From 2e00ddb0678f9541832e5ec421e46babcabc9103 Mon Sep 17 00:00:00 2001 From: RoamerX <20692776+RoamerX@users.noreply.github.com> Date: Mon, 21 Apr 2025 21:36:17 +0800 Subject: [PATCH] =?UTF-8?q?=E6=B1=89=E5=8C=96=E8=A1=A5=E5=85=85=E4=BF=AE?= =?UTF-8?q?=E6=AD=A3?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 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” --- .../scripts.inc | 3 +- .../scripts.inc | 2 +- data/maps/Route111/scripts.inc | 2 +- data/maps/Route113/scripts.inc | 2 +- data/maps/Route114/scripts.inc | 2 +- data/maps/Route116/scripts.inc | 2 +- data/maps/Route118/scripts.inc | 2 +- data/maps/RusturfTunnel/scripts.inc | 4 +- .../scripts.inc | 2 +- data/scripts/day_care.inc | 6 +- data/scripts/debug.inc | 2 +- data/scripts/gift_pichu.inc | 2 +- data/text/apprentice.inc | 16 +- data/text/trainers.inc | 6 +- data/text/tv.inc | 16 +- src/battle_message.c | 4 +- src/battle_z_move.c | 16 +- src/berry_blender.c | 50 +- src/data/battle_frontier/trainer_hill.h | 2 +- src/data/party_menu.h | 2 +- src/data/text/follower_messages.h | 2 +- src/data/text/gift_ribbon_descriptions.h | 92 ++-- src/data/text/ribbon_descriptions.h | 38 +- src/data/trade.h | 2 +- src/data/union_room.h | 2 +- src/dexnav.c | 2 +- src/field_region_map.c | 2 +- src/field_specials.c | 2 +- src/item_use.c | 6 +- src/landmark.c | 84 ++-- src/map_name_popup.c | 16 +- src/mystery_gift_scripts.c | 2 +- src/player_pc.c | 6 +- src/pokeblock.c | 34 +- src/pokenav_list.c | 6 +- src/pokenav_main_menu.c | 26 +- src/pokenav_match_call_gfx.c | 14 +- src/pokenav_menu_handler_gfx.c | 30 +- src/strings.c | 470 +++++++++--------- 39 files changed, 489 insertions(+), 490 deletions(-) diff --git a/data/maps/BattleFrontier_BattlePalaceLobby/scripts.inc b/data/maps/BattleFrontier_BattlePalaceLobby/scripts.inc index 4626776e5c..06a16d1eba 100644 --- a/data/maps/BattleFrontier_BattlePalaceLobby/scripts.inc +++ b/data/maps/BattleFrontier_BattlePalaceLobby/scripts.inc @@ -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。$" diff --git a/data/maps/Route110_SeasideCyclingRoadSouthEntrance/scripts.inc b/data/maps/Route110_SeasideCyclingRoadSouthEntrance/scripts.inc index db495f5ac2..4d55bd9c33 100644 --- a/data/maps/Route110_SeasideCyclingRoadSouthEntrance/scripts.inc +++ b/data/maps/Route110_SeasideCyclingRoadSouthEntrance/scripts.inc @@ -37,7 +37,7 @@ Route110_SeasideCyclingRoadSouthEntrance_EventScript_ClearCyclingRoad:: end Route110_SeasideCyclingRoadSouthEntrance_Text_GoAllOutOnCyclingRoad: - .string "在自行车道路上,你可以\n全力以赴骑出你最快的速度,\p追风的感觉非常爽快,\n但千万不要撞到人!$" + .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!$" Route110_SeasideCyclingRoadSouthEntrance_Text_TooDangerousToWalk: .string "对不起,自行车\n道路上不能走路,太危险了。\p骑上自行车再回来吧。$" diff --git a/data/maps/Route111/scripts.inc b/data/maps/Route111/scripts.inc index bc6c70cf85..8c534035ed 100644 --- a/data/maps/Route111/scripts.inc +++ b/data/maps/Route111/scripts.inc @@ -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。”$" Route111_Text_TrainerTipsSpAtkSpDef: .string "训练家小技巧\p表示宝可梦的数值之一\n是特攻,全称\l“特殊招式攻击力。”\p相似地,还有特防,全称“特殊招式\n防御力”。