批量文本润色修正及重新汉化
string.c中的大量专有名词及语句的文本参照正作官译进行调整 华丽大赛柜台的所有文本重新汉化 华丽大赛招式参照神百再次进行了调整 华丽大赛场内文本在SKT大佬的基础上进行了微调 汉化了宝可方块盒中遗漏的文本及图片,调整了相关文本的代码以优化语序 修正部分换行问题
@ -60,7 +60,7 @@ AbandonedShip_Corridors_B1F_Text_DuncanDefeat:
|
||||
.string "哎呀,我被击沉了!$"
|
||||
|
||||
AbandonedShip_Corridors_B1F_Text_DuncanPostBattle:
|
||||
.string "我们的船现在\n搁浅了。\p如果有会潜水的宝可梦的话,\n或许能帮上什么忙……$"
|
||||
.string "我们的船现在搁浅了。\p如果有会潜水的宝可梦的话,\n或许能帮上什么忙……$"
|
||||
|
||||
AbandonedShip_Corridors_B1F_Text_YayItsAShip:
|
||||
.string "耶!\n是船啊!$"
|
||||
|
||||
@ -11,5 +11,5 @@ AbandonedShip_Rooms_B1F_EventScript_FatMan::
|
||||
end
|
||||
|
||||
AbandonedShip_Rooms_B1F_Text_GettingQueasy:
|
||||
.string "啊啊……\p我一上这船\n就想吐……\p虽然船还没开……$"
|
||||
.string "啊啊……\p我一上这船就想吐……\p虽然船还没开……$"
|
||||
|
||||
|
||||
@ -428,7 +428,7 @@ BattleFrontier_BattleArenaLobby_Text_MatchWasDeclaredDraw:
|
||||
.string "我们的比赛被判为平局。\p当时间到时,我和\n我对手的宝可梦\l都剩下等量的体力。$"
|
||||
|
||||
BattleFrontier_BattleArenaLobby_Text_OrderOfMonsImportant:
|
||||
.string "在对战竞技场中,宝可梦的顺序\n十分重要。\p比如说,如果你的第一只宝可梦\n有某种弱点,\l那你就该安排让你的\l第二只宝可梦能非常有效地\l对付第一只。\p我认为这会是组成一支有效队伍的\n好方法。$"
|
||||
.string "在对战竞技场中,\n宝可梦的出场顺序至关重要。\p举个例子,如果你的首发宝可梦\n存在属性劣势,\l不妨让第二只宝可梦配备\l能克制该劣势属性的招式。\p我认为这是组建强力队伍的\n有效策略。$"
|
||||
|
||||
BattleFrontier_BattleArenaLobby_Text_RulesAreListed:
|
||||
.string "上面列出了三回合定胜负\n锦标赛的规则。$"
|
||||
|
||||
@ -392,7 +392,7 @@ BattleFrontier_BattleFactoryLobby_Text_ExplainDoublesChallenge:
|
||||
.string "交换式对战双打锦标赛\n是一种只能使用租借的宝可梦\l进行双打对战的比赛。\p首先,您将获得3只专门为本次比赛\n提供的租借宝可梦。\p您需要用这些提供的租借宝可梦,\n进行一场双打对战。\p如果获胜,您可以将其中1只\n租借宝可梦交换掉。\p如此反复进行对战与交换——\n如果您能连续获胜7次,\l我们将向您呈上对战点数。\p如果您在挑战途中\n想要暂停的话,\p请确保在退出前完好地写下了记录。\n否则我们将视挑战为无效。$"
|
||||
|
||||
BattleFrontier_BattleFactoryLobby_Text_CongratsForDefeatingHead:
|
||||
.string "恭喜您击败了\n工厂头目并\l连续赢得了7场比赛!$"
|
||||
.string "恭喜您击败了工厂头目\n并连续赢得了7场比赛!$"
|
||||
|
||||
BattleFrontier_BattleFactoryLobby_Text_AwardBattlePoints:
|
||||
.string "为了表彰您拥有的知识财富\n以及非凡的智慧,\l我们将向您呈上对战点数。$"
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||||
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||||
@ -396,7 +396,7 @@ LilycoveCity_ContestHall_Text_PokemonLooksLikeYoungerMe:
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||||
.string "这只漂亮的宝可梦\n和我小时候很像。\p我这么说的时候,\n老公把咖啡都喷了。\p这句话很奇怪吗?$"
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||||
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||||
LilycoveCity_ContestHall_Text_WinBeautyContestMakesMeHappy:
|
||||
.string "如果我在美丽组取胜\n我会比平常任何时候都开心。$"
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||||
.string "如果我在美丽华丽大赛取胜\n我会比平常任何时候都开心。$"
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||||
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||||
LilycoveCity_ContestHall_Text_GanderAtAllThosePrettyPokemon:
|
||||
.string "啊哈哈哈哈!\p看看这些漂亮的宝可梦!\n我最喜欢这种华丽!$"
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||||
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||||
@ -1025,7 +1025,7 @@ LilycoveCity_ContestLobby_Text_ContestFeastForEyes:
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||||
.string "哇,观看华丽大赛\n简直是场视觉盛宴!\p你看过那些\n画里的宝可梦吗?$"
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||||
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||||
LilycoveCity_ContestLobby_Text_ToughContestIsExtreme:
|
||||
.string "强壮组华丽大赛的\n表演非常非常精彩!\p那摄人心魂的魅力……\n瀑布般的汗水……我要晕倒了!$"
|
||||
.string "强壮华丽大赛的\n表演非常非常精彩!\p那摄人心魂的魅力……\n瀑布般的汗水……我要晕倒了!$"
|
||||
|
||||
LilycoveCity_ContestLobby_Text_LavishedCareOnMon:
|
||||
.string "我花费了大量精力\n日日夜夜照顾这只宝可梦,\p现在它的状态已经达到了巅峰。\n今天,胜利是属于我的!$"
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||||
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||||
@ -336,7 +336,7 @@ RivalsHouse_1F_Text_ShouldGoHomeEverySoOften:
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||||
.string "我想,和宝可梦\n一起旅行感觉一定不错,\p但你也得经常回家一趟\n让你妈妈看看你怎么样了。\p她虽然不说,但肯定\n很担心你,{PLAYER}{KUN}。$"
|
||||
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||||
RivalsHouse_1F_Text_MayWhoAreYou:
|
||||
.string "哎?\n你……你是谁?\p…… …… …… ……\n…… …… …… ……\p哦,你就是{PLAYER}{KUN}吧。\n你今天刚搬过来对吧?\p我……我叫小遥,\n请多指教!\p我……\n我的梦想是和全世界的\l宝可梦当朋友。\p爸爸……小田卷博士\n说过你的事,{PLAYER}{KUN},\p我一直想着要是我们能\n成为好朋友就好了,{PLAYER}{KUN}。\p啊,明明才第一次和你说话,我居然一直在自言自语。\n。\p嘿嘿……\p糟糕!我忘了!\p我还得去帮爸爸捕捉\n野生宝可梦!\p{PLAYER}{KUN},回头见!$"
|
||||
.string "哎?\n你……你是谁?\p…… …… …… ……\n…… …… …… ……\p哦,你就是{PLAYER}{KUN}吧。\n你今天刚搬过来对吧?\p我……我叫小遥,\n请多指教!\p我……\n我的梦想是和全世界的\l宝可梦当朋友。\p爸爸……小田卷博士\n说过你的事,{PLAYER}{KUN},\p我一直想着要是我们能\n成为好朋友就好了,{PLAYER}{KUN}。\p啊,明明才第一次和你说话,\n我居然一直在自言自语。\n。\p嘿嘿……\p糟糕!我忘了!\p我还得去帮爸爸捕捉\n野生宝可梦!\p{PLAYER}{KUN},回头见!$"
|
||||
|
||||
RivalsHouse_1F_Text_BrendanWhoAreYou:
|
||||
.string "嗨!\n你……\p你是谁?\p哦,你是刚搬到隔壁的\n{PLAYER}吧?\p想不到原来是个女孩。\p爸爸……小田卷博士说\n新来的邻居是道馆馆主的孩子,\l我还以为是男孩呢。\p我是小悠,\n今天起就是邻居了,请多关照!\p啊?{PLAYER}你还没有\n宝可梦吗?\p要我替你捉一只吗?\p啊,可恶,差点忘了……\p我还得去帮爸爸\n捉野生宝可梦。\p得准备出发了,\n{PLAYER}{KUN},下次再聊吧!$"
|
||||
|
||||
@ -311,7 +311,7 @@ LittlerootTown_MaysHouse_2F_EventScript_TurnOffPlayerPC::
|
||||
end
|
||||
|
||||
RivalsHouse_2F_Text_MayWhoAreYou:
|
||||
.string "哎?\n你……你是谁?\p…… …… …… ……\n…… …… …… ……\p哦,你就是{PLAYER}{KUN}吧。\n你今天刚搬过来对吧?\p我……我是小遥,\n请多关照!\p我……\n我的梦想是和全世界的\l宝可梦当朋友。\p爸爸……小田卷博士\n说过你的事,{PLAYER}{KUN},\p我一直想着要是我们能\n成为好朋友就好了,{PLAYER}{KUN}。\p啊,明明才第一次和你说话,我居然一直在自言自语。\n。\p嘿嘿……\p糟糕!我忘了!\p我还得去帮爸爸捕捉\n野生宝可梦!\p{PLAYER}{KUN},回头见!$"
|
||||
.string "哎?\n你……你是谁?\p…… …… …… ……\n…… …… …… ……\p哦,你就是{PLAYER}{KUN}吧。\n你今天刚搬过来对吧?\p我……我是小遥,\n请多关照!\p我……\n我的梦想是和全世界的\l宝可梦当朋友。\p爸爸……小田卷博士\n说过你的事,{PLAYER}{KUN},\p我一直想着要是我们能\n成为好朋友就好了,{PLAYER}{KUN}。\p啊,明明才第一次和你说话,\n我居然一直在自言自语。\n。\p嘿嘿……\p糟糕!我忘了!\p我还得去帮爸爸捕捉\n野生宝可梦!\p{PLAYER}{KUN},回头见!$"
|
||||
|
||||
RivalsHouse_2F_Text_MayGettingReady:
|
||||
.string "宝可梦的体力完全回复了……\n道具也都准备好了,还有……$"
|
||||
|
||||
@ -519,7 +519,7 @@ MauvilleCity_Text_WattsonNeedFavorTakeKey:
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||||
.string "铁旋:嗨,{PLAYER}{KUN}!\n你看起来挺精神嘛!\l不错,不错,啊哈哈哈哈!\p好!我决定了!\n{PLAYER}{KUN},我需要帮助!\p紫堇市这里有一个\n叫做新紫堇的地下区域。\p{PLAYER}{KUN},希望你能\n去那里关掉发电器。\p最近发电器的运转有些失控,\n现在那里不是很安全。\p给,这是\n进入新紫堇的钥匙。$"
|
||||
|
||||
MauvilleCity_Text_WattsonWontBeChallenge:
|
||||
.string "铁旋:不用担心,\n这对你应该是小菜一碟。\p新紫堇的入口\n在110号道路近海用冲浪一下就到了。\p很简单的,我相信你!\n啊哈哈哈哈!$"
|
||||
.string "铁旋:不用担心,\n这对你应该是小菜一碟。\p从110号道路用冲浪一小段\n就到新紫堇的入口了。\p那就这么说定了,我相信你!\n啊哈哈哈哈!$"
|
||||
|
||||
MauvilleCity_Text_WattsonThanksTakeTM:
|
||||
.string "铁旋:啊哈哈哈哈!\p我就知道,{PLAYER}{KUN}!我就知道\n叫你去肯定没问题!\p这是我的谢礼——\n十万伏特的招式学习器!\p来,收下它吧!$"
|
||||
|
||||
@ -68,7 +68,7 @@ PetalburgCity_WallysHouse_EventScript_ReceivedHMSurf::
|
||||
end
|
||||
|
||||
PetalburgCity_WallysHouse_Text_ThanksForPlayingWithWally:
|
||||
.string "你是……\n啊,你一定是{PLAYER}{KUN},对吗?\p谢谢你刚才能\n和满充一起玩。\p他从小\n体弱多病,\p我们打算送他到\n绿茵镇的亲戚家去,\p那里的空气\n比这儿洁净。\p什么?满充在哪儿?\n我们家满充已经出发了。\p不知道现在\n该到哪儿了呢?$"
|
||||
.string "你是……\n啊,你一定就是{PLAYER}{KUN}吧?\p谢谢你刚才能\n和满充一起玩。\p他从小体弱多病,\p我们打算送他到\n绿茵镇的亲戚家去,\p那里的空气\n比这儿洁净。\p什么?满充在哪儿?\n我们家满充已经出发了。\p不知道现在\n该到哪儿了呢?$"
|
||||
|
||||
PetalburgCity_WallysHouse_Text_WonderHowWallyIsDoing:
|
||||
.string "不知道我家满充在做什么?$"
|
||||
|
||||
@ -304,7 +304,7 @@ Route103_Text_BrendanRoute103Pokemon:
|
||||
.string "小悠:好,原来103号道路上\n的宝可梦有这个和这个……$"
|
||||
|
||||
Route103_Text_BrendanLetsBattle:
|
||||
.string "嗨,{PLAYER}!\p……这样啊,爸爸给你了一只宝可梦吗?\p这样正好,\n我们来一场对战吧?\p我来教你如何\n成为一名训练家!$"
|
||||
.string "嗨,{PLAYER}!\p……这样啊,\n爸爸给你了一只宝可梦吗?\p这样正好,\n我们来一场对战吧?\p我来教你如何\n成为一名训练家!$"
|
||||
|
||||
Route103_Text_BrendanDefeated:
|
||||
.string "呵,{PLAYER},你还挺厉害的嘛。$"
|
||||
|
||||
@ -1375,218 +1375,217 @@ LilycoveCity_ContestLobby_EventScript_DelayForRSPlayer::
|
||||
LilycoveCity_ContestLobby_Text_ReceptionDontHavePokeblockCase:
|
||||
.string "您好!\p"
|
||||
.string "这里是宝可梦华丽大赛的\n"
|
||||
.string "服务前台。\p"
|
||||
.string "哎呀?好像您还没拿到\n"
|
||||
.string "接待前台。\p"
|
||||
.string "哎呀?看起来您还没有\n"
|
||||
.string "宝可方块盒吧。\p"
|
||||
.string "这样的话,我们就提供\n"
|
||||
.string "一个给您吧!$"
|
||||
|
||||
LilycoveCity_ContestLobby_Text_NowThatWeveClearedThatUp:
|
||||
.string "OK,\n"
|
||||
.string "现在我们弄清楚了……\p"
|
||||
.string "好的,\n"
|
||||
.string "这样就没问题了……\p"
|
||||
.string "您好!\p"
|
||||
.string "这里是宝可梦华丽大赛的\n"
|
||||
.string "服务前台。$"
|
||||
.string "接待前台。$"
|
||||
|
||||
LilycoveCity_ContestLobby_Text_ContestReception:
|
||||
.string "您好!\p"
|
||||
.string "这里是宝可梦华丽大赛的\n"
|
||||
.string "服务前台。$"
|
||||
.string "接待前台。$"
|
||||
|
||||
@ Unused
|
||||
LilycoveCity_ContestLobby_Text_CounterOnlyFor4PlayerContests:
|
||||
.string "您好!\p"
|
||||
.string "这里是为4名选手\n"
|
||||
.string "比赛准备的服务前台。$"
|
||||
.string "比赛准备的接待前台。$"
|
||||
|
||||
LilycoveCity_ContestLobby_Text_EnterContest1:
|
||||
.string "您想让您的宝可梦\n"
|
||||
.string "参加我们的华丽大赛吗?$"
|
||||
.string "要让您的宝可梦\n"
|
||||
.string "参加华丽大赛吗?$"
|
||||
|
||||
LilycoveCity_ContestLobby_Text_WhichTopic1:
|
||||
.string "哪方面的比赛呢?$"
|
||||
.string "您想听哪部分的说明呢?$"
|
||||
|
||||
LilycoveCity_ContestLobby_Text_ExplainContests:
|
||||
.string "4位参赛选手拿出1只\n"
|
||||
.string "宝可梦进行评比。\p"
|
||||
.string "华丽大赛分为\n"
|
||||
.string "第1次和第2次评审。\p"
|
||||
.string "华丽大赛需要4位参赛选手各自派出\n"
|
||||
.string "1只宝可梦参加评审比赛。\p"
|
||||
.string "华丽大赛分为第1次和\n"
|
||||
.string "第2次评审两个阶段。\p"
|
||||
.string "第1次评审是通过观众人气\n"
|
||||
.string "投票进行评选的。\p"
|
||||
.string "投票来评选的。\p"
|
||||
.string "第2次评审是宝可梦通过\n"
|
||||
.string "招式展示进行表演。\p"
|
||||
.string "您就应该精心选择\n"
|
||||
.string "您的宝可梦的招式\l"
|
||||
.string "您应该精心设计您的\n"
|
||||
.string "宝可梦的表演招式\l"
|
||||
.string "以获得更高的评价。\l"
|
||||
.string "第1次和第2次的成绩最后\n"
|
||||
.string "加起来成为总成绩。\p"
|
||||
.string "最后将第1次和第2次的成绩\n"
|
||||
.string "相加作为最终的总成绩。\p"
|
||||
.string "总成绩最高的宝可梦\n"
|
||||
.string "就是比赛的优胜者。$"
|
||||
.string "就是华丽大赛的优胜者。$"
|
||||
|
||||
LilycoveCity_ContestLobby_Text_ExplainContestTypes:
|
||||
.string "一共有5个分组的比赛。\p"
|
||||
.string "帅气、美丽、可爱、\n"
|
||||
.string "聪明和强壮。\p"
|
||||
.string "为自己的宝可梦选择一个\n"
|
||||
.string "合适的分组吧。$"
|
||||
.string "一共有5个类别的比赛。\p"
|
||||
.string "分别是帅气、美丽、可爱、\n"
|
||||
.string "聪明,以及强壮!\p"
|
||||
.string "请为您报名的宝可梦\n"
|
||||
.string "选择最适合它的类别!$"
|
||||
|
||||
LilycoveCity_ContestLobby_Text_ExplainContestRanks:
|
||||
.string "华丽大赛一共有4个\n"
|
||||
.string "不同的组别\p"
|
||||
.string "普通,超级,专家和大师\n"
|
||||
.string "4个组别。\p"
|
||||
.string "在普通组的比赛中任何\n"
|
||||
.string "宝可梦都可以参加。\p"
|
||||
.string "获得普通组胜利的宝可梦\n"
|
||||
.string "就获得了参加同一类型的\l"
|
||||
.string "超级组的比赛的资格\p"
|
||||
.string "同样的,获得超级组比赛胜利的\n"
|
||||
.string "就能参加专家组的比赛,\l"
|
||||
.string "专家组比赛胜利的能进入下一个等级\l"
|
||||
.string "大师组的比赛。\p"
|
||||
.string "所有的宝可梦训练家都希望自己的\n"
|
||||
.string "宝可梦获得大师组比赛\l"
|
||||
.string "的胜利。$"
|
||||
.string "在华丽大赛中共有4个\n"
|
||||
.string "不同的级别。\p"
|
||||
.string "分别是普通级,高手级,究极级\n"
|
||||
.string "和大师级。\p"
|
||||
.string "任何宝可梦都可以参加\n"
|
||||
.string "华丽大赛的普通级。\p"
|
||||
.string "获得普通级胜利的宝可梦\n"
|
||||
.string "就获得了参加同一类别的\l"
|
||||
.string "华丽大赛的高手级的资格。\p"
|
||||
.string "依此类推,获得高手级比赛胜利的\n"
|
||||
.string "就能参加华丽大赛的究极级,\l"
|
||||
.string "究极级比赛胜利的\l"
|
||||
.string "就能参加华丽大赛的大师级。\p"
|
||||
.string "而大师级比赛中获胜的宝可梦\n"
|
||||
.string "可以随意再次参加华丽大赛的大师级。$"
|
||||
|
||||
LilycoveCity_ContestLobby_Text_EnterWhichRank:
|
||||
.string "您想参加哪个等级的比赛呢?$"
|
||||
.string "您想要参加哪个级别呢?$"
|
||||
|
||||
LilycoveCity_ContestLobby_Text_EnterWhichContest1:
|
||||
.string "您想参加哪个项目的比赛呢?$"
|
||||
.string "您想要参加哪种华丽大赛呢?$"
|
||||
|
||||
LilycoveCity_ContestLobby_Text_EnterWhichPokemon1:
|
||||
.string "您参加比赛的宝可梦是?$"
|
||||
.string "您想让哪只宝可梦参加呢?$"
|
||||
|
||||
LilycoveCity_ContestLobby_Text_MonNotQualifiedForRank:
|
||||
.string "非常抱歉,您的宝可梦\n"
|
||||
.string "还没有资格参加\l"
|
||||
.string "这个等级的比赛……$"
|
||||
.string "尚未取得参加这个级别\l"
|
||||
.string "的华丽大赛的资格……$"
|
||||
|
||||
LilycoveCity_ContestLobby_Text_EggCannotTakePart:
|
||||
.string "非常抱歉,宝可梦蛋是\n"
|
||||
.string "不能参加比赛的。$"
|
||||
.string "无法参加华丽大赛的。$"
|
||||
|
||||
LilycoveCity_ContestLobby_Text_MonInNoConditionForContest:
|
||||
.string "还够资格参加这个等级的\l"
|
||||
.string "比赛……$"
|
||||
.string "您的宝可梦当前状态不佳,\n"
|
||||
.string "无法参加华丽大赛……$"
|
||||
|
||||
LilycoveCity_ContestLobby_Text_AlreadyWonEnterAnyway:
|
||||
.string "这个奖章……\p"
|
||||
.string "您的宝可梦似乎已经获得了\n"
|
||||
.string "这个等级的奖章?\p"
|
||||
.string "您还想参加这个等级\n"
|
||||
.string "的比赛吗?$"
|
||||
.string "啊,这个奖章……\p"
|
||||
.string "您的宝可梦曾在这个级别\n"
|
||||
.string "的华丽大赛中获胜过吧?\p"
|
||||
.string "要继续参加这个级别\n"
|
||||
.string "的华丽大赛吗?$"
|
||||
|
||||
LilycoveCity_ContestLobby_Text_ConfirmContestMon:
|
||||
.string "那是您参加比赛的宝可梦吗?$"
|
||||
.string "要用这些宝可梦参加华丽大赛吗?$"
|
||||
|
||||
LilycoveCity_ContestLobby_Text_YourMonIsEntryNum4:
|
||||
.string "好的您的宝可梦\n"
|
||||
.string "可以参加比赛了。\p"
|
||||
.string "您的宝可梦是第四位。\n"
|
||||
.string "比赛马上就开始了。$"
|
||||
.string "那么,我来为您的宝可梦\n"
|
||||
.string "办理报名手续!\p"
|
||||
.string "它的参赛编号是4号。\n"
|
||||
.string "华丽大赛即将开始。$"
|
||||
|
||||
LilycoveCity_ContestLobby_Text_ComeThroughHere:
|
||||
.string "这边请。\n"
|
||||
.string "祝您好运!$"
|
||||
.string "那么,这边请!\n"
|
||||
.string "比赛要加油哦!$"
|
||||
|
||||
LilycoveCity_ContestLobby_Text_PokemonWonWeHavePrize:
|
||||
.string "恭喜!您的宝可梦\n"
|
||||
.string "获得了比赛的胜利!\p"
|
||||
.string "您的奖章在这边。\n"
|
||||
.string "这边请!$"
|
||||
.string "获得了华丽大赛的胜利!\p"
|
||||
.string "我们为您准备了奖品。\n"
|
||||
.string "那么,这边请!$"
|
||||
|
||||
LilycoveCity_ContestLobby_Text_ComeBackForPrizeLater:
|
||||
.string "请过会再来领取\n"
|
||||
.string "您的奖章。$"
|
||||
.string "请稍后再来领取\n"
|
||||
.string "您的奖品吧。$"
|
||||
|
||||
ContestHall_Text_GettingStartedParticipantsAsFollows:
|
||||
.string "主持:你好!4人参加的华丽大赛\n"
|
||||
.string "马上就开始了\l"
|
||||
.string "{STR_VAR_2}!\p"
|
||||
.string "参加比赛是选手和他们的宠物为\n"
|
||||
.string "下列:$"
|
||||
.string "主持:大家好!\n"
|
||||
.string "{STR_VAR_2}的\l"
|
||||
.string "{STR_VAR_3}即将开始!\p"
|
||||
.string "参加比赛的训练家和\n"
|
||||
.string "宝可梦有——$"
|
||||
|
||||
ContestHall_Text_GettingStartedParticipantsAsFollowsLink:
|
||||
.string "主持:你好!4人参加的华丽大赛\n"
|
||||
.string "马上就开始了\l"
|
||||
.string "{STR_VAR_2}!\p"
|
||||
.string "参加比赛是选手和他们的宠物为\n"
|
||||
.string "下列:$"
|
||||
.string "主持:大家好!\n"
|
||||
.string "4名玩家的连接\l"
|
||||
.string "{STR_VAR_2}即将开始!\p"
|
||||
.string "参加比赛的训练家和\n"
|
||||
.string "宝可梦有——$"
|
||||
|
||||
ContestHall_Text_EntryXTrainersMon:
|
||||
.string "主持:第{STR_VAR_2}号!\n"
|
||||
.string "主持:参赛编号{STR_VAR_2}号!\n"
|
||||
.string "{STR_VAR_1}的{STR_VAR_3}!$"
|
||||
|
||||
ContestHall_Text_SeenContestantsAudienceWillVote:
|
||||
.string "主持:4位参赛选手我们已经\n"
|
||||
.string "接受过了。\p"
|
||||
.string "现在开始进行初级评定!\p"
|
||||
.string "观众会给他们最喜欢的\n"
|
||||
.string "宝可梦投票。\p"
|
||||
.string "那么投票\n"
|
||||
.string "开始吧!$"
|
||||
.string "主持:4位参赛选手的宝可梦\n"
|
||||
.string "已经全部登场完毕!\p"
|
||||
.string "现在进入第1轮评审!\p"
|
||||
.string "现场观众将为您最喜爱的\n"
|
||||
.string "宝可梦选手投票!\p"
|
||||
.string "话不多说——\n"
|
||||
.string "投票现在开始!$"
|
||||
|
||||
ContestHall_Text_VotingUnderWay:
|
||||
.string "投票进行中……$"
|
||||
|
||||
ContestHall_Text_VotingCompleteLetsAppeal:
|
||||
.string "投票结束了!\p"
|
||||
.string "投票结束后,\n"
|
||||
.string "我们开始进行中级评定\p"
|
||||
.string "接下来就大家最期待的\n"
|
||||
.string "表演阶段了!\p"
|
||||
.string "参赛选手们会跟我们\n"
|
||||
.string "带来怎么绚烂夺目的表演呢!\p"
|
||||
.string "就让我们一起\n"
|
||||
.string "拭目以待吧!$"
|
||||
.string "投票环节圆满结束!\p"
|
||||
.string "在统计票数的同时,\n"
|
||||
.string "让我们进入第2轮评审!\p"
|
||||
.string "接下来将迎来万众期待的\n"
|
||||
.string "宝可梦表演时间!\p"
|
||||
.string "请各位选手用炫目的招式\n"
|
||||
.string "展现最精彩的演出吧!\p"
|
||||
.string "拿出你们的热情——\n"
|
||||
.string "表演现在开始!$"
|
||||
|
||||
ContestHall_Text_ThatsItForJudging:
|
||||
.string "主持:比赛开始!$"
|
||||
.string "主持:评审到此结束!$"
|
||||
|
||||
ContestHall_Text_ThankYouForAppeals:
|
||||
.string "感谢你为大家带来了\n"
|
||||
.string "感谢大家为我们带来了\n"
|
||||
.string "如此出色的表演!\p"
|
||||
.string "这就是最终的结果!\n"
|
||||
.string "感谢你的努力!$"
|
||||
.string "全部评审已完成!\n"
|
||||
.string "衷心感谢大家的出色表现!$"
|
||||
|
||||
ContestHall_Text_JudgeLooksReady:
|
||||
.string "现在所有准备\n"
|
||||
.string "工作已经结束了。\p"
|
||||
.string "裁判们看来要开始\n"
|
||||
.string "宣布结果了!$"
|
||||
.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 "评委已准备好\n"
|
||||
.string "宣布最终结果!$"
|
||||
|
||||
ContestHall_Text_WeWillNowDeclareWinner:
|
||||
.string "评委:现在我们就要开始宣布冠军了!$"
|
||||
.string "评委:现在公布本次大赛的优胜者!$"
|
||||
|
||||
ContestHall_Text_CongratsTrainerXandMon:
|
||||
.string "主持:第{STR_VAR_2}!\p"
|
||||
.string "主持:{STR_VAR_2}号!\p"
|
||||
.string "{STR_VAR_3}和{STR_VAR_1},\n"
|
||||
.string "恭喜你!$"
|
||||
.string "恭喜你们!$"
|
||||
|
||||
ContestHall_Text_CongratsPleaseCompeteAgain:
|
||||
.string "主持:恭喜你!\n"
|
||||
.string "欢迎下次再来参加!$"
|
||||
.string "主持:恭喜获胜!\n"
|
||||
.string "期待您下次再参加!$"
|
||||
|
||||
ContestHall_Text_AcceptYourPrize:
|
||||
.string "主持:给你!\n"
|
||||
.string "你的奖章!$"
|
||||
.string "主持:请收下\n"
|
||||
.string "您的奖品!$"
|
||||
|
||||
ContestHall_Text_ConferRibbonAsPrize:
|
||||
.string "这个奖章就作为你的\n"
|
||||
.string "奖章吧!$"
|
||||
.string "我们将授予您这个奖章\n"
|
||||
.string "作为比赛的奖励!$"
|
||||
|
||||
ContestHall_Text_ReceivedRibbon:
|
||||
.string "{PLAYER}得到了奖章。$"
|
||||
.string "{PLAYER}获得了奖章。$"
|
||||
|
||||
ContestHall_Text_PutRibbonOnMon:
|
||||
.string "{PLAYER}给{STR_VAR_1}\n"
|
||||
.string "戴上了奖章!$"
|
||||
|
||||
ContestHall_Text_PickUpPrizeAtCounterLater:
|
||||
.string "请稍后到前台来\n"
|
||||
.string "拿取奖品。\l"
|
||||
.string "欢迎下次再参加比赛!$"
|
||||
.string "请稍后在服务台\n"
|
||||
.string "领取您的奖品。\l"
|
||||
.string "期待您下次再参加!$"
|
||||
|
||||
@ Unused
|
||||
ContestHall_Text_OnlyRegister4Players:
|
||||
@ -1597,12 +1596,11 @@ ContestHall_Text_OnlyRegister4Players:
|
||||
.string "您想加入吗?$"
|
||||
|
||||
LilycoveCity_ContestLobby_Text_ProgressWillBeSaved:
|
||||
.string "在开始比赛之前,\n"
|
||||
.string "系统将会进行记录。$"
|
||||
.string "在比赛开始之前,\n"
|
||||
.string "需要先写入记录。$"
|
||||
|
||||
LilycoveCity_ContestLobby_Text_ParticipateAnotherTime:
|
||||
.string "希望您下次还能参加\n"
|
||||
.string "比赛。$"
|
||||
.string "期待您下次再参加!$"
|
||||
|
||||
@ Unused
|
||||
LilycoveCity_ContestLobby_Text_EnterContest2:
|
||||
@ -1635,12 +1633,12 @@ LilycoveCity_ContestLobby_Text_TransmissionError:
|
||||
.string "连接错误……$"
|
||||
|
||||
LilycoveCity_ContestLobby_Text_PlayersChoseDifferentContest:
|
||||
.string "您可能选择了和别人不一样的\n"
|
||||
.string "比赛。$"
|
||||
.string "您可能选择了和其他玩家\n"
|
||||
.string "不同的比赛。$"
|
||||
|
||||
LilycoveCity_ContestLobby_Text_PlayersMadeDifferentChoice:
|
||||
.string "您可能和其他选手的\n"
|
||||
.string "选择一样。$"
|
||||
.string "您可能和其他玩家的\n"
|
||||
.string "选择不一致。$"
|
||||
|
||||
LilycoveCity_ContestLobby_Text_PleaseWaitBButtonCancel:
|
||||
.string "请等待。\n"
|
||||
@ -1657,143 +1655,142 @@ LilycoveCity_ContestLobby_Text_TransmissionErrorTryAgain:
|
||||
.string "请重试。$"
|
||||
|
||||
LilycoveCity_ContestLobby_Text_YourMonIsEntryNumX:
|
||||
.string "您的宝可梦\n"
|
||||
.string "可以参加比赛。\p"
|
||||
.string "您的编号是{STR_VAR_2}。$"
|
||||
.string "那么,我来为您的宝可梦\n"
|
||||
.string "办理报名手续!\p"
|
||||
.string "它的参赛编号是{STR_VAR_2}号。$"
|
||||
|
||||
LilycoveCity_ContestLobby_Text_ContestBeginShortly:
|
||||
.string "比赛马上就要开始了。$"
|
||||
.string "华丽大赛即将开始。$"
|
||||
|
||||
LilycoveCity_ContestLobby_Text_LinkContestReception:
|
||||
.string "欢迎!这里是宝可梦华丽大赛\n"
|
||||
.string "连接服务前台。\p"
|
||||
.string "您可以和您的朋友们\n"
|
||||
.string "进行联机比赛。$"
|
||||
.string "连接前台。\p"
|
||||
.string "您可以和朋友们在这里\n"
|
||||
.string "进行连接华丽大赛。$"
|
||||
|
||||
LilycoveCity_ContestLobby_Text_WhichTopic2:
|
||||
.string "您喜欢哪个主题?$"
|
||||
.string "您想听哪部分的说明呢?$"
|
||||
|
||||
LilycoveCity_ContestLobby_Text_EnterContest3:
|
||||
.string "您想参加比赛吗?$"
|
||||
.string "要参加华丽大赛吗?$"
|
||||
|
||||
LilycoveCity_ContestLobby_Text_EnterWhichContest3:
|
||||
.string "您想参加哪个方面的比赛呢?$"
|
||||
.string "您想要参加哪种华丽大赛呢?$"
|
||||
|
||||
LilycoveCity_ContestLobby_Text_MonInNoCondition2:
|
||||
.string "还够资格参加这个等级的\l"
|
||||
.string "比赛……$"
|
||||
.string "您的宝可梦尚未取得参加\n"
|
||||
.string "这个级别的华丽大赛的资格……$"
|
||||
|
||||
LilycoveCity_ContestLobby_Text_EggCannotTakePart2:
|
||||
.string "很抱歉您的宠物蛋是不\n"
|
||||
.string "能参加比赛。$"
|
||||
.string "非常抱歉,宝可梦蛋是\n"
|
||||
.string "无法参加华丽大赛的。$"
|
||||
|
||||
LilycoveCity_ContestLobby_Text_EnterWhichPokemon3:
|
||||
.string "您想让哪只宝可梦参加?$"
|
||||
.string "您想让哪只宝可梦参加呢?$"
|
||||
|
||||
LilycoveCity_ContestLobby_Text_PleaseDecideLinkLeader:
|
||||
.string "请选择您们中的谁\n"
|
||||
.string "是队长。\p"
|
||||
.string "其他人就只能选择\n"
|
||||
.string "“加入小组。”$"
|
||||
.string "请先确定由哪一位\n"
|
||||
.string "担任队长。\p"
|
||||
.string "其他成员请选择\n"
|
||||
.string "“加入队伍。”$"
|
||||
|
||||
LilycoveCity_ContestLobby_Text_PlayerAt4PCounterUseGMode:
|
||||
.string "最少有1个人参加\n"
|
||||
.string "这次的联机比赛。\p"
|
||||
.string "必须4个人使用\n"
|
||||
.string "GBA连接线。\p"
|
||||
.string "当4个人都已经准备好的时候,\n"
|
||||
.string "选择G-模式 (全球模式),\l"
|
||||
.string "接着就开始了。$"
|
||||
.string "有1名或以上的玩家在连接前台\n"
|
||||
.string "报名参加了这次的联机比赛。\p"
|
||||
.string "4名玩家需要都使用\n"
|
||||
.string "GBA连接线进行连接。\p"
|
||||
.string "当所有玩家全部准备就绪时,\n"
|
||||
.string "请选择G-模式 (全球模式),\l"
|
||||
.string "重新完成报名。$"
|
||||
|
||||
LilycoveCity_ContestLobby_Text_ExplainLinkContest:
|
||||
.string "这次的比赛是\n"
|
||||
.string "供2到4个人使用无线适配器\l"
|
||||
.string "或GBA连接线进行的。\p"
|
||||
.string "这里举行由2~4名玩家使用\n"
|
||||
.string "无线适配器或GBA连接线\l"
|
||||
.string "进行的华丽大赛。\p"
|
||||
.string "参加者先要选择他们所\n"
|
||||
.string "想要参加的模式。\p"
|
||||
.string "这有两种不同的模式。\p"
|
||||
.string "E模式(绿宝石模式)是对于\n"
|
||||
.string "2到4个人都使用了 \l"
|
||||
.string "宝可梦绿宝石卡带。\p"
|
||||
.string "G-模式(全球模式)只能使用于\n"
|
||||
.string "4个人同时都有绿宝石\l"
|
||||
.string "红宝石或蓝宝石游戏卡。\p"
|
||||
.string "4个人必须得决定他们\n"
|
||||
.string "选择的模式。\p"
|
||||
.string "一旦4个人选定了\n"
|
||||
.string "相同的赛事,\l"
|
||||
.string "注册就会结束了。\p"
|
||||
.string "在那以后比赛\n"
|
||||
.string "就会像往常那样开始了。$"
|
||||
.string "共有2种不同的模式。\p"
|
||||
.string "E模式(绿宝石模式)适用于\n"
|
||||
.string "2~4名玩家全部使用宝可梦\l"
|
||||
.string "绿宝石的卡带的情况。\p"
|
||||
.string "G-模式(全球模式)则只适用于\n"
|
||||
.string "4名玩家全部使用宝可梦\l"
|
||||
.string "红/蓝/绿宝石的卡带的情况。\p"
|
||||
.string "4名玩家需要讨论确定\n"
|
||||
.string "要选择的模式。\p"
|
||||
.string "当所有玩家都选择了\n"
|
||||
.string "相同的模式和比赛类别,\l"
|
||||
.string "即完成报名登记。\p"
|
||||
.string "之后华丽大赛将按照\n"
|
||||
.string "常规流程开始。$"
|
||||
|
||||
LilycoveCity_ContestLobby_Text_ExplainEMode:
|
||||
.string "在E模式(绿宝石模式),\n"
|
||||
.string "2到4个人可以进行联机的\l"
|
||||
.string "华丽大赛,而且每个人都需要\l"
|
||||
.string "一张绿宝石的卡带。\p"
|
||||
.string "玩家们必须使用无线适配器\n"
|
||||
.string "或者是GBA联机\l"
|
||||
.string "线进行联机。\p"
|
||||
.string "如果人数少于四人,\n"
|
||||
.string "那么在大厅里的训练家就会\l"
|
||||
.string "加入到比赛中。\p"
|
||||
.string "2~4名玩家可以进行连接华丽大赛,\l"
|
||||
.string "而且每名玩家都需要使用\l"
|
||||
.string "宝可梦绿宝石的卡带。\p"
|
||||
.string "玩家们需要通过无线适配器\n"
|
||||
.string "或者是GBA连接线进行连接。\p"
|
||||
.string "如果玩家数量少于4人,\n"
|
||||
.string "那么在会场里的训练家就会\l"
|
||||
.string "作为补充参加到华丽大赛中。\p"
|
||||
.string "要注意的是使用红宝石\n"
|
||||
.string "和蓝宝石的人不能使用E模式。$"
|
||||
.string "和蓝宝石的玩家不能使用E模式。$"
|
||||
|
||||
LilycoveCity_ContestLobby_Text_ExplainGMode:
|
||||
.string "G模式(全球模式)只有4个\n"
|
||||
.string "使用GBA连机线的人\l"
|
||||
.string "才能使用。\p"
