1290 lines
84 KiB
C
1290 lines
84 KiB
C
#include"global.h"
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#include"strings.h"
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#include"battle_pyramid_bag.h"
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#include"item_menu.h"
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ALIGNED(4)
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const u8 gText_ExpandedPlaceholder_Empty[] = _("");
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const u8 gText_ExpandedPlaceholder_Kun[] = _("");
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const u8 gText_ExpandedPlaceholder_Chan[] = _("");
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const u8 gText_ExpandedPlaceholder_Sapphire[] = _("蓝宝石");
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const u8 gText_ExpandedPlaceholder_Ruby[] = _("红宝石");
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const u8 gText_ExpandedPlaceholder_Emerald[] = _("绿宝石");
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const u8 gText_ExpandedPlaceholder_Aqua[] = _("海洋");
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const u8 gText_ExpandedPlaceholder_Magma[] = _("熔岩");
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const u8 gText_ExpandedPlaceholder_Archie[] = _("水梧桐");
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const u8 gText_ExpandedPlaceholder_Maxie[] = _("赤焰松");
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const u8 gText_ExpandedPlaceholder_Kyogre[] = _("盖欧卡");
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const u8 gText_ExpandedPlaceholder_Groudon[] = _("固拉多");
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const u8 gText_ExpandedPlaceholder_Brendan[] = _("小悠");
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const u8 gText_ExpandedPlaceholder_May[] = _("小遥");
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const u8 gText_EggNickname[POKEMON_NAME_LENGTH + 1] = _("蛋");
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const u8 gText_Pokemon[POKEMON_NAME_LENGTH + 1] = _("宝可梦");
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const u8 gText_Player[] = _("玩家"); // Unused
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const u8 gText_Pokedex[] = _("图鉴"); // Unused
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const u8 gText_Time[] = _("冒险时间");
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const u8 gText_Badges[] = _("徽章"); // Unused
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const u8 gText_AButton[] = _("A键"); // Unused
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const u8 gText_BButton[] = _("B键"); // Unused
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const u8 gText_RButton[] = _("R键"); // Unused
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const u8 gText_LButton[] = _("L键"); // Unused
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const u8 gText_Start[] = _("START"); // Unused
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const u8 gText_Select[] = _("SELECT"); // Unused
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const u8 gText_ControlPad[] = _("+ 十字键"); // Unused
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const u8 gText_LButtonRButton[] = _("L键 R键"); // Unused
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const u8 gText_Controls[] = _("控制器"); // Unused
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ALIGNED(4) const u8 gText_PickOk[] = _("{DPAD_UPDOWN}选择 {A_BUTTON}好"); // Unused
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ALIGNED(4) const u8 gText_Next[] = _("{A_BUTTON}下个"); // Unused
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ALIGNED(4) const u8 gText_NextBack[] = _("{A_BUTTON}下个 {B_BUTTON}返回"); // Unused
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ALIGNED(4) const u8 gText_PickNextCancel[] = _("{DPAD_UPDOWN}选择 {A_BUTTON}下个 {B_BUTTON}取消");
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ALIGNED(4) const u8 gText_PickCancel[] = _("{DPAD_UPDOWN}选择 {A_BUTTON}{B_BUTTON}取消");
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ALIGNED(4) const u8 gText_AButtonExit[] = _("{A_BUTTON}退出");
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const u8 gText_ThisIsAPokemon[] = _("这就是被我们称为\n“宝可梦”的生物。{PAUSE 96}\p");
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const u8 gText_5MarksPokemon[] = _("???宝可梦");
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const u8 gText_UnkHeight[] = _("{CLEAR_TO 0x0C}???.?m");
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const u8 gText_UnkHeightMetric[] = _("???.? m");
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const u8 gText_UnkWeight[] = _("???.?kg");
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const u8 gText_UnkWeightMetric[] = _("???.? kg.");
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const u8 gText_EmptyPkmnCategory[] = _("宝可梦"); // Unused
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const u8 gText_EmptyHeight[] = _("{CLEAR_TO 0x0C} . m"); // Unused
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const u8 gText_EmptyWeight[] = _(". kg"); // Unused
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const u8 gText_EmptyPokedexInfo1[] = _(""); // Unused
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const u8 gText_CryOf[] = _("的叫声"); //日文版中为「の\nなきごえ」
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const u8 gText_EmptyPokedexInfo2[] = _(""); // Unused
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const u8 gText_SizeComparedTo[] = _("{STR_VAR_1}与{STR_VAR_2}的体型比较");
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const u8 gText_PokedexRegistration[] = _("图鉴登记完毕。");
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const u8 gText_HTHeight[] = _("身高");
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const u8 gText_WTWeight[] = _("体重");
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const u8 gText_SearchingPleaseWait[] = _("搜索中……\n请稍候。");
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const u8 gText_SearchCompleted[] = _("搜索完毕。");
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const u8 gText_NoMatchingPkmnWereFound[] = _("没有找到符合条件的宝可梦。");
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const u8 gText_SearchForPkmnBasedOnParameters[] = _("搜索宝可梦\n请选择条件。");
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const u8 gText_SwitchPokedexListings[] = _("切换图鉴排列。");
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const u8 gText_ReturnToPokedex[] = _("返回图鉴。");
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const u8 gText_SelectPokedexMode[] = _("选择图鉴模式。");
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const u8 gText_SelectPokedexListingMode[] = _("选择图鉴排列模式。");
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const u8 gText_ListByFirstLetter[] = _("请指定名字的首字,\n限已发现的宝可梦。");
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const u8 gText_ListByBodyColor[] = _("请指定宝可梦的体色,\n限已发现的宝可梦。");
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const u8 gText_ListByType[] = _("请指定属性\n限已捕捉过的宝可梦。");
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const u8 gText_ExecuteSearchSwitch[] = _("开始搜索。");
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const u8 gText_DexHoennTitle[] = _("丰缘图鉴");
