Format newlines in contest_string.inc

Some of the strings declared in contest_string.inc were poorly formatted, containing newline characters in the middle of the string, opposing the format used by every string in data/text, I just updated them to match the format, making it more readable.
This commit is contained in:
Simply BLG 2022-06-17 11:52:54 -03:00 committed by GitHub
parent 6418f08944
commit e48341f7fc
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23

View File

@ -4,145 +4,190 @@ gText_HighlyAppealingMove::
.string "A highly appealing move.$" .string "A highly appealing move.$"
gText_UserMoreEasilyStartled:: gText_UserMoreEasilyStartled::
.string "After this move, the user is\nmore easily startled.$" .string "After this move, the user is\n"
.string "more easily startled.$"
gText_GreatAppealButNoMoreToEnd:: gText_GreatAppealButNoMoreToEnd::
.string "Makes a great appeal, but\nallows no more to the end.$" .string "Makes a great appeal, but\n"
.string "allows no more to the end.$"
gText_UsedRepeatedlyWithoutBoringJudge:: gText_UsedRepeatedlyWithoutBoringJudge::
.string "Can be repeatedly used\nwithout boring the JUDGE.$" .string "Can be repeatedly used\nwithout boring the JUDGE.$"
gText_AvoidStartledByOthersOnce:: gText_AvoidStartledByOthersOnce::
.string "Can avoid being startled\nby others once.$" .string "Can avoid being startled\n"
.string "by others once.$"
gText_AvoidStartledByOthers:: gText_AvoidStartledByOthers::
.string "Can avoid being startled\nby others.$" .string "Can avoid being startled\n"
.string "by others.$"
gText_AvoidStartledByOthersLittle:: gText_AvoidStartledByOthersLittle::
.string "Can avoid being startled\nby others a little.$" .string "Can avoid being startled\n"
.string "by others a little.$"
gText_UserLessLikelyStartled:: gText_UserLessLikelyStartled::
.string "After this move, the user is\nless likely to be startled.$" .string "After this move, the user is\n"
.string "less likely to be startled.$"
gText_SlightlyStartleFrontMon:: gText_SlightlyStartleFrontMon::
.string "Slightly startles the\nPOKéMON in front.$" .string "Slightly startles the\n"
.string "POKéMON in front.$"
gText_SlightlyStartleAppealed:: gText_SlightlyStartleAppealed::
.string "Slightly startles those\nthat have made appeals.$" .string "Slightly startles those\n"
.string "that have made appeals.$"
gText_StartleAppealedBeforeUser:: gText_StartleAppealedBeforeUser::
.string "Startles the POKéMON that\nappealed before the user.$" .string "Startles the POKéMON that\n"
.string "appealed before the user.$"
gText_StartleAllAppealed:: gText_StartleAllAppealed::
.string "Startles all POKéMON that\nhave done their appeals.$" .string "Startles all POKéMON that\n"
.string "have done their appeals.$"
gText_BadlyStartleFrontMon:: gText_BadlyStartleFrontMon::
.string "Badly startles the\nPOKéMON in front.$" .string "Badly startles the\n"
.string "POKéMON in front.$"
gText_BadlyStartleAppealed:: gText_BadlyStartleAppealed::
.string "Badly startles those that\nhave made appeals.$" .string "Badly startles those that\n"
.string "have made appeals.$"
gText_StartleAppealedBeforeUser2:: gText_StartleAppealedBeforeUser2::
.string "Startles the POKéMON that\nappealed before the user.$" .string "Startles the POKéMON that\n"
.string "appealed before the user.$"
gText_StartleAllAppealed2:: gText_StartleAllAppealed2::
.string "Startles all POKéMON that\nhave done their appeals.$" .string "Startles all POKéMON that\n"
.string "have done their appeals.$"
gText_ShiftJudgesAttentionFromOthers:: gText_ShiftJudgesAttentionFromOthers::
.string "Shifts the JUDGE's\nattention from others.$" .string "Shifts the JUDGE's\n"
.string "attention from others.$"
gText_StartleMonHasJudgesAttention:: gText_StartleMonHasJudgesAttention::
.string "Startles the POKéMON that\nhas the JUDGE's attention.$" .string "Startles the POKéMON that\n"
.string "has the JUDGE's attention.$"
gText_JamOthersMissesTurn:: gText_JamOthersMissesTurn::
.string "Jams the others, and misses\none turn of appeals.$" .string "Jams the others, and misses\n"
.string "one turn of appeals.$"
gText_StartleMonsMadeSameTypeAppeal:: gText_StartleMonsMadeSameTypeAppeal::
.string "Startles POKéMON that\nmade a same-type appeal.$" .string "Startles POKéMON that\n"
.string "made a same-type appeal.$"
gText_BadlyStartleCoolAppeals:: gText_BadlyStartleCoolAppeals::
.string "Badly startles POKéMON\nthat made COOL appeals.$" .string "Badly startles POKéMON\n"
.string "that made COOL appeals.$"
gText_BadlyStartleBeautyAppeals:: gText_BadlyStartleBeautyAppeals::
.string "Badly startles POKéMON\nthat made BEAUTY appeals.$" .string "Badly startles POKéMON\n"
.string "that made BEAUTY appeals.$"
gText_BadlyStartleCuteAppeals:: gText_BadlyStartleCuteAppeals::
.string "Badly startles POKéMON\nthat made CUTE appeals.$" .string "Badly startles POKéMON\n"
.string "that made CUTE appeals.$"
gText_BadlyStartleSmartAppeals:: gText_BadlyStartleSmartAppeals::
.string "Badly startles POKéMON\nthat made SMART appeals.$" .string "Badly startles POKéMON\n"
