Translation of Texts about the Contest, Fix the header of Pokenav, the header of HGSS dex

This commit is contained in:
12014 2025-04-11 01:40:11 +09:00
parent b55f4502d0
commit ac0aca27c6
14 changed files with 91 additions and 91 deletions

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@ -690,93 +690,93 @@ static const u16 sText_Pal[] = INCBIN_U16("graphics/contest/text.gbapal");
const u8 *const gContestEffectDescriptionPointers[] =
{
[CONTEST_EFFECT_HIGHLY_APPEALING] = COMPOUND_STRING("A highly appealing move."),
[CONTEST_EFFECT_USER_MORE_EASILY_STARTLED] = COMPOUND_STRING("After this move, the user is\nmore easily startled."),
[CONTEST_EFFECT_GREAT_APPEAL_BUT_NO_MORE_MOVES] = COMPOUND_STRING("Makes a great appeal, but\nallows no more to the end."),
[CONTEST_EFFECT_REPETITION_NOT_BORING] = COMPOUND_STRING("Can be repeatedly used\nwithout boring the JUDGE."),
[CONTEST_EFFECT_AVOID_STARTLE_ONCE] = COMPOUND_STRING("Can avoid being startled\nby others once."),
[CONTEST_EFFECT_AVOID_STARTLE] = COMPOUND_STRING("Can avoid being startled\nby others."),
[CONTEST_EFFECT_AVOID_STARTLE_SLIGHTLY] = COMPOUND_STRING("Can avoid being startled\nby others a little."),
[CONTEST_EFFECT_USER_LESS_EASILY_STARTLED] = COMPOUND_STRING("After this move, the user is\nless likely to be startled."),
[CONTEST_EFFECT_STARTLE_FRONT_MON] = COMPOUND_STRING("Slightly startles the\nPOKéMON in front."),
[CONTEST_EFFECT_SLIGHTLY_STARTLE_PREV_MONS] = COMPOUND_STRING("Slightly startles those\nthat have made appeals."),
[CONTEST_EFFECT_STARTLE_PREV_MON] = COMPOUND_STRING("Startles the POKéMON that\nappealed before the user."),
[CONTEST_EFFECT_STARTLE_PREV_MONS] = COMPOUND_STRING("Startles all POKéMON that\nhave done their appeals."),
[CONTEST_EFFECT_BADLY_STARTLE_FRONT_MON] = COMPOUND_STRING("Badly startles the\nPOKéMON in front."),
[CONTEST_EFFECT_BADLY_STARTLE_PREV_MONS] = COMPOUND_STRING("Badly startles those that\nhave made appeals."),
[CONTEST_EFFECT_STARTLE_PREV_MON_2] = COMPOUND_STRING("Startles the POKéMON that\nappealed before the user."),
[CONTEST_EFFECT_STARTLE_PREV_MONS_2] = COMPOUND_STRING("Startles all POKéMON that\nhave done their appeals."),
[CONTEST_EFFECT_SHIFT_JUDGE_ATTENTION] = COMPOUND_STRING("Shifts the JUDGE's\nattention from others."),
[CONTEST_EFFECT_STARTLE_MON_WITH_JUDGES_ATTENTION] = COMPOUND_STRING("Startles the POKéMON that\nhas the JUDGE's attention."),
