汉化补充修正
汉化了树果混合器相关文本(src\berry_blender.c) 汉化了宝可方块相关文本(src\pokeblock.c) 汉化了所有奖章的说明文本(src\data\text\gift_ribbon_descriptions.h) 汉化了宝可梦导航器的相关文本(src\pokenav_main_menu.c,src\pokenav_list.c,src\pokenav_match_call_gfx.c,src\pokenav_menu_handler_gfx.c) 汉化了导航仪地图界面的地标名称(src\landmark.c),并统一了脚本中它们的叫法 汉化了零散遗漏的英文文本 宝可梦的量词按照朱紫统一成“只”而不是“个”
This commit is contained in:
parent
bab84747e3
commit
2e00ddb067
@ -418,8 +418,7 @@ BattleFrontier_BattlePalaceLobby_Text_FeatWillBeRecorded:
|
||||
|
||||
@ Unused
|
||||
BattleFrontier_BattlePalaceLobby_Text_BattlePointsFor7WinStreak:
|
||||
.string "For the feat of your 7-win streak,\n"
|
||||
.string "we present you with Battle Point(s).$"
|
||||
.string "作为7连胜的奖励,\n我们送你对战点数。$"
|
||||
|
||||
BattleFrontier_BattlePalaceLobby_Text_NoSpaceForPrize:
|
||||
.string "看起来你没有地方\n装我们的礼品了,\p整理好包包再\n回来这里吧。$"
|
||||
|
||||
@ -37,7 +37,7 @@ Route110_SeasideCyclingRoadSouthEntrance_EventScript_ClearCyclingRoad::
|
||||
end
|
||||
|
||||
Route110_SeasideCyclingRoadSouthEntrance_Text_GoAllOutOnCyclingRoad:
|
||||
.string "在自行车道路上,你可以\n全力以赴骑出你最快的速度,\p追风的感觉非常爽快,\n但千万不要撞到人!$"
|
||||
.string "在自行车道上,你可以\n全力以赴骑出你最快的速度,\p追风的感觉非常爽快,\n但千万不要撞到人!$"
|
||||
|
||||
Route110_SeasideCyclingRoadSouthEntrance_Text_TooDangerousToWalk:
|
||||
.string "对不起,自行车\n道路上不能走路,太危险了。\p骑上自行车再回来吧。$"
|
||||
|
||||
@ -634,7 +634,7 @@ Route111_Text_RouteSign113:
|
||||
.string "111号道路\n{LEFT_ARROW}113号道路$"
|
||||
|
||||
Route111_Text_OldLadysRestStopSign:
|
||||
.string "老奶奶的歇息小屋\n“欢迎进来歇脚。”$"
|
||||
.string "简康奶奶的家\n“欢迎进来歇脚。”$"
|
||||
|
||||
Route111_Text_TrainerTipsSpAtkSpDef:
|
||||
.string "训练家小技巧\p表示宝可梦的数值之一\n是特攻,全称\l“特殊招式攻击力。”\p相似地,还有特防,全称“特殊招式\n防御力”。$"
|
||||
|
||||
@ -149,5 +149,5 @@ Route113_Text_TrainerTipsRegisterKeyItems:
|
||||
.string "训练家小技巧\p可以将包包中的某个重要物品\n登录到SELECT键上,\p按下SELECT键就可以\n方便地使用登录的物品了。$"
|
||||
|
||||
Route113_Text_GlassWorkshopSign:
|
||||
.string "玻璃制造工作室\n“将火山灰变成玻璃”$"
|
||||
.string "琉璃工坊\n“将火山灰变成玻璃”$"
|
||||
|
||||
|
||||
@ -189,7 +189,7 @@ Route114_Text_MeteorFallsSign:
|
||||
.string "流星瀑布\n通往卡那兹市$"
|
||||
|
||||
Route114_Text_FossilManiacsHouseSign:
|
||||
.string "化石迷之家\n“欢迎带化石来!”$"
|
||||
.string "化石迷的家\n“欢迎带化石来!”$"
|
||||
|
||||
Route114_Text_LanettesHouse:
|
||||
.string "真由美的家$"
|
||||
|
||||
@ -397,7 +397,7 @@ Route116_Text_RusturfTunnelSign:
|
||||
.string "卡绿隧道\n“连接卡那兹市和绿茵镇的隧道\p工程已被\n取消”$"
|
||||
|
||||
Route116_Text_TunnelersRestHouse:
|
||||
.string "地道迷的休息室$"
|
||||
.string "隧道工人休息屋$"
|
||||
|
||||
Route116_Text_TrainerTipsBToStopEvolution:
|
||||
.string "训练家小技巧\p如果你不希望宝可梦进化,\n则应在它试图进化时\l按下B键,\l受惊的宝可梦会停止进化。\p这叫做进化取消。$"
|
||||
|
||||
@ -246,7 +246,7 @@ Route118_EventScript_Deandre::
|
||||
end
|
||||
|
||||
Route118_Text_StevenQuestions:
|
||||
.string "大吾:嗨,{PLAYER}{KUN}!\p是我,大吾!\n我们在武斗镇见过面。\p自上次以来你是不是\n见过很多宝可梦了?\p在这广阔的世界中\n有着非常多的宝可梦,\p你可能想训练自己\n喜欢的几种,那也无妨,\p但你也许会觉得\n训练多种多样的宝可梦会更有趣。\p因为你是个宝可梦的训练家,\n不是吗?\p当然,这与我没什么关系。\p希望我们还能\n再次见面。$"
|
||||
.string "大吾:嗨,{PLAYER}{KUN}!\p是我,大吾!\n我们在武斗镇见过面。\p自上次以来你是不是\n见过很多宝可梦了?\p在这广阔的世界中\n有着非常多的宝可梦,\p你可能想训练自己\n喜欢的几种,那也无妨,\p但你也许会觉得\n训练多种多样的宝可梦会更有趣。\p因为你是个宝可梦训练家,\n不是吗?\p当然,这与我没什么关系。\p希望我们还能\n再次见面。$"
|
||||
|
||||
Route118_Text_YouAgreeGoodRodIsGood:
|
||||
.string "嗯!\n好钓竿非常好用!\p你也这么想吧?$"
|
||||
|
||||
@ -431,13 +431,13 @@ RusturfTunnel_Text_Peeko:
|
||||
.string "小皮:皮 皮可!$"
|
||||
|
||||
RusturfTunnel_Text_GruntIntro:
|
||||
.string "靠,不是吧!\p那个宝可梦看起来\n没用了!\p我想我得逃了…\n这里通向所有地方!\p嘿!说你呢!\n你想要和我战斗?$"
|
||||
.string "靠,不是吧!\p那只宝可梦看起来\n没用了!\p没想到……\n我竟然逃进了一个没有出口的隧道!\p嘿!说你呢!\n你想要和我战斗?$"
|
||||
|
||||
RusturfTunnel_Text_GruntDefeat:
|
||||
.string "呃!我犯罪的生涯看样子\n要结束了!$"
|
||||
|
||||
RusturfTunnel_Text_GruntTakePackage:
|
||||
.string "很明显这不对…\p老大明明告诉我\n这是个很简单的工作。\p我要做的就是从\n得文偷点包裹。\p嗯!\n既然你那么想要回,拿着它!$"
|
||||
.string "很明显这不对…\p老大明明告诉我\n这是个很简单的工作。\p我要做的就是从\n得文偷个包裹。\p嗯!\n既然你那么想要回,拿着它!$"
|
||||
|
||||
RusturfTunnel_Text_PeekoGladToSeeYouSafe:
|
||||
.string "小皮!\n我很高兴看到你很安全!$"
|
||||
|
||||
@ -200,7 +200,7 @@ SlateportCity_ContestHall_Text_BattleAndContestAlike:
|
||||
|
||||
@ Unused
|
||||
SlateportCity_ContestHall_Text_MonLooksOnTopOfGame:
|
||||
.string "那个宝可梦看起来像是比赛中的\n高手,嗯?\p宝可梦在评判比赛中做得好的话\n会比在吸引力比赛中\l看起来更放松。$"
|
||||
.string "那只宝可梦看起来像是比赛中的\n高手,嗯?\p宝可梦在评判比赛中做得好的话\n会比在吸引力比赛中\l看起来更放松。$"
|
||||
|
||||
@ Unused
|
||||
SlateportCity_ContestHall_Text_MyMonBetterThanThatLot:
|
||||
|
||||
@ -410,8 +410,8 @@ Text_EggHatchHuh:
|
||||
|
||||
Route117_PokemonDayCare_Text_YoullBeLeftWithJustOne:
|
||||
.string "哼?\n"
|
||||
.string "…,是啊。\p"
|
||||
.string "如果你留下那个宝可梦给\n"
|
||||
.string "我,你就只剩下一个了。\p"
|
||||
.string "……是啊。\p"
|
||||
.string "如果你留下那只宝可梦给\n"
|
||||
.string "我,你就只剩下一只了。\p"
|
||||
.string "你最好离开的时候再\n"
|
||||
.string "多抓点,我想说。$"
|
||||
|
||||
@ -235,7 +235,7 @@ DebugScript_Text_EmptyParty::
|
||||
.string "你既没有宝可梦也没有宝可梦的蛋。$"
|
||||
|
||||
DebugScript_HatchAnEgg_Text_NotAnEgg::
|
||||
.string "那不是一个宝可梦的蛋。$"
|
||||
.string "那不是宝可梦的蛋。$"
|
||||
|
||||
DebugScript_ZeroDaycareMons::
|
||||
msgbox DebugText_DaycareNoPokemon, MSGBOX_DEFAULT
|
||||
|
||||
@ -68,5 +68,5 @@ sText_MysteryGiftEgg:
|
||||
|
||||
sText_FullParty:
|
||||
.string "你的队伍看起来满了。\p"
|
||||
.string "请保存一个宝可梦\n"
|
||||
.string "请保存一只宝可梦\n"
|
||||
.string "到电脑中再来吧。$"
|
||||
|
||||
@ -299,7 +299,7 @@ gText_ApprenticeItemAlreadyRecommended3::
|
||||
.string "哦,可是…\n我以前好像听说过这种道具…\p是不是我以前没有\n正确使用{STR_VAR_1}?\p还是说我的{STR_VAR_2}\n不需要携带道具?$"
|
||||
|
||||
gText_ApprenticeWhatHeldItem4::
|
||||
.string "哦,{PLAYER}{KUN}。\n我想问你件事。\p你记得你曾经替我\n选了一个宝可梦吧?\p但我当时却忘了问你\n它应该携带什么道具。\p既然你之前帮了我一回,\n那不如帮到底吧?\p哪一个好?我想让我的\n{STR_VAR_1}携带一个道具。$"
|
||||
.string "哦,{PLAYER}{KUN}。\n我想问你件事。\p你记得你曾经替我\n选了一只宝可梦吧?\p但我当时却忘了问你\n它应该携带什么道具。\p既然你之前帮了我一回,\n那不如帮到底吧?\p哪一个好?我想让我的\n{STR_VAR_1}携带一个道具。$"
|
||||
|
||||
gText_ApprenticeHoldNothing4::
|
||||
.string "哦!这么说我的{STR_VAR_1}\n应该什么都不拿?$"
|
||||
@ -521,25 +521,25 @@ gText_ApprenticeMonFirstThanks6::
|
||||
.string "嗯!\n你是说我的{STR_VAR_1}!\l真是精彩的回答,谢谢!\p我今天想问你的\n就这么多。\p以后再见吧?\n谢谢你!$"
|
||||
|
||||
gText_ApprenticeWhichMonFirst7::
|
||||
.string "谢谢你能抽空\n和我聊天,{PLAYER}。\p我知道我在利用你的善意\n不过你能不能给我点建议?\p我希望你能替我决定\n宝可梦的排序。\p能不能告诉我\n哪一个宝可梦应该先出场?$"
|
||||
.string "谢谢你能抽空\n和我聊天,{PLAYER}。\p我知道我在利用你的善意\n不过你能不能给我点建议?\p我希望你能替我决定\n宝可梦的排序。\p能不能告诉我\n哪一只宝可梦应该先出场?$"
|
||||
|
||||
gText_ApprenticeMonFirstThanks7::
|
||||
.string "我的{STR_VAR_1}!\n我马上就去做!\p谢谢你,{PLAYER}。\n希望下次还能找你帮忙。\l请多保重!$"
|
||||
|
||||
gText_ApprenticeWhichMonFirst8::
|
||||
.string "哎呀!{PLAYER}!\n我…我真高兴能够再次见到你!\p我的宝可梦已经大有\n进步了!\p但我不能保持常胜。似乎\n第一个出场的宝可梦至关重要。\p{PLAYER},我需要你的帮助!\p请替我决定哪一个宝可梦\n应该先出场!$"
|
||||
.string "哎呀!{PLAYER}!\n我…我真高兴能够再次见到你!\p我的宝可梦已经大有\n进步了!\p但我不能保持常胜。似乎\n第一个出场的宝可梦至关重要。\p{PLAYER},我需要你的帮助!\p请替我决定哪一只宝可梦\n应该先出场!$"
|
||||
|
||||
gText_ApprenticeMonFirstThanks8::
|
||||
.string "唉…我真是高兴死了…\p能让你替我决定\n这简直就像是在做梦,{PLAYER}。\p我明白了!\n我会先派出{STR_VAR_1}的!\p希望你以后\n还能再教教我。$"
|
||||
|
||||
gText_ApprenticeWhichMonFirst9::
|
||||
.string "你好,你好!\n我的导师,{PLAYER}{KUN}!\l今天再给我一些建议吧!\p你瞧,我现在组建了一支\n3宝可梦战队。目前一切都很顺利。\p但是整个战队的顺序\n还没有定下来。\p这就是你要发挥的地方,{PLAYER}{KUN}!\n你来决定哪一个宝可梦打头阵吧!\p不要害羞,说出来吧!$"
|
||||
.string "你好,你好!\n我的导师,{PLAYER}{KUN}!\l今天再给我一些建议吧!\p你瞧,我现在组建了一支\n3宝可梦战队。目前一切都很顺利。\p但是整个战队的顺序\n还没有定下来。\p这就是你要发挥的地方,{PLAYER}{KUN}!\n你来决定哪一只宝可梦打头阵吧!\p不要害羞,说出来吧!$"
|
||||
|
||||
gText_ApprenticeMonFirstThanks9::
|
||||
.string "啊-嗯,我的{STR_VAR_1}做领队!\n好的,好的!\l我会重新组队的!\p谢谢你再次帮忙!\n再见!$"
|
||||
|
||||
gText_ApprenticeWhichMonFirst10::
|
||||
.string "{PLAYER}{KUN},听着!\n我遇到危机了!\p我的那三只宝可梦同时\n加入了战斗!\p这当然是不可能的!\n哇哈哈!\p说正事吧。\n我不擅长决定\l宝可梦的出场顺序。\p不如你替我决定\n哪一个宝可梦先出场吧,师傅?$"
|
||||
.string "{PLAYER}{KUN},听着!\n我遇到危机了!\p我的那三只宝可梦同时\n加入了战斗!\p这当然是不可能的!\n哇哈哈!\p说正事吧。\n我不擅长决定\l宝可梦的出场顺序。\p不如你替我决定\n哪一只宝可梦先出场吧,师傅?$"
|
||||
|
||||
gText_ApprenticeMonFirstThanks10::
|
||||
.string "哦,你选的是{STR_VAR_1}?\n那我绝不选它!\p开玩笑啦!\n我会听从你的教导的,师傅!\p谢谢你,师傅!\n希望你以后还能教导我!$"
|
||||
@ -563,13 +563,13 @@ gText_ApprenticeMonFirstThanks13::
|
||||
.string "嗯,好的。\n我的{STR_VAR_1}先出场。\p我吃过晚饭后\n就去修改顺序。\p希望我以后还能这样\n向你咨询。$"
|
||||
|
||||
gText_ApprenticeWhichMonFirst14::
|
||||
.string "呃…嗯…\n{PLAYER}{KUN}?\p请不要这样看着我。\n我都觉得脸红了。\p嗯…\n我迫切需要你的建议。\p真是有些难以启齿,\n我组建了一支3-宝可梦的队伍。\l可是却决定不了出场顺序。\p哪一个宝可梦先出场\n我才会有胜算?$"
|
||||
.string "呃…嗯…\n{PLAYER}{KUN}?\p请不要这样看着我。\n我都觉得脸红了。\p嗯…\n我迫切需要你的建议。\p真是有些难以启齿,\n我组建了一支3-宝可梦的队伍。\l可是却决定不了出场顺序。\p哪一只宝可梦先出场\n我才会有胜算?$"
|
||||
|
||||
gText_ApprenticeMonFirstThanks14::
|
||||
.string "哦…好的!\n我会让{STR_VAR_1}打头阵的。\p希望我能毫不气馁\n奋力拼搏…\p谢谢你,{PLAYER}{KUN}。\n如果我们还能见面的话\l请再给我些建议。$"
|
||||
|
||||
gText_ApprenticeWhichMonFirst15::
|
||||
.string "嗯?你好像是{PLAYER}{KUN}…\n真的是你吗?\l该不会是冒牌的吧?\p哦,不,不,不,别担心!\n如果你真的是{PLAYER},\l请原谅我的无礼。\p我现在需要你的建议。\p我组建了一支宝可梦战队。\n希望你能告诉我应该由\l哪一个宝可梦打头阵。$"
|
||||
.string "嗯?你好像是{PLAYER}{KUN}…\n真的是你吗?\l该不会是冒牌的吧?\p哦,不,不,不,别担心!\n如果你真的是{PLAYER},\l请原谅我的无礼。\p我现在需要你的建议。\p我组建了一支宝可梦战队。\n希望你能告诉我应该由\l哪一只宝可梦打头阵。$"
|
||||
|
||||
gText_ApprenticeMonFirstThanks15::
|
||||
.string "我的{STR_VAR_1}…\n你不是开玩笑吧?\p我明白了。那就这么着吧。\n谢谢你抽空回答问题。\p我现在虽然还不强\n但我一定会努力的。\p回见!$"
|
||||
@ -647,7 +647,7 @@ gText_ApprenticeMonThanks11::
|
||||
.string "你说的{STR_VAR_1},哈,哈!\n我马上就去抓来它!\p如果我想要什么建议,\n{PLAYER},我总会听听你的话!$"
|
||||
|
||||
gText_ApprenticeWhichMon12::
|
||||
.string "哇,这不是{PLAYER}吗?\p我该怎么办?给我建议?\n当然!我已经在和你说话了。\p已经很久了,是该捅破窗户纸的\n时候了,我需要你的建议!\l你能告诉我吗?\l你当然会告诉我!\p我该用哪个宝可梦?\n{STR_VAR_1}和{STR_VAR_2},\l我该选哪一个?$"
|
||||
.string "哇,这不是{PLAYER}吗?\p我该怎么办?给我建议?\n当然!我已经在和你说话了。\p已经很久了,是该捅破窗户纸的\n时候了,我需要你的建议!\l你能告诉我吗?\l你当然会告诉我!\p我该用哪只宝可梦?\n{STR_VAR_1}和{STR_VAR_2},\l我该选哪一个?$"
|
||||
|
||||
gText_ApprenticeMonThanks12::
|
||||
.string "如果说最好用{STR_VAR_1},\n那我就听你的!\p哎,{PLAYER},我要去自由地流浪,\n但你不要忘记我。\p下回再见,我的朋友!$"
|
||||
|
||||
@ -72,7 +72,7 @@ Route103_Text_AmyPostBattle::
|
||||
.string "久美:在同时面对两个训练家\n的时候,你必须考虑到\l所有可能发生的情况。$"
|
||||
|
||||
Route103_Text_AmyNotEnoughPokemon::
|
||||
.string "久美:啊-哦,你身上\n只带了一个宝可梦。\l你没法和我们战斗。$"
|
||||
.string "久美:啊-哦,你身上\n只带了一只宝可梦。\l你没法和我们战斗。$"
|
||||
|
||||
Route103_Text_LivIntro::
|
||||
.string "留美:我们是作为\n一个小队战斗的。$"
|
||||
@ -99,7 +99,7 @@ Route103_Text_AmyRematchPostBattle::
|
||||
.string "久美:在同时面对两个训练家\n的时候,你必须考虑到\l所有可能发生的情况。$"
|
||||
|
||||
Route103_Text_AmyRematchNotEnoughPokemon::
|
||||
.string "久美:啊哦,你身上\n只带了一个宝可梦。\l你没法和我们战斗。$"
|
||||
.string "久美:啊哦,你身上\n只带了一只宝可梦。\l你没法和我们战斗。$"
|
||||
|
||||
Route103_Text_LivRematchIntro::
|
||||
.string "留美:我们是作为一个小队\n战斗的。$"
|
||||
@ -492,7 +492,7 @@ Route107_Text_RayDefeated::
|
||||
.string "真:喔,你的级别\n比我们要高!$"
|
||||
|
||||
Route107_Text_RayPostBattle::
|
||||
.string "真:我的妹妹给我这个宝可梦。\n是我养大它的,现在是我很重要的\l拍档!$"
|
||||
.string "真:我的妹妹给我这只宝可梦。\n是我养大它的,现在是我很重要的\l拍档!$"
|
||||
|
||||
Route107_Text_RayNotEnoughPokemon::
|
||||
.string "真:如果你想和我们战斗,\n去,多带点宝可梦!$"
|
||||
|
||||
@ -17,7 +17,7 @@ LilycoveCity_ContestLobby_Text_LookingForwardToNextContest::
|
||||
.string "我很期待你的下一场\n华丽大赛。$"
|
||||
|
||||
gTVBravoTrainerText00::
|
||||
.string "太好了!\n现在是BRAVO训练家时间!\p今天我们所要介绍的\n主角就是{STR_VAR_1}。\p现在,这个宝可梦在{STR_VAR_2}\n比赛中获得{STR_VAR_3}级别为荣。$"
|
||||
.string "太好了!\n现在是BRAVO训练家时间!\p今天我们所要介绍的\n主角就是{STR_VAR_1}。\p现在,这只宝可梦在{STR_VAR_2}\n比赛中获得{STR_VAR_3}级别为荣。$"
|
||||
|
||||
gTVBravoTrainerText01::
|
||||
.string "现在开始介绍{STR_VAR_1}的\n{STR_VAR_2}!\p昵称是{STR_VAR_2}…\p即便昵称也在散发\n一种呼喊“{STR_VAR_3}”的气氛啊!$"
|
||||
@ -302,22 +302,22 @@ gTVNameRaterText02::
|
||||
.string "一个昵称配上训练家的名字\n{STR_VAR_1},就完美无缺了。\p我建议你在适当的时候\n打造一个好的伙伴关系。$"
|
||||
|
||||
gTVNameRaterText03::
|
||||
.string "一个昵称很适合\n一个独一无二的宝可梦!\p如果饲养得当的话,这个宝可梦\n的独特性就很会快体现起来!$"
|
||||
.string "一个昵称很适合\n一个独一无二的宝可梦!\p如果饲养得当的话,这只宝可梦\n的独特性就很会快体现起来!$"
|
||||
|
||||
gTVNameRaterText04::
|
||||
.string "一个昵称会培养出宝可梦的\n人道心和同情心。\p如果饲养得当的话,这个宝可梦将会\n觉醒和展示出真正的热情!$"
|
||||
.string "一个昵称会培养出宝可梦的\n人道心和同情心。\p如果饲养得当的话,这只宝可梦将会\n觉醒和展示出真正的热情!$"
|
||||
|
||||
gTVNameRaterText05::
|
||||
.string "一个好的昵称会暗示\n有好事发生。\p我很有兴趣想知道这个宝可梦\n的将来会是什么样。$"
|
||||
.string "一个好的昵称会暗示\n有好事发生。\p我很有兴趣想知道这只宝可梦\n的将来会是什么样。$"
|
||||
|
||||
gTVNameRaterText06::
|
||||
.string "一个好的昵称应该会让\n宝可梦精神充沛!\p那个宝可梦应该会长时间的保持健康\n和精神充沛。$"
|
||||
.string "一个好的昵称应该会让\n宝可梦精神充沛!\p那只宝可梦应该会长时间的保持健康\n和精神充沛。$"
|
||||
|
||||
gTVNameRaterText07::
|
||||
.string "一个好的昵称应该会让\n宝可梦非常活跃的!\p我会认为这个宝可梦将会\n在战场上有强有力的表现。$"
|
||||
.string "一个好的昵称应该会让\n宝可梦非常活跃的!\p我会认为这只宝可梦将会\n在战场上有强有力的表现。$"
|
||||
|
||||
gTVNameRaterText08::
|
||||
.string "一个吸引人的昵称应该会让\n宝可梦魅力十足!\p我肯定这个宝可梦\n在宝可梦华丽大赛上人见人爱。$"
|
||||
.string "一个吸引人的昵称应该会让\n宝可梦魅力十足!\p我肯定这只宝可梦\n在宝可梦华丽大赛上人见人爱。$"
|
||||
|
||||
gTVNameRaterText09::
|
||||
.string "昵称{STR_VAR_1}源于\n这个字“{STR_VAR_3}。”\p这个字依托于第一个\n字“{STR_VAR_2},”,\l这个字赋予了它实际意义。$"
|
||||
@ -362,7 +362,7 @@ gTVPokemonTodayFailedText01::
|
||||
.string "哦!\n说到{STR_VAR_1}…\p大姐姐,我是亲眼见过\n那个训练家!\p大姐姐:哦,你都看到了什么了?\p大哥哥:好吧,我只好旅行到\n{STR_VAR_2}。\p那时我碰巧要穿越\n{STR_VAR_1},他正在努力去抓住那个\l宝可梦{STR_VAR_3},可是…$"
|
||||
|
||||
gTVPokemonTodayFailedText02::
|
||||
.string "那个宝可梦却逃掉了!\p结果浪费了很多\n精灵球:{STR_VAR_2}!\p你应该看见过挫败的\n表情在{STR_VAR_1}的脸上当\l宝可梦逃掉的时候!$"
|
||||
.string "那只宝可梦却逃掉了!\p结果浪费了很多\n精灵球:{STR_VAR_2}!\p你应该看见过挫败的\n表情在{STR_VAR_1}的脸上当\l宝可梦逃掉的时候!$"
|
||||
|
||||
gTVPokemonTodayFailedText03::
|
||||
.string "可是{STR_VAR_1}弄错的话会让\n宝可梦昏厥的!\p结果就是浪费钱\n精灵球:{STR_VAR_2}!\p你应该见过\n惊吓了的又沮丧表情在{STR_VAR_1}的脸上\l当宝可梦昏厥时!$"
|
||||
|
||||
@ -157,7 +157,7 @@ const u8 *const gPokeblockWasTooXStringTable[FLAVOR_COUNT] =
|
||||
};
|
||||
|
||||
static const u8 sText_Someones[] = _("某人的");
|
||||
static const u8 sText_Lanettes[] = _("水木的"); //no decapitalize until it is everywhere
|
||||
static const u8 sText_Lanettes[] = _("真由美的"); //no decapitalize until it is everywhere
|
||||
