Translation of the texts of Player PC, the Pokemon storage System and some Graphics.

This commit is contained in:
12014 2025-04-15 22:07:47 +09:00
parent 2034bf2a79
commit 1e70488649
8 changed files with 72 additions and 70 deletions

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@ -690,7 +690,7 @@ static const u16 sText_Pal[] = INCBIN_U16("graphics/contest/text.gbapal");
const u8 *const gContestEffectDescriptionPointers[] = const u8 *const gContestEffectDescriptionPointers[] =
{ {
[CONTEST_EFFECT_HIGHLY_APPEALING] = COMPOUND_STRING("能获得很多关注度"), [CONTEST_EFFECT_HIGHLY_APPEALING] = COMPOUND_STRING("能获得很多吸引力"),
[CONTEST_EFFECT_USER_MORE_EASILY_STARTLED] = COMPOUND_STRING("在表演这个招式之后\n宝可梦会变得很容易受惊。"), [CONTEST_EFFECT_USER_MORE_EASILY_STARTLED] = COMPOUND_STRING("在表演这个招式之后\n宝可梦会变得很容易受惊。"),
[CONTEST_EFFECT_GREAT_APPEAL_BUT_NO_MORE_MOVES] = COMPOUND_STRING("这个表演会受到全场瞩目,但\n后面直到结束前什么都不能做了。"), [CONTEST_EFFECT_GREAT_APPEAL_BUT_NO_MORE_MOVES] = COMPOUND_STRING("这个表演会受到全场瞩目,但\n后面直到结束前什么都不能做了。"),
[CONTEST_EFFECT_REPETITION_NOT_BORING] = COMPOUND_STRING("即使在下回继续使用也不会\n被审查员厌烦并获得关注。"), [CONTEST_EFFECT_REPETITION_NOT_BORING] = COMPOUND_STRING("即使在下回继续使用也不会\n被审查员厌烦并获得关注。"),
@ -709,7 +709,7 @@ const u8 *const gContestEffectDescriptionPointers[] =
[CONTEST_EFFECT_SHIFT_JUDGE_ATTENTION] = COMPOUND_STRING("能够转移审查员对\n其他宝可梦的关注度。"), [CONTEST_EFFECT_SHIFT_JUDGE_ATTENTION] = COMPOUND_STRING("能够转移审查员对\n其他宝可梦的关注度。"),
[CONTEST_EFFECT_STARTLE_MON_WITH_JUDGES_ATTENTION] = COMPOUND_STRING("特别是能够惊吓受到\n审查员关注的宝可梦。"), [CONTEST_EFFECT_STARTLE_MON_WITH_JUDGES_ATTENTION] = COMPOUND_STRING("特别是能够惊吓受到\n审查员关注的宝可梦。"),
[CONTEST_EFFECT_JAMS_OTHERS_BUT_MISS_ONE_TURN] = COMPOUND_STRING("不停地在场上捣乱,\n下个回合不能参加表演。"), [CONTEST_EFFECT_JAMS_OTHERS_BUT_MISS_ONE_TURN] = COMPOUND_STRING("不停地在场上捣乱,\n下个回合不能参加表演。"),
[CONTEST_EFFECT_STARTLE_MONS_SAME_TYPE_APPEAL] = COMPOUND_STRING("特别是能够惊吓和自己\n有着一样类型关注度的宝可梦。"), [CONTEST_EFFECT_STARTLE_MONS_SAME_TYPE_APPEAL] = COMPOUND_STRING("特别是能够惊吓和自己\n有着一样类型吸引力的宝可梦。"),
[CONTEST_EFFECT_STARTLE_MONS_COOL_APPEAL] = COMPOUND_STRING("特别是能够惊吓表演\n帅气招式的宝可梦。"), [CONTEST_EFFECT_STARTLE_MONS_COOL_APPEAL] = COMPOUND_STRING("特别是能够惊吓表演\n帅气招式的宝可梦。"),
[CONTEST_EFFECT_STARTLE_MONS_BEAUTY_APPEAL] = COMPOUND_STRING("特别是能够惊吓表演\n美丽招式的宝可梦。"), [CONTEST_EFFECT_STARTLE_MONS_BEAUTY_APPEAL] = COMPOUND_STRING("特别是能够惊吓表演\n美丽招式的宝可梦。"),
[CONTEST_EFFECT_STARTLE_MONS_CUTE_APPEAL] = COMPOUND_STRING("特别是能够惊吓表演\n可爱招式的宝可梦。"), [CONTEST_EFFECT_STARTLE_MONS_CUTE_APPEAL] = COMPOUND_STRING("特别是能够惊吓表演\n可爱招式的宝可梦。"),
@ -719,24 +719,24 @@ const u8 *const gContestEffectDescriptionPointers[] =