$" diff --git a/data/maps/Route113/scripts.inc b/data/maps/Route113/scripts.inc index 13a24b2a6f..ebdbdffa38 100644 --- a/data/maps/Route113/scripts.inc +++ b/data/maps/Route113/scripts.inc @@ -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”$" diff --git a/data/maps/Route114/scripts.inc b/data/maps/Route114/scripts.inc index 4688f5111d..593f12e664 100644 --- a/data/maps/Route114/scripts.inc +++ b/data/maps/Route114/scripts.inc @@ -189,7 +189,7 @@ Route114_Text_MeteorFallsSign: .string "流星瀑布\n通往卡那兹市$" 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$" diff --git a/data/maps/Route116/scripts.inc b/data/maps/Route116/scripts.inc index aa9cb2f030..188138deda 100644 --- a/data/maps/Route116/scripts.inc +++ b/data/maps/Route116/scripts.inc @@ -397,7 +397,7 @@ Route116_Text_RusturfTunnelSign: .string "卡绿隧道\n“连接卡那兹市和绿茵镇的隧道\p工程已被\n取消”$" 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。$" diff --git a/data/maps/Route118/scripts.inc b/data/maps/Route118/scripts.inc index cbd9c8506a..865074aeb1 100644 --- a/data/maps/Route118/scripts.inc +++ b/data/maps/Route118/scripts.inc @@ -246,7 +246,7 @@ Route118_EventScript_Deandre:: end Route118_Text_StevenQuestions: - .string "大吾:嗨,{PLAYER}{KUN}!\p是我,大吾!\n我们在武斗镇见过面。\p自上次以来你是不是\n见过很多宝可梦了?\p在这广阔的世界中\n有着非常多的宝可梦,\p你可能想训练自己\n喜欢的几种,那也无妨,\p但你也许会觉得\n训练多种多样的宝可梦会更有趣。\p因为你是个宝可梦的训练家,\n不是吗?\p当然,这与我没什么关系。\p希望我们还能\n再次见面。$" + .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。$" Route118_Text_YouAgreeGoodRodIsGood: .string "嗯!\n好钓竿非常好用!\p你也这么想吧?$" diff --git a/data/maps/RusturfTunnel/scripts.inc b/data/maps/RusturfTunnel/scripts.inc index 02a0722905..59cfc7b714 100644 --- a/data/maps/RusturfTunnel/scripts.inc +++ b/data/maps/RusturfTunnel/scripts.inc @@ -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!$" diff --git a/data/maps/SlateportCity_BattleTentCorridor/scripts.inc b/data/maps/SlateportCity_BattleTentCorridor/scripts.inc index fb6e7f496b..9e16699829 100644 --- a/data/maps/SlateportCity_BattleTentCorridor/scripts.inc +++ b/data/maps/SlateportCity_BattleTentCorridor/scripts.inc @@ -200,7 +200,7 @@ SlateportCity_ContestHall_Text_BattleAndContestAlike: @ Unused SlateportCity_ContestHall_Text_MonLooksOnTopOfGame: - .string "那个宝可梦看起来像是比赛中的\n高手,嗯?\p宝可梦在评判比赛中做得好的话\n会比在吸引力比赛中\l看起来更放松。$" + .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。$" @ Unused SlateportCity_ContestHall_Text_MyMonBetterThanThatLot: diff --git a/data/scripts/day_care.inc b/data/scripts/day_care.inc index de9d26847e..030c961817 100644 --- a/data/scripts/day_care.inc +++ b/data/scripts/day_care.inc @@ -410,8 +410,8 @@ Text_EggHatchHuh: Route117_PokemonDayCare_Text_YoullBeLeftWithJustOne: .string "哼?\n" - .string "…,是啊。\p" - .string "如果你留下那个宝可梦给\n" - .string "我,你就只剩下一个了。\p" + .string "……是啊。\p" + .string "如果你留下那只宝可梦给\n" + .string "我,你就只剩下一只了。\p" .string "你最好离开的时候再\n" .string "多抓点,我想说。$" diff --git a/data/scripts/debug.inc b/data/scripts/debug.inc index b13ced2971..aff8771688 100644 --- a/data/scripts/debug.inc +++ b/data/scripts/debug.inc @@ -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。$" DebugScript_ZeroDaycareMons:: msgbox DebugText_DaycareNoPokemon, MSGBOX_DEFAULT diff --git a/data/scripts/gift_pichu.inc b/data/scripts/gift_pichu.inc index 7c1f5c3090..41f2f7f229 100644 --- a/data/scripts/gift_pichu.inc +++ b/data/scripts/gift_pichu.inc @@ -68,5 +68,5 @@ sText_MysteryGiftEgg: sText_FullParty: .string "你的队伍看起来满了。