diff --git a/src/data/moves_info.h b/src/data/moves_info.h index f9897650a5..e81571f4b6 100644 --- a/src/data/moves_info.h +++ b/src/data/moves_info.h @@ -128,10 +128,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_POUND] = { - .name = COMPOUND_STRING("Pound"), + .name = COMPOUND_STRING("拍击"), .description = COMPOUND_STRING( - "Pounds the foe with\n" - "forelegs or tail."), + "使用长长的尾巴或手等\n" + "拍打对手攻击。"), .effect = EFFECT_HIT, .power = 40, .type = TYPE_NORMAL, @@ -151,10 +151,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_KARATE_CHOP] = { - .name = COMPOUND_STRING("Karate Chop"), + .name = COMPOUND_STRING("空手劈"), .description = COMPOUND_STRING( - "A chopping attack with a\n" - "high critical-hit ratio."), + "用锋利的手刀劈向对手攻击。\n" + "容易击中要害。"), .effect = EFFECT_HIT, .power = 50, .type = TYPE_FIGHTING, @@ -175,10 +175,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_DOUBLE_SLAP] = { - .name = COMPOUND_STRING("Double Slap"), + .name = COMPOUND_STRING("连环巴掌"), .description = COMPOUND_STRING( - "Repeatedly slaps the foe\n" - "2 to 5 times."), + "用连环巴掌拍打对手攻击。\n" + "连续攻击2~5次。"), .effect = EFFECT_MULTI_HIT, .power = 15, .type = TYPE_NORMAL, @@ -198,10 +198,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_COMET_PUNCH] = { - .name = COMPOUND_STRING("Comet Punch"), + .name = COMPOUND_STRING("连续拳"), .description = COMPOUND_STRING( - "Repeatedly punches the foe\n" - "2 to 5 times."), + "用拳头怒涛般的殴打对手攻击。\n" + "连续攻击2~5次。"), .effect = EFFECT_MULTI_HIT, .power = 18, .type = TYPE_NORMAL, @@ -221,10 +221,9 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MEGA_PUNCH] = { - .name = COMPOUND_STRING("Mega Punch"), + .name = COMPOUND_STRING("百万吨重拳"), .description = COMPOUND_STRING( - "A strong punch thrown with\n" - "incredible power."), + "用充满力量的拳头攻击对手。"), .effect = EFFECT_HIT, .power = 80, .type = TYPE_NORMAL, @@ -245,10 +244,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_PAY_DAY] = { - .name = COMPOUND_STRING("Pay Day"), + .name = COMPOUND_STRING("聚宝功"), .description = COMPOUND_STRING( - "Throws coins at the foe.\n" - "Money is recovered after."), + "向对手投掷小金币攻击。\n" + "战斗后可以拿到钱。"), .effect = EFFECT_HIT, .power = 40, .type = TYPE_NORMAL, @@ -269,10 +268,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FIRE_PUNCH] = { - .name = COMPOUND_STRING("Fire Punch"), + .name = COMPOUND_STRING("火焰拳"), .description = COMPOUND_STRING( - "A fiery punch that may burn\n" - "the foe."), + "用充满火焰的拳头攻击对手。\n" + "有时会让对手陷入灼伤状态。"), .effect = EFFECT_HIT, .power = 75, .type = TYPE_FIRE, @@ -297,14 +296,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ICE_PUNCH] = { - .name = COMPOUND_STRING("Ice Punch"), + .name = COMPOUND_STRING("冰冻拳"), .description = COMPOUND_STRING( - "An icy punch that may\n" - #if B_USE_FROSTBITE == TRUE - "leave the foe with frostbite."), - #else - "freeze the foe."), - #endif + "用充满寒气的拳头攻击对手。\n" + "有时会让对手陷入冰冻状态。"), .effect = EFFECT_HIT, .power = 75, .type = TYPE_ICE, @@ -329,10 +324,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_THUNDER_PUNCH] = { - .name = COMPOUND_STRING("Thunder Punch"), + .name = COMPOUND_STRING("雷电拳"), .description = COMPOUND_STRING( - "An electrified punch that\n" - "may paralyze the foe."), + "用充满电流的拳头攻击对手。\n" + "有时会让对手陷入麻痹状态。"), .effect = EFFECT_HIT, .power = 75, .type = TYPE_ELECTRIC, @@ -357,10 +352,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SCRATCH] = { - .name = COMPOUND_STRING("Scratch"), + .name = COMPOUND_STRING("抓"), .description = COMPOUND_STRING( - "Scratches the foe with\n" - "sharp claws."), + "用坚硬且无比锋利的爪\n" + "子抓对手攻击。"), .effect = EFFECT_HIT, .power = 40, .type = TYPE_NORMAL, @@ -379,10 +374,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_VISE_GRIP] = { - .name = COMPOUND_STRING("Vise Grip"), + .name = COMPOUND_STRING("夹住"), .description = COMPOUND_STRING( - "Grips the foe with large and\n" - "powerful pincers."), + "将对手从两侧夹住,\n" + "给予伤害。"), .effect = EFFECT_HIT, .power = 55, .type = TYPE_NORMAL, @@ -401,10 +396,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_GUILLOTINE] = { - .name = COMPOUND_STRING("Guillotine"), + .name = COMPOUND_STRING("极落钳"), .description = COMPOUND_STRING( - "A powerful pincer attack\n" - "that may cause fainting."), + "用钳子或剪刀夹断对手攻击。\n" + "只要命中就会一击昏厥。"), .effect = EFFECT_OHKO, .power = 1, .type = TYPE_NORMAL, @@ -424,10 +419,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_RAZOR_WIND] = { - .name = COMPOUND_STRING("Razor Wind"), + .name = COMPOUND_STRING("旋风刀"), .description = COMPOUND_STRING( - "A 2-turn move that strikes\n" - "the foe on the 2nd turn."), + "制造风之刃,于第2回合攻击\n" + "对手。容易击中要害。"), .effect = EFFECT_TWO_TURNS_ATTACK, .power = 80, .type = TYPE_NORMAL, @@ -450,10 +445,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SWORDS_DANCE] = { - .name = COMPOUND_STRING("Swords Dance"), + .name = COMPOUND_STRING("剑舞"), .description = COMPOUND_STRING( - "A fighting dance that\n" - "sharply raises Attack."), + "激烈地跳起战舞提高气势。\n" + "大幅提高自己的攻击。"), .effect = EFFECT_ATTACK_UP_2, .power = 0, .type = TYPE_NORMAL, @@ -475,10 +470,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_CUT] = { - .name = COMPOUND_STRING("Cut"), + .name = COMPOUND_STRING("居合劈"), .description = COMPOUND_STRING( - "Cuts the foe with sharp\n" - "scythes, claws, etc."), + "用镰刀或爪子等切斩\n" + "对手攻击。"), .effect = EFFECT_HIT, .power = 50, .type = TYPE_NORMAL, @@ -522,10 +517,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_WING_ATTACK] = { - .name = COMPOUND_STRING("Wing Attack"), + .name = COMPOUND_STRING("翅膀攻击"), .description = COMPOUND_STRING( - "Strikes the foe with wings\n" - "spread wide."), + "大大地展开美丽的翅膀,\n" + "将其撞向对手攻击。"), .effect = EFFECT_HIT, .power = 60, .type = TYPE_FLYING, @@ -544,10 +539,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_WHIRLWIND] = { - .name = COMPOUND_STRING("Whirlwind"), + .name = COMPOUND_STRING("吹飞"), .description = COMPOUND_STRING( - "Blows away the foe with\n" - "wind and ends the battle."), + "吹飞对手使后备宝可梦上场。\n" + "若是野生宝可梦将结束战斗。"), .effect = EFFECT_ROAR, .power = 0, .type = TYPE_NORMAL, @@ -573,10 +568,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FLY] = { - .name = COMPOUND_STRING("Fly"), + .name = COMPOUND_STRING("飞翔"), .description = COMPOUND_STRING( - "Flies up on the first turn,\n" - "then strikes the next turn."), + "第1回合飞上天空,\n" + "第2回合攻击对手。"), .effect = EFFECT_SEMI_INVULNERABLE, .power = B_UPDATED_MOVE_DATA >= GEN_4 ? 90 : 70, .type = TYPE_FLYING, @@ -601,10 +596,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_BIND] = { - .name = COMPOUND_STRING("Bind"), + .name = COMPOUND_STRING("绑紧"), .description = COMPOUND_STRING( - "Binds and squeezes the foe\n" - "for "BINDING_TURNS" turns."), + "使用长长的身体或藤蔓等,\n" + "在4~5回合内绑紧对手攻击。"), .effect = EFFECT_HIT, .power = 15, .type = TYPE_NORMAL, @@ -628,10 +623,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SLAM] = { - .name = COMPOUND_STRING("Slam"), + .name = COMPOUND_STRING("摔打"), .description = COMPOUND_STRING( - "Slams the foe with a long\n" - "tail, vine, etc."), + "使用长长的尾巴或藤蔓\n" + "等摔打对手攻击。"), .effect = EFFECT_HIT, .power = 80, .type = TYPE_NORMAL, @@ -652,10 +647,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_VINE_WHIP] = { - .name = COMPOUND_STRING("Vine Whip"), + .name = COMPOUND_STRING("藤鞭"), .description = COMPOUND_STRING( - "Strikes the foe with\n" - "slender, whiplike vines."), + "用如同鞭子般弯曲细长\n" + "的藤蔓摔打对手攻击。"), #if B_UPDATED_MOVE_DATA >= GEN_6 .pp = 25, #elif B_UPDATED_MOVE_DATA >= GEN_4 @@ -680,10 +675,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_STOMP] = { - .name = COMPOUND_STRING("Stomp"), + .name = COMPOUND_STRING("踩踏"), .description = COMPOUND_STRING( - "Stomps the enemy with a big\n" - "foot. May cause flinching."), + "用大脚踩踏对手攻击。\n" + "有时会使对手畏缩。"), .effect = EFFECT_HIT, .power = 65, .type = TYPE_NORMAL, @@ -709,10 +704,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_DOUBLE_KICK] = { - .name = COMPOUND_STRING("Double Kick"), + .name = COMPOUND_STRING("二连踢"), .description = COMPOUND_STRING( - "A double-kicking attack\n" - "that strikes the foe twice."), + "用2只脚踢飞对手攻击。\n" + "连续2次给予伤害。"), .effect = EFFECT_HIT, .power = 30, .type = TYPE_FIGHTING, @@ -733,10 +728,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MEGA_KICK] = { - .name = COMPOUND_STRING("Mega Kick"), + .name = COMPOUND_STRING("百万吨重踢"), .description = COMPOUND_STRING( - "An extremely powerful kick\n" - "with intense force."), + "使出力大无穷的重踢\n" + "踢飞对手攻击。"), .effect = EFFECT_HIT, .power = 120, .type = TYPE_NORMAL, @@ -756,10 +751,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_JUMP_KICK] = { - .name = COMPOUND_STRING("Jump Kick"), + .name = COMPOUND_STRING("飞踢"), .description = COMPOUND_STRING( - "A strong jumping kick. May\n" - "miss and hurt the kicker."), + "使出高高的腾空踢攻击对手。\n" + "如果踢偏则自己会受到伤害。"), #if B_UPDATED_MOVE_DATA >= GEN_5 .power = 100, #elif B_UPDATED_MOVE_DATA >= GEN_4 @@ -786,10 +781,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ROLLING_KICK] = { - .name = COMPOUND_STRING("Rolling Kick"), + .name = COMPOUND_STRING("回旋踢"), .description = COMPOUND_STRING( - "A fast kick delivered from\n" - "a rapid spin."), + "边快速旋转,边踢飞对手\n" + "攻击。有时会使对手畏缩。"), .effect = EFFECT_HIT, .power = 60, .type = TYPE_FIGHTING, @@ -814,10 +809,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SAND_ATTACK] = { - .name = COMPOUND_STRING("Sand Attack"), + .name = COMPOUND_STRING("泼沙"), .description = COMPOUND_STRING( - "Reduces the foe's accuracy\n" - "by hurling sand in its face."), + "向对手脸上泼沙子,\n" + "从而降低命中率。"), .effect = EFFECT_ACCURACY_DOWN, .power = 0, .type = TYPE_GROUND, @@ -838,10 +833,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_HEADBUTT] = { - .name = COMPOUND_STRING("Headbutt"), + .name = COMPOUND_STRING("头锤"), .description = COMPOUND_STRING( - "A ramming attack that may\n" - "cause flinching."), + "将头伸出,笔直地扑向对手\n" + "攻击。有时会使对手畏缩。"), .effect = EFFECT_HIT, .power = 70, .type = TYPE_NORMAL, @@ -865,10 +860,9 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_HORN_ATTACK] = { - .name = COMPOUND_STRING("Horn Attack"), + .name = COMPOUND_STRING("角撞"), .description = COMPOUND_STRING( - "Jabs the foe with sharp\n" - "horns."), + "用尖锐的角攻击对手。"), .effect = EFFECT_HIT, .power = 65, .type = TYPE_NORMAL, @@ -887,10 +881,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FURY_ATTACK] = { - .name = COMPOUND_STRING("Fury Attack"), + .name = COMPOUND_STRING("乱击"), .description = COMPOUND_STRING( - "Jabs the foe 2 to 5 times\n" - "with sharp horns, etc."), + "用角或喙刺向对手攻击。\n" + "连续攻击2~5次。"), .effect = EFFECT_MULTI_HIT, .power = 15, .type = TYPE_NORMAL, @@ -909,10 +903,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_HORN_DRILL] = { - .name = COMPOUND_STRING("Horn Drill"), + .name = COMPOUND_STRING("角钻"), .description = COMPOUND_STRING( - "A one-hit KO attack that\n" - "uses a horn like a drill."), + "用旋转的角刺入对手攻击。\n" + "只要命中就会一击昏厥。"), .effect = EFFECT_OHKO, .power = 1, .type = TYPE_NORMAL, @@ -932,10 +926,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_TACKLE] = { - .name = COMPOUND_STRING("Tackle"), + .name = COMPOUND_STRING("撞击"), .description = COMPOUND_STRING( - "Charges the foe with a full-\n" - "body tackle."), + "用整个身体撞向对手进\n" + "行攻击。"), #if B_UPDATED_MOVE_DATA >= GEN_7 .power = 40, #elif B_UPDATED_MOVE_DATA >= GEN_5 @@ -960,10 +954,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_BODY_SLAM] = { - .name = COMPOUND_STRING("Body Slam"), + .name = COMPOUND_STRING("泰山压顶"), .description = COMPOUND_STRING( - "A full-body slam that may\n" - "cause paralysis."), + "用整个身体压住对手攻击。\n" + "有时会让对手陷入麻痹状态。"), .effect = EFFECT_HIT, .power = 85, .type = TYPE_NORMAL, @@ -989,10 +983,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_WRAP] = { - .name = COMPOUND_STRING("Wrap"), + .name = COMPOUND_STRING("紧束"), .description = COMPOUND_STRING( - "Wraps and squeezes the foe\n" - BINDING_TURNS" times with vines, etc."), + "使用长长的身体或藤蔓等,\n" + "在4~5回合内紧束对手攻击。"), .effect = EFFECT_HIT, .power = 15, .type = TYPE_NORMAL, @@ -1015,10 +1009,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_TAKE_DOWN] = { - .name = COMPOUND_STRING("Take Down"), + .name = COMPOUND_STRING("猛撞"), .description = COMPOUND_STRING( - "A reckless charge attack\n" - "that also hurts the user."), + "以惊人的气势撞向对手攻击。\n" + "自己也会受到少许伤害。"), .effect = EFFECT_HIT, .power = 90, .type = TYPE_NORMAL, @@ -1039,10 +1033,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_THRASH] = { - .name = COMPOUND_STRING("Thrash"), + .name = COMPOUND_STRING("大闹一番"), .description = COMPOUND_STRING( - "A rampage of 2 to 3 turns\n" - "that confuses the user."), + "在2~3回合内乱打攻击对手。\n" + "大闹一番后会陷入混乱。"), .effect = EFFECT_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_5 ? 120 : 90, .type = TYPE_NORMAL, @@ -1067,10 +1061,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_DOUBLE_EDGE] = { - .name = COMPOUND_STRING("Double-Edge"), + .name = COMPOUND_STRING("舍身冲撞"), .description = COMPOUND_STRING( - "A life-risking tackle that\n" - "also hurts the user."), + "拼命地猛撞向对手攻击。\n" + "自己也会受到不小的伤害。"), .effect = EFFECT_HIT, .power = 120, .type = TYPE_NORMAL, @@ -1091,10 +1085,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_TAIL_WHIP] = { - .name = COMPOUND_STRING("Tail Whip"), + .name = COMPOUND_STRING("摇尾巴"), .description = COMPOUND_STRING( - "Wags the tail to lower the\n" - "foe's Defense."), + "可爱地左右摇尾巴,使对手\n" + "大意。会降低对手的防御。"), .effect = EFFECT_DEFENSE_DOWN, .power = 0, .type = TYPE_NORMAL, @@ -1114,10 +1108,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_POISON_STING] = { - .name = COMPOUND_STRING("Poison Sting"), + .name = COMPOUND_STRING("毒针"), .description = COMPOUND_STRING( - "A toxic attack with barbs,\n" - "etc., that may poison."), + "将有毒的针刺入对手攻击。\n" + "有时会让对手陷入中毒状态。"), .effect = EFFECT_HIT, .power = 15, .type = TYPE_POISON, @@ -1139,10 +1133,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_TWINEEDLE] = { - .name = COMPOUND_STRING("Twineedle"), + .name = COMPOUND_STRING("双针"), .description = COMPOUND_STRING( - "Stingers on the forelegs\n" - "jab the foe twice."), + "将2根针刺入对手,连续2次\n" + "攻击。有时使对手中毒。"), .effect = EFFECT_HIT, .power = 25, .type = TYPE_BUG, @@ -1167,10 +1161,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_PIN_MISSILE] = { - .name = COMPOUND_STRING("Pin Missile"), + .name = COMPOUND_STRING("飞弹针"), .description = COMPOUND_STRING( - "Sharp pins are fired to\n" - "strike 2 to 5 times."), + "向对手发射锐针攻击。\n" + "连续攻击2~5次。"), .effect = EFFECT_MULTI_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_6 ? 25 : 14, .type = TYPE_BUG, @@ -1188,10 +1182,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_LEER] = { - .name = COMPOUND_STRING("Leer"), + .name = COMPOUND_STRING("瞪眼"), .description = COMPOUND_STRING( - "Frightens the foe with a\n" - "leer to lower Defense."), + "用犀利的眼神使其害怕,\n" + "从而降低对手的防御。"), .effect = EFFECT_DEFENSE_DOWN, .power = 0, .type = TYPE_NORMAL, @@ -1211,10 +1205,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_BITE] = { - .name = COMPOUND_STRING("Bite"), + .name = COMPOUND_STRING("咬住"), .description = COMPOUND_STRING( - "Bites with vicious fangs.\n" - "May cause flinching."), + "用尖锐的牙咬住对手攻击。\n" + "有时会使对手畏缩。"), .effect = EFFECT_HIT, .power = 60, .type = TYPE_DARK, @@ -1239,10 +1233,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_GROWL] = { - .name = COMPOUND_STRING("Growl"), + .name = COMPOUND_STRING("叫声"), .description = COMPOUND_STRING( - "Growls cutely to reduce the\n" - "foe's Attack."), + "让对手听可爱的叫声,\n" + "使其疏忽,降低攻击。"), .effect = EFFECT_ATTACK_DOWN, .power = 0, .type = TYPE_NORMAL, @@ -1264,10 +1258,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ROAR] = { - .name = COMPOUND_STRING("Roar"), + .name = COMPOUND_STRING("吼叫"), .description = COMPOUND_STRING( - "Makes the foe flee to end\n" - "the battle."), + "强制后备宝可梦上场。\n" + "若为野生宝可梦结束战斗。"), .effect = EFFECT_ROAR, .power = 0, .type = TYPE_NORMAL, @@ -1293,10 +1287,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SING] = { - .name = COMPOUND_STRING("Sing"), + .name = COMPOUND_STRING("唱歌"), .description = COMPOUND_STRING( - "A soothing song lulls the\n" - "foe into a deep slumber."), + "让对手听舒适、美妙的歌声,\n" + "从而陷入睡眠状态。"), .effect = EFFECT_SLEEP, .power = 0, .type = TYPE_NORMAL, @@ -1319,10 +1313,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SUPERSONIC] = { - .name = COMPOUND_STRING("Supersonic"), + .name = COMPOUND_STRING("超音波"), .description = COMPOUND_STRING( - "Emits bizarre sound waves\n" - "that may confuse the foe."), + "从身体发出特殊的音波,\n" + "从而使对手混乱。"), .effect = EFFECT_CONFUSE, .power = 0, .type = TYPE_NORMAL, @@ -1345,10 +1339,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SONIC_BOOM] = { - .name = COMPOUND_STRING("Sonic Boom"), + .name = COMPOUND_STRING("音爆"), .description = COMPOUND_STRING( - "Launches shock waves that\n" - "always inflict 20 HP damage."), + "将冲击波撞向对手攻击。\n" + "必定会给予20的伤害。"), .effect = EFFECT_FIXED_DAMAGE_ARG, .power = 1, .type = TYPE_NORMAL, @@ -1368,10 +1362,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_DISABLE] = { - .name = COMPOUND_STRING("Disable"), + .name = COMPOUND_STRING("定身法"), .description = COMPOUND_STRING( - "Psychically disables one of\n" - "the foe's moves."), + "阻碍对手行动,之前的招式\n" + "将在4回合内无法使用。"), #if B_UPDATED_MOVE_DATA >= GEN_5 .accuracy = 100, #elif B_UPDATED_MOVE_DATA == GEN_4 @@ -1399,14 +1393,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ACID] = { - .name = COMPOUND_STRING("Acid"), + .name = COMPOUND_STRING("溶解液"), .description = COMPOUND_STRING( - "Sprays a hide-melting acid.\n" - #if B_UPDATED_MOVE_DATA >= GEN_4 - "May lower Sp. Def."), - #else - "May lower Defense."), - #endif + "将强酸泼向对手攻击。\n" + "有时会降低对手的特防。"), .effect = EFFECT_HIT, .power = 40, .type = TYPE_POISON, @@ -1428,10 +1418,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_EMBER] = { - .name = COMPOUND_STRING("Ember"), + .name = COMPOUND_STRING("火花"), .description = COMPOUND_STRING( - "A weak fire attack that may\n" - "inflict a burn."), + "向对手发射小型火焰攻击。\n" + "有时会让对手陷入灼伤状态。"), .effect = EFFECT_HIT, .power = 40, .type = TYPE_FIRE, @@ -1453,10 +1443,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FLAMETHROWER] = { - .name = COMPOUND_STRING("Flamethrower"), + .name = COMPOUND_STRING("喷射火焰"), .description = COMPOUND_STRING( - "A powerful fire attack that\n" - "may inflict a burn."), + "向对手发射烈焰攻击。\n" + "有时会让对手陷入灼伤状态。"), .effect = EFFECT_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_6 ? 90 : 95, .type = TYPE_FIRE, @@ -1479,10 +1469,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MIST] = { - .name = COMPOUND_STRING("Mist"), + .name = COMPOUND_STRING("白雾"), .description = COMPOUND_STRING( - "Creates a mist that stops\n" - "reduction of abilities."), + "用白雾覆盖身体。在5回合内\n" + "不会让对手降低自己的能力。"), .effect = EFFECT_MIST, .power = 0, .type = TYPE_ICE, @@ -1505,10 +1495,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_WATER_GUN] = { - .name = COMPOUND_STRING("Water Gun"), + .name = COMPOUND_STRING("水枪"), .description = COMPOUND_STRING( - "Squirts water to attack\n" - "the foe."), + "向对手猛烈地喷射水流\n" + "攻击。"), .effect = EFFECT_HIT, .power = 40, .type = TYPE_WATER, @@ -1526,10 +1516,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_HYDRO_PUMP] = { - .name = COMPOUND_STRING("Hydro Pump"), + .name = COMPOUND_STRING("水炮"), .description = COMPOUND_STRING( - "Blasts water at high power\n" - "to strike the foe."), + "向对手猛烈地喷射大量\n" + "水流攻击。"), .effect = EFFECT_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_6 ? 110 : 120, .type = TYPE_WATER, @@ -1548,10 +1538,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SURF] = { - .name = COMPOUND_STRING("Surf"), + .name = COMPOUND_STRING("冲浪"), .description = COMPOUND_STRING( - "Creates a huge wave, then\n" - "crashes it down on the foe."), + "利用大浪攻击自己周围\n" + "所有的宝可梦。"), .effect = EFFECT_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_6 ? 90 : 95, .type = TYPE_WATER, @@ -1572,14 +1562,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ICE_BEAM] = { - .name = COMPOUND_STRING("Ice Beam"), + .name = COMPOUND_STRING("冰冻光束"), .description = COMPOUND_STRING( - "Blasts the foe with an icy\n" - #if B_USE_FROSTBITE == TRUE - "beam. May cause frostbite."), - #else - "beam that may freeze it."), - #endif + "向对手发射冰冻光束攻击。\n" + "有时会让对手陷入冰冻状态。"), .effect = EFFECT_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_6 ? 90 : 95, .type = TYPE_ICE, @@ -1604,14 +1590,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_BLIZZARD] = { - .name = COMPOUND_STRING("Blizzard"), + .name = COMPOUND_STRING("暴风雪"), .description = COMPOUND_STRING( - "Hits the foe with an icy\n" - #if B_USE_FROSTBITE == TRUE - "storm. May cause frostbite."), - #else - "storm that may freeze it."), - #endif + "将猛烈的暴风雪刮向对手攻击。\n" + "有时会让对手陷入冰冻状态。"), .effect = B_BLIZZARD_HAIL >= GEN_4 ? EFFECT_BLIZZARD : EFFECT_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_6 ? 110 : 120, .type = TYPE_ICE, @@ -1635,10 +1617,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_PSYBEAM] = { - .name = COMPOUND_STRING("Psybeam"), + .name = COMPOUND_STRING("幻象光线"), .description = COMPOUND_STRING( - "Fires a peculiar ray that\n" - "may confuse the foe."), + "向对手发射神奇的光线攻击。\n" + "有时会使对手混乱。"), .effect = EFFECT_HIT, .power = 65, .type = TYPE_PSYCHIC, @@ -1661,10 +1643,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_BUBBLE_BEAM] = { - .name = COMPOUND_STRING("Bubble Beam"), + .name = COMPOUND_STRING("泡沫光线"), .description = COMPOUND_STRING( - "Forcefully sprays bubbles\n" - "that may lower Speed."), + "向对手猛烈地喷射泡沫攻击。\n" + "有时会降低对手的速度。"), .effect = EFFECT_HIT, .power = 65, .type = TYPE_WATER, @@ -1686,10 +1668,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_AURORA_BEAM] = { - .name = COMPOUND_STRING("Aurora Beam"), + .name = COMPOUND_STRING("极光束"), .description = COMPOUND_STRING( - "Fires a rainbow-colored\n" - "beam that may lower Attack."), + "向对手发射虹色光束攻击。\n" + "有时会降低对手的攻击。"), .effect = EFFECT_HIT, .power = 65, .type = TYPE_ICE, @@ -1711,7 +1693,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_HYPER_BEAM] = { - .name = COMPOUND_STRING("Hyper Beam"), + .name = COMPOUND_STRING("破坏光线"), .description = sHyperBeamDescription, .effect = EFFECT_HIT, .power = 150, @@ -1736,10 +1718,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_PECK] = { - .name = COMPOUND_STRING("Peck"), + .name = COMPOUND_STRING("啄"), .description = COMPOUND_STRING( - "Attacks the foe with a\n" - "jabbing beak, etc."), + "用尖锐的喙或角刺向对\n" + "手攻击。"), .effect = EFFECT_HIT, .power = 35, .type = TYPE_FLYING, @@ -1758,10 +1740,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_DRILL_PECK] = { - .name = COMPOUND_STRING("Drill Peck"), + .name = COMPOUND_STRING("啄钻"), .description = COMPOUND_STRING( - "A corkscrewing attack with\n" - "the beak acting as a drill."), + "边旋转边将尖喙,\n" + "刺入对手攻击。"), .effect = EFFECT_HIT, .power = 80, .type = TYPE_FLYING, @@ -1781,10 +1763,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SUBMISSION] = { - .name = COMPOUND_STRING("Submission"), + .name = COMPOUND_STRING("深渊翻滚"), .description = COMPOUND_STRING( - "A reckless body slam that\n" - "also hurts the user."), + "将对手同自己一起摔向地面。\n" + "自己也会受到少许伤害。"), .effect = EFFECT_HIT, .power = 80, .type = TYPE_FIGHTING, @@ -1805,10 +1787,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_LOW_KICK] = { - .name = COMPOUND_STRING("Low Kick"), + .name = COMPOUND_STRING("踢倒"), .description = COMPOUND_STRING( - "A kick that inflicts more\n" - "damage on heavier foes."), + "用力踢对手的脚,使其摔倒\n" + "攻击。对手越重,威力越大。"), .effect = EFFECT_LOW_KICK, .power = 1, .type = TYPE_FIGHTING, @@ -1828,10 +1810,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_COUNTER] = { - .name = COMPOUND_STRING("Counter"), + .name = COMPOUND_STRING("双倍奉还"), .description = COMPOUND_STRING( - "Retaliates any physical hit\n" - "with double the power."), + "从对手那里受到物理攻击\n" + "的伤害将以2倍返还。"), .effect = EFFECT_COUNTER, .power = 1, .type = TYPE_FIGHTING, @@ -1856,10 +1838,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SEISMIC_TOSS] = { - .name = COMPOUND_STRING("Seismic Toss"), + .name = COMPOUND_STRING("地球上投"), .description = COMPOUND_STRING( - "Inflicts damage identical\n" - "to the user's level."), + "利用引力将对手甩飞出去。\n" + "造成和自己等级相同的伤害。"), .effect = EFFECT_LEVEL_DAMAGE, .power = 1, .type = TYPE_FIGHTING, @@ -1880,10 +1862,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_STRENGTH] = { - .name = COMPOUND_STRING("Strength"), + .name = COMPOUND_STRING("怪力"), .description = COMPOUND_STRING( - "Builds enormous power,\n" - "then slams the foe."), + "使出浑身力气殴打对手\n" + "攻击。"), .effect = EFFECT_HIT, .power = 80, .type = TYPE_NORMAL, @@ -1903,10 +1885,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ABSORB] = { - .name = COMPOUND_STRING("Absorb"), + .name = COMPOUND_STRING("吸取"), .description = COMPOUND_STRING( - "An attack that absorbs\n" - "half the damage inflicted."), + "吸取对手的养分攻击。\n" + "可以回复伤害的一半HP。"), .effect = EFFECT_ABSORB, .power = 20, .type = TYPE_GRASS, @@ -1927,7 +1909,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MEGA_DRAIN] = { - .name = COMPOUND_STRING("Mega Drain"), + .name = COMPOUND_STRING("超级吸取"), .description = sMegaDrainDescription, .effect = EFFECT_ABSORB, .power = 40, @@ -1950,10 +1932,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_LEECH_SEED] = { - .name = COMPOUND_STRING("Leech Seed"), + .name = COMPOUND_STRING("寄生种子"), .description = COMPOUND_STRING( - "Plants a seed on the foe to\n" - "steal HP on every turn."), + "在每回合一点点吸取\n" + "对手的HP,来回复HP。"), .effect = EFFECT_LEECH_SEED, .power = 0, .type = TYPE_GRASS, @@ -1974,15 +1956,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_GROWTH] = { - .name = COMPOUND_STRING("Growth"), + .name = COMPOUND_STRING("生长"), .description = COMPOUND_STRING( - #if B_GROWTH_STAT_RAISE >= GEN_5 - "Forces the body to grow,\n" - "raising Attack and Sp. Atk."), - #else - "Forces the body to grow\n" - "and heightens Sp. Atk."), - #endif + "让身体一下子长大,\n" + "从而提高攻击和特攻。"), .effect = B_GROWTH_STAT_RAISE >= GEN_5 ? EFFECT_GROWTH : EFFECT_SPECIAL_ATTACK_UP, .power = 0, .type = TYPE_NORMAL, @@ -2005,10 +1982,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_RAZOR_LEAF] = { - .name = COMPOUND_STRING("Razor Leaf"), + .name = COMPOUND_STRING("飞叶快刀"), .description = COMPOUND_STRING( - "Cuts the enemy with leaves.\n" - "High critical-hit ratio."), + "飞出叶片,切斩对手进行\n" + "攻击。容易击中要害。"), .effect = EFFECT_HIT, .power = 55, .type = TYPE_GRASS, @@ -2029,10 +2006,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SOLAR_BEAM] = { - .name = COMPOUND_STRING("Solar Beam"), + .name = COMPOUND_STRING("日光束"), .description = COMPOUND_STRING( - "Absorbs light in one turn,\n" - "then attacks next turn."), + "第1回合收集满满的日光,\n" + "第2回合发射光束攻击。"), .effect = EFFECT_SOLAR_BEAM, .power = 120, .type = TYPE_GRASS, @@ -2054,10 +2031,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_POISON_POWDER] = { - .name = COMPOUND_STRING("Poison Powder"), + .name = COMPOUND_STRING("毒粉"), .description = COMPOUND_STRING( - "Scatters a toxic powder\n" - "that may poison the foe."), + "撒出毒粉,\n" + "从而让对手陷入中毒状态。"), .effect = EFFECT_POISON, .power = 0, .type = TYPE_POISON, @@ -2079,10 +2056,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_STUN_SPORE] = { - .name = COMPOUND_STRING("Stun Spore"), + .name = COMPOUND_STRING("麻痹粉"), .description = COMPOUND_STRING( - "Scatters a powder that may\n" - "paralyze the foe."), + "撒出麻痹粉,\n" + "从而让对手陷入麻痹状态。"), .effect = EFFECT_PARALYZE, .power = 0, .type = TYPE_GRASS, @@ -2104,10 +2081,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SLEEP_POWDER] = { - .name = COMPOUND_STRING("Sleep Powder"), + .name = COMPOUND_STRING("催眠粉"), .description = COMPOUND_STRING( - "Scatters a powder that may\n" - "cause the foe to sleep."), + "撒出催眠粉,\n" + "从而让对手陷入睡眠状态。"), .effect = EFFECT_SLEEP, .power = 0, .type = TYPE_GRASS, @@ -2129,10 +2106,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_PETAL_DANCE] = { - .name = COMPOUND_STRING("Petal Dance"), + .name = COMPOUND_STRING("花瓣舞"), .description = COMPOUND_STRING( - "A rampage of 2 to 3 turns\n" - "that confuses the user."), + "在2~3回合内散落花瓣攻击\n" + "对手。之后自己会陷入混乱。"), #if B_UPDATED_MOVE_DATA >= GEN_5 .power = 120, #elif B_UPDATED_MOVE_DATA == GEN_4 @@ -2164,10 +2141,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_STRING_SHOT] = { - .name = COMPOUND_STRING("String Shot"), + .name = COMPOUND_STRING("吐丝"), .description = COMPOUND_STRING( - "Binds the foe with string\n" - "to reduce its Speed."), + "用口中吐出的丝缠绕对手,\n" + "从而大幅降低对手的速度。"), .effect = B_UPDATED_MOVE_DATA >= GEN_6 ? EFFECT_SPEED_DOWN_2 : EFFECT_SPEED_DOWN, .power = 0, .type = TYPE_BUG, @@ -2187,10 +2164,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_DRAGON_RAGE] = { - .name = COMPOUND_STRING("Dragon Rage"), + .name = COMPOUND_STRING("龙之怒"), .description = COMPOUND_STRING( - "Launches shock waves that\n" - "always inflict 40 HP damage."), + "将愤怒冲击波撞向对手攻击。\n" + "必定会给予40的伤害。"), .effect = EFFECT_FIXED_DAMAGE_ARG, .power = 1, .type = TYPE_DRAGON, @@ -2211,10 +2188,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FIRE_SPIN] = { - .name = COMPOUND_STRING("Fire Spin"), + .name = COMPOUND_STRING("火焰旋涡"), .description = COMPOUND_STRING( - "Traps the foe in a ring of\n" - "fire for "BINDING_TURNS" turns."), + "将对手困在火焰旋涡中,\n" + "在4~5回合内攻击。"), .effect = EFFECT_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_5 ? 35 : 15, .type = TYPE_FIRE, @@ -2237,10 +2214,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_THUNDER_SHOCK] = { - .name = COMPOUND_STRING("Thunder Shock"), + .name = COMPOUND_STRING("电击"), .description = COMPOUND_STRING( - "An electrical attack that\n" - "may paralyze the foe."), + "发出电流刺激对手攻击。\n" + "有时会让对手陷入麻痹状态。"), .effect = EFFECT_HIT, .power = 40, .type = TYPE_ELECTRIC, @@ -2262,10 +2239,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_THUNDERBOLT] = { - .name = COMPOUND_STRING("Thunderbolt"), + .name = COMPOUND_STRING("十万伏特"), .description = COMPOUND_STRING( - "A strong electrical attack\n" - "that may paralyze the foe."), + "向对手发出强力电击攻击。\n" + "有时会让对手陷入麻痹状态。"), .effect = EFFECT_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_6 ? 90 : 95, .type = TYPE_ELECTRIC, @@ -2288,10 +2265,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_THUNDER_WAVE] = { - .name = COMPOUND_STRING("Thunder Wave"), + .name = COMPOUND_STRING("电磁波"), .description = COMPOUND_STRING( - "A weak jolt of electricity\n" - "that paralyzes the foe."), + "向对手发出微弱的电击,\n" + "从而让对手陷入麻痹状态。"), .effect = EFFECT_PARALYZE, .power = 0, .type = TYPE_ELECTRIC, @@ -2312,10 +2289,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_THUNDER] = { - .name = COMPOUND_STRING("Thunder"), + .name = COMPOUND_STRING("打雷"), .description = COMPOUND_STRING( - "A lightning attack that may\n" - "cause paralysis."), + "向对手劈下暴雷攻击。\n" + "有时会让对手陷入麻痹状态。"), .effect = EFFECT_THUNDER, .power = B_UPDATED_MOVE_DATA >= GEN_6 ? 110 : 120, .type = TYPE_ELECTRIC, @@ -2339,10 +2316,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ROCK_THROW] = { - .name = COMPOUND_STRING("Rock Throw"), + .name = COMPOUND_STRING("落石"), .description = COMPOUND_STRING( - "Throws small rocks to\n" - "strike the foe."), + "拿起小岩石,\n" + "投掷对手攻击。"), .effect = EFFECT_HIT, .power = 50, .type = TYPE_ROCK, @@ -2360,10 +2337,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_EARTHQUAKE] = { - .name = COMPOUND_STRING("Earthquake"), + .name = COMPOUND_STRING("地震"), .description = COMPOUND_STRING( - "A powerful quake, but has\n" - "no effect on flying foes."), + "利用地震的冲击,\n" + "攻击自己周围所有的宝可梦。"), .effect = EFFECT_EARTHQUAKE, .power = 100, .type = TYPE_GROUND, @@ -2385,10 +2362,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FISSURE] = { - .name = COMPOUND_STRING("Fissure"), + .name = COMPOUND_STRING("地裂"), .description = COMPOUND_STRING( - "A one-hit KO move that\n" - "drops the foe in a fissure."), + "让对手掉落于地裂的裂缝中。\n" + "只要命中就会一击昏厥。"), .effect = EFFECT_OHKO, .power = 1, .type = TYPE_GROUND, @@ -2409,10 +2386,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_DIG] = { - .name = COMPOUND_STRING("Dig"), + .name = COMPOUND_STRING("挖洞"), .description = COMPOUND_STRING( - "Digs underground the first\n" - "turn and strikes next turn."), + "第1回合钻入地底,\n" + "第2回合攻击对手。"), .effect = EFFECT_SEMI_INVULNERABLE, .power = B_UPDATED_MOVE_DATA >= GEN_4 ? 80 : 60, .type = TYPE_GROUND, @@ -2437,10 +2414,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_TOXIC] = { - .name = COMPOUND_STRING("Toxic"), + .name = COMPOUND_STRING("剧毒"), .description = COMPOUND_STRING( - "Poisons the foe with an\n" - "intensifying toxin."), + "让对手陷入剧毒状态。\n" + "中毒伤害会逐渐增加。"), .effect = EFFECT_TOXIC, .power = 0, .type = TYPE_POISON, @@ -2461,10 +2438,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_CONFUSION] = { - .name = COMPOUND_STRING("Confusion"), + .name = COMPOUND_STRING("念力"), .description = COMPOUND_STRING( - "A psychic attack that may\n" - "cause confusion."), + "向对手发送微弱的念力攻击。\n" + "有时会使对手混乱。"), .effect = EFFECT_HIT, .power = 50, .type = TYPE_PSYCHIC, @@ -2486,10 +2463,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_PSYCHIC] = { - .name = COMPOUND_STRING("Psychic"), + .name = COMPOUND_STRING("精神强念"), .description = COMPOUND_STRING( - "A powerful psychic attack\n" - "that may lower Sp. Def."), + "向对手发送强大的念力攻击。\n" + "有时会降低对手的特防。"), .effect = EFFECT_HIT, .power = 90, .type = TYPE_PSYCHIC, @@ -2512,10 +2489,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_HYPNOSIS] = { - .name = COMPOUND_STRING("Hypnosis"), + .name = COMPOUND_STRING("催眠术"), .description = COMPOUND_STRING( - "A hypnotizing move that\n" - "may induce sleep."), + "施以诱导睡意的暗示,\n" + "让对手陷入睡眠状态。"), .effect = EFFECT_SLEEP, .power = 0, .type = TYPE_PSYCHIC, @@ -2536,10 +2513,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MEDITATE] = { - .name = COMPOUND_STRING("Meditate"), + .name = COMPOUND_STRING("瑜伽姿势"), .description = COMPOUND_STRING( - "Meditates in a peaceful\n" - "fashion to raise Attack."), + "唤醒身体深处沉睡的力量,\n" + "从而提高自己的攻击。"), .effect = EFFECT_ATTACK_UP, .power = 0, .type = TYPE_PSYCHIC, @@ -2562,10 +2539,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_AGILITY] = { - .name = COMPOUND_STRING("Agility"), + .name = COMPOUND_STRING("高速移动"), .description = COMPOUND_STRING( - "Relaxes the body to sharply\n" - "boost Speed."), + "让身体放松变轻,以高速\n" + "移动。大幅提高自己的速度。"), .effect = EFFECT_SPEED_UP_2, .power = 0, .type = TYPE_PSYCHIC, @@ -2588,10 +2565,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_QUICK_ATTACK] = { - .name = COMPOUND_STRING("Quick Attack"), + .name = COMPOUND_STRING("电光一闪"), .description = COMPOUND_STRING( - "An extremely fast attack\n" - "that always strikes first."), + "以迅雷不及掩耳之势扑向\n" + "对手。必定能够先制攻击。"), .effect = EFFECT_HIT, .power = 40, .type = TYPE_NORMAL, @@ -2611,10 +2588,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_RAGE] = { - .name = COMPOUND_STRING("Rage"), + .name = COMPOUND_STRING("愤怒"), .description = COMPOUND_STRING( - "Raises the user's Attack\n" - "every time it is hit."), + "如果在使出招式后受到攻击,\n" + "会因愤怒的力量而提高攻击。"), .effect = EFFECT_RAGE, .power = 20, .type = TYPE_NORMAL, @@ -2633,10 +2610,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_TELEPORT] = { - .name = COMPOUND_STRING("Teleport"), + .name = COMPOUND_STRING("瞬间移动"), .description = COMPOUND_STRING( - "A psychic move for fleeing\n" - "from battle instantly."), + "有后备宝可梦时进行替换。\n" + "若是野生宝可梦则会逃走。"), .effect = EFFECT_TELEPORT, .power = 0, .type = TYPE_PSYCHIC, @@ -2657,10 +2634,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_NIGHT_SHADE] = { - .name = COMPOUND_STRING("Night Shade"), + .name = COMPOUND_STRING("黑夜魔影"), .description = COMPOUND_STRING( - "Inflicts damage identical\n" - "to the user's level."), + "显示恐怖幻影,\n" + "给予自己等级相同的伤害。"), .effect = EFFECT_LEVEL_DAMAGE, .power = 1, .type = TYPE_GHOST, @@ -2679,10 +2656,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MIMIC] = { - .name = COMPOUND_STRING("Mimic"), + .name = COMPOUND_STRING("模仿"), .description = COMPOUND_STRING( - "Copies a move used by the\n" - "foe during one battle."), + "可以将对手最后使用的招式,\n" + "在战斗内变成自己的招式。"), .effect = EFFECT_MIMIC, .power = 0, .type = TYPE_NORMAL, @@ -2710,10 +2687,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SCREECH] = { - .name = COMPOUND_STRING("Screech"), + .name = COMPOUND_STRING("刺耳声"), .description = COMPOUND_STRING( - "Emits a screech to sharply\n" - "reduce the foe's Defense."), + "发出令人捂起耳朵的刺耳声,\n" + "从而大幅降低对手的防御。"), .effect = EFFECT_DEFENSE_DOWN_2, .power = 0, .type = TYPE_NORMAL, @@ -2736,10 +2713,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_DOUBLE_TEAM] = { - .name = COMPOUND_STRING("Double Team"), + .name = COMPOUND_STRING("影子分身"), .description = COMPOUND_STRING( - "Creates illusory copies to\n" - "raise evasiveness."), + "通过快速移动来制造分身,\n" + "扰乱对手从而提高闪避率。"), .effect = EFFECT_EVASION_UP, .power = 0, .type = TYPE_NORMAL, @@ -2762,10 +2739,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_RECOVER] = { - .name = COMPOUND_STRING("Recover"), + .name = COMPOUND_STRING("自我再生"), .description = COMPOUND_STRING( - "Recovers up to half the\n" - "user's maximum HP."), + "让细胞再生,\n" + "从而回复自己最大HP的一半。"), #if B_UPDATED_MOVE_DATA >= GEN_9 .pp = 5, #elif B_UPDATED_MOVE_DATA >= GEN_4 @@ -2795,10 +2772,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_HARDEN] = { - .name = COMPOUND_STRING("Harden"), + .name = COMPOUND_STRING("变硬"), .description = COMPOUND_STRING( - "Stiffens the body's \n" - "muscles to raise Defense."), + "全身使劲,让身体变硬,\n" + "从而提高自己的防御。"), .effect = EFFECT_DEFENSE_UP, .power = 0, .type = TYPE_NORMAL, @@ -2821,10 +2798,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MINIMIZE] = { - .name = COMPOUND_STRING("Minimize"), + .name = COMPOUND_STRING("变小"), .description = COMPOUND_STRING( - "Minimizes the user's size\n" - "to raise evasiveness."), + "蜷缩身体显得很小,\n" + "从而大幅提高自己的闪避率。"), .effect = EFFECT_MINIMIZE, .power = 0, .type = TYPE_NORMAL, @@ -2847,10 +2824,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SMOKESCREEN] = { - .name = COMPOUND_STRING("Smokescreen"), + .name = COMPOUND_STRING("烟幕"), .description = COMPOUND_STRING( - "Lowers the foe's accuracy\n" - "using smoke, ink, etc."), + "向对手喷出烟或墨汁等,\n" + "从而降低对手的命中率。"), .effect = EFFECT_ACCURACY_DOWN, .power = 0, .type = TYPE_NORMAL, @@ -2871,10 +2848,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_CONFUSE_RAY] = { - .name = COMPOUND_STRING("Confuse Ray"), + .name = COMPOUND_STRING("奇异之光"), .description = COMPOUND_STRING( - "A sinister ray that\n" - "confuses the foe."), + "显示奇怪的光,扰乱对手。