测试发现的文本问题修复
姓名鉴定师、秘密基地教学文本重新翻译 debug部分遗漏文本补充汉化 其他几处零散汉化修正
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@ -563,22 +563,22 @@ MtChimney_Text_TabithaPostBattle:
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.string "老大,快!\n把陨石的能量输送给它!\p嘿嘿嘿……$"
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MtChimney_Text_Grunt2Intro:
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.string "我们熔岩队\n是为了大家而努力着。\p比如说,如果那家伙的力量能制造更多\n土地,人们生活的空间会越来越多。\p大家都会很高兴的!$"
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.string "我们熔岩队可是为了大家\n而努力工作的!\p比如,如果那家伙的力量能造出更多的\n陆地,人们就有更多地方可住。\p大家都会很高兴的!$"
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MtChimney_Text_Grunt2Defeat:
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.string "哎?\n我输了?$"
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.string "哎?\n你说我输了是什么意思?$"
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MtChimney_Text_Grunt2PostBattle:
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.string "我们的老大说过,\n“这会让所有人都幸福。”\p可是为什么每个人都在\n阻碍我们?$"
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.string "我们的老大说过,\n“这会让所有人都幸福。”\p但为什么大家总是要\n来妨碍我们呢?$"
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MtChimney_Text_Grunt1Intro:
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.string "如果有更多的土地,\n我就能有一所自己的大房子了!\p我要把它建在凝固的岩浆上!$"
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.string "如果有更多陆地,\n我就能有一栋自己的大房子了!\p我要把它建在凝固的岩浆上!$"
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MtChimney_Text_Grunt1Defeat:
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.string "我大房子的梦想啊……$"
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MtChimney_Text_Grunt1PostBattle:
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.string "像你这样的孩子,\n应该去海里玩水才对!$"
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.string "像你这样的孩子,\n应该去海边玩水才对!$"
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MtChimney_Text_TeamAquaAlwaysMessingWithPlans:
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.string "可恶的海洋队……\n总是妨碍我们的计划!$"
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@ -614,16 +614,16 @@ MtChimney_Text_MagmaOutnumbersUs:
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.string "可恶……熔岩队比我们人多!\n我们阻止不了他们!$"
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MtChimney_Text_LessHabitatForWaterPokemon:
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.string "如果任他们拓展陆地,水属性宝可梦们\n的生存空间就会减少了!$"
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.string "如果任他们拓展陆地,\n水属性宝可梦的生存空间就会减少了!$"
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MtChimney_Text_MagmasNameSimilar:
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.string "我们是海洋队!\p他们是熔岩队!\p这种容易混淆的名字\n真气死我了!$"
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.string "我们是海洋队!\p他们是熔岩队!\p他们居然用这么容易混淆的名字,\n真气死我了!$"
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MtChimney_Text_Bushaa:
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.string "扑沙!$"
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MtChimney_Text_LavaCookiesJust200:
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.string "釜炎仙贝是\n烟囱山的特产。\p吃吃看吧,1个只卖¥200。$"
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.string "釜炎仙贝是\n烟囱山的特产。\p尝尝看吧,只卖¥200。$"
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MtChimney_Text_ThankYouDear:
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.string "谢谢惠顾,孩子!$"
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@ -644,7 +644,7 @@ MtChimney_Text_PlayerRemovedMeteorite:
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.string "{PLAYER}把陨石从\n奇异的机器上拿了下来。$"
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MtChimney_Text_PlayerLeftMeteorite:
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.string "{PLAYER}把陨石\n留在原地。$"
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.string "{PLAYER}把陨石\n留在了原处。$"
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MtChimney_Text_MachineMakesNoResponse:
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.string "是一台奇异的机器……\n什么反应也没有。$"
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@ -671,10 +671,10 @@ MtChimney_Text_ShelbyRematchDefeat:
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.string "哦,我的天啊,\n你可不是一般人!$"
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MtChimney_Text_ShelbyPostRematch:
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.string "也许你的心已经与宝可梦\n合为一体了。$"
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.string "也许你的心已经与宝可梦的\n合为一体了。$"
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MtChimney_Text_MelissaIntro:
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.string "我的热血在沸腾!\n不能忍受了!我要战斗!$"
