battle_message.c对战文本替换程序及结果修正
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@ -1,71 +1,29 @@
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EventTicket_Text_OldSeaMapTooFar::
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.string "What's up, youngster?\p"
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.string "What, it's you who's supposed to have\n"
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.string "a tattered old map?\p"
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.string "Let's have a look.\n"
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.string "… … … … … …\p"
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.string "Boy, this is quite a ways away.\n"
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.string "I'm afraid I can't help you…$"
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.string "你说什么,年轻人?\p 什么,就是你拥有\n破烂的古老地图?\p 让我看看。\n… … … … … …\p 好家伙……这简直是遥不可及。\n我恐怕帮不了你……$"
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EventTicket_Text_BrineyHoldOnASecond::
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.string "BRINEY: Hold on a second!\p"
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.string "What's the idea of turning down\n"
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.string "someone that I owe so much to?$"
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.string "哈奇:喂!\p 竟敢拒绝我恩人的请求\n这叫怎么一回事儿啊! $"
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EventTicket_Text_BrineyLetsSail::
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.string "{PLAYER}{KUN}, I'm terribly sorry.\p"
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.string "You came to me seeking my help,\n"
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.string "and we almost turned you away.\p"
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.string "Well, let me make things right.\p"
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.string "We'll sail right away, of course!\p"
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.string "Let's find this island on\n"
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.string "this OLD SEA MAP!$"
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.string "{PLAYER}{KUN},真不好意思。\p 你来到这里找我帮忙,\n可是我们差点把你拒之门外。\p 好吧,由我来挽回这个错误。\p 当然,我们马上出发!\p 让我们去找古航海图\n上的小岛吧! $"
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EventTicket_Text_OddTicketGetOnBoard::
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.string "Is it you who brought that odd\n"
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.string "ticket?\p"
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.string "Where you're trying to go is an island\n"
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.string "that's far, far away.\p"
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.string "No one knows what awaits there…\p"
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.string "The very thought excites my blood\n"
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.string "as a sailing man!\p"
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.string "Get on board, youngster!$"
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.string "你带着\n船票了吗?\p 你设法要去的岛\n在很远很远的地方。\p 没人知道那里会有什么等着我们……\p 这激起了我作为\n水手的热情!\p 快上船来,年轻人! $"
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FarawayIsland_Entrance_Text_SailorReturn::
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.string "CAPT. BRINEY can be so maddeningly\n"
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.string "fickle…\p"
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.string "Do you want to return to LILYCOVE?$"
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.string "哈奇船长善变的性格\n真让人抓狂……\p 你想回到水静市吗? $"
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BirthIsland_Harbor_Text_SailorReturn::
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.string "What an oddly shaped island, eh?\n"
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.string "Do you want to return to LILYCOVE?$"
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.string "多么奇怪的小岛,不是吗?\n你想返回水静市吗? $"
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EventTicket_Text_OddTicketsWhereTo::
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.string "Is it you who brought those\n"
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.string "odd tickets?\p"
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.string "… … …Hm.\p"
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.string "These tickets will get you to islands\n"
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.string "that are far, far away.\p"
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.string "No one knows what awaits there,\n"
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.string "or what may happen there.\p"
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.string "The very thought excites my blood\n"
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.string "as a sailing man!\p"
