diff options
author | PikalaxALT <pikalaxalt@gmail.com> | 2021-06-23 15:08:21 -0400 |
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committer | PikalaxALT <pikalaxalt@gmail.com> | 2021-06-23 15:08:21 -0400 |
commit | 5dd61a98b8df5743b8439633f9b0a042b5f7015d (patch) | |
tree | d197489b16d933ad8992e36f544a46c86b1ea92b /src/data/text/contest_en.h | |
parent | 21822dcdbd17ec3c0a435e060dc90d808ca53553 (diff) |
Contest data and strings to C, 2
Diffstat (limited to 'src/data/text/contest_en.h')
-rw-r--r-- | src/data/text/contest_en.h | 453 |
1 files changed, 453 insertions, 0 deletions
diff --git a/src/data/text/contest_en.h b/src/data/text/contest_en.h new file mode 100644 index 000000000..39a4c9cff --- /dev/null +++ b/src/data/text/contest_en.h @@ -0,0 +1,453 @@ +const u8 ContestString_DescHighlyAppealing[] = _("A highly appealing move."); +const u8 ContestString_DescStartled1[] = _("After this move, the user is\nmore easily startled."); +const u8 ContestString_DescGreatLock[] = _("Makes a great appeal, but\nallows no more to the end."); +const u8 ContestString_DescRepeatable[] = _("Can be repeatedly used\nwithout boring the JUDGE."); +const u8 ContestString_DescStartled2[] = _("Can avoid being startled\nby others once."); +const u8 ContestString_DescStartled3[] = _("Can avoid being startled\nby others."); +const u8 ContestString_DescStartled4[] = _("Can avoid being startled\nby others a little."); +const u8 ContestString_DescStartled5[] = _("After this move, the user is\nless likely to be startled."); +const u8 ContestString_DescStartled6[] = _("Slightly startles the\nPOKéMON in front."); +const u8 ContestString_DescStartled7[] = _("Slightly startles those\nthat have made appeals."); +const u8 ContestString_DescStartled8[] = _("Startles the POKéMON that\nappealed before the user."); +const u8 ContestString_DescStartled9[] = _("Startles all POKéMON that\nhave done their appeals."); +const u8 ContestString_DescStartled10[] = _("Badly startles the\nPOKéMON in front."); +const u8 ContestString_DescStartled11[] = _("Badly startles those that\nhave made appeals."); +const u8 ContestString_DescStartled12[] = _("Startles the POKéMON that\nappealed before the user."); +const u8 ContestString_DescStartled13[] = _("Startles all POKéMON that\nappealed before the user."); +const u8 ContestString_DescAttentionShift[] = _("Shifts the JUDGE's\nattention from others."); +const u8 ContestString_DescStartled14[] = _("Startles the POKéMON that\nhas the JUDGE's attention."); +const u8 ContestString_DescJamOthersMissTurn[] = _("Jams the others, and misses\none turn of appeals."); +const u8 ContestString_DescStartled15[] = _("Startles POKéMON that\nmade a same-type appeal."); +const u8 ContestString_DescStartled16[] = _("Badly startles POKéMON\nthat made COOL appeals."); +const u8 ContestString_DescStartled17[] = _("Badly startles POKéMON\nthat made BEAUTY appeals."); +const u8 ContestString_DescStartled18[] = _("Badly startles POKéMON\nthat made CUTE appeals."); +const u8 ContestString_DescStartled19[] = _("Badly startles POKéMON\nthat made SMART appeals."); +const u8 ContestString_DescStartled20[] = _("Badly startles POKéMON\nthat made TOUGH appeals."); +const u8 ContestString_DescNervousOne[] = _("Makes one