static const u8 sText_EnigmaBerry[] = _("谜芝果"); //no decapitalize until it is everywhere
|
||||
static const u8 sText_BerrySuffix[] = _("果"); //no decapitalize until it is everywhere
|
||||
const u8 gText_EmptyString3[] = _("");
|
||||
@ -1496,7 +1496,7 @@ const u8 *const gRefereeStringsTable[] =
|
||||
[B_MSG_REF_COMMENCE_BATTLE] = COMPOUND_STRING("裁判:{B_PLAYER_MON1_NAME} VS {B_OPPONENT_MON1_NAME}!战斗开始!"),
|
||||
};
|
||||
|
||||
static const u8 sText_Trainer1Fled[] = _( "{PLAY_SE SE_FLEE}{B_TRAINER1_NAME_WITH_CLASS} fled!");
|
||||
static const u8 sText_Trainer1Fled[] = _( "{PLAY_SE SE_FLEE}{B_TRAINER1_NAME_WITH_CLASS}逃走了!");
|
||||
static const u8 sText_PlayerLostAgainstTrainer1[] = _("被{B_TRAINER1_NAME_WITH_CLASS}打败了!");
|
||||
static const u8 sText_PlayerBattledToDrawTrainer1[] = _("和{B_TRAINER1_NAME_WITH_CLASS}打成了平局!");
|
||||
const u8 gText_RecordBattleToPass[] = _("要把你本次的战斗\n保存到开拓通行证上吗?");
|
||||
|
||||
@ -95,14 +95,14 @@ static const struct SignatureZMove sSignatureZMoves[] =
|
||||
{SPECIES_SNORLAX, ITEM_SNORLIUM_Z, MOVE_GIGA_IMPACT, MOVE_PULVERIZING_PANCAKE},
|
||||
};
|
||||
|
||||
static const u8 sText_ResetStats[] = _("Reset Lowered Stats");
|
||||
static const u8 sText_StatsPlus[] = _("+ All Stats");
|
||||
static const u8 sText_StatsPlus2[] = _("++ All Stats");
|
||||
static const u8 sText_CritHitsPlus[] = _("+ Critical Hit Chance");
|
||||
static const u8 sText_FollowMe[] = _("Follow Me");
|
||||
static const u8 sText_RecoverHP[] = _("Recover HP");
|
||||
static const u8 sText_HealAllyHP[] = _("Heal Replacement HP");
|
||||
static const u8 sText_PowerColon[] = _("Power: ");
|
||||
static const u8 sText_ResetStats[] = _("重置能力");
|
||||
static const u8 sText_StatsPlus[] = _("+ 所有能力");
|
||||
static const u8 sText_StatsPlus2[] = _("++ 所有能力");
|
||||
static const u8 sText_CritHitsPlus[] = _("易中要害");
|
||||
static const u8 sText_FollowMe[] = _("万众瞩目");
|
||||
static const u8 sText_RecoverHP[] = _("回复自己");
|
||||
static const u8 sText_HealAllyHP[] = _("回复替换宝可梦HP");
|
||||
static const u8 sText_PowerColon[] = _("威力: ");
|
||||
|
||||
// Functions
|
||||
bool32 IsZMove(u32 move)
|
||||
|
||||
@ -255,39 +255,39 @@ static const u16 sBlenderOuter_Pal[] = INCBIN_U16("graphics/berry_blender/outer.
|
||||
static const u16 sUnused_Pal[] = INCBIN_U16("graphics/berry_blender/unused.gbapal");
|
||||
static const u16 sEmpty_Pal[16 * 14] = {0};
|
||||
|
||||
static const u8 sText_BerryBlenderStart[] = _("Starting up the BERRY BLENDER.\pPlease select a BERRY from your BAG\nto put in the BERRY BLENDER.\p");
|
||||
static const u8 sText_BerryBlenderStart[] = _("正在启动树果混合器。\p请从包包中选择想要投入的树果。\p");
|
||||
static const u8 sText_NewParagraph[] = _("\p");
|
||||
static const u8 sText_WasMade[] = _(" was made!");
|
||||
static const u8 sText_WasMade[] = _("制作完成了!");
|
||||
|
||||
static const u8 *const sBlenderOpponentsNames[] =
|
||||
{
|
||||
[BLENDER_MISTER] = COMPOUND_STRING("MISTER"),
|
||||
[BLENDER_LADDIE] = COMPOUND_STRING("LADDIE"),
|
||||
[BLENDER_LASSIE] = COMPOUND_STRING("LASSIE"),
|
||||
[BLENDER_MASTER] = COMPOUND_STRING("MASTER"),
|
||||
[BLENDER_DUDE] = COMPOUND_STRING("DUDE"),
|
||||
[BLENDER_MISS] = COMPOUND_STRING("MISS"),
|
||||
[BLENDER_MISTER] = COMPOUND_STRING("先生"),
|
||||
[BLENDER_LADDIE] = COMPOUND_STRING("女士"),
|
||||
[BLENDER_LASSIE] = COMPOUND_STRING("少女"),
|
||||
[BLENDER_MASTER] = COMPOUND_STRING("大师"),
|
||||
[BLENDER_DUDE] = COMPOUND_STRING("小子"),
|
||||
[BLENDER_MISS] = COMPOUND_STRING("小姐"),
|
||||
};
|
||||
|
||||
static const u8 sText_CommunicationStandby[] = _("Communication standby…");
|
||||
static const u8 sText_WouldLikeToBlendAnotherBerry[] = _("Would you like to blend another BERRY?");
|
||||
static const u8 sText_RunOutOfBerriesForBlending[] = _("You've run out of BERRIES for\nblending in the BERRY BLENDER.\p");
|
||||
static const u8 sText_YourPokeblockCaseIsFull[] = _("Your {POKEBLOCK} CASE is full.\p");
|
||||
static const u8 sText_HasNoBerriesToPut[] = _(" has no BERRIES to put in\nthe BERRY BLENDER.");
|
||||
static const u8 sText_ApostropheSPokeblockCaseIsFull[] = _("'s {POKEBLOCK} CASE is full.\p");
|
||||
static const u8 sText_BlendingResults[] = _("RESULTS OF BLENDING");
|
||||
static const u8 sText_SpaceBerry[] = _(" BERRY");
|
||||
static const u8 sText_Time[] = _("Time:");
|
||||
static const u8 sText_Min[] = _(" min. ");
|
||||
static const u8 sText_Sec[] = _(" sec.");
|
||||
static const u8 sText_MaximumSpeed[] = _("MAXIMUM SPEED");
|
||||
static const u8 sText_RPM[] = _(" RPM");
|
||||
static const u8 sText_CommunicationStandby[] = _("等待连接中……");
|
||||
static const u8 sText_WouldLikeToBlendAnotherBerry[] = _("要再混合一个树果吗?");
|
||||
static const u8 sText_RunOutOfBerriesForBlending[] = _("没有能够继续放入\n树果混合器的树果了。\p");
|
||||
static const u8 sText_YourPokeblockCaseIsFull[] = _("你的宝可方块盒满了。\p");
|
||||
static const u8 sText_HasNoBerriesToPut[] = _("没有能够继续放入\n树果混合器的树果了。");
|
||||
static const u8 sText_ApostropheSPokeblockCaseIsFull[] = _("的宝可方块盒满了。\p");
|
||||
static const u8 sText_BlendingResults[] = _("混合结果");
|
||||
static const u8 sText_SpaceBerry[] = _("");
|
||||
static const u8 sText_Time[] = _("时间:");
|
||||
static const u8 sText_Min[] = _("分");
|
||||
static const u8 sText_Sec[] = _("秒");
|
||||
static const u8 sText_MaximumSpeed[] = _("最大速度");
|
||||
static const u8 sText_RPM[] = _("圈/分");
|
||||
static const u8 sText_Dot[] = _(".");
|
||||
static const u8 sText_NewLine[] = _("\n");
|
||||
static const u8 sText_Ranking[] = _("RANKING");
|
||||
static const u8 sText_TheLevelIs[] = _("The level is ");
|
||||
static const u8 sText_TheFeelIs[] = _(", and the feel is ");
|
||||
static const u8 sText_Dot2[] = _(".");
|
||||
static const u8 sText_Ranking[] = _("排名");
|
||||
static const u8 sText_TheLevelIs[] = _("等级是");
|
||||
static const u8 sText_TheFeelIs[] = _("级,光滑度是");
|
||||
static const u8 sText_Dot2[] = _("。");
|
||||
|
||||
static const struct BgTemplate sBgTemplates[3] =
|
||||
{
|
||||
|
||||
@ -863,7 +863,7 @@ static const struct TrainerHillFloor sFloors_Normal[] =
|
||||
.spDefenseIV = 15,
|
||||
.abilityNum = 0,
|
||||
.personality = 0x82,
|
||||
.nickname = _("MR. MIME"),
|
||||
.nickname = _("魔墙人偶"),
|
||||
.friendship = MAX_FRIENDSHIP,
|
||||
},
|
||||
[4] =
|
||||
|
||||
@ -688,7 +688,7 @@ static const u16 sUnusedData[] =
|
||||
0x0121, 0x013b, 0x000f, 0x0013, 0x0039, 0x0046, 0x0094, 0x00f9, 0x007f, 0x0123,
|
||||
};
|
||||
|
||||
static const u8 sText_Trade4[] = _("TRADE");
|
||||
static const u8 sText_Trade4[] = _("交换");
|
||||
|
||||
struct
|
||||
{
|
||||
|
||||
@ -105,7 +105,7 @@ const struct FollowerMsgInfo gFollowerNeutralMessages[] = {
|
||||
// Unconditional sad messages
|
||||
static const u8 sSadMsg00[] = _("{STR_VAR_1}晕乎乎的。");
|
||||
static const u8 sSadMsg01[] = _("{STR_VAR_1}踩了踩\n你的脚。");
|
||||
static const u8 sSadMsg02[] = _("{STR_VAR_1} seems a little tired.");
|
||||
static const u8 sSadMsg02[] = _("{STR_VAR_1}好像有点累了。";
|
||||
// Conditional messages begin, index 3
|
||||
static const u8 sSadMsg03[] = _("{STR_VAR_1}不太开心。");
|
||||
static const u8 sSadMsg04[] = _("{STR_VAR_1}看起来\n快要倒下了!");
|
||||
|
||||
@ -1,50 +1,50 @@
|
||||
const u8 gGiftRibbonDescriptionPart1_2003RegionalTourney[] = _("2003 REGIONAL TOURNEY");
|
||||
const u8 gGiftRibbonDescriptionPart2_Champion[] = _("CHAMPION RIBBON");
|
||||
const u8 gGiftRibbonDescriptionPart1_2003NationalTourney[] = _("2003 NATIONAL TOURNEY");
|
||||
const u8 gGiftRibbonDescriptionPart1_2003GlobalCup[] = _("2003 GLOBAL CUP");
|
||||
const u8 gGiftRibbonDescriptionPart2_RunnerUp[] = _("Runner-up RIBBON");
|
||||
const u8 gGiftRibbonDescriptionPart2_Semifinalist[] = _("Semifinalist RIBBON");
|
||||
const u8 gGiftRibbonDescriptionPart1_2004RegionalTourney[] = _("2004 REGIONAL TOURNEY");
|
||||
const u8 gGiftRibbonDescriptionPart1_2004NationalTourney[] = _("2004 NATIONAL TOURNEY");
|
||||
const u8 gGiftRibbonDescriptionPart1_2004GlobalCup[] = _("2004 GLOBAL CUP");
|
||||
const u8 gGiftRibbonDescriptionPart1_2005RegionalTourney[] = _("2005 REGIONAL TOURNEY");
|
||||
const u8 gGiftRibbonDescriptionPart1_2005NationalTourney[] = _("2005 NATIONAL TOURNEY");
|
||||
const u8 gGiftRibbonDescriptionPart1_2005GlobalCup[] = _("2005 GLOBAL CUP");
|
||||
const u8 gGiftRibbonDescriptionPart1_PokemonBattleCup[] = _("POKéMON BATTLE CUP");
|
||||
const u8 gGiftRibbonDescriptionPart2_Participation[] = _("Participation RIBBON");
|
||||
const u8 gGiftRibbonDescriptionPart1_PokemonLeague[] = _("POKéMON LEAGUE");
|
||||
const u8 gGiftRibbonDescriptionPart1_AdvanceCup[] = _("ADVANCE CUP");
|
||||
const u8 gGiftRibbonDescriptionPart1_PokemonTournament[] = _("POKéMON Tournament");
|
||||
const u8 gGiftRibbonDescriptionPart2_Participation2[] = _("Participation RIBBON");
|
||||
const u8 gGiftRibbonDescriptionPart1_PokemonEvent[] = _("POKéMON Event");
|
||||
const u8 gGiftRibbonDescriptionPart1_PokemonFestival[] = _("POKéMON Festival");
|
||||
const u8 gGiftRibbonDescriptionPart1_DifficultyClearing[] = _("Difficulty-clearing");
|
||||
const u8 gGiftRibbonDescriptionPart2_Commemorative[] = _("Commemorative RIBBON");
|
||||
const u8 gGiftRibbonDescriptionPart1_ClearingAllChallenges[] = _("RIBBON awarded for");
|
||||
const u8 gGiftRibbonDescriptionPart2_ClearingAllChallenges[] = _("clearing all challenges.");
|
||||
const u8 gGiftRibbonDescriptionPart1_100StraightWin[] = _("100-straight Win");
|
||||
const u8 gGiftRibbonDescriptionPart1_DarknessTower[] = _("DARKNESS TOWER Clear");
|
||||
const u8 gGiftRibbonDescriptionPart1_RedTower[] = _("RED TOWER Clear");
|
||||
const u8 gGiftRibbonDescriptionPart1_BlackironTower[] = _("BLACKIRON TOWER Clear");
|
||||
const u8 gGiftRibbonDescriptionPart1_FinalTower[] = _("FINAL TOWER Clear");
|
||||
const u8 gGiftRibbonDescriptionPart1_LegendMaking[] = _("Legend-making");
|
||||
const u8 gGiftRibbonDescriptionPart1_PokemonCenterTokyo[] = _("POKéMON CENTER TOKYO");
|
||||
const u8 gGiftRibbonDescriptionPart1_PokemonCenterOsaka[] = _("POKéMON CENTER OSAKA");
|
||||
const u8 gGiftRibbonDescriptionPart1_PokemonCenterNagoya[] = _("POKéMON CENTER NAGOYA");
|
||||
const u8 gGiftRibbonDescriptionPart1_PokemonCenterNY[] = _("POKéMON CENTER NY");
|
||||
const u8 gGiftRibbonDescriptionPart1_SummerHolidays[] = _("Summer Holidays RIBBON");
|
||||
const u8 gGiftRibbonDescriptionPart1_2003RegionalTourney[] = _("2003年地区大赛");
|
||||
const u8 gGiftRibbonDescriptionPart2_Champion[] = _("冠军纪念奖章。");
|
||||
const u8 gGiftRibbonDescriptionPart1_2003NationalTourney[] = _("2003年国内大赛");
|
||||
const u8 gGiftRibbonDescriptionPart1_2003GlobalCup[] = _("2003年世界大赛");
|
||||
const u8 gGiftRibbonDescriptionPart2_RunnerUp[] = _("亚军纪念奖章。");
|
||||
const u8 gGiftRibbonDescriptionPart2_Semifinalist[] = _("半决赛纪念奖章。");
|
||||
const u8 gGiftRibbonDescriptionPart1_2004RegionalTourney[] = _("2004年地区大赛");
|
||||
const u8 gGiftRibbonDescriptionPart1_2004NationalTourney[] = _("2004年国内大赛");
|
||||
const u8 gGiftRibbonDescriptionPart1_2004GlobalCup[] = _("2004年世界C大赛");
|
||||
const u8 gGiftRibbonDescriptionPart1_2005RegionalTourney[] = _("2005年地区大赛");
|
||||
const u8 gGiftRibbonDescriptionPart1_2005NationalTourney[] = _("2005年国内大赛");
|
||||
const u8 gGiftRibbonDescriptionPart1_2005GlobalCup[] = _("2005年世界大赛");
|
||||
const u8 gGiftRibbonDescriptionPart1_PokemonBattleCup[] = _("宝可梦战斗杯");
|
||||
const u8 gGiftRibbonDescriptionPart2_Participation[] = _("参与纪念奖章。");
|
||||
const u8 gGiftRibbonDescriptionPart1_PokemonLeague[] = _("宝可梦联盟杯");
|
||||
const u8 gGiftRibbonDescriptionPart1_AdvanceCup[] = _("ADVANCE杯");
|
||||
const u8 gGiftRibbonDescriptionPart1_PokemonTournament[] = _("宝可梦锦标赛");
|
||||
const u8 gGiftRibbonDescriptionPart2_Participation2[] = _("参与纪念奖章。");
|
||||
const u8 gGiftRibbonDescriptionPart1_PokemonEvent[] = _("宝可梦活动");
|
||||
const u8 gGiftRibbonDescriptionPart1_PokemonFestival[] = _("宝可梦庆典");
|
||||
const u8 gGiftRibbonDescriptionPart1_DifficultyClearing[] = _("扫清了所有困难的");
|
||||
const u8 gGiftRibbonDescriptionPart2_Commemorative[] = _("纪念奖章。");
|
||||
const u8 gGiftRibbonDescriptionPart1_ClearingAllChallenges[] = _("为克服困难挑战而");
|
||||
const u8 gGiftRibbonDescriptionPart2_ClearingAllChallenges[] = _("获得的纪念奖章。");
|
||||
const u8 gGiftRibbonDescriptionPart1_100StraightWin[] = _("连续打败100人");
|
||||
const u8 gGiftRibbonDescriptionPart1_DarknessTower[] = _("通关暗黑塔而获得的");
|
||||
const u8 gGiftRibbonDescriptionPart1_RedTower[] = _("通关红色塔而获得的");
|
||||
const u8 gGiftRibbonDescriptionPart1_BlackironTower[] = _("通关黑铁塔而获得的");
|
||||
const u8 gGiftRibbonDescriptionPart1_FinalTower[] = _("通关最终塔而获得的");
|
||||
const u8 gGiftRibbonDescriptionPart1_LegendMaking[] = _("因缔造传奇而获得的");
|
||||
const u8 gGiftRibbonDescriptionPart1_PokemonCenterTokyo[] = _("东京宝可梦中心");
|
||||
const u8 gGiftRibbonDescriptionPart1_PokemonCenterOsaka[] = _("大阪宝可梦中心");
|
||||
const u8 gGiftRibbonDescriptionPart1_PokemonCenterNagoya[] = _("名古屋宝可梦中心");
|
||||
const u8 gGiftRibbonDescriptionPart1_PokemonCenterNY[] = _("纽约宝可梦中心");
|
||||
const u8 gGiftRibbonDescriptionPart1_SummerHolidays[] = _("夏季假日纪念奖章");
|
||||
const u8 gGiftRibbonDescriptionPart2_EmptyString[] = _("");
|
||||
const u8 gGiftRibbonDescriptionPart1_WinterHolidays[] = _("Winter Holidays RIBBON");
|
||||
const u8 gGiftRibbonDescriptionPart1_SpringHolidays[] = _("Spring Holidays RIBBON");
|
||||
const u8 gGiftRibbonDescriptionPart1_Evergreen[] = _("Evergreen RIBBON");
