汉化本次expansion更新后新增的未汉化文本

This commit is contained in:
RoamerX 2025-05-27 22:58:30 +08:00
parent 466111cbf2
commit 65afe8db21
3 changed files with 173 additions and 176 deletions

View File

@ -67,4 +67,3 @@ Roulette_Text_YouDontHaveACoinCase::
Roulette_Text_CoinCaseIsFull::
.string "代币盒满了!\n"
.string "请去兑换奖品!$"
//TODO 汉化

View File

@ -638,7 +638,7 @@ const u8 *const gBattleStringsTable[BATTLESTRINGS_COUNT] =
[STRINGID_STEALTHROCKDMG] = COMPOUND_STRING("尖锐的岩石扎进了\n{B_SCR_NAME_WITH_PREFIX2}的体内!"),
[STRINGID_TOXICSPIKESABSORBED] = COMPOUND_STRING("{B_SCR_TEAM2}脚下的\n毒菱消失不见了!"),
[STRINGID_TOXICSPIKESPOISONED] = COMPOUND_STRING("{B_SCR_NAME_WITH_PREFIX}中毒了!"),
[STRINGID_TOXICSPIKESBADLYPOISONED] = COMPOUND_STRING("{B_SCR_NAME_WITH_PREFIX} was badly poisoned!"),//todo汉化
[STRINGID_TOXICSPIKESBADLYPOISONED] = COMPOUND_STRING("{B_SCR_NAME_WITH_PREFIX}中剧毒了!"),
[STRINGID_STICKYWEBSWITCHIN] = COMPOUND_STRING("{B_SCR_NAME_WITH_PREFIX}\n被黏黏网粘住了!"),
[STRINGID_HEALINGWISHCAMETRUE] = COMPOUND_STRING("治愈之愿\n在{B_ATK_NAME_WITH_PREFIX2}身上实现了!"),
[STRINGID_HEALINGWISHHEALED] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}的\n体力回复了!"),

View File

@ -105,12 +105,12 @@ static const u8 sFeintDescription[] = _(
"对手。解除其守护效果。");
static const u8 sProtectDescription[] = _(
"Evades attack, but may fail\n"
"if used in succession.");
"完全抵挡对手的攻击。\n"
"连续使出则容易失败。");
static const u8 sGMaxOneBlowDescription[] = _(
"G-max Urshifu attack.\n"
"Ignores Max Guard.");
"超极巨化武道熊师的攻击,\n"
"是能无视极巨防壁的一击。");
const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
@ -20968,13 +20968,12 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
},
// Z-Moves
//todo汉化
[MOVE_BREAKNECK_BLITZ] =
{
.name = COMPOUND_STRING("究极无敌大冲撞"),
.description = COMPOUND_STRING(
"Builds momentum and crashes\n"
"into the foe. Power varies."),
"以Z力量猛烈地全力撞击。\n"
"威力会根据原本招式而改变。"),
.effect = EFFECT_HIT,
.power = 1,
.type = TYPE_NORMAL,
@ -20989,8 +20988,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("全力无双激烈拳"),
.description = COMPOUND_STRING(
"Rams an energy orb into\n"
"the target. Power varies."),
"以Z力量制造能量弹撞击。\n"
"威力会根据原本招式而改变。"),
.effect = EFFECT_HIT,
.power = 1,
.type = TYPE_FIGHTING,
@ -21005,8 +21004,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("极速俯冲轰烈撞"),
.description = COMPOUND_STRING(
"Soars up and plummets toward\n"
"the target. Power varies."),
"以Z力量飞向天空后落下。\n"
"威力会根据原本招式而改变。"),
.effect = EFFECT_HIT,
.power = 1,
.type = TYPE_FLYING,
@ -21021,8 +21020,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("强酸剧毒灭绝雨"),
.description = COMPOUND_STRING(
"Sinks the target in a poison\n"
"swamp. Power varies."),
"以Z力量涌起毒沼淹没对手。\n"
"威力会根据原本招式而改变。"),
.effect = EFFECT_HIT,
.power = 1,
.type = TYPE_POISON,
@ -21037,8 +21036,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("地隆啸天大终结"),
.description = COMPOUND_STRING(
"Burrows deep and slams into\n"
"the target. Power varies."),
"以Z力量潜入地下后撞击。\n"
"威力会根据原本招式而改变。"),
.effect = EFFECT_HIT,
.power = 1,
.type = TYPE_GROUND,
@ -21054,8 +21053,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("毁天灭地巨岩坠"),
.description = COMPOUND_STRING(
"Drops a huge rock mountain\n"
