battle_message.c对战文本替换程序及结果修正

This commit is contained in:
RoamerX 2025-04-19 15:48:50 +08:00
parent dcfc7909d0
commit 407cb8294c
3 changed files with 61 additions and 101 deletions

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@ -1,71 +1,29 @@
EventTicket_Text_OldSeaMapTooFar::
.string "What's up, youngster?\p"
.string "What, it's you who's supposed to have\n"
.string "a tattered old map?\p"
.string "Let's have a look.\n"
.string "… … … … … …\p"
.string "Boy, this is quite a ways away.\n"
.string "I'm afraid I can't help you…$"
.string "你说什么,年轻人?\p 什么,就是你拥有\n破烂的古老地图?\p 让我看看。\n… … … … … …\p 好家伙……这简直是遥不可及。\n我恐怕帮不了你……$"
EventTicket_Text_BrineyHoldOnASecond::
.string "BRINEY: Hold on a second!\p"
.string "What's the idea of turning down\n"
.string "someone that I owe so much to?$"
.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! $"
EventTicket_Text_BrineyLetsSail::
.string "{PLAYER}{KUN}, I'm terribly sorry.\p"
.string "You came to me seeking my help,\n"
.string "and we almost turned you away.\p"
.string "Well, let me make things right.\p"
.string "We'll sail right away, of course!\p"
.string "Let's find this island on\n"
.string "this OLD SEA MAP!$"
.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! $"
EventTicket_Text_OddTicketGetOnBoard::
.string "Is it you who brought that odd\n"
.string "ticket?\p"
.string "Where you're trying to go is an island\n"
.string "that's far, far away.\p"
.string "No one knows what awaits there…\p"
.string "The very thought excites my blood\n"
.string "as a sailing man!\p"
.string "Get on board, youngster!$"
.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! $"
FarawayIsland_Entrance_Text_SailorReturn::
.string "CAPT. BRINEY can be so maddeningly\n"
.string "fickle…\p"
.string "Do you want to return to LILYCOVE?$"
.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? $"
BirthIsland_Harbor_Text_SailorReturn::
.string "What an oddly shaped island, eh?\n"
.string "Do you want to return to LILYCOVE?$"
.string "多么奇怪的小岛,不是吗?\n你想返回水静市吗? $"
EventTicket_Text_OddTicketsWhereTo::
.string "Is it you who brought those\n"
.string "odd tickets?\p"
.string "… … …Hm.\p"
.string "These tickets will get you to islands\n"
.string "that are far, far away.\p"
.string "No one knows what awaits there,\n"
.string "or what may happen there.\p"
.string "The very thought excites my blood\n"
.string "as a sailing man!\p"
.string "Get on board, youngster!\n"
.string "Where shall we sail first?$"
.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? $"
NavelRock_Harbor_Text_SailorReturn::
.string "Did… Did you hear that?\n"
.string "That low growling from deep in there.\p"
.string "Are you sure it's safe?\n"
.string "Do you think we should leave?$"
.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? $"
FarawayIsland_Entrance_Text_Sign::
.string "The writing is fading as if it was\n"
.string "written a long time ago…\p"
.string "“…ber, 6th day\n"
.string "If any human…sets foot here…\l"
.string "again…et it be a kindhearted pers…\l"
.string "…ith that hope, I depar…”$"
.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”$"