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const u8 gText_DexNatTitle[] = _("全国图鉴");
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const u8 gText_DexSortNumericalTitle[] = _("编号模式");
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const u8 gText_DexSortAtoZTitle[] = _("拼音模式");
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const u8 gText_DexSortHeaviestTitle[] = _("体重降序模式");
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const u8 gText_DexSortLightestTitle[] = _("体重升序模式");
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const u8 gText_DexSortTallestTitle[] = _("身高降序模式");
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const u8 gText_DexSortSmallestTitle[] = _("身高升序模式");
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const u8 gText_DexSearchAlphaABC[] = _("ABC");
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const u8 gText_DexSearchAlphaDEF[] = _("DEF");
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const u8 gText_DexSearchAlphaGHI[] = _("GHI");
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const u8 gText_DexSearchAlphaJKL[] = _("JKL");
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const u8 gText_DexSearchAlphaMNO[] = _("MNO");
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const u8 gText_DexSearchAlphaPQR[] = _("PQR");
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const u8 gText_DexSearchAlphaSTU[] = _("STU");
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const u8 gText_DexSearchAlphaVWX[] = _("VWX");
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const u8 gText_DexSearchAlphaYZ[] = _("YZ");
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const u8 gText_DexSearchColorRed[] = _("红");
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const u8 gText_DexSearchColorBlue[] = _("蓝");
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const u8 gText_DexSearchColorYellow[] = _("黄");
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const u8 gText_DexSearchColorGreen[] = _("绿");
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const u8 gText_DexSearchColorBlack[] = _("黑");
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const u8 gText_DexSearchColorBrown[] = _("棕");
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const u8 gText_DexSearchColorPurple[] = _("紫");
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const u8 gText_DexSearchColorGray[] = _("灰");
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const u8 gText_DexSearchColorWhite[] = _("白");
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const u8 gText_DexSearchColorPink[] = _("粉");
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const u8 gText_DexHoennDescription[] = _("丰缘地区的图鉴");
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const u8 gText_DexNatDescription[] = _("全国版本的图鉴");
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const u8 gText_DexSortNumericalDescription[] = _("按图鉴的编号来\n排列宝可梦。");
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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。");
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const u8 gText_DexSortHeaviestDescription[] = _("按重到轻的顺序来排列\n已获得的宝可梦。");
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const u8 gText_DexSortLightestDescription[] = _("按轻到重的顺序来排列\n已获得的宝可梦。");
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const u8 gText_DexSortTallestDescription[] = _("按高到低的顺序来排列\n已获得的宝可梦。");
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const u8 gText_DexSortSmallestDescription[] = _("按低到高的顺序来排列\n已获得的宝可梦。");
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const u8 gText_DexEmptyString[] = _("");
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const u8 gText_DexSearchDontSpecify[] = _("没有指定");
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const u8 gText_DexSearchTypeNone[] = _("无");
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const u8 gText_SelectorArrow[] = _("▶");
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const u8 gText_EmptySpace[] = _(""); // Unused
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const u8 gText_WelcomeToHOF[] = _("恭喜登入名人堂!");
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const u8 gText_HOFDexRating[] = _("已发现的宝可梦:{STR_VAR_1}!\n已捕捉的宝可梦:{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");
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const u8 gText_HOFDexSaving[] = _("正在写入记录……\n请勿切断电源。");
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const u8 gText_HOFCorrupted[] = _("名人堂的数据损坏了。");
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const u8 gText_HOFNumber[] = _("名人堂 No.{STR_VAR_1}");
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const u8 gText_LeagueChamp[] = _("联盟冠军!\n热烈祝贺!");
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const u8 gText_Number[] = _("No.");
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const u8 gText_Level[] = _("Lv.");
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const u8 gText_IdNumberSlash[] = _("{ID}{NO} /"); // Unused
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const u8 gText_Name[] = _("名字");
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const u8 gText_IDNumber[] = _("{ID}{NO}");
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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!");
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const u8 gText_ConfirmStarterChoice[] = _("确定选择这只宝可梦?");
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const u8 gText_Pokemon4[] = _("宝可梦"); // Unused
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const u8 gText_FlyToWhere[] = _("要飞到哪里?");
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const u8 gMenuText_Use[] = _("使用");
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const u8 gMenuText_Toss[] = _("扔掉");
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const u8 gMenuText_Register[] = _("登录");
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const u8 gMenuText_Give[] = _("携带");
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const u8 gMenuText_Confirm[] = _("确定");
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const u8 gText_Cancel[] = _("取消");
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const u8 gText_Cancel2[] = _("退出");
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const u8 gText_EmptyString2[] = _("");
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const u8 gText_None[] = _("无");
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const u8 gText_FiveMarks[] = _("???");
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const u8 gText_Slash[] = _("/");
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const u8 gText_OneDash[] = _("-");
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const u8 gText_TwoDashes[] = _("--");
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const u8 gText_ThreeDashes[] = _("---");
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const u8 gText_MaleSymbol[] = _("♂");
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const u8 gText_FemaleSymbol[] = _("♀");
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const u8 gText_LevelSymbol[] = _("{LV}");
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const u8 gText_NumberClear01[] = _("{NO}{CLEAR 0x01}");
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const u8 gText_RightArrow[] = _("{RIGHT_ARROW}"); // Unused