|
||||
const u8 gGiftRibbonDescriptionPart1_SpecialHoliday[] = _("Special Holiday RIBBON");
|
||||
const u8 gGiftRibbonDescriptionPart1_HardWorker[] = _("Hard Worker RIBBON");
|
||||
const u8 gGiftRibbonDescriptionPart1_LotsOfFriends[] = _("Lots of Friends RIBBON");
|
||||
const u8 gGiftRibbonDescriptionPart1_FullOfEnergy[] = _("Full of Energy RIBBON");
|
||||
const u8 gGiftRibbonDescriptionPart1_LovedPokemon[] = _("A commemorative RIBBON");
|
||||
const u8 gGiftRibbonDescriptionPart2_LovedPokemon[] = _("for a loved POKéMON.");
|
||||
const u8 gGiftRibbonDescriptionPart1_LoveForPokemon[] = _("RIBBON that shows");
|
||||
const u8 gGiftRibbonDescriptionPart2_LoveForPokemon[] = _("love for POKéMON.");
|
||||
const u8 gGiftRibbonDescriptionPart1_WinterHolidays[] = _("冬季假日纪念奖章");
|
||||
const u8 gGiftRibbonDescriptionPart1_SpringHolidays[] = _("春季假日纪念奖章");
|
||||
const u8 gGiftRibbonDescriptionPart1_Evergreen[] = _("常青纪念奖章");
|
||||
const u8 gGiftRibbonDescriptionPart1_SpecialHoliday[] = _("特别假日纪念奖章");
|
||||
const u8 gGiftRibbonDescriptionPart1_HardWorker[] = _("勤奋努力纪念奖章");
|
||||
const u8 gGiftRibbonDescriptionPart1_LotsOfFriends[] = _("朋友众多纪念奖章");
|
||||
const u8 gGiftRibbonDescriptionPart1_FullOfEnergy[] = _("活力满满纪念奖章");
|
||||
const u8 gGiftRibbonDescriptionPart1_LovedPokemon[] = _("为心爱宝可梦佩戴的");
|
||||
const u8 gGiftRibbonDescriptionPart2_LovedPokemon[] = _("纪念奖章。");
|
||||
const u8 gGiftRibbonDescriptionPart1_LoveForPokemon[] = _("表达对宝可梦的喜爱");
|
||||
const u8 gGiftRibbonDescriptionPart2_LoveForPokemon[] = _("之情的纪念奖章。");
|
||||
|
||||
const u8 *const gGiftRibbonDescriptionPointers[MAX_GIFT_RIBBON][2] =
|
||||
{
|
||||
|
||||
@ -1,22 +1,22 @@
|
||||
const u8 gRibbonDescriptionPart1_Champion[] = _("CHAMPION-beating, HALL");
|
||||
const u8 gRibbonDescriptionPart2_Champion[] = _("OF FAME Member RIBBON");
|
||||
const u8 gRibbonDescriptionPart1_CoolContest[] = _("COOL CONTEST");
|
||||
const u8 gRibbonDescriptionPart1_BeautyContest[] = _("BEAUTY CONTEST");
|
||||
const u8 gRibbonDescriptionPart1_CuteContest[] = _("CUTE CONTEST");
|
||||
const u8 gRibbonDescriptionPart1_SmartContest[] = _("SMART CONTEST");
|
||||
const u8 gRibbonDescriptionPart1_ToughContest[] = _("TOUGH CONTEST");
|
||||
const u8 gRibbonDescriptionPart2_NormalRank[] = _("Normal Rank winner!");
|
||||
const u8 gRibbonDescriptionPart2_SuperRank[] = _("Super Rank winner!");
|
||||
const u8 gRibbonDescriptionPart2_HyperRank[] = _("Hyper Rank winner!");
|
||||
const u8 gRibbonDescriptionPart2_MasterRank[] = _("Master Rank winner!");
|
||||
const u8 gRibbonDescriptionPart1_Winning[] = _("For clearing LV50");
|
||||
const u8 gRibbonDescriptionPart2_Winning[] = _("at the BATTLE TOWER.");
|
||||
const u8 gRibbonDescriptionPart1_Victory[] = _("For clearing Open Level");
|
||||
const u8 gRibbonDescriptionPart2_Victory[] = _("at the BATTLE TOWER.");
|
||||
const u8 gRibbonDescriptionPart1_Artist[] = _("RIBBON for being chosen");
|
||||
const u8 gRibbonDescriptionPart2_Artist[] = _("as a super sketch model.");
|
||||
const u8 gRibbonDescriptionPart1_Effort[] = _("RIBBON awarded for");
|
||||
const u8 gRibbonDescriptionPart2_Effort[] = _("being a hard worker.");
|
||||
const u8 gRibbonDescriptionPart1_Champion[] = _("");
|
||||
const u8 gRibbonDescriptionPart2_Champion[] = _("打败冠军并登录\n名人堂的奖章。");
|
||||
const u8 gRibbonDescriptionPart1_CoolContest[] = _("在帅气大赛中获得了");
|
||||
const u8 gRibbonDescriptionPart1_BeautyContest[] = _("在美丽大赛中获得了");
|
||||
const u8 gRibbonDescriptionPart1_CuteContest[] = _("在可爱大赛中获得了");
|
||||
const u8 gRibbonDescriptionPart1_SmartContest[] = _("在聪明大赛中获得了");
|
||||
const u8 gRibbonDescriptionPart1_ToughContest[] = _("在强壮大赛中获得了");
|
||||
const u8 gRibbonDescriptionPart2_NormalRank[] = _("一般阶级的冠军!");
|
||||
const u8 gRibbonDescriptionPart2_SuperRank[] = _("超级阶级的冠军!");
|
||||
const u8 gRibbonDescriptionPart2_HyperRank[] = _("高级阶级的冠军!");
|
||||
const u8 gRibbonDescriptionPart2_MasterRank[] = _("大师阶级的冠军!");
|
||||
const u8 gRibbonDescriptionPart1_Winning[] = _("在对战塔获得LV50组");
|
||||
const u8 gRibbonDescriptionPart2_Winning[] = _("冠军时得到的奖章。");
|
||||
const u8 gRibbonDescriptionPart1_Victory[] = _("在对战塔获得开放等级");
|
||||
const u8 gRibbonDescriptionPart2_Victory[] = _("组冠军时得到的奖章。");
|
||||
const u8 gRibbonDescriptionPart1_Artist[] = _("为纪念成为了华丽");
|
||||
const u8 gRibbonDescriptionPart2_Artist[] = _("肖像模特的奖章。");
|
||||
const u8 gRibbonDescriptionPart1_Effort[] = _("赠予勤奋努力的");
|
||||
const u8 gRibbonDescriptionPart2_Effort[] = _("宝可梦的奖章。");
|
||||
|
||||
const u8 *const gRibbonDescriptionPointers[][2] =
|
||||
{
|
||||
|
||||
@ -33,7 +33,7 @@ static const u8 sText_UnusedTextFormat[] = _("{COLOR WHITE}{HIGHLIGHT TRANSPAREN
|
||||
const u8 gText_MaleSymbol4[] = _("♂");
|
||||
const u8 gText_FemaleSymbol4[] = _("♀");
|
||||
const u8 gText_GenderlessSymbol[] = _("");
|
||||
static const u8 sText_SpaceMove[] = _(" MOVE"); // unused
|
||||
static const u8 sText_SpaceMove[] = _("移动"); // unused
|
||||
static const u8 sText_NewLine[] = _("\n");
|
||||
static const u8 sText_Slash[] = _("/");
|
||||
static const u8 sText_Lv[] = _("Lv. ");
|
||||
|
||||
@ -358,7 +358,7 @@ ALIGNED(4) static const u8 sText_YoureToughMale[] = _("哇!\n你太坚强了
|
||||
ALIGNED(4) static const u8 sText_UsedGoodMoveMale[] = _("你用了那个技能?\n真是好办法!\p");
|
||||
ALIGNED(4) static const u8 sText_BattleSurpriseMale[] = _("就这么做!\n真是令人大开眼界!\p");
|
||||
ALIGNED(4) static const u8 sText_SwitchedMonsMale[] = _("你竟然可以在那种情况下\n使用那只宝可梦?\p");
|
||||
ALIGNED(4) static const u8 sText_YoureToughFemale[] = _("那个宝可梦…\n培养的真好!\p\p");
|
||||
ALIGNED(4) static const u8 sText_YoureToughFemale[] = _("那只宝可梦…\n培养的真好!\p\p");
|
||||
ALIGNED(4) static const u8 sText_UsedGoodMoveFemale[] = _("就是这样!\n现在就是适当的技能!\p");
|
||||
ALIGNED(4) static const u8 sText_BattleSurpriseFemale[] = _("太可怕了!\n你竟然以这种方式战斗?\p");
|
||||
ALIGNED(4) static const u8 sText_SwitchedMonsFemale[] = _("你真有\n选择宝可梦的天赋!\p");
|
||||
|
||||
@ -190,7 +190,7 @@ static const u8 sText_SearchLevel[] = _("搜寻 {LV}. {STR_VAR_1}");
|
||||
static const u8 sText_MonLevel[] = _("{LV}. {STR_VAR_1}");
|
||||
static const u8 sText_EggMove[] = _("招式: {STR_VAR_1}");
|
||||
static const u8 sText_HeldItem[] = _("{STR_VAR_1}");
|
||||
static const u8 sText_StartExit[] = _("{START_BUTTON} EXIT");
|
||||
static const u8 sText_StartExit[] = _("{START_BUTTON} 退出");
|
||||
static const u8 sText_DexNavChain[] = _("{NO} {STR_VAR_1}");
|
||||
static const u8 sText_DexNavChainLong[] = _("{NO}{STR_VAR_1}");
|
||||
|
||||
|
||||
@ -230,7 +230,7 @@ static void PrintRegionMapSecName(void)
|
||||
|
||||
static void PrintTitleWindowText(void)
|
||||
{
|
||||
static const u8 FlyPromptText[] = _("{R_BUTTON} FLY");
|
||||
static const u8 FlyPromptText[] = _("{R_BUTTON} 飞翔");
|
||||
u32 hoennOffset = GetStringCenterAlignXOffset(FONT_NORMAL, gText_Hoenn, 0x38);
|
||||
u32 flyOffset = GetStringCenterAlignXOffset(FONT_NORMAL, FlyPromptText, 0x38);
|
||||
|
||||
|
||||
@ -4353,7 +4353,7 @@ void EnterCode(void)
|
||||
|
||||
void GetCodeFeedback(void)
|
||||
{
|
||||
static const u8 sText_SampleCode[] = _("SampleCode");
|
||||
static const u8 sText_SampleCode[] = _("示例代码");
|
||||
if (!StringCompare(gStringVar2, sText_SampleCode))
|
||||
gSpecialVar_Result = 1;
|
||||
else
|
||||
|
||||
@ -1118,9 +1118,9 @@ bool32 CanThrowBall(void)
|
||||
return (GetBallThrowableState() == BALL_THROW_ABLE);
|
||||
}
|
||||
|
||||
static const u8 sText_CantThrowPokeBall_TwoMons[] = _("Cannot throw a ball!\nThere are two Pokémon out there!\p");
|
||||
static const u8 sText_CantThrowPokeBall_SemiInvulnerable[] = _("Cannot throw a ball!\nThere's no Pokémon in sight!\p");
|
||||
static const u8 sText_CantThrowPokeBall_Disabled[] = _("POKé BALLS cannot be used\nright now!\p");
|
||||
static const u8 sText_CantThrowPokeBall_TwoMons[] = _("有两只野生的宝可梦,\n这样没法使用精灵球!\p");
|
||||
static const u8 sText_CantThrowPokeBall_SemiInvulnerable[] = _("看不见宝可梦,\n这样没法使用精灵球!\p");
|
||||
static const u8 sText_CantThrowPokeBall_Disabled[] = _("现在无法使用精灵球!\p");
|
||||
void ItemUseInBattle_PokeBall(u8 taskId)
|
||||
{
|
||||
switch (GetBallThrowableState())
|
||||
|
||||
@ -15,48 +15,48 @@ struct LandmarkList
|
||||
const struct Landmark *const *landmarks;
|
||||
};
|
||||
|
||||
static const u8 LandmarkName_FlowerShop[] = _("FLOWER SHOP");
|
||||
static const u8 LandmarkName_PetalburgWoods[] = _("PETALBURG WOODS");
|
||||
static const u8 LandmarkName_MrBrineysCottage[] = _("MR. BRINEY'S COTTAGE");
|
||||
static const u8 LandmarkName_AbandonedShip[] = _("ABANDONED SHIP");
|
||||
static const u8 LandmarkName_SeashoreHouse[] = _("SEASHORE HOUSE");
|
||||
static const u8 LandmarkName_SlateportBeach[] = _("SLATEPORT BEACH");
|
||||
static const u8 LandmarkName_CyclingRoad[] = _("CYCLING ROAD");
|
||||
static const u8 LandmarkName_NewMauville[] = _("NEW MAUVILLE");
|
||||
static const u8 LandmarkName_TrickHouse[] = _("TRICK HOUSE");
|
||||
static const u8 LandmarkName_OldLadysRestShop[] = _("OLD LADY'S REST STOP");
|
||||
static const u8 LandmarkName_Desert[] = _("DESERT");
|
||||
static const u8 LandmarkName_WinstrateFamily[] = _("THE WINSTRATE FAMILY");
|
||||
static const u8 LandmarkName_CableCar[] = _("CABLE CAR");
|
||||
static const u8 LandmarkName_GlassWorkshop[] = _("GLASS WORKSHOP");
|
||||
static const u8 LandmarkName_WeatherInstitute[] = _("WEATHER INSTITUTE");
|
||||
static const u8 LandmarkName_MeteorFalls[] = _("METEOR FALLS");
|
||||
static const u8 LandmarkName_TunnelersRestHouse[] = _("TUNNELER'S RESTHOUSE");
|
||||
static const u8 LandmarkName_RusturfTunnel[] = _("RUSTURF TUNNEL");
|
||||
static const u8 LandmarkName_PokemonDayCare[] = _("POKéMON DAY CARE");
|
||||
static const u8 LandmarkName_SafariZoneEntrance[] = _("SAFARI ZONE ENTRANCE");
|
||||
static const u8 LandmarkName_MtPyre[] = _("MT. PYRE");
|
||||
static const u8 LandmarkName_ShoalCave[] = _("SHOAL CAVE");
|
||||
static const u8 LandmarkName_SeafloorCavern[] = _("SEAFLOOR CAVERN");
|
||||
static const u8 LandmarkName_GraniteCave[] = _("GRANITE CAVE");
|
||||
static const u8 LandmarkName_OceanCurrent[] = _("OCEAN CURRENT");
|
||||
static const u8 LandmarkName_LanettesHouse[] = _("LANETTE'S HOUSE");
|
||||
static const u8 LandmarkName_FieryPath[] = _("FIERY PATH");
|
||||
static const u8 LandmarkName_JaggedPass[] = _("JAGGED PASS");
|
||||
static const u8 LandmarkName_SkyPillar[] = _("SKY PILLAR");
|
||||
static const u8 LandmarkName_BerryMastersHouse[] = _("BERRY MASTER'S HOUSE");
|
||||
static const u8 LandmarkName_IslandCave[] = _("ISLAND CAVE");
|
||||
static const u8 LandmarkName_DesertRuins[] = _("DESERT RUINS");
|
||||
static const u8 LandmarkName_ScorchedSlab[] = _("SCORCHED SLAB");
|
||||
static const u8 LandmarkName_AncientTomb[] = _("ANCIENT TOMB");
|
||||
static const u8 LandmarkName_SealedChamber[] = _("SEALED CHAMBER");
|
||||
static const u8 LandmarkName_FossilManiacsHouse[] = _("FOSSIL MANIAC'S HOUSE");
|
||||
static const u8 LandmarkName_HuntersHouse[] = _("HUNTER'S HOUSE");
|
||||
static const u8 LandmarkName_MagmaHideout[] = _("MAGMA HIDEOUT");
|
||||
static const u8 LandmarkName_MirageTower[] = _("MIRAGE TOWER");
|
||||
static const u8 LandmarkName_AlteringCave[] = _("ALTERING CAVE");
|
||||
static const u8 LandmarkName_DesertUnderpass[] = _("DESERT UNDERPASS");
|
||||
static const u8 LandmarkName_TrainerHill[] = _("TRAINER HILL");
|
||||
static const u8 LandmarkName_FlowerShop[] = _("花店");
|
||||
static const u8 LandmarkName_PetalburgWoods[] = _("橙华森林");
|
||||
static const u8 LandmarkName_MrBrineysCottage[] = _("哈奇老人的小屋");
|
||||
static const u8 LandmarkName_AbandonedShip[] = _("弃船");
|
||||
static const u8 LandmarkName_SeashoreHouse[] = _("大海之家");
|
||||
static const u8 LandmarkName_SlateportBeach[] = _("凯那海滩");
|
||||
static const u8 LandmarkName_CyclingRoad[] = _("自行车道");
|
||||
static const u8 LandmarkName_NewMauville[] = _("新紫堇");
|
||||
static const u8 LandmarkName_TrickHouse[] = _("戏法屋");
|
||||
static const u8 LandmarkName_OldLadysRestShop[] = _("简康奶奶的家");
|
||||
static const u8 LandmarkName_Desert[] = _("沙漠");
|
||||
static const u8 LandmarkName_WinstrateFamily[] = _("连胜家族");
|
||||
static const u8 LandmarkName_CableCar[] = _("缆车");
|
||||
static const u8 LandmarkName_GlassWorkshop[] = _("琉璃工坊");
|
||||
static const u8 LandmarkName_WeatherInstitute[] = _("天气研究所");
|
||||
static const u8 LandmarkName_MeteorFalls[] = _("流星瀑布");
|
||||
static const u8 LandmarkName_TunnelersRestHouse[] = _("隧道工人休息屋");
|
||||
static const u8 LandmarkName_RusturfTunnel[] = _("卡绿隧道");
|
||||
static const u8 LandmarkName_PokemonDayCare[] = _("宝可梦培育屋");
|
||||
static const u8 LandmarkName_SafariZoneEntrance[] = _("狩猎地带入口");
|
||||
static const u8 LandmarkName_MtPyre[] = _("送神山");
|
||||
static const u8 LandmarkName_ShoalCave[] = _("浅滩洞穴");
|
||||
static const u8 LandmarkName_SeafloorCavern[] = _("海底洞窟");
|
||||
static const u8 LandmarkName_GraniteCave[] = _("石之洞窟");
|
||||
static const u8 LandmarkName_OceanCurrent[] = _("洋流");
|
||||
static const u8 LandmarkName_LanettesHouse[] = _("真由美的家");
|
||||
static const u8 LandmarkName_FieryPath[] = _("烈焰小径");
|
||||
static const u8 LandmarkName_JaggedPass[] = _("凹凸山道");
|
||||
static const u8 LandmarkName_SkyPillar[] = _("天空之柱");
|
||||
static const u8 LandmarkName_BerryMastersHouse[] = _("树果大师的家");
|
||||
static const u8 LandmarkName_IslandCave[] = _("小岛洞穴");
