jep-hack/data/text/common_1.asm
Llinos Evans a4044f0929 Naming mother restored!
The act of naming your mother was restored by adding a name substitution system to WRAM, thus allowing the Dude to occupy a slot naturally. I believe Red and Blue's names are unused too, but just to be safe, I left them alone. Using this means we can technically have battles that substitute names all the time, so this is really neat.

Reworked the first rival encounter scene to have him treat you like an idiot, blurt out what you name your mother, tease you, and piss you off. Arguably flows better than the original and makes more sense. Also, now the mother's name is placed in various spots.

Only concern really is seeing the default name in the phone contact. Feel free to change that if you want, but it's hard to place due to situations where the player leaves without talking to her, so take care!
2024-07-29 14:23:59 +01:00

1914 lines
27 KiB
NASM

_FruitBearingTreeText::
text "It's a fruit-"
line "bearing tree."
done
_HeyItsFruitText::
text "Hey! It's"
line "@"
text_ram wStringBuffer3
text "!"
done
_ObtainedFruitText::
text "Obtained"
line "@"
text_ram wStringBuffer3
text "!"
done
_FruitPackIsFullText::
text "But the PACK is"
line "full…"
done
_NothingHereText::
text "There's nothing"
line "here…"
done
_WhichApricornText::
text "Which APRICORN"
line "should I use?"
done
_HowManyShouldIMakeText::
text "How many should I"
line "make?"
done
_RecoveredSomeHPText::
text_ram wStringBuffer1
text_start
line "recovered @"
text_decimal wCurHPAnimDeltaHP, 2, 3
text "HP!"
done
_CuredOfPoisonText::
text_ram wStringBuffer1
text "'s"
line "cured of poison."
done
_RidOfParalysisText::
text_ram wStringBuffer1
text "'s"
line "rid of paralysis."
done
_BurnWasHealedText::
text_ram wStringBuffer1
text "'s"
line "burn was healed."
done
_WasDefrostedText::
text_ram wStringBuffer1
text_start
line "was defrosted."
done
_WokeUpText::
text_ram wStringBuffer1
text_start
line "woke up."
done
_HealthReturnedText::
text_ram wStringBuffer1
text "'s"
line "health returned."
done
_RevitalizedText::
text_ram wStringBuffer1
text_start
line "is revitalized."
done
_GrewToLevelText::
text_ram wStringBuffer1
text " grew to"
line "level @"
text_decimal wCurPartyLevel, 1, 3
text "!@"
sound_dex_fanfare_50_79 ; plays SFX_DEX_FANFARE_50_79, identical to SFX_LEVEL_UP
text_promptbutton
text_end
text_end ; unreferenced
_CameToItsSensesText::
text_ram wStringBuffer1
text " came"
line "to its senses."
done
_EnterNewPasscodeText::
text "Please enter any"
line "four-digit number."
done
_ConfirmPasscodeText::
text "Enter the same"
line "number to confirm."
done
_PasscodesNotSameText::
text "That's not the"
line "same number."
done
_PasscodeSetText::
text "Your PASSCODE has"
line "been set."
para "Enter this number"
line "next time to open"
cont "the CARD FOLDER."
para ""
done
_FourZerosInvalidText::
text "0000 is invalid!"
para ""
done
_EnterPasscodeText::
text "Enter the CARD"
next "FOLDER PASSCODE."
done
_IncorrectPasscodeText::
text "Incorrect"
line "PASSCODE!"
para ""
done
_CardFolderOpenText::
text "CARD FOLDER open.@"
text_end
_OakTimeWokeUpText::
text "<……><……><……><……><……><……>"
line "<……><……><……><……><……><……>"
para "Zzz… Hm? Wha…?"
line "You woke me up!"
para "Will you check the"
line "clock for me?"
prompt
_OakTimeWhatTimeIsItText::
text "What time is it?"
done
_OakTimeWhatHoursText::
text "What?@"
text_end
_OakTimeHoursQuestionMarkText::
text "?"
done
_OakTimeHowManyMinutesText::
text "How many minutes?"
done
_OakTimeWhoaMinutesText::
text "Whoa!@"
text_end
_OakTimeMinutesQuestionMarkText::
text "?"
