diff --git a/python_tools/src/debug文本.xlsx b/python_tools/src/debug文本.xlsx new file mode 100644 index 0000000000..601f79d302 Binary files /dev/null and b/python_tools/src/debug文本.xlsx differ diff --git a/python_tools/translate_debug.py b/python_tools/translate_debug.py new file mode 100644 index 0000000000..ac685988f8 --- /dev/null +++ b/python_tools/translate_debug.py @@ -0,0 +1,65 @@ +import re +import openpyxl +import os + +def load_replacement_dict(xlsx_file): + wb = openpyxl.load_workbook(xlsx_file) + sheet = wb['Sheet1'] + replacement_dict = {} + for row in sheet.iter_rows(min_row=2, max_row=sheet.max_row, min_col=1, max_col=5): + key = row[0].value + value = row[4].value + if key and value: + replacement_dict[key] = value + return replacement_dict + +def load_replacement_dict2(xlsx_file): + wb = openpyxl.load_workbook(xlsx_file) + sheet = wb['Sheet2'] + replacement_dict = {} + for row in sheet.iter_rows(min_row=2, max_row=sheet.max_row, min_col=1, max_col=5): + key = row[0].value + value = row[1].value + if key and value: + replacement_dict[key] = value + return replacement_dict + +# 替换 C 文件中的双引号内容 +def replace_in_c_file(c_file, replacement_dict): + with open(c_file, 'r', encoding='utf-8') as file: + content = file.read() + + # 匹配双引号之间的内容 + def replace_match(match): + original_text = match.group(1) + # 如果匹配的内容在字典中,替换为字典的值 + return f'"{replacement_dict.get(original_text, original_text)}"' + + # 使用正则表达式替换双引号中的内容 + updated_content = re.sub(r'"(.*?)"', replace_match, content) + + # 将修改后的内容写回文件 + with open(c_file, 'w', encoding='utf-8') as file: + file.write(updated_content) + +# 主函数 +def main(): + current_folder = os.path.dirname(os.path.abspath(__file__)) + xlsx_file = current_folder+"/src/debug文本.xlsx" # Excel 文件路径 + c_file = current_folder+"/../src/battle_debug.c" # C 文件路径 + + # 加载替换字典 + replacement_dict = load_replacement_dict(xlsx_file) + + # 替换 C 文件中的内容 + replace_in_c_file(c_file, replacement_dict) + + # c_file2 = current_folder+"/../src/debug.c" # C 文件路径 + + # replacement_dict = load_replacement_dict2(xlsx_file) + + # # 替换 C 文件中的内容 + # replace_in_c_file(c_file2, replacement_dict) + +if __name__ == '__main__': + main() \ No newline at end of file diff --git a/src/battle_debug.c b/src/battle_debug.c index 2dae24293d..897a782a6d 100644 --- a/src/battle_debug.c +++ b/src/battle_debug.c @@ -281,147 +281,147 @@ enum static const u8 *GetHoldEffectName(u16 holdEffect); // const rom data -static const u8 sText_Moves[] = _("Moves"); -static const u8 sText_Ability[] = _("Ability"); -static const u8 sText_HeldItem[] = _("Held Item"); -static const u8 sText_HoldEffect[] = _("Hold Effect"); +static const u8 sText_Moves[] = _("招式"); +static const u8 sText_Ability[] = _("特性"); +static const u8 sText_HeldItem[] = _("持有物"); +static const u8 sText_HoldEffect[] = _("携带效果"); static const u8 sText_PP[] = _("PP"); -static const u8 sText_Types[] = _("Types"); -static const u8 sText_Stats[] = _("Stats"); -static const u8 sText_StatStages[] = _("Stat Stages"); -static const u8 sText_Status1[] = _("Status1"); -static const u8 sText_Status2[] = _("Status2"); -static const u8 sText_Status3[] = _("Status3"); -static const u8 sText_Status4[] = _("Status4"); -static const u8 sText_SideStatus[] = _("Side Status"); +static const u8 sText_Types[] = _("属性"); +static const u8 sText_Stats[] = _("能力"); +static const u8 sText_StatStages[] = _("能力阶级"); +static const u8 sText_Status1[] = _("状态1"); +static const u8 sText_Status2[] = _("状态2"); +static const u8 sText_Status3[] = _("状态3"); +static const u8 sText_Status4[] = _("状态4"); +static const u8 sText_SideStatus[] = _("场地状态"); static const u8 sText_AI[] = _("AI"); -static const u8 sText_AIMovePts[] = _("AI Pts/Dmg"); -static const u8 sText_AiKnowledge[] = _("AI Info"); -static const u8 sText_AiParty[] = _("AI Party"); -static const u8 sText_Various[] = _("Various"); -static const u8 sText_CurrHp[] = _("HP Current"); -static const u8 sText_MaxHp[] = _("HP Max"); -static const u8 sText_Attack[] = _("Attack"); -static const u8 sText_Defense[] = _("Defense"); -static const u8 sText_Speed[] = _("Speed"); -static const u8 sText_SpAtk[] = _("Sp. Atk"); -static const u8 sText_SpDef[] = _("Sp. Def"); -static const u8 sText_Sleep[] = _("Sleep"); -static const u8 sText_Poison[] = _("Poison"); -static const u8 sText_Burn[] = _("Burn"); -static const u8 sText_Freeze[] = _("Freeze"); -static const u8 sText_Paralysis[] = _("Paralysis"); -static const u8 sText_ToxicPoison[] = _("Toxic Poison"); -static const u8 sText_ToxicCounter[] = _("Toxic Counter"); -static const u8 sText_Frostbite[] = _("Frostbite"); -static const u8 sText_Confusion[] = _("Confusion"); -static const u8 sText_Flinched[] = _("Flinched"); -static const u8 sText_Uproar[] = _("Uproar"); -static const u8 sText_Torment[] = _("Torment"); -static const u8 sText_Bide[] = _("Bide"); -static const u8 sText_LockConfuse[] = _("Lock Confuse"); -static const u8 sText_MultipleTurns[] = _("Multiple Turns"); -static const u8 sText_Wrapped[] = _("Wrapped"); -static const u8 sText_Powder[] = _("Powder"); -static const u8 sText_Infatuation[] = _("Infatuation"); -static const u8 sText_DefenseCurl[] = _("Defense Curl"); -static const u8 sText_Transformed[] = _("Transformed"); -static const u8 sText_Recharge[] = _("Recharge"); -static const u8 sText_Rage[] = _("Rage"); -static const u8 sText_Substitute[] = _("Substitute"); -static const u8 sText_DestinyBond[] = _("Destiny Bond"); -static const u8 sText_EscapePrevention[] = _("Escape Prevention"); -static const u8 sText_Nightmare[] = _("Nightmare"); -static const u8 sText_Cursed[] = _("Cursed"); -static const u8 sText_Foresight[] = _("Foresight"); -static const u8 sText_DragonCheer[] = _("Dragon Cheer"); -static const u8 sText_FocusEnergy[] = _("Focus Energy"); -static const u8 sText_LeechSeedHealer[] = _("Leech Seed Healer"); -static const u8 sText_LeechSeeded[] = _("Leech Seeded"); -static const u8 sText_AlwaysHits[] = _("Always Hits"); -static const u8 sText_PerishSong[] = _("Perish Song"); -static const u8 sText_OnAir[] = _("On Air"); -static const u8 sText_Underground[] = _("Underground"); -static const u8 sText_Minimized[] = _("Minimized"); -static const u8 sText_ChargedUp[] = _("Charged Up"); -static const u8 sText_Rooted[] = _("Rooted"); -static const u8 sText_Yawn[] = _("Yawn"); -static const u8 sText_ImprisonedOthers[] = _("Imprisoned Others"); -static const u8 sText_Grudge[] = _("Grudge"); -static const u8 sText_GastroAcid[] = _("Gastro Acid"); -static const u8 sText_Embargo[] = _("Embargo"); -static const u8 sText_Underwater[] = _("Underwater"); -static const u8 sText_Trace[] = _("Trace"); -static const u8 sText_SmackedDown[] = _("Smacked Down"); -static const u8 sText_MeFirst[] = _("Me First"); -static const u8 sText_Telekinesis[] = _("Telekinesis"); -static const u8 sText_PhantomForce[] = _("Phantom Force"); -static const u8 sText_MiracleEyed[] = _("Miracle Eyed"); -static const u8 sText_MagnetRise[] = _("Magnet Rise"); -static const u8 sText_HealBlock[] = _("Heal Block"); -static const u8 sText_AquaRing[] = _("Aqua Ring"); -static const u8 sText_LaserFocus[] = _("Laser Focus"); -static const u8 sText_PowerTrick[] = _("Power Trick"); -static const u8 sText_SkyDropped[] = _("Sky Dropped"); -static const u8 sText_Electrified[] = _("Electrified"); -static const u8 sText_MudSport[] = _("Mud Sport"); -static const u8 sText_WaterSport[] = _("Water Sport"); -static const u8 sText_InfiniteConfusion[] = _("Infinite Confusion"); -static const u8 sText_SaltCure[] = _("Salt Cure"); -static const u8 sText_SyrupBomb[] = _("Syrup Bomb"); -static const u8 sText_GlaiveRush[] = _("Glaive Rush"); -static const u8 sText_Reflect[] = _("Reflect"); -static const u8 sText_LightScreen[] = _("Light Screen"); -static const u8 sText_StickyWeb[] = _("Sticky Web"); -static const u8 sText_Spikes[] = _("Spikes"); -static const u8 sText_Safeguard[] = _("Safeguard"); -static const u8 sText_FutureAttack[] = _("Future Attack"); -static const u8 sText_Mist[] = _("Mist"); -static const u8 sText_Tailwind[] = _("Tailwind"); -static const u8 sText_AuroraVeil[] = _("Aurora Veil"); -static const u8 sText_LuckyChant[] = _("Lucky Chant"); -static const u8 sText_ToxicSpikes[] = _("Toxic Spikes"); -static const u8 sText_StealthRock[] = _("Stealth Rock"); -static const u8 sText_Steelsurge[] = _("Steelsurge"); -static const u8 sText_DamageNonTypes[] = _("Damage Non-Types"); -static const u8 sText_Rainbow[] = _("Rainbow"); -static const u8 sText_SeaOfFire[] = _("Sea of Fire"); -static const u8 sText_Swamp[] = _("Swamp"); -static const u8 sText_CheckBadMove[] = _("Check Bad Move"); -static const u8 sText_TryToFaint[] = _("Try to Faint"); -static const u8 sText_CheckViability[] = _("Check Viability"); -static const u8 sText_ForceSetupFirstTurn[] = _("Force Setup First Turn"); -static const u8 sText_Risky[] = _("Risky"); -static const u8 sText_TryTo2HKO[] = _("Try to 2HKO"); -static const u8 sText_PreferBatonPass[] = _("Prefer Baton Pass"); -static const u8 sText_DoubleBattle[] = _("Double Battle"); -static const u8 sText_HpAware[] = _("HP Aware"); -static const u8 sText_PowerfulStatus[] = _("Powerful Status"); -static const u8 sText_NegateUnaware[] = _("Negate Unaware"); -static const u8 sText_WillSuicide[] = _("Will Suicide"); -static const u8 sText_PreferStatusMoves[] = _("Prefer Status Moves"); -static const u8 sText_Stall[] = _("Stall"); -static const u8 sText_SmartSwitching[] = _("Smart Switching"); -static const u8 sText_AcePokemon[] = _("Ace Pokémon"); -static const u8 sText_Omniscient[] = _("Omniscient"); -static const u8 sText_SmartMonChoices[] = _("Smart Mon Choices"); -static const u8 sText_Conservative[] = _("Conservative"); -static const u8 sText_SequenceSwitching[] = _("Sequence Switching"); -static const