.string "that made SMART appeals.$"
gText_BadlyStartleToughAppeals:: gText_BadlyStartleToughAppeals::
.string "Badly startles POKéMON\nthat made TOUGH appeals.$" .string "Badly startles POKéMON\n"
.string "that made TOUGH appeals.$"
gText_MakeMonAfterUserNervous:: gText_MakeMonAfterUserNervous::
.string "Makes one POKéMON after\nthe user nervous.$" .string "Makes one POKéMON after\n"
.string "the user nervous.$"
gText_MakeAllMonsAfterUserNervous:: gText_MakeAllMonsAfterUserNervous::
.string "Makes all POKéMON after\nthe user nervous.$" .string "Makes all POKéMON after\n"
.string "the user nervous.$"
gText_WorsenConditionOfThoseMadeAppeals:: gText_WorsenConditionOfThoseMadeAppeals::
.string "Worsens the condition of\nthose that made appeals.$" .string "Worsens the condition of\n"
.string "those that made appeals.$"
gText_BadlyStartleMonsGoodCondition:: gText_BadlyStartleMonsGoodCondition::
.string "Badly startles POKéMON in\ngood condition.$" .string "Badly startles POKéMON in\n"
.string "good condition.$"
gText_AppealGreatIfPerformedFirst:: gText_AppealGreatIfPerformedFirst::
.string "The appeal works great if\nperformed first.$" .string "The appeal works great if\n"
.string "performed first.$"
gText_AppealGreatIfPerformedLast:: gText_AppealGreatIfPerformedLast::
.string "The appeal works great if\nperformed last.$" .string "The appeal works great if\n"
.string "performed last.$"
gText_AppealAsGoodAsThoseBeforeIt:: gText_AppealAsGoodAsThoseBeforeIt::
.string "Makes the appeal as good\nas those before it.$" .string "Makes the appeal as good\n"
.string "as those before it.$"
gText_AppealAsGoodAsOneBeforeIt:: gText_AppealAsGoodAsOneBeforeIt::
.string "Makes the appeal as good\nas the one before it.$" .string "Makes the appeal as good\n"
.string "as the one before it.$"
gText_AppealBetterLaterItsPerformed:: gText_AppealBetterLaterItsPerformed::
.string "The appeal works better\nthe later it is performed.$" .string "The appeal works better\n"
.string "the later it is performed.$"
gText_AppealVariesDependingOnTiming:: gText_AppealVariesDependingOnTiming::
.string "The appeal's quality varies\ndepending on its timing.$" .string "The appeal's quality varies\ndepending on its timing.$"
gText_WorksWellIfSameTypeAsBefore:: gText_WorksWellIfSameTypeAsBefore::
.string "Works well if it's the same\ntype as the one before.$" .string "Works well if it's the same\n"
.string "type as the one before.$"
gText_WorksWellIfDifferentTypeAsBefore:: gText_WorksWellIfDifferentTypeAsBefore::
.string "Works well if different in\ntype than the one before.$" .string "Works well if different in\n"
.string "type than the one before.$"
gText_AffectedByAppealInFront:: gText_AffectedByAppealInFront::
.string "Affected by how well the\nappeal in front goes.$" .string "Affected by how well the\n"
.string "appeal in front goes.$"
gText_UpsConditionHelpsPreventNervousness:: gText_UpsConditionHelpsPreventNervousness::
.string "Ups the user's condition.\nHelps prevent nervousness.$" .string "Ups the user's condition.\n"
.string "Helps prevent nervousness.$"
gText_AppealWorksWellIfConditionGood:: gText_AppealWorksWellIfConditionGood::
.string "The appeal works well if the\nuser's condition is good.$" .string "The appeal works well if the\n"
.string "user's condition is good.$"
gText_NextAppealMadeEarlier:: gText_NextAppealMadeEarlier::
.string "The next appeal can be\nmade earlier next turn.$" .string "The next appeal can be\n"
.string "made earlier next turn.$"
gText_NextAppealMadeLater:: gText_NextAppealMadeLater::
.string "The next appeal can be\nmade later next turn.$" .string "The next appeal can be\n"
.string "made later next turn.$"
gText_TurnOrderMoreEasilyScrambled:: gText_TurnOrderMoreEasilyScrambled::
.string "Makes the next turn's order\nmore easily scrambled.$" .string "Makes the next turn's order\n"
.string "more easily scrambled.$"
gText_ScrambleOrderOfNextAppeals:: gText_ScrambleOrderOfNextAppeals::
.string "Scrambles the order of\nappeals on the next turn.$" .string "Scrambles the order of\n"
.string "appeals on the next turn.$"
gText_AppealExcitesAudienceInAnyContest:: gText_AppealExcitesAudienceInAnyContest::
.string "An appeal that excites the\naudience in any CONTEST.$" .string "An appeal that excites the\n"
.string "audience in any CONTEST.$"
gText_BadlyStartlesMonsGoodAppeals:: gText_BadlyStartlesMonsGoodAppeals::
.string "Badly startles all POKéMON\nthat made good appeals.$" .string "Badly startles all POKéMON\n"
.string "that made good appeals.$"
gText_AppealBestMoreCrowdExcited:: gText_AppealBestMoreCrowdExcited::
.string "The appeal works best the\nmore the crowd is excited.$" .string "The appeal works best the\n"
.string "more the crowd is excited.$"
gText_TemporarilyStopCrowdExcited:: gText_TemporarilyStopCrowdExcited::
.string "Temporarily stops the\ncrowd from growing excited.$" .string "Temporarily stops the\n"
.string "crowd from growing excited.$"
@ Unused move names @ Unused move names