\n" + "使对手混乱。"), .effect = EFFECT_CONFUSE, .power = 0, .type = TYPE_GHOST, @@ -2895,10 +2872,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_WITHDRAW] = { - .name = COMPOUND_STRING("Withdraw"), + .name = COMPOUND_STRING("缩入壳中"), .description = COMPOUND_STRING( - "Withdraws the body into its\n" - "hard shell to raise Defense."), + "缩入壳里保护身体,\n" + "从而提高自己的防御。"), .effect = EFFECT_DEFENSE_UP, .power = 0, .type = TYPE_WATER, @@ -2921,10 +2898,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_DEFENSE_CURL] = { - .name = COMPOUND_STRING("Defense Curl"), + .name = COMPOUND_STRING("变圆"), .description = COMPOUND_STRING( - "Curls up to conceal weak\n" - "spots and raise Defense."), + "将身体蜷曲变圆,\n" + "从而提高自己的防御。"), .effect = EFFECT_DEFENSE_CURL, .power = 0, .type = TYPE_NORMAL, @@ -2947,10 +2924,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_BARRIER] = { - .name = COMPOUND_STRING("Barrier"), + .name = COMPOUND_STRING("屏障"), .description = COMPOUND_STRING( - "Creates a barrier that\n" - "sharply raises Defense."), + "制造坚固的壁障,\n" + "从而大幅提高自己的防御。"), .effect = EFFECT_DEFENSE_UP_2, .power = 0, .type = TYPE_PSYCHIC, @@ -2973,10 +2950,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_LIGHT_SCREEN] = { - .name = COMPOUND_STRING("Light Screen"), + .name = COMPOUND_STRING("光墙"), .description = COMPOUND_STRING( - "Creates a wall of light that\n" - "lowers Sp. Atk damage."), + "利用神奇的墙壁,在5回合\n" + "内减弱特殊攻击的伤害。"), .effect = EFFECT_LIGHT_SCREEN, .power = 0, .type = TYPE_PSYCHIC, @@ -2999,10 +2976,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_HAZE] = { - .name = COMPOUND_STRING("Haze"), + .name = COMPOUND_STRING("黑雾"), .description = COMPOUND_STRING( - "Creates a black haze that\n" - "eliminates all stat changes."), + "升起黑雾,\n" + "将全体宝可梦能力变回原点。"), .effect = EFFECT_HAZE, .power = 0, .type = TYPE_ICE, @@ -3025,10 +3002,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_REFLECT] = { - .name = COMPOUND_STRING("Reflect"), + .name = COMPOUND_STRING("反射壁"), .description = COMPOUND_STRING( - "Creates a wall of light that\n" - "weakens physical attacks."), + "利用神奇的墙壁,在5回合\n" + "内减弱物理攻击的伤害。"), .effect = EFFECT_REFLECT, .power = 0, .type = TYPE_PSYCHIC, @@ -3051,10 +3028,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FOCUS_ENERGY] = { - .name = COMPOUND_STRING("Focus Energy"), + .name = COMPOUND_STRING("聚气"), .description = COMPOUND_STRING( - "Focuses power to raise the\n" - "critical-hit ratio."), + "深深地吸口气,集中精神。\n" + "攻击会变得容易击中要害。"), .effect = EFFECT_FOCUS_ENERGY, .power = 0, .type = TYPE_NORMAL, @@ -3078,10 +3055,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_BIDE] = { - .name = COMPOUND_STRING("Bide"), + .name = COMPOUND_STRING("忍耐"), .description = COMPOUND_STRING( - "Endures attack for 2\n" - "turns to retaliate double."), + "在2回合内忍受攻击,受到的\n" + "伤害会2倍返还给对手。"), .effect = EFFECT_BIDE, .power = 1, .type = TYPE_NORMAL, @@ -3103,10 +3080,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_METRONOME] = { - .name = COMPOUND_STRING("Metronome"), + .name = COMPOUND_STRING("挥指"), .description = COMPOUND_STRING( - "Waggles a finger to use any\n" - "Pokémon move at random."), + "挥动手指刺激自己的大脑,\n" + "从许多招式中随机使出1个。"), .effect = EFFECT_METRONOME, .power = 0, .type = TYPE_NORMAL, @@ -3134,10 +3111,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MIRROR_MOVE] = { - .name = COMPOUND_STRING("Mirror Move"), + .name = COMPOUND_STRING("鹦鹉学舌"), .description = COMPOUND_STRING( - "Counters the foe's attack\n" - "with the same move."), + "模仿对手使用的招式,\n" + "自己也使用相同招式。"), .effect = EFFECT_MIRROR_MOVE, .power = 0, .type = TYPE_FLYING, @@ -3164,10 +3141,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SELF_DESTRUCT] = { - .name = COMPOUND_STRING("Self-Destruct"), + .name = COMPOUND_STRING("玉石俱碎"), .description = COMPOUND_STRING( - "Inflicts severe damage but\n" - "makes the user faint."), + "引发爆炸,攻击周围所有的\n" + "宝可梦。使用后陷入昏厥。"), .effect = EFFECT_EXPLOSION, .power = 200, .type = TYPE_NORMAL, @@ -3187,10 +3164,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_EGG_BOMB] = { - .name = COMPOUND_STRING("Egg Bomb"), + .name = COMPOUND_STRING("炸蛋"), .description = COMPOUND_STRING( - "An egg is forcibly hurled at\n" - "the foe."), + "向对手用力投掷大大的\n" + "蛋攻击。"), .effect = EFFECT_HIT, .power = 100, .type = TYPE_NORMAL, @@ -3210,10 +3187,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_LICK] = { - .name = COMPOUND_STRING("Lick"), + .name = COMPOUND_STRING("舌舔"), .description = COMPOUND_STRING( - "Licks with a long tongue to\n" - "injure. May also paralyze."), + "用长舌头舔遍对手攻击。\n" + "有时会让对手陷入麻痹状态。"), .effect = EFFECT_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_6 ? 30 : 20, .type = TYPE_GHOST, @@ -3237,10 +3214,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SMOG] = { - .name = COMPOUND_STRING("Smog"), + .name = COMPOUND_STRING("浊雾"), .description = COMPOUND_STRING( - "An exhaust-gas attack\n" - "that may also poison."), + "将肮脏的浓雾吹向对手攻击。\n" + "有时会让对手陷入中毒状态。"), .effect = EFFECT_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_6 ? 30 : 20, .type = TYPE_POISON, @@ -3262,10 +3239,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SLUDGE] = { - .name = COMPOUND_STRING("Sludge"), + .name = COMPOUND_STRING("污泥攻击"), .description = COMPOUND_STRING( - "Sludge is hurled to inflict\n" - "damage. May also poison."), + "用污泥投掷对手攻击。\n" + "有时会让对手陷入中毒状态。"), .effect = EFFECT_HIT, .power = 65, .type = TYPE_POISON, @@ -3287,10 +3264,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_BONE_CLUB] = { - .name = COMPOUND_STRING("Bone Club"), + .name = COMPOUND_STRING("骨棒"), .description = COMPOUND_STRING( - "Clubs the foe with a bone.\n" - "May cause flinching."), + "用手中的骨头殴打对手攻击。\n" + "有时会使对手畏缩。"), .effect = EFFECT_HIT, .power = 65, .type = TYPE_GROUND, @@ -3312,10 +3289,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FIRE_BLAST] = { - .name = COMPOUND_STRING("Fire Blast"), + .name = COMPOUND_STRING("大字爆炎"), .description = COMPOUND_STRING( - "Incinerates everything it\n" - "strikes. May cause a burn."), + "用大字形状的火焰烧尽对手。\n" + "有时会让对手陷入灼伤状态。"), .effect = EFFECT_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_6 ? 110 : 120, .type = TYPE_FIRE, @@ -3338,10 +3315,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_WATERFALL] = { - .name = COMPOUND_STRING("Waterfall"), + .name = COMPOUND_STRING("攀瀑"), .description = COMPOUND_STRING( - "Charges the foe with speed\n" - "to climb waterfalls."), + "以惊人的气势扑向对手。\n" + "有时会使对手畏缩。"), .effect = EFFECT_HIT, .power = 80, .type = TYPE_WATER, @@ -3367,10 +3344,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_CLAMP] = { - .name = COMPOUND_STRING("Clamp"), + .name = COMPOUND_STRING("贝壳夹击"), .description = COMPOUND_STRING( - "Traps and squeezes the\n" - "foe for "BINDING_TURNS" turns."), + "用非常坚固且厚实的贝壳,\n" + "在4~5回合内夹住对手攻击。"), .effect = EFFECT_HIT, .power = 35, .type = TYPE_WATER, @@ -3394,10 +3371,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SWIFT] = { - .name = COMPOUND_STRING("Swift"), + .name = COMPOUND_STRING("高速星星"), .description = COMPOUND_STRING( - "Sprays star-shaped rays\n" - "that never miss."), + "发射星形的光攻击对手。\n" + "攻击必定会命中。"), .effect = EFFECT_HIT, .power = 60, .type = TYPE_NORMAL, @@ -3416,10 +3393,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SKULL_BASH] = { - .name = COMPOUND_STRING("Skull Bash"), + .name = COMPOUND_STRING("火箭头锤"), .description = COMPOUND_STRING( - "Tucks in the head, then\n" - "attacks on the next turn."), + "第1回合把头缩进去,提高\n" + "防御。第2回合攻击对手。"), .effect = EFFECT_TWO_TURNS_ATTACK, .power = B_UPDATED_MOVE_DATA >= GEN_6 ? 130 : 100, .type = TYPE_NORMAL, @@ -3447,10 +3424,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SPIKE_CANNON] = { - .name = COMPOUND_STRING("Spike Cannon"), + .name = COMPOUND_STRING("尖刺加农炮"), .description = COMPOUND_STRING( - "Launches sharp spikes that\n" - "strike 2 to 5 times."), + "向对手发射锐针攻击。\n" + "连续攻击2~5次。"), .effect = EFFECT_MULTI_HIT, .power = 20, .type = TYPE_NORMAL, @@ -3468,10 +3445,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_CONSTRICT] = { - .name = COMPOUND_STRING("Constrict"), + .name = COMPOUND_STRING("缠绕"), .description = COMPOUND_STRING( - "Constricts to inflict pain.\n" - "May lower Speed."), + "用触手或青藤等缠绕攻击。\n" + "有时会降低对手的速度。"), .effect = EFFECT_HIT, .power = 10, .type = TYPE_NORMAL, @@ -3494,10 +3471,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_AMNESIA] = { - .name = COMPOUND_STRING("Amnesia"), + .name = COMPOUND_STRING("瞬间失忆"), .description = COMPOUND_STRING( - "Forgets about something\n" - "and sharply raises Sp. Def."), + "将头脑清空,瞬间忘记某事,\n" + "从而大幅提高自己的特防。"), .effect = EFFECT_SPECIAL_DEFENSE_UP_2, .power = 0, .type = TYPE_PSYCHIC, @@ -3520,10 +3497,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_KINESIS] = { - .name = COMPOUND_STRING("Kinesis"), + .name = COMPOUND_STRING("折弯汤匙"), .description = COMPOUND_STRING( - "Distracts the foe.\n" - "May lower accuracy."), + "折弯汤匙引开注意,\n" + "从而降低对手的命中率。"), .effect = EFFECT_ACCURACY_DOWN, .power = 0, .type = TYPE_PSYCHIC, @@ -3544,10 +3521,9 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SOFT_BOILED] = { - .name = COMPOUND_STRING("Soft-Boiled"), + .name = COMPOUND_STRING("生蛋"), .description = COMPOUND_STRING( - "Recovers up to half the\n" - "user's maximum HP."), + "回复自己最大HP的一半。"), .effect = EFFECT_SOFTBOILED, .power = 0, .type = TYPE_NORMAL, @@ -3571,10 +3547,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_HIGH_JUMP_KICK] = { - .name = COMPOUND_STRING("High Jump Kick"), + .name = COMPOUND_STRING("飞膝踢"), .description = COMPOUND_STRING( - "A jumping knee kick. If it\n" - "misses, the user is hurt."), + "跳起后用膝盖撞对手攻击。\n" + "如果撞偏则自己会受到伤害。"), #if B_UPDATED_MOVE_DATA >= GEN_5 .power = 130, #elif B_UPDATED_MOVE_DATA == GEN_4 @@ -3601,10 +3577,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_GLARE] = { - .name = COMPOUND_STRING("Glare"), + .name = COMPOUND_STRING("大蛇瞪眼"), .description = COMPOUND_STRING( - "Intimidates and frightens\n" - "the foe into paralysis."), + "用腹部的花纹使对手害怕,\n" + "从而让其陷入麻痹状态。"), #if B_UPDATED_MOVE_DATA >= GEN_6 .accuracy = 100, #elif B_UPDATED_MOVE_DATA == GEN_5 @@ -3631,10 +3607,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_DREAM_EATER] = { - .name = COMPOUND_STRING("Dream Eater"), + .name = COMPOUND_STRING("食梦"), .description = COMPOUND_STRING( - "Takes one half the damage\n" - "inflicted on a sleeping foe."), + "吃掉正在睡觉的对手的梦。\n" + "回复造成伤害的一半HP。"), .effect = EFFECT_DREAM_EATER, .power = 100, .type = TYPE_PSYCHIC, @@ -3655,10 +3631,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_POISON_GAS] = { - .name = COMPOUND_STRING("Poison Gas"), + .name = COMPOUND_STRING("毒瓦斯"), .description = COMPOUND_STRING( - "Envelops the foe in a toxic\n" - "gas that may poison."), + "将毒瓦斯吹到对手的脸上,\n" + "从而让对手陷入中毒状态。"), #if B_UPDATED_MOVE_DATA >= GEN_6 .accuracy = 90, #elif B_UPDATED_MOVE_DATA >= GEN_5 @@ -3684,10 +3660,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_BARRAGE] = { - .name = COMPOUND_STRING("Barrage"), + .name = COMPOUND_STRING("投球"), .description = COMPOUND_STRING( - "Hurls round objects at the\n" - "foe 2 to 5 times."), + "向对手投掷圆形物体攻击。\n" + "连续攻击2~5次。"), .effect = EFFECT_MULTI_HIT, .power = 15, .type = TYPE_NORMAL, @@ -3706,10 +3682,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_LEECH_LIFE] = { - .name = COMPOUND_STRING("Leech Life"), + .name = COMPOUND_STRING("吸血"), .description = COMPOUND_STRING( - "An attack that steals half\n" - "the damage inflicted."), + "吸取血液攻击对手。\n" + "可以回复给予伤害的一半HP。"), .effect = EFFECT_ABSORB, .power = B_UPDATED_MOVE_DATA >= GEN_7 ? 80 : 20, .type = TYPE_BUG, @@ -3731,10 +3707,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_LOVELY_KISS] = { - .name = COMPOUND_STRING("Lovely Kiss"), + .name = COMPOUND_STRING("恶魔之吻"), .description = COMPOUND_STRING( - "Demands a kiss with a scary\n" - "face that induces sleep."), + "用恐怖的脸强吻对手。\n" + "让对手陷入睡眠状态。"), .effect = EFFECT_SLEEP, .power = 0, .type = TYPE_NORMAL, @@ -3755,10 +3731,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SKY_ATTACK] = { - .name = COMPOUND_STRING("Sky Attack"), + .name = COMPOUND_STRING("神鸟猛击"), .description = COMPOUND_STRING( - "Searches out weak spots,\n" - "then strikes the next turn."), + "第2回合攻击对手。偶尔使对\n" + "手畏缩。也容易击中要害。"), .effect = EFFECT_TWO_TURNS_ATTACK, .power = 140, .type = TYPE_FLYING, @@ -3787,10 +3763,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_TRANSFORM] = { - .name = COMPOUND_STRING("Transform"), + .name = COMPOUND_STRING("变身"), .description = COMPOUND_STRING( - "Alters the user's cells to\n" - "become a copy of the foe."), + "变身成对手宝可梦的样子,\n" + "能够使用和对手相同的招式。"), .effect = EFFECT_TRANSFORM, .power = 0, .type = TYPE_NORMAL, @@ -3818,10 +3794,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_BUBBLE] = { - .name = COMPOUND_STRING("Bubble"), + .name = COMPOUND_STRING("泡沫"), .description = COMPOUND_STRING( - "An attack using bubbles.\n" - "May lower the foe's Speed."), + "向对手吹起无数泡泡攻击。\n" + "有时会降低对手的速度。"), .effect = EFFECT_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_6 ? 40 : 20, .type = TYPE_WATER, @@ -3843,10 +3819,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_DIZZY_PUNCH] = { - .name = COMPOUND_STRING("Dizzy Punch"), + .name = COMPOUND_STRING("迷昏拳"), .description = COMPOUND_STRING( - "A rhythmic punch that may\n" - "confuse the foe."), + "有节奏地出拳攻击对手。\n" + "有时会使对手混乱。"), .effect = EFFECT_HIT, .power = 70, .type = TYPE_NORMAL, @@ -3871,10 +3847,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SPORE] = { - .name = COMPOUND_STRING("Spore"), + .name = COMPOUND_STRING("蘑菇孢子"), .description = COMPOUND_STRING( - "Scatters a cloud of spores\n" - "that always induce sleep."), + "撒满具有催眠效果的孢子,\n" + "从而让对手陷入睡眠状态。"), .effect = EFFECT_SLEEP, .power = 0, .type = TYPE_GRASS, @@ -3896,10 +3872,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FLASH] = { - .name = COMPOUND_STRING("Flash"), + .name = COMPOUND_STRING("闪光"), .description = COMPOUND_STRING( - "Looses a powerful blast of\n" - "light that cuts accuracy."), + "使出光芒降低对手的命中率。\n" + "也可在暗窟里照亮四周。"), .effect = EFFECT_ACCURACY_DOWN, .power = 0, .type = TYPE_NORMAL, @@ -3920,10 +3896,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_PSYWAVE] = { - .name = COMPOUND_STRING("Psywave"), + .name = COMPOUND_STRING("精神波"), .description = COMPOUND_STRING( - "Attacks with a psychic\n" - "wave of varying intensity."), + "向对手发射神奇的念波攻击。\n" + "每次使用,伤害都会改变。"), .effect = EFFECT_PSYWAVE, .power = 1, .type = TYPE_PSYCHIC, @@ -3942,10 +3918,11 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SPLASH] = { - .name = COMPOUND_STRING("Splash"), + .name = COMPOUND_STRING("跃起"), .description = COMPOUND_STRING( - "It's just a splash...\n" - "Has no effect whatsoever."), + "也不攻击只是一蹦一蹦\n" + "地跳,什么都不会发生\n" + "……"), .effect = EFFECT_DO_NOTHING, .power = 0, .type = TYPE_NORMAL, @@ -3967,10 +3944,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ACID_ARMOR] = { - .name = COMPOUND_STRING("Acid Armor"), + .name = COMPOUND_STRING("溶化"), .description = COMPOUND_STRING( - "Liquifies the user's body\n" - "to sharply raise Defense."), + "通过细胞的变化进行液化,\n" + "从而大幅提高自己的防御。"), .effect = EFFECT_DEFENSE_UP_2, .power = 0, .type = TYPE_POISON, @@ -3993,10 +3970,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_CRABHAMMER] = { - .name = COMPOUND_STRING("Crabhammer"), + .name = COMPOUND_STRING("蟹钳锤"), .description = COMPOUND_STRING( - "Hammers with a pincer. Has a\n" - "high critical-hit ratio."), + "用大钳子敲打对手攻击。\n" + "容易击中要害。"), .effect = EFFECT_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_6 ? 100 : 90, .type = TYPE_WATER, @@ -4017,10 +3994,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_EXPLOSION] = { - .name = COMPOUND_STRING("Explosion"), + .name = COMPOUND_STRING("大爆炸"), .description = COMPOUND_STRING( - "Inflicts severe damage but\n" - "makes the user faint."), + "引发大爆炸攻击周围所有的\n" + "宝可梦。使用后会陷入昏厥。"), .effect = EFFECT_EXPLOSION, .power = 250, .type = TYPE_NORMAL, @@ -4040,10 +4017,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FURY_SWIPES] = { - .name = COMPOUND_STRING("Fury Swipes"), + .name = COMPOUND_STRING("乱抓"), .description = COMPOUND_STRING( - "Rakes the foe with sharp\n" - "claws, etc., 2 to 5 times."), + "用爪子或镰刀等抓对手攻击。\n" + "连续攻击2~5次。"), .effect = EFFECT_MULTI_HIT, .power = 18, .type = TYPE_NORMAL, @@ -4062,10 +4039,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_BONEMERANG] = { - .name = COMPOUND_STRING("Bonemerang"), + .name = COMPOUND_STRING("骨头回力镖"), .description = COMPOUND_STRING( - "Throws a bone boomerang\n" - "that strikes twice."), + "用手中的骨头投掷对手,\n" + "来回连续2次给予伤害。"), .effect = EFFECT_HIT, .power = 50, .type = TYPE_GROUND, @@ -4085,10 +4062,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_REST] = { - .name = COMPOUND_STRING("Rest"), + .name = COMPOUND_STRING("睡觉"), .description = COMPOUND_STRING( - "The user sleeps for 2 turns,\n" - "restoring HP and status."), + "连续睡上2回合。回复全部\n" + "HP以及治愈所有异常状态。"), .effect = EFFECT_REST, .power = 0, .type = TYPE_PSYCHIC, @@ -4112,10 +4089,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ROCK_SLIDE] = { - .name = COMPOUND_STRING("Rock Slide"), + .name = COMPOUND_STRING("岩崩"), .description = COMPOUND_STRING( - "Large boulders are hurled.\n" - "May cause flinching."), + "将岩石猛烈地撞向对手攻击。\n" + "有时会使对手畏缩。"), .effect = EFFECT_HIT, .power = 75, .type = TYPE_ROCK, @@ -4138,10 +4115,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_HYPER_FANG] = { - .name = COMPOUND_STRING("Hyper Fang"), + .name = COMPOUND_STRING("终结门牙"), .description = COMPOUND_STRING( - "Attacks with sharp fangs.\n" - "May cause flinching."), + "用锋利门牙牢牢地咬住对手。\n" + "有时会使对手畏缩。"), .effect = EFFECT_HIT, .power = 80, .type = TYPE_NORMAL, @@ -4166,10 +4143,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SHARPEN] = { - .name = COMPOUND_STRING("Sharpen"), + .name = COMPOUND_STRING("棱角化"), .description = COMPOUND_STRING( - "Reduces the polygon count\n" - "and raises Attack."), + "增加身体变得棱棱角角,\n" + "从而提高自己的攻击。"), .effect = EFFECT_ATTACK_UP, .power = 0, .type = TYPE_NORMAL, @@ -4192,10 +4169,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_CONVERSION] = { - .name = COMPOUND_STRING("Conversion"), + .name = COMPOUND_STRING("纹理"), .description = COMPOUND_STRING( - "Changes the user's type\n" - "into a known move's type."), + "将自己的属性转换成和\n" + "第一个招式相同的属性。"), .effect = EFFECT_CONVERSION, .power = 0, .type = TYPE_NORMAL, @@ -4218,10 +4195,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_TRI_ATTACK] = { - .name = COMPOUND_STRING("Tri Attack"), + .name = COMPOUND_STRING("三重攻击"), .description = COMPOUND_STRING( - "Fires three types of beams\n" - "at the same time."), + "用3种光线攻击。有时会让\n" + "对手陷入麻痹、灼伤或冰冻。"), .effect = EFFECT_HIT, .power = 80, .type = TYPE_NORMAL, @@ -4244,10 +4221,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SUPER_FANG] = { - .name = COMPOUND_STRING("Super Fang"), + .name = COMPOUND_STRING("愤怒门牙"), .description = COMPOUND_STRING( - "Attacks with sharp fangs\n" - "and cuts half the foe's HP."), + "用锋利门牙猛烈地咬住对手。\n" + "对手的HP减半。"), .effect = EFFECT_SUPER_FANG, .power = 1, .type = TYPE_NORMAL, @@ -4268,10 +4245,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SLASH] = { - .name = COMPOUND_STRING("Slash"), + .name = COMPOUND_STRING("劈开"), .description = COMPOUND_STRING( - "Slashes with claws, etc. Has\n" - "a high critical-hit ratio."), + "用爪子或镰刀劈开对手攻击。\n" + "容易击中要害。"), .effect = EFFECT_HIT, .power = 70, .type = TYPE_NORMAL, @@ -4293,10 +4270,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SUBSTITUTE] = { - .name = COMPOUND_STRING("Substitute"), + .name = COMPOUND_STRING("替身"), .description = COMPOUND_STRING( - "Creates a decoy using 1/4\n" - "of the user's maximum HP."), + "削减自己的HP制造分身。\n" + "分身将成为自己的替身。"), .effect = EFFECT_SUBSTITUTE, .power = 0, .type = TYPE_NORMAL, @@ -4320,10 +4297,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_STRUGGLE] = { - .name = COMPOUND_STRING("Struggle"), + .name = COMPOUND_STRING("挣扎"), .description = COMPOUND_STRING( - "Used only if all PP are gone.\n" - "Also hurts the user a little."), + "当PP耗尽时,努力挣扎攻击\n" + "对手。自己也会受到伤害。"), #if B_UPDATED_MOVE_DATA >= GEN_4 .effect = EFFECT_RECOIL_HP_25, .accuracy = 0, @@ -4359,10 +4336,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SKETCH] = { - .name = COMPOUND_STRING("Sketch"), + .name = COMPOUND_STRING("写生"), .description = COMPOUND_STRING( - "Copies the foe's last move\n" - "permanently."), + "将对手招式变成自己的招式。\n" + "使用1次后写生消失。"), .effect = EFFECT_SKETCH, .power = 0, .type = TYPE_NORMAL, @@ -4393,10 +4370,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_TRIPLE_KICK] = { - .name = COMPOUND_STRING("Triple Kick"), + .name = COMPOUND_STRING("三连踢"), .description = COMPOUND_STRING( - "Kicks the foe 3 times in a\n" - "row with rising intensity."), + "连续3次踢对手攻击。每\n" + "踢中一次,威力就会提高。"), .effect = EFFECT_TRIPLE_KICK, .power = 10, .type = TYPE_FIGHTING, @@ -4417,10 +4394,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_THIEF] = { - .name = COMPOUND_STRING("Thief"), + .name = COMPOUND_STRING("小偷"), .description = COMPOUND_STRING( - "While attacking, it may\n" - "steal the foe's held item."), + "攻击时盗取道具。当自己\n" + "携带道具时,不会去盗取。"), .effect = EFFECT_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_6 ? 60 : 40, .type = TYPE_DARK, @@ -4448,10 +4425,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SPIDER_WEB] = { - .name = COMPOUND_STRING("Spider Web"), + .name = COMPOUND_STRING("蛛网"), .description = COMPOUND_STRING( - "Ensnares the foe to stop it\n" - "from fleeing or switching."), + "将黏糊糊细丝层层缠住对手,\n" + "使其不能从战斗中逃走。"), .effect = EFFECT_MEAN_LOOK, .power = 0, .type = TYPE_BUG, @@ -4473,10 +4450,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MIND_READER] = { - .name = COMPOUND_STRING("Mind Reader"), + .name = COMPOUND_STRING("心之眼"), .description = COMPOUND_STRING( - "Senses the foe's action to\n" - "ensure the next move's hit."), + "用心感受对手的行动,\n" + "下次攻击必定会击中对手。"), .effect = EFFECT_LOCK_ON, .power = 0, .type = TYPE_NORMAL, @@ -4496,10 +4473,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_NIGHTMARE] = { - .name = COMPOUND_STRING("Nightmare"), + .name = COMPOUND_STRING("恶梦"), .description = COMPOUND_STRING( - "Inflicts 1/4 damage on a\n" - "sleeping foe every turn."), + "让在睡眠状态的对手做恶梦,\n" + "每回合会缓缓减少HP。"), .effect = EFFECT_NIGHTMARE, .power = 0, .type = TYPE_GHOST, @@ -4520,10 +4497,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FLAME_WHEEL] = { - .name = COMPOUND_STRING("Flame Wheel"), + .name = COMPOUND_STRING("火焰轮"), .description = COMPOUND_STRING( - "A fiery charge attack that\n" - "may inflict a burn."), + "让火焰覆盖全身,猛撞向对手。\n" + "有时会让对手陷入灼伤状态。"), .effect = EFFECT_HIT, .power = 60, .type = TYPE_FIRE, @@ -4547,10 +4524,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SNORE] = { - .name = COMPOUND_STRING("Snore"), + .name = COMPOUND_STRING("打鼾"), .description = COMPOUND_STRING( - "A loud attack that can be\n" - "used only while asleep."), + "在自己睡觉时,发出噪音\n" + "攻击。有时会使对手畏缩。"), .effect = EFFECT_SNORE, .power = B_UPDATED_MOVE_DATA >= GEN_6 ? 50 : 40, .type = TYPE_NORMAL, @@ -4576,10 +4553,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_CURSE] = { - .name = COMPOUND_STRING("Curse"), + .name = COMPOUND_STRING("诅咒"), .description = COMPOUND_STRING( - "A move that functions\n" - "differently for GHOSTS."), + "自身属性是幽灵属性\n" + "或其他属性时效果会不同。"), .effect = EFFECT_CURSE, .power = 0, .type = B_UPDATED_MOVE_TYPES >= GEN_5 ? TYPE_GHOST : TYPE_MYSTERY, @@ -4602,10 +4579,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FLAIL] = { - .name = COMPOUND_STRING("Flail"), + .name = COMPOUND_STRING("抓狂"), .description = COMPOUND_STRING( - "Inflicts more damage when\n" - "the user's HP is down."), + "抓狂般乱打攻击。自己\n" + "HP越少,招式的威力越大。"), .effect = EFFECT_FLAIL, .power = 1, .type = TYPE_NORMAL, @@ -4625,10 +4602,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_CONVERSION_2] = { - .name = COMPOUND_STRING("Conversion 2"), + .name = COMPOUND_STRING("纹理2"), .description = COMPOUND_STRING( - "Makes the user resistant\n" - "to the last attack's type."), + "为抵抗对手最后使用的招式,\n" + "从而使自己的属性发生变化。"), .effect = EFFECT_CONVERSION_2, .power = 0, .type = TYPE_NORMAL, @@ -4651,10 +4628,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_AEROBLAST] = { - .name = COMPOUND_STRING("Aeroblast"), + .name = COMPOUND_STRING("气旋攻击"), .description = COMPOUND_STRING( - "Launches a vacuumed blast.\n" - "High critical-hit ratio."), + "发射空气旋涡攻击。\n" + "容易击中要害。"), .effect = EFFECT_HIT, .power = 100, .type = TYPE_FLYING, @@ -4675,10 +4652,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_COTTON_SPORE] = { - .name = COMPOUND_STRING("Cotton Spore"), + .name = COMPOUND_STRING("棉孢子"), .description = COMPOUND_STRING( - "Spores cling to the foe,\n" - "sharply reducing Speed."), + "将棉花般柔软孢子紧贴对手,\n" + "从而大幅降低对手的速度。"), .effect = EFFECT_SPEED_DOWN_2, .power = 0, .type = TYPE_GRASS, @@ -4700,10 +4677,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_REVERSAL] = { - .name = COMPOUND_STRING("Reversal"), + .name = COMPOUND_STRING("绝处逢生"), .description = COMPOUND_STRING( - "Inflicts more damage when\n" - "the user's HP is down."), + "竭尽全力攻击。自己的\n" + "HP越少,招式的威力越大。"), .effect = EFFECT_FLAIL, .power = 1, .type = TYPE_FIGHTING, @@ -4723,10 +4700,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SPITE] = { - .name = COMPOUND_STRING("Spite"), + .name = COMPOUND_STRING("怨恨"), .description = COMPOUND_STRING( - "Spitefully cuts the PP\n" - "of the foe's last move."), + "怨恨对手最后用的招式,\n" + "减少4PP该招式。"), .effect = EFFECT_SPITE, .power = 0, .type = TYPE_GHOST, @@ -4748,14 +4725,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_POWDER_SNOW] = { - .name = COMPOUND_STRING("Powder Snow"), + .name = COMPOUND_STRING("细雪"), .description = COMPOUND_STRING( - "Blasts the foe with a snowy\n" - #if B_USE_FROSTBITE == TRUE - "gust. May cause frostbite."), - #else - "gust. May cause freezing."), - #endif + "将冰冷的细雪吹向对手攻击。\n" + "有时会让对手陷入冰冻状态。"), .effect = EFFECT_HIT, .power = 40, .type = TYPE_ICE, @@ -4777,10 +4750,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_PROTECT] = { - .name = COMPOUND_STRING("Protect"), + .name = COMPOUND_STRING("守住"), .description = COMPOUND_STRING( - "Evades attack, but may fail\n" - "if used in succession."), + "完全抵挡对手的攻击。\n" + "连续使出则容易失败。"), .effect = EFFECT_PROTECT, .power = 0, .type = TYPE_NORMAL, @@ -4803,10 +4776,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MACH_PUNCH] = { - .name = COMPOUND_STRING("Mach Punch"), + .name = COMPOUND_STRING("音速拳"), .description = COMPOUND_STRING( - "A punch is thrown at wicked\n" - "speed to strike first."), + "以迅雷不及掩耳之势出拳。\n" + "必定能够先制攻击。"), .effect = EFFECT_HIT, .power = 40, .type = TYPE_FIGHTING, @@ -4827,10 +4800,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SCARY_FACE] = { - .name = COMPOUND_STRING("Scary Face"), + .name = COMPOUND_STRING("可怕面孔"), .description = COMPOUND_STRING( - "Frightens with a scary face\n" - "to sharply reduce Speed."), + "用恐怖表情瞪着对手使其\n" + "害怕,大幅降低对手的速度。"), .effect = EFFECT_SPEED_DOWN_2, .power = 0, .type = TYPE_NORMAL, @@ -4851,7 +4824,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FEINT_ATTACK] = { - .name = COMPOUND_STRING("Feint Attack"), + .name = COMPOUND_STRING("出奇一击"), .description = COMPOUND_STRING( "Draws the foe close, then\n" "strikes without fail."), @@ -4874,10 +4847,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SWEET_KISS] = { - .name = COMPOUND_STRING("Sweet Kiss"), + .name = COMPOUND_STRING("天使之吻"), .description = COMPOUND_STRING( - "Demands a kiss with a cute\n" - "look. May cause confusion."), + "像天使般可爱地亲吻对手,\n" + "从而使对手混乱。"), .effect = EFFECT_CONFUSE, .power = 0, .type = B_UPDATED_MOVE_TYPES >= GEN_6 ? TYPE_FAIRY : TYPE_NORMAL, @@ -4898,10 +4871,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_BELLY_DRUM] = { - .name = COMPOUND_STRING("Belly Drum"), + .name = COMPOUND_STRING("腹鼓"), .description = COMPOUND_STRING( - "Maximizes Attack while\n" - "sacrificing HP."), + "削减自己HP至最大HP一半,\n" + "从而最大限度提高自身攻击。"), .effect = EFFECT_BELLY_DRUM, .power = 0, .type = TYPE_NORMAL, @@ -4924,10 +4897,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SLUDGE_BOMB] = { - .name = COMPOUND_STRING("Sludge Bomb"), + .name = COMPOUND_STRING("污泥炸弹"), .description = COMPOUND_STRING( - "Sludge is hurled to inflict\n" - "damage. May also poison."), + "用污泥投掷对手攻击。\n" + "有时会让对手陷入中毒状态。"), .effect = EFFECT_HIT, .power = 90, .type = TYPE_POISON, @@ -4951,10 +4924,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MUD_SLAP] = { - .name = COMPOUND_STRING("Mud-Slap"), + .name = COMPOUND_STRING("掷泥"), .description = COMPOUND_STRING( - "Hurls mud in the foe's face\n" - "to reduce its accuracy."), + "向对手的脸等投掷泥块攻击。\n" + "会降低对手的命中率。"), .effect = EFFECT_HIT, .power = 20, .type = TYPE_GROUND, @@ -4977,10 +4950,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_OCTAZOOKA] = { - .name = COMPOUND_STRING("Octazooka"), + .name = COMPOUND_STRING("章鱼桶炮"), .description = COMPOUND_STRING( - "Fires a lump of ink to\n" - "damage and cut accuracy."), + "向对手的脸等喷出墨汁攻击。\n" + "有时会降低对手的命中率。"), .effect = EFFECT_HIT, .power = 65, .type = TYPE_WATER, @@ -5004,10 +4977,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SPIKES] = { - .name = COMPOUND_STRING("Spikes"), + .name = COMPOUND_STRING("撒菱"), .description = COMPOUND_STRING( - "Sets spikes that hurt a \n" - "foe switching in."), + "在对手的脚下扔撒菱。\n" + "对替换的宝可梦给予伤害。"), .effect = EFFECT_SPIKES, .power = 0, .type = TYPE_GROUND, @@ -5032,10 +5005,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ZAP_CANNON] = { - .name = COMPOUND_STRING("Zap Cannon"), + .name = COMPOUND_STRING("电磁炮"), .description = COMPOUND_STRING( - "Powerful and sure to cause\n" - "paralysis, but inaccurate."), + "发射大炮一样的电流攻击。\n" + "让对手陷入麻痹状态。"), .effect = EFFECT_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_4 ? 120 : 100, .type = TYPE_ELECTRIC, @@ -5059,10 +5032,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FORESIGHT] = { - .name = COMPOUND_STRING("Foresight"), + .name = COMPOUND_STRING("识破"), .description = COMPOUND_STRING( - "Negates the foe's efforts\n" - "to heighten evasiveness."), + "对幽灵宝可梦无效的招式及\n" + "高闪避率对手,变得能够打中。"), .effect = EFFECT_FORESIGHT, .power = 0, .type = TYPE_NORMAL, @@ -5084,10 +5057,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_DESTINY_BOND] = { - .name = COMPOUND_STRING("Destiny Bond"), + .name = COMPOUND_STRING("同命"), .description = COMPOUND_STRING( - "If the user faints, the foe\n" - "is also made to faint."), + "当陷入昏厥时,对手也会\n" + "一同昏厥。连续使出会失败。"), .effect = EFFECT_DESTINY_BOND, .power = 0, .type = TYPE_GHOST, @@ -5113,10 +5086,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_PERISH_SONG] = { - .name = COMPOUND_STRING("Perish Song"), + .name = COMPOUND_STRING("终焉之歌"), .description = COMPOUND_STRING( - "Any Pokémon hearing this\n" - "song faints in 3 turns."), + "倾听歌声的宝可梦经过3回合\n" + "陷入昏厥。替换后效果消失。"), .effect = EFFECT_PERISH_SONG, .power = 0, .type = TYPE_NORMAL, @@ -5140,10 +5113,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ICY_WIND] = { - .name = COMPOUND_STRING("Icy Wind"), + .name = COMPOUND_STRING("冰冻之风"), .description = COMPOUND_STRING( - "A chilling attack that\n" - "lowers the foe's Speed."), + "将结冰的冷气吹向对手攻击。\n" + "会降低对手的速度。"), .effect = EFFECT_HIT, .power = 55, .type = TYPE_ICE, @@ -5167,10 +5140,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_DETECT] = { - .name = COMPOUND_STRING("Detect"), + .name = COMPOUND_STRING("看穿"), .description = COMPOUND_STRING( - "Evades attack, but may fail\n" - "if used in succession."), + "完全抵挡对手的攻击。\n" + "连续使出则容易失败。"), .effect = EFFECT_PROTECT, .power = 0, .type = TYPE_FIGHTING, @@ -5195,10 +5168,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_BONE_RUSH] = { - .name = COMPOUND_STRING("Bone Rush"), + .name = COMPOUND_STRING("骨棒乱打"), .description = COMPOUND_STRING( - "Strikes the foe with a bone\n" - "in hand 2 to 5 times."), + "用坚硬的骨头殴打对手攻击。\n" + "连续攻击2~5次。"), .effect = EFFECT_MULTI_HIT, .power = 25, .type = TYPE_GROUND, @@ -5216,10 +5189,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_LOCK_ON] = { - .name = COMPOUND_STRING("Lock-On"), + .name = COMPOUND_STRING("锁定"), .description = COMPOUND_STRING( - "Locks on to the foe to\n" - "ensure the next move hits."), + "紧紧瞄准对手,\n" + "下次攻击必定会打中。"), .effect = EFFECT_LOCK_ON, .power = 0, .type = TYPE_NORMAL, @@ -5239,10 +5212,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_OUTRAGE] = { - .name = COMPOUND_STRING("Outrage"), + .name = COMPOUND_STRING("逆鳞"), .description = COMPOUND_STRING( - "A rampage of 2 to 3 turns\n" - "that confuses the user."), + "在2~3回合内,乱打一气地\n" + "攻击。大闹一番后陷入混乱。"), .effect = EFFECT_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_4 ? 120 : 90, .type = TYPE_DRAGON, @@ -5267,10 +5240,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SANDSTORM] = { - .name = COMPOUND_STRING("Sandstorm"), + .name = COMPOUND_STRING("沙暴"), .description = COMPOUND_STRING( - "Causes a sandstorm that\n" - "rages for several turns."), + "在5回合内扬起沙暴,除岩石\n" + "地面钢以外宝可梦都会受伤。"), .effect = EFFECT_SANDSTORM, .power = 0, .type = TYPE_ROCK, @@ -5293,10 +5266,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_GIGA_DRAIN] = { - .name = COMPOUND_STRING("Giga Drain"), + .name = COMPOUND_STRING("终极吸取"), .description = COMPOUND_STRING( - "An attack that steals half\n" - "the damage inflicted."), + "吸取对手的养分攻击。\n" + "可以回复给予伤害的一半HP。"), .effect = EFFECT_ABSORB, .power = B_UPDATED_MOVE_DATA >= GEN_5 ? 75 : 60, .type = TYPE_GRASS, @@ -5318,10 +5291,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ENDURE] = { - .name = COMPOUND_STRING("Endure"), + .name = COMPOUND_STRING("挺住"), .description = COMPOUND_STRING( - "Endures any attack for\n" - "1 turn, leaving at least 1HP."), + "即使受到攻击也至会留下\n" + "1HP。连续使出则容易失败。"), .effect = EFFECT_ENDURE, .power = 0, .type = TYPE_NORMAL, @@ -5346,10 +5319,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_CHARM] = { - .name = COMPOUND_STRING("Charm"), + .name = COMPOUND_STRING("撒娇"), .description = COMPOUND_STRING( - "Charms the foe and sharply\n" - "reduces its Attack."), + "可爱地凝视,诱使对手大意,\n" + "从而大幅降低对手的攻击。"), .effect = EFFECT_ATTACK_DOWN_2, .power = 0, .type = B_UPDATED_MOVE_TYPES >= GEN_6 ? TYPE_FAIRY : TYPE_NORMAL, @@ -5370,10 +5343,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ROLLOUT] = { - .name = COMPOUND_STRING("Rollout"), + .name = COMPOUND_STRING("滚动"), .description = COMPOUND_STRING( - "An attack lasting 5 turns\n" - "with rising intensity."), + "在5回合内连续滚动攻击。\n" + "招式每次击中,威力会提高。"), .effect = EFFECT_ROLLOUT, .power = 30, .type = TYPE_ROCK, @@ -5395,7 +5368,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FALSE_SWIPE] = { - .name = COMPOUND_STRING("False Swipe"), + .name = COMPOUND_STRING("点到为止"), .description = sFalseSwipeDescription, .effect = EFFECT_FALSE_SWIPE, .power = 40, @@ -5416,10 +5389,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SWAGGER] = { - .name = COMPOUND_STRING("Swagger"), + .name = COMPOUND_STRING("虚张声势"), .description = COMPOUND_STRING( - "Confuses the foe, but also\n" - "sharply raises Attack."), + "激怒对手使其混乱。因愤怒,\n" + "对手的攻击会大幅提高。"), .effect = EFFECT_SWAGGER, .power = 0, .type = TYPE_NORMAL, @@ -5440,10 +5413,9 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MILK_DRINK] = { - .name = COMPOUND_STRING("Milk Drink"), + .name = COMPOUND_STRING("喝牛奶"), .description = COMPOUND_STRING( - "Recovers up to half the\n" - "user's maximum HP."), + "回复自己最大HP的一半。"), .effect = EFFECT_SOFTBOILED, .power = 0, .type = TYPE_NORMAL, @@ -5467,10 +5439,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SPARK] = { - .name = COMPOUND_STRING("Spark"), + .name = COMPOUND_STRING("电光"), .description = COMPOUND_STRING( - "An electrified tackle that\n" - "may paralyze the foe."), + "让电流覆盖全身猛撞对手。\n" + "有时会让对手陷入麻痹状态。"), .effect = EFFECT_HIT, .power = 65, .type = TYPE_ELECTRIC, @@ -5493,10 +5465,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FURY_CUTTER] = { - .name = COMPOUND_STRING("Fury Cutter"), + .name = COMPOUND_STRING("连斩"), .description = COMPOUND_STRING( - "An attack that intensifies\n" - "on each successive hit."), + "用镰刀或爪子切斩对手攻击。\n" + "连续击中,威力就会提高。"), #if B_UPDATED_MOVE_DATA >= GEN_6 .power = 40, #elif B_UPDATED_MOVE_DATA >= GEN_5 @@ -5523,10 +5495,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_STEEL_WING] = { - .name = COMPOUND_STRING("Steel Wing"), + .name = COMPOUND_STRING("钢翼"), .description = COMPOUND_STRING( - "Strikes the foe with hard\n" - "wings spread wide."), + "用坚硬的翅膀敲打对手攻击。\n" + "有时会提高自己的防御。"), .effect = EFFECT_HIT, .power = 70, .type = TYPE_STEEL, @@ -5551,10 +5523,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MEAN_LOOK] = { - .name = COMPOUND_STRING("Mean Look"), + .name = COMPOUND_STRING("黑色目光"), .description = COMPOUND_STRING( - "Fixes the foe with a mean\n" - "look that prevents escape."), + "以黑色目光持续地凝视对手,\n" + "使其不能从战斗中逃走。"), .effect = EFFECT_MEAN_LOOK, .power = 0, .type = TYPE_NORMAL, @@ -5576,10 +5548,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ATTRACT] = { - .name = COMPOUND_STRING("Attract"), + .name = COMPOUND_STRING("迷人"), .description = COMPOUND_STRING( - "Makes the opposite gender\n" - "less likely to attack."), + "诱惑异性,让对手着迷。\n" + "对手将很难使出招式。"), .effect = EFFECT_ATTRACT, .power = 0, .type = TYPE_NORMAL, @@ -5601,10 +5573,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SLEEP_TALK] = { - .name = COMPOUND_STRING("Sleep Talk"), + .name = COMPOUND_STRING("梦话"), .description = COMPOUND_STRING( - "Uses an available move\n" - "randomly while asleep."), + "从招式中任意使出1个。\n" + "只能在自己睡觉时使用。"), .effect = EFFECT_SLEEP_TALK, .power = 0, .type = TYPE_NORMAL, @@ -5633,10 +5605,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_HEAL_BELL] = { - .name = COMPOUND_STRING("Heal Bell"), + .name = COMPOUND_STRING("治愈铃声"), .description = COMPOUND_STRING( - "Chimes soothingly to heal\n" - "all status abnormalities."), + "让同伴听舒适的铃音,\n" + "治愈我方全员的异常状态。"), .effect = EFFECT_HEAL_BELL, .power = 0, .type = TYPE_NORMAL, @@ -5661,10 +5633,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_RETURN] = { - .name = COMPOUND_STRING("Return"), + .name = COMPOUND_STRING("报恩"), .description = COMPOUND_STRING( - "An attack that increases\n" - "in power with friendship."), + "为了训练家而全力攻击对手。\n" + "亲密度越高,威力越大。"), .effect = EFFECT_RETURN, .power = 1, .type = TYPE_NORMAL, @@ -5684,10 +5656,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_PRESENT] = { - .name = COMPOUND_STRING("Present"), + .name = COMPOUND_STRING("礼物"), .description = COMPOUND_STRING( - "A gift in the form of a\n" - "bomb. May restore HP."), + "递给对手设圈套的盒子攻击。\n" + "也有可能回复对手HP。"), .effect = EFFECT_PRESENT, .power = 1, .type = TYPE_NORMAL, @@ -5707,10 +5679,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FRUSTRATION] = { - .name = COMPOUND_STRING("Frustration"), + .name = COMPOUND_STRING("迁怒"), .description = COMPOUND_STRING( - "An attack that is stronger\n" - "if the Trainer is disliked."), + "为了发泄不满而全力攻击。\n" + "亲密度越低,威力越大。"), .effect = EFFECT_FRUSTRATION, .power = 1, .type = TYPE_NORMAL, @@ -5730,10 +5702,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SAFEGUARD] = { - .name = COMPOUND_STRING("Safeguard"), + .name = COMPOUND_STRING("神秘守护"), .description = COMPOUND_STRING( - "A mystical force prevents\n" - "all status problems."), + "在5回合内被神奇力量守护,\n" + "从而不会陷入异常状态。"), .effect = EFFECT_SAFEGUARD, .power = 0, .type = TYPE_NORMAL, @@ -5756,10 +5728,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_PAIN_SPLIT] = { - .name = COMPOUND_STRING("Pain Split"), + .name = COMPOUND_STRING("分担痛楚"), .description = COMPOUND_STRING( - "Adds the user and foe's HP,\n" - "then shares them equally."), + "将自己的HP和对手的HP相加,\n" + "然后自己和对手友好地平分。"), .effect = EFFECT_PAIN_SPLIT, .power = 0, .type = TYPE_NORMAL, @@ -5779,10 +5751,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SACRED_FIRE] = { - .name = COMPOUND_STRING("Sacred Fire"), + .name = COMPOUND_STRING("神圣之火"), .description = COMPOUND_STRING( - "A mystical fire attack that\n" - "may inflict a burn."), + "用神秘的火焰烧尽对手攻击。\n" + "有时会让对手陷入灼伤状态。"), .effect = EFFECT_HIT, .power = 100, .type = TYPE_FIRE, @@ -5806,10 +5778,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MAGNITUDE] = { - .name = COMPOUND_STRING("Magnitude"), + .name = COMPOUND_STRING("震级"), .description = COMPOUND_STRING( - "A ground-shaking attack\n" - "of random intensity."), + "晃动地面,攻击所有宝可梦。