u8 sText_DoubleAcePokemon[] = _("Double Ace Pokémon"); -static const u8 sText_WeighAbilityPrediction[] = _("Weigh Ability Prediction"); -static const u8 sText_PreferHighestDamageMove[] = _("Prefer Highest Damage Move"); -static const u8 sText_PredictSwitch[] = _("Predict Switch"); -static const u8 sText_PredictIncomingMon[] = _("Predict Incoming Mon"); -static const u8 sText_DynamicFunc[] = _("Dynamic Func"); -static const u8 sText_Roaming[] = _("Roaming"); -static const u8 sText_Safari[] = _("Safari"); -static const u8 sText_FirstBattle[] = _("First Battle"); -static const u8 sText_ShowHP[] = _("Show HP"); -static const u8 sText_SubstituteHp[] = _("Substitute HP"); -static const u8 sText_InLove[] = _("In Love"); -static const u8 sText_Unknown[] = _("Unknown"); +static const u8 sText_AIMovePts[] = _("AI点数/伤害"); +static const u8 sText_AiKnowledge[] = _("AI信息"); +static const u8 sText_AiParty[] = _("AI队伍"); +static const u8 sText_Various[] = _("杂项"); +static const u8 sText_CurrHp[] = _("当前HP"); +static const u8 sText_MaxHp[] = _("最大HP"); +static const u8 sText_Attack[] = _("攻击"); +static const u8 sText_Defense[] = _("防御"); +static const u8 sText_Speed[] = _("速度"); +static const u8 sText_SpAtk[] = _("特攻"); +static const u8 sText_SpDef[] = _("特防"); +static const u8 sText_Sleep[] = _("睡眠"); +static const u8 sText_Poison[] = _("中毒"); +static const u8 sText_Burn[] = _("灼伤"); +static const u8 sText_Freeze[] = _("冰冻"); +static const u8 sText_Paralysis[] = _("麻痹"); +static const u8 sText_ToxicPoison[] = _("剧毒"); +static const u8 sText_ToxicCounter[] = _("剧毒经过回合"); +static const u8 sText_Frostbite[] = _("冻伤"); +static const u8 sText_Confusion[] = _("念力"); +static const u8 sText_Flinched[] = _("畏缩"); +static const u8 sText_Uproar[] = _("吵闹"); +static const u8 sText_Torment[] = _("无理取闹"); +static const u8 sText_Bide[] = _("忍耐"); +static const u8 sText_LockConfuse[] = _("锁定混乱?"); +static const u8 sText_MultipleTurns[] = _("多回合"); +static const u8 sText_Wrapped[] = _("束缚"); +static const u8 sText_Powder[] = _("粉尘"); +static const u8 sText_Infatuation[] = _("着迷"); +static const u8 sText_DefenseCurl[] = _("变圆"); +static const u8 sText_Transformed[] = _("变身"); +static const u8 sText_Recharge[] = _("无法动弹"); +static const u8 sText_Rage[] = _("愤怒"); +static const u8 sText_Substitute[] = _("替身"); +static const u8 sText_DestinyBond[] = _("同命"); +static const u8 sText_EscapePrevention[] = _("无法逃走"); +static const u8 sText_Nightmare[] = _("恶梦"); +static const u8 sText_Cursed[] = _("诅咒"); +static const u8 sText_Foresight[] = _("识破"); +static const u8 sText_DragonCheer[] = _("龙声鼓舞"); +static const u8 sText_FocusEnergy[] = _("聚气"); +static const u8 sText_LeechSeedHealer[] = _("因寄生种子回复"); +static const u8 sText_LeechSeeded[] = _("被寄生种子寄生"); +static const u8 sText_AlwaysHits[] = _("锁定"); +static const u8 sText_PerishSong[] = _("终焉之歌"); +static const u8 sText_OnAir[] = _("飞翔"); +static const u8 sText_Underground[] = _("挖洞"); +static const u8 sText_Minimized[] = _("变小"); +static const u8 sText_ChargedUp[] = _("充电"); +static const u8 sText_Rooted[] = _("扎根"); +static const u8 sText_Yawn[] = _("哈欠"); +static const u8 sText_ImprisonedOthers[] = _("封印其他宝可梦"); +static const u8 sText_Grudge[] = _("怨念"); +static const u8 sText_GastroAcid[] = _("胃液"); +static const u8 sText_Embargo[] = _("查封"); +static const u8 sText_Underwater[] = _("潜水"); +static const u8 sText_Trace[] = _("复制"); +static const u8 sText_SmackedDown[] = _("被击落"); +static const u8 sText_MeFirst[] = _("抢先一步"); +static const u8 sText_Telekinesis[] = _("意念移物"); +static const u8 sText_PhantomForce[] = _("潜灵奇袭"); +static const u8 sText_MiracleEyed[] = _("奇迹之眼"); +static const u8 sText_MagnetRise[] = _("电磁飘浮"); +static const u8 sText_HealBlock[] = _("回复封锁"); +static const u8 sText_AquaRing[] = _("水流环"); +static const u8 sText_LaserFocus[] = _("磨砺"); +static const u8 sText_PowerTrick[] = _("力量戏法"); +static const u8 sText_SkyDropped[] = _("自由落体中"); +static const u8 sText_Electrified[] = _("输电"); +static const u8 sText_MudSport[] = _("玩泥巴"); +static const u8 sText_WaterSport[] = _("玩水"); +static const u8 sText_InfiniteConfusion[] = _("无限混乱"); +static const u8 sText_SaltCure[] = _("盐腌"); +static const u8 sText_SyrupBomb[] = _("满身糖"); +static const u8 sText_GlaiveRush[] = _("巨剑突击"); +static const u8 sText_Reflect[] = _("反射壁"); +static const u8 sText_LightScreen[] = _("光墙"); +static const u8 sText_StickyWeb[] = _("黏黏网"); +static const u8 sText_Spikes[] = _("撒菱"); +static const u8 sText_Safeguard[] = _("神秘守护"); +static const u8 sText_FutureAttack[] = _("未来攻击"); +static const u8 sText_Mist[] = _("白雾"); +static const u8 sText_Tailwind[] = _("顺风"); +static const u8 sText_AuroraVeil[] = _("极光幕"); +static const u8 sText_LuckyChant[] = _("幸运咒语"); +static const u8 sText_ToxicSpikes[] = _("毒菱"); +static const u8 sText_StealthRock[] = _("隐形岩"); +static const u8 sText_Steelsurge[] = _("超极巨钢铁阵法"); +static const u8 sText_DamageNonTypes[] = _("无属性攻击?"); +static const u8 sText_Rainbow[] = _("彩虹"); +static const u8 sText_SeaOfFire[] = _("火海"); +static const u8 sText_Swamp[] = _("湿地"); +static const u8 sText_CheckBadMove[] = _("检查效果不好的招式"); +static const u8 sText_TryToFaint[] = _("尝试击晕"); +static const u8 sText_CheckViability[] = _("检查可行性"); +static const u8 sText_ForceSetupFirstTurn[] = _("遵循第一回合设置"); +static const u8 sText_Risky[] = _("危险大胆"); +static const u8 sText_TryTo2HKO[] = _("尝试两招击倒"); +static const u8 sText_PreferBatonPass[] = _("偏好接力棒"); +static const u8 sText_DoubleBattle[] = _("双打对战"); +static const u8 sText_HpAware[] = _("注意HP"); +static const u8 sText_PowerfulStatus[] = _("异常状态干扰?"); +static const u8 sText_NegateUnaware[] = _("纯朴无效?"); +static const u8 sText_WillSuicide[] = _("愿意自杀"); +static const u8 sText_PreferStatusMoves[] = _("偏好状态变化招式"); +static const u8 sText_Stall[] = _("拖延消耗"); +static const u8 sText_SmartSwitching[] = _("聪明替换"); +static const u8 sText_AcePokemon[] = _("主力宝可梦"); +static const u8 sText_Omniscient[] = _("全知"); +static const u8 sText_SmartMonChoices[] = _("聪明的宝可梦选择"); +static const u8 sText_Conservative[] = _("保守"); +static const u8 sText_SequenceSwitching[] = _("按顺序替换"); +static const u8 sText_DoubleAcePokemon[] = _("双主力宝可梦"); +static const u8 sText_WeighAbilityPrediction[] = _("权衡特性预测"); +static const u8 sText_PreferHighestDamageMove[] = _("偏好最高伤害招式"); +static const u8 sText_PredictSwitch[] = _("预测替换"); +static const u8 sText_PredictIncomingMon[] = _("预测上场宝可梦"); +static const u8 sText_DynamicFunc[] = _("动态功能"); +static const u8 sText_Roaming[] = _("四处游走"); +static const u8 sText_Safari[] = _("狩猎地带"); +static const u8 sText_FirstBattle[] = _("第一战"); +static const u8 sText_ShowHP[] = _("显示HP"); +static const u8 sText_SubstituteHp[] = _("替换HP"); +static const u8 sText_InLove[] = _("着迷"); +static const u8 sText_Unknown[] = _("未知"); static const u8 sText_EmptyString[] = _(""); -static const u8 sText_IsSwitching[] = _("Switching to "); +static const u8 sText_IsSwitching[] = _("替换为"); static const struct BitfieldInfo sStatus1Bitfield[] = { @@ -1646,7 +1646,7 @@ static void PadString(const u8 *src, u8 *dst) dst[i] = EOS; } -static const u8 sTextAll[] = _("All"); +static const u8 sTextAll[] = _("全部"); static void PrintSecondaryEntries(struct BattleDebugMenu *data) { @@ -2316,155 +2316,155 @@ static void UpdateMonData(struct BattleDebugMenu *data) } } -static const u8 sText_HoldEffectNone[] = _("????????"); -static const u8 sText_HoldEffectRestoreHp[] = _("Restore Hp"); -static const u8 sText_HoldEffectCurePar[] = _("Cure Par"); -static const u8 sText_HoldEffectCureSlp[] = _("Cure Slp"); -static const u8 sText_HoldEffectCurePsn[] = _("Cure Psn"); -static const u8 sText_HoldEffectCureBrn[] = _("Cure Brn"); -static const u8 sText_HoldEffectCureFrz[] = _("Cure Frz"); -static const u8 sText_HoldEffectRestorePp[] = _("Restore Pp"); -static const u8 sText_HoldEffectCureConfusion[] = _("Cure Confusion"); -static const u8 sText_HoldEffectCureStatus[] = _("Cure Status"); -static const u8 sText_HoldEffectConfuseSpicy[] = _("Confuse Spicy"); -static const u8 sText_HoldEffectConfuseDry[] = _("Confuse Dry"); -static const u8 sText_HoldEffectConfuseSweet[] = _("Confuse Sweet"); -static const u8 sText_HoldEffectConfuseBitter[] = _("Confuse Bitter"); -static const u8 sText_HoldEffectConfuseSour[] = _("Confuse Sour"); -static const u8 sText_HoldEffectAttackUp[] = _("Attack Up"); -static const u8 sText_HoldEffectDefenseUp[] = _("Defense Up"); -static const u8 sText_HoldEffectSpeedUp[] = _("Speed Up"); -static const u8 sText_HoldEffectSpAttackUp[] = _("Sp Attack Up"); -static const u8 sText_HoldEffectSpDefenseUp[] = _("Sp Defense Up"); -static const u8 sText_HoldEffectCriticalUp[] = _("Critical Up"); -static const u8 sText_HoldEffectRandomStatUp[] = _("Random Stat Up"); -static const u8 sText_HoldEffectEvasionUp[] = _("Evasion Up"); -static const u8 sText_HoldEffectRestoreStats[] = _("Restore Stats"); -static const u8 sText_HoldEffectMachoBrace[] = _("Macho Brace"); -static const u8 sText_HoldEffectExpShare[] = _("Exp Share"); -static const u8 sText_HoldEffectQuickClaw[] = _("Quick Claw"); -static const u8 sText_HoldEffectFriendshipUp[] = _("Friendship Up"); -static const u8 sText_HoldEffectMentalHerb[] = _("Mental Herb"); -static const u8 sText_HoldEffectChoiceBand[] = _("Choice Band"); -static const u8 sText_HoldEffectFlinch[] = _("Flinch"); -static const u8 sText_HoldEffectBugPower[] = _("Bug Power"); -static const u8 sText_HoldEffectDoublePrize[] = _("Double Prize"); -static const u8 sText_HoldEffectRepel[] = _("Repel"); -static const u8 sText_HoldEffectSoulDew[] = _("Soul Dew"); -static const u8 sText_HoldEffectDeepSeaTooth[] = _("Deep Sea Tooth"); -static const u8 sText_HoldEffectDeepSeaScale[] = _("Deep Sea Scale"); -static const u8 sText_HoldEffectCanAlwaysRun[] = _("Can