ContestString_DescHighlyAppealing: .string "A highly appealing move.$" ContestString_DescStartled1: .string "After this move, the user is\nmore easily startled.$" ContestString_DescGreatLock: .string "Makes a great appeal, but\nallows no more to the end.$" ContestString_DescRepeatable: .string "Can be repeatedly used\nwithout boring the JUDGE.$" ContestString_DescStartled2: .string "Can avoid being startled\nby others once.$" ContestString_DescStartled3: .string "Can avoid being startled\nby others.$" ContestString_DescStartled4: .string "Can avoid being startled\nby others a little.$" ContestString_DescStartled5: .string "After this move, the user is\nless likely to be startled.$" ContestString_DescStartled6: .string "Slightly startles the\nPOKéMON in front.$" ContestString_DescStartled7: .string "Slightly startles those\nthat have made appeals.$" ContestString_DescStartled8: .string "Startles the POKéMON that\nappealed before the user.$" ContestString_DescStartled9: .string "Startles all POKéMON that\nhave done their appeals.$" ContestString_DescStartled10: .string "Badly startles the\nPOKéMON in front.$" ContestString_DescStartled11: .string "Badly startles those that\nhave made appeals.$" ContestString_DescStartled12: .string "Startles the POKéMON that\nappealed before the user.$" ContestString_DescStartled13: .string "Startles all POKéMON that\nappealed before the user.$" ContestString_DescAttentionShift: .string "Shifts the JUDGE’s\nattention from others.$" ContestString_DescStartled14: .string "Startles the POKéMON that\nhas the JUDGE’s attention.$" ContestString_DescJamOthersMissTurn: .string "Jams the others, and misses\none turn of appeals.$" ContestString_DescStartled15: .string "Startles POKéMON that\nmade a same-type appeal.$" ContestString_DescStartled16: .string "Badly startles POKéMON\nthat made COOL appeals.$" ContestString_DescStartled17: .string "Badly startles POKéMON\nthat made BEAUTY appeals.$" ContestString_DescStartled18: .string "Badly startles POKéMON\nthat made CUTE appeals.$" ContestString_DescStartled19: .string "Badly startles POKéMON\nthat made SMART appeals.$" ContestString_DescStartled20: .string "Badly startles POKéMON\nthat made TOUGH appeals.$" ContestString_DescNervousOne: .string "Makes one POKéMON after\nthe user nervous.$" ContestString_DescNervousAllAfter: .string "Makes all POKéMON after\nthe user nervous.$" ContestString_DescConditionWorseBefore: .string "Worsens the condition of\nthose that made appeals.$" ContestString_DescStartled21: .string "Badly startles POKéMON in\ngood condition.$" ContestString_DescGreatWhenFirst: .string "The appeal works great if\nperformed first.$" ContestString_DescGreatWhenLast: .string "The appeal works great if\nperformed last.$" ContestString_DescAppealGoodBeforeAll: .string "Makes the appeal as good\nas those before it.$" ContestString_DescAppealGoodBeforeOne: .string "Makes the appeal as good\nas the one before it.$" ContestString_DescBetterWhenLater: .string "The appeal works better\nthe later it is performed.$" ContestString_DescAffectedByTiming: .string "The appeal’s quality varies\ndepending on its timing.$" ContestString_DescBetterWhenSameType: .string "Works well if it’s the same\ntype as the one before.$" ContestString_DescBetterWhenDiffType: .string "Works well if different in\ntype than the one before.$" ContestString_DescAffectedByFront: .string "Affected by how well the\nappeal in front goes.