#include "global.h"
#include "battle.h"
#include "battle_message.h"
#include "battle_string_ids.h"
#include "moves.h"
#include "text.h"
#include "string_util.h"
#include "items.h"
#include "event_data.h"
#include "link.h"
#include "item.h"
#include "window.h"
#include "palette.h"
#include "battle_controllers.h"

extern u16 gLastUsedItem;
extern u8 gLastUsedAbility;
extern u8 gActiveBank;
extern u8 gBankAttacker;
extern u8 gBankTarget;
extern u8 gStringBank;
extern u8 gEffectBank;
extern u8 gAbilitiesPerBank[BATTLE_BANKS_COUNT];
extern u32 gBattleTypeFlags;
extern u16 gTrainerBattleOpponent_A;
extern u16 gTrainerBattleOpponent_B;
extern u16 gPartnerTrainerId;
extern u16 gBattlePartyID[BATTLE_BANKS_COUNT];
extern struct BattleEnigmaBerry gEnigmaBerries[BATTLE_BANKS_COUNT];
extern u8 gBattleBufferA[BATTLE_BANKS_COUNT][0x200];
extern u8 gMoveSelectionCursor[BATTLE_BANKS_COUNT];
extern u8 gUnknown_0203C7B4;
extern struct StringInfoBattle *gStringInfo;

extern const u8 gMoveNames[LAST_MOVE_INDEX + 1][13];
extern const u8 gAbilityNames[][13];
extern const u8 gTrainerClassNames[][13];
extern const u8 gTypeNames[][7];
extern const u16 gUnknown_08D85620[];

// strings
extern const u8 gText_PkmnBoxSomeonesPCFull[];
extern const u8 gText_PkmnBoxLanettesPCFull[];
extern const u8 gText_PkmnTransferredSomeonesPC[];
extern const u8 gText_PkmnTransferredLanettesPC[];

extern u16 sub_8068BB0(void); // pokemon_1
extern u8 sub_81A4D00(void); // battle_frontier_2
extern u8 GetFrontierOpponentClass(u16 trainerId); // battle_tower
extern u8 sub_81D5530(u16 trainerId); // pokenav
extern u8 GetEreaderTrainerClassId(void); // battle_tower
extern void sub_81A4D50(u8 *txtPtr); // battle_frontier_2
extern void sub_81D5554(u8 *txtPtr, u16 trainerId); // pokenav
extern void GetEreaderTrainerName(u8 *txtPtr);
extern void sub_81A36D0(u8 arg0, u16 trainerId); // battle_frontier_2
extern void sub_81D572C(u8 arg0, u16 trainerId); // pokenav
extern const u8* GetTrainer1LoseText(void); // battle_setup
extern const u8* GetTrainer2LoseText(void); // battle_setup
extern void GetFrontierTrainerName(u8 *dst, u16 trainerId);
extern s32 GetStringCenterAlignXOffsetWithLetterSpacing(u8 fontId, const u8 *str, s32 totalWidth, s16 letterSpacing);
extern u8 sub_8185FC4(void);
extern u8 sav2_get_text_speed(void);

// this file's functions
static void sub_814F8F8(u8 *textPtr);
static void sub_814F950(u8 *dst);
static void ExpandBattleTextBuffPlaceholders(const u8 *src, u8 *dst);

// ewram variables
EWRAM_DATA u8 gDisplayedStringBattle[300] = {0};
EWRAM_DATA u8 gBattleTextBuff1[TEXT_BUFF_ARRAY_COUNT] = {0};
EWRAM_DATA u8 gBattleTextBuff2[TEXT_BUFF_ARRAY_COUNT] = {0};
EWRAM_DATA u8 gBattleTextBuff3[TEXT_BUFF_ARRAY_COUNT] = {0};

// const rom data
// todo: make some of those names less vague: attacker/target vs pkmn, etc.

