汉化文本官译化

统一替换“背包”为包包
将SKT之前的汉化文本调整为目前官方翻译的文本
This commit is contained in:
RoamerX 2025-04-10 17:09:22 +08:00
parent 77de9a2349
commit efa431b585
32 changed files with 1349 additions and 92 deletions

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@ -404,7 +404,7 @@ BattleFrontier_BattleArenaLobby_Text_ReceivedPrize:
@ Unused
BattleFrontier_BattleArenaLobby_Text_BagFullReturnForPrize:
.string "哎?\n你的包满了。\p整理空间后\n再来拿你的奖品。$"
.string "哎?\n你的包满了。\p整理空间后\n再来拿你的奖品。$"
BattleFrontier_BattleArenaLobby_Text_ThankYouWaitWhileSave:
.string "非常感谢你的参与!\p在我记录游戏时请稍等。$"

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@ -482,7 +482,7 @@ BattleFrontier_BattleDomeLobby_Text_ReceivedPrize:
@ Unused
BattleFrontier_BattleDomeLobby_Text_BagFullMakeRoom:
.string "啊,你的背包已经满了。\p请将背包整理好之后\n再来找我。$"
.string "啊,你的包包已经满了。\p请将包包整理好之后\n再来找我。$"
BattleFrontier_BattleDomeLobby_Text_ThankYouForPlaying:
.string "谢谢你的参与。$"

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@ -422,7 +422,7 @@ BattleFrontier_BattlePalaceLobby_Text_BattlePointsFor7WinStreak:
.string "we present you with Battle Point(s).$"
BattleFrontier_BattlePalaceLobby_Text_NoSpaceForPrize:
.string "看起来你没有地方\n装我们的礼品了,\p整理好包再\n回来这里吧。$"
.string "看起来你没有地方\n装我们的礼品了,\p整理好包再\n回来这里吧。$"
BattleFrontier_BattlePalaceLobby_Text_WeHaveBeenWaiting:
.string "我们一直在等你…$"

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@ -347,7 +347,7 @@ BattleFrontier_BattlePikeLobby_Text_ReadWhichHeading:
.string "你要读哪个标题?$"
BattleFrontier_BattlePikeLobby_Text_ExplainPokenavBagRules:
.string "在选择式对战的挑战中\n包和口袋领航员不能使用。$"
.string "在选择式对战的挑战中\n包和口袋领航员不能使用。$"
BattleFrontier_BattlePikeLobby_Text_ExplainHeldItemRules:
.string "在一次选择式对战的挑战中,\n宝可梦持有的任何树果或者药草\l只能一次有效。$"