|
||||
static const u8 LandmarkName_DesertRuins[] = _("沙漠遗迹");
|
||||
static const u8 LandmarkName_ScorchedSlab[] = _("天旱石窟");
|
||||
static const u8 LandmarkName_AncientTomb[] = _("古代坟墓");
|
||||
static const u8 LandmarkName_SealedChamber[] = _("布告石室");
|
||||
static const u8 LandmarkName_FossilManiacsHouse[] = _("化石迷的家");
|
||||
static const u8 LandmarkName_HuntersHouse[] = _("寻宝者的小屋");
|
||||
static const u8 LandmarkName_MagmaHideout[] = _("熔岩队基地");
|
||||
static const u8 LandmarkName_MirageTower[] = _("幻影之塔");
|
||||
static const u8 LandmarkName_AlteringCave[] = _("变化洞窟");
|
||||
static const u8 LandmarkName_DesertUnderpass[] = _("沙漠的地下道");
|
||||
static const u8 LandmarkName_TrainerHill[] = _("训练家之丘");
|
||||
|
||||
static const struct Landmark Landmark_FlowerShop = {LandmarkName_FlowerShop, FLAG_LANDMARK_FLOWER_SHOP};
|
||||
static const struct Landmark Landmark_PetalburgWoods = {LandmarkName_PetalburgWoods, -1};
|
||||
|
||||
@ -309,14 +309,14 @@ static const u8 sRegionMapSectionId_To_PopUpThemeIdMapping_BW[] =
|
||||
[MAPSEC_TRAINER_HILL - KANTO_MAPSEC_COUNT] = MAPPOPUP_THEME_BW_DEFAULT,
|
||||
};
|
||||
|
||||
static const u8 sText_PyramidFloor1[] = _("PYRAMID FLOOR 1");
|
||||
static const u8 sText_PyramidFloor2[] = _("PYRAMID FLOOR 2");
|
||||
static const u8 sText_PyramidFloor3[] = _("PYRAMID FLOOR 3");
|
||||
static const u8 sText_PyramidFloor4[] = _("PYRAMID FLOOR 4");
|
||||
static const u8 sText_PyramidFloor5[] = _("PYRAMID FLOOR 5");
|
||||
static const u8 sText_PyramidFloor6[] = _("PYRAMID FLOOR 6");
|
||||
static const u8 sText_PyramidFloor7[] = _("PYRAMID FLOOR 7");
|
||||
static const u8 sText_Pyramid[] = _("PYRAMID");
|
||||
static const u8 sText_PyramidFloor1[] = _("金字塔1层");
|
||||
static const u8 sText_PyramidFloor2[] = _("金字塔2层");
|
||||
static const u8 sText_PyramidFloor3[] = _("金字塔3层");
|
||||
static const u8 sText_PyramidFloor4[] = _("金字塔4层");
|
||||
static const u8 sText_PyramidFloor5[] = _("金字塔5层");
|
||||
static const u8 sText_PyramidFloor6[] = _("金字塔6层");
|
||||
static const u8 sText_PyramidFloor7[] = _("金字塔7层");
|
||||
static const u8 sText_Pyramid[] = _("金字塔");
|
||||
|
||||
static const u8 *const sBattlePyramid_MapHeaderStrings[FRONTIER_STAGES_PER_CHALLENGE + 1] =
|
||||
{
|
||||
|
||||
@ -3,7 +3,7 @@
|
||||
#include "mystery_gift_server.h"
|
||||
#include "mystery_gift.h"
|
||||
|
||||
static const u8 sText_CanceledReadingCard[] = _("Canceled reading\nthe Card.");
|
||||
static const u8 sText_CanceledReadingCard[] = _("读卡已取消。");
|
||||
|
||||
|
||||
//==================
|
||||
|
||||
@ -189,7 +189,7 @@ static const u8 sText_Mailbox[] = _("邮件箱");
|
||||
static const u8 sText_WithdrawHowManyItems[] = _("要取出多少个\n{STR_VAR_1}呢?");
|
||||
static const u8 sText_WithdrawXItems[] = _("取出了{STR_VAR_2}个\n{STR_VAR_1}。");
|
||||
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[] = _("那是重要的东西,\n不能丢掉!");
|
||||
|
||||
static const u8 *const sItemStorage_OptionDescriptions[] =
|
||||
{
|
||||
@ -203,8 +203,8 @@ static const struct MenuAction sPlayerPCMenuActions[] =
|
||||
{
|
||||
[MENU_ITEMSTORAGE] = { COMPOUND_STRING("存放道具"), {PlayerPC_ItemStorage} },
|
||||
[MENU_MAILBOX] = { sText_Mailbox, {PlayerPC_Mailbox} },
|
||||
[MENU_DECORATION] = { COMPOUND_STRING("装饰"), {PlayerPC_Decoration} },
|
||||
[MENU_TURNOFF] = { COMPOUND_STRING("切断接续"), {PlayerPC_TurnOff} }
|
||||
[MENU_DECORATION] = { COMPOUND_STRING("装饰物品"), {PlayerPC_Decoration} },
|
||||
[MENU_TURNOFF] = { COMPOUND_STRING("关闭电源"), {PlayerPC_TurnOff} }
|
||||
};
|
||||
|
||||
static const u8 sBedroomPC_OptionOrder[] =
|
||||
|
||||
@ -130,10 +130,10 @@ static void ReturnToPokeblockCaseOnField(void);
|
||||
static void CreateTossPokeblockYesNoMenu(u8);
|
||||
static void TossPokeblock(u8);
|
||||
|
||||
static const u8 sText_StowCase[] = _("Stow CASE.");
|
||||
static const u8 sText_StowCase[] = _("收好盒子");
|
||||
static const u8 sText_LvVar1[] = _("{LV}{STR_VAR_1}");
|
||||
static const u8 sText_ThrowAwayVar1[] = _("Throw away this\n{STR_VAR_1}?");
|
||||
static const u8 sText_Var1ThrownAway[] = _("The {STR_VAR_1}\nwas thrown away.");
|
||||
static const u8 sText_ThrowAwayVar1[] = _("要扔掉\n{STR_VAR_1}吗?");
|
||||
static const u8 sText_Var1ThrownAway[] = _("把{STR_VAR_1}\n扔掉了。");
|
||||
|
||||
EWRAM_DATA static struct PokeblockSavedData sSavedPokeblockData = {0};
|
||||
EWRAM_DATA static struct PokeblockMenuStruct *sPokeblockMenu = NULL;
|
||||
@ -202,20 +202,20 @@ static const struct BgTemplate sBgTemplatesForPokeblockMenu[] =
|
||||
const u8 *const gPokeblockNames[] =
|
||||
{
|
||||
[PBLOCK_CLR_NONE] = NULL,
|
||||
[PBLOCK_CLR_RED] = COMPOUND_STRING("RED {POKEBLOCK}"),
|
||||
[PBLOCK_CLR_BLUE] = COMPOUND_STRING("BLUE {POKEBLOCK}"),
|
||||
[PBLOCK_CLR_PINK] = COMPOUND_STRING("PINK {POKEBLOCK}"),
|
||||
[PBLOCK_CLR_GREEN] = COMPOUND_STRING("GREEN {POKEBLOCK}"),
|
||||
[PBLOCK_CLR_YELLOW] = COMPOUND_STRING("YELLOW {POKEBLOCK}"),
|
||||
[PBLOCK_CLR_PURPLE] = COMPOUND_STRING("PURPLE {POKEBLOCK}"),
|
||||
[PBLOCK_CLR_INDIGO] = COMPOUND_STRING("INDIGO {POKEBLOCK}"),
|
||||
[PBLOCK_CLR_BROWN] = COMPOUND_STRING("BROWN {POKEBLOCK}"),
|
||||
[PBLOCK_CLR_LITE_BLUE] = COMPOUND_STRING("LITEBLUE {POKEBLOCK}"),
|
||||
[PBLOCK_CLR_OLIVE] = COMPOUND_STRING("OLIVE {POKEBLOCK}"),
|
||||
[PBLOCK_CLR_GRAY] = COMPOUND_STRING("GRAY {POKEBLOCK}"),
|
||||
[PBLOCK_CLR_BLACK] = COMPOUND_STRING("BLACK {POKEBLOCK}"),
|
||||
[PBLOCK_CLR_WHITE] = COMPOUND_STRING("WHITE {POKEBLOCK}"),
|
||||
[PBLOCK_CLR_GOLD] = COMPOUND_STRING("GOLD {POKEBLOCK}")
|
||||
[PBLOCK_CLR_RED] = COMPOUND_STRING("红色宝可方块"),
|
||||
[PBLOCK_CLR_BLUE] = COMPOUND_STRING("蓝色宝可方块"),
|
||||
[PBLOCK_CLR_PINK] = COMPOUND_STRING("粉色宝可方块"),
|
||||
[PBLOCK_CLR_GREEN] = COMPOUND_STRING("绿色宝可方块"),
|
||||
[PBLOCK_CLR_YELLOW] = COMPOUND_STRING("黄色宝可方块"),
|
||||
[PBLOCK_CLR_PURPLE] = COMPOUND_STRING("紫色宝可方块"),
|
||||
[PBLOCK_CLR_INDIGO] = COMPOUND_STRING("藏青色宝可方块"),
|
||||
[PBLOCK_CLR_BROWN] = COMPOUND_STRING("茶色宝可方块"),
|
||||
[PBLOCK_CLR_LITE_BLUE] = COMPOUND_STRING("天蓝色宝可方块"),
|
||||
[PBLOCK_CLR_OLIVE] = COMPOUND_STRING("黄绿色宝可方块"),
|
||||
[PBLOCK_CLR_GRAY] = COMPOUND_STRING("灰色宝可方块"),
|
||||
[PBLOCK_CLR_BLACK] = COMPOUND_STRING("黑色宝可方块"),
|
||||
[PBLOCK_CLR_WHITE] = COMPOUND_STRING("白色宝可方块"),
|
||||
[PBLOCK_CLR_GOLD] = COMPOUND_STRING("金色宝可方块")
|
||||
};
|
||||
|
||||
static const struct MenuAction sPokeblockMenuActions[] =
|
||||
|
||||
@ -96,9 +96,9 @@ static u32 LoopedTask_PrintCheckPageInfo(s32);
|
||||
static const u16 sListArrow_Pal[] = INCBIN_U16("graphics/pokenav/list_arrows.gbapal");
|
||||
static const u32 sListArrow_Gfx[] = INCBIN_U32("graphics/pokenav/list_arrows.4bpp.lz");
|
||||
|
||||
static const u8 gText_PokenavMatchCall_Strategy[] = _("STRATEGY");
|
||||
static const u8 gText_PokenavMatchCall_TrainerPokemon[] = _("TRAINER'S POKéMON");
|
||||
static const u8 gText_PokenavMatchCall_SelfIntroduction[] = _("SELF-INTRODUCTION");
|
||||
static const u8 gText_PokenavMatchCall_Strategy[] = _("战术");
|
||||
static const u8 gText_PokenavMatchCall_TrainerPokemon[] = _("宝可梦");
|
||||
static const u8 gText_PokenavMatchCall_SelfIntroduction[] = _("自我介绍");
|
||||
|
||||
static EWRAM_DATA u32 sMoveWindowDownIndex = 0; // Read, but pointlessly
|
||||
|
||||
|
||||
@ -88,19 +88,19 @@ static const struct WindowTemplate sHelpBarWindowTemplate[] =
|
||||
static const u8 *const sHelpBarTexts[HELPBAR_COUNT] =
|
||||
{
|
||||
[HELPBAR_NONE] = COMPOUND_STRING("{CLEAR 0x80}"),
|
||||
[HELPBAR_MAP_ZOOMED_OUT] = COMPOUND_STRING("{A_BUTTON}ZOOM {B_BUTTON}CANCEL"),
|
||||
[HELPBAR_MAP_ZOOMED_IN] = COMPOUND_STRING("{A_BUTTON}FULL {B_BUTTON}CANCEL"),
|
||||
[HELPBAR_MAP_ZOOMED_OUT_CANFLY] = COMPOUND_STRING("{A_BUTTON}ZOOM {B_BUTTON}CANCEL {R_BUTTON}FLY"),
|
||||
[HELPBAR_MAP_ZOOMED_IN_CANFLY] = COMPOUND_STRING("{A_BUTTON}FULL {B_BUTTON}CANCEL {R_BUTTON}FLY"),
|
||||
[HELPBAR_CONDITION_MON_LIST] = COMPOUND_STRING("{A_BUTTON}CONDITION {B_BUTTON}CANCEL"),
|
||||
[HELPBAR_CONDITION_MON_STATUS] = COMPOUND_STRING("{A_BUTTON}MARKINGS {B_BUTTON}CANCEL"),
|
||||
[HELPBAR_CONDITION_MARKINGS] = COMPOUND_STRING("{A_BUTTON}SELECT MARK {B_BUTTON}CANCEL"),
|
||||
[HELPBAR_MC_TRAINER_LIST] = COMPOUND_STRING("{A_BUTTON}MENU {B_BUTTON}CANCEL"),
|
||||
[HELPBAR_MC_CALL_MENU] = COMPOUND_STRING("{A_BUTTON}OK {B_BUTTON}CANCEL"),
|
||||
[HELPBAR_MC_CHECK_PAGE] = COMPOUND_STRING("{B_BUTTON}CANCEL"),
|
||||
[HELPBAR_RIBBONS_MON_LIST] = COMPOUND_STRING("{A_BUTTON}RIBBONS {B_BUTTON}CANCEL"),
|
||||
[HELPBAR_RIBBONS_LIST] = COMPOUND_STRING("{A_BUTTON}CHECK {B_BUTTON}CANCEL"),
|
||||
[HELPBAR_RIBBONS_CHECK] = COMPOUND_STRING("{B_BUTTON}CANCEL"),
|
||||
[HELPBAR_MAP_ZOOMED_OUT] = COMPOUND_STRING("{A_BUTTON}放大 {B_BUTTON}取消"),
|
||||
[HELPBAR_MAP_ZOOMED_IN] = COMPOUND_STRING("{A_BUTTON}全览 {B_BUTTON}取消"),
|
||||
[HELPBAR_MAP_ZOOMED_OUT_CANFLY] = COMPOUND_STRING("{A_BUTTON}放大 {B_BUTTON}取消 {R_BUTTON}飞翔"),
|
||||
[HELPBAR_MAP_ZOOMED_IN_CANFLY] = COMPOUND_STRING("{A_BUTTON}全览 {B_BUTTON}取消 {R_BUTTON}飞翔"),
|
||||
[HELPBAR_CONDITION_MON_LIST] = COMPOUND_STRING("{A_BUTTON}状态 {B_BUTTON}取消"),
|
||||
[HELPBAR_CONDITION_MON_STATUS] = COMPOUND_STRING("{A_BUTTON}标记 {B_BUTTON}取消"),
|
||||
[HELPBAR_CONDITION_MARKINGS] = COMPOUND_STRING("{A_BUTTON}选择标记 {B_BUTTON}取消"),
|
||||
[HELPBAR_MC_TRAINER_LIST] = COMPOUND_STRING("{A_BUTTON}菜单 {B_BUTTON}取消"),
|
||||
[HELPBAR_MC_CALL_MENU] = COMPOUND_STRING("{A_BUTTON}确定 {B_BUTTON}取消"),
|
||||
[HELPBAR_MC_CHECK_PAGE] = COMPOUND_STRING("{B_BUTTON}取消"),
|
||||
[HELPBAR_RIBBONS_MON_LIST] = COMPOUND_STRING("{A_BUTTON}奖章 {B_BUTTON}取消"),
|
||||
[HELPBAR_RIBBONS_LIST] = COMPOUND_STRING("{A_BUTTON}信息 {B_BUTTON}取消"),
|
||||
[HELPBAR_RIBBONS_CHECK] = COMPOUND_STRING("{B_BUTTON}取消"),
|
||||
};
|
||||
|
||||
static const u8 sHelpBarTextColors[3] =
|
||||
|
||||
@ -124,10 +124,10 @@ static const u16 sListWindow_Pal[] = INCBIN_U16("graphics/pokenav/match_call/lis
|
||||
static const u16 sPokeball_Pal[] = INCBIN_U16("graphics/pokenav/match_call/pokeball.gbapal");
|
||||
static const u32 sPokeball_Gfx[] = INCBIN_U32("graphics/pokenav/match_call/pokeball.4bpp.lz");
|
||||
|
||||
static const u8 gText_NumberRegistered[] = _("No. registered");
|
||||
static const u8 gText_NumberOfBattles[] = _("No. of battles");
|
||||
static const u8 gText_TrainerCloseBy[] = _("That TRAINER is close by.\nTalk to the TRAINER in person!");
|
||||
static const u8 gText_Unknown[] = _("UNKNOWN");
|
||||
static const u8 gText_NumberRegistered[] = _("登记人数");
|
||||
static const u8 gText_NumberOfBattles[] = _("对战次数");
|
||||
static const u8 gText_TrainerCloseBy[] = _("该训练家就在附近,\n与其交谈吧!");
|
||||
static const u8 gText_Unknown[] = _("未知");
|
||||
|
||||
static const struct BgTemplate sMatchCallBgTemplates[3] =
|
||||
{
|
||||
@ -204,9 +204,9 @@ static const struct WindowTemplate sMatchCallInfoBoxWindowTemplate =
|
||||
|
||||
static const u8 *const sMatchCallOptionTexts[MATCH_CALL_OPTION_COUNT] =
|
||||
{
|
||||
[MATCH_CALL_OPTION_CALL] = COMPOUND_STRING("CALL"),
|
||||
[MATCH_CALL_OPTION_CHECK] = COMPOUND_STRING("CHECK"),
|
||||
[MATCH_CALL_OPTION_CANCEL] = COMPOUND_STRING("CANCEL")
|
||||
[MATCH_CALL_OPTION_CALL] = COMPOUND_STRING("呼叫"),
|
||||
[MATCH_CALL_OPTION_CHECK] = COMPOUND_STRING("信息"),
|
||||
[MATCH_CALL_OPTION_CANCEL] = COMPOUND_STRING("取消")
|
||||
};
|
||||
|
||||
// The series of 5 dots that appear when someone is called with Match Call
|
||||
|
||||
@ -108,7 +108,7 @@ static const u32 sPokenavDeviceBgTilemap[] = INCBIN_U32("graphics/pokenav/device
|
||||
static const u16 sMatchCallBlueLightPal[] = INCBIN_U16("graphics/pokenav/blue_light.gbapal");
|
||||
static const u32 sMatchCallBlueLightTiles[] = INCBIN_U32("graphics/pokenav/blue_light.4bpp.lz");
|
||||
|
||||
static const u8 gText_NoRibbonWinners[] = _("There are no RIBBON winners.");
|
||||
static const u8 gText_NoRibbonWinners[] = _("没有获得奖章的宝可梦。");
|
||||
|
||||
static const struct BgTemplate sPokenavMainMenuBgTemplates[] = {
|
||||
{
|
||||
@ -269,20 +269,20 @@ static const struct WindowTemplate sOptionDescWindowTemplate =
|
||||
|
||||
static const u8 *const sPageDescriptions[] =
|
||||
{
|
||||
[POKENAV_MENUITEM_MAP] = COMPOUND_STRING("Check the map of the HOENN region"),
|
||||
[POKENAV_MENUITEM_CONDITION] = COMPOUND_STRING("Check POKéMON in detail."),
|
||||
[POKENAV_MENUITEM_MATCH_CALL] = COMPOUND_STRING("Call a registered TRAINER."),
|
||||
[POKENAV_MENUITEM_RIBBONS] = COMPOUND_STRING("Check obtained RIBBONS."),
|
||||
[POKENAV_MENUITEM_SWITCH_OFF] = COMPOUND_STRING("Put away the POKéNAV."),
|
||||
[POKENAV_MENUITEM_CONDITION_PARTY] = COMPOUND_STRING("Check party POKéMON in detail."),
|
||||
[POKENAV_MENUITEM_CONDITION_SEARCH] = COMPOUND_STRING("Check all POKéMON in detail."),
|
||||
[POKENAV_MENUITEM_CONDITION_CANCEL] = COMPOUND_STRING("Return to the POKéNAV menu."),
|
||||
[POKENAV_MENUITEM_CONDITION_SEARCH_COOL] = COMPOUND_STRING("Find cool POKéMON."),
|
||||
[POKENAV_MENUITEM_CONDITION_SEARCH_BEAUTY] = COMPOUND_STRING("Find beautiful POKéMON."),
|
||||
[POKENAV_MENUITEM_CONDITION_SEARCH_CUTE] = COMPOUND_STRING("Find cute POKéMON."),
|
||||
[POKENAV_MENUITEM_CONDITION_SEARCH_SMART] = COMPOUND_STRING("Find smart POKéMON."),
|
||||
[POKENAV_MENUITEM_CONDITION_SEARCH_TOUGH] = COMPOUND_STRING("Find tough POKéMON."),
|
||||
[POKENAV_MENUITEM_CONDITION_SEARCH_CANCEL] = COMPOUND_STRING("Return to the CONDITION menu.")