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const u8 gText_IDNumber2[] = _("{ID}{NO}");
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const u8 gText_Space[] = _(" ");
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const u8 gText_SelectorArrow2[] = _("▶");
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const u8 gText_GoBackPrevMenu[] = _("返回\n上一级菜单。");
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const u8 gText_WhatWouldYouLike[] = _("请选择。");
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const u8 gMenuText_Give2[] = _("");
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const u8 gText_xVar1[] = _("×{STR_VAR_1}");
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const u8 gText_Berry2[] = _("树果"); // Unused
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const u8 gText_Coins[] = _("{STR_VAR_1}枚代币");
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const u8 gText_CloseBag[] = _("合上包包");
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const u8 gText_Var1IsSelected[] = _("要对{STR_VAR_1}\n做什么?");
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const u8 gText_CantWriteMail[] = _("不能在这里\n写邮件。");
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const u8 gText_NoPokemon[] = _("没有宝可梦哦!");
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const u8 gText_MoveVar1Where[] = _("要将{STR_VAR_1}\n移动到哪个位置?");
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const u8 gText_Var1CantBeHeld[] = _("无法携带{STR_VAR_1}!");
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const u8 gText_TossHowManyVar1s[] = _("扔掉多少个\n{STR_VAR_1}?");
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const u8 gText_ThrewAwayVar2Var1s[] = _("把{STR_VAR_2}个\n{STR_VAR_1}扔掉了。");
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const u8 gText_ConfirmTossItems[] = _("要把{STR_VAR_2}个\n{STR_VAR_1}扔掉吗?");
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const u8 gText_DadsAdvice[] = _("爸爸说过……\n{PLAYER},道具是要看场合来用的啊!{PAUSE_UNTIL_PRESS}");
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const u8 gText_PlayerUsedVar2[] = _("{PLAYER}使用了\n{STR_VAR_2}。{PAUSE_UNTIL_PRESS}");
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const u8 gText_RepelEffectsLingered[] = _("之前使用的喷雾效果还留着!{PAUSE_UNTIL_PRESS}");
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const u8 gText_LureEffectsLingered[] = _("之前使用的香水效果还留着!{PAUSE_UNTIL_PRESS}");
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const u8 gText_BoxFull[] = _("这个盒子满了。{PAUSE_UNTIL_PRESS}");
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const u8 gText_TheField[] = _("野外");
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const u8 gText_TheBattle[] = _("战斗");
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const u8 gText_ThePokemonList[] = _("宝可梦列表");
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const u8 gText_TheShop[] = _("友好商店");
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const u8 gText_ThePC[] = _("电脑");//虽然这个PC在商店的下面,但是其实它是电脑的意思……
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const u8 *const gBagMenu_ReturnToStrings[] =
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{
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[ITEMMENULOCATION_FIELD] = gText_TheField,
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[ITEMMENULOCATION_BATTLE] = gText_TheBattle,
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[ITEMMENULOCATION_PARTY] = gText_ThePokemonList,
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[ITEMMENULOCATION_SHOP] = gText_TheShop,
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[ITEMMENULOCATION_BERRY_TREE] = gText_TheField,
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[ITEMMENULOCATION_BERRY_BLENDER_CRUSH] = gText_TheField,
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[ITEMMENULOCATION_ITEMPC] = gText_ThePC,
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[ITEMMENULOCATION_FAVOR_LADY] = gText_TheField,
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[ITEMMENULOCATION_QUIZ_LADY] = gText_TheField,
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[ITEMMENULOCATION_APPRENTICE] = gText_TheField,
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[ITEMMENULOCATION_WALLY] = gText_TheBattle,
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[ITEMMENULOCATION_PCBOX] = gText_ThePC,
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[ITEMMENULOCATION_BERRY_TREE_MULCH] = gText_TheField,
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};
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const u8 *const gPyramidBagMenu_ReturnToStrings[] =
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{
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[PYRAMIDBAG_LOC_FIELD] = gText_TheField,
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[PYRAMIDBAG_LOC_BATTLE] = gText_TheBattle,
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[PYRAMIDBAG_LOC_PARTY] = gText_ThePokemonList,
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[PYRAMIDBAG_LOC_CHOOSE_TOSS] = gText_TheField
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};
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const u8 gText_ReturnToVar1[] = _("返回{STR_VAR_1}。");
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const u8 *const gPocketNamesStringsTable[] =
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{
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[POCKET_ITEMS] = COMPOUND_STRING("道 具"),
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[POCKET_POKE_BALLS] = COMPOUND_STRING("精 灵 球"),
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[POCKET_TM_HM] = COMPOUND_STRING("招式学习器"),
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[POCKET_BERRIES] = COMPOUND_STRING("树 果"),
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[POCKET_KEY_ITEMS] = COMPOUND_STRING("重要物品")
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};
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const u8 gText_NumberItem_TMBerry[] = _("{NO}{STR_VAR_1}{CLEAR 0x03}{STR_VAR_2}");
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const u8 gText_NumberItem_HM[] = _("{CLEAR_TO 0x11}{STR_VAR_1}{CLEAR 0x05}{STR_VAR_2}");
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const u8 gText_ShopBuy[] = _("购买");
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const u8 gText_ShopSell[] = _("出售");
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const u8 gText_ShopQuit[] = _("退出");
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const u8 gText_ThatItemIsSoldOut[] = _("不好意思!\n该商品已售罄!{PAUSE_UNTIL_PRESS}");
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const u8 gText_SoldOut[] = _("售罄");
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const u8 gText_InBagVar1[] = _("持有:{STR_VAR_1}");
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const u8 gText_QuitShopping[] = _("结束购物");
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const u8 gText_Var1CertainlyHowMany[] = _("您要买几个{STR_VAR_1}?");
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const u8 gText_Var1CertainlyHowMany2[] = _("您要买几个{STR_VAR_1}?");
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const u8 gText_Var1AndYouWantedVar2[] = _("是{STR_VAR_1}啊。\n{STR_VAR_2}个一共是¥{STR_VAR_3}。");
