补充汉化
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25dc9e0e68
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4cde1f63ec
@ -60,30 +60,30 @@ ApricornTree_EventScript_CancelPickingApricorn::
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end
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ApricornTree_Text_Intro:
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.string "It's an Apricorn Tree!$"
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.string "是一棵球果树!$"
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ApricornTree_Text_Empty:
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.string "There are no Apricorns…$"
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.string "树上没有球果……$"
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ApricornTree_Text_WantToPick:
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.string "…It's {STR_VAR_2} {STR_VAR_1}!\p"
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.string "Do you want to pick the\n"
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.string "{STR_VAR_1}?$"
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.string "……是{STR_VAR_2}{STR_VAR_1}!\p"
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.string "要摘下这颗\n"
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.string "{STR_VAR_1}吗?$"
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ApricornTree_Text_PickedTheApricorn:
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.string "{PLAYER} obtained\n"
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.string "{STR_VAR_2} {STR_VAR_1}.$"
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.string "{PLAYER}获得了\n"
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.string "{STR_VAR_2}{STR_VAR_1}。$"
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ApricornTree_Text_PutAwayApricorn:
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.string "{PLAYER} put away the\n"
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.string "{STR_VAR_1} in\l"
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.string "the BAG's {STR_VAR_3} POCKET.$"
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.string "{PLAYER}将{STR_VAR_1}\n"
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.string "放入了背包的\l"
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.string "{STR_VAR_3}口袋。$"
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ApricornTree_Text_PocketFull:
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.string "The BAG's {STR_VAR_3} POCKET is full.\p"
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.string "{PLAYER} gave up on the\p"
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.string "{STR_VAR_1}…$"
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.string "背包的{STR_VAR_3}口袋已经满了。\p"
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.string "{PLAYER}只好放弃了\p"
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.string "{STR_VAR_1}……$"
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ApricornTree_Text_ApricornLeftUnpicked:
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.string "{PLAYER} gave up on the\p"
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.string "{STR_VAR_1}…$"
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.string "{PLAYER}放弃了\p"
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.string "{STR_VAR_1}……$"
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@ -531,55 +531,55 @@ Debug_EventScript_InflictStatus1_Text_Frostbite:
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.string "冻伤$"
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Debug_EventScript_ChangeNature_Text_Hardy:
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.string "Hardy$"
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.string "勤奋$"
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Debug_EventScript_ChangeNature_Text_Lonely:
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.string "Lonely$"
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.string "怕寂寞$"
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Debug_EventScript_ChangeNature_Text_Brave:
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.string "Brave$"
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.string "勇敢$"
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Debug_EventScript_ChangeNature_Text_Adamant:
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.string "Adamant$"
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.string "固执$"
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Debug_EventScript_ChangeNature_Text_Naughty:
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.string "Naughty$"
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.string "顽皮$"
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Debug_EventScript_ChangeNature_Text_Bold:
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.string "Bold$"
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.string "大胆$"
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Debug_EventScript_ChangeNature_Text_Docile:
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.string "Docile$"
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.string "坦率$"
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Debug_EventScript_ChangeNature_Text_Relaxed:
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.string "Relaxed$"
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.string "悠闲$"
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Debug_EventScript_ChangeNature_Text_Impish:
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.string "Impish$"
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.string "淘气$"
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Debug_EventScript_ChangeNature_Text_Lax:
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.string "Lax$"
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.string "乐天$"
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Debug_EventScript_ChangeNature_Text_Timid:
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.string "Timid$"
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.string "胆小$"
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Debug_EventScript_ChangeNature_Text_Hasty:
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.string "Hasty$"
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.string "急躁$"
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Debug_EventScript_ChangeNature_Text_Serious:
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.string "Serious$"
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.string "认真$"
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Debug_EventScript_ChangeNature_Text_Jolly:
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.string "Jolly$"
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.string "爽朗$"
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Debug_EventScript_ChangeNature_Text_Naive:
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.string "Naive$"
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.string "天真$"
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Debug_EventScript_ChangeNature_Text_Modest:
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.string "Modest$"
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.string "内敛$"
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Debug_EventScript_ChangeNature_Text_Mild:
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.string "Mild$"
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.string "慢吞吞$"
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Debug_EventScript_ChangeNature_Text_Quiet:
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.string "Quiet$"
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.string "冷静$"
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Debug_EventScript_ChangeNature_Text_Bashful:
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.string "Bashful$"
