调整优化对战开拓区对话文本
重新翻译了对战开拓区所有设施以及接待处的所有文本 进一步调整了暂停挑战以及结束挑战的相关文本以避免混淆 更新了对战设施门口牌子的介绍文本,部分参照神百 参照正作更新了选择宝可梦参加挑战时的相关文本 其他: 将联机中心的译名修改为联机俱乐部 将文本英文的!?:,.替换成对应的汉字符号
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@ -1012,7 +1012,7 @@ gText_SorryTradeCenterInspections::
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@ Unused
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gText_SorryRecordCornerPreparation::
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.string "非常抱歉。联机中心\n"
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.string "非常抱歉。联机俱乐部\n"
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.string "正在筹备中。$"
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gText_PlayerHandedOverTheItem::
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@ -509,7 +509,7 @@ BattleFrontier_BattleArenaBattleRoom_Text_WinnerIsOpponent:
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.string "裁判:胜者是{STR_VAR_1}!$"
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BattleFrontier_BattleArenaBattleRoom_Text_MonsWillBeRestored:
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.string "您的宝可梦的体力\n将会全部回复。$"
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.string "我来帮您的宝可梦\n回复体力。$"
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BattleFrontier_BattleArenaBattleRoom_Text_ReadyFor2ndOpponent:
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.string "接下来是您的第2个对手!\n准备好开始了吗?$"
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@ -530,10 +530,10 @@ BattleFrontier_BattleArenaBattleRoom_Text_ReadyFor7thOpponent:
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.string "接下来是您的第7个对手!\n准备好开始了吗?$"
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BattleFrontier_BattleArenaBattleRoom_Text_SaveAndShutDown:
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.string "您要写入记录并\n关机吗?$"
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.string "要写入记录\n并且暂停吗?$"
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BattleFrontier_BattleArenaBattleRoom_Text_RetireFromChallenge:
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.string "要退出三回合定胜负锦标赛吗?$"
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.string "要结束三回合定胜负\n锦标赛的挑战吗?$"
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BattleFrontier_BattleArenaBattleRoom_Text_SavingPleaseWait:
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.string "正在写入记录……\n请稍等。$"
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@ -87,5 +87,5 @@ BattleFrontier_BattleArenaCorridor_Movement_AttendantMoveOutOfWay:
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step_end
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BattleFrontier_BattleArenaCorridor_Text_PleaseStepIn:
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.string "你将在下个房间进行对战。\n请进!$"
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.string "您将在下个房间进行对战。\n请进!$"
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@ -362,10 +362,10 @@ BattleFrontier_BattleArenaLobby_Text_WishToTakeChallenge:
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.string "要挑战对战竞技场吗?$"
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BattleFrontier_BattleArenaLobby_Text_AwaitAnotherChallenge:
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.string "期待您的再次挑战!$"
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.string "随时恭候您再次挑战!$"
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BattleFrontier_BattleArenaLobby_Text_ExplainChallenge:
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.string "在对战竞技场中,\n我们将举办三回合定胜负锦标赛。\p所有的参赛者用3只宝可梦\n组成的队伍参加比赛。\p这3只宝可梦需要按照\n想要出场的顺序排列好。\p对战时,宝可梦会按照事先\n安排好的顺序依次出场。\p一旦宝可梦进入到战斗,\n就需要持续战斗至比赛结束。\p如果比赛在3回合内未能决出胜负,\n将由裁判进行判定。\p如果您在挑战途中\n想要暂停的话,\p请确保在退出前完好地写下了记录。\n否则我们将视挑战为无效。\p如果您能成功击败7个训练家的话,\n我们会授予您对战点数。$"
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.string "在对战竞技场中,\n我们将举办三回合定胜负锦标赛。\p所有的参赛者用3只宝可梦\n组成的队伍参加比赛。\p这3只宝可梦需要按照\n想要出场的顺序排列好。\p对战时,宝可梦会按照事先\n安排好的顺序依次出场。\p一旦宝可梦进入到战斗,\n就需要持续战斗至比赛结束。\p如果比赛在3回合内未能决出胜负,\n将由裁判进行判定。\p如果您在挑战途中\n想要暂停的话,\p请确保在退出前完好地写下了记录。\n否则我们将视挑战为无效。\p如果您能成功击败7个训练家的话,\n我们将向您呈上对战点数。$"
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BattleFrontier_BattleArenaLobby_Text_OkayToSave:
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.string "在带您进入对战竞技场之前\n需要先写入记录。可以吗?$"
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@ -392,11 +392,11 @@ BattleFrontier_BattleArenaLobby_Text_CongratsOnSevenWins:
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.string "祝贺您完成7连胜壮举!$"
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BattleFrontier_BattleArenaLobby_Text_RecordAchievement:
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.string "您的成绩将被写入记录。\n在写入记录时请稍等。$"
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.string "您的成绩将被写入记录。\n正在写入记录……请稍等。$"
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@ Unused
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BattleFrontier_BattleArenaLobby_Text_PresentYouWithPrize:
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.string "作为7连胜的奖励,\n我们将这个奖品授予您。$"
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.string "作为7连胜的奖励,\n我们将向您呈上奖品。$"
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@ Unused
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BattleFrontier_BattleArenaLobby_Text_ReceivedPrize:
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@ -407,16 +407,16 @@ BattleFrontier_BattleArenaLobby_Text_BagFullReturnForPrize:
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.string "哎?\n您的包包满了。\p整理空间后\n再来拿您的奖品。$"
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BattleFrontier_BattleArenaLobby_Text_ThankYouWaitWhileSave:
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.string "非常感谢您的参与!\p在写入记录时请稍等。$"
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.string "辛苦了!\p正在写入记录……请稍等。$"
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BattleFrontier_BattleArenaLobby_Text_AwaitAnotherChallenge2:
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.string "期待您的再次挑战!$"
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.string "随时恭候您再次挑战!$"
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BattleFrontier_BattleArenaLobby_Text_LookingForwardToArrivalSaveGame:
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.string "我们一直恭候您的到来。\p在带您去战斗大厅之前,\n我需要先写入记录,\l请稍候。$"
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BattleFrontier_BattleArenaLobby_Text_RecordLastMatch:
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.string "要将您上次的对战竞技场的对战\n记录在您的开拓通行证上吗?$"
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.string "要将您在对战竞技场的最后一场比赛\n记录到开拓通行证上吗?$"
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BattleFrontier_BattleArenaLobby_Text_BadIdeaToNotAttack:
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.string "我被裁判判负了……\p看来只防守而不进攻是\n行不通的……$"
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@ -443,10 +443,10 @@ BattleFrontier_BattleArenaLobby_Text_ExplainMindRules:
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.string "第1个判定准则是“心”。\n这个因素评价战斗者的\l进攻意识。\p判定依据的是训练家下达\n攻击招式的命令的频率。$"
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BattleFrontier_BattleArenaLobby_Text_ExplainSkillRules:
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.string "第2个判定准则是“技”。\n这个因素评价宝可梦的\l招式命中。\p如果一次招式成功了,\n技的评价就会上升。\p如果一次招式失败了,\n技的评价就会下降。\p对于攻击招式,\n如果招式“效果绝佳”的话,\l技的评价就会上升。\l如果“没有效果”的话,\l技的评价就会下降。\p对于像保护和看穿的招式,\n技的评价是不会上升的。\p如果对手采取了保护或是看穿\n的招式,并且您的宝可梦没能\l成功命中,技的评价也不会下降。$"
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.string "第2个判定准则是“技”。\n这个因素评价宝可梦的\l招式命中。\p如果招式成功生效,\n技的评价就会上升。\p如果招式使用失败,\n技的评价则会下降。\p对于攻击招式,\n如果招式“效果绝佳”的话,\l技的评价就会上升。\l如果“没有效果”的话,\l技的评价就会下降。\p对于像保护和看穿的招式,\n技的评价是不会上升的。\p如果对手使用了保护或看穿等招式,\n即使您的宝可梦没能成功命中,\l技的评价也不会下降。$"
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BattleFrontier_BattleArenaLobby_Text_ExplainBodyRules:
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.string "第3个判定准则是“体”。\n这个因素评价宝可梦在\l战斗结束后的剩余体力比例。\p这个准则会同时参考宝可梦\n战斗开始时的体力和\l战斗结束后剩余的体力。$"
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.string "第3个判定准则是“体”。\n这个因素评价宝可梦在战斗结束后\l剩余的体力比例。\p这个准则会同时参考宝可梦\n战斗开始时的体力和\l战斗结束后剩余的体力。$"
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BattleFrontier_BattleArenaLobby_Text_CongratsOnDefeatingTycoon:
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.string "从竞技场主将手里得到了胜利,\n并且完成了7连胜壮举!\p我们为您的卓越的\n挑战献上祝贺!$"
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@ -930,13 +930,13 @@ BattleFrontier_BattleDomeBattleRoom_Text_PlayerHasEnteredDome:
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.string "{PLAYER}进入了对战巨蛋!$"
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BattleFrontier_BattleDomeBattleRoom_Text_PlayerVersusTrainer:
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.string "{STR_VAR_1}\n比赛\p{PLAYER} VS {STR_VAR_2}!\p比赛开始!$"
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.string "{STR_VAR_1}!\p{PLAYER} VS {STR_VAR_2}!\p比赛开始!$"
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BattleFrontier_BattleDomeBattleRoom_Text_PlayerIsWinner:
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.string "{PLAYER}获胜!\n恭喜恭喜!$"
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.string "{PLAYER}获胜!\n恭喜!$"
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BattleFrontier_BattleDomeBattleRoom_Text_TrainerIsWinner:
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.string "{STR_VAR_2}获胜!\n恭喜恭喜!$"
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.string "{STR_VAR_2}获胜!\n恭喜!$"
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BattleFrontier_BattleDomeBattleRoom_Text_PlayerIsLv50Champ:
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.string "{PLAYER}是Lv. 50级\n对战锦标赛的冠军!\p恭喜!$"
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@ -948,10 +948,10 @@ BattleFrontier_BattleDomeBattleRoom_Text_RefereeDecisionPleaseWait:
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.string "真是让人意外的结果!\n两方宝可梦同时倒地!\p按照比赛规则,出现这种情况时\n我们需要请裁判员进行评判。\p请耐心等待\n最终结果。$"
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BattleFrontier_BattleDomeBattleRoom_Text_RefereesDecidedWinnerTrainer:
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.string "裁判做出了\n最后的决定!\p胜利者是……\n天啊!\l胜利者是{STR_VAR_1}!\l祝贺{STR_VAR_1}!$"
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.string "裁判做出了\n最终判决!\p冠军是……\n天啊!\l冠军是{STR_VAR_1}!\l祝贺{STR_VAR_1}!$"
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BattleFrontier_BattleDomeBattleRoom_Text_RefereesDecidedWinnerPlayer:
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.string "裁判做出了\n最后的决定!\p胜利者是……\n天啊!\l胜利者是{PLAYER}!\l祝贺{PLAYER}!$"
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.string "裁判做出了\n最终判决!\p冠军是……\n天啊!\l冠军是{PLAYER}!\l祝贺{PLAYER}!$"
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BattleFrontier_BattleDomeBattleRoom_Text_BrightNewHope:
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.string "新的希望来了!\p$"
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@ -1064,4 +1064,4 @@ BattleFrontier_BattleDomeBattleRoom_Text_PlayerVersusTucker:
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.string "现在进行决赛!\p{PLAYER}对巨蛋超级巨星,石南!\p比赛开始!$"
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BattleFrontier_BattleDomeBattleRoom_Text_RefereesDecidedWinnerTucker:
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.string "裁判做出了\n最后的决定!\p胜利者是……\n天啊!\l胜利者是我们的巨蛋超级巨星——\l石南!\p恭喜你!还有,谢谢!\n我们的巨蛋超级巨星,石南!$"
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.string "裁判做出了\n最后的决定!\p冠军是……\n天啊!\l冠军是我们的巨蛋超级巨星——\l石南!\p恭喜你!还有,谢谢!\n我们的巨蛋超级巨星,石南!$"
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@ -446,7 +446,7 @@ BattleFrontier_BattleDomeLobby_Text_HopeToSeeYouAgain:
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.string "期待您的再次光临!$"
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BattleFrontier_BattleDomeLobby_Text_ExplainSinglesChallenge:
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.string "单打对战锦标赛\n正如其名——\l这是一项进行单打对战的锦标赛。\p所有的训练家需要选择\n3只宝可梦报名。\p每场对战中,3只宝可梦中的1只\n需要保留作为后备。\p另外2只宝可梦将\n进行1对1战斗。\p查看对手的3只宝可梦后,\n即可选择2只宝可梦出战。\p连续击败四名训练家\n即可获得胜利。\p锦标赛胜利者将会\n获得对战点数。\p如果要暂停锦标赛\n请写入记录。\p请确保在退出前完好地写下了记录。\n否则我们将视挑战为无效。$"
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.string "单打对战锦标赛\n正如其名——\l这是一项进行单打对战的锦标赛。\p所有的训练家需要选择\n3只宝可梦报名。\p每场对战中,3只宝可梦中的1只\n需要保留作为后备。\p另外2只宝可梦将\n进行1对1战斗。\p查看对手的3只宝可梦后,\n即可选择2只宝可梦出战。\p连续击败4名训练家\n即可获得胜利。\p锦标赛冠军将会\n获得对战点数。\p如果要暂停锦标赛\n请写入记录。\p请确保在退出前完好地写下了记录。\n否则我们将视挑战为无效。$"
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BattleFrontier_BattleDomeLobby_Text_OkayToSaveBeforeChallenge:
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.string "在带您进入对战巨蛋前,\n需要先写入记录,可以吗?$"
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@ -485,7 +485,7 @@ BattleFrontier_BattleDomeLobby_Text_BagFullMakeRoom:
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.string "啊,您的包包已经满了。\p请将包包整理好之后\n再来找我。$"
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BattleFrontier_BattleDomeLobby_Text_ThankYouForPlaying:
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.string "感谢您的参与。$"
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.string "辛苦了!$"
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BattleFrontier_BattleDomeLobby_Text_RecordWillBeSaved:
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.string "正在写入记录……\n请稍候。$"
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@ -503,7 +503,7 @@ BattleFrontier_BattleDomeLobby_Text_TakeDoublesChallenge:
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.string "要挑战双打对战锦标赛吗?$"
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BattleFrontier_BattleDomeLobby_Text_ExplainDoublesChallenge:
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.string "双打对战锦标赛\n正如其名——\l这是一项进行双打对战的锦标赛。\p所有的训练家需要选择\n3只宝可梦报名。\p每场对战中,3只宝可梦中的1只\n需要保留作为后备。\p另外2只宝可梦将\n进行2对2战斗。\p查看对手的3只宝可梦后,\n即可选择2只宝可梦出战。\p连续击败四名训练家\n即可获得胜利。\p锦标赛胜利者将会\n获得对战点数。\p如果您在挑战途中\n想要暂停的话,\p请确保在退出前完好地写下了记录。\n否则我们将视挑战为无效。$"
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.string "双打对战锦标赛\n正如其名——\l这是一项进行双打对战的锦标赛。\p所有的训练家需要选择\n3只宝可梦报名。\p每场对战中,3只宝可梦中的1只\n需要保留作为后备。\p另外2只宝可梦将\n进行2对2战斗。\p查看对手的3只宝可梦后,\n即可选择2只宝可梦出战。\p连续击败4名训练家\n即可获得胜利。\p锦标赛冠军将会\n获得对战点数。\p如果您在挑战途中\n想要暂停的话,\p请确保在退出前完好地写下了记录。\n否则我们将视挑战为无效。$"
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BattleFrontier_BattleDomeLobby_Text_PrevTourneyResultsSinglesLv50:
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.string "这是上一次Lv. 50级\n单打对战锦标赛的结果。$"
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@ -544,10 +544,10 @@ BattleFrontier_BattleDomeLobby_Text_CongratsDefeatedTucker:
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.string "恭喜您!\p您打败了巨蛋超级巨星,\n并获得了对战锦标赛的胜利。$"
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BattleFrontier_BattleDomeLobby_Text_AwardTheseBattlePoints:
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.string "为了表彰您的战略——\n简直堪称美妙绝伦——\l我们将授予您这些对战点数!$"
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.string "为了表彰您的战略——\n简直堪称美妙绝伦——\l我们将向您呈上对战点数!$"
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BattleFrontier_BattleDomeLobby_Text_RecordLastMatch:
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.string "要将您最后的对战巨蛋的比赛\n记录到开拓通行证上吗?$"
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.string "要将您在对战巨蛋的最后一场比赛\n记录到开拓通行证上吗?$"
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BattleFrontier_BattleDomeLobby_Text_RulesAreListed:
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.string "上面列出了对战锦标赛的规则。$"
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@ -556,10 +556,10 @@ BattleFrontier_BattleDomeLobby_Text_ReadWhichHeading:
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.string "要读哪一部分的说明?$"
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BattleFrontier_BattleDomeLobby_Text_ExplainMatchupRules:
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.string "比赛的对手是根据\n训练家培育的宝可梦的\l强弱来分配的,\p会尽量避免较强的\n训练家直接对抗。$"
|
||||
.string "锦标赛的对战匹配是根据训练家\n持有的宝可梦强度来安排的。\p匹配规则会避免让实力强劲的\n训练家在初期就相互对战。$"
|
||||
|
||||
BattleFrontier_BattleDomeLobby_Text_ExplainTourneyTree:
|
||||
.string "比赛进程表——也可以说树状图\n可以在等候室中\l任一位向导处查看。\p树状图上会显示\n不同类型的数据,\p包括之前的比赛战绩,\n培育的宝可梦,\l还有训练家\l的对战方式。$"
|
||||
.string "比赛进程表——也可以称为“树状图”\n可以在等候室中任意向导处查看。\p树状图上会显示\n不同类型的数据,\p包括之前的比赛战绩,\n所持有的宝可梦,\l还有训练家的对战方式。$"
|
||||
|
||||
BattleFrontier_BattleDomeLobby_Text_ExplainDoubleKORules:
|
||||
.string "如果对战双方的宝可梦\n在比赛中同时昏厥,\l则会请裁判分析比赛过程\l并从中选出胜利者。$"
|
||||
.string "如果对战双方的宝可梦\n在比赛中同时昏厥,\l则会请裁判重新审查比赛\l并宣布其中的获胜方。$"
|
||||
|
||||
@ -272,16 +272,16 @@ BattleFrontier_BattleDomePreBattleRoom_Movement_PlayerEnterDoor:
|
||||
step_end
|
||||
|
||||
BattleFrontier_BattleDomePreBattleRoom_Text_ReadyForRound1:
|
