Module:Items/List

From Coromon Wiki
Jump to navigation Jump to search

Documentation for this module may be created at Module:Items/List/doc

local items = {
ANCIENT_STONE = {
name = "Ancient Stone",
desc = "An old stone with engravings.",
},
BATTLE_TOKEN = {
name = "Battle Token",
desc = nil,
},
BEEHIVE = {
name = "Beehive",
desc = "A beehive which could attract unwanted attention.",
},
BLENDER = {
name = "Lux Kitchen",
desc = "Combine your [fruit.plural] to bake a medicinal cake.",
},
CAKE_APPLY_STATBOOST_ATTACK_1 = {
name = "[stat.attack.short] Cake (S)",
desc = "Increase [stat.attack] 1 stage for one battle.",
},
CAKE_APPLY_STATBOOST_ATTACK_2 = {
name = "[stat.attack.short] Cake (L)",
desc = "Increase [stat.attack] 2 stages for one battle.",
},
CAKE_APPLY_STATBOOST_ATTACK_AND_DEFENSE_1 = {
name = "Physical Cake",
desc = "Increase [stat.attack] and [stat.defense] stat by 1 stage.",
},
CAKE_APPLY_STATBOOST_DEFENSE_1 = {
name = "[stat.defense.short] Cake (S)",
desc = "Increase [stat.defense] 1 stage for one battle.",
},
CAKE_APPLY_STATBOOST_DEFENSE_2 = {
name = "[stat.defense.short] Cake (L)",
desc = "Increase [stat.defense] 2 stages for one battle.",
},
CAKE_APPLY_STATBOOST_SPECIALATTACK_1 = {
name = "[stat.specialAttack.short] Cake (S)",
desc = "Increase [stat.specialAttack] 1 stage for one battle.",
},
CAKE_APPLY_STATBOOST_SPECIALATTACK_2 = {
name = "[stat.specialAttack.short] Cake (L)",
desc = "Increase [stat.specialAttack] 2 stages for one battle.",
},
CAKE_APPLY_STATBOOST_SPECIALATTACK_AND_SPECIALDEFENSE_1 = {
name = "Special Cake",
desc = "Increase [stat.specialAttack] and [stat.specialDefense] stat by 1 stage.",
},
CAKE_APPLY_STATBOOST_SPECIALDEFENSE_1 = {
name = "[stat.specialDefense.short] Cake (S)",
desc = "Increase [stat.specialDefense] 1 stage for one battle.",
},
CAKE_APPLY_STATBOOST_SPECIALDEFENSE_2 = {
name = "[stat.specialDefense.short] Cake (L)",
desc = "Increase [stat.specialDefense] 2 stages for one battle.",
},
CAKE_APPLY_STATBOOST_SPEED_1 = {
name = "[stat.speed.short] Cake (S)",
desc = "Increase [stat.speed] 1 stage for one battle.",
},
CAKE_APPLY_STATBOOST_SPEED_2 = {
name = "[stat.speed.short] Cake (L)",
desc = "Increase [stat.speed] 2 stages for one battle.",
},
CAKE_CURE_CONDITION_BURN = {
name = "Iced Cake",
desc = "Cure a Coromon of its [condition.burn].",
},
CAKE_CURE_CONDITION_CURSE = {
name = "Lifted Cake",
desc = "Cure a Coromon of its [condition.curse].",
},
CAKE_CURE_CONDITION_FREEZE = {
name = "Spicy Cake",
desc = "Thaw out a Coromon, removing [condition.freeze].",
},
CAKE_CURE_CONDITION_HAZY = {
name = "Clear Cake",
desc = "Restore a Coromon's focus, removing its [condition.haziness].",
},
CAKE_CURE_CONDITION_POISON = {
name = "Detox Cake",
desc = "Remove [condition.poison] from a Coromon.",
},
CAKE_CURE_CONDITION_SHOCK = {
name = "Ground Cake",
desc = "Cure a Coromon of its [condition.shock].",
},
CAKE_CURE_CONDITION_SLEEP = {
name = "Cafi Cake",
desc = "Wake up a Coromon from its [condition.sleep].",
},
CAKE_CURE_CONDITION = {
name = "Cleanse Cake",
desc = "Cure a Coromon of any status problem.",
},
CAKE_LEVEL_UP = {
name = "Level Cake",
desc = "Increase the level of a Coromon by 1 full level.",
},
LEVEL_MATCHER = {
name = "Level Matcher",
desc = "Sets the level of a Coromon to the same level as your strongest Squad member.",
},
CAKE_RECOVER_ENERGY_1 = {
name = "[sp.noColor] Cake (S)",
sell = 75,
cost = 150,
desc = "Restore <color TEXT_SP>20</color> [sp]. Overcharges <color TEXT_SP>5</color> [sp] if applicable.",
},
CAKE_RECOVER_ENERGY_2 = {
name = "[sp.noColor] Cake (M)",
sell = 125,
cost = 250,
desc = "Restore <color TEXT_SP>25</color> [sp]. Overcharges <color TEXT_SP>10</color> [sp] if applicable.",
},
CAKE_RECOVER_ENERGY_3 = {
name = "[sp.noColor] Cake (L)",
sell = 200,
cost = 400,
desc = "Restore <color TEXT_SP>35</color> [sp]. Overcharges <color TEXT_SP>15</color> [sp] if applicable.",
},
CAKE_RECOVER_ENERGY_4 = {
name = "[sp.noColor] Cake (XL)",
sell = 400,
cost = 800,
desc = "Restore all [sp]. Overcharges <color TEXT_SP>15</color> [sp].",
},
CAKE_RECOVER_HEALTH_1 = {
name = "[hp.noColor] Cake (S)",
sell = 125,
cost = 250,
desc = "Restore <color TEXT_HP>20</color> [hp].",
},
CAKE_RECOVER_HEALTH_2 = {
name = "[hp.noColor] Cake (M)",
sell = 350,
cost = 700,
desc = "Restore <color TEXT_HP>50</color> [hp].",
},
CAKE_RECOVER_HEALTH_3 = {
name = "[hp.noColor] Cake (L)",
sell = 600,
cost = 1200,
desc = "Restore <color TEXT_HP>200</color> [hp].",
},
CAKE_RECOVER_HEALTH_4 = {
name = "[hp.noColor] Cake (XL)",
sell = 1250,
cost = 2500,
desc = "Restore all [hp].",
},
CAKE_RECOVER_HEALTH_AND_APPLY_STATBOOST_ATTACK_1 = {
name = "HP+Attack Cake",
sell = 2000,
cost = 4000,
desc = "Restore all [hp] and increase [stat.attack] stat by 1 stage.",
},
CAKE_RECOVER_HEALTH_AND_APPLY_STATBOOST_DEFENSE_1 = {
name = "HP+Defense Cake",
sell = 2000,
