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224 changes: 224 additions & 0 deletions engine/assets/langs/en.txt
Original file line number Diff line number Diff line change
Expand Up @@ -40,6 +40,7 @@ BATTLE_FLEE_REWARD= * Ran away with {} EXP\n and {} GOLD.
BATTLE_WIN_REWARD=* YOU WON!\n* You earned {} EXP and {} gold.
BATTLE_WIN_LEVEL_UP=* Your LOVE increased.
BATTLE_ITEM_HEAL=* You recovered {} HP!
BATTLE_ITEM_HURT=* You lost {} HP!
BATTLE_ITEM_HEAL_MAX=* Your HP was maxed out.
BATTLE_ITEM_FOOD_USE=* You eat the {}.
BATTLE_ITEM_DRINK_USE=* You drink the {}.
Expand Down Expand Up @@ -103,6 +104,229 @@ ITEM_STICK_SHORTNAME=Stick
ITEM_STICK_DESCRIPTION=* "Stick" - Weapon AT 0\n* Its bark is worse than\n its bite.
ITEM_STICK_USE=* You threw the stick away.[wait:5]\n* Then picked it back up.

ITEM_MONSTER_CANDY_NAME=Monster Candy
ITEM_MONSTER_CANDY_SHORTNAME=MnstrCndy
ITEM_MONSTER_CANDY_DESCRIPTION=* "Monster Candy" - Heals 10 HP\n* Has a distinct,[wait:5] \n non-licorice flavor.
ITEM_MONSTER_CANDY_DESCRIPTION_SHOP=Heals 10 HP\n(Licorice-\nfree\nguaranteed.)
ITEM_MONSTER_CANDY_USE=\n* Very un-licorice-like.
ITEM_MONSTER_CANDY_USE_2=\n* ... tastes like licorice.

ITEM_SPIDER_DONUT_NAME=Spider Donut
ITEM_SPIDER_DONUT_SHORTNAME=SpidrDont
ITEM_SPIDER_DONUT_SHORTNAME2=SpdrDonut
ITEM_SPIDER_DONUT_DESCRIPTION=* "Spider Donut" - Heals 12 HP\n* A donut made with Spider\n Cider in the batter.
ITEM_SPIDER_DONUT_DESCRIPTION_SHOP=undefined
ITEM_SPIDER_DONUT_USE=* Don't worry,[wait:5] Spider didn't.

ITEM_SPIDER_CIDER_NAME=Spider Cider
ITEM_SPIDER_CIDER_SHORTNAME=SpidrCidr
ITEM_SPIDER_CIDER_SHORTNAME2=SpdrCider
ITEM_SPIDER_CIDER_DESCRIPTION=* "Spider Cider" - Heals 24 HP\n* Made with whole spiders,[wait:5]\n not just the juice.
ITEM_SPIDER_CIDER_DESCRIPTION_SHOP=undefined

ITEM_BUTTERSCOTCH_PIE_NAME=Butterscotch Pie
ITEM_BUTTERSCOTCH_PIE_SHORTNAME=ButtsPie
ITEM_BUTTERSCOTCH_PIE_SHORTNAME2=Pie
ITEM_BUTTERSCOTCH_PIE_DESCRIPTION=* "Butterscotch Pie" - All HP\n* Butterscotch-cinnamon\n pie,[wait:5] one slice.
ITEM_BUTTERSCOTCH_PIE_DESCRIPTION_SHOP=undefined

ITEM_SNOWMAN_PIECE_NAME=Snowman Piece
ITEM_SNOWMAN_PIECE_SHORTNAME=SnowPiece
ITEM_SNOWMAN_PIECE_SHORTNAME2=SnowPiece
ITEM_SNOWMAN_PIECE_DESCRIPTION=* "Snowman Piece" - Heals 45 HP\n* Please take this to the\n ends of the earth.
ITEM_SNOWMAN_PIECE_DESCRIPTION_SHOP=undefined

