commit
cc7705d63c
@ -1580,8 +1580,8 @@ ContestHall_Text_ReceivedRibbon:
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.string "{PLAYER}得到了缎带。$"
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ContestHall_Text_PutRibbonOnMon:
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.string "{PLAYER}带上了缎带\n"
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.string "{STR_VAR_1}。$"
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.string "{PLAYER}给{STR_VAR_1}\n"
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.string "戴上了缎带!$"
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ContestHall_Text_PickUpPrizeAtCounterLater:
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.string "请稍后到前台来\n"
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@ -1,241 +1,464 @@
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gText_AppealNumWhichMoveWillBePlayed::
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.string "{STR_VAR_1}号表演!\n要选择什么招式呢?$"
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.string "第{STR_VAR_1}回合的表演!\n"
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.string "要使用哪个招式呢?$"
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@{STR_VAR_1}かいめのアピール!
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@どのわざをつかう?
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gText_AppealNumButItCantParticipate::
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.string "{STR_VAR_1}号表演!\n但是它无法参与!$"
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.string "第{STR_VAR_1}回合的表演!\n"
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.string "但是不能参加!$"
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@{STR_VAR_1}かいめのアピール!
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@しかしさんかできない!
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gText_MonAppealedWithMove::
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.string "{STR_VAR_1}使用\n{STR_VAR_2}进行表演!$"
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.string "{STR_VAR_1}使用了\n"
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.string "{STR_VAR_2}来表演!$"
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@{STR_VAR_1}は
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@{STR_VAR_2}でアピール!
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gText_MonWasWatchingOthers::
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.string "{STR_VAR_1}正在\n看着别人。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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.string "{STR_VAR_1}\n"
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.string "看了看大家!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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@{STR_VAR_1}は
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@みんなを みていた!
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gText_AllOutOfAppealTime::
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.string "表演时间\n已经结束了!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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.string "表演时间结束!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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@アピールタイム しゅうりょう!
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@ Appeal result texts
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gText_BecameMoreConsciousOfOtherMons::
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.string "其它宝可梦变得\n更警惕了。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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.string "其它宝可梦相比平常,\n"
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.string "变得更担心了起来!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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@ほかの ポケモンが いつもより
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@きに なって きた!
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gText_MonCantMakeAnAppealAfterThis::
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.string "{STR_VAR_1}在这之后\n不能再使用招式了。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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.string "{STR_VAR_1}在这之后\n"
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.string "就不能登台表演了!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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@{STR_VAR_1}は このあと
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@アピール できなく なった!
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gText_SettledDownJustLittleBit::
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.string "它稍微\n冷静下来了。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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.string "它稍稍有点\n"
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.string "心情平静了下来!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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@ちょっと だけ
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@きもちが おちついた!
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gText_BecameObliviousToOtherMons::
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.string "它开始忽视\n其它宝可梦了。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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.string "它变得完全\n"
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.string "不关注其它宝可梦了!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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@ほかの ポケモンが ぜんぜん
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@きに ならなく なった!
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gText_BecameLessAwareOfOtherMons::
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.string "其它宝可梦的\n关注度降低了。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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.string "它变得不怎么去\n"
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.string "关注其它宝可梦了。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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@ほかの ポケモンが あまり
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@きに ならなく なった!
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gText_StoppedCaringAboutOtherMons::
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.string "它无视了\n其它宝可梦。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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.string "它变得不怎么去\n"
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.string "分心或留意其它宝可梦了!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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@ほかの ポケモンを あまり
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@きに しないように なった!
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gText_TriedToStartleOtherMons::
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.string "它试着去惊吓\n其它宝可梦。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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.string "它想要把其他的\n"
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.string "宝可梦吓一跳!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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@ほかの ポケモンを
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@びっくり させようと した!
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gText_TriedToDazzleOthers::
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.string "它尝试让其它\n宝可梦眼花。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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.string "它想要让大家\n"
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.string "都变得眼花起来!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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@みんなの めを
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@くらませようと した!
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gText_JudgeLookedAwayFromMon::
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.string "裁判不再看\n {STR_VAR_1}了。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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.string "审查员的目光\n"
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.string "从{STR_VAR_1}身上移开了!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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@しんさいんは {STR_VAR_1}から
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@めを そらして しまった!
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gText_TriedToUnnerveNextMon::
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.string "它想让下一位\n宝可梦泄气。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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.string "它想让下一只等待表演的\n"
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.string "宝可梦紧张!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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@つぎに まっている ポケモンを
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@きんちょう させようと した!
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gText_MonBecameNervous::
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.string "{STR_VAR_1}变得\n紧张了。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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.string "{STR_VAR_1}\n"
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.string "紧张了起来!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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@{STR_VAR_1}は
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@きんちょう してしまった!
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gText_AppealTriedToUnnerveWaitingMons::
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.string "它让在等待的\n宝可梦胆怯了。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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.string "它想让所有没有表演的\n"
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.string "宝可梦紧张!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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@アピールが まだの ポケモンを
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@きんちょう させようと した!
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gText_TauntedMonsDoingWell::
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.string "它让其它宝可梦\n受到了惊吓。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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.string "它试着去嘲笑捉弄那些\n"
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.string "状态还不错的宝可梦!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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@ちょうしが いい ポケモンを
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@からかってみた!
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gText_MonRegainedItsForm::
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.string "{STR_VAR_1}恢复了。\n{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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.string "{STR_VAR_1}的状态\n"
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.string "回到了本来的样子!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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@{STR_VAR_1}の ちょうしが
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@もとに もどって しまった!
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gText_TriedToJamMonDoingWell::
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.string "它试图干扰宝可梦\n把招式做好。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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.string "它想去打扰那些\n"
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.string "状态还不错的宝可梦!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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@ちょうしが いい ポケモンの
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@じゃまを しようと した!
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gText_StandoutMonHustledEvenMore::
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.string "表现出色的{STR_VAR_1}\n加快步伐甩开对手。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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.string "本来就十分显眼的{STR_VAR_1}\n"
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.string "更是鼓足了干劲!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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@めだっている {STR_VAR_1}は
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@さらに はりきった!
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gText_LargelyUnnoticedMonWorkedHard::
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.string "不太受人注意的\n{STR_VAR_1}做得更加的努力。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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.string "本来不太显眼的{STR_VAR_1}\n"
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.string "加油努力了起来!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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@めだっていない {STR_VAR_1}は
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@がんばりまくった!
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gText_WorkedAsMuchAsMonBefore::
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.string "它和之前的那些宝可梦\n一样的的努力。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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.string "它鼓足了不会输给\n"
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.string "前面宝可梦们程度的干劲!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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@まえの ポケモンたちに
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@まけないくらい はりきった!
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gText_MonsAppealDidNotGoWell::
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.string "{STR_VAR_1}的招式完成\n的不是很理想。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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.string "{STR_VAR_1}并没有\n"
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.string "展示表演出自己的水平!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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@{STR_VAR_1}は アピールを
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@うまく みせられなかった!
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gText_WorkedAsMuchAsPrecedingMon::
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.string "和前面宝可梦的招式\n重复了。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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.string "和前面的宝可梦\n"
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.string "一样地鼓足了干劲!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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@まえの ポケモンと
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@おなじくらい はりきった!