\n" + "招式的威力会有变化。"), .effect = EFFECT_MAGNITUDE, .power = 1, .type = TYPE_GROUND, @@ -5829,10 +5801,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_DYNAMIC_PUNCH] = { - .name = COMPOUND_STRING("Dynamic Punch"), + .name = COMPOUND_STRING("爆裂拳"), .description = COMPOUND_STRING( - "Powerful and sure to cause\n" - "confusion, but inaccurate."), + "使出浑身力气出拳攻击。\n" + "必定会使对手混乱。"), .effect = EFFECT_HIT, .power = 100, .type = TYPE_FIGHTING, @@ -5857,10 +5829,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MEGAHORN] = { - .name = COMPOUND_STRING("Megahorn"), + .name = COMPOUND_STRING("超级角击"), .description = COMPOUND_STRING( - "A brutal ramming attack\n" - "using out-thrust horns."), + "用坚硬且华丽的角狠狠\n" + "地刺入对手攻击。"), .effect = EFFECT_HIT, .power = 120, .type = TYPE_BUG, @@ -5880,10 +5852,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_DRAGON_BREATH] = { - .name = COMPOUND_STRING("Dragon Breath"), + .name = COMPOUND_STRING("龙息"), .description = COMPOUND_STRING( - "Strikes the foe with an\n" - "incredible blast of breath."), + "将强烈的气息吹向对手攻击。\n" + "有时会让对手陷入麻痹状态。"), .effect = EFFECT_HIT, .power = 60, .type = TYPE_DRAGON, @@ -5907,10 +5879,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_BATON_PASS] = { - .name = COMPOUND_STRING("Baton Pass"), + .name = COMPOUND_STRING("接棒"), .description = COMPOUND_STRING( - "Switches out the user while\n" - "keeping effects in play."), + "和后备宝可梦替换。换上的\n" + "宝可梦能继承能力的变化。"), .effect = EFFECT_BATON_PASS, .power = 0, .type = TYPE_NORMAL, @@ -5932,10 +5904,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ENCORE] = { - .name = COMPOUND_STRING("Encore"), + .name = COMPOUND_STRING("再来一次"), .description = COMPOUND_STRING( - "Makes the foe repeat its\n" - "last move over 2 to 6 turns."), + "让对手接受再来一次,\n" + "连续3次使出最后用的招式。"), .effect = EFFECT_ENCORE, .power = 0, .type = TYPE_NORMAL, @@ -5958,10 +5930,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_PURSUIT] = { - .name = COMPOUND_STRING("Pursuit"), + .name = COMPOUND_STRING("追打"), .description = COMPOUND_STRING( - "Inflicts bad damage if used\n" - "on a foe switching out."), + "当对手替换宝可梦上场时,\n" + "能够以2倍的威力攻击。"), .effect = EFFECT_PURSUIT, .power = 40, .type = TYPE_DARK, @@ -5982,10 +5954,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_RAPID_SPIN] = { - .name = COMPOUND_STRING("Rapid Spin"), + .name = COMPOUND_STRING("高速旋转"), .description = COMPOUND_STRING( - "Spins the body at high\n" - "speed to strike the foe."), + "通过旋转攻击。可摆脱绑紧\n" + "紧束等招式并提高速度。"), .effect = EFFECT_RAPID_SPIN, .power = B_UPDATED_MOVE_DATA >= GEN_8 ? 50 : 20, .type = TYPE_NORMAL, @@ -6014,10 +5986,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SWEET_SCENT] = { - .name = COMPOUND_STRING("Sweet Scent"), + .name = COMPOUND_STRING("甜甜香气"), .description = COMPOUND_STRING( - "Allures the foe to reduce\n" - "evasiveness."), + "用香气大幅降低对手的\n" + "闪避率。"), .effect = B_UPDATED_MOVE_DATA >= GEN_6 ? EFFECT_EVASION_DOWN_2 : EFFECT_EVASION_DOWN, .power = 0, .type = TYPE_NORMAL, @@ -6038,10 +6010,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_IRON_TAIL] = { - .name = COMPOUND_STRING("Iron Tail"), + .name = COMPOUND_STRING("铁尾"), .description = COMPOUND_STRING( - "Attacks with a rock-hard\n" - "tail. May lower Defense."), + "使用坚硬的尾巴摔打对手攻击。\n" + "有时会降低对手的防御。"), .effect = EFFECT_HIT, .power = 100, .type = TYPE_STEEL, @@ -6065,10 +6037,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_METAL_CLAW] = { - .name = COMPOUND_STRING("Metal Claw"), + .name = COMPOUND_STRING("金属爪"), .description = COMPOUND_STRING( - "A claw attack that may\n" - "raise the user's Attack."), + "用钢铁之爪劈开对手攻击。\n" + "有时会提高自己的攻击。"), .effect = EFFECT_HIT, .power = 50, .type = TYPE_STEEL, @@ -6093,10 +6065,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_VITAL_THROW] = { - .name = COMPOUND_STRING("Vital Throw"), + .name = COMPOUND_STRING("借力摔"), .description = COMPOUND_STRING( - "Makes the user's move last,\n" - "but it never misses."), + "会在对手之后攻击。\n" + "但是自己的攻击必定会命中。"), .effect = EFFECT_HIT, .power = 70, .type = TYPE_FIGHTING, @@ -6116,10 +6088,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MORNING_SUN] = { - .name = COMPOUND_STRING("Morning Sun"), + .name = COMPOUND_STRING("晨光"), .description = COMPOUND_STRING( - "Restores HP. The amount\n" - "varies with the weather."), + "回复自己的HP。根据天气不\n" + "同,回复量也会有所变化。"), .effect = EFFECT_MORNING_SUN, .power = 0, .type = TYPE_NORMAL, @@ -6143,10 +6115,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SYNTHESIS] = { - .name = COMPOUND_STRING("Synthesis"), + .name = COMPOUND_STRING("光合作用"), .description = COMPOUND_STRING( - "Restores HP. The amount\n" - "varies with the weather."), + "回复自己的HP。根据天气不\n" + "同,回复量也会有所变化。"), .effect = EFFECT_SYNTHESIS, .power = 0, .type = TYPE_GRASS, @@ -6170,10 +6142,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MOONLIGHT] = { - .name = COMPOUND_STRING("Moonlight"), + .name = COMPOUND_STRING("月光"), .description = COMPOUND_STRING( - "Restores HP. The amount\n" - "varies with the weather."), + "回复自己的HP。根据天气不\n" + "同,回复量也会有所变化。"), .effect = EFFECT_MOONLIGHT, .power = 0, .type = B_UPDATED_MOVE_TYPES >= GEN_6 ? TYPE_FAIRY : TYPE_NORMAL, @@ -6197,10 +6169,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_HIDDEN_POWER] = { - .name = COMPOUND_STRING("Hidden Power"), + .name = COMPOUND_STRING("觉醒力量"), .description = COMPOUND_STRING( - "The effectiveness varies\n" - "with the user."), + "招式的属性会随着使用\n" + "此招式的宝可梦而改变。"), .power = B_HIDDEN_POWER_DMG >= GEN_6 ? 60 : 1, .effect = EFFECT_HIDDEN_POWER, .type = TYPE_NORMAL, @@ -6219,10 +6191,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_CROSS_CHOP] = { - .name = COMPOUND_STRING("Cross Chop"), + .name = COMPOUND_STRING("十字劈"), .description = COMPOUND_STRING( - "A double-chopping attack.\n" - "High critical-hit ratio."), + "用两手呈十字劈打对手攻击。\n" + "容易击中要害。"), .effect = EFFECT_HIT, .power = 100, .type = TYPE_FIGHTING, @@ -6243,10 +6215,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_TWISTER] = { - .name = COMPOUND_STRING("Twister"), + .name = COMPOUND_STRING("龙卷风"), .description = COMPOUND_STRING( - "Whips up a vicious twister\n" - "to tear at the foe."), + "兴起龙卷风,将对手卷入\n" + "攻击。有时会使对手畏缩。"), .effect = EFFECT_HIT, .power = 40, .type = TYPE_DRAGON, @@ -6270,10 +6242,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_RAIN_DANCE] = { - .name = COMPOUND_STRING("Rain Dance"), + .name = COMPOUND_STRING("求雨"), .description = COMPOUND_STRING( - "Boosts the power of Water-\n" - "type moves for 5 turns."), + "在5回合内一直降雨,提高水\n" + "招式威力。降低火招式威力。"), .effect = EFFECT_RAIN_DANCE, .power = 0, .type = TYPE_WATER, @@ -6295,10 +6267,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SUNNY_DAY] = { - .name = COMPOUND_STRING("Sunny Day"), + .name = COMPOUND_STRING("大晴天"), .description = COMPOUND_STRING( - "Boosts the power of Fire-\n" - "type moves for 5 turns."), + "在5回合内日照强烈,提高火\n" + "招式威力。降低水招式威力。"), .effect = EFFECT_SUNNY_DAY, .power = 0, .type = TYPE_FIRE, @@ -6320,14 +6292,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_CRUNCH] = { - .name = COMPOUND_STRING("Crunch"), + .name = COMPOUND_STRING("咬碎"), .description = COMPOUND_STRING( - "Crunches with sharp fangs.\n" - #if B_UPDATED_MOVE_DATA >= GEN_4 - "May lower Defense."), - #else - "May lower Sp. Def."), - #endif + "用利牙咬碎对手攻击。\n" + "有时会降低对手的防御。"), .effect = EFFECT_HIT, .power = 80, .type = TYPE_DARK, @@ -6356,10 +6324,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MIRROR_COAT] = { - .name = COMPOUND_STRING("Mirror Coat"), + .name = COMPOUND_STRING("镜面反射"), .description = COMPOUND_STRING( - "Counters the foe's special\n" - "attack at double the power."), + "从对手那里受到特殊攻击的\n" + "伤害将以2倍返还对手。"), .effect = EFFECT_MIRROR_COAT, .power = 1, .type = TYPE_PSYCHIC, @@ -6382,10 +6350,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_PSYCH_UP] = { - .name = COMPOUND_STRING("Psych Up"), + .name = COMPOUND_STRING("自我暗示"), .description = COMPOUND_STRING( - "Copies the foe's effect(s)\n" - "and gives to the user."), + "向自己施以自我暗示,\n" + "将能力变化变得和对手一样。"), .effect = EFFECT_PSYCH_UP, .power = 0, .type = TYPE_NORMAL, @@ -6409,10 +6377,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_EXTREME_SPEED] = { - .name = COMPOUND_STRING("Extreme Speed"), + .name = COMPOUND_STRING("神速"), .description = COMPOUND_STRING( - "An extremely fast and\n" - "powerful attack."), + "以迅雷不及掩耳之势猛撞向\n" + "对手。必定能够先制攻击。"), .effect = EFFECT_HIT, .power = 80, .type = TYPE_NORMAL, @@ -6432,10 +6400,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ANCIENT_POWER] = { - .name = COMPOUND_STRING("Ancient Power"), + .name = COMPOUND_STRING("原始之力"), .description = COMPOUND_STRING( - "An attack that may raise\n" - "all stats."), + "用原始之力攻击。\n" + "有时会提高自己所有的能力。"), .effect = EFFECT_HIT, .power = 60, .type = TYPE_ROCK, @@ -6460,10 +6428,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SHADOW_BALL] = { - .name = COMPOUND_STRING("Shadow Ball"), + .name = COMPOUND_STRING("暗影球"), .description = COMPOUND_STRING( - "Hurls a black blob that may\n" - "lower the foe's Sp. Def."), + "投掷一团黑影攻击。\n" + "有时会降低对手的特防。"), .effect = EFFECT_HIT, .power = 80, .type = TYPE_GHOST, @@ -6487,10 +6455,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FUTURE_SIGHT] = { - .name = COMPOUND_STRING("Future Sight"), + .name = COMPOUND_STRING("预知未来"), .description = COMPOUND_STRING( - "Heightens inner power to\n" - "strike 2 turns later."), + "在使用招式2回合后,\n" + "向对手发送一团念力攻击。"), #if B_UPDATED_MOVE_DATA >= GEN_6 .power = 120, #elif B_UPDATED_MOVE_DATA >= GEN_5 @@ -6517,10 +6485,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ROCK_SMASH] = { - .name = COMPOUND_STRING("Rock Smash"), + .name = COMPOUND_STRING("碎岩"), .description = COMPOUND_STRING( - "A rock-crushing attack\n" - "that may lower Defense."), + "用拳头攻击。\n" + "有时会降低对手的防御。"), .effect = EFFECT_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_4 ? 40 : 20, .type = TYPE_FIGHTING, @@ -6544,10 +6512,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_WHIRLPOOL] = { - .name = COMPOUND_STRING("Whirlpool"), + .name = COMPOUND_STRING("潮旋"), .description = COMPOUND_STRING( - "Traps and hurts the foe in\n" - "a whirlpool for "BINDING_TURNS" turns."), + "将对手困在激烈水流旋涡中,\n" + "在4~5回合内攻击。"), .effect = EFFECT_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_5 ? 35 : 15, .type = TYPE_WATER, @@ -6570,10 +6538,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_BEAT_UP] = { - .name = COMPOUND_STRING("Beat Up"), + .name = COMPOUND_STRING("围攻"), .description = COMPOUND_STRING( - "Summons party Pokémon to\n" - "join in the attack."), + "我方全员攻击。同行宝可梦\n" + "越多,攻击次数越多。"), .effect = EFFECT_BEAT_UP, .power = B_UPDATED_MOVE_DATA >= GEN_5 ? 1 : 10, .type = TYPE_DARK, @@ -6592,10 +6560,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FAKE_OUT] = { - .name = COMPOUND_STRING("Fake Out"), + .name = COMPOUND_STRING("击掌奇袭"), .description = COMPOUND_STRING( - "A 1st-turn, 1st-strike move\n" - "that causes flinching."), + "进行先制攻击,使对手畏缩。\n" + "仅出场后立刻使出才能成功。"), .priority = B_UPDATED_MOVE_DATA >= GEN_5 ? 3 : 1, .makesContact = B_UPDATED_MOVE_DATA >= GEN_4, .effect = EFFECT_FIRST_TURN_ONLY, @@ -6619,14 +6587,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_UPROAR] = { - .name = COMPOUND_STRING("Uproar"), + .name = COMPOUND_STRING("吵闹"), .description = COMPOUND_STRING( - #if B_UPROAR_TURNS >= GEN_5 - "Causes an uproar for 2 to 5\n" - #else - "Causes an uproar for 3\n" - #endif - "turns and prevents sleep."), + "在3回合内大吵大闹攻击。\n" + "在此期间谁都不能入眠。"), .effect = EFFECT_UPROAR, .power = B_UPDATED_MOVE_DATA >= GEN_5 ? 90 : 50, .type = TYPE_NORMAL, @@ -6653,10 +6617,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_STOCKPILE] = { - .name = COMPOUND_STRING("Stockpile"), + .name = COMPOUND_STRING("蓄力"), .description = COMPOUND_STRING( - "Charges up power for up to\n" - "3 turns."), + "积蓄力量,提高自己的防御\n" + "和特防。最多积蓄3次。"), .effect = EFFECT_STOCKPILE, .power = 0, .type = TYPE_NORMAL, @@ -6679,10 +6643,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SPIT_UP] = { - .name = COMPOUND_STRING("Spit Up"), + .name = COMPOUND_STRING("喷出"), .description = COMPOUND_STRING( - "Releases stockpiled power\n" - "(the more the better)."), + "将积蓄的力量撞向对手攻击。\n" + "积蓄得越多,威力越大。"), .effect = EFFECT_SPIT_UP, .power = B_UPDATED_MOVE_DATA >= GEN_4 ? 1 : 100, .type = TYPE_NORMAL, @@ -6702,10 +6666,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SWALLOW] = { - .name = COMPOUND_STRING("Swallow"), + .name = COMPOUND_STRING("吞下"), .description = COMPOUND_STRING( - "Absorbs stockpiled power\n" - "and restores HP."), + "将积蓄的力量吞下从而回复\n" + "HP。积蓄得越多,回复越多。"), .effect = EFFECT_SWALLOW, .power = 0, .type = TYPE_NORMAL, @@ -6729,10 +6693,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_HEAT_WAVE] = { - .name = COMPOUND_STRING("Heat Wave"), + .name = COMPOUND_STRING("热风"), .description = COMPOUND_STRING( - "Exhales a hot breath on the\n" - "foe. May inflict a burn."), + "将炎热的气息吹向对手攻击。\n" + "有时会让对手陷入灼伤状态。"), .effect = EFFECT_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_6 ? 95 : 100, .type = TYPE_FIRE, @@ -6756,10 +6720,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_HAIL] = { - .name = COMPOUND_STRING("Hail"), + .name = COMPOUND_STRING("冰雹"), .description = COMPOUND_STRING( - "Summons a hailstorm that\n" - "strikes every turn."), + "在5回合内降下冰雹,冰属\n" + "性以外的宝可梦会受到伤害。"), .effect = EFFECT_HAIL, .power = 0, .type = TYPE_ICE, @@ -6781,10 +6745,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_TORMENT] = { - .name = COMPOUND_STRING("Torment"), + .name = COMPOUND_STRING("无理取闹"), .description = COMPOUND_STRING( - "Torments the foe and stops\n" - "successive use of a move."), + "向对手无理取闹,\n" + "令其不能连续2次使出相同招式。"), .effect = EFFECT_TORMENT, .power = 0, .type = TYPE_DARK, @@ -6805,10 +6769,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FLATTER] = { - .name = COMPOUND_STRING("Flatter"), + .name = COMPOUND_STRING("吹捧"), .description = COMPOUND_STRING( - "Confuses the foe, but\n" - "raises its Sp. Atk."), + "吹捧对手,使其混乱。同时\n" + "还会提高对手的特攻。"), .effect = EFFECT_FLATTER, .power = 0, .type = TYPE_DARK, @@ -6829,10 +6793,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_WILL_O_WISP] = { - .name = COMPOUND_STRING("Will-O-Wisp"), + .name = COMPOUND_STRING("磷火"), .description = COMPOUND_STRING( - "Inflicts a burn on the foe\n" - "with intense fire."), + "放出怪异的火焰,\n" + "从而让对手陷入灼伤状态。"), .effect = EFFECT_WILL_O_WISP, .power = 0, .type = TYPE_FIRE, @@ -6853,10 +6817,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MEMENTO] = { - .name = COMPOUND_STRING("Memento"), + .name = COMPOUND_STRING("临别礼物"), .description = COMPOUND_STRING( - "The user faints and lowers\n" - "the foe's abilities."), + "使自己陷入昏厥,但能\n" + "大幅降低对手攻击和特攻。"), .effect = EFFECT_MEMENTO, .power = 0, .type = TYPE_DARK, @@ -6876,10 +6840,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FACADE] = { - .name = COMPOUND_STRING("Facade"), + .name = COMPOUND_STRING("硬撑"), .description = COMPOUND_STRING( - "Boosts Attack when burned,\n" - "paralyzed, or poisoned."), + "当处于中毒、麻痹、灼伤时,\n" + "招式威力会变成2倍。"), .effect = EFFECT_FACADE, .power = 70, .type = TYPE_NORMAL, @@ -6899,10 +6863,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FOCUS_PUNCH] = { - .name = COMPOUND_STRING("Focus Punch"), + .name = COMPOUND_STRING("真气拳"), .description = COMPOUND_STRING( - "A powerful loyalty attack.\n" - "The user flinches if hit."), + "集中精神出拳。在招式使出前\n" + "若受到攻击则会失败。"), .effect = EFFECT_FOCUS_PUNCH, .power = 150, .type = TYPE_FIGHTING, @@ -6930,10 +6894,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SMELLING_SALTS] = { - .name = COMPOUND_STRING("Smelling Salts"), + .name = COMPOUND_STRING("清醒"), .description = COMPOUND_STRING( - "Powerful against paralyzed\n" - "foes, but also heals them."), + "对于麻痹的对手,威力变成2倍。\n" + "但对手的麻痹也会被治愈。"), .effect = EFFECT_DOUBLE_POWER_ON_ARG_STATUS, .power = B_UPDATED_MOVE_DATA >= GEN_6 ? 70 : 60, .type = TYPE_NORMAL, @@ -6957,10 +6921,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FOLLOW_ME] = { - .name = COMPOUND_STRING("Follow Me"), + .name = COMPOUND_STRING("看我嘛"), .description = COMPOUND_STRING( - "Draws attention to make\n" - "foes attack only the user."), + "引起对手的注意,\n" + "将对手攻击转移到自身上。"), .effect = EFFECT_FOLLOW_ME, .power = 0, .type = TYPE_NORMAL, @@ -6985,10 +6949,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_NATURE_POWER] = { - .name = COMPOUND_STRING("Nature Power"), + .name = COMPOUND_STRING("自然之力"), .description = COMPOUND_STRING( - "The type of attack varies\n" - "depending on the location."), + "用自然之力攻击。根据\n" + "场所不同,招式也会有所变化。"), .effect = EFFECT_NATURE_POWER, .power = 1, .type = TYPE_NORMAL, @@ -7014,10 +6978,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_CHARGE] = { - .name = COMPOUND_STRING("Charge"), + .name = COMPOUND_STRING("充电"), .description = COMPOUND_STRING( - "Charges power to boost the\n" - "electric move used next."), + "变为充电状态,提高下次的\n" + "电招式威力并提高自身特防。"), .effect = EFFECT_CHARGE, .power = 0, .type = TYPE_ELECTRIC, @@ -7040,10 +7004,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_TAUNT] = { - .name = COMPOUND_STRING("Taunt"), + .name = COMPOUND_STRING("挑衅"), .description = COMPOUND_STRING( - "Taunts the foe into only\n" - "using attack moves."), + "使对手愤怒。在3回合内让\n" + "对手只能用给予伤害的招式。"), .effect = EFFECT_TAUNT, .power = 0, .type = TYPE_DARK, @@ -7065,10 +7029,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_HELPING_HAND] = { - .name = COMPOUND_STRING("Helping Hand"), + .name = COMPOUND_STRING("帮助"), .description = COMPOUND_STRING( - "Boosts the power of the\n" - "recipient's moves."), + "帮助伙伴。被帮助的宝可梦,\n" + "其招式威力变得比平时大。"), .effect = EFFECT_HELPING_HAND, .power = 0, .type = TYPE_NORMAL, @@ -7094,10 +7058,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_TRICK] = { - .name = COMPOUND_STRING("Trick"), + .name = COMPOUND_STRING("戏法"), .description = COMPOUND_STRING( - "Tricks the foe into trading\n" - "held items."), + "抓住对手的空隙,\n" + "交换自己和对手的持有物。"), .effect = EFFECT_TRICK, .power = 0, .type = TYPE_PSYCHIC, @@ -7120,10 +7084,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ROLE_PLAY] = { - .name = COMPOUND_STRING("Role Play"), + .name = COMPOUND_STRING("扮演"), .description = COMPOUND_STRING( - "Mimics the target and\n" - "copies its special ability."), + "扮演对手,让自己的特性\n" + "变得和对手相同。"), .effect = EFFECT_ROLE_PLAY, .power = 0, .type = TYPE_PSYCHIC, @@ -7146,10 +7110,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_WISH] = { - .name = COMPOUND_STRING("Wish"), + .name = COMPOUND_STRING("祈愿"), .description = COMPOUND_STRING( - "A wish that restores HP.\n" - "It takes time to work."), + "下回合回复自己或换上\n" + "的宝可梦最大HP的一半。"), .effect = EFFECT_WISH, .power = 0, .type = TYPE_NORMAL, @@ -7173,10 +7137,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ASSIST] = { - .name = COMPOUND_STRING("Assist"), + .name = COMPOUND_STRING("借助"), .description = COMPOUND_STRING( - "Attacks randomly with one\n" - "of the partner's moves."), + "向同伴紧急求助,从我方\n" + "宝可梦招式中随机使用1个。"), .effect = EFFECT_ASSIST, .power = 0, .type = TYPE_NORMAL, @@ -7204,10 +7168,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_INGRAIN] = { - .name = COMPOUND_STRING("Ingrain"), + .name = COMPOUND_STRING("扎根"), .description = COMPOUND_STRING( - "Lays roots that restore HP.\n" - "The user can't switch out."), + "在地上扎根,每回合回复\n" + "HP。但不能替换宝可梦。"), .effect = EFFECT_INGRAIN, .power = 0, .type = TYPE_GRASS, @@ -7231,10 +7195,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SUPERPOWER] = { - .name = COMPOUND_STRING("Superpower"), + .name = COMPOUND_STRING("蛮力"), .description = COMPOUND_STRING( - "Boosts strength sharply,\n" - "but lowers abilities."), + "发挥惊人的力量攻击对手。\n" + "自己的攻击和防御会降低。"), .effect = EFFECT_HIT, .power = 120, .type = TYPE_FIGHTING, @@ -7258,10 +7222,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MAGIC_COAT] = { - .name = COMPOUND_STRING("Magic Coat"), + .name = COMPOUND_STRING("魔法反射"), .description = COMPOUND_STRING( - "Reflects special effects\n" - "back to the attacker."), + "当对手使出会变化类招式时,\n" + "会将对手的招式反射回去。"), .effect = EFFECT_MAGIC_COAT, .power = 0, .type = TYPE_PSYCHIC, @@ -7283,10 +7247,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_RECYCLE] = { - .name = COMPOUND_STRING("Recycle"), + .name = COMPOUND_STRING("回收利用"), .description = COMPOUND_STRING( - "Recycles a used item for\n" - "one more use."), + "使战斗中已经消耗的持有\n" + "物再生,并可以再次使用。"), .effect = EFFECT_RECYCLE, .power = 0, .type = TYPE_NORMAL, @@ -7309,7 +7273,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_REVENGE] = { - .name = COMPOUND_STRING("Revenge"), + .name = COMPOUND_STRING("报复"), .description = sRevengeDescription, .effect = EFFECT_REVENGE, .power = 60, @@ -7330,10 +7294,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_BRICK_BREAK] = { - .name = COMPOUND_STRING("Brick Break"), + .name = COMPOUND_STRING("劈瓦"), .description = COMPOUND_STRING( - "Destroys barriers such as\n" - "REFLECT and causes damage."), + "将手刀猛烈地挥下攻击对手。\n" + "还可以破坏光墙和反射壁等。"), .effect = EFFECT_BRICK_BREAK, .power = 75, .type = TYPE_FIGHTING, @@ -7353,10 +7317,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_YAWN] = { - .name = COMPOUND_STRING("Yawn"), + .name = COMPOUND_STRING("哈欠"), .description = COMPOUND_STRING( - "Lulls the foe into yawning,\n" - "then sleeping next turn."), + "打个大哈欠引起睡意。\n" + "在下回合让对手睡眠。"), .effect = EFFECT_YAWN, .power = 0, .type = TYPE_NORMAL, @@ -7377,10 +7341,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_KNOCK_OFF] = { - .name = COMPOUND_STRING("Knock Off"), + .name = COMPOUND_STRING("拍落"), .description = COMPOUND_STRING( - "Knocks down the foe's held\n" - "item to prevent its use."), + "拍落持有物,使其不能使用。\n" + "对手携带道具时会增加伤害。"), .effect = EFFECT_KNOCK_OFF, .power = B_UPDATED_MOVE_DATA >= GEN_6 ? 65 : 20, .type = TYPE_DARK, @@ -7403,10 +7367,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ENDEAVOR] = { - .name = COMPOUND_STRING("Endeavor"), + .name = COMPOUND_STRING("蛮干"), .description = COMPOUND_STRING( - "Gains power if the user's HP\n" - "is lower than the foe's HP."), + "给予伤害,使对手的HP\n" + "变得和自己的HP一样。"), .effect = EFFECT_ENDEAVOR, .power = 1, .type = TYPE_NORMAL, @@ -7427,10 +7391,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ERUPTION] = { - .name = COMPOUND_STRING("Eruption"), + .name = COMPOUND_STRING("喷火"), .description = COMPOUND_STRING( - "The higher the user's HP,\n" - "the more damage caused."), + "爆发怒火攻击对手。自己HP\n" + "越少,招式的威力越小。"), .effect = EFFECT_POWER_BASED_ON_USER_HP, .power = 150, .type = TYPE_FIRE, @@ -7449,10 +7413,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SKILL_SWAP] = { - .name = COMPOUND_STRING("Skill Swap"), + .name = COMPOUND_STRING("特性互换"), .description = COMPOUND_STRING( - "The user swaps special\n" - "abilities with the target."), + "利用超能力互换自己和\n" + "对手的特性。"), .effect = EFFECT_SKILL_SWAP, .power = 0, .type = TYPE_PSYCHIC, @@ -7473,10 +7437,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_IMPRISON] = { - .name = COMPOUND_STRING("Imprison"), + .name = COMPOUND_STRING("封印"), .description = COMPOUND_STRING( - "Prevents foes from using\n" - "moves known by the user."), + "如果对手有和自己相同招式,\n" + "那么对手将无法使用该招式。"), .effect = EFFECT_IMPRISON, .power = 0, .type = TYPE_PSYCHIC, @@ -7501,10 +7465,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_REFRESH] = { - .name = COMPOUND_STRING("Refresh"), + .name = COMPOUND_STRING("焕然一新"), .description = COMPOUND_STRING( - "Heals poisoning, paralysis,\n" - "or a burn."), + "让身体休息,\n" + "治愈自己的异常状态。"), .effect = EFFECT_REFRESH, .power = 0, .type = TYPE_NORMAL, @@ -7527,10 +7491,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_GRUDGE] = { - .name = COMPOUND_STRING("Grudge"), + .name = COMPOUND_STRING("怨念"), .description = COMPOUND_STRING( - "If the user faints, deletes\n" - "all PP of foe's last move."), + "陷入昏厥时给对手施加怨念,\n" + "让该招式的PP变成0。"), .effect = EFFECT_GRUDGE, .power = 0, .type = TYPE_GHOST, @@ -7553,10 +7517,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SNATCH] = { - .name = COMPOUND_STRING("Snatch"), + .name = COMPOUND_STRING("抢夺"), .description = COMPOUND_STRING( - "Steals the effects of the\n" - "move the target uses next."), + "将对手要使用的回复招式或\n" + "能力变化招式夺为己用。"), .effect = EFFECT_SNATCH, .power = 0, .type = TYPE_DARK, @@ -7581,10 +7545,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SECRET_POWER] = { - .name = COMPOUND_STRING("Secret Power"), + .name = COMPOUND_STRING("秘密之力"), .description = COMPOUND_STRING( - "An attack with effects\n" - "that vary by location."), + "根据使用场所不同,\n" + "招式的追加效果也会改变。"), .effect = EFFECT_HIT, .power = 70, .type = TYPE_NORMAL, @@ -7607,10 +7571,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_DIVE] = { - .name = COMPOUND_STRING("Dive"), + .name = COMPOUND_STRING("潜水"), .description = COMPOUND_STRING( - "Dives underwater the first\n" - "turn and strikes next turn."), + "第1回合潜入水中,\n" + "第2回合浮上来攻击。"), .effect = EFFECT_SEMI_INVULNERABLE, .power = B_UPDATED_MOVE_DATA >= GEN_4 ? 80 : 60, .type = TYPE_WATER, @@ -7635,10 +7599,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ARM_THRUST] = { - .name = COMPOUND_STRING("Arm Thrust"), + .name = COMPOUND_STRING("猛推"), .description = COMPOUND_STRING( - "Straight-arm punches that\n" - "strike the foe 2 to 5 times."), + "张开双手猛推对手攻击。\n" + "连续攻击2~5次。"), .effect = EFFECT_MULTI_HIT, .power = 15, .type = TYPE_FIGHTING, @@ -7657,10 +7621,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_CAMOUFLAGE] = { - .name = COMPOUND_STRING("Camouflage"), + .name = COMPOUND_STRING("保护色"), .description = COMPOUND_STRING( - "Alters the Pokémon's type\n" - "depending on the location."), + "根据所在场所不同,\n" + "可以改变自己的属性。"), .effect = EFFECT_CAMOUFLAGE, .power = 0, .type = TYPE_NORMAL, @@ -7683,10 +7647,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_TAIL_GLOW] = { - .name = COMPOUND_STRING("Tail Glow"), + .name = COMPOUND_STRING("萤火"), .description = COMPOUND_STRING( - "Flashes a light that sharply\n" - "raises Sp. Atk."), + "凝视闪烁的光芒,集中自身\n" + "精神,从而巨幅提高特攻。"), .effect = B_UPDATED_MOVE_DATA >= GEN_5 ? EFFECT_SPECIAL_ATTACK_UP_3 : EFFECT_SPECIAL_ATTACK_UP_2, .power = 0, .type = TYPE_BUG, @@ -7709,10 +7673,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_LUSTER_PURGE] = { - .name = COMPOUND_STRING("Luster Purge"), + .name = COMPOUND_STRING("洁净光芒"), .description = COMPOUND_STRING( - "Attacks with a burst of\n" - "light. May lower Sp. Def."), + "释放耀眼的光芒攻击。\n" + "有时会降低对手的特防。"), .effect = EFFECT_HIT, .power = (B_UPDATED_MOVE_DATA >= GEN_9) ? 95 : 70, .type = TYPE_PSYCHIC, @@ -7735,10 +7699,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MIST_BALL] = { - .name = COMPOUND_STRING("Mist Ball"), + .name = COMPOUND_STRING("薄雾球"), .description = COMPOUND_STRING( - "Attacks with a flurry of\n" - "down. May lower Sp. Atk."), + "用围绕着雾状羽毛的球攻击。\n" + "有时会降低对手的特攻。"), .effect = EFFECT_HIT, .power = (B_UPDATED_MOVE_DATA >= GEN_9) ? 95 : 70, .type = TYPE_PSYCHIC, @@ -7762,10 +7726,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FEATHER_DANCE] = { - .name = COMPOUND_STRING("Feather Dance"), + .name = COMPOUND_STRING("羽毛舞"), .description = COMPOUND_STRING( - "Envelops the foe with down\n" - "to sharply reduce Attack."), + "撒出羽毛笼罩在对手周围。\n" + "大幅降低对手的攻击。"), .effect = EFFECT_ATTACK_DOWN_2, .power = 0, .type = TYPE_FLYING, @@ -7787,10 +7751,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_TEETER_DANCE] = { - .name = COMPOUND_STRING("Teeter Dance"), + .name = COMPOUND_STRING("摇晃舞"), .description = COMPOUND_STRING( - "Confuses all Pokémon on\n" - "the scene."), + "摇摇晃晃地跳起舞蹈,\n" + "让周围的宝可梦陷入混乱。"), .effect = EFFECT_CONFUSE, .power = 0, .type = TYPE_NORMAL, @@ -7812,10 +7776,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_BLAZE_KICK] = { - .name = COMPOUND_STRING("Blaze Kick"), + .name = COMPOUND_STRING("火焰踢"), .description = COMPOUND_STRING( - "A kick with a high critical-\n" - "hit ratio. May cause a burn."), + "攻击对手后,有时会使其\n" + "灼伤。也容易击中要害。"), .effect = EFFECT_HIT, .power = 85, .type = TYPE_FIRE, @@ -7840,10 +7804,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MUD_SPORT] = { - .name = COMPOUND_STRING("Mud Sport"), + .name = COMPOUND_STRING("玩泥巴"), .description = COMPOUND_STRING( - "Covers the user in mud to\n" - "raise electrical resistance."), + "弄得周围到处是泥。\n" + "在5回合内减弱电属性的招式。"), .effect = EFFECT_MUD_SPORT, .power = 0, .type = TYPE_GROUND, @@ -7866,10 +7830,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ICE_BALL] = { - .name = COMPOUND_STRING("Ice Ball"), + .name = COMPOUND_STRING("冰球"), .description = COMPOUND_STRING( - "A 5-turn attack that gains\n" - "power on successive hits."), + "在5回合内攻击对手。招式每\n" + "次击中,威力就会提高。"), .effect = EFFECT_ROLLOUT, .power = 30, .type = TYPE_ICE, @@ -7891,10 +7855,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_NEEDLE_ARM] = { - .name = COMPOUND_STRING("Needle Arm"), + .name = COMPOUND_STRING("尖刺臂"), .description = COMPOUND_STRING( - "Attacks with thorny arms.\n" - "May cause flinching."), + "用带刺的手臂猛烈挥舞攻击。\n" + "有时会使对手畏缩。"), .effect = EFFECT_HIT, .power = 60, .type = TYPE_GRASS, @@ -7919,10 +7883,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SLACK_OFF] = { - .name = COMPOUND_STRING("Slack Off"), + .name = COMPOUND_STRING("偷懒"), .description = COMPOUND_STRING( - "Slacks off and restores\n" - "half the maximum HP."), + "偷懒休息。\n" + "回复自己最大HP的一半。"), .effect = EFFECT_RESTORE_HP, .power = 0, .type = TYPE_NORMAL, @@ -7946,10 +7910,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_HYPER_VOICE] = { - .name = COMPOUND_STRING("Hyper Voice"), + .name = COMPOUND_STRING("巨声"), .description = COMPOUND_STRING( - "A loud attack that uses\n" - "sound waves to injure."), + "给予对手又吵又响的巨大\n" + "震动攻击。"), .effect = EFFECT_HIT, .power = 90, .type = TYPE_NORMAL, @@ -7970,10 +7934,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_POISON_FANG] = { - .name = COMPOUND_STRING("Poison Fang"), + .name = COMPOUND_STRING("剧毒牙"), .description = COMPOUND_STRING( - "A sharp-fanged attack.\n" - "May badly poison the foe."), + "用有毒的牙齿咬住对手攻击。\n" + "有时会使对手中剧毒。"), .effect = EFFECT_HIT, .power = 50, .type = TYPE_POISON, @@ -7997,10 +7961,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_CRUSH_CLAW] = { - .name = COMPOUND_STRING("Crush Claw"), + .name = COMPOUND_STRING("撕裂爪"), .description = COMPOUND_STRING( - "Tears at the foe with sharp\n" - "claws. May lower Defense."), + "用坚硬的锐爪劈开对手攻击。\n" + "有时会降低对手的防御。"), .effect = EFFECT_HIT, .power = 75, .type = TYPE_NORMAL, @@ -8024,10 +7988,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_BLAST_BURN] = { - .name = COMPOUND_STRING("Blast Burn"), + .name = COMPOUND_STRING("爆炸烈焰"), .description = COMPOUND_STRING( - "Powerful, but leaves the\n" - "user immobile the next turn."), + "用爆炸的火焰烧尽对手攻击。\n" + "下一回合自己将无法动弹。"), .effect = EFFECT_HIT, .power = 150, .type = TYPE_FIRE, @@ -8050,10 +8014,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_HYDRO_CANNON] = { - .name = COMPOUND_STRING("Hydro Cannon"), + .name = COMPOUND_STRING("加农水炮"), .description = COMPOUND_STRING( - "Powerful, but leaves the\n" - "user immobile the next turn."), + "向对手喷射水炮攻击。\n" + "下一回合自己将无法动弹。"), .effect = EFFECT_HIT, .power = 150, .type = TYPE_WATER, @@ -8076,10 +8040,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_METEOR_MASH] = { - .name = COMPOUND_STRING("Meteor Mash"), + .name = COMPOUND_STRING("彗星拳"), .description = COMPOUND_STRING( - "Fires a meteor-like punch.\n" - "May raise Attack."), + "使出彗星般的拳头攻击对手。\n" + "有时会提高自己的攻击。"), .effect = EFFECT_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_6 ? 90 : 100, .type = TYPE_STEEL, @@ -8105,10 +8069,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ASTONISH] = { - .name = COMPOUND_STRING("Astonish"), + .name = COMPOUND_STRING("惊吓"), .description = COMPOUND_STRING( - "An attack that may shock\n" - "the foe into flinching."), + "用尖叫声突然惊吓对手攻击。\n" + "有时会使对手畏缩。"), .effect = EFFECT_HIT, .power = 30, .type = TYPE_GHOST, @@ -8133,10 +8097,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_WEATHER_BALL] = { - .name = COMPOUND_STRING("Weather Ball"), + .name = COMPOUND_STRING("气象球"), .description = COMPOUND_STRING( - "The move's type and power\n" - "change with the weather."), + "根据使用时的天气,\n" + "招式属性和威力会改变。"), .effect = EFFECT_WEATHER_BALL, .power = 50, .type = TYPE_NORMAL, @@ -8157,10 +8121,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_AROMATHERAPY] = { - .name = COMPOUND_STRING("Aromatherapy"), + .name = COMPOUND_STRING("芳香治疗"), .description = COMPOUND_STRING( - "Heals all status problems\n" - "with a soothing scent."), + "让同伴闻沁人心脾的香气,\n" + "治愈我方全员的异常状态。"), .effect = EFFECT_HEAL_BELL, .power = 0, .type = TYPE_GRASS, @@ -8183,10 +8147,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FAKE_TEARS] = { - .name = COMPOUND_STRING("Fake Tears"), + .name = COMPOUND_STRING("假哭"), .description = COMPOUND_STRING( - "Feigns crying to sharply\n" - "lower the foe's Sp. Def."), + "装哭流泪。使对手不知所措,\n" + "从而大幅降低对手的特防。"), .effect = EFFECT_SPECIAL_DEFENSE_DOWN_2, .power = 0, .type = TYPE_DARK, @@ -8207,10 +8171,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_AIR_CUTTER] = { - .name = COMPOUND_STRING("Air Cutter"), + .name = COMPOUND_STRING("空气利刃"), .description = COMPOUND_STRING( - "Hacks with razorlike wind.\n" - "High critical-hit ratio."), + "用锐利的风切斩对手攻击。\n" + "容易击中要害。"), .effect = EFFECT_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_6 ? 60 : 55, .type = TYPE_FLYING, @@ -8232,10 +8196,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_OVERHEAT] = { - .name = COMPOUND_STRING("Overheat"), + .name = COMPOUND_STRING("过热"), .description = COMPOUND_STRING( - "Allows a full-power attack,\n" - "but sharply lowers Sp. Atk."), + "使出全部力量攻击对手。\n" + "之后自己的特攻大幅降低。"), .effect = EFFECT_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_6 ? 130 : 140, .type = TYPE_FIRE, @@ -8259,10 +8223,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ODOR_SLEUTH] = { - .name = COMPOUND_STRING("Odor Sleuth"), + .name = COMPOUND_STRING("气味侦测"), .description = COMPOUND_STRING( - "Negates the foe's efforts\n" - "to heighten evasiveness."), + "对幽灵宝可梦以及闪避率高\n" + "对手,变得能够打中。"), .effect = EFFECT_FORESIGHT, .power = 0, .type = TYPE_NORMAL, @@ -8284,10 +8248,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ROCK_TOMB] = { - .name = COMPOUND_STRING("Rock Tomb"), + .name = COMPOUND_STRING("岩石封锁"), .description = COMPOUND_STRING( - "Stops the foe from moving\n" - "with rocks and cuts Speed."), + "投掷岩石攻击。封住对手\n" + "的行动,从而降低速度。"), .effect = EFFECT_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_6 ? 60 : 50, .type = TYPE_ROCK, @@ -8310,10 +8274,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SILVER_WIND] = { - .name = COMPOUND_STRING("Silver Wind"), + .name = COMPOUND_STRING("银色旋风"), .description = COMPOUND_STRING( - "A powdery attack that may\n" - "raise abilities."), + "在风中掺入鳞粉攻击对手。\n" + "有时会提高自己的全部能力。"), .effect = EFFECT_HIT, .power = 60, .type = TYPE_BUG, @@ -8338,10 +8302,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_METAL_SOUND] = { - .name = COMPOUND_STRING("Metal Sound"), + .name = COMPOUND_STRING("金属音"), .description = COMPOUND_STRING( - "Emits a horrible screech\n" - "that sharply lowers Sp. Def."), + "发出摩擦金属般讨厌的声音。\n" + "大幅降低对手的特防。"), .effect = EFFECT_SPECIAL_DEFENSE_DOWN_2, .power = 0, .type = TYPE_STEEL, @@ -8364,10 +8328,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_GRASS_WHISTLE] = { - .name = COMPOUND_STRING("Grass Whistle"), + .name = COMPOUND_STRING("草笛"), .description = COMPOUND_STRING( - "Lulls the foe into sleep\n" - "with a pleasant melody."), + "让对手听舒适的笛声,\n" + "从而陷入睡眠状态。"), .effect = EFFECT_SLEEP, .power = 0, .type = TYPE_GRASS, @@ -8390,10 +8354,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_TICKLE] = { - .name = COMPOUND_STRING("Tickle"), + .name = COMPOUND_STRING("挠痒"), .description = COMPOUND_STRING( - "Makes the foe laugh to\n" - "lower Attack and Defense."), + "给对手挠痒,使其发笑,\n" + "降低对手的攻击和防御。"), .effect = EFFECT_TICKLE, .power = 0, .type = TYPE_NORMAL, @@ -8414,10 +8378,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_COSMIC_POWER] = { - .name = COMPOUND_STRING("Cosmic Power"), + .name = COMPOUND_STRING("宇宙力量"), .description = COMPOUND_STRING( - "Raises Defense and Sp. Def\n" - "with a mystic power."), + "汲取宇宙中神秘的力量,\n" + "从而提高自己的防御和特防。"), .effect = EFFECT_COSMIC_POWER, .power = 0, .type = TYPE_PSYCHIC, @@ -8440,10 +8404,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_WATER_SPOUT] = { - .name = COMPOUND_STRING("Water Spout"), + .name = COMPOUND_STRING("喷水"), .description = COMPOUND_STRING( - "Inflicts more damage if the\n" - "user's HP is high."), + "掀起潮水攻击。自己HP\n" + "越少,招式的威力越小。"), .effect = EFFECT_POWER_BASED_ON_USER_HP, .power = 150, .type = TYPE_WATER, @@ -8462,10 +8426,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SIGNAL_BEAM] = { - .name = COMPOUND_STRING("Signal Beam"), + .name = COMPOUND_STRING("信号光束"), .description = COMPOUND_STRING( - "A strange beam attack that\n" - "may confuse the foe."), + "发射神奇的光线攻击。\n" + "有时会使对手混乱。"), .effect = EFFECT_HIT, .power = 75, .type = TYPE_BUG, @@ -8488,10 +8452,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SHADOW_PUNCH] = { - .name = COMPOUND_STRING("Shadow Punch"), + .name = COMPOUND_STRING("暗影拳"), .description = COMPOUND_STRING( - "An unavoidable punch that\n" - "is thrown from shadows."), + "使出混影之拳。\n" + "攻击必定会命中。"), .effect = EFFECT_HIT, .power = 60, .type = TYPE_GHOST, @@ -8512,10 +8476,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_EXTRASENSORY] = { - .name = COMPOUND_STRING("Extrasensory"), + .name = COMPOUND_STRING("神通力"), .description = COMPOUND_STRING( - "Attacks with a peculiar\n" - "power. May cause flinching."), + "发出看不见的神奇力量攻击。\n" + "有时会使对手畏缩。"), .effect = EFFECT_HIT, .power = 80, .type = TYPE_PSYCHIC, @@ -8539,10 +8503,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SKY_UPPERCUT] = { - .name = COMPOUND_STRING("Sky Uppercut"), + .name = COMPOUND_STRING("冲天拳"), .description = COMPOUND_STRING( - "An uppercut thrown as if\n" - "leaping into the sky."), + "用冲向天空般高高的上\n" + "勾拳顶起对手攻击。"), .effect = EFFECT_HIT, .power = 85, .type = TYPE_FIGHTING, @@ -8564,10 +8528,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SAND_TOMB] = { - .name = COMPOUND_STRING("Sand Tomb"), + .name = COMPOUND_STRING("流沙深渊"), .description = COMPOUND_STRING( - "Traps and hurts the foe in\n" - "quicksand for "BINDING_TURNS" turns."), + "将对手困在铺天盖地的沙中,\n" + "在4~5回合内攻击。"), .effect = EFFECT_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_5 ? 35 : 15, .type = TYPE_GROUND, @@ -8589,10 +8553,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SHEER_COLD] = { - .name = COMPOUND_STRING("Sheer Cold"), + .name = COMPOUND_STRING("绝对零度"), .description = COMPOUND_STRING( - "A chilling attack that\n" - "causes fainting if it hits."), + "给对手一击昏厥。若冰属性\n" + "以外宝可梦使用会难以打中。"), .effect = EFFECT_OHKO, .power = 1, .type = TYPE_ICE, @@ -8611,10 +8575,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MUDDY_WATER] = { - .name = COMPOUND_STRING("Muddy Water"), + .name = COMPOUND_STRING("浊流"), .description = COMPOUND_STRING( - "Attacks with muddy water.\n" - "May lower accuracy."), + "向对手喷射浑浊的水攻击。\n" + "有时会降低对手的命中率。"), .effect = EFFECT_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_6 ? 90 : 95, .type = TYPE_WATER, @@ -8638,10 +8602,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_BULLET_SEED] = { - .name = COMPOUND_STRING("Bullet Seed"), + .name = COMPOUND_STRING("种子机关枪"), .description = COMPOUND_STRING( - "Shoots 2 to 5 seeds in a row\n" - "to strike the foe."), + "向对手猛烈地发射种子攻击。