const u8 gText_Trainer1LoseText[] = _("{B_TRAINER1_LOSE_TEXT}");
const u8 gText_PkmnGainedEXP[] = _("{B_BUFF1} gained{B_BUFF2}\n{B_BUFF3} EXP. Points!\p");
const u8 gText_EmptyString4[] = _("");
const u8 gText_ABoosted[] = _(" a boosted");
const u8 gText_PkmnGrewToLv[] = _("{B_BUFF1} grew to\nLV. {B_BUFF2}!{UNKNOWN_A}\p");
const u8 gText_PkmnLearnedMove[] = _("{B_BUFF1} learned\n{B_BUFF2}!{UNKNOWN_A}\p");
const u8 gText_TryToLearnMove1[] = _("{B_BUFF1} is trying to\nlearn {B_BUFF2}.\p");
const u8 gText_TryToLearnMove2[] = _("But, {B_BUFF1} can’t learn\nmore than four moves.\p");
const u8 gText_TryToLearnMove3[] = _("Delete a move to make\nroom for {B_BUFF2}?");
const u8 gText_PkmnForgotMove[] = _("{B_BUFF1} forgot\n{B_BUFF2}.\p");
const u8 gText_StopLearningMove[] = _("{PAUSE 32}Stop learning\n{B_BUFF2}?");
const u8 gText_DidNotLearnMove[] = _("{B_BUFF1} did not learn\n{B_BUFF2}.\p");
const u8 gText_UseNextPkmn[] = _("Use next POKéMON?");
const u8 gText_AttackMissed[] = _("{B_ATK_NAME_WITH_PREFIX}’s\nattack missed!");
const u8 gText_PkmnProtectedItself[] = _("{B_DEF_NAME_WITH_PREFIX}\nprotected itself!");
const u8 gText_AvoidedDamage[] = _("{B_DEF_NAME_WITH_PREFIX} avoided\ndamage with {B_DEF_ABILITY}!");
const u8 gText_PkmnMakesGroundMiss[] = _("{B_DEF_NAME_WITH_PREFIX} makes GROUND\nmoves miss with {B_DEF_ABILITY}!");
const u8 gText_PkmnAvoidedAttack[] = _("{B_DEF_NAME_WITH_PREFIX} avoided\nthe attack!");
const u8 gText_ItDoesntAffect[] = _("It doesn’t affect\n{B_DEF_NAME_WITH_PREFIX}…");
const u8 gText_AttackerFainted[] = _("{B_ATK_NAME_WITH_PREFIX}\nfainted!\p");
const u8 gText_TargetFainted[] = _("{B_DEF_NAME_WITH_PREFIX}\nfainted!\p");
const u8 gText_PlayerGotMoney[] = _("{B_PLAYER_NAME} got ¥{B_BUFF1}\nfor winning!\p");
const u8 gText_PlayerWhiteout[] = _("{B_PLAYER_NAME} is out of\nusable POKéMON!\p");
const u8 gText_PlayerWhiteout2[] = _("{B_PLAYER_NAME} whited out!{PAUSE_UNTIL_PRESS}");
const u8 gText_PreventsEscape[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} prevents\nescape with {B_SCR_ACTIVE_ABILITY}!\p");
const u8 gText_CantEscape2[] = _("Can’t escape!\p");
const u8 gText_AttackerCantEscape[] = _("{B_ATK_NAME_WITH_PREFIX} can’t escape!");
const u8 gText_HitXTimes[] = _("Hit {B_BUFF1} time(s)!");
const u8 gText_PkmnFellAsleep[] = _("{B_EFF_NAME_WITH_PREFIX}\nfell asleep!");
const u8 gText_PkmnMadeSleep[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_SCR_ACTIVE_ABILITY}\nmade {B_EFF_NAME_WITH_PREFIX} sleep!");
const u8 gText_PkmnAlreadyAsleep[] = _("{B_DEF_NAME_WITH_PREFIX} is\nalready asleep!");
const u8 gText_PkmnAlreadyAsleep2[] = _("{B_ATK_NAME_WITH_PREFIX} is\nalready asleep!");
const u8 gText_PkmnWasntAffected[] = _("{B_DEF_NAME_WITH_PREFIX}\nwasn’t affected!");
const u8 gText_PkmnWasPoisoned[] = _("{B_EFF_NAME_WITH_PREFIX}\nwas poisoned!");
const u8 gText_PkmnPoisonedBy[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_SCR_ACTIVE_ABILITY}\npoisoned {B_EFF_NAME_WITH_PREFIX}!");
const u8 gText_PkmnHurtByPoison[] = _("{B_ATK_NAME_WITH_PREFIX} is hurt\nby poison!");
const u8 gText_PkmnAlreadyPoisoned[] = _("{B_DEF_NAME_WITH_PREFIX} is already\npoisoned.");
const u8 gText_PkmnBadlyPoisoned[] = _("{B_EFF_NAME_WITH_PREFIX} is badly\npoisoned!");
const u8 gText_PkmnEnergyDrained[] = _("{B_DEF_NAME_WITH_PREFIX} had its\nenergy drained!");
const u8 gText_PkmnWasBurned[] = _("{B_EFF_NAME_WITH_PREFIX} was burned!");
const u8 gText_PkmnBurnedBy[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_SCR_ACTIVE_ABILITY}\nburned {B_EFF_NAME_WITH_PREFIX}!");
const u8 gText_PkmnHurtByBurn[] = _("{B_ATK_NAME_WITH_PREFIX} is hurt\nby its burn!");
const u8 gText_PkmnAlreadyHasBurn[] = _("{B_DEF_NAME_WITH_PREFIX} already\nhas a burn.");
const u8 gText_PkmnWasFrozen[] = _("{B_EFF_NAME_WITH_PREFIX} was\nfrozen solid!");
const u8 gText_PkmnFrozenBy[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_SCR_ACTIVE_ABILITY}\nfroze {B_EFF_NAME_WITH_PREFIX} solid!");
const u8 gText_PkmnIsFrozen[] = _("{B_ATK_NAME_WITH_PREFIX} is\nfrozen solid!");
const u8 gText_PkmnWasDefrosted[] = _("{B_DEF_NAME_WITH_PREFIX} was\ndefrosted!");
const u8 gText_PkmnWasDefrosted2[] = _("{B_ATK_NAME_WITH_PREFIX} was\ndefrosted!");
const u8 gText_PkmnWasDefrostedBy[] = _("{B_ATK_NAME_WITH_PREFIX} was\ndefrosted by {B_CURRENT_MOVE}!");
const u8 gText_PkmnWasParalyzed[] = _("{B_EFF_NAME_WITH_PREFIX} is paralyzed!\nIt may be unable to move!");
const u8 gText_PkmnWasParalyzedBy[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_SCR_ACTIVE_ABILITY}\nparalyzed {B_EFF_NAME_WITH_PREFIX}!\lIt may be unable to move!");
const u8 gText_PkmnIsParalyzed[] = _("{B_ATK_NAME_WITH_PREFIX} is paralyzed!\nIt can’t move!");
const u8 gText_PkmnIsAlreadyParalyzed[] = _("{B_DEF_NAME_WITH_PREFIX} is\nalready paralyzed!");
const u8 gText_PkmnHealedParalysis[] = _("{B_DEF_NAME_WITH_PREFIX} was\nhealed of paralysis!");
const u8 gText_PkmnDreamEaten[] = _("{B_DEF_NAME_WITH_PREFIX}’s\ndream was eaten!");
const u8 gText_StatsWontIncrease[] = _("{B_ATK_NAME_WITH_PREFIX}’s {B_BUFF1}\nwon’t go higher!");
const u8 gText_StatsWontDecrease[] = _("{B_DEF_NAME_WITH_PREFIX}’s {B_BUFF1}\nwon’t go lower!");
const u8 gText_TeamStoppedWorking[] = _("Your team’s {B_BUFF1}\nstopped working!");
const u8 gText_FoeStoppedWorking[] = _("The foe’s {B_BUFF1}\nstopped working!");
const u8 gText_PkmnIsConfused[] = _("{B_ATK_NAME_WITH_PREFIX} is\nconfused!");
const u8 gText_PkmnHealedConfusion[] = _("{B_ATK_NAME_WITH_PREFIX} snapped\nout of confusion!");
const u8 gText_PkmnWasConfused[] = _("{B_EFF_NAME_WITH_PREFIX} became\nconfused!");
const u8 gText_PkmnAlreadyConfused[] = _("{B_DEF_NAME_WITH_PREFIX} is\nalready confused!");
const u8 gText_PkmnFellInLove[] = _("{B_DEF_NAME_WITH_PREFIX}\nfell in love!");
const u8 gText_PkmnInLove[] = _("{B_ATK_NAME_WITH_PREFIX} is in love\nwith {B_SCR_ACTIVE_NAME_WITH_PREFIX}!");
const u8 gText_PkmnImmobilizedByLove[] = _("{B_ATK_NAME_WITH_PREFIX} is\nimmobilized by love!");
const u8 gText_PkmnBlownAway[] = _("{B_DEF_NAME_WITH_PREFIX} was\nblown away!");
const u8 gText_PkmnChangedType[] = _("{B_ATK_NAME_WITH_PREFIX} transformed\ninto the {B_BUFF1} type!");
const u8 gText_PkmnFlinched[] = _("{B_ATK_NAME_WITH_PREFIX} flinched!");
const u8 gText_PkmnRegainedHealth[] = _("{B_DEF_NAME_WITH_PREFIX} regained\nhealth!");
const u8 gText_PkmnHPFull[] = _("{B_DEF_NAME_WITH_PREFIX}’s\nHP is full!");
const u8 gText_PkmnRaisedSpDef[] = _("{B_ATK_PREFIX2}’s {B_CURRENT_MOVE}\nraised SP. DEF!");
const u8 gText_PkmnRaisedSpDefALittle[] = _("{B_ATK_PREFIX2}’s {B_CURRENT_MOVE}\nraised SP. DEF a little!");
const u8 gText_PkmnRaisedDef[] = _("{B_ATK_PREFIX2}’s {B_CURRENT_MOVE}\nraised DEFENSE!");
const u8 gText_PkmnRaisedDefALittle[] = _("{B_ATK_PREFIX2}’s {B_CURRENT_MOVE}\nraised DEFENSE a little!");
const u8 gText_PkmnCoveredByVeil[] = _("{B_ATK_PREFIX2}’s party is covered\nby a veil!");
const u8 gText_PkmnUsedSafeguard[] = _("{B_DEF_NAME_WITH_PREFIX}’s party is protected\nby SAFEGUARD!");
const u8 gText_PkmnSafeguardExpired[] = _("{B_ATK_PREFIX3}’s party is no longer\nprotected by SAFEGUARD!");
const u8 gText_PkmnWentToSleep[] = _("{B_ATK_NAME_WITH_PREFIX} went\nto sleep!");
const u8 gText_PkmnSleptHealthy[] = _("{B_ATK_NAME_WITH_PREFIX} slept and\nbecame healthy!");
const u8 gText_PkmnWhippedWhirlwind[] = _("{B_ATK_NAME_WITH_PREFIX} whipped\nup a whirlwind!");
const u8 gText_PkmnTookSunlight[] = _("{B_ATK_NAME_WITH_PREFIX} took\nin sunlight!");
const u8 gText_PkmnLoweredHead[] = _("{B_ATK_NAME_WITH_PREFIX} lowered\nits head!");
const u8 gText_PkmnIsGlowing[] = _("{B_ATK_NAME_WITH_PREFIX} is glowing!");
const u8 gText_PkmnFlewHigh[] = _("{B_ATK_NAME_WITH_PREFIX} flew\nup high!");
const u8 gText_PkmnDugHole[] = _("{B_ATK_NAME_WITH_PREFIX} dug a hole!");
const u8 gText_PkmnHidUnderwater[] = _("{B_ATK_NAME_WITH_PREFIX} hid\nunderwater!");
const u8 gText_PkmnSprangUp[] = _("{B_ATK_NAME_WITH_PREFIX} sprang up!");
const u8 gText_PkmnSqueezedByBind[] = _("{B_DEF_NAME_WITH_PREFIX} was squeezed by\n{B_ATK_NAME_WITH_PREFIX}’s BIND!");
const u8 gText_PkmnTrappedInVortex[] = _("{B_DEF_NAME_WITH_PREFIX} was trapped\nin the vortex!");
const u8 gText_PkmnTrappedBySandTomb[] = _("{B_DEF_NAME_WITH_PREFIX} was trapped\nby SAND TOMB!");
const u8 gText_PkmnWrappedBy[] = _("{B_DEF_NAME_WITH_PREFIX} was WRAPPED by\n{B_ATK_NAME_WITH_PREFIX}!");
const u8 gText_PkmnClamped[] = _("{B_ATK_NAME_WITH_PREFIX} CLAMPED\n{B_DEF_NAME_WITH_PREFIX}!");
const u8 gText_PkmnHurtBy[] = _("{B_ATK_NAME_WITH_PREFIX} is hurt\nby {B_BUFF1}!");
const u8 gText_PkmnFreedFrom[] = _("{B_ATK_NAME_WITH_PREFIX} was freed\nfrom {B_BUFF1}!");
const u8 gText_PkmnCrashed[] = _("{B_ATK_NAME_WITH_PREFIX} kept going\nand crashed!");
const u8 gText_PkmnShroudedInMist[] = _("{B_ATK_PREFIX2} became\nshrouded in MIST!");
const u8 gText_PkmnProtectedByMist[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} is protected\nby MIST!");
const u8 gText_PkmnGettingPumped[] = _("{B_ATK_NAME_WITH_PREFIX} is getting\npumped!");
const u8 gText_PkmnHitWithRecoil[] = _("{B_ATK_NAME_WITH_PREFIX} is hit\nwith recoil!");
const u8 gText_PkmnProtectedItself2[] = _("{B_ATK_NAME_WITH_PREFIX} protected\nitself!");
const u8 gText_PkmnBuffetedBySandstorm[] = _("{B_ATK_NAME_WITH_PREFIX} is buffeted\nby the sandstorm!");
const u8 gText_PkmnPeltedByHail[] = _("{B_ATK_NAME_WITH_PREFIX} is pelted\nby HAIL!");
const u8 gText_PkmnsXWoreOff[] = _("{B_ATK_PREFIX1}’s {B_BUFF1}\nwore off!");
const u8 gText_PkmnSeeded[] = _("{B_DEF_NAME_WITH_PREFIX} was seeded!");
const u8 gText_PkmnEvadedAttack[] = _("{B_DEF_NAME_WITH_PREFIX} evaded\nthe attack!");
const u8 gText_PkmnSappedByLeechSeed[] = _("{B_ATK_NAME_WITH_PREFIX}’s health is\nsapped by LEECH SEED!");
const u8 gText_PkmnFastAsleep[] = _("{B_ATK_NAME_WITH_PREFIX} is fast\nasleep.");
const u8 gText_PkmnWokeUp[] = _("{B_ATK_NAME_WITH_PREFIX} woke up!");
const u8 gText_PkmnUproarKeptAwake[] = _("But {B_SCR_ACTIVE_NAME_WITH_PREFIX}’s UPROAR\nkept it awake!");
const u8 gText_PkmnWokeUpInUproar[] = _("{B_ATK_NAME_WITH_PREFIX} woke up\nin the UPROAR!");
const u8 gText_PkmnCausedUproar[] = _("{B_ATK_NAME_WITH_PREFIX} caused\nan UPROAR!");
const u8 gText_PkmnMakingUproar[] = _("{B_ATK_NAME_WITH_PREFIX} is making\nan UPROAR!");
const u8 gText_PkmnCalmedDown[] = _("{B_ATK_NAME_WITH_PREFIX} calmed down.");
const u8 gText_PkmnCantSleepInUproar[] = _("But {B_DEF_NAME_WITH_PREFIX} can’t\nsleep in an UPROAR!");
const u8 gText_PkmnStockpiled[] = _("{B_ATK_NAME_WITH_PREFIX} STOCKPILED\n{B_BUFF1}!");
const u8 gText_PkmnCantStockpile[] = _("{B_ATK_NAME_WITH_PREFIX} can’t\nSTOCKPILE any more!");
const u8 gText_PkmnCantSleepInUproar2[] = _("But {B_DEF_NAME_WITH_PREFIX} can’t\nsleep in an UPROAR!");
const u8 gText_UproarKeptPkmnAwake[] = _("But the UPROAR kept\n{B_DEF_NAME_WITH_PREFIX} awake!");
const u8 gText_PkmnStayedAwakeUsing[] = _("{B_DEF_NAME_WITH_PREFIX} stayed awake\nusing its {B_DEF_ABILITY}!");
const u8 gText_PkmnStoringEnergy[] = _("{B_ATK_NAME_WITH_PREFIX} is storing\nenergy!");
const u8 gText_PkmnUnleashedEnergy[] = _("{B_ATK_NAME_WITH_PREFIX} unleashed\nenergy!");
const u8 gText_PkmnFatigueConfusion[] = _("{B_ATK_NAME_WITH_PREFIX} became\nconfused due to fatigue!");
const u8 gText_PkmnPickedUpItem[] = _("{B_PLAYER_NAME} picked up\n¥{B_BUFF1}!\p");
const u8 gText_PkmnUnaffected[] = _("{B_DEF_NAME_WITH_PREFIX} is\nunaffected!");
const u8 gText_PkmnTransformedInto[] = _("{B_ATK_NAME_WITH_PREFIX} transformed\ninto {B_BUFF1}!");
const u8 gText_PkmnMadeSubstitute[] = _("{B_ATK_NAME_WITH_PREFIX} made\na SUBSTITUTE!");
const u8 gText_PkmnHasSubstitute[] = _("{B_ATK_NAME_WITH_PREFIX} already\nhas a SUBSTITUTE!");
const u8 gText_SubstituteDamaged[] = _("The SUBSTITUTE took damage\nfor {B_DEF_NAME_WITH_PREFIX}!\p");
const u8 gText_PkmnSubstituteFaded[] = _("{B_DEF_NAME_WITH_PREFIX}’s\nSUBSTITUTE faded!\p");
const u8 gText_PkmnMustRecharge[] = _("{B_ATK_NAME_WITH_PREFIX} must\nrecharge!");
const u8 gText_PkmnRageBuilding[] = _("{B_DEF_NAME_WITH_PREFIX}’s RAGE\nis building!");
const u8 gText_PkmnMoveWasDisabled[] = _("{B_DEF_NAME_WITH_PREFIX}’s {B_BUFF1}\nwas disabled!");
const u8 gText_PkmnMoveDisabledNoMore[] = _("{B_ATK_NAME_WITH_PREFIX} is disabled\nno more!");
const u8 gText_PkmnGotEncore[] = _("{B_DEF_NAME_WITH_PREFIX} got\nan ENCORE!");
const u8 gText_PkmnEncoreEnded[] = _("{B_ATK_NAME_WITH_PREFIX}’s ENCORE\nended!");
const u8 gText_PkmnTookAim[] = _("{B_ATK_NAME_WITH_PREFIX} took aim\nat {B_DEF_NAME_WITH_PREFIX}!");
const u8 gText_PkmnSketchedMove[] = _("{B_ATK_NAME_WITH_PREFIX} SKETCHED\n{B_BUFF1}!");
const u8 gText_PkmnTryingToTakeFoe[] = _("{B_ATK_NAME_WITH_PREFIX} is trying\nto take its foe with it!");
const u8 gText_PkmnTookFoe[] = _("{B_DEF_NAME_WITH_PREFIX} took\n{B_ATK_NAME_WITH_PREFIX} with it!");
const u8 gText_PkmnReducedPP[] = _("Reduced {B_DEF_NAME_WITH_PREFIX}’s\n{B_BUFF1} by {B_BUFF2}!");
const u8 gText_PkmnStoleItem[] = _("{B_ATK_NAME_WITH_PREFIX} stole\n{B_DEF_NAME_WITH_PREFIX}’s {B_LAST_ITEM}!");
const u8 gText_TargetCantEscapeNow[] = _("{B_DEF_NAME_WITH_PREFIX} can’t\nescape now!");
const u8 gText_PkmnFellIntoNightmare[] = _("{B_DEF_NAME_WITH_PREFIX} fell into\na NIGHTMARE!");
const u8 gText_PkmnLockedInNightmare[] = _("{B_ATK_NAME_WITH_PREFIX} is locked\nin a NIGHTMARE!");
const u8 gText_PkmnLaidCurse[] = _("{B_ATK_NAME_WITH_PREFIX} cut its own HP and\nlaid a CURSE on {B_DEF_NAME_WITH_PREFIX}!");
const u8 gText_PkmnAfflictedByCurse[] = _("{B_ATK_NAME_WITH_PREFIX} is afflicted\nby the CURSE!");
const u8 gText_SpikesScattered[] = _("SPIKES were scattered all around\nthe opponent’s side!");
const u8 gText_PkmnHurtBySpikes[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} is hurt\nby SPIKES!");
const u8 gText_PkmnIdentified[] = _("{B_ATK_NAME_WITH_PREFIX} identified\n{B_DEF_NAME_WITH_PREFIX}!");
const u8 gText_PkmnPerishCountFell[] = _("{B_ATK_NAME_WITH_PREFIX}’s PERISH count\nfell to {B_BUFF1}!");
const u8 gText_PkmnBracedItself[] = _("{B_ATK_NAME_WITH_PREFIX} braced\nitself!");
const u8 gText_PkmnEnduredHit[] = _("{B_DEF_NAME_WITH_PREFIX} ENDURED\nthe hit!");
const u8 gText_MagnitudeStrength[] = _("MAGNITUDE {B_BUFF1}!");
const u8 gText_PkmnCutHPMaxedAttack[] = _("{B_ATK_NAME_WITH_PREFIX} cut its own HP\nand maximized ATTACK!");
const u8 gText_PkmnCopiedStatChanges[] = _("{B_ATK_NAME_WITH_PREFIX} copied\n{B_DEF_NAME_WITH_PREFIX}’s stat changes!");
const u8 gText_PkmnGotFree[] = _("{B_ATK_NAME_WITH_PREFIX} got free of\n{B_DEF_NAME_WITH_PREFIX}’s {B_BUFF1}!");
const u8 gText_PkmnShedLeechSeed[] = _("{B_ATK_NAME_WITH_PREFIX} shed\nLEECH SEED!");
const u8 gText_PkmnBlewAwaySpikes[] = _("{B_ATK_NAME_WITH_PREFIX} blew away\nSPIKES!");
const u8 gText_PkmnFledFromBattle[] = _("{B_ATK_NAME_WITH_PREFIX} fled from\nbattle!");
const u8 gText_PkmnForesawAttack[] = _("{B_ATK_NAME_WITH_PREFIX} foresaw\nan attack!");
const u8 gText_PkmnTookAttack[] = _("{B_DEF_NAME_WITH_PREFIX} took the\n{B_BUFF1} attack!");
const u8 gText_PkmnChoseXAsDestiny[] = _("{B_ATK_NAME_WITH_PREFIX} chose\n{B_CURRENT_MOVE} as its destiny!");
const u8 gText_PkmnAttack[] = _("{B_BUFF1}’s attack!");
const u8 gText_PkmnCenterAttention[] = _("{B_ATK_NAME_WITH_PREFIX} became the\ncenter of attention!");
const u8 gText_PkmnChargingPower[] = _("{B_ATK_NAME_WITH_PREFIX} began\ncharging power!");
const u8 gText_NaturePowerTurnedInto[] = _("NATURE POWER turned into\n{B_CURRENT_MOVE}!");
const u8 gText_PkmnStatusNormal[] = _("{B_ATK_NAME_WITH_PREFIX}’s status\nreturned to normal!");
const u8 gText_PkmnSubjectedToTorment[] = _("{B_DEF_NAME_WITH_PREFIX} was subjected\nto TORMENT!");
const u8 gText_PkmnTighteningFocus[] = _("{B_ATK_NAME_WITH_PREFIX} is tightening\nits focus!");
const u8 gText_PkmnFellForTaunt[] = _("{B_DEF_NAME_WITH_PREFIX} fell for\nthe TAUNT!");
const u8 gText_PkmnReadyToHelp[] = _("{B_ATK_NAME_WITH_PREFIX} is ready to\nhelp {B_DEF_NAME_WITH_PREFIX}!");
const u8 gText_PkmnSwitchedItems[] = _("{B_ATK_NAME_WITH_PREFIX} switched\nitems with its opponent!");
const u8 gText_PkmnObtainedX[] = _("{B_ATK_NAME_WITH_PREFIX} obtained\n{B_BUFF1}.");
const u8 gText_PkmnObtainedX2[] = _("{B_DEF_NAME_WITH_PREFIX} obtained\n{B_BUFF2}.");
const u8 gText_PkmnObtainedXYObtainedZ[] = _("{B_ATK_NAME_WITH_PREFIX} obtained\n{B_BUFF1}.\p{B_DEF_NAME_WITH_PREFIX} obtained\n{B_BUFF2}.");
const u8 gText_PkmnCopiedFoe[] = _("{B_ATK_NAME_WITH_PREFIX} copied\n{B_DEF_NAME_WITH_PREFIX}’s {B_DEF_ABILITY}!");
const u8 gText_PkmnMadeWish[] = _("{B_ATK_NAME_WITH_PREFIX} made a WISH!");
const u8 gText_PkmnWishCameTrue[] = _("{B_BUFF1}’s WISH\ncame true!");
const u8 gText_PkmnPlantedRoots[] = _("{B_ATK_NAME_WITH_PREFIX} planted its roots!");
const u8 gText_PkmnAbsorbedNutrients[] = _("{B_ATK_NAME_WITH_PREFIX} absorbed\nnutrients with its roots!");
const u8 gText_PkmnAnchoredItself[] = _("{B_DEF_NAME_WITH_PREFIX} anchored\nitself with its roots!");
const u8 gText_PkmnWasMadeDrowsy[] = _("{B_ATK_NAME_WITH_PREFIX} made\n{B_DEF_NAME_WITH_PREFIX} drowsy!");
const u8 gText_PkmnKnockedOff[] = _("{B_ATK_NAME_WITH_PREFIX} knocked off\n{B_DEF_NAME_WITH_PREFIX}’s {B_LAST_ITEM}!");