[CONTEST_EFFECT_MAKE_FOLLOWING_MONS_NERVOUS] = COMPOUND_STRING("会使在这之后登场的\n所有宝可梦紧张。"), [CONTEST_EFFECT_MAKE_FOLLOWING_MONS_NERVOUS] = COMPOUND_STRING("会使在这之后登场的\n所有宝可梦紧张。"),
[CONTEST_EFFECT_WORSEN_CONDITION_OF_PREV_MONS] = COMPOUND_STRING("降低已经表演完的\n宝可梦们的状态。"), [CONTEST_EFFECT_WORSEN_CONDITION_OF_PREV_MONS] = COMPOUND_STRING("降低已经表演完的\n宝可梦们的状态。"),
[CONTEST_EFFECT_BADLY_STARTLES_MONS_IN_GOOD_CONDITION] = COMPOUND_STRING("特别是能够惊吓\n当前状态很好的宝可梦。"), [CONTEST_EFFECT_BADLY_STARTLES_MONS_IN_GOOD_CONDITION] = COMPOUND_STRING("特别是能够惊吓\n当前状态很好的宝可梦。"),
[CONTEST_EFFECT_BETTER_IF_FIRST] = COMPOUND_STRING("率先第一个出场表演的话\n很容易获得很高的关注度"), [CONTEST_EFFECT_BETTER_IF_FIRST] = COMPOUND_STRING("率先第一个出场表演的话\n很容易获得很高的吸引力"),
[CONTEST_EFFECT_BETTER_IF_LAST] = COMPOUND_STRING("最后一个出场表演的话\n很容易获得很高的关注度"), [CONTEST_EFFECT_BETTER_IF_LAST] = COMPOUND_STRING("最后一个出场表演的话\n很容易获得很高的吸引力"),
[CONTEST_EFFECT_APPEAL_AS_GOOD_AS_PREV_ONES] = COMPOUND_STRING("能够表演同之前登场过的\n宝可梦们相同的关注度"), [CONTEST_EFFECT_APPEAL_AS_GOOD_AS_PREV_ONES] = COMPOUND_STRING("能够表演同之前登场过的\n宝可梦们相同的吸引力"),
[CONTEST_EFFECT_APPEAL_AS_GOOD_AS_PREV_ONE] = COMPOUND_STRING("能够表演同前一只登场的\n宝可梦相同的关注度"), [CONTEST_EFFECT_APPEAL_AS_GOOD_AS_PREV_ONE] = COMPOUND_STRING("能够表演同前一只登场的\n宝可梦相同的吸引力"),
[CONTEST_EFFECT_BETTER_WHEN_LATER] = COMPOUND_STRING("越在所有宝可梦的后面表演\n越容易获得关注度"), [CONTEST_EFFECT_BETTER_WHEN_LATER] = COMPOUND_STRING("越在所有宝可梦的后面表演\n越容易获得吸引力"),
[CONTEST_EFFECT_QUALITY_DEPENDS_ON_TIMING] = COMPOUND_STRING("根据出场时间的不同,\n关注度的状态也有所变化。"), [CONTEST_EFFECT_QUALITY_DEPENDS_ON_TIMING] = COMPOUND_STRING("根据出场时间的不同,\n吸引力的状态也有所变化。"),
[CONTEST_EFFECT_BETTER_IF_SAME_TYPE] = COMPOUND_STRING("与前一只宝可梦的关注度\n一样的话就会受到喜欢。"), [CONTEST_EFFECT_BETTER_IF_SAME_TYPE] = COMPOUND_STRING("与前一只宝可梦的吸引力\n一样的话就会受到喜欢。"),
[CONTEST_EFFECT_BETTER_IF_DIFF_TYPE] = COMPOUND_STRING("与前一只宝可梦的关注度\n不一样的话就会受到喜欢。"), [CONTEST_EFFECT_BETTER_IF_DIFF_TYPE] = COMPOUND_STRING("与前一只宝可梦的吸引力\n不一样的话就会受到喜欢。"),
[CONTEST_EFFECT_AFFECTED_BY_PREV_APPEAL] = COMPOUND_STRING("招式的关注度会受到\n前面一只宝可梦的影响。"), [CONTEST_EFFECT_AFFECTED_BY_PREV_APPEAL] = COMPOUND_STRING("招式的吸引力会受到\n前面一只宝可梦的影响。"),
[CONTEST_EFFECT_IMPROVE_CONDITION_PREVENT_NERVOUSNESS] = COMPOUND_STRING("能够提升自身关注度的状态,\n并且变得不那么容易紧张。"), [CONTEST_EFFECT_IMPROVE_CONDITION_PREVENT_NERVOUSNESS] = COMPOUND_STRING("能够提升自身吸引力的状态,\n并且变得不那么容易紧张。"),
[CONTEST_EFFECT_BETTER_WITH_GOOD_CONDITION] = COMPOUND_STRING("如果状态好的时候表演的话\n很容易获得很高的关注度"), [CONTEST_EFFECT_BETTER_WITH_GOOD_CONDITION] = COMPOUND_STRING("如果状态好的时候表演的话\n很容易获得很高的吸引力"),
[CONTEST_EFFECT_NEXT_APPEAL_EARLIER] = COMPOUND_STRING("下一回合登场时自己的\n登场顺序会更靠前。"), [CONTEST_EFFECT_NEXT_APPEAL_EARLIER] = COMPOUND_STRING("下一回合登场时自己的\n登场顺序会更靠前。"),
[CONTEST_EFFECT_NEXT_APPEAL_LATER] = COMPOUND_STRING("下一回合登场时自己的\n登场顺序会更靠后。"), [CONTEST_EFFECT_NEXT_APPEAL_LATER] = COMPOUND_STRING("下一回合登场时自己的\n登场顺序会更靠后。"),
