tumbledemerald-legacy/data/text/contest_strings.inc

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@ Contest move effect descriptions
gText_HighlyAppealingMove::
.string "A highly appealing move.$"
gText_UserMoreEasilyStartled::
.string "After this move, the user is\nmore easily startled.$"
gText_GreatAppealButNoMoreToEnd::
.string "Makes a great appeal, but\nallows no more to the end.$"
gText_UsedRepeatedlyWithoutBoringJudge::
.string "Can be repeatedly used\nwithout boring the Judge.$"
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gText_AvoidStartledByOthersOnce::
.string "Can avoid being startled\nby others once.$"
gText_AvoidStartledByOthers::
.string "Can avoid being startled\nby others.$"
gText_AvoidStartledByOthersLittle::
.string "Can avoid being startled\nby others a little.$"
gText_UserLessLikelyStartled::
.string "After this move, the user is\nless likely to be startled.$"
gText_SlightlyStartleFrontMon::
.string "Slightly startles the\nPokémon in front.$"
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gText_SlightlyStartleAppealed::
.string "Slightly startles those\nthat have made appeals.$"
gText_StartleAppealedBeforeUser::
.string "Startles the Pokémon that\nappealed before the user.$"
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gText_StartleAllAppealed::
.string "Startles all Pokémon that\nhave done their appeals.$"
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gText_BadlyStartleFrontMon::
.string "Badly startles the\nPokémon in front.$"
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gText_BadlyStartleAppealed::
.string "Badly startles those that\nhave made appeals.$"
gText_StartleAppealedBeforeUser2::
.string "Startles the Pokémon that\nappealed before the user.$"
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gText_StartleAllAppealed2::
.string "Startles all Pokémon that\nhave done their appeals.$"
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gText_ShiftJudgesAttentionFromOthers::
.string "Shifts the Judge's\nattention from others.$"
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gText_StartleMonHasJudgesAttention::
.string "Startles the Pokémon that\nhas the Judge's attention.$"
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gText_JamOthersMissesTurn::
.string "Jams the others, and misses\none turn of appeals.$"
gText_StartleMonsMadeSameTypeAppeal::
.string "Startles Pokémon that\nmade a same-type appeal.$"
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gText_BadlyStartleCoolAppeals::
.string "Badly startles Pokémon\nthat made Cool appeals.$"
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gText_BadlyStartleBeautyAppeals::
.string "Badly startles Pokémon\nthat made Beauty appeals.$"
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gText_BadlyStartleCuteAppeals::
.string "Badly startles Pokémon\nthat made Cute appeals.$"
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gText_BadlyStartleSmartAppeals::
.string "Badly startles Pokémon\nthat made Smart appeals.$"
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gText_BadlyStartleToughAppeals::
.string "Badly startles Pokémon\nthat made Tough appeals.$"
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gText_MakeMonAfterUserNervous::
.string "Makes one Pokémon after\nthe user nervous.$"
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gText_MakeAllMonsAfterUserNervous::
.string "Makes all Pokémon after\nthe user nervous.$"
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gText_WorsenConditionOfThoseMadeAppeals::
.string "Worsens the condition of\nthose that made appeals.$"
gText_BadlyStartleMonsGoodCondition::
.string "Badly startles Pokémon in\ngood condition.$"
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gText_AppealGreatIfPerformedFirst::
.string "The appeal works great if\nperformed first.$"
gText_AppealGreatIfPerformedLast::
.string "The appeal works great if\nperformed last.$"
gText_AppealAsGoodAsThoseBeforeIt::
.string "Makes the appeal as good\nas those before it.$"
gText_AppealAsGoodAsOneBeforeIt::
.string "Makes the appeal as good\nas the one before it.$"
gText_AppealBetterLaterItsPerformed::
.string "The appeal works better\nthe later it is performed.$"
gText_AppealVariesDependingOnTiming::
.string "The appeal's quality varies\ndepending on its timing.$"
gText_WorksWellIfSameTypeAsBefore::
.string "Works well if it's the same\ntype as the one before.$"
gText_WorksWellIfDifferentTypeAsBefore::
.string "Works well if different in\ntype than the one before.$"
gText_AffectedByAppealInFront::
.string "Affected by how well the\nappeal in front goes.$"
gText_UpsConditionHelpsPreventNervousness::
.string "Ups the user's condition.\nHelps prevent nervousness.$"
gText_AppealWorksWellIfConditionGood::
.string "The appeal works well if the\nuser's condition is good.$"
gText_NextAppealMadeEarlier::
.string "The next appeal can be\nmade earlier next turn.$"
gText_NextAppealMadeLater::