"on the foe. Power varies."),
"以Z力量召唤出岩山撞击。\n"
"威力会根据原本招式而改变。"),
.effect = EFFECT_HIT,
.power = 1,
.type = TYPE_ROCK,
@ -21070,8 +21069,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("绝对捕食回旋斩"),
.description = COMPOUND_STRING(
"Spits threads of silk to\n"
"bind the foe. Power varies."),
"以Z力量用丝线束缚对手。\n"
"威力会根据原本招式而改变。"),
.effect = EFFECT_HIT,
.power = 1,
.type = TYPE_BUG,
@ -21086,8 +21085,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("无尽暗夜之诱惑"),
.description = COMPOUND_STRING(
"Deep-seated grudges trap\n"
"the target. Power varies."),
"以Z力量召唤强烈怨念降临。\n"
"威力会根据原本招式而改变。"),
.effect = EFFECT_HIT,
.power = 1,
.type = TYPE_GHOST,
@ -21102,8 +21101,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("超绝螺旋连击"),
.description = COMPOUND_STRING(
"Spins very fast and rams\n"
"the target. Power varies."),
"以Z力量高速旋转撞向对手。\n"
"威力会根据原本招式而改变。"),
.effect = EFFECT_HIT,
.power = 1,
.type = TYPE_STEEL,
@ -21118,8 +21117,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("超强极限爆焰弹"),
.description = COMPOUND_STRING(
"Breathes intense fire at\n"
"the target. Power varies."),
"以Z力量喷出熊熊烈火撞击。\n"
"威力会根据原本招式而改变。"),
.effect = EFFECT_HIT,
.power = 1,
.type = TYPE_FIRE,
@ -21134,8 +21133,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("超级水流大漩涡"),
.description = COMPOUND_STRING(
"A huge whirlpool swallows\n"
"the target. Power varies."),
"以Z力量制造潮旋吞没对手。\n"
"威力会根据原本招式而改变。"),
.effect = EFFECT_HIT,
.power = 1,
.type = TYPE_WATER,
@ -21150,8 +21149,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("绚烂缤纷花怒放"),
.description = COMPOUND_STRING(
"Uses plant energy to attack\n"
"the target. Power varies."),
"以Z力量借助花草力量攻击。\n"
"威力会根据原本招式而改变。"),
.effect = EFFECT_HIT,
.power = 1,
.type = TYPE_GRASS,
@ -21166,8 +21165,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("终极伏特狂雷闪"),
.description = COMPOUND_STRING(
"Hits the foe with powerful\n"
"electricity. Power varies."),
"以Z力量积蓄强大电流撞击。\n"
"威力会根据原本招式而改变。"),
.effect = EFFECT_HIT,
.power = 1,
.type = TYPE_ELECTRIC,
@ -21182,8 +21181,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("至高精神破坏波"),
.description = COMPOUND_STRING(
"Controls the target to\n"
"hurt it. Power varies."),
"以Z力量操纵对手使其痛苦。\n"
"威力会根据原本招式而改变。"),
.effect = EFFECT_HIT,
.power = 1,
.type = TYPE_PSYCHIC,
@ -21198,8 +21197,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("激狂大地万里冰"),
.description = COMPOUND_STRING(
"Drops the temp and freezes\n"
"the target. Power varies."),
"以Z力量急速降温冰冻对手。\n"
"威力会根据原本招式而改变。"),
.effect = EFFECT_HIT,
.power = 1,
.type = TYPE_ICE,
@ -21214,8 +21213,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("究极巨龙震天地"),
.description = COMPOUND_STRING(
"Develops aura and attacks\n"
"the target. Power varies."),
"以Z力量将气场实体化袭击。\n"
"威力会根据原本招式而改变。"),
.effect = EFFECT_HIT,
.power = 1,
.type = TYPE_DRAGON,
@ -21230,8 +21229,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("黑洞吞噬万物灭"),
.description = COMPOUND_STRING(
"Sucks the target into dark\n"
"energy. Power varies."),
"以Z力量收集能量吸入对手。\n"
"威力会根据原本招式而改变。"),
.effect = EFFECT_HIT,
.power = 1,
.type = TYPE_DARK,
@ -21246,8 +21245,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("可爱星星飞天撞"),