|
||||
[POKENAV_MENUITEM_MAP] = COMPOUND_STRING("查看丰缘地区地图"),
|
||||
[POKENAV_MENUITEM_CONDITION] = COMPOUND_STRING("查看宝可梦的详情"),
|
||||
[POKENAV_MENUITEM_MATCH_CALL] = COMPOUND_STRING("呼叫已登记的训练家"),
|
||||
[POKENAV_MENUITEM_RIBBONS] = COMPOUND_STRING("查看已获得的奖章"),
|
||||
[POKENAV_MENUITEM_SWITCH_OFF] = COMPOUND_STRING("关闭宝可梦导航器"),
|
||||
[POKENAV_MENUITEM_CONDITION_PARTY] = COMPOUND_STRING("查看同行的宝可梦的详情"),
|
||||
[POKENAV_MENUITEM_CONDITION_SEARCH] = COMPOUND_STRING("查看所有的宝可梦的详情"),
|
||||
[POKENAV_MENUITEM_CONDITION_CANCEL] = COMPOUND_STRING("返回宝可梦导航器首页"),
|
||||
[POKENAV_MENUITEM_CONDITION_SEARCH_COOL] = COMPOUND_STRING("按照帅气度查找宝可梦"),
|
||||
[POKENAV_MENUITEM_CONDITION_SEARCH_BEAUTY] = COMPOUND_STRING("按照美丽度查找宝可梦"),
|
||||
[POKENAV_MENUITEM_CONDITION_SEARCH_CUTE] = COMPOUND_STRING("按照可爱度查找宝可梦"),
|
||||
[POKENAV_MENUITEM_CONDITION_SEARCH_SMART] = COMPOUND_STRING("按照聪明度查找宝可梦"),
|
||||
[POKENAV_MENUITEM_CONDITION_SEARCH_TOUGH] = COMPOUND_STRING("按照强壮度查找宝可梦"),
|
||||
[POKENAV_MENUITEM_CONDITION_SEARCH_CANCEL] = COMPOUND_STRING("返回状态菜单")
|
||||
};
|
||||
|
||||
static const u8 sOptionDescTextColors[] = {TEXT_COLOR_GREEN, TEXT_COLOR_BLUE, TEXT_COLOR_LIGHT_GREEN};
|
||||
|
||||
470
src/strings.c
470
src/strings.c
@ -40,8 +40,8 @@ ALIGNED(4) const u8 gText_PickNextCancel[] = _("{DPAD_UPDOWN}选择 {A_BUTTON}
|
||||
ALIGNED(4) const u8 gText_PickCancel[] = _("{DPAD_UPDOWN}选择 {A_BUTTON}{B_BUTTON}取消");
|
||||
ALIGNED(4) const u8 gText_AButtonExit[] = _("{A_BUTTON}退出");
|
||||
const u8 gText_ThisIsAPokemon[] = _("这就是被我们称为\n“宝可梦”的生物。{PAUSE 96}\p");
|
||||
const u8 gText_5MarksPokemon[] = _("???宝可梦");
|
||||
const u8 gText_UnkHeight[] = _("{CLEAR_TO 0x0C}??.?m");
|
||||
const u8 gText_5MarksPokemon[] = _("???宝可梦");
|
||||
const u8 gText_UnkHeight[] = _("{CLEAR_TO 0x0C}???.?m");
|
||||
const u8 gText_UnkHeightMetric[] = _("???.? m");
|
||||
const u8 gText_UnkWeight[] = _("???.?kg");
|
||||
const u8 gText_UnkWeightMetric[] = _("???.? kg.");
|
||||
@ -107,21 +107,21 @@ const u8 gText_DexSearchDontSpecify[] = _("没有指定");
|
||||
const u8 gText_DexSearchTypeNone[] = _("无");
|
||||
const u8 gText_SelectorArrow[] = _("▶");
|
||||
const u8 gText_EmptySpace[] = _(""); // Unused
|
||||
const u8 gText_WelcomeToHOF[] = _("欢迎进入殿堂!");
|
||||
const u8 gText_HOFDexRating[] = _("已发现的宝可梦:{STR_VAR_1}!\n已抓到的宝可梦:{STR_VAR_2}!\p小田卷博士的图鉴评价!\p小田卷博士:让我看看……\p");
|
||||
const u8 gText_WelcomeToHOF[] = _("欢迎进入殿堂!");
|
||||
const u8 gText_HOFDexRating[] = _("已发现的宝可梦:{STR_VAR_1}!\n已抓到的宝可梦:{STR_VAR_2}!\p小田卷博士的图鉴评价!\p小田卷博士:让我看看……\p");
|
||||
const u8 gText_HOFDexSaving[] = _("保存中…\n不要关闭电源。");
|
||||
const u8 gText_HOFCorrupted[] = _("殿堂的数据损坏了。");
|
||||
const u8 gText_HOFNumber[] = _("荣誉殿堂 No.{STR_VAR_1}");
|
||||
const u8 gText_LeagueChamp[] = _("联盟冠军!\n热烈祝贺!");
|
||||
const u8 gText_LeagueChamp[] = _("联盟冠军!\n热烈祝贺!");
|
||||
const u8 gText_Number[] = _("No.");
|
||||
const u8 gText_Level[] = _("Lv.");
|
||||
const u8 gText_IdNumberSlash[] = _("{ID}{NO} /"); // Unused
|
||||
const u8 gText_Name[] = _("名字");
|
||||
const u8 gText_IDNumber[] = _("{ID}{NO}");
|
||||
const u8 gText_BirchInTrouble[] = _("小田卷博士遇到麻烦了!\n请拿出宝可梦去救助他吧!");
|
||||
const u8 gText_ConfirmStarterChoice[] = _("确定选择这个宝可梦?");
|
||||
const u8 gText_BirchInTrouble[] = _("小田卷博士遇到麻烦了!\n请拿出宝可梦去救助他吧!");
|
||||
const u8 gText_ConfirmStarterChoice[] = _("确定选择这只宝可梦?");
|
||||
const u8 gText_Pokemon4[] = _("宝可梦"); // Unused
|
||||
const u8 gText_FlyToWhere[] = _("要飞到哪里?");
|
||||
const u8 gText_FlyToWhere[] = _("要飞到哪里?");
|
||||
const u8 gMenuText_Use[] = _("使用");
|
||||
const u8 gMenuText_Toss[] = _("丢弃");
|
||||
const u8 gMenuText_Register[] = _("登录");
|
||||
@ -151,18 +151,18 @@ const u8 gText_xVar1[] = _("×{STR_VAR_1}");
|
||||
const u8 gText_Berry2[] = _("树果"); // Unused
|
||||
const u8 gText_Coins[] = _("{STR_VAR_1}枚代币");
|
||||
const u8 gText_CloseBag[] = _("合上包包");
|
||||
const u8 gText_Var1IsSelected[] = _("要对{STR_VAR_1} \n做什么?");
|
||||
const u8 gText_Var1IsSelected[] = _("要对{STR_VAR_1} \n做什么?");
|
||||
const u8 gText_CantWriteMail[] = _("你不能在这\n写邮件。");
|
||||
const u8 gText_NoPokemon[] = _("没有宝可梦。");
|
||||
const u8 gText_MoveVar1Where[] = _("移动\n{STR_VAR_1}\n去哪?");
|
||||
const u8 gText_MoveVar1Where[] = _("移动\n{STR_VAR_1}\n去哪?");
|
||||
const u8 gText_Var1CantBeHeld[] = _("{STR_VAR_1}无法携带。");
|
||||
const u8 gText_TossHowManyVar1s[] = _("丢弃多少个\n{STR_VAR_1}?");
|
||||
const u8 gText_TossHowManyVar1s[] = _("丢弃多少个\n{STR_VAR_1}?");
|
||||
const u8 gText_ThrewAwayVar2Var1s[] = _("丢弃了{STR_VAR_2}个\n{STR_VAR_1}。");
|
||||
const u8 gText_ConfirmTossItems[] = _("是否确定\n丢弃{STR_VAR_2}个\n{STR_VAR_1}?");
|
||||
const u8 gText_DadsAdvice[] = _("老爸说过……\n{PLAYER},道具是要看场合来用的啊!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_ConfirmTossItems[] = _("是否确定\n丢弃{STR_VAR_2}个\n{STR_VAR_1}?");
|
||||
const u8 gText_DadsAdvice[] = _("老爸说过……\n{PLAYER},道具是要看场合来用的啊!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PlayerUsedVar2[] = _("{PLAYER}使用了\n{STR_VAR_2}。{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_RepelEffectsLingered[] = _("之前使用的喷雾效果还留着!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_LureEffectsLingered[] = _("之前使用的香水效果还留着!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_RepelEffectsLingered[] = _("之前使用的喷雾效果还留着!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_LureEffectsLingered[] = _("之前使用的香水效果还留着!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_BoxFull[] = _("这个盒子满了。{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_TheField[] = _("野外");
|
||||
const u8 gText_TheBattle[] = _("战斗");
|
||||
@ -212,118 +212,118 @@ const u8 gText_NumberItem_HM[] = _("{CLEAR_TO 0x11}{STR_VAR_1}{CLEAR 0x05}{STR_V
|
||||
const u8 gText_ShopBuy[] = _("购买");
|
||||
const u8 gText_ShopSell[] = _("出售");
|
||||
const u8 gText_ShopQuit[] = _("退出");
|
||||
const u8 gText_ThatItemIsSoldOut[] = _("不好意思!\n该商品已售罄!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_ThatItemIsSoldOut[] = _("不好意思!\n该商品已售罄!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_SoldOut[] = _("售罄");
|
||||
const u8 gText_InBagVar1[] = _("持有: {STR_VAR_1}");
|
||||
const u8 gText_QuitShopping[] = _("结束购物");
|
||||
const u8 gText_Var1CertainlyHowMany[] = _("您要买几个{STR_VAR_1}?");
|
||||
const u8 gText_Var1CertainlyHowMany2[] = _("您要买几个{STR_VAR_1}?");
|
||||
const u8 gText_Var1CertainlyHowMany[] = _("您要买几个{STR_VAR_1}?");
|
||||
const u8 gText_Var1CertainlyHowMany2[] = _("您要买几个{STR_VAR_1}?");
|
||||
const u8 gText_Var1AndYouWantedVar2[] = _("是{STR_VAR_1}啊。\n{STR_VAR_2}个一共是¥{STR_VAR_3}。");
|
||||
const u8 gText_Var1IsItThatllBeVar2[] = _("是{STR_VAR_1}啊。\n价格是¥{STR_VAR_2}。");
|
||||
const u8 gText_YouWantedVar1ThatllBeVar2[] = _("是{STR_VAR_1}啊。\n价格是¥{STR_VAR_2},可以吗?");
|
||||
const u8 gText_YouWantedVar1ThatllBeVar2[] = _("是{STR_VAR_1}啊。\n价格是¥{STR_VAR_2},可以吗?");
|
||||
const u8 gText_HereYouGoThankYou[] = _("请拿好。\n谢谢惠顾。");
|
||||
const u8 gText_ThankYouIllSendItHome[] = _("谢谢惠顾。\n我会把商品送到您家的电脑中。");
|
||||
const u8 gText_ThanksIllSendItHome[] = _("谢谢惠顾。\n我会把商品送到您家的电脑中。");
|
||||
const u8 gText_YouDontHaveMoney[] = _("您的钱不够呢!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_YouDontHaveMoney[] = _("您的钱不够呢!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_NoMoreRoomForThis[] = _("不好意思,\n您好像已经拿不下呢……{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_SpaceForVar1Full[] = _("您已经拿不下\n更多的{STR_VAR_1}了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_AnythingElseICanHelp[] = _("还有什么其他需要吗?");
|
||||
const u8 gText_CanIHelpWithAnythingElse[] = _("还有什么其他需要吗?");
|
||||
const u8 gText_ThrowInPremierBall[] = _("还要多送个纪念球给您哦!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_ThrowInPremierBalls[] = _("还要多送{STR_VAR_1}个纪念球给您哦!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_CantBuyKeyItem[] = _("{STR_VAR_2}吗?不好意思。\n这个我们无法收购呢。{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_HowManyToSell[] = _("要卖出多少个{STR_VAR_2}?");
|
||||
const u8 gText_ICanPayVar1[] = _("那么我用¥{STR_VAR_1}跟您收购吧。\n可以吗?");
|
||||
const u8 gText_SpaceForVar1Full[] = _("您已经拿不下\n更多的{STR_VAR_1}了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_AnythingElseICanHelp[] = _("还有什么其他需要吗?");
|
||||
const u8 gText_CanIHelpWithAnythingElse[] = _("还有什么其他需要吗?");
|
||||
const u8 gText_ThrowInPremierBall[] = _("还要多送个纪念球给您哦!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_ThrowInPremierBalls[] = _("还要多送{STR_VAR_1}个纪念球给您哦!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_CantBuyKeyItem[] = _("{STR_VAR_2}吗?不好意思。\n这个我们无法收购呢。{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_HowManyToSell[] = _("要卖出多少个{STR_VAR_2}?");
|
||||
const u8 gText_ICanPayVar1[] = _("那么我用¥{STR_VAR_1}跟您收购吧。\n可以吗?");
|
||||
const u8 gText_TurnedOverVar1ForVar2[] = _("给出{STR_VAR_2},\n拿到了¥{STR_VAR_1}。");
|
||||
const u8 gText_PokedollarVar1[] = _("¥{STR_VAR_1}");
|
||||
const u8 gText_HP3[] = _("HP");
|
||||
const u8 gText_SpAtk3[] = _("特攻");
|
||||
const u8 gText_SpDef3[] = _("特防");
|
||||
const u8 gText_WontHaveEffect[] = _("没有任何效果。{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_NextFusionMon[] = _("要和哪只宝可梦合体呢?");
|
||||
const u8 gText_CantBeUsedOnPkmn[] = _("这个不能对\n那个宝可梦使用。{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnCantSwitchOut[] = _("{STR_VAR_1}不能\n交换!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnAlreadyInBattle[] = _("{STR_VAR_1}已经在\n战斗了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_NextFusionMon[] = _("要和哪只宝可梦合体呢?");
|
||||
const u8 gText_CantBeUsedOnPkmn[] = _("这个不能对\n那只宝可梦使用。{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnCantSwitchOut[] = _("{STR_VAR_1}不能\n交换!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnAlreadyInBattle[] = _("{STR_VAR_1}已经在\n战斗了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnAlreadySelected[] = _("{STR_VAR_1}已经被\n选择了。{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnHasNoEnergy[] = _("{STR_VAR_1}场上已经没有\n对手了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_CantSwitchWithAlly[] = _("你不能交换{STR_VAR_1}的\n宝可梦!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_EggCantBattle[] = _("{PAUSE_UNTIL_PRESS},宝可梦蛋不能参战!");
|
||||
const u8 gText_PkmnHasNoEnergy[] = _("{STR_VAR_1}场上已经没有\n对手了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_CantSwitchWithAlly[] = _("你不能交换{STR_VAR_1}的\n宝可梦!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_EggCantBattle[] = _("{PAUSE_UNTIL_PRESS},宝可梦蛋不能参战!");
|
||||
const u8 gText_CantUseUntilNewBadge[] = _("在得到新的徽章之前\n还不能使用。{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_NoMoreThanVar1Pkmn[] = _("不超过{STR_VAR_1}宝可梦\n才能进入。{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_SendMailToPC[] = _("取下邮件并发去\n你的电脑吗?");
|
||||
const u8 gText_MailSentToPC[] = _("邮件已经发送去你的电脑了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PCMailboxFull[] = _("你电脑的邮箱已经满了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_MailMessageWillBeLost[] = _("如果把邮件取下来,内容\n会丢失,确定吗?");
|
||||
const u8 gText_RemoveMailBeforeItem[] = _("取下邮件才能\n携带道具!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnWasGivenItem[] = _("给{STR_VAR_1}\n携带了{STR_VAR_2}!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnAlreadyHoldingItemSwitch[] = _("{STR_VAR_1}已经携带了\n{STR_VAR_2}。\p要和持有的道具\n交换吗?");
|
||||
const u8 gText_PkmnNotHolding[] = _("{STR_VAR_1}没有携带\n任何道具!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_ReceivedItemFromPkmn[] = _("从{STR_VAR_1}那里\n拿到了{STR_VAR_2}!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_SendMailToPC[] = _("取下邮件并发去\n你的电脑吗?");
|
||||
const u8 gText_MailSentToPC[] = _("邮件已经发送去你的电脑了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PCMailboxFull[] = _("你电脑的邮箱已经满了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_MailMessageWillBeLost[] = _("如果把邮件取下来,内容\n会丢失,确定吗?");
|
||||
const u8 gText_RemoveMailBeforeItem[] = _("取下邮件才能\n携带道具!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnWasGivenItem[] = _("给{STR_VAR_1}\n携带了{STR_VAR_2}!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnAlreadyHoldingItemSwitch[] = _("{STR_VAR_1}已经携带了\n{STR_VAR_2}。\p要和持有的道具\n交换吗?");
|
||||
const u8 gText_PkmnNotHolding[] = _("{STR_VAR_1}没有携带\n任何道具!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_ReceivedItemFromPkmn[] = _("从{STR_VAR_1}那里\n拿到了{STR_VAR_2}!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_MailTakenFromPkmn[] = _("将宝可梦身上的邮件\n取下来了。{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_SwitchedPkmnItem[] = _("取回了{STR_VAR_2}\n并携带了{STR_VAR_1}。{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnHoldingItemCantHoldMail[] = _("宝可梦已经携带了\n道具,不能再持有邮件了。{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_MailTransferredFromMailbox[] = _("从邮箱里拿出了\n邮件。{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_BagFullCouldNotRemoveItem[] = _("包包已经满了,宝可梦的\n道具不能放进去了。{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnLearnedMove3[] = _("{STR_VAR_1}学会了\n{STR_VAR_2}!");
|
||||
const u8 gText_PkmnCantLearnMove[] = _("{STR_VAR_1}与{STR_VAR_2}\n不匹配!\p{STR_VAR_2}是学不会的!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnNeedsToReplaceMove[] = _("{STR_VAR_1}想要学习\n{STR_VAR_2}……\p为了学习{STR_VAR_2},\p要忘记其他的招式吗?");
|
||||
const u8 gText_StopLearningMove2[] = _("放弃学习{STR_VAR_2}吗?");
|
||||
const u8 gText_PkmnLearnedMove3[] = _("{STR_VAR_1}学会了\n{STR_VAR_2}!");
|
||||
const u8 gText_PkmnCantLearnMove[] = _("{STR_VAR_1}与{STR_VAR_2}\n不匹配!\p{STR_VAR_2}是学不会的!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnNeedsToReplaceMove[] = _("{STR_VAR_1}想要学习\n{STR_VAR_2}……\p为了学习{STR_VAR_2},\p要忘记其他的招式吗?");
|
||||
const u8 gText_StopLearningMove2[] = _("放弃学习{STR_VAR_2}吗?");
|
||||
const u8 gText_MoveNotLearned[] = _("{STR_VAR_1}没有学习\n{STR_VAR_2}就结束了。{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_WhichMoveToForget[] = _("要忘记哪个招式呢?{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_12PoofForgotMove[] = _("1,{PAUSE 15}2,{PAUSE 15}… {PAUSE 15}… {PAUSE 15}… {PAUSE 15}{PLAY_SE SE_BALL_BOUNCE_1}空!\p{STR_VAR_1}把{STR_VAR_2}的\n使用方法忘得干干净净了!\p于是……!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnAlreadyKnows[] = _("{STR_VAR_1}学会了\n{STR_VAR_2}!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_WhichMoveToForget[] = _("要忘记哪个招式呢?{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_12PoofForgotMove[] = _("1,{PAUSE 15}2,{PAUSE 15}… {PAUSE 15}… {PAUSE 15}… {PAUSE 15}{PLAY_SE SE_BALL_BOUNCE_1}空!\p{STR_VAR_1}把{STR_VAR_2}的\n使用方法忘得干干净净了!\p于是……!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnAlreadyKnows[] = _("{STR_VAR_1}学会了\n{STR_VAR_2}!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnHPRestoredByVar2[] = _("{STR_VAR_1}的体力回复了\n{STR_VAR_2}。{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnCuredOfPoison[] = _("{STR_VAR_1}的毒\n消失得干干净净!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnCuredOfParalysis[] = _("{STR_VAR_1}身体的\n麻痹状态消除了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnWokeUp2[] = _("{STR_VAR_1}醒过来了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnBurnHealed[] = _("{STR_VAR_1}的灼伤治愈了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnFrostbiteHealed[] = _("{STR_VAR_1}的冻伤治愈了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnThawedOut[] = _("{STR_VAR_1}身体的冰融化了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PPWasRestored[] = _("回复PP了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnRegainhedHealth[] = _("{STR_VAR_1}回复体力了!{PAUSE_UNTIL_PRESS}"); // Unused
