diff --git a/src/battle_debug.c b/src/battle_debug.c index b91ca4b5e4..a98b3a12a5 100644 --- a/src/battle_debug.c +++ b/src/battle_debug.c @@ -263,145 +263,10 @@ enum static const u8 *GetHoldEffectName(enum ItemHoldEffect 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_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_VolatileStatus[] = _("Volatiles"); -static const u8 sText_Status3[] = _("Status3"); -static const u8 sText_Status4[] = _("Status4"); -static const u8 sText_SideStatus[] = _("Side Status"); -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_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_EmptyString[] = _(""); -static const u8 sText_IsSwitching[] = _("Switching to "); static const struct BitfieldInfo sStatus1Bitfield[] = { @@ -487,160 +352,160 @@ static const struct BitfieldInfo sAIBitfield[] = static const struct ListMenuItem sMainListItems[] = { - {sText_Moves, LIST_ITEM_MOVES}, - {sText_Ability, LIST_ITEM_ABILITY}, - {sText_HeldItem, LIST_ITEM_HELD_ITEM}, - {sText_PP, LIST_ITEM_PP}, - {sText_Types, LIST_ITEM_TYPES}, - {sText_Stats, LIST_ITEM_STATS}, - {sText_StatStages, LIST_ITEM_STAT_STAGES}, - {sText_Status1, LIST_ITEM_STATUS1}, - {sText_VolatileStatus, LIST_ITEM_VOLATILE}, - {sText_Status3, LIST_ITEM_STATUS3}, - {sText_Status4, LIST_ITEM_STATUS4}, - {sText_SideStatus, LIST_ITEM_SIDE_STATUS}, - {sText_AI, LIST_ITEM_AI}, - {sText_AIMovePts, LIST_ITEM_AI_MOVES_PTS}, - {sText_AiKnowledge, LIST_ITEM_AI_INFO}, - {sText_AiParty, LIST_ITEM_AI_PARTY}, - {sText_Various, LIST_ITEM_VARIOUS}, + {COMPOUND_STRING("Moves"), LIST_ITEM_MOVES}, + {sText_Ability, LIST_ITEM_ABILITY}, + {sText_HeldItem, LIST_ITEM_HELD_ITEM}, + {COMPOUND_STRING("PP"), LIST_ITEM_PP}, + {COMPOUND_STRING("Types"), LIST_ITEM_TYPES}, + {COMPOUND_STRING("Stats"), LIST_ITEM_STATS}, + {COMPOUND_STRING("Stat Stages"), LIST_ITEM_STAT_STAGES}, + {COMPOUND_STRING("Status1"), LIST_ITEM_STATUS1}, + {COMPOUND_STRING("Volatiles"), LIST_ITEM_VOLATILE}, + {COMPOUND_STRING("Status3"), LIST_ITEM_STATUS3}, + {COMPOUND_STRING("Status4"), LIST_ITEM_STATUS4}, + {COMPOUND_STRING("Side Status"), LIST_ITEM_SIDE_STATUS}, + {COMPOUND_STRING("AI"), LIST_ITEM_AI}, + {COMPOUND_STRING("AI Pts/Dmg"), LIST_ITEM_AI_MOVES_PTS}, + {COMPOUND_STRING("AI Info"), LIST_ITEM_AI_INFO}, + {COMPOUND_STRING("AI Party"), LIST_ITEM_AI_PARTY}, + {COMPOUND_STRING("Various"), LIST_ITEM_VARIOUS}, }; static const