diff --git a/python_tools/log.txt b/python_tools/log.txt index b8bcd194e6..fee85f55da 100644 --- a/python_tools/log.txt +++ b/python_tools/log.txt @@ -669,3 +669,214 @@ ❌ ITEM_JUBILIFE_MUFFIN 没有单独道具说明,跳过 ❌ ITEM_SWAP_SNACK 没有单独道具说明,跳过 ❌ ITEM_TWICE_SPICED_RADISH 没有单独道具说明,跳过 +❌ 未找到 MOVE_UnkHeightMetric,跳过 +❌ 未找到 MOVE_UnkWeightMetric,跳过 +❌ 未找到 MOVE_ReturnToVar1,跳过 +❌ 未找到 MOVE_SendWhichMonToPC,跳过 +❌ 未找到 MOVE_MenuDexNav,跳过 +❌ 未找到 MOVE_AM,跳过 +❌ 未找到 MOVE_PM,跳过 +❌ 未找到 MOVE_Relearn,跳过 +❌ 未找到 MOVE_Rename,跳过 +❌ 未找到 MOVE_CannotSendMonToBoxHM,跳过 +❌ MOVE_ExpandedPlaceholder_Empty 没有单独技能效果说明,跳过 +❌ MOVE_ExpandedPlaceholder_Kun 没有单独技能效果说明,跳过 +❌ MOVE_ExpandedPlaceholder_Chan 没有单独技能效果说明,跳过 +❌ 未找到 MOVE_UnkHeightMetric,跳过 +❌ 未找到 MOVE_UnkWeightMetric,跳过 +❌ MOVE_DexEmptyString 没有单独技能效果说明,跳过 +❌ MOVE_EmptyString2 没有单独技能效果说明,跳过 +❌ 未找到 MOVE_ReturnToVar1,跳过 +❌ 未找到 MOVE_SendWhichMonToPC,跳过 +❌ MOVE_EmptyString5 没有单独技能效果说明,跳过 +❌ MOVE_Blank 没有单独技能效果说明,跳过 +❌ MOVE_EmptyString6 没有单独技能效果说明,跳过 +❌ MOVE_HealthboxNickname 没有单独技能效果说明,跳过 +❌ MOVE_HealthboxGender_None 没有单独技能效果说明,跳过 +❌ MOVE_EmptyString7 没有单独技能效果说明,跳过 +❌ MOVE_1Colon 没有单独技能效果说明,跳过 +❌ MOVE_FrameTypeNumber 没有单独技能效果说明,跳过 +❌ 未找到 MOVE_MenuDexNav,跳过 +❌ 未找到 MOVE_AM,跳过 +❌ 未找到 MOVE_PM,跳过 +❌ 未找到 MOVE_Relearn,跳过 +❌ 未找到 MOVE_Rename,跳过 +❌ 未找到 MOVE_CannotSendMonToBoxHM,跳过 +❌ MOVE_ExpandedPlaceholder_Empty 没有单独技能效果说明,跳过 +❌ MOVE_ExpandedPlaceholder_Kun 没有单独技能效果说明,跳过 +❌ MOVE_ExpandedPlaceholder_Chan 没有单独技能效果说明,跳过 +❌ 未找到 MOVE_UnkHeightMetric,跳过 +❌ 未找到 MOVE_UnkWeightMetric,跳过 +❌ MOVE_DexEmptyString 没有单独技能效果说明,跳过 +❌ MOVE_EmptyString2 没有单独技能效果说明,跳过 +❌ 未找到 MOVE_ReturnToVar1,跳过 +❌ 未找到 MOVE_SendWhichMonToPC,跳过 +❌ MOVE_EmptyString5 没有单独技能效果说明,跳过 +❌ MOVE_Blank 没有单独技能效果说明,跳过 +❌ MOVE_EmptyString6 没有单独技能效果说明,跳过 +❌ MOVE_HealthboxNickname 没有单独技能效果说明,跳过 +❌ MOVE_HealthboxGender_None 没有单独技能效果说明,跳过 +❌ MOVE_EmptyString7 没有单独技能效果说明,跳过 +❌ MOVE_1Colon 没有单独技能效果说明,跳过 +❌ MOVE_FrameTypeNumber 没有单独技能效果说明,跳过 +❌ 未找到 MOVE_MenuDexNav,跳过 +❌ 未找到 MOVE_AM,跳过 +❌ 未找到 MOVE_PM,跳过 +❌ 未找到 MOVE_Relearn,跳过 +❌ 未找到 MOVE_Rename,跳过 +❌ 未找到 MOVE_CannotSendMonToBoxHM,跳过 +❌ MOVE_ExpandedPlaceholder_Empty 没有单独技能效果说明,跳过 +❌ MOVE_ExpandedPlaceholder_Kun 没有单独技能效果说明,跳过 +❌ MOVE_ExpandedPlaceholder_Chan 没有单独技能效果说明,跳过 +❌ 未找到 MOVE_UnkHeightMetric,跳过 +❌ 未找到 MOVE_UnkWeightMetric,跳过 +❌ MOVE_DexEmptyString 没有单独技能效果说明,跳过 +❌ MOVE_EmptyString2 没有单独技能效果说明,跳过 +❌ 未找到 MOVE_ReturnToVar1,跳过 +❌ 未找到 MOVE_SendWhichMonToPC,跳过 +❌ MOVE_EmptyString5 没有单独技能效果说明,跳过 +❌ MOVE_Blank 没有单独技能效果说明,跳过 +❌ MOVE_EmptyString6 没有单独技能效果说明,跳过 +❌ MOVE_HealthboxNickname 没有单独技能效果说明,跳过 +❌ MOVE_HealthboxGender_None 没有单独技能效果说明,跳过 +❌ MOVE_EmptyString7 没有单独技能效果说明,跳过 +❌ MOVE_1Colon 没有单独技能效果说明,跳过 +❌ MOVE_FrameTypeNumber 没有单独技能效果说明,跳过 +❌ 未找到 MOVE_MenuDexNav,跳过 +❌ 未找到 MOVE_AM,跳过 +❌ 未找到 MOVE_PM,跳过 +❌ 未找到 MOVE_Relearn,跳过 +❌ 未找到 MOVE_Rename,跳过 +❌ 未找到 MOVE_CannotSendMonToBoxHM,跳过 +❌ 未找到 MOVE_UnkHeightMetric,跳过 +❌ 未找到 MOVE_UnkWeightMetric,跳过 +❌ 未找到 MOVE_ReturnToVar1,跳过 +❌ 未找到 MOVE_SendWhichMonToPC,跳过 +❌ 未找到 MOVE_MenuDexNav,跳过 +❌ 未找到 MOVE_AM,跳过 +❌ 未找到 MOVE_PM,跳过 +❌ 未找到 MOVE_Relearn,跳过 +❌ 未找到 MOVE_Rename,跳过 +❌ 未找到 MOVE_CannotSendMonToBoxHM,跳过 +❌ MOVE_ExpandedPlaceholder_Empty 没有单独技能效果说明,跳过 +❌ MOVE_ExpandedPlaceholder_Kun 没有单独技能效果说明,跳过 +❌ MOVE_ExpandedPlaceholder_Chan 没有单独技能效果说明,跳过 +❌ 未找到 MOVE_UnkHeightMetric,跳过 +❌ 未找到 MOVE_UnkWeightMetric,跳过 +❌ MOVE_DexEmptyString 没有单独技能效果说明,跳过 +❌ MOVE_EmptyString2 没有单独技能效果说明,跳过 +❌ 未找到 MOVE_ReturnToVar1,跳过 +❌ 未找到 MOVE_SendWhichMonToPC,跳过 +❌ MOVE_EmptyString5 没有单独技能效果说明,跳过 +❌ MOVE_Blank 没有单独技能效果说明,跳过 +❌ MOVE_EmptyString6 没有单独技能效果说明,跳过 +❌ MOVE_HealthboxNickname 没有单独技能效果说明,跳过 +❌ MOVE_HealthboxGender_None 没有单独技能效果说明,跳过 +❌ MOVE_EmptyString7 没有单独技能效果说明,跳过 +❌ MOVE_1Colon 没有单独技能效果说明,跳过 +❌ MOVE_FrameTypeNumber 没有单独技能效果说明,跳过 +❌ 未找到 MOVE_MenuDexNav,跳过 +❌ MOVE_CommStandbyAwaitingOtherPlayer 没有单独技能效果说明,跳过 +❌ MOVE_BattleWasRefused 没有单独技能效果说明,跳过 +❌ MOVE_RefusedBattle 没有单独技能效果说明,跳过 +❌ MOVE_NoWeather 没有单独技能效果说明,跳过 +❌ MOVE_Sunny 没有单独技能效果说明,跳过 +❌ MOVE_Sunny2 没有单独技能效果说明,跳过 +❌ MOVE_Rain 没有单独技能效果说明,跳过 +❌ MOVE_Snow 没有单独技能效果说明,跳过 +❌ MOVE_Lightning 没有单独技能效果说明,跳过 +❌ MOVE_Fog 没有单独技能效果说明,跳过 +❌ MOVE_VolcanoAsh 没有单独技能效果说明,跳过 +❌ MOVE_Sandstorm 没有单独技能效果说明,跳过 +❌ MOVE_Fog2 没有单独技能效果说明,跳过 +❌ MOVE_Seafloor 没有单独技能效果说明,跳过 +❌ MOVE_Cloudy 没有单独技能效果说明,跳过 +❌ MOVE_Sunny3 没有单独技能效果说明,跳过 +❌ MOVE_HeavyRain 没有单独技能效果说明,跳过 +❌ MOVE_Seafloor2 没有单独技能效果说明,跳过 +❌ MOVE_DelAll 没有单独技能效果说明,跳过 +❌ MOVE_Cancel5 没有单独技能效果说明,跳过 +❌ MOVE_Ok2 没有单独技能效果说明,跳过 +❌ MOVE_Quiz 没有单独技能效果说明,跳过 +❌ MOVE_Answer 没有单独技能效果说明,跳过 +❌ MOVE_PokeBalls 没有单独技能效果说明,跳过 +❌ MOVE_Berry 没有单独技能效果说明,跳过 +❌ MOVE_Berries 没有单独技能效果说明,跳过 +❌ 未找到 MOVE_AM,跳过 +❌ 未找到 MOVE_PM,跳过 +❌ 未找到 MOVE_Relearn,跳过 +❌ 未找到 MOVE_Rename,跳过 +❌ 未找到 MOVE_CannotSendMonToBoxHM,跳过 +❌ 未找到 MOVE_UnkHeightMetric,跳过 +❌ 未找到 MOVE_UnkWeightMetric,跳过 +❌ 未找到 MOVE_ReturnToVar1,跳过 +❌ 未找到 MOVE_SendWhichMonToPC,跳过 +❌ 未找到 MOVE_MenuDexNav,跳过 +❌ 未找到 MOVE_AM,跳过 +❌ 未找到 MOVE_PM,跳过 +❌ 未找到 MOVE_Relearn,跳过 +❌ 未找到 MOVE_Rename,跳过 +❌ 未找到 MOVE_CannotSendMonToBoxHM,跳过 +❌ 未找到 MOVE_UnkHeightMetric,跳过 +❌ 未找到 MOVE_UnkWeightMetric,跳过 +❌ 未找到 MOVE_ReturnToVar1,跳过 +❌ 未找到 MOVE_SendWhichMonToPC,跳过 +❌ 未找到 MOVE_MenuDexNav,跳过 +❌ 未找到 MOVE_AM,跳过 +❌ 未找到 MOVE_PM,跳过 +❌ 未找到 MOVE_Relearn,跳过 +❌ 未找到 MOVE_Rename,跳过 +❌ 未找到 MOVE_CannotSendMonToBoxHM,跳过 +❌ MOVE_ExpandedPlaceholder_Empty 没有单独技能效果说明,跳过 +❌ MOVE_ExpandedPlaceholder_Kun 没有单独技能效果说明,跳过 +❌ MOVE_ExpandedPlaceholder_Chan 没有单独技能效果说明,跳过 +❌ 未找到 MOVE_UnkHeightMetric,跳过 +❌ 未找到 MOVE_UnkWeightMetric,跳过 +❌ MOVE_DexEmptyString 没有单独技能效果说明,跳过 +❌ MOVE_EmptyString2 没有单独技能效果说明,跳过 +❌ 未找到 MOVE_ReturnToVar1,跳过 +❌ 未找到 MOVE_SendWhichMonToPC,跳过 +❌ MOVE_EmptyString5 没有单独技能效果说明,跳过 +❌ MOVE_Blank 没有单独技能效果说明,跳过 +❌ MOVE_EmptyString6 没有单独技能效果说明,跳过 +❌ MOVE_HealthboxNickname 没有单独技能效果说明,跳过 +❌ MOVE_HealthboxGender_None 没有单独技能效果说明,跳过 +❌ MOVE_EmptyString7 没有单独技能效果说明,跳过 +❌ MOVE_1Colon 没有单独技能效果说明,跳过 +❌ MOVE_FrameTypeNumber 没有单独技能效果说明,跳过 +❌ 未找到 MOVE_MenuDexNav,跳过 +❌ 未找到 MOVE_AM,跳过 +❌ 未找到 MOVE_PM,跳过 +❌ 未找到 MOVE_Relearn,跳过 +❌ 未找到 MOVE_Rename,跳过 +❌ 未找到 MOVE_CannotSendMonToBoxHM,跳过 +❌ 未找到 MOVE_UnkHeightMetric,跳过 +❌ 未找到 MOVE_UnkWeightMetric,跳过 +❌ 未找到 MOVE_ReturnToVar1,跳过 +❌ 未找到 MOVE_SendWhichMonToPC,跳过 +❌ 未找到 MOVE_MenuDexNav,跳过 +❌ 未找到 MOVE_AM,跳过 +❌ 未找到 MOVE_PM,跳过 +❌ 未找到 MOVE_Relearn,跳过 +❌ 未找到 MOVE_Rename,跳过 +❌ 未找到 MOVE_CannotSendMonToBoxHM,跳过 +❌ 未找到 MOVE_UnkHeightMetric,跳过 +❌ 未找到 MOVE_UnkWeightMetric,跳过 +❌ 未找到 MOVE_ReturnToVar1,跳过 +❌ 未找到 MOVE_SendWhichMonToPC,跳过 +❌ 未找到 MOVE_MenuDexNav,跳过 +❌ 未找到 MOVE_AM,跳过 +❌ 未找到 MOVE_PM,跳过 +❌ 未找到 MOVE_Relearn,跳过 +❌ 未找到 MOVE_Rename,跳过 +❌ 未找到 MOVE_CannotSendMonToBoxHM,跳过 +❌ 未找到 MOVE_UnkHeightMetric,跳过 +❌ 未找到 MOVE_UnkWeightMetric,跳过 +❌ 未找到 MOVE_ReturnToVar1,跳过 +❌ 未找到 MOVE_SendWhichMonToPC,跳过 +❌ 未找到 MOVE_MenuDexNav,跳过 +❌ 未找到 MOVE_AM,跳过 +❌ 未找到 MOVE_PM,跳过 +❌ 未找到 MOVE_Relearn,跳过 +❌ 未找到 MOVE_Rename,跳过 +❌ 未找到 MOVE_CannotSendMonToBoxHM,跳过 diff --git a/src/strings.c b/src/strings.c index c112db4616..40c7f6de60 100644 --- a/src/strings.c +++ b/src/strings.c @@ -4,171 +4,171 @@ #include "item_menu.h" ALIGNED(4) -const u8 gText_ExpandedPlaceholder_Empty[] = _(""); -const u8 gText_ExpandedPlaceholder_Kun[] = _(""); -const u8 gText_ExpandedPlaceholder_Chan[] = _(""); -const u8 gText_ExpandedPlaceholder_Sapphire[] = _("SAPPHIRE"); -const u8 gText_ExpandedPlaceholder_Ruby[] = _("RUBY"); -const u8 gText_ExpandedPlaceholder_Emerald[] = _("EMERALD"); -const u8 gText_ExpandedPlaceholder_Aqua[] = _("AQUA"); -const u8 gText_ExpandedPlaceholder_Magma[] = _("MAGMA"); -const u8 gText_ExpandedPlaceholder_Archie[] = _("ARCHIE"); -const u8 gText_ExpandedPlaceholder_Maxie[] = _("MAXIE"); -const u8 gText_ExpandedPlaceholder_Kyogre[] = _("KYOGRE"); -const u8 gText_ExpandedPlaceholder_Groudon[] = _("GROUDON"); -const u8 gText_ExpandedPlaceholder_Brendan[] = _("BRENDAN"); -const u8 gText_ExpandedPlaceholder_May[] = _("MAY"); -const u8 gText_EggNickname[] = _("EGG"); -const u8 gText_Pokemon[] = _("POKéMON"); -const u8 gText_Player[] = _("PLAYER"); // Unused -const u8 gText_Pokedex[] = _("POKéDEX"); // Unused -const u8 gText_Time[] = _("TIME"); -const u8 gText_Badges[] = _("BADGES"); // Unused -const u8 gText_AButton[] = _("A Button"); // Unused -const u8 gText_BButton[] = _("B Button"); // Unused -const u8 gText_RButton[] = _("R Button"); // Unused -const u8 gText_LButton[] = _("L Button"); // Unused -const u8 gText_Start[] = _("START"); // Unused -const u8 gText_Select[] = _("SELECT"); // Unused -const u8 gText_ControlPad[] = _("+ Control Pad"); // Unused -const u8 gText_LButtonRButton[] = _("L Button R Button"); // Unused -const u8 gText_Controls[] = _("CONTROLS"); // Unused -ALIGNED(4) const u8 gText_PickOk[] = _("{DPAD_UPDOWN}PICK {A_BUTTON}OK"); // Unused -ALIGNED(4) const u8 gText_Next[] = _("{A_BUTTON}NEXT"); // Unused -ALIGNED(4) const u8 gText_NextBack[] = _("{A_BUTTON}NEXT {B_BUTTON}BACK"); // Unused -ALIGNED(4) const u8 gText_PickNextCancel[] = _("{DPAD_UPDOWN}PICK {A_BUTTON}NEXT {B_BUTTON}CANCEL"); -ALIGNED(4) const u8 gText_PickCancel[] = _("{DPAD_UPDOWN}PICK {A_BUTTON}{B_BUTTON}CANCEL"); -ALIGNED(4) const u8 gText_AButtonExit[] = _("{A_BUTTON}EXIT"); -const u8 gText_ThisIsAPokemon[] = _("This is what we call a “POKéMON.”{PAUSE 96}\p"); -const u8 gText_5MarksPokemon[] = _("????? POKéMON"); -const u8 gText_UnkHeight[] = _("{CLEAR_TO 0x0C}??'??”"); +const u8 gText_ExpandedPlaceholder_Empty[] = _("nan") +const u8 gText_ExpandedPlaceholder_Kun[] = _("nan") +const u8 gText_ExpandedPlaceholder_Chan[] = _("nan") +const u8 gText_ExpandedPlaceholder_Sapphire[] = _("蓝宝石") +const u8 gText_ExpandedPlaceholder_Ruby[] = _("红宝石") +const u8 gText_ExpandedPlaceholder_Emerald[] = _("绿宝石") +const u8 gText_ExpandedPlaceholder_Aqua[] = _("水舰") +const u8 gText_ExpandedPlaceholder_Magma[] = _("火岩") +const u8 gText_ExpandedPlaceholder_Archie[] = _("水梧桐") +const u8 gText_ExpandedPlaceholder_Maxie[] = _("赤焰松") +const u8 gText_ExpandedPlaceholder_Kyogre[] = _("盖欧卡") +const u8 gText_ExpandedPlaceholder_Groudon[] = _("固拉多") +const u8 gText_ExpandedPlaceholder_Brendan[] = _("小悠") +const u8 gText_ExpandedPlaceholder_May[] = _("小遥") +const u8 gText_EggNickname[] = _("蛋") +const u8 gText_Pokemon[] = _("宝可梦") +const u8 gText_Player[] = _("玩家 ") // Unused +const u8 gText_Pokedex[] = _("图鉴 ") // Unused +const u8 gText_Time[] = _("时间") +const u8 gText_Badges[] = _("徽章 ") // Unused +const u8 gText_AButton[] = _("A键 ") // Unused +const u8 gText_BButton[] = _("B键 ") // Unused +const u8 gText_RButton[] = _("R键 ") // Unused +const u8 gText_LButton[] = _("L键 ") // Unused +const u8 gText_Start[] = _("START ") // Unused +const u8 gText_Select[] = _("SELECT ") // Unused +const u8 gText_ControlPad[] = _("+ 十字键 ") // Unused +const u8 gText_LButtonRButton[] = _("L键  R键 ") // Unused +const u8 gText_Controls[] = _("控制器 ") // Unused +ALIGNED(4) const u8 gText_PickOk[] = _("{DPAD_UPDOWN}选择 {A_BUTTON}好 ") // Unused +ALIGNED(4) const u8 gText_Next[] = _("{A_BUTTON}下个 ") // Unused +ALIGNED(4) const u8 gText_NextBack[] = _("{A_BUTTON}下个 {B_BUTTON}返回 ") // Unused +ALIGNED(4) const u8 gText_PickNextCancel[] = _("{DPAD_UPDOWN}选择 {A_BUTTON}下个 {B_BUTTON}取消") +ALIGNED(4) const u8 gText_PickCancel[] = _("{DPAD_UPDOWN}选择 {A_BUTTON}{B_BUTTON}取消") +ALIGNED(4) const u8 gText_AButtonExit[] = _("{A_BUTTON}退出") +const u8 gText_ThisIsAPokemon[] = _("这就是被我们称为\n“宝可梦”的生物。{PAUSE 96}\p") +const u8 gText_5MarksPokemon[] = _("???宝可梦") +const u8 gText_UnkHeight[] = _("{CLEAR_TO 0x0C}??.?m") const u8 gText_UnkHeightMetric[] = _("???.? m"); -const u8 gText_UnkWeight[] = _("????.? lbs."); +const u8 gText_UnkWeight[] = _("???.?kg") const u8 gText_UnkWeightMetric[] = _("???.? kg."); -const u8 gText_EmptyPkmnCategory[] = _(" POKéMON"); // Unused -const u8 gText_EmptyHeight[] = _("{CLEAR_TO 0x0C} ' ”"); // Unused -const u8 gText_EmptyWeight[] = _(" . lbs."); // Unused -const u8 gText_EmptyPokedexInfo1[] = _(""); // Unused -const u8 gText_CryOf[] = _("CRY OF"); -const u8 gText_EmptyPokedexInfo2[] = _(""); // Unused -const u8 gText_SizeComparedTo[] = _("SIZE COMPARED TO "); -const u8 gText_PokedexRegistration[] = _("POKéDEX registration completed."); -const u8 gText_HTHeight[] = _("HT"); -const u8 gText_WTWeight[] = _("WT"); -const u8 gText_SearchingPleaseWait[] = _("Searching…\nPlease wait."); -const u8 gText_SearchCompleted[] = _("Search completed."); -const u8 gText_NoMatchingPkmnWereFound[] = _("No matching POKéMON were found."); -const u8 gText_SearchForPkmnBasedOnParameters[] = _("Search for POKéMON based on\nselected parameters."); -const u8 gText_SwitchPokedexListings[] = _("Switch POKéDEX listings."); -const u8 gText_ReturnToPokedex[] = _("Return to the POKéDEX."); -const u8 gText_SelectPokedexMode[] = _("Select the POKéDEX mode."); -const u8 gText_SelectPokedexListingMode[] = _("Select the POKéDEX listing mode."); -const u8 gText_ListByFirstLetter[] = _("List by the first letter in the name.\nSpotted POKéMON only."); -const u8 gText_ListByBodyColor[] = _("List by body color.\nSpotted POKéMON only."); -const u8 gText_ListByType[] = _("List by type.\nOwned POKéMON only."); -const u8 gText_ExecuteSearchSwitch[] = _("Execute search/switch."); -const u8 gText_DexHoennTitle[] = _("HOENN DEX"); -const u8 gText_DexNatTitle[] = _("NATIONAL DEX"); -const u8 gText_DexSortNumericalTitle[] = _("NUMERICAL MODE"); -const u8 gText_DexSortAtoZTitle[] = _("A TO Z MODE"); -const u8 gText_DexSortHeaviestTitle[] = _("HEAVIEST MODE"); -const u8 gText_DexSortLightestTitle[] = _("LIGHTEST MODE"); -const u8 gText_DexSortTallestTitle[] = _("TALLEST MODE"); -const u8 gText_DexSortSmallestTitle[] = _("SMALLEST MODE"); -const u8 gText_DexSearchAlphaABC[] = _("ABC"); -const u8 gText_DexSearchAlphaDEF[] = _("DEF"); -const u8 gText_DexSearchAlphaGHI[] = _("GHI"); -const u8 gText_DexSearchAlphaJKL[] = _("JKL"); -const u8 gText_DexSearchAlphaMNO[] = _("MNO"); -const u8 gText_DexSearchAlphaPQR[] = _("PQR"); -const u8 gText_DexSearchAlphaSTU[] = _("STU"); -const u8 gText_DexSearchAlphaVWX[] = _("VWX"); -const u8 gText_DexSearchAlphaYZ[] = _("YZ"); -const u8 gText_DexSearchColorRed[] = _("RED"); -const u8 gText_DexSearchColorBlue[] = _("BLUE"); -const u8 gText_DexSearchColorYellow[] = _("YELLOW"); -const u8 gText_DexSearchColorGreen[] = _("GREEN"); -const u8 gText_DexSearchColorBlack[] = _("BLACK"); -const u8 gText_DexSearchColorBrown[] = _("BROWN"); -const u8 gText_DexSearchColorPurple[] = _("PURPLE"); -const u8 gText_DexSearchColorGray[] = _("GRAY"); -const u8 gText_DexSearchColorWhite[] = _("WHITE"); -const u8 gText_DexSearchColorPink[] = _("PINK"); -const u8 gText_DexHoennDescription[] = _("HOENN region's POKéDEX"); -const u8 gText_DexNatDescription[] = _("National edition POKéDEX"); -const u8 gText_DexSortNumericalDescription[] = _("POKéMON are listed according to their\nnumber."); -const u8 gText_DexSortAtoZDescription[] = _("Spotted and owned POKéMON are listed\nalphabetically."); -const u8 gText_DexSortHeaviestDescription[] = _("Owned POKéMON are listed from the\nheaviest to the lightest."); -const u8 gText_DexSortLightestDescription[] = _("Owned POKéMON are listed from the\nlightest to the heaviest."); -const u8 gText_DexSortTallestDescription[] = _("Owned POKéMON are listed from the\ntallest to the smallest."); -const u8 gText_DexSortSmallestDescription[] = _("Owned POKéMON are listed from the\nsmallest to the tallest."); -const u8 gText_DexEmptyString[] = _(""); -const u8 gText_DexSearchDontSpecify[] = _("DON'T SPECIFY."); -const u8 gText_DexSearchTypeNone[] = _("NONE"); -const u8 gText_SelectorArrow[] = _("▶"); -const u8 gText_EmptySpace[] = _(" "); // Unused -const u8 gText_WelcomeToHOF[] = _("Welcome to the HALL OF FAME!"); -const u8 gText_HOFDexRating[] = _("Spotted POKéMON: {STR_VAR_1}!\nOwned POKéMON: {STR_VAR_2}!\pPROF. BIRCH's POKéDEX rating!\pPROF. BIRCH: Let's see…\p"); -const u8 gText_HOFDexSaving[] = _("SAVING…\nDON'T TURN OFF THE POWER."); -const u8 gText_HOFCorrupted[] = _("The HALL OF FAME data is corrupted."); -const u8 gText_HOFNumber[] = _("HALL OF FAME No. {STR_VAR_1}"); -const u8 gText_LeagueChamp[] = _("LEAGUE CHAMPION!\nCONGRATULATIONS!"); -const u8 gText_Number[] = _("No. "); -const u8 gText_Level[] = _("Lv. "); -const u8 gText_IdNumberSlash[] = _("IDNo. /"); // Unused -const u8 gText_Name[] = _("NAME"); -const u8 gText_IDNumber[] = _("IDNo."); -const u8 gText_BirchInTrouble[] = _("PROF. BIRCH is in trouble!\nRelease a POKéMON and rescue him!"); -const u8 gText_ConfirmStarterChoice[] = _("Do you choose this POKéMON?"); -const u8 gText_Pokemon4[] = _("POKéMON"); // Unused -const u8 gText_FlyToWhere[] = _("FLY to where?"); +const u8 gText_EmptyPkmnCategory[] = _("宝可梦 ") // Unused +const u8 gText_EmptyHeight[] = _("{CLEAR_TO 0x0C}    .    m ") // Unused +const u8 gText_EmptyWeight[] = _(".   kg ") // Unused +const u8 gText_EmptyPokedexInfo1[] = _("") // Unused +const u8 gText_CryOf[] = _("声音") +const u8 gText_EmptyPokedexInfo2[] = _("") // Unused +const u8 gText_SizeComparedTo[] = _("体型相对于") +const u8 gText_PokedexRegistration[] = _("图鉴登记完毕。") +const u8 gText_HTHeight[] = _("高") +const u8 gText_WTWeight[] = _("重") +const u8 gText_SearchingPleaseWait[] = _("搜索中……\n请稍后。") +const u8 gText_SearchCompleted[] = _("搜索完毕。") +const u8 gText_NoMatchingPkmnWereFound[] = _("没有找到符合条件的宝可梦。") +const u8 gText_SearchForPkmnBasedOnParameters[] = _("搜索宝可梦\n请选择条件。") +const u8 gText_SwitchPokedexListings[] = _("切换图鉴排列。") +const u8 gText_ReturnToPokedex[] = _("返回图鉴。") +const u8 gText_SelectPokedexMode[] = _("选择图鉴模式。") +const u8 gText_SelectPokedexListingMode[] = _("选择图鉴排列模式。") +const u8 gText_ListByFirstLetter[] = _("请指定名字的首字,\n限已发现的宝可梦。") +const u8 gText_ListByBodyColor[] = _("请指定宝可梦的体色,\n限已发现的宝可梦。") +const u8 gText_ListByType[] = _("请指定属性\n限已抓过的宝可梦。") +const u8 gText_ExecuteSearchSwitch[] = _("开始搜索。") +const u8 gText_DexHoennTitle[] = _("丰缘图鉴") +const u8 gText_DexNatTitle[] = _("全国图鉴") +const u8 gText_DexSortNumericalTitle[] = _("编号模式") +const u8 gText_DexSortAtoZTitle[] = _("拼音模式") +const u8 gText_DexSortHeaviestTitle[] = _("体重降序模式") +const u8 gText_DexSortLightestTitle[] = _("体重升序模式") +const u8 gText_DexSortTallestTitle[] = _("身高降序模式") +const u8 gText_DexSortSmallestTitle[] = _("身高升序模式") +const u8 gText_DexSearchAlphaABC[] = _("ABC") +const u8 gText_DexSearchAlphaDEF[] = _("DEF") +const u8 gText_DexSearchAlphaGHI[] = _("GHI") +const u8 gText_DexSearchAlphaJKL[] = _("JKL") +const u8 gText_DexSearchAlphaMNO[] = _("MNO") +const u8 gText_DexSearchAlphaPQR[] = _("PQR") +const u8 gText_DexSearchAlphaSTU[] = _("STU") +const u8 gText_DexSearchAlphaVWX[] = _("VWX") +const u8 gText_DexSearchAlphaYZ[] = _("YZ") +const u8 gText_DexSearchColorRed[] = _("红") +const u8 gText_DexSearchColorBlue[] = _("蓝") +const u8 gText_DexSearchColorYellow[] = _("黄") +const u8 gText_DexSearchColorGreen[] = _("绿") +const u8 gText_DexSearchColorBlack[] = _("黑") +const u8 gText_DexSearchColorBrown[] = _("棕") +const u8 gText_DexSearchColorPurple[] = _("紫") +const u8 gText_DexSearchColorGray[] = _("灰") +const u8 gText_DexSearchColorWhite[] = _("白") +const u8 gText_DexSearchColorPink[] = _("粉") +const u8 gText_DexHoennDescription[] = _("丰缘地区的图鉴") +const u8 gText_DexNatDescription[] = _("全国版本的图鉴") +const u8 gText_DexSortNumericalDescription[] = _("按图鉴的编号来\n排列宝可梦。") +const u8 gText_DexSortAtoZDescription[] = _("按字母的顺序来排列已发现\n和已获得的宝可梦。") +const u8 gText_DexSortHeaviestDescription[] = _("按重到轻的顺序来排列\n已获得的宝可梦。") +const u8 gText_DexSortLightestDescription[] = _("按轻到重的顺序来排列\n已获得的宝可梦。") +const u8 gText_DexSortTallestDescription[] = _("按高到低的顺序来排列\n已获得的宝可梦。") +const u8 gText_DexSortSmallestDescription[] = _("按低到高的顺序来排列\n已获得的宝可梦。") +const u8 gText_DexEmptyString[] = _("nan") +const u8 gText_DexSearchDontSpecify[] = _("没有指定") +const u8 gText_DexSearchTypeNone[] = _("无") +const u8 gText_SelectorArrow[] = _("▶") +const u8 gText_EmptySpace[] = _("") // Unused +const u8 gText_WelcomeToHOF[] = _("欢迎进入殿堂!") +const u8 gText_HOFDexRating[] = _("已发现的宝可梦:{STR_VAR_1}!