Files
pokeruby/data/text/contest_strings.inc
T
2018-12-07 10:54:47 -05:00

670 lines
24 KiB
PHP

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
gContestEffectStrings:: @ 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
gContestCategoryNames:: @ 83CAF70
.4byte ContestString_Cool
.4byte ContestString_Beauty
.4byte ContestString_Cute
.4byte ContestString_Smart
.4byte ContestString_Tough
gText_Contest_WhichMoveWillBePlayed:: @ 83CAF84
.string "Appeal no. {NAME_END}!\nWhich move will be played?$"
gText_Contest_ButItCantParticipate:: @ 83CAFAE
.string "Appeal no. {NAME_END}!\nBut it can't participate!$"
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}$"
.align 2
gContestStandOutStrings:: @ 83CB2F0
.4byte ContestString_StandOutNone
.4byte ContestString_StandOutNotMuch
.4byte ContestString_StandOutLittle
.4byte ContestString_StandOutLot
.4byte ContestString_StandOutTotal
.4byte ContestString_StandOutDidnt
ContestString_AppealAnticipation3:
.string "Anticipation swelled for\n{STR_VAR_1}'s appeal next.$"
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
gText_Contest_Shyness:: @ 83CC280
.string "shyness$"
gText_Contest_Anxiety:: @ 83CC288
.string "anxiety$"
gText_Contest_Laziness:: @ 83CC290
.string "laziness$"
gText_Contest_Hesitancy:: @ 83CC299
.string "hesitancy$"
gText_Contest_Fear:: @ 83CC2A3
.string "fear$"
ContestString_Coolness:
.string "coolness$"
ContestString_Beauty2:
.string "beauty$"
ContestString_Cuteness:
.string "cuteness$"
ContestString_Smartness:
.string "smartness$"
ContestString_Toughness:
.string "toughness$"
.align 2
gContestCategoryStrings:: @ 83CC2D8
.4byte ContestString_Coolness
.4byte ContestString_Beauty2
.4byte ContestString_Cuteness
.4byte ContestString_Smartness
.4byte ContestString_Toughness
gUnknown_083CC2EC:: @ 83CC2EC
.string "TENSION:$"
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} $"