\n" + "连续攻击2~5次。"), .effect = EFFECT_MULTI_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_5 ? 25 : 10, .type = TYPE_GRASS, @@ -8660,10 +8624,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_AERIAL_ACE] = { - .name = COMPOUND_STRING("Aerial Ace"), + .name = COMPOUND_STRING("燕返"), .description = COMPOUND_STRING( - "An extremely speedy and\n" - "unavoidable attack."), + "以敏捷动作戏弄对手后切斩。\n" + "攻击必定会命中。"), .effect = EFFECT_HIT, .power = 60, .type = TYPE_FLYING, @@ -8684,10 +8648,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ICICLE_SPEAR] = { - .name = COMPOUND_STRING("Icicle Spear"), + .name = COMPOUND_STRING("冰锥"), .description = COMPOUND_STRING( - "Attacks the foe by firing\n" - "2 to 5 icicles in a row."), + "向对手发射锋利的冰柱攻击。\n" + "连续攻击2~5次。"), .effect = EFFECT_MULTI_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_5 ? 25 : 10, .type = TYPE_ICE, @@ -8705,10 +8669,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_IRON_DEFENSE] = { - .name = COMPOUND_STRING("Iron Defense"), + .name = COMPOUND_STRING("铁壁"), .description = COMPOUND_STRING( - "Hardens the body's surface\n" - "to sharply raise Defense."), + "将皮肤变得坚硬如铁,\n" + "从而大幅提高自己的防御。"), .effect = EFFECT_DEFENSE_UP_2, .power = 0, .type = TYPE_STEEL, @@ -8731,10 +8695,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_BLOCK] = { - .name = COMPOUND_STRING("Block"), + .name = COMPOUND_STRING("挡路"), .description = COMPOUND_STRING( - "Blocks the foe's way to\n" - "prevent escape."), + "张开双手阻挡,封住对手\n" + "的退路,使其不能逃走。"), .effect = EFFECT_MEAN_LOOK, .power = 0, .type = TYPE_NORMAL, @@ -8756,10 +8720,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_HOWL] = { - .name = COMPOUND_STRING("Howl"), + .name = COMPOUND_STRING("长嚎"), .description = COMPOUND_STRING( - "Howls to raise the spirit\n" - "and boosts Attack."), + "大声吼叫提高气势,\n" + "从而提高自己和同伴的攻击。"), .power = 0, .effect = B_UPDATED_MOVE_DATA >= GEN_8 ? EFFECT_ATTACK_UP_USER_ALLY : EFFECT_ATTACK_UP, .type = TYPE_NORMAL, @@ -8783,10 +8747,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_DRAGON_CLAW] = { - .name = COMPOUND_STRING("Dragon Claw"), + .name = COMPOUND_STRING("龙爪"), .description = COMPOUND_STRING( - "Slashes the foe with sharp\n" - "claws."), + "用尖锐的巨爪劈开对手\n" + "攻击。"), .effect = EFFECT_HIT, .power = 80, .type = TYPE_DRAGON, @@ -8806,10 +8770,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FRENZY_PLANT] = { - .name = COMPOUND_STRING("Frenzy Plant"), + .name = COMPOUND_STRING("疯狂植物"), .description = COMPOUND_STRING( - "Powerful, but leaves the\n" - "user immobile the next turn."), + "用大树摔打对手攻击。\n" + "下一回合自己将无法动弹。"), .effect = EFFECT_HIT, .power = 150, .type = TYPE_GRASS, @@ -8833,10 +8797,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_BULK_UP] = { - .name = COMPOUND_STRING("Bulk Up"), + .name = COMPOUND_STRING("健美"), .description = COMPOUND_STRING( - "Bulks up the body to boost\n" - "both Attack and Defense."), + "使出全身力气绷紧肌肉,\n" + "从而提高自己的攻击和防御。"), .effect = EFFECT_BULK_UP, .power = 0, .type = TYPE_FIGHTING, @@ -8859,10 +8823,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_BOUNCE] = { - .name = COMPOUND_STRING("Bounce"), + .name = COMPOUND_STRING("弹跳"), .description = COMPOUND_STRING( - "Bounces up, then down the\n" - "next turn. May paralyze."), + "弹跳到高高的空中,第2回合\n" + "攻击,有时会让对手陷入麻痹。"), .effect = EFFECT_SEMI_INVULNERABLE, .power = 85, .type = TYPE_FLYING, @@ -8891,10 +8855,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MUD_SHOT] = { - .name = COMPOUND_STRING("Mud Shot"), + .name = COMPOUND_STRING("泥巴射击"), .description = COMPOUND_STRING( - "Hurls mud at the foe and\n" - "reduces Speed."), + "向对手投掷泥块攻击。\n" + "同时降低对手的速度。"), .effect = EFFECT_HIT, .power = 55, .type = TYPE_GROUND, @@ -8916,10 +8880,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_POISON_TAIL] = { - .name = COMPOUND_STRING("Poison Tail"), + .name = COMPOUND_STRING("毒尾"), .description = COMPOUND_STRING( - "Has a high critical-hit\n" - "ratio. May also poison."), + "用尾巴拍打。有时会让对手\n" + "中毒,也容易击中要害。"), .effect = EFFECT_HIT, .power = 50, .type = TYPE_POISON, @@ -8944,10 +8908,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_COVET] = { - .name = COMPOUND_STRING("Covet"), + .name = COMPOUND_STRING("渴望"), .description = COMPOUND_STRING( - "Cutely begs to obtain an\n" - "item held by the foe."), + "边撒娇边靠近对手攻击,\n" + "还能夺取对手携带的道具。"), .effect = EFFECT_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_5 ? 60 : 40, .type = TYPE_NORMAL, @@ -8974,10 +8938,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_VOLT_TACKLE] = { - .name = COMPOUND_STRING("Volt Tackle"), + .name = COMPOUND_STRING("伏特攻击"), .description = COMPOUND_STRING( - "A life-risking tackle that\n" - "slightly hurts the user."), + "让电流覆盖全身猛撞。自己也\n" + "会受伤。有时会让对手麻痹。"), .effect = EFFECT_HIT, .power = 120, .type = TYPE_ELECTRIC, @@ -9004,10 +8968,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MAGICAL_LEAF] = { - .name = COMPOUND_STRING("Magical Leaf"), + .name = COMPOUND_STRING("魔法叶"), .description = COMPOUND_STRING( - "Attacks with a strange leaf\n" - "that cannot be evaded."), + "散落能追踪对手的神奇叶片。\n" + "攻击必定会命中。"), .effect = EFFECT_HIT, .power = 60, .type = TYPE_GRASS, @@ -9026,10 +8990,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_WATER_SPORT] = { - .name = COMPOUND_STRING("Water Sport"), + .name = COMPOUND_STRING("玩水"), .description = COMPOUND_STRING( - "The user becomes soaked to\n" - "raise resistance to fire."), + "用水湿透周围。\n" + "在5回合内减弱火属性招式。"), .effect = EFFECT_WATER_SPORT, .power = 0, .type = TYPE_WATER, @@ -9052,10 +9016,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_CALM_MIND] = { - .name = COMPOUND_STRING("Calm Mind"), + .name = COMPOUND_STRING("冥想"), .description = COMPOUND_STRING( - "Raises Sp. Atk and Sp. Def\n" - "by focusing the mind."), + "静心凝神,\n" + "从而提高自己的特攻和特防。"), .effect = EFFECT_CALM_MIND, .power = 0, .type = TYPE_PSYCHIC, @@ -9078,10 +9042,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_LEAF_BLADE] = { - .name = COMPOUND_STRING("Leaf Blade"), + .name = COMPOUND_STRING("叶刃"), .description = COMPOUND_STRING( - "Slashes with a sharp leaf.\n" - "High critical-hit ratio."), + "像用剑般操纵叶片切斩对手。\n" + "容易击中要害。"), .effect = EFFECT_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_4 ? 90 : 70, .type = TYPE_GRASS, @@ -9103,10 +9067,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_DRAGON_DANCE] = { - .name = COMPOUND_STRING("Dragon Dance"), + .name = COMPOUND_STRING("龙之舞"), .description = COMPOUND_STRING( - "A mystical dance that ups\n" - "Attack and Speed."), + "激烈地跳起神秘有力的舞蹈。\n" + "从而提高自己的攻击和速度。"), .effect = EFFECT_DRAGON_DANCE, .power = 0, .type = TYPE_DRAGON, @@ -9130,10 +9094,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ROCK_BLAST] = { - .name = COMPOUND_STRING("Rock Blast"), + .name = COMPOUND_STRING("岩石爆击"), .description = COMPOUND_STRING( - "Hurls boulders at the foe\n" - "2 to 5 times in a row."), + "向对手发射坚硬的岩石攻击。\n" + "连续攻击2~5次。"), .effect = EFFECT_MULTI_HIT, .power = 25, .type = TYPE_ROCK, @@ -9152,10 +9116,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SHOCK_WAVE] = { - .name = COMPOUND_STRING("Shock Wave"), + .name = COMPOUND_STRING("电击波"), .description = COMPOUND_STRING( - "A fast and unavoidable\n" - "electric attack."), + "向对手快速发出电击。\n" + "攻击必定会命中。"), .effect = EFFECT_HIT, .power = 60, .type = TYPE_ELECTRIC, @@ -9174,10 +9138,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_WATER_PULSE] = { - .name = COMPOUND_STRING("Water Pulse"), + .name = COMPOUND_STRING("水之波动"), .description = COMPOUND_STRING( - "Attacks with ultrasonic\n" - "waves. May confuse the foe."), + "用水的震动攻击对手。\n" + "有时会使对手混乱。"), .effect = EFFECT_HIT, .power = 60, .type = TYPE_WATER, @@ -9201,10 +9165,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_DOOM_DESIRE] = { - .name = COMPOUND_STRING("Doom Desire"), + .name = COMPOUND_STRING("破灭之愿"), .description = COMPOUND_STRING( - "Summons strong sunlight to\n" - "attack 2 turns later."), + "使用招式2回合后,\n" + "会用无数道光束攻击对手。"), .effect = EFFECT_FUTURE_SIGHT, .power = B_UPDATED_MOVE_DATA >= GEN_5 ? 140 : 120, .type = TYPE_STEEL, @@ -9225,10 +9189,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_PSYCHO_BOOST] = { - .name = COMPOUND_STRING("Psycho Boost"), + .name = COMPOUND_STRING("精神突进"), .description = COMPOUND_STRING( - "Allows a full-power attack,\n" - "but sharply lowers Sp. Atk."), + "使出全部力量攻击对手。\n" + "之后自己的特攻大幅降低。"), .effect = EFFECT_HIT, .power = 140, .type = TYPE_PSYCHIC, @@ -9251,10 +9215,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ROOST] = { - .name = COMPOUND_STRING("Roost"), + .name = COMPOUND_STRING("羽栖"), .description = COMPOUND_STRING( - "Restores the user's HP by\n" - "half of its max HP."), + "降到地面,使身体休息。回\n" + "复自己最大HP的一半。"), .effect = EFFECT_ROOST, .power = 0, .type = TYPE_FLYING, @@ -9277,10 +9241,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_GRAVITY] = { - .name = COMPOUND_STRING("Gravity"), + .name = COMPOUND_STRING("重力"), .description = COMPOUND_STRING( - "Gravity is intensified\n" - "negating levitation."), + "在5回合内飘浮和飞行宝可梦\n" + "会被地招式击中,无法飞空。"), .effect = EFFECT_GRAVITY, .power = 0, .type = TYPE_PSYCHIC, @@ -9302,10 +9266,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MIRACLE_EYE] = { - .name = COMPOUND_STRING("Miracle Eye"), + .name = COMPOUND_STRING("奇迹之眼"), .description = COMPOUND_STRING( - "Negate evasiveness and\n" - "Dark-type's immunities."), + "使出后对恶宝可梦以及闪避率\n" + "高的对手,变得能够打中。"), .effect = EFFECT_MIRACLE_EYE, .power = 0, .type = TYPE_PSYCHIC, @@ -9326,10 +9290,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_WAKE_UP_SLAP] = { - .name = COMPOUND_STRING("Wake-Up Slap"), + .name = COMPOUND_STRING("唤醒巴掌"), .description = COMPOUND_STRING( - "Powerful against sleeping\n" - "foes, but also heals them."), + "给予睡眠对手较大的伤害。\n" + "但对手会从睡眠中醒过来。"), .effect = EFFECT_DOUBLE_POWER_ON_ARG_STATUS, .power = B_UPDATED_MOVE_DATA >= GEN_6 ? 70 : 60, .type = TYPE_FIGHTING, @@ -9352,10 +9316,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_HAMMER_ARM] = { - .name = COMPOUND_STRING("Hammer Arm"), + .name = COMPOUND_STRING("臂锤"), .description = COMPOUND_STRING( - "A swinging fist attack\n" - "that also lowers Speed."), + "挥舞强力而沉重的拳头,给予\n" + "对手伤害。自身速度会降低。"), .effect = EFFECT_HIT, .power = 100, .type = TYPE_FIGHTING, @@ -9379,10 +9343,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_GYRO_BALL] = { - .name = COMPOUND_STRING("Gyro Ball"), + .name = COMPOUND_STRING("陀螺球"), .description = COMPOUND_STRING( - "A high-speed spin that does\n" - "more damage to faster foes."), + "让身体高速旋转并撞击对手。\n" + "速度比对手越慢,威力越大。"), .effect = EFFECT_GYRO_BALL, .power = 1, .type = TYPE_STEEL, @@ -9402,7 +9366,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_HEALING_WISH] = { - .name = COMPOUND_STRING("Healing Wish"), + .name = COMPOUND_STRING("治愈之愿"), .description = sHealingWishDescription, .effect = EFFECT_HEALING_WISH, .power = 0, @@ -9425,10 +9389,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_BRINE] = { - .name = COMPOUND_STRING("Brine"), + .name = COMPOUND_STRING("盐水"), .description = COMPOUND_STRING( - "Does double damage to foes\n" - "with half HP."), + "当对手的HP一半以下时,\n" + "招式威力会变成2倍。"), .effect = EFFECT_BRINE, .power = 65, .type = TYPE_WATER, @@ -9446,10 +9410,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_NATURAL_GIFT] = { - .name = COMPOUND_STRING("Natural Gift"), + .name = COMPOUND_STRING("自然之恩"), .description = COMPOUND_STRING( - "The effectiveness varies\n" - "with the held Berry."), + "从树果上获得力量攻击。根据\n" + "携带树果改变招式属性威力。"), .effect = EFFECT_NATURAL_GIFT, .power = 1, .type = TYPE_NORMAL, @@ -9467,7 +9431,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FEINT] = { - .name = COMPOUND_STRING("Feint"), + .name = COMPOUND_STRING("佯攻"), .description = sFeintDescription, .effect = EFFECT_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_5 ? 30 : 50, @@ -9494,7 +9458,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_PLUCK] = { - .name = COMPOUND_STRING("Pluck"), + .name = COMPOUND_STRING("啄食"), .description = sPluckDescription, .effect = EFFECT_HIT, .power = 60, @@ -9517,10 +9481,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_TAILWIND] = { - .name = COMPOUND_STRING("Tailwind"), + .name = COMPOUND_STRING("顺风"), .description = COMPOUND_STRING( - "Whips up a turbulent breeze\n" - "that raises Speed."), + "刮起猛烈的旋风,在4回合内\n" + "提高我方全员的速度。"), .effect = EFFECT_TAILWIND, .power = 0, .type = TYPE_FLYING, @@ -9543,10 +9507,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ACUPRESSURE] = { - .name = COMPOUND_STRING("Acupressure"), + .name = COMPOUND_STRING("点穴"), .description = COMPOUND_STRING( - "The user sharply raises\n" - "one of its stats."), + "通过点穴让身体舒筋活络。\n" + "大幅提高某1项能力。"), .effect = EFFECT_ACUPRESSURE, .power = 0, .type = TYPE_NORMAL, @@ -9568,10 +9532,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_METAL_BURST] = { - .name = COMPOUND_STRING("Metal Burst"), + .name = COMPOUND_STRING("金属爆炸"), .description = COMPOUND_STRING( - "Retaliates any hit with\n" - "greater power."), + "使出招式前,将最后受到的\n" + "招式的伤害大力返还给对手。"), .effect = EFFECT_METAL_BURST, .power = 1, .type = TYPE_STEEL, @@ -9590,7 +9554,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_U_TURN] = { - .name = COMPOUND_STRING("U-turn"), + .name = COMPOUND_STRING("急速折返"), .description = sUTurnDescription, .effect = EFFECT_HIT_ESCAPE, .power = 70, @@ -9610,7 +9574,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_CLOSE_COMBAT] = { - .name = COMPOUND_STRING("Close Combat"), + .name = COMPOUND_STRING("近身战"), .description = sCloseCombatDescription, .effect = EFFECT_HIT, .power = 120, @@ -9634,10 +9598,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_PAYBACK] = { - .name = COMPOUND_STRING("Payback"), + .name = COMPOUND_STRING("以牙还牙"), .description = COMPOUND_STRING( - "An attack that gains power\n" - "if the user moves last."), + "蓄力攻击。如果能在对手后\n" + "攻击,招式威力会变成2倍。"), .effect = EFFECT_PAYBACK, .power = 50, .type = TYPE_DARK, @@ -9656,10 +9620,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ASSURANCE] = { - .name = COMPOUND_STRING("Assurance"), + .name = COMPOUND_STRING("恶意追击"), .description = COMPOUND_STRING( - "An attack that gains power\n" - "if the foe has been hurt."), + "如果此回合对手已受伤害,\n" + "招式威力会变成2倍。"), .effect = EFFECT_ASSURANCE, .power = B_UPDATED_MOVE_DATA >= GEN_6 ? 60 : 50, .type = TYPE_DARK, @@ -9678,10 +9642,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_EMBARGO] = { - .name = COMPOUND_STRING("Embargo"), + .name = COMPOUND_STRING("查封"), .description = COMPOUND_STRING( - "Prevents the foe from\n" - "using any items."), + "对手5回合内不能使用道具。\n" + "训练家也不能对其使用道具。"), .effect = EFFECT_EMBARGO, .power = 0, .type = TYPE_DARK, @@ -9701,10 +9665,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FLING] = { - .name = COMPOUND_STRING("Fling"), + .name = COMPOUND_STRING("投掷"), .description = COMPOUND_STRING( - "The effectiveness varies\n" - "with the held item."), + "快速投掷携带的道具攻击。\n" + "威力效果会根据道具改变。"), .effect = EFFECT_FLING, .power = 1, .type = TYPE_DARK, @@ -9723,10 +9687,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_PSYCHO_SHIFT] = { - .name = COMPOUND_STRING("Psycho Shift"), + .name = COMPOUND_STRING("精神转移"), .description = COMPOUND_STRING( - "Transfers status problems\n" - "to the foe."), + "利用超能力施以暗示,将自己\n" + "的异常状态转移给对手。"), .effect = EFFECT_PSYCHO_SHIFT, .power = 0, .type = TYPE_PSYCHIC, @@ -9745,10 +9709,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_TRUMP_CARD] = { - .name = COMPOUND_STRING("Trump Card"), + .name = COMPOUND_STRING("王牌"), .description = COMPOUND_STRING( - "The less PP the move has\n" - "the more damage it does."), + "王牌招式的剩余PP越少,\n" + "招式的威力越大。"), .effect = EFFECT_TRUMP_CARD, .power = 1, .type = TYPE_NORMAL, @@ -9767,10 +9731,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_HEAL_BLOCK] = { - .name = COMPOUND_STRING("Heal Block"), + .name = COMPOUND_STRING("回复封锁"), .description = COMPOUND_STRING( - "Prevents the foe from\n" - "recovering any HP."), + "在5回合内无法通过招式、\n" + "特性或携带道具回复HP。"), .effect = EFFECT_HEAL_BLOCK, .power = 0, .type = TYPE_PSYCHIC, @@ -9790,7 +9754,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_WRING_OUT] = { - .name = COMPOUND_STRING("Wring Out"), + .name = COMPOUND_STRING("绞紧"), .description = sWringOutDescription, .effect = EFFECT_POWER_BASED_ON_TARGET_HP, .power = 120, @@ -9810,10 +9774,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_POWER_TRICK] = { - .name = COMPOUND_STRING("Power Trick"), + .name = COMPOUND_STRING("力量戏法"), .description = COMPOUND_STRING( - "The user swaps its Attack\n" - "and Defense stats."), + "利用超能力交换自己的\n" + "攻击和防御的力量。"), .effect = EFFECT_POWER_TRICK, .power = 0, .type = TYPE_PSYCHIC, @@ -9835,10 +9799,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_GASTRO_ACID] = { - .name = COMPOUND_STRING("Gastro Acid"), + .name = COMPOUND_STRING("胃液"), .description = COMPOUND_STRING( - "Stomach acid suppresses\n" - "the foe's ability."), + "将胃液吐向对手的身体。\n" + "沾上的胃液会消除对手特性。"), .effect = EFFECT_GASTRO_ACID, .power = 0, .type = TYPE_POISON, @@ -9858,10 +9822,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_LUCKY_CHANT] = { - .name = COMPOUND_STRING("Lucky Chant"), + .name = COMPOUND_STRING("幸运咒语"), .description = COMPOUND_STRING( - "Prevents the foe from\n" - "landing critical hits."), + "向天许愿,在5回合内不会\n" + "被对手的攻击打中要害。"), .effect = EFFECT_LUCKY_CHANT, .power = 0, .type = TYPE_NORMAL, @@ -9883,10 +9847,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ME_FIRST] = { - .name = COMPOUND_STRING("Me First"), + .name = COMPOUND_STRING("抢先一步"), .description = COMPOUND_STRING( - "Executes the foe's attack\n" - "with greater power."), + "提高威力,抢先使出对手\n" + "的招式。如果不先使出则会失败。"), .effect = EFFECT_ME_FIRST, .power = 0, .type = TYPE_NORMAL, @@ -9915,10 +9879,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_COPYCAT] = { - .name = COMPOUND_STRING("Copycat"), + .name = COMPOUND_STRING("仿效"), .description = COMPOUND_STRING( - "The user mimics the last\n" - "move used by a foe."), + "模仿对手使出的招式,使出相\n" + "同招式。对手没出招则会失败。"), .effect = EFFECT_COPYCAT, .power = 0, .type = TYPE_NORMAL, @@ -9946,10 +9910,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_POWER_SWAP] = { - .name = COMPOUND_STRING("Power Swap"), + .name = COMPOUND_STRING("力量互换"), .description = COMPOUND_STRING( - "Swaps changes to Attack\n" - "and Sp. Atk with the foe."), + "利用超能力互换自己和对手\n" + "的攻击以及特攻的能力变化。"), .effect = EFFECT_POWER_SWAP, .power = 0, .type = TYPE_PSYCHIC, @@ -9969,10 +9933,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_GUARD_SWAP] = { - .name = COMPOUND_STRING("Guard Swap"), + .name = COMPOUND_STRING("防守互换"), .description = COMPOUND_STRING( - "Swaps changes to Defense\n" - "and Sp. Def with the foe."), + "利用超能力互换自己和对手\n" + "的防御以及特防的能力变化。"), .effect = EFFECT_GUARD_SWAP, .power = 0, .type = TYPE_PSYCHIC, @@ -9992,10 +9956,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_PUNISHMENT] = { - .name = COMPOUND_STRING("Punishment"), + .name = COMPOUND_STRING("惩罚"), .description = COMPOUND_STRING( - "Does more damage if the\n" - "foe has powered up."), + "根据能力变化,对手提高的\n" + "力量越大,招式的威力越大。"), .effect = EFFECT_PUNISHMENT, .power = 60, .type = TYPE_DARK, @@ -10014,10 +9978,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_LAST_RESORT] = { - .name = COMPOUND_STRING("Last Resort"), + .name = COMPOUND_STRING("珍藏"), .description = COMPOUND_STRING( - "Can only be used if every\n" - "other move has been used."), + "当其他招式全部使用过后,\n" + "才能开始使出珍藏的招式。"), .effect = EFFECT_LAST_RESORT, .power = B_UPDATED_MOVE_DATA >= GEN_5 ? 140 : 130, .type = TYPE_NORMAL, @@ -10036,10 +10000,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_WORRY_SEED] = { - .name = COMPOUND_STRING("Worry Seed"), + .name = COMPOUND_STRING("烦恼种子"), .description = COMPOUND_STRING( - "Plants a seed on the foe\n" - "giving it Insomnia."), + "种植心神不宁的种子。\n" + "使对手特性变成不眠。"), .effect = EFFECT_WORRY_SEED, .power = 0, .type = TYPE_GRASS, @@ -10059,7 +10023,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SUCKER_PUNCH] = { - .name = COMPOUND_STRING("Sucker Punch"), + .name = COMPOUND_STRING("突袭"), .description = sSuckerPunchDescription, .effect = EFFECT_SUCKER_PUNCH, .power = B_UPDATED_MOVE_DATA >= GEN_7 ? 70 : 80, @@ -10079,10 +10043,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_TOXIC_SPIKES] = { - .name = COMPOUND_STRING("Toxic Spikes"), + .name = COMPOUND_STRING("毒菱"), .description = COMPOUND_STRING( - "Sets spikes that poison a\n" - "foe switching in."), + "在对手的脚下撒毒菱。\n" + "使对手换上的宝可梦中毒。"), .effect = EFFECT_TOXIC_SPIKES, .power = 0, .type = TYPE_POISON, @@ -10106,10 +10070,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_HEART_SWAP] = { - .name = COMPOUND_STRING("Heart Swap"), + .name = COMPOUND_STRING("心灵互换"), .description = COMPOUND_STRING( - "Swaps any stat changes\n" - "with the foe."), + "利用超能力互换自己和\n" + "对手之间的能力变化。"), .effect = EFFECT_HEART_SWAP, .power = 0, .type = TYPE_PSYCHIC, @@ -10129,10 +10093,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_AQUA_RING] = { - .name = COMPOUND_STRING("Aqua Ring"), + .name = COMPOUND_STRING("水流环"), .description = COMPOUND_STRING( - "Forms a veil of water\n" - "that restores HP."), + "在自身体周围覆盖用水制造\n" + "的幕。每回合回复HP。"), .effect = EFFECT_AQUA_RING, .power = 0, .type = TYPE_WATER, @@ -10154,10 +10118,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MAGNET_RISE] = { - .name = COMPOUND_STRING("Magnet Rise"), + .name = COMPOUND_STRING("电磁飘浮"), .description = COMPOUND_STRING( - "The user levitates with\n" - "electromagnetism."), + "用电气产生的磁力浮在空中。\n" + "在5回合内可以飘浮。"), .effect = EFFECT_MAGNET_RISE, .power = 0, .type = TYPE_ELECTRIC, @@ -10180,10 +10144,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FLARE_BLITZ] = { - .name = COMPOUND_STRING("Flare Blitz"), + .name = COMPOUND_STRING("闪焰冲锋"), .description = COMPOUND_STRING( - "A charge that may burn the\n" - "foe. Also hurts the user."), + "让火焰覆盖全身猛撞。自己\n" + "也会受伤。有时让对手灼伤。"), .effect = EFFECT_HIT, .power = 120, .type = TYPE_FIRE, @@ -10208,10 +10172,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FORCE_PALM] = { - .name = COMPOUND_STRING("Force Palm"), + .name = COMPOUND_STRING("发劲"), .description = COMPOUND_STRING( - "A shock wave attack that\n" - "may paralyze the foe."), + "向对手发出冲击波攻击。\n" + "有时会让对手陷入麻痹。"), .effect = EFFECT_HIT, .power = 60, .type = TYPE_FIGHTING, @@ -10234,10 +10198,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_AURA_SPHERE] = { - .name = COMPOUND_STRING("Aura Sphere"), + .name = COMPOUND_STRING("波导弹"), .description = COMPOUND_STRING( - "Attacks with an aura blast\n" - "that cannot be evaded."), + "从体内产生出波导之力,然\n" + "后发出。攻击必定会命中。"), .effect = EFFECT_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_6 ? 80 : 90, .type = TYPE_FIGHTING, @@ -10257,10 +10221,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ROCK_POLISH] = { - .name = COMPOUND_STRING("Rock Polish"), + .name = COMPOUND_STRING("岩石打磨"), .description = COMPOUND_STRING( - "Polishes the body to\n" - "sharply raise Speed."), + "打磨自己的身体,减少空气\n" + "阻力。大幅提高自己的速度。"), .effect = EFFECT_SPEED_UP_2, .power = 0, .type = TYPE_ROCK, @@ -10282,10 +10246,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_POISON_JAB] = { - .name = COMPOUND_STRING("Poison Jab"), + .name = COMPOUND_STRING("毒击"), .description = COMPOUND_STRING( - "A stabbing attack that\n" - "may poison the foe."), + "用带毒触手或手臂刺入对手。\n" + "有时会让对手陷入中毒状态。"), .effect = EFFECT_HIT, .power = 80, .type = TYPE_POISON, @@ -10308,10 +10272,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_DARK_PULSE] = { - .name = COMPOUND_STRING("Dark Pulse"), + .name = COMPOUND_STRING("恶之波动"), .description = COMPOUND_STRING( - "Attacks with a horrible\n" - "aura. May cause flinching."), + "从体内发出充满恶意的恐怖\n" + "气场。有时会使对手畏缩。"), .effect = EFFECT_HIT, .power = 80, .type = TYPE_DARK, @@ -10334,10 +10298,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_NIGHT_SLASH] = { - .name = COMPOUND_STRING("Night Slash"), + .name = COMPOUND_STRING("暗袭要害"), .description = COMPOUND_STRING( - "Hits as soon as possible.\n" - "High critical-hit ratio."), + "抓住瞬间的空隙切斩对手。\n" + "容易击中要害。"), .effect = EFFECT_HIT, .power = 70, .type = TYPE_DARK, @@ -10358,10 +10322,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_AQUA_TAIL] = { - .name = COMPOUND_STRING("Aqua Tail"), + .name = COMPOUND_STRING("水流尾"), .description = COMPOUND_STRING( - "The user swings its tail\n" - "like a wave to attack."), + "如惊涛骇浪般挥动大尾巴\n" + "攻击对手。"), .effect = EFFECT_HIT, .power = 90, .type = TYPE_WATER, @@ -10380,10 +10344,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SEED_BOMB] = { - .name = COMPOUND_STRING("Seed Bomb"), + .name = COMPOUND_STRING("种子炸弹"), .description = COMPOUND_STRING( - "A barrage of hard seeds\n" - "is fired at the foe."), + "将外壳坚硬的大种子,\n" + "从上方砸下攻击对手。"), .effect = EFFECT_HIT, .power = 80, .type = TYPE_GRASS, @@ -10402,10 +10366,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_AIR_SLASH] = { - .name = COMPOUND_STRING("Air Slash"), + .name = COMPOUND_STRING("空气之刃"), .description = COMPOUND_STRING( - "Attacks with a blade of\n" - "air. May cause flinching."), + "用也能劈开天空的空气之刃\n" + "攻击。有时会使对手畏缩。"), .effect = EFFECT_HIT, .power = 75, .type = TYPE_FLYING, @@ -10428,10 +10392,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_X_SCISSOR] = { - .name = COMPOUND_STRING("X-Scissor"), + .name = COMPOUND_STRING("十字剪"), .description = COMPOUND_STRING( - "Slashes the foe with crossed\n" - "scythes, claws, etc."), + "将镰刀或爪子像剪刀般地\n" + "交叉,顺势劈开对手。"), .effect = EFFECT_HIT, .power = 80, .type = TYPE_BUG, @@ -10451,10 +10415,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_BUG_BUZZ] = { - .name = COMPOUND_STRING("Bug Buzz"), + .name = COMPOUND_STRING("虫鸣"), .description = COMPOUND_STRING( - "A damaging sound wave that\n" - "may lower Sp. Def."), + "利用振动发出音波攻击。\n" + "有时会降低对手的特防。"), .effect = EFFECT_HIT, .power = 90, .type = TYPE_BUG, @@ -10478,10 +10442,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_DRAGON_PULSE] = { - .name = COMPOUND_STRING("Dragon Pulse"), + .name = COMPOUND_STRING("龙之波动"), .description = COMPOUND_STRING( - "Generates a shock wave to\n" - "damage the foe."), + "从大大的口中掀起冲击波\n" + "攻击对手。"), .effect = EFFECT_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_6 ? 85 : 90, .type = TYPE_DRAGON, @@ -10500,10 +10464,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_DRAGON_RUSH] = { - .name = COMPOUND_STRING("Dragon Rush"), + .name = COMPOUND_STRING("龙之俯冲"), .description = COMPOUND_STRING( - "Tackles the foe with menace.\n" - "May cause flinching."), + "释放出骇人杀气,边威慑边\n" + "撞击对手。有时会使对手畏缩。"), .effect = EFFECT_HIT, .power = 100, .type = TYPE_DRAGON, @@ -10527,10 +10491,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_POWER_GEM] = { - .name = COMPOUND_STRING("Power Gem"), + .name = COMPOUND_STRING("力量宝石"), .description = COMPOUND_STRING( - "Attacks with rays of light\n" - "that sparkle like diamonds."), + "发射如宝石般闪耀的光芒\n" + "攻击对手。"), .effect = EFFECT_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_6 ? 80 : 70, .type = TYPE_ROCK, @@ -10548,7 +10512,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_DRAIN_PUNCH] = { - .name = COMPOUND_STRING("Drain Punch"), + .name = COMPOUND_STRING("吸取拳"), .description = sMegaDrainDescription, .effect = EFFECT_ABSORB, .power = B_UPDATED_MOVE_DATA >= GEN_5 ? 75 : 60, @@ -10571,10 +10535,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_VACUUM_WAVE] = { - .name = COMPOUND_STRING("Vacuum Wave"), + .name = COMPOUND_STRING("真空波"), .description = COMPOUND_STRING( - "Whirls its fists to send\n" - "a wave that strikes first."), + "挥动拳头,掀起真空波。\n" + "必定能够先制攻击。"), .effect = EFFECT_HIT, .power = 40, .type = TYPE_FIGHTING, @@ -10592,10 +10556,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FOCUS_BLAST] = { - .name = COMPOUND_STRING("Focus Blast"), + .name = COMPOUND_STRING("真气弹"), .description = COMPOUND_STRING( - "Attacks at full power.\n" - "May lower Sp. Def."), + "提高气势,释放出全部力量。\n" + "有时会降低对手的特防。"), .effect = EFFECT_HIT, .power = 120, .type = TYPE_FIGHTING, @@ -10618,10 +10582,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ENERGY_BALL] = { - .name = COMPOUND_STRING("Energy Ball"), + .name = COMPOUND_STRING("能量球"), .description = COMPOUND_STRING( - "Draws power from nature to\n" - "attack. May lower Sp. Def."), + "发射从自然收集的生命力量。\n" + "有时会降低对手的特防。"), .effect = EFFECT_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_6 ? 90 : 80, .type = TYPE_GRASS, @@ -10644,10 +10608,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_BRAVE_BIRD] = { - .name = COMPOUND_STRING("Brave Bird"), + .name = COMPOUND_STRING("勇鸟猛攻"), .description = COMPOUND_STRING( - "A low altitude charge that\n" - "also hurts the user."), + "收拢翅膀低空飞行突击对手。\n" + "自己也会受到不小的伤害。"), .effect = EFFECT_HIT, .power = 120, .type = TYPE_FLYING, @@ -10667,10 +10631,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_EARTH_POWER] = { - .name = COMPOUND_STRING("Earth Power"), + .name = COMPOUND_STRING("大地之力"), .description = COMPOUND_STRING( - "Makes the ground erupt with\n" - "power. May lower Sp. Def."), + "向对手脚下释放出大地之力。\n" + "有时会降低对手的特防。"), .effect = EFFECT_HIT, .power = 90, .type = TYPE_GROUND, @@ -10693,10 +10657,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SWITCHEROO] = { - .name = COMPOUND_STRING("Switcheroo"), + .name = COMPOUND_STRING("掉包"), .description = COMPOUND_STRING( - "Swaps items with the foe\n" - "faster than the eye can see."), + "用一闪而过的速度交换\n" + "自己和对手的持有物。"), .effect = EFFECT_TRICK, .power = 0, .type = TYPE_DARK, @@ -10718,7 +10682,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_GIGA_IMPACT] = { - .name = COMPOUND_STRING("Giga Impact"), + .name = COMPOUND_STRING("终极冲击"), .description = sHyperBeamDescription, .effect = EFFECT_HIT, .power = 150, @@ -10742,10 +10706,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_NASTY_PLOT] = { - .name = COMPOUND_STRING("Nasty Plot"), + .name = COMPOUND_STRING("诡计"), .description = COMPOUND_STRING( - "Thinks bad thoughts to\n" - "sharply boost Sp. Atk."), + "谋划诡计,激活头脑。\n" + "大幅提高自己的特攻。"), .effect = EFFECT_SPECIAL_ATTACK_UP_2, .power = 0, .type = TYPE_DARK, @@ -10767,10 +10731,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_BULLET_PUNCH] = { - .name = COMPOUND_STRING("Bullet Punch"), + .name = COMPOUND_STRING("子弹拳"), .description = COMPOUND_STRING( - "Punches as fast as a bul-\n" - "let. It always hits first."), + "使出如子弹般快速而坚硬\n" + "的拳头。必定能够先制攻击。"), .effect = EFFECT_HIT, .power = 40, .type = TYPE_STEEL, @@ -10790,7 +10754,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_AVALANCHE] = { - .name = COMPOUND_STRING("Avalanche"), + .name = COMPOUND_STRING("雪崩"), .description = sRevengeDescription, .effect = EFFECT_REVENGE, .power = 60, @@ -10810,10 +10774,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ICE_SHARD] = { - .name = COMPOUND_STRING("Ice Shard"), + .name = COMPOUND_STRING("冰砾"), .description = COMPOUND_STRING( - "Hurls a chunk of ice that\n" - "always strike first."), + "瞬间制作冰块,快速扔向对\n" + "手。必定能够先制攻击。"), .effect = EFFECT_HIT, .power = 40, .type = TYPE_ICE, @@ -10831,10 +10795,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SHADOW_CLAW] = { - .name = COMPOUND_STRING("Shadow Claw"), + .name = COMPOUND_STRING("暗影爪"), .description = COMPOUND_STRING( - "Strikes with a shadow claw.\n" - "High critical-hit ratio."), + "以影子做成的锐爪,劈开\n" + "对手。容易击中要害。"), .effect = EFFECT_HIT, .power = 70, .type = TYPE_GHOST, @@ -10854,10 +10818,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_THUNDER_FANG] = { - .name = COMPOUND_STRING("Thunder Fang"), + .name = COMPOUND_STRING("雷电牙"), .description = COMPOUND_STRING( - "May cause flinching or\n" - "leave the foe paralyzed."), + "用蓄满电流的牙齿咬住对手。\n" + "有时会使对手畏缩或麻痹。"), .effect = EFFECT_HIT, .power = 65, .type = TYPE_ELECTRIC, @@ -10885,14 +10849,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ICE_FANG] = { - .name = COMPOUND_STRING("Ice Fang"), + .name = COMPOUND_STRING("冰冻牙"), .description = COMPOUND_STRING( - "May cause flinching or\n" - #if B_USE_FROSTBITE == TRUE - "leave the foe with frostbite."), - #else - "leave the foe frozen."), - #endif + "用藏有冷气的牙齿咬住对手。\n" + "有时会使对手畏缩或冰冻。"), .effect = EFFECT_HIT, .power = 65, .type = TYPE_ICE, @@ -10920,10 +10880,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FIRE_FANG] = { - .name = COMPOUND_STRING("Fire Fang"), + .name = COMPOUND_STRING("火焰牙"), .description = COMPOUND_STRING( - "May cause flinching or\n" - "leave the foe with a burn."), + "用覆盖着火焰的牙齿咬住对手。\n" + "有时会使对手畏缩或灼伤。"), .effect = EFFECT_HIT, .power = 65, .type = TYPE_FIRE, @@ -10951,10 +10911,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SHADOW_SNEAK] = { - .name = COMPOUND_STRING("Shadow Sneak"), + .name = COMPOUND_STRING("影子偷袭"), .description = COMPOUND_STRING( - "Extends the user's shadow\n" - "to strike first."), + "伸长影子,从对手背后进行\n" + "攻击。必定能够先制攻击。"), .effect = EFFECT_HIT, .power = 40, .type = TYPE_GHOST, @@ -10973,10 +10933,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MUD_BOMB] = { - .name = COMPOUND_STRING("Mud Bomb"), + .name = COMPOUND_STRING("泥巴炸弹"), .description = COMPOUND_STRING( - "Throws a blob of mud to\n" - "damage and cut accuracy."), + "向对手发射坚硬的泥弹攻击。\n" + "有时会降低对手的命中率。"), .effect = EFFECT_HIT, .power = 65, .type = TYPE_GROUND, @@ -10999,10 +10959,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_PSYCHO_CUT] = { - .name = COMPOUND_STRING("Psycho Cut"), + .name = COMPOUND_STRING("精神利刃"), .description = COMPOUND_STRING( - "Tears with psychic blades.\n" - "High critical-hit ratio."), + "用实体化的心之利刃劈开\n" + "对手。容易击中要害。"), .effect = EFFECT_HIT, .power = 70, .type = TYPE_PSYCHIC, @@ -11022,10 +10982,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ZEN_HEADBUTT] = { - .name = COMPOUND_STRING("Zen Headbutt"), + .name = COMPOUND_STRING("意念头锤"), .description = COMPOUND_STRING( - "Hits with a strong head-\n" - "butt. May cause flinching."), + "将思念的力量集中在前额\n" + "攻击。有时会使对手畏缩。"), .effect = EFFECT_HIT, .power = 80, .type = TYPE_PSYCHIC, @@ -11048,10 +11008,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MIRROR_SHOT] = { - .name = COMPOUND_STRING("Mirror Shot"), + .name = COMPOUND_STRING("镜光射击"), .description = COMPOUND_STRING( - "Emits a flash of energy to\n" - "damage and cut accuracy."), + "抛光身体向对手释放出闪光\n" + "之力。有时会降低对手命中率。"), .effect = EFFECT_HIT, .power = 65, .type = TYPE_STEEL, @@ -11073,10 +11033,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FLASH_CANNON] = { - .name = COMPOUND_STRING("Flash Cannon"), + .name = COMPOUND_STRING("加农光炮"), .description = COMPOUND_STRING( - "Releases a blast of light\n" - "that may lower Sp. Def."), + "将身体光芒聚集在一点释放\n" + "出去。有时会降低对手特防。"), .effect = EFFECT_HIT, .power = 80, .type = TYPE_STEEL, @@ -11098,10 +11058,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ROCK_CLIMB] = { - .name = COMPOUND_STRING("Rock Climb"), + .name = COMPOUND_STRING("攀岩"), .description = COMPOUND_STRING( - "A charging attack that may\n" - "confuse the foe."), + "发动猛撞攻击,\n" + "有时会使对手混乱。"), .effect = EFFECT_HIT, .power = 90, .type = TYPE_NORMAL, @@ -11124,10 +11084,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_DEFOG] = { - .name = COMPOUND_STRING("Defog"), + .name = COMPOUND_STRING("清除浓雾"), .description = COMPOUND_STRING( - "Removes obstacles and\n" - "lowers evasion."), + "用强风吹开对手的墙壁招式。\n" + "也会降低对手的闪避率。"), .effect = EFFECT_DEFOG, .power = 0, .type = TYPE_FLYING, @@ -11148,10 +11108,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_TRICK_ROOM] = { - .name = COMPOUND_STRING("Trick Room"), + .name = COMPOUND_STRING("戏法空间"), .description = COMPOUND_STRING( - "Slower Pokémon get to move\n" - "first for 5 turns."), + "制造出离奇空间。5回合内\n" + "速度慢的宝可梦可以先行动。"), .effect = EFFECT_TRICK_ROOM, .power = 0, .type = TYPE_PSYCHIC, @@ -11171,10 +11131,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_DRACO_METEOR] = { - .name = COMPOUND_STRING("Draco Meteor"), + .name = COMPOUND_STRING("流星群"), .description = COMPOUND_STRING( - "Casts comets onto the foe.\n" - "Harshly lowers the Sp. Atk."), + "从天空中向对手落下陨石。\n" + "自己的特攻会大幅降低。"), .effect = EFFECT_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_6 ? 130 : 140, .type = TYPE_DRAGON, @@ -11196,10 +11156,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_DISCHARGE] = { - .name = COMPOUND_STRING("Discharge"), + .name = COMPOUND_STRING("放电"), .description = COMPOUND_STRING( - "Zaps the foes with electri-\n" - "city. May paralyze them."), + "用耀眼的电击攻击周围所有\n" + "的宝可梦。有时会造成麻痹。"), .effect = EFFECT_HIT, .power = 80, .type = TYPE_ELECTRIC, @@ -11221,7 +11181,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_LAVA_PLUME] = { - .name = COMPOUND_STRING("Lava Plume"), + .name = COMPOUND_STRING("喷烟"), .description = sLavaPlumeDescription, .effect = EFFECT_HIT, .power = 80, @@ -11244,10 +11204,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_LEAF_STORM] = { - .name = COMPOUND_STRING("Leaf Storm"), + .name = COMPOUND_STRING("飞叶风暴"), .description = COMPOUND_STRING( - "Whips up a storm of leaves.\n" - "Harshly lowers the Sp. Atk."), + "用尖叶片向对手卷起风暴。\n" + "自己的特攻会大幅降低。"), .effect = EFFECT_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_6 ? 130 : 140, .type = TYPE_GRASS, @@ -11269,10 +11229,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_POWER_WHIP] = { - .name = COMPOUND_STRING("Power Whip"), + .name = COMPOUND_STRING("强力鞭打"), .description = COMPOUND_STRING( - "Violently lashes the foe\n" - "with vines or tentacles."), + "激烈地挥舞青藤或触手\n" + "摔打对手攻击。"), .effect = EFFECT_HIT, .power = 120, .type = TYPE_GRASS, @@ -11291,7 +11251,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ROCK_WRECKER] = { - .name = COMPOUND_STRING("Rock Wrecker"), + .name = COMPOUND_STRING("岩石炮"), .description = sHyperBeamDescription, .effect = EFFECT_HIT, .power = 150, @@ -11315,10 +11275,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_CROSS_POISON] = { - .name = COMPOUND_STRING("Cross Poison"), + .name = COMPOUND_STRING("十字毒刃"), .description = COMPOUND_STRING( - "A slash that may poison a\n" - "foe and do critical damage."), + "用毒刃劈开对手。有时会让\n" + "对手中毒,也容易击中要害。"), .effect = EFFECT_HIT, .power = 70, .type = TYPE_POISON, @@ -11343,10 +11303,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_GUNK_SHOT] = { - .name = COMPOUND_STRING("Gunk Shot"), + .name = COMPOUND_STRING("垃圾射击"), .description = COMPOUND_STRING( - "Shoots filthy garbage at\n" - "the foe. May also poison."), + "用肮脏的垃圾撞向对手攻击。\n" + "有时会让对手陷入中毒状态。"), .effect = EFFECT_HIT, .power = 120, .type = TYPE_POISON, @@ -11368,10 +11328,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_IRON_HEAD] = { - .name = COMPOUND_STRING("Iron Head"), + .name = COMPOUND_STRING("铁头"), .description = COMPOUND_STRING( - "Slams the foe with a hard\n" - "head. May cause flinching."), + "用钢铁般坚硬的头部攻击。\n" + "有时会使对手畏缩。"), .effect = EFFECT_HIT, .power = 80, .type = TYPE_STEEL, @@ -11394,10 +11354,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MAGNET_BOMB] = { - .name = COMPOUND_STRING("Magnet Bomb"), + .name = COMPOUND_STRING("磁铁炸弹"), .description = COMPOUND_STRING( - "Launches a magnet that\n" - "strikes without fail."), + "发射吸住对手的钢铁炸弹。\n" + "攻击必定会命中。"), .effect = EFFECT_HIT, .power = 60, .type = TYPE_STEEL, @@ -11416,10 +11376,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_STONE_EDGE] = { - .name = COMPOUND_STRING("Stone Edge"), + .name = COMPOUND_STRING("尖石攻击"), .description = COMPOUND_STRING( - "Stabs the foe with stones.\n" - "High critical-hit ratio."), + "用尖尖的岩石刺入对手攻击。