\n已抓到的宝可梦:{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[] = _("保存中…\n不要关闭电源。") +const u8 gText_HOFCorrupted[] = _("殿堂的数据损坏了。") +const u8 gText_HOFNumber[] = _("荣誉殿堂 No.{STR_VAR_1}") +const u8 gText_LeagueChamp[] = _("联盟冠军!\n热烈祝贺!") +const u8 gText_Number[] = _("No.") +const u8 gText_Level[] = _("Lv.") +const u8 gText_IdNumberSlash[] = _("IDNo. / ") // Unused +const u8 gText_Name[] = _("名字") +const u8 gText_IDNumber[] = _("IDNo.") +const u8 gText_BirchInTrouble[] = _("小田卷博士遇到麻烦了!\n请拿出宝可梦去救助他吧!") +const u8 gText_ConfirmStarterChoice[] = _("确定选择这个宝可梦?") +const u8 gText_Pokemon4[] = _("宝可梦 ") // Unused +const u8 gText_FlyToWhere[] = _("要飞到哪里?") const u8 gMenuText_Use[] = _("USE"); const u8 gMenuText_Toss[] = _("TOSS"); const u8 gMenuText_Register[] = _("REGISTER"); const u8 gMenuText_Give[] = _("GIVE"); const u8 gMenuText_Confirm[] = _("CONFIRM"); -const u8 gText_Cancel[] = _("CANCEL"); -const u8 gText_Cancel2[] = _("CANCEL"); -const u8 gText_EmptyString2[] = _(""); -const u8 gText_None[] = _("NONE"); -const u8 gText_FiveMarks[] = _("?????"); -const u8 gText_Slash[] = _("/"); -const u8 gText_OneDash[] = _("-"); -const u8 gText_TwoDashes[] = _("--"); -const u8 gText_ThreeDashes[] = _("---"); -const u8 gText_MaleSymbol[] = _("♂"); -const u8 gText_FemaleSymbol[] = _("♀"); -const u8 gText_LevelSymbol[] = _("{LV}"); -const u8 gText_NumberClear01[] = _("{NO}{CLEAR 0x01}"); -const u8 gText_RightArrow[] = _("{RIGHT_ARROW}"); // Unused -const u8 gText_IDNumber2[] = _("{ID}{NO}"); -const u8 gText_Space[] = _(" "); -const u8 gText_SelectorArrow2[] = _("▶"); -const u8 gText_GoBackPrevMenu[] = _("Go back to the\nprevious menu."); -const u8 gText_WhatWouldYouLike[] = _("What would you like to do?"); +const u8 gText_Cancel[] = _("取消") +const u8 gText_Cancel2[] = _("取消") +const u8 gText_EmptyString2[] = _("nan") +const u8 gText_None[] = _("无") +const u8 gText_FiveMarks[] = _("???") +const u8 gText_Slash[] = _("/") +const u8 gText_OneDash[] = _("-") +const u8 gText_TwoDashes[] = _("--") +const u8 gText_ThreeDashes[] = _("---") +const u8 gText_MaleSymbol[] = _("♂") +const u8 gText_FemaleSymbol[] = _("♀") +const u8 gText_LevelSymbol[] = _("{LV}") +const u8 gText_NumberClear01[] = _("{NO}{CLEAR 0x01}") +const u8 gText_RightArrow[] = _("{RIGHT_ARROW} ") // Unused +const u8 gText_IDNumber2[] = _("IDNo.") +const u8 gText_Space[] = _(" ") +const u8 gText_SelectorArrow2[] = _("▶") +const u8 gText_GoBackPrevMenu[] = _("返回\n上一级菜单。") +const u8 gText_WhatWouldYouLike[] = _("请选择。") const u8 gMenuText_Give2[] = _("GIVE"); -const u8 gText_xVar1[] = _("×{STR_VAR_1}"); -const u8 gText_Berry2[] = _(" BERRY"); // Unused -const u8 gText_Coins[] = _("{STR_VAR_1} COINS"); -const u8 gText_CloseBag[] = _("CLOSE BAG"); -const u8 gText_Var1IsSelected[] = _("{STR_VAR_1}\nis selected."); -const u8 gText_CantWriteMail[] = _("You can't write\nMAIL here."); -const u8 gText_NoPokemon[] = _("There is no\nPOKéMON."); -const u8 gText_MoveVar1Where[] = _("Move the\n{STR_VAR_1}\nwhere?"); -const u8 gText_Var1CantBeHeld[] = _("The {STR_VAR_1} can't be held."); -const u8 gText_TossHowManyVar1s[] = _("Toss out how many\n{STR_VAR_1}?"); -const u8 gText_ThrewAwayVar2Var1s[] = _("Threw away {STR_VAR_2}\n{STR_VAR_1}."); -const u8 gText_ConfirmTossItems[] = _("Is it okay to\nthrow away {STR_VAR_2}\n{STR_VAR_1}?"); -const u8 gText_DadsAdvice[] = _("DAD's advice…\n{PLAYER}, there's a time and place for\leverything!{PAUSE_UNTIL_PRESS}"); -const u8 gText_PlayerUsedVar2[] = _("{PLAYER} used the\n{STR_VAR_2}.{PAUSE_UNTIL_PRESS}"); -const u8 gText_RepelEffectsLingered[] = _("But the effects of a REPEL\nlingered from earlier.{PAUSE_UNTIL_PRESS}"); -const u8 gText_LureEffectsLingered[] = _("But the effects of a Lure\nlingered from earlier.{PAUSE_UNTIL_PRESS}"); -const u8 gText_BoxFull[] = _("The BOX is full.{PAUSE_UNTIL_PRESS}"); -const u8 gText_TheField[] = _("the field"); -const u8 gText_TheBattle[] = _("the battle"); -const u8 gText_ThePokemonList[] = _("the POKéMON LIST"); -const u8 gText_TheShop[] = _("the shop"); -const u8 gText_ThePC[] = _("the PC"); +const u8 gText_xVar1[] = _("×{STR_VAR_1}") +const u8 gText_Berry2[] = _("树果 ") // Unused +const u8 gText_Coins[] = _("{STR_VAR_1}枚代币") +const u8 gText_CloseBag[] = _("合上背包") +const u8 gText_Var1IsSelected[] = _("{STR_VAR_1} \n要做什么?") +const u8 gText_CantWriteMail[] = _("你不能在这\n写邮件。") +const u8 gText_NoPokemon[] = _("没有宝可梦。") +const u8 gText_MoveVar1Where[] = _("移动\n{STR_VAR_1}\n去哪?") +const u8 gText_Var1CantBeHeld[] = _("{STR_VAR_1}无法携带。") +const u8 gText_TossHowManyVar1s[] = _("丢弃多少个\n{STR_VAR_1}?") +const u8 gText_ThrewAwayVar2Var1s[] = _("丢弃了{STR_VAR_2}个\n{STR_VAR_1}。") +const u8 gText_ConfirmTossItems[] = _("是否确定\n丢弃{STR_VAR_2}个\n{STR_VAR_1}?") +const u8 gText_DadsAdvice[] = _("老爸说过……\n{PLAYER},道具是要看场合来用的啊!{PAUSE_UNTIL_PRESS}") +const u8 gText_PlayerUsedVar2[] = _("{PLAYER}使用了\n{STR_VAR_2}。{PAUSE_UNTIL_PRESS}") +const u8 gText_RepelEffectsLingered[] = _("之前使用的喷雾效果还留着!{PAUSE_UNTIL_PRESS}") +const u8 gText_LureEffectsLingered[] = _("之前使用的香水效果还留着!{PAUSE_UNTIL_PRESS}") +const u8 gText_BoxFull[] = _("这个箱子满了。{PAUSE_UNTIL_PRESS}") +const u8 gText_TheField[] = _("野外") +const u8 gText_TheBattle[] = _("战斗") +const u8 gText_ThePokemonList[] = _("宝可梦列表") +const u8 gText_TheShop[] = _("宝可梦商店") +const u8 gText_ThePC[] = _("宝可梦中心") const u8 *const gBagMenu_ReturnToStrings[] = { @@ -206,713 +206,713 @@ const u8 *const gPocketNamesStringsTable[] = [KEYITEMS_POCKET] = COMPOUND_STRING("KEY ITEMS") }; -const u8 gText_NumberItem_TMBerry[] = _("{NO}{STR_VAR_1}{CLEAR 0x07}{STR_VAR_2}"); -const u8 gText_NumberItem_HM[] = _("{CLEAR_TO 0x11}{STR_VAR_1}{CLEAR 0x05}{STR_VAR_2}"); +const u8 gText_NumberItem_TMBerry[] = _("{NO}{STR_VAR_1}{CLEAR 0x07}{STR_VAR_2}") +const u8 gText_NumberItem_HM[] = _("{CLEAR_TO 0x11}{STR_VAR_1}{CLEAR 0x05}{STR_VAR_2}") -const u8 gText_ShopBuy[] = _("BUY"); -const u8 gText_ShopSell[] = _("SELL"); -const u8 gText_ShopQuit[] = _("QUIT"); -const u8 gText_ThatItemIsSoldOut[] = _("I'm sorry, but that item is sold out.{PAUSE_UNTIL_PRESS}"); -const u8 gText_SoldOut[] = _("SOLD OUT"); -const u8 gText_InBagVar1[] = _("IN BAG: {STR_VAR_1}"); -const u8 gText_QuitShopping[] = _("Quit shopping."); -const u8 gText_Var1CertainlyHowMany[] = _("{STR_VAR_1}? Certainly.\nHow many would you like?"); -const u8 gText_Var1CertainlyHowMany2[] = _("{STR_VAR_1}? Certainly.\nHow many would you like?"); -const u8 gText_Var1AndYouWantedVar2[] = _("{STR_VAR_1}? And you wanted {STR_VAR_2}?\nThat will be ¥{STR_VAR_3}."); -const u8 gText_Var1IsItThatllBeVar2[] = _("{STR_VAR_1}, is it?\nThat'll be ¥{STR_VAR_2}. Do you want it?"); -const u8 gText_YouWantedVar1ThatllBeVar2[] = _("You wanted {STR_VAR_1}?\nThat'll be ¥{STR_VAR_2}. Will that be okay?"); -const u8 gText_HereYouGoThankYou[] = _("Here you go!\nThank you very much."); -const u8 gText_ThankYouIllSendItHome[] = _("Thank you!\nI'll send it to your home PC."); -const u8 gText_ThanksIllSendItHome[] = _("Thanks!\nI'll send it to your PC at home."); -const u8 gText_YouDontHaveMoney[] = _("You don't have enough money.{PAUSE_UNTIL_PRESS}"); -const u8 gText_NoMoreRoomForThis[] = _("You have no more room for this\nitem.{PAUSE_UNTIL_PRESS}"); -const u8 gText_SpaceForVar1Full[] = _("The space for {STR_VAR_1} is full.{PAUSE_UNTIL_PRESS}"); -const u8 gText_AnythingElseICanHelp[] = _("Is there anything else I can help\nyou with?"); -const u8 gText_CanIHelpWithAnythingElse[] = _("Can I help you with anything else?"); -const u8 gText_ThrowInPremierBall[] = _("I'll throw in a PREMIER BALL, too.{PAUSE_UNTIL_PRESS}"); -const u8 gText_ThrowInPremierBalls[] = _("I'll throw in {STR_VAR_1} PREMIER BALLS, too.{PAUSE_UNTIL_PRESS}"); -const u8 gText_CantBuyKeyItem[] = _("{STR_VAR_2}? Oh, no.\nI can't buy that.{PAUSE_UNTIL_PRESS}"); -const u8 gText_HowManyToSell[] = _("{STR_VAR_2}?\nHow many would you like to sell?"); -const u8 gText_ICanPayVar1[] = _("I can pay ¥{STR_VAR_1}.\nWould that be okay?"); -const u8 gText_TurnedOverVar1ForVar2[] = _("Turned over the {STR_VAR_2}\nand received ¥{STR_VAR_1}."); -const u8 gText_PokedollarVar1[] = _("¥{STR_VAR_1}"); -const u8 gText_HP3[] = _("HP"); -const u8 gText_SpAtk3[] = _("SP. ATK"); -const u8 gText_SpDef3[] = _("SP. DEF"); -const u8 gText_WontHaveEffect[] = _("It won't have any effect.{PAUSE_UNTIL_PRESS}"); -const u8 gText_NextFusionMon[] = _("Choose {PKMN} to fuse with."); -const u8 gText_CantBeUsedOnPkmn[] = _("This can't be used on\nthat POKéMON.{PAUSE_UNTIL_PRESS}"); -const u8 gText_PkmnCantSwitchOut[] = _("{STR_VAR_1} can't be switched\nout!{PAUSE_UNTIL_PRESS}"); -const u8 gText_PkmnAlreadyInBattle[] = _("{STR_VAR_1} is already\nin battle!{PAUSE_UNTIL_PRESS}"); -const u8 gText_PkmnAlreadySelected[] = _("{STR_VAR_1} has already been\nselected.{PAUSE_UNTIL_PRESS}"); -const u8 gText_PkmnHasNoEnergy[] = _("{STR_VAR_1} has no energy\nleft to battle!{PAUSE_UNTIL_PRESS}"); -const u8 gText_CantSwitchWithAlly[] = _("You can't switch {STR_VAR_1}'s\nPOKéMON with one of yours!{PAUSE_UNTIL_PRESS}"); -const u8 gText_EggCantBattle[] = _("An EGG can't battle!{PAUSE_UNTIL_PRESS}"); -const u8 gText_CantUseUntilNewBadge[] = _("This can't be used until a new\nBADGE is obtained.{PAUSE_UNTIL_PRESS}"); -const u8 gText_NoMoreThanVar1Pkmn[] = _("No more than {STR_VAR_1} POKéMON\nmay enter.{PAUSE_UNTIL_PRESS}"); -const u8 gText_SendMailToPC[] = _("Send the removed MAIL to\nyour PC?"); -const u8 gText_MailSentToPC[] = _("The MAIL was sent to your PC.{PAUSE_UNTIL_PRESS}"); -const u8 gText_PCMailboxFull[] = _("Your PC's MAILBOX is full.{PAUSE_UNTIL_PRESS}"); -const u8 gText_MailMessageWillBeLost[] = _("If the MAIL is removed, the\nmessage will be lost. Okay?"); -const u8 gText_RemoveMailBeforeItem[] = _("MAIL must be removed before\nholding an item.{PAUSE_UNTIL_PRESS}"); -const u8 gText_PkmnWasGivenItem[] = _("{STR_VAR_1} was given the\n{STR_VAR_2} to hold.{PAUSE_UNTIL_PRESS}"); -const u8 gText_PkmnAlreadyHoldingItemSwitch[] = _("{STR_VAR_1} is already holding\none {STR_VAR_2}.\pWould you like to switch the\ntwo items?"); -const u8 gText_PkmnNotHolding[] = _("{STR_VAR_1} isn't holding\nanything.{PAUSE_UNTIL_PRESS}"); -const u8 gText_ReceivedItemFromPkmn[] = _("Received the {STR_VAR_2}\nfrom {STR_VAR_1}.{PAUSE_UNTIL_PRESS}"); -const u8 gText_MailTakenFromPkmn[] = _("MAIL was taken from the\nPOKéMON.{PAUSE_UNTIL_PRESS}"); -const u8 gText_SwitchedPkmnItem[] = _("The {STR_VAR_2} was taken and\nreplaced with the {STR_VAR_1}.{PAUSE_UNTIL_PRESS}"); -const u8 gText_PkmnHoldingItemCantHoldMail[] = _("This POKéMON is holding an\nitem. It cannot hold MAIL.{PAUSE_UNTIL_PRESS}"); -const u8 gText_MailTransferredFromMailbox[] = _("MAIL was transferred from\nthe MAILBOX.{PAUSE_UNTIL_PRESS}"); -const u8 gText_BagFullCouldNotRemoveItem[] = _("The BAG is full. The POKéMON's\nitem could not be removed.{PAUSE_UNTIL_PRESS}"); -const u8 gText_PkmnLearnedMove3[] = _("{STR_VAR_1} learned\n{STR_VAR_2}!"); -const u8 gText_PkmnCantLearnMove[] = _("{STR_VAR_1} and {STR_VAR_2}\nare not compatible.\p{STR_VAR_2} can't be\nlearned.{PAUSE_UNTIL_PRESS}"); -const u8 gText_PkmnNeedsToReplaceMove[] = _("{STR_VAR_1} wants to learn the\nmove {STR_VAR_2}.\pHowever, {STR_VAR_1} already\nknows four moves.\pShould a move be deleted and\nreplaced with {STR_VAR_2}?"); -const u8 gText_StopLearningMove2[] = _("Stop trying to teach\n{STR_VAR_2}?"); -const u8 gText_MoveNotLearned[] = _("{STR_VAR_1} did not learn the\nmove {STR_VAR_2}.{PAUSE_UNTIL_PRESS}"); -const u8 gText_WhichMoveToForget[] = _("Which move should be forgotten?{PAUSE_UNTIL_PRESS}"); -const u8 gText_12PoofForgotMove[] = _("1, {PAUSE 15}2, and{PAUSE 15}… {PAUSE 15}… {PAUSE 15}… {PAUSE 15}{PLAY_SE SE_BALL_BOUNCE_1}Poof!\p{STR_VAR_1} forgot how to\nuse {STR_VAR_2}.\pAnd…{PAUSE_UNTIL_PRESS}"); -const u8 gText_PkmnAlreadyKnows[] = _("{STR_VAR_1} already knows\n{STR_VAR_2}.{PAUSE_UNTIL_PRESS}"); -const u8 gText_PkmnHPRestoredByVar2[] = _("{STR_VAR_1}'s HP was restored\nby {STR_VAR_2} point(s).{PAUSE_UNTIL_PRESS}"); -const u8 gText_PkmnCuredOfPoison[] = _("{STR_VAR_1} was cured of its\npoisoning.{PAUSE_UNTIL_PRESS}"); -const u8 gText_PkmnCuredOfParalysis[] = _("{STR_VAR_1} was cured of\nparalysis.{PAUSE_UNTIL_PRESS}"); -const u8 gText_PkmnWokeUp2[] = _("{STR_VAR_1} woke up.{PAUSE_UNTIL_PRESS}"); -const u8 gText_PkmnBurnHealed[] = _("{STR_VAR_1}'s burn was healed.{PAUSE_UNTIL_PRESS}"); -const u8 gText_PkmnFrostbiteHealed[] = _("{STR_VAR_1}'s frostbite was healed.{PAUSE_UNTIL_PRESS}"); -const u8 gText_PkmnThawedOut[] = _("{STR_VAR_1} was thawed out.{PAUSE_UNTIL_PRESS}"); -const u8 gText_PPWasRestored[] = _("PP was restored.{PAUSE_UNTIL_PRESS}"); -const u8 gText_PkmnRegainhedHealth[] = _("{STR_VAR_1} regained health.{PAUSE_UNTIL_PRESS}"); // Unused -const u8 gText_PkmnBecameHealthy[] = _("{STR_VAR_1} became healthy.{PAUSE_UNTIL_PRESS}"); -const u8 gText_MovesPPIncreased[] = _("{STR_VAR_1}'s PP increased.{PAUSE_UNTIL_PRESS}"); -const u8 gText_PkmnElevatedToLvVar2[] = _("{STR_VAR_1} was elevated to\nLv. {STR_VAR_2}."); -const u8 gText_PkmnGainedExp[] = _("{STR_VAR_1} gained {STR_VAR_2} Exp. Points!{PAUSE_UNTIL_PRESS}"); -const u8 gText_PkmnGainedExpAndElevatedToLvVar3[] = _("{STR_VAR_1} gained {STR_VAR_2} Exp. Points\nand was elevated to Lv. {STR_VAR_3}!"); -const u8 gText_PkmnBaseVar2StatIncreased[] = _("{STR_VAR_1}'s base {STR_VAR_2}\nstat was raised.{PAUSE_UNTIL_PRESS}"); -const u8 gText_PkmnFriendlyBaseVar2Fell[] = _("{STR_VAR_1} turned friendly.\nThe base {STR_VAR_2} fell!{PAUSE_UNTIL_PRESS}"); -const u8 gText_PkmnAdoresBaseVar2Fell[] = _("{STR_VAR_1} adores you!\nThe base {STR_VAR_2} fell!{PAUSE_UNTIL_PRESS}"); -const u8 gText_PkmnFriendlyBaseVar2CantFall[] = _("{STR_VAR_1} turned friendly.\nThe base {STR_VAR_2} can't fall!{PAUSE_UNTIL_PRESS}"); -const u8 gText_PkmnSnappedOutOfConfusion[] = _("{STR_VAR_1} snapped out of its\nconfusion.{PAUSE_UNTIL_PRESS}"); -const u8 gText_PkmnGotOverInfatuation[] = _("{STR_VAR_1} got over its\ninfatuation.{PAUSE_UNTIL_PRESS}"); -const u8 gText_PkmnTransformed[] = _("{STR_VAR_1} transformed!{PAUSE_UNTIL_PRESS}"); -const u8 gText_ThrowAwayItem[] = _("Throw away this\n{STR_VAR_1}?"); -const u8 gText_ItemThrownAway[] = _("The {STR_VAR_1}\nwas thrown away.{PAUSE_UNTIL_PRESS}"); -const u8 gText_TeachWhichPokemon2[] = _("Teach which POKéMON?"); // Unused -const u8 gText_ChoosePokemon[] = _("Choose a POKéMON."); -const u8 gText_MoveToWhere[] = _("Move to where?"); -const u8 gText_TeachWhichPokemon[] = _("Teach which POKéMON?"); -const u8 gText_UseOnWhichPokemon[] = _("Use on which POKéMON?"); -const u8 gText_GiveToWhichPokemon[] = _("Give to which POKéMON?"); -const u8 gText_DoWhatWithPokemon[] = _("Do what with this {PKMN}?"); -const u8 gText_NothingToCut[] = _("There's nothing to CUT."); -const u8 gText_CantSurfHere[] = _("You can't SURF here."); -const u8 gText_AlreadySurfing[] = _("You're already SURFING."); -const u8 gText_CantUseHere[] = _("Can't use that here."); -const u8 gText_RestoreWhichMove[] = _("Restore which move?"); -const u8 gText_BoostPp[] = _("Boost PP of which move?"); -const u8 gText_DoWhatWithItem[] = _("Do what with an item?"); -const u8 gText_NoPokemonForBattle[] = _("No POKéMON for battle!"); -const u8 gText_ChoosePokemon2[] = _("Choose a POKéMON."); -const u8 gText_NotEnoughHp[] = _("Not enough HP…"); -const u8 gText_PokemonAreNeeded[] = _("{STR_VAR_1} POKéMON are needed."); -const u8 gText_PokemonCantBeSame[] = _("POKéMON can't be the same."); -const u8 gText_NoIdenticalHoldItems[] = _("No identical hold items."); -const u8 gText_CurrentIsTooFast[] = _("The current is much too fast!"); -const u8 gText_DoWhatWithMail[] = _("Do what with the MAIL?"); -const u8 gText_ChoosePokemonCancel[] = _("Choose POKéMON or CANCEL."); -const u8 gText_ChoosePokemonConfirm[] = _("Choose POKéMON and confirm."); +const u8 gText_ShopBuy[] = _("购买") +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_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}?") +const u8 gText_Var1AndYouWantedVar2[] = _("是{STR_VAR_1}啊。\n{STR_VAR_2}个一共是¥{STR_VAR_3}。") +const u8 gText_Var1IsItThatllBeVar2[] = _("是{STR_VAR_1}啊。\n价格是¥{STR_VAR_2}。") +const u8 gText_YouWantedVar1ThatllBeVar2[] = _("是{STR_VAR_1}啊。\n价格是¥{STR_VAR_2},可以吗?") +const u8 gText_HereYouGoThankYou[] = _("请拿好。\n谢谢惠顾。") +const u8 gText_ThankYouIllSendItHome[] = _("谢谢惠顾。\n我会把商品送到您家的电脑中。") +const u8 gText_ThanksIllSendItHome[] = _("谢谢惠顾。\n我会把商品送到您家的电脑中。") +const u8 gText_YouDontHaveMoney[] = _("您的钱不够呢!{PAUSE_UNTIL_PRESS}") +const u8 gText_NoMoreRoomForThis[] = _("不好意思,\n您好像已经拿不下呢……{PAUSE_UNTIL_PRESS}") +const u8 gText_SpaceForVar1Full[] = _("您已经拿不下\n更多的{STR_VAR_1}了!{PAUSE_UNTIL_PRESS}") +const u8 gText_AnythingElseICanHelp[] = _("还有什么其他需要吗?") +const u8 gText_CanIHelpWithAnythingElse[] = _("还有什么其他需要吗?") +const u8 gText_ThrowInPremierBall[] = _("还要多送个纪念球给您哦!{PAUSE_UNTIL_PRESS}") +const u8 gText_ThrowInPremierBalls[] = _("还要多送{STR_VAR_1}个纪念球给您哦!