ITEM_NICE_CREAM_NAME=Nice Cream
ITEM_NICE_CREAM_SHORTNAME=NiceCream
ITEM_NICE_CREAM_SHORTNAME2=NiceCream
ITEM_NICE_CREAM_DESCRIPTION=* "Nice Cream" - Heals 15 HP\n* Instead of a joke,[wait:5] the\n wrapper says something nice.
ITEM_NICE_CREAM_DESCRIPTION_SHOP=undefined
ITEM_NICE_CREAM_USE=* You're just great!
ITEM_NICE_CREAM_USE_2=* You look nice today!
ITEM_NICE_CREAM_USE_3=* Are those claws natural?
ITEM_NICE_CREAM_USE_4=* You're super spiffy!
ITEM_NICE_CREAM_USE_5=* Have a wonderful day!
ITEM_NICE_CREAM_USE_6=* Is this as sweet as you?
ITEM_NICE_CREAM_USE_7=* (An illustration of a hug.)
ITEM_NICE_CREAM_USE_8=* Love yourself! I love you!

ITEM_BISICLE_NAME=Bisicle
ITEM_BISICLE_SHORTNAME=Bisicle
ITEM_BISICLE_SHORTNAME2=Bisicle
ITEM_BISICLE_DESCRIPTION=* "Bisicle" - Heals 11 HP\n* It's a two-pronged popsicle,[wait:5]\n so you can eat it twice.
ITEM_BISICLE_DESCRIPTION_SHOP=Heals 11HP x 2\nEat it twice!
ITEM_BISICLE_USE=* You eat one half of\n the Bisicle.

ITEM_UNISICLE_NAME=Unisicle
ITEM_UNISICLE_SHORTNAME=Unisicle
ITEM_UNISICLE_SHORTNAME2=Popsicle
ITEM_UNISICLE_DESCRIPTION=* "Unisicle" - Heals 11 HP\n* It's a SINGLE-pronged popsicle.[wait:5]\n* Wait,[wait:5] that's just normal...
ITEM_UNISICLE_DESCRIPTION_SHOP=undefined

ITEM_CINNAMON_BUNNY_NAME=Cinnamon Bunny
ITEM_CINNAMON_BUNNY_SHORTNAME=CinnaBun
ITEM_CINNAMON_BUNNY_SHORTNAME2=C. Bun
ITEM_CINNAMON_BUNNY_DESCRIPTION=* "Cinnamon Bunny" - Heals 22 HP\n* A cinnamon roll in the shape\n of a bunny.
ITEM_CINNAMON_BUNNY_DESCRIPTION_SHOP=Heals 22HP\nIt's my own\nrecipe.

ITEM_TEMMIE_FLAKES_NAME=Temmie Flakes
ITEM_TEMMIE_FLAKES_SHORTNAME=TemFlakes
ITEM_TEMMIE_FLAKES_SHORTNAME2=TemFlakes
ITEM_TEMMIE_FLAKES_DESCRIPTION=* "Temmie Flakes" - Heals 2 HP\n* It's just torn up pieces\n of colored construction paper.
ITEM_TEMMIE_FLAKES_DESCRIPTION_SHOP=Heals 2HP\nfood of\ntem

ITEM_ABANDONED_QUICHE_NAME=Abandoned Quiche
ITEM_ABANDONED_QUICHE_SHORTNAME=Ab Quiche
ITEM_ABANDONED_QUICHE_SHORTNAME2=Quiche
ITEM_ABANDONED_QUICHE_DESCRIPTION=* "Abandoned Quiche" Heals 34 HP\n* A psychologically damaged\n spinach egg pie.
ITEM_ABANDONED_QUICHE_DESCRIPTION_SHOP=undefined
ITEM_ABANDONED_QUICHE_DROP=* You leave the Quiche on the\n ground and tell it you'll\n be right back.
ITEM_ABANDONED_QUICHE_USE=* You eat the quiche.