|
||||
const u8 gText_PkmnBecameHealthy[] = _("{STR_VAR_1}变得健康了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_MovesPPIncreased[] = _("{STR_VAR_1}的PP上升了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnElevatedToLvVar2[] = _("{STR_VAR_1}的等级升到了\nLv.{STR_VAR_2}!");
|
||||
const u8 gText_PkmnGainedExp[] = _("{STR_VAR_1}获得了{STR_VAR_2}经验值!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnGainedExpAndElevatedToLvVar3[] = _("{STR_VAR_1}获得了{STR_VAR_2}经验值,\n等级提升到了Lv. {STR_VAR_3}!");
|
||||
const u8 gText_PkmnBaseVar2StatIncreased[] = _("{STR_VAR_1}的基础{STR_VAR_2}\n上升了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnFriendlyBaseVar2Fell[] = _("{STR_VAR_1}和你有点亲密了!\n{STR_VAR_2}的基础点数降低了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnAdoresBaseVar2Fell[] = _("{STR_VAR_1}和你的亲密度已经最高了!\n{STR_VAR_2}的基础点数降低了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnFriendlyBaseVar2CantFall[] = _("{STR_VAR_1}和你有点亲密了!\n{STR_VAR_2}的基础点数不再降低!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnSnappedOutOfConfusion[] = _("{STR_VAR_1}的\n混乱解除了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnGotOverInfatuation[] = _("{STR_VAR_1}的\n着迷解除了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnTransformed[] = _("{STR_VAR_1}变身了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_ThrowAwayItem[] = _("丢弃这个\n{STR_VAR_1}吗?");
|
||||
const u8 gText_PkmnCuredOfPoison[] = _("{STR_VAR_1}的毒\n消失得干干净净!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnCuredOfParalysis[] = _("{STR_VAR_1}身体的\n麻痹状态消除了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnWokeUp2[] = _("{STR_VAR_1}醒过来了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnBurnHealed[] = _("{STR_VAR_1}的灼伤治愈了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnFrostbiteHealed[] = _("{STR_VAR_1}的冻伤治愈了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnThawedOut[] = _("{STR_VAR_1}身体的冰融化了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PPWasRestored[] = _("回复PP了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnRegainhedHealth[] = _("{STR_VAR_1}回复体力了!{PAUSE_UNTIL_PRESS}"); // Unused
|
||||
const u8 gText_PkmnBecameHealthy[] = _("{STR_VAR_1}变得健康了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_MovesPPIncreased[] = _("{STR_VAR_1}的PP上升了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnElevatedToLvVar2[] = _("{STR_VAR_1}的等级升到了\nLv.{STR_VAR_2}!");
|
||||
const u8 gText_PkmnGainedExp[] = _("{STR_VAR_1}获得了{STR_VAR_2}经验值!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnGainedExpAndElevatedToLvVar3[] = _("{STR_VAR_1}获得了{STR_VAR_2}经验值,\n等级提升到了Lv. {STR_VAR_3}!");
|
||||
const u8 gText_PkmnBaseVar2StatIncreased[] = _("{STR_VAR_1}的基础{STR_VAR_2}\n上升了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnFriendlyBaseVar2Fell[] = _("{STR_VAR_1}和你有点亲密了!\n{STR_VAR_2}的基础点数降低了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnAdoresBaseVar2Fell[] = _("{STR_VAR_1}和你的亲密度已经最高了!\n{STR_VAR_2}的基础点数降低了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnFriendlyBaseVar2CantFall[] = _("{STR_VAR_1}和你有点亲密了!\n{STR_VAR_2}的基础点数不再降低!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnSnappedOutOfConfusion[] = _("{STR_VAR_1}的\n混乱解除了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnGotOverInfatuation[] = _("{STR_VAR_1}的\n着迷解除了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnTransformed[] = _("{STR_VAR_1}变身了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_ThrowAwayItem[] = _("丢弃这个\n{STR_VAR_1}吗?");
|
||||
const u8 gText_ItemThrownAway[] = _("{STR_VAR_1}\n被丢掉了。{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_TeachWhichPokemon2[] = _("让哪个宝可梦学会?"); // Unused
|
||||
const u8 gText_ChoosePokemon[] = _("请选择一个宝可梦。");
|
||||
const u8 gText_MoveToWhere[] = _("移动到哪里?");
|
||||
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_GiveToWhichPokemon[] = _("给予哪个宝可梦?");
|
||||
const u8 gText_DoWhatWithPokemon[] = _("对{STR_VAR_1}做什么?");
|
||||
const u8 gText_TeachWhichPokemon2[] = _("让哪只宝可梦学会?"); // Unused
|
||||
const u8 gText_ChoosePokemon[] = _("请选择一只宝可梦。");
|
||||
const u8 gText_MoveToWhere[] = _("移动到哪里?");
|
||||
const u8 gText_TeachWhichPokemon[] = _("让哪只宝可梦学会?");
|
||||
const u8 gText_UseOnWhichPokemon[] = _("用于哪只宝可梦?");
|
||||
const u8 gText_GiveToWhichPokemon[] = _("给予哪只宝可梦?");
|
||||
const u8 gText_DoWhatWithPokemon[] = _("对{STR_VAR_1}做什么?");
|
||||
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_AlreadySurfing[] = _("你已经在冲浪了。");
|
||||
const u8 gText_CantUseHere[] = _("不能在这里使用!");
|
||||
const u8 gText_RestoreWhichMove[] = _("回复哪个招式?");
|
||||
const u8 gText_BoostPp[] = _("增加哪个招式的PP?");
|
||||
const u8 gText_DoWhatWithItem[] = _("对这个道具做什么?");
|
||||
const u8 gText_NoPokemonForBattle[] = _("没有宝可梦出战!");
|
||||
const u8 gText_ChoosePokemon2[] = _("请选择一个宝可梦。");
|
||||
const u8 gText_CantUseHere[] = _("不能在这里使用!");
|
||||
const u8 gText_RestoreWhichMove[] = _("回复哪个招式?");
|
||||
const u8 gText_BoostPp[] = _("增加哪个招式的PP?");
|
||||
const u8 gText_DoWhatWithItem[] = _("对这个道具做什么?");
|
||||
const u8 gText_NoPokemonForBattle[] = _("没有宝可梦出战!");
|
||||
const u8 gText_ChoosePokemon2[] = _("请选择一只宝可梦。");
|
||||
const u8 gText_NotEnoughHp[] = _("没有足够体力……");
|
||||
const u8 gText_PokemonAreNeeded[] = _("{STR_VAR_1}宝可梦是必须的!");
|
||||
const u8 gText_PokemonCantBeSame[] = _("宝可梦不能一样!");
|
||||
const u8 gText_NoIdenticalHoldItems[] = _("不能携带相同的道具!");
|
||||
const u8 gText_CurrentIsTooFast[] = _("水流太急了!");
|
||||
const u8 gText_DoWhatWithMail[] = _("怎样处理这个邮件?");
|
||||
const u8 gText_PokemonAreNeeded[] = _("{STR_VAR_1}宝可梦是必须的!");
|
||||
const u8 gText_PokemonCantBeSame[] = _("宝可梦不能一样!");
|
||||
const u8 gText_NoIdenticalHoldItems[] = _("不能携带相同的道具!");
|
||||
const u8 gText_CurrentIsTooFast[] = _("水流太急了!");
|
||||
const u8 gText_DoWhatWithMail[] = _("怎样处理这个邮件?");
|
||||
const u8 gText_ChoosePokemonCancel[] = _("请选择宝可梦或者取消。");
|
||||
const u8 gText_ChoosePokemonConfirm[] = _("请选择宝可梦并且确认。");
|
||||
const u8 gText_SendWhichMonToPC[] = _("Send which POKéMON to the PC?");
|
||||
const u8 gText_EnjoyCycling[] = _("让我们享受兜风吧!");
|
||||
const u8 gText_InUseAlready_PM[] = _("这个已经在使用了!");
|
||||
const u8 gText_AlreadyHoldingOne[] = _("{STR_VAR_1}已经携带了\n一个{STR_VAR_2}!");
|
||||
const u8 gText_WhichAppliance[] = _("要购买哪种电器呢?");
|
||||
const u8 gText_SendWhichMonToPC[] = _("Send which POKéMON to the PC?");
|
||||
const u8 gText_EnjoyCycling[] = _("让我们享受兜风吧!");
|
||||
const u8 gText_InUseAlready_PM[] = _("这个已经在使用了!");
|
||||
const u8 gText_AlreadyHoldingOne[] = _("{STR_VAR_1}已经携带了\n一个{STR_VAR_2}!");
|
||||
const u8 gText_WhichAppliance[] = _("要购买哪种电器呢?");
|
||||
const u8 gText_NoUse[] = _("不使用。");
|
||||
const u8 gText_Able[] = _("可用");
|
||||
const u8 gText_First_PM[] = _("第一");
|
||||
@ -331,30 +331,30 @@ const u8 gText_Second_PM[] = _("第二");
|
||||
const u8 gText_Third_PM[] = _("第三");
|
||||
const u8 gText_Able2[] = _("可用");
|
||||
const u8 gText_NotAble[] = _("不可用");
|
||||
const u8 gText_Able3[] = _("能学!");
|
||||
const u8 gText_NotAble2[] = _("不能学!");
|
||||
const u8 gText_Able3[] = _("能学!");
|
||||
const u8 gText_NotAble2[] = _("不能学!");
|
||||
const u8 gText_Learned[] = _("已学会");
|
||||
const u8 gText_Have[] = _("已有");
|
||||
const u8 gText_DontHave[] = _("没有");
|
||||
const u8 gText_Fourth[] = _("第四");
|
||||
const u8 gText_PkmnCantParticipate[] = _("这个宝可梦不能参加!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_CancelParticipation[] = _("取消参加?");
|
||||
const u8 gText_CancelBattle[] = _("取消战斗?");
|
||||
const u8 gText_ReturnToWaitingRoom[] = _("返回等候大厅吗?");
|
||||
const u8 gText_CancelChallenge[] = _("取消挑战吗?");
|
||||
const u8 gText_EscapeFromHere[] = _("准备从这里脱离并\n返回{STR_VAR_1}吗?");
|
||||
const u8 gText_ReturnToHealingSpot[] = _("准备返回上一个\n在{STR_VAR_1}的回复点吗?");
|
||||
const u8 gText_PkmnCantParticipate[] = _("这只宝可梦不能参加!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_CancelParticipation[] = _("取消参加?");
|
||||
const u8 gText_CancelBattle[] = _("取消战斗?");
|
||||
const u8 gText_ReturnToWaitingRoom[] = _("返回等候大厅吗?");
|
||||
const u8 gText_CancelChallenge[] = _("取消挑战吗?");
|
||||
const u8 gText_EscapeFromHere[] = _("准备从这里脱离并\n返回{STR_VAR_1}吗?");
|
||||
const u8 gText_ReturnToHealingSpot[] = _("准备返回上一个\n在{STR_VAR_1}的回复点吗?");
|
||||
const u8 gText_PauseUntilPress[] = _("{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gJPText_AreYouSureYouWantToSpinTradeMon[] = _("{STR_VAR_1}を ぐるぐるこうかんに\nだして よろしいですか?");
|
||||
ALIGNED(4) const u8 gText_OnlyPkmnForBattle[] = _("这是你最后一个能\n战斗的宝可梦了!");
|
||||
ALIGNED(4) const u8 gText_PkmnCantBeTradedNow[] = _("这个宝可梦暂时不能\n交换!");
|
||||
ALIGNED(4) const u8 gText_PkmnCantBeTraded[] = _("这个宝可梦不能\n交换!");
|
||||
ALIGNED(4) const u8 gText_EggCantBeTradedNow[] = _("蛋不能交换!");
|
||||
ALIGNED(4) const u8 gText_OtherTrainersPkmnCantBeTraded[] = _("对方训练家的宝可梦\n暂时不能交换!");
|
||||
ALIGNED(4) const u8 gText_OtherTrainerCantAcceptPkmn[] = _("对方训练家暂时不能\n接受这个宝可梦!");
|
||||
ALIGNED(4) const u8 gText_CantTradeWithTrainer[] = _("你暂时不能和那个\n训练家交换!");
|
||||
ALIGNED(4) const u8 gText_NotPkmnOtherTrainerWants[] = _("这不是对方训练家\n想要的宝可梦种类!");
|
||||
ALIGNED(4) const u8 gText_ThatIsntAnEgg[] = _("那不是宝可梦蛋!");
|
||||
ALIGNED(4) const u8 gText_OnlyPkmnForBattle[] = _("这是你最后一个能\n战斗的宝可梦了!");
|
||||
ALIGNED(4) const u8 gText_PkmnCantBeTradedNow[] = _("这只宝可梦暂时不能\n交换!");
|
||||
ALIGNED(4) const u8 gText_PkmnCantBeTraded[] = _("这只宝可梦不能\n交换!");
|
||||
ALIGNED(4) const u8 gText_EggCantBeTradedNow[] = _("蛋不能交换!");
|
||||
ALIGNED(4) const u8 gText_OtherTrainersPkmnCantBeTraded[] = _("对方训练家的宝可梦\n暂时不能交换!");
|
||||
ALIGNED(4) const u8 gText_OtherTrainerCantAcceptPkmn[] = _("对方训练家暂时不能\n接受这只宝可梦!");
|
||||
ALIGNED(4) const u8 gText_CantTradeWithTrainer[] = _("你暂时不能和那个\n训练家交换!");
|
||||
ALIGNED(4) const u8 gText_NotPkmnOtherTrainerWants[] = _("这不是对方训练家\n想要的宝可梦种类!");
|
||||
ALIGNED(4) const u8 gText_ThatIsntAnEgg[] = _("那不是宝可梦蛋!");
|
||||
const u8 gText_Register[] = _("登记");
|
||||
const u8 gText_Attack3[] = _("攻击");
|
||||
const u8 gText_Defense3[] = _("防御");
|
||||
@ -383,9 +383,9 @@ const u8 gText_BattleMoves[] = _("战斗招式");
|
||||
const u8 gText_ContestMoves[] = _("华丽大赛招式");
|
||||
const u8 gText_Info[] = _("说明");
|
||||
const u8 gText_EggWillTakeALongTime[] = _("看着来,这个蛋像是\n要很久才能孵化。");
|
||||
const u8 gText_EggWillTakeSomeTime[] = _("会孵化出什么呢?\n还需要一段时间。");
|
||||
const u8 gText_EggWillTakeSomeTime[] = _("会孵化出什么呢?\n还需要一段时间。");
|
||||
const u8 gText_EggWillHatchSoon[] = _("偶然会摇动,\n应该快要孵化了。");
|
||||
const u8 gText_EggAboutToHatch[] = _("从里面传出了声音,\n即将孵化了!");
|
||||
const u8 gText_EggAboutToHatch[] = _("从里面传出了声音,\n即将孵化了!");
|
||||
const u8 gText_HMMovesCantBeForgotten2[] = _("暂时不能忘记秘传招式。");
|
||||
const u8 gText_XNatureMetAtYZ[] = _("性格{DYNAMIC 0}{DYNAMIC 2}{DYNAMIC 1}{DYNAMIC 5},\n{LV_2}{DYNAMIC 0}{DYNAMIC 3}{DYNAMIC 1}时\n在{DYNAMIC 0}{DYNAMIC 4}{DYNAMIC 1}遇到。");
|
||||
const u8 gText_XNatureHatchedAtYZ[] = _("性格{DYNAMIC 0}{DYNAMIC 2}{DYNAMIC 1}{DYNAMIC 5},\n{LV_2}{DYNAMIC 0}{DYNAMIC 3}{DYNAMIC 1}时\n在{DYNAMIC 0}{DYNAMIC 4}{DYNAMIC 1}孵化。。");
|
||||
@ -401,7 +401,7 @@ const u8 gText_PeculiarEggTrade[] = _("通过交换得到的\n罕见的宝可梦
|
||||
const u8 gText_EggFromHotSprings[] = _("在温泉那里\n得到的宝可梦蛋。");
|
||||
const u8 gText_EggFromTraveler[] = _("在一个旅行者那里得到的\n不可思议的宝可梦蛋。");
|
||||
const u8 gText_ApostropheSBase[] = _("的基地");
|
||||
const u8 gText_OkayToDeleteFromRegistry[] = _("是否可以从注册簿\n删除{STR_VAR_1}?");
|
||||
const u8 gText_OkayToDeleteFromRegistry[] = _("是否可以从注册簿\n删除{STR_VAR_1}?");
|
||||
const u8 gText_RegisteredDataDeleted[] = _("注册记录已被删除。{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_NoRegistry[] = _("没有任何的注册条目。{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_DelRegist[] = _("删除注册项。");
|
||||
@ -410,9 +410,9 @@ const u8 gText_Decorate[] = _("装饰");
|
||||
const u8 gText_PutAway[] = _("收好");
|
||||
const u8 gText_Toss2[] = _("丢弃");
|
||||
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_StoreChosenDecorInPC[] = _("将选择的装饰物品存入了电脑中。");
|
||||
const u8 gText_ThrowAwayUnwantedDecors[] = _("丢弃了不想要的装饰物品。");
|
||||
const u8 gText_PutOutSelectedDecorItem[] = _("取出选择的装饰物品。");
|
||||
const u8 gText_StoreChosenDecorInPC[] = _("将选择的装饰物品存入电脑中。");
|
||||
const u8 gText_ThrowAwayUnwantedDecors[] = _("丢弃不想要的装饰物品。");
|
||||
const u8 gText_NoDecorations[] = _("目前没有任何装饰物品。{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_Desk[] = _("桌子");
|
||||
const u8 gText_Chair[] = _("椅子");
|
||||
@ -424,20 +424,20 @@ const u8 gText_Doll[] = _("玩偶");
|
||||
const u8 gText_Cushion[] = _("垫子");
|
||||
const u8 gText_Gold[] = _("金");
|
||||
const u8 gText_Silver[] = _("银");
|
||||
const u8 gText_PlaceItHere[] = _("放在这里吗?");
|
||||
const u8 gText_CantBePlacedHere[] = _("不能放在这里!");
|
||||
const u8 gText_CancelDecorating[] = _("停止装饰?");
|
||||
const u8 gText_PlaceItHere[] = _("放在这里吗?");
|
||||
const u8 gText_CantBePlacedHere[] = _("不能放在这里!");
|
||||
const u8 gText_CancelDecorating[] = _("停止装饰?");
|
||||
const u8 gText_InUseAlready[] = _("这个已经在使用了。");
|
||||
const u8 gText_NoMoreDecorations[] = _("不能再摆放装饰物品了!\n最多可以摆放{STR_VAR_1}个。");
|
||||
const u8 gText_NoMoreDecorations2[] = _("不能再摆放装饰物品了!\n最多可以摆放{STR_VAR_1}个。");
|
||||
const u8 gText_NoMoreDecorations[] = _("不能再摆放装饰物品了!\n最多可以摆放{STR_VAR_1}个。");
|
||||
const u8 gText_NoMoreDecorations2[] = _("不能再摆放装饰物品了!\n最多可以摆放{STR_VAR_1}个。");
|
||||
const u8 gText_MustBePlacedOnDesk[] = _("不能放在这里。\n这里只能放桌子。"); // Unused
|
||||
const u8 gText_CantPlaceInRoom[] = _("这个装饰物品不能\n放在你的个人房间。");
|
||||
const u8 gText_CantThrowAwayInUse[] = _("这个装饰物品已经在使用了。\n现在不能丢弃!");
|
||||
const u8 gText_DecorationWillBeDiscarded[] = _("{STR_VAR_1}将被丢弃,\n确定吗?");
|
||||
const u8 gText_CantThrowAwayInUse[] = _("这个装饰物品已经在使用了。\n现在不能丢弃!");
|
||||
const u8 gText_DecorationWillBeDiscarded[] = _("{STR_VAR_1}将被丢弃,\n确定吗?");
|
||||
const u8 gText_DecorationThrownAway[] = _("该装饰物品被丢掉了。");
|
||||
const u8 gText_StopPuttingAwayDecorations[] = _("停止收拾装饰物品?");
|
||||
const u8 gText_StopPuttingAwayDecorations[] = _("停止收拾装饰物品?");
|
||||
const u8 gText_NoDecorationHere[] = _("这里没有装饰物品。");
|
||||
const u8 gText_ReturnDecorationToPC[] = _("将这个装饰物品收回电脑吗?");
|
||||
const u8 gText_ReturnDecorationToPC[] = _("将这个装饰物品收回电脑吗?");
|
||||
const u8 gText_DecorationReturnedToPC[] = _("该装饰物品被收回了电脑。");
|
||||
const u8 gText_NoDecorationsInUse[] = _("没有在使用的装饰物品。{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_Tristan[] = _("崔斯坦");
|
||||
@ -446,8 +446,8 @@ const u8 gText_Dennis[] = _("丹尼斯");
|
||||
const u8 gText_Roberto[] = _("罗伯托");
|
||||
const u8 gText_NoItems[] = _("这里没有道具。{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_NoMailHere[] = _("这里没有邮件。{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_WhatToDoWithVar1sMail[] = _("你打算如何处理\n{STR_VAR_1}的邮件?");
|
||||
const u8 gText_MessageWillBeLost[] = _("邮件信息将会丢失。\n确定吗?");
|
||||
const u8 gText_WhatToDoWithVar1sMail[] = _("你打算如何处理\n{STR_VAR_1}的邮件?");
|
||||
const u8 gText_MessageWillBeLost[] = _("邮件信息将会丢失。\n确定吗?");
|
||||
const u8 gText_BagIsFull[] = _("包包已经满了。{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_MailToBagMessageErased[] = _("邮件信息被清除掉了,\n邮件放回了包包。{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_Dad[] = _("爸爸");