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.string "Get on board, youngster!\n"
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.string "Where shall we sail first?$"
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.string "你带着\n船票了吗?\p … … …唔。\p 这些船票能让你到一些小岛上去\n那是个很远很远的地方。\p 没人知道那里会有什么等着我们,\n抑或是可能会发生什么。\p 这激起了我作为\n水手的热情!\p 快上船来,年轻人!\n我们先去哪? $"
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NavelRock_Harbor_Text_SailorReturn::
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.string "Did… Did you hear that?\n"
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.string "That low growling from deep in there.\p"
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.string "Are you sure it's safe?\n"
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.string "Do you think we should leave?$"
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.string "你听…听到了吗?\n从深处传出的低吼。\p 你确定这里安全吗?\n我们要不要离开这儿? $"
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FarawayIsland_Entrance_Text_Sign::
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.string "The writing is fading as if it was\n"
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.string "written a long time ago…\p"
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.string "“…ber, 6th day\n"
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.string "If any human…sets foot here…\l"
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.string "again…et it be a kindhearted pers…\l"
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.string "…ith that hope, I depar…”$"
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.string "字迹已经模糊不清\n仿佛已经写了很久很久了…\p “……月6日\n在踏进这里的……类面前\l再次……身的话\l希望他心地……良\l在……里写下这样的愿望后\l我离开了这个……\l\l……士”$"
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FarawayIsland_Interior_Text_Mew::
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.string "Myuu…$"
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.string "咪呦…$"
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@ -36,7 +36,9 @@ def replace_c_file(c_file_path, translations):
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original_text = match.group(1)
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# 检查是否有匹配的 key(忽略大小写)
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for key, replacement in translations.items():
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if key in line.lower():
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# 确保 key 匹配且后续字符是 "[" 或 "]"
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key_index = line.lower().find(key)
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if key_index != -1 and (key_index + len(key) == len(line) or line[key_index + len(key)] in "[]"):
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# 替换双引号中的内容
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escaped_replacement = replacement.replace('"', r'\"') # 保留转义符
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line = line[:match.start(1)] + escaped_replacement + line[match.end(1):]
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@ -77,26 +77,26 @@ static const u8 sText_PlayerBattledToDrawLinkTrainer[] = _("和{B_LINK_OPPONENT1
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static const u8 sText_PlayerBattledToDrawVsTwo[] = _("与{B_LINK_OPPONENT1_NAME}和{B_LINK_OPPONENT2_NAME}\n打成了平局!");
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static const u8 sText_WildFled[] = _("{PLAY_SE SE_FLEE}{B_LINK_OPPONENT1_NAME}逃走了!"); //not in gen 5+, replaced with match was forfeited text
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static const u8 sText_TwoWildFled[] = _("{PLAY_SE SE_FLEE}{B_LINK_OPPONENT1_NAME}和\n{B_LINK_OPPONENT2_NAME}逃走了!"); //not in gen 5+, replaced with match was forfeited text
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static const u8 sText_PlayerDefeatedLinkTrainerTrainer1[] = _("战胜了\n{B_LINK_OPPONENT1_NAME}!");
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static const u8 sText_PlayerDefeatedLinkTrainerTrainer1[] = _("战胜了\n{B_TRAINER1_NAME_WITH_CLASS}!\p");
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static const u8 sText_OpponentMon1Appeared[] = _("{B_OPPONENT_MON1_NAME}出现了!\p");
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static const u8 sText_WildPkmnAppeared[] = _("{B_OPPONENT_MON1_NAME}扑过来了!\p");
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static const u8 sText_LegendaryPkmnAppeared[] = _("{B_OPPONENT_MON1_NAME}出现了!\p");
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static const u8 sText_WildPkmnAppearedPause[] = _("{B_OPPONENT_MON1_NAME}扑过来了!\p");
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static const u8 sText_WildPkmnAppearedPause[] = _("{B_OPPONENT_MON1_NAME}扑过来了!{PAUSE 127}");
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static const u8 sText_TwoWildPkmnAppeared[] = _("{B_OPPONENT_MON1_NAME}和{B_OPPONENT_MON2_NAME}\n扑过来了!\p");
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static const u8 sText_Trainer1WantsToBattle[] = _("{B_TRAINER1_NAME_WITH_CLASS}\n前来挑战了!\p");