Always Run"); -static const u8 sText_HoldEffectPreventEvolve[] = _("Prevent Evolve"); -static const u8 sText_HoldEffectFocusBand[] = _("Focus Band"); -static const u8 sText_HoldEffectLuckyEgg[] = _("Lucky Egg"); -static const u8 sText_HoldEffectScopeLens[] = _("Scope Lens"); -static const u8 sText_HoldEffectSteelPower[] = _("Steel Power"); -static const u8 sText_HoldEffectLeftovers[] = _("Leftovers"); -static const u8 sText_HoldEffectDragonScale[] = _("Dragon Scale"); -static const u8 sText_HoldEffectLightBall[] = _("Light Ball"); -static const u8 sText_HoldEffectGroundPower[] = _("Ground Power"); -static const u8 sText_HoldEffectRockPower[] = _("Rock Power"); -static const u8 sText_HoldEffectGrassPower[] = _("Grass Power"); -static const u8 sText_HoldEffectDarkPower[] = _("Dark Power"); -static const u8 sText_HoldEffectFightingPower[] = _("Fighting Power"); -static const u8 sText_HoldEffectElectricPower[] = _("Electric Power"); -static const u8 sText_HoldEffectWaterPower[] = _("Water Power"); -static const u8 sText_HoldEffectFlyingPower[] = _("Flying Power"); -static const u8 sText_HoldEffectPoisonPower[] = _("Poison Power"); -static const u8 sText_HoldEffectIcePower[] = _("Ice Power"); -static const u8 sText_HoldEffectGhostPower[] = _("Ghost Power"); -static const u8 sText_HoldEffectPsychicPower[] = _("Psychic Power"); -static const u8 sText_HoldEffectFirePower[] = _("Fire Power"); -static const u8 sText_HoldEffectDragonPower[] = _("Dragon Power"); -static const u8 sText_HoldEffectNormalPower[] = _("Normal Power"); -static const u8 sText_HoldEffectUpgrade[] = _("Upgrade"); -static const u8 sText_HoldEffectShellBell[] = _("Shell Bell"); -static const u8 sText_HoldEffectLuckyPunch[] = _("Lucky Punch"); -static const u8 sText_HoldEffectMetalPowder[] = _("Metal Powder"); -static const u8 sText_HoldEffectThickClub[] = _("Thick Club"); -static const u8 sText_HoldEffectLeek[] = _("Leek"); -static const u8 sText_HoldEffectChoiceScarf[] = _("Choice Scarf"); -static const u8 sText_HoldEffectChoiceSpecs[] = _("Choice Specs"); -static const u8 sText_HoldEffectDampRock[] = _("Damp Rock"); -static const u8 sText_HoldEffectGripClaw[] = _("Grip Claw"); -static const u8 sText_HoldEffectHeatRock[] = _("Heat Rock"); -static const u8 sText_HoldEffectIcyRock[] = _("Icy Rock"); -static const u8 sText_HoldEffectLightClay[] = _("Light Clay"); -static const u8 sText_HoldEffectSmoothRock[] = _("Smooth Rock"); -static const u8 sText_HoldEffectPowerHerb[] = _("Power Herb"); -static const u8 sText_HoldEffectBigRoot[] = _("Big Root"); -static const u8 sText_HoldEffectExpertBelt[] = _("Expert Belt"); -static const u8 sText_HoldEffectLifeOrb[] = _("Life Orb"); -static const u8 sText_HoldEffectMetronome[] = _("Metronome"); -static const u8 sText_HoldEffectMuscleBand[] = _("Muscle Band"); -static const u8 sText_HoldEffectWideLens[] = _("Wide Lens"); -static const u8 sText_HoldEffectWiseGlasses[] = _("Wise Glasses"); -static const u8 sText_HoldEffectZoomLens[] = _("Zoom Lens"); -static const u8 sText_HoldEffectLaggingTail[] = _("Lagging Tail"); -static const u8 sText_HoldEffectFocusSash[] = _("Focus Sash"); -static const u8 sText_HoldEffectFlameOrb[] = _("Flame Orb"); -static const u8 sText_HoldEffectToxicOrb[] = _("Toxic Orb"); -static const u8 sText_HoldEffectStickyBarb[] = _("Sticky Barb"); -static const u8 sText_HoldEffectIronBall[] = _("Iron Ball"); -static const u8 sText_HoldEffectBlackSludge[] = _("Black Sludge"); -static const u8 sText_HoldEffectDestinyKnot[] = _("Destiny Knot"); -static const u8 sText_HoldEffectShedShell[] = _("Shed Shell"); -static const u8 sText_HoldEffectQuickPowder[] = _("Quick Powder"); -static const u8 sText_HoldEffectAdamantOrb[] = _("Adamant Orb"); -static const u8 sText_HoldEffectLustrousOrb[] = _("Lustrous Orb"); -static const u8 sText_HoldEffectGriseousOrb[] = _("Griseous Orb"); -static const u8 sText_HoldEffectEnigmaBerry[] = _("Enigma Berry"); -static const u8 sText_HoldEffectResistBerry[] = _("Resist Berry"); -static const u8 sText_HoldEffectPowerItem[] = _("Power Item"); -static const u8 sText_HoldEffectRestorePctHp[] = _("Restore Pct Hp"); -static const u8 sText_HoldEffectMicleBerry[] = _("Micle Berry"); -static const u8 sText_HoldEffectCustapBerry[] = _("Custap Berry"); -static const u8 sText_HoldEffectJabocaBerry[] = _("Jaboca Berry"); -static const u8 sText_HoldEffectRowapBerry[] = _("Rowap Berry"); -static const u8 sText_HoldEffectKeeBerry[] = _("Kee Berry"); -static const u8 sText_HoldEffectMarangaBerry[] = _("Maranga Berry"); -static const u8 sText_HoldEffectFloatStone[] = _("Float Stone"); -static const u8 sText_HoldEffectEviolite[] = _("Eviolite"); -static const u8 sText_HoldEffectAssaultVest[] = _("Assault Vest"); -static const u8 sText_HoldEffectDrive[] = _("Drive"); -static const u8 sText_HoldEffectGems[] = _("Gems"); -static const u8 sText_HoldEffectRockyHelmet[] = _("Rocky Helmet"); -static const u8 sText_HoldEffectAirBalloon[] = _("Air Balloon"); -static const u8 sText_HoldEffectRedCard[] = _("Red Card"); -static const u8 sText_HoldEffectRingTarget[] = _("Ring Target"); -static const u8 sText_HoldEffectBindingBand[] = _("Binding Band"); -static const u8 sText_HoldEffectEjectButton[] = _("Eject Button"); -static const u8 sText_HoldEffectAbsorbBulb[] = _("Absorb Bulb"); -static const u8 sText_HoldEffectCellBattery[] = _("Cell Battery"); -static const u8 sText_HoldEffectFairyPower[] = _("Fairy Power"); -static const u8 sText_HoldEffectMegaStone[] = _("Mega Stone"); -static const u8 sText_HoldEffectSafetyGoggles[] = _("Safety Goggles"); -static const u8 sText_HoldEffectLuminousMoss[] = _("Luminous Moss"); -static const u8 sText_HoldEffectSnowball[] = _("Snowball"); -static const u8 sText_HoldEffectWeaknessPolicy[] = _("Weakness Policy"); -static const u8 sText_HoldEffectPrimalOrb[] = _("Primal Orb"); -static const u8 sText_HoldEffectProtectivePads[] = _("Protective Pads"); -static const u8 sText_HoldEffectTerrainExtender[] = _("Terrain Extender"); -static const u8 sText_HoldEffectSeeds[] = _("Seeds"); -static const u8 sText_HoldEffectAdrenalineOrb[] = _("Adrenaline Orb"); -static const u8 sText_HoldEffectMemory[] = _("Memory"); -static const u8 sText_HoldEffectZCrystal[] = _("Z-Crystal"); -static const u8 sText_HoldEffectPlate[] = _("Plate"); -static const u8 sText_HoldEffectUtilityUmbrella[] = _("Utility Umbrella"); -static const u8 sText_HoldEffectEjectPack[] = _("Eject Pack"); -static const u8 sText_HoldEffectRoomService[] = _("Room Service"); -static const u8 sText_HoldEffectBlunderPolicy[] = _("Blunder Policy"); -static const u8 sText_HoldEffectHeavyDutyBoots[] = _("Heavy Duty Boots"); -static const u8 sText_HoldEffectThroatSpray[] = _("Throat Spray"); -static const u8 sText_HoldEffectAbilityShield[] = _("Ability Shield"); -static const u8 sText_HoldEffectClearAmulet[] = _("Clear Amulet"); -static const u8 sText_HoldEffectMirrorHerb[] = _("Mirror Herb"); -static const u8 sText_HoldEffectPunchingGlove[] = _("Punching Glove"); -static const u8 sText_HoldEffectCovertCloak[] = _("Covert Cloak"); -static const u8 sText_HoldEffectLoadedDice[] = _("Loaded Dice"); -static const u8 sText_HoldEffectBoosterEnergy[] = _("Booster Energy"); -static const u8 sText_HoldEffectBerserkGene[] = _("Berserk Gene"); -static const u8 sText_HoldEffectOgerponMask[] = _("Ogerpon Mask"); +static const u8 sText_HoldEffectNone[] = _("不眠"); +static const u8 sText_HoldEffectRestoreHp[] = _("回复HP"); +static const u8 sText_HoldEffectCurePar[] = _("麻痹解除"); +static const u8 sText_HoldEffectCureSlp[] = _("睡眠解除"); +static const u8 sText_HoldEffectCurePsn[] = _("中毒解除"); +static const u8 sText_HoldEffectCureBrn[] = _("灼伤解除"); +static const u8 sText_HoldEffectCureFrz[] = _("冰冻解除"); +static const u8 sText_HoldEffectRestorePp[] = _("回复PP"); +static const u8 sText_HoldEffectCureConfusion[] = _("混乱解除"); +static const u8 sText_HoldEffectCureStatus[] = _("异常状态解除"); +static const u8 sText_HoldEffectConfuseSpicy[] = _("因树果太辣混乱"); +static const u8 sText_HoldEffectConfuseDry[] = _("因树果太涩混乱"); +static const u8 sText_HoldEffectConfuseSweet[] = _("因树果太甜混乱"); +static const u8 sText_HoldEffectConfuseBitter[] = _("因树果太苦混乱"); +static const u8 sText_HoldEffectConfuseSour[] = _("因树果太酸混乱"); +static const u8 sText_HoldEffectAttackUp[] = _("攻击提升"); +static const u8 sText_HoldEffectDefenseUp[] = _("防御提升"); +static const u8 sText_HoldEffectSpeedUp[] = _("速度提升"); +static const u8 sText_HoldEffectSpAttackUp[] = _("特攻提升"); +static const u8 sText_HoldEffectSpDefenseUp[] = _("特防提升"); +static const u8 sText_HoldEffectCriticalUp[] = _("击中要害率提升"); +static const u8 sText_HoldEffectRandomStatUp[] = _("随机能力提升"); +static const u8 sText_HoldEffectEvasionUp[] = _("闪避率提升"); +static const u8 sText_HoldEffectRestoreStats[] = _("能力恢复"); +static const u8 sText_HoldEffectMachoBrace[] = _("强制锻炼器"); +static const u8 sText_HoldEffectExpShare[] = _("学习装置"); +static const u8 sText_HoldEffectQuickClaw[] = _("先制之爪"); +static const u8 sText_HoldEffectFriendshipUp[] = _("亲密度上升"); +static const u8 sText_HoldEffectMentalHerb[] = _("心灵香草"); +static const u8 sText_HoldEffectChoiceBand[] = _("讲究头带"); +static const u8 sText_HoldEffectFlinch[] = _("畏缩"); +static const u8 sText_HoldEffectBugPower[] = _("虫属性强化"); +static const u8 sText_HoldEffectDoublePrize[] = _("零花钱翻倍"); +static const u8 sText_HoldEffectRepel[] = _("除虫喷雾"); +static const u8 sText_HoldEffectSoulDew[] = _("心之水滴"); +static const u8 sText_HoldEffectDeepSeaTooth[] = _("深海之牙"); +static const u8 sText_HoldEffectDeepSeaScale[] = _("深海鳞片"); +static const u8 sText_HoldEffectCanAlwaysRun[] = _("必定能逃走"); +static const u8 sText_HoldEffectPreventEvolve[] = _("不会进化"); +static const u8 sText_HoldEffectFocusBand[] = _("气势头带"); +static const u8 sText_HoldEffectLuckyEgg[] = _("幸运蛋"); +static const u8 