|
||||
@ -570,7 +570,7 @@ const u8 gText_ExchangeService[] = _("交换服务");
|
||||
const u8 gText_LilycoveCity[] = _("水静市");
|
||||
const u8 gText_SlateportCity[] = _("凯那市");
|
||||
const u8 gText_Exit[] = _("退出");
|
||||
const u8 gText_YourPartysFull[] = _("同行宝可梦满了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_YourPartysFull[] = _("同行宝可梦满了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_NatureSlash[] = _("性格/");
|
||||
const u8 gText_InParty[] = _("同行中");
|
||||
const u8 gText_PokemonMaleLv[] = _("{DYNAMIC 0}{COLOR_HIGHLIGHT_SHADOW LIGHT_RED WHITE GREEN}♂{COLOR_HIGHLIGHT_SHADOW DARK_GRAY WHITE LIGHT_GRAY}/{LV}{DYNAMIC 1}"); // Unused
|
||||
@ -584,7 +584,7 @@ const u8 gText_AndMakeYourProfile[] = _("构成你的个人简介");
|
||||
const u8 gText_CombineSixWordsOrPhrases[] = _("请组合六个词语或者短语");
|
||||
const u8 gText_AndMakeAMessage[] = _("构成一段信息。");
|
||||
const u8 gText_FindWordsThatDescribeYour[] = _("找出词语来描述");
|
||||
const u8 gText_FeelingsRightNow[] = _("你当前的感觉吧!");
|
||||
const u8 gText_FeelingsRightNow[] = _("你当前的感觉吧!");
|
||||
const u8 gText_WithFourPhrases[] = _("使用四个句子"); // Unused
|
||||
const u8 gText_CombineNineWordsOrPhrases[] = _("组合九个词语或者短语");
|
||||
const u8 gText_AndMakeAMessage2[] = _("来构成一段信息。");
|
||||
@ -601,46 +601,46 @@ const u8 gText_TheBardsSong2[] = _("新歌");
|
||||
const u8 gText_CombineTwoWordsOrPhrases[] = _("请组合两个词语或者短语");
|
||||
const u8 gText_AndMakeATrendySaying[] = _("作为流行语。");
|
||||
const u8 gText_TheTrendySaying[] = _("如你所见,这样的");
|
||||
const u8 gText_IsAsShownOkay[] = _("流行语可以吗?");
|
||||
const u8 gText_IsAsShownOkay[] = _("流行语可以吗?");
|
||||
const u8 gText_CombineTwoWordsOrPhrases2[] = _("请组合两个词语或者短语");
|
||||
const u8 gText_ToTeachHerAGoodSaying[] = _("来教她一句好谚语。");
|
||||
const u8 gText_FindWordsWhichFit[] = _("请找出适合形容");
|
||||
const u8 gText_TheTrainersImage[] = _("这个训练家的形象。");
|
||||
const u8 gText_TheImage[] = _("形象:");
|
||||
const u8 gText_OutOfTheListedChoices[] = _("在列出的选项之外,");
|
||||
const u8 gText_SelectTheAnswerToTheQuiz[] = _("选择测试的答案!");
|
||||
const u8 gText_AndCreateAQuiz[] = _("并创建一个测试!");
|
||||
const u8 gText_SelectTheAnswerToTheQuiz[] = _("选择测试的答案!");
|
||||
const u8 gText_AndCreateAQuiz[] = _("并创建一个测试!");
|
||||
const u8 gText_PickAWordOrPhraseAnd[] = _("挑选一个词语或者短语");
|
||||
const u8 gText_SetTheQuizAnswer[] = _("并设置测试的答案");
|
||||
const u8 gText_TheAnswerColon[] = _("答案:");
|
||||
const u8 gText_TheQuizColon[] = _("测试:"); // Unused
|
||||
const u8 gText_ApprenticePhrase[] = _("新手词汇:");
|
||||
const u8 gText_QuitEditing[] = _("停止编辑吗?");
|
||||
const u8 gText_StopGivingPkmnMail[] = _("停止给予宝可梦邮件吗?");
|
||||
const u8 gText_QuitEditing[] = _("停止编辑吗?");
|
||||
const u8 gText_StopGivingPkmnMail[] = _("停止给予宝可梦邮件吗?");
|
||||
const u8 gText_AndFillOutTheQuestionnaire[] = _("并找出问卷。");
|
||||
const u8 gText_LetsReplyToTheInterview[] = _("让我们回复采访吧!");
|
||||
const u8 gText_LetsReplyToTheInterview[] = _("让我们回复采访吧!");
|
||||
const u8 gText_AllTextBeingEditedWill[] = _("所有正在编辑的内容会被删除,");
|
||||
const u8 gText_BeDeletedThatOkay[] = _("这样可以吗?");
|
||||
const u8 gText_QuitEditing2[] = _("停止编辑吗?"); // Unused
|
||||
const u8 gText_BeDeletedThatOkay[] = _("这样可以吗?");
|
||||
const u8 gText_QuitEditing2[] = _("停止编辑吗?"); // Unused
|
||||
const u8 gText_EditedTextWillNotBeSaved[] = _("已编辑的内容不会被保存,"); // Unused
|
||||
const u8 gText_IsThatOkay[] = _("这样可以吗?"); // Unused
|
||||
const u8 gText_IsThatOkay[] = _("这样可以吗?"); // Unused
|
||||
const u8 gText_PleaseEnterPhraseOrWord[] = _("请输入一个短语或者词语,"); // Unused
|
||||
const u8 gText_EntireTextCantBeDeleted[] = _("不能删除完整的文本内容!");
|
||||
const u8 gText_EntireTextCantBeDeleted[] = _("不能删除完整的文本内容!");
|
||||
const u8 gText_OnlyOnePhrase[] = _("只可以更改一个短语。");
|
||||
const u8 gText_OriginalSongWillBeUsed[] = _("将会使用最初的歌曲。");
|
||||
const u8 gText_ThatsTrendyAlready[] = _("这已经很流行了!"); // Unused
|
||||
const u8 gText_ThatsTrendyAlready[] = _("这已经很流行了!"); // Unused
|
||||
const u8 gText_CombineTwoWordsOrPhrases3[] = _("请组合两个词语或者短语。");
|
||||
const u8 gText_QuitGivingInfo[] = _("放弃给予信息吗?"); // Unused
|
||||
const u8 gText_StopGivingPkmnMail2[] = _("停止给予宝可梦邮件吗?"); // Unused
|
||||
const u8 gText_CreateAQuiz2[] = _("完成一个测试!"); // Unused
|
||||
const u8 gText_SetTheAnswer[] = _("请设置答案!"); // Unused
|
||||
const u8 gText_CancelSelection[] = _("是否取消选择?"); // Unused
|
||||
const u8 gText_QuitGivingInfo[] = _("放弃给予信息吗?"); // Unused
|
||||
const u8 gText_StopGivingPkmnMail2[] = _("停止给予宝可梦邮件吗?"); // Unused
|
||||
const u8 gText_CreateAQuiz2[] = _("完成一个测试!"); // Unused
|
||||
const u8 gText_SetTheAnswer[] = _("请设置答案!"); // Unused
|
||||
const u8 gText_CancelSelection[] = _("是否取消选择?"); // Unused
|
||||
const u8 gText_Profile[] = _("档案");
|
||||
const u8 gText_AtTheBattlesStart[] = _("在战斗开始时:");
|
||||
const u8 gText_UponWinningABattle[] = _("在战斗获胜时:");
|
||||
const u8 gText_UponLosingABattle[] = _("在战斗输掉时:");
|
||||
const u8 gText_TheBardsSong[] = _("诗人之歌");
|
||||
const u8 gText_WhatsHipAndHappening[] = _("发生了什么流行的事情?");
|
||||
const u8 gText_WhatsHipAndHappening[] = _("发生了什么流行的事情?");
|
||||
const u8 gText_Interview[] = _("采访");
|
||||
const u8 gText_GoodSaying[] = _("好的言辞");
|
||||
const u8 gText_FansQuestion[] = _("粉丝的问题");
|
||||
@ -648,28 +648,28 @@ const u8 gJPText_WhatIsTheQuizAnswer[] = _("クイズの こたえは?"); // U
|
||||
const u8 gText_ApprenticesPhrase[] = _("新手词组");
|
||||
const u8 gText_Questionnaire[] = _("问卷");
|
||||
const u8 gText_YouCannotQuitHere[] = _("你不能退出这里。");
|
||||
const u8 gText_SectionMustBeCompleted[] = _("必须完成这部分!");
|
||||
const u8 gText_SectionMustBeCompleted[] = _("必须完成这部分!");
|
||||
const u8 gText_F700sQuiz[] = _("{DYNAMIC 0}的测试");
|
||||
const u8 gText_Lady[] = _("女士");
|
||||
const u8 gText_AfterYouHaveReadTheQuiz[] = _("阅读完测试问题后,");
|
||||
const u8 gText_QuestionPressTheAButton[] = _("请按A键。");
|
||||
const u8 gText_TheQuizAnswerIs[] = _("该测试答案是?");
|
||||
const u8 gText_TheQuizAnswerIs[] = _("该测试答案是?");
|
||||
const u8 gText_LikeToQuitQuiz[] = _("是否退出这个");
|
||||
const u8 gText_ChallengeQuestionMark[] = _("测试挑战?");
|
||||
const u8 gText_IsThisQuizOK[] = _("这个测试可以吗?");
|
||||
const u8 gText_CreateAQuiz[] = _("完成一个测试!");
|
||||
const u8 gText_SelectTheAnswer[] = _("请选择答案!");
|
||||
const u8 gText_LyricsCantBeDeleted[] = _("不能删除这段词句!");
|
||||
const u8 gText_ChallengeQuestionMark[] = _("测试挑战?");
|
||||
const u8 gText_IsThisQuizOK[] = _("这个测试可以吗?");
|
||||
const u8 gText_CreateAQuiz[] = _("完成一个测试!");
|
||||
const u8 gText_SelectTheAnswer[] = _("请选择答案!");
|
||||
const u8 gText_LyricsCantBeDeleted[] = _("不能删除这段词句!");
|
||||
const u8 gText_PokemonLeague[] = _("宝可梦联盟");
|
||||
const u8 gText_PokemonCenter[] = _("宝可梦中心");
|
||||
const u8 gText_GetsAPokeBlockQuestion[] = _("要吃宝可方块吗?");
|
||||
const u8 gText_GetsAPokeBlockQuestion[] = _("要吃宝可方块吗?");
|
||||
const u8 gText_Coolness[] = _("帅气度");
|
||||
const u8 gText_Beauty3[] = _("美丽度");
|
||||
const u8 gText_Cuteness[] = _("可爱度");
|
||||
const u8 gText_Smartness[] = _("聪明度");
|
||||
const u8 gText_Toughness[] = _("强壮度");
|
||||
const u8 gText_WasEnhanced[] = _("增加了!");
|
||||
const u8 gText_NothingChanged[] = _("没有任何变化!");
|
||||
const u8 gText_WasEnhanced[] = _("增加了!");
|
||||
const u8 gText_NothingChanged[] = _("没有任何变化!");
|
||||
const u8 gText_WontEatAnymore[] = _("不能再吃了……");
|
||||
const u8 gText_SaveFailedCheckingBackup[] = _("记录失败。\n检查备份记录中……请稍等。\n{COLOR RED}“T所需时间:约1分钟”");
|
||||
const u8 gText_BackupMemoryDamaged[] = _("备份记录已被损坏,\n或者内部电量已耗尽。\n你可以继续游戏,但是不能存档。");
|
||||
@ -680,7 +680,7 @@ const u8 gText_SaveCompletePressA[] = _("保存完毕。\n{COLOR RED}“请按
|
||||
const u8 gText_Ferry[] = _("港口");
|
||||
const u8 gText_SecretBase[] = _("秘密基地");
|
||||
const u8 gText_Hideout[] = _("基地");
|
||||
const u8 gText_ResetRTCConfirmCancel[] = _("重置实时时钟吗?\nA: 确认, B: 取消");
|
||||
const u8 gText_ResetRTCConfirmCancel[] = _("重置实时时钟吗?\nA: 确认, B: 取消");
|
||||
const u8 gText_PresentTime[] = _("当前游戏中的时间");
|
||||
const u8 gText_PreviousTime[] = _("以前游戏中的时间");
|
||||
const u8 gText_PleaseResetTime[] = _("请重置时间。");
|
||||
@ -709,9 +709,9 @@ const u8 gText_First[] = _("第一");
|
||||
const u8 gText_Second[] = _("第二");
|
||||
const u8 gText_Third[] = _("第三");
|
||||
#if OW_POISON_DAMAGE < GEN_4
|
||||
const u8 gText_PkmnFainted_FldPsn[] = _("{STR_VAR_1}忍住了毒素,\n毒素消退了!\p");
|
||||
const u8 gText_PkmnFainted_FldPsn[] = _("{STR_VAR_1}忍住了毒素,\n毒素消退了!\p");
|
||||
#else
|
||||
const u8 gText_PkmnFainted_FldPsn[] = _("{STR_VAR_1}忍住了毒素,\n毒素消退了!\p");
|
||||
const u8 gText_PkmnFainted_FldPsn[] = _("{STR_VAR_1}忍住了毒素,\n毒素消退了!\p");
|
||||
#endif
|
||||
const u8 gText_Marco[] = _("浩二");
|
||||
const u8 gText_TrainerCardName[] = _("名字 {CLEAR_TO 0x20}"); //修改,仿照日版删去训练家姓名前引号并改用空格
|
||||
@ -761,10 +761,10 @@ const u8 gText_ColorBlue[] = _("{COLOR BLUE}");
|
||||
const u8 gText_ColorTransparent[] = _("{HIGHLIGHT TRANSPARENT}{COLOR TRANSPARENT}");
|
||||
const u8 gText_CDot[] = _("C.");
|
||||
const u8 gText_BDot[] = _("B.");
|
||||
const u8 gText_AnnouncingResults[] = _("公布结果!");
|
||||
const u8 gText_PreliminaryResults[] = _("初步结果!");
|
||||
const u8 gText_Round2Results[] = _("第2轮结果!");
|
||||
const u8 gText_ContestantsMonWon[] = _("{STR_VAR_1}的{STR_VAR_2}赢了!");
|
||||
const u8 gText_AnnouncingResults[] = _("公布结果!");
|
||||
const u8 gText_PreliminaryResults[] = _("初步结果!");
|
||||
const u8 gText_Round2Results[] = _("第2轮结果!");
|
||||
const u8 gText_ContestantsMonWon[] = _("{STR_VAR_1}的{STR_VAR_2}赢了!");
|
||||
const u8 gText_CommunicationStandby[] = _("通信等待中……");
|
||||
const u8 gText_ColorDarkGray[] = _("{COLOR DARK_GRAY}");
|
||||
const u8 gText_ColorDynamic6WhiteDynamic5[] = _("{COLOR_HIGHLIGHT_SHADOW DYNAMIC_COLOR6 WHITE DYNAMIC_COLOR5}"); // Unused
|
||||
@ -779,40 +779,40 @@ const u8 gText_Others[] = _("其他人");
|
||||
const u8 gText_Symbols[] = _("象征");
|
||||
const u8 gText_Register2[] = _("登记");
|
||||
const u8 gText_Exit2[] = _("退出");
|
||||
const u8 gText_QuitChatting[] = _("是否退出聊天?");
|
||||
const u8 gText_RegisterTextWhere[] = _("在哪里登记文本?");
|
||||
const u8 gText_RegisterTextHere[] = _("在这里登记文本?");
|
||||
const u8 gText_QuitChatting[] = _("是否退出聊天?");
|
||||
const u8 gText_RegisterTextWhere[] = _("在哪里登记文本?");
|
||||
const u8 gText_RegisterTextHere[] = _("在这里登记文本?");
|
||||
const u8 gText_InputText[] = _("输入正文。");
|
||||
const u8 gText_F700JoinedChat[] = _("{DYNAMIC 0}参与聊天!");
|
||||
const u8 gText_F700JoinedChat[] = _("{DYNAMIC 0}参与聊天!");
|
||||
const u8 gText_F700LeftChat[] = _("{DYNAMIC 0}不聊了。");
|
||||
const u8 gJPText_PlayersXPokemon[] = _("{DYNAMIC 0}の{DYNAMIC 1}ひきめ:"); // Unused
|
||||
const u8 gJPText_PlayersXPokmonDoesNotExist[] = _("{DYNAMIC 0}の{DYNAMIC 1}ひきめは いません"); // Unused
|
||||
const u8 gText_ExitingChat[] = _("正在退出聊天……");
|
||||
const u8 gText_LeaderLeftEndingChat[] = _("队长{DYNAMIC 0}已经离开,\n聊天结束。");
|
||||
const u8 gText_RegisteredTextChangedOKToSave[] = _("登记的文本已经更改。\n是否保存游戏?");
|
||||
const u8 gText_AlreadySavedFile_Chat[] = _("已经有记录存档了,\n是否覆盖记录?");
|
||||
const u8 gText_RegisteredTextChangedOKToSave[] = _("登记的文本已经更改。\n是否保存游戏?");
|
||||
const u8 gText_AlreadySavedFile_Chat[] = _("已经有记录存档了,\n是否覆盖记录?");
|
||||
const u8 gText_SavingDontTurnOff_Chat[] = _("保存中……\n请不要关闭电源。");
|
||||
const u8 gText_PlayerSavedGame_Chat[] = _("{DYNAMIC 0}保存了游戏。");
|
||||
const u8 gText_IfLeaderLeavesChatEnds[] = _("如果队长离开了,\n聊天就会结束。这样可以吗?");
|
||||
const u8 gText_IfLeaderLeavesChatEnds[] = _("如果队长离开了,\n聊天就会结束。这样可以吗?");
|
||||
const u8 gText_Hello[] = _("你好");
|
||||
const u8 gText_Pokemon2[] = _("宝可梦");
|
||||
const u8 gText_Trade[] = _("交换");
|
||||
const u8 gText_Battle[] = _("对战");
|
||||
const u8 gText_Lets[] = _("让我们");
|
||||
const u8 gText_Ok[] = _("好!");
|
||||
const u8 gText_Ok[] = _("好!");
|
||||
const u8 gText_Sorry[] = _("抱歉");
|
||||
const u8 gText_YaySmileEmoji[] = _("哈!{EMOJI_BIGSMILE}");
|
||||
const u8 gText_YaySmileEmoji[] = _("哈!{EMOJI_BIGSMILE}");
|
||||
const u8 gText_ThankYou[] = _("谢谢");
|
||||
const u8 gText_ByeBye[] = _("拜拜!");
|
||||
const u8 gText_ByeBye[] = _("拜拜!");
|
||||
const u8 gText_PlayerScurriedToCenter[] = _("{PLAYER}\n一边保护着精疲力尽动弹不得的宝可梦,\n一边急匆匆地赶往宝可梦中心……\p");
|
||||
const u8 gText_PlayerScurriedBackHome[] = _("{PLAYER}\n一边保护着精疲力尽动弹不得的宝可梦,\n一边急匆匆地回到自己家……\p");
|
||||
const u8 gText_HatchedFromEgg[] = _("{STR_VAR_1}从蛋里面孵化了!");
|
||||
const u8 gText_NicknameHatchPrompt[] = _("是否给新出生的\n{STR_VAR_1}取个名字?");
|
||||
ALIGNED(4) const u8 gText_ReadyPickBerry[] = _("是否准备开始树果混合?\n请选择一个树果。\p");
|
||||
const u8 gText_HatchedFromEgg[] = _("{STR_VAR_1}从蛋里面孵化了!");
|
||||
const u8 gText_NicknameHatchPrompt[] = _("是否给新出生的\n{STR_VAR_1}取个名字?");
|
||||
ALIGNED(4) const u8 gText_ReadyPickBerry[] = _("是否准备开始树果混合?\n请选择一个树果。\p");
|
||||
ALIGNED(4) const u8 gText_WaitForAllChooseBerry[] = _("请等待每一位\n成员选择好树果。");
|
||||
ALIGNED(4) const u8 gText_EndedWithXUnitsPowder[] = _("{PAUSE_MUSIC}{PLAY_BGM MUS_LEVEL_UP}你最终获得{STR_VAR_1}单位\n圆滑的树果粉末。{RESUME_MUSIC}\p你树果粉末的\n总数是{STR_VAR_2}。\p");
|
||||
ALIGNED(4) const u8 gText_RecordingGameResults[] = _("在存档中记录\n你的结果,请稍候。");
|
||||
ALIGNED(4) const u8 gText_PlayBerryCrushAgain[] = _("是否再来一次树果混合?");
|
||||
ALIGNED(4) const u8 gText_PlayBerryCrushAgain[] = _("是否再来一次树果混合?");
|
||||
ALIGNED(4) const u8 gText_YouHaveNoBerries[] = _("你没有树果。\n即将取消游戏。");
|
||||
ALIGNED(4) const u8 gText_MemberDroppedOut[] = _("有一位成员退出,\n即将取消游戏。");
|
||||
ALIGNED(4) const u8 gText_TimesUpNoGoodPowder[] = _("时间到。\p不能制作出好的\n树果粉末……\p");
|
||||
@ -866,31 +866,31 @@ const u8 gText_BattleArena2[] = _("对战竞技场");
|
||||
const u8 gText_BattleFactory2[] = _("对战工厂");
|
||||
const u8 gText_BattlePike2[] = _("对战管道");
|
||||
const u8 gText_BattlePyramid2[] = _("对战金字塔");
|
||||
const u8 gText_BattleTowerDesc[] = _("瞄准目标并解决对手,向顶层冲刺吧!\n这里将会考验你的能力。");
|
||||
const u8 gText_BattleDomeDesc[] = _("在比赛期间一直保持胜利!\n这里将会考验你的战术。");
|
||||
const u8 gText_BattlePalaceDesc[] = _("注视你的宝可梦战斗!\n这里将会考验你的精神。");
|
||||
const u8 gText_BattleArenaDesc[] = _("通过宝可梦的合作来赢取战斗!\n这里将会考验你的毅力。");
|
||||
const u8 gText_BattleFactoryDesc[] = _("以胜利为目标,使用租借的宝可梦吧!\n这里将会考验你的知识。");
|
||||
const u8 gText_BattlePikeDesc[] = _("从三条路中选择一条去战斗吧!\n这里将会考验你的运气。");
|
||||
const u8 gText_BattlePyramidDesc[] = _("在探险中瞄准塔顶吧!\n这里将会考验你的勇气。");
|
||||
const u8 gText_BattleTowerDesc[] = _("瞄准目标并解决对手,向顶层冲刺吧!\n这里将会考验你的能力。");
|
||||
const u8 gText_BattleDomeDesc[] = _("在比赛期间一直保持胜利!\n这里将会考验你的战术。");
|
||||
const u8 gText_BattlePalaceDesc[] = _("注视你的宝可梦战斗!\n这里将会考验你的精神。");
|
||||
const u8 gText_BattleArenaDesc[] = _("通过宝可梦的合作来赢取战斗!\n这里将会考验你的毅力。");
|
||||
const u8 gText_BattleFactoryDesc[] = _("以胜利为目标,使用租借的宝可梦吧!\n这里将会考验你的知识。");
|
||||
const u8 gText_BattlePikeDesc[] = _("从三条路中选择一条去战斗吧!\n这里将会考验你的运气。");
|
||||
const u8 gText_BattlePyramidDesc[] = _("在探险中瞄准塔顶吧!\n这里将会考验你的勇气。");
|
||||
const u8 gText_Powder[] = _("粉末");
|
||||
const u8 gText_BerryPickingRecords[] = _("嘟嘟利摘树果记录");
|
||||
const u8 gText_BerriesPicked[] = _("摘得树果:");
|
||||
const u8 gText_BestScore[] = _("最高得分:");
|
||||
const u8 gText_BerriesInRowFivePlayers[] = _("树果被五位玩家挑选\n放到一起:");
|
||||
const u8 gText_BerryPickingResults[] = _("公布摘树果结果!");