FarawayIsland_Interior_Text_Mew::
.string "Myuu$"
.string "咪呦…$"

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@ -36,7 +36,9 @@ def replace_c_file(c_file_path, translations):
original_text = match.group(1)
# 检查是否有匹配的 key忽略大小写
for key, replacement in translations.items():
if key in line.lower():
# 确保 key 匹配且后续字符是 "[" 或 "]"
key_index = line.lower().find(key)
if key_index != -1 and (key_index + len(key) == len(line) or line[key_index + len(key)] in "[]"):
# 替换双引号中的内容
escaped_replacement = replacement.replace('"', r'\"') # 保留转义符
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
static const u8 sText_PlayerBattledToDrawVsTwo[] = _("与{B_LINK_OPPONENT1_NAME}和{B_LINK_OPPONENT2_NAME}\n打成了平局!");
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
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
static const u8 sText_PlayerDefeatedLinkTrainerTrainer1[] = _("战胜了\n{B_LINK_OPPONENT1_NAME}");
static const u8 sText_PlayerDefeatedLinkTrainerTrainer1[] = _("战胜了\n{B_TRAINER1_NAME_WITH_CLASS}\p");
static const u8 sText_OpponentMon1Appeared[] = _("{B_OPPONENT_MON1_NAME}出现了!\p");
static const u8 sText_WildPkmnAppeared[] = _("{B_OPPONENT_MON1_NAME}扑过来了!\p");
static const u8 sText_LegendaryPkmnAppeared[] = _("{B_OPPONENT_MON1_NAME}出现了!\p");
static const u8 sText_WildPkmnAppearedPause[] = _("{B_OPPONENT_MON1_NAME}扑过来了!\p");
static const u8 sText_WildPkmnAppearedPause[] = _("{B_OPPONENT_MON1_NAME}扑过来了!{PAUSE 127}");
static const u8 sText_TwoWildPkmnAppeared[] = _("{B_OPPONENT_MON1_NAME}和{B_OPPONENT_MON2_NAME}\n扑过来了!\p");
static const u8 sText_Trainer1WantsToBattle[] = _("{B_TRAINER1_NAME_WITH_CLASS}\n前来挑战了!\p");
static const u8 sText_LinkTrainerWantsToBattle[] = _("{B_LINK_OPPONENT1_NAME}\n前来挑战了!");
static const u8 sText_TwoLinkTrainersWantToBattle[] = _("{B_LINK_OPPONENT1_NAME}和{B_LINK_OPPONENT2_NAME}\n前来挑战了!");
static const u8 sText_Trainer1SentOutPkmn[] = _("{B_TRAINER1_NAME_WITH_CLASS}\n派出了{B_OPPONENT_MON1_NAME}");
static const u8 sText_Trainer1SentOutTwoPkmn[] = _("{B_TRAINER1_NAME_WITH_CLASS}\n派出了{B_OPPONENT_MON1_NAME}和{B_OPPONENT_MON2_NAME}!");
static const u8 sText_Trainer1SentOutPkmn2[] = _("{B_TRAINER1_NAME_WITH_CLASS}\n派出了{B_OPPONENT_MON1_NAME}");
static const u8 sText_Trainer1SentOutPkmn2[] = _("{B_TRAINER1_NAME_WITH_CLASS}\n派出了{B_BUFF1}");
static const u8 sText_LinkTrainerSentOutPkmn[] = _("{B_LINK_OPPONENT1_NAME}派出了\n{B_OPPONENT_MON1_NAME}");
static const u8 sText_LinkTrainerSentOutTwoPkmn[] = _("{B_LINK_OPPONENT1_NAME}派出了\n{B_OPPONENT_MON1_NAME}和{B_OPPONENT_MON2_NAME}");
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}");
static const u8 sText_LinkTrainerSentOutPkmn2[] = _("{B_LINK_OPPONENT1_NAME}派出了\n{B_OPPONENT_MON1_NAME}");
static const u8 sText_LinkTrainerSentOutPkmn2[] = _("{B_LINK_OPPONENT1_NAME}派出了\n{B_BUFF1}");
static const u8 sText_LinkTrainerMultiSentOutPkmn[] = _("{B_LINK_SCR_TRAINER_NAME}派出了\n{B_BUFF1}");
static const u8 sText_GoPkmn[] = _("上吧!{B_PLAYER_MON1_NAME}");
static const u8 sText_GoTwoPkmn[] = _("上吧!{B_PLAYER_MON1_NAME}\n{B_PLAYER_MON2_NAME}");
static const u8 sText_GoPkmn2[] = _("上吧!{B_PLAYER_MON1_NAME}");
