From fd9ebaa87426330dff233807526dce961ba8fe16 Mon Sep 17 00:00:00 2001 From: RoamerX <20692776+RoamerX@users.noreply.github.com> Date: Tue, 8 Apr 2025 23:49:54 +0800 Subject: [PATCH] =?UTF-8?q?=E7=89=B9=E6=80=A7=E3=80=81=E6=80=A7=E6=A0=BC?= =?UTF-8?q?=E6=B1=89=E5=8C=96=EF=BC=8Cstring.c=E4=BF=AE=E6=AD=A3?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 以及调整了summary界面回忆技能文字的位置 --- src/data/abilities.h | 1234 +++++++++--------- src/pokemon.c | 50 +- src/pokemon_summary_screen.c | 2 +- src/strings.c | 2350 +++++++++++++++++----------------- 4 files changed, 1816 insertions(+), 1820 deletions(-) diff --git a/src/data/abilities.h b/src/data/abilities.h index 0398b70019..777e9f364d 100644 --- a/src/data/abilities.h +++ b/src/data/abilities.h @@ -3,7 +3,7 @@ const struct Ability gAbilitiesInfo[ABILITIES_COUNT] = [ABILITY_NONE] = { .name = _("-------"), - .description = COMPOUND_STRING("No special ability."), + .description = COMPOUND_STRING("没有特性"), .aiRating = 0, .cantBeSwapped = TRUE, .cantBeTraced = TRUE, @@ -11,190 +11,190 @@ const struct Ability gAbilitiesInfo[ABILITIES_COUNT] = [ABILITY_STENCH] = { - .name = _("Stench"), - .description = COMPOUND_STRING("May cause a foe to flinch."), + .name = _("恶臭"), + .description = COMPOUND_STRING("释放臭味,有时会使对手畏缩"), .aiRating = 1, }, [ABILITY_DRIZZLE] = { - .name = _("Drizzle"), - .description = COMPOUND_STRING("Summons rain in battle."), + .name = _("降雨"), + .description = COMPOUND_STRING("出场时,会将天气变为下雨"), .aiRating = 9, }, [ABILITY_SPEED_BOOST] = { - .name = _("Speed Boost"), - .description = COMPOUND_STRING("Gradually boosts Speed."), + .name = _("加速"), + .description = COMPOUND_STRING("每一回合速度会变快"), .aiRating = 9, }, [ABILITY_BATTLE_ARMOR] = { - .name = _("Battle Armor"), - .description = COMPOUND_STRING("Blocks critical hits."), + .name = _("战斗盔甲"), + .description = COMPOUND_STRING("不会被攻击击中要害"), .aiRating = 2, .breakable = TRUE, }, [ABILITY_STURDY] = { - .name = _("Sturdy"), - .description = COMPOUND_STRING("Negates 1-hit KO attacks."), + .name = _("结实"), + .description = COMPOUND_STRING("HP全满时不会被一击打倒"), .aiRating = 6, .breakable = TRUE, }, [ABILITY_DAMP] = { - .name = _("Damp"), - .description = COMPOUND_STRING("Prevents self-destruction."), + .name = _("湿气"), + .description = COMPOUND_STRING("双方无法使用爆炸类的招式"), .aiRating = 2, .breakable = TRUE, }, [ABILITY_LIMBER] = { - .name = _("Limber"), - .description = COMPOUND_STRING("Prevents paralysis."), + .name = _("柔软"), + .description = COMPOUND_STRING("不会变为麻痹状态"), .aiRating = 3, .breakable = TRUE, }, [ABILITY_SAND_VEIL] = { - .name = _("Sand Veil"), - .description = COMPOUND_STRING("Ups evasion in a sandstorm."), + .name = _("沙隐"), + .description = COMPOUND_STRING("沙暴时,闪避率会提高"), .aiRating = 3, .breakable = TRUE, }, [ABILITY_STATIC] = { - .name = _("Static"), - .description = COMPOUND_STRING("Paralyzes on contact."), + .name = _("静电"), + .description = COMPOUND_STRING("有时会让接触的对手麻痹"), .aiRating = 4, }, [ABILITY_VOLT_ABSORB] = { - .name = _("Volt Absorb"), - .description = COMPOUND_STRING("Turns electricity into HP."), + .name = _("蓄电"), + .description = COMPOUND_STRING("受到电属性攻击时会回复"), .aiRating = 7, .breakable = TRUE, }, [ABILITY_WATER_ABSORB] = { - .name = _("Water Absorb"), - .description = COMPOUND_STRING("Changes water into HP."), + .name = _("储水"), + .description = COMPOUND_STRING("受到水属性攻击时会回复"), .aiRating = 7, .breakable = TRUE, }, [ABILITY_OBLIVIOUS] = { - .name = _("Oblivious"), - .description = COMPOUND_STRING("Prevents attraction."), + .name = _("迟钝"), + .description = COMPOUND_STRING("不会因着迷挑衅威吓动摇"), .aiRating = 2, .breakable = TRUE, }, [ABILITY_CLOUD_NINE] = { - .name = _("Cloud Nine"), - .description = COMPOUND_STRING("Negates weather effects."), + .name = _("无关天气"), + .description = COMPOUND_STRING("任何天气的影响都会消失"), .aiRating = 5, }, [ABILITY_COMPOUND_EYES] = { - .name = _("Compound Eyes"), - .description = COMPOUND_STRING("Raises accuracy."), + .name = _("复眼"), + .description = COMPOUND_STRING("招式的命中率会提高"), .aiRating = 7, }, [ABILITY_INSOMNIA] = { - .name = _("Insomnia"), - .description = COMPOUND_STRING("Prevents sleep."), + .name = _("不眠"), + .description = COMPOUND_STRING("不会陷入睡眠状态"), .aiRating = 4, .breakable = TRUE, }, [ABILITY_COLOR_CHANGE] = { - .name = _("Color Change"), - .description = COMPOUND_STRING("Changes type to foe's move."), + .name = _("变色"), + .description = COMPOUND_STRING("属性会变为对手招式的属性"), .aiRating = 2, }, [ABILITY_IMMUNITY] = { - .name = _("Immunity"), - .description = COMPOUND_STRING("Prevents poisoning."), + .name = _("免疫"), + .description = COMPOUND_STRING("不会变为中毒状态"), .aiRating = 4, .breakable = TRUE, }, [ABILITY_FLASH_FIRE] = { - .name = _("Flash Fire"), - .description = COMPOUND_STRING("Powers up if hit by fire."), + .name = _("引火"), + .description = COMPOUND_STRING("受火系攻击会强化火系招式"), .aiRating = 6, .breakable = TRUE, }, [ABILITY_SHIELD_DUST] = { - .name = _("Shield Dust"), - .description = COMPOUND_STRING("Prevents added effects."), + .name = _("鳞粉"), + .description = COMPOUND_STRING("不会受到招式追加效果影响"), .aiRating = 5, .breakable = TRUE, }, [ABILITY_OWN_TEMPO] = { - .name = _("Own Tempo"), - .description = COMPOUND_STRING("Prevents confusion."), + .name = _("我行我素"), + .description = COMPOUND_STRING("不会被混乱或威吓"), .aiRating = 3, .breakable = TRUE, }, [ABILITY_SUCTION_CUPS] = { - .name = _("Suction Cups"), - .description = COMPOUND_STRING("Firmly anchors the body."), + .name = _("吸盘"), + .description = COMPOUND_STRING("让替换宝可梦的招式无效"), .aiRating = 2, .breakable = TRUE, }, [ABILITY_INTIMIDATE] = { - .name = _("Intimidate"), - .description = COMPOUND_STRING("Lowers the foe's Attack."), + .name = _("威吓"), + .description = COMPOUND_STRING("出场时降低对手的攻击"), .aiRating = 7, }, [ABILITY_SHADOW_TAG] = { - .name = _("Shadow Tag"), - .description = COMPOUND_STRING("Prevents the foe's escape."), + .name = _("踩影"), + .description = COMPOUND_STRING("使对手无法逃走或替换"), .aiRating = 10, }, [ABILITY_ROUGH_SKIN] = { - .name = _("Rough Skin"), - .description = COMPOUND_STRING("Hurts to touch."), + .name = _("粗糙皮肤"), + .description = COMPOUND_STRING("受到攻击时弄伤接触的对手"), .aiRating = 6, }, [ABILITY_WONDER_GUARD] = { - .name = _("Wonder Guard"), - .description = COMPOUND_STRING("“Supereffective” hits."), + .name = _("神奇守护"), + .description = COMPOUND_STRING("只有效果绝佳招式才能击中"), .aiRating = 10, .cantBeCopied = TRUE, .cantBeSwapped = TRUE, @@ -203,82 +203,82 @@ const struct Ability gAbilitiesInfo[ABILITIES_COUNT] = [ABILITY_LEVITATE] = { - .name = _("Levitate"), - .description = COMPOUND_STRING("Not hit by Ground attacks."), + .name = _("飘浮"), + .description = COMPOUND_STRING("不会受地面属性招式攻击"), .aiRating = 7, .breakable = TRUE, }, [ABILITY_EFFECT_SPORE] = { - .name = _("Effect Spore"), - .description = COMPOUND_STRING("Leaves spores on contact."), + .name = _("孢子"), + .description = COMPOUND_STRING("有时会使接触的对手异常"), .aiRating = 4, }, [ABILITY_SYNCHRONIZE] = { - .name = _("Synchronize"), - .description = COMPOUND_STRING("Passes on status problems."), + .name = _("同步"), + .description = COMPOUND_STRING("将自己异常状态传染给对手"), .aiRating = 4, }, [ABILITY_CLEAR_BODY] = { - .name = _("Clear Body"), - .description = COMPOUND_STRING("Prevents ability reduction."), + .name = _("恒净之躯"), + .description = COMPOUND_STRING("不会因为对手而被降低能力"), .aiRating = 4, .breakable = TRUE, }, [ABILITY_NATURAL_CURE] = { - .name = _("Natural Cure"), - .description = COMPOUND_STRING("Heals upon switching out."), + .name = _("自然回复"), + .description = COMPOUND_STRING("被换下后治愈异常状态"), .aiRating = 7, }, [ABILITY_LIGHTNING_ROD] = { - .name = _("Lightning Rod"), - .description = COMPOUND_STRING("Draws electrical moves."), + .name = _("避雷针"), + .description = COMPOUND_STRING("吸引免疫电招式并提高特攻"), .aiRating = 7, .breakable = TRUE, }, [ABILITY_SERENE_GRACE] = { - .name = _("Serene Grace"), - .description = COMPOUND_STRING("Promotes added effects."), + .name = _("天恩"), + .description = COMPOUND_STRING("招式的追加效果容易出现"), .aiRating = 8, }, [ABILITY_SWIFT_SWIM] = { - .name = _("Swift Swim"), - .description = COMPOUND_STRING("Raises Speed in rain."), + .name = _("悠游自如"), + .description = COMPOUND_STRING("下雨天气时,速度会提高"), .aiRating = 6, }, [ABILITY_CHLOROPHYLL] = { - .name = _("Chlorophyll"), - .description = COMPOUND_STRING("Raises Speed in sunshine."), + .name = _("叶绿素"), + .description = COMPOUND_STRING("晴天时,速度会提高"), .aiRating = 6, }, [ABILITY_ILLUMINATE] = { - .name = _("Illuminate"), - .description = COMPOUND_STRING("Encounter rate increases."), + .name = _("发光"), + .description = COMPOUND_STRING("命中率不会被降低"), .aiRating = 0, .breakable = TRUE, }, [ABILITY_TRACE] = { - .name = _("Trace"), - .description = COMPOUND_STRING("Copies special ability."), + .name = _("复制"), + .description = COMPOUND_STRING("出场时,复制对手的特性"), .aiRating = 6, .cantBeCopied = TRUE, .cantBeTraced = TRUE, @@ -286,170 +286,170 @@ const struct Ability gAbilitiesInfo[ABILITIES_COUNT] = [ABILITY_HUGE_POWER] = { - .name = _("Huge Power"), - .description = COMPOUND_STRING("Raises Attack."), + .name = _("大力士"), + .description = COMPOUND_STRING("物理攻击的威力会变为2倍"), .aiRating = 10, }, [ABILITY_POISON_POINT] = { - .name = _("Poison Point"), - .description = COMPOUND_STRING("Poisons foe on contact."), + .name = _("毒刺"), + .description = COMPOUND_STRING("有时会让接触到的对手中毒"), .aiRating = 4, }, [ABILITY_INNER_FOCUS] = { - .name = _("Inner Focus"), - .description = COMPOUND_STRING("Prevents flinching."), + .name = _("精神力"), + .description = COMPOUND_STRING("不会畏缩或被威吓影响"), .aiRating = 2, .breakable = TRUE, }, [ABILITY_MAGMA_ARMOR] = { - .name = _("Magma Armor"), - .description = COMPOUND_STRING("Prevents freezing."), + .name = _("熔岩铠甲"), + .description = COMPOUND_STRING("不会变为冰冻状态"), .aiRating = 1, .breakable = TRUE, }, [ABILITY_WATER_VEIL] = { - .name = _("Water Veil"), - .description = COMPOUND_STRING("Prevents burns."), + .name = _("水幕"), + .description = COMPOUND_STRING("不会变为灼伤状态"), .aiRating = 4, .breakable = TRUE, }, [ABILITY_MAGNET_PULL] = { - .name = _("Magnet Pull"), - .description = COMPOUND_STRING("Traps Steel-type Pokémon."), + .name = _("磁力"), + .description = COMPOUND_STRING("使钢属性宝可梦无法逃走"), .aiRating = 9, }, [ABILITY_SOUNDPROOF] = { - .name = _("Soundproof"), - .description = COMPOUND_STRING("Avoids sound-based moves."), + .name = _("隔音"), + .description = COMPOUND_STRING("不受到声音招式的影响"), .aiRating = 4, .breakable = TRUE, }, [ABILITY_RAIN_DISH] = { - .name = _("Rain Dish"), - .description = COMPOUND_STRING("Slight HP recovery in rain."), + .name = _("雨盘"), + .description = COMPOUND_STRING("下雨天气时,缓缓回复HP"), .aiRating = 3, }, [ABILITY_SAND_STREAM] = { - .name = _("Sand Stream"), - .description = COMPOUND_STRING("Summons a sandstorm."), + .name = _("扬沙"), + .description = COMPOUND_STRING("出场时,会把天气变为沙暴"), .aiRating = 9, }, [ABILITY_PRESSURE] = { - .name = _("Pressure"), - .description = COMPOUND_STRING("Raises foe's PP usage."), + .name = _("压迫感"), + .description = COMPOUND_STRING("减少对手使用招式的PP"), .aiRating = 5, }, [ABILITY_THICK_FAT] = { - .name = _("Thick Fat"), - .description = COMPOUND_STRING("Heat-and-cold protection."), + .name = _("厚脂肪"), + .description = COMPOUND_STRING("使火冰属性的招式伤害减半"), .aiRating = 7, .breakable = TRUE, }, [ABILITY_EARLY_BIRD] = { - .name = _("Early Bird"), - .description = COMPOUND_STRING("Awakens quickly from sleep."), + .name = _("早起"), + .description = COMPOUND_STRING("睡眠时会提早醒来"), .aiRating = 4, }, [ABILITY_FLAME_BODY] = { - .name = _("Flame Body"), - .description = COMPOUND_STRING("Burns the foe on contact."), + .name = _("火焰之躯"), + .description = COMPOUND_STRING("有时会让接触的对手灼伤"), .aiRating = 4, }, [ABILITY_RUN_AWAY] = { - .name = _("Run Away"), - .description = COMPOUND_STRING("Makes escaping easier."), + .name = _("逃跑"), + .description = COMPOUND_STRING("野生宝可梦面前一定能逃走"), .aiRating = 0, }, [ABILITY_KEEN_EYE] = { - .name = _("Keen Eye"), - .description = COMPOUND_STRING("Prevents loss of accuracy."), + .name = _("锐利目光"), + .description = COMPOUND_STRING("命中率不会被降低"), .aiRating = 1, .breakable = TRUE, }, [ABILITY_HYPER_CUTTER] = { - .name = _("Hyper Cutter"), - .description = COMPOUND_STRING("Prevents Attack reduction."), + .name = _("怪力钳"), + .description = COMPOUND_STRING("不会被对手降低攻击"), .aiRating = 3, .breakable = TRUE, }, [ABILITY_PICKUP] = { - .name = _("Pickup"), - .description = COMPOUND_STRING("May pick up items."), + .name = _("捡拾"), + .description = COMPOUND_STRING("有时会捡来对手用过的道具"), .aiRating = 1, }, [ABILITY_TRUANT] = { - .name = _("Truant"), - .description = COMPOUND_STRING("Moves only every two turns."), + .name = _("懒惰"), + .description = COMPOUND_STRING("每隔一回合就会休息"), .aiRating = -2, .cantBeOverwritten = TRUE, }, [ABILITY_HUSTLE] = { - .name = _("Hustle"), - .description = COMPOUND_STRING("Trades accuracy for power."), + .name = _("活力"), + .description = COMPOUND_STRING("攻击变高,但命中率会降低"), .aiRating = 7, }, [ABILITY_CUTE_CHARM] = { - .name = _("Cute Charm"), - .description = COMPOUND_STRING("Infatuates on contact."), + .name = _("迷人之躯"), + .description = COMPOUND_STRING("有时会让接触到的对手着迷"), .aiRating = 2, }, [ABILITY_PLUS] = { - .name = _("Plus"), - .description = COMPOUND_STRING("Powers up with Minus."), + .name = _("正电"), + .description = COMPOUND_STRING("场上有同类特性会提高特攻"), .aiRating = 0, }, [ABILITY_MINUS] = { - .name = _("Minus"), - .description = COMPOUND_STRING("Powers up with Plus."), + .name = _("负电"), + .description = COMPOUND_STRING("场上有同类特性会提高特攻"), .aiRating = 0, }, [ABILITY_FORECAST] = { - .name = _("Forecast"), - .description = COMPOUND_STRING("Changes with the weather."), + .name = _("阴晴不定"), + .description = COMPOUND_STRING("受天气影响改变形态"), .aiRating = 6, .cantBeCopied = TRUE, .cantBeTraced = TRUE, @@ -457,38 +457,38 @@ const struct Ability gAbilitiesInfo[ABILITIES_COUNT] = [ABILITY_STICKY_HOLD] = { - .name = _("Sticky Hold"), - .description = COMPOUND_STRING("Prevents item theft."), + .name = _("黏着"), + .description = COMPOUND_STRING("道具不会被对手夺走"), .aiRating = 3, .breakable = TRUE, }, [ABILITY_SHED_SKIN] = { - .name = _("Shed Skin"), - .description = COMPOUND_STRING("Heals the body by shedding."), + .name = _("蜕皮"), + .description = COMPOUND_STRING("有时会治愈异常状态"), .aiRating = 7, }, [ABILITY_GUTS] = { - .name = _("Guts"), - .description = COMPOUND_STRING("Ups Attack if suffering."), + .name = _("毅力"), + .description = COMPOUND_STRING("异常状态时攻击会提高"), .aiRating = 6, }, [ABILITY_MARVEL_SCALE] = { - .name = _("Marvel Scale"), - .description = COMPOUND_STRING("Ups Defense if suffering."), + .name = _("神奇鳞片"), + .description = COMPOUND_STRING("异常状态时防御会提高"), .aiRating = 5, .breakable = TRUE, }, [ABILITY_LIQUID_OOZE] = { - .name = _("Liquid Ooze"), - .description = COMPOUND_STRING("Draining causes injury."), + .name = _("污泥浆"), + .description = COMPOUND_STRING("吸收污泥的对手会减少HP"), .aiRating = 3, }, @@ -515,397 +515,393 @@ const struct Ability gAbilitiesInfo[ABILITIES_COUNT] = [ABILITY_SWARM] = { - .name = _("Swarm"), - .description = COMPOUND_STRING("Ups Bug moves in a pinch."), + .name = _("虫之预感"), + .description = COMPOUND_STRING("HP低时强化虫属性招式"), .aiRating = 5, }, [ABILITY_ROCK_HEAD] = { - .name = _("Rock Head"), - .description = COMPOUND_STRING("Prevents recoil damage."), + .name = _("坚硬脑袋"), + .description = COMPOUND_STRING("不会受反作用力减少HP"), .aiRating = 5, }, [ABILITY_DROUGHT] = { - .name = _("Drought"), - .description = COMPOUND_STRING("Summons sunlight in battle."), + .name = _("日照"), + .description = COMPOUND_STRING("出场时,会将天气变为晴朗"), .aiRating = 9, }, [ABILITY_ARENA_TRAP] = { - .name = _("Arena Trap"), - .description = COMPOUND_STRING("Prevents fleeing."), + .name = _("沙穴"), + .description = COMPOUND_STRING("在战斗中让对手无法逃走"), .aiRating = 9, }, [ABILITY_VITAL_SPIRIT] = { - .name = _("Vital Spirit"), - .description = COMPOUND_STRING("Prevents sleep."), + .name = _("干劲"), + .description = COMPOUND_STRING("不会变为睡眠状态"), .aiRating = 4, .breakable = TRUE, }, [ABILITY_WHITE_SMOKE] = { - .name = _("White Smoke"), - .description = COMPOUND_STRING("Prevents ability reduction."), + .name = _("白色烟雾"), + .description = COMPOUND_STRING("不会被对手降低能力"), .aiRating = 4, .breakable = TRUE, }, [ABILITY_PURE_POWER] = { - .name = _("Pure Power"), - .description = COMPOUND_STRING("Raises Attack."), + .name = _("瑜伽之力"), + .description = COMPOUND_STRING("物理攻击的威力会变为2倍"), .aiRating = 10, }, [ABILITY_SHELL_ARMOR] = { - .name = _("Shell Armor"), - .description = COMPOUND_STRING("Blocks critical hits."), + .name = _("硬壳盔甲"), + .description = COMPOUND_STRING("对手的攻击不会击中要害"), .aiRating = 2, .breakable = TRUE, }, [ABILITY_AIR_LOCK] = { - .name = _("Air Lock"), - .description = COMPOUND_STRING("Negates weather effects."), + .name = _("气闸"), + .description = COMPOUND_STRING("所有天气的影响都会消失"), .aiRating = 5, }, [ABILITY_TANGLED_FEET] = { - .name = _("Tangled Feet"), - .description = COMPOUND_STRING("Ups evasion if confused."), + .name = _("蹒跚"), + .description = COMPOUND_STRING("在混乱状态时闪避率会提高"), .aiRating = 2, .breakable = TRUE, }, [ABILITY_MOTOR_DRIVE] = { - .name = _("Motor Drive"), - .description = COMPOUND_STRING("Electricity raises Speed."), + .name = _("电气引擎"), + .description = COMPOUND_STRING("免疫电属性攻击并提高速度"), .aiRating = 6, .breakable = TRUE, }, [ABILITY_RIVALRY] = { - .name = _("Rivalry"), - .description = COMPOUND_STRING("Powers up against rivals."), + .name = _("斗争心"), + .description = COMPOUND_STRING("对同性别对手变强反之变弱"), .aiRating = 1, }, [ABILITY_STEADFAST] = { - .name = _("Steadfast"), - .description = COMPOUND_STRING("Flinching raises Speed."), + .name = _("不屈之心"), + .description = COMPOUND_STRING("每次畏缩时速度会提高"), .aiRating = 2, }, [ABILITY_SNOW_CLOAK] = { - .name = _("Snow Cloak"), - .description = COMPOUND_STRING("Ups evasion in Hail or Snow."), + .name = _("雪隐"), + .description = COMPOUND_STRING("下雪天气时,闪避率会提高"), .aiRating = 3, .breakable = TRUE, }, [ABILITY_GLUTTONY] = { - .name = _("Gluttony"), - .description = COMPOUND_STRING("Eats Berries early."), + .name = _("贪吃鬼"), + .description = COMPOUND_STRING("会在一半HP时提前吃树果"), .aiRating = 3, }, [ABILITY_ANGER_POINT] = { - .name = _("Anger Point"), - .description = COMPOUND_STRING("Critical hits raise Attack."), + .name = _("愤怒穴位"), + .description = COMPOUND_STRING("要害被击中时攻击变为最大"), .aiRating = 4, }, [ABILITY_UNBURDEN] = { - .name = _("Unburden"), - .description = COMPOUND_STRING("Using a hold item ups Speed."), + .name = _("轻装"), + .description = COMPOUND_STRING("失去道具时速度会提高"), .aiRating = 7, }, [ABILITY_HEATPROOF] = { - .name = _("Heatproof"), - .description = COMPOUND_STRING("Heat and burn protection."), + .name = _("耐热"), + .description = COMPOUND_STRING("受火属性招式的伤害减半"), .aiRating = 5, .breakable = TRUE, }, [ABILITY_SIMPLE] = { - .name = _("Simple"), - .description = COMPOUND_STRING("Prone to wild stat changes."), + .name = _("单纯"), + .description = COMPOUND_STRING("能力变化会变为平时的2倍"), .aiRating = 8, .breakable = TRUE, }, [ABILITY_DRY_SKIN] = { - .name = _("Dry Skin"), - .description = COMPOUND_STRING("Prefers moisture to heat."), + .name = _("干燥皮肤"), + .description = COMPOUND_STRING("雨天回复HP,晴天减少"), .aiRating = 6, .breakable = TRUE, }, [ABILITY_DOWNLOAD] = { - .name = _("Download"), - .description = COMPOUND_STRING("Adjusts power favorably."), + .name = _("下载"), + .description = COMPOUND_STRING("根据情况提升攻击或特攻"), .aiRating = 7, }, [ABILITY_IRON_FIST] = { - .name = _("Iron Fist"), - .description = COMPOUND_STRING("Boosts punching moves."), + .name = _("铁拳"), + .description = COMPOUND_STRING("使用拳类招式的威力会提高"), .aiRating = 6, }, [ABILITY_POISON_HEAL] = { - .name = _("Poison Heal"), - .description = COMPOUND_STRING("Restores HP if poisoned."), + .name = _("毒疗"), + .description = COMPOUND_STRING("中毒时反而会回复HP"), .aiRating = 8, }, [ABILITY_ADAPTABILITY] = { - .name = _("Adaptability"), - .description = COMPOUND_STRING("Boosts same type attacks."), + .name = _("适应力"), + .description = COMPOUND_STRING("强化自身同属性的招式"), .aiRating = 8, }, [ABILITY_SKILL_LINK] = { - .name = _("Skill Link"), - .description = COMPOUND_STRING("Multi-hit moves hit 5 times."), + .name = _("连续攻击"), + .description = COMPOUND_STRING("连续招式总能使出最高次数"), .aiRating = 7, }, [ABILITY_HYDRATION] = { - .name = _("Hydration"), - .description = COMPOUND_STRING("Cures status in rain."), + .name = _("湿润之躯"), + .description = COMPOUND_STRING("下雨天气时治愈异常状态"), .aiRating = 4, }, [ABILITY_SOLAR_POWER] = { - .name = _("Solar Power"), - .description = COMPOUND_STRING("Powers up in sunshine."), + .name = _("太阳之力"), + .description = COMPOUND_STRING("晴天时减少HP提高特攻"), .aiRating = 3, }, [ABILITY_QUICK_FEET] = { - .name = _("Quick Feet"), - .description = COMPOUND_STRING("Ups Speed if suffering."), + .name = _("飞毛腿"), + .description = COMPOUND_STRING("变为异常状态时速度会提高"), .aiRating = 5, }, [ABILITY_NORMALIZE] = { - .name = _("Normalize"), - .description = COMPOUND_STRING("Moves become Normal-type."), + .name = _("一般皮肤"), + .description = COMPOUND_STRING("招式变为一般属性并强化"), .aiRating = -1, }, [ABILITY_SNIPER] = { - .name = _("Sniper"), - .description = COMPOUND_STRING("Boosts critical hits."), + .name = _("狙击手"), + .description = COMPOUND_STRING("击中要害时,威力提升"), .aiRating = 3, }, [ABILITY_MAGIC_GUARD] = { - .name = _("Magic Guard"), - .description = COMPOUND_STRING("Only damaged by attacks."), + .name = _("魔法防守"), + .description = COMPOUND_STRING("不会受到攻击以外的伤害"), .aiRating = 9, }, [ABILITY_NO_GUARD] = { - .name = _("No Guard"), - .description = COMPOUND_STRING("Ensures that all moves hit."), + .name = _("无防守"), + .description = COMPOUND_STRING("双方的招式都必定会击中"), .aiRating = 8, }, [ABILITY_STALL] = { - .name = _("Stall"), - .description = COMPOUND_STRING("Always moves last."), + .name = _("慢出"), + .description = COMPOUND_STRING("使出招式的顺序必定为最后"), .aiRating = -1, }, [ABILITY_TECHNICIAN] = { - .name = _("Technician"), - .description = COMPOUND_STRING("Boosts weaker moves."), + .name = _("技术高手"), + .description = COMPOUND_STRING("强化低威力的招式"), .aiRating = 8, }, [ABILITY_LEAF_GUARD] = { - .name = _("Leaf Guard"), - .description = COMPOUND_STRING("Blocks status in sunshine."), + .name = _("叶子防守"), + .description = COMPOUND_STRING("晴天时不会变为异常状态"), .aiRating = 2, .breakable = TRUE, }, [ABILITY_KLUTZ] = { - .name = _("Klutz"), - .description = COMPOUND_STRING("Can't use hold items."), + .name = _("笨拙"), + .description = COMPOUND_STRING("无法使用持有的道具"), .aiRating = -1, }, [ABILITY_MOLD_BREAKER] = { - .name = _("Mold Breaker"), - .description = COMPOUND_STRING("Moves hit through abilities."), + .name = _("破格"), + .description = COMPOUND_STRING("使用技能不受对手特性影响"), .aiRating = 7, }, [ABILITY_SUPER_LUCK] = { - .name = _("Super Luck"), - .description = COMPOUND_STRING("Critical hits land often."), + .name = _("超幸运"), + .description = COMPOUND_STRING("攻击容易击中对手的要害"), .aiRating = 3, }, [ABILITY_AFTERMATH] = { - .name = _("Aftermath"), - .description = COMPOUND_STRING("Fainting damages the foe."), + .name = _("引爆"), + .description = COMPOUND_STRING("濒死时伤害接触的对手"), .aiRating = 5, }, [ABILITY_ANTICIPATION] = { - .name = _("Anticipation"), - .description = COMPOUND_STRING("Senses dangerous moves."), + .name = _("危险预知"), + .description = COMPOUND_STRING("可以察觉到对手的危险招式"), .aiRating = 2, }, [ABILITY_FOREWARN] = { - .name = _("Forewarn"), - .description = COMPOUND_STRING("Determines a foe's move."), + .name = _("预知梦"), + .description = COMPOUND_STRING("出场时,读取1个对手的招式"), .aiRating = 2, }, [ABILITY_UNAWARE] = { - .name = _("Unaware"), - .description = COMPOUND_STRING("Ignores stat changes."), + .name = _("纯朴"), + .description = COMPOUND_STRING("可无视对手能力变化攻击"), .aiRating = 6, .breakable = TRUE, }, [ABILITY_TINTED_LENS] = { - .name = _("Tinted Lens"), - .description = COMPOUND_STRING("Ups “not very effective”."), + .name = _("有色眼镜"), + .description = COMPOUND_STRING("提升效果不好的招式威力"), .aiRating = 7, }, [ABILITY_FILTER] = { - .name = _("Filter"), - .description = COMPOUND_STRING("Weakens “supereffective”."), + .name = _("过滤"), + .description = COMPOUND_STRING("减轻效果绝佳的攻击伤害"), .aiRating = 6, .breakable = TRUE, }, [ABILITY_SLOW_START] = { - .name = _("Slow Start"), - .description = COMPOUND_STRING("Takes a while to get going."), + .name = _("慢启动"), + .description = COMPOUND_STRING("在5回合内攻击和速度减半"), .aiRating = -2, }, [ABILITY_SCRAPPY] = { - .name = _("Scrappy"), - .description = COMPOUND_STRING("Hits Ghost-type Pokémon."), + .name = _("胆量"), + .description = COMPOUND_STRING("招式可击中幽灵并无视威吓"), .aiRating = 6, }, [ABILITY_STORM_DRAIN] = { - .name = _("Storm Drain"), - .description = COMPOUND_STRING("Draws in Water moves."), + .name = _("引水"), + .description = COMPOUND_STRING("吸引免疫水招式并提高特攻"), .aiRating = 7, .breakable = TRUE, }, [ABILITY_ICE_BODY] = { - .name = _("Ice Body"), - .description = COMPOUND_STRING("HP recovery in Hail or Snow."), + .name = _("冰冻之躯"), + .description = COMPOUND_STRING("下雪天气时会缓缓回复HP"), .aiRating = 3, }, [ABILITY_SOLID_ROCK] = { - .name = _("Solid Rock"), - .description = COMPOUND_STRING("Weakens “supereffective”."), + .name = _("坚硬岩石"), + .description = COMPOUND_STRING("减轻效果绝佳的攻击伤害"), .aiRating = 6, .breakable = TRUE, }, [ABILITY_SNOW_WARNING] = { - .name = _("Snow Warning"), - #if B_SNOW_WARNING >= GEN_9 - .description = COMPOUND_STRING("Summons snow in battle."), - #else - .description = COMPOUND_STRING("Summons hail in battle."), - #endif + .name = _("降雪"), + .description = COMPOUND_STRING("出场时会将天气变为下雪"), .aiRating = 8, }, [ABILITY_HONEY_GATHER] = { - .name = _("Honey Gather"), - .description = COMPOUND_STRING("May gather Honey."), + .name = _("采蜜"), + .description = COMPOUND_STRING("战斗结束时有时捡来甜甜蜜"), .aiRating = 0, }, [ABILITY_FRISK] = { - .name = _("Frisk"), - .description = COMPOUND_STRING("Checks a foe's item."), + .name = _("察觉"), + .description = COMPOUND_STRING("出场时,可察觉对手持有物"), .aiRating = 3, }, [ABILITY_RECKLESS] = { - .name = _("Reckless"), - .description = COMPOUND_STRING("Boosts moves with recoil."), + .name = _("舍身"), + .description = COMPOUND_STRING("强化有反作用力伤害的招式"), .aiRating = 6, }, [ABILITY_MULTITYPE] = { - .name = _("Multitype"), - .description = COMPOUND_STRING("Changes type to its Plate."), + .name = _("多属性"), + .description = COMPOUND_STRING("属性会根据持有的石板改变"), .aiRating = 8, .cantBeCopied = TRUE, .cantBeSwapped = TRUE, @@ -916,8 +912,8 @@ const struct Ability gAbilitiesInfo[ABILITIES_COUNT] = [ABILITY_FLOWER_GIFT] = { - .name = _("Flower Gift"), - .description = COMPOUND_STRING("Allies power up in sunshine."), + .name = _("花之礼"), + .description = COMPOUND_STRING("晴天时提升我方攻击和特防"), .aiRating = 4, .cantBeCopied = TRUE, .cantBeTraced = TRUE, @@ -926,199 +922,199 @@ const struct Ability gAbilitiesInfo[ABILITIES_COUNT] = [ABILITY_BAD_DREAMS] = { - .name = _("Bad Dreams"), - .description = COMPOUND_STRING("Damages sleeping Pokémon."), + .name = _("梦魇"), + .description = COMPOUND_STRING("给予睡眠状态的对手伤害"), .aiRating = 4, }, [ABILITY_PICKPOCKET] = { - .name = _("Pickpocket"), - .description = COMPOUND_STRING("Steals the foe's held item."), + .name = _("顺手牵羊"), + .description = COMPOUND_STRING("盗取接触到的对手的道具"), .aiRating = 3, }, [ABILITY_SHEER_FORCE] = { - .name = _("Sheer Force"), - .description = COMPOUND_STRING("Trades effects for power."), + .name = _("强行"), + .description = COMPOUND_STRING("消除追加效果以强化技能"), .aiRating = 8, }, [ABILITY_CONTRARY] = { - .name = _("Contrary"), - .description = COMPOUND_STRING("Inverts stat changes."), + .name = _("唱反调"), + .description = COMPOUND_STRING("能力的升降变化发生逆转"), .aiRating = 8, .breakable = TRUE, }, [ABILITY_UNNERVE] = { - .name = _("Unnerve"), - .description = COMPOUND_STRING("Foes can't eat Berries."), + .name = _("紧张感"), + .description = COMPOUND_STRING("让对手紧张得无法食用树果"), .aiRating = 3, }, [ABILITY_DEFIANT] = { - .name = _("Defiant"), - .description = COMPOUND_STRING("Lowered stats up Attack."), + .name = _("不服输"), + .description = COMPOUND_STRING("被降低能力时大幅提高攻击"), .aiRating = 5, }, [ABILITY_DEFEATIST] = { - .name = _("Defeatist"), - .description = COMPOUND_STRING("Gives up at half HP."), + .name = _("软弱"), + .description = COMPOUND_STRING("HP减半时攻击特攻会减半"), .aiRating = -1, }, [ABILITY_CURSED_BODY] = { - .name = _("Cursed Body"), - .description = COMPOUND_STRING("Disables moves on contact."), + .name = _("诅咒之躯"), + .description = COMPOUND_STRING("受击时有时会使招式定身法"), .aiRating = 4, }, [ABILITY_HEALER] = { - .name = _("Healer"), - .description = COMPOUND_STRING("Heals partner Pokémon."), + .name = _("治愈之心"), + .description = COMPOUND_STRING("有时会治愈异常状态的同伴"), .aiRating = 0, }, [ABILITY_FRIEND_GUARD] = { - .name = _("Friend Guard"), - .description = COMPOUND_STRING("Lowers damage to partner."), + .name = _("友情防守"), + .description = COMPOUND_STRING("可以减少我方的伤害"), .aiRating = 0, .breakable = TRUE, }, [ABILITY_WEAK_ARMOR] = { - .name = _("Weak Armor"), - .description = COMPOUND_STRING("Its stats change when hit."), + .name = _("碎裂铠甲"), + .description = COMPOUND_STRING("受物理攻击降防御提高速度"), .aiRating = 2, }, [ABILITY_HEAVY_METAL] = { - .name = _("Heavy Metal"), - .description = COMPOUND_STRING("Doubles weight."), + .name = _("重金属"), + .description = COMPOUND_STRING("自身的重量会变为2倍"), .aiRating = -1, .breakable = TRUE, }, [ABILITY_LIGHT_METAL] = { - .name = _("Light Metal"), - .description = COMPOUND_STRING("Halves weight."), + .name = _("轻金属"), + .description = COMPOUND_STRING("自身的重量会减半"), .aiRating = 2, .breakable = TRUE, }, [ABILITY_MULTISCALE] = { - .name = _("Multiscale"), - .description = COMPOUND_STRING("Halves damage at full HP."), + .name = _("多重鳞片"), + .description = COMPOUND_STRING("HP全满时减轻受到的伤害"), .aiRating = 8, .breakable = TRUE, }, [ABILITY_TOXIC_BOOST] = { - .name = _("Toxic Boost"), - .description = COMPOUND_STRING("Ups Attack if poisoned."), + .name = _("中毒激升"), + .description = COMPOUND_STRING("中毒时提高物理招式的威力"), .aiRating = 6, }, [ABILITY_FLARE_BOOST] = { - .name = _("Flare Boost"), - .description = COMPOUND_STRING("Ups Sp. Atk if burned."), + .name = _("受热激升"), + .description = COMPOUND_STRING("灼伤时提高特殊招式的威力"), .aiRating = 5, }, [ABILITY_HARVEST] = { - .name = _("Harvest"), - .description = COMPOUND_STRING("May recycle a used Berry."), + .name = _("收获"), + .description = COMPOUND_STRING("可多次生成被使用掉的树果"), .aiRating = 5, }, [ABILITY_TELEPATHY] = { - .name = _("Telepathy"), - .description = COMPOUND_STRING("Can't be damaged by an ally."), + .name = _("心灵感应"), + .description = COMPOUND_STRING("闪避己方的招式伤害"), .aiRating = 0, .breakable = TRUE, }, [ABILITY_MOODY] = { - .name = _("Moody"), - .description = COMPOUND_STRING("Stats change gradually."), + .name = _("心情不定"), + .description = COMPOUND_STRING("每回合某能力提高,某项降低"), .aiRating = 10, }, [ABILITY_OVERCOAT] = { - .name = _("Overcoat"), - .description = COMPOUND_STRING("Blocks weather and powder."), + .name = _("防尘"), + .description = COMPOUND_STRING("无视沙暴与粉末或孢子招式"), .aiRating = 5, .breakable = TRUE, }, [ABILITY_POISON_TOUCH] = { - .name = _("Poison Touch"), - .description = COMPOUND_STRING("Poisons foe on contact."), + .name = _("毒手"), + .description = COMPOUND_STRING("接触时可能会使对手中毒"), .aiRating = 4, }, [ABILITY_REGENERATOR] = { - .name = _("Regenerator"), - .description = COMPOUND_STRING("Heals upon switching out."), + .name = _("再生力"), + .description = COMPOUND_STRING("换下后HP会少量回复"), .aiRating = 8, }, [ABILITY_BIG_PECKS] = { - .name = _("Big Pecks"), - .description = COMPOUND_STRING("Prevents Defense loss."), + .name = _("健壮胸肌"), + .description = COMPOUND_STRING("不会受到防御降低的效果"), .aiRating = 1, .breakable = TRUE, }, [ABILITY_SAND_RUSH] = { - .name = _("Sand Rush"), - .description = COMPOUND_STRING("Ups Speed in a sandstorm."), + .name = _("拨沙"), + .description = COMPOUND_STRING("沙暴天气时,速度会提高"), .aiRating = 6, }, [ABILITY_WONDER_SKIN] = { - .name = _("Wonder Skin"), - .description = COMPOUND_STRING("May avoid status problems."), + .name = _("奇迹皮肤"), + .description = COMPOUND_STRING("不易受到变化招式攻击"), .aiRating = 4, .breakable = TRUE, }, [ABILITY_ANALYTIC] = { - .name = _("Analytic"), - .description = COMPOUND_STRING("Moving last boosts power."), + .name = _("分析"), + .description = COMPOUND_STRING("在最后使出招式时威力提高"), .aiRating = 5, }, [ABILITY_ILLUSION] = { - .name = _("Illusion"), - .description = COMPOUND_STRING("Appears as a partner."), + .name = _("幻觉"), + .description = COMPOUND_STRING("幻化成同行宝可梦迷惑对手"), .aiRating = 8, .cantBeCopied = TRUE, .cantBeSwapped = TRUE, @@ -1127,8 +1123,8 @@ const struct Ability gAbilitiesInfo[ABILITIES_COUNT] = [ABILITY_IMPOSTER] = { - .name = _("Imposter"), - .description = COMPOUND_STRING("Transforms into the foe."), + .name = _("变身者"), + .description = COMPOUND_STRING("变身为当前面对的宝可梦"), .aiRating = 9, .cantBeCopied = TRUE, .cantBeTraced = TRUE, @@ -1136,80 +1132,80 @@ const struct Ability gAbilitiesInfo[ABILITIES_COUNT] = [ABILITY_INFILTRATOR] = { - .name = _("Infiltrator"), - .description = COMPOUND_STRING("Passes through barriers."), + .name = _("穿透"), + .description = COMPOUND_STRING("能穿透壁障或替身进行攻击"), .aiRating = 6, }, [ABILITY_MUMMY] = { - .name = _("Mummy"), - .description = COMPOUND_STRING("Spreads with contact."), + .name = _("木乃伊"), + .description = COMPOUND_STRING("被接触后将对手变为木乃伊"), .aiRating = 5, }, [ABILITY_MOXIE] = { - .name = _("Moxie"), - .description = COMPOUND_STRING("KOs raise Attack."), + .name = _("自信过度"), + .description = COMPOUND_STRING("打倒对手时攻击会提高"), .aiRating = 7, }, [ABILITY_JUSTIFIED] = { - .name = _("Justified"), - .description = COMPOUND_STRING("Dark hits raise Attack."), + .name = _("正义之心"), + .description = COMPOUND_STRING("受恶属性攻击时提高攻击"), .aiRating = 4, }, [ABILITY_RATTLED] = { - .name = _("Rattled"), - .description = COMPOUND_STRING("Raises Speed when scared."), + .name = _("胆怯"), + .description = COMPOUND_STRING("受恶鬼虫攻击威吓提高速度"), .aiRating = 3, }, [ABILITY_MAGIC_BOUNCE] = { - .name = _("Magic Bounce"), - .description = COMPOUND_STRING("Reflects status moves."), + .name = _("魔法镜"), + .description = COMPOUND_STRING("反弹对手使出的变化招式"), .aiRating = 9, .breakable = TRUE, }, [ABILITY_SAP_SIPPER] = { - .name = _("Sap Sipper"), - .description = COMPOUND_STRING("Grass increases Attack."), + .name = _("食草"), + .description = COMPOUND_STRING("免疫草属性攻击并提高攻击"), .aiRating = 7, .breakable = TRUE, }, [ABILITY_PRANKSTER] = { - .name = _("Prankster"), - .description = COMPOUND_STRING("Status moves go first."), + .name = _("恶作剧之心"), + .description = COMPOUND_STRING("可以率先使出变化招式"), .aiRating = 8, }, [ABILITY_SAND_FORCE] = { - .name = _("Sand Force"), - .description = COMPOUND_STRING("Powers up in a sandstorm."), + .name = _("沙之力"), + .description = COMPOUND_STRING("沙暴时,强化岩地钢属性招式"), .aiRating = 4, }, [ABILITY_IRON_BARBS] = { - .name = _("Iron Barbs"), - .description = COMPOUND_STRING("Hurts to touch."), + .name = _("铁刺"), + .description = COMPOUND_STRING("用铁刺给予接触的对手伤害"), .aiRating = 6, }, [ABILITY_ZEN_MODE] = { - .name = _("Zen Mode"), - .description = COMPOUND_STRING("Transforms at half HP."), + .name = _("达摩模式"), + .description = COMPOUND_STRING("HP一半以下时改变样子"), .aiRating = -1, .cantBeCopied = TRUE, .cantBeSwapped = TRUE, @@ -1219,109 +1215,109 @@ const struct Ability gAbilitiesInfo[ABILITIES_COUNT] = [ABILITY_VICTORY_STAR] = { - .name = _("Victory Star"), - .description = COMPOUND_STRING("Raises party accuracy."), + .name = _("胜利之星"), + .description = COMPOUND_STRING("自己和同伴的命中率会提高"), .aiRating = 6, }, [ABILITY_TURBOBLAZE] = { - .name = _("Turboblaze"), - .description = COMPOUND_STRING("Moves hit through abilities."), + .name = _("涡轮火焰"), + .description = COMPOUND_STRING("使用技能不受对手特性影响"), .aiRating = 7, }, [ABILITY_TERAVOLT] = { - .name = _("Teravolt"), - .description = COMPOUND_STRING("Moves hit through abilities."), + .name = _("兆级电压"), + .description = COMPOUND_STRING("使用技能不受对手特性影响"), .aiRating = 7, }, [ABILITY_AROMA_VEIL] = { - .name = _("Aroma Veil"), - .description = COMPOUND_STRING("Prevents limiting of moves."), + .name = _("芳香幕"), + .description = COMPOUND_STRING("防守向己方发出的心灵攻击"), .aiRating = 3, .breakable = TRUE, }, [ABILITY_FLOWER_VEIL] = { - .name = _("Flower Veil"), - .description = COMPOUND_STRING("Protects Grass-types."), + .name = _("花幕"), + .description = COMPOUND_STRING("守护己方草宝可梦能力状态"), .aiRating = 0, }, [ABILITY_CHEEK_POUCH] = { - .name = _("Cheek Pouch"), - .description = COMPOUND_STRING("Eating Berries restores HP."), + .name = _("颊囊"), + .description = COMPOUND_STRING("食用任意树果HP都会回复"), .aiRating = 4, }, [ABILITY_PROTEAN] = { - .name = _("Protean"), - .description = COMPOUND_STRING("Changes type to used move."), + .name = _("变幻自如"), + .description = COMPOUND_STRING("一次性变为使出招式的属性"), .aiRating = 8, }, [ABILITY_FUR_COAT] = { - .name = _("Fur Coat"), - .description = COMPOUND_STRING("Raises Defense."), + .name = _("毛皮大衣"), + .description = COMPOUND_STRING("受物理招式的伤害会减半"), .aiRating = 7, .breakable = TRUE, }, [ABILITY_MAGICIAN] = { - .name = _("Magician"), - .description = COMPOUND_STRING("Steals the foe's held item."), + .name = _("魔术师"), + .description = COMPOUND_STRING("夺走被自己击中对手的道具"), .aiRating = 3, }, [ABILITY_BULLETPROOF] = { - .name = _("Bulletproof"), - .description = COMPOUND_STRING("Avoids some projectiles."), + .name = _("防弹"), + .description = COMPOUND_STRING("防守球和弹类招式"), .aiRating = 7, }, [ABILITY_COMPETITIVE] = { - .name = _("Competitive"), - .description = COMPOUND_STRING("Lowered stats up Sp. Atk."), + .name = _("好胜"), + .description = COMPOUND_STRING("被降低能力时大幅提高特攻"), .aiRating = 5, }, [ABILITY_STRONG_JAW] = { - .name = _("Strong Jaw"), - .description = COMPOUND_STRING("Boosts biting moves."), + .name = _("强壮之颚"), + .description = COMPOUND_STRING("啃咬类招式的威力会提高"), .aiRating = 6, }, [ABILITY_REFRIGERATE] = { - .name = _("Refrigerate"), - .description = COMPOUND_STRING("Normal moves become Ice."), + .name = _("冰冻皮肤"), + .description = COMPOUND_STRING("一般招式变为冰属性并强化"), .aiRating = 8, }, [ABILITY_SWEET_VEIL] = { - .name = _("Sweet Veil"), - .description = COMPOUND_STRING("Prevents party from sleep."), + .name = _("甜幕"), + .description = COMPOUND_STRING("己方宝可梦不会睡眠"), .aiRating = 4, .breakable = TRUE, }, [ABILITY_STANCE_CHANGE] = { - .name = _("Stance Change"), - .description = COMPOUND_STRING("Transforms as it battles."), + .name = _("战斗切换"), + .description = COMPOUND_STRING("根据技能切换刀剑盾牌形态"), .aiRating = 10, .cantBeCopied = TRUE, .cantBeSwapped = TRUE, @@ -1332,149 +1328,149 @@ const struct Ability gAbilitiesInfo[ABILITIES_COUNT] = [ABILITY_GALE_WINGS] = { - .name = _("Gale Wings"), - .description = COMPOUND_STRING("Flying moves go first."), + .name = _("疾风之翼"), + .description = COMPOUND_STRING("满HP时能先使出飞行招式"), .aiRating = 6, }, [ABILITY_MEGA_LAUNCHER] = { - .name = _("Mega Launcher"), - .description = COMPOUND_STRING("Boosts pulse moves."), + .name = _("超级发射器"), + .description = COMPOUND_STRING("强化波动和波导类招式"), .aiRating = 7, }, [ABILITY_GRASS_PELT] = { - .name = _("Grass Pelt"), - .description = COMPOUND_STRING("Ups Defense in grass."), + .name = _("草之毛皮"), + .description = COMPOUND_STRING("青草场地时,防御会提高"), .aiRating = 2, .breakable = TRUE, }, [ABILITY_SYMBIOSIS] = { - .name = _("Symbiosis"), - .description = COMPOUND_STRING("Passes its item to an ally."), + .name = _("共生"), + .description = COMPOUND_STRING("会把道具传递给同伴"), .aiRating = 0, }, [ABILITY_TOUGH_CLAWS] = { - .name = _("Tough Claws"), - .description = COMPOUND_STRING("Boosts contact moves."), + .name = _("硬爪"), + .description = COMPOUND_STRING("接触类招式威力会提高"), .aiRating = 7, }, [ABILITY_PIXILATE] = { - .name = _("Pixilate"), - .description = COMPOUND_STRING("Normal moves become Fairy."), + .name = _("妖精皮肤"), + .description = COMPOUND_STRING("一般招式变妖精属性并强化"), .aiRating = 8, }, [ABILITY_GOOEY] = { - .name = _("Gooey"), - .description = COMPOUND_STRING("Lowers Speed on contact."), + .name = _("黏滑"), + .description = COMPOUND_STRING("降低接触自己的对手的速度"), .aiRating = 5, }, [ABILITY_AERILATE] = { - .name = _("Aerilate"), - .description = COMPOUND_STRING("Normal moves become Flying."), + .name = _("飞行皮肤"), + .description = COMPOUND_STRING("一般招式变飞行属性并强化"), .aiRating = 8, }, [ABILITY_PARENTAL_BOND] = { - .name = _("Parental Bond"), - .description = COMPOUND_STRING("Moves hit twice."), + .name = _("亲子爱"), + .description = COMPOUND_STRING("亲子俩可以合计攻击2次"), .aiRating = 10, }, [ABILITY_DARK_AURA] = { - .name = _("Dark Aura"), - .description = COMPOUND_STRING("Boosts Dark moves."), + .name = _("暗黑气场"), + .description = COMPOUND_STRING("全体的恶属性招式变强"), .aiRating = 6, }, [ABILITY_FAIRY_AURA] = { - .name = _("Fairy Aura"), - .description = COMPOUND_STRING("Boosts Fairy moves."), + .name = _("妖精气场"), + .description = COMPOUND_STRING("全体的妖精属性招式变强"), .aiRating = 6, }, [ABILITY_AURA_BREAK] = { - .name = _("Aura Break"), - .description = COMPOUND_STRING("Reverse aura abilities."), + .name = _("气场破坏"), + .description = COMPOUND_STRING("让气场的效果发生逆转"), .aiRating = 3, }, [ABILITY_PRIMORDIAL_SEA] = { - .name = _("Primordial Sea"), - .description = COMPOUND_STRING("Summons heavy rain."), + .name = _("始源之海"), + .description = COMPOUND_STRING("变为不受火属性攻击的天气"), .aiRating = 10, }, [ABILITY_DESOLATE_LAND] = { - .name = _("Desolate Land"), - .description = COMPOUND_STRING("Summons intense sunlight."), + .name = _("终结之地"), + .description = COMPOUND_STRING("变为不受水属性攻击的天气"), .aiRating = 10, }, [ABILITY_DELTA_STREAM] = { - .name = _("Delta Stream"), - .description = COMPOUND_STRING("Summons strong winds."), + .name = _("德尔塔气流"), + .description = COMPOUND_STRING("变为飞行系弱点消失的天气"), .aiRating = 10, }, [ABILITY_STAMINA] = { - .name = _("Stamina"), - .description = COMPOUND_STRING("Boosts Defense when hit."), + .name = _("持久力"), + .description = COMPOUND_STRING("受到攻击时,防御会提高"), .aiRating = 6, }, [ABILITY_WIMP_OUT] = { - .name = _("Wimp Out"), - .description = COMPOUND_STRING("Flees at half HP."), + .name = _("跃跃欲逃"), + .description = COMPOUND_STRING("HP变为一半时会慌张逃走"), .aiRating = 3, }, [ABILITY_EMERGENCY_EXIT] = { - .name = _("Emergency Exit"), - .description = COMPOUND_STRING("Flees at half HP."), + .name = _("危险回避"), + .description = COMPOUND_STRING("HP变为一半时会回避危险"), .aiRating = 3, }, [ABILITY_WATER_COMPACTION] = { - .name = _("Water Compaction"), - .description = COMPOUND_STRING("Water boosts Defense."), + .name = _("遇水凝固"), + .description = COMPOUND_STRING("受水招式攻击大幅提高防御"), .aiRating = 4, }, [ABILITY_MERCILESS] = { - .name = _("Merciless"), - .description = COMPOUND_STRING("Criticals poisoned foes."), + .name = _("不仁不义"), + .description = COMPOUND_STRING("攻击中毒对手必定击中要害"), .aiRating = 4, }, [ABILITY_SHIELDS_DOWN] = { - .name = _("Shields Down"), - .description = COMPOUND_STRING("Shell breaks at half HP."), + .name = _("界限盾壳"), + .description = COMPOUND_STRING("HP变为一半时更有攻击性"), .aiRating = 6, .cantBeCopied = TRUE, .cantBeSwapped = TRUE, @@ -1485,78 +1481,78 @@ const struct Ability gAbilitiesInfo[ABILITIES_COUNT] = [ABILITY_STAKEOUT] = { - .name = _("Stakeout"), - .description = COMPOUND_STRING("Stronger as foes switch in."), + .name = _("蹲守"), + .description = COMPOUND_STRING("对替换出场的对手加倍伤害"), .aiRating = 6, }, [ABILITY_WATER_BUBBLE] = { - .name = _("Water Bubble"), - .description = COMPOUND_STRING("Guards from fire and burns."), + .name = _("水泡"), + .description = COMPOUND_STRING("降低火招式伤害且不会灼伤"), .aiRating = 8, }, [ABILITY_STEELWORKER] = { - .name = _("Steelworker"), - .description = COMPOUND_STRING("Powers up Steel moves."), + .name = _("钢能力者"), + .description = COMPOUND_STRING("钢属性的招式威力会提高"), .aiRating = 6, }, [ABILITY_BERSERK] = { - .name = _("Berserk"), - .description = COMPOUND_STRING("Boosts Sp. Atk at low HP."), + .name = _("怒火冲天"), + .description = COMPOUND_STRING("受击HP变一半时提高特攻"), .aiRating = 5, }, [ABILITY_SLUSH_RUSH] = { - .name = _("Slush Rush"), - .description = COMPOUND_STRING("Raises Speed in Hail/Snow."), + .name = _("拨雪"), + .description = COMPOUND_STRING("下雪天气时,速度会提高"), .aiRating = 5, }, [ABILITY_LONG_REACH] = { - .name = _("Long Reach"), - .description = COMPOUND_STRING("Never makes contact."), + .name = _("远隔"), + .description = COMPOUND_STRING("可以不接触对手使出招式"), .aiRating = 3, }, [ABILITY_LIQUID_VOICE] = { - .name = _("Liquid Voice"), - .description = COMPOUND_STRING("Makes sound moves Water."), + .name = _("湿润之声"), + .description = COMPOUND_STRING("所有声音招式都变为水属性"), .aiRating = 5, }, [ABILITY_TRIAGE] = { - .name = _("Triage"), - .description = COMPOUND_STRING("Healing moves go first."), + .name = _("先行治疗"), + .description = COMPOUND_STRING("可以率先使出回复招式"), .aiRating = 7, }, [ABILITY_GALVANIZE] = { - .name = _("Galvanize"), - .description = COMPOUND_STRING("Normal moves turn Electric."), + .name = _("电气皮肤"), + .description = COMPOUND_STRING("一般招式变为电属性并强化"), .aiRating = 8, }, [ABILITY_SURGE_SURFER] = { - .name = _("Surge Surfer"), - .description = COMPOUND_STRING("Faster on electricity."), + .name = _("冲浪之尾"), + .description = COMPOUND_STRING("电气场地时速度会变为2倍"), .aiRating = 4, }, [ABILITY_SCHOOLING] = { - .name = _("Schooling"), - .description = COMPOUND_STRING("Forms a school when strong."), + .name = _("鱼群"), + .description = COMPOUND_STRING("HP多则聚众变强少则分散"), .aiRating = 6, .cantBeCopied = TRUE, .cantBeSwapped = TRUE, @@ -1567,8 +1563,8 @@ const struct Ability gAbilitiesInfo[ABILITIES_COUNT] = [ABILITY_DISGUISE] = { - .name = _("Disguise"), - .description = COMPOUND_STRING("Decoy protects it once."), + .name = _("画皮"), + .description = COMPOUND_STRING("通过画皮防住1次攻击"), .aiRating = 8, .breakable = TRUE, .cantBeCopied = TRUE, @@ -1581,8 +1577,8 @@ const struct Ability gAbilitiesInfo[ABILITIES_COUNT] = [ABILITY_BATTLE_BOND] = { - .name = _("Battle Bond"), - .description = COMPOUND_STRING("Changes form after a KO."), + .name = _("牵绊变身"), + .description = COMPOUND_STRING("打倒对手时提高能力"), .aiRating = 6, .cantBeCopied = TRUE, .cantBeSwapped = TRUE, @@ -1593,8 +1589,8 @@ const struct Ability gAbilitiesInfo[ABILITIES_COUNT] = [ABILITY_POWER_CONSTRUCT] = { - .name = _("Power Construct"), - .description = COMPOUND_STRING("Cells aid it when weakened."), + .name = _("群聚变形"), + .description = COMPOUND_STRING("HP一半时变成完全体形态"), .aiRating = 10, .cantBeCopied = TRUE, .cantBeSwapped = TRUE, @@ -1605,15 +1601,15 @@ const struct Ability gAbilitiesInfo[ABILITIES_COUNT] = [ABILITY_CORROSION] = { - .name = _("Corrosion"), - .description = COMPOUND_STRING("Poisons any type."), + .name = _("腐蚀"), + .description = COMPOUND_STRING("可使钢毒属性的宝可梦中毒"), .aiRating = 5, }, [ABILITY_COMATOSE] = { - .name = _("Comatose"), - .description = COMPOUND_STRING("Always drowsing."), + .name = _("绝对睡眠"), + .description = COMPOUND_STRING("在半梦半醒的状态下攻击"), .aiRating = 6, .cantBeCopied = TRUE, .cantBeSwapped = TRUE, @@ -1624,67 +1620,67 @@ const struct Ability gAbilitiesInfo[ABILITIES_COUNT] = [ABILITY_QUEENLY_MAJESTY] = { - .name = _("Queenly Majesty"), - .description = COMPOUND_STRING("Protects from priority."), + .name = _("女王的威严"), + .description = COMPOUND_STRING("使对手无法使出先制招式"), .aiRating = 6, .breakable = TRUE, }, [ABILITY_INNARDS_OUT] = { - .name = _("Innards Out"), - .description = COMPOUND_STRING("Hurts foe when defeated."), + .name = _("飞出的内在物"), + .description = COMPOUND_STRING("被击倒时造成剩余HP伤害"), .aiRating = 5, }, [ABILITY_DANCER] = { - .name = _("Dancer"), - .description = COMPOUND_STRING("Dances along with others."), + .name = _("舞者"), + .description = COMPOUND_STRING("跟随着其他舞蹈使出舞蹈"), .aiRating = 5, }, [ABILITY_BATTERY] = { - .name = _("Battery"), - .description = COMPOUND_STRING("Boosts ally's Sp. Atk."), + .name = _("蓄电池"), + .description = COMPOUND_STRING("提高我方的特殊招式的威力"), .aiRating = 0, }, [ABILITY_FLUFFY] = { - .name = _("Fluffy"), - .description = COMPOUND_STRING("Tougher but flammable."), + .name = _("毛茸茸"), + .description = COMPOUND_STRING("减轻接触伤害,但害怕火伤害"), .aiRating = 5, .breakable = TRUE, }, [ABILITY_DAZZLING] = { - .name = _("Dazzling"), - .description = COMPOUND_STRING("Protects from priority."), + .name = _("鲜艳之躯"), + .description = COMPOUND_STRING("使对手无法使出先制招式"), .aiRating = 5, .breakable = TRUE, }, [ABILITY_SOUL_HEART] = { - .name = _("Soul-Heart"), - .description = COMPOUND_STRING("KOs raise Sp. Atk."), + .name = _("魂心"), + .description = COMPOUND_STRING("有宝可梦濒死时,特攻会提高"), .aiRating = 7, }, [ABILITY_TANGLING_HAIR] = { - .name = _("Tangling Hair"), - .description = COMPOUND_STRING("Lowers Speed on contact."), + .name = _("卷发"), + .description = COMPOUND_STRING("降低接触自己的对手的速度"), .aiRating = 5, }, [ABILITY_RECEIVER] = { - .name = _("Receiver"), - .description = COMPOUND_STRING("Copies ally's ability."), + .name = _("接球手"), + .description = COMPOUND_STRING("继承被打倒的同伴的特性"), .aiRating = 0, .cantBeCopied = TRUE, .cantBeTraced = TRUE, @@ -1692,8 +1688,8 @@ const struct Ability gAbilitiesInfo[ABILITIES_COUNT] = [ABILITY_POWER_OF_ALCHEMY] = { - .name = _("Power Of Alchemy"), - .description = COMPOUND_STRING("Copies ally's ability."), + .name = _("化学之力"), + .description = COMPOUND_STRING("继承被打倒的同伴的特性"), .aiRating = 0, .cantBeCopied = TRUE, .cantBeTraced = TRUE, @@ -1701,15 +1697,15 @@ const struct Ability gAbilitiesInfo[ABILITIES_COUNT] = [ABILITY_BEAST_BOOST] = { - .name = _("Beast Boost"), - .description = COMPOUND_STRING("KOs boost best stat."), + .name = _("异兽提升"), + .description = COMPOUND_STRING("打倒对手时,提升最高能力"), .aiRating = 7, }, [ABILITY_RKS_SYSTEM] = { - .name = _("RKS System"), - .description = COMPOUND_STRING("Memories change its type."), + .name = _("AR系统"), + .description = COMPOUND_STRING("根据存储碟改变自己属性"), .aiRating = 8, .cantBeCopied = TRUE, .cantBeSwapped = TRUE, @@ -1720,113 +1716,113 @@ const struct Ability gAbilitiesInfo[ABILITIES_COUNT] = [ABILITY_ELECTRIC_SURGE] = { - .name = _("Electric Surge"), - .description = COMPOUND_STRING("Field becomes Electric."), + .name = _("电气制造者"), + .description = COMPOUND_STRING("出场时,会布下电气场地"), .aiRating = 8, }, [ABILITY_PSYCHIC_SURGE] = { - .name = _("Psychic Surge"), - .description = COMPOUND_STRING("Field becomes weird."), + .name = _("精神制造者"), + .description = COMPOUND_STRING("出场时,会布下精神场地"), .aiRating = 8, }, [ABILITY_MISTY_SURGE] = { - .name = _("Misty Surge"), - .description = COMPOUND_STRING("Field becomes misty."), + .name = _("薄雾制造者"), + .description = COMPOUND_STRING("出场时,会布下薄雾场地"), .aiRating = 8, }, [ABILITY_GRASSY_SURGE] = { - .name = _("Grassy Surge"), - .description = COMPOUND_STRING("Field becomes grassy."), + .name = _("青草制造者"), + .description = COMPOUND_STRING("出场时,会布下青草场地"), .aiRating = 8, }, [ABILITY_FULL_METAL_BODY] = { - .name = _("Full Metal Body"), - .description = COMPOUND_STRING("Prevents stat reduction."), + .name = _("金属防护"), + .description = COMPOUND_STRING("不因对手招式特性降低能力"), .aiRating = 4, }, [ABILITY_SHADOW_SHIELD] = { - .name = _("Shadow Shield"), - .description = COMPOUND_STRING("Halves damage at full HP."), + .name = _("幻影防守"), + .description = COMPOUND_STRING("HP全满时减少受到的伤害"), .aiRating = 8, }, [ABILITY_PRISM_ARMOR] = { - .name = _("Prism Armor"), - .description = COMPOUND_STRING("Weakens “supereffective”."), + .name = _("棱镜装甲"), + .description = COMPOUND_STRING("减轻所受效果绝佳的伤害"), .aiRating = 6, }, [ABILITY_NEUROFORCE] = { - .name = _("Neuroforce"), - .description = COMPOUND_STRING("Ups “supereffective”."), + .name = _("脑核之力"), + .description = COMPOUND_STRING("增强效果绝佳技能的伤害"), .aiRating = 6, }, [ABILITY_INTREPID_SWORD] = { - .name = _("Intrepid Sword"), - .description = COMPOUND_STRING("Ups Attack on entry."), + .name = _("不挠之剑"), + .description = COMPOUND_STRING("首次出场时,攻击会提高"), .aiRating = 3, }, [ABILITY_DAUNTLESS_SHIELD] = { - .name = _("Dauntless Shield"), - .description = COMPOUND_STRING("Ups Defense on entry."), + .name = _("不屈之盾"), + .description = COMPOUND_STRING("首次出场时,防御会提高"), .aiRating = 3, }, [ABILITY_LIBERO] = { - .name = _("Libero"), - .description = COMPOUND_STRING("Changes type to move's."), + .name = _("自由者"), + .description = COMPOUND_STRING("一次性变为使出招式的属性"), }, [ABILITY_BALL_FETCH] = { - .name = _("Ball Fetch"), - .description = COMPOUND_STRING("Fetches failed Poké Ball."), + .name = _("捡球"), + .description = COMPOUND_STRING("拾取捕捉失败的精灵球"), .aiRating = 0, }, [ABILITY_COTTON_DOWN] = { - .name = _("Cotton Down"), - .description = COMPOUND_STRING("Lower Speed of all when hit."), + .name = _("棉絮"), + .description = COMPOUND_STRING("受攻击降低其他宝可梦速度"), .aiRating = 3, }, [ABILITY_PROPELLER_TAIL] = { - .name = _("Propeller Tail"), - .description = COMPOUND_STRING("Ignores foe's redirection."), + .name = _("螺旋尾鳍"), + .description = COMPOUND_STRING("招式不被对手特性招式吸引"), .aiRating = 2, }, [ABILITY_MIRROR_ARMOR] = { - .name = _("Mirror Armor"), - .description = COMPOUND_STRING("Reflect stat decreases."), + .name = _("镜甲"), + .description = COMPOUND_STRING("反弹自己受到的能力降低"), .aiRating = 6, .breakable = TRUE, }, [ABILITY_GULP_MISSILE] = { - .name = _("Gulp Missile"), - .description = COMPOUND_STRING("If hit, spits prey from sea."), + .name = _("一口导弹"), + .description = COMPOUND_STRING("冲浪潜水时会吐出猎物攻击"), .aiRating = 3, .cantBeCopied = TRUE, .cantBeSuppressed = TRUE, @@ -1836,52 +1832,52 @@ const struct Ability gAbilitiesInfo[ABILITIES_COUNT] = [ABILITY_STALWART] = { - .name = _("Stalwart"), - .description = COMPOUND_STRING("Ignores foe's redirection."), + .name = _("坚毅"), + .description = COMPOUND_STRING("招式不被对手特性招式吸引"), .aiRating = 2, }, [ABILITY_STEAM_ENGINE] = { - .name = _("Steam Engine"), - .description = COMPOUND_STRING("Fire or Water hits up Speed."), + .name = _("蒸汽机"), + .description = COMPOUND_STRING("受水火攻击时速度巨幅提高"), .aiRating = 3, }, [ABILITY_PUNK_ROCK] = { - .name = _("Punk Rock"), - .description = COMPOUND_STRING("Ups and resists sound."), + .name = _("庞克摇滚"), + .description = COMPOUND_STRING("强化声音招式并减轻其影响"), .aiRating = 2, .breakable = TRUE, }, [ABILITY_SAND_SPIT] = { - .name = _("Sand Spit"), - .description = COMPOUND_STRING("Creates a sandstorm if hit."), + .name = _("吐沙"), + .description = COMPOUND_STRING("受到攻击时,会刮起沙暴"), .aiRating = 5, }, [ABILITY_ICE_SCALES] = { - .name = _("Ice Scales"), - .description = COMPOUND_STRING("Halves special damage."), + .name = _("冰鳞粉"), + .description = COMPOUND_STRING("受到的特殊攻击伤害会减半"), .aiRating = 7, .breakable = TRUE, }, [ABILITY_RIPEN] = { - .name = _("Ripen"), - .description = COMPOUND_STRING("Doubles effect of Berries."), + .name = _("熟成"), + .description = COMPOUND_STRING("使树果成熟,效果变为2倍"), .aiRating = 4, }, [ABILITY_ICE_FACE] = { - .name = _("Ice Face"), - .description = COMPOUND_STRING("Hail or Snow renew free hit."), + .name = _("结冻头"), + .description = COMPOUND_STRING("头部的冰能代承受物理攻击"), .aiRating = 4, .cantBeCopied = TRUE, .cantBeSwapped = TRUE, @@ -1894,57 +1890,57 @@ const struct Ability gAbilitiesInfo[ABILITIES_COUNT] = [ABILITY_POWER_SPOT] = { - .name = _("Power Spot"), - .description = COMPOUND_STRING("Powers up ally moves."), + .name = _("能量点"), + .description = COMPOUND_STRING("相邻宝可梦招式威力会提升"), .aiRating = 2, }, [ABILITY_MIMICRY] = { - .name = _("Mimicry"), - .description = COMPOUND_STRING("Changes type on terrain."), + .name = _("拟态"), + .description = COMPOUND_STRING("属性会根据场地而变化"), .aiRating = 2, }, [ABILITY_SCREEN_CLEANER] = { - .name = _("Screen Cleaner"), - .description = COMPOUND_STRING("Removes walls of light."), + .name = _("除障"), + .description = COMPOUND_STRING("出场时,消除双方墙壁类效果"), .aiRating = 3, }, [ABILITY_STEELY_SPIRIT] = { - .name = _("Steely Spirit"), - .description = COMPOUND_STRING("Boosts ally's Steel moves."), + .name = _("钢之意志"), + .description = COMPOUND_STRING("我方钢属性攻击威力会提高"), .aiRating = 2, }, [ABILITY_PERISH_BODY] = { - .name = _("Perish Body"), - .description = COMPOUND_STRING("Foe faints in 3 turns if hit."), + .name = _("灭亡之躯"), + .description = COMPOUND_STRING("受接触攻击双方3回合濒死"), .aiRating = -1, }, [ABILITY_WANDERING_SPIRIT] = { - .name = _("Wandering Spirit"), - .description = COMPOUND_STRING("Trade abilities on contact."), + .name = _("游魂"), + .description = COMPOUND_STRING("与接触攻击的宝可梦换特性"), .aiRating = 2, }, [ABILITY_GORILLA_TACTICS] = { - .name = _("Gorilla Tactics"), - .description = COMPOUND_STRING("Ups Attack and locks move."), + .name = _("一猩一意"), + .description = COMPOUND_STRING("攻击提高但只能用最初招式"), .aiRating = 4, }, [ABILITY_NEUTRALIZING_GAS] = { - .name = _("Neutralizing Gas"), - .description = COMPOUND_STRING("All Abilities are nullified."), + .name = _("化学变化气体"), + .description = COMPOUND_STRING("在场时全场特性消失或无效"), .aiRating = 5, .cantBeCopied = TRUE, .cantBeSwapped = TRUE, @@ -1954,16 +1950,16 @@ const struct Ability gAbilitiesInfo[ABILITIES_COUNT] = [ABILITY_PASTEL_VEIL] = { - .name = _("Pastel Veil"), - .description = COMPOUND_STRING("Protects team from poison."), + .name = _("粉彩护幕"), + .description = COMPOUND_STRING("守护己方不会中毒"), .aiRating = 4, .breakable = TRUE, }, [ABILITY_HUNGER_SWITCH] = { - .name = _("Hunger Switch"), - .description = COMPOUND_STRING("Changes form each turn."), + .name = _("饱了又饿"), + .description = COMPOUND_STRING("每回合结束时交替改变样子"), .aiRating = 2, .cantBeCopied = TRUE, .cantBeSwapped = TRUE, @@ -1973,57 +1969,57 @@ const struct Ability gAbilitiesInfo[ABILITIES_COUNT] = [ABILITY_QUICK_DRAW] = { - .name = _("Quick Draw"), - .description = COMPOUND_STRING("Moves first occasionally."), + .name = _("速击"), + .description = COMPOUND_STRING("有时能比对手先一步行动"), .aiRating = 4, }, [ABILITY_UNSEEN_FIST] = { - .name = _("Unseen Fist"), - .description = COMPOUND_STRING("Contact evades protection."), + .name = _("无形拳"), + .description = COMPOUND_STRING("接触招式可以无视守护效果"), .aiRating = 6, }, [ABILITY_CURIOUS_MEDICINE] = { - .name = _("Curious Medicine"), - .description = COMPOUND_STRING("Remove ally's stat changes."), + .name = _("怪药"), + .description = COMPOUND_STRING("出场时将我方能力变化复原"), .aiRating = 3, }, [ABILITY_TRANSISTOR] = { - .name = _("Transistor"), - .description = COMPOUND_STRING("Ups Electric-type moves."), + .name = _("电晶体"), + .description = COMPOUND_STRING("电属性的招式威力会提高"), .aiRating = 6, }, [ABILITY_DRAGONS_MAW] = { - .name = _("Dragon's Maw"), - .description = COMPOUND_STRING("Ups Dragon-type moves."), + .name = _("龙颚"), + .description = COMPOUND_STRING("龙属性的招式威力会提高"), .aiRating = 6, }, [ABILITY_CHILLING_NEIGH] = { - .name = _("Chilling Neigh"), - .description = COMPOUND_STRING("KOs boost Attack stat."), + .name = _("苍白嘶鸣"), + .description = COMPOUND_STRING("打倒对手时会提高攻击"), .aiRating = 7, }, [ABILITY_GRIM_NEIGH] = { - .name = _("Grim Neigh"), - .description = COMPOUND_STRING("KOs boost Sp. Atk stat."), + .name = _("漆黑嘶鸣"), + .description = COMPOUND_STRING("打倒对手时会提高特攻"), .aiRating = 7, }, [ABILITY_AS_ONE_ICE_RIDER] = { - .name = _("As One"), - .description = COMPOUND_STRING("Unnerve and Chilling Neigh."), + .name = _("人马一体"), + .description = COMPOUND_STRING("兼备紧张感和苍白嘶鸣特性"), .aiRating = 10, .cantBeCopied = TRUE, .cantBeSwapped = TRUE, @@ -2034,8 +2030,8 @@ const struct Ability gAbilitiesInfo[ABILITIES_COUNT] = [ABILITY_AS_ONE_SHADOW_RIDER] = { - .name = _("As One"), - .description = COMPOUND_STRING("Unnerve and Grim Neigh."), + .name = _("人马一体"), + .description = COMPOUND_STRING("兼备紧张感和漆黑嘶鸣特性"), .aiRating = 10, .cantBeCopied = TRUE, .cantBeSwapped = TRUE, @@ -2046,83 +2042,83 @@ const struct Ability gAbilitiesInfo[ABILITIES_COUNT] = [ABILITY_LINGERING_AROMA] = { - .name = _("Lingering Aroma"), - .description = COMPOUND_STRING("Spreads with contact."), + .name = _("甩不掉的气味"), + .description = COMPOUND_STRING("被接触会沾上甩不掉的气味"), .aiRating = 5, }, [ABILITY_SEED_SOWER] = { - .name = _("Seed Sower"), - .description = COMPOUND_STRING("Affects terrain when hit."), + .name = _("掉出种子"), + .description = COMPOUND_STRING("受到攻击时会生成青草场地"), .aiRating = 5, }, [ABILITY_THERMAL_EXCHANGE] = { - .name = _("Thermal Exchange"), - .description = COMPOUND_STRING("Fire hits up Attack."), + .name = _("热交换"), + .description = COMPOUND_STRING("受火攻击提高攻击,不会灼伤"), .aiRating = 4, .breakable = TRUE, }, [ABILITY_ANGER_SHELL] = { - .name = _("Anger Shell"), - .description = COMPOUND_STRING("Gets angry at half HP."), + .name = _("愤怒甲壳"), + .description = COMPOUND_STRING("受击HP变一半时变得愤怒"), .aiRating = 3, }, [ABILITY_PURIFYING_SALT] = { - .name = _("Purifying Salt"), - .description = COMPOUND_STRING("Protected by pure salts."), + .name = _("洁净之盐"), + .description = COMPOUND_STRING("不会陷入异常,减轻鬼系伤害"), .aiRating = 6, .breakable = TRUE, }, [ABILITY_WELL_BAKED_BODY] = { - .name = _("Well-Baked Body"), - .description = COMPOUND_STRING("Strengthened by Fire."), + .name = _("焦香之躯"), + .description = COMPOUND_STRING("免疫火招式并大幅提升防御"), .aiRating = 5, .breakable = TRUE, }, [ABILITY_WIND_RIDER] = { - .name = _("Wind Rider"), - .description = COMPOUND_STRING("Ups Attack if hit by wind."), + .name = _("乘风"), + .description = COMPOUND_STRING("免疫风招式,顺风时提高攻击"), .aiRating = 4, .breakable = TRUE, }, [ABILITY_GUARD_DOG] = { - .name = _("Guard Dog"), - .description = COMPOUND_STRING("Cannot be intimidated."), + .name = _("看门犬"), + .description = COMPOUND_STRING("使对方无法替换并免疫威吓"), .aiRating = 5, .breakable = TRUE, }, [ABILITY_ROCKY_PAYLOAD] = { - .name = _("Rocky Payload"), - .description = COMPOUND_STRING("Powers up Rock moves."), + .name = _("搬岩"), + .description = COMPOUND_STRING("岩石属性的招式威力会提高"), .aiRating = 6, }, [ABILITY_WIND_POWER] = { - .name = _("Wind Power"), - .description = COMPOUND_STRING("Gets charged by wind."), + .name = _("风力发电"), + .description = COMPOUND_STRING("受风招式时会变为充电状态"), .aiRating = 4, }, [ABILITY_ZERO_TO_HERO] = { - .name = _("Zero to Hero"), - .description = COMPOUND_STRING("Changes form on switch out."), + .name = _("全能变身"), + .description = COMPOUND_STRING("换下后会变为全能形态"), .aiRating = 10, .cantBeCopied = TRUE, .cantBeSwapped = TRUE, @@ -2134,8 +2130,8 @@ const struct Ability gAbilitiesInfo[ABILITIES_COUNT] = [ABILITY_COMMANDER] = { - .name = _("Commander"), - .description = COMPOUND_STRING("Commands from Dondozo."), + .name = _("发号施令"), + .description = COMPOUND_STRING("进入吃吼霸口中发出指令"), .aiRating = 10, .cantBeCopied = TRUE, .cantBeSwapped = TRUE, @@ -2146,15 +2142,15 @@ const struct Ability gAbilitiesInfo[ABILITIES_COUNT] = [ABILITY_ELECTROMORPHOSIS] = { - .name = _("Electromorphosis"), - .description = COMPOUND_STRING("Gets Charged when hit."), + .name = _("电力转换"), + .description = COMPOUND_STRING("受到伤害时,会变为充电状态"), .aiRating = 5, }, [ABILITY_PROTOSYNTHESIS] = { - .name = _("Protosynthesis"), - .description = COMPOUND_STRING("Sun boosts best stat."), + .name = _("古代活性"), + .description = COMPOUND_STRING("晴天时提升最高能力"), .aiRating = 7, .cantBeCopied = TRUE, .cantBeSwapped = TRUE, @@ -2164,8 +2160,8 @@ const struct Ability gAbilitiesInfo[ABILITIES_COUNT] = [ABILITY_QUARK_DRIVE] = { - .name = _("Quark Drive"), - .description = COMPOUND_STRING("Elec. field ups best stat."), + .name = _("夸克充能"), + .description = COMPOUND_STRING("电气场地上提升最高能力"), .aiRating = 7, .cantBeCopied = TRUE, .cantBeSwapped = TRUE, @@ -2175,142 +2171,142 @@ const struct Ability gAbilitiesInfo[ABILITIES_COUNT] = [ABILITY_GOOD_AS_GOLD] = { - .name = _("Good as Gold"), - .description = COMPOUND_STRING("Avoids status problems."), + .name = _("黄金之躯"), + .description = COMPOUND_STRING("不会受到变化招式的影响"), .aiRating = 8, .breakable = TRUE, }, [ABILITY_VESSEL_OF_RUIN] = { - .name = _("Vessel of Ruin"), - .description = COMPOUND_STRING("Lowers foes' sp. damage."), + .name = _("灾祸之鼎"), + .description = COMPOUND_STRING("降低其他的宝可梦的特攻"), .aiRating = 5, .breakable = TRUE, }, [ABILITY_SWORD_OF_RUIN] = { - .name = _("Sword of Ruin"), - .description = COMPOUND_STRING("Lowers foes' Defense."), + .name = _("灾祸之剑"), + .description = COMPOUND_STRING("降低其他的宝可梦的防御"), .aiRating = 5, .breakable = TRUE, }, [ABILITY_TABLETS_OF_RUIN] = { - .name = _("Tablets of Ruin"), - .description = COMPOUND_STRING("Lowers foes' damage."), + .name = _("灾祸之简"), + .description = COMPOUND_STRING("降低其他的宝可梦的攻击"), .aiRating = 5, .breakable = TRUE, }, [ABILITY_BEADS_OF_RUIN] = { - .name = _("Beads of Ruin"), - .description = COMPOUND_STRING("Lowers foes' Sp. Defense."), + .name = _("灾祸之玉"), + .description = COMPOUND_STRING("降低其他的宝可梦的特防"), .aiRating = 5, .breakable = TRUE, }, [ABILITY_ORICHALCUM_PULSE] = { - .name = _("Orichalcum Pulse"), - .description = COMPOUND_STRING("Summons sunlight in battle."), + .name = _("绯红脉动"), + .description = COMPOUND_STRING("造成晴天,在晴天下提升物攻"), .aiRating = 8, }, [ABILITY_HADRON_ENGINE] = { - .name = _("Hadron Engine"), - .description = COMPOUND_STRING("Field becomes Electric."), + .name = _("强子引擎"), + .description = COMPOUND_STRING("生成电场,在电场上提升特攻"), .aiRating = 8, }, [ABILITY_OPPORTUNIST] = { - .name = _("Opportunist"), - .description = COMPOUND_STRING("Copies foe's stat change."), + .name = _("跟风"), + .description = COMPOUND_STRING("跟随对手趁机同样提高能力"), .aiRating = 5, }, [ABILITY_CUD_CHEW] = { - .name = _("Cud Chew"), - .description = COMPOUND_STRING("Eats a used berry again."), + .name = _("反刍"), + .description = COMPOUND_STRING("吃树果后会反刍再吃1次"), .aiRating = 4, }, [ABILITY_SHARPNESS] = { - .name = _("Sharpness"), - .description = COMPOUND_STRING("Strengthens slicing moves."), + .name = _("锋锐"), + .description = COMPOUND_STRING("提高切割对手的招式的威力"), .aiRating = 7, }, [ABILITY_SUPREME_OVERLORD] = { - .name = _("Supreme Overlord"), - .description = COMPOUND_STRING("Inherits fallen's strength."), + .name = _("大将"), + .description = COMPOUND_STRING("按被打倒数提升攻击特攻"), .aiRating = 6, }, [ABILITY_COSTAR] = { - .name = _("Costar"), - .description = COMPOUND_STRING("Copies ally's stat changes."), + .name = _("同台共演"), + .description = COMPOUND_STRING("出场时,复制同伴的能力变化"), .aiRating = 5, }, [ABILITY_TOXIC_DEBRIS] = { - .name = _("Toxic Debris"), - .description = COMPOUND_STRING("Throws poison spikes if hit."), + .name = _("毒满地"), + .description = COMPOUND_STRING("受物理伤害时,会散布毒菱"), .aiRating = 4, }, [ABILITY_ARMOR_TAIL] = { - .name = _("Armor Tail"), - .description = COMPOUND_STRING("Protects from priority."), + .name = _("尾甲"), + .description = COMPOUND_STRING("使对手无法使出先制招式"), .aiRating = 5, .breakable = TRUE, }, [ABILITY_EARTH_EATER] = { - .name = _("Earth Eater"), - .description = COMPOUND_STRING("Eats ground to heal HP."), + .name = _("食土"), + .description = COMPOUND_STRING("受到地面属性攻击时会回复"), .aiRating = 7, .breakable = TRUE, }, [ABILITY_MYCELIUM_MIGHT] = { - .name = _("Mycelium Might"), - .description = COMPOUND_STRING("Status moves never fail."), + .name = _("菌丝之力"), + .description = COMPOUND_STRING("变化招式变慢,但无视特性"), .aiRating = 2, }, [ABILITY_HOSPITALITY] = { - .name = _("Hospitality"), - .description = COMPOUND_STRING("Restores ally's HP."), + .name = _("款待"), + .description = COMPOUND_STRING("出场时回复同伴少量HP"), .aiRating = 5, }, [ABILITY_MINDS_EYE] = { - .name = _("Mind's Eye"), - .description = COMPOUND_STRING("Keen Eye and Scrappy."), + .name = _("心眼"), + .description = COMPOUND_STRING("兼具胆量以及锐利目光特性"), .aiRating = 8, .breakable = TRUE, }, [ABILITY_EMBODY_ASPECT_TEAL_MASK] = { - .name = _("Embody Aspect"), - .description = COMPOUND_STRING("Raises Speed."), + .name = _("面影辉映"), + .description = COMPOUND_STRING("将回忆铭记,提高自己的速度"), .aiRating = 6, .cantBeCopied = TRUE, .cantBeSwapped = TRUE, @@ -2320,8 +2316,8 @@ const struct Ability gAbilitiesInfo[ABILITIES_COUNT] = [ABILITY_EMBODY_ASPECT_HEARTHFLAME_MASK] = { - .name = _("Embody Aspect"), - .description = COMPOUND_STRING("Raises Attack."), + .name = _("面影辉映"), + .description = COMPOUND_STRING("将回忆铭记,提高自己的攻击"), .aiRating = 6, .cantBeCopied = TRUE, .cantBeSwapped = TRUE, @@ -2331,8 +2327,8 @@ const struct Ability gAbilitiesInfo[ABILITIES_COUNT] = [ABILITY_EMBODY_ASPECT_WELLSPRING_MASK] = { - .name = _("Embody Aspect"), - .description = COMPOUND_STRING("Raises Sp. Def."), + .name = _("面影辉映"), + .description = COMPOUND_STRING("将回忆铭记,提高自己的特防"), .aiRating = 6, .cantBeCopied = TRUE, .cantBeSwapped = TRUE, @@ -2342,8 +2338,8 @@ const struct Ability gAbilitiesInfo[ABILITIES_COUNT] = [ABILITY_EMBODY_ASPECT_CORNERSTONE_MASK] = { - .name = _("Embody Aspect"), - .description = COMPOUND_STRING("Raises Defense."), + .name = _("面影辉映"), + .description = COMPOUND_STRING("将回忆铭记,提高自己的防御"), .aiRating = 6, .cantBeCopied = TRUE, .cantBeSwapped = TRUE, @@ -2353,22 +2349,22 @@ const struct Ability gAbilitiesInfo[ABILITIES_COUNT] = [ABILITY_TOXIC_CHAIN] = { - .name = _("Toxic Chain"), - .description = COMPOUND_STRING("Moves can poison."), + .name = _("毒锁链"), + .description = COMPOUND_STRING("有时能让击中对手陷入剧毒"), .aiRating = 8, }, [ABILITY_SUPERSWEET_SYRUP] = { - .name = _("Supersweet Syrup"), - .description = COMPOUND_STRING("Lowers the foe's Evasion."), + .name = _("甘露之蜜"), + .description = COMPOUND_STRING("首次出场时降低对手闪避率"), .aiRating = 5, }, [ABILITY_TERA_SHIFT] = { - .name = _("Tera Shift"), - .description = COMPOUND_STRING("Terastallizes upon entry."), + .name = _("太晶变形"), + .description = COMPOUND_STRING("出场时,会变为太晶形态"), .aiRating = 10, .cantBeCopied = TRUE, .cantBeSwapped = TRUE, @@ -2380,8 +2376,8 @@ const struct Ability gAbilitiesInfo[ABILITIES_COUNT] = [ABILITY_TERA_SHELL] = { - .name = _("Tera Shell"), - .description = COMPOUND_STRING("Resists all at full HP."), + .name = _("太晶甲壳"), + .description = COMPOUND_STRING("HP全满时抵抗所有属性"), .aiRating = 10, .cantBeCopied = TRUE, .cantBeSwapped = TRUE, @@ -2391,8 +2387,8 @@ const struct Ability gAbilitiesInfo[ABILITIES_COUNT] = [ABILITY_TERAFORM_ZERO] = { - .name = _("Teraform Zero"), - .description = COMPOUND_STRING("Zeroes weather and terrain."), + .name = _("归零化境"), + .description = COMPOUND_STRING("会将天气场地影响全部归零"), .aiRating = 10, .cantBeCopied = TRUE, .cantBeSwapped = TRUE, @@ -2401,8 +2397,8 @@ const struct Ability gAbilitiesInfo[ABILITIES_COUNT] = [ABILITY_POISON_PUPPETEER] = { - .name = _("Poison Puppeteer"), - .description = COMPOUND_STRING("Confuses poisoned foes."), + .name = _("毒傀儡"), + .description = COMPOUND_STRING("因其招式而中毒时会混乱"), .aiRating = 8, .cantBeCopied = TRUE, .cantBeSwapped = TRUE, diff --git a/src/pokemon.c b/src/pokemon.c index 789935c654..48d4abc4a6 100644 --- a/src/pokemon.c +++ b/src/pokemon.c @@ -376,7 +376,7 @@ const struct NatureInfo gNaturesInfo[NUM_NATURES] = { [NATURE_HARDY] = { - .name = COMPOUND_STRING("Hardy"), + .name = COMPOUND_STRING("勤奋"), .statUp = STAT_ATK, .statDown = STAT_ATK, .backAnim = 0, @@ -388,7 +388,7 @@ const struct NatureInfo gNaturesInfo[NUM_NATURES] = }, [NATURE_LONELY] = { - .name = COMPOUND_STRING("Lonely"), + .name = COMPOUND_STRING("怕寂寞"), .statUp = STAT_ATK, .statDown = STAT_DEF, .backAnim = 2, @@ -400,7 +400,7 @@ const struct NatureInfo gNaturesInfo[NUM_NATURES] = }, [NATURE_BRAVE] = { - .name = COMPOUND_STRING("Brave"), + .name = COMPOUND_STRING("勇敢"), .statUp = STAT_ATK, .statDown = STAT_SPEED, .backAnim = 0, @@ -412,7 +412,7 @@ const struct NatureInfo gNaturesInfo[NUM_NATURES] = }, [NATURE_ADAMANT] = { - .name = COMPOUND_STRING("Adamant"), + .name = COMPOUND_STRING("固执"), .statUp = STAT_ATK, .statDown = STAT_SPATK, .backAnim = 0, @@ -424,7 +424,7 @@ const struct NatureInfo gNaturesInfo[NUM_NATURES] = }, [NATURE_NAUGHTY] = { - .name = COMPOUND_STRING("Naughty"), + .name = COMPOUND_STRING("顽皮"), .statUp = STAT_ATK, .statDown = STAT_SPDEF, .backAnim = 0, @@ -436,7 +436,7 @@ const struct NatureInfo gNaturesInfo[NUM_NATURES] = }, [NATURE_BOLD] = { - .name = COMPOUND_STRING("Bold"), + .name = COMPOUND_STRING("大胆"), .statUp = STAT_DEF, .statDown = STAT_ATK, .backAnim = 1, @@ -448,7 +448,7 @@ const struct NatureInfo gNaturesInfo[NUM_NATURES] = }, [NATURE_DOCILE] = { - .name = COMPOUND_STRING("Docile"), + .name = COMPOUND_STRING("坦率"), .statUp = STAT_DEF, .statDown = STAT_DEF, .backAnim = 1, @@ -460,7 +460,7 @@ const struct