KindParticle": "Particle",
      "KindFilter": "Filter",
      "RuleConfigTitle": "Sound Rule",
      "EditRule": "Edit Rule",
      "DuplicateRule": "Duplicate Rule",
      "RuleCopyName": "{name} (Copy)",
      "ImportRules": "Import Rules",
      "ExportRules": "Export Rules",
      "ImportRulesConfirm": "Import {count} sound rules and replace all rules currently configured in this world? The imported state of built-in PSFX rules will be preserved, including disabled, modified, or removed defaults.",
      "ImportRulesComplete": "Imported {count} sound rules.",
      "ImportRulesFailed": "The selected SoundFX rules file could not be imported.",
      "ExportRulesComplete": "Exported {count} sound rules.",
      "ExportRulesFailed": "SoundFX rules could not be exported.",
      "Save": "Save",
      "Cancel": "Cancel",
      "Sounds": "Sounds",
      "FadeTime": "Fade Time",
      "FadeTimeHint": "Fade in/out time in milliseconds.",
      "EffectsHint": "Select one or more effects for this sound rule. Earlier enabled rules in the manager list take priority when multiple rules target the same effect.",
      "NoEffectsSelected": "No effects selected.",
      "PausePlaylists": "Pause Playlists",
      "PausePlaylistsHint": "When this rule is active in Scene or Viewer scope, pause any currently playing playlist tracks. Playback resumes when no matching rules with this option remain active.",
      "RegionSoundOptions": "Region Sound Options",
      "RegionRadius": "Region Radius",
      "RegionRadiusHintPct": "Region Radius is expressed as a percentage of each disconnected Regions component size (0-500%).",
      "RegionBoundsOnly": "Play within Region bounds",
      "RegionBoundsOnlyHint": "Limit region activation to the drawn Region bounds before radius or easing expansion.",
      "RegionEasing": "Use easing",
      "RegionEasingHint": "Fade volume across the configured Region padding instead of switching abruptly.",
      "RegionWalls": "Constrained by walls",
      "RegionWallsHint": "When enabled, wall and surface occlusion block sound.",
      "RegionMuffled": "Muffled by walls",
      "RegionMuffledHint": "When enabled, wall and surface occlusion muffle sound.",
      "MuffledEffect": "Muffled Effect",
      "MuffledEffectHint": "Audio effect used when a wall or surface occludes the sound.",
      "MuffledIntensity": "Muffled Effect Intensity",
      "MuffledIntensityHint": "How strongly the muffled effect is applied, from 1 to 10.",
      "MuffledEffectChoice": {
        "lowpass": "Lowpass Filter",
        "highpass": "Highpass Filter",
        "reverb": "Reverb"
      },
      "UnitMs": "ms",
      "UnitPercent": "%",
      "ConfigDescription": {
        "SceneWide": "Plays scene-wide while the selected effects are active.",
        "PointSource": "Each disconnected Region shape emits from its center with a radius of ~{pct}% of that shape's size.",
        "RegionOnly": "Audible only while a controlled Token is inside a matching Region.",
        "RegionPadding": "Full volume inside a matching Region, then fades out up to ~{pct}% beyond the boundary.",
        "SceneLevelNote": "Scene-level effects always play scene-wide."
      },
      "ConfigMode": {
        "Scene": "Scene",
        "RegionOnly": "Region Only",
        "RegionPadding": "Region + Padding",
        "RegionPointSource": "Region Point Source"
      },
      "Scope": {
        "Scene": "Scene",
        "Region": "Region",
        "Viewer": "Viewer"
      },
      "ActiveIn": "Active in: {scopes}",
      "ActiveInTooltip": "Locations where this rule is currently active.",
      "Priority": "Priority",
      "FilePlaceholder": "assets/sounds/... or Sequencer DB Path",
      "RuleName": "Rule Name",
      "RuleNameHint": "Optional display name used to identify this sound rule.",
      "RuleNamePlaceholder": "Optional name (for identification)",
      "Enabled": "Enabled",
      "Disabled": "Disabled",
      "UnnamedRule": "Unnamed Rule",
      "CurrentMode": "Current Mode: {mode}",
      "EnableRule": "Enable Rule",
      "DisableRule": "Disable Rule",
      "SuppressSceneSounds": {
        "Hint": "Suppress scene-level FXMaster SoundFX while the listener is inside this Region.",
        "Easing": "Enable easing",
        "EasingHint": "Gradually fade scene-level SoundFX as the listener moves from the Region edge toward its interior.",
        "Muffled": "Enable muffling",
        "MuffledHint": "Treat the Region boundary as a wall and apply the SoundFX rule's muffled audio effect instead of fully muting scene-level SoundFX.",
        "FIELDS": {
          "easing": {
            "label": "Enable easing",
            "hint": "Gradually fade scene-level SoundFX as the listener moves from the Region edge toward its interior."