cost = 4000,
desc = "Restore all [hp] and increase [stat.defense] stat by 1 stage.",
},
CAKE_RECOVER_HEALTH_AND_APPLY_STATBOOST_SPECIALATTACK_1 = {
name = "HP+Sp.Atk. Cake",
sell = 2000,
cost = 4000,
desc = "Restore all [hp] and increase [stat.specialAttack] stat by 1 stage.",
},
CAKE_RECOVER_HEALTH_AND_APPLY_STATBOOST_SPECIALDEFENSE_1 = {
name = "HP+Sp.Def. Cake",
sell = 2000,
cost = 4000,
desc = "Restore all [hp] and increase [stat.specialDefense] stat by 1 stage.",
},
CAKE_RECOVER_HEALTH_AND_ENERGY_1 = {
name = "Combi Cake (S)",
sell = 275,
cost = 550,
desc = "Restore <color TEXT_HP>15</color> [hp] and <color TEXT_SP>15</color> [sp]. Overcharges <color TEXT_SP>5</color> [sp] if applicable.",
},
CAKE_RECOVER_HEALTH_AND_ENERGY_2 = {
name = "Combi Cake (M)",
sell = 600,
cost = 1200,
desc = "Restore <color TEXT_HP>40</color> [hp] and <color TEXT_SP>20</color> [sp]. Overcharges <color TEXT_SP>10</color> [sp] if applicable.",
},
CAKE_RECOVER_HEALTH_AND_ENERGY_3 = {
name = "Combi Cake (L)",
sell = 1000,
cost = 2000,
desc = "Restore <color TEXT_HP>150</color> [hp] and <color TEXT_SP>25</color> [sp]. Overcharges <color TEXT_SP>15</color> [sp] if applicable.",
},
CAKE_RECOVER_HEALTH_AND_ENERGY_4 = {
name = "Combi Cake (XL)",
sell = 2000,
cost = 4000,
desc = "Restore all [hp] and [sp]. Overcharges <color TEXT_SP>15</color> [sp].",
},
CARROT = {
name = "Carrot",
sell = 1,
desc = "A carrot.",
},
CLOTHING_KING = {
name = "Royal cloak",
desc = nil,
},
CLOTHING_LAB = {
name = "Lab coat",
desc = nil,
},
CLOTHING_TOWEL_HIGH = {
name = "High towel",
desc = nil,
},
CLOTHING_TOWEL_LOW = {
name = "Low towel",
desc = nil,
},
CORE_STONE = {
name = "Core Stone",
desc = "A mysterious artifact capable of unleashing unknown power.",
},
DATA_CHIP = {
name = "Data Chip",
desc = "This Gauntlet chip collects and stores all Coromon related actions you take.",
},
DEVOLVE_PILL = {
name = "Devolve Pill",
sell = 500,
desc = "Feed this to a Coromon to devolve it by 1 stage.",
},
DRILL_SHOVEL_GOLD = {
name = "Drill Shovel (G)",
desc = "A shovel with a large gem detection range.",
},
DRILL_SHOVEL_SILVER = {
name = "Drill Shovel (S)",
desc = "A shovel with a small gem detection range.",
},
ESCAPE_FLASH = {
name = "Escape Flash",
desc = "Blind Coromon with a bright flash to ensure a clean escape from a wild battle.",
},
ESSENCE_COLLECTOR_MODULE = {
name = "Essence Collector",
desc = "A Gauntlet module which can collect [titanEssence.singular].",
},
ESSENCE_LOCATOR = {
name = "Essence Locator",
desc = "A nifty device invented by [character electricTown_THOMAS] that can locate [titanEssence.singular].",
},
FRUIT_APPLY_STATBOOST_ATTACK = {
name = "Oki Fruit",
desc = "Increases the [stat.attack] of the Coromon when in danger.",
},
FRUIT_APPLY_STATBOOST_ATTACK_AND_SPECIALATTACK_ON_EFFECTIVE_HIT = {
name = "Zum Fruit",
desc = "Increase [stat.attack] and [stat.specialAttack] by 2 stages after getting hit by a very effective attack.",
},
FRUIT_APPLY_STATBOOST_DEFENSE = {
name = "Dip Fruit",
desc = "Increases the [stat.defense] of the Coromon when in danger.",
},
FRUIT_APPLY_STATBOOST_SPECIALATTACK = {
name = "Dally Fruit",
desc = "Increases the [stat.specialAttack] of the Coromon when in danger.",
},
FRUIT_APPLY_STATBOOST_SPECIALDEFENSE = {
name = "Liu Fruit",
desc = "Increases the [stat.specialDefense] of the Coromon when in danger.",
},
FRUIT_APPLY_STATBOOST_SPEED = {
name = "Hor Fruit",
desc = "Increases the [stat.speed] of the Coromon when in danger.",
},
FRUIT_APPLY_STATBOOST_SPEED_ON_EFFECTIVE_HIT = {
name = "Fari Fruit",
desc = "Increases [stat.speed] after getting hit by a very effective attack.",
},
FRUIT_CLAMP_FATAL_DAMAGE = {
name = "Cado Fruit",
sell = 500,
desc = "When the Coromon has full [hp], prevents [hp] from falling below 1.",
},
FRUIT_CURE_CONDITION = {
name = "Paya Fruit",
sell = 500,
desc = "Removes any condition immediately when applied.",
},
FRUIT_CURE_CONDITION_BURN = {
name = "Duria Fruit",
desc = "Removes the burn immediately when getting burned.",
},
FRUIT_CURE_CONDITION_CURSE = {
name = "Grapa Fruit",
desc = "Lifts the curse immediately when getting cursed.",
},
FRUIT_CURE_CONDITION_DROWSY = {
name = "Gao Fruit",
desc = "Wakes up immediately when falling asleep.",
},
FRUIT_CURE_CONDITION_FREEZE = {
name = "Crany Fruit",
desc = "Defrosts immediately when getting frozen.",
},
FRUIT_CURE_CONDITION_HAZY = {
name = "Jel Fruit",
desc = "Regain focus immediately when starting to feel [condition.hazy].",
},
FRUIT_CURE_CONDITION_POISON = {
name = "Fik Fruit",
desc = "Removes the poison immediately when getting poisoned.",
},
FRUIT_CURE_CONDITION_SHOCK = {
name = "Cuco Fruit",
desc = "Removes the shock immediately when getting shocked.",
},
FRUIT_DRONE= {
name = "Fruit Drone",
desc = "Retrieves all of the ripe Fruits in Velua with the press of a button!",
},
FRUIT_RECOVER_ENERGY = {