|
||||
.string "每个人都必须要有\n"
|
||||
.string "绿宝石、红宝石、蓝宝石中的任意一张卡。\p"
|
||||
.string "比赛将在每个人选择了G模式\n"
|
||||
.string "后,或者是有连接器\l"
|
||||
.string "(红宝石、蓝宝石)\l"
|
||||
.string "。$"
|
||||
.string "G模式(全球模式)专供\n"
|
||||
.string "使用GBA连接线连接\l"
|
||||
.string "的4名玩家使用。\p"
|
||||
.string "每名玩家都需要持有\n"
|
||||
.string "红/蓝/绿宝石中的任意卡带。\p"
|
||||
.string "华丽大赛将在所有玩家\n"
|
||||
.string "选择了G模式后(绿宝石),或是\l"
|
||||
.string "在连接前台报名后(红/蓝宝石)\l"
|
||||
.string "正式开始。$"
|
||||
|
||||
LilycoveCity_ContestLobby_Text_NoWirelessAdapterInGMode:
|
||||
.string "非常抱歉。\p"
|
||||
.string "G模式不能通过无线\n"
|
||||
.string "适配器连接。\p"
|
||||
.string "G模式不能通过\n"
|
||||
.string "无线适配器连接。\p"
|
||||
.string "请选择E模式或\n"
|
||||
.string "使用GBA连接线重试。$"
|
||||
|
||||
LilycoveCity_ContestLobby_Text_WhichContestMode:
|
||||
.string "您想参加哪个\n"
|
||||
.string "模式呢?$"
|
||||
.string "您想要参加哪个模式呢?$"
|
||||
|
||||
ContestHall_Text_GettingStartedWireless:
|
||||
.string "播音:您好啊!4只宝可梦的\n"
|
||||
.string "华丽大赛马上就要开始了。\l"
|
||||
.string "{STR_VAR_2}!$"
|
||||
.string "主持:大家好!\n"
|
||||
.string "4名玩家的连接\l"
|
||||
.string "{STR_VAR_2}即将开始!$"
|
||||
|
||||
ContestHall_Text_ParticipantsAsFollows:
|
||||
.string "参加比赛的宝可梦有\n"
|
||||
.string "下面的几只:$"
|
||||
.string "参加比赛的训练家和\n"
|
||||
.string "宝可梦有——$"
|
||||
|
||||
ContestHall_Text_WeveSeenContestants:
|
||||
.string "播音:我们刚才看到了参加\n"
|
||||
.string "比赛的4只宝可梦。\p"
|
||||
.string "现在是大众评审阶段!$"
|
||||
.string "主持:4位参赛选手的宝可梦\n"
|
||||
.string "已经全部登场完毕!\p"
|
||||
.string "现在进入第1轮评审!$"
|
||||
|
||||
ContestHall_Text_AudienceWillVote:
|
||||
.string "观众马上开始给他们\n"
|
||||
.string "最喜欢的宝可梦投票了。$"
|
||||
.string "现场观众将为您最喜爱的\n"
|
||||
.string "宝可梦选手投票!$"
|
||||
|
||||
ContestHall_Text_LetVotingBegin:
|
||||
.string "OK,\n"
|
||||
.string "就让投票开始吧!$"
|
||||
.string "话不多说——\n"
|
||||
.string "投票现在开始!$"
|
||||
|
||||
ContestHall_Text_VotingComplete:
|
||||
.string "投票结束了!\p"
|
||||
.string "让我们开始中级评审吧!$"
|
||||
.string "投票环节圆满结束!\p"
|
||||
.string "在统计票数的同时,\n"
|
||||
.string "让我们进入第2轮评审!$"
|
||||
|
||||
ContestHall_Text_SecondStageOfJudging:
|
||||
.string "接下来开始的就是\n"
|
||||
.string "大家期待已久的中级评审了!\p"
|
||||
.string "那些另人眼花缭乱的\n"
|
||||
.string "动作总是震惊着我们!$"
|
||||
.string "接下来将迎来万众期待的\n"
|
||||
.string "宝可梦表演时间!\p"
|
||||
.string "请各位选手用炫目的招式\n"
|
||||
.string "展现最精彩的演出吧!$"
|
||||
|
||||
ContestHall_Text_LetsAppeal:
|
||||
.string "让我看到你们的热情!\n"
|
||||
.string "让我们一起欢呼吧!$"
|
||||
.string "拿出你们的热情——\n"
|
||||
.string "表演现在开始!$"
|
||||
|
||||
@ -139,7 +139,7 @@ Route121_SafariZoneEntrance_Text_ThatWillBe500Please:
|
||||
.string "请先付¥500。$"
|
||||
|
||||
Route121_SafariZoneEntrance_Text_HereAreYourSafariBalls:
|
||||
.string "请收好您的狩猎球。$"
|
||||
.string "请拿好您的狩猎球。$"
|
||||
|
||||
Route121_SafariZoneEntrance_Text_Received30SafariBalls:
|
||||
.string "{PLAYER}得到30个狩猎球。$"
|
||||
|
||||
@ -249,13 +249,13 @@ CableClub_Text_ExplainBattleModes::
|
||||
.string "一共有3种不同的对战模式。\p单打模式中每位选手\n至少带上1只宝可梦。\p对战开始时每位选手同时放出\n1只宝可梦。\p双打模式中2位选手各自\n至少带上2只宝可梦。\p对战开始时2位选手同时放出\n2只宝可梦。\p混战模式中4位选手各自\n至少带上1只宝可梦。\p对战开始时每位选手\n同时放出1只宝可梦。$"
|
||||
|
||||
CableClub_Text_ChooseGroupLeaderOfTwo::
|
||||
.string "请决定您们中的谁会成为\n队长。\p其他的人就得选择\n“加入队伍。”$"
|
||||
.string "请决定您们中的谁会成为\n队长。\p其他的人请选择\n“加入队伍。”$"
|
||||
|
||||
CableClub_Text_ChooseGroupLeaderOfFour::
|
||||
.string "请决定您们中的谁会成为\n队长。\p其他的人就得选择\n“加入队伍。”$"
|
||||
.string "请决定您们中的谁会成为\n队长。\p其他的人请选择\n“加入队伍。”$"
|
||||
|
||||
CableClub_Text_ChooseGroupLeader::
|
||||
.string "请决定您们中的谁会成为\n队长。\p其他的人就得选择\n“加入队伍。”$"
|
||||
.string "请决定您们中的谁会成为\n队长。\p其他的人请选择\n“加入队伍。”$"
|
||||
|
||||
CableClub_Text_WelcomeUnionRoomEnter::
|
||||
.string "欢迎来到宝可梦无线连接\n俱乐部联盟交谊厅。\p在这里您可以和一些\n甚至您不认识的人\l进行交流。\p您想进来吗?$"
|
||||
|
||||
@ -6,13 +6,13 @@ gText_AppealNumWhichMoveWillBePlayed::
|
||||
|
||||
gText_AppealNumButItCantParticipate::
|
||||
.string "第{STR_VAR_1}回合的表演!\n"
|
||||
.string "但是不能参加!$"
|
||||
.string "但是无法参加!$"
|
||||
@{STR_VAR_1}かいめのアピール!
|
||||
@しかしさんかできない!
|
||||
|
||||
gText_MonAppealedWithMove::
|
||||
.string "{STR_VAR_1}使用了\n"
|
||||
.string "{STR_VAR_2}来表演!$"
|
||||
.string "{STR_VAR_2}进行表演!$"
|
||||
@{STR_VAR_1}は
|
||||
@{STR_VAR_2}でアピール!
|
||||
|
||||
@ -28,14 +28,14 @@ gText_AllOutOfAppealTime::
|
||||
|
||||
@ Appeal result texts
|
||||
gText_BecameMoreConsciousOfOtherMons::
|
||||
.string "其它宝可梦相比平常,\n"
|
||||
.string "其它宝可梦比平时\n"
|
||||
.string "变得更担心了起来!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@ほかの ポケモンが いつもより
|
||||
@きに なって きた!
|
||||
|
||||
gText_MonCantMakeAnAppealAfterThis::
|
||||
.string "{STR_VAR_1}在这之后\n"
|
||||
.string "就不能登台表演了!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
.string "{STR_VAR_1}此后\n"
|
||||
.string "都无法再次登台表演了!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@{STR_VAR_1}は このあと
|
||||
@アピール できなく なった!
|
||||
|
||||
@ -64,19 +64,19 @@ gText_StoppedCaringAboutOtherMons::
|
||||
@きに しないように なった!
|
||||
|
||||
gText_TriedToStartleOtherMons::
|
||||
.string "它想要把其他的\n"
|
||||
.string "它试图把其他的\n"
|
||||
.string "宝可梦吓一跳!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@ほかの ポケモンを
|
||||
@びっくり させようと した!
|
||||
|
||||
gText_TriedToDazzleOthers::
|
||||
.string "它想要让大家\n"
|
||||
.string "它试图让大家\n"
|
||||
.string "都变得眼花起来!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@みんなの めを
|
||||
@くらませようと した!
|
||||
|
||||
gText_JudgeLookedAwayFromMon::
|
||||
.string "审查员的目光\n"
|
||||
.string "评委的目光\n"
|
||||
.string "从{STR_VAR_1}身上移开了!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@しんさいんは {STR_VAR_1}から
|
||||
@めを そらして しまった!
|
||||
@ -94,14 +94,14 @@ gText_MonBecameNervous::
|
||||
@きんちょう してしまった!
|
||||
|
||||
gText_AppealTriedToUnnerveWaitingMons::
|
||||
.string "它想让所有没有表演的\n"
|
||||
.string "它试图让所有之后表演的\n"
|
||||
.string "宝可梦紧张!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@アピールが まだの ポケモンを
|
||||
@きんちょう させようと した!
|
||||
|
||||
gText_TauntedMonsDoingWell::
|
||||
.string "它试着去嘲笑捉弄那些\n"
|
||||
.string "气势还不错的宝可梦!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
.string "它试着去捉弄那些\n"
|
||||
.string "气势良好的宝可梦!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@ちょうしが いい ポケモンを
|
||||
@からかってみた!
|
||||
|
||||
@ -112,32 +112,32 @@ gText_MonRegainedItsForm::
|
||||
@もとに もどって しまった!
|
||||
|
||||
gText_TriedToJamMonDoingWell::
|
||||
.string "它想去打扰那些\n"
|
||||
.string "气势还不错的宝可梦!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
.string "它试图干扰那些\n"
|
||||
.string "气势良好的宝可梦!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@ちょうしが いい ポケモンの
|
||||
@じゃまを しようと した!
|
||||
|
||||
gText_StandoutMonHustledEvenMore::
|
||||
.string "本来就十分显眼的{STR_VAR_1}\n"
|
||||
.string "本来就十分引人注目的{STR_VAR_1}\n"
|
||||
.string "更是鼓足了干劲!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@めだっている {STR_VAR_1}は
|
||||
@さらに はりきった!
|
||||
|
||||
gText_LargelyUnnoticedMonWorkedHard::
|
||||
.string "本来不太显眼的{STR_VAR_1}\n"
|
||||
.string "本来不太引人注目的{STR_VAR_1}\n"
|
||||
.string "加油努力了起来!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@めだっていない {STR_VAR_1}は
|
||||
@がんばりまくった!
|
||||
|
||||
gText_WorkedAsMuchAsMonBefore::
|
||||
.string "它鼓足了不会输给\n"
|
||||
.string "前面宝可梦们程度的干劲!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
.string "前面所有宝可梦程度的干劲!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@まえの ポケモンたちに
|
||||
@まけないくらい はりきった!
|
||||
|
||||
gText_MonsAppealDidNotGoWell::
|
||||
.string "{STR_VAR_1}并没有\n"
|
||||
.string "展示表演出自己的水平!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
.string "{STR_VAR_1}的表演\n"
|
||||
.string "没能成功奏效!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@{STR_VAR_1}は アピールを
|
||||
@うまく みせられなかった!
|
||||
|
||||
@ -148,32 +148,32 @@ gText_WorkedAsMuchAsPrecedingMon::
|
||||
@おなじくらい はりきった!
|
||||
|
||||
gText_MonsAppealDidNotGoWell2::
|
||||
.string "{STR_VAR_1}并没有\n"
|
||||
.string "展示表演出自己的水平!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
.string "{STR_VAR_1}的表演\n"
|
||||
.string "没能成功奏效!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@{STR_VAR_1}は アピールを
|
||||
@うまく みせられなかった!
|
||||
|
||||
gText_MonsAppealDidNotGoWell3::
|
||||
.string "{STR_VAR_1}并没有\n"
|
||||
.string "展示表演出自己的水平!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
.string "{STR_VAR_1}的表演\n"
|
||||
.string "没能成功奏效!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@{STR_VAR_1}は アピールを
|
||||
@うまく みせられなかった!
|
||||
|
||||
gText_MonsAppealWentSlightlyWell::
|
||||
.string "{STR_VAR_1}的表演\n"
|
||||
.string "做得有点可以!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
.string "做得还算可以!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@{STR_VAR_1}の アピールは
|
||||
@すこし うまく いった!
|
||||
|
||||
gText_MonsAppealWentPrettyWell::
|
||||
.string "{STR_VAR_1}的表演\n"
|
||||
.string "做得还算不错!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
.string "做得不错!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@{STR_VAR_1}の アピールは
|
||||
@まあまあ うまく いった!
|
||||
|
||||
gText_MonsAppealWentExcellently::
|
||||
.string "{STR_VAR_1}的表演\n"
|
||||
.string "做得非常不错!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
.string "做得非常出色!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@{STR_VAR_1}の アピールは
|
||||
@とても うまく いった!
|
||||
|
||||
@ -191,37 +191,37 @@ gText_MonsAppealDidNotWorkVeryWell::
|
||||
|
||||
gText_MonsAppealWentSlightlyWell2::
|
||||
.string "{STR_VAR_1}的表演\n"
|
||||
.string "做得有点可以!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
.string "做得还算可以!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@{STR_VAR_1}の アピールは
|
||||
@すこし うまく いった!
|
||||
|
||||
gText_MonsAppealWentPrettyWell2::
|
||||
.string "{STR_VAR_1}的表演\n"
|
||||
.string "做得还算不错!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
.string "做得不错!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@{STR_VAR_1}の アピールは
|
||||
@まあまあ うまく いった!
|
||||
|
||||
gText_MonsAppealWentVeryWell::
|
||||
.string "{STR_VAR_1}的表演\n"
|
||||
.string "做得相当可以!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
.string "做得很好!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@{STR_VAR_1}の アピールは
|
||||
@かなり うまく いった!
|
||||
|
||||
gText_MonsAppealWentExcellently2::
|
||||
.string "{STR_VAR_1}的表演\n"
|
||||
.string "做得非常不错!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
.string "做得非常出色!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@{STR_VAR_1}の アピールは
|
||||
@とても うまく いった!
|
||||
|
||||
gText_SameTypeAsOneBeforeGood::
|
||||
.string "因为和前面的宝可梦\n"
|
||||
.string "一样类型而受到喜欢!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
.string "类别一致而受到喜欢!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@まえの ポケモンと
|
||||
@おなじタイプで きにいられた!
|
||||
|
||||
gText_NotSameTypeAsOneBeforeGood::
|
||||
.string "因为和前面的宝可梦\n"
|
||||
.string "类型不同而受到喜欢!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
.string "类别不同而受到喜欢!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@まえの ポケモンと
|
||||
@ちがうタイプで きにいられた!
|
||||
|
||||
@ -239,12 +239,12 @@ gText_DidntDoAsWellAsMonBefore::
|
||||
|
||||
gText_MonsConditionRoseAboveUsual::
|
||||
.string "{STR_VAR_1}的气势\n"
|
||||
.string "相比平常有所提升!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
.string "比平时有所提升!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@{STR_VAR_1}の ちょうしが
|
||||
@いつもより あがった!
|
||||
|
||||
gText_MonsHotStatusMadeGreatAppeal::
|
||||
.string "{STR_VAR_1}气势不错\n"
|
||||
.string "{STR_VAR_1}气势不错,\n"
|
||||
.string "表演变得棒极了!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@{STR_VAR_1}は ちょうしが よくて
|
||||
@ぜっこうの アピールに なった!