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gText_MonsAppealDidNotGoWell2::
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.string "{STR_VAR_1}的招式完成\n的不是很理想。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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.string "{STR_VAR_1}并没有\n"
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.string "展示表演出自己的水平!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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@{STR_VAR_1}は アピールを
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@うまく みせられなかった!
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gText_MonsAppealDidNotGoWell3::
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.string "{STR_VAR_1}的招式完成\n的不是很理想。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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.string "{STR_VAR_1}并没有\n"
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.string "展示表演出自己的水平!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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@{STR_VAR_1}は アピールを
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@うまく みせられなかった!
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gText_MonsAppealWentSlightlyWell::
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.string "{STR_VAR_1}的招式\n完成的还可以。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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.string "{STR_VAR_1}的表演\n"
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.string "做得有点可以!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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@{STR_VAR_1}の アピールは
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@すこし うまく いった!
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gText_MonsAppealWentPrettyWell::
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.string "{STR_VAR_1}的招式\n完成的非常好。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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.string "{STR_VAR_1}的表演\n"
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.string "做得还算不错!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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@{STR_VAR_1}の アピールは
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@まあまあ うまく いった!
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gText_MonsAppealWentExcellently::
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.string "{STR_VAR_1}的招式\n完成的太棒了。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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.string "{STR_VAR_1}的表演\n"
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.string "做得非常不错!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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@{STR_VAR_1}の アピールは
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@とても うまく いった!
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gText_MonsAppealWasDud::
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.string "{STR_VAR_1}的招式\n没有作用。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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.string "{STR_VAR_1}的表演\n"
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.string "成了一场失败!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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@{STR_VAR_1}の アピールは
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@しっぱい して しまった!
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gText_MonsAppealDidNotWorkVeryWell::
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.string "{STR_VAR_1}的招式\n不是很有用。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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.string "{STR_VAR_1}的表演\n"
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.string "做得不怎么好!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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@{STR_VAR_1}の アピールは
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@あまり うまく いかなかった!
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gText_MonsAppealWentSlightlyWell2::
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.string "{STR_VAR_1}的招式\n完成的还可以。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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.string "{STR_VAR_1}的表演\n"
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.string "做得有点可以!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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@{STR_VAR_1}の アピールは
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@すこし うまく いった!
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gText_MonsAppealWentPrettyWell2::
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.string "{STR_VAR_1}的招式\n完成的非常好。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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.string "{STR_VAR_1}的表演\n"
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.string "做得还算不错!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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@{STR_VAR_1}の アピールは
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@まあまあ うまく いった!
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gText_MonsAppealWentVeryWell::
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.string "{STR_VAR_1}的招式\n完成的非常棒。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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.string "{STR_VAR_1}的表演\n"
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.string "做得相当可以!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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@{STR_VAR_1}の アピールは
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@かなり うまく いった!
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gText_MonsAppealWentExcellently2::
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.string "{STR_VAR_1}的招式\n完成的太出色了。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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.string "{STR_VAR_1}的表演\n"
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.string "做得非常不错!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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@{STR_VAR_1}の アピールは
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@とても うまく いった!
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gText_SameTypeAsOneBeforeGood::
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.string "和前面宝可梦的招式\n完成的一样出色!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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.string "因为和前面的宝可梦\n"
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.string "一样类型而受到喜欢!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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@まえの ポケモンと
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@おなじタイプで きにいられた!
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gText_NotSameTypeAsOneBeforeGood::
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.string "它和之前做相同\n招式的一样棒!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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.string "因为和前面的宝可梦\n"
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.string "类型不同而受到喜欢!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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@まえの ポケモンと
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@ちがうタイプで きにいられた!
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gText_StoodOutMuchMoreThanMonBefore::
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.string "它比前面的宝可梦\n要出色多了。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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.string "相比前面的宝可梦\n"
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.string "要出彩得多!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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@まえの ポケモンより
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@だいぶ めだった!
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gText_DidntDoAsWellAsMonBefore::
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.string "它还没有之前的\n宝可梦表演的精彩。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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.string "相比前面的宝可梦\n"
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.string "完成得不算太好!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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@まえの ポケモンより
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@うまく できなかった!
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gText_MonsConditionRoseAboveUsual::
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.string "{STR_VAR_1}的状态\n渐入佳境。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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.string "{STR_VAR_1}的状态\n"
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.string "相比平常有所提升!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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@{STR_VAR_1}の ちょうしが
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@いつもより あがった!
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gText_MonsHotStatusMadeGreatAppeal::
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.string "{STR_VAR_1}的火热状态\n使得表演更加出色!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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.string "{STR_VAR_1}状态不错\n"
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||||
.string "表演变得棒极了!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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@{STR_VAR_1}は ちょうしが よくて
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@ぜっこうの アピールに なった!
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||||
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gText_MovedUpInLineForNextAppeal::
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||||
.string "为了接下来的表演,\n它走到了前方。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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.string "它想要在下回合的表演里\n"
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.string "更早出场而走到了前面!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
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@つぎの アピールを はやく
|
||||
@しようと まえに でた!
|
||||
|
||||
gText_MovedBackInLineForNextAppeal::
|
||||
.string "它向后退了步\n等待下一轮表演。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
.string "它想要在下回合的表演里\n"
|
||||
.string "更晚出场而后退了一步!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@つぎの アピールを おそく
|
||||
@しようと 1ぽ さがった!
|
||||
|
||||
gText_ScrambledUpOrderForNextTurn::
|
||||
.string "下一轮的\n次序被打乱了。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
.string "下个回合的表演顺序\n"
|
||||
.string "变得奇怪了起来!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@つぎの ターンの じゅんばん
|
||||
@おかしく した!
|
||||
|
||||
gText_JudgeLookedAtMonExpectantly::
|
||||
.string "裁判非常专注地\n看着{STR_VAR_1}的表演。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
.string "审查员满怀期待地\n"
|
||||
.string "看着{STR_VAR_1}!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@しんさいんが きたいして
|
||||
@{STR_VAR_1}を みつめた!
|
||||
|
||||
gText_AppealComboWentOverWell::
|
||||
.string "连锁招式\n受到欢迎了。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
.string "前后两场表演的组合\n"
|
||||
.string "得到了大家的喜爱!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@アピールの くみあわせが
|
||||
@きに いって もらえた!
|
||||
|
||||
gText_AppealComboWentOverVeryWell::
|
||||
.string "连锁招式\n很受欢迎。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
.string "前后两场表演的组合\n"
|
||||
.string "相当受大家喜欢!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@アピールの くみあわせが
|
||||
@かなり きに いられた!
|
||||
|
||||
gText_AppealComboWentOverExcellently::
|
||||
.string "连锁招式\n非常受欢迎了。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
.string "前后两场表演的组合\n"
|
||||
.string "特别受大家喜欢!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@アピールの くみあわせが
|
||||
@ものすごく きに いられた!
|
||||
|
||||
gText_MonManagedToAvertGaze::
|
||||
.string "{STR_VAR_1}设法\n躲开了它的注视。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
.string "{STR_VAR_1}不知为何\n"
|
||||
.string "没有看它!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@{STR_VAR_1}は なんとか
|
||||
@めを そらした!
|
||||
|
||||
gText_MonManagedToAvoidSeeingIt::
|
||||
.string "{STR_VAR_1}设法\n避免看到它。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
.string "{STR_VAR_1}\n"
|
||||
.string "没看向那里而没有被吓到!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@{STR_VAR_1}は
|
||||
@そっちを みずに すんだ!