||||
.string "下面是您的第一场比赛。\n准备好了吗?$"
|
||||
.string "接下来您将参加第1轮比赛。\n准备好了吗?$"
|
||||
|
||||
BattleFrontier_BattleDomePreBattleRoom_Text_ReadyForRound2:
|
||||
.string "接下来是您的第二场比赛。\n准备好了吗?$"
|
||||
.string "接下来您将参加第2轮比赛。\n准备好了吗?$"
|
||||
|
||||
BattleFrontier_BattleDomePreBattleRoom_Text_ReadyForSemifinals:
|
||||
.string "下一场是半决赛。\n准备好了吗?$"
|
||||
.string "接下来您将参加半决赛。\n准备好了吗?$"
|
||||
|
||||
BattleFrontier_BattleDomePreBattleRoom_Text_ReadyForFinals:
|
||||
.string "决赛即将开始。\n准备好了吗?$"
|
||||
.string "接下来您将参加决赛。\n准备好了吗?$"
|
||||
|
||||
BattleFrontier_BattleDomePreBattleRoom_Text_ChooseTwoMons:
|
||||
.string "请选择2只即将在对战中\n登场的宝可梦。$"
|
||||
@ -290,20 +290,20 @@ BattleFrontier_BattleDomePreBattleRoom_Text_RightThisWay:
|
||||
.string "这边请。$"
|
||||
|
||||
BattleFrontier_BattleDomePreBattleRoom_Text_RestoreMonsToFullHealth:
|
||||
.string "感谢您的参与。\p现在将您的宝可梦\n的体力全部回复。$"
|
||||
.string "辛苦了!\p我来帮您的宝可梦\n回复体力。$"
|
||||
|
||||
BattleFrontier_BattleDomePreBattleRoom_Text_Round1Complete:
|
||||
.string "第一场比赛\n已经结束。\p这些是成功晋级的队伍!$"
|
||||
.string "所有的第1轮比赛\n都已结束。\p这些是成功晋级的队伍!$"
|
||||
|
||||
BattleFrontier_BattleDomePreBattleRoom_Text_Round2Complete:
|
||||
.string "第二场比赛\n已经结束。\p这些是成功晋级的队伍!$"
|
||||
.string "所有的第2轮比赛\n都已结束。\p这些是成功晋级的队伍!$"
|
||||
|
||||
BattleFrontier_BattleDomePreBattleRoom_Text_SemifinalsComplete:
|
||||
.string "半决赛比赛\n已经结束。\p这些是成功晋级的队伍!$"
|
||||
.string "所有的半决赛比赛\n都已结束。\p这些是成功晋级的队伍!$"
|
||||
|
||||
@ Unused
|
||||
BattleFrontier_BattleDomePreBattleRoom_Text_CongratsReadyForRound2:
|
||||
.string "恭喜通过第1回合\n比赛。\p接下来是第2回合。\n准备好了吗?$"
|
||||
.string "恭喜通过第1轮\n比赛。\p接下来是第2轮。\n准备好了吗?$"
|
||||
|
||||
@ Unused
|
||||
BattleFrontier_BattleDomePreBattleRoom_Text_CongratsReadyForSemifinals:
|
||||
@ -329,16 +329,16 @@ BattleFrontier_BattleDomePreBattleRoom_Text_TourneyInFinals:
|
||||
.string "锦标赛进入决赛!$"
|
||||
|
||||
BattleFrontier_BattleDomePreBattleRoom_Text_SaveAndQuitGame:
|
||||
.string "要写入记录\n并退出游戏吗?$"
|
||||
.string "要写入记录\n并且暂停吗?$"
|
||||
|
||||
BattleFrontier_BattleDomePreBattleRoom_Text_RetireYourChallenge:
|
||||
.string "要退出对战锦标赛吗?$"
|
||||
.string "要结束对战锦标赛的挑战吗?$"
|
||||
|
||||
BattleFrontier_BattleDomePreBattleRoom_Text_SavingDataPleaseWait:
|
||||
.string "正在写入记录……\n请稍候。$"
|
||||
|
||||
BattleFrontier_BattleDomePreBattleRoom_Text_RecordLastMatch:
|
||||
.string "我能记录您在开拓通行证的\n最后一次比赛吗?$"
|
||||
.string "要将您的最后一场对战\n记录到开拓通行证上吗?$"
|
||||
|
||||
BattleFrontier_BattleDomePreBattleRoom_Text_ReadyForTuckerSilver:
|
||||
.string "恭喜您成功\n进入决赛!\p在决赛中,您将挑战的人是——\n巨蛋超级巨星石南。\p准备好了吗?$"
|
||||
|
||||
@ -332,7 +332,7 @@ BattleFrontier_BattleFactoryLobby_Text_TakeSinglesChallenge:
|
||||
.string "要挑战交换式对战\n单打锦标赛吗?$"
|
||||
|
||||
BattleFrontier_BattleFactoryLobby_Text_ExplainSinglesChallenge:
|
||||
.string "交换式对战单打锦标赛\n是一种只能使用租借的宝可梦\l进行单打对战的比赛。\p首先,您将获得3只专门为本次比赛\n提供的租借宝可梦。\p您需要用这些提供的租借宝可梦,\n进行一场单打对战。\p如果获胜,您可以将其中1只\n租借宝可梦交换掉。\p如此反复进行对战与交换——\n如果您能连续获胜7次,\l您会被授予对战点数。\p如果您要暂停挑战,\n请先写入记录。\p请确保在退出前完好地写下了记录。\n否则我们将视挑战为无效。$"
|
||||
.string "交换式对战单打锦标赛\n是一种只能使用租借的宝可梦\l进行单打对战的比赛。\p首先,您将获得3只专门为本次比赛\n提供的租借宝可梦。\p您需要用这些提供的租借宝可梦,\n进行一场单打对战。\p如果获胜,您可以将其中1只\n租借宝可梦交换掉。\p如此反复进行对战与交换——\n如果您能连续获胜7次,\l我们将向您呈上对战点数。\p如果您要暂停挑战,\n请先写入记录。\p请确保在退出前完好地写下了记录。\n否则我们将视挑战为无效。$"
|
||||
|
||||
BattleFrontier_BattleFactoryLobby_Text_LookForwardToNextVisit:
|
||||
.string "我们期待您的再次光临。$"
|
||||
@ -351,7 +351,7 @@ BattleFrontier_BattleFactoryLobby_Text_StepThisWay:
|
||||
.string "这边请。$"
|
||||
|
||||
BattleFrontier_BattleFactoryLobby_Text_ReturnMonsSaveResults:
|
||||
.string "感谢您的参与!\p我将把您的宝可梦还给您\n并换回租借宝可梦。\p并且需要写入对战记录。\n请稍等。$"
|
||||
.string "辛苦了!\p我将把您的宝可梦还给您\n并换回租借宝可梦。\p并且需要写入对战记录。\n请稍等。$"
|
||||
|
||||
@ Unused
|
||||
BattleFrontier_BattleFactoryLobby_Text_ReturnMons:
|
||||
@ -362,7 +362,7 @@ BattleFrontier_BattleFactoryLobby_Text_CongratsSevenWins:
|
||||
|
||||
@ Unused
|
||||
BattleFrontier_BattleFactoryLobby_Text_AwardBattlePointsForStreak:
|
||||
.string "作为7连胜的奖励,\n特此授予对战点数。$"
|
||||
.string "作为7连胜的奖励,\n我们将向您呈上对战点数。$"
|
||||
|
||||
@ Unused
|
||||
BattleFrontier_BattleFactoryLobby_Text_MaxBattlePoints:
|
||||
@ -389,19 +389,19 @@ BattleFrontier_BattleFactoryLobby_Text_TakeDoublesChallenge:
|
||||
.string "要挑战交换式对战\n双打锦标赛吗?$"
|
||||
|
||||
BattleFrontier_BattleFactoryLobby_Text_ExplainDoublesChallenge:
|
||||
.string "交换式对战双打锦标赛\n是一种只能使用租借的宝可梦\l进行双打对战的比赛。\p首先,您将获得3只专门为本次比赛\n提供的租借宝可梦。\p您需要用这些提供的租借宝可梦,\n进行一场双打对战。\p如果获胜,您可以将其中1只\n租借宝可梦交换掉。\p如此反复进行对战与交换——\n如果您能连续获胜7次,\l您会被授予对战点数。\p如果您在挑战途中\n想要暂停的话,\p请确保在退出前完好地写下了记录。\n否则我们将视挑战为无效。$"
|
||||
.string "交换式对战双打锦标赛\n是一种只能使用租借的宝可梦\l进行双打对战的比赛。\p首先,您将获得3只专门为本次比赛\n提供的租借宝可梦。\p您需要用这些提供的租借宝可梦,\n进行一场双打对战。\p如果获胜,您可以将其中1只\n租借宝可梦交换掉。\p如此反复进行对战与交换——\n如果您能连续获胜7次,\l我们将向您呈上对战点数。\p如果您在挑战途中\n想要暂停的话,\p请确保在退出前完好地写下了记录。\n否则我们将视挑战为无效。$"
|
||||
|
||||
BattleFrontier_BattleFactoryLobby_Text_CongratsForDefeatingHead:
|
||||
.string "恭喜您击败了\n工厂头目并\l连续赢得了7场比赛!$"
|
||||
|
||||
BattleFrontier_BattleFactoryLobby_Text_AwardBattlePoints:
|
||||
.string "为了对您拥有的知识财富\n及非凡的智慧表示认可,\l我们授予您这些对战点数。$"
|
||||
.string "为了表彰您拥有的知识财富\n以及非凡的智慧,\l我们将向您呈上对战点数。$"
|
||||
|
||||
BattleFrontier_BattleFactoryLobby_Text_ExchangeMonsAndSave:
|
||||
.string "我将把您的宝可梦还给您\n并换回租借宝可梦。\p我需要先写入对战记录,\n请稍等。$"
|
||||
|
||||
BattleFrontier_BattleFactoryLobby_Text_RecordLastMatch:
|
||||
.string "您要把您上次的\n对战工厂比赛记录到您的\l开拓通行证吗?$"
|
||||
.string "要将您在对战工厂的最后一场比赛\n记录到开拓通行证上吗?$"
|
||||
|
||||
BattleFrontier_BattleFactoryLobby_Text_NeedKnowledgeOfMonsMoves:
|
||||
.string "喂!\n那边的,你!\p你在想既然不必去\n培育一组宝可梦\l那么对战就会很容易是吗?\p我认为要赢并不是那么\n简单的。\p如果你不具备对宝可梦及\n他们的招式的透彻的知识的话,\l想要赢是很难的。$"
|
||||
|
||||
@ -458,7 +458,7 @@ BattleFrontier_BattleFactoryPreBattleRoom_Text_HoldMonsChooseFromSelection:
|
||||
.string "我们将先暂时保管\n您的宝可梦。\p您可以稍后从我们提供的\n宝可梦中进行选择。$"
|
||||
|
||||
BattleFrontier_BattleFactoryPreBattleRoom_Text_LetUsRestoreMons:
|
||||
.string "感谢您的精彩对战!\n让我们帮您的宝可梦进行回复!$"
|
||||
.string "辛苦了!\n我来帮您的宝可梦回复体力!$"
|
||||
|
||||
BattleFrontier_BattleFactoryPreBattleRoom_Text_ReadyFor2ndOpponent:
|
||||
.string "接下来是第2场比赛!\n准备好了吗?$"
|
||||
@ -479,10 +479,10 @@ BattleFrontier_BattleFactoryPreBattleRoom_Text_ReadyFor7thOpponent:
|
||||
.string "接下来是第7场比赛!\n准备好了吗?$"
|
||||
|
||||
BattleFrontier_BattleFactoryPreBattleRoom_Text_SaveAndQuitGame:
|
||||
.string "要写入记录\n并退出游戏吗?$"
|
||||
.string "要写入记录\n并且暂停吗?$"
|
||||
|
||||
BattleFrontier_BattleFactoryPreBattleRoom_Text_RetireFromChallenge:
|
||||
.string "要退出交换式对战挑战吗?$"
|
||||
.string "要结束交换式对战的挑战吗?$"
|
||||
|
||||
BattleFrontier_BattleFactoryPreBattleRoom_Text_InvestigatedUpcomingOpponent:
|
||||
.string "我对您的下一位对手\n进行了一些调查。$"
|
||||
|
||||
@ -448,7 +448,7 @@ BattleFrontier_BattlePalaceBattleRoom_Movement_SpenserEnter:
|
||||
step_end
|
||||
|
||||
BattleFrontier_BattlePalaceBattleRoom_Text_LetMeRestoreYourMons:
|
||||
.string "太精彩了……\n让我为您的宝可梦进行回复。$"
|
||||
.string "太精彩了……\n让我帮您的宝可梦回复体力。$"
|
||||
|
||||
BattleFrontier_BattlePalaceBattleRoom_Text_PreparedFor2ndOpponent:
|
||||
.string "下面是第2个对手,\n准备好了吗?$"
|
||||
@ -469,7 +469,7 @@ BattleFrontier_BattlePalaceBattleRoom_Text_PreparedFor7thOpponent:
|
||||
.string "下面是第7个对手,\n准备好了吗?$"
|
||||
|
||||
BattleFrontier_BattlePalaceBattleRoom_Text_SaveAndQuitGame:
|
||||
.string "要写入记录\n并退出游戏吗?$"
|
||||
.string "要写入记录\n并且暂停吗?$"
|
||||
|
||||
BattleFrontier_BattlePalaceBattleRoom_Text_WishToQuitChallenge:
|
||||
.string "要退出挑战吗?$"
|
||||
@ -478,7 +478,7 @@ BattleFrontier_BattlePalaceBattleRoom_Text_SavingData:
|
||||
.string "正在写入记录,\n请耐心等候……$"
|
||||
|
||||
BattleFrontier_BattlePalaceBattleRoom_Text_RecordLastMatch:
|
||||
.string "要把最近的比赛记录在\n开拓通行证上吗?$"
|
||||
.string "要将您的最后一场对战\n记录到开拓通行证上吗?$"
|
||||
|
||||
BattleFrontier_BattlePalaceBattleRoom_Text_ChallengingPalaceMaven:
|
||||
.string "现在……\p由于您连胜的战绩,\n您获得了挑战大师——\n宫殿守护者的资格……$"
|
||||
|
||||
@ -384,7 +384,7 @@ BattleFrontier_BattlePalaceLobby_Text_TakeSingleBattleChallenge:
|
||||
.string "要挑战单打对战厅吗?$"
|
||||
|
||||
BattleFrontier_BattlePalaceLobby_Text_ExplainSingleBattleChallenge:
|
||||
.string "对战宫殿里有几个专门为\n单打对战准备的礼堂,\l我们称之为单打对战厅。\p单打对战与普通比赛的规则一致,\n但需要遵守一条关键规则——\p训练家只能替换宝可梦,\p禁止对宝可梦下达\n任何战斗指令。\p宝可梦将完全凭借自己的\n本能战斗,\p您需要完全信赖您的宝可梦,\n在一边旁观它们对战。\p如果您能成功地连续\n打败7个训练家,\l我们将授予您对战点数。\p如果要暂停挑战的话\n需要先写入记录,\p请确保在退出前完好地写下了记录。\n否则我们将视挑战为无效。$"
|
||||
.string "对战宫殿里有几个专门为\n单打对战准备的礼堂,\l我们称之为单打对战厅。\p单打对战与普通比赛的规则一致,\n但需要遵守一条关键规则——\p训练家只能替换宝可梦,\p禁止对宝可梦下达\n任何战斗指令。\p宝可梦将完全凭借自己的\n本能战斗,\p您需要完全信赖您的宝可梦,\n在一边旁观它们对战。\p如果您能成功地连续\n打败7个训练家,\l我们将向您呈上对战点数。\p如果要暂停挑战的话\n需要先写入记录,\p请确保在退出前完好地写下了记录。\n否则我们将视挑战为无效。$"
|
||||
|
||||
BattleFrontier_BattlePalaceLobby_Text_ReturnWhenFortified:
|
||||
.string "当您的心灵与您的宝可梦都变得\n更强的时候,再回到这里来吧。$"
|
||||
@ -418,7 +418,7 @@ BattleFrontier_BattlePalaceLobby_Text_FeatWillBeRecorded:
|
||||
|
||||
@ Unused
|
||||
BattleFrontier_BattlePalaceLobby_Text_BattlePointsFor7WinStreak:
|
||||
.string "作为7连胜的奖励,\n特此授予对战点数。$"
|
||||
.string "作为7连胜的奖励,\n我们将向您呈上对战点数。$"
|
||||
|
||||
BattleFrontier_BattlePalaceLobby_Text_NoSpaceForPrize:
|
||||
.string "看起来您没有地方\n装我们的礼物了,\p整理好包包再\n回来这里吧。$"
|
||||
@ -455,13 +455,13 @@ BattleFrontier_BattlePalaceLobby_Text_TakeDoubleBattleChallenge:
|
||||
.string "要挑战双打对战厅吗?$"
|
||||
|
||||
BattleFrontier_BattlePalaceLobby_Text_ExplainDoubleBattleChallenge:
|
||||
.string "对战宫殿里有几个专门为\n双打对战准备的礼堂,\l我们称之为双打对战厅。\p双打对战与普通比赛的规则一致,\n但需要遵守一条关键规则——\p训练家只能替换宝可梦,\p禁止对宝可梦下达\n任何战斗指令。\p宝可梦将完全凭借自己的\n本能战斗,\p您需要完全信赖您的宝可梦,\n在一边旁观它们对战。\p如果您能成功地连续\n打败7个训练家,\l我们将授予您对战点数。\p如果您在挑战途中\n想要暂停的话,\p请确保在退出前完好地写下了记录。\n否则我们将视挑战为无效。$"
|
||||
.string "对战宫殿里有几个专门为\n双打对战准备的礼堂,\l我们称之为双打对战厅。\p双打对战与普通比赛的规则一致,\n但需要遵守一条关键规则——\p训练家只能替换宝可梦,\p禁止对宝可梦下达\n任何战斗指令。\p宝可梦将完全凭借自己的\n本能战斗,\p您需要完全信赖您的宝可梦,\n在一边旁观它们对战。\p如果您能成功地连续\n打败7个训练家,\l我们将向您呈上对战点数。\p如果您在挑战途中\n想要暂停的话,\p请确保在退出前完好地写下了记录。\n否则我们将视挑战为无效。$"
|
||||
|
||||
BattleFrontier_BattlePalaceLobby_Text_ToDefeatMavenAnd7Trainers:
|
||||
.string "要连续打败宫殿守护者\n和7个训练家啊……$"
|
||||
|
||||
BattleFrontier_BattlePalaceLobby_Text_PresentYouWithBattlePoints:
|
||||
.string "为了表彰您和您的宝可梦\n之间密切的关系,我们将\l这些对战点数授予您。$"
|
||||
.string "为了表彰您和宝可梦之间紧密的牵绊,\n我们将向您呈上对战点数。$"
|
||||
|
||||
BattleFrontier_BattlePalaceLobby_Text_LikeToRecordMatch:
|
||||
.string "您要在您的开拓通行证上\n记录下您在对战宫殿\l最近的对战吗?$"
|
||||
|
||||
@ -278,7 +278,7 @@ BattleFrontier_BattlePikeLobby_Text_TakeChallenge:
|
||||
.string "要挑战对战管道吗?$"
|
||||
|
||||
BattleFrontier_BattlePikeLobby_Text_ExplainBattlePike:
|
||||
.string "这里举办名为\n选择式对战的比赛。\p选择式对战的规则\n很简单……\p在3条道路中选择一条\n抵达对战管道最后的终点房间。\l仅此而已。\p然而,在选择的道路上会\n发生什么事完全取决于\l挑战者的运气……\p如果您达到了终点,\n您会被授予对战点数。\p如果您在挑战中想要暂停的话,\n请与途中大房间中的工作人员沟通。\p如果在暂停之前没有写入记录,\n我们将视挑战为无效。$"
|
||||
.string "这里举办名为\n选择式对战的比赛。\p选择式对战的规则\n很简单……\p在3条道路中选择一条\n抵达对战管道最后的终点房间。\l仅此而已。\p然而,在选择的道路上会\n发生什么事完全取决于\l挑战者的运气……\p如果您达到了终点,\n我们将向您呈上对战点数。\p如果您在挑战中想要暂停的话,\n请与途中大房间中的工作人员沟通。\p如果在暂停之前没有写入记录,\n我们将视挑战为无效。$"
|
||||
|
||||
BattleFrontier_BattlePikeLobby_Text_LookForwardToSeeingYou:
|
||||
.string "期待您再次光临……$"
|
||||
@ -287,10 +287,10 @@ BattleFrontier_BattlePikeLobby_Text_WhichChallengeMode:
|
||||
.string "您有2个选择,\nLv. 50级和自由等级。\l要挑战哪个?$"
|
||||
|
||||
BattleFrontier_BattlePikeLobby_Text_NotEnoughValidMonsLv50:
|
||||
.string "请原谅,但……\p您能够参加对战的\n宝可梦不满3只。\p您需要准备3只等级50以内的\n不同种类的宝可梦,\p并且让它们分别携带不同道具\n才可参加对战。\p此外,蛋{STR_VAR_1}无法参加对战!\p请在准备就绪之后,\n再来参加吧……$"
|
||||
.string "冒昧打扰,但……\p您能够参加对战的\n宝可梦不满3只。\p您需要准备3只等级50以内的\n不同种类的宝可梦,\p并且让它们分别携带不同道具\n才可参加对战。\p此外,蛋{STR_VAR_1}无法参加对战!\p请在准备就绪之后,\n再来参加吧……$"
|
||||
|
||||
BattleFrontier_BattlePikeLobby_Text_NotEnoughValidMonsLvOpen:
|
||||
.string "请原谅,但……\p您能够参加对战的\n宝可梦不满3只。\p您需要准备3只\n不同种类的宝可梦,\p并且让它们分别携带不同道具\n才可参加对战。\p此外,蛋{STR_VAR_1}无法参加对战!\p请在准备就绪之后,\n再来参加吧……$"
|
||||
.string "冒昧打扰,但……\p您能够参加对战的\n宝可梦不满3只。\p您需要准备3只\n不同种类的宝可梦,\p并且让它们分别携带不同道具\n才可参加对战。\p此外,蛋{STR_VAR_1}无法参加对战!\p请在准备就绪之后,\n再来参加吧……$"
|
||||
|
||||
BattleFrontier_BattlePikeLobby_Text_PleaseChooseThreeMons:
|
||||
.string "请选择3只要参加\n挑战的宝可梦……$"
|
||||
@ -312,23 +312,23 @@ BattleFrontier_BattlePikeLobby_Text_ShallRecordResults:
|
||||
|
||||
@ Unused
|
||||
BattleFrontier_BattlePikeLobby_Text_AwardYouTheseBattlePoints2:
|
||||
.string "为庆祝您完成\n对战管道的挑战,我们\l授予您这些对战点数……$"
|
||||
.string "为祝贺您完成对战管道的挑战,\n我们将向您呈上对战点数……$"
|
||||
|
||||
@ Unused
|
||||
BattleFrontier_BattlePikeLobby_Text_ReachedBattlePointLimit:
|
||||
.string "看起来您的对战点数\n已经达到上限……\p请用对战点数\n兑换奖品后再回来……$"
|
||||
|
||||
BattleFrontier_BattlePikeLobby_Text_FailedToSaveBeforeQuitting:
|
||||
.string "请原谅,但……\p您在上次结束时\n没有成功写入记录。\p真抱歉……没有写入记录的\n挑战我们将视其为无效。$"
|
||||
.string "冒昧打扰,但……\p您在上次结束时\n没有成功写入记录。\p真抱歉……没有写入记录的\n挑战我们将视其为无效。$"
|
||||
|
||||
BattleFrontier_BattlePikeLobby_Text_SnatchedVictoryFromQueen:
|
||||
.string "恭喜……\p您从管道皇后那获取了胜利\n并完成了挑战……$"
|
||||
|
||||
BattleFrontier_BattlePikeLobby_Text_AwardYouTheseBattlePoints:
|
||||
.string "为了对您非凡的运气表示认可,\n我们授予您这些对战点数……$"
|
||||
.string "为了表彰您非凡的运气,\n我们将向您呈上对战点数……$"
|
||||
|
||||
BattleFrontier_BattlePikeLobby_Text_OneRoomAwayFromGoal:
|
||||
.string "啊!功亏一篑!\n我离终点只差一个房间了!\p在这里,你最好要留意毒,冰冻\n之类的异常状态。$"
|
||||
.string "啊!功亏一篑!\n我离终点只差一个房间了!\p在这里,你最好留意中毒、冰冻等等\n之类的异常状态。$"
|
||||
|
||||
BattleFrontier_BattlePikeLobby_Text_NeverHadToBattleTrainer:
|
||||
.string "我已经完成了10次挑战,\n但我没有和任何一个\l训练家对战过。$"
|
||||
|
||||
@ -647,13 +647,13 @@ BattleFrontier_BattlePikeRoomNormal_Movement_CameraPanDown:
|
||||
step_end
|
||||
|
||||
BattleFrontier_BattlePikeRoomNormal_Text_WillRestoreToFullHealth:
|
||||
.string "欢迎……\n您的运气值得赞扬……\p我们将为您的宝可梦\n回复体力……$"
|
||||
.string "欢迎……\n您的运气值得赞扬……\p我来帮您的宝可梦回复体力……$"
|
||||
|
||||
BattleFrontier_BattlePikeRoomNormal_Text_EnjoyRestOfChallenge:
|
||||
.string "愿您享受接下来的\n选择式对战的挑战……$"
|
||||
|
||||
BattleFrontier_BattlePikeRoomNormal_Text_WillRestoreOneMon:
|
||||
.string "哦,您是个幸运的人。\n我现在心情还不错。\p我会为您的1只宝可梦\n回复体力。$"
|
||||
.string "哦,您是个幸运的人。\n我现在心情还不错。\p我会帮您的1只宝可梦\n回复体力。$"
|
||||
|
||||
BattleFrontier_BattlePikeRoomNormal_Text_BestOfLuckFarewell:
|
||||
.string "祝您好运。\n再见。$"
|
||||
@ -720,7 +720,7 @@ BattleFrontier_BattlePikeRoomNormal_Text_AttacksWhenStartled:
|
||||
.string "一旦受到了惊吓就会\n无视警告胡乱攻击……\p您和您的宝可梦还好吗?$"
|
||||
|
||||
BattleFrontier_BattlePikeRoomNormal_Text_ApologizeHopeMonsAreFine:
|
||||
.string "我为所发生的一切表示道歉……\n我希望您的宝可梦没事。$"
|
||||
.string "我为所发生的一切道歉……\n我希望您的宝可梦没事。$"
|
||||
|
||||
BattleFrontier_BattlePikeRoomNormal_Text_Silence:
|
||||
.string "…… …… ……\n…… …… ……$"
|
||||
@ -729,7 +729,7 @@ BattleFrontier_BattlePikeRoomNormal_Text_BattleSomewhatToughTrainer:
|
||||
.string "欢迎……\p在此您将会迎战一名\n颇具实力的训练家……$"
|
||||
|
||||
BattleFrontier_BattlePikeRoomNormal_Text_RestoreToFullHealth:
|
||||
.string "精彩绝伦……\p为表彰您的胜利,您的宝可梦的体力\n将被完全回复……$"
|
||||
.string "精彩绝伦……\p为了表彰您的胜利,\n我将为您的宝可梦回复体力…………$"
|
||||
|
||||
BattleFrontier_BattlePikeRoomNormal_Text_EnjoyRestOfChallenge2:
|
||||
.string "愿您享受接下来的\n选择式对战的挑战……$"
|
||||
@ -768,10 +768,10 @@ BattleFrontier_BattlePikeRoomNormal_Text_ChoseRoomNoHeal:
|
||||
.string "欢迎您……\p咯咯……\n看来您运气不佳……\p如果您没有选择这个房间,\n您的宝可梦本可以得到回复……$"
|
||||
|
||||
BattleFrontier_BattlePikeRoomNormal_Text_ChoseRoomHealOne:
|
||||
.string "欢迎您……\p既然您选择了这个房间,\n我会把1只宝可梦的体力完全回复……$"
|
||||
.string "欢迎您……\p既然您选择了这个房间,\n我会帮您的1只宝可梦回复体力……$"
|
||||
|
||||
BattleFrontier_BattlePikeRoomNormal_Text_ChoseRoomHealTwo:
|
||||
.string "欢迎您……\p既然您选择了这个房间,\n我会把2只宝可梦的体力完全回复……$"
|
||||
.string "欢迎您……\p既然您选择了这个房间,\n我会帮您的2只宝可梦回复体力……$"
|
||||
|
||||
@ Unused
|
||||
BattleFrontier_BattlePikeRoomNormal_Text_WillRestoreAllMons:
|
||||
@ -781,5 +781,5 @@ BattleFrontier_BattlePikeRoomNormal_Text_ShallFetchOurMaster:
|
||||
.string "我这就去请我们的主人……$"
|
||||
|
||||
BattleFrontier_BattlePikeRoomNormal_Text_WillRestoreTwoMons:
|
||||
.string "哦,您是一个幸运的人!\n我现在心情不错。\p我来帮您的2只宝可梦\n完全回复体力!$"
|
||||
.string "哦,您是一个幸运的人!\n我现在心情不错。\p我会帮您的2只宝可梦\n回复体力。$"
|
||||
|
||||
|
||||
@ -288,10 +288,10 @@ BattleFrontier_BattlePikeThreePathRoom_Text_ContinueWithChallenge:
|
||||
.string "您要继续\n您的挑战吗?$"
|
||||
|
||||
BattleFrontier_BattlePikeThreePathRoom_Text_SaveChallengeAndQuit:
|
||||
.string "要写入记录\n并退出游戏吗?$"
|
||||
.string "要写入记录\n并且暂停吗?$"
|
||||
|
||||
BattleFrontier_BattlePikeThreePathRoom_Text_RetireFromChallenge:
|
||||
.string "要退出选择式对战挑战吗?$"
|
||||
.string "要结束选择式对战的挑战吗?$"
|
||||
|
||||
BattleFrontier_BattlePikeThreePathRoom_Text_AwaitingReturnSaveBeforeResume:
|
||||
.string "我们已经恭候多时……\p在继续您的选择式对战\n挑战前,请让我先写入记录……$"
|
||||
@ -303,13 +303,13 @@ BattleFrontier_BattlePikeThreePathRoom_Text_SavingYourData:
|
||||
.string "正在写入记录……\n请稍等……$"
|
||||
|
||||
BattleFrontier_BattlePike_Text_PathBlockedNoTurningBack:
|
||||
.string "道路被阻断了!\n并且没有退路了……$"
|
||||
.string "道路被阻断了!\n没有退路了……$"
|
||||
|
||||
BattleFrontier_BattlePikeThreePathRoom_Text_FindingItDifficultToChoose:
|
||||
.string "请原谅,但……\p您是否觉得选择\n道路很困难?$"
|
||||
.string "冒昧打扰,但……\p您是否觉得有些难以\n选择道路?$"
|
||||