NatureInfo gNaturesInfo[NUM_NATURES] = }, [NATURE_RELAXED] = { - .name = COMPOUND_STRING("Relaxed"), + .name = COMPOUND_STRING("悠闲"), .statUp = STAT_DEF, .statDown = STAT_SPEED, .backAnim = 1, @@ -472,7 +472,7 @@ const struct NatureInfo gNaturesInfo[NUM_NATURES] = }, [NATURE_IMPISH] = { - .name = COMPOUND_STRING("Impish"), + .name = COMPOUND_STRING("淘气"), .statUp = STAT_DEF, .statDown = STAT_SPATK, .backAnim = 0, @@ -484,7 +484,7 @@ const struct NatureInfo gNaturesInfo[NUM_NATURES] = }, [NATURE_LAX] = { - .name = COMPOUND_STRING("Lax"), + .name = COMPOUND_STRING("乐天"), .statUp = STAT_DEF, .statDown = STAT_SPDEF, .backAnim = 1, @@ -496,7 +496,7 @@ const struct NatureInfo gNaturesInfo[NUM_NATURES] = }, [NATURE_TIMID] = { - .name = COMPOUND_STRING("Timid"), + .name = COMPOUND_STRING("胆小"), .statUp = STAT_SPEED, .statDown = STAT_ATK, .backAnim = 2, @@ -508,7 +508,7 @@ const struct NatureInfo gNaturesInfo[NUM_NATURES] = }, [NATURE_HASTY] = { - .name = COMPOUND_STRING("Hasty"), + .name = COMPOUND_STRING("急躁"), .statUp = STAT_SPEED, .statDown = STAT_DEF, .backAnim = 0, @@ -520,7 +520,7 @@ const struct NatureInfo gNaturesInfo[NUM_NATURES] = }, [NATURE_SERIOUS] = { - .name = COMPOUND_STRING("Serious"), + .name = COMPOUND_STRING("认真"), .statUp = STAT_SPEED, .statDown = STAT_SPEED, .backAnim = 1, @@ -532,7 +532,7 @@ const struct NatureInfo gNaturesInfo[NUM_NATURES] = }, [NATURE_JOLLY] = { - .name = COMPOUND_STRING("Jolly"), + .name = COMPOUND_STRING("爽朗"), .statUp = STAT_SPEED, .statDown = STAT_SPATK, .backAnim = 0, @@ -544,7 +544,7 @@ const struct NatureInfo gNaturesInfo[NUM_NATURES] = }, [NATURE_NAIVE] = { - .name = COMPOUND_STRING("Naive"), + .name = COMPOUND_STRING("天真"), .statUp = STAT_SPEED, .statDown = STAT_SPDEF, .backAnim = 0, @@ -556,7 +556,7 @@ const struct NatureInfo gNaturesInfo[NUM_NATURES] = }, [NATURE_MODEST] = { - .name = COMPOUND_STRING("Modest"), + .name = COMPOUND_STRING("内敛"), .statUp = STAT_SPATK, .statDown = STAT_ATK, .backAnim = 2, @@ -568,7 +568,7 @@ const struct NatureInfo gNaturesInfo[NUM_NATURES] = }, [NATURE_MILD] = { - .name = COMPOUND_STRING("Mild"), + .name = COMPOUND_STRING("慢吞吞"), .statUp = STAT_SPATK, .statDown = STAT_DEF, .backAnim = 2, @@ -580,7 +580,7 @@ const struct NatureInfo gNaturesInfo[NUM_NATURES] = }, [NATURE_QUIET] = { - .name = COMPOUND_STRING("Quiet"), + .name = COMPOUND_STRING("冷静"), .statUp = STAT_SPATK, .statDown = STAT_SPEED, .backAnim = 2, @@ -592,7 +592,7 @@ const struct NatureInfo gNaturesInfo[NUM_NATURES] = }, [NATURE_BASHFUL] = { - .name = COMPOUND_STRING("Bashful"), + .name = COMPOUND_STRING("害羞"), .statUp = STAT_SPATK, .statDown = STAT_SPATK, .backAnim = 2, @@ -604,7 +604,7 @@ const struct NatureInfo gNaturesInfo[NUM_NATURES] = }, [NATURE_RASH] = { - .name = COMPOUND_STRING("Rash"), + .name = COMPOUND_STRING("马虎"), .statUp = STAT_SPATK, .statDown = STAT_SPDEF, .backAnim = 1, @@ -616,7 +616,7 @@ const struct NatureInfo gNaturesInfo[NUM_NATURES] = }, [NATURE_CALM] = { - .name = COMPOUND_STRING("Calm"), + .name = COMPOUND_STRING("温和"), .statUp = STAT_SPDEF, .statDown = STAT_ATK, .backAnim = 1, @@ -628,7 +628,7 @@ const struct NatureInfo gNaturesInfo[NUM_NATURES] = }, [NATURE_GENTLE] = { - .name = COMPOUND_STRING("Gentle"), + .name = COMPOUND_STRING("温顺"), .statUp = STAT_SPDEF, .statDown = STAT_DEF, .backAnim = 2, @@ -640,7 +640,7 @@ const struct NatureInfo gNaturesInfo[NUM_NATURES] = }, [NATURE_SASSY] = { - .name = COMPOUND_STRING("Sassy"), + .name = COMPOUND_STRING("自大"), .statUp = STAT_SPDEF, .statDown = STAT_SPEED, .backAnim = 1, @@ -652,7 +652,7 @@ const struct NatureInfo gNaturesInfo[NUM_NATURES] = }, [NATURE_CAREFUL] = { - .name = COMPOUND_STRING("Careful"), + .name = COMPOUND_STRING("慎重"), .statUp = STAT_SPDEF, .statDown = STAT_SPATK, .backAnim = 2, @@ -664,7 +664,7 @@ const struct NatureInfo gNaturesInfo[NUM_NATURES] = }, [NATURE_QUIRKY] = { - .name = COMPOUND_STRING("Quirky"), + .name = COMPOUND_STRING("浮躁"), .statUp = STAT_SPDEF, .statDown = STAT_SPDEF, .backAnim = 1, diff --git a/src/pokemon_summary_screen.c b/src/pokemon_summary_screen.c index 3636d2f0ae..679356e434 100644 --- a/src/pokemon_summary_screen.c +++ b/src/pokemon_summary_screen.c @@ -3231,7 +3231,7 @@ static void PrintPageNamesAndStats(void) PrintTextOnWindow(PSS_LABEL_WINDOW_MOVES_POWER_ACC, gText_Accuracy2, 0, 17, 0, 1); PrintTextOnWindow(PSS_LABEL_WINDOW_MOVES_APPEAL_JAM, gText_Appeal, 0, 1, 0, 1); PrintTextOnWindow(PSS_LABEL_WINDOW_MOVES_APPEAL_JAM, gText_Jam, 0, 17, 0, 1); - PrintTextOnWindowWithFont(PSS_LABEL_WINDOW_PROMPT_RELEARN, gText_Relearn, 0, 4, 0, 0, FONT_SMALL); + PrintTextOnWindowWithFont(PSS_LABEL_WINDOW_PROMPT_RELEARN, gText_Relearn, 13, 4, 0, 0, FONT_SMALL); } static void PutPageWindowTilemaps(u8 page) diff --git a/src/strings.c b/src/strings.c index 40c7f6de60..68d0b0f9b9 100644 --- a/src/strings.c +++ b/src/strings.c @@ -1,174 +1,174 @@ -#include "global.h" -#include "strings.h" -#include "battle_pyramid_bag.h" -#include "item_menu.h" +#include"global.h" +#include"strings.h" +#include"battle_pyramid_bag.h" +#include"item_menu.h" ALIGNED(4) -const u8 gText_ExpandedPlaceholder_Empty[] = _("nan") -const u8 gText_ExpandedPlaceholder_Kun[] = _("nan") -const u8 gText_ExpandedPlaceholder_Chan[] = _("nan") -const u8 gText_ExpandedPlaceholder_Sapphire[] = _("蓝宝石") -const u8 gText_ExpandedPlaceholder_Ruby[] = _("红宝石") -const u8 gText_ExpandedPlaceholder_Emerald[] = _("绿宝石") -const u8 gText_ExpandedPlaceholder_Aqua[] = _("水舰") -const u8 gText_ExpandedPlaceholder_Magma[] = _("火岩") -const u8 gText_ExpandedPlaceholder_Archie[] = _("水梧桐") -const u8 gText_ExpandedPlaceholder_Maxie[] = _("赤焰松") -const u8 gText_ExpandedPlaceholder_Kyogre[] = _("盖欧卡") -const u8 gText_ExpandedPlaceholder_Groudon[] = _("固拉多") -const u8 gText_ExpandedPlaceholder_Brendan[] = _("小悠") -const u8 gText_ExpandedPlaceholder_May[] = _("小遥") -const u8 gText_EggNickname[] = _("蛋") -const u8 gText_Pokemon[] = _("宝可梦") -const u8 gText_Player[] = _("玩家 ") // Unused -const u8 gText_Pokedex[] = _("图鉴 ") // Unused -const u8 gText_Time[] = _("时间") -const u8 gText_Badges[] = _("徽章 ") // Unused -const u8 gText_AButton[] = _("A键 ") // Unused -const u8 gText_BButton[] = _("B键 ") // Unused -const u8 gText_RButton[] = _("R键 ") // Unused -const u8 gText_LButton[] = _("L键 ") // Unused -const u8 gText_Start[] = _("START ") // Unused -const u8 gText_Select[] = _("SELECT ") // Unused -const u8 gText_ControlPad[] = _("+ 十字键 ") // Unused -const u8 gText_LButtonRButton[] = _("L键  R键 ") // Unused -const u8 gText_Controls[] = _("控制器 ") // Unused -ALIGNED(4) const u8 gText_PickOk[] = _("{DPAD_UPDOWN}选择 {A_BUTTON}好 ") // Unused -ALIGNED(4) const u8 gText_Next[] = _("{A_BUTTON}下个 ") // Unused -ALIGNED(4) const u8 gText_NextBack[] = _("{A_BUTTON}下个 {B_BUTTON}返回 ") // Unused -ALIGNED(4) const u8 gText_PickNextCancel[] = _("{DPAD_UPDOWN}选择 {A_BUTTON}下个 {B_BUTTON}取消") -ALIGNED(4) const u8 gText_PickCancel[] = _("{DPAD_UPDOWN}选择 {A_BUTTON}{B_BUTTON}取消") -ALIGNED(4) const u8 gText_AButtonExit[] = _("{A_BUTTON}退出") -const u8 gText_ThisIsAPokemon[] = _("这就是被我们称为\n“宝可梦”的生物。{PAUSE 96}\p") -const u8 gText_5MarksPokemon[] = _("???宝可梦") -const u8 gText_UnkHeight[] = _("{CLEAR_TO 0x0C}??.?m") +const u8 gText_ExpandedPlaceholder_Empty[] = _(""); +const u8 gText_ExpandedPlaceholder_Kun[] = _(""); +const u8 gText_ExpandedPlaceholder_Chan[] = _(""); +const u8 gText_ExpandedPlaceholder_Sapphire[] = _("蓝宝石"); +const u8 gText_ExpandedPlaceholder_Ruby[] = _("红宝石"); +const u8 gText_ExpandedPlaceholder_Emerald[] = _("绿宝石"); +const u8 gText_ExpandedPlaceholder_Aqua[] = _("水舰"); +const u8 gText_ExpandedPlaceholder_Magma[] = _("火岩"); +const u8 gText_ExpandedPlaceholder_Archie[] = _("水梧桐"); +const u8 gText_ExpandedPlaceholder_Maxie[] = _("赤焰松"); +const u8 gText_ExpandedPlaceholder_Kyogre[] = _("盖欧卡"); +const u8 gText_ExpandedPlaceholder_Groudon[] = _("固拉多"); +const u8 gText_ExpandedPlaceholder_Brendan[] = _("小悠"); +const u8 gText_ExpandedPlaceholder_May[] = _("小遥"); +const u8 gText_EggNickname[] = _("蛋"); +const u8 gText_Pokemon[] = _("宝可梦"); +const u8 gText_Player[] = _("玩家"); // Unused +const u8 gText_Pokedex[] = _("图鉴"); // Unused +const u8 gText_Time[] = _("时间"); +const u8 gText_Badges[] = _("徽章"); // Unused +const u8 gText_AButton[] = _("A键"); // Unused +const u8 gText_BButton[] = _("B键"); // Unused +const u8 gText_RButton[] = _("R键"); // Unused +const u8 gText_LButton[] = _("L键"); // Unused +const u8 gText_Start[] = _("START"); // Unused +const u8 gText_Select[] = _("SELECT"); // Unused +const u8 gText_ControlPad[] = _("+ 十字键"); // Unused +const u8 gText_LButtonRButton[] = _("L键 R键"); // Unused +const u8 gText_Controls[] = _("控制器"); // Unused +ALIGNED(4) const u8 gText_PickOk[] = _("{DPAD_UPDOWN}选择 {A_BUTTON}好"); // Unused +ALIGNED(4) const u8 gText_Next[] = _("{A_BUTTON}下个"); // Unused +ALIGNED(4) const u8 gText_NextBack[] = _("{A_BUTTON}下个 {B_BUTTON}返回"); // Unused +ALIGNED(4) const u8 gText_PickNextCancel[] = _("{DPAD_UPDOWN}选择 {A_BUTTON}下个 {B_BUTTON}取消"); +ALIGNED(4) const u8 gText_PickCancel[] = _("{DPAD_UPDOWN}选择 {A_BUTTON}{B_BUTTON}取消"); +ALIGNED(4) const u8 gText_AButtonExit[] = _("{A_BUTTON}退出"); +const u8 gText_ThisIsAPokemon[] = _("这就是被我们称为\n“宝可梦”的生物。{PAUSE 96}\p"); +const u8 gText_5MarksPokemon[] = _("???宝可梦"); +const u8 gText_UnkHeight[] = _("{CLEAR_TO 0x0C}??.?m"); const u8 gText_UnkHeightMetric[] = _("???.? m"); -const u8 gText_UnkWeight[] = _("???.?kg") +const u8 gText_UnkWeight[] = _("???.?kg"); const u8 gText_UnkWeightMetric[] = _("???.? kg."); -const u8 gText_EmptyPkmnCategory[] = _("宝可梦 ") // Unused -const u8 gText_EmptyHeight[] = _("{CLEAR_TO 0x0C}    .    m ") // Unused -const u8 gText_EmptyWeight[] = _(".   kg ") // Unused -const u8 gText_EmptyPokedexInfo1[] = _("") // Unused -const u8 gText_CryOf[] = _("声音") -const u8 gText_EmptyPokedexInfo2[] = _("") // Unused -const u8 gText_SizeComparedTo[] = _("体型相对于") -const u8 gText_PokedexRegistration[] = _("图鉴登记完毕。") -const u8 gText_HTHeight[] = _("高") -const u8 gText_WTWeight[] = _("重") -const u8 gText_SearchingPleaseWait[] = _("搜索中……\n请稍后。") -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。") -const u8 gText_SwitchPokedexListings[] = _("切换图鉴排列。") -const u8 gText_ReturnToPokedex[] = _("返回图鉴。") -const u8 gText_SelectPokedexMode[] = _("选择图鉴模式。") -const u8 gText_SelectPokedexListingMode[] = _("选择图鉴排列模式。") -const u8 gText_ListByFirstLetter[] = _("请指定名字的首字,\n限已发现的宝可梦。") -const u8 gText_ListByBodyColor[] = _("请指定宝可梦的体色,\n限已发现的宝可梦。") -const u8 gText_ListByType[] = _("请指定属性\n限已抓过的宝可梦。") -const u8 gText_ExecuteSearchSwitch[] = _("开始搜索。") -const u8 gText_DexHoennTitle[] = _("丰缘图鉴") -const u8 gText_DexNatTitle[] = _("全国图鉴") -const u8 gText_DexSortNumericalTitle[] = _("编号模式") -const u8 gText_DexSortAtoZTitle[] = _("拼音模式") -const u8 gText_DexSortHeaviestTitle[] = _("体重降序模式") -const u8 gText_DexSortLightestTitle[] = _("体重升序模式") -const u8 gText_DexSortTallestTitle[] = _("身高降序模式") -const u8 gText_DexSortSmallestTitle[] = _("身高升序模式") -const u8 gText_DexSearchAlphaABC[] = _("ABC") -const u8 gText_DexSearchAlphaDEF[] = _("DEF") -const u8 gText_DexSearchAlphaGHI[] = _("GHI") -const u8 gText_DexSearchAlphaJKL[] = _("JKL") -const u8 gText_DexSearchAlphaMNO[] = _("MNO") -const u8 gText_DexSearchAlphaPQR[] = _("PQR") -const u8 gText_DexSearchAlphaSTU[] = _("STU") -const u8 gText_DexSearchAlphaVWX[] = _("VWX") -const u8 gText_DexSearchAlphaYZ[] = _("YZ") -const u8 gText_DexSearchColorRed[] = _("红") -const u8 gText_DexSearchColorBlue[] = _("蓝") -const u8 gText_DexSearchColorYellow[] = _("黄") -const u8 gText_DexSearchColorGreen[] = _("绿") -const u8 gText_DexSearchColorBlack[] = _("黑") -const u8 gText_DexSearchColorBrown[] = _("棕") -const u8 gText_DexSearchColorPurple[] = _("紫") -const u8 gText_DexSearchColorGray[] = _("灰") -const u8 gText_DexSearchColorWhite[] = _("白") -const u8 gText_DexSearchColorPink[] = _("粉") -const u8 gText_DexHoennDescription[] = _("丰缘地区的图鉴") -const u8 gText_DexNatDescription[] = _("全国版本的图鉴") -const u8 gText_DexSortNumericalDescription[] = _("按图鉴的编号来\n排列宝可梦。") -const u8 gText_DexSortAtoZDescription[] = _("按字母的顺序来排列已发现\n和已获得的宝可梦。") -const u8 gText_DexSortHeaviestDescription[] = _("按重到轻的顺序来排列\n已获得的宝可梦。") -const u8 gText_DexSortLightestDescription[] = _("按轻到重的顺序来排列\n已获得的宝可梦。") -const u8 gText_DexSortTallestDescription[] = _("按高到低的顺序来排列\n已获得的宝可梦。") -const u8 gText_DexSortSmallestDescription[] = _("按低到高的顺序来排列\n已获得的宝可梦。") -const u8 gText_DexEmptyString[] = _("nan") -const u8 gText_DexSearchDontSpecify[] = _("没有指定") -const u8 gText_DexSearchTypeNone[] = _("无") -const u8 gText_SelectorArrow[] = _("▶") -const u8 gText_EmptySpace[] = _("") // Unused -const u8 gText_WelcomeToHOF[] = _("欢迎进入殿堂!") -const u8 gText_HOFDexRating[] = _("已发现的宝可梦:{STR_VAR_1}!\n已抓到的宝可梦:{STR_VAR_2}!\p小田卷博士的图鉴评价!\p小田卷博士:让我看看……\p") -const u8 gText_HOFDexSaving[] = _("保存中…\n不要关闭电源。") -const u8 gText_HOFCorrupted[] = _("殿堂的数据损坏了。") -const u8 gText_HOFNumber[] = _("荣誉殿堂 No.{STR_VAR_1}") -const u8 gText_LeagueChamp[] = _("联盟冠军!\n热烈祝贺!") -const u8 gText_Number[] = _("No.") -const u8 gText_Level[] = _("Lv.") -const u8 gText_IdNumberSlash[] = _("IDNo. / ") // Unused -const u8 gText_Name[] = _("名字") -const u8 gText_IDNumber[] = _("IDNo.") -const u8 gText_BirchInTrouble[] = _("小田卷博士遇到麻烦了!\n请拿出宝可梦去救助他吧!") -const u8 gText_ConfirmStarterChoice[] = _("确定选择这个宝可梦?") -const u8 gText_Pokemon4[] = _("宝可梦 ") // Unused -const u8 gText_FlyToWhere[] = _("要飞到哪里?") +const u8 gText_EmptyPkmnCategory[] = _("宝可梦"); // Unused +const u8 gText_EmptyHeight[] = _("{CLEAR_TO 0x0C} . m"); // Unused +const u8 gText_EmptyWeight[] = _(". kg"); // Unused +const u8 gText_EmptyPokedexInfo1[] = _(""); // Unused +const u8 gText_CryOf[] = _("声音"); +const u8 gText_EmptyPokedexInfo2[] = _(""); // Unused +const u8 gText_SizeComparedTo[] = _("体型相对于"); +const u8 gText_PokedexRegistration[] = _("图鉴登记完毕。"); +const u8 gText_HTHeight[] = _("高"); +const u8 gText_WTWeight[] = _("重"); +const u8 gText_SearchingPleaseWait[] = _("搜索中……\n请稍后。"); +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。"); +const u8 gText_SwitchPokedexListings[] = _("切换图鉴排列。"); +const u8 gText_ReturnToPokedex[] = _("返回图鉴。"); +const u8 gText_SelectPokedexMode[] = _("选择图鉴模式。"); +const u8 gText_SelectPokedexListingMode[] = _("选择图鉴排列模式。"); +const u8 gText_ListByFirstLetter[] = _("请指定名字的首字,\n限已发现的宝可梦。"); +const u8 gText_ListByBodyColor[] = _("请指定宝可梦的体色,\n限已发现的宝可梦。"); +const u8 gText_ListByType[] = _("请指定属性\n限已抓过的宝可梦。"); +const u8 gText_ExecuteSearchSwitch[] = _("开始搜索。"); +const u8 gText_DexHoennTitle[] = _("丰缘图鉴"); +const u8 gText_DexNatTitle[] = _("全国图鉴"); +const u8 gText_DexSortNumericalTitle[] = _("编号模式"); +const u8 gText_DexSortAtoZTitle[] = _("拼音模式"); +const u8 gText_DexSortHeaviestTitle[] = _("体重降序模式"); +const u8 gText_DexSortLightestTitle[] = _("体重升序模式"); +const u8 gText_DexSortTallestTitle[] = _("身高降序模式"); +const u8 gText_DexSortSmallestTitle[] = _("身高升序模式"); +const u8 gText_DexSearchAlphaABC[] = _("ABC"); +const u8 gText_DexSearchAlphaDEF[] = _("DEF"); +const u8 gText_DexSearchAlphaGHI[] = _("GHI"); +const u8 gText_DexSearchAlphaJKL[] = _("JKL"); +const u8 gText_DexSearchAlphaMNO[] = _("MNO"); +const u8 gText_DexSearchAlphaPQR[] = _("PQR"); +const u8 gText_DexSearchAlphaSTU[] = _("STU"); +const u8 gText_DexSearchAlphaVWX[] = _("VWX"); +const u8 gText_DexSearchAlphaYZ[] = _("YZ"); +const u8 gText_DexSearchColorRed[] = _("红"); +const u8 gText_DexSearchColorBlue[] = _("蓝"); +const u8 gText_DexSearchColorYellow[] = _("黄"); +const u8 gText_DexSearchColorGreen[] = _("绿"); +const u8 gText_DexSearchColorBlack[] = _("黑"); +const u8 gText_DexSearchColorBrown[] = _("棕"); +const u8 gText_DexSearchColorPurple[] = _("紫"); +const u8 gText_DexSearchColorGray[] = _("灰"); +const u8 gText_DexSearchColorWhite[] = _("白"); +const u8 gText_DexSearchColorPink[] = _("粉"); +const u8 gText_DexHoennDescription[] = _("丰缘地区的图鉴"); +const u8 gText_DexNatDescription[] = _("全国版本的图鉴"); +const u8 gText_DexSortNumericalDescription[] = _("按图鉴的编号来\n排列宝可梦。"); +const u8 gText_DexSortAtoZDescription[] = _("按字母的顺序来排列已发现\n和已获得的宝可梦。"); +const u8 gText_DexSortHeaviestDescription[] = _("按重到轻的顺序来排列\n已获得的宝可梦。"); +const u8 gText_DexSortLightestDescription[] = _("按轻到重的顺序来排列\n已获得的宝可梦。"); +const u8 gText_DexSortTallestDescription[] = _("按高到低的顺序来排列\n已获得的宝可梦。"); +const u8 gText_DexSortSmallestDescription[] = _("按低到高的顺序来排列\n已获得的宝可梦。"); +const u8 gText_DexEmptyString[] = _(""); +const u8 gText_DexSearchDontSpecify[] = _("没有指定"); +const u8 gText_DexSearchTypeNone[] = _("无"); +const u8 gText_SelectorArrow[] = _("▶"); +const u8 gText_EmptySpace[] = _(""); // Unused +const u8 gText_WelcomeToHOF[] = _("欢迎进入殿堂!"); +const u8 gText_HOFDexRating[] = _("已发现的宝可梦:{STR_VAR_1}!\n已抓到的宝可梦:{STR_VAR_2}!\p小田卷博士的图鉴评价!\p小田卷博士:让我看看……\p"); +const u8 gText_HOFDexSaving[] = _("保存中…\n不要关闭电源。"); +const u8 gText_HOFCorrupted[] = _("殿堂的数据损坏了。"); +const u8 gText_HOFNumber[] = _("荣誉殿堂 No.{STR_VAR_1}"); +const u8 gText_LeagueChamp[] = _("联盟冠军!\n热烈祝贺!"); +const u8 gText_Number[] = _("No."); +const u8 gText_Level[] = _("Lv."); +const u8 gText_IdNumberSlash[] = _("{ID}{NO}/"); // Unused +const u8 gText_Name[] = _("名字"); +const u8 gText_IDNumber[] = _("{ID}{NO}"); +const u8 gText_BirchInTrouble[] = _("小田卷博士遇到麻烦了!\n请拿出宝可梦去救助他吧!"); +const u8 gText_ConfirmStarterChoice[] = _("确定选择这个宝可梦?"); +const u8 gText_Pokemon4[] = _("宝可梦"); // Unused +const u8 gText_FlyToWhere[] = _("要飞到哪里?"); const u8 gMenuText_Use[] = _("USE"); const u8 gMenuText_Toss[] = _("TOSS"); const u8 gMenuText_Register[] = _("REGISTER"); const u8 gMenuText_Give[] = _("GIVE"); const u8 gMenuText_Confirm[] = _("CONFIRM"); -const u8 gText_Cancel[] = _("取消") -const u8 gText_Cancel2[] = _("取消") -const u8 gText_EmptyString2[] = _("nan") -const u8 gText_None[] = _("无") -const u8 gText_FiveMarks[] = _("???") -const u8 gText_Slash[] = _("/") -const u8 gText_OneDash[] = _("-") -const u8 gText_TwoDashes[] = _("--") -const u8 gText_ThreeDashes[] = _("---") -const u8 gText_MaleSymbol[] = _("♂") -const u8 gText_FemaleSymbol[] = _("♀") -const u8 gText_LevelSymbol[] = _("{LV}") -const u8 gText_NumberClear01[] = _("{NO}{CLEAR 0x01}") -const u8 gText_RightArrow[] = _("{RIGHT_ARROW} ") // Unused -const u8 gText_IDNumber2[] = _("IDNo.") -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 gText_Cancel[] = _("取消"); +const u8 gText_Cancel2[] = _("取消"); +const u8 gText_EmptyString2[] = _(""); +const u8 gText_None[] = _("无"); +const u8 gText_FiveMarks[] = _("???"); +const u8 gText_Slash[] = _("/"); +const u8 gText_OneDash[] = _("-"); +const u8 gText_TwoDashes[] = _("--"); +const u8 gText_ThreeDashes[] = _("---"); +const u8 gText_MaleSymbol[] = _("♂"); +const u8 gText_FemaleSymbol[] = _("♀"); +const u8 gText_LevelSymbol[] = _("{LV}"); +const u8 gText_NumberClear01[] = _("{NO}{CLEAR 0x01}"); +const u8 gText_RightArrow[] = _("{RIGHT_ARROW}"); // Unused +const u8 gText_IDNumber2[] = _("{ID}{NO}"); +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[] = _("GIVE"); -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[] = _("合上背包") -const u8 gText_Var1IsSelected[] = _("{STR_VAR_1} \n要做什么?") -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\n{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\n丢弃{STR_VAR_2}个\n{STR_VAR_1}?") -const u8 gText_DadsAdvice[] = _("老爸说过……\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}") -const u8 gText_LureEffectsLingered[] = _("之前使用的香水效果还留着!{PAUSE_UNTIL_PRESS}") -const u8 gText_BoxFull[] = _("这个箱子满了。{PAUSE_UNTIL_PRESS}") -const u8 gText_TheField[] = _("野外") -const u8 gText_TheBattle[] = _("战斗") -const u8 gText_ThePokemonList[] = _("宝可梦列表") -const u8 gText_TheShop[] = _("宝可梦商店") -const u8 gText_ThePC[] = _("宝可梦中心") +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[] = _("合上背包"); +const u8 gText_Var1IsSelected[] = _("{STR_VAR_1} \n要做什么?"); +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\n{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\n丢弃{STR_VAR_2}个\n{STR_VAR_1}?"); +const u8 gText_DadsAdvice[] = _("老爸说过……\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}"); +const u8 gText_LureEffectsLingered[] = _("之前使用的香水效果还留着!{PAUSE_UNTIL_PRESS}"); +const u8 gText_BoxFull[] = _("这个箱子满了。{PAUSE_UNTIL_PRESS}"); +const u8 gText_TheField[] = _("野外"); +const u8 gText_TheBattle[] = _("战斗"); +const u8 gText_ThePokemonList[] = _("宝可梦列表"); +const u8 gText_TheShop[] = _("宝可梦商店"); +const u8 gText_ThePC[] = _("宝可梦中心"); const u8 *const gBagMenu_ReturnToStrings[] = { @@ -206,713 +206,713 @@ const u8 *const gPocketNamesStringsTable[] = [KEYITEMS_POCKET] = COMPOUND_STRING("KEY ITEMS") }; -const u8 gText_NumberItem_TMBerry[] = _("{NO}{STR_VAR_1}{CLEAR 0x07}{STR_VAR_2}") -const u8 gText_NumberItem_HM[] = _("{CLEAR_TO 0x11}{STR_VAR_1}{CLEAR 0x05}{STR_VAR_2}") +const u8 gText_NumberItem_TMBerry[] = _("{NO}{STR_VAR_1}{CLEAR 0x07}{STR_VAR_2}"); +const u8 gText_NumberItem_HM[] = _("{CLEAR_TO 0x11}{STR_VAR_1}{CLEAR 0x05}{STR_VAR_2}"); -const u8 gText_ShopBuy[] = _("购买") -const u8 gText_ShopSell[] = _("出售") -const u8 gText_ShopQuit[] = _("退出") -const u8 gText_ThatItemIsSoldOut[] = _("不好意思!\n该商品已售罄!{PAUSE_UNTIL_PRESS}") -const u8 gText_SoldOut[] = _("售罄") -const u8 gText_InBagVar1[] = _("持有: {STR_VAR_1}") -const u8 gText_QuitShopping[] = _("结束购物") -const u8 gText_Var1CertainlyHowMany[] = _("您要买几个{STR_VAR_1}?") -const u8 gText_Var1CertainlyHowMany2[] = _("您要买几个{STR_VAR_1}?") -const u8 gText_Var1AndYouWantedVar2[] = _("是{STR_VAR_1}啊。\n{STR_VAR_2}个一共是¥{STR_VAR_3}。") -const u8 gText_Var1IsItThatllBeVar2[] = _("是{STR_VAR_1}啊。\n价格是¥{STR_VAR_2}。") -const u8 gText_YouWantedVar1ThatllBeVar2[] = _("是{STR_VAR_1}啊。\n价格是¥{STR_VAR_2},可以吗?") -const u8 gText_HereYouGoThankYou[] = _("请拿好。\n谢谢惠顾。") -const u8 gText_ThankYouIllSendItHome[] = _("谢谢惠顾。\n我会把商品送到您家的电脑中。") -const u8 gText_ThanksIllSendItHome[] = _("谢谢惠顾。\n我会把商品送到您家的电脑中。") -const u8 gText_YouDontHaveMoney[] = _("您的钱不够呢!{PAUSE_UNTIL_PRESS}") -const u8 gText_NoMoreRoomForThis[] = _("不好意思,\n您好像已经拿不下呢……{PAUSE_UNTIL_PRESS}") -const u8 gText_SpaceForVar1Full[] = _("您已经拿不下\n更多的{STR_VAR_1}了!{PAUSE_UNTIL_PRESS}") -const u8 gText_AnythingElseICanHelp[] = _("还有什么其他需要吗?") -const u8 gText_CanIHelpWithAnythingElse[] = _("还有什么其他需要吗?") -const u8 gText_ThrowInPremierBall[] = _("还要多送个纪念球给您哦!{PAUSE_UNTIL_PRESS}") -const u8 gText_ThrowInPremierBalls[] = _("还要多送{STR_VAR_1}个纪念球给您哦!{PAUSE_UNTIL_PRESS}") -const u8 gText_CantBuyKeyItem[] = _("{STR_VAR_2}吗?不好意思。\n这个我们无法收购呢。{PAUSE_UNTIL_PRESS}") -const u8 gText_HowManyToSell[] = _("要卖出多少个{STR_VAR_2}?") -const u8 gText_ICanPayVar1[] = _("那么我用¥{STR_VAR_1}跟您收购吧。\n可以吗?") -const u8 gText_TurnedOverVar1ForVar2[] = _("给出{STR_VAR_2},\n拿到了¥{STR_VAR_1}。") -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_NextFusionMon[] = _("要和哪只宝可梦合体呢?") -const u8 gText_CantBeUsedOnPkmn[] = _("这个不能对\n那个宝可梦使用。{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_CantUseUntilNewBadge[] = _("直至得到新的徽章前\n这个不能使用。{PAUSE_UNTIL_PRESS}") -const u8 gText_NoMoreThanVar1Pkmn[] = _("不超过{STR_VAR_1}宝可梦\n才能进入。{PAUSE_UNTIL_PRESS}") -const u8 gText_SendMailToPC[] = _("取下邮件并发去\n你的电脑吗?") -const u8 gText_MailSentToPC[] = _("邮件已经发送去你的电脑了!{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_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要和持有的道具\n交换吗?") -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_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,不能再持有邮件了。{PAUSE_UNTIL_PRESS}") -const u8 gText_MailTransferredFromMailbox[] = _("从邮箱里拿出了\n邮件。{PAUSE_UNTIL_PRESS}") -const u8 gText_BagFullCouldNotRemoveItem[] = _("背包已经满了,宝可梦的\n道具不能放进去了。