Fix utf8 errors in contest_effect's comments

This commit is contained in:
Phlosioneer 2019-04-04 16:00:25 -04:00
parent 83b6210dcb
commit 50da52c29b

View File

@ -129,7 +129,7 @@ static void ContestEffect_UserLessEasilyStartled(void)
SetContestantEffectStringID(eContestResources8.contestant,CONTEST_STRING_STOPPED_CARING);
}
// Slightly startles the POK<EFBFBD>MON in front.
// Slightly startles the POKéMON in front.
static void ContestEffect_StartleFrontMon(void)
{
u8 idx = 0;
@ -176,7 +176,7 @@ static void ContestEffect_StartlePrevMons(void)
SetContestantEffectStringID(eContestResources8.contestant, CONTEST_STRING_ATTEMPT_STARTLE);
}
// Startles the POK<EFBFBD>MON that appealed before the user.
// Startles the POKéMON that appealed before the user.
static void ContestEffect_StartlePrevMon2(void)
{
u8 rval = Random() % 10;
@ -193,7 +193,7 @@ static void ContestEffect_StartlePrevMon2(void)
ContestEffect_StartleFrontMon();
}
// Startles all POK<EFBFBD>MON that appealed before the user.
// Startles all POKéMON that appealed before the user.
static void ContestEffect_StartlePrevMons2(void)
{
u8 numStartled = 0;
@ -239,7 +239,7 @@ static void ContestEffect_StartlePrevMons2(void)
SetContestantEffectStringID2(eContestResources8.contestant, CONTEST_STRING_MESSED_UP2);
}
// Shifts the JUDGE<EFBFBD>s attention from others.
// Shifts the JUDGE's attention from others.
static void ContestEffect_ShiftJudgeAttention(void)
{
bool32 hitAny = FALSE;
@ -269,7 +269,7 @@ static void ContestEffect_ShiftJudgeAttention(void)
}
}
// Startles the POK<EFBFBD>MON that has the JUDGE<47>s attention.
// Startles the POKéMON that has the JUDGE's attention.
static void ContestEffect_StartleMonWithJudgesAttention(void)
{
u8 numStartled = 0;
@ -307,7 +307,7 @@ static void ContestEffect_JamsOthersButMissOneTurn(void)
SetContestantEffectStringID(eContestResources8.contestant, CONTEST_STRING_ATTEMPT_STARTLE);
}
// Startles POK<EFBFBD>MON that made a same-type appeal.
// Startles POKéMON that made a same-type appeal.
static void ContestEffect_StartleMonsSameTypeAppeal(void)
{
u16 move = eContestantStatus[eContestResources8.contestant].currMove;
@ -315,42 +315,42 @@ static void ContestEffect_StartleMonsSameTypeAppeal(void)
SetContestantEffectStringID(eContestResources8.contestant, CONTEST_STRING_ATTEMPT_STARTLE);
}
// Badly startles POK<EFBFBD>MON that made COOL appeals.
// Badly startles POKéMON that made COOL appeals.
static void ContestEffect_StartleMonsCoolAppeal(void)
{
JamByMoveCategory(CONTEST_CATEGORY_COOL);
SetContestantEffectStringID(eContestResources8.contestant, CONTEST_STRING_ATTEMPT_STARTLE);
}
// Badly startles POK<EFBFBD>MON that made BEAUTY appeals.
// Badly startles POKéMON that made BEAUTY appeals.
static void ContestEffect_StartleMonsBeautyAppeal(void)
{
JamByMoveCategory(CONTEST_CATEGORY_BEAUTY);
SetContestantEffectStringID(eContestResources8.contestant, CONTEST_STRING_ATTEMPT_STARTLE);
}
// Badly startles POK<EFBFBD>MON that made CUTE appeals.
// Badly startles POKéMON that made CUTE appeals.
static void ContestEffect_StartleMonsCuteAppeal(void)
{
JamByMoveCategory(CONTEST_CATEGORY_CUTE);