sText_HoldEffectScopeLens[] = _("焦点镜"); +static const u8 sText_HoldEffectSteelPower[] = _("钢属性强化"); +static const u8 sText_HoldEffectLeftovers[] = _("吃剩的东西"); +static const u8 sText_HoldEffectDragonScale[] = _("龙之鳞片"); +static const u8 sText_HoldEffectLightBall[] = _("电气球"); +static const u8 sText_HoldEffectGroundPower[] = _("地面属性强化"); +static const u8 sText_HoldEffectRockPower[] = _("岩石属性强化"); +static const u8 sText_HoldEffectGrassPower[] = _("草属性强化"); +static const u8 sText_HoldEffectDarkPower[] = _("恶属性强化"); +static const u8 sText_HoldEffectFightingPower[] = _("格斗属性强化"); +static const u8 sText_HoldEffectElectricPower[] = _("电属性强化"); +static const u8 sText_HoldEffectWaterPower[] = _("水属性强化"); +static const u8 sText_HoldEffectFlyingPower[] = _("飞行属性强化"); +static const u8 sText_HoldEffectPoisonPower[] = _("毒属性强化"); +static const u8 sText_HoldEffectIcePower[] = _("冰属性强化"); +static const u8 sText_HoldEffectGhostPower[] = _("幽灵属性强化"); +static const u8 sText_HoldEffectPsychicPower[] = _("超能力属性强化"); +static const u8 sText_HoldEffectFirePower[] = _("火属性强化"); +static const u8 sText_HoldEffectDragonPower[] = _("龙属性强化"); +static const u8 sText_HoldEffectNormalPower[] = _("一般属性强化"); +static const u8 sText_HoldEffectUpgrade[] = _("升级数据"); +static const u8 sText_HoldEffectShellBell[] = _("贝壳之铃"); +static const u8 sText_HoldEffectLuckyPunch[] = _("吉利拳"); +static const u8 sText_HoldEffectMetalPowder[] = _("金属粉"); +static const u8 sText_HoldEffectThickClub[] = _("粗骨头"); +static const u8 sText_HoldEffectLeek[] = _("大葱"); +static const u8 sText_HoldEffectChoiceScarf[] = _("讲究围巾"); +static const u8 sText_HoldEffectChoiceSpecs[] = _("讲究眼镜"); +static const u8 sText_HoldEffectDampRock[] = _("潮湿岩石"); +static const u8 sText_HoldEffectGripClaw[] = _("紧缠钩爪"); +static const u8 sText_HoldEffectHeatRock[] = _("炽热岩石"); +static const u8 sText_HoldEffectIcyRock[] = _("冰冷岩石"); +static const u8 sText_HoldEffectLightClay[] = _("光之黏土"); +static const u8 sText_HoldEffectSmoothRock[] = _("沙沙岩石"); +static const u8 sText_HoldEffectPowerHerb[] = _("强力香草"); +static const u8 sText_HoldEffectBigRoot[] = _("大根茎"); +static const u8 sText_HoldEffectExpertBelt[] = _("达人带"); +static const u8 sText_HoldEffectLifeOrb[] = _("生命宝珠"); +static const u8 sText_HoldEffectMetronome[] = _("挥指"); +static const u8 sText_HoldEffectMuscleBand[] = _("力量头带"); +static const u8 sText_HoldEffectWideLens[] = _("广角镜"); +static const u8 sText_HoldEffectWiseGlasses[] = _("博识眼镜"); +static const u8 sText_HoldEffectZoomLens[] = _("对焦镜"); +static const u8 sText_HoldEffectLaggingTail[] = _("后攻之尾"); +static const u8 sText_HoldEffectFocusSash[] = _("气势披带"); +static const u8 sText_HoldEffectFlameOrb[] = _("火焰宝珠"); +static const u8 sText_HoldEffectToxicOrb[] = _("剧毒宝珠"); +static const u8 sText_HoldEffectStickyBarb[] = _("附着针"); +static const u8 sText_HoldEffectIronBall[] = _("黑色铁球"); +static const u8 sText_HoldEffectBlackSludge[] = _("黑色污泥"); +static const u8 sText_HoldEffectDestinyKnot[] = _("红线"); +static const u8 sText_HoldEffectShedShell[] = _("美丽空壳"); +static const u8 sText_HoldEffectQuickPowder[] = _("速度粉"); +static const u8 sText_HoldEffectAdamantOrb[] = _("金刚宝珠"); +static const u8 sText_HoldEffectLustrousOrb[] = _("白玉宝珠"); +static const u8 sText_HoldEffectGriseousOrb[] = _("白金宝珠"); +static const u8 sText_HoldEffectEnigmaBerry[] = _("谜芝果"); +static const u8 sText_HoldEffectResistBerry[] = _("属性抵抗类树果"); +static const u8 sText_HoldEffectPowerItem[] = _("属性增强类道具"); +static const u8 sText_HoldEffectRestorePctHp[] = _("一定比例HP回复"); +static const u8 sText_HoldEffectMicleBerry[] = _("奇秘果"); +static const u8 sText_HoldEffectCustapBerry[] = _("释陀果"); +static const u8 sText_HoldEffectJabocaBerry[] = _("嘉珍果"); +static const u8 sText_HoldEffectRowapBerry[] = _("雾莲果"); +static const u8 sText_HoldEffectKeeBerry[] = _("亚开果"); +static const u8 sText_HoldEffectMarangaBerry[] = _("香罗果"); +static const u8 sText_HoldEffectFloatStone[] = _("轻石"); +static const u8 sText_HoldEffectEviolite[] = _("进化奇石"); +static const u8 sText_HoldEffectAssaultVest[] = _("突击背心"); +static const u8 sText_HoldEffectDrive[] = _("属性卡带"); +static const u8 sText_HoldEffectGems[] = _("属性宝石"); +static const u8 sText_HoldEffectRockyHelmet[] = _("凸凸头盔"); +static const u8 sText_HoldEffectAirBalloon[] = _("气球"); +static const u8 sText_HoldEffectRedCard[] = _("红牌"); +static const u8 sText_HoldEffectRingTarget[] = _("标靶"); +static const u8 sText_HoldEffectBindingBand[] = _("紧绑束带"); +static const u8 sText_HoldEffectEjectButton[] = _("逃脱按键"); +static const u8 sText_HoldEffectAbsorbBulb[] = _("球根"); +static const u8 sText_HoldEffectCellBattery[] = _("充电电池"); +static const u8 sText_HoldEffectFairyPower[] = _("妖精属性强化"); +static const u8 sText_HoldEffectMegaStone[] = _("超级进化石"); +static const u8 sText_HoldEffectSafetyGoggles[] = _("防尘护目镜"); +static const u8 sText_HoldEffectLuminousMoss[] = _("光苔"); +static const u8 sText_HoldEffectSnowball[] = _("雪丸"); +static const u8 sText_HoldEffectWeaknessPolicy[] = _("弱点保险"); +static const u8 sText_HoldEffectPrimalOrb[] = _("原始回归宝珠"); +static const u8 sText_HoldEffectProtectivePads[] = _("部位护具"); +static const u8 sText_HoldEffectTerrainExtender[] = _("大地膜"); +static const u8 sText_HoldEffectSeeds[] = _("场地种子"); +static const u8 sText_HoldEffectAdrenalineOrb[] = _("胆怯球"); +static const u8 sText_HoldEffectMemory[] = _("属性存储碟"); +static const u8 sText_HoldEffectZCrystal[] = _("Z纯晶"); +static const u8 sText_HoldEffectPlate[] = _("属性石板"); +static const u8 sText_HoldEffectUtilityUmbrella[] = _("万能伞"); +static const u8 sText_HoldEffectEjectPack[] = _("避难背包"); +static const u8 sText_HoldEffectRoomService[] = _("客房服务"); +static const u8 sText_HoldEffectBlunderPolicy[] = _("打空保险"); +static const u8 sText_HoldEffectHeavyDutyBoots[] = _("厚底靴"); +static const u8 sText_HoldEffectThroatSpray[] = _("爽喉喷雾"); +static const u8 sText_HoldEffectAbilityShield[] = _("特性护具"); +static const u8 sText_HoldEffectClearAmulet[] = _("清净坠饰"); +static const u8 sText_HoldEffectMirrorHerb[] = _("模仿香草"); +static const u8 sText_HoldEffectPunchingGlove[] = _("拳击手套"); +static const u8 sText_HoldEffectCovertCloak[] = _("密探斗篷"); +static const u8 sText_HoldEffectLoadedDice[] = _("机变骰子"); +static const u8 sText_HoldEffectBoosterEnergy[] = _("驱劲能量"); +static const u8 sText_HoldEffectBerserkGene[] = _("破坏基因"); +static const u8 sText_HoldEffectOgerponMask[] = _("厄诡椪面具"); static const u8 *const sHoldEffectNames[] = { [HOLD_EFFECT_NONE] = sText_HoldEffectNone, diff --git a/src/debug.c b/src/debug.c index 4443e004d8..c321291628 100644 --- a/src/debug.c +++ b/src/debug.c @@ -495,34 +495,34 @@ static const u8 sDebugText_Colored_True[] = _("{COLOR GREEN}TRUE"); static const u8 sDebugText_Colored_False[] = _("{COLOR RED}FALSE"); static const u8 sDebugText_Dashes[] = _("---"); static const u8 sDebugText_Empty[] = _(""); -static const u8 sDebugText_Continue[] = _("Continue…{CLEAR_TO 110}{RIGHT_ARROW}"); +static const u8 sDebugText_Continue[] = _("继续…{CLEAR_TO 110}{RIGHT_ARROW}"); // Util Menu -static const u8 sDebugText_Util_WarpToMap_SelectMapGroup[] = _("Group: {STR_VAR_1}{CLEAR_TO 90}\n{CLEAR_TO 90}\n\n{STR_VAR_3}{CLEAR_TO 90}"); -static const u8 sDebugText_Util_WarpToMap_SelectMap[] = _("Map: {STR_VAR_1}{CLEAR_TO 90}\nMapSec:{CLEAR_TO 90}\n{STR_VAR_2}{CLEAR_TO 90}\n{STR_VAR_3}{CLEAR_TO 90}"); -static const u8 sDebugText_Util_WarpToMap_SelectWarp[] = _("Warp:{CLEAR_TO 90}\n{STR_VAR_1}{CLEAR_TO 90}\n{CLEAR_TO 90}\n{STR_VAR_3}{CLEAR_TO 90}"); +static const u8 sDebugText_Util_WarpToMap_SelectMapGroup[] = _("地图组: {STR_VAR_1}{CLEAR_TO 90}\n{CLEAR_TO 90}\n\n{STR_VAR_3}{CLEAR_TO 90}"); +static const u8 sDebugText_Util_WarpToMap_SelectMap[] = _("地图: {STR_VAR_1}{CLEAR_TO 90}\nMapSec:{CLEAR_TO 90}\n{STR_VAR_2}{CLEAR_TO 90}\n{STR_VAR_3}{CLEAR_TO 90}"); +static const u8 sDebugText_Util_WarpToMap_SelectWarp[] = _("出口:{CLEAR_TO 90}\n{STR_VAR_1}{CLEAR_TO 90}\n{CLEAR_TO 90}\n{STR_VAR_3}{CLEAR_TO 90}"); static const u8 sDebugText_Util_WarpToMap_SelMax[] = _("{STR_VAR_1} / {STR_VAR_2}"); -static const u8 sDebugText_Util_Weather_ID[] = _("Weather ID: {STR_VAR_3}\n{STR_VAR_1}\n{STR_VAR_2}"); +static const u8 sDebugText_Util_Weather_ID[] = _("天气ID: {STR_VAR_3}\n{STR_VAR_1}\n{STR_VAR_2}"); // Flags/Vars Menu -static const u8 sDebugText_FlagsVars_Flag[] = _("Flag: {STR_VAR_1}{CLEAR_TO 90}\n{STR_VAR_2}{CLEAR_TO 90}\n{STR_VAR_3}"); +static const u8 sDebugText_FlagsVars_Flag[] = _("标志: {STR_VAR_1}{CLEAR_TO 90}\n{STR_VAR_2}{CLEAR_TO 90}\n{STR_VAR_3}"); static const u8 sDebugText_FlagsVars_VariableHex[] = _("{STR_VAR_1}{CLEAR_TO 90}\n0x{STR_VAR_2}{CLEAR_TO 90}"); -static const u8 sDebugText_FlagsVars_Variable[] = _("Var: {STR_VAR_1}{CLEAR_TO 90}\nVal: {STR_VAR_3}{CLEAR_TO 90}\n{STR_VAR_2}"); -static const u8 sDebugText_FlagsVars_VariableValueSet[] = _("Var: {STR_VAR_1}{CLEAR_TO 90}\nVal: {STR_VAR_3}{CLEAR_TO 90}\n{STR_VAR_2}"); +static const u8 sDebugText_FlagsVars_Variable[] = _("变量: {STR_VAR_1}{CLEAR_TO 90}\nVal: {STR_VAR_3}{CLEAR_TO 90}\n{STR_VAR_2}"); +static const u8 sDebugText_FlagsVars_VariableValueSet[] = _("变量: {STR_VAR_1}{CLEAR_TO 90}\nVal: {STR_VAR_3}{CLEAR_TO 90}\n{STR_VAR_2}"); // Give Menu -static const u8 sDebugText_ItemQuantity[] = _("Quantity:{CLEAR_TO 90}\n{STR_VAR_1}{CLEAR_TO 90}\n\n{STR_VAR_2}"); -static const u8 sDebugText_ItemID[] = _("Item ID: {STR_VAR_3}\n{STR_VAR_1}{CLEAR_TO 90}\n\n{STR_VAR_2}"); -static const u8 sDebugText_PokemonID[] = _("Species: {STR_VAR_3}\n{STR_VAR_1}{CLEAR_TO 90}\n\n{STR_VAR_2}{CLEAR_TO 90}"); -static const u8 sDebugText_PokemonLevel[] = _("Level:{CLEAR_TO 90}\n{STR_VAR_1}{CLEAR_TO 90}\n{CLEAR_TO 90}\n{STR_VAR_2}{CLEAR_TO 90}"); -static const u8 sDebugText_PokemonShiny[] = _("Shiny:{CLEAR_TO 90}\n {STR_VAR_2}{CLEAR_TO 90}\n{CLEAR_TO 90}\n{CLEAR_TO 90}"); -static const u8 sDebugText_PokemonNature[] = _("Nature