[CONTEST_EFFECT_MAKE_SCRAMBLING_TURN_ORDER_EASIER] = COMPOUND_STRING("使得下一回合登场的顺序\n更容易被打乱。"), [CONTEST_EFFECT_MAKE_SCRAMBLING_TURN_ORDER_EASIER] = COMPOUND_STRING("使得下一回合登场的顺序\n更容易被打乱。"),
[CONTEST_EFFECT_SCRAMBLE_NEXT_TURN_ORDER] = COMPOUND_STRING("会打乱下个回合宝可梦们\n登场表演的顺序。"), [CONTEST_EFFECT_SCRAMBLE_NEXT_TURN_ORDER] = COMPOUND_STRING("会打乱下个回合宝可梦们\n登场表演的顺序。"),
[CONTEST_EFFECT_EXCITE_AUDIENCE_IN_ANY_CONTEST] = COMPOUND_STRING("无论是什么类型的华丽大赛\n表演这个招式都能获得关注度。"), [CONTEST_EFFECT_EXCITE_AUDIENCE_IN_ANY_CONTEST] = COMPOUND_STRING("无论是什么类型的华丽大赛\n表演这个招式都能获得关注度。"),
[CONTEST_EFFECT_BADLY_STARTLE_MONS_WITH_GOOD_APPEALS] = COMPOUND_STRING("特别是能够惊吓场上\n关注度很高的所有宝可梦。"), [CONTEST_EFFECT_BADLY_STARTLE_MONS_WITH_GOOD_APPEALS] = COMPOUND_STRING("特别是能够惊吓场上\n吸引力很高的所有宝可梦。"),
[CONTEST_EFFECT_BETTER_WHEN_AUDIENCE_EXCITED] = COMPOUND_STRING("会场上的气氛越热烈,\n越容易受到喜爱与关注。"), [CONTEST_EFFECT_BETTER_WHEN_AUDIENCE_EXCITED] = COMPOUND_STRING("会场上的气氛越热烈,\n越容易受到关注度与吸引力"),
[CONTEST_EFFECT_DONT_EXCITE_AUDIENCE] = COMPOUND_STRING("在这个表演结束之后,\n会场的气氛会变得冷清一会儿。"), [CONTEST_EFFECT_DONT_EXCITE_AUDIENCE] = COMPOUND_STRING("在这个表演结束之后,\n会场的气氛会变得冷清一会儿。"),
}; };

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@ -212,11 +212,11 @@ static void ConfirmSell(u8);
static void CancelSell(u8); static void CancelSell(u8);
static void Task_FadeAndCloseBagMenuIfMulch(u8 taskId); static void Task_FadeAndCloseBagMenuIfMulch(u8 taskId);
static const u8 sText_Var1CantBeHeldHere[] = _("The {STR_VAR_1} can't be held\nhere."); static const u8 sText_Var1CantBeHeldHere[] = _("不能让宝可梦持有\n{STR_VAR_1}");
static const u8 sText_DepositHowManyVar1[] = _("Deposit how many\n{STR_VAR_1}?"); static const u8 sText_DepositHowManyVar1[] = _("要存放多少个\n{STR_VAR_1}呢?");
static const u8 sText_DepositedVar2Var1s[] = _("Deposited {STR_VAR_2}\n{STR_VAR_1}."); static const u8 sText_DepositedVar2Var1s[] = _("存放了{STR_VAR_2}个\n{STR_VAR_1}。");
static const u8 sText_NoRoomForItems[] = _("There's no room to\nstore items."); static const u8 sText_NoRoomForItems[] = _("已经没有\n存放道具的空间了……");
static const u8 sText_CantStoreImportantItems[] = _("Important items\ncan't be stored in\nthe PC!"); static const u8 sText_CantStoreImportantItems[] = _("重要物品\n不能存放到\n电脑中!");
static const struct BgTemplate sBgTemplates_ItemMenu[] = static const struct BgTemplate sBgTemplates_ItemMenu[] =
{ {

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@ -181,30 +181,30 @@ static EWRAM_DATA u8 sTopMenuNumOptions = 0;
EWRAM_DATA struct PlayerPCItemPageStruct gPlayerPCItemPageInfo = {}; EWRAM_DATA struct PlayerPCItemPageStruct gPlayerPCItemPageInfo = {};
