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 = "spa"
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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 = "Lágrimas {value}",
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Tears = "Lágrimas {value}",
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TearHeight = "Altura de lágrima {value}",
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TearSizeMultiplier = "Tamaño de lágrimas {value}",
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TearSize = "Tamaño de lágrimas {value}",
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TearDelayMultiplier = "Vel. de lágrimas {value}",
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TearDelay = "Vel. de lágrimas {value}",
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FireRateMultiplier = "Lágrimas {value}",
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FireRate = "Lágrimas {value}",
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DamageMultiplier = "Daño {value}",
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Damage = "Daño {value}",
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DamageTemp = "Daño {value} (temporal)", -- For Temp Binge Eater buffs
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BombDamage = "Daño de bomba {value}",
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Speed = "Velocidad {value}",
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RangeMultiplier = "Alcance {value}",
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Range = "Alcance {value}",
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Luck = "Suerte {value}",
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ShotSpeedMultiplier = "Vel. de Lágrimas {value}",
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ShotSpeed = "Vel. de Lágrimas {value}",
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Life = "{value} Vida{plural_s} extra",
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SizeUp = "Aumenta tu tamaño",
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SizeDown = "Reduce tu tamaño",
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Flight = "Permite volar",
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Invincibility = "Invencibilidad",
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RandomStatUp = "↑ Aumenta aleatoriamente {value} estadística{plural_s}",
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RandomStatDown = "↓ Reduce aleatoriamente {value} estadística{plural_s}",
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-- Health related
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RedHeart = "{value} Cora{plural_zon}",
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SoulHeart = "{value} Cora{plural_zon} de alma",
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BlackHeart = "{value} Cora{plural_zon} negro{plural_s}",
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BoneHeart = "{value} Cora{plural_zon} de hueso",
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EternalHeart = "{value} Cora{plural_zon} eterno{plural_s}",
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GoldenHeart = "{value} Cora{plural_zon} dorado{plural_s}",
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RottenHeart = "{value} Cora{plural_zon} podrido{plural_s}",
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BrokenHeart = "{value} Cora{plural_zon} roto{plural_s}",
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EmptyHeart = "{value} Contenedor{plural_es} de cora{plural_zon} vacío{plural_s}",
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FullHealth = "Salud al máximo",
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HealingRed = "Cura {value} cora{plural_zon}",
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-- Room chances
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AngelDevilChance = "{value}% de probabilidad de Sala del Diablo/Ángel",
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DevilChance = "{value}% de probabilidad de Sala del Diablo",
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AngelChance = "{value}% de probabilidad de Sala del Ángel",
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PlanetariumChance = "{value}% de probabilidad de Planetario",
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-- Pickups / Spawns
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Coin = "{value} Moneda{plural_s}",
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Bomb = "{value} Bomba{plural_s}",
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Key = "{value} Llave{plural_s}",
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CoinBombKey = "{value} {{Coin}} moneda{plural_s}, {{Bomb}} bomba{plural_s} y {{Key}} llave{plural_s}",
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-- Dynamic Spawns
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Spawns = {
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RandomPickup = "Genera {value} recolectable{plural_s} aleatorio{plural_s}",
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RandomTrinket = "Genera {value} trinket{plural_s} aleatorio{plural_s}",
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RandomHeart = "Genera {value} cora{plural_zon} aleatorio{plural_s}",
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RedHeart = "Genera {value} cora{plural_zon} rojo{plural_s}",
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SoulHeart = "Genera {value} cora{plural_zon} de alma",
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BlackHeart = "Genera {value} cora{plural_zon} negro{plural_s}",
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BoneHeart = "Genera {value} cora{plural_zon} de hueso",
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Bomb = "Genera {value} bomba{plural_s}",
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Key = "Genera {value} llave{plural_s}",
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Coin = "Genera {value} moneda{plural_s}",
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RandomCoin = "Genera {value} moneda{plural_s} aleatoria{plural_s}",
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Card = "Genera {value} carta{plural_s}",
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Pill = "Genera {value} píldora{plural_s}",
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Rune = "Genera {value} runa{plural_s}",
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Battery = "Genera {value} batería{plural_s}",
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BlueFly = "Genera {value} mosca{plural_s} azul{plural_es}",
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BlueSpider = "Genera {value} araña{plural_s} azul{plural_es}",
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},
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-- Permanent Tear Effects
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TearEffect = {
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Homing = "Lágrimas teledirigidas",
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Spectral = "Lágrimas espectrales",
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Piercing = "Lágrimas perforantes",
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Poison = "{{Poison}} Lágrimas venenosas",
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},
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-- Familiars
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FlyOrbital = "{value} mosca{plural_s} orbital{plural_es}",
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Orbital = "Orbital",
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BlockProjectiles = "Bloquea proyectiles enemigos",
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DamagePerTear = "Inflige {value} de daño por lágrima",
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DamagePerShot = "Inflige {value} de daño por disparo",
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DamagePerSecond = "Inflige {value} de daño por segundo",
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ContactDamagePerSecond = "Inflige {value} de daño por contacto por segundo",
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MimicMovement = "Sigue tus movimientos con {value} segundo{plural_s} de retraso",
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-- Player
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CantShoot = "No puedes disparar",
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PlayerContactDamage = "Infliges {value} de daño por contacto por segundo",
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DamageToAllEnemies = "Inflige {value} de daño a todos los enemigos",
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-- Misc
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LeftEye = "Otorga para el ojo izquierdo:",
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RightEye = "Otorga para el ojo derecho:",
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RoomEffect = "{{Timer}} Otorga durante la habitación:",
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TimedEffect = "{{Timer}} Otorga durante {value} segundo{plural_s}:",
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OnUseEffect = "Al usarlo:",
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HeldEffect = "Al tenerlo:",
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MaxLuck = "{{Luck}} Máx.({max}%) con {value} de suerte",
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--MaxLuck = "{max}% de probabilidad con {value} de suerte", -- old formatting
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SingleUseInfo = "{{Warning}} UN SOLO USO {{Warning}}",
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NoEffect = "Sin efecto",
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FullMapping = {
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BaseDesc = "{{Timer}} Revela el mapa completo del piso {exception}",
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Exception = "(excepto la Habitación {{SuperSecretRoom}} Super Secreta)"
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}
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}
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