战斗信息文本修复

This commit is contained in:
RoamerX 2025-04-20 12:07:37 +08:00
parent bf30806c70
commit 9cd68a0209

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@ -162,7 +162,7 @@ static const u8 sText_EnigmaBerry[] = _("谜芝果"); //no decapitalize until it
static const u8 sText_BerrySuffix[] = _(""); //no decapitalize until it is everywhere
const u8 gText_EmptyString3[] = _("");
static const u8 sText_TwoInGameTrainersDefeated[] = _("战胜了\n{B_TRAINER1_NAME_WITH_CLASS}和\l{B_TRAINER2_CLASS}{B_TRAINER2_NAME}\p");
static const u8 sText_TwoInGameTrainersDefeated[] = _("战胜了\n{B_TRAINER1_NAME_WITH_CLASS}和\l{B_TRAINER2_NAME_WITH_CLASS}\p");
// New battle strings.
const u8 gText_drastically[] = _("巨幅");
@ -182,7 +182,7 @@ const u8 *const gBattleStringsTable[BATTLESTRINGS_COUNT] =
[STRINGID_STOPLEARNINGMOVE] = COMPOUND_STRING("{PAUSE 32}要放弃学习\n{B_BUFF2}吗?"),
[STRINGID_DIDNOTLEARNMOVE] = COMPOUND_STRING("{B_BUFF1}没有学习\n{B_BUFF2}就结束了!\p"),
[STRINGID_PKMNLEARNEDMOVE2] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}\n学会了{B_BUFF1}"),
[STRINGID_ATTACKMISSED] = COMPOUND_STRING("没有击中{B_DEF_NAME_WITH_PREFIX}"),
[STRINGID_ATTACKMISSED] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}的招式没有命中"),
[STRINGID_PKMNPROTECTEDITSELF] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX}\n在攻击中守护住了自己!"),
[STRINGID_STATSWONTINCREASE2] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}的\n能力已经无法再提高了!"),
[STRINGID_AVOIDEDDAMAGE] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX}因{B_DEF_ABILITY}\n没有收到伤害!"), //not in gen 5+, ability popup
@ -204,7 +204,7 @@ const u8 *const gBattleStringsTable[BATTLESTRINGS_COUNT] =
[STRINGID_PKMNALREADYASLEEP2] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}\n已经睡着了!"),
[STRINGID_PKMNWASNTAFFECTED] = COMPOUND_STRING("对于{B_DEF_NAME_WITH_PREFIX}\n好像没有效果……"), //not in gen 5+, ability popup
[STRINGID_PKMNWASPOISONED] = COMPOUND_STRING("{B_EFF_NAME_WITH_PREFIX}中毒了!"),
[STRINGID_PKMNPOISONEDBY] = COMPOUND_STRING("因{B_SCR_NAME_WITH_PREFIX2}的{B_BUFF1}\n{B_EFF_NAME_WITH_PREFIX2}中毒了!"), //not in gen 5+, ability popup
[STRINGID_PKMNPOISONEDBY] = COMPOUND_STRING("因{B_SCR_NAME_WITH_PREFIX}的{B_BUFF1}\n{B_EFF_NAME_WITH_PREFIX2}中毒了!"), //not in gen 5+, ability popup
[STRINGID_PKMNHURTBYPOISON] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}\n受到了毒的伤害!"),
[STRINGID_PKMNALREADYPOISONED] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX}\n已经中毒了。"),
[STRINGID_PKMNBADLYPOISONED] = COMPOUND_STRING("{B_EFF_NAME_WITH_PREFIX}中剧毒了!"),
@ -219,7 +219,7 @@ const u8 *const gBattleStringsTable[BATTLESTRINGS_COUNT] =
[STRINGID_PKMNWASDEFROSTED2] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}的\n冰冻被融化了!"),