name = "Mull Fruit",
sell = 125,
desc = "Restores to <color TEXT_SP>75%</color> [sp] when nearing exhaustion.",
},
FRUIT_RECOVER_HEALTH = {
name = "Juba Fruit",
sell = 125,
desc = "Restores to <color TEXT_HP>50%</color> [hp] when in danger.",
},
FRUIT_RECOVER_HEALTH_RISK_CONDITION = {
name = "Canul Fruit",
sell = 125,
desc = "Restores to <color TEXT_HP>70%</color> [hp] when in danger, at the risk of getting a status ailment.",
},
FRUIT_REDUCE_CRITICAL = {
name = "Tama Fruit",
sell = 250,
desc = "Reduces damage taken when hit by a critical hit.",
},
FRUIT_REDUCE_EFFECTIVE = {
name = "Unip Fruit",
sell = 250,
desc = "Reduces damage taken when hit by a very effective attack.",
},
FRUIT_SKILL_POWER_BOOST_ELECTRIC = {
name = "Sur Fruit",
desc = "Increases Skill Power when using an [type.electric] attack.",
},
FRUIT_SKILL_POWER_BOOST_FIRE = {
name = "Chaik Fruit",
sell = 125,
desc = "Increases Skill Power when using a [type.fire] attack.",
},
FRUIT_SKILL_POWER_BOOST_GHOST = {
name = "Mais Fruit",
sell = 125,
desc = "Increases Skill Power when using a [type.ghost] attack.",
},
FRUIT_SKILL_POWER_BOOST_ICE = {
name = "Ras Fruit",
sell = 125,
desc = "Increases Skill Power when using an [type.ice] attack.",
},
FRUIT_SKILL_POWER_BOOST_NORMAL = {
name = "Pomo Fruit",
sell = 125,
desc = "Increases Skill Power when using a [type.normal] attack.",
},
FRUIT_SKILL_POWER_BOOST_SAND = {
name = "Pix Fruit",
sell = 125,
desc = "Increases Skill Power when using a [type.sand] attack.",
},
FRUIT_SKILL_POWER_BOOST_WATER = {
name = "Sopo Fruit",
sell = 125,
desc = "Increases Skill Power when using a [type.water] attack.",
},
FRUIT_SKIP_CHARGE = {
name = "Cham Fruit",
sell = 500,
desc = "Instantly fires a charge attack.",
},
FRUIT_XP_BOOST = {
name = "Ber Fruit",
sell = 500,
desc = "Increases [xp] gained when participating in a battle.",
},
GAUNTLET_DARK_RED = {
name = "Umbra [gauntlet]",
desc = nil,
},
GAUNTLET_LUXSOLIS_BLUE = {
name = "[gauntlet]",
desc = nil,
},
GAUNTLET_LUXSOLIS_GREEN = {
name = "[gauntlet]",
desc = nil,
},
GAUNTLET_LUXSOLIS_RED = {
name = "[gauntlet]",
desc = nil,
},
GEM_BLUE_1 = {
name = "Blue Gem (s)",
desc = "A small valuable gem.",
},
GEM_BLUE_2 = {
name = "Blue Gem (m)",
desc = "A valuable gem.",
},
GEM_BLUE_3 = {
name = "Blue Gem (l)",
desc = "A large valuable gem.",
},
GEM_GREEN_1 = {
name = "Green Gem (s)",
desc = "A small valuable gem.",
},
GEM_GREEN_2 = {
name = "Green Gem (m)",
desc = "A valuable gem.",
},
GEM_GREEN_3 = {
name = "Green Gem (l)",
desc = "A large valuable gem.",
},
GEM_PYRAMID_BLUE = {
name = "Blue Gem",
desc = nil,
},
GEM_PYRAMID_GREEN = {
name = "Green Gem",
desc = nil,
},
GEM_PYRAMID_MAGENTA = {
name = "Magenta Gem",
desc = nil,
},
GEM_PYRAMID_ORANGE = {
name = "Orange Gem",
desc = nil,
},
GEM_PYRAMID_PURPLE = {
name = "Purple Gem",
desc = nil,
},
GEM_PYRAMID_RED = {
name = "Red Gem",
desc = nil,
},
GEM_PYRAMID_TURQUOISE = {
name = "Turquoise Gem",
desc = nil,
},
GEM_PYRAMID_YELLOW = {
name = "Yellow Gem",
desc = nil,
},
GEM_RED_1 = {
name = "Red Gem (s)",
desc = "A small valuable gem.",
},
GEM_RED_2 = {
name = "Red Gem (m)",
desc = "A valuable gem.",
},
GEM_RED_3 = {
name = "Red Gem (l)",
desc = "A large valuable gem.",
},
GOLD = {
name = "Gold",
desc = nil,
},
GOLDEN_BUST = {
name = "Golden Bust",
desc = "A valuable golden bust.",
},
HANDBOOK_CONDITIONS = {
name = "Condition handbook",
desc = "A handy handbook explaining all conditions",
},
HANDBOOK_COROMON = {
name = "Coromon handbook",
desc = "A travel journal: my journey across [region]",
},
HANDBOOK_DIFFICULTY = {
name = "Difficulty handbook",
desc = "We all have difficulties",
},
HANDBOOK_POTENTIAL = {
name = "Potential handbook",
desc = "Potential comes with experience",
},
HANDBOOK_SKILLS = {
name = "Skills handbook",
desc = "Skills, do you have them?",
},
HANDBOOK_STATS = {
name = "Stats handbook",
desc = "An in-depth analysis of Coromon stats",
},
HANDBOOK_TRAINERS = {
name = "Trainer handbook",
desc = "Of Coromon and trainers",
},
HANDBOOK_TRAITS = {
name = "Traits handbook",
desc = "What makes a Coromon unique: [trait.plural]",
},
HANDBOOK_WEATHER = {
name = "Weather handbook",
desc = "Weather the weather",
},
HEADGEAR_AMISH = {
name = "Amish hat",
desc = nil,
},
HEADGEAR_BANDANA = {
name = "Bandana",
desc = nil,
},
HEADGEAR_BEANIE = {
name = "Beanie",
desc = nil,
},
HEADGEAR_BOOK = {
name = "Bookworm",
desc = nil,
},
HEADGEAR_BOW_BIG = {
name = "Big bow",
desc = nil,
},
HEADGEAR_BOW_SMALL = {
name = "Small bow",
desc = nil,
},
HEADGEAR_BUBBLE = {
name = "Bubbles hair clip",
desc = nil,
},
HEADGEAR_BUNNY = {
name = "Bunny ears",
desc = nil,
},
HEADGEAR_CAP = {
name = "Cap",
desc = nil,
},
HEADGEAR_CAT = {
name = "[monster GHOST_CAT_1] ears",
desc = nil,
},
HEADGEAR_CHEF = {
name = "Chef's hat",
desc = nil,
},
HEADGEAR_CHINESE = {
name = "Farmer's hat",
desc = nil,
},
HEADGEAR_CLIP = {
