From 9cd68a02098ad22b8a9409570004f977de60a71a Mon Sep 17 00:00:00 2001 From: RoamerX <20692776+RoamerX@users.noreply.github.com> Date: Sun, 20 Apr 2025 12:07:37 +0800 Subject: [PATCH] =?UTF-8?q?=E6=88=98=E6=96=97=E4=BF=A1=E6=81=AF=E6=96=87?= =?UTF-8?q?=E6=9C=AC=E4=BF=AE=E5=A4=8D?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- src/battle_message.c | 46 ++++++++++++++++++++++---------------------- 1 file changed, 23 insertions(+), 23 deletions(-) diff --git a/src/battle_message.c b/src/battle_message.c index 01a7a22185..619d8c9316 100644 --- a/src/battle_message.c +++ b/src/battle_message.c @@ -162,7 +162,7 @@ static const u8 sText_EnigmaBerry[] = _("谜芝果"); //no decapitalize until it static const u8 sText_BerrySuffix[] = _("果"); //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[] = _("技"); const u8 gText_Body[] = _("体"); 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[] =