.description = COMPOUND_STRING(
"Toys with the target in a\n"
"charming space. Power varies."),
"以Z力量制造魅惑空间魅惑。\n"
"威力会根据原本招式而改变。"),
.effect = EFFECT_HIT,
.power = 1,
.type = TYPE_FAIRY,
@ -21262,8 +21261,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("皮卡皮卡必杀击"),
.description = COMPOUND_STRING(
"Pikachu uses the max amount\n"
"of electricity and pounces."),
"皮卡丘以Z力量覆盖最强\n"
"电力全力扑向对手。"),
.effect = EFFECT_HIT,
.power = 210,
.type = TYPE_ELECTRIC,
@ -21278,8 +21277,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("千万伏特"),
.description = COMPOUND_STRING(
"Cap Pikachu unleashes jolt.\n"
"High critical-hit ratio."),
"戴帽子的皮卡丘以Z力量增强\n"
"电击后释放。容易击中要害。"),
.effect = EFFECT_HIT,
.power = 195,
.type = TYPE_ELECTRIC,
@ -21295,8 +21294,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("驾雷驭电戏冲浪"),
.description = COMPOUND_STRING(
"Alolan Raichu attacks with\n"
"full force. Causes paralysis."),
"阿罗拉雷丘以Z力量全力攻击\n"
"并让对手陷入麻痹状态。"),
.effect = EFFECT_HIT,
.power = 175,
.type = TYPE_ELECTRIC,
@ -21315,8 +21314,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("九彩升华齐聚顶"),
.description = COMPOUND_STRING(
"Eevee gets energy from\n"
"its friends. Boosts stats."),
"伊布通过Z力量借助进化后\n"
"伙伴的力量,大幅提高能力。"),
.effect = EFFECT_EXTREME_EVOBOOST,
.power = 0,
.type = TYPE_NORMAL,
@ -21331,8 +21330,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("认真起来大爆击"),
.description = COMPOUND_STRING(
"Snorlax energetically moves\n"
"and attacks with full force."),
"以Z力量使认真起来的卡比兽\n"
"跃动巨大身躯全力袭击对手。"),
.effect = EFFECT_HIT,
.power = 210,
.type = TYPE_NORMAL,
@ -21347,8 +21346,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("起源超新星大爆炸"),
.description = COMPOUND_STRING(
"Mew attacks with full force.\n"
"Psychically charges terrain."),
"梦幻以Z力量全力攻击对手\n"
"脚下会变成精神场地。"),
.effect = EFFECT_HIT_SET_REMOVE_TERRAIN,
.power = 185,
.type = TYPE_PSYCHIC,
@ -21364,8 +21363,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("遮天蔽日暗影箭"),
.description = COMPOUND_STRING(
"Decidueye shoots countless\n"
"arrows with full force."),
"狙射树枭以Z力量制造出无数\n"
"箭射穿对手进行攻击。"),
.effect = EFFECT_HIT,
.power = 180,
.type = TYPE_GHOST,
@ -21380,8 +21379,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("极恶飞跃粉碎击"),
.description = COMPOUND_STRING(
"Incineroar crashes into\n"
"the target with full force."),
"炽焰咆哮虎以Z力量强化肉体\n"
"全力撞向对手进行攻击。"),
.effect = EFFECT_HIT,
.power = 180,
.type = TYPE_DARK,
@ -21396,8 +21395,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("海神庄严交响乐"),
.description = COMPOUND_STRING(
"Primarina summons a massive\n"
"amount of water at the foe."),
"西狮海壬召唤出大量水\n"
"全力攻击对手。"),
.effect = EFFECT_HIT,
.power = 195,
.type = TYPE_WATER,
@ -21412,8 +21411,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("狼啸石牙飓风暴"),
.description = COMPOUND_STRING(
"Lycanroc attacks with full\n"
"force. Removes all terrain."),
"鬃岩狼人以Z力量全力进行\n"
"攻击。而且会消除场地状态。"),
.effect = EFFECT_HIT_SET_REMOVE_TERRAIN,
.power = 190,
.type = TYPE_ROCK,
@ -21429,8 +21428,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("亲密无间大乱揍"),
.description = COMPOUND_STRING(
"Mimikyu punches the target\n"
"with full force."),