name = "Hair clip",
desc = nil,
},
HEADGEAR_COWBOY = {
name = "Cowboy hat",
desc = nil,
},
HEADGEAR_CROWN_GOLD = {
name = "Golden crown",
desc = nil,
},
HEADGEAR_CROWN_SILVER = {
name = "Silver crown",
desc = nil,
},
HEADGEAR_DEMO_STAR = {
name = "Demo star",
desc = nil,
},
HEADGEAR_DOLPHIN = {
name = "Dolphin hat",
desc = nil,
},
HEADGEAR_FILLET_1 = {
name = "Fillet",
desc = nil,
},
HEADGEAR_FILLET_2 = {
name = "Fillet",
desc = nil,
},
HEADGEAR_FIRE_TURTLE_1 = {
name = "[monster FIRE_TURTLE_1] hat",
desc = nil,
},
HEADGEAR_FLOWER = {
name = "Flower",
desc = nil,
},
HEADGEAR_FROG = {
name = "Frog hat",
desc = nil,
},
HEADGEAR_GOGGLES = {
name = "Goggles",
desc = nil,
},
HEADGEAR_HAT_BACKWARDS = {
name = "Red hat",
desc = nil,
},
HEADGEAR_HAT_BOY = {
name = "Blue cap",
desc = nil,
},
HEADGEAR_HAT_GIRL = {
name = "Pink cap",
desc = nil,
},
HEADGEAR_HEADPHONES = {
name = "Headphones",
desc = nil,
},
HEADGEAR_HIGH_HAT = {
name = "Top hat",
desc = nil,
},
HEADGEAR_HOOD_1 = {
name = "Hood",
desc = nil,
},
HEADGEAR_ICE_BEAR_1 = {
name = "[monster ICE_BEAR_1] hat",
desc = nil,
},
HEADGEAR_KARATEBAND = {
name = "Sun band",
desc = nil,
},
HEADGEAR_LEAF = {
name = "Leaf",
desc = nil,
},
HEADGEAR_MAGNET = {
name = "Magnet Hat",
desc = nil,
},
HEADGEAR_PANDA = {
name = "Panda hat",
desc = nil,
},
HEADGEAR_PIRATESCARF = {
name = "Pirate scarf",
desc = nil,
},
HEADGEAR_PUMPKIN = {
name = "Pumpkin Hat",
desc = nil,
},
HEADGEAR_SKULL = {
name = "Skull mask",
desc = nil,
},
HEADGEAR_STAR = {
name = "Star clip",
desc = nil,
},
HEADGEAR_SUNHAT = {
name = "Sun hat",
desc = nil,
},
HEADGEAR_TENNISCAP = {
name = "Tennis cap",
desc = nil,
},
HEADGEAR_TROPHY_HAT_BRONZE = {
name = "Bronze Trophy",
desc = nil,
},
HEADGEAR_TROPHY_HAT_GOLD = {
name = "Golden Trophy",
desc = nil,
},
HEADGEAR_TROPHY_HAT_SILVER = {
name = "Silver Trophy",
desc = nil,
},
HEADGEAR_TURBAN = {
name = "Turban",
desc = nil,
},
HEADGEAR_VIKING = {
name = "Viking",
desc = nil,
},
HEADGEAR_WATER_SHARK_1 = {
name = "[monster WATER_SHARK_1] hat",
desc = nil,
},
HEADGEAR_WITCH = {
name = "Witch Hat",
desc = nil,
},
HEADGEAR_WORKER = {
name = "Worker helm",
desc = nil,
},
HOLD_BLOCK_ENTRY_HAZARD_EFFECT = {
name = "Brume Gem",
sell = 3000,
desc = "Prevents being affected by entry hazards.",
},
HOLD_BLOCK_WEATHER_EFFECT_EFFECT = {
name = "Nullifier Stone",
sell = 4000,
desc = "[traits.WEATHERPROOF.description]",
},
HOLD_REPEL_NOT_SAME_SPECIES = {
name = "Pheromone Disc",
sell = 2000,
desc = "Chance to repel wild Coromon not of the same species if held by your leading [squad] member.",
},
HOLD_DECREASE_HEALTH = {
name = "Fear Disc",
sell = 2000,
desc = "Can attract already hurt Coromon if held by your leading [squad] member.",
},
HOLD_EXTEND_WEATHER_RAIN = {
name = "Saphiro",
sell = 2000,
desc = "Summoned [weather.rain] lasts 3 rounds longer.",
},
HOLD_EXTEND_WEATHER_SANDSTORM = {
name = "Ambrio",
sell = 2000,
desc = "Summoned [weather.sandstorm] lasts 3 rounds longer.",
},
HOLD_EXTEND_WEATHER_SNOW = {
name = "Pearlio",
sell = 2000,
desc = "Summoned [weather.snow] lasts 3 rounds longer.",
},
HOLD_EXTEND_WEATHER_TWILIGHT = {
name = "Amethio",
sell = 2000,
desc = "Summoned [weather.twilight] lasts 3 rounds longer.",
},
HOLD_EXTRA_GOLD = {
name = "Gold Lump",
sell = 10,
desc = "Earn extra [currency.gold] after a battle.",
},
HOLD_EXTRA_XP = {
name = "Smart Gem",
sell = 10,
desc = "Earn extra [xp] after participating in a battle.",
},
HOLD_INCREASE_ATTACK_BUT_LOCK_SKILL = {
name = "Pista Stone",
desc = "The Coromon increases its [stat.attack] by 50% but can only use the first Skill it uses in each battle.",
},
HOLD_INCREASE_DEFENSE_BUT_DISABLE_STATUS_SKILLS = {
name = "Maca Stone",
sell = 2000,
desc = "The Coromon increases its [stat.defense] by 50% but can no longer use status skills.",
},
HOLD_INCREASE_SKILL_DAMAGE_AND_ENERGY_COST = {
name = "Overcharger Gem",
sell = 2000,
desc = "The Coromon deals 25% increased damage, but requires 5 more [sp] to use skills.",
},
HOLD_INCREASE_SPECIALATTACK_BUT_LOCK_SKILL = {
name = "Almo Stone",
desc = "The Coromon increases its [stat.specialAttack] by 50% but can only use the first Skill it uses in each battle.",
},
HOLD_INCREASE_SPECIALDEFENSE_BUT_DISABLE_STATUS_SKILLS = {
name = "Peca Stone",
sell = 2000,
desc = "The Coromon increases its [stat.specialDefense] by 50% but can no longer use status skills.",
},
HOLD_INCREASE_SPEED_BUT_LOCK_SKILL = {
name = "Acor Stone",
desc = "The Coromon increases its [stat.speed] by 50% but can no longer use status skills.",
},
HOLD_INCREASE_TRAIT_ENHANCEMENT_STAGE = {
name = "Enhancer Gem",
sell = 2000,
desc = "Enhance the [trait.singular] of the Coromon by 1 stage.",
},
HOLD_LAZY_XP = {
name = "Lazy Gem",
sell = 10,
desc = "Earn some [xp] when the holder did not participate in the battle.",
},
HOLD_LAZY_XP_PREMIUM = {
name = "Sloth Gem",
sell = 10,