|
||||
BattleFrontier_BattlePikeThreePathRoom_Text_ApologizeForImpertinence:
|
||||
.string "知道了……\n我对我的唐突表示道歉……$"
|
||||
.string "原来如此……\n抱歉失礼了……$"
|
||||
|
||||
BattleFrontier_BattlePikeThreePathRoom_Text_SomethingAboutRightPath:
|
||||
.string "哦,让我看看……有一些关于\n右边道路的事……$"
|
||||
|
||||
@ -129,7 +129,7 @@ BattleFacility_TrainerBattle_PlaceholderText::
|
||||
.string "测试信息。$"
|
||||
|
||||
gText_BattlePyramidConfirmRest::
|
||||
.string "要暂停对战金字塔的探索\n需要先写入记录,\l可以吗?$"
|
||||
.string "要暂停对战金字塔的探索\n需要先写入记录,\l可以吗?$"
|
||||
|
||||
gText_BattlePyramidConfirmRetire::
|
||||
.string "您确定要退出\n金字塔的探索吗?$"
|
||||
|
||||
@ -620,7 +620,7 @@ BattleFrontier_BattlePyramidLobby_Text_DisappointingHereIsBag:
|
||||
.string "真遗憾……\p这是我们为您\n保管的包包。\p{PLAYER}取回了包包。$"
|
||||
|
||||
BattleFrontier_BattlePyramidLobby_Text_LookForwardToNextChallenge:
|
||||
.string "期待您的再次挑战!$"
|
||||
.string "随时恭候您再次挑战!$"
|
||||
|
||||
@ Unused
|
||||
BattleFrontier_BattlePyramidLobby_Text_HereIsPrize:
|
||||
@ -705,7 +705,7 @@ BattleFrontier_BattlePyramidLobby_Text_YouveDefeatedPyramidKing:
|
||||
.string "欢迎回来!\n您完成了不可思议的壮举!\p您打败了金字塔法老,\n并征服了对战金字塔!$"
|
||||
|
||||
BattleFrontier_BattlePyramidLobby_Text_GiveYouTheseBattlePoints:
|
||||
.string "年轻的探险家啊!\n为了表彰您的勇气,\l我们授予您这些对战点数!$"
|
||||
.string "年轻的探险家啊!\n为了表彰您的勇气,\l我们将向您呈上对战点数!$"
|
||||
|
||||
BattleFrontier_BattlePyramidLobby_Text_RulesAreListed:
|
||||
.string "上面列出了探索式对战的规则。$"
|
||||
@ -720,7 +720,7 @@ BattleFrontier_BattlePyramidLobby_Text_ExplainTrainerRules:
|
||||
.string "在金字塔内会有训练家\n等着向您挑战。\p每层最多会有\n8个训练家。\p您每打败1个训练家,就会\n得到1条对探索有用的提示。$"
|
||||
|
||||
BattleFrontier_BattlePyramidLobby_Text_ExplainMazeRules:
|
||||
.string "每次进入金字塔后迷宫\n都会重新组合,\p迷宫里很暗,\n必须小心探索。\p每打败1个训练家或1只野生\n宝可梦,里面都会稍微变亮一些。$"
|
||||
.string "每次进入金字塔后迷宫\n都会重新组合,\p迷宫里很暗,\n必须小心探索。\p每打败1个训练家或是1只野生宝可梦\n,里面都会稍微变亮一些。$"
|
||||
|
||||
BattleFrontier_BattlePyramidLobby_Text_ExplainBagRules:
|
||||
.string "在金字塔中,您可以像使用\n您的包包一样使用战斗包包。\p有2种不同的战斗包包——\n分别是为Lv. 50级和\l自由等级的冒险而准备的。\p2种包包都可以携带10种道具,\n每种道具99个。\p如果在探索中失败的话,\n战斗包包里的东西都会丢失。$"
|
||||
|
||||
@ -438,44 +438,44 @@ BattleFrontier_BattleTowerBattleRoom_EventScript_RetireChallenge::
|
||||
end
|
||||
|
||||
BattleFrontier_BattleTowerBattleRoom_Text_RestoreMonsToFullHealth:
|
||||
.string "现在为您的宝可梦\n回复体力。$"
|
||||
.string "我来帮您的宝可梦\n回复体力。$"
|
||||
|
||||
@ Unused
|
||||
BattleFrontier_BattleTowerBattleRoom_Text_ReadyForOpponent:
|
||||
.string "下面是第{STR_VAR_1}位对手,\n准备好了吗?$"
|
||||
.string "接下来是第{STR_VAR_1}位对手,\n准备好了吗?$"
|
||||
|
||||
BattleFrontier_BattleTowerBattleRoom_Text_ReadyFor2ndOpponent:
|
||||
.string "下面是第二位对手,\n准备好了吗?$"
|
||||
.string "接下来是第2位对手,\n准备好了吗?$"
|
||||
|
||||
BattleFrontier_BattleTowerBattleRoom_Text_ReadyFor3rdOpponent:
|
||||
.string "下面是第三位对手,\n准备好了吗?$"
|
||||
.string "接下来是第3位对手,\n准备好了吗?$"
|
||||
|
||||
BattleFrontier_BattleTowerBattleRoom_Text_ReadyFor4thOpponent:
|
||||
.string "下面是第四位对手,\n准备好了吗?$"
|
||||
.string "接下来是第4位对手,\n准备好了吗?$"
|
||||
|
||||
BattleFrontier_BattleTowerBattleRoom_Text_ReadyFor5thOpponent:
|
||||
.string "下面是第五位对手,\n准备好了吗?$"
|
||||
.string "接下来是第5位对手,\n准备好了吗?$"
|
||||
|
||||
BattleFrontier_BattleTowerBattleRoom_Text_ReadyFor6thOpponent:
|
||||
.string "下面是第六位对手,\n准备好了吗?$"
|
||||
.string "接下来是第6位对手,\n准备好了吗?$"
|
||||
|
||||
BattleFrontier_BattleTowerBattleRoom_Text_ReadyFor7thOpponent:
|
||||
.string "下面是第七位对手,\n准备好了吗?$"
|
||||
.string "接下来是第7位对手,\n准备好了吗?$"
|
||||
|
||||
BattleFrontier_BattleTowerBattleRoom_Text_RecordYourBattle:
|
||||
.string "要在开拓通行证上\n记录下您的成绩吗?$"
|
||||
.string "要将您的对战记录到\n开拓通行证上吗?$"
|
||||
|
||||
BattleFrontier_BattleTowerLobby_Text_BattleRecordedOnPass:
|
||||
.string "{PLAYER}的战绩已经\n记录在了开拓通行证上。$"
|
||||
.string "{PLAYER}的对战已被记录到\n开拓通行证上。$"
|
||||
|
||||
BattleFrontier_BattleTowerBattleRoom_Text_SaveAndQuitGame:
|
||||
.string "要写入记录并\n退出游戏吗?$"
|
||||
.string "要写入记录\n并且暂停吗?$"
|
||||
|
||||
BattleFrontier_BattleTowerBattleRoom_Text_SavingPleaseWait:
|
||||
.string "正在写入记录……\n请稍等。$"
|
||||
|
||||
BattleFrontier_BattleTowerBattleRoom_Text_CancelYourChallenge:
|
||||
.string "要退出对战间的挑战吗?$"
|
||||
.string "要结束对战间的挑战吗?$"
|
||||
|
||||
BattleFrontier_BattleTowerBattleRoom_Text_RecordCouldntBeSaved::
|
||||
.string "发生了某些错误,\n记录无法保存。$"
|
||||
|
||||
@ -950,7 +950,7 @@ BattleFrontier_BattleTowerLobby_Text_BagFullMakeRoom:
|
||||
.string "啊,您的包包已经满了。\p请将包包整理好之后\n再来找我。$"
|
||||
|
||||
BattleFrontier_BattleTowerLobby_Text_ThankYouForPlaying:
|
||||
.string "感谢您的光临!\p$"
|
||||
.string "辛苦了!\p$"
|
||||
|
||||
BattleFrontier_BattleTowerLobby_Text_RecordWillBeSaved:
|
||||
.string "正在写入记录,\n请稍等。$"
|
||||
@ -962,7 +962,7 @@ BattleFrontier_BattleTowerLobby_Text_ProgressWillBeSaved:
|
||||
.string "进入对战间之前需要\n写入记录,请稍等。$"
|
||||
|
||||
BattleFrontier_BattleTowerLobby_Text_AboutToFace50thTrainer:
|
||||
.string "下面您即将迎战的是\n第50位训练家了,\p现在开始,您每次连续打败\n7位训练家,我们都将给您的宝可梦\l授予纪念奖章。\p祝您好运!$"
|
||||
.string "下面您即将迎战的是\n第50位训练家了,\p现在起,您每次连续打败7名训练家,\n我们将会把奖章送给您参战的宝可梦。\p祝您好运!$"
|
||||
|
||||
BattleFrontier_BattleTowerLobby_Text_HereAreSomeRibbons:
|
||||
.string "这是连续打败7位\n强大的训练家的奖励。\p{PLAYER}得到奖章!$"
|
||||
@ -995,7 +995,7 @@ BattleFrontier_BattleTowerLobby_Text_WinsInRowRecorded:
|
||||
.string "连胜的次数都会\n被记录下来。\p我可不想输得太难堪啊!$"
|
||||
|
||||
BattleFrontier_BattleTowerLobby_Text_CanLeaveUntilLossOrSevenWins:
|
||||
.string "进入对战塔后,\n只有被打败或者连胜7名\n训练家才能离开。\p开始挑战之前你最好\n做好充分的准备。$"
|
||||
.string "进入对战塔后,只有被打败或者\n连续战胜7名训练家才能离开。\p开始挑战之前你最好\n做好充分的准备。$"
|
||||
|
||||
@ Unused
|
||||
BattleFrontier_BattleTowerLobby_Text_DoubleBattleRoomConstruction:
|
||||
@ -1006,7 +1006,7 @@ BattleFrontier_BattleTowerLobby_Text_MultiBattleRoomConstruction:
|
||||
.string "欢迎来到对战塔\n多人对战区!\p很不幸,对战间\n还在建设之中。\p当建筑完成后\n再来吧。$"
|
||||
|
||||
BattleFrontier_BattleTowerLobby_Text_LookForwardToAnotherChallenge:
|
||||
.string "期待您的再次挑战!$"
|
||||
.string "随时恭候您再次挑战!$"
|
||||
|
||||
BattleFrontier_BattleTowerLobby_Text_WhichLevelMode:
|
||||
.string "对战间有2种挑战等级,\nLv. 50级和自由等级。\l您想选哪种?$"
|
||||
@ -1022,33 +1022,33 @@ BattleFrontier_BattleTowerLobby_Text_ShowYouToBattleRoom:
|
||||
.string "现在我将带您前往\n{STR_VAR_1}对战间。$"
|
||||
|
||||
BattleFrontier_BattleTowerLobby_Text_RecordLastMatch:
|
||||
.string "要把对战塔的对战成绩\n记录在开拓通行证上吗?$"
|
||||
.string "要将您在对战塔的最后一场对战\n记录到开拓通行证上吗?$"
|
||||
|
||||
@ Unused
|
||||
BattleFrontier_BattleTowerLobby_Text_NotEnoughValidMonsLv50:
|
||||
.string "对不起,\p您符合条件的宝可梦不足{STR_VAR_2}只。\p需要有{STR_VAR_2}只不同的等级50以内的\n宝可梦才可以参加比赛,\p同时这些宝可梦携带的道具\n也需要各不相同。\p蛋{STR_VAR_1}不能参加。\p准备好之后再来吧。$"
|
||||
.string "这位客人!\p您符合条件的宝可梦不足{STR_VAR_2}只。\p需要有{STR_VAR_2}只不同的等级50以内的\n宝可梦才可以参加比赛,\p同时这些宝可梦携带的道具\n也需要各不相同。\p蛋{STR_VAR_1}不能参加。\p准备好之后再来吧。$"
|
||||
|
||||
@ Unused
|
||||
BattleFrontier_BattleTowerLobby_Text_NotEnoughValidMonsLvOpen:
|
||||
.string "对不起,\p您符合条件的宝可梦不足{STR_VAR_2}只。\p需要有{STR_VAR_2}只不同的宝可梦\n才可以参加比赛,\p同时这些宝可梦携带的道具\n也需要各不相同。\p蛋{STR_VAR_1}不能参加。\p准备好之后再来吧。$"
|
||||
.string "这位客人!\p您符合条件的宝可梦不足{STR_VAR_2}只。\p需要有{STR_VAR_2}只不同的宝可梦\n才可以参加比赛,\p同时这些宝可梦携带的道具\n也需要各不相同。\p蛋{STR_VAR_1}不能参加。\p准备好之后再来吧。$"
|
||||
|
||||
BattleFrontier_BattleTowerLobby_Text_NotEnoughValidMonsLv50Singles:
|
||||
.string "对不起,\p您能够参加对战的\n宝可梦不满3只。\p您需要准备3只等级50以内的\n不同种类的宝可梦,\p且让它们分别携带不同道具\n才可参加对战。\p此外,蛋{STR_VAR_1}无法参加对战!\p请在准备就绪之后,\n再来参加吧。$"
|
||||
.string "这位客人!\p您能够参加对战的\n宝可梦不满3只。\p您需要准备3只等级50以内的\n不同种类的宝可梦,\p且让它们分别携带不同道具\n才可参加对战。\p此外,蛋{STR_VAR_1}无法参加对战!\p请在准备就绪之后,\n再来参加吧。$"
|
||||
|
||||
BattleFrontier_BattleTowerLobby_Text_NotEnoughValidMonsLvOpenSingles:
|
||||
.string "对不起,\p您能够参加对战的\n宝可梦不满3只。\p您需要准备3只\n不同种类的宝可梦,\p且让它们分别携带不同道具\n才可参加对战。\p此外,蛋{STR_VAR_1}无法参加对战!\p请在准备就绪之后,\n再来参加吧。$"
|
||||
.string "这位客人!\p您能够参加对战的\n宝可梦不满3只。\p您需要准备3只\n不同种类的宝可梦,\p且让它们分别携带不同道具\n才可参加对战。\p此外,蛋{STR_VAR_1}无法参加对战!\p请在准备就绪之后,\n再来参加吧。$"
|
||||
|
||||
BattleFrontier_BattleTowerLobby_Text_NotEnoughValidMonsLv50Doubles:
|
||||
.string "对不起,\p您能够参加对战的\n宝可梦不满4只。\p您需要准备4只等级50以内的\n不同种类的宝可梦,\p且让它们分别携带不同道具\n才可参加对战。\p此外,蛋{STR_VAR_1}无法参加对战!\p请在准备就绪之后,\n再来参加吧。$"
|
||||
.string "这位客人!\p您能够参加对战的\n宝可梦不满4只。\p您需要准备4只等级50以内的\n不同种类的宝可梦,\p且让它们分别携带不同道具\n才可参加对战。\p此外,蛋{STR_VAR_1}无法参加对战!\p请在准备就绪之后,\n再来参加吧。$"
|
||||
|
||||
BattleFrontier_BattleTowerLobby_Text_NotEnoughValidMonsLvOpenDoubles:
|
||||
.string "对不起,\p您能够参加对战的\n宝可梦不满4只。\p您需要准备4只\n不同种类的宝可梦,\p且让它们分别携带不同道具\n才可参加对战。\p此外,蛋{STR_VAR_1}无法参加对战!\p请在准备就绪之后,\n再来参加吧。$"
|
||||
.string "这位客人!\p您能够参加对战的\n宝可梦不满4只。\p您需要准备4只\n不同种类的宝可梦,\p且让它们分别携带不同道具\n才可参加对战。\p此外,蛋{STR_VAR_1}无法参加对战!\p请在准备就绪之后,\n再来参加吧。$"
|
||||
|
||||
BattleFrontier_BattleTowerLobby_Text_NotEnoughValidMonsLv50Multis:
|
||||
.string "对不起,\p您能够参加对战的\n宝可梦不满2只。\p您需要准备2只等级50以内的\n不同种类的宝可梦,\p且让它们分别携带不同道具\n才可参加对战。\p此外,蛋{STR_VAR_1}无法参加对战!\p请在准备就绪之后,\n再来参加吧。$"
|
||||
.string "这位客人!\p您能够参加对战的\n宝可梦不满2只。\p您需要准备2只等级50以内的\n不同种类的宝可梦,\p且让它们分别携带不同道具\n才可参加对战。\p此外,蛋{STR_VAR_1}无法参加对战!\p请在准备就绪之后,\n再来参加吧。$"
|
||||
|
||||
BattleFrontier_BattleTowerLobby_Text_NotEnoughValidMonsLvOpenMultis:
|
||||
.string "对不起,\p您能够参加对战的\n宝可梦不满2只。\p您需要准备2只\n不同种类的宝可梦,\p且让它们分别携带不同道具\n才可参加对战。\p此外,蛋{STR_VAR_1}无法参加对战!\p请在准备就绪之后,\n再来参加吧。$"
|
||||
.string "这位客人!\p您能够参加对战的\n宝可梦不满2只。\p您需要准备2只\n不同种类的宝可梦,\p且让它们分别携带不同道具\n才可参加对战。\p此外,蛋{STR_VAR_1}无法参加对战!\p请在准备就绪之后,\n再来参加吧。$"
|
||||
|
||||
BattleFrontier_BattleTowerLobby_Text_WelcomSingleBattle:
|
||||
.string "训练家的才能\n将在此接受考验!\p欢迎来到对战塔!\p我是您的单打对战间向导。$"
|
||||
@ -1132,10 +1132,10 @@ BattleFrontier_BattleTowerLobby_Text_CongratsDefeatedMaiden:
|
||||
.string "恭喜!\n您打败了对战塔大君,并且\l与7位训练家的对战中取得了全胜!$"
|
||||
|
||||
BattleFrontier_BattleTowerLobby_Text_AwardYouTheseBattlePoints:
|
||||
.string "为了表彰您无限的才能,\n我们授予您这些对战点数。$"
|
||||
.string "为了表彰您无限的才能,\n我们将向您呈上对战点数。$"
|
||||
|
||||
BattleFrontier_Text_ObtainedXBattlePoints:
|
||||
.string "{PLAYER}获得{STR_VAR_1}点对战点数。$"
|
||||
.string "{PLAYER}获得了\n{STR_VAR_1}BP的对战点数。$"
|
||||
|
||||
BattleFrontier_BattleTowerLobby_Text_RulesAreListed:
|
||||
.string "上面列出了对战塔的规则。$"
|
||||
|
||||
@ -297,7 +297,7 @@ BattleFrontier_Lounge3_Text_HelloChampHeresYourPoints::
|
||||
.string "啊,太棒了!\n我在这儿!\p我就知道你可以的!\n我就知道你会成功!\l今天我们两个是大赢家!\p你的对战点数还给你,\n还有,这是额外的奖品!$"
|
||||
|
||||
BattleFrontier_Lounge3_Text_ObtainedBattlePoints::
|
||||
.string "{PLAYER}得到\n{STR_VAR_1}对战点数。$"
|
||||
.string "{PLAYER}获得了\n{STR_VAR_1}BP的对战点数。$"
|
||||
|
||||
BattleFrontier_Lounge3_Text_ThinkOfMeForAnotherChallenge::
|
||||
.string "你还准备挑战什么的话\n别忘了叫上我!$"
|
||||
|
||||
@ -304,7 +304,7 @@ BattleFrontier_Lounge7_EventScript_Gentleman::
|
||||
end
|
||||
|
||||
BattleFrontier_Lounge7_Text_LeftTutorIntro::
|
||||
.string "哇哈哈哈!\p也许现在这样你看不出来,\n不过我过去可是个非常强的训练家。\p告诉你,以前大家可都称我是\n最强的大姐姐!\p…… …… ……\p怎么了?\n你好像不相信?\p我可不是那边那个爱吹牛的女人,\n我真正拥有着才能!\p证明给你看吧,\n我可以教你的宝可梦\l学习特别而又可爱的招式。\p不过这可不是免费的,\n每学一次招式\l你支付一些对战点数如何?$"
|
||||
.string "哇哈哈哈!\p也许现在这样你看不出来,\n不过我过去可是个非常强的训练家。\p告诉你,以前大家可都称我是\n最强的大姐姐!\p…… …… ……\p怎么了?\n你好像不相信?\p我可不是那边那个爱吹牛的女人,\n我真正拥有着才能!\p证明给你看吧,\n我可以教你的宝可梦\l学习特别而又可爱的招式。\p不过这可不是免费的,\n你每学一次招式\l支付一些对战点数如何?$"
|
||||
|
||||
BattleFrontier_Lounge7_Text_LeftTutorWelcomeBack::
|
||||
.string "哇哈哈哈!\p你是回来学特别而又可爱的\n宝可梦招式的吗?$"
|
||||
@ -313,7 +313,7 @@ BattleFrontier_Lounge7_Text_TeachWhichMove::
|
||||
.string "好,好,看这儿!\n要我教什么招式?$"
|
||||
|
||||
BattleFrontier_Lounge7_Text_MoveWillBeXBattlePoints::
|
||||
.string "教{STR_VAR_1}是吗?\n那么支付{STR_VAR_2}对战点数吧,怎样?$"
|
||||
.string "{STR_VAR_1},是吗?\n那要付给我{STR_VAR_2}BP的对战点数,如何?$"
|
||||
|
||||
BattleFrontier_Lounge7_Text_TeachMoveToWhichMon::
|
||||
.string "好,好,现在告诉我\n要教给哪只宝可梦。$"
|
||||
@ -328,7 +328,7 @@ BattleFrontier_Lounge7_Text_YouDontWantTo::
|
||||
.string "什么啊?\n你不想……\p好吧,想看看我的本事的话\n随时可以过来!$"
|
||||
|
||||
BattleFrontier_Lounge7_Text_RightTutorIntro::
|
||||
.string "嘻嘻嘻!\p我知道也许现在看不大出来,\n不过我以前可是个非凡的训练家。\p告诉你,以前大家可都称我是\n战无不胜的比基尼姐姐!\p…… …… ……\p怎么了?\n你好像不相信?\p我可不是那边那个小丑一样的女人,\n我可经历过很多!\p证明给你看吧,\n我可以教你的宝可梦学习\l强大而又漂亮的招式。\p不过这可不是免费的,\n每学一次招式你\l支付一些对战点数如何?$"
|
||||
.string "嘻嘻嘻!\p我知道也许现在看不大出来,\n不过我以前可是个非凡的训练家。\p告诉你,以前大家可都称我是\n战无不胜的比基尼姐姐!\p…… …… ……\p怎么了?\n你好像不相信?\p我可不是那边那个小丑一样的女人,\n我可经历过很多!\p证明给你看吧,\n我可以教你的宝可梦学习\l强大而又漂亮的招式。\p不过这可不是免费的,\n你每学一次招式\l支付一些对战点数如何?$"
|
||||
|
||||
BattleFrontier_Lounge7_Text_RightTutorWelcomeBack::
|
||||
.string "嘻嘻嘻!\p你是回来学习强大而又漂亮的\n宝可梦招式的吗?$"
|
||||
|
||||
@ -234,22 +234,22 @@ BattleFrontier_OutsideEast_EventScript_Camper::
|
||||
end
|
||||
|
||||
BattleFrontier_OutsideEast_Text_BattleTowerSign:
|
||||
.string "这里是对战塔!\n保持您的不败纪录,\l成为最强的训练家吧!$"
|
||||
.string "这里是对战塔!\n不断连胜!最强训练家!$"
|
||||
|
||||
BattleFrontier_OutsideEast_Text_BattlePalaceSign:
|
||||
.string "这里是对战宫殿!\n关注您的宝可梦的对战吧!$"
|
||||
.string "这里是对战宫殿!\n好好注视!宝可梦对战!$"
|
||||
|
||||
BattleFrontier_OutsideEast_Text_BattleArenaSign:
|
||||
.string "这里是对战竞技场!\n最强的队伍在这里集结!$"
|
||||
.string "这里是对战竞技场!\n聚集吧!最强队伍!$"
|
||||
|
||||
BattleFrontier_OutsideEast_Text_BattlePyramidSign:
|
||||
.string "这里是对战金字塔!\n升华您的对战之道!$"
|
||||
.string "这里是对战金字塔!\n前进吧!探索式对战!$"
|
||||
|
||||
BattleFrontier_OutsideEast_Text_RankingHallSign:
|
||||
.string "对战开拓区排名大厅\n关注最新的纪录!$"
|
||||
|
||||
BattleFrontier_OutsideEast_Text_ExchangeCornerSign:
|
||||
.string "对战点数兑换服务区\n兑换对战点数!$"
|
||||
.string "对战点数兑换服务区\n兑换你的对战点数!$"
|
||||
|
||||
BattleFrontier_OutsideEast_Text_BattleTowerFeelsSpecial:
|
||||
.string "哇!\n好大!\p对战塔看起来很特别,\n和别的建筑都不同。$"
|
||||
|
||||
@ -308,13 +308,13 @@ BattleFrontier_OutsideWest_EventScript_PokefanF::
|
||||
end
|
||||
|
||||
BattleFrontier_OutsideWest_Text_BattleDomeSign:
|
||||
.string "这里是对战巨蛋!\n通往超级明星的大路!$"
|
||||
.string "这里是对战巨蛋!\n决定目标!无敌的超级巨星!$"
|
||||
|
||||
BattleFrontier_OutsideWest_Text_BattleFactorySign:
|
||||
.string "这里是对战工厂!\n寻找最强的宝可梦吧!$"
|
||||
.string "这里是对战工厂!\n寻找!最强宝可梦!$"
|
||||
|
||||
BattleFrontier_OutsideWest_Text_BattlePikeSign:
|
||||
.string "这里是对战管道!\n在三条路中选一条吧!$"
|
||||
.string "这里是对战管道!\n选择!三条道路!$"
|
||||
|
||||
BattleFrontier_OutsideWest_Text_ThisIsBattleTower:
|
||||
.string "这里是对战塔,\p训练家将他们最优秀的\n宝可梦带来进行淘汰赛。$"
|
||||
@ -395,7 +395,7 @@ BattleFrontier_OutsideWest_Text_NothingHereNotLongAgo:
|
||||
.string "就在不久之前,这里\n还是一片荒原。\p但现在看看这里吧!简直是奇迹!\n我要带妈妈来看看。$"
|
||||
|
||||
BattleFrontier_OutsideWest_Text_FinallyArrivedAtFrontier:
|
||||
.string "终于到达\n对战开拓区了!\p靠我的美貌和才能,\n肯定很快会成为焦点的!$"
|
||||
.string "终于到达对战开拓区了!\p靠我的美貌和才能,\n肯定很快会成为焦点的!$"
|
||||
|
||||
BattleFrontier_OutsideWest_Text_SquareFilledWithToughPeople:
|
||||
.string "嘎吱嘎吱……\p这广场上好像聚集了\n很多非常强的人啊。\p嘎吱嘎吱……$"
|
||||
|
||||
@ -113,11 +113,11 @@ BattleFrontier_RankingHall_Text_IsYourNameOnThisList:
|
||||
.string "嘿,你的名字在上面吗?$"
|
||||
|
||||
BattleFrontier_RankingHall_Text_WowThatsSuper:
|
||||
.string "哇,太过分了!\n我必须更加努力了!$"
|
||||
.string "哇,太厉害了!\n我也得更加努力了!$"
|
||||
|
||||
BattleFrontier_RankingHall_Text_WorkHarderIfYouSawFriendsName:
|
||||
.string "哦,你说是不是这样?\p如果你看到你朋友的名字在上面,\n我打赌你会变得更加努力的!$"
|
||||
.string "如果你看到你朋友的名字在上面,\n我猜你肯定会变得更加努力的!\p你说是不是?$"
|
||||
|
||||
BattleFrontier_RankingHall_Text_MyNamesNotUpThere:
|
||||
.string "嗯……\n我的名字不在上面……\p没错,这很正常,因为我\n从没参加过任何挑战。$"
|
||||
.string "嗯……\n我的名字不在上面……\p没错,这很正常,\n因为我从没参加过任何挑战。$"
|
||||
|
||||
|
||||
@ -305,92 +305,92 @@ BattleFrontier_ReceptionGate_Text_WelcomeToBattleFrontier:
|
||||
.string "这里是宝可梦对战的最前线!\n欢迎来到对战开拓区!$"
|
||||
|
||||
BattleFrontier_ReceptionGate_Text_IssueFrontierPass:
|
||||
.string "每一位新的来访者都会\n得到一张开拓通行证。\p有了它就可以参加\n对战开拓区各种设施。\p给,这是您的!$"
|
||||
.string "每位初次来访的客人都可以\n得到一张开拓通行证。\p它可以在对战开拓区的\n所有设施中使用。\p给,这是您的!$"
|
||||
|
||||
BattleFrontier_ReceptionGate_Text_ObtainedFrontierPass:
|
||||
.string "{PLAYER}得到了\n开拓通行证。$"
|
||||
.string "{PLAYER}获得了\n开拓通行证。$"
|
||||
|
||||
BattleFrontier_ReceptionGate_Text_PlacedTrainerCardInFrontierPass:
|
||||
.string "{PLAYER}把训练家卡\n放进了开拓通行证里。$"
|
||||
.string "{PLAYER}把训练家卡片\n放进了开拓通行证中。$"
|
||||
|
||||
BattleFrontier_ReceptionGate_Text_EnjoyBattleFrontier:
|
||||
.string "希望您喜欢\n对战开拓区的一切!$"
|
||||
.string "希望您能尽情享受\n对战开拓区的一切!$"
|
||||
|
||||
BattleFrontier_ReceptionGate_Text_IfItIsntPlayerYouCame:
|
||||
.string "???:嗨,这不是{PLAYER}{KUN}吗!\n你终于来啦!$"
|
||||
.string "???:嗨,这不是{PLAYER}{KUN}吗!\n你终于来啦!$"
|
||||
|
||||
BattleFrontier_ReceptionGate_Text_OhMrScottGoodDay:
|
||||
.string "导游:啊,亚希达先生!\n您好!$"
|
||||
.string "向导:啊,亚希达先生!\n您好!$"
|
||||
|
||||
BattleFrontier_ReceptionGate_Text_ScottGreatToSeeYouHere:
|
||||
.string "亚希达:能在这里见到你真是太好了,\n真的!\p希望你慢慢探索\n这里的每个角落。\p当然,也希望你能在这里\n体验到最纯粹的对战精髓。\p我在这儿也有房间,\n有空记得随时来坐坐。$"
|
||||
|
||||
BattleFrontier_ReceptionGate_Text_YourGuideToFacilities:
|
||||
.string "我负责向您介绍\n对战开拓区的各种设施。$"
|
||||
.string "我是对战开拓区的\n各个设施的向导。$"
|
||||
|
||||
BattleFrontier_ReceptionGate_Text_LearnAboutWhich2:
|
||||
.string "您想知道什么?$"
|
||||
.string "您想了解哪个设施呢?$"
|
||||
|
||||
BattleFrontier_ReceptionGate_Text_BattleTowerInfo:
|
||||
.string "它是一座巨大的塔,被视作\n对战开拓区的标志。\p塔内有四种对战间,\n单打、双打、多人和\l多人连线对战间。$"
|
||||