POKéMON after\nthe user nervous."); +const u8 ContestString_DescNervousAllAfter[] = _("Makes all POKéMON after\nthe user nervous."); +const u8 ContestString_DescConditionWorseBefore[] = _("Worsens the condition of\nthose that made appeals."); +const u8 ContestString_DescStartled21[] = _("Badly startles POKéMON in\ngood condition."); +const u8 ContestString_DescGreatWhenFirst[] = _("The appeal works great if\nperformed first."); +const u8 ContestString_DescGreatWhenLast[] = _("The appeal works great if\nperformed last."); +const u8 ContestString_DescAppealGoodBeforeAll[] = _("Makes the appeal as good\nas those before it."); +const u8 ContestString_DescAppealGoodBeforeOne[] = _("Makes the appeal as good\nas the one before it."); +const u8 ContestString_DescBetterWhenLater[] = _("The appeal works better\nthe later it is performed."); +const u8 ContestString_DescAffectedByTiming[] = _("The appeal's quality varies\ndepending on its timing."); +const u8 ContestString_DescBetterWhenSameType[] = _("Works well if it's the same\ntype as the one before."); +const u8 ContestString_DescBetterWhenDiffType[] = _("Works well if different in\ntype than the one before."); +const u8 ContestString_DescAffectedByFront[] = _("Affected by how well the\nappeal in front goes."); +const u8 ContestString_DescConditionUp[] = _("Ups the user's condition.\nHelps prevent nervousness."); +const u8 ContestString_DescAffectedByCondition[] = _("The appeal works well if the\nuser's condition is good."); +const u8 ContestString_DescAppealEarlier[] = _("The next appeal can be made\nearlier next turn."); +const u8 ContestString_DescAppealLater[] = _("The next appeal can be made\nlater next turn."); +const u8 ContestString_DescRandomOrderEasier[] = _("Makes the next turn's order\nmore easily scrambled."); +const u8 ContestString_DescRandomOrder[] = _("Scrambles the order of\nappeals on the next turn."); +const u8 ContestString_DescAnyExcitement[] = _("An appeal that excites the\naudience in any CONTEST."); +const u8 ContestString_DescStartled22[] = _("Badly startles all POKéMON\nthat made good appeals."); +const u8 ContestString_DescScaleWithExcitement[] = _("The appeal works best the\nmore the crowd is excited."); +const u8 ContestString_DescStopExcitement[] = _("Temporarily stops the\ncrowd from growing excited."); + +const u8 *const gContestEffectStrings[] = { + ContestString_DescHighlyAppealing, + ContestString_DescStartled1, + ContestString_DescGreatLock, + ContestString_DescRepeatable, + ContestString_DescStartled2, + ContestString_DescStartled3, + ContestString_DescStartled4, + ContestString_DescStartled5, + ContestString_DescStartled6, + ContestString_DescStartled7, + ContestString_DescStartled8, + ContestString_DescStartled9, + ContestString_DescStartled10, + ContestString_DescStartled11, + ContestString_DescStartled12, + ContestString_DescStartled13, + ContestString_DescAttentionShift, + ContestString_DescStartled14, + ContestString_DescJamOthersMissTurn, + ContestString_DescStartled15, + ContestString_DescStartled16, + ContestString_DescStartled17, + ContestString_DescStartled18, + ContestString_DescStartled19, + ContestString_DescStartled20, + ContestString_DescNervousOne, + ContestString_DescNervousAllAfter, + ContestString_DescConditionWorseBefore, + ContestString_DescStartled21, + ContestString_DescGreatWhenFirst, + ContestString_DescGreatWhenLast, + ContestString_DescAppealGoodBeforeAll, + ContestString_DescAppealGoodBeforeOne, + ContestString_DescBetterWhenLater, + ContestString_DescAffectedByTiming, + ContestString_DescBetterWhenSameType, + ContestString_DescBetterWhenDiffType, + ContestString_DescAffectedByFront, + ContestString_DescConditionUp, + ContestString_DescAffectedByCondition, + ContestString_DescAppealEarlier, + ContestString_DescAppealLater, + ContestString_DescRandomOrderEasier, + ContestString_DescRandomOrder, + ContestString_DescAnyExcitement, + ContestString_DescStartled22, + ContestString_DescScaleWithExcitement, + ContestString_DescStopExcitement, +}; + +const u8 ContestString_MoveRainDance[] = _("RAIN DANCE"); +const u8 ContestString_MoveRage[] = _("RAGE"); +const u8 ContestString_MoveFocusEnergy[] = _("FOCUS ENERGY"); +const u8 ContestString_MoveHypnosis[] = _("HYPNOSIS"); +const u8 ContestString_MoveSoftboiled[] = _("SOFTBOILED"); +const u8 ContestString_MoveHornAttack[] = _("HORN ATTACK"); +const u8 ContestString_MoveSwordsDance[] = _("SWORDS DANCE"); +const u8 ContestString_MoveConversion[] = _("CONVERSION"); +const u8 ContestString_MoveSunnyDay[] = _("SUNNY DAY"); +const u8 ContestString_MoveRest[] = _("REST"); +const u8 ContestString_MoveVicegrip[] = _("VICEGRIP"); +const u8 ContestString_MoveDefenseCurl[] = _("DEFENSE CURL"); +const u8 ContestString_MoveLockOn[] = _("LOCK-ON"); + +const u8 *const gContestStrings_UnreferencedTable1[] = { + ContestString_MoveRainDance, + ContestString_MoveRainDance, + ContestString_MoveRage, + ContestString_MoveFocusEnergy, + ContestString_MoveHypnosis, + ContestString_MoveSoftboiled, + ContestString_MoveHornAttack, + ContestString_MoveSwordsDance, + ContestString_MoveConversion, + ContestString_MoveSunnyDay, + ContestString_MoveRest, + ContestString_MoveVicegrip, + ContestString_MoveDefenseCurl, + ContestString_MoveLockOn, +}; + +const u8 ContestString_Cool[] = _("COOL"); +const u8 ContestString_Beauty[] = _("BEAUTY"); +const u8 ContestString_Cute[] = _("CUTE"); +const u8 ContestString_Smart[] = _("SMART"); +const u8 ContestString_Tough[] = _("TOUGH"); + +const u8 *const gContestCategoryNames[] = { + ContestString_Cool, + ContestString_Beauty, + ContestString_Cute, + ContestString_Smart, + ContestString_Tough, +}; + +const u8 gText_Contest_WhichMoveWillBePlayed[] = _("Appeal no. {NAME_END}!\nWhich move will be played?"); + +const u8 gText_Contest_ButItCantParticipate[] = _("Appeal no. {NAME_END}!\nBut it can't participate!"); + +const u8 gText_MonAppealedWithMove[] = _("{STR_VAR_1} appealed with\n{STR_VAR_2}!"); + +const u8 gText_OtherPokemonMadeMoves[] = _("The other POKéMON\nmade moves.{PAUSE 60}"); + +const u8 gText_MonWasWatchingOthers[] = _("{STR_VAR_1} was watching\nthe others.{PAUSE 60}"); + +const u8 gText_AllOutOfAppealTime[] = _("We're all out of\nAppeal Time!{PAUSE 60}"); +const u8 gText_Strvar1sStrvar3Move[] = _("{STR_VAR_1}'s {STR_VAR_3}\nmove {STR_VAR_2}!