电视节目文本全部重新汉化

此外修正了原本使用了神百的译名的部分装饰物品的名称及对应说明
将训练师卡片统一调整为训练师卡
修正了彩排相关的文本
将所有的训练师重新修正为训练家
修正了连接华丽大赛的翻译文本
在charmap中增加了日式中式书名号的码表编号
This commit is contained in:
RoamerX 2025-05-27 20:54:33 +08:00
parent b202457bce
commit f7ce740f4d
12 changed files with 463 additions and 458 deletions

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@ -7876,6 +7876,13 @@ EMOJI_BIGANGER = F9 FE
'鼹' = 1E59
'鼷' = 1E5A
'鼽' = 1E5B
'『' = 1E62
'』' = 1E63
'《' = 1E66
'》' = 1E67
'鼾' = 1E6B
'齄' = 1E6C
'椪' = 1E6D

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@ -311,7 +311,7 @@ BattleFrontier_ReceptionGate_Text_ObtainedFrontierPass:
.string "{PLAYER}获得了\n开拓通行证。$"
BattleFrontier_ReceptionGate_Text_PlacedTrainerCardInFrontierPass:
.string "{PLAYER}把训练家卡\n放进了开拓通行证中。$"
.string "{PLAYER}把训练家卡\n放进了开拓通行证中。$"
BattleFrontier_ReceptionGate_Text_EnjoyBattleFrontier:
.string "希望您能尽情享受\n对战开拓区的一切!$"

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@ -245,7 +245,7 @@ BattleFrontier_ScottsHouse_Text_YouveCollectedAllGoldSymbols:
.string "亚希达:希望你享受\n对战开拓区的一切。\p……等等……\n难以置信!\p你的开拓通行证\n你已经收集到了\l所有的金色象征\p简直神乎其技\n如我所料,你真的无与伦比!\p…… …… ……\p{PLAYER},请务必收下这个!\p相信你一定能理解\n这份礼物的价值!$"
BattleFrontier_ScottsHouse_Text_SoGladIBroughtYouHere:
.string "不得不说我有着与生俱来的\n鉴别优秀训练的眼光。\p我当初能邀请你来\n真是有先见之明!$"
.string "不得不说我有着与生俱来的\n鉴别优秀训练的眼光。\p我当初能邀请你来\n真是有先见之明!$"
BattleFrontier_ScottsHouse_Text_BerryPocketStuffed:
.string "你的树果口袋好像\n已经塞满了。$"

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@ -1409,19 +1409,19 @@ LilycoveCity_ContestLobby_Text_WhichTopic1:
LilycoveCity_ContestLobby_Text_ExplainContests:
.string "华丽大赛需要4位参赛选手各自派出\n"
.string "1只宝可梦参加评审比赛。\p"
.string "华丽大赛分为第1\n"
.string "第2评审两个阶段。\p"
.string "第1评审是通过观众人气\n"
.string "华丽大赛分为第1\n"
.string "第2评审两个阶段。\p"
.string "第1评审是通过观众人气\n"
.string "投票来评选的。\p"
.string "第2评审是宝可梦通过\n"
.string "第2评审是宝可梦通过\n"
.string "招式展示进行表演。\p"
.string "您应该精心设计您的\n"
.string "宝可梦的表演招式\l"
.string "以获得更高的评价。\p"
.string "最后将第1次和第2次的成绩\n"
.string "最后将第1轮和第2轮的成绩\n"
.string "相加作为最终的总成绩。\p"
.string "总成绩最高的宝可梦\n"
.string "就是华丽大赛的优胜者$"
.string "就是华丽大赛的冠军$"
LilycoveCity_ContestLobby_Text_ExplainContestTypes:
.string "一共有5个类别的比赛。\p"
@ -1550,12 +1550,12 @@ ContestHall_Text_ThankYouForAppeals:
ContestHall_Text_JudgeLooksReady:
.string "现在只剩下最激动人心的环节——\n"
.string "优胜者的最终揭晓!\p"
.string "冠军的最终揭晓!\p"
.string "评委已准备好\n"
.string "宣布最终结果!$"
ContestHall_Text_WeWillNowDeclareWinner:
.string "评委:现在公布本次大赛的优胜者$"
.string "评委:现在公布本次大赛的冠军$"
ContestHall_Text_CongratsTrainerXandMon:
.string "主持:{STR_VAR_2}号!\p"