struct ListMenuItem sStatsListItems[] = { - {sText_CurrHp, LIST_STAT_HP_CURRENT}, - {sText_MaxHp, LIST_STAT_HP_MAX}, - {sText_Attack, LIST_STAT_ATTACK}, - {sText_Defense, LIST_STAT_DEFENSE}, - {sText_Speed, LIST_STAT_SPEED}, - {sText_SpAtk, LIST_STAT_SP_ATK}, - {sText_SpDef, LIST_STAT_SP_DEF}, + {COMPOUND_STRING("HP Current"), LIST_STAT_HP_CURRENT}, + {COMPOUND_STRING("HP Max"), LIST_STAT_HP_MAX}, + {COMPOUND_STRING("Attack"), LIST_STAT_ATTACK}, + {COMPOUND_STRING("Defense"), LIST_STAT_DEFENSE}, + {COMPOUND_STRING("Speed"), LIST_STAT_SPEED}, + {COMPOUND_STRING("Sp. Atk"), LIST_STAT_SP_ATK}, + {COMPOUND_STRING("Sp. Def"), LIST_STAT_SP_DEF}, }; static const struct ListMenuItem sStatus1ListItems[] = { - {sText_Sleep, LIST_STATUS1_SLEEP}, - {sText_Poison, LIST_STATUS1_POISON}, - {sText_Burn, LIST_STATUS1_BURN}, - {sText_Freeze, LIST_STATUS1_FREEZE}, - {sText_Paralysis, LIST_STATUS1_PARALYSIS}, - {sText_ToxicPoison, LIST_STATUS1_TOXIC_POISON}, - {sText_ToxicCounter, LIST_STATUS1_TOXIC_COUNTER}, - {sText_Frostbite, LIST_STATUS1_FROSTBITE}, + {COMPOUND_STRING("Sleep"), LIST_STATUS1_SLEEP}, + {COMPOUND_STRING("Poison"), LIST_STATUS1_POISON}, + {COMPOUND_STRING("Burn"), LIST_STATUS1_BURN}, + {COMPOUND_STRING("Freeze"), LIST_STATUS1_FREEZE}, + {COMPOUND_STRING("Paralysis"), LIST_STATUS1_PARALYSIS}, + {COMPOUND_STRING("Toxic Poison"), LIST_STATUS1_TOXIC_POISON}, + {COMPOUND_STRING("Toxic Counter"), LIST_STATUS1_TOXIC_COUNTER}, + {COMPOUND_STRING("Frostbite"), LIST_STATUS1_FROSTBITE}, }; static const struct ListMenuItem sVolatileStatusListItems[] = { - {COMPOUND_STRING("Confusion"), VOLATILE_CONFUSION}, - {COMPOUND_STRING("Flinched"), VOLATILE_FLINCHED}, - {COMPOUND_STRING("Torment"), VOLATILE_TORMENT}, - {COMPOUND_STRING("Powder"), VOLATILE_POWDER}, - {COMPOUND_STRING("DefenseCurl"), VOLATILE_DEFENSE_CURL}, - {COMPOUND_STRING("Recharge"), VOLATILE_RECHARGE}, - {COMPOUND_STRING("Rage"), VOLATILE_RAGE}, - {COMPOUND_STRING("DestinyBond"), VOLATILE_DESTINY_BOND}, + {COMPOUND_STRING("Confusion"), VOLATILE_CONFUSION}, + {COMPOUND_STRING("Flinched"), VOLATILE_FLINCHED}, + {COMPOUND_STRING("Torment"), VOLATILE_TORMENT}, + {COMPOUND_STRING("Powder"), VOLATILE_POWDER}, + {COMPOUND_STRING("DefenseCurl"), VOLATILE_DEFENSE_CURL}, + {COMPOUND_STRING("Recharge"), VOLATILE_RECHARGE}, + {COMPOUND_STRING("Rage"), VOLATILE_RAGE}, + {COMPOUND_STRING("DestinyBond"), VOLATILE_DESTINY_BOND}