done
_OakTimeOversleptText::
text "!"
line "I overslept!"
done
_OakTimeYikesText::
text "!"
line "Yikes! I over-"
cont "slept!"
done
_OakTimeSoDarkText::
text "!"
line "No wonder it's so"
cont "dark!"
done
_OakTimeWhatDayIsItText::
text "What day is it?"
done
_OakTimeIsItText::
text ", is it?"
done
; Mobile Adapter
_ThereIsNothingConnectedText:: ; unreferenced
text "There is nothing"
line "connected."
done
_CheckCellPhoneAdapterText:: ; unreferenced
text "Check cell phone"
line "adapter."
done
_CheckCDMAAdapterText:: ; unreferenced
text "Check CDMA"
line "adapter."
done
_CheckDOCOMOPHSAdapterText:: ; unreferenced
text "Check DOCOMO PHS"
line "adapter."
done
_CheckDDIPHSAdapterText:: ; unreferenced
text "Check DDI PHS"
line "adapter."
done
_CheckMobileAdapterText:: ; unreferenced
text "Check unlimited"
line "battle mobile"
cont "adapter."
done
; Mobile Adapter End
_ThePasswordIsText:: ; unreferenced
text "The password is:"
line ""
done
_IsThisOKText:: ; unreferenced
text "Is this OK?"
done
_EnterTheIDNoText:: ; unreferenced
text "Enter the"
line "ID no."
done
_EnterTheAmountText:: ; unreferenced
text "Enter the"
line "amount."
done
_NothingToChooseText::
text "There's nothing to"
line "choose."
prompt
_WhichSidePutOnText::
text "Which side do you"
line "want to put it on?"
done
_WhichSidePutAwayText::
text "Which side do you"
line "want to put away?"
done
_PutAwayTheDecoText::
text "Put away the"
line "@"
text_ram wStringBuffer3
text "."
prompt
_NothingToPutAwayText::
text "There's nothing to"
line "put away."
prompt
_SetUpTheDecoText::
text "Set up the"
line "@"
text_ram wStringBuffer3
text "."
prompt
_PutAwayAndSetUpText::
text "Put away the"
line "@"
text_ram wStringBuffer3
text_start
para "and set up the"
line "@"
text_ram wStringBuffer4
text "."
prompt
_AlreadySetUpText::
text "That's already set"
line "up."
prompt
_LookTownMapText::
text "It's the TOWN MAP."
done
_LookPikachuPosterText::
text "It's a poster of a"
line "cute PIKACHU."
done
_LookClefairyPosterText::
text "It's a poster of a"
line "cute CLEFAIRY."
done
_LookJigglypuffPosterText::
text "It's a poster of a"
line "cute JIGGLYPUFF."
done
_LookAdorableDecoText::
text "It's an adorable"
line "@"
text_ram wStringBuffer3
text "."
done
_LookGiantDecoText::
text "A giant doll! It's"
line "fluffy and cuddly."
done
_MomHiHowAreYouText::
text "Hi, <PLAYER>!"
line "How are you?"
prompt
_MomFoundAnItemText::
text "I found a useful"
line "item shopping, so"
prompt
_MomBoughtWithYourMoneyText::
text "I bought it with"
line "your money. Sorry!"
prompt
_MomItsInPCText::
text "It's in your PC."
line "You'll like it!"
done
_MomFoundADollText::
text "While shopping"
line "today, I saw this"
cont "adorable doll, so"
prompt
_MomItsInYourRoomText::
text "It's in your room."
line "You'll love it!"
done
_MonWasSentToText::
text_ram wPlayerTrademonSpeciesName
text " was"
line "sent to @"
text_ram wOTTrademonSenderName
text "."
done
_MonNameSentToText::
text_start
done
_BidsFarewellToMonText::
text_ram wOTTrademonSenderName
text " bids"
line "farewell to"
done
_MonNameBidsFarewellText::
text_ram wOTTrademonSpeciesName
text "."
done
_TakeGoodCareOfMonText::
text "Take good care of"
line "@"
text_ram wOTTrademonSpeciesName
text "."