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@ -1,34 +1,34 @@
@ With the exception of Link standby, none of the below texts are used
gTest_MissedTurn::
.string "失误回合$"
.string "错过回合$"
gText_LinkStandby4::
.string "准备连接$"
.string "等待连接中$"
gText_WinnerIsPlayersMonCongrats::
.string "胜者{STR_VAR_1}的{STR_VAR_2}\n恭喜!$"
.string "冠军{STR_VAR_1}的{STR_VAR_2}\n恭喜!$"
gText_WinnerIsPlayersMon::
.string "胜者{STR_VAR_1}的{STR_VAR_2}{0xFC 9}$"
.string "冠军{STR_VAR_1}的{STR_VAR_2}{0xFC 9}$"
gText_PrimaryJudgingNumX::
.string "初评No.{STR_VAR_1}{0xFC 9}$"
.string "第1轮评审No.{STR_VAR_1}{0xFC 9}$"
gText_SecondaryJudgingNumX::
.string "次评No.{STR_VAR_1}{0xFC 9}$"
.string "第2轮评审No.{STR_VAR_1}{0xFC 9}$"
gText_SetEventNumX::
.string "自定赛No.{STR_VAR_1}{0xFC 9}$"
gText_MoveUsedMostOften::
.string "经常使用的招式:\n{STR_VAR_1}{0xFC 9}$"
.string "最常用的招式:\n{STR_VAR_1}{0xFC 9}$"
gText_MostImpressiveMon::
.string "给人印象最深的宝可梦:\n{STR_VAR_1}的{STR_VAR_2}{0xFC 9}$"
.string "最出色的宝可梦:\n{STR_VAR_1}的{STR_VAR_2}{0xFC 9}$"
gText_SetEventNumX2::
.string "自定赛No.{STR_VAR_1}{0xFC 9}$"
gText_LinkTVProgramWillNotBeMadeTrainerLost::
.string "不会制作联线电视节目了\n因为训练家走了{0xFC 9}$"
.string "无法制作连接电视节目,\n因为训练家已断开连接{0xFC 9}$"

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@ -17,7 +17,7 @@ LilycoveCity_DepartmentStore_1F_Text_TicketMatchesPartyMon::
.string "恭喜!\p您携带的{STR_VAR_1}的ID与\n彩票号码相同!$"
LilycoveCity_DepartmentStore_1F_Text_TicketMatchesPCMon::
.string "恭喜\p您盒子里的{STR_VAR_1}的ID与\n彩票号码相同!$"
.string "恭喜\p您盒子里的{STR_VAR_1}的ID与\n彩票号码相同!$"
LilycoveCity_DepartmentStore_1F_Text_NoNumbersMatched::
.string "很遗憾,\n没有找到相符的号码。$"

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@ -284,7 +284,7 @@ MatchCall_PersonalizedText24::
.string "你好,我是{STR_VAR_1}。\n听起来你还不错,{PLAYER}{KUN}。\p虽然周游了世界\n但我特别喜欢这个地区。\p我打算多待一阵子。\n也许我们应该再见一见?\p我还记得你精彩的对战技巧。\p我真的希望能再切磋一次。$"
MatchCall_PersonalizedText25::
.string "呜咽……我是……{STR_VAR_1}……\n……吸……\p今天在课上被杜娟训了。\p但是我并讨厌她。\p杜娟直接指出了我的错误\n这样我能吃一堑长一智。\p明天我绝对还要去\n训练学校!\p回头见$"
.string "呜咽……我是……{STR_VAR_1}……\n……吸……\p今天在课上被杜娟训了。\p但是我并讨厌她。\p杜娟直接指出了我的错误\n这样我能吃一堑长一智。\p明天我绝对还要去\n训练学校!\p回头见$"
MatchCall_PersonalizedText26::
.string "我是{STR_VAR_1}\p昨天杜娟答应和我对战了。\p结果吗……\n不用问也知道很惨。\p但能挑战她我就超开心\p我现在更崇拜她了\p我会加倍努力的\n先走啦!$"