{PAUSE_UNTIL_PRESS}") +const u8 gText_CantBuyKeyItem[] = _("{STR_VAR_2}吗?不好意思。\n这个我们无法收购呢。{PAUSE_UNTIL_PRESS}") +const u8 gText_HowManyToSell[] = _("要卖出多少个{STR_VAR_2}?") +const u8 gText_ICanPayVar1[] = _("那么我用¥{STR_VAR_1}跟您收购吧。\n可以吗?") +const u8 gText_TurnedOverVar1ForVar2[] = _("给出{STR_VAR_2},\n拿到了¥{STR_VAR_1}。") +const u8 gText_PokedollarVar1[] = _("¥{STR_VAR_1}") +const u8 gText_HP3[] = _("HP") +const u8 gText_SpAtk3[] = _("特攻") +const u8 gText_SpDef3[] = _("特防") +const u8 gText_WontHaveEffect[] = _("没有任何效果。{PAUSE_UNTIL_PRESS}") +const u8 gText_NextFusionMon[] = _("要和哪只宝可梦合体呢?") +const u8 gText_CantBeUsedOnPkmn[] = _("这个不能对\n那个宝可梦使用。{PAUSE_UNTIL_PRESS}") +const u8 gText_PkmnCantSwitchOut[] = _("{STR_VAR_1}不能\n交换!{PAUSE_UNTIL_PRESS}") +const u8 gText_PkmnAlreadyInBattle[] = _("{STR_VAR_1}已经在\n战斗了!{PAUSE_UNTIL_PRESS}") +const u8 gText_PkmnAlreadySelected[] = _("{STR_VAR_1}已经被\n选择了。{PAUSE_UNTIL_PRESS}") +const u8 gText_PkmnHasNoEnergy[] = _("{STR_VAR_1}场上已经没有\n对手了!{PAUSE_UNTIL_PRESS}") +const u8 gText_CantSwitchWithAlly[] = _("你不能交换{STR_VAR_1}的\n宝可梦!{PAUSE_UNTIL_PRESS}") +const u8 gText_EggCantBattle[] = _("{PAUSE_UNTIL_PRESS},宝可梦蛋不能参战!") +const u8 gText_CantUseUntilNewBadge[] = _("直至得到新的徽章前\n这个不能使用。{PAUSE_UNTIL_PRESS}") +const u8 gText_NoMoreThanVar1Pkmn[] = _("不超过{STR_VAR_1}宝可梦\n才能进入。{PAUSE_UNTIL_PRESS}") +const u8 gText_SendMailToPC[] = _("取下邮件并发去\n你的电脑吗?") +const u8 gText_MailSentToPC[] = _("邮件已经发送去你的电脑了!{PAUSE_UNTIL_PRESS}") +const u8 gText_PCMailboxFull[] = _("你电脑的邮箱已经满了!{PAUSE_UNTIL_PRESS}") +const u8 gText_MailMessageWillBeLost[] = _("如果把邮件取下来,内容\n会丢失,确定吗?") +const u8 gText_RemoveMailBeforeItem[] = _("取下邮件才能\n携带道具!{PAUSE_UNTIL_PRESS}") +const u8 gText_PkmnWasGivenItem[] = _("给{STR_VAR_1}\n携带了{STR_VAR_2}!{PAUSE_UNTIL_PRESS}") +const u8 gText_PkmnAlreadyHoldingItemSwitch[] = _("{STR_VAR_1}已经携带了\n{STR_VAR_2}。\p要和持有的道具\n交换吗?") +const u8 gText_PkmnNotHolding[] = _("{STR_VAR_1}没有携带\n任何道具!{PAUSE_UNTIL_PRESS}") +const u8 gText_ReceivedItemFromPkmn[] = _("从{STR_VAR_1}那里\n拿到了{STR_VAR_2}!{PAUSE_UNTIL_PRESS}") +const u8 gText_MailTakenFromPkmn[] = _("将宝可梦身上的邮件\n取下来了。{PAUSE_UNTIL_PRESS}") +const u8 gText_SwitchedPkmnItem[] = _("取回了{STR_VAR_2}\n并携带了{STR_VAR_1}。{PAUSE_UNTIL_PRESS}") +const u8 gText_PkmnHoldingItemCantHoldMail[] = _("宝可梦已经携带了\n道具,不能再持有邮件了。{PAUSE_UNTIL_PRESS}") +const u8 gText_MailTransferredFromMailbox[] = _("从邮箱里拿出了\n邮件。{PAUSE_UNTIL_PRESS}") +const u8 gText_BagFullCouldNotRemoveItem[] = _("背包已经满了,宝可梦的\n道具不能放进去了。{PAUSE_UNTIL_PRESS}") +const u8 gText_PkmnLearnedMove3[] = _("{STR_VAR_1}学会了\n{STR_VAR_2}!") +const u8 gText_PkmnCantLearnMove[] = _("{STR_VAR_1}与{STR_VAR_2}\n不匹配!\p{STR_VAR_2}是学不会的!{PAUSE_UNTIL_PRESS}") +const u8 gText_PkmnNeedsToReplaceMove[] = _("{STR_VAR_1}想要学习\n{STR_VAR_2}……\p为了学习{STR_VAR_2},\p要忘记其他的招式吗?") +const u8 gText_StopLearningMove2[] = _("放弃学习{STR_VAR_2}吗?") +const u8 gText_MoveNotLearned[] = _("{STR_VAR_1}没有学习\n{STR_VAR_2}就结束了。{PAUSE_UNTIL_PRESS}") +const u8 gText_WhichMoveToForget[] = _("要忘记哪个招式呢?{PAUSE_UNTIL_PRESS}") +const u8 gText_12PoofForgotMove[] = _("1,{PAUSE 15}2,{PAUSE 15}… {PAUSE 15}… {PAUSE 15}… {PAUSE 15}{PLAY_SE SE_BALL_BOUNCE_1}空!\p{STR_VAR_1}把{STR_VAR_2}的\n使用方法忘得干干净净了!\p于是……!{PAUSE_UNTIL_PRESS}") +const u8 gText_PkmnAlreadyKnows[] = _("{STR_VAR_1}学会了\n{STR_VAR_2}!{PAUSE_UNTIL_PRESS}") +const u8 gText_PkmnHPRestoredByVar2[] = _("{STR_VAR_1}的体力回复了\n{STR_VAR_2}。{PAUSE_UNTIL_PRESS}") +const u8 gText_PkmnCuredOfPoison[] = _("{STR_VAR_1}的毒\n消失得干干净净!{PAUSE_UNTIL_PRESS}") +const u8 gText_PkmnCuredOfParalysis[] = _("{STR_VAR_1}身体的\n麻痹状态消除了!{PAUSE_UNTIL_PRESS}") +const u8 gText_PkmnWokeUp2[] = _("{STR_VAR_1}醒过来了!{PAUSE_UNTIL_PRESS}") +const u8 gText_PkmnBurnHealed[] = _("{STR_VAR_1}的灼伤治愈了!{PAUSE_UNTIL_PRESS}") +const u8 gText_PkmnFrostbiteHealed[] = _("{STR_VAR_1}的冻伤治愈了!{PAUSE_UNTIL_PRESS}") +const u8 gText_PkmnThawedOut[] = _("{STR_VAR_1}身体的冰融化了!{PAUSE_UNTIL_PRESS}") +const u8 gText_PPWasRestored[] = _("回复PP了!{PAUSE_UNTIL_PRESS}") +const u8 gText_PkmnRegainhedHealth[] = _("{STR_VAR_1}回复体力了!{PAUSE_UNTIL_PRESS} ") // Unused +const u8 gText_PkmnBecameHealthy[] = _("{STR_VAR_1}变得健康了!{PAUSE_UNTIL_PRESS}") +const u8 gText_MovesPPIncreased[] = _("{STR_VAR_1}的PP上升了!{PAUSE_UNTIL_PRESS}") +const u8 gText_PkmnElevatedToLvVar2[] = _("{STR_VAR_1}的等级升到了\nLv.{STR_VAR_2}!") +const u8 gText_PkmnGainedExp[] = _("{STR_VAR_1}获得了{STR_VAR_2}经验值!{PAUSE_UNTIL_PRESS}") +const u8 gText_PkmnGainedExpAndElevatedToLvVar3[] = _("{STR_VAR_1}获得了{STR_VAR_2}经验值,\n等级提升到了Lv. {STR_VAR_3}!") +const u8 gText_PkmnBaseVar2StatIncreased[] = _("{STR_VAR_1}的基础{STR_VAR_2}\n上升了!{PAUSE_UNTIL_PRESS}") +const u8 gText_PkmnFriendlyBaseVar2Fell[] = _("{STR_VAR_1}和你有点亲密了!\n{STR_VAR_2}的基础点数降低了!{PAUSE_UNTIL_PRESS}") +const u8 gText_PkmnAdoresBaseVar2Fell[] = _("{STR_VAR_1}和你的亲密度已经最高了!\n{STR_VAR_2}的基础点数降低了!{PAUSE_UNTIL_PRESS}") +const u8 gText_PkmnFriendlyBaseVar2CantFall[] = _("{STR_VAR_1}和你有点亲密了!\n{STR_VAR_2}的基础点数不再降低!{PAUSE_UNTIL_PRESS}") +const u8 gText_PkmnSnappedOutOfConfusion[] = _("{STR_VAR_1}的\n混乱解除了!{PAUSE_UNTIL_PRESS}") +const u8 gText_PkmnGotOverInfatuation[] = _("{STR_VAR_1}的\n着迷解除了!{PAUSE_UNTIL_PRESS}") +const u8 gText_PkmnTransformed[] = _("{STR_VAR_1}变身了!{PAUSE_UNTIL_PRESS}") +const u8 gText_ThrowAwayItem[] = _("丢弃这个\n{STR_VAR_1}吗?") +const u8 gText_ItemThrownAway[] = _("{STR_VAR_1}\n被丢掉了。{PAUSE_UNTIL_PRESS}") +const u8 gText_TeachWhichPokemon2[] = _("让哪个宝可梦学会? ") // Unused +const u8 gText_ChoosePokemon[] = _("请选择一个宝可梦。") +const u8 gText_MoveToWhere[] = _("移动到哪里?") +const u8 gText_TeachWhichPokemon[] = _("让哪个宝可梦学会?") +const u8 gText_UseOnWhichPokemon[] = _("用于哪个宝可梦?") +const u8 gText_GiveToWhichPokemon[] = _("给予哪个宝可梦?") +const u8 gText_DoWhatWithPokemon[] = _("对这个宝可梦做什么?") +const u8 gText_NothingToCut[] = _("这里没有东西可以砍。") +const u8 gText_CantSurfHere[] = _("你不能在这冲浪。") +const u8 gText_AlreadySurfing[] = _("你已经在冲浪了。") +const u8 gText_CantUseHere[] = _("不能在这里使用!") +const u8 gText_RestoreWhichMove[] = _("回复哪个招式?") +const u8 gText_BoostPp[] = _("增加哪个招式的PP?") +const u8 gText_DoWhatWithItem[] = _("对这个道具做什么?") +const u8 gText_NoPokemonForBattle[] = _("没有宝可梦出战!") +const u8 gText_ChoosePokemon2[] = _("请选择一个宝可梦。") +const u8 gText_NotEnoughHp[] = _("没有足够体力……") +const u8 gText_PokemonAreNeeded[] = _("{STR_VAR_1}宝可梦是必须的!") +const u8 gText_PokemonCantBeSame[] = _("宝可梦不能一样!") +const u8 gText_NoIdenticalHoldItems[] = _("不能携带相同的道具!") +const u8 gText_CurrentIsTooFast[] = _("水流太急了!") +const u8 gText_DoWhatWithMail[] = _("怎样处理这个邮件?") +const u8 gText_ChoosePokemonCancel[] = _("请选择宝可梦或者取消。") +const u8 gText_ChoosePokemonConfirm[] = _("请选择宝可梦并且确认。") const u8 gText_SendWhichMonToPC[] = _("Send which POKéMON to the PC?"); -const u8 gText_EnjoyCycling[] = _("Let's enjoy cycling!"); -const u8 gText_InUseAlready_PM[] = _("This is in use already."); -const u8 gText_AlreadyHoldingOne[] = _("{STR_VAR_1} is already holding\none {STR_VAR_2}."); -const u8 gText_WhichAppliance[] = _("Order which\nappliance?"); -const u8 gText_NoUse[] = _("No use."); -const u8 gText_Able[] = _("ABLE"); -const u8 gText_First_PM[] = _("FIRST"); -const u8 gText_Second_PM[] = _("SECOND"); -const u8 gText_Third_PM[] = _("THIRD"); -const u8 gText_Able2[] = _("ABLE"); -const u8 gText_NotAble[] = _("NOT ABLE"); -const u8 gText_Able3[] = _("ABLE!"); -const u8 gText_NotAble2[] = _("NOT ABLE!"); -const u8 gText_Learned[] = _("LEARNED"); -const u8 gText_Have[] = _("HAVE"); -const u8 gText_DontHave[] = _("DON'T HAVE"); -const u8 gText_Fourth[] = _("FOURTH"); -const u8 gText_PkmnCantParticipate[] = _("That POKéMON can't participate.{PAUSE_UNTIL_PRESS}"); -const u8 gText_CancelParticipation[] = _("Cancel participation?"); -const u8 gText_CancelBattle[] = _("Cancel the battle?"); -const u8 gText_ReturnToWaitingRoom[] = _("Return to the WAITING ROOM?"); -const u8 gText_CancelChallenge[] = _("Cancel the challenge?"); -const u8 gText_EscapeFromHere[] = _("Want to escape from here and return\nto {STR_VAR_1}?"); -const u8 gText_ReturnToHealingSpot[] = _("Want to return to the healing spot\nused last in {STR_VAR_1}?"); -const u8 gText_PauseUntilPress[] = _("{PAUSE_UNTIL_PRESS}"); +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_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[] = _("这个宝可梦不能参加!{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_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[] = _("That's your only\nPOKéMON for battle."); -ALIGNED(4) const u8 gText_PkmnCantBeTradedNow[] = _("That POKéMON can't be traded\nnow."); -ALIGNED(4) const u8 gText_PkmnCantBeTraded[] = _("That POKéMON can't be traded."); -ALIGNED(4) const u8 gText_EggCantBeTradedNow[] = _("An EGG can't be traded now."); -ALIGNED(4) const u8 gText_OtherTrainersPkmnCantBeTraded[] = _("The other TRAINER's POKéMON\ncan't be traded now."); -ALIGNED(4) const u8 gText_OtherTrainerCantAcceptPkmn[] = _("The other TRAINER can't accept\nthat POKéMON now."); -ALIGNED(4) const u8 gText_CantTradeWithTrainer[] = _("You can't trade with that\nTRAINER now."); -ALIGNED(4) const u8 gText_NotPkmnOtherTrainerWants[] = _("That isn't the type of POKéMON\nthat the other TRAINER wants."); -ALIGNED(4) const u8 gText_ThatIsntAnEgg[] = _("That isn't an EGG."); -const u8 gText_Register[] = _("REGISTER"); -const u8 gText_Attack3[] = _("ATTACK"); -const u8 gText_Defense3[] = _("DEFENSE"); -const u8 gText_SpAtk4[] = _("SP. ATK"); -const u8 gText_SpDef4[] = _("SP. DEF"); -const u8 gText_Speed2[] = _("SPEED"); -const u8 gText_HP4[] = _("HP"); -const u8 gText_EmptyString8[] = _(""); // Unused -const u8 gText_OTSlash[] = _("OT/"); -const u8 gText_RentalPkmn[] = _("RENTAL POKéMON"); -const u8 gText_TypeSlash[] = _("TYPE/"); -const u8 gText_Power[] = _("POWER"); -const u8 gText_Accuracy2[] = _("ACCURACY"); -const u8 gText_Appeal[] = _("APPEAL"); -const u8 gText_Jam[] = _("JAM"); -const u8 gText_Status[] = _("STATUS"); -const u8 gText_ExpPoints[] = _("EXP. POINTS"); -const u8 gText_NextLv[] = _("NEXT LV."); -const u8 gText_RibbonsVar1[] = _("RIBBONS: {STR_VAR_1}"); -const u8 gText_EmptyString5[] = _(""); -const u8 gText_Events[] = _("EVENTS"); // Unused -const u8 gText_Switch[] = _("SWITCH"); -const u8 gText_PkmnInfo[] = _("POKéMON INFO"); -const u8 gText_PkmnSkills[] = _("POKéMON SKILLS"); -const u8 gText_BattleMoves[] = _("BATTLE MOVES"); -const u8 gText_ContestMoves[] = _("CONTEST MOVES"); -const u8 gText_Info[] = _("INFO"); -const u8 gText_EggWillTakeALongTime[] = _("It looks like this EGG will\ntake a long time to hatch."); -const u8 gText_EggWillTakeSomeTime[] = _("What will hatch from this?\nIt will take some time."); -const u8 gText_EggWillHatchSoon[] = _("It moves occasionally.\nIt should hatch soon."); -const u8 gText_EggAboutToHatch[] = _("It's making sounds.\nIt's about to hatch!"); -const u8 gText_HMMovesCantBeForgotten2[] = _("HM moves can't be\nforgotten now."); -const u8 gText_XNatureMetAtYZ[] = _("{DYNAMIC 0}{DYNAMIC 2}{DYNAMIC 1}{DYNAMIC 5} nature,\nmet at {LV_2}{DYNAMIC 0}{DYNAMIC 3}{DYNAMIC 1},\n{DYNAMIC 0}{DYNAMIC 4}{DYNAMIC 1}."); -const u8 gText_XNatureHatchedAtYZ[] = _("{DYNAMIC 0}{DYNAMIC 2}{DYNAMIC 1}{DYNAMIC 5} nature,\nhatched at {LV_2}{DYNAMIC 0}{DYNAMIC 3}{DYNAMIC 1},\n{DYNAMIC 0}{DYNAMIC 4}{DYNAMIC 1}."); -const u8 gText_XNatureObtainedInTrade[] = _("{DYNAMIC 0}{DYNAMIC 2}{DYNAMIC 1}{DYNAMIC 5} nature,\nobtained in a trade."); -const u8 gText_XNatureFatefulEncounter[] = _("{DYNAMIC 0}{DYNAMIC 2}{DYNAMIC 1}{DYNAMIC 5} nature,\nobtained in a fateful\nencounter at {LV_2}{DYNAMIC 0}{DYNAMIC 3}{DYNAMIC 1}."); -const u8 gText_XNatureProbablyMetAt[] = _("{DYNAMIC 0}{DYNAMIC 2}{DYNAMIC 1}{DYNAMIC 5} nature,\nprobably met at {LV_2}{DYNAMIC 0}{DYNAMIC 3}{DYNAMIC 1},\n{DYNAMIC 0}{DYNAMIC 4}{DYNAMIC 1}."); -const u8 gText_XNature[] = _("{DYNAMIC 0}{DYNAMIC 2}{DYNAMIC 1}{DYNAMIC 5} nature"); -const u8 gText_XNatureMetSomewhereAt[] = _("{DYNAMIC 0}{DYNAMIC 2}{DYNAMIC 1}{DYNAMIC 5} nature,\nmet somewhere at {LV_2}{DYNAMIC 0}{DYNAMIC 3}{DYNAMIC 1}."); -const u8 gText_XNatureHatchedSomewhereAt[] = _("{DYNAMIC 0}{DYNAMIC 2}{DYNAMIC 1}{DYNAMIC 5} nature,\nhatched somewhere at {LV_2}{DYNAMIC 0}{DYNAMIC 3}{DYNAMIC 1}."); -const u8 gText_OddEggFoundByCouple[] = _("An odd POKéMON EGG found\nby the DAY CARE couple."); -const u8 gText_PeculiarEggNicePlace[] = _("A peculiar POKéMON EGG\nobtained at the nice place."); -const u8 gText_PeculiarEggTrade[] = _("A peculiar POKéMON EGG\nobtained in a trade."); -const u8 gText_EggFromHotSprings[] = _("A POKéMON EGG obtained\nat the hot springs."); -const u8 gText_EggFromTraveler[] = _("An odd POKéMON EGG\nobtained from a traveler."); -const u8 gText_ApostropheSBase[] = _("'s BASE"); -const u8 gText_OkayToDeleteFromRegistry[] = _("Is it okay to delete {STR_VAR_1}\nfrom the REGISTRY?"); -const u8 gText_RegisteredDataDeleted[] = _("The registered data was deleted.{PAUSE_UNTIL_PRESS}"); -const u8 gText_NoRegistry[] = _("There is no REGISTRY.{PAUSE_UNTIL_PRESS}"); -const u8 gText_DelRegist[] = _("DEL REGIST."); -const u8 gText_Var3Var1SlashVar2[] = _("{STR_VAR_3}{STR_VAR_1}/{STR_VAR_2}"); // Unused -const u8 gText_Decorate[] = _("DECORATE"); -const u8 gText_PutAway[] = _("PUT AWAY"); -const u8 gText_Toss2[] = _("TOSS"); -const u8 gText_Color161Shadow161[] = _("{COLOR 161}{SHADOW 161}"); -const u8 gText_PutOutSelectedDecorItem[] = _("Put out the selected decoration item."); -const u8 gText_StoreChosenDecorInPC[] = _("Store the chosen decoration in the PC."); -const u8 gText_ThrowAwayUnwantedDecors[] = _("Throw away unwanted decorations."); -const u8 gText_NoDecorations[] = _("There are no decorations.{PAUSE_UNTIL_PRESS}"); -const u8 gText_Desk[] = _("DESK"); -const u8 gText_Chair[] = _("CHAIR"); -const u8 gText_Plant[] = _("PLANT"); -const u8 gText_Ornament[] = _("ORNAMENT"); -const u8 gText_Mat[] = _("MAT"); -const u8 gText_Poster[] = _("POSTER"); -const u8 gText_Doll[] = _("DOLL"); -const u8 gText_Cushion[] = _("CUSHION"); -const u8 gText_Gold[] = _("GOLD"); -const u8 gText_Silver[] = _("SILVER"); -const u8 gText_PlaceItHere[] = _("Place it here?"); -const u8 gText_CantBePlacedHere[] = _("It can't be placed here."); -const u8 gText_CancelDecorating[] = _("Cancel decorating?"); -const u8 gText_InUseAlready[] = _("This is in use already."); -const u8 gText_NoMoreDecorations[] = _("No more decorations can be placed.\nThe most that can be placed are {STR_VAR_1}."); -const u8 gText_NoMoreDecorations2[] = _("No more decorations can be placed.\nThe most that can be placed are {STR_VAR_1}."); -const u8 gText_MustBePlacedOnDesk[] = _("This can't be placed here.\nIt must be on a DESK, etc."); // Unused -const u8 gText_CantPlaceInRoom[] = _("This decoration can't be placed in\nyour own room."); -const u8 gText_CantThrowAwayInUse[] = _("This decoration is in use.\nIt can't be thrown away."); -const u8 gText_DecorationWillBeDiscarded[] = _("This {STR_VAR_1} will be discarded.\nIs that okay?"); -const u8 gText_DecorationThrownAway[] = _("The decoration item was thrown away."); -const u8 gText_StopPuttingAwayDecorations[] = _("Stop putting away decorations?"); -const u8 gText_NoDecorationHere[] = _("There is no decoration item here."); -const u8 gText_ReturnDecorationToPC[] = _("Return this decoration to the PC?"); -const u8 gText_DecorationReturnedToPC[] = _("The decoration was returned to the PC."); -const u8 gText_NoDecorationsInUse[] = _("There are no decorations in use.{PAUSE_UNTIL_PRESS}"); -const u8 gText_Tristan[] = _("TRISTAN"); -const u8 gText_Philip[] = _("PHILIP"); -const u8 gText_Dennis[] = _("DENNIS"); -const u8 gText_Roberto[] = _("ROBERTO"); -const u8 gText_NoItems[] = _("There are no items.{PAUSE_UNTIL_PRESS}"); -const u8 gText_NoMailHere[] = _("There's no MAIL here.{PAUSE_UNTIL_PRESS}"); -const u8 gText_WhatToDoWithVar1sMail[] = _("What would you like to do with\n{STR_VAR_1}'s MAIL?"); -const u8 gText_MessageWillBeLost[] = _("The message will be lost.\nIs that okay?"); -const u8 gText_BagIsFull[] = _("The BAG is full.{PAUSE_UNTIL_PRESS}"); -const u8 gText_MailToBagMessageErased[] = _("The MAIL was returned to the BAG\nwith its message erased.