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@ -538,7 +538,7 @@ BattleFrontier_BattlePyramidLobby_Text_AwaitFutureChallenge:
.string "我们会等你以后来挑战!$"
BattleFrontier_BattlePyramidLobby_Text_ExplainBattlePyramid:
.string "在追寻式对战中,\n你需要探索金字塔\l内部并努力攀到顶峰。\p金字塔中有七层迷宫\n里面不仅有强大的训练师,\l还有野生宝可梦。\p你需要带三只宝可梦进入\n并且它们不能携带物品。\p攀登的过程中你可以\n得到一个战斗背包来装物品,\p如果挑战失败放在战斗背包中的\n物品都会消失。\p如果要中断挑战\n请选择“休息”\l并保存游戏\p中断前未作保存\n则视为放弃挑战。$"
.string "在追寻式对战中,\n你需要探索金字塔\l内部并努力攀到顶峰。\p金字塔中有七层迷宫\n里面不仅有强大的训练师,\l还有野生宝可梦。\p你需要带三只宝可梦进入\n并且它们不能携带物品。\p攀登的过程中你可以\n得到一个战斗包包来装物品,\p如果挑战失败放在战斗包包中的\n物品都会消失。\p如果要中断挑战\n请选择“休息”\l并保存游戏\p中断前未作保存\n则视为放弃挑战。$"
BattleFrontier_BattlePyramidLobby_Text_WhichLevelMode:
.string "金字塔挑战有两种等级,\n50级和自由级\l你要参加哪一种$"
@ -559,22 +559,22 @@ BattleFrontier_BattlePyramidLobby_Text_ShowYouIntoPyramid:
.string "好的,现在请进入\n对战金字塔吧。$"
BattleFrontier_BattlePyramidLobby_Text_WeWillHoldBagForSafekeeping:
.string "{PLAYER},在你探索的时候,\n我们会暂时替你保管你的包。$"
.string "{PLAYER},在你探索的时候,\n我们会暂时替你保管你的包。$"
BattleFrontier_BattlePyramidLobby_Text_PleaseTakePreviousBattleBag:
.string "同时,请带上你之前用过的\n这个战斗包。$"
.string "同时,请带上你之前用过的\n这个战斗包。$"
BattleFrontier_BattlePyramidLobby_Text_PleaseTakeThisBattleBag:
.string "同时,请带上\n这个战斗包。$"
.string "同时,请带上\n这个战斗包。$"
BattleFrontier_BattlePyramidLobby_Text_ExchangedBagForBattleBag:
.string "{PLAYER}把背包换成了\n战斗背包。$"
.string "{PLAYER}把包包换成了\n战斗包包。$"
BattleFrontier_BattlePyramidLobby_Text_StepOnFloorPanel:
.string "每一层当你走到这样的\n地板上之后,就会把你\l传送到金字塔更高\p的楼层祝你\n一路顺风!$"
BattleFrontier_BattlePyramidLobby_Text_DidntSaveBeforeQuittingTakeBag:
.string "冒险者啊,你碰上了一个大问题!\p上回退出挑战时\n你没有进行记录,\p因此很抱歉\n你的挑战中断了。\p这是你寄放在我们\n这里的背包。\p{PLAYER}拿回了背包。$"
.string "冒险者啊,你碰上了一个大问题!\p上回退出挑战时\n你没有进行记录,\p因此很抱歉\n你的挑战中断了。\p这是你寄放在我们\n这里的包包。\p{PLAYER}拿回了包包。$"
BattleFrontier_BattlePyramidLobby_Text_YouveConqueredPyramid:
.string "欢迎回来!\p你征服了金字塔\n恭喜你!$"
@ -583,23 +583,23 @@ BattleFrontier_BattlePyramidLobby_Text_MonHoldingItemCannotTake:
.string "啊,有点小问题,\p有的宝可梦\n携带了物品。\p抱歉你不能带走金字塔中\n得到的物品。$"
BattleFrontier_BattlePyramidLobby_Text_HeldItemsMovedToBag:
.string "你的宝可梦携带的所有物品\n都会放回到战斗包中,{PLAYER}。$"
.string "你的宝可梦携带的所有物品\n都会放回到战斗包中,{PLAYER}。$"
BattleFrontier_BattlePyramidLobby_Text_BagCannotHoldPickItemsToKeep:
.string "很抱歉,战斗包装不下\n所有的物品,\p请选择你需要保留在\n战斗包中的物品。$"
.string "很抱歉,战斗包装不下\n所有的物品,\p请选择你需要保留在\n战斗包中的物品。$"
BattleFrontier_BattlePyramidLobby_Text_LeastOneMonHoldingItem:
.string "还有宝可梦\n携带了物品。$"
BattleFrontier_BattlePyramidLobby_Text_PickItemsToKeep:
.string "请选择你需要保留在\n战斗包中的物品。$"
.string "请选择你需要保留在\n战斗包中的物品。$"
@ Unused
BattleFrontier_BattlePyramidLobby_Text_ReturnedEverythingMonsHeld:
.string "{PLAYER}留下了宝可梦\n持有的物品。$"
BattleFrontier_BattlePyramidLobby_Text_UsedBattleBagWillBeKept:
.string "我们会保存你所使用的战斗\n以便你进行下一次挑战。\p{PLAYER}取下战斗背包,\n换回了背包。$"
.string "我们会保存你所使用的战斗\n以便你进行下一次挑战。\p{PLAYER}取下战斗包包,\n换回了包包。$"
BattleFrontier_BattlePyramidLobby_Text_RecordResultsWait:
.string "正在记录你的结果,\n请稍等。$"
@ -614,10 +614,10 @@ BattleFrontier_BattlePyramidLobby_Text_ReceivedPrizeItem:
@ Unused
BattleFrontier_BattlePyramidLobby_Text_BagIsFull:
.string "…啊…\n你的背包已经满了。\p请整理好背\n以后再来。$"
.string "…啊…\n你的包包已经满了。\p请整理好包\n以后再来。$"
BattleFrontier_BattlePyramidLobby_Text_DisappointingHereIsBag:
.string "真遗憾…\p这是我们为你\n保管的背包。\p{PLAYER}取回了背包。$"
.string "真遗憾…\p这是我们为你\n保管的包包。\p{PLAYER}取回了包包。$"
BattleFrontier_BattlePyramidLobby_Text_LookForwardToNextChallenge:
.string "期待你下次的\n挑战!$"
@ -723,5 +723,5 @@ BattleFrontier_BattlePyramidLobby_Text_ExplainMazeRules:
.string "每次进入金字塔后迷宫\n都会重新组合,\p迷宫里很暗\n必须小心探索。\p每打败一个训练师或一只野生\n宝可梦,里面都会稍微变亮一些。$"
BattleFrontier_BattlePyramidLobby_Text_ExplainBagRules:
.string "在金字塔中,你可以像使用\n你的背包一样使用战斗背包。\p有两种不同的战斗背包——\n分别是为50级和\l自由级的冒险而准备的。\p两种包都可以携带10种物品\n每种物品99个。\p如果在探索中失败的话\n战斗包里的东西都会丢失。$"
.string "在金字塔中,你可以像使用\n你的包包一样使用战斗包包。\p有两种不同的战斗包包——\n分别是为50级和\l自由级的冒险而准备的。\p两种包都可以携带10种物品\n每种物品99个。\p如果在探索中失败的话\n战斗包里的东西都会丢失。$"

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@ -947,7 +947,7 @@ BattleFrontier_BattleTowerLobby_Text_ReceivedPrize:
@ Unused
BattleFrontier_BattleTowerLobby_Text_BagFullMakeRoom:
.string "啊,你的背包已经满了。\p请将背包整理好之后\n再来找我。$"
.string "啊,你的包包已经满了。\p请将包包整理好之后\n再来找我。$"
BattleFrontier_BattleTowerLobby_Text_ThankYouForPlaying:
.string "感谢你的光临!\p$"