ID: {STR_VAR_3}{CLEAR_TO 90}\n{STR_VAR_1}{CLEAR_TO 90}\n{CLEAR_TO 90}\n{STR_VAR_2}{CLEAR_TO 90}"); -static const u8 sDebugText_PokemonAbility[] = _("Ability Num: {STR_VAR_3}{CLEAR_TO 90}\n{STR_VAR_1}{CLEAR_TO 90}\n{CLEAR_TO 90}\n{STR_VAR_2}{CLEAR_TO 90}"); -static const u8 sDebugText_PokemonTeraType[] = _("Tera Type: {STR_VAR_3}{CLEAR_TO 90}\n{STR_VAR_1}{CLEAR_TO 90}\n{CLEAR_TO 90}\n{STR_VAR_2}{CLEAR_TO 90}"); -static const u8 sDebugText_PokemonDynamaxLevel[] = _("Dmax Lvl:{CLEAR_TO 90}\n{STR_VAR_1}{CLEAR_TO 90}\n{CLEAR_TO 90}\n{STR_VAR_2}{CLEAR_TO 90}"); -static const u8 sDebugText_PokemonGmaxFactor[] = _("Gmax Factor:{CLEAR_TO 90}\n {STR_VAR_2}{CLEAR_TO 90}\n{CLEAR_TO 90}\n{CLEAR_TO 90}"); -static const u8 sDebugText_IVs[] = _("IV {STR_VAR_1}:{CLEAR_TO 90}\n {STR_VAR_3}{CLEAR_TO 90}\n{CLEAR_TO 90}\n{STR_VAR_2}{CLEAR_TO 90}"); -static const u8 sDebugText_EVs[] = _("EV {STR_VAR_1}:{CLEAR_TO 90}\n {STR_VAR_3}{CLEAR_TO 90}\n{CLEAR_TO 90}\n{STR_VAR_2}{CLEAR_TO 90}"); +static const u8 sDebugText_ItemQuantity[] = _("数量:{CLEAR_TO 90}\n{STR_VAR_1}{CLEAR_TO 90}\n\n{STR_VAR_2}"); +static const u8 sDebugText_ItemID[] = _("道具ID: {STR_VAR_3}\n{STR_VAR_1}{CLEAR_TO 90}\n\n{STR_VAR_2}"); +static const u8 sDebugText_PokemonID[] = _("宝可梦: {STR_VAR_3}\n{STR_VAR_1}{CLEAR_TO 90}\n\n{STR_VAR_2}{CLEAR_TO 90}"); +static const u8 sDebugText_PokemonLevel[] = _("等级:{CLEAR_TO 90}\n{STR_VAR_1}{CLEAR_TO 90}\n{CLEAR_TO 90}\n{STR_VAR_2}{CLEAR_TO 90}"); +static const u8 sDebugText_PokemonShiny[] = _("异色:{CLEAR_TO 90}\n {STR_VAR_2}{CLEAR_TO 90}\n{CLEAR_TO 90}\n{CLEAR_TO 90}"); +static const u8 sDebugText_PokemonNature[] = _("性格ID: {STR_VAR_3}{CLEAR_TO 90}\n{STR_VAR_1}{CLEAR_TO 90}\n{CLEAR_TO 90}\n{STR_VAR_2}{CLEAR_TO 90}"); +static const u8 sDebugText_PokemonAbility[] = _("特性编号: {STR_VAR_3}{CLEAR_TO 90}\n{STR_VAR_1}{CLEAR_TO 90}\n{CLEAR_TO 90}\n{STR_VAR_2}{CLEAR_TO 90}"); +static const u8 sDebugText_PokemonTeraType[] = _("太晶属性: {STR_VAR_3}{CLEAR_TO 90}\n{STR_VAR_1}{CLEAR_TO 90}\n{CLEAR_TO 90}\n{STR_VAR_2}{CLEAR_TO 90}"); +static const u8 sDebugText_PokemonDynamaxLevel[] = _("极巨化等级:{CLEAR_TO 90}\n{STR_VAR_1}{CLEAR_TO 90}\n{CLEAR_TO 90}\n{STR_VAR_2}{CLEAR_TO 90}"); +static const u8 sDebugText_PokemonGmaxFactor[] = _("超极巨化:{CLEAR_TO 90}\n {STR_VAR_2}{CLEAR_TO 90}\n{CLEAR_TO 90}\n{CLEAR_TO 90}"); +static const u8 sDebugText_IVs[] = _("个体值{STR_VAR_1}:{CLEAR_TO 90}\n {STR_VAR_3}{CLEAR_TO 90}\n{CLEAR_TO 90}\n{STR_VAR_2}{CLEAR_TO 90}"); +static const u8 sDebugText_EVs[] = _("努力值{STR_VAR_1}:{CLEAR_TO 90}\n {STR_VAR_3}{CLEAR_TO 90}\n{CLEAR_TO 90}\n{STR_VAR_2}{CLEAR_TO 90}"); // Sound Menu -static const u8 sDebugText_Sound_SFX_ID[] = _("SFX ID: {STR_VAR_3} {START_BUTTON} Stop\n{STR_VAR_1} \n{STR_VAR_2}"); -static const u8 sDebugText_Sound_Music_ID[] = _("Music ID: {STR_VAR_3} {START_BUTTON} Stop\n{STR_VAR_1} \n{STR_VAR_2}"); +static const u8 sDebugText_Sound_SFX_ID[] = _("音效ID: {STR_VAR_3} {START_BUTTON} Stop\n{STR_VAR_1} \n{STR_VAR_2}"); +static const u8 sDebugText_Sound_Music_ID[] = _("音乐ID: {STR_VAR_3} {START_BUTTON} Stop\n{STR_VAR_1} \n{STR_VAR_2}"); const u8 *const gText_DigitIndicator[] = { @@ -554,173 +554,173 @@ static const s32 sPowersOfTen[] = // List Menu Items static const struct ListMenuItem sDebugMenu_Items_Main[] = { - [DEBUG_MENU_ITEM_UTILITIES] = {COMPOUND_STRING("Utilities…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_MENU_ITEM_UTILITIES}, - [DEBUG_MENU_ITEM_PCBAG] = {COMPOUND_STRING("PC/Bag…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_MENU_ITEM_PCBAG}, - [DEBUG_MENU_ITEM_PARTY] = {COMPOUND_STRING("Party…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_MENU_ITEM_PARTY}, - [DEBUG_MENU_ITEM_GIVE] = {COMPOUND_STRING("Give X…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_MENU_ITEM_GIVE}, - [DEBUG_MENU_ITEM_SCRIPTS] = {COMPOUND_STRING("Scripts…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_MENU_ITEM_SCRIPTS}, - [DEBUG_MENU_ITEM_FLAGVAR] = {COMPOUND_STRING("Flags & Vars…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_MENU_ITEM_FLAGVAR}, - //[DEBUG_MENU_ITEM_BATTLE] = {COMPOUND_STRING("Battle Test{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_MENU_ITEM_BATTLE}, - [DEBUG_MENU_ITEM_SOUND] = {COMPOUND_STRING("Sound…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_MENU_ITEM_SOUND}, - [DEBUG_MENU_ITEM_CANCEL] = {COMPOUND_STRING("Cancel"), DEBUG_MENU_ITEM_CANCEL}, + [DEBUG_MENU_ITEM_UTILITIES] = {COMPOUND_STRING("实用工具…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_MENU_ITEM_UTILITIES}, + [DEBUG_MENU_ITEM_PCBAG] = {COMPOUND_STRING("电脑/包包…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_MENU_ITEM_PCBAG}, + [DEBUG_MENU_ITEM_PARTY] = {COMPOUND_STRING("同行宝可梦…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_MENU_ITEM_PARTY}, + [DEBUG_MENU_ITEM_GIVE] = {COMPOUND_STRING("获取…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_MENU_ITEM_GIVE}, + [DEBUG_MENU_ITEM_SCRIPTS] = {COMPOUND_STRING("脚本…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_MENU_ITEM_SCRIPTS}, + [DEBUG_MENU_ITEM_FLAGVAR] = {COMPOUND_STRING("标志与变量…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_MENU_ITEM_FLAGVAR}, + //[DEBUG_MENU_ITEM_BATTLE] = {COMPOUND_STRING("对战测试{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_MENU_ITEM_BATTLE}, + [DEBUG_MENU_ITEM_SOUND] = {COMPOUND_STRING("声音…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_MENU_ITEM_SOUND}, + [DEBUG_MENU_ITEM_CANCEL] = {COMPOUND_STRING("取消"), DEBUG_MENU_ITEM_CANCEL}, }; static const struct ListMenuItem sDebugMenu_Items_Utilities[] = { - [DEBUG_UTIL_MENU_ITEM_FLY] = {COMPOUND_STRING("Fly to map…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_UTIL_MENU_ITEM_FLY}, - [DEBUG_UTIL_MENU_ITEM_WARP] = {COMPOUND_STRING("Warp to map warp…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_UTIL_MENU_ITEM_WARP}, - [DEBUG_UTIL_MENU_ITEM_SAVEBLOCK] = {COMPOUND_STRING("Save Block space…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_UTIL_MENU_ITEM_SAVEBLOCK}, - [DEBUG_UTIL_MENU_ITEM_ROM_SPACE] = {COMPOUND_STRING("ROM space…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_UTIL_MENU_ITEM_ROM_SPACE}, - [DEBUG_UTIL_MENU_ITEM_WEATHER] = {COMPOUND_STRING("Set weather…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_UTIL_MENU_ITEM_WEATHER}, - [DEBUG_UTIL_MENU_ITEM_FONT_TEST] = {COMPOUND_STRING("Font Test…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_UTIL_MENU_ITEM_FONT_TEST}, - [DEBUG_UTIL_MENU_ITEM_CHECKWALLCLOCK] = {COMPOUND_STRING("Check wall clock…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_UTIL_MENU_ITEM_CHECKWALLCLOCK}, - [DEBUG_UTIL_MENU_ITEM_SETWALLCLOCK] = {COMPOUND_STRING("Set wall clock…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_UTIL_MENU_ITEM_SETWALLCLOCK}, - [DEBUG_UTIL_MENU_ITEM_WATCHCREDITS] = {COMPOUND_STRING("Watch credits…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_UTIL_MENU_ITEM_WATCHCREDITS}, - [DEBUG_UTIL_MENU_ITEM_PLAYER_NAME] = {COMPOUND_STRING("Player name"), DEBUG_UTIL_MENU_ITEM_PLAYER_NAME}, - [DEBUG_UTIL_MENU_ITEM_PLAYER_GENDER] = {COMPOUND_STRING("Toggle gender"), DEBUG_UTIL_MENU_ITEM_PLAYER_GENDER}, - [DEBUG_UTIL_MENU_ITEM_PLAYER_ID] = {COMPOUND_STRING("New Trainer ID"), DEBUG_UTIL_MENU_ITEM_PLAYER_ID}, - [DEBUG_UTIL_MENU_ITEM_CHEAT] = {COMPOUND_STRING("Cheat start"), DEBUG_UTIL_MENU_ITEM_CHEAT}, - [DEBUG_UTIL_MENU_ITEM_EXPANSION_VER] = {COMPOUND_STRING("Expansion Version"), DEBUG_UTIL_MENU_ITEM_EXPANSION_VER}, - [DEBUG_UTIL_MENU_ITEM_BERRY_FUNCTIONS] = {COMPOUND_STRING("Berry Functions…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_UTIL_MENU_ITEM_BERRY_FUNCTIONS}, - [DEBUG_UTIL_MENU_ITEM_EWRAM_COUNTERS] = {COMPOUND_STRING("EWRAM Counters…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_UTIL_MENU_ITEM_EWRAM_COUNTERS}, - [DEBUG_UTIL_MENU_ITEM_STEVEN_MULTI] = {COMPOUND_STRING("Steven Multi"), DEBUG_UTIL_MENU_ITEM_STEVEN_MULTI}, + [DEBUG_UTIL_MENU_ITEM_FLY] = {COMPOUND_STRING("飞往地图…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_UTIL_MENU_ITEM_FLY}, + [DEBUG_UTIL_MENU_ITEM_WARP] = {COMPOUND_STRING("瞬移到地图…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_UTIL_MENU_ITEM_WARP}, + [DEBUG_UTIL_MENU_ITEM_SAVEBLOCK] = {COMPOUND_STRING("SaveBlock空间…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_UTIL_MENU_ITEM_SAVEBLOCK}, + [DEBUG_UTIL_MENU_ITEM_ROM_SPACE] = {COMPOUND_STRING("ROM空间…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_UTIL_MENU_ITEM_ROM_SPACE}, + [DEBUG_UTIL_MENU_ITEM_WEATHER] = {COMPOUND_STRING("设定天气…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_UTIL_MENU_ITEM_WEATHER}, + [DEBUG_UTIL_MENU_ITEM_FONT_TEST] = {COMPOUND_STRING("字体测试…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_UTIL_MENU_ITEM_FONT_TEST}, + [DEBUG_UTIL_MENU_ITEM_CHECKWALLCLOCK] = {COMPOUND_STRING("查看钟表…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_UTIL_MENU_ITEM_CHECKWALLCLOCK}, + [DEBUG_UTIL_MENU_ITEM_SETWALLCLOCK] = {COMPOUND_STRING("设定钟表…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_UTIL_MENU_ITEM_SETWALLCLOCK}, + [DEBUG_UTIL_MENU_ITEM_WATCHCREDITS] = {COMPOUND_STRING("观看通关动画…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_UTIL_MENU_ITEM_WATCHCREDITS}, + [DEBUG_UTIL_MENU_ITEM_PLAYER_NAME] = {COMPOUND_STRING("玩家姓名"), DEBUG_UTIL_MENU_ITEM_PLAYER_NAME}, + [DEBUG_UTIL_MENU_ITEM_PLAYER_GENDER] = {COMPOUND_STRING("切换性别"), DEBUG_UTIL_MENU_ITEM_PLAYER_GENDER}, + [DEBUG_UTIL_MENU_ITEM_PLAYER_ID] = {COMPOUND_STRING("刷新训练家ID"), DEBUG_UTIL_MENU_ITEM_PLAYER_ID}, + [DEBUG_UTIL_MENU_ITEM_CHEAT] = {COMPOUND_STRING("开始作弊"), DEBUG_UTIL_MENU_ITEM_CHEAT}, + [DEBUG_UTIL_MENU_ITEM_EXPANSION_VER] = {COMPOUND_STRING("Expansion版本"), DEBUG_UTIL_MENU_ITEM_EXPANSION_VER}, + [DEBUG_UTIL_MENU_ITEM_BERRY_FUNCTIONS] = {COMPOUND_STRING("树果相关功能…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_UTIL_MENU_ITEM_BERRY_FUNCTIONS}, + [DEBUG_UTIL_MENU_ITEM_EWRAM_COUNTERS] = {COMPOUND_STRING("EWRAM计数…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_UTIL_MENU_ITEM_EWRAM_COUNTERS}, + [DEBUG_UTIL_MENU_ITEM_STEVEN_MULTI] = {COMPOUND_STRING("大吾双打"), DEBUG_UTIL_MENU_ITEM_STEVEN_MULTI}, }; static