static EWRAM_DATA struct ItemStorageMenu *sItemStorageMenu = NULL; static EWRAM_DATA struct ItemStorageMenu *sItemStorageMenu = NULL;
static const u8 sText_WithdrawItem[] = _("WITHDRAW ITEM"); static const u8 sText_WithdrawItem[] = _("取出道具");
static const u8 sText_DepositItem[] = _("DEPOSIT ITEM"); static const u8 sText_DepositItem[] = _("存放道具");
static const u8 sText_TossItem[] = _("TOSS ITEM"); static const u8 sText_TossItem[] = _("丢弃道具");
static const u8 sText_Mailbox[] = _("MAILBOX"); static const u8 sText_Mailbox[] = _("邮件箱");
static const u8 sText_WithdrawHowManyItems[] = _("Withdraw how many\n{STR_VAR_1}?"); static const u8 sText_WithdrawHowManyItems[] = _("要取出多少个\n{STR_VAR_1}呢?");
static const u8 sText_WithdrawXItems[] = _("Withdrew {STR_VAR_2}\n{STR_VAR_1}."); static const u8 sText_WithdrawXItems[] = _("取出了{STR_VAR_2}个\n{STR_VAR_1}。");
static const u8 sText_NoRoomInBag[] = _("There is no more\nroom in the BAG."); static const u8 sText_NoRoomInBag[] = _("包包已经满了!");
static const u8 sText_TooImportantToToss[] = _("That's much too\nimportant to toss\nout!"); static const u8 sText_TooImportantToToss[] = _("That's much too\nimportant to toss\nout!");
static const u8 *const sItemStorage_OptionDescriptions[] = static const u8 *const sItemStorage_OptionDescriptions[] =
{ {
[MENU_WITHDRAW] = COMPOUND_STRING("Take out items from the PC."), [MENU_WITHDRAW] = COMPOUND_STRING("从电脑中\n取出道具。"),
[MENU_DEPOSIT] = COMPOUND_STRING("Store items in the PC."), [MENU_DEPOSIT] = COMPOUND_STRING("将道具\n放入电脑中。"),
[MENU_TOSS] = COMPOUND_STRING("Throw away items stored in the PC."), [MENU_TOSS] = COMPOUND_STRING("丢弃电脑中\n存放的道具。"),
[MENU_EXIT] = gText_GoBackPrevMenu, [MENU_EXIT] = gText_GoBackPrevMenu,
}; };
static const struct MenuAction sPlayerPCMenuActions[] = static const struct MenuAction sPlayerPCMenuActions[] =
{ {
[MENU_ITEMSTORAGE] = { COMPOUND_STRING("ITEM STORAGE"), {PlayerPC_ItemStorage} }, [MENU_ITEMSTORAGE] = { COMPOUND_STRING("存放道具"), {PlayerPC_ItemStorage} },
[MENU_MAILBOX] = { sText_Mailbox, {PlayerPC_Mailbox} }, [MENU_MAILBOX] = { sText_Mailbox, {PlayerPC_Mailbox} },
[MENU_DECORATION] = { COMPOUND_STRING("DECORATION"), {PlayerPC_Decoration} }, [MENU_DECORATION] = { COMPOUND_STRING("装饰"), {PlayerPC_Decoration} },
[MENU_TURNOFF] = { COMPOUND_STRING("TURN OFF"), {PlayerPC_TurnOff} } [MENU_TURNOFF] = { COMPOUND_STRING("切断接续"), {PlayerPC_TurnOff} }
}; };
static const u8 sBedroomPC_OptionOrder[] = static const u8 sBedroomPC_OptionOrder[] =
@ -240,9 +240,9 @@ static const u16 sNewGamePCItems[][2] =
const struct MenuAction gMailboxMailOptions[] = const struct MenuAction gMailboxMailOptions[] =
{ {