[STRINGID_PKMNWASDEFROSTEDBY] = COMPOUND_STRING("因{B_ATK_NAME_WITH_PREFIX}的\n{B_CURRENT_MOVE},冰冻被融化了!"),
[STRINGID_PKMNWASPARALYZED] = COMPOUND_STRING("{B_EFF_NAME_WITH_PREFIX}麻痹了,\n很难使出招式!"),
[STRINGID_PKMNWASPARALYZEDBY] = COMPOUND_STRING("因{B_SCR_NAME_WITH_PREFIX2}的{B_BUFF1}\n{B_EFF_NAME_WITH_PREFIX2}麻痹了,\l很难使出招式"), //not in gen 5+, ability popup
[STRINGID_PKMNWASPARALYZEDBY] = COMPOUND_STRING("因{B_SCR_NAME_WITH_PREFIX}的{B_BUFF1}\n{B_EFF_NAME_WITH_PREFIX2}麻痹了,\l很难使出招式"), //not in gen 5+, ability popup
[STRINGID_PKMNISPARALYZED] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}\n因身体麻痹而无法行动!"),
[STRINGID_PKMNISALREADYPARALYZED] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX}\n已经麻痹了。"),
[STRINGID_PKMNHEALEDPARALYSIS] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX}的\n麻痹被解除了!"),
@ -256,7 +256,7 @@ const u8 *const gBattleStringsTable[BATTLESTRINGS_COUNT] =
[STRINGID_PKMNSQUEEZEDBYBIND] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX}\n被{B_ATK_NAME_WITH_PREFIX2}紧紧绑住了!"),
[STRINGID_PKMNTRAPPEDINVORTEX] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX}\n被困在了旋涡之中!"),
[STRINGID_PKMNWRAPPEDBY] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX}\n被{B_ATK_NAME_WITH_PREFIX2}紧紧束缚住了!"),
[STRINGID_PKMNCLAMPED] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX}\n被{B_ATK_NAME_WITH_PREFIX2}的贝壳夹住了!"),
[STRINGID_PKMNCLAMPED] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX2}\n被{B_ATK_NAME_WITH_PREFIX}的贝壳夹住了!"),
[STRINGID_PKMNHURTBY] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}受到了\n{B_BUFF1}的伤害。"),
[STRINGID_PKMNFREEDFROM] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}摆脱了\n{B_BUFF1}的束缚!"),
[STRINGID_PKMNCRASHED] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}因势头过猛\n而撞到了地面!"),
@ -329,7 +329,7 @@ const u8 *const gBattleStringsTable[BATTLESTRINGS_COUNT] =
[STRINGID_PKMNATTACK] = COMPOUND_STRING("{B_BUFF1}的攻击!"), //not in gen 5+, expansion doesn't use anymore
[STRINGID_PKMNCENTERATTENTION] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX}\n变得万众瞩目了!"),
[STRINGID_PKMNCHARGINGPOWER] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}\n开始充电了!"),
[STRINGID_NATUREPOWERTURNEDINTO] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}的自然之力\n变成了{B_CURRENT_MOVE}"),
[STRINGID_NATUREPOWERTURNEDINTO] = COMPOUND_STRING("自然之力变成了{B_CURRENT_MOVE}"),
[STRINGID_PKMNSTATUSNORMAL] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}的\n状态复原了!"),
[STRINGID_PKMNHASNOMOVESLEFT] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}\n没有可用来施展的招式!\p"),
[STRINGID_PKMNSUBJECTEDTOTORMENT] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX}\n遭到了无理取闹!"),
@ -339,7 +339,7 @@ const u8 *const gBattleStringsTable[BATTLESTRINGS_COUNT] =
