This SHOULD be a fixed commit, where pret is properly merged, the bug fixes relating to the follower and saves, bikes, and ground effects, and the improved dynamic palette system is present.
773 lines
21 KiB
C++
773 lines
21 KiB
C++
@ Contest move effect descriptions
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gText_HighlyAppealingMove::
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.string "A highly appealing move.$"
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gText_UserMoreEasilyStartled::
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.string "After this move, the user is\n"
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.string "more easily startled.$"
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gText_GreatAppealButNoMoreToEnd::
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.string "Makes a great appeal, but\n"
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.string "allows no more to the end.$"
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gText_UsedRepeatedlyWithoutBoringJudge::
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.string "Can be repeatedly used\n"
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.string "without boring the JUDGE.$"
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gText_AvoidStartledByOthersOnce::
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.string "Can avoid being startled\n"
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.string "by others once.$"
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gText_AvoidStartledByOthers::
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.string "Can avoid being startled\n"
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.string "by others.$"
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gText_AvoidStartledByOthersLittle::
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.string "Can avoid being startled\n"
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.string "by others a little.$"
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gText_UserLessLikelyStartled::
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.string "After this move, the user is\n"
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.string "less likely to be startled.$"
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gText_SlightlyStartleFrontMon::
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.string "Slightly startles the\n"
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.string "POKéMON in front.$"
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gText_SlightlyStartleAppealed::
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.string "Slightly startles those\n"
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.string "that have made appeals.$"
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gText_StartleAppealedBeforeUser::
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.string "Startles the POKéMON that\n"
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.string "appealed before the user.$"
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gText_StartleAllAppealed::
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.string "Startles all POKéMON that\n"
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.string "have done their appeals.$"
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gText_BadlyStartleFrontMon::
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.string "Badly startles the\n"
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.string "POKéMON in front.$"
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gText_BadlyStartleAppealed::
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.string "Badly startles those that\n"
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.string "have made appeals.$"
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gText_StartleAppealedBeforeUser2::
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.string "Startles the POKéMON that\n"
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.string "appealed before the user.$"
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gText_StartleAllAppealed2::
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.string "Startles all POKéMON that\n"
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.string "have done their appeals.$"
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gText_ShiftJudgesAttentionFromOthers::
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.string "Shifts the JUDGE's\n"
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.string "attention from others.$"
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gText_StartleMonHasJudgesAttention::
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.string "Startles the POKéMON that\n"
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.string "has the JUDGE's attention.$"
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gText_JamOthersMissesTurn::
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.string "Jams the others, and misses\n"
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.string "one turn of appeals.$"
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gText_StartleMonsMadeSameTypeAppeal::
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.string "Startles POKéMON that\n"
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.string "made a same-type appeal.$"
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gText_BadlyStartleCoolAppeals::
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.string "Badly startles POKéMON\n"
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.string "that made COOL appeals.$"
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gText_BadlyStartleBeautyAppeals::
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.string "Badly startles POKéMON\n"
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.string "that made BEAUTY appeals.$"
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gText_BadlyStartleCuteAppeals::
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.string "Badly startles POKéMON\n"
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.string "that made CUTE appeals.$"
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gText_BadlyStartleSmartAppeals::
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.string "Badly startles POKéMON\n"
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.string "that made SMART appeals.$"
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gText_BadlyStartleToughAppeals::
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.string "Badly startles POKéMON\n"
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.string "that made TOUGH appeals.$"
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gText_MakeMonAfterUserNervous::
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.string "Makes one POKéMON after\n"
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.string "the user nervous.$"
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gText_MakeAllMonsAfterUserNervous::
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.string "Makes all POKéMON after\n"
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.string "the user nervous.$"
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gText_WorsenConditionOfThoseMadeAppeals::
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.string "Worsens the condition of\n"
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.string "those that made appeals.$"
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gText_BadlyStartleMonsGoodCondition::
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.string "Badly startles POKéMON in\n"
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.string "good condition.$"
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gText_AppealGreatIfPerformedFirst::
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.string "The appeal works great if\n"
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.string "performed first.$"
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gText_AppealGreatIfPerformedLast::
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.string "The appeal works great if\n"
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.string "performed last.$"
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gText_AppealAsGoodAsThoseBeforeIt::
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.string "Makes the appeal as good\n"
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.string "as those before it.$"
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gText_AppealAsGoodAsOneBeforeIt::
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.string "Makes the appeal as good\n"
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.string "as the one before it.$"