{ COMPOUND_STRING("READ"), {Mailbox_DoMailRead} }, { COMPOUND_STRING("阅读"), {Mailbox_DoMailRead} },
{ COMPOUND_STRING("MOVE TO BAG"), {Mailbox_MoveToBag} }, { COMPOUND_STRING("放入包包"), {Mailbox_MoveToBag} },
{ COMPOUND_STRING("GIVE"), {Mailbox_Give} }, { COMPOUND_STRING("给予"), {Mailbox_Give} },
{ gText_Cancel2, {Mailbox_Cancel} } { gText_Cancel2, {Mailbox_Cancel} }
}; };

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@ -850,15 +850,15 @@ void UpdateSpeciesSpritePSS(struct BoxPokemon *boxmon);
static const u8 gText_JustOnePkmn[] = _("这样就没有可战斗的宝可梦了!"); static const u8 gText_JustOnePkmn[] = _("这样就没有可战斗的宝可梦了!");
static const u8 gText_PartyFull[] = _("同行的宝可梦已经满了!"); static const u8 gText_PartyFull[] = _("同行的宝可梦已经满了!");
static const u8 gText_Box[] = _("盒子"); static const u8 gText_Box[] = _("箱子 ");
struct { struct {
const u8 *text; const u8 *text;
const u8 *desc; const u8 *desc;
} static const sMainMenuTexts[OPTIONS_COUNT] = } static const sMainMenuTexts[OPTIONS_COUNT] =
{ {
[OPTION_WITHDRAW] = {COMPOUND_STRING("存放宝可梦"), COMPOUND_STRING("可以将存放在盒子中的宝可梦\n取出并添加到队伍中。")}, [OPTION_WITHDRAW] = {COMPOUND_STRING("取出宝可梦"), COMPOUND_STRING("可以将当前队伍中的宝可梦\n存放到电脑中。")},
[OPTION_DEPOSIT] = {COMPOUND_STRING("取出宝可梦"), COMPOUND_STRING("可以将当前队伍中的宝可梦\n存放到电脑中。")}, [OPTION_DEPOSIT] = {COMPOUND_STRING("存放宝可梦"), COMPOUND_STRING("可以将存放在盒子中的宝可梦\n取出并添加到队伍中。")},
[OPTION_MOVE_MONS] = {COMPOUND_STRING("整理宝可梦"), COMPOUND_STRING("可以整理当前队伍以及\n盒子中存放的所有宝可梦。")}, [OPTION_MOVE_MONS] = {COMPOUND_STRING("整理宝可梦"), COMPOUND_STRING("可以整理当前队伍以及\n盒子中存放的所有宝可梦。")},
[OPTION_MOVE_ITEMS] = {COMPOUND_STRING("整理道具"), COMPOUND_STRING("可以整理当前所有宝可梦\n所携带的道具。")}, [OPTION_MOVE_ITEMS] = {COMPOUND_STRING("整理道具"), COMPOUND_STRING("可以整理当前所有宝可梦\n所携带的道具。")},
[OPTION_EXIT] = {COMPOUND_STRING("再见!"), COMPOUND_STRING("返回上一个菜单。")} [OPTION_EXIT] = {COMPOUND_STRING("再见!"), COMPOUND_STRING("返回上一个菜单。")}
@ -1038,41 +1038,41 @@ static const struct SpriteTemplate sSpriteTemplate_DisplayMon =
.callback = SpriteCallbackDummy, .callback = SpriteCallbackDummy,
}; };
static const u8 gText_PkmnIsSelected[] = _("{DYNAMIC 0} is selected."); static const u8 gText_PkmnIsSelected[] = _("要对{DYNAMIC 0}做什么?");
static const struct StorageMessage sMessages[] = static const struct StorageMessage sMessages[] =
{ {
[MSG_EXIT_BOX] = {COMPOUND_STRING("Exit from the BOX?"), MSG_VAR_NONE}, [MSG_EXIT_BOX] = {COMPOUND_STRING("要停止对箱子的操作吗?"), MSG_VAR_NONE},
[MSG_WHAT_YOU_DO] = {COMPOUND_STRING("What do you want to do?"), MSG_VAR_NONE}, [MSG_WHAT_YOU_DO] = {COMPOUND_STRING("要对这个箱子做什么?"), MSG_VAR_NONE},
[MSG_PICK_A_THEME] = {COMPOUND_STRING("Please pick a theme."), MSG_VAR_NONE}, [MSG_PICK_A_THEME] = {COMPOUND_STRING("要选择哪一种壁纸主题?"), MSG_VAR_NONE},