const u8 gText_PkmnSwappedAbilities[] = _("{B_ATK_NAME_WITH_PREFIX} swapped abilities\nwith its opponent!");
const u8 gText_PkmnSealedOpponentMove[] = _("{B_ATK_NAME_WITH_PREFIX} sealed the\nopponent’s move(s)!");
const u8 gText_PkmnWantsGrudge[] = _("{B_ATK_NAME_WITH_PREFIX} wants the\nopponent to bear a GRUDGE!");
const u8 gText_PkmnLostPPGrudge[] = _("{B_ATK_NAME_WITH_PREFIX}’s {B_BUFF1} lost\nall its PP due to the GRUDGE!");
const u8 gText_PkmnShroudedItself[] = _("{B_ATK_NAME_WITH_PREFIX} shrouded\nitself in {B_CURRENT_MOVE}!");
const u8 gText_PkmnMoveBounced[] = _("{B_ATK_NAME_WITH_PREFIX}’s {B_CURRENT_MOVE}\nwas bounced back by MAGIC COAT!");
const u8 gText_PkmnWaitsForTarget[] = _("{B_ATK_NAME_WITH_PREFIX} waits for a target\nto make a move!");
const u8 gText_PkmnSnatchedMove[] = _("{B_DEF_NAME_WITH_PREFIX} SNATCHED\n{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s move!");
const u8 gText_ElectricityWeakened[] = _("Electricity’s power was\nweakened!");
const u8 gText_FireWeakened[] = _("Fire’s power was\nweakened!");
const u8 gText_XFoundOneY[] = _("{B_ATK_NAME_WITH_PREFIX} found\none {B_LAST_ITEM}!");
const u8 gText_SoothingAroma[] = _("A soothing aroma wafted\nthrough the area!");
const u8 gText_ItemsCantBeUsedNow[] = _("Items can’t be used now.{PAUSE 64}");
const u8 gText_ForXCommaYZ[] = _("For {B_SCR_ACTIVE_NAME_WITH_PREFIX},\n{B_LAST_ITEM} {B_BUFF1}");
const u8 gText_PkmnUsedXToGetPumped[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} used\n{B_LAST_ITEM} to get pumped!");
const u8 gText_PkmnLostFocus[] = _("{B_ATK_NAME_WITH_PREFIX} lost its\nfocus and couldn’t move!");
const u8 gText_PkmnWasDraggedOut[] = _("{B_DEF_NAME_WITH_PREFIX} was\ndragged out!\p");
const u8 gText_TheWallShattered[] = _("The wall shattered!");
const u8 gText_ButNoEffect[] = _("But it had no effect!");
const u8 gText_PkmnHasNoMovesLeft[] = _("{B_ACTIVE_NAME_WITH_PREFIX} has no\nmoves left!\p");
const u8 gText_PkmnMoveIsDisabled[] = _("{B_ACTIVE_NAME_WITH_PREFIX}’s {B_CURRENT_MOVE}\nis disabled!\p");
const u8 gText_PkmnCantUseMoveTorment[] = _("{B_ACTIVE_NAME_WITH_PREFIX} can’t use the same\nmove in a row due to the TORMENT!\p");
const u8 gText_PkmnCantUseMoveTaunt[] = _("{B_ACTIVE_NAME_WITH_PREFIX} can’t use\n{B_CURRENT_MOVE} after the TAUNT!\p");
const u8 gText_PkmnCantUseMoveSealed[] = _("{B_ACTIVE_NAME_WITH_PREFIX} can’t use the\nsealed {B_CURRENT_MOVE}!\p");
const u8 gText_PkmnMadeItRain[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_SCR_ACTIVE_ABILITY}\nmade it rain!");
const u8 gText_PkmnRaisedSpeed[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_SCR_ACTIVE_ABILITY}\nraised its SPEED!");
const u8 gText_PkmnProtectedBy[] = _("{B_DEF_NAME_WITH_PREFIX} was protected\nby {B_DEF_ABILITY}!");
const u8 gText_PkmnPreventsUsage[] = _("{B_DEF_NAME_WITH_PREFIX}’s {B_DEF_ABILITY}\nprevents {B_ATK_NAME_WITH_PREFIX}\lfrom using {B_CURRENT_MOVE}!");
const u8 gText_PkmnRestoredHPUsing[] = _("{B_DEF_NAME_WITH_PREFIX} restored HP\nusing its {B_DEF_ABILITY}!");
const u8 gText_PkmnsXMadeYUseless[] = _("{B_DEF_NAME_WITH_PREFIX}’s {B_DEF_ABILITY}\nmade {B_CURRENT_MOVE} useless!");
const u8 gText_PkmnChangedTypeWith[] = _("{B_DEF_NAME_WITH_PREFIX}’s {B_DEF_ABILITY}\nmade it the {B_BUFF1} type!");
const u8 gText_PkmnPreventsParalysisWith[] = _("{B_EFF_NAME_WITH_PREFIX}’s {B_DEF_ABILITY}\nprevents paralysis!");
const u8 gText_PkmnPreventsRomanceWith[] = _("{B_DEF_NAME_WITH_PREFIX}’s {B_DEF_ABILITY}\nprevents romance!");
const u8 gText_PkmnPreventsPoisoningWith[] = _("{B_EFF_NAME_WITH_PREFIX}’s {B_DEF_ABILITY}\nprevents poisoning!");
const u8 gText_PkmnPreventsConfusionWith[] = _("{B_DEF_NAME_WITH_PREFIX}’s {B_DEF_ABILITY}\nprevents confusion!");
const u8 gText_PkmnRaisedFirePowerWith[] = _("{B_DEF_NAME_WITH_PREFIX}’s {B_DEF_ABILITY}\nraised its FIRE power!");
const u8 gText_PkmnAnchorsItselfWith[] = _("{B_DEF_NAME_WITH_PREFIX} anchors\nitself with {B_DEF_ABILITY}!");
const u8 gText_PkmnCutsAttackWith[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_SCR_ACTIVE_ABILITY}\ncuts {B_DEF_NAME_WITH_PREFIX}’s ATTACK!");
const u8 gText_PkmnPreventsStatLossWith[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_SCR_ACTIVE_ABILITY}\nprevents stat loss!");
const u8 gText_PkmnHurtsWith[] = _("{B_DEF_NAME_WITH_PREFIX}’s {B_DEF_ABILITY}\nhurt {B_ATK_NAME_WITH_PREFIX}!");
const u8 gText_PkmnTraced[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} TRACED\n{B_BUFF1}’s {B_BUFF2}!");
const u8 gText_PkmnsXPreventsBurns[] = _("{B_EFF_NAME_WITH_PREFIX}’s {B_EFF_ABILITY}\nprevents burns!");
const u8 gText_PkmnsXBlocksY[] = _("{B_DEF_NAME_WITH_PREFIX}’s {B_DEF_ABILITY}\nblocks {B_CURRENT_MOVE}!");
const u8 gText_PkmnsXBlocksY2[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_SCR_ACTIVE_ABILITY}\nblocks {B_CURRENT_MOVE}!");
const u8 gText_PkmnsXRestoredHPALittle2[] = _("{B_ATK_NAME_WITH_PREFIX}’s {B_ATK_ABILITY}\nrestored its HP a little!");
const u8 gText_PkmnsXWhippedUpSandstorm[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_SCR_ACTIVE_ABILITY}\nwhipped up a sandstorm!");
const u8 gText_PkmnsXIntensifiedSun[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_SCR_ACTIVE_ABILITY}\nintensified the sun’s rays!");
const u8 gText_PkmnsXPreventsYLoss[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_SCR_ACTIVE_ABILITY}\nprevents {B_BUFF1} loss!");
const u8 gText_PkmnsXInfatuatedY[] = _("{B_DEF_NAME_WITH_PREFIX}’s {B_DEF_ABILITY}\ninfatuated {B_ATK_NAME_WITH_PREFIX}!");
const u8 gText_PkmnsXMadeYIneffective[] = _("{B_DEF_NAME_WITH_PREFIX}’s {B_DEF_ABILITY}\nmade {B_CURRENT_MOVE} ineffective!");
const u8 gText_PkmnsXCuredYProblem[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_SCR_ACTIVE_ABILITY}\ncured its {B_BUFF1} problem!");
const u8 gText_ItSuckedLiquidOoze[] = _("It sucked up the\nLIQUID OOZE!");
const u8 gText_PkmnTransformed[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} transformed!");
const u8 gText_PkmnsXTookAttack[] = _("{B_DEF_NAME_WITH_PREFIX}’s {B_DEF_ABILITY}\ntook the attack!");
const u8 gText_PkmnsXPreventsSwitching[] = _("{B_BUFF1}’s {B_LAST_ABILITY}\nprevents switching!\p");
const u8 gText_PreventedFromWorking[] = _("{B_DEF_NAME_WITH_PREFIX}’s {B_DEF_ABILITY}\nprevented {B_SCR_ACTIVE_NAME_WITH_PREFIX}’s\l{B_BUFF1} from working!");
const u8 gText_PkmnsXMadeItIneffective[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_SCR_ACTIVE_ABILITY}\nmade it ineffective!");
const u8 gText_PkmnsXPreventsFlinching[] = _("{B_EFF_NAME_WITH_PREFIX}’s {B_EFF_ABILITY}\nprevents flinching!");
const u8 gText_PkmnsXPreventsYsZ[] = _("{B_ATK_NAME_WITH_PREFIX}’s {B_ATK_ABILITY}\nprevents {B_DEF_NAME_WITH_PREFIX}’s\l{B_DEF_ABILITY} from working!");
const u8 gText_PkmnsXCuredItsYProblem[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_SCR_ACTIVE_ABILITY}\ncured its {B_BUFF1} problem!");
const u8 gText_PkmnsXHadNoEffectOnY[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_SCR_ACTIVE_ABILITY}\nhad no effect on {B_EFF_NAME_WITH_PREFIX}!");
const u8 gText_StatSharply[] = _("sharply ");
const u8 gText_StatRose[] = _("rose!");
const u8 gText_StatHarshly[] = _("harshly ");
const u8 gText_StatFell[] = _("fell!");
const u8 gText_PkmnsStatChanged[] = _("{B_ATK_NAME_WITH_PREFIX}’s {B_BUFF1}\n{B_BUFF2}");
const u8 gText_PkmnsStatChanged2[] = _("{B_DEF_NAME_WITH_PREFIX}’s {B_BUFF1}\n{B_BUFF2}");
const u8 gText_UsingXTheYOfZN[] = _("Using {B_LAST_ITEM}, the {B_BUFF1}\nof {B_SCR_ACTIVE_NAME_WITH_PREFIX} {B_BUFF2}");
const u8 gText_PkmnsStatChanged3[] = _("{B_ATK_NAME_WITH_PREFIX}’s {B_BUFF1}\n{B_BUFF2}");
const u8 gText_PkmnsStatChanged4[] = _("{B_DEF_NAME_WITH_PREFIX}’s {B_BUFF1}\n{B_BUFF2}");
const u8 gText_StatsWontIncrease2[] = _("{B_ATK_NAME_WITH_PREFIX}’s stats won’t\ngo any higher!");
const u8 gText_StatsWontDecrease2[] = _("{B_DEF_NAME_WITH_PREFIX}’s stats won’t\ngo any lower!");
const u8 gText_CriticalHit[] = _("A critical hit!");
const u8 gText_OneHitKO[] = _("It’s a one-hit KO!");
const u8 gText_123Poof[] = _("{PAUSE 32}1, {PAUSE 15}2, and{PAUSE 15}… {PAUSE 15}… {PAUSE 15}… {PAUSE 15}{PLAY_SE 0x0038}Poof!\p");
const u8 gText_AndEllipsis[] = _("And…\p");
const u8 gText_HMMovesCantBeForgotten[] = _("HM moves can’t be\nforgotten now.\p");
const u8 gText_NotVeryEffective[] = _("It’s not very effective…");
const u8 gText_SuperEffective[] = _("It’s super effective!");
const u8 gText_GotAwaySafely[] = _("{PLAY_SE 0x0011}Got away safely!\p");
const u8 gText_PkmnFledUsingIts[] = _("{PLAY_SE 0x0011}{B_ATK_NAME_WITH_PREFIX} fled\nusing its {B_LAST_ITEM}!\p");
const u8 gText_PkmnFledUsing[] = _("{PLAY_SE 0x0011}{B_ATK_NAME_WITH_PREFIX} fled\nusing {B_ATK_ABILITY}!\p");
const u8 gText_WildPkmnFled[] = _("{PLAY_SE 0x0011}Wild {B_BUFF1} fled!");
const u8 gText_PlayerDefeatedLinkTrainer[] = _("Player defeated\n{B_20}!");
const u8 gText_TwoLinkTrainersDefeated[] = _("Player beat {B_20}\nand {B_21}!");
const u8 gText_PlayerLostAgainstLinkTrainer[] = _("Player lost against\n{B_20}!");
const u8 gText_PlayerLostToTwo[] = _("Player lost to {B_20}\nand {B_21}!");
const u8 gText_PlayerBattledToDrawLinkTrainer[] = _("Player battled to a draw against\n{B_20}!");
const u8 gText_PlayerBattledToDrawVsTwo[] = _("Player battled to a draw against\n{B_20} and {B_21}!");
const u8 gText_WildFled[] = _("{PLAY_SE 0x0011}{B_20} fled!");
const u8 gText_TwoWildFled[] = _("{PLAY_SE 0x0011}{B_20} and\n{B_21} fled!");
const u8 gText_NoRunningFromTrainers[] = _("No! There’s no running\nfrom a TRAINER battle!\p");
const u8 gText_CantEscape[] = _("Can’t escape!\p");
const u8 gText_DontLeaveBirch[] = _("PROF. BIRCH: Don’t leave me like this!\p");
const u8 gText_ButNothingHappened[] = _("But nothing happened!");
const u8 gText_ButItFailed[] = _("But it failed!");
const u8 gText_ItHurtConfusion[] = _("It hurt itself in its\nconfusion!");
const u8 gText_MirrorMoveFailed[] = _("The MIRROR MOVE failed!");
const u8 gText_StartedToRain[] = _("It started to rain!");
const u8 gText_DownpourStarted[] = _("A downpour started!");
const u8 gText_RainContinues[] = _("Rain continues to fall.");
const u8 gText_DownpourContinues[] = _("The downpour continues.");
const u8 gText_RainStopped[] = _("The rain stopped.");
const u8 gText_SandstormBrewed[] = _("A sandstorm brewed!");
const u8 gText_SandstormRages[] = _("The sandstorm rages.");
const u8 gText_SandstormSubsided[] = _("The sandstorm subsided.");
const u8 gText_SunlightGotBright[] = _("The sunlight got bright!");
const u8 gText_SunlightStrong[] = _("The sunlight is strong.");
const u8 gText_SunlightFaded[] = _("The sunlight faded.");
const u8 gText_StartedHail[] = _("It started to hail!");
const u8 gText_HailContinues[] = _("Hail continues to fall.");
const u8 gText_HailStopped[] = _("The hail stopped.");
const u8 gText_FailedToSpitUp[] = _("But it failed to SPIT UP\na thing!");
const u8 gText_FailedToSwallow[] = _("But it failed to SWALLOW\na thing!");
const u8 gText_WindBecameHeatWave[] = _("The wind turned into a\nHEAT WAVE!");
const u8 gText_StatChangesGone[] = _("All stat changes were\neliminated!");
const u8 gText_CoinsScattered[] = _("Coins scattered everywhere!");
const u8 gText_TooWeakForSubstitute[] = _("It was too weak to make\na SUBSTITUTE!");
const u8 gText_SharedPain[] = _("The battlers shared\ntheir pain!");
const u8 gText_BellChimed[] = _("A bell chimed!");
const u8 gText_FaintInThree[] = _("All affected POKéMON will\nfaint in three turns!");
const u8 gText_NoPPLeft[] = _("There’s no PP left for\nthis move!\p");
const u8 gText_ButNoPPLeft[] = _("But there was no PP left\nfor the move!");
const u8 gText_PkmnIgnoresAsleep[] = _("{B_ATK_NAME_WITH_PREFIX} ignored\norders while asleep!");
const u8 gText_PkmnIgnoredOrders[] = _("{B_ATK_NAME_WITH_PREFIX} ignored\norders!");
const u8 gText_PkmnBeganToNap[] = _("{B_ATK_NAME_WITH_PREFIX} began to nap!");
const u8 gText_PkmnLoafing[] = _("{B_ATK_NAME_WITH_PREFIX} is\nloafing around!");
const u8 gText_PkmnWontObey[] = _("{B_ATK_NAME_WITH_PREFIX} won’t\nobey!");
const u8 gText_PkmnTurnedAway[] = _("{B_ATK_NAME_WITH_PREFIX} turned away!");
const u8 gText_PkmnPretendNotNotice[] = _("{B_ATK_NAME_WITH_PREFIX} pretended\nnot to notice!");
const u8 gText_EnemyAboutToSwitchPkmn[] = _("{B_TRAINER1_CLASS} {B_TRAINER1_NAME} is\nabout to use {B_BUFF2}.\pWill {B_PLAYER_NAME} change\nPOKéMON?");
const u8 gText_PkmnLearnedMove2[] = _("{B_ATK_NAME_WITH_PREFIX} learned\n{B_BUFF1}!");
const u8 gText_PlayerDefeatedLinkTrainerTrainer1[] = _("Player defeated\n{B_TRAINER1_CLASS} {B_TRAINER1_NAME}!\p");
const u8 gText_CreptCloser[] = _("{B_PLAYER_NAME} crept closer to\n{B_OPPONENT_MON1_NAME}!");
const u8 gText_CantGetCloser[] = _("{B_PLAYER_NAME} can’t get any closer!");
const u8 gText_PkmnWatchingCarefully[] = _("{B_OPPONENT_MON1_NAME} is watching\ncarefully!");
const u8 gText_PkmnCuriousAboutX[] = _("{B_OPPONENT_MON1_NAME} is curious about\nthe {B_BUFF1}!");
const u8 gText_PkmnEnthralledByX[] = _("{B_OPPONENT_MON1_NAME} is enthralled by\nthe {B_BUFF1}!");
const u8 gText_PkmnIgnoredX[] = _("{B_OPPONENT_MON1_NAME} completely ignored\nthe {B_BUFF1}!");
const u8 gText_ThrewPokeblockAtPkmn[] = _("{B_PLAYER_NAME} threw a {POKEBLOCK}\nat the {B_OPPONENT_MON1_NAME}!");
const u8 gText_OutOfSafariBalls[] = _("{PLAY_SE 0x0049}ANNOUNCER: You’re out of\nSAFARI BALLS! Game over!\p");
const u8 gText_OpponentMon1Appeared[] = _("{B_OPPONENT_MON1_NAME} appeared!\p");
const u8 gText_WildPkmnAppeared[] = _("Wild {B_OPPONENT_MON1_NAME} appeared!\p");
const u8 gText_WildPkmnAppeared2[] = _("Wild {B_OPPONENT_MON1_NAME} appeared!\p");
const u8 gText_WildPkmnAppearedPause[] = _("Wild {B_OPPONENT_MON1_NAME} appeared!{PAUSE 127}");
const u8 gText_TwoWildPkmnAppeared[] = _("Wild {B_OPPONENT_MON1_NAME} and\n{B_OPPONENT_MON2_NAME} appeared!\p");
const u8 gText_Trainer1WantsToBattle[] = _("{B_TRAINER1_CLASS} {B_TRAINER1_NAME}\nwould like to battle!\p");
const u8 gText_LinkTrainerWantsToBattle[] = _("{B_20}\nwants to battle!");
const u8 gText_TwoLinkTrainersWantToBattle[] = _("{B_20} and {B_21}\nwant to battle!");
const u8 gText_Trainer1SentOutPkmn[] = _("{B_TRAINER1_CLASS} {B_TRAINER1_NAME} sent\nout {B_OPPONENT_MON1_NAME}!");
const u8 gText_Trainer1SentOutTwoPkmn[] = _("{B_TRAINER1_CLASS} {B_TRAINER1_NAME} sent\nout {B_OPPONENT_MON1_NAME} and {B_OPPONENT_MON2_NAME}!");
const u8 gText_Trainer1SentOutPkmn2[] = _("{B_TRAINER1_CLASS} {B_TRAINER1_NAME} sent\nout {B_BUFF1}!");
const u8 gText_LinkTrainerSentOutPkmn[] = _("{B_20} sent out\n{B_OPPONENT_MON1_NAME}!");
const u8 gText_LinkTrainerSentOutTwoPkmn[] = _("{B_20} sent out\n{B_OPPONENT_MON1_NAME} and {B_OPPONENT_MON2_NAME}!");
const u8 gText_TwoLinkTrainersSentOutPkmn[] = _("{B_20} sent out {B_LINK_OPPONENT_MON1_NAME}!\n{B_21} sent out {B_LINK_OPPONENT_MON2_NAME}!");
const u8 gText_LinkTrainerSentOutPkmn2[] = _("{B_20} sent out\n{B_BUFF1}!");
const u8 gText_LinkTrainerMultiSentOutPkmn[] = _("{B_22} sent out\n{B_BUFF1}!");
const u8 gText_GoPkmn[] = _("Go! {B_PLAYER_MON1_NAME}!");
const u8 gText_GoTwoPkmn[] = _("Go! {B_PLAYER_MON1_NAME} and\n{B_PLAYER_MON2_NAME}!");
const u8 gText_GoPkmn2[] = _("Go! {B_BUFF1}!");
const u8 gText_DoItPkmn[] = _("Do it! {B_BUFF1}!");
const u8 gText_GoForItPkmn[] = _("Go for it, {B_BUFF1}!");
const u8 gText_YourFoesWeakGetEmPkmn[] = _("Your foe’s weak!\nGet ’em, {B_BUFF1}!");
const u8 gText_LinkPartnerSentOutPkmnGoPkmn[] = _("{B_1F} sent out {B_LINK_PLAYER_MON2_NAME}!\nGo! {B_LINK_PLAYER_MON1_NAME}!");
const u8 gText_PkmnThatsEnough[] = _("{B_BUFF1}, that’s enough!\nCome back!");
const u8 gText_PkmnComeBack[] = _("{B_BUFF1}, come back!");
const u8 gText_PkmnOkComeBack[] = _("{B_BUFF1}, OK!\nCome back!");
const u8 gText_PkmnGoodComeBack[] = _("{B_BUFF1}, good!\nCome back!");
const u8 gText_Trainer1WithdrewPkmn[] = _("{B_TRAINER1_CLASS} {B_TRAINER1_NAME}\nwithdrew {B_BUFF1}!");
const u8 gText_LinkTrainer1WithdrewPkmn[] = _("{B_20} withdrew\n{B_BUFF1}!");
const u8 gText_LinkTrainer2WithdrewPkmn[] = _("{B_22} withdrew\n{B_BUFF1}!");
const u8 gText_WildPkmnPrefix[] = _("Wild ");
const u8 gText_FoePkmnPrefix[] = _("Foe ");
const u8 gText_EmptyString8[] = _( "");
const u8 gText_FoePkmnPrefix2[] = _("Foe");
const u8 gText_AllyPkmnPrefix[] = _("Ally");
const u8 gText_FoePkmnPrefix3[] = _("Foe");
const u8 gText_AllyPkmnPrefix2[] = _("Ally");
const u8 gText_FoePkmnPrefix4[] = _("Foe");
const u8 gText_AllyPkmnPrefix3[] = _("Ally");
const u8 gText_AttackerUsedX[] = _("{B_ATK_NAME_WITH_PREFIX} used\n{B_BUFF2}");
const u8 gText_ExclamationMark[] = _("!");
const u8 gText_ExclamationMark2[] = _("!");
const u8 gText_ExclamationMark3[] = _("!");
const u8 gText_ExclamationMark4[] = _("!");
const u8 gText_ExclamationMark5[] = _("!");
const u8 gText_HP2[] = _("HP");
const u8 gText_Attack2[] = _("ATTACK");
const u8 gText_Defense2[] = _("DEFENSE");
const u8 gText_Speed[] = _("SPEED");
const u8 gText_SpAtk2[] = _("SP. ATK");
const u8 gText_SpDef2[] = _("SP. DEF");
const u8 gText_Accuracy[] = _("accuracy");
const u8 gText_Evasiveness[] = _("evasiveness");