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const u8 gText_Var1IsItThatllBeVar2[] = _("是{STR_VAR_1}啊。\n价格是¥{STR_VAR_2}。");
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const u8 gText_YouWantedVar1ThatllBeVar2[] = _("是{STR_VAR_1}啊。\n价格是¥{STR_VAR_2},可以吗?");
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const u8 gText_HereYouGoThankYou[] = _("请拿好。\n谢谢惠顾。");
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const u8 gText_ThankYouIllSendItHome[] = _("谢谢惠顾。\n我会把商品送到您家的电脑中。");
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const u8 gText_ThanksIllSendItHome[] = _("谢谢惠顾。\n我会把商品送到您家的电脑中。");
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const u8 gText_YouDontHaveMoney[] = _("您的钱不够呢!{PAUSE_UNTIL_PRESS}");
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const u8 gText_NoMoreRoomForThis[] = _("不好意思,\n您好像已经拿不下呢……{PAUSE_UNTIL_PRESS}");
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const u8 gText_SpaceForVar1Full[] = _("您已经拿不下\n更多的{STR_VAR_1}了!{PAUSE_UNTIL_PRESS}");
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const u8 gText_AnythingElseICanHelp[] = _("还有什么其他需要吗?");
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const u8 gText_CanIHelpWithAnythingElse[] = _("还有什么其他需要吗?");
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const u8 gText_ThrowInPremierBall[] = _("还要多送个纪念球给您哦!{PAUSE_UNTIL_PRESS}");
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const u8 gText_ThrowInPremierBalls[] = _("还要多送{STR_VAR_1}个纪念球给您哦!{PAUSE_UNTIL_PRESS}");
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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}");
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const u8 gText_HowManyToSell[] = _("要卖出多少个{STR_VAR_2}?");
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const u8 gText_ICanPayVar1[] = _("那么我用¥{STR_VAR_1}跟您收购吧。\n可以吗?");
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const u8 gText_TurnedOverVar1ForVar2[] = _("给出{STR_VAR_2},\n拿到了¥{STR_VAR_1}。");
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const u8 gText_PokedollarVar1[] = _("¥{STR_VAR_1}");
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const u8 gText_HP3[] = _("HP");
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const u8 gText_SpAtk3[] = _("特攻");
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const u8 gText_SpDef3[] = _("特防");
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const u8 gText_WontHaveEffect[] = _("即便使用也无效果哦。{PAUSE_UNTIL_PRESS}");
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const u8 gText_NextFusionMon[] = _("要和哪只宝可梦合体呢?");
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const u8 gText_CantBeUsedOnPkmn[] = _("不能用于这只宝可梦。{PAUSE_UNTIL_PRESS}");
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const u8 gText_PkmnCantSwitchOut[] = _("无法收回{STR_VAR_1}!{PAUSE_UNTIL_PRESS}");
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const u8 gText_PkmnAlreadyInBattle[] = _("{STR_VAR_1}已经在战斗了!{PAUSE_UNTIL_PRESS}");
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const u8 gText_PkmnAlreadySelected[] = _("{STR_VAR_1}已经被选中了。{PAUSE_UNTIL_PRESS}");
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const u8 gText_PkmnHasNoEnergy[] = _("{STR_VAR_1}没有力气战斗了!{PAUSE_UNTIL_PRESS}");
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const u8 gText_CantSwitchWithAlly[] = _("无法选择{STR_VAR_1}的宝可梦。{PAUSE_UNTIL_PRESS}");
|
||
const u8 gText_EggCantBattle[] = _("无法让蛋出场战斗。{PAUSE_UNTIL_PRESS}");
|
||
const u8 gText_CantUseUntilNewBadge[] = _("在得到新的徽章之前\n还不能使用。{PAUSE_UNTIL_PRESS}");
|
||
const u8 gText_NoMoreThanVar1Pkmn[] = _("参加的宝可梦数量不能\n超过{STR_VAR_1}只。{PAUSE_UNTIL_PRESS}");
|
||
const u8 gText_SendMailToPC[] = _("取下邮件并发送到\n你的电脑吗?");
|
||
const u8 gText_MailSentToPC[] = _("邮件已经发送到你的电脑了!{PAUSE_UNTIL_PRESS}");
|
||
const u8 gText_PCMailboxFull[] = _("你电脑的邮箱已经满了!{PAUSE_UNTIL_PRESS}");
|
||
const u8 gText_MailMessageWillBeLost[] = _("如果把邮件取下来,\n内容将会丢失,可以吗?");
|
||
const u8 gText_RemoveMailBeforeItem[] = _("取下邮件才能\n携带道具!{PAUSE_UNTIL_PRESS}");
|
||
const u8 gText_PkmnWasGivenItem[] = _("让{STR_VAR_1}\n携带了{STR_VAR_2}!{PAUSE_UNTIL_PRESS}");
|
||
const u8 gText_PkmnAlreadyHoldingItemSwitch[] = _("{STR_VAR_1}已经携带了\n{STR_VAR_2}。\p要和它替换吗?");
|
||
const u8 gText_PkmnNotHolding[] = _("{STR_VAR_1}没有携带\n任何道具!{PAUSE_UNTIL_PRESS}");
|
||
const u8 gText_ReceivedItemFromPkmn[] = _("从{STR_VAR_1}那里\n收回了{STR_VAR_2}!{PAUSE_UNTIL_PRESS}");
|
||
const u8 gText_MailTakenFromPkmn[] = _("将宝可梦身上的邮件\n取下来了。{PAUSE_UNTIL_PRESS}");
|
||
const u8 gText_SwitchedPkmnItem[] = _("收回了{STR_VAR_2},\n让宝可梦携带了{STR_VAR_1}!{PAUSE_UNTIL_PRESS}");
|
||
const u8 gText_PkmnHoldingItemCantHoldMail[] = _("宝可梦已经携带了道具,\n不能再携带邮件了。{PAUSE_UNTIL_PRESS}");
|
||
const u8 gText_MailTransferredFromMailbox[] = _("从邮箱里拿出了邮件。{PAUSE_UNTIL_PRESS}");
|
||
const u8 gText_BagFullCouldNotRemoveItem[] = _("包包已满,\n不能接收道具了。{PAUSE_UNTIL_PRESS}");
|
||
const u8 gText_PkmnLearnedMove3[] = _("{STR_VAR_1}\n学会了{STR_VAR_2}!");
|
||
const u8 gText_PkmnCantLearnMove[] = _("{STR_VAR_1}与{STR_VAR_2}\n不匹配!\p{STR_VAR_2}是学不会的!{PAUSE_UNTIL_PRESS}");
|
||
const u8 gText_PkmnNeedsToReplaceMove[] = _("{STR_VAR_1}想要学习\n{STR_VAR_2}……\p为了学习{STR_VAR_2},\n要忘记其他的招式吗?");
|
||
const u8 gText_StopLearningMove2[] = _("要放弃学习{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}变成其他样子了!{PAUSE_UNTIL_PRESS}");
|
||
const u8 gText_ThrowAwayItem[] = _("扔掉这个\n{STR_VAR_1}吗?");
|
||
const u8 gText_ItemThrownAway[] = _("{STR_VAR_1}\n被扔掉了。{PAUSE_UNTIL_PRESS}");
|
||
const u8 gText_TeachWhichPokemon2[] = _("要让哪只宝可梦学习?"); // Unused
|
||
const u8 gText_ChoosePokemon[] = _("请选择宝可梦。");
|
||
const u8 gText_MoveToWhere[] = _("要和哪只宝可梦替换?");
|
||
const u8 gText_TeachWhichPokemon[] = _("要让哪只宝可梦学习?");
|
||
const u8 gText_UseOnWhichPokemon[] = _("要用于哪只宝可梦?");
|
||
const u8 gText_GiveToWhichPokemon[] = _("要让哪只宝可梦携带?");
|
||
const u8 gText_DoWhatWithPokemon[] = _("要拿{STR_VAR_1}怎么办?");
|
||
const u8 gText_NothingToCut[] = _("没有能砍断的东西。");
|
||
const u8 gText_CantSurfHere[] = _("无法在这里冲浪。");
|
||
const u8 gText_AlreadySurfing[] = _("已经在冲浪中了。");
|
||
const u8 gText_CantUseHere[] = _("无法在这里使用!");
|
||
const u8 gText_RestoreWhichMove[] = _("要回复哪个招式?");
|
||
const u8 gText_BoostPp[] = _("要增加哪个招式的PP?");
|
||
const u8 gText_DoWhatWithItem[] = _("要拿这个道具做什么?");
|
||
const u8 gText_NoPokemonForBattle[] = _("没有能参加对战的宝可梦!");
|
||
const u8 gText_ChoosePokemon2[] = _("请选择要参加对战的宝可梦。");
|
||
const u8 gText_NotEnoughHp[] = _("没有足够的体力……");
|
||
const u8 gText_PokemonAreNeeded[] = _("需要选择{STR_VAR_1}只宝可梦!");
|
||
const u8 gText_PokemonCantBeSame[] = _("您选择了相同种类的宝可梦!");
|
||
const u8 gText_NoIdenticalHoldItems[] = _("有携带着相同道具的宝可梦!");
|
||
const u8 gText_CurrentIsTooFast[] = _("水流太急了!");
|
||
const u8 gText_DoWhatWithMail[] = _("要拿这个邮件怎么办?");
|
||
const u8 gText_ChoosePokemonCancel[] = _("请选择宝可梦或取消。");
|
||
const u8 gText_ChoosePokemonConfirm[] = _("请选择宝可梦并确认。");
|
||
const u8 gText_SendWhichMonToPC[] = _("要将哪只宝可梦发送到盒子里?");
|
||
const u8 gText_MoveItemWhere[] = _("要替换到哪里?");
|
||
const u8 gText_XsYAnd[] = _("将{STR_VAR_1}的{STR_VAR_2}与\n");
|
||
const u8 gText_XsYWereSwapped[] = _("{STR_VAR_1}的{STR_VAR_2}互换了!{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[] = _("不能使用");
|
||
const u8 gText_Able[] = _("能使用!");
|
||
const u8 gText_First_PM[] = _("1号");
|
||
const u8 gText_Second_PM[] = _("2号");
|
||
const u8 gText_Third_PM[] = _("3号");
|
||
