diff --git a/data/tilesets/primary/general/tiles.png b/data/tilesets/primary/general/tiles.png old mode 100644 new mode 100755 index 17426ab80e..888dad6375 Binary files a/data/tilesets/primary/general/tiles.png and b/data/tilesets/primary/general/tiles.png differ diff --git a/graphics/pokedex/search_menu.png b/graphics/pokedex/search_menu.png old mode 100644 new mode 100755 index 6d63a1b228..8a547ae735 Binary files a/graphics/pokedex/search_menu.png and b/graphics/pokedex/search_menu.png differ diff --git a/graphics/pokemon_storage/menu.png b/graphics/pokemon_storage/menu.png old mode 100644 new mode 100755 index 0a1ca913b0..92889b0e03 Binary files a/graphics/pokemon_storage/menu.png and b/graphics/pokemon_storage/menu.png differ diff --git a/src/contest.c b/src/contest.c index a77015687a..ef8ec9dc95 100644 --- a/src/contest.c +++ b/src/contest.c @@ -690,7 +690,7 @@ static const u16 sText_Pal[] = INCBIN_U16("graphics/contest/text.gbapal"); const u8 *const gContestEffectDescriptionPointers[] = { - [CONTEST_EFFECT_HIGHLY_APPEALING] = COMPOUND_STRING("能获得很多关注度。"), + [CONTEST_EFFECT_HIGHLY_APPEALING] = COMPOUND_STRING("能获得很多吸引力。"), [CONTEST_EFFECT_USER_MORE_EASILY_STARTLED] = COMPOUND_STRING("在表演这个招式之后\n宝可梦会变得很容易受惊。"), [CONTEST_EFFECT_GREAT_APPEAL_BUT_NO_MORE_MOVES] = COMPOUND_STRING("这个表演会受到全场瞩目,但\n后面直到结束前什么都不能做了。"), [CONTEST_EFFECT_REPETITION_NOT_BORING] = COMPOUND_STRING("即使在下回继续使用也不会\n被审查员厌烦并获得关注。"), @@ -709,7 +709,7 @@ const u8 *const gContestEffectDescriptionPointers[] = [CONTEST_EFFECT_SHIFT_JUDGE_ATTENTION] = COMPOUND_STRING("能够转移审查员对\n其他宝可梦的关注度。"), [CONTEST_EFFECT_STARTLE_MON_WITH_JUDGES_ATTENTION] = COMPOUND_STRING("特别是能够惊吓受到\n审查员关注的宝可梦。"), [CONTEST_EFFECT_JAMS_OTHERS_BUT_MISS_ONE_TURN] = COMPOUND_STRING("不停地在场上捣乱,\n下个回合不能参加表演。"), - [CONTEST_EFFECT_STARTLE_MONS_SAME_TYPE_APPEAL] = COMPOUND_STRING("特别是能够惊吓和自己\n有着一样类型关注度的宝可梦。"), + [CONTEST_EFFECT_STARTLE_MONS_SAME_TYPE_APPEAL] = COMPOUND_STRING("特别是能够惊吓和自己\n有着一样类型吸引力的宝可梦。"), [CONTEST_EFFECT_STARTLE_MONS_COOL_APPEAL] = COMPOUND_STRING("特别是能够惊吓表演\n帅气招式的宝可梦。"), [CONTEST_EFFECT_STARTLE_MONS_BEAUTY_APPEAL] = COMPOUND_STRING("特别是能够惊吓表演\n美丽招式的宝可梦。"), [CONTEST_EFFECT_STARTLE_MONS_CUTE_APPEAL] = COMPOUND_STRING("特别是能够惊吓表演\n可爱招式的宝可梦。"), @@ -719,24 +719,24 @@ const u8 *const