$" ContestString_DescConditionUp: .string "Ups the user’s condition.\nHelps prevent nervousness.$" ContestString_DescAffectedByCondition: .string "The appeal works well if the\nuser’s condition is good.$" ContestString_DescAppealEarlier: .string "The next appeal can be made\nearlier next turn.$" ContestString_DescAppealLater: .string "The next appeal can be made\nlater next turn.$" ContestString_DescRandomOrderEasier: .string "Makes the next turn’s order\nmore easily scrambled.$" ContestString_DescRandomOrder: .string "Scrambles the order of\nappeals on the next turn.$" ContestString_DescAnyExcitement: .string "An appeal that excites the\naudience in any CONTEST.$" ContestString_DescStartled22: .string "Badly startles all POKéMON\nthat made good appeals.$" ContestString_DescScaleWithExcitement: .string "The appeal works best the\nmore the crowd is excited.$" ContestString_DescStopExcitement: .string "Temporarily stops the\ncrowd from growing excited.$" .align 2 gUnknown_083CADD4:: @ 83CADD4 .4byte ContestString_DescHighlyAppealing .4byte ContestString_DescStartled1 .4byte ContestString_DescGreatLock .4byte ContestString_DescRepeatable .4byte ContestString_DescStartled2 .4byte ContestString_DescStartled3 .4byte ContestString_DescStartled4 .4byte ContestString_DescStartled5 .4byte ContestString_DescStartled6 .4byte ContestString_DescStartled7 .4byte ContestString_DescStartled8 .4byte ContestString_DescStartled9 .4byte ContestString_DescStartled10 .4byte ContestString_DescStartled11 .4byte ContestString_DescStartled12 .4byte ContestString_DescStartled13 .4byte ContestString_DescAttentionShift .4byte ContestString_DescStartled14 .4byte ContestString_DescJamOthersMissTurn .4byte ContestString_DescStartled15 .4byte ContestString_DescStartled16 .4byte ContestString_DescStartled17 .4byte ContestString_DescStartled18 .4byte ContestString_DescStartled19 .4byte ContestString_DescStartled20 .4byte ContestString_DescNervousOne .4byte ContestString_DescNervousAllAfter .4byte ContestString_DescConditionWorseBefore .4byte ContestString_DescStartled21 .4byte ContestString_DescGreatWhenFirst .4byte ContestString_DescGreatWhenLast .4byte ContestString_DescAppealGoodBeforeAll .4byte ContestString_DescAppealGoodBeforeOne .4byte ContestString_DescBetterWhenLater .4byte ContestString_DescAffectedByTiming .4byte ContestString_DescBetterWhenSameType .4byte ContestString_DescBetterWhenDiffType .4byte ContestString_DescAffectedByFront .4byte ContestString_DescConditionUp .4byte ContestString_DescAffectedByCondition .4byte ContestString_DescAppealEarlier .4byte ContestString_DescAppealLater .4byte ContestString_DescRandomOrderEasier .4byte ContestString_DescRandomOrder .4byte ContestString_DescAnyExcitement .4byte ContestString_DescStartled22 .4byte ContestString_DescScaleWithExcitement .4byte ContestString_DescStopExcitement ContestString_MoveRainDance: .string "RAIN DANCE$" ContestString_MoveRage: .string "RAGE$" ContestString_MoveFocusEnergy: .string "FOCUS ENERGY$" ContestString_MoveHypnosis: .string "HYPNOSIS$" ContestString_MoveSoftboiled: .string "SOFTBOILED$" ContestString_MoveHornAttack: .string "HORN ATTACK$" ContestString_MoveSwordsDance: .string "SWORDS DANCE$" ContestString_MoveConversion: .string "CONVERSION$" ContestString_MoveSunnyDay: .string "SUNNY DAY$" ContestString_MoveRest: .string "REST$" ContestString_MoveVicegrip: .string "VICEGRIP$" ContestString_MoveDefenseCurl: .string "DEFENSE CURL$" ContestString_MoveLockOn: .string "LOCK-ON$" .align 2 .4byte ContestString_MoveRainDance .4byte ContestString_MoveRainDance .4byte ContestString_MoveRage .4byte ContestString_MoveFocusEnergy .4byte ContestString_MoveHypnosis .4byte ContestString_MoveSoftboiled .4byte ContestString_MoveHornAttack .4byte ContestString_MoveSwordsDance .4byte ContestString_MoveConversion .4byte ContestString_MoveSunnyDay .4byte ContestString_MoveRest .4byte ContestString_MoveVicegrip .4byte ContestString_MoveDefenseCurl .4byte ContestString_MoveLockOn ContestString_Cool: .string "COOL$" ContestString_Beauty: .string "BEAUTY$" ContestString_Cute: .string "CUTE$" ContestString_Smart: .string "SMART$" ContestString_Tough: .string "TOUGH$" .align 2 gUnknown_083CAF70:: @ 83CAF70 .4byte ContestString_Cool .4byte ContestString_Beauty .4byte ContestString_Cute .4byte ContestString_Smart .4byte ContestString_Tough gUnknown_083CAF84:: @ 83CAF84 .string "Appeal no. {NAME_END}!\nWhich move will be played?$" gUnknown_083CAFAE:: @ 83CAFAE .string "Appeal no. {NAME_END}!\nBut it can’t participate!$" gUnknown_083CAFD7:: @ 83CAFD7 .string "{STR_VAR_1} appealed with\n{STR_VAR_2}!$" .string "The other POKéMON\nmade moves.{PAUSE 60}$" gUnknown_083CB00D:: @ 83CB00D .string "{STR_VAR_1} was watching\nthe others.{PAUSE 60}$" gUnknown_083CB02C:: @ 83CB02C .string "We’re all out of\nAppeal Time!{PAUSE 60}$" .string "{STR_VAR_1}’s {STR_VAR_3}\nmove {STR_VAR_2}!{PAUSE 60}$" .string "TRICK$" .string "SPECIAL$" ContestString_AppealJammed: .string "But the appeal was\njammed.$" ContestString_FollowLead: .string "It followed another\nPOKéMON’s lead.$" ContestString_MessedUp: .string "But it messed up.$" ContestString_BetterUsual: .string "It went better than\nusual.$" ContestString_JudgeLookAway: .string "The JUDGE looked away\nfor some reason.$" ContestString_WorkHard: .string "It worked hard to build on\npast mistakes.$" ContestString_NoMoreMoves: .string "It can’t make any more\nmoves.$" ContestString_WorkReallyWell: .string "It worked frighteningly\nwell.$" ContestString_WorkHardStandout: .string "It worked as hard as the\nstandout POKéMON.$" ContestString_JudgeExpectantly: .string "The JUDGE looked on\nexpectantly.$" ContestString_WorkRatherWell: .string "It worked rather well.$" ContestString_WorkBetter: .string "It worked a little better\nthan usual.$" .align 2 .4byte ContestString_AppealJammed .4byte ContestString_FollowLead .4byte ContestString_MessedUp .4byte ContestString_BetterUsual .4byte ContestString_BetterUsual .4byte ContestString_JudgeLookAway .4byte ContestString_WorkHard .4byte ContestString_NoMoreMoves .4byte ContestString_WorkReallyWell .4byte ContestString_WorkHardStandout .4byte ContestString_JudgeExpectantly .4byte ContestString_WorkRatherWell .4byte ContestString_WorkBetter ContestString_StandOutNone: .string "{STR_VAR_1} failed to\nstand out at all...{PAUSE_UNTIL_PRESS}$" ContestString_StandOutNotMuch: .string "{STR_VAR_1} didn’t stand\nout very much...{PAUSE_UNTIL_PRESS}$" ContestString_StandOutLittle: .string "{STR_VAR_1} caught a\nlittle attention.{PAUSE_UNTIL_PRESS}$" ContestString_StandOutLot: .string "{STR_VAR_1} attracted a\nlot of attention.{PAUSE_UNTIL_PRESS}$" ContestString_StandOutTotal: .string "{STR_VAR_1} commanded\ntotal attention.{PAUSE_UNTIL_PRESS}$" ContestString_StandOutDidnt: .string "{STR_VAR_1} hasn’t made\nits appeal.