summaryrefslogtreecommitdiff
path: root/data/text/contest_strings.inc
blob: e57e76a52814591e5c4f5454f571146f9540fcba (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
@ Contest move effect descriptions

gText_HighlyAppealingMove::
	.string "A highly appealing move.$"

gText_UserMoreEasilyStartled::
	.string "After this move, the user is\nmore easily startled.$"

gText_GreatAppealButNoMoreToEnd::
	.string "Makes a great appeal, but\nallows no more to the end.$"

gText_UsedRepeatedlyWithoutBoringJudge::
	.string "Can be repeatedly used\nwithout boring the JUDGE.$"

gText_AvoidStartledByOthersOnce::
	.string "Can avoid being startled\nby others once.$"

gText_AvoidStartledByOthers::
	.string "Can avoid being startled\nby others.$"

gText_AvoidStartledByOthersLittle::
	.string "Can avoid being startled\nby others a little.$"

gText_UserLessLikelyStartled::
	.string "After this move, the user is\nless likely to be startled.$"

gText_SlightlyStartleFrontMon::
	.string "Slightly startles the\nPOKéMON in front.$"

gText_SlightlyStartleAppealed::
	.string "Slightly startles those\nthat have made appeals.$"

gText_StartleAppealedBeforeUser::
	.string "Startles the POKéMON that\nappealed before the user.$"

gText_StartleAllAppealed::
	.string "Startles all POKéMON that\nhave done their appeals.$"

gText_BadlyStartleFrontMon::
	.string "Badly startles the\nPOKéMON in front.$"

gText_BadlyStartleAppealed::
	.string "Badly startles those that\nhave made appeals.$"

gText_StartleAppealedBeforeUser2::
	.string "Startles the POKéMON that\nappealed before the user.$"

gText_StartleAllAppealed2::
	.string "Startles all POKéMON that\nhave done their appeals.$"

gText_ShiftJudgesAttentionFromOthers::
	.string "Shifts the JUDGE's\nattention from others.$"

gText_StartleMonHasJudgesAttention::
	.string "Startles the POKéMON that\nhas the JUDGE's attention.$"

gText_JamOthersMissesTurn::
	.string "Jams the others, and misses\none turn of appeals.$"

gText_StartleMonsMadeSameTypeAppeal::
	.string "Startles POKéMON that\nmade a same-type appeal.$"

gText_BadlyStartleCoolAppeals::
	.string "Badly startles POKéMON\nthat made COOL appeals.$"

gText_BadlyStartleBeautyAppeals::
	.string "Badly startles POKéMON\nthat made BEAUTY appeals.$"

gText_BadlyStartleCuteAppeals::
	.string "Badly startles POKéMON\nthat made CUTE appeals.$"

gText_BadlyStartleSmartAppeals::
	.string "Badly startles POKéMON\nthat made SMART appeals.$"

gText_BadlyStartleToughAppeals::
	.string "Badly startles POKéMON\nthat made TOUGH appeals.$"

gText_MakeMonAfterUserNervous::
	.string "Makes one POKéMON after\nthe user nervous.$"

gText_MakeAllMonsAfterUserNervous::
	.string "Makes all POKéMON after\nthe user nervous.$"

gText_WorsenConditionOfThoseMadeAppeals::
	.string "Worsens the condition of\nthose that made appeals.$"

gText_BadlyStartleMonsGoodCondition::
	.string "Badly startles POKéMON in\ngood condition.$"

gText_AppealGreatIfPerformedFirst::
	.string "The appeal works great if\nperformed first.$"

gText_AppealGreatIfPerformedLast::
	.string "The appeal works great if\nperformed last.$"

gText_AppealAsGoodAsThoseBeforeIt::
	.string "Makes the appeal as good\nas those before it.$"

gText_AppealAsGoodAsOneBeforeIt::
	.string "Makes the appeal as good\nas the one before it.$"

gText_AppealBetterLaterItsPerformed::
	.string "The appeal works better\nthe later it is performed.$"

gText_AppealVariesDependingOnTiming::
	.string "The appeal's quality varies\ndepending on its timing.$"

gText_WorksWellIfSameTypeAsBefore::
	.string "Works well if it's the same\ntype as the one before.$"

gText_WorksWellIfDifferentTypeAsBefore::
	.string "Works well if different in\ntype than the one before.$"

gText_AffectedByAppealInFront::
	.string "Affected by how well the\nappeal in front goes.$"

gText_UpsConditionHelpsPreventNervousness::
	.string "Ups the user's condition.\nHelps prevent nervousness.$"

gText_AppealWorksWellIfConditionGood::
	.string "The appeal works well if the\nuser's condition is good.$"