.string "这座巨大的高塔被视为\n对战开拓区的标志。\p塔内有四种类型的对战间,\n分别用于单打、双打、多人和\l多人连线对战。$"
|
||||
|
||||
BattleFrontier_ReceptionGate_Text_BattleDomeInfo:
|
||||
.string "对战巨蛋是那个好像个\n巨大的蛋的建筑。\p里面会举行\n被称为对战锦标赛的活动。\p对战锦标赛有两种路线\n——单打和双打\l对战。$"
|
||||
.string "对战巨蛋是外形像是巨大的\n蛋一样的建筑。\p这里会举办名为对战锦标赛的活动。\p对战锦标赛有两种模式——\n单打和双打对战。$"
|
||||
|
||||
BattleFrontier_ReceptionGate_Text_BattlePalaceInfo:
|
||||
.string "对战宫殿是对战开拓区\n右侧的红色建筑。\p里面有两种对战厅,分别\n进行单打和双打对战。$"
|
||||
.string "对战宫殿是位于对战开拓区\n右侧的红色建筑。\p里面有两种对战厅,分别用于单打和双打对战。$"
|
||||
|
||||
BattleFrontier_ReceptionGate_Text_BattleArenaInfo:
|
||||
.string "对战竞技场是位于\n对战开拓区中央偏右的\l道场一样的建筑。\p对战竞技场里面会举行\n名叫三回合定胜负锦标赛的活动。$"
|
||||
.string "对战竞技场是位于对战开拓区\n中央偏右的道场式建筑。\p这里会举办名为三回合\n定胜负锦标赛的活动。$"
|
||||
|
||||
BattleFrontier_ReceptionGate_Text_BattleFactoryInfo:
|
||||
.string "对战工厂就是离我们\n最近的那个大型建筑。\p里面举行\n交换式对战。\p交换式对战分两种,\n分别是单打和双打\l对战。$"
|
||||
.string "对战工厂是离我们最近的那个\n大型建筑。\p这里会举办名为交换式对战的活动。\p交换式对战分两种,\n分别是单打和双打对战。$"
|
||||
|
||||
BattleFrontier_ReceptionGate_Text_BattlePikeInfo:
|
||||
.string "对战管道是位于\n对战开拓区中央偏左的\l像宝可梦一样的建筑。\p里面会举行\n选择式对战。$"
|
||||
.string "对战管道是位于对战开拓区\n中央偏左的宝可梦造型的建筑。\p这里会举办名为选择式对战的活动。$"
|
||||
|
||||
BattleFrontier_ReceptionGate_Text_BattlePyramidInfo:
|
||||
.string "对战金字塔就是那个\n巨大的金字塔。\p里面会举行\n探索式对战。$"
|
||||
.string "对战金字塔是巨大的金字塔建筑。\p这里会举办名为探索式对战的活动。$"
|
||||
|
||||
BattleFrontier_ReceptionGate_Text_RankingHallInfo:
|
||||
.string "排名大厅位于\n对战塔附近。\p您可以在那里看到\n活跃在对战开拓区的\l训练家们所留下的\l非凡的成绩。$"
|
||||
.string "排名大厅位于对战塔附近。\p那里可以看到挑战过对战开拓区的各个\l设施的训练家们所留下的非凡纪录。$"
|
||||
|
||||
BattleFrontier_ReceptionGate_Text_ExchangeCornerInfo:
|
||||
.string "兑换服务区位于\n对战塔附近。\p您可以用在对战开拓区\n得到的对战点数兑换一些\l非同寻常的奖品。$"
|
||||
.string "兑换服务区位于对战塔附近。\p可以用在对战开拓区得到的对战点数\n兑换精美的奖品。$"
|
||||
|
||||
BattleFrontier_ReceptionGate_Text_YourGuideToRules:
|
||||
.string "我负责向您介绍\n对战开拓区各设施里\l通用的一些\l基本规则。$"
|
||||
.string "我是对战开拓区各个设施中\n各项通用基本规则的向导。$"
|
||||
|
||||
BattleFrontier_ReceptionGate_Text_LearnAboutWhat:
|
||||
.string "您想知道什么?$"
|
||||
.string "您想了解什么内容呢?$"
|
||||
|
||||
BattleFrontier_ReceptionGate_Text_LevelModeInfo:
|
||||
.string "对战开拓区里的\n每种挑战都分成两种——\lLv. 50级和自由等级。$"
|
||||
.string "对战开拓区的所有挑战设施\n都提供两种模式可供选择——\lLv. 50级和自由等级。$"
|
||||
|
||||
BattleFrontier_ReceptionGate_Text_Level50Info:
|
||||
.string "Lv. 50级允许等级50级以内的\n宝可梦参加。\p但是请记住,您并不会遇到\n使用等级50以内宝可梦的\l训练家。\p这是对战开拓区的\n入门级对战,\p如果您是新手,\n可以先来挑战它。$"
|
||||
.string "Lv. 50级允许等级50级以内的\n宝可梦参加。\p但是,您遇到的训练家不会\n使用等级50以内的宝可梦。\p这是对战开拓区的\n入门级对战,\p我们建议您从这个模式\n开始挑战。$"
|
||||
|
||||
BattleFrontier_ReceptionGate_Text_OpenLevelInfo:
|
||||
.string "自由等级对于\n参加宝可梦\l没有等级限制。\p您的对手的宝可梦等级\n会根据您自己的宝可梦等级\l而改变。\p但是,您不会遇到\n使用等级60以内宝可梦的训练家。$"
|
||||
.string "自由等级对于参加的宝可梦\n没有等级限制。\p对手的宝可梦等级会根据\n您的宝可梦等级进行调整。\p但是,您遇到的训练家不会\n使用等级60以内的宝可梦。$"
|
||||
|
||||
BattleFrontier_ReceptionGate_Text_MonEntryInfo:
|
||||
.string "大部分宝可梦都可以参加\n所有设施里面的挑战,\p但蛋和某些特定的宝可梦\n不能参加。\p参加挑战的宝可梦数量\n根据挑战的不同而不同,\p但所有设施都不可以\n选择同样的2只\l或以上宝可梦参加。$"
|
||||
.string "绝大多数种类的宝可梦都可以\n参加所有设施里面的挑战,\p但蛋和某些特定种类的宝可梦\n无法参加。\p挑战所需的宝可梦数量\n取决于具体设施。\p但在所有设施中,都无法使用两只\n或以上的相同种类的宝可梦。$"
|
||||
|
||||
BattleFrontier_ReceptionGate_Text_HoldItemsInfo:
|
||||
.string "参加对战开拓区的\n挑战时,每只宝可梦\l携带的道具都不能相同。\p参加之前请先确认\n每只参加的宝可梦\l都携带了不同的道具。$"
|
||||
.string "在对战开拓区参加挑战时,\n宝可梦不能携带相同的道具。\p请确保所有参加挑战的宝可梦\n都携带了不同的道具。$"
|
||||
|
||||
BattleFrontier_ReceptionGate_Text_YourGuideToFrontierPass:
|
||||
.string "我负责向您介绍开拓通行证。$"
|
||||
.string "我是开拓区通行证的向导。$"
|
||||
|
||||
BattleFrontier_ReceptionGate_Text_LearnAboutWhich1:
|
||||
.string "您想知道什么?$"
|
||||
.string "您想了解什么内容呢?$"
|
||||
|
||||
BattleFrontier_ReceptionGate_Text_SymbolsInfo:
|
||||
.string "对战开拓区中有\n七种设施。\p在每一设施中,训练家的能力\n如果能够被认可,\l就能够得到一枚象征作为奖励。\p要想得到象征,训练家也许\n得连续打败许多其他训练家,\l也许得在同一活动中不断胜出。\p确实,想要得到象征并不容易,\n祝您好运!$"
|
||||
.string "对战开拓区共设有\n七个挑战设施。\p训练家若展现出卓越实力,\n就能获得各设施颁发的象征。\p要获得象征,训练家可能需要\n连续击败多位对手,\l或多次赢得赛事。\p赢得象征绝非易事,\n祝您好运!$"
|
||||
|
||||
BattleFrontier_ReceptionGate_Text_RecordedBattleInfo:
|
||||
.string "可以在您的开拓通行证上面\n记录下您的某一场对战。\p您可以记录您与您的\n朋友们的对战,\p或者记录下在对战开拓区\n进行过的一场对战,包括\l在对战管道或对战金字塔中\l进行的比赛。\p对战结束时您可以选择\n是否要记录对战。$"
|
||||
.string "可以在您的开拓通行证上\n记录下您的一场对战。\p您可以记录您与朋友\n之间进行的对战,\p或记录下在对战开拓区进行过的对战,\n但不包括对战管道以及\l对战金字塔中的对战。\p对战结束时您可以选择\n是否要记录对战。$"
|
||||
|
||||
BattleFrontier_ReceptionGate_Text_BattlePointsInfo:
|
||||
.string "对战点数是送给\n对战开拓区中对战非常出色的\l训练家的奖励。\p您可以在兑换服务区\n用您的对战点数\l兑换其他奖品。$"
|
||||
.string "对战点数是向对战开拓区中表现出色\n的训练家给予的奖励。\p您可以在兑换服务区用\l对战点数兑换奖品。$"
|
||||
|
||||
|
||||
@ -221,7 +221,7 @@ BattleFrontier_ScottsHouse_Text_HaveThisAsMementoOfOurPathsCrossing:
|
||||
.string "不说这些陈年往事了!\p我只希望你能在这里\n尽情享受对战!\p{PLAYER}{KUN},请收下这个纪念我们\n旅途中屡次相遇的礼物。$"
|
||||
|
||||
BattleFrontier_ScottsHouse_Text_ObtainedXBattlePoints:
|
||||
.string "{PLAYER}得到了\n{STR_VAR_1}对战点数。$"
|
||||
.string "{PLAYER}获得了\n{STR_VAR_1}BP的对战点数。$"
|
||||
|
||||
BattleFrontier_ScottsHouse_Text_ExplainBattlePoints:
|
||||
.string "亚希达:你可以在开拓通行证上\n查看你对战点数的数量。\p你在对战开拓区\n获得的胜利越多,收集的\l对战点数就越多。\p这些对战点数随你所用,\n比如用来兑换道具什么的。$"
|
||||
|
||||
@ -67,7 +67,7 @@ FallarborTown_Text_HaveYouChallengedFlannery:
|
||||
.string "你挑战过釜炎镇道馆的馆主\n亚莎了吗?\p那女孩的爷爷非常出名,\n他曾是宝可梦联盟的\l四天王之一,\p如今亚莎也成长为一个\n出色的训练家\l并不让我感到奇怪。$"
|
||||
|
||||
FallarborTown_Text_BattleTentSign:
|
||||
.string "对战帐篷秋叶镇分址\n“愿优秀的队伍在这里聚集!”$"
|
||||
.string "对战帐篷秋叶镇分址\n“最强战队,在此集结!”$"
|
||||
|
||||
FallarborTown_Text_TownSign:
|
||||
.string "这里是秋叶镇。\n“有着小型田野的农村。”$"
|
||||
|
||||
@ -33,7 +33,7 @@ FortreeCity_PokemonCenter_1F_Text_GoToSafariZone:
|
||||
.string "孩子,我问你,你\n在收集宝可梦图鉴吗?\p唔……那么听我的,\n到狩猎地带去。$"
|
||||
|
||||
FortreeCity_PokemonCenter_1F_Text_RecordCornerIsNeat:
|
||||
.string "你去过\n联机中心吗?\p那里很方便,可以\n混合训练家的记录。\p我不知道它的原理如何,\n但它很棒,甚至令人吃惊!$"
|
||||
.string "你去过\n联机俱乐部吗?\p那里很方便,可以\n混合训练家的记录。\p我不知道它的原理如何,\n但它很棒,甚至令人吃惊!$"
|
||||
|
||||
FortreeCity_PokemonCenter_1F_Text_DoYouKnowAboutPokenav:
|
||||
.string "哇,你有宝可导航!\n就和我的一样!\p你知道宝可导航的\n对战寻呼系统吗?\p用它能随时跟\n登记的训练家联系,\p同时也能显示出\n哪个训练家想跟你对战。\p这太方便了!得文的人\n真的很优秀!$"
|
||||
|
||||
@ -273,7 +273,7 @@ LavaridgeTown_Gym_1F_Text_ReceivedHeatBadge:
|
||||
.string "{PLAYER}从亚莎那里\n得到了烈焰徽章。$"
|
||||
|
||||
LavaridgeTown_Gym_1F_Text_ExplainHeatBadgeTakeThis:
|
||||
.string "有了烈焰徽章,\n所有50级以下的宝可梦,\l即使是从别人那儿交换得来的\l也会完全听你的。\p另外,宝可梦也能在对战外\n使用秘传招式怪力了。\p这是我的小小谢礼,\n请别客气,收下吧!$"
|
||||
.string "有了烈焰徽章,\n所有50级以下的宝可梦,\l即使是从别人那儿交换得来的\l也会完全听你的。\p另外,宝可梦也能在对战外\n使用秘传招式怪力了。\p这是我的小小谢礼,\n请别客气,收下吧!$"
|
||||
|
||||
LavaridgeTown_Gym_1F_Text_ExplainOverheat:
|
||||
.string "那个招式学习器50里\n装着的是过热,\p能对对手造成\n巨大的伤害。\p但同时,使用它的宝可梦\n特攻会急剧下降。\l这个招式不太适合持久战。$"
|
||||
|
||||
@ -113,7 +113,7 @@ LilycoveCity_House3_Text_GoingToWinMultiBattles:
|
||||
.string "我们在进行多人对战,\n我肯定会赢的。$"
|
||||
|
||||
LilycoveCity_House3_Text_LikeMixingAtRecordCorner:
|
||||
.string "我们喜欢在联机中心\n混合东西,\p但究竟是什么混合起来了?$"
|
||||
.string "我们喜欢在联机俱乐部\n混合东西,\p但究竟是什么混合起来了?$"
|
||||
|
||||
LilycoveCity_House3_Text_MakePokeblocksWithBerryBlender:
|
||||
.string "我们要用树果混合器\n制作出超级宝可方块!$"
|
||||
|
||||
@ -513,7 +513,7 @@ MauvilleCity_Text_RegisteredWally:
|
||||
.string "把满充\n登记到宝可导航里了。$"
|
||||
|
||||
MauvilleCity_Text_ScottYouDidntHoldBack:
|
||||
.string "亚希达:嘿嘿……\n刚才的对战我都看到了!\p那个叫满充的男孩\n是你的朋友吧?\p即便如此你还是全力以赴\n漂亮地取胜了!\p没错!这才是\n真正的宝可梦对战!\p我所欣赏的就是这样的训练家!\p…… …… ……\n我会继续为你加油的!$"
|
||||
.string "亚希达:嘿嘿……\n刚才的对战我都看到了!\p那个叫满充的男孩\n是你的朋友吧?\p即便如此你还是全力以赴\n漂亮地取胜了!\p没错!这才是\n真正的宝可梦对战!\p我所欣赏的就是这样的训练家!\p…… …… ……\n我会继续为你加油的!$"
|
||||
|
||||
MauvilleCity_Text_WattsonNeedFavorTakeKey:
|
||||
.string "铁旋:嗨,{PLAYER}{KUN}!\n你看起来挺精神嘛!\l不错,不错,啊哈哈哈哈!\p好!我决定了!\n{PLAYER}{KUN},我需要帮助!\p紫堇市这里有一个\n叫做新紫堇的地下区域。\p{PLAYER}{KUN},希望你能\n去那里关掉发电器。\p最近发电器的运转有些失控,\n现在那里不是很安全。\p给,这是\n进入新紫堇的钥匙。$"
|
||||
|
||||
@ -39,8 +39,8 @@ MauvilleCity_PokemonCenter_1F_Text_ManOverThereSaysWeirdThings:
|
||||
.string "那边那个人总是在说些\n奇怪的话!\p那个怪人真有趣,\n我想我不可能忘了他!$"
|
||||
|
||||
MauvilleCity_PokemonCenter_1F_Text_MyDataUpdatedFromRecordCorner:
|
||||
.string "我连接到联机中心时,\n武斗镇流行事件的资料\l就更新了。\p现在这和我朋友的资料\n一模一样!$"
|
||||
.string "我连接到联机俱乐部时,\n武斗镇流行事件的资料\l就更新了。\p现在这和我朋友的资料\n一模一样!$"
|
||||
|
||||
MauvilleCity_PokemonCenter_1F_Text_RecordCornerSoundsFun:
|
||||
.string "宝可梦中心楼上\n开了个联机中心,\p不知道是干什么的,\n但听起来挺好玩。我要去看看!$"
|
||||
.string "宝可梦中心楼上\n开了个联机俱乐部,\p不知道是干什么的,\n但听起来挺好玩。我要去看看!$"
|
||||
|
||||
|
||||
@ -246,7 +246,7 @@ Route118_EventScript_Deandre::
|
||||
end
|
||||
|
||||
Route118_Text_StevenQuestions:
|
||||
.string "大吾:嗨,{PLAYER}{KUN}!\p是我,大吾!\n我们在武斗镇的洞窟里见过。\p这段时间你又遇到了\n多少宝可梦呢?\p在这广阔的世界中\n栖息着多种多样的宝可梦,\p专注于培养自己喜欢的\n几种也不错,\p不过尝试培养各种不同的\n宝可梦也许会更有趣呢。\p作为训练家,\n你是怎么想的呢?\p当然,\n这只是我的一己之见。\p希望我们还能再见。$"
|
||||
.string "大吾:嗨,{PLAYER}{KUN}!\p是我,大吾!\n我们在武斗镇的洞窟里见过。\p这段时间你又遇到了\n多少宝可梦呢?\p在这广阔的世界中\n栖息着多种多样的宝可梦,\p专注于培养自己喜欢的\n几种也不错,\p不过尝试培养各种不同的\n宝可梦也许会更有趣呢。\p作为训练家,\n你是怎么想的呢?\p当然,\n这只是我的一己之见。\p希望我们还能再见。$"
|
||||
|
||||
Route118_Text_YouAgreeGoodRodIsGood:
|
||||
.string "嗯!\n好钓竿非常好用!\p你也这么想吧?$"
|
||||
|
||||
@ -102,7 +102,7 @@ SSTidalRooms_Text_JedPostBattle:
|
||||
.string "阿新:我们爱情的力量\n头一回没能取胜!\l你肯定是一名很强的训练家!$"
|
||||
|
||||
SSTidalRooms_Text_JedNotEnoughMons:
|
||||
.string "阿新: 你只有1只宝可梦?\n这是不是也太孤单了?$"
|
||||
.string "阿新:你只有1只宝可梦?\n这是不是也太孤单了?$"
|
||||
|
||||
SSTidalRooms_Text_LeaIntro:
|
||||
.string "佳穗:说起来真有些傻……\n我们会展示给你爱情的力量!$"
|
||||
|
||||
@ -1048,7 +1048,7 @@ SlateportCity_Text_CantChangeTradeMonName:
|
||||
.string "你不能更改\n交换得来的宝可梦的名字,\p因为那名字中\n包含着原先的训练家对它的情感。$"
|
||||
|
||||
SlateportCity_Text_BattleTentBuiltRecently:
|
||||
.string "最近凯那市\n出现了一个对战帐篷。\p虽然道馆也很有趣,\n但对战帐篷更棒。\p在对战帐篷里\n能见到很厉害的宝可梦!$"
|
||||
.string "最近凯那市\n出现了一个对战帐篷。\p虽然道馆也很有趣,\n但对战帐篷更棒。\p在对战帐篷中\n能见到很厉害的宝可梦!$"
|
||||
|
||||
SlateportCity_Text_CaptSternBeingInterviewed:
|
||||
.string "我本来希望记者们会去采访个明星,\n这样我就能去要签名了。\p但他们采访的是谁?\n那不是楠木馆长吗?$"
|
||||
@ -1099,7 +1099,7 @@ SlateportCity_Text_PleaseComeWithMe:
|
||||
.string "{PLAYER}{KUN}!\n快,跟我来!$"
|
||||
|
||||
SlateportCity_Text_BattleTentSign:
|
||||
.string "对战帐篷凯那市分址\n“得到了!究极宝可梦!”$"
|
||||
.string "对战帐篷凯那市分址\n“寻找!究极宝可梦!”$"
|
||||
|
||||
SlateportCity_Text_SternsShipyardWantedSign:
|
||||
.string "楠木造船厂\p“招募:在任何水流中\n都能驾船的水手。”$"
|
||||
|
||||
@ -325,7 +325,7 @@ TrainerHill_Entrance_Text_MovedReceptionHereForSwitch:
|
||||
.string "训练家移动的时候,\n就显得有些混乱。\p为避免这种情况,\n我们就把接待处搬到这儿来了。\p很抱歉对您造成了不便。$"
|
||||
|
||||
TrainerHill_Entrance_Text_ThankYouForPlaying:
|
||||
.string "感谢你来光顾!$"
|
||||
.string "辛苦了!$"
|
||||
|
||||
TrainerHill_Entrance_Text_ExplainTrainerHill:
|
||||
.string "我们训练家之丘这里有一种\n叫做限时进攻的活动,\p是计算您从这个\n柜台跑到顶层老板\l那里的用时的游戏。\p最快的成绩会贴在那边的\n时间板上。跟您的\l朋友比试吧。\p一路上的战斗中,\n您既不能获得经验点数,\l也不能获得金钱。$"
|
||||
|
||||
@ -88,7 +88,7 @@ VerdanturfTown_Text_WandasHouse:
|
||||
.string "满盈的家$"
|
||||
|
||||
VerdanturfTown_Text_BattleTentSign:
|
||||
.string "对战帐篷绿茵镇分址\n“来看看这里的对战,一饱眼福吧!”$"
|
||||
.string "对战帐篷绿茵镇分址\n“精彩对战,尽收眼底!”$"
|
||||
|
||||
VerdanturfTown_Text_RusturfTunnelSign:
|
||||
.string "卡绿隧道\n“连接卡那兹市和绿茵镇\p隧道工程\n已被取消。”$"
|
||||
|
||||
@ -340,10 +340,10 @@ VerdanturfTown_BattleTentLobby_Text_AttractionMutual:
|
||||
.string "我对宝可梦感到……\n我想这吸引力一定是相互的!\p它们对战时完全按照\n我想的那样做!$"
|
||||
|
||||
VerdanturfTown_BattleTentLobby_Text_TaughtWhatKindsOfMoves:
|
||||
.string "你给你的宝可梦\n教了些什么招式?\p我想如果它们自己\n会疗伤的话,\l你会很轻松的。$"
|
||||
.string "你给你的宝可梦\n教了些什么招式?\p我想如果它们会回复或者\n保护自己的话,\l会让你在战斗中更有优势。$"
|
||||
|
||||
VerdanturfTown_BattleTentLobby_Text_ScottCanMeetToughTrainers:
|
||||
.string "亚希达:嗨,{PLAYER}{KUN}!\n我就知道能在这儿遇到你,\p因为,无论规则如何,\n无论战斗怎样,\p你总能在对战帐篷里\n碰见强大的训练家。\p{PLAYER}{KUN},\n我希望你能全力以赴!$"
|
||||
.string "亚希达:嗨,{PLAYER}{KUN}!\n我就知道能在这儿遇到你,\p因为,无论规则如何,\n无论战斗怎样,\p你总能在对战帐篷中\n碰见强大的训练家。\p{PLAYER}{KUN},\n我希望你能全力以赴!$"
|
||||
|
||||
VerdanturfTown_BattleTentLobby_Text_ScottVisitRegularly:
|
||||
.string "亚希达:我经常来这儿,\n为了能观摩强大的训练家\l在不同的处境下如何战斗。$"
|
||||
|
||||
@ -95,7 +95,7 @@ VerdanturfTown_WandasHouse_Text_WallySlippedOff:
|
||||
.string "满充不在……\n他一个人溜了出去……$"
|
||||
|
||||
VerdanturfTown_WandasHouse_Text_WallyGoneThatFar:
|
||||
.string "叔叔:真的吗?\n满充自己一个人\l去了那么远的地方……\p我想我该称赞他一下\n——不愧是我弟弟的儿子。$"
|
||||
.string "叔叔:真的吗?\n满充自己一个人\l去了那么远的地方……\p我想我该称赞他一下——\n不愧是我弟弟的儿子。$"
|
||||
|
||||
VerdanturfTown_WandasHouse_Text_MeetWanda:
|
||||
.string "满盈:你是?\n哦,我知道了!\p你就是满充常说的\n{PLAYER}。\p我是满充的堂姐,\n很高兴认识你!\p自从满充来这儿以后,\n他变得活泼开朗多了。$"
|
||||
@ -104,7 +104,7 @@ VerdanturfTown_WandasHouse_Text_DontWorryAboutWally:
|
||||
.string "满盈:别担心满充,\n他没事。\p我了解我的堂弟,\n而且还有宝可梦在他的身边。$"
|
||||
|
||||
VerdanturfTown_WandasHouse_Text_CanSeeGirlfriendEveryDay:
|
||||
.string "多亏了你,我可以天天\n跟我的女朋友相聚了。\l开心?那还用说!$"
|
||||
.string "多亏了你,我可以天天\n跟我的女朋友相聚了。\l开心吗?当然!那还用说!$"
|
||||
|
||||
VerdanturfTown_WandasHouse_Text_DaughtersBoyfriendDriven:
|
||||
.string "我女儿的男友是个\n充满热情和决心的人,\p他为了见我女儿\n每天都不停地挖隧道。\p女儿有些担心,\n所以经常跑到隧道去。$"
|
||||
|
||||
@ -378,8 +378,8 @@ BerryTree_EventScript_PickBerry_Mutation::
|
||||
end
|
||||
|
||||
BerryTree_Text_WantToPick_Mutation:
|
||||
.string "你找到了{STR_VAR_2} ,{STR_VAR_1}\n"
|
||||
.string "与一个 {STR_VAR_3}!\p"
|
||||
.string "你找到了{STR_VAR_2}、{STR_VAR_1}\n"
|
||||
.string "与一个 {STR_VAR_3}!\p"
|
||||
.string "你想要摘下它们吗??$"
|
||||
|
||||
BerryTree_Text_BerryLeftUnpicked_Mutation:
|
||||
|
||||
@ -1410,15 +1410,15 @@ LilycoveCity_ContestLobby_Text_ExplainContests:
|
||||
.string "4位参赛选手拿出1只\n"
|
||||
.string "宝可梦进行评比。\p"
|
||||
.string "华丽大赛分为\n"
|
||||
.string "第一场和第二场展示。\p"
|
||||
.string "第一场评判是\n"
|
||||
.string "由观众的喜爱程度决定的。\p"
|
||||
.string "第二场评判的成绩是取决于\n"
|
||||
.string "宝可梦的动作的。\p"
|
||||
.string "您就应该计划好\n"
|
||||
.string "您的宝可梦的动作\l"
|
||||
.string "第1次和第2次评审。\p"
|
||||
.string "第1次评审是通过观众人气\n"
|
||||
.string "投票进行评选的。\p"
|
||||
.string "第2次评审是宝可梦通过\n"
|
||||
.string "招式展示进行表演。\p"
|
||||
.string "您就应该精心选择\n"
|
||||
.string "您的宝可梦的招式\l"
|
||||
.string "以获得更高的评价。\l"
|
||||
.string "第一场和第二场的成绩最后\n"
|
||||
.string "第1次和第2次的成绩最后\n"
|
||||
.string "加起来成为总成绩。\p"
|
||||
.string "总成绩最高的宝可梦\n"
|
||||
.string "就是比赛的优胜者。$"
|
||||
@ -1786,11 +1786,11 @@ ContestHall_Text_LetVotingBegin:
|
||||
|
||||
ContestHall_Text_VotingComplete:
|
||||
.string "投票结束了!\p"
|
||||
.string "让我们开始中级评判吧!$"
|
||||
.string "让我们开始中级评审吧!$"
|
||||
|
||||
ContestHall_Text_SecondStageOfJudging:
|
||||
.string "接下来开始的就是\n"
|
||||
.string "大家期待已久的中级评判了!\p"
|
||||
.string "大家期待已久的中级评审了!\p"
|
||||
.string "那些另人眼花缭乱的\n"
|
||||
.string "动作总是震惊着我们!$"
|
||||
|
||||
|
||||
@ -74,18 +74,18 @@ Debug_FlagsNotSetOverworldConfigMessage::
|
||||
goto Debug_MessageEnd
|
||||
|
||||
Debug_FlagsNotSetOverworldConfigMessage_Text:
|
||||
.string "功能不可用!\n"
|
||||
.string "请在这里定义该标志:\l"
|
||||
.string "'include/config/overworld.h'!$"
|
||||
.string "功能不可用!\n"
|
||||
.string "请在这里定义该标志:\l"
|
||||
.string "'include/config/overworld.h'!$"
|
||||
|
||||
Debug_FlagsNotSetBattleConfigMessage::
|
||||
message Debug_FlagsNotSetBattleConfigMessage_Text
|
||||
goto Debug_MessageEnd
|
||||
|
||||
Debug_FlagsNotSetBattleConfigMessage_Text:
|
||||
.string "功能不可用!\n"
|
||||
.string "请在这里定义一个可用标志:\l"
|
||||
.string "'include/config/battle.h'!$"
|
||||
.string "功能不可用!\n"
|
||||
.string "请在这里定义一个可用标志:\l"
|
||||
.string "'include/config/battle.h'!$"
|
||||
|
||||
Debug_BoxFilledMessage::
|
||||
message Debug_BoxFilledMessage_Text
|
||||
@ -110,10 +110,10 @@ Debug_EventScript_CheckEVs_End::
|
||||
end
|
||||
|
||||
Debug_EventScript_Text_OffensiveEVs:
|
||||
.string "ATK EVs: {STR_VAR_1}, SPATK EVs: {STR_VAR_2}, SPEED EVs: {STR_VAR_3}$"
|
||||
.string "攻击努力值:{STR_VAR_1},特攻努力值:{STR_VAR_2},速度努力值:{STR_VAR_3}$"
|
||||
|
||||
Debug_EventScript_Text_DefensiveEVs:
|
||||
.string "HP EVs: {STR_VAR_1}, DEF EVs: {STR_VAR_2}, SPDEF EVs: {STR_VAR_3}$"
|
||||
.string "HP努力值:{STR_VAR_1},防御努力值:{STR_VAR_2},特防努力值:{STR_VAR_3}$"
|
||||
|
||||
Debug_EventScript_CheckIVs::
|
||||
lockall
|
||||
@ -131,10 +131,10 @@ Debug_EventScript_CheckIVs_End::
|
||||
end
|
||||
|
||||
Debug_EventScript_Text_OffensiveIVs:
|
||||
.string "ATK IVs: {STR_VAR_1}, SPATK IVs: {STR_VAR_2}, SPEED IVs: {STR_VAR_3}$"
|
||||
.string "攻击个体值:{STR_VAR_1},特攻个体值:{STR_VAR_2},速度个体值:{STR_VAR_3}$"
|
||||
|
||||
Debug_EventScript_Text_DefensiveIVs:
|
||||
.string "HP IVs: {STR_VAR_1}, DEF IVs: {STR_VAR_2}, SPDEF IVs: {STR_VAR_3}$"
|
||||
.string "HP个体值:{STR_VAR_1},防御个体值:{STR_VAR_2},特防个体值:{STR_VAR_3}$"
|
||||
|
||||
Debug_EventScript_Script_1::
|
||||
release
|
||||
@ -181,20 +181,20 @@ Debug_CheckSaveBlock::
|
||||
end
|
||||
|
||||
Debug_SaveBlock1Size::
|
||||
.string "SaveBlock1 大小: {STR_VAR_1}b/{STR_VAR_2}b.\n"
|
||||
.string "剩余空间: {STR_VAR_3}b.$"
|
||||
.string "SaveBlock1 大小:{STR_VAR_1}b/{STR_VAR_2}b。\n"
|
||||
.string "剩余空间:{STR_VAR_3}b。$"
|
||||
|
||||
Debug_SaveBlock2Size::
|
||||
.string "SaveBlock2 大小: {STR_VAR_1}b/{STR_VAR_2}b.\n"
|
||||
.string "剩余空间: {STR_VAR_3}b.$"
|
||||
.string "SaveBlock2 大小:{STR_VAR_1}b/{STR_VAR_2}b。\n"
|
||||
.string "剩余空间:{STR_VAR_3}b。$"
|
||||
|
||||
Debug_SaveBlock3Size::
|
||||