{PAUSE_UNTIL_PRESS}") -const u8 gText_PkmnLearnedMove3[] = _("{STR_VAR_1}学会了\n{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}") -const u8 gText_PkmnNeedsToReplaceMove[] = _("{STR_VAR_1}想要学习\n{STR_VAR_2}……\p为了学习{STR_VAR_2},\p要忘记其他的招式吗?") -const u8 gText_StopLearningMove2[] = _("放弃学习{STR_VAR_2}吗?") -const u8 gText_MoveNotLearned[] = _("{STR_VAR_1}没有学习\n{STR_VAR_2}就结束了。{PAUSE_UNTIL_PRESS}") -const u8 gText_WhichMoveToForget[] = _("要忘记哪个招式呢?{PAUSE_UNTIL_PRESS}") -const u8 gText_12PoofForgotMove[] = _("1,{PAUSE 15}2,{PAUSE 15}… {PAUSE 15}… {PAUSE 15}… {PAUSE 15}{PLAY_SE SE_BALL_BOUNCE_1}空!\p{STR_VAR_1}把{STR_VAR_2}的\n使用方法忘得干干净净了!\p于是……!{PAUSE_UNTIL_PRESS}") -const u8 gText_PkmnAlreadyKnows[] = _("{STR_VAR_1}学会了\n{STR_VAR_2}!{PAUSE_UNTIL_PRESS}") -const u8 gText_PkmnHPRestoredByVar2[] = _("{STR_VAR_1}的体力回复了\n{STR_VAR_2}。{PAUSE_UNTIL_PRESS}") -const u8 gText_PkmnCuredOfPoison[] = _("{STR_VAR_1}的毒\n消失得干干净净!{PAUSE_UNTIL_PRESS}") -const u8 gText_PkmnCuredOfParalysis[] = _("{STR_VAR_1}身体的\n麻痹状态消除了!{PAUSE_UNTIL_PRESS}") -const u8 gText_PkmnWokeUp2[] = _("{STR_VAR_1}醒过来了!{PAUSE_UNTIL_PRESS}") -const u8 gText_PkmnBurnHealed[] = _("{STR_VAR_1}的灼伤治愈了!{PAUSE_UNTIL_PRESS}") -const u8 gText_PkmnFrostbiteHealed[] = _("{STR_VAR_1}的冻伤治愈了!{PAUSE_UNTIL_PRESS}") -const u8 gText_PkmnThawedOut[] = _("{STR_VAR_1}身体的冰融化了!{PAUSE_UNTIL_PRESS}") -const u8 gText_PPWasRestored[] = _("回复PP了!{PAUSE_UNTIL_PRESS}") -const u8 gText_PkmnRegainhedHealth[] = _("{STR_VAR_1}回复体力了!{PAUSE_UNTIL_PRESS} ") // Unused -const u8 gText_PkmnBecameHealthy[] = _("{STR_VAR_1}变得健康了!{PAUSE_UNTIL_PRESS}") -const u8 gText_MovesPPIncreased[] = _("{STR_VAR_1}的PP上升了!{PAUSE_UNTIL_PRESS}") -const u8 gText_PkmnElevatedToLvVar2[] = _("{STR_VAR_1}的等级升到了\nLv.{STR_VAR_2}!") -const u8 gText_PkmnGainedExp[] = _("{STR_VAR_1}获得了{STR_VAR_2}经验值!{PAUSE_UNTIL_PRESS}") -const u8 gText_PkmnGainedExpAndElevatedToLvVar3[] = _("{STR_VAR_1}获得了{STR_VAR_2}经验值,\n等级提升到了Lv. {STR_VAR_3}!") -const u8 gText_PkmnBaseVar2StatIncreased[] = _("{STR_VAR_1}的基础{STR_VAR_2}\n上升了!{PAUSE_UNTIL_PRESS}") -const u8 gText_PkmnFriendlyBaseVar2Fell[] = _("{STR_VAR_1}和你有点亲密了!\n{STR_VAR_2}的基础点数降低了!{PAUSE_UNTIL_PRESS}") -const u8 gText_PkmnAdoresBaseVar2Fell[] = _("{STR_VAR_1}和你的亲密度已经最高了!\n{STR_VAR_2}的基础点数降低了!{PAUSE_UNTIL_PRESS}") -const u8 gText_PkmnFriendlyBaseVar2CantFall[] = _("{STR_VAR_1}和你有点亲密了!\n{STR_VAR_2}的基础点数不再降低!{PAUSE_UNTIL_PRESS}") -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}变身了!{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[] = _("让哪个宝可梦学会? ") // Unused -const u8 gText_ChoosePokemon[] = _("请选择一个宝可梦。") -const u8 gText_MoveToWhere[] = _("移动到哪里?") -const u8 gText_TeachWhichPokemon[] = _("让哪个宝可梦学会?") -const u8 gText_UseOnWhichPokemon[] = _("用于哪个宝可梦?") -const u8 gText_GiveToWhichPokemon[] = _("给予哪个宝可梦?") -const u8 gText_DoWhatWithPokemon[] = _("对这个宝可梦做什么?") -const u8 gText_NothingToCut[] = _("这里没有东西可以砍。") -const u8 gText_CantSurfHere[] = _("你不能在这冲浪。") -const u8 gText_AlreadySurfing[] = _("你已经在冲浪了。") -const u8 gText_CantUseHere[] = _("不能在这里使用!") -const u8 gText_RestoreWhichMove[] = _("回复哪个招式?") -const u8 gText_BoostPp[] = _("增加哪个招式的PP?") -const u8 gText_DoWhatWithItem[] = _("对这个道具做什么?") -const u8 gText_NoPokemonForBattle[] = _("没有宝可梦出战!") -const u8 gText_ChoosePokemon2[] = _("请选择一个宝可梦。") -const u8 gText_NotEnoughHp[] = _("没有足够体力……") -const u8 gText_PokemonAreNeeded[] = _("{STR_VAR_1}宝可梦是必须的!") -const u8 gText_PokemonCantBeSame[] = _("宝可梦不能一样!") -const u8 gText_NoIdenticalHoldItems[] = _("不能携带相同的道具!") -const u8 gText_CurrentIsTooFast[] = _("水流太急了!") -const u8 gText_DoWhatWithMail[] = _("怎样处理这个邮件?") -const u8 gText_ChoosePokemonCancel[] = _("请选择宝可梦或者取消。") -const u8 gText_ChoosePokemonConfirm[] = _("请选择宝可梦并且确认。") +const u8 gText_ShopBuy[] = _("购买"); +const u8 gText_ShopSell[] = _("出售"); +const u8 gText_ShopQuit[] = _("退出"); +const u8 gText_ThatItemIsSoldOut[] = _("不好意思!\n该商品已售罄!{PAUSE_UNTIL_PRESS}"); +const u8 gText_SoldOut[] = _("售罄"); +const u8 gText_InBagVar1[] = _("持有: {STR_VAR_1}"); +const u8 gText_QuitShopping[] = _("结束购物"); +const u8 gText_Var1CertainlyHowMany[] = _("您要买几个{STR_VAR_1}?"); +const u8 gText_Var1CertainlyHowMany2[] = _("您要买几个{STR_VAR_1}?"); +const u8 gText_Var1AndYouWantedVar2[] = _("是{STR_VAR_1}啊。\n{STR_VAR_2}个一共是¥{STR_VAR_3}。"); +const u8 gText_Var1IsItThatllBeVar2[] = _("是{STR_VAR_1}啊。\n价格是¥{STR_VAR_2}。"); +const u8 gText_YouWantedVar1ThatllBeVar2[] = _("是{STR_VAR_1}啊。\n价格是¥{STR_VAR_2},可以吗?"); +const u8 gText_HereYouGoThankYou[] = _("请拿好。\n谢谢惠顾。"); +const u8 gText_ThankYouIllSendItHome[] = _("谢谢惠顾。\n我会把商品送到您家的电脑中。"); +const u8 gText_ThanksIllSendItHome[] = _("谢谢惠顾。\n我会把商品送到您家的电脑中。"); +const u8 gText_YouDontHaveMoney[] = _("您的钱不够呢!{PAUSE_UNTIL_PRESS}"); +const u8 gText_NoMoreRoomForThis[] = _("不好意思,\n您好像已经拿不下呢……{PAUSE_UNTIL_PRESS}"); +const u8 gText_SpaceForVar1Full[] = _("您已经拿不下\n更多的{STR_VAR_1}了!{PAUSE_UNTIL_PRESS}"); +const u8 gText_AnythingElseICanHelp[] = _("还有什么其他需要吗?"); +const u8 gText_CanIHelpWithAnythingElse[] = _("还有什么其他需要吗?"); +const u8 gText_ThrowInPremierBall[] = _("还要多送个纪念球给您哦!{PAUSE_UNTIL_PRESS}"); +const u8 gText_ThrowInPremierBalls[] = _("还要多送{STR_VAR_1}个纪念球给您哦!{PAUSE_UNTIL_PRESS}"); +const u8 gText_CantBuyKeyItem[] = _("{STR_VAR_2}吗?不好意思。\n这个我们无法收购呢。{PAUSE_UNTIL_PRESS}"); +const u8 gText_HowManyToSell[] = _("要卖出多少个{STR_VAR_2}?"); +const u8 gText_ICanPayVar1[] = _("那么我用¥{STR_VAR_1}跟您收购吧。\n可以吗?"); +const u8 gText_TurnedOverVar1ForVar2[] = _("给出{STR_VAR_2},\n拿到了¥{STR_VAR_1}。"); +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_NextFusionMon[] = _("要和哪只宝可梦合体呢?"); +const u8 gText_CantBeUsedOnPkmn[] = _("这个不能对\n那个宝可梦使用。{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_CantUseUntilNewBadge[] = _("直至得到新的徽章前\n这个不能使用。{PAUSE_UNTIL_PRESS}"); +const u8 gText_NoMoreThanVar1Pkmn[] = _("不超过{STR_VAR_1}宝可梦\n才能进入。{PAUSE_UNTIL_PRESS}"); +const u8 gText_SendMailToPC[] = _("取下邮件并发去\n你的电脑吗?"); +const u8 gText_MailSentToPC[] = _("邮件已经发送去你的电脑了!{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_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要和持有的道具\n交换吗?"); +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_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,不能再持有邮件了。{PAUSE_UNTIL_PRESS}"); +const u8 gText_MailTransferredFromMailbox[] = _("从邮箱里拿出了\n邮件。{PAUSE_UNTIL_PRESS}"); +const u8 gText_BagFullCouldNotRemoveItem[] = _("背包已经满了,宝可梦的\n道具不能放进去了。{PAUSE_UNTIL_PRESS}"); +const u8 gText_PkmnLearnedMove3[] = _("{STR_VAR_1}学会了\n{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}"); +const u8 gText_PkmnNeedsToReplaceMove[] = _("{STR_VAR_1}想要学习\n{STR_VAR_2}……\p为了学习{STR_VAR_2},\p要忘记其他的招式吗?"); +const u8 gText_StopLearningMove2[] = _("放弃学习{STR_VAR_2}吗?"); +const u8 gText_MoveNotLearned[] = _("{STR_VAR_1}没有学习\n{STR_VAR_2}就结束了。{PAUSE_UNTIL_PRESS}"); +const u8 gText_WhichMoveToForget[] = _("要忘记哪个招式呢?{PAUSE_UNTIL_PRESS}"); +const u8 gText_12PoofForgotMove[] = _("1,{PAUSE 15}2,{PAUSE 15}… {PAUSE 15}… {PAUSE 15}… {PAUSE 15}{PLAY_SE SE_BALL_BOUNCE_1}空!\p{STR_VAR_1}把{STR_VAR_2}的\n使用方法忘得干干净净了!\p于是……!{PAUSE_UNTIL_PRESS}"); +const u8 gText_PkmnAlreadyKnows[] = _("{STR_VAR_1}学会了\n{STR_VAR_2}!{PAUSE_UNTIL_PRESS}"); +const u8 gText_PkmnHPRestoredByVar2[] = _("{STR_VAR_1}的体力回复了\n{STR_VAR_2}。{PAUSE_UNTIL_PRESS}"); +const u8 gText_PkmnCuredOfPoison[] = _("{STR_VAR_1}的毒\n消失得干干净净!{PAUSE_UNTIL_PRESS}"); +const u8 gText_PkmnCuredOfParalysis[] = _("{STR_VAR_1}身体的\n麻痹状态消除了!{PAUSE_UNTIL_PRESS}"); +const u8 gText_PkmnWokeUp2[] = _("{STR_VAR_1}醒过来了!{PAUSE_UNTIL_PRESS}"); +const u8 gText_PkmnBurnHealed[] = _("{STR_VAR_1}的灼伤治愈了!{PAUSE_UNTIL_PRESS}"); +const u8 gText_PkmnFrostbiteHealed[] = _("{STR_VAR_1}的冻伤治愈了!{PAUSE_UNTIL_PRESS}"); +const u8 gText_PkmnThawedOut[] = _("{STR_VAR_1}身体的冰融化了!{PAUSE_UNTIL_PRESS}"); +const u8 gText_PPWasRestored[] = _("回复PP了!{PAUSE_UNTIL_PRESS}"); +const u8 gText_PkmnRegainhedHealth[] = _("{STR_VAR_1}回复体力了!{PAUSE_UNTIL_PRESS}"); // Unused +const u8 gText_PkmnBecameHealthy[] = _("{STR_VAR_1}变得健康了!{PAUSE_UNTIL_PRESS}"); +const u8 gText_MovesPPIncreased[] = _("{STR_VAR_1}的PP上升了!{PAUSE_UNTIL_PRESS}"); +const u8 gText_PkmnElevatedToLvVar2[] = _("{STR_VAR_1}的等级升到了\nLv.{STR_VAR_2}!"); +const u8 gText_PkmnGainedExp[] = _("{STR_VAR_1}获得了{STR_VAR_2}经验值!{PAUSE_UNTIL_PRESS}"); +const u8 gText_PkmnGainedExpAndElevatedToLvVar3[] = _("{STR_VAR_1}获得了{STR_VAR_2}经验值,\n等级提升到了Lv. {STR_VAR_3}!"); +const u8 gText_PkmnBaseVar2StatIncreased[] = _("{STR_VAR_1}的基础{STR_VAR_2}\n上升了!{PAUSE_UNTIL_PRESS}"); +const u8 gText_PkmnFriendlyBaseVar2Fell[] = _("{STR_VAR_1}和你有点亲密了!\n{STR_VAR_2}的基础点数降低了!{PAUSE_UNTIL_PRESS}"); +const u8 gText_PkmnAdoresBaseVar2Fell[] = _("{STR_VAR_1}和你的亲密度已经最高了!\n{STR_VAR_2}的基础点数降低了!{PAUSE_UNTIL_PRESS}"); +const u8 gText_PkmnFriendlyBaseVar2CantFall[] = _("{STR_VAR_1}和你有点亲密了!\n{STR_VAR_2}的基础点数不再降低!{PAUSE_UNTIL_PRESS}"); +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}变身了!{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[] = _("让哪个宝可梦学会?"); // Unused +const u8 gText_ChoosePokemon[] = _("请选择一个宝可梦。"); +const u8 gText_MoveToWhere[] = _("移动到哪里?"); +const u8 gText_TeachWhichPokemon[] = _("让哪个宝可梦学会?"); +const u8 gText_UseOnWhichPokemon[] = _("用于哪个宝可梦?"); +const u8 gText_GiveToWhichPokemon[] = _("给予哪个宝可梦?"); +const u8 gText_DoWhatWithPokemon[] = _("对这个宝可梦做什么?"); +const u8 gText_NothingToCut[] = _("这里没有东西可以砍。"); +const u8 gText_CantSurfHere[] = _("你不能在这冲浪。"); +const u8 gText_AlreadySurfing[] = _("你已经在冲浪了。"); +const u8 gText_CantUseHere[] = _("不能在这里使用!"); +const u8 gText_RestoreWhichMove[] = _("回复哪个招式?"); +const u8 gText_BoostPp[] = _("增加哪个招式的PP?"); +const u8 gText_DoWhatWithItem[] = _("对这个道具做什么?"); +const u8 gText_NoPokemonForBattle[] = _("没有宝可梦出战!"); +const u8 gText_ChoosePokemon2[] = _("请选择一个宝可梦。"); +const u8 gText_NotEnoughHp[] = _("没有足够体力……"); +const u8 gText_PokemonAreNeeded[] = _("{STR_VAR_1}宝可梦是必须的!"); +const u8 gText_PokemonCantBeSame[] = _("宝可梦不能一样!"); +const u8 gText_NoIdenticalHoldItems[] = _("不能携带相同的道具!"); +const u8 gText_CurrentIsTooFast[] = _("水流太急了!"); +const u8 gText_DoWhatWithMail[] = _("怎样处理这个邮件?"); +const u8 gText_ChoosePokemonCancel[] = _("请选择宝可梦或者取消。"); +const u8 gText_ChoosePokemonConfirm[] = _("请选择宝可梦并且确认。"); const u8 gText_SendWhichMonToPC[] = _("Send which POKéMON to the PC?"); -const u8 gText_EnjoyCycling[] = _("让我们享受兜风吧!") -const u8 gText_InUseAlready_PM[] = _("这个已经在使用了!") -const u8 gText_AlreadyHoldingOne[] = _("{STR_VAR_1}已经携带了\n一个{STR_VAR_2}!") -const u8 gText_WhichAppliance[] = _("要购买哪种电器呢?") -const u8 gText_NoUse[] = _("不使用。") -const u8 gText_Able[] = _("可用") -const u8 gText_First_PM[] = _("第一") -const u8 gText_Second_PM[] = _("第二") -const u8 gText_Third_PM[] = _("第三") -const u8 gText_Able2[] = _("可用") -const u8 gText_NotAble[] = _("不可用") -const u8 gText_Able3[] = _("能学!") -const u8 gText_NotAble2[] = _("不能学!") -const u8 gText_Learned[] = _("已学会") -const u8 gText_Have[] = _("已有") -const u8 gText_DontHave[] = _("没有") -const u8 gText_Fourth[] = _("第四") -const u8 gText_PkmnCantParticipate[] = _("这个宝可梦不能参加!{PAUSE_UNTIL_PRESS}") -const u8 gText_CancelParticipation[] = _("取消参加?") -const u8 gText_CancelBattle[] = _("取消战斗?") -const u8 gText_ReturnToWaitingRoom[] = _("返回等候大厅吗?") -const u8 gText_CancelChallenge[] = _("取消挑战吗?") -const u8 gText_EscapeFromHere[] = _("准备从这里脱离并\n返回{STR_VAR_1}吗?") -const u8 gText_ReturnToHealingSpot[] = _("准备返回上一个\n在{STR_VAR_1}的回复点吗?") -const u8 gText_PauseUntilPress[] = _("{PAUSE_UNTIL_PRESS}") +const u8 gText_EnjoyCycling[] = _("让我们享受兜风吧!"); +const u8 gText_InUseAlready_PM[] = _("这个已经在使用了!"); +const u8 gText_AlreadyHoldingOne[] = _("{STR_VAR_1}已经携带了\n一个{STR_VAR_2}!"); +const u8 gText_WhichAppliance[] = _("要购买哪种电器呢?"); +const u8 gText_NoUse[] = _("不使用。"); +const u8 gText_Able[] = _("可用"); +const u8 gText_First_PM[] = _("第一"); +const u8 gText_Second_PM[] = _("第二"); +const u8 gText_Third_PM[] = _("第三"); +const u8 gText_Able2[] = _("可用"); +const u8 gText_NotAble[] = _("不可用"); +const u8 gText_Able3[] = _("能学!"); +const u8 gText_NotAble2[] = _("不能学!"); +const u8 gText_Learned[] = _("已学会"); +const u8 gText_Have[] = _("已有"); +const u8 gText_DontHave[] = _("没有"); +const u8 gText_Fourth[] = _("第四"); +const u8 gText_PkmnCantParticipate[] = _("这个宝可梦不能参加!{PAUSE_UNTIL_PRESS}"); +const u8 gText_CancelParticipation[] = _("取消参加?"); +const u8 gText_CancelBattle[] = _("取消战斗?"); +const u8 gText_ReturnToWaitingRoom[] = _("返回等候大厅吗?"); +const u8 gText_CancelChallenge[] = _("取消挑战吗?"); +const u8 gText_EscapeFromHere[] = _("准备从这里脱离并\n返回{STR_VAR_1}吗?"); +const u8 gText_ReturnToHealingSpot[] = _("准备返回上一个\n在{STR_VAR_1}的回复点吗?"); +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[] = _("这是你最后一个能\n战斗的宝可梦了!") -ALIGNED(4) const u8 gText_PkmnCantBeTradedNow[] = _("这个宝可梦暂时不能\n交换!") -ALIGNED(4) const u8 gText_PkmnCantBeTraded[] = _("这个宝可梦不能\n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接受这个宝可梦!") -ALIGNED(4) const u8 gText_CantTradeWithTrainer[] = _("你暂时不能和那个\n训练家交换!") -ALIGNED(4) const u8 gText_NotPkmnOtherTrainerWants[] = _("这不是对方训练家\n想要的宝可梦种类!") -ALIGNED(4) const u8 gText_ThatIsntAnEgg[] = _("那不是宝可梦蛋!") -const u8 gText_Register[] = _("登记") -const u8 gText_Attack3[] = _("攻击") -const u8 gText_Defense3[] = _("防御") -const u8 gText_SpAtk4[] = _("特攻") -const u8 gText_SpDef4[] = _("特防") -const u8 gText_Speed2[] = _("速度") -const u8 gText_HP4[] = _("HP") -const u8 gText_EmptyString8[] = _("") // Unused -const u8 gText_OTSlash[] = _("初训家") -const u8 gText_RentalPkmn[] = _("租借宝可梦") -const u8 gText_TypeSlash[] = _("属性") -const u8 gText_Power[] = _("威力") -const u8 gText_Accuracy2[] = _("命中") -const u8 gText_Appeal[] = _("吸引力") -const u8 gText_Jam[] = _("干扰力") -const u8 gText_Status[] = _("状态") -const u8 gText_ExpPoints[] = _("经验值") -const u8 gText_NextLv[] = _("再升级需") -const u8 gText_RibbonsVar1[] = _("缎带数:{STR_VAR_1}") -const u8 gText_EmptyString5[] = _("nan") -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_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_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\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\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\n通过交换得到。") -const u8 gText_XNatureFatefulEncounter[] = _("性格{DYNAMIC 0}{DYNAMIC 2}{DYNAMIC 1}{DYNAMIC 5},\n\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\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\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\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_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_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[] = _("扔掉") -const u8 gText_Color161Shadow161[] = _("{COLOR 161}{SHADOW 161}") -const u8 gText_PutOutSelectedDecorItem[] = _("取出了选择的装饰物品。") -const u8 gText_StoreChosenDecorInPC[] = _("将选择的装饰物品存入了电脑中。") -const u8 gText_ThrowAwayUnwantedDecors[] = _("丢弃了不想要的装饰物品。") -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") -const u8 gText_Plant[] = _("盆栽") -const u8 gText_Ornament[] = _("物品") -const u8 gText_Mat[] = _("地毯") -const u8 gText_Poster[] = _("海报") -const u8 gText_Doll[] = _("玩偶哦") -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_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_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?") -const u8 gText_DecorationReturnedToPC[] = _("该装饰物品被收回了电脑。") -const u8 gText_NoDecorationsInUse[] = _("没有在使用的装饰物品。{PAUSE_UNTIL_PRESS}") -const u8 gText_Tristan[] = _("崔斯坦") -const u8 gText_Philip[] = _("菲利普") -const u8 gText_Dennis[] = _("丹尼斯") -const u8 gText_Roberto[] = _("罗伯托") -const u8 gText_NoItems[] = _("这里没有道具。{PAUSE_UNTIL_PRESS}") -const u8 gText_NoMailHere[] = _("这里没有邮件。{PAUSE_UNTIL_PRESS}") -const u8 gText_WhatToDoWithVar1sMail[] = _("你打算如何处理\n{STR_VAR_1}的邮件?") -const u8 gText_MessageWillBeLost[] = _("邮件信息将会丢失。\n确定吗?") -const u8 gText_BagIsFull[] = _("背包已经满了。{PAUSE_UNTIL_PRESS}") -const u8 gText_MailToBagMessageErased[] = _("邮件信息被清除掉了,\n邮件放回了背包。{PAUSE_UNTIL_PRESS}") -const u8 gText_Dad[] = _("爸爸") -const u8 gText_Mom[] = _("妈妈") -const u8 gText_Wallace[] = _("米可利") -const u8 gText_Steven[] = _("大吾") -const u8 gText_Brawly[] = _("藤树") -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_Decoration2[] = _("装饰") -const u8 gText_PackUp[] = _("收好") -const u8 gText_Registry[] = _("登记") -const u8 gText_Information[] = _("信息") -const u8 gText_Yes[] = _("是") -const u8 gText_No[] = _("否") -const u8 gText_Lv50[] = _("LV. 50") -const u8 gText_OpenLevel[] = _("自由级") -const u8 gText_RedShard[] = _("红色碎片") -const u8 gText_YellowShard[] = _("黄色碎片") -const u8 gText_BlueShard[] = _("蓝色碎片") -const u8 gText_GreenShard[] = _("绿色碎片") -const u8 gText_BattleFrontier[] = _("对战开拓区") -const u8 gText_Cool[] = _("帅气") -const u8 gText_Beauty[] = _("美丽") -const u8 gText_Cute[] = _("可爱") -const u8 gText_Smart[] = _("聪明") -const u8 gText_Tough[] = _("强壮") -const u8 gText_Normal[] = _("普通") -const u8 gText_Super[] = _("超级") -const u8 gText_Hyper[] = _("专家") -const u8 gText_Master[] = _("大师") -const u8 gText_Cool2[] = _("帅气") -const u8 gText_Beauty2[] = _("美丽") -const u8 gText_Cute2[] = _("可爱") -const u8 gText_Smart2[] = _("聪明") -const u8 gText_Tough2[] = _("强壮") -const u8 gText_Items[] = _("道具") -const u8 gText_Key_Items[] = _("重要道具") -const u8 gText_Poke_Balls[] = _("精灵球") -const u8 gText_TMs_Hms[] = _("招式学习器") -const u8 gText_Berries2[] = _("树果") -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[] = _("进入殿堂") -const u8 gText_LogOff[] = _("注销") -const u8 gText_Opponent[] = _("对手") -const u8 gText_Tourney_Tree[] = _("对阵树") -const u8 gText_ReadyToStart[] = _("准备开始") -const u8 gText_Single2[] = _("单人") -const u8 gText_Double2[] = _("双人") -const u8 gText_Multi[] = _("多人") -const u8 gText_MultiLink[] = _("多人联机") -const u8 gText_MenuOptionPokedex[] = _("图鉴") -const u8 gText_MenuOptionPokemon[] = _("宝可梦") -const u8 gText_MenuOptionBag[] = _("背包") -const u8 gText_MenuOptionPokenav[] = _("领航员") -const u8 gText_Blank[] = _("nan") -const u8 gText_MenuOptionSave[] = _("保存") -const u8 gText_MenuOptionOption[] = _("设置") -const u8 gText_MenuOptionExit[] = _("退出") -const u8 gText_SouthernIsland[] = _("南方孤岛") -const u8 gText_BirthIsland[] = _("诞生之岛") -const u8 gText_FarawayIsland[] = _("边境的小岛") -const u8 gText_NavelRock[] = _("脐之岩") -const u8 gText_NormalTagMatch[] = _("普通类比赛") -const u8 gText_VarietyTagMatch[] = _("多样类比赛") -const u8 gText_UniqueTagMatch[] = _("唯一类比赛") -const u8 gText_ExpertTagMatch[] = _("专家类比赛") -const u8 gText_TradeCenter[] = _("交换中心") -const u8 gText_Colosseum[] = _("竞技场") -const u8 gText_RecordCorner[] = _("联机中心") -const u8 gText_BerryCrush3[] = _("树果混合") -const u8 gText_BattleRules[] = _("对战规则") -const u8 gText_JudgeMind[] = _("判定:心") -const u8 gText_JudgeSkill[] = _("判定:技") -const u8 gText_JudgeBody[] = _("判定:体") -const u8 gText_BasicRules[] = _("基本规则") -const u8 gText_SwapPartners[] = _("交换:搭档") -const u8 gText_SwapNumber[] = _("交换:数量") -const u8 gText_SwapNotes[] = _("交换:记录") -const u8 gText_BattleBasics[] = _("对战基础") -const u8 gText_PokemonNature[] = _("精灵类型") -const u8 gText_PokemonMoves[] = _("精灵招式") -const u8 gText_Underpowered[] = _("失去战斗力") -const u8 gText_WhenInDanger[] = _("在危险时") -const u8 gText_BattlePokemon[] = _("对战精灵") -const u8 gText_BattleTrainers[] = _("对战训练师") -const u8 gText_GoOn[] = _("继续") -const u8 gText_Record2[] = _("记录") -const u8 gText_Rest[] = _("休息") -const u8 gText_Retire[] = _("退赛") -const u8 gText_1F[] = _("1F") -const u8 gText_2F[] = _("2F") -const u8 gText_3F[] = _("3F") -const u8 gText_4F[] = _("4F") -const u8 gText_5F[] = _("5F") -const u8 gText_6F[] = _("6F") -const u8 gText_7F[] = _("7F") -const u8 gText_8F[] = _("8F") -const u8 gText_9F[] = _("9F") -const u8 gText_10F[] = _("10F") -const u8 gText_11F[] = _("11F") -const u8 gText_B1F[] = _("B1F") -const u8 gText_B2F[] = _("B2F") -const u8 gText_B3F[] = _("B3F") -const u8 gText_B4F[] = _("B4F") -const u8 gText_Rooftop[] = _("屋顶") -const u8 gText_ElevatorNowOn[] = _("现在:") -const u8 gText_BP[] = _("BP") -const u8 gText_RankingHall[] = _("排名大厅") -const u8 gText_ExchangeService[] = _("交换服务") -const u8 gText_LilycoveCity[] = _("水静市") -const u8 gText_SlateportCity[] = _("凯那市") -const u8 gText_Exit[] = _("退出") -const u8 gText_YourPartysFull[] = _("持有精灵满了!{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 -const u8 gText_PokemonFemaleLv[] = _("{DYNAMIC 0}{COLOR_HIGHLIGHT_SHADOW LIGHT_GREEN WHITE BLUE}♀{COLOR_HIGHLIGHT_SHADOW DARK_GRAY WHITE LIGHT_GRAY}/{LV}{DYNAMIC 1} ") // Unused -const u8 gText_PokemonNoGenderLv[] = _("{DYNAMIC 0}/{LV}{DYNAMIC 1} ") // Unused -const u8 gText_PokemonMaleLv2[] = _("{DYNAMIC 0}{COLOR_HIGHLIGHT_SHADOW LIGHT_RED WHITE GREEN}♂{COLOR_HIGHLIGHT_SHADOW DARK_GRAY WHITE LIGHT_GRAY}/{LV}{DYNAMIC 1}{DYNAMIC 2} ") // Unused -const u8 gText_PokemonFemaleLv2[] = _("{DYNAMIC 0}{COLOR_HIGHLIGHT_SHADOW LIGHT_GREEN WHITE BLUE}♀{COLOR_HIGHLIGHT_SHADOW DARK_GRAY WHITE LIGHT_GRAY}/{LV}{DYNAMIC 1}{DYNAMIC 2} ") // Unused -const u8 gText_PokemonNoGenderLv2[] = _("{DYNAMIC 0}/{LV}{DYNAMIC 1}{DYNAMIC 2} ") // Unused -const u8 gText_CombineFourWordsOrPhrases[] = _("请组合四个词语或者短语") -const u8 gText_AndMakeYourProfile[] = _("构成你的个人简介") -const u8 gText_CombineSixWordsOrPhrases[] = _("请组合六个词语或者短语") -const u8 gText_AndMakeAMessage[] = _("构成一段信息。") -const u8 gText_FindWordsThatDescribeYour[] = _("找出词语来描述") -const u8 gText_FeelingsRightNow[] = _("你当前的感觉吧!") -const u8 gText_WithFourPhrases[] = _("使用四个句子") // Unused -const u8 gText_CombineNineWordsOrPhrases[] = _("组合九个词语或者短语") -const u8 gText_AndMakeAMessage2[] = _("来构成一段信息。") -const u8 gText_ChangeJustOneWordOrPhrase[] = _("更改一个词或者短语") -const u8 gText_AndImproveTheBardsSong[] = _("来改进诗人的歌词。") -const u8 gText_YourProfile[] = _("你的简况") -const u8 gText_YourFeelingAtTheBattlesStart[] = _("你在战斗开始时的感觉") -const u8 gText_WhatYouSayIfYouWin[] = _("战斗获胜后你会说什么") -const u8 gText_WhatYouSayIfYouLose[] = _("战斗输掉后你会说什么") -const u8 gText_TheAnswer[] = _("答案") -const u8 gText_TheMailMessage[] = _("邮件信息") -const u8 gText_TheMailSalutation[] = _("邮件的称呼语") // Unused -const u8 gText_TheBardsSong2[] = _("新歌") -const u8 gText_CombineTwoWordsOrPhrases[] = _("请组合两个词语或者短语") -const u8 gText_AndMakeATrendySaying[] = _("作为流行语。") -const u8 gText_TheTrendySaying[] = _("如你所见,这样的") -const u8 gText_IsAsShownOkay[] = _("流行语可以吗?") -const u8 gText_CombineTwoWordsOrPhrases2[] = _("请组合两个词语或者短语") -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[] = _("这个训练师的形象。") -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_PickAWordOrPhraseAnd[] = _("挑选一个词语或者短语") -const u8 gText_SetTheQuizAnswer[] = _("并设置测试的答案") -const u8 gText_TheAnswerColon[] = _("答案:") -const u8 gText_TheQuizColon[] = _("测试:") // Unused -const u8 gText_ApprenticePhrase[] = _("新手词汇:") -const u8 gText_QuitEditing[] = _("停止编辑吗?") -const u8 gText_StopGivingPkmnMail[] = _("停止给予精灵邮件吗?") -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,") -const u8 gText_BeDeletedThatOkay[] = _("这样可以吗?") -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_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[] = _("停止给予精灵邮件吗?") // Unused -const u8 gText_CreateAQuiz2[] = _("完成一个测试!") // 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") -const u8 gText_AtTheBattlesStart[] = _("在战斗开始时:") -const u8 gText_UponWinningABattle[] = _("在战斗获胜时:") -const u8 gText_UponLosingABattle[] = _("在战斗输掉时:") -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_Interview[] = _("采访") -const u8 gText_GoodSaying[] = _("好的言辞") -const u8 gText_FansQuestion[] = _("粉丝的问题") +ALIGNED(4) const u8 gText_OnlyPkmnForBattle[] = _("这是你最后一个能\n战斗的宝可梦了!"); +ALIGNED(4) const u8 gText_PkmnCantBeTradedNow[] = _("这个宝可梦暂时不能\n交换!"); +ALIGNED(4) const u8 gText_PkmnCantBeTraded[] = _("这个宝可梦不能\n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接受这个宝可梦!"); +ALIGNED(4) const u8 gText_CantTradeWithTrainer[] = _("你暂时不能和那个\n训练家交换!"); +ALIGNED(4) const u8 gText_NotPkmnOtherTrainerWants[] = _("这不是对方训练家\n想要的宝可梦种类!"); +ALIGNED(4) const u8 gText_ThatIsntAnEgg[] = _("那不是宝可梦蛋!"); +const u8 gText_Register[] = _("登记"); +const u8 gText_Attack3[] = _("攻击"); +const u8 gText_Defense3[] = _("防御"); +const u8 gText_SpAtk4[] = _("特攻"); +const u8 gText_SpDef4[] = _("特防"); +const u8 gText_Speed2[] = _("速度"); +const u8 gText_HP4[] = _("HP"); +const u8 gText_EmptyString8[] = _(""); // Unused +const u8 gText_OTSlash[] = _("初训家/"); +const u8 gText_RentalPkmn[] = _("租借宝可梦"); +const u8 gText_TypeSlash[] = _("属性/"); +const u8 gText_Power[] = _("威力"); +const u8 gText_Accuracy2[] = _("命中"); +const u8 gText_Appeal[] = _("吸引力"); +const u8 gText_Jam[] = _("干扰力"); +const u8 gText_Status[] = _("状态"); +const u8 gText_ExpPoints[] = _("经验值"); +const u8 gText_NextLv[] = _("再升级需"); +const u8 gText_RibbonsVar1[] = _("缎带数:{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_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_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_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_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[] = _("扔掉"); +const u8 gText_Color161Shadow161[] = _("{COLOR 161}{SHADOW 161}"); +const u8 gText_PutOutSelectedDecorItem[] = _("取出了选择的装饰物品。"); +const u8 gText_StoreChosenDecorInPC[] = _("将选择的装饰物品存入了电脑中。"); +const u8 gText_ThrowAwayUnwantedDecors[] = _("丢弃了不想要的装饰物品。"); +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"); +const u8 gText_Plant[] = _("盆栽"); +const u8 gText_Ornament[] = _("物品"); +const u8 gText_Mat[] = _("地毯"); +const u8 gText_Poster[] = _("海报"); +const u8 gText_Doll[] = _("玩偶哦"); +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_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_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?"); +const u8 gText_DecorationReturnedToPC[] = _("该装饰物品被收回了电脑。"); +const u8 gText_NoDecorationsInUse[] = _("没有在使用的装饰物品。