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static const u8 sText_LinkTrainerWantsToBattle[] = _("{B_LINK_OPPONENT1_NAME}\n前来挑战了!");
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static const u8 sText_TwoLinkTrainersWantToBattle[] = _("{B_LINK_OPPONENT1_NAME}和{B_LINK_OPPONENT2_NAME}\n前来挑战了!");
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static const u8 sText_Trainer1SentOutPkmn[] = _("{B_TRAINER1_NAME_WITH_CLASS}\n派出了{B_OPPONENT_MON1_NAME}!");
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static const u8 sText_Trainer1SentOutTwoPkmn[] = _("{B_TRAINER1_NAME_WITH_CLASS}\n派出了{B_OPPONENT_MON1_NAME}和{B_OPPONENT_MON2_NAME}!");
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static const u8 sText_Trainer1SentOutPkmn2[] = _("{B_TRAINER1_NAME_WITH_CLASS}\n派出了{B_OPPONENT_MON1_NAME}!");
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static const u8 sText_Trainer1SentOutPkmn2[] = _("{B_TRAINER1_NAME_WITH_CLASS}\n派出了{B_BUFF1}!");
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static const u8 sText_LinkTrainerSentOutPkmn[] = _("{B_LINK_OPPONENT1_NAME}派出了\n{B_OPPONENT_MON1_NAME}!");
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static const u8 sText_LinkTrainerSentOutTwoPkmn[] = _("{B_LINK_OPPONENT1_NAME}派出了\n{B_OPPONENT_MON1_NAME}和{B_OPPONENT_MON2_NAME}!");
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static const u8 sText_TwoLinkTrainersSentOutPkmn[] = _("{B_LINK_OPPONENT1_NAME}派出了{B_LINK_OPPONENT_MON1_NAME}!\n{B_LINK_OPPONENT2_NAME}派出了{B_LINK_OPPONENT_MON2_NAME}!");
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static const u8 sText_LinkTrainerSentOutPkmn2[] = _("{B_LINK_OPPONENT1_NAME}派出了\n{B_OPPONENT_MON1_NAME}!");
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static const u8 sText_LinkTrainerSentOutPkmn2[] = _("{B_LINK_OPPONENT1_NAME}派出了\n{B_BUFF1}!");
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static const u8 sText_LinkTrainerMultiSentOutPkmn[] = _("{B_LINK_SCR_TRAINER_NAME}派出了\n{B_BUFF1}!");
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static const u8 sText_GoPkmn[] = _("上吧!{B_PLAYER_MON1_NAME}!");
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static const u8 sText_GoTwoPkmn[] = _("上吧!{B_PLAYER_MON1_NAME}!\n{B_PLAYER_MON2_NAME}!");
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static const u8 sText_GoPkmn2[] = _("上吧!{B_PLAYER_MON1_NAME}!");
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static const u8 sText_GoPkmn2[] = _("上吧!{B_BUFF1}!");
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static const u8 sText_DoItPkmn[] = _("交给你了!{B_BUFF1}!");
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static const u8 sText_GoForItPkmn[] = _("加油!{B_BUFF1}!");
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static const u8 sText_JustALittleMorePkmn[] = _("只差一点了!\n加油!{B_BUFF1}!"); //currently unused, will require code changes
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@ -115,11 +115,11 @@ static const u8 sText_FoePkmnPrefix[] = _("对手的");
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static const u8 sText_WildPkmnPrefixLower[] = _("野生的");
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static const u8 sText_FoePkmnPrefixLower[] = _("对手的");
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static const u8 sText_EmptyString8[] = _("");
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static const u8 sText_FoePkmnPrefix2[] = _("对手的");
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static const u8 sText_FoePkmnPrefix2[] = _("对手");
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static const u8 sText_AllyPkmnPrefix[] = _("我方");
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static const u8 sText_FoePkmnPrefix3[] = _("对手的");
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static const u8 sText_FoePkmnPrefix3[] = _("对手");
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static const u8 sText_AllyPkmnPrefix2[] = _("我方");
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static const u8 sText_FoePkmnPrefix4[] = _("对手的");
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static const u8 sText_FoePkmnPrefix4[] = _("对手");
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static const u8 sText_AllyPkmnPrefix3[] = _("我方");
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static const u8 sText_AttackerUsedX[] = _("{B_ATK_NAME_WITH_PREFIX}使出了\n{B_BUFF3}!");
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static const u8 sText_ExclamationMark[] = _("!");
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@ -181,7 +181,7 @@ const u8 *const gBattleStringsTable[BATTLESTRINGS_COUNT] =
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[STRINGID_PKMNFORGOTMOVE] = COMPOUND_STRING("{B_BUFF1}把{B_BUFF2}的\n使用方法忘得干干净净了!\p"),
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[STRINGID_STOPLEARNINGMOVE] = COMPOUND_STRING("{PAUSE 32}要放弃学习\n{B_BUFF2}吗?"),
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[STRINGID_DIDNOTLEARNMOVE] = COMPOUND_STRING("{B_BUFF1}没有学习\n{B_BUFF2}就结束了!\p"),
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[STRINGID_PKMNLEARNEDMOVE2] = COMPOUND_STRING("{B_BUFF1}\n学会了{B_BUFF2}!{WAIT_SE}\p"),