gContestEffectDescriptionPointers[] = [CONTEST_EFFECT_MAKE_FOLLOWING_MONS_NERVOUS] = COMPOUND_STRING("会使在这之后登场的\n所有宝可梦紧张。"), [CONTEST_EFFECT_WORSEN_CONDITION_OF_PREV_MONS] = COMPOUND_STRING("降低已经表演完的\n宝可梦们的状态。"), [CONTEST_EFFECT_BADLY_STARTLES_MONS_IN_GOOD_CONDITION] = COMPOUND_STRING("特别是能够惊吓\n当前状态很好的宝可梦。"), - [CONTEST_EFFECT_BETTER_IF_FIRST] = COMPOUND_STRING("率先第一个出场表演的话\n很容易获得很高的关注度"), - [CONTEST_EFFECT_BETTER_IF_LAST] = COMPOUND_STRING("最后一个出场表演的话\n很容易获得很高的关注度"), - [CONTEST_EFFECT_APPEAL_AS_GOOD_AS_PREV_ONES] = COMPOUND_STRING("能够表演同之前登场过的\n宝可梦们相同的关注度。"), - [CONTEST_EFFECT_APPEAL_AS_GOOD_AS_PREV_ONE] = COMPOUND_STRING("能够表演同前一只登场的\n宝可梦相同的关注度。"), - [CONTEST_EFFECT_BETTER_WHEN_LATER] = COMPOUND_STRING("越在所有宝可梦的后面表演\n越容易获得关注度。"), - [CONTEST_EFFECT_QUALITY_DEPENDS_ON_TIMING] = COMPOUND_STRING("根据出场时间的不同,\n关注度的状态也有所变化。"), - [CONTEST_EFFECT_BETTER_IF_SAME_TYPE] = COMPOUND_STRING("与前一只宝可梦的关注度\n一样的话就会受到喜欢。"), - [CONTEST_EFFECT_BETTER_IF_DIFF_TYPE] = COMPOUND_STRING("与前一只宝可梦的关注度\n不一样的话就会受到喜欢。"), - [CONTEST_EFFECT_AFFECTED_BY_PREV_APPEAL] = COMPOUND_STRING("招式的关注度会受到\n前面一只宝可梦的影响。"), - [CONTEST_EFFECT_IMPROVE_CONDITION_PREVENT_NERVOUSNESS] = COMPOUND_STRING("能够提升自身关注度的状态,\n并且变得不那么容易紧张。"), - [CONTEST_EFFECT_BETTER_WITH_GOOD_CONDITION] = COMPOUND_STRING("如果状态好的时候表演的话\n很容易获得很高的关注度。"), + [CONTEST_EFFECT_BETTER_IF_FIRST] = COMPOUND_STRING("率先第一个出场表演的话\n很容易获得很高的吸引力"), + [CONTEST_EFFECT_BETTER_IF_LAST] = COMPOUND_STRING("最后一个出场表演的话\n很容易获得很高的吸引力"), + [CONTEST_EFFECT_APPEAL_AS_GOOD_AS_PREV_ONES] = COMPOUND_STRING("能够表演同之前登场过的\n宝可梦们相同的吸引力。"), + [CONTEST_EFFECT_APPEAL_AS_GOOD_AS_PREV_ONE] = COMPOUND_STRING("能够表演同前一只登场的\n宝可梦相同的吸引力。"), + [CONTEST_EFFECT_BETTER_WHEN_LATER] = COMPOUND_STRING("越在所有宝可梦的后面表演\n越容易获得吸引力。"), + [CONTEST_EFFECT_QUALITY_DEPENDS_ON_TIMING] = COMPOUND_STRING("根据出场时间的不同,\n吸引力的状态也有所变化。"), + [CONTEST_EFFECT_BETTER_IF_SAME_TYPE] = COMPOUND_STRING("与前一只宝可梦的吸引力\n一样的话就会受到喜欢。"), + [CONTEST_EFFECT_BETTER_IF_DIFF_TYPE] = COMPOUND_STRING("与前一只宝可梦的吸引力\n不一样的话就会受到喜欢。"), + [CONTEST_EFFECT_AFFECTED_BY_PREV_APPEAL] = COMPOUND_STRING("招式的吸引力会受到\n前面一只宝可梦的影响。"), + [CONTEST_EFFECT_IMPROVE_CONDITION_PREVENT_NERVOUSNESS] = COMPOUND_STRING("能够提升自身吸引力的状态,\n并且变得不那么容易紧张。"), + [CONTEST_EFFECT_BETTER_WITH_GOOD_CONDITION] = COMPOUND_STRING("如果状态好的时候表演的话\n很容易获得很高的吸引力。"), [CONTEST_EFFECT_NEXT_APPEAL_EARLIER] = COMPOUND_STRING("下一回合登场时自己的\n登场顺序会更靠前。"), [CONTEST_EFFECT_NEXT_APPEAL_LATER] = COMPOUND_STRING("下一回合登场时自己的\n登场顺序会更靠后。"), [CONTEST_EFFECT_MAKE_SCRAMBLING_TURN_ORDER_EASIER] = COMPOUND_STRING("使得下一回合登场的顺序\n更容易被打乱。"), [CONTEST_EFFECT_SCRAMBLE_NEXT_TURN_ORDER] = COMPOUND_STRING("会打乱下个回合宝可梦们\n登场表演的顺序。"), [CONTEST_EFFECT_EXCITE_AUDIENCE_IN_ANY_CONTEST] = COMPOUND_STRING("无论是什么类型的华丽大赛\n表演这个招式都能获得关注度。"), - [CONTEST_EFFECT_BADLY_STARTLE_MONS_WITH_GOOD_APPEALS] = COMPOUND_STRING("特别是能够惊吓场上\n关注度很高的所有宝可梦。"), - [CONTEST_EFFECT_BETTER_WHEN_AUDIENCE_EXCITED] = COMPOUND_STRING("会场上的气氛越热烈,\n越容易受到喜爱与关注。"), + [CONTEST_EFFECT_BADLY_STARTLE_MONS_WITH_GOOD_APPEALS] = COMPOUND_STRING("特别是能够惊吓场上\n吸引力很高的所有宝可梦。"), + [CONTEST_EFFECT_BETTER_WHEN_AUDIENCE_EXCITED] = COMPOUND_STRING("会场上的气氛越热烈,\n越容易受到关注度与吸引力。"), [CONTEST_EFFECT_DONT_EXCITE_AUDIENCE] = COMPOUND_STRING("在这个表演结束之后,\n会场的气氛会变得冷清一会儿。"), }; diff --git a/src/item_menu.c b/src/item_menu.c index 04a0febfb1..b8cef425e7 100755 --- a/src/item_menu.c +++ b/src/item_menu.c @@ -212,11 +212,11 @@ static void ConfirmSell(u8); static void CancelSell(u8); static void Task_FadeAndCloseBagMenuIfMulch(u8 taskId); -static const u8 sText_Var1CantBeHeldHere[] = _("The {STR_VAR_1} can't be held\nhere."); -static const u8 sText_DepositHowManyVar1[] = _("Deposit how many\n{STR_VAR_1}?"); -static const u8 sText_DepositedVar2Var1s[] = _("Deposited {STR_VAR_2}\n{STR_VAR_1}."); -static const u8 sText_NoRoomForItems[] = _("There's no room to\nstore items."); -static const u8 sText_CantStoreImportantItems[] = _("Important items\ncan't be stored in\nthe PC!"); +static const u8 sText_Var1CantBeHeldHere[] = _("不能让宝可梦持有\n{STR_VAR_1}!"); +static const u8 sText_DepositHowManyVar1[] = _("要存放多少个\n{STR_VAR_1}呢?"); +static const u8 sText_DepositedVar2Var1s[] = _("存放了{STR_VAR_2}个\n{STR_VAR_1}。"); +static const u8 sText_NoRoomForItems[] = _("已经没有\n存放道具的空间了……"); +static const u8 sText_CantStoreImportantItems[] = _("重要物品\n不能存放到\n电脑中!"); static const struct BgTemplate sBgTemplates_ItemMenu[] = { diff --git a/src/player_pc.c b/src/player_pc.c index 352a7a11f8..afcc31e1e4 100644 --- a/src/player_pc.c +++ b/src/player_pc.c @@ -181,30 +181,30 @@ static EWRAM_DATA u8 sTopMenuNumOptions = 0; EWRAM_DATA struct PlayerPCItemPageStruct gPlayerPCItemPageInfo = {}; static EWRAM_DATA struct ItemStorageMenu *sItemStorageMenu = NULL; -static const u8 sText_WithdrawItem[] = _("WITHDRAW ITEM"); -static const u8 sText_DepositItem[] = _("DEPOSIT ITEM"); -static const u8 