翻译修正微调

盒子、属性等
This commit is contained in:
RoamerX 2025-04-15 22:19:40 +08:00
parent 66748817d1
commit dfd0ceb011
3 changed files with 14 additions and 14 deletions

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@ -448,7 +448,7 @@ ALIGNED(4) static const u8 sText_TradingBoardInfo[] = _("交换平台是用来\n
"你现在需要登记\n你的宝可梦吗?");
ALIGNED(4) static const u8 sText_ThankYouForRegistering[] = _("我们已经登记了你的宝可梦\n放在交换平台用来交换。\p感谢使用这项服务\p"); // unused
ALIGNED(4) static const u8 sText_NobodyHasRegistered[] = _("没人登记宝可梦\n在交换平台用来交换。\p\n"); // unused
ALIGNED(4) static const u8 sText_ChooseRequestedMonType[] = _("请选择宝可梦类型\n用于交换。\n");
ALIGNED(4) static const u8 sText_ChooseRequestedMonType[] = _("请选择宝可梦属性\n用于交换。\n");
ALIGNED(4) static const u8 sText_WhichMonWillYouOffer[] = _("你将会拿什么宝可梦\n用来交换呢?\p");
ALIGNED(4) static const u8 sText_RegistrationCanceled[] = _("登记取消。\p");
ALIGNED(4) static const u8 sText_RegistrationCompleted[] = _("登记完成。\p");

