_FruitBearingTreeText:: text "It's a fruit-" line "bearing tree." done _HeyItsFruitText:: text "Hey! It's" line "@" text_ram wStringBuffer3 text "!" done _ObtainedFruitText:: text "Obtained" line "@" text_ram wStringBuffer3 text "!" done _FruitPackIsFullText:: text "But the PACK is" line "full…" done _NothingHereText:: text "There's nothing" line "here…" done _RecoveredSomeHPText:: text_ram wStringBuffer1 text_start line "recovered @" text_decimal wCurHPAnimDeltaHP, 2, 3 text "HP!" done _CuredOfPoisonText:: text_ram wStringBuffer1 text "'s" line "cured of poison." done _RidOfParalysisText:: text_ram wStringBuffer1 text "'s" line "rid of paralysis." done _BurnWasHealedText:: text_ram wStringBuffer1 text "'s" line "burn was healed." done _WasDefrostedText:: text_ram wStringBuffer1 text_start line "was defrosted." done _WokeUpText:: text_ram wStringBuffer1 text_start line "woke up." done _HealthReturnedText:: text_ram wStringBuffer1 text "'s" line "health returned." done _RevitalizedText:: text_ram wStringBuffer1 text_start line "is revitalized." done _GrewToLevelText:: text_ram wStringBuffer1 text " grew to" line "level @" text_decimal wCurPartyLevel, 1, 3 text "!@" sound_dex_fanfare_50_79 ; plays SFX_DEX_FANFARE_50_79, identical to SFX_LEVEL_UP text_promptbutton text_end _CameToItsSensesText:: text_ram wStringBuffer1 text " came" line "to its senses." done _OakTimeWokeUpText:: text "<……><……><……><……><……><……>" line "<……><……><……><……><……><……>" para "Zzz… Hm? Wha…?" line "You woke me up!" para "Will you check the" line "clock for me?" prompt _OakTimeWhatTimeIsItText:: text "What time is it?" done _OakTimeWhatHoursText:: text "What?@" text_end _OakTimeHoursQuestionMarkText:: text "?" done _OakTimeHowManyMinutesText:: text "How many minutes?" done _OakTimeWhoaMinutesText:: text "Whoa!@" text_end _OakTimeMinutesQuestionMarkText:: text "?" done _OakTimeOversleptText:: text "!" line "I overslept!" done _OakTimeYikesText:: text "!" line "Yikes! I over-" cont "slept!" done _OakTimeSoDarkText:: text "!" line "No wonder it's so" cont "dark!" done _OakTimeWhatDayIsItText:: text "What day is it?" done _OakTimeIsItText:: text ", is it?" done _EnemyWithdrewText:: text "" line "withdrew" cont "@" text_ram wEnemyMonNickname text "!" prompt _EnemyUsedOnText:: text "" line "used @" text_ram wMonOrItemNameBuffer text_start cont "on @" text_ram wEnemyMonNickname text "!" prompt _ThatCantBeUsedRightNowText:: ; unreferenced text "That can't be used" line "right now." prompt _ThatItemCantBePutInThePackText:: ; unreferenced text "That item can't be" line "put in the PACK." done _TheItemWasPutInThePackText:: ; unreferenced text "The @" text_ram wStringBuffer1 text_start line "was put in the" cont "PACK." done _RemainingTimeText:: ; unreferenced text "Remaining Time" done _YourMonsHPWasHealedText:: ; unreferenced text "Your #MON's HP" line "was healed." prompt _WarpingText:: ; unreferenced text "Warping…" done _ChangeWhichNumberText:: ; unreferenced text "Which number" line "should be changed?" done _WillYouPlayWithMonText:: ; unreferenced text "Will you play with" line "@" text_ram wStringBuffer2 text "?" done _YouNeedTwoMonForBreedingText:: ; unreferenced text "You need two #-" line "MON for breeding." prompt _BreedingIsNotPossibleText:: ; unreferenced text "Breeding is not" line "possible." prompt _CompatibilityShouldTheyBreedText:: ; unreferenced text "The compatibility" line "is @" text_decimal wBreedingCompatibility, 1, 3 text "." cont "Should they breed?" done _ThereIsNoEggText:: ; unreferenced text "There is no EGG." line "" prompt _ItsGoingToHatchText:: ; unreferenced text "It's going to" line "hatch!" prompt _TestEventText:: ; unreferenced text "Test event" line "@" text_decimal wStringBuffer2, 1, 2 text "?" done _WhatDoYouWantToPlayWithText:: ; unreferenced text "What do you want" line "to play with?" done _YouCanHaveThisText:: ; unreferenced text "You can have this." prompt _TheBoxIsFullText:: ; unreferenced text "The BOX is full!" done _ObtainedTheVoltorbBadgeText:: ; unreferenced text "Obtained the" line "VOLTORBBADGE!" done _ThePasswordIsText:: ; unreferenced text "The password is:" line "" done _IsThisOKText:: ; unreferenced text "Is this OK?" done _EnterTheIDNoText:: ; unreferenced text "Enter the" line "ID no." done _EnterTheAmountText:: ; unreferenced text "Enter the" line "amount." done _NothingToChooseText:: text "There's nothing to" line "choose." prompt _WhichSidePutOnText:: text "Which side do you" line "want to put it on?" done _WhichSidePutAwayText:: text "Which side do you" line "want to put away?" done _PutAwayTheDecoText:: text "Put away the" line "@" text_ram wStringBuffer3 text "." prompt _NothingToPutAwayText:: text "There's nothing to" line "put away." prompt _SetUpTheDecoText:: text "Set up the" line "@" text_ram wStringBuffer3 text "." prompt _PutAwayAndSetUpText:: text "Put away the" line "@" text_ram wStringBuffer3 text_start para "and set up the" line "@" text_ram wStringBuffer4 text "." prompt _AlreadySetUpText:: text "That's already set" line "up." prompt _LookTownMapText:: text "It's the TOWN MAP." done _LookPikachuPosterText:: text "It's a poster of a" line "cute PIKACHU." done _LookClefairyPosterText:: text "It's a poster of a" line "cute CLEFAIRY." done _LookJigglypuffPosterText:: text "It's a poster of a" line "cute JIGGLYPUFF." done _LookAdorableDecoText:: text "It's an adorable" line "@" text_ram wStringBuffer3 text "." done _LookGiantDecoText:: text "A giant doll! It's" line "fluffy and cuddly." done _MomHiHowAreYouText:: text "Hi, !" line "How are you?" prompt _MomFoundAnItemText:: text "I found a useful" line "item shopping, so" prompt _MomBoughtWithYourMoneyText:: text "I bought it with" line "your money. Sorry!" prompt _MomItsInPCText:: text "It's in your PC." line "You'll like it!" done _MomFoundADollText:: text "While shopping" line "today, I saw this" cont "adorable doll, so" prompt _MomItsInYourRoomText:: text "It's in your room." line "You'll love it!" done _MonWasSentToText:: text_ram wPlayerTrademonSpeciesName text " was" line "sent to @" text_ram wOTTrademonSenderName text "." done _MonNameSentToText:: text_start done _BidsFarewellToMonText:: text_ram wOTTrademonSenderName text " bids" line "farewell to" done _MonNameBidsFarewellText:: text_ram wOTTrademonSpeciesName text "." done _TakeGoodCareOfMonText:: text "Take good care of" line "@" text_ram wOTTrademonSpeciesName text "." done _ForYourMonSendsText:: text "For @" text_ram wPlayerTrademonSenderName text "'s" line "@" text_ram wPlayerTrademonSpeciesName text "," done _OTSendsText:: text_ram wOTTrademonSenderName text " sends" line "@" text_ram wOTTrademonSpeciesName text "." done _WillTradeText:: text_ram wOTTrademonSenderName text " will" line "trade @" text_ram wOTTrademonSpeciesName text_end text_end ; unreferenced _ForYourMonWillTradeText:: text "for @" text_ram wPlayerTrademonSenderName text "'s" line "@" text_ram wPlayerTrademonSpeciesName text "." done ; Oak's Pokémon Talk _OPT_IntroText1:: text_start line "MARY: PROF.OAK'S" done _OPT_IntroText2:: text_start line "#MON TALK!" done _OPT_IntroText3:: text_start line "With me, MARY!" done _OPT_OakText1:: text_start line "OAK: @" text_ram wMonOrItemNameBuffer text_end