#include"global.h" #include"strings.h" #include"battle_pyramid_bag.h" #include"item_menu.h" ALIGNED(4) 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[] = _("冒险时间"); 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_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[] = _("的叫声"); //日文版中为「の\nなきごえ」 const u8 gText_EmptyPokedexInfo2[] = _(""); // Unused const u8 gText_SizeComparedTo[] = _("{STR_VAR_1}与{STR_VAR_2}的体型比较"); const u8 gText_PokedexRegistration[] = _("图鉴登记完毕。"); const u8 gText_HTHeight[] = _("身高"); const u8 gText_WTWeight[] = _("体重"); const u8 gText_SearchingPleaseWait[] = _("搜索中……\n请稍后。"); const u8 gText_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[] = _("使用"); const u8 gMenuText_Toss[] = _("丢弃"); const u8 gMenuText_Register[] = _("登录"); const u8 gMenuText_Give[] = _("给予"); const u8 gMenuText_Confirm[] = _("确定"); 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[] = _("给予"); const u8 gText_xVar1[] = _("×{STR_VAR_1}"); const u8 gText_Berry2[] = _("树果"); // Unused const u8 gText_Coins[] = _("{STR_VAR_1}枚代币"); const u8 gText_CloseBag[] = _("合上包包"); const u8 gText_Var1IsSelected[] = _("要对{STR_VAR_1} \n做什么?"); const u8 gText_CantWriteMail[] = _("你不能在这\n写邮件。"); const u8 gText_NoPokemon[] = _("没有宝可梦。"); const u8 gText_MoveVar1Where[] = _("移动\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[] = _("这个盒子满了。{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[] = { [ITEMMENULOCATION_FIELD] = gText_TheField, [ITEMMENULOCATION_BATTLE] = gText_TheBattle, [ITEMMENULOCATION_PARTY] = gText_ThePokemonList, [ITEMMENULOCATION_SHOP] = gText_TheShop, [ITEMMENULOCATION_BERRY_TREE] = gText_TheField, [ITEMMENULOCATION_BERRY_BLENDER_CRUSH] = gText_TheField, [ITEMMENULOCATION_ITEMPC] = gText_ThePC, [ITEMMENULOCATION_FAVOR_LADY] = gText_TheField, [ITEMMENULOCATION_QUIZ_LADY] = gText_TheField, [ITEMMENULOCATION_APPRENTICE] = gText_TheField, [ITEMMENULOCATION_WALLY] = gText_TheBattle, [ITEMMENULOCATION_PCBOX] = gText_ThePC, [ITEMMENULOCATION_BERRY_TREE_MULCH] = gText_TheField, }; const u8 *const gPyramidBagMenu_ReturnToStrings[] = { [PYRAMIDBAG_LOC_FIELD] = gText_TheField, [PYRAMIDBAG_LOC_BATTLE] = gText_TheBattle, [PYRAMIDBAG_LOC_PARTY] = gText_ThePokemonList, [PYRAMIDBAG_LOC_CHOOSE_TOSS] = gText_TheField }; const u8 gText_ReturnToVar1[] = _("返回{STR_VAR_1}。"); const u8 *const gPocketNamesStringsTable[] = { [ITEMS_POCKET] = COMPOUND_STRING("道 具"), [BALLS_POCKET] = COMPOUND_STRING("精 灵 球"), [TMHM_POCKET] = COMPOUND_STRING("招式学习器"), [BERRIES_POCKET] = COMPOUND_STRING("树 果"), [KEYITEMS_POCKET] = COMPOUND_STRING("重要物品") }; 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[] = _("在得到新的徽章之前\n还不能使用。{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[] = _("包包已经满了,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 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[] = _(""); 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[] = _("包包已经满了。{PAUSE_UNTIL_PRESS}"); const u8 gText_MailToBagMessageErased[] = _("邮件信息被清除掉了,\n邮件放回了包包。{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[] = _("包包"); const u8 gText_MenuOptionPokenav[] = _("导航器"); 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[] = _("宝可梦性格"); const u8 gText_PokemonMoves[] = _("宝可梦招式"); const u8 gText_Underpowered[] = _("失去战斗力"); const u8 gText_WhenInDanger[] = _("在危险时"); const u8 gText_BattlePokemon[] = _("对战宝可梦"); const u8 gText_BattleTrainers[] = _("对战训练家"); 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[] = _("同行宝可梦满了!