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[STRINGID_PKMNLEARNEDMOVE2] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}\n学会了{B_BUFF1}!"),
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[STRINGID_ATTACKMISSED] = COMPOUND_STRING("没有击中{B_DEF_NAME_WITH_PREFIX}!"),
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[STRINGID_PKMNPROTECTEDITSELF] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX}\n在攻击中守护住了自己!"),
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[STRINGID_STATSWONTINCREASE2] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}的\n能力已经无法再提高了!"),
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@ -192,16 +192,16 @@ const u8 *const gBattleStringsTable[BATTLESTRINGS_COUNT] =
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[STRINGID_PLAYERGOTMONEY] = COMPOUND_STRING("作为奖金,\n{B_PLAYER_NAME}获得了¥{B_BUFF1}!\p"),
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[STRINGID_PLAYERWHITEOUT] = COMPOUND_STRING("{B_PLAYER_NAME}的手上没有\n可以战斗的宝可梦!\p"),
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#if B_WHITEOUT_MONEY >= GEN_4
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[STRINGID_PLAYERWHITEOUT2] = COMPOUND_STRING("{B_PLAYER_NAME}的手上没有\n可以战斗的宝可梦!\p"),
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[STRINGID_PLAYERWHITEOUT2] = COMPOUND_STRING("{B_PLAYER_NAME}在慌乱中\n丢失了¥{B_BUFF1}……\p………………\n………………\p{B_PLAYER_NAME}的眼前变得一片漆黑!{PAUSE_UNTIL_PRESS}"),
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#else
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[STRINGID_PLAYERWHITEOUT2] = COMPOUND_STRING("{B_PLAYER_NAME}的手上没有\n可以战斗的宝可梦!\p"),
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[STRINGID_PLAYERWHITEOUT2] = COMPOUND_STRING("{B_PLAYER_NAME}在慌乱中\n丢失了¥{B_BUFF1}……\p………………\n………………\p{B_PLAYER_NAME}的眼前变得一片漆黑!{PAUSE_UNTIL_PRESS}"),
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#endif
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[STRINGID_PREVENTSESCAPE] = COMPOUND_STRING("因{B_SCR_NAME_WITH_PREFIX}的\n{B_SCR_ACTIVE_ABILITY}而无法逃走!\p"),
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[STRINGID_HITXTIMES] = COMPOUND_STRING("击中了{B_BUFF1}次!"), //SV has dynamic plural here
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[STRINGID_PKMNFELLASLEEP] = COMPOUND_STRING("{B_EFF_NAME_WITH_PREFIX}睡着了!"),
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[STRINGID_PKMNMADESLEEP] = COMPOUND_STRING("因{B_SCR_NAME_WITH_PREFIX2}的{B_BUFF1},\n{B_EFF_NAME_WITH_PREFIX2}睡着了!"), //not in gen 5+, ability popup
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[STRINGID_PKMNALREADYASLEEP] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX}\n已经睡着了!"),
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[STRINGID_PKMNALREADYASLEEP2] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX}\n已经睡着了!"),
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[STRINGID_PKMNALREADYASLEEP2] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}\n已经睡着了!"),
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[STRINGID_PKMNWASNTAFFECTED] = COMPOUND_STRING("对于{B_DEF_NAME_WITH_PREFIX},\n好像没有效果……"), //not in gen 5+, ability popup
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[STRINGID_PKMNWASPOISONED] = COMPOUND_STRING("{B_EFF_NAME_WITH_PREFIX}中毒了!"),
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[STRINGID_PKMNPOISONEDBY] = COMPOUND_STRING("因{B_SCR_NAME_WITH_PREFIX2}的{B_BUFF1},\n{B_EFF_NAME_WITH_PREFIX2}中毒了!"), //not in gen 5+, ability popup
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@ -216,10 +216,10 @@ const u8 *const gBattleStringsTable[BATTLESTRINGS_COUNT] =
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[STRINGID_PKMNFROZENBY] = COMPOUND_STRING("因{B_SCR_NAME_WITH_PREFIX2}的{B_BUFF1},\n{B_EFF_NAME_WITH_PREFIX2}冻住了!"), //not in gen 5+, ability popup
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[STRINGID_PKMNISFROZEN] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}\n因冻住了而无法行动!"),
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[STRINGID_PKMNWASDEFROSTED] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX}的\n冰冻被融化了!"),
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[STRINGID_PKMNWASDEFROSTED2] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX}的\n冰冻被融化了!"),
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[STRINGID_PKMNWASDEFROSTEDBY] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX}的\n冰冻被融化了!"),
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[STRINGID_PKMNWASDEFROSTED2] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}的\n冰冻被融化了!"),
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[STRINGID_PKMNWASDEFROSTEDBY] = COMPOUND_STRING("因{B_ATK_NAME_WITH_PREFIX}的\n{B_CURRENT_MOVE},冰冻被融化了!"),
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[STRINGID_PKMNWASPARALYZED] = COMPOUND_STRING("{B_EFF_NAME_WITH_PREFIX}麻痹了,\n很难使出招式!"),
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[STRINGID_PKMNWASPARALYZEDBY] = COMPOUND_STRING("{B_EFF_NAME_WITH_PREFIX}麻痹了,\n很难使出招式!"), //not in gen 5+, ability popup