{PAUSE_UNTIL_PRESS}"); +const u8 gText_Tristan[] = _("崔斯坦"); +const u8 gText_Philip[] = _("菲利普"); +const u8 gText_Dennis[] = _("丹尼斯"); +const u8 gText_Roberto[] = _("罗伯托"); +const u8 gText_NoItems[] = _("这里没有道具。{PAUSE_UNTIL_PRESS}"); +const u8 gText_NoMailHere[] = _("这里没有邮件。{PAUSE_UNTIL_PRESS}"); +const u8 gText_WhatToDoWithVar1sMail[] = _("你打算如何处理\n{STR_VAR_1}的邮件?"); +const u8 gText_MessageWillBeLost[] = _("邮件信息将会丢失。\n确定吗?"); +const u8 gText_BagIsFull[] = _("背包已经满了。{PAUSE_UNTIL_PRESS}"); +const u8 gText_MailToBagMessageErased[] = _("邮件信息被清除掉了,\n邮件放回了背包。{PAUSE_UNTIL_PRESS}"); +const u8 gText_Dad[] = _("爸爸"); +const u8 gText_Mom[] = _("妈妈"); +const u8 gText_Wallace[] = _("米可利"); +const u8 gText_Steven[] = _("大吾"); +const u8 gText_Brawly[] = _("藤树"); +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_Decoration2[] = _("装饰"); +const u8 gText_PackUp[] = _("收好"); +const u8 gText_Registry[] = _("登记"); +const u8 gText_Information[] = _("信息"); +const u8 gText_Yes[] = _("是"); +const u8 gText_No[] = _("否"); +const u8 gText_Lv50[] = _("LV. 50"); +const u8 gText_OpenLevel[] = _("自由级"); +const u8 gText_RedShard[] = _("红色碎片"); +const u8 gText_YellowShard[] = _("黄色碎片"); +const u8 gText_BlueShard[] = _("蓝色碎片"); +const u8 gText_GreenShard[] = _("绿色碎片"); +const u8 gText_BattleFrontier[] = _("对战开拓区"); +const u8 gText_Cool[] = _("帅气"); +const u8 gText_Beauty[] = _("美丽"); +const u8 gText_Cute[] = _("可爱"); +const u8 gText_Smart[] = _("聪明"); +const u8 gText_Tough[] = _("强壮"); +const u8 gText_Normal[] = _("普通"); +const u8 gText_Super[] = _("超级"); +const u8 gText_Hyper[] = _("专家"); +const u8 gText_Master[] = _("大师"); +const u8 gText_Cool2[] = _("帅气"); +const u8 gText_Beauty2[] = _("美丽"); +const u8 gText_Cute2[] = _("可爱"); +const u8 gText_Smart2[] = _("聪明"); +const u8 gText_Tough2[] = _("强壮"); +const u8 gText_Items[] = _("道具"); +const u8 gText_Key_Items[] = _("重要道具"); +const u8 gText_Poke_Balls[] = _("精灵球"); +const u8 gText_TMs_Hms[] = _("招式学习器"); +const u8 gText_Berries2[] = _("树果"); +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[] = _("进入殿堂"); +const u8 gText_LogOff[] = _("注销"); +const u8 gText_Opponent[] = _("对手"); +const u8 gText_Tourney_Tree[] = _("对阵树"); +const u8 gText_ReadyToStart[] = _("准备开始"); +const u8 gText_Single2[] = _("单人"); +const u8 gText_Double2[] = _("双人"); +const u8 gText_Multi[] = _("多人"); +const u8 gText_MultiLink[] = _("多人联机"); +const u8 gText_MenuOptionPokedex[] = _("图鉴"); +const u8 gText_MenuOptionPokemon[] = _("宝可梦"); +const u8 gText_MenuOptionBag[] = _("背包"); +const u8 gText_MenuOptionPokenav[] = _("领航员"); +const u8 gText_Blank[] = _(""); +const u8 gText_MenuOptionSave[] = _("保存"); +const u8 gText_MenuOptionOption[] = _("设置"); +const u8 gText_MenuOptionExit[] = _("退出"); +const u8 gText_SouthernIsland[] = _("南方孤岛"); +const u8 gText_BirthIsland[] = _("诞生之岛"); +const u8 gText_FarawayIsland[] = _("边境的小岛"); +const u8 gText_NavelRock[] = _("脐之岩"); +const u8 gText_NormalTagMatch[] = _("普通类比赛"); +const u8 gText_VarietyTagMatch[] = _("多样类比赛"); +const u8 gText_UniqueTagMatch[] = _("唯一类比赛"); +const u8 gText_ExpertTagMatch[] = _("专家类比赛"); +const u8 gText_TradeCenter[] = _("交换中心"); +const u8 gText_Colosseum[] = _("竞技场"); +const u8 gText_RecordCorner[] = _("联机中心"); +const u8 gText_BerryCrush3[] = _("树果混合"); +const u8 gText_BattleRules[] = _("对战规则"); +const u8 gText_JudgeMind[] = _("判定:心"); +const u8 gText_JudgeSkill[] = _("判定:技"); +const u8 gText_JudgeBody[] = _("判定:体"); +const u8 gText_BasicRules[] = _("基本规则"); +const u8 gText_SwapPartners[] = _("交换:搭档"); +const u8 gText_SwapNumber[] = _("交换:数量"); +const u8 gText_SwapNotes[] = _("交换:记录"); +const u8 gText_BattleBasics[] = _("对战基础"); +const u8 gText_PokemonNature[] = _("精灵类型"); +const u8 gText_PokemonMoves[] = _("精灵招式"); +const u8 gText_Underpowered[] = _("失去战斗力"); +const u8 gText_WhenInDanger[] = _("在危险时"); +const u8 gText_BattlePokemon[] = _("对战精灵"); +const u8 gText_BattleTrainers[] = _("对战训练师"); +const u8 gText_GoOn[] = _("继续"); +const u8 gText_Record2[] = _("记录"); +const u8 gText_Rest[] = _("休息"); +const u8 gText_Retire[] = _("退赛"); +const u8 gText_1F[] = _("1F"); +const u8 gText_2F[] = _("2F"); +const u8 gText_3F[] = _("3F"); +const u8 gText_4F[] = _("4F"); +const u8 gText_5F[] = _("5F"); +const u8 gText_6F[] = _("6F"); +const u8 gText_7F[] = _("7F"); +const u8 gText_8F[] = _("8F"); +const u8 gText_9F[] = _("9F"); +const u8 gText_10F[] = _("10F"); +const u8 gText_11F[] = _("11F"); +const u8 gText_B1F[] = _("B1F"); +const u8 gText_B2F[] = _("B2F"); +const u8 gText_B3F[] = _("B3F"); +const u8 gText_B4F[] = _("B4F"); +const u8 gText_Rooftop[] = _("屋顶"); +const u8 gText_ElevatorNowOn[] = _("现在:"); +const u8 gText_BP[] = _("BP"); +const u8 gText_RankingHall[] = _("排名大厅"); +const u8 gText_ExchangeService[] = _("交换服务"); +const u8 gText_LilycoveCity[] = _("水静市"); +const u8 gText_SlateportCity[] = _("凯那市"); +const u8 gText_Exit[] = _("退出"); +const u8 gText_YourPartysFull[] = _("持有精灵满了!{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 +const u8 gText_PokemonFemaleLv[] = _("{DYNAMIC 0}{COLOR_HIGHLIGHT_SHADOW LIGHT_GREEN WHITE BLUE}♀{COLOR_HIGHLIGHT_SHADOW DARK_GRAY WHITE LIGHT_GRAY}/{LV}{DYNAMIC 1}"); // Unused +const u8 gText_PokemonNoGenderLv[] = _("{DYNAMIC 0}/{LV}{DYNAMIC 1}"); // Unused +const u8 gText_PokemonMaleLv2[] = _("{DYNAMIC 0}{COLOR_HIGHLIGHT_SHADOW LIGHT_RED WHITE GREEN}♂{COLOR_HIGHLIGHT_SHADOW DARK_GRAY WHITE LIGHT_GRAY}/{LV}{DYNAMIC 1}{DYNAMIC 2}"); // Unused +const u8 gText_PokemonFemaleLv2[] = _("{DYNAMIC 0}{COLOR_HIGHLIGHT_SHADOW LIGHT_GREEN WHITE BLUE}♀{COLOR_HIGHLIGHT_SHADOW DARK_GRAY WHITE LIGHT_GRAY}/{LV}{DYNAMIC 1}{DYNAMIC 2}"); // Unused +const u8 gText_PokemonNoGenderLv2[] = _("{DYNAMIC 0}/{LV}{DYNAMIC 1}{DYNAMIC 2}"); // Unused +const u8 gText_CombineFourWordsOrPhrases[] = _("请组合四个词语或者短语"); +const u8 gText_AndMakeYourProfile[] = _("构成你的个人简介"); +const u8 gText_CombineSixWordsOrPhrases[] = _("请组合六个词语或者短语"); +const u8 gText_AndMakeAMessage[] = _("构成一段信息。"); +const u8 gText_FindWordsThatDescribeYour[] = _("找出词语来描述"); +const u8 gText_FeelingsRightNow[] = _("你当前的感觉吧!"); +const u8 gText_WithFourPhrases[] = _("使用四个句子"); // Unused +const u8 gText_CombineNineWordsOrPhrases[] = _("组合九个词语或者短语"); +const u8 gText_AndMakeAMessage2[] = _("来构成一段信息。"); +const u8 gText_ChangeJustOneWordOrPhrase[] = _("更改一个词或者短语"); +const u8 gText_AndImproveTheBardsSong[] = _("来改进诗人的歌词。"); +const u8 gText_YourProfile[] = _("你的简况"); +const u8 gText_YourFeelingAtTheBattlesStart[] = _("你在战斗开始时的感觉"); +const u8 gText_WhatYouSayIfYouWin[] = _("战斗获胜后你会说什么"); +const u8 gText_WhatYouSayIfYouLose[] = _("战斗输掉后你会说什么"); +const u8 gText_TheAnswer[] = _("答案"); +const u8 gText_TheMailMessage[] = _("邮件信息"); +const u8 gText_TheMailSalutation[] = _("邮件的称呼语"); // Unused +const u8 gText_TheBardsSong2[] = _("新歌"); +const u8 gText_CombineTwoWordsOrPhrases[] = _("请组合两个词语或者短语"); +const u8 gText_AndMakeATrendySaying[] = _("作为流行语。"); +const u8 gText_TheTrendySaying[] = _("如你所见,这样的"); +const u8 gText_IsAsShownOkay[] = _("流行语可以吗?"); +const u8 gText_CombineTwoWordsOrPhrases2[] = _("请组合两个词语或者短语"); +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[] = _("这个训练师的形象。"); +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_PickAWordOrPhraseAnd[] = _("挑选一个词语或者短语"); +const u8 gText_SetTheQuizAnswer[] = _("并设置测试的答案"); +const u8 gText_TheAnswerColon[] = _("答案:"); +const u8 gText_TheQuizColon[] = _("测试:"); // Unused +const u8 gText_ApprenticePhrase[] = _("新手词汇:"); +const u8 gText_QuitEditing[] = _("停止编辑吗?"); +const u8 gText_StopGivingPkmnMail[] = _("停止给予精灵邮件吗?"); +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,"); +const u8 gText_BeDeletedThatOkay[] = _("这样可以吗?"); +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_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[] = _("停止给予精灵邮件吗?"); // Unused +const u8 gText_CreateAQuiz2[] = _("完成一个测试!"); // 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"); +const u8 gText_AtTheBattlesStart[] = _("在战斗开始时:"); +const u8 gText_UponWinningABattle[] = _("在战斗获胜时:"); +const u8 gText_UponLosingABattle[] = _("在战斗输掉时:"); +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_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_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_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_SelectTheAnswer[] = _("请选择答案!") -const u8 gText_LyricsCantBeDeleted[] = _("不能删除这段词句!") -const u8 gText_PokemonLeague[] = _("精灵联盟") -const u8 gText_PokemonCenter[] = _("精灵中心") -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_NothingChanged[] = _("没有任何变化!") -const u8 gText_WontEatAnymore[] = _("不能再吃了……") -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。\n你可以继续游戏,但是不能存档。") -const u8 gText_GamePlayCannotBeContinued[] = _("{COLOR RED}“游戏无法继续,\n正在返回标题画面……”") -const u8 gText_CheckCompleted[] = _("检查完毕,\n正在尝试再次存档,\n请稍候。") -const u8 gText_SaveCompleteGameCannotContinue[] = _("保存完毕。\n{COLOR RED}“游戏无法继续,\n正在返回标题画面……”") -const u8 gText_SaveCompletePressA[] = _("保存完毕。\n{COLOR RED}“请按下A键。”") -const u8 gText_Ferry[] = _("港口") -const u8 gText_SecretBase[] = _("秘密基地") -const u8 gText_Hideout[] = _("藏身所") -const u8 gText_ResetRTCConfirmCancel[] = _("重置实时时钟吗?\nA: 确认, B: 取消") -const u8 gText_PresentTime[] = _("当前游戏中的时间") -const u8 gText_PreviousTime[] = _("以前游戏中的时间") -const u8 gText_PleaseResetTime[] = _("请重置时间。") -const u8 gText_ClockHasBeenReset[] = _("时钟已经被重置了,\n即将保存数据,请稍候。") -const u8 gText_SaveCompleted[] = _("保存完毕。") -const u8 gText_SaveFailed[] = _("保存失败……") -const u8 gText_NoSaveFileCantSetTime[] = _("没有记录档案,\n因此不能设置时间。") -const u8 gText_InGameClockUsable[] = _("游戏时钟的调节系统\n现在可以使用了。") -const u8 gText_Slots[] = _("插槽") -const u8 gText_Roulette[] = _("轮盘赌") -const u8 gText_Good[] = _("很好") -const u8 gText_VeryGood[] = _("非常好") -const u8 gText_Excellent[] = _("优秀") -const u8 gText_SoSo[] = _("一般") -const u8 gText_Bad[] = _("差") -const u8 gText_TheWorst[] = _("最糟糕") -const u8 gText_Spicy2[] = _("辣的") -const u8 gText_Dry2[] = _("涩的") -const u8 gText_Sweet2[] = _("甜的") -const u8 gText_Bitter2[] = _("苦的") -const u8 gText_Sour2[] = _("酸的") -const u8 gText_Single[] = _("单人") -const u8 gText_Double[] = _("双人") -const u8 gText_Jackpot[] = _("赌注") -const u8 gText_First[] = _("第一") -const u8 gText_Second[] = _("第二") -const u8 gText_Third[] = _("第三") +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_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_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_SelectTheAnswer[] = _("请选择答案!"); +const u8 gText_LyricsCantBeDeleted[] = _("不能删除这段词句!"); +const u8 gText_PokemonLeague[] = _("精灵联盟"); +const u8 gText_PokemonCenter[] = _("精灵中心"); +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_NothingChanged[] = _("没有任何变化!"); +const u8 gText_WontEatAnymore[] = _("不能再吃了……"); +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。\n你可以继续游戏,但是不能存档。"); +const u8 gText_GamePlayCannotBeContinued[] = _("{COLOR RED}“游戏无法继续,\n正在返回标题画面……”"); +const u8 gText_CheckCompleted[] = _("检查完毕,\n正在尝试再次存档,\n请稍候。"); +const u8 gText_SaveCompleteGameCannotContinue[] = _("保存完毕。\n{COLOR RED}“游戏无法继续,\n正在返回标题画面……”"); +const u8 gText_SaveCompletePressA[] = _("保存完毕。\n{COLOR RED}“请按下A键。”"); +const u8 gText_Ferry[] = _("港口"); +const u8 gText_SecretBase[] = _("秘密基地"); +const u8 gText_Hideout[] = _("藏身所"); +const u8 gText_ResetRTCConfirmCancel[] = _("重置实时时钟吗?\nA: 确认, B: 取消"); +const u8 gText_PresentTime[] = _("当前游戏中的时间"); +const u8 gText_PreviousTime[] = _("以前游戏中的时间"); +const u8 gText_PleaseResetTime[] = _("请重置时间。"); +const u8 gText_ClockHasBeenReset[] = _("时钟已经被重置了,\n即将保存数据,请稍候。"); +const u8 gText_SaveCompleted[] = _("保存完毕。"); +const u8 gText_SaveFailed[] = _("保存失败……"); +const u8 gText_NoSaveFileCantSetTime[] = _("没有记录档案,\n因此不能设置时间。"); +const u8 gText_InGameClockUsable[] = _("游戏时钟的调节系统\n现在可以使用了。"); +const u8 gText_Slots[] = _("插槽"); +const u8 gText_Roulette[] = _("轮盘赌"); +const u8 gText_Good[] = _("很好"); +const u8 gText_VeryGood[] = _("非常好"); +const u8 gText_Excellent[] = _("优秀"); +const u8 gText_SoSo[] = _("一般"); +const u8 gText_Bad[] = _("差"); +const u8 gText_TheWorst[] = _("最糟糕"); +const u8 gText_Spicy2[] = _("辣的"); +const u8 gText_Dry2[] = _("涩的"); +const u8 gText_Sweet2[] = _("甜的"); +const u8 gText_Bitter2[] = _("苦的"); +const u8 gText_Sour2[] = _("酸的"); +const u8 gText_Single[] = _("单人"); +const u8 gText_Double[] = _("双人"); +const u8 gText_Jackpot[] = _("赌注"); +const u8 gText_First[] = _("第一"); +const u8 gText_Second[] = _("第二"); +const u8 gText_Third[] = _("第三"); #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") +const u8 gText_PkmnFainted_FldPsn[] = _("{STR_VAR_1}忍住了毒素,\n毒素消退了!\p"); #else -const u8 gText_PkmnFainted_FldPsn[] = _("{STR_VAR_1}忍住了毒素,\n毒素消退了!\p") +const u8 gText_PkmnFainted_FldPsn[] = _("{STR_VAR_1}忍住了毒素,\n毒素消退了!\p"); #endif -const u8 gText_Marco[] = _("浩二") -const u8 gText_TrainerCardName[] = _("名字:") -const u8 gText_TrainerCardIDNo[] = _("IDNo.") -const u8 gText_TrainerCardMoney[] = _("金钱") -const u8 gText_PokeDollar[] = _("$ ") // Unused -const u8 gText_TrainerCardPokedex[] = _("图鉴") -const u8 gText_EmptyString6[] = _("nan") -const u8 gText_Colon2[] = _(":") -const u8 gText_Points[] = _("点数 ") // Unused -const u8 gText_TrainerCardTime[] = _("时间") +const u8 gText_Marco[] = _("浩二"); +const u8 gText_TrainerCardName[] = _("名字:"); +const u8 gText_TrainerCardIDNo[] = _("IDNo."); +const u8 gText_TrainerCardMoney[] = _("金钱"); +const u8 gText_PokeDollar[] = _("$"); // Unused +const u8 gText_TrainerCardPokedex[] = _("图鉴"); +const u8 gText_EmptyString6[] = _(""); +const u8 gText_Colon2[] = _(":"); +const u8 gText_Points[] = _("点数"); // Unused +const u8 gText_TrainerCardTime[] = _("时间"); const u8 gJPText_BattlePoints[] = _("ゲ-ムポイント"); // Unused. Name presumed, translation is Game Points -const u8 gText_Var1sTrainerCard[] = _("{STR_VAR_1}的训练家卡片") -const u8 gText_HallOfFameDebut[] = _("初次进入殿堂") -const u8 gText_LinkBattles[] = _("联机对战") -const u8 gText_LinkCableBattles[] = _("有线联机对战") -const u8 gText_WinsLosses[] = _("W:{COLOR RED}{SHADOW LIGHT_RED}{STR_VAR_1}{COLOR DARK_GRAY}{SHADOW LIGHT_GRAY} L:{COLOR RED}{SHADOW LIGHT_RED}{STR_VAR_2}{COLOR DARK_GRAY}{SHADOW LIGHT_GRAY}") -const u8 gText_PokemonTrades[] = _("宝可梦交换") -const u8 gText_UnionTradesAndBattles[] = _("联合交换和对战") -const u8 gText_BerryCrush[] = _("树果混合") -const u8 gText_WaitingTrainerFinishReading[] = _("正在等待另一位训练家\n结束查看你的训练家卡片。") -const u8 gText_PokeblocksWithFriends[] = _("宝可方块 赢/个朋友") -const u8 gText_NumPokeblocks[] = _("{STR_VAR_1}{COLOR DARK_GRAY}{SHADOW LIGHT_GRAY}") -const u8 gText_WonContestsWFriends[] = _("赢得华丽大赛赢/个朋友") -const u8 gText_BattlePtsWon[] = _("赢得对战点数") -const u8 gText_NumBP[] = _("{STR_VAR_1}{COLOR DARK_GRAY}{SHADOW LIGHT_GRAY}BP") -const u8 gText_BattleTower[] = _("对战塔") -const u8 gText_WinsStraight[] = _("胜/{COLOR RED}{SHADOW LIGHT_RED}{STR_VAR_1}{COLOR DARK_GRAY}{SHADOW LIGHT_GRAY} 连续/{COLOR RED}{SHADOW LIGHT_RED}{STR_VAR_2}") -const u8 gText_BattleTower2[] = _("对战塔") -const u8 gText_BattleDome[] = _("对战巨蛋") -const u8 gText_BattlePalace[] = _("对战宫殿") -const u8 gText_BattleFactory[] = _("对战工厂") -const u8 gText_BattleArena[] = _("对战竞技场") -const u8 gText_BattlePike[] = _("对战水管") -const u8 gText_BattlePyramid[] = _("对战金字塔") +const u8 gText_Var1sTrainerCard[] = _("{STR_VAR_1}的训练家卡片"); +const u8 gText_HallOfFameDebut[] = _("初次进入殿堂"); +const u8 gText_LinkBattles[] = _("联机对战"); +const u8 gText_LinkCableBattles[] = _("有线联机对战"); +const u8 gText_WinsLosses[] = _("W:{COLOR RED}{SHADOW LIGHT_RED}{STR_VAR_1}{COLOR DARK_GRAY}{SHADOW LIGHT_GRAY} L:{COLOR RED}{SHADOW LIGHT_RED}{STR_VAR_2}{COLOR DARK_GRAY}{SHADOW LIGHT_GRAY}"); +const u8 gText_PokemonTrades[] = _("宝可梦交换"); +const u8 gText_UnionTradesAndBattles[] = _("联合交换和对战"); +const u8 gText_BerryCrush[] = _("树果混合"); +const u8 gText_WaitingTrainerFinishReading[] = _("正在等待另一位训练家\n结束查看你的训练家卡片。"); +const u8 gText_PokeblocksWithFriends[] = _("宝可方块 赢/个朋友"); +const u8 gText_NumPokeblocks[] = _("{STR_VAR_1}{COLOR DARK_GRAY}{SHADOW LIGHT_GRAY}"); +const u8 gText_WonContestsWFriends[] = _("赢得华丽大赛赢/个朋友"); +const u8 gText_BattlePtsWon[] = _("赢得对战点数"); +const u8 gText_NumBP[] = _("{STR_VAR_1}{COLOR DARK_GRAY}{SHADOW LIGHT_GRAY}BP"); +const u8 gText_BattleTower[] = _("对战塔"); +const u8 gText_WinsStraight[] = _("胜/{COLOR RED}{SHADOW LIGHT_RED}{STR_VAR_1}{COLOR DARK_GRAY}{SHADOW LIGHT_GRAY} 连续/{COLOR RED}{SHADOW LIGHT_RED}{STR_VAR_2}"); +const u8 gText_BattleTower2[] = _("对战塔"); +const u8 gText_BattleDome[] = _("对战巨蛋"); +const u8 gText_BattlePalace[] = _("对战宫殿"); +const u8 gText_BattleFactory[] = _("对战工厂"); +const u8 gText_BattleArena[] = _("对战竞技场"); +const u8 gText_BattlePike[] = _("对战水管"); +const u8 gText_BattlePyramid[] = _("对战金字塔"); -ALIGNED(4) const u8 gText_FacilitySingle[] = _("{STR_VAR_1}单人") -ALIGNED(4) const u8 gText_FacilityDouble[] = _("{STR_VAR_1}双人") -ALIGNED(4) const u8 gText_FacilityMulti[] = _("{STR_VAR_1}多人") -ALIGNED(4) const u8 gText_FacilityLink[] = _("{STR_VAR_1}联机") -ALIGNED(4) const u8 gText_Facility[] = _("{STR_VAR_1}") +ALIGNED(4) const u8 gText_FacilitySingle[] = _("{STR_VAR_1}单人"); +ALIGNED(4) const u8 gText_FacilityDouble[] = _("{STR_VAR_1}双人"); +ALIGNED(4) const u8 gText_FacilityMulti[] = _("{STR_VAR_1}多人"); +ALIGNED(4) const u8 gText_FacilityLink[] = _("{STR_VAR_1}联机"); +ALIGNED(4) const u8 gText_Facility[] = _("{STR_VAR_1}"); -const u8 gText_Give[] = _("给予") -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[] = _("公布结果!") -const u8 gText_PreliminaryResults[] = _("初步结果!") -const u8 gText_Round2Results[] = _("第2轮结果!") -const u8 gText_ContestantsMonWon[] = _("{STR_VAR_1}的{STR_VAR_2}赢了!") -const u8 gText_CommunicationStandby[] = _("通信等待中……") -const u8 gText_ColorDarkGray[] = _("{COLOR DARK_GRAY}") -const u8 gText_ColorDynamic6WhiteDynamic5[] = _("{COLOR_HIGHLIGHT_SHADOW DYNAMIC_COLOR6 WHITE DYNAMIC_COLOR5} ") // Unused -const u8 gText_HealthboxNickname[] = _("nan") -const u8 gText_EmptySpace2[] = _("") // Unused -const u8 gText_HealthboxGender_Male[] = _("{COLOR 14}♂") -const u8 gText_HealthboxGender_Female[] = _("{COLOR 6}♀") -const u8 gText_HealthboxGender_None[] = _("nan") -const u8 gText_Upper[] = _("上升") -const u8 gText_Lower[] = _("下降") -const u8 gText_Others[] = _("其他人") -const u8 gText_Symbols[] = _("象征") -const u8 gText_Register2[] = _("登记") -const u8 gText_Exit2[] = _("退出") -const u8 gText_QuitChatting[] = _("是否退出聊天?") -const u8 gText_RegisterTextWhere[] = _("在哪里登记文本?") -const u8 gText_RegisterTextHere[] = _("在这里登记文本?") -const u8 gText_InputText[] = _("输入正文。") -const u8 gText_F700JoinedChat[] = _("{DYNAMIC 0}参与聊天!") -const u8 gText_F700LeftChat[] = _("{DYNAMIC 0}不聊了。") +const u8 gText_Give[] = _("给予"); +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[] = _("公布结果!"); +const u8 gText_PreliminaryResults[] = _("初步结果!"); +const u8 gText_Round2Results[] = _("第2轮结果!"); +const u8 gText_ContestantsMonWon[] = _("{STR_VAR_1}的{STR_VAR_2}赢了!"); +const u8 gText_CommunicationStandby[] = _("通信等待中……"); +const u8 gText_ColorDarkGray[] = _("{COLOR DARK_GRAY}"); +const u8 gText_ColorDynamic6WhiteDynamic5[] = _("{COLOR_HIGHLIGHT_SHADOW DYNAMIC_COLOR6 WHITE DYNAMIC_COLOR5}"); // Unused +const u8 gText_HealthboxNickname[] = _(""); +const u8 gText_EmptySpace2[] = _(""); // Unused +const u8 gText_HealthboxGender_Male[] = _("{COLOR 14}♂"); +const u8 gText_HealthboxGender_Female[] = _("{COLOR 6}♀"); +const u8 gText_HealthboxGender_None[] = _(""); +const u8 gText_Upper[] = _("上升"); +const u8 gText_Lower[] = _("下降"); +const u8 gText_Others[] = _("其他人"); +const u8 gText_Symbols[] = _("象征"); +const u8 gText_Register2[] = _("登记"); +const u8 gText_Exit2[] = _("退出"); +const u8 gText_QuitChatting[] = _("是否退出聊天?"); +const u8 gText_RegisterTextWhere[] = _("在哪里登记文本?"); +const u8 gText_RegisterTextHere[] = _("在这里登记文本?"); +const u8 gText_InputText[] = _("输入正文。"); +const u8 gText_F700JoinedChat[] = _("{DYNAMIC 0}参与聊天!"); +const u8 gText_F700LeftChat[] = _("{DYNAMIC 0}不聊了。"); const u8 gJPText_PlayersXPokemon[] = _("{DYNAMIC 0}の{DYNAMIC 1}ひきめ:"); // Unused const u8 gJPText_PlayersXPokmonDoesNotExist[] = _("{DYNAMIC 0}の{DYNAMIC 1}ひきめは いません"); // Unused -const u8 gText_ExitingChat[] = _("正在退出聊天……") -const u8 gText_LeaderLeftEndingChat[] = _("队长{DYNAMIC 0}已经离开,\n聊天结束。") -const u8 gText_RegisteredTextChangedOKToSave[] = _("登记的文本已经更改。\n是否保存游戏?") -const u8 gText_AlreadySavedFile_Chat[] = _("已经有记录存档了,\n是否覆盖记录?") -const u8 gText_SavingDontTurnOff_Chat[] = _("保存中……\n请不要关闭电源。") -const u8 gText_PlayerSavedGame_Chat[] = _("{DYNAMIC 0}保存了游戏。") -const u8 gText_IfLeaderLeavesChatEnds[] = _("如果队长离开了,\n聊天就会结束。这样可以吗?") -const u8 gText_Hello[] = _("你好") -const u8 gText_Pokemon2[] = _("宝可梦") -const u8 gText_Trade[] = _("交换") -const u8 gText_Battle[] = _("对战") -const u8 gText_Lets[] = _("让我们") -const u8 gText_Ok[] = _("好!") -const u8 gText_Sorry[] = _("抱歉") -const u8 gText_YaySmileEmoji[] = _("哈!{EMOJI_BIGSMILE}") -const u8 gText_ThankYou[] = _("谢谢") -const u8 gText_ByeBye[] = _("拜拜!") -const u8 gText_PlayerScurriedToCenter[] = _("{PLAYER} scurried to a POKéMON CENTER,\nprotecting the exhausted and fainted\nPOKéMON from further harm…\p") -const u8 gText_PlayerScurriedBackHome[] = _("{PLAYER} scurried back home, protecting\nthe exhausted and fainted POKéMON from\nfurther harm…\p") -const u8 gText_HatchedFromEgg[] = _("{STR_VAR_1}从蛋里面孵化了!") -const u8 gText_NicknameHatchPrompt[] = _("是否给新出生的\n{STR_VAR_1}取个名字?") -ALIGNED(4) const u8 gText_ReadyPickBerry[] = _("是否准备开始树果混合?\n请选择一个树果。\p") -ALIGNED(4) const u8 gText_WaitForAllChooseBerry[] = _("请等待每一位\n成员选择好树果。") -ALIGNED(4) const u8 gText_EndedWithXUnitsPowder[] = _("{PAUSE_MUSIC}{PLAY_BGM MUS_LEVEL_UP}你最终获得{STR_VAR_1}单位\n圆滑的树果粉末。{RESUME_MUSIC}\p你树果粉末的\n总数是{STR_VAR_2}。