{PAUSE 60}"); +const u8 gText_TRICK[] = _("TRICK"); +const u8 gText_SPECIAL[] = _("SPECIAL"); +const u8 ContestString_AppealJammed[] = _("But the appeal was\njammed."); +const u8 ContestString_FollowLead[] = _("It followed another\nPOKéMON's lead."); +const u8 ContestString_MessedUp[] = _("But it messed up."); +const u8 ContestString_BetterUsual[] = _("It went better than\nusual."); +const u8 ContestString_JudgeLookAway[] = _("The JUDGE looked away\nfor some reason."); +const u8 ContestString_WorkHard[] = _("It worked hard to build on\npast mistakes."); +const u8 ContestString_NoMoreMoves[] = _("It can't make any more\nmoves."); +const u8 ContestString_WorkReallyWell[] = _("It worked frighteningly\nwell."); +const u8 ContestString_WorkHardStandout[] = _("It worked as hard as the\nstandout POKéMON."); +const u8 ContestString_JudgeExpectantly[] = _("The JUDGE looked on\nexpectantly."); +const u8 ContestString_WorkRatherWell[] = _("It worked rather well."); +const u8 ContestString_WorkBetter[] = _("It worked a little better\nthan usual."); + +const u8 *const gContestStrings_UnreferencedTable2[] = { + ContestString_AppealJammed, + ContestString_FollowLead, + ContestString_MessedUp, + ContestString_BetterUsual, + ContestString_BetterUsual, + ContestString_JudgeLookAway, + ContestString_WorkHard, + ContestString_NoMoreMoves, + ContestString_WorkReallyWell, + ContestString_WorkHardStandout, + ContestString_JudgeExpectantly, + ContestString_WorkRatherWell, + ContestString_WorkBetter, +}; + +const u8 ContestString_StandOutNone[] = _("{STR_VAR_1} failed to\nstand out at all...{PAUSE_UNTIL_PRESS}"); +const u8 ContestString_StandOutNotMuch[] = _("{STR_VAR_1} didn't stand\nout very much...{PAUSE_UNTIL_PRESS}"); +const u8 ContestString_StandOutLittle[] = _("{STR_VAR_1} caught a\nlittle attention.{PAUSE_UNTIL_PRESS}"); +const u8 ContestString_StandOutLot[] = _("{STR_VAR_1} attracted a\nlot of attention.{PAUSE_UNTIL_PRESS}"); +const u8 ContestString_StandOutTotal[] = _("{STR_VAR_1} commanded\ntotal attention.{PAUSE_UNTIL_PRESS}"); +const u8 ContestString_StandOutDidnt[] = _("{STR_VAR_1} hasn't made\nits appeal.{PAUSE_UNTIL_PRESS}"); + +const u8 *const gContestStandOutStrings[] = { + ContestString_StandOutNone, + ContestString_StandOutNotMuch, + ContestString_StandOutLittle, + ContestString_StandOutLot, + ContestString_StandOutTotal, + ContestString_StandOutDidnt, +}; + +const u8 ContestString_AppealAnticipation3[] = _("Anticipation swelled for\n{STR_VAR_1}'s appeal next."); +const u8 ContestString_JudgeSatisfied[] = _("The JUDGE was very\nsatisfied."); +const u8 ContestString_Terminator[] = _(""); +const u8 ContestString_JudgeHeldFirm[] = _("The JUDGE 's views on\n{STR_VAR_1} held firm."); +const u8 ContestString_ChangedPerceptions[] = _("{STR_VAR_1}'s {STR_VAR_3}\nchanged perceptions."); +const u8 ContestString_AppealWoreOff[] = _("{STR_VAR_1}'s appeal\neffect wore off."); +const u8 ContestString_AppealWoreOff2[] = _("The special appeal's\neffect wore off."); +const u8 ContestString_AppealLookSame[] = _("Everyone's appeals were\nmade to look the same."); +const u8 ContestString_AppealCheapened[] = _("{STR_VAR_2}'s appeal was\ncheapened."); +const u8 ContestString_AppealCheapened2[] = _("It cheapened the appeal\nof those ahead."); +const u8 ContestString_AppealAttentionStolen[] = _("It stole attention away\nfrom {STR_VAR_2}."); +const u8 ContestString_AppealCheapened3[] = _("It