File diff suppressed because it is too large Load Diff

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@ -72,7 +72,7 @@ const u8 DecorDesc_FENCE_WIDTH[] = _("小型的栅栏,\n无法加以通过");
const u8 DecorDesc_TIRE[] = _("老旧的大型轮胎,\n上面可放置东西");
const u8 DecorDesc_STAND[] = _("踩著就可以\n爬到台上");
const u8 DecorDesc_STAND[] = _("踩著阶就可以\n爬到台上");
const u8 DecorDesc_MUD_BALL[] = _("圆形的泥巴丸子,\n一踩上去就会破掉");
@ -80,9 +80,9 @@ const u8 DecorDesc_BREAKABLE_DOOR[] = _("可以穿越通过的\n奇怪门板");
const u8 DecorDesc_SAND_ORNAMENT[] = _("一碰触就会崩塌的\n摆饰物品");
const u8 DecorDesc_SILVER_SHIELD[] = _("在对战塔战胜\n50人的纪念");
const u8 DecorDesc_SILVER_SHIELD[] = _("在对战塔战胜\n50人的纪念");
const u8 DecorDesc_GOLD_SHIELD[] = _("在对战塔战胜\n100人的纪念");
const u8 DecorDesc_GOLD_SHIELD[] = _("在对战塔战胜\n100人的纪念");
const u8 DecorDesc_GLASS_ORNAMENT[] = _("以玻璃依照美术馆\n里的知名雕刻模仿\n制作而成的东西");

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@ -411,7 +411,7 @@ const struct Decoration gDecorations[] =
[DECOR_SLIDE] =
{
.id = DECOR_SLIDE,
.name = _("滑梯"),
.name = _("滑梯"),
.permission = DECORPERM_PASS_FLOOR,
.shape = DECORSHAPE_2x4,
.category = DECORCAT_ORNAMENT,
@ -423,7 +423,7 @@ const struct Decoration gDecorations[] =
[DECOR_FENCE_LENGTH] =
{
.id = DECOR_FENCE_LENGTH,
.name = _("栅栏"),
.name = _("栅栏"),
.permission = DECORPERM_SOLID_FLOOR,
.shape = DECORSHAPE_1x1,
.category = DECORCAT_ORNAMENT,
@ -495,7 +495,7 @@ const struct Decoration gDecorations[] =
[DECOR_SAND_ORNAMENT] =
{
.id = DECOR_SAND_ORNAMENT,
.name = _("砂子的装饰品"),
.name = _("沙制装饰品"),
.permission = DECORPERM_BEHIND_FLOOR,
.shape = DECORSHAPE_1x2,
.category = DECORCAT_ORNAMENT,
@ -507,7 +507,7 @@ const struct Decoration gDecorations[] =
[DECOR_SILVER_SHIELD] =
{
.id = DECOR_SILVER_SHIELD,
.name = _(""),
.name = _(""),
.permission = DECORPERM_BEHIND_FLOOR,
.shape = DECORSHAPE_1x2,
.category = DECORCAT_ORNAMENT,
@ -519,7 +519,7 @@ const struct Decoration gDecorations[] =
[DECOR_GOLD_SHIELD] =
{
.id = DECOR_GOLD_SHIELD,
.name = _(""),
.name = _(""),
.permission = DECORPERM_BEHIND_FLOOR,
.shape = DECORSHAPE_1x2,
.category = DECORCAT_ORNAMENT,