sText_TossItem[] = _("TOSS ITEM"); -static const u8 sText_Mailbox[] = _("MAILBOX"); +static const u8 sText_WithdrawItem[] = _("取出道具"); +static const u8 sText_DepositItem[] = _("存放道具"); +static const u8 sText_TossItem[] = _("丢弃道具"); +static const u8 sText_Mailbox[] = _("邮件箱"); -static const u8 sText_WithdrawHowManyItems[] = _("Withdraw how many\n{STR_VAR_1}?"); -static const u8 sText_WithdrawXItems[] = _("Withdrew {STR_VAR_2}\n{STR_VAR_1}."); -static const u8 sText_NoRoomInBag[] = _("There is no more\nroom in the BAG."); +static const u8 sText_WithdrawHowManyItems[] = _("要取出多少个\n{STR_VAR_1}呢?"); +static const u8 sText_WithdrawXItems[] = _("取出了{STR_VAR_2}个\n{STR_VAR_1}。"); +static const u8 sText_NoRoomInBag[] = _("包包已经满了!"); static const u8 sText_TooImportantToToss[] = _("That's much too\nimportant to toss\nout!"); static const u8 *const sItemStorage_OptionDescriptions[] = { - [MENU_WITHDRAW] = COMPOUND_STRING("Take out items from the PC."), - [MENU_DEPOSIT] = COMPOUND_STRING("Store items in the PC."), - [MENU_TOSS] = COMPOUND_STRING("Throw away items stored in the PC."), + [MENU_WITHDRAW] = COMPOUND_STRING("从电脑中\n取出道具。"), + [MENU_DEPOSIT] = COMPOUND_STRING("将道具\n放入电脑中。"), + [MENU_TOSS] = COMPOUND_STRING("丢弃电脑中\n存放的道具。"), [MENU_EXIT] = gText_GoBackPrevMenu, }; static const struct MenuAction sPlayerPCMenuActions[] = { - [MENU_ITEMSTORAGE] = { COMPOUND_STRING("ITEM STORAGE"), {PlayerPC_ItemStorage} }, + [MENU_ITEMSTORAGE] = { COMPOUND_STRING("存放道具"), {PlayerPC_ItemStorage} }, [MENU_MAILBOX] = { sText_Mailbox, {PlayerPC_Mailbox} }, - [MENU_DECORATION] = { COMPOUND_STRING("DECORATION"), {PlayerPC_Decoration} }, - [MENU_TURNOFF] = { COMPOUND_STRING("TURN OFF"), {PlayerPC_TurnOff} } + [MENU_DECORATION] = { COMPOUND_STRING("装饰"), {PlayerPC_Decoration} }, + [MENU_TURNOFF] = { COMPOUND_STRING("切断接续"), {PlayerPC_TurnOff} } }; static const u8 sBedroomPC_OptionOrder[] = @@ -240,9 +240,9 @@ static const u16 sNewGamePCItems[][2] = const struct MenuAction gMailboxMailOptions[] = { - { COMPOUND_STRING("READ"), {Mailbox_DoMailRead} }, - { COMPOUND_STRING("MOVE TO BAG"), {Mailbox_MoveToBag} }, - { COMPOUND_STRING("GIVE"), {Mailbox_Give} }, + { COMPOUND_STRING("阅读"), {Mailbox_DoMailRead} }, + { COMPOUND_STRING("放入包包"), {Mailbox_MoveToBag} }, + { COMPOUND_STRING("给予"), {Mailbox_Give} }, { gText_Cancel2, {Mailbox_Cancel} } }; diff --git a/src/pokemon_storage_system.c