done
_ForYourMonSendsText::
text "For @"
text_ram wPlayerTrademonSenderName
text "'s"
line "@"
text_ram wPlayerTrademonSpeciesName
text ","
done
_OTSendsText::
text_ram wOTTrademonSenderName
text " sends"
line "@"
text_ram wOTTrademonSpeciesName
text "."
done
_WillTradeText::
text_ram wOTTrademonSenderName
text " will"
line "trade @"
text_ram wOTTrademonSpeciesName
text_end
text_end ; unreferenced
_ForYourMonWillTradeText::
text "for @"
text_ram wPlayerTrademonSenderName
text "'s"
line "@"
text_ram wPlayerTrademonSpeciesName
text "."
done
_MobilePlayerWillTradeMonText::
text_ram wPlayerTrademonSenderName
text " will"
line "trade @"
text_ram wPlayerTrademonSpeciesName
text_end
text_end ; unreferenced
_MobileForPartnersMonText::
text "for @"
text_ram wOTTrademonSenderName
text "'s"
line "@"
text_ram wOTTrademonSpeciesName
text "."
done
_MobilePlayersMonTradeText::
text_ram wPlayerTrademonSenderName
text "'s"
line "@"
text_ram wPlayerTrademonSpeciesName
text " trade…"
done
_MobileTakeGoodCareOfMonText::
text "Take good care of"
line "@"
text_ram wOTTrademonSpeciesName
text "."
done
_MobilePlayersMonTrade2Text::
text_ram wPlayerTrademonSenderName
text "'s"
line "@"
text_ram wPlayerTrademonSpeciesName
text " trade…"
done
_MobileTakeGoodCareOfText::
text "Take good care of"
line "@"
text_ram wOTTrademonSpeciesName
text "."
done
_MobileTradeCameBackText::
text_ram wOTTrademonSpeciesName
text " came"
line "back!"
done
; Oak's Pokémon Talk
_OPT_IntroText1::
text_start
line "MARY: PROF.OAK'S"
done
_OPT_IntroText2::
text_start
line "#MON TALK!"
done
_OPT_IntroText3::
text_start
line "With me, MARY!"
done
_OPT_OakText1::
text_start
line "OAK: @"
text_ram wMonOrItemNameBuffer
text_end
text_end ; unreferenced
_OPT_OakText2::
text_start
line "may be seen around"
done
_OPT_OakText3::
text_start
line "@"
text_ram wStringBuffer1
text "."
done
_OPT_MaryText1::
text_start
line "MARY: @"
text_ram wStringBuffer1
text "'s"
done
_OPT_SweetAdorablyText::
text_start
line "sweet and adorably"
done
_OPT_WigglySlicklyText::
text_start
line "wiggly and slickly"
done
_OPT_AptlyNamedText::
text_start
line "aptly named and"
done
_OPT_UndeniablyKindOfText::
text_start
line "undeniably kind of"
done
_OPT_UnbearablyText::
text_start
line "so, so unbearably"
done
_OPT_WowImpressivelyText::
text_start
line "wow, impressively"
done
_OPT_AlmostPoisonouslyText::
text_start
line "almost poisonously"
done
_OPT_SensuallyText::
text_start
line "ooh, so sensually"
done
_OPT_MischievouslyText::
text_start
line "so mischievously"
done
_OPT_TopicallyText::
text_start
line "so very topically"
done
_OPT_AddictivelyText::
text_start
line "sure addictively"
done
_OPT_LooksInWaterText::
text_start
line "looks in water is"
done
_OPT_EvolutionMustBeText::
text_start
line "evolution must be"
done
_OPT_ProvocativelyText::
text_start
line "provocatively"
done
_OPT_FlippedOutText::
text_start
line "so flipped out and"
done
_OPT_HeartMeltinglyText::
text_start
line "heart-meltingly"
done
_OPT_CuteText::
text_start
line "cute."
done
_OPT_WeirdText::
text_start
line "weird."
done
_OPT_PleasantText::
text_start
line "pleasant."
done
_OPT_BoldSortOfText::
text_start
line "bold, sort of."
done
_OPT_FrighteningText::
text_start
line "frightening."
done
_OPT_SuaveDebonairText::
text_start
line "suave & debonair!"
done
_OPT_PowerfulText::
text_start
line "powerful."
done
_OPT_ExcitingText::
text_start
line "exciting."