|
||||
|
||||
gText_MonIsntFazedByThatSortOfThing::
|
||||
.string "{STR_VAR_1}并没有因为\n那些小插曲受影响。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
.string "这种程度的事情\n"
|
||||
.string "没有对{STR_VAR_1}造成影响!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@{STR_VAR_1}は
|
||||
@このくらいは へいきだった!
|
||||
|
||||
gText_MonBecameALittleDistracted::
|
||||
.string "{STR_VAR_1}变得有些\n分心了。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
.string "{STR_VAR_1}变得\n"
|
||||
.string "稍稍有点分心了!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@{STR_VAR_1}は ちょっと
|
||||
@きを とられて しまった!
|
||||
|
||||
gText_TriedToStartleOtherPokemon::
|
||||
.string "它尝试惊吓\n其它宝可梦。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
.string "它想要把其他的\n"
|
||||
.string "宝可梦吓一跳!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@ほかの ポケモンを
|
||||
@びっくり させようと した!
|
||||
|
||||
gText_MonLookedDownOutOfDistraction::
|
||||
.string "{STR_VAR_1}低着头\n不知道在想什么。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
.string "{STR_VAR_1}被吸引了注意力\n"
|
||||
.string "低头看向下面了!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@{STR_VAR_1}は きをとられて
|
||||
@したを むいて しまった!(小)
|
||||
|
||||
gText_MonTurnedBackOutOfDistraction::
|
||||
.string "{STR_VAR_1}转过身子\n不知道在想什么。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
.string "{STR_VAR_1}被吸引了注意力\n"
|
||||
.string "转过头去了!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@{STR_VAR_1}は きを とられて
|
||||
@ふりかえって しまった!(中)
|
||||
|
||||
gText_MonCouldntHelpUtteringCry::
|
||||
.string "{STR_VAR_1}忍不住\n哭了出来。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
.string "{STR_VAR_1}不受控制地\n"
|
||||
.string "提高了自己的声音!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@{STR_VAR_1}は おもわず
|
||||
@こえを あげて しまった!(大)
|
||||
|
||||
gText_MonCouldntHelpLeapingUp::
|
||||
.string "{STR_VAR_1}不禁地\n跳了起来。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
.string "{STR_VAR_1}不受控制地\n"
|
||||
.string "猛地跳了起来!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@{STR_VAR_1}は おもわず
|
||||
@とびあがって しまった!(特大)
|
||||
|
||||
gText_MonTrippedOutOfDistraction::
|
||||
.string "{STR_VAR_1}因为漫不经心\n而被绊倒了。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
.string "{STR_VAR_1}被吸引了注意力\n"
|
||||
.string "摔在了地上四脚朝天!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@{STR_VAR_1}は きを とられて
|
||||
@ひっくり かえって しまった!(?)
|
||||
|
||||
gText_MonWasTooNervousToMove::
|
||||
.string "{STR_VAR_1}紧张得\n不得动弹了。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
.string "{STR_VAR_1}因为紧张\n"
|
||||
.string "不能使用招式表演了!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@{STR_VAR_1}は きんちょうして
|
||||
@アピールが できなかった!
|
||||
|
||||
gText_ButItMessedUp2::
|
||||
.string "但是它陷入了困境。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
.string "但是最终失败了!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@でも しっぱい してしまった!
|
||||
|
||||
gText_ButItFailedToMakeTargetNervous::
|
||||
.string "它想让对手紧张\n但失败了。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
.string "但是没有成功\n"
|
||||
.string "使宝可梦紧张起来!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@でも きんちょう
|
||||
@させられなかった!
|
||||
|
||||
gText_ButItFailedToMakeAnyoneNervous::
|
||||
.string "没有让任何\n一个宝可梦紧张。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
.string "但是场上的宝可梦们\n"
|
||||
.string "谁都没有紧张!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@でも だれも
|
||||
@きんちょう しなかった!
|
||||
|
||||
gText_ButItWasIgnored::
|
||||
.string "它被无视了…{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
.string "但是被无视了……{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@でも むし されて しまった……
|
||||
|
||||
gText_CouldntImproveItsCondition::
|
||||
.string "它还不能改善\n自己的状态…{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
.string "但是状态\n"
|
||||
.string "并没有被提升……{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@でも ちょうしは
|
||||
@あがらなかった……
|
||||
|
||||
gText_BadConditionResultedInWeakAppeal::
|
||||
.string "它糟糕的状态\n使得招式都是有气无力的了。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
.string "它因为状态不行\n"
|
||||
.string "表演得一点也不好……{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@ちょうしが よく なくて
|
||||
@あまり うまく できなかった……
|
||||
|
||||
gText_MonWasUnaffected::
|
||||
.string "{STR_VAR_1}没有\n受到影响。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
.string "{STR_VAR_1}\n"
|
||||
.string "依然气定神闲!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@{STR_VAR_1}は
|
||||
@へいき だった!
|
||||
|
||||
gText_RepeatedAppeal::
|
||||
.string "{STR_VAR_1}用了重复的招式,\n真让人失望。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
.string "{STR_VAR_1}持续表演\n"
|
||||
.string "相同的招式真让人失望。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@{STR_VAR_1}は おなじアピールを
|
||||
@つづけて がっかり された!
|
||||
|
||||
gText_MonsXWentOverGreat::
|
||||
.string "{STR_VAR_1}的{STR_VAR_3}表演\n做得相当出色。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
.string "{STR_VAR_1}的{STR_VAR_3}表演\n"
|
||||
.string "受到了周围的热烈欢迎!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@{STR_VAR_1}の {STR_VAR_3}が
|
||||
@まわりに とても うけた!
|
||||
|
||||
gText_MonsXDidntGoOverWell::
|
||||
.string "{STR_VAR_1}的{STR_VAR_3}表演\n没有受到青睐…{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
.string "{STR_VAR_1}的{STR_VAR_3}表演\n"
|
||||
.string "在这里不被接受……{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@{STR_VAR_1}の {STR_VAR_3}が
|
||||
@ここでは うけなかった…
|
||||
|
||||
gText_MonsXGotTheCrowdGoing::
|
||||
.string "{STR_VAR_1}的{STR_VAR_3}表演\n让围观人群散去了。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
.string "{STR_VAR_1}的{STR_VAR_3}表演\n"
|
||||
.string "让整个会场沸腾了!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@{STR_VAR_1}の {STR_VAR_3}に
|
||||
@まわりが もりあがった!
|
||||
|
||||
gText_MonCantAppealNextTurn::
|
||||
.string "{STR_VAR_1}下一轮\n不能行动了…{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
.string "{STR_VAR_1}不能参加\n"
|
||||
.string "之后的表演了!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@{STR_VAR_1}は つぎの アピールに
|
||||
@さんか できなくなった!
|
||||
|
||||
gText_AttractedCrowdsAttention::
|
||||
.string "它吸引了\n观众的注意。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
.string "吸引了\n"
|
||||
.string "观众们的注意!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@かんきゃくの
|
||||
@ちゅうもくを あつめた!
|
||||
|
||||
gText_CrowdContinuesToWatchMon::
|
||||
.string "人们还在关注\n着{STR_VAR_3}。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
.string "观众们一直\n"
|
||||
.string "持续看着{STR_VAR_3}!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@かんきゃくは
|
||||
@{STR_VAR_3}を みつづけている!