[CONTEST_EFFECT_JAMS_OTHERS_BUT_MISS_ONE_TURN] = COMPOUND_STRING("Jams the others, and misses\none turn of appeals."),
[CONTEST_EFFECT_STARTLE_MONS_SAME_TYPE_APPEAL] = COMPOUND_STRING("Startles POKéMON that\nmade a same-type appeal."),
[CONTEST_EFFECT_STARTLE_MONS_COOL_APPEAL] = COMPOUND_STRING("Badly startles POKéMON\nthat made COOL appeals."),
[CONTEST_EFFECT_STARTLE_MONS_BEAUTY_APPEAL] = COMPOUND_STRING("Badly startles POKéMON\nthat made BEAUTY appeals."),
[CONTEST_EFFECT_STARTLE_MONS_CUTE_APPEAL] = COMPOUND_STRING("Badly startles POKéMON\nthat made CUTE appeals."),
[CONTEST_EFFECT_STARTLE_MONS_SMART_APPEAL] = COMPOUND_STRING("Badly startles POKéMON\nthat made SMART appeals."),
[CONTEST_EFFECT_STARTLE_MONS_TOUGH_APPEAL] = COMPOUND_STRING("Badly startles POKéMON\nthat made TOUGH appeals."),
[CONTEST_EFFECT_MAKE_FOLLOWING_MON_NERVOUS] = COMPOUND_STRING("Makes one POKéMON after\nthe user nervous."),
[CONTEST_EFFECT_MAKE_FOLLOWING_MONS_NERVOUS] = COMPOUND_STRING("Makes all POKéMON after\nthe user nervous."),
[CONTEST_EFFECT_WORSEN_CONDITION_OF_PREV_MONS] = COMPOUND_STRING("Worsens the condition of\nthose that made appeals."),
[CONTEST_EFFECT_BADLY_STARTLES_MONS_IN_GOOD_CONDITION] = COMPOUND_STRING("Badly startles POKéMON in\ngood condition."),
[CONTEST_EFFECT_BETTER_IF_FIRST] = COMPOUND_STRING("The appeal works great if\nperformed first."),
[CONTEST_EFFECT_BETTER_IF_LAST] = COMPOUND_STRING("The appeal works great if\nperformed last."),
[CONTEST_EFFECT_APPEAL_AS_GOOD_AS_PREV_ONES] = COMPOUND_STRING("Makes the appeal as good\nas those before it."),
[CONTEST_EFFECT_APPEAL_AS_GOOD_AS_PREV_ONE] = COMPOUND_STRING("Makes the appeal as good\nas the one before it."),
[CONTEST_EFFECT_BETTER_WHEN_LATER] = COMPOUND_STRING("The appeal works better\nthe later it is performed."),
[CONTEST_EFFECT_QUALITY_DEPENDS_ON_TIMING] = COMPOUND_STRING("The appeal's quality varies\ndepending on its timing."),
[CONTEST_EFFECT_BETTER_IF_SAME_TYPE] = COMPOUND_STRING("Works well if it's the same\ntype as the one before."),
[CONTEST_EFFECT_BETTER_IF_DIFF_TYPE] = COMPOUND_STRING("Works well if different in\ntype than the one before."),
[CONTEST_EFFECT_AFFECTED_BY_PREV_APPEAL] = COMPOUND_STRING("Affected by how well the\nappeal in front goes."),
[CONTEST_EFFECT_IMPROVE_CONDITION_PREVENT_NERVOUSNESS] = COMPOUND_STRING("Ups the user's condition.\nHelps prevent nervousness."),