.string "SaveBlock3 大小: {STR_VAR_1}b/{STR_VAR_2}b.\n"
|
||||
.string "剩余空间: {STR_VAR_3}b.$"
|
||||
.string "SaveBlock3 大小:{STR_VAR_1}b/{STR_VAR_2}b。\n"
|
||||
.string "剩余空间:{STR_VAR_3}b。$"
|
||||
|
||||
Debug_PokemonStorageSize::
|
||||
.string "宝可梦盒子 大小: {STR_VAR_1}b/{STR_VAR_2}b.\n"
|
||||
.string "剩余空间: {STR_VAR_3}b.$"
|
||||
.string "宝可梦盒子 大小:{STR_VAR_1}b/{STR_VAR_2}b。\n"
|
||||
.string "剩余空间:{STR_VAR_3}b。$"
|
||||
|
||||
Debug_CheckROMSpace::
|
||||
callnative CheckROMSize
|
||||
@ -203,8 +203,8 @@ Debug_CheckROMSpace::
|
||||
end
|
||||
|
||||
Debug_ROMSize::
|
||||
.string "ROM 大小: {STR_VAR_1}MB/32MB.\n"
|
||||
.string "剩余空间: {STR_VAR_2}MB.$"
|
||||
.string "ROM 大小:{STR_VAR_1}MB/32MB。\n"
|
||||
.string "剩余空间:{STR_VAR_2}MB。$"
|
||||
|
||||
Debug_HatchAnEgg::
|
||||
lockall
|
||||
@ -450,8 +450,8 @@ Debug_EventScript_EWRAMCounters::
|
||||
end
|
||||
|
||||
Debug_EventScript_EWRAMCounters_Text::
|
||||
.string "跟随步数: {STR_VAR_1}.\n"
|
||||
.string "钓鱼次数: {STR_VAR_2}.$"
|
||||
.string "跟随步数:{STR_VAR_1}。\n"
|
||||
.string "钓鱼次数:{STR_VAR_2}。$"
|
||||
|
||||
Debug_EventScript_FontTest_Text_1:: @ Edit this to test your font
|
||||
.string "{FONT_SMALL_NARROWER}"
|
||||
|
||||
@ -860,4 +860,4 @@ gText_ApprenticePickWinSpeech15::
|
||||
.string "唔?你貌似是{PLAYER}{KUN}……\n是真的吗?\l难道你不是{PLAYER}的人偶?\p噢,不,不,不,别担心!\n如果你真的是本人,\l请原谅我的无礼。\p没必要这么生气吧。我还需要\n你好好指点我呢。\p是关于言词的。\p准确地说,就是在我打赢之后\n应该说些什么呢?$"
|
||||
|
||||
gText_ApprenticeWinSpeechThanks15::
|
||||
.string "{STR_VAR_1}\p…… …… ……\n当我赢得比赛时……\p{STR_VAR_1}\p……你会当真吗?\p我知道。如果你能,那就再好不过了。\n十分感谢你能帮我。\p我希望我能\n说好这句话。\p我似乎在寻求帮助时\n有点儿太正经了。\p我现在应该立即和你告别\n并且自己想办法了。\p谢谢你,我的朋友!\n我为刚才对你的怀疑表示道歉!$"
|
||||
.string "{STR_VAR_1}\p…… …… ……\n当我赢得比赛时……\p{STR_VAR_1}\p……你会当真吗?\p我知道。如果你能,那就再好不过了。\n十分感谢你能帮我。\p我希望我能\n说好这句话。\p我似乎在寻求帮助时\n有点儿太正经了。\p我现在应该立即和你告别\n并且自己想办法了。\p谢谢你,我的朋友!\n我为刚才对你的怀疑道歉!$"
|
||||
|
||||
@ -284,58 +284,58 @@ BattleDome_Text_TrainerBecameChamp::
|
||||
.string "{STR_VAR_1}成为冠军!$"
|
||||
|
||||
BattleDome_Text_TrainerWonByDefault::
|
||||
.string "{STR_VAR_1}自动获胜!$"
|
||||
.string "{STR_VAR_1}因对手弃权而获胜!$"
|
||||
|
||||
BattleDome_Text_TrainerWonOutrightByDefault::
|
||||
.string "{STR_VAR_1}全部自动获胜!$"
|
||||
.string "{STR_VAR_1}以绝对优势因对手弃权获胜!$"
|
||||
|
||||
BattleDome_Text_TrainerWonNoMoves::
|
||||
.string "{STR_VAR_1}未使用招式获胜!$"
|
||||
.string "{STR_VAR_1}未使用任何招式就获胜了!$"
|
||||
|
||||
BattleDome_Text_TrainerWonOutrightNoMoves::
|
||||
.string "{STR_VAR_1}全部未使用招式获胜!$"
|
||||
.string "{STR_VAR_1}以绝对优势未使用任何招式获胜!$"
|
||||
|
||||
BattleDome_Text_Round1Match1::
|
||||
.string "第1轮,第1局$"
|
||||
.string "第1轮,第1场$"
|
||||
|
||||
BattleDome_Text_Round1Match2::
|
||||
.string "第2轮,第1局$"
|
||||
.string "第1轮,第2场$"
|
||||
|
||||
BattleDome_Text_Round1Match3::
|
||||
.string "第3轮,第1局$"
|
||||
.string "第1轮,第3场$"
|
||||
|
||||
BattleDome_Text_Round1Match4::
|
||||
.string "第4轮,第1局$"
|
||||
.string "第1轮,第4场$"
|
||||
|
||||
BattleDome_Text_Round1Match5::
|
||||
.string "第5轮,第1局$"
|
||||
.string "第1轮,第5场$"
|
||||
|
||||
BattleDome_Text_Round1Match6::
|
||||
.string "第6轮,第1局$"
|
||||
.string "第1轮,第6场$"
|
||||
|
||||
BattleDome_Text_Round1Match7::
|
||||
.string "第7轮,第1局$"
|
||||
.string "第1轮,第7场$"
|
||||
|
||||
BattleDome_Text_Round1Match8::
|
||||
.string "第8轮,第1局$"
|
||||
.string "第1轮,第8场$"
|
||||
|
||||
BattleDome_Text_Round2Match1::
|
||||
.string "第1轮,第2局$"
|
||||
.string "第2轮,第1场$"
|
||||
|
||||
BattleDome_Text_Round2Match2::
|
||||
.string "第2轮,第2局$"
|
||||
.string "第2轮,第2场$"
|
||||
|
||||
BattleDome_Text_Round2Match3::
|
||||
.string "第3轮,第2局$"
|
||||
.string "第2轮,第3场$"
|
||||
|
||||
BattleDome_Text_Round2Match4::
|
||||
.string "第4轮,第2局$"
|
||||
.string "第2轮,第4场$"
|
||||
|
||||
BattleDome_Text_SemifinalMatch1::
|
||||
.string "第1场半决赛$"
|
||||
.string "半决赛 第1场$"
|
||||
|
||||
BattleDome_Text_SemifinalMatch2::
|
||||
.string "第2场半决赛$"
|
||||
.string "半决赛 第2场$"
|
||||
|
||||
BattleDome_Text_FinalMatch::
|
||||
.string "决赛$"
|
||||
|
||||
@ -5,10 +5,10 @@ FallarborTown_BattleTentLobby_Text_TakeChallenge::
|
||||
.string "要挑战三回合定胜负锦标赛吗?$"
|
||||
|
||||
FallarborTown_BattleTentLobby_Text_AwaitAnotherChallenge::
|
||||
.string "期待您的再次挑战!$"
|
||||
.string "随时恭候您再次挑战!$"
|
||||
|
||||
FallarborTown_BattleTentLobby_Text_ExplainFallarborTent::
|
||||
.string "在秋叶镇对战帐篷中,\n我们将举办三回合定胜负锦标赛。\p所有的参赛者用3只宝可梦\n组成的队伍参加比赛。\p这3只宝可梦需要按照\n想要出场的顺序排列好。\p对战时,宝可梦会按照事先\n安排好的顺序依次出场。\p一旦宝可梦进入到对战,\n就需要持续战斗至比赛结束。\p如果比赛在3回合内未能决出胜负,\n将由裁判进行判定。\p如果您在挑战途中\n想要暂停的话,\p请确保在退出前完好地写下了记录。\n否则我们将视挑战为无效。\p如果您能成功击败3个训练家的话,\n我们会授予您精美的奖品。$"
|
||||
.string "在秋叶镇对战帐篷中,\n我们将举办三回合定胜负锦标赛。\p所有的参赛者用3只宝可梦\n组成的队伍参加比赛。\p这3只宝可梦需要按照\n想要出场的顺序排列好。\p对战时,宝可梦会按照事先\n安排好的顺序依次出场。\p一旦宝可梦进入到对战,\n就需要持续战斗至比赛结束。\p如果比赛在3回合内未能决出胜负,\n将由裁判进行判定。\p如果您在挑战途中\n想要暂停的话,\p请确保在退出前完好地写下了记录。\n否则我们将视挑战为无效。\p如果您能成功击败3个训练家的话,\n我们将向您呈上精美奖品。$"
|
||||
|
||||
FallarborTown_BattleTentLobby_Text_SaveBeforeChallenge::
|
||||
.string "在挑战对战帐篷之前\n要先写入记录,可以吗?$"
|
||||
@ -48,22 +48,22 @@ FallarborTown_BattleTentLobby_Text_BagFullReturnForPrize::
|
||||
.string "哎?\n包包已经满了。\p请把包包整理好之后\n再来领取吧。$"
|
||||
|
||||
FallarborTown_BattleTentLobby_Text_ThankYouWaitWhileSaving::
|
||||
.string "非常感谢您的参与!\p正在写入记录……请稍候。$"
|
||||
.string "辛苦了!\p正在写入记录……请稍候。$"
|
||||
|
||||
FallarborTown_BattleTentLobby_Text_AwaitAnotherChallenge2::
|
||||
.string "期待您的再次挑战!$"
|
||||
.string "随时恭候您再次挑战!$"
|
||||
|
||||
FallarborTown_BattleTentLobby_Text_LookingForwardToArrival::
|
||||
.string "我们一直恭候\n您的到来。\p在带您进入对战帐篷之前,\n需要先写入记录。请稍候。$"
|
||||
|
||||
VerdanturfTown_BattleTentLobby_Text_WelcomeToBattleTent::
|
||||
.string "欢迎来到对战帐篷\n绿茵镇分址!\p训练家对宝可梦的信赖\n将在此接受考验!。$"
|
||||
.string "欢迎来到对战帐篷\n绿茵镇分址!\p训练家对宝可梦的信赖\n将在此接受考验。$"
|
||||
|
||||
VerdanturfTown_BattleTentLobby_Text_TakeChallenge::
|
||||
.string "要挑战绿茵镇对战帐篷吗?$"
|
||||
|
||||
VerdanturfTown_BattleTentLobby_Text_ExplainVerdanturfTent::
|
||||
.string "在绿茵镇对战帐篷里,\n需要遵守一条关键规则——\p训练家只能替换宝可梦,\p禁止对宝可梦下达\n任何战斗指令。\p宝可梦将完全凭借自己的\n本能战斗,\p您需要完全信赖您的宝可梦,\n在一边旁观它们对战。\p如果您能成功地连续\n打败7个训练家,\l我们会授予您精美的奖品。\p如果您在挑战途中\n想要暂停的话,\p请确保在退出前完好地写下了记录。\n否则我们将视挑战为无效。$"
|
||||
.string "在绿茵镇对战帐篷中,\n需要遵守一条关键规则——\p训练家只能替换宝可梦,\p禁止对宝可梦下达\n任何战斗指令。\p宝可梦将完全凭借自己的\n本能战斗,\p您需要完全信赖您的宝可梦,\n在一边旁观它们对战。\p如果您能成功地连续\n打败7个训练家,\l我们将向您呈上精美奖品。\p如果您在挑战途中\n想要暂停的话,\p请确保在退出前完好地写下了记录。\n否则我们将视挑战为无效。$"
|
||||
|
||||
VerdanturfTown_BattleTentLobby_Text_ReturnFortified::
|
||||
.string "当您的心灵与您的宝可梦都变得\n更强的时候,再回到这里来吧。$"
|
||||
@ -106,7 +106,7 @@ SlateportCity_BattleTentLobby_Text_TakeChallenge::
|
||||
.string "要挑战交换式对战\n锦标赛吗?$"
|
||||
|
||||
SlateportCity_BattleTentLobby_Text_ExplainSlateportTent::
|
||||
.string "这里是凯那市对战帐篷,\n这里举办的比赛是只能使用租借的\l宝可梦进行的交换式对战。\p首先,您将获得3只专门为本次比赛\n提供的租借宝可梦。\p您需要用这些提供的租借宝可梦,\n进行一场单打对战。\p如果获胜,您可以将其中1只\n租借宝可梦交换掉。\p如此反复进行战斗与交换——\n如果您能连续获胜3次,\l我们会授予您精美的奖品。\p如果您在挑战途中\n想要暂停的话,\p请确保在退出前完好地写下了记录。\n否则我们将视挑战为无效。$"
|
||||
.string "这里是凯那市对战帐篷,\n这里举办的比赛是只能使用租借的\l宝可梦进行的交换式对战。\p首先,您将获得3只专门为本次比赛\n提供的租借宝可梦。\p您需要用这些提供的租借宝可梦,\n进行一场单打对战。\p如果获胜,您可以将其中1只\n租借宝可梦交换掉。\p如此反复进行战斗与交换——\n如果您能连续获胜3次,\l我们将向您呈上精美奖品。\p如果您在挑战途中\n想要暂停的话,\p请确保在退出前完好地写下了记录。\n否则我们将视挑战为无效。$"
|
||||
|
||||
SlateportCity_BattleTentLobby_Text_LookForwardToNextVisit::
|
||||
.string "我们期待您的再次光临。$"
|
||||
@ -126,7 +126,7 @@ SlateportCity_BattleTentLobby_Text_StepThisWay::
|
||||
.string "这边请。$"
|
||||
|
||||
SlateportCity_BattleTentLobby_Text_ReturnRentalMonsSaveResults::
|
||||
.string "感谢您的参与!\p我将把您的宝可梦还给您\n并换回租借宝可梦。\p并且需要写入对战记录。\n请稍等。$"
|
||||
.string "辛苦了!\p我将把您的宝可梦还给您\n并换回租借宝可梦。\p并且需要写入对战记录。\n请稍等。$"
|
||||
|
||||
@ Unused
|
||||
SlateportCity_BattleTentLobby_Text_ReturnMonsExchangeRentals::
|
||||
@ -204,10 +204,10 @@ VerdanturfTown_BattleTentLobby_Text_ExplainUnderpoweredRules::
|
||||
|
||||
@ Unused
|
||||
VerdanturfTown_BattleTentLobby_Text_ExplainWhenInDangerRules::
|
||||
.string "根据其性格,\n当陷入麻烦时,宝可梦可能会开始\l使用一些并不符合性格的招式。\p如果宝可梦开始变得行为怪异\n您就有必要仔细查查看了。$"
|
||||
.string "根据其性格,\n当陷入麻烦时,宝可梦可能会开始\l使用一些并不符合性格的招式。\p如果宝可梦开始变得行为怪异,\n您就有必要仔细查看了。$"
|
||||
|
||||
BattleTentLobby_Text_ExplainLevelRules::
|
||||
.string "在对战帐篷里,您对手的\n的等级会匹配您参赛的\l宝可梦的等级。\p不管怎样,您不会遇到带着\n等级30以内宝可梦的训练家。$"
|
||||
.string "在对战帐篷中,对手的宝可梦等级会\n根据您的宝可梦等级进行调整。\p但是,训练家所持有的宝可梦\n最低不会低于等级30。$"
|
||||
|
||||
VerdanturfTown_BattleTentLobby_Text_RulesAreListed::
|
||||
.string "上面列出了绿茵镇对战帐篷的规则。$"
|
||||
|
||||
@ -92,7 +92,7 @@ Route104_PrettyPetalFlowerShop_Text_FlowersBringHappiness::
|
||||
.string "鲜花会使人们得到幸福。$"
|
||||
|
||||
Route104_PrettyPetalFlowerShop_Text_YouCanHaveThis::
|
||||
.string "欢迎!\p你越是细心地照顾花朵,\n花朵就会开放得越艳丽。\p看上去你很喜欢照顾花儿,\n这个送给你吧。$"
|
||||
.string "欢迎!\p你越是细心地照顾花朵,\n花朵就会绽放得越艳丽。\p看上去你很喜欢照顾花儿,\n这个送给你吧。$"
|
||||
|
||||
Route104_PrettyPetalFlowerShop_Text_WailmerPailExplanation::
|
||||
.string "树果渐渐长大的时候,\n就用吼吼鲸喷壶给它们浇水吧。\p啊,对了,\p如果一段时间里你没摘下树果,\n它们会掉进土里,\l不过很快它们又会发芽的。\p挺不错的吧?\n就好像它们自己也盼望着成长一样。$"
|
||||
|
||||
@ -11,7 +11,7 @@ CableClub_Text_BattleUsingLinkCable::
|
||||
.string "通过GBA连接线\n与其他训练家对战。$"
|
||||
|
||||
CableClub_Text_RecordCornerUsingLinkCable::
|
||||
.string "通过GBA连接线\n与其他人一起使用联机中心。$"
|
||||
.string "通过GBA连接线\n与其他人一起使用联机俱乐部。$"
|
||||
|
||||
@ Unused
|
||||
CableClub_Text_CloseThisMenu::
|
||||
|
||||
@ -260,7 +260,7 @@ MatchCall_PersonalizedText16::
|
||||
.string "在下是{STR_VAR_1}!听着,我一直在传授空手道\n给我的宝可梦。\p它们现在已经比我厉害了!\n我一直在输给它们!\p但就算输给了宝可梦,\n我也绝不会输给训练家的!\p我们再战一场吧!\n呜哇!$"
|
||||
|
||||
MatchCall_PersonalizedText17::
|
||||
.string "是我,{STR_VAR_1}。\n旅行还顺利吗?\p……哇,真的?\n听起来超刺激啊!\p我想我都能把你\n的故事写成歌了。\p……哦,灵感来了。\n我的脑海里已经有旋律了。\p我得赶紧把曲子记下来,\n嗯,得走了!下次见!$"
|
||||
.string "是我,{STR_VAR_1}。\n旅行还顺利吗?\p……哇,真的?\n听起来超刺激啊!\p我想我都能把你\n的故事写成歌了。\p……哦,灵感来了。\n我的脑海里已经有旋律了。\p我得赶紧把曲子记下来,\n嗯,得走了!下次见!$"
|
||||
|
||||
MatchCall_PersonalizedText18::
|
||||
.string "我是{STR_VAR_1}……\n听听我的新歌吧。\p啦啦啦,{STR_VAR_2},{STR_VAR_2}!\n为什么你是{STR_VAR_2}?\l为什么我不能成为你,{STR_VAR_2}?\l啦啦,{STR_VAR_2}和{STR_VAR_1},\l{STR_VAR_1}和{STR_VAR_2}……\p重复副歌,淡出……$"
|
||||
@ -677,7 +677,7 @@ MatchCall_Text_Winona2::
|
||||
.string "娜琪:你做到了,{PLAYER}!\p关于你成为新冠军的消息\n已经传到了茵郁市!\p不过……下一次你我再战,\n结果一定会有所不同。$"
|
||||
|
||||
MatchCall_Text_Winona3::
|
||||
.string "娜琪:是{PLAYER}吗?\n我们的道馆重新开放了!\p我们在茵郁市等你!$"
|
||||
.string "娜琪:是{PLAYER}吗?\n我们的道馆重新开张了!\p我们在茵郁市等你!$"
|
||||
|
||||
MatchCall_Text_Winona4::
|
||||
.string "娜琪:{PLAYER}……\n虽然我输了,\l但我的羽翼永远不会折断。\p对,就像你从未放弃追逐\n你的梦想一样。$"
|
||||
|
||||
@ -4,8 +4,8 @@ gText_ConfirmSave::
|
||||
.string "冒险记录吗?$"
|
||||
|
||||
gText_AlreadySavedFile::
|
||||
.string "将原来保存的记录,\n"
|
||||
.string "覆盖掉可以吗?$"
|
||||
.string "要覆盖写入上次保存的\n"
|
||||
.string "记录,可以吗?$"
|
||||
|
||||
gText_SavingDontTurnOff::
|
||||
.string "正在写入记录……\n"
|
||||
|
||||
@ -402,7 +402,7 @@ Route106_Text_NedIntro::
|
||||
.string "当人们想去厕所的\n时候该怎么办?\p如果我在厕所时鱼竿钓到了大鱼\n该怎么办?我根本去不了……$"
|
||||
|
||||
Route106_Text_NedDefeated::
|
||||
.string "我输了,因为我在努力忍着\n不去厕所……$"
|
||||
.string "我输了,因为我在努力忍着\n不去厕所……$"
|
||||
|
||||
Route106_Text_NedPostBattle::
|
||||
.string "哦,不!我有种感觉,\n我会钓到一条大鱼!$"
|
||||
|
||||
@ -47,7 +47,7 @@ BattleFrontier_BattleTowerLobby_Text_InterviewRequest::
|
||||
.string "啊!你是刚刚结束\n比赛的训练家吧?\p我正在到处收集对\n训练家的采访。\p您能跟我谈一谈\n有关对战的感想吗?$"
|
||||
|
||||
BattleFrontier_BattleTowerLobby_Text_HowDidBattleTowerTurnOut::
|
||||
.string "你愿意?真的?\n太感谢了!\l这个……\p今天在对战塔\n有什么收获?\p你对对战还满意吗?\n或者你不怎么开心?$"
|
||||
.string "你愿意?真的?\n太感谢了!\l这个……\p今天在对战塔\n有什么收获?\p你对对战还满意吗?\n还是说不怎么开心?$"
|
||||
|
||||
BattleFrontier_BattleTowerLobby_Text_SorryWeDisturbedYou::
|
||||
.string "哦……\n很抱歉打扰你了。\p希望你下次来对战塔的\n时候能给我们些采访时间。$"
|
||||
@ -490,7 +490,7 @@ gTVTodaysRivalTrainerText04::
|
||||
.string "让我看看我们的挑战者拿到了\n多少对战开拓区的奖牌。\p金色象征:{STR_VAR_1}!\n银色象征:{STR_VAR_2}!$"
|
||||
|
||||
gTVTodaysRivalTrainerText05::
|
||||
.string "我们的挑战者在对战开拓区\n收集了{STR_VAR_1}点对战点数。$"
|
||||
.string "我们的挑战者在对战开拓区\n收集了{STR_VAR_1}BP的对战点数。$"
|
||||
|
||||
gTVTodaysRivalTrainerText06::
|
||||
.string "那么,你怎样才能拥有足以\n和{STR_VAR_1}相比的实力呢?\p去冒险吧!\p去追随训练家!\p让我们去追赶我们的竞争者\n甚至是超越他吧!$"
|
||||
@ -807,7 +807,7 @@ gTVWhatsNo1InHoennTodayText06::
|
||||
.string "一天之内,{STR_VAR_1}拾了\n{STR_VAR_2}枚树果!\p{STR_VAR_1}的包包装满了\n树果,训练家真是\l举步维艰啊!$"
|
||||
|
||||
gTVWhatsNo1InHoennTodayText07::
|
||||
.string "一天之内,{STR_VAR_1}获得了\n{STR_VAR_2}个对战点数!\p之后发现{STR_VAR_1}正在犹豫\n是否要用对战点数兑换\l酷酷的装备或\l靓靓的装饰。\p据说训练家考虑的时候\n咧嘴直笑。$"
|
||||
.string "一天之内,{STR_VAR_1}获得了\n{STR_VAR_2}BP的对战点数!\p之后发现{STR_VAR_1}正在犹豫\n是否要用对战点数兑换\l酷酷的装备或\l靓靓的装饰。\p据说训练家考虑的时候\n咧嘴直笑。$"
|
||||
|
||||
gTVWhatsNo1InHoennTodayText08::
|
||||
.string "哇,这难道不值得庆贺吗!\p{STR_VAR_1}!\n你是今天的No.1训练家也!\p观众朋友们,\n让我们学习{STR_VAR_1}的勇气和信心!\l你们,也能成为每天的No.1!$"
|
||||
@ -1071,7 +1071,7 @@ ContestLiveUpdates_Text_ValiantEffortButLost::
|
||||
.string "{STR_VAR_1}显然已经付出了极大的努力\n但是……\p到了最后,却还是一无所获。\p但愿{STR_VAR_1}能从这次的失败中学到\n一些知识,今后好好地利用它们。$"
|
||||
|
||||
ContestLiveUpdates_Text_Outro::
|
||||
.string "在节目的最后,让我们\n像以前一样欢送胜利者吧!\p这次的胜者是\n{STR_VAR_1}和{STR_VAR_2}!\p主持:大家准备好了吗?\n好,开始!\p观众:{STR_VAR_1}!{STR_VAR_2}!\n恭喜你们!\l你们是华丽大赛的优胜者!$"
|
||||
.string "在节目的最后,让我们\n像以前一样欢送胜者吧!\p这次的胜者是\n{STR_VAR_1}和{STR_VAR_2}!\p主持:大家准备好了吗?\n好,开始!\p观众:{STR_VAR_1}!{STR_VAR_2}!\n恭喜你们!\l你们是华丽大赛的优胜者!$"
|
||||
|
||||
gTVPokemonBattleUpdateText00::
|
||||
.string "“宝可梦对战速递!”\p为你即时播报宝可梦\n对战的信息!$"
|
||||
|
||||
@ -1759,9 +1759,9 @@ static void MoveSelectionDisplayMoveDescription(u32 battler)
|
||||
u16 acc = GetMoveAccuracy(move);
|
||||
|
||||
u8 pwr_num[3], acc_num[3];
|
||||
u8 cat_desc[] = _("分类: ");
|
||||
u8 pwr_desc[] = _("威力: ");
|
||||
u8 acc_desc[] = _("命中: ");
|
||||
u8 cat_desc[] = _("分类:");
|
||||
u8 pwr_desc[] = _("威力:");
|
||||
u8 acc_desc[] = _("命中:");
|
||||
u8 cat_start[] = _("{CLEAR_TO 0x00}");
|
||||
u8 pwr_start[] = _("{CLEAR_TO 0x30}");
|
||||
u8 acc_start[] = _("{CLEAR_TO 0x62}");
|
||||
@ -2048,7 +2048,7 @@ static void PlayerHandleChooseAction(u32 battler)
|
||||
|
||||
if (B_SHOW_PARTNER_TARGET && gBattleTypeFlags & BATTLE_TYPE_INGAME_PARTNER && IsBattlerAlive(B_POSITION_PLAYER_RIGHT))
|
||||
{
|
||||
StringCopy(gStringVar1, COMPOUND_STRING("Partner will use:\n"));
|
||||
StringCopy(gStringVar1, COMPOUND_STRING("我方同伴将使用:\n"));
|
||||
u32 move = gBattleMons[B_POSITION_PLAYER_RIGHT].moves[gBattleStruct->chosenMovePositions[B_POSITION_PLAYER_RIGHT]];
|
||||
StringAppend(gStringVar1, GetMoveName(move));
|
||||
u32 moveTarget = GetBattlerMoveTargetType(B_POSITION_PLAYER_RIGHT, move);
|
||||
|
||||
@ -87,7 +87,7 @@ static const u8 sText_Trainer1WantsToBattle[] = _("{B_TRAINER1_NAME_WITH_CLASS}\
|
||||
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_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_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}!");
|
||||
@ -100,7 +100,7 @@ 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
|
||||
static const u8 sText_YourFoesWeakGetEmPkmn[] = _("对手变弱了!\n机会来了!{B_BUFF1}!");
|
||||
static const u8 sText_YourFoesWeakGetEmPkmn[] = _("对手变弱了!\n机会来了!{B_BUFF1}!");
|
||||
static const u8 sText_LinkPartnerSentOutPkmnGoPkmn[] = _("{B_LINK_PARTNER_NAME}派出了{B_LINK_PLAYER_MON2_NAME}!\n上吧!{B_LINK_PLAYER_MON1_NAME}!");
|
||||
static const u8 sText_PkmnSwitchOut[] = _("{B_BUFF1},替换!\n回来!"); //currently unused, I believe its used for when you switch on a pokemon in shift mode
|
||||
static const u8 sText_PkmnThatsEnough[] = _("{B_BUFF1},好了!\n回来!");
|
||||
@ -122,11 +122,11 @@ static const u8 sText_AllyPkmnPrefix2[] = _("我方");
|
||||
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[] = _("!");
|
||||
static const u8 sText_ExclamationMark2[] = _("!");
|
||||
static const u8 sText_ExclamationMark3[] = _("!");
|
||||
static const u8 sText_ExclamationMark4[] = _("!");
|
||||
static const u8 sText_ExclamationMark5[] = _("!");
|
||||
static const u8 sText_ExclamationMark[] = _("!");
|
||||
static const u8 sText_ExclamationMark2[] = _("!");
|
||||
static const u8 sText_ExclamationMark3[] = _("!");
|
||||
static const u8 sText_ExclamationMark4[] = _("!");
|
||||
static const u8 sText_ExclamationMark5[] = _("!");
|
||||
static const u8 sText_HP[] = _("HP");
|
||||
static const u8 sText_Attack[] = _("攻击");
|
||||
static const u8 sText_Defense[] = _("防御");
|
||||
@ -279,14 +279,14 @@ const u8 *const gBattleStringsTable[BATTLESTRINGS_COUNT] =
|
||||
[STRINGID_PKMNCALMEDDOWN] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}\n平静了下来!"),
|
||||
[STRINGID_PKMNCANTSLEEPINUPROAR] = COMPOUND_STRING("但是,{B_DEF_NAME_WITH_PREFIX2}\n吵闹个不停,无法入睡!"),
|
||||
[STRINGID_PKMNSTOCKPILED] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}\n蓄力了{B_BUFF1}次!"),
|
||||
[STRINGID_PKMNCANTSTOCKPILE] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}\n无法再蓄力了!"), //I think this was replaced with just "But it failed!"
|
||||
[STRINGID_PKMNCANTSTOCKPILE] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}\n无法再蓄力了!"), //I think this was replaced with just "But it failed!"
