debug相关文本汉化

This commit is contained in:
RoamerX 2025-04-23 18:13:15 +08:00
parent 2b265bd01a
commit bde6119201
4 changed files with 513 additions and 448 deletions

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@ -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()

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@ -281,147 +281,147 @@ enum
static const u8 *GetHoldEffectName(u16 holdEffect); static const u8 *GetHoldEffectName(u16 holdEffect);
// const rom data // const rom data
static const u8 sText_Moves[] = _("Moves"); static const u8 sText_Moves[] = _("招式");
static const u8 sText_Ability[] = _("Ability"); static const u8 sText_Ability[] = _("特性");
static const u8 sText_HeldItem[] = _("Held Item"); static const u8 sText_HeldItem[] = _("持有物");
static const u8 sText_HoldEffect[] = _("Hold Effect"); static const u8 sText_HoldEffect[] = _("携带效果");
static const u8 sText_PP[] = _("PP"); static const u8 sText_PP[] = _("PP");
static const u8 sText_Types[] = _("Types"); static const u8 sText_Types[] = _("属性");
static const u8 sText_Stats[] = _("Stats"); static const u8 sText_Stats[] = _("能力");
static const u8 sText_StatStages[] = _("Stat Stages"); static const u8 sText_StatStages[] = _("能力阶级");
static const u8 sText_Status1[] = _("Status1"); static const u8 sText_Status1[] = _("状态1");
static const u8 sText_Status2[] = _("Status2"); static const u8 sText_Status2[] = _("状态2");
static const u8 sText_Status3[] = _("Status3"); static const u8 sText_Status3[] = _("状态3");
static const u8 sText_Status4[] = _("Status4"); static const u8 sText_Status4[] = _("状态4");
static const u8 sText_SideStatus[] = _("Side Status"); static const u8 sText_SideStatus[] = _("场地状态");
static const u8 sText_AI[] = _("AI"); static const u8 sText_AI[] = _("AI");
static const u8 sText_AIMovePts[] = _("AI Pts/Dmg"); static const u8 sText_AIMovePts[] = _("AI点数/伤害");
static const u8 sText_AiKnowledge[] = _("AI Info"); static const u8 sText_AiKnowledge[] = _("AI信息");
static const u8 sText_AiParty[] = _("AI Party"); static const u8 sText_AiParty[] = _("AI队伍");
static const u8 sText_Various[] = _("Various"); static const u8 sText_Various[] = _("杂项");
static const u8 sText_CurrHp[] = _("HP Current"); static const u8 sText_CurrHp[] = _("当前HP");
static const u8 sText_MaxHp[] = _("HP Max"); static const u8 sText_MaxHp[] = _("最大HP");
static const u8 sText_Attack[] = _("Attack"); static const u8 sText_Attack[] = _("攻击");
static const u8 sText_Defense[] = _("Defense"); static const u8 sText_Defense[] = _("防御");
static const u8 sText_Speed[] = _("Speed"); static const u8 sText_Speed[] = _("速度");
static const u8 sText_SpAtk[] = _("Sp. Atk"); static const u8 sText_SpAtk[] = _("特攻");
static const u8 sText_SpDef[] = _("Sp. Def"); static const u8 sText_SpDef[] = _("特防");
static const u8 sText_Sleep[] = _("Sleep"); static const u8 sText_Sleep[] = _("睡眠");
static const u8 sText_Poison[] = _("Poison"); static const u8 sText_Poison[] = _("中毒");
static const u8 sText_Burn[] = _("Burn"); static const u8 sText_Burn[] = _("灼伤");
static const u8 sText_Freeze[] = _("Freeze"); static const u8 sText_Freeze[] = _("冰冻");
static const u8 sText_Paralysis[] = _("Paralysis"); static const u8 sText_Paralysis[] = _("麻痹");
static const u8 sText_ToxicPoison[] = _("Toxic Poison"); static const u8 sText_ToxicPoison[] = _("剧毒");
static const u8 sText_ToxicCounter[] = _("Toxic Counter"); static const u8 sText_ToxicCounter[] = _("剧毒经过回合");
static const u8 sText_Frostbite[] = _("Frostbite"); static const u8 sText_Frostbite[] = _("冻伤");
static const u8 sText_Confusion[] = _("Confusion"); static const u8 sText_Confusion[] = _("念力");
static const u8 sText_Flinched[] = _("Flinched"); static const u8 sText_Flinched[] = _("畏缩");
static const u8 sText_Uproar[] = _("Uproar"); static const u8 sText_Uproar[] = _("吵闹");
static const u8 sText_Torment[] = _("Torment"); static const u8 sText_Torment[] = _("无理取闹");
static const u8 sText_Bide[] = _("Bide"); static const u8 sText_Bide[] = _("忍耐");
static const u8 sText_LockConfuse[] = _("Lock Confuse"); static const u8 sText_LockConfuse[] = _("锁定混乱?");
static const u8 sText_MultipleTurns[] = _("Multiple Turns"); static const u8 sText_MultipleTurns[] = _("多回合");
static const u8 sText_Wrapped[] = _("Wrapped"); static const u8 sText_Wrapped[] = _("束缚");
static const u8 sText_Powder[] = _("Powder"); static const u8 sText_Powder[] = _("粉尘");
static const u8 sText_Infatuation[] = _("Infatuation"); static const u8 sText_Infatuation[] = _("着迷");
static const u8 sText_DefenseCurl[] = _("Defense Curl"); static const u8 sText_DefenseCurl[] = _("变圆");
static const u8 sText_Transformed[] = _("Transformed"); static const u8 sText_Transformed[] = _("变身");
static const u8 sText_Recharge[] = _("Recharge"); static const u8 sText_Recharge[] = _("无法动弹");
static const u8 sText_Rage[] = _("Rage"); static const u8 sText_Rage[] = _("愤怒");
static const u8 sText_Substitute[] = _("Substitute"); static const u8 sText_Substitute[] = _("替身");
static const u8 sText_DestinyBond[] = _("Destiny Bond"); static const u8 sText_DestinyBond[] = _("同命");
static const u8 sText_EscapePrevention[] = _("Escape Prevention"); static const u8 sText_EscapePrevention[] = _("无法逃走");
static const u8 sText_Nightmare[] = _("Nightmare"); static const u8 sText_Nightmare[] = _("恶梦");
static const u8 sText_Cursed[] = _("Cursed"); static const u8 sText_Cursed[] = _("诅咒");
static const u8 sText_Foresight[] = _("Foresight"); static const u8 sText_Foresight[] = _("识破");
static const u8 sText_DragonCheer[] = _("Dragon Cheer"); static const u8 sText_DragonCheer[] = _("龙声鼓舞");
static const u8 sText_FocusEnergy[] = _("Focus Energy"); static const u8 sText_FocusEnergy[] = _("聚气");
static const u8 sText_LeechSeedHealer[] = _("Leech Seed Healer"); static const u8 sText_LeechSeedHealer[] = _("因寄生种子回复");
static const u8 sText_LeechSeeded[] = _("Leech Seeded"); static const u8 sText_LeechSeeded[] = _("被寄生种子寄生");
static const u8 sText_AlwaysHits[] = _("Always Hits"); static const u8 sText_AlwaysHits[] = _("锁定");
static const u8 sText_PerishSong[] = _("Perish Song"); static const u8 sText_PerishSong[] = _("终焉之歌");
static const u8 sText_OnAir[] = _("On Air"); static const u8 sText_OnAir[] = _("飞翔");
static const u8 sText_Underground[] = _("Underground"); static const u8 sText_Underground[] = _("挖洞");
static const u8 sText_Minimized[] = _("Minimized"); static const u8 sText_Minimized[] = _("变小");
static const u8 sText_ChargedUp[] = _("Charged Up"); static const u8 sText_ChargedUp[] = _("充电");
static const u8 sText_Rooted[] = _("Rooted"); static const u8 sText_Rooted[] = _("扎根");