"谜拟丘以Z力量全力\n"
"进行乱揍攻击。"),
.effect = EFFECT_HIT,
.power = 190,
.type = TYPE_FAIRY,
@ -21445,8 +21444,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("炽魂热舞烈音爆"),
.description = COMPOUND_STRING(
"Kommo-o attacks with full\n"
"force. Boosts all stats."),
"杖尾鳞甲龙以Z力量全力攻击\n"
"对手。并会提高自身的能力。"),
.effect = EFFECT_HIT,
.power = 185,
.type = TYPE_DRAGON,
@ -21468,8 +21467,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("巨人卫士阿罗拉"),
.description = COMPOUND_STRING(
"The Land Spirit Pokémon\n"
"greatly reduces the foe's HP."),
"土地神宝可梦以Z力量攻击。\n"
"对手的剩余HP会减少很多。"),
.effect = EFFECT_GUARDIAN_OF_ALOLA,
.power = 1,
.type = TYPE_FAIRY,
@ -21484,8 +21483,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("日光回旋下苍穹"),
.description = COMPOUND_STRING(
"Solgaleo attacks with full\n"
"force. Ignores abilities."),
"索尔迦雷欧以Z力量全力攻击\n"
"可以无视对手的特性效果。"),
.effect = EFFECT_HIT,
.power = 200,
.type = TYPE_STEEL,
@ -21501,8 +21500,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("月华飞溅落灵霄"),
.description = COMPOUND_STRING(
"Lunala attacks with full\n"
"force. Ignores abilities."),
"露奈雅拉以Z力量全力攻击\n"
"可以无视对手的特性效果。"),
.effect = EFFECT_HIT,
.power = 200,
.type = TYPE_GHOST,
@ -21518,8 +21517,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("焚天灭世炽光爆"),
.description = COMPOUND_STRING(
"Uses Necrozma's highest\n"
"attack. Ignores abilities."),
"奈克洛兹玛会无视对手特性\n"
"以攻击特攻中更高项攻击。"),
.effect = EFFECT_PHOTON_GEYSER,
.power = 200,
.type = TYPE_PSYCHIC,
@ -21535,8 +21534,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("七星夺魂腿"),
.description = COMPOUND_STRING(
"Marshadow punches and\n"
"kicks with full force."),
"玛夏多以Z力量全力使用拳脚\n"
"的连续招式叩打对手。"),
.effect = EFFECT_HIT,
.power = 195,
.type = TYPE_GHOST,
@ -21567,8 +21566,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("极巨火爆"),
.description = COMPOUND_STRING(
"Fire Dynamax attack.\n"
"Intensifies sun for 5 turns."),
"极巨化宝可梦的火属性攻击。\n"
"在5回合内让日照变得强烈。"),
.effect = EFFECT_MAX_MOVE,
.power = 1,
.type = TYPE_FIRE,
@ -21589,8 +21588,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("极巨虫蛊"),
.description = COMPOUND_STRING(
"Bug Dynamax attack.\n"
"Lowers foe's Sp. Atk stat."),
"极巨化宝可梦的虫属性攻击。\n"
"会降低对手的特攻。"),
.effect = EFFECT_MAX_MOVE,
.power = 1,
.type = TYPE_BUG,
@ -21611,8 +21610,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("极巨闪电"),
.description = COMPOUND_STRING(
"Electric Dynamax attack.\n"
"Turns the terrain electric."),
"极巨化宝可梦的电属性攻击。\n"
"在5回合内生成电气场地。"),
.effect = EFFECT_MAX_MOVE,
.power = 1,
.type = TYPE_ELECTRIC,
@ -21633,8 +21632,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("极巨攻击"),
.description = COMPOUND_STRING(
"Normal Dynamax attack.\n"
"Lowers foe's Speed stat."),
"极巨化宝可梦的一般属性攻\n"
"击。会降低对手的特攻。"),
.effect = EFFECT_MAX_MOVE,
.power = 1,
.type = TYPE_NORMAL,
@ -21655,8 +21654,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("极巨拳斗"),
.description = COMPOUND_STRING(
"Fighting Dynamax attack.\n"
"Boosts ally Attack stats."),
"极巨化宝可梦的格斗属性攻\n"
"击。会提高我方的攻击。"),
.effect = EFFECT_MAX_MOVE,
.power = 1,
.type = TYPE_FIGHTING,
@ -21677,8 +21676,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("极巨幽魂"),