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gText_AppealBetterLaterItsPerformed::
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.string "The appeal works better\n"
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.string "the later it is performed.$"
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gText_AppealVariesDependingOnTiming::
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.string "The appeal's quality varies\n"
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.string "depending on its timing.$"
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gText_WorksWellIfSameTypeAsBefore::
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.string "Works well if it's the same\n"
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.string "type as the one before.$"
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gText_WorksWellIfDifferentTypeAsBefore::
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.string "Works well if different in\n"
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.string "type than the one before.$"
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gText_AffectedByAppealInFront::
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.string "Affected by how well the\n"
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.string "appeal in front goes.$"
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gText_UpsConditionHelpsPreventNervousness::
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.string "Ups the user's condition.\n"
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.string "Helps prevent nervousness.$"
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gText_AppealWorksWellIfConditionGood::
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.string "The appeal works well if the\n"
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.string "user's condition is good.$"
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gText_NextAppealMadeEarlier::
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.string "The next appeal can be\n"
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.string "made earlier next turn.$"
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gText_NextAppealMadeLater::
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.string "The next appeal can be\n"
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.string "made later next turn.$"
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gText_TurnOrderMoreEasilyScrambled::
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.string "Makes the next turn's order\n"
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.string "more easily scrambled.$"
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gText_ScrambleOrderOfNextAppeals::
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.string "Scrambles the order of\n"
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.string "appeals on the next turn.$"
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gText_AppealExcitesAudienceInAnyContest::
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.string "An appeal that excites the\n"
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.string "audience in any CONTEST.$"
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gText_BadlyStartlesMonsGoodAppeals::
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.string "Badly startles all POKéMON\n"
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.string "that made good appeals.$"
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gText_AppealBestMoreCrowdExcited::
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.string "The appeal works best the\n"
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.string "more the crowd is excited.$"
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gText_TemporarilyStopCrowdExcited::
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.string "Temporarily stops the\n"
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.string "crowd from growing excited.$"
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@ Unused move names
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gText_RainDance::
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.string "RAIN DANCE$"
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gText_Rage::
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.string "RAGE$"
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gText_FocusEnergy::
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.string "FOCUS ENERGY$"
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gText_Hypnosis::
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.string "HYPNOSIS$"
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gText_Softboiled::
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.string "SOFTBOILED$"
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gText_HornAttack::
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.string "HORN ATTACK$"
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gText_SwordsDance::
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.string "SWORDS DANCE$"
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gText_Conversion::
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.string "CONVERSION$"
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gText_SunnyDay::
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.string "SUNNY DAY$"
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gText_Rest2::
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.string "REST$"
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gText_Vicegrip::
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.string "VICEGRIP$"
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gText_DefenseCurl::
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.string "DEFENSE CURL$"
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gText_LockOn::
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.string "LOCK-ON$"
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@ Contest type names
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gContestMoveTypeCoolText::
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.string "COOL$"
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gContestMoveTypeBeautyText::
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.string "BEAUTY$"
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gContestMoveTypeCuteText::
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.string "CUTE$"
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gContestMoveTypeSmartText::
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.string "SMART$"
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gContestMoveTypeToughText::
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.string "TOUGH$"
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gText_AppealNumWhichMoveWillBePlayed::
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.string "Appeal no. {STR_VAR_1}!\n"
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.string "Which move will be played?$"
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gText_AppealNumButItCantParticipate::
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.string "Appeal no. {STR_VAR_1}!\n"
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.string "But it can't participate!$"
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gText_MonAppealedWithMove::
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.string "{STR_VAR_1} appealed with\n"
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.string "{STR_VAR_2}!$"
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gText_MonWasWatchingOthers::
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.string "{STR_VAR_1} was watching\n"
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.string "the others.{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"
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gText_AllOutOfAppealTime::
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.string "We're all out of\n"
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.string "Appeal Time!{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"
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@ Unused appeal result texts
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gText_ButAppealWasJammed::
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.string "But the appeal was\n"
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.string "jammed.$"
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gText_FollowedAnotherMonsLead::
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.string "It followed another\n"
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.string "POKéMON's lead.$"