|
||||
|
||||
gText_MonsMoveIsIgnored::
|
||||
.string "{STR_VAR_1}的\n{STR_VAR_2}被忽视了。{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
.string "{STR_VAR_1}的{STR_VAR_2}\n"
|
||||
.string "连看都没人看……{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@{STR_VAR_1}の {STR_VAR_2}は
|
||||
@めを むけられなかった……
|
||||
|
||||
gText_Contest_Shyness::
|
||||
.string "害羞$"
|
||||
.string "扑通扑通$"
|
||||
@ドキドキ
|
||||
|
||||
gText_Contest_Anxiety::
|
||||
.string "焦虑$"
|
||||
.string "慌慌张张$"
|
||||
@モジモジ
|
||||
|
||||
gText_Contest_Laziness::
|
||||
.string "懒惰$"
|
||||
.string "懒懒洋洋$"
|
||||
@テレテレ
|
||||
|
||||
gText_Contest_Hesitancy::
|
||||
.string "踌躇$"
|
||||
.string "犹犹豫豫$"
|
||||
@オロオロ
|
||||
|
||||
@ビクビク
|
||||
gText_Contest_Fear::
|
||||
.string "恐惧$"
|
||||
.string "战战栗栗$"
|
||||
|
||||
BIN
graphics/contest/nextturn.png
Normal file → Executable file
BIN
graphics/contest/nextturn.png
Normal file → Executable file
Binary file not shown.
|
Before Width: | Height: | Size: 1.7 KiB After Width: | Height: | Size: 208 B |
BIN
graphics/contest/results_screen/tiles.png
Normal file → Executable file
BIN
graphics/contest/results_screen/tiles.png
Normal file → Executable file
Binary file not shown.
|
Before Width: | Height: | Size: 2.6 KiB After Width: | Height: | Size: 3.0 KiB |
BIN
graphics/contest/results_screen/title.bin
Normal file → Executable file
BIN
graphics/contest/results_screen/title.bin
Normal file → Executable file
Binary file not shown.
@ -906,3 +906,132 @@
|
||||
❌ 未找到 MOVE_SendWhichMonToPC,跳过
|
||||
❌ 未找到 MOVE_MenuDexNav,跳过
|
||||
❌ 未找到 MOVE_CannotSendMonToBoxHM,跳过
|
||||
❌ MOVE_NONE 没有单独招式效果说明,跳过
|
||||
❌ MOVE_HYPER_BEAM 没有单独招式效果说明,跳过
|
||||
❌ MOVE_MEGA_DRAIN 没有单独招式效果说明,跳过
|
||||
❌ MOVE_FEINT_ATTACK 没有单独招式效果说明,跳过
|
||||
❌ MOVE_FALSE_SWIPE 没有单独招式效果说明,跳过
|
||||
❌ MOVE_REVENGE 没有单独招式效果说明,跳过
|
||||
❌ MOVE_HEALING_WISH 没有单独招式效果说明,跳过
|
||||
❌ MOVE_PLUCK 没有单独招式效果说明,跳过
|
||||
❌ MOVE_U_TURN 没有单独招式效果说明,跳过
|
||||
❌ MOVE_CLOSE_COMBAT 没有单独招式效果说明,跳过
|
||||
❌ MOVE_WRING_OUT 没有单独招式效果说明,跳过
|
||||
❌ MOVE_SUCKER_PUNCH 没有单独招式效果说明,跳过
|
||||
❌ MOVE_DRAIN_PUNCH 没有单独招式效果说明,跳过
|
||||
❌ MOVE_GIGA_IMPACT 没有单独招式效果说明,跳过
|
||||
❌ MOVE_AVALANCHE 没有单独招式效果说明,跳过
|
||||
❌ MOVE_LAVA_PLUME 没有单独招式效果说明,跳过
|
||||
❌ MOVE_ROCK_WRECKER 没有单独招式效果说明,跳过
|
||||
❌ MOVE_BUG_BITE 没有单独招式效果说明,跳过
|
||||
❌ MOVE_LUNAR_DANCE 没有单独招式效果说明,跳过
|
||||
❌ MOVE_CRUSH_GRIP 没有单独招式效果说明,跳过
|
||||
❌ MOVE_SHADOW_FORCE 没有单独招式效果说明,跳过
|
||||
❌ MOVE_PSYSHOCK 没有单独招式效果说明,跳过
|
||||
❌ MOVE_STORM_THROW 没有单独招式效果说明,跳过
|
||||
❌ MOVE_HEAVY_SLAM 没有单独招式效果说明,跳过
|
||||
❌ MOVE_CHIP_AWAY 没有单独招式效果说明,跳过
|
||||
❌ MOVE_CIRCLE_THROW 没有单独招式效果说明,跳过
|
||||
❌ MOVE_VOLT_SWITCH 没有单独招式效果说明,跳过
|
||||
❌ MOVE_FROST_BREATH 没有单独招式效果说明,跳过
|
||||
❌ MOVE_DRAGON_TAIL 没有单独招式效果说明,跳过
|
||||
❌ MOVE_HORN_LEECH 没有单独招式效果说明,跳过
|
||||
❌ MOVE_SACRED_SWORD 没有单独招式效果说明,跳过
|
||||
❌ MOVE_HEAT_CRASH 没有单独招式效果说明,跳过
|
||||
❌ MOVE_PSYSTRIKE 没有单独招式效果说明,跳过
|
||||
❌ MOVE_SEARING_SHOT 没有单独招式效果说明,跳过
|
||||
❌ MOVE_PHANTOM_FORCE 没有单独招式效果说明,跳过
|
||||
❌ MOVE_DRAINING_KISS 没有单独招式效果说明,跳过
|
||||
❌ MOVE_HOLD_BACK 没有单独招式效果说明,跳过
|
||||
❌ MOVE_OBLIVION_WING 没有单独招式效果说明,跳过
|
||||
❌ MOVE_DRAGON_ASCENT 没有单独招式效果说明,跳过
|
||||
❌ MOVE_THUNDERCLAP 没有单独招式效果说明,跳过
|
||||
❌ MOVE_MIGHTY_CLEAVE 没有单独招式效果说明,跳过
|
||||
❌ MOVE_HARD_PRESS 没有单独招式效果说明,跳过
|
||||
❌ MOVE_BREAKNECK_BLITZ 没有单独招式效果说明,跳过
|
||||
❌ MOVE_ALL_OUT_PUMMELING 没有单独招式效果说明,跳过
|
||||
❌ MOVE_SUPERSONIC_SKYSTRIKE 没有单独招式效果说明,跳过
|
||||
❌ MOVE_ACID_DOWNPOUR 没有单独招式效果说明,跳过
|
||||
❌ MOVE_TECTONIC_RAGE 没有单独招式效果说明,跳过
|
||||
❌ MOVE_CONTINENTAL_CRUSH 没有单独招式效果说明,跳过
|
||||
❌ MOVE_SAVAGE_SPIN_OUT 没有单独招式效果说明,跳过
|
||||
❌ MOVE_NEVER_ENDING_NIGHTMARE 没有单独招式效果说明,跳过