.string "The next appeal can be\nmade later next turn.$"
gText_TurnOrderMoreEasilyScrambled::
.string "Makes the next turn's order\nmore easily scrambled.$"
gText_ScrambleOrderOfNextAppeals::
.string "Scrambles the order of\nappeals on the next turn.$"
gText_AppealExcitesAudienceInAnyContest::
.string "An appeal that excites the\naudience in any Contest.$"
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gText_BadlyStartlesMonsGoodAppeals::
.string "Badly startles all Pokémon\nthat made good appeals.$"
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gText_AppealBestMoreCrowdExcited::
.string "The appeal works best the\nmore the crowd is excited.$"
gText_TemporarilyStopCrowdExcited::
.string "Temporarily stops the\ncrowd from growing excited.$"
@ Unused move names
gText_RainDance::
.string "Rain Dance$"
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gText_Rage::
.string "Rage$"
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gText_FocusEnergy::
.string "Focus Energy$"
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gText_Hypnosis::
.string "Hypnosis$"
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gText_Softboiled::
.string "Softboiled$"
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gText_HornAttack::
.string "Horn Attack$"
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gText_SwordsDance::
.string "Swords Dance$"
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gText_Conversion::
.string "Conversion$"
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gText_SunnyDay::
.string "Sunny Day$"
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gText_Rest2::
.string "Rest$"
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gText_Vicegrip::
.string "Vicegrip$"
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gText_DefenseCurl::
.string "Defense Curl$"
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gText_LockOn::
.string "Lock-on$"
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@ Contest type names
gContestMoveTypeCoolText::
.string "Cool$"
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gContestMoveTypeBeautyText::
.string "Beauty$"
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gContestMoveTypeCuteText::
.string "Cute$"
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gContestMoveTypeSmartText::
.string "Smart$"
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gContestMoveTypeToughText::
.string "Tough$"
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gText_AppealNumWhichMoveWillBePlayed::
.string "Appeal no. {STR_VAR_1}!\n"
.string "Which move will be played?$"
gText_AppealNumButItCantParticipate::
.string "Appeal no. {STR_VAR_1}!\n"
.string "But it can't participate!$"
gText_MonAppealedWithMove::
.string "{STR_VAR_1} appealed with\n"
.string "{STR_VAR_2}!$"
gText_MonWasWatchingOthers::
.string "{STR_VAR_1} was watching\n"
.string "the others.{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"
gText_AllOutOfAppealTime::
.string "We're all out of\n"
.string "Appeal Time!{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"
@ Unused appeal result texts
gText_ButAppealWasJammed::
.string "But the appeal was\n"
.string "jammed.$"
gText_FollowedAnotherMonsLead::
.string "It followed another\n"
.string "Pokémon's lead.$"
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gText_ButItMessedUp::
.string "But it messed up.$"
gText_WentBetterThanUsual::
.string "It went better than\n"
.string "usual.$"
gText_JudgeLookedAwayForSomeReason::
.string "The Judge looked away\n"
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.string "for some reason.$"
gText_WorkedHardToBuildOnPastMistakes::
.string "It worked hard to build on\n"
.string "past mistakes.$"
gText_CantMakeAnyMoreMoves::
.string "It can't make any more\n"
.string "moves.$"
gText_WorkedFrighteninglyWell::
.string "It worked frighteningly\n"
.string "well.$"
gText_WorkedHardAsStandoutMon::
.string "It worked as hard as the\n"
.string "standout Pokémon.$"
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gText_JudgedLookedOnExpectantly::
.string "The Judge looked on\n"
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.string "expectantly.$"
gText_WorkedRatherWell::
.string "It worked rather well.$"
gText_WorkedLittleBetterThanUsual::
.string "It worked a little better\n"
.string "than usual.$"
@ Round result texts
gText_MonFailedToStandOutAtAll::
.string "{STR_VAR_1} failed to\n"
.string "stand out at all…{PAUSE_UNTIL_PRESS}$"
gText_MonDidntStandOutVeryMuch::
.string "{STR_VAR_1} didn't stand\n"
.string "out very much…{PAUSE_UNTIL_PRESS}$"
gText_MonCaughtALittleAttention::
.string "{STR_VAR_1} caught a\n"
.string "little attention.{PAUSE_UNTIL_PRESS}$"
gText_MonAttractedALotOfAttention::
.string "{STR_VAR_1} attracted a\n"
.string "lot of attention.{PAUSE_UNTIL_PRESS}$"
gText_MonCommandedTotalAttention::
.string "{STR_VAR_1} commanded\n"
.string "total attention.{PAUSE_UNTIL_PRESS}$"
gText_MonHasntMadeItsAppeal::
.string "{STR_VAR_1} hasn't made\n"