|
||||
@ -268,7 +268,7 @@ gText_ScrambledUpOrderForNextTurn::
|
||||
@おかしく した!
|
||||
|
||||
gText_JudgeLookedAtMonExpectantly::
|
||||
.string "审查员满怀期待地\n"
|
||||
.string "评委满怀期待地\n"
|
||||
.string "看着{STR_VAR_1}!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@しんさいんが きたいして
|
||||
@{STR_VAR_1}を みつめた!
|
||||
@ -281,7 +281,7 @@ gText_AppealComboWentOverWell::
|
||||
|
||||
gText_AppealComboWentOverVeryWell::
|
||||
.string "前后两场表演的组合\n"
|
||||
.string "相当受大家喜欢!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
.string "很受大家喜欢!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@アピールの くみあわせが
|
||||
@かなり きに いられた!
|
||||
|
||||
@ -316,7 +316,7 @@ gText_MonBecameALittleDistracted::
|
||||
@きを とられて しまった!
|
||||
|
||||
gText_TriedToStartleOtherPokemon::
|
||||
.string "它想要把其他的\n"
|
||||
.string "它试图把其他的\n"
|
||||
.string "宝可梦吓一跳!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@ほかの ポケモンを
|
||||
@びっくり させようと した!
|
||||
@ -353,7 +353,7 @@ gText_MonTrippedOutOfDistraction::
|
||||
|
||||
gText_MonWasTooNervousToMove::
|
||||
.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}$"
|
||||
.string "无法使用招式表演了!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@{STR_VAR_1}は きんちょうして
|
||||
@アピールが できなかった!
|
||||
|
||||
@ -368,8 +368,8 @@ gText_ButItFailedToMakeTargetNervous::
|
||||
@させられなかった!
|
||||
|
||||
gText_ButItFailedToMakeAnyoneNervous::
|
||||
.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}$"
|
||||
.string "但是场上的所有宝可梦\n"
|
||||
.string "全都没有紧张!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@でも だれも
|
||||
@きんちょう しなかった!
|
||||
|
||||
@ -409,7 +409,7 @@ gText_MonsXWentOverGreat::
|
||||
|
||||
gText_MonsXDidntGoOverWell::
|
||||
.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}$"
|
||||
.string "在这里不受欢迎……{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@{STR_VAR_1}の {STR_VAR_3}が
|
||||
@ここでは うけなかった…
|
||||
|
||||
@ -420,8 +420,8 @@ gText_MonsXGotTheCrowdGoing::
|
||||
@まわりが もりあがった!
|
||||
|
||||
gText_MonCantAppealNextTurn::
|
||||
.string "{STR_VAR_1}不能参加\n"
|
||||
.string "之后的表演了!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
.string "{STR_VAR_1}无法参加\n"
|
||||
.string "下一次的表演了!{PAUSE 15}{PAUSE 15}{PAUSE 15}{PAUSE 15}$"
|
||||
@{STR_VAR_1}は つぎの アピールに
|
||||
@さんか できなくなった!
|
||||
|
||||
|
||||
@ -2,16 +2,16 @@ Text_BootUpPC::
|
||||
.string "{PLAYER}登录了电脑。$"
|
||||
|
||||
gText_WhichPCShouldBeAccessed::
|
||||
.string "连接哪个电脑?$"
|
||||
.string "要连接哪台电脑?$"
|
||||
|
||||
gText_AccessedSomeonesPC::
|
||||
.string "连接到某人的电脑。$"
|
||||
.string "连接上了某人的电脑!$"
|
||||
|
||||
gText_StorageSystemOpened::
|
||||
.string "打开宝可梦寄放系统。$"
|
||||
.string "调出了宝可梦寄放系统!$"
|
||||
|
||||
gText_AccessedPlayersPC::
|
||||
.string "连接到{PLAYER}的电脑。$"
|
||||
.string "连接上了{PLAYER}的电脑!$"
|
||||
|
||||
gText_AccessedLanettesPC::
|
||||
.string "连接到真由美的电脑。$"
|
||||
.string "连接上了真由美的电脑!$"
|
||||
|
||||
|
Before Width: | Height: | Size: 447 B After Width: | Height: | Size: 2.3 KiB |
|
Before Width: | Height: | Size: 287 B After Width: | Height: | Size: 1.6 KiB |
|
Before Width: | Height: | Size: 1.5 KiB After Width: | Height: | Size: 3.2 KiB |
|
Before Width: | Height: | Size: 1.6 KiB After Width: | Height: | Size: 3.2 KiB |
126
src/contest.c
@ -690,54 +690,54 @@ static const u16 sText_Pal[] = INCBIN_U16("graphics/contest/text.gbapal");
|
||||
|
||||
const u8 *const gContestEffectDescriptionPointers[] =
|
||||
{
|
||||
[CONTEST_EFFECT_HIGHLY_APPEALING] = COMPOUND_STRING("能获得很多吸引力。"),
|
||||
[CONTEST_EFFECT_USER_MORE_EASILY_STARTLED] = COMPOUND_STRING("在表演这个招式之后\n宝可梦会变得很容易受惊。"),
|
||||
[CONTEST_EFFECT_GREAT_APPEAL_BUT_NO_MORE_MOVES] = COMPOUND_STRING("这个表演会受到全场瞩目,但\n后面直到结束前什么都不能做了。"),
|
||||
[CONTEST_EFFECT_REPETITION_NOT_BORING] = COMPOUND_STRING("即使在下回继续使用也不会\n被审查员厌烦并获得关注。"),
|
||||
[CONTEST_EFFECT_AVOID_STARTLE_ONCE] = COMPOUND_STRING("即使受到其他宝可梦惊吓\n自己也能承受住一次。"),
|
||||
[CONTEST_EFFECT_AVOID_STARTLE] = COMPOUND_STRING("即使受到其他宝可梦的惊吓\n自己也能承受住。"),
|
||||
[CONTEST_EFFECT_AVOID_STARTLE_SLIGHTLY] = COMPOUND_STRING("能够稍稍避免受到\n被其他宝可梦惊吓。"),
|
||||
[CONTEST_EFFECT_USER_LESS_EASILY_STARTLED] = COMPOUND_STRING("在表演这个招式之后\n宝可梦会变得难以受惊。"),
|
||||
[CONTEST_EFFECT_STARTLE_FRONT_MON] = COMPOUND_STRING("稍稍惊吓排在自己前面的\n表演过的宝可梦。"),
|
||||
[CONTEST_EFFECT_SLIGHTLY_STARTLE_PREV_MONS] = COMPOUND_STRING("稍稍惊吓排在自己前面的\n所有表演过的宝可梦。"),
|
||||
[CONTEST_EFFECT_STARTLE_PREV_MON] = COMPOUND_STRING("惊吓排在自己前面的\n表演过的宝可梦。"),
|
||||
[CONTEST_EFFECT_STARTLE_PREV_MONS] = COMPOUND_STRING("惊吓排在自己前面的\n所有表演过的宝可梦。"),
|
||||
[CONTEST_EFFECT_BADLY_STARTLE_FRONT_MON] = COMPOUND_STRING("特别是能够惊吓排在\n自己前面表演过的宝可梦。"),
|
||||
[CONTEST_EFFECT_BADLY_STARTLE_PREV_MONS] = COMPOUND_STRING("对场上表演过的所有宝可梦\n都有相当的威吓作用。"),
|
||||
[CONTEST_EFFECT_STARTLE_PREV_MON_2] = COMPOUND_STRING("惊吓排在自己前面的\n表演过的宝可梦。"),
|
||||
[CONTEST_EFFECT_STARTLE_PREV_MONS_2] = COMPOUND_STRING("惊吓排在自己前面的\n所有表演过的宝可梦。"),
|
||||
[CONTEST_EFFECT_SHIFT_JUDGE_ATTENTION] = COMPOUND_STRING("能够转移审查员对\n其他宝可梦的关注度。"),
|
||||
[CONTEST_EFFECT_STARTLE_MON_WITH_JUDGES_ATTENTION] = COMPOUND_STRING("特别是能够惊吓受到\n审查员关注的宝可梦。"),
|
||||
[CONTEST_EFFECT_JAMS_OTHERS_BUT_MISS_ONE_TURN] = COMPOUND_STRING("不停地在场上捣乱,\n下个回合不能参加表演。"),
|
||||
[CONTEST_EFFECT_STARTLE_MONS_SAME_TYPE_APPEAL] = COMPOUND_STRING("特别是能够惊吓和自己\n有着一样类型吸引力的宝可梦。"),
|
||||
[CONTEST_EFFECT_STARTLE_MONS_COOL_APPEAL] = COMPOUND_STRING("特别是能够惊吓表演\n帅气招式的宝可梦。"),
|
||||
[CONTEST_EFFECT_STARTLE_MONS_BEAUTY_APPEAL] = COMPOUND_STRING("特别是能够惊吓表演\n美丽招式的宝可梦。"),
|
||||
[CONTEST_EFFECT_STARTLE_MONS_CUTE_APPEAL] = COMPOUND_STRING("特别是能够惊吓表演\n可爱招式的宝可梦。"),
|
||||
[CONTEST_EFFECT_STARTLE_MONS_SMART_APPEAL] = COMPOUND_STRING("特别是能够惊吓表演\n聪明招式的宝可梦。"),
|
||||
[CONTEST_EFFECT_STARTLE_MONS_TOUGH_APPEAL] = COMPOUND_STRING("特别是能够惊吓表演\n强壮招式的宝可梦。"),
|
||||
[CONTEST_EFFECT_MAKE_FOLLOWING_MON_NERVOUS] = COMPOUND_STRING("会使在这之后登场的\n一只宝可梦紧张。"),
|
||||
[CONTEST_EFFECT_MAKE_FOLLOWING_MONS_NERVOUS] = COMPOUND_STRING("会使在这之后登场的\n所有宝可梦紧张。"),
|
||||
[CONTEST_EFFECT_WORSEN_CONDITION_OF_PREV_MONS] = COMPOUND_STRING("降低已经表演完的\n宝可梦们的气势。"),
|
||||
[CONTEST_EFFECT_BADLY_STARTLES_MONS_IN_GOOD_CONDITION] = COMPOUND_STRING("特别是能够惊吓\n当前气势很好的宝可梦。"),
|
||||
[CONTEST_EFFECT_BETTER_IF_FIRST] = COMPOUND_STRING("率先第一个出场表演的话\n很容易获得很高的吸引力"),
|
||||
[CONTEST_EFFECT_BETTER_IF_LAST] = COMPOUND_STRING("最后一个出场表演的话\n很容易获得很高的吸引力"),
|
||||
[CONTEST_EFFECT_APPEAL_AS_GOOD_AS_PREV_ONES] = COMPOUND_STRING("能够表演同之前登场过的\n宝可梦们相同的吸引力。"),
|
||||
[CONTEST_EFFECT_APPEAL_AS_GOOD_AS_PREV_ONE] = COMPOUND_STRING("能够表演同前一只登场的\n宝可梦相同的吸引力。"),
|
||||
[CONTEST_EFFECT_BETTER_WHEN_LATER] = COMPOUND_STRING("越在所有宝可梦的后面表演\n越容易获得吸引力。"),
|
||||
[CONTEST_EFFECT_QUALITY_DEPENDS_ON_TIMING] = COMPOUND_STRING("根据出场时间的不同,\n吸引力也有所变化。"),
|
||||
[CONTEST_EFFECT_BETTER_IF_SAME_TYPE] = COMPOUND_STRING("与前一只宝可梦的招式属性\n一样的话就会受到喜欢。"),
|
||||
[CONTEST_EFFECT_BETTER_IF_DIFF_TYPE] = COMPOUND_STRING("与前一只宝可梦的招式属性\n不一样的话就会受到喜欢。"),
|
||||
[CONTEST_EFFECT_AFFECTED_BY_PREV_APPEAL] = COMPOUND_STRING("招式的吸引力会受到\n前面一只宝可梦的影响。"),
|
||||
[CONTEST_EFFECT_IMPROVE_CONDITION_PREVENT_NERVOUSNESS] = COMPOUND_STRING("能够提升自身的气势,\n并且变得不那么容易紧张。"),
|
||||
[CONTEST_EFFECT_BETTER_WITH_GOOD_CONDITION] = COMPOUND_STRING("气势良好时表演的话\n很容易获得很高的吸引力。"),
|
||||
[CONTEST_EFFECT_NEXT_APPEAL_EARLIER] = COMPOUND_STRING("下一回合登场时自己的\n登场顺序会更靠前。"),
|
||||
[CONTEST_EFFECT_NEXT_APPEAL_LATER] = COMPOUND_STRING("下一回合登场时自己的\n登场顺序会更靠后。"),
|
||||
[CONTEST_EFFECT_MAKE_SCRAMBLING_TURN_ORDER_EASIER] = COMPOUND_STRING("使得下一回合登场的顺序\n更容易被打乱。"),
|
||||
[CONTEST_EFFECT_SCRAMBLE_NEXT_TURN_ORDER] = COMPOUND_STRING("会打乱下个回合宝可梦们\n登场表演的顺序。"),
|
||||
[CONTEST_EFFECT_EXCITE_AUDIENCE_IN_ANY_CONTEST] = COMPOUND_STRING("无论是什么类型的华丽大赛\n表演这个招式都能获得关注度。"),
|
||||
[CONTEST_EFFECT_BADLY_STARTLE_MONS_WITH_GOOD_APPEALS] = COMPOUND_STRING("特别是能够惊吓场上\n吸引力很高的所有宝可梦。"),
|
||||
[CONTEST_EFFECT_BETTER_WHEN_AUDIENCE_EXCITED] = COMPOUND_STRING("会场上的气氛越热烈,\n越容易受到关注度与吸引力。"),
|
||||
[CONTEST_EFFECT_DONT_EXCITE_AUDIENCE] = COMPOUND_STRING("在这个表演结束之后,\n会场的气氛会变得冷清一会儿。"),
|
||||
[CONTEST_EFFECT_HIGHLY_APPEALING] = COMPOUND_STRING("能够吸引人的表演。"),
|
||||
[CONTEST_EFFECT_USER_MORE_EASILY_STARTLED] = COMPOUND_STRING("虽然能够演出很好的表演,\n但是之后会更容易受到干扰。"),
|
||||
[CONTEST_EFFECT_GREAT_APPEAL_BUT_NO_MORE_MOVES] = COMPOUND_STRING("极具吸引力的表演,\n但是之后就不能再做任何事情了。"),
|
||||
[CONTEST_EFFECT_REPETITION_NOT_BORING] = COMPOUND_STRING("即使重复演出也不会\n让评委感到无聊。"),
|
||||
[CONTEST_EFFECT_AVOID_STARTLE_ONCE] = COMPOUND_STRING("即使被之后的宝可梦干扰\n也会挺住一次。"),
|
||||
[CONTEST_EFFECT_AVOID_STARTLE] = COMPOUND_STRING("即使被之后的宝可梦干扰\n也会挺住。"),
|
||||
[CONTEST_EFFECT_AVOID_STARTLE_SLIGHTLY] = COMPOUND_STRING("能够稍稍避免受到\n被其他宝可梦干扰。"),
|
||||
[CONTEST_EFFECT_USER_LESS_EASILY_STARTLED] = COMPOUND_STRING("在表演这个招式之后\n宝可梦会变得不易受干扰。"),
|
||||
[CONTEST_EFFECT_STARTLE_FRONT_MON] = COMPOUND_STRING("稍稍干扰在自己之前表演的\n宝可梦。"),
|
||||
[CONTEST_EFFECT_SLIGHTLY_STARTLE_PREV_MONS] = COMPOUND_STRING("稍稍干扰表演完成的\n所有宝可梦。"),
|
||||
[CONTEST_EFFECT_STARTLE_PREV_MON] = COMPOUND_STRING("干扰在自己之前表演的\n宝可梦。"),
|
||||
[CONTEST_EFFECT_STARTLE_PREV_MONS] = COMPOUND_STRING("干扰表演完成的\n所有宝可梦。"),
|
||||
[CONTEST_EFFECT_BADLY_STARTLE_FRONT_MON] = COMPOUND_STRING("严重干扰在自己之前表演的\n宝可梦。"),
|
||||
[CONTEST_EFFECT_BADLY_STARTLE_PREV_MONS] = COMPOUND_STRING("严重干扰表演完成的\n所有宝可梦。"),
|
||||
[CONTEST_EFFECT_STARTLE_PREV_MON_2] = COMPOUND_STRING("干扰在自己之前表演的\n宝可梦。"),
|
||||
[CONTEST_EFFECT_STARTLE_PREV_MONS_2] = COMPOUND_STRING("干扰表演完成的\n所有宝可梦。"),
|
||||
[CONTEST_EFFECT_SHIFT_JUDGE_ATTENTION] = COMPOUND_STRING("分散评委对之前宝可梦的\n注意。"),
|
||||
[CONTEST_EFFECT_STARTLE_MON_WITH_JUDGES_ATTENTION] = COMPOUND_STRING("特别干扰评委注意的\n宝可梦。"),
|
||||
[CONTEST_EFFECT_JAMS_OTHERS_BUT_MISS_ONE_TURN] = COMPOUND_STRING("激烈地干扰大家,\n但无法参加下一次表演。"),
|
||||
[CONTEST_EFFECT_STARTLE_MONS_SAME_TYPE_APPEAL] = COMPOUND_STRING("特别干扰演出了相同类别的\n宝可梦。"),
|
||||
[CONTEST_EFFECT_STARTLE_MONS_COOL_APPEAL] = COMPOUND_STRING("特别干扰演出了帅气招式的\n宝可梦。"),
|
||||
[CONTEST_EFFECT_STARTLE_MONS_BEAUTY_APPEAL] = COMPOUND_STRING("特别干扰演出了美丽招式的\n宝可梦。"),
|
||||
[CONTEST_EFFECT_STARTLE_MONS_CUTE_APPEAL] = COMPOUND_STRING("特别干扰演出了可爱招式的\n宝可梦。"),
|
||||
[CONTEST_EFFECT_STARTLE_MONS_SMART_APPEAL] = COMPOUND_STRING("特别干扰演出了聪明招式的\n宝可梦。"),
|
||||
[CONTEST_EFFECT_STARTLE_MONS_TOUGH_APPEAL] = COMPOUND_STRING("特别干扰演出了强壮招式的\n宝可梦。"),
|
||||
[CONTEST_EFFECT_MAKE_FOLLOWING_MON_NERVOUS] = COMPOUND_STRING("让下一只表演的宝可梦\n感到紧张。"),
|
||||
[CONTEST_EFFECT_MAKE_FOLLOWING_MONS_NERVOUS] = COMPOUND_STRING("让之后表演的所有宝可梦\n都感到紧张。"),
|
||||
[CONTEST_EFFECT_WORSEN_CONDITION_OF_PREV_MONS] = COMPOUND_STRING("降低表演完成的\n宝可梦的气势。"),
|
||||
[CONTEST_EFFECT_BADLY_STARTLES_MONS_IN_GOOD_CONDITION] = COMPOUND_STRING("严重干扰气势良好的\n所有宝可梦。"),
|
||||
[CONTEST_EFFECT_BETTER_IF_FIRST] = COMPOUND_STRING("最先演出时表演\n会更加吸引人。"),
|
||||
[CONTEST_EFFECT_BETTER_IF_LAST] = COMPOUND_STRING("最后演出时表演\n会更加吸引人。"),
|
||||
[CONTEST_EFFECT_APPEAL_AS_GOOD_AS_PREV_ONES] = COMPOUND_STRING("演出和此前所有宝可梦的表演\n吸引力程度相当的表演。"),
|
||||
[CONTEST_EFFECT_APPEAL_AS_GOOD_AS_PREV_ONE] = COMPOUND_STRING("和前一位宝可梦的\n表演一样吸引人。"),
|
||||
[CONTEST_EFFECT_BETTER_WHEN_LATER] = COMPOUND_STRING("演出时排序越靠后,\n越能演出吸引人的表演。"),
|
||||
[CONTEST_EFFECT_QUALITY_DEPENDS_ON_TIMING] = COMPOUND_STRING("每次演出的结果都不同。"),
|
||||
[CONTEST_EFFECT_BETTER_IF_SAME_TYPE] = COMPOUND_STRING("和前一位宝可梦的表演类别\n相同时会更吸引人。"),
|
||||
[CONTEST_EFFECT_BETTER_IF_DIFF_TYPE] = COMPOUND_STRING("和前一位宝可梦的表演类别\n不同时会更吸引人。"),
|
||||
[CONTEST_EFFECT_AFFECTED_BY_PREV_APPEAL] = COMPOUND_STRING("演出水平受前一位宝可梦\n表演吸引程度的影响。"),
|
||||
[CONTEST_EFFECT_IMPROVE_CONDITION_PREVENT_NERVOUSNESS] = COMPOUND_STRING("提升表演的气势,\n变得不容易感到紧张。"),
|
||||
[CONTEST_EFFECT_BETTER_WITH_GOOD_CONDITION] = COMPOUND_STRING("气势良好时表演会非常吸引人。"),
|
||||
[CONTEST_EFFECT_NEXT_APPEAL_EARLIER] = COMPOUND_STRING("下一次表演时最先出场。"),
|
||||
[CONTEST_EFFECT_NEXT_APPEAL_LATER] = COMPOUND_STRING("下一次表演时最后出场。"),
|
||||