b/src/pokemon_storage_system.c index 460f3714bb..3df3841c12 100644 --- a/src/pokemon_storage_system.c +++ b/src/pokemon_storage_system.c @@ -850,15 +850,15 @@ void UpdateSpeciesSpritePSS(struct BoxPokemon *boxmon); static const u8 gText_JustOnePkmn[] = _("这样就没有可战斗的宝可梦了!"); static const u8 gText_PartyFull[] = _("同行的宝可梦已经满了!"); -static const u8 gText_Box[] = _("盒子"); +static const u8 gText_Box[] = _("箱子 "); struct { const u8 *text; const u8 *desc; } static const sMainMenuTexts[OPTIONS_COUNT] = { - [OPTION_WITHDRAW] = {COMPOUND_STRING("存放宝可梦"), COMPOUND_STRING("可以将存放在盒子中的宝可梦\n取出并添加到队伍中。")}, - [OPTION_DEPOSIT] = {COMPOUND_STRING("取出宝可梦"), COMPOUND_STRING("可以将当前队伍中的宝可梦\n存放到电脑中。")}, + [OPTION_WITHDRAW] = {COMPOUND_STRING("取出宝可梦"), COMPOUND_STRING("可以将当前队伍中的宝可梦\n存放到电脑中。")}, + [OPTION_DEPOSIT] = {COMPOUND_STRING("存放宝可梦"), COMPOUND_STRING("可以将存放在盒子中的宝可梦\n取出并添加到队伍中。")}, [OPTION_MOVE_MONS] = {COMPOUND_STRING("整理宝可梦"), COMPOUND_STRING("可以整理当前队伍以及\n盒子中存放的所有宝可梦。")}, [OPTION_MOVE_ITEMS] = {COMPOUND_STRING("整理道具"), COMPOUND_STRING("可以整理当前所有宝可梦\n所携带的道具。")}, [OPTION_EXIT] = {COMPOUND_STRING("再见!"), COMPOUND_STRING("返回上一个菜单。")} @@ -1038,41 +1038,41 @@ static const struct SpriteTemplate sSpriteTemplate_DisplayMon = .callback = SpriteCallbackDummy, }; -static const u8 gText_PkmnIsSelected[] = _("{DYNAMIC 0} is selected."); +static const u8 gText_PkmnIsSelected[] = _("要对{DYNAMIC 0}做什么?"); static const struct StorageMessage sMessages[] = { - [MSG_EXIT_BOX] = {COMPOUND_STRING("Exit from the BOX?"), MSG_VAR_NONE}, - [MSG_WHAT_YOU_DO] = {COMPOUND_STRING("What do you want to do?"), MSG_VAR_NONE}, - [MSG_PICK_A_THEME] = {COMPOUND_STRING("Please pick a theme."), MSG_VAR_NONE}, - [MSG_PICK_A_WALLPAPER] = {COMPOUND_STRING("Pick the wallpaper."), MSG_VAR_NONE}, + [MSG_EXIT_BOX] = {COMPOUND_STRING("要停止对箱子的操作吗?"), MSG_VAR_NONE}, + [MSG_WHAT_YOU_DO] = {COMPOUND_STRING("要对这个箱子做什么?"), MSG_VAR_NONE}, + [MSG_PICK_A_THEME] = {COMPOUND_STRING("要选择哪一种壁纸主题?"), MSG_VAR_NONE}, + [MSG_PICK_A_WALLPAPER] = {COMPOUND_STRING("要选择哪一种壁纸?"), MSG_VAR_NONE}, [MSG_IS_SELECTED] = {gText_PkmnIsSelected, MSG_VAR_MON_NAME_1}, - [MSG_JUMP_TO_WHICH_BOX] = {COMPOUND_STRING("Jump to which BOX?"), MSG_VAR_NONE}, - [MSG_DEPOSIT_IN_WHICH_BOX] = {COMPOUND_STRING("Deposit in which BOX?"), MSG_VAR_NONE}, - [MSG_WAS_DEPOSITED] = {COMPOUND_STRING("{DYNAMIC 0} was