.string "its appeal.{PAUSE_UNTIL_PRESS}$"
@ Unused
gText_AnticipationSwelledForMonsAppealNext2::
.string "Anticipation swelled for\n"
.string "{STR_VAR_1}'s appeal next.$"
gText_EmptyContestString::
.string "$"
gText_JudgesViewsOnMonHeldFirm::
.string "The Judge 's views on\n"
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.string "{STR_VAR_1} held firm.$"
gText_MonsXChangedPerceptions::
.string "{STR_VAR_1}'s {STR_VAR_3}\n"
.string "changed perceptions.$"
gText_MonsAppealEffectWoreOff::
.string "{STR_VAR_1}'s appeal\n"
.string "effect wore off.$"
gText_SpecialAppealsEffectWoreOff::
.string "The special appeal's\n"
.string "effect wore off.$"
gText_EveryonesAppealsMadeToLookSame::
.string "Everyone's appeals were\n"
.string "made to look the same.$"
gText_CheapenedMonsAppeal::
.string "It cheapened\n"
.string "{STR_VAR_2}'s appeal.$"
gText_CheapenedAppealOfThoseAhead::
.string "It cheapened the appeal\n"
.string "of those ahead.$"
gText_StoleAttentionAwayFromMon::
.string "It stole attention away\n"
.string "from {STR_VAR_2}.$"
gText_CheapenedMonsAppeal2::
.string "It cheapened\n"
.string "{STR_VAR_2}'s appeal.$"
gText_SeverelyCheapenedOtherAppeals::
.string "It severely cheapened\n"
.string "other appeals.$"
gText_AnticipationSwelledForMonsAppealNext::
.string "Anticipation swelled for\n"
.string "{STR_VAR_1}'s appeal next.$"
gText_CheapenedAppealOfThoseAhead2::
.string "It cheapened the appeal\n"
.string "of those ahead.$"
gText_CheapenedJudgesFavoriteAppeal::
.string "It cheapened the Judge's\n"
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.string "favorite appeal.$"
gText_AppealsOfOthersCheapenedByHalf::
.string "The appeals of others\n"
.string "were cheapened by half.$"
gText_StoodOutToMakeUpForBeingJammed::
.string "It stood out to make up\n"
.string "for being jammed.$"
gText_CantParticipateInAppealsAnyMore::
.string "It can't participate in\n"
.string "appeals any more.$"
gText_TouchedJudgeForFantasticAppeal::
.string "It touched the Judge for\n"
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.string "a fantastic appeal.$"
gText_AnticipationRoseForUpcomingAppeals::
.string "Anticipation rose for\n"
.string "upcoming appeals.$"
gText_StoodOutAsMuchAsSpecialAppeals::
.string "It stood out as much as\n"
.string "special appeals.$"
gText_StoodOutAsMuchAsMon::
.string "It stood out as much as\n"
.string "{STR_VAR_1}.$"
gText_JammedAppealsMadeEvenLessNoticeable::
.string "Jammed appeals were made\n"
.string "even less noticeable.$"
gText_EveryonesAppealsMadeSame::
.string "Everyone's appeals were\n"
.string "made the same.$"
@ Appeal result texts
gText_BecameMoreConsciousOfOtherMons::
.string "It became more conscious\n"
.string "of the other Pokémon.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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gText_MonCantMakeAnAppealAfterThis::
.string "{STR_VAR_1} can't make an\n"
.string "appeal after this.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
gText_SettledDownJustLittleBit::
.string "It settled down just a\n"
.string "little bit.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
gText_BecameObliviousToOtherMons::
.string "It became oblivious to\n"
.string "the other Pokémon.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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gText_BecameLessAwareOfOtherMons::
.string "It became less aware of\n"
.string "the other Pokémon.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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gText_StoppedCaringAboutOtherMons::
.string "It stopped caring about\n"
.string "other Pokémon much.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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gText_TriedToStartleOtherMons::
.string "It tried to startle the\n"
.string "other Pokémon.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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gText_TriedToDazzleOthers::
.string "It tried to dazzle the\n"
.string "others.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
gText_JudgeLookedAwayFromMon::
.string "The Judge looked away\n"
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.string "from {STR_VAR_1}.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
gText_TriedToUnnerveNextMon::
.string "It tried to unnerve the\n"
.string "next Pokémon.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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gText_MonBecameNervous::
.string "{STR_VAR_1} became\n"
.string "nervous.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
gText_AppealTriedToUnnerveWaitingMons::
.string "The appeal tried to\n"
.string "unnerve waiting Pokémon.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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gText_TauntedMonsDoingWell::
.string "It taunted Pokémon\n"
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.string "doing well.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
