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!");