[CONTEST_EFFECT_MAKE_SCRAMBLING_TURN_ORDER_EASIER] = COMPOUND_STRING("使下一次表演的顺序\n容易被打乱。"),
|
||||
[CONTEST_EFFECT_SCRAMBLE_NEXT_TURN_ORDER] = COMPOUND_STRING("打乱下一次表演的顺序。"),
|
||||
[CONTEST_EFFECT_EXCITE_AUDIENCE_IN_ANY_CONTEST] = COMPOUND_STRING("任何类别的华丽大赛中\n都会让会场兴奋的表演。"),
|
||||
[CONTEST_EFFECT_BADLY_STARTLE_MONS_WITH_GOOD_APPEALS] = COMPOUND_STRING("严重干扰表演具有吸引力的\n所有宝可梦。"),
|
||||
[CONTEST_EFFECT_BETTER_WHEN_AUDIENCE_EXCITED] = COMPOUND_STRING("会场越兴奋,\n表演越吸引人。"),
|
||||
[CONTEST_EFFECT_DONT_EXCITE_AUDIENCE] = COMPOUND_STRING("表演后会场暂时不会\n变得更加兴奋。"),
|
||||
};
|
||||
|
||||
const u8 *const gContestMoveTypeTextPointers[] =
|
||||
@ -751,31 +751,31 @@ const u8 *const gContestMoveTypeTextPointers[] =
|
||||
|
||||
static const u8 *const sContestConditions[] =
|
||||
{
|
||||
[CONTEST_CATEGORY_COOL] = COMPOUND_STRING("帅气度"),
|
||||
[CONTEST_CATEGORY_BEAUTY] = COMPOUND_STRING("美丽度"),
|
||||
[CONTEST_CATEGORY_CUTE] = COMPOUND_STRING("可爱度"),
|
||||
[CONTEST_CATEGORY_SMART] = COMPOUND_STRING("聪明度"),
|
||||
[CONTEST_CATEGORY_TOUGH] = COMPOUND_STRING("强壮度"),
|
||||
[CONTEST_CATEGORY_COOL] = COMPOUND_STRING("帅气"),
|
||||
[CONTEST_CATEGORY_BEAUTY] = COMPOUND_STRING("美丽"),
|
||||
[CONTEST_CATEGORY_CUTE] = COMPOUND_STRING("可爱"),
|
||||
[CONTEST_CATEGORY_SMART] = COMPOUND_STRING("聪明"),
|
||||
[CONTEST_CATEGORY_TOUGH] = COMPOUND_STRING("强壮"),
|
||||
};
|
||||
|
||||
static const u8 *const sInvalidContestMoveNames[] =
|
||||
{
|
||||
[CONTEST_CATEGORY_COOL] = COMPOUND_STRING("帅气技"),
|
||||
[CONTEST_CATEGORY_BEAUTY] = COMPOUND_STRING("美丽技"),
|
||||
[CONTEST_CATEGORY_CUTE] = COMPOUND_STRING("可爱技"),
|
||||
[CONTEST_CATEGORY_SMART] = COMPOUND_STRING("聪明技"),
|
||||
[CONTEST_CATEGORY_TOUGH] = COMPOUND_STRING("强壮技"),
|
||||
[CONTEST_CATEGORY_COOL] = COMPOUND_STRING("帅气招式"),
|
||||
[CONTEST_CATEGORY_BEAUTY] = COMPOUND_STRING("美丽招式"),
|
||||
[CONTEST_CATEGORY_CUTE] = COMPOUND_STRING("可爱招式"),
|
||||
[CONTEST_CATEGORY_SMART] = COMPOUND_STRING("聪明招式"),
|
||||
[CONTEST_CATEGORY_TOUGH] = COMPOUND_STRING("强壮招式"),
|
||||
[CONTEST_CATEGORIES_COUNT] = COMPOUND_STRING("???"),
|
||||
};
|
||||
|
||||
// Takes the .attentionLevel of a contestant as an index.
|
||||
static const u8 *const sRoundResultTexts[] =
|
||||
{
|
||||
COMPOUND_STRING("{STR_VAR_1}\n完全不引人注目……{PAUSE_UNTIL_PRESS}"),
|
||||
COMPOUND_STRING("{STR_VAR_1}\n不怎么引人注目……{PAUSE_UNTIL_PRESS}"),
|
||||
COMPOUND_STRING("{STR_VAR_1}\n稍稍有点引人注目!{PAUSE_UNTIL_PRESS}"),
|
||||
COMPOUND_STRING("{STR_VAR_1}\n非常引人注目!{PAUSE_UNTIL_PRESS}"),
|
||||
COMPOUND_STRING("{STR_VAR_1}\n太引人注目了!{PAUSE_UNTIL_PRESS}"),
|
||||
COMPOUND_STRING("{STR_VAR_1}\n完全没能获得关注……{PAUSE_UNTIL_PRESS}"),
|
||||
COMPOUND_STRING("{STR_VAR_1}\n表现平平无奇……{PAUSE_UNTIL_PRESS}"),
|
||||
COMPOUND_STRING("{STR_VAR_1}\n稍稍吸引了些许目光。{PAUSE_UNTIL_PRESS}"),
|
||||
COMPOUND_STRING("{STR_VAR_1}\n赢得了热烈的反响!{PAUSE_UNTIL_PRESS}"),
|
||||
COMPOUND_STRING("{STR_VAR_1}\n彻底成为了全场焦点!{PAUSE_UNTIL_PRESS}"),
|
||||
COMPOUND_STRING("{STR_VAR_1}\n没有参加表演……{PAUSE_UNTIL_PRESS}"),
|
||||
};
|
||||
|
||||
|
||||
@ -697,7 +697,7 @@ struct
|
||||
} static const sCursorOptions[MENU_FIELD_MOVES] =
|
||||
{
|
||||
[MENU_SUMMARY] = {COMPOUND_STRING("查看能力"), CursorCb_Summary},
|
||||
[MENU_SWITCH] = {COMPOUND_STRING("替换排序"), CursorCb_Switch},
|
||||
[MENU_SWITCH] = {COMPOUND_STRING("替换宝可梦"), CursorCb_Switch},
|
||||
[MENU_CANCEL1] = {gText_Cancel2, CursorCb_Cancel1},
|
||||
[MENU_ITEM] = {COMPOUND_STRING("持有物"), CursorCb_Item},
|
||||
[MENU_GIVE] = {gMenuText_Give, CursorCb_Give},
|
||||
@ -707,7 +707,7 @@ struct
|
||||
[MENU_READ] = {COMPOUND_STRING("阅读"), CursorCb_Read},
|
||||
[MENU_CANCEL2] = {gText_Cancel2, CursorCb_Cancel2},
|
||||
[MENU_SHIFT] = {COMPOUND_STRING("替换宝可梦"), CursorCb_SendMon},
|
||||
[MENU_SEND_OUT] = {COMPOUND_STRING("派出"), CursorCb_SendMon},
|
||||
[MENU_SEND_OUT] = {COMPOUND_STRING("替换宝可梦"), CursorCb_SendMon},
|
||||
[MENU_ENTER] = {COMPOUND_STRING("参加"), CursorCb_Enter},
|
||||
[MENU_NO_ENTRY] = {COMPOUND_STRING("不参加"), CursorCb_NoEntry},
|
||||
[MENU_STORE] = {COMPOUND_STRING("存放"), CursorCb_Store},
|
||||
|
||||
@ -158,7 +158,7 @@ static const u8 *const sDoYouWantModeTexts[] = {
|
||||
sText_DoYouWantXMode2
|
||||
};
|
||||
|
||||
ALIGNED(4) static const u8 sText_CommunicatingPleaseWait[] = _("连接中……\n请稍后。"); // Unused
|
||||
ALIGNED(4) static const u8 sText_CommunicatingPleaseWait[] = _("连接中……\n请稍候。"); // Unused
|
||||
ALIGNED(4) static const u8 sText_AwaitingPlayersResponseAboutTrade[] = _("等待{STR_VAR_1}的\n交换回复……");
|
||||
ALIGNED(4) static const u8 sText_Communicating[] = _("连接中{PAUSE 15}.{PAUSE 15}.{PAUSE 15}.{PAUSE 15}.{PAUSE 15}.\n"
|
||||
"{PAUSE 15}.{PAUSE 15}.{PAUSE 15}.{PAUSE 15}.{PAUSE 15}.{PAUSE 15}.{PAUSE 15}.{PAUSE 15}.{PAUSE 15}.{PAUSE 15}.{PAUSE 15}.{PAUSE 15}.{PAUSE 15}.{PAUSE 15}.{PAUSE 15}.{PAUSE 15}.{PAUSE 15}.{PAUSE 15}.");
|
||||
@ -487,11 +487,11 @@ ALIGNED(4) static const u8 sText_ChooseLeaderBerryCrush[] = _("混合树果!\n
|
||||
ALIGNED(4) static const u8 sText_ChooseLeaderBerryPicking[] = _("嘟嘟利摘树果!\n请选择队长。");
|
||||
ALIGNED(4) static const u8 sText_ChooseLeaderBerryBlender[] = _("树果混合机!\n请选择队长。");
|
||||
ALIGNED(4) static const u8 sText_ChooseLeaderRecordCorner[] = _("记录角!\n请选择队长。");
|
||||
ALIGNED(4) static const u8 sText_ChooseLeaderCoolContest[] = _("帅气组!\n请选择队长。");
|
||||
ALIGNED(4) static const u8 sText_ChooseLeaderBeautyContest[] = _("美丽组!\n请选择队长。");
|
||||
ALIGNED(4) static const u8 sText_ChooseLeaderCuteContest[] = _("可爱组!\n请选择队长。");
|
||||
ALIGNED(4) static const u8 sText_ChooseLeaderSmartContest[] = _("聪明组!\n请选择队长。");
|
||||
ALIGNED(4) static const u8 sText_ChooseLeaderToughContest[] = _("强壮组!\n请选择队长。");
|
||||
ALIGNED(4) static const u8 sText_ChooseLeaderCoolContest[] = _("帅气华丽大赛!\n请选择队长。");
|
||||
ALIGNED(4) static const u8 sText_ChooseLeaderBeautyContest[] = _("美丽华丽大赛!\n请选择队长。");
|
||||
ALIGNED(4) static const u8 sText_ChooseLeaderCuteContest[] = _("可爱华丽大赛!\n请选择队长。");
|
||||
ALIGNED(4) static const u8 sText_ChooseLeaderSmartContest[] = _("聪明华丽大赛!\n请选择队长。");
|
||||
ALIGNED(4) static const u8 sText_ChooseLeaderToughContest[] = _("强壮华丽大赛!\n请选择队长。");
|
||||
ALIGNED(4) static const u8 sText_ChooseLeaderBattleTowerLv50[] = _("Lv. 50级对战塔!\n请选择队长。");
|
||||
ALIGNED(4) static const u8 sText_ChooseLeaderBattleTowerOpenLv[] = _("自由等级对战塔!\n请选择队长。");
|
||||
|
||||
@ -524,7 +524,7 @@ static const u8 *const sChooseTrainerTexts[NUM_LINK_GROUP_TYPES] =
|
||||
ALIGNED(4) static const u8 sText_SearchingForWirelessSystemWait[] = _("搜索一个无线通讯系统。\n等待……");
|
||||
ALIGNED(4) static const u8 sText_MustHaveTwoMonsForDoubleBattle[] = _("参加双打对战,您至少要有\n2只宝可梦。\p"); // Unused
|
||||
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。请稍后。");
|
||||
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[] = _("请等待其他训练师\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。");
|
||||
@ -556,11 +556,11 @@ ALIGNED(4) static const u8 sText_BerryPicking[] = _("摘树果");
|
||||
ALIGNED(4) static const u8 sText_Search[] = _("搜索");
|
||||
ALIGNED(4) static const u8 sText_BerryBlender[] = _("树果混合机");
|
||||
ALIGNED(4) static const u8 sText_RecordCorner[] = _("联机俱乐部");
|
||||
ALIGNED(4) static const u8 sText_CoolContest[] = _("帅气组");
|
||||
ALIGNED(4) static const u8 sText_BeautyContest[] = _("美丽组");
|
||||
ALIGNED(4) static const u8 sText_CuteContest[] = _("可爱组");
|
||||
ALIGNED(4) static const u8 sText_SmartContest[] = _("聪明组");
|
||||
ALIGNED(4) static const u8 sText_ToughContest[] = _("强壮组");
|
||||
ALIGNED(4) static const u8 sText_CoolContest[] = _("帅气华丽大赛");
|
||||
ALIGNED(4) static const u8 sText_BeautyContest[] = _("美丽华丽大赛");
|
||||
ALIGNED(4) static const u8 sText_CuteContest[] = _("可爱华丽大赛");
|
||||
ALIGNED(4) static const u8 sText_SmartContest[] = _("聪明华丽大赛");
|
||||
ALIGNED(4) static const u8 sText_ToughContest[] = _("强壮华丽大赛");
|
||||
ALIGNED(4) static const u8 sText_BattleTowerLv50[] = _("Lv. 50级对战塔");
|
||||
ALIGNED(4) static const u8 sText_BattleTowerOpenLv[] = _("自由等级对战塔");
|
||||
ALIGNED(4) static const u8 sText_ItsNormalCard[] = _("这是普通卡。");
|
||||
|
||||
@ -396,7 +396,7 @@ static u8 BufferQuizAuthorName(void)
|
||||
sQuizLadyPtr = &gSaveBlock1Ptr->lilycoveLady.quiz;
|
||||
if (sQuizLadyPtr->playerName[0] == EOS)
|
||||
{
|
||||
StringCopy_PlayerName(gStringVar1, COMPOUND_STRING("Lady"));
|
||||
StringCopy_PlayerName(gStringVar1, COMPOUND_STRING("姐姐"));
|
||||
authorNameId = QUIZ_AUTHOR_NAME_LADY;
|
||||
}
|
||||
else
|
||||
|
||||
@ -183,7 +183,7 @@ static EWRAM_DATA struct ItemStorageMenu *sItemStorageMenu = NULL;
|
||||
|
||||
static const u8 sText_WithdrawItem[] = _("取出道具");
|
||||
static const u8 sText_DepositItem[] = _("存放道具");
|
||||
static const u8 sText_TossItem[] = _("丢弃道具");
|
||||
static const u8 sText_TossItem[] = _("扔掉道具");
|
||||
static const u8 sText_Mailbox[] = _("邮件箱");
|
||||
|
||||
static const u8 sText_WithdrawHowManyItems[] = _("要取出多少个\n{STR_VAR_1}呢?");
|
||||
@ -195,7 +195,7 @@ static const u8 *const sItemStorage_OptionDescriptions[] =
|
||||
{
|
||||
[MENU_WITHDRAW] = COMPOUND_STRING("从电脑中\n取出道具。"),
|
||||
[MENU_DEPOSIT] = COMPOUND_STRING("将道具\n放入电脑中。"),
|
||||
[MENU_TOSS] = COMPOUND_STRING("丢弃电脑中\n存放的道具。"),
|
||||
[MENU_TOSS] = COMPOUND_STRING("扔掉电脑中\n存放的道具。"),
|
||||
[MENU_EXIT] = gText_GoBackPrevMenu,
|
||||
};
|
||||
|
||||
@ -242,7 +242,7 @@ const struct MenuAction gMailboxMailOptions[] =
|
||||
{
|
||||
{ COMPOUND_STRING("阅读"), {Mailbox_DoMailRead} },
|
||||
{ COMPOUND_STRING("放入包包"), {Mailbox_MoveToBag} },
|
||||
{ COMPOUND_STRING("给予"), {Mailbox_Give} },
|
||||
{ COMPOUND_STRING("携带"), {Mailbox_Give} },
|
||||
{ gText_Cancel2, {Mailbox_Cancel} }
|
||||
};
|
||||
|
||||
|
||||
@ -707,11 +707,11 @@ static void DrawPokeblockMenuTitleText(void)
|
||||
const u8 *itemName = ItemId_GetName(ITEM_POKEBLOCK_CASE);
|
||||
PrintOnPokeblockWindow(WIN_TITLE, itemName, GetStringCenterAlignXOffset(FONT_NORMAL, itemName, 0x48));
|
||||
|
||||
PrintOnPokeblockWindow(WIN_SPICY, COMPOUND_STRING("SPICY"), 0);
|
||||
PrintOnPokeblockWindow(WIN_DRY, COMPOUND_STRING("DRY"), 0);
|
||||
PrintOnPokeblockWindow(WIN_SWEET, COMPOUND_STRING("SWEET"), 0);
|
||||
PrintOnPokeblockWindow(WIN_BITTER, COMPOUND_STRING("BITTER"), 0);
|
||||
PrintOnPokeblockWindow(WIN_SOUR, COMPOUND_STRING("SOUR"), 0);
|
||||
PrintOnPokeblockWindow(WIN_SPICY, COMPOUND_STRING("辣味"), 0);
|
||||
PrintOnPokeblockWindow(WIN_DRY, COMPOUND_STRING("涩味"), 0);
|
||||
PrintOnPokeblockWindow(WIN_SWEET, COMPOUND_STRING("甜味"), 0);
|
||||
PrintOnPokeblockWindow(WIN_BITTER, COMPOUND_STRING("苦味"), 0);
|
||||
PrintOnPokeblockWindow(WIN_SOUR, COMPOUND_STRING("酸味"), 0);
|
||||
|
||||
for (i = 0; i < WIN_ACTIONS_TALL; i++)
|
||||
PutWindowTilemap(i);
|
||||
|
||||
@ -277,11 +277,11 @@ static const u8 *const sPageDescriptions[] =
|
||||
[POKENAV_MENUITEM_CONDITION_PARTY] = COMPOUND_STRING("查看同行的宝可梦的详情"),
|
||||
[POKENAV_MENUITEM_CONDITION_SEARCH] = COMPOUND_STRING("查看所有的宝可梦的详情"),
|
||||
[POKENAV_MENUITEM_CONDITION_CANCEL] = COMPOUND_STRING("返回宝可导航首页"),
|
||||
[POKENAV_MENUITEM_CONDITION_SEARCH_COOL] = COMPOUND_STRING("按照帅气度查找宝可梦"),
|
||||
[POKENAV_MENUITEM_CONDITION_SEARCH_BEAUTY] = COMPOUND_STRING("按照美丽度查找宝可梦"),
|
||||
[POKENAV_MENUITEM_CONDITION_SEARCH_CUTE] = COMPOUND_STRING("按照可爱度查找宝可梦"),
|
||||
[POKENAV_MENUITEM_CONDITION_SEARCH_SMART] = COMPOUND_STRING("按照聪明度查找宝可梦"),
|
||||
[POKENAV_MENUITEM_CONDITION_SEARCH_TOUGH] = COMPOUND_STRING("按照强壮度查找宝可梦"),
|
||||
[POKENAV_MENUITEM_CONDITION_SEARCH_COOL] = COMPOUND_STRING("查找帅气的宝可梦"),
|
||||
[POKENAV_MENUITEM_CONDITION_SEARCH_BEAUTY] = COMPOUND_STRING("查找美丽的宝可梦"),
|
||||
[POKENAV_MENUITEM_CONDITION_SEARCH_CUTE] = COMPOUND_STRING("查找可爱的宝可梦"),
|
||||
[POKENAV_MENUITEM_CONDITION_SEARCH_SMART] = COMPOUND_STRING("查找聪明的宝可梦"),
|
||||
[POKENAV_MENUITEM_CONDITION_SEARCH_TOUGH] = COMPOUND_STRING("查找强壮的宝可梦"),
|
||||