, {COMPOUND_STRING("EscapePrevention"), VOLATILE_ESCAPE_PREVENTION}, - {COMPOUND_STRING("Cursed"), VOLATILE_CURSED}, - {COMPOUND_STRING("Foresight"), VOLATILE_FORESIGHT}, - {COMPOUND_STRING("DragonCheer"), VOLATILE_DRAGON_CHEER}, - {COMPOUND_STRING("FocusEnergy"), VOLATILE_FOCUS_ENERGY}, - {COMPOUND_STRING("MudSport"), VOLATILE_MUD_SPORT}, - {COMPOUND_STRING("WaterSport"), VOLATILE_WATER_SPORT}, + {COMPOUND_STRING("Cursed"), VOLATILE_CURSED}, + {COMPOUND_STRING("Foresight"), VOLATILE_FORESIGHT}, + {COMPOUND_STRING("DragonCheer"), VOLATILE_DRAGON_CHEER}, + {COMPOUND_STRING("FocusEnergy"), VOLATILE_FOCUS_ENERGY}, + {COMPOUND_STRING("MudSport"), VOLATILE_MUD_SPORT}, + {COMPOUND_STRING("WaterSport"), VOLATILE_WATER_SPORT}, }; static const struct ListMenuItem sStatus3ListItems[] = { - {sText_LeechSeedHealer, LIST_STATUS3_LEECH_SEED_HEALER}, - {sText_LeechSeeded, LIST_STATUS3_LEECH_SEEDED}, - {sText_AlwaysHits, LIST_STATUS3_ALWAYS_HITS}, - {sText_PerishSong, LIST_STATUS3_PERISH_SONG}, - {sText_OnAir, LIST_STATUS3_ON_AIR}, - {sText_Underground, LIST_STATUS3_UNDERGROUND}, - {sText_Minimized, LIST_STATUS3_MINIMIZED}, - {sText_ChargedUp, LIST_STATUS3_CHARGED_UP}, - {sText_Rooted, LIST_STATUS3_ROOTED}, - {sText_Yawn, LIST_STATUS3_YAWN}, - {sText_ImprisonedOthers, LIST_STATUS3_IMPRISONED_OTHERS}, - {sText_Grudge, LIST_STATUS3_GRUDGE}, - {sText_GastroAcid, LIST_STATUS3_GASTRO_ACID}, - {sText_Embargo, LIST_STATUS3_EMBARGO}, - {sText_Underwater, LIST_STATUS3_UNDERWATER}, - {sText_SmackedDown, LIST_STATUS3_SMACKED_DOWN}, - {sText_Telekinesis, LIST_STATUS3_TELEKINESIS}, - {sText_MiracleEyed, LIST_STATUS3_MIRACLE_EYED}, - {sText_MagnetRise, LIST_STATUS3_MAGNET_RISE}, - {sText_HealBlock, LIST_STATUS3_HEAL_BLOCK}, - {sText_AquaRing, LIST_STATUS3_AQUA_RING}, - {sText_LaserFocus, LIST_STATUS3_LASER_FOCUS}, - {sText_PowerTrick, LIST_STATUS3_POWER_TRICK}, + {COMPOUND_STRING("Leech Seed Healer"), LIST_STATUS3_LEECH_SEED_HEALER}, + {COMPOUND_STRING("Leech Seeded"), LIST_STATUS3_LEECH_SEEDED}, + {COMPOUND_STRING("Always Hits"), LIST_STATUS3_ALWAYS_HITS}, + {COMPOUND_STRING("Perish Song"), LIST_STATUS3_PERISH_SONG}, + {COMPOUND_STRING("On Air"), LIST_STATUS3_ON_AIR}, + {COMPOUND_STRING("Underground"), LIST_STATUS3_UNDERGROUND}, + {COMPOUND_STRING("Minimized"), LIST_STATUS3_MINIMIZED}, + {COMPOUND_STRING("Charged