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.string "我的热血在沸腾!\n忍不住了!我要战斗!$"
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MtChimney_Text_MelissaDefeat:
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.string "喔喔,真是场激烈的比赛!$"
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@ -708,7 +708,7 @@ PetalburgCity_Text_ThisIsPetalburgGym:
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.string "看到了吗?这就是橙华市的道馆。$"
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PetalburgCity_Text_ThisIsGymSign:
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.string "这是道馆的标记。\n想要去道馆,找它就对了。$"
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.string "这是道馆的标志。\n想要去道馆,找它就对了。$"
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PetalburgCity_Text_WaterReflection:
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.string "我的脸倒映在水面上。\p那也许是张充满希望的笑脸……\p又或是在恐惧中挣扎的\n一张忧郁而沉默的脸……\p你的脸在水里会是什么样?$"
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@ -77,7 +77,7 @@ Route105_EventScript_AndresRematch::
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end
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Route104_Text_DadPokenavCall:
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.string "…… …… ……\n…… …… ……哔!\p爸爸:喂,{PLAYER}?\p…… …… ……\n你现在在哪儿?\l听上去那儿刮着大风是吧?\p我刚刚从得文的兹伏奇那儿\n听说了你的宝可导航的事,\l所以我打算给你打个电话。\p似乎你干得不错,\n我也很高兴。\p一路小心。\p…… …… ……\n…… …… ……咔哒!$"
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.string "…… …… ……\n…… …… ……哔!\p爸爸:喂,{PLAYER}吗?\p…… …… ……\n现在到哪儿了?\l你那边风声很大啊。\p我刚刚从得文的兹伏奇社长那儿\n听说了你拿到了宝可导航,\l就想着给你打个电话。\p听起来你过得不错,\n那我就放心了。\p自己多保重啊。\p…… …… ……\n…… …… ……咔哒!$"
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Route104_Text_RegisteredDadInPokenav:
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.string "把爸爸千里\n登记到宝可导航里了。$"
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@ -62,29 +62,29 @@ SlateportCity_NameRatersHouse_EventScript_NewNameDifferent::
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end
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SlateportCity_NameRatersHouse_Text_PleasedToRateMonNickname:
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.string "你好,你好!\n我是姓名鉴定师!\p我可以为你鉴定\n宝可梦的名字的好坏。$"
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.string "看一看瞧一瞧啊!\n老夫乃姓名鉴定师。\l也就是看名字算命的。\p来,让老夫来算算\n你宝可梦的昵称吧。$"
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SlateportCity_NameRatersHouse_Text_CritiqueWhichMonNickname:
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.string "要我看看哪只\n宝可梦的名字?$"
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.string "你想算哪只\n宝可梦的昵称啊?$"
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SlateportCity_NameRatersHouse_Text_FineNameSuggestBetterOne:
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.string "唔……{STR_VAR_1}是吗?\n你给它起了个好名字,\p但是,我能给它起个\n更好的名字,怎么样?$"
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.string "唔嗯……\n{STR_VAR_1}啊……\p这个昵称很有你的风范,\n取得不错嘛。\p不过~\n要不要老夫帮你\l取个更好的名字啊?$"
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SlateportCity_NameRatersHouse_Text_WhatShallNewNameBe:
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.string "啊,好,那么,\n该叫什么呢?$"
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.string "是吗,那……\n取个什么昵称好呢?$"
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SlateportCity_NameRatersHouse_Text_MonShallBeKnownAsName:
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.string "好了!现在开始,这只宝可梦\n就叫{STR_VAR_1}了!\p这个名字比以前更好!\n你真幸运!$"
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.string "好!从今天起\n这只宝可梦就叫{STR_VAR_1}啦!\p比之前的名字好听太多了,\n太好了太好了!$"
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SlateportCity_NameRatersHouse_Text_DoVisitAgain:
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.string "知道了。\n欢迎再来。$"
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.string "这样啊。\n知道了,你有空再来吧。$"
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SlateportCity_NameRatersHouse_Text_NameNoDifferentYetSuperior:
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.string "好了!现在开始,这只宝可梦\n就叫{STR_VAR_1}了!\p虽然跟以前没什么不同,\n但这是个绝佳的名字!\p你真幸运!$"
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.string "好!从今天起\n这只宝可梦就叫{STR_VAR_1}啦!\p虽然听起来和之前的差不多,\n但这个更棒哦!\l太好了太好了!$"
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SlateportCity_NameRatersHouse_Text_MagnificentName:
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.string "唔……是{STR_VAR_1}!\p绝妙的名字!\n没什么可以修正的地方!\p你一定要好好珍惜\n你的{STR_VAR_1}。$"
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.string "唔嗯……\n{STR_VAR_1}啊!\p这昵称好听到\n无可挑剔!\p今后你也要\n好好爱护{STR_VAR_1}哦!$"