{PAUSE_UNTIL_PRESS}"); -const u8 gText_Dad[] = _("DAD"); -const u8 gText_Mom[] = _("MOM"); -const u8 gText_Wallace[] = _("WALLACE"); -const u8 gText_Steven[] = _("STEVEN"); -const u8 gText_Brawly[] = _("BRAWLY"); -const u8 gText_Winona[] = _("WINONA"); -const u8 gText_Phoebe[] = _("PHOEBE"); -const u8 gText_Glacia[] = _("GLACIA"); -const u8 gText_Info2[] = _("INFO"); -const u8 gText_CoolnessContest[] = _("COOLNESS CONTEST"); -const u8 gText_BeautyContest[] = _("BEAUTY CONTEST"); -const u8 gText_CutenessContest[] = _("CUTENESS CONTEST"); -const u8 gText_SmartnessContest[] = _("SMARTNESS CONTEST"); -const u8 gText_ToughnessContest[] = _("TOUGHNESS CONTEST"); -const u8 gText_Decoration2[] = _("DECORATION"); -const u8 gText_PackUp[] = _("PACK UP"); -const u8 gText_Registry[] = _("REGISTRY"); -const u8 gText_Information[] = _("INFORMATION"); -const u8 gText_Yes[] = _("YES"); -const u8 gText_No[] = _("NO"); -const u8 gText_Lv50[] = _("LV. 50"); -const u8 gText_OpenLevel[] = _("OPEN LEVEL"); -const u8 gText_RedShard[] = _("RED SHARD"); -const u8 gText_YellowShard[] = _("YELLOW SHARD"); -const u8 gText_BlueShard[] = _("BLUE SHARD"); -const u8 gText_GreenShard[] = _("GREEN SHARD"); -const u8 gText_BattleFrontier[] = _("BATTLE FRONTIER"); -const u8 gText_Cool[] = _("COOL"); -const u8 gText_Beauty[] = _("BEAUTY"); -const u8 gText_Cute[] = _("CUTE"); -const u8 gText_Smart[] = _("SMART"); -const u8 gText_Tough[] = _("TOUGH"); -const u8 gText_Normal[] = _("NORMAL"); -const u8 gText_Super[] = _("SUPER"); -const u8 gText_Hyper[] = _("HYPER"); -const u8 gText_Master[] = _("MASTER"); -const u8 gText_Cool2[] = _("COOL"); -const u8 gText_Beauty2[] = _("BEAUTY"); -const u8 gText_Cute2[] = _("CUTE"); -const u8 gText_Smart2[] = _("SMART"); -const u8 gText_Tough2[] = _("TOUGH"); -const u8 gText_Items[] = _("ITEMS"); -const u8 gText_Key_Items[] = _("KEY ITEMS"); -const u8 gText_Poke_Balls[] = _("POKé BALLS"); -const u8 gText_TMs_Hms[] = _("TMs & HMs"); -const u8 gText_Berries2[] = _("BERRIES"); -const u8 gText_SomeonesPC[] = _("SOMEONE'S PC"); -const u8 gText_LanettesPC[] = _("LANETTE'S PC"); -const u8 gText_PlayersPC[] = _("{PLAYER}'s PC"); -const u8 gText_HallOfFame[] = _("HALL OF FAME"); -const u8 gText_LogOff[] = _("LOG OFF"); -const u8 gText_Opponent[] = _("OPPONENT"); -const u8 gText_Tourney_Tree[] = _("TOURNEY TREE"); -const u8 gText_ReadyToStart[] = _("READY TO START"); -const u8 gText_Single2[] = _("SINGLE"); -const u8 gText_Double2[] = _("DOUBLE"); -const u8 gText_Multi[] = _("MULTI"); -const u8 gText_MultiLink[] = _("MULTI-LINK"); -const u8 gText_MenuOptionPokedex[] = _("POKéDEX"); -const u8 gText_MenuOptionPokemon[] = _("POKéMON"); -const u8 gText_MenuOptionBag[] = _("BAG"); -const u8 gText_MenuOptionPokenav[] = _("POKéNAV"); -const u8 gText_Blank[] = _(""); -const u8 gText_MenuOptionSave[] = _("SAVE"); -const u8 gText_MenuOptionOption[] = _("OPTION"); -const u8 gText_MenuOptionExit[] = _("EXIT"); -const u8 gText_SouthernIsland[] = _("SOUTHERN ISLAND"); -const u8 gText_BirthIsland[] = _("BIRTH ISLAND"); -const u8 gText_FarawayIsland[] = _("FARAWAY ISLAND"); -const u8 gText_NavelRock[] = _("NAVEL ROCK"); -const u8 gText_NormalTagMatch[] = _("NORMAL TAG MATCH"); -const u8 gText_VarietyTagMatch[] = _("VARIETY TAG MATCH"); -const u8 gText_UniqueTagMatch[] = _("UNIQUE TAG MATCH"); -const u8 gText_ExpertTagMatch[] = _("EXPERT TAG MATCH"); -const u8 gText_TradeCenter[] = _("TRADE CENTER"); -const u8 gText_Colosseum[] = _("COLOSSEUM"); -const u8 gText_RecordCorner[] = _("RECORD CORNER"); -const u8 gText_BerryCrush3[] = _("BERRY CRUSH"); -const u8 gText_BattleRules[] = _("BATTLE RULES"); -const u8 gText_JudgeMind[] = _("JUDGE: MIND"); -const u8 gText_JudgeSkill[] = _("JUDGE: SKILL"); -const u8 gText_JudgeBody[] = _("JUDGE: BODY"); -const u8 gText_BasicRules[] = _("BASIC RULES"); -const u8 gText_SwapPartners[] = _("SWAP: PARTNER"); -const u8 gText_SwapNumber[] = _("SWAP: NUMBER"); -const u8 gText_SwapNotes[] = _("SWAP: NOTES"); -const u8 gText_BattleBasics[] = _("BATTLE BASICS"); -const u8 gText_PokemonNature[] = _("POKéMON NATURE"); -const u8 gText_PokemonMoves[] = _("POKéMON MOVES"); -const u8 gText_Underpowered[] = _("UNDERPOWERED"); -const u8 gText_WhenInDanger[] = _("WHEN IN DANGER"); -const u8 gText_BattlePokemon[] = _("BATTLE POKéMON"); -const u8 gText_BattleTrainers[] = _("BATTLE TRAINERS"); -const u8 gText_GoOn[] = _("GO ON"); -const u8 gText_Record2[] = _("RECORD"); -const u8 gText_Rest[] = _("REST"); -const u8 gText_Retire[] = _("RETIRE"); -const u8 gText_1F[] = _("1F"); -const u8 gText_2F[] = _("2F"); -const u8 gText_3F[] = _("3F"); -const u8 gText_4F[] = _("4F"); -const u8 gText_5F[] = _("5F"); -const u8 gText_6F[] = _("6F"); -const u8 gText_7F[] = _("7F"); -const u8 gText_8F[] = _("8F"); -const u8 gText_9F[] = _("9F"); -const u8 gText_10F[] = _("10F"); -const u8 gText_11F[] = _("11F"); -const u8 gText_B1F[] = _("B1F"); -const u8 gText_B2F[] = _("B2F"); -const u8 gText_B3F[] = _("B3F"); -const u8 gText_B4F[] = _("B4F"); -const u8 gText_Rooftop[] = _("ROOFTOP"); -const u8 gText_ElevatorNowOn[] = _("Now on:"); -const u8 gText_BP[] = _("BP"); -const u8 gText_RankingHall[] = _("RANKING HALL"); -const u8 gText_ExchangeService[] = _("EXCHANGE SERVICE"); -const u8 gText_LilycoveCity[] = _("LILYCOVE CITY"); -const u8 gText_SlateportCity[] = _("SLATEPORT CITY"); -const u8 gText_Exit[] = _("EXIT"); -const u8 gText_YourPartysFull[] = _("Your party's full!{PAUSE_UNTIL_PRESS}"); -const u8 gText_NatureSlash[] = _("NATURE/"); -const u8 gText_InParty[] = _("IN PARTY"); -const u8 gText_PokemonMaleLv[] = _("{DYNAMIC 0}{COLOR_HIGHLIGHT_SHADOW LIGHT_RED WHITE GREEN}♂{COLOR_HIGHLIGHT_SHADOW DARK_GRAY WHITE LIGHT_GRAY}/{LV}{DYNAMIC 1}"); // Unused -const u8 gText_PokemonFemaleLv[] = _("{DYNAMIC 0}{COLOR_HIGHLIGHT_SHADOW LIGHT_GREEN WHITE BLUE}♀{COLOR_HIGHLIGHT_SHADOW DARK_GRAY WHITE LIGHT_GRAY}/{LV}{DYNAMIC 1}"); // Unused -const u8 gText_PokemonNoGenderLv[] = _("{DYNAMIC 0}/{LV}{DYNAMIC 1}"); // Unused -const u8 gText_PokemonMaleLv2[] = _("{DYNAMIC 0}{COLOR_HIGHLIGHT_SHADOW LIGHT_RED WHITE GREEN}♂{COLOR_HIGHLIGHT_SHADOW DARK_GRAY WHITE LIGHT_GRAY}/{LV}{DYNAMIC 1}{DYNAMIC 2}"); // Unused -const u8 gText_PokemonFemaleLv2[] = _("{DYNAMIC 0}{COLOR_HIGHLIGHT_SHADOW LIGHT_GREEN WHITE BLUE}♀{COLOR_HIGHLIGHT_SHADOW DARK_GRAY WHITE LIGHT_GRAY}/{LV}{DYNAMIC 1}{DYNAMIC 2}"); // Unused -const u8 gText_PokemonNoGenderLv2[] = _("{DYNAMIC 0}/{LV}{DYNAMIC 1}{DYNAMIC 2}"); // Unused -const u8 gText_CombineFourWordsOrPhrases[] = _("Combine four words or phrases"); -const u8 gText_AndMakeYourProfile[] = _("and make your profile."); -const u8 gText_CombineSixWordsOrPhrases[] = _("Combine six words or phrases"); -const u8 gText_AndMakeAMessage[] = _("and make a message."); -const u8 gText_FindWordsThatDescribeYour[] = _("Find words that describe your"); -const u8 gText_FeelingsRightNow[] = _("feelings right now."); -const u8 gText_WithFourPhrases[] = _("With four phrases,"); // Unused -const u8 gText_CombineNineWordsOrPhrases[] = _("Combine nine words or phrases"); -const u8 gText_AndMakeAMessage2[] = _("and make a message."); -const u8 gText_ChangeJustOneWordOrPhrase[] = _("Change just one word or phrase"); -const u8 gText_AndImproveTheBardsSong[] = _("and improve the BARD's song."); -const u8 gText_YourProfile[] = _("Your profile"); -const u8 gText_YourFeelingAtTheBattlesStart[] = _("Your feeling at the battle's start"); -const u8 gText_WhatYouSayIfYouWin[] = _("What you say if you win a battle"); -const u8 gText_WhatYouSayIfYouLose[] = _("What you say if you lose a battle"); -const u8 gText_TheAnswer[] = _("The answer"); -const u8 gText_TheMailMessage[] = _("The MAIL message"); -const u8 gText_TheMailSalutation[] = _("The MAIL salutation"); // Unused -const u8 gText_TheBardsSong2[] = _("The new song"); -const u8 gText_CombineTwoWordsOrPhrases[] = _("Combine two words or phrases"); -const u8 gText_AndMakeATrendySaying[] = _("and make a trendy saying."); -const u8 gText_TheTrendySaying[] = _("The trendy saying"); -const u8 gText_IsAsShownOkay[] = _("is as shown. Okay?"); -const u8 gText_CombineTwoWordsOrPhrases2[] = _("Combine two words or phrases"); -const u8 gText_ToTeachHerAGoodSaying[] = _("to teach her a good saying."); -const u8 gText_FindWordsWhichFit[] = _("Find words which fit"); -const u8 gText_TheTrainersImage[] = _("the TRAINER's image."); -const u8 gText_TheImage[] = _("The image:"); -const u8 gText_OutOfTheListedChoices[] = _("Out of the listed choices,"); -const u8 gText_SelectTheAnswerToTheQuiz[] = _("select the answer to the quiz!"); -const u8 gText_AndCreateAQuiz[] = _("and create a quiz!"); -const u8 gText_PickAWordOrPhraseAnd[] = _("Pick a word or phrase and"); -const u8 gText_SetTheQuizAnswer[] = _("set the quiz answer."); -const u8 gText_TheAnswerColon[] = _("The answer:"); -const u8 gText_TheQuizColon[] = _("The quiz:"); // Unused -const u8 gText_ApprenticePhrase[] = _("Apprentice's phrase:"); -const u8 gText_QuitEditing[] = _("Quit editing?"); -const u8 gText_StopGivingPkmnMail[] = _("Stop giving the POKéMON MAIL?"); -const u8 gText_AndFillOutTheQuestionnaire[] = _("and fill out the questionnaire."); -const u8 gText_LetsReplyToTheInterview[] = _("Let's reply to the interview!"); -const u8 gText_AllTextBeingEditedWill[] = _("All the text being edited will"); -const u8 gText_BeDeletedThatOkay[] = _("be deleted. Is that okay?"); -const u8 gText_QuitEditing2[] = _("Quit editing?"); // Unused -const u8 gText_EditedTextWillNotBeSaved[] = _("The edited text will not be saved."); // Unused -const u8 gText_IsThatOkay[] = _("Is that okay?"); // Unused -const u8 gText_PleaseEnterPhraseOrWord[] = _("Please enter a phrase or word."); // Unused -const u8 gText_EntireTextCantBeDeleted[] = _("The entire text can't be deleted."); -const u8 gText_OnlyOnePhrase[] = _("Only one phrase may be changed."); -const u8 gText_OriginalSongWillBeUsed[] = _("The original song will be used."); -const u8 gText_ThatsTrendyAlready[] = _("That's trendy already!"); // Unused -const u8 gText_CombineTwoWordsOrPhrases3[] = _("Combine two words or phrases."); -const u8 gText_QuitGivingInfo[] = _("Quit giving information?"); // Unused -const u8 gText_StopGivingPkmnMail2[] = _("Stop giving the POKéMON MAIL?"); // Unused -const u8 gText_CreateAQuiz2[] = _("Create a quiz!"); // Unused -const u8 gText_SetTheAnswer[] = _("Set the answer!"); // Unused -const u8 gText_CancelSelection[] = _("Cancel the selection?"); // Unused -const u8 gText_Profile[] = _("PROFILE"); -const u8 gText_AtTheBattlesStart[] = _("At the battle's start:"); -const u8 gText_UponWinningABattle[] = _("Upon winning a battle:"); -const u8 gText_UponLosingABattle[] = _("Upon losing a battle:"); -const u8 gText_TheBardsSong[] = _("The BARD's Song"); -const u8 gText_WhatsHipAndHappening[] = _("What's hip and happening?"); -const u8 gText_Interview[] = _("Interview"); -const u8 gText_GoodSaying[] = _("Good saying"); -const u8 gText_FansQuestion[] = _("Fan's question"); +ALIGNED(4) const u8 gText_OnlyPkmnForBattle[] = _("这是你最后一个能\n战斗的宝可梦了!") +ALIGNED(4) const u8 gText_PkmnCantBeTradedNow[] = _("这个宝可梦暂时不能\n交换!") +ALIGNED(4) const u8 gText_PkmnCantBeTraded[] = _("这个宝可梦不能\n交换!") +ALIGNED(4) const u8 gText_EggCantBeTradedNow[] = _("蛋不能交换!") +ALIGNED(4) const u8 gText_OtherTrainersPkmnCantBeTraded[] = _("对方训练家的宝可梦\n暂时不能交换!") +ALIGNED(4) const u8 gText_OtherTrainerCantAcceptPkmn[] = _("对方训练家暂时不能\n接受这个宝可梦!") +ALIGNED(4) const u8 gText_CantTradeWithTrainer[] = _("你暂时不能和那个\n训练家交换!") +ALIGNED(4) const u8 gText_NotPkmnOtherTrainerWants[] = _("这不是对方训练家\n想要的宝可梦种类!") +ALIGNED(4) const u8 gText_ThatIsntAnEgg[] = _("那不是宝可梦蛋!") +const u8 gText_Register[] = _("登记") +const u8 gText_Attack3[] = _("攻击") +const u8 gText_Defense3[] = _("防御") +const u8 gText_SpAtk4[] = _("特攻") +const u8 gText_SpDef4[] = _("特防") +const u8 gText_Speed2[] = _("速度") +const u8 gText_HP4[] = _("HP") +const u8 gText_EmptyString8[] = _("") // Unused +const u8 gText_OTSlash[] = _("初训家") +const u8 gText_RentalPkmn[] = _("租借宝可梦") +const u8 gText_TypeSlash[] = _("属性") +const u8 gText_Power[] = _("威力") +const u8 gText_Accuracy2[] = _("命中") +const u8 gText_Appeal[] = _("吸引力") +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[] = _("缎带数:{STR_VAR_1}") +const u8 gText_EmptyString5[] = _("nan") +const u8 gText_Events[] = _("事件 ") // Unused +const u8 gText_Switch[] = _("换位") +const u8 gText_PkmnInfo[] = _("宝可梦情报") +const u8 gText_PkmnSkills[] = _("宝可梦能力") +const u8 gText_BattleMoves[] = _("战斗招式") +const u8 gText_ContestMoves[] = _("华丽大赛招式") +const u8 gText_Info[] = _("说明") +const u8 gText_EggWillTakeALongTime[] = _("看着来,这个蛋像是\n要很久才能孵化。") +const u8 gText_EggWillTakeSomeTime[] = _("会孵化出什么呢?\n还需要一段时间。") +const u8 gText_EggWillHatchSoon[] = _("偶然会摇动,\n应该快要孵化了。") +const u8 gText_EggAboutToHatch[] = _("从里面传出了声音,\n即将孵化了!") +const u8 gText_HMMovesCantBeForgotten2[] = _("暂时不能忘记秘传招式。") +const u8 gText_XNatureMetAtYZ[] = _("性格{DYNAMIC 0}{DYNAMIC 2}{DYNAMIC 1}{DYNAMIC 5},\n\n{LV_2}{DYNAMIC 0}{DYNAMIC 3}{DYNAMIC 1}时\n在{DYNAMIC 0}{DYNAMIC 4}{DYNAMIC 1}遇到。") +const u8 gText_XNatureHatchedAtYZ[] = _("性格{DYNAMIC 0}{DYNAMIC 2}{DYNAMIC 1}{DYNAMIC 5},\n\n{LV_2}{DYNAMIC 0}{DYNAMIC 3}{DYNAMIC 1}时\n在{DYNAMIC 0}{DYNAMIC 4}{DYNAMIC 1}孵化。。") +const u8 gText_XNatureObtainedInTrade[] = _("性格{DYNAMIC 0}{DYNAMIC 2}{DYNAMIC 1}{DYNAMIC 5},\n\n通过交换得到。") +const u8 gText_XNatureFatefulEncounter[] = _("性格{DYNAMIC 0}{DYNAMIC 2}{DYNAMIC 1}{DYNAMIC 5},\n\n在{LV_2}{DYNAMIC 0}{DYNAMIC 3}{DYNAMIC 1}发生命运的邂逅后得到。") +const u8 gText_XNatureProbablyMetAt[] = _("性格{DYNAMIC 0}{DYNAMIC 2}{DYNAMIC 1}{DYNAMIC 5},\n\n{LV_2}{DYNAMIC 0}{DYNAMIC 3}{DYNAMIC 1}时\n大概在{DYNAMIC 0}{DYNAMIC 4}{DYNAMIC 1}遇到。") +const u8 gText_XNature[] = _("性格{DYNAMIC 0}{DYNAMIC 2}{DYNAMIC 1}{DYNAMIC 5}") +const u8 gText_XNatureMetSomewhereAt[] = _("性格{DYNAMIC 0}{DYNAMIC 2}{DYNAMIC 1}{DYNAMIC 5},\n\n{LV_2}{DYNAMIC 0}{DYNAMIC 3}{DYNAMIC 1}时\n在某处遇到。") +const u8 gText_XNatureHatchedSomewhereAt[] = _("性格{DYNAMIC 0}{DYNAMIC 2}{DYNAMIC 1}{DYNAMIC 5},\n\n{LV_2}{DYNAMIC 0}{DYNAMIC 3}{DYNAMIC 1}时\n在某处孵化。") +const u8 gText_OddEggFoundByCouple[] = _("从抚养屋夫妇那里发现的\n不可思议的宝可梦蛋。") +const u8 gText_PeculiarEggNicePlace[] = _("在一个好地方得到\n的罕见的宝可梦蛋。") +const u8 gText_PeculiarEggTrade[] = _("通过交换得到的\n罕见的宝可梦蛋。") +const u8 gText_EggFromHotSprings[] = _("在温泉那里\n得到的宝可梦蛋。") +const u8 gText_EggFromTraveler[] = _("在一个旅行者那里得到的\n不可思议的宝可梦蛋。") +const u8 gText_ApostropheSBase[] = _("的基地") +const u8 gText_OkayToDeleteFromRegistry[] = _("是否可以从注册簿\n删除{STR_VAR_1}?") +const u8 gText_RegisteredDataDeleted[] = _("注册记录已被删除。{PAUSE_UNTIL_PRESS}") +const u8 gText_NoRegistry[] = _("没有任何的注册条目。{PAUSE_UNTIL_PRESS}") +const u8 gText_DelRegist[] = _("删除注册项。") +const u8 gText_Var3Var1SlashVar2[] = _("{STR_VAR_3}{STR_VAR_1}/{STR_VAR_2} ") // Unused +const u8 gText_Decorate[] = _("装饰") +const u8 gText_PutAway[] = _("收好") +const u8 gText_Toss2[] = _("扔掉") +const u8 gText_Color161Shadow161[] = _("{COLOR 161}{SHADOW 161}") +const u8 gText_PutOutSelectedDecorItem[] = _("取出了选择的装饰物品。") +const u8 gText_StoreChosenDecorInPC[] = _("将选择的装饰物品存入了电脑中。") +const u8 gText_ThrowAwayUnwantedDecors[] = _("丢弃了不想要的装饰物品。") +const u8 gText_NoDecorations[] = _("目前没有任何装饰物品。{PAUSE_UNTIL_PRESS}") +const u8 gText_Desk[] = _("桌子") +const u8 gText_Chair[] = _("椅子") +const u8 gText_Plant[] = _("盆栽") +const u8 gText_Ornament[] = _("物品") +const u8 gText_Mat[] = _("地毯") +const u8 gText_Poster[] = _("海报") +const u8 gText_Doll[] = _("玩偶哦") +const u8 gText_Cushion[] = _("垫子") +const u8 gText_Gold[] = _("金") +const u8 gText_Silver[] = _("银") +const u8 gText_PlaceItHere[] = _("放在这里吗?") +const u8 gText_CantBePlacedHere[] = _("不能放在这里!") +const u8 gText_CancelDecorating[] = _("停止装饰?") +const u8 gText_InUseAlready[] = _("这个已经在使用了。") +const u8 gText_NoMoreDecorations[] = _("不能再摆放装饰物品了!\n最多可以摆放{STR_VAR_1}个。") +const u8 gText_NoMoreDecorations2[] = _("不能再摆放装饰物品了!\n最多可以摆放{STR_VAR_1}个。") +const u8 gText_MustBePlacedOnDesk[] = _("不能放在这里。\n这里只能放桌子。 ") // Unused +const u8 gText_CantPlaceInRoom[] = _("这个装饰物品不能\n放在你的个人房间。") +const u8 gText_CantThrowAwayInUse[] = _("这个装饰物品已经在使用了。\n现在不能丢弃!") +const u8 gText_DecorationWillBeDiscarded[] = _("{STR_VAR_1}将被丢弃,\n确定吗?") +const u8 gText_DecorationThrownAway[] = _("该装饰物品被丢掉了。") +const u8 gText_StopPuttingAwayDecorations[] = _("停止收拾装饰物品?") +const u8 gText_NoDecorationHere[] = _("这里没有装饰物品。") +const u8 gText_ReturnDecorationToPC[] = _("将这个装饰物品收回电脑吗?") +const u8 gText_DecorationReturnedToPC[] = _("该装饰物品被收回了电脑。") +const u8 gText_NoDecorationsInUse[] = _("没有在使用的装饰物品。{PAUSE_UNTIL_PRESS}") +const u8 gText_Tristan[] = _("崔斯坦") +const u8 gText_Philip[] = _("菲利普") +const u8 gText_Dennis[] = _("丹尼斯") +const u8 gText_Roberto[] = _("罗伯托") +const u8 gText_NoItems[] = _("这里没有道具。{PAUSE_UNTIL_PRESS}") +const u8 gText_NoMailHere[] = _("这里没有邮件。{PAUSE_UNTIL_PRESS}") +const u8 gText_WhatToDoWithVar1sMail[] = _("你打算如何处理\n{STR_VAR_1}的邮件?") +const u8 gText_MessageWillBeLost[] = _("邮件信息将会丢失。\n确定吗?") +const u8 gText_BagIsFull[] = _("背包已经满了。{PAUSE_UNTIL_PRESS}") +const u8 gText_MailToBagMessageErased[] = _("邮件信息被清除掉了,\n邮件放回了背包。{PAUSE_UNTIL_PRESS}") +const u8 gText_Dad[] = _("爸爸") +const u8 gText_Mom[] = _("妈妈") +const u8 gText_Wallace[] = _("米可利") +const u8 gText_Steven[] = _("大吾") +const u8 gText_Brawly[] = _("藤树") +const u8 gText_Winona[] = _("娜琪") +const u8 gText_Phoebe[] = _("芙蓉") +const u8 gText_Glacia[] = _("波妮") +const u8 gText_Info2[] = _("信息") +const u8 gText_CoolnessContest[] = _("帅气组") +const u8 gText_BeautyContest[] = _("美丽组") +const u8 gText_CutenessContest[] = _("可爱组") +const u8 gText_SmartnessContest[] = _("聪明组") +const u8 gText_ToughnessContest[] = _("强壮组") +const u8 gText_Decoration2[] = _("装饰") +const u8 gText_PackUp[] = _("收好") +const u8 gText_Registry[] = _("登记") +const u8 gText_Information[] = _("信息") +const u8 gText_Yes[] = _("是") +const u8 gText_No[] = _("否") +const u8 gText_Lv50[] = _("LV. 50") +const u8 gText_OpenLevel[] = _("自由级") +const u8 gText_RedShard[] = _("红色碎片") +const u8 gText_YellowShard[] = _("黄色碎片") +const u8 gText_BlueShard[] = _("蓝色碎片") +const u8 gText_GreenShard[] = _("绿色碎片") +const u8 gText_BattleFrontier[] = _("对战开拓区") +const u8 gText_Cool[] = _("帅气") +const u8 gText_Beauty[] = _("美丽") +const u8 gText_Cute[] = _("可爱") +const u8 gText_Smart[] = _("聪明") +const u8 gText_Tough[] = _("强壮") +const u8 gText_Normal[] = _("普通") +const u8 gText_Super[] = _("超级") +const u8 gText_Hyper[] = _("专家") +const u8 gText_Master[] = _("大师") +const u8 gText_Cool2[] = _("帅气") +const u8 gText_Beauty2[] = _("美丽") +const u8 gText_Cute2[] = _("可爱") +const u8 gText_Smart2[] = _("聪明") +const u8 gText_Tough2[] = _("强壮") +const u8 gText_Items[] = _("道具") +const u8 gText_Key_Items[] = _("重要道具") +const u8 gText_Poke_Balls[] = _("精灵球") +const u8 gText_TMs_Hms[] = _("招式学习器") +const u8 gText_Berries2[] = _("树果") +const u8 gText_SomeonesPC[] = _("某人的电脑") +const u8 gText_LanettesPC[] = _("真由美的电脑") +const u8 gText_PlayersPC[] = _("{PLAYER}的电脑") +const u8 gText_HallOfFame[] = _("进入殿堂") +const u8 gText_LogOff[] = _("注销") +const u8 gText_Opponent[] = _("对手") +const u8 gText_Tourney_Tree[] = _("对阵树") +const u8 gText_ReadyToStart[] = _("准备开始") +const u8 gText_Single2[] = _("单人") +const u8 gText_Double2[] = _("双人") +const u8 gText_Multi[] = _("多人") +const u8 gText_MultiLink[] = _("多人联机") +const u8 gText_MenuOptionPokedex[] = _("图鉴") +const u8 gText_MenuOptionPokemon[] = _("宝可梦") +const u8 gText_MenuOptionBag[] = _("背包") +const u8 gText_MenuOptionPokenav[] = _("领航员") +const u8 gText_Blank[] = _("nan") +const u8 gText_MenuOptionSave[] = _("保存") +const u8 gText_MenuOptionOption[] = _("设置") +const u8 gText_MenuOptionExit[] = _("退出") +const u8 gText_SouthernIsland[] = _("南方孤岛") +const u8 gText_BirthIsland[] = _("诞生之岛") +const u8 gText_FarawayIsland[] = _("边境的小岛") +const u8 gText_NavelRock[] = _("脐之岩") +const u8 gText_NormalTagMatch[] = _("普通类比赛") +const u8 gText_VarietyTagMatch[] = _("多样类比赛") +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_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_BasicRules[] = _("基本规则") +const u8 gText_SwapPartners[] = _("交换:搭档") +const u8 gText_SwapNumber[] = _("交换:数量") +const u8 gText_SwapNotes[] = _("交换:记录") +const u8 gText_BattleBasics[] = _("对战基础") +const u8 gText_PokemonNature[] = _("精灵类型") +const u8 gText_PokemonMoves[] = _("精灵招式") +const u8 gText_Underpowered[] = _("失去战斗力") +const u8 gText_WhenInDanger[] = _("在危险时") +const u8 gText_BattlePokemon[] = _("对战精灵") +const u8 gText_BattleTrainers[] = _("对战训练师") +const u8 gText_GoOn[] = _("继续") +const u8 gText_Record2[] = _("记录") +const u8 gText_Rest[] = _("休息") +const u8 gText_Retire[] = _("退赛") +const u8 gText_1F[] = _("1F") +const u8 gText_2F[] = _("2F") +const u8 gText_3F[] = _("3F") +const u8 gText_4F[] = _("4F") +const u8 gText_5F[] = _("5F") +const u8 gText_6F[] = _("6F") +const u8 gText_7F[] = _("7F") +const u8 gText_8F[] = _("8F") +const u8 gText_9F[] = _("9F") +const u8 gText_10F[] = _("10F") +const u8 gText_11F[] = _("11F") +const u8 gText_B1F[] = _("B1F") +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_BP[] = _("BP") +const u8 gText_RankingHall[] = _("排名大厅") +const u8 gText_ExchangeService[] = _("交换服务") +const u8 gText_LilycoveCity[] = _("水静市") +const u8 gText_SlateportCity[] = _("凯那市") +const u8 gText_Exit[] = _("退出") +const u8 gText_YourPartysFull[] = _("持有精灵满了!