Up"), LIST_STATUS3_CHARGED_UP}, + {COMPOUND_STRING("Rooted"), LIST_STATUS3_ROOTED}, + {COMPOUND_STRING("Yawn"), LIST_STATUS3_YAWN}, + {COMPOUND_STRING("Imprisoned Others"), LIST_STATUS3_IMPRISONED_OTHERS}, + {COMPOUND_STRING("Grudge"), LIST_STATUS3_GRUDGE}, + {COMPOUND_STRING("Gastro Acid"), LIST_STATUS3_GASTRO_ACID}, + {COMPOUND_STRING("Embargo"), LIST_STATUS3_EMBARGO}, + {COMPOUND_STRING("Underwater"), LIST_STATUS3_UNDERWATER}, + {COMPOUND_STRING("Smacked Down"), LIST_STATUS3_SMACKED_DOWN}, + {COMPOUND_STRING("Telekinesis"), LIST_STATUS3_TELEKINESIS}, + {COMPOUND_STRING("Miracle Eyed"), LIST_STATUS3_MIRACLE_EYED}, + {COMPOUND_STRING("Magnet Rise"), LIST_STATUS3_MAGNET_RISE}, + {COMPOUND_STRING("Heal Block"), LIST_STATUS3_HEAL_BLOCK}, + {COMPOUND_STRING("Aqua Ring"), LIST_STATUS3_AQUA_RING}, + {COMPOUND_STRING("Laser Focus"), LIST_STATUS3_LASER_FOCUS}, + {COMPOUND_STRING("Power Trick"), LIST_STATUS3_POWER_TRICK}, }; static const struct ListMenuItem sStatus4ListItems[] = { - {sText_Electrified, LIST_STATUS4_ELECTRIFIED}, - {sText_SaltCure, LIST_STATUS4_SALT_CURE}, - {sText_SyrupBomb, LIST_STATUS4_SYRUP_BOMB}, - {sText_GlaiveRush, LIST_STATUS4_GLAIVE_RUSH}, + {COMPOUND_STRING("Electrified"), LIST_STATUS4_ELECTRIFIED}, + {COMPOUND_STRING("Salt Cure"), LIST_STATUS4_SALT_CURE}, + {COMPOUND_STRING("Syrup Bomb"), LIST_STATUS4_SYRUP_BOMB}, + {COMPOUND_STRING("Glaive Rush"), LIST_STATUS4_GLAIVE_RUSH}, }; static const struct ListMenuItem sSideStatusListItems[] = { - {sText_Reflect, LIST_SIDE_REFLECT}, - {sText_LightScreen, LIST_SIDE_LIGHTSCREEN}, - {sText_StickyWeb, LIST_SIDE_STICKY_WEB}, - {sText_Spikes, LIST_SIDE_SPIKES}, - {sText_Safeguard, LIST_SIDE_SAFEGUARD}, - {sText_Mist, LIST_SIDE_MIST}, - {sText_Tailwind, LIST_SIDE_TAILWIND}, - {sText_AuroraVeil, LIST_SIDE_AURORA_VEIL}, - {sText_LuckyChant, LIST_SIDE_LUCKY_CHANT}, - {sText_ToxicSpikes, LIST_SIDE_TOXIC_SPIKES}, - {sText_StealthRock, LIST_SIDE_STEALTH_ROCK}, - {sText_Steelsurge, LIST_SIDE_STEELSURGE}, - {sText_DamageNonTypes, LIST_SIDE_DAMAGE_NON_TYPES}, - {sText_Rainbow, LIST_SIDE_RAINBOW}, - {sText_SeaOfFire, LIST_SIDE_SEA_OF_FIRE}, - {sText_Swamp, LIST_SIDE_SWAMP}, + {COMPOUND_STRING("Reflect"), LIST_SIDE_REFLECT}, + {COMPOUND_STRING("Light Screen"), LIST_SIDE_LIGHTSCREEN}, + {COMPOUND_STRING("Sticky Web"), LIST_SIDE_STICKY_WEB}, + {COMPOUND_STRING("Spikes"), LIST_SIDE_SPIKES}, + {COMPOUND_STRING("Safeguard"), LIST_SIDE_SAFEGUARD}, + {COMPOUND_STRING("Mist"), LIST_SIDE_MIST}, + {COMPOUND_STRING("Tailwind"), LIST_SIDE_TAILWIND}, + {COMPOUND_STRING("Aurora