ITEM_DOG_RESIDUE_NAME=Dog Residue
ITEM_DOG_RESIDUE_SHORTNAME=DogResidu
ITEM_DOG_RESIDUE_SHORTNAME2=D.Residue
ITEM_DOG_RESIDUE_DESCRIPTION=* "Dog Residue" - Dog Item\n* Shiny trail left\n behind by a dog.
ITEM_DOG_RESIDUE_DESCRIPTION_2=* "Dog Residue" - Dog Item\n* Dog-shaped husk shed\n from a dog's carapace.
ITEM_DOG_RESIDUE_DESCRIPTION_3=* "Dog Residue" - Dog Item\n* Dirty dishes left\n unwashed by a dog.
ITEM_DOG_RESIDUE_DESCRIPTION_4=* "Dog Residue" - Dog Item\n* Glowing crystals secreted\n by a dog.
ITEM_DOG_RESIDUE_DESCRIPTION_5=* "Dog Residue" - Dog Item\n* Jigsaw puzzle left\n unfinished by a dog.
ITEM_DOG_RESIDUE_DESCRIPTION_6=* "Dog Residue" - Dog Item\n* Web spun by a dog\n to ensnare prey.
ITEM_DOG_RESIDUE_DESCRIPTION_SHOP=undefined
ITEM_DOG_RESIDUE_USE=* You used the Dog Residue.
ITEM_DOG_RESIDUE_USE_SUCCESS=* The rest of your inventory\n filled up with Dog Residue.
ITEM_DOG_RESIDUE_USE_FAIL=* ...
ITEM_DOG_RESIDUE_USE_FAIL_2=* You finished using it.
ITEM_DOG_RESIDUE_USE_FAIL_3=* An uneasy atmosphere fills\n the room.

ITEM_DOG_SALAD_NAME=Dog Salad
ITEM_DOG_SALAD_SHORTNAME=Dog Salad
ITEM_DOG_SALAD_SHORTNAME2=Dog Salad
ITEM_DOG_SALAD_DESCRIPTION=* "Dog Salad" - Heals ?? HP\n* Recovers HP.\n* (Hit Poodles.)
ITEM_DOG_SALAD_DESCRIPTION_SHOP=undefined
ITEM_DOG_SALAD_USE=* Oh.[wait:5] Tastes yappy...
ITEM_DOG_SALAD_USE_2=* Oh.[wait:5] Fried tennis ball...
ITEM_DOG_SALAD_USE_3=* Oh.[wait:5] There are bones...
ITEM_DOG_SALAD_USE_4=* It's literally garbage???

ITEM_ASTRONAUT_FOOD_NAME=Astronaut Food
ITEM_ASTRONAUT_FOOD_SHORTNAME=AstroFood
ITEM_ASTRONAUT_FOOD_SHORTNAME2=Astr.Food
ITEM_ASTRONAUT_FOOD_DESCRIPTION=* "Astronaut Food" Heals 21 HP\n* For feeding a pet\n astronaut.
ITEM_ASTRONAUT_FOOD_DESCRIPTION_SHOP=undefined

ITEM_INSTANT_NOODLES_NAME=Instant Noodles
ITEM_INSTANT_NOODLES_SHORTNAME=InstaNood
ITEM_INSTANT_NOODLES_SHORTNAME2=I.Noodles
ITEM_INSTANT_NOODLES_DESCRIPTION=* "Instant Noodles" Heals HP\n* Comes with everything you\n need for a quick meal!
ITEM_INSTANT_NOODLES_DESCRIPTION_SHOP=undefined
ITEM_INSTANT_NOODLES_USE=* You remove the Instant\n Noodles from their\n packaging.
ITEM_INSTANT_NOODLES_USE_1=[noskip]* You put some water in\n the pot and place it on\n the heat.
ITEM_INSTANT_NOODLES_USE_2=[noskip]* You wait for the water\n to boil...
ITEM_INSTANT_NOODLES_USE_3=[noskip]* ...[wait:20]\n* ...[wait:20]\n* ...
ITEM_INSTANT_NOODLES_USE_4=[noskip]* It's[wait:10] boiling.
ITEM_INSTANT_NOODLES_USE_5=[noskip]* You place the noodles[wait:5]\n into the pot.
ITEM_INSTANT_NOODLES_USE_6=[noskip]* 4[wait:15] minutes left[wait:15] until\n the noodles[wait:10] are finished.
ITEM_INSTANT_NOODLES_USE_7=[noskip]* 3[wait:15] minutes left[wait:15] until\n the noodles[wait:10] are finished.
ITEM_INSTANT_NOODLES_USE_8=[noskip]* 2[wait:15] minutes left[wait:15] until\n the noodles[wait:10] are finished.
ITEM_INSTANT_NOODLES_USE_9=[noskip]* 1[wait:15] minute left[wait:15] until\n the noodles[wait:10] are finished.
ITEM_INSTANT_NOODLES_USE_10=[noskip]* The noodles[wait:15] are finished.
ITEM_INSTANT_NOODLES_USE_11=[noskip]* ... they don't taste very\n good.
ITEM_INSTANT_NOODLES_USE_12=[noskip]* You add the flavor packet.
ITEM_INSTANT_NOODLES_USE_13=[noskip]* That's better.
ITEM_INSTANT_NOODLES_USE_14=[noskip]* Not great,[wait:5] but better.