.description = COMPOUND_STRING(
"Ghost Dynamax attack.\n"
"Lowers foe's Defense stat."),
"极巨化宝可梦的幽灵属性攻\n"
"击。会降低对手的特攻。"),
.effect = EFFECT_MAX_MOVE,
.power = 1,
.type = TYPE_GHOST,
@ -21699,8 +21698,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("极巨寒冰"),
.description = COMPOUND_STRING(
"Ice Dynamax attack.\n"
"Summons hail for 5 turns."),
"极巨化宝可梦的冰属性攻击。\n"
"在5回合内会下雪。"),
.effect = EFFECT_MAX_MOVE,
.power = 1,
.type = TYPE_ICE,
@ -21721,8 +21720,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("极巨酸毒"),
.description = COMPOUND_STRING(
"Poison Dynamax attack.\n"
"Boosts ally Sp. Atk stats."),
"极巨化宝可梦的毒属性攻击。\n"
"会提高我方的特攻。"),
.effect = EFFECT_MAX_MOVE,
.power = 1,
.type = TYPE_POISON,
@ -21743,8 +21742,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("极巨水流"),
.description = COMPOUND_STRING(
"Water Dynamax attack.\n"
"Summons rain for 5 turns."),
"极巨化宝可梦的水属性攻击。\n"
"在5回合内降下大雨。"),
.effect = EFFECT_MAX_MOVE,
.power = 1,
.type = TYPE_WATER,
@ -21765,8 +21764,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("极巨飞冲"),
.description = COMPOUND_STRING(
"Flying Dynamax attack.\n"
"Boosts ally Speed stats."),
"极巨化宝可梦的飞行属性攻\n"
"击。会提高我方的速度。"),
.effect = EFFECT_MAX_MOVE,
.power = 1,
.type = TYPE_FLYING,
@ -21787,8 +21786,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("极巨妖精"),
.description = COMPOUND_STRING(
"Fairy Dynamax attack.\n"
"Turns the terrain misty."),
"极巨化宝可梦的妖精属性攻\n"
"击。5回合内生成薄雾场地。"),
.effect = EFFECT_MAX_MOVE,
.power = 1,
.type = TYPE_FAIRY,
@ -21809,8 +21808,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("极巨龙骑"),
.description = COMPOUND_STRING(
"Dragon Dynamax attack.\n"
"Lowers foe's Attack stat."),
"极巨化宝可梦的龙属性攻击。\n"
"会降低对手的攻击。"),
.effect = EFFECT_MAX_MOVE,
.power = 1,
.type = TYPE_DRAGON,
@ -21831,8 +21830,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("极巨超能"),
.description = COMPOUND_STRING(
"Psychic Dynamax attack.\n"
"Turns the terrain psychic."),
"极巨化宝可梦超能力属性攻\n"
"击。5回合内生成超能场地。"),
.effect = EFFECT_MAX_MOVE,
.power = 1,
.type = TYPE_PSYCHIC,
@ -21853,8 +21852,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("极巨岩石"),
.description = COMPOUND_STRING(
"Rock Dynamax attack.\n"
"Summons a sandstorm."),
"极巨化宝可梦的岩石属性攻\n"
"击。在5回合内卷起沙暴。"),
.effect = EFFECT_MAX_MOVE,
.power = 1,
.type = TYPE_ROCK,
@ -21875,8 +21874,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("极巨大地"),
.description = COMPOUND_STRING(
"Ground Dynamax attack.\n"
"Boosts ally Sp. Def stats."),
"极巨化宝可梦的地面属性攻\n"
"击。会提高我方的特防。"),
.effect = EFFECT_MAX_MOVE,
.power = 1,
.type = TYPE_GROUND,
@ -21898,8 +21897,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("极巨恶霸"),
.description = COMPOUND_STRING(
"Dark Dynamax attack.\n"
"Lowers foe's Sp. Def stat."),
"极巨化宝可梦的恶属性攻击。\n"
"会降低对手的特防。"),
.effect = EFFECT_MAX_MOVE,
.power = 1,
.type = TYPE_DARK,
@ -21920,8 +21919,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("极巨草原"),
.description = COMPOUND_STRING(
"Grass Dynamax attack.\n"
"Turns the terrain grassy."),
"极巨化宝可梦的草属性攻击。\n"
"在5回合内生成青草场地。"),
.effect = EFFECT_MAX_MOVE,
.power = 10,
.type = TYPE_GRASS,
@ -21942,8 +21941,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("极巨钢铁"),