|
||||
❌ MOVE_CORKSCREW_CRASH 没有单独招式效果说明,跳过
|
||||
❌ MOVE_INFERNO_OVERDRIVE 没有单独招式效果说明,跳过
|
||||
❌ MOVE_HYDRO_VORTEX 没有单独招式效果说明,跳过
|
||||
❌ MOVE_BLOOM_DOOM 没有单独招式效果说明,跳过
|
||||
❌ MOVE_GIGAVOLT_HAVOC 没有单独招式效果说明,跳过
|
||||
❌ MOVE_SHATTERED_PSYCHE 没有单独招式效果说明,跳过
|
||||
❌ MOVE_SUBZERO_SLAMMER 没有单独招式效果说明,跳过
|
||||
❌ MOVE_DEVASTATING_DRAKE 没有单独招式效果说明,跳过
|
||||
❌ MOVE_BLACK_HOLE_ECLIPSE 没有单独招式效果说明,跳过
|
||||
❌ MOVE_TWINKLE_TACKLE 没有单独招式效果说明,跳过
|
||||
❌ MOVE_CATASTROPIKA 没有单独招式效果说明,跳过
|
||||
❌ MOVE_10000000_VOLT_THUNDERBOLT 没有单独招式效果说明,跳过
|
||||
❌ MOVE_STOKED_SPARKSURFER 没有单独招式效果说明,跳过
|
||||
❌ MOVE_EXTREME_EVOBOOST 没有单独招式效果说明,跳过
|
||||
❌ MOVE_PULVERIZING_PANCAKE 没有单独招式效果说明,跳过
|
||||
❌ MOVE_GENESIS_SUPERNOVA 没有单独招式效果说明,跳过
|
||||
❌ MOVE_SINISTER_ARROW_RAID 没有单独招式效果说明,跳过
|
||||
❌ MOVE_MALICIOUS_MOONSAULT 没有单独招式效果说明,跳过
|
||||
❌ MOVE_OCEANIC_OPERETTA 没有单独招式效果说明,跳过
|
||||
❌ MOVE_SPLINTERED_STORMSHARDS 没有单独招式效果说明,跳过
|
||||
❌ MOVE_LETS_SNUGGLE_FOREVER 没有单独招式效果说明,跳过
|
||||
❌ MOVE_CLANGOROUS_SOULBLAZE 没有单独招式效果说明,跳过
|
||||
❌ MOVE_GUARDIAN_OF_ALOLA 没有单独招式效果说明,跳过
|
||||
❌ MOVE_SEARING_SUNRAZE_SMASH 没有单独招式效果说明,跳过
|
||||
❌ MOVE_MENACING_MOONRAZE_MAELSTROM 没有单独招式效果说明,跳过
|
||||
❌ MOVE_LIGHT_THAT_BURNS_THE_SKY 没有单独招式效果说明,跳过
|
||||
❌ MOVE_SOUL_STEALING_7_STAR_STRIKE 没有单独招式效果说明,跳过
|
||||
❌ MOVE_MAX_GUARD 没有单独招式效果说明,跳过
|
||||
❌ MOVE_MAX_FLARE 没有单独招式效果说明,跳过
|
||||
❌ MOVE_MAX_FLUTTERBY 没有单独招式效果说明,跳过
|
||||
❌ MOVE_MAX_LIGHTNING 没有单独招式效果说明,跳过
|
||||
❌ MOVE_MAX_STRIKE 没有单独招式效果说明,跳过
|
||||
❌ MOVE_MAX_KNUCKLE 没有单独招式效果说明,跳过
|
||||
❌ MOVE_MAX_PHANTASM 没有单独招式效果说明,跳过
|
||||
❌ MOVE_MAX_HAILSTORM 没有单独招式效果说明,跳过
|
||||
❌ MOVE_MAX_OOZE 没有单独招式效果说明,跳过
|
||||
❌ MOVE_MAX_GEYSER 没有单独招式效果说明,跳过
|
||||
❌ MOVE_MAX_AIRSTREAM 没有单独招式效果说明,跳过
|
||||
❌ MOVE_MAX_STARFALL 没有单独招式效果说明,跳过
|
||||
❌ MOVE_MAX_WYRMWIND 没有单独招式效果说明,跳过
|
||||
❌ MOVE_MAX_MINDSTORM 没有单独招式效果说明,跳过
|
||||
❌ MOVE_MAX_ROCKFALL 没有单独招式效果说明,跳过
|
||||
❌ MOVE_MAX_QUAKE 没有单独招式效果说明,跳过
|
||||
❌ MOVE_MAX_DARKNESS 没有单独招式效果说明,跳过
|
||||
❌ MOVE_MAX_OVERGROWTH 没有单独招式效果说明,跳过
|
||||
❌ MOVE_MAX_STEELSPIKE 没有单独招式效果说明,跳过
|
||||
❌ MOVE_G_MAX_VINE_LASH 没有单独招式效果说明,跳过
|
||||
❌ MOVE_G_MAX_WILDFIRE 没有单独招式效果说明,跳过
|
||||
❌ MOVE_G_MAX_CANNONADE 没有单独招式效果说明,跳过
|
||||
❌ MOVE_G_MAX_BEFUDDLE 没有单独招式效果说明,跳过
|
||||
❌ MOVE_G_MAX_VOLT_CRASH 没有单独招式效果说明,跳过
|
||||
❌ MOVE_G_MAX_GOLD_RUSH 没有单独招式效果说明,跳过
|
||||
❌ MOVE_G_MAX_CHI_STRIKE 没有单独招式效果说明,跳过
|
||||
❌ MOVE_G_MAX_TERROR 没有单独招式效果说明,跳过
|
||||
❌ MOVE_G_MAX_FOAM_BURST 没有单独招式效果说明,跳过
|
||||
❌ MOVE_G_MAX_RESONANCE 没有单独招式效果说明,跳过
|
||||
❌ MOVE_G_MAX_CUDDLE 没有单独招式效果说明,跳过
|
||||
❌ MOVE_G_MAX_REPLENISH 没有单独招式效果说明,跳过
|
||||
❌ MOVE_G_MAX_MALODOR 没有单独招式效果说明,跳过
|
||||
❌ MOVE_G_MAX_MELTDOWN 没有单独招式效果说明,跳过
|
||||
❌ MOVE_G_MAX_DRUM_SOLO 没有单独招式效果说明,跳过
|
||||
❌ MOVE_G_MAX_FIREBALL 没有单独招式效果说明,跳过
|
||||
❌ MOVE_G_MAX_HYDROSNIPE 没有单独招式效果说明,跳过
|
||||
❌ MOVE_G_MAX_WIND_RAGE 没有单独招式效果说明,跳过
|
||||
❌ MOVE_G_MAX_GRAVITAS 没有单独招式效果说明,跳过
|
||||
❌ MOVE_G_MAX_STONESURGE 没有单独招式效果说明,跳过
|
||||
❌ MOVE_G_MAX_VOLCALITH 没有单独招式效果说明,跳过
|
||||
❌ MOVE_G_MAX_TARTNESS 没有单独招式效果说明,跳过
|
||||
❌ MOVE_G_MAX_SWEETNESS 没有单独招式效果说明,跳过
|
||||
❌ MOVE_G_MAX_SANDBLAST 没有单独招式效果说明,跳过
|
||||
❌ MOVE_G_MAX_STUN_SHOCK 没有单独招式效果说明,跳过
|
||||
❌ MOVE_G_MAX_CENTIFERNO 没有单独招式效果说明,跳过
|
||||
❌ MOVE_G_MAX_SMITE 没有单独招式效果说明,跳过
|
||||
❌ MOVE_G_MAX_SNOOZE 没有单独招式效果说明,跳过
|
||||
❌ MOVE_G_MAX_FINALE 没有单独招式效果说明,跳过
|
||||
❌ MOVE_G_MAX_STEELSURGE 没有单独招式效果说明,跳过
|
||||
❌ MOVE_G_MAX_DEPLETION 没有单独招式效果说明,跳过
|
||||
❌ MOVE_G_MAX_ONE_BLOW 没有单独招式效果说明,跳过
|
||||
❌ MOVE_G_MAX_RAPID_FLOW 没有单独招式效果说明,跳过
|
||||
|
||||
BIN
python_tools/src/战斗文本.xlsx
Normal file
BIN
python_tools/src/战斗文本.xlsx
Normal file
Binary file not shown.