const u8 gText_Able2[] = _("能使用!");
|
||
const u8 gText_NotAble[] = _("不能使用");
|
||
const u8 gText_Able3[] = _("能学习!");
|
||
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[] = _("4号");
|
||
const u8 gText_PkmnCantParticipate[] = _("这只宝可梦无法参加!{PAUSE_UNTIL_PRESS}");
|
||
const u8 gText_CancelParticipation[] = _("要取消参加吗?");
|
||
const u8 gText_CancelBattle[] = _("要取消战斗吗?");
|
||
const u8 gText_ReturnToWaitingRoom[] = _("要返回等候大厅吗?");
|
||
const u8 gText_CancelChallenge[] = _("要取消挑战吗?");
|
||
const u8 gText_EscapeFromHere[] = _("要从这里脱离并\n返回{STR_VAR_1}吗?");
|
||
const u8 gText_ReturnToHealingSpot[] = _("要返回上一个\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1个能\n战斗的宝可梦了!");
|
||
ALIGNED(4) const u8 gText_PkmnCantBeTradedNow[] = _("这只宝可梦暂时不能交换!");
|
||
ALIGNED(4) const u8 gText_PkmnCantBeTraded[] = _("这只宝可梦不能交换!");
|
||
ALIGNED(4) const u8 gText_EggCantBeTradedNow[] = _("蛋不能交换!");
|
||
ALIGNED(4) const u8 gText_OtherTrainersPkmnCantBeTraded[] = _("对方训练家的宝可梦\n暂时不能交换!");
|
||
ALIGNED(4) const u8 gText_OtherTrainerCantAcceptPkmn[] = _("对方训练家暂时不能\n接收这只宝可梦!");
|
||
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[] = _("奖章数:{STR_VAR_1}");
|
||
const u8 gText_EmptyString5[] = _("");
|
||
const u8 gText_Events[] = _("事件"); // Unused
|
||
const u8 gText_Switch[] = _("排序");
|
||
const u8 gText_PkmnInfo[] = _("宝可梦信息");
|
||
const u8 gText_PkmnSkills[] = _("宝可梦能力");
|
||
const u8 gText_BattleMoves[] = _("战斗招式");
|
||
const u8 gText_ContestMoves[] = _("华丽大赛招式");
|
||
const u8 gText_Info[] = _("查看招式");
|
||
const u8 gText_EggWillTakeALongTime[] = _("这只蛋孵出来好像\n需要很长一段时间。");
|
||
const u8 gText_EggWillTakeSomeTime[] = _("会孵出来什么呢?\n好像还要过段时间才会孵出来。");
|
||
const u8 gText_EggWillHatchSoon[] = _("好像偶尔在动。\n再过一点时间才会孵出来吧?");
|
||
const u8 gText_EggAboutToHatch[] = _("能听到从里面传来的声音!\n好像快要孵出来了!");
|
||
const u8 gText_HMMovesCantBeForgotten2[] = _("暂时不能忘记秘传招式。");
|
||
const u8 gText_XNatureMetAtYZ[] = _("{DYNAMIC 0}{DYNAMIC 2}{DYNAMIC 1}{DYNAMIC 5}的性格,\n在{DYNAMIC 0}{DYNAMIC 4}{DYNAMIC 1},\n遇见了当时{LV_2}{DYNAMIC 0}{DYNAMIC 3}{DYNAMIC 1}的它。");
|
||
const u8 gText_XNatureHatchedAtYZ[] = _("{DYNAMIC 0}{DYNAMIC 2}{DYNAMIC 1}{DYNAMIC 5}的性格,\n在{DYNAMIC 0}{DYNAMIC 4}{DYNAMIC 1}孵化了。");
|
||
const u8 gText_XNatureObtainedInTrade[] = _("{DYNAMIC 0}{DYNAMIC 2}{DYNAMIC 1}{DYNAMIC 5}的性格,\n通过交换遇见了它。");
|
||
const u8 gText_XNatureFatefulEncounter[] = _("{DYNAMIC 0}{DYNAMIC 2}{DYNAMIC 1}{DYNAMIC 5}的性格,\n命中注定般地遇见了当时{LV_2}{DYNAMIC 0}{DYNAMIC 3}{DYNAMIC 1}的它。");
|
||
const u8 gText_XNatureProbablyMetAt[] = _("{DYNAMIC 0}{DYNAMIC 2}{DYNAMIC 1}{DYNAMIC 5}的性格,\n好像在{DYNAMIC 0}{DYNAMIC 4}{DYNAMIC 1},\n遇见了当时{LV_2}{DYNAMIC 0}{DYNAMIC 3}{DYNAMIC 1}的它。");
|
||
const u8 gText_XNature[] = _("{DYNAMIC 0}{DYNAMIC 2}{DYNAMIC 1}{DYNAMIC 5}的性格");
|
||
const u8 gText_XNatureMetSomewhereAt[] = _("{DYNAMIC 0}{DYNAMIC 2}{DYNAMIC 1}{DYNAMIC 5}的性格,\n在某个地方,\n遇见了当时{LV_2}{DYNAMIC 0}{DYNAMIC 3}{DYNAMIC 1}的它。");
|
||
const u8 gText_XNatureHatchedSomewhereAt[] = _("{DYNAMIC 0}{DYNAMIC 2}{DYNAMIC 1}{DYNAMIC 5}的性格,\n在某个地方孵化了。");
|
||
const u8 gText_OddEggFoundByCouple[] = _("从培育屋夫妇那里发现的\n不可思议的宝可梦蛋。");
|
||
const u8 gText_PeculiarEggNicePlace[] = _("在一个好地方得到\n的罕见的宝可梦蛋。");
|
||
const u8 gText_PeculiarEggTrade[] = _("通过交换得到的\n罕见的宝可梦蛋。");
|
||
const u8 gText_EggFromHotSprings[] = _("在温泉那里\n得到的宝可梦蛋。");
|
||
const u8 gText_EggFromTraveler[] = _("在一个旅行者那里得到的\n不可思议的宝可梦蛋。");
|
||
const u8 gText_ApostropheSBase[] = _("的基地");
|
||
const u8 gText_OkayToDeleteFromRegistry[] = _("要从登记列表中\n删除{STR_VAR_1}吗?");
|
||
const u8 gText_RegisteredDataDeleted[] = _("登记条目已被删除。{PAUSE_UNTIL_PRESS}");
|
||
const u8 gText_NoRegistry[] = _("登记列表是空的。{PAUSE_UNTIL_PRESS}");
|
||
const u8 gText_DelRegist[] = _("删除登记条目。");
|
||
const u8 gText_Var3Var1SlashVar2[] = _("{STR_VAR_3}{STR_VAR_1}/{STR_VAR_2}"); // Unused
|
||
const u8 gText_Decorate[] = _("装饰");
|
||
const u8 gText_PutAway[] = _("收回");
|
||
const u8 gText_Toss2[] = _("扔掉");
|
||
const u8 gText_Color161Shadow161[] = _("{COLOR 161}{SHADOW 161}");
|
||
const u8 gText_PutOutSelectedDecorItem[] = _("取出选择的装饰物品。");
|
||
const u8 gText_StoreChosenDecorInPC[] = _("将选择的装饰物品存入电脑中。");
|
||
const u8 gText_ThrowAwayUnwantedDecors[] = _("扔掉不想要的装饰物品。");
|
||
const u8 gText_NoDecorations[] = _("目前没有任何装饰物品。{PAUSE_UNTIL_PRESS}");
|
||
const u8 gText_Desk[] = _("桌子");
|
||
const u8 gText_Chair[] = _("椅子");
|
||
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");
|
||
const u8 gText_Cushion[] = _("垫子");
|
||
const u8 gText_Gold[] = _("金");
|
||
const u8 gText_Silver[] = _("银");
|
||
const u8 gText_PlaceItHere[] = _("要放在这里吗?");
|
||
const u8 gText_CantBePlacedHere[] = _("无法放在这里!");
|
||
const u8 gText_CancelDecorating[] = _("要停止装饰吗?");
|
||
const u8 gText_InUseAlready[] = _("这个已经在使用了。");
|
||
const u8 gText_NoMoreDecorations[] = _("无法再摆放装饰物品了!\n最多可以摆放{STR_VAR_1}个。");
|
||
const u8 gText_NoMoreDecorations2[] = _("无法再摆放装饰物品了!\n最多可以摆放{STR_VAR_1}个。");
|
||
const u8 gText_MustBePlacedOnDesk[] = _("无法放在这里。\n这里只能放桌子。"); // Unused
|
||
const u8 gText_CantPlaceInRoom[] = _("这个装饰物品无法\n放在你的个人房间。");
|
||
const u8 gText_CantThrowAwayInUse[] = _("这个装饰物品已经在使用了。\n现在无法扔掉!");
|
||
const u8 gText_DecorationWillBeDiscarded[] = _("要扔掉{STR_VAR_1}吗?");
|
||
const u8 gText_DecorationThrownAway[] = _("把那个装饰物品扔掉了。");
|
||
const u8 gText_StopPuttingAwayDecorations[] = _("停止收拾装饰物品?");
|
||
const u8 gText_NoDecorationHere[] = _("这里没有装饰物品。");
|
||
const u8 gText_ReturnDecorationToPC[] = _("将这个装饰物品收回电脑吗?");
|
||
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[] = _("听说明");
|
||
const u8 gText_CoolnessContest[] = _("帅气华丽大赛");
|
||
const u8 gText_BeautyContest[] = _("美丽华丽大赛");
|
||
const u8 gText_CutenessContest[] = _("可爱华丽大赛");
|
||
const u8 gText_SmartnessContest[] = _("聪明华丽大赛");
|
||
const u8 gText_ToughnessContest[] = _("强壮华丽大赛");
|
||
const u8 gText_Decoration2[] = _("装饰");
|
||
const u8 gText_PackUp[] = _("收回");
|
||
const u8 gText_Registry[] = _("名单");
|
||
const u8 gText_Information[] = _("听说明");
|
||
const u8 gText_Yes[] = _("是");
|
||
const u8 gText_No[] = _("否");
|
||
const u8 gText_Lv50[] = _("Lv. 50级");
|
||
const u8 gText_OpenLevel[] = _("自由等级");
|
||
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[] = _("普通级");
|
||
const u8 gText_Super[] = _("高手级");
|
||
const u8 gText_Hyper[] = _("究极级");
|
||
const u8 gText_Master[] = _("大师级");
|
||
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[] = _("登入名人堂");
|
||
const u8 gText_LogOff[] = _("关闭电源");
|
||
const u8 gText_Opponent[] = _("对手");
|
||
const u8 gText_Tourney_Tree[] = _("比赛进程表");
|
||
const u8 gText_ReadyToStart[] = _("准备开始");
|
||
const u8 gText_Single2[] = _("单打");
|
||
const u8 gText_Double2[] = _("双打");
|
||
const u8 gText_Multi[] = _("多人");
|
||
const u8 gText_MultiLink[] = _("多人连线");
|
||
const u8 gText_MenuOptionPokedex[] = _("图鉴");
|
||
const u8 gText_MenuOptionPokemon[] = _("宝可梦");
|
||
const u8 gText_MenuOptionBag[] = _("包包");
|
||
const u8 gText_MenuOptionPokenav[] = _("宝可导航");
|
||
const u8 gText_Blank[] = _("");
|
||
const u8 gText_MenuOptionSave[] = _("记录");
|
||
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[] = _("联机俱乐部");
|
||
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:对象");
|
||
const u8 gText_SwapNumber[] = _("交换:数量");
|
||
const u8 gText_SwapNotes[] = _("交换:备注");
|
||
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[] = _("难以发挥");
|
||
const u8 gText_WhenInDanger[] = _("陷入危机时");