gText_NextAppealMadeEarlier::
	.string "The next appeal can be\nmade earlier next turn.$"

gText_NextAppealMadeLater::
	.string "The next appeal can be\nmade later next turn.$"

gText_TurnOrderMoreEasilyScrambled::
	.string "Makes the next turn's order\nmore easily scrambled.$"

gText_ScrambleOrderOfNextAppeals::
	.string "Scrambles the order of\nappeals on the next turn.$"

gText_AppealExcitesAudienceInAnyContest::
	.string "An appeal that excites the\naudience in any CONTEST.$"

gText_BadlyStartlesMonsGoodAppeals::
	.string "Badly startles all POKéMON\nthat made good appeals.$"

gText_AppealBestMoreCrowdExcited::
	.string "The appeal works best the\nmore the crowd is excited.$"

gText_TemporarilyStopCrowdExcited::
	.string "Temporarily stops the\ncrowd from growing excited.$"

@ Unused move names

gText_RainDance::
	.string "RAIN DANCE$"

gText_Rage::
	.string "RAGE$"

gText_FocusEnergy::
	.string "FOCUS ENERGY$"

gText_Hypnosis::
	.string "HYPNOSIS$"

gText_Softboiled::
	.string "SOFTBOILED$"

gText_HornAttack::
	.string "HORN ATTACK$"

gText_SwordsDance::
	.string "SWORDS DANCE$"

gText_Conversion::
	.string "CONVERSION$"

gText_SunnyDay::
	.string "SUNNY DAY$"

gText_Rest2::
	.string "REST$"

gText_Vicegrip::
	.string "VICEGRIP$"

gText_DefenseCurl::
	.string "DEFENSE CURL$"

gText_LockOn::
	.string "LOCK-ON$"

@ Contest type names

gContestMoveTypeCoolText::
	.string "COOL$"

gContestMoveTypeBeautyText::
	.string "BEAUTY$"

gContestMoveTypeCuteText::
	.string "CUTE$"

gContestMoveTypeSmartText::
	.string "SMART$"

gContestMoveTypeToughText::
	.string "TOUGH$"

gText_AppealNumWhichMoveWillBePlayed::
	.string "Appeal no. {STR_VAR_1}!\n"
	.string "Which move will be played?$"

gText_AppealNumButItCantParticipate::
	.string "Appeal no. {STR_VAR_1}!\n"
	.string "But it can't participate!$"

gText_MonAppealedWithMove::
	.string "{STR_VAR_1} appealed with\n"
	.string "{STR_VAR_2}!$"

gText_MonWasWatchingOthers::
	.string "{STR_VAR_1} was watching\n"
	.string "the others.{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"

gText_AllOutOfAppealTime::
	.string "We're all out of\n"
	.string "Appeal Time!{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"

@ Unused appeal result texts

gText_ButAppealWasJammed::
	.string "But the appeal was\n"
	.string "jammed.$"

gText_FollowedAnotherMonsLead::
	.string "It followed another\n"
	.string "POKéMON's lead.$"

gText_ButItMessedUp::
	.string "But it messed up.$"

gText_WentBetterThanUsual::
	.string "It went better than\n"
	.string "usual.$"

gText_JudgeLookedAwayForSomeReason::
	.string "The JUDGE looked away\n"
	.string "for some reason.$"

gText_WorkedHardToBuildOnPastMistakes::
	.string "It worked hard to build on\n"
	.string "past mistakes.$"

gText_CantMakeAnyMoreMoves::
	.string "It can't make any more\n"
	.string "moves.$"

gText_WorkedFrighteninglyWell::
	.string "It worked frighteningly\n"
	.string "well.$"

gText_WorkedHardAsStandoutMon::
	.string "It worked as hard as the\n"
	.string "standout POKéMON.$"

gText_JudgedLookedOnExpectantly::
	.string "The JUDGE looked on\n"
	.string "expectantly.$"

gText_WorkedRatherWell::
	.string "It worked rather well.$"

gText_WorkedLittleBetterThanUsual::
	.string "It worked a little better\n"
	.string "than usual.$"