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.string "害羞$"
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Debug_EventScript_ChangeNature_Text_Rash:
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.string "Rash$"
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.string "马虎$"
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Debug_EventScript_ChangeNature_Text_Calm:
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.string "Calm$"
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.string "温和$"
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Debug_EventScript_ChangeNature_Text_Gentle:
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.string "Gentle$"
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.string "温顺$"
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Debug_EventScript_ChangeNature_Text_Sassy:
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.string "Sassy$"
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.string "自大$"
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Debug_EventScript_ChangeNature_Text_Careful:
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.string "Careful$"
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.string "慎重$"
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Debug_EventScript_ChangeNature_Text_Quirky:
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.string "Quirky$"
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.string "浮躁$"
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Debug_EventScript_EWRAMCounters::
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callnative CheckEWRAMCounters
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@ -465,12 +465,10 @@ EventScript_EndRockClimb::
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end
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Text_WantToRockClimb:
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.string "The cliff is steep.\n"
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.string "Would you like to use Rock Climb?$"
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.string "岩石表面看起来非常粗糙……\n要使用攀岩吗?$"
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Text_MonUsedRockClimb:
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.string "{STR_VAR_1} used Rock Climb!$"
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.string "{STR_VAR_1}使出了攀岩!$"
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Text_CantRockClimb:
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.string "The cliff is steep.\n"
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.string "A Pokémon may be able to climb it.$"
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.string "岩石表面看起来非常粗糙……\n或许可以用秘传招式攀爬?$"
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@ -1,55 +1,50 @@
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MoveRelearner_Text_WouldLearnNewMoves:
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.string "Hi, I'm the Move Relearner.\n"
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.string "Would you like to learn new moves?$"
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.string "大家都叫我\n宝可梦招式爱好者!\p宝可梦成长过程中能学会的\n所有招式我都一清二楚。\p要把招式教给你的宝可梦吗?$"
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MoveRelearner_Text_LevelUpMoves:
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.string "Level Up Moves$"
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.string "升级招式$"
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MoveRelearner_Text_EggMoves:
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.string "Egg Moves$"
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.string "蛋招式$"
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MoveRelearner_Text_TMMoves:
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.string "TM Moves$"
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.string "学习器招式$"
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MoveRelearner_Text_TutormoveMoves:
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.string "Tutor Moves$"
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.string "教授招式$"
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MoveRelearner_Text_SeeYa:
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.string "See ya!$"
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.string "再见!$"
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MoveRelearner_Text_AnythingElse:
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.string "Is there anything else I may do for you?$"
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.string "还有其他要做的事吗?$"
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MoveRelearner_Text_ChoosePkmn:
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.string "Please choose your Pokémon.$"
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.string "要选择哪只宝可梦?$"
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MoveRelearner_Text_HaveNoPkmn:
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.string "You have no Pokémon.$"
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.string "你没有同行的宝可梦!$"
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MoveRelearner_Text_CantTeachMoveToEgg:
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.string "Sorry…\n"
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.string "But an Egg can't learn moves.$"
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.string "嗯……\p蛋应该没法学习招式吧?$"
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MoveRelearner_Text_CantTeachMoveToPkmn:
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.string "Sorry…\p"
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.string "It doesn't appear as if I have any move\n"
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.string "I can teach that Pokémon.$"
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.string "抱歉……\p我看来没有能够教给\n这只宝可梦的招式。$"
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MoveRelearner_Text_LevelUpMoveLWR::
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.string "level up move$"
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.string "升级招式$"
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MoveRelearner_Text_EggMoveLWR::
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.string "egg move$"
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.string "蛋招式$"
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MoveRelearner_Text_TMMoveLWR::
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.string "TM move$"
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.string "学习器招式$"
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MoveRelearner_Text_TutorMoveLWR::
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.string "tutor move$"
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.string "教授招式$"
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MoveRelearner_Text_WhichXmoveShouldTeach:
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.string "Which {STR_VAR_3} should I teach?$"
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.string "要学习哪个{STR_VAR_3}?$"
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MoveRelearner_Text_ThankYouComeAgain:
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.string "Thank you for using our services.\n"
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.string "Please come again!$"
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.string "想让宝可梦学习招式时再过来吧。$"
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@ -2,4 +2,4 @@ gText_WantToUseSurf::
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.string "水面呈现出一片湛蓝。\n要使用冲浪吗?$"
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gText_PlayerUsedSurf::
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.string "{STR_VAR_1}使用冲浪!$"
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.string "{STR_VAR_1}使出了冲浪!$"
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Binary file not shown.