[POKENAV_MENUITEM_CONDITION_SEARCH_CANCEL] = COMPOUND_STRING("返回状态菜单")
|
||||
};
|
||||
|
||||
|
||||
274
src/strings.c
@ -55,7 +55,7 @@ const u8 gText_SizeComparedTo[] = _("{STR_VAR_1}与{STR_VAR_2}的体型比较");
|
||||
const u8 gText_PokedexRegistration[] = _("图鉴登记完毕。");
|
||||
const u8 gText_HTHeight[] = _("身高");
|
||||
const u8 gText_WTWeight[] = _("体重");
|
||||
const u8 gText_SearchingPleaseWait[] = _("搜索中……\n请稍后。");
|
||||
const u8 gText_SearchingPleaseWait[] = _("搜索中……\n请稍候。");
|
||||
const u8 gText_SearchCompleted[] = _("搜索完毕。");
|
||||
const u8 gText_NoMatchingPkmnWereFound[] = _("没有找到符合条件的宝可梦。");
|
||||
const u8 gText_SearchForPkmnBasedOnParameters[] = _("搜索宝可梦\n请选择条件。");
|
||||
@ -123,12 +123,12 @@ const u8 gText_ConfirmStarterChoice[] = _("确定选择这只宝可梦?");
|
||||
const u8 gText_Pokemon4[] = _("宝可梦"); // Unused
|
||||
const u8 gText_FlyToWhere[] = _("要飞到哪里?");
|
||||
const u8 gMenuText_Use[] = _("使用");
|
||||
const u8 gMenuText_Toss[] = _("丢弃");
|
||||
const u8 gMenuText_Toss[] = _("扔掉");
|
||||
const u8 gMenuText_Register[] = _("登录");
|
||||
const u8 gMenuText_Give[] = _("给予");
|
||||
const u8 gMenuText_Give[] = _("");
|
||||
const u8 gMenuText_Confirm[] = _("确定");
|
||||
const u8 gText_Cancel[] = _("取消");
|
||||
const u8 gText_Cancel2[] = _("取消");
|
||||
const u8 gText_Cancel2[] = _("退出");
|
||||
const u8 gText_EmptyString2[] = _("");
|
||||
const u8 gText_None[] = _("无");
|
||||
const u8 gText_FiveMarks[] = _("???");
|
||||
@ -146,19 +146,19 @@ const u8 gText_Space[] = _(" ");
|
||||
const u8 gText_SelectorArrow2[] = _("▶");
|
||||
const u8 gText_GoBackPrevMenu[] = _("返回\n上一级菜单。");
|
||||
const u8 gText_WhatWouldYouLike[] = _("请选择。");
|
||||
const u8 gMenuText_Give2[] = _("给予");
|
||||
const u8 gMenuText_Give2[] = _("");
|
||||
const u8 gText_xVar1[] = _("×{STR_VAR_1}");
|
||||
const u8 gText_Berry2[] = _("树果"); // Unused
|
||||
const u8 gText_Coins[] = _("{STR_VAR_1}枚代币");
|
||||
const u8 gText_CloseBag[] = _("合上包包");
|
||||
const u8 gText_Var1IsSelected[] = _("要对{STR_VAR_1} \n做什么?");
|
||||
const u8 gText_CantWriteMail[] = _("你不能在这\n写邮件。");
|
||||
const u8 gText_NoPokemon[] = _("没有宝可梦。");
|
||||
const u8 gText_MoveVar1Where[] = _("移动{STR_VAR_1}\n去哪?");
|
||||
const u8 gText_Var1CantBeHeld[] = _("{STR_VAR_1}无法携带。");
|
||||
const u8 gText_TossHowManyVar1s[] = _("丢弃多少个\n{STR_VAR_1}?");
|
||||
const u8 gText_ThrewAwayVar2Var1s[] = _("丢弃了{STR_VAR_2}个\n{STR_VAR_1}。");
|
||||
const u8 gText_ConfirmTossItems[] = _("是否确定丢弃\n{STR_VAR_2}个{STR_VAR_1}?");
|
||||
const u8 gText_Var1IsSelected[] = _("要对{STR_VAR_1}\n做什么?");
|
||||
const u8 gText_CantWriteMail[] = _("不能在这里\n写邮件。");
|
||||
const u8 gText_NoPokemon[] = _("没有宝可梦哦!");
|
||||
const u8 gText_MoveVar1Where[] = _("要将{STR_VAR_1}\n移动到哪个位置?");
|
||||
const u8 gText_Var1CantBeHeld[] = _("无法携带{STR_VAR_1}!");
|
||||
const u8 gText_TossHowManyVar1s[] = _("扔掉多少个\n{STR_VAR_1}?");
|
||||
const u8 gText_ThrewAwayVar2Var1s[] = _("把{STR_VAR_2}个\n{STR_VAR_1}扔掉了。");
|
||||
const u8 gText_ConfirmTossItems[] = _("要把{STR_VAR_2}个\n{STR_VAR_1}扔掉吗?");
|
||||
const u8 gText_DadsAdvice[] = _("爸爸说过……\n{PLAYER},道具是要看场合来用的啊!{PAUSE_UNTIL_PRESS}");
|
||||
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}");
|
||||
@ -239,30 +239,30 @@ const u8 gText_PokedollarVar1[] = _("¥{STR_VAR_1}");
|
||||
const u8 gText_HP3[] = _("HP");
|
||||
const u8 gText_SpAtk3[] = _("特攻");
|
||||
const u8 gText_SpDef3[] = _("特防");
|
||||
const u8 gText_WontHaveEffect[] = _("没有任何效果。{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_WontHaveEffect[] = _("即便使用也无效果哦。{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_NextFusionMon[] = _("要和哪只宝可梦合体呢?");
|
||||
const u8 gText_CantBeUsedOnPkmn[] = _("这个不能对\n那只宝可梦使用。{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnCantSwitchOut[] = _("{STR_VAR_1}不能\n交换!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnAlreadyInBattle[] = _("{STR_VAR_1}已经在\n战斗了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnAlreadySelected[] = _("{STR_VAR_1}已经被\n选择了。{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnHasNoEnergy[] = _("{STR_VAR_1}场上已经没有\n对手了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_CantSwitchWithAlly[] = _("你不能交换{STR_VAR_1}的\n宝可梦!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_EggCantBattle[] = _("{PAUSE_UNTIL_PRESS},宝可梦蛋不能参战!");
|
||||
const u8 gText_CantBeUsedOnPkmn[] = _("不能用于这只宝可梦。{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnCantSwitchOut[] = _("无法收回{STR_VAR_1}!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnAlreadyInBattle[] = _("{STR_VAR_1}已经在战斗了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnAlreadySelected[] = _("{STR_VAR_1}已经被选中了。{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnHasNoEnergy[] = _("{STR_VAR_1}没有力气战斗了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_CantSwitchWithAlly[] = _("无法选择{STR_VAR_1}的宝可梦。{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_EggCantBattle[] = _("无法让蛋出场战斗。{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_CantUseUntilNewBadge[] = _("在得到新的徽章之前\n还不能使用。{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_NoMoreThanVar1Pkmn[] = _("参加的宝可梦不能\n超过{STR_VAR_1}只。{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_SendMailToPC[] = _("取下邮件并发去\n你的电脑吗?");
|
||||
const u8 gText_MailSentToPC[] = _("邮件已经发往你的电脑了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_NoMoreThanVar1Pkmn[] = _("参加的宝可梦数量不能\n超过{STR_VAR_1}只。{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_SendMailToPC[] = _("取下邮件并发送到\n你的电脑吗?");
|
||||
const u8 gText_MailSentToPC[] = _("邮件已经发送到你的电脑了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PCMailboxFull[] = _("你电脑的邮箱已经满了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_MailMessageWillBeLost[] = _("如果把邮件取下来,内容\n会丢失,确定吗?");
|
||||
const u8 gText_MailMessageWillBeLost[] = _("如果把邮件取下来,\n内容将会丢失,可以吗?");
|
||||
const u8 gText_RemoveMailBeforeItem[] = _("取下邮件才能\n携带道具!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnWasGivenItem[] = _("给{STR_VAR_1}\n携带了{STR_VAR_2}!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnAlreadyHoldingItemSwitch[] = _("{STR_VAR_1}已经携带了\n{STR_VAR_2}。\p要和携带的道具\n替换吗?");
|
||||
const u8 gText_PkmnWasGivenItem[] = _("让{STR_VAR_1}\n携带了{STR_VAR_2}!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnAlreadyHoldingItemSwitch[] = _("{STR_VAR_1}已经携带了\n{STR_VAR_2}。\p要和它替换吗?");
|
||||
const u8 gText_PkmnNotHolding[] = _("{STR_VAR_1}没有携带\n任何道具!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_ReceivedItemFromPkmn[] = _("从{STR_VAR_1}那里\n拿到了{STR_VAR_2}!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_ReceivedItemFromPkmn[] = _("从{STR_VAR_1}那里\n收回了{STR_VAR_2}!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_MailTakenFromPkmn[] = _("将宝可梦身上的邮件\n取下来了。{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_SwitchedPkmnItem[] = _("取回了{STR_VAR_2}\n并携带了{STR_VAR_1}。{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnHoldingItemCantHoldMail[] = _("宝可梦已经携带了\n道具,不能再携带邮件了。{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_MailTransferredFromMailbox[] = _("从邮箱里拿出了\n邮件。{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_SwitchedPkmnItem[] = _("收回了{STR_VAR_2},\n让宝可梦携带了{STR_VAR_1}!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnHoldingItemCantHoldMail[] = _("宝可梦已经携带了道具,\n不能再携带邮件了。{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_MailTransferredFromMailbox[] = _("从邮箱里拿出了邮件。{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_BagFullCouldNotRemoveItem[] = _("包包已满,\n不能接收道具了。{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnLearnedMove3[] = _("{STR_VAR_1}\n学会了{STR_VAR_2}!");
|
||||
const u8 gText_PkmnCantLearnMove[] = _("{STR_VAR_1}与{STR_VAR_2}\n不匹配!\p{STR_VAR_2}是学不会的!{PAUSE_UNTIL_PRESS}");
|
||||
@ -293,24 +293,24 @@ const u8 gText_PkmnFriendlyBaseVar2CantFall[] = _("{STR_VAR_1}和你有点亲密
|
||||
const u8 gText_PkmnSnappedOutOfConfusion[] = _("{STR_VAR_1}的\n混乱解除了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnGotOverInfatuation[] = _("{STR_VAR_1}的\n着迷解除了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnTransformed[] = _("{STR_VAR_1}变成其他样子了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_ThrowAwayItem[] = _("丢弃这个\n{STR_VAR_1}吗?");
|
||||
const u8 gText_ItemThrownAway[] = _("{STR_VAR_1}\n被丢掉了。{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_TeachWhichPokemon2[] = _("让哪只宝可梦学会?"); // Unused
|
||||
const u8 gText_ThrowAwayItem[] = _("扔掉这个\n{STR_VAR_1}吗?");
|
||||
const u8 gText_ItemThrownAway[] = _("{STR_VAR_1}\n被扔掉了。{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_TeachWhichPokemon2[] = _("要让哪只宝可梦学习?"); // Unused
|
||||
const u8 gText_ChoosePokemon[] = _("请选择宝可梦。");
|
||||
const u8 gText_MoveToWhere[] = _("移动到哪里?");
|
||||
const u8 gText_TeachWhichPokemon[] = _("让哪只宝可梦学会?");
|
||||
const u8 gText_UseOnWhichPokemon[] = _("用于哪只宝可梦?");
|
||||
const u8 gText_GiveToWhichPokemon[] = _("给予哪只宝可梦?");
|
||||
const u8 gText_MoveToWhere[] = _("要和哪只宝可梦替换?");
|
||||
const u8 gText_TeachWhichPokemon[] = _("要让哪只宝可梦学习?");
|
||||
const u8 gText_UseOnWhichPokemon[] = _("要用于哪只宝可梦?");
|
||||
const u8 gText_GiveToWhichPokemon[] = _("要让哪只宝可梦携带?");
|
||||
const u8 gText_DoWhatWithPokemon[] = _("要拿{STR_VAR_1}怎么办?");
|
||||
const u8 gText_NothingToCut[] = _("这里没有可以砍的东西。");
|
||||
const u8 gText_NothingToCut[] = _("没有能劈掉的东西。");
|
||||
const u8 gText_CantSurfHere[] = _("无法在这里冲浪。");
|
||||
const u8 gText_AlreadySurfing[] = _("已经在冲浪中了。");
|
||||
const u8 gText_CantUseHere[] = _("无法在这里使用!");
|
||||
const u8 gText_RestoreWhichMove[] = _("要回复哪个招式?");
|
||||
const u8 gText_BoostPp[] = _("要增加哪个招式的PP?");
|
||||
const u8 gText_DoWhatWithItem[] = _("要拿这个道具做什么?");
|
||||
const u8 gText_NoPokemonForBattle[] = _("没有参加对战的宝可梦!");
|
||||
const u8 gText_ChoosePokemon2[] = _("请选择参加对战的宝可梦。");
|
||||
const u8 gText_NoPokemonForBattle[] = _("没有能参加对战的宝可梦!");
|
||||
const u8 gText_ChoosePokemon2[] = _("请选择要参加对战的宝可梦。");
|
||||
const u8 gText_NotEnoughHp[] = _("没有足够的体力……");
|
||||
const u8 gText_PokemonAreNeeded[] = _("需要选择{STR_VAR_1}只宝可梦!");
|
||||
const u8 gText_PokemonCantBeSame[] = _("您选择了相同种类的宝可梦!");
|
||||
@ -347,8 +347,8 @@ const u8 gText_ReturnToHealingSpot[] = _("要返回上一个\n在{STR_VAR_1}的
|
||||
const u8 gText_PauseUntilPress[] = _("{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gJPText_AreYouSureYouWantToSpinTradeMon[] = _("{STR_VAR_1}を ぐるぐるこうかんに\nだして よろしいですか?");
|
||||
ALIGNED(4) const u8 gText_OnlyPkmnForBattle[] = _("这是你最后1个能\n战斗的宝可梦了!");
|
||||
ALIGNED(4) const u8 gText_PkmnCantBeTradedNow[] = _("这只宝可梦暂时不能\n交换!");
|
||||
ALIGNED(4) const u8 gText_PkmnCantBeTraded[] = _("这只宝可梦不能\n交换!");
|
||||
ALIGNED(4) const u8 gText_PkmnCantBeTradedNow[] = _("这只宝可梦暂时不能交换!");
|
||||
ALIGNED(4) const u8 gText_PkmnCantBeTraded[] = _("这只宝可梦不能交换!");
|
||||
ALIGNED(4) const u8 gText_EggCantBeTradedNow[] = _("蛋不能交换!");
|
||||
ALIGNED(4) const u8 gText_OtherTrainersPkmnCantBeTraded[] = _("对方训练家的宝可梦\n暂时不能交换!");
|
||||
ALIGNED(4) const u8 gText_OtherTrainerCantAcceptPkmn[] = _("对方训练家暂时不能\n接收这只宝可梦!");
|
||||
@ -376,43 +376,43 @@ const u8 gText_NextLv[] = _("再升级需");
|
||||
const u8 gText_RibbonsVar1[] = _("奖章数:{STR_VAR_1}");
|
||||
const u8 gText_EmptyString5[] = _("");
|
||||
const u8 gText_Events[] = _("事件"); // Unused
|
||||
const u8 gText_Switch[] = _("换位");
|
||||
const u8 gText_PkmnInfo[] = _("宝可梦情报");
|
||||
const u8 gText_Switch[] = _("排序");
|
||||
const u8 gText_PkmnInfo[] = _("宝可梦信息");
|
||||
const u8 gText_PkmnSkills[] = _("宝可梦能力");
|
||||
const u8 gText_BattleMoves[] = _("战斗招式");
|
||||
const u8 gText_ContestMoves[] = _("华丽大赛招式");
|
||||
const u8 gText_Info[] = _("说明");
|
||||
const u8 gText_EggWillTakeALongTime[] = _("看着来,这个蛋像是\n要很久才能孵化。");
|
||||
const u8 gText_EggWillTakeSomeTime[] = _("会孵化出什么呢?\n还需要一段时间。");
|
||||
const u8 gText_EggWillHatchSoon[] = _("偶然会摇动,\n应该快要孵化了。");