text_end ; unreferenced _OPT_OakText2:: text_start line "may be seen around" done _OPT_OakText3:: text_start line "@" text_ram wStringBuffer1 text "." done _OPT_MaryText1:: text_start line "MARY: @" text_ram wStringBuffer1 text "'s" done _OPT_SweetAdorablyText:: text_start line "sweet and adorably" done _OPT_WigglySlicklyText:: text_start line "wiggly and slickly" done _OPT_AptlyNamedText:: text_start line "aptly named and" done _OPT_UndeniablyKindOfText:: text_start line "undeniably kind of" done _OPT_UnbearablyText:: text_start line "so, so unbearably" done _OPT_WowImpressivelyText:: text_start line "wow, impressively" done _OPT_AlmostPoisonouslyText:: text_start line "almost poisonously" done _OPT_SensuallyText:: text_start line "ooh, so sensually" done _OPT_MischievouslyText:: text_start line "so mischievously" done _OPT_TopicallyText:: text_start line "so very topically" done _OPT_AddictivelyText:: text_start line "sure addictively" done _OPT_LooksInWaterText:: text_start line "looks in water is" done _OPT_EvolutionMustBeText:: text_start line "evolution must be" done _OPT_ProvocativelyText:: text_start line "provocatively" done _OPT_FlippedOutText:: text_start line "so flipped out and" done _OPT_HeartMeltinglyText:: text_start line "heart-meltingly" done _OPT_CuteText:: text_start line "cute." done _OPT_WeirdText:: text_start line "weird." done _OPT_PleasantText:: text_start line "pleasant." done _OPT_BoldSortOfText:: text_start line "bold, sort of." done _OPT_FrighteningText:: text_start line "frightening." done _OPT_SuaveDebonairText:: text_start line "suave & debonair!" done _OPT_PowerfulText:: text_start line "powerful." done _OPT_ExcitingText:: text_start line "exciting." done _OPT_NowText:: text_start line "now!" done _OPT_InspiringText:: text_start line "inspiring." done _OPT_FriendlyText:: text_start line "friendly." done _OPT_HotHotHotText:: text_start line "hot, hot, hot!" done _OPT_StimulatingText:: text_start line "stimulating." done _OPT_GuardedText:: text_start line "guarded." done _OPT_LovelyText:: text_start line "lovely." done _OPT_SpeedyText:: text_start line "speedy." done _OPT_PokemonChannelText:: text "#MON" done _PokedexShowText:: text_start line "@" text_ram wStringBuffer1 text_end ; Pokémon Music Channel / Pokémusic _BenIntroText1:: text_start line "BEN: #MON MUSIC" done _BenIntroText2:: text_start line "CHANNEL!" done _BenIntroText3:: text_start line "It's me, DJ BEN!" done _FernIntroText1:: text_start line "FERN: #MUSIC!" done _FernIntroText2:: text_start line "With DJ FERN!" done _BenFernText1:: text_start line "Today's @" text_today text "," done _BenFernText2A:: text_start line "so let us jam to" done _BenFernText2B:: text_start line "so chill out to" done _BenFernText3A:: text_start line "#MON March!" done _BenFernText3B:: text_start line "#MON Lullaby!" done ; Lucky Channel _LC_Text1:: text_start line "REED: Yeehaw! How" done _LC_Text2:: text_start line "y'all doin' now?" done _LC_Text3:: text_start line "Whether you're up" done _LC_Text4:: text_start line "or way down low," done _LC_Text5:: text_start line "don't you miss the" done _LC_Text6:: text_start line "LUCKY NUMBER SHOW!" done _LC_Text7:: text_start line "This week's Lucky" done _LC_Text8:: text_start line "Number is @" text_pause text_ram wStringBuffer1 text "!" done _LC_Text9:: text_start line "I'll repeat that!" done _LC_Text10:: text_start line "Match it and go to" done _LC_Text11:: text_start line "the RADIO TOWER!" done _LC_DragText1:: text_start line "…Repeating myself" done _LC_DragText2:: text_start line "gets to be a drag…" done ; Places and People _PnP_Text1:: text_start line "PLACES AND PEOPLE!" done _PnP_Text2:: text_start line "Brought to you by" done _PnP_Text3:: text_start line "me, DJ LILY!" done _PnP_Text4:: text_start line "@" text_ram wStringBuffer2 text " @" text_ram wStringBuffer1 text_end text_end ; unreferenced _PnP_CuteText:: text_start line "is cute." done _PnP_LazyText:: text_start line "is sort of lazy." done _PnP_HappyText:: text_start line "is always happy." done _PnP_NoisyText:: text_start line "is quite noisy." done _PnP_PrecociousText:: text_start line "is precocious." done _PnP_BoldText:: text_start line "is somewhat bold." done _PnP_PickyText:: text_start line "is too picky!" done _PnP_SortOfOKText:: text_start line "is sort of OK." done _PnP_SoSoText:: text_start line "is just so-so." done _PnP_GreatText:: text_start line "is actually great." done _PnP_MyTypeText:: text_start line "is just my type." done _PnP_CoolText:: text_start line "is so cool, no?" done _PnP_InspiringText:: text_start line "is inspiring!" done _PnP_WeirdText:: text_start line "is kind of weird." done _PnP_RightForMeText:: text_start line "is right for me?" done _PnP_OddText:: text_start line "is definitely odd!" done _PnP_Text5:: text_start line "@" text_ram wStringBuffer1 text_end text_end ; unreferenced _RocketRadioText1:: text_start line "… …Ahem, we are" done _RocketRadioText2:: text_start line "TEAM ROCKET!" done _RocketRadioText3:: text_start line "After three years" done _RocketRadioText4:: text_start line "of preparation, we" done _RocketRadioText5:: text_start line "have risen again" done _RocketRadioText6:: text_start line "from the ashes!" done _RocketRadioText7:: text_start line "GIOVANNI! @" text_pause text "Can you" done _RocketRadioText8:: text_start line "hear?@" text_pause text " We did it!" done _RocketRadioText9:: text_start line "@" text_pause text "Where is our Boss?" done _RocketRadioText10:: text_start line "@" text_pause text "Is he listening?" done _AskFloorElevatorText:: text "Which floor?" done _BugCatchingContestTimeUpText:: text "ANNOUNCER: BEEEP!" para "Time's up!" done _BugCatchingContestIsOverText:: text "ANNOUNCER: The" line "Contest is over!" done _RepelWoreOffText:: text "REPEL's effect" line "wore off." done _PlayerFoundItemText:: text " found" line "@" text_ram wStringBuffer3 text "." done _ButNoSpaceText:: text "But has" line "no space left…" done _JustSawSomeRareMonText:: text "I just saw some" line "rare @" text_ram wStringBuffer1 text " in" cont "@" text_ram wStringBuffer2 text "." para "I'll call you if I" line "see another rare" cont "#MON, OK?" prompt _SavingRecordText:: text "SAVING RECORD…" line "DON'T TURN OFF!" done _ReceiveItemText:: text_ram wPlayerName text " received" line "@" text_ram wStringBuffer1 text "!@" sound_item text_promptbutton text_end _NoCoinsText:: text "You have no coins." prompt _NoCoinCaseText:: text "You don't have a" line "COIN CASE." prompt _NPCTradeCableText:: text "OK, connect the" line "Game Link Cable." prompt Text_NPCTraded:: text " traded" line "@" text_ram wStringBuffer2 text " for" cont "@" text_ram wMonOrItemNameBuffer text ".