Veil"), LIST_SIDE_AURORA_VEIL}, + {COMPOUND_STRING("Lucky Chant"), LIST_SIDE_LUCKY_CHANT}, + {COMPOUND_STRING("Toxic Spikes"), LIST_SIDE_TOXIC_SPIKES}, + {COMPOUND_STRING("Stealth Rock"), LIST_SIDE_STEALTH_ROCK}, + {COMPOUND_STRING("Steelsurge"), LIST_SIDE_STEELSURGE}, + {COMPOUND_STRING("Damage Non-Types"), LIST_SIDE_DAMAGE_NON_TYPES}, + {COMPOUND_STRING("Rainbow"), LIST_SIDE_RAINBOW}, + {COMPOUND_STRING("Sea of Fire"), LIST_SIDE_SEA_OF_FIRE}, + {COMPOUND_STRING("Swamp"), LIST_SIDE_SWAMP}, }; static const struct ListMenuItem sAIListItems[] = { - {sText_CheckBadMove, LIST_AI_CHECK_BAD_MOVE}, - {sText_TryToFaint, LIST_AI_TRY_TO_FAINT}, - {sText_CheckViability, LIST_AI_CHECK_VIABILITY}, - {sText_ForceSetupFirstTurn, LIST_AI_FORCE_SETUP_FIRST_TURN}, - {sText_Risky, LIST_AI_RISKY}, - {sText_TryTo2HKO, LIST_AI_TRY_TO_2HKO}, - {sText_PreferBatonPass, LIST_AI_PREFER_BATON_PASS}, - {sText_DoubleBattle, LIST_AI_DOUBLE_BATTLE}, - {sText_HpAware, LIST_AI_HP_AWARE}, - {sText_PowerfulStatus, LIST_AI_POWERFUL_STATUS}, - {sText_NegateUnaware, LIST_AI_NEGATE_UNAWARE}, - {sText_WillSuicide, LIST_AI_WILL_SUICIDE}, - {sText_PreferStatusMoves, LIST_AI_PREFER_STATUS_MOVES}, - {sText_Stall, LIST_AI_STALL}, - {sText_SmartSwitching, LIST_AI_SMART_SWITCHING}, - {sText_AcePokemon, LIST_AI_ACE_POKEMON}, - {sText_Omniscient, LIST_AI_OMNISCIENT}, - {sText_SmartMonChoices, LIST_AI_SMART_MON_CHOICES}, - {sText_Conservative, LIST_AI_CONSERVATIVE}, - {sText_SequenceSwitching, LIST_AI_SEQUENCE_SWITCHING}, - {sText_DoubleAcePokemon, LIST_AI_DOUBLE_ACE_POKEMON}, - {sText_WeighAbilityPrediction, LIST_AI_WEIGH_ABILITY_PREDICTION}, - {sText_PreferHighestDamageMove, LIST_AI_PREFER_HIGHEST_DAMAGE_MOVE}, - {sText_PredictSwitch, LIST_AI_PREDICT_SWITCH}, - {sText_PredictIncomingMon, LIST_AI_PREDICT_INCOMING_MON}, - {sText_DynamicFunc, LIST_AI_DYNAMIC_FUNC}, - {sText_Roaming, LIST_AI_ROAMING}, - {sText_Safari, LIST_AI_SAFARI}, - {sText_FirstBattle, LIST_AI_FIRST_BATTLE}, + {COMPOUND_STRING("Check Bad Move"), LIST_AI_CHECK_BAD_MOVE}, + {COMPOUND_STRING("Try to Faint"), LIST_AI_TRY_TO_FAINT}, + {COMPOUND_STRING("Check Viability"), LIST_AI_CHECK_VIABILITY}, + {COMPOUND_STRING("Force Setup First Turn"), LIST_AI_FORCE_SETUP_FIRST_TURN}, + {COMPOUND_STRING("Risky"), LIST_AI_RISKY}, + {COMPOUND_STRING("Try to 