[MSG_PICK_A_WALLPAPER] = {COMPOUND_STRING("Pick the wallpaper."), MSG_VAR_NONE}, [MSG_PICK_A_WALLPAPER] = {COMPOUND_STRING("要选择哪一种壁纸?"), MSG_VAR_NONE},
[MSG_IS_SELECTED] = {gText_PkmnIsSelected, MSG_VAR_MON_NAME_1}, [MSG_IS_SELECTED] = {gText_PkmnIsSelected, MSG_VAR_MON_NAME_1},
[MSG_JUMP_TO_WHICH_BOX] = {COMPOUND_STRING("Jump to which BOX?"), MSG_VAR_NONE}, [MSG_JUMP_TO_WHICH_BOX] = {COMPOUND_STRING("要跳转到哪个箱子?"), MSG_VAR_NONE},
[MSG_DEPOSIT_IN_WHICH_BOX] = {COMPOUND_STRING("Deposit in which BOX?"), MSG_VAR_NONE}, [MSG_DEPOSIT_IN_WHICH_BOX] = {COMPOUND_STRING("要存放到哪个箱子中?"), MSG_VAR_NONE},
[MSG_WAS_DEPOSITED] = {COMPOUND_STRING("{DYNAMIC 0} was deposited."), MSG_VAR_MON_NAME_1}, [MSG_WAS_DEPOSITED] = {COMPOUND_STRING("存放了{DYNAMIC 0}"), MSG_VAR_MON_NAME_1},
[MSG_BOX_IS_FULL] = {COMPOUND_STRING("这个子已经满了!"), MSG_VAR_NONE}, [MSG_BOX_IS_FULL] = {COMPOUND_STRING("这个子已经满了!"), MSG_VAR_NONE},
[MSG_RELEASE_POKE] = {COMPOUND_STRING("真的要放生吗?"), MSG_VAR_NONE}, [MSG_RELEASE_POKE] = {COMPOUND_STRING("真的要放生吗?"), MSG_VAR_NONE},
[MSG_WAS_RELEASED] = {COMPOUND_STRING("已将{DYNAMIC 0}放生了!"), MSG_VAR_RELEASE_MON_1}, [MSG_WAS_RELEASED] = {COMPOUND_STRING("已将{DYNAMIC 0}放生了!"), MSG_VAR_RELEASE_MON_1},
[MSG_BYE_BYE] = {COMPOUND_STRING("再见{DYNAMIC 0}"), MSG_VAR_RELEASE_MON_3}, [MSG_BYE_BYE] = {COMPOUND_STRING("再见了!{DYNAMIC 0}"), MSG_VAR_RELEASE_MON_3},
[MSG_MARK_POKE] = {COMPOUND_STRING("Mark your POKéMON."), MSG_VAR_NONE}, [MSG_MARK_POKE] = {COMPOUND_STRING("请选择标记。"), MSG_VAR_NONE},
[MSG_LAST_POKE] = {COMPOUND_STRING("That's your last POKéMON!"), MSG_VAR_NONE}, [MSG_LAST_POKE] = {COMPOUND_STRING("没有可以战斗的宝可梦了!"), MSG_VAR_NONE},
[MSG_PARTY_FULL] = {gText_YourPartysFull, MSG_VAR_NONE}, [MSG_PARTY_FULL] = {gText_YourPartysFull, MSG_VAR_NONE},
[MSG_HOLDING_POKE] = {COMPOUND_STRING("You're holding a POKéMON!"), MSG_VAR_NONE}, [MSG_HOLDING_POKE] = {COMPOUND_STRING("正在抓着宝可梦!"), MSG_VAR_NONE},
[MSG_WHICH_ONE_WILL_TAKE] = {COMPOUND_STRING("Which one will you take?"), MSG_VAR_NONE}, [MSG_WHICH_ONE_WILL_TAKE] = {COMPOUND_STRING("请选择要带走的宝可梦!"), MSG_VAR_NONE},
[MSG_CANT_RELEASE_EGG] = {COMPOUND_STRING("You can't release an EGG."), MSG_VAR_NONE}, [MSG_CANT_RELEASE_EGG] = {COMPOUND_STRING("你不能放生宝可梦蛋!"), MSG_VAR_NONE},
[MSG_CONTINUE_BOX] = {COMPOUND_STRING("Continue BOX operations?"), MSG_VAR_NONE}, [MSG_CONTINUE_BOX] = {COMPOUND_STRING("要继续对箱子的操作吗?"), MSG_VAR_NONE},
[MSG_CAME_BACK] = {COMPOUND_STRING("{DYNAMIC 0} came back!"), MSG_VAR_MON_NAME_1}, [MSG_CAME_BACK] = {COMPOUND_STRING("{DYNAMIC 0}回来了!"), MSG_VAR_MON_NAME_1},
[MSG_WORRIED] = {COMPOUND_STRING("Was it worried about you?"), MSG_VAR_NONE}, [MSG_WORRIED] = {COMPOUND_STRING("它是在担心你吗?"), MSG_VAR_NONE},