done
_OPT_GroovyText::
text_start
line "groovy!"
done
_OPT_InspiringText::
text_start
line "inspiring."
done
_OPT_FriendlyText::
text_start
line "friendly."
done
_OPT_HotHotHotText::
text_start
line "hot, hot, hot!"
done
_OPT_StimulatingText::
text_start
line "stimulating."
done
_OPT_GuardedText::
text_start
line "guarded."
done
_OPT_LovelyText::
text_start
line "lovely."
done
_OPT_SpeedyText::
text_start
line "speedy."
done
_OPT_PokemonChannelText::
text "#MON"
done
_PokedexShowText::
text_start
line "@"
text_ram wStringBuffer1
text_end
text_end ; unreferenced
; Pokémon Music Channel / Pokémusic
_BenIntroText1::
text_start
line "BEN: #MON MUSIC"
done
_BenIntroText2::
text_start
line "CHANNEL!"
done
_BenIntroText3::
text_start
line "It's me, DJ BEN!"
done
_FernIntroText1::
text_start
line "FERN: #MUSIC!"
done
_FernIntroText2::
text_start
line "With DJ FERN!"
done
_BenFernText1::
text_start
line "Today's @"
text_today
text ","
done
_BenFernText2A::
text_start
line "so let us jam to"
done
_BenFernText2B::
text_start
line "so chill out to"
done
_BenFernText3A::
text_start
line "#MON March!"
done
_BenFernText3B::
text_start
line "#MON Lullaby!"
done
; Lucky Channel
_LC_Text1::
text_start
line "REED: Yeehaw! How"
done
_LC_Text2::
text_start
line "y'all doin' now?"
done
_LC_Text3::
text_start
line "Whether you're up"
done
_LC_Text4::
text_start
line "or way down low,"
done
_LC_Text5::
text_start
line "don't you miss the"
done
_LC_Text6::
text_start
line "LUCKY NUMBER SHOW!"
done
_LC_Text7::
text_start
line "This week's Lucky"
done
_LC_Text8::
text_start
line "Number is @"
text_pause
text_ram wStringBuffer1
text "!"
done
_LC_Text9::
text_start
line "I'll repeat that!"
done
_LC_Text10::
text_start
line "Match it and go to"
done
_LC_Text11::
text_start
line "the RADIO TOWER!"
done
_LC_DragText1::
text_start
line "…Repeating myself"
done
_LC_DragText2::
text_start
line "gets to be a drag…"
done
; Places and People
_PnP_Text1::
text_start
line "PLACES AND PEOPLE!"
done
_PnP_Text2::
text_start
line "Brought to you by"
done
_PnP_Text3::
text_start
line "me, DJ LILY!"
done
_PnP_Text4::
text_start
line "@"
text_ram wStringBuffer2
text " @"
text_ram wStringBuffer1
text_end
text_end ; unreferenced
_PnP_CuteText::
text_start
line "is cute."
done
_PnP_LazyText::
text_start
line "is sort of lazy."
done
_PnP_HappyText::
text_start
line "is always happy."
done
_PnP_NoisyText::
text_start
line "is quite noisy."
done
_PnP_PrecociousText::
text_start
line "is precocious."
done
_PnP_BoldText::
text_start
line "is somewhat bold."
done
_PnP_PickyText::
text_start
line "is too picky!"
done
_PnP_SortOfOKText::
text_start
line "is sort of OK."
done
_PnP_SoSoText::
text_start
line "is just so-so."
done
_PnP_GreatText::
text_start
line "is actually great."
done
_PnP_MyTypeText::
text_start
line "is just my type."
done
_PnP_CoolText::
text_start
line "is so cool, no?"
done
_PnP_InspiringText::
text_start
line "is inspiring!"
done
_PnP_WeirdText::
text_start
line "is kind of weird."
done
_PnP_RightForMeText::
text_start
line "is right for me?"
done
_PnP_OddText::
text_start
line "is definitely odd!"
done
_PnP_Text5::
text_start
line "@"
text_ram wStringBuffer1
text_end
text_end ; unreferenced
_RocketRadioText1::
text_start
line "… …Ahem, we are"
done
_RocketRadioText2::
text_start
line "TEAM ROCKET!"