[STRINGID_PKMNCANTUSEMOVETAUNT] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX2}受到了挑衅,\n无法使出{B_CURRENT_MOVE}\p"),
[STRINGID_PKMNREADYTOHELP] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}摆出了\n帮助{B_DEF_NAME_WITH_PREFIX2}的架势!"),
[STRINGID_PKMNSWITCHEDITEMS] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}\n互换了各自的道具"),
[STRINGID_PKMNCOPIEDFOE] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}复制了\n{B_DEF_NAME_WITH_PREFIX2}的{B_DEF_ABILITY}"),
[STRINGID_PKMNCOPIEDFOE] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}复制了\n{B_DEF_NAME_WITH_PREFIX2}的特性"),
[STRINGID_PKMNMADEWISH] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}许了一个愿!"), //unused
[STRINGID_PKMNWISHCAMETRUE] = COMPOUND_STRING("{B_BUFF1}的\n祈愿实现了!"),
[STRINGID_PKMNPLANTEDROOTS] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}\n扎下了根!"),
@ -365,7 +365,7 @@ const u8 *const gBattleStringsTable[BATTLESTRINGS_COUNT] =
[STRINGID_PKMNPREVENTSPARALYSISWITH] = COMPOUND_STRING("因为{B_DEF_ABILITY}{B_EFF_NAME_WITH_PREFIX}\n不会麻痹!"), //not in gen 5+, ability popup
[STRINGID_PKMNPREVENTSROMANCEWITH] = COMPOUND_STRING("因为{B_DEF_ABILITY}{B_DEF_NAME_WITH_PREFIX}\n不会着迷!"), //not in gen 5+, ability popup
[STRINGID_PKMNPREVENTSPOISONINGWITH] = COMPOUND_STRING("因为{B_DEF_ABILITY}{B_EFF_NAME_WITH_PREFIX}\n不会中毒!"), //not in gen 5+, ability popup
[STRINGID_PKMNPREVENTSCONFUSIONWITH] = COMPOUND_STRING("因为{B_DEF_ABILITY}{B_EFF_NAME_WITH_PREFIX}\n不会混乱!"), //not in gen 5+, ability popup
[STRINGID_PKMNPREVENTSCONFUSIONWITH] = COMPOUND_STRING("因为{B_DEF_ABILITY}{B_DEF_NAME_WITH_PREFIX}\n不会混乱!"), //not in gen 5+, ability popup
[STRINGID_PKMNRAISEDFIREPOWERWITH] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX}因{B_DEF_ABILITY}\n提高了火属性招式的威力!"), //not in gen 5+, ability popup
[STRINGID_PKMNANCHORSITSELFWITH] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX}\n用吸盘吸住了!"), //not in gen 5+, ability popup
[STRINGID_PKMNCUTSATTACKWITH] = COMPOUND_STRING("因{B_SCR_NAME_WITH_PREFIX}的{B_SCR_ACTIVE_ABILITY}\n{B_DEF_NAME_WITH_PREFIX2}的攻击降低了!"), //not in gen 5+, ability popup
@ -421,7 +421,7 @@ const u8 *const gBattleStringsTable[BATTLESTRINGS_COUNT] =
[STRINGID_NOPPLEFT] = COMPOUND_STRING("招式的剩余点数\n已经用完了!\p"), //not in gen 5+
[STRINGID_BUTNOPPLEFT] = COMPOUND_STRING("但是,招式的剩余点数\n已经用完了!"),
[STRINGID_PLAYERUSEDITEM] = COMPOUND_STRING("{B_PLAYER_NAME}\n使用了{B_LAST_ITEM}"),
[STRINGID_WALLYUSEDITEM] = COMPOUND_STRING("{STR_VAR_3}\n使用了{B_LAST_ITEM}"), //no decapitalize until it is everywhere
[STRINGID_WALLYUSEDITEM] = COMPOUND_STRING("满充使用了{B_LAST_ITEM}"), //no decapitalize until it is everywhere
[STRINGID_TRAINERBLOCKEDBALL] = COMPOUND_STRING("球被训练家击飞了!"),