          },
          "muffled": {
            "label": "Enable muffling",
            "hint": "Treat the Region boundary as a wall and apply the SoundFX rule's muffled audio effect instead of fully muting scene-level SoundFX."
          },
          "muffledEffect": {
            "label": "Muffled effect",
            "hint": "Audio effect applied when muffling is active."
          },
          "muffledIntensity": {
            "label": "Muffled intensity",
            "hint": "Strength of the muffled audio effect."
          }
        }
      },
      "ModeManual": "Manual (selected sounds only)",
      "ResetPsfxDefaultRules": "Reset PSFX Rules to Default",
      "ResetPsfxDefaultRulesHint": "Restore the built-in PSFX ambience sound rules while preserving custom rules.",
      "ResetPsfxDefaultRulesConfirm": "Reset the built-in PSFX ambience rules to their default enabled state? Custom rules will be preserved.",
      "PrioritySuppressedBy": "{rule} takes priority for {effects}.",
      "RuleType": "Rule Type",
      "RuleTypeHint": "Select continuous environmental audio or token-origin movement audio.",
      "SceneScope": "Scenes",
      "SceneScopeHint": "Limit this rule to selected Scenes. Leave empty to allow all Scenes.",
      "RuleTypeEnvironmental": "Environmental",
      "RuleTypeEnvironmentalHint": "Environmental rules play while matching Scene, Viewer, or Region effects remain active.",
      "RuleTypeTokenMovement": "Token Movement",
      "RuleTypeTokenMovementHint": "Token Movement rules play one-shot sounds from moving tokens while matching Scene or Region effects are active.",
      "TokenMovementOptions": "Token Movement Options",
      "TokenMovement": "Token Movement",
      "TokenMovementHint": "Token Movement rules play one-shot sounds from moving tokens while matching Scene or Region effects are active.",
      "TokenMovementDelay": "Movement Delay",
      "TokenMovementDelayHint": "Random delay range between movement sound triggers for each token.",
      "TokenMovementDelayMin": "Min",
      "TokenMovementDelayMax": "Max",
      "TokenElevationThreshold": "Token Elevation Threshold",
      "TokenElevationThresholdHint": "Maximum token elevation above the effect ground level that can trigger Token Movement sounds. Leave empty to allow tokens at any elevation.",
      "TokenRadius": "Token Radius",
      "TokenRadiusHint": "Maximum distance, in scene units, that a token movement sound can be heard.",
      "TokenRadiusEasing": "Use easing",
      "TokenRadiusEasingHint": "Fade token movement sound volume across the token radius instead of switching abruptly.",
      "TokenRadiusWalls": "Constrained by walls",
      "TokenRadiusWallsHint": "When enabled, wall and surface occlusion block token movement sounds.",
      "TokenRadiusMuffled": "Muffled by walls",
      "TokenRadiusMuffledHint": "When enabled, wall and surface occlusion muffle token movement sounds.",
      "UnitDistance": "scene units",
      "FileMissing": "File cannot be found"
    },
    "Layers": {
      "Title": "Manage Layers",
      "Order": "Order",
      "Effect": "Effect",
      "Source": "Source",
      "Owner": "Owner",
      "Actions": "Actions",
      "Action": "Action",
      "MoveUp": "Move up",
      "MoveDown": "Move down",
      "ResetOrder": "Reset order",
      "Empty": "No enabled FXMaster stack rows were found.",
      "KindParticle": "Particle",
      "KindFilter": "Filter",
      "SourceScene": "Scene",
      "SourceApi": "API",
      "SourceApiPreset": "API - Preset",
      "SourceApiMacro": "API - Macro",
      "SourceRegion": "Region",
      "ScopeRegion": "Region",
      "Level": "Level",
      "KindSuppression": "Suppression",
      "SuppressSceneParticles": "Suppress Scene Particles",
      "SuppressSceneFilters": "Suppress Scene Filters",
      "SuppressWeather": "Suppress Weather",
      "SuppressionMeta": "Scene suppression operator",
      "KindGrid": "Grid",
      "FoundryGrid": "Foundry Grid"
    },
    "RenderOrder": {
      "BelowTiles": "Below Tiles"
    },
    "BlendModes": {
      "Normal": "Normal",
      "Multiply": "Multiply",
      "Screen": "Screen",
      "Overlay": "Overlay",
      "SoftLight": "Soft Light",
      "HardLight": "Hard Light",
      "ColorDodge": "Color Dodge",
      "ColorBurn": "Color Burn",
      "Darken": "Darken",
      "Lighten": "Lighten",
      "Difference": "Difference",
      "Exclusion": "Exclusion"
    },
    "Tile": {
      "RestrictsParticles": "FXMaster: Restricts Particles",
      "RestrictsParticlesHint": "When enabled, this overhead tile hides FXMaster particles beneath it. Restricts Weather affects both Particles and Filters.",
      "RestrictsFilters": "FXMaster: Restricts Filters",
      "RestrictsFiltersHint": "When enabled, this overhead tile hides FXMaster filters beneath it. Restricts Weather affects both Particles and Filters."