done
_RocketRadioText3::
text_start
line "After three years"
done
_RocketRadioText4::
text_start
line "of preparation, we"
done
_RocketRadioText5::
text_start
line "have risen again"
done
_RocketRadioText6::
text_start
line "from the ashes!"
done
_RocketRadioText7::
text_start
line "GIOVANNI! @"
text_pause
text "Can you"
done
_RocketRadioText8::
text_start
line "hear?@"
text_pause
text " We did it!"
done
_RocketRadioText9::
text_start
line "@"
text_pause
text "Where is our boss?"
done
_RocketRadioText10::
text_start
line "@"
text_pause
text "Is he listening?"
done
_BuenaRadioText1::
text_start
line "BUENA: BUENA here!"
done
_BuenaRadioText2::
text_start
line "Today's password!"
done
_BuenaRadioText3::
text_start
line "Let me think… It's"
done
_BuenaRadioText4::
text_start
line "@"
text_ram wStringBuffer1
text "!"
done
_BuenaRadioText5::
text_start
line "Don't forget it!"
done
_BuenaRadioText6::
text_start
line "I'm in GOLDENROD's"
done
_BuenaRadioText7::
text_start
line "RADIO TOWER!"
done
_BuenaRadioMidnightText1::
text_start
line "BUENA: Oh my…"
done
_BuenaRadioMidnightText2::
text_start
line "It's midnight! I"
done
_BuenaRadioMidnightText3::
text_start
line "have to shut down!"
done
_BuenaRadioMidnightText4::
text_start
line "Thanks for tuning"
done
_BuenaRadioMidnightText5::
text_start
line "in to the end! But"
done
_BuenaRadioMidnightText6::
text_start
line "don't stay up too"
done
_BuenaRadioMidnightText7::
text_start
line "late! Presented to"
done
_BuenaRadioMidnightText8::
text_start
line "you by DJ BUENA!"
done
_BuenaRadioMidnightText9::
text "I'm outta here!"
done
_BuenaRadioMidnightText10::
text "…"
done
_BuenaOffTheAirText::
text_start
line ""
done
_EnemyWithdrewText::
text "<ENEMY>"
line "withdrew"
cont "@"
text_ram wEnemyMonNickname
text "!"
prompt
_EnemyUsedOnText::
text "<ENEMY>"
line "used @"
text_ram wMonOrItemNameBuffer
text_start
cont "on @"
text_ram wEnemyMonNickname
text "!"
prompt
_ThatCantBeUsedRightNowText:: ; unreferenced
text "That can't be used"
line "right now."
prompt
_ThatItemCantBePutInThePackText:: ; unreferenced
text "That item can't be"
line "put in the PACK."
done
_TheItemWasPutInThePackText:: ; unreferenced
text "The @"
text_ram wStringBuffer1
text_start
line "was put in the"
cont "PACK."
done
_RemainingTimeText:: ; unreferenced
text "Remaining Time"
done
_YourMonsHPWasHealedText:: ; unreferenced
text "Your #MON's HP"
line "was healed."
prompt
_WarpingText:: ; unreferenced
text "Warping…"
done
_ChangeWhichNumberText:: ; unreferenced
text "Which number"
line "should be changed?"
done
_WillYouPlayWithMonText:: ; unreferenced
text "Will you play with"
line "@"
text_ram wStringBuffer2
text "?"
done
_YouNeedTwoMonForBreedingText:: ; unreferenced
text "You need two #-"
line "MON for breeding."
prompt
_BreedingIsNotPossibleText:: ; unreferenced
text "Breeding is not"
line "possible."
prompt
_CompatibilityShouldTheyBreedText:: ; unreferenced
text "The compatibility"
line "is @"
text_decimal wBreedingCompatibility, 1, 3
text "."
cont "Should they breed?"
done
_ThereIsNoEggText:: ; unreferenced
text "There is no EGG."
line ""
prompt
_ItsGoingToHatchText:: ; unreferenced
text "It's going to"
line "hatch!"
prompt
_TestEventText:: ; unreferenced
text "Test event"
line "@"
text_decimal wStringBuffer2, 1, 2
text "?"
done
_StartText:: ; unreferenced
text "Start!"
done
_EndText:: ; unreferenced
text "End!"