.description = COMPOUND_STRING(
"Steel Dynamax attack.\n"
"Boosts ally Defense stats."),
"极巨化宝可梦的钢属性攻击。\n"
"会提高我方的防御。"),
.effect = EFFECT_MAX_MOVE,
.power = 10,
.type = TYPE_STEEL,
@ -21964,8 +21963,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("超极巨灰飞鞭灭"),
.description = COMPOUND_STRING(
"G-max Venusaur attack.\n"
"Damages for 4 turns."), //ANIM TODO
"超极巨化妙蛙花的攻击。\n"
"可在4回合内给予对手伤害。"), //ANIM TODO
.effect = EFFECT_MAX_MOVE,
.power = 10,
.type = TYPE_GRASS,
@ -21986,8 +21985,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("超极巨深渊灭焰"),
.description = COMPOUND_STRING(
"G-max Charizard attack.\n"
"Damages for 4 turns."), //ANIM TODO
"超极巨化喷火龙的攻击。\n"
"可在4回合内给予对手伤害。"), //ANIM TODO
.effect = EFFECT_MAX_MOVE,
.power = 10,
.type = TYPE_FIRE,
@ -22008,8 +22007,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("超极巨水炮轰灭"),
.description = COMPOUND_STRING(
"G-max Blastoise attack.\n"
"Damages for 4 turns."), //ANIM TODO
"超极巨化水箭龟的攻击。\n"
"可在4回合内给予对手伤害。"), //ANIM TODO
.effect = EFFECT_MAX_MOVE,
.power = 10,
.type = TYPE_WATER,
@ -22030,8 +22029,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("超极巨蝶影蛊惑"),
.description = COMPOUND_STRING(
"G-max Butterfree attack.\n"
"Poison, paralysis, or sleep."), //ANIM TODO
"超极巨化巴大蝶的攻击。\n"
"会让对手中毒、麻痹或睡眠。"), //ANIM TODO
.effect = EFFECT_MAX_MOVE,
.power = 10,
.type = TYPE_BUG,
@ -22052,8 +22051,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("超极巨万雷轰顶"),
.description = COMPOUND_STRING(
"G-max Pikachu attack.\n"
"Paralyzes opponents."), //ANIM TODO
"超极巨化皮卡丘的攻击。\n"
"会让对手陷入麻痹状态。"), //ANIM TODO
.effect = EFFECT_MAX_MOVE,
.power = 10,
.type = TYPE_ELECTRIC,
@ -22074,8 +22073,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("超极巨特大金币"),
.description = COMPOUND_STRING(
"G-max Meowth attack.\n"
"Confuses and earns money."), //ANIM TODO
"超极巨化喵喵的攻击。\n"
"会让对手混乱,并获得金钱。"), //ANIM TODO
.effect = EFFECT_MAX_MOVE,
.power = 10,
.type = TYPE_NORMAL,
@ -22096,8 +22095,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("超极巨会心一击"),
.description = COMPOUND_STRING(
"G-max Machamp attack.\n"
"Boosts critical-hit ratio."), //ANIM TODO
"超极巨化怪力的攻击。\n"
"会变得容易击中要害。"), //ANIM TODO
.effect = EFFECT_MAX_MOVE,
.power = 10,
.type = TYPE_FIGHTING,
@ -22118,8 +22117,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("超极巨幻影幽魂"),
.description = COMPOUND_STRING(
"G-max Gengar attack.\n"
"Prevents foes from escaping."), //ANIM TODO
"超极巨化耿鬼的攻击。\n"
"踩住对手影子让其无法替换。"), //ANIM TODO
.effect = EFFECT_MAX_MOVE,
.power = 10,
.type = TYPE_GHOST,
@ -22140,8 +22139,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("超极巨激漩泡涡"),
.description = COMPOUND_STRING(
"G-max Kingler attack.\n"
"Harshly lowers foe's Speed."), //ANIM TODO
"超极巨化巨钳蟹的攻击。\n"
"会大幅降低对手速度。"), //ANIM TODO
.effect = EFFECT_MAX_MOVE,
.power = 10,
.type = TYPE_WATER,
@ -22162,8 +22161,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("超极巨极光旋律"),
.description = COMPOUND_STRING(
"G-max Lapras attack.\n"
"Reduces damage for 5 turns."), //ANIM TODO
"超极巨化拉普拉斯的攻击。\n"
"可在5回合内减弱受到伤害。"), //ANIM TODO
.effect = EFFECT_MAX_MOVE,
.power = 10,
.type = TYPE_ICE,