\n" + "容易击中要害。"), .effect = EFFECT_HIT, .power = 100, .type = TYPE_ROCK, @@ -11438,10 +11398,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_CAPTIVATE] = { - .name = COMPOUND_STRING("Captivate"), + .name = COMPOUND_STRING("诱惑"), .description = COMPOUND_STRING( - "Makes the opposite gender\n" - "sharply reduce its Sp. Atk."), + "诱惑异性,\n" + "从而大幅降低对手的特攻。"), .effect = EFFECT_CAPTIVATE, .power = 0, .type = TYPE_NORMAL, @@ -11461,10 +11421,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_STEALTH_ROCK] = { - .name = COMPOUND_STRING("Stealth Rock"), + .name = COMPOUND_STRING("隐形岩"), .description = COMPOUND_STRING( - "Sets floating stones that\n" - "hurt a foe switching in."), + "将无数岩石悬浮在对手周围,\n" + "对换上的宝可梦给予伤害。"), .effect = EFFECT_STEALTH_ROCK, .power = 0, .type = TYPE_ROCK, @@ -11487,10 +11447,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_GRASS_KNOT] = { - .name = COMPOUND_STRING("Grass Knot"), + .name = COMPOUND_STRING("打草结"), .description = COMPOUND_STRING( - "A snare attack that does\n" - "more damage to heavier foes."), + "用草缠住并绊倒对手。\n" + "对手越重,威力越大。"), .effect = EFFECT_LOW_KICK, .power = 1, .type = TYPE_GRASS, @@ -11510,10 +11470,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_CHATTER] = { - .name = COMPOUND_STRING("Chatter"), + .name = COMPOUND_STRING("喋喋不休"), .description = COMPOUND_STRING( - "Attacks with a sound wave\n" - "that causes confusion."), + "用非常烦人喋喋不休\n" + "的音波攻击对手。使对手混乱。"), .effect = EFFECT_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_6 ? 65 : 60, .type = TYPE_FLYING, @@ -11550,10 +11510,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_JUDGMENT] = { - .name = COMPOUND_STRING("Judgment"), + .name = COMPOUND_STRING("制裁光砾"), .description = COMPOUND_STRING( - "The type varies with the\n" - "kind of Plate held."), + "向对手放出无数的光弹。\n" + "属性会根据携带石板而改变。"), .effect = EFFECT_CHANGE_TYPE_ON_ITEM, .power = 100, .type = TYPE_NORMAL, @@ -11572,7 +11532,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_BUG_BITE] = { - .name = COMPOUND_STRING("Bug Bite"), + .name = COMPOUND_STRING("虫咬"), .description = sPluckDescription, .effect = EFFECT_HIT, .power = 60, @@ -11595,10 +11555,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_CHARGE_BEAM] = { - .name = COMPOUND_STRING("Charge Beam"), + .name = COMPOUND_STRING("充电光束"), .description = COMPOUND_STRING( - "Fires a beam of electricity.\n" - "May raise Sp. Atk."), + "向对手发射电击光束。\n" + "有时会提高自己的特攻。"), .effect = EFFECT_HIT, .power = 50, .type = TYPE_ELECTRIC, @@ -11621,10 +11581,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_WOOD_HAMMER] = { - .name = COMPOUND_STRING("Wood Hammer"), + .name = COMPOUND_STRING("木槌"), .description = COMPOUND_STRING( - "Slams the body into a foe.\n" - "The user gets hurt too."), + "用坚硬的躯体撞击对手攻击。\n" + "自己也会受到不小的伤害。"), .effect = EFFECT_HIT, .power = 120, .type = TYPE_GRASS, @@ -11644,10 +11604,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_AQUA_JET] = { - .name = COMPOUND_STRING("Aqua Jet"), + .name = COMPOUND_STRING("水流喷射"), .description = COMPOUND_STRING( - "Strikes first by dashing\n" - "at the foe at a high speed."), + "以迅雷不及掩耳之势扑向\n" + "对手。必定能够先制攻击。"), .effect = EFFECT_HIT, .power = 40, .type = TYPE_WATER, @@ -11666,10 +11626,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ATTACK_ORDER] = { - .name = COMPOUND_STRING("Attack Order"), + .name = COMPOUND_STRING("攻击指令"), .description = COMPOUND_STRING( - "Underlings pummel the foe.\n" - "High critical-hit ratio."), + "召唤手下,让其朝对手发起\n" + "攻击。容易击中要害。"), .effect = EFFECT_HIT, .power = 90, .type = TYPE_BUG, @@ -11688,10 +11648,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_DEFEND_ORDER] = { - .name = COMPOUND_STRING("Defend Order"), + .name = COMPOUND_STRING("防御指令"), .description = COMPOUND_STRING( - "Raises Defense and Sp. Def\n" - "with a living shield."), + "召唤手下附在自己身体上。\n" + "可以提高自己的防御和特防。"), .effect = EFFECT_COSMIC_POWER, .power = 0, .type = TYPE_BUG, @@ -11713,10 +11673,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_HEAL_ORDER] = { - .name = COMPOUND_STRING("Heal Order"), + .name = COMPOUND_STRING("回复指令"), .description = COMPOUND_STRING( - "The user's underlings show\n" - "up to heal half its max HP."), + "召唤手下疗伤。\n" + "回复自己最大HP的一半。"), .effect = EFFECT_RESTORE_HP, .power = 0, .type = TYPE_BUG, @@ -11739,10 +11699,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_HEAD_SMASH] = { - .name = COMPOUND_STRING("Head Smash"), + .name = COMPOUND_STRING("双刃头锤"), .description = COMPOUND_STRING( - "A life-risking headbutt that\n" - "seriously hurts the user."), + "拼命向对手进行头锤攻击。\n" + "自己也会受到非常大的伤害。"), .effect = EFFECT_HIT, .power = 150, .type = TYPE_ROCK, @@ -11762,10 +11722,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_DOUBLE_HIT] = { - .name = COMPOUND_STRING("Double Hit"), + .name = COMPOUND_STRING("二连击"), .description = COMPOUND_STRING( - "Slams the foe with a tail\n" - "etc. Strikes twice."), + "使用尾巴等拍打对手攻击。\n" + "连续2次给予伤害。"), .effect = EFFECT_HIT, .power = 35, .type = TYPE_NORMAL, @@ -11785,10 +11745,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ROAR_OF_TIME] = { - .name = COMPOUND_STRING("Roar of Time"), + .name = COMPOUND_STRING("时光咆哮"), .description = COMPOUND_STRING( - "Powerful, but leaves the\n" - "user immobile the next turn."), + "释放扭曲时间般的强大力量。\n" + "下一回合自己将无法动弹。"), .effect = EFFECT_HIT, .power = 150, .type = TYPE_DRAGON, @@ -11810,10 +11770,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SPACIAL_REND] = { - .name = COMPOUND_STRING("Spacial Rend"), + .name = COMPOUND_STRING("亚空裂斩"), .description = COMPOUND_STRING( - "Tears the foe, and space.\n" - "High critical-hit ratio."), + "将对手连同周围的空间一起\n" + "撕裂。容易击中要害。"), .effect = EFFECT_HIT, .power = 100, .type = TYPE_DRAGON, @@ -11832,7 +11792,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_LUNAR_DANCE] = { - .name = COMPOUND_STRING("Lunar Dance"), + .name = COMPOUND_STRING("新月舞"), .description = sHealingWishDescription, .effect = EFFECT_HEALING_WISH, .power = 0, @@ -11856,7 +11816,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_CRUSH_GRIP] = { - .name = COMPOUND_STRING("Crush Grip"), + .name = COMPOUND_STRING("捏碎"), .description = sWringOutDescription, .effect = EFFECT_POWER_BASED_ON_TARGET_HP, .power = 120, @@ -11876,10 +11836,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MAGMA_STORM] = { - .name = COMPOUND_STRING("Magma Storm"), + .name = COMPOUND_STRING("熔岩风暴"), .description = COMPOUND_STRING( - "Traps the foe in a vortex\n" - "of fire for "BINDING_TURNS" turns."), + "将对手困在熊熊燃烧火焰中,\n" + "在4~5回合内攻击。"), .effect = EFFECT_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_6 ? 100 : 120, .type = TYPE_FIRE, @@ -11900,10 +11860,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_DARK_VOID] = { - .name = COMPOUND_STRING("Dark Void"), + .name = COMPOUND_STRING("暗黑洞"), .description = COMPOUND_STRING( - "Drags the foe into total\n" - "darkness, inducing Sleep."), + "将对手强制拖入黑暗的世界,\n" + "从而让对手陷入睡眠状态。"), .effect = EFFECT_DARK_VOID, .power = 0, .type = TYPE_DARK, @@ -11924,10 +11884,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SEED_FLARE] = { - .name = COMPOUND_STRING("Seed Flare"), + .name = COMPOUND_STRING("种子闪光"), .description = COMPOUND_STRING( - "Generates a shock wave that\n" - "sharply reduces Sp. Def."), + "从身体里产生冲击波。\n" + "有时会大幅降低对手的特防。"), .effect = EFFECT_HIT, .power = 120, .type = TYPE_GRASS, @@ -11949,10 +11909,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_OMINOUS_WIND] = { - .name = COMPOUND_STRING("Ominous Wind"), + .name = COMPOUND_STRING("奇异之风"), .description = COMPOUND_STRING( - "A repulsive attack that may\n" - "raise all stats."), + "突然刮起毛骨悚然的暴风。\n" + "有时会提高自己的全部能力。"), .effect = EFFECT_HIT, .power = 60, .type = TYPE_GHOST, @@ -11976,7 +11936,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SHADOW_FORCE] = { - .name = COMPOUND_STRING("Shadow Force"), + .name = COMPOUND_STRING("暗影潜袭"), .description = sShadowForceDescription, .effect = EFFECT_SEMI_INVULNERABLE, .power = 120, @@ -12005,10 +11965,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_HONE_CLAWS] = { - .name = COMPOUND_STRING("Hone Claws"), + .name = COMPOUND_STRING("磨爪"), .description = COMPOUND_STRING( - "Sharpens its claws to raise\n" - "Attack and Accuracy."), + "将爪子磨得更加锋利。\n" + "提高自己的攻击和命中率。"), .effect = EFFECT_ATTACK_ACCURACY_UP, .power = 0, .type = TYPE_DARK, @@ -12030,10 +11990,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_WIDE_GUARD] = { - .name = COMPOUND_STRING("Wide Guard"), + .name = COMPOUND_STRING("广域防守"), .description = COMPOUND_STRING( - "Evades wide-ranging attacks\n" - "for one turn."), + "在1回合内防住击打\n" + "我方全员的攻击。"), .effect = EFFECT_PROTECT, .power = 0, .type = TYPE_ROCK, @@ -12057,10 +12017,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_GUARD_SPLIT] = { - .name = COMPOUND_STRING("Guard Split"), + .name = COMPOUND_STRING("防守平分"), .description = COMPOUND_STRING( - "Averages changes to Defense\n" - "and Sp. Def with the foe."), + "利用超能力将自己和对手的\n" + "防御和特防相加再进行平分。"), .effect = EFFECT_GUARD_SPLIT, .power = 0, .type = TYPE_PSYCHIC, @@ -12080,10 +12040,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_POWER_SPLIT] = { - .name = COMPOUND_STRING("Power Split"), + .name = COMPOUND_STRING("力量平分"), .description = COMPOUND_STRING( - "Averages changes to Attack\n" - "and Sp. Atk with the foe."), + "利用超能力将自己和对手的\n" + "攻击和特攻相加再进行平分。"), .effect = EFFECT_POWER_SPLIT, .power = 0, .type = TYPE_PSYCHIC, @@ -12103,10 +12063,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_WONDER_ROOM] = { - .name = COMPOUND_STRING("Wonder Room"), + .name = COMPOUND_STRING("奇妙空间"), .description = COMPOUND_STRING( - "Defense and Sp. Def stats\n" - "are swapped for 5 turns."), + "制造出离奇空间。在5回合内\n" + "互换所有宝可梦防御和特防。"), .effect = EFFECT_WONDER_ROOM, .power = 0, .type = TYPE_PSYCHIC, @@ -12126,7 +12086,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_PSYSHOCK] = { - .name = COMPOUND_STRING("Psyshock"), + .name = COMPOUND_STRING("精神冲击"), .description = sPsyshockDescription, .effect = EFFECT_PSYSHOCK, .power = 80, @@ -12145,10 +12105,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_VENOSHOCK] = { - .name = COMPOUND_STRING("Venoshock"), + .name = COMPOUND_STRING("毒液冲击"), .description = COMPOUND_STRING( - "Does double damage if the\n" - "foe is poisoned."), + "将特殊的毒液泼向对手。对\n" + "中毒的对手,威力会变成2倍。"), .effect = EFFECT_DOUBLE_POWER_ON_ARG_STATUS, .power = 65, .type = TYPE_POISON, @@ -12167,10 +12127,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_AUTOTOMIZE] = { - .name = COMPOUND_STRING("Autotomize"), + .name = COMPOUND_STRING("身体轻量化"), .description = COMPOUND_STRING( - "Sheds additional weight to\n" - "sharply boost Speed."), + "削掉身体上没用部分。大幅\n" + "提高自身速度,并减轻体重。"), .effect = EFFECT_AUTOTOMIZE, .power = 0, .type = TYPE_STEEL, @@ -12192,10 +12152,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_RAGE_POWDER] = { - .name = COMPOUND_STRING("Rage Powder"), + .name = COMPOUND_STRING("愤怒粉"), .description = COMPOUND_STRING( - "Scatters powder to make\n" - "foes attack only the user."), + "将令人烦躁的粉末撒在自身,\n" + "使对手的攻击全部指向自己。"), .effect = EFFECT_FOLLOW_ME, .power = 0, .type = TYPE_BUG, @@ -12220,10 +12180,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_TELEKINESIS] = { - .name = COMPOUND_STRING("Telekinesis"), + .name = COMPOUND_STRING("意念移物"), .description = COMPOUND_STRING( - "Makes the foe float. It is\n" - "easier to hit for 3 turns."), + "利用超能力使对手浮起来。\n" + "在3回合内攻击会容易命中。"), .effect = EFFECT_TELEKINESIS, .power = 0, .type = TYPE_PSYCHIC, @@ -12244,10 +12204,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MAGIC_ROOM] = { - .name = COMPOUND_STRING("Magic Room"), + .name = COMPOUND_STRING("魔法空间"), .description = COMPOUND_STRING( - "Hold items lose their\n" - "effects for 5 turns."), + "制造出离奇空间。在5回合内\n" + "所有携带道具效果都会消失。"), .effect = EFFECT_MAGIC_ROOM, .power = 0, .type = TYPE_PSYCHIC, @@ -12267,10 +12227,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SMACK_DOWN] = { - .name = COMPOUND_STRING("Smack Down"), + .name = COMPOUND_STRING("击落"), .description = COMPOUND_STRING( - "Throws a rock to knock the\n" - "foe down to the ground."), + "扔石头或炮弹,击落飞行的\n" + "对手,使其掉到地面。"), .effect = EFFECT_HIT, .power = 50, .type = TYPE_ROCK, @@ -12293,7 +12253,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_STORM_THROW] = { - .name = COMPOUND_STRING("Storm Throw"), + .name = COMPOUND_STRING("山岚摔"), .description = sStormThrowDescription, .effect = EFFECT_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_6 ? 60 : 40, @@ -12314,10 +12274,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FLAME_BURST] = { - .name = COMPOUND_STRING("Flame Burst"), + .name = COMPOUND_STRING("烈焰溅射"), .description = COMPOUND_STRING( - "A bursting flame that does\n" - "damage to all foes."), + "如果击中,爆裂的火焰会\n" + "飞溅到旁边的对手。"), .effect = EFFECT_HIT, .power = 70, .type = TYPE_FIRE, @@ -12339,10 +12299,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SLUDGE_WAVE] = { - .name = COMPOUND_STRING("Sludge Wave"), + .name = COMPOUND_STRING("污泥波"), .description = COMPOUND_STRING( - "Swamps the foe with a wave\n" - "of sludge. May also poison."), + "用污泥波攻击周围所有的\n" + "宝可梦。有时会造成中毒。"), .effect = EFFECT_HIT, .power = 95, .type = TYPE_POISON, @@ -12364,10 +12324,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_QUIVER_DANCE] = { - .name = COMPOUND_STRING("Quiver Dance"), + .name = COMPOUND_STRING("蝶舞"), .description = COMPOUND_STRING( - "Dances to raise Sp. Atk\n" - "Sp. Def and Speed."), + "轻巧跳起神秘而美丽的舞蹈。\n" + "提高自己特攻、特防和速度。"), .effect = EFFECT_QUIVER_DANCE, .power = 0, .type = TYPE_BUG, @@ -12390,7 +12350,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_HEAVY_SLAM] = { - .name = COMPOUND_STRING("Heavy Slam"), + .name = COMPOUND_STRING("重磅冲撞"), .description = sHeavySlamDescription, .effect = EFFECT_HEAT_CRASH, .power = 1, @@ -12412,10 +12372,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SYNCHRONOISE] = { - .name = COMPOUND_STRING("Synchronoise"), + .name = COMPOUND_STRING("同步干扰"), .description = COMPOUND_STRING( - "An odd shock wave that only\n" - "damages same-type foes."), + "用神奇电波对周围所有\n" + "同属性宝可梦给予伤害。"), .effect = EFFECT_SYNCHRONOISE, .power = B_UPDATED_MOVE_DATA >= GEN_6 ? 120 : 70, .type = TYPE_PSYCHIC, @@ -12433,10 +12393,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ELECTRO_BALL] = { - .name = COMPOUND_STRING("Electro Ball"), + .name = COMPOUND_STRING("电球"), .description = COMPOUND_STRING( - "Hurls an orb that does more\n" - "damage to slower foes."), + "用电气团撞向对手。自己\n" + "比对手速度越快,威力越大。"), .effect = EFFECT_ELECTRO_BALL, .power = 1, .type = TYPE_ELECTRIC, @@ -12455,10 +12415,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SOAK] = { - .name = COMPOUND_STRING("Soak"), + .name = COMPOUND_STRING("浸水"), .description = COMPOUND_STRING( - "Sprays water at the foe\n" - "making it Water-type."), + "将大量的水泼向对手,\n" + "从而使其变成水属性。"), .effect = EFFECT_SOAK, .power = 0, .type = TYPE_WATER, @@ -12478,10 +12438,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FLAME_CHARGE] = { - .name = COMPOUND_STRING("Flame Charge"), + .name = COMPOUND_STRING("蓄能焰袭"), .description = COMPOUND_STRING( - "Attacks in a cloak of\n" - "flames. Raises Speed."), + "让火焰覆盖全身,攻击对手。\n" + "积蓄力量提高自己的速度。"), .effect = EFFECT_HIT, .power = 50, .type = TYPE_FIRE, @@ -12505,10 +12465,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_COIL] = { - .name = COMPOUND_STRING("Coil"), + .name = COMPOUND_STRING("盘蜷"), .description = COMPOUND_STRING( - "Coils up to raise Attack,\n" - "Defense and Accuracy."), + "盘蜷集中精神。提高自己的\n" + "攻击、防御和命中率。"), .effect = EFFECT_COIL, .power = 0, .type = TYPE_POISON, @@ -12530,10 +12490,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_LOW_SWEEP] = { - .name = COMPOUND_STRING("Low Sweep"), + .name = COMPOUND_STRING("下盘踢"), .description = COMPOUND_STRING( - "Attacks the foe's legs\n" - "lowering its Speed."), + "以敏捷的动作瞄准对手的脚\n" + "攻击。会降低对手的速度。"), .effect = EFFECT_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_6 ? 65 : 60, .type = TYPE_FIGHTING, @@ -12556,10 +12516,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ACID_SPRAY] = { - .name = COMPOUND_STRING("Acid Spray"), + .name = COMPOUND_STRING("酸液炸弹"), .description = COMPOUND_STRING( - "Sprays a hide-melting acid.\n" - "Sharply reduces Sp. Def."), + "喷出能溶化对手的液体攻击。\n" + "会大幅降低对手的特防。"), .effect = EFFECT_HIT, .power = 40, .type = TYPE_POISON, @@ -12582,10 +12542,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FOUL_PLAY] = { - .name = COMPOUND_STRING("Foul Play"), + .name = COMPOUND_STRING("欺诈"), .description = COMPOUND_STRING( - "The higher the foe's Attack\n" - "the more damage caused."), + "利用对手的力量攻击。\n" + "对手攻击越高,伤害越大。"), .effect = EFFECT_FOUL_PLAY, .power = 95, .type = TYPE_DARK, @@ -12604,10 +12564,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SIMPLE_BEAM] = { - .name = COMPOUND_STRING("Simple Beam"), + .name = COMPOUND_STRING("单纯光束"), .description = COMPOUND_STRING( - "A beam that changes the\n" - "foe's ability to Simple."), + "向对手发送谜之念波。接收\n" + "到的对手特性会变为单纯。"), .effect = EFFECT_SIMPLE_BEAM, .power = 0, .type = TYPE_NORMAL, @@ -12627,10 +12587,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ENTRAINMENT] = { - .name = COMPOUND_STRING("Entrainment"), + .name = COMPOUND_STRING("找伙伴"), .description = COMPOUND_STRING( - "Makes the foe mimic the\n" - "user, gaining its ability."), + "用神奇的节奏跳舞。使对手\n" + "的特性变成一样。"), .effect = EFFECT_ENTRAINMENT, .power = 0, .type = TYPE_NORMAL, @@ -12650,10 +12610,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_AFTER_YOU] = { - .name = COMPOUND_STRING("After You"), + .name = COMPOUND_STRING("您先请"), .description = COMPOUND_STRING( - "Helps out the foe, letting\n" - "it move next."), + "支援我方或对手的行动,\n" + "使其紧接着此招式之后行动。"), .effect = EFFECT_AFTER_YOU, .power = 0, .type = TYPE_NORMAL, @@ -12676,10 +12636,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ROUND] = { - .name = COMPOUND_STRING("Round"), + .name = COMPOUND_STRING("轮唱"), .description = COMPOUND_STRING( - "A song that inflicts damage.\n" - "Others can join in too."), + "用歌声攻击对手。大家一起\n" + "可以接连使用,威力也会提高。"), .effect = EFFECT_ROUND, .power = 60, .type = TYPE_NORMAL, @@ -12702,10 +12662,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ECHOED_VOICE] = { - .name = COMPOUND_STRING("Echoed Voice"), + .name = COMPOUND_STRING("回声"), .description = COMPOUND_STRING( - "Does more damage every turn\n" - "it is used."), + "用回声攻击对手。若每回合\n" + "都有该招式使用威力就会提高。"), .effect = EFFECT_ECHOED_VOICE, .power = 40, .type = TYPE_NORMAL, @@ -12725,7 +12685,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_CHIP_AWAY] = { - .name = COMPOUND_STRING("Chip Away"), + .name = COMPOUND_STRING("逐步击破"), .description = sChipAwayDescription, .effect = EFFECT_HIT, .power = 70, @@ -12746,10 +12706,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_CLEAR_SMOG] = { - .name = COMPOUND_STRING("Clear Smog"), + .name = COMPOUND_STRING("清除之烟"), .description = COMPOUND_STRING( - "Attacks with white haze that\n" - "eliminates all stat changes."), + "向对手投掷特殊泥块攻击。\n" + "使其能力变回原点。"), .effect = EFFECT_HIT, .power = 50, .type = TYPE_POISON, @@ -12770,10 +12730,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_STORED_POWER] = { - .name = COMPOUND_STRING("Stored Power"), + .name = COMPOUND_STRING("辅助力量"), .description = COMPOUND_STRING( - "The higher the user's stats\n" - "the more damage caused."), + "用蓄积起来的力量攻击对手。\n" + "能力提高得越多威力越大。"), .effect = EFFECT_STORED_POWER, .power = 20, .type = TYPE_PSYCHIC, @@ -12791,10 +12751,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_QUICK_GUARD] = { - .name = COMPOUND_STRING("Quick Guard"), + .name = COMPOUND_STRING("快速防守"), .description = COMPOUND_STRING( - "Evades priority attacks\n" - "for one turn."), + "守护自己和同伴,\n" + "以防对手的先制攻击。"), .effect = EFFECT_PROTECT, .power = 0, .type = TYPE_FIGHTING, @@ -12818,10 +12778,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ALLY_SWITCH] = { - .name = COMPOUND_STRING("Ally Switch"), + .name = COMPOUND_STRING("交换场地"), .description = COMPOUND_STRING( - "The user switches places\n" - "with its partner."), + "用神奇力量瞬间移动与同伴\n" + "交换位置。连续使出容易失败。"), .effect = EFFECT_ALLY_SWITCH, .power = 0, .type = TYPE_PSYCHIC, @@ -12842,10 +12802,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SCALD] = { - .name = COMPOUND_STRING("Scald"), + .name = COMPOUND_STRING("热水"), .description = COMPOUND_STRING( - "Shoots boiling water at the\n" - "foe. May inflict a burn."), + "向对手喷射煮得翻滚的开水。\n" + "有时会让对手陷入灼伤状态。"), .effect = EFFECT_HIT, .power = 80, .type = TYPE_WATER, @@ -12868,10 +12828,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SHELL_SMASH] = { - .name = COMPOUND_STRING("Shell Smash"), + .name = COMPOUND_STRING("破壳"), .description = COMPOUND_STRING( - "Raises offensive stats, but\n" - "lowers defensive stats."), + "打破外壳降低防御和特防,\n" + "但大幅提高攻击特攻和速度。"), .effect = EFFECT_SHELL_SMASH, .power = 0, .type = TYPE_NORMAL, @@ -12893,10 +12853,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_HEAL_PULSE] = { - .name = COMPOUND_STRING("Heal Pulse"), + .name = COMPOUND_STRING("治愈波动"), .description = COMPOUND_STRING( - "Recovers up to half the\n" - "target's maximum HP."), + "放出治愈波动,\n" + "从而回复对手最大HP的一半。"), .effect = EFFECT_HEAL_PULSE, .power = 0, .type = TYPE_PSYCHIC, @@ -12919,10 +12879,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_HEX] = { - .name = COMPOUND_STRING("Hex"), + .name = COMPOUND_STRING("祸不单行"), .description = COMPOUND_STRING( - "Does double damage if the\n" - "foe has a status problem."), + "接二连三地攻击。对异常\n" + "状态的对手给予较大的伤害。"), .effect = EFFECT_DOUBLE_POWER_ON_ARG_STATUS, .power = B_UPDATED_MOVE_DATA >= GEN_6 ? 65 : 50, .type = TYPE_GHOST, @@ -12942,10 +12902,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SKY_DROP] = { - .name = COMPOUND_STRING("Sky Drop"), + .name = COMPOUND_STRING("自由落体"), .description = COMPOUND_STRING( - "Takes the foe into the sky\n" - "then drops it the next turn."), + "第1回合将对手带到空中,\n" + "第2回合将其摔下攻击。"), .effect = EFFECT_SKY_DROP, .power = 60, .type = TYPE_FLYING, @@ -12969,10 +12929,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SHIFT_GEAR] = { - .name = COMPOUND_STRING("Shift Gear"), + .name = COMPOUND_STRING("换档"), .description = COMPOUND_STRING( - "Rotates its gears to raise\n" - "Attack and Speed."), + "转动齿轮,不仅提高自己的\n" + "攻击,还会大幅提高速度。"), .effect = EFFECT_SHIFT_GEAR, .power = 0, .type = TYPE_STEEL, @@ -12994,7 +12954,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_CIRCLE_THROW] = { - .name = COMPOUND_STRING("Circle Throw"), + .name = COMPOUND_STRING("巴投"), .description = sCircleThrowDescription, .effect = EFFECT_HIT_SWITCH_TARGET, .power = 60, @@ -13016,10 +12976,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_INCINERATE] = { - .name = COMPOUND_STRING("Incinerate"), + .name = COMPOUND_STRING("烧净"), .description = COMPOUND_STRING( - "Burns up Berries and Gems\n" - "preventing their use."), + "用火焰攻击对手。会烧掉\n" + "对手携带树果,使其不能使用。"), .effect = EFFECT_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_6 ? 60 : 30, .type = TYPE_FIRE, @@ -13040,10 +13000,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_QUASH] = { - .name = COMPOUND_STRING("Quash"), + .name = COMPOUND_STRING("延后"), .description = COMPOUND_STRING( - "Suppresses the foe, making\n" - "it move last."), + "压制对手,\n" + "从而将其行动顺序放到最后。"), .effect = EFFECT_QUASH, .power = 0, .type = TYPE_DARK, @@ -13063,10 +13023,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ACROBATICS] = { - .name = COMPOUND_STRING("Acrobatics"), + .name = COMPOUND_STRING("杂技"), .description = COMPOUND_STRING( - "Does double damage if the\n" - "user has no item."), + "轻巧地攻击对手。自己没有\n" + "携带道具时给予更大伤害。"), .effect = EFFECT_ACROBATICS, .power = 55, .type = TYPE_FLYING, @@ -13085,10 +13045,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_REFLECT_TYPE] = { - .name = COMPOUND_STRING("Reflect Type"), + .name = COMPOUND_STRING("镜面属性"), .description = COMPOUND_STRING( - "The user reflects the foe's\n" - "type, copying it."), + "反射对手的属性,\n" + "让自己也变成一样的属性。"), .effect = EFFECT_REFLECT_TYPE, .power = 0, .type = TYPE_NORMAL, @@ -13109,10 +13069,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_RETALIATE] = { - .name = COMPOUND_STRING("Retaliate"), + .name = COMPOUND_STRING("报仇"), .description = COMPOUND_STRING( - "An attack that does more\n" - "damage if an ally fainted."), + "为倒下的同伴报仇。如果上\n" + "回合有同伴倒下威力会提高。"), .effect = EFFECT_RETALIATE, .power = 70, .type = TYPE_NORMAL, @@ -13131,10 +13091,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FINAL_GAMBIT] = { - .name = COMPOUND_STRING("Final Gambit"), + .name = COMPOUND_STRING("搏命"), .description = COMPOUND_STRING( - "The user faints to damage\n" - "the foe equal to its HP."), + "拼命攻击。自己陷入昏厥,\n" + "给予自己目前HP等量伤害。"), .effect = EFFECT_FINAL_GAMBIT, .power = 1, .type = TYPE_FIGHTING, @@ -13154,10 +13114,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_BESTOW] = { - .name = COMPOUND_STRING("Bestow"), + .name = COMPOUND_STRING("传递礼物"), .description = COMPOUND_STRING( - "The user gives its held\n" - "item to the foe."), + "当对手未携带道具时,\n" + "能够将携带道具交给对手。"), .effect = EFFECT_BESTOW, .power = 0, .type = TYPE_NORMAL, @@ -13181,10 +13141,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_INFERNO] = { - .name = COMPOUND_STRING("Inferno"), + .name = COMPOUND_STRING("烈火深渊"), .description = COMPOUND_STRING( - "Powerful and sure to inflict\n" - "a burn, but inaccurate."), + "用烈焰包裹住对手攻击。\n" + "让对手陷入灼伤状态。"), .effect = EFFECT_HIT, .power = 100, .type = TYPE_FIRE, @@ -13206,10 +13166,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_WATER_PLEDGE] = { - .name = COMPOUND_STRING("Water Pledge"), + .name = COMPOUND_STRING("水之誓约"), .description = COMPOUND_STRING( - "Attacks with a column of\n" - "water. May make a rainbow."), + "用水柱攻击。如果和火组合\n" + "威力会提高并生成彩虹。"), .effect = EFFECT_PLEDGE, .power = B_UPDATED_MOVE_DATA >= GEN_6 ? 80 : 50, .type = TYPE_WATER, @@ -13228,10 +13188,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FIRE_PLEDGE] = { - .name = COMPOUND_STRING("Fire Pledge"), + .name = COMPOUND_STRING("火之誓约"), .description = COMPOUND_STRING( - "Attacks with a column of\n" - "fire. May burn the grass."), + "用火柱攻击。如果和草组合\n" + "威力会提高并生成火海。"), .effect = EFFECT_PLEDGE, .power = B_UPDATED_MOVE_DATA >= GEN_6 ? 80 : 50, .type = TYPE_FIRE, @@ -13250,10 +13210,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_GRASS_PLEDGE] = { - .name = COMPOUND_STRING("Grass Pledge"), + .name = COMPOUND_STRING("草之誓约"), .description = COMPOUND_STRING( - "Attacks with a column of\n" - "grass. May create a swamp."), + "用草柱攻击。如果和水组合\n" + "威力会提高并生成湿地。"), .effect = EFFECT_PLEDGE, .power = B_UPDATED_MOVE_DATA >= GEN_6 ? 80 : 50, .type = TYPE_GRASS, @@ -13272,7 +13232,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_VOLT_SWITCH] = { - .name = COMPOUND_STRING("Volt Switch"), + .name = COMPOUND_STRING("伏特替换"), .description = sUTurnDescription, .effect = EFFECT_HIT_ESCAPE, .power = 70, @@ -13291,10 +13251,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_STRUGGLE_BUG] = { - .name = COMPOUND_STRING("Struggle Bug"), + .name = COMPOUND_STRING("虫之抵抗"), .description = COMPOUND_STRING( - "Resisting, the user attacks\n" - "the foe. Lowers Sp. Atk."), + "抵抗并攻击对手。\n" + "会降低对手的特攻。"), .effect = EFFECT_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_6 ? 50 : 30, .type = TYPE_BUG, @@ -13316,10 +13276,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_BULLDOZE] = { - .name = COMPOUND_STRING("Bulldoze"), + .name = COMPOUND_STRING("重踏"), .description = COMPOUND_STRING( - "Stomps down on the ground.\n" - "Lowers Speed."), + "用力踩踏地面并攻击所有的\n" + "宝可梦。会降低对方的速度。"), .effect = EFFECT_EARTHQUAKE, .power = 60, .type = TYPE_GROUND, @@ -13342,7 +13302,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FROST_BREATH] = { - .name = COMPOUND_STRING("Frost Breath"), + .name = COMPOUND_STRING("冰息"), .description = sStormThrowDescription, .effect = EFFECT_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_6 ? 60 : 40, @@ -13362,7 +13322,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_DRAGON_TAIL] = { - .name = COMPOUND_STRING("Dragon Tail"), + .name = COMPOUND_STRING("龙尾"), .description = sCircleThrowDescription, .effect = EFFECT_HIT_SWITCH_TARGET, .power = 60, @@ -13384,10 +13344,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_WORK_UP] = { - .name = COMPOUND_STRING("Work Up"), + .name = COMPOUND_STRING("自我激励"), .description = COMPOUND_STRING( - "The user is roused.\n" - "Ups Attack and Sp. Atk."), + "激励自己,\n" + "从而提高攻击和特攻。"), .effect = EFFECT_ATTACK_SPATK_UP, .power = 0, .type = TYPE_NORMAL, @@ -13409,10 +13369,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ELECTROWEB] = { - .name = COMPOUND_STRING("Electroweb"), + .name = COMPOUND_STRING("电网"), .description = COMPOUND_STRING( - "Snares the foe with an\n" - "electric net. Lowers Speed."), + "用电网捉住对手攻击。\n" + "会降低对手的速度。"), .effect = EFFECT_HIT, .power = 55, .type = TYPE_ELECTRIC, @@ -13434,10 +13394,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_WILD_CHARGE] = { - .name = COMPOUND_STRING("Wild Charge"), + .name = COMPOUND_STRING("疯狂伏特"), .description = COMPOUND_STRING( - "An electrical tackle that\n" - "also hurts the user."), + "让电流覆盖全身,撞向对手\n" + "攻击。自己也会受少许伤害。"), .effect = EFFECT_HIT, .power = 90, .type = TYPE_ELECTRIC, @@ -13457,10 +13417,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_DRILL_RUN] = { - .name = COMPOUND_STRING("Drill Run"), + .name = COMPOUND_STRING("直冲钻"), .description = COMPOUND_STRING( - "Spins its body like a drill.\n" - "High critical-hit ratio."), + "像钢钻一样,边旋转身体边\n" + "撞击对手。容易击中要害。"), .effect = EFFECT_HIT, .power = 80, .type = TYPE_GROUND, @@ -13480,10 +13440,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_DUAL_CHOP] = { - .name = COMPOUND_STRING("Dual Chop"), + .name = COMPOUND_STRING("二连劈"), .description = COMPOUND_STRING( - "Attacks with brutal hits\n" - "that strike twice."), + "用身体坚硬的部分拍打对手。\n" + "连续2次给予伤害。"), .effect = EFFECT_HIT, .power = 40, .type = TYPE_DRAGON, @@ -13503,10 +13463,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_HEART_STAMP] = { - .name = COMPOUND_STRING("Heart Stamp"), + .name = COMPOUND_STRING("爱心印章"), .description = COMPOUND_STRING( - "A sudden blow after a cute\n" - "act. May cause flinching."), + "以可爱动作使对手疏忽,并\n" + "强力一击。有时使对手畏缩。"), .effect = EFFECT_HIT, .power = 60, .type = TYPE_PSYCHIC, @@ -13529,7 +13489,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_HORN_LEECH] = { - .name = COMPOUND_STRING("Horn Leech"), + .name = COMPOUND_STRING("木角"), .description = sMegaDrainDescription, .effect = EFFECT_ABSORB, .power = 75, @@ -13551,7 +13511,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SACRED_SWORD] = { - .name = COMPOUND_STRING("Sacred Sword"), + .name = COMPOUND_STRING("圣剑"), .description = sChipAwayDescription, .effect = EFFECT_HIT, .power = 90, @@ -13573,10 +13533,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_RAZOR_SHELL] = { - .name = COMPOUND_STRING("Razor Shell"), + .name = COMPOUND_STRING("贝壳刃"), .description = COMPOUND_STRING( - "Tears at the foe with sharp\n" - "shells. May lower Defense."), + "用锋利的贝壳切斩对手攻击。\n" + "有时会降低对手的防御。"), .effect = EFFECT_HIT, .power = 75, .type = TYPE_WATER, @@ -13600,7 +13560,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_HEAT_CRASH] = { - .name = COMPOUND_STRING("Heat Crash"), + .name = COMPOUND_STRING("高温重压"), .description = sHeavySlamDescription, .effect = EFFECT_HEAT_CRASH, .power = 1, @@ -13621,10 +13581,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_LEAF_TORNADO] = { - .name = COMPOUND_STRING("Leaf Tornado"), + .name = COMPOUND_STRING("青草搅拌器"), .description = COMPOUND_STRING( - "Circles the foe with leaves\n" - "to damage and cut accuracy."), + "用锋利叶片包裹住对手攻击。\n" + "有时会降低对手的命中率。"), .effect = EFFECT_HIT, .power = 65, .type = TYPE_GRASS, @@ -13646,10 +13606,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_STEAMROLLER] = { - .name = COMPOUND_STRING("Steamroller"), + .name = COMPOUND_STRING("疯狂滚压"), .description = COMPOUND_STRING( - "Crushes the foe with its\n" - "body. May cause flinching."), + "旋转揉成团的身体压扁对手。\n" + "有时会使对手畏缩。"), .effect = EFFECT_HIT, .power = 65, .type = TYPE_BUG, @@ -13673,10 +13633,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_COTTON_GUARD] = { - .name = COMPOUND_STRING("Cotton Guard"), + .name = COMPOUND_STRING("棉花防守"), .description = COMPOUND_STRING( - "Wraps its body in cotton.\n" - "Drastically raises Defense."), + "用软绵绵的绒毛包裹住自身\n" + "守护。巨幅提高自己的防御。"), .effect = EFFECT_DEFENSE_UP_3, .power = 0, .type = TYPE_GRASS, @@ -13698,10 +13658,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_NIGHT_DAZE] = { - .name = COMPOUND_STRING("Night Daze"), + .name = COMPOUND_STRING("暗黑爆破"), .description = COMPOUND_STRING( - "Looses a pitch-black shock\n" - "wave. May lower accuracy."), + "放出黑暗的冲击波攻击对手。\n" + "有时会降低对手的命中率。"), .effect = EFFECT_HIT, .power = 85, .type = TYPE_DARK, @@ -13723,7 +13683,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_PSYSTRIKE] = { - .name = COMPOUND_STRING("Psystrike"), + .name = COMPOUND_STRING("精神击破"), .description = sPsyshockDescription, .effect = EFFECT_PSYSHOCK, .power = 100, @@ -13742,10 +13702,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_TAIL_SLAP] = { - .name = COMPOUND_STRING("Tail Slap"), + .name = COMPOUND_STRING("扫尾拍打"), .description = COMPOUND_STRING( - "Strikes the foe with its\n" - "tail 2 to 5 times."), + "用坚硬的尾巴拍打对手攻击。\n" + "连续攻击2~5次。"), .effect = EFFECT_MULTI_HIT, .power = 25, .type = TYPE_NORMAL, @@ -13764,10 +13724,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_HURRICANE] = { - .name = COMPOUND_STRING("Hurricane"), + .name = COMPOUND_STRING("暴风"), .description = COMPOUND_STRING( - "Traps the foe in a fierce\n" - "wind. May cause confusion."), + "用强烈的风席卷对手攻击。\n" + "有时会使对手混乱。"), .effect = EFFECT_THUNDER, .power = B_UPDATED_MOVE_DATA >= GEN_6 ? 110 : 120, .type = TYPE_FLYING, @@ -13791,10 +13751,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_HEAD_CHARGE] = { - .name = COMPOUND_STRING("Head Charge"), + .name = COMPOUND_STRING("爆炸头突击"), .description = COMPOUND_STRING( - "A charge using guard hair.\n" - "It hurts the user a little."), + "用厉害的爆炸头猛撞向对手。\n" + "自己也会受到少许伤害。"), .effect = EFFECT_HIT, .power = 120, .type = TYPE_NORMAL, @@ -13814,10 +13774,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_GEAR_GRIND] = { - .name = COMPOUND_STRING("Gear Grind"), + .name = COMPOUND_STRING("齿轮飞盘"), .description = COMPOUND_STRING( - "Throws two steel gears\n" - "that strike twice."), + "向对手投掷钢铁齿轮攻击。\n" + "连续2次给予伤害。"), .effect = EFFECT_HIT, .power = 50, .type = TYPE_STEEL, @@ -13838,7 +13798,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SEARING_SHOT] = { - .name = COMPOUND_STRING("Searing Shot"), + .name = COMPOUND_STRING("火焰弹"), .description = sLavaPlumeDescription, .effect = EFFECT_HIT, .power = 100, @@ -13862,10 +13822,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_TECHNO_BLAST] = { - .name = COMPOUND_STRING("Techno Blast"), + .name = COMPOUND_STRING("高科技光炮"), .description = COMPOUND_STRING( - "The type varies with the\n" - "kind of Drive held."), + "向对手放出光弹。\n" + "属性会根据卡带不同而改变。"), .effect = EFFECT_CHANGE_TYPE_ON_ITEM, .power = B_UPDATED_MOVE_DATA >= GEN_6 ? 120 : 85, .type = TYPE_NORMAL, @@ -13885,10 +13845,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_RELIC_SONG] = { - .name = COMPOUND_STRING("Relic Song"), + .name = COMPOUND_STRING("古老之歌"), .description = COMPOUND_STRING( - "Attacks with an ancient\n" - "song. May induce sleep."), + "以古老之歌打动对手的内心\n" + "攻击。有时让对手陷入睡眠状态。"), .effect = EFFECT_RELIC_SONG, .power = 75, .type = TYPE_NORMAL, @@ -13914,10 +13874,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SECRET_SWORD] = { - .name = COMPOUND_STRING("Secret Sword"), + .name = COMPOUND_STRING("神秘之剑"), .description = COMPOUND_STRING( - "Cuts with a long horn that\n" - "does physical damage."), + "用长角切斩对手攻击。角上\n" + "的神奇力量将给予物理伤害。"), .effect = EFFECT_PSYSHOCK, .power = 85, .type = TYPE_FIGHTING, @@ -13937,10 +13897,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_GLACIATE] = { - .name = COMPOUND_STRING("Glaciate"), + .name = COMPOUND_STRING("冰封世界"), .description = COMPOUND_STRING( - "Blows very cold air at the\n" - "foe. It lowers their Speed."), + "将冰冻的冷气吹向对手攻击。\n" + "会降低对手的速度。"), .effect = EFFECT_HIT, .power = 65, .type = TYPE_ICE, @@ -13962,10 +13922,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_BOLT_STRIKE] = { - .name = COMPOUND_STRING("Bolt Strike"), + .name = COMPOUND_STRING("雷击"), .description = COMPOUND_STRING( - "Strikes with a great amount\n" - "of lightning. May paralyze."), + "让强大电流覆盖全身,猛撞\n" + "攻击。有时会让对手麻痹。"), .effect = EFFECT_HIT, .power = 130, .type = TYPE_ELECTRIC, @@ -13988,10 +13948,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_BLUE_FLARE] = { - .name = COMPOUND_STRING("Blue Flare"), + .name = COMPOUND_STRING("青焰"), .description = COMPOUND_STRING( - "Engulfs the foe in a blue\n" - "flame. May inflict a burn."), + "用美丽而激烈的青焰包裹\n" + "住对手。有时会让对手灼伤。"), .effect = EFFECT_HIT, .power = 130, .type = TYPE_FIRE, @@ -14013,10 +13973,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FIERY_DANCE] = { - .name = COMPOUND_STRING("Fiery Dance"), + .name = COMPOUND_STRING("火之舞"), .description = COMPOUND_STRING( - "Dances cloaked in flames.\n" - "May raise Sp. Atk."), + "让火焰覆盖全身,振翅攻击。\n" + "有时会提高自己的特攻。"), .effect = EFFECT_HIT, .power = 80, .type = TYPE_FIRE, @@ -14040,10 +14000,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FREEZE_SHOCK] = { - .name = COMPOUND_STRING("Freeze Shock"), + .name = COMPOUND_STRING("冰冻伏特"), .description = COMPOUND_STRING( - "A powerful 2-turn move that\n" - "may paralyze the foe."), + "用覆盖着电流的冰块,在第2\n" + "回合冲撞。有时会让对手麻痹。"), .effect = EFFECT_TWO_TURNS_ATTACK, .power = 140, .type = TYPE_ICE, @@ -14069,10 +14029,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ICE_BURN] = { - .name = COMPOUND_STRING("Ice Burn"), + .name = COMPOUND_STRING("极寒冷焰"), .description = COMPOUND_STRING( - "A powerful 2-turn move that\n" - "may inflict a burn."), + "用燃烧般强烈的冷气,在第2\n" + "回合释放。有时会让对手灼伤。"), .effect = EFFECT_TWO_TURNS_ATTACK, .power = 140, .type = TYPE_ICE, @@ -14098,10 +14058,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SNARL] = { - .name = COMPOUND_STRING("Snarl"), + .name = COMPOUND_STRING("大声咆哮"), .description = COMPOUND_STRING( - "Yells and rants at the foe\n" - "lowering its Sp. Atk."), + "没完没了地大声斥责,\n" + "从而降低对手的特攻。"), .effect = EFFECT_HIT, .power = 55, .type = TYPE_DARK, @@ -14126,10 +14086,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ICICLE_CRASH] = { - .name = COMPOUND_STRING("Icicle Crash"), + .name = COMPOUND_STRING("冰柱坠击"), .description = COMPOUND_STRING( - "Drops large icicles on the\n" - "foe. May cause flinching."), + "用大冰柱激烈地撞向对手。\n" + "有时会使对手畏缩。"), .effect = EFFECT_HIT, .power = 85, .type = TYPE_ICE, @@ -14151,10 +14111,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_V_CREATE] = { - .name = COMPOUND_STRING("V-create"), + .name = COMPOUND_STRING("V热焰"), .description = COMPOUND_STRING( - "Very powerful, but lowers\n" - "Defense, Sp. Def and Speed."), + "从前额产生灼热火焰,舍身\n" + "撞击。防御特防速度会降低。"), .effect = EFFECT_HIT, .power = 180, .type = TYPE_FIRE, @@ -14179,10 +14139,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FUSION_FLARE] = { - .name = COMPOUND_STRING("Fusion Flare"), + .name = COMPOUND_STRING("交错火焰"), .description = COMPOUND_STRING( - "Summons a fireball. Works\n" - "well with a thunderbolt."), + "释放出巨大火焰。