done
_ForABoyText:: ; unreferenced
text "For a boy!"
done
_ForAGirlText:: ; unreferenced
text "For a girl!"
done
_DoesntConcernABoyText:: ; unreferenced
text "This doesn't"
line "concern a boy!"
done
_TheBoxIsFullText:: ; unreferenced
text "The BOX is full!"
done
; Mobile Adapter
_NewCardArrivedText::
text "A new CARD arrived"
line "from @"
text_ram wStringBuffer2
text "."
done
_PutCardInCardFolderText::
text "Put this CARD in"
line "the CARD FOLDER?"
done
_CardWasListedText::
text_ram wStringBuffer2
text "'s CARD was"
line "listed as no.@"
text_decimal wStringBuffer1, 1, 2
text "."
prompt
_StartingLinkText::
text "Starting link."
done
_LinkTerminatedText::
text "Link terminated."
done
_ClosingLinkText::
text "Closing link."
done
_ClearTimeLimitText:: ; unreferenced
text "Clear the time"
line "limit?"
done
_TimeLimitWasClearedText:: ; unreferenced
text "The time limit was"
line "cleared."
done
_PickErrorPacketText:: ; unreferenced
text "Pick which packet"
line "as an error?"
done
_TradingMonForOTMonText::
text "Trading @"
text_ram wStringBuffer2
text_start
line "for @"
text_ram wStringBuffer1
text "…"
done
; Mobile Adapter End
_ObtainedTheVoltorbBadgeText:: ; unreferenced
text "Obtained the"
line "VOLTORBBADGE!"
done
_AskFloorElevatorText::
text "Which floor?"
done
_BugCatchingContestTimeUpText::
text "ANNOUNCER: BEEEP!"
para "Time's up!"
done
_BugCatchingContestIsOverText::
text "ANNOUNCER: The"
line "Contest is over!"
done
_RepelWoreOffText::
text "REPEL's effect"
line "wore off."
done
_PlayerFoundItemText::
text "<PLAYER> found"
line "@"
text_ram wStringBuffer3
text "!"
done
_ButNoSpaceText::
text "But <PLAYER> has"
line "no space left…"
done
_JustSawSomeRareMonText::
text "I just saw some"
line "rare @"
text_ram wStringBuffer1
text " in"
cont "@"
text_ram wStringBuffer2
text "."
para "I'll call you if I"
line "see another rare"
cont "#MON, OK?"
prompt
_SavingRecordText::
text "SAVING RECORD…"
line "DON'T TURN OFF!"
done
_ReceiveItemText::
text_ram wPlayerName
text " received"
line "@"
text_ram wStringBuffer1
text "!@"
sound_item
text_promptbutton
text_end
text_end ; unreferenced
_NoCoinsText::
text "You have no coins."
prompt
_NoCoinCaseText::
text "You don't have a"
line "COIN CASE."
prompt
_NPCTradeCableText::
text "OK, connect the"
line "Game Link Cable."
prompt
Text_NPCTraded::
text "<PLAYER> traded"
line "@"
text_ram wMonOrItemNameBuffer
text " for"
cont "@"
text_ram wStringBuffer2
text ".@"
text_end
_NPCTradeFanfareText::
sound_dex_fanfare_80_109
text_pause
text_end
_NPCTradeIntroText1::
text "I collect #MON."
line "Do you have"
cont "@"
text_ram wStringBuffer1
text "?"
para "Want to trade it"
line "for my @"
text_ram wStringBuffer2
text "?"
done
_NPCTradeCancelText1::
text "You don't want to"
line "trade? Aww…"
done
_NPCTradeWrongText1::
text "Huh? That's not"
line "@"
text_ram wStringBuffer1
text ". "
cont "What a letdown…"
done
_NPCTradeCompleteText1::
text "Yay! I got myself"
line "@"
text_ram wStringBuffer1
text "!"
cont "Thanks!"
done
_NPCTradeAfterText1::
text "Hi, how's my old"
line "@"
text_ram wStringBuffer2
text " doing?"
done
_NPCTradeIntroText2::
text "Hi, I'm looking"
line "for this #MON."
para "If you have"
line "@"
text_ram wStringBuffer1
text ", would"
para "you trade it for"
line "my @"
text_ram wStringBuffer2
text "?"