{PAUSE_UNTIL_PRESS}") +const u8 gText_NatureSlash[] = _("性格/") +const u8 gText_InParty[] = _("同行中") +const u8 gText_PokemonMaleLv[] = _("{DYNAMIC 0}{COLOR_HIGHLIGHT_SHADOW LIGHT_RED WHITE GREEN}♂{COLOR_HIGHLIGHT_SHADOW DARK_GRAY WHITE LIGHT_GRAY}/{LV}{DYNAMIC 1} ") // Unused +const u8 gText_PokemonFemaleLv[] = _("{DYNAMIC 0}{COLOR_HIGHLIGHT_SHADOW LIGHT_GREEN WHITE BLUE}♀{COLOR_HIGHLIGHT_SHADOW DARK_GRAY WHITE LIGHT_GRAY}/{LV}{DYNAMIC 1} ") // Unused +const u8 gText_PokemonNoGenderLv[] = _("{DYNAMIC 0}/{LV}{DYNAMIC 1} ") // Unused +const u8 gText_PokemonMaleLv2[] = _("{DYNAMIC 0}{COLOR_HIGHLIGHT_SHADOW LIGHT_RED WHITE GREEN}♂{COLOR_HIGHLIGHT_SHADOW DARK_GRAY WHITE LIGHT_GRAY}/{LV}{DYNAMIC 1}{DYNAMIC 2} ") // Unused +const u8 gText_PokemonFemaleLv2[] = _("{DYNAMIC 0}{COLOR_HIGHLIGHT_SHADOW LIGHT_GREEN WHITE BLUE}♀{COLOR_HIGHLIGHT_SHADOW DARK_GRAY WHITE LIGHT_GRAY}/{LV}{DYNAMIC 1}{DYNAMIC 2} ") // Unused +const u8 gText_PokemonNoGenderLv2[] = _("{DYNAMIC 0}/{LV}{DYNAMIC 1}{DYNAMIC 2} ") // Unused +const u8 gText_CombineFourWordsOrPhrases[] = _("请组合四个词语或者短语") +const u8 gText_AndMakeYourProfile[] = _("构成你的个人简介") +const u8 gText_CombineSixWordsOrPhrases[] = _("请组合六个词语或者短语") +const u8 gText_AndMakeAMessage[] = _("构成一段信息。") +const u8 gText_FindWordsThatDescribeYour[] = _("找出词语来描述") +const u8 gText_FeelingsRightNow[] = _("你当前的感觉吧!") +const u8 gText_WithFourPhrases[] = _("使用四个句子") // Unused +const u8 gText_CombineNineWordsOrPhrases[] = _("组合九个词语或者短语") +const u8 gText_AndMakeAMessage2[] = _("来构成一段信息。") +const u8 gText_ChangeJustOneWordOrPhrase[] = _("更改一个词或者短语") +const u8 gText_AndImproveTheBardsSong[] = _("来改进诗人的歌词。") +const u8 gText_YourProfile[] = _("你的简况") +const u8 gText_YourFeelingAtTheBattlesStart[] = _("你在战斗开始时的感觉") +const u8 gText_WhatYouSayIfYouWin[] = _("战斗获胜后你会说什么") +const u8 gText_WhatYouSayIfYouLose[] = _("战斗输掉后你会说什么") +const u8 gText_TheAnswer[] = _("答案") +const u8 gText_TheMailMessage[] = _("邮件信息") +const u8 gText_TheMailSalutation[] = _("邮件的称呼语") // Unused +const u8 gText_TheBardsSong2[] = _("新歌") +const u8 gText_CombineTwoWordsOrPhrases[] = _("请组合两个词语或者短语") +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_CombineTwoWordsOrPhrases2[] = _("请组合两个词语或者短语") +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[] = _("这个训练师的形象。") +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[] = _("挑选一个词语或者短语") +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_QuitEditing[] = _("停止编辑吗?") +const u8 gText_StopGivingPkmnMail[] = _("停止给予精灵邮件吗?") +const u8 gText_AndFillOutTheQuestionnaire[] = _("并找出问卷。") +const u8 gText_LetsReplyToTheInterview[] = _("让我们回复采访吧!") +const u8 gText_AllTextBeingEditedWill[] = _("所有正在编辑的内容会被删除,") +const u8 gText_BeDeletedThatOkay[] = _("这样可以吗?") +const u8 gText_QuitEditing2[] = _("停止编辑吗?") // Unused +const u8 gText_EditedTextWillNotBeSaved[] = _("已编辑的内容不会被保存,") // Unused +const u8 gText_IsThatOkay[] = _("这样可以吗?") // Unused +const u8 gText_PleaseEnterPhraseOrWord[] = _("请输入一个短语或者词语,") // Unused +const u8 gText_EntireTextCantBeDeleted[] = _("不能删除完整的文本内容!") +const u8 gText_OnlyOnePhrase[] = _("只可以更改一个短语。") +const u8 gText_OriginalSongWillBeUsed[] = _("将会使用最初的歌曲。") +const u8 gText_ThatsTrendyAlready[] = _("这已经很流行了!") // Unused +const u8 gText_CombineTwoWordsOrPhrases3[] = _("请组合两个词语或者短语。") +const u8 gText_QuitGivingInfo[] = _("放弃给予信息吗?") // Unused +const u8 gText_StopGivingPkmnMail2[] = _("停止给予精灵邮件吗?") // Unused +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[] = _("在战斗开始时:") +const u8 gText_UponWinningABattle[] = _("在战斗获胜时:") +const u8 gText_UponLosingABattle[] = _("在战斗输掉时:") +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") +const u8 gText_GoodSaying[] = _("好的言辞") +const u8 gText_FansQuestion[] = _("粉丝的问题") const u8 gJPText_WhatIsTheQuizAnswer[] = _("クイズの こたえは?"); // Unused -const u8 gText_ApprenticesPhrase[] = _("Apprentice's phrase"); -const u8 gText_Questionnaire[] = _("QUESTIONNAIRE"); -const u8 gText_YouCannotQuitHere[] = _("You cannot quit here."); -const u8 gText_SectionMustBeCompleted[] = _("This section must be completed."); -const u8 gText_F700sQuiz[] = _("{DYNAMIC 0}'s quiz"); -const u8 gText_Lady[] = _("Lady"); -const u8 gText_AfterYouHaveReadTheQuiz[] = _("After you have read the quiz"); -const u8 gText_QuestionPressTheAButton[] = _("question, press the A Button."); -const u8 gText_TheQuizAnswerIs[] = _("The quiz answer is?"); -const u8 gText_LikeToQuitQuiz[] = _("Would you like to quit this quiz"); -const u8 gText_ChallengeQuestionMark[] = _("challenge?"); -const u8 gText_IsThisQuizOK[] = _("Is this quiz OK?"); -const u8 gText_CreateAQuiz[] = _("Create a quiz!"); -const u8 gText_SelectTheAnswer[] = _("Select the answer!"); -const u8 gText_LyricsCantBeDeleted[] = _("The lyrics can't be deleted."); -const u8 gText_PokemonLeague[] = _("POKéMON LEAGUE"); -const u8 gText_PokemonCenter[] = _("POKéMON CENTER"); -const u8 gText_GetsAPokeBlockQuestion[] = _(" gets a {POKEBLOCK}?"); -const u8 gText_Coolness[] = _("Coolness "); -const u8 gText_Beauty3[] = _("Beauty "); -const u8 gText_Cuteness[] = _("Cuteness "); -const u8 gText_Smartness[] = _("Smartness "); -const u8 gText_Toughness[] = _("Toughness "); -const u8 gText_WasEnhanced[] = _("was enhanced!"); -const u8 gText_NothingChanged[] = _("Nothing changed!"); -const u8 gText_WontEatAnymore[] = _("It won't eat anymore…"); -const u8 gText_SaveFailedCheckingBackup[] = _("Save failed. Checking the backup\nmemory… Please wait.\n{COLOR RED}“Time required: about 1 minute”"); -const u8 gText_BackupMemoryDamaged[] = _("The backup memory is damaged, or\nthe internal battery has run dry.\nYou can still play, but not save."); -const u8 gText_GamePlayCannotBeContinued[] = _("{COLOR RED}“Game play cannot be continued.\nReturning to the title screen…”"); -const u8 gText_CheckCompleted[] = _("Check completed.\nAttempting to save again.\nPlease wait."); -const u8 gText_SaveCompleteGameCannotContinue[] = _("Save completed.\n{COLOR RED}“Game play cannot be continued.\nReturning to the title screen.”"); -const u8 gText_SaveCompletePressA[] = _("Save completed.\n{COLOR RED}“Please press the A Button.”"); -const u8 gText_Ferry[] = _("FERRY"); -const u8 gText_SecretBase[] = _("SECRET BASE"); -const u8 gText_Hideout[] = _("HIDEOUT"); -const u8 gText_ResetRTCConfirmCancel[] = _("Reset RTC?\nA: Confirm, B: Cancel"); -const u8 gText_PresentTime[] = _("Present time in game"); -const u8 gText_PreviousTime[] = _("Previous time in game"); -const u8 gText_PleaseResetTime[] = _("Please reset the time."); -const u8 gText_ClockHasBeenReset[] = _("The clock has been reset.\nData will be saved. Please wait."); -const u8 gText_SaveCompleted[] = _("Save completed."); -const u8 gText_SaveFailed[] = _("Save failed…"); -const u8 gText_NoSaveFileCantSetTime[] = _("There is no save file, so the time\ncan't be set."); -const u8 gText_InGameClockUsable[] = _("The in-game clock adjustment system\nis now useable."); -const u8 gText_Slots[] = _("SLOTS"); -const u8 gText_Roulette[] = _("ROULETTE"); -const u8 gText_Good[] = _("Good"); -const u8 gText_VeryGood[] = _("Very good"); -const u8 gText_Excellent[] = _("Excellent"); -const u8 gText_SoSo[] = _("So-so"); -const u8 gText_Bad[] = _("Bad"); -const u8 gText_TheWorst[] = _("The worst"); -const u8 gText_Spicy2[] = _("spicy"); -const u8 gText_Dry2[] = _("dry"); -const u8 gText_Sweet2[] = _("sweet"); -const u8 gText_Bitter2[] = _("bitter"); -const u8 gText_Sour2[] = _("sour"); -const u8 gText_Single[] = _("SINGLE"); -const u8 gText_Double[] = _("DOUBLE"); -const u8 gText_Jackpot[] = _("jackpot"); -const u8 gText_First[] = _("first"); -const u8 gText_Second[] = _("second"); -const u8 gText_Third[] = _("third"); +const u8 gText_ApprenticesPhrase[] = _("新手词组") +const u8 gText_Questionnaire[] = _("问卷") +const u8 gText_YouCannotQuitHere[] = _("你不能退出这里。") +const u8 gText_SectionMustBeCompleted[] = _("必须完成这部分!") +const u8 gText_F700sQuiz[] = _("{DYNAMIC 0}的测试") +const u8 gText_Lady[] = _("女士") +const u8 gText_AfterYouHaveReadTheQuiz[] = _("阅读完测试问题后,") +const u8 gText_QuestionPressTheAButton[] = _("请按A键。") +const u8 gText_TheQuizAnswerIs[] = _("该测试答案是?") +const u8 gText_LikeToQuitQuiz[] = _("是否退出这个") +const u8 gText_ChallengeQuestionMark[] = _("测试挑战?") +const u8 gText_IsThisQuizOK[] = _("这个测试可以吗?") +const u8 gText_CreateAQuiz[] = _("完成一个测试!") +const u8 gText_SelectTheAnswer[] = _("请选择答案!") +const u8 gText_LyricsCantBeDeleted[] = _("不能删除这段词句!") +const u8 gText_PokemonLeague[] = _("精灵联盟") +const u8 gText_PokemonCenter[] = _("精灵中心") +const u8 gText_GetsAPokeBlockQuestion[] = _("要吃宝可方块吗?") +const u8 gText_Coolness[] = _("帅气度") +const u8 gText_Beauty3[] = _("美丽度") +const u8 gText_Cuteness[] = _("可爱度") +const u8 gText_Smartness[] = _("聪明度") +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_BackupMemoryDamaged[] = _("备份记录已被损坏,\n或者内部电量已耗尽。\n你可以继续游戏,但是不能存档。") +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正在尝试再次存档,\n请稍候。") +const u8 gText_SaveCompleteGameCannotContinue[] = _("保存完毕。\n{COLOR RED}“游戏无法继续,\n正在返回标题画面……”") +const u8 gText_SaveCompletePressA[] = _("保存完毕。\n{COLOR RED}“请按下A键。”") +const u8 gText_Ferry[] = _("港口") +const u8 gText_SecretBase[] = _("秘密基地") +const u8 gText_Hideout[] = _("藏身所") +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。") +const u8 gText_ClockHasBeenReset[] = _("时钟已经被重置了,\n即将保存数据,请稍候。") +const u8 gText_SaveCompleted[] = _("保存完毕。") +const u8 gText_SaveFailed[] = _("保存失败……") +const u8 gText_NoSaveFileCantSetTime[] = _("没有记录档案,\n因此不能设置时间。") +const u8 gText_InGameClockUsable[] = _("游戏时钟的调节系统\n现在可以使用了。") +const u8 gText_Slots[] = _("插槽") +const u8 gText_Roulette[] = _("轮盘赌") +const u8 gText_Good[] = _("很好") +const u8 gText_VeryGood[] = _("非常好") +const u8 gText_Excellent[] = _("优秀") +const u8 gText_SoSo[] = _("一般") +const u8 gText_Bad[] = _("差") +const u8 gText_TheWorst[] = _("最糟糕") +const u8 gText_Spicy2[] = _("辣的") +const u8 gText_Dry2[] = _("涩的") +const u8 gText_Sweet2[] = _("甜的") +const u8 gText_Bitter2[] = _("苦的") +const u8 gText_Sour2[] = _("酸的") +const u8 gText_Single[] = _("单人") +const u8 gText_Double[] = _("双人") +const u8 gText_Jackpot[] = _("赌注") +const u8 gText_First[] = _("第一") +const u8 gText_Second[] = _("第二") +const u8 gText_Third[] = _("第三") #if OW_POISON_DAMAGE < GEN_4 -const u8 gText_PkmnFainted_FldPsn[] = _("{STR_VAR_1} fainted…\p\n"); +const u8 gText_PkmnFainted_FldPsn[] = _("{STR_VAR_1}忍住了毒素,\n毒素消退了!\p") #else -const u8 gText_PkmnFainted_FldPsn[] = _("{STR_VAR_1} survived the poisoning.\nThe poison faded away!\p"); +const u8 gText_PkmnFainted_FldPsn[] = _("{STR_VAR_1}忍住了毒素,\n毒素消退了!\p") #endif -const u8 gText_Marco[] = _("MARCO"); -const u8 gText_TrainerCardName[] = _("NAME: "); -const u8 gText_TrainerCardIDNo[] = _("IDNo."); -const u8 gText_TrainerCardMoney[] = _("MONEY"); -const u8 gText_PokeDollar[] = _("¥"); // Unused -const u8 gText_TrainerCardPokedex[] = _("POKéDEX"); -const u8 gText_EmptyString6[] = _(""); -const u8 gText_Colon2[] = _(":"); -const u8 gText_Points[] = _(" points"); // Unused -const u8 gText_TrainerCardTime[] = _("TIME"); +const u8 gText_Marco[] = _("浩二") +const u8 gText_TrainerCardName[] = _("名字:") +const u8 gText_TrainerCardIDNo[] = _("IDNo.") +const u8 gText_TrainerCardMoney[] = _("金钱") +const u8 gText_PokeDollar[] = _("$ ") // Unused +const u8 gText_TrainerCardPokedex[] = _("图鉴") +const u8 gText_EmptyString6[] = _("nan") +const u8 gText_Colon2[] = _(":") +const u8 gText_Points[] = _("点数 ") // Unused +const u8 gText_TrainerCardTime[] = _("时间") const u8 gJPText_BattlePoints[] = _("ゲ-ムポイント"); // Unused. Name presumed, translation is Game Points -const u8 gText_Var1sTrainerCard[] = _("{STR_VAR_1}'s TRAINER CARD"); -const u8 gText_HallOfFameDebut[] = _("HALL OF FAME DEBUT "); -const u8 gText_LinkBattles[] = _("LINK BATTLES"); -const u8 gText_LinkCableBattles[] = _("LINK CABLE BATTLES"); -const u8 gText_WinsLosses[] = _("W:{COLOR RED}{SHADOW LIGHT_RED}{STR_VAR_1}{COLOR DARK_GRAY}{SHADOW LIGHT_GRAY} L:{COLOR RED}{SHADOW LIGHT_RED}{STR_VAR_2}{COLOR DARK_GRAY}{SHADOW LIGHT_GRAY}"); -const u8 gText_PokemonTrades[] = _("POKéMON TRADES"); -const u8 gText_UnionTradesAndBattles[] = _("UNION TRADES & BATTLES"); -const u8 gText_BerryCrush[] = _("BERRY CRUSH"); -const u8 gText_WaitingTrainerFinishReading[] = _("Waiting for the other TRAINER to\nfinish reading your TRAINER CARD."); -const u8 gText_PokeblocksWithFriends[] = _("{POKEBLOCK}S W/FRIENDS"); -const u8 gText_NumPokeblocks[] = _("{STR_VAR_1}{COLOR DARK_GRAY}{SHADOW LIGHT_GRAY}"); -const u8 gText_WonContestsWFriends[] = _("WON CONTESTS W/FRIENDS"); -const u8 gText_BattlePtsWon[] = _("BATTLE POINTS WON"); -const u8 gText_NumBP[] = _("{STR_VAR_1}{COLOR DARK_GRAY}{SHADOW LIGHT_GRAY}BP"); -const u8 gText_BattleTower[] = _("BATTLE TOWER"); -const u8 gText_WinsStraight[] = _("W/{COLOR RED}{SHADOW LIGHT_RED}{STR_VAR_1}{COLOR DARK_GRAY}{SHADOW LIGHT_GRAY} STRAIGHT/{COLOR RED}{SHADOW LIGHT_RED}{STR_VAR_2}"); -const u8 gText_BattleTower2[] = _("BATTLE TOWER"); -const u8 gText_BattleDome[] = _("BATTLE DOME"); -const u8 gText_BattlePalace[] = _("BATTLE PALACE"); -const u8 gText_BattleFactory[] = _("BATTLE FACTORY"); -const u8 gText_BattleArena[] = _("BATTLE ARENA"); -const u8 gText_BattlePike[] = _("BATTLE PIKE"); -const u8 gText_BattlePyramid[] = _("BATTLE PYRAMID"); +const u8 gText_Var1sTrainerCard[] = _("{STR_VAR_1}的训练家卡片") +const u8 gText_HallOfFameDebut[] = _("初次进入殿堂") +const u8 gText_LinkBattles[] = _("联机对战") +const u8 gText_LinkCableBattles[] = _("有线联机对战") +const u8 gText_WinsLosses[] = _("W:{COLOR RED}{SHADOW LIGHT_RED}{STR_VAR_1}{COLOR DARK_GRAY}{SHADOW LIGHT_GRAY} L:{COLOR RED}{SHADOW LIGHT_RED}{STR_VAR_2}{COLOR DARK_GRAY}{SHADOW LIGHT_GRAY}") +const u8 gText_PokemonTrades[] = _("宝可梦交换") +const u8 gText_UnionTradesAndBattles[] = _("联合交换和对战") +const u8 gText_BerryCrush[] = _("树果混合") +const u8 gText_WaitingTrainerFinishReading[] = _("正在等待另一位训练家\n结束查看你的训练家卡片。") +const u8 gText_PokeblocksWithFriends[] = _("宝可方块 赢/个朋友") +const u8 gText_NumPokeblocks[] = _("{STR_VAR_1}{COLOR DARK_GRAY}{SHADOW LIGHT_GRAY}") +const u8 gText_WonContestsWFriends[] = _("赢得华丽大赛赢/个朋友") +const u8 gText_BattlePtsWon[] = _("赢得对战点数") +const u8 gText_NumBP[] = _("{STR_VAR_1}{COLOR DARK_GRAY}{SHADOW LIGHT_GRAY}BP") +const u8 gText_BattleTower[] = _("对战塔") +const u8 gText_WinsStraight[] = _("胜/{COLOR RED}{SHADOW LIGHT_RED}{STR_VAR_1}{COLOR DARK_GRAY}{SHADOW LIGHT_GRAY} 连续/{COLOR RED}{SHADOW LIGHT_RED}{STR_VAR_2}") +const u8 gText_BattleTower2[] = _("对战塔") +const u8 gText_BattleDome[] = _("对战巨蛋") +const u8 gText_BattlePalace[] = _("对战宫殿") +const u8 gText_BattleFactory[] = _("对战工厂") +const u8 gText_BattleArena[] = _("对战竞技场") +const u8 gText_BattlePike[] = _("对战水管") +const u8 gText_BattlePyramid[] = _("对战金字塔") -ALIGNED(4) const u8 gText_FacilitySingle[] = _("{STR_VAR_1} SINGLE"); -ALIGNED(4) const u8 gText_FacilityDouble[] = _("{STR_VAR_1} DOUBLE"); -ALIGNED(4) const u8 gText_FacilityMulti[] = _("{STR_VAR_1} MULTI"); -ALIGNED(4) const u8 gText_FacilityLink[] = _("{STR_VAR_1} LINK"); -ALIGNED(4) const u8 gText_Facility[] = _("{STR_VAR_1}"); +ALIGNED(4) const u8 gText_FacilitySingle[] = _("{STR_VAR_1}单人") +ALIGNED(4) const u8 gText_FacilityDouble[] = _("{STR_VAR_1}双人") +ALIGNED(4) const u8 gText_FacilityMulti[] = _("{STR_VAR_1}多人") +ALIGNED(4) const u8 gText_FacilityLink[] = _("{STR_VAR_1}联机") +ALIGNED(4) const u8 gText_Facility[] = _("{STR_VAR_1}") -const u8 gText_Give[] = _("Give"); -const u8 gText_NoNeed[] = _("No need"); -const u8 gText_ColorLightShadowDarkGray[] = _("{COLOR LIGHT_GRAY}{SHADOW DARK_GRAY}"); -const u8 gText_ColorBlue[] = _("{COLOR BLUE}"); -const u8 gText_ColorTransparent[] = _("{HIGHLIGHT TRANSPARENT}{COLOR TRANSPARENT}"); -const u8 gText_CDot[] = _("C."); -const u8 gText_BDot[] = _("B."); -const u8 gText_AnnouncingResults[] = _("Announcing the results!"); -const u8 gText_PreliminaryResults[] = _("The preliminary results!"); -const u8 gText_Round2Results[] = _("Round 2 results!"); -const u8 gText_ContestantsMonWon[] = _("{STR_VAR_1}'s {STR_VAR_2} won!"); -const u8 gText_CommunicationStandby[] = _("Communication standby…"); -const u8 gText_ColorDarkGray[] = _("{COLOR DARK_GRAY}"); -const u8 gText_ColorDynamic6WhiteDynamic5[] = _("{COLOR_HIGHLIGHT_SHADOW DYNAMIC_COLOR6 WHITE DYNAMIC_COLOR5}"); // Unused -const u8 gText_HealthboxNickname[] = _("{HIGHLIGHT DARK_GRAY}"); -const u8 gText_EmptySpace2[] = _(" "); // Unused -const u8 gText_HealthboxGender_Male[] = _("{COLOR DYNAMIC_COLOR2}♂"); -const u8 gText_HealthboxGender_Female[] = _("{COLOR DYNAMIC_COLOR1}♀"); -const u8 gText_HealthboxGender_None[] = _("{COLOR DYNAMIC_COLOR2}"); -const u8 gText_Upper[] = _("UPPER"); -const u8 gText_Lower[] = _("lower"); -const u8 gText_Others[] = _("OTHERS"); -const u8 gText_Symbols[] = _("SYMBOLS"); -const u8 gText_Register2[] = _("REGISTER"); -const u8 gText_Exit2[] = _("EXIT"); -const u8 gText_QuitChatting[] = _("Quit chatting?"); -const u8 gText_RegisterTextWhere[] = _("Register text where?"); -const u8 gText_RegisterTextHere[] = _("Register text here?"); -const u8 gText_InputText[] = _("Input text."); -const u8 gText_F700JoinedChat[] = _("{DYNAMIC 0} joined the chat!"); -const u8 gText_F700LeftChat[] = _("{DYNAMIC 0} left the chat."); +const u8 gText_Give[] = _("给予") +const u8 gText_NoNeed[] = _("不需要") +const u8 gText_ColorLightShadowDarkGray[] = _("{COLOR LIGHT_GRAY}{SHADOW DARK_GRAY}") +const u8 gText_ColorBlue[] = _("{COLOR BLUE}") +const u8 gText_ColorTransparent[] = _("{HIGHLIGHT TRANSPARENT}{COLOR TRANSPARENT}") +const u8 gText_CDot[] = _("C.") +const u8 gText_BDot[] = _("B.") +const u8 gText_AnnouncingResults[] = _("公布结果!") +const u8 gText_PreliminaryResults[] = _("初步结果!") +const u8 gText_Round2Results[] = _("第2轮结果!") +const u8 gText_ContestantsMonWon[] = _("{STR_VAR_1}的{STR_VAR_2}赢了!") +const u8 gText_CommunicationStandby[] = _("通信等待中……") +const u8 gText_ColorDarkGray[] = _("{COLOR DARK_GRAY}") +const u8 gText_ColorDynamic6WhiteDynamic5[] = _("{COLOR_HIGHLIGHT_SHADOW DYNAMIC_COLOR6 WHITE DYNAMIC_COLOR5} ") // Unused +const u8 gText_HealthboxNickname[] = _("nan") +const u8 gText_EmptySpace2[] = _("") // Unused +const u8 gText_HealthboxGender_Male[] = _("{COLOR 14}♂") +const u8 gText_HealthboxGender_Female[] = _("{COLOR 6}♀") +const u8 gText_HealthboxGender_None[] = _("nan") +const u8 gText_Upper[] = _("上升") +const u8 gText_Lower[] = _("下降") +const u8 gText_Others[] = _("其他人") +const u8 gText_Symbols[] = _("象征") +const u8 gText_Register2[] = _("登记") +const u8 gText_Exit2[] = _("退出") +const u8 gText_QuitChatting[] = _("是否退出聊天?") +const u8 gText_RegisterTextWhere[] = _("在哪里登记文本?") +const u8 gText_RegisterTextHere[] = _("在这里登记文本?") +const u8 gText_InputText[] = _("输入正文。") +const u8 gText_F700JoinedChat[] = _("{DYNAMIC 0}参与聊天!") +const u8 gText_F700LeftChat[] = _("{DYNAMIC 0}不聊了。") const u8 gJPText_PlayersXPokemon[] = _("{DYNAMIC 0}の{DYNAMIC 1}ひきめ:"); // Unused const u8 gJPText_PlayersXPokmonDoesNotExist[] = _("{DYNAMIC 0}の{DYNAMIC 1}ひきめは いません"); // Unused -const u8 gText_ExitingChat[] = _("Exiting the chat…"); -const u8 gText_LeaderLeftEndingChat[] = _("The LEADER, {DYNAMIC 0}, has\nleft, ending the chat."); -const u8 gText_RegisteredTextChangedOKToSave[] = _("The registered text has been changed.