2HKO"), LIST_AI_TRY_TO_2HKO}, + {COMPOUND_STRING("Prefer Baton Pass"), LIST_AI_PREFER_BATON_PASS}, + {COMPOUND_STRING("Double Battle"), LIST_AI_DOUBLE_BATTLE}, + {COMPOUND_STRING("HP Aware"), LIST_AI_HP_AWARE}, + {COMPOUND_STRING("Powerful Status"), LIST_AI_POWERFUL_STATUS}, + {COMPOUND_STRING("Negate Unaware"), LIST_AI_NEGATE_UNAWARE}, + {COMPOUND_STRING("Will Suicide"), LIST_AI_WILL_SUICIDE}, + {COMPOUND_STRING("Prefer Status Moves"), LIST_AI_PREFER_STATUS_MOVES}, + {COMPOUND_STRING("Stall"), LIST_AI_STALL}, + {COMPOUND_STRING("Smart Switching"), LIST_AI_SMART_SWITCHING}, + {COMPOUND_STRING("Ace Pokémon"), LIST_AI_ACE_POKEMON}, + {COMPOUND_STRING("Omniscient"), LIST_AI_OMNISCIENT}, + {COMPOUND_STRING("Smart Mon Choices"), LIST_AI_SMART_MON_CHOICES}, + {COMPOUND_STRING("Conservative"), LIST_AI_CONSERVATIVE}, + {COMPOUND_STRING("Sequence Switching"), LIST_AI_SEQUENCE_SWITCHING}, + {COMPOUND_STRING("Double Ace Pokémon"), LIST_AI_DOUBLE_ACE_POKEMON}, + {COMPOUND_STRING("Weigh Ability Prediction"), LIST_AI_WEIGH_ABILITY_PREDICTION}, + {COMPOUND_STRING("Prefer Highest Damage Move"), LIST_AI_PREFER_HIGHEST_DAMAGE_MOVE}, + {COMPOUND_STRING("Predict Switch"), LIST_AI_PREDICT_SWITCH}, + {COMPOUND_STRING("Predict Incoming Mon"), LIST_AI_PREDICT_INCOMING_MON}, + {COMPOUND_STRING("Dynamic Func"), LIST_AI_DYNAMIC_FUNC}, + {COMPOUND_STRING("Roaming"), LIST_AI_ROAMING}, + {COMPOUND_STRING("Safari"), LIST_AI_SAFARI}, + {COMPOUND_STRING("First Battle"), LIST_AI_FIRST_BATTLE}, }; static const struct ListMenuItem sVariousListItems[] = { - {sText_ShowHP, VARIOUS_SHOW_HP}, - {sText_SubstituteHp, VARIOUS_SUBSTITUTE_HP}, - {sText_InLove, VARIOUS_IN_LOVE}, + {COMPOUND_STRING("Show HP"), VARIOUS_SHOW_HP}, + {COMPOUND_STRING("Substitute HP"), VARIOUS_SUBSTITUTE_HP}, + {COMPOUND_STRING("In Love"), VARIOUS_IN_LOVE}, }; static const struct ListMenuItem sSecondaryListItems[] = @@ -934,7 +799,7 @@ static void PutMovesPointsText(struct BattleDebugMenu *data) { u32 switchMon = GetMonData(&gEnemyParty[gAiLogicData->mostSuitableMonId[data->aiBattlerId]], MON_DATA_SPECIES); - AddTextPrinterParameterized(data->aiMovesWindowId, FONT_NORMAL, sText_IsSwitching, 74, 64, 0, NULL); + AddTextPrinterParameterized(data->aiMovesWindowId, FONT_NORMAL, COMPOUND_STRING("Switching to "), 74, 64, 0, NULL); AddTextPrinterParameterized(data->aiMovesWindowId, FONT_NORMAL, gSpeciesInfo[switchMon].speciesName, 74 + 68, 64, 0, NULL); }