受到巨大\n" + "闪电影响时,招式威力会提高。"), .effect = EFFECT_FUSION_COMBO, .power = 100, .type = TYPE_FIRE, @@ -14201,10 +14161,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FUSION_BOLT] = { - .name = COMPOUND_STRING("Fusion Bolt"), + .name = COMPOUND_STRING("交错闪电"), .description = COMPOUND_STRING( - "Summons a thunderbolt.\n" - "Works well with a fireball."), + "释放出巨大闪电。受到巨大\n" + "火焰影响时,招式威力会提高。"), .effect = EFFECT_FUSION_COMBO, .power = 100, .type = TYPE_ELECTRIC, @@ -14222,10 +14182,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FLYING_PRESS] = { - .name = COMPOUND_STRING("Flying Press"), + .name = COMPOUND_STRING("飞身重压"), .description = COMPOUND_STRING( - "This attack does Fighting\n" - "and Flying-type damage."), + "从空中俯冲向对手。此招式\n" + "兼具格斗属性和飞行属性。"), .effect = EFFECT_TWO_TYPED_MOVE, .power = B_UPDATED_MOVE_DATA >= GEN_7 ? 100 : 80, .type = TYPE_FIGHTING, @@ -14249,10 +14209,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MAT_BLOCK] = { - .name = COMPOUND_STRING("Mat Block"), + .name = COMPOUND_STRING("掀榻榻米"), .description = COMPOUND_STRING( - "Evades damaging moves\n" - "for one turn."), + "将掀起来的榻榻米当作盾牌,\n" + "防住己方免受招式伤害。"), .effect = EFFECT_MAT_BLOCK, .power = 0, .type = TYPE_FIGHTING, @@ -14279,10 +14239,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_BELCH] = { - .name = COMPOUND_STRING("Belch"), + .name = COMPOUND_STRING("打嗝"), .description = COMPOUND_STRING( - "Lets out a loud belch.\n" - "Must eat a Berry to use it."), + "朝着对手打嗝,并给予伤害。\n" + "如果不吃树果则无法使出。"), .effect = EFFECT_BELCH, .power = 120, .type = TYPE_POISON, @@ -14308,10 +14268,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ROTOTILLER] = { - .name = COMPOUND_STRING("Rototiller"), + .name = COMPOUND_STRING("耕地"), .description = COMPOUND_STRING( - "Ups the Attack and Sp. Atk\n" - "of Grass-type Pokémon."), + "翻耕土地使草木更容易成长。\n" + "提高草宝可梦的攻击和特攻。"), .effect = EFFECT_ROTOTILLER, .power = 0, .type = TYPE_GROUND, @@ -14333,10 +14293,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_STICKY_WEB] = { - .name = COMPOUND_STRING("Sticky Web"), + .name = COMPOUND_STRING("黏黏网"), .description = COMPOUND_STRING( - "Weaves a sticky net that\n" - "slows foes switching in."), + "在对手周围围上黏黏的网,\n" + "降低换上的对手的速度。"), .effect = EFFECT_STICKY_WEB, .power = 0, .type = TYPE_BUG, @@ -14359,10 +14319,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FELL_STINGER] = { - .name = COMPOUND_STRING("Fell Stinger"), + .name = COMPOUND_STRING("致命针刺"), .description = COMPOUND_STRING( - "If it knocks out a foe\n" - "the Attack stat is raised."), + "如果使用此招式打倒对手,\n" + "攻击会巨幅提高。"), .effect = EFFECT_FELL_STINGER, .power = B_UPDATED_MOVE_DATA >= GEN_7 ? 50 : 30, .type = TYPE_BUG, @@ -14381,7 +14341,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_PHANTOM_FORCE] = { - .name = COMPOUND_STRING("Phantom Force"), + .name = COMPOUND_STRING("潜灵奇袭"), .description = sShadowForceDescription, .effect = EFFECT_SEMI_INVULNERABLE, .power = 90, @@ -14410,10 +14370,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_TRICK_OR_TREAT] = { - .name = COMPOUND_STRING("Trick-or-Treat"), + .name = COMPOUND_STRING("万圣夜"), .description = COMPOUND_STRING( - "Goes trick-or-treating\n" - "making the foe Ghost-type."), + "邀请对手参加万圣夜。\n" + "使对手被追加幽灵属性。"), .effect = EFFECT_THIRD_TYPE, .power = 0, .type = TYPE_GHOST, @@ -14434,10 +14394,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_NOBLE_ROAR] = { - .name = COMPOUND_STRING("Noble Roar"), + .name = COMPOUND_STRING("战吼"), .description = COMPOUND_STRING( - "Intimidates the foe, to cut\n" - "Attack and Sp. Atk."), + "发出战吼威吓对手,\n" + "从而降低对手的攻击和特攻。"), .effect = EFFECT_NOBLE_ROAR, .power = 0, .type = TYPE_NORMAL, @@ -14459,10 +14419,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ION_DELUGE] = { - .name = COMPOUND_STRING("Ion Deluge"), + .name = COMPOUND_STRING("等离子浴"), .description = COMPOUND_STRING( - "Electrifies Normal-type\n" - "moves with charged atoms."), + "将带电粒子扩散,使一般\n" + "属性的招式变成电属性。"), .effect = EFFECT_ION_DELUGE, .power = 0, .type = TYPE_ELECTRIC, @@ -14483,10 +14443,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_PARABOLIC_CHARGE] = { - .name = COMPOUND_STRING("Parabolic Charge"), + .name = COMPOUND_STRING("抛物面充电"), .description = COMPOUND_STRING( - "Damages adjacent Pokémon\n" - "and heals up by half of it."), + "给周围全体宝可梦造成伤害。\n" + "可以回复给予伤害一半HP。"), .effect = EFFECT_ABSORB, .power = B_UPDATED_MOVE_DATA >= GEN_7 ? 65 : 50, .type = TYPE_ELECTRIC, @@ -14506,10 +14466,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FORESTS_CURSE] = { - .name = COMPOUND_STRING("Forest's Curse"), + .name = COMPOUND_STRING("森林咒术"), .description = COMPOUND_STRING( - "Puts a curse on the foe\n" - "making the foe Grass-type."), + "向对手施加森林咒术。\n" + "中招的对手会被追加草属性。"), .effect = EFFECT_THIRD_TYPE, .power = 0, .type = TYPE_GRASS, @@ -14530,10 +14490,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_PETAL_BLIZZARD] = { - .name = COMPOUND_STRING("Petal Blizzard"), + .name = COMPOUND_STRING("落英缤纷"), .description = COMPOUND_STRING( - "Stirs up a violent storm\n" - "of petals to attack."), + "猛烈地刮起飞雪般的落花,\n" + "攻击所有的宝可梦并给予伤害。"), .effect = EFFECT_HIT, .power = 90, .type = TYPE_GRASS, @@ -14552,14 +14512,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FREEZE_DRY] = { - .name = COMPOUND_STRING("Freeze-Dry"), + .name = COMPOUND_STRING("冷冻干燥"), .description = COMPOUND_STRING( - "Super effective on Water-\n" - #if B_USE_FROSTBITE == TRUE - "types. May cause frostbite."), - #else - "types. May cause freezing."), - #endif + "急剧冷冻对手,有时造成冰\n" + "冻。对水宝可梦也效果绝佳。"), .effect = EFFECT_SUPER_EFFECTIVE_ON_ARG, .power = 70, .type = TYPE_ICE, @@ -14582,10 +14538,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_DISARMING_VOICE] = { - .name = COMPOUND_STRING("Disarming Voice"), + .name = COMPOUND_STRING("魅惑之声"), .description = COMPOUND_STRING( - "Lets out a charming cry\n" - "that cannot be evaded."), + "发出魅惑的叫声,给予对手\n" + "精神伤害。攻击必定会命中。"), .effect = EFFECT_HIT, .power = 40, .type = TYPE_FAIRY, @@ -14605,10 +14561,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_PARTING_SHOT] = { - .name = COMPOUND_STRING("Parting Shot"), + .name = COMPOUND_STRING("抛下狠话"), .description = COMPOUND_STRING( - "Lowers the foe's Attack and\n" - "Sp. Atk, then switches out."), + "抛下狠话威吓对手,降低\n" + "攻击特攻后,和后备进行替换。"), .effect = EFFECT_PARTING_SHOT, .power = 0, .type = TYPE_DARK, @@ -14630,10 +14586,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_TOPSY_TURVY] = { - .name = COMPOUND_STRING("Topsy-Turvy"), + .name = COMPOUND_STRING("颠倒"), .description = COMPOUND_STRING( - "Swaps all stat changes that\n" - "affect the target."), + "颠倒对手的所有能力变化,\n" + "变成和原来相反的状态。"), .effect = EFFECT_TOPSY_TURVY, .power = 0, .type = TYPE_DARK, @@ -14653,7 +14609,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_DRAINING_KISS] = { - .name = COMPOUND_STRING("Draining Kiss"), + .name = COMPOUND_STRING("吸取之吻"), .description = sDrainingKissDescription, .effect = EFFECT_ABSORB, .power = 50, @@ -14675,10 +14631,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_CRAFTY_SHIELD] = { - .name = COMPOUND_STRING("Crafty Shield"), + .name = COMPOUND_STRING("戏法防守"), .description = COMPOUND_STRING( - "Evades status moves for\n" - "one turn."), + "用神奇力量防住的变化招式。\n" + "但无法防住伤害招式的攻击。"), .effect = EFFECT_PROTECT, .power = 0, .type = TYPE_FAIRY, @@ -14701,10 +14657,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FLOWER_SHIELD] = { - .name = COMPOUND_STRING("Flower Shield"), + .name = COMPOUND_STRING("鲜花防守"), .description = COMPOUND_STRING( - "Raises the Defense of\n" - "Grass-type Pokémon."), + "使用神奇的力量提高在场的\n" + "所有草属性宝可梦的防御。"), .effect = EFFECT_FLOWER_SHIELD, .power = 0, .type = TYPE_FAIRY, @@ -14725,10 +14681,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_GRASSY_TERRAIN] = { - .name = COMPOUND_STRING("Grassy Terrain"), + .name = COMPOUND_STRING("青草场地"), .description = COMPOUND_STRING( - "The ground turns to grass\n" - "for 5 turns. Restores HP."), + "生成5回合青草场地。地上\n" + "宝可梦缓慢回复HP并强化草。"), .effect = EFFECT_GRASSY_TERRAIN, .power = 0, .type = TYPE_GRASS, @@ -14750,10 +14706,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MISTY_TERRAIN] = { - .name = COMPOUND_STRING("Misty Terrain"), + .name = COMPOUND_STRING("薄雾场地"), .description = COMPOUND_STRING( - "Covers the ground with mist\n" - "for 5 turns. Blocks status."), + "生成5回合薄雾场地。地上\n" + "宝可梦不会异常并强化妖精。"), .effect = EFFECT_MISTY_TERRAIN, .power = 0, .type = TYPE_FAIRY, @@ -14775,10 +14731,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ELECTRIFY] = { - .name = COMPOUND_STRING("Electrify"), + .name = COMPOUND_STRING("输电"), .description = COMPOUND_STRING( - "Electrifies the foe, making\n" - "its next move Electric-type."), + "对手使出招式前,如果输电,\n" + "则该回合该招式变成电属性。"), .effect = EFFECT_ELECTRIFY, .power = 0, .type = TYPE_ELECTRIC, @@ -14797,10 +14753,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_PLAY_ROUGH] = { - .name = COMPOUND_STRING("Play Rough"), + .name = COMPOUND_STRING("嬉闹"), .description = COMPOUND_STRING( - "Plays rough with the foe.\n" - "May lower Attack."), + "与对手嬉闹并攻击。\n" + "有时会降低对手的攻击。"), .effect = EFFECT_HIT, .power = 90, .type = TYPE_FAIRY, @@ -14823,10 +14779,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FAIRY_WIND] = { - .name = COMPOUND_STRING("Fairy Wind"), + .name = COMPOUND_STRING("妖精之风"), .description = COMPOUND_STRING( - "Stirs up a fairy wind to\n" - "strike the foe."), + "刮起妖精之风,\n" + "吹向对手攻击。"), .effect = EFFECT_HIT, .power = 40, .type = TYPE_FAIRY, @@ -14845,10 +14801,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MOONBLAST] = { - .name = COMPOUND_STRING("Moonblast"), + .name = COMPOUND_STRING("月亮之力"), .description = COMPOUND_STRING( - "Attacks with the power of\n" - "the moon. May lower Sp. Atk."), + "借用月亮的力量攻击对手。\n" + "有时会降低对手的特攻。"), .effect = EFFECT_HIT, .power = 95, .type = TYPE_FAIRY, @@ -14870,10 +14826,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_BOOMBURST] = { - .name = COMPOUND_STRING("Boomburst"), + .name = COMPOUND_STRING("爆音波"), .description = COMPOUND_STRING( - "Attacks everything with a\n" - "destructive sound wave."), + "通过震耳欲聋的爆炸声产生\n" + "的破坏力,攻击所有宝可梦。"), .effect = EFFECT_HIT, .power = 140, .type = TYPE_NORMAL, @@ -14893,10 +14849,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FAIRY_LOCK] = { - .name = COMPOUND_STRING("Fairy Lock"), + .name = COMPOUND_STRING("妖精之锁"), .description = COMPOUND_STRING( - "Locks down the battlefield\n" - "preventing escape next turn."), + "通过封锁,下一回合\n" + "所有宝可梦都无法逃走。"), .effect = EFFECT_FAIRY_LOCK, .power = 0, .type = TYPE_FAIRY, @@ -14917,10 +14873,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_KINGS_SHIELD] = { - .name = COMPOUND_STRING("King's Shield"), + .name = COMPOUND_STRING("王者盾牌"), .description = COMPOUND_STRING( - "Evades damage, and sharply\n" - "reduces Attack if struck."), + "防住攻击同时变为防御姿态。\n" + "能够降低接触对手的攻击。"), .effect = EFFECT_PROTECT, .power = 0, .type = TYPE_STEEL, @@ -14945,10 +14901,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_PLAY_NICE] = { - .name = COMPOUND_STRING("Play Nice"), + .name = COMPOUND_STRING("和睦相处"), .description = COMPOUND_STRING( - "Befriend the foe, lowering\n" - "its Attack without fail."), + "和对手和睦相处,使其失去\n" + "战意,从而降低对手的攻击。"), .effect = EFFECT_ATTACK_DOWN, .power = 0, .type = TYPE_NORMAL, @@ -14970,10 +14926,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_CONFIDE] = { - .name = COMPOUND_STRING("Confide"), + .name = COMPOUND_STRING("密语"), .description = COMPOUND_STRING( - "Shares a secret with the\n" - "foe, lowering Sp. Atk."), + "和对手进行密语,使其失去\n" + "专注,从而降低对手的特攻。"), .effect = EFFECT_SPECIAL_ATTACK_DOWN, .power = 0, .type = TYPE_NORMAL, @@ -14996,10 +14952,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_DIAMOND_STORM] = { - .name = COMPOUND_STRING("Diamond Storm"), + .name = COMPOUND_STRING("钻石风暴"), .description = COMPOUND_STRING( - "Whips up a storm of\n" - "diamonds. May up Defense."), + "掀起钻石风暴给予伤害。\n" + "有时大幅提高自己的防御。"), .effect = EFFECT_HIT, .power = 100, .type = TYPE_ROCK, @@ -15023,10 +14979,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_STEAM_ERUPTION] = { - .name = COMPOUND_STRING("Steam Eruption"), + .name = COMPOUND_STRING("蒸汽爆炸"), .description = COMPOUND_STRING( - "Immerses the foe in heated\n" - "steam. May inflict a burn."), + "将滚烫的蒸汽喷向对手。\n" + "有时会让对手灼伤。"), .effect = EFFECT_HIT, .power = 110, .type = TYPE_WATER, @@ -15050,7 +15006,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_HYPERSPACE_HOLE] = { - .name = COMPOUND_STRING("Hyperspace Hole"), + .name = COMPOUND_STRING("异次元洞"), .description = sHyperspaceHoleDescription, .effect = EFFECT_HIT, .power = 80, @@ -15075,10 +15031,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_WATER_SHURIKEN] = { - .name = COMPOUND_STRING("Water Shuriken"), + .name = COMPOUND_STRING("飞水手里剑"), .description = COMPOUND_STRING( - "Throws 2 to 5 stars that\n" - "are sure to strike first."), + "用粘液制成的手里剑,连续\n" + "攻击2~5次。必定先制攻击。"), .effect = EFFECT_MULTI_HIT, .power = 15, .type = TYPE_WATER, @@ -15096,10 +15052,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MYSTICAL_FIRE] = { - .name = COMPOUND_STRING("Mystical Fire"), + .name = COMPOUND_STRING("魔法火焰"), .description = COMPOUND_STRING( - "Breathes a special, hot\n" - "fire. Lowers Sp. Atk."), + "从口中喷出特别灼热的火焰\n" + "攻击。降低对手的特攻。"), .effect = EFFECT_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_7 ? 75 : 65, .type = TYPE_FIRE, @@ -15121,10 +15077,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SPIKY_SHIELD] = { - .name = COMPOUND_STRING("Spiky Shield"), + .name = COMPOUND_STRING("尖刺防守"), .description = COMPOUND_STRING( - "Evades attack, and damages\n" - "the foe if struck."), + "防住对手攻击的同时,\n" + "削减接触到的对手的体力。"), .effect = EFFECT_PROTECT, .power = 0, .type = TYPE_GRASS, @@ -15148,10 +15104,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_AROMATIC_MIST] = { - .name = COMPOUND_STRING("Aromatic Mist"), + .name = COMPOUND_STRING("芳香薄雾"), .description = COMPOUND_STRING( - "Raises the Sp. Def of a\n" - "partner Pokémon."), + "通过神奇的芳香,\n" + "提高我方宝可梦的特防。"), .effect = EFFECT_AROMATIC_MIST, .power = 0, .type = TYPE_FAIRY, @@ -15173,10 +15129,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_EERIE_IMPULSE] = { - .name = COMPOUND_STRING("Eerie Impulse"), + .name = COMPOUND_STRING("怪异电波"), .description = COMPOUND_STRING( - "Exposes the foe to a pulse\n" - "that sharply cuts Sp. Atk."), + "从身体放射出怪异电波,\n" + "大幅降低对手特攻。"), .effect = EFFECT_SPECIAL_ATTACK_DOWN_2, .power = 0, .type = TYPE_ELECTRIC, @@ -15196,10 +15152,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_VENOM_DRENCH] = { - .name = COMPOUND_STRING("Venom Drench"), + .name = COMPOUND_STRING("毒液陷阱"), .description = COMPOUND_STRING( - "Lowers the Attack, Sp. Atk\n" - "and Speed of a poisoned foe."), + "将特殊毒液泼向对手。降低\n" + "中毒对手的攻击特攻和速度。"), .effect = EFFECT_VENOM_DRENCH, .power = 0, .type = TYPE_POISON, @@ -15219,10 +15175,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_POWDER] = { - .name = COMPOUND_STRING("Powder"), + .name = COMPOUND_STRING("粉尘"), .description = COMPOUND_STRING( - "Damages the foe if it uses\n" - "a Fire-type move."), + "如果被撒到粉尘的对手使用\n" + "火招式,则会爆炸造成伤害。"), .effect = EFFECT_POWDER, .power = 0, .type = TYPE_BUG, @@ -15243,10 +15199,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_GEOMANCY] = { - .name = COMPOUND_STRING("Geomancy"), + .name = COMPOUND_STRING("大地掌控"), .description = COMPOUND_STRING( - "Raises Sp. Atk, Sp. Def and\n" - "Speed on the 2nd turn."), + "第1回合吸收能量,第2回合\n" + "大幅提高特攻、特防和速度。"), .effect = EFFECT_GEOMANCY, .power = 0, .type = TYPE_FAIRY, @@ -15269,10 +15225,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MAGNETIC_FLUX] = { - .name = COMPOUND_STRING("Magnetic Flux"), + .name = COMPOUND_STRING("磁场操控"), .description = COMPOUND_STRING( - "Boosts the defenses of\n" - "those with Plus or Minus."), + "通过操控磁场,会提高特性\n" + "为正负电宝可梦的防御特防。"), .effect = EFFECT_MAGNETIC_FLUX, .power = 0, .type = TYPE_ELECTRIC, @@ -15295,10 +15251,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_HAPPY_HOUR] = { - .name = COMPOUND_STRING("Happy Hour"), + .name = COMPOUND_STRING("欢乐时光"), .description = COMPOUND_STRING( - "Doubles the amount of\n" - "Prize Money received."), + "如果使用欢乐时光,\n" + "战斗后得到的钱会翻倍。"), .effect = EFFECT_HAPPY_HOUR, .power = 0, .type = TYPE_NORMAL, @@ -15319,10 +15275,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ELECTRIC_TERRAIN] = { - .name = COMPOUND_STRING("Electric Terrain"), + .name = COMPOUND_STRING("电气场地"), .description = COMPOUND_STRING( - "Electrifies the ground for\n" - "5 turns. Prevents sleep."), + "生成5回合电气场地。地上\n" + "宝可梦不会睡眠并强化电。"), .effect = EFFECT_ELECTRIC_TERRAIN, .power = 0, .type = TYPE_ELECTRIC, @@ -15344,10 +15300,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_DAZZLING_GLEAM] = { - .name = COMPOUND_STRING("Dazzling Gleam"), + .name = COMPOUND_STRING("魔法闪耀"), .description = COMPOUND_STRING( - "Damages foes by emitting\n" - "a bright flash."), + "向对手发射强光,\n" + "并给予伤害。"), .effect = EFFECT_HIT, .power = 80, .type = TYPE_FAIRY, @@ -15365,10 +15321,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_CELEBRATE] = { - .name = COMPOUND_STRING("Celebrate"), + .name = COMPOUND_STRING("庆祝"), .description = COMPOUND_STRING( - "Congratulates you on your\n" - "special day."), + "宝可梦为十分开心\n" + "的你庆祝。"), .effect = EFFECT_CELEBRATE, .power = 0, .type = TYPE_NORMAL, @@ -15395,10 +15351,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_HOLD_HANDS] = { - .name = COMPOUND_STRING("Hold Hands"), + .name = COMPOUND_STRING("牵手"), .description = COMPOUND_STRING( - "The user and ally hold hands\n" - "making them happy."), + "我方宝可梦之间牵手。\n" + "能带来非常幸福的心情。"), .effect = EFFECT_HOLD_HANDS, .power = 0, .type = TYPE_NORMAL, @@ -15425,10 +15381,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_BABY_DOLL_EYES] = { - .name = COMPOUND_STRING("Baby-Doll Eyes"), + .name = COMPOUND_STRING("圆瞳"), .description = COMPOUND_STRING( - "Lowers the foe's Attack\n" - "before it can move."), + "用圆瞳凝视对手,从而降低\n" + "其攻击。必定先制攻击。"), .effect = EFFECT_ATTACK_DOWN, .power = 0, .type = TYPE_FAIRY, @@ -15448,10 +15404,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_NUZZLE] = { - .name = COMPOUND_STRING("Nuzzle"), + .name = COMPOUND_STRING("蹭蹭脸颊"), .description = COMPOUND_STRING( - "Rubs its cheeks against\n" - "the foe, paralyzing it."), + "将带电的脸颊蹭蹭对手攻击。\n" + "让对手陷入麻痹状态。"), .effect = EFFECT_HIT, .power = 20, .type = TYPE_ELECTRIC, @@ -15474,7 +15430,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_HOLD_BACK] = { - .name = COMPOUND_STRING("Hold Back"), + .name = COMPOUND_STRING("手下留情"), .description = sFalseSwipeDescription, .effect = EFFECT_FALSE_SWIPE, .power = 40, @@ -15494,10 +15450,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_INFESTATION] = { - .name = COMPOUND_STRING("Infestation"), + .name = COMPOUND_STRING("纠缠不休"), .description = COMPOUND_STRING( - "The foe is infested and\n" - "attacked for "BINDING_TURNS" turns."), + "在4~5回合内死缠烂打攻击。\n" + "在此期间对手将无法逃走。"), .effect = EFFECT_HIT, .power = 20, .type = TYPE_BUG, @@ -15519,10 +15475,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_POWER_UP_PUNCH] = { - .name = COMPOUND_STRING("Power-Up Punch"), + .name = COMPOUND_STRING("增强拳"), .description = COMPOUND_STRING( - "A hard punch that raises\n" - "the user's Attack."), + "通过反复击打对手,使拳头\n" + "变硬。打中后攻击就会提高。"), .effect = EFFECT_HIT, .power = 40, .type = TYPE_FIGHTING, @@ -15547,7 +15503,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_OBLIVION_WING] = { - .name = COMPOUND_STRING("Oblivion Wing"), + .name = COMPOUND_STRING("归天之翼"), .description = sDrainingKissDescription, .effect = EFFECT_ABSORB, .power = 80, @@ -15568,10 +15524,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_THOUSAND_ARROWS] = { - .name = COMPOUND_STRING("Thousand Arrows"), + .name = COMPOUND_STRING("千箭齐发"), .description = COMPOUND_STRING( - "Can hit Flying foes, then\n" - "knocks them to the ground."), + "可以击中浮在空中的宝可梦。\n" + "被击落后对手会掉到地面。"), .effect = EFFECT_HIT, .power = 90, .type = TYPE_GROUND, @@ -15596,10 +15552,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_THOUSAND_WAVES] = { - .name = COMPOUND_STRING("Thousand Waves"), + .name = COMPOUND_STRING("千波激荡"), .description = COMPOUND_STRING( - "Those hit by the wave can\n" - "no longer escape."), + "从地面掀起波浪攻击。\n" + "被掀入的对手,将无法逃走。"), .effect = EFFECT_HIT, .power = 90, .type = TYPE_GROUND, @@ -15622,10 +15578,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_LANDS_WRATH] = { - .name = COMPOUND_STRING("Land's Wrath"), + .name = COMPOUND_STRING("大地神力"), .description = COMPOUND_STRING( - "Gathers the energy of the\n" - "land to attack every foe."), + "聚集大地的力量,将此力量\n" + "集中攻击对手,并给予伤害。"), .effect = EFFECT_HIT, .power = 90, .type = TYPE_GROUND, @@ -15644,10 +15600,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_LIGHT_OF_RUIN] = { - .name = COMPOUND_STRING("Light Of Ruin"), + .name = COMPOUND_STRING("破灭之光"), .description = COMPOUND_STRING( - "Fires a great beam of light\n" - "that also hurts the user."), + "借用永恒之花的力量,发射\n" + "强力光线。自己也会受伤害。"), .effect = EFFECT_HIT, .power = 140, .type = TYPE_FAIRY, @@ -15663,10 +15619,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ORIGIN_PULSE] = { - .name = COMPOUND_STRING("Origin Pulse"), + .name = COMPOUND_STRING("根源波动"), .description = COMPOUND_STRING( - "Beams of glowing blue light\n" - "blast both foes."), + "用无数青白色且闪耀的\n" + "光线攻击对手。"), .effect = EFFECT_HIT, .power = 110, .type = TYPE_WATER, @@ -15686,10 +15642,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_PRECIPICE_BLADES] = { - .name = COMPOUND_STRING("Precipice Blades"), + .name = COMPOUND_STRING("断崖之剑"), .description = COMPOUND_STRING( - "Fearsome blades of stone\n" - "attack both foes."), + "将大地的力量变化为\n" + "利刃攻击对手。"), .effect = EFFECT_HIT, .power = 120, .type = TYPE_GROUND, @@ -15708,7 +15664,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_DRAGON_ASCENT] = { - .name = COMPOUND_STRING("Dragon Ascent"), + .name = COMPOUND_STRING("画龙点睛"), .description = sCloseCombatDescription, .effect = EFFECT_HIT, .power = 120, @@ -15733,7 +15689,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_HYPERSPACE_FURY] = { - .name = COMPOUND_STRING("Hyperspace Fury"), + .name = COMPOUND_STRING("异次元猛攻"), .description = sHyperspaceHoleDescription, .effect = EFFECT_HYPERSPACE_FURY, .power = 100, @@ -15761,10 +15717,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SHORE_UP] = { - .name = COMPOUND_STRING("Shore Up"), + .name = COMPOUND_STRING("集沙"), .description = COMPOUND_STRING( - "Restores the user's HP.\n" - "More HP in a sandstorm."), + "回复自己最大HP的一半。\n" + "在沙暴中回复得更多。"), .effect = EFFECT_SHORE_UP, .power = 0, .type = TYPE_GROUND, @@ -15787,10 +15743,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FIRST_IMPRESSION] = { - .name = COMPOUND_STRING("First Impression"), + .name = COMPOUND_STRING("迎头一击"), .description = COMPOUND_STRING( - "Hits hard and first.\n" - "Only works first turn."), + "威力很高的招式,但仅在\n" + "出场时,立刻使出才能成功。"), .effect = EFFECT_FIRST_TURN_ONLY, .power = 90, .type = TYPE_BUG, @@ -15810,10 +15766,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_BANEFUL_BUNKER] = { - .name = COMPOUND_STRING("Baneful Bunker"), + .name = COMPOUND_STRING("碉堡"), .description = COMPOUND_STRING( - "Protects user and poisons\n" - "foes on contact."), + "防住对手攻击的同时,\n" + "让接触到自己的对手中毒。"), .effect = EFFECT_PROTECT, .power = 0, .type = TYPE_POISON, @@ -15837,10 +15793,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SPIRIT_SHACKLE] = { - .name = COMPOUND_STRING("Spirit Shackle"), + .name = COMPOUND_STRING("缝影"), .description = COMPOUND_STRING( - "After being hit, foes can\n" - "no longer escape."), + "攻击的同时,缝住对手的\n" + "影子,使其无法逃走。"), .effect = EFFECT_HIT, .power = 80, .type = TYPE_GHOST, @@ -15862,10 +15818,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_DARKEST_LARIAT] = { - .name = COMPOUND_STRING("Darkest Lariat"), + .name = COMPOUND_STRING("DD金勾臂"), .description = COMPOUND_STRING( - "Swings the arms to strike\n" - "It ignores stat changes."), + "旋转双臂打向对手。无视\n" + "能力变化,直接给予伤害。"), .effect = EFFECT_HIT, .power = 85, .type = TYPE_DARK, @@ -15885,10 +15841,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SPARKLING_ARIA] = { - .name = COMPOUND_STRING("Sparkling Aria"), + .name = COMPOUND_STRING("泡影的咏叹调"), .description = COMPOUND_STRING( - "Sings with bubbles. Cures\n" - "burns on contact."), + "随着唱歌会放出很多气球。\n" + "受此招式攻击时会治愈灼伤。"), .effect = EFFECT_HIT, .power = 90, .type = TYPE_WATER, @@ -15913,10 +15869,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ICE_HAMMER] = { - .name = COMPOUND_STRING("Ice Hammer"), + .name = COMPOUND_STRING("冰锤"), .description = COMPOUND_STRING( - "Swings the fist to strike.\n" - "Lowers the user's Speed."), + "挥舞强力而沉重的拳头,\n" + "造成伤害。自己速度会降低。"), .effect = EFFECT_HIT, .power = 100, .type = TYPE_ICE, @@ -15940,10 +15896,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FLORAL_HEALING] = { - .name = COMPOUND_STRING("Floral Healing"), + .name = COMPOUND_STRING("花疗"), .description = COMPOUND_STRING( - "Restores an ally's HP.\n" - "Heals more on grass."), + "回复对手最大HP的一半。在\n" + "青草场地时,效果会提高。"), .effect = EFFECT_HEAL_PULSE, .power = 0, .type = TYPE_FAIRY, @@ -15966,10 +15922,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_HIGH_HORSEPOWER] = { - .name = COMPOUND_STRING("High Horsepower"), + .name = COMPOUND_STRING("十万马力"), .description = COMPOUND_STRING( - "Slams hard into the foe with\n" - "its entire body."), + "使出全身力量,\n" + "猛攻对手。"), .effect = EFFECT_HIT, .power = 95, .type = TYPE_GROUND, @@ -15988,10 +15944,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_STRENGTH_SAP] = { - .name = COMPOUND_STRING("Strength Sap"), + .name = COMPOUND_STRING("吸取力量"), .description = COMPOUND_STRING( - "Saps the foe's Attack to\n" - "heal HP, then drops Attack."), + "回复和对手攻击力同数值\n" + "HP,然后降低对手攻击。"), .effect = EFFECT_STRENGTH_SAP, .power = 0, .type = TYPE_GRASS, @@ -16012,10 +15968,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SOLAR_BLADE] = { - .name = COMPOUND_STRING("Solar Blade"), + .name = COMPOUND_STRING("日光刃"), .description = COMPOUND_STRING( - "Charges first turn, then\n" - "chops with a blade of light."), + "第1回合收集日光,\n" + "第2回合将力量集中在剑上攻击。"), .effect = EFFECT_SOLAR_BEAM, .power = 125, .type = TYPE_GRASS, @@ -16038,10 +15994,9 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_LEAFAGE] = { - .name = COMPOUND_STRING("Leafage"), + .name = COMPOUND_STRING("树叶"), .description = COMPOUND_STRING( - "Attacks with a flurry of\n" - "small leaves."), + "将叶片打向对手攻击。"), .effect = EFFECT_HIT, .power = 40, .type = TYPE_GRASS, @@ -16059,10 +16014,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SPOTLIGHT] = { - .name = COMPOUND_STRING("Spotlight"), + .name = COMPOUND_STRING("聚光灯"), .description = COMPOUND_STRING( - "Makes the foe attack the\n" - "spotlighted Pokémon."), + "给宝可梦打上聚光灯,\n" + "该回合只能瞄准该宝可梦。"), .effect = EFFECT_FOLLOW_ME, .power = 0, .type = TYPE_NORMAL, @@ -16086,10 +16041,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_TOXIC_THREAD] = { - .name = COMPOUND_STRING("Toxic Thread"), + .name = COMPOUND_STRING("毒丝"), .description = COMPOUND_STRING( - "Attacks with a thread that\n" - "poisons and drops Speed."), + "将混有毒的丝吐向对手。\n" + "使其中毒并降低对手的速度。"), .effect = EFFECT_TOXIC_THREAD, .power = 0, .type = TYPE_POISON, @@ -16109,10 +16064,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_LASER_FOCUS] = { - .name = COMPOUND_STRING("Laser Focus"), + .name = COMPOUND_STRING("磨砺"), .description = COMPOUND_STRING( - "Guarantees the next move\n" - "will be a critical hit."), + "集中精神,\n" + "下次攻击必定会击中要害。"), .effect = EFFECT_LASER_FOCUS, .power = 0, .type = TYPE_NORMAL, @@ -16134,10 +16089,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_GEAR_UP] = { - .name = COMPOUND_STRING("Gear Up"), + .name = COMPOUND_STRING("辅助齿轮"), .description = COMPOUND_STRING( - "Boosts the attacks of\n" - "those with Plus or Minus."), + "启动齿轮,提高特性正负电\n" + "宝可梦的攻击和特攻。"), .effect = EFFECT_GEAR_UP, .power = 0, .type = TYPE_STEEL, @@ -16160,10 +16115,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_THROAT_CHOP] = { - .name = COMPOUND_STRING("Throat Chop"), + .name = COMPOUND_STRING("深渊突刺"), .description = COMPOUND_STRING( - "Chops the throat to disable\n" - "sound moves for a while."), + "受击对手会因地狱般的痛苦,\n" + "2回合内无法使出声音招式。"), .effect = EFFECT_HIT, .power = 80, .type = TYPE_DARK, @@ -16186,10 +16141,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_POLLEN_PUFF] = { - .name = COMPOUND_STRING("Pollen Puff"), + .name = COMPOUND_STRING("花粉团"), .description = COMPOUND_STRING( - "Explodes on foes, but\n" - "restores ally's HP."), + "对敌人使用是会爆炸的团子。\n" + "对我方使用是给予回复团子。"), .effect = EFFECT_HIT_ENEMY_HEAL_ALLY, .power = 90, .type = TYPE_BUG, @@ -16208,10 +16163,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ANCHOR_SHOT] = { - .name = COMPOUND_STRING("Anchor Shot"), + .name = COMPOUND_STRING("掷锚"), .description = COMPOUND_STRING( - "Strangles the foe with a\n" - "chain. The foe can't escape."), + "将锚缠住对手攻击。\n" + "使对手无法逃走。"), .effect = EFFECT_HIT, .power = 80, .type = TYPE_STEEL, @@ -16234,10 +16189,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_PSYCHIC_TERRAIN] = { - .name = COMPOUND_STRING("Psychic Terrain"), + .name = COMPOUND_STRING("精神场地"), .description = COMPOUND_STRING( - "The ground turns weird for\n" - "5 turns. Blocks priority."), + "生成5回合精神场地。地上\n" + "宝可梦免疫先制并强化超能。"), .effect = EFFECT_PSYCHIC_TERRAIN, .power = 0, .type = TYPE_PSYCHIC, @@ -16258,10 +16213,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_LUNGE] = { - .name = COMPOUND_STRING("Lunge"), + .name = COMPOUND_STRING("猛扑"), .description = COMPOUND_STRING( - "Lunges at the foe to lower\n" - "its Attack stat."), + "全力猛扑对手攻击。\n" + "从而降低对手的攻击。"), .effect = EFFECT_HIT, .power = 80, .type = TYPE_BUG, @@ -16284,10 +16239,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FIRE_LASH] = { - .name = COMPOUND_STRING("Fire Lash"), + .name = COMPOUND_STRING("火焰鞭"), .description = COMPOUND_STRING( - "Whips the foe with fire\n" - "lowering its Defense."), + "用燃烧的鞭子抽打对手。\n" + "受到攻击的对手防御会降低。"), .effect = EFFECT_HIT, .power = 80, .type = TYPE_FIRE, @@ -16310,10 +16265,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_POWER_TRIP] = { - .name = COMPOUND_STRING("Power Trip"), + .name = COMPOUND_STRING("嚣张"), .description = COMPOUND_STRING( - "It hits harder the more\n" - "stat boosts the user has."), + "耀武扬威地攻击对手,\n" + "能力提高得越多威力就越大。"), .effect = EFFECT_STORED_POWER, .power = 20, .type = TYPE_DARK, @@ -16332,10 +16287,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_BURN_UP] = { - .name = COMPOUND_STRING("Burn Up"), + .name = COMPOUND_STRING("燃尽"), .description = COMPOUND_STRING( - "Burns out the user fully\n" - "removing the Fire type."), + "将自己全身燃烧起火焰来\n" + "攻击。自身火属性会消失。"), .effect = EFFECT_FAIL_IF_NOT_ARG_TYPE, .power = 130, .type = TYPE_FIRE, @@ -16359,10 +16314,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SPEED_SWAP] = { - .name = COMPOUND_STRING("Speed Swap"), + .name = COMPOUND_STRING("速度互换"), .description = COMPOUND_STRING( - "Swaps user's Speed with\n" - "the target's."), + "将对手和自己的速度\n" + "进行互换。"), .effect = EFFECT_SPEED_SWAP, .power = 0, .type = TYPE_PSYCHIC, @@ -16382,10 +16337,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SMART_STRIKE] = { - .name = COMPOUND_STRING("Smart Strike"), + .name = COMPOUND_STRING("修长之角"), .description = COMPOUND_STRING( - "Hits with an accurate\n" - "horn that never misses."), + "用尖尖的角刺入对手攻击。\n" + "攻击必定会命中。"), .effect = EFFECT_HIT, .power = 70, .type = TYPE_STEEL, @@ -16404,10 +16359,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_PURIFY] = { - .name = COMPOUND_STRING("Purify"), + .name = COMPOUND_STRING("净化"), .description = COMPOUND_STRING( - "Cures the foe's status\n" - "to restore HP."), + "治愈对手的异常状态。\n" + "治愈后可以回复自己的HP。"), .effect = EFFECT_PURIFY, .power = 0, .type = TYPE_POISON, @@ -16429,10 +16384,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_REVELATION_DANCE] = { - .name = COMPOUND_STRING("Revelation Dance"), + .name = COMPOUND_STRING("觉醒之舞"), .description = COMPOUND_STRING( - "Dances with mystical power.\n" - "Matches user's first type."), + "全力跳舞攻击。\n" + "属性将变得和自身属性相同。"), .effect = EFFECT_REVELATION_DANCE, .power = 90, .type = TYPE_NORMAL, @@ -16451,10 +16406,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_CORE_ENFORCER] = { - .name = COMPOUND_STRING("Core Enforcer"), + .name = COMPOUND_STRING("核心惩罚者"), .description = COMPOUND_STRING( - "Hits with a ray that\n" - "nullifies the foe's ability."), + "如果给予过伤害的对手已经\n" + "结束行动,其特性会被消除。"), .effect = EFFECT_HIT, .power = 100, .type = TYPE_DRAGON, @@ -16476,10 +16431,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_TROP_KICK] = { - .name = COMPOUND_STRING("Trop Kick"), + .name = COMPOUND_STRING("热带踢"), .description = COMPOUND_STRING( - "An intense kick from the\n" - "tropics. Lowers Attack."), + "向对手使出来自南国的火热\n" + "脚踢。从而降低对手的攻击。"), .effect = EFFECT_HIT, .power = 70, .type = TYPE_GRASS, @@ -16502,10 +16457,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_INSTRUCT] = { - .name = COMPOUND_STRING("Instruct"), + .name = COMPOUND_STRING("号令"), .description = COMPOUND_STRING( - "Orders the target to use\n" - "its last move again."), + "向对手下达指示,\n" + "让其再次使出刚才的招式。"), .effect = EFFECT_INSTRUCT, .power = 0, .type = TYPE_PSYCHIC, @@ -16528,10 +16483,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_BEAK_BLAST] = { - .name = COMPOUND_STRING("Beak Blast"), + .name = COMPOUND_STRING("鸟嘴加农炮"), .description = COMPOUND_STRING( - "Heats up beak to attack.\n" - "Burns foe on contact."), + "先加热鸟嘴后再攻击。鸟嘴\n" + "在加热时对手触碰会灼伤。"), .effect = EFFECT_BEAK_BLAST, .power = 100, .type = TYPE_FLYING, @@ -16557,10 +16512,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_CLANGING_SCALES] = { - .name = COMPOUND_STRING("Clanging Scales"), + .name = COMPOUND_STRING("鳞片噪音"), .description = COMPOUND_STRING( - "Makes a big noise with\n" - "its scales. Drops Defense."), + "摩擦全身鳞片发出响亮声音\n" + "攻击。之后自身防御会降低。"), .effect = EFFECT_HIT, .power = 110, .type = TYPE_DRAGON, @@ -16584,10 +16539,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_DRAGON_HAMMER] = { - .name = COMPOUND_STRING("Dragon Hammer"), + .name = COMPOUND_STRING("龙锤"), .description = COMPOUND_STRING( - "Swings its whole body\n" - "like a hammer to damage."), + "将身体当作锤子,向对手\n" + "发动袭击,给予伤害。"), .effect = EFFECT_HIT, .power = 90, .type = TYPE_DRAGON, @@ -16606,10 +16561,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_BRUTAL_SWING] = { - .name = COMPOUND_STRING("Brutal Swing"), + .name = COMPOUND_STRING("狂舞挥打"), .description = COMPOUND_STRING( - "Violently swings around\n" - "to hurt everyone nearby."), + "用自己的身体狂舞挥打,\n" + "给予对手伤害。"), .effect = EFFECT_HIT, .power = 60, .type = TYPE_DARK, @@ -16628,10 +16583,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_AURORA_VEIL] = { - .name = COMPOUND_STRING("Aurora Veil"), + .name = COMPOUND_STRING("极光幕"), .description = COMPOUND_STRING( - "Weakens all attacks, but\n" - "only usable with hail."), + "在5回合内减弱物理和特殊\n" + "伤害。只有下雪时才能使出。"), .effect = EFFECT_AURORA_VEIL, .power = 0, .type = TYPE_ICE, @@ -16653,10 +16608,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SHELL_TRAP] = { - .name = COMPOUND_STRING("Shell Trap"), + .name = COMPOUND_STRING("陷阱甲壳"), .description = COMPOUND_STRING( - "Sets a shell trap that\n" - "damages on contact."), + "设下甲壳陷阱。若对手使出\n" + "物理招式,陷阱就会爆炸攻击。"), .effect = EFFECT_SHELL_TRAP, .power = 150, .type = TYPE_FIRE, @@ -16681,10 +16636,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FLEUR_CANNON] = { - .name = COMPOUND_STRING("Fleur Cannon"), + .name = COMPOUND_STRING("花朵加农炮"), .description = COMPOUND_STRING( - "A strong ray that harshly\n" - "lowers Sp. Attack."), + "放出强力光束后,\n" + "自己的特攻会大幅降低。"), .effect = EFFECT_HIT, .power = 130, .type = TYPE_FAIRY, @@ -16707,10 +16662,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_PSYCHIC_FANGS] = { - .name = COMPOUND_STRING("Psychic Fangs"), + .name = COMPOUND_STRING("精神之牙"), .description = COMPOUND_STRING( - "Chomps with psychic fangs.\n" - "Destroys any barriers."), + "利用精神力量咬住对手攻击。\n" + "还可以破坏光墙和反射壁等。"), .effect = EFFECT_BRICK_BREAK, .power = 85, .type = TYPE_PSYCHIC, @@ -16730,10 +16685,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_STOMPING_TANTRUM] = { - .name = COMPOUND_STRING("Stomping Tantrum"), + .name = COMPOUND_STRING("跺脚"), .description = COMPOUND_STRING( - "Stomps around angrily.\n" - "Stronger after a failure."), + "化悔恨为力量攻击。若上回\n" + "合招式没打中威力就会翻倍。"), .effect = EFFECT_STOMPING_TANTRUM, .power = 75, .type = TYPE_GROUND, @@ -16753,10 +16708,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SHADOW_BONE] = { - .name = COMPOUND_STRING("Shadow Bone"), + .name = COMPOUND_STRING("暗影之骨"), .description = COMPOUND_STRING( - "Strikes with a haunted\n" - "bone. Might drop Defense."), + "用附有灵魂骨头殴打对手。\n" + "有时会降低对手的防御。"), .effect = EFFECT_HIT, .power = 85, .type = TYPE_GHOST, @@ -16778,10 +16733,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ACCELEROCK] = { - .name = COMPOUND_STRING("Accelerock"), + .name = COMPOUND_STRING("冲岩"), .description = COMPOUND_STRING( - "Hits with a high-speed\n" - "rock that always goes first."), + "迅速撞向对手攻击。\n" + "必定能够先制攻击。"), .effect = EFFECT_HIT, .power = 40, .type = TYPE_ROCK, @@ -16800,10 +16755,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_LIQUIDATION] = { - .name = COMPOUND_STRING("Liquidation"), + .name = COMPOUND_STRING("水流裂破"), .description = COMPOUND_STRING( - "Slams the foe with water.\n" - "Can lower Defense."), + "用水之力量撞向对手攻击。\n" + "有时会降低对手的防御。"), .effect = EFFECT_HIT, .power = 85, .type = TYPE_WATER, @@ -16826,10 +16781,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_PRISMATIC_LASER] = { - .name = COMPOUND_STRING("Prismatic Laser"), + .name = COMPOUND_STRING("棱镜镭射"), .description = COMPOUND_STRING( - "A high power laser that\n" - "forces recharge next turn."), + "用棱镜的力量发射强烈光线。\n" + "下一回合自己将无法动弹。"), .effect = EFFECT_HIT, .power = 160, .type = TYPE_PSYCHIC, @@ -16851,10 +16806,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SPECTRAL_THIEF] = { - .name = COMPOUND_STRING("Spectral Thief"), + .name = COMPOUND_STRING("暗影偷盗"), .description = COMPOUND_STRING( - "Steals the target's stat\n" - "boosts, then attacks."), + "潜入对手的影子攻击。\n" + "会夺取对手的能力提升。"), .effect = EFFECT_SPECTRAL_THIEF, .power = 90, .type = TYPE_GHOST, @@ -16875,10 +16830,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SUNSTEEL_STRIKE] = { - .name = COMPOUND_STRING("Sunsteel Strike"), + .name = COMPOUND_STRING("流星闪冲"), .description = COMPOUND_STRING( - "A sun-fueled strike that\n" - "ignores abilities."), + "以流星般的气势猛撞对手。\n" + "可以无视对手的特性攻击。"), .effect = EFFECT_HIT, .power = 100, .type = TYPE_STEEL, @@ -16899,10 +16854,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MOONGEIST_BEAM] = { - .name = COMPOUND_STRING("Moongeist Beam"), + .name = COMPOUND_STRING("暗影之光"), .description = COMPOUND_STRING( - "A moon-powered beam that\n" - "ignores abilities."), + "放出奇怪的光线攻击对手。\n" + "可以无视对手的特性攻击。"), .effect = EFFECT_HIT, .power = 100, .type = TYPE_GHOST, @@ -16922,10 +16877,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_TEARFUL_LOOK] = { - .name = COMPOUND_STRING("Tearful Look"), + .name = COMPOUND_STRING("泪眼汪汪"), .description = COMPOUND_STRING( - "The user tears up, dropping\n" - "Attack and Sp. Attack."), + "变得泪眼汪汪,让对手丧失\n" + "斗志。降低对手的攻击特攻。"), .effect = EFFECT_NOBLE_ROAR, .power = 0, .type = TYPE_NORMAL, @@ -16946,10 +16901,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ZING_ZAP] = { - .name = COMPOUND_STRING("Zing Zap"), + .name = COMPOUND_STRING("麻麻刺刺"), .description = COMPOUND_STRING( - "An electrified impact that\n" - "can cause flinching."), + "撞向对手并发出强电,使其\n" + "麻麻刺刺。