\nIs it okay to save the game?"); -const u8 gText_AlreadySavedFile_Chat[] = _("There is already a saved file.\nIs it okay to overwrite it?"); -const u8 gText_SavingDontTurnOff_Chat[] = _("SAVING…\nDON'T TURN OFF THE POWER."); -const u8 gText_PlayerSavedGame_Chat[] = _("{DYNAMIC 0} saved the game."); -const u8 gText_IfLeaderLeavesChatEnds[] = _("If the LEADER leaves, the chat\nwill end. Is that okay?"); -const u8 gText_Hello[] = _("HELLO"); -const u8 gText_Pokemon2[] = _("POKéMON"); -const u8 gText_Trade[] = _("TRADE"); -const u8 gText_Battle[] = _("BATTLE"); -const u8 gText_Lets[] = _("LET'S"); -const u8 gText_Ok[] = _("OK!"); -const u8 gText_Sorry[] = _("SORRY"); -const u8 gText_YaySmileEmoji[] = _("YAY{EMOJI_BIGSMILE}"); -const u8 gText_ThankYou[] = _("THANK YOU"); -const u8 gText_ByeBye[] = _("BYE-BYE!"); -const u8 gText_PlayerScurriedToCenter[] = _("{PLAYER} scurried to a POKéMON CENTER,\nprotecting the exhausted and fainted\nPOKéMON from further harm…\p"); -const u8 gText_PlayerScurriedBackHome[] = _("{PLAYER} scurried back home, protecting\nthe exhausted and fainted POKéMON from\nfurther harm…\p"); -const u8 gText_HatchedFromEgg[] = _("{STR_VAR_1} hatched from the EGG!"); -const u8 gText_NicknameHatchPrompt[] = _("Would you like to nickname the newly\nhatched {STR_VAR_1}?"); -ALIGNED(4) const u8 gText_ReadyPickBerry[] = _("Are you ready to BERRY-CRUSH?\nPlease pick a BERRY for use.\p"); -ALIGNED(4) const u8 gText_WaitForAllChooseBerry[] = _("Please wait while each member\nchooses a BERRY."); -ALIGNED(4) const u8 gText_EndedWithXUnitsPowder[] = _("{PAUSE_MUSIC}{PLAY_BGM MUS_LEVEL_UP}You ended up with {STR_VAR_1} units of\nsilky-smooth BERRY POWDER.{RESUME_MUSIC}\pYour total amount of BERRY POWDER\nis {STR_VAR_2}.\p"); -ALIGNED(4) const u8 gText_RecordingGameResults[] = _("Recording your game results in the\nsave file.\lPlease wait."); -ALIGNED(4) const u8 gText_PlayBerryCrushAgain[] = _("Want to play BERRY CRUSH again?"); -ALIGNED(4) const u8 gText_YouHaveNoBerries[] = _("You have no BERRIES.\nThe game will be canceled."); -ALIGNED(4) const u8 gText_MemberDroppedOut[] = _("A member dropped out.\nThe game will be canceled."); -ALIGNED(4) const u8 gText_TimesUpNoGoodPowder[] = _("Time's up.\pGood BERRY POWDER could not be\nmade…\p"); -ALIGNED(4) const u8 gText_CommunicationStandby2[] = _("Communication standby…"); -ALIGNED(4) const u8 gText_1DotBlueF700[] = _("1. {COLOR BLUE}{SHADOW LIGHT_BLUE}{DYNAMIC 0}"); -ALIGNED(4) const u8 gText_1DotF700[] = _("1. {DYNAMIC 0}"); -ALIGNED(4) const u8 gText_SpaceTimes2[] = _(" time(s)"); -ALIGNED(4) const u8 gText_XDotY[] = _("{STR_VAR_1}.{STR_VAR_2}"); -ALIGNED(4) const u8 gText_Var1Berry[] = _("{STR_VAR_1} BERRY"); -ALIGNED(4) const u8 gText_TimeColon[] = _("Time:"); -ALIGNED(4) const u8 gText_PressingSpeed[] = _("Pressing Speed:"); -ALIGNED(4) const u8 gText_Silkiness[] = _("Silkiness:"); -ALIGNED(4) const u8 gText_StrVar1[] = _("{STR_VAR_1}"); -ALIGNED(4) const u8 gText_SpaceMin[] = _(" min. "); -ALIGNED(4) const u8 gText_XDotY2[] = _("{STR_VAR_1}.{STR_VAR_2}"); -ALIGNED(4) const u8 gText_SpaceSec[] = _(" sec."); -ALIGNED(4) const u8 gText_XDotY3[] = _("{STR_VAR_1}.{STR_VAR_2}"); -ALIGNED(4) const u8 gText_TimesPerSec[] = _(" Times/sec."); -ALIGNED(4) const u8 gText_Var1Percent[] = _("{STR_VAR_1}%"); -ALIGNED(4) const u8 gText_PressesRankings[] = _("No. of Presses Rankings"); -ALIGNED(4) const u8 gText_CrushingResults[] = _("Crushing Results"); -ALIGNED(4) const u8 gText_NeatnessRankings[] = _("Neatness Rankings"); -ALIGNED(4) const u8 gText_CoopRankings[] = _("Cooperative Rankings"); -ALIGNED(4) const u8 gText_PressingPowerRankings[] = _("Pressing-Power Rankings"); -const u8 gText_BerryCrush2[] = _("BERRY CRUSH"); -const u8 gText_PressingSpeedRankings[] = _("Pressing-Speed Rankings"); -const u8 gText_Var1Players[] = _("{STR_VAR_1} PLAYERS"); -const u8 gText_SymbolsEarned[] = _("Symbols Earned"); -const u8 gText_BattleRecord[] = _("Battle Record"); -const u8 gText_BattlePoints[] = _("Battle Points"); -const u8 gText_UnusedCancel[] = _("CANCEL"); // Unused -const u8 gText_EmptyString7[] = _(""); -const u8 gText_CheckFrontierMap[] = _("Check BATTLE FRONTIER MAP."); -const u8 gText_CheckTrainerCard[] = _("Check TRAINER CARD."); -const u8 gText_ViewRecordedBattle[] = _("View recorded battle."); -const u8 gText_PutAwayFrontierPass[] = _("Put away the FRONTIER PASS."); -const u8 gText_CurrentBattlePoints[] = _("Your current Battle Points."); -const u8 gText_CollectedSymbols[] = _("Your collected Symbols."); -const u8 gText_BattleTowerAbilitySymbol[] = _("Battle Tower - Ability Symbol"); -const u8 gText_BattleDomeTacticsSymbol[] = _("Battle Dome - Tactics Symbol"); -const u8 gText_BattlePalaceSpiritsSymbol[] = _("Battle Palace - Spirits Symbol"); -const u8 gText_BattleArenaGutsSymbol[] = _("Battle Arena - Guts Symbol"); -const u8 gText_BattleFactoryKnowledgeSymbol[] = _("Battle Factory - Knowledge Symbol"); -const u8 gText_BattlePikeLuckSymbol[] = _("Battle Pike - Luck Symbol"); -const u8 gText_BattlePyramidBraveSymbol[] = _("Battle Pyramid - Brave Symbol"); -const u8 gText_ThereIsNoBattleRecord[] = _("There is no Battle Record."); -const u8 gText_BattleTower3[] = _("BATTLE TOWER"); -const u8 gText_BattleDome2[] = _("BATTLE DOME"); -const u8 gText_BattlePalace2[] = _("BATTLE PALACE"); -const u8 gText_BattleArena2[] = _("BATTLE ARENA"); -const u8 gText_BattleFactory2[] = _("BATTLE FACTORY"); -const u8 gText_BattlePike2[] = _("BATTLE PIKE"); -const u8 gText_BattlePyramid2[] = _("BATTLE PYRAMID"); -const u8 gText_BattleTowerDesc[] = _("KO opponents and aim for the top!\nYour ability will be tested."); -const u8 gText_BattleDomeDesc[] = _("Keep winning at the tournament!\nYour tactics will be tested."); -const u8 gText_BattlePalaceDesc[] = _("Watch your POKéMON battle!\nYour spirit will be tested."); -const u8 gText_BattleArenaDesc[] = _("Win battles with teamed-up POKéMON!\nYour guts will be tested."); -const u8 gText_BattleFactoryDesc[] = _("Aim for victory using rental POKéMON!\nYour knowledge will be tested."); -const u8 gText_BattlePikeDesc[] = _("Select one of three paths to battle!\nYour luck will be tested."); -const u8 gText_BattlePyramidDesc[] = _("Aim for the top with exploration!\nYour bravery will be tested."); -const u8 gText_Powder[] = _("POWDER"); -const u8 gText_BerryPickingRecords[] = _("DODRIO BERRY-PICKING RECORDS"); -const u8 gText_BerriesPicked[] = _("BERRIES picked:"); -const u8 gText_BestScore[] = _("Best score:"); -const u8 gText_BerriesInRowFivePlayers[] = _("BERRIES picked in a row with\nfive players:"); -const u8 gText_BerryPickingResults[] = _("Announcing BERRY-PICKING results!"); -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[] = _("Announcing rankings!"); -const u8 gText_AnnouncingPrizes[] = _("Announcing prizes!"); -const u8 gText_1Colon[] = _("1:"); -const u8 gText_2Colon[] = _("2:"); -const u8 gText_3Colon[] = _("3:"); -const u8 gText_4Colon[] = _("4:"); -const u8 gText_5Colon[] = _("5:"); -const u8 gText_FirstPlacePrize[] = _("The first-place winner gets\nthis {DYNAMIC 0}!"); -const u8 gText_CantHoldAnyMore[] = _("You can't hold any more!"); -const u8 gText_FilledStorageSpace[] = _("It filled its storage space."); -const u8 gText_WantToPlayAgain[] = _("Want to play again?"); -const u8 gText_SomeoneDroppedOut[] = _("Somebody dropped out.\nThe link will be canceled."); -const u8 gText_SpacePoints[] = _(" points"); -const u8 gText_CommunicationStandby3[] = _("Communication standby…"); -const u8 gText_SpacePoints2[] = _(" points"); -const u8 gText_SpaceTimes3[] = _(" time(s)"); -const u8 gText_PkmnJumpRecords[] = _("POKéMON JUMP RECORDS"); -const u8 gText_JumpsInARow[] = _("Jumps in a row:"); -const u8 gText_BestScore2[] = _("Best score:"); -const u8 gText_ExcellentsInARow[] = _("EXCELLENTS in a row:"); -const u8 gText_AwesomeWonF701F700[] = _("Awesome score! You've\nwon {DYNAMIC 1} {DYNAMIC 0}!"); -const u8 gText_FilledStorageSpace2[] = _("It filled its storage space."); -const u8 gText_CantHoldMore[] = _("You can't hold any more!"); -const u8 gText_WantToPlayAgain2[] = _("Want to play again?"); -const u8 gText_SomeoneDroppedOut2[] = _("Somebody dropped out.\nThe link will be canceled."); -const u8 gText_CommunicationStandby4[] = _("Communication standby…"); -const u8 gText_LinkContestResults[] = _("{PLAYER}'s Link Contest Results"); -const u8 gText_1st[] = _("1st"); -const u8 gText_2nd[] = _("2nd"); -const u8 gText_3rd[] = _("3rd"); -const u8 gText_4th[] = _("4th"); -const u8 gText_Friend[] = _("Friend"); -const u8 gText_Pokemon3[] = _("POKeMON"); // Unused +const u8 gText_ExitingChat[] = _("正在退出聊天……") +const u8 gText_LeaderLeftEndingChat[] = _("队长{DYNAMIC 0}已经离开,\n聊天结束。") +const u8 gText_RegisteredTextChangedOKToSave[] = _("登记的文本已经更改。\n是否保存游戏?") +const u8 gText_AlreadySavedFile_Chat[] = _("已经有记录存档了,\n是否覆盖记录?") +const u8 gText_SavingDontTurnOff_Chat[] = _("保存中……\n请不要关闭电源。") +const u8 gText_PlayerSavedGame_Chat[] = _("{DYNAMIC 0}保存了游戏。") +const u8 gText_IfLeaderLeavesChatEnds[] = _("如果队长离开了,\n聊天就会结束。这样可以吗?") +const u8 gText_Hello[] = _("你好") +const u8 gText_Pokemon2[] = _("宝可梦") +const u8 gText_Trade[] = _("交换") +const u8 gText_Battle[] = _("对战") +const u8 gText_Lets[] = _("让我们") +const u8 gText_Ok[] = _("好!") +const u8 gText_Sorry[] = _("抱歉") +const u8 gText_YaySmileEmoji[] = _("哈!{EMOJI_BIGSMILE}") +const u8 gText_ThankYou[] = _("谢谢") +const u8 gText_ByeBye[] = _("拜拜!") +const u8 gText_PlayerScurriedToCenter[] = _("{PLAYER} scurried to a POKéMON CENTER,\nprotecting the exhausted and fainted\nPOKéMON from further harm…\p") +const u8 gText_PlayerScurriedBackHome[] = _("{PLAYER} scurried back home, protecting\nthe exhausted and fainted POKéMON from\nfurther harm…\p") +const u8 gText_HatchedFromEgg[] = _("{STR_VAR_1}从蛋里面孵化了!") +const u8 gText_NicknameHatchPrompt[] = _("是否给新出生的\n{STR_VAR_1}取个名字?") +ALIGNED(4) const u8 gText_ReadyPickBerry[] = _("是否准备开始树果混合?\n请选择一个树果。\p") +ALIGNED(4) const u8 gText_WaitForAllChooseBerry[] = _("请等待每一位\n成员选择好树果。") +ALIGNED(4) const u8 gText_EndedWithXUnitsPowder[] = _("{PAUSE_MUSIC}{PLAY_BGM MUS_LEVEL_UP}你最终获得{STR_VAR_1}单位\n圆滑的树果粉末。{RESUME_MUSIC}\p你树果粉末的\n总数是{STR_VAR_2}。\p") +ALIGNED(4) const u8 gText_RecordingGameResults[] = _("在存档中记录\n你的结果,请稍后。") +ALIGNED(4) const u8 gText_PlayBerryCrushAgain[] = _("是否再来一次树果混合?") +ALIGNED(4) const u8 gText_YouHaveNoBerries[] = _("你没有树果。\n即将取消游戏。") +ALIGNED(4) const u8 gText_MemberDroppedOut[] = _("有一位成员退出,\n即将取消游戏。") +ALIGNED(4) const u8 gText_TimesUpNoGoodPowder[] = _("时间到。\p不能制作出好的\n树果粉末……\p") +ALIGNED(4) const u8 gText_CommunicationStandby2[] = _("通信等待中……") +ALIGNED(4) const u8 gText_1DotBlueF700[] = _("1. {COLOR BLUE}{SHADOW LIGHT_BLUE}{DYNAMIC 0}") +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_StrVar1[] = _("{STR_VAR_1}") +ALIGNED(4) const u8 gText_SpaceMin[] = _("分") +ALIGNED(4) const u8 gText_XDotY2[] = _("{STR_VAR_1}.{STR_VAR_2}") +ALIGNED(4) const u8 gText_SpaceSec[] = _("秒") +ALIGNED(4) const u8 gText_XDotY3[] = _("{STR_VAR_1}.{STR_VAR_2}") +ALIGNED(4) const u8 gText_TimesPerSec[] = _("次/秒") +ALIGNED(4) const u8 gText_Var1Percent[] = _("{STR_VAR_1}%") +ALIGNED(4) const u8 gText_PressesRankings[] = _("键速排名No.") +ALIGNED(4) const u8 gText_CrushingResults[] = _("混合结果") +ALIGNED(4) const u8 gText_NeatnessRankings[] = _("圆滑度排名") +ALIGNED(4) const u8 gText_CoopRankings[] = _("协力合作排名") +ALIGNED(4) const u8 gText_PressingPowerRankings[] = _("按压力度排名") +const u8 gText_BerryCrush2[] = _("树果混合") +const u8 gText_PressingSpeedRankings[] = _("按压速度排名") +const u8 gText_Var1Players[] = _("{STR_VAR_1}个玩家") +const u8 gText_SymbolsEarned[] = _("已获得的象征") +const u8 gText_BattleRecord[] = _("战斗记录") +const u8 gText_BattlePoints[] = _("战斗点数") +const u8 gText_UnusedCancel[] = _("取消 ") // Unused +const u8 gText_EmptyString7[] = _("nan") +const u8 gText_CheckFrontierMap[] = _("查看对战开拓区地图。") +const u8 gText_CheckTrainerCard[] = _("查看训练家卡片。") +const u8 gText_ViewRecordedBattle[] = _("重播战斗过程。") +const u8 gText_PutAwayFrontierPass[] = _("放好开拓区通行证。") +const u8 gText_CurrentBattlePoints[] = _("当前的战斗点数。") +const u8 gText_CollectedSymbols[] = _("已收集的象征。") +const u8 gText_BattleTowerAbilitySymbol[] = _("对战塔——能力的象征") +const u8 gText_BattleDomeTacticsSymbol[] = _("对战巨蛋——战术的象征") +const u8 gText_BattlePalaceSpiritsSymbol[] = _("对战宫殿——精神的象征") +const u8 gText_BattleArenaGutsSymbol[] = _("对战竞技场——毅力的象征") +const u8 gText_BattleFactoryKnowledgeSymbol[] = _("对战工厂——知识的象征") +const u8 gText_BattlePikeLuckSymbol[] = _("对战水管——运气的象征") +const u8 gText_BattlePyramidBraveSymbol[] = _("战斗金字塔——英勇的象征") +const u8 gText_ThereIsNoBattleRecord[] = _("没有战斗记录。") +const u8 gText_BattleTower3[] = _("对战塔") +const u8 gText_BattleDome2[] = _("对战巨蛋") +const u8 gText_BattlePalace2[] = _("对战宫殿") +const u8 gText_BattleArena2[] = _("对战竞技场") +const u8 gText_BattleFactory2[] = _("对战工厂") +const u8 gText_BattlePike2[] = _("对战水管") +const u8 gText_BattlePyramid2[] = _("对战金字塔") +const u8 gText_BattleTowerDesc[] = _("瞄准目标并解决对手,向顶层冲刺吧!\n这里将会考验你的能力。") +const u8 gText_BattleDomeDesc[] = _("在比赛期间一直保持胜利!\n这里将会考验你的战术。") +const u8 gText_BattlePalaceDesc[] = _("注视你的宝可梦战斗!\n这里将会考验你的精神。") +const u8 gText_BattleArenaDesc[] = _("通过宝可梦的合作来赢取战斗!\n这里将会考验你的毅力。") +const u8 gText_BattleFactoryDesc[] = _("以胜利为目标,使用租借的宝可梦吧!\n这里将会考验你的知识。") +const u8 gText_BattlePikeDesc[] = _("从三条路中选择一条去战斗吧!\n这里将会考验你的运气。") +const u8 gText_BattlePyramidDesc[] = _("在探险中瞄准塔顶吧!\n这里将会考验你的勇气。") +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_BerryPickingResults[] = _("公布摘树果结果!") +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!") +const u8 gText_AnnouncingPrizes[] = _("宣布奖品!") +const u8 gText_1Colon[] = _("01:00:00") +const u8 gText_2Colon[] = _("2:") +const u8 gText_3Colon[] = _("3:") +const u8 gText_4Colon[] = _("4:") +const u8 gText_5Colon[] = _("5:") +const u8 gText_FirstPlacePrize[] = _("第一名获得\n这个{DYNAMIC 0}!") +const u8 gText_CantHoldAnyMore[] = _("你不能携带更多了!") +const u8 gText_FilledStorageSpace[] = _("存储空间已经满了。") +const u8 gText_WantToPlayAgain[] = _("再玩一次吗?") +const u8 gText_SomeoneDroppedOut[] = _("有人退出了,\n连接会断开。") +const u8 gText_SpacePoints[] = _("点数") +const u8 gText_CommunicationStandby3[] = _("通信等待中……") +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_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!") +const u8 gText_WantToPlayAgain2[] = _("再玩一次吗?") +const u8 gText_SomeoneDroppedOut2[] = _("有人退出了,\n连接会断开。") +const u8 gText_CommunicationStandby4[] = _("通信等待中……") +const u8 gText_LinkContestResults[] = _("{PLAYER}的联机竞赛结果") +const u8 gText_1st[] = _("1st") +const u8 gText_2nd[] = _("2nd") +const u8 gText_3rd[] = _("3rd") +const u8 gText_4th[] = _("4th") +const u8 gText_Friend[] = _("好友") +const u8 gText_Pokemon3[] = _("宝可梦 ") // Unused const u8 gJPText_MysteryGift[] = _("ふしぎなもらいもの"); const u8 gJPText_DecideStop[] = _("{A_BUTTON}けってい {B_BUTTON}やめる"); const u8 gJPText_ReceiveMysteryGiftWithEReader[] = _("カードeリーダー{PLUS} で\nふしぎなもらいものを よみこみます"); @@ -930,133 +930,133 @@ const u8 gJPText_ConnectionComplete[] = _("つうしん しゅうりょう!" const u8 gJPText_NewTrainerHasComeToHoenn[] = _("あらたな トレーナーが\nホウエンに やってきた!"); const u8 gJPText_PleaseWaitAMoment[] = _("しばらく おまちください"); const u8 gJPText_WriteErrorUnableToSaveData[] = _("かきこみ エラー です\nデータが ほぞん できませんでした"); -const u8 gText_SingleBattleRoomResults[] = _("{PLAYER}'s Single Battle Room Results"); -const u8 gText_DoubleBattleRoomResults[] = _("{PLAYER}'s Double Battle Room Results"); -const u8 gText_MultiBattleRoomResults[] = _("{PLAYER}'s Multi Battle Room Results"); -const u8 gText_LinkMultiBattleRoomResults[] = _("{PLAYER}'s Link Multi Battle Room Results"); -const u8 gText_SingleBattleTourneyResults[] = _("{PLAYER}'s Single Battle Tourney Results"); -const u8 gText_DoubleBattleTourneyResults[] = _("{PLAYER}'s Double Battle Tourney Results"); -const u8 gText_SingleBattleHallResults[] = _("{PLAYER}'s Single Battle Hall Results"); -const u8 gText_DoubleBattleHallResults[] = _("{PLAYER}'s Double Battle Hall Results"); -const u8 gText_BattleChoiceResults[] = _("{PLAYER}'s Battle Choice Results"); -const u8 gText_SetKOTourneyResults[] = _("{PLAYER}'s Set KO Tourney Results"); -const u8 gText_BattleSwapSingleResults[] = _("{PLAYER}'s Battle Swap Single Results"); -const u8 gText_BattleSwapDoubleResults[] = _("{PLAYER}'s Battle Swap Double Results"); -const u8 gText_BattleQuestResults[] = _("{PLAYER}'s Battle Quest Results"); -const u8 gText_Lv502[] = _("LV. 50"); -const u8 gText_OpenLv[] = _("OPEN LV."); -const u8 gText_WinStreak[] = _("Win streak: {STR_VAR_1}"); -const u8 gText_Current[] = _("CURRENT"); -const u8 gText_Record[] = _("RECORD"); -const u8 gText_Prev[] = _("PREV."); -const u8 gText_RentalSwap[] = _("Rental/Swap"); -const u8 gText_Total[] = _("Total"); -const u8 gText_ClearStreak[] = _("Clear streak: {STR_VAR_1}"); -const u8 gText_Championships[] = _("Championships: {STR_VAR_1}"); -const u8 gText_RoomsCleared[] = _("Rooms cleared: {STR_VAR_1}"); -const u8 gText_TimesCleared[] = _("Times cleared:{CLEAR 0x05}{STR_VAR_1}"); -const u8 gText_KOsInARow[] = _("KOs in a row: {STR_VAR_1}"); -const u8 gText_TimesVar1[] = _("Times: {STR_VAR_1}"); -const u8 gText_FloorsCleared[] = _("Floors cleared: {STR_VAR_1}"); +const u8 gText_SingleBattleRoomResults[] = _("{PLAYER}的单人对战结果") +const u8 gText_DoubleBattleRoomResults[] = _("{PLAYER}的双人对战结果") +const u8 gText_MultiBattleRoomResults[] = _("{PLAYER}的多人对战结果") +const u8 gText_LinkMultiBattleRoomResults[] = _("{PLAYER}的联机多人对战结果") +const u8 gText_SingleBattleTourneyResults[] = _("{PLAYER}的单人对战比赛结果") +const u8 gText_DoubleBattleTourneyResults[] = _("{PLAYER}的双打对战比赛结果") +const u8 gText_SingleBattleHallResults[] = _("{PLAYER}的单人对战殿堂结果") +const u8 gText_DoubleBattleHallResults[] = _("{PLAYER}的双打对战殿堂结果") +const u8 gText_BattleChoiceResults[] = _("{PLAYER}的战斗选择结果") +const u8 gText_SetKOTourneyResults[] = _("{PLAYER}的击倒设置比赛结果") +const u8 gText_BattleSwapSingleResults[] = _("{PLAYER}的单人接力对战结果") +const u8 gText_BattleSwapDoubleResults[] = _("{PLAYER}的双人接力对战结果") +const u8 gText_BattleQuestResults[] = _("{PLAYER}的战斗探索结果") +const u8 gText_Lv502[] = _("LV. 50") +const u8 gText_OpenLv[] = _("自由级") +const u8 gText_WinStreak[] = _("连胜: {STR_VAR_1}") +const u8 gText_Current[] = _("当前") +const u8 gText_Record[] = _("记录") +const u8 gText_Prev[] = _("之前") +const u8 gText_RentalSwap[] = _("租用/交换") +const u8 gText_Total[] = _("合计") +const u8 gText_ClearStreak[] = _("连胜场次:{STR_VAR_1}") +const u8 gText_Championships[] = _("冠军:{STR_VAR_1}") +const u8 gText_RoomsCleared[] = _("通过房间:{STR_VAR_1}") +const u8 gText_TimesCleared[] = _("通过次数:{CLEAR 0x05}{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[] = _("通过楼层:{STR_VAR_1}") -ALIGNED(4) const u8 gText_RecordsLv50[] = _("LV. 50"); -ALIGNED(4) const u8 gText_RecordsOpenLevel[] = _("OPEN LEVEL"); -ALIGNED(4) const u8 gText_FrontierFacilityWinStreak[] = _("Win streak: {STR_VAR_2}"); -ALIGNED(4) const u8 gText_FrontierFacilityClearStreak[] = _("Clear streak: {STR_VAR_2}"); -ALIGNED(4) const u8 gText_FrontierFacilityRoomsCleared[] = _("Rooms cleared: {STR_VAR_2}"); -ALIGNED(4) const u8 gText_FrontierFacilityKOsStreak[] = _("KOs in a row: {STR_VAR_2}"); -ALIGNED(4) const u8 gText_FrontierFacilityFloorsCleared[] = _("Floors cleared: {STR_VAR_2}"); +ALIGNED(4) const u8 gText_RecordsLv50[] = _("50级") +ALIGNED(4) const u8 gText_RecordsOpenLevel[] = _("自由级") +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_123Dot[][3] = {_("1."), _("2."), _("3.")