const struct ListMenuItem sDebugMenu_Items_PCBag[] = { - [DEBUG_PCBAG_MENU_ITEM_ACCESS_PC] = {COMPOUND_STRING("Access PC"), DEBUG_PCBAG_MENU_ITEM_ACCESS_PC}, - [DEBUG_PCBAG_MENU_ITEM_FILL] = {COMPOUND_STRING("Fill…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_PCBAG_MENU_ITEM_FILL}, - [DEBUG_PCBAG_MENU_ITEM_CLEAR_BAG] = {COMPOUND_STRING("Clear Bag"), DEBUG_PCBAG_MENU_ITEM_CLEAR_BAG}, - [DEBUG_PCBAG_MENU_ITEM_CLEAR_BOXES] = {COMPOUND_STRING("Clear Storage Boxes"), DEBUG_PCBAG_MENU_ITEM_CLEAR_BOXES}, + [DEBUG_PCBAG_MENU_ITEM_ACCESS_PC] = {COMPOUND_STRING("使用电脑"), DEBUG_PCBAG_MENU_ITEM_ACCESS_PC}, + [DEBUG_PCBAG_MENU_ITEM_FILL] = {COMPOUND_STRING("填充…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_PCBAG_MENU_ITEM_FILL}, + [DEBUG_PCBAG_MENU_ITEM_CLEAR_BAG] = {COMPOUND_STRING("清空背包"), DEBUG_PCBAG_MENU_ITEM_CLEAR_BAG}, + [DEBUG_PCBAG_MENU_ITEM_CLEAR_BOXES] = {COMPOUND_STRING("清空寄放盒子"), DEBUG_PCBAG_MENU_ITEM_CLEAR_BOXES}, }; static const struct ListMenuItem sDebugMenu_Items_PCBag_Fill[] = { - [DEBUG_PCBAG_MENU_ITEM_FILL_PC_BOXES_FAST] = {COMPOUND_STRING("Fill PC Boxes Fast"), DEBUG_PCBAG_MENU_ITEM_FILL_PC_BOXES_FAST}, - [DEBUG_PCBAG_MENU_ITEM_FILL_PC_BOXES_SLOW] = {COMPOUND_STRING("Fill PC Boxes Slow (LAG!)"), DEBUG_PCBAG_MENU_ITEM_FILL_PC_BOXES_SLOW}, - [DEBUG_PCBAG_MENU_ITEM_FILL_PC_ITEMS] = {COMPOUND_STRING("Fill PC Items") , DEBUG_PCBAG_MENU_ITEM_FILL_PC_ITEMS}, - [DEBUG_PCBAG_MENU_ITEM_FILL_POCKET_ITEMS] = {COMPOUND_STRING("Fill Pocket Items"), DEBUG_PCBAG_MENU_ITEM_FILL_POCKET_ITEMS}, - [DEBUG_PCBAG_MENU_ITEM_FILL_POCKET_BALLS] = {COMPOUND_STRING("Fill Pocket Poké Balls"), DEBUG_PCBAG_MENU_ITEM_FILL_POCKET_BALLS}, - [DEBUG_PCBAG_MENU_ITEM_FILL_POCKET_TMHM] = {COMPOUND_STRING("Fill Pocket TMHM"), DEBUG_PCBAG_MENU_ITEM_FILL_POCKET_TMHM}, - [DEBUG_PCBAG_MENU_ITEM_FILL_POCKET_BERRIES] = {COMPOUND_STRING("Fill Pocket Berries"), DEBUG_PCBAG_MENU_ITEM_FILL_POCKET_BERRIES}, - [DEBUG_PCBAG_MENU_ITEM_FILL_POCKET_KEY_ITEMS] = {COMPOUND_STRING("Fill Pocket Key Items"), DEBUG_PCBAG_MENU_ITEM_FILL_POCKET_KEY_ITEMS}, + [DEBUG_PCBAG_MENU_ITEM_FILL_PC_BOXES_FAST] = {COMPOUND_STRING("快速填充寄放盒子"), DEBUG_PCBAG_MENU_ITEM_FILL_PC_BOXES_FAST}, + [DEBUG_PCBAG_MENU_ITEM_FILL_PC_BOXES_SLOW] = {COMPOUND_STRING("缓慢填充寄放盒子(落后!)"), DEBUG_PCBAG_MENU_ITEM_FILL_PC_BOXES_SLOW}, + [DEBUG_PCBAG_MENU_ITEM_FILL_PC_ITEMS] = {COMPOUND_STRING("填充电脑中道具") , DEBUG_PCBAG_MENU_ITEM_FILL_PC_ITEMS}, + [DEBUG_PCBAG_MENU_ITEM_FILL_POCKET_ITEMS] = {COMPOUND_STRING("填充包包内道具"), DEBUG_PCBAG_MENU_ITEM_FILL_POCKET_ITEMS}, + [DEBUG_PCBAG_MENU_ITEM_FILL_POCKET_BALLS] = {COMPOUND_STRING("填充包包内精灵球"), DEBUG_PCBAG_MENU_ITEM_FILL_POCKET_BALLS}, + [DEBUG_PCBAG_MENU_ITEM_FILL_POCKET_TMHM] = {COMPOUND_STRING("填充包包内招式学习器"), DEBUG_PCBAG_MENU_ITEM_FILL_POCKET_TMHM}, + [DEBUG_PCBAG_MENU_ITEM_FILL_POCKET_BERRIES] = {COMPOUND_STRING("填充包包内树果"), DEBUG_PCBAG_MENU_ITEM_FILL_POCKET_BERRIES}, + [DEBUG_PCBAG_MENU_ITEM_FILL_POCKET_KEY_ITEMS] = {COMPOUND_STRING("填充包包内重要道具"), DEBUG_PCBAG_MENU_ITEM_FILL_POCKET_KEY_ITEMS}, }; static const struct ListMenuItem sDebugMenu_Items_Party[] = { - [DEBUG_PARTY_MENU_ITEM_MOVE_REMINDER] = {COMPOUND_STRING("Move Reminder"), DEBUG_PARTY_MENU_ITEM_MOVE_REMINDER}, - [DEBUG_PARTY_MENU_ITEM_HATCH_AN_EGG] = {COMPOUND_STRING("Hatch an Egg"), DEBUG_PARTY_MENU_ITEM_HATCH_AN_EGG}, - [DEBUG_PARTY_MENU_ITEM_HEAL_PARTY] = {COMPOUND_STRING("Heal party"), DEBUG_PARTY_MENU_ITEM_HEAL_PARTY}, - [DEBUG_PARTY_MENU_ITEM_INFLICT_STATUS1] = {COMPOUND_STRING("Inflict Status1"), DEBUG_PARTY_MENU_ITEM_INFLICT_STATUS1}, - [DEBUG_PARTY_MENU_ITEM_CHECK_EVS] = {COMPOUND_STRING("Check EVs"), DEBUG_PARTY_MENU_ITEM_CHECK_EVS}, - [DEBUG_PARTY_MENU_ITEM_CHECK_IVS] = {COMPOUND_STRING("Check IVs"), DEBUG_PARTY_MENU_ITEM_CHECK_IVS}, - [DEBUG_PARTY_MENU_ITEM_CLEAR_PARTY] = {COMPOUND_STRING("Clear Party"), DEBUG_PARTY_MENU_ITEM_CLEAR_PARTY}, + [DEBUG_PARTY_MENU_ITEM_MOVE_REMINDER] = {COMPOUND_STRING("回忆技能"), DEBUG_PARTY_MENU_ITEM_MOVE_REMINDER}, + [DEBUG_PARTY_MENU_ITEM_HATCH_AN_EGG] = {COMPOUND_STRING("孵化宝可梦蛋"), DEBUG_PARTY_MENU_ITEM_HATCH_AN_EGG}, + [DEBUG_PARTY_MENU_ITEM_HEAL_PARTY] = {COMPOUND_STRING("回复同行宝可梦"), DEBUG_PARTY_MENU_ITEM_HEAL_PARTY}, + [DEBUG_PARTY_MENU_ITEM_INFLICT_STATUS1] = {COMPOUND_STRING("造成异常状态1"), DEBUG_PARTY_MENU_ITEM_INFLICT_STATUS1}, + [DEBUG_PARTY_MENU_ITEM_CHECK_EVS] = {COMPOUND_STRING("检查努力值"), DEBUG_PARTY_MENU_ITEM_CHECK_EVS}, + [DEBUG_PARTY_MENU_ITEM_CHECK_IVS] = {COMPOUND_STRING("检查个体值"), DEBUG_PARTY_MENU_ITEM_CHECK_IVS}, + [DEBUG_PARTY_MENU_ITEM_CLEAR_PARTY] = {COMPOUND_STRING("清空同行宝可梦"), DEBUG_PARTY_MENU_ITEM_CLEAR_PARTY}, }; static const struct ListMenuItem sDebugMenu_Items_Scripts[] = { - [DEBUG_UTIL_MENU_ITEM_SCRIPT_1] = {COMPOUND_STRING("Script 1"), DEBUG_UTIL_MENU_ITEM_SCRIPT_1}, - [DEBUG_UTIL_MENU_ITEM_SCRIPT_2] = {COMPOUND_STRING("Script 2"), DEBUG_UTIL_MENU_ITEM_SCRIPT_2}, - [DEBUG_UTIL_MENU_ITEM_SCRIPT_3] = {COMPOUND_STRING("Script 3"), DEBUG_UTIL_MENU_ITEM_SCRIPT_3}, - [DEBUG_UTIL_MENU_ITEM_SCRIPT_4] = {COMPOUND_STRING("Script 4"), DEBUG_UTIL_MENU_ITEM_SCRIPT_4}, - [DEBUG_UTIL_MENU_ITEM_SCRIPT_5] = {COMPOUND_STRING("Script 5"), DEBUG_UTIL_MENU_ITEM_SCRIPT_5}, - [DEBUG_UTIL_MENU_ITEM_SCRIPT_6] = {COMPOUND_STRING("Script 6"), DEBUG_UTIL_MENU_ITEM_SCRIPT_6}, - [DEBUG_UTIL_MENU_ITEM_SCRIPT_7] = {COMPOUND_STRING("Script 7"), DEBUG_UTIL_MENU_ITEM_SCRIPT_7}, - [DEBUG_UTIL_MENU_ITEM_SCRIPT_8] = {COMPOUND_STRING("Script 8"), DEBUG_UTIL_MENU_ITEM_SCRIPT_8}, + [DEBUG_UTIL_MENU_ITEM_SCRIPT_1] = {COMPOUND_STRING("脚本1"), DEBUG_UTIL_MENU_ITEM_SCRIPT_1}, + [DEBUG_UTIL_MENU_ITEM_SCRIPT_2] = {COMPOUND_STRING("脚本2"), DEBUG_UTIL_MENU_ITEM_SCRIPT_2}, + [DEBUG_UTIL_MENU_ITEM_SCRIPT_3] = {COMPOUND_STRING("脚本3"), DEBUG_UTIL_MENU_ITEM_SCRIPT_3}, + [DEBUG_UTIL_MENU_ITEM_SCRIPT_4] = {COMPOUND_STRING("脚本4"), DEBUG_UTIL_MENU_ITEM_SCRIPT_4}, + [DEBUG_UTIL_MENU_ITEM_SCRIPT_5] = {COMPOUND_STRING("脚本5"), DEBUG_UTIL_MENU_ITEM_SCRIPT_5}, + [DEBUG_UTIL_MENU_ITEM_SCRIPT_6] = {COMPOUND_STRING("脚本6"), DEBUG_UTIL_MENU_ITEM_SCRIPT_6}, + [DEBUG_UTIL_MENU_ITEM_SCRIPT_7] = {COMPOUND_STRING("脚本7"), DEBUG_UTIL_MENU_ITEM_SCRIPT_7}, + [DEBUG_UTIL_MENU_ITEM_SCRIPT_8] = {COMPOUND_STRING("脚本8"), DEBUG_UTIL_MENU_ITEM_SCRIPT_8}, }; static const struct ListMenuItem sDebugMenu_Items_FlagsVars[] = { - [DEBUG_FLAGVAR_MENU_ITEM_FLAGS] = {COMPOUND_STRING("Set Flag XYZ…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_FLAGVAR_MENU_ITEM_FLAGS}, - [DEBUG_FLAGVAR_MENU_ITEM_VARS] = {COMPOUND_STRING("Set Var XYZ…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_FLAGVAR_MENU_ITEM_VARS}, - [DEBUG_FLAGVAR_MENU_ITEM_DEXFLAGS_ALL] = {COMPOUND_STRING("Pokédex Flags All"), DEBUG_FLAGVAR_MENU_ITEM_DEXFLAGS_ALL}, - [DEBUG_FLAGVAR_MENU_ITEM_DEXFLAGS_RESET] = {COMPOUND_STRING("Pokédex Flags Reset"), DEBUG_FLAGVAR_MENU_ITEM_DEXFLAGS_RESET}, - [DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_POKEDEX] = {COMPOUND_STRING("Toggle {STR_VAR_1}Pokédex"), DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_POKEDEX}, - [DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_NATDEX] = {COMPOUND_STRING("Toggle {STR_VAR_1}National Dex"), DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_NATDEX}, - [DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_POKENAV] = {COMPOUND_STRING("Toggle {STR_VAR_1}PokéNav"), DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_POKENAV}, - [DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_MATCH_CALL] = {COMPOUND_STRING("Toggle {STR_VAR_1}Match Call"), DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_MATCH_CALL}, - [DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_RUN_SHOES] = {COMPOUND_STRING("Toggle {STR_VAR_1}Running Shoes"), DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_RUN_SHOES}, - [DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_LOCATIONS] = {COMPOUND_STRING("Toggle {STR_VAR_1}Fly Flags"), DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_LOCATIONS}, - [DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_BADGES_ALL] = {COMPOUND_STRING("Toggle {STR_VAR_1}All badges"), DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_BADGES_ALL}, - [DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_GAME_CLEAR] = {COMPOUND_STRING("Toggle {STR_VAR_1}Game clear"), DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_GAME_CLEAR}, - [DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_FRONTIER_PASS] = {COMPOUND_STRING("Toggle {STR_VAR_1}Frontier Pass"), DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_FRONTIER_PASS}, - [DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_COLLISION] = {COMPOUND_STRING("Toggle {STR_VAR_1}Collision OFF"), DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_COLLISION}, - [DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_ENCOUNTER] = {COMPOUND_STRING("Toggle {STR_VAR_1}Encounter OFF"), DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_ENCOUNTER}, - [DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_TRAINER_SEE] = {COMPOUND_STRING("Toggle {STR_VAR_1}Trainer See OFF"), DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_TRAINER_SEE}, - [DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_BAG_USE] = {COMPOUND_STRING("Toggle {STR_VAR_1}Bag Use OFF"), DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_BAG_USE}, - [DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_CATCHING] = {COMPOUND_STRING("Toggle {STR_VAR_1}Catching