static const u8 sText_Yawn[] = _("Yawn"); static const u8 sText_Yawn[] = _("哈欠");
static const u8 sText_ImprisonedOthers[] = _("Imprisoned Others"); static const u8 sText_ImprisonedOthers[] = _("封印其他宝可梦");
static const u8 sText_Grudge[] = _("Grudge"); static const u8 sText_Grudge[] = _("怨念");
static const u8 sText_GastroAcid[] = _("Gastro Acid"); static const u8 sText_GastroAcid[] = _("胃液");
static const u8 sText_Embargo[] = _("Embargo"); static const u8 sText_Embargo[] = _("查封");
static const u8 sText_Underwater[] = _("Underwater"); static const u8 sText_Underwater[] = _("潜水");
static const u8 sText_Trace[] = _("Trace"); static const u8 sText_Trace[] = _("复制");
static const u8 sText_SmackedDown[] = _("Smacked Down"); static const u8 sText_SmackedDown[] = _("被击落");
static const u8 sText_MeFirst[] = _("Me First"); static const u8 sText_MeFirst[] = _("抢先一步");
static const u8 sText_Telekinesis[] = _("Telekinesis"); static const u8 sText_Telekinesis[] = _("意念移物");
static const u8 sText_PhantomForce[] = _("Phantom Force"); static const u8 sText_PhantomForce[] = _("潜灵奇袭");
static const u8 sText_MiracleEyed[] = _("Miracle Eyed"); static const u8 sText_MiracleEyed[] = _("奇迹之眼");
static const u8 sText_MagnetRise[] = _("Magnet Rise"); static const u8 sText_MagnetRise[] = _("电磁飘浮");
static const u8 sText_HealBlock[] = _("Heal Block"); static const u8 sText_HealBlock[] = _("回复封锁");
static const u8 sText_AquaRing[] = _("Aqua Ring"); static const u8 sText_AquaRing[] = _("水流环");
static const u8 sText_LaserFocus[] = _("Laser Focus"); static const u8 sText_LaserFocus[] = _("磨砺");
static const u8 sText_PowerTrick[] = _("Power Trick"); static const u8 sText_PowerTrick[] = _("力量戏法");
static const u8 sText_SkyDropped[] = _("Sky Dropped"); static const u8 sText_SkyDropped[] = _("自由落体中");
static const u8 sText_Electrified[] = _("Electrified"); static const u8 sText_Electrified[] = _("输电");
static const u8 sText_MudSport[] = _("Mud Sport"); static const u8 sText_MudSport[] = _("玩泥巴");
static const u8 sText_WaterSport[] = _("Water Sport"); static const u8 sText_WaterSport[] = _("玩水");
static const u8 sText_InfiniteConfusion[] = _("Infinite Confusion"); static const u8 sText_InfiniteConfusion[] = _("无限混乱");
static const u8 sText_SaltCure[] = _("Salt Cure"); static const u8 sText_SaltCure[] = _("盐腌");
static const u8 sText_SyrupBomb[] = _("Syrup Bomb"); static const u8 sText_SyrupBomb[] = _("满身糖");
static const u8 sText_GlaiveRush[] = _("Glaive Rush"); static const u8 sText_GlaiveRush[] = _("巨剑突击");
static const u8 sText_Reflect[] = _("Reflect"); static const u8 sText_Reflect[] = _("反射壁");
static const u8 sText_LightScreen[] = _("Light Screen"); static const u8 sText_LightScreen[] = _("光墙");
static const u8 sText_StickyWeb[] = _("Sticky Web"); static const u8 sText_StickyWeb[] = _("黏黏网");
static const u8 sText_Spikes[] = _("Spikes"); static const u8 sText_Spikes[] = _("撒菱");
static const u8 sText_Safeguard[] = _("Safeguard"); static const u8 sText_Safeguard[] = _("神秘守护");
static const u8 sText_FutureAttack[] = _("Future Attack"); static const u8 sText_FutureAttack[] = _("未来攻击");
static const u8 sText_Mist[] = _("Mist"); static const u8 sText_Mist[] = _("白雾");
static const u8 sText_Tailwind[] = _("Tailwind"); static const u8 sText_Tailwind[] = _("顺风");
static const u8 sText_AuroraVeil[] = _("Aurora Veil"); static const u8 sText_AuroraVeil[] = _("极光幕");
static const u8 sText_LuckyChant[] = _("Lucky Chant"); static const u8 sText_LuckyChant[] = _("幸运咒语");
static const u8 sText_ToxicSpikes[] = _("Toxic Spikes"); static const u8 sText_ToxicSpikes[] = _("毒菱");
static const u8 sText_StealthRock[] = _("Stealth Rock"); static const u8 sText_StealthRock[] = _("隐形岩");
static const u8 sText_Steelsurge[] = _("Steelsurge"); static const u8 sText_Steelsurge[] = _("超极巨钢铁阵法");
static const u8 sText_DamageNonTypes[] = _("Damage Non-Types"); static const u8 sText_DamageNonTypes[] = _("无属性攻击?");
static const u8 sText_Rainbow[] = _("Rainbow"); static const u8 sText_Rainbow[] = _("彩虹");
static const u8 sText_SeaOfFire[] = _("Sea of Fire"); static const u8 sText_SeaOfFire[] = _("火海");
static const u8 sText_Swamp[] = _("Swamp"); static const u8 sText_Swamp[] = _("湿地");
static const u8 sText_CheckBadMove[] = _("Check Bad Move"); static const u8 sText_CheckBadMove[] = _("检查效果不好的招式");
static const u8 sText_TryToFaint[] = _("Try to Faint"); static const u8 sText_TryToFaint[] = _("尝试击晕");
static const u8 sText_CheckViability[] = _("Check Viability"); static const u8 sText_CheckViability[] = _("检查可行性");
static const u8 sText_ForceSetupFirstTurn[] = _("Force Setup First Turn"); static const u8 sText_ForceSetupFirstTurn[] = _("遵循第一回合设置");
static const u8 sText_Risky[] = _("Risky"); static const u8 sText_Risky[] = _("危险大胆");
static const u8 sText_TryTo2HKO[] = _("Try to 2HKO"); static const u8 sText_TryTo2HKO[] = _("尝试两招击倒");
static const u8 sText_PreferBatonPass[] = _("Prefer Baton Pass"); static const u8 sText_PreferBatonPass[] = _("偏好接力棒");
static const u8 sText_DoubleBattle[] = _("Double Battle"); static const u8 sText_DoubleBattle[] = _("双打对战");
static const u8 sText_HpAware[] = _("HP Aware"); static const u8 sText_HpAware[] = _("注意HP");
static const u8 sText_PowerfulStatus[] = _("Powerful Status"); static const u8 sText_PowerfulStatus[] = _("异常状态干扰?");
static const u8 sText_NegateUnaware[] = _("Negate Unaware"); static const u8 sText_NegateUnaware[] = _("纯朴无效?");
static const u8 sText_WillSuicide[] = _("Will Suicide"); static const u8 sText_WillSuicide[] = _("愿意自杀");
static const u8 sText_PreferStatusMoves[] = _("Prefer Status Moves"); static const u8 sText_PreferStatusMoves[] = _("偏好状态变化招式");
static const u8 sText_Stall[] = _("Stall"); static const u8 sText_Stall[] = _("拖延消耗");
static const u8 sText_SmartSwitching[] = _("Smart Switching"); static const u8 sText_SmartSwitching[] = _("聪明替换");
static const u8 sText_AcePokemon[] = _("Ace Pokémon"); static const u8 sText_AcePokemon[] = _("主力宝可梦");
static const u8 sText_Omniscient[] = _("Omniscient"); static const u8 sText_Omniscient[] = _("全知");
static const u8 sText_SmartMonChoices[] = _("Smart Mon Choices"); static const u8 sText_SmartMonChoices[] = _("聪明的宝可梦选择");
static const u8 sText_Conservative[] = _("Conservative"); static const u8 sText_Conservative[] = _("保守");
static const u8 sText_SequenceSwitching[] = _("Sequence Switching"); static const u8 sText_SequenceSwitching[] = _("按顺序替换");
static const u8 sText_DoubleAcePokemon[] = _("Double Ace Pokémon"); static const u8 sText_DoubleAcePokemon[] = _("双主力宝可梦");
static const u8 sText_WeighAbilityPrediction[] = _("Weigh Ability Prediction"); static const u8 sText_WeighAbilityPrediction[] = _("权衡特性预测");