{PAUSE_UNTIL_PRESS}$" .align 2 gUnknown_083CB2F0:: @ 83CB2F0 .4byte ContestString_StandOutNone .4byte ContestString_StandOutNotMuch .4byte ContestString_StandOutLittle .4byte ContestString_StandOutLot .4byte ContestString_StandOutTotal .4byte ContestString_StandOutDidnt ContestString_AppealAnticipation3: .string "Anticipation swelled for\n{STR_VAR_1}’s appeal next.$" ContestString_JudgeSatisfied: .string "The JUDGE was very\nsatisfied.$" ContestString_Terminator: .string "$" ContestString_JudgeHeldFirm: .string "The JUDGE ’s views on\n{STR_VAR_1} held firm.$" ContestString_ChangedPerceptions: .string "{STR_VAR_1}’s {STR_VAR_3}\nchanged perceptions.$" ContestString_AppealWoreOff: .string "{STR_VAR_1}’s appeal\neffect wore off.$" ContestString_AppealWoreOff2: .string "The special appeal’s\neffect wore off.$" ContestString_AppealLookSame: .string "Everyone’s appeals were\nmade to look the same.$" ContestString_AppealCheapened: .string "{STR_VAR_2}’s appeal was\ncheapened.$" ContestString_AppealCheapened2: .string "It cheapened the appeal\nof those ahead.$" ContestString_AppealAttentionStolen: .string "It stole attention away\nfrom {STR_VAR_2}.$" ContestString_AppealCheapened3: .string "It cheapened\n{STR_VAR_2}’s appeal.$" ContestString_AppealCheapened4: .string "It severely cheapened\nother appeals.$" ContestString_AppealAnticipation: .string "Anticipation swelled for\n{STR_VAR_1}’s appeal next.$" ContestString_AppealCheapened5: .string "It cheapened the appeal\nof those ahead.$" ContestString_AppealCheapened6: .string "It cheapened the JUDGE’s\nfavorite appeal.$" ContestString_AppealCheapened7: .string "The appeals of others\nwere cheapened by half.$" ContestString_JammedStoodOut: .string "It stood out to make up\nfor being jammed.$" ContestString_AppealNoMore: .string "It can’t participate in\nappeals any more.$" ContestString_AppealTouched: .string "It touched the JUDGE for\na fantastic appeal.$" ContestString_AppealAnticipation2: .string "Anticipation rose for\nupcoming appeals.$" ContestString_AppealStoodOut2: .string "It stood out as much as\nspecial appeals.$" ContestString_AppealStoodOut3: .string "It stood out as much as\n{STR_VAR_1}.$" ContestString_JammedAppealsNotice: .string "Jammed appeals were made\neven less noticeable.$" ContestString_AppealSame: .string "Everyone’s appeals were\nmade the same.$" ContestString_AppealFullWorse: .string "Its {STR_VAR_1} is full.\nIt worsened its appeal.$" .align 2 .4byte ContestString_JudgeHeldFirm .4byte ContestString_ChangedPerceptions .4byte ContestString_Terminator .4byte ContestString_AppealWoreOff .4byte ContestString_AppealWoreOff2 .4byte ContestString_AppealLookSame .4byte ContestString_AppealCheapened .4byte ContestString_AppealCheapened2 .4byte ContestString_AppealAttentionStolen .4byte ContestString_AppealCheapened3 .4byte ContestString_AppealCheapened4 .4byte ContestString_AppealAnticipation .4byte ContestString_AppealCheapened5 .4byte ContestString_AppealCheapened6 .4byte ContestString_AppealCheapened7 .4byte ContestString_JammedStoodOut .4byte ContestString_AppealNoMore .4byte ContestString_AppealTouched .4byte ContestString_AppealAnticipation2 .4byte ContestString_AppealStoodOut2 .4byte ContestString_AppealStoodOut3 .4byte ContestString_Terminator .4byte ContestString_Terminator .4byte ContestString_Terminator .4byte ContestString_JammedAppealsNotice .4byte ContestString_AppealSame ContestString_MoreConscious: .string "It became more conscious\nof the other POKéMON.