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@ -93,9 +93,9 @@ ALIGNED(4) static const u8 sText_PlayerContactedYouAddToMembers[] = _("{STR_VAR_
ALIGNED(4) static const u8 sText_AreTheseMembersOK[] = _("{STR_VAR_1}\n这些成员可以吗?");
ALIGNED(4) static const u8 sText_CancelModeWithTheseMembers[] = _("取消和其他成员的\n{STR_VAR_1}模式");
ALIGNED(4) static const u8 sText_AnOKWasSentToPlayer[] = _("已向\n{STR_VAR_1}提交确认。"); // 待定
ALIGNED(4) static const u8 sText_OtherTrainerUnavailableNow[] = _("其他训练好像\n现在不可见……\p");
ALIGNED(4) static const u8 sText_CantTransmitTrainerTooFar[] = _(" 您不能和一个太远的\n训练进行连接。\p");
ALIGNED(4) static const u8 sText_TrainersNotReadyYet[] = _("其他训练没有\n准备好。\p");
ALIGNED(4) static const u8 sText_OtherTrainerUnavailableNow[] = _("其他训练好像\n现在不可见……\p");
ALIGNED(4) static const u8 sText_CantTransmitTrainerTooFar[] = _(" 您不能和一个太远的\n训练进行连接。\p");
ALIGNED(4) static const u8 sText_TrainersNotReadyYet[] = _("其他训练没有\n准备好。\p");
static const u8 *const sCantTransmitToTrainerTexts[] = {
[UR_TRADE_PLAYER_NOT_READY - 1] = sText_CantTransmitTrainerTooFar,
@ -110,7 +110,7 @@ static const u8 *const sPlayerUnavailableTexts[] = {
sText_MemberNoLongerAvailable
};
ALIGNED(4) static const u8 sText_TrainerAppearsUnavailable[] = _("其他训练\n断开了……\p");
ALIGNED(4) static const u8 sText_TrainerAppearsUnavailable[] = _("其他训练\n断开了……\p");
ALIGNED(4) static const u8 sText_PlayerSentBackOK[] = _("{STR_VAR_1}回复“是”!");
ALIGNED(4) static const u8 sText_PlayerOKdRegistration[] = _("{STR_VAR_1}确认被您登录为\n成员。");
ALIGNED(4) static const u8 sText_PlayerRepliedNo[] = _("{STR_VAR_1}回复,“否……”\p");
@ -212,7 +212,7 @@ static const u8 *const sPlayerContactedYouTexts[] = {
sText_PlayerHasContactedYou
};
ALIGNED(4) static const u8 sText_AwaitingResponseFromTrainer[] = _("等待\n另一个训练回复……");
ALIGNED(4) static const u8 sText_AwaitingResponseFromTrainer[] = _("等待\n另一个训练回复……");
ALIGNED(4) static const u8 sText_AwaitingResponseFromPlayer[] = _("等待\n{STR_VAR_1}的回复……");
static const u8 *const sAwaitingResponseTexts[] = {
@ -220,9 +220,9 @@ static const u8 *const sAwaitingResponseTexts[] = {
sText_AwaitingResponseFromPlayer
};
ALIGNED(4) static const u8 sText_ShowTrainerCard[] = _("其他训练师展示\n给您看他们的训练师卡片。\p您也要展示\n训练师卡片");
ALIGNED(4) static const u8 sText_BattleChallenge[] = _("其他训练想通过\n宝可梦对战挑战您。\p您想要接受\n挑战吗?");
ALIGNED(4) static const u8 sText_ChatInvitation[] = _("其他训练邀请您\n聊天。\p您想要接受\n聊天申请吗?");
ALIGNED(4) static const u8 sText_ShowTrainerCard[] = _("其他训练家展示\n给您看他们的训练家卡。\p您也要展示\n训练家卡");
ALIGNED(4) static const u8 sText_BattleChallenge[] = _("其他训练想通过\n宝可梦对战挑战您。\p您想要接受\n挑战吗?");
ALIGNED(4) static const u8 sText_ChatInvitation[] = _("其他训练邀请您\n聊天。\p您想要接受\n聊天申请吗?");
ALIGNED(4) static const u8 sText_OfferToTradeMon[] = _("有人愿意用一只\n等级{DYNAMIC 0}的{DYNAMIC 1}\p与您登记的等级{DYNAMIC 2}\n的{DYNAMIC 3}交换。\p您同意吗");