|
||||
[STRINGID_PKMNCANTSLEEPINUPROAR2] = COMPOUND_STRING("但是,{B_DEF_NAME_WITH_PREFIX2}\n吵闹个不停,无法入睡!"),
|
||||
[STRINGID_UPROARKEPTPKMNAWAKE] = COMPOUND_STRING("但是,{B_DEF_NAME_WITH_PREFIX2}\n被吵得无法入睡!"),
|
||||
[STRINGID_PKMNSTAYEDAWAKEUSING] = COMPOUND_STRING("因为{B_DEF_ABILITY},\n{B_DEF_NAME_WITH_PREFIX}不会睡着!"), //not in gen 5+, ability popup
|
||||
[STRINGID_PKMNSTORINGENERGY] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}\n正在忍耐。"),
|
||||
[STRINGID_PKMNUNLEASHEDENERGY] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}的\n忍耐被解除了!"),
|
||||
[STRINGID_PKMNFATIGUECONFUSION] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}\n因精疲力尽而混乱了!"),
|
||||
[STRINGID_PLAYERPICKEDUPMONEY] = COMPOUND_STRING("{B_PLAYER_NAME}捡到了\n¥{B_BUFF1}!\p"),
|
||||
[STRINGID_PLAYERPICKEDUPMONEY] = COMPOUND_STRING("{B_PLAYER_NAME}捡到了\n¥{B_BUFF1}!\p"),
|
||||
[STRINGID_PKMNUNAFFECTED] = COMPOUND_STRING("对于{B_DEF_NAME_WITH_PREFIX},\n完全没有效果!"),
|
||||
[STRINGID_PKMNTRANSFORMEDINTO] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}\n变身成了{B_BUFF1}!"),
|
||||
[STRINGID_PKMNMADESUBSTITUTE] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}的\n替身出现了!"),
|
||||
@ -469,7 +469,7 @@ const u8 *const gBattleStringsTable[BATTLESTRINGS_COUNT] =
|
||||
[STRINGID_PKMNHUNGONWITHX] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX}\n用{B_LAST_ITEM}撑住了!"),
|
||||
[STRINGID_EMPTYSTRING3] = gText_EmptyString3,
|
||||
[STRINGID_PKMNSXPREVENTSBURNS] = COMPOUND_STRING("因为{B_EFF_ABILITY},{B_EFF_NAME_WITH_PREFIX}\n不会灼伤!"), //not in gen 5+, ability popup
|
||||
[STRINGID_PKMNSXBLOCKSY] = 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_PKMNSXBLOCKSY] = 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_PKMNSXRESTOREDHPALITTLE2] = COMPOUND_STRING("因为{B_ATK_ABILITY},{B_ATK_NAME_WITH_PREFIX}\n回复了少许HP。"), //not in gen 5+, ability popup
|
||||
[STRINGID_PKMNSXWHIPPEDUPSANDSTORM] = COMPOUND_STRING("因{B_SCR_NAME_WITH_PREFIX}的{B_SCR_ACTIVE_ABILITY},\n开始刮沙暴了!"), //not in gen 5+, ability popup
|
||||
[STRINGID_PKMNSXPREVENTSYLOSS] = COMPOUND_STRING("因为{B_SCR_ACTIVE_ABILITY},{B_SCR_NAME_WITH_PREFIX}的\n{B_BUFF1}不会降低!"), //not in gen 5+, ability popup
|
||||
@ -513,7 +513,7 @@ const u8 *const gBattleStringsTable[BATTLESTRINGS_COUNT] =
|
||||
[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_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("{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
|
||||
@ -529,7 +529,7 @@ const u8 *const gBattleStringsTable[BATTLESTRINGS_COUNT] =
|
||||
[STRINGID_TWOENEMIESDEFEATED] = sText_TwoInGameTrainersDefeated,
|
||||
[STRINGID_TRAINER2LOSETEXT] = COMPOUND_STRING("{B_TRAINER2_LOSE_TEXT}"),
|
||||
[STRINGID_PKMNINCAPABLEOFPOWER] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}\n似乎无法发挥自身的力量!"),
|
||||
[STRINGID_GLINTAPPEARSINEYE] = COMPOUND_STRING("{B_SCR_NAME_WITH_PREFIX2}的眼中\n闪过光芒!"),
|
||||
[STRINGID_GLINTAPPEARSINEYE] = COMPOUND_STRING("{B_SCR_NAME_WITH_PREFIX2}的眼中\n闪过光芒!"),
|
||||
[STRINGID_PKMNGETTINGINTOPOSITION] = COMPOUND_STRING("{B_SCR_NAME_WITH_PREFIX}正在就位!"),
|
||||
[STRINGID_PKMNBEGANGROWLINGDEEPLY] = COMPOUND_STRING("{B_SCR_NAME_WITH_PREFIX}开始低吼!"),
|
||||
[STRINGID_PKMNEAGERFORMORE] = COMPOUND_STRING("{B_SCR_NAME_WITH_PREFIX}意犹未尽!"),
|
||||
@ -674,7 +674,7 @@ const u8 *const gBattleStringsTable[BATTLESTRINGS_COUNT] =
|
||||
[STRINGID_BESTOWITEMGIVING] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX}从{B_ATK_NAME_WITH_PREFIX2}\n那里获得了{B_LAST_ITEM}!"),
|
||||
[STRINGID_THIRDTYPEADDED] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX2}\n增加了{B_BUFF1}属性!"),
|
||||
[STRINGID_FELLFORFEINT] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX}\n中了佯攻!"),
|
||||
[STRINGID_POKEMONCANNOTUSEMOVE] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}\n无法使用{B_CURRENT_MOVE}!"),
|
||||
[STRINGID_POKEMONCANNOTUSEMOVE] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}\n无法使用{B_CURRENT_MOVE}!"),
|
||||
[STRINGID_COVEREDINPOWDER] = COMPOUND_STRING("向{B_DEF_NAME_WITH_PREFIX}\n抛洒了粉尘!"),
|
||||
[STRINGID_POWDEREXPLODES] = COMPOUND_STRING("和火焰起了反应,\n粉尘爆炸了!"),
|
||||
[STRINGID_BELCHCANTSELECT] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}\n因没有吃树果而无法使出招式!\p"),
|
||||
@ -688,7 +688,7 @@ const u8 *const gBattleStringsTable[BATTLESTRINGS_COUNT] =
|
||||
[STRINGID_FLOWERVEILPROTECTED] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX}\n正受到花幕的保护!"),
|
||||
[STRINGID_SWEETVEILPROTECTED] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX}\n因甜幕而不会睡着!"),
|
||||
[STRINGID_AROMAVEILPROTECTED] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX}\n正受到芳香幕的保护!"),
|
||||
[STRINGID_CELEBRATEMESSAGE] = COMPOUND_STRING("恭喜恭喜!\n{B_PLAYER_NAME}!"),
|
||||
[STRINGID_CELEBRATEMESSAGE] = COMPOUND_STRING("恭喜恭喜!\n{B_PLAYER_NAME}!"),
|
||||
[STRINGID_USEDINSTRUCTEDMOVE] = COMPOUND_STRING("根据{B_BUFF1}的指示,\n{B_ATK_NAME_WITH_PREFIX}使出了招式!"),
|
||||
[STRINGID_THROATCHOPENDS] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}\n变得可以使出声音的招式了!"),
|
||||
[STRINGID_PKMNCANTUSEMOVETHROATCHOP] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX2}\n因深渊突刺的效果无法使出招式!\p"),
|
||||
@ -1407,7 +1407,7 @@ const u16 gDamageNonTypesDmgStringIds[] =
|
||||
const u8 gText_PkmnIsEvolving[] = _("……哦!?\n{STR_VAR_1}的样子……!");
|
||||
const u8 gText_CongratsPkmnEvolved[] = _("恭喜!{STR_VAR_1}\n进化为{STR_VAR_2}了!{WAIT_SE}\p");
|
||||
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_EllipsisQuestionMark[] = _("……?\p");
|
||||
const u8 gText_WhatWillPkmnDo[] = _("{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?");
|
||||
@ -1426,7 +1426,7 @@ 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: $" "{HIGHLIGHT DARK_GRAY}");
|
||||
const u8 gText_SafariBallLeft[] = _("{HIGHLIGHT DARK_GRAY}剩余:$" "{HIGHLIGHT DARK_GRAY}");
|
||||
const u8 gText_Sleep[] = _("睡眠");
|
||||
const u8 gText_Poison[] = _("中毒");
|
||||
const u8 gText_Burn[] = _("灼伤");
|
||||
@ -1452,8 +1452,8 @@ const u8 gText_BattleTourney[] = _("赛程");
|
||||
|
||||
const u8 *const gRoundsStringTable[DOME_ROUNDS_COUNT] =
|
||||
{
|
||||
[DOME_ROUND1] = COMPOUND_STRING("第1回合"),
|
||||
[DOME_ROUND2] = COMPOUND_STRING("第2回合"),
|
||||
[DOME_ROUND1] = COMPOUND_STRING("第1轮比赛"),
|
||||
[DOME_ROUND2] = COMPOUND_STRING("第2轮比赛"),
|
||||
[DOME_SEMIFINAL] = COMPOUND_STRING("半决赛"),
|
||||
[DOME_FINAL] = COMPOUND_STRING("决赛"),
|
||||
};
|
||||
@ -1473,7 +1473,7 @@ const u8 gText_Judgment[] = _("{B_BUFF1}{CLEAR 13}判定{CLEAR 13}{B_BUFF2}");
|
||||
static const u8 sText_TwoTrainersSentPkmn[] = _("{B_TRAINER1_NAME_WITH_CLASS}\n派出了{B_OPPONENT_MON1_NAME}!\p{B_TRAINER2_NAME_WITH_CLASS}\n派出了{B_OPPONENT_MON2_NAME}!");
|
||||
static const u8 sText_Trainer2SentOutPkmn[] = _("{B_TRAINER2_NAME_WITH_CLASS}\n派出了{B_BUFF1}!");
|
||||
static const u8 sText_TwoTrainersWantToBattle[] = _("{B_TRAINER1_NAME_WITH_CLASS}和\n{B_TRAINER2_NAME_WITH_CLASS}\l前来挑战了!\p");
|
||||
static const u8 sText_InGamePartnerSentOutZGoN[] = _("{B_PARTNER_NAME_WITH_CLASS}\n派出了{B_PLAYER_MON2_NAME}!\l上吧!{B_PLAYER_MON1_NAME}!");
|
||||
static const u8 sText_InGamePartnerSentOutZGoN[] = _("{B_PARTNER_NAME_WITH_CLASS}\n派出了{B_PLAYER_MON2_NAME}!\l上吧!{B_PLAYER_MON1_NAME}!");
|
||||
|
||||
const u16 gBattlePalaceFlavorTextTable[] =
|
||||
{
|
||||
@ -1496,7 +1496,7 @@ const u8 *const gRefereeStringsTable[] =
|
||||
[B_MSG_REF_COMMENCE_BATTLE] = COMPOUND_STRING("裁判:{B_PLAYER_MON1_NAME} VS {B_OPPONENT_MON1_NAME}!\n战斗开始!"),
|
||||
};
|
||||
|
||||
static const u8 sText_Trainer1Fled[] = _( "{PLAY_SE SE_FLEE}{B_TRAINER1_NAME_WITH_CLASS}逃走了!");
|
||||
static const u8 sText_Trainer1Fled[] = _( "{PLAY_SE SE_FLEE}{B_TRAINER1_NAME_WITH_CLASS}逃走了!");
|
||||
static const u8 sText_PlayerLostAgainstTrainer1[] = _("被{B_TRAINER1_NAME_WITH_CLASS}打败了!");
|
||||
static const u8 sText_PlayerBattledToDrawTrainer1[] = _("和{B_TRAINER1_NAME_WITH_CLASS}打成了平局!");
|
||||
const u8 gText_RecordBattleToPass[] = _("要把你本次的对战\n保存到开拓通行证上吗?");
|
||||
|
||||
@ -102,7 +102,7 @@ static const u8 sText_CritHitsPlus[] = _("易中要害");
|
||||
static const u8 sText_FollowMe[] = _("万众瞩目");
|
||||
static const u8 sText_RecoverHP[] = _("回复自己");
|
||||
static const u8 sText_HealAllyHP[] = _("回复替换宝可梦HP");
|
||||
static const u8 sText_PowerColon[] = _("威力: ");
|
||||
static const u8 sText_PowerColon[] = _("威力:");
|
||||
|
||||
// Functions
|
||||
bool32 IsZMove(u32 move)
|
||||
|
||||
@ -277,7 +277,7 @@ static const u8 sText_HasNoBerriesToPut[] = _("没有能够继续放入\n树果
|
||||
static const u8 sText_ApostropheSPokeblockCaseIsFull[] = _("的宝可方块盒满了。\p");
|
||||
static const u8 sText_BlendingResults[] = _("混合结果");
|
||||
static const u8 sText_SpaceBerry[] = _("");
|
||||
static const u8 sText_Time[] = _("时间:");
|
||||
static const u8 sText_Time[] = _("时间:");
|
||||
static const u8 sText_Min[] = _("分");
|
||||
static const u8 sText_Sec[] = _("秒");
|
||||
static const u8 sText_MaximumSpeed[] = _("最大速度");
|
||||
|
||||
@ -708,8 +708,8 @@ struct
|
||||
[MENU_CANCEL2] = {gText_Cancel2, CursorCb_Cancel2},
|
||||
[MENU_SHIFT] = {COMPOUND_STRING("替换宝可梦"), CursorCb_SendMon},
|
||||
[MENU_SEND_OUT] = {COMPOUND_STRING("派出"), CursorCb_SendMon},
|
||||
[MENU_ENTER] = {COMPOUND_STRING("报名"), CursorCb_Enter},
|
||||
[MENU_NO_ENTRY] = {COMPOUND_STRING("取消报名"), CursorCb_NoEntry},
|
||||
[MENU_ENTER] = {COMPOUND_STRING("参加"), CursorCb_Enter},
|
||||
[MENU_NO_ENTRY] = {COMPOUND_STRING("不参加"), CursorCb_NoEntry},
|
||||
[MENU_STORE] = {COMPOUND_STRING("存放"), CursorCb_Store},
|
||||
[MENU_REGISTER] = {gText_Register, CursorCb_Register},
|
||||
[MENU_TRADE1] = {sText_Trade4, CursorCb_Trade1},
|
||||
|
||||
@ -15,7 +15,7 @@ static const struct MenuAction MultichoiceList_EnterInfo[] =
|
||||
|
||||
static const struct MenuAction MultichoiceList_ContestInfo[] =
|
||||
{
|
||||
{COMPOUND_STRING("华丽大赛是什么?")},
|
||||
{COMPOUND_STRING("华丽大赛是什么?")},
|
||||
{COMPOUND_STRING("华丽大赛的类型")},
|
||||
{COMPOUND_STRING("级别")},
|
||||
{gText_Cancel2},
|
||||
@ -642,16 +642,16 @@ static const struct MenuAction MultichoiceList_BattleTowerRules[] =
|
||||
{
|
||||
{COMPOUND_STRING("对战塔信息")},
|
||||
{COMPOUND_STRING("对战宝可梦")},
|
||||
{COMPOUND_STRING("对战塔")},
|
||||
{COMPOUND_STRING("对战沙龙")},
|
||||
{COMPOUND_STRING("多人连线")},
|
||||
{gText_Exit},
|
||||
};
|
||||
|
||||
static const struct MenuAction MultichoiceList_BattleDomeRules[] =
|
||||
{
|
||||
{COMPOUND_STRING("匹配对手")},
|
||||
{COMPOUND_STRING("匹配规则")},
|
||||
{COMPOUND_STRING("比赛进程表")},
|
||||
{COMPOUND_STRING("同时被击倒")},
|
||||
{COMPOUND_STRING("同时倒下")},
|
||||
{gText_Exit},
|
||||
};
|
||||
|
||||
@ -728,10 +728,10 @@ static const struct MenuAction MultichoiceList_TVLati[] =
|
||||
|
||||
static const struct MenuAction MultichoiceList_BattleTowerFeelings[] =
|
||||
{
|
||||
{COMPOUND_STRING("我现在要对战了!")},
|
||||
{COMPOUND_STRING("赢了!")},
|
||||
{COMPOUND_STRING("输了!")},
|
||||
{COMPOUND_STRING("我不想说。")},
|
||||
{COMPOUND_STRING("准备对战了!")},
|
||||
{COMPOUND_STRING("赢了!")},
|
||||
{COMPOUND_STRING("输了!")},
|
||||
{COMPOUND_STRING("不想说。")},
|
||||
};
|
||||
|
||||
static const struct MenuAction MultichoiceList_WheresRayquaza[] =
|
||||
|
||||
@ -81,7 +81,7 @@ static const u8 sNeutralMsg05[] = _("它正在警惕四周!");
|
||||
static const u8 sNeutralMsg06[] = _("{STR_VAR_1}看着\n你笑了笑。");
|
||||
static const u8 sNeutralMsg07[] = _("{STR_VAR_1}紧张地\n在四处张望。");
|
||||
static const u8 sNeutralMsg08[] = _("{STR_VAR_1}打起了精神!");
|
||||
static const u8 sNeutralMsg09[] = _("{STR_VAR_1}跳了一支\n精彩的舞!");
|
||||
static const u8 sNeutralMsg09[] = _("{STR_VAR_1}跳了一支\n精彩的舞!");
|
||||
static const u8 sNeutralMsg10[] = _("{STR_VAR_1}干劲十足!");
|
||||
static const u8 sNeutralMsg11[] = _("{STR_VAR_1}一直在眺望\n远方。");
|
||||
static const u8 sNeutralMsg12[] = _("{STR_VAR_1}正在警惕四周!");
|
||||
|
||||
@ -94,7 +94,7 @@ const u8 gText_MatchCallGuitarist_Fernando_Intro1[] = _("我的作品");
|
||||
const u8 gText_MatchCallGuitarist_Fernando_Intro2[] = _("会让你震撼!");
|
||||
|
||||
const u8 gText_MatchCallGuitarist_Dalton_Strategy[] = _("让我电电你吧!");
|
||||
const u8 gText_MatchCallGuitarist_Dalton_Pokemon[] = _("它们是电属性的!");
|
||||
const u8 gText_MatchCallGuitarist_Dalton_Pokemon[] = _("它们是电属性的!");
|
||||
const u8 gText_MatchCallGuitarist_Dalton_Intro1[] = _("我想用发自内心的歌声");
|
||||
const u8 gText_MatchCallGuitarist_Dalton_Intro2[] = _("让人们感动落泪。");
|
||||
|
||||
|
||||
@ -11,7 +11,7 @@ const u8 gRibbonDescriptionPart2_HyperRank[] = _("高级阶级的冠军!");
|
||||
const u8 gRibbonDescriptionPart2_MasterRank[] = _("大师阶级的冠军!");
|
||||
const u8 gRibbonDescriptionPart1_Winning[] = _("在对战塔获得Lv. 50级");
|
||||
const u8 gRibbonDescriptionPart2_Winning[] = _("冠军时得到的奖章。");
|
||||
const u8 gRibbonDescriptionPart1_Victory[] = _("在对战塔获得开放等级");
|
||||
const u8 gRibbonDescriptionPart1_Victory[] = _("在对战塔获得自由等级");
|
||||
const u8 gRibbonDescriptionPart2_Victory[] = _("组冠军时得到的奖章。");
|
||||
const u8 gRibbonDescriptionPart1_Artist[] = _("为纪念成为了华丽");
|
||||
const u8 gRibbonDescriptionPart2_Artist[] = _("肖像模特的奖章。");
|
||||
|
||||
@ -174,7 +174,7 @@ static const u8 *const sCommunicatingWaitTexts[] = {
|
||||
};
|
||||
|
||||
ALIGNED(4) static const u8 sText_HiDoSomethingMale[] = _("嘿!有什么\n想做的吗?");
|
||||
ALIGNED(4) static const u8 sText_HiDoSomethingFemale[] = _("你好!\n想要做什么??");
|
||||
ALIGNED(4) static const u8 sText_HiDoSomethingFemale[] = _("你好!\n想要做什么?");
|
||||
ALIGNED(4) static const u8 sText_HiDoSomethingAgainMale[] = _("{STR_VAR_1}:嘿,我们又见面了!\n最近怎么样?");
|
||||
ALIGNED(4) static const u8 sText_HiDoSomethingAgainFemale[] = _("{STR_VAR_1}:哦!{PLAYER},你好!\n想要做什么?");
|
||||
|
||||
@ -188,10 +188,10 @@ static const u8 *const sHiDoSomethingTexts[][GENDER_COUNT] = {
|
||||
}
|
||||
};
|
||||
|
||||
ALIGNED(4) static const u8 sText_DoSomethingMale[] = _("想做点什么??");
|
||||
ALIGNED(4) static const u8 sText_DoSomethingMale[] = _("想做点什么?");
|
||||
ALIGNED(4) static const u8 sText_DoSomethingFemale[] = _("想做点什么?");
|
||||
ALIGNED(4) static const u8 sText_DoSomethingAgainMale[] = _("{STR_VAR_1}:你现在想要\n做什么??");
|
||||
ALIGNED(4) static const u8 sText_DoSomethingAgainFemale[] = _("{STR_VAR_1}:想做点其他的不??"); // Unused
|
||||
ALIGNED(4) static const u8 sText_DoSomethingAgainMale[] = _("{STR_VAR_1}:你现在想要\n做什么?");
|
||||
ALIGNED(4) static const u8 sText_DoSomethingAgainFemale[] = _("{STR_VAR_1}:想做点其他的不?"); // Unused
|
||||
|
||||
// Unused
|
||||
static const u8 *const sDoSomethingTexts[][GENDER_COUNT] = {
|
||||
@ -241,7 +241,7 @@ static const u8 *const sInvitationTexts[] = {
|
||||
ALIGNED(4) static const u8 sText_JoinChatMale[] = _("嘿!我们正在聊天。\n想要加入我们吗?");
|
||||
ALIGNED(4) static const u8 sText_PlayerJoinChatMale[] = _("{STR_VAR_1}:嘿,{PLAYER}!\n我们正在聊天。\l想要加入我们吗?");
|
||||
ALIGNED(4) static const u8 sText_JoinChatFemale[] = _(" 哦,你好!我们正在聊天。\n想要加入我们吗?");
|
||||
ALIGNED(4) static const u8 sText_PlayerJoinChatFemale[] = _("{STR_VAR_1}:你好,{PLAYER}!\n我们在聊天。\l想要加入我们吗??");
|
||||
ALIGNED(4) static const u8 sText_PlayerJoinChatFemale[] = _("{STR_VAR_1}:你好,{PLAYER}!\n我们在聊天。\l想要加入我们吗?");
|
||||
|
||||
static const u8 *const sJoinChatTexts[][GENDER_COUNT] = {
|
||||
{
|
||||
@ -453,8 +453,8 @@ ALIGNED(4) static const u8 sText_WhichMonWillYouOffer[] = _("您将会拿什么
|
||||
ALIGNED(4) static const u8 sText_RegistrationCanceled[] = _("登记取消。\p");
|
||||
ALIGNED(4) static const u8 sText_RegistrationCompleted[] = _("登记完成。\p");
|
||||
ALIGNED(4) static const u8 sText_TradeCanceled[] = _("交换被取消了。\p");
|
||||
ALIGNED(4) static const u8 sText_CancelRegistrationOfMon[] = _("取消登记您的\n等级{STR_VAR_2}的{STR_VAR_1}?");
|
||||
ALIGNED(4) static const u8 sText_CancelRegistrationOfEgg[] = _("取消登记您的蛋??");
|
||||
ALIGNED(4) static const u8 sText_CancelRegistrationOfMon[] = _("取消登记您的\n等级{STR_VAR_2}的{STR_VAR_1}");
|
||||
ALIGNED(4) static const u8 sText_CancelRegistrationOfEgg[] = _("取消登记您的蛋?");
|
||||
ALIGNED(4) static const u8 sText_RegistrationCanceled2[] = _("登记取消。\p");
|
||||
ALIGNED(4) static const u8 sText_TradeTrainersWillBeListed[] = _("训练师想要进行的交换\n会用表格列出来。"); // unused
|
||||
ALIGNED(4) static const u8 sText_ChooseTrainerToTradeWith2[] = _("请选择训练师\n用来交换宝可梦。"); // unused
|
||||
@ -486,14 +486,14 @@ ALIGNED(4) static const u8 sText_ChooseLeaderPokemonJump[] = _("和宝可梦一
|
||||
ALIGNED(4) static const u8 sText_ChooseLeaderBerryCrush[] = _("混合树果!\n请选择队长。");
|
||||
ALIGNED(4) static const u8 sText_ChooseLeaderBerryPicking[] = _("嘟嘟利摘树果!\n请选择队长。");
|
||||
ALIGNED(4) static const u8 sText_ChooseLeaderBerryBlender[] = _("树果混合机!\n请选择队长。");
|
||||
ALIGNED(4) static const u8 sText_ChooseLeaderRecordCorner[] = _("联机中心!\n请选择队长。");
|
||||
ALIGNED(4) static const u8 sText_ChooseLeaderRecordCorner[] = _("记录角!\n请选择队长。");
|
||||
ALIGNED(4) static const u8 sText_ChooseLeaderCoolContest[] = _("帅气组!\n请选择队长。");
|
||||
ALIGNED(4) static const u8 sText_ChooseLeaderBeautyContest[] = _("美丽组!\n请选择队长。");
|
||||
ALIGNED(4) static const u8 sText_ChooseLeaderCuteContest[] = _("可爱组!\n请选择队长。");
|
||||
ALIGNED(4) static const u8 sText_ChooseLeaderSmartContest[] = _("聪明组!\n请选择队长。");
|
||||
ALIGNED(4) static const u8 sText_ChooseLeaderToughContest[] = _("强壮组!\n请选择队长。");
|
||||
ALIGNED(4) static const u8 sText_ChooseLeaderBattleTowerLv50[] = _("等级50对战塔!\n请选择队长。");
|
||||
ALIGNED(4) static const u8 sText_ChooseLeaderBattleTowerOpenLv[] = _("对战塔!\n请选择队长。");
|
||||
ALIGNED(4) static const u8 sText_ChooseLeaderBattleTowerLv50[] = _("Lv. 50级对战塔!\n请选择队长。");
|
||||
ALIGNED(4) static const u8 sText_ChooseLeaderBattleTowerOpenLv[] = _("自由等级对战塔!\n请选择队长。");
|
||||
|
||||
static const u8 *const sChooseTrainerTexts[NUM_LINK_GROUP_TYPES] =
|
||||
{
|
||||
@ -555,14 +555,14 @@ ALIGNED(4) static const u8 sText_BerryCrush[] = _("树果混合");
|
||||
ALIGNED(4) static const u8 sText_BerryPicking[] = _("摘树果");
|
||||
ALIGNED(4) static const u8 sText_Search[] = _("搜索");
|
||||
ALIGNED(4) static const u8 sText_BerryBlender[] = _("树果混合机");
|
||||
ALIGNED(4) static const u8 sText_RecordCorner[] = _("联机中心");
|
||||
ALIGNED(4) static const u8 sText_RecordCorner[] = _("联机俱乐部");
|
||||
ALIGNED(4) static const u8 sText_CoolContest[] = _("帅气组");
|
||||
ALIGNED(4) static const u8 sText_BeautyContest[] = _("美丽组");
|
||||
ALIGNED(4) static const u8 sText_CuteContest[] = _("可爱组");
|
||||
ALIGNED(4) static const u8 sText_SmartContest[] = _("聪明组");
|
||||
ALIGNED(4) static const u8 sText_ToughContest[] = _("强壮组");
|
||||
ALIGNED(4) static const u8 sText_BattleTowerLv50[] = _("等级50对战塔");
|
||||
ALIGNED(4) static const u8 sText_BattleTowerOpenLv[] = _("对战塔");
|
||||
ALIGNED(4) static const u8 sText_BattleTowerLv50[] = _("Lv. 50级对战塔");
|
||||
ALIGNED(4) static const u8 sText_BattleTowerOpenLv[] = _("自由等级对战塔");
|
||||
ALIGNED(4) static const u8 sText_ItsNormalCard[] = _("这是普通卡。");
|
||||
ALIGNED(4) static const u8 sText_ItsBronzeCard[] = _("这是青铜卡!");
|
||||
ALIGNED(4) static const u8 sText_ItsCopperCard[] = _("这是黄铜卡!");
|
||||
@ -577,10 +577,10 @@ static const u8 *const sCardColorTexts[] = {
|
||||
sText_ItsGoldCard
|
||||
};
|
||||
|
||||
ALIGNED(4) static const u8 sText_TrainerCardInfoPage1[] = _("这是{DYNAMIC 0} {DYNAMIC 1}'s\n训练师卡片……\l{DYNAMIC 2}\p图鉴:{DYNAMIC 3}\n时间:{DYNAMIC 4}:{DYNAMIC 5}\p");
|
||||
ALIGNED(4) static const u8 sText_TrainerCardInfoPage1[] = _("这是{DYNAMIC 0} {DYNAMIC 1}'s\n训练师卡片……\l{DYNAMIC 2}\p图鉴:{DYNAMIC 3}\n时间:{DYNAMIC 4}:{DYNAMIC 5}\p");
|
||||
ALIGNED(4) static const u8 sText_TrainerCardInfoPage2[] = _(" 对战:胜:{DYNAMIC 0} 负:{DYNAMIC 2}\n交换次数:{DYNAMIC 3}\p“{DYNAMIC 4} {DYNAMIC 5}\n{DYNAMIC 6} {DYNAMIC 7}”\p");
|
||||
ALIGNED(4) static const u8 sText_GladToMeetYouMale[] = _("{DYNAMIC 1}: 很高兴认识了你!{PAUSE 60}");
|
||||
ALIGNED(4) static const u8 sText_GladToMeetYouFemale[] = _("{DYNAMIC 1}: 很高兴认识你!{PAUSE 60}");
|
||||
ALIGNED(4) static const u8 sText_GladToMeetYouMale[] = _("{DYNAMIC 1}:很高兴认识你!{PAUSE 60}");
|
||||
ALIGNED(4) static const u8 sText_GladToMeetYouFemale[] = _("{DYNAMIC 1}:很高兴认识你!{PAUSE 60}");
|
||||
|
||||
static const u8 *const sGladToMeetYouTexts[GENDER_COUNT] = {
|
||||
sText_GladToMeetYouMale,
|
||||
|
||||
48
src/debug.c
48
src/debug.c
@ -497,32 +497,32 @@ static const u8 sDebugText_Dashes[] = _("---");
|
||||
static const u8 sDebugText_Empty[] = _("");
|
||||
static const u8 sDebugText_Continue[] = _("继续…{CLEAR_TO 110}{RIGHT_ARROW}");
|
||||
// Util Menu
|
||||
static const u8 sDebugText_Util_WarpToMap_SelectMapGroup[] = _("地图组: {STR_VAR_1}{CLEAR_TO 90}\n{CLEAR_TO 90}\n\n{STR_VAR_3}{CLEAR_TO 90}");