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[STRINGID_PKMNWASPARALYZEDBY] = COMPOUND_STRING("因{B_SCR_NAME_WITH_PREFIX2}的{B_BUFF1},\n{B_EFF_NAME_WITH_PREFIX2}麻痹了,\l很难使出招式!"), //not in gen 5+, ability popup
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[STRINGID_PKMNISPARALYZED] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}\n因身体麻痹而无法行动!"),
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[STRINGID_PKMNISALREADYPARALYZED] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX}\n已经麻痹了。"),
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[STRINGID_PKMNHEALEDPARALYSIS] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX}的\n麻痹被解除了!"),
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@ -264,7 +264,7 @@ const u8 *const gBattleStringsTable[BATTLESTRINGS_COUNT] =
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[STRINGID_PKMNPROTECTEDBYMIST] = COMPOUND_STRING("{B_SCR_NAME_WITH_PREFIX}\n正受到白雾的保护!"),
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[STRINGID_PKMNGETTINGPUMPED] = gText_PkmnGettingPumped,
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[STRINGID_PKMNHITWITHRECOIL] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}\n受到了反作用力造成的伤害!"),
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[STRINGID_PKMNPROTECTEDITSELF2] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX}\n在攻击中守护住了自己!"),
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[STRINGID_PKMNPROTECTEDITSELF2] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}\n摆出了防守的架势!"),
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[STRINGID_PKMNBUFFETEDBYSANDSTORM] = COMPOUND_STRING("沙暴袭击了\n{B_ATK_NAME_WITH_PREFIX}!"),
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[STRINGID_PKMNPELTEDBYHAIL] = COMPOUND_STRING("冰雹袭击了\n{B_ATK_NAME_WITH_PREFIX}!"),
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[STRINGID_PKMNSEEDED] = COMPOUND_STRING("将种子种植在了\n{B_DEF_NAME_WITH_PREFIX}身上!"),
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@ -273,7 +273,7 @@ const u8 *const gBattleStringsTable[BATTLESTRINGS_COUNT] =
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[STRINGID_PKMNFASTASLEEP] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}\n正在呼呼大睡。"),
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[STRINGID_PKMNWOKEUP] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}\n醒过来了!"),
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[STRINGID_PKMNUPROARKEPTAWAKE] = COMPOUND_STRING("但是,{B_SCR_NAME_WITH_PREFIX2}\n被吵得无法入睡!"),
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[STRINGID_PKMNWOKEUPINUPROAR] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}\n醒过来了!"),
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[STRINGID_PKMNWOKEUPINUPROAR] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX2}\n被吵醒了!"),
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[STRINGID_PKMNCAUSEDUPROAR] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}\n吵闹了起来!"),
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[STRINGID_PKMNMAKINGUPROAR] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}\n吵闹个不停!"),
|
||||
[STRINGID_PKMNCALMEDDOWN] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}\n平静了下来!"),
|
||||
@ -312,7 +312,7 @@ const u8 *const gBattleStringsTable[BATTLESTRINGS_COUNT] =
|
||||
[STRINGID_PKMNLAIDCURSE] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}削减了自己的体力,\n并向{B_DEF_NAME_WITH_PREFIX2}施加了咒术!"),
|
||||
[STRINGID_PKMNAFFLICTEDBYCURSE] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}\n正受到诅咒!"),
|
||||
[STRINGID_SPIKESSCATTERED] = COMPOUND_STRING("{B_DEF_TEAM2}脚下\n散落着撒菱!"),
|
||||
[STRINGID_PKMNHURTBYSPIKES] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}受到了\n{B_BUFF1}的伤害。"),
|
||||
[STRINGID_PKMNHURTBYSPIKES] = COMPOUND_STRING("{B_SCR_NAME_WITH_PREFIX}\n受到了撒菱的伤害!"),
|
||||
[STRINGID_PKMNIDENTIFIED] = COMPOUND_STRING("识破了{B_DEF_NAME_WITH_PREFIX}的原形!"),
|
||||
[STRINGID_PKMNPERISHCOUNTFELL] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}的\n灭亡计时变成{B_BUFF1}了!"),
|
||||
[STRINGID_PKMNBRACEDITSELF] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}\n摆出了挺住攻击的架势!"),
|
||||
@ -361,7 +361,7 @@ const u8 *const gBattleStringsTable[BATTLESTRINGS_COUNT] =
|
||||
[STRINGID_PKMNPROTECTEDBY] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX}\n受到了{B_DEF_ABILITY}的保护!"), //not in gen 5+, ability popup
|
||||
[STRINGID_PKMNPREVENTSUSAGE] = COMPOUND_STRING("因{B_DEF_NAME_WITH_PREFIX}的{B_DEF_ABILITY},\n{B_ATK_NAME_WITH_PREFIX2}不能使用\l{B_CURRENT_MOVE}!"), //I don't see this in SV text
|
||||
[STRINGID_PKMNRESTOREDHPUSING] = COMPOUND_STRING("因{B_DEF_ABILITY},{B_DEF_NAME_WITH_PREFIX}的\n体力回复了!"), //not in gen 5+, ability popup
|
||||
[STRINGID_PKMNCHANGEDTYPEWITH] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}\n变成了{B_BUFF1}属性!"), //not in gen 5+, ability popup
|
||||
[STRINGID_PKMNCHANGEDTYPEWITH] = COMPOUND_STRING("因为{B_DEF_ABILITY},{B_DEF_NAME_WITH_PREFIX}\n变成了{B_BUFF1}属性!"), //not in gen 5+, ability popup
|
||||
[STRINGID_PKMNPREVENTSPARALYSISWITH] = COMPOUND_STRING("因为{B_DEF_ABILITY},{B_EFF_NAME_WITH_PREFIX}\n不会麻痹!"), //not in gen 5+, ability popup
|
||||