static const u8 sText_PreferHighestDamageMove[] = _("Prefer Highest Damage Move"); static const u8 sText_PreferHighestDamageMove[] = _("偏好最高伤害招式");
static const u8 sText_PredictSwitch[] = _("Predict Switch"); static const u8 sText_PredictSwitch[] = _("预测替换");
static const u8 sText_PredictIncomingMon[] = _("Predict Incoming Mon"); static const u8 sText_PredictIncomingMon[] = _("预测上场宝可梦");
static const u8 sText_DynamicFunc[] = _("Dynamic Func"); static const u8 sText_DynamicFunc[] = _("动态功能");
static const u8 sText_Roaming[] = _("Roaming"); static const u8 sText_Roaming[] = _("四处游走");
static const u8 sText_Safari[] = _("Safari"); static const u8 sText_Safari[] = _("狩猎地带");
static const u8 sText_FirstBattle[] = _("First Battle"); static const u8 sText_FirstBattle[] = _("第一战");
static const u8 sText_ShowHP[] = _("Show HP"); static const u8 sText_ShowHP[] = _("显示HP");
static const u8 sText_SubstituteHp[] = _("Substitute HP"); static const u8 sText_SubstituteHp[] = _("替换HP");
static const u8 sText_InLove[] = _("In Love"); static const u8 sText_InLove[] = _("着迷");
static const u8 sText_Unknown[] = _("Unknown"); static const u8 sText_Unknown[] = _("未知");
static const u8 sText_EmptyString[] = _(""); 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[] = static const struct BitfieldInfo sStatus1Bitfield[] =
{ {
@ -1646,7 +1646,7 @@ static void PadString(const u8 *src, u8 *dst)
dst[i] = EOS; dst[i] = EOS;
} }
static const u8 sTextAll[] = _("All"); static const u8 sTextAll[] = _("全部");
static void PrintSecondaryEntries(struct BattleDebugMenu *data) 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_HoldEffectNone[] = _("不眠");
static const u8 sText_HoldEffectRestoreHp[] = _("Restore Hp"); static const u8 sText_HoldEffectRestoreHp[] = _("回复HP");
static const u8 sText_HoldEffectCurePar[] = _("Cure Par"); static const u8 sText_HoldEffectCurePar[] = _("麻痹解除");
static const u8 sText_HoldEffectCureSlp[] = _("Cure Slp"); static const u8 sText_HoldEffectCureSlp[] = _("睡眠解除");
static const u8 sText_HoldEffectCurePsn[] = _("Cure Psn"); static const u8 sText_HoldEffectCurePsn[] = _("中毒解除");
static const u8 sText_HoldEffectCureBrn[] = _("Cure Brn"); static const u8 sText_HoldEffectCureBrn[] = _("灼伤解除");
static const u8 sText_HoldEffectCureFrz[] = _("Cure Frz"); static const u8 sText_HoldEffectCureFrz[] = _("冰冻解除");
static const u8 sText_HoldEffectRestorePp[] = _("Restore Pp"); static const u8 sText_HoldEffectRestorePp[] = _("回复PP");
static const u8 sText_HoldEffectCureConfusion[] = _("Cure Confusion"); static const u8 sText_HoldEffectCureConfusion[] = _("混乱解除");
static const u8 sText_HoldEffectCureStatus[] = _("Cure Status"); static const u8 sText_HoldEffectCureStatus[] = _("异常状态解除");
static const u8 sText_HoldEffectConfuseSpicy[] = _("Confuse Spicy"); static const u8 sText_HoldEffectConfuseSpicy[] = _("因树果太辣混乱");
static const u8 sText_HoldEffectConfuseDry[] = _("Confuse Dry"); static const u8 sText_HoldEffectConfuseDry[] = _("因树果太涩混乱");
static const u8 sText_HoldEffectConfuseSweet[] = _("Confuse Sweet"); static const u8 sText_HoldEffectConfuseSweet[] = _("因树果太甜混乱");
static const u8 sText_HoldEffectConfuseBitter[] = _("Confuse Bitter"); static const u8 sText_HoldEffectConfuseBitter[] = _("因树果太苦混乱");
static const u8 sText_HoldEffectConfuseSour[] = _("Confuse Sour"); static const u8 sText_HoldEffectConfuseSour[] = _("因树果太酸混乱");
static const u8 sText_HoldEffectAttackUp[] = _("Attack Up"); static const u8 sText_HoldEffectAttackUp[] = _("攻击提升");
static const u8 sText_HoldEffectDefenseUp[] = _("Defense Up"); static const u8 sText_HoldEffectDefenseUp[] = _("防御提升");
static const u8 sText_HoldEffectSpeedUp[] = _("Speed Up"); static const u8 sText_HoldEffectSpeedUp[] = _("速度提升");
static const u8 sText_HoldEffectSpAttackUp[] = _("Sp Attack Up"); static const u8 sText_HoldEffectSpAttackUp[] = _("特攻提升");
static const u8 sText_HoldEffectSpDefenseUp[] = _("Sp Defense Up"); static const u8 sText_HoldEffectSpDefenseUp[] = _("特防提升");
static const u8 sText_HoldEffectCriticalUp[] = _("Critical Up"); static const u8 sText_HoldEffectCriticalUp[] = _("击中要害率提升");
static const u8 sText_HoldEffectRandomStatUp[] = _("Random Stat Up"); static const u8 sText_HoldEffectRandomStatUp[] = _("随机能力提升");
static const u8 sText_HoldEffectEvasionUp[] = _("Evasion Up"); static const u8 sText_HoldEffectEvasionUp[] = _("闪避率提升");
static const u8 sText_HoldEffectRestoreStats[] = _("Restore Stats"); static const u8 sText_HoldEffectRestoreStats[] = _("能力恢复");
static const u8 sText_HoldEffectMachoBrace[] = _("Macho Brace"); static const u8 sText_HoldEffectMachoBrace[] = _("强制锻炼器");
static const u8 sText_HoldEffectExpShare[] = _("Exp Share"); static const u8 sText_HoldEffectExpShare[] = _("学习装置");
static const u8 sText_HoldEffectQuickClaw[] = _("Quick Claw"); static const u8 sText_HoldEffectQuickClaw[] = _("先制之爪");
static const u8 sText_HoldEffectFriendshipUp[] = _("Friendship Up"); static const u8 sText_HoldEffectFriendshipUp[] = _("亲密度上升");
static const u8 sText_HoldEffectMentalHerb[] = _("Mental Herb"); static const u8 sText_HoldEffectMentalHerb[] = _("心灵香草");
static const u8 sText_HoldEffectChoiceBand[] = _("Choice Band"); static const u8 sText_HoldEffectChoiceBand[] = _("讲究头带");
static const u8 sText_HoldEffectFlinch[] = _("Flinch"); static const u8 sText_HoldEffectFlinch[] = _("畏缩");
static const u8 sText_HoldEffectBugPower[] = _("Bug Power"); static const u8 sText_HoldEffectBugPower[] = _("虫属性强化");
static const u8 sText_HoldEffectDoublePrize[] = _("Double Prize"); static const u8 sText_HoldEffectDoublePrize[] = _("零花钱翻倍");
static const u8 sText_HoldEffectRepel[] = _("Repel"); static const u8 sText_HoldEffectRepel[] = _("除虫喷雾");
static const u8 sText_HoldEffectSoulDew[] = _("Soul Dew"); static const u8 sText_HoldEffectSoulDew[] = _("心之水滴");
static const u8 sText_HoldEffectDeepSeaTooth[] = _("Deep Sea Tooth"); static const u8 sText_HoldEffectDeepSeaTooth[] = _("深海之牙");
static const u8 sText_HoldEffectDeepSeaScale[] = _("Deep Sea Scale"); static const u8 sText_HoldEffectDeepSeaScale[] = _("深海鳞片");
static const u8 sText_HoldEffectCanAlwaysRun[] = _("Can Always Run"); static const u8 sText_HoldEffectCanAlwaysRun[] = _("必定能逃走");
static const u8 sText_HoldEffectPreventEvolve[] = _("Prevent Evolve"); static const u8 sText_HoldEffectPreventEvolve[] = _("不会进化");
static const u8 sText_HoldEffectFocusBand[] = _("Focus Band"); static const u8 sText_HoldEffectFocusBand[] = _("气势头带");
static const u8 sText_HoldEffectLuckyEgg[] = _("Lucky Egg"); static const u8 sText_HoldEffectLuckyEgg[] = _("幸运蛋");
static const u8 sText_HoldEffectScopeLens[] = _("Scope Lens"); static const u8 sText_HoldEffectScopeLens[] = _("焦点镜");