done
_NPCTradeCancelText2::
text "You don't have"
line "one either?"
para "Gee, that's really"
line "disappointing…"
done
_NPCTradeWrongText2::
text "You don't have"
line "@"
text_ram wStringBuffer1
text "? That's"
cont "too bad, then."
done
_NPCTradeCompleteText2::
text "Great! Thank you!"
para "I finally got"
line "@"
text_ram wStringBuffer1
text "."
done
_NPCTradeAfterText2::
text "Hi! The @"
text_ram wMonOrItemNameBuffer
text_start
line "you traded me is"
cont "doing great!"
done
_NPCTradeIntroText3::
text_ram wMonOrItemNameBuffer
text "'s cute,"
line "but I don't have"
para "it. Do you have"
line "@"
text_ram wStringBuffer1
text "?"
para "Want to trade it"
line "for my @"
text_ram wStringBuffer2
text "?"
done
_NPCTradeCancelText3::
text "You don't want to"
line "trade? Oh, darn…"
done
_NPCTradeWrongText3::
text "That's not"
line "@"
text_ram wStringBuffer1
text "."
para "Please trade with"
line "me if you get one."
done
_NPCTradeCompleteText3::
text "Wow! Thank you!"
line "I always wanted"
cont "@"
text_ram wMonOrItemNameBuffer
text "!"
done
_NPCTradeAfterText3::
text "How is that"
line "@"
text_ram wStringBuffer2
text " I"
cont "traded you doing?"
para "Your @"
text_ram wMonOrItemNameBuffer
text "'s"
line "so cute!"
done
_NPCTradeCompleteText4::
text "Uh? What happened?"
done
_NPCTradeAfterText4::
text "Trading is so odd…"
para "I still have a lot"
line "to learn about it."
done
; Regional variant trades
_NPCTradeIntroText5::
text "In my region,"
line "we have our own"
cont "@"
text_ram wStringBuffer1
text "!"
para "Wanna trade me"
line "yours?"
done
_NPCTradeCancelText5::
text "Well, I'll be"
line "around…"
done
_NPCTradeWrongText5::
text "Huh? That's not"
line "@"
text_ram wStringBuffer1
text ". "
cont "Try again!"
done
_NPCTradeCompleteText5::
text "Wow! It's so"
line "different! Thanks"
cont "a bunch!"
done
_NPCTradeAfterText5:: ; Should not happen.
text "AfterTrade event"
line "set incorrectly."
done
_MomLeavingText1::
text "<MOM>: Wow, you"
line "got such a cute"
cont "#MON!"
para "Where did you get"
line "it?"
para "…"
para "So, you're leaving"
line "on an adventure…"
para "OK!"
line "I'll help too."
para "But what can I do"
line "for you?"
para "I know! I'll save"
line "money for you."
para "On a long journey,"
line "money's important."
para "Do you want me to"
line "save your money?"
done
_MomLeavingText2::
text "OK, I'll take care"
line "of your money."
para "<……><……><……>"
prompt
_MomLeavingText3::
text "Be careful."
para "#MON are your"
line "friends. You need"
cont "to work as a team."
para "Now, go on!"
done
_MomIsThisAboutYourMoneyText::
text "<MOM>: Hi! Welcome"
line "home! You're trying"
cont "very hard, I see."
para "I've kept your"
line "room tidy."
para "Or is this about"
line "your money?"
done
_MomBankWhatDoYouWantToDoText::
text "What do you want"
line "to do?"
done
_MomStoreMoneyText::
text "How much do you"
line "want to save?"
done
_MomTakeMoneyText::
text "How much do you"
line "want to take?"
done
_MomSaveMoneyText::
text "Do you want to"
line "save some money?"
done
_MomHaventSavedThatMuchText::
text "You haven't saved"
line "that much."
prompt
_MomNotEnoughRoomInWalletText::
text "You can't take"
line "that much."
prompt
_MomInsufficientFundsInWalletText::
text "You don't have"
line "that much."
prompt
_MomNotEnoughRoomInBankText::
text "You can't save"
line "that much."
prompt
_MomStartSavingMoneyText::
text "OK, I'll save your"
line "money. Trust me!"
para "<PLAYER>, stick"
line "with it!"