cheapened\n{STR_VAR_2}'s appeal."); +const u8 ContestString_AppealCheapened4[] = _("It severely cheapened\nother appeals."); +const u8 ContestString_AppealAnticipation[] = _("Anticipation swelled for\n{STR_VAR_1}'s appeal next."); +const u8 ContestString_AppealCheapened5[] = _("It cheapened the appeal\nof those ahead."); +const u8 ContestString_AppealCheapened6[] = _("It cheapened the JUDGE's\nfavorite appeal."); +const u8 ContestString_AppealCheapened7[] = _("The appeals of others\nwere cheapened by half."); +const u8 ContestString_JammedStoodOut[] = _("It stood out to make up\nfor being jammed."); +const u8 ContestString_AppealNoMore[] = _("It can't participate in\nappeals any more."); +const u8 ContestString_AppealTouched[] = _("It touched the JUDGE for\na fantastic appeal."); +const u8 ContestString_AppealAnticipation2[] = _("Anticipation rose for\nupcoming appeals."); +const u8 ContestString_AppealStoodOut2[] = _("It stood out as much as\nspecial appeals."); +const u8 ContestString_AppealStoodOut3[] = _("It stood out as much as\n{STR_VAR_1}."); +const u8 ContestString_JammedAppealsNotice[] = _("Jammed appeals were made\neven less noticeable."); +const u8 ContestString_AppealSame[] = _("Everyone's appeals were\nmade the same."); +const u8 ContestString_AppealFullWorse[] = _("Its {STR_VAR_1} is full.\nIt worsened its appeal."); + +const u8 *const gContestString_UnreferencedPtrTable3[] = { + ContestString_JudgeHeldFirm, + ContestString_ChangedPerceptions, + ContestString_Terminator, + ContestString_AppealWoreOff, + ContestString_AppealWoreOff2, + ContestString_AppealLookSame, + ContestString_AppealCheapened, + ContestString_AppealCheapened2, + ContestString_AppealAttentionStolen, + ContestString_AppealCheapened3, + ContestString_AppealCheapened4, + ContestString_AppealAnticipation, + ContestString_AppealCheapened5, + ContestString_AppealCheapened6, + ContestString_AppealCheapened7, + ContestString_JammedStoodOut, + ContestString_AppealNoMore, + ContestString_AppealTouched, + ContestString_AppealAnticipation2, + ContestString_AppealStoodOut2, + ContestString_AppealStoodOut3, + ContestString_Terminator, + ContestString_Terminator, + ContestString_Terminator, + ContestString_JammedAppealsNotice, + ContestString_AppealSame, +}; + +const u8 ContestString_MoreConscious[] = _("It became more conscious\nof the other POKéMON.{PAUSE 60}"); +const u8 ContestString_NoAppeal[] = _("{STR_VAR_1} can't make an\nappeal after this.{PAUSE 60}"); +const u8 ContestString_SettleDown[] = _("It settled down just a\nlittle bit.{PAUSE 60}"); +const u8 ContestString_ObliviousToOthers[] = _("It became oblivious to\nthe other POKéMON.{PAUSE 60}"); +const u8 ContestString_LessAware[] = _("It became less aware of\nthe other POKéMON.{PAUSE 60}"); +const u8 ContestString_StoppedCaring[] = _("It stopped caring about\nother POKéMON much.{PAUSE 60}"); +const u8 ContestString_StartleAttempt[] = _("It tried to startle the\nother POKéMON.{PAUSE 60}"); +const u8 ContestString_DazzleAttempt[] = _("It tried to dazzle the\nothers.{PAUSE 60}"); +const u8 ContestString_JudgeLookAway2[] = _("The JUDGE looked away\nfrom {STR_VAR_1}.{PAUSE 60}"); +const u8 ContestString_UnnerveAttempt[] = _("It tried to unnerve the\nnext POKéMON.