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@ -709,7 +709,7 @@ LittlerootTown_ProfessorBirchsLab_Text_CatchCutePokemonWithPokeBalls:
.string "小遥:抓很多宝可梦的话\n会感觉到很快乐!\p我要去各种地方\n寻找不同的宝可梦,\p见到可爱的宝可梦我就要\n用精灵球抓住它们!$"
LittlerootTown_ProfessorBirchsLab_Text_OhYourBagsFull:
.string "呀,你的包满了。$"
.string "呀,你的包满了。$"
LittlerootTown_ProfessorBirchsLab_Text_MayWhereShouldIGoNext:
.string "小遥:不知道下面该\n去哪儿找宝可梦呢?$"
@ -721,7 +721,7 @@ LittlerootTown_ProfessorBirchsLab_Text_CatchCoolPokemonWithPokeBalls:
.string "佑树:你知道,抓一大堆\n宝可梦的感觉很快乐。\p我要去各种地方\n寻找不同的宝可梦,\p如果见到很出色的宝可梦\n我就用精灵球抓回来。$"
LittlerootTown_ProfessorBirchsLab_Text_HeyYourBagsFull:
.string "喂,你的包满了。$"
.string "喂,你的包满了。$"
LittlerootTown_ProfessorBirchsLab_Text_BrendanWhereShouldIGoNext:
.string "佑树:下面我该去哪儿\n找宝可梦…$"

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@ -264,7 +264,7 @@ Route101_Text_HelpMe:
.string "救…救命!$"
Route101_Text_PleaseHelp:
.string "喂!那边那位!\n拜托!救救我!\p在我的包里!\n里面有精灵球!$"
.string "喂!那边那位!\n拜托!救救我!\p在我的包里!\n里面有精灵球!$"
Route101_Text_DontLeaveMe:
.string "你…你要去哪儿?!\n别这么丢下我!$"

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@ -111,7 +111,7 @@ Route109_SeashoreHouse_Text_TakeTheseSodaPopBottles:
.string "火热的战斗把人\n都要烧焦了!\l我已经无法描述我的兴奋了\p这些送给你当作是我\n对你的热情的谢礼,\p总共六瓶综合调味乳$"
Route109_SeashoreHouse_Text_BagFull:
.string "哎,但是你的包已经满了,\n我会暂时替你保管的。$"
.string "哎,但是你的包已经满了,\n我会暂时替你保管的。$"
Route109_SeashoreHouse_Text_WantToBuySodaPop:
.string "想买综合调味乳吗?\n宝可梦都很喜欢它!\p只卖300$一瓶!\n来买吧$"

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@ -849,7 +849,7 @@ Route110_Text_TrainerTipsPrlzSleep:
.string "训练师小技巧\p敌人被麻痹或催眠后\n会无法自卫。\p这类招式在战斗中\n很重要。$"
Route110_Text_TrainerTipsRegisterItems:
.string "训练师小技巧\p包里的物品可以\n按SELECT键来整理。$"
.string "训练师小技巧\p包里的物品可以\n按SELECT键来整理。$"
Route110_Text_TrickHouseSign:
.string "{RIGHT_ARROW}三步,{UP_ARROW}两步,\n进入奇妙的戏法屋。”$"

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@ -146,7 +146,7 @@ Route113_Text_RouteSignFallarbor:
.string "113号公路\n{LEFT_ARROW}秋叶镇$"
Route113_Text_TrainerTipsRegisterKeyItems:
.string "训练师小技巧\p可以将包中的某个重要物品\n登录到SELECT键上\p按下SELECT键就可以\n方便地使用登录的物品了。$"
.string "训练师小技巧\p可以将包中的某个重要物品\n登录到SELECT键上\p按下SELECT键就可以\n方便地使用登录的物品了。$"
Route113_Text_GlassWorkshopSign:
.string "玻璃制造工作室\n“将火山灰变成玻璃”$"

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@ -326,7 +326,7 @@ Route113_GlassWorkshop_Text_IveFinishedGlassItem:
.string "啊,你的{STR_VAR_1}做好了。\n拿去吧,呼呼。$"
Route113_GlassWorkshop_Text_NoRoomInBag:
.string "哦?\n你的包里面没有地方了,呼呼。\p我先替你保管着以后再来吧\n呼呼。$"
.string "哦?\n你的包里面没有地方了,呼呼。\p我先替你保管着以后再来吧\n呼呼。$"
Route113_GlassWorkshop_Text_NoRoomInPC:
.string "哦?\n你的电脑里面没有地方了,呼呼。\p我先替你保管者以后再来吧\n呼呼。$"

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@ -370,7 +370,7 @@ Route116_Text_NewBallAvailableAtMart:
.string "我们的新精灵球很快\n会在卡那兹市的宝可梦商店出售。\p到时一定要试试\n谢谢,再见!$"
Route116_Text_BagIsJamPacked:
.string "你的包满了,\n装不下这重复球。$"
.string "你的包满了,\n装不下这重复球。$"
Route116_Text_TokenOfAppreciation:
.string "我把这种新的精灵球\n送给你,我们最优秀的训练师,\l就当作是我们对你\l为我们递送包裹的谢礼$"
@ -403,5 +403,5 @@ Route116_Text_TrainerTipsBToStopEvolution:
.string "训练师小技巧\p如果你不希望宝可梦进化\n则应在它试图进化时\l按下B键\l受惊的宝可梦会停止进化。\p这叫做进化取消。$"
Route116_Text_TrainerTipsBagHasPockets:
.string "训练师小技巧\p包由数个口袋组成,\p得到的物品会\n自动放入合适的口袋中。\p每个训练师都应\n有一个自己的包。$"
.string "训练师小技巧\p包由数个口袋组成,\p得到的物品会\n自动放入合适的口袋中。\p每个训练师都应\n有一个自己的包。$"