OFF"), DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_CATCHING}, + [DEBUG_FLAGVAR_MENU_ITEM_FLAGS] = {COMPOUND_STRING("设定某个标志…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_FLAGVAR_MENU_ITEM_FLAGS}, + [DEBUG_FLAGVAR_MENU_ITEM_VARS] = {COMPOUND_STRING("设定某个变量…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_FLAGVAR_MENU_ITEM_VARS}, + [DEBUG_FLAGVAR_MENU_ITEM_DEXFLAGS_ALL] = {COMPOUND_STRING("图鉴标志全部设定"), DEBUG_FLAGVAR_MENU_ITEM_DEXFLAGS_ALL}, + [DEBUG_FLAGVAR_MENU_ITEM_DEXFLAGS_RESET] = {COMPOUND_STRING("图鉴标志全部重置"), DEBUG_FLAGVAR_MENU_ITEM_DEXFLAGS_RESET}, + [DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_POKEDEX] = {COMPOUND_STRING("开关{STR_VAR_1}图鉴"), DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_POKEDEX}, + [DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_NATDEX] = {COMPOUND_STRING("开关{STR_VAR_1}全国图鉴"), DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_NATDEX}, + [DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_POKENAV] = {COMPOUND_STRING("开关{STR_VAR_1}导航器"), DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_POKENAV}, + [DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_MATCH_CALL] = {COMPOUND_STRING("开关{STR_VAR_1}对战寻呼"), DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_MATCH_CALL}, + [DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_RUN_SHOES] = {COMPOUND_STRING("开关{STR_VAR_1}跑步鞋"), DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_RUN_SHOES}, + [DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_LOCATIONS] = {COMPOUND_STRING("开关{STR_VAR_1}飞翔标志"), DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_LOCATIONS}, + [DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_BADGES_ALL] = {COMPOUND_STRING("开关{STR_VAR_1}全部徽章"), DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_BADGES_ALL}, + [DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_GAME_CLEAR] = {COMPOUND_STRING("开关{STR_VAR_1}通关游戏"), DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_GAME_CLEAR}, + [DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_FRONTIER_PASS] = {COMPOUND_STRING("开关{STR_VAR_1}开拓通行证"), DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_FRONTIER_PASS}, + [DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_COLLISION] = {COMPOUND_STRING("开关{STR_VAR_1}无视地形阻碍"), DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_COLLISION}, + [DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_ENCOUNTER] = {COMPOUND_STRING("开关{STR_VAR_1}不再遭遇宝可梦"), DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_ENCOUNTER}, + [DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_TRAINER_SEE] = {COMPOUND_STRING("开关{STR_VAR_1}对训练家隐身"), DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_TRAINER_SEE}, + [DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_BAG_USE] = {COMPOUND_STRING("开关{STR_VAR_1}无法打开包包"), DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_BAG_USE}, + [DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_CATCHING] = {COMPOUND_STRING("开关{STR_VAR_1}无法捕捉宝可梦"), DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_CATCHING}, }; static const struct ListMenuItem sDebugMenu_Items_Battle_0[] = { - [DEBUG_BATTLE_0_MENU_ITEM_WILD] = {COMPOUND_STRING("Wild…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_BATTLE_0_MENU_ITEM_WILD}, - [DEBUG_BATTLE_0_MENU_ITEM_WILD_DOUBLE] = {COMPOUND_STRING("Wild Double…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_BATTLE_0_MENU_ITEM_WILD_DOUBLE}, - [DEBUG_BATTLE_0_MENU_ITEM_SINGLE] = {COMPOUND_STRING("Single…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_BATTLE_0_MENU_ITEM_SINGLE}, - [DEBUG_BATTLE_0_MENU_ITEM_DOUBLE] = {COMPOUND_STRING("Double…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_BATTLE_0_MENU_ITEM_DOUBLE}, - [DEBUG_BATTLE_0_MENU_ITEM_MULTI] = {COMPOUND_STRING("Multi…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_BATTLE_0_MENU_ITEM_MULTI}, + [DEBUG_BATTLE_0_MENU_ITEM_WILD] = {COMPOUND_STRING("野生…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_BATTLE_0_MENU_ITEM_WILD}, + [DEBUG_BATTLE_0_MENU_ITEM_WILD_DOUBLE] = {COMPOUND_STRING("野生双打…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_BATTLE_0_MENU_ITEM_WILD_DOUBLE}, + [DEBUG_BATTLE_0_MENU_ITEM_SINGLE] = {COMPOUND_STRING("单人…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_BATTLE_0_MENU_ITEM_SINGLE}, + [DEBUG_BATTLE_0_MENU_ITEM_DOUBLE] = {COMPOUND_STRING("双人…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_BATTLE_0_MENU_ITEM_DOUBLE}, + [DEBUG_BATTLE_0_MENU_ITEM_MULTI] = {COMPOUND_STRING("多人…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_BATTLE_0_MENU_ITEM_MULTI}, }; static const struct ListMenuItem sDebugMenu_Items_Battle_1[] = { - [DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_00] = {COMPOUND_STRING("{STR_VAR_1}Check bad move"), DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_00}, - [DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_01] = {COMPOUND_STRING("{STR_VAR_1}Try to faint"), DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_01}, - [DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_02] = {COMPOUND_STRING("{STR_VAR_1}Check viability"), DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_02}, - [DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_03] = {COMPOUND_STRING("{STR_VAR_1}Setup first turn"), DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_03}, - [DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_04] = {COMPOUND_STRING("{STR_VAR_1}Risky"), DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_04}, - [DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_05] = {COMPOUND_STRING("{STR_VAR_1}Prefer strongest move"), DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_05}, - [DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_06] = {COMPOUND_STRING("{STR_VAR_1}Prefer Baton Pass"), DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_06}, - [DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_07] = {COMPOUND_STRING("{STR_VAR_1}Double battle"), DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_07}, - [DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_08] = {COMPOUND_STRING("{STR_VAR_1}HP aware"), DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_08}, - [DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_09] = {COMPOUND_STRING("{STR_VAR_1}Negate Unaware"), DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_09}, - [DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_10] = {COMPOUND_STRING("{STR_VAR_1}Will suicide"), DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_10}, - [DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_11] = {COMPOUND_STRING("{STR_VAR_1}Help partner"), DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_11}, - [DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_12] = {COMPOUND_STRING("{STR_VAR_1}Prefer status moves"), DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_12}, - [DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_13] = {COMPOUND_STRING("{STR_VAR_1}Stall"), DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_13}, - [DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_14] = {COMPOUND_STRING("{STR_VAR_1}Screener"), DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_14}, - [DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_15] = {COMPOUND_STRING("{STR_VAR_1}Smart switching"), DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_15}, - [DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_16] = {COMPOUND_STRING("{STR_VAR_1}Ace pokemon"), DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_16}, - [DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_17] = {COMPOUND_STRING("{STR_VAR_1}Omniscient"), DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_17}, + [DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_00] = {COMPOUND_STRING("{STR_VAR_1}检查效果不好的招式"), DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_00}, + [DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_01] = {COMPOUND_STRING("{STR_VAR_1}尝试击晕"), DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_01}, + [DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_02] = {COMPOUND_STRING("{STR_VAR_1}检查可行性"), DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_02}, + [DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_03] = {COMPOUND_STRING("{STR_VAR_1}遵循第一回合设置"), DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_03}, + [DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_04] = {COMPOUND_STRING("{STR_VAR_1}危险大胆"), DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_04}, + [DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_05] = {COMPOUND_STRING("{STR_VAR_1}偏好高威力招式"), DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_05}, + [DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_06] = {COMPOUND_STRING("{STR_VAR_1}偏好接力棒"), DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_06}, + [DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_07] = {COMPOUND_STRING("{STR_VAR_1}双打对战"), DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_07}, + [DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_08] = {COMPOUND_STRING("{STR_VAR_1}注意HP"), DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_08}, + [DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_09] = {COMPOUND_STRING("{STR_VAR_1}纯朴无效?"), DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_09}, + [DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_10] = {COMPOUND_STRING("{STR_VAR_1}愿意自杀"), DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_10}, + [DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_11] = {COMPOUND_STRING("{STR_VAR_1}帮助同伴"), DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_11}, + [DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_12] = {COMPOUND_STRING("{STR_VAR_1}偏好状态变化招式"), DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_12}, + [DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_13] = {COMPOUND_STRING("{STR_VAR_1}拖延消耗"), DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_13}, + [DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_14] = {COMPOUND_STRING("{STR_VAR_1}制造墙壁?"), DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_14}, + [DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_15] = {COMPOUND_STRING("{STR_VAR_1}聪明替换"), DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_15}, + [DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_16] = {COMPOUND_STRING("{STR_VAR_1}主力宝可梦"), DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_16}, + [DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_17] = {COMPOUND_STRING("{STR_VAR_1}全知"), DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_17}, [DEBUG_BATTLE_1_MENU_ITEM_CONTINUE] = {sDebugText_Continue, DEBUG_BATTLE_1_MENU_ITEM_CONTINUE}, }; static