desc = "Earn a lot of [xp] when the holder did not participate in the battle.",
},
HOLD_RECOVER_HEALTH = {
name = "Revitaliser Gem",
sell = 2000,
desc = "Restore some [hp] after each turn.",
},
HOLD_REDUCE_ENERGY_COST = {
name = "Energiser Gem",
sell = 2000,
desc = "Reduce the [sp] cost of your skills by <color TEXT_SP>1</color> point.",
},
HOLD_REFLECT_DAMAGE_ON_CONTACT = {
name = "Kiwano Rock",
sell = 3000,
desc = "All attackers making contact suffer from 15% recoil damage.",
},
HOLD_REPEL = {
name = "Stinky Disc",
sell = 2000,
desc = "Chance to repel wild Coromon if held by your leading [squad] member.",
},
LIBRARY_HANDBOOK = {
name = "Coromon Basics",
desc = "This book is basically Coromon for Dummies.",
},
LUX_GOLD_MAGNET = {
name = "Gold Magnet",
desc = "Earn more gold after a battle.",
},
LUX_KITCHEN = {
name = "Lux Kitchen",
desc = "Combine your Fruits to bake a medicinal cake.",
},
LUX_LURE = {
name = "LuxLure",
desc = "Lure a wild Coromon inhabiting the current area which you have not caught before.",
},
MESCHER_STONE = {
name = "Mescher Stone",
desc = "A whimsical stone.",
},
MONSTERREQUEST_1 = {
name = "[monster SAND_MOLE_2] I",
desc = "[character luxSolisTown_TIM] is looking for a [monster SAND_MOLE_2] with the [trait LUCKY] trait.",
},
OUTFIT_GUARD = {
name = "Guard",
desc = nil,
},
OUTFIT_ICE_COAT = {
name = "Warm Coat",
desc = nil,
},
OUTFIT_MONK = {
name = "Robes",
desc = nil,
},
OUTFIT_SANTA = {
name = "Santa Claus",
desc = nil,
},
OUTFIT_WALDO = {
name = "Stealth",
desc = nil,
},
PAMPHLET_GEMS = {
name = "Gem Pamphlet",
desc = "A pamphlet explaining the different gems found in [region].",
},
PAMPHLET_JOHN_CHALLENGE = {
name = "Challenge Pamphlet",
desc = "A pamphlet explaining the rules of a challenge.",
},
PAMPHLET_SHROOMS = {
name = "Shroom Pamphlet",
desc = "A pamphlet explaining the Scented Super Shrooms.",
},
PERFECTION_STONE = {
name = "Perfection Stone",
desc = "Upgrade any Coromon to [monsterPotentialCategory.C] Potential!",
},
POTENTIAL_STONE = {
name = "Potential Stone",
desc = "Upgrade any Coromon to [monsterPotentialCategory.B] Potential!",
},
PHONE = {
name = "Phone",
desc = "The latest model.",
},
POCKET_SNIPS = {
name = "Pocket Snips",
desc = "Snips specially designed to safely snip Scented Super Shrooms.",
},
POTENTIAL_READER = {
name = "Potential Reader",
desc = "Read the Potential of any Coromon outside of battle.",
},
POTENTIAL_READER_PREMIUM = {
name = "Battle Reader",
desc = "Read the potential of any Coromon in a battle.",
},
POWERTOWER_FUSE_BLUE = {
name = "Blue Fuse",
desc = nil,
},
POWERTOWER_FUSE_GREEN = {
name = "Green Fuse",
desc = nil,
},
POWERTOWER_FUSE_MAGENTA = {
name = "Magenta Fuse",
desc = nil,
},
POWERTOWER_FUSE_ORANGE = {
name = "Orange Fuse",
desc = nil,
},
POWERTOWER_FUSE_PURPLE = {
name = "Purple Fuse",
desc = nil,
},
POWERTOWER_FUSE_RED = {
name = "Red Fuse",
desc = nil,
},
POWERTOWER_FUSE_TURQUOISE = {
name = "Turquoise Fuse",
desc = nil,
},
POWERTOWER_FUSE_YELLOW = {
name = "Yellow Fuse",
desc = nil,
},
PURRGY_NIBBLE = {
name = "Purrgy Nibbles",
sell = 100,
cost = 400,
desc = "Extra nutritious food for your [monster GHOST_CAT_1].",
},
RECALL = {
name = "LuxRecall",
sell = 250,
cost = 500,
desc = "Recall to [map luxSolisTown].",
},
RECALL_PREMIUM = {
name = "LuxRecall Plus",
desc = "Recall to any [teleporter].",
},
RECALL_REMOTE_CONTROLLED = {
name = "LuxRecall RC",
desc = "Remote controlled [item RECALL].",
},
RECIPE_CAKE_RECOVER_ENERGY_1 = {
name = "Recipe II",
desc = nil,
},
RECIPE_CAKE_RECOVER_HEALTH_1 = {
name = "Recipe I",
desc = nil,
},
REVIVE_SHARD = {
name = "Phoenix Shard",
sell = 750,
cost = 1500,
desc = "Revive a Coromon and restore half of its [hp].",
},
REVIVE_STONE = {
name = "Phoenix Stone",
sell = 2000,
cost = 5000,
desc = "Revive a Coromon and fully restore its [hp].",
},
ROTTEN_APPLE = {
name = "Rotten Apple",
desc = "Rotten to the core!",
},
SCENT_ADD_POTENTIAL_ROLL = {
name = "Potent Scent",
sell = 1000,
cost = 2000,
desc = "Attracts Coromon with higher [monsterPotential] for 6 minutes.",
},
SCENT_APPLY_CONDITION_BURN = {
name = "Pepper Scent",
desc = "Has a chance to apply [condition.burn] on wild Coromon for 3 minutes.",
},
SCENT_APPLY_CONDITION_CURSE = {
name = "Doom Scent",
desc = "Has a chance to apply [condition.curse] on wild Coromon for 3 minutes.",
},
SCENT_APPLY_CONDITION_FREEZE = {
name = "Frigid Scent",
desc = "Has a chance to apply [condition.freeze] on wild Coromon for 3 minutes.",
},
SCENT_APPLY_CONDITION_HAZY = {
name = "Foggy Scent",
desc = "Has a chance to apply [condition.haziness] on wild Coromon for 3 minutes.",
},
SCENT_APPLY_CONDITION_POISON = {
name = "Toxic Scent",
desc = "Has a chance to apply [condition.poison] on wild Coromon for 3 minutes.",
},
SCENT_APPLY_CONDITION_SHOCK = {
name = "Charged Scent",
desc = "Has a chance to apply [condition.shock] on wild Coromon for 3 minutes.",