@" text_end _NPCTradeFanfareText:: sound_dex_fanfare_80_109 text_pause text_end _NPCTradeIntroText1:: text "I collect #MON." line "Do you have" cont "@" text_ram wStringBuffer1 text "?" para "Want to trade it" line "for my @" text_ram wStringBuffer2 text "?" done _NPCTradeCancelText1:: text "You don't want to" line "trade? Aww…" done _NPCTradeWrongText1:: text "Huh? That's not" line "@" text_ram wStringBuffer1 text ". " cont "What a letdown…" done _NPCTradeCompleteText1:: text "Yay! I got myself" line "@" text_ram wStringBuffer1 text "!" cont "Thanks!" done _NPCTradeAfterText1:: text "Hi, how's my old" line "@" text_ram wStringBuffer2 text " doing?" done _NPCTradeIntroText2:: text "Hi, I'm looking" line "for this #MON." para "If you have" line "@" text_ram wStringBuffer1 text ", would" para "you trade it for" line "my @" text_ram wStringBuffer2 text "?" done _NPCTradeCancelText2:: text "You don't have" line "one either?" para "Gee, that's really" line "disappointing…" done _NPCTradeWrongText2:: text "You don't have" line "@" text_ram wStringBuffer1 text "? That's" cont "too bad, then." done _NPCTradeCompleteText2:: text "Great! Thank you!" para "I finally got" line "@" text_ram wStringBuffer1 text "." done _NPCTradeAfterText2:: text "Hi! The @" text_ram wMonOrItemNameBuffer text_start line "you traded me is" cont "doing great!" done _NPCTradeIntroText3:: text_ram wMonOrItemNameBuffer text "'s cute," line "but I don't have" para "it. Do you have" line "@" text_ram wStringBuffer1 text "?" para "Want to trade it" line "for my @" text_ram wStringBuffer2 text "?" done _NPCTradeCancelText3:: text "You don't want to" line "trade? Oh, darn…" done _NPCTradeWrongText3:: text "That's not" line "@" text_ram wStringBuffer1 text "." para "Please trade with" line "me if you get one." done _NPCTradeCompleteText3:: text "Wow! Thank you!" line "I always wanted" cont "@" text_ram wMonOrItemNameBuffer text "!" done _NPCTradeAfterText3:: text "How is that" line "@" text_ram wStringBuffer2 text " I" cont "traded you doing?" para "Your @" text_ram wMonOrItemNameBuffer text "'s" line "so cute!" done _MomLeavingText1:: text "Wow, that's a cute" line "#MON." para "Where did you get" line "it?" para "…" para "So, you're leaving" line "on an adventure…" para "OK!" line "I'll help too." para "But what can I do" line "for you?" para "I know! I'll save" line "money for you." para "On a long journey," line "money's important." para "Do you want me to" line "save your money?" done _MomLeavingText2:: text "OK, I'll take care" line "of your money." para "<……><……><……>" prompt _MomLeavingText3:: text "Be careful." para "#MON are your" line "friends. You need" cont "to work as a team." para "Now, go on!" done _MomIsThisAboutYourMoneyText:: text "Hi! Welcome home!" line "You're trying very" cont "hard, I see." para "I've kept your" line "room tidy." para "Or is this about" line "your money?" done _MomBankWhatDoYouWantToDoText:: text "What do you want" line "to do?" done _MomStoreMoneyText:: text "How much do you" line "want to save?" done _MomTakeMoneyText:: text "How much do you" line "want to take?" done _MomSaveMoneyText:: text "Do you want to" line "save some money?" done _MomHaventSavedThatMuchText:: text "You haven't saved" line "that much." prompt _MomNotEnoughRoomInWalletText:: text "You can't take" line "that much." prompt _MomInsufficientFundsInWalletText:: text "You don't have" line "that much." prompt _MomNotEnoughRoomInBankText:: text "You can't save" line "that much." prompt _MomStartSavingMoneyText:: text "OK, I'll save your" line "money. Trust me!" para ", stick" line "with it!" done _MomStoredMoneyText:: text "Your money's safe" line "here! Get going!" done _MomTakenMoneyText:: text ", don't" line "give up!" done _MomJustDoWhatYouCanText:: text "Just do what" line "you can." done _DaycareDummyText:: text_start done _DayCareManIntroText:: text "I'm the DAY-CARE" line "MAN. Want me to" cont "raise a #MON?" done _DayCareManIntroEggText:: text "I'm the DAY-CARE" line "MAN. Do you know" cont "about EGGS?" para "I was raising" line "#MON with my" cont "wife, you see." para "We were shocked to" line "find an EGG!" para "How incredible is" line "that?" para "So, want me to" line "raise a #MON?" done _DayCareLadyIntroText:: text "I'm the DAY-CARE" line "LADY." para "Should I raise a" line "#MON for you?" done _DayCareLadyIntroEggText:: text "I'm the DAY-CARE" line "LADY. Do you know" cont "about EGGS?" para "My husband and I" line "were raising some" cont "#MON, you see." para "We were shocked to" line "find an EGG!" para "How incredible" line "could that be?" para "Should I raise a" line "#MON for you?" done _WhatShouldIRaiseText:: text "What should I" line "raise for you?" prompt _OnlyOneMonText:: text "Oh? But you have" line "just one #MON." prompt _CantAcceptEggText:: text "Sorry, but I can't" line "accept an EGG." prompt _RemoveMailText:: text "Remove MAIL before" line "you come see me." prompt _LastHealthyMonText:: text "If you give me" line "that, what will" cont "you battle with?" prompt _IllRaiseYourMonText:: text "OK. I'll raise" line "your @" text_ram wStringBuffer1 text "." prompt _ComeBackLaterText:: text "Come back for it" line "later." done _AreWeGeniusesText:: text "Are we geniuses or" line "what? Want to see" cont "your @" text_ram wStringBuffer1 text "?" done _YourMonHasGrownText:: text "Your @" text_ram wStringBuffer1 text_start line "has grown a lot." para "By level, it's" line "grown by @" text_decimal wStringBuffer2 + 1, 1, 3 text "." para "If you want your" line "#MON back, it" cont "will cost ¥@" text_decimal wStringBuffer2 + 2, 3, 4 text "." done _PerfectHeresYourMonText:: text "Perfect! Here's" line "your #MON." prompt _GotBackMonText:: text " got back" line "@" text_ram wStringBuffer1 text "." prompt _BackAlreadyText:: text "Huh? Back already?" line "Your @" text_ram wStringBuffer1 text_start para "needs a little" line "more time with us." para "If you want your" line "#MON back, it" cont "will cost ¥100." done _HaveNoRoomText:: text "You have no room" line "for it." prompt _NotEnoughMoneyText:: text "You don't have" line "enough money." prompt _OhFineThenText:: text "Oh, fine then." prompt _ComeAgainText:: text "Come again." done _NotYetText:: text "Not yet…" done _FoundAnEggText:: text "Ah, it's you!" para "We were raising" line "your #MON, and" para "my goodness, were" line "we surprised!" para "Your #MON had" line "an EGG!" para "We don't know how" line "it got there, but" para "your #MON had" line "it. You want it?" done _ReceivedEggText:: text " received" line "the EGG!" done _TakeGoodCareOfEggText:: text "Take good care of" line "it." done _IllKeepItThanksText:: text "Well then, I'll" line "keep it. Thanks!" done _NoRoomForEggText:: text "You have no room" line "in your party." cont "Come back later." done _WhichMonPhotoText:: text "Which #MON" line "should I photo-" cont "graph?" prompt _HoldStillText:: text "All righty. Hold" line "still for a bit." prompt _PrestoAllDoneText:: text "Presto! All done." line "Come again, OK?" done _NoPhotoText:: text "Oh, no picture?" line "Come again, OK?" done _EggPhotoText:: text "An EGG? My talent" line "is worth more…" done _NameRaterHelloText:: text "Hello, hello! I'm" line "the NAME RATER." para "I rate the names" line "of #MON." para "Would you like me" line "to rate names?" done _NameRaterWhichMonText:: text "Which #MON's" line "nickname should I" cont "rate for you?" prompt _NameRaterBetterNameText:: text "Hm… @" text_ram wStringBuffer1 text "…" line "That's a fairly" cont "decent name." para "But, how about a" line "slightly better" cont "nickname?" para "Want me to give it" line "a better name?" done _NameRaterWhatNameText:: text "All right. What" line "name should we" cont "give it, then?" prompt _NameRaterFinishedText:: text "That's a better" line "name than before!" para "Well done!" done _NameRaterComeAgainText:: text "OK, then. Come" line "again sometime." done _NameRaterPerfectNameText:: text "Hm… @" text_ram wStringBuffer1 text "?" line "What a great name!" cont "It's perfect." para "Treat @" text_ram wStringBuffer1 text_start line "with loving care." done _NameRaterEggText:: text "Whoa… That's just" line "an EGG." done _NameRaterSameNameText:: text "It might look the" line "same as before," para "but this new name" line "is much better!" para "Well done!" done _NameRaterNamedText:: text "All right. This" line "#MON is now" cont "named @" text_ram wStringBuffer1 text "." prompt Text_Gained:: text_ram wStringBuffer1 text " gained@@" _BoostedExpPointsText:: text_start line "a boosted" cont "@" text_decimal wStringBuffer2, 2, 4 text " EXP. Points!" prompt _ExpPointsText:: text_start line "@" text_decimal wStringBuffer2, 2, 4 text " EXP. Points!" prompt _GoMonText:: text "Go! @" text_ram wBattleMonNickname text "!" done _DoItMonText:: text "Do it! @" text_ram wBattleMonNickname text "!" done _GoForItMonText:: text "Go for it," line "@" text_ram wBattleMonNickname text "!" done _YourFoesWeakGetmMonText:: text "Your foe's weak!" line "Get'm, @" text_ram wBattleMonNickname text "!" done _BattleMonNickCommaText:: text_ram wBattleMonNickname text ",@@" _ThatsEnoughComeBackText:: text " that's" line "enough! Come back!" done _OKComeBackText:: text " OK!" line "Come back!" done _GoodComeBackText:: text " good!" line "Come back!" done _ComeBackText:: text " come" line "back!" done _PlayerPickedUpPayDayMoney:: text " picked up" line "¥@" text_decimal wPayDayMoney, 3, 6 text "!" prompt _BootedTMText:: text "Booted up a TM." prompt _BootedHMText:: text "Booted up an HM." prompt _ContainedMoveText:: text "It contained" line "@" text_ram wStringBuffer2 text "." para "Teach @" text_ram wStringBuffer2 text_start line "to a #MON?" done _TMHMNotCompatibleText:: text_ram wStringBuffer2 text " is" line "not compatible" cont "with @" text_ram wStringBuffer1 text "." para "It can't learn" line "@" text_ram wStringBuffer2 text "." prompt _NoRoomTMHMText:: text "You have no room" line "for any more" cont "@" text_ram wStringBuffer1 text "S." prompt _ReceivedTMHMText:: text "You received" line "@" text_ram wStringBuffer1 text "!" prompt _MysteryGiftCanceledText:: text "The link has been" line "cancelled." prompt _MysteryGiftCommErrorText:: text "Communication" line "error." prompt _RetrieveMysteryGiftText:: text "Must retrieve GIFT" line "at #MON CENTER." prompt _YourFriendIsNotReadyText:: text "Your friend isn't" line "ready." prompt _MysteryGiftFiveADayText:: text "Sorry--only five" line "GIFTS a day." prompt _MysteryGiftOneADayText:: text "Sorry. One GIFT" line "a day per person." prompt _MysteryGiftSentText:: text_ram wMysteryGiftPartnerName text " sent" line "@" text_ram wStringBuffer1 text "." prompt _MysteryGiftSentHomeText:: text_ram wMysteryGiftPartnerName text " sent" line "@" text_ram wStringBuffer1 text_start cont "to @" text_ram wMysteryGiftPlayerName text "'s home." prompt _BadgeRequiredText:: text "Sorry! A new BADGE" line "is required." prompt _CantUseItemText:: text "Can't use that" line "here." prompt _UseCutText:: text_ram wStringBuffer2 text " used" line "CUT!" prompt _CutNothingText:: text "There's nothing to" line "CUT here." prompt _BlindingFlashText:: text "A blinding FLASH" line "lights the area!@" text_promptbutton db "@@" _UsedSurfText:: text_ram wStringBuffer2 text " used" line "SURF!" done