}; -const u8 gText_SavingDontTurnOff2[] = _("SAVING…\nDON'T TURN OFF THE POWER."); -const u8 gText_BlenderMaxSpeedRecord[] = _("BERRY BLENDER\nMAXIMUM SPEED RECORD!"); -const u8 gText_234Players[] = _("2 PLAYERS\n3 PLAYERS\n4 PLAYERS"); -const u8 gText_YesNo[] = _("YES\nNO"); -const u8 gText_SelectorArrow3[] = _("▶"); -const u8 gText_Peekaboo[] = _("PEEKABOO!"); -const u8 gText_CommErrorCheckConnections[] = _("Communication error…\nPlease check all connections,\nthen turn the power OFF and ON."); -const u8 gText_CommErrorEllipsis[] = _("Communication error…"); -const u8 gText_MoveCloserToLinkPartner[] = _("Move closer to your link partner(s).\nAvoid obstacles between partners."); -const u8 gText_ABtnRegistrationCounter[] = _("A Button: Registration Counter"); -const u8 gText_ABtnTitleScreen[] = _("A Button: Title Screen"); -const u8 gText_Option[] = _("OPTION"); -const u8 gText_TextSpeed[] = _("TEXT SPEED"); -const u8 gText_BattleScene[] = _("BATTLE SCENE"); -const u8 gText_BattleStyle[] = _("BATTLE STYLE"); -const u8 gText_Sound[] = _("SOUND"); -const u8 gText_Frame[] = _("FRAME"); -const u8 gText_OptionMenuCancel[] = _("CANCEL"); -const u8 gText_ButtonMode[] = _("BUTTON MODE"); -const u8 gText_TextSpeedSlow[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}SLOW"); -const u8 gText_TextSpeedMid[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}MID"); -const u8 gText_TextSpeedFast[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}FAST"); -const u8 gText_BattleSceneOn[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}ON"); -const u8 gText_BattleSceneOff[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}OFF"); -const u8 gText_BattleStyleShift[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}SHIFT"); -const u8 gText_BattleStyleSet[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}SET"); -const u8 gText_SoundMono[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}MONO"); -const u8 gText_SoundStereo[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}STEREO"); -const u8 gText_FrameType[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}TYPE"); -const u8 gText_FrameTypeNumber[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}"); -const u8 gText_ButtonTypeNormal[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}NORMAL"); -const u8 gText_ButtonTypeLR[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}LR"); -const u8 gText_ButtonTypeLEqualsA[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}L=A"); -const u8 gText_NumPlayerLink[] = _("{STR_VAR_1}P LINK"); -const u8 gText_BronzeCard[] = _("BRONZE"); -const u8 gText_CopperCard[] = _("COPPER"); -const u8 gText_SilverCard[] = _("SILVER"); -const u8 gText_GoldCard[] = _("GOLD"); -const u8 gText_Day[] = _("DAY"); -const u8 gText_Colon3[] = _(":"); -const u8 gText_Confirm2[] = _("CONFIRM"); -const u8 gText_Days[] = _("Days"); // Unused -const u8 gText_TimeColon2[] = _("Time:"); // Unused -const u8 gText_GameTime[] = _("Game time"); // Unused -const u8 gText_RTCTime[] = _("RTC time"); // Unused -const u8 gText_UpdatedTime[] = _("Updated time"); // Unused -const u8 gText_MenuPokedex[] = _("POKéDEX"); -const u8 gText_MenuPokemon[] = _("POKéMON"); -const u8 gText_MenuBag[] = _("BAG"); -const u8 gText_MenuPokenav[] = _("POKéNAV"); -const u8 gText_MenuPlayer[] = _("{PLAYER}"); -const u8 gText_MenuSave[] = _("SAVE"); -const u8 gText_MenuOption[] = _("OPTION"); -const u8 gText_MenuExit[] = _("EXIT"); -const u8 gText_MenuRetire[] = _("RETIRE"); -const u8 gText_MenuRest[] = _("REST"); +const u8 gText_SavingDontTurnOff2[] = _("保存中…\n请不要关闭电源。") +const u8 gText_BlenderMaxSpeedRecord[] = _("树果混合机\n最快记录!") +const u8 gText_234Players[] = _("2位玩家\n3位玩家\n4位玩家") +const u8 gText_YesNo[] = _("是\n否") +const u8 gText_SelectorArrow3[] = _("▶") +const u8 gText_Peekaboo[] = _("躲猫猫!") +const u8 gText_CommErrorCheckConnections[] = _("通信错误……\n请检查所有的连接,\n然后关机重启。") +const u8 gText_CommErrorEllipsis[] = _("通信错误……") +const u8 gText_MoveCloserToLinkPartner[] = _("请靠近你的联机朋友,\n避免朋友之间的障碍物。") +const u8 gText_ABtnRegistrationCounter[] = _("A键:登记柜台") +const u8 gText_ABtnTitleScreen[] = _("A键:标题画面") +const u8 gText_Option[] = _("选项") +const u8 gText_TextSpeed[] = _("文字速度") +const u8 gText_BattleScene[] = _("战斗动画") +const u8 gText_BattleStyle[] = _("战斗类型") +const u8 gText_Sound[] = _("音乐") +const u8 gText_Frame[] = _("边框") +const u8 gText_OptionMenuCancel[] = _("取消") +const u8 gText_ButtonMode[] = _("按键模式") +const u8 gText_TextSpeedSlow[] = _("慢") +const u8 gText_TextSpeedMid[] = _("中") +const u8 gText_TextSpeedFast[] = _("快") +const u8 gText_BattleSceneOn[] = _("开") +const u8 gText_BattleSceneOff[] = _("关") +const u8 gText_BattleStyleShift[] = _("接力制") +const u8 gText_BattleStyleSet[] = _("淘汰制") +const u8 gText_SoundMono[] = _("单声道") +const u8 gText_SoundStereo[] = _("立体声") +const u8 gText_FrameType[] = _("样式{STR_VAR_1}") +const u8 gText_FrameTypeNumber[] = _("nan") +const u8 gText_ButtonTypeNormal[] = _("普通") +const u8 gText_ButtonTypeLR[] = _("LR") +const u8 gText_ButtonTypeLEqualsA[] = _("L=A") +const u8 gText_NumPlayerLink[] = _("{STR_VAR_1}P连接") +const u8 gText_BronzeCard[] = _("青铜") +const u8 gText_CopperCard[] = _("铜") +const u8 gText_SilverCard[] = _("银") +const u8 gText_GoldCard[] = _("金") +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_GameTime[] = _("游戏时间 ") // Unused +const u8 gText_RTCTime[] = _("时钟时间 ") // Unused +const u8 gText_UpdatedTime[] = _("更新时间 ") // Unused +const u8 gText_MenuPokedex[] = _("{POKE_DEX_ICON}图鉴") +const u8 gText_MenuPokemon[] = _("{POKEMON_ICON}宝可梦") +const u8 gText_MenuBag[] = _("{BAG_ICON_ICON}背包") +const u8 gText_MenuPokenav[] = _("{POKENAV_ICON}领航员") +const u8 gText_MenuPlayer[] = _("{PLAYER_ICON}{PLAYER}") +const u8 gText_MenuSave[] = _("{SAVE_ICON}保存") +const u8 gText_MenuOption[] = _("{OPTION_ICON}设置") +const u8 gText_MenuExit[] = _("{EXIT_ICON}退出") +const u8 gText_MenuRetire[] = _("撤退") +const u8 gText_MenuRest[] = _("重置") const u8 gText_MenuDexNav[] = _("DEXNAV"); -const u8 gText_SafariBallStock[] = _("SAFARI BALLS\nStock: {STR_VAR_1}"); -const u8 gText_BattlePyramidFloor[] = _("Battle Pyramid\n{STR_VAR_1}"); -const u8 gText_Floor1[] = _("Floor 1"); -const u8 gText_Floor2[] = _("Floor 2"); -const u8 gText_Floor3[] = _("Floor 3"); -const u8 gText_Floor4[] = _("Floor 4"); -const u8 gText_Floor5[] = _("Floor 5"); -const u8 gText_Floor6[] = _("Floor 6"); -const u8 gText_Floor7[] = _("Floor 7"); -const u8 gText_Peak[] = _("Peak"); -const u8 gText_LinkStandby2[] = _("Link standby…\n… … B Button: Cancel"); -const u8 gText_PressAToLoadEvent[] = _("Press the A Button to load event.\n… … B Button: Cancel"); -const u8 gText_LoadingEvent[] = _("Loading event…"); -const u8 gText_DontRemoveCableTurnOff[] = _("Don't remove the Game Link cable.\nDon't turn off the power."); -const u8 gText_EventSafelyLoaded[] = _("The event was safely loaded."); -const u8 gText_LoadErrorEndingSession[] = _("Loading error.\nEnding session."); +const u8 gText_SafariBallStock[] = _("原野球\n还有:{STR_VAR_1}") +const u8 gText_BattlePyramidFloor[] = _("对战金字塔\n{STR_VAR_1}") +const u8 gText_Floor1[] = _("1F") +const u8 gText_Floor2[] = _("2F") +const u8 gText_Floor3[] = _("3F") +const u8 gText_Floor4[] = _("4F") +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_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。") +const u8 gText_LoadErrorEndingSession[] = _("加载错误。\n结束进程。") const u8 gJPText_Player[] = _("プレイヤー"); // Unused const u8 gJPText_Sama[] = _("さま"); // Unused -const u8 gText_DexHoenn[] = _("HOENN"); -const u8 gText_DexNational[] = _("NATIONAL"); -const u8 gText_PokedexDiploma[] = _("PLAYER: {CLEAR 0x10}{COLOR RED}{SHADOW LIGHT_RED}{PLAYER}{COLOR DARK_GRAY}{SHADOW LIGHT_GRAY}\n\nThis document certifies\nthat you have successfully\ncompleted your\n{STR_VAR_1} POKéDEX.\n\n{CLEAR_TO 0x42}{COLOR RED}{SHADOW LIGHT_RED}GAME FREAK"); +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}口袋领航员\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[] = _("HOENN"); -const u8 gText_OhABite[] = _("Oh! A bite!"); -const u8 gText_PokemonOnHook[] = _("A POKéMON's on the hook!{PAUSE_UNTIL_PRESS}"); -const u8 gText_NotEvenANibble[] = _("Not even a nibble…{PAUSE_UNTIL_PRESS}"); -const u8 gText_ItGotAway[] = _("It got away…{PAUSE_UNTIL_PRESS}"); -const u8 gText_XWillBeSentToY[] = _("{STR_VAR_2} will be\nsent to {STR_VAR_1}."); -const u8 gText_ByeByeVar1[] = _("Bye-bye, {STR_VAR_2}!"); -const u8 gText_XSentOverY[] = _("{STR_VAR_1} sent over {STR_VAR_3}."); -const u8 gText_TakeGoodCareOfX[] = _("Take good care of {STR_VAR_3}!"); +const u8 gText_DiplomaEmpty[] = _("{COLOR RED}{SHADOW LIGHT_RED} ") // Unused +const u8 gText_Hoenn[] = _("丰缘") +const u8 gText_OhABite[] = _("啊!咬钩了!") +const u8 gText_PokemonOnHook[] = _("有宝可梦上钩了!{PAUSE_UNTIL_PRESS}") +const u8 gText_NotEvenANibble[] = _("什么也没有……{PAUSE_UNTIL_PRESS}") +const u8 gText_ItGotAway[] = _("逃走了……{PAUSE_UNTIL_PRESS}") +const u8 gText_XWillBeSentToY[] = _("{STR_VAR_2}将会\n被送到{STR_VAR_1}。") +const u8 gText_ByeByeVar1[] = _("再见,{STR_VAR_2}!") +const u8 gText_XSentOverY[] = _("{STR_VAR_1}送到了{STR_VAR_3}。") +const u8 gText_TakeGoodCareOfX[] = _("好好照顾{STR_VAR_3}!") // Easy chat group names const u8 gEasyChatGroupName_Pokemon[] = _("POKéMON"); @@ -1082,65 +1082,65 @@ const u8 gEasyChatGroupName_Move2[] = _("MOVE 2"); const u8 gEasyChatGroupName_TrendySaying[] = _("TRENDY SAYING"); const u8 gEasyChatGroupName_Pokemon2[] = _("POKéMON2"); -const u8 gText_ThreeQuestionMarks[] = _("???"); -const u8 gText_MaxHP[] = _("MAX. HP"); -const u8 gText_Attack[] = _("ATTACK"); -const u8 gText_Defense[] = _("DEFENSE"); -const u8 gText_Speed[] = _("SPEED"); -const u8 gText_SpAtk[] = _("SP. ATK"); -const u8 gText_SpDef[] = _("SP. DEF"); -const u8 gText_Plus[] = _("{PLUS}"); -const u8 gText_Dash[] = _("-"); -const u8 gText_FromSpace[] = _("From "); -const u8 gText_MixingRecords[] = _("Mixing records…"); -const u8 gText_RecordMixingComplete[] = _("Record mixing completed.\nThank you for waiting."); -const u8 gText_YourName[] = _("YOUR NAME?"); -const u8 gText_BoxName[] = _("BOX NAME?"); -const u8 gText_PkmnsNickname[] = _("{STR_VAR_1}'s nickname?"); -const u8 gText_TellHimTheWords[] = _("Tell him the words."); -const u8 gText_MoveOkBack[] = _("{DPAD_NONE}MOVE {A_BUTTON}OK {B_BUTTON}BACK"); -const u8 gText_RentalPkmn2[] = _("RENTAL POKéMON"); -const u8 gText_SelectFirstPkmn[] = _("Select the first POKéMON."); -const u8 gText_SelectSecondPkmn[] = _("Select the second POKéMON."); -const u8 gText_SelectThirdPkmn[] = _("Select the third POKéMON."); -const u8 gText_Rent[] = _("RENT"); -const u8 gText_Summary[] = _("SUMMARY"); -const u8 gText_Others2[] = _("OTHERS"); -const u8 gText_Deselect[] = _("DESELECT"); -const u8 gText_TheseThreePkmnOkay[] = _("Are these three POKéMON OK?"); -const u8 gText_Yes2[] = _("YES"); -const u8 gText_No2[] = _("NO"); -const u8 gText_CantSelectSamePkmn[] = _("Can't select same {PKMN}."); -const u8 gText_PkmnSwap[] = _("POKéMON SWAP"); -const u8 gText_SelectPkmnToSwap[] = _("Select POKéMON to swap."); -const u8 gText_SelectPkmnToAccept[] = _("Select POKéMON to accept."); -const u8 gText_Swap[] = _("SWAP"); -const u8 gText_Summary2[] = _("SUMMARY"); -const u8 gText_Rechoose[] = _("RECHOOSE"); -const u8 gText_QuitSwapping[] = _("Quit swapping?"); -const u8 gText_Yes3[] = _("YES"); -const u8 gText_No3[] = _("NO"); -const u8 gText_PkmnForSwap[] = _("{PKMN} FOR SWAP"); -const u8 gText_Cancel3[] = _("CANCEL"); -const u8 gText_Swap2[] = _("SWAP"); // Unused -const u8 gText_Accept[] = _("ACCEPT"); // Unused -const u8 gText_AcceptThisPkmn[] = _("Accept this POKéMON?"); -const u8 gText_4Spaces[] = _(" "); // Unused -const u8 gText_SamePkmnInPartyAlready[] = _("Same {PKMN} in party already."); -const u8 gText_DecimalPoint[] = _("."); -const u8 gText_SavingPlayer[] = _("PLAYER"); -const u8 gText_SavingBadges[] = _("BADGES"); -const u8 gText_SavingPokedex[] = _("POKéDEX"); -const u8 gText_SavingTime[] = _("TIME"); -const u8 gText_WirelessCommStatus[] = _("Wireless Communication Status"); -const u8 gText_PeopleTrading[] = _("People trading:"); -const u8 gText_PeopleBattling[] = _("People battling:"); -const u8 gText_PeopleInUnionRoom[] = _("People in the UNION ROOM:"); -const u8 gText_PeopleCommunicating[] = _("People communicating:"); -const u8 gText_F700Players[] = _("{DYNAMIC 0} players"); -const u8 gText_F701Players[] = _("{DYNAMIC 1} players"); -const u8 gText_F702Players[] = _("{DYNAMIC 2} players"); -const u8 gText_F703Players[] = _("{DYNAMIC 3} players"); +const u8 gText_ThreeQuestionMarks[] = _("???") +const u8 gText_MaxHP[] = _("最大HP") +const u8 gText_Attack[] = _("攻击") +const u8 gText_Defense[] = _("防御") +const u8 gText_Speed[] = _("速度") +const u8 gText_SpAtk[] = _("特攻") +const u8 gText_SpDef[] = _("特防") +const u8 gText_Plus[] = _("{PLUS}") +const u8 gText_Dash[] = _("-") +const u8 gText_FromSpace[] = _("从") +const u8 gText_MixingRecords[] = _("混合存档中…") +const u8 gText_RecordMixingComplete[] = _("存档混合完成。\n感谢您的等待。") +const u8 gText_YourName[] = _("你的名字?") +const u8 gText_BoxName[] = _("盒子的名字?") +const u8 gText_PkmnsNickname[] = _("{STR_VAR_1}的昵称?") +const u8 gText_TellHimTheWords[] = _("告诉他那个单词。") +const u8 gText_MoveOkBack[] = _("{DPAD_NONE}移动 {A_BUTTON}确认 {B_BUTTON}返回") +const u8 gText_RentalPkmn2[] = _("租借宝可梦") +const u8 gText_SelectFirstPkmn[] = _("选择第一个宝可梦。") +const u8 gText_SelectSecondPkmn[] = _("选择第二个宝可梦。") +const u8 gText_SelectThirdPkmn[] = _("选择第三个宝可梦。") +const u8 gText_Rent[] = _("租借") +const u8 gText_Summary[] = _("概况") +const u8 gText_Others2[] = _("其它") +const u8 gText_Deselect[] = _("取消选择") +const u8 gText_TheseThreePkmnOkay[] = _("这三个宝可梦可以吗?") +const u8 gText_Yes2[] = _("是") +const u8 gText_No2[] = _("否") +const u8 gText_CantSelectSamePkmn[] = _("不能选择相同的宝可梦。") +const u8 gText_PkmnSwap[] = _("宝可梦交换") +const u8 gText_SelectPkmnToSwap[] = _("选择要交换的宝可梦。") +const u8 gText_SelectPkmnToAccept[] = _("选择要接受的宝可梦。") +const u8 gText_Swap[] = _("交换") +const u8 gText_Summary2[] = _("概况") +const u8 gText_Rechoose[] = _("重选") +const u8 gText_QuitSwapping[] = _("退出交换?") +const u8 gText_Yes3[] = _("是") +const u8 gText_No3[] = _("否") +const u8 gText_PkmnForSwap[] = _("要换的宝可梦取消") +const u8 gText_Cancel3[] = _("取消选择") +const u8 gText_Swap2[] = _("交换 ") // Unused +const u8 gText_Accept[] = _("接受 ") // Unused +const u8 gText_AcceptThisPkmn[] = _("接受这个宝可梦?") +const u8 gText_4Spaces[] = _("") // Unused +const u8 gText_SamePkmnInPartyAlready[] = _("同样的宝可梦已在队伍中。") +const u8 gText_DecimalPoint[] = _(".") +const u8 gText_SavingPlayer[] = _("玩家") +const u8 gText_SavingBadges[] = _("徽章") +const u8 gText_SavingPokedex[] = _("图鉴") +const u8 gText_SavingTime[] = _("时间") +const u8 gText_WirelessCommStatus[] = _("无线通信状态") +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_F700Players[] = _("{DYNAMIC 0}名玩家") +const u8 gText_F701Players[] = _("{DYNAMIC 1}名玩家") +const u8 gText_F702Players[] = _("{DYNAMIC 2}名玩家") +const u8 gText_F703Players[] = _("{DYNAMIC 3}名玩家") const u8 *const gTextTable_Players[] = { gText_F700Players, @@ -1149,147 +1149,147 @@ const u8 *const gTextTable_Players[] = { gText_F703Players }; -ALIGNED(4) const u8 gText_WonderCards[] = _("WONDER CARDS"); -ALIGNED(4) const u8 gText_WonderNews[] = _("WONDER NEWS"); -ALIGNED(4) const u8 gText_WirelessCommunication[] = _("WIRELESS COMMUNICATION"); -ALIGNED(4) const u8 gText_Friend2[] = _("FRIEND"); -ALIGNED(4) const u8 gText_Exit3[] = _("EXIT"); -ALIGNED(4) const u8 gText_Receive[] = _("RECEIVE"); -ALIGNED(4) const u8 gText_Send[] = _("SEND"); -ALIGNED(4) const u8 gText_Toss[] = _("TOSS"); -ALIGNED(4) const u8 gText_VarietyOfEventsImportedWireless[] = _("A variety of events will be imported\nover Wireless Communication."); -ALIGNED(4) const u8 gText_WonderCardsInPossession[] = _("Read the WONDER CARDS in your\npossession."); -ALIGNED(4) const u8 gText_ReadNewsThatArrived[] = _("Read the NEWS that arrived."); -ALIGNED(4) const u8 gText_ReturnToTitle[] = _("Return to the title