|
||
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[] = _("暂停");
|
||
const u8 gText_Retire[] = _("结束");
|
||
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[] = _("兑换服务区");
|
||
const u8 gText_LilycoveCity[] = _("水静市");
|
||
const u8 gText_SlateportCity[] = _("凯那市");
|
||
const u8 gText_Exit[] = _("退出");
|
||
const u8 gText_YourPartysFull[] = _("同行的宝可梦已满!{PAUSE_UNTIL_PRESS}");
|
||
const u8 gText_NatureSlash[] = _("性格/");
|
||
const u8 gText_InParty[] = _("同行中");
|
||
const u8 gText_PokemonMaleLv[] = _("{DYNAMIC 0}{COLOR_HIGHLIGHT_SHADOW LIGHT_RED WHITE GREEN}♂{COLOR_HIGHLIGHT_SHADOW DARK_GRAY WHITE LIGHT_GRAY}/{LV}{DYNAMIC 1}"); // Unused
|
||
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4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6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4个句子"); // Unused
|
||
const u8 gText_CombineNineWordsOrPhrases[] = _("组合9个词语或者短语");
|
||
const u8 gText_AndMakeAMessage2[] = _("来构成一段信息。");
|
||
const u8 gText_ChangeJustOneWordOrPhrase[] = _("更改1个词或者短语");
|
||
const u8 gText_AndImproveTheBardsSong[] = _("来改进诗人的歌词。");
|
||
const u8 gText_YourProfile[] = _("你的档案");
|
||
const u8 gText_YourFeelingAtTheBattlesStart[] = _("你在对战开始时的感觉");
|
||
const u8 gText_WhatYouSayIfYouWin[] = _("对战获胜后你会说什么");
|
||
const u8 gText_WhatYouSayIfYouLose[] = _("对战输掉后你会说什么");
|
||
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2个词语或者短语");
|
||
const u8 gText_AndMakeATrendySaying[] = _("作为流行语。");
|
||
const u8 gText_TheTrendySaying[] = _("流行语");
|
||
const u8 gText_IsAsShownOkay[] = _("如上所示,可以吗?");
|
||
const u8 gText_CombineTwoWordsOrPhrases2[] = _("请组合2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[] = _("从列出的选项中,");
|
||
const u8 gText_SelectTheAnswerToTheQuiz[] = _("选出谜题的答案!");
|
||
const u8 gText_AndCreateAQuiz[] = _("并创建一个谜题!");
|
||
const u8 gText_PickAWordOrPhraseAnd[] = _("挑选1个词语或者短语");
|
||
const u8 gText_SetTheQuizAnswer[] = _("并设置谜题的答案。");
|
||
const u8 gText_TheAnswerColon[] = _("答案:");
|
||
const u8 gText_TheQuizColon[] = _("谜题:"); // Unused
|
||
const u8 gText_ApprenticePhrase[] = _("新手词汇:");
|
||
const u8 gText_QuitEditing[] = _("停止编辑吗?");
|
||
const u8 gText_StopGivingPkmnMail[] = _("放弃让宝可梦携带邮件吗?");
|
||
const u8 gText_AndFillOutTheQuestionnaire[] = _("并找出问卷。");
|
||
const u8 gText_LetsReplyToTheInterview[] = _("让我们回复采访吧!");
|
||
const u8 gText_AllTextBeingEditedWill[] = _("所有正在编辑的内容会被删除,");
|
||
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[] = _("无法删除所有的文本!");
|
||
const u8 gText_OnlyOnePhrase[] = _("只可以更改1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2个词语或者短语。");
|
||
const u8 gText_QuitGivingInfo[] = _("放弃给予信息吗?"); // Unused
|
||
const u8 gText_StopGivingPkmnMail2[] = _("放弃让宝可梦携带邮件吗?"); // Unused
|
||
const u8 gText_CreateAQuiz2[] = _("创建一个谜题吧!"); // Unused
|
||
const u8 gText_SetTheAnswer[] = _("请设置答案!"); // Unused
|
||
const u8 gText_CancelSelection[] = _("是否取消选择?"); // Unused
|
||
const u8 gText_Profile[] = _("档案");
|
||
const u8 gText_AtTheBattlesStart[] = _("在对战开始时:");
|
||
const u8 gText_UponWinningABattle[] = _("在对战获胜时:");
|
||
const u8 gText_UponLosingABattle[] = _("在对战输掉时:");
|
||
const u8 gText_TheBardsSong[] = _("诗人之歌");
|
||
const u8 gText_WhatsHipAndHappening[] = _("现在什么最流行?");
|
||
const u8 gText_Interview[] = _("采访");
|
||
const u8 gText_GoodSaying[] = _("好的谚语");
|
||
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[] = _("现在无法退出。");
|
||
const u8 gText_SectionMustBeCompleted[] = _("必须完成这部分!");
|
||
const u8 gText_F700sQuiz[] = _("{DYNAMIC 0}的谜题");
|
||
const u8 gText_Lady[] = _("姐姐");
|
||
const u8 gText_AfterYouHaveReadTheQuiz[] = _("阅读谜题完毕后,");
|
||
const u8 gText_QuestionPressTheAButton[] = _("请按A键。");
|
||
const u8 gText_TheQuizAnswerIs[] = _("谜题答案的是?");
|
||
const u8 gText_LikeToQuitQuiz[] = _("要退出谜题");
|
||
const u8 gText_ChallengeQuestionMark[] = _("挑战吗?");
|
||
const u8 gText_IsThisQuizOK[] = _("谜题就这样可以吗?");
|
||
const u8 gText_CreateAQuiz[] = _("创建一个谜题吧!");
|
||
const u8 gText_SelectTheAnswer[] = _("请选择答案!");
|
||
const u8 gText_LyricsCantBeDeleted[] = _("无法删除这段词句!");
|
||
const u8 gText_PokemonLeague[] = _("宝可梦联盟");
|
||
const u8 gText_PokemonCenter[] = _("宝可梦中心");
|
||
const u8 gText_GetsAPokeBlockQuestion[] = _("吃宝可方块吗?");
|
||
const u8 gText_Coolness[] = _("帅气");
|
||
const u8 gText_Beauty3[] = _("美丽");
|
||
const u8 gText_Cuteness[] = _("可爱");
|
||
const u8 gText_Smartness[] = _("聪明");
|
||
const u8 gText_Toughness[] = _("强壮");
|
||
const u8 gText_WasEnhanced[] = _("磨练了");
|
||
const u8 gText_NothingChanged[] = _("没有任何变化!");
|
||
const u8 gText_WontEatAnymore[] = _("似乎已经吃不下了……");
|
||
const u8 gText_SaveFailedCheckingBackup[] = _("记录失败。\n检查备份记录中……请稍等。\n{COLOR RED}“T所需时间:约1分钟”");
|
||
const u8 gText_BackupMemoryDamaged[] = _("备份记录已被损坏,\n或者内部电量已耗尽。\l您可以继续游戏,但是不能保存记录。");
|
||
const u8 gText_GamePlayCannotBeContinued[] = _("{COLOR RED}“游戏无法继续,\n正在返回标题画面……”");
|
||
const u8 gText_CheckCompleted[] = _("检查完毕,\n正在尝试再次写入记录,请稍候。");
|
||
const u8 gText_SaveCompleteGameCannotContinue[] = _("保存记录完毕。\n{COLOR RED}“游戏无法继续,\n正在返回标题画面……”");
|
||
const u8 gText_SaveCompletePressA[] = _("保存记录完毕。\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[] = _("基地");
|
||
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即将保存记录,请稍候。");
|
||
const u8 gText_SaveCompleted[] = _("保存记录完毕。");
|
||
const u8 gText_SaveFailed[] = _("保存记录失败……");
|
||
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[] = _("老虎机");
|
||
const u8 gText_Roulette[] = _("轮盘");
|
||
const u8 gText_Good[] = _("好");
|
||
const u8 gText_VeryGood[] = _("很好");
|
||
const u8 gText_Excellent[] = _("优秀");
|
||
const u8 gText_SoSo[] = _("一般");
|
||
const u8 gText_Bad[] = _("差");
|
||
const u8 gText_TheWorst[] = _("糟糕");
|
||
const u8 gText_Spicy2[] = _("辣");
|
||
const u8 gText_Dry2[] = _("涩");
|
||
const u8 gText_Sweet2[] = _("甜");
|
||
const u8 gText_Bitter2[] = _("苦");
|
||
const u8 gText_Sour2[] = _("酸");
|
||
const u8 gText_Single[] = _("单打");
|
||
const u8 gText_Double[] = _("双打");
|
||
const u8 gText_Jackpot[] = _("特等");
|
||
const u8 gText_First[] = _("一等");
|
||
const u8 gText_Second[] = _("二等");
|
||
const u8 gText_Third[] = _("三等");
|
||
#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,仿照日版删去训练家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,恢复训练家卡图鉴单位显示
|
||
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");
|
||
const u8 gText_HallOfFameDebut[] = _("初次登入名人堂");
|
||
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[] = _("联盟交谊厅交换/对战");
|
||
const u8 gText_BerryCrush[] = _("树果混合");
|
||
const u8 gText_WaitingTrainerFinishReading[] = _("正在等待对方训练家\n完成查看您的训练家卡。");
|
||
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[] = _("对战管道");
|
||
const u8 gText_BattlePyramid[] = _("对战金字塔");
|
||
|
||
ALIGNED(4) const u8 gText_FacilitySingle[] = _("{STR_VAR_1}单打");
|
||
ALIGNED(4) const u8 gText_FacilityDouble[] = _("{STR_VAR_1}双打");
|
||
ALIGNED(4) const u8 gText_FacilityMulti[] = _("{STR_VAR_1}多人");
|
||
ALIGNED(4) const u8 gText_FacilityLink[] = _("{STR_VAR_1}多人连线");
|
||
ALIGNED(4) const u8 gText_Facility[] = _("{STR_VAR_1}");
|
||
|
||
const u8 gText_Give[] = _("携带");
|
||
const u8 gText_NoNeed[] = _("不需要");
|
||
const u8 gText_ColorLightShadowDarkGray[] = _("{COLOR LIGHT_GRAY}{SHADOW DARK_GRAY}");
|
||
const u8 gText_ColorBlue[] = _("{COLOR BLUE}");
|
||