gText_MonRegainedItsForm::
.string "{STR_VAR_1} regained its\n"
.string "form.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
gText_TriedToJamMonDoingWell::
.string "It tried to jam Pokémon\n"
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.string "doing well.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
gText_StandoutMonHustledEvenMore::
.string "The standout {STR_VAR_1}\n"
.string "hustled even more.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
gText_LargelyUnnoticedMonWorkedHard::
.string "The largely unnoticed\n"
.string "{STR_VAR_1} worked hard.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
gText_WorkedAsMuchAsMonBefore::
.string "It worked as much as\n"
.string "Pokémon before it.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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gText_MonsAppealDidNotGoWell::
.string "{STR_VAR_1}'s appeal did\n"
.string "not go well.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
gText_WorkedAsMuchAsPrecedingMon::
.string "It worked as much as the\n"
.string "preceding Pokémon.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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gText_MonsAppealDidNotGoWell2::
.string "{STR_VAR_1}'s appeal did\n"
.string "not go well.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
gText_MonsAppealDidNotGoWell3::
.string "{STR_VAR_1}'s appeal did\n"
.string "not go well.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
gText_MonsAppealWentSlightlyWell::
.string "{STR_VAR_1}'s appeal\n"
.string "went slightly well.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
gText_MonsAppealWentPrettyWell::
.string "{STR_VAR_1}'s appeal\n"
.string "went pretty well.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
gText_MonsAppealWentExcellently::
.string "{STR_VAR_1}'s appeal\n"
.string "went excellently.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
gText_MonsAppealWasDud::
.string "{STR_VAR_1}'s appeal was\n"
.string "a dud.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
gText_MonsAppealDidNotWorkVeryWell::
.string "{STR_VAR_1}'s appeal did\n"
.string "not work very well.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
gText_MonsAppealWentSlightlyWell2::
.string "{STR_VAR_1}'s appeal\n"
.string "went slightly well.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
gText_MonsAppealWentPrettyWell2::
.string "{STR_VAR_1}'s appeal\n"
.string "went pretty well.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
gText_MonsAppealWentVeryWell::
.string "{STR_VAR_1}'s appeal\n"
.string "went very well.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
gText_MonsAppealWentExcellently2::
.string "{STR_VAR_1}'s appeal\n"
.string "went excellently.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
gText_SameTypeAsOneBeforeGood::
.string "It's the same type as the\n"
.string "Pokémon before--good!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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gText_NotSameTypeAsOneBeforeGood::
.string "It's not the same type as\n"
.string "the one before--good!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
gText_StoodOutMuchMoreThanMonBefore::
.string "It stood out much more\n"
.string "than the Pokémon before.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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gText_DidntDoAsWellAsMonBefore::
.string "It didn't do as well as the\n"
.string "Pokémon before.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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gText_MonsConditionRoseAboveUsual::
.string "{STR_VAR_1}'s condition\n"
.string "rose above usual.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
gText_MonsHotStatusMadeGreatAppeal::
.string "{STR_VAR_1}'s hot status\n"
.string "made it a great appeal!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
gText_MovedUpInLineForNextAppeal::
.string "It moved up in line for\n"
.string "the next appeal.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
gText_MovedBackInLineForNextAppeal::
.string "It moved back in line once\n"
.string "for the next appeal.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
gText_ScrambledUpOrderForNextTurn::
.string "It scrambled up the\n"
.string "order for the next turn.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
gText_JudgeLookedAtMonExpectantly::
.string "The Judge looked at\n"
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.string "{STR_VAR_1} expectantly.{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"
gText_AppealComboWentOverWell::
.string "The appeal combo went\n"
.string "over well.{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"
gText_AppealComboWentOverVeryWell::
.string "The appeal combo went\n"
.string "over very well.{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"
gText_AppealComboWentOverExcellently::
.string "The appeal combo went\n"