\p") -ALIGNED(4) const u8 gText_RecordingGameResults[] = _("在存档中记录\n你的结果,请稍后。") -ALIGNED(4) const u8 gText_PlayBerryCrushAgain[] = _("是否再来一次树果混合?") -ALIGNED(4) const u8 gText_YouHaveNoBerries[] = _("你没有树果。\n即将取消游戏。") -ALIGNED(4) const u8 gText_MemberDroppedOut[] = _("有一位成员退出,\n即将取消游戏。") -ALIGNED(4) const u8 gText_TimesUpNoGoodPowder[] = _("时间到。\p不能制作出好的\n树果粉末……\p") -ALIGNED(4) const u8 gText_CommunicationStandby2[] = _("通信等待中……") -ALIGNED(4) const u8 gText_1DotBlueF700[] = _("1. {COLOR BLUE}{SHADOW LIGHT_BLUE}{DYNAMIC 0}") -ALIGNED(4) const u8 gText_1DotF700[] = _("1. {DYNAMIC 0}") -ALIGNED(4) const u8 gText_SpaceTimes2[] = _("次") -ALIGNED(4) const u8 gText_XDotY[] = _("{STR_VAR_1}.{STR_VAR_2}") -ALIGNED(4) const u8 gText_Var1Berry[] = _("{STR_VAR_1}个树果") -ALIGNED(4) const u8 gText_TimeColon[] = _("时间:") -ALIGNED(4) const u8 gText_PressingSpeed[] = _("按键速度:") -ALIGNED(4) const u8 gText_Silkiness[] = _("圆滑度:") -ALIGNED(4) const u8 gText_StrVar1[] = _("{STR_VAR_1}") -ALIGNED(4) const u8 gText_SpaceMin[] = _("分") -ALIGNED(4) const u8 gText_XDotY2[] = _("{STR_VAR_1}.{STR_VAR_2}") -ALIGNED(4) const u8 gText_SpaceSec[] = _("秒") -ALIGNED(4) const u8 gText_XDotY3[] = _("{STR_VAR_1}.{STR_VAR_2}") -ALIGNED(4) const u8 gText_TimesPerSec[] = _("次/秒") -ALIGNED(4) const u8 gText_Var1Percent[] = _("{STR_VAR_1}%") -ALIGNED(4) const u8 gText_PressesRankings[] = _("键速排名No.") -ALIGNED(4) const u8 gText_CrushingResults[] = _("混合结果") -ALIGNED(4) const u8 gText_NeatnessRankings[] = _("圆滑度排名") -ALIGNED(4) const u8 gText_CoopRankings[] = _("协力合作排名") -ALIGNED(4) const u8 gText_PressingPowerRankings[] = _("按压力度排名") -const u8 gText_BerryCrush2[] = _("树果混合") -const u8 gText_PressingSpeedRankings[] = _("按压速度排名") -const u8 gText_Var1Players[] = _("{STR_VAR_1}个玩家") -const u8 gText_SymbolsEarned[] = _("已获得的象征") -const u8 gText_BattleRecord[] = _("战斗记录") -const u8 gText_BattlePoints[] = _("战斗点数") -const u8 gText_UnusedCancel[] = _("取消 ") // Unused -const u8 gText_EmptyString7[] = _("nan") -const u8 gText_CheckFrontierMap[] = _("查看对战开拓区地图。") -const u8 gText_CheckTrainerCard[] = _("查看训练家卡片。") -const u8 gText_ViewRecordedBattle[] = _("重播战斗过程。") -const u8 gText_PutAwayFrontierPass[] = _("放好开拓区通行证。") -const u8 gText_CurrentBattlePoints[] = _("当前的战斗点数。") -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[] = _("对战水管——运气的象征") -const u8 gText_BattlePyramidBraveSymbol[] = _("战斗金字塔——英勇的象征") -const u8 gText_ThereIsNoBattleRecord[] = _("没有战斗记录。") -const u8 gText_BattleTower3[] = _("对战塔") -const u8 gText_BattleDome2[] = _("对战巨蛋") -const u8 gText_BattlePalace2[] = _("对战宫殿") -const u8 gText_BattleArena2[] = _("对战竞技场") -const u8 gText_BattleFactory2[] = _("对战工厂") -const u8 gText_BattlePike2[] = _("对战水管") -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这里将会考验你的能力。") -const u8 gText_BattleDomeDesc[] = _("在比赛期间一直保持胜利!\n这里将会考验你的战术。") -const u8 gText_BattlePalaceDesc[] = _("注视你的宝可梦战斗!\n这里将会考验你的精神。") -const u8 gText_BattleArenaDesc[] = _("通过宝可梦的合作来赢取战斗!\n这里将会考验你的毅力。") -const u8 gText_BattleFactoryDesc[] = _("以胜利为目标,使用租借的宝可梦吧!\n这里将会考验你的知识。") -const u8 gText_BattlePikeDesc[] = _("从三条路中选择一条去战斗吧!\n这里将会考验你的运气。") -const u8 gText_BattlePyramidDesc[] = _("在探险中瞄准塔顶吧!\n这里将会考验你的勇气。") -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:") -const u8 gText_BestScore[] = _("最高得分:") -const u8 gText_BerriesInRowFivePlayers[] = _("树果被五位玩家挑选\n放到一起:") -const u8 gText_BerryPickingResults[] = _("公布摘树果结果!") -const u8 gText_10P30P50P50P[] = _("{CLEAR_TO 0x03}10P{CLEAR_TO 0x2B}30P{CLEAR_TO 0x53}50P{CLEAR_TO 0x77}{EMOJI_MINUS}50P") -const u8 gText_AnnouncingRankings[] = _("宣布名次!") -const u8 gText_AnnouncingPrizes[] = _("宣布奖品!") -const u8 gText_1Colon[] = _("01:00:00") -const u8 gText_2Colon[] = _("2:") -const u8 gText_3Colon[] = _("3:") -const u8 gText_4Colon[] = _("4:") -const u8 gText_5Colon[] = _("5:") -const u8 gText_FirstPlacePrize[] = _("第一名获得\n这个{DYNAMIC 0}!") -const u8 gText_CantHoldAnyMore[] = _("你不能携带更多了!") -const u8 gText_FilledStorageSpace[] = _("存储空间已经满了。") -const u8 gText_WantToPlayAgain[] = _("再玩一次吗?") -const u8 gText_SomeoneDroppedOut[] = _("有人退出了,\n连接会断开。") -const u8 gText_SpacePoints[] = _("点数") -const u8 gText_CommunicationStandby3[] = _("通信等待中……") -const u8 gText_SpacePoints2[] = _("点数") -const u8 gText_SpaceTimes3[] = _("次") -const u8 gText_PkmnJumpRecords[] = _("宝可梦跳绳记录") -const u8 gText_JumpsInARow[] = _("连续跳跃:") -const u8 gText_BestScore2[] = _("最高分:") -const u8 gText_ExcellentsInARow[] = _("连续优秀:") -const u8 gText_AwesomeWonF701F700[] = _("了不起的得分!\n你赢得了{DYNAMIC 1} {DYNAMIC 0}!") -const u8 gText_FilledStorageSpace2[] = _("存储空间已经满了。") -const u8 gText_CantHoldMore[] = _("你不能携带更多了!") -const u8 gText_WantToPlayAgain2[] = _("再玩一次吗?") -const u8 gText_SomeoneDroppedOut2[] = _("有人退出了,\n连接会断开。") -const u8 gText_CommunicationStandby4[] = _("通信等待中……") -const u8 gText_LinkContestResults[] = _("{PLAYER}的联机竞赛结果") -const u8 gText_1st[] = _("1st") -const u8 gText_2nd[] = _("2nd") -const u8 gText_3rd[] = _("3rd") -const u8 gText_4th[] = _("4th") -const u8 gText_Friend[] = _("好友") -const u8 gText_Pokemon3[] = _("宝可梦 ") // Unused +const u8 gText_ExitingChat[] = _("正在退出聊天……"); +const u8 gText_LeaderLeftEndingChat[] = _("队长{DYNAMIC 0}已经离开,\n聊天结束。"); +const u8 gText_RegisteredTextChangedOKToSave[] = _("登记的文本已经更改。\n是否保存游戏?"); +const u8 gText_AlreadySavedFile_Chat[] = _("已经有记录存档了,\n是否覆盖记录?"); +const u8 gText_SavingDontTurnOff_Chat[] = _("保存中……\n请不要关闭电源。"); +const u8 gText_PlayerSavedGame_Chat[] = _("{DYNAMIC 0}保存了游戏。"); +const u8 gText_IfLeaderLeavesChatEnds[] = _("如果队长离开了,\n聊天就会结束。这样可以吗?"); +const u8 gText_Hello[] = _("你好"); +const u8 gText_Pokemon2[] = _("宝可梦"); +const u8 gText_Trade[] = _("交换"); +const u8 gText_Battle[] = _("对战"); +const u8 gText_Lets[] = _("让我们"); +const u8 gText_Ok[] = _("好!"); +const u8 gText_Sorry[] = _("抱歉"); +const u8 gText_YaySmileEmoji[] = _("哈!{EMOJI_BIGSMILE}"); +const u8 gText_ThankYou[] = _("谢谢"); +const u8 gText_ByeBye[] = _("拜拜!"); +const u8 gText_PlayerScurriedToCenter[] = _("{PLAYER} scurried to a POKéMON CENTER,\nprotecting the exhausted and fainted\nPOKéMON from further harm…\p"); +const u8 gText_PlayerScurriedBackHome[] = _("{PLAYER} scurried back home, protecting\nthe exhausted and fainted POKéMON from\nfurther harm…\p"); +const u8 gText_HatchedFromEgg[] = _("{STR_VAR_1}从蛋里面孵化了!"); +const u8 gText_NicknameHatchPrompt[] = _("是否给新出生的\n{STR_VAR_1}取个名字?"); +ALIGNED(4) const u8 gText_ReadyPickBerry[] = _("是否准备开始树果混合?\n请选择一个树果。\p"); +ALIGNED(4) const u8 gText_WaitForAllChooseBerry[] = _("请等待每一位\n成员选择好树果。"); +ALIGNED(4) const u8 gText_EndedWithXUnitsPowder[] = _("{PAUSE_MUSIC}{PLAY_BGM MUS_LEVEL_UP}你最终获得{STR_VAR_1}单位\n圆滑的树果粉末。{RESUME_MUSIC}\p你树果粉末的\n总数是{STR_VAR_2}。\p"); +ALIGNED(4) const u8 gText_RecordingGameResults[] = _("在存档中记录\n你的结果,请稍后。"); +ALIGNED(4) const u8 gText_PlayBerryCrushAgain[] = _("是否再来一次树果混合?"); +ALIGNED(4) const u8 gText_YouHaveNoBerries[] = _("你没有树果。\n即将取消游戏。"); +ALIGNED(4) const u8 gText_MemberDroppedOut[] = _("有一位成员退出,\n即将取消游戏。"); +ALIGNED(4) const u8 gText_TimesUpNoGoodPowder[] = _("时间到。\p不能制作出好的\n树果粉末……\p"); +ALIGNED(4) const u8 gText_CommunicationStandby2[] = _("通信等待中……"); +ALIGNED(4) const u8 gText_1DotBlueF700[] = _("1. {COLOR BLUE}{SHADOW LIGHT_BLUE}{DYNAMIC 0}"); +ALIGNED(4) const u8 gText_1DotF700[] = _("1. {DYNAMIC 0}"); +ALIGNED(4) const u8 gText_SpaceTimes2[] = _("次"); +ALIGNED(4) const u8 gText_XDotY[] = _("{STR_VAR_1}.{STR_VAR_2}"); +ALIGNED(4) const u8 gText_Var1Berry[] = _("{STR_VAR_1}个树果"); +ALIGNED(4) const u8 gText_TimeColon[] = _("时间:"); +ALIGNED(4) const u8 gText_PressingSpeed[] = _("按键速度:"); +ALIGNED(4) const u8 gText_Silkiness[] = _("圆滑度:"); +ALIGNED(4) const u8 gText_StrVar1[] = _("{STR_VAR_1}"); +ALIGNED(4) const u8 gText_SpaceMin[] = _("分"); +ALIGNED(4) const u8 gText_XDotY2[] = _("{STR_VAR_1}.{STR_VAR_2}"); +ALIGNED(4) const u8 gText_SpaceSec[] = _("秒"); +ALIGNED(4) const u8 gText_XDotY3[] = _("{STR_VAR_1}.{STR_VAR_2}"); +ALIGNED(4) const u8 gText_TimesPerSec[] = _("次/秒"); +ALIGNED(4) const u8 gText_Var1Percent[] = _("{STR_VAR_1}%"); +ALIGNED(4) const u8 gText_PressesRankings[] = _("键速排名No."); +ALIGNED(4) const u8 gText_CrushingResults[] = _("混合结果"); +ALIGNED(4) const u8 gText_NeatnessRankings[] = _("圆滑度排名"); +ALIGNED(4) const u8 gText_CoopRankings[] = _("协力合作排名"); +ALIGNED(4) const u8 gText_PressingPowerRankings[] = _("按压力度排名"); +const u8 gText_BerryCrush2[] = _("树果混合"); +const u8 gText_PressingSpeedRankings[] = _("按压速度排名"); +const u8 gText_Var1Players[] = _("{STR_VAR_1}个玩家"); +const u8 gText_SymbolsEarned[] = _("已获得的象征"); +const u8 gText_BattleRecord[] = _("战斗记录"); +const u8 gText_BattlePoints[] = _("战斗点数"); +const u8 gText_UnusedCancel[] = _("取消"); // Unused +const u8 gText_EmptyString7[] = _(""); +const u8 gText_CheckFrontierMap[] = _("查看对战开拓区地图。"); +const u8 gText_CheckTrainerCard[] = _("查看训练家卡片。"); +const u8 gText_ViewRecordedBattle[] = _("重播战斗过程。"); +const u8 gText_PutAwayFrontierPass[] = _("放好开拓区通行证。"); +const u8 gText_CurrentBattlePoints[] = _("当前的战斗点数。"); +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[] = _("对战水管——运气的象征"); +const u8 gText_BattlePyramidBraveSymbol[] = _("战斗金字塔——英勇的象征"); +const u8 gText_ThereIsNoBattleRecord[] = _("没有战斗记录。"); +const u8 gText_BattleTower3[] = _("对战塔"); +const u8 gText_BattleDome2[] = _("对战巨蛋"); +const u8 gText_BattlePalace2[] = _("对战宫殿"); +const u8 gText_BattleArena2[] = _("对战竞技场"); +const u8 gText_BattleFactory2[] = _("对战工厂"); +const u8 gText_BattlePike2[] = _("对战水管"); +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这里将会考验你的能力。"); +const u8 gText_BattleDomeDesc[] = _("在比赛期间一直保持胜利!\n这里将会考验你的战术。"); +const u8 gText_BattlePalaceDesc[] = _("注视你的宝可梦战斗!\n这里将会考验你的精神。"); +const u8 gText_BattleArenaDesc[] = _("通过宝可梦的合作来赢取战斗!\n这里将会考验你的毅力。"); +const u8 gText_BattleFactoryDesc[] = _("以胜利为目标,使用租借的宝可梦吧!\n这里将会考验你的知识。"); +const u8 gText_BattlePikeDesc[] = _("从三条路中选择一条去战斗吧!\n这里将会考验你的运气。"); +const u8 gText_BattlePyramidDesc[] = _("在探险中瞄准塔顶吧!\n这里将会考验你的勇气。"); +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:"); +const u8 gText_BestScore[] = _("最高得分:"); +const u8 gText_BerriesInRowFivePlayers[] = _("树果被五位玩家挑选\n放到一起:"); +const u8 gText_BerryPickingResults[] = _("公布摘树果结果!"); +const u8 gText_10P30P50P50P[] = _("{CLEAR_TO 0x03}10P{CLEAR_TO 0x2B}30P{CLEAR_TO 0x53}50P{CLEAR_TO 0x77}{EMOJI_MINUS}50P"); +const u8 gText_AnnouncingRankings[] = _("宣布名次!"); +const u8 gText_AnnouncingPrizes[] = _("宣布奖品!"); +const u8 gText_1Colon[] = _("01:00:00"); +const u8 gText_2Colon[] = _("2:"); +const u8 gText_3Colon[] = _("3:"); +const u8 gText_4Colon[] = _("4:"); +const u8 gText_5Colon[] = _("5:"); +const u8 gText_FirstPlacePrize[] = _("第一名获得\n这个{DYNAMIC 0}!"); +const u8 gText_CantHoldAnyMore[] = _("你不能携带更多了!"); +const u8 gText_FilledStorageSpace[] = _("存储空间已经满了。"); +const u8 gText_WantToPlayAgain[] = _("再玩一次吗?"); +const u8 gText_SomeoneDroppedOut[] = _("有人退出了,\n连接会断开。"); +const u8 gText_SpacePoints[] = _("点数"); +const u8 gText_CommunicationStandby3[] = _("通信等待中……"); +const u8 gText_SpacePoints2[] = _("点数"); +const u8 gText_SpaceTimes3[] = _("次"); +const u8 gText_PkmnJumpRecords[] = _("宝可梦跳绳记录"); +const u8 gText_JumpsInARow[] = _("连续跳跃:"); +const u8 gText_BestScore2[] = _("最高分:"); +const u8 gText_ExcellentsInARow[] = _("连续优秀:"); +const u8 gText_AwesomeWonF701F700[] = _("了不起的得分!\n你赢得了{DYNAMIC 1} {DYNAMIC 0}!"); +const u8 gText_FilledStorageSpace2[] = _("存储空间已经满了。"); +const u8 gText_CantHoldMore[] = _("你不能携带更多了!"); +const u8 gText_WantToPlayAgain2[] = _("再玩一次吗?"); +const u8 gText_SomeoneDroppedOut2[] = _("有人退出了,\n连接会断开。"); +const u8 gText_CommunicationStandby4[] = _("通信等待中……"); +const u8 gText_LinkContestResults[] = _("{PLAYER}的联机竞赛结果"); +const u8 gText_1st[] = _("1st"); +const u8 gText_2nd[] = _("2nd"); +const u8 gText_3rd[] = _("3rd"); +const u8 gText_4th[] = _("4th"); +const u8 gText_Friend[] = _("好友"); +const u8 gText_Pokemon3[] = _("宝可梦"); // Unused const u8 gJPText_MysteryGift[] = _("ふしぎなもらいもの"); const u8 gJPText_DecideStop[] = _("{A_BUTTON}けってい {B_BUTTON}やめる"); const u8 gJPText_ReceiveMysteryGiftWithEReader[] = _("カードeリーダー{PLUS} で\nふしぎなもらいものを よみこみます"); @@ -930,133 +930,133 @@ const u8 gJPText_ConnectionComplete[] = _("つうしん しゅうりょう!" const u8 gJPText_NewTrainerHasComeToHoenn[] = _("あらたな トレーナーが\nホウエンに やってきた!"); const u8 gJPText_PleaseWaitAMoment[] = _("しばらく おまちください"); const u8 gJPText_WriteErrorUnableToSaveData[] = _("かきこみ エラー です\nデータが ほぞん できませんでした"); -const u8 gText_SingleBattleRoomResults[] = _("{PLAYER}的单人对战结果") -const u8 gText_DoubleBattleRoomResults[] = _("{PLAYER}的双人对战结果") -const u8 gText_MultiBattleRoomResults[] = _("{PLAYER}的多人对战结果") -const u8 gText_LinkMultiBattleRoomResults[] = _("{PLAYER}的联机多人对战结果") -const u8 gText_SingleBattleTourneyResults[] = _("{PLAYER}的单人对战比赛结果") -const u8 gText_DoubleBattleTourneyResults[] = _("{PLAYER}的双打对战比赛结果") -const u8 gText_SingleBattleHallResults[] = _("{PLAYER}的单人对战殿堂结果") -const u8 gText_DoubleBattleHallResults[] = _("{PLAYER}的双打对战殿堂结果") -const u8 gText_BattleChoiceResults[] = _("{PLAYER}的战斗选择结果") -const u8 gText_SetKOTourneyResults[] = _("{PLAYER}的击倒设置比赛结果") -const u8 gText_BattleSwapSingleResults[] = _("{PLAYER}的单人接力对战结果") -const u8 gText_BattleSwapDoubleResults[] = _("{PLAYER}的双人接力对战结果") -const u8 gText_BattleQuestResults[] = _("{PLAYER}的战斗探索结果") -const u8 gText_Lv502[] = _("LV. 50") -const u8 gText_OpenLv[] = _("自由级") -const u8 gText_WinStreak[] = _("连胜: {STR_VAR_1}") -const u8 gText_Current[] = _("当前") -const u8 gText_Record[] = _("记录") -const u8 gText_Prev[] = _("之前") -const u8 gText_RentalSwap[] = _("租用/交换") -const u8 gText_Total[] = _("合计") -const u8 gText_ClearStreak[] = _("连胜场次:{STR_VAR_1}") -const u8 gText_Championships[] = _("冠军:{STR_VAR_1}") -const u8 gText_RoomsCleared[] = _("通过房间:{STR_VAR_1}") -const u8 gText_TimesCleared[] = _("通过次数:{CLEAR 0x05}{STR_VAR_1}") -const u8 gText_KOsInARow[] = _("连续击倒:{STR_VAR_1}") -const u8 gText_TimesVar1[] = _("次数:{STR_VAR_1}") -const u8 gText_FloorsCleared[] = _("通过楼层:{STR_VAR_1}") +const u8 gText_SingleBattleRoomResults[] = _("{PLAYER}的单人对战结果"); +const u8 gText_DoubleBattleRoomResults[] = _("{PLAYER}的双人对战结果"); +const u8 gText_MultiBattleRoomResults[] = _("{PLAYER}的多人对战结果"); +const u8 gText_LinkMultiBattleRoomResults[] = _("{PLAYER}的联机多人对战结果"); +const u8 gText_SingleBattleTourneyResults[] = _("{PLAYER}的单人对战比赛结果"); +const u8 gText_DoubleBattleTourneyResults[] = _("{PLAYER}的双打对战比赛结果"); +const u8 gText_SingleBattleHallResults[] = _("{PLAYER}的单人对战殿堂结果"); +const u8 gText_DoubleBattleHallResults[] = _("{PLAYER}的双打对战殿堂结果"); +const u8 gText_BattleChoiceResults[] = _("{PLAYER}的战斗选择结果"); +const u8 gText_SetKOTourneyResults[] = _("{PLAYER}的击倒设置比赛结果"); +const u8 gText_BattleSwapSingleResults[] = _("{PLAYER}的单人接力对战结果"); +const u8 gText_BattleSwapDoubleResults[] = _("{PLAYER}的双人接力对战结果"); +const u8 gText_BattleQuestResults[] = _("{PLAYER}的战斗探索结果"); +const u8 gText_Lv502[] = _("LV. 50"); +const u8 gText_OpenLv[] = _("自由级"); +const u8 gText_WinStreak[] = _("连胜: {STR_VAR_1}"); +const u8 gText_Current[] = _("当前"); +const u8 gText_Record[] = _("记录"); +const u8 gText_Prev[] = _("之前"); +const u8 gText_RentalSwap[] = _("租用/交换"); +const u8 gText_Total[] = _("合计"); +const u8 gText_ClearStreak[] = _("连胜场次:{STR_VAR_1}"); +const u8 gText_Championships[] = _("冠军:{STR_VAR_1}"); +const u8 gText_RoomsCleared[] = _("通过房间:{STR_VAR_1}"); +const u8 gText_TimesCleared[] = _("通过次数:{CLEAR 0x05}{STR_VAR_1}"); +const u8 gText_KOsInARow[] = _("连续击倒:{STR_VAR_1}"); +const u8 gText_TimesVar1[] = _("次数:{STR_VAR_1}"); +const u8 gText_FloorsCleared[] = _("通过楼层:{STR_VAR_1}"); -ALIGNED(4) const u8 gText_RecordsLv50[] = _("50级") -ALIGNED(4) const u8 gText_RecordsOpenLevel[] = _("自由级") -ALIGNED(4) const u8 gText_FrontierFacilityWinStreak[] = _("连胜:{STR_VAR_2}") -ALIGNED(4) const u8 gText_FrontierFacilityClearStreak[] = _("连续过关:{STR_VAR_2}") -ALIGNED(4) const u8 gText_FrontierFacilityRoomsCleared[] = _("通过房间:{STR_VAR_2}") -ALIGNED(4) const u8 gText_FrontierFacilityKOsStreak[] = _("连续击败:{STR_VAR_2}") -ALIGNED(4) const u8 gText_FrontierFacilityFloorsCleared[] = _("通过楼层:{STR_VAR_2}") +ALIGNED(4) const u8 gText_RecordsLv50[] = _("50级"); +ALIGNED(4) const u8 gText_RecordsOpenLevel[] = _("自由级"); +ALIGNED(4) const u8 gText_FrontierFacilityWinStreak[] = _("连胜:{STR_VAR_2}"); +ALIGNED(4) const u8 gText_FrontierFacilityClearStreak[] = _("连续过关:{STR_VAR_2}"); +ALIGNED(4) const u8 gText_FrontierFacilityRoomsCleared[] = _("通过房间:{STR_VAR_2}"); +ALIGNED(4) const u8 gText_FrontierFacilityKOsStreak[] = _("连续击败:{STR_VAR_2}"); +ALIGNED(4) const u8 gText_FrontierFacilityFloorsCleared[] = _("通过楼层:{STR_VAR_2}"); ALIGNED(4) const u8 gText_123Dot[][3] = {_("1."), _("2."), _("3.")}; -const u8 gText_SavingDontTurnOff2[] = _("保存中…\n请不要关闭电源。") -const u8 gText_BlenderMaxSpeedRecord[] = _("树果混合机\n最快记录!") -const u8 gText_234Players[] = _("2位玩家\n3位玩家\n4位玩家") -const u8 gText_YesNo[] = _("是\n否") -const u8 gText_SelectorArrow3[] = _("▶") -const u8 gText_Peekaboo[] = _("躲猫猫!") -const u8 gText_CommErrorCheckConnections[] = _("通信错误……\n请检查所有的连接,\n然后关机重启。") -const u8 gText_CommErrorEllipsis[] = _("通信错误……") -const u8 gText_MoveCloserToLinkPartner[] = _("请靠近你的联机朋友,\n避免朋友之间的障碍物。") -const u8 gText_ABtnRegistrationCounter[] = _("A键:登记柜台") -const u8 gText_ABtnTitleScreen[] = _("A键:标题画面") -const u8 gText_Option[] = _("选项") -const u8 gText_TextSpeed[] = _("文字速度") -const u8 gText_BattleScene[] = _("战斗动画") -const u8 gText_BattleStyle[] = _("战斗类型") -const u8 gText_Sound[] = _("音乐") -const u8 gText_Frame[] = _("边框") -const u8 gText_OptionMenuCancel[] = _("取消") -const u8 gText_ButtonMode[] = _("按键模式") -const u8 gText_TextSpeedSlow[] = _("慢") -const u8 gText_TextSpeedMid[] = _("中") -const u8 gText_TextSpeedFast[] = _("快") -const u8 gText_BattleSceneOn[] = _("开") -const u8 gText_BattleSceneOff[] = _("关") -const u8 gText_BattleStyleShift[] = _("接力制") -const u8 gText_BattleStyleSet[] = _("淘汰制") -const u8 gText_SoundMono[] = _("单声道") -const u8 gText_SoundStereo[] = _("立体声") -const u8 gText_FrameType[] = _("样式{STR_VAR_1}") -const u8 gText_FrameTypeNumber[] = _("nan") -const u8 gText_ButtonTypeNormal[] = _("普通") -const u8 gText_ButtonTypeLR[] = _("LR") -const u8 gText_ButtonTypeLEqualsA[] = _("L=A") -const u8 gText_NumPlayerLink[] = _("{STR_VAR_1}P连接") -const u8 gText_BronzeCard[] = _("青铜") -const u8 gText_CopperCard[] = _("铜") -const u8 gText_SilverCard[] = _("银") -const u8 gText_GoldCard[] = _("金") -const u8 gText_Day[] = _("天") -const u8 gText_Colon3[] = _(":") -const u8 gText_Confirm2[] = _("确定") -const u8 gText_Days[] = _("天 ") // Unused -const u8 gText_TimeColon2[] = _("时间: ") // Unused -const u8 gText_GameTime[] = _("游戏时间 ") // Unused -const u8 gText_RTCTime[] = _("时钟时间 ") // Unused -const u8 gText_UpdatedTime[] = _("更新时间 ") // Unused -const u8 gText_MenuPokedex[] = _("{POKE_DEX_ICON}图鉴") -const u8 gText_MenuPokemon[] = _("{POKEMON_ICON}宝可梦") -const u8 gText_MenuBag[] = _("{BAG_ICON_ICON}背包") -const u8 gText_MenuPokenav[] = _("{POKENAV_ICON}领航员") -const u8 gText_MenuPlayer[] = _("{PLAYER_ICON}{PLAYER}") -const u8 gText_MenuSave[] = _("{SAVE_ICON}保存") -const u8 gText_MenuOption[] = _("{OPTION_ICON}设置") -const u8 gText_MenuExit[] = _("{EXIT_ICON}退出") -const u8 gText_MenuRetire[] = _("撤退") -const u8 gText_MenuRest[] = _("重置") +const u8 gText_SavingDontTurnOff2[] = _("保存中…\n请不要关闭电源。"); +const u8 gText_BlenderMaxSpeedRecord[] = _("树果混合机\n最快记录!"); +const u8 gText_234Players[] = _("2位玩家\n3位玩家\n4位玩家"); +const u8 gText_YesNo[] = _("是\n否"); +const u8 gText_SelectorArrow3[] = _("▶"); +const u8 gText_Peekaboo[] = _("躲猫猫!"); +const u8 gText_CommErrorCheckConnections[] = _("通信错误……\n请检查所有的连接,\n然后关机重启。"); +const u8 gText_CommErrorEllipsis[] = _("通信错误……"); +const u8 gText_MoveCloserToLinkPartner[] = _("请靠近你的联机朋友,\n避免朋友之间的障碍物。"); +const u8 gText_ABtnRegistrationCounter[] = _("A键:登记柜台"); +const u8 gText_ABtnTitleScreen[] = _("A键:标题画面"); +const u8 gText_Option[] = _("选项"); +const u8 gText_TextSpeed[] = _("文字速度"); +const u8 gText_BattleScene[] = _("战斗动画"); +const u8 gText_BattleStyle[] = _("战斗类型"); +const u8 gText_Sound[] = _("音乐"); +const u8 gText_Frame[] = _("边框"); +const u8 gText_OptionMenuCancel[] = _("取消"); +const u8 gText_ButtonMode[] = _("按键模式"); +const u8 gText_TextSpeedSlow[] = _("慢"); +const u8 gText_TextSpeedMid[] = _("中"); +const u8 gText_TextSpeedFast[] = _("快"); +const u8 gText_BattleSceneOn[] = _("开"); +const u8 gText_BattleSceneOff[] = _("关"); +const u8 gText_BattleStyleShift[] = _("接力制"); +const u8 gText_BattleStyleSet[] = _("淘汰制"); +const u8 gText_SoundMono[] = _("单声道"); +const u8 gText_SoundStereo[] = _("立体声"); +const u8 gText_FrameType[] = _("样式{STR_VAR_1}"); +const u8 gText_FrameTypeNumber[] = _(""); +const u8 gText_ButtonTypeNormal[] = _("普通"); +const u8 gText_ButtonTypeLR[] = _("LR"); +const u8 gText_ButtonTypeLEqualsA[] = _("L=A"); +const u8 gText_NumPlayerLink[] = _("{STR_VAR_1}P连接"); +const u8 gText_BronzeCard[] = _("青铜"); +const u8 gText_CopperCard[] = _("铜"); +const u8 gText_SilverCard[] = _("银"); +const u8 gText_GoldCard[] = _("金"); +const u8 gText_Day[] = _("天"); +const u8 gText_Colon3[] = _(":"); +const u8 gText_Confirm2[] = _("确定"); +const u8 gText_Days[] = _("天"); // Unused +const u8 gText_TimeColon2[] = _("时间:"); // Unused +const u8 gText_GameTime[] = _("游戏时间"); // Unused +const u8 gText_RTCTime[] = _("时钟时间"); // Unused +const u8 gText_UpdatedTime[] = _("更新时间"); // Unused +const u8 gText_MenuPokedex[] = _("图鉴"); +const u8 gText_MenuPokemon[] = _("宝可梦"); +const u8 gText_MenuBag[] = _("背包"); +const u8 gText_MenuPokenav[] = _("领航员"); +const u8 gText_MenuPlayer[] = _("{PLAYER}"); +const u8 gText_MenuSave[] = _("保存"); +const u8 gText_MenuOption[] = _("设置"); +const u8 gText_MenuExit[] = _("退出"); +const u8 gText_MenuRetire[] = _("撤退"); +const u8 gText_MenuRest[] = _("重置"); const u8 gText_MenuDexNav[] = _("DEXNAV"); -const u8 gText_SafariBallStock[] = _("原野球\n还有:{STR_VAR_1}") -const u8 gText_BattlePyramidFloor[] = _("对战金字塔\n{STR_VAR_1}") -const u8 gText_Floor1[] = _("1F") -const u8 gText_Floor2[] = _("2F") -const u8 gText_Floor3[] = _("3F") -const u8 gText_Floor4[] = _("4F") -const u8 gText_Floor5[] = _("5F") -const u8 gText_Floor6[] = _("6F") -const u8 gText_Floor7[] = _("7F") -const u8 gText_Peak[] = _("天台") -const u8 gText_LinkStandby2[] = _("连接待机…\n… … B键:取消") -const u8 gText_PressAToLoadEvent[] = _("请按A键加载事件。\n… … B键:取消") -const u8 gText_LoadingEvent[] = _("加载事件中…") -const u8 gText_DontRemoveCableTurnOff[] = _("请不要拔除GBA连接线。\n请不要关闭电源。") -const u8 gText_EventSafelyLoaded[] = _("事件已成功加载。") -const u8 gText_LoadErrorEndingSession[] = _("加载错误。\n结束进程。") +const u8 gText_SafariBallStock[] = _("原野球\n还有:{STR_VAR_1}"); +const u8 gText_BattlePyramidFloor[] = _("对战金字塔\n{STR_VAR_1}"); +const u8 gText_Floor1[] = _("1F"); +const u8 gText_Floor2[] = _("2F"); +const u8 gText_Floor3[] = _("3F"); +const u8 gText_Floor4[] = _("4F"); +const u8 gText_Floor5[] = _("5F"); +const u8 gText_Floor6[] = _("6F"); +const u8 gText_Floor7[] = _("7F"); +const u8 gText_Peak[] = _("天台"); +const u8 gText_LinkStandby2[] = _("连接待机…\n… … B键:取消"); +const u8 gText_PressAToLoadEvent[] = _("请按A键加载事件。\n… … B键:取消"); +const u8 gText_LoadingEvent[] = _("加载事件中…"); +const u8 gText_DontRemoveCableTurnOff[] = _("请不要拔除GBA连接线。\n请不要关闭电源。"); +const u8 gText_EventSafelyLoaded[] = _("事件已成功加载。"); +const u8 gText_LoadErrorEndingSession[] = _("加载错误。