@ -717,7 +717,7 @@ const struct ContestCategory gContestCategoryInfo[CONTEST_CATEGORIES_COUNT + 1]
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.name = COMPOUND_STRING("帅气"),
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.condition = COMPOUND_STRING("帅气"),
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.generic = COMPOUND_STRING("帅气"),
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.negativeTrait = COMPOUND_STRING("害羞"),
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.negativeTrait = COMPOUND_STRING("扑通扑通"),
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.palette = 13,
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},
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@ -726,7 +726,7 @@ const struct ContestCategory gContestCategoryInfo[CONTEST_CATEGORIES_COUNT + 1]
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.name = COMPOUND_STRING("美丽"),
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.condition = COMPOUND_STRING("美丽"),
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.generic = COMPOUND_STRING("美丽招式"),
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.negativeTrait = COMPOUND_STRING("焦虑"),
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.negativeTrait = COMPOUND_STRING("慌慌张张"),
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.palette = 14,
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},
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@ -735,7 +735,7 @@ const struct ContestCategory gContestCategoryInfo[CONTEST_CATEGORIES_COUNT + 1]
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.name = COMPOUND_STRING("可爱"),
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.condition = COMPOUND_STRING("可爱"),
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.generic = COMPOUND_STRING("可爱招式"),
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.negativeTrait = COMPOUND_STRING("懒惰"),
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.negativeTrait = COMPOUND_STRING("散散漫漫"),
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.palette = 14,
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},
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@ -744,7 +744,7 @@ const struct ContestCategory gContestCategoryInfo[CONTEST_CATEGORIES_COUNT + 1]
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.name = COMPOUND_STRING("聪明"),
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.condition = COMPOUND_STRING("聪明"),
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.generic = COMPOUND_STRING("聪明招式"),
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.negativeTrait = COMPOUND_STRING("犹豫"),
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.negativeTrait = COMPOUND_STRING("犹犹豫豫"),
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.palette = 15,
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},
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@ -753,7 +753,7 @@ const struct ContestCategory gContestCategoryInfo[CONTEST_CATEGORIES_COUNT + 1]
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.name = COMPOUND_STRING("强壮"),
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.condition = COMPOUND_STRING("强壮"),
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.generic = COMPOUND_STRING("强壮招式"),
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.negativeTrait = COMPOUND_STRING("害怕"),
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.negativeTrait = COMPOUND_STRING("战战栗栗"),
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.palette = 13,
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},
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@ -553,7 +553,7 @@ static const struct WindowTemplate sSummaryTemplate[] =
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.bg = 0,
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.tilemapLeft = 18,
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.tilemapTop = 2,
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.width = 11,
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.width = 13,
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.height = 2,
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.paletteNum = 15,
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.baseBlock = 800,
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@ -1218,7 +1218,7 @@ const u8 gText_TrainerHill1F[] = _("1F");
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const u8 gText_TrainerHill2F[] = _("2F");
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const u8 gText_TrainerHill3F[] = _("3F");
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const u8 gText_TrainerHill4F[] = _("4F");