Binary file not shown.
BIN
python_tools/src/招式.xlsx
Normal file
BIN
python_tools/src/招式.xlsx
Normal file
Binary file not shown.
57
python_tools/translate_battle_message.py
Normal file
57
python_tools/translate_battle_message.py
Normal file
@ -0,0 +1,57 @@
|
||||
import re
|
||||
import os
|
||||
from openpyxl import load_workbook
|
||||
|
||||
# 文件路径
|
||||
c_file_path = os.path.abspath(r"c:\Users\Nox\Documents\GitHub\pokeemerald-expansion-Chinese\src\battle_message.c")
|
||||
xlsx_file_path = os.path.abspath(r"C:\Users\Nox\Documents\GitHub\pokeemerald-expansion-Chinese\python_tools\src\战斗文本.xlsx")
|
||||
|
||||
# 读取 xlsx 文件并解析为字典
|
||||
def load_translations(xlsx_file_path):
|
||||
translations = {}
|
||||
workbook = load_workbook(xlsx_file_path)
|
||||
sheet = workbook.active
|
||||
for row in sheet.iter_rows(min_row=2, max_col=3, values_only=True): # 从第二行开始读取
|
||||
if row[0] and row[2]: # 确保第一列和第三列都有内容
|
||||
key = row[0].strip().lower() # 忽略大小写
|
||||
value = row[2].strip()
|
||||
translations[key] = value
|
||||
return translations
|
||||
|
||||
# 替换 C 文件中的内容
|
||||
def replace_c_file(c_file_path, translations):
|
||||
with open(c_file_path, "r", encoding="utf-8") as c_file:
|
||||
lines = c_file.readlines()
|
||||
|
||||
updated_lines = []
|
||||
for line in lines:
|
||||
# 跳过注释掉的行
|
||||
if line.strip().startswith("//"):
|
||||
updated_lines.append(line)
|
||||
continue
|
||||
|
||||
# 查找双引号之间的内容
|
||||
match = re.search(r'"(.*?)"', line)
|
||||
if match:
|
||||
original_text = match.group(1)
|
||||
# 检查是否有匹配的 key(忽略大小写)
|
||||
for key, replacement in translations.items():
|
||||
if key in line.lower():
|
||||
# 替换双引号中的内容
|
||||
escaped_replacement = replacement.replace('"', r'\"') # 保留转义符
|
||||
line = line[:match.start(1)] + escaped_replacement + line[match.end(1):]
|
||||
break
|
||||
updated_lines.append(line)
|
||||
|
||||
# 将更新后的内容写回 C 文件
|
||||
with open(c_file_path, "w", encoding="utf-8") as c_file:
|
||||
c_file.writelines(updated_lines)
|
||||
|
||||
# 主函数
|
||||
def main():
|
||||
translations = load_translations(xlsx_file_path)
|
||||
replace_c_file(c_file_path, translations)
|
||||
print("替换完成!")
|
||||
|
||||
if __name__ == "__main__":
|
||||
main()
|
||||
1604
src/battle_message.c
1604
src/battle_message.c
File diff suppressed because it is too large
Load Diff
@ -1444,7 +1444,9 @@ static void LoadContestResultsTitleBarTilemaps(void)
|
||||
}
|
||||
|
||||
x += 5;
|
||||
CopyToBgTilemapBufferRect(2, gContestResultsTitle_Tilemap, x, y, 6, 2);
|
||||
//CopyToBgTilemapBufferRect(2, gContestResultsTitle_Tilemap, x, y, 6, 2);
|
||||
//修改,修改华丽大赛Tilemap宽度
|
||||
CopyToBgTilemapBufferRect(2, gContestResultsTitle_Tilemap, x, y, 8, 2);
|
||||
CopyToBgTilemapBufferRect_ChangePalette(2, sContestResults->tilemapBuffers[2], 0, 0, 32, 4, palette);
|
||||
}
|
||||
|
||||
|
||||
@ -492,10 +492,10 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
|
||||
|
||||
[MOVE_GUST] =
|
||||
{
|
||||
.name = COMPOUND_STRING("Gust"),
|
||||
.name = COMPOUND_STRING("起风"),
|
||||
.description = COMPOUND_STRING(
|
||||
"Strikes the foe with a gust\n"
|
||||
"of wind whipped up by wings."),
|
||||
"用翅膀将刮起的狂风\n"
|
||||
"袭向对手进行攻击。"),
|
||||
.effect = EFFECT_HIT,
|
||||
.power = 40,
|
||||
.type = TYPE_FLYING,
|
||||
@ -20980,7 +20980,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
|
||||
},
|
||||
[MOVE_ALL_OUT_PUMMELING] =
|
||||
{
|
||||
.name = COMPOUND_STRING("All Out Pummeling"),
|
||||
.name = COMPOUND_STRING("全力无双激烈拳"),
|
||||
.description = sNullDescription,
|
||||
.effect = EFFECT_HIT,
|
||||
.power = 1,
|
||||
@ -20994,7 +20994,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
|
||||
},
|
||||
[MOVE_SUPERSONIC_SKYSTRIKE] =
|
||||
{
|
||||
.name = COMPOUND_STRING("Supersonic Skystrike"),
|
||||
.name = COMPOUND_STRING("极速俯冲轰烈撞"),
|
||||
.description = sNullDescription,
|
||||
.effect = EFFECT_HIT,
|
||||
.power = 1,
|
||||
@ -21008,7 +21008,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
|
||||
},
|
||||
[MOVE_ACID_DOWNPOUR] =
|
||||
{
|
||||
.name = COMPOUND_STRING("Acid Downpour"),
|
||||
.name = COMPOUND_STRING("强酸剧毒灭绝雨"),
|
||||
.description = sNullDescription,
|
||||
.effect = EFFECT_HIT,
|
||||
.power = 1,
|
||||
@ -21022,7 +21022,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
|
||||
},
|
||||
[MOVE_TECTONIC_RAGE] =
|
||||
{
|
||||
.name = COMPOUND_STRING("Tectonic Rage"),
|
||||
.name = COMPOUND_STRING("地隆啸天大终结"),
|
||||
.description = sNullDescription,
|
||||
.effect = EFFECT_HIT,
|
||||
.power = 1,
|
||||
@ -21037,7 +21037,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
|
||||
},
|
||||
[MOVE_CONTINENTAL_CRUSH] =
|
||||
{
|
||||
.name = COMPOUND_STRING("Continental Crush"),
|
||||
.name = COMPOUND_STRING("毁天灭地巨岩坠"),
|
||||
.description = sNullDescription,
|
||||
.effect = EFFECT_HIT,
|
||||
.power = 1,
|
||||
@ -21051,7 +21051,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
|
||||
},
|
||||
[MOVE_SAVAGE_SPIN_OUT] =
|
||||
{
|
||||
.name = COMPOUND_STRING("Savage Spin Out"),
|
||||
.name = COMPOUND_STRING("绝对捕食回旋斩"),