[STRINGID_PKMNPREVENTSROMANCEWITH] = COMPOUND_STRING("因为{B_DEF_ABILITY},{B_DEF_NAME_WITH_PREFIX}\n不会着迷!"), //not in gen 5+, ability popup
|
||||
[STRINGID_PKMNPREVENTSPOISONINGWITH] = COMPOUND_STRING("因为{B_DEF_ABILITY},{B_EFF_NAME_WITH_PREFIX}\n不会中毒!"), //not in gen 5+, ability popup
|
||||
@ -512,18 +512,18 @@ const u8 *const gBattleStringsTable[BATTLESTRINGS_COUNT] =
|
||||
[STRINGID_PKMNSXMADEITINEFFECTIVE] = COMPOUND_STRING("{B_SCR_NAME_WITH_PREFIX}的{B_SCR_ACTIVE_ABILITY}\n使其无效了!"), //not in gen 5+, ability popup
|
||||
[STRINGID_PKMNSXPREVENTSFLINCHING] = COMPOUND_STRING("因为{B_EFF_ABILITY},{B_EFF_NAME_WITH_PREFIX}\n不会畏缩!"), //not in gen 5+, ability popup
|
||||
[STRINGID_PKMNALREADYHASBURN] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX}\n已经被灼伤了。"),
|
||||
[STRINGID_STATSWONTDECREASE2] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX}的\n{B_BUFF1}已经无法再降低了!"),
|
||||
[STRINGID_PKMNSXBLOCKSY2] = COMPOUND_STRING("因为{B_DEF_ABILITY},{B_DEF_NAME_WITH_PREFIX}\n抵御了{B_CURRENT_MOVE}!"), //not in gen 5+, ability popup
|
||||
[STRINGID_STATSWONTDECREASE2] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX}的\n能力已经无法再降低了!"),
|
||||
[STRINGID_PKMNSXBLOCKSY2] = COMPOUND_STRING("因为{B_SCR_ACTIVE_ABILITY},{B_SCR_NAME_WITH_PREFIX}\n抵御了{B_CURRENT_MOVE}!"), //not in gen 5+, ability popup
|
||||
[STRINGID_PKMNSXWOREOFF] = COMPOUND_STRING("{B_ATK_TEAM1}的{B_BUFF1}消失了!"),
|
||||
[STRINGID_PKMNRAISEDDEFALITTLE] = COMPOUND_STRING("反射壁使{B_ATK_TEAM2}的\n物理抗性提高了!"), //expansion doesn't use anymore
|
||||
[STRINGID_PKMNRAISEDSPDEFALITTLE] = COMPOUND_STRING("光墙使{B_ATK_TEAM2}的\n特殊抗性提高了!"), //expansion doesn't use anymore
|
||||
[STRINGID_PKMNRAISEDDEFALITTLE] = COMPOUND_STRING("{B_CURRENT_MOVE}使{B_ATK_PREFIX1}的\n物理抗性略微提高了!"), //expansion doesn't use anymore
|
||||
[STRINGID_PKMNRAISEDSPDEFALITTLE] = COMPOUND_STRING("{B_CURRENT_MOVE}使{B_ATK_PREFIX1}的\n特殊抗性略微提高了!"), //expansion doesn't use anymore
|
||||
[STRINGID_THEWALLSHATTERED] = COMPOUND_STRING("墙壁碎掉了!"), //not in gen5+, uses "your teams light screen wore off!" etc instead
|
||||
[STRINGID_PKMNSXPREVENTSYSZ] = COMPOUND_STRING("因{B_ATK_NAME_WITH_PREFIX}的{B_ATK_ABILITY},\n{B_DEF_NAME_WITH_PREFIX2}的\l{B_DEF_ABILITY}不起作用!"),
|
||||
[STRINGID_PKMNSXCUREDITSYPROBLEM] = COMPOUND_STRING("因为{B_SCR_ACTIVE_ABILITY},{B_SCR_NAME_WITH_PREFIX}的\n{B_BUFF1}状态治愈了!"), //not in gen 5+, ability popup
|
||||
[STRINGID_ATTACKERCANTESCAPE] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}\n无法逃走!"),
|
||||
[STRINGID_PKMNOBTAINEDX] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}\n获得了{B_BUFF1}!"),
|
||||
[STRINGID_PKMNOBTAINEDX2] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}\n获得了{B_BUFF1}!"),
|
||||
[STRINGID_PKMNOBTAINEDXYOBTAINEDZ] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}\n获得了{B_BUFF1}!"),
|
||||
[STRINGID_PKMNOBTAINEDX2] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX}\n获得了{B_BUFF2}!"),
|
||||
[STRINGID_PKMNOBTAINEDXYOBTAINEDZ] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}\n获得了{B_BUFF1}!\p{B_DEF_NAME_WITH_PREFIX}\n获得了{B_BUFF2}!"),
|
||||
[STRINGID_BUTNOEFFECT] = COMPOUND_STRING("但是,没有效果!"),
|
||||
[STRINGID_PKMNSXHADNOEFFECTONY] = COMPOUND_STRING("{B_SCR_NAME_WITH_PREFIX}的{B_SCR_ACTIVE_ABILITY}\n对{B_EFF_NAME_WITH_PREFIX2}没有效果!"), //not in gen 5+, ability popup
|
||||
[STRINGID_TWOENEMIESDEFEATED] = sText_TwoInGameTrainersDefeated,
|
||||
@ -646,7 +646,7 @@ const u8 *const gBattleStringsTable[BATTLESTRINGS_COUNT] =
|
||||
[STRINGID_ATTACKERACQUIREDABILITY] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}的特性\n变为{B_LAST_ABILITY}了!"),
|
||||
[STRINGID_TARGETABILITYSTATLOWER] = COMPOUND_STRING("因为{B_DEF_ABILITY},\n{B_DEF_NAME_WITH_PREFIX}的{B_BUFF1}降低了!"),
|
||||
[STRINGID_TARGETSTATWONTGOHIGHER] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX}的\n{B_BUFF1}已经无法再提高了!"),
|
||||
[STRINGID_PKMNMOVEBOUNCEDABILITY] = COMPOUND_STRING("将{B_EFF_NAME_WITH_PREFIX}的\n{B_CURRENT_MOVE}反射了回去!"),
|
||||
[STRINGID_PKMNMOVEBOUNCEDABILITY] = COMPOUND_STRING("因{B_DEF_NAME_WITH_PREFIX2}的{B_DEF_ABILITY},\n将{B_ATK_NAME_WITH_PREFIX}的\l{B_CURRENT_MOVE}反射了回去!"),
|
||||
[STRINGID_IMPOSTERTRANSFORM] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}因{B_LAST_ABILITY}\n变成了{B_DEF_NAME_WITH_PREFIX2}!"),
|
||||
[STRINGID_ASSAULTVESTDOESNTALLOW] = COMPOUND_STRING("因为{B_LAST_ITEM}的效果,\n无法使出变化招式!\p"),
|
||||
[STRINGID_GRAVITYPREVENTSUSAGE] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}因重力太强\n而无法使出{B_CURRENT_MOVE}!\p"),
|
||||
@ -743,14 +743,14 @@ const u8 *const gBattleStringsTable[BATTLESTRINGS_COUNT] =
|
||||
[STRINGID_EXTREMELYHARSHSUNLIGHT] = COMPOUND_STRING("日照变得非常强了!"),
|
||||
[STRINGID_EXTREMESUNLIGHTFADED] = COMPOUND_STRING("日照复原了!{PAUSE 64}"),
|
||||
[STRINGID_MOVEEVAPORATEDINTHEHARSHSUNLIGHT] = COMPOUND_STRING("受强日照的影响,\n水属性的攻击被蒸发了!"),
|
||||
[STRINGID_EXTREMELYHARSHSUNLIGHTWASNOTLESSENED] = COMPOUND_STRING("日照变得非常强了!"),
|
||||
[STRINGID_EXTREMELYHARSHSUNLIGHTWASNOTLESSENED] = COMPOUND_STRING("强日照势头不减!"),
|
||||
[STRINGID_HEAVYRAIN] = COMPOUND_STRING("开始下起了暴雨!"),
|
||||
[STRINGID_HEAVYRAINLIFTED] = COMPOUND_STRING("开始下起了暴雨!"),
|
||||