{PAUSE 60}$" ContestString_NoAppeal: .string "{STR_VAR_1} can’t make an\nappeal after this.{PAUSE 60}$" ContestString_SettleDown: .string "It settled down just a\nlittle bit.{PAUSE 60}$" ContestString_ObliviousToOthers: .string "It became oblivious to\nthe other POKéMON.{PAUSE 60}$" ContestString_LessAware: .string "It became less aware of\nthe other POKéMON.{PAUSE 60}$" ContestString_StoppedCaring: .string "It stopped caring about\nother POKéMON much.{PAUSE 60}$" ContestString_StartleAttempt: .string "It tried to startle the\nother POKéMON.{PAUSE 60}$" ContestString_DazzleAttempt: .string "It tried to dazzle the\nothers.{PAUSE 60}$" ContestString_JudgeLookAway2: .string "The JUDGE looked away\nfrom {STR_VAR_1}.{PAUSE 60}$" ContestString_UnnerveAttempt: .string "It tried to unnerve the\nnext POKéMON.{PAUSE 60}$" ContestString_Nervous: .string "{STR_VAR_1} became\nnervous.{PAUSE 60}$" ContestString_UnnerveWaiting: .string "The appeal tried to\nunnerve waiting POKéMON.{PAUSE 60}$" ContestString_TauntWell: .string "It taunted POKéMON\ndoing well.{PAUSE 60}$" ContestString_RegainedForm: .string "{STR_VAR_1} regained its\nform.{PAUSE 60}$" ContestString_JamWell: .string "It tried to jam POKéMON\ndoing well.{PAUSE 60}$" ContestString_HustleStandout: .string "The standout {STR_VAR_1}\nhustled even more.{PAUSE 60}$" ContestString_WorkHardUnnoticed: .string "The largely unnoticed\n{STR_VAR_1} worked hard.{PAUSE 60}$" ContestString_WorkBefore: .string "It worked as much as\nPOKéMON before it.{PAUSE 60}$" ContestString_AppealNotWell: .string "{STR_VAR_1}’s appeal did\nnot go well.{PAUSE 60}$" ContestString_WorkPreceding: .string "It worked as much as the\npreceding POKéMON.{PAUSE 60}$" ContestString_AppealNotWell2: .string "{STR_VAR_1}’s appeal did\nnot go well.{PAUSE 60}$" ContestString_AppealNotShownWell: .string "{STR_VAR_1}’s appeal\ncouldn’t be shown well.{PAUSE 60}$" ContestString_AppealSlightlyWell: .string "{STR_VAR_1}’s appeal\nwent slightly well.{PAUSE 60}$" ContestString_AppealPrettyWell: .string "{STR_VAR_1}’s appeal\nwent pretty well.{PAUSE 60}$" ContestString_AppealExcellently: .string "{STR_VAR_1}’s appeal\nwent excellently.{PAUSE 60}$" ContestString_AppealDud: .string "{STR_VAR_1}’s appeal was\na dud.{PAUSE 60}$" ContestString_AppealNotVeryWell: .string "{STR_VAR_1}’s appeal did\nnot work very well.{PAUSE 60}$" ContestString_AppealSlightlyWell2: .string "{STR_VAR_1}’s appeal\nwent slightly well.{PAUSE 60}$" ContestString_AppealPrettyWell2: .string "{STR_VAR_1}’s appeal\nwent pretty well.{PAUSE 60}$" ContestString_AppealVeryWell: .string "{STR_VAR_1}’s appeal\nwent very well.{PAUSE 60}$" ContestString_AppealExcellently2: .string "{STR_VAR_1}’s appeal\nwent excellently.{PAUSE 60}$" ContestString_SameTypeGood: .string "It’s the same type as the\nPOKéMON before - good!{PAUSE 60}$" ContestString_DiffTypeGood: .string "It’s not the same type as\nthe one before - good!{PAUSE 60}$" ContestString_StoodOutAsMuch: .string "It stood out much more\nthan the POKéMON before.{PAUSE 60}$" ContestString_NotAsWell: .string "It didn’t do as well as the\nPOKéMON before.{PAUSE 60}$" ContestString_ConditionRose: .string "{STR_VAR_1}’s condition\nrose above usual.{PAUSE 60}$" ContestString_HotStatus: .string "{STR_VAR_1}’s hot status\nmade it a great appeal!{PAUSE 60}$" ContestString_MoveUpLine: .string "It moved up in line for\nthe next appeal.