const u8 gText_ColorTransparent[] = _("{HIGHLIGHT TRANSPARENT}{COLOR TRANSPARENT}");
|
||
const u8 gText_CDot[] = _("C.");
|
||
const u8 gText_BDot[] = _("B.");
|
||
const u8 gText_AnnouncingResults[] = _("公布结果!");
|
||
const u8 gText_PreliminaryResults[] = _("第1轮成绩!");
|
||
const u8 gText_Round2Results[] = _("第2轮成绩!");
|
||
const u8 gText_ContestantsMonWon[] = _("{STR_VAR_1}的{STR_VAR_2}获胜了!");
|
||
const u8 gText_CommunicationStandby[] = _("正在等待连接……");
|
||
const u8 gText_ColorDarkGray[] = _("{COLOR DARK_GRAY}");
|
||
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[] = _("大写");
|
||
const u8 gText_Lower[] = _("小写");
|
||
const u8 gText_Others[] = _("其他");
|
||
const u8 gText_Symbols[] = _("符号");
|
||
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}参与聊天了!");
|
||
const u8 gText_F700LeftChat[] = _("{DYNAMIC 0}退出聊天了。");
|
||
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[] = _("组长{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要写入记录吗?");
|
||
const u8 gText_AlreadySavedFile_Chat[] = _("已经有其他的记录了,\n是否覆盖记录?");
|
||
const u8 gText_SavingDontTurnOff_Chat[] = _("正在写入记录……\n请勿切断电源。");
|
||
const u8 gText_PlayerSavedGame_Chat[] = _("{DYNAMIC 0}完好地写下了记录。");
|
||
const u8 gText_IfLeaderLeavesChatEnds[] = _("组长如果退出,\n聊天将会结束。确定要退出吗?");
|
||
const u8 gText_Hello[] = _("您好");
|
||
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}一边保护着\n精疲力尽动弹不得的宝可梦,\l一边急匆匆地赶往宝可梦中心……\p");
|
||
const u8 gText_PlayerScurriedBackHome[] = _("{PLAYER}一边保护着\n精疲力尽动弹不得的宝可梦,\l一边急匆匆地回到自己家……\p");
|
||
const u8 gText_PlayerRegroupCenter[] = _("{PLAYER}为了重新制定战略\n而逃进了宝可梦中心……\p");
|
||
const u8 gText_PlayerRegroupHome[] = _("{PLAYER}为了重新制定战略\n而回到了自己家……\p");
|
||
const u8 gText_HatchedFromEgg[] = _("蛋孵化成{STR_VAR_1}了!");
|
||
const u8 gText_NicknameHatchPrompt[] = _("要给{STR_VAR_1}\n起昵称吗?");
|
||
ALIGNED(4) const u8 gText_ReadyPickBerry[] = _("准备好开始树果粉碎了吗?\n请选择1个树果。\p");
|
||
ALIGNED(4) const u8 gText_WaitForAllChooseBerry[] = _("请等待所有成员\n选择树果。");
|
||
ALIGNED(4) const u8 gText_EndedWithXUnitsPowder[] = _("{PAUSE_MUSIC}{PLAY_BGM MUS_LEVEL_UP}您最终获得顺滑度为{STR_VAR_1}\n的树果粉末。{RESUME_MUSIC}\p您树果粉末的\n总数是{STR_VAR_2}。\p");
|
||
ALIGNED(4) const u8 gText_RecordingGameResults[] = _("正在将您的成绩写入记录,\n请稍候。");
|
||
ALIGNED(4) const u8 gText_PlayBerryCrushAgain[] = _("要再玩一次树果粉碎吗?");
|
||
ALIGNED(4) const u8 gText_YouHaveNoBerries[] = _("您没有树果。\n即将退出游戏。");
|
||
ALIGNED(4) const u8 gText_MemberDroppedOut[] = _("有一位成员退出,\n即将退出游戏。");
|
||
ALIGNED(4) const u8 gText_TimesUpNoGoodPowder[] = _("时间到。\p没能制作出好的\n树果粉末……\p");
|
||
ALIGNED(4) const u8 gText_CommunicationStandby2[] = _("正在等待连接……");
|
||
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[] = _("顺滑度:");
|
||
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[] = _("按键速度排名");
|
||
ALIGNED(4) const u8 gText_CrushingResults[] = _("粉碎成绩");
|
||
ALIGNED(4) const u8 gText_NeatnessRankings[] = _("顺滑度排名");
|
||
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[] = _("树果粉碎");
|
||
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[] = _("对战记录");
|
||
const u8 gText_BattlePoints[] = _("对战点数");
|
||
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。");
|
||
const u8 gText_ViewRecordedBattle[] = _("回放记录的对战。");
|
||
const u8 gText_PutAwayFrontierPass[] = _("放好开拓通行证。");
|
||
const u8 gText_CurrentBattlePoints[] = _("当前的对战点数。");
|
||
const u8 gText_CollectedSymbols[] = _("已收集的象征。");
|
||
const u8 gText_BattleTowerAbilitySymbol[] = _("对战塔——能力象征");
|
||
const u8 gText_BattleDomeTacticsSymbol[] = _("对战巨蛋——战术象征");
|
||
const u8 gText_BattlePalaceSpiritsSymbol[] = _("对战宫殿——精神象征");
|
||
const u8 gText_BattleArenaGutsSymbol[] = _("对战竞技场——毅力象征");
|
||
const u8 gText_BattleFactoryKnowledgeSymbol[] = _("对战工厂——知识象征");
|
||
const u8 gText_BattlePikeLuckSymbol[] = _("对战管道——运气象征");
|
||
const u8 gText_BattlePyramidBraveSymbol[] = _("对战金字塔——英勇象征");
|
||
const u8 gText_ThereIsNoBattleRecord[] = _("没有对战记录。");
|
||
const u8 gText_BattleTower3[] = _("对战塔");
|
||
const u8 gText_BattleDome2[] = _("对战巨蛋");
|
||
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[] = _("对战管道");
|
||
const u8 gText_BattlePyramid2[] = _("对战金字塔");
|
||
const u8 gText_BattleTowerDesc[] = _("击败对手,勇攀巅峰!\n这里将会考验您的能力。");
|
||
const u8 gText_BattleDomeDesc[] = _("在锦标赛中连胜到底!\n这里将会考验您的战术。");
|
||
const u8 gText_BattlePalaceDesc[] = _("见证宝可梦自主战斗!\n这里将会考验您的精神。");
|
||
const u8 gText_BattleArenaDesc[] = _("用组队宝可梦赢得胜利!\n这里将会考验您的毅力。");
|
||
const u8 gText_BattleFactoryDesc[] = _("使用租借宝可梦夺取胜利!\n这里将会考验您的知识。");
|
||
const u8 gText_BattlePikeDesc[] = _("选择3条道路中的1条战斗!\n这里将会考验您的运气。");
|
||
const u8 gText_BattlePyramidDesc[] = _("通过探索攀登顶峰!\n这里将会考验您的英勇。");
|
||
const u8 gText_Powder[] = _("粉末");
|
||
const u8 gText_BerryPickingRecords[] = _("嘟嘟利摘树果纪录");
|
||
const u8 gText_BerriesPicked[] = _("摘得树果:");
|
||
const u8 gText_BestScore[] = _("最高得分:");
|
||
const u8 gText_BerriesInRowFivePlayers[] = _("树果被5位玩家挑选\n放到一起:");
|
||
const u8 gText_BerryPickingResults[] = _("公布摘树果成绩!");
|
||
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1名将获得\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[] = _("正在等待连接……");
|
||
const u8 gText_SpacePoints2[] = _("点数");
|
||
const u8 gText_SpaceTimes3[] = _("次");
|
||
const u8 gText_PkmnJumpRecords[] = _("宝可梦跳绳纪录");
|
||
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[] = _("正在等待连接……");
|
||
const u8 gText_LinkContestResults[] = _("{PLAYER}的连接华丽大赛成绩");
|
||
const u8 gText_1st[] = _("第1");
|
||
const u8 gText_2nd[] = _("第2");
|
||
const u8 gText_3rd[] = _("第3");
|
||
const u8 gText_4th[] = _("第4");
|
||
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}的单打对战间成绩");
|
||
const u8 gText_DoubleBattleRoomResults[] = _("{PLAYER}的双打对战间成绩");
|
||
const u8 gText_MultiBattleRoomResults[] = _("{PLAYER}的多人对战间成绩");
|
||
const u8 gText_LinkMultiBattleRoomResults[] = _("{PLAYER}的多人连线对战间成绩");
|
||
const u8 gText_SingleBattleTourneyResults[] = _("{PLAYER}的单打对战锦标赛成绩");
|
||
const u8 gText_DoubleBattleTourneyResults[] = _("{PLAYER}的双打对战锦标赛成绩");
|
||
const u8 gText_SingleBattleHallResults[] = _("{PLAYER}的单打对战厅成绩");
|
||
const u8 gText_DoubleBattleHallResults[] = _("{PLAYER}的双打对战厅成绩");
|
||
const u8 gText_BattleChoiceResults[] = _("{PLAYER}的选择式对战成绩");
|
||
const u8 gText_SetKOTourneyResults[] = _("{PLAYER}的三回合定胜负锦标赛成绩");
|
||
const u8 gText_BattleSwapSingleResults[] = _("{PLAYER}的交换式对战单打成绩");
|
||
const u8 gText_BattleSwapDoubleResults[] = _("{PLAYER}的交换式对战双打成绩");
|
||
const u8 gText_BattleQuestResults[] = _("{PLAYER}的探索式对战成绩");
|
||
const u8 gText_Lv502[] = _("Lv. 50级");
|
||
const u8 gText_OpenLv[] = _("自由等级");
|
||
const u8 gText_WinStreak[] = _("连胜:{STR_VAR_1}");
|
||
const u8 gText_Current[] = _("当前");
|
||
const u8 gText_Record[] = _("最高");
|
||
const u8 gText_Prev[] = _("上次");
|
||
const u8 gText_RentalSwap[] = _("租用/交换");
|
||
const u8 gText_Total[] = _("累计");
|
||
const u8 gText_ClearStreak[] = _("连胜场次:{STR_VAR_1}");
|
||
const u8 gText_Championships[] = _("获得冠军:{STR_VAR_1}");
|
||
const u8 gText_RoomsCleared[] = _("通过房间:{STR_VAR_1}");
|
||
const u8 gText_TimesCleared[] = _("通过次数:{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[] = _("通过层数:{STR_VAR_1}");
|
||
|
||
ALIGNED(4) const u8 gText_RecordsLv50[] = _("Lv. 50级");
|
||
ALIGNED(4) const u8 gText_RecordsOpenLevel[] = _("自由等级");
|
||
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_FrontierFacilityTotalCaughtSpeciesBanned[] = _("和{STR_VAR_2}种\n您捕捉的宝可梦无法参加");
|