static const u8 sText_HoldEffectSteelPower[] = _("Steel Power"); static const u8 sText_HoldEffectSteelPower[] = _("钢属性强化");
static const u8 sText_HoldEffectLeftovers[] = _("Leftovers"); static const u8 sText_HoldEffectLeftovers[] = _("吃剩的东西");
static const u8 sText_HoldEffectDragonScale[] = _("Dragon Scale"); static const u8 sText_HoldEffectDragonScale[] = _("龙之鳞片");
static const u8 sText_HoldEffectLightBall[] = _("Light Ball"); static const u8 sText_HoldEffectLightBall[] = _("电气球");
static const u8 sText_HoldEffectGroundPower[] = _("Ground Power"); static const u8 sText_HoldEffectGroundPower[] = _("地面属性强化");
static const u8 sText_HoldEffectRockPower[] = _("Rock Power"); static const u8 sText_HoldEffectRockPower[] = _("岩石属性强化");
static const u8 sText_HoldEffectGrassPower[] = _("Grass Power"); static const u8 sText_HoldEffectGrassPower[] = _("草属性强化");
static const u8 sText_HoldEffectDarkPower[] = _("Dark Power"); static const u8 sText_HoldEffectDarkPower[] = _("恶属性强化");
static const u8 sText_HoldEffectFightingPower[] = _("Fighting Power"); static const u8 sText_HoldEffectFightingPower[] = _("格斗属性强化");
static const u8 sText_HoldEffectElectricPower[] = _("Electric Power"); static const u8 sText_HoldEffectElectricPower[] = _("电属性强化");
static const u8 sText_HoldEffectWaterPower[] = _("Water Power"); static const u8 sText_HoldEffectWaterPower[] = _("水属性强化");
static const u8 sText_HoldEffectFlyingPower[] = _("Flying Power"); static const u8 sText_HoldEffectFlyingPower[] = _("飞行属性强化");
static const u8 sText_HoldEffectPoisonPower[] = _("Poison Power"); static const u8 sText_HoldEffectPoisonPower[] = _("毒属性强化");
static const u8 sText_HoldEffectIcePower[] = _("Ice Power"); static const u8 sText_HoldEffectIcePower[] = _("冰属性强化");
static const u8 sText_HoldEffectGhostPower[] = _("Ghost Power"); static const u8 sText_HoldEffectGhostPower[] = _("幽灵属性强化");
static const u8 sText_HoldEffectPsychicPower[] = _("Psychic Power"); static const u8 sText_HoldEffectPsychicPower[] = _("超能力属性强化");
static const u8 sText_HoldEffectFirePower[] = _("Fire Power"); static const u8 sText_HoldEffectFirePower[] = _("火属性强化");
static const u8 sText_HoldEffectDragonPower[] = _("Dragon Power"); static const u8 sText_HoldEffectDragonPower[] = _("龙属性强化");
static const u8 sText_HoldEffectNormalPower[] = _("Normal Power"); static const u8 sText_HoldEffectNormalPower[] = _("一般属性强化");
static const u8 sText_HoldEffectUpgrade[] = _("Upgrade"); static const u8 sText_HoldEffectUpgrade[] = _("升级数据");
static const u8 sText_HoldEffectShellBell[] = _("Shell Bell"); static const u8 sText_HoldEffectShellBell[] = _("贝壳之铃");
static const u8 sText_HoldEffectLuckyPunch[] = _("Lucky Punch"); static const u8 sText_HoldEffectLuckyPunch[] = _("吉利拳");
static const u8 sText_HoldEffectMetalPowder[] = _("Metal Powder"); static const u8 sText_HoldEffectMetalPowder[] = _("金属粉");
static const u8 sText_HoldEffectThickClub[] = _("Thick Club"); static const u8 sText_HoldEffectThickClub[] = _("粗骨头");
static const u8 sText_HoldEffectLeek[] = _("Leek"); static const u8 sText_HoldEffectLeek[] = _("大葱");
static const u8 sText_HoldEffectChoiceScarf[] = _("Choice Scarf"); static const u8 sText_HoldEffectChoiceScarf[] = _("讲究围巾");
static const u8 sText_HoldEffectChoiceSpecs[] = _("Choice Specs"); static const u8 sText_HoldEffectChoiceSpecs[] = _("讲究眼镜");
static const u8 sText_HoldEffectDampRock[] = _("Damp Rock"); static const u8 sText_HoldEffectDampRock[] = _("潮湿岩石");
static const u8 sText_HoldEffectGripClaw[] = _("Grip Claw"); static const u8 sText_HoldEffectGripClaw[] = _("紧缠钩爪");
static const u8 sText_HoldEffectHeatRock[] = _("Heat Rock"); static const u8 sText_HoldEffectHeatRock[] = _("炽热岩石");
static const u8 sText_HoldEffectIcyRock[] = _("Icy Rock"); static const u8 sText_HoldEffectIcyRock[] = _("冰冷岩石");
static const u8 sText_HoldEffectLightClay[] = _("Light Clay"); static const u8 sText_HoldEffectLightClay[] = _("光之黏土");
static const u8 sText_HoldEffectSmoothRock[] = _("Smooth Rock"); static const u8 sText_HoldEffectSmoothRock[] = _("沙沙岩石");
static const u8 sText_HoldEffectPowerHerb[] = _("Power Herb"); static const u8 sText_HoldEffectPowerHerb[] = _("强力香草");
static const u8 sText_HoldEffectBigRoot[] = _("Big Root"); static const u8 sText_HoldEffectBigRoot[] = _("大根茎");
static const u8 sText_HoldEffectExpertBelt[] = _("Expert Belt"); static const u8 sText_HoldEffectExpertBelt[] = _("达人带");
static const u8 sText_HoldEffectLifeOrb[] = _("Life Orb"); static const u8 sText_HoldEffectLifeOrb[] = _("生命宝珠");
static const u8 sText_HoldEffectMetronome[] = _("Metronome"); static const u8 sText_HoldEffectMetronome[] = _("挥指");
static const u8 sText_HoldEffectMuscleBand[] = _("Muscle Band"); static const u8 sText_HoldEffectMuscleBand[] = _("力量头带");
static const u8 sText_HoldEffectWideLens[] = _("Wide Lens"); static const u8 sText_HoldEffectWideLens[] = _("广角镜");
static const u8 sText_HoldEffectWiseGlasses[] = _("Wise Glasses"); static const u8 sText_HoldEffectWiseGlasses[] = _("博识眼镜");
static const u8 sText_HoldEffectZoomLens[] = _("Zoom Lens"); static const u8 sText_HoldEffectZoomLens[] = _("对焦镜");
static const u8 sText_HoldEffectLaggingTail[] = _("Lagging Tail"); static const u8 sText_HoldEffectLaggingTail[] = _("后攻之尾");
static const u8 sText_HoldEffectFocusSash[] = _("Focus Sash"); static const u8 sText_HoldEffectFocusSash[] = _("气势披带");
static const u8 sText_HoldEffectFlameOrb[] = _("Flame Orb"); static const u8 sText_HoldEffectFlameOrb[] = _("火焰宝珠");
static const u8 sText_HoldEffectToxicOrb[] = _("Toxic Orb"); static const u8 sText_HoldEffectToxicOrb[] = _("剧毒宝珠");
static const u8 sText_HoldEffectStickyBarb[] = _("Sticky Barb"); static const u8 sText_HoldEffectStickyBarb[] = _("附着针");
static const u8 sText_HoldEffectIronBall[] = _("Iron Ball"); static const u8 sText_HoldEffectIronBall[] = _("黑色铁球");
static const u8 sText_HoldEffectBlackSludge[] = _("Black Sludge"); static const u8 sText_HoldEffectBlackSludge[] = _("黑色污泥");
static const u8 sText_HoldEffectDestinyKnot[] = _("Destiny Knot"); static const u8 sText_HoldEffectDestinyKnot[] = _("红线");
static const u8 sText_HoldEffectShedShell[] = _("Shed Shell"); static const u8 sText_HoldEffectShedShell[] = _("美丽空壳");
static const u8 sText_HoldEffectQuickPowder[] = _("Quick Powder"); static const u8 sText_HoldEffectQuickPowder[] = _("速度粉");
static const u8 sText_HoldEffectAdamantOrb[] = _("Adamant Orb"); static const u8 sText_HoldEffectAdamantOrb[] = _("金刚宝珠");
static const u8 sText_HoldEffectLustrousOrb[] = _("Lustrous Orb"); static const u8 sText_HoldEffectLustrousOrb[] = _("白玉宝珠");