},
SCENT_APPLY_CONDITION_SLEEP = {
name = "Ether Scent",
desc = "Has a chance to apply [condition.sleep] on wild Coromon for 3 minutes.",
},
SCENT_DECREASE_HEALTH = {
name = "Fear Scent",
sell = 600,
cost = 1200,
desc = "Can attract Coromon which are already hurt for 3 minutes.",
},
SCENT_INCREASE_LEVEL = {
name = "Protein Scent",
sell = 400,
cost = 800,
desc = "Attracts Coromon with a higher level for 3 minutes.",
},
SCENT_RECIPE_BOOK = {
name = "Scent Recipe Book",
desc = "A book that holds recipes to craft Scents.",
},
SCENT_REPEL_LOWER_LEVEL = {
name = "Stinky Scent",
sell = 300,
cost = 600,
desc = "Repels Coromon weaker than your leading [squad] member for 3 minutes.",
},
GAUNTLET_COUPON = {
name = "Gauntlet Coupon",
desc = "This coupon entitles you to receive one (1) Gauntlet, and can be redeemed at the Lux Solis Campus reception.",
},
SHOP_COUPON_ICE_COAT = {
name = "Coupon Coat",
desc = "Get a warm coat for free at the [map iceTown] market.",
},
SHOP_COUPON_MOST_EXPENSIVE_5 = {
name = "Coupon 5 free",
desc = "A coupon to get the five most expensive items for free.",
},
SHOP_COUPON_PERCENT_25 = {
name = "Coupon 25%",
desc = "Get 25% of your total purchase back.",
},
SHOP_COUPON_PERCENT_50 = {
name = "Coupon 50%",
desc = "Get 50% of your total purchase back.",
},
SHOP_COUPON_PERCENT_75 = {
name = "Coupon 75%",
desc = "Get 75% of your total purchase back.",
},
SKILL_FLASH_AGILITY_TRAINING = {
name = "Skill Flash 50",
sell = 100,
cost = 1000,
desc = nil,
skill = "AGILITY_TRAINING"
},
SKILL_FLASH_ALL_IN = {
name = "Skill Flash 38",
sell = 100,
cost = 1000,
desc = nil,
skill = "ALL_IN"
},
SKILL_FLASH_ARTIFICIAL_NIGHT = {
name = "Skill Flash 22",
sell = 100,
cost = 1000,
desc = nil,
skill = "ARTIFICIAL_NIGHT"
},
SKILL_FLASH_BALL_OF_DARKNESS = {
name = "Skill Flash 5",
sell = 100,
cost = 1000,
desc = nil,
skill = "BALL_OF_DARKNESS"
},
SKILL_FLASH_BEAT_UP = {
name = "Skill Flash 46",
sell = 100,
cost = 1000,
desc = nil,
skill = "BEAT_UP"
},
SKILL_FLASH_BERSERK = {
name = "Skill Flash 63",
sell = 100,
cost = 1000,
desc = nil,
skill = "BERSERK"
},
SKILL_FLASH_BOLT_BOMB = {
name = "Skill Flash 30",
sell = 100,
cost = 1000,
desc = nil,
skill = "BOLT_BOMB"
},
SKILL_FLASH_BUBBLE_BLOWER = {
name = "Skill Flash 10",
sell = 100,
cost = 1000,
desc = nil,
skill = "BUBBLE_BLOWER"
},
SKILL_FLASH_CLEARING_WIND = {
name = "Skill Flash 44",
sell = 100,
cost = 1000,
desc = nil,
skill = "CLEARING_WIND"
},
SKILL_FLASH_CONCENTRATE = {
name = "Skill Flash 48",
sell = 100,
cost = 1000,
desc = nil,
skill = "CONCENTRATE"
},
SKILL_FLASH_CRUNCH = {
name = "Skill Flash 59",
sell = 100,
cost = 1000,
desc = nil,
skill = "CRUNCH"
},
SKILL_FLASH_CUTE_POSE = {
name = "Skill Flash 28",
sell = 100,
cost = 1000,
desc = nil,
skill = "CUTE_POSE"
},
SKILL_FLASH_DEEP_CUT = {
name = "Skill Flash 19",
sell = 100,
cost = 1000,
desc = nil,
skill = "DEEP_CUT"
},
SKILL_FLASH_DESERT_WINDS = {
name = "Skill Flash 62",
sell = 100,
cost = 1000,
desc = nil,
skill = "DESERT_WINDS"
},
SKILL_FLASH_DETONATE = {
name = "Skill Flash 27",
sell = 100,
cost = 1000,
desc = nil,
skill = "DETONATE"
},
SKILL_FLASH_DIRTY_SNOW = {
name = "Skill Flash 25",
sell = 100,
cost = 1000,
desc = nil,
skill = "DIRTY_SNOW"
},
SKILL_FLASH_DISABLE_HEAL = {
name = "Skill Flash 31",
sell = 100,
cost = 1000,
desc = nil,
skill = "DISABLE_HEAL"
},
SKILL_FLASH_DISABLE_SKILL = {
name = "Skill Flash 15",
sell = 100,
cost = 1000,
desc = nil,
skill = "DISABLE"
},
SKILL_FLASH_DISABLE_TRAIT = {
name = "Skill Flash 29",
sell = 100,
cost = 1000,
desc = nil,
skill = "DISABLE_TRAIT"
},
SKILL_FLASH_DISTRACT = {
name = "Skill Flash 2",
sell = 100,
cost = 1000,
desc = nil,
skill = "DISTRACT"
},
SKILL_FLASH_DRAIN = {
name = "Skill Flash 39",
sell = 150,
cost = 1500,
desc = nil,
skill = "DRAIN"
},
SKILL_FLASH_ELECTRIFY = {
name = "Skill Flash 71",
sell = 100,
cost = 1000,
desc = nil,
skill = "ELECTRIFY"
},
SKILL_FLASH_EMP = {
name = "Skill Flash 7",
sell = 100,
cost = 1000,
desc = nil,
skill = "EMP"
},
SKILL_FLASH_EPIPHANY = {
name = "Skill Flash 9",
sell = 100,
cost = 1000,
desc = nil,
skill = "EPIPHANY"
},
SKILL_FLASH_FEINT_BURSTS = {
name = "Skill Flash 26",
sell = 150,
cost = 1500,
desc = nil,
skill = "FEINT_BURSTS"
},
SKILL_FLASH_FEINT_SPURTS = {
name = "Skill Flash 42",
sell = 100,
cost = 1000,
desc = nil,
skill = "FEINT_SPURTS"
},
SKILL_FLASH_FIERY_BREATH = {
name = "Skill Flash 68",
sell = 100,
cost = 1000,
desc = nil,
skill = "FIERY_BREATH"
},
SKILL_FLASH_FIRE_UP = {
name = "Skill Flash 36",
sell = 100,
cost = 1000,
desc = nil,
skill = "FIRE_UP"
},
SKILL_FLASH_FLYING_KICK = {
name = "Skill Flash 41",
sell = 100,
cost = 1000,
desc = nil,
skill = "FLYING_KICK"
},
SKILL_FLASH_FRIGID_BARRIER = {
name = "Skill Flash 6",
sell = 100,
cost = 1000,
desc = nil,
skill = "FRIGID_BARRIER"
},
SKILL_FLASH_GEYSER = {
name = "Skill Flash 66",
sell = 100,
cost = 1000,