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gText_ButItMessedUp::
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.string "But it messed up.$"
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gText_WentBetterThanUsual::
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.string "It went better than\n"
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.string "usual.$"
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gText_JudgeLookedAwayForSomeReason::
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.string "The JUDGE looked away\n"
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.string "for some reason.$"
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gText_WorkedHardToBuildOnPastMistakes::
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.string "It worked hard to build on\n"
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.string "past mistakes.$"
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gText_CantMakeAnyMoreMoves::
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.string "It can't make any more\n"
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.string "moves.$"
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gText_WorkedFrighteninglyWell::
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.string "It worked frighteningly\n"
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.string "well.$"
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gText_WorkedHardAsStandoutMon::
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.string "It worked as hard as the\n"
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.string "standout POKéMON.$"
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gText_JudgedLookedOnExpectantly::
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.string "The JUDGE looked on\n"
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.string "expectantly.$"
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gText_WorkedRatherWell::
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.string "It worked rather well.$"
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gText_WorkedLittleBetterThanUsual::
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.string "It worked a little better\n"
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.string "than usual.$"
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@ Round result texts
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gText_MonFailedToStandOutAtAll::
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.string "{STR_VAR_1} failed to\n"
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.string "stand out at all…{PAUSE_UNTIL_PRESS}$"
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gText_MonDidntStandOutVeryMuch::
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.string "{STR_VAR_1} didn't stand\n"
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.string "out very much…{PAUSE_UNTIL_PRESS}$"
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gText_MonCaughtALittleAttention::
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.string "{STR_VAR_1} caught a\n"
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.string "little attention.{PAUSE_UNTIL_PRESS}$"
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gText_MonAttractedALotOfAttention::
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.string "{STR_VAR_1} attracted a\n"
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.string "lot of attention.{PAUSE_UNTIL_PRESS}$"
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gText_MonCommandedTotalAttention::
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.string "{STR_VAR_1} commanded\n"
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.string "total attention.{PAUSE_UNTIL_PRESS}$"
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gText_MonHasntMadeItsAppeal::
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.string "{STR_VAR_1} hasn't made\n"
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.string "its appeal.{PAUSE_UNTIL_PRESS}$"
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@ Unused
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gText_AnticipationSwelledForMonsAppealNext2::
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.string "Anticipation swelled for\n"
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.string "{STR_VAR_1}'s appeal next.$"
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gText_EmptyContestString::
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.string "$"
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gText_JudgesViewsOnMonHeldFirm::
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.string "The JUDGE 's views on\n"
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.string "{STR_VAR_1} held firm.$"
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gText_MonsXChangedPerceptions::
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.string "{STR_VAR_1}'s {STR_VAR_3}\n"
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.string "changed perceptions.$"
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gText_MonsAppealEffectWoreOff::
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.string "{STR_VAR_1}'s appeal\n"
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.string "effect wore off.$"
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gText_SpecialAppealsEffectWoreOff::
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.string "The special appeal's\n"
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.string "effect wore off.$"
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gText_EveryonesAppealsMadeToLookSame::
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.string "Everyone's appeals were\n"
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.string "made to look the same.$"
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gText_CheapenedMonsAppeal::
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.string "It cheapened\n"
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.string "{STR_VAR_2}'s appeal.$"
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gText_CheapenedAppealOfThoseAhead::
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.string "It cheapened the appeal\n"
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.string "of those ahead.$"
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gText_StoleAttentionAwayFromMon::
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.string "It stole attention away\n"
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.string "from {STR_VAR_2}.$"
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gText_CheapenedMonsAppeal2::
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.string "It cheapened\n"
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.string "{STR_VAR_2}'s appeal.$"
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gText_SeverelyCheapenedOtherAppeals::
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.string "It severely cheapened\n"
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.string "other appeals.$"
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gText_AnticipationSwelledForMonsAppealNext::
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.string "Anticipation swelled for\n"
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.string "{STR_VAR_1}'s appeal next.$"
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gText_CheapenedAppealOfThoseAhead2::
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.string "It cheapened the appeal\n"
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.string "of those ahead.$"
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gText_CheapenedJudgesFavoriteAppeal::
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.string "It cheapened the JUDGE's\n"
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.string "favorite appeal.$"
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gText_AppealsOfOthersCheapenedByHalf::
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.string "The appeals of others\n"
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.string "were cheapened by half.$"
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gText_StoodOutToMakeUpForBeingJammed::
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.string "It stood out to make up\n"
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.string "for being jammed.$"
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gText_CantParticipateInAppealsAnyMore::
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.string "It can't participate in\n"
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.string "appeals any more.$"
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gText_TouchedJudgeForFantasticAppeal::
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.string "It touched the JUDGE for\n"