\p" - .string "请保存一个宝可梦\n" + .string "请保存一只宝可梦\n" .string "到电脑中再来吧。$" diff --git a/data/text/apprentice.inc b/data/text/apprentice.inc index 31d6da3a7c..549fe5eb89 100644 --- a/data/text/apprentice.inc +++ b/data/text/apprentice.inc @@ -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?$" gText_ApprenticeMonThanks12:: .string "如果说最好用{STR_VAR_1},\n那我就听你的!\p哎,{PLAYER},我要去自由地流浪,\n但你不要忘记我。\p下回再见,我的朋友!$" diff --git a/data/text/trainers.inc b/data/text/trainers.inc index fca4d8d2c8..98a2aaa7ef 100644 --- a/data/text/trainers.inc +++ b/data/text/trainers.inc @@ -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!$" Route107_Text_RayNotEnoughPokemon:: .string "真:如果你想和我们战斗,\n去,多带点宝可梦!$" diff --git a/data/text/tv.inc b/data/text/tv.inc index ce5c301384..0508ea3dc3 100644 --- a/data/text/tv.inc +++ b/data/text/tv.inc @@ -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!$" gTVPokemonTodayFailedText03:: .string "可是{STR_VAR_1}弄错的话会让\n宝可梦昏厥的!\p结果就是浪费钱\n精灵球:{STR_VAR_2}!\p你应该见过\n惊吓了的又沮丧表情在{STR_VAR_1}的脸上\l当宝可梦昏厥时!$" diff --git a/src/battle_message.c b/src/battle_message.c index 619d8c9316..a2f02db557 100644 --- a/src/battle_message.c +++ b/src/battle_message.c @@ -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?"); diff --git a/src/battle_z_move.c b/src/battle_z_move.c index c878a2c12b..77915195e3 100644 --- a/src/battle_z_move.c +++ b/src/battle_z_move.c @@ -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) diff --git a/src/berry_blender.c b/src/berry_blender.c index 0a6eaaa2bf..f61b619893 100644 --- a/src/berry_blender.c +++ b/src/berry_blender.c @@ -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] = { diff --git a/src/data/battle_frontier/trainer_hill.h b/src/data/battle_frontier/trainer_hill.h index ade730b044..9be9a82faa 100644 --- a/src/data/battle_frontier/trainer_hill.h +++ b/src/data/battle_frontier/trainer_hill.h @@ -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] = diff --git a/src/data/party_menu.h b/src/data/party_menu.h index 9870e9c891..e30afe9dd7 100644 --- a/src/data/party_menu.h +++ b/src/data/party_menu.h @@ -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 { diff --git a/src/data/text/follower_messages.h b/src/data/text/follower_messages.h index 94e0b5f91d..e6563d1de4 100644 --- a/src/data/text/follower_messages.h +++ b/src/data/text/follower_messages.h @@ -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!"); diff --git a/src/data/text/gift_ribbon_descriptions.h b/src/data/text/gift_ribbon_descriptions.h index 0ba7a33d50..6eab61db88 100644 --- a/src/data/text/gift_ribbon_descriptions.h +++ b/src/data/text/gift_ribbon_descriptions.h @@ -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] = { diff --git a/src/data/text/ribbon_descriptions.h b/src/data/text/ribbon_descriptions.h index 4de90d2e46..b1caa2e247 100644 --- a/src/data/text/ribbon_descriptions.h +++ b/src/data/text/ribbon_descriptions.h @@ -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] = { diff --git a/src/data/trade.h b/src/data/trade.h index dcc5639d8c..fe737730bb 100644 --- a/src/data/trade.h +++ b/src/data/trade.h @@ -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. "); diff --git a/src/data/union_room.h b/src/data/union_room.h index 9529675942..2ee3e18d0e 100644 --- a/src/data/union_room.h +++ b/src/data/union_room.h @@ -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"); diff --git a/src/dexnav.c b/src/dexnav.c index 3b46621b72..79e3bcbe06 100644 --- a/src/dexnav.c +++ b/src/dexnav.c @@ -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}"); diff --git a/src/field_region_map.c b/src/field_region_map.c index 966d2d1327..1c3256c867 100644 --- a/src/field_region_map.c +++ b/src/field_region_map.c @@ -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); diff --git a/src/field_specials.c b/src/field_specials.c index 2ed25627cd..c4795211c2 100644 --- a/src/field_specials.c +++ b/src/field_specials.c @@ -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 diff --git a/src/item_use.c b/src/item_use.c index 40de4280d7..755734dda8 100644 --- a/src/item_use.c +++ b/src/item_use.c @@ -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()) diff --git a/src/landmark.c b/src/landmark.c index d2bb3c4105..6558406765 100644 --- a/src/landmark.c +++ b/src/landmark.c @@ -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}; diff --git a/src/map_name_popup.c b/src/map_name_popup.c index 500d45e866..506c2e422d 100644 --- a/src/map_name_popup.c +++ b/src/map_name_popup.c @@ -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] = { diff --git a/src/mystery_gift_scripts.c b/src/mystery_gift_scripts.c index 0bad35eb0f..40418eaf41 100644 --- a/src/mystery_gift_scripts.c +++ b/src/mystery_gift_scripts.c @@ -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。"); //================== diff --git a/src/player_pc.c b/src/player_pc.c index afcc31e1e4..81fb1cc27f 100644 --- a/src/player_pc.c +++ b/src/player_pc.c @@ -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[] = diff --git a/src/pokeblock.c b/src/pokeblock.c index b68fe16ce3..40f4717866 100644 --- a/src/pokeblock.c +++ b/src/pokeblock.c @@ -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[] = diff --git a/src/pokenav_list.c b/src/pokenav_list.c index dbcf137331..97d13d92fb 100644 --- a/src/pokenav_list.c +++ b/src/pokenav_list.c @@ -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 diff --git a/src/pokenav_main_menu.c b/src/pokenav_main_menu.c index d2765b6706..4a9a5cedf8 100644 --- a/src/pokenav_main_menu.c +++ b/src/pokenav_main_menu.c @@ -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] = diff --git a/src/pokenav_match_call_gfx.c b/src/pokenav_match_call_gfx.c index 80e2709cf0..d8a20791d7 100755 --- a/src/pokenav_match_call_gfx.c +++ b/src/pokenav_match_call_gfx.c @@ -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 diff --git a/src/pokenav_menu_handler_gfx.c b/src/pokenav_menu_handler_gfx.c index 42588aeed0..1f46915fe7 100644 --- a/src/pokenav_menu_handler_gfx.c +++ b/src/pokenav_menu_handler_gfx.c @@ -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}; diff --git a/src/strings.c b/src/strings.c index bf3d94c3df..638b0f9290 100644 --- a/src/strings.c +++ b/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