\n结束进程。"); const u8 gJPText_Player[] = _("プレイヤー"); // Unused const u8 gJPText_Sama[] = _("さま"); // Unused -const u8 gText_DexHoenn[] = _("丰缘") -const u8 gText_DexNational[] = _("全国") -const u8 gText_PokedexDiploma[] = _("玩家:{CLEAR 0x10}{COLOR RED}{SHADOW LIGHT_RED}{PLAYER}{COLOR DARK_GRAY}{SHADOW LIGHT_GRAY}\n\n此证书证明\n你已经成功完成了\n你的{STR_VAR_1}口袋领航员\n\n{CLEAR_TO 0x42}{COLOR RED}{SHADOW LIGHT_RED}GAME FREAK") +const u8 gText_DexHoenn[] = _("丰缘"); +const u8 gText_DexNational[] = _("全国"); +const u8 gText_PokedexDiploma[] = _("玩家:{CLEAR 0x10}{COLOR RED}{SHADOW LIGHT_RED}{PLAYER}{COLOR DARK_GRAY}{SHADOW LIGHT_GRAY}\n\n此证书证明\n你已经成功完成了\n你的{STR_VAR_1}口袋领航员\n\n{CLEAR_TO 0x42}{COLOR RED}{SHADOW LIGHT_RED}GAME FREAK"); 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_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}。") -const u8 gText_TakeGoodCareOfX[] = _("好好照顾{STR_VAR_3}!") +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_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}。"); +const u8 gText_TakeGoodCareOfX[] = _("好好照顾{STR_VAR_3}!"); // Easy chat group names const u8 gEasyChatGroupName_Pokemon[] = _("POKéMON"); @@ -1082,65 +1082,65 @@ const u8 gEasyChatGroupName_Move2[] = _("MOVE 2"); const u8 gEasyChatGroupName_TrendySaying[] = _("TRENDY SAYING"); const u8 gEasyChatGroupName_Pokemon2[] = _("POKéMON2"); -const u8 gText_ThreeQuestionMarks[] = _("???") -const u8 gText_MaxHP[] = _("最大HP") -const u8 gText_Attack[] = _("攻击") -const u8 gText_Defense[] = _("防御") -const u8 gText_Speed[] = _("速度") -const u8 gText_SpAtk[] = _("特攻") -const u8 gText_SpDef[] = _("特防") -const u8 gText_Plus[] = _("{PLUS}") -const u8 gText_Dash[] = _("-") -const u8 gText_FromSpace[] = _("从") -const u8 gText_MixingRecords[] = _("混合存档中…") -const u8 gText_RecordMixingComplete[] = _("存档混合完成。\n感谢您的等待。") -const u8 gText_YourName[] = _("你的名字?") -const u8 gText_BoxName[] = _("盒子的名字?") -const u8 gText_PkmnsNickname[] = _("{STR_VAR_1}的昵称?") -const u8 gText_TellHimTheWords[] = _("告诉他那个单词。") -const u8 gText_MoveOkBack[] = _("{DPAD_NONE}移动 {A_BUTTON}确认 {B_BUTTON}返回") -const u8 gText_RentalPkmn2[] = _("租借宝可梦") -const u8 gText_SelectFirstPkmn[] = _("选择第一个宝可梦。") -const u8 gText_SelectSecondPkmn[] = _("选择第二个宝可梦。") -const u8 gText_SelectThirdPkmn[] = _("选择第三个宝可梦。") -const u8 gText_Rent[] = _("租借") -const u8 gText_Summary[] = _("概况") -const u8 gText_Others2[] = _("其它") -const u8 gText_Deselect[] = _("取消选择") -const u8 gText_TheseThreePkmnOkay[] = _("这三个宝可梦可以吗?") -const u8 gText_Yes2[] = _("是") -const u8 gText_No2[] = _("否") -const u8 gText_CantSelectSamePkmn[] = _("不能选择相同的宝可梦。") -const u8 gText_PkmnSwap[] = _("宝可梦交换") -const u8 gText_SelectPkmnToSwap[] = _("选择要交换的宝可梦。") -const u8 gText_SelectPkmnToAccept[] = _("选择要接受的宝可梦。") -const u8 gText_Swap[] = _("交换") -const u8 gText_Summary2[] = _("概况") -const u8 gText_Rechoose[] = _("重选") -const u8 gText_QuitSwapping[] = _("退出交换?") -const u8 gText_Yes3[] = _("是") -const u8 gText_No3[] = _("否") -const u8 gText_PkmnForSwap[] = _("要换的宝可梦取消") -const u8 gText_Cancel3[] = _("取消选择") -const u8 gText_Swap2[] = _("交换 ") // Unused -const u8 gText_Accept[] = _("接受 ") // Unused -const u8 gText_AcceptThisPkmn[] = _("接受这个宝可梦?") -const u8 gText_4Spaces[] = _("") // Unused -const u8 gText_SamePkmnInPartyAlready[] = _("同样的宝可梦已在队伍中。") -const u8 gText_DecimalPoint[] = _(".") -const u8 gText_SavingPlayer[] = _("玩家") -const u8 gText_SavingBadges[] = _("徽章") -const u8 gText_SavingPokedex[] = _("图鉴") -const u8 gText_SavingTime[] = _("时间") -const u8 gText_WirelessCommStatus[] = _("无线通信状态") -const u8 gText_PeopleTrading[] = _("在交换的人们:") -const u8 gText_PeopleBattling[] = _("在对战的人们:") -const u8 gText_PeopleInUnionRoom[] = _("联合房间中的人们:") -const u8 gText_PeopleCommunicating[] = _("交流中的人们:") -const u8 gText_F700Players[] = _("{DYNAMIC 0}名玩家") -const u8 gText_F701Players[] = _("{DYNAMIC 1}名玩家") -const u8 gText_F702Players[] = _("{DYNAMIC 2}名玩家") -const u8 gText_F703Players[] = _("{DYNAMIC 3}名玩家") +const u8 gText_ThreeQuestionMarks[] = _("???"); +const u8 gText_MaxHP[] = _("最大HP"); +const u8 gText_Attack[] = _("攻击"); +const u8 gText_Defense[] = _("防御"); +const u8 gText_Speed[] = _("速度"); +const u8 gText_SpAtk[] = _("特攻"); +const u8 gText_SpDef[] = _("特防"); +const u8 gText_Plus[] = _("{PLUS}"); +const u8 gText_Dash[] = _("-"); +const u8 gText_FromSpace[] = _("从"); +const u8 gText_MixingRecords[] = _("混合存档中…"); +const u8 gText_RecordMixingComplete[] = _("存档混合完成。\n感谢您的等待。"); +const u8 gText_YourName[] = _("你的名字?"); +const u8 gText_BoxName[] = _("盒子的名字?"); +const u8 gText_PkmnsNickname[] = _("{STR_VAR_1}的昵称?"); +const u8 gText_TellHimTheWords[] = _("告诉他那个单词。"); +const u8 gText_MoveOkBack[] = _("{DPAD_NONE}移动 {A_BUTTON}确认 {B_BUTTON}返回"); +const u8 gText_RentalPkmn2[] = _("租借宝可梦"); +const u8 gText_SelectFirstPkmn[] = _("选择第一个宝可梦。"); +const u8 gText_SelectSecondPkmn[] = _("选择第二个宝可梦。"); +const u8 gText_SelectThirdPkmn[] = _("选择第三个宝可梦。"); +const u8 gText_Rent[] = _("租借"); +const u8 gText_Summary[] = _("概况"); +const u8 gText_Others2[] = _("其它"); +const u8 gText_Deselect[] = _("取消选择"); +const u8 gText_TheseThreePkmnOkay[] = _("这三个宝可梦可以吗?"); +const u8 gText_Yes2[] = _("是"); +const u8 gText_No2[] = _("否"); +const u8 gText_CantSelectSamePkmn[] = _("不能选择相同的宝可梦。"); +const u8 gText_PkmnSwap[] = _("宝可梦交换"); +const u8 gText_SelectPkmnToSwap[] = _("选择要交换的宝可梦。"); +const u8 gText_SelectPkmnToAccept[] = _("选择要接受的宝可梦。"); +const u8 gText_Swap[] = _("交换"); +const u8 gText_Summary2[] = _("概况"); +const u8 gText_Rechoose[] = _("重选"); +const u8 gText_QuitSwapping[] = _("退出交换?"); +const u8 gText_Yes3[] = _("是"); +const u8 gText_No3[] = _("否"); +const u8 gText_PkmnForSwap[] = _("要换的宝可梦取消"); +const u8 gText_Cancel3[] = _("取消选择"); +const u8 gText_Swap2[] = _("交换"); // Unused +const u8 gText_Accept[] = _("接受"); // Unused +const u8 gText_AcceptThisPkmn[] = _("接受这个宝可梦?"); +const u8 gText_4Spaces[] = _(""); // Unused +const u8 gText_SamePkmnInPartyAlready[] = _("同样的宝可梦已在队伍中。"); +const u8 gText_DecimalPoint[] = _("."); +const u8 gText_SavingPlayer[] = _("玩家"); +const u8 gText_SavingBadges[] = _("徽章"); +const u8 gText_SavingPokedex[] = _("图鉴"); +const u8 gText_SavingTime[] = _("时间"); +const u8 gText_WirelessCommStatus[] = _("无线通信状态"); +const u8 gText_PeopleTrading[] = _("在交换的人们:"); +const u8 gText_PeopleBattling[] = _("在对战的人们:"); +const u8 gText_PeopleInUnionRoom[] = _("联合房间中的人们:"); +const u8 gText_PeopleCommunicating[] = _("交流中的人们:"); +const u8 gText_F700Players[] = _("{DYNAMIC 0}名玩家"); +const u8 gText_F701Players[] = _("{DYNAMIC 1}名玩家"); +const u8 gText_F702Players[] = _("{DYNAMIC 2}名玩家"); +const u8 gText_F703Players[] = _("{DYNAMIC 3}名玩家"); const u8 *const gTextTable_Players[] = { gText_F700Players, @@ -1149,149 +1149,149 @@ const u8 *const gTextTable_Players[] = { gText_F703Players }; -ALIGNED(4) const u8 gText_WonderCards[] = _("神秘卡片") -ALIGNED(4) const u8 gText_WonderNews[] = _("神秘新闻") -ALIGNED(4) const u8 gText_WirelessCommunication[] = _("无线通信") -ALIGNED(4) const u8 gText_Friend2[] = _("好友") -ALIGNED(4) const u8 gText_Exit3[] = _("退出") -ALIGNED(4) const u8 gText_Receive[] = _("接收") -ALIGNED(4) const u8 gText_Send[] = _("发送") -ALIGNED(4) const u8 gText_Toss[] = _("投掷") -ALIGNED(4) const u8 gText_VarietyOfEventsImportedWireless[] = _("各种各样的事件将会通过\n无线通信中载入。") -ALIGNED(4) const u8 gText_WonderCardsInPossession[] = _("阅读你拥有的神秘卡片。") -ALIGNED(4) const u8 gText_ReadNewsThatArrived[] = _("阅读最新的新闻。") -ALIGNED(4) const u8 gText_ReturnToTitle[] = _("返回标题画面。") -ALIGNED(4) const u8 gText_DontHaveCardNewOneInput[] = _("你现在没有神秘卡片,\n所以你将会收到一张新的卡片。") -ALIGNED(4) const u8 gText_DontHaveNewsNewOneInput[] = _("你没有任何神秘新闻,\n所以你将会收到新的新闻。") -ALIGNED(4) const u8 gText_WhereShouldCardBeAccessed[] = _("你希望从哪里获取\n神秘卡片?") -ALIGNED(4) const u8 gText_WhereShouldNewsBeAccessed[] = _("你希望在哪里察看\n神秘新闻?") -ALIGNED(4) const u8 gText_CommunicationStandbyBButtonCancel[] = _("通信待机中……\nB键:取消 ") // Unused -ALIGNED(4) const u8 gText_Communicating[] = _("通信中……") -ALIGNED(4) const u8 gText_CommunicationCompleted[] = _("通信完成。") -ALIGNED(4) const u8 gText_CommunicationError[] = _("通信错误。") -ALIGNED(4) const u8 gText_CommunicationCanceled[] = _("通信已被取消。") -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_HaventReceivedCardsGift[] = _("你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。") -ALIGNED(4) const u8 gText_WonderCardReceived[] = _("已收到了新的神秘卡片") -ALIGNED(4) const u8 gText_WonderNewsReceived[] = _("已收到了新的神秘新闻") -ALIGNED(4) const u8 gText_NewStampReceived[] = _("已收到了新的印章。") -ALIGNED(4) const u8 gText_NewTrainerReceived[] = _("新的训练家已经到达。") -ALIGNED(4) const u8 gText_AlreadyHadCard[] = _("你已经拥有那张神秘卡片。") -ALIGNED(4) const u8 gText_AlreadyHadNews[] = _("你已经拥有那条神秘新闻。") -ALIGNED(4) const u8 gText_AlreadyHadStamp[] = _("你已经拥有那个印章。") -ALIGNED(4) const u8 gText_NoMoreRoomForStamps[] = _("没有增加印章的空间了。") -ALIGNED(4) const u8 gText_RecordUploadedViaWireless[] = _("你的记录已用无线通信更新。") -ALIGNED(4) const u8 gText_CantAcceptCardFromTrainer[] = _("你不能从这个训练家处接收\n神秘卡片。") -ALIGNED(4) const u8 gText_CantAcceptNewsFromTrainer[] = _("你不能从这个训练家处接收\n神秘新闻。") -ALIGNED(4) const u8 gText_NothingSentOver[] = _("什么也没发生……") -ALIGNED(4) const u8 gText_WhatToDoWithCards[] = _("你想用神秘卡片做什么?") -ALIGNED(4) const u8 gText_WhatToDoWithNews[] = _("你想用神秘新闻做什么?") -ALIGNED(4) const u8 gText_SendingWonderCard[] = _("正在发送你的神秘卡片……") -ALIGNED(4) const u8 gText_SendingWonderNews[] = _("正在发送你的神秘新闻……") -ALIGNED(4) const u8 gText_WonderCardSentTo[] = _("你的神秘卡片已发送给{STR_VAR_1}。") -ALIGNED(4) const u8 gText_WonderNewsSentTo[] = _("你的神秘新闻已发送给{STR_VAR_1}。") -ALIGNED(4) const u8 gText_StampSentTo[] = _("一个印章已发送给{STR_VAR_1}。") -ALIGNED(4) const u8 gText_GiftSentTo[] = _("一份礼物也发送给{STR_VAR_1}。") -ALIGNED(4) const u8 gText_OtherTrainerHasCard[] = _("对方训练家已有同样的神秘卡片。") -ALIGNED(4) const u8 gText_OtherTrainerHasNews[] = _("对方训练家已有同样的神秘新闻。") -ALIGNED(4) const u8 gText_OtherTrainerHasStamp[] = _("对方训练家已有同样的印章。") -ALIGNED(4) const u8 gText_OtherTrainerCanceled[] = _("对方训练家取消了通信。") -ALIGNED(4) const u8 gText_CantSendGiftToTrainer[] = _("你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_OkayToDiscardNews[] = _("删除这条新闻可以吗?") -ALIGNED(4) const u8 gText_HaventReceivedGiftOkayToDiscard[] = _("你还未收到礼物,真的确定删除吗?") -ALIGNED(4) const u8 gText_DataWillBeSaved[] = _("资料保存中……\n请稍候。") -ALIGNED(4) const u8 gText_SaveCompletedPressA[] = _("保存完毕。\n请按A键。") -ALIGNED(4) const u8 gText_WonderCardThrownAway[] = _("丢弃了神秘卡片。") -ALIGNED(4) const u8 gText_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") -ALIGNED(4) const u8 gText_PickOKCancel[] = _("{DPAD_UPDOWN}选择 {A_BUTTON}确认 {B_BUTTON}取消") -const u8 gText_PlayersBattleResults[] = _("{PLAYER}的对战结果") -const u8 gText_TotalRecordWLD[] = _("总战绩 胜:{STR_VAR_1} 负:{STR_VAR_2} 平:{STR_VAR_3}") -const u8 gText_WinLoseDraw[] = _("{CLEAR_TO 0x53}胜{CLEAR_TO 0x80}负{CLEAR_TO 0xB0}平") -const u8 gText_CommunicationStandby5[] = _("通信待机…") -const u8 gText_QuitTheGame[] = _("退出游戏?") -const u8 gText_YouveGot9999Coins[] = _("你已经有9,999枚代币。") -const u8 gText_YouveRunOutOfCoins[] = _("你用光了所有的代币。\n游戏结束!") -const u8 gText_YouDontHaveThreeCoins[] = _("你没有3枚代币。") -const u8 gText_ReelTimeHelp[] = _("旋转时间\n现在是你瞄准目标,\n创造纪录的机会!\n旋转时间将会持续奖励的圈数。\n当大奖励出现时才会停止。") +ALIGNED(4) const u8 gText_WonderCards[] = _("神秘卡片"); +ALIGNED(4) const u8 gText_WonderNews[] = _("神秘新闻"); +ALIGNED(4) const u8 gText_WirelessCommunication[] = _("无线通信"); +ALIGNED(4) const u8 gText_Friend2[] = _("好友"); +ALIGNED(4) const u8 gText_Exit3[] = _("退出"); +ALIGNED(4) const u8 gText_Receive[] = _("接收"); +ALIGNED(4) const u8 gText_Send[] = _("发送"); +ALIGNED(4) const u8 gText_Toss[] = _("投掷"); +ALIGNED(4) const u8 gText_VarietyOfEventsImportedWireless[] = _("各种各样的事件将会通过\n无线通信中载入。"); +ALIGNED(4) const u8 gText_WonderCardsInPossession[] = _("阅读你拥有的神秘卡片。"); +ALIGNED(4) const u8 gText_ReadNewsThatArrived[] = _("阅读最新的新闻。"); +ALIGNED(4) const u8 gText_ReturnToTitle[] = _("返回标题画面。"); +ALIGNED(4) const u8 gText_DontHaveCardNewOneInput[] = _("你现在没有神秘卡片,\n所以你将会收到一张新的卡片。"); +ALIGNED(4) const u8 gText_DontHaveNewsNewOneInput[] = _("你没有任何神秘新闻,\n所以你将会收到新的新闻。"); +ALIGNED(4) const u8 gText_WhereShouldCardBeAccessed[] = _("你希望从哪里获取\n神秘卡片?"); +ALIGNED(4) const u8 gText_WhereShouldNewsBeAccessed[] = _("你希望在哪里察看\n神秘新闻?"); +ALIGNED(4) const u8 gText_CommunicationStandbyBButtonCancel[] = _("通信待机中……\nB键:取消"); // Unused +ALIGNED(4) const u8 gText_Communicating[] = _("通信中……"); +ALIGNED(4) const u8 gText_CommunicationCompleted[] = _("通信完成。"); +ALIGNED(4) const u8 gText_CommunicationError[] = _("通信错误。"); +ALIGNED(4) const u8 gText_CommunicationCanceled[] = _("通信已被取消。"); +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_HaventReceivedCardsGift[] = _("你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。"); +ALIGNED(4) const u8 gText_WonderCardReceived[] = _("已收到了新的神秘卡片"); +ALIGNED(4) const u8 gText_WonderNewsReceived[] = _("已收到了新的神秘新闻"); +ALIGNED(4) const u8 gText_NewStampReceived[] = _("已收到了新的印章。"); +ALIGNED(4) const u8 gText_NewTrainerReceived[] = _("新的训练家已经到达。"); +ALIGNED(4) const u8 gText_AlreadyHadCard[] = _("你已经拥有那张神秘卡片。"); +ALIGNED(4) const u8 gText_AlreadyHadNews[] = _("你已经拥有那条神秘新闻。"); +ALIGNED(4) const u8 gText_AlreadyHadStamp[] = _("你已经拥有那个印章。"); +ALIGNED(4) const u8 gText_NoMoreRoomForStamps[] = _("没有增加印章的空间了。"); +ALIGNED(4) const u8 gText_RecordUploadedViaWireless[] = _("你的记录已用无线通信更新。"); +ALIGNED(4) const u8 gText_CantAcceptCardFromTrainer[] = _("你不能从这个训练家处接收\n神秘卡片。"); +ALIGNED(4) const u8 gText_CantAcceptNewsFromTrainer[] = _("你不能从这个训练家处接收\n神秘新闻。"); +ALIGNED(4) const u8 gText_NothingSentOver[] = _("什么也没发生……"); +ALIGNED(4) const u8 gText_WhatToDoWithCards[] = _("你想用神秘卡片做什么?"); +ALIGNED(4) const u8 gText_WhatToDoWithNews[] = _("你想用神秘新闻做什么?"); +ALIGNED(4) const u8 gText_SendingWonderCard[] = _("正在发送你的神秘卡片……"); +ALIGNED(4) const u8 gText_SendingWonderNews[] = _("正在发送你的神秘新闻……"); +ALIGNED(4) const u8 gText_WonderCardSentTo[] = _("你的神秘卡片已发送给{STR_VAR_1}。"); +ALIGNED(4) const u8 gText_WonderNewsSentTo[] = _("你的神秘新闻已发送给{STR_VAR_1}。"); +ALIGNED(4) const u8 gText_StampSentTo[] = _("一个印章已发送给{STR_VAR_1}。"); +ALIGNED(4) const u8 gText_GiftSentTo[] = _("一份礼物也发送给{STR_VAR_1}。"); +ALIGNED(4) const u8 gText_OtherTrainerHasCard[] = _("对方训练家已有同样的神秘卡片。"); +ALIGNED(4) const u8 gText_OtherTrainerHasNews[] = _("对方训练家已有同样的神秘新闻。"); +ALIGNED(4) const u8 gText_OtherTrainerHasStamp[] = _("对方训练家已有同样的印章。"); +ALIGNED(4) const u8 gText_OtherTrainerCanceled[] = _("对方训练家取消了通信。"); +ALIGNED(4) const u8 gText_CantSendGiftToTrainer[] = _("你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_OkayToDiscardNews[] = _("删除这条新闻可以吗?"); +ALIGNED(4) const u8 gText_HaventReceivedGiftOkayToDiscard[] = _("你还未收到礼物,真的确定删除吗?"); +ALIGNED(4) const u8 gText_DataWillBeSaved[] = _("资料保存中……\n请稍候。"); +ALIGNED(4) const u8 gText_SaveCompletedPressA[] = _("保存完毕。\n请按A键。"); +ALIGNED(4) const u8 gText_WonderCardThrownAway[] = _("丢弃了神秘卡片。"); +ALIGNED(4) const u8 gText_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"); +ALIGNED(4) const u8 gText_PickOKCancel[] = _("{DPAD_UPDOWN}选择 {A_BUTTON}确认 {B_BUTTON}取消"); +const u8 gText_PlayersBattleResults[] = _("{PLAYER}的对战结果"); +const u8 gText_TotalRecordWLD[] = _("总战绩 胜:{STR_VAR_1} 负:{STR_VAR_2} 平:{STR_VAR_3}"); +const u8 gText_WinLoseDraw[] = _("{CLEAR_TO 0x53}胜{CLEAR_TO 0x80}负{CLEAR_TO 0xB0}平"); +const u8 gText_CommunicationStandby5[] = _("通信待机…"); +const u8 gText_QuitTheGame[] = _("退出游戏?"); +const u8 gText_YouveGot9999Coins[] = _("你已经有9,999枚代币。"); +const u8 gText_YouveRunOutOfCoins[] = _("你用光了所有的代币。\n游戏结束!"); +const u8 gText_YouDontHaveThreeCoins[] = _("你没有3枚代币。"); +const u8 gText_ReelTimeHelp[] = _("旋转时间\n现在是你瞄准目标,\n创造纪录的机会!\n旋转时间将会持续奖励的圈数。\n当大奖励出现时才会停止。"); const u8 gDaycareText_GetAlongVeryWell[] = _("The two seem to get along\nvery well."); const u8 gDaycareText_GetAlong[] = _("The two seem to get along."); const u8 gDaycareText_DontLikeOther[] = _("The two don't seem to like\neach other much."); const u8 gDaycareText_PlayOther[] = _("The two prefer to play with other\nPOKéMON than each other."); -const u8 gText_NewLine2[] = _("\n") -const u8 gText_Exit4[] = _("退出") -const u8 gText_Lv[] = _("{LV}") -const u8 gText_TimeBoard[] = _("时间板") -const u8 gText_TimeCleared[] = _("完成时间") -const u8 gText_XMinYDotZSec[] = _("{STR_VAR_1} 分{STR_VAR_2}.{STR_VAR_3} 秒。") -const u8 gText_TrainerHill1F[] = _("1F") -const u8 gText_TrainerHill2F[] = _("2F") -const u8 gText_TrainerHill3F[] = _("3F") -const u8 gText_TrainerHill4F[] = _("4F") -const u8 gText_TeachWhichMoveToPkmn[] = _("要让{STR_VAR_1}学习哪个技能呢?") -const u8 gText_MoveRelearnerTeachMoveConfirm[] = _("要学习{STR_VAR_2}吗?") -const u8 gText_MoveRelearnerPkmnLearnedMove[] = _("{STR_VAR_1}学会了\n{STR_VAR_2}!") -const u8 gText_MoveRelearnerPkmnTryingToLearnMove[] = _("{STR_VAR_1}想要学习\n{STR_VAR_2}……\p为了学习{STR_VAR_2},\p要忘记其他的招式吗?") -const u8 gText_MoveRelearnerStopTryingToTeachMove[] = _("放弃学习{STR_VAR_2}吗?") -const u8 gText_MoveRelearnerAndPoof[] = _("{PAUSE 32}1, {PAUSE 15}2, {PAUSE 15}… {PAUSE 15}… {PAUSE 15}… {PAUSE 15}{PLAY_SE SE_BALL_BOUNCE_1}空!\p") -const u8 gText_MoveRelearnerPkmnForgotMoveAndLearnedNew[] = _("{STR_VAR_1}忘记了{STR_VAR_3}!\p并且学会了{STR_VAR_2}!") -const u8 gText_MoveRelearnedPkmnDidNotLearnMove[] = _("{STR_VAR_1}没有学习{STR_VAR_2}。 ") // Unused -const u8 gText_MoveRelearnerGiveUp[] = _("要放弃让{STR_VAR_1}学习新招式吗?") -const u8 gText_MoveRelearnerWhichMoveToForget[] = _("要忘记哪个招式呢?\p") -const u8 gText_MoveRelearnerBattleMoves[] = _("战斗招式") -const u8 gText_MoveRelearnerContestMovesTitle[] = _("华丽大赛招式") -const u8 gText_MoveRelearnerType[] = _("属性/") // Unused -const u8 gText_MoveRelearnerPP[] = _("PP/") -const u8 gText_MoveRelearnerPower[] = _("威力/") -const u8 gText_MoveRelearnerAccuracy[] = _("命中/") -const u8 gText_MoveRelearnerAppeal[] = _("吸引力") -const u8 gText_MoveRelearnerJam[] = _("干扰力") -const u8 gText_Kira[] = _("奇拉") -const u8 gText_Amy[] = _("久美") -const u8 gText_John[] = _("约翰") -const u8 gText_Roy[] = _("加古") -const u8 gText_Gabby[] = _("玛丽") -const u8 gText_Anna[] = _("美穗") -const u8 gText_ClearAllSaveData[] = _("清除所有的资料?") -const u8 gText_ClearingData[] = _("资料清除中……\n请等待。") -const u8 gText_IsThisTheCorrectTime[] = _("这是正确的时间吗?") -const u8 gText_Confirm3[] = _("确定") -const u8 gText_Cancel4[] = _("取消") -const u8 gText_CommStandbyAwaitingOtherPlayer[] = _("通信待机中……\n等待其他玩家选择。") -const u8 gText_BattleWasRefused[] = _("对战要求被拒绝。{PAUSE 60}!") -const u8 gText_RefusedBattle[] = _("拒绝对战。{PAUSE 60}!") -const u8 gText_NoWeather[] = _("天气正常 ") // Below are unused debug names for weather types -const u8 gText_Sunny[] = _("晴天 ") // Unused -const u8 gText_Sunny2[] = _("晴天2 ") // Unused -const u8 gText_Rain[] = _("下雨 ") // Unused -const u8 gText_Snow[] = _("下雪 ") // Unused -const u8 gText_Lightning[] = _("闪电 ") // Unused -const u8 gText_Fog[] = _("雾 ") // Unused -const u8 gText_VolcanoAsh[] = _("火山灰 ") // Unused -const u8 gText_Sandstorm[] = _("沙尘暴 ") // Unused -const u8 gText_Fog2[] = _("雾2 ") // Unused -const u8 gText_Seafloor[] = _("海底 ") // Unused -const u8 gText_Cloudy[] = _("多云 ") // Unused -const u8 gText_Sunny3[] = _("晴天3 ") // Unused -const u8 gText_HeavyRain[] = _("大雨 ") // Unused -const u8 gText_Seafloor2[] = _("海底2 ") // Unused -const u8 gText_DelAll[] = _("全部清除") -const u8 gText_Cancel5[] = _("取消") -const u8 gText_Ok2[] = _("好") -const u8 gText_Quiz[] = _("测验") -const u8 gText_Answer[] = _("回答") -const u8 gText_PokeBalls[] = _("精灵球") -const u8 gText_Berry[] = _("树果") -const u8 gText_Berries[] = _("树果") -const u8 gText_ExpShareOn[] = _("打开了学习装置。{PAUSE_UNTIL_PRESS}") -const u8 gText_ExpShareOff[] = _("关闭了学习装置。{PAUSE_UNTIL_PRESS}") -const u8 gText_BasePointsResetToZero[] = _("{STR_VAR_1}的\n基础点数消失得干干净净了!{PAUSE_UNTIL_PRESS}") +const u8 gText_NewLine2[] = _("\n"); +const u8 gText_Exit4[] = _("退出"); +const u8 gText_Lv[] = _("{LV}"); +const u8 gText_TimeBoard[] = _("时间板"); +const u8 gText_TimeCleared[] = _("完成时间"); +const u8 gText_XMinYDotZSec[] = _("{STR_VAR_1} 分{STR_VAR_2}.{STR_VAR_3} 秒。"); +const u8 gText_TrainerHill1F[] = _("1F"); +const u8 gText_TrainerHill2F[] = _("2F"); +const u8 gText_TrainerHill3F[] = _("3F"); +const u8 gText_TrainerHill4F[] = _("4F"); +const u8 gText_TeachWhichMoveToPkmn[] = _("要让{STR_VAR_1}学习哪个技能呢?"); +const u8 gText_MoveRelearnerTeachMoveConfirm[] = _("要学习{STR_VAR_2}吗?"); +const u8 gText_MoveRelearnerPkmnLearnedMove[] = _("{STR_VAR_1}学会了\n{STR_VAR_2}!"); +const u8 gText_MoveRelearnerPkmnTryingToLearnMove[] = _("{STR_VAR_1}想要学习\n{STR_VAR_2}……\p为了学习{STR_VAR_2},\p要忘记其他的招式吗?"); +const u8 gText_MoveRelearnerStopTryingToTeachMove[] = _("放弃学习{STR_VAR_2}吗?"); +const u8 gText_MoveRelearnerAndPoof[] = _("{PAUSE 32}1, {PAUSE 15}2, {PAUSE 15}… {PAUSE 15}… {PAUSE 15}… {PAUSE 15}{PLAY_SE SE_BALL_BOUNCE_1}空!\p"); +const u8 gText_MoveRelearnerPkmnForgotMoveAndLearnedNew[] = _("{STR_VAR_1}忘记了{STR_VAR_3}!\p并且学会了{STR_VAR_2}!"); +const u8 gText_MoveRelearnedPkmnDidNotLearnMove[] = _("{STR_VAR_1}没有学习{STR_VAR_2}。"); // Unused +const u8 gText_MoveRelearnerGiveUp[] = _("要放弃让{STR_VAR_1}学习新招式吗?"); +const u8 gText_MoveRelearnerWhichMoveToForget[] = _("要忘记哪个招式呢?\p"); +const u8 gText_MoveRelearnerBattleMoves[] = _("战斗招式"); +const u8 gText_MoveRelearnerContestMovesTitle[] = _("华丽大赛招式"); +const u8 gText_MoveRelearnerType[] = _("属性/"); // Unused +const u8 gText_MoveRelearnerPP[] = _("PP/"); +const u8 gText_MoveRelearnerPower[] = _("威力/"); +const u8 gText_MoveRelearnerAccuracy[] = _("命中/"); +const u8 gText_MoveRelearnerAppeal[] = _("吸引力"); +const u8 gText_MoveRelearnerJam[] = _("干扰力"); +const u8 gText_Kira[] = _("奇拉"); +const u8 gText_Amy[] = _("久美"); +const u8 gText_John[] = _("约翰"); +const u8 gText_Roy[] = _("加古"); +const u8 gText_Gabby[] = _("玛丽"); +const u8 gText_Anna[] = _("美穗"); +const u8 gText_ClearAllSaveData[] = _("清除所有的资料?"); +const u8 gText_ClearingData[] = _("资料清除中……\n请等待。"); +const u8 gText_IsThisTheCorrectTime[] = _("这是正确的时间吗?"); +const u8 gText_Confirm3[] = _("确定"); +const u8 gText_Cancel4[] = _("取消"); +const u8 gText_CommStandbyAwaitingOtherPlayer[] = _("通信待机中……\n等待其他玩家选择。"); +const u8 gText_BattleWasRefused[] = _("对战要求被拒绝。{PAUSE 60}!"); +const u8 gText_RefusedBattle[] = _("拒绝对战。{PAUSE 60}!"); +const u8 gText_NoWeather[] = _("天气正常"); // Below are unused debug names for weather types +const u8 gText_Sunny[] = _("晴天"); // Unused +const u8 gText_Sunny2[] = _("晴天2"); // Unused +const u8 gText_Rain[] = _("下雨"); // Unused +const u8 gText_Snow[] = _("下雪"); // Unused +const u8 gText_Lightning[] = _("闪电"); // Unused +const u8 gText_Fog[] = _("雾"); // Unused +const u8 gText_VolcanoAsh[] = _("火山灰"); // Unused +const u8 gText_Sandstorm[] = _("沙尘暴"); // Unused +const u8 gText_Fog2[] = _("雾2"); // Unused +const u8 gText_Seafloor[] = _("海底"); // Unused +const u8 gText_Cloudy[] = _("多云"); // Unused +const u8 gText_Sunny3[] = _("晴天3"); // Unused +const u8 gText_HeavyRain[] = _("大雨"); // Unused +const u8 gText_Seafloor2[] = _("海底2"); // Unused +const u8 gText_DelAll[] = _("全部清除"); +const u8 gText_Cancel5[] = _("取消"); +const u8 gText_Ok2[] = _("好"); +const u8 gText_Quiz[] = _("测验"); +const u8 gText_Answer[] = _("回答"); +const u8 gText_PokeBalls[] = _("精灵球"); +const u8 gText_Berry[] = _("树果"); +const u8 gText_Berries[] = _("树果"); +const u8 gText_ExpShareOn[] = _("打开了学习装置。{PAUSE_UNTIL_PRESS}"); +const u8 gText_ExpShareOff[] = _("关闭了学习装置。{PAUSE_UNTIL_PRESS}"); +const u8 gText_BasePointsResetToZero[] = _("{STR_VAR_1}的\n基础点数消失得干干净净了!{PAUSE_UNTIL_PRESS}"); const u8 gText_AM[] = _("AM"); const u8 gText_PM[] = _("PM"); -const u8 gText_Relearn[] = _("{START_BUTTON} RELEARN"); // future note: don't decap this, because it mimics the summary screen BG graphics which will not get decapped -const u8 gText_Rename[] = _("RENAME"); -const u8 gText_CannotSendMonToBoxHM[] = _("Cannot send that mon to the box,\nbecause it knows a HM move.{PAUSE_UNTIL_PRESS}"); +const u8 gText_Relearn[] = _("{START_BUTTON} 回忆"); // future note: don't decap this, because it mimics the summary screen BG graphics which will not get decapped +const u8 gText_Rename[] = _("改昵称"); +const u8 gText_CannotSendMonToBoxHM[] = _("不能把那只精灵送回电脑,\n因为它学会了秘传技能。{PAUSE_UNTIL_PRESS}");