ITEM_CRAB_APPLE_NAME=Crab Apple
ITEM_CRAB_APPLE_SHORTNAME=CrabApple
ITEM_CRAB_APPLE_SHORTNAME2=CrabApple
ITEM_CRAB_APPLE_DESCRIPTION=* "Crab Apple" Heals 18 HP\n* An aquatic fruit that\n resembles a crustacean.
ITEM_CRAB_APPLE_DESCRIPTION_SHOP=Heals 18HP\n(Looks\nlike a\ncrab.)

ITEM_HOT_DOG_NAME=Hot Dog...?
ITEM_HOT_DOG_SHORTNAME=Hot Dog
ITEM_HOT_DOG_SHORTNAME2=Hot Dog
ITEM_HOT_DOG_DESCRIPTION=* "Hot Dog...?" Heals 20 HP\n* The "meat" is made of something\n called a "water sausage."
ITEM_HOT_DOG_DESCRIPTION_SHOP=undefined

ITEM_HOT_CAT_NAME=Hot Cat
ITEM_HOT_CAT_SHORTNAME=Hot Cat
ITEM_HOT_CAT_SHORTNAME2=Hot Cat
ITEM_HOT_CAT_DESCRIPTION=* "Hot Cat" Heals 21 HP\n* Like a hot dog,[wait:5] but with\n little cat ears on the end.
ITEM_HOT_CAT_DESCRIPTION_SHOP=undefined

ITEM_GLAMBURGER_NAME=Glamburger
ITEM_GLAMBURGER_SHORTNAME=GlamBurg
ITEM_GLAMBURGER_SHORTNAME2=G.Burger
ITEM_GLAMBURGER_DESCRIPTION=* "Glamburger" Heals 27 HP\n* A hamburger made of edible\n glitter and sequins.
ITEM_GLAMBURGER_DESCRIPTION_SHOP=Heals 27HP\nVery popular\nfood.

ITEM_STARFAIT_NAME=Starfait
ITEM_STARFAIT_SHORTNAME=Starfait
ITEM_STARFAIT_SHORTNAME2=Starfait
ITEM_STARFAIT_DESCRIPTION=* "Starfait" Heals 14 HP\n* A sweet treat made of\n sparkling stars.
ITEM_STARFAIT_DESCRIPTION_SHOP=Heals 14HP\nVery popular\nfood.

ITEM_SEATEA_NAME=Sea Tea
ITEM_SEATEA_SHORTNAME=Sea Tea
ITEM_SEATEA_SHORTNAME2=Sea Tea
ITEM_SEATEA_DESCRIPTION=* "Sea Tea" Heals 10 HP\n* Made from glowing marshwater.\n* Increases SPEED for one battle.
ITEM_SEATEA_DESCRIPTION_SHOP=Heals 10HP\nSPEED\nup in\nbattle.
ITEM_SEATEA_USE=* Your SPEED boosts!

ITEM_LEGENDARY_HERO_NAME=Legendary Hero
ITEM_LEGENDARY_HERO_SHORTNAME=Leg.Hero
ITEM_LEGENDARY_HERO_SHORTNAME2=L. Hero
ITEM_LEGENDARY_HERO_DESCRIPTION=* "Legendary Hero" Heals 40 HP\n* Sandwich shaped like a sword.\n* Increases ATTACK when eaten.
ITEM_LEGENDARY_HERO_DESCRIPTION_SHOP=Heals 40HP\nHero Sandwich.\nATTACK UP\nin battle.
ITEM_LEGENDARY_HERO_USE=* ATTACK increased by 4!

ITEM_FACE_STEAK_NAME=Steak in the Shape of Mettaton's Face
ITEM_FACE_STEAK_SHORTNAME=FaceSteak
ITEM_FACE_STEAK_SHORTNAME2=Steak
ITEM_FACE_STEAK_DESCRIPTION=* "Face Steak" Heals 60 HP\n* Huge steak in the shape\n of Mettaton's face.
ITEM_FACE_STEAK_DESCRIPTION_SHOP=Heals 60HP\nDon't ask.\nPlease.
ITEM_FACE_STEAK_USE=* You eat the Face Steak.