有时造成畏缩。"), .effect = EFFECT_HIT, .power = 80, .type = TYPE_ELECTRIC, @@ -16972,10 +16927,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_NATURES_MADNESS] = { - .name = COMPOUND_STRING("Nature's Madness"), + .name = COMPOUND_STRING("自然之怒"), .description = COMPOUND_STRING( - "Halves the foe's HP with\n" - "the power of nature."), + "向对手释放自然之怒。\n" + "对手的HP会减半。"), .effect = EFFECT_SUPER_FANG, .power = 1, .type = TYPE_FAIRY, @@ -16994,10 +16949,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MULTI_ATTACK] = { - .name = COMPOUND_STRING("Multi-Attack"), + .name = COMPOUND_STRING("多属性攻击"), .description = COMPOUND_STRING( - "An attack that changes\n" - "with Memories."), + "覆盖高能量并撞向对手攻击。\n" + "属性会根据携带存储碟改变。"), .effect = EFFECT_CHANGE_TYPE_ON_ITEM, .power = B_UPDATED_MOVE_DATA >= GEN_8 ? 120 : 90, .type = TYPE_NORMAL, @@ -17017,10 +16972,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MIND_BLOWN] = { - .name = COMPOUND_STRING("Mind Blown"), + .name = COMPOUND_STRING("惊爆大头"), .description = COMPOUND_STRING( - "It explodes the user's head\n" - "to damage everything around."), + "让自己的头爆炸,来攻击\n" + "一切。自己也会受到伤害。"), .effect = EFFECT_MIND_BLOWN, .power = 150, .type = TYPE_FIRE, @@ -17039,10 +16994,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_PLASMA_FISTS] = { - .name = COMPOUND_STRING("Plasma Fists"), + .name = COMPOUND_STRING("等离子闪电拳"), .description = COMPOUND_STRING( - "Hits with electrical fists.\n" - "Normal moves turn Electric."), + "用覆盖着电流拳头攻击。使\n" + "一般属性招式变成电属性。"), .effect = EFFECT_HIT, .power = 100, .type = TYPE_ELECTRIC, @@ -17068,10 +17023,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_PHOTON_GEYSER] = { - .name = COMPOUND_STRING("Photon Geyser"), + .name = COMPOUND_STRING("光子喷涌"), .description = COMPOUND_STRING( - "User's highest attack stat\n" - "determines its category."), + "用光柱来攻击。用物攻特攻\n" + "数值更高的一项造成伤害。"), .effect = EFFECT_PHOTON_GEYSER, .power = 100, .type = TYPE_PSYCHIC, @@ -17091,10 +17046,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ZIPPY_ZAP] = { - .name = COMPOUND_STRING("Zippy Zap"), + .name = COMPOUND_STRING("电电加速"), .description = COMPOUND_STRING( - "Electric bursts always go\n" - "first and land a critical hit."), + "迅猛无比的电击。必定能够\n" + "先制攻击并击中要害。"), .effect = EFFECT_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_8 ? 80 : 50, .type = TYPE_ELECTRIC, @@ -17119,10 +17074,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SPLISHY_SPLASH] = { - .name = COMPOUND_STRING("Splishy Splash"), + .name = COMPOUND_STRING("滔滔冲浪"), .description = COMPOUND_STRING( - "A huge electrified wave that\n" - "may paralyze the foe."), + "往巨浪中注入电能后冲撞。\n" + "有时会让对手陷入麻痹状态。"), .effect = EFFECT_HIT, .power = 90, .type = TYPE_WATER, @@ -17142,10 +17097,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FLOATY_FALL] = { - .name = COMPOUND_STRING("Floaty Fall"), + .name = COMPOUND_STRING("飘飘坠落"), .description = COMPOUND_STRING( - "Floats in air and dives at\n" - "angle. May cause flinching."), + "轻飘飘地浮起来后猛地俯冲\n" + "攻击。有时会使对手畏缩。"), .effect = EFFECT_HIT, .power = 90, .type = TYPE_FLYING, @@ -17168,10 +17123,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_PIKA_PAPOW] = { - .name = COMPOUND_STRING("Pika Papow"), + .name = COMPOUND_STRING("闪闪雷光"), .description = COMPOUND_STRING( - "Pikachu's love increases its\n" - "power. It never misses."), + "皮卡丘越喜欢训练家,电击\n" + "威力越强。攻击必定会命中。"), .effect = EFFECT_RETURN, .power = 1, .type = TYPE_ELECTRIC, @@ -17187,14 +17142,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_BOUNCY_BUBBLE] = { - .name = COMPOUND_STRING("Bouncy Bubble"), + .name = COMPOUND_STRING("活活气泡"), .description = COMPOUND_STRING( - "An attack that absorbs\n" - #if B_UPDATED_MOVE_DATA >= GEN_8 - "all the damage inflicted."), - #else - "half the damage inflicted."), - #endif + "投掷水球攻击。能回复\n" + "造成的伤害一半的HP。"), .effect = EFFECT_ABSORB, .power = B_UPDATED_MOVE_DATA >= GEN_8 ? 60 : 90, .type = TYPE_WATER, @@ -17212,10 +17163,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_BUZZY_BUZZ] = { - .name = COMPOUND_STRING("Buzzy Buzz"), + .name = COMPOUND_STRING("麻麻电击"), .description = COMPOUND_STRING( - "Shoots a jolt of electricity\n" - "that always paralyzes."), + "放出电击攻击对手。\n" + "让对手陷入麻痹状态。"), .effect = EFFECT_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_8 ? 60 : 90, .type = TYPE_ELECTRIC, @@ -17236,10 +17187,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SIZZLY_SLIDE] = { - .name = COMPOUND_STRING("Sizzly Slide"), + .name = COMPOUND_STRING("熊熊火爆"), .description = COMPOUND_STRING( - "User cloaked in fire charges.\n" - "Leaves the foe with a burn."), + "用燃烧的身体猛烈地冲撞。\n" + "让对手陷入灼伤状态。"), .effect = EFFECT_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_8 ? 60 : 90, .type = TYPE_FIRE, @@ -17262,10 +17213,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_GLITZY_GLOW] = { - .name = COMPOUND_STRING("Glitzy Glow"), + .name = COMPOUND_STRING("哗哗气场"), .description = COMPOUND_STRING( - "Telekinetic force that sets\n" - "wall, lowering Sp. Atk damage."), + "利用念力强攻粉碎对方信心。\n" + "制造能减弱特殊攻击的墙壁。"), .effect = EFFECT_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_8 ? 80 : 90, .type = TYPE_PSYCHIC, @@ -17286,10 +17237,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_BADDY_BAD] = { - .name = COMPOUND_STRING("Baddy Bad"), + .name = COMPOUND_STRING("坏坏领域"), .description = COMPOUND_STRING( - "Acting badly, attacks. Sets\n" - "wall, lowering Attack damage."), + "恶行恶相地进行攻击。\n" + "制造能减弱物理攻击的墙壁。"), .effect = EFFECT_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_8 ? 80 : 90, .type = TYPE_DARK, @@ -17310,10 +17261,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SAPPY_SEED] = { - .name = COMPOUND_STRING("Sappy Seed"), + .name = COMPOUND_STRING("茁茁炸弹"), .description = COMPOUND_STRING( - "Giant stalk scatters seeds\n" - "that drain HP every turn."), + "长出巨大藤蔓播撒种子攻击。\n" + "种子会每回合吸取对手HP。"), .effect = EFFECT_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_8 ? 100 : 90, .type = TYPE_GRASS, @@ -17335,10 +17286,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FREEZY_FROST] = { - .name = COMPOUND_STRING("Freezy Frost"), + .name = COMPOUND_STRING("冰冰霜冻"), .description = COMPOUND_STRING( - "Crystal from cold haze hits.\n" - "Eliminates all stat changes."), + "利用冰冷的黑雾结晶攻击。\n" + "使全体宝可梦能力变回原点。"), .effect = EFFECT_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_8 ? 100 : 90, .type = TYPE_ICE, @@ -17359,10 +17310,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SPARKLY_SWIRL] = { - .name = COMPOUND_STRING("Sparkly Swirl"), + .name = COMPOUND_STRING("亮亮风暴"), .description = COMPOUND_STRING( - "Wrap foe with whirlwind of\n" - "scent. Heals party's status."), + "利用芬芳的龙卷风吞噬对方。\n" + "能治愈我方宝可梦异常状态。"), .effect = EFFECT_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_8 ? 120 : 90, .type = TYPE_FAIRY, @@ -17383,10 +17334,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_VEEVEE_VOLLEY] = { - .name = COMPOUND_STRING("Veevee Volley"), + .name = COMPOUND_STRING("砰砰击破"), .description = COMPOUND_STRING( - "Eevee's love increases its\n" - "power. It never misses."), + "伊布越喜欢训练家,冲撞的\n" + "威力越强。攻击必定会命中。"), .effect = EFFECT_RETURN, .power = 1, .type = TYPE_NORMAL, @@ -17403,10 +17354,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_DOUBLE_IRON_BASH] = { - .name = COMPOUND_STRING("Double Iron Bash"), + .name = COMPOUND_STRING("钢拳双击"), .description = COMPOUND_STRING( - "The user spins and hits with\n" - "its arms. May cause flinch."), + "以胸口的螺帽为中心旋转,\n" + "连续2次攻击。有时造成畏缩。"), .effect = EFFECT_HIT, .power = 60, .type = TYPE_STEEL, @@ -17433,10 +17384,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_DYNAMAX_CANNON] = { - .name = COMPOUND_STRING("Dynamax Cannon"), + .name = COMPOUND_STRING("极巨炮"), .description = COMPOUND_STRING( - "Unleashes core energy.\n" - "2x against Dynamaxed foes."), + "将凝缩在体内的能量从\n" + "核心放出攻击。"), .effect = EFFECT_DYNAMAX_DOUBLE_DMG, .power = 100, .type = TYPE_DRAGON, @@ -17463,10 +17414,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SNIPE_SHOT] = { - .name = COMPOUND_STRING("Snipe Shot"), + .name = COMPOUND_STRING("狙击"), .description = COMPOUND_STRING( - "The user ignores effects\n" - "that draw in moves."), + "无视吸引类特性及招式影响。\n" + "可以向选定的对手攻击。"), .effect = EFFECT_SNIPE_SHOT, .power = 80, .type = TYPE_WATER, @@ -17485,10 +17436,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_JAW_LOCK] = { - .name = COMPOUND_STRING("Jaw Lock"), + .name = COMPOUND_STRING("紧咬不放"), .description = COMPOUND_STRING( - "Prevents the user and\n" - "the target from escaping."), + "直到双方之一昏厥为止无法\n" + "替换。其中一方退场后解除。"), .effect = EFFECT_HIT, .power = 80, .type = TYPE_DARK, @@ -17511,10 +17462,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_STUFF_CHEEKS] = { - .name = COMPOUND_STRING("Stuff Cheeks"), + .name = COMPOUND_STRING("大快朵颐"), .description = COMPOUND_STRING( - "Consumes the user's Berry,\n" - "then sharply raises Def."), + "吃掉携带的树果,\n" + "大幅提高防御。"), .effect = EFFECT_STUFF_CHEEKS, .power = 0, .type = TYPE_NORMAL, @@ -17535,10 +17486,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_NO_RETREAT] = { - .name = COMPOUND_STRING("No Retreat"), + .name = COMPOUND_STRING("背水一战"), .description = COMPOUND_STRING( - "Raises all of the user's\n" - "stats but prevents escape."), + "提高自己的所有能力,\n" + "但无法替换或逃走。"), .effect = EFFECT_NO_RETREAT, .power = 0, .type = TYPE_FIGHTING, @@ -17559,10 +17510,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_TAR_SHOT] = { - .name = COMPOUND_STRING("Tar Shot"), + .name = COMPOUND_STRING("沥青射击"), .description = COMPOUND_STRING( - "Lowers the foe's Speed and\n" - "makes it weak to Fire."), + "泼洒黏糊糊沥青,降低对手\n" + "速度。火属性会变成弱点。"), .effect = EFFECT_TAR_SHOT, .power = 0, .type = TYPE_ROCK, @@ -17581,10 +17532,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MAGIC_POWDER] = { - .name = COMPOUND_STRING("Magic Powder"), + .name = COMPOUND_STRING("魔法粉"), .description = COMPOUND_STRING( - "Magic powder changes the\n" - "target into a Psychic-type."), + "向对手喷洒魔法粉,\n" + "使对手变为超能力属性。"), .effect = EFFECT_SOAK, .power = 0, .type = TYPE_PSYCHIC, @@ -17605,10 +17556,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_DRAGON_DARTS] = { - .name = COMPOUND_STRING("Dragon Darts"), + .name = COMPOUND_STRING("龙箭"), .description = COMPOUND_STRING( - "The user attacks twice. Two\n" - "targets are hit once each."), + "让多龙梅西亚进行2次攻击。\n" + "若对手有2只则会分别攻击。"), .effect = EFFECT_DRAGON_DARTS, .power = 50, .type = TYPE_DRAGON, @@ -17628,10 +17579,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_TEATIME] = { - .name = COMPOUND_STRING("Teatime"), + .name = COMPOUND_STRING("茶会"), .description = COMPOUND_STRING( - "All Pokémon have teatime\n" - "and eat their Berries."), + "举办一场茶会,场上的所有\n" + "宝可梦都会吃掉携带的树果。"), .effect = EFFECT_TEATIME, .power = 0, .type = TYPE_NORMAL, @@ -17652,10 +17603,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_OCTOLOCK] = { - .name = COMPOUND_STRING("Octolock"), + .name = COMPOUND_STRING("蛸固"), .description = COMPOUND_STRING( - "Traps the foe to lower Def\n" - "and Sp. Def each turn."), + "让对手无法逃走。对手被固定\n" + "后,每回合会降低防御特防。"), .effect = EFFECT_OCTOLOCK, .power = 0, .type = TYPE_FIGHTING, @@ -17673,10 +17624,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_BOLT_BEAK] = { - .name = COMPOUND_STRING("Bolt Beak"), + .name = COMPOUND_STRING("电喙"), .description = COMPOUND_STRING( - "Double power if the user\n" - "moves before the target."), + "用带电的喙啄刺对手。如果\n" + "先手攻击,威力会变成2倍。"), .effect = EFFECT_BOLT_BEAK, .power = 85, .type = TYPE_ELECTRIC, @@ -17695,10 +17646,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FISHIOUS_REND] = { - .name = COMPOUND_STRING("Fishious Rend"), + .name = COMPOUND_STRING("鳃咬"), .description = COMPOUND_STRING( - "Double power if the user\n" - "moves before the target."), + "用坚硬的腮咬住对手。如果\n" + "先手攻击,威力会变成2倍。"), .effect = EFFECT_BOLT_BEAK, .power = 85, .type = TYPE_WATER, @@ -17718,10 +17669,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_COURT_CHANGE] = { - .name = COMPOUND_STRING("Court Change"), + .name = COMPOUND_STRING("换场"), .description = COMPOUND_STRING( - "The user swaps effects on\n" - "either side of the field."), + "用神奇的力量交换双方\n" + "的场地效果。"), .effect = EFFECT_COURT_CHANGE, .power = 0, .type = TYPE_NORMAL, @@ -17740,10 +17691,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_CLANGOROUS_SOUL] = { - .name = COMPOUND_STRING("Clangorous Soul"), + .name = COMPOUND_STRING("魂舞烈音爆"), .description = COMPOUND_STRING( - "The user uses some of its\n" - "HP to raise all its stats."), + "削减少许自己的HP,\n" + "使所有能力都提高。"), .effect = EFFECT_CLANGOROUS_SOUL, .power = 0, .type = TYPE_DRAGON, @@ -17767,10 +17718,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_BODY_PRESS] = { - .name = COMPOUND_STRING("Body Press"), + .name = COMPOUND_STRING("扑击"), .description = COMPOUND_STRING( - "Does more damage the\n" - "higher the user's Def."), + "用身体撞向对手攻击。防御\n" + "越高,给予的伤害就越高。"), .effect = EFFECT_BODY_PRESS, .power = 80, .type = TYPE_FIGHTING, @@ -17791,10 +17742,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_DECORATE] = { - .name = COMPOUND_STRING("Decorate"), + .name = COMPOUND_STRING("装饰"), .description = COMPOUND_STRING( - "The user sharply raises\n" - "the target's Atk and Sp.Atk."), + "通过装饰,\n" + "大幅提高对方的攻击和特攻。"), .effect = EFFECT_DECORATE, .power = 0, .type = TYPE_FAIRY, @@ -17815,10 +17766,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_DRUM_BEATING] = { - .name = COMPOUND_STRING("Drum Beating"), + .name = COMPOUND_STRING("鼓击"), .description = COMPOUND_STRING( - "Plays a drum to attack.\n" - "The foe's Speed is lowered."), + "用鼓点来控制鼓的根部攻击,\n" + "从而降低对手的速度。"), .effect = EFFECT_HIT, .power = 80, .type = TYPE_GRASS, @@ -17841,10 +17792,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SNAP_TRAP] = { - .name = COMPOUND_STRING("Snap Trap"), + .name = COMPOUND_STRING("捕兽夹"), .description = COMPOUND_STRING( - "Snares the target in a snap\n" - "trap for four to five turns."), + "使用捕兽夹,在4~5回合内,\n" + "夹住对手攻击。"), .effect = EFFECT_HIT, .power = 35, .type = TYPE_GRASS, @@ -17868,10 +17819,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_PYRO_BALL] = { - .name = COMPOUND_STRING("Pyro Ball"), + .name = COMPOUND_STRING("火焰球"), .description = COMPOUND_STRING( - "Launches a fiery ball at the\n" - "target. It may cause a burn."), + "点燃石子形成火球攻击对手。\n" + "有时会使对手陷入灼伤状态。"), .effect = EFFECT_HIT, .power = 120, .type = TYPE_FIRE, @@ -17896,10 +17847,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_BEHEMOTH_BLADE] = { - .name = COMPOUND_STRING("Behemoth Blade"), + .name = COMPOUND_STRING("巨兽斩"), .description = COMPOUND_STRING( - "Strikes as a sword. Deals 2x\n" - "damage to Dynamaxed foes."), + "以全身力气举起强大的剑,\n" + "猛烈地劈向对手攻击。"), .effect = EFFECT_DYNAMAX_DOUBLE_DMG, .power = 100, .type = TYPE_STEEL, @@ -17923,10 +17874,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_BEHEMOTH_BASH] = { - .name = COMPOUND_STRING("Behemoth Bash"), + .name = COMPOUND_STRING("巨兽弹"), .description = COMPOUND_STRING( - "Attacks as a shield. Deals 2x\n" - "damage to Dynamaxed foes."), + "将全身变化为坚固的盾,\n" + "猛烈地撞向对手攻击。"), .effect = EFFECT_DYNAMAX_DOUBLE_DMG, .power = 100, .type = TYPE_STEEL, @@ -17949,10 +17900,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_AURA_WHEEL] = { - .name = COMPOUND_STRING("Aura Wheel"), + .name = COMPOUND_STRING("气场轮"), .description = COMPOUND_STRING( - "Raises Speed to attack. The\n" - "Type is based on its form."), + "用储存在颊囊里的能量攻击,\n" + "提升速度。属性随样子改变。"), .effect = EFFECT_AURA_WHEEL, .power = 110, .type = TYPE_ELECTRIC, @@ -17976,10 +17927,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_BREAKING_SWIPE] = { - .name = COMPOUND_STRING("Breaking Swipe"), + .name = COMPOUND_STRING("广域破坏"), .description = COMPOUND_STRING( - "Swings its tail to attack.\n" - "Lowers the Atk of those hit."), + "用坚韧的尾巴猛扫对手攻击,\n" + "从而降低对手的攻击。"), .effect = EFFECT_HIT, .power = 60, .type = TYPE_DRAGON, @@ -18003,10 +17954,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_BRANCH_POKE] = { - .name = COMPOUND_STRING("Branch Poke"), + .name = COMPOUND_STRING("木枝突刺"), .description = COMPOUND_STRING( - "The user pokes the target\n" - "with a pointed branch."), + "使用尖锐的树枝刺向\n" + "对手攻击。"), .effect = EFFECT_HIT, .power = 40, .type = TYPE_GRASS, @@ -18026,10 +17977,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_OVERDRIVE] = { - .name = COMPOUND_STRING("Overdrive"), + .name = COMPOUND_STRING("破音"), .description = COMPOUND_STRING( - "The user twangs its guitar,\n" - "causing strong vibrations."), + "奏响吉他和贝斯,释放出\n" + "发出巨响的剧烈震动攻击。"), .effect = EFFECT_HIT, .power = 80, .type = TYPE_ELECTRIC, @@ -18050,10 +18001,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_APPLE_ACID] = { - .name = COMPOUND_STRING("Apple Acid"), + .name = COMPOUND_STRING("苹果酸"), .description = COMPOUND_STRING( - "Attacks with tart apple acid\n" - "to lower the foe's Sp. Def."), + "使用从酸苹果中提取出来的\n" + "液体攻击。降低对手的特防。"), .effect = EFFECT_HIT, .power = 80, .type = TYPE_GRASS, @@ -18076,10 +18027,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_GRAV_APPLE] = { - .name = COMPOUND_STRING("Grav Apple"), + .name = COMPOUND_STRING("万有引力"), .description = COMPOUND_STRING( - "Drops an apple from above.\n" - "Lowers the foe's Defense."), + "从高处落下苹果,给予对手\n" + "伤害。可降低对手的防御。"), .effect = EFFECT_GRAV_APPLE, .power = 80, .type = TYPE_GRASS, @@ -18102,10 +18053,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SPIRIT_BREAK] = { - .name = COMPOUND_STRING("Spirit Break"), + .name = COMPOUND_STRING("灵魂冲击"), .description = COMPOUND_STRING( - "Attacks with spirit-breaking\n" - "force. Lowers Sp. Atk."), + "用能让对手一蹶不振的气势\n" + "攻击。会降低对手的特攻。"), .effect = EFFECT_HIT, .power = 75, .type = TYPE_FAIRY, @@ -18129,10 +18080,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_STRANGE_STEAM] = { - .name = COMPOUND_STRING("Strange Steam"), + .name = COMPOUND_STRING("神奇蒸汽"), .description = COMPOUND_STRING( - "Emits a strange steam to\n" - "potentially confuse the foe."), + "喷出烟雾攻击对手。\n" + "有时会使对手混乱。"), .effect = EFFECT_HIT, .power = 90, .type = TYPE_FAIRY, @@ -18155,10 +18106,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_LIFE_DEW] = { - .name = COMPOUND_STRING("Life Dew"), + .name = COMPOUND_STRING("生命水滴"), .description = COMPOUND_STRING( - "Scatters water to restore\n" - "the HP of itself and allies."), + "喷洒出神奇的水,\n" + "回复自己和场上同伴的HP。"), .effect = EFFECT_JUNGLE_HEALING, .power = 0, .type = TYPE_WATER, @@ -18182,10 +18133,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_OBSTRUCT] = { - .name = COMPOUND_STRING("Obstruct"), + .name = COMPOUND_STRING("拦堵"), .description = COMPOUND_STRING( - "Protects itself, harshly\n" - "lowering Def on contact."), + "完全抵挡攻击。连续用容易\n" + "失败。触碰会大幅降低防御。"), .effect = EFFECT_PROTECT, .power = 0, .type = TYPE_DARK, @@ -18207,10 +18158,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FALSE_SURRENDER] = { - .name = COMPOUND_STRING("False Surrender"), + .name = COMPOUND_STRING("假跪真撞"), .description = COMPOUND_STRING( - "Bows to stab the foe\n" - "with hair. It never misses."), + "装作低头认错的样子用凌乱\n" + "的头发突刺。攻击必定命中。"), .effect = EFFECT_HIT, .power = 80, .type = TYPE_DARK, @@ -18230,10 +18181,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_METEOR_ASSAULT] = { - .name = COMPOUND_STRING("Meteor Assault"), + .name = COMPOUND_STRING("流星突击"), .description = COMPOUND_STRING( - "Attacks with a thick leek.\n" - "The user must then rest."), + "大力挥舞粗壮的茎攻击。\n" + "但下一回合自己将无法动弹。"), .effect = EFFECT_HIT, .power = 150, .type = TYPE_FIGHTING, @@ -18257,10 +18208,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ETERNABEAM] = { - .name = COMPOUND_STRING("Eternabeam"), + .name = COMPOUND_STRING("无极光束"), .description = COMPOUND_STRING( - "Eternatus' strongest move.\n" - "The user rests next turn."), + "无极汰那变回原来样子攻击,\n" + "下一回合自己将无法动弹。"), .effect = EFFECT_HIT, .power = 160, .type = TYPE_DRAGON, @@ -18283,10 +18234,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_STEEL_BEAM] = { - .name = COMPOUND_STRING("Steel Beam"), + .name = COMPOUND_STRING("铁蹄光线"), .description = COMPOUND_STRING( - "Fires a beam of steel from\n" - "its body. It hurts the user."), + "将从全身聚集钢铁化为光束,\n" + "激烈地发射。自己也会受伤。"), .effect = EFFECT_MAX_HP_50_RECOIL, .power = 140, .type = TYPE_STEEL, @@ -18305,10 +18256,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_EXPANDING_FORCE] = { - .name = COMPOUND_STRING("Expanding Force"), + .name = COMPOUND_STRING("广域战力"), .description = COMPOUND_STRING( - "Power goes up and damages\n" - "all foes on Psychic Terrain."), + "用精神力量攻击。精神场地\n" + "上威力提升且目标变为全体。"), .effect = EFFECT_EXPANDING_FORCE, .power = 80, .type = TYPE_PSYCHIC, @@ -18326,10 +18277,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_STEEL_ROLLER] = { - .name = COMPOUND_STRING("Steel Roller"), + .name = COMPOUND_STRING("铁滚轮"), .description = COMPOUND_STRING( - "Destroys terrain. Fails if\n" - "ground isn't terrain."), + "在破坏场地的同时攻击对手。\n" + "脚下没有任何场地便会失败。"), .effect = EFFECT_HIT_SET_REMOVE_TERRAIN, .power = 130, .type = TYPE_STEEL, @@ -18350,10 +18301,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SCALE_SHOT] = { - .name = COMPOUND_STRING("Scale Shot"), + .name = COMPOUND_STRING("鳞射"), .description = COMPOUND_STRING( - "Shoots scales 2 to 5 times.\n" - "Ups Speed, lowers defense."), + "发射鳞片攻击。连续攻击2~\n" + "5次。提高速度但降低防御。"), .effect = EFFECT_MULTI_HIT, .power = 25, .type = TYPE_DRAGON, @@ -18372,10 +18323,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_METEOR_BEAM] = { - .name = COMPOUND_STRING("Meteor Beam"), + .name = COMPOUND_STRING("流星光束"), .description = COMPOUND_STRING( - "A 2-turn move that raises\n" - "Sp. Attack before attacking."), + "第1回合聚集宇宙之力提高\n" + "特攻,第2回合攻击对手。"), .effect = EFFECT_TWO_TURNS_ATTACK, .power = 120, .type = TYPE_ROCK, @@ -18400,10 +18351,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SHELL_SIDE_ARM] = { - .name = COMPOUND_STRING("Shell Side Arm"), + .name = COMPOUND_STRING("臂贝武器"), .description = COMPOUND_STRING( - "Deals better of physical and\n" - "special damage. May poison."), + "用物攻特攻数值更高的一项\n" + "攻击。有时会让对手中毒。"), .effect = EFFECT_SHELL_SIDE_ARM, .power = 90, .type = TYPE_POISON, @@ -18425,10 +18376,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MISTY_EXPLOSION] = { - .name = COMPOUND_STRING("Misty Explosion"), + .name = COMPOUND_STRING("薄雾炸裂"), .description = COMPOUND_STRING( - "Hit everything and faint.\n" - "Powers up on Misty Terrain."), + "对所有宝可梦攻击后昏厥。\n" + "在薄雾场地上威力会提高。"), .effect = EFFECT_EXPLOSION, .power = 100, .type = TYPE_FAIRY, @@ -18446,10 +18397,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_GRASSY_GLIDE] = { - .name = COMPOUND_STRING("Grassy Glide"), + .name = COMPOUND_STRING("青草滑梯"), .description = COMPOUND_STRING( - "Gliding on ground, hits. Goes\n" - "first on Grassy Terrain."), + "仿佛在地面上滑行般地攻击。在\n" + "青草场地上必定能够先制。"), .effect = EFFECT_GRASSY_GLIDE, .power = B_UPDATED_MOVE_DATA >= GEN_9 ? 55 : 70, .type = TYPE_GRASS, @@ -18469,10 +18420,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_RISING_VOLTAGE] = { - .name = COMPOUND_STRING("Rising Voltage"), + .name = COMPOUND_STRING("电力上升"), .description = COMPOUND_STRING( - "This move's power doubles\n" - "when on Electric Terrain."), + "从地面升起电击攻击。对手\n" + "在电气场地上威力变成2倍。"), .effect = EFFECT_RISING_VOLTAGE, .power = 70, .type = TYPE_ELECTRIC, @@ -18490,10 +18441,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_TERRAIN_PULSE] = { - .name = COMPOUND_STRING("Terrain Pulse"), + .name = COMPOUND_STRING("大地波动"), .description = COMPOUND_STRING( - "Type and power changes\n" - "depending on the terrain."), + "借助场地的力量攻击。\n" + "视场地改变属性和威力。"), .effect = EFFECT_TERRAIN_PULSE, .power = 50, .type = TYPE_NORMAL, @@ -18512,10 +18463,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SKITTER_SMACK] = { - .name = COMPOUND_STRING("Skitter Smack"), + .name = COMPOUND_STRING("爬击"), .description = COMPOUND_STRING( - "User skitters behind foe to\n" - "attack. Lowers foe's Sp. Atk."), + "从对手背后爬近后攻击。\n" + "会降低对手的特攻。"), .effect = EFFECT_HIT, .power = 70, .type = TYPE_BUG, @@ -18538,10 +18489,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_BURNING_JEALOUSY] = { - .name = COMPOUND_STRING("Burning Jealousy"), + .name = COMPOUND_STRING("妒火"), .description = COMPOUND_STRING( - "Foes that have stats upped\n" - "during the turn get burned."), + "用嫉妒能量攻击对手。回合\n" + "内能力提高的宝可梦会灼伤。"), .effect = EFFECT_HIT, .power = 70, .type = TYPE_FIRE, @@ -18564,10 +18515,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_LASH_OUT] = { - .name = COMPOUND_STRING("Lash Out"), + .name = COMPOUND_STRING("泄愤"), .description = COMPOUND_STRING( - "If stats lowered during this\n" - "turn, power is doubled."), + "发泄恼怒情绪。若回合自身\n" + "内能力降低,威力变成2倍。"), .effect = EFFECT_LASH_OUT, .power = 75, .type = TYPE_DARK, @@ -18586,10 +18537,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_POLTERGEIST] = { - .name = COMPOUND_STRING("Poltergeist"), + .name = COMPOUND_STRING("灵骚"), .description = COMPOUND_STRING( - "Control foe's item to attack.\n" - "Fails if foe has no item."), + "操纵对手持有物攻击。\n" + "当对手没有道具时会失败。"), .effect = EFFECT_POLTERGEIST, .power = 110, .type = TYPE_GHOST, @@ -18607,10 +18558,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_CORROSIVE_GAS] = { - .name = COMPOUND_STRING("Corrosive Gas"), + .name = COMPOUND_STRING("腐蚀气体"), .description = COMPOUND_STRING( - "Highly acidic gas melts items\n" - "held by surrounding Pokémon."), + "用强酸性气体包裹所有宝可\n" + "梦,并融化其所携带的道具。"), .effect = EFFECT_CORROSIVE_GAS, .power = 0, .type = TYPE_POISON, @@ -18629,10 +18580,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_COACHING] = { - .name = COMPOUND_STRING("Coaching"), + .name = COMPOUND_STRING("指导"), .description = COMPOUND_STRING( - "Properly coaches allies to\n" - "up their Attack and Defense."), + "通过进行正确合理的指导,\n" + "提高我方全员的攻击和防御。"), .effect = EFFECT_COACHING, .power = 0, .type = TYPE_FIGHTING, @@ -18653,10 +18604,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FLIP_TURN] = { - .name = COMPOUND_STRING("Flip Turn"), + .name = COMPOUND_STRING("快速折返"), .description = COMPOUND_STRING( - "Attacks and rushes back to\n" - "switch with a party Pokémon."), + "在攻击之后急速返回,\n" + "和后备宝可梦进行替换。"), .effect = EFFECT_HIT_ESCAPE, .power = 60, .type = TYPE_WATER, @@ -18675,10 +18626,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_TRIPLE_AXEL] = { - .name = COMPOUND_STRING("Triple Axel"), + .name = COMPOUND_STRING("三旋击"), .description = COMPOUND_STRING( - "A 3-kick attack that gets\n" - "more powerful with each hit."), + "连续3次踢对手攻击。每\n" + "踢中一次,威力就会提高。"), .effect = EFFECT_TRIPLE_KICK, .power = 20, .type = TYPE_ICE, @@ -18698,10 +18649,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_DUAL_WINGBEAT] = { - .name = COMPOUND_STRING("Dual Wingbeat"), + .name = COMPOUND_STRING("双翼"), .description = COMPOUND_STRING( - "User slams the target with\n" - "wings and hits twice in a row."), + "将翅膀撞向对手攻击。\n" + "连续2次给予伤害。"), .effect = EFFECT_HIT, .power = 40, .type = TYPE_FLYING, @@ -18721,10 +18672,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SCORCHING_SANDS] = { - .name = COMPOUND_STRING("Scorching Sands"), + .name = COMPOUND_STRING("热沙大地"), .description = COMPOUND_STRING( - "Throws scorching sand at\n" - "the target. May leave a burn."), + "将滚烫的沙子砸向对手攻击。\n" + "有时会让对手陷入灼伤状态。"), .effect = EFFECT_HIT, .power = 70, .type = TYPE_GROUND, @@ -18747,10 +18698,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_JUNGLE_HEALING] = { - .name = COMPOUND_STRING("Jungle Healing"), + .name = COMPOUND_STRING("丛林治疗"), .description = COMPOUND_STRING( - "Heals HP and status of\n" - "itself and allies in battle."), + "与丛林融为一体,回复自己\n" + "和场上同伴的HP和状态。"), .effect = EFFECT_JUNGLE_HEALING, .power = 0, .type = TYPE_GRASS, @@ -18773,10 +18724,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_WICKED_BLOW] = { - .name = COMPOUND_STRING("Wicked Blow"), + .name = COMPOUND_STRING("暗冥强击"), .description = COMPOUND_STRING( - "Mastering the Dark style,\n" - "strikes with a critical hit."), + "将恶之流派修炼至大成的\n" + "猛烈一击。必定击中要害。"), .effect = EFFECT_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_9 ? 75 : 80, .type = TYPE_DARK, @@ -18798,10 +18749,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SURGING_STRIKES] = { - .name = COMPOUND_STRING("Surging Strikes"), + .name = COMPOUND_STRING("水流连打"), .description = COMPOUND_STRING( - "Mastering the Water style,\n" - "strikes with 3 critical hits."), + "将水之流派修炼至大成的\n" + "的3次连击。必定击中要害。"), .effect = EFFECT_HIT, .power = 25, .type = TYPE_WATER, @@ -18824,10 +18775,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_THUNDER_CAGE] = { - .name = COMPOUND_STRING("Thunder Cage"), + .name = COMPOUND_STRING("雷电囚笼"), .description = COMPOUND_STRING( - "Traps the foe in a cage of\n" - "electricity for "BINDING_TURNS" turns."), + "将对手困在电流四溅囚笼中,\n" + "在4~5回合内攻击。"), .effect = EFFECT_HIT, .power = 80, .type = TYPE_ELECTRIC, @@ -18849,10 +18800,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_DRAGON_ENERGY] = { - .name = COMPOUND_STRING("Dragon Energy"), + .name = COMPOUND_STRING("巨龙威能"), .description = COMPOUND_STRING( - "The higher the user's HP\n" - "the more damage caused."), + "把生命力转换为力量攻击。\n" + "自身HP越少招式威力越小。"), .effect = EFFECT_POWER_BASED_ON_USER_HP, .power = 150, .type = TYPE_DRAGON, @@ -18871,14 +18822,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FREEZING_GLARE] = { - .name = COMPOUND_STRING("Freezing Glare"), + .name = COMPOUND_STRING("冰冷视线"), .description = COMPOUND_STRING( - "Shoots psychic power from\n" - #if B_USE_FROSTBITE == TRUE - "the eyes. May frostbite."), - #else - "the eyes. May freeze the foe."), - #endif + "从双眼发射精神力量攻击。\n" + "有时会让对手陷入冰冻状态。"), .power = 90, .effect = EFFECT_HIT, .type = TYPE_PSYCHIC, @@ -18901,10 +18848,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FIERY_WRATH] = { - .name = COMPOUND_STRING("Fiery Wrath"), + .name = COMPOUND_STRING("怒火中烧"), .description = COMPOUND_STRING( - "An attack fueled by your\n" - "wrath. May cause flinching."), + "将愤怒转化为火焰般的气场\n" + "攻击。有时会使对手畏缩。"), .effect = EFFECT_HIT, .power = 90, .type = TYPE_DARK, @@ -18927,10 +18874,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_THUNDEROUS_KICK] = { - .name = COMPOUND_STRING("Thunderous Kick"), + .name = COMPOUND_STRING("雷鸣蹴击"), .description = COMPOUND_STRING( - "Uses a lightning-like kick\n" - "to hit. Lowers foe's Defense."), + "以雷电般的动作戏耍对手并\n" + "使出脚踢。可降低对手防御。"), .effect = EFFECT_HIT, .power = 90, .type = TYPE_FIGHTING, @@ -18954,10 +18901,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_GLACIAL_LANCE] = { - .name = COMPOUND_STRING("Glacial Lance"), + .name = COMPOUND_STRING("雪矛"), .description = COMPOUND_STRING( - "Hurls a blizzard-cloaked\n" - "icicle lance at foes."), + "向对手投掷掀起暴风雪\n" + "的冰矛攻击。"), .effect = EFFECT_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_9 ? 120 : 130, .type = TYPE_ICE, @@ -18976,10 +18923,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ASTRAL_BARRAGE] = { - .name = COMPOUND_STRING("Astral Barrage"), + .name = COMPOUND_STRING("星碎"), .description = COMPOUND_STRING( - "Sends a frightful amount\n" - "of small ghosts at foes."), + "用大量的小灵体向对手\n" + "发起攻击。"), .effect = EFFECT_HIT, .power = 120, .type = TYPE_GHOST, @@ -18998,10 +18945,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_EERIE_SPELL] = { - .name = COMPOUND_STRING("Eerie Spell"), + .name = COMPOUND_STRING("诡异咒语"), .description = COMPOUND_STRING( - "Attacks with psychic power.\n" - "Foe's last move has 3 PP cut."), + "用强大的精神力量攻击。让\n" + "对手最后用的招式减少3PP。"), .effect = EFFECT_HIT, .power = 80, .type = TYPE_PSYCHIC, @@ -19025,10 +18972,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_DIRE_CLAW] = { - .name = COMPOUND_STRING("Dire Claw"), + .name = COMPOUND_STRING("克命爪"), .description = COMPOUND_STRING( - "High critical hit chance. May\n" - "paralyze, poison or drowse."), + "以破灭之爪攻击。有时会\n" + "让对手中毒、麻痹或睡眠。"), .effect = EFFECT_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_9 ? 80 : 60, .type = TYPE_POISON, @@ -19047,10 +18994,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_PSYSHIELD_BASH] = { - .name = COMPOUND_STRING("Psyshield Bash"), + .name = COMPOUND_STRING("屏障猛攻"), .description = COMPOUND_STRING( - "Hits a foe with psychic\n" - "energy. May raise Defense."), + "让意念的能量覆盖全身撞向\n" + "对手攻击。会提高自身防御。"), .effect = EFFECT_HIT, .power = 70, .type = TYPE_PSYCHIC, @@ -19070,10 +19017,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_POWER_SHIFT] = { - .name = COMPOUND_STRING("Power Shift"), + .name = COMPOUND_STRING("力量转换"), .description = COMPOUND_STRING( - "The user swaps its Attack\n" - "and Defense stats."), + "将自己的攻击\n" + "与防御互相交换。"), .effect = EFFECT_POWER_TRICK, .power = 0, .type = TYPE_NORMAL, @@ -19091,10 +19038,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_STONE_AXE] = { - .name = COMPOUND_STRING("Stone Axe"), + .name = COMPOUND_STRING("岩斧"), .description = COMPOUND_STRING( - "High critical hit ratio. Sets\n" - "Splinters that hurt the foe."), + "用岩石之斧攻击。散落的\n" + "岩石碎片会飘浮在对手周围。"), .effect = EFFECT_HIT, .power = 65, .type = TYPE_ROCK, @@ -19114,10 +19061,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SPRINGTIDE_STORM] = { - .name = COMPOUND_STRING("Springtide Storm"), + .name = COMPOUND_STRING("阳春风暴"), .description = COMPOUND_STRING( - "Wraps a foe in fierce winds.\n" - "Varies with the user's form."), + "用交织着爱与恨的烈风席卷\n" + "对手。有时会降低对手攻击。"), .effect = EFFECT_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_9 ? 100 : 95, .type = TYPE_FAIRY, @@ -19137,10 +19084,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MYSTICAL_POWER] = { - .name = COMPOUND_STRING("Mystical Power"), + .name = COMPOUND_STRING("神秘之力"), .description = COMPOUND_STRING( - "A mysterious power strikes,\n" - "raising the user's Sp. Atk."), + "放出不可思议的力量攻击。\n" + "会提高自己的特攻。"), .effect = EFFECT_HIT, .power = 70, .type = TYPE_PSYCHIC, @@ -19159,10 +19106,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_RAGING_FURY] = { - .name = COMPOUND_STRING("Raging Fury"), + .name = COMPOUND_STRING("大愤慨"), .description = COMPOUND_STRING( - "A rampage of 2 to 3 turns\n" - "that confuses the user."), + "在2~3回合内放出火焰疯狂\n" + "乱打。大闹一番后陷入混乱。"), .effect = EFFECT_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_9 ? 120 : 90, .type = TYPE_FIRE, @@ -19181,10 +19128,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_WAVE_CRASH] = { - .name = COMPOUND_STRING("Wave Crash"), + .name = COMPOUND_STRING("波动冲"), .description = COMPOUND_STRING( - "A slam shrouded in water.\n" - "It also hurts the user."), + "让水覆盖全身后撞向对手。\n" + "自己也会受到不少伤害。"), .effect = EFFECT_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_9 ? 120 : 75, .type = TYPE_WATER, @@ -19201,10 +19148,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_CHLOROBLAST] = { - .name = COMPOUND_STRING("Chloroblast"), + .name = COMPOUND_STRING("叶绿爆震"), .description = COMPOUND_STRING( - "A user-hurting blast of\n" - "amassed chlorophyll."), + "将叶绿素凝聚后释放攻击。\n" + "自己也会受到伤害。"), .effect = EFFECT_MAX_HP_50_RECOIL, .power = B_UPDATED_MOVE_DATA >= GEN_9 ? 150 : 120, .type = TYPE_GRASS, @@ -19218,10 +19165,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MOUNTAIN_GALE] = { - .name = COMPOUND_STRING("Mountain Gale"), + .name = COMPOUND_STRING("冰山风"), .description = COMPOUND_STRING( - "Giant chunks of ice damage\n" - "the foe. It may flinch."), + "将冰山般巨大冰块砸向对手。\n" + "有时会使对手畏缩。"), .effect = EFFECT_HIT, .power = 100, .type = TYPE_ICE, @@ -19239,10 +19186,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_VICTORY_DANCE] = { - .name = COMPOUND_STRING("Victory Dance"), + .name = COMPOUND_STRING("胜利之舞"), .description = COMPOUND_STRING( - "Dances to raise Attack,\n" - "Defense and Speed."), + "激烈地跳起唤来胜利的舞蹈,\n" + "提高自己的攻击防御和速度。"), .effect = EFFECT_VICTORY_DANCE, .power = 0, .type = TYPE_FIGHTING, @@ -19260,10 +19207,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_HEADLONG_RUSH] = { - .name = COMPOUND_STRING("Headlong Rush"), + .name = COMPOUND_STRING("突飞猛扑"), .description = COMPOUND_STRING( - "Hits with a full-body tackle.\n" - "Lowers the users's defenses."), + "灌注全心全力撞击对手。\n" + "自己的防御和特防会降低。"), .effect = EFFECT_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_9 ? 120 : 100, .type = TYPE_GROUND, @@ -19283,10 +19230,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_BARB_BARRAGE] = { - .name = COMPOUND_STRING("Barb Barrage"), + .name = COMPOUND_STRING("毒千针"), .description = COMPOUND_STRING( - "Can poison on impact. Powers\n" - "up against poisoned foes."), + "用无数毒针攻击。有时造成中毒。\n" + "攻击中毒对手威力变成2倍。"), .effect = EFFECT_DOUBLE_POWER_ON_ARG_STATUS, .power = 60, .type = TYPE_POISON, @@ -19305,10 +19252,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ESPER_WING] = { - .name = COMPOUND_STRING("Esper Wing"), + .name = COMPOUND_STRING("气场之翼"), .description = COMPOUND_STRING( - "High critical hit ratio.\n" - "Ups the user's Speed."), + "用气场强化的翅膀撕裂对手。\n" + "容易击中要害。会提高速度。"), .effect = EFFECT_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_9 ? 80 : 75, .type = TYPE_PSYCHIC, @@ -19328,10 +19275,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_BITTER_MALICE] = { - .name = COMPOUND_STRING("Bitter Malice"), + .name = COMPOUND_STRING("冤冤相报"), .description = COMPOUND_STRING( - "A spine-chilling resentment.\n" - "Lowers the foe's Attack."), + "用令人毛骨悚然的怨念攻击。\n" + "会降低对手的攻击。"), .effect = EFFECT_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_9 ? 75 : 60, .type = TYPE_GHOST, @@ -19349,10 +19296,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SHELTER] = { - .name = COMPOUND_STRING("Shelter"), + .name = COMPOUND_STRING("闭关"), .description = COMPOUND_STRING( - "The user hardens their skin,\n" - "sharply raising its Defense."), + "将皮肤变得坚硬如铁盾,\n" + "从而大幅提高自己的防御。"), .effect = EFFECT_DEFENSE_UP_2, .power = 0, .type = TYPE_STEEL, @@ -19369,10 +19316,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_TRIPLE_ARROWS] = { - .name = COMPOUND_STRING("Triple Arrows"), + .name = COMPOUND_STRING("三连箭"), .description = COMPOUND_STRING( - "High critical hit ratio.\n" - "May lower Defense or flinch."), + "使出腿技后射箭。有时降低\n" + "防御或畏缩。容易击中要害。"), .effect = EFFECT_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_9 ? 90 : 50, .type = TYPE_FIGHTING, @@ -19395,10 +19342,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_INFERNAL_PARADE] = { - .name = COMPOUND_STRING("Infernal Parade"), + .name = COMPOUND_STRING("群魔乱舞"), .description = COMPOUND_STRING( - "Hurts a foe harder if it has\n" - "an ailment. May leave a burn."), + "用火球攻击。有时造成灼伤。\n" + "对手异常状态威力变成2倍。"), .effect = EFFECT_DOUBLE_POWER_ON_ARG_STATUS, .power = 60, .type = TYPE_GHOST, @@ -19417,10 +19364,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_CEASELESS_EDGE] = { - .name = COMPOUND_STRING("Ceaseless Edge"), + .name = COMPOUND_STRING("秘剑千重涛"), .description = COMPOUND_STRING( - "High critical hit ratio. Sets\n" - "Splinters that hurt the foe."), + "用贝壳之剑攻击。散落碎片\n" + "会散落在对手脚下成为撒菱。"), .effect = EFFECT_HIT, .power = 65, .type = TYPE_DARK, @@ -19440,10 +19387,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_BLEAKWIND_STORM] = { - .name = COMPOUND_STRING("Bleakwind Storm"), + .name = COMPOUND_STRING("枯叶风暴"), .description = COMPOUND_STRING( - "Hits with brutal, cold winds.\n" - "May lower the foe's Speed."), + "用令人颤抖的冰冷狂风攻击。\n" + "有时会降低对手的速度。"), .effect = EFFECT_RAIN_ALWAYS_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_9 ? 