const u8 * const gStatNamesTable[] =
{
    gText_HP2, gText_Attack2, gText_Defense2,
    gText_Speed, gText_SpAtk2, gText_SpDef2,
    gText_Accuracy, gText_Evasiveness
};

const u8 gText_PokeblockWasTooSpicy[] = _("was too spicy!");
const u8 gText_PokeblockWasTooDry[] = _("was too dry!");
const u8 gText_PokeblockWasTooSweet[] = _("was too sweet!");
const u8 gText_PokeblockWasTooBitter[] = _("was too bitter!");
const u8 gText_PokeblockWasTooSour[] = _("was too sour!");

const u8 * const gPokeblockWasTooXStringTable[] =
{
    gText_PokeblockWasTooSpicy, gText_PokeblockWasTooDry,
    gText_PokeblockWasTooSweet, gText_PokeblockWasTooBitter,
    gText_PokeblockWasTooSour
};

const u8 gText_PlayerUsedItem[] = _("{B_PLAYER_NAME} used\n{B_LAST_ITEM}!");
const u8 gText_WallyUsedItem[] = _("WALLY used\n{B_LAST_ITEM}!");
const u8 gText_Trainer1UsedItem[] = _("{B_TRAINER1_CLASS} {B_TRAINER1_NAME}\nused {B_LAST_ITEM}!");
const u8 gText_TrainerBlockedBall[] = _("The TRAINER blocked the BALL!");
const u8 gText_DontBeAThief[] = _("Don’t be a thief!");
const u8 gText_ItDodgedBall[] = _("It dodged the thrown BALL!\nThis POKéMON can’t be caught!");
const u8 gText_YouMissedPkmn[] = _("You missed the POKéMON!");
const u8 gText_PkmnBrokeFree[] = _("Oh, no!\nThe POKéMON broke free!");
const u8 gText_ItAppearedCaught[] = _("Aww!\nIt appeared to be caught!");
const u8 gText_AarghAlmostHadIt[] = _("Aargh!\nAlmost had it!");
const u8 gText_ShootSoClose[] = _("Shoot!\nIt was so close, too!");
const u8 gText_GotchaPkmnCaught[] = _("Gotcha!\n{B_OPPONENT_MON1_NAME} was caught!{UNKNOWN_A}{PLAY_BGM BGM_KACHI22}\p");
const u8 gText_GotchaPkmnCaught2[] = _("Gotcha!\n{B_OPPONENT_MON1_NAME} was caught!{UNKNOWN_A}{PLAY_BGM BGM_KACHI22}{PAUSE 127}");
const u8 gText_GiveNicknameCaptured[] = _("Give a nickname to the\ncaptured {B_OPPONENT_MON1_NAME}?");
const u8 gText_PkmnSentToPC[] = _("{B_OPPONENT_MON1_NAME} was sent to\n{B_PC_CREATOR_NAME} PC.");
const u8 gText_Someones[] = _("someone’s");
const u8 gText_Lanettes[] = _("LANETTE’s");
const u8 gText_PkmnDataAddedToDex[] = _("{B_OPPONENT_MON1_NAME}’s data was\nadded to the POKéDEX.\p");
const u8 gText_ItIsRaining[] = _("It is raining.");
const u8 gText_SandstormIsRaging[] = _("A sandstorm is raging.");
const u8 gText_BoxIsFull[] = _("The BOX is full!\nYou can’t catch any more!\p");
const u8 gText_EnigmaBerry[] = _("ENIGMA BERRY");
const u8 gText_BerrySuffix[] = _(" BERRY");
const u8 gText_PkmnsItemCuredParalysis[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_LAST_ITEM}\ncured paralysis!");
const u8 gText_PkmnsItemCuredPoison[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_LAST_ITEM}\ncured poison!");
const u8 gText_PkmnsItemHealedBurn[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_LAST_ITEM}\nhealed its burn!");
const u8 gText_PkmnsItemDefrostedIt[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_LAST_ITEM}\ndefrosted it!");
const u8 gText_PkmnsItemWokeIt[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_LAST_ITEM}\nwoke it from its sleep!");
const u8 gText_PkmnsItemSnappedOut[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_LAST_ITEM}\nsnapped it out of confusion!");
const u8 gText_PkmnsItemCuredProblem[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_LAST_ITEM}\ncured its {B_BUFF1} problem!");
const u8 gText_PkmnsItemNormalizedStatus[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_LAST_ITEM}\nnormalized its status!");
const u8 gText_PkmnsItemRestoredHealth[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_LAST_ITEM}\nrestored health!");
const u8 gText_PkmnsItemRestoredPP[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_LAST_ITEM}\nrestored {B_BUFF1}’s PP!");
const u8 gText_PkmnsItemRestoredStatus[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_LAST_ITEM}\nrestored its status!");
const u8 gText_PkmnsItemRestoredHPALittle[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_LAST_ITEM}\nrestored its HP a little!");
const u8 gText_ItemAllowsOnlyYMove[] = _("{B_LAST_ITEM} allows the\nuse of only {B_CURRENT_MOVE}!\p");
const u8 gText_PkmnHungOnWithX[] = _("{B_DEF_NAME_WITH_PREFIX} hung on\nusing its {B_LAST_ITEM}!");
const u8 gText_EmptyString3[] = _("");
const u8 gText_YouThrowABallNowRight[] = _("You throw a BALL now, right?\nI… I’ll do my best!");

// early declaration of strings
const u8 gText_PkmnIncapableOfPower[];
const u8 gText_GlintAppearsInEye[];
const u8 gText_PkmnGettingIntoPosition[];
const u8 gText_PkmnBeganGrowlingDeeply[];
const u8 gText_PkmnEagerForMore[];
const u8 gText_DefeatedOpponentByReferee[];
const u8 gText_LostToOpponentByReferee[];
const u8 gText_TiedOpponentByReferee[];
const u8 gText_QuestionForfeitMatch[];
const u8 gText_ForfeitedMatch[];
const u8 gText_Trainer1WinText[];
const u8 gText_Trainer2WinText[];
const u8 gText_TwoInGameTrainersDefeated[];
const u8 gText_Trainer2LoseText[];