{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[] = _("这个训练家的形象。"); const u8 gText_TheImage[] = _("形象:"); const u8 gText_OutOfTheListedChoices[] = _("在列出的选项之外,"); const u8 gText_SelectTheAnswerToTheQuiz[] = _("选择测试的答案!"); const u8 gText_AndCreateAQuiz[] = _("并创建一个测试!"); const u8 gText_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[] = _("停止给予宝可梦邮件吗?"); 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[] = _("停止给予宝可梦邮件吗?"); // 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[] = _("宝可梦联盟"); const u8 gText_PokemonCenter[] = _("宝可梦中心"); const u8 gText_GetsAPokeBlockQuestion[] = _("要吃宝可方块吗?"); const u8 gText_Coolness[] = _("帅气度"); const u8 gText_Beauty3[] = _("美丽度"); const u8 gText_Cuteness[] = _("可爱度"); const u8 gText_Smartness[] = _("聪明度"); const u8 gText_Toughness[] = _("强壮度"); const u8 gText_WasEnhanced[] = _("增加了!"); const u8 gText_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"); #else 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 {CLEAR_TO 0x20}"); //修改,仿照日版删去训练师姓名前引号并改用空格 const u8 gText_TrainerCardIDNo[] = _("IDNo."); const u8 gText_TrainerCardMoney[] = _("零花钱"); const u8 gText_PokeDollar[] = _("$"); // Unused const u8 gText_TrainerCardPokedex[] = _("宝可梦图鉴"); const u8 gText_TrainerCardHiki[] = _("只"); //修改,恢复训练师卡片图鉴单位显示 const u8 gText_Colon2[] = _(":"); const u8 gText_Points[] = _("点数"); // Unused const u8 gText_TrainerCardTime[] = _("冒险时间"); 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[] = _("胜:{COLOR RED}{SHADOW LIGHT_RED}{STR_VAR_1}{COLOR DARK_GRAY}{SHADOW LIGHT_GRAY} 负:{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}"); 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[] = _("{HIGHLIGHT DARK_GRAY}"); const u8 gText_EmptySpace2[] = _(""); // Unused const u8 gText_HealthboxGender_Male[] = _("{COLOR DYNAMIC_COLOR2}♂"); const u8 gText_HealthboxGender_Female[] = _("{COLOR DYNAMIC_COLOR1}♀"); const u8 gText_HealthboxGender_None[] = _("{COLOR DYNAMIC_COLOR2}"); 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,请稍候。"); 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[] = _("1:00"); const u8 gText_2Colon[] = _("2:00"); const u8 gText_3Colon[] = _("3:00"); const u8 gText_4Colon[] = _("4:00"); const u8 gText_5Colon[] = _("5:00"); 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"); const u8 gJPText_SelectConnectFromEReaderMenu[] = _("カードeリーダー{PLUS}の メニューから\n‘つうしん'を えらび"); const u8 gJPText_SelectConnectWithGBA[] = _("‘ゲームボーイアドバンスとつうしん'\nを せんたく してください"); const u8 gJPText_SelectConnectAndPressA[] = _("カードeリーダー{PLUS}の ‘つうしん'を\nえらんで Aボタンを おしてください"); // Unused const u8 gJPText_LinkIsIncorrect[] = _("せつぞくが まちがっています"); const u8 gJPText_CardReadingHasBeenHalted[] = _("カードの よみこみを\nちゅうし しました"); const u8 gJPText_UnableConnectWithEReader[] = _("カードeリーダー{PLUS}と\nつうしん できません"); // Unused const u8 gJPText_Connecting[] = _("つうしん ちゅう です"); const u8 gJPText_ConnectionErrorCheckLink[] = _("つうしん エラーです\nせつぞくを たしかめて ください"); const u8 gJPText_ConnectionErrorTryAgain[] = _("つうしん エラーです\nはじめから やりなおして ください"); // Link error const u8 gJPText_AllowEReaderToLoadCard[] = _("カードeリーダー{PLUS} に\nカードを よみこませて ください"); 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}"); 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[] = _("游戏设定"); const u8 gText_TextSpeed[] = _("文字速度"); const u8 gText_BattleScene[] = _("战斗动画"); const u8 gText_BattleStyle[] = _("对战方式"); const u8 gText_Sound[] = _("声音"); const u8 gText_Frame[] = _("边框类型"); const u8 gText_OptionMenuCancel[] = _("取消"); const u8 gText_ButtonMode[] = _("按键模式"); const u8 gText_TextSpeedSlow[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}慢"); const u8 gText_TextSpeedMid[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}中"); const u8 gText_TextSpeedFast[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}快"); const