ALIGNED(4) static const u8 sText_OfferToTradeEgg[] = _("有人想要交换您\n登记的蛋。\l您想要接受交换申请吗");
ALIGNED(4) static const u8 sText_ChatDropped[] = _("聊天断开。\p");
@ -253,13 +253,13 @@ static const u8 *const sJoinChatTexts[][GENDER_COUNT] = {
}
};
ALIGNED(4) static const u8 sText_TrainerAppearsBusy[] = _("……\n训练好像正在忙……\p\p");
ALIGNED(4) static const u8 sText_TrainerAppearsBusy[] = _("……\n训练好像正在忙……\p\p");
ALIGNED(4) static const u8 sText_WaitForBattleMale[] = _("宝可梦对战,嗯?\n好吧,等我一下。");
ALIGNED(4) static const u8 sText_WaitForChatMale[] = _("想要聊天,嗯?\n好的,等一下。");
ALIGNED(4) static const u8 sText_ShowTrainerCardMale[] = _("当然!作为“问候”\n这是我的训练师卡片");
ALIGNED(4) static const u8 sText_ShowTrainerCardMale[] = _("当然!作为“问候”\n这是我的训练家卡");
ALIGNED(4) static const u8 sText_WaitForBattleFemale[] = _("宝可梦对战?当然,但是\n我需要准备一下。");
ALIGNED(4) static const u8 sText_WaitForChatFemale[] = _("你想聊天?\n好的,但是请稍等。");
ALIGNED(4) static const u8 sText_ShowTrainerCardFemale[] = _("作为自我介绍,我会展示\n给你我的训练师卡片");
ALIGNED(4) static const u8 sText_ShowTrainerCardFemale[] = _("作为自我介绍,我会展示\n给你我的训练家卡");
static const u8 *const sText_WaitOrShowCardTexts[GENDER_COUNT][4] = {
{
@ -316,8 +316,8 @@ static const u8 *const sBattleDeclinedTexts[GENDER_COUNT] = {
sText_BattleDeclinedFemale
};
ALIGNED(4) static const u8 sText_ShowTrainerCardDeclinedMale[] = _("嗯?我的训练师卡片……\n找不到了?\l对不起下次展示给你吧\p");
ALIGNED(4) static const u8 sText_ShowTrainerCardDeclinedFemale[] = _("哦?我的\n训练师卡片呢?……\l对不起以后展示给你看吧\p");
ALIGNED(4) static const u8 sText_ShowTrainerCardDeclinedMale[] = _("嗯?我的训练家卡……\n找不到了?\l对不起下次展示给你吧\p");
ALIGNED(4) static const u8 sText_ShowTrainerCardDeclinedFemale[] = _("哦?我的\n训练家卡呢?……\l对不起以后展示给你看吧\p");
static const u8 *const sShowTrainerCardDeclinedTexts[GENDER_COUNT] = {
sText_ShowTrainerCardDeclinedMale,
@ -402,9 +402,9 @@ static const u8 *const sChatReactionTexts[GENDER_COUNT][4] = {
}
};
ALIGNED(4) static const u8 sText_ShowedTrainerCardMale1[] = _("展示训练师卡片\n作为我的礼貌。\p");
ALIGNED(4) static const u8 sText_ShowedTrainerCardMale1[] = _("展示训练家卡\n作为我的礼貌。\p");
ALIGNED(4) static const u8 sText_ShowedTrainerCardMale2[] = _("我希望我可以更好地认识你!\p");
ALIGNED(4) static const u8 sText_ShowedTrainerCardFemale1[] = _("我们互相展示\n训练师卡片以求互相认识。\p\p");
ALIGNED(4) static const u8 sText_ShowedTrainerCardFemale1[] = _("我们互相展示\n训练家卡以求互相认识。\p\p");
ALIGNED(4) static const u8 sText_ShowedTrainerCardFemale2[] = _("很高兴见到你。\n不要认生啊!\p\p");
static const u8 *const sTrainerCardReactionTexts[GENDER_COUNT][2] = {
@ -440,11 +440,11 @@ ALIGNED(4) static const u8 sText_TradingBoardInfo[] = _("交换平台是用来\n
"提供宝可梦进行交换的。\p"
"您所做的就是把\n"
"宝可梦进行登记。\p"
"其他训练可能会提供\n"
"其他训练可能会提供\n"
"您想要交换的宝可梦。\p"
"我们希望您可以登记宝可梦\n"
"用来交换给\l"
"更多更多其他训练\p"
"更多更多其他训练\p"
"您现在需要登记\n您的宝可梦吗?");