static const u8 sText_GoPkmn2[] = _("上吧!{B_BUFF1}");
static const u8 sText_DoItPkmn[] = _("交给你了!{B_BUFF1}");
static const u8 sText_GoForItPkmn[] = _("加油!{B_BUFF1}");
static const u8 sText_JustALittleMorePkmn[] = _("只差一点了!\n加油!{B_BUFF1}"); //currently unused, will require code changes
@ -115,11 +115,11 @@ static const u8 sText_FoePkmnPrefix[] = _("对手的");
static const u8 sText_WildPkmnPrefixLower[] = _("野生的");
static const u8 sText_FoePkmnPrefixLower[] = _("对手的");
static const u8 sText_EmptyString8[] = _("");
static const u8 sText_FoePkmnPrefix2[] = _("对手");
static const u8 sText_FoePkmnPrefix2[] = _("对手");
static const u8 sText_AllyPkmnPrefix[] = _("我方");
static const u8 sText_FoePkmnPrefix3[] = _("对手");
static const u8 sText_FoePkmnPrefix3[] = _("对手");
static const u8 sText_AllyPkmnPrefix2[] = _("我方");
static const u8 sText_FoePkmnPrefix4[] = _("对手");
static const u8 sText_FoePkmnPrefix4[] = _("对手");
static const u8 sText_AllyPkmnPrefix3[] = _("我方");
static const u8 sText_AttackerUsedX[] = _("{B_ATK_NAME_WITH_PREFIX}使出了\n{B_BUFF3}");
static const u8 sText_ExclamationMark[] = _("!");
@ -181,7 +181,7 @@ const u8 *const gBattleStringsTable[BATTLESTRINGS_COUNT] =
[STRINGID_PKMNFORGOTMOVE] = COMPOUND_STRING("{B_BUFF1}把{B_BUFF2}的\n使用方法忘得干干净净了!\p"),
[STRINGID_STOPLEARNINGMOVE] = COMPOUND_STRING("{PAUSE 32}要放弃学习\n{B_BUFF2}吗?"),
[STRINGID_DIDNOTLEARNMOVE] = COMPOUND_STRING("{B_BUFF1}没有学习\n{B_BUFF2}就结束了!\p"),
[STRINGID_PKMNLEARNEDMOVE2] = COMPOUND_STRING("{B_BUFF1}\n学会了{B_BUFF2}{WAIT_SE}\p"),
[STRINGID_PKMNLEARNEDMOVE2] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}\n学会了{B_BUFF1}"),
[STRINGID_ATTACKMISSED] = COMPOUND_STRING("没有击中{B_DEF_NAME_WITH_PREFIX}"),
[STRINGID_PKMNPROTECTEDITSELF] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX}\n在攻击中守护住了自己!"),
[STRINGID_STATSWONTINCREASE2] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}的\n能力已经无法再提高了!"),
@ -192,16 +192,16 @@ const u8 *const gBattleStringsTable[BATTLESTRINGS_COUNT] =
[STRINGID_PLAYERGOTMONEY] = COMPOUND_STRING("作为奖金,\n{B_PLAYER_NAME}获得了¥{B_BUFF1}\p"),
[STRINGID_PLAYERWHITEOUT] = COMPOUND_STRING("{B_PLAYER_NAME}的手上没有\n可以战斗的宝可梦!\p"),
#if B_WHITEOUT_MONEY >= GEN_4
[STRINGID_PLAYERWHITEOUT2] = COMPOUND_STRING("{B_PLAYER_NAME}的手上没有\n可以战斗的宝可梦!\p"),
[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}"),
#else
[STRINGID_PLAYERWHITEOUT2] = COMPOUND_STRING("{B_PLAYER_NAME}的手上没有\n可以战斗的宝可梦!\p"),
[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}"),
#endif
[STRINGID_PREVENTSESCAPE] = COMPOUND_STRING("因{B_SCR_NAME_WITH_PREFIX}的\n{B_SCR_ACTIVE_ABILITY}而无法逃走!\p"),
[STRINGID_HITXTIMES] = COMPOUND_STRING("击中了{B_BUFF1}次!"), //SV has dynamic plural here
[STRINGID_PKMNFELLASLEEP] = COMPOUND_STRING("{B_EFF_NAME_WITH_PREFIX}睡着了!"),
[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
[STRINGID_PKMNALREADYASLEEP] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX}\n已经睡着了!"),
[STRINGID_PKMNALREADYASLEEP2] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX}\n已经睡着了!"),
[STRINGID_PKMNALREADYASLEEP2] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}\n已经睡着了!"),