u8 gText_BattleSceneOn[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}开"); const u8 gText_BattleSceneOff[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}关"); const u8 gText_BattleStyleShift[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}接力制"); const u8 gText_BattleStyleSet[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}淘汰制"); const u8 gText_SoundMono[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}单声道"); const u8 gText_SoundStereo[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}立体声"); const u8 gText_FrameType[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}类型"); const u8 gText_FrameTypeNumber[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}"); const u8 gText_ButtonTypeNormal[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}一般"); const u8 gText_ButtonTypeLR[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}LR"); const u8 gText_ButtonTypeLEqualsA[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}L同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[] = _("包包"); const u8 gText_MenuPokenav[] = _("导航器"); 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[] = _("图鉴导航"); 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[] = _("玩家"); // 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}口袋导航器\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}!"); // Easy chat group names const u8 gEasyChatGroupName_Pokemon[] = _("宝可梦"); const u8 gEasyChatGroupName_Trainer[] = _("训练家"); const u8 gEasyChatGroupName_Status[] = _("状态"); const u8 gEasyChatGroupName_Battle[] = _("战斗"); const u8 gEasyChatGroupName_Greetings[] = _("问候语"); const u8 gEasyChatGroupName_People[] = _("人们"); const u8 gEasyChatGroupName_Voices[] = _("拟声词"); const u8 gEasyChatGroupName_Speech[] = _("口语用词"); const u8 gEasyChatGroupName_Endings[] = _("句子结束语"); const u8 gEasyChatGroupName_Feelings[] = _("感受"); const u8 gEasyChatGroupName_Conditions[] = _("状况"); const u8 gEasyChatGroupName_Actions[] = _("动作"); const u8 gEasyChatGroupName_Lifestyle[] = _("生活相关"); const u8 gEasyChatGroupName_Hobbies[] = _("爱好"); const u8 gEasyChatGroupName_Time[] = _("时间"); const u8 gEasyChatGroupName_Misc[] = _("各类杂项"); const u8 gEasyChatGroupName_Adjectives[] = _("各种形容词"); const u8 gEasyChatGroupName_Events[] = _("事件"); const u8 gEasyChatGroupName_Move1[] = _("招式1"); const u8 gEasyChatGroupName_Move2[] = _("招式2"); const u8 gEasyChatGroupName_TrendySaying[] = _("流行语"); const u8 gEasyChatGroupName_Pokemon2[] = _("宝可梦2"); 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[] = _("主人公"); const u8 gText_SavingBadges[] = _("徽章"); const u8 gText_SavingPokedex[] = _("图鉴"); const u8 gText_SavingTime[] = _("冒险时间"); 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, gText_F701Players, gText_F702Players, 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[] = _("奖励时间\n属于你的高光时刻来了!\n持续期间内,机器转动速度\n将逐渐减缓。瞄准目标吧!\n轮数耗尽或中超级大奖后,\n奖励时间将会结束。"); const u8 gDaycareText_GetAlongVeryWell[] = _("这2只的关系\n好像挺好的!"); const u8 gDaycareText_GetAlong[] = _("这2只的关系\n感觉还不错啊。"); const u8 gDaycareText_DontLikeOther[] = _("这2只的关系\n似乎不太好啊。"); const u8 gDaycareText_PlayOther[] = _("这2只各自跑去\n和其他宝可梦玩了……"); 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}学习哪个招式呢?"); 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[] = _("要清除卡带所有\n保存记录区域的数据吗?"); const u8 gText_ClearingData[] = _("正在清除记录……\n请稍等。"); 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"); // 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} 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[] = _("更改昵称"); const u8 gText_CannotSendMonToBoxHM[] = _("不能把那只宝可梦送回电脑,\n因为它学会了秘传招式。{PAUSE_UNTIL_PRESS}");