const u8 * const gBattleStringsTable[BATTLESTRINGS_COUNT] =
{
	gText_Trainer1LoseText,
	gText_PkmnGainedEXP,
	gText_PkmnGrewToLv,
	gText_PkmnLearnedMove,
	gText_TryToLearnMove1,
	gText_TryToLearnMove2,
	gText_TryToLearnMove3,
	gText_PkmnForgotMove,
	gText_StopLearningMove,
	gText_DidNotLearnMove,
	gText_PkmnLearnedMove2,
	gText_AttackMissed,
	gText_PkmnProtectedItself,
	gText_StatsWontIncrease2,
	gText_AvoidedDamage,
	gText_ItDoesntAffect,
	gText_AttackerFainted,
	gText_TargetFainted,
	gText_PlayerGotMoney,
	gText_PlayerWhiteout,
	gText_PlayerWhiteout2,
	gText_PreventsEscape,
	gText_HitXTimes,
	gText_PkmnFellAsleep,
	gText_PkmnMadeSleep,
	gText_PkmnAlreadyAsleep,
	gText_PkmnAlreadyAsleep2,
	gText_PkmnWasntAffected,
	gText_PkmnWasPoisoned,
	gText_PkmnPoisonedBy,
	gText_PkmnHurtByPoison,
	gText_PkmnAlreadyPoisoned,
	gText_PkmnBadlyPoisoned,
	gText_PkmnEnergyDrained,
	gText_PkmnWasBurned,
	gText_PkmnBurnedBy,
	gText_PkmnHurtByBurn,
	gText_PkmnWasFrozen,
	gText_PkmnFrozenBy,
	gText_PkmnIsFrozen,
	gText_PkmnWasDefrosted,
	gText_PkmnWasDefrosted2,
	gText_PkmnWasDefrostedBy,
	gText_PkmnWasParalyzed,
	gText_PkmnWasParalyzedBy,
	gText_PkmnIsParalyzed,
	gText_PkmnIsAlreadyParalyzed,
	gText_PkmnHealedParalysis,
	gText_PkmnDreamEaten,
	gText_StatsWontIncrease,
	gText_StatsWontDecrease,
	gText_TeamStoppedWorking,
	gText_FoeStoppedWorking,
	gText_PkmnIsConfused,
	gText_PkmnHealedConfusion,
	gText_PkmnWasConfused,
	gText_PkmnAlreadyConfused,
	gText_PkmnFellInLove,
	gText_PkmnInLove,
	gText_PkmnImmobilizedByLove,
	gText_PkmnBlownAway,
	gText_PkmnChangedType,
	gText_PkmnFlinched,
	gText_PkmnRegainedHealth,
	gText_PkmnHPFull,
	gText_PkmnRaisedSpDef,
	gText_PkmnRaisedDef,
	gText_PkmnCoveredByVeil,
	gText_PkmnUsedSafeguard,
	gText_PkmnSafeguardExpired,
	gText_PkmnWentToSleep,
	gText_PkmnSleptHealthy,
	gText_PkmnWhippedWhirlwind,
	gText_PkmnTookSunlight,
	gText_PkmnLoweredHead,
	gText_PkmnIsGlowing,
	gText_PkmnFlewHigh,
	gText_PkmnDugHole,
	gText_PkmnSqueezedByBind,
	gText_PkmnTrappedInVortex,
	gText_PkmnWrappedBy,
	gText_PkmnClamped,
	gText_PkmnHurtBy,
	gText_PkmnFreedFrom,
	gText_PkmnCrashed,
	gText_PkmnShroudedInMist,
	gText_PkmnProtectedByMist,
	gText_PkmnGettingPumped,
	gText_PkmnHitWithRecoil,
	gText_PkmnProtectedItself2,
	gText_PkmnBuffetedBySandstorm,
	gText_PkmnPeltedByHail,
	gText_PkmnSeeded,
	gText_PkmnEvadedAttack,
	gText_PkmnSappedByLeechSeed,
	gText_PkmnFastAsleep,
	gText_PkmnWokeUp,
	gText_PkmnUproarKeptAwake,
	gText_PkmnWokeUpInUproar,
	gText_PkmnCausedUproar,
	gText_PkmnMakingUproar,
	gText_PkmnCalmedDown,
	gText_PkmnCantSleepInUproar,
	gText_PkmnStockpiled,
	gText_PkmnCantStockpile,
	gText_PkmnCantSleepInUproar2,
	gText_UproarKeptPkmnAwake,
	gText_PkmnStayedAwakeUsing,
	gText_PkmnStoringEnergy,
	gText_PkmnUnleashedEnergy,
	gText_PkmnFatigueConfusion,
	gText_PkmnPickedUpItem,
	gText_PkmnUnaffected,
	gText_PkmnTransformedInto,
	gText_PkmnMadeSubstitute,
	gText_PkmnHasSubstitute,
	gText_SubstituteDamaged,
	gText_PkmnSubstituteFaded,
	gText_PkmnMustRecharge,
	gText_PkmnRageBuilding,
	gText_PkmnMoveWasDisabled,
	gText_PkmnMoveIsDisabled,
	gText_PkmnMoveDisabledNoMore,
	gText_PkmnGotEncore,
	gText_PkmnEncoreEnded,
	gText_PkmnTookAim,
	gText_PkmnSketchedMove,
	gText_PkmnTryingToTakeFoe,
	gText_PkmnTookFoe,
	gText_PkmnReducedPP,
	gText_PkmnStoleItem,
	gText_TargetCantEscapeNow,
	gText_PkmnFellIntoNightmare,
	gText_PkmnLockedInNightmare,
	gText_PkmnLaidCurse,
	gText_PkmnAfflictedByCurse,
	gText_SpikesScattered,
	gText_PkmnHurtBySpikes,
	gText_PkmnIdentified,
	gText_PkmnPerishCountFell,
	gText_PkmnBracedItself,
	gText_PkmnEnduredHit,
	gText_MagnitudeStrength,
	gText_PkmnCutHPMaxedAttack,
	gText_PkmnCopiedStatChanges,
	gText_PkmnGotFree,
	gText_PkmnShedLeechSeed,
	gText_PkmnBlewAwaySpikes,
	gText_PkmnFledFromBattle,
	gText_PkmnForesawAttack,
	gText_PkmnTookAttack,
	gText_PkmnAttack,
	gText_PkmnCenterAttention,
	gText_PkmnChargingPower,
	gText_NaturePowerTurnedInto,
	gText_PkmnStatusNormal,
	gText_PkmnHasNoMovesLeft,
	gText_PkmnSubjectedToTorment,
	gText_PkmnCantUseMoveTorment,
	gText_PkmnTighteningFocus,
	gText_PkmnFellForTaunt,
	gText_PkmnCantUseMoveTaunt,
	gText_PkmnReadyToHelp,
	gText_PkmnSwitchedItems,
	gText_PkmnCopiedFoe,
	gText_PkmnMadeWish,
	gText_PkmnWishCameTrue,
	gText_PkmnPlantedRoots,
	gText_PkmnAbsorbedNutrients,
	gText_PkmnAnchoredItself,
	gText_PkmnWasMadeDrowsy,
	gText_PkmnKnockedOff,
	gText_PkmnSwappedAbilities,
	gText_PkmnSealedOpponentMove,
	gText_PkmnCantUseMoveSealed,
	gText_PkmnWantsGrudge,
	gText_PkmnLostPPGrudge,
	gText_PkmnShroudedItself,
	gText_PkmnMoveBounced,
	gText_PkmnWaitsForTarget,
	gText_PkmnSnatchedMove,
	gText_PkmnMadeItRain,
	gText_PkmnRaisedSpeed,
	gText_PkmnProtectedBy,
	gText_PkmnPreventsUsage,
	gText_PkmnRestoredHPUsing,
	gText_PkmnChangedTypeWith,
	gText_PkmnPreventsParalysisWith,
	gText_PkmnPreventsRomanceWith,
	gText_PkmnPreventsPoisoningWith,
	gText_PkmnPreventsConfusionWith,
	gText_PkmnRaisedFirePowerWith,
	gText_PkmnAnchorsItselfWith,
	gText_PkmnCutsAttackWith,
	gText_PkmnPreventsStatLossWith,
	gText_PkmnHurtsWith,
	gText_PkmnTraced,
	gText_StatSharply,
	gText_StatRose,
	gText_StatHarshly,
	gText_StatFell,
	gText_PkmnsStatChanged,
	gText_PkmnsStatChanged2,
	gText_PkmnsStatChanged3,
	gText_PkmnsStatChanged4,
	gText_CriticalHit,
	gText_OneHitKO,
	gText_123Poof,
	gText_AndEllipsis,
	gText_NotVeryEffective,
	gText_SuperEffective,
	gText_GotAwaySafely,
	gText_WildPkmnFled,
	gText_NoRunningFromTrainers,
	gText_CantEscape,
	gText_DontLeaveBirch,
	gText_ButNothingHappened,
	gText_ButItFailed,
	gText_ItHurtConfusion,
	gText_MirrorMoveFailed,
	gText_StartedToRain,
	gText_DownpourStarted,
	gText_RainContinues,
	gText_DownpourContinues,
	gText_RainStopped,
	gText_SandstormBrewed,
	gText_SandstormRages,
	gText_SandstormSubsided,
	gText_SunlightGotBright,
	gText_SunlightStrong,
	gText_SunlightFaded,
	gText_StartedHail,
	gText_HailContinues,
	gText_HailStopped,
	gText_FailedToSpitUp,
	gText_FailedToSwallow,
	gText_WindBecameHeatWave,
	gText_StatChangesGone,
	gText_CoinsScattered,
	gText_TooWeakForSubstitute,
	gText_SharedPain,
	gText_BellChimed,
	gText_FaintInThree,
	gText_NoPPLeft,
	gText_ButNoPPLeft,
	gText_PlayerUsedItem,
	gText_WallyUsedItem,
	gText_TrainerBlockedBall,
	gText_DontBeAThief,
	gText_ItDodgedBall,
	gText_YouMissedPkmn,
	gText_PkmnBrokeFree,
	gText_ItAppearedCaught,
	gText_AarghAlmostHadIt,
	gText_ShootSoClose,
	gText_GotchaPkmnCaught,
	gText_GotchaPkmnCaught2,
	gText_GiveNicknameCaptured,
	gText_PkmnSentToPC,
	gText_PkmnDataAddedToDex,
	gText_ItIsRaining,
	gText_SandstormIsRaging,
	gText_CantEscape2,
	gText_PkmnIgnoresAsleep,
	gText_PkmnIgnoredOrders,
	gText_PkmnBeganToNap,
	gText_PkmnLoafing,
	gText_PkmnWontObey,
	gText_PkmnTurnedAway,
	gText_PkmnPretendNotNotice,
	gText_EnemyAboutToSwitchPkmn,
	gText_CreptCloser,
	gText_CantGetCloser,
	gText_PkmnWatchingCarefully,
	gText_PkmnCuriousAboutX,
	gText_PkmnEnthralledByX,
	gText_PkmnIgnoredX,
	gText_ThrewPokeblockAtPkmn,
	gText_OutOfSafariBalls,
	gText_PkmnsItemCuredParalysis,
	gText_PkmnsItemCuredPoison,
	gText_PkmnsItemHealedBurn,
	gText_PkmnsItemDefrostedIt,
	gText_PkmnsItemWokeIt,
	gText_PkmnsItemSnappedOut,
	gText_PkmnsItemCuredProblem,
	gText_PkmnsItemRestoredHealth,
	gText_PkmnsItemRestoredPP,
	gText_PkmnsItemRestoredStatus,
	gText_PkmnsItemRestoredHPALittle,
	gText_ItemAllowsOnlyYMove,
	gText_PkmnHungOnWithX,
	gText_EmptyString3,
	gText_PkmnsXPreventsBurns,
	gText_PkmnsXBlocksY,
	gText_PkmnsXRestoredHPALittle2,
	gText_PkmnsXWhippedUpSandstorm,
	gText_PkmnsXPreventsYLoss,
	gText_PkmnsXInfatuatedY,
	gText_PkmnsXMadeYIneffective,
	gText_PkmnsXCuredYProblem,
	gText_ItSuckedLiquidOoze,
	gText_PkmnTransformed,
	gText_ElectricityWeakened,
	gText_FireWeakened,
	gText_PkmnHidUnderwater,
	gText_PkmnSprangUp,
	gText_HMMovesCantBeForgotten,
	gText_XFoundOneY,
	gText_PlayerDefeatedLinkTrainerTrainer1,
	gText_SoothingAroma,
	gText_ItemsCantBeUsedNow,
	gText_ForXCommaYZ,
	gText_UsingXTheYOfZN,
	gText_PkmnUsedXToGetPumped,
	gText_PkmnsXMadeYUseless,
	gText_PkmnTrappedBySandTomb,
	gText_EmptyString4,
	gText_ABoosted,
	gText_PkmnsXIntensifiedSun,
	gText_PkmnMakesGroundMiss,
	gText_YouThrowABallNowRight,
	gText_PkmnsXTookAttack,
	gText_PkmnChoseXAsDestiny,
	gText_PkmnLostFocus,
	gText_UseNextPkmn,
	gText_PkmnFledUsingIts,
	gText_PkmnFledUsing,
	gText_PkmnWasDraggedOut,
	gText_PreventedFromWorking,
	gText_PkmnsItemNormalizedStatus,
	gText_Trainer1UsedItem,
	gText_BoxIsFull,
	gText_PkmnAvoidedAttack,
	gText_PkmnsXMadeItIneffective,
	gText_PkmnsXPreventsFlinching,
	gText_PkmnAlreadyHasBurn,
	gText_StatsWontDecrease2,
	gText_PkmnsXBlocksY2,
	gText_PkmnsXWoreOff,
	gText_PkmnRaisedDefALittle,
	gText_PkmnRaisedSpDefALittle,
	gText_TheWallShattered,
	gText_PkmnsXPreventsYsZ,
	gText_PkmnsXCuredItsYProblem,
	gText_AttackerCantEscape,
	gText_PkmnObtainedX,
	gText_PkmnObtainedX2,
	gText_PkmnObtainedXYObtainedZ,
	gText_ButNoEffect,
	gText_PkmnsXHadNoEffectOnY,
	gText_TwoInGameTrainersDefeated,
	gText_Trainer2LoseText,
	gText_PkmnIncapableOfPower,
	gText_GlintAppearsInEye,
	gText_PkmnGettingIntoPosition,
	gText_PkmnBeganGrowlingDeeply,
	gText_PkmnEagerForMore,
	gText_DefeatedOpponentByReferee,
	gText_LostToOpponentByReferee,
	gText_TiedOpponentByReferee,
	gText_QuestionForfeitMatch,
	gText_ForfeitedMatch,
	gText_PkmnTransferredSomeonesPC,
	gText_PkmnTransferredLanettesPC,
	gText_PkmnBoxSomeonesPCFull,
	gText_PkmnBoxLanettesPCFull,
	gText_Trainer1WinText,
	gText_Trainer2WinText,
};

const u16 gMissStringIds[] =
{
    STRINGID_ATTACKMISSED, STRINGID_PKMNPROTECTEDITSELF,
    STRINGID_PKMNAVOIDEDATTACK, STRINGID_AVOIDEDDAMAGE,
    STRINGID_PKMNMAKESGROUNDMISS
};

const u16 gNoEscapeStringIds[] =
{
    STRINGID_CANTESCAPE, STRINGID_DONTLEAVEBIRCH, STRINGID_PREVENTSESCAPE,
    STRINGID_CANTESCAPE2, STRINGID_ATTACKERCANTESCAPE
};

const u16 gMoveWeatherChangeStringIds[] =
{
    STRINGID_STARTEDTORAIN, STRINGID_DOWNPOURSTARTED, STRINGID_BUTITFAILED,
    STRINGID_SANDSTORMBREWED, STRINGID_SUNLIGHTGOTBRIGHT, STRINGID_STARTEDHAIL
};

const u16 gSandStormHailContinuesStringIds[] =
{
    STRINGID_SANDSTORMRAGES, STRINGID_HAILCONTINUES
};

const u16 gSandStormHailDmgStringIds[] =
{
    STRINGID_PKMNBUFFETEDBYSANDSTORM, STRINGID_PKMNPELTEDBYHAIL
};