[MSG_SURPRISE] = {COMPOUND_STRING("… … … … !"), MSG_VAR_NONE}, [MSG_SURPRISE] = {COMPOUND_STRING("… … … … !"), MSG_VAR_NONE},
[MSG_PLEASE_REMOVE_MAIL] = {COMPOUND_STRING("Please remove the MAIL."), MSG_VAR_NONE}, [MSG_PLEASE_REMOVE_MAIL] = {COMPOUND_STRING("请取下携带的邮件!"), MSG_VAR_NONE},
[MSG_IS_SELECTED2] = {gText_PkmnIsSelected, MSG_VAR_ITEM_NAME}, [MSG_IS_SELECTED2] = {gText_PkmnIsSelected, MSG_VAR_ITEM_NAME},
[MSG_GIVE_TO_MON] = {COMPOUND_STRING("GIVE to a POKéMON?"), MSG_VAR_NONE}, [MSG_GIVE_TO_MON] = {COMPOUND_STRING("要给宝可梦携带吗?"), MSG_VAR_NONE},
[MSG_PLACED_IN_BAG] = {COMPOUND_STRING("Placed item in the BAG."), MSG_VAR_ITEM_NAME}, [MSG_PLACED_IN_BAG] = {COMPOUND_STRING("将{DYNAMIC 0}放入了包包。"), MSG_VAR_ITEM_NAME},
[MSG_BAG_FULL] = {COMPOUND_STRING("The BAG is full."), MSG_VAR_NONE}, [MSG_BAG_FULL] = {COMPOUND_STRING("包包已经满了!"), MSG_VAR_NONE},
[MSG_PUT_IN_BAG] = {COMPOUND_STRING("Put this item in the BAG?"), MSG_VAR_NONE}, [MSG_PUT_IN_BAG] = {COMPOUND_STRING("要将道具放回包包吗?"), MSG_VAR_NONE},
[MSG_ITEM_IS_HELD] = {COMPOUND_STRING("{DYNAMIC 0} is now held."), MSG_VAR_ITEM_NAME}, [MSG_ITEM_IS_HELD] = {COMPOUND_STRING("让精灵持有了{DYNAMIC 0}。"), MSG_VAR_ITEM_NAME},
[MSG_CHANGED_TO_ITEM] = {COMPOUND_STRING("Changed to {DYNAMIC 0}."), MSG_VAR_ITEM_NAME}, [MSG_CHANGED_TO_ITEM] = {COMPOUND_STRING("将{DYNAMIC 0}交换出来了!"), MSG_VAR_ITEM_NAME},
[MSG_CANT_STORE_MAIL] = {COMPOUND_STRING("MAIL can't be stored!"), MSG_VAR_NONE}, [MSG_CANT_STORE_MAIL] = {COMPOUND_STRING("不能存放邮件!"), MSG_VAR_NONE},
}; };
static const struct WindowTemplate sYesNoWindowTemplate = static const struct WindowTemplate sYesNoWindowTemplate =
@ -8070,7 +8070,9 @@ static s8 GetMenuItemTextId(u8 menuIdx)
static void AddMenu(void) static void AddMenu(void)
{ {
sStorage->menuWindow.width = sStorage->menuWidth + 2; sStorage->menuWindow.width = sStorage->menuWidth;
//修改,修改精灵存储页面选择框宽度。
//sStorage->menuWindow.width = sStorage->menuWidth + 2;
sStorage->menuWindow.height = 2 * sStorage->menuItemsCount; sStorage->menuWindow.height = 2 * sStorage->menuItemsCount;
sStorage->menuWindow.tilemapLeft = 29 - sStorage->menuWindow.width; sStorage->menuWindow.tilemapLeft = 29 - sStorage->menuWindow.width;
sStorage->menuWindow.tilemapTop = 15 - sStorage->menuWindow.height; sStorage->menuWindow.tilemapTop = 15 - sStorage->menuWindow.height;

View File

@ -301,7 +301,7 @@ const u8 gText_MoveToWhere[] = _("移动到哪里?");
const u8 gText_TeachWhichPokemon[] = _("让哪个宝可梦学会?"); const u8 gText_TeachWhichPokemon[] = _("让哪个宝可梦学会?");
const u8 gText_UseOnWhichPokemon[] = _("用于哪个宝可梦?"); const u8 gText_UseOnWhichPokemon[] = _("用于哪个宝可梦?");