@ Round result texts

gText_MonFailedToStandOutAtAll::
	.string "{STR_VAR_1} failed to\n"
	.string "stand out at all…{PAUSE_UNTIL_PRESS}$"

gText_MonDidntStandOutVeryMuch::
	.string "{STR_VAR_1} didn't stand\n"
	.string "out very much…{PAUSE_UNTIL_PRESS}$"

gText_MonCaughtALittleAttention::
	.string "{STR_VAR_1} caught a\n"
	.string "little attention.{PAUSE_UNTIL_PRESS}$"

gText_MonAttractedALotOfAttention::
	.string "{STR_VAR_1} attracted a\n"
	.string "lot of attention.{PAUSE_UNTIL_PRESS}$"

gText_MonCommandedTotalAttention::
	.string "{STR_VAR_1} commanded\n"
	.string "total attention.{PAUSE_UNTIL_PRESS}$"

gText_MonHasntMadeItsAppeal::
	.string "{STR_VAR_1} hasn't made\n"
	.string "its appeal.{PAUSE_UNTIL_PRESS}$"

@ Unused
gText_AnticipationSwelledForMonsAppealNext2::
	.string "Anticipation swelled for\n"
	.string "{STR_VAR_1}'s appeal next.$"

gText_EmptyContestString::
	.string "$"

gText_JudgesViewsOnMonHeldFirm::
	.string "The JUDGE 's views on\n"
	.string "{STR_VAR_1} held firm.$"

gText_MonsXChangedPerceptions::
	.string "{STR_VAR_1}'s {STR_VAR_3}\n"
	.string "changed perceptions.$"

gText_MonsAppealEffectWoreOff::
	.string "{STR_VAR_1}'s appeal\n"
	.string "effect wore off.$"

gText_SpecialAppealsEffectWoreOff::
	.string "The special appeal's\n"
	.string "effect wore off.$"

gText_EveryonesAppealsMadeToLookSame::
	.string "Everyone's appeals were\n"
	.string "made to look the same.$"

gText_CheapenedMonsAppeal::
	.string "It cheapened\n"
	.string "{STR_VAR_2}'s appeal.$"

gText_CheapenedAppealOfThoseAhead::
	.string "It cheapened the appeal\n"
	.string "of those ahead.$"

gText_StoleAttentionAwayFromMon::
	.string "It stole attention away\n"
	.string "from {STR_VAR_2}.$"

gText_CheapenedMonsAppeal2::
	.string "It cheapened\n"
	.string "{STR_VAR_2}'s appeal.$"

gText_SeverelyCheapenedOtherAppeals::
	.string "It severely cheapened\n"
	.string "other appeals.$"

gText_AnticipationSwelledForMonsAppealNext::
	.string "Anticipation swelled for\n"
	.string "{STR_VAR_1}'s appeal next.$"

gText_CheapenedAppealOfThoseAhead2::
	.string "It cheapened the appeal\n"
	.string "of those ahead.$"

gText_CheapenedJudgesFavoriteAppeal::
	.string "It cheapened the JUDGE's\n"
	.string "favorite appeal.$"

gText_AppealsOfOthersCheapenedByHalf::
	.string "The appeals of others\n"
	.string "were cheapened by half.$"

gText_StoodOutToMakeUpForBeingJammed::
	.string "It stood out to make up\n"
	.string "for being jammed.$"

gText_CantParticipateInAppealsAnyMore::
	.string "It can't participate in\n"
	.string "appeals any more.$"

gText_TouchedJudgeForFantasticAppeal::
	.string "It touched the JUDGE for\n"
	.string "a fantastic appeal.$"

gText_AnticipationRoseForUpcomingAppeals::
	.string "Anticipation rose for\n"
	.string "upcoming appeals.$"

gText_StoodOutAsMuchAsSpecialAppeals::
	.string "It stood out as much as\n"
	.string "special appeals.$"

gText_StoodOutAsMuchAsMon::
	.string "It stood out as much as\n"
	.string "{STR_VAR_1}.$"

gText_JammedAppealsMadeEvenLessNoticeable::
	.string "Jammed appeals were made\n"
	.string "even less noticeable.$"

gText_EveryonesAppealsMadeSame::
	.string "Everyone's appeals were\n"
	.string "made the same.$"

@ Appeal result texts

gText_BecameMoreConsciousOfOtherMons::
	.string "It became more conscious\n"
	.string "of the other POKéMON.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"

gText_MonCantMakeAnAppealAfterThis::
	.string "{STR_VAR_1} can't make an\n"
	.string "appeal after this.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"

gText_SettledDownJustLittleBit::
	.string "It settled down just a\n"
	.string "little bit.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"

gText_BecameObliviousToOtherMons::
	.string "It became oblivious to\n"
	.string "the other POKéMON.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"

gText_BecameLessAwareOfOtherMons::
	.string "It became less aware of\n"
	.string "the other POKéMON.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"

gText_StoppedCaringAboutOtherMons::
	.string "It stopped caring about\n"
	.string "other POKéMON much.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"

gText_TriedToStartleOtherMons::
	.string "It tried to startle the\n"
	.string "other POKéMON.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"