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SlateportCity_NameRatersHouse_Text_ThatIsMerelyAnEgg:
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.string "哎呀哎呀,\n这只是个蛋而已!$"
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.string "喂喂……\n这不是颗蛋吗!$"
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@ -293,7 +293,7 @@ SlateportCity_OceanicMuseum_2F_Text_Grunt2Defeat:
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.string "什么?!\n我也输了!$"
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SlateportCity_OceanicMuseum_2F_Text_MeddlingKid:
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.string "怎么办?不拿到部件的话,\n我们会有大麻烦的!\p啊,想不到竟会被个麻烦的\n小毛孩子妨碍了!$"
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.string "怎么办?不拿到部件的话,\n我们会有大麻烦的!\p啊,想不到竟会被个麻烦的\n小鬼给妨碍了!$"
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SlateportCity_OceanicMuseum_2F_Text_CameToSeeWhatsTakingSoLong:
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.string "我来看看你们抢个部件怎么\n用了那么久,结果你们几个废物\l被个小鬼头给拦住了?$"
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@ -603,12 +603,12 @@ Debug_EventScript_FakeRTCNotEnabled::
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return
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Debug_EventScript_FakeRTCNotEnabled_Text_0:
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.string "You currently do not have Fake RTC\nenabled. Please enable it in include/\lconfig/overworld.h$"
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.string "您当前未启用FakeRTC功能。\n请在include/config/overworld.h文件中\l启用该功能。$"
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Debug_EventScript_TellTheTime_Text_0:
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.string "Time and date:\n"
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.string "时间与日期:\n"
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.string "{STR_VAR_1}, {STR_VAR_2}:{STR_VAR_3}$"
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DebugEventScript_PrintWeekday_Text_0:
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.string "Time of day: {STR_VAR_1}$"
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.string "时间段: {STR_VAR_1}$"
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@ -1,30 +1,29 @@
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Route111_Text_MakingRoomUseTMToMakeYourOwn:
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.string "哎?你问我在干什么?\p"
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.string "我正想用宝可梦的招式\n"
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.string "在这里建一个只有\l"
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.string "我自己才能住进去的房间呐!\p"
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.string "对了!要不我给你这个招式学习器\n"
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.string "你也试试看吧!怎么样?$"
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.string "我正想用宝可梦的招式在这里\n"
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.string "造一个只属于自己的房间!\p"
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.string "对了!这个招式学习器送你!\n"
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.string "你也试试看怎么样?$"
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Route111_Text_ExplainSecretPower:
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.string "对着面前这种藤蔓快要落下来的树\n"
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.string "使用秘密之力这个招式试试看吧!\l"
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.string "藤蔓落下来,就可以爬上去了!\p"
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.string "那样的话,树顶有十分宽敞的空间\n"
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.string "我还在那里放了许多我喜欢的东西!\l"
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.string "只属于我一个人的房间……\l"
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.string "就是,我的秘密基地了!\l"
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.string "你也可以试试做一个的!\p"
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.string "还有还有,制造秘密基地的场所\n"
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.string "可不仅仅只有树上的!\p"
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.string "在有小坑的墙壁前\n"
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.string "也使用秘密之力试试看吧!\p"
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.string "我去找找有没有别的地方去!\n"
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.string "就这样吧!拜拜!$"
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.string "找一棵挂满藤蔓的大树,\n"
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.string "对着树干使用秘密之力——\l"
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.string "藤蔓落下来,就能爬上树干了!\p"
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.string "你会发现超大的空间,\n"