static const u8 sText_HoldEffectGriseousOrb[] = _("Griseous Orb"); static const u8 sText_HoldEffectGriseousOrb[] = _("白金宝珠");
static const u8 sText_HoldEffectEnigmaBerry[] = _("Enigma Berry"); static const u8 sText_HoldEffectEnigmaBerry[] = _("谜芝果");
static const u8 sText_HoldEffectResistBerry[] = _("Resist Berry"); static const u8 sText_HoldEffectResistBerry[] = _("属性抵抗类树果");
static const u8 sText_HoldEffectPowerItem[] = _("Power Item"); static const u8 sText_HoldEffectPowerItem[] = _("属性增强类道具");
static const u8 sText_HoldEffectRestorePctHp[] = _("Restore Pct Hp"); static const u8 sText_HoldEffectRestorePctHp[] = _("一定比例HP回复");
static const u8 sText_HoldEffectMicleBerry[] = _("Micle Berry"); static const u8 sText_HoldEffectMicleBerry[] = _("奇秘果");
static const u8 sText_HoldEffectCustapBerry[] = _("Custap Berry"); static const u8 sText_HoldEffectCustapBerry[] = _("释陀果");
static const u8 sText_HoldEffectJabocaBerry[] = _("Jaboca Berry"); static const u8 sText_HoldEffectJabocaBerry[] = _("嘉珍果");
static const u8 sText_HoldEffectRowapBerry[] = _("Rowap Berry"); static const u8 sText_HoldEffectRowapBerry[] = _("雾莲果");
static const u8 sText_HoldEffectKeeBerry[] = _("Kee Berry"); static const u8 sText_HoldEffectKeeBerry[] = _("亚开果");
static const u8 sText_HoldEffectMarangaBerry[] = _("Maranga Berry"); static const u8 sText_HoldEffectMarangaBerry[] = _("香罗果");
static const u8 sText_HoldEffectFloatStone[] = _("Float Stone"); static const u8 sText_HoldEffectFloatStone[] = _("轻石");
static const u8 sText_HoldEffectEviolite[] = _("Eviolite"); static const u8 sText_HoldEffectEviolite[] = _("进化奇石");
static const u8 sText_HoldEffectAssaultVest[] = _("Assault Vest"); static const u8 sText_HoldEffectAssaultVest[] = _("突击背心");
static const u8 sText_HoldEffectDrive[] = _("Drive"); static const u8 sText_HoldEffectDrive[] = _("属性卡带");
static const u8 sText_HoldEffectGems[] = _("Gems"); static const u8 sText_HoldEffectGems[] = _("属性宝石");
static const u8 sText_HoldEffectRockyHelmet[] = _("Rocky Helmet"); static const u8 sText_HoldEffectRockyHelmet[] = _("凸凸头盔");
static const u8 sText_HoldEffectAirBalloon[] = _("Air Balloon"); static const u8 sText_HoldEffectAirBalloon[] = _("气球");
static const u8 sText_HoldEffectRedCard[] = _("Red Card"); static const u8 sText_HoldEffectRedCard[] = _("红牌");
static const u8 sText_HoldEffectRingTarget[] = _("Ring Target"); static const u8 sText_HoldEffectRingTarget[] = _("标靶");
static const u8 sText_HoldEffectBindingBand[] = _("Binding Band"); static const u8 sText_HoldEffectBindingBand[] = _("紧绑束带");
static const u8 sText_HoldEffectEjectButton[] = _("Eject Button"); static const u8 sText_HoldEffectEjectButton[] = _("逃脱按键");
static const u8 sText_HoldEffectAbsorbBulb[] = _("Absorb Bulb"); static const u8 sText_HoldEffectAbsorbBulb[] = _("球根");
static const u8 sText_HoldEffectCellBattery[] = _("Cell Battery"); static const u8 sText_HoldEffectCellBattery[] = _("充电电池");
static const u8 sText_HoldEffectFairyPower[] = _("Fairy Power"); static const u8 sText_HoldEffectFairyPower[] = _("妖精属性强化");
static const u8 sText_HoldEffectMegaStone[] = _("Mega Stone"); static const u8 sText_HoldEffectMegaStone[] = _("超级进化石");
static const u8 sText_HoldEffectSafetyGoggles[] = _("Safety Goggles"); static const u8 sText_HoldEffectSafetyGoggles[] = _("防尘护目镜");
static const u8 sText_HoldEffectLuminousMoss[] = _("Luminous Moss"); static const u8 sText_HoldEffectLuminousMoss[] = _("光苔");
static const u8 sText_HoldEffectSnowball[] = _("Snowball"); static const u8 sText_HoldEffectSnowball[] = _("雪丸");
static const u8 sText_HoldEffectWeaknessPolicy[] = _("Weakness Policy"); static const u8 sText_HoldEffectWeaknessPolicy[] = _("弱点保险");
static const u8 sText_HoldEffectPrimalOrb[] = _("Primal Orb"); static const u8 sText_HoldEffectPrimalOrb[] = _("原始回归宝珠");
static const u8 sText_HoldEffectProtectivePads[] = _("Protective Pads"); static const u8 sText_HoldEffectProtectivePads[] = _("部位护具");
static const u8 sText_HoldEffectTerrainExtender[] = _("Terrain Extender"); static const u8 sText_HoldEffectTerrainExtender[] = _("大地膜");
static const u8 sText_HoldEffectSeeds[] = _("Seeds"); static const u8 sText_HoldEffectSeeds[] = _("场地种子");
static const u8 sText_HoldEffectAdrenalineOrb[] = _("Adrenaline Orb"); static const u8 sText_HoldEffectAdrenalineOrb[] = _("胆怯球");
static const u8 sText_HoldEffectMemory[] = _("Memory"); static const u8 sText_HoldEffectMemory[] = _("属性存储碟");
static const u8 sText_HoldEffectZCrystal[] = _("Z-Crystal"); static const u8 sText_HoldEffectZCrystal[] = _("Z纯晶");
static const u8 sText_HoldEffectPlate[] = _("Plate"); static const u8 sText_HoldEffectPlate[] = _("属性石板");
static const u8 sText_HoldEffectUtilityUmbrella[] = _("Utility Umbrella"); static const u8 sText_HoldEffectUtilityUmbrella[] = _("万能伞");
static const u8 sText_HoldEffectEjectPack[] = _("Eject Pack"); static const u8 sText_HoldEffectEjectPack[] = _("避难背包");
static const u8 sText_HoldEffectRoomService[] = _("Room Service"); static const u8 sText_HoldEffectRoomService[] = _("客房服务");
static const u8 sText_HoldEffectBlunderPolicy[] = _("Blunder Policy"); static const u8 sText_HoldEffectBlunderPolicy[] = _("打空保险");
static const u8 sText_HoldEffectHeavyDutyBoots[] = _("Heavy Duty Boots"); static const u8 sText_HoldEffectHeavyDutyBoots[] = _("厚底靴");
static const u8 sText_HoldEffectThroatSpray[] = _("Throat Spray"); static const u8 sText_HoldEffectThroatSpray[] = _("爽喉喷雾");
static const u8 sText_HoldEffectAbilityShield[] = _("Ability Shield"); static const u8 sText_HoldEffectAbilityShield[] = _("特性护具");
static const u8 sText_HoldEffectClearAmulet[] = _("Clear Amulet"); static const u8 sText_HoldEffectClearAmulet[] = _("清净坠饰");
static const u8 sText_HoldEffectMirrorHerb[] = _("Mirror Herb"); static const u8 sText_HoldEffectMirrorHerb[] = _("模仿香草");
static const u8 sText_HoldEffectPunchingGlove[] = _("Punching Glove"); static const u8 sText_HoldEffectPunchingGlove[] = _("拳击手套");
static const u8 sText_HoldEffectCovertCloak[] = _("Covert Cloak"); static const u8 sText_HoldEffectCovertCloak[] = _("密探斗篷");
static const u8 sText_HoldEffectLoadedDice[] = _("Loaded Dice"); static const u8 sText_HoldEffectLoadedDice[] = _("机变骰子");
static const u8 sText_HoldEffectBoosterEnergy[] = _("Booster Energy"); static const u8 sText_HoldEffectBoosterEnergy[] = _("驱劲能量");
static const u8 sText_HoldEffectBerserkGene[] = _("Berserk Gene"); static const u8 sText_HoldEffectBerserkGene[] = _("破坏基因");
static const u8 sText_HoldEffectOgerponMask[] = _("Ogerpon Mask"); static const u8 sText_HoldEffectOgerponMask[] = _("厄诡椪面具");
static const u8 *const sHoldEffectNames[] = static const u8 *const sHoldEffectNames[] =