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@ -308,7 +308,7 @@ Route124_DivingTreasureHuntersHouse_Text_TradeSomethingElse:
.string "你还想换别的吗?$"
Route124_DivingTreasureHuntersHouse_Text_BagFull:
.string "啊呀,你的包满了,\n清理掉一些东西吧,朋友!$"
.string "啊呀,你的包满了,\n清理掉一些东西吧,朋友!$"
Route124_DivingTreasureHuntersHouse_Text_ComeBackIfYouChangeMind:
.string "不?真遗憾。\n好吧,你改变主意的话再来。$"

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@ -271,7 +271,7 @@ SlateportCity_PokemonFanClub_Text_GiveMonMorePokeblocks:
.string "唔…说不上\n是好是坏…\p你作为训练师应该\n更努力地照顾好这只宝可梦!\p比如你可以再给它\n一些树果。$"
SlateportCity_PokemonFanClub_Text_NoSpaceForReward:
.string "啊,天哪…\p你的宝可梦真不错。\n给你些奖励吧。\p很遗憾你的\n已经满了。$"
.string "啊,天哪…\p你的宝可梦真不错。\n给你些奖励吧。\p很遗憾你的\n已经满了。$"
SlateportCity_PokemonFanClub_Text_MonMostImpressiveGiveItThis:
.string "你的{STR_VAR_1}\n长得真不错!\l这是我们的模范\p但你如果把这给它的话\n它会长得更好的!真的!$"

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@ -115,7 +115,7 @@ SootopolisCity_LotadAndSeedotHouse_Text_ReceivedPotion1:
.string "{PLAYER}收到了药水。$"
SootopolisCity_LotadAndSeedotHouse_Text_BagCrammedFull1:
.string "嗯?\n你的包已经塞满了。$"
.string "嗯?\n你的包已经塞满了。$"
SootopolisCity_LotadAndSeedotHouse_Text_SeenBiggerSeedot:
.string "{STR_VAR_2}厘米是吗?\p唔…我见过\n比这更大的橡实果。$"
@ -140,7 +140,7 @@ SootopolisCity_LotadAndSeedotHouse_Text_ReceivedPotion2:
.string "{PLAYER}收到了药水。$"
SootopolisCity_LotadAndSeedotHouse_Text_BagCrammedFull2:
.string "嗯?\n你的包已经塞满了。$"
.string "嗯?\n你的包已经塞满了。$"
SootopolisCity_LotadAndSeedotHouse_Text_SeenBiggerLotad:
.string "{STR_VAR_2}厘米?\p唔…我还见过\n比它更大的莲叶童子。$"

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@ -341,7 +341,7 @@ TrainerHill_Roof_Text_HaveTheMostMarvelousGift:
.string "像你这样杰出的人,当然\n只有最杰出的礼物才配得上你!$"
TrainerHill_Roof_Text_FullUpBeBackLaterForThis:
.string "哦,不,包已经塞满了!\n以后再来拿走这个吧!$"
.string "哦,不,包已经塞满了!\n以后再来拿走这个吧!$"
TrainerHill_Roof_Text_GotHereMarvelouslyQuickly:
.string "啊,等等!\n你来得可真快啊。\p真让我吃惊你不必\n这么急着来见我的!\p真棒接待处的\n时间板需要更新了!$"

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@ -319,12 +319,12 @@ BerryTree_Text_PickedTheBerry:
BerryTree_Text_PutAwayBerry:
.string "{PLAYER}将{STR_VAR_1}\n"
.string "放入包的树果口袋中。\p"
.string "放入包的树果口袋中。\p"
.string "土壤恢复到了柔软\n"
.string "的状态。$"
BerryTree_Text_BerryPocketFull:
.string "包的树果口袋已满。\p"
.string "包的树果口袋已满。\p"
.string "{STR_VAR_1}无法被摘取。$"
BerryTree_Text_BerryLeftUnpicked:
@ -388,7 +388,7 @@ BerryTree_Text_BerryLeftUnpicked_Mutation:
.string "并且 {STR_VAR_3} 没有被采摘。$"
BerryTree_Text_BerryPocketFull_Mutation:
.string "包的果实袋已满。\p"
.string "包的果实袋已满。\p"
.string "{STR_VAR_1} 和 {STR_VAR_3} 无法\n"
.string "被采摘。$"
@ -398,7 +398,7 @@ BerryTree_Text_PickedTheBerry_Mutation:
BerryTree_Text_PutAwayBerry_Mutation:
.string "{PLAYER} 将 {STR_VAR_1}\n"
.string "{STR_VAR_3} 放入包的\n"
.string "{STR_VAR_3} 放入包的\n"
.string "果实袋中。土壤恢复了其\n"
.string "柔软和肥沃的状态。$"
.endif

