pokeemerald/data/text/contest_strings.inc

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