gText_TriedToDazzleOthers::
	.string "It tried to dazzle the\n"
	.string "others.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"

gText_JudgeLookedAwayFromMon::
	.string "The JUDGE looked away\n"
	.string "from {STR_VAR_1}.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"

gText_TriedToUnnerveNextMon::
	.string "It tried to unnerve the\n"
	.string "next POKéMON.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"

gText_MonBecameNervous::
	.string "{STR_VAR_1} became\n"
	.string "nervous.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"

gText_AppealTriedToUnnerveWaitingMons::
	.string "The appeal tried to\n"
	.string "unnerve waiting POKéMON.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"

gText_TauntedMonsDoingWell::
	.string "It taunted POKéMON\n"
	.string "doing well.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"

gText_MonRegainedItsForm::
	.string "{STR_VAR_1} regained its\n"
	.string "form.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"

gText_TriedToJamMonDoingWell::
	.string "It tried to jam POKéMON\n"
	.string "doing well.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"

gText_StandoutMonHustledEvenMore::
	.string "The standout {STR_VAR_1}\n"
	.string "hustled even more.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"

gText_LargelyUnnoticedMonWorkedHard::
	.string "The largely unnoticed\n"
	.string "{STR_VAR_1} worked hard.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"

gText_WorkedAsMuchAsMonBefore::
	.string "It worked as much as\n"
	.string "POKéMON before it.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"

gText_MonsAppealDidNotGoWell::
	.string "{STR_VAR_1}'s appeal did\n"
	.string "not go well.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"

gText_WorkedAsMuchAsPrecedingMon::
	.string "It worked as much as the\n"
	.string "preceding POKéMON.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"

gText_MonsAppealDidNotGoWell2::
	.string "{STR_VAR_1}'s appeal did\n"
	.string "not go well.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"

gText_MonsAppealDidNotGoWell3::
	.string "{STR_VAR_1}'s appeal did\n"
	.string "not go well.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"

gText_MonsAppealWentSlightlyWell::
	.string "{STR_VAR_1}'s appeal\n"
	.string "went slightly well.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"

gText_MonsAppealWentPrettyWell::
	.string "{STR_VAR_1}'s appeal\n"
	.string "went pretty well.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"

gText_MonsAppealWentExcellently::
	.string "{STR_VAR_1}'s appeal\n"
	.string "went excellently.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"

gText_MonsAppealWasDud::
	.string "{STR_VAR_1}'s appeal was\n"
	.string "a dud.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"

gText_MonsAppealDidNotWorkVeryWell::
	.string "{STR_VAR_1}'s appeal did\n"
	.string "not work very well.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"

gText_MonsAppealWentSlightlyWell2::
	.string "{STR_VAR_1}'s appeal\n"
	.string "went slightly well.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"

gText_MonsAppealWentPrettyWell2::
	.string "{STR_VAR_1}'s appeal\n"
	.string "went pretty well.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"

gText_MonsAppealWentVeryWell::
	.string "{STR_VAR_1}'s appeal\n"
	.string "went very well.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"

gText_MonsAppealWentExcellently2::
	.string "{STR_VAR_1}'s appeal\n"
	.string "went excellently.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"

gText_SameTypeAsOneBeforeGood::
	.string "It's the same type as the\n"
	.string "POKéMON before--good!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"

gText_NotSameTypeAsOneBeforeGood::
	.string "It's not the same type as\n"
	.string "the one before--good!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"

gText_StoodOutMuchMoreThanMonBefore::
	.string "It stood out much more\n"
	.string "than the POKéMON before.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"

gText_DidntDoAsWellAsMonBefore::
	.string "It didn't do as well as the\n"
	.string "POKéMON before.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"

gText_MonsConditionRoseAboveUsual::
	.string "{STR_VAR_1}'s condition\n"
	.string "rose above usual.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"

gText_MonsHotStatusMadeGreatAppeal::
	.string "{STR_VAR_1}'s hot status\n"
	.string "made it a great appeal!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"

gText_MovedUpInLineForNextAppeal::
	.string "It moved up in line for\n"
	.string "the next appeal.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"

gText_MovedBackInLineForNextAppeal::
	.string "It moved back in line once\n"
	.string "for the next appeal.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"

gText_ScrambledUpOrderForNextTurn::
	.string "It scrambled up the\n"
	.string "order for the next turn.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"

gText_JudgeLookedAtMonExpectantly::
	.string "The JUDGE looked at\n"
	.string "{STR_VAR_1} expectantly.{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"

gText_AppealComboWentOverWell::
	.string "The appeal combo went\n"
	.string "over well.{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"