{PAUSE 60}$" ContestString_MoveBackLine: .string "It moved back in line once\nfor the next appeal.{PAUSE 60}$" ContestString_ScrambleOrder: .string "It scrambled up the\norder for the next turn.{PAUSE 60}$" gUnknown_083CBD52:: @ 83CBD52 ContestString_JudgeExpectantly2: .string "The JUDGE looked at\n{STR_VAR_1} expectantly.{PAUSE 60}$" gUnknown_083CBD79:: @ 83CBD79 ContestString_WentOverWell: .string "The appeal combo went\nover well.{PAUSE 60}$" gUnknown_083CBD9D:: @ 83CBD9D ContestString_WentOverVeryWell: .string "The appeal combo went\nover very well.{PAUSE 60}$" gUnknown_083CBDC6:: @ 83CBDC6 ContestString_AppealComboExcellently: .string "The appeal combo went\nover excellently.{PAUSE 60}$" ContestString_AvertGaze: .string "{STR_VAR_1} managed to\navert its gaze.{PAUSE 60}$" ContestString_AvoidSeeing: .string "{STR_VAR_1} managed to\navoid seeing it.{PAUSE 60}$" ContestString_NotFazed: .string "{STR_VAR_1} isn’t fazed\nby that sort of thing.{PAUSE 60}$" ContestString_LittleDistracted: .string "{STR_VAR_1} became a\nlittle distracted.{PAUSE 60}$" ContestString_AttemptStartle: .string "It tried to startle the\nother POKéMON.{PAUSE 60}$" ContestString_LookedDown: .string "{STR_VAR_1} looked down\nout of distraction.{PAUSE 60}$" ContestString_TurnedBack: .string "{STR_VAR_1} turned back\nout of distraction.{PAUSE 60}$" ContestString_UtterCry: .string "{STR_VAR_1} couldn’t help\nuttering a cry.{PAUSE 60}$" ContestString_LeaptUp: .string "{STR_VAR_1} couldn’t help\nleaping up.{PAUSE 60}$" ContestString_TrippedOver: .string "{STR_VAR_1} tripped over\nout of distraction.{PAUSE 60}$" gUnknown_083CBF60:: @ 83CBF60 ContestString_TooNervous: .string "{STR_VAR_1} was too\nnervous to move.{PAUSE 60}$" ContestString_MessedUp2: .string "But it messed up.{PAUSE 60}$" ContestString_FailedTargetNervous: .string "But it failed to make\nthe target nervous.{PAUSE 60}$" ContestString_FailedAnyoneNervous: .string "But it failed to make\nanyone nervous.{PAUSE 60}$" ContestString_Ignored: .string "But it was ignored...{PAUSE 60}$" ContestString_NoConditionImprove: .string "But it couldn’t improve\nits condition...{PAUSE 60}$" ContestString_BadConditionWeakAppeal: .string "Its bad condition\nresulted in a weak appeal.{PAUSE 60}$" ContestString_Unaffected: .string "{STR_VAR_1} was\nunaffected.{PAUSE 60}$" gUnknown_083CC075:: @ 83CC075 ContestString_DissapointedRepeat: .string "{STR_VAR_1} disappointed\nby repeating an appeal.{PAUSE 60}$" gUnknown_083CC0A0:: @ 83CC0A0 ContestString_WentOverGreat: .string "{STR_VAR_1}’s {STR_VAR_3}\nwent over great.{PAUSE 60}$" gUnknown_083CC0BC:: @ 83CC0BC ContestString_DidntGoWell: .string "{STR_VAR_1}’s {STR_VAR_3}\ndidn’t go over well here...{PAUSE 60}$" gUnknown_083CC0E3:: @ 83CC0E3 ContestString_GotCrowdGoing: .string "{STR_VAR_1}’s {STR_VAR_3}\ngot the crowd going.{PAUSE 60}$" gUnknown_083CC103:: @ 83CC103 ContestString_CantAppealNextTurn: .string "{STR_VAR_1} can’t appeal\nnext turn...{PAUSE 60}$" ContestString_AttractedAttention: .string "It attracted the crowd’s\nattention.{PAUSE 60}$" gUnknown_083CC14A:: @ 83CC14A ContestString_CrowdWatches: .string "The crowd continues to\nwatch {STR_VAR_3}.{PAUSE 60}$" gUnknown_083CC16E:: @ 83CC16E ContestString_Ignored2: .string "{STR_VAR_1}’s\n{STR_VAR_2} is ignored.