{ {
[HOLD_EFFECT_NONE] = sText_HoldEffectNone, [HOLD_EFFECT_NONE] = sText_HoldEffectNone,

View File

@ -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_Colored_False[] = _("{COLOR RED}FALSE");
static const u8 sDebugText_Dashes[] = _("---"); static const u8 sDebugText_Dashes[] = _("---");
static const u8 sDebugText_Empty[] = _(""); 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 // 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_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[] = _("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_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[] = _("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_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_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 // 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_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_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[] = _("Var: {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 // 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_ItemQuantity[] = _("数量:{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_ItemID[] = _("道具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_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[] = _("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_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[] = _("Shiny:{CLEAR_TO 90}\n {STR_VAR_2}{CLEAR_TO 90}\n{CLEAR_TO 90}\n{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[] = _("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_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[] = _("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_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[] = _("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_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[] = _("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_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[] = _("Gmax Factor:{CLEAR_TO 90}\n {STR_VAR_2}{CLEAR_TO 90}\n{CLEAR_TO 90}\n{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[] = _("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_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[] = _("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_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 // 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_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[] = _("Music 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[] = const u8 *const gText_DigitIndicator[] =
{ {
@ -554,173 +554,173 @@ static const s32 sPowersOfTen[] =
// List Menu Items // List Menu Items
static const struct ListMenuItem sDebugMenu_Items_Main[] = 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_UTILITIES] = {COMPOUND_STRING("实用工具…{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_PCBAG] = {COMPOUND_STRING("电脑/包包…{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_PARTY] = {COMPOUND_STRING("同行宝可梦…{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_GIVE] = {COMPOUND_STRING("获取…{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_SCRIPTS] = {COMPOUND_STRING("脚本…{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_FLAGVAR] = {COMPOUND_STRING("标志与变量…{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_BATTLE] = {COMPOUND_STRING("对战测试{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_SOUND] = {COMPOUND_STRING("声音…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_MENU_ITEM_SOUND},
[DEBUG_MENU_ITEM_CANCEL] = {COMPOUND_STRING("Cancel"), DEBUG_MENU_ITEM_CANCEL}, [DEBUG_MENU_ITEM_CANCEL] = {COMPOUND_STRING("取消"), DEBUG_MENU_ITEM_CANCEL},
}; };
static const struct ListMenuItem sDebugMenu_Items_Utilities[] = 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_FLY] = {COMPOUND_STRING("飞往地图…{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_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("Save Block space…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_UTIL_MENU_ITEM_SAVEBLOCK}, [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 space…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_UTIL_MENU_ITEM_ROM_SPACE}, [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("Set weather…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_UTIL_MENU_ITEM_WEATHER}, [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("Font Test…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_UTIL_MENU_ITEM_FONT_TEST}, [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("Check wall clock…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_UTIL_MENU_ITEM_CHECKWALLCLOCK}, [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("Set wall clock…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_UTIL_MENU_ITEM_SETWALLCLOCK}, [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("Watch credits…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_UTIL_MENU_ITEM_WATCHCREDITS}, [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("Player name"), DEBUG_UTIL_MENU_ITEM_PLAYER_NAME}, [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("Toggle gender"), DEBUG_UTIL_MENU_ITEM_PLAYER_GENDER}, [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("New Trainer ID"), DEBUG_UTIL_MENU_ITEM_PLAYER_ID}, [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("Cheat start"), DEBUG_UTIL_MENU_ITEM_CHEAT}, [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 Version"), DEBUG_UTIL_MENU_ITEM_EXPANSION_VER}, [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("Berry Functions…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_UTIL_MENU_ITEM_BERRY_FUNCTIONS}, [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 Counters…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_UTIL_MENU_ITEM_EWRAM_COUNTERS}, [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("Steven Multi"), DEBUG_UTIL_MENU_ITEM_STEVEN_MULTI}, [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[] = 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_ACCESS_PC] = {COMPOUND_STRING("使用电脑"), 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_FILL] = {COMPOUND_STRING("填充…{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_BAG] = {COMPOUND_STRING("清空背包"), 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_CLEAR_BOXES] = {COMPOUND_STRING("清空寄放盒子"), DEBUG_PCBAG_MENU_ITEM_CLEAR_BOXES},
}; };