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@ -27,8 +27,8 @@ Route111_Text_DontWantThis:
.string "什么时候想要了,再来找我吧!$"
Route111_Text_DontHaveAnyRoom:
.string "啊,你的包好像满了!\p"
.string "我先帮你拿着,等下次\n"
.string "啊,你的包好像满了!\p"
.string "我先帮你拿着,等下次\n"
.string "空出来了,再过来拿吧!$"
Route111_EventScript_SecretPowerMan::

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@ -45,7 +45,7 @@ FallarborTown_BattleTentLobby_Text_ReceivedPrize::
.string "{PLAYER}得到了\n{STR_VAR_1}。$"
FallarborTown_BattleTentLobby_Text_BagFullReturnForPrize::
.string "哎?\n你的背包已经满了。\p你还是把背包整理\n好后再来领奖吧。$"
.string "哎?\n你的包包已经满了。\p你还是把包包整理\n好后再来领奖吧。$"
FallarborTown_BattleTentLobby_Text_ThankYouWaitWhileSaving::
.string "非常感谢你的参与!\p正在保存请稍候。$"
@ -139,7 +139,7 @@ SlateportCity_BattleTentLobby_Text_AwardYouThisPrize::
.string "为了祝贺你取得了3连胜\n我们送给你精美的礼品。$"
SlateportCity_BattleTentLobby_Text_NoRoomInBagMakeRoom::
.string "哎?\n你的背包没有空间放奖品。\p请整理好背包之后\n再来找我。$"
.string "哎?\n你的包包没有空间放奖品。\p请整理好包包之后\n再来找我。$"
SlateportCity_BattleTentLobby_Text_BeenWaitingForYou::
.string "我们会等着你!\p在你继续战斗之前\n你必须保存游戏进度。$"

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@ -35,7 +35,7 @@ LilycoveCity_DepartmentStore_1F_Text_AllFiveDigitsMatched::
.string "啊,天哪,五个数字\n完全相同!\p恭喜你获得特等奖\n奖品是{STR_VAR_1}$"
LilycoveCity_DepartmentStore_1F_Text_NoRoomForThis::
.string "哎?\n好像你没有放奖品的地方了,\p等你的包里腾出空间之后,\n请再来找我。$"
.string "哎?\n好像你没有放奖品的地方了,\p等你的包里腾出空间之后,\n请再来找我。$"
LilycoveCity_DepartmentStore_1F_Text_PrizeWeveBeenHolding::
.string "{PLAYER}\n啊,我一直在等你,\l这就是替你保管的奖品。$"

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@ -1,29 +1,29 @@
gText_ObtainedTheItem::
.string "{PLAYER}{STR_VAR_2}$"
.string "{PLAYER}得了{STR_VAR_2}$"
gText_TheBagIsFull::
.string "包满了………$"
.string "包满了………$"
gText_PutItemInPocket::
.string "{PLAYER}把{STR_VAR_2}放进了\n包的{STR_VAR_3}口袋。$"
.string "{PLAYER}把{STR_VAR_2}放进了\n包的{STR_VAR_3}口袋。$"
gText_PlayerFoundOneItem::
.string "{PLAYER}发现了{STR_VAR_2}$"
gText_TooBadBagIsFull::
.string "真可惜!\n包满了…$"
.string "太遗憾了!\n包满了…$"
gText_PlayerPutItemInBag::
.string "{PLAYER}把{STR_VAR_2}\n放进了包。$"
.string "{PLAYER}把{STR_VAR_2}\n放进了包。$"
gText_ObtainedTheDecor::
.string "{STR_VAR_2}$"
.string "得了{STR_VAR_2}$"
gText_NoRoomLeftForAnother::
.string "可惜!没有再放下一个\n{STR_VAR_2}的空间了…$"
.string "太遗憾了!没有再放下一个\n{STR_VAR_2}的空间了…$"
gText_TheDecorWasTransferredToThePC::
.string "{STR_VAR_2}传进了\n电脑里$"
.string "{STR_VAR_2}传送到\n电脑里了$"
gText_ObtainedTheItems::
.string "{PLAYER}获得了\n{STR_VAR_1}个{STR_VAR_2}$"

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@ -1,17 +1,19 @@
.align 2
gText_ConfirmSave::
.string "将现在的冒险进度\n"
.string "写到记录中保存起来吗?$"
.string "保存目前为止的\n"
.string "冒险记录吗?$"
gText_AlreadySavedFile::
.string "将原来保存的记录,\n"
.string "从头覆盖掉可以吗?$"
.string "覆盖掉可以吗?$"
gText_SavingDontTurnOff::
.string "正在写记录,请不要切断电源。$"
.string "正在写入记录……\n"
.string "请勿切断电源。$"
gText_PlayerSavedGame::
.string "{PLAYER}将记录保存好了!$"
.string "{PLAYER}\n"
.string "完好地写下了记录!$"
gText_DifferentSaveFile::
.string "注意!!\p"
@ -21,7 +23,7 @@ gText_DifferentSaveFile::
.string "这样做,先前的冒险进度,\n"
.string "以及已经得到的所有宝可梦和道具\l"
.string "全部都会消失……\p"
.string "真的要将原来的记录\n"
.string "确定要将原来的记录\n"
.string "从头覆盖掉吗?$"
gText_SaveError::
@ -30,4 +32,5 @@ gText_SaveError::
.string "记忆电池或电子基板!$"
gText_SavingDontTurnOffPower::
.string "正在写记录,请不要切断电源。$"
.string "正在写入记录……\n"
.string "请勿切断电源。$"