|
||||
.description = sNullDescription,
|
||||
.effect = EFFECT_HIT,
|
||||
.power = 1,
|
||||
@ -21065,7 +21065,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
|
||||
},
|
||||
[MOVE_NEVER_ENDING_NIGHTMARE] =
|
||||
{
|
||||
.name = COMPOUND_STRING("Never Ending Nightmare"),
|
||||
.name = COMPOUND_STRING("无尽暗夜之诱惑"),
|
||||
.description = sNullDescription,
|
||||
.effect = EFFECT_HIT,
|
||||
.power = 1,
|
||||
@ -21079,7 +21079,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
|
||||
},
|
||||
[MOVE_CORKSCREW_CRASH] =
|
||||
{
|
||||
.name = COMPOUND_STRING("Corkscrew Crash"),
|
||||
.name = COMPOUND_STRING("超绝螺旋连击"),
|
||||
.description = sNullDescription,
|
||||
.effect = EFFECT_HIT,
|
||||
.power = 1,
|
||||
@ -21093,7 +21093,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
|
||||
},
|
||||
[MOVE_INFERNO_OVERDRIVE] =
|
||||
{
|
||||
.name = COMPOUND_STRING("Inferno Overdrive"),
|
||||
.name = COMPOUND_STRING("超强极限爆焰弹"),
|
||||
.description = sNullDescription,
|
||||
.effect = EFFECT_HIT,
|
||||
.power = 1,
|
||||
@ -21107,7 +21107,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
|
||||
},
|
||||
[MOVE_HYDRO_VORTEX] =
|
||||
{
|
||||
.name = COMPOUND_STRING("Hydro Vortex"),
|
||||
.name = COMPOUND_STRING("超级水流大漩涡"),
|
||||
.description = sNullDescription,
|
||||
.effect = EFFECT_HIT,
|
||||
.power = 1,
|
||||
@ -21121,7 +21121,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
|
||||
},
|
||||
[MOVE_BLOOM_DOOM] =
|
||||
{
|
||||
.name = COMPOUND_STRING("Bloom Doom"),
|
||||
.name = COMPOUND_STRING("绚烂缤纷花怒放"),
|
||||
.description = sNullDescription,
|
||||
.effect = EFFECT_HIT,
|
||||
.power = 1,
|
||||
@ -21135,7 +21135,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
|
||||
},
|
||||
[MOVE_GIGAVOLT_HAVOC] =
|
||||
{
|
||||
.name = COMPOUND_STRING("Gigavolt Havoc"),
|
||||
.name = COMPOUND_STRING("终极伏特狂雷闪"),
|
||||
.description = sNullDescription,
|
||||
.effect = EFFECT_HIT,
|
||||
.power = 1,
|
||||
@ -21149,7 +21149,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
|
||||
},
|
||||
[MOVE_SHATTERED_PSYCHE] =
|
||||
{
|
||||
.name = COMPOUND_STRING("Shattered Psyche"),
|
||||
.name = COMPOUND_STRING("至高精神破坏波"),
|
||||
.description = sNullDescription,
|
||||
.effect = EFFECT_HIT,
|
||||
.power = 1,
|
||||
@ -21163,7 +21163,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
|
||||
},
|
||||
[MOVE_SUBZERO_SLAMMER] =
|
||||
{
|
||||
.name = COMPOUND_STRING("Subzero Slammer"),
|
||||
.name = COMPOUND_STRING("激狂大地万里冰"),
|
||||
.description = sNullDescription,
|
||||
.effect = EFFECT_HIT,
|
||||
.power = 1,
|
||||
@ -21177,7 +21177,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
|
||||
},
|
||||
[MOVE_DEVASTATING_DRAKE] =
|
||||
{
|
||||
.name = COMPOUND_STRING("Devastating Drake"),
|
||||
.name = COMPOUND_STRING("究极巨龙震天地"),
|
||||
.description = sNullDescription,
|
||||
.effect = EFFECT_HIT,
|
||||
.power = 1,
|
||||
@ -21191,7 +21191,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
|
||||
},
|
||||
[MOVE_BLACK_HOLE_ECLIPSE] =
|
||||
{
|
||||
.name = COMPOUND_STRING("Black Hole Eclipse"),
|
||||
.name = COMPOUND_STRING("黑洞吞噬万物灭"),
|
||||
.description = sNullDescription,
|
||||
.effect = EFFECT_HIT,
|
||||
.power = 1,
|
||||
@ -21205,7 +21205,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
|
||||
},
|
||||
[MOVE_TWINKLE_TACKLE] =
|
||||
{
|
||||
.name = COMPOUND_STRING("Twinkle Tackle"),
|
||||
.name = COMPOUND_STRING("可爱星星飞天撞"),
|
||||
.description = sNullDescription,
|
||||
.effect = EFFECT_HIT,
|
||||
.power = 1,
|
||||
@ -21219,7 +21219,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
|
||||
},
|
||||
[MOVE_CATASTROPIKA] =
|
||||
{
|
||||
.name = COMPOUND_STRING("Catastropika"),
|
||||
.name = COMPOUND_STRING("皮卡皮卡必杀击"),
|
||||
.description = sNullDescription,
|
||||
.effect = EFFECT_HIT,
|
||||
.power = 210,
|
||||
@ -21233,7 +21233,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
|
||||
},
|
||||
[MOVE_10000000_VOLT_THUNDERBOLT] =
|
||||
{
|
||||
.name = COMPOUND_STRING("10,000,000 Volt Thunderbolt"),
|
||||
.name = COMPOUND_STRING("千万伏特"),
|
||||
.description = sNullDescription,
|
||||
.effect = EFFECT_HIT,
|
||||
.power = 195,
|
||||
@ -21248,7 +21248,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
|
||||
},
|
||||
[MOVE_STOKED_SPARKSURFER] =
|
||||
{
|
||||
.name = COMPOUND_STRING("Stoked Sparksurfer"),
|
||||
.name = COMPOUND_STRING("驾雷驭电戏冲浪"),
|
||||
.description = sNullDescription,
|
||||
.effect = EFFECT_HIT,
|
||||
.power = 175,
|
||||
@ -21266,7 +21266,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
|
||||
},
|
||||
[MOVE_EXTREME_EVOBOOST] =
|
||||
{
|
||||
.name = COMPOUND_STRING("Extreme Evoboost"),
|
||||
.name = COMPOUND_STRING("九彩升华齐聚顶"),
|
||||
.description = sNullDescription,
|
||||
.effect = EFFECT_EXTREME_EVOBOOST,
|
||||
.power = 0,
|
||||
@ -21280,7 +21280,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
|
||||
},
|
||||
[MOVE_PULVERIZING_PANCAKE] =
|
||||
{
|
||||
.name = COMPOUND_STRING("Pulverizing Pancake"),
|
||||
.name = COMPOUND_STRING("认真起来大爆击"),