desc = nil,
skill = "GEYSER"
},
SKILL_FLASH_GLASS_CANNON = {
name = "Skill Flash 40",
sell = 100,
cost = 1000,
desc = nil,
skill = "GLASS_CANNON"
},
SKILL_FLASH_HEATWAVE = {
name = "Skill Flash 17",
sell = 100,
cost = 1000,
desc = nil,
skill = "HEATWAVE"
},
SKILL_FLASH_ICY_FLURRY = {
name = "Skill Flash 23",
sell = 150,
cost = 1500,
desc = nil,
skill = "ICY_FLURRY"
},
SKILL_FLASH_IGNITE = {
name = "Skill Flash 4",
sell = 100,
cost = 1000,
desc = nil,
skill = "IGNITE"
},
SKILL_FLASH_INNER_PEACE = {
name = "Skill Flash 37",
sell = 100,
cost = 1000,
desc = nil,
skill = "INNER_PEACE"
},
SKILL_FLASH_INSPECT_SCENT = {
name = "Skill Flash 8",
sell = 100,
cost = 1000,
desc = nil,
skill = "INSPECT_SCENT"
},
SKILL_FLASH_LAST_STAND = {
name = "Skill Flash 60",
sell = 200,
cost = 2000,
desc = nil,
skill = "LAST_STAND"
},
SKILL_FLASH_LIGHTNING_STRIKE = {
name = "Skill Flash 35",
sell = 100,
cost = 1000,
desc = nil,
skill = "LIGHTNING_STRIKE"
},
SKILL_FLASH_MIST = {
name = "Skill Flash 1",
sell = 100,
cost = 1000,
desc = nil,
skill = "MIST"
},
SKILL_FLASH_MONSOON = {
name = "Skill Flash 21",
sell = 100,
cost = 1000,
desc = nil,
skill = "MONSOON"
},
SKILL_FLASH_PHANTOM_SPIKE = {
name = "Skill Flash 20",
sell = 100,
cost = 1000,
desc = nil,
skill = "PHANTOM_SPIKE"
},
SKILL_FLASH_POISON_CHOMP = {
name = "Skill Flash 61",
sell = 100,
cost = 1000,
desc = nil,
skill = "POISON_CHOMP"
},
SKILL_FLASH_PRECISION_EYE = {
name = "Skill Flash 56",
sell = 100,
cost = 1000,
desc = nil,
skill = "PRECISION_EYE"
},
SKILL_FLASH_PRECISION_PUNCH = {
name = "Skill Flash 57",
sell = 100,
cost = 1000,
desc = nil,
skill = "PRECISION_PUNCH"
},
SKILL_FLASH_PREMONITION = {
name = "Skill Flash 24",
sell = 100,
cost = 1000,
desc = nil,
skill = "PREMONITION"
},
SKILL_FLASH_QUICKSAND = {
name = "Skill Flash 47",
sell = 100,
cost = 1000,
desc = nil,
skill = "QUICKSAND"
},
SKILL_FLASH_RAGE = {
name = "Skill Flash 58",
sell = 100,
cost = 1000,
desc = nil,
skill = "RAGE"
},
SKILL_FLASH_RECONSTRUCT = {
name = "Skill Flash 67",
sell = 100,
cost = 1000,
desc = nil,
skill = "RECONSTRUCT"
},
SKILL_FLASH_SANDMAN = {
name = "Skill Flash 52",
sell = 100,
cost = 1000,
desc = nil,
skill = "SANDMAN"
},
SKILL_FLASH_SANDSPOUT = {
name = "Skill Flash 33",
sell = 100,
cost = 1000,
desc = nil,
skill = "SANDSPOUT"
},
SKILL_FLASH_SCARY_VISION = {
name = "Skill Flash 65",
sell = 100,
cost = 1000,
desc = nil,
skill = "SCARY_VISION"
},
SKILL_FLASH_SCREAM = {
name = "Skill Flash 11",
sell = 100,
cost = 1000,
desc = nil,
skill = "SCREAM"
},
SKILL_FLASH_SHARED_FATE = {
name = "Skill Flash 32",
sell = 100,
cost = 1000,
desc = nil,
skill = "SHARED_FATE"
},
SKILL_FLASH_SLUSH = {
name = "Skill Flash 12",
sell = 100,
cost = 1000,
desc = nil,
skill = "SLUSH"
},
SKILL_FLASH_SMACKDOWN = {
name = "Skill Flash 64",
sell = 100,
cost = 1000,
desc = nil,
skill = "SMACKDOWN"
},
SKILL_FLASH_SMOKESCREEN = {
name = "Skill Flash 43",
sell = 100,
cost = 1000,
desc = nil,
skill = "SMOKESCREEN"
},
SKILL_FLASH_SNOWBALL = {
name = "Skill Flash 16",
sell = 100,
cost = 1000,
desc = nil,
skill = "SNOWBALL"
},
SKILL_FLASH_SNOWFALL = {
name = "Skill Flash 55",
sell = 200,
cost = 2000,
desc = nil,
skill = "SNOWFALL"
},
SKILL_FLASH_SPLASH = {
name = "Skill Flash 45",
sell = 100,
cost = 1000,
desc = nil,
skill = "SPLASH"
},
SKILL_FLASH_SPLATTER = {
name = "Skill Flash 53",
sell = 100,
cost = 1000,
desc = nil,
skill = "SPLATTER"
},
SKILL_FLASH_STONE_FIST = {
name = "Skill Flash 54",
sell = 100,
cost = 1000,
desc = nil,
skill = "STONE_FIST"
},
SKILL_FLASH_SUMO_STANCE = {
name = "Skill Flash 49",
sell = 150,
cost = 1500,
desc = nil,
skill = "SUMO_STANCE"
},
SKILL_FLASH_SUPER_DRAIN = {
name = "Skill Flash 34",
sell = 100,
cost = 1000,
desc = nil,
skill = "SUPER_DRAIN"
},
SKILL_FLASH_TACTICAL_SLAM = {
name = "Skill Flash 3",
sell = 100,
cost = 1000,
desc = nil,
skill = "TACTICAL_SLAM"
},
SKILL_FLASH_TASER = {
name = "Skill Flash 14",
sell = 100,
cost = 1000,
desc = nil,
skill = "TASER"
},
SKILL_FLASH_TEMPEST = {
name = "Skill Flash 51",
sell = 100,
cost = 1000,
desc = nil,
skill = "TEMPEST"
},
SKILL_FLASH_TIME_WARP = {
name = "Skill Flash 70",
sell = 100,
cost = 1000,
desc = nil,
skill = "TIME_WARP"
},
SKILL_FLASH_NINJA_STANCE = {
name = "Skill Flash 73",
sell = 100,
cost = 1000,
desc = nil,
skill = "NINJA_STANCE"
},
SKILL_FLASH_TOXIC_CLOUD = {
name = "Skill Flash 69",
sell = 100,
cost = 1000,
desc = nil,
skill = "TOXIC_CLOUD"
},
SKILL_FLASH_WHOOSH = {
name = "Skill Flash 18",
sell = 100,
cost = 1000,
desc = nil,
skill = "WHOOSH"
},
SKILL_FLASH_ZEN_CURE = {
name = "Skill Flash 13",
sell = 100,
cost = 1000,
desc = nil,
skill = "ZEN_CURE"
},
SMOKEBALL = {
name = "Smokeball",
sell = 2000,
desc = "Use this item to escape from a wild battle.",
},
SOL_SODA = {
name = "Sol Soda",
sell = 1000,
cost = 2000,
desc = "A cool, refreshing drink that will surely cool you down.",
},
SPINNER_DREAM = {