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@ -17,7 +17,7 @@ ShoalCave_LowTideEntranceRoom_Text_WantedToMakeShellBell::
.string "哎…是吗…\n真想做一个贝壳之铃啊…$"
ShoalCave_LowTideEntranceRoom_Text_NoSpaceInYourBag::
.string "如果我做好了的话\n你的包里就没有空间了,\p腾出些地方再回来吧。$"
.string "如果我做好了的话\n你的包里就没有空间了,\p腾出些地方再回来吧。$"
ShoalCave_Text_WasShoalSaltNowNothing::
.string "这儿原来有浅水盐,\n但现在什么也没有了。$"

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@ -1111,7 +1111,7 @@ Route112_Text_TrentPostBattle::
.string "试着去徒步旅行吧,我的意思是\n背着一大包的东西在\l山上进行徒步\l旅行。\p我的朋友那样会让你身体\n强壮些的。$"
Route112_Text_TrentRegister::
.string "啊,我的腿抽筋了。\n能从我的包里拿些\l绷带给我吗\p哦我的领航员出毛病了\n现在好了,我会登录上你的。$"
.string "啊,我的腿抽筋了。\n能从我的包里拿些\l绷带给我吗\p哦我的领航员出毛病了\n现在好了,我会登录上你的。$"
Route112_Text_TrentRematchIntro::
.string "我会通过爬山来保持健康。\n坦率的的说!$"
@ -2368,7 +2368,7 @@ Route121_Text_CaleDefeat::
.string "当然是我输了!\n我两只手都在拿东西!$"
Route121_Text_CalePostBattle::
.string "我在水静市商业大厦\n买了太多东西了。\p那家店就是这条路上面。\n真想有一个像你的那样的包。$"
.string "我在水静市商业大厦\n买了太多东西了。\p那家店就是这条路上面。\n真想有一个像你的那样的包。$"
Route121_Text_MylesIntro::
.string "我最喜欢的事情莫过于\n看看别人的宝可梦了!$"

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@ -870,7 +870,7 @@ TVSecretBaseSecrets_Text_UsedMudBall::
.string "游客在泥球上跳舞!\p他看起来挺开心的$"
TVSecretBaseSecrets_Text_UsedBag::
.string "…哦?\p游客将手伸进\n找呀找呀!\p拿出了\n{STR_VAR_2}\p看他举着{STR_VAR_2}\n笑的样子!\p活像在做电视广告$"
.string "…哦?\p游客将手伸进\n找呀找呀!\p拿出了\n{STR_VAR_2}\p看他举着{STR_VAR_2}\n笑的样子!\p活像在做电视广告$"
TVSecretBaseSecrets_Text_UsedCushion::
.string "游客抓起一个垫子并且…$"

1235
extracted_strings.txt Normal file

File diff suppressed because it is too large Load Diff

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@ -0,0 +1,19 @@
import re
# 文件路径
input_file = r"c:\Users\Nox\Documents\GitHub\pokeemerald-expansion-Chinese\src\strings.c"
output_file = r"c:\Users\Nox\Documents\GitHub\pokeemerald-expansion-Chinese\extracted_strings.txt"
# 正则表达式匹配变量名和 _("...") 之间的内容
pattern = re.compile(r'const\s+u8\s+(\w+)\[\]\s*=\s*_\("([^"]*)"\)')
# 读取文件并提取内容
with open(input_file, 'r', encoding='utf-8') as infile, open(output_file, 'w', encoding='utf-8') as outfile:
for line in infile:
match = pattern.search(line)
if match:
variable_name = match.group(1)
text_content = match.group(2)
outfile.write(f"{text_content}\t{variable_name}\n")
print(f"提取完成,结果已保存到 {output_file}")

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@ -1404,16 +1404,16 @@ const u16 gDamageNonTypesDmgStringIds[] =
[B_MSG_HURT_BY_ROCKS_THROWN] = STRINGID_PKMNHURTBYROCKSTHROWN,
};
const u8 gText_PkmnIsEvolving[] = _("主人……?\n{STR_VAR_1}的样子……");
const u8 gText_CongratsPkmnEvolved[] = _("恭喜!{STR_VAR_1}\n进化成了{STR_VAR_2}{WAIT_SE}\p");
const u8 gText_PkmnStoppedEvolving[] = _("嗯?\n{STR_VAR_1}的进化好像停止了……\p");
const u8 gText_PkmnIsEvolving[] = _("哦……!?\n{STR_VAR_1}的样子……!");
const u8 gText_CongratsPkmnEvolved[] = _("恭喜!{STR_VAR_1}\n进化为{STR_VAR_2}了{WAIT_SE}\p");
const u8 gText_PkmnStoppedEvolving[] = _("什么……?\n{STR_VAR_1}的变化停止了!\p");
const u8 gText_EllipsisQuestionMark[] = _("……?\p");
const u8 gText_WhatWillPkmnDo[] = _("你想让\n{B_BUFF1}做什么");
const u8 gText_WhatWillPkmnDo[] = _("{B_BUFF1}该怎么办");
const u8 gText_WhatWillPkmnDo2[] = _("{B_PLAYER_NAME}接下来\n要做什么?");
const u8 gText_WhatWillWallyDo[] = _("满充接下来\n要做什么?");
const u8 gText_LinkStandby[] = _("{PAUSE 16}通信待机中……");
const u8 gText_BattleMenu[] = _("战斗{CLEAR_TO 56}背包\n宝可梦{CLEAR_TO 56}逃跑");
const u8 gText_SafariZoneMenu[] = _("扔球{CLEAR_TO 56}宝可方块\n接近{CLEAR_TO 56}逃");
const u8 gText_BattleMenu[] = _("战斗{CLEAR_TO 56}包包\n宝可梦{CLEAR_TO 56}逃走");
const u8 gText_SafariZoneMenu[] = _("扔球{CLEAR_TO 56}宝可方块\n接近{CLEAR_TO 56}逃");
const u8 gText_MoveInterfacePP[] = _("PP ");
const u8 gText_MoveInterfaceType[] = _("属性/");
const u8 gText_MoveInterfacePpType[] = _("{PALETTE 5}{COLOR_HIGHLIGHT_SHADOW DYNAMIC_COLOR4 DYNAMIC_COLOR5 DYNAMIC_COLOR6}PP\nTYPE/");