screen."); -ALIGNED(4) const u8 gText_DontHaveCardNewOneInput[] = _("You don't have a WONDER CARD,\nso a new CARD will be input."); -ALIGNED(4) const u8 gText_DontHaveNewsNewOneInput[] = _("You don't have any WONDER NEWS,\nso new NEWS will be input."); -ALIGNED(4) const u8 gText_WhereShouldCardBeAccessed[] = _("Where should the WONDER CARD\nbe accessed?"); -ALIGNED(4) const u8 gText_WhereShouldNewsBeAccessed[] = _("Where should the WONDER NEWS\nbe accessed?"); -ALIGNED(4) const u8 gText_CommunicationStandbyBButtonCancel[] = _("Communication standby…\nB Button: Cancel"); // Unused -ALIGNED(4) const u8 gText_Communicating[] = _("Communicating…"); -ALIGNED(4) const u8 gText_CommunicationCompleted[] = _("Communication completed."); -ALIGNED(4) const u8 gText_CommunicationError[] = _("Communication error."); -ALIGNED(4) const u8 gText_CommunicationCanceled[] = _("Communication has been canceled."); -ALIGNED(4) const u8 gText_ThrowAwayWonderCard[] = _("Throw away the WONDER CARD\nand input a new CARD?"); -ALIGNED(4) const u8 gText_HaventReceivedCardsGift[] = _("You haven't received the CARD's gift\nyet. Input a new CARD anyway?"); -ALIGNED(4) const u8 gText_WonderCardReceivedFrom[] = _("A WONDER CARD has been received\nfrom {STR_VAR_1}."); -ALIGNED(4) const u8 gText_WonderNewsReceivedFrom[] = _("A WONDER NEWS item has been\nreceived from {STR_VAR_1}."); -ALIGNED(4) const u8 gText_WonderCardReceived[] = _("A new WONDER CARD has been\nreceived."); -ALIGNED(4) const u8 gText_WonderNewsReceived[] = _("A new WONDER NEWS item has been\nreceived."); -ALIGNED(4) const u8 gText_NewStampReceived[] = _("A new STAMP has been received."); -ALIGNED(4) const u8 gText_NewTrainerReceived[] = _("A new TRAINER has arrived."); -ALIGNED(4) const u8 gText_AlreadyHadCard[] = _("You already had that\nWONDER CARD."); -ALIGNED(4) const u8 gText_AlreadyHadNews[] = _("You already had that\nWONDER NEWS item."); -ALIGNED(4) const u8 gText_AlreadyHadStamp[] = _("You already had that\nSTAMP."); -ALIGNED(4) const u8 gText_NoMoreRoomForStamps[] = _("There's no more room for adding\nSTAMPS."); -ALIGNED(4) const u8 gText_RecordUploadedViaWireless[] = _("Your record has been uploaded via\nWIRELESS COMMUNICATION."); -ALIGNED(4) const u8 gText_CantAcceptCardFromTrainer[] = _("You can't accept a WONDER CARD\nfrom this TRAINER."); -ALIGNED(4) const u8 gText_CantAcceptNewsFromTrainer[] = _("You can't accept WONDER NEWS\nfrom this TRAINER."); -ALIGNED(4) const u8 gText_NothingSentOver[] = _("Nothing was sent over…"); -ALIGNED(4) const u8 gText_WhatToDoWithCards[] = _("What would you like to do\nwith the WONDER CARDS?"); -ALIGNED(4) const u8 gText_WhatToDoWithNews[] = _("What would you like to do\nwith the WONDER NEWS?"); -ALIGNED(4) const u8 gText_SendingWonderCard[] = _("Sending your WONDER CARD…"); -ALIGNED(4) const u8 gText_SendingWonderNews[] = _("Sending your WONDER NEWS item…"); -ALIGNED(4) const u8 gText_WonderCardSentTo[] = _("Your WONDER CARD has been sent\nto {STR_VAR_1}."); -ALIGNED(4) const u8 gText_WonderNewsSentTo[] = _("Your WONDER NEWS item has been\nsent to {STR_VAR_1}."); -ALIGNED(4) const u8 gText_StampSentTo[] = _("A STAMP has been sent to {STR_VAR_1}."); -ALIGNED(4) const u8 gText_GiftSentTo[] = _("A GIFT has been sent to {STR_VAR_1}."); -ALIGNED(4) const u8 gText_OtherTrainerHasCard[] = _("The other TRAINER has the same\nWONDER CARD already."); -ALIGNED(4) const u8 gText_OtherTrainerHasNews[] = _("The other TRAINER has the same\nWONDER NEWS already."); -ALIGNED(4) const u8 gText_OtherTrainerHasStamp[] = _("The other TRAINER has the same\nSTAMP already."); -ALIGNED(4) const u8 gText_OtherTrainerCanceled[] = _("The other TRAINER canceled\ncommunication."); -ALIGNED(4) const u8 gText_CantSendGiftToTrainer[] = _("You can't send a MYSTERY GIFT to\nthis TRAINER."); -ALIGNED(4) const u8 gText_IfThrowAwayCardEventWontHappen[] = _("If you throw away the CARD,\nits event won't happen. Okay?"); -ALIGNED(4) const u8 gText_OkayToDiscardNews[] = _("Is it okay to discard this\nNEWS item?"); -ALIGNED(4) const u8 gText_HaventReceivedGiftOkayToDiscard[] = _("You haven't received the\nGIFT. Is it okay to discard?"); -ALIGNED(4) const u8 gText_DataWillBeSaved[] = _("Data will be saved.\nPlease wait."); -ALIGNED(4) const u8 gText_SaveCompletedPressA[] = _("Save completed.\nPlease press the A Button."); -ALIGNED(4) const u8 gText_WonderCardThrownAway[] = _("The WONDER CARD was thrown away."); -ALIGNED(4) const u8 gText_WonderNewsThrownAway[] = _("The WONDER NEWS was thrown away."); -ALIGNED(4) const u8 gText_MysteryGift[] = _("MYSTERY GIFT"); -ALIGNED(4) const u8 gText_PickOKExit[] = _("{DPAD_UPDOWN}PICK {A_BUTTON}OK {B_BUTTON}EXIT"); -ALIGNED(4) const u8 gText_PickOKCancel[] = _("{DPAD_UPDOWN}PICK {A_BUTTON}OK {B_BUTTON}CANCEL"); -const u8 gText_PlayersBattleResults[] = _("{PLAYER}'s BATTLE RESULTS"); -const u8 gText_TotalRecordWLD[] = _("TOTAL RECORD W:{STR_VAR_1} L:{STR_VAR_2} D:{STR_VAR_3}"); -const u8 gText_WinLoseDraw[] = _("{CLEAR_TO 0x53}WIN{CLEAR_TO 0x80}LOSE{CLEAR_TO 0xB0}DRAW"); -const u8 gText_CommunicationStandby5[] = _("Communication standby…"); -const u8 gText_QuitTheGame[] = _("Quit the game?"); -const u8 gText_YouveGot9999Coins[] = _("You've got 9,999 COINS."); -const u8 gText_YouveRunOutOfCoins[] = _("You've run out of COINS.\nGame over!"); -const u8 gText_YouDontHaveThreeCoins[] = _("You don't have three COINS."); -const u8 gText_ReelTimeHelp[] = _("REEL TIME\nHere's your chance to take\naim and nail marks!\nReel Time continues for the\nawarded number of spins.\nIt all ends on a Big Bonus."); +ALIGNED(4) const u8 gText_WonderCards[] = _("神秘卡片") +ALIGNED(4) const u8 gText_WonderNews[] = _("神秘新闻") +ALIGNED(4) const u8 gText_WirelessCommunication[] = _("无线通信") +ALIGNED(4) const u8 gText_Friend2[] = _("好友") +ALIGNED(4) const u8 gText_Exit3[] = _("退出") +ALIGNED(4) const u8 gText_Receive[] = _("接收") +ALIGNED(4) const u8 gText_Send[] = _("发送") +ALIGNED(4) const u8 gText_Toss[] = _("投掷") +ALIGNED(4) const u8 gText_VarietyOfEventsImportedWireless[] = _("各种各样的事件将会通过\n无线通信中载入。") +ALIGNED(4) const u8 gText_WonderCardsInPossession[] = _("阅读你拥有的神秘卡片。") +ALIGNED(4) const u8 gText_ReadNewsThatArrived[] = _("阅读最新的新闻。") +ALIGNED(4) const u8 gText_ReturnToTitle[] = _("返回标题画面。") +ALIGNED(4) const u8 gText_DontHaveCardNewOneInput[] = _("你现在没有神秘卡片,\n所以你将会收到一张新的卡片。") +ALIGNED(4) const u8 gText_DontHaveNewsNewOneInput[] = _("你没有任何神秘新闻,\n所以你将会收到新的新闻。") +ALIGNED(4) const u8 gText_WhereShouldCardBeAccessed[] = _("你希望从哪里获取\n神秘卡片?") +ALIGNED(4) const u8 gText_WhereShouldNewsBeAccessed[] = _("你希望在哪里察看\n神秘新闻?") +ALIGNED(4) const u8 gText_CommunicationStandbyBButtonCancel[] = _("通信待机中……\nB键:取消 ") // Unused +ALIGNED(4) const u8 gText_Communicating[] = _("通信中……") +ALIGNED(4) const u8 gText_CommunicationCompleted[] = _("通信完成。") +ALIGNED(4) const u8 gText_CommunicationError[] = _("通信错误。") +ALIGNED(4) const u8 gText_CommunicationCanceled[] = _("通信已被取消。") +ALIGNED(4) const u8 gText_ThrowAwayWonderCard[] = _("丢弃神秘卡片\n并重新领取新的?") +ALIGNED(4) const u8 gText_HaventReceivedCardsGift[] = _("你还未收到卡片的赠礼\n确认继续?") +ALIGNED(4) const u8 gText_WonderCardReceivedFrom[] = _("从{STR_VAR_1}处收到了一张\n神秘卡片。") +ALIGNED(4) const u8 gText_WonderNewsReceivedFrom[] = _("从{STR_VAR_1}处收到了一条\n神秘新闻。") +ALIGNED(4) const u8 gText_WonderCardReceived[] = _("已收到了新的神秘卡片") +ALIGNED(4) const u8 gText_WonderNewsReceived[] = _("已收到了新的神秘新闻") +ALIGNED(4) const u8 gText_NewStampReceived[] = _("已收到了新的印章。") +ALIGNED(4) const u8 gText_NewTrainerReceived[] = _("新的训练家已经到达。") +ALIGNED(4) const u8 gText_AlreadyHadCard[] = _("你已经拥有那张神秘卡片。") +ALIGNED(4) const u8 gText_AlreadyHadNews[] = _("你已经拥有那条神秘新闻。") +ALIGNED(4) const u8 gText_AlreadyHadStamp[] = _("你已经拥有那个印章。") +ALIGNED(4) const u8 gText_NoMoreRoomForStamps[] = _("没有增加印章的空间了。") +ALIGNED(4) const u8 gText_RecordUploadedViaWireless[] = _("你的记录已用无线通信更新。") +ALIGNED(4) const u8 gText_CantAcceptCardFromTrainer[] = _("你不能从这个训练家处接收\n神秘卡片。") +ALIGNED(4) const u8 gText_CantAcceptNewsFromTrainer[] = _("你不能从这个训练家处接收\n神秘新闻。") +ALIGNED(4) const u8 gText_NothingSentOver[] = _("什么也没发生……") +ALIGNED(4) const u8 gText_WhatToDoWithCards[] = _("你想用神秘卡片做什么?") +ALIGNED(4) const u8 gText_WhatToDoWithNews[] = _("你想用神秘新闻做什么?") +ALIGNED(4) const u8 gText_SendingWonderCard[] = _("正在发送你的神秘卡片……") +ALIGNED(4) const u8 gText_SendingWonderNews[] = _("正在发送你的神秘新闻……") +ALIGNED(4) const u8 gText_WonderCardSentTo[] = _("你的神秘卡片已发送给{STR_VAR_1}。") +ALIGNED(4) const u8 gText_WonderNewsSentTo[] = _("你的神秘新闻已发送给{STR_VAR_1}。") +ALIGNED(4) const u8 gText_StampSentTo[] = _("一个印章已发送给{STR_VAR_1}。") +ALIGNED(4) const u8 gText_GiftSentTo[] = _("一份礼物也发送给{STR_VAR_1}。") +ALIGNED(4) const u8 gText_OtherTrainerHasCard[] = _("对方训练家已有同样的神秘卡片。") +ALIGNED(4) const u8 gText_OtherTrainerHasNews[] = _("对方训练家已有同样的神秘新闻。") +ALIGNED(4) const u8 gText_OtherTrainerHasStamp[] = _("对方训练家已有同样的印章。") +ALIGNED(4) const u8 gText_OtherTrainerCanceled[] = _("对方训练家取消了通信。") +ALIGNED(4) const u8 gText_CantSendGiftToTrainer[] = _("你不能将神秘礼物送给这个训练家。") +ALIGNED(4) const u8 gText_IfThrowAwayCardEventWontHappen[] = _("如果丢弃卡片,\n其中的事件将不会发生。可以吗?") +ALIGNED(4) const u8 gText_OkayToDiscardNews[] = _("删除这条新闻可以吗?") +ALIGNED(4) const u8 gText_HaventReceivedGiftOkayToDiscard[] = _("你还未收到礼物,真的确定删除吗?") +ALIGNED(4) const u8 gText_DataWillBeSaved[] = _("资料保存中……\n请稍候。") +ALIGNED(4) const u8 gText_SaveCompletedPressA[] = _("保存完毕。\n请按A键。") +ALIGNED(4) const u8 gText_WonderCardThrownAway[] = _("丢弃了神秘卡片。") +ALIGNED(4) const u8 gText_WonderNewsThrownAway[] = _("删除了神秘新闻。") +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}的对战结果") +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[] = _("通信待机…") +const u8 gText_QuitTheGame[] = _("退出游戏?") +const u8 gText_YouveGot9999Coins[] = _("你已经有9,999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[] = _("旋转时间\n现在是你瞄准目标,\n创造纪录的机会!\n旋转时间将会持续奖励的圈数。\n当大奖励出现时才会停止。") const u8 gDaycareText_GetAlongVeryWell[] = _("The two seem to get along\nvery well."); const u8 gDaycareText_GetAlong[] = _("The two seem to get along."); const u8 gDaycareText_DontLikeOther[] = _("The two don't seem to like\neach other much."); const u8 gDaycareText_PlayOther[] = _("The two prefer to play with other\nPOKéMON than each other."); -const u8 gText_NewLine2[] = _("\n"); -const u8 gText_Exit4[] = _("EXIT"); -const u8 gText_Lv[] = _("{LV}"); -const u8 gText_TimeBoard[] = _("TIME BOARD"); -const u8 gText_TimeCleared[] = _("TIME CLEARED "); -const u8 gText_XMinYDotZSec[] = _("{STR_VAR_1} min. {STR_VAR_2}.{STR_VAR_3} sec."); -const u8 gText_TrainerHill1F[] = _("1F"); -const u8 gText_TrainerHill2F[] = _("2F"); -const u8 gText_TrainerHill3F[] = _("3F"); -const u8 gText_TrainerHill4F[] = _("4F"); -const u8 gText_TeachWhichMoveToPkmn[] = _("Teach which move to\n{STR_VAR_1}?"); -const u8 gText_MoveRelearnerTeachMoveConfirm[] = _("Teach {STR_VAR_2}?"); -const u8 gText_MoveRelearnerPkmnLearnedMove[] = _("{STR_VAR_1} learned\n{STR_VAR_2}!"); -const u8 gText_MoveRelearnerPkmnTryingToLearnMove[] = _("{STR_VAR_1} is trying to learn\n{STR_VAR_2}.\pBut {STR_VAR_1} can't learn more\nthan four moves.\pDelete an older move to make\nroom for {STR_VAR_2}?"); -const u8 gText_MoveRelearnerStopTryingToTeachMove[] = _("Stop trying to teach\n{STR_VAR_2}?"); -const u8 gText_MoveRelearnerAndPoof[] = _("{PAUSE 32}1, {PAUSE 15}2, and {PAUSE 15}… {PAUSE 15}… {PAUSE 15}… {PAUSE 15}{PLAY_SE SE_BALL_BOUNCE_1}Poof!\p"); -const u8 gText_MoveRelearnerPkmnForgotMoveAndLearnedNew[] = _("{STR_VAR_1} forgot {STR_VAR_3}.\pAnd…\p{STR_VAR_1} learned {STR_VAR_2}."); -const u8 gText_MoveRelearnedPkmnDidNotLearnMove[] = _("{STR_VAR_1} did not learn the\nmove {STR_VAR_2}."); // Unused -const u8 gText_MoveRelearnerGiveUp[] = _("Give up trying to teach a new\nmove to {STR_VAR_1}?"); -const u8 gText_MoveRelearnerWhichMoveToForget[] = _("Which move should be\nforgotten?\p"); -const u8 gText_MoveRelearnerBattleMoves[] = _("BATTLE MOVES"); -const u8 gText_MoveRelearnerContestMovesTitle[] = _("CONTEST MOVES"); -const u8 gText_MoveRelearnerType[] = _("TYPE/"); // Unused -const u8 gText_MoveRelearnerPP[] = _("PP/"); -const u8 gText_MoveRelearnerPower[] = _("POWER/"); -const u8 gText_MoveRelearnerAccuracy[] = _("ACCURACY/"); -const u8 gText_MoveRelearnerAppeal[] = _("APPEAL"); -const u8 gText_MoveRelearnerJam[] = _("JAM"); -const u8 gText_Kira[] = _("KIRA"); -const u8 gText_Amy[] = _("AMY"); -const u8 gText_John[] = _("JOHN"); -const u8 gText_Roy[] = _("ROY"); -const u8 gText_Gabby[] = _("GABBY"); -const u8 gText_Anna[] = _("ANNA"); -const u8 gText_ClearAllSaveData[] = _("Clear all save data areas?"); -const u8 gText_ClearingData[] = _("Clearing data…\nPlease wait."); -const u8 gText_IsThisTheCorrectTime[] = _("Is this the correct time?"); -const u8 gText_Confirm3[] = _("CONFIRM"); -const u8 gText_Cancel4[] = _("CANCEL"); -const u8 gText_CommStandbyAwaitingOtherPlayer[] = _("Communication standby…\nAwaiting another player to choose."); -const u8 gText_BattleWasRefused[] = _("The battle was refused.{PAUSE 60}"); -const u8 gText_RefusedBattle[] = _("Refused the battle.{PAUSE 60}"); -const u8 gText_NoWeather[] = _("NO WEATHER"); // Below are unused debug names for weather types -const u8 gText_Sunny[] = _("SUNNY"); // Unused -const u8 gText_Sunny2[] = _("SUNNY2"); // Unused -const u8 gText_Rain[] = _("RAIN"); // Unused -const u8 gText_Snow[] = _("SNOW"); // Unused -const u8 gText_Lightning[] = _("LIGHTNING"); // Unused -const u8 gText_Fog[] = _("FOG"); // Unused -const u8 gText_VolcanoAsh[] = _("VOLCANO ASH"); // Unused -const u8 gText_Sandstorm[] = _("SANDSTORM"); // Unused -const u8 gText_Fog2[] = _("FOG2"); // Unused -const u8 gText_Seafloor[] = _("SEAFLOOR"); // Unused -const u8 gText_Cloudy[] = _("CLOUDY"); // Unused -const u8 gText_Sunny3[] = _("SUNNY3"); // Unused -const u8 gText_HeavyRain[] = _("HEAVY RAIN"); // Unused -const u8 gText_Seafloor2[] = _("SEAFLOOR2"); // Unused -const u8 gText_DelAll[] = _("DEL. ALL"); -const u8 gText_Cancel5[] = _("CANCEL"); -const u8 gText_Ok2[] = _("OK"); -const u8 gText_Quiz[] = _("QUIZ"); -const u8 gText_Answer[] = _("ANSWER"); -const u8 gText_PokeBalls[] = _("POKé BALLS"); -const u8 gText_Berry[] = _("BERRY"); -const u8 gText_Berries[] = _("BERRIES"); -const u8 gText_ExpShareOn[] = _("The Exp. Share has been turned on.{PAUSE_UNTIL_PRESS}"); -const u8 gText_ExpShareOff[] = _("The Exp. Share has been turned off.{PAUSE_UNTIL_PRESS}"); -const u8 gText_BasePointsResetToZero[] = _("{STR_VAR_1}'s base points\nwere all reset to zero!{PAUSE_UNTIL_PRESS}"); +const u8 gText_NewLine2[] = _("\n") +const u8 gText_Exit4[] = _("退出") +const u8 gText_Lv[] = _("{LV}") +const u8 gText_TimeBoard[] = _("时间板") +const u8 gText_TimeCleared[] = _("完成时间") +const u8 gText_XMinYDotZSec[] = _("{STR_VAR_1} 分{STR_VAR_2}.{STR_VAR_3} 秒。") +const u8 gText_TrainerHill1F[] = _("1F") +const u8 gText_TrainerHill2F[] = _("2F") +const u8 gText_TrainerHill3F[] = _("3F") +const u8 gText_TrainerHill4F[] = _("4F") +const u8 gText_TeachWhichMoveToPkmn[] = _("要让{STR_VAR_1}学习哪个技能呢?") +const u8 gText_MoveRelearnerTeachMoveConfirm[] = _("要学习{STR_VAR_2}吗?") +const u8 gText_MoveRelearnerPkmnLearnedMove[] = _("{STR_VAR_1}学会了\n{STR_VAR_2}!") +const u8 gText_MoveRelearnerPkmnTryingToLearnMove[] = _("{STR_VAR_1}想要学习\n{STR_VAR_2}……\p为了学习{STR_VAR_2},\p要忘记其他的招式吗?") +const u8 gText_MoveRelearnerStopTryingToTeachMove[] = _("放弃学习{STR_VAR_2}吗?") +const u8 gText_MoveRelearnerAndPoof[] = _("{PAUSE 32}1, {PAUSE 15}2, {PAUSE 15}… {PAUSE 15}… {PAUSE 15}… {PAUSE 15}{PLAY_SE SE_BALL_BOUNCE_1}空!\p") +const u8 gText_MoveRelearnerPkmnForgotMoveAndLearnedNew[] = _("{STR_VAR_1}忘记了{STR_VAR_3}!\p并且学会了{STR_VAR_2}!") +const u8 gText_MoveRelearnedPkmnDidNotLearnMove[] = _("{STR_VAR_1}没有学习{STR_VAR_2}。 ") // Unused +const u8 gText_MoveRelearnerGiveUp[] = _("要放弃让{STR_VAR_1}学习新招式吗?") +const u8 gText_MoveRelearnerWhichMoveToForget[] = _("要忘记哪个招式呢?\p") +const u8 gText_MoveRelearnerBattleMoves[] = _("战斗招式") +const u8 gText_MoveRelearnerContestMovesTitle[] = _("华丽大赛招式") +const u8 gText_MoveRelearnerType[] = _("属性/") // Unused +const u8 gText_MoveRelearnerPP[] = _("PP/") +const u8 gText_MoveRelearnerPower[] = _("威力/") +const u8 gText_MoveRelearnerAccuracy[] = _("命中/") +const u8 gText_MoveRelearnerAppeal[] = _("吸引力") +const u8 gText_MoveRelearnerJam[] = _("干扰力") +const u8 gText_Kira[] = _("奇拉") +const u8 gText_Amy[] = _("久美") +const u8 gText_John[] = _("约翰") +const u8 gText_Roy[] = _("加古") +const u8 gText_Gabby[] = _("玛丽") +const u8 gText_Anna[] = _("美穗") +const u8 gText_ClearAllSaveData[] = _("清除所有的资料?") +const u8 gText_ClearingData[] = _("资料清除中……\n请等待。") +const u8 gText_IsThisTheCorrectTime[] = _("这是正确的时间吗?") +const u8 gText_Confirm3[] = _("确定") +const u8 gText_Cancel4[] = _("取消") +const u8 gText_CommStandbyAwaitingOtherPlayer[] = _("通信待机中……\n等待其他玩家选择。") +const u8 gText_BattleWasRefused[] = _("对战要求被拒绝。{PAUSE 60}!") +const u8 gText_RefusedBattle[] = _("拒绝对战。{PAUSE 60}!") +const u8 gText_NoWeather[] = _("天气正常 ") // Below are unused debug names for weather types +const u8 gText_Sunny[] = _("晴天 ") // Unused +const u8 gText_Sunny2[] = _("晴天2 ") // Unused +const u8 gText_Rain[] = _("下雨 ") // Unused +const u8 gText_Snow[] = _("下雪 ") // Unused +const u8 gText_Lightning[] = _("闪电 ") // Unused +const u8 gText_Fog[] = _("雾 ") // Unused +const u8 gText_VolcanoAsh[] = _("火山灰 ") // Unused +const u8 gText_Sandstorm[] = _("沙尘暴 ") // Unused +const u8 gText_Fog2[] = _("雾2 ") // Unused +const u8 gText_Seafloor[] = _("海底 ") // Unused +const u8 gText_Cloudy[] = _("多云 ") // Unused +const u8 gText_Sunny3[] = _("晴天3 ") // Unused +const u8 gText_HeavyRain[] = _("大雨 ") // Unused +const u8 gText_Seafloor2[] = _("海底2 ") // Unused +const u8 gText_DelAll[] = _("全部清除") +const u8 gText_Cancel5[] = _("取消") +const u8 gText_Ok2[] = _("好") +const u8 gText_Quiz[] = _("测验") +const u8 gText_Answer[] = _("回答") +const u8 gText_PokeBalls[] = _("精灵球") +const u8 gText_Berry[] = _("树果") +const u8 gText_Berries[] = _("树果") +const u8 gText_ExpShareOn[] = _("打开了学习装置。{PAUSE_UNTIL_PRESS}") +const u8 gText_ExpShareOff[] = _("关闭了学习装置。{PAUSE_UNTIL_PRESS}") +const u8 gText_BasePointsResetToZero[] = _("{STR_VAR_1}的\n基础点数消失得干干净净了!{PAUSE_UNTIL_PRESS}") const u8 gText_AM[] = _("AM"); const u8 gText_PM[] = _("PM"); const u8 gText_Relearn[] = _("{START_BUTTON} RELEARN"); // future note: don't decap this, because it mimics the summary screen BG graphics which will not get decapped