// todo once battlescripts are dumped
const u16 gTooLazyToSplitThemStringIds[] =
{
    STRINGID_SANDSTORMSUBSIDED, STRINGID_HAILSTOPPED, STRINGID_RAINCONTINUES, STRINGID_DOWNPOURCONTINUES,
    STRINGID_RAINSTOPPED, STRINGID_PKMNPROTECTEDITSELF2, STRINGID_PKMNBRACEDITSELF,
    STRINGID_BUTITFAILED, STRINGID_BUTITFAILED, STRINGID_PKMNRAISEDDEF,
    STRINGID_PKMNRAISEDDEFALITTLE, STRINGID_PKMNRAISEDSPDEF, STRINGID_PKMNRAISEDSPDEFALITTLE,
    STRINGID_PKMNCOVEREDBYVEIL, STRINGID_PKMNSEEDED, STRINGID_PKMNEVADEDATTACK,
    STRINGID_ITDOESNTAFFECT, STRINGID_PKMNSAPPEDBYLEECHSEED, STRINGID_ITSUCKEDLIQUIDOOZE,
    STRINGID_PKMNWENTTOSLEEP, STRINGID_PKMNSLEPTHEALTHY, STRINGID_PKMNMAKINGUPROAR,
    STRINGID_PKMNCALMEDDOWN, STRINGID_PKMNSTOCKPILED, STRINGID_PKMNCANTSTOCKPILE,
    STRINGID_PKMNWOKEUP, STRINGID_PKMNWOKEUPINUPROAR, STRINGID_FAILEDTOSWALLOW,
    STRINGID_PKMNHPFULL, STRINGID_PKMNCANTSLEEPINUPROAR2, STRINGID_UPROARKEPTPKMNAWAKE,
    STRINGID_PKMNSTAYEDAWAKEUSING, STRINGID_PKMNSSTATCHANGED, STRINGID_PKMNSSTATCHANGED2,
    STRINGID_STATSWONTINCREASE, STRINGID_EMPTYSTRING3, STRINGID_USINGXTHEYOFZN,
    STRINGID_PKMNUSEDXTOGETPUMPED, STRINGID_PKMNSSTATCHANGED3, STRINGID_PKMNSSTATCHANGED4,
    STRINGID_STATSWONTDECREASE, STRINGID_EMPTYSTRING3, STRINGID_PKMNWHIPPEDWHIRLWIND,
    STRINGID_PKMNTOOKSUNLIGHT, STRINGID_PKMNLOWEREDHEAD, STRINGID_PKMNISGLOWING,
    STRINGID_PKMNFLEWHIGH, STRINGID_PKMNDUGHOLE, STRINGID_PKMNHIDUNDERWATER,
    STRINGID_PKMNSPRANGUP, STRINGID_PKMNSQUEEZEDBYBIND, STRINGID_PKMNWRAPPEDBY,
    STRINGID_PKMNTRAPPEDINVORTEX, STRINGID_PKMNCLAMPED, STRINGID_PKMNTRAPPEDINVORTEX,
    STRINGID_PKMNTRAPPEDBYSANDTOMB, STRINGID_PKMNSHROUDEDINMIST, STRINGID_BUTITFAILED,
    STRINGID_PKMNGETTINGPUMPED, STRINGID_BUTITFAILED, STRINGID_PKMNTRANSFORMEDINTO,
    STRINGID_BUTITFAILED, STRINGID_PKMNMADESUBSTITUTE, STRINGID_TOOWEAKFORSUBSTITUTE,
    STRINGID_PKMNWASPOISONED, STRINGID_PKMNPOISONEDBY, STRINGID_PKMNWASPARALYZED,
    STRINGID_PKMNWASPARALYZEDBY, STRINGID_PKMNFELLASLEEP, STRINGID_PKMNMADESLEEP,
    STRINGID_PKMNWASBURNED, STRINGID_PKMNBURNEDBY, STRINGID_PKMNWASFROZEN,
    STRINGID_PKMNFROZENBY, STRINGID_PKMNWASDEFROSTED2, STRINGID_PKMNWASDEFROSTEDBY,
    STRINGID_ATTACKMISSED, STRINGID_PKMNUNAFFECTED, STRINGID_PKMNFELLINLOVE,
    STRINGID_PKMNSXINFATUATEDY, STRINGID_PKMNENERGYDRAINED, STRINGID_ITSUCKEDLIQUIDOOZE,
    STRINGID_ELECTRICITYWEAKENED, STRINGID_FIREWEAKENED, STRINGID_BELLCHIMED,
    STRINGID_BELLCHIMED, STRINGID_BELLCHIMED, STRINGID_BELLCHIMED,
    STRINGID_SOOTHINGAROMA, STRINGID_PKMNFORESAWATTACK, STRINGID_PKMNCHOSEXASDESTINY,
    STRINGID_PKMNBROKEFREE, STRINGID_ITAPPEAREDCAUGHT, STRINGID_AARGHALMOSTHADIT,
    STRINGID_SHOOTSOCLOSE, STRINGID_ITISRAINING, STRINGID_ITISRAINING,
    STRINGID_ITISRAINING, STRINGID_ITISRAINING, STRINGID_ITISRAINING,
    STRINGID_ITISRAINING, STRINGID_ITISRAINING, STRINGID_ITISRAINING,
    STRINGID_SANDSTORMISRAGING, STRINGID_ITISRAINING, STRINGID_ITISRAINING,
    STRINGID_ITISRAINING, STRINGID_SUNLIGHTSTRONG, STRINGID_ITISRAINING,
    STRINGID_ITISRAINING, STRINGID_ITISRAINING, STRINGID_PKMNLOAFING,
    STRINGID_PKMNWONTOBEY, STRINGID_PKMNTURNEDAWAY, STRINGID_PKMNPRETENDNOTNOTICE,
    STRINGID_PKMNINCAPABLEOFPOWER, STRINGID_CREPTCLOSER, STRINGID_CANTGETCLOSER,
    STRINGID_PKMNCURIOUSABOUTX, STRINGID_PKMNENTHRALLEDBYX, STRINGID_PKMNIGNOREDX,
    STRINGID_PKMNSITEMSNAPPEDOUT, STRINGID_PKMNSITEMCUREDPARALYSIS, STRINGID_PKMNSITEMDEFROSTEDIT,
    STRINGID_PKMNSITEMHEALEDBURN, STRINGID_PKMNSITEMCUREDPOISON, STRINGID_PKMNSITEMWOKEIT,
    STRINGID_PKMNSITEMCUREDPROBLEM, STRINGID_PKMNSITEMNORMALIZEDSTATUS, STRINGID_PKMNSXPREVENTSBURNS,
    STRINGID_PKMNSXPREVENTSYSZ, STRINGID_PKMNSXHADNOEFFECTONY, STRINGID_PKMNPREVENTSPARALYSISWITH,
    STRINGID_PKMNSXPREVENTSYSZ, STRINGID_PKMNSXHADNOEFFECTONY, STRINGID_PKMNPREVENTSPOISONINGWITH,
    STRINGID_PKMNSXPREVENTSYSZ, STRINGID_PKMNSXHADNOEFFECTONY, STRINGID_PKMNOBTAINEDX,
    STRINGID_PKMNOBTAINEDX2, STRINGID_PKMNOBTAINEDXYOBTAINEDZ, STRINGID_PKMNRAISEDFIREPOWERWITH,
    STRINGID_PKMNSXMADEYINEFFECTIVE, STRINGID_PKMNTRANSFERREDSOMEONESPC, STRINGID_PKMNTRANSFERREDLANETTESPC,
    STRINGID_PKMNBOXSOMEONESPCFULL, STRINGID_PKMNBOXLANETTESPCFULL,
};

const u16 gTrappingMoves[] =
{
    MOVE_BIND, MOVE_WRAP, MOVE_FIRE_SPIN, MOVE_CLAMP, MOVE_WHIRLPOOL, MOVE_SAND_TOMB, 0xFFFF
};

const u8 gText_PkmnIsEvolving[] = _("What?\n{STR_VAR_1} is evolving!");
const u8 gText_CongratsPkmnEvolved[] = _("Congratulations! Your {STR_VAR_1}\nevolved into {STR_VAR_2}!{UNKNOWN_A}\p");
const u8 gText_PkmnStoppedEvolving[] = _("Huh? {STR_VAR_1}\nstopped evolving!\p");
const u8 gText_EllipsisQuestionMark[] = _("……?\p");
const u8 gText_WhatWillPkmnDo[] = _("What will\n{B_ACTIVE_NAME_WITH_PREFIX} do?");
const u8 gText_WhatWillPkmnDo2[] = _("What will\n{B_PLAYER_NAME} do?");
const u8 gText_WhatWillWallyDo[] = _("What will\nWALLY do?");
const u8 gText_LinkStandby[] = _("{PAUSE 16}Link standby…");
const u8 gText_BattleMenu[] = _("FIGHT{CLEAR_TO 56}BAG\nPOKéMON{CLEAR_TO 56}RUN");
const u8 gText_SafariZoneMenu[] = _("BALL{CLEAR_TO 56}{POKEBLOCK}\nGO NEAR{CLEAR_TO 56}RUN");
const u8 gText_MoveInterfacePP[] = _("PP ");
const u8 gText_MoveInterfaceType[] = _("TYPE/");
const u8 gText_MoveInterfacePpType[] = _("{PALETTE 5}{COLOR_HIGHLIGHT_SHADOW DYNAMIC_COLOR4 DYNAMIC_COLOR5 DYNAMIC_COLOR6}PP\nTYPE/");
const u8 gText_MoveInterfaceDynamicColors[] = _("{PALETTE 5}{COLOR_HIGHLIGHT_SHADOW DYNAMIC_COLOR4 DYNAMIC_COLOR5 DYNAMIC_COLOR6}");
const u8 gText_WhichMoveToForget4[] = _("{PALETTE 5}{COLOR_HIGHLIGHT_SHADOW DYNAMIC_COLOR4 DYNAMIC_COLOR5 DYNAMIC_COLOR6}Which move should\nbe forgotten?");
const u8 gText_BattleYesNoChoice[] = _("{PALETTE 5}{COLOR_HIGHLIGHT_SHADOW DYNAMIC_COLOR4 DYNAMIC_COLOR5 DYNAMIC_COLOR6}Yes\nNo");
const u8 gText_BattleSwitchWhich[] = _("{PALETTE 5}{COLOR_HIGHLIGHT_SHADOW DYNAMIC_COLOR4 DYNAMIC_COLOR5 DYNAMIC_COLOR6}Switch\nwhich?");
const u8 gText_BattleSwitchWhich2[] = _("{PALETTE 5}{COLOR_HIGHLIGHT_SHADOW DYNAMIC_COLOR4 DYNAMIC_COLOR5 DYNAMIC_COLOR6}");
const u8 gText_BattleSwitchWhich3[] = _("{UP_ARROW}");
const u8 gText_BattleSwitchWhich4[] = _("{ESCAPE 4}");
const u8 gText_BattleSwitchWhich5[] = _("-");

const u8 gText_HP[] = _("HP");
const u8 gText_Attack[] = _("ATTACK");
const u8 gText_Defense[] = _("DEFENSE");
const u8 gText_SpAtk[] = _("SP. ATK");
const u8 gText_SpDef[] = _("SP. DEF");

const u8 * const gStatNamesTable2[] =
{
    gText_HP, gText_SpAtk, gText_Attack,
    gText_SpDef, gText_Defense, gText_Speed
};

const u8 gText_SafariBalls[] = _("{HIGHLIGHT DARK_GREY}SAFARI BALLS");
const u8 gText_SafariBallLeft[] = _("{HIGHLIGHT DARK_GREY}Left: $" "{HIGHLIGHT DARK_GREY}");const u8 gText_Sleep[] = _( "sleep");const u8 gText_Poison[] = _(     "poison");const u8 gText_Burn[] = _( "burn");const u8 gText_Paralysis[] = _( "paralysis");const u8 gText_Ice[] = _( "ice");const u8 gText_Confusion[] = _( "confusion");const u8 gText_Love[] = _( "love");
const u8 gText_SpaceAndSpace[] = _(" and ");
const u8 gText_CommaSpace[] = _(", ");
const u8 gText_Space2[] = _(" ");
const u8 gText_ScrollTextUp[] = _("\l");
const u8 gText_NewLine[] = _("\n");
const u8 gText_Are[] = _("are");
const u8 gText_Are2[] = _("are");
const u8 gText_BadEgg[] = _("Bad EGG");
const u8 gText_BattleWallyName[] = _("WALLY");
const u8 gText_Win[] = _("{HIGHLIGHT TRANSPARENT}Win");
const u8 gText_Loss[] = _("{HIGHLIGHT TRANSPARENT}Loss");
const u8 gText_Draw[] = _("{HIGHLIGHT TRANSPARENT}Draw");
const u8 gText_SpaceIs[] = _(" is");
const u8 gText_ApostropheS[] = _("’s");

const u8 gText_UnknownMoveTypes[][17] =
{
    _("a NORMAL move"),
    _("a FIGHTING move"),
    _("a FLYING move"),
    _("a POISON move"),
    _("a GROUND move"),
    _("a ROCK move"),
    _("a BUG move"),
    _("a GHOST move"),
    _("a STEEL move"),
    _("a ??? move"),
    _("a FIRE move"),
    _("a WATER move"),
    _("a GRASS move"),
    _("an ELECTRIC move"),
    _("a PSYCHIC move"),
    _("an ICE move"),
    _("a DRAGON move"),
    _("a DARK move")
};

const u8 gText_BattleTourney[] = _("BATTLE TOURNEY");
const u8 gText_Round1[] = _("Round 1");
const u8 gText_Round2[] = _("Round 2");
const u8 gText_Semifinal[] = _("Semifinal");
const u8 gText_Final[] = _("Final");

const u8 * const gRoundsStringTable[] =
{
    gText_Round1,
    gText_Round2,
    gText_Semifinal,
    gText_Final
};

const u8 gText_TheGreatNewHope[] = _("The great new hope!\p");
const u8 gText_WillChampinshipDreamComeTrue[] = _("Will the championship dream come true?!\p");
const u8 gText_AFormerChampion[] = _("A former CHAMPION!\p");
const u8 gText_ThePreviousChampion[] = _("The previous CHAMPION!\p");
const u8 gText_TheUnbeatenChampion[] = _("The unbeaten CHAMPION!\p");
const u8 gText_PlayerMon1Name[] = _("{B_PLAYER_MON1_NAME}");
const u8 gText_Vs[] = _("VS");
const u8 gText_OpponentMon1Name[] = _("{B_OPPONENT_MON1_NAME}");
const u8 gText_Mind[] = _("Mind");
const u8 gText_Skill[] = _("Skill");
const u8 gText_Body[] = _("Body");
const u8 gText_Judgement[] = _("{B_BUFF1}{CLEAR 13}Judgment{CLEAR 13}{B_BUFF2}");
const u8 gText_TwoTrainersSentPkmn[] = _("{B_TRAINER1_CLASS} {B_TRAINER1_NAME} sent\nout {B_OPPONENT_MON1_NAME}!\p{B_TRAINER2_CLASS} {B_TRAINER2_NAME} sent\nout {B_OPPONENT_MON2_NAME}!");
const u8 gText_Trainer2SentOutPkmn[] = _("{B_TRAINER2_CLASS} {B_TRAINER2_NAME} sent\nout {B_BUFF1}!");
const u8 gText_TwoTrainersWantToBattle[] = _("{B_TRAINER1_CLASS} {B_TRAINER1_NAME} and\n{B_TRAINER2_CLASS} {B_TRAINER2_NAME}\lwant to battle!\p");
const u8 gText_InGamePartnerSentOutZGoN[] = _("{B_PARTNER_CLASS} {B_PARTNER_NAME} sent\nout {B_PLAYER_MON2_NAME}!\lGo, {B_PLAYER_MON1_NAME}!");
const u8 gText_TwoInGameTrainersDefeated[] = _("{B_TRAINER1_CLASS} {B_TRAINER1_NAME} and\n{B_TRAINER2_CLASS} {B_TRAINER2_NAME}\lwere defeated!\p");
const u8 gText_Trainer2LoseText[] = _("{B_TRAINER2_LOSE_TEXT}");
const u8 gText_PkmnIncapableOfPower[] = _("{B_ATK_NAME_WITH_PREFIX} appears incapable\nof using its power!");
const u8 gText_GlintAppearsInEye[] = _("A glint appears in\n{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s eyes!");
const u8 gText_PkmnGettingIntoPosition[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} is getting into\nposition!");
const u8 gText_PkmnBeganGrowlingDeeply[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} began growling deeply!");
const u8 gText_PkmnEagerForMore[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} is eager for more!");

const u16 gUnknown_085CCF0A[] =
{
    0x016E, 0x016F, 0x0170, 0x0171
};

const u8 gText_RefIfNothingIsDecided[] = _("REFEREE: If nothing is decided in\n3 turns, we will go to judging!");
const u8 gText_RefThatsIt[] = _("REFEREE: That’s it! We will now go to\njudging to determine the winner!");
const u8 gText_RefJudgeMind[] = _("REFEREE: Judging category 1, Mind!\nThe POKéMON showing the most guts!\p");
const u8 gText_RefJudgeSkill[] = _("REFEREE: Judging category 2, Skill!\nThe POKéMON using moves the best!\p");
const u8 gText_RefJudgeBody[] = _("REFEREE: Judging category 3, Body!\nThe POKéMON with the most vitality!\p");
const u8 gText_RefJudgement1[] = _("REFEREE: Judgment: {B_BUFF1} to {B_BUFF2}!\nThe winner is {B_PLAYER_NAME}’s {B_PLAYER_MON1_NAME}!\p");
const u8 gText_RefJudgement2[] = _("REFEREE: Judgment: {B_BUFF1} to {B_BUFF2}!\nThe winner is {B_TRAINER1_NAME}’s {B_OPPONENT_MON1_NAME}!\p");
const u8 gText_RefJudgement3[] = _("REFEREE: Judgment: 3 to 3!\nWe have a draw!\p");
const u8 gText_DefeatedOpponentByReferee[] = _("{B_PLAYER_MON1_NAME} defeated the opponent\n{B_OPPONENT_MON1_NAME} in a REFEREE’s decision!");
const u8 gText_LostToOpponentByReferee[] = _("{B_PLAYER_MON1_NAME} lost to the opponent\n{B_OPPONENT_MON1_NAME} in a REFEREE’s decision!");
const u8 gText_TiedOpponentByReferee[] = _("{B_PLAYER_MON1_NAME} tied the opponent\n{B_OPPONENT_MON1_NAME} in a REFEREE’s decision!");
const u8 gText_RefCommenceBattle[] = _("REFEREE: {B_PLAYER_MON1_NAME} VS {B_OPPONENT_MON1_NAME}!\nCommence battling!");

const u8 * const gRefereeStringsTable[] =
{
    gText_RefIfNothingIsDecided,
	gText_RefThatsIt,
	gText_RefJudgeMind,
	gText_RefJudgeSkill,
	gText_RefJudgeBody,
	gText_RefJudgement1,
	gText_RefJudgement2,
	gText_RefJudgement3,
	gText_RefCommenceBattle,
};