View File

@ -696,33 +696,33 @@ struct
TaskFunc func;
} static const sCursorOptions[MENU_FIELD_MOVES] =
{
[MENU_SUMMARY] = {COMPOUND_STRING("查看各强度"), CursorCb_Summary},
[MENU_SWITCH] = {COMPOUND_STRING("交换顺"), CursorCb_Switch},
[MENU_SUMMARY] = {COMPOUND_STRING("查看能力"), CursorCb_Summary},
[MENU_SWITCH] = {COMPOUND_STRING("替换排"), CursorCb_Switch},
[MENU_CANCEL1] = {gText_Cancel2, CursorCb_Cancel1},
[MENU_ITEM] = {COMPOUND_STRING("道具"), CursorCb_Item},
[MENU_ITEM] = {COMPOUND_STRING("持有物"), CursorCb_Item},
[MENU_GIVE] = {gMenuText_Give, CursorCb_Give},
[MENU_TAKE_ITEM] = {COMPOUND_STRING("拿出"), CursorCb_TakeItem},
[MENU_TAKE_ITEM] = {COMPOUND_STRING("收回"), CursorCb_TakeItem},
[MENU_MAIL] = {COMPOUND_STRING("邮件"), CursorCb_Mail},
[MENU_TAKE_MAIL] = {COMPOUND_STRING("拿出"), CursorCb_TakeMail},
[MENU_TAKE_MAIL] = {COMPOUND_STRING("收回"), CursorCb_TakeMail},
[MENU_READ] = {COMPOUND_STRING("阅读"), CursorCb_Read},
[MENU_CANCEL2] = {gText_Cancel2, CursorCb_Cancel2},
[MENU_SHIFT] = {COMPOUND_STRING("交换入场"), CursorCb_SendMon},
[MENU_SEND_OUT] = {COMPOUND_STRING("派出战斗"), CursorCb_SendMon},
[MENU_ENTER] = {COMPOUND_STRING("ENTER"), CursorCb_Enter},
[MENU_NO_ENTRY] = {COMPOUND_STRING("NO ENTRY"), CursorCb_NoEntry},
[MENU_SHIFT] = {COMPOUND_STRING("替换宝可梦"), CursorCb_SendMon},
[MENU_SEND_OUT] = {COMPOUND_STRING("派出"), CursorCb_SendMon},
[MENU_ENTER] = {COMPOUND_STRING("报名"), CursorCb_Enter},
[MENU_NO_ENTRY] = {COMPOUND_STRING("无法参加"), CursorCb_NoEntry},
[MENU_STORE] = {COMPOUND_STRING("存放"), CursorCb_Store},
[MENU_REGISTER] = {gText_Register, CursorCb_Register},
[MENU_TRADE1] = {sText_Trade4, CursorCb_Trade1},
[MENU_TRADE2] = {sText_Trade4, CursorCb_Trade2},
[MENU_TOSS] = {gMenuText_Toss, CursorCb_Toss},
[MENU_CATALOG_BULB] = {COMPOUND_STRING("Light bulb"), CursorCb_CatalogBulb},
[MENU_CATALOG_OVEN] = {COMPOUND_STRING("Microwave oven"), CursorCb_CatalogOven},
[MENU_CATALOG_WASHING] = {COMPOUND_STRING("Washing machine"), CursorCb_CatalogWashing},
[MENU_CATALOG_FRIDGE] = {COMPOUND_STRING("Refrigerator"), CursorCb_CatalogFridge},
[MENU_CATALOG_FAN] = {COMPOUND_STRING("Electric fan"), CursorCb_CatalogFan},
[MENU_CATALOG_MOWER] = {COMPOUND_STRING("Lawn mower"), CursorCb_CatalogMower},
[MENU_CHANGE_FORM] = {COMPOUND_STRING("Change form"), CursorCb_ChangeForm},
[MENU_CHANGE_ABILITY] = {COMPOUND_STRING("Change Ability"), CursorCb_ChangeAbility},
[MENU_CATALOG_BULB] = {COMPOUND_STRING("灯泡"), CursorCb_CatalogBulb},
[MENU_CATALOG_OVEN] = {COMPOUND_STRING("微波炉"), CursorCb_CatalogOven},
[MENU_CATALOG_WASHING] = {COMPOUND_STRING("洗衣机"), CursorCb_CatalogWashing},
[MENU_CATALOG_FRIDGE] = {COMPOUND_STRING("冰箱"), CursorCb_CatalogFridge},
[MENU_CATALOG_FAN] = {COMPOUND_STRING("电扇"), CursorCb_CatalogFan},
[MENU_CATALOG_MOWER] = {COMPOUND_STRING("割草机"), CursorCb_CatalogMower},
[MENU_CHANGE_FORM] = {COMPOUND_STRING("改变样子"), CursorCb_ChangeForm},
[MENU_CHANGE_ABILITY] = {COMPOUND_STRING("改变特性"), CursorCb_ChangeAbility},
};
static const u8 sPartyMenuAction_SummarySwitchCancel[] = {MENU_SUMMARY, MENU_SWITCH, MENU_CANCEL1};