ALIGNED(4) static const u8 sText_ThankYouForRegistering[] = _("我们已经登记了您的宝可梦\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
@ -456,10 +456,10 @@ ALIGNED(4) static const u8 sText_TradeCanceled[] = _("交换被取消了。\p");
ALIGNED(4) static const u8 sText_CancelRegistrationOfMon[] = _("取消登记您的\n等级{STR_VAR_2}的{STR_VAR_1}");
ALIGNED(4) static const u8 sText_CancelRegistrationOfEgg[] = _("取消登记您的蛋?");
ALIGNED(4) static const u8 sText_RegistrationCanceled2[] = _("登记取消。\p");
ALIGNED(4) static const u8 sText_TradeTrainersWillBeListed[] = _("训练想要进行的交换\n会用表格列出来。"); // unused
ALIGNED(4) static const u8 sText_ChooseTrainerToTradeWith2[] = _("请选择训练\n用来交换宝可梦。"); // unused
ALIGNED(4) static const u8 sText_TradeTrainersWillBeListed[] = _("训练想要进行的交换\n会用表格列出来。"); // unused
ALIGNED(4) static const u8 sText_ChooseTrainerToTradeWith2[] = _("请选择训练\n用来交换宝可梦。"); // unused
ALIGNED(4) static const u8 sText_AskTrainerToMakeTrade[] = _("您想要和{STR_VAR_1}\n进行交换?");
ALIGNED(4) static const u8 sText_AwaitingResponseFromTrainer2[] = _("等待训练\n的回复……"); // unused
ALIGNED(4) static const u8 sText_AwaitingResponseFromTrainer2[] = _("等待训练\n的回复……"); // unused
ALIGNED(4) static const u8 sText_NotRegisteredAMonForTrade[] = _("还没有登记宝可梦\n用于交换。\p\p"); // unused
ALIGNED(4) static const u8 sText_DontHaveTypeTrainerWants[] = _("您还没有{STR_VAR_1}想要的\n{STR_VAR_2}属性的宝可梦\p");
ALIGNED(4) static const u8 sText_DontHaveEggTrainerWants[] = _("您还没有蛋是\n{STR_VAR_1}需要的。\p");
@ -475,13 +475,13 @@ static const u8 *const sCantTradeMonTexts[] = {
ALIGNED(4) static const u8 sText_TradeOfferRejected[] = _("您的交换请求被拒绝。\p");
ALIGNED(4) static const u8 sText_EggTrade[] = _("蛋的交换");
ALIGNED(4) static const u8 sText_ChooseJoinCancel[] = _("{DPAD_UPDOWN}选择{A_BUTTON}加入{B_BUTTON}取消");
ALIGNED(4) static const u8 sText_ChooseTrainer[] = _("请选择一名训练");
ALIGNED(4) static const u8 sText_ChooseTrainerSingleBattle[] = _("请选择一名训练来进行\n单打对战。");
ALIGNED(4) static const u8 sText_ChooseTrainerDoubleBattle[] = _("请选择一名训练来进行\n双打对战。");
ALIGNED(4) static const u8 sText_ChooseTrainer[] = _("请选择一名训练");
ALIGNED(4) static const u8 sText_ChooseTrainerSingleBattle[] = _("请选择一名训练来进行\n单打对战。");
ALIGNED(4) static const u8 sText_ChooseTrainerDoubleBattle[] = _("请选择一名训练来进行\n双打对战。");
ALIGNED(4) static const u8 sText_ChooseLeaderMultiBattle[] = _("请选择队长\n进行多人对战。");
ALIGNED(4) static const u8 sText_ChooseTrainerToTradeWith[] = _("请选择训练来进行\n交换。");
ALIGNED(4) static const u8 sText_ChooseTrainerToShareWonderCards[] = _("请选择一名训练\n可以共享奇异卡片。");
ALIGNED(4) static const u8 sText_ChooseTrainerToShareWonderNews[] = _("请选择一名训练\n可以共享奇异新闻。");
ALIGNED(4) static const u8 sText_ChooseTrainerToTradeWith[] = _("请选择训练来进行\n交换。");
ALIGNED(4) static const u8 sText_ChooseTrainerToShareWonderCards[] = _("请选择一名训练\n可以共享奇异卡片。");
ALIGNED(4) static const u8 sText_ChooseTrainerToShareWonderNews[] = _("请选择一名训练\n可以共享奇异新闻。");