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.string "可以随意布置喜欢的东西。\l"
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.string "那就是独属于你的秘密房间……\l"
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.string "我们叫它——“秘密基地”!\l"
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.string "你也应该弄一个试试!\p"
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.string "还有还有,能制造秘密基地的\n"
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.string "地方可不仅仅只有树上哦!\p"
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.string "试试对岩壁上凹陷的裂缝\n"
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.string "也使用秘密之力吧!\p"
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.string "我还要去找其他好地方呢,\n"
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.string "先走啦!拜拜!$"
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Route111_Text_DontWantThis:
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.string "啊,原来你不要啊!\n"
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.string "什么时候想要了,再来找我吧!$"
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.string "啊?你不想要吗?\n"
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.string "改变主意了随时找我呀!$"
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Route111_Text_DontHaveAnyRoom:
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.string "啊,你的包包好像满了!\p"
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@ -1158,13 +1158,13 @@ Route112_Text_ShaylaPostBattle::
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.string "你现在很忙吗?\n我在想我们现在能不能再\l来一场对战……\l如果你忙的话就算了。$"
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Route113_Text_JaylenIntro::
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.string "你知道为什么这儿\n那么的凉快吗?$"
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.string "你知道这儿为什么\n这么凉快吗?$"
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Route113_Text_JaylenDefeat::
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.string "呜!真臭!$"
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.string "呜!好臭!$"
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Route113_Text_JaylenPostBattle::
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.string "火山灰遮住了阳光,\n所以这里不太热。\p对于我来说太棒了\n——我受不了热!$"
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.string "火山灰遮住了阳光,\n所以这里不怎么热。\p对于我来说太棒了\n——我可受不了热!$"
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Route113_Text_DillonIntro::
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.string "火山的爆发证明了\n大地是活着的。$"
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@ -2039,8 +2039,8 @@ static void HandleChooseActionAfterDma3(u32 battler)
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gBattleStruct->aiDelayTimer = 0;
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if (DEBUG_AI_DELAY_TIMER)
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{
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static const u8 sFramesText[] = _(" frames thinking\n");
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static const u8 sCyclesText[] = _(" cycles");
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static const u8 sFramesText[] = _("帧思考\n");
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static const u8 sCyclesText[] = _("个周期");
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ConvertIntToDecimalStringN(gDisplayedStringBattle, gBattleStruct->aiDelayFrames, STR_CONV_MODE_RIGHT_ALIGN, 3);
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u8* end = StringAppend(gDisplayedStringBattle, sFramesText);
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ConvertIntToDecimalStringN(end, gBattleStruct->aiDelayCycles, STR_CONV_MODE_RIGHT_ALIGN, 8);
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@ -10782,7 +10782,7 @@ const struct Item gItemsInfo[] =
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.name = _("招式学习器43"),
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.price = 3000,
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.description = COMPOUND_STRING(
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"根据使用场所不同,\n"
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"使用时场所不同,\n"
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"招式的追加效果\n"
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"也会改变。"),
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.importance = I_REUSABLE_TMS,
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@ -12230,7 +12230,7 @@ const struct Item gItemsInfo[] =
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.name = _("船票"),
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.price = 0,
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.description = COMPOUND_STRING(