{PAUSE 60}"); +const u8 ContestString_Nervous[] = _("{STR_VAR_1} became\nnervous.{PAUSE 60}"); +const u8 ContestString_UnnerveWaiting[] = _("The appeal tried to\nunnerve waiting POKéMON.{PAUSE 60}"); +const u8 ContestString_TauntWell[] = _("It taunted POKéMON\ndoing well.{PAUSE 60}"); +const u8 ContestString_RegainedForm[] = _("{STR_VAR_1} regained its\nform.{PAUSE 60}"); +const u8 ContestString_JamWell[] = _("It tried to jam POKéMON\ndoing well.{PAUSE 60}"); +const u8 ContestString_HustleStandout[] = _("The standout {STR_VAR_1}\nhustled even more.{PAUSE 60}"); +const u8 ContestString_WorkHardUnnoticed[] = _("The largely unnoticed\n{STR_VAR_1} worked hard.{PAUSE 60}"); +const u8 ContestString_WorkBefore[] = _("It worked as much as\nPOKéMON before it.{PAUSE 60}"); +const u8 ContestString_AppealNotWell[] = _("{STR_VAR_1}'s appeal did\nnot go well.{PAUSE 60}"); +const u8 ContestString_WorkPreceding[] = _("It worked as much as the\npreceding POKéMON.{PAUSE 60}"); +const u8 ContestString_AppealNotWell2[] = _("{STR_VAR_1}'s appeal did\nnot go well.{PAUSE 60}"); +const u8 ContestString_AppealNotShownWell[] = _("{STR_VAR_1}'s appeal\ncouldn't be shown well.{PAUSE 60}"); +const u8 ContestString_AppealSlightlyWell[] = _("{STR_VAR_1}'s appeal\nwent slightly well.{PAUSE 60}"); +const u8 ContestString_AppealPrettyWell[] = _("{STR_VAR_1}'s appeal\nwent pretty well.{PAUSE 60}"); +const u8 ContestString_AppealExcellently[] = _("{STR_VAR_1}'s appeal\nwent excellently.{PAUSE 60}"); +const u8 ContestString_AppealDud[] = _("{STR_VAR_1}'s appeal was\na dud.{PAUSE 60}"); +const u8 ContestString_AppealNotVeryWell[] = _("{STR_VAR_1}'s appeal did\nnot work very well.{PAUSE 60}"); +const u8 ContestString_AppealSlightlyWell2[] = _("{STR_VAR_1}'s appeal\nwent slightly well.{PAUSE 60}"); +const u8 ContestString_AppealPrettyWell2[] = _("{STR_VAR_1}'s appeal\nwent pretty well.{PAUSE 60}"); +const u8 ContestString_AppealVeryWell[] = _("{STR_VAR_1}'s appeal\nwent very well.{PAUSE 60}"); +const u8 ContestString_AppealExcellently2[] = _("{STR_VAR_1}'s appeal\nwent excellently.{PAUSE 60}"); +const u8 ContestString_SameTypeGood[] = _("It's the same type as the\nPOKéMON before - good!{PAUSE 60}"); +const u8 ContestString_DiffTypeGood[] = _("It's not the same type as\nthe one before - good!{PAUSE 60}"); +const u8 ContestString_StoodOutAsMuch[] = _("It stood out much more\nthan the POKéMON before.{PAUSE 60}"); +const u8 ContestString_NotAsWell[] = _("It didn't do as well as the\nPOKéMON before.{PAUSE 60}"); +const u8 ContestString_ConditionRose[] = _("{STR_VAR_1}'s condition\nrose above usual.{PAUSE 60}"); +const u8 ContestString_HotStatus[] = _("{STR_VAR_1}'s hot status\nmade it a great appeal!{PAUSE 60}"); +const u8 ContestString_MoveUpLine[] = _("It moved up in line for\nthe next appeal.{PAUSE 60}"); +const u8 ContestString_MoveBackLine[] = _("It moved back in line once\nfor the next appeal.{PAUSE 60}"); +const u8 ContestString_ScrambleOrder[] = _("It scrambled up the\norder for the next turn.{PAUSE 60}"); +const u8 ContestString_JudgeExpectantly2[] = _("The JUDGE looked at\n{STR_VAR_1} expectantly.{PAUSE 60}"); +const u8 ContestString_WentOverWell[] = _("The appeal combo went\nover well.