@ -22184,8 +22183,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("超极巨热情拥抱"),
.description = COMPOUND_STRING(
"G-max Eevee attack.\n"
"Infatuates opponents."), //ANIM TODO
"超极巨化伊布的攻击。\n"
"会让对手陷入着迷状态。"), //ANIM TODO
.effect = EFFECT_MAX_MOVE,
.power = 10,
.type = TYPE_NORMAL,
@ -22206,8 +22205,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("超极巨资源再生"),
.description = COMPOUND_STRING(
"G-max Snorlax attack.\n"
"Restores eaten Berries."), //ANIM TODO
"超极巨化卡比兽的攻击。\n"
"会让吃掉的树果再生。"), //ANIM TODO
.effect = EFFECT_MAX_MOVE,
.power = 10,
.type = TYPE_NORMAL,
@ -22228,8 +22227,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("超极巨臭气冲天"),
.description = COMPOUND_STRING(
"G-max Garbodor attack.\n"
"Poisons opponents."), //ANIM TODO
"超极巨化灰尘山的攻击。\n"
"会让对手陷入中毒状态。"), //ANIM TODO
.effect = EFFECT_MAX_MOVE,
.power = 10,
.type = TYPE_POISON,
@ -22250,8 +22249,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("超极巨液金熔击"),
.description = COMPOUND_STRING(
"G-max Melmetal attack.\n"
"Prevents repeat move use."), //ANIM TODO
"超极巨化美录梅塔的攻击。\n"
"让对手无法连续用相同招式。"), //ANIM TODO
.effect = EFFECT_MAX_MOVE,
.power = 10,
.type = TYPE_STEEL,
@ -22272,8 +22271,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("超极巨狂擂乱打"),
.description = COMPOUND_STRING(
"G-max Rillaboom attack.\n"
"Ignores target's abilities."), //ANIM TODO
"超极巨化轰擂金刚猩的攻击。\n"
"不会受到对手特性干扰。"), //ANIM TODO
.effect = EFFECT_MAX_MOVE,
.power = 10,
.type = TYPE_GRASS,
@ -22295,8 +22294,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("超极巨破阵火球"),
.description = COMPOUND_STRING(
"G-max Cinderace attack.\n"
"Ignores target's abilities."), //ANIM TODO
"超极巨化闪焰王牌的攻击。\n"
"不会受到对手特性干扰。"), //ANIM TODO
.effect = EFFECT_MAX_MOVE,
.power = 10,
.type = TYPE_FIRE,
@ -22318,8 +22317,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("超极巨狙击神射"),
.description = COMPOUND_STRING(
"G-max Inteleon attack.\n"
"Ignores target's abilities."), //ANIM TODO
"超极巨化千面避役的攻击。\n"
"不会受到对手特性干扰。"), //ANIM TODO
.effect = EFFECT_MAX_MOVE,
.power = 10,
.type = TYPE_WATER,
@ -22341,8 +22340,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("超极巨旋风袭卷"),
.description = COMPOUND_STRING(
"G-max Corviknight attack.\n"
"Removes opponent screens."), //ANIM TODO
"超极巨化钢铠鸦的攻击。\n"
"可消除反射壁和光墙。"), //ANIM TODO
.effect = EFFECT_MAX_MOVE,
.power = 10,
.type = TYPE_FLYING,
@ -22363,8 +22362,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("超极巨天道七星"),
.description = COMPOUND_STRING(
"G-max Orbeetle attack.\n"
"Changes gravity for 5 turns."), //ANIM TODO
"超极巨化以欧路普的攻击。\n"
"在5回合内重力会产生变化。"), //ANIM TODO
.effect = EFFECT_MAX_MOVE,
.power = 10,
.type = TYPE_PSYCHIC,
@ -22385,8 +22384,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("超极巨岩阵以待"),
.description = COMPOUND_STRING(
"G-max Drednaw attack.\n"
"Scatters sharp rocks."), //ANIM TODO
"超极巨化暴噬龟的攻击。\n"
"会发射无数锐利岩石。"), //ANIM TODO
.effect = EFFECT_MAX_MOVE,
.power = 10,
.type = TYPE_WATER,
@ -22407,8 +22406,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("超极巨炎石喷发"),
.description = COMPOUND_STRING(
"G-max Coalossal attack.\n"
"Damages for 4 turns."), //ANIM TODO
"超极巨化巨炭山的攻击。\n"
"可在4回合内给予对手伤害。"), //ANIM TODO