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@ -848,18 +848,18 @@ static void TilemapUtil_Draw(u8);
void SetMonFormPSS(struct BoxPokemon *boxMon, u32 method);
void UpdateSpeciesSpritePSS(struct BoxPokemon *boxmon);
static const u8 gText_JustOnePkmn[] = _("没有可战斗的宝可梦了!");
static const u8 gText_PartyFull[] = _("队伍已经满了!");
static const u8 gText_Box[] = _("");
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[] = _("");
struct {
const u8 *text;
const u8 *desc;
} static const sMainMenuTexts[OPTIONS_COUNT] =
{
[OPTION_WITHDRAW] = {COMPOUND_STRING("存放宝可梦"), COMPOUND_STRING("可以将存放在子中的宝可梦\n取出并添加到队伍中。")},
[OPTION_WITHDRAW] = {COMPOUND_STRING("存放宝可梦"), COMPOUND_STRING("可以将存放在子中的宝可梦\n取出并添加到队伍中。")},
[OPTION_DEPOSIT] = {COMPOUND_STRING("取出宝可梦"), COMPOUND_STRING("可以将当前队伍中的宝可梦\n存放到电脑中。")},
[OPTION_MOVE_MONS] = {COMPOUND_STRING("整理宝可梦"), COMPOUND_STRING("可以整理当前队伍以及\n子中存放的所有宝可梦。")},
[OPTION_MOVE_MONS] = {COMPOUND_STRING("整理宝可梦"), COMPOUND_STRING("可以整理当前队伍以及\n子中存放的所有宝可梦。")},
[OPTION_MOVE_ITEMS] = {COMPOUND_STRING("整理道具"), COMPOUND_STRING("可以整理当前所有宝可梦\n所携带的道具。")},
[OPTION_EXIT] = {COMPOUND_STRING("再见!"), COMPOUND_STRING("返回上一个菜单。")}
};
@ -1050,10 +1050,10 @@ static const struct StorageMessage sMessages[] =
[MSG_JUMP_TO_WHICH_BOX] = {COMPOUND_STRING("Jump to which BOX?"), MSG_VAR_NONE},
[MSG_DEPOSIT_IN_WHICH_BOX] = {COMPOUND_STRING("Deposit in which BOX?"), MSG_VAR_NONE},
[MSG_WAS_DEPOSITED] = {COMPOUND_STRING("{DYNAMIC 0} was deposited."), 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("把{DYNAMIC 0}放生到外面去了!"), MSG_VAR_RELEASE_MON_1},
[MSG_BYE_BYE] = {COMPOUND_STRING("再见了!{DYNAMIC 0}"), MSG_VAR_RELEASE_MON_3},
[MSG_WAS_RELEASED] = {COMPOUND_STRING("已将{DYNAMIC 0}放生了!"), MSG_VAR_RELEASE_MON_1},
[MSG_BYE_BYE] = {COMPOUND_STRING("再见{DYNAMIC 0}"), MSG_VAR_RELEASE_MON_3},
[MSG_MARK_POKE] = {COMPOUND_STRING("Mark your POKéMON."), MSG_VAR_NONE},
[MSG_LAST_POKE] = {COMPOUND_STRING("That's your last POKéMON!"), MSG_VAR_NONE},
[MSG_PARTY_FULL] = {gText_YourPartysFull, MSG_VAR_NONE},

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@ -163,7 +163,7 @@ const u8 gText_DadsAdvice[] = _("老爸说过……\n{PLAYER},道具是要看场
const u8 gText_PlayerUsedVar2[] = _("{PLAYER}使用了\n{STR_VAR_2}。{PAUSE_UNTIL_PRESS}");
const u8 gText_RepelEffectsLingered[] = _("之前使用的喷雾效果还留着!{PAUSE_UNTIL_PRESS}");
const u8 gText_LureEffectsLingered[] = _("之前使用的香水效果还留着!{PAUSE_UNTIL_PRESS}");
const u8 gText_BoxFull[] = _("这个子满了。{PAUSE_UNTIL_PRESS}");
const u8 gText_BoxFull[] = _("这个子满了。{PAUSE_UNTIL_PRESS}");
const u8 gText_TheField[] = _("野外");
const u8 gText_TheBattle[] = _("战斗");
const u8 gText_ThePokemonList[] = _("宝可梦列表");