deposited."), MSG_VAR_MON_NAME_1}, - [MSG_BOX_IS_FULL] = {COMPOUND_STRING("这个盒子已经满了!"), MSG_VAR_NONE}, + [MSG_JUMP_TO_WHICH_BOX] = {COMPOUND_STRING("要跳转到哪个箱子?"), MSG_VAR_NONE}, + [MSG_DEPOSIT_IN_WHICH_BOX] = {COMPOUND_STRING("要存放到哪个箱子中?"), MSG_VAR_NONE}, + [MSG_WAS_DEPOSITED] = {COMPOUND_STRING("存放了{DYNAMIC 0}!"), MSG_VAR_MON_NAME_1}, + [MSG_BOX_IS_FULL] = {COMPOUND_STRING("这个箱子已经满了!"), MSG_VAR_NONE}, [MSG_RELEASE_POKE] = {COMPOUND_STRING("真的要放生吗?"), MSG_VAR_NONE}, [MSG_WAS_RELEASED] = {COMPOUND_STRING("已将{DYNAMIC 0}放生了!"), MSG_VAR_RELEASE_MON_1}, - [MSG_BYE_BYE] = {COMPOUND_STRING("再见,{DYNAMIC 0}!"), MSG_VAR_RELEASE_MON_3}, - [MSG_MARK_POKE] = {COMPOUND_STRING("Mark your POKéMON."), MSG_VAR_NONE}, - [MSG_LAST_POKE] = {COMPOUND_STRING("That's your last POKéMON!"), MSG_VAR_NONE}, + [MSG_BYE_BYE] = {COMPOUND_STRING("再见了!{DYNAMIC 0}!"), MSG_VAR_RELEASE_MON_3}, + [MSG_MARK_POKE] = {COMPOUND_STRING("请选择标记。"), MSG_VAR_NONE}, + [MSG_LAST_POKE] = {COMPOUND_STRING("没有可以战斗的宝可梦了!"), MSG_VAR_NONE}, [MSG_PARTY_FULL] = {gText_YourPartysFull, MSG_VAR_NONE}, - [MSG_HOLDING_POKE] = {COMPOUND_STRING("You're holding a POKéMON!"), MSG_VAR_NONE}, - [MSG_WHICH_ONE_WILL_TAKE] = {COMPOUND_STRING("Which one will you take?"), MSG_VAR_NONE}, - [MSG_CANT_RELEASE_EGG] = {COMPOUND_STRING("You can't release an EGG."), MSG_VAR_NONE}, - [MSG_CONTINUE_BOX] = {COMPOUND_STRING("Continue BOX operations?"), MSG_VAR_NONE}, - [MSG_CAME_BACK] = {COMPOUND_STRING("{DYNAMIC 0} came back!"), MSG_VAR_MON_NAME_1}, - [MSG_WORRIED] = {COMPOUND_STRING("Was it worried about you?"), MSG_VAR_NONE}, + [MSG_HOLDING_POKE] = {COMPOUND_STRING("正在抓着宝可梦!"), MSG_VAR_NONE}, + [MSG_WHICH_ONE_WILL_TAKE] = {COMPOUND_STRING("请选择要带走的宝可梦!"), MSG_VAR_NONE}, + [MSG_CANT_RELEASE_EGG] = {COMPOUND_STRING("你不能放生宝可梦蛋!"), MSG_VAR_NONE}, + [MSG_CONTINUE_BOX] = {COMPOUND_STRING("要继续对箱子的操作吗?"), MSG_VAR_NONE}, + [MSG_CAME_BACK] = {COMPOUND_STRING("{DYNAMIC 0}回来了!"), MSG_VAR_MON_NAME_1}, + [MSG_WORRIED] = {COMPOUND_STRING("它是在担心你吗?"), MSG_VAR_NONE}, [MSG_SURPRISE] = {COMPOUND_STRING("… … … … !"), MSG_VAR_NONE}, - [MSG_PLEASE_REMOVE_MAIL] = {COMPOUND_STRING("Please remove the MAIL."), MSG_VAR_NONE}, + [MSG_PLEASE_REMOVE_MAIL] = {COMPOUND_STRING("请取下携带的邮件!"), MSG_VAR_NONE}, [MSG_IS_SELECTED2] = {gText_PkmnIsSelected, MSG_VAR_ITEM_NAME}, - [MSG_GIVE_TO_MON] = {COMPOUND_STRING("GIVE to a