|
||||
const u8 gText_EggAboutToHatch[] = _("从里面传出了声音,\n即将孵化了!");
|
||||
const u8 gText_EggWillTakeALongTime[] = _("这只蛋孵出来好像\n需要很长一段时间。");
|
||||
const u8 gText_EggWillTakeSomeTime[] = _("会孵出来什么呢?\n好像还要过段时间才会孵出来。");
|
||||
const u8 gText_EggWillHatchSoon[] = _("好像偶尔在动。\n再过一点时间才会孵出来吧?");
|
||||
const u8 gText_EggAboutToHatch[] = _("能听到从里面传来的声音!\n好像快要孵出来了!");
|
||||
const u8 gText_HMMovesCantBeForgotten2[] = _("暂时不能忘记秘传招式。");
|
||||
const u8 gText_XNatureMetAtYZ[] = _("性格{DYNAMIC 0}{DYNAMIC 2}{DYNAMIC 1}{DYNAMIC 5},\n{LV_2}{DYNAMIC 0}{DYNAMIC 3}{DYNAMIC 1}时\n在{DYNAMIC 0}{DYNAMIC 4}{DYNAMIC 1}遇到。");
|
||||
const u8 gText_XNatureHatchedAtYZ[] = _("性格{DYNAMIC 0}{DYNAMIC 2}{DYNAMIC 1}{DYNAMIC 5},\n{LV_2}{DYNAMIC 0}{DYNAMIC 3}{DYNAMIC 1}时\n在{DYNAMIC 0}{DYNAMIC 4}{DYNAMIC 1}孵化。");
|
||||
const u8 gText_XNatureObtainedInTrade[] = _("性格{DYNAMIC 0}{DYNAMIC 2}{DYNAMIC 1}{DYNAMIC 5},\n通过交换得到。");
|
||||
const u8 gText_XNatureFatefulEncounter[] = _("性格{DYNAMIC 0}{DYNAMIC 2}{DYNAMIC 1}{DYNAMIC 5},\n在{LV_2}{DYNAMIC 0}{DYNAMIC 3}{DYNAMIC 1}发生命运的邂逅后得到。");
|
||||
const u8 gText_XNatureProbablyMetAt[] = _("性格{DYNAMIC 0}{DYNAMIC 2}{DYNAMIC 1}{DYNAMIC 5},\n{LV_2}{DYNAMIC 0}{DYNAMIC 3}{DYNAMIC 1}时\n大概在{DYNAMIC 0}{DYNAMIC 4}{DYNAMIC 1}遇到。");
|
||||
const u8 gText_XNature[] = _("性格{DYNAMIC 0}{DYNAMIC 2}{DYNAMIC 1}{DYNAMIC 5}");
|
||||
const u8 gText_XNatureMetSomewhereAt[] = _("性格{DYNAMIC 0}{DYNAMIC 2}{DYNAMIC 1}{DYNAMIC 5},\n{LV_2}{DYNAMIC 0}{DYNAMIC 3}{DYNAMIC 1}时\n在某处遇到。");
|
||||
const u8 gText_XNatureHatchedSomewhereAt[] = _("性格{DYNAMIC 0}{DYNAMIC 2}{DYNAMIC 1}{DYNAMIC 5},\n{LV_2}{DYNAMIC 0}{DYNAMIC 3}{DYNAMIC 1}时\n在某处孵化。");
|
||||
const u8 gText_OddEggFoundByCouple[] = _("从抚养屋夫妇那里发现的\n不可思议的宝可梦蛋。");
|
||||
const u8 gText_XNatureMetAtYZ[] = _("{DYNAMIC 0}{DYNAMIC 2}{DYNAMIC 1}{DYNAMIC 5}的性格,\n在{DYNAMIC 0}{DYNAMIC 4}{DYNAMIC 1},\n遇见了当时{LV_2}{DYNAMIC 0}{DYNAMIC 3}{DYNAMIC 1}的它。");
|
||||
const u8 gText_XNatureHatchedAtYZ[] = _("{DYNAMIC 0}{DYNAMIC 2}{DYNAMIC 1}{DYNAMIC 5}的性格,\n在{DYNAMIC 0}{DYNAMIC 4}{DYNAMIC 1}孵化了。");
|
||||
const u8 gText_XNatureObtainedInTrade[] = _("{DYNAMIC 0}{DYNAMIC 2}{DYNAMIC 1}{DYNAMIC 5}的性格,\n通过交换遇见了它。");
|
||||
const u8 gText_XNatureFatefulEncounter[] = _("{DYNAMIC 0}{DYNAMIC 2}{DYNAMIC 1}{DYNAMIC 5}的性格,\n命中注定般地遇见了当时{LV_2}{DYNAMIC 0}{DYNAMIC 3}{DYNAMIC 1}的它。");
|
||||
const u8 gText_XNatureProbablyMetAt[] = _("{DYNAMIC 0}{DYNAMIC 2}{DYNAMIC 1}{DYNAMIC 5}的性格,\n好像在{DYNAMIC 0}{DYNAMIC 4}{DYNAMIC 1},\n遇见了当时{LV_2}{DYNAMIC 0}{DYNAMIC 3}{DYNAMIC 1}的它。");
|
||||
const u8 gText_XNature[] = _("{DYNAMIC 0}{DYNAMIC 2}{DYNAMIC 1}{DYNAMIC 5}的性格");
|
||||
const u8 gText_XNatureMetSomewhereAt[] = _("{DYNAMIC 0}{DYNAMIC 2}{DYNAMIC 1}{DYNAMIC 5}的性格,\n在某个地方,\n遇见了当时{LV_2}{DYNAMIC 0}{DYNAMIC 3}{DYNAMIC 1}的它。");
|
||||
const u8 gText_XNatureHatchedSomewhereAt[] = _("{DYNAMIC 0}{DYNAMIC 2}{DYNAMIC 1}{DYNAMIC 5}的性格,\n在某个地方孵化了。");
|
||||
const u8 gText_OddEggFoundByCouple[] = _("从培育屋夫妇那里发现的\n不可思议的宝可梦蛋。");
|
||||
const u8 gText_PeculiarEggNicePlace[] = _("在一个好地方得到\n的罕见的宝可梦蛋。");
|
||||
const u8 gText_PeculiarEggTrade[] = _("通过交换得到的\n罕见的宝可梦蛋。");
|
||||
const u8 gText_EggFromHotSprings[] = _("在温泉那里\n得到的宝可梦蛋。");
|
||||
const u8 gText_EggFromTraveler[] = _("在一个旅行者那里得到的\n不可思议的宝可梦蛋。");
|
||||
const u8 gText_ApostropheSBase[] = _("的基地");
|
||||
const u8 gText_OkayToDeleteFromRegistry[] = _("是否可以从注册簿\n删除{STR_VAR_1}?");
|
||||
const u8 gText_RegisteredDataDeleted[] = _("注册记录已被删除。{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_NoRegistry[] = _("没有任何的注册条目。{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_DelRegist[] = _("删除注册项。");
|
||||
const u8 gText_OkayToDeleteFromRegistry[] = _("要从登记名单中\n删除{STR_VAR_1}吗?");
|
||||
const u8 gText_RegisteredDataDeleted[] = _("登记条目已被删除。{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_NoRegistry[] = _("登记名单是空的。{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_DelRegist[] = _("删除登记条目。");
|
||||
const u8 gText_Var3Var1SlashVar2[] = _("{STR_VAR_3}{STR_VAR_1}/{STR_VAR_2}"); // Unused
|
||||
const u8 gText_Decorate[] = _("装饰");
|
||||
const u8 gText_PutAway[] = _("收好");
|
||||
const u8 gText_Toss2[] = _("丢弃");
|
||||
const u8 gText_PutAway[] = _("收回");
|
||||
const u8 gText_Toss2[] = _("扔掉");
|
||||
const u8 gText_Color161Shadow161[] = _("{COLOR 161}{SHADOW 161}");
|
||||
const u8 gText_PutOutSelectedDecorItem[] = _("取出选择的装饰物品。");
|
||||
const u8 gText_StoreChosenDecorInPC[] = _("将选择的装饰物品存入电脑中。");
|
||||
const u8 gText_ThrowAwayUnwantedDecors[] = _("丢弃不想要的装饰物品。");
|
||||
const u8 gText_ThrowAwayUnwantedDecors[] = _("扔掉不想要的装饰物品。");
|
||||
const u8 gText_NoDecorations[] = _("目前没有任何装饰物品。{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_Desk[] = _("桌子");
|
||||
const u8 gText_Chair[] = _("椅子");
|
||||
@ -424,17 +424,17 @@ const u8 gText_Doll[] = _("玩偶");
|
||||
const u8 gText_Cushion[] = _("垫子");
|
||||
const u8 gText_Gold[] = _("金");
|
||||
const u8 gText_Silver[] = _("银");
|
||||
const u8 gText_PlaceItHere[] = _("放在这里吗?");
|
||||
const u8 gText_CantBePlacedHere[] = _("不能放在这里!");
|
||||
const u8 gText_CancelDecorating[] = _("停止装饰?");
|
||||
const u8 gText_PlaceItHere[] = _("要放在这里吗?");
|
||||
const u8 gText_CantBePlacedHere[] = _("无法放在这里!");
|
||||
const u8 gText_CancelDecorating[] = _("要停止装饰吗?");
|
||||
const u8 gText_InUseAlready[] = _("这个已经在使用了。");
|
||||
const u8 gText_NoMoreDecorations[] = _("不能再摆放装饰物品了!\n最多可以摆放{STR_VAR_1}个。");
|
||||
const u8 gText_NoMoreDecorations2[] = _("不能再摆放装饰物品了!\n最多可以摆放{STR_VAR_1}个。");
|
||||
const u8 gText_MustBePlacedOnDesk[] = _("不能放在这里。\n这里只能放桌子。"); // Unused
|
||||
const u8 gText_CantPlaceInRoom[] = _("这个装饰物品不能\n放在你的个人房间。");
|
||||
const u8 gText_CantThrowAwayInUse[] = _("这个装饰物品已经在使用了。\n现在不能丢弃!");
|
||||
const u8 gText_DecorationWillBeDiscarded[] = _("{STR_VAR_1}将被丢弃,\n确定吗?");
|
||||
const u8 gText_DecorationThrownAway[] = _("该装饰物品被丢掉了。");
|
||||
const u8 gText_NoMoreDecorations[] = _("无法再摆放装饰物品了!\n最多可以摆放{STR_VAR_1}个。");
|
||||
const u8 gText_NoMoreDecorations2[] = _("无法再摆放装饰物品了!\n最多可以摆放{STR_VAR_1}个。");
|
||||
const u8 gText_MustBePlacedOnDesk[] = _("无法放在这里。\n这里只能放桌子。"); // Unused
|
||||
const u8 gText_CantPlaceInRoom[] = _("这个装饰物品无法\n放在你的个人房间。");
|
||||
const u8 gText_CantThrowAwayInUse[] = _("这个装饰物品已经在使用了。\n现在无法扔掉!");
|
||||
const u8 gText_DecorationWillBeDiscarded[] = _("要扔掉{STR_VAR_1}吗?");
|
||||
const u8 gText_DecorationThrownAway[] = _("把那个装饰物品扔掉了。");
|
||||
const u8 gText_StopPuttingAwayDecorations[] = _("停止收拾装饰物品?");
|
||||
const u8 gText_NoDecorationHere[] = _("这里没有装饰物品。");
|
||||
const u8 gText_ReturnDecorationToPC[] = _("将这个装饰物品收回电脑吗?");
|
||||
@ -459,13 +459,13 @@ const u8 gText_Winona[] = _("娜琪");
|
||||
const u8 gText_Phoebe[] = _("芙蓉");
|
||||
const u8 gText_Glacia[] = _("波妮");
|
||||
const u8 gText_Info2[] = _("信息");
|
||||
const u8 gText_CoolnessContest[] = _("帅气组");
|
||||
const u8 gText_BeautyContest[] = _("美丽组");
|
||||
const u8 gText_CutenessContest[] = _("可爱组");
|
||||
const u8 gText_SmartnessContest[] = _("聪明组");
|
||||
const u8 gText_ToughnessContest[] = _("强壮组");
|
||||
const u8 gText_CoolnessContest[] = _("帅气华丽大赛");
|
||||
const u8 gText_BeautyContest[] = _("美丽华丽大赛");
|
||||
const u8 gText_CutenessContest[] = _("可爱华丽大赛");
|
||||
const u8 gText_SmartnessContest[] = _("聪明华丽大赛");
|
||||
const u8 gText_ToughnessContest[] = _("强壮华丽大赛");
|
||||
const u8 gText_Decoration2[] = _("装饰");
|
||||
const u8 gText_PackUp[] = _("收好");
|
||||
const u8 gText_PackUp[] = _("收回");
|
||||
const u8 gText_Registry[] = _("登记");
|
||||
const u8 gText_Information[] = _("信息");
|
||||
const u8 gText_Yes[] = _("是");
|
||||
@ -500,7 +500,7 @@ const u8 gText_SomeonesPC[] = _("某人的电脑");
|
||||
const u8 gText_LanettesPC[] = _("真由美的电脑");
|
||||
const u8 gText_PlayersPC[] = _("{PLAYER}的电脑");
|
||||
const u8 gText_HallOfFame[] = _("登入名人堂");
|
||||
const u8 gText_LogOff[] = _("注销");
|
||||
const u8 gText_LogOff[] = _("关闭电源");
|
||||
const u8 gText_Opponent[] = _("对手");
|
||||
const u8 gText_Tourney_Tree[] = _("比赛进程表");
|
||||
const u8 gText_ReadyToStart[] = _("准备开始");
|
||||
@ -570,7 +570,7 @@ const u8 gText_ExchangeService[] = _("兑换服务区");
|
||||
const u8 gText_LilycoveCity[] = _("水静市");
|
||||
const u8 gText_SlateportCity[] = _("凯那市");
|
||||
const u8 gText_Exit[] = _("退出");
|
||||
const u8 gText_YourPartysFull[] = _("同行宝可梦满了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_YourPartysFull[] = _("同行的宝可梦已满!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_NatureSlash[] = _("性格/");
|
||||
const u8 gText_InParty[] = _("同行中");
|
||||
const u8 gText_PokemonMaleLv[] = _("{DYNAMIC 0}{COLOR_HIGHLIGHT_SHADOW LIGHT_RED WHITE GREEN}♂{COLOR_HIGHLIGHT_SHADOW DARK_GRAY WHITE LIGHT_GRAY}/{LV}{DYNAMIC 1}"); // Unused
|
||||
@ -607,16 +607,16 @@ const u8 gText_ToTeachHerAGoodSaying[] = _("来教她一句好谚语。");
|
||||
const u8 gText_FindWordsWhichFit[] = _("请找出适合形容");
|
||||
const u8 gText_TheTrainersImage[] = _("这个训练家的形象。");
|
||||
const u8 gText_TheImage[] = _("形象:");
|
||||
const u8 gText_OutOfTheListedChoices[] = _("在列出的选项之外,");
|
||||
const u8 gText_SelectTheAnswerToTheQuiz[] = _("选择测试的答案!");
|
||||
const u8 gText_AndCreateAQuiz[] = _("并创建一个测试!");
|
||||
const u8 gText_OutOfTheListedChoices[] = _("从列出的选项中,");
|
||||
const u8 gText_SelectTheAnswerToTheQuiz[] = _("选出谜题的答案!");
|
||||
const u8 gText_AndCreateAQuiz[] = _("并创建一个谜题!");
|
||||
const u8 gText_PickAWordOrPhraseAnd[] = _("挑选1个词语或者短语");
|
||||
const u8 gText_SetTheQuizAnswer[] = _("并设置测试的答案");
|
||||
const u8 gText_SetTheQuizAnswer[] = _("并设置谜题的答案。");
|
||||
const u8 gText_TheAnswerColon[] = _("答案:");
|
||||
const u8 gText_TheQuizColon[] = _("测试:"); // Unused
|
||||
const u8 gText_TheQuizColon[] = _("谜题:"); // Unused
|
||||
const u8 gText_ApprenticePhrase[] = _("新手词汇:");
|
||||
const u8 gText_QuitEditing[] = _("停止编辑吗?");
|
||||
const u8 gText_StopGivingPkmnMail[] = _("停止给予宝可梦邮件吗?");
|
||||
const u8 gText_StopGivingPkmnMail[] = _("放弃让宝可梦携带邮件吗?");
|
||||
const u8 gText_AndFillOutTheQuestionnaire[] = _("并找出问卷。");
|
||||
const u8 gText_LetsReplyToTheInterview[] = _("让我们回复采访吧!");
|
||||
const u8 gText_AllTextBeingEditedWill[] = _("所有正在编辑的内容会被删除,");
|
||||
@ -625,14 +625,14 @@ const u8 gText_QuitEditing2[] = _("停止编辑吗?"); // Unused
|
||||
const u8 gText_EditedTextWillNotBeSaved[] = _("已编辑的内容不会被保存,"); // Unused
|
||||
const u8 gText_IsThatOkay[] = _("这样可以吗?"); // Unused
|
||||
const u8 gText_PleaseEnterPhraseOrWord[] = _("请输入一个短语或者词语,"); // Unused
|
||||
const u8 gText_EntireTextCantBeDeleted[] = _("不能删除完整的文本内容!");
|
||||
const u8 gText_EntireTextCantBeDeleted[] = _("无法删除所有的文本!");
|
||||
const u8 gText_OnlyOnePhrase[] = _("只可以更改一个短语。");
|
||||
const u8 gText_OriginalSongWillBeUsed[] = _("将会使用最初的歌曲。");
|
||||
const u8 gText_ThatsTrendyAlready[] = _("这已经很流行了!"); // Unused
|
||||
const u8 gText_CombineTwoWordsOrPhrases3[] = _("请组合两个词语或者短语。");
|
||||
const u8 gText_QuitGivingInfo[] = _("放弃给予信息吗?"); // Unused
|
||||
const u8 gText_StopGivingPkmnMail2[] = _("停止给予宝可梦邮件吗?"); // Unused
|
||||
const u8 gText_CreateAQuiz2[] = _("完成一个测试!"); // Unused
|
||||
const u8 gText_StopGivingPkmnMail2[] = _("放弃让宝可梦携带邮件吗?"); // Unused
|
||||
const u8 gText_CreateAQuiz2[] = _("创建一个谜题吧!"); // Unused
|
||||
const u8 gText_SetTheAnswer[] = _("请设置答案!"); // Unused
|
||||
const u8 gText_CancelSelection[] = _("是否取消选择?"); // Unused
|
||||
const u8 gText_Profile[] = _("档案");
|
||||
@ -640,37 +640,37 @@ const u8 gText_AtTheBattlesStart[] = _("在对战开始时:");
|
||||
const u8 gText_UponWinningABattle[] = _("在对战获胜时:");
|
||||
const u8 gText_UponLosingABattle[] = _("在对战输掉时:");
|
||||
const u8 gText_TheBardsSong[] = _("诗人之歌");
|
||||
const u8 gText_WhatsHipAndHappening[] = _("发生了什么流行的事情?");
|
||||
const u8 gText_WhatsHipAndHappening[] = _("现在什么最流行?");
|
||||
const u8 gText_Interview[] = _("采访");
|