SetContestantEffectStringID(eContestResources8.contestant, CONTEST_STRING_ATTEMPT_STARTLE);
}
// Badly startles POK<EFBFBD>MON that made SMART appeals.
// Badly startles POKéMON that made SMART appeals.
static void ContestEffect_StartleMonsSmartAppeal(void)
{
JamByMoveCategory(CONTEST_CATEGORY_SMART);
SetContestantEffectStringID(eContestResources8.contestant, CONTEST_STRING_ATTEMPT_STARTLE);
}
// Badly startles POK<EFBFBD>MON that made TOUGH appeals.
// Badly startles POKéMON that made TOUGH appeals.
static void ContestEffect_StartleMonsToughAppeal(void)
{
JamByMoveCategory(CONTEST_CATEGORY_TOUGH);
SetContestantEffectStringID(eContestResources8.contestant, CONTEST_STRING_ATTEMPT_STARTLE);
}
// Makes one POK<EFBFBD>MON after the user nervous.
// Makes one POKéMON after the user nervous.
static void ContestEffect_MakeFollowingMonNervous(void)
{
bool32 hitAny = FALSE;
@ -382,7 +382,7 @@ static void ContestEffect_MakeFollowingMonNervous(void)
SetContestantEffectStringID2(eContestResources8.contestant, CONTEST_STRING_MESSED_UP2);
}
// Makes all POK<EFBFBD>MON after the user nervous.
// Makes all POKéMON after the user nervous.
static void ContestEffect_MakeFollowingMonsNervous(void)
{
u8 numUnnerved = 0;
@ -489,7 +489,7 @@ static void ContestEffect_WorsenConditionOfPrevMons(void)
SetContestantEffectStringID2(eContestResources8.contestant, CONTEST_STRING_IGNORED);
}
// Badly startles POK<EFBFBD>MON in good condition.
// Badly startles POKéMON in good condition.
static void ContestEffect_BadlyStartlesMonsInGoodCondition(void)
{
u8 numHit = 0;
@ -605,7 +605,7 @@ static void ContestEffect_BetterWhenLater(void)
SetContestantEffectStringID(eContestResources8.contestant, CONTEST_STRING_APPEAL_EXCELLENTLY);
}
// The appeal<EFBFBD>s quality varies depending on its timing.
// The appeal's quality varies depending on its timing.
static void ContestEffect_QualityDependsOnTiming(void)
{
u8 rval = Random() % 10;
@ -718,7 +718,7 @@ static void ContestEffect_AffectedByPrevAppeal(void)
}
}
// Ups the user<EFBFBD>s condition. Helps prevent nervousness.
// Ups the user's condition. Helps prevent nervousness.
static void ContestEffect_ImproveConditionPreventNervousness(void)
{
if (eContestantStatus[eContestResources8.contestant].condition < 30)
@ -733,7 +733,7 @@ static void ContestEffect_ImproveConditionPreventNervousness(void)
}
}
// The appeal works well if the user<EFBFBD>s condition is good.
// The appeal works well if the user's condition is good.
static void ContestEffect_BetterWithGoodCondition(void)
{
eContestantStatus[eContestResources8.contestant].appealTripleCondition = TRUE;
@ -827,7 +827,7 @@ static void ContestEffect_NextAppealLater(void)
}
}
// Makes the next turn<EFBFBD>s order more easily scrambled.
// Makes the next turn's order more easily scrambled.
static void ContestEffect_MakeScramblingTurnOrderEasier(void)
{
// dummied out?
@ -888,7 +888,7 @@ static void ContestEffect_ExciteAudienceInAnyContest(void)
}
}
// Badly startles all POK<EFBFBD>MON that made good appeals.
// Badly startles all POKéMON that made good appeals.
static void ContestEffect_BadlyStartleMonsWithGoodAppeals(void)
{
int i;