ITEM_POPATO_CHISPS_NAME=Popato Chisps
ITEM_POPATO_CHISPS_SHORTNAME=PT Chisps
ITEM_POPATO_CHISPS_SHORTNAME2=Chips
ITEM_POPATO_CHISPS_DESCRIPTION=* "Popato Chisps" Heals 13 HP\n* Regular old popato chisps.
ITEM_POPATO_CHISPS_DESCRIPTION_SHOP=undefined

ITEM_BAD_MEMORY_NAME=Bad Memory
ITEM_BAD_MEMORY_SHORTNAME=BadMemory
ITEM_BAD_MEMORY_SHORTNAME2=BadMemory
ITEM_BAD_MEMORY_DESCRIPTION=* "Bad Memory" Hurts 1 HP\n* ?????
ITEM_BAD_MEMORY_DESCRIPTION_SHOP=undefined
ITEM_BAD_MEMORY_USE=* You consume the Bad Memory.[wait:5]

ITEM_JUNK_FOOD_NAME=Junk Food
ITEM_JUNK_FOOD_SHORTNAME=Junk Food
ITEM_JUNK_FOOD_SHORTNAME2=Junk Food
ITEM_JUNK_FOOD_DESCRIPTION=* "Junk Food" Heals 17 HP\n* Food that was probably\n once thrown away.
ITEM_JUNK_FOOD_DESCRIPTION_SHOP=Heals 17HP\nHas a big\nbite out of\nit.

ITEM_HUSH_PUPPY_NAME=Hush Puppy
ITEM_HUSH_PUPPY_SHORTNAME=HushPupe
ITEM_HUSH_PUPPY_SHORTNAME2=HushPuppy
ITEM_HUSH_PUPPY_DESCRIPTION=* "Hush Puppy" Heals 65 HP\n* This wonderful spell will stop\n a dog from casting magic.
ITEM_HUSH_PUPPY_DESCRIPTION_SHOP=undefined
ITEM_HUSH_PUPPY_USE=\n* Dog-magic is neutralized.

ITEM_SNAIL_PIE_NAME=Snail Pie
ITEM_SNAIL_PIE_SHORTNAME=Snail Pie
ITEM_SNAIL_PIE_SHORTNAME2=Snail Pie
ITEM_SNAIL_PIE_DESCRIPTION=* "Snail Pie" - Heals Some HP\n* An acquired taste.
ITEM_SNAIL_PIE_DESCRIPTION_SHOP=undefined
ITEM_SNAIL_PIE_HEAL=* Your HP was maxed out.

ITEM_LAST_DREAM_NAME=Last Dream
ITEM_LAST_DREAM_SHORTNAME="Dream"
ITEM_LAST_DREAM_SHORTNAME2="Dream"
ITEM_LAST_DREAM_DESCRIPTION=* "Dream" Heals 12 HP\n* The goal of "Determination."
ITEM_LAST_DREAM_DESCRIPTION_SHOP=undefined
ITEM_LAST_DREAM_USE=* Through DETERMINATION,[wait:5] the\n dream became true.

# World shop
WORLD_SHOP_ACTION_BUY=Buy
WORLD_SHOP_ACTION_SELL=Sell
Expand Down
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30 changes: 24 additions & 6 deletions engine/item/consumable.lua
Original file line number Diff line number Diff line change
Expand Up @@ -28,16 +28,24 @@ function ItemConsumable:setType(type)
self.type = type
end

--- Uses the consumable item
function ItemConsumable:use()
if type(self.onBeforeUse) == "function" then
self:onBeforeUse()
end

--- Gets the item's heal text
--- @return Dummy.Text.Text
function ItemConsumable:getHealText()
local heal_text = Lang.translate("BATTLE_ITEM_HEAL", self:getHeal())
if self:getHeal() + Player.getHP() >= Player.getMaxHP() then
heal_text = Lang.translate("BATTLE_ITEM_HEAL_MAX")
end
-- Hurt the player for some reason
if self:getHeal() < 0 then
heal_text = Lang.translate("BATTLE_ITEM_HURT", math.abs(self:getHeal()))
end
return heal_text
end