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.string "a fantastic appeal.$"
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gText_AnticipationRoseForUpcomingAppeals::
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.string "Anticipation rose for\n"
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.string "upcoming appeals.$"
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gText_StoodOutAsMuchAsSpecialAppeals::
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.string "It stood out as much as\n"
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.string "special appeals.$"
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gText_StoodOutAsMuchAsMon::
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.string "It stood out as much as\n"
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.string "{STR_VAR_1}.$"
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gText_JammedAppealsMadeEvenLessNoticeable::
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.string "Jammed appeals were made\n"
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.string "even less noticeable.$"
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gText_EveryonesAppealsMadeSame::
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.string "Everyone's appeals were\n"
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.string "made the same.$"
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@ Appeal result texts
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gText_BecameMoreConsciousOfOtherMons::
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.string "It became more conscious\n"
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.string "of the other POKéMON.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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gText_MonCantMakeAnAppealAfterThis::
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.string "{STR_VAR_1} can't make an\n"
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.string "appeal after this.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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gText_SettledDownJustLittleBit::
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.string "It settled down just a\n"
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.string "little bit.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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gText_BecameObliviousToOtherMons::
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.string "It became oblivious to\n"
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.string "the other POKéMON.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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gText_BecameLessAwareOfOtherMons::
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.string "It became less aware of\n"
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.string "the other POKéMON.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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gText_StoppedCaringAboutOtherMons::
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.string "It stopped caring about\n"
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.string "other POKéMON much.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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gText_TriedToStartleOtherMons::
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.string "It tried to startle the\n"
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.string "other POKéMON.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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gText_TriedToDazzleOthers::
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.string "It tried to dazzle the\n"
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.string "others.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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gText_JudgeLookedAwayFromMon::
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.string "The JUDGE looked away\n"
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.string "from {STR_VAR_1}.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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gText_TriedToUnnerveNextMon::
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.string "It tried to unnerve the\n"
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.string "next POKéMON.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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gText_MonBecameNervous::
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.string "{STR_VAR_1} became\n"
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.string "nervous.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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gText_AppealTriedToUnnerveWaitingMons::
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.string "The appeal tried to\n"
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.string "unnerve waiting POKéMON.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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gText_TauntedMonsDoingWell::
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.string "It taunted POKéMON\n"
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.string "doing well.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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gText_MonRegainedItsForm::
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.string "{STR_VAR_1} regained its\n"
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.string "form.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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gText_TriedToJamMonDoingWell::
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.string "It tried to jam POKéMON\n"
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.string "doing well.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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gText_StandoutMonHustledEvenMore::
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.string "The standout {STR_VAR_1}\n"
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.string "hustled even more.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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gText_LargelyUnnoticedMonWorkedHard::
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.string "The largely unnoticed\n"
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.string "{STR_VAR_1} worked hard.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
|
|
|
gText_WorkedAsMuchAsMonBefore::
|
|
.string "It worked as much as\n"
|
|
.string "POKéMON before it.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
|
|
|
gText_MonsAppealDidNotGoWell::
|
|
.string "{STR_VAR_1}'s appeal did\n"
|
|
.string "not go well.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
|
|
|
gText_WorkedAsMuchAsPrecedingMon::
|
|
.string "It worked as much as the\n"
|
|
.string "preceding POKéMON.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
|
|
|
gText_MonsAppealDidNotGoWell2::
|
|
.string "{STR_VAR_1}'s appeal did\n"
|
|
.string "not go well.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
|
|
|
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}$"
|
|
|
|
gText_NotSameTypeAsOneBeforeGood::
|
|
.string "It's not the same type as\n"
|
|
.string "the one before--good!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
|
|
|
gText_StoodOutMuchMoreThanMonBefore::
|
|
.string "It stood out much more\n"
|
|
.string "than the POKéMON before.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
|
|
|
gText_DidntDoAsWellAsMonBefore::
|
|
.string "It didn't do as well as the\n"
|
|
.string "POKéMON before.{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
|
|
|
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}$"
|
|
|
|
gText_JudgeLookedAtMonExpectantly::
|
|
.string "The JUDGE looked at\n"
|
|
.string "{STR_VAR_1} expectantly.{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"
|
|
|
|
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}$"
|
|
|
|
gText_TriedToStartleOtherPokemon::
|
|
.string "It tried to startle the\n"
|
|
.string "other POKéMON.{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}{PAUSE 0x0F}$"
|
|
|
|
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$"
|
|
|
|
@ Unused
|
|
gText_Tension::
|
|
.string "TENSION$"
|
|
|
|
gText_CoolMove::
|
|
.string "COOL Move$"
|
|
|
|
gText_BeautyMove::
|
|
.string "BEAUTY Move$"
|
|
|
|
gText_CuteMove::
|
|
.string "CUTE Move$"
|
|
|
|
gText_SmartMove::
|
|
.string "SMART Move$"
|
|
|
|
gText_ToughMove::
|
|
.string "TOUGH Move$"
|
|
|
|
gText_3QuestionMarks::
|
|
.string "???$"
|