[CONTEST_EFFECT_BETTER_WITH_GOOD_CONDITION] = COMPOUND_STRING("The appeal works well if the\nuser's condition is good."),
[CONTEST_EFFECT_NEXT_APPEAL_EARLIER] = COMPOUND_STRING("The next appeal can be\nmade earlier next turn."),
[CONTEST_EFFECT_NEXT_APPEAL_LATER] = COMPOUND_STRING("The next appeal can be\nmade later next turn."),
[CONTEST_EFFECT_MAKE_SCRAMBLING_TURN_ORDER_EASIER] = COMPOUND_STRING("Makes the next turn's order\nmore easily scrambled."),
[CONTEST_EFFECT_SCRAMBLE_NEXT_TURN_ORDER] = COMPOUND_STRING("Scrambles the order of\nappeals on the next turn."),
[CONTEST_EFFECT_EXCITE_AUDIENCE_IN_ANY_CONTEST] = COMPOUND_STRING("An appeal that excites the\naudience in any CONTEST."),
[CONTEST_EFFECT_BADLY_STARTLE_MONS_WITH_GOOD_APPEALS] = COMPOUND_STRING("Badly startles all POKéMON\nthat made good appeals."),
[CONTEST_EFFECT_BETTER_WHEN_AUDIENCE_EXCITED] = COMPOUND_STRING("The appeal works best the\nmore the crowd is excited."),
[CONTEST_EFFECT_DONT_EXCITE_AUDIENCE] = COMPOUND_STRING("Temporarily stops the\ncrowd from growing excited."),
[CONTEST_EFFECT_HIGHLY_APPEALING] = COMPOUND_STRING("能获得很多关注度。"),
[CONTEST_EFFECT_USER_MORE_EASILY_STARTLED] = COMPOUND_STRING("在表演这个技能之后\n宝可梦会变得很容易受惊。"),
[CONTEST_EFFECT_GREAT_APPEAL_BUT_NO_MORE_MOVES] = COMPOUND_STRING("这个表演会受到全场瞩目,但\n后面直到结束前什么都不能做了。"),
[CONTEST_EFFECT_REPETITION_NOT_BORING] = COMPOUND_STRING("即使在下回继续使用也不会\n被审查员厌烦并获得关注。"),
[CONTEST_EFFECT_AVOID_STARTLE_ONCE] = COMPOUND_STRING("即使受到其他宝可梦惊吓\n自己也能承受住一次。"),
[CONTEST_EFFECT_AVOID_STARTLE] = COMPOUND_STRING("即使受到其他宝可梦的惊吓\n自己也能承受住。"),
[CONTEST_EFFECT_AVOID_STARTLE_SLIGHTLY] = COMPOUND_STRING("能够稍稍避免受到\n被其他宝可梦惊吓。"),
[CONTEST_EFFECT_USER_LESS_EASILY_STARTLED] = COMPOUND_STRING("在表演这个技能之后\n宝可梦会变得难以受惊。"),
[CONTEST_EFFECT_STARTLE_FRONT_MON] = COMPOUND_STRING("稍稍惊吓排在自己前面的\n表演过的宝可梦。"),
[CONTEST_EFFECT_SLIGHTLY_STARTLE_PREV_MONS] = COMPOUND_STRING("稍稍惊吓排在自己前面的\n所有表演过的宝可梦。"),
[CONTEST_EFFECT_STARTLE_PREV_MON] = COMPOUND_STRING("惊吓排在自己前面的\n表演过的宝可梦。"),
[CONTEST_EFFECT_STARTLE_PREV_MONS] = COMPOUND_STRING("惊吓排在自己前面的\n所有表演过的宝可梦。"),
[CONTEST_EFFECT_BADLY_STARTLE_FRONT_MON] = COMPOUND_STRING("特别是能够惊吓排在\n自己前面表演过的宝可梦。"),
[CONTEST_EFFECT_BADLY_STARTLE_PREV_MONS] = COMPOUND_STRING("对场上表演过的所有宝可梦\n都有相当的威吓作用。"),
[CONTEST_EFFECT_STARTLE_PREV_MON_2] = COMPOUND_STRING("惊吓排在自己前面的\n表演过的宝可梦。"),