static const struct ListMenuItem sDebugMenu_Items_PCBag_Fill[] = 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_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("Fill PC Boxes Slow (LAG!)"), DEBUG_PCBAG_MENU_ITEM_FILL_PC_BOXES_SLOW}, [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("Fill PC Items") , DEBUG_PCBAG_MENU_ITEM_FILL_PC_ITEMS}, [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("Fill Pocket Items"), DEBUG_PCBAG_MENU_ITEM_FILL_POCKET_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("Fill Pocket Poké Balls"), DEBUG_PCBAG_MENU_ITEM_FILL_POCKET_BALLS}, [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("Fill Pocket TMHM"), DEBUG_PCBAG_MENU_ITEM_FILL_POCKET_TMHM}, [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("Fill Pocket Berries"), DEBUG_PCBAG_MENU_ITEM_FILL_POCKET_BERRIES}, [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("Fill Pocket Key Items"), DEBUG_PCBAG_MENU_ITEM_FILL_POCKET_KEY_ITEMS}, [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[] = 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_MOVE_REMINDER] = {COMPOUND_STRING("回忆技能"), 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_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("Heal party"), DEBUG_PARTY_MENU_ITEM_HEAL_PARTY}, [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("Inflict Status1"), DEBUG_PARTY_MENU_ITEM_INFLICT_STATUS1}, [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("Check EVs"), DEBUG_PARTY_MENU_ITEM_CHECK_EVS}, [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("Check IVs"), DEBUG_PARTY_MENU_ITEM_CHECK_IVS}, [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("Clear Party"), DEBUG_PARTY_MENU_ITEM_CLEAR_PARTY}, [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[] = 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_1] = {COMPOUND_STRING("脚本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_2] = {COMPOUND_STRING("脚本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_3] = {COMPOUND_STRING("脚本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_4] = {COMPOUND_STRING("脚本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_5] = {COMPOUND_STRING("脚本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_6] = {COMPOUND_STRING("脚本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_7] = {COMPOUND_STRING("脚本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_8] = {COMPOUND_STRING("脚本8"), DEBUG_UTIL_MENU_ITEM_SCRIPT_8},
}; };
static const struct ListMenuItem sDebugMenu_Items_FlagsVars[] = 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_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("Set Var XYZ…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_FLAGVAR_MENU_ITEM_VARS}, [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("Pokédex Flags All"), DEBUG_FLAGVAR_MENU_ITEM_DEXFLAGS_ALL}, [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("Pokédex Flags Reset"), DEBUG_FLAGVAR_MENU_ITEM_DEXFLAGS_RESET}, [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("Toggle {STR_VAR_1}Pokédex"), DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_POKEDEX}, [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("Toggle {STR_VAR_1}National Dex"), DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_NATDEX}, [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("Toggle {STR_VAR_1}PokéNav"), DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_POKENAV}, [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("Toggle {STR_VAR_1}Match Call"), DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_MATCH_CALL}, [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("Toggle {STR_VAR_1}Running Shoes"), DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_RUN_SHOES}, [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("Toggle {STR_VAR_1}Fly Flags"), DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_LOCATIONS}, [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("Toggle {STR_VAR_1}All badges"), DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_BADGES_ALL}, [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("Toggle {STR_VAR_1}Game clear"), DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_GAME_CLEAR}, [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("Toggle {STR_VAR_1}Frontier Pass"), DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_FRONTIER_PASS}, [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("Toggle {STR_VAR_1}Collision OFF"), DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_COLLISION}, [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("Toggle {STR_VAR_1}Encounter OFF"), DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_ENCOUNTER}, [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("Toggle {STR_VAR_1}Trainer See OFF"), DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_TRAINER_SEE}, [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("Toggle {STR_VAR_1}Bag Use OFF"), DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_BAG_USE}, [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("Toggle {STR_VAR_1}Catching OFF"), DEBUG_FLAGVAR_MENU_ITEM_TOGGLE_CATCHING}, [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[] = 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] = {COMPOUND_STRING("野生…{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_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("Single…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_BATTLE_0_MENU_ITEM_SINGLE}, [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("Double…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_BATTLE_0_MENU_ITEM_DOUBLE}, [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("Multi…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_BATTLE_0_MENU_ITEM_MULTI}, [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[] = 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_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}Try to faint"), DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_01}, [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}Check viability"), DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_02}, [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}Setup first turn"), DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_03}, [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}Risky"), DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_04}, [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}Prefer strongest move"), DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_05}, [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}Prefer Baton Pass"), DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_06}, [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}Double battle"), DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_07}, [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}HP aware"), DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_08}, [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}Negate