name = "Dream [spinner.singular]",
sell = 150,
cost = 300,
desc = "A [spinner.singular] which makes it easier to catch sleeping Coromon.",
},
SPINNER_ELEMENT_ELECTRIC = {
name = "Static [spinner.singular]",
desc = "A [spinner.singular] designed to catch [type.electric] type Coromon.",
},
SPINNER_ELEMENT_FIRE = {
name = "Hot [spinner.singular]",
desc = "A [spinner.singular] designed to efficiently catch [type.fire] type Coromon.",
},
SPINNER_ELEMENT_GHOST = {
name = "Spooky [spinner.singular]",
desc = "A [spinner.singular] designed to efficiently catch [type.ghost] type Coromon.",
},
SPINNER_ELEMENT_ICE = {
name = "Icy [spinner.singular]",
desc = "A [item SPINNER_REGULAR_1] designed to efficiently catch [type.ice] type Coromon.",
},
SPINNER_ELEMENT_NORMAL = {
name = "Plain [spinner.singular]",
desc = "A [spinner.singular] designed to efficiently catch [type.normal] type Coromon.",
},
SPINNER_ELEMENT_SAND = {
name = "Ground [spinner.singular]",
desc = "A [spinner.singular] designed to efficiently catch [type.sand] type Coromon.",
},
SPINNER_ELEMENT_WATER = {
name = "Splash [spinner.singular]",
desc = "A [spinner.singular] designed to efficiently catch [type.water] type Coromon.",
},
SPINNER_HEAL = {
name = "Heal [spinner.singular]",
sell = 150,
cost = 300,
desc = "A [spinner.singular] which fully restores [hp], [sp] and status problems when catching a Coromon.",
},
SPINNER_INSANE = {
name = "Insane [spinner.singular]",
desc = "A [spinner.singular] which can be used to capture Coromon for quests on [difficulty.insane] difficulty.",
},
SPINNER_REGULAR_1 = {
name = "[spinner.singular]",
sell = 100,
cost = 200,
desc = "A device for catching Coromon.",
},
SPINNER_REGULAR_2 = {
name = "Silver [spinner.singular]",
sell = 300,
cost = 600,
desc = "A device for catching Coromon. More effective than a [item SPINNER_REGULAR_1].",
},
SPINNER_REGULAR_3 = {
name = "Golden [spinner.singular]",
sell = 600,
cost = 1200,
desc = "A device for catching Coromon. More effective than a [item SPINNER_REGULAR_2].",
},
SPINNER_REGULAR_4 = {
name = "Platinum [spinner.singular]",
desc = "The ultimate [spinner.singular]. It will catch any wild Coromon without fail.",
},
SPINNER_SENSEI = {
name = "[character fireTown_SENSEI] [spinner.singular]",
desc = "A [spinner.singular] for [character fireTown_SENSEI]'s challenge.",
},
SPINNER_SURPRISE = {
name = "Trick [spinner.singular]",
sell = 150,
cost = 300,
desc = "A [spinner.singular] that is most effective when used at the start of a battle.",
},
SURFBOARD = {
name = "LuxBoard",
desc = "Traverse the waters in style.",
},
SWAMP_MUSHROOM_BLUE = {
name = "Zenshroom",
desc = "Extremely chill. Will lessen the strong side effects of some scents.",
},
SWAMP_MUSHROOM_GREEN = {
name = "Grimshroom",
desc = "Rather bitter, 90% of Coromon hate it, 10% love it.",
},
SWAMP_MUSHROOM_PINK = {
name = "Mintshroom",
desc = "Very fresh, use with pungent scents to neutralize the overall smell.",
},
SWAMP_MUSHROOM_PURPLE = {
name = "Fungus",
desc = "Gross, but extremely useful in making scents more pungent.",
},
SWAMP_MUSHROOM_RED = {
name = "Sweatshroom",
desc = "Spicy, even one whiff will sweat the dickens out of you.",
},
SWAMP_MUSHROOM_YELLOW = {
name = "Sweetshroom",
desc = "Very sugary, be careful if you have a weakness for sweets.",
},
TELEPORTER_PARCEL = {
name = "[character amishTown_NOAH]'s package",
desc = "A package filled with parts.",
},
TEMPLE_GATE_KEY = {
name = "Gate Key",
desc = "A key to the gate leading to the [map ghostTown_temple].",
},
TITAN_ESSENCE_ELECTRIC = {
name = "Electric Essence",
desc = "The [titanEssence.singular] of the [type.electric] [titan.singular] [titan TITAN_ELECTRIC].",
},
TITAN_ESSENCE_FIRE = {
name = "Fire Essence",
desc = "The [titanEssence.singular] of the [type.fire] [titan.singular] [monster TITAN_FIRE].",
},
TITAN_ESSENCE_GHOST = {
name = "Ghost Essence",
desc = "The [titanEssence.singular] of the [type.ghost] [titan.singular] [monster TITAN_GHOST].",
},
TITAN_ESSENCE_ICE = {
name = "Ice Essence",
desc = "The [titanEssence.singular] of the [type.ice] [titan.singular] [monster TITAN_ICE].",
},
TITAN_ESSENCE_SAND = {
name = "Sand Essence",
desc = "The [titanEssence.singular] of the [type.sand] [titan.singular] [monster TITAN_SAND].",
},
TITAN_ESSENCE_WATER = {
name = "Water Essence",
desc = "The [titanEssence.singular] of the [type.water] [titan.singular] [monster TITAN_WATER].",
},
TRAINER_HUB_ENTRY_PASS = {
name = "[map desertTown] Entry Pass",
desc = "This pass grants the holder access to the [trainerHub] in [map desertTown].",
},
TYPE_EFFECTIVENESS_MANUAL = {
name = "Type Manual",
desc = "Type effectiveness manual",
},
WHITE_PAINT = {
name = "White paint",
desc = "A can of white paint and a brush.",
},
XP_CHIP = {
name = "[xp.noColor] Chip",
desc = "This Gauntlet chip boosts [xp] earned for 1 hour.",
},
}
return items;