||
const u8 gText_FrontierFacilityIncluding[] = _("!\p其中包括");
|
||
const u8 gText_FrontierFacilityAreInelegible[] = _("无法参加");
|
||
|
||
const u8 gText_SavingDontTurnOff2[] = _("正在写入记录……\n请勿切断电源。");
|
||
const u8 gText_BlenderMaxSpeedRecord[] = _("树果混合器\n最快纪录!");
|
||
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[] = _("发生连接错误……\n请检查所有的连接,\n然后关机重启。");
|
||
const u8 gText_CommErrorEllipsis[] = _("发生连接错误……");
|
||
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_NumPlayerLink[] = _("{STR_VAR_1}P连接");
|
||
const u8 gText_BronzeCard[] = _("青铜");
|
||
const u8 gText_CopperCard[] = _("紫铜");
|
||
const u8 gText_SilverCard[] = _("白银");
|
||
const u8 gText_GoldCard[] = _("黄金");
|
||
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[] = _("宝可导航");
|
||
const u8 gText_MenuPlayer[] = _("{PLAYER}");
|
||
const u8 gText_MenuSave[] = _("记录");
|
||
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[] = _("狩猎球\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}宝可梦图鉴\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!上钩了!");
|
||
const u8 gText_PokemonOnHook[] = _("钓到宝可梦了!{PAUSE_UNTIL_PRESS}");
|
||
const u8 gText_NotEvenANibble[] = _("钓不到啊……{PAUSE_UNTIL_PRESS}");
|
||
const u8 gText_ItGotAway[] = _("被逃掉了……{PAUSE_UNTIL_PRESS}");
|
||
const u8 gText_XWillBeSentToY[] = _("{STR_VAR_2}将会\n被送到{STR_VAR_1}。");
|
||
const u8 gText_ByeByeVar1[] = _("再见,{STR_VAR_2}!");
|
||
const u8 gText_XSentOverY[] = _("{STR_VAR_1}送到了{STR_VAR_3}。");
|
||
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[] = _("混合记录中……");
|
||
const u8 gText_RecordMixingComplete[] = _("记录混合完成。\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[] = _("告诉他特定的短语。");
|
||
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1只宝可梦。");
|
||
const u8 gText_SelectSecondPkmn[] = _("选择第2只宝可梦。");
|
||
const u8 gText_SelectThirdPkmn[] = _("选择第3只宝可梦。");
|
||
const u8 gText_Rent[] = _("租借");
|
||
const u8 gText_Summary[] = _("查看能力");
|
||
const u8 gText_Others2[] = _("选择其它");
|
||
const u8 gText_Deselect[] = _("取消选择");
|
||
const u8 gText_TheseThreePkmnOkay[] = _("这3只宝可梦可以吗?");
|
||
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[] = _("选择要接收的宝可梦。");
|
||
const u8 gText_Swap[] = _("交换");
|
||
const u8 gText_Summary2[] = _("查看能力");
|
||
const u8 gText_Rechoose[] = _("重新选择");
|
||
const u8 gText_QuitSwapping[] = _("退出交换?");
|
||
const u8 gText_Yes3[] = _("是");
|
||
const u8 gText_No3[] = _("否");
|
||
const u8 gText_PkmnForSwap[] = _("要交换的宝可梦");
|
||
const u8 gText_Cancel3[] = _("取消选择");
|
||
const u8 gText_Swap2[] = _("交换"); // Unused
|
||
const u8 gText_Accept[] = _("接收"); // Unused
|
||
const u8 gText_AcceptThisPkmn[] = _("接收这只宝可梦?");
|
||
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[] = _("无线连接状态");
|
||
const u8 gText_PeopleTrading[] = _("在进行交换的人:");
|
||
const u8 gText_PeopleBattling[] = _("在进行对战的人:");
|
||
const u8 gText_PeopleInUnionRoom[] = _("联盟交谊厅中的人:");
|
||
const u8 gText_PeopleCommunicating[] = _("在进行聊天的人:");
|
||
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[] = _("无线连接");
|
||
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无线连接中载入。");
|
||
ALIGNED(4) const u8 gText_WonderCardsInPossession[] = _("阅读您拥有的神秘卡片。");
|
||
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[] = _("您现在没有神秘卡片,\n所以您将会收到一张新的卡片。");
|
||
ALIGNED(4) const u8 gText_DontHaveNewsNewOneInput[] = _("您没有任何神秘新闻,\n所以您将会收到新的新闻。");
|
||
ALIGNED(4) const u8 gText_WhereShouldCardBeAccessed[] = _("您希望从哪里获取\n神秘卡片?");
|
||
ALIGNED(4) const u8 gText_WhereShouldNewsBeAccessed[] = _("您希望在哪里察看\n神秘新闻?");
|
||
ALIGNED(4) const u8 gText_CommunicationStandbyBButtonCancel[] = _("正在等待连接……\nB键:取消"); // Unused
|
||
ALIGNED(4) const u8 gText_Communicating[] = _("连接中……");
|
||
ALIGNED(4) const u8 gText_CommunicationCompleted[] = _("连接完成。");
|
||
ALIGNED(4) const u8 gText_CommunicationError[] = _("连接错误。");
|
||
ALIGNED(4) const u8 gText_CommunicationCanceled[] = _("连接已被取消。");
|
||
ALIGNED(4) const u8 gText_ThrowAwayWonderCard[] = _("扔掉神秘卡片\n并重新领取新的?");
|
||
ALIGNED(4) const u8 gText_HaventReceivedCardsGift[] = _("您还未收到卡片的赠礼\n确认继续?");
|
||
ALIGNED(4) const u8 gText_WonderCardReceivedFrom[] = _("从{STR_VAR_1}处收到了一张\n神秘卡片。");
|
||
ALIGNED(4) const u8 gText_WonderNewsReceivedFrom[] = _("从{STR_VAR_1}处收到了一条\n神秘新闻。");
|
||
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[] = _("您已经拥有那张神秘卡片。");
|
||
ALIGNED(4) const u8 gText_AlreadyHadNews[] = _("您已经拥有那条神秘新闻。");
|
||
ALIGNED(4) const u8 gText_AlreadyHadStamp[] = _("您已经拥有那个印章。");
|
||
ALIGNED(4) const u8 gText_NoMoreRoomForStamps[] = _("没有增加印章的空间了。");
|
||
ALIGNED(4) const u8 gText_RecordUploadedViaWireless[] = _("您的记录已用无线连接更新。");
|
||
ALIGNED(4) const u8 gText_CantAcceptCardFromTrainer[] = _("您不能从这个训练家处接收\n神秘卡片。");
|
||
ALIGNED(4) const u8 gText_CantAcceptNewsFromTrainer[] = _("您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[] = _("您想用神秘卡片做什么?");
|
||
ALIGNED(4) const u8 gText_WhatToDoWithNews[] = _("您想用神秘新闻做什么?");
|
||
ALIGNED(4) const u8 gText_SendingWonderCard[] = _("正在发送您的神秘卡片……");
|
||
ALIGNED(4) const u8 gText_SendingWonderNews[] = _("正在发送您的神秘新闻……");
|
||
ALIGNED(4) const u8 gText_WonderCardSentTo[] = _("您的神秘卡片已发送给{STR_VAR_1}。");
|
||
ALIGNED(4) const u8 gText_WonderNewsSentTo[] = _("您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[] = _("对方训练家取消了连接。");
|
||
ALIGNED(4) const u8 gText_CantSendGiftToTrainer[] = _("您不能将神秘礼物送给这个训练家。");
|
||
ALIGNED(4) const u8 gText_IfThrowAwayCardEventWontHappen[] = _("如果扔掉卡片,\n其中的事件将不会发生。可以吗?");
|
||
ALIGNED(4) const u8 gText_OkayToDiscardNews[] = _("删除这条新闻可以吗?");
|
||
ALIGNED(4) const u8 gText_HaventReceivedGiftOkayToDiscard[] = _("您还未收到礼物,真的确定删除吗?");
|
||
ALIGNED(4) const u8 gText_DataWillBeSaved[] = _("资料正在写入记录中……\n请稍候。");
|
||
ALIGNED(4) const u8 gText_SaveCompletedPressA[] = _("保存记录完毕。\n请按A键。");
|
||
ALIGNED(4) const u8 gText_WonderCardThrownAway[] = _("扔掉了神秘卡片。");
|
||
ALIGNED(4) const u8 gText_WonderNewsThrownAway[] = _("删除了神秘新闻。");
|
||
ALIGNED(4) const u8 gText_MysteryGift[] = _("神秘礼物");
|
||
ALIGNED(4) const u8 gText_PickOKExit[] = _("{DPAD_UPDOWN}选择 {A_BUTTON}确认 {B_BUTTON}退出");
|
||
ALIGNED(4) const u8 gText_PickOKCancel[] = _("{DPAD_UPDOWN}选择 {A_BUTTON}确认 {B_BUTTON}取消");
|
||
const u8 gText_PlayersBattleResults[] = _("{PLAYER}的对战成绩");
|
||
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[] = _("正在等待连接……");
|
||
const u8 gText_QuitTheGame[] = _("退出游戏?");
|
||
const u8 gText_YouveGot9999Coins[] = _("你已经有9999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\n{STR_VAR_3}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},\n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\n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[] = _("正在等待连接……\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[] = _("好了");
|
||
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_Relearn_LevelUp[] = _("{START_BUTTON} 回忆升级招式");
|
||
const u8 gText_Relearn_Egg[] = _("{START_BUTTON} 回忆蛋招式");
|
||
const u8 gText_Relearn_TM[] = _("{START_BUTTON}回忆学习器招式");
|
||
const u8 gText_Relearn_Tutor[] = _("{START_BUTTON} 回忆教授招式");
|
||
const u8 gText_Rename[] = _("更改昵称");
|
||
const u8 gText_CannotSendMonToBoxHM[] = _("无法将那只宝可梦送回盒子,\n因为它学会了秘传招式。{PAUSE_UNTIL_PRESS}");
|
||
const u8 gText_CannotSendMonToBoxActive[] = _("无法将正在战斗的宝可梦\n送回盒子。{PAUSE_UNTIL_PRESS}");
|
||
const u8 gText_CannotSendMonToBoxPartner[] = _("无法将其他人的宝可梦\n送回盒子。{PAUSE_UNTIL_PRESS}");
|