[CONTEST_EFFECT_STARTLE_PREV_MONS_2] = COMPOUND_STRING("惊吓排在自己前面的\n所有表演过的宝可梦。"),
[CONTEST_EFFECT_SHIFT_JUDGE_ATTENTION] = COMPOUND_STRING("能够转移审查员对\n其他宝可梦的关注度。"),
[CONTEST_EFFECT_STARTLE_MON_WITH_JUDGES_ATTENTION] = COMPOUND_STRING("特别是能够惊吓受到\n审查员关注的宝可梦。"),
[CONTEST_EFFECT_JAMS_OTHERS_BUT_MISS_ONE_TURN] = COMPOUND_STRING("不停地在场上捣乱,\n下个回合不能参加表演。"),
[CONTEST_EFFECT_STARTLE_MONS_SAME_TYPE_APPEAL] = COMPOUND_STRING("特别是能够惊吓和自己\n有着一样类型关注度的宝可梦。"),
[CONTEST_EFFECT_STARTLE_MONS_COOL_APPEAL] = COMPOUND_STRING("特别是能够惊吓表演\n帅气技能的宝可梦。"),
[CONTEST_EFFECT_STARTLE_MONS_BEAUTY_APPEAL] = COMPOUND_STRING("特别是能够惊吓表演\n美丽技能的宝可梦。"),
[CONTEST_EFFECT_STARTLE_MONS_CUTE_APPEAL] = COMPOUND_STRING("特别是能够惊吓表演\n可爱技能的宝可梦。"),
[CONTEST_EFFECT_STARTLE_MONS_SMART_APPEAL] = COMPOUND_STRING("特别是能够惊吓表演\n聪明技能的宝可梦。"),
[CONTEST_EFFECT_STARTLE_MONS_TOUGH_APPEAL] = COMPOUND_STRING("特别是能够惊吓表演\n强壮技能的宝可梦。"),
[CONTEST_EFFECT_MAKE_FOLLOWING_MON_NERVOUS] = COMPOUND_STRING("会使在这之后登场的\n一只宝可梦紧张。"),
[CONTEST_EFFECT_MAKE_FOLLOWING_MONS_NERVOUS] = COMPOUND_STRING("会使在这之后登场的\n所有宝可梦紧张。"),
[CONTEST_EFFECT_WORSEN_CONDITION_OF_PREV_MONS] = COMPOUND_STRING("降低已经表演完的\n宝可梦们的状态。"),
[CONTEST_EFFECT_BADLY_STARTLES_MONS_IN_GOOD_CONDITION] = COMPOUND_STRING("特别是能够惊吓\n当前状态很好的宝可梦。"),
[CONTEST_EFFECT_BETTER_IF_FIRST] = COMPOUND_STRING("率先第一个出场表演的话\n很容易获得很高的关注度"),
[CONTEST_EFFECT_BETTER_IF_LAST] = COMPOUND_STRING("最后一个出场表演的话\n很容易获得很高的关注度"),
[CONTEST_EFFECT_APPEAL_AS_GOOD_AS_PREV_ONES] = COMPOUND_STRING("能够表演同之前登场过的\n宝可梦们相同的关注度。"),
[CONTEST_EFFECT_APPEAL_AS_GOOD_AS_PREV_ONE] = COMPOUND_STRING("能够表演同前一只登场的\n宝可梦相同的关注度。"),
[CONTEST_EFFECT_BETTER_WHEN_LATER] = COMPOUND_STRING("越在所有精灵的后面表演\n越容易获得关注度。"),
[CONTEST_EFFECT_QUALITY_DEPENDS_ON_TIMING] = COMPOUND_STRING("根据出场时间的不同,\n关注度的状态也有所变化。"),
[CONTEST_EFFECT_BETTER_IF_SAME_TYPE] = COMPOUND_STRING("与前一只精灵的关注度\n一样的话就会受到喜欢。"),
[CONTEST_EFFECT_BETTER_IF_DIFF_TYPE] = COMPOUND_STRING("与前一只精灵的关注度\n不一样的话就会受到喜欢。"),
[CONTEST_EFFECT_AFFECTED_BY_PREV_APPEAL] = COMPOUND_STRING("技能的关注度会受到\n前面一只宝可梦的影响。"),
[CONTEST_EFFECT_IMPROVE_CONDITION_PREVENT_NERVOUSNESS] = COMPOUND_STRING("能够提升自身关注度的状态,\n并且变得不那么容易紧张。"),
[CONTEST_EFFECT_BETTER_WITH_GOOD_CONDITION] = COMPOUND_STRING("如果状态好的时候表演的话\n很容易获得很高的关注度。"),
[CONTEST_EFFECT_NEXT_APPEAL_EARLIER] = COMPOUND_STRING("下一回合登场时自己的\n登场顺序会更靠前。"),
[CONTEST_EFFECT_NEXT_APPEAL_LATER] = COMPOUND_STRING("下一回合登场时自己的\n登场顺序会更靠后。"),
[CONTEST_EFFECT_MAKE_SCRAMBLING_TURN_ORDER_EASIER] = COMPOUND_STRING("使得下一回合登场的顺序\n更容易被打乱。"),