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const u8 gText_TeachWhichMoveToPkmn[] = _("要让{STR_VAR_1}学习哪个{STR_VAR_3}呢?");
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const u8 gText_TeachWhichMoveToPkmn[] = _("要让{STR_VAR_1}学习哪个\n{STR_VAR_3}呢?");
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const u8 gText_MoveRelearnerTeachMoveConfirm[] = _("要学习{STR_VAR_2}吗?");
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const u8 gText_MoveRelearnerPkmnLearnedMove[] = _("{STR_VAR_1}学会了\n{STR_VAR_2}!");
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const u8 gText_MoveRelearnerPkmnTryingToLearnMove[] = _("{STR_VAR_1}想要学习\n{STR_VAR_2}……\p为了学习{STR_VAR_2},\n要忘记其他的招式吗?");
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@ -1226,7 +1226,7 @@ const u8 gText_MoveRelearnerStopTryingToTeachMove[] = _("放弃学习{STR_VAR_2}
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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");
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const u8 gText_MoveRelearnerPkmnForgotMoveAndLearnedNew[] = _("{STR_VAR_1}忘记了{STR_VAR_3}!\p并且学会了{STR_VAR_2}!");
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const u8 gText_MoveRelearnedPkmnDidNotLearnMove[] = _("{STR_VAR_1}没有学习{STR_VAR_2}。"); // Unused
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const u8 gText_MoveRelearnerGiveUp[] = _("要放弃让{STR_VAR_1}学习新招式吗?");
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const u8 gText_MoveRelearnerGiveUp[] = _("要放弃让{STR_VAR_1}学习\n新招式吗?");
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const u8 gText_MoveRelearnerWhichMoveToForget[] = _("要忘记哪个招式呢?\p");
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const u8 gText_MoveRelearnerBattleMoves[] = _("战斗招式");
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const u8 gText_MoveRelearnerContestMovesTitle[] = _("华丽大赛招式");
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@ -1250,7 +1250,7 @@ const u8 gText_Cancel4[] = _("取消");
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const u8 gText_CommStandbyAwaitingOtherPlayer[] = _("正在等待连接……\n等待其他玩家选择。");
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const u8 gText_BattleWasRefused[] = _("对战要求被拒绝。{PAUSE 60}!");
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const u8 gText_RefusedBattle[] = _("拒绝对战。{PAUSE 60}!");
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const u8 gText_NoWeather[] = _("天气正常 // Below are unused debug names for weather types"); // Below are unused debug names for weather types
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const u8 gText_NoWeather[] = _("天气正常"); // Below are unused debug names for weather types
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const u8 gText_Sunny[] = _("晴天"); // Unused
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const u8 gText_Sunny2[] = _("晴天2"); // Unused
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const u8 gText_Rain[] = _("下雨"); // Unused
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@ -1279,10 +1279,10 @@ const u8 gText_BasePointsResetToZero[] = _("{STR_VAR_1}的\n基础点数消失
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const u8 gText_AM[] = _("AM");
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const u8 gText_PM[] = _("PM");
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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
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const u8 gText_Relearn_LevelUp[] = _("{START_BUTTON}回忆升级招式");
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const u8 gText_Relearn_Egg[] = _("{START_BUTTON}回忆蛋招式");
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const u8 gText_Relearn_LevelUp[] = _("{START_BUTTON} 回忆升级招式");
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const u8 gText_Relearn_Egg[] = _("{START_BUTTON} 回忆蛋招式");
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const u8 gText_Relearn_TM[] = _("{START_BUTTON}回忆学习器招式");
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const u8 gText_Relearn_Tutor[] = _("{START_BUTTON}回忆教授招式");
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const u8 gText_Relearn_Tutor[] = _("{START_BUTTON} 回忆教授招式");
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const u8 gText_Rename[] = _("更改昵称");
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const u8 gText_CannotSendMonToBoxHM[] = _("无法将那只宝可梦送回盒子,\n因为它学会了秘传招式。{PAUSE_UNTIL_PRESS}");
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const u8 gText_CannotSendMonToBoxActive[] = _("无法将正在战斗的宝可梦\n送回盒子。{PAUSE_UNTIL_PRESS}");
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