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"乘坐渡船时需要用\n"
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"乘坐渡轮时需要用\n"
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"到的船票。上面绘\n"
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"有船只的图案。"),
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.importance = 1,
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@ -12628,7 +12628,7 @@ const struct Item gItemsInfo[] =
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.price = 0,
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.description = COMPOUND_STRING(
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"能够在第1、2、\n"
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"3岛之间用渡船移\n"
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"3岛之间用渡轮移\n"
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"动的通行证。"),
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.importance = 1,
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.pocket = POCKET_KEY_ITEMS,
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@ -12644,7 +12644,7 @@ const struct Item gItemsInfo[] =
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.price = 0,
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.description = COMPOUND_STRING(
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"能够在枯叶市和七\n"
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"之岛之间用渡船移\n"
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"之岛之间用渡轮移\n"
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"动的通行证。"),
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.importance = 1,
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.pocket = POCKET_KEY_ITEMS,
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@ -99,10 +99,10 @@ const struct SpeciesInfo gSpeciesInfo[] =
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{
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[SPECIES_NONE] =
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{
|
||||
.speciesName = _("??????????"),
|
||||
.speciesName = _("?????"),
|
||||
.cryId = CRY_NONE,
|
||||
.natDexNum = NATIONAL_DEX_NONE,
|
||||
.categoryName = _("Unknown"),
|
||||
.categoryName = _("未知"),
|
||||
.height = 0,
|
||||
.weight = 0,
|
||||
.description = gFallbackPokedexText,
|
||||
@ -199,17 +199,16 @@ const struct SpeciesInfo gSpeciesInfo[] =
|
||||
.eggGroups = MON_EGG_GROUPS(EGG_GROUP_NO_EGGS_DISCOVERED),
|
||||
.abilities = { ABILITY_NONE, ABILITY_CURSED_BODY, ABILITY_DAMP },
|
||||
.bodyColor = BODY_COLOR_BLACK,
|
||||
.speciesName = _("??????????"),
|
||||
.speciesName = _("?????"),
|
||||
.cryId = CRY_NONE,
|
||||
.natDexNum = NATIONAL_DEX_NONE,
|
||||
.categoryName = _("Unknown"),
|
||||
.categoryName = _("未知"),
|
||||
.height = 0,
|
||||
.weight = 0,
|
||||
.description = COMPOUND_STRING(
|
||||
"This is a newly discovered Pokémon.\n"
|
||||
"It is currently under investigation.\n"
|
||||
"No detailed information is available\n"
|
||||
"at this time."),
|
||||
"这是一只新发现的宝可梦。\n"
|
||||
"目前正在调查中。\n"
|
||||
"目前尚无详细信息。"),
|
||||
.pokemonScale = 256,
|
||||
.pokemonOffset = 0,
|
||||
.trainerScale = 256,
|
||||
|
||||
@ -594,8 +594,8 @@ static const u8 sDebugText_PokemonAbility[] = _("特性编号:{STR_V
|
||||
static const u8 sDebugText_PokemonTeraType[] = _("太晶属性:{STR_VAR_3}{CLEAR_TO 90}\n{STR_VAR_1}{CLEAR_TO 90}\n{CLEAR_TO 90}\n{STR_VAR_2}{CLEAR_TO 90}");
|
||||
static const u8 sDebugText_PokemonDynamaxLevel[] = _("极巨化等级:{CLEAR_TO 90}\n{STR_VAR_1}{CLEAR_TO 90}\n{CLEAR_TO 90}\n{STR_VAR_2}{CLEAR_TO 90}");
|
||||
static const u8 sDebugText_PokemonGmaxFactor[] = _("超极巨化:{CLEAR_TO 90}\n {STR_VAR_2}{CLEAR_TO 90}\n{CLEAR_TO 90}\n{CLEAR_TO 90}");
|
||||
static const u8 sDebugText_IVs[] = _("个体值{STR_VAR_1}:{CLEAR_TO 90}\n {STR_VAR_3}{CLEAR_TO 90}\n{CLEAR_TO 90}\n{STR_VAR_2}{CLEAR_TO 90}");
|
||||
static const u8 sDebugText_EVs[] = _("努力值{STR_VAR_1}:{CLEAR_TO 90}\n {STR_VAR_3}{CLEAR_TO 90}\n{CLEAR_TO 90}\n{STR_VAR_2}{CLEAR_TO 90}");
|
||||
static const u8 sDebugText_IVs[] = _("{STR_VAR_1}个体值:{CLEAR_TO 90}\n {STR_VAR_3}{CLEAR_TO 90}\n{CLEAR_TO 90}\n{STR_VAR_2}{CLEAR_TO 90}");
|
||||
static const u8 sDebugText_EVs[] = _("{STR_VAR_1}努力值:{CLEAR_TO 90}\n {STR_VAR_3}{CLEAR_TO 90}\n{CLEAR_TO 90}\n{STR_VAR_2}{CLEAR_TO 90}");
|
||||
// Sound Menu
|
||||
static const u8 sDebugText_Sound_SFX_ID[] = _("音效ID:{STR_VAR_3} {START_BUTTON} Stop\n{STR_VAR_1} \n{STR_VAR_2}");
|
||||
static const u8 sDebugText_Sound_Music_ID[] = _("音乐ID:{STR_VAR_3} {START_BUTTON} Stop\n{STR_VAR_1} \n{STR_VAR_2}");
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user