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