[STRINGID_DONTBEATHIEF] = COMPOUND_STRING("拿别人东西的是小偷!"),
[STRINGID_ITDODGEDBALL] = COMPOUND_STRING("它躲开了精灵球!\n这只宝可梦不能被收服!"),
@ -634,15 +634,15 @@ const u8 *const gBattleStringsTable[BATTLESTRINGS_COUNT] =
[STRINGID_LASTABILITYRAISEDSTAT] = COMPOUND_STRING("因{B_LAST_ABILITY}{B_ATK_NAME_WITH_PREFIX}的\n{B_BUFF1}提高了!"),
[STRINGID_MAGICBOUNCEACTIVATES] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX}\n将{B_ATK_NAME_WITH_PREFIX2}反射了回去!"),
[STRINGID_PROTEANTYPECHANGE] = COMPOUND_STRING("因为{B_ATK_ABILITY}\n{B_ATK_NAME_WITH_PREFIX}变成了{B_BUFF1}属性!"),
[STRINGID_SYMBIOSISITEMPASS] = COMPOUND_STRING("因{B_LAST_ABILITY}{B_SCR_NAME_WITH_PREFIX2}\n将{B_LAST_ITEM}传给了{B_EFF_NAME_WITH_PREFIX2}"),
[STRINGID_SYMBIOSISITEMPASS] = COMPOUND_STRING("因{B_LAST_ABILITY}{B_SCR_NAME_WITH_PREFIX}\n将{B_LAST_ITEM}传给了{B_EFF_NAME_WITH_PREFIX2}"),
[STRINGID_STEALTHROCKDMG] = COMPOUND_STRING("尖锐的岩石扎进了\n{B_SCR_NAME_WITH_PREFIX2}的体内!"),
[STRINGID_TOXICSPIKESABSORBED] = COMPOUND_STRING("{B_ATK_TEAM2}脚下的\n毒菱消失不见了!"),
[STRINGID_TOXICSPIKESABSORBED] = COMPOUND_STRING("{B_SCR_TEAM2}脚下的\n毒菱消失不见了!"),
[STRINGID_TOXICSPIKESPOISONED] = COMPOUND_STRING("{B_SCR_NAME_WITH_PREFIX}中毒了!"),
[STRINGID_STICKYWEBSWITCHIN] = COMPOUND_STRING("{B_SCR_NAME_WITH_PREFIX}\n被黏黏网粘住了!"),
[STRINGID_HEALINGWISHCAMETRUE] = COMPOUND_STRING("治愈之愿\n在{B_ATK_NAME_WITH_PREFIX2}身上实现了!"),
[STRINGID_HEALINGWISHHEALED] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}的\n体力回复了!"),
[STRINGID_LUNARDANCECAMETRUE] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}\n被神秘的月光包围了!"),
[STRINGID_CUSEDBODYDISABLED] = COMPOUND_STRING("因{B_DEF_NAME_WITH_PREFIX}的{B_DEF_ABILITY}\n封住了{B_ATK_NAME_WITH_PREFIX}的\l{B_BUFF1}"),
[STRINGID_CUSEDBODYDISABLED] = COMPOUND_STRING("因{B_DEF_NAME_WITH_PREFIX2}的{B_DEF_ABILITY}\n封住了{B_ATK_NAME_WITH_PREFIX}的\l{B_BUFF1}"),
[STRINGID_ATTACKERACQUIREDABILITY] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}的特性\n变为{B_LAST_ABILITY}了!"),
[STRINGID_TARGETABILITYSTATLOWER] = COMPOUND_STRING("因为{B_DEF_ABILITY}\n{B_DEF_NAME_WITH_PREFIX}的{B_BUFF1}降低了!"),
[STRINGID_TARGETSTATWONTGOHIGHER] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX}的\n{B_BUFF1}已经无法再提高了!"),
@ -741,15 +741,15 @@ const u8 *const gBattleStringsTable[BATTLESTRINGS_COUNT] =
[STRINGID_ATTACKERBECAMEFULLYCHARGED] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}\n浑身充满了牵绊之力!\p"),
[STRINGID_ATTACKERBECAMEASHSPECIES] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}\n变身成了小智版甲贺忍蛙!\p"),
[STRINGID_EXTREMELYHARSHSUNLIGHT] = COMPOUND_STRING("日照变得非常强了!"),
[STRINGID_EXTREMESUNLIGHTFADED] = COMPOUND_STRING("日照复原了!{PAUSE 64}"),
[STRINGID_EXTREMESUNLIGHTFADED] = COMPOUND_STRING("日照复原了!"),