{PAUSE 60}"); +const u8 ContestString_WentOverVeryWell[] = _("The appeal combo went\nover very well.{PAUSE 60}"); +const u8 ContestString_AppealComboExcellently[] = _("The appeal combo went\nover excellently.{PAUSE 60}"); +const u8 ContestString_AvertGaze[] = _("{STR_VAR_1} managed to\navert its gaze.{PAUSE 60}"); +const u8 ContestString_AvoidSeeing[] = _("{STR_VAR_1} managed to\navoid seeing it.{PAUSE 60}"); +const u8 ContestString_NotFazed[] = _("{STR_VAR_1} isn't fazed\nby that sort of thing.{PAUSE 60}"); +const u8 ContestString_LittleDistracted[] = _("{STR_VAR_1} became a\nlittle distracted.{PAUSE 60}"); +const u8 ContestString_AttemptStartle[] = _("It tried to startle the\nother POKéMON.{PAUSE 60}"); +const u8 ContestString_LookedDown[] = _("{STR_VAR_1} looked down\nout of distraction.{PAUSE 60}"); +const u8 ContestString_TurnedBack[] = _("{STR_VAR_1} turned back\nout of distraction.{PAUSE 60}"); +const u8 ContestString_UtterCry[] = _("{STR_VAR_1} couldn't help\nuttering a cry.{PAUSE 60}"); +const u8 ContestString_LeaptUp[] = _("{STR_VAR_1} couldn't help\nleaping up.{PAUSE 60}"); +const u8 ContestString_TrippedOver[] = _("{STR_VAR_1} tripped over\nout of distraction.{PAUSE 60}"); +const u8 ContestString_TooNervous[] = _("{STR_VAR_1} was too\nnervous to move.{PAUSE 60}"); +const u8 ContestString_MessedUp2[] = _("But it messed up.{PAUSE 60}"); +const u8 ContestString_FailedTargetNervous[] = _("But it failed to make\nthe target nervous.{PAUSE 60}"); +const u8 ContestString_FailedAnyoneNervous[] = _("But it failed to make\nanyone nervous.{PAUSE 60}"); +const u8 ContestString_Ignored[] = _("But it was ignored...{PAUSE 60}"); +const u8 ContestString_NoConditionImprove[] = _("But it couldn't improve\nits condition...{PAUSE 60}"); +const u8 ContestString_BadConditionWeakAppeal[] = _("Its bad condition\nresulted in a weak appeal.{PAUSE 60}"); +const u8 ContestString_Unaffected[] = _("{STR_VAR_1} was\nunaffected.{PAUSE 60}"); +const u8 ContestString_DissapointedRepeat[] = _("{STR_VAR_1} disappointed\nby repeating an appeal.{PAUSE 60}"); +const u8 ContestString_WentOverGreat[] = _("{STR_VAR_1}'s {STR_VAR_3}\nwent over great.{PAUSE 60}"); +const u8 ContestString_DidntGoWell[] = _("{STR_VAR_1}'s {STR_VAR_3}\ndidn't go over well here...{PAUSE 60}"); +const u8 ContestString_GotCrowdGoing[] = _("{STR_VAR_1}'s {STR_VAR_3}\ngot the crowd going.{PAUSE 60}"); +const u8 ContestString_CantAppealNextTurn[] = _("{STR_VAR_1} can't appeal\nnext turn...{PAUSE 60}"); +const u8 ContestString_AttractedAttention[] = _("It attracted the crowd's\nattention.{PAUSE 60}"); +const u8 ContestString_CrowdWatches[] = _("The crowd continues to\nwatch {STR_VAR_3}.{PAUSE 60}"); +const u8 ContestString_Ignored2[] = _("{STR_VAR_1}'s\n{STR_VAR_2} is ignored.{PAUSE 60}"); + +const u8 *const gUnknown_083CC188[] = { + ContestString_MoreConscious, + ContestString_NoAppeal, + ContestString_SettleDown, + ContestString_ObliviousToOthers, + ContestString_LessAware, + ContestString_StoppedCaring, + ContestString_StartleAttempt, + ContestString_DazzleAttempt, + ContestString_JudgeLookAway2, + ContestString_UnnerveAttempt, + ContestString_Nervous, + ContestString_UnnerveWaiting, + ContestString_TauntWell, + ContestString_RegainedForm, + ContestString_JamWell, + ContestString_HustleStandout, + ContestString_WorkHardUnnoticed, + ContestString_WorkBefore, + ContestString_AppealNotWell, + ContestString_WorkPreceding, + ContestString_AppealNotWell2, + ContestString_AppealNotShownWell, + ContestString_AppealSlightlyWell, + ContestString_AppealPrettyWell, + ContestString_AppealExcellently, + ContestString_AppealDud, + ContestString_AppealNotVeryWell, + ContestString_AppealSlightlyWell2, + ContestString_AppealPrettyWell2, + ContestString_AppealVeryWell, + ContestString_AppealExcellently2, + ContestString_SameTypeGood, + ContestString_DiffTypeGood, + ContestString_StoodOutAsMuch, + ContestString_NotAsWell, + ContestString_ConditionRose, + ContestString_HotStatus, + ContestString_MoveUpLine, + ContestString_MoveBackLine, + ContestString_ScrambleOrder, + ContestString_JudgeExpectantly2, + ContestString_WentOverWell, + ContestString_WentOverVeryWell, + ContestString_AppealComboExcellently, + ContestString_AvertGaze, + ContestString_AvoidSeeing, + ContestString_NotFazed, + ContestString_LittleDistracted, + ContestString_AttemptStartle, + ContestString_LookedDown, + ContestString_TurnedBack, + ContestString_UtterCry, + ContestString_LeaptUp, + ContestString_TrippedOver, + ContestString_MessedUp2, + ContestString_FailedTargetNervous, + ContestString_FailedAnyoneNervous, + ContestString_Ignored, + ContestString_NoConditionImprove, + ContestString_BadConditionWeakAppeal, + ContestString_Unaffected, + ContestString_AttractedAttention, +}; + +const u8 gText_Contest_Shyness[] = _("shyness"); + +const u8 gText_Contest_Anxiety[] = _("anxiety"); + +const u8 gText_Contest_Laziness[] = _("laziness"); + +const u8 gText_Contest_Hesitancy[] = _("hesitancy"); + +const u8 gText_Contest_Fear[] = _("fear"); + +const u8 ContestString_Coolness[] = _("coolness"); +const u8 ContestString_Beauty2[] = _("beauty"); +const u8 ContestString_Cuteness[] = _("cuteness"); +const u8 ContestString_Smartness[] = _("smartness"); +const u8 ContestString_Toughness[] = _("toughness"); + +const u8 *const gContestCategoryStrings[] = { + ContestString_Coolness, + ContestString_Beauty2, + ContestString_Cuteness, + ContestString_Smartness, + ContestString_Toughness, +}; + +const u8 gUnknown_083CC2EC[] = _("TENSION:"); + +const u8 ContestString_CoolMove[] = _("COOL Move"); + +const u8 ContestString_BeautyMove[] = _("BEAUTY Move"); + +const u8 ContestString_CuteMove[] = _("CUTE Move"); + +const u8 ContestString_SmartMove[] = _("SMART Move"); + +const u8 ContestString_ToughMove[] = _("TOUGH Move"); + +const u8 ContestString_UnknownMoveType[] = _("???"); + +const u8 *const sInvalidContestMoveNames[] = { + ContestString_CoolMove, + ContestString_BeautyMove, + ContestString_CuteMove, + ContestString_SmartMove, + ContestString_ToughMove, + ContestString_UnknownMoveType, +}; + +// unused? +const u8 ContestString_Rank[] = _("RANK"); + +const u8 ContestString_HighlightTransparent_ColorMagenta[] = _("{HIGHLIGHT TRANSPARENT}{COLOR MAGENTA} "); + +const u8 gUnknownText_MissedTurn[] = _("Missed turn"); + +const u8 gUnknownText_LinkStandbyAndWinner[] = _("Link standby..."); +const u8 gUnknownText_ColorWhite2[] = _("{COLOR WHITE2}"); +const u8 gUnknownText_LinkWinner[] = _("The winner is {STR_VAR_1}'s {STR_VAR_2}!\nCongratulations!"); |