const u8 gText_QuestionForfeitMatch[] = _("Would you like to forfeit the match\nand quit now?");
const u8 gText_ForfeitedMatch[] = _("{B_PLAYER_NAME} forfeited the match!");
const u8 gText_Trainer1WinText[] = _("{B_TRAINER1_WIN_TEXT}");
const u8 gText_Trainer2WinText[] = _("{B_TRAINER2_WIN_TEXT}");
const u8 gText_Trainer1Fled[] = _( "{PLAY_SE 0x0011}{B_TRAINER1_CLASS} {B_TRAINER1_NAME} fled!");
const u8 gText_PlayerLostAgainstTrainer1[] = _("Player lost against\n{B_TRAINER1_CLASS} {B_TRAINER1_NAME}!");
const u8 gText_PlayerBattledToDrawTrainer1[] = _("Player battled to a draw against\n{B_TRAINER1_CLASS} {B_TRAINER1_NAME}!");
const u8 gText_RecordBattleToPass[] = _("Would you like to record your battle\non your FRONTIER PASS?");
const u8 gText_BattleRecordedOnPass[] = _("{B_PLAYER_NAME}’s battle result was recorded\non the FRONTIER PASS.");
const u8 gText_LinkTrainerWantsToBattlePause[] = _("{B_20}\nwants to battle!{PAUSE 49}");
const u8 gText_TwoLinkTrainersWantToBattlePause[] = _("{B_20} and {B_21}\nwant to battle!{PAUSE 49}");

static const u16 sUnknownMoveTable[] =
{
    MOVE_SWORDS_DANCE, MOVE_STRENGTH, MOVE_GROWTH,
    MOVE_HARDEN, MOVE_MINIMIZE, MOVE_SMOKESCREEN,
    MOVE_WITHDRAW, MOVE_DEFENSE_CURL, MOVE_EGG_BOMB,
    MOVE_SMOG, MOVE_BONE_CLUB, MOVE_FLASH, MOVE_SPLASH,
    MOVE_ACID_ARMOR, MOVE_BONEMERANG, MOVE_REST, MOVE_SHARPEN,
    MOVE_SUBSTITUTE, MOVE_MIND_READER, MOVE_SNORE,
    MOVE_PROTECT, MOVE_SPIKES, MOVE_ENDURE, MOVE_ROLLOUT,
    MOVE_SWAGGER, MOVE_SLEEP_TALK, MOVE_HIDDEN_POWER,
    MOVE_PSYCH_UP, MOVE_EXTREME_SPEED, MOVE_FOLLOW_ME,
    MOVE_TRICK, MOVE_ASSIST, MOVE_INGRAIN, MOVE_KNOCK_OFF,
    MOVE_CAMOUFLAGE, MOVE_ASTONISH, MOVE_ODOR_SLEUTH,
    MOVE_GRASS_WHISTLE, MOVE_SHEER_COLD, MOVE_MUDDY_WATER,
    MOVE_IRON_DEFENSE, MOVE_BOUNCE, MOVE_NONE,

    MOVE_TELEPORT, MOVE_RECOVER, MOVE_BIDE, MOVE_AMNESIA,
    MOVE_FLAIL, MOVE_TAUNT, MOVE_BULK_UP, MOVE_NONE,

    MOVE_MEDITATE, MOVE_AGILITY, MOVE_MIMIC, MOVE_DOUBLE_TEAM,
    MOVE_BARRAGE, MOVE_TRANSFORM, MOVE_STRUGGLE, MOVE_SCARY_FACE,
    MOVE_CHARGE, MOVE_WISH, MOVE_BRICK_BREAK, MOVE_YAWN,
    MOVE_FEATHER_DANCE, MOVE_TEETER_DANCE, MOVE_MUD_SPORT,
    MOVE_FAKE_TEARS, MOVE_WATER_SPORT, MOVE_CALM_MIND, MOVE_NONE,

    MOVE_POUND, MOVE_SCRATCH, MOVE_VICE_GRIP,
    MOVE_WING_ATTACK, MOVE_FLY, MOVE_BIND, MOVE_SLAM,
    MOVE_HORN_ATTACK, MOVE_WRAP, MOVE_THRASH, MOVE_TAIL_WHIP,
    MOVE_LEER, MOVE_BITE, MOVE_GROWL, MOVE_ROAR,
    MOVE_SING, MOVE_PECK, MOVE_ABSORB, MOVE_STRING_SHOT,
    MOVE_EARTHQUAKE, MOVE_FISSURE, MOVE_DIG, MOVE_TOXIC,
    MOVE_SCREECH, MOVE_METRONOME, MOVE_LICK, MOVE_CLAMP,
    MOVE_CONSTRICT, MOVE_POISON_GAS, MOVE_BUBBLE,
    MOVE_SLASH, MOVE_SPIDER_WEB, MOVE_NIGHTMARE, MOVE_CURSE,
    MOVE_FORESIGHT, MOVE_CHARM, MOVE_ATTRACT, MOVE_ROCK_SMASH,
    MOVE_UPROAR, MOVE_SPIT_UP, MOVE_SWALLOW, MOVE_TORMENT,
    MOVE_FLATTER, MOVE_ROLE_PLAY, MOVE_ENDEAVOR, MOVE_TICKLE,
    MOVE_COVET, MOVE_NONE
};

static const u8 sDummyWeirdStatusString[] = {EOS, EOS, EOS, EOS, EOS, EOS, EOS, EOS, 0, 0};

static const u8 gUnknown_085CD42C[] =
{
    0xFF, 0x1, 0x0, 0x1, 0x0, 0x0, 0x1, 0x1, 0xF, 0x6, 0x0, 0x0, 0xFF, 0x1,
    0x1, 0x1, 0x0, 0x0, 0x0, 0x1, 0xF, 0x6, 0x0, 0x0, 0xEE, 0x1, 0x0, 0x1, 0x0,
    0x0, 0x0, 0xD, 0xE, 0xF, 0x0, 0x0, 0xEE, 0x7, 0x0, 0x1, 0x0, 0x0, 0x0,
    0xD, 0xE, 0xF, 0x0, 0x0, 0xEE, 0x7, 0x0, 0x1, 0x0, 0x0, 0x0, 0xD,
    0xE, 0xF, 0x0, 0x0, 0xEE, 0x7, 0x0, 0x1, 0x0, 0x0, 0x0, 0xD, 0xE,
    0xF, 0x0, 0x0, 0xEE, 0x7, 0x0, 0x1, 0x0, 0x0, 0x0, 0xD, 0xE, 0xF,
    0x0, 0x0, 0xEE, 0x7, 0x0, 0x1, 0x0, 0x0, 0x0, 0xC, 0xE, 0xB, 0x0, 0x0,
    0xEE, 0x1, 0x0, 0x1, 0x0, 0x0, 0x0, 0xD, 0xE, 0xF, 0x0, 0x0, 0xEE,
    0x1, 0x2, 0x1, 0x0, 0x0, 0x0, 0xC, 0xE, 0xB, 0x0, 0x0, 0xEE, 0x7, 0x0,
    0x1, 0x0, 0x0, 0x0, 0xD, 0xE, 0xF, 0x0, 0x0, 0xEE, 0x7, 0x0, 0x1, 0x0,
    0x0, 0x0, 0xD, 0xE, 0xF, 0x0, 0x0, 0xEE, 0x1, 0x0, 0x1, 0x0, 0x0, 0x0,
    0xD, 0xE, 0xF, 0x0, 0x0, 0xEE, 0x1, 0x0, 0x1, 0x0, 0x0, 0x0, 0xD,
    0xE, 0xF, 0x0, 0x0, 0x0, 0x1, 0x20, 0x1, 0x0, 0x0, 0x0, 0x1, 0x0, 0x2,
    0x0, 0x0, 0xEE, 0x1, 0xFF, 0x1, 0x0, 0x0, 0x0, 0xD, 0xE, 0xF, 0x0,
    0x0, 0xEE, 0x1, 0xFF, 0x1, 0x0, 0x0, 0x0, 0xD, 0xE, 0xF, 0x0, 0x0,
    0xEE, 0x1, 0xFF, 0x1, 0x0, 0x0, 0x0, 0xD, 0xE, 0xF, 0x0, 0x0, 0xEE,
    0x1, 0xFF, 0x1, 0x0, 0x0, 0x0, 0xD, 0xE, 0xF, 0x0, 0x0, 0xEE, 0x1,
    0xFF, 0x1, 0x0, 0x0, 0x0, 0xD, 0xE, 0xF, 0x0, 0x0, 0xEE, 0x1, 0xFF,
    0x1, 0x0, 0x0, 0x0, 0xD, 0xE, 0xF, 0x0, 0x0, 0x0, 0x1, 0xFF, 0x1, 0x0,
    0x0, 0x0, 0x1, 0x0, 0x6, 0x0, 0x0, 0x0, 0x1, 0xFF, 0x1, 0x0, 0x0, 0x0, 0x1, 0x0,
    0x6, 0x0, 0x0, 0x0, 0x1, 0xFF, 0x1, 0x0, 0x0, 0x0, 0x1, 0x0, 0x6, 0x0, 0x0
};

static const u8 gUnknown_085CD54C[] =
{
    0xFF, 0x1, 0x0, 0x1, 0x0, 0x0, 0x1, 0x1, 0xF, 0x6, 0x0, 0x0, 0xFF, 0x1,
    0x1, 0x1, 0x0, 0x0, 0x0, 0x1, 0xF, 0x6, 0x0, 0x0, 0xEE, 0x1, 0x0, 0x1, 0x0,
    0x0, 0x0, 0xD, 0xE, 0xF, 0x0, 0x0, 0xEE, 0x7, 0x0, 0x1, 0x0, 0x0, 0x0,
    0xD, 0xE, 0xF, 0x0, 0x0, 0xEE, 0x7, 0x0, 0x1, 0x0, 0x0, 0x0, 0xD,
    0xE, 0xF, 0x0, 0x0, 0xEE, 0x7, 0x0, 0x1, 0x0, 0x0, 0x0, 0xD, 0xE,
    0xF, 0x0, 0x0, 0xEE, 0x7, 0x0, 0x1, 0x0, 0x0, 0x0, 0xD, 0xE, 0xF,
    0x0, 0x0, 0xEE, 0x7, 0x0, 0x1, 0x0, 0x0, 0x0, 0xC, 0xE, 0xB, 0x0, 0x0,
    0xEE, 0x1, 0x0, 0x1, 0x0, 0x0, 0x0, 0xD, 0xE, 0xF, 0x0, 0x0, 0xEE,
    0x1, 0x2, 0x1, 0x0, 0x0, 0x0, 0xC, 0xE, 0xB, 0x0, 0x0, 0xEE, 0x7, 0x0,
    0x1, 0x0, 0x0, 0x0, 0xD, 0xE, 0xF, 0x0, 0x0, 0xEE, 0x7, 0x0, 0x1, 0x0,
    0x0, 0x0, 0xD, 0xE, 0xF, 0x0, 0x0, 0xEE, 0x1, 0x0, 0x1, 0x0, 0x0, 0x0,
    0xD, 0xE, 0xF, 0x0, 0x0, 0xEE, 0x1, 0x0, 0x1, 0x0, 0x0, 0x0, 0xD,
    0xE, 0xF, 0x0, 0x0, 0x0, 0x1, 0x20, 0x1, 0x0, 0x0, 0x0, 0x1, 0x0, 0x2,
    0x0, 0x0, 0xEE, 0x1, 0xFF, 0x1, 0x0, 0x0, 0x0, 0x1, 0xE, 0xF, 0x0,
    0x0, 0xEE, 0x1, 0xFF, 0x1, 0x0, 0x0, 0x0, 0xD, 0xE, 0xF, 0x0, 0x0,
    0xEE, 0x1, 0xFF, 0x1, 0x0, 0x0, 0x0, 0xD, 0xE, 0xF, 0x0, 0x0, 0xEE,
    0x1, 0xFF, 0x1, 0x0, 0x0, 0x0, 0xD, 0xE, 0xF, 0x0, 0x0, 0xEE, 0x1,
    0xFF, 0x1, 0x0, 0x0, 0x0, 0xD, 0xE, 0xF, 0x0, 0x0, 0xEE, 0x1, 0xFF,
    0x1, 0x0, 0x0, 0x0, 0xD, 0xE, 0xF, 0x0, 0x0, 0xEE, 0x1, 0xFF, 0x1,
    0x0, 0x0, 0x0, 0xD, 0xE, 0xF, 0x0, 0x0, 0x11, 0x1, 0x0, 0x1, 0x0, 0x0,
    0x1, 0x2, 0x1, 0x3, 0x0, 0x0
};

static const u8 * const gUnknown_085CD660[] =
{
    gUnknown_085CD42C, gUnknown_085CD54C
};

static const u8 sRecordedBattleTextSpeeds[] = {8, 4, 1, 0};

void BufferStringBattle(u16 stringID)
{
    s32 i;
    const u8* stringPtr = NULL;

    gStringInfo = (struct StringInfoBattle*)(&gBattleBufferA[gActiveBank][4]);
    gLastUsedItem = gStringInfo->lastItem;
    gLastUsedAbility = gStringInfo->lastAbility;
    gBattleScripting.bank = gStringInfo->scrActive;
    *(&gBattleStruct->field_52) = gStringInfo->unk1605E;
    *(&gBattleStruct->hpScale) = gStringInfo->hpScale;
    gStringBank = gStringInfo->StringBank;
    *(&gBattleStruct->stringMoveType) = gStringInfo->moveType;

    for (i = 0; i < BATTLE_BANKS_COUNT; i++)
    {
        gAbilitiesPerBank[i] = gStringInfo->abilities[i];
    }
    for (i = 0; i < TEXT_BUFF_ARRAY_COUNT; i++)
    {
        gBattleTextBuff1[i] = gStringInfo->textBuffs[0][i];
        gBattleTextBuff2[i] = gStringInfo->textBuffs[1][i];
        gBattleTextBuff3[i] = gStringInfo->textBuffs[2][i];
    }