const struct ListMenuItem sDebugMenu_Items_Battle_2[] = { - [DEBUG_BATTLE_2_MENU_ITEM_TERRAIN_0] = {COMPOUND_STRING("Grass…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_BATTLE_2_MENU_ITEM_TERRAIN_0}, - [DEBUG_BATTLE_2_MENU_ITEM_TERRAIN_1] = {COMPOUND_STRING("Long grass…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_BATTLE_2_MENU_ITEM_TERRAIN_1}, - [DEBUG_BATTLE_2_MENU_ITEM_TERRAIN_2] = {COMPOUND_STRING("Sand…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_BATTLE_2_MENU_ITEM_TERRAIN_2}, - [DEBUG_BATTLE_2_MENU_ITEM_TERRAIN_3] = {COMPOUND_STRING("Underwater…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_BATTLE_2_MENU_ITEM_TERRAIN_3}, - [DEBUG_BATTLE_2_MENU_ITEM_TERRAIN_4] = {COMPOUND_STRING("Water…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_BATTLE_2_MENU_ITEM_TERRAIN_4}, - [DEBUG_BATTLE_2_MENU_ITEM_TERRAIN_5] = {COMPOUND_STRING("Pond…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_BATTLE_2_MENU_ITEM_TERRAIN_5}, - [DEBUG_BATTLE_2_MENU_ITEM_TERRAIN_6] = {COMPOUND_STRING("Mountain…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_BATTLE_2_MENU_ITEM_TERRAIN_6}, - [DEBUG_BATTLE_2_MENU_ITEM_TERRAIN_7] = {COMPOUND_STRING("Cave…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_BATTLE_2_MENU_ITEM_TERRAIN_7}, - [DEBUG_BATTLE_2_MENU_ITEM_TERRAIN_8] = {COMPOUND_STRING("Building…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_BATTLE_2_MENU_ITEM_TERRAIN_8}, - [DEBUG_BATTLE_2_MENU_ITEM_TERRAIN_9] = {COMPOUND_STRING("Plain…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_BATTLE_2_MENU_ITEM_TERRAIN_9}, + [DEBUG_BATTLE_2_MENU_ITEM_TERRAIN_0] = {COMPOUND_STRING("{STR_VAR_1}聪明的宝可梦选择"), DEBUG_BATTLE_2_MENU_ITEM_TERRAIN_0}, + [DEBUG_BATTLE_2_MENU_ITEM_TERRAIN_1] = {COMPOUND_STRING("高草丛…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_BATTLE_2_MENU_ITEM_TERRAIN_1}, + [DEBUG_BATTLE_2_MENU_ITEM_TERRAIN_2] = {COMPOUND_STRING("沙地…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_BATTLE_2_MENU_ITEM_TERRAIN_2}, + [DEBUG_BATTLE_2_MENU_ITEM_TERRAIN_3] = {COMPOUND_STRING("水下…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_BATTLE_2_MENU_ITEM_TERRAIN_3}, + [DEBUG_BATTLE_2_MENU_ITEM_TERRAIN_4] = {COMPOUND_STRING("水面…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_BATTLE_2_MENU_ITEM_TERRAIN_4}, + [DEBUG_BATTLE_2_MENU_ITEM_TERRAIN_5] = {COMPOUND_STRING("池塘…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_BATTLE_2_MENU_ITEM_TERRAIN_5}, + [DEBUG_BATTLE_2_MENU_ITEM_TERRAIN_6] = {COMPOUND_STRING("山地…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_BATTLE_2_MENU_ITEM_TERRAIN_6}, + [DEBUG_BATTLE_2_MENU_ITEM_TERRAIN_7] = {COMPOUND_STRING("洞窟…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_BATTLE_2_MENU_ITEM_TERRAIN_7}, + [DEBUG_BATTLE_2_MENU_ITEM_TERRAIN_8] = {COMPOUND_STRING("室内…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_BATTLE_2_MENU_ITEM_TERRAIN_8}, + [DEBUG_BATTLE_2_MENU_ITEM_TERRAIN_9] = {COMPOUND_STRING("平地…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_BATTLE_2_MENU_ITEM_TERRAIN_9}, }; static const struct ListMenuItem sDebugMenu_Items_Give[] = { - [DEBUG_GIVE_MENU_ITEM_ITEM_X] = {COMPOUND_STRING("Give item XYZ…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_GIVE_MENU_ITEM_ITEM_X}, - [DEBUG_GIVE_MENU_ITEM_POKEMON_SIMPLE] = {COMPOUND_STRING("Pokémon (Basic){CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_GIVE_MENU_ITEM_POKEMON_SIMPLE}, - [DEBUG_GIVE_MENU_ITEM_POKEMON_COMPLEX] = {COMPOUND_STRING("Pokémon (Complex){CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_GIVE_MENU_ITEM_POKEMON_COMPLEX}, - [DEBUG_GIVE_MENU_ITEM_MAX_MONEY] = {COMPOUND_STRING("Max Money"), DEBUG_GIVE_MENU_ITEM_MAX_MONEY}, - [DEBUG_GIVE_MENU_ITEM_MAX_COINS] = {COMPOUND_STRING("Max Coins"), DEBUG_GIVE_MENU_ITEM_MAX_COINS}, - [DEBUG_GIVE_MENU_ITEM_MAX_BATTLE_POINTS] = {COMPOUND_STRING("Max Battle Points"), DEBUG_GIVE_MENU_ITEM_MAX_BATTLE_POINTS}, - [DEBUG_GIVE_MENU_ITEM_DAYCARE_EGG] = {COMPOUND_STRING("Daycare Egg"), DEBUG_GIVE_MENU_ITEM_DAYCARE_EGG}, + [DEBUG_GIVE_MENU_ITEM_ITEM_X] = {COMPOUND_STRING("获得某个道具…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_GIVE_MENU_ITEM_ITEM_X}, + [DEBUG_GIVE_MENU_ITEM_POKEMON_SIMPLE] = {COMPOUND_STRING("获得宝可梦(简易){CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_GIVE_MENU_ITEM_POKEMON_SIMPLE}, + [DEBUG_GIVE_MENU_ITEM_POKEMON_COMPLEX] = {COMPOUND_STRING("获得宝可梦(具体){CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_GIVE_MENU_ITEM_POKEMON_COMPLEX}, + [DEBUG_GIVE_MENU_ITEM_MAX_MONEY] = {COMPOUND_STRING("最大零花钱"), DEBUG_GIVE_MENU_ITEM_MAX_MONEY}, + [DEBUG_GIVE_MENU_ITEM_MAX_COINS] = {COMPOUND_STRING("最大代币"), DEBUG_GIVE_MENU_ITEM_MAX_COINS}, + [DEBUG_GIVE_MENU_ITEM_MAX_BATTLE_POINTS] = {COMPOUND_STRING("最大战斗点数"), DEBUG_GIVE_MENU_ITEM_MAX_BATTLE_POINTS}, + [DEBUG_GIVE_MENU_ITEM_DAYCARE_EGG] = {COMPOUND_STRING("培育屋获得蛋"), DEBUG_GIVE_MENU_ITEM_DAYCARE_EGG}, }; static const struct ListMenuItem sDebugMenu_Items_Sound[] = { - [DEBUG_SOUND_MENU_ITEM_SE] = {COMPOUND_STRING("SFX…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_SOUND_MENU_ITEM_SE}, - [DEBUG_SOUND_MENU_ITEM_MUS] = {COMPOUND_STRING("Music…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_SOUND_MENU_ITEM_MUS}, + [DEBUG_SOUND_MENU_ITEM_SE] = {COMPOUND_STRING("音效…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_SOUND_MENU_ITEM_SE}, + [DEBUG_SOUND_MENU_ITEM_MUS] = {COMPOUND_STRING("音乐…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_SOUND_MENU_ITEM_MUS}, }; static const struct ListMenuItem sDebugMenu_Items_BerryFunctions[] = { - [DEBUG_BERRY_FUNCTIONS_MENU_CLEAR_ALL] = {COMPOUND_STRING("Clear map trees"), DEBUG_BERRY_FUNCTIONS_MENU_CLEAR_ALL}, - [DEBUG_BERRY_FUNCTIONS_MENU_READY] = {COMPOUND_STRING("Ready map trees"), DEBUG_BERRY_FUNCTIONS_MENU_READY}, - [DEBUG_BERRY_FUNCTIONS_MENU_NEXT_STAGE] = {COMPOUND_STRING("Grow map trees"), DEBUG_BERRY_FUNCTIONS_MENU_NEXT_STAGE}, - [DEBUG_BERRY_FUNCTIONS_MENU_PESTS] = {COMPOUND_STRING("Give map trees pests"), DEBUG_BERRY_FUNCTIONS_MENU_PESTS}, - [DEBUG_BERRY_FUNCTIONS_MENU_WEEDS] = {COMPOUND_STRING("Give map trees weeds"), DEBUG_BERRY_FUNCTIONS_MENU_WEEDS}, + [DEBUG_BERRY_FUNCTIONS_MENU_CLEAR_ALL] = {COMPOUND_STRING("清空地图种下的树果"), DEBUG_BERRY_FUNCTIONS_MENU_CLEAR_ALL}, + [DEBUG_BERRY_FUNCTIONS_MENU_READY] = {COMPOUND_STRING("地图种下的树果结果"), DEBUG_BERRY_FUNCTIONS_MENU_READY}, + [DEBUG_BERRY_FUNCTIONS_MENU_NEXT_STAGE] = {COMPOUND_STRING("地图种下的树果生长"), DEBUG_BERRY_FUNCTIONS_MENU_NEXT_STAGE}, + [DEBUG_BERRY_FUNCTIONS_MENU_PESTS] = {COMPOUND_STRING("地图种下的树果遭受害虫"), DEBUG_BERRY_FUNCTIONS_MENU_PESTS}, + [DEBUG_BERRY_FUNCTIONS_MENU_WEEDS] = {COMPOUND_STRING("地图种下的树果遭受杂草"), DEBUG_BERRY_FUNCTIONS_MENU_WEEDS}, }; // ******************************* @@ -1964,26 +1964,26 @@ static void DebugAction_Util_CheckROMSpace(u8 taskId) } static const u8 sWeatherNames[WEATHER_COUNT][24] = { - [WEATHER_NONE] = _("NONE"), - [WEATHER_SUNNY_CLOUDS] = _("SUNNY CLOUDS"), - [WEATHER_SUNNY] = _("SUNNY"), - [WEATHER_RAIN] = _("RAIN"), - [WEATHER_SNOW] = _("SNOW"), - [WEATHER_RAIN_THUNDERSTORM] = _("RAIN THUNDERSTORM"), - [WEATHER_FOG_HORIZONTAL] = _("FOG HORIZONTAL"), - [WEATHER_VOLCANIC_ASH] = _("VOLCANIC ASH"), - [WEATHER_SANDSTORM] = _("SANDSTORM"), - [WEATHER_FOG_DIAGONAL] = _("FOG DIAGONAL"), - [WEATHER_UNDERWATER] = _("UNDERWATER"), - [WEATHER_SHADE] = _("SHADE"), - [WEATHER_DROUGHT] = _("DROUGHT"), - [WEATHER_DOWNPOUR] = _("DOWNPOUR"), - [WEATHER_UNDERWATER_BUBBLES] = _("UNDERWATER BUBBLES"), - [WEATHER_ABNORMAL] = _("ABNORMAL(NOT WORKING)"), - [WEATHER_ROUTE119_CYCLE] = _("ROUTE119 CYCLE"), - [WEATHER_ROUTE123_CYCLE] = _("ROUTE123 CYCLE"), + [WEATHER_NONE] = _("无"), + [WEATHER_SUNNY_CLOUDS] = _("晴天、云朵倒影"), + [WEATHER_SUNNY] = _("晴天"), + [WEATHER_RAIN] = _("下雨"), + [WEATHER_SNOW] = _("下雪"), + [WEATHER_RAIN_THUNDERSTORM] = _("雷雨"), + [WEATHER_FOG_HORIZONTAL] = _("横向雾"), + [WEATHER_VOLCANIC_ASH] = _("火山灰"), + [WEATHER_SANDSTORM] = _("沙暴"), + [WEATHER_FOG_DIAGONAL] = _("斜向雾"), + [WEATHER_UNDERWATER] = _("水下"), + [WEATHER_SHADE] = _("偏暗"), + [WEATHER_DROUGHT] = _("干旱"), + [WEATHER_DOWNPOUR] = _("暴雨"), + [WEATHER_UNDERWATER_BUBBLES] = _("水下泡泡"), + [WEATHER_ABNORMAL] = _("异常天气(无效)"), + [WEATHER_ROUTE119_CYCLE] = _("119号道路天气循环"), + [WEATHER_ROUTE123_CYCLE] = _("123号道路天气循环"), }; -static const u8 sDebugText_WeatherNotDefined[] = _("NOT DEFINED!!!"); +static const u8 sDebugText_WeatherNotDefined[] = _("未定义!!!"); static void DebugAction_Util_Weather(u8 taskId) { u8 windowId; @@ -3254,7 +3254,7 @@ static void Debug_Display_MoveInfo(u32 moveId, u32 iteration, u32 digit, u8 wind u8 *end = StringCopy(gStringVar1, GetMoveName(moveId)); WrapFontIdToFit(gStringVar1, end, DEBUG_MENU_FONT, WindowWidthPx(windowId)); StringCopyPadded(gStringVar1, gStringVar1, CHAR_SPACE, 15); - StringCopy(gStringVar4, COMPOUND_STRING("Move ")); + StringCopy(gStringVar4, COMPOUND_STRING("招式")); ConvertIntToDecimalStringN(gStringVar3, iteration, STR_CONV_MODE_LEADING_ZEROS, 1); StringAppend(gStringVar4, gStringVar3); StringAppend(gStringVar4, COMPOUND_STRING(": "));