Unaware"), DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_09}, [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}Will suicide"), DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_10}, [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}Help partner"), DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_11}, [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}Prefer status moves"), DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_12}, [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}Stall"), DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_13}, [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}Screener"), DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_14}, [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}Smart switching"), DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_15}, [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}Ace pokemon"), DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_16}, [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}Omniscient"), DEBUG_BATTLE_1_MENU_ITEM_AI_FLAG_17}, [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}, [DEBUG_BATTLE_1_MENU_ITEM_CONTINUE] = {sDebugText_Continue, DEBUG_BATTLE_1_MENU_ITEM_CONTINUE},
}; };
static const struct ListMenuItem sDebugMenu_Items_Battle_2[] = 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_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("Long grass…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_BATTLE_2_MENU_ITEM_TERRAIN_1}, [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("Sand…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_BATTLE_2_MENU_ITEM_TERRAIN_2}, [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("Underwater…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_BATTLE_2_MENU_ITEM_TERRAIN_3}, [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("Water…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_BATTLE_2_MENU_ITEM_TERRAIN_4}, [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("Pond…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_BATTLE_2_MENU_ITEM_TERRAIN_5}, [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("Mountain…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_BATTLE_2_MENU_ITEM_TERRAIN_6}, [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("Cave…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_BATTLE_2_MENU_ITEM_TERRAIN_7}, [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("Building…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_BATTLE_2_MENU_ITEM_TERRAIN_8}, [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("Plain…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_BATTLE_2_MENU_ITEM_TERRAIN_9}, [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[] = 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_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("Pokémon (Basic){CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_GIVE_MENU_ITEM_POKEMON_SIMPLE}, [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("Pokémon (Complex){CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_GIVE_MENU_ITEM_POKEMON_COMPLEX}, [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("Max Money"), DEBUG_GIVE_MENU_ITEM_MAX_MONEY}, [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("Max Coins"), DEBUG_GIVE_MENU_ITEM_MAX_COINS}, [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("Max Battle Points"), DEBUG_GIVE_MENU_ITEM_MAX_BATTLE_POINTS}, [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("Daycare Egg"), DEBUG_GIVE_MENU_ITEM_DAYCARE_EGG}, [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[] = 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_SE] = {COMPOUND_STRING("音效…{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_MUS] = {COMPOUND_STRING("音乐…{CLEAR_TO 110}{RIGHT_ARROW}"), DEBUG_SOUND_MENU_ITEM_MUS},
}; };
static const struct ListMenuItem sDebugMenu_Items_BerryFunctions[] = 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_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("Ready map trees"), DEBUG_BERRY_FUNCTIONS_MENU_READY}, [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("Grow map trees"), DEBUG_BERRY_FUNCTIONS_MENU_NEXT_STAGE}, [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("Give map trees pests"), DEBUG_BERRY_FUNCTIONS_MENU_PESTS}, [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("Give map trees weeds"), DEBUG_BERRY_FUNCTIONS_MENU_WEEDS}, [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] = { static const u8 sWeatherNames[WEATHER_COUNT][24] = {
[WEATHER_NONE] = _("NONE"), [WEATHER_NONE] = _("无"),
[WEATHER_SUNNY_CLOUDS] = _("SUNNY CLOUDS"), [WEATHER_SUNNY_CLOUDS] = _("晴天、云朵倒影"),
[WEATHER_SUNNY] = _("SUNNY"), [WEATHER_SUNNY] = _("晴天"),
[WEATHER_RAIN] = _("RAIN"), [WEATHER_RAIN] = _("下雨"),
[WEATHER_SNOW] = _("SNOW"), [WEATHER_SNOW] = _("下雪"),
[WEATHER_RAIN_THUNDERSTORM] = _("RAIN THUNDERSTORM"), [WEATHER_RAIN_THUNDERSTORM] = _("雷雨"),
[WEATHER_FOG_HORIZONTAL] = _("FOG HORIZONTAL"), [WEATHER_FOG_HORIZONTAL] = _("横向雾"),
[WEATHER_VOLCANIC_ASH] = _("VOLCANIC ASH"), [WEATHER_VOLCANIC_ASH] = _("火山灰"),
[WEATHER_SANDSTORM] = _("SANDSTORM"), [WEATHER_SANDSTORM] = _("沙暴"),
[WEATHER_FOG_DIAGONAL] = _("FOG DIAGONAL"), [WEATHER_FOG_DIAGONAL] = _("斜向雾"),
[WEATHER_UNDERWATER] = _("UNDERWATER"), [WEATHER_UNDERWATER] = _("水下"),
[WEATHER_SHADE] = _("SHADE"), [WEATHER_SHADE] = _("偏暗"),
[WEATHER_DROUGHT] = _("DROUGHT"), [WEATHER_DROUGHT] = _("干旱"),
[WEATHER_DOWNPOUR] = _("DOWNPOUR"), [WEATHER_DOWNPOUR] = _("暴雨"),
[WEATHER_UNDERWATER_BUBBLES] = _("UNDERWATER BUBBLES"), [WEATHER_UNDERWATER_BUBBLES] = _("水下泡泡"),
[WEATHER_ABNORMAL] = _("ABNORMAL(NOT WORKING)"), [WEATHER_ABNORMAL] = _("异常天气(无效)"),
[WEATHER_ROUTE119_CYCLE] = _("ROUTE119 CYCLE"), [WEATHER_ROUTE119_CYCLE] = _("119号道路天气循环"),
[WEATHER_ROUTE123_CYCLE] = _("ROUTE123 CYCLE"), [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) static void DebugAction_Util_Weather(u8 taskId)
{ {
u8 windowId; 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)); u8 *end = StringCopy(gStringVar1, GetMoveName(moveId));
WrapFontIdToFit(gStringVar1, end, DEBUG_MENU_FONT, WindowWidthPx(windowId)); WrapFontIdToFit(gStringVar1, end, DEBUG_MENU_FONT, WindowWidthPx(windowId));
StringCopyPadded(gStringVar1, gStringVar1, CHAR_SPACE, 15); 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); ConvertIntToDecimalStringN(gStringVar3, iteration, STR_CONV_MODE_LEADING_ZEROS, 1);
StringAppend(gStringVar4, gStringVar3); StringAppend(gStringVar4, gStringVar3);
StringAppend(gStringVar4, COMPOUND_STRING(": ")); StringAppend(gStringVar4, COMPOUND_STRING(": "));