[CONTEST_EFFECT_SCRAMBLE_NEXT_TURN_ORDER] = COMPOUND_STRING("会打乱下个回合宝可梦们\n登场表演的顺序。"),
[CONTEST_EFFECT_EXCITE_AUDIENCE_IN_ANY_CONTEST] = COMPOUND_STRING("无论是什么类型的华丽大赛\n表演这个技能都能获得关注度。"),
[CONTEST_EFFECT_BADLY_STARTLE_MONS_WITH_GOOD_APPEALS] = COMPOUND_STRING("特别是能够惊吓场上\n关注度很高的所有宝可梦。"),
[CONTEST_EFFECT_BETTER_WHEN_AUDIENCE_EXCITED] = COMPOUND_STRING("会场上的气氛越热烈,\n越容易受到喜爱与关注。"),
[CONTEST_EFFECT_DONT_EXCITE_AUDIENCE] = COMPOUND_STRING("在这个表演结束之后,\n会场的气氛会变得冷清一会儿。"),
};
const u8 *const gContestMoveTypeTextPointers[] =
{
[CONTEST_CATEGORY_COOL] = COMPOUND_STRING("COOL"),
[CONTEST_CATEGORY_BEAUTY] = COMPOUND_STRING("BEAUTY"),
[CONTEST_CATEGORY_CUTE] = COMPOUND_STRING("CUTE"),
[CONTEST_CATEGORY_SMART] = COMPOUND_STRING("SMART"),
[CONTEST_CATEGORY_TOUGH] = COMPOUND_STRING("TOUGH"),
[CONTEST_CATEGORY_COOL] = COMPOUND_STRING("帅气"),
[CONTEST_CATEGORY_BEAUTY] = COMPOUND_STRING("美丽"),
[CONTEST_CATEGORY_CUTE] = COMPOUND_STRING("可爱"),
[CONTEST_CATEGORY_SMART] = COMPOUND_STRING("聪明"),
[CONTEST_CATEGORY_TOUGH] = COMPOUND_STRING("强壮"),
};
static const u8 *const sContestConditions[] =
{
[CONTEST_CATEGORY_COOL] = COMPOUND_STRING("coolness"),
[CONTEST_CATEGORY_BEAUTY] = COMPOUND_STRING("beauty"),
[CONTEST_CATEGORY_CUTE] = COMPOUND_STRING("cuteness"),
[CONTEST_CATEGORY_SMART] = COMPOUND_STRING("smartness"),
[CONTEST_CATEGORY_TOUGH] = COMPOUND_STRING("toughness"),
[CONTEST_CATEGORY_COOL] = COMPOUND_STRING("帅气度"),
[CONTEST_CATEGORY_BEAUTY] = COMPOUND_STRING("美丽度"),
[CONTEST_CATEGORY_CUTE] = COMPOUND_STRING("可爱度"),
[CONTEST_CATEGORY_SMART] = COMPOUND_STRING("聪明度"),
[CONTEST_CATEGORY_TOUGH] = COMPOUND_STRING("强壮度"),
};
static const u8 *const sInvalidContestMoveNames[] =
{
[CONTEST_CATEGORY_COOL] = COMPOUND_STRING("COOL Move"),
[CONTEST_CATEGORY_BEAUTY] = COMPOUND_STRING("BEAUTY Move"),
[CONTEST_CATEGORY_CUTE] = COMPOUND_STRING("CUTE Move"),
[CONTEST_CATEGORY_SMART] = COMPOUND_STRING("SMART Move"),
[CONTEST_CATEGORY_TOUGH] = COMPOUND_STRING("TOUGH Move"),
[CONTEST_CATEGORY_COOL] = COMPOUND_STRING("帅气技"),
[CONTEST_CATEGORY_BEAUTY] = COMPOUND_STRING("美丽技"),
[CONTEST_CATEGORY_CUTE] = COMPOUND_STRING("可爱技"),
[CONTEST_CATEGORY_SMART] = COMPOUND_STRING("聪明技"),
[CONTEST_CATEGORY_TOUGH] = COMPOUND_STRING("强壮技"),
[CONTEST_CATEGORIES_COUNT] = COMPOUND_STRING("???"),
};
// Takes the .attentionLevel of a contestant as an index.