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@ -850,7 +850,7 @@ void UpdateSpeciesSpritePSS(struct BoxPokemon *boxmon);
static const u8 gText_JustOnePkmn[] = _("这样就没有可战斗的宝可梦了!");
static const u8 gText_PartyFull[] = _("同行的宝可梦已经满了!");
static const u8 gText_Box[] = _("");
static const u8 gText_Box[] = _("");
struct {
const u8 *text;
@ -1038,29 +1038,29 @@ static const struct SpriteTemplate sSpriteTemplate_DisplayMon =
.callback = SpriteCallbackDummy,
};
static const u8 gText_PkmnIsSelected[] = _("对{DYNAMIC 0}做什么");
static const u8 gText_PkmnIsSelected[] = _("拿{DYNAMIC 0}怎么办");
static const struct StorageMessage sMessages[] =
{
[MSG_EXIT_BOX] = {COMPOUND_STRING("要停止对子的操作吗?"), MSG_VAR_NONE},
[MSG_WHAT_YOU_DO] = {COMPOUND_STRING("要对这个子做什么?"), MSG_VAR_NONE},
[MSG_EXIT_BOX] = {COMPOUND_STRING("要停止对子的操作吗?"), MSG_VAR_NONE},
[MSG_WHAT_YOU_DO] = {COMPOUND_STRING("要对这个子做什么?"), MSG_VAR_NONE},
[MSG_PICK_A_THEME] = {COMPOUND_STRING("要选择哪一种壁纸主题?"), MSG_VAR_NONE},
[MSG_PICK_A_WALLPAPER] = {COMPOUND_STRING("要选择哪一种壁纸?"), MSG_VAR_NONE},
[MSG_IS_SELECTED] = {gText_PkmnIsSelected, MSG_VAR_MON_NAME_1},
[MSG_JUMP_TO_WHICH_BOX] = {COMPOUND_STRING("要跳转到哪个子?"), MSG_VAR_NONE},
[MSG_DEPOSIT_IN_WHICH_BOX] = {COMPOUND_STRING("要存放到哪个子中?"), MSG_VAR_NONE},
[MSG_JUMP_TO_WHICH_BOX] = {COMPOUND_STRING("要跳转到哪个子?"), MSG_VAR_NONE},
[MSG_DEPOSIT_IN_WHICH_BOX] = {COMPOUND_STRING("要存放到哪个子中?"), MSG_VAR_NONE},
[MSG_WAS_DEPOSITED] = {COMPOUND_STRING("存放了{DYNAMIC 0}"), MSG_VAR_MON_NAME_1},
[MSG_BOX_IS_FULL] = {COMPOUND_STRING("这个子已经满了!"), MSG_VAR_NONE},
[MSG_BOX_IS_FULL] = {COMPOUND_STRING("这个子已经满了!"), MSG_VAR_NONE},
[MSG_RELEASE_POKE] = {COMPOUND_STRING("真的要放生吗?"), MSG_VAR_NONE},
[MSG_WAS_RELEASED] = {COMPOUND_STRING("已将{DYNAMIC 0}放生了!"), MSG_VAR_RELEASE_MON_1},
[MSG_BYE_BYE] = {COMPOUND_STRING("再见了!{DYNAMIC 0}"), MSG_VAR_RELEASE_MON_3},
[MSG_MARK_POKE] = {COMPOUND_STRING("请选择标记。"), MSG_VAR_NONE},
[MSG_LAST_POKE] = {COMPOUND_STRING("没有可战斗的宝可梦了!"), MSG_VAR_NONE},
[MSG_LAST_POKE] = {COMPOUND_STRING("这样就没有可战斗的宝可梦了!"), MSG_VAR_NONE},
[MSG_PARTY_FULL] = {gText_YourPartysFull, MSG_VAR_NONE},
[MSG_HOLDING_POKE] = {COMPOUND_STRING("正在抓着宝可梦!"), MSG_VAR_NONE},
[MSG_WHICH_ONE_WILL_TAKE] = {COMPOUND_STRING("请选择要带走的宝可梦!"), MSG_VAR_NONE},
[MSG_CANT_RELEASE_EGG] = {COMPOUND_STRING("你不能放生宝可梦蛋"), MSG_VAR_NONE},
[MSG_CONTINUE_BOX] = {COMPOUND_STRING("要继续对子的操作吗?"), MSG_VAR_NONE},
[MSG_CANT_RELEASE_EGG] = {COMPOUND_STRING("无法将蛋放生"), MSG_VAR_NONE},
[MSG_CONTINUE_BOX] = {COMPOUND_STRING("要继续对子的操作吗?"), MSG_VAR_NONE},
[MSG_CAME_BACK] = {COMPOUND_STRING("{DYNAMIC 0}回来了!"), MSG_VAR_MON_NAME_1},
[MSG_WORRIED] = {COMPOUND_STRING("它是在担心你吗?"), MSG_VAR_NONE},
[MSG_SURPRISE] = {COMPOUND_STRING("… … … … !"), MSG_VAR_NONE},
@ -8004,7 +8004,7 @@ static const u8 *const sMenuTexts[] =
{
[MENU_CANCEL] = COMPOUND_STRING("取消"),
[MENU_STORE] = COMPOUND_STRING("寄放"),
[MENU_WITHDRAW] = COMPOUND_STRING("同行"),
[MENU_WITHDRAW] = COMPOUND_STRING("带走"),
[MENU_MOVE] = COMPOUND_STRING("移动"),
[MENU_SHIFT] = COMPOUND_STRING("交换"),
[MENU_PLACE] = COMPOUND_STRING("放下"),
@ -8017,7 +8017,7 @@ static const u8 *const sMenuTexts[] =
[MENU_TAKE] = COMPOUND_STRING("取下"),
[MENU_GIVE] = gPCText_Give,
[MENU_GIVE_2] = gPCText_Give,
[MENU_SWITCH] = COMPOUND_STRING("调换"),
[MENU_SWITCH] = COMPOUND_STRING("移动"),
[MENU_BAG] = COMPOUND_STRING("放回包包"),
[MENU_INFO] = COMPOUND_STRING("查看信息"),
[MENU_SCENERY_1] = COMPOUND_STRING("风景1"),

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@ -1095,7 +1095,7 @@ const u8 gText_FromSpace[] = _("从");
const u8 gText_MixingRecords[] = _("混合存档中…");
const u8 gText_RecordMixingComplete[] = _("存档混合完成。\n感谢您的等待。");
const u8 gText_YourName[] = _("你的名字?");
const u8 gText_BoxName[] = _("子的名字?");
const u8 gText_BoxName[] = _("子的名字?");
const u8 gText_PkmnsNickname[] = _("{STR_VAR_1}的昵称?");
const u8 gText_TellHimTheWords[] = _("告诉他那个单词。");
const u8 gText_MoveOkBack[] = _("{DPAD_NONE}移动 {A_BUTTON}确认 {B_BUTTON}返回");