    },
    "Settings": {
      "TooltipDirection": "Tooltip Direction",
      "TooltipDirectionHint": "Choose where FXMaster parameter tooltips appear when hovering labels or controls.",
      "TooltipDirectionChoices": {
        "Top": "Top",
        "Bottom": "Bottom",
        "Left": "Left",
        "Right": "Right"
      },
      "EnableLogger": "Enable FXMaster Debugging",
      "EnableLoggerHint": "Write FXMaster debugging, warning, and error messages to the browser console.",
      "PatreonSupportHint": "If you'd like to support me, Gambit! Subscribing helps support development of this and my other free modules, and also gets you access to my premium modules Gambit's FXMaster+, Gambit's Asset Previewer, and Gambit's Image Viewer!",
      "ApplyRegionBehaviorsToOverheadLevels": "Apply Region Behaviors to Overhead Levels",
      "ApplyRegionBehaviorsToOverheadLevelsHint": "When a Region is assigned to multiple Scene Levels, allow overhead Level overlays to display that Region's particle effects, filter effects, and scene suppression. 𝗧𝗵𝗶𝘀 𝗰𝗮𝗻 𝗵𝗮𝘃𝗲 𝗮 𝗹𝗮𝗿𝗴𝗲 𝗶𝗺𝗽𝗮𝗰𝘁 𝗼𝗻 𝗽𝗲𝗿𝗳𝗼𝗿𝗺𝗮𝗻𝗰𝗲 𝗼𝗻 𝗺𝘂𝗹𝘁𝗶-𝗹𝗲𝘃𝗲𝗹 𝘀𝗰𝗲𝗻𝗲𝘀, 𝘁𝗲𝘀𝘁 𝘁𝗵𝗼𝗿𝗼𝘂𝗴𝗵𝗹𝘆 𝗯𝗲𝗳𝗼𝗿𝗲 𝘂𝘀𝗶𝗻𝗴 𝗶𝗻 𝗮 𝗹𝗶𝘃𝗲 𝗴𝗮𝗺𝗲.",
      "CompositeGridInFxStack": "Include Foundry Grid in FX Stack",
      "CompositeGridInFxStackHint": "Render the normal Foundry grid lines into FXMaster's compositor input so scene particles and filters can appear over the grid. Grid highlights and controls remain above FXMaster.",
      "DisplayEffectsOverVision": "Display Effects Above Fog/Vision",
      "DisplayEffectsOverVisionHint": "Render FXMaster particles and filters above Foundry fog of war and token vision. Hidden scene artwork remains masked, but Below Tiles, Below Tokens, Restricts Weather, and suppression Regions can still create visible silhouettes or gaps in the effect over fog.",
      "PatreonSupportName": "Patreon Support",
      "PatreonSupportLabel": "Gambit's Lounge"
    },
    "Macro": {
      "Saved": "Macro '{name}' has been saved in the macro directory.",
      "UnknownParticleType": "Encountered unknown particle effect type '{type}' during macro creation. The effect was skipped.",
      "UnknownFilterType": "Encountered unknown filter effect type '{type}' during macro creation. The effect was skipped.",
      "ParticleEffectName": "Particle Effect: {label}",
      "FilterEffectName": "Filter Effect: {label}",
      "ParticleEffectsName": "Particle Effects",
      "FilterEffectsName": "Filter Effects",
      "ParticleAndFilterEffectsName": "Particle & Filter Effects",
      "NameDialogTitle": "Save Effects as Macro",
      "NameDialogHint": "Enter the name to use for the saved macro.",
      "NameLabel": "Macro Name",
      "ActionLabel": "Macro Action",
      "ActionPlay": "Play",
      "ActionToggle": "Toggle",
      "ActionHint": "Play creates a new API-effect instance. Toggle turns the saved effect group on or off.",
      "SkipFadingLabel": "Skip Fading",
      "SkipFadingHint": "Apply and remove these API effects immediately, without fade in or fade out.",
      "Save": "Save",
      "Cancel": "Cancel"
    },
    "API": {
      "PresetNotFound": "Preset '{name}' was not found.",
      "InvalidColor": "Invalid color '{color}'. Expected a hex color like #RRGGBB.",
      "InvalidSpeedLevel": "Invalid speed level '{speed}'. Supported values: very-low, low, medium, high, very-high.",
      "InvalidDensityLevel": "Invalid density level '{density}'. Supported values: very-low, low, medium, high, very-high.",
      "PlusPresetInactive": "Preset '{name}' is an FXMaster+ preset, but FXMaster+ is not active. Some effects may not load."