||||
const u8 gText_GoodSaying[] = _("好的言辞");
|
||||
const u8 gText_FansQuestion[] = _("粉丝的问题");
|
||||
const u8 gJPText_WhatIsTheQuizAnswer[] = _("クイズの こたえは?"); // Unused
|
||||
const u8 gText_ApprenticesPhrase[] = _("新手词组");
|
||||
const u8 gText_Questionnaire[] = _("问卷");
|
||||
const u8 gText_YouCannotQuitHere[] = _("你不能退出这里。");
|
||||
const u8 gText_YouCannotQuitHere[] = _("现在无法退出。");
|
||||
const u8 gText_SectionMustBeCompleted[] = _("必须完成这部分!");
|
||||
const u8 gText_F700sQuiz[] = _("{DYNAMIC 0}的测试");
|
||||
const u8 gText_Lady[] = _("女士");
|
||||
const u8 gText_AfterYouHaveReadTheQuiz[] = _("阅读完测试问题后,");
|
||||
const u8 gText_F700sQuiz[] = _("{DYNAMIC 0}的谜题");
|
||||
const u8 gText_Lady[] = _("姐姐");
|
||||
const u8 gText_AfterYouHaveReadTheQuiz[] = _("阅读谜题完毕后,");
|
||||
const u8 gText_QuestionPressTheAButton[] = _("请按A键。");
|
||||
const u8 gText_TheQuizAnswerIs[] = _("该测试答案是?");
|
||||
const u8 gText_LikeToQuitQuiz[] = _("是否退出这个");
|
||||
const u8 gText_ChallengeQuestionMark[] = _("测试挑战?");
|
||||
const u8 gText_IsThisQuizOK[] = _("这个测试可以吗?");
|
||||
const u8 gText_CreateAQuiz[] = _("完成一个测试!");
|
||||
const u8 gText_TheQuizAnswerIs[] = _("谜题答案的是?");
|
||||
const u8 gText_LikeToQuitQuiz[] = _("要退出谜题");
|
||||
const u8 gText_ChallengeQuestionMark[] = _("挑战吗?");
|
||||
const u8 gText_IsThisQuizOK[] = _("谜题就这样可以吗?");
|
||||
const u8 gText_CreateAQuiz[] = _("创建一个谜题吧!");
|
||||
const u8 gText_SelectTheAnswer[] = _("请选择答案!");
|
||||
const u8 gText_LyricsCantBeDeleted[] = _("不能删除这段词句!");
|
||||
const u8 gText_LyricsCantBeDeleted[] = _("无法删除这段词句!");
|
||||
const u8 gText_PokemonLeague[] = _("宝可梦联盟");
|
||||
const u8 gText_PokemonCenter[] = _("宝可梦中心");
|
||||
const u8 gText_GetsAPokeBlockQuestion[] = _("要吃宝可方块吗?");
|
||||
const u8 gText_Coolness[] = _("帅气度");
|
||||
const u8 gText_Beauty3[] = _("美丽度");
|
||||
const u8 gText_Cuteness[] = _("可爱度");
|
||||
const u8 gText_Smartness[] = _("聪明度");
|
||||
const u8 gText_Toughness[] = _("强壮度");
|
||||
const u8 gText_WasEnhanced[] = _("增加了!");
|
||||
const u8 gText_GetsAPokeBlockQuestion[] = _("吃宝可方块吗?");
|
||||
const u8 gText_Coolness[] = _("帅气");
|
||||
const u8 gText_Beauty3[] = _("美丽");
|
||||
const u8 gText_Cuteness[] = _("可爱");
|
||||
const u8 gText_Smartness[] = _("聪明");
|
||||
const u8 gText_Toughness[] = _("强壮");
|
||||
const u8 gText_WasEnhanced[] = _("磨练了");
|
||||
const u8 gText_NothingChanged[] = _("没有任何变化!");
|
||||
const u8 gText_WontEatAnymore[] = _("不能再吃了……");
|
||||
const u8 gText_WontEatAnymore[] = _("似乎已经吃不下了……");
|
||||
const u8 gText_SaveFailedCheckingBackup[] = _("记录失败。\n检查备份记录中……请稍等。\n{COLOR RED}“T所需时间:约1分钟”");
|
||||
const u8 gText_BackupMemoryDamaged[] = _("备份记录已被损坏,\n或者内部电量已耗尽。\l您可以继续游戏,但是不能保存记录。");
|
||||
const u8 gText_GamePlayCannotBeContinued[] = _("{COLOR RED}“游戏无法继续,\n正在返回标题画面……”");
|
||||
@ -754,16 +754,16 @@ ALIGNED(4) const u8 gText_FacilityMulti[] = _("{STR_VAR_1}多人");
|
||||
ALIGNED(4) const u8 gText_FacilityLink[] = _("{STR_VAR_1}多人连线");
|
||||
ALIGNED(4) const u8 gText_Facility[] = _("{STR_VAR_1}");
|
||||
|
||||
const u8 gText_Give[] = _("给予");
|
||||
const u8 gText_Give[] = _("携带");
|
||||
const u8 gText_NoNeed[] = _("不需要");
|
||||
const u8 gText_ColorLightShadowDarkGray[] = _("{COLOR LIGHT_GRAY}{SHADOW DARK_GRAY}");
|
||||
const u8 gText_ColorBlue[] = _("{COLOR BLUE}");
|
||||
const u8 gText_ColorTransparent[] = _("{HIGHLIGHT TRANSPARENT}{COLOR TRANSPARENT}");
|
||||
const u8 gText_CDot[] = _("C.");
|
||||
const u8 gText_BDot[] = _("B.");
|
||||
const u8 gText_AnnouncingResults[] = _("公布成绩!");
|
||||
const u8 gText_PreliminaryResults[] = _("初步成绩!");
|
||||
const u8 gText_Round2Results[] = _("第二轮成绩!");
|
||||
const u8 gText_AnnouncingResults[] = _("公布结果!");
|
||||
const u8 gText_PreliminaryResults[] = _("第1轮成绩!");
|
||||
const u8 gText_Round2Results[] = _("第2轮成绩!");
|
||||
const u8 gText_ContestantsMonWon[] = _("{STR_VAR_1}的{STR_VAR_2}获胜了!");
|
||||
const u8 gText_CommunicationStandby[] = _("正在等待连接……");
|
||||
const u8 gText_ColorDarkGray[] = _("{COLOR DARK_GRAY}");
|
||||
@ -851,13 +851,13 @@ const u8 gText_ViewRecordedBattle[] = _("回放记录的对战。");
|
||||
const u8 gText_PutAwayFrontierPass[] = _("放好开拓通行证。");
|
||||
const u8 gText_CurrentBattlePoints[] = _("当前的对战点数。");
|
||||
const u8 gText_CollectedSymbols[] = _("已收集的象征。");
|
||||
const u8 gText_BattleTowerAbilitySymbol[] = _("对战塔——能力的象征");
|
||||
const u8 gText_BattleDomeTacticsSymbol[] = _("对战巨蛋——战术的象征");
|
||||
const u8 gText_BattlePalaceSpiritsSymbol[] = _("对战宫殿——精神的象征");
|
||||
const u8 gText_BattleArenaGutsSymbol[] = _("对战竞技场——毅力的象征");
|
||||
const u8 gText_BattleFactoryKnowledgeSymbol[] = _("对战工厂——知识的象征");
|
||||
const u8 gText_BattlePikeLuckSymbol[] = _("对战管道——运气的象征");
|
||||
const u8 gText_BattlePyramidBraveSymbol[] = _("对战金字塔——英勇的象征");
|
||||
const u8 gText_BattleTowerAbilitySymbol[] = _("对战塔——能力象征");
|
||||
const u8 gText_BattleDomeTacticsSymbol[] = _("对战巨蛋——战术象征");
|
||||
const u8 gText_BattlePalaceSpiritsSymbol[] = _("对战宫殿——精神象征");
|
||||
const u8 gText_BattleArenaGutsSymbol[] = _("对战竞技场——毅力象征");
|
||||
const u8 gText_BattleFactoryKnowledgeSymbol[] = _("对战工厂——知识象征");
|
||||
const u8 gText_BattlePikeLuckSymbol[] = _("对战管道——运气象征");
|
||||
const u8 gText_BattlePyramidBraveSymbol[] = _("对战金字塔——英勇象征");
|
||||
const u8 gText_ThereIsNoBattleRecord[] = _("没有对战记录。");
|
||||
const u8 gText_BattleTower3[] = _("对战塔");
|
||||
const u8 gText_BattleDome2[] = _("对战巨蛋");
|
||||
@ -866,13 +866,13 @@ const u8 gText_BattleArena2[] = _("对战竞技场");
|
||||
const u8 gText_BattleFactory2[] = _("对战工厂");
|
||||
const u8 gText_BattlePike2[] = _("对战管道");
|
||||
const u8 gText_BattlePyramid2[] = _("对战金字塔");
|
||||
const u8 gText_BattleTowerDesc[] = _("瞄准目标并解决对手,向顶层冲刺吧!\n这里将会考验您的能力。");
|
||||
const u8 gText_BattleDomeDesc[] = _("在比赛期间一直保持胜利!\n这里将会考验您的战术。");
|
||||
const u8 gText_BattlePalaceDesc[] = _("注视您的宝可梦对战!\n这里将会考验您的精神。");
|
||||
const u8 gText_BattleArenaDesc[] = _("通过宝可梦的合作来赢取对战!\n这里将会考验您的毅力。");
|
||||
const u8 gText_BattleFactoryDesc[] = _("以胜利为目标,使用租借的宝可梦吧!\n这里将会考验您的知识。");
|
||||
const u8 gText_BattlePikeDesc[] = _("从三条路中选择一条去对战吧!\n这里将会考验您的运气。");
|
||||
const u8 gText_BattlePyramidDesc[] = _("在探险中瞄准塔顶吧!\n这里将会考验您的勇气。");
|
||||
const u8 gText_BattleTowerDesc[] = _("击败对手,勇攀巅峰!\n这里将会考验您的能力。");
|
||||
const u8 gText_BattleDomeDesc[] = _("在锦标赛中连胜到底!\n这里将会考验您的战术。");
|
||||
const u8 gText_BattlePalaceDesc[] = _("见证宝可梦自主战斗!\n这里将会考验您的精神。");
|
||||
const u8 gText_BattleArenaDesc[] = _("用组队宝可梦赢得胜利!\n这里将会考验您的毅力。");
|
||||
const u8 gText_BattleFactoryDesc[] = _("使用租借宝可梦夺取胜利!\n这里将会考验您的知识。");
|
||||
const u8 gText_BattlePikeDesc[] = _("选择三条道路中的一条战斗!\n这里将会考验您的运气。");
|
||||
const u8 gText_BattlePyramidDesc[] = _("通过探索攀登顶峰!\n这里将会考验您的英勇。");
|
||||
const u8 gText_Powder[] = _("粉末");
|
||||
const u8 gText_BerryPickingRecords[] = _("嘟嘟利摘树果记录");
|
||||
const u8 gText_BerriesPicked[] = _("摘得树果:");
|
||||
@ -1049,10 +1049,10 @@ const u8 gText_PokedexDiploma[] = _("玩家:{CLEAR 0x10}{COLOR RED}{SHADOW LIG
|
||||
const u8 gJPText_GameFreak[] = _("{COLOR RED}{SHADOW LIGHT_RED}ゲ-ムフリ-ク"); // Unused
|
||||
const u8 gText_DiplomaEmpty[] = _("{COLOR RED}{SHADOW LIGHT_RED}"); // Unused
|
||||
const u8 gText_Hoenn[] = _("丰缘");
|
||||
const u8 gText_OhABite[] = _("啊!咬钩了!");
|
||||
const u8 gText_PokemonOnHook[] = _("有宝可梦上钩了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_NotEvenANibble[] = _("什么也没有……{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_ItGotAway[] = _("逃走了……{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_OhABite[] = _("啊!上钩了!");
|
||||
const u8 gText_PokemonOnHook[] = _("钓到宝可梦了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_NotEvenANibble[] = _("钓不到啊……{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_ItGotAway[] = _("被逃掉了……{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_XWillBeSentToY[] = _("{STR_VAR_2}将会\n被送到{STR_VAR_1}。");
|
||||
const u8 gText_ByeByeVar1[] = _("再见,{STR_VAR_2}!");
|
||||
const u8 gText_XSentOverY[] = _("{STR_VAR_1}送到了{STR_VAR_3}。");
|
||||
@ -1120,7 +1120,7 @@ const u8 gText_Rechoose[] = _("重新选择");
|
||||
const u8 gText_QuitSwapping[] = _("退出交换?");
|
||||
const u8 gText_Yes3[] = _("是");
|
||||
const u8 gText_No3[] = _("否");
|
||||
const u8 gText_PkmnForSwap[] = _("要换的宝可梦");
|
||||
const u8 gText_PkmnForSwap[] = _("要交换的宝可梦");
|
||||
const u8 gText_Cancel3[] = _("取消选择");
|
||||
const u8 gText_Swap2[] = _("交换"); // Unused
|
||||
const u8 gText_Accept[] = _("接收"); // Unused
|
||||
@ -1170,7 +1170,7 @@ ALIGNED(4) const u8 gText_Communicating[] = _("连接中……");
|
||||
ALIGNED(4) const u8 gText_CommunicationCompleted[] = _("连接完成。");
|
||||
ALIGNED(4) const u8 gText_CommunicationError[] = _("连接错误。");
|
||||
ALIGNED(4) const u8 gText_CommunicationCanceled[] = _("连接已被取消。");
|
||||
ALIGNED(4) const u8 gText_ThrowAwayWonderCard[] = _("丢弃神秘卡片\n并重新领取新的?");
|
||||
ALIGNED(4) const u8 gText_ThrowAwayWonderCard[] = _("扔掉神秘卡片\n并重新领取新的?");
|
||||
ALIGNED(4) const u8 gText_HaventReceivedCardsGift[] = _("您还未收到卡片的赠礼\n确认继续?");
|
||||
ALIGNED(4) const u8 gText_WonderCardReceivedFrom[] = _("从{STR_VAR_1}处收到了一张\n神秘卡片。");
|
||||
ALIGNED(4) const u8 gText_WonderNewsReceivedFrom[] = _("从{STR_VAR_1}处收到了一条\n神秘新闻。");
|
||||
@ -1199,12 +1199,12 @@ ALIGNED(4) const u8 gText_OtherTrainerHasNews[] = _("对方训练家已有同样
|
||||
ALIGNED(4) const u8 gText_OtherTrainerHasStamp[] = _("对方训练家已有同样的印章。");
|
||||
ALIGNED(4) const u8 gText_OtherTrainerCanceled[] = _("对方训练家取消了连接。");
|
||||
ALIGNED(4) const u8 gText_CantSendGiftToTrainer[] = _("您不能将神秘礼物送给这个训练家。");
|
||||
ALIGNED(4) const u8 gText_IfThrowAwayCardEventWontHappen[] = _("如果丢弃卡片,\n其中的事件将不会发生。可以吗?");
|
||||
ALIGNED(4) const u8 gText_IfThrowAwayCardEventWontHappen[] = _("如果扔掉卡片,\n其中的事件将不会发生。可以吗?");
|
||||
ALIGNED(4) const u8 gText_OkayToDiscardNews[] = _("删除这条新闻可以吗?");
|
||||
ALIGNED(4) const u8 gText_HaventReceivedGiftOkayToDiscard[] = _("您还未收到礼物,真的确定删除吗?");
|
||||
ALIGNED(4) const u8 gText_DataWillBeSaved[] = _("资料正在写入记录中……\n请稍候。");
|
||||
ALIGNED(4) const u8 gText_SaveCompletedPressA[] = _("保存记录完毕。\n请按A键。");
|
||||
ALIGNED(4) const u8 gText_WonderCardThrownAway[] = _("丢弃了神秘卡片。");
|
||||
ALIGNED(4) const u8 gText_WonderCardThrownAway[] = _("扔掉了神秘卡片。");
|
||||
ALIGNED(4) const u8 gText_WonderNewsThrownAway[] = _("删除了神秘新闻。");
|
||||
ALIGNED(4) const u8 gText_MysteryGift[] = _("神秘礼物");
|
||||
ALIGNED(4) const u8 gText_PickOKExit[] = _("{DPAD_UPDOWN}选择 {A_BUTTON}确认 {B_BUTTON}退出");
|
||||
|
||||
@ -866,9 +866,11 @@ static void CloseUsePokeblockMenu(void)
|
||||
static void AskUsePokeblock(void)
|
||||
{
|
||||
u8 stringBuffer[0x40];
|
||||
|
||||
GetMonData(&gPlayerParty[GetPartyIdFromSelectionId(sMenu->info.curSelection)], MON_DATA_NICKNAME, stringBuffer);
|
||||
StringGet_Nickname(stringBuffer);
|
||||
u8 stringBuffer2[0x40];
|
||||
StringCopy(stringBuffer, COMPOUND_STRING("要给"));
|
||||
GetMonData(&gPlayerParty[GetPartyIdFromSelectionId(sMenu->info.curSelection)], MON_DATA_NICKNAME, stringBuffer2);
|
||||
StringGet_Nickname(stringBuffer2);
|
||||
StringAppend(stringBuffer, stringBuffer2);
|
||||
StringAppend(stringBuffer, gText_GetsAPokeBlockQuestion);
|
||||
StringCopy(gStringVar4, stringBuffer);
|
||||
FillWindowPixelBuffer(WIN_TEXT, 17);
|
||||
@ -976,8 +978,9 @@ static void BufferEnhancedText(u8 *dest, u8 condition, s16 enhancement)
|
||||
case -32768 ... -1: // if < 0
|
||||
if (enhancement)
|
||||
dest[(u16)enhancement] += 0; // something you can't imagine
|
||||
StringCopy(dest, sConditionNames[condition]);
|
||||
StringAppend(dest, gText_WasEnhanced);
|
||||
StringCopy(dest, gText_WasEnhanced);
|
||||
StringAppend(dest, sConditionNames[condition]);
|
||||
StringAppend(dest, COMPOUND_STRING("!"));
|
||||
break;
|
||||
case 0:
|
||||
StringCopy(dest, gText_NothingChanged);
|
||||
|
||||