|
||||
.description = sNullDescription,
|
||||
.effect = EFFECT_HIT,
|
||||
.power = 210,
|
||||
@ -21294,7 +21294,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
|
||||
},
|
||||
[MOVE_GENESIS_SUPERNOVA] =
|
||||
{
|
||||
.name = COMPOUND_STRING("Genesis Supernova"),
|
||||
.name = COMPOUND_STRING("起源超新星大爆炸"),
|
||||
.description = sNullDescription,
|
||||
.effect = EFFECT_HIT_SET_REMOVE_TERRAIN,
|
||||
.power = 185,
|
||||
@ -21309,7 +21309,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
|
||||
},
|
||||
[MOVE_SINISTER_ARROW_RAID] =
|
||||
{
|
||||
.name = COMPOUND_STRING("Sinister Arrow Raid"),
|
||||
.name = COMPOUND_STRING("遮天蔽日暗影箭"),
|
||||
.description = sNullDescription,
|
||||
.effect = EFFECT_HIT,
|
||||
.power = 180,
|
||||
@ -21323,7 +21323,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
|
||||
},
|
||||
[MOVE_MALICIOUS_MOONSAULT] =
|
||||
{
|
||||
.name = COMPOUND_STRING("Malicious Moonsault"),
|
||||
.name = COMPOUND_STRING("极恶飞跃粉碎击"),
|
||||
.description = sNullDescription,
|
||||
.effect = EFFECT_HIT,
|
||||
.power = 180,
|
||||
@ -21337,7 +21337,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
|
||||
},
|
||||
[MOVE_OCEANIC_OPERETTA] =
|
||||
{
|
||||
.name = COMPOUND_STRING("Oceanic Operetta"),
|
||||
.name = COMPOUND_STRING("海神庄严交响乐"),
|
||||
.description = sNullDescription,
|
||||
.effect = EFFECT_HIT,
|
||||
.power = 195,
|
||||
@ -21351,7 +21351,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
|
||||
},
|
||||
[MOVE_SPLINTERED_STORMSHARDS] =
|
||||
{
|
||||
.name = COMPOUND_STRING("Splintered Stormshards"),
|
||||
.name = COMPOUND_STRING("狼啸石牙飓风暴"),
|
||||
.description = sNullDescription,
|
||||
.effect = EFFECT_HIT_SET_REMOVE_TERRAIN,
|
||||
.power = 190,
|
||||
@ -21366,7 +21366,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
|
||||
},
|
||||
[MOVE_LETS_SNUGGLE_FOREVER] =
|
||||
{
|
||||
.name = COMPOUND_STRING("Let's Snuggle Forever"),
|
||||
.name = COMPOUND_STRING("亲密无间大乱揍"),
|
||||
.description = sNullDescription,
|
||||
.effect = EFFECT_HIT,
|
||||
.power = 190,
|
||||
@ -21380,7 +21380,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
|
||||
},
|
||||
[MOVE_CLANGOROUS_SOULBLAZE] =
|
||||
{
|
||||
.name = COMPOUND_STRING("Clangorous Soulblaze"),
|
||||
.name = COMPOUND_STRING("炽魂热舞烈音爆"),
|
||||
.description = sNullDescription,
|
||||
.effect = EFFECT_HIT,
|
||||
.power = 185,
|
||||
@ -21401,7 +21401,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
|
||||
},
|
||||
[MOVE_GUARDIAN_OF_ALOLA] =
|
||||
{
|
||||
.name = COMPOUND_STRING("Guardian of Alola"),
|
||||
.name = COMPOUND_STRING("巨人卫士阿罗拉"),
|
||||
.description = sNullDescription,
|
||||
.effect = EFFECT_GUARDIAN_OF_ALOLA,
|
||||
.power = 1,
|
||||
@ -21415,7 +21415,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
|
||||
},
|
||||
[MOVE_SEARING_SUNRAZE_SMASH] =
|
||||
{
|
||||
.name = COMPOUND_STRING("Searing Sunraze Smash"),
|
||||
.name = COMPOUND_STRING("日光回旋下苍穹"),
|
||||
.description = sNullDescription,
|
||||
.effect = EFFECT_HIT,
|
||||
.power = 200,
|
||||
@ -21430,7 +21430,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
|
||||
},
|
||||
[MOVE_MENACING_MOONRAZE_MAELSTROM] =
|
||||
{
|
||||
.name = COMPOUND_STRING("Menacing Moonraze Maelstrom"),
|
||||
.name = COMPOUND_STRING("月华飞溅落灵霄"),
|
||||
.description = sNullDescription,
|
||||
.effect = EFFECT_HIT,
|
||||
.power = 200,
|
||||
@ -21445,7 +21445,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
|
||||
},
|
||||
[MOVE_LIGHT_THAT_BURNS_THE_SKY] =
|
||||
{
|
||||
.name = COMPOUND_STRING("Light That Burns The Sky"),
|
||||
.name = COMPOUND_STRING("焚天灭世炽光爆"),
|
||||
.description = sNullDescription,
|
||||
.effect = EFFECT_PHOTON_GEYSER,
|
||||
.power = 200,
|
||||
@ -21460,7 +21460,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
|
||||
},
|
||||
[MOVE_SOUL_STEALING_7_STAR_STRIKE] =
|
||||
{
|
||||
.name = COMPOUND_STRING("Soul Stealing 7 Star Strike"),
|
||||
.name = COMPOUND_STRING("七星夺魂腿"),
|
||||
.description = sNullDescription,
|
||||
.effect = EFFECT_HIT,
|
||||
.power = 195,
|
||||
|
||||
@ -91,8 +91,8 @@ static const u8 sText_BootedUpHM[] = _("启动了秘传招式学习器!");
|
||||
static const u8 sText_TMHMContainedVar1[] = _("里面有被记录着\n{STR_VAR_1}!\p要让宝可梦学会\n{STR_VAR_1}吗?");
|
||||
static const u8 sText_UsedVar2WildLured[] = _("{PLAYER}\n使用了{STR_VAR_2}!\p野生的宝可梦们\n会被引诱过来。{PAUSE_UNTIL_PRESS}");
|
||||
static const u8 sText_UsedVar2WildRepelled[] = _("{PLAYER}\n使用了{STR_VAR_2}!\p野生的宝可梦们\n会被驱赶不再出现。{PAUSE_UNTIL_PRESS}");
|
||||
static const u8 sText_PlayedPokeFluteCatchy[] = _("{PLAYER}\n吹响了宝可梦之笛!\p嗯……不错的音色!{PAUSE_UNTIL_PRESS}");
|
||||
static const u8 sText_PlayedPokeFlute[] = _("{PLAYER}\n吹响了宝可梦之笛!");
|
||||
static const u8 sText_PlayedPokeFluteCatchy[] = _("吹响了宝可梦之笛!\p嗯……不错的音色!{PAUSE_UNTIL_PRESS}");
|
||||
static const u8 sText_PlayedPokeFlute[] = _("吹响了宝可梦之笛!");
|
||||
static const u8 sText_PokeFluteAwakenedMon[] = _("听到宝可梦之笛声音的\n宝可梦醒来了!{PAUSE_UNTIL_PRESS}");
|
||||
|
||||
// EWRAM variables
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user