static const u8 *const sRoundResultTexts[] =
{
COMPOUND_STRING("{STR_VAR_1} failed to\nstand out at all…{PAUSE_UNTIL_PRESS}"),
COMPOUND_STRING("{STR_VAR_1} didn't stand\nout very much…{PAUSE_UNTIL_PRESS}"),
COMPOUND_STRING("{STR_VAR_1} caught a\nlittle attention.{PAUSE_UNTIL_PRESS}"),
COMPOUND_STRING("{STR_VAR_1} attracted a\nlot of attention.{PAUSE_UNTIL_PRESS}"),
COMPOUND_STRING("{STR_VAR_1} commanded\ntotal attention.{PAUSE_UNTIL_PRESS}"),
COMPOUND_STRING("{STR_VAR_1} hasn't made\nits appeal.{PAUSE_UNTIL_PRESS}"),
COMPOUND_STRING("{STR_VAR_1}\n完全不引人注目……{PAUSE_UNTIL_PRESS}"),
COMPOUND_STRING("{STR_VAR_1}\n不怎么引人注目……{PAUSE_UNTIL_PRESS}"),
COMPOUND_STRING("{STR_VAR_1}\n稍稍有点引人注目!{PAUSE_UNTIL_PRESS}"),
COMPOUND_STRING("{STR_VAR_1}\n非常引人注目!{PAUSE_UNTIL_PRESS}"),
COMPOUND_STRING("{STR_VAR_1}\n太引人注目了!{PAUSE_UNTIL_PRESS}"),
COMPOUND_STRING("{STR_VAR_1}\n没有参加表演……{PAUSE_UNTIL_PRESS}"),
};
static const struct BgTemplate sContestBgTemplates[] =

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@ -1059,28 +1059,28 @@ const u8 gText_XSentOverY[] = _("{STR_VAR_1}送到了{STR_VAR_3}。");
const u8 gText_TakeGoodCareOfX[] = _("好好照顾{STR_VAR_3}!");
// Easy chat group names
const u8 gEasyChatGroupName_Pokemon[] = _("POKéMON");
const u8 gEasyChatGroupName_Trainer[] = _("TRAINER");
const u8 gEasyChatGroupName_Status[] = _("STATUS");
const u8 gEasyChatGroupName_Battle[] = _("BATTLE");
const u8 gEasyChatGroupName_Greetings[] = _("GREETINGS");
const u8 gEasyChatGroupName_People[] = _("PEOPLE");
const u8 gEasyChatGroupName_Voices[] = _("VOICES");
const u8 gEasyChatGroupName_Speech[] = _("SPEECH");
const u8 gEasyChatGroupName_Endings[] = _("ENDINGS");
const u8 gEasyChatGroupName_Feelings[] = _("FEELINGS");
const u8 gEasyChatGroupName_Conditions[] = _("CONDITIONS");
const u8 gEasyChatGroupName_Actions[] = _("ACTIONS");
const u8 gEasyChatGroupName_Lifestyle[] = _("LIFESTYLE");
const u8 gEasyChatGroupName_Hobbies[] = _("HOBBIES");
const u8 gEasyChatGroupName_Time[] = _("TIME");
const u8 gEasyChatGroupName_Misc[] = _("MISC.");
const u8 gEasyChatGroupName_Adjectives[] = _("ADJECTIVES");
const u8 gEasyChatGroupName_Events[] = _("EVENTS");
const u8 gEasyChatGroupName_Move1[] = _("MOVE 1");
const u8 gEasyChatGroupName_Move2[] = _("MOVE 2");
const u8 gEasyChatGroupName_TrendySaying[] = _("TRENDY SAYING");
const u8 gEasyChatGroupName_Pokemon2[] = _("POKéMON2");
const u8 gEasyChatGroupName_Pokemon[] = _("精灵");
const u8 gEasyChatGroupName_Trainer[] = _("训练师");
const u8 gEasyChatGroupName_Status[] = _("状态");
const u8 gEasyChatGroupName_Battle[] = _("战斗");
const u8 gEasyChatGroupName_Greetings[] = _("问候语");
const u8 gEasyChatGroupName_People[] = _("人们");
const u8 gEasyChatGroupName_Voices[] = _("拟声词");
const u8 gEasyChatGroupName_Speech[] = _("口语用词");
const u8 gEasyChatGroupName_Endings[] = _("句子结束语");
const u8 gEasyChatGroupName_Feelings[] = _("感受");
const u8 gEasyChatGroupName_Conditions[] = _("状况");
const u8 gEasyChatGroupName_Actions[] = _("动作");
const u8 gEasyChatGroupName_Lifestyle[] = _("生活相关");
const u8 gEasyChatGroupName_Hobbies[] = _("爱好");
const u8 gEasyChatGroupName_Time[] = _("时间");
const u8 gEasyChatGroupName_Misc[] = _("各类杂项");
const u8 gEasyChatGroupName_Adjectives[] = _("各种形容词");
const u8 gEasyChatGroupName_Events[] = _("事件");
const u8 gEasyChatGroupName_Move1[] = _("技能1");
const u8 gEasyChatGroupName_Move2[] = _("技能2");
const u8 gEasyChatGroupName_TrendySaying[] = _("流行语");
const u8 gEasyChatGroupName_Pokemon2[] = _("精灵2");
const u8 gText_ThreeQuestionMarks[] = _("???");
const u8 gText_MaxHP[] = _("最大HP");