    },
    "Info": {
      "ControlTitle": "FXMaster Tools Overview",
      "Title": "FXMaster Overview",
      "Heading": "What can FXMaster do?",
      "Intro": "FXMaster helps GMs add atmosphere to a Scene with animated particles, visual filters, region-based effects and effect suppression, layers, reusable macros, and more!",
      "PreviewHover": "Open example preview",
      "PreviewPlaceholder": "Add an example video or image URL in fxmaster-info.js for this preview.",
      "Sections": {
        "Particles": {
          "Title": "Particle Effects",
          "Text": "Add scene-wide ambience such as rain, snow, fog, clouds, embers, stars, birds, bats, spiders, and other weather or creature effects. Each effect comes with various parameters to customize the effect's look: density, scale, speed, tint, and more."
        },
        "Filters": {
          "Title": "Filter Effects",
          "Text": "Change the look of the Scene with visual treatments like color grading, bloom, fog, old film, underwater distortion, predator vision, or lightning. Each effect comes with a number of different parameters to customize the effect's look."
        },
        "Regions": {
          "Title": "Regions and Masking",
          "Text": "Use Region behaviors to place particles or filters only in specific areas, react to token enter or exit events, respect elevation, or suppress scene effects with softer edges. In V14, FXMaster region behaviors also support native Scene Level selections for even more flexible placement and layering options."
        },
        "PlacementLevels": {
          "Title": "Placement and Levels",
          "Text": "Placement options route Scene effects below tokens, below tiles, or below foreground coverage so particles and filters sit where you want. On Scenes using native Levels on V14, Scene-wide effects can also be limited to selected floors."
        },
        "Layers": {
          "Title": "Manage Layers",
          "Text": "Review enabled scene, region, and API-created effects in one stack, then move effects up or down to control how FXMaster effects render over one another."
        },
        "ApiEffects": {
          "Title": "Manage API Effects",
          "Text": "Inspect, edit, or remove effects that were added by macros, presets, or third-party integrations without digging through Scene flags."
        },
        "SoundEffects": {
          "Title": "Manage Sound Effects",
          "Text": "When FXMaster+ is active, create sound rules that play when matching particles or filters are activated with SoundFX on, these rules can apply to both scene-wide or region-specific effects. Regions have additional configuration flexibility including easing and wall blocking/muffling options."
        },
        "UserParticles": {
          "Title": "Manage User Particle Effects",
          "Text": "When FXMaster+ is active, define custom particle effects from your own images and icons using ambient float or directional drift motion styles."
        },
        "Macros": {
          "Title": "Save Particle and Filter Effects as Macro",
          "Text": "Save the current particle and filter setup as a reusable macro from the FXMaster controls. Helpful when quick playback or toggles are useful for recurring ambience. Macros can also stack the same effect multiple times for additional customization."
        },
        "Cleanup": {
          "Title": "Clear Scene Particle and Filter Effects",
          "Text": "The cleanup control clears all Scene-level Particle Effects and Filter Effects from the current Scene."
        },
        "Performance": {
          "Title": "Performance Tips",
          "Text": "Particle density can affect performance, especially on large Scenes. FXMaster leverages Foundry's Performance Mode setting to allow limiting density on a per-user basis: Low = 25% of current particle density, Medium = 50%, High = 75%, and Maximum = 100%."
        }
      },
      "FooterText": "For full setup notes, detailed Region behavior options, and developer API examples, read the",
      "FooterReadmeLink": "full README on GitHub",
      "Actions": {
        "OpenParticleEffects": "Open Particle Effects",
        "OpenFilterEffects": "Open Filter Effects",
        "OpenRegionControls": "Open Region Controls",
        "OpenLayers": "Open Layers Manager",
        "OpenApiEffects": "Open API Manager",
        "OpenSoundEffects": "Open Sound Effects Manager",
        "OpenUserParticleEffects": "Open User Particle Effects Manager"
      },
      "Errors": {
        "PlusRequired": "FXMaster Plus must be installed and active in this world to open this manager.",
        "ImagePopoutUnavailable": "The preview cannot be opened because the image viewer is unavailable.",
        "PreviewMediaOpenFailed": "The preview media could not be opened.",
        "PreviewLinkOpenFailed": "The preview link could not be opened."
      }
    },
    "ScreenShake": {
      "Axis": {
        "Both": "Both",
        "Horizontal": "Horizontal",
        "Vertical": "Vertical"
      }
    }
  }
}