[STRINGID_HEAVYRAINLIFTED] = COMPOUND_STRING("暴雨停了!{PAUSE 64}"),
|
||||
[STRINGID_MOVEFIZZLEDOUTINTHEHEAVYRAIN] = COMPOUND_STRING("受暴雨的影响,\n火属性的攻击被扑灭了!"),
|
||||
[STRINGID_NORELIEFROMHEAVYRAIN] = COMPOUND_STRING("暴雨势头不减!"),
|
||||
[STRINGID_MYSTERIOUSAIRCURRENT] = COMPOUND_STRING("神秘的乱流\n保护着飞行属性宝可梦!"),
|
||||
[STRINGID_STRONGWINDSDISSIPATED] = COMPOUND_STRING("神秘的乱流停止了!{PAUSE 64}"),
|
||||
[STRINGID_MYSTERIOUSAIRCURRENTBLOWSON] = COMPOUND_STRING("神秘的乱流\n保护着飞行属性宝可梦!"),
|
||||
[STRINGID_MYSTERIOUSAIRCURRENTBLOWSON] = COMPOUND_STRING("神秘的乱流势头不减!"),
|
||||
[STRINGID_ATTACKWEAKENEDBSTRONGWINDS] = COMPOUND_STRING("神秘的乱流减弱了攻击!"),
|
||||
[STRINGID_STUFFCHEEKSCANTSELECT] = COMPOUND_STRING("没有携带树果,无法使出招式!\p"),
|
||||
[STRINGID_PKMNREVERTEDTOPRIMAL] = COMPOUND_STRING("{B_SCR_NAME_WITH_PREFIX}的原始回归!\n恢复了原始的样子!"),
|
||||
@ -763,10 +763,10 @@ const u8 *const gBattleStringsTable[BATTLESTRINGS_COUNT] =
|
||||
[STRINGID_PASTELVEILENTERS] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX}的毒\n消失得干干净净!"),
|
||||
[STRINGID_BATTLERTYPECHANGEDTO] = COMPOUND_STRING("{B_BUFF1}\n变成了{B_BUFF2}属性!"),
|
||||
[STRINGID_BOTHCANNOLONGERESCAPE] = COMPOUND_STRING("双方的宝可梦无法逃走了!"),
|
||||
[STRINGID_CANTESCAPEDUETOUSEDMOVE] = COMPOUND_STRING("无法逃走!\p"),
|
||||
[STRINGID_CANTESCAPEDUETOUSEDMOVE] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}受到\n背水一战的效果影响,无法逃走了!"),
|
||||
[STRINGID_PKMNBECAMEWEAKERTOFIRE] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX}\n变得怕火了!"),
|
||||
[STRINGID_ABOUTTOUSEPOLTERGEIST] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX}被\n{B_BUFF1}袭击了!"),
|
||||
[STRINGID_CANTESCAPEBECAUSEOFCURRENTMOVE] = COMPOUND_STRING("无法逃走!\p"),
|
||||
[STRINGID_CANTESCAPEBECAUSEOFCURRENTMOVE] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX}受到\n蛸固的效果影响,变得无法逃走了……"),
|
||||
[STRINGID_NEUTRALIZINGGASENTERS] = COMPOUND_STRING("周围充满了化学变化气体!"),
|
||||
[STRINGID_NEUTRALIZINGGASOVER] = COMPOUND_STRING("化学变化气体的效果消失了!"),
|
||||
[STRINGID_TARGETTOOHEAVY] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX}\n太重了,抬不起来!"),
|
||||
@ -813,13 +813,13 @@ const u8 *const gBattleStringsTable[BATTLESTRINGS_COUNT] =
|
||||
[STRINGID_ITEMCUREDSPECIESSTATUS] = COMPOUND_STRING("{B_BUFF1}\n从异常状态中恢复了!"),
|
||||
[STRINGID_ITEMRESTOREDSPECIESPP] = COMPOUND_STRING("{B_BUFF1}的\nPP回复了!"),
|
||||
[STRINGID_THUNDERCAGETRAPPED] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX2}被\n{B_ATK_NAME_WITH_PREFIX}困住了!"),
|
||||
[STRINGID_PKMNHURTBYFROSTBITE] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}受到了\n{B_BUFF1}的伤害。"),
|
||||
[STRINGID_PKMNHURTBYFROSTBITE] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}\n受到了冻伤的伤害!"),
|
||||
[STRINGID_PKMNGOTFROSTBITE] = COMPOUND_STRING("{B_EFF_NAME_WITH_PREFIX}\n被冻伤了!"),
|
||||
[STRINGID_PKMNSITEMHEALEDFROSTBITE] = COMPOUND_STRING("{B_SCR_NAME_WITH_PREFIX}用\n{B_LAST_ITEM}治愈了冻伤!"),
|
||||
[STRINGID_ATTACKERHEALEDITSFROSTBITE] = COMPOUND_STRING("为了不让你担心,\n{B_ATK_NAME_WITH_PREFIX}努力治愈了冻伤!"),
|
||||
[STRINGID_PKMNFROSTBITEHEALED] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX}的\n冻伤痊愈了!"),
|
||||
[STRINGID_PKMNFROSTBITEHEALED2] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX}的\n冻伤痊愈了!"),
|
||||
[STRINGID_PKMNFROSTBITEHEALEDBY] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX}的\n冻伤痊愈了!"),
|
||||
[STRINGID_PKMNFROSTBITEHEALED2] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}的\n冻伤痊愈了!"),
|
||||
[STRINGID_PKMNFROSTBITEHEALEDBY] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}用\n{B_CURRENT_MOVE}治愈了冻伤!"),
|
||||
[STRINGID_MIRRORHERBCOPIED] = COMPOUND_STRING("{B_SCR_NAME_WITH_PREFIX}使用模仿香草\n模仿了对手的能力变化!"),
|
||||
[STRINGID_STARTEDSNOW] = COMPOUND_STRING("开始下雪了!"),
|
||||
[STRINGID_SNOWCONTINUES] = COMPOUND_STRING("漫天大雪。"), //not in gen 5+ (lol)
|
||||
@ -838,13 +838,13 @@ const u8 *const gBattleStringsTable[BATTLESTRINGS_COUNT] =
|
||||
[STRINGID_PKMNBLEWAWAYSHARPSTEEL] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}\n吹飞了尖锐的钢刺!"),
|
||||
[STRINGID_SHARPSTEELDISAPPEAREDFROMTEAM] = COMPOUND_STRING("{B_ATK_TEAM2}周围的\n钢刺消失了"),
|
||||
[STRINGID_TEAMTRAPPEDWITHVINES] = COMPOUND_STRING("{B_DEF_TEAM1}宝可梦\n被困在鞭子的猛击中!"),
|
||||
[STRINGID_PKMNHURTBYVINES] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}受到了\n{B_BUFF1}的伤害。"),
|
||||
[STRINGID_PKMNHURTBYVINES] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}被暴露在\n超极巨灰飞鞭灭的猛击下,\n疼痛难忍!"),
|
||||
[STRINGID_TEAMCAUGHTINVORTEX] = COMPOUND_STRING("{B_DEF_TEAM1}宝可梦\n被困在水流之中!"),
|
||||
[STRINGID_PKMNHURTBYVORTEX] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}受到了\n{B_BUFF1}的伤害。"),
|
||||
[STRINGID_PKMNHURTBYVORTEX] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}被吞没在\n超极巨水炮轰灭的水流里,\n疼痛难忍!"),
|
||||
[STRINGID_TEAMSURROUNDEDBYFIRE] = COMPOUND_STRING("{B_DEF_TEAM1}宝可梦\n被困在火焰之中!"),
|
||||
[STRINGID_PKMNBURNINGUP] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}被\n超极巨地狱灭焰的火焰包围,\n酷热难耐!"),
|
||||
[STRINGID_TEAMSURROUNDEDBYROCKS] = COMPOUND_STRING("{B_DEF_TEAM1}宝可梦\n被困在岩石之中!"),
|
||||
[STRINGID_PKMNHURTBYROCKSTHROWN] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}受到了\n{B_BUFF1}的伤害。"),
|
||||