[STRINGID_MOVEEVAPORATEDINTHEHARSHSUNLIGHT] = COMPOUND_STRING("受强日照的影响,\n水属性的攻击被蒸发了!"),
[STRINGID_EXTREMELYHARSHSUNLIGHTWASNOTLESSENED] = COMPOUND_STRING("强日照势头不减!"),
[STRINGID_HEAVYRAIN] = COMPOUND_STRING("开始下起了暴雨!"),
[STRINGID_HEAVYRAINLIFTED] = COMPOUND_STRING("暴雨停了!{PAUSE 64}"),
[STRINGID_HEAVYRAINLIFTED] = COMPOUND_STRING("暴雨停了!"),
[STRINGID_MOVEFIZZLEDOUTINTHEHEAVYRAIN] = COMPOUND_STRING("受暴雨的影响,\n火属性的攻击被扑灭了!"),
[STRINGID_NORELIEFROMHEAVYRAIN] = COMPOUND_STRING("暴雨势头不减!"),
[STRINGID_MYSTERIOUSAIRCURRENT] = COMPOUND_STRING("神秘的乱流\n保护着飞行属性宝可梦!"),
[STRINGID_STRONGWINDSDISSIPATED] = COMPOUND_STRING("神秘的乱流停止了!{PAUSE 64}"),
[STRINGID_STRONGWINDSDISSIPATED] = COMPOUND_STRING("神秘的乱流停止了!"),
[STRINGID_MYSTERIOUSAIRCURRENTBLOWSON] = COMPOUND_STRING("神秘的乱流势头不减!"),
[STRINGID_ATTACKWEAKENEDBSTRONGWINDS] = COMPOUND_STRING("神秘的乱流减弱了攻击!"),
[STRINGID_STUFFCHEEKSCANTSELECT] = COMPOUND_STRING("没有携带树果,无法使出招式!\p"),
@ -761,7 +761,7 @@ const u8 *const gBattleStringsTable[BATTLESTRINGS_COUNT] =
[STRINGID_SWAPPEDABILITIES] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX}\n互换了各自的特性!"),
[STRINGID_PASTELVEILPROTECTED] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX}\n正受到粉彩护幕的保护!"),
[STRINGID_PASTELVEILENTERS] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX}的毒\n消失得干干净净!"),
[STRINGID_BATTLERTYPECHANGEDTO] = COMPOUND_STRING("{B_BUFF1}\n变成了{B_BUFF2}属性!"),
[STRINGID_BATTLERTYPECHANGEDTO] = COMPOUND_STRING("{B_SCR_NAME_WITH_PREFIX}\n变成了{B_BUFF1}属性!"),
[STRINGID_BOTHCANNOLONGERESCAPE] = COMPOUND_STRING("双方的宝可梦无法逃走了!"),
[STRINGID_CANTESCAPEDUETOUSEDMOVE] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}受到\n背水一战的效果影响,无法逃走了!"),
[STRINGID_PKMNBECAMEWEAKERTOFIRE] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX}\n变得怕火了!"),
@ -793,10 +793,10 @@ const u8 *const gBattleStringsTable[BATTLESTRINGS_COUNT] =
[STRINGID_TARGETTOUGHEDITOUT] = COMPOUND_STRING("为了不让{B_PLAYER_NAME}伤心,\n{B_DEF_NAME_WITH_PREFIX}撑住了!"),
[STRINGID_ATTACKERLOSTELECTRICTYPE] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}\n用尽电力了!"),
[STRINGID_ATTACKERSWITCHEDSTATWITHTARGET] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}\n互换了各自的{B_BUFF1}"),
[STRINGID_BEINGHITCHARGEDPKMNWITHPOWER] = COMPOUND_STRING("{B_SCR_NAME_WITH_PREFIX2}\n受到{B_CURRENT_MOVE}而充电了!"),
[STRINGID_SUNLIGHTACTIVATEDABILITY] = COMPOUND_STRING("{B_SCR_NAME_WITH_PREFIX2}通过\n大晴天发动了{B_ATK_ABILITY}"),
[STRINGID_BEINGHITCHARGEDPKMNWITHPOWER] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX2}\n受到{B_CURRENT_MOVE}而充电了!"),
[STRINGID_SUNLIGHTACTIVATEDABILITY] = COMPOUND_STRING("{B_SCR_NAME_WITH_PREFIX2}通过\n大晴天发动了古代活性"),
[STRINGID_STATWASHEIGHTENED] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}的\n{B_BUFF1}升高了!"),