.string "over excellently.{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"
gText_MonManagedToAvertGaze::
.string "{STR_VAR_1} managed to\n"
.string "avert its gaze.{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"
gText_MonManagedToAvoidSeeingIt::
.string "{STR_VAR_1} managed to\n"
.string "avoid seeing it.{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"
gText_MonIsntFazedByThatSortOfThing::
.string "{STR_VAR_1} isn't fazed\n"
.string "by that sort of thing.{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"
gText_MonBecameALittleDistracted::
.string "{STR_VAR_1} became a\n"
.string "little distracted.{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"
gText_TriedToStartleOtherPokemon::
.string "It tried to startle the\n"
.string "other Pokémon.{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"
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gText_MonLookedDownOutOfDistraction::
.string "{STR_VAR_1} looked down\n"
.string "out of distraction.{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"
gText_MonTurnedBackOutOfDistraction::
.string "{STR_VAR_1} turned back\n"
.string "out of distraction.{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"
gText_MonCouldntHelpUtteringCry::
.string "{STR_VAR_1} couldn't help\n"
.string "uttering a cry.{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"
gText_MonCouldntHelpLeapingUp::
.string "{STR_VAR_1} couldn't help\n"
.string "leaping up.{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"
gText_MonTrippedOutOfDistraction::
.string "{STR_VAR_1} tripped over\n"
.string "out of distraction.{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"
gText_MonWasTooNervousToMove::
.string "{STR_VAR_1} was too\n"
.string "nervous to move.{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"
gText_ButItMessedUp2::
.string "But it messed up.{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"
gText_ButItFailedToMakeTargetNervous::
.string "But it failed to make\n"
.string "the target nervous.{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"
gText_ButItFailedToMakeAnyoneNervous::
.string "But it failed to make\n"
.string "anyone nervous.{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"
gText_ButItWasIgnored::
.string "But it was ignored…{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"
gText_CouldntImproveItsCondition::
.string "But it couldn't improve\n"
.string "its condition…{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"
gText_BadConditionResultedInWeakAppeal::
.string "Its bad condition\n"
.string "resulted in a weak appeal.{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"
gText_MonWasUnaffected::
.string "{STR_VAR_1} was\n"
.string "unaffected.{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"
gText_RepeatedAppeal::
.string "{STR_VAR_1} disappointed\n"
.string "by repeating an appeal.{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"
gText_MonsXWentOverGreat::
.string "{STR_VAR_1}'s {STR_VAR_3}\n"
.string "went over great.{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"
gText_MonsXDidntGoOverWell::
.string "{STR_VAR_1}'s {STR_VAR_3}\n"
.string "didn't go over well here…{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"
gText_MonsXGotTheCrowdGoing::
.string "{STR_VAR_1}'s {STR_VAR_3}\n"
.string "got the crowd going.{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"
gText_MonCantAppealNextTurn::
.string "{STR_VAR_1} can't appeal\n"
.string "next turn…{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"
gText_AttractedCrowdsAttention::
.string "It attracted the crowd's\n"
.string "attention.{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"
gText_CrowdContinuesToWatchMon::
.string "The crowd continues to\n"
.string "watch {STR_VAR_3}.{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"
gText_MonsMoveIsIgnored::
.string "{STR_VAR_1}'s\n"
.string "{STR_VAR_2} is ignored.{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"
gText_Contest_Shyness::
.string "shyness$"
gText_Contest_Anxiety::
.string "anxiety$"
gText_Contest_Laziness::
.string "laziness$"
gText_Contest_Hesitancy::
.string "hesitancy$"
gText_Contest_Fear::
.string "fear$"
gText_Contest_Coolness::
.string "coolness$"
gText_Contest_Beauty::
.string "beauty$"
gText_Contest_Cuteness::
.string "cuteness$"
gText_Contest_Smartness::
.string "smartness$"
gText_Contest_Toughness::
.string "toughness$"
@ Unused
gText_Tension::
.string "Tension$"
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gText_CoolMove::
.string "Cool Move$"
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gText_BeautyMove::
.string "Beauty Move$"
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gText_CuteMove::
.string "Cute Move$"
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gText_SmartMove::
.string "Smart Move$"
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gText_ToughMove::
.string "Tough Move$"
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gText_3QuestionMarks::
.string "???$"