{PAUSE 60}$" .align 2 gUnknown_083CC188:: @ 83CC188 .4byte ContestString_MoreConscious .4byte ContestString_NoAppeal .4byte ContestString_SettleDown .4byte ContestString_ObliviousToOthers .4byte ContestString_LessAware .4byte ContestString_StoppedCaring .4byte ContestString_StartleAttempt .4byte ContestString_DazzleAttempt .4byte ContestString_JudgeLookAway2 .4byte ContestString_UnnerveAttempt .4byte ContestString_Nervous .4byte ContestString_UnnerveWaiting .4byte ContestString_TauntWell .4byte ContestString_RegainedForm .4byte ContestString_JamWell .4byte ContestString_HustleStandout .4byte ContestString_WorkHardUnnoticed .4byte ContestString_WorkBefore .4byte ContestString_AppealNotWell .4byte ContestString_WorkPreceding .4byte ContestString_AppealNotWell2 .4byte ContestString_AppealNotShownWell .4byte ContestString_AppealSlightlyWell .4byte ContestString_AppealPrettyWell .4byte ContestString_AppealExcellently .4byte ContestString_AppealDud .4byte ContestString_AppealNotVeryWell .4byte ContestString_AppealSlightlyWell2 .4byte ContestString_AppealPrettyWell2 .4byte ContestString_AppealVeryWell .4byte ContestString_AppealExcellently2 .4byte ContestString_SameTypeGood .4byte ContestString_DiffTypeGood .4byte ContestString_StoodOutAsMuch .4byte ContestString_NotAsWell .4byte ContestString_ConditionRose .4byte ContestString_HotStatus .4byte ContestString_MoveUpLine .4byte ContestString_MoveBackLine .4byte ContestString_ScrambleOrder .4byte ContestString_JudgeExpectantly2 @ expectantly .4byte ContestString_WentOverWell .4byte ContestString_WentOverVeryWell .4byte ContestString_AppealComboExcellently .4byte ContestString_AvertGaze .4byte ContestString_AvoidSeeing .4byte ContestString_NotFazed .4byte ContestString_LittleDistracted .4byte ContestString_AttemptStartle .4byte ContestString_LookedDown .4byte ContestString_TurnedBack .4byte ContestString_UtterCry .4byte ContestString_LeaptUp .4byte ContestString_TrippedOver .4byte ContestString_MessedUp2 .4byte ContestString_FailedTargetNervous .4byte ContestString_FailedAnyoneNervous .4byte ContestString_Ignored .4byte ContestString_NoConditionImprove .4byte ContestString_BadConditionWeakAppeal .4byte ContestString_Unaffected .4byte ContestString_AttractedAttention gUnknown_083CC280:: @ 83CC280 .string "shyness$" gUnknown_083CC288:: @ 83CC288 .string "anxiety$" gUnknown_083CC290:: @ 83CC290 .string "laziness$" gUnknown_083CC299:: @ 83CC299 .string "hesitancy$" gUnknown_083CC2A3:: @ 83CC2A3 .string "fear$" ContestString_Coolness: .string "coolness$" ContestString_Beauty2: .string "beauty$" ContestString_Cuteness: .string "cuteness$" ContestString_Smartness: .string "smartness$" ContestString_Toughness: .string "toughness$" .align 2 gUnknown_083CC2D8:: @ 83CC2D8 .4byte ContestString_Coolness .4byte ContestString_Beauty2 .4byte ContestString_Cuteness .4byte ContestString_Smartness .4byte ContestString_Toughness gUnknown_083CC2EC:: @ 83CC2EC .string "TENSION:$" ContestString_CoolMove: .string "COOL Move$" ContestString_BeautyMove: .string "BEAUTY Move$" ContestString_CuteMove: .string "CUTE Move$" ContestString_SmartMove: .string "SMART Move$" ContestString_ToughMove: .string "TOUGH Move$" ContestString_UnknownMoveType: .string "???$" .align 2 gUnknown_083CC330:: @ 83CC330 .4byte ContestString_CoolMove .4byte ContestString_BeautyMove .4byte ContestString_CuteMove .4byte ContestString_SmartMove .4byte ContestString_ToughMove .4byte ContestString_UnknownMoveType @ unused? ContestString_Rank: .string "RANK$" .string "{HIGHLIGHT TRANSPARENT}{COLOR MAGENTA} $"