ALIGNED(4) static const u8 sText_ChooseLeaderPokemonJump[] = _("和宝可梦一起跳!\n请选择队长。");
ALIGNED(4) static const u8 sText_ChooseLeaderBerryCrush[] = _("混合树果!\n请选择队长。");
ALIGNED(4) static const u8 sText_ChooseLeaderBerryPicking[] = _("嘟嘟利摘树果!\n请选择队长。");
@ -526,7 +526,7 @@ ALIGNED(4) static const u8 sText_MustHaveTwoMonsForDoubleBattle[] = _("参加双
ALIGNED(4) static const u8 sText_AwaitingPlayersResponse[] = _("等待{STR_VAR_1}的回复……");
ALIGNED(4) static const u8 sText_PlayerHasBeenAskedToRegisterYouPleaseWait[] = _("{STR_VAR_1}想要登记您\n为成员。请稍候。");
ALIGNED(4) static const u8 sText_AwaitingResponseFromWirelessSystem[] = _("等待\n从无线通讯系统来的回复。");
ALIGNED(4) static const u8 sText_PleaseWaitForOtherTrainersToGather[] = _("请等待其他训练\n加入并准备完毕。"); // Unused
ALIGNED(4) static const u8 sText_PleaseWaitForOtherTrainersToGather[] = _("请等待其他训练\n加入并准备完毕。"); // Unused
ALIGNED(4) static const u8 sText_NoCardsSharedRightNow[] = _("好像没有卡片\n正在共享。");
ALIGNED(4) static const u8 sText_NoNewsSharedRightNow[] = _("好像没有新闻\n正在共享。");
@ -577,7 +577,7 @@ static const u8 *const sCardColorTexts[] = {
sText_ItsGoldCard
};
ALIGNED(4) static const u8 sText_TrainerCardInfoPage1[] = _("这是{DYNAMIC 0} {DYNAMIC 1}'s\n训练师卡片……\l{DYNAMIC 2}\p图鉴{DYNAMIC 3}\n时间:{DYNAMIC 4}{DYNAMIC 5}\p");
ALIGNED(4) static const u8 sText_TrainerCardInfoPage1[] = _("这是{DYNAMIC 0} {DYNAMIC 1}'s\n训练家卡……\l{DYNAMIC 2}\p图鉴{DYNAMIC 3}\n时间:{DYNAMIC 4}{DYNAMIC 5}\p");
ALIGNED(4) static const u8 sText_TrainerCardInfoPage2[] = _(" 对战:胜:{DYNAMIC 0} 负:{DYNAMIC 2}\n交换次数:{DYNAMIC 3}\p“{DYNAMIC 4} {DYNAMIC 5}\n{DYNAMIC 6} {DYNAMIC 7}”\p");
ALIGNED(4) static const u8 sText_GladToMeetYouMale[] = _("{DYNAMIC 1}:很高兴认识你!{PAUSE 60}");
ALIGNED(4) static const u8 sText_GladToMeetYouFemale[] = _("{DYNAMIC 1}:很高兴认识你!{PAUSE 60}");
@ -587,7 +587,7 @@ static const u8 *const sGladToMeetYouTexts[GENDER_COUNT] = {
sText_GladToMeetYouFemale
};
ALIGNED(4) static const u8 sText_FinishedCheckingPlayersTrainerCard[] = _("{DYNAMIC 1}的训练师卡片\n确认完毕。{PAUSE 60}");
ALIGNED(4) static const u8 sText_FinishedCheckingPlayersTrainerCard[] = _("{DYNAMIC 1}的训练家卡\n确认完毕。{PAUSE 60}");
static const u8 *const sLinkGroupActivityNameTexts[] = {
[ACTIVITY_NONE] = sText_EmptyString,

View File

@ -704,10 +704,10 @@ const u8 gText_Bitter2[] = _("苦");
const u8 gText_Sour2[] = _("");
const u8 gText_Single[] = _("单打");
const u8 gText_Double[] = _("双打");
const u8 gText_Jackpot[] = _("赌注");
const u8 gText_First[] = _("");
const u8 gText_Second[] = _("");
const u8 gText_Third[] = _("");
const u8 gText_Jackpot[] = _("特等");
const u8 gText_First[] = _("");
const u8 gText_Second[] = _("");
const u8 gText_Third[] = _("");
#if OW_POISON_DAMAGE < GEN_4
const u8 gText_PkmnFainted_FldPsn[] = _("{STR_VAR_1}忍住了毒素,\n毒素消退了!\p");
#else