--- (Override) Gets the item's final dialogue text
--- @return Dummy.Text.Text[]
function ItemConsumable:getDialogueTexts()
local heal_text = self:getHealText()

local dialogue_text = heal_text
local use_texts = self:getUseTexts()
Expand All @@ -46,6 +54,16 @@ function ItemConsumable:use()
end

local texts = { dialogue_text, table.unpack(use_texts, 2) }
return texts
end

--- Uses the consumable item
function ItemConsumable:use()
if type(self.onBeforeUse) == "function" then
self:onBeforeUse()
end

local texts = self:getDialogueTexts()
if World.isInBattle() then
Battle.playDialogueText(table.unpack(texts))
else
Expand Down
14 changes: 10 additions & 4 deletions engine/item/equipment.lua
Original file line number Diff line number Diff line change
Expand Up @@ -28,16 +28,22 @@ function ItemEquipment:setType(type)
self.type = type
end

--- (Override) Gets the item's final dialogue text when used
--- @return Dummy.Text.Text[]
function ItemEquipment:getDialogueTexts()
local texts = self:getUseTexts()
if #texts <= 0 then
texts = { { "BATTLE_ITEM_EQUIPMENT_USE", Lang.translate(self:getName()) } }
end
return texts
end
--- Uses the equipment item
function ItemEquipment:use()
if type(self.onBeforeUse) == "function" then
self:onBeforeUse()
end

local texts = self:getUseTexts()
if #texts <= 0 then
texts = { { "BATTLE_ITEM_EQUIPMENT_USE", Lang.translate(self:getName()) } }
end
local texts = self:getDialogueTexts()
if World.isInBattle() then
Battle.playDialogueText(table.unpack(texts))
else
Expand Down
15 changes: 11 additions & 4 deletions engine/item/item.lua
Original file line number Diff line number Diff line change
Expand Up @@ -91,6 +91,12 @@ function Item:setDropText(text, ...)
self.drop_texts = { text, ... }
end

--- (Override) Gets the item's final dialogue text when used
--- @return Dummy.Text.Text[]
function Item:getDialogueTexts()
return self:getUseTexts()
end

--- Gets the item's buy price
--- @return integer
function Item:getBuyPrice()
Expand Down Expand Up @@ -121,14 +127,15 @@ function Item:use()
if type(self.onBeforeUse) == "function" then
can_use = self:onBeforeUse()
end

if not can_use then return end

local use_texts = self:getUseTexts()
if #use_texts > 0 then
local dialogue_texts = self:getDialogueTexts()
if #dialogue_texts > 0 then
if World.isInBattle() then
Battle.playDialogueText(table.unpack(use_texts))
Battle.playDialogueText(table.unpack(dialogue_texts))
else
World.playDialogue(use_texts)
World.playDialogue(dialogue_texts)
end
end

Expand Down
30 changes: 30 additions & 0 deletions engine/items/abandoned_quiche.lua
Original file line number Diff line number Diff line change
@@ -0,0 +1,30 @@
--- @class Item.AbandonedQuiche : Dummy.Item.Consumable
local AbandonedQuicheItem = Class(ItemConsumable, "Item.AbandonedQuiche")

--- Creates an abandoned quiche
--- @return Item.AbandonedQuiche
function AbandonedQuicheItem:new()
self = Class:new(AbandonedQuicheItem, {
"abandoned_quiche", -- item identifier
"ITEM_ABANDONED_QUICHE_NAME", -- item name
"ITEM_ABANDONED_QUICHE_SHORTNAME", -- item short name
"ITEM_ABANDONED_QUICHE_DESCRIPTION", -- item description
34,
"food"
})

-- the price the player will pay to buy the item in the shop
self:setBuyPrice(1)
-- the price at which the item will be sold in the shop
self:setSellPrice(76)
-- the text that will appear in the shop item info at the top right on the buy menu when hovering an item
self:setShopDescription("ITEM_ABANDONED_QUICHE_DESCRIPTION_SHOP")
-- the text that will appear when the item is dropped on the ground
self:setDropText("ITEM_ABANDONED_QUICHE_DROP")
-- the text that will appear when the item is used
self:setUseText("ITEM_ABANDONED_QUICHE_USE")

return self
end

return AbandonedQuicheItem
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