[STRINGID_ELECTRICTERRAINACTIVATEDABILITY] = COMPOUND_STRING("{B_SCR_NAME_WITH_PREFIX2}通过\n电气场地发动了{B_ATK_ABILITY}"),
[STRINGID_ELECTRICTERRAINACTIVATEDABILITY] = COMPOUND_STRING("{B_SCR_NAME_WITH_PREFIX2}通过\n电气场地发动了夸克充能"),
[STRINGID_ABILITYWEAKENEDSURROUNDINGMONSSTAT] = COMPOUND_STRING("{B_SCR_NAME_WITH_PREFIX}的{B_SCR_ACTIVE_ABILITY}\n令周围的宝可梦的{B_BUFF1}减弱了!\p"),
[STRINGID_ATTACKERGAINEDSTRENGTHFROMTHEFALLEN] = COMPOUND_STRING("{B_SCR_NAME_WITH_PREFIX}从\n被打倒的同伴身上得到力量了!"),
[STRINGID_PKMNSABILITYPREVENTSABILITY] = COMPOUND_STRING("因{B_SCR_NAME_WITH_PREFIX}的\n{B_SCR_ACTIVE_ABILITY}\p{B_DEF_NAME_WITH_PREFIX2}的\n{B_DEF_ABILITY}变得无效了!"), //not in gen 5+, ability popup
@ -853,7 +853,7 @@ const u8 *const gBattleStringsTable[BATTLESTRINGS_COUNT] =
[STRINGID_WAITINGFORPARTNERSMOVE] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}正在等待\n{B_ATK_PARTNER_NAME}的技能…{PAUSE 16}"),
[STRINGID_SEAOFFIREENVELOPEDSIDE] = COMPOUND_STRING("{B_DEF_TEAM2}周围被\n火海包围了!"),
[STRINGID_HURTBYTHESEAOFFIRE] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}受到了火海的伤害!"),
[STRINGID_THESEAOFFIREDISAPPEARED] = COMPOUND_STRING("{B_DEF_TEAM2}周围的火海\n消失不见了!"),
[STRINGID_THESEAOFFIREDISAPPEARED] = COMPOUND_STRING("{B_ATK_TEAM2}周围的火海\n消失不见了!"),
[STRINGID_SWAMPENVELOPEDSIDE] = COMPOUND_STRING("在{B_DEF_TEAM2}周围\n延伸出了湿地!"),
[STRINGID_THESWAMPDISAPPEARED] = COMPOUND_STRING("{B_ATK_TEAM2}周围的湿地\n消失不见了!"),
[STRINGID_PKMNTELLCHILLINGRECEPTIONJOKE] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX}说出了冷笑话!"),
@ -1470,9 +1470,9 @@ const u8 gText_Mind[] = _("心");
const u8 gText_Skill[] = _("");
const u8 gText_Body[] = _("");
const u8 gText_Judgment[] = _("{B_BUFF1}{CLEAR 13}判定{CLEAR 13}{B_BUFF2}");
static const u8 sText_TwoTrainersSentPkmn[] = _("{B_TRAINER1_NAME_WITH_CLASS}\n派出了{B_OPPONENT_MON1_NAME}\p{B_TRAINER2_CLASS}{B_TRAINER2_NAME}\n派出了{B_OPPONENT_MON2_NAME}");
static const u8 sText_Trainer2SentOutPkmn[] = _("{B_TRAINER2_CLASS}{B_TRAINER2_NAME}\n派出了{B_BUFF1}");
static const u8 sText_TwoTrainersWantToBattle[] = _("{B_TRAINER1_NAME_WITH_CLASS}和\n{B_TRAINER2_CLASS}{B_TRAINER2_NAME}\l前来挑战了\p");
static const u8 sText_TwoTrainersSentPkmn[] = _("{B_TRAINER1_NAME_WITH_CLASS}\n派出了{B_OPPONENT_MON1_NAME}\p{B_TRAINER2_NAME_WITH_CLASS}\n派出了{B_OPPONENT_MON2_NAME}");
static const u8 sText_Trainer2SentOutPkmn[] = _("{B_TRAINER2_NAME_WITH_CLASS}\n派出了{B_BUFF1}");
static const u8 sText_TwoTrainersWantToBattle[] = _("{B_TRAINER1_NAME_WITH_CLASS}和\n{B_TRAINER2_NAME_WITH_CLASS}\l前来挑战了\p");
static const u8 sText_InGamePartnerSentOutZGoN[] = _("{B_PARTNER_NAME_WITH_CLASS}\n派出了{B_PLAYER_MON2_NAME}!\l上吧{B_PLAYER_MON1_NAME}");
const u16 gBattlePalaceFlavorTextTable[] =