.effect = EFFECT_MAX_MOVE,
.power = 10,
.type = TYPE_ROCK,
@ -22429,8 +22428,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("超极巨酸不溜丢"),
.description = COMPOUND_STRING(
"G-max Flapple attack.\n"
"Lowers foe's evasiveness."), //ANIM TODO
"超极巨化苹裹龙的攻击。\n"
"会降低对手闪避率。"), //ANIM TODO
.effect = EFFECT_MAX_MOVE,
.power = 10,
.type = TYPE_GRASS,
@ -22451,8 +22450,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("超极巨琼浆玉液"),
.description = COMPOUND_STRING(
"G-max Appletun attack.\n"
"Heals ally status conditions."), //ANIM TODO
"超极巨化丰蜜龙的攻击。\n"
"会治愈我方异常状态。"), //ANIM TODO
.effect = EFFECT_MAX_MOVE,
.power = 10,
.type = TYPE_GRASS,
@ -22473,8 +22472,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("超极巨沙尘漫天"),
.description = COMPOUND_STRING(
"G-max Sandaconda attack.\n"
"Traps foes in a sandstorm."), //ANIM TODO
"超极巨化沙螺蟒的攻击。\n"
"在4~5回合内会狂刮沙暴。"), //ANIM TODO
.effect = EFFECT_MAX_MOVE,
.power = 10,
.type = TYPE_GROUND,
@ -22495,8 +22494,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("超极巨异毒电场"),
.description = COMPOUND_STRING(
"G-max Toxtricity attack.\n"
"Poisons or paralyzes foes."), //ANIM TODO
"超极巨化颤弦蝾螈的攻击。\n"
"会让对手陷入中毒或麻痹。"), //ANIM TODO
.effect = EFFECT_MAX_MOVE,
.power = 10,
.type = TYPE_ELECTRIC,
@ -22517,8 +22516,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("超极巨百火焚野"),
.description = COMPOUND_STRING(
"G-max Toxtricity attack.\n"
"Traps foes in flames."), //ANIM TODO
"超极巨化焚焰蚣的攻击。\n"
"4~5回合用火焰困住对手。"), //ANIM TODO
.effect = EFFECT_MAX_MOVE,
.power = 10,
.type = TYPE_FIRE,
@ -22539,8 +22538,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("超极巨天谴雷诛"),
.description = COMPOUND_STRING(
"G-max Hatterene attack.\n"
"Confuses opponents."), //ANIM TODO
"超极巨化布莉姆温的攻击。\n"
"会让对手陷入混乱状态。"), //ANIM TODO
.effect = EFFECT_MAX_MOVE,
.power = 10,
.type = TYPE_FAIRY,
@ -22562,8 +22561,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("超极巨睡魔降临"),
.description = COMPOUND_STRING(
"G-max Grimmsnarl attack.\n"
"Lulls foes into sleep."), //ANIM TODO
"超极巨化长毛巨魔的攻击。\n"
"通过哈欠让对手产生睡意。"), //ANIM TODO
.effect = EFFECT_MAX_MOVE,
.power = 10,
.type = TYPE_DARK,
@ -22584,8 +22583,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("超极巨幸福圆满"),
.description = COMPOUND_STRING(
"G-max Alcremie attack.\n"
"Heals ally HP."), //ANIM TODO
"超极巨化霜奶仙的攻击。\n"
"可回复我方HP。"), //ANIM TODO
.effect = EFFECT_MAX_MOVE,
.power = 10,
.type = TYPE_FAIRY,
@ -22606,8 +22605,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("超极巨钢铁阵法"),
.description = COMPOUND_STRING(
"G-max Copperajah attack.\n"
"Scatters sharp spikes."), //ANIM TODO
"超极巨化大王铜象的攻击。\n"
"会发射无数锐利刺。"), //ANIM TODO
.effect = EFFECT_MAX_MOVE,
.power = 10,
.type = TYPE_STEEL,
@ -22628,8 +22627,8 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
{
.name = COMPOUND_STRING("超极巨劣化衰变"),
.description = COMPOUND_STRING(
"G-max Duraludon attack.\n"
"Reduces target's PP."), //ANIM TODO
"超极巨化铝钢龙的攻击。\n"
"可减少对手最后使用招式PP。"), //ANIM TODO
.effect = EFFECT_MAX_MOVE,
.power = 10,
.type = TYPE_DRAGON,
@ -22677,4 +22676,3 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
.battleAnimScript = gBattleAnimMove_GMaxRapidFlow,
},
};
//todo汉化