gText_AppealComboWentOverVeryWell::
	.string "The appeal combo went\n"
	.string "over very well.{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"

gText_AppealComboWentOverExcellently::
	.string "The appeal combo went\n"
	.string "over excellently.{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"

gText_MonManagedToAvertGaze::
	.string "{STR_VAR_1} managed to\n"
	.string "avert its gaze.{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"

gText_MonManagedToAvoidSeeingIt::
	.string "{STR_VAR_1} managed to\n"
	.string "avoid seeing it.{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"

gText_MonIsntFazedByThatSortOfThing::
	.string "{STR_VAR_1} isn't fazed\n"
	.string "by that sort of thing.{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"

gText_MonBecameALittleDistracted::
	.string "{STR_VAR_1} became a\n"
	.string "little distracted.{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"

gText_TriedToStartleOtherPokemon::
	.string "It tried to startle the\n"
	.string "other POKéMON.{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"

gText_MonLookedDownOutOfDistraction::
	.string "{STR_VAR_1} looked down\n"
	.string "out of distraction.{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"

gText_MonTurnedBackOutOfDistraction::
	.string "{STR_VAR_1} turned back\n"
	.string "out of distraction.{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"

gText_MonCouldntHelpUtteringCry::
	.string "{STR_VAR_1} couldn't help\n"
	.string "uttering a cry.{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"

gText_MonCouldntHelpLeapingUp::
	.string "{STR_VAR_1} couldn't help\n"
	.string "leaping up.{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"

gText_MonTrippedOutOfDistraction::
	.string "{STR_VAR_1} tripped over\n"
	.string "out of distraction.{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"

gText_MonWasTooNervousToMove::
	.string "{STR_VAR_1} was too\n"
	.string "nervous to move.{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"

gText_ButItMessedUp2::
	.string "But it messed up.{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"

gText_ButItFailedToMakeTargetNervous::
	.string "But it failed to make\n"
	.string "the target nervous.{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"

gText_ButItFailedToMakeAnyoneNervous::
	.string "But it failed to make\n"
	.string "anyone nervous.{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"

gText_ButItWasIgnored::
	.string "But it was ignored…{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"

gText_CouldntImproveItsCondition::
	.string "But it couldn't improve\n"
	.string "its condition…{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"

gText_BadConditionResultedInWeakAppeal::
	.string "Its bad condition\n"
	.string "resulted in a weak appeal.{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"

gText_MonWasUnaffected::
	.string "{STR_VAR_1} was\n"
	.string "unaffected.{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"

gText_RepeatedAppeal::
	.string "{STR_VAR_1} disappointed\n"
	.string "by repeating an appeal.{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"

gText_MonsXWentOverGreat::
	.string "{STR_VAR_1}'s {STR_VAR_3}\n"
	.string "went over great.{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"

gText_MonsXDidntGoOverWell::
	.string "{STR_VAR_1}'s {STR_VAR_3}\n"
	.string "didn't go over well here…{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"

gText_MonsXGotTheCrowdGoing::
	.string "{STR_VAR_1}'s {STR_VAR_3}\n"
	.string "got the crowd going.{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"

gText_MonCantAppealNextTurn::
	.string "{STR_VAR_1} can't appeal\n"
	.string "next turn…{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"

gText_AttractedCrowdsAttention::
	.string "It attracted the crowd's\n"
	.string "attention.{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"

gText_CrowdContinuesToWatchMon::
	.string "The crowd continues to\n"
	.string "watch {STR_VAR_3}.{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"

gText_MonsMoveIsIgnored::
	.string "{STR_VAR_1}'s\n"
	.string "{STR_VAR_2} is ignored.{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"

gText_Contest_Shyness::
	.string "shyness$"

gText_Contest_Anxiety::
	.string "anxiety$"

gText_Contest_Laziness::
	.string "laziness$"

gText_Contest_Hesitancy::
	.string "hesitancy$"

gText_Contest_Fear::
	.string "fear$"

gText_Contest_Coolness::
	.string "coolness$"

gText_Contest_Beauty::
	.string "beauty$"

gText_Contest_Cuteness::
	.string "cuteness$"

gText_Contest_Smartness::
	.string "smartness$"

gText_Contest_Toughness::
	.string "toughness$"

@ Unused
gText_Tension::
	.string "TENSION$"

gText_CoolMove::
	.string "COOL Move$"

gText_BeautyMove::
	.string "BEAUTY Move$"

gText_CuteMove::
	.string "CUTE Move$"

gText_SmartMove::
	.string "SMART Move$"

gText_ToughMove::
	.string "TOUGH Move$"

gText_3QuestionMarks::
	.string "???$"