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|
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!");
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