POKéMON?"), MSG_VAR_NONE}, - [MSG_PLACED_IN_BAG] = {COMPOUND_STRING("Placed item in the BAG."), MSG_VAR_ITEM_NAME}, - [MSG_BAG_FULL] = {COMPOUND_STRING("The BAG is full."), MSG_VAR_NONE}, - [MSG_PUT_IN_BAG] = {COMPOUND_STRING("Put this item in the BAG?"), MSG_VAR_NONE}, - [MSG_ITEM_IS_HELD] = {COMPOUND_STRING("{DYNAMIC 0} is now held."), MSG_VAR_ITEM_NAME}, - [MSG_CHANGED_TO_ITEM] = {COMPOUND_STRING("Changed to {DYNAMIC 0}."), MSG_VAR_ITEM_NAME}, - [MSG_CANT_STORE_MAIL] = {COMPOUND_STRING("MAIL can't be stored!"), MSG_VAR_NONE}, + [MSG_GIVE_TO_MON] = {COMPOUND_STRING("要给宝可梦携带吗?"), MSG_VAR_NONE}, + [MSG_PLACED_IN_BAG] = {COMPOUND_STRING("将{DYNAMIC 0}放入了包包。"), MSG_VAR_ITEM_NAME}, + [MSG_BAG_FULL] = {COMPOUND_STRING("包包已经满了!"), MSG_VAR_NONE}, + [MSG_PUT_IN_BAG] = {COMPOUND_STRING("要将道具放回包包吗?"), MSG_VAR_NONE}, + [MSG_ITEM_IS_HELD] = {COMPOUND_STRING("让精灵持有了{DYNAMIC 0}。"), MSG_VAR_ITEM_NAME}, + [MSG_CHANGED_TO_ITEM] = {COMPOUND_STRING("将{DYNAMIC 0}交换出来了!"), MSG_VAR_ITEM_NAME}, + [MSG_CANT_STORE_MAIL] = {COMPOUND_STRING("不能存放邮件!"), MSG_VAR_NONE}, }; static const struct WindowTemplate sYesNoWindowTemplate = @@ -8070,7 +8070,9 @@ static s8 GetMenuItemTextId(u8 menuIdx) static void AddMenu(void) { - sStorage->menuWindow.width = sStorage->menuWidth + 2; + sStorage->menuWindow.width = sStorage->menuWidth; + //修改,修改精灵存储页面选择框宽度。 + //sStorage->menuWindow.width = sStorage->menuWidth + 2; sStorage->menuWindow.height = 2 * sStorage->menuItemsCount; sStorage->menuWindow.tilemapLeft = 29 - sStorage->menuWindow.width; sStorage->menuWindow.tilemapTop = 15 - sStorage->menuWindow.height; diff --git a/src/strings.c b/src/strings.c index 5d3aa52b7a..9ef21f4fe4 100644 --- a/src/strings.c +++ b/src/strings.c @@ -301,7 +301,7 @@ 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_DoWhatWithPokemon[] = _("对{STR_VAR_1}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。"); @@ -408,7 +408,7 @@ 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_Toss2[] = _("丢弃"); 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。"); @@ -420,7 +420,7 @@ 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_Doll[] = _("玩偶"); const u8 gText_Cushion[] = _("垫子"); const u8 gText_Gold[] = _("金"); const u8 gText_Silver[] = _("银"); @@ -1095,7 +1095,7 @@ 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_BoxName[] = _("箱子的名字?"); 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");