|
||||
static const u8 sDebugText_Util_WarpToMap_SelectMap[] = _("地图: {STR_VAR_1}{CLEAR_TO 90}\nMapSec:{CLEAR_TO 90}\n{STR_VAR_2}{CLEAR_TO 90}\n{STR_VAR_3}{CLEAR_TO 90}");
|
||||
static const u8 sDebugText_Util_WarpToMap_SelectWarp[] = _("出口:{CLEAR_TO 90}\n{STR_VAR_1}{CLEAR_TO 90}\n{CLEAR_TO 90}\n{STR_VAR_3}{CLEAR_TO 90}");
|
||||
static const u8 sDebugText_Util_WarpToMap_SelectMapGroup[] = _("地图组:{STR_VAR_1}{CLEAR_TO 90}\n{CLEAR_TO 90}\n\n{STR_VAR_3}{CLEAR_TO 90}");
|
||||
static const u8 sDebugText_Util_WarpToMap_SelectMap[] = _("地图:{STR_VAR_1}{CLEAR_TO 90}\n地图名:{CLEAR_TO 90}\n{STR_VAR_2}{CLEAR_TO 90}\n{STR_VAR_3}{CLEAR_TO 90}");
|
||||
static const u8 sDebugText_Util_WarpToMap_SelectWarp[] = _("出口:{CLEAR_TO 90}\n{STR_VAR_1}{CLEAR_TO 90}\n{CLEAR_TO 90}\n{STR_VAR_3}{CLEAR_TO 90}");
|
||||
static const u8 sDebugText_Util_WarpToMap_SelMax[] = _("{STR_VAR_1} / {STR_VAR_2}");
|
||||
static const u8 sDebugText_Util_Weather_ID[] = _("天气ID: {STR_VAR_3}\n{STR_VAR_1}\n{STR_VAR_2}");
|
||||
static const u8 sDebugText_Util_Weather_ID[] = _("天气ID:{STR_VAR_3}\n{STR_VAR_1}\n{STR_VAR_2}");
|
||||
// Flags/Vars Menu
|
||||
static const u8 sDebugText_FlagsVars_Flag[] = _("标志: {STR_VAR_1}{CLEAR_TO 90}\n{STR_VAR_2}{CLEAR_TO 90}\n{STR_VAR_3}");
|
||||
static const u8 sDebugText_FlagsVars_Flag[] = _("标志:{STR_VAR_1}{CLEAR_TO 90}\n{STR_VAR_2}{CLEAR_TO 90}\n{STR_VAR_3}");
|
||||
static const u8 sDebugText_FlagsVars_VariableHex[] = _("{STR_VAR_1}{CLEAR_TO 90}\n0x{STR_VAR_2}{CLEAR_TO 90}");
|
||||
static const u8 sDebugText_FlagsVars_Variable[] = _("变量: {STR_VAR_1}{CLEAR_TO 90}\nVal: {STR_VAR_3}{CLEAR_TO 90}\n{STR_VAR_2}");
|
||||
static const u8 sDebugText_FlagsVars_VariableValueSet[] = _("变量: {STR_VAR_1}{CLEAR_TO 90}\nVal: {STR_VAR_3}{CLEAR_TO 90}\n{STR_VAR_2}");
|
||||
static const u8 sDebugText_FlagsVars_Variable[] = _("变量:{STR_VAR_1}{CLEAR_TO 90}\nVal:{STR_VAR_3}{CLEAR_TO 90}\n{STR_VAR_2}");
|
||||
static const u8 sDebugText_FlagsVars_VariableValueSet[] = _("变量:{STR_VAR_1}{CLEAR_TO 90}\nVal:{STR_VAR_3}{CLEAR_TO 90}\n{STR_VAR_2}");
|
||||
// Give Menu
|
||||
static const u8 sDebugText_ItemQuantity[] = _("数量:{CLEAR_TO 90}\n{STR_VAR_1}{CLEAR_TO 90}\n\n{STR_VAR_2}");
|
||||
static const u8 sDebugText_ItemID[] = _("道具ID: {STR_VAR_3}\n{STR_VAR_1}{CLEAR_TO 90}\n\n{STR_VAR_2}");
|
||||
static const u8 sDebugText_PokemonID[] = _("宝可梦: {STR_VAR_3}\n{STR_VAR_1}{CLEAR_TO 90}\n\n{STR_VAR_2}{CLEAR_TO 90}");
|
||||
static const u8 sDebugText_PokemonLevel[] = _("等级:{CLEAR_TO 90}\n{STR_VAR_1}{CLEAR_TO 90}\n{CLEAR_TO 90}\n{STR_VAR_2}{CLEAR_TO 90}");
|
||||
static const u8 sDebugText_PokemonShiny[] = _("异色:{CLEAR_TO 90}\n {STR_VAR_2}{CLEAR_TO 90}\n{CLEAR_TO 90}\n{CLEAR_TO 90}");
|
||||
static const u8 sDebugText_PokemonNature[] = _("性格ID: {STR_VAR_3}{CLEAR_TO 90}\n{STR_VAR_1}{CLEAR_TO 90}\n{CLEAR_TO 90}\n{STR_VAR_2}{CLEAR_TO 90}");
|
||||
static const u8 sDebugText_PokemonAbility[] = _("特性编号: {STR_VAR_3}{CLEAR_TO 90}\n{STR_VAR_1}{CLEAR_TO 90}\n{CLEAR_TO 90}\n{STR_VAR_2}{CLEAR_TO 90}");
|
||||
static const u8 sDebugText_PokemonTeraType[] = _("太晶属性: {STR_VAR_3}{CLEAR_TO 90}\n{STR_VAR_1}{CLEAR_TO 90}\n{CLEAR_TO 90}\n{STR_VAR_2}{CLEAR_TO 90}");
|
||||
static const u8 sDebugText_PokemonDynamaxLevel[] = _("极巨化等级:{CLEAR_TO 90}\n{STR_VAR_1}{CLEAR_TO 90}\n{CLEAR_TO 90}\n{STR_VAR_2}{CLEAR_TO 90}");
|
||||
static const u8 sDebugText_PokemonGmaxFactor[] = _("超极巨化:{CLEAR_TO 90}\n {STR_VAR_2}{CLEAR_TO 90}\n{CLEAR_TO 90}\n{CLEAR_TO 90}");
|
||||
static const u8 sDebugText_IVs[] = _("个体值{STR_VAR_1}:{CLEAR_TO 90}\n {STR_VAR_3}{CLEAR_TO 90}\n{CLEAR_TO 90}\n{STR_VAR_2}{CLEAR_TO 90}");
|
||||
static const u8 sDebugText_EVs[] = _("努力值{STR_VAR_1}:{CLEAR_TO 90}\n {STR_VAR_3}{CLEAR_TO 90}\n{CLEAR_TO 90}\n{STR_VAR_2}{CLEAR_TO 90}");
|
||||
static const u8 sDebugText_ItemQuantity[] = _("数量:{CLEAR_TO 90}\n{STR_VAR_1}{CLEAR_TO 90}\n\n{STR_VAR_2}");
|
||||
static const u8 sDebugText_ItemID[] = _("道具ID:{STR_VAR_3}\n{STR_VAR_1}{CLEAR_TO 90}\n\n{STR_VAR_2}");
|
||||
static const u8 sDebugText_PokemonID[] = _("宝可梦:{STR_VAR_3}\n{STR_VAR_1}{CLEAR_TO 90}\n\n{STR_VAR_2}{CLEAR_TO 90}");
|
||||
static const u8 sDebugText_PokemonLevel[] = _("等级:{CLEAR_TO 90}\n{STR_VAR_1}{CLEAR_TO 90}\n{CLEAR_TO 90}\n{STR_VAR_2}{CLEAR_TO 90}");
|
||||
static const u8 sDebugText_PokemonShiny[] = _("异色:{CLEAR_TO 90}\n {STR_VAR_2}{CLEAR_TO 90}\n{CLEAR_TO 90}\n{CLEAR_TO 90}");
|
||||
static const u8 sDebugText_PokemonNature[] = _("性格ID:{STR_VAR_3}{CLEAR_TO 90}\n{STR_VAR_1}{CLEAR_TO 90}\n{CLEAR_TO 90}\n{STR_VAR_2}{CLEAR_TO 90}");
|
||||
static const u8 sDebugText_PokemonAbility[] = _("特性编号:{STR_VAR_3}{CLEAR_TO 90}\n{STR_VAR_1}{CLEAR_TO 90}\n{CLEAR_TO 90}\n{STR_VAR_2}{CLEAR_TO 90}");
|
||||
static const u8 sDebugText_PokemonTeraType[] = _("太晶属性:{STR_VAR_3}{CLEAR_TO 90}\n{STR_VAR_1}{CLEAR_TO 90}\n{CLEAR_TO 90}\n{STR_VAR_2}{CLEAR_TO 90}");
|
||||
static const u8 sDebugText_PokemonDynamaxLevel[] = _("极巨化等级:{CLEAR_TO 90}\n{STR_VAR_1}{CLEAR_TO 90}\n{CLEAR_TO 90}\n{STR_VAR_2}{CLEAR_TO 90}");
|
||||
static const u8 sDebugText_PokemonGmaxFactor[] = _("超极巨化:{CLEAR_TO 90}\n {STR_VAR_2}{CLEAR_TO 90}\n{CLEAR_TO 90}\n{CLEAR_TO 90}");
|
||||
static const u8 sDebugText_IVs[] = _("个体值{STR_VAR_1}:{CLEAR_TO 90}\n {STR_VAR_3}{CLEAR_TO 90}\n{CLEAR_TO 90}\n{STR_VAR_2}{CLEAR_TO 90}");
|
||||
static const u8 sDebugText_EVs[] = _("努力值{STR_VAR_1}:{CLEAR_TO 90}\n {STR_VAR_3}{CLEAR_TO 90}\n{CLEAR_TO 90}\n{STR_VAR_2}{CLEAR_TO 90}");
|
||||
// Sound Menu
|
||||
static const u8 sDebugText_Sound_SFX_ID[] = _("音效ID: {STR_VAR_3} {START_BUTTON} Stop\n{STR_VAR_1} \n{STR_VAR_2}");
|
||||
static const u8 sDebugText_Sound_Music_ID[] = _("音乐ID: {STR_VAR_3} {START_BUTTON} Stop\n{STR_VAR_1} \n{STR_VAR_2}");
|
||||
static const u8 sDebugText_Sound_SFX_ID[] = _("音效ID:{STR_VAR_3} {START_BUTTON} Stop\n{STR_VAR_1} \n{STR_VAR_2}");
|
||||
static const u8 sDebugText_Sound_Music_ID[] = _("音乐ID:{STR_VAR_3} {START_BUTTON} Stop\n{STR_VAR_1} \n{STR_VAR_2}");
|
||||
|
||||
const u8 *const gText_DigitIndicator[] =
|
||||
{
|
||||
@ -597,7 +597,7 @@ static const struct ListMenuItem sDebugMenu_Items_PCBag[] =
|
||||
static const struct ListMenuItem sDebugMenu_Items_PCBag_Fill[] =
|
||||
{
|
||||
[DEBUG_PCBAG_MENU_ITEM_FILL_PC_BOXES_FAST] = {COMPOUND_STRING("快速填充寄放盒子"), DEBUG_PCBAG_MENU_ITEM_FILL_PC_BOXES_FAST},
|
||||
[DEBUG_PCBAG_MENU_ITEM_FILL_PC_BOXES_SLOW] = {COMPOUND_STRING("缓慢填充寄放盒子(落后!)"), DEBUG_PCBAG_MENU_ITEM_FILL_PC_BOXES_SLOW},
|
||||
[DEBUG_PCBAG_MENU_ITEM_FILL_PC_BOXES_SLOW] = {COMPOUND_STRING("缓慢填充寄放盒子(落后!)"), DEBUG_PCBAG_MENU_ITEM_FILL_PC_BOXES_SLOW},
|
||||
[DEBUG_PCBAG_MENU_ITEM_FILL_PC_ITEMS] = {COMPOUND_STRING("填充电脑中道具") , DEBUG_PCBAG_MENU_ITEM_FILL_PC_ITEMS},
|
||||
[DEBUG_PCBAG_MENU_ITEM_FILL_POCKET_ITEMS] = {COMPOUND_STRING("填充包包内道具"), DEBUG_PCBAG_MENU_ITEM_FILL_POCKET_ITEMS},
|
||||
[DEBUG_PCBAG_MENU_ITEM_FILL_POCKET_BALLS] = {COMPOUND_STRING("填充包包内精灵球"), DEBUG_PCBAG_MENU_ITEM_FILL_POCKET_BALLS},
|
||||
@ -1983,7 +1983,7 @@ static const u8 sWeatherNames[WEATHER_COUNT][24] = {
|
||||
[WEATHER_ROUTE119_CYCLE] = _("119号道路天气循环"),
|
||||
[WEATHER_ROUTE123_CYCLE] = _("123号道路天气循环"),
|
||||
};
|
||||
static const u8 sDebugText_WeatherNotDefined[] = _("未定义!!!");
|
||||
static const u8 sDebugText_WeatherNotDefined[] = _("未定义!!!");
|
||||
static void DebugAction_Util_Weather(u8 taskId)
|
||||
{
|
||||
u8 windowId;
|
||||
@ -3257,7 +3257,7 @@ static void Debug_Display_MoveInfo(u32 moveId, u32 iteration, u32 digit, u8 wind
|
||||
StringCopy(gStringVar4, COMPOUND_STRING("招式"));
|
||||
ConvertIntToDecimalStringN(gStringVar3, iteration, STR_CONV_MODE_LEADING_ZEROS, 1);
|
||||
StringAppend(gStringVar4, gStringVar3);
|
||||
StringAppend(gStringVar4, COMPOUND_STRING(": "));
|
||||
StringAppend(gStringVar4, COMPOUND_STRING(":"));
|
||||
ConvertIntToDecimalStringN(gStringVar3, moveId, STR_CONV_MODE_LEADING_ZEROS, 3);
|
||||
StringAppend(gStringVar4, gStringVar3);
|
||||
StringAppend(gStringVar4, COMPOUND_STRING("{CLEAR_TO 90}\n"));
|
||||
|
||||
@ -181,14 +181,14 @@ static const u32 sHiddenMonIconGfx[] = INCBIN_U32("graphics/dexnav/hidden.4bpp.l
|
||||
|
||||
// strings
|
||||
static const u8 sText_DexNav_NoInfo[] = _("--------");
|
||||
static const u8 sText_DexNav_CaptureToSee[] = _("捕捉后可见!");
|
||||
static const u8 sText_DexNav_PressRToRegister[] = _("R键登记!");
|
||||
static const u8 sText_DexNav_CaptureToSee[] = _("捕捉后可见!");
|
||||
static const u8 sText_DexNav_PressRToRegister[] = _("R键登记!");
|
||||
static const u8 sText_DexNav_SearchForRegisteredSpecies[] = _("搜寻 {STR_VAR_1}");
|
||||
static const u8 sText_DexNav_NotFoundHere[] = _("该宝可梦无法\n在这里找到!");
|
||||
static const u8 sText_DexNav_NotFoundHere[] = _("该宝可梦无法\n在这里找到!");
|
||||
static const u8 sText_ThreeQmarks[] = _("???");
|
||||
static const u8 sText_SearchLevel[] = _("搜寻 {LV}. {STR_VAR_1}");
|
||||
static const u8 sText_MonLevel[] = _("{LV}. {STR_VAR_1}");
|
||||
static const u8 sText_EggMove[] = _("招式: {STR_VAR_1}");
|
||||
static const u8 sText_EggMove[] = _("招式:{STR_VAR_1}");
|
||||
static const u8 sText_HeldItem[] = _("{STR_VAR_1}");
|
||||
static const u8 sText_StartExit[] = _("{START_BUTTON} 退出");
|
||||
static const u8 sText_DexNavChain[] = _("{NO} {STR_VAR_1}");
|
||||
|
||||
@ -2453,7 +2453,7 @@ static const u8 *const sScrollableMultichoiceOptions[][MAX_SCROLL_MULTI_LENGTH]
|
||||
COMPOUND_STRING("80点"),
|
||||
COMPOUND_STRING("90点"),
|
||||
COMPOUND_STRING("100点"),
|
||||
COMPOUND_STRING("?")
|
||||
COMPOUND_STRING("?")
|
||||
},
|
||||
[SCROLL_MULTI_BF_EXCHANGE_CORNER_DECOR_VENDOR_1] =
|
||||
{
|
||||
|
||||
@ -18,7 +18,7 @@ static const u8 sCondMsg01[] = _("{STR_VAR_1}优雅地\n摇摆着身体。");
|
||||
static const u8* const sCelebiTexts[] = {sCondMsg00, sCondMsg01, NULL};
|
||||
static const u8 sCondMsg02[] = _("{STR_VAR_1}发出火焰并\n大声地吼叫了起来!");
|
||||
static const u8 sCondMsg03[] = _("{STR_VAR_1}猛地发出了\n火焰!");
|
||||
static const u8 sCondMsg04[] = _("{STR_VAR_1}突然发出了\n火焰!");
|
||||
static const u8 sCondMsg04[] = _("{STR_VAR_1}突然发出了\n火焰!");
|
||||
static const u8 sCondMsg05[] = _("{STR_VAR_1}猛地放出了\n火焰!");
|
||||
static const u8* const sFireTexts[] = {sCondMsg02, sCondMsg03, sCondMsg04, sCondMsg05, NULL};
|
||||
static const u8 sCondMsg06[] = _("{STR_VAR_1}一直在盯着\n宝可梦联盟。");
|
||||
@ -29,31 +29,31 @@ static const u8 sCondMsg10[] = _("{STR_VAR_1}正盯着\n货架。");
|
||||
static const u8* const sShopTexts[] = {sCondMsg09, sCondMsg10, NULL};
|
||||
static const u8 sCondMsg11[] = _("{STR_VAR_1} 的眼神\n变得坚定了起来! ");
|
||||
static const u8 sCondMsg12[] = _("{STR_VAR_1}很喜欢自行车。");
|
||||
static const u8 sCondMsg13[] = _("{STR_VAR_1}想摸这个\n机器!");
|
||||
static const u8 sCondMsg14[] = _("{STR_VAR_1}随着船身摇晃\n 动了起来!");
|
||||
static const u8 sCondMsg13[] = _("{STR_VAR_1}想摸这个\n机器!");
|
||||
static const u8 sCondMsg14[] = _("{STR_VAR_1}随着船身摇晃\n 动了起来!");
|
||||
static const u8 sCondMsg15[] = _("{STR_VAR_1}随着船身摇晃\n摇摆着身体。");
|
||||
static const u8 sCondMsg16[] = _("{STR_VAR_1}好像还\n不想下船。");
|
||||
static const u8* const sBoatTexts[] = {sCondMsg14, sCondMsg15, sCondMsg16, NULL};
|
||||
static const u8 sCondMsg17[] = _("{STR_VAR_1} 用心地听着\n机器的声音!");
|
||||
static const u8 sCondMsg17[] = _("{STR_VAR_1} 用心地听着\n机器的声音!");
|
||||
static const u8* const sMachineTexts[] = {sCondMsg13, sCondMsg17, NULL};
|
||||
static const u8 sCondMsg18[] = _("哇!它突然向外泼水!");
|
||||
static const u8 sCondMsg18[] = _("哇!它突然向外泼水!");
|
||||
static const u8 sCondMsg19[] = _("它在吹着空中的沙子!");
|
||||
static const u8 sCondMsg20[] = _("{STR_VAR_1}正在盯着地面\n拔草玩。");
|
||||
static const u8 sCondMsg21[] = _("它正盯着你的脚印。");
|
||||
static const u8 sCondMsg22[] = _("{STR_VAR_1}看起来好像,\n有点紧张还有点恐惧。");
|
||||
static const u8 sCondMsg23[] = _("{STR_VAR_1}对这个地方\n正保持着警惕!");
|
||||
static const u8 sCondMsg22[] = _("{STR_VAR_1}看起来好像\n有点紧张还有点恐惧。");
|
||||
static const u8 sCondMsg23[] = _("{STR_VAR_1}对这个地方\n正保持着警惕!");
|
||||
static const u8* const sElevatorTexts[] = {sCondMsg22, sCondMsg23, NULL};
|
||||
static const u8 sCondMsg24[] = _("它感受到了一股凉\n冰冰的冷气。 ");
|
||||
static const u8 sCondMsg25[] = _("它差点滑倒。");
|
||||
static const u8 sCondMsg26[] = _("它摸到冰块\n后吓了一跳!");
|
||||
static const u8* const sColdTexts[] = {sCondMsg24, sCondMsg25, sCondMsg26, NULL};
|
||||
static const u8 sCondMsg27[] = _("它的脸颊上\n有一片花瓣!");
|
||||
static const u8 sCondMsg28[] = _("{STR_VAR_1}突然发出了低吼!");
|
||||
static const u8 sCondMsg27[] = _("它的脸颊上\n有一片花瓣!");
|
||||
static const u8 sCondMsg28[] = _("{STR_VAR_1}突然发出了低吼!");
|
||||
static const u8 sCondMsg29[] = _("{STR_VAR_1}在瑟瑟发抖!");
|
||||
static const u8 sCondMsg30[] = _("{STR_VAR_1}好像有点不开心了。");
|
||||
static const u8* const sFearTexts[] = {sCondMsg29, sCondMsg30, NULL};
|
||||
static const u8 sCondMsg31[] = _("{STR_VAR_1}躲到草丛\n里面避雨。");
|
||||
static const u8 sCondMsg32[] = _("{STR_VAR_1}感觉很冷,\n向你身上靠了过来!");
|
||||
static const u8 sCondMsg32[] = _("{STR_VAR_1}感觉很冷,\n向你身上靠了过来!");
|
||||
static const u8 sCondMsg33[] = _("{STR_VAR_1}开始盯着\n大海。");
|
||||
static const u8 sCondMsg34[] = _("你的宝可梦正用心\n地盯着大海!");
|
||||
static const u8 sCondMsg35[] = _("{STR_VAR_1}盯着大海\n发呆。");
|
||||
@ -65,7 +65,7 @@ static const u8 sCondMsg39[] = _("{STR_VAR_1}听着落叶\n沙沙作响的声音
|
||||
static const u8 sCondMsg40[] = _("{STR_VAR_1}正啃咬冰块。");
|
||||
static const u8 sCondMsg41[] = _("{STR_VAR_1}正摸着冰块。");
|
||||
static const u8* const sIceTexts[] = {sCondMsg26, sCondMsg40, sCondMsg41, NULL};
|
||||
static const u8 sCondMsg42[] = _("{STR_VAR_1}被灼伤了,\n好像很疼!");
|
||||
static const u8 sCondMsg42[] = _("{STR_VAR_1}被灼伤了,\n好像很疼!");
|
||||
|
||||
// See the struct definition in follower_helper.h for more info
|
||||
const struct FollowerMsgInfoExtended gFollowerConditionalMessages[COND_MSG_COUNT] =
|
||||
|
||||
@ -2150,7 +2150,7 @@ static const struct NamingScreenTemplate sWaldaWordsScreenTemplate =
|
||||
.title = gText_TellHimTheWords,
|
||||
};
|
||||
|
||||
static const u8 sText_EnterCode[] = _("请输入代码:");
|
||||
static const u8 sText_EnterCode[] = _("请输入代码:");
|
||||
static const struct NamingScreenTemplate sCodeScreenTemplate =
|
||||
{
|
||||
.copyExistingString = FALSE,
|
||||
|
||||
@ -149,21 +149,21 @@ static const u8 sText_Stats_Gender_50[] = _("♀ 1/1 ♂"); //_("♀ 50 / 50
|
||||
static const u8 sText_Stats_Gender_75[] = _("♀ 3/1 ♂"); //_("♀ 75 / 25 ♂");
|
||||
static const u8 sText_Stats_Gender_87_5[] = _("♀ 7/1 ♂");
|
||||
static const u8 sText_Stats_Gender_100[] = _("♀");
|
||||
static const u8 sText_Stats_CatchRate[] = _("捕获率: ");
|
||||
static const u8 sText_Stats_CatchRate[] = _("捕获率:");
|
||||
static const u8 sText_Stats_CatchRate_Legend[] = _("传说");
|
||||
static const u8 sText_Stats_CatchRate_VeryHard[] = _("非常难");
|
||||
static const u8 sText_Stats_CatchRate_Difficult[] = _("难");
|
||||
static const u8 sText_Stats_CatchRate_Medium[] = _("普通");
|
||||
static const u8 sText_Stats_CatchRate_Relaxed[] = _("容易");
|
||||
static const u8 sText_Stats_CatchRate_Easy[] = _("很容易");
|
||||
static const u8 sText_Stats_ExpYield[] = _("基础经验: ");
|
||||
static const u8 sText_Stats_EggCycles[] = _("孵化周期:");
|
||||
static const u8 sText_Stats_ExpYield[] = _("基础经验:");
|
||||
static const u8 sText_Stats_EggCycles[] = _("孵化周期:");
|
||||
static const u8 sText_Stats_EggCycles_VeryFast[] = _("很短");
|
||||
static const u8 sText_Stats_EggCycles_Fast[] = _("短");
|
||||
static const u8 sText_Stats_EggCycles_Normal[] = _("普通");
|
||||
static const u8 sText_Stats_EggCycles_Slow[] = _("慢");
|
||||
static const u8 sText_Stats_Growthrate[] = _("升级速度: ");
|
||||
static const u8 sText_Stats_Friendship[] = _("亲密度:");
|
||||
static const u8 sText_Stats_Growthrate[] = _("升级速度:");
|
||||
static const u8 sText_Stats_Friendship[] = _("亲密度:");
|
||||
static const u8 sText_Stats_Friendship_BigAnger[] = _("低");
|
||||
static const u8 sText_Stats_Friendship_Neutral[] = _("普通");
|
||||
static const u8 sText_Stats_Friendship_Happy[] = _("高");
|
||||
@ -176,7 +176,7 @@ static const u8 sText_Stats_FAST[] = _("快");
|
||||
static const u8 sText_Stats_SLOW[] = _("慢");
|
||||
static const u8 sText_Stats_ContestHeart[] = _("H");
|
||||
static const u8 sText_Stats_Minus[] = _("-");
|
||||
static const u8 sText_Stats_eggGroup[] = _("蛋组:");
|
||||
static const u8 sText_Stats_eggGroup[] = _("蛋组:");
|
||||
static const u8 sText_Stats_eggGroup_Groups[] = _("{STR_VAR_1}/{STR_VAR_2}");
|
||||
static const u8 sText_Stats_eggGroup_MONSTER[] = _("怪兽");
|
||||
static const u8 sText_Stats_eggGroup_WATER_1[] = _("水中{CIRCLE_1}");
|
||||
@ -201,7 +201,7 @@ static const u8 sText_EVO_Buttons[] = _("{DPAD_UPDOWN}进化 {A_BUTTON}确认")
|
||||
static const u8 sText_EVO_Buttons_Decapped[] = _("{DPAD_UPDOWN}进化 {A_BUTTON}确认");
|
||||
static const u8 sText_EVO_Buttons_PE[] = _("{DPAD_UPDOWN}进化 {A_BUTTON}确认 {START_BUTTON}形态");
|
||||
static const u8 sText_EVO_Buttons_Decapped_PE[] = _("{DPAD_UPDOWN}进化 {A_BUTTON}确认 {START_BUTTON}形态");
|
||||
static const u8 sText_EVO_Name[] = _("{STR_VAR_3}:");
|
||||
static const u8 sText_EVO_Name[] = _("{STR_VAR_3}:");
|
||||
static const u8 sText_EVO_PreEvo[] = _("{STR_VAR_1}由{STR_VAR_2}进化而来");
|
||||
static const u8 sText_EVO_PreEvo_PE_Mega[] = _("由{STR_VAR_1}携带{STR_VAR_2}超级进化而来");
|
||||
static const u8 sText_EVO_FRIENDSHIP[] = _("高亲密度升级");
|
||||
|
||||
@ -452,10 +452,10 @@ static void PrintInstructionsOnWindow(struct PokemonSpriteVisualizer *data)
|
||||
#endif
|
||||
|
||||
|
||||
u8 textBottom[] = _("背面:\n正面:\n背景:$");
|
||||
u8 textBottomForms[] = _("背面:\n正面:\n背景:\n形态:$");
|
||||
u8 textBottomSubmenuTwo[] = _("背面坐标:\n正面坐标:\n正面高度:");
|
||||
u8 textBottomSubmenuThree[] = _("横坐标:\n纵坐标:\n大小:");
|
||||
u8 textBottom[] = _("背面:\n正面:\n背景:$");
|
||||
u8 textBottomForms[] = _("背面:\n正面:\n背景:\n形态:$");
|
||||
u8 textBottomSubmenuTwo[] = _("背面坐标:\n正面坐标:\n正面高度:");
|
||||
u8 textBottomSubmenuThree[] = _("横坐标:\n纵坐标:\n大小:");
|
||||
u16 species = data->modifyArrows.currValue;
|
||||
|
||||
u8 textL[] = _("{L_BUTTON}");
|
||||
@ -1097,8 +1097,8 @@ static void UpdateYPosOffsetText(struct PokemonSpriteVisualizer *data)
|
||||
{
|
||||
u8 text[34];
|
||||
u8 fontId = 0;
|
||||
u8 textConst[] = _("原数值:");
|
||||
u8 textNew[] = _("新数值:");
|
||||
u8 textConst[] = _("原数值:");
|
||||
u8 textNew[] = _("新数值:");
|
||||
u8 x_const_val = 50;
|
||||
u8 x_new_text = 70;
|
||||
u8 x_new_val = 110;
|
||||
@ -1158,8 +1158,8 @@ static void UpdateShadowSettingsText(struct PokemonSpriteVisualizer *data)
|
||||
|
||||
u8 text[16];
|
||||
u8 fontId = 0;
|
||||
u8 textConst[] = _("原数值:");
|
||||
u8 textNew[] = _("新数值:");
|
||||
u8 textConst[] = _("原数值:");
|
||||
u8 textNew[] = _("新数值:");
|
||||
u8 x_const_val = 50;
|
||||
u8 x_new_text = 70;
|
||||
u8 x_new_val = 110;
|
||||
|
||||
@ -1063,7 +1063,7 @@ static const struct StorageMessage sMessages[] =
|
||||
[MSG_CONTINUE_BOX] = {COMPOUND_STRING("要继续对盒子的操作吗?"), MSG_VAR_NONE},
|
||||
[MSG_CAME_BACK] = {COMPOUND_STRING("{DYNAMIC 0}回来了!"), MSG_VAR_MON_NAME_1},
|
||||
[MSG_WORRIED] = {COMPOUND_STRING("它是在担心你吗?"), MSG_VAR_NONE},
|
||||
[MSG_SURPRISE] = {COMPOUND_STRING("…… …… !"), MSG_VAR_NONE},
|
||||
[MSG_SURPRISE] = {COMPOUND_STRING("…… …… !"), MSG_VAR_NONE},
|
||||
[MSG_PLEASE_REMOVE_MAIL] = {COMPOUND_STRING("请取下携带的邮件!"), MSG_VAR_NONE},
|
||||
[MSG_IS_SELECTED2] = {gText_PkmnIsSelected, MSG_VAR_ITEM_NAME},
|
||||
[MSG_GIVE_TO_MON] = {COMPOUND_STRING("要给宝可梦携带吗?"), MSG_VAR_NONE},
|
||||
|
||||
@ -449,12 +449,12 @@ void CB2_FlashNotDetectedScreen(void)
|
||||
InitWindows(textWin);
|
||||
DrawStdFrameWithCustomTileAndPalette(0, TRUE, 0x214, 0xE);
|
||||
static const u8 saveFailedMessage[] =_(
|
||||
"{COLOR RED}发生错误! {COLOR DARK_GRAY}未检测到闪存!\n"
|
||||
"{COLOR RED}发生错误!{COLOR DARK_GRAY}未检测到闪存!\n"
|
||||
"\n"
|
||||
"如果在模拟器上运行,请将存档类型\n"
|
||||
"设置为1Mb/128K,然后重新加载ROM。\n"
|
||||
"\n"
|
||||
"如果在硬件上运行, 那么您的卡带\n"
|
||||
"如果在硬件上运行,那么您的卡带\n"
|
||||
"没有可用的闪存芯片!");
|
||||
SaveFailedScreenTextPrint(saveFailedMessage, 1, 0);
|
||||
TransferPlttBuffer();
|
||||
|
||||
150
src/strings.c
150
src/strings.c
@ -108,7 +108,7 @@ const u8 gText_DexSearchTypeNone[] = _("无");
|
||||
const u8 gText_SelectorArrow[] = _("▶");
|
||||
const u8 gText_EmptySpace[] = _(""); // Unused
|
||||
const u8 gText_WelcomeToHOF[] = _("恭喜登入名人堂!");
|
||||