[STRINGID_PKMNHURTBYROCKSTHROWN] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}被困在\n超极巨炎石喷发的岩石之中,\n疼痛难忍!"),
|
||||
[STRINGID_MOVEBLOCKEDBYDYNAMAX] = COMPOUND_STRING("被极巨化之力弹开了!"),
|
||||
[STRINGID_ZEROTOHEROTRANSFORMATION] = COMPOUND_STRING("{B_SCR_NAME_WITH_PREFIX}\n变身后归来了!"),
|
||||
[STRINGID_THETWOMOVESBECOMEONE] = COMPOUND_STRING("两个招式合二为一!\n这是合体招式!!{PAUSE 16}"),
|
||||
@ -888,9 +888,9 @@ const u8 *const gBattleStringsTable[BATTLESTRINGS_COUNT] =
|
||||
[STRINGID_SEEMSWEIRD] = COMPOUND_STRING("脚下传来阵阵奇妙的感觉!"),
|
||||
[STRINGID_WAGGLINGAFINGER] = COMPOUND_STRING("挥动手指后,使出了{B_CURRENT_MOVE}!"),
|
||||
[STRINGID_BLOCKEDBYSLEEPCLAUSE] = COMPOUND_STRING("因为催眠条款,\n{B_DEF_NAME_WITH_PREFIX2}不会被催眠!"),
|
||||
[STRINGID_SUPEREFFECTIVETWOFOES] = COMPOUND_STRING("效果绝佳!"),
|
||||
[STRINGID_NOTVERYEFFECTIVETWOFOES] = COMPOUND_STRING("好像效果不好……"),
|
||||
[STRINGID_ITDOESNTAFFECTTWOFOES] = COMPOUND_STRING("对于{B_DEF_NAME_WITH_PREFIX2},\n好像没有效果……"),
|
||||
[STRINGID_SUPEREFFECTIVETWOFOES] = COMPOUND_STRING("对{B_DEF_NAME_WITH_PREFIX2}和\n{B_DEF_PARTNER_NAME}效果绝佳!"),
|
||||
[STRINGID_NOTVERYEFFECTIVETWOFOES] = COMPOUND_STRING("对{B_DEF_NAME_WITH_PREFIX2}和\n{B_DEF_PARTNER_NAME}效果不好。"),
|
||||
[STRINGID_ITDOESNTAFFECTTWOFOES] = COMPOUND_STRING("对于{B_DEF_NAME_WITH_PREFIX2}和\n{B_DEF_PARTNER_NAME},好像没有效果……"),
|
||||
[STRINGID_SENDCAUGHTMONPARTYORBOX] = COMPOUND_STRING("要将{B_DEF_NAME}加入到同行宝可梦里吗?"),
|
||||
[STRINGID_PKMNSENTTOPCAFTERCATCH] = gText_PkmnSentToPCAfterCatch,
|
||||
};
|
||||
@ -1409,22 +1409,22 @@ const u8 gText_CongratsPkmnEvolved[] = _("恭喜!{STR_VAR_1}\n进化为{STR_VA
|
||||
const u8 gText_PkmnStoppedEvolving[] = _("什么……?{STR_VAR_1}的\n变化停止了!\p");
|
||||
const u8 gText_EllipsisQuestionMark[] = _("……?\p");
|
||||
const u8 gText_WhatWillPkmnDo[] = _("{B_BUFF1}\n要做什么呢?");
|
||||
const u8 gText_WhatWillPkmnDo2[] = _("{B_BUFF1}\n要做什么呢?");
|
||||
const u8 gText_WhatWillPkmnDo2[] = _("{B_PLAYER_NAME}\n要做什么呢?");
|
||||
const u8 gText_WhatWillWallyDo[] = _("满充\n要做什么呢?");
|
||||
const u8 gText_LinkStandby[] = _("{PAUSE 16}正在等待连接……");
|
||||
const u8 gText_BattleMenu[] = _("战斗{CLEAR_TO 56}包包\n宝可梦{CLEAR_TO 56}逃走");
|
||||
const u8 gText_SafariZoneMenu[] = _("精灵球{CLEAR_TO 56}宝可方块\n靠近{CLEAR_TO 56}逃走");
|
||||
const u8 gText_MoveInterfacePP[] = _("PP");
|
||||
const u8 gText_MoveInterfaceType[] = _("属性/");
|
||||
const u8 gText_MoveInterfacePpType[] = _("PP");
|
||||
const u8 gText_MoveInterfacePpType[] = _("{PALETTE 5}{COLOR_HIGHLIGHT_SHADOW DYNAMIC_COLOR4 DYNAMIC_COLOR5 DYNAMIC_COLOR6}PP\n属性/");
|
||||
const u8 gText_MoveInterfaceDynamicColors[] = _("{PALETTE 5}{COLOR_HIGHLIGHT_SHADOW DYNAMIC_COLOR4 DYNAMIC_COLOR5 DYNAMIC_COLOR6}");
|
||||
const u8 gText_WhichMoveToForget4[] = _("{PALETTE 5}{COLOR_HIGHLIGHT_SHADOW DYNAMIC_COLOR4 DYNAMIC_COLOR5 DYNAMIC_COLOR6}要忘记\n哪个招式?");
|
||||
const u8 gText_BattleYesNoChoice[] = _("{PALETTE 5}{COLOR_HIGHLIGHT_SHADOW DYNAMIC_COLOR4 DYNAMIC_COLOR5 DYNAMIC_COLOR6}是\n否");
|
||||
const u8 gText_BattleSwitchWhich[] = _("{PALETTE 5}{COLOR_HIGHLIGHT_SHADOW DYNAMIC_COLOR4 DYNAMIC_COLOR5 DYNAMIC_COLOR6}与哪个招式\n交换位置?");
|
||||
const u8 gText_BattleSwitchWhich2[] = _("{PALETTE 5}{COLOR_HIGHLIGHT_SHADOW DYNAMIC_COLOR4 DYNAMIC_COLOR5 DYNAMIC_COLOR6}与哪个招式\n交换位置?");
|
||||
const u8 gText_BattleSwitchWhich3[] = _("{PALETTE 5}{COLOR_HIGHLIGHT_SHADOW DYNAMIC_COLOR4 DYNAMIC_COLOR5 DYNAMIC_COLOR6}与哪个招式\n交换位置?");
|
||||
const u8 gText_BattleSwitchWhich4[] = _("{PALETTE 5}{COLOR_HIGHLIGHT_SHADOW DYNAMIC_COLOR4 DYNAMIC_COLOR5 DYNAMIC_COLOR6}与哪个招式\n交换位置?");
|
||||
const u8 gText_BattleSwitchWhich5[] = _("{PALETTE 5}{COLOR_HIGHLIGHT_SHADOW DYNAMIC_COLOR4 DYNAMIC_COLOR5 DYNAMIC_COLOR6}与哪个招式\n交换位置?");
|
||||
const u8 gText_BattleSwitchWhich2[] = _("{PALETTE 5}{COLOR_HIGHLIGHT_SHADOW DYNAMIC_COLOR4 DYNAMIC_COLOR5 DYNAMIC_COLOR6}");
|
||||
const u8 gText_BattleSwitchWhich3[] = _("{UP_ARROW}");
|
||||
const u8 gText_BattleSwitchWhich4[] = _("{ESCAPE 4}");
|
||||
const u8 gText_BattleSwitchWhich5[] = _("-");
|
||||
const u8 gText_SafariBalls[] = _("{HIGHLIGHT DARK_GRAY}狩猎球");
|
||||
const u8 gText_SafariBallLeft[] = _("{HIGHLIGHT DARK_GRAY}Left: $" "{HIGHLIGHT DARK_GRAY}");
|
||||
const u8 gText_Sleep[] = _("睡眠");
|
||||
@ -1501,8 +1501,8 @@ static const u8 sText_PlayerLostAgainstTrainer1[] = _("被{B_TRAINER1_NAME_WITH_
|
||||
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?");
|
||||
const u8 gText_BattleRecordedOnPass[] = _("{B_PLAYER_NAME}本次的战斗\n保存到了开拓通行证中!");
|
||||
static const u8 sText_LinkTrainerWantsToBattlePause[] = _("{B_LINK_OPPONENT1_NAME}\n前来挑战了!");
|
||||
static const u8 sText_TwoLinkTrainersWantToBattlePause[] = _("{B_LINK_OPPONENT1_NAME}和{B_LINK_OPPONENT2_NAME}\n前来挑战了!");
|
||||
static const u8 sText_LinkTrainerWantsToBattlePause[] = _("{B_LINK_OPPONENT1_NAME}\n前来挑战了!{PAUSE 49}");
|
||||
static const u8 sText_TwoLinkTrainersWantToBattlePause[] = _("{B_LINK_OPPONENT1_NAME}和{B_LINK_OPPONENT2_NAME}\n前来挑战了!{PAUSE 49}");
|
||||
static const u8 sText_Your1[] = _("我方");
|
||||
static const u8 sText_Opposing1[] = _("对手");
|
||||
static const u8 sText_Your2[] = _("我方");
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user