const u8 gText_GiveToWhichPokemon[] = _("给予哪个宝可梦?"); const u8 gText_GiveToWhichPokemon[] = _("给予哪个宝可梦?");
const u8 gText_DoWhatWithPokemon[] = _("这个宝可梦做什么?"); const u8 gText_DoWhatWithPokemon[] = _("{STR_VAR_1}做什么?");
const u8 gText_NothingToCut[] = _("这里没有东西可以砍。"); const u8 gText_NothingToCut[] = _("这里没有东西可以砍。");
const u8 gText_CantSurfHere[] = _("你不能在这冲浪。"); const u8 gText_CantSurfHere[] = _("你不能在这冲浪。");
const u8 gText_AlreadySurfing[] = _("你已经在冲浪了。"); const u8 gText_AlreadySurfing[] = _("你已经在冲浪了。");
@ -408,7 +408,7 @@ const u8 gText_DelRegist[] = _("删除注册项。");
const u8 gText_Var3Var1SlashVar2[] = _("{STR_VAR_3}{STR_VAR_1}/{STR_VAR_2}"); // Unused const u8 gText_Var3Var1SlashVar2[] = _("{STR_VAR_3}{STR_VAR_1}/{STR_VAR_2}"); // Unused
const u8 gText_Decorate[] = _("装饰"); const u8 gText_Decorate[] = _("装饰");
const u8 gText_PutAway[] = _("收好"); const u8 gText_PutAway[] = _("收好");
const u8 gText_Toss2[] = _("扔掉"); const u8 gText_Toss2[] = _("丢弃");
const u8 gText_Color161Shadow161[] = _("{COLOR 161}{SHADOW 161}"); const u8 gText_Color161Shadow161[] = _("{COLOR 161}{SHADOW 161}");
const u8 gText_PutOutSelectedDecorItem[] = _("取出了选择的装饰物品。"); const u8 gText_PutOutSelectedDecorItem[] = _("取出了选择的装饰物品。");
const u8 gText_StoreChosenDecorInPC[] = _("将选择的装饰物品存入了电脑中。"); const u8 gText_StoreChosenDecorInPC[] = _("将选择的装饰物品存入了电脑中。");
@ -420,7 +420,7 @@ const u8 gText_Plant[] = _("盆栽");
const u8 gText_Ornament[] = _("物品"); const u8 gText_Ornament[] = _("物品");
const u8 gText_Mat[] = _("地毯"); const u8 gText_Mat[] = _("地毯");
const u8 gText_Poster[] = _("海报"); const u8 gText_Poster[] = _("海报");
const u8 gText_Doll[] = _("玩偶"); const u8 gText_Doll[] = _("玩偶");
const u8 gText_Cushion[] = _("垫子"); const u8 gText_Cushion[] = _("垫子");
const u8 gText_Gold[] = _(""); const u8 gText_Gold[] = _("");
const u8 gText_Silver[] = _(""); const u8 gText_Silver[] = _("");
@ -1095,7 +1095,7 @@ const u8 gText_FromSpace[] = _("从");
const u8 gText_MixingRecords[] = _("混合存档中…"); const u8 gText_MixingRecords[] = _("混合存档中…");
const u8 gText_RecordMixingComplete[] = _("存档混合完成。\n感谢您的等待。"); const u8 gText_RecordMixingComplete[] = _("存档混合完成。\n感谢您的等待。");
const u8 gText_YourName[] = _("你的名字?"); const u8 gText_YourName[] = _("你的名字?");
const u8 gText_BoxName[] = _("子的名字?"); const u8 gText_BoxName[] = _("子的名字?");
const u8 gText_PkmnsNickname[] = _("{STR_VAR_1}的昵称?"); const u8 gText_PkmnsNickname[] = _("{STR_VAR_1}的昵称?");
const u8 gText_TellHimTheWords[] = _("告诉他那个单词。"); const u8 gText_TellHimTheWords[] = _("告诉他那个单词。");
const u8 gText_MoveOkBack[] = _("{DPAD_NONE}移动 {A_BUTTON}确认 {B_BUTTON}返回"); const u8 gText_MoveOkBack[] = _("{DPAD_NONE}移动 {A_BUTTON}确认 {B_BUTTON}返回");