100 : 95, .type = TYPE_FLYING, @@ -19462,10 +19409,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_WILDBOLT_STORM] = { - .name = COMPOUND_STRING("Wildbolt Storm"), + .name = COMPOUND_STRING("鸣雷风暴"), .description = COMPOUND_STRING( - "Hits with a brutal tempest.\n" - "May inflict paralysis."), + "呼唤雷云风暴,进行激烈的\n" + "攻击。有时会让对手麻痹。"), .effect = EFFECT_RAIN_ALWAYS_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_9 ? 100 : 95, .type = TYPE_ELECTRIC, @@ -19484,10 +19431,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SANDSEAR_STORM] = { - .name = COMPOUND_STRING("Sandsear Storm"), + .name = COMPOUND_STRING("热沙风暴"), .description = COMPOUND_STRING( - "Hits with brutally hot sand.\n" - "May inflict a burn."), + "用灼热的沙和强烈的风席卷\n" + "对手。有时会让对手灼伤。"), .effect = EFFECT_RAIN_ALWAYS_HIT, .power = B_UPDATED_MOVE_DATA >= GEN_9 ? 100 : 95, .type = TYPE_GROUND, @@ -19506,10 +19453,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_LUNAR_BLESSING] = { - .name = COMPOUND_STRING("Lunar Blessing"), + .name = COMPOUND_STRING("新月祈祷"), .description = COMPOUND_STRING( - "The user heals and cures\n" - "itself and its ally."), + "向新月献上祈祷,回复自己和\n" + "场上同伴的HP和状态。"), .effect = EFFECT_JUNGLE_HEALING, .power = 0, .type = TYPE_PSYCHIC, @@ -19527,10 +19474,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_TAKE_HEART] = { - .name = COMPOUND_STRING("Take Heart"), + .name = COMPOUND_STRING("勇气填充"), .description = COMPOUND_STRING( - "The user lifts its spirits to\n" - "heal and strengthen itself."), + "鼓起冲劲,治愈自己的异常\n" + "状态,同时提高特攻和特防。"), .effect = EFFECT_TAKE_HEART, .power = 0, .type = TYPE_PSYCHIC, @@ -19547,10 +19494,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_TERA_BLAST] = { - .name = COMPOUND_STRING("Tera Blast"), + .name = COMPOUND_STRING("太晶爆发"), .description = COMPOUND_STRING( - "If the user's Terastallized,\n" - "it hits with its Tera-type."), + "太晶化时以太晶属性攻击。\n" + "用攻击特攻更高的一项攻击。"), .effect = EFFECT_TERA_BLAST, .power = 80, .type = TYPE_NORMAL, @@ -19569,10 +19516,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SILK_TRAP] = { - .name = COMPOUND_STRING("Silk Trap"), + .name = COMPOUND_STRING("线阱"), .description = COMPOUND_STRING( - "Protects itself, lowering\n" - "Speed on contact."), + "用丝设置陷阱防住对方攻击,\n" + "并能够降低接触的对手速度。"), .effect = EFFECT_PROTECT, .power = 0, .type = TYPE_BUG, @@ -19589,10 +19536,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_AXE_KICK] = { - .name = COMPOUND_STRING("Axe Kick"), + .name = COMPOUND_STRING("下压踢"), .description = COMPOUND_STRING( - "May miss and hurt the kicker.\n" - "May cause confusion."), + "踢起脚跟劈向对手。有时造\n" + "成混乱。若劈偏会受到伤害。"), .effect = EFFECT_RECOIL_IF_MISS, .power = 120, .type = TYPE_FIGHTING, @@ -19611,10 +19558,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_LAST_RESPECTS] = { - .name = COMPOUND_STRING("Last Respects"), + .name = COMPOUND_STRING("扫墓"), .description = COMPOUND_STRING( - "This move deals more damage\n" - "for each defeated ally."), + "为化解悔恨攻击。被打倒的\n" + "我方宝可梦越多,威力越高。"), .effect = EFFECT_LAST_RESPECTS, .power = 50, .type = TYPE_GHOST, @@ -19629,10 +19576,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_LUMINA_CRASH] = { - .name = COMPOUND_STRING("Lumina Crash"), + .name = COMPOUND_STRING("琉光冲激"), .description = COMPOUND_STRING( - "A mind-affecting light\n" - "harshly lowers Sp. Def."), + "放出能影响精神的奇妙怪光\n" + "攻击。会大幅降低对方特防。"), .effect = EFFECT_HIT, .power = 80, .type = TYPE_PSYCHIC, @@ -19650,10 +19597,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ORDER_UP] = { - .name = COMPOUND_STRING("Order Up"), + .name = COMPOUND_STRING("上菜"), .description = COMPOUND_STRING( - "Boosts a user's stats\n" - "depending on Tatsugiri."), + "以潇洒的身手攻击。若口中\n" + "有米立龙会按其提高能力。"), .effect = EFFECT_ORDER_UP, .power = 80, .type = TYPE_DRAGON, @@ -19674,10 +19621,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_JET_PUNCH] = { - .name = COMPOUND_STRING("Jet Punch"), + .name = COMPOUND_STRING("喷射拳"), .description = COMPOUND_STRING( - "A punch is thrown at blinding\n" - "speed to strike first."), + "拳头缠绕激流,以超越目光\n" + "的速度拳击。必定先制攻击。"), .effect = EFFECT_HIT, .power = 60, .type = TYPE_WATER, @@ -19694,10 +19641,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SPICY_EXTRACT] = { - .name = COMPOUND_STRING("Spicy Extract"), + .name = COMPOUND_STRING("辣椒精华"), .description = COMPOUND_STRING( - "Sharply ups target's Attack,\n" - "harshly lowers its Defense."), + "放出极为辛辣的精华。对手\n" + "攻击大幅提高防御大幅降低。"), .effect = EFFECT_SPICY_EXTRACT, .power = 0, .type = TYPE_GRASS, @@ -19713,10 +19660,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SPIN_OUT] = { - .name = COMPOUND_STRING("Spin Out"), + .name = COMPOUND_STRING("疾速转轮"), .description = COMPOUND_STRING( - "Furiously strains its legs.\n" - "Harshly lowers user's Speed."), + "以往腿上增加负荷激烈旋转\n" + "攻击,自身速度会大幅降低。"), .effect = EFFECT_HIT, .power = 100, .type = TYPE_STEEL, @@ -19736,10 +19683,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_POPULATION_BOMB] = { - .name = COMPOUND_STRING("Population Bomb"), + .name = COMPOUND_STRING("鼠数儿"), .description = COMPOUND_STRING( - "The user's fellows hit one\n" - "to ten times in a row."), + "伙伴们会纷纷赶来,以群体\n" + "攻击。连续命中1~10次。"), .effect = EFFECT_POPULATION_BOMB, .power = 20, .type = TYPE_NORMAL, @@ -19757,10 +19704,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ICE_SPINNER] = { - .name = COMPOUND_STRING("Ice Spinner"), + .name = COMPOUND_STRING("冰旋"), .description = COMPOUND_STRING( - "Ice-covered feet hit a foe\n" - "and destroy the terrain."), + "脚上覆盖薄冰,旋转着撞击\n" + "对手。用旋转动作破坏场地。"), .effect = EFFECT_HIT_SET_REMOVE_TERRAIN, .power = 80, .type = TYPE_ICE, @@ -19777,10 +19724,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_GLAIVE_RUSH] = { - .name = COMPOUND_STRING("Glaive Rush"), + .name = COMPOUND_STRING("巨剑突击"), .description = COMPOUND_STRING( - "Foe attacks next turn can't\n" - "miss and do double damage."), + "蛮勇地舍身突击。之后对手\n" + "攻击必中且伤害变成2倍。"), .effect = EFFECT_GLAIVE_RUSH, .power = 120, .type = TYPE_DRAGON, @@ -19795,10 +19742,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_REVIVAL_BLESSING] = { - .name = COMPOUND_STRING("Revival Blessing"), + .name = COMPOUND_STRING("复生祈祷"), .description = COMPOUND_STRING( - "Revives a fainted party {PKMN}\n" - "and restores half of its HP."), + "以慈爱之心祈祷,让昏厥的\n" + "宝可梦回复一半HP后复活。"), .effect = EFFECT_REVIVAL_BLESSING, .power = 0, .type = TYPE_NORMAL, @@ -19817,10 +19764,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SALT_CURE] = { - .name = COMPOUND_STRING("Salt Cure"), + .name = COMPOUND_STRING("盐腌"), .description = COMPOUND_STRING( - "Hurts foe every turn. Double\n" - "damage to Steel and Water."), + "使对手陷入盐腌每回合受伤。\n" + "对手为钢或水属性会更痛苦。"), .effect = EFFECT_HIT, .power = 40, .type = TYPE_ROCK, @@ -19839,10 +19786,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_TRIPLE_DIVE] = { - .name = COMPOUND_STRING("Triple Dive"), + .name = COMPOUND_STRING("三连钻"), .description = COMPOUND_STRING( - "Hits target with splashes\n" - "of water 3 times in a row."), + "以默契的跳跃溅起水花攻击。\n" + "连续3次给予伤害。"), .effect = EFFECT_HIT, .power = 30, .type = TYPE_WATER, @@ -19858,10 +19805,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MORTAL_SPIN] = { - .name = COMPOUND_STRING("Mortal Spin"), + .name = COMPOUND_STRING("晶光转转"), .description = COMPOUND_STRING( - "Erases trap moves and Leech\n" - "Seed. Poisons adjacent foes."), + "旋转攻击对手。可摆脱绑紧\n" + "类招式。还能让对手中毒。"), .effect = EFFECT_RAPID_SPIN, .power = 30, .type = TYPE_POISON, @@ -19881,10 +19828,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_DOODLE] = { - .name = COMPOUND_STRING("Doodle"), + .name = COMPOUND_STRING("描绘"), .description = COMPOUND_STRING( - "Changes user's and ally's\n" - "Ability into the target's."), + "把握并映射出对手本质,让\n" + "己方宝可梦变为同样的特性。"), .effect = EFFECT_DOODLE, .power = 0, .type = TYPE_NORMAL, @@ -19901,10 +19848,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FILLET_AWAY] = { - .name = COMPOUND_STRING("Fillet Away"), + .name = COMPOUND_STRING("甩肉"), .description = COMPOUND_STRING( - "Sharply boosts offenses and\n" - "Speed by using its own HP."), + "削减自己的HP,\n" + "大幅提高攻击特攻及速度。"), .effect = EFFECT_FILLET_AWAY, .power = 0, .type = TYPE_NORMAL, @@ -19923,10 +19870,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_KOWTOW_CLEAVE] = { - .name = COMPOUND_STRING("Kowtow Cleave"), + .name = COMPOUND_STRING("仆刀"), .description = COMPOUND_STRING( - "User slashes the foe after\n" - "kowtowing. It never misses."), + "下跪让对手大意后发起袭击\n" + "劈向对手。攻击必定会命中。"), .effect = EFFECT_HIT, .power = 85, .type = TYPE_DARK, @@ -19942,10 +19889,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FLOWER_TRICK] = { - .name = COMPOUND_STRING("Flower Trick"), + .name = COMPOUND_STRING("千变万花"), .description = COMPOUND_STRING( - "Rigged bouquet. Always gets\n" - "a critical hit, never missing."), + "将做了手脚的花束扔向对手\n" + "攻击。必定命中且击中要害。"), .effect = EFFECT_HIT, .power = 70, .type = TYPE_GRASS, @@ -19960,10 +19907,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_TORCH_SONG] = { - .name = COMPOUND_STRING("Torch Song"), + .name = COMPOUND_STRING("闪焰高歌"), .description = COMPOUND_STRING( - "Flames scorch the target.\n" - "Boosts the user's Sp. Atk."), + "如唱歌一样喷出熊熊火焰\n" + "烧焦对手。会提高自身特攻。"), .effect = EFFECT_HIT, .power = 80, .type = TYPE_FIRE, @@ -19984,10 +19931,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_AQUA_STEP] = { - .name = COMPOUND_STRING("Aqua Step"), + .name = COMPOUND_STRING("流水旋舞"), .description = COMPOUND_STRING( - "Hits with light, fluid dance\n" - "steps. Ups the user's Speed."), + "以盈盈欲滴的轻快步伐戏耍\n" + "攻击。会提高自己的速度。"), .effect = EFFECT_HIT, .power = 80, .type = TYPE_WATER, @@ -20008,10 +19955,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_RAGING_BULL] = { - .name = COMPOUND_STRING("Raging Bull"), + .name = COMPOUND_STRING("怒牛"), .description = COMPOUND_STRING( - "Tackle that breaks barriers.\n" - "User's form determines type."), + "狂怒猛烈冲撞。属性随形态\n" + "改变,墙壁类招式也能破坏。"), .effect = EFFECT_RAGING_BULL, .power = 90, .type = TYPE_NORMAL, @@ -20027,10 +19974,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MAKE_IT_RAIN] = { - .name = COMPOUND_STRING("Make It Rain"), + .name = COMPOUND_STRING("淘金潮"), .description = COMPOUND_STRING( - "Lowers the user's Sp. Atk.\n" - "Money is recovered after."), + "抛大量硬币攻击。自身特攻\n" + "会降低,战斗后会拿到钱。"), .effect = EFFECT_HIT, .power = 120, .type = TYPE_STEEL, @@ -20052,10 +19999,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_RUINATION] = { - .name = COMPOUND_STRING("Ruination"), + .name = COMPOUND_STRING("大灾难"), .description = COMPOUND_STRING( - "Summons a ruinous disaster\n" - "and cuts half the foe's HP."), + "引发毁灭性的灾厄,\n" + "使对手的HP减半。"), .effect = EFFECT_SUPER_FANG, .power = 1, .type = TYPE_DARK, @@ -20070,10 +20017,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_COLLISION_COURSE] = { - .name = COMPOUND_STRING("Collision Course"), + .name = COMPOUND_STRING("全开猛撞"), .description = COMPOUND_STRING( - "Prehistoric explosion that's\n" - "stronger if super effective."), + "边变形边凶暴地落下,引发\n" + "起大爆炸。克制时威力提升。"), .effect = EFFECT_COLLISION_COURSE, .power = 100, .type = TYPE_FIGHTING, @@ -20089,10 +20036,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ELECTRO_DRIFT] = { - .name = COMPOUND_STRING("Electro Drift"), + .name = COMPOUND_STRING("闪电猛冲"), .description = COMPOUND_STRING( - "Futuristic electricity. It's\n" - "stronger if super effective."), + "边变形边高速奔走,以未知\n" + "电击贯穿。克制时威力提升。"), .effect = EFFECT_COLLISION_COURSE, .power = 100, .type = TYPE_ELECTRIC, @@ -20108,10 +20055,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SHED_TAIL] = { - .name = COMPOUND_STRING("Shed Tail"), + .name = COMPOUND_STRING("断尾"), .description = COMPOUND_STRING( - "Creates a Substitute for\n" - "itself before switching out."), + "削减自己的HP,制造分身后\n" + "会返回与后备宝可梦替换。"), .effect = EFFECT_SHED_TAIL, .power = 0, .type = TYPE_NORMAL, @@ -20129,10 +20076,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_CHILLY_RECEPTION] = { - .name = COMPOUND_STRING("Chilly Reception"), + .name = COMPOUND_STRING("冷笑话"), .description = COMPOUND_STRING( - "Bad joke summons snowstorm.\n" - "The user also switches out."), + "留下冷场的冷笑话后换下。\n" + "在5回合内会下雪。"), .effect = EFFECT_CHILLY_RECEPTION, .power = 0, .type = TYPE_ICE, @@ -20150,10 +20097,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_TIDY_UP] = { - .name = COMPOUND_STRING("Tidy Up"), + .name = COMPOUND_STRING("大扫除"), .description = COMPOUND_STRING( - "User tidies up hazards and\n" - "raises its Attack and Speed."), + "将替身与撒菱等招式扫除掉。\n" + "自己的攻击和速度会提高。"), .effect = EFFECT_TIDY_UP, .power = 0, .type = TYPE_NORMAL, @@ -20170,10 +20117,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SNOWSCAPE] = { - .name = COMPOUND_STRING("Snowscape"), + .name = COMPOUND_STRING("雪景"), .description = COMPOUND_STRING( - "Summons a snowstorm that\n" - "lasts for five turns."), + "在5回合内会下雪。\n" + "冰属性的防御会提高。"), .effect = EFFECT_SNOWSCAPE, .power = 0, .type = TYPE_ICE, @@ -20191,10 +20138,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_POUNCE] = { - .name = COMPOUND_STRING("Pounce"), + .name = COMPOUND_STRING("虫扑"), .description = COMPOUND_STRING( - "The user pounces on the foe,\n" - "lowering its Speed."), + "飞扑向对手攻击。\n" + "会降低对手的速度。"), .effect = EFFECT_HIT, .power = 50, .type = TYPE_BUG, @@ -20214,10 +20161,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_TRAILBLAZE] = { - .name = COMPOUND_STRING("Trailblaze"), + .name = COMPOUND_STRING("起草"), .description = COMPOUND_STRING( - "The user attacks suddenly,\n" - "raising its Speed."), + "跳出草丛攻击。通过轻快\n" + "的步伐会提高自己的速度。"), .effect = EFFECT_HIT, .power = 50, .type = TYPE_GRASS, @@ -20238,10 +20185,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_CHILLING_WATER] = { - .name = COMPOUND_STRING("Chilling Water"), + .name = COMPOUND_STRING("泼冷水"), .description = COMPOUND_STRING( - "A shower with ice-cold water\n" - "lowers the target's Attack."), + "泼洒冰冷得足以让对手失去\n" + "活力的水。会降低对手攻击。"), .effect = EFFECT_HIT, .power = 50, .type = TYPE_WATER, @@ -20260,10 +20207,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_HYPER_DRILL] = { - .name = COMPOUND_STRING("Hyper Drill"), + .name = COMPOUND_STRING("强力钻"), .description = COMPOUND_STRING( - "A spinning pointed part\n" - "bypasses a foe's Protect."), + "急速旋转尖锐身体部位贯穿。\n" + "可以无视守住和看穿等招式。"), .effect = EFFECT_HIT, .power = 100, .type = TYPE_NORMAL, @@ -20280,10 +20227,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_TWIN_BEAM] = { - .name = COMPOUND_STRING("Twin Beam"), + .name = COMPOUND_STRING("双光束"), .description = COMPOUND_STRING( - "Mystical eye-beams that hit\n" - "the target twice in a row."), + "从两眼发射出神奇光线攻击。\n" + "连续2次给予伤害。"), .effect = EFFECT_HIT, .power = 40, .type = TYPE_PSYCHIC, @@ -20299,10 +20246,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_RAGE_FIST] = { - .name = COMPOUND_STRING("Rage Fist"), + .name = COMPOUND_STRING("愤怒之拳"), .description = COMPOUND_STRING( - "The more the user has been\n" - "hit, the stronger the move."), + "将愤怒化为力量攻击。受到\n" + "攻击次数越多,威力越高。"), .effect = EFFECT_RAGE_FIST, .power = 50, .type = TYPE_GHOST, @@ -20319,10 +20266,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ARMOR_CANNON] = { - .name = COMPOUND_STRING("Armor Cannon"), + .name = COMPOUND_STRING("铠农炮"), .description = COMPOUND_STRING( - "A strong attack but lowers\n" - "the defensive stats."), + "燃烧自身铠甲化作炮弹攻击,\n" + "自己的防御和特防会降低。"), .effect = EFFECT_HIT, .power = 120, .type = TYPE_FIRE, @@ -20341,10 +20288,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_BITTER_BLADE] = { - .name = COMPOUND_STRING("Bitter Blade"), + .name = COMPOUND_STRING("悔念剑"), .description = COMPOUND_STRING( - "An attack that absorbs\n" - "half the damage inflicted."), + "将世间留恋聚集于剑尖斩击。\n" + "可以回复给予伤害一半HP。"), .effect = EFFECT_ABSORB, .power = 90, .type = TYPE_FIRE, @@ -20362,10 +20309,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_DOUBLE_SHOCK] = { - .name = COMPOUND_STRING("Double Shock"), + .name = COMPOUND_STRING("电光双击"), .description = COMPOUND_STRING( - "Discharges all electricity,\n" - "losing the Electric type."), + "将全身所有的电力放出攻击,\n" + "自己的电属性将会消失。"), .effect = EFFECT_FAIL_IF_NOT_ARG_TYPE, .power = 120, .type = TYPE_ELECTRIC, @@ -20386,10 +20333,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_GIGATON_HAMMER] = { - .name = COMPOUND_STRING("Gigaton Hammer"), + .name = COMPOUND_STRING("巨力锤"), .description = COMPOUND_STRING( - "Swings a huge hammer. Can't\n" - "be used twice in a row."), + "连同身体转起巨大锤子攻击。\n" + "这个招式无法连续使出2次。"), .effect = EFFECT_HIT, .power = 160, .type = TYPE_STEEL, @@ -20404,10 +20351,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_COMEUPPANCE] = { - .name = COMPOUND_STRING("Comeuppance"), + .name = COMPOUND_STRING("复仇"), .description = COMPOUND_STRING( - "Retaliates strongly against\n" - "who last hurt the user."), + "使出招式前,将最后受到的\n" + "招式的伤害大力返还给对手。"), .effect = EFFECT_METAL_BURST, .power = 1, .type = TYPE_DARK, @@ -20424,10 +20371,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_AQUA_CUTTER] = { - .name = COMPOUND_STRING("Aqua Cutter"), + .name = COMPOUND_STRING("水波刀"), .description = COMPOUND_STRING( - "Pressurized water cut with a\n" - "high critical-hit ratio."), + "如刀刃般喷射出加压的水\n" + "切开对手。容易击中要害。"), .effect = EFFECT_HIT, .power = 70, .type = TYPE_WATER, @@ -20443,8 +20390,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_BLAZING_TORQUE] = { - .name = COMPOUND_STRING("Blazing Torque"), - .description = COMPOUND_STRING("---"), + .name = COMPOUND_STRING("灼热暴冲"), + .description = COMPOUND_STRING( + "--\n" + "-"), .effect = EFFECT_HIT, .power = 80, .type = TYPE_FIRE, @@ -20472,8 +20421,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_WICKED_TORQUE] = { - .name = COMPOUND_STRING("Wicked Torque"), - .description = COMPOUND_STRING("---"), + .name = COMPOUND_STRING("黑暗暴冲"), + .description = COMPOUND_STRING( + "--\n" + "-"), .effect = EFFECT_HIT, .power = 80, .type = TYPE_DARK, @@ -20501,8 +20452,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_NOXIOUS_TORQUE] = { - .name = COMPOUND_STRING("Noxious Torque"), - .description = COMPOUND_STRING("---"), + .name = COMPOUND_STRING("剧毒暴冲"), + .description = COMPOUND_STRING( + "--\n" + "-"), .effect = EFFECT_HIT, .power = 100, .type = TYPE_POISON, @@ -20530,8 +20483,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_COMBAT_TORQUE] = { - .name = COMPOUND_STRING("Combat Torque"), - .description = COMPOUND_STRING("---"), + .name = COMPOUND_STRING("格斗暴冲"), + .description = COMPOUND_STRING( + "--\n" + "-"), .effect = EFFECT_HIT, .power = 100, .type = TYPE_FIGHTING, @@ -20559,8 +20514,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MAGICAL_TORQUE] = { - .name = COMPOUND_STRING("Magical Torque"), - .description = COMPOUND_STRING("---"), + .name = COMPOUND_STRING("魔法暴冲"), + .description = COMPOUND_STRING( + "--\n" + "-"), .effect = EFFECT_HIT, .power = 100, .type = TYPE_FAIRY, @@ -20588,10 +20545,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_PSYBLADE] = { - .name = COMPOUND_STRING("Psyblade"), + .name = COMPOUND_STRING("精神剑"), .description = COMPOUND_STRING( - "This move's power increases\n" - "when on Electric Terrain."), + "用无形的利刃劈开对手。\n" + "在电气场地上招式威力提升。"), .effect = EFFECT_PSYBLADE, .power = 80, .type = TYPE_PSYCHIC, @@ -20607,10 +20564,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_HYDRO_STEAM] = { - .name = COMPOUND_STRING("Hydro Steam"), + .name = COMPOUND_STRING("水蒸气"), .description = COMPOUND_STRING( - "This move's power increases\n" - "under harsh sunlight."), + "将沸腾的开水猛烈喷向对手。\n" + "晴天时招式威力反而会提升。"), .effect = EFFECT_HYDRO_STEAM, .power = 80, .type = TYPE_WATER, @@ -20625,10 +20582,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_BLOOD_MOON] = { - .name = COMPOUND_STRING("Blood Moon"), + .name = COMPOUND_STRING("血月"), .description = COMPOUND_STRING( - "Unleashes the blood moon.\n" - "Can't be used twice in a row."), + "从赤红如血满月发射出全部\n" + "气势。无法连续使出2次。"), .effect = EFFECT_HIT, .power = 140, .type = TYPE_NORMAL, @@ -20643,10 +20600,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MATCHA_GOTCHA] = { - .name = COMPOUND_STRING("Matcha Gotcha"), + .name = COMPOUND_STRING("刷刷茶炮"), .description = COMPOUND_STRING( - "Absorbs half the damage\n" - "inflicted. May cause a burn."), + "发射茶大炮,可以回复伤害\n" + "一半HP,有时造成灼伤。"), .effect = EFFECT_ABSORB, .power = 80, .type = TYPE_GRASS, @@ -20668,10 +20625,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SYRUP_BOMB] = { - .name = COMPOUND_STRING("Syrup Bomb"), + .name = COMPOUND_STRING("糖浆炸弹"), .description = COMPOUND_STRING( - "Lowers the foe's speed\n" - "each turn for 3 turns."), + "引爆糖浆让对手陷入满身糖,\n" + "在3回合内持续降低速度。"), .effect = EFFECT_HIT, .power = 60, .type = TYPE_GRASS, @@ -20691,10 +20648,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_IVY_CUDGEL] = { - .name = COMPOUND_STRING("Ivy Cudgel"), + .name = COMPOUND_STRING("棘藤棒"), .description = COMPOUND_STRING( - "Type changes with held mask.\n" - "High critical-hit ratio."), + "用缠藤的棍棒殴打。属性会\n" + "随面具改变。容易击中要害。"), .effect = EFFECT_IVY_CUDGEL, .power = 100, .type = TYPE_GRASS, @@ -20710,10 +20667,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ELECTRO_SHOT] = { - .name = COMPOUND_STRING("Electro Shot"), + .name = COMPOUND_STRING("电光束"), .description = COMPOUND_STRING( - "Gathers electricity, then\n" - "fires a high-voltage shot."), + "第1回合提高特攻,第2回合\n" + "发射电力。下雨时立刻发射。"), .effect = EFFECT_TWO_TURNS_ATTACK, .power = 130, .type = TYPE_ELECTRIC, @@ -20734,10 +20691,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_TERA_STARSTORM] = { - .name = COMPOUND_STRING("Tera Starstorm"), + .name = COMPOUND_STRING("晶光星群"), .description = COMPOUND_STRING( - "In Terapagos's Stellar\n" - "Form, it hits all foes."), + "照射出结晶力量来驱逐敌人。\n" + "星晶形态下能攻击所有对手。"), .effect = EFFECT_TERA_STARSTORM, .power = 120, .type = TYPE_NORMAL, @@ -20755,10 +20712,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_FICKLE_BEAM] = { - .name = COMPOUND_STRING("Fickle Beam"), + .name = COMPOUND_STRING("随机光"), .description = COMPOUND_STRING( - "Shoots a beam of light.\n" - "Sometimes twice as strong."), + "发射光线攻击。有时其\n" + "他头会合力,威力变成2倍。"), .effect = EFFECT_FICKLE_BEAM, .power = 80, .type = TYPE_DRAGON, @@ -20772,10 +20729,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_BURNING_BULWARK] = { - .name = COMPOUND_STRING("Burning Bulwark"), + .name = COMPOUND_STRING("火焰守护"), .description = COMPOUND_STRING( - "Evades attack, and burns\n" - "the foe if struck."), + "用超高温的体毛防住攻击,\n" + "同时让接触的对手灼伤。"), .effect = EFFECT_PROTECT, .power = 0, .type = TYPE_FIRE, @@ -20795,7 +20752,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_THUNDERCLAP] = { - .name = COMPOUND_STRING("Thunderclap"), + .name = COMPOUND_STRING("迅雷"), .description = sSuckerPunchDescription, .effect = EFFECT_SUCKER_PUNCH, .power = 70, @@ -20810,7 +20767,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MIGHTY_CLEAVE] = { - .name = COMPOUND_STRING("Mighty Cleave"), + .name = COMPOUND_STRING("强刃攻击"), .description = sFeintDescription, .effect = EFFECT_HIT, .power = 95, @@ -20828,10 +20785,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_TACHYON_CUTTER] = { - .name = COMPOUND_STRING("Tachyon Cutter"), + .name = COMPOUND_STRING("迅子利刃"), .description = COMPOUND_STRING( - "Launches particle blades at\n" - "the target. Strikes twice."), + "接连发射出粒子刃,连续\n" + "2次攻击。必定会命中。"), .effect = EFFECT_HIT, .power = 50, .type = TYPE_STEEL, @@ -20847,7 +20804,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_HARD_PRESS] = { - .name = COMPOUND_STRING("Hard Press"), + .name = COMPOUND_STRING("硬压"), .description = sWringOutDescription, .effect = EFFECT_POWER_BASED_ON_TARGET_HP, .power = 100, @@ -20863,10 +20820,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_DRAGON_CHEER] = { - .name = COMPOUND_STRING("Dragon Cheer"), + .name = COMPOUND_STRING("龙声鼓舞"), .description = COMPOUND_STRING( - "Increases allies' critical hit\n" - "ratio, especially if Dragons."), + "鼓舞士气让招式变得容易击\n" + "中要害。对龙属性效果更强。"), .effect = EFFECT_DRAGON_CHEER, .power = 0, .type = TYPE_DRAGON, @@ -20881,10 +20838,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_ALLURING_VOICE] = { - .name = COMPOUND_STRING("Alluring Voice"), + .name = COMPOUND_STRING("魅诱之声"), .description = COMPOUND_STRING( - "Confuses foe if its stats\n" - "were boosted this turn."), + "用天使般的歌声攻击。让此\n" + "回合能力提高的宝可梦混乱。"), .effect = EFFECT_HIT, .power = 80, .type = TYPE_FAIRY, @@ -20905,10 +20862,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_TEMPER_FLARE] = { - .name = COMPOUND_STRING("Temper Flare"), + .name = COMPOUND_STRING("豁出去"), .description = COMPOUND_STRING( - "A desperation attack. Power\n" - "doubles if last move failed."), + "以自暴自弃的气势攻击。\n" + "若上回合未命中则威力翻倍。"), .effect = EFFECT_STOMPING_TANTRUM, .power = 75, .type = TYPE_FIRE, @@ -20923,10 +20880,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_SUPERCELL_SLAM] = { - .name = COMPOUND_STRING("Supercell Slam"), + .name = COMPOUND_STRING("闪电强袭"), .description = COMPOUND_STRING( - "An electrified slam. If it\n" - "misses, the user is hurt."), + "让身体带电后压向对手。\n" + "如果未命中则自身受伤。"), .effect = EFFECT_RECOIL_IF_MISS, .power = 100, .type = TYPE_ELECTRIC, @@ -20942,10 +20899,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_PSYCHIC_NOISE] = { - .name = COMPOUND_STRING("Psychic Noise"), + .name = COMPOUND_STRING("精神噪音"), .description = COMPOUND_STRING( - "Unpleasant sound waves that\n" - "damage and prevent healing."), + "用令对手不舒服的音波攻击。\n" + "让对手2回合内无法回复HP。"), .effect = EFFECT_HIT, .power = 75, .type = TYPE_PSYCHIC, @@ -20966,10 +20923,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_UPPER_HAND] = { .effect = EFFECT_UPPER_HAND, - .name = COMPOUND_STRING("Upper Hand"), + .name = COMPOUND_STRING("快手还击"), .description = COMPOUND_STRING( - "Makes the target flinch if\n" - "readying a priority move."), + "察觉动作后攻击让对手畏缩。\n" + "若对手招式不是先制会失败。"), .power = 65, .type = TYPE_FIGHTING, .accuracy = 100, @@ -20987,10 +20944,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MALIGNANT_CHAIN] = { - .name = COMPOUND_STRING("Malignant Chain"), + .name = COMPOUND_STRING("邪毒锁链"), .description = COMPOUND_STRING( - "A corrosive chain attack\n" - "that may badly poison."), + "用毒锁链缠住对手加以侵蚀。\n" + "有时会让对手陷入剧毒状态。"), .effect = EFFECT_HIT, .power = 100, .type = TYPE_POISON, @@ -21010,7 +20967,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = // Z-Moves [MOVE_BREAKNECK_BLITZ] = { - .name = COMPOUND_STRING("Breakneck Blitz"), + .name = COMPOUND_STRING("究极无敌大冲撞"), .description = sNullDescription, .effect = EFFECT_HIT, .power = 1, @@ -21519,7 +21476,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MAX_GUARD] = { - .name = COMPOUND_STRING("Max Guard"), + .name = COMPOUND_STRING("极巨防壁"), .description = sNullDescription, .effect = EFFECT_PROTECT, .power = 0, @@ -21534,7 +21491,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MAX_FLARE] = { - .name = COMPOUND_STRING("Max Flare"), + .name = COMPOUND_STRING("极巨火爆"), .description = sNullDescription, .effect = EFFECT_MAX_MOVE, .power = 1, @@ -21554,7 +21511,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MAX_FLUTTERBY] = { - .name = COMPOUND_STRING("Max Flutterby"), + .name = COMPOUND_STRING("极巨虫蛊"), .description = sNullDescription, .effect = EFFECT_MAX_MOVE, .power = 1, @@ -21574,7 +21531,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MAX_LIGHTNING] = { - .name = COMPOUND_STRING("Max Lightning"), + .name = COMPOUND_STRING("极巨闪电"), .description = sNullDescription, .effect = EFFECT_MAX_MOVE, .power = 1, @@ -21594,7 +21551,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MAX_STRIKE] = { - .name = COMPOUND_STRING("Max Strike"), + .name = COMPOUND_STRING("极巨攻击"), .description = sNullDescription, .effect = EFFECT_MAX_MOVE, .power = 1, @@ -21614,7 +21571,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MAX_KNUCKLE] = { - .name = COMPOUND_STRING("Max Knuckle"), + .name = COMPOUND_STRING("极巨拳斗"), .description = sNullDescription, .effect = EFFECT_MAX_MOVE, .power = 1, @@ -21634,7 +21591,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MAX_PHANTASM] = { - .name = COMPOUND_STRING("Max Phantasm"), + .name = COMPOUND_STRING("极巨幽魂"), .description = sNullDescription, .effect = EFFECT_MAX_MOVE, .power = 1, @@ -21654,7 +21611,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MAX_HAILSTORM] = { - .name = COMPOUND_STRING("Max Hailstorm"), + .name = COMPOUND_STRING("极巨寒冰"), .description = sNullDescription, .effect = EFFECT_MAX_MOVE, .power = 1, @@ -21674,7 +21631,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MAX_OOZE] = { - .name = COMPOUND_STRING("Max Ooze"), + .name = COMPOUND_STRING("极巨酸毒"), .description = sNullDescription, .effect = EFFECT_MAX_MOVE, .power = 1, @@ -21694,7 +21651,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MAX_GEYSER] = { - .name = COMPOUND_STRING("Max Geyser"), + .name = COMPOUND_STRING("极巨水流"), .description = sNullDescription, .effect = EFFECT_MAX_MOVE, .power = 1, @@ -21714,7 +21671,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MAX_AIRSTREAM] = { - .name = COMPOUND_STRING("Max Airstream"), + .name = COMPOUND_STRING("极巨飞冲"), .description = sNullDescription, .effect = EFFECT_MAX_MOVE, .power = 1, @@ -21734,7 +21691,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MAX_STARFALL] = { - .name = COMPOUND_STRING("Max Starfall"), + .name = COMPOUND_STRING("极巨妖精"), .description = sNullDescription, .effect = EFFECT_MAX_MOVE, .power = 1, @@ -21754,7 +21711,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MAX_WYRMWIND] = { - .name = COMPOUND_STRING("Max Wyrmwind"), + .name = COMPOUND_STRING("极巨龙骑"), .description = sNullDescription, .effect = EFFECT_MAX_MOVE, .power = 1, @@ -21774,7 +21731,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MAX_MINDSTORM] = { - .name = COMPOUND_STRING("Max Mindstorm"), + .name = COMPOUND_STRING("极巨超能"), .description = sNullDescription, .effect = EFFECT_MAX_MOVE, .power = 1, @@ -21794,7 +21751,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MAX_ROCKFALL] = { - .name = COMPOUND_STRING("Max Rockfall"), + .name = COMPOUND_STRING("极巨岩石"), .description = sNullDescription, .effect = EFFECT_MAX_MOVE, .power = 1, @@ -21814,7 +21771,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MAX_QUAKE] = { - .name = COMPOUND_STRING("Max Quake"), + .name = COMPOUND_STRING("极巨大地"), .description = sNullDescription, .effect = EFFECT_MAX_MOVE, .power = 1, @@ -21835,7 +21792,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MAX_DARKNESS] = { - .name = COMPOUND_STRING("Max Darkness"), + .name = COMPOUND_STRING("极巨恶霸"), .description = sNullDescription, .effect = EFFECT_MAX_MOVE, .power = 1, @@ -21855,7 +21812,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MAX_OVERGROWTH] = { - .name = COMPOUND_STRING("Max Overgrowth"), + .name = COMPOUND_STRING("极巨草原"), .description = sNullDescription, .effect = EFFECT_MAX_MOVE, .power = 10, @@ -21875,7 +21832,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_MAX_STEELSPIKE] = { - .name = COMPOUND_STRING("Max Steelspike"), + .name = COMPOUND_STRING("极巨钢铁"), .description = sNullDescription, .effect = EFFECT_MAX_MOVE, .power = 10, @@ -21895,7 +21852,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_G_MAX_VINE_LASH] = { - .name = COMPOUND_STRING("G-Max Vine Lash"), + .name = COMPOUND_STRING("超极巨灰飞鞭灭"), .description = sNullDescription, //ANIM TODO .effect = EFFECT_MAX_MOVE, .power = 10, @@ -21915,7 +21872,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_G_MAX_WILDFIRE] = { - .name = COMPOUND_STRING("G-Max Wildfire"), + .name = COMPOUND_STRING("超极巨深渊灭焰"), .description = sNullDescription, .effect = EFFECT_MAX_MOVE, .power = 10, @@ -21935,7 +21892,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_G_MAX_CANNONADE] = { - .name = COMPOUND_STRING("G-Max Cannonade"), + .name = COMPOUND_STRING("超极巨水炮轰灭"), .description = sNullDescription, //ANIM TODO .effect = EFFECT_MAX_MOVE, .power = 10, @@ -21955,7 +21912,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_G_MAX_BEFUDDLE] = { - .name = COMPOUND_STRING("G-Max Befuddle"), + .name = COMPOUND_STRING("超极巨蝶影蛊惑"), .description = sNullDescription, .effect = EFFECT_MAX_MOVE, .power = 10, @@ -21975,7 +21932,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_G_MAX_VOLT_CRASH] = { - .name = COMPOUND_STRING("G-Max Volt Crash"), + .name = COMPOUND_STRING("超极巨万雷轰顶"), .description = sNullDescription, .effect = EFFECT_MAX_MOVE, .power = 10, @@ -21995,7 +21952,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_G_MAX_GOLD_RUSH] = { - .name = COMPOUND_STRING("G-Max Gold Rush"), + .name = COMPOUND_STRING("超极巨特大金币"), .description = sNullDescription, .effect = EFFECT_MAX_MOVE, .power = 10, @@ -22015,7 +21972,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_G_MAX_CHI_STRIKE] = { - .name = COMPOUND_STRING("G-Max Chi Strike"), + .name = COMPOUND_STRING("超极巨会心一击"), .description = sNullDescription, .effect = EFFECT_MAX_MOVE, .power = 10, @@ -22035,7 +21992,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_G_MAX_TERROR] = { - .name = COMPOUND_STRING("G-Max Terror"), + .name = COMPOUND_STRING("超极巨幻影幽魂"), .description = sNullDescription, .effect = EFFECT_MAX_MOVE, .power = 10, @@ -22055,7 +22012,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_G_MAX_FOAM_BURST] = { - .name = COMPOUND_STRING("G-Max Foam Burst"), + .name = COMPOUND_STRING("超极巨激漩泡涡"), .description = sNullDescription, .effect = EFFECT_MAX_MOVE, .power = 10, @@ -22075,7 +22032,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_G_MAX_RESONANCE] = { - .name = COMPOUND_STRING("G-Max Resonance"), + .name = COMPOUND_STRING("超极巨极光旋律"), .description = sNullDescription, .effect = EFFECT_MAX_MOVE, .power = 10, @@ -22095,7 +22052,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_G_MAX_CUDDLE] = { - .name = COMPOUND_STRING("G-Max Cuddle"), + .name = COMPOUND_STRING("超极巨热情拥抱"), .description = sNullDescription, .effect = EFFECT_MAX_MOVE, .power = 10, @@ -22115,7 +22072,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_G_MAX_REPLENISH] = { - .name = COMPOUND_STRING("G-Max Replenish"), + .name = COMPOUND_STRING("超极巨资源再生"), .description = sNullDescription, .effect = EFFECT_MAX_MOVE, .power = 10, @@ -22135,7 +22092,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_G_MAX_MALODOR] = { - .name = COMPOUND_STRING("G-Max Malodor"), + .name = COMPOUND_STRING("超极巨臭气冲天"), .description = sNullDescription, .effect = EFFECT_MAX_MOVE, .power = 10, @@ -22155,7 +22112,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_G_MAX_MELTDOWN] = { - .name = COMPOUND_STRING("G-Max Meltdown"), + .name = COMPOUND_STRING("超极巨液金熔击"), .description = sNullDescription, .effect = EFFECT_MAX_MOVE, .power = 10, @@ -22175,7 +22132,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_G_MAX_DRUM_SOLO] = { - .name = COMPOUND_STRING("G-Max Drum Solo"), + .name = COMPOUND_STRING("超极巨狂擂乱打"), .description = sNullDescription, //ANIM TODO .effect = EFFECT_MAX_MOVE, .power = 10, @@ -22196,7 +22153,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_G_MAX_FIREBALL] = { - .name = COMPOUND_STRING("G-Max Fireball"), + .name = COMPOUND_STRING("超极巨破阵火球"), .description = sNullDescription, //ANIM TODO .effect = EFFECT_MAX_MOVE, .power = 10, @@ -22217,7 +22174,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_G_MAX_HYDROSNIPE] = { - .name = COMPOUND_STRING("G-Max Hydrosnipe"), + .name = COMPOUND_STRING("超极巨狙击神射"), .description = sNullDescription, //ANIM TODO .effect = EFFECT_MAX_MOVE, .power = 10, @@ -22238,7 +22195,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_G_MAX_WIND_RAGE] = { - .name = COMPOUND_STRING("G-Max Wind Rage"), + .name = COMPOUND_STRING("超极巨旋风袭卷"), .description = sNullDescription, .effect = EFFECT_MAX_MOVE, .power = 10, @@ -22258,7 +22215,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_G_MAX_GRAVITAS] = { - .name = COMPOUND_STRING("G-Max Gravitas"), + .name = COMPOUND_STRING("超极巨天道七星"), .description = sNullDescription, .effect = EFFECT_MAX_MOVE, .power = 10, @@ -22278,7 +22235,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_G_MAX_STONESURGE] = { - .name = COMPOUND_STRING("G-Max Stonesurge"), + .name = COMPOUND_STRING("超极巨岩阵以待"), .description = sNullDescription, .effect = EFFECT_MAX_MOVE, .power = 10, @@ -22298,7 +22255,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_G_MAX_VOLCALITH] = { - .name = COMPOUND_STRING("G-Max Volcalith"), + .name = COMPOUND_STRING("超极巨炎石喷发"), .description = sNullDescription, .effect = EFFECT_MAX_MOVE, .power = 10, @@ -22318,7 +22275,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_G_MAX_TARTNESS] = { - .name = COMPOUND_STRING("G-Max Tartness"), + .name = COMPOUND_STRING("超极巨酸不溜丢"), .description = sNullDescription, .effect = EFFECT_MAX_MOVE, .power = 10, @@ -22338,7 +22295,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_G_MAX_SWEETNESS] = { - .name = COMPOUND_STRING("G-Max Sweetness"), + .name = COMPOUND_STRING("超极巨琼浆玉液"), .description = sNullDescription, .effect = EFFECT_MAX_MOVE, .power = 10, @@ -22358,7 +22315,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_G_MAX_SANDBLAST] = { - .name = COMPOUND_STRING("G-Max Sandblast"), + .name = COMPOUND_STRING("超极巨沙尘漫天"), .description = sNullDescription, .effect = EFFECT_MAX_MOVE, .power = 10, @@ -22378,7 +22335,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_G_MAX_STUN_SHOCK] = { - .name = COMPOUND_STRING("G-Max Stun Shock"), + .name = COMPOUND_STRING("超极巨异毒电场"), .description = sNullDescription, .effect = EFFECT_MAX_MOVE, .power = 10, @@ -22398,7 +22355,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_G_MAX_CENTIFERNO] = { - .name = COMPOUND_STRING("G-Max Centiferno"), + .name = COMPOUND_STRING("超极巨百火焚野"), .description = sNullDescription, .effect = EFFECT_MAX_MOVE, .power = 10, @@ -22418,7 +22375,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_G_MAX_SMITE] = { - .name = COMPOUND_STRING("G-Max Smite"), + .name = COMPOUND_STRING("超极巨天谴雷诛"), .description = sNullDescription, .effect = EFFECT_MAX_MOVE, .power = 10, @@ -22439,7 +22396,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_G_MAX_SNOOZE] = { - .name = COMPOUND_STRING("G-Max Snooze"), + .name = COMPOUND_STRING("超极巨睡魔降临"), .description = sNullDescription, .effect = EFFECT_MAX_MOVE, .power = 10, @@ -22459,7 +22416,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_G_MAX_FINALE] = { - .name = COMPOUND_STRING("G-Max Finale"), + .name = COMPOUND_STRING("超极巨幸福圆满"), .description = sNullDescription, .effect = EFFECT_MAX_MOVE, .power = 10, @@ -22479,7 +22436,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_G_MAX_STEELSURGE] = { - .name = COMPOUND_STRING("G-Max Steelsurge"), + .name = COMPOUND_STRING("超极巨钢铁阵法"), .description = sNullDescription, .effect = EFFECT_MAX_MOVE, .power = 10, @@ -22499,7 +22456,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_G_MAX_DEPLETION] = { - .name = COMPOUND_STRING("G-Max Depletion"), + .name = COMPOUND_STRING("超极巨劣化衰变"), .description = sNullDescription, .effect = EFFECT_MAX_MOVE, .power = 10, @@ -22519,7 +22476,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_G_MAX_ONE_BLOW] = { - .name = COMPOUND_STRING("G-Max One Blow"), + .name = COMPOUND_STRING("超极巨夺命一击"), .description = sNullDescription, .effect = EFFECT_MAX_MOVE, .power = 10, @@ -22535,7 +22492,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] = [MOVE_G_MAX_RAPID_FLOW] = { - .name = COMPOUND_STRING("G-Max Rapid Flow"), + .name = COMPOUND_STRING("超极巨流水连击"), .description = sNullDescription, .effect = EFFECT_MAX_MOVE, .power = 10,