const u8 gText_HOFDexRating[] = _("已发现的宝可梦:{STR_VAR_1}!\n已捕捉的宝可梦:{STR_VAR_2}!\p小田卷博士的图鉴评价!\p小田卷博士:让我看看……\p");
|
||||
const u8 gText_HOFDexRating[] = _("已发现的宝可梦:{STR_VAR_1}!\n已捕捉的宝可梦:{STR_VAR_2}!\p小田卷博士的图鉴评价!\p小田卷博士:让我看看……\p");
|
||||
const u8 gText_HOFDexSaving[] = _("正在写入记录……\n请勿切断电源。");
|
||||
const u8 gText_HOFCorrupted[] = _("名人堂的数据损坏了。");
|
||||
const u8 gText_HOFNumber[] = _("名人堂 No.{STR_VAR_1}");
|
||||
@ -214,7 +214,7 @@ const u8 gText_ShopSell[] = _("出售");
|
||||
const u8 gText_ShopQuit[] = _("退出");
|
||||
const u8 gText_ThatItemIsSoldOut[] = _("不好意思!\n该商品已售罄!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_SoldOut[] = _("售罄");
|
||||
const u8 gText_InBagVar1[] = _("持有: {STR_VAR_1}");
|
||||
const u8 gText_InBagVar1[] = _("持有:{STR_VAR_1}");
|
||||
const u8 gText_QuitShopping[] = _("结束购物");
|
||||
const u8 gText_Var1CertainlyHowMany[] = _("您要买几个{STR_VAR_1}?");
|
||||
const u8 gText_Var1CertainlyHowMany2[] = _("您要买几个{STR_VAR_1}?");
|
||||
@ -324,26 +324,26 @@ const u8 gText_EnjoyCycling[] = _("让我们享受兜风吧!");
|
||||
const u8 gText_InUseAlready_PM[] = _("这个已经在使用了!");
|
||||
const u8 gText_AlreadyHoldingOne[] = _("{STR_VAR_1}已经携带了\n一个{STR_VAR_2}!");
|
||||
const u8 gText_WhichAppliance[] = _("要购买哪种电器呢?");
|
||||
const u8 gText_NoUse[] = _("不使用。");
|
||||
const u8 gText_Able[] = _("可用");
|
||||
const u8 gText_First_PM[] = _("第一");
|
||||
const u8 gText_Second_PM[] = _("第二");
|
||||
const u8 gText_Third_PM[] = _("第三");
|
||||
const u8 gText_Able2[] = _("可用");
|
||||
const u8 gText_NotAble[] = _("不可用");
|
||||
const u8 gText_Able3[] = _("能学!");
|
||||
const u8 gText_NotAble2[] = _("不能学!");
|
||||
const u8 gText_NoUse[] = _("不能使用");
|
||||
const u8 gText_Able[] = _("能使用!");
|
||||
const u8 gText_First_PM[] = _("1号");
|
||||
const u8 gText_Second_PM[] = _("2号");
|
||||
const u8 gText_Third_PM[] = _("3号");
|
||||
const u8 gText_Able2[] = _("能使用!");
|
||||
const u8 gText_NotAble[] = _("不能使用");
|
||||
const u8 gText_Able3[] = _("能学习!");
|
||||
const u8 gText_NotAble2[] = _("不能学");
|
||||
const u8 gText_Learned[] = _("已学会");
|
||||
const u8 gText_Have[] = _("已有");
|
||||
const u8 gText_DontHave[] = _("没有");
|
||||
const u8 gText_Fourth[] = _("第四");
|
||||
const u8 gText_PkmnCantParticipate[] = _("这只宝可梦不能参加!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_CancelParticipation[] = _("取消参加?");
|
||||
const u8 gText_CancelBattle[] = _("取消战斗?");
|
||||
const u8 gText_ReturnToWaitingRoom[] = _("返回等候大厅吗?");
|
||||
const u8 gText_CancelChallenge[] = _("取消挑战吗?");
|
||||
const u8 gText_EscapeFromHere[] = _("准备从这里脱离并\n返回{STR_VAR_1}吗?");
|
||||
const u8 gText_ReturnToHealingSpot[] = _("准备返回上一个\n在{STR_VAR_1}的回复点吗?");
|
||||
const u8 gText_Fourth[] = _("4号");
|
||||
const u8 gText_PkmnCantParticipate[] = _("这只宝可梦无法参加!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_CancelParticipation[] = _("要取消参加吗?");
|
||||
const u8 gText_CancelBattle[] = _("要取消战斗吗?");
|
||||
const u8 gText_ReturnToWaitingRoom[] = _("要返回等候大厅吗?");
|
||||
const u8 gText_CancelChallenge[] = _("要取消挑战吗?");
|
||||
const u8 gText_EscapeFromHere[] = _("要从这里脱离并\n返回{STR_VAR_1}吗?");
|
||||
const u8 gText_ReturnToHealingSpot[] = _("要返回上一个\n在{STR_VAR_1}的回复点吗?");
|
||||
const u8 gText_PauseUntilPress[] = _("{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gJPText_AreYouSureYouWantToSpinTradeMon[] = _("{STR_VAR_1}を ぐるぐるこうかんに\nだして よろしいですか?");
|
||||
ALIGNED(4) const u8 gText_OnlyPkmnForBattle[] = _("这是你最后1个能\n战斗的宝可梦了!");
|
||||
@ -373,7 +373,7 @@ const u8 gText_Jam[] = _("干扰力");
|
||||
const u8 gText_Status[] = _("状态");
|
||||
const u8 gText_ExpPoints[] = _("经验值");
|
||||
const u8 gText_NextLv[] = _("再升级需");
|
||||
const u8 gText_RibbonsVar1[] = _("奖章数:{STR_VAR_1}");
|
||||
const u8 gText_RibbonsVar1[] = _("奖章数:{STR_VAR_1}");
|
||||
const u8 gText_EmptyString5[] = _("");
|
||||
const u8 gText_Events[] = _("事件"); // Unused
|
||||
const u8 gText_Switch[] = _("换位");
|
||||
@ -526,16 +526,16 @@ const u8 gText_UniqueTagMatch[] = _("唯一类比赛");
|
||||
const u8 gText_ExpertTagMatch[] = _("专家类比赛");
|
||||
const u8 gText_TradeCenter[] = _("交换中心");
|
||||
const u8 gText_Colosseum[] = _("竞技场");
|
||||
const u8 gText_RecordCorner[] = _("联机中心");
|
||||
const u8 gText_RecordCorner[] = _("联机俱乐部");
|
||||
const u8 gText_BerryCrush3[] = _("树果混合");
|
||||
const u8 gText_BattleRules[] = _("对战规则");
|
||||
const u8 gText_JudgeMind[] = _("判定:心");
|
||||
const u8 gText_JudgeSkill[] = _("判定:技");
|
||||
const u8 gText_JudgeBody[] = _("判定:体");
|
||||
const u8 gText_JudgeMind[] = _("判定:心");
|
||||
const u8 gText_JudgeSkill[] = _("判定:技");
|
||||
const u8 gText_JudgeBody[] = _("判定:体");
|
||||
const u8 gText_BasicRules[] = _("基本规则");
|
||||
const u8 gText_SwapPartners[] = _("交换:对象");
|
||||
const u8 gText_SwapNumber[] = _("交换:数量");
|
||||
const u8 gText_SwapNotes[] = _("交换:备注");
|
||||
const u8 gText_SwapPartners[] = _("交换:对象");
|
||||
const u8 gText_SwapNumber[] = _("交换:数量");
|
||||
const u8 gText_SwapNotes[] = _("交换:备注");
|
||||
const u8 gText_BattleBasics[] = _("对战基础");
|
||||
const u8 gText_PokemonNature[] = _("宝可梦性格");
|
||||
const u8 gText_PokemonMoves[] = _("宝可梦招式");
|
||||
@ -546,7 +546,7 @@ const u8 gText_BattleTrainers[] = _("对战训练家");
|
||||
const u8 gText_GoOn[] = _("继续");
|
||||
const u8 gText_Record2[] = _("记录");
|
||||
const u8 gText_Rest[] = _("暂停");
|
||||
const u8 gText_Retire[] = _("退出");
|
||||
const u8 gText_Retire[] = _("结束");
|
||||
const u8 gText_1F[] = _("1F");
|
||||
const u8 gText_2F[] = _("2F");
|
||||
const u8 gText_3F[] = _("3F");
|
||||
@ -563,10 +563,10 @@ const u8 gText_B2F[] = _("B2F");
|
||||
const u8 gText_B3F[] = _("B3F");
|
||||
const u8 gText_B4F[] = _("B4F");
|
||||
const u8 gText_Rooftop[] = _("屋顶");
|
||||
const u8 gText_ElevatorNowOn[] = _("现在:");
|
||||
const u8 gText_ElevatorNowOn[] = _("现在:");
|
||||
const u8 gText_BP[] = _("BP");
|
||||
const u8 gText_RankingHall[] = _("排名大厅");
|
||||
const u8 gText_ExchangeService[] = _("交换服务");
|
||||
const u8 gText_ExchangeService[] = _("兑换服务区");
|
||||
const u8 gText_LilycoveCity[] = _("水静市");
|
||||
const u8 gText_SlateportCity[] = _("凯那市");
|
||||
const u8 gText_Exit[] = _("退出");
|
||||
@ -600,21 +600,21 @@ const u8 gText_TheMailSalutation[] = _("邮件的称呼语"); // Unused
|
||||
const u8 gText_TheBardsSong2[] = _("新歌");
|
||||
const u8 gText_CombineTwoWordsOrPhrases[] = _("请组合2个词语或者短语");
|
||||
const u8 gText_AndMakeATrendySaying[] = _("作为流行语。");
|
||||
const u8 gText_TheTrendySaying[] = _("如你所见,这样的");
|
||||
const u8 gText_IsAsShownOkay[] = _("流行语可以吗?");
|
||||
const u8 gText_TheTrendySaying[] = _("流行语");
|
||||
const u8 gText_IsAsShownOkay[] = _("如上所示,可以吗?");
|
||||
const u8 gText_CombineTwoWordsOrPhrases2[] = _("请组合2个词语或者短语");
|
||||
const u8 gText_ToTeachHerAGoodSaying[] = _("来教她一句好谚语。");
|
||||
const u8 gText_FindWordsWhichFit[] = _("请找出适合形容");
|
||||
const u8 gText_TheTrainersImage[] = _("这个训练家的形象。");
|
||||
const u8 gText_TheImage[] = _("形象:");
|
||||
const u8 gText_TheImage[] = _("形象:");
|
||||
const u8 gText_OutOfTheListedChoices[] = _("在列出的选项之外,");
|
||||
const u8 gText_SelectTheAnswerToTheQuiz[] = _("选择测试的答案!");
|
||||
const u8 gText_AndCreateAQuiz[] = _("并创建一个测试!");
|
||||
const u8 gText_PickAWordOrPhraseAnd[] = _("挑选1个词语或者短语");
|
||||
const u8 gText_SetTheQuizAnswer[] = _("并设置测试的答案");
|
||||
const u8 gText_TheAnswerColon[] = _("答案:");
|
||||
const u8 gText_TheQuizColon[] = _("测试:"); // Unused
|
||||
const u8 gText_ApprenticePhrase[] = _("新手词汇:");
|
||||
const u8 gText_TheAnswerColon[] = _("答案:");
|
||||
const u8 gText_TheQuizColon[] = _("测试:"); // Unused
|
||||
const u8 gText_ApprenticePhrase[] = _("新手词汇:");
|
||||
const u8 gText_QuitEditing[] = _("停止编辑吗?");
|
||||
const u8 gText_StopGivingPkmnMail[] = _("停止给予宝可梦邮件吗?");
|
||||
const u8 gText_AndFillOutTheQuestionnaire[] = _("并找出问卷。");
|
||||
@ -636,9 +636,9 @@ const u8 gText_CreateAQuiz2[] = _("完成一个测试!"); // Unused
|
||||
const u8 gText_SetTheAnswer[] = _("请设置答案!"); // Unused
|
||||
const u8 gText_CancelSelection[] = _("是否取消选择?"); // Unused
|
||||
const u8 gText_Profile[] = _("档案");
|
||||
const u8 gText_AtTheBattlesStart[] = _("在对战开始时:");
|
||||
const u8 gText_UponWinningABattle[] = _("在对战获胜时:");
|
||||
const u8 gText_UponLosingABattle[] = _("在对战输掉时:");
|
||||
const u8 gText_AtTheBattlesStart[] = _("在对战开始时:");
|
||||
const u8 gText_UponWinningABattle[] = _("在对战获胜时:");
|
||||
const u8 gText_UponLosingABattle[] = _("在对战输掉时:");
|
||||
const u8 gText_TheBardsSong[] = _("诗人之歌");
|
||||
const u8 gText_WhatsHipAndHappening[] = _("发生了什么流行的事情?");
|
||||
const u8 gText_Interview[] = _("采访");
|
||||
@ -671,7 +671,7 @@ const u8 gText_Toughness[] = _("强壮度");
|
||||
const u8 gText_WasEnhanced[] = _("增加了!");
|
||||
const u8 gText_NothingChanged[] = _("没有任何变化!");
|
||||
const u8 gText_WontEatAnymore[] = _("不能再吃了……");
|
||||
const u8 gText_SaveFailedCheckingBackup[] = _("记录失败。\n检查备份记录中……请稍等。\n{COLOR RED}“T所需时间:约1分钟”");
|
||||
const u8 gText_SaveFailedCheckingBackup[] = _("记录失败。\n检查备份记录中……请稍等。\n{COLOR RED}“T所需时间:约1分钟”");
|
||||
const u8 gText_BackupMemoryDamaged[] = _("备份记录已被损坏,\n或者内部电量已耗尽。\l您可以继续游戏,但是不能保存记录。");
|
||||
const u8 gText_GamePlayCannotBeContinued[] = _("{COLOR RED}“游戏无法继续,\n正在返回标题画面……”");
|
||||
const u8 gText_CheckCompleted[] = _("检查完毕,\n正在尝试再次写入记录,请稍候。");
|
||||
@ -680,7 +680,7 @@ const u8 gText_SaveCompletePressA[] = _("保存记录完毕。\n{COLOR RED}“
|
||||
const u8 gText_Ferry[] = _("港口");
|
||||
const u8 gText_SecretBase[] = _("秘密基地");
|
||||
const u8 gText_Hideout[] = _("基地");
|
||||
const u8 gText_ResetRTCConfirmCancel[] = _("重置实时时钟吗?\nA: 确认, B: 取消");
|
||||
const u8 gText_ResetRTCConfirmCancel[] = _("重置实时时钟吗?\nA:确认, B:取消");
|
||||
const u8 gText_PresentTime[] = _("当前游戏中的时间");
|
||||
const u8 gText_PreviousTime[] = _("以前游戏中的时间");
|
||||
const u8 gText_PleaseResetTime[] = _("请重置时间。");
|
||||
@ -822,9 +822,9 @@ ALIGNED(4) const u8 gText_1DotF700[] = _("1. {DYNAMIC 0}");
|
||||
ALIGNED(4) const u8 gText_SpaceTimes2[] = _("次");
|
||||
ALIGNED(4) const u8 gText_XDotY[] = _("{STR_VAR_1}.{STR_VAR_2}");
|
||||
ALIGNED(4) const u8 gText_Var1Berry[] = _("{STR_VAR_1}个树果");
|
||||
ALIGNED(4) const u8 gText_TimeColon[] = _("时间:");
|
||||
ALIGNED(4) const u8 gText_PressingSpeed[] = _("按键速度:");
|
||||
ALIGNED(4) const u8 gText_Silkiness[] = _("圆滑度:");
|
||||
ALIGNED(4) const u8 gText_TimeColon[] = _("时间:");
|
||||
ALIGNED(4) const u8 gText_PressingSpeed[] = _("按键速度:");
|
||||
ALIGNED(4) const u8 gText_Silkiness[] = _("圆滑度:");
|
||||
ALIGNED(4) const u8 gText_StrVar1[] = _("{STR_VAR_1}");
|
||||
ALIGNED(4) const u8 gText_SpaceMin[] = _("分");
|
||||
ALIGNED(4) const u8 gText_XDotY2[] = _("{STR_VAR_1}.{STR_VAR_2}");
|
||||
@ -847,7 +847,7 @@ const u8 gText_UnusedCancel[] = _("取消"); // Unused
|
||||
const u8 gText_EmptyString7[] = _("");
|
||||
const u8 gText_CheckFrontierMap[] = _("查看对战开拓区地图。");
|
||||
const u8 gText_CheckTrainerCard[] = _("查看训练家卡。");
|
||||
const u8 gText_ViewRecordedBattle[] = _("重播对战过程。");
|
||||
const u8 gText_ViewRecordedBattle[] = _("回放记录的对战。");
|
||||
const u8 gText_PutAwayFrontierPass[] = _("放好开拓通行证。");
|
||||
const u8 gText_CurrentBattlePoints[] = _("当前的对战点数。");
|
||||
const u8 gText_CollectedSymbols[] = _("已收集的象征。");
|
||||
@ -875,9 +875,9 @@ const u8 gText_BattlePikeDesc[] = _("从三条路中选择一条去对战吧!\
|
||||
const u8 gText_BattlePyramidDesc[] = _("在探险中瞄准塔顶吧!\n这里将会考验您的勇气。");
|
||||
const u8 gText_Powder[] = _("粉末");
|
||||
const u8 gText_BerryPickingRecords[] = _("嘟嘟利摘树果记录");
|
||||
const u8 gText_BerriesPicked[] = _("摘得树果:");
|
||||
const u8 gText_BestScore[] = _("最高得分:");
|
||||
const u8 gText_BerriesInRowFivePlayers[] = _("树果被五位玩家挑选\n放到一起:");
|
||||
const u8 gText_BerriesPicked[] = _("摘得树果:");
|
||||
const u8 gText_BestScore[] = _("最高得分:");
|
||||
const u8 gText_BerriesInRowFivePlayers[] = _("树果被五位玩家挑选\n放到一起:");
|
||||
const u8 gText_BerryPickingResults[] = _("公布摘树果成绩!");
|
||||
const u8 gText_10P30P50P50P[] = _("{CLEAR_TO 0x03}10P{CLEAR_TO 0x2B}30P{CLEAR_TO 0x53}50P{CLEAR_TO 0x77}{EMOJI_MINUS}50P");
|
||||
const u8 gText_AnnouncingRankings[] = _("宣布名次!");
|
||||
@ -897,9 +897,9 @@ const u8 gText_CommunicationStandby3[] = _("等待连接中……");
|
||||
const u8 gText_SpacePoints2[] = _("点数");
|
||||
const u8 gText_SpaceTimes3[] = _("次");
|
||||
const u8 gText_PkmnJumpRecords[] = _("宝可梦跳绳记录");
|
||||
const u8 gText_JumpsInARow[] = _("连续跳跃:");
|
||||
const u8 gText_BestScore2[] = _("最高分:");
|
||||
const u8 gText_ExcellentsInARow[] = _("连续优秀:");
|
||||
const u8 gText_JumpsInARow[] = _("连续跳跃:");
|
||||
const u8 gText_BestScore2[] = _("最高分:");
|
||||
const u8 gText_ExcellentsInARow[] = _("连续优秀:");
|
||||
const u8 gText_AwesomeWonF701F700[] = _("了不起的得分!\n你赢得了{DYNAMIC 1} {DYNAMIC 0}!");
|
||||
const u8 gText_FilledStorageSpace2[] = _("存储空间已经满了。");
|
||||
const u8 gText_CantHoldMore[] = _("你不能携带更多了!");
|
||||
@ -945,27 +945,27 @@ const u8 gText_BattleSwapDoubleResults[] = _("{PLAYER}的交换式对战双打
|
||||
const u8 gText_BattleQuestResults[] = _("{PLAYER}的探索式对战成绩");
|
||||
const u8 gText_Lv502[] = _("Lv. 50级");
|
||||
const u8 gText_OpenLv[] = _("自由等级");
|
||||
const u8 gText_WinStreak[] = _("连胜: {STR_VAR_1}");
|
||||
const u8 gText_WinStreak[] = _("连胜:{STR_VAR_1}");
|
||||
const u8 gText_Current[] = _("当前");
|
||||
const u8 gText_Record[] = _("最高");
|
||||
const u8 gText_Prev[] = _("上次");
|
||||
const u8 gText_RentalSwap[] = _("租用/交换");
|
||||
const u8 gText_Total[] = _("累计");
|
||||
const u8 gText_ClearStreak[] = _("连胜场次:{STR_VAR_1}");
|
||||
const u8 gText_Championships[] = _("获得冠军:{STR_VAR_1}");
|
||||
const u8 gText_RoomsCleared[] = _("通过房间:{STR_VAR_1}");
|
||||
const u8 gText_TimesCleared[] = _("通过次数:{STR_VAR_1}");
|
||||
const u8 gText_KOsInARow[] = _("连续击倒:{STR_VAR_1}");
|
||||
const u8 gText_TimesVar1[] = _("次数:{STR_VAR_1}");
|
||||
const u8 gText_FloorsCleared[] = _("通过层数:{STR_VAR_1}");
|
||||
const u8 gText_ClearStreak[] = _("连胜场次:{STR_VAR_1}");
|
||||
const u8 gText_Championships[] = _("获得冠军:{STR_VAR_1}");
|
||||
const u8 gText_RoomsCleared[] = _("通过房间:{STR_VAR_1}");
|
||||
const u8 gText_TimesCleared[] = _("通过次数:{STR_VAR_1}");
|
||||
const u8 gText_KOsInARow[] = _("连续击倒:{STR_VAR_1}");
|
||||
const u8 gText_TimesVar1[] = _("次数:{STR_VAR_1}");
|
||||
const u8 gText_FloorsCleared[] = _("通过层数:{STR_VAR_1}");
|
||||
|
||||
ALIGNED(4) const u8 gText_RecordsLv50[] = _("Lv. 50级");
|
||||
ALIGNED(4) const u8 gText_RecordsOpenLevel[] = _("自由等级");
|
||||
ALIGNED(4) const u8 gText_FrontierFacilityWinStreak[] = _("连胜:{STR_VAR_2}");
|
||||
ALIGNED(4) const u8 gText_FrontierFacilityClearStreak[] = _("连续过关:{STR_VAR_2}");
|
||||
ALIGNED(4) const u8 gText_FrontierFacilityRoomsCleared[] = _("通过房间:{STR_VAR_2}");
|
||||
ALIGNED(4) const u8 gText_FrontierFacilityKOsStreak[] = _("连续击败:{STR_VAR_2}");
|
||||
ALIGNED(4) const u8 gText_FrontierFacilityFloorsCleared[] = _("通过楼层:{STR_VAR_2}");
|
||||
ALIGNED(4) const u8 gText_FrontierFacilityWinStreak[] = _("连胜:{STR_VAR_2}");
|
||||
ALIGNED(4) const u8 gText_FrontierFacilityClearStreak[] = _("连续过关:{STR_VAR_2}");
|
||||
ALIGNED(4) const u8 gText_FrontierFacilityRoomsCleared[] = _("通过房间:{STR_VAR_2}");
|
||||
ALIGNED(4) const u8 gText_FrontierFacilityKOsStreak[] = _("连续击败:{STR_VAR_2}");
|
||||
ALIGNED(4) const u8 gText_FrontierFacilityFloorsCleared[] = _("通过楼层:{STR_VAR_2}");
|
||||
ALIGNED(4) const u8 gText_123Dot[][3] = {_("1."), _("2."), _("3.")};
|
||||
|
||||
const u8 gText_SavingDontTurnOff2[] = _("正在写入记录……\n请勿切断电源。");
|
||||
@ -1010,7 +1010,7 @@ const u8 gText_Day[] = _("天");
|
||||
const u8 gText_Colon3[] = _(":");
|
||||
const u8 gText_Confirm2[] = _("确定");
|
||||
const u8 gText_Days[] = _("天"); // Unused
|
||||
const u8 gText_TimeColon2[] = _("时间:"); // Unused
|
||||
const u8 gText_TimeColon2[] = _("时间:"); // Unused
|
||||
const u8 gText_GameTime[] = _("游戏时间"); // Unused
|
||||
const u8 gText_RTCTime[] = _("时钟时间"); // Unused
|
||||
const u8 gText_UpdatedTime[] = _("更新时间"); // Unused
|
||||
@ -1035,8 +1035,8 @@ const u8 gText_Floor5[] = _("5F");
|
||||
const u8 gText_Floor6[] = _("6F");
|
||||
const u8 gText_Floor7[] = _("7F");
|
||||
const u8 gText_Peak[] = _("天台");
|
||||
const u8 gText_LinkStandby2[] = _("连接待机……\n…… B键:取消");
|
||||
const u8 gText_PressAToLoadEvent[] = _("请按A键加载事件。\n…… B键:取消");
|
||||
const u8 gText_LinkStandby2[] = _("连接待机……\n…… B键:取消");
|
||||
const u8 gText_PressAToLoadEvent[] = _("请按A键加载事件。\n…… B键:取消");
|
||||
const u8 gText_LoadingEvent[] = _("加载事件中……");
|
||||
const u8 gText_DontRemoveCableTurnOff[] = _("请不要拔除GBA连接线。\n请不要关闭电源。");
|
||||
const u8 gText_EventSafelyLoaded[] = _("事件已成功加载。");
|
||||
@ -1045,7 +1045,7 @@ const u8 gJPText_Player[] = _("玩家"); // Unused
|
||||
const u8 gJPText_Sama[] = _("さま"); // Unused
|
||||
const u8 gText_DexHoenn[] = _("丰缘");
|
||||
const u8 gText_DexNational[] = _("全国");
|
||||
const u8 gText_PokedexDiploma[] = _("玩家:{CLEAR 0x10}{COLOR RED}{SHADOW LIGHT_RED}{PLAYER}{COLOR DARK_GRAY}{SHADOW LIGHT_GRAY}\n\n此证书证明\n你已经成功完成了\n你的{STR_VAR_1}宝可梦图鉴\n\n{CLEAR_TO 0x42}{COLOR RED}{SHADOW LIGHT_RED}GAME FREAK");
|
||||
const u8 gText_PokedexDiploma[] = _("玩家:{CLEAR 0x10}{COLOR RED}{SHADOW LIGHT_RED}{PLAYER}{COLOR DARK_GRAY}{SHADOW LIGHT_GRAY}\n\n此证书证明\n你已经成功完成了\n你的{STR_VAR_1}宝可梦图鉴\n\n{CLEAR_TO 0x42}{COLOR RED}{SHADOW LIGHT_RED}GAME FREAK");
|
||||
const u8 gJPText_GameFreak[] = _("{COLOR RED}{SHADOW LIGHT_RED}ゲ-ムフリ-ク"); // Unused
|
||||
const u8 gText_DiplomaEmpty[] = _("{COLOR RED}{SHADOW LIGHT_RED}"); // Unused
|
||||
const u8 gText_Hoenn[] = _("丰缘");
|
||||
@ -1133,10 +1133,10 @@ const u8 gText_SavingBadges[] = _("徽章");
|
||||
const u8 gText_SavingPokedex[] = _("图鉴");
|
||||
const u8 gText_SavingTime[] = _("冒险时间");
|
||||
const u8 gText_WirelessCommStatus[] = _("无线连接状态");
|
||||
const u8 gText_PeopleTrading[] = _("在交换的人们:");
|
||||
const u8 gText_PeopleBattling[] = _("在对战的人们:");
|
||||
const u8 gText_PeopleInUnionRoom[] = _("联合房间中的人们:");
|
||||
const u8 gText_PeopleCommunicating[] = _("交流中的人们:");
|
||||
const u8 gText_PeopleTrading[] = _("在交换的人们:");
|
||||
const u8 gText_PeopleBattling[] = _("在对战的人们:");
|
||||
const u8 gText_PeopleInUnionRoom[] = _("联合房间中的人们:");
|
||||
const u8 gText_PeopleCommunicating[] = _("交流中的人们:");
|
||||
const u8 gText_F700Players[] = _("{DYNAMIC 0}名玩家");
|
||||
const u8 gText_F701Players[] = _("{DYNAMIC 1}名玩家");
|
||||
const u8 gText_F702Players[] = _("{DYNAMIC 2}名玩家");
|
||||
@ -1165,7 +1165,7 @@ ALIGNED(4) const u8 gText_DontHaveCardNewOneInput[] = _("您现在没有神秘
|
||||
ALIGNED(4) const u8 gText_DontHaveNewsNewOneInput[] = _("您没有任何神秘新闻,\n所以您将会收到新的新闻。");
|
||||
ALIGNED(4) const u8 gText_WhereShouldCardBeAccessed[] = _("您希望从哪里获取\n神秘卡片?");
|
||||
ALIGNED(4) const u8 gText_WhereShouldNewsBeAccessed[] = _("您希望在哪里察看\n神秘新闻?");
|
||||
ALIGNED(4) const u8 gText_CommunicationStandbyBButtonCancel[] = _("正在等待连接……\nB键:取消"); // Unused
|
||||
ALIGNED(4) const u8 gText_CommunicationStandbyBButtonCancel[] = _("正在等待连接……\nB键:取消"); // Unused
|
||||
ALIGNED(4) const u8 gText_Communicating[] = _("连接中……");
|
||||
ALIGNED(4) const u8 gText_CommunicationCompleted[] = _("连接完成。");
|
||||
ALIGNED(4) const u8 gText_CommunicationError[] = _("连接错误。");
|
||||
@ -1210,11 +1210,11 @@ ALIGNED(4) const u8 gText_MysteryGift[] = _("神秘礼物");
|
||||
ALIGNED(4) const u8 gText_PickOKExit[] = _("{DPAD_UPDOWN}选择 {A_BUTTON}确认 {B_BUTTON}退出");
|
||||
ALIGNED(4) const u8 gText_PickOKCancel[] = _("{DPAD_UPDOWN}选择 {A_BUTTON}确认 {B_BUTTON}取消");
|
||||
const u8 gText_PlayersBattleResults[] = _("{PLAYER}的对战成绩");
|
||||
const u8 gText_TotalRecordWLD[] = _("总战绩 胜:{STR_VAR_1} 负:{STR_VAR_2} 平:{STR_VAR_3}");
|
||||
const u8 gText_TotalRecordWLD[] = _("总战绩 胜:{STR_VAR_1} 负:{STR_VAR_2} 平:{STR_VAR_3}");
|
||||
const u8 gText_WinLoseDraw[] = _("{CLEAR_TO 0x53}胜{CLEAR_TO 0x80}负{CLEAR_TO 0xB0}平");
|
||||
const u8 gText_CommunicationStandby5[] = _("等待连接中……");
|
||||
const u8 gText_QuitTheGame[] = _("退出游戏?");
|
||||
const u8 gText_YouveGot9999Coins[] = _("你已经有9,999枚代币。");
|
||||
const u8 gText_YouveGot9999Coins[] = _("你已经有9999枚代币。");
|
||||
const u8 gText_YouveRunOutOfCoins[] = _("你用光了所有的代币。\n游戏结束!");
|
||||
const u8 gText_YouDontHaveThreeCoins[] = _("你没有3枚代币。");
|
||||
const u8 gText_ReelTimeHelp[] = _("奖励时间\n属于你的高光时刻来了!\n持续期间内,机器转动速度\n将逐渐减缓。瞄准目标吧!\n轮数耗尽或中超级大奖后,\n奖励时间将会结束。");
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user