|
||||
const u8 gText_BerryPickingResults[] = _("公布摘树果结果!");
|
||||
const u8 gText_10P30P50P50P[] = _("{CLEAR_TO 0x03}10P{CLEAR_TO 0x2B}30P{CLEAR_TO 0x53}50P{CLEAR_TO 0x77}{EMOJI_MINUS}50P");
|
||||
const u8 gText_AnnouncingRankings[] = _("宣布名次!");
|
||||
const u8 gText_AnnouncingPrizes[] = _("宣布奖品!");
|
||||
const u8 gText_AnnouncingRankings[] = _("宣布名次!");
|
||||
const u8 gText_AnnouncingPrizes[] = _("宣布奖品!");
|
||||
const u8 gText_1Colon[] = _("1:00");
|
||||
const u8 gText_2Colon[] = _("2:00");
|
||||
const u8 gText_3Colon[] = _("3:00");
|
||||
const u8 gText_4Colon[] = _("4:00");
|
||||
const u8 gText_5Colon[] = _("5:00");
|
||||
const u8 gText_FirstPlacePrize[] = _("第一名获得\n这个{DYNAMIC 0}!");
|
||||
const u8 gText_CantHoldAnyMore[] = _("你不能携带更多了!");
|
||||
const u8 gText_FirstPlacePrize[] = _("第一名获得\n这个{DYNAMIC 0}!");
|
||||
const u8 gText_CantHoldAnyMore[] = _("你不能携带更多了!");
|
||||
const u8 gText_FilledStorageSpace[] = _("存储空间已经满了。");
|
||||
const u8 gText_WantToPlayAgain[] = _("再玩一次吗?");
|
||||
const u8 gText_WantToPlayAgain[] = _("再玩一次吗?");
|
||||
const u8 gText_SomeoneDroppedOut[] = _("有人退出了,\n连接会断开。");
|
||||
const u8 gText_SpacePoints[] = _("点数");
|
||||
const u8 gText_CommunicationStandby3[] = _("通信等待中……");
|
||||
@ -900,10 +900,10 @@ const u8 gText_PkmnJumpRecords[] = _("宝可梦跳绳记录");
|
||||
const u8 gText_JumpsInARow[] = _("连续跳跃:");
|
||||
const u8 gText_BestScore2[] = _("最高分:");
|
||||
const u8 gText_ExcellentsInARow[] = _("连续优秀:");
|
||||
const u8 gText_AwesomeWonF701F700[] = _("了不起的得分!\n你赢得了{DYNAMIC 1} {DYNAMIC 0}!");
|
||||
const u8 gText_AwesomeWonF701F700[] = _("了不起的得分!\n你赢得了{DYNAMIC 1} {DYNAMIC 0}!");
|
||||
const u8 gText_FilledStorageSpace2[] = _("存储空间已经满了。");
|
||||
const u8 gText_CantHoldMore[] = _("你不能携带更多了!");
|
||||
const u8 gText_WantToPlayAgain2[] = _("再玩一次吗?");
|
||||
const u8 gText_CantHoldMore[] = _("你不能携带更多了!");
|
||||
const u8 gText_WantToPlayAgain2[] = _("再玩一次吗?");
|
||||
const u8 gText_SomeoneDroppedOut2[] = _("有人退出了,\n连接会断开。");
|
||||
const u8 gText_CommunicationStandby4[] = _("通信等待中……");
|
||||
const u8 gText_LinkContestResults[] = _("{PLAYER}的联机竞赛结果");
|
||||
@ -969,11 +969,11 @@ ALIGNED(4) const u8 gText_FrontierFacilityFloorsCleared[] = _("通过楼层:{STR
|
||||
ALIGNED(4) const u8 gText_123Dot[][3] = {_("1."), _("2."), _("3.")};
|
||||
|
||||
const u8 gText_SavingDontTurnOff2[] = _("保存中…\n请不要关闭电源。");
|
||||
const u8 gText_BlenderMaxSpeedRecord[] = _("树果混合器\n最快记录!");
|
||||
const u8 gText_BlenderMaxSpeedRecord[] = _("树果混合器\n最快记录!");
|
||||
const u8 gText_234Players[] = _("2位玩家\n3位玩家\n4位玩家");
|
||||
const u8 gText_YesNo[] = _("是\n否");
|
||||
const u8 gText_SelectorArrow3[] = _("▶");
|
||||
const u8 gText_Peekaboo[] = _("躲猫猫!");
|
||||
const u8 gText_Peekaboo[] = _("躲猫猫!");
|
||||
const u8 gText_CommErrorCheckConnections[] = _("通信错误……\n请检查所有的连接,\n然后关机重启。");
|
||||
const u8 gText_CommErrorEllipsis[] = _("通信错误……");
|
||||
const u8 gText_MoveCloserToLinkPartner[] = _("请靠近你的联机朋友,\n避免朋友之间的障碍物。");
|
||||
@ -1049,14 +1049,14 @@ const u8 gText_PokedexDiploma[] = _("玩家:{CLEAR 0x10}{COLOR RED}{SHADOW LIGHT
|
||||
const u8 gJPText_GameFreak[] = _("{COLOR RED}{SHADOW LIGHT_RED}ゲ-ムフリ-ク"); // Unused
|
||||
const u8 gText_DiplomaEmpty[] = _("{COLOR RED}{SHADOW LIGHT_RED}"); // Unused
|
||||
const u8 gText_Hoenn[] = _("丰缘");
|
||||
const u8 gText_OhABite[] = _("啊!咬钩了!");
|
||||
const u8 gText_PokemonOnHook[] = _("有宝可梦上钩了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_OhABite[] = _("啊!咬钩了!");
|
||||
const u8 gText_PokemonOnHook[] = _("有宝可梦上钩了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_NotEvenANibble[] = _("什么也没有……{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_ItGotAway[] = _("逃走了……{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_XWillBeSentToY[] = _("{STR_VAR_2}将会\n被送到{STR_VAR_1}。");
|
||||
const u8 gText_ByeByeVar1[] = _("再见,{STR_VAR_2}!");
|
||||
const u8 gText_ByeByeVar1[] = _("再见,{STR_VAR_2}!");
|
||||
const u8 gText_XSentOverY[] = _("{STR_VAR_1}送到了{STR_VAR_3}。");
|
||||
const u8 gText_TakeGoodCareOfX[] = _("好好照顾{STR_VAR_3}!");
|
||||
const u8 gText_TakeGoodCareOfX[] = _("好好照顾{STR_VAR_3}!");
|
||||
|
||||
// Easy chat group names
|
||||
const u8 gEasyChatGroupName_Pokemon[] = _("宝可梦");
|
||||
@ -1094,20 +1094,20 @@ const u8 gText_Dash[] = _("-");
|
||||
const u8 gText_FromSpace[] = _("从");
|
||||
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_YourName[] = _("你的名字?");
|
||||
const u8 gText_BoxName[] = _("盒子的名字?");
|
||||
const u8 gText_PkmnsNickname[] = _("{STR_VAR_1}的昵称?");
|
||||
const u8 gText_YourName[] = _("你的名字?");
|
||||
const u8 gText_BoxName[] = _("盒子的名字?");
|
||||
const u8 gText_PkmnsNickname[] = _("{STR_VAR_1}的昵称?");
|
||||
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_RentalPkmn2[] = _("租借宝可梦");
|
||||
const u8 gText_SelectFirstPkmn[] = _("选择第一个宝可梦。");
|
||||
const u8 gText_SelectSecondPkmn[] = _("选择第二个宝可梦。");
|
||||
const u8 gText_SelectThirdPkmn[] = _("选择第三个宝可梦。");
|
||||
const u8 gText_SelectFirstPkmn[] = _("选择第一只宝可梦。");
|
||||
const u8 gText_SelectSecondPkmn[] = _("选择第二只宝可梦。");
|
||||
const u8 gText_SelectThirdPkmn[] = _("选择第三只宝可梦。");
|
||||
const u8 gText_Rent[] = _("租借");
|
||||
const u8 gText_Summary[] = _("概况");
|
||||
const u8 gText_Others2[] = _("其它");
|
||||
const u8 gText_Deselect[] = _("取消选择");
|
||||
const u8 gText_TheseThreePkmnOkay[] = _("这三个宝可梦可以吗?");
|
||||
const u8 gText_TheseThreePkmnOkay[] = _("这三只宝可梦可以吗?");
|
||||
const u8 gText_Yes2[] = _("是");
|
||||
const u8 gText_No2[] = _("否");
|
||||
const u8 gText_CantSelectSamePkmn[] = _("不能选择相同的宝可梦。");
|
||||
@ -1117,14 +1117,14 @@ const u8 gText_SelectPkmnToAccept[] = _("选择要接受的宝可梦。");
|
||||
const u8 gText_Swap[] = _("交换");
|
||||
const u8 gText_Summary2[] = _("概况");
|
||||
const u8 gText_Rechoose[] = _("重选");
|
||||
const u8 gText_QuitSwapping[] = _("退出交换?");
|
||||
const u8 gText_QuitSwapping[] = _("退出交换?");
|
||||
const u8 gText_Yes3[] = _("是");
|
||||
const u8 gText_No3[] = _("否");
|
||||
const u8 gText_PkmnForSwap[] = _("要换的宝可梦取消");
|
||||
const u8 gText_Cancel3[] = _("取消选择");
|
||||
const u8 gText_Swap2[] = _("交换"); // Unused
|
||||
const u8 gText_Accept[] = _("接受"); // Unused
|
||||
const u8 gText_AcceptThisPkmn[] = _("接受这个宝可梦?");
|
||||
const u8 gText_AcceptThisPkmn[] = _("接受这只宝可梦?");
|
||||
const u8 gText_4Spaces[] = _(""); // Unused
|
||||
const u8 gText_SamePkmnInPartyAlready[] = _("同样的宝可梦已在队伍中。");
|
||||
const u8 gText_DecimalPoint[] = _(".");
|
||||
@ -1163,15 +1163,15 @@ ALIGNED(4) const u8 gText_ReadNewsThatArrived[] = _("阅读最新的新闻。");
|
||||
ALIGNED(4) const u8 gText_ReturnToTitle[] = _("返回标题画面。");
|
||||
ALIGNED(4) const u8 gText_DontHaveCardNewOneInput[] = _("你现在没有神秘卡片,\n所以你将会收到一张新的卡片。");
|
||||
ALIGNED(4) const u8 gText_DontHaveNewsNewOneInput[] = _("你没有任何神秘新闻,\n所以你将会收到新的新闻。");
|
||||
ALIGNED(4) const u8 gText_WhereShouldCardBeAccessed[] = _("你希望从哪里获取\n神秘卡片?");
|
||||
ALIGNED(4) const u8 gText_WhereShouldNewsBeAccessed[] = _("你希望在哪里察看\n神秘新闻?");
|
||||
ALIGNED(4) const u8 gText_WhereShouldCardBeAccessed[] = _("你希望从哪里获取\n神秘卡片?");
|
||||
ALIGNED(4) const u8 gText_WhereShouldNewsBeAccessed[] = _("你希望在哪里察看\n神秘新闻?");
|
||||
ALIGNED(4) const u8 gText_CommunicationStandbyBButtonCancel[] = _("通信待机中……\nB键:取消"); // Unused
|
||||
ALIGNED(4) const u8 gText_Communicating[] = _("通信中……");
|
||||
ALIGNED(4) const u8 gText_CommunicationCompleted[] = _("通信完成。");
|
||||
ALIGNED(4) const u8 gText_CommunicationError[] = _("通信错误。");
|
||||
ALIGNED(4) const u8 gText_CommunicationCanceled[] = _("通信已被取消。");
|
||||
ALIGNED(4) const u8 gText_ThrowAwayWonderCard[] = _("丢弃神秘卡片\n并重新领取新的?");
|
||||
ALIGNED(4) const u8 gText_HaventReceivedCardsGift[] = _("你还未收到卡片的赠礼\n确认继续?");
|
||||
ALIGNED(4) const u8 gText_ThrowAwayWonderCard[] = _("丢弃神秘卡片\n并重新领取新的?");
|
||||
ALIGNED(4) const u8 gText_HaventReceivedCardsGift[] = _("你还未收到卡片的赠礼\n确认继续?");
|
||||
ALIGNED(4) const u8 gText_WonderCardReceivedFrom[] = _("从{STR_VAR_1}处收到了一张\n神秘卡片。");
|
||||
ALIGNED(4) const u8 gText_WonderNewsReceivedFrom[] = _("从{STR_VAR_1}处收到了一条\n神秘新闻。");
|
||||
ALIGNED(4) const u8 gText_WonderCardReceived[] = _("已收到了新的神秘卡片");
|
||||
@ -1186,8 +1186,8 @@ ALIGNED(4) const u8 gText_RecordUploadedViaWireless[] = _("你的记录已用无
|
||||
ALIGNED(4) const u8 gText_CantAcceptCardFromTrainer[] = _("你不能从这个训练家处接收\n神秘卡片。");
|
||||
ALIGNED(4) const u8 gText_CantAcceptNewsFromTrainer[] = _("你不能从这个训练家处接收\n神秘新闻。");
|
||||
ALIGNED(4) const u8 gText_NothingSentOver[] = _("什么也没发生……");
|
||||
ALIGNED(4) const u8 gText_WhatToDoWithCards[] = _("你想用神秘卡片做什么?");
|
||||
ALIGNED(4) const u8 gText_WhatToDoWithNews[] = _("你想用神秘新闻做什么?");
|
||||
ALIGNED(4) const u8 gText_WhatToDoWithCards[] = _("你想用神秘卡片做什么?");
|
||||
ALIGNED(4) const u8 gText_WhatToDoWithNews[] = _("你想用神秘新闻做什么?");
|
||||
ALIGNED(4) const u8 gText_SendingWonderCard[] = _("正在发送你的神秘卡片……");
|
||||
ALIGNED(4) const u8 gText_SendingWonderNews[] = _("正在发送你的神秘新闻……");
|
||||
ALIGNED(4) const u8 gText_WonderCardSentTo[] = _("你的神秘卡片已发送给{STR_VAR_1}。");
|
||||
@ -1199,9 +1199,9 @@ ALIGNED(4) const u8 gText_OtherTrainerHasNews[] = _("对方训练家已有同样
|
||||
ALIGNED(4) const u8 gText_OtherTrainerHasStamp[] = _("对方训练家已有同样的印章。");
|
||||
ALIGNED(4) const u8 gText_OtherTrainerCanceled[] = _("对方训练家取消了通信。");
|
||||
ALIGNED(4) const u8 gText_CantSendGiftToTrainer[] = _("你不能将神秘礼物送给这个训练家。");
|
||||
ALIGNED(4) const u8 gText_IfThrowAwayCardEventWontHappen[] = _("如果丢弃卡片,\n其中的事件将不会发生。可以吗?");
|
||||
ALIGNED(4) const u8 gText_OkayToDiscardNews[] = _("删除这条新闻可以吗?");
|
||||
ALIGNED(4) const u8 gText_HaventReceivedGiftOkayToDiscard[] = _("你还未收到礼物,真的确定删除吗?");
|
||||
ALIGNED(4) const u8 gText_IfThrowAwayCardEventWontHappen[] = _("如果丢弃卡片,\n其中的事件将不会发生。可以吗?");
|
||||
ALIGNED(4) const u8 gText_OkayToDiscardNews[] = _("删除这条新闻可以吗?");
|
||||
ALIGNED(4) const u8 gText_HaventReceivedGiftOkayToDiscard[] = _("你还未收到礼物,真的确定删除吗?");
|
||||
ALIGNED(4) const u8 gText_DataWillBeSaved[] = _("资料保存中……\n请稍候。");
|
||||
ALIGNED(4) const u8 gText_SaveCompletedPressA[] = _("保存完毕。\n请按A键。");
|
||||
ALIGNED(4) const u8 gText_WonderCardThrownAway[] = _("丢弃了神秘卡片。");
|
||||
@ -1213,9 +1213,9 @@ const u8 gText_PlayersBattleResults[] = _("{PLAYER}的对战结果");
|
||||
const u8 gText_TotalRecordWLD[] = _("总战绩 胜:{STR_VAR_1} 负:{STR_VAR_2} 平:{STR_VAR_3}");
|
||||
const u8 gText_WinLoseDraw[] = _("{CLEAR_TO 0x53}胜{CLEAR_TO 0x80}负{CLEAR_TO 0xB0}平");
|
||||
const u8 gText_CommunicationStandby5[] = _("通信待机…");
|
||||
const u8 gText_QuitTheGame[] = _("退出游戏?");
|
||||
const u8 gText_QuitTheGame[] = _("退出游戏?");
|
||||
const u8 gText_YouveGot9999Coins[] = _("你已经有9,999枚代币。");
|
||||
const u8 gText_YouveRunOutOfCoins[] = _("你用光了所有的代币。\n游戏结束!");
|
||||
const u8 gText_YouveRunOutOfCoins[] = _("你用光了所有的代币。\n游戏结束!");
|
||||
const u8 gText_YouDontHaveThreeCoins[] = _("你没有3枚代币。");
|
||||
const u8 gText_ReelTimeHelp[] = _("奖励时间\n属于你的高光时刻来了!\n持续期间内,机器转动速度\n将逐渐减缓。瞄准目标吧!\n轮数耗尽或中超级大奖后,\n奖励时间将会结束。");
|
||||
const u8 gDaycareText_GetAlongVeryWell[] = _("这2只的关系\n好像挺好的!");
|
||||
@ -1232,16 +1232,16 @@ const u8 gText_TrainerHill1F[] = _("1F");
|
||||
const u8 gText_TrainerHill2F[] = _("2F");
|
||||
const u8 gText_TrainerHill3F[] = _("3F");
|
||||
const u8 gText_TrainerHill4F[] = _("4F");
|
||||
const u8 gText_TeachWhichMoveToPkmn[] = _("要让{STR_VAR_1}学习哪个招式呢?");
|
||||
const u8 gText_MoveRelearnerTeachMoveConfirm[] = _("要学习{STR_VAR_2}吗?");
|
||||
const u8 gText_MoveRelearnerPkmnLearnedMove[] = _("{STR_VAR_1}学会了\n{STR_VAR_2}!");
|
||||
const u8 gText_MoveRelearnerPkmnTryingToLearnMove[] = _("{STR_VAR_1}想要学习\n{STR_VAR_2}……\p为了学习{STR_VAR_2},\p要忘记其他的招式吗?");
|
||||
const u8 gText_MoveRelearnerStopTryingToTeachMove[] = _("放弃学习{STR_VAR_2}吗?");
|
||||
const u8 gText_MoveRelearnerAndPoof[] = _("{PAUSE 32}1, {PAUSE 15}2, {PAUSE 15}… {PAUSE 15}… {PAUSE 15}… {PAUSE 15}{PLAY_SE SE_BALL_BOUNCE_1}空!\p");
|
||||
const u8 gText_MoveRelearnerPkmnForgotMoveAndLearnedNew[] = _("{STR_VAR_1}忘记了{STR_VAR_3}!\p并且学会了{STR_VAR_2}!");
|
||||
const u8 gText_TeachWhichMoveToPkmn[] = _("要让{STR_VAR_1}学习哪个招式呢?");
|
||||
const u8 gText_MoveRelearnerTeachMoveConfirm[] = _("要学习{STR_VAR_2}吗?");
|
||||
const u8 gText_MoveRelearnerPkmnLearnedMove[] = _("{STR_VAR_1}学会了\n{STR_VAR_2}!");
|
||||
const u8 gText_MoveRelearnerPkmnTryingToLearnMove[] = _("{STR_VAR_1}想要学习\n{STR_VAR_2}……\p为了学习{STR_VAR_2},\p要忘记其他的招式吗?");
|
||||
const u8 gText_MoveRelearnerStopTryingToTeachMove[] = _("放弃学习{STR_VAR_2}吗?");
|
||||
const u8 gText_MoveRelearnerAndPoof[] = _("{PAUSE 32}1, {PAUSE 15}2, {PAUSE 15}… {PAUSE 15}… {PAUSE 15}… {PAUSE 15}{PLAY_SE SE_BALL_BOUNCE_1}空!\p");
|
||||
const u8 gText_MoveRelearnerPkmnForgotMoveAndLearnedNew[] = _("{STR_VAR_1}忘记了{STR_VAR_3}!\p并且学会了{STR_VAR_2}!");
|
||||
const u8 gText_MoveRelearnedPkmnDidNotLearnMove[] = _("{STR_VAR_1}没有学习{STR_VAR_2}。"); // Unused
|
||||
const u8 gText_MoveRelearnerGiveUp[] = _("要放弃让{STR_VAR_1}学习新招式吗?");
|
||||
const u8 gText_MoveRelearnerWhichMoveToForget[] = _("要忘记哪个招式呢?\p");
|
||||
const u8 gText_MoveRelearnerGiveUp[] = _("要放弃让{STR_VAR_1}学习新招式吗?");
|
||||
const u8 gText_MoveRelearnerWhichMoveToForget[] = _("要忘记哪个招式呢?\p");
|
||||
const u8 gText_MoveRelearnerBattleMoves[] = _("战斗招式");
|
||||
const u8 gText_MoveRelearnerContestMovesTitle[] = _("华丽大赛招式");
|
||||
const u8 gText_MoveRelearnerType[] = _("属性/"); // Unused
|
||||
@ -1258,12 +1258,12 @@ const u8 gText_Gabby[] = _("玛丽");
|
||||
const u8 gText_Anna[] = _("美穗");
|
||||
const u8 gText_ClearAllSaveData[] = _("要清除卡带所有\n保存记录区域的数据吗?");
|
||||
const u8 gText_ClearingData[] = _("正在清除记录……\n请稍等。");
|
||||
const u8 gText_IsThisTheCorrectTime[] = _("这是正确的时间吗?");
|
||||
const u8 gText_IsThisTheCorrectTime[] = _("这是正确的时间吗?");
|
||||
const u8 gText_Confirm3[] = _("确定");
|
||||
const u8 gText_Cancel4[] = _("取消");
|
||||
const u8 gText_CommStandbyAwaitingOtherPlayer[] = _("通信待机中……\n等待其他玩家选择。");
|
||||
const u8 gText_BattleWasRefused[] = _("对战要求被拒绝。{PAUSE 60}!");
|
||||
const u8 gText_RefusedBattle[] = _("拒绝对战。{PAUSE 60}!");
|
||||
const u8 gText_BattleWasRefused[] = _("对战要求被拒绝。{PAUSE 60}!");
|
||||
const u8 gText_RefusedBattle[] = _("拒绝对战。{PAUSE 60}!");
|
||||
const u8 gText_NoWeather[] = _("天气正常 // Below are unused debug names for weather types"); // Below are unused debug names for weather types
|
||||
const u8 gText_Sunny[] = _("晴天"); // Unused
|
||||
const u8 gText_Sunny2[] = _("晴天2"); // Unused
|
||||
@ -1289,7 +1289,7 @@ const u8 gText_Berry[] = _("树果");
|
||||
const u8 gText_Berries[] = _("树果");
|
||||
const u8 gText_ExpShareOn[] = _("打开了学习装置。{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_ExpShareOff[] = _("关闭了学习装置。{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_BasePointsResetToZero[] = _("{STR_VAR_1}的\n基础点数消失得干干净净了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_BasePointsResetToZero[] = _("{STR_VAR_1}的\n基础点数消失得干干净净了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_AM[] = _("AM");
|
||||
const u8 gText_PM[] = _("PM");
|
||||
const u8 gText_Relearn[] = _("{START_BUTTON} 回忆"); // future note: don't decap this, because it mimics the summary screen BG graphics which will not get decapped
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user