diff --git a/graphics/pokedex/hgss/SelectBar.bin b/graphics/pokedex/hgss/SelectBar.bin old mode 100644 new mode 100755 index 390bcbd3f0..fafa53c962 Binary files a/graphics/pokedex/hgss/SelectBar.bin and b/graphics/pokedex/hgss/SelectBar.bin differ diff --git a/graphics/pokedex/hgss/SelectBar_clear.bin b/graphics/pokedex/hgss/SelectBar_clear.bin old mode 100644 new mode 100755 diff --git a/graphics/pokedex/hgss/tilemap_cry_screen.bin b/graphics/pokedex/hgss/tilemap_cry_screen.bin old mode 100644 new mode 100755 index 5e5087ae0d..245ff915ae Binary files a/graphics/pokedex/hgss/tilemap_cry_screen.bin and b/graphics/pokedex/hgss/tilemap_cry_screen.bin differ diff --git a/graphics/pokedex/hgss/tilemap_evo_screen.bin b/graphics/pokedex/hgss/tilemap_evo_screen.bin old mode 100644 new mode 100755 index 0533b53843..31923f4bfa Binary files a/graphics/pokedex/hgss/tilemap_evo_screen.bin and b/graphics/pokedex/hgss/tilemap_evo_screen.bin differ diff --git a/graphics/pokedex/hgss/tilemap_evo_screen_PE.bin b/graphics/pokedex/hgss/tilemap_evo_screen_PE.bin old mode 100644 new mode 100755 index 4240338071..010e266a20 Binary files a/graphics/pokedex/hgss/tilemap_evo_screen_PE.bin and b/graphics/pokedex/hgss/tilemap_evo_screen_PE.bin differ diff --git a/graphics/pokedex/hgss/tilemap_info_screen.bin b/graphics/pokedex/hgss/tilemap_info_screen.bin old mode 100644 new mode 100755 index cc30551abc..3c83e8ea59 Binary files a/graphics/pokedex/hgss/tilemap_info_screen.bin and b/graphics/pokedex/hgss/tilemap_info_screen.bin differ diff --git a/graphics/pokedex/hgss/tilemap_size_screen.bin b/graphics/pokedex/hgss/tilemap_size_screen.bin old mode 100644 new mode 100755 index 9260fbf368..98817e5370 Binary files a/graphics/pokedex/hgss/tilemap_size_screen.bin and b/graphics/pokedex/hgss/tilemap_size_screen.bin differ diff --git a/graphics/pokedex/hgss/tilemap_stats_screen.bin b/graphics/pokedex/hgss/tilemap_stats_screen.bin old mode 100644 new mode 100755 index 9b9e04a5e3..27cbde8879 Binary files a/graphics/pokedex/hgss/tilemap_stats_screen.bin and b/graphics/pokedex/hgss/tilemap_stats_screen.bin differ diff --git a/graphics/pokedex/hgss/tileset_menu1.png b/graphics/pokedex/hgss/tileset_menu1.png old mode 100644 new mode 100755 index 17559a35a5..8c0823e3f2 Binary files a/graphics/pokedex/hgss/tileset_menu1.png and b/graphics/pokedex/hgss/tileset_menu1.png differ diff --git a/graphics/pokedex/hgss/tileset_menu2.png b/graphics/pokedex/hgss/tileset_menu2.png old mode 100644 new mode 100755 index da66169785..5607cc6c09 Binary files a/graphics/pokedex/hgss/tileset_menu2.png and b/graphics/pokedex/hgss/tileset_menu2.png differ diff --git a/graphics/pokedex/hgss/tileset_menu3.png b/graphics/pokedex/hgss/tileset_menu3.png old mode 100644 new mode 100755 index df62d5f4c8..751812bdb6 Binary files a/graphics/pokedex/hgss/tileset_menu3.png and b/graphics/pokedex/hgss/tileset_menu3.png differ diff --git a/graphics/pokenav/header.png b/graphics/pokenav/header.png old mode 100644 new mode 100755 index 7fe891e22f..74cfcff48d Binary files a/graphics/pokenav/header.png and b/graphics/pokenav/header.png differ diff --git a/src/contest.c b/src/contest.c index be17d83941..2e875df2e2 100644 --- a/src/contest.c +++ b/src/contest.c @@ -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[] = diff --git a/src/strings.c b/src/strings.c index 9698de8066..71c9b4620e 100644 --- a/src/strings.c +++ b/src/strings.c @@ -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");