Added modular description system (limited scope to 170 fully automateable items)
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-- This file contains text elements that are used for the modular description system.
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local languageCode = "en_us"
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EID.descriptions[languageCode].AdditionalInformations = {}
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---------- Modular Descriptions ----------
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-- Table containing basic sentences and templates used to generate basic descriptions
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EID.descriptions[languageCode].ModularDescriptions = {
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-- Player Stats
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TearsMultiplier = "{value} Tears multiplier",
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Tears = "{value} Tears",
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TearHeight = "{value} Tear Height",
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TearSizeMultiplier = "{value} Tear size",
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TearSize = "{value} Tear size",
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TearDelayMultiplier = "{value} Tear Delay multiplier",
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TearDelay = "{value} Tear Delay",
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FireRateMultiplier = "{value} Fire rate multiplier",
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FireRate = "{value} Fire rate",
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DamageMultiplier = "{value} Damage multiplier",
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Damage = "{value} Damage",
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DamageTemp = "{value} Damage (temporary)", -- For Temp Binge Eater buffs
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BombDamage = "{value} Bomb Damage",
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Speed = "{value} Speed",
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RangeMultiplier = "{value} Range multiplier",
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Range = "{value} Range",
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Luck = "{value} Luck",
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ShotSpeedMultiplier = "{value} Shot speed multiplier",
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ShotSpeed = "{value} Shot speed",
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Life = "{value} Life",
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SizeUp = "Size up",
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SizeDown = "Size down",
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Flight = "Flight",
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Invincibility = "Invincibility",
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RandomStatUp = "↑ Increases {value} random stat{pluralize}",
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RandomStatDown = "↓ Decreases {value} random stat{pluralize}",
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-- Health related
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RedHeart = "{value} Health",
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SoulHeart = "{value} Soul Heart{pluralize}",
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BlackHeart = "{value} Black Heart{pluralize}",
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BoneHeart = "{value} Bone Heart{pluralize}",
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EternalHeart = "{value} Eternal Heart{pluralize}",
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GoldenHeart = "{value} Golden Heart{pluralize}",
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RottenHeart = "{value} Rotten Heart{pluralize}",
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BrokenHeart = "{value} Broken Heart{pluralize}",
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EmptyHeart = "{value} Empty Heart container{pluralize}",
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FullHealth = "Full health",
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HealingRed = "Heals {value} heart{pluralize}",
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CoinHeart = "{value} Coin Heart{pluralize}",
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EmptyCoinHeart = "{value} Empty Coin Heart{pluralize}",
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HealingCoin = "Heals {value} coin{pluralize}",
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-- Room chances
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AngelDevilChance = "{value}% Devil/Angel Room chance",
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DevilChance = "{value}% Devil Room chance",
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AngelChance = "{value}% Angel Room chance",
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PlanetariumChance = "{value}% Planetarium chance",
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-- Pickups / Spawns
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Coin = "{value} Coin{pluralize}",
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Bomb = "{value} Bomb{pluralize}",
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Key = "{value} Key{pluralize}",
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CoinBombKey = "{value} {{Coin}} coin{pluralize}, {{Bomb}} bomb{pluralize} and {{Key}} key{pluralize}",
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-- Dynamic Spawns
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Spawns = {
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RandomPickup = "Spawns {value} random pickup{pluralize}",
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RandomTrinket = "Spawns {value} random trinket{pluralize}",
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RandomHeart = "Spawns {value} random heart{pluralize}",
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RedHeart = "Spawns {value} Red Heart{pluralize}",
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SoulHeart = "Spawns {value} Soul Heart{pluralize}",
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BlackHeart = "Spawns {value} Black Heart{pluralize}",
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BoneHeart = "Spawns {value} Bone Heart{pluralize}",
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Bomb = "Spawns {value} bomb{pluralize}",
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Key = "Spawns {value} key{pluralize}",
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Coin = "Spawns {value} coin{pluralize}",
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RandomCoin = "Spawns {value} random coin{pluralize}",
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Card = "Spawns {value} card{pluralize}",
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Pill = "Spawns {value} pill{pluralize}",
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Rune = "Spawns {value} rune{pluralize}",
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Battery = "Spawns {value} batter{pluralize_y}",
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BlueFly = "Spawns {value} blue fl{pluralize_y}",
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BlueSpider = "Spawns {value} blue spider{pluralize}",
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},
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-- Permanent Tear Effects
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TearEffect = {
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Homing = "Homing tears",
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Spectral = "Spectral tears",
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Piercing = "Piercing tears",
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Poison = "{{Poison}} Poison tears",
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},
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-- Familiars
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FlyOrbital = "{value} Fly orbital{pluralize}",
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Orbital = "Orbital",
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BlockProjectiles = "Blocks enemy projectiles",
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DamagePerTear = "Deals {value} damage per tear",
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DamagePerShot = "Deals {value} damage per shot",
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DamagePerSecond = "Deals {value} damage per second",
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ContactDamagePerSecond = "Deals {value} contact damage per second",
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MimicMovement = "Mimics Isaac's movement on a {value} second delay",
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-- Player
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CantShoot = "Isaac can't shoot",
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PlayerContactDamage = "Isaac deals {value} contact damage per second",
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DamageToAllEnemies = "Deals {value} damage to all enemies",
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-- Misc
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LeftEye = "Receive for left eye:",
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RightEye = "Receive for right eye:",
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RoomEffect = "{{Timer}} Receive for the room:",
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TimedEffect = "{{Timer}} Receive for {value} seconds:",
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OnUseEffect = "Upon use:",
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HeldEffect = "While held:",
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MaxLuck = "{{Luck}} Max.({max}%) at {value} luck",
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--MaxLuck = "{{Luck}} {max}% chance at {value} luck", -- old formatting
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SingleUseInfo = "{{Warning}} SINGLE USE {{Warning}}",
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NoEffect = "No effect",
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FullMapping = {
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BaseDesc = "{{Timer}} Full mapping effect for the floor {exception}",
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Exception = "(except {{SuperSecretRoom}} Super Secret Room)"
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}
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}
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