[STRINGID_PKMNWASNTAFFECTED] = COMPOUND_STRING("对于{B_DEF_NAME_WITH_PREFIX}\n好像没有效果……"), //not in gen 5+, ability popup
[STRINGID_PKMNWASPOISONED] = COMPOUND_STRING("{B_EFF_NAME_WITH_PREFIX}中毒了!"),
[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
@ -216,10 +216,10 @@ const u8 *const gBattleStringsTable[BATTLESTRINGS_COUNT] =
[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
[STRINGID_PKMNISFROZEN] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}\n因冻住了而无法行动!"),
[STRINGID_PKMNWASDEFROSTED] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX}的\n冰冻被融化了!"),
[STRINGID_PKMNWASDEFROSTED2] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX}的\n冰冻被融化了!"),
[STRINGID_PKMNWASDEFROSTEDBY] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX}的\n冰冻被融化了!"),
[STRINGID_PKMNWASDEFROSTED2] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}的\n冰冻被融化了!"),
[STRINGID_PKMNWASDEFROSTEDBY] = COMPOUND_STRING("因{B_ATK_NAME_WITH_PREFIX}的\n{B_CURRENT_MOVE}冰冻被融化了!"),
[STRINGID_PKMNWASPARALYZED] = COMPOUND_STRING("{B_EFF_NAME_WITH_PREFIX}麻痹了,\n很难使出招式!"),
[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
[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
[STRINGID_PKMNISPARALYZED] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}\n因身体麻痹而无法行动!"),
[STRINGID_PKMNISALREADYPARALYZED] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX}\n已经麻痹了。"),
[STRINGID_PKMNHEALEDPARALYSIS] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX}的\n麻痹被解除了!"),
@ -264,7 +264,7 @@ const u8 *const gBattleStringsTable[BATTLESTRINGS_COUNT] =
[STRINGID_PKMNPROTECTEDBYMIST] = COMPOUND_STRING("{B_SCR_NAME_WITH_PREFIX}\n正受到白雾的保护!"),
[STRINGID_PKMNGETTINGPUMPED] = gText_PkmnGettingPumped,
[STRINGID_PKMNHITWITHRECOIL] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}\n受到了反作用力造成的伤害!"),
[STRINGID_PKMNPROTECTEDITSELF2] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX}\n在攻击中守护住了自己"),
[STRINGID_PKMNPROTECTEDITSELF2] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}\n摆出了防守的架势"),
[STRINGID_PKMNBUFFETEDBYSANDSTORM] = COMPOUND_STRING("沙暴袭击了\n{B_ATK_NAME_WITH_PREFIX}"),
[STRINGID_PKMNPELTEDBYHAIL] = COMPOUND_STRING("冰雹袭击了\n{B_ATK_NAME_WITH_PREFIX}"),
[STRINGID_PKMNSEEDED] = COMPOUND_STRING("将种子种植在了\n{B_DEF_NAME_WITH_PREFIX}身上!"),
@ -273,7 +273,7 @@ const u8 *const gBattleStringsTable[BATTLESTRINGS_COUNT] =
[STRINGID_PKMNFASTASLEEP] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}\n正在呼呼大睡。"),
[STRINGID_PKMNWOKEUP] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}\n醒过来了!"),
[STRINGID_PKMNUPROARKEPTAWAKE] = COMPOUND_STRING("但是,{B_SCR_NAME_WITH_PREFIX2}\n被吵得无法入睡!"),
[STRINGID_PKMNWOKEUPINUPROAR] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}\n过来了!"),
[STRINGID_PKMNWOKEUPINUPROAR] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX2}\n被吵醒了!"),
[STRINGID_PKMNCAUSEDUPROAR] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}\n吵闹了起来!"),
[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"),
[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}\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");
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");