done
_MomStoredMoneyText::
text "Your money's safe"
line "here! Get going!"
done
_MomTakenMoneyText::
text "<PLAYER>, don't"
line "give up!"
done
_MomJustDoWhatYouCanText::
text "Just do what"
line "you can."
done
_DaycareDummyText::
text_start
done
_DayCareManIntroText::
text "I'm the DAY-CARE"
line "MAN. Want me to"
cont "raise a #MON?"
done
_DayCareManIntroEggText::
text "I'm the DAY-CARE"
line "MAN. Do you know"
cont "about EGGS?"
para "I was raising"
line "#MON with my"
cont "wife, you see."
para "We were shocked to"
line "find an EGG!"
para "How incredible is"
line "that?"
para "So, want me to"
line "raise a #MON?"
done
_DayCareLadyIntroText::
text "I'm the DAY-CARE"
line "LADY."
para "Should I raise a"
line "#MON for you?"
done
_DayCareLadyIntroEggText::
text "I'm the DAY-CARE"
line "LADY. Do you know"
cont "about EGGS?"
para "My husband and I"
line "were raising some"
cont "#MON, you see."
para "We were shocked to"
line "find an EGG!"
para "How incredible"
line "could that be?"
para "Should I raise a"
line "#MON for you?"
done
_WhatShouldIRaiseText::
text "What should I"
line "raise for you?"
prompt
_OnlyOneMonText::
text "Oh? But you have"
line "just one #MON."
prompt
_CantAcceptEggText::
text "Sorry, but I can't"
line "accept an EGG."
prompt
_RemoveMailText::
text "Remove MAIL before"
line "you come see me."
prompt
_LastHealthyMonText::
text "If you give me"
line "that, what will"
cont "you battle with?"
prompt
_IllRaiseYourMonText::
text "OK. I'll raise"
line "your @"
text_ram wStringBuffer1
text "."
prompt
_ComeBackLaterText::
text "Come back for it"
line "later."
done
_AreWeGeniusesText::
text "Are we geniuses or"
line "what? Want to see"
cont "your @"
text_ram wStringBuffer1
text "?"
done
_YourMonHasGrownText::
text "Your @"
text_ram wStringBuffer1
text_start
line "has grown a lot."
para "By level, it's"
line "grown by @"
text_decimal wStringBuffer2 + 1, 1, 3
text "."
para "If you want your"
line "#MON back, it"
cont "will cost ¥@"
text_decimal wStringBuffer2 + 2, 3, 4
text "."
done
_PerfectHeresYourMonText::
text "Perfect! Here's"
line "your #MON."
prompt
_GotBackMonText::
text "<PLAYER> got back"
line "@"
text_ram wStringBuffer1
text "."
prompt
_BackAlreadyText::
text "Huh? Back already?"
line "Your @"
text_ram wStringBuffer1
text_start
para "needs a little"
line "more time with us."
para "If you want your"
line "#MON back, it"
cont "will cost ¥100."
done
_HaveNoRoomText::
text "You have no room"
line "for it."
prompt
_NotEnoughMoneyText::
text "You don't have"
line "enough money."
prompt
_OhFineThenText::
text "Oh, fine then."
prompt
_ComeAgainText::
text "Come again."
done
_NotYetText::
text "Not yet…"
done
_FoundAnEggText::
text "Ah, it's you!"
para "We were raising"
line "your #MON, and"
para "my goodness, were"
line "we surprised!"
para "Your #MON had"
line "an EGG!"
para "We don't know how"
line "it got there, but"
para "your #MON had"
line "it. You want it?"
done
_ReceivedEggText::
text "<PLAYER> received"
line "the EGG!"
done
_TakeGoodCareOfEggText::
text "Take good care of"
line "it."
done
_IllKeepItThanksText::
text "Well then, I'll"
line "keep it. Thanks!"
done
_NoRoomForEggText::
text "You have no room"
line "in your party."
cont "Come back later."
done
_WhichMonPhotoText::
text "Which #MON"
line "should I photo-"
cont "graph?"
prompt
_HoldStillText::
text "All righty. Hold"
line "still for a bit."
prompt
_PrestoAllDoneText::
text "Presto! All done."
line "Come again, OK?"
done