    switch (stringID)
    {
    case STRINGID_INTROMSG: // first battle msg
        if (gBattleTypeFlags & BATTLE_TYPE_TRAINER)
        {
            if (gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_x2000000))
            {
                if (gBattleTypeFlags & BATTLE_TYPE_x800000)
                {
                    stringPtr = gText_TwoTrainersWantToBattle;
                }
                else if (gBattleTypeFlags & BATTLE_TYPE_MULTI)
                {
                    if (gBattleTypeFlags & BATTLE_TYPE_RECORDED)
                        stringPtr = gText_TwoLinkTrainersWantToBattlePause;
                    else
                        stringPtr = gText_TwoLinkTrainersWantToBattle;
                }
                else
                {
                    if (gTrainerBattleOpponent_A == TRAINER_OPPONENT_C00)
                        stringPtr = gText_Trainer1WantsToBattle;
                    else if (gBattleTypeFlags & BATTLE_TYPE_RECORDED)
                        stringPtr = gText_LinkTrainerWantsToBattlePause;
                    else
                        stringPtr = gText_LinkTrainerWantsToBattle;
                }
            }
            else
            {
                if (gBattleTypeFlags & BATTLE_TYPE_INGAME_PARTNER)
                    stringPtr = gText_TwoTrainersWantToBattle;
                else if (gBattleTypeFlags & BATTLE_TYPE_TWO_OPPONENTS)
                    stringPtr = gText_TwoTrainersWantToBattle;
                else
                    stringPtr = gText_Trainer1WantsToBattle;
            }
        }
        else
        {
            if (gBattleTypeFlags & BATTLE_TYPE_LEGENDARY)
                stringPtr = gText_WildPkmnAppeared2;
            else if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE) // interesting, looks like they had something planned for wild double battles
                stringPtr = gText_TwoWildPkmnAppeared;
            else if (gBattleTypeFlags & BATTLE_TYPE_WALLY_TUTORIAL)
                stringPtr = gText_WildPkmnAppearedPause;
            else
                stringPtr = gText_WildPkmnAppeared;
        }
        break;
    case STRINGID_INTROSENDOUT: // poke first send-out
        if (GetBankSide(gActiveBank) == SIDE_PLAYER)
        {
            if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
            {
                if (gBattleTypeFlags & BATTLE_TYPE_INGAME_PARTNER)
                    stringPtr = gText_InGamePartnerSentOutZGoN;
                else if (gBattleTypeFlags & BATTLE_TYPE_TWO_OPPONENTS)
                    stringPtr = gText_GoTwoPkmn;
                else if (gBattleTypeFlags & BATTLE_TYPE_MULTI)
                    stringPtr = gText_LinkPartnerSentOutPkmnGoPkmn;
                else
                    stringPtr = gText_GoTwoPkmn;
            }
            else
            {
                stringPtr = gText_GoPkmn;
            }
        }
        else
        {
            if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
            {
                if (gBattleTypeFlags & BATTLE_TYPE_TWO_OPPONENTS)
                    stringPtr = gText_TwoTrainersSentPkmn;
                else if (gBattleTypeFlags & BATTLE_TYPE_x800000)
                    stringPtr = gText_TwoTrainersSentPkmn;
                else if (gBattleTypeFlags & BATTLE_TYPE_MULTI)
                    stringPtr = gText_TwoLinkTrainersSentOutPkmn;
                else if (gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_x2000000))
                    stringPtr = gText_LinkTrainerSentOutTwoPkmn;
                else
                    stringPtr = gText_Trainer1SentOutTwoPkmn;
            }
            else
            {
                if (!(gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_x2000000)))
                    stringPtr = gText_Trainer1SentOutPkmn;
                else if (gTrainerBattleOpponent_A == TRAINER_OPPONENT_C00)
                    stringPtr = gText_Trainer1SentOutPkmn;
                else
                    stringPtr = gText_LinkTrainerSentOutPkmn;
            }
        }
        break;
    case STRINGID_RETURNMON: // sending poke to ball msg
        if (GetBankSide(gActiveBank) == SIDE_PLAYER)
        {
            if (*(&gBattleStruct->hpScale) == 0)
                stringPtr = gText_PkmnThatsEnough;
            else if (*(&gBattleStruct->hpScale) == 1 || gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
                stringPtr = gText_PkmnComeBack;
            else if (*(&gBattleStruct->hpScale) == 2)
                stringPtr = gText_PkmnOkComeBack;
            else
                stringPtr = gText_PkmnGoodComeBack;
        }
        else
        {
            if (gTrainerBattleOpponent_A == TRAINER_OPPONENT_800 || gBattleTypeFlags & BATTLE_TYPE_x2000000)
            {
                if (gBattleTypeFlags & BATTLE_TYPE_MULTI)
                    stringPtr = gText_LinkTrainer2WithdrewPkmn;
                else
                    stringPtr = gText_LinkTrainer1WithdrewPkmn;
            }
            else
            {
                stringPtr = gText_Trainer1WithdrewPkmn;
            }
        }
        break;
    case STRINGID_SWITCHINMON: // switch-in msg
        if (GetBankSide(gBattleScripting.bank) == SIDE_PLAYER)
        {
            if (*(&gBattleStruct->hpScale) == 0 || gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
                stringPtr = gText_GoPkmn2;
            else if (*(&gBattleStruct->hpScale) == 1)
                stringPtr = gText_DoItPkmn;
            else if (*(&gBattleStruct->hpScale) == 2)
                stringPtr = gText_GoForItPkmn;
            else
                stringPtr = gText_YourFoesWeakGetEmPkmn;
        }
        else
        {
            if (gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_x2000000))
            {
                if (gBattleTypeFlags & BATTLE_TYPE_x800000)
                {
                    if (gBattleScripting.bank == 1)
                        stringPtr = gText_Trainer1SentOutPkmn2;
                    else
                        stringPtr = gText_Trainer2SentOutPkmn;
                }
                else
                {
                    if (gBattleTypeFlags & BATTLE_TYPE_MULTI)
                        stringPtr = gText_LinkTrainerMultiSentOutPkmn;
                    else if (gTrainerBattleOpponent_A == TRAINER_OPPONENT_C00)
                        stringPtr = gText_Trainer1SentOutPkmn2;
                    else
                        stringPtr = gText_LinkTrainerSentOutPkmn2;
                }
            }
            else
            {
                if (gBattleTypeFlags & BATTLE_TYPE_TWO_OPPONENTS)
                {
                    if (gBattleScripting.bank == 1)
                        stringPtr = gText_Trainer1SentOutPkmn2;
                    else
                        stringPtr = gText_Trainer2SentOutPkmn;
                }
                else
                {
                    stringPtr = gText_Trainer1SentOutPkmn2;
                }
            }
        }
        break;
    case STRINGID_USEDMOVE: // pokemon used a move msg
        sub_814F8F8(gBattleTextBuff1); // buff1 doesn't appear in the string, leftover from japanese move names?

        if (gStringInfo->currentMove > LAST_MOVE_INDEX)
            StringCopy(gBattleTextBuff2, gText_UnknownMoveTypes[*(&gBattleStruct->stringMoveType)]);
        else
            StringCopy(gBattleTextBuff2, gMoveNames[gStringInfo->currentMove]);

        sub_814F950(gBattleTextBuff2);
        stringPtr = gText_AttackerUsedX;
        break;
    case STRINGID_BATTLEEND: // battle end
        if (gBattleTextBuff1[0] & BATTLE_OUTCOME_BIT_x80)
        {
            gBattleTextBuff1[0] &= ~(BATTLE_OUTCOME_BIT_x80);
            if (GetBankSide(gActiveBank) == SIDE_OPPONENT && gBattleTextBuff1[0] != BATTLE_DREW)
                gBattleTextBuff1[0] ^= (BATTLE_LOST | BATTLE_WON);

            if (gBattleTextBuff1[0] == BATTLE_LOST || gBattleTextBuff1[0] == BATTLE_DREW)
                stringPtr = gText_GotAwaySafely;
            else if (gBattleTypeFlags & BATTLE_TYPE_MULTI)
                stringPtr = gText_TwoWildFled;
            else
                stringPtr = gText_WildFled;
        }
        else
        {
            if (GetBankSide(gActiveBank) == SIDE_OPPONENT && gBattleTextBuff1[0] != BATTLE_DREW)
                gBattleTextBuff1[0] ^= (BATTLE_LOST | BATTLE_WON);

            if (gBattleTypeFlags & BATTLE_TYPE_MULTI)
            {
                switch (gBattleTextBuff1[0])
                {
                case BATTLE_WON:
                    if (gBattleTypeFlags & BATTLE_TYPE_x800000)
                        stringPtr = gText_TwoInGameTrainersDefeated;
                    else
                        stringPtr = gText_TwoLinkTrainersDefeated;
                    break;
                case BATTLE_LOST:
                    stringPtr = gText_PlayerLostToTwo;
                    break;
                case BATTLE_DREW:
                    stringPtr = gText_PlayerBattledToDrawVsTwo;
                    break;
                }
            }
            else if (gTrainerBattleOpponent_A == TRAINER_OPPONENT_C00)
            {
                switch (gBattleTextBuff1[0])
                {
                case BATTLE_WON:
                    stringPtr = gText_PlayerDefeatedLinkTrainerTrainer1;
                    break;
                case BATTLE_LOST:
                    stringPtr = gText_PlayerLostAgainstTrainer1;
                    break;
                case BATTLE_DREW:
                    stringPtr = gText_PlayerBattledToDrawTrainer1;
                    break;
                }
            }
            else
            {
                switch (gBattleTextBuff1[0])
                {
                case BATTLE_WON:
                    stringPtr = gText_PlayerDefeatedLinkTrainer;
                    break;
                case BATTLE_LOST:
                    stringPtr = gText_PlayerLostAgainstLinkTrainer;
                    break;
                case BATTLE_DREW:
                    stringPtr = gText_PlayerBattledToDrawLinkTrainer;
                    break;
                }
            }
        }
        break;
    default: // load a string from the table
        if (stringID >= BATTLESTRINGS_COUNT + BATTLESTRINGS_ID_ADDER)
        {
            gDisplayedStringBattle[0] = EOS;
            return;
        }
        else
        {
            stringPtr = gBattleStringsTable[stringID - BATTLESTRINGS_ID_ADDER];
        }
        break;
    }

    BattleStringExpandPlaceholdersToDisplayedString(stringPtr);
}

u32 BattleStringExpandPlaceholdersToDisplayedString(const u8* src)
{
    BattleStringExpandPlaceholders(src, gDisplayedStringBattle);
}

static const u8* TryGetStatusString(u8* src)
{
    u32 i;
    u8 status[8];
    u32 chars1, chars2;
    u8* statusPtr;

    memcpy(status, sDummyWeirdStatusString, 8);

    statusPtr = status;
    for (i = 0; i < 8; i++)
    {
        if (*src == EOS)
            break;
        *statusPtr = *src;
        src++;
        statusPtr++;
    }

    chars1 = *(u32*)(&status[0]);
    chars2 = *(u32*)(&status[4]);

    for (i = 0; i < ARRAY_COUNT(gStatusConditionStringsTable); i++)
    {
        if (chars1 == *(u32*)(&gStatusConditionStringsTable[i][0][0])
            && chars2 == *(u32*)(&gStatusConditionStringsTable[i][0][4]))
            return gStatusConditionStringsTable[i][1];
    }
    return NULL;
}

#define HANDLE_NICKNAME_STRING_CASE(bank, monIndex)                     \
    if (GetBankSide(bank) != SIDE_PLAYER)                               \
    {                                                                   \
        if (gBattleTypeFlags & BATTLE_TYPE_TRAINER)                     \
            toCpy = gText_FoePkmnPrefix;                                \
        else                                                            \
            toCpy = gText_WildPkmnPrefix;                               \
        while (*toCpy != EOS)                                           \
        {                                                               \
            dst[dstID] = *toCpy;                                        \
            dstID++;                                                    \
            toCpy++;                                                    \
        }                                                               \
        GetMonData(&gEnemyParty[monIndex], MON_DATA_NICKNAME, text);    \
    }                                                                   \
    else                                                                \
    {                                                                   \
        GetMonData(&gPlayerParty[monIndex], MON_DATA_NICKNAME, text);   \
    }                                                                   \
    StringGetEnd10(text);                                               \
    toCpy = text;

u32 BattleStringExpandPlaceholders(const u8* src, u8* dst)
{
    u32 dstID = 0; // if they used dstID, why not use srcID as well?
    const u8* toCpy = NULL;
    u8 text[30];
    u8 multiplayerID;
    s32 i;

    if (gBattleTypeFlags & BATTLE_TYPE_x2000000)
        multiplayerID = gUnknown_0203C7B4;
    else
        multiplayerID = GetMultiplayerId();

    while (*src != EOS)
    {
        if (*src == PLACEHOLDER_BEGIN)
        {
            src++;
            switch (*src)
            {
            case B_TXT_BUFF1:
                if (gBattleTextBuff1[0] == B_BUFF_PLACEHOLDER_BEGIN)
                {
                    ExpandBattleTextBuffPlaceholders(gBattleTextBuff1, gStringVar1);
                    toCpy = gStringVar1;
                }
                else
                {
                    toCpy = TryGetStatusString(gBattleTextBuff1);
                    if (toCpy == NULL)
                        toCpy = gBattleTextBuff1;
                }
                break;
            case B_TXT_BUFF2:
                if (gBattleTextBuff2[0] == B_BUFF_PLACEHOLDER_BEGIN)
                {
                    ExpandBattleTextBuffPlaceholders(gBattleTextBuff2, gStringVar2);
                    toCpy = gStringVar2;
                }
                else
                    toCpy = gBattleTextBuff2;
                break;
            case B_TXT_BUFF3:
                if (gBattleTextBuff3[0] == B_BUFF_PLACEHOLDER_BEGIN)
                {
                    ExpandBattleTextBuffPlaceholders(gBattleTextBuff3, gStringVar3);
                    toCpy = gStringVar3;
                }
                else
                    toCpy = gBattleTextBuff3;
                break;
            case B_TXT_COPY_VAR_1:
                toCpy = gStringVar1;
                break;
            case B_TXT_COPY_VAR_2:
                toCpy = gStringVar2;
                break;
            case B_TXT_COPY_VAR_3:
                toCpy = gStringVar3;
                break;
            case B_TXT_PLAYER_MON1_NAME: // first player poke name
                GetMonData(&gPlayerParty[gBattlePartyID[GetBankByIdentity(IDENTITY_PLAYER_MON1)]],
                           MON_DATA_NICKNAME, text);
                StringGetEnd10(text);
                toCpy = text;
                break;
            case B_TXT_OPPONENT_MON1_NAME: // first enemy poke name
                GetMonData(&gEnemyParty[gBattlePartyID[GetBankByIdentity(IDENTITY_OPPONENT_MON1)]],
                           MON_DATA_NICKNAME, text);
                StringGetEnd10(text);
                toCpy = text;
                break;
            case B_TXT_PLAYER_MON2_NAME: // second player poke name
                GetMonData(&gPlayerParty[gBattlePartyID[GetBankByIdentity(IDENTITY_PLAYER_MON2)]],
                           MON_DATA_NICKNAME, text);
                StringGetEnd10(text);
                toCpy = text;
                break;
            case B_TXT_OPPONENT_MON2_NAME: // second enemy poke name
                GetMonData(&gEnemyParty[gBattlePartyID[GetBankByIdentity(IDENTITY_OPPONENT_MON2)]],
                           MON_DATA_NICKNAME, text);
                StringGetEnd10(text);
                toCpy = text;
                break;
            case B_TXT_LINK_PLAYER_MON1_NAME: // link first player poke name
                GetMonData(&gPlayerParty[gBattlePartyID[gLinkPlayers[multiplayerID].lp_field_18]],
                           MON_DATA_NICKNAME, text);
                StringGetEnd10(text);
                toCpy = text;
                break;
            case B_TXT_LINK_OPPONENT_MON1_NAME: // link first opponent poke name
                GetMonData(&gEnemyParty[gBattlePartyID[gLinkPlayers[multiplayerID].lp_field_18 ^ 1]],
                           MON_DATA_NICKNAME, text);
                StringGetEnd10(text);
                toCpy = text;
                break;
            case B_TXT_LINK_PLAYER_MON2_NAME: // link second player poke name
                GetMonData(&gPlayerParty[gBattlePartyID[gLinkPlayers[multiplayerID].lp_field_18 ^ 2]],
                           MON_DATA_NICKNAME, text);
                StringGetEnd10(text);
                toCpy = text;
                break;
            case B_TXT_LINK_OPPONENT_MON2_NAME: // link second opponent poke name
                GetMonData(&gEnemyParty[gBattlePartyID[gLinkPlayers[multiplayerID].lp_field_18 ^ 3]],
                           MON_DATA_NICKNAME, text);
                StringGetEnd10(text);
                toCpy = text;
                break;
            case B_TXT_ATK_NAME_WITH_PREFIX_MON1: // attacker name with prefix, only bank 0/1
                HANDLE_NICKNAME_STRING_CASE(gBankAttacker,
                                            gBattlePartyID[GetBankByIdentity(GET_BANK_SIDE(gBankAttacker))])
                break;
            case B_TXT_ATK_PARTNER_NAME: // attacker partner name
                if (GetBankSide(gBankAttacker) == SIDE_PLAYER)
                    GetMonData(&gPlayerParty[gBattlePartyID[GetBankByIdentity(GET_BANK_SIDE(gBankAttacker)) + 2]], MON_DATA_NICKNAME, text);
                else
                    GetMonData(&gEnemyParty[gBattlePartyID[GetBankByIdentity(GET_BANK_SIDE(gBankAttacker)) + 2]], MON_DATA_NICKNAME, text);

                StringGetEnd10(text);
                toCpy = text;
                break;
            case B_TXT_ATK_NAME_WITH_PREFIX: // attacker name with prefix
                HANDLE_NICKNAME_STRING_CASE(gBankAttacker, gBattlePartyID[gBankAttacker])
                break;
            case B_TXT_DEF_NAME_WITH_PREFIX: // target name with prefix
                HANDLE_NICKNAME_STRING_CASE(gBankTarget, gBattlePartyID[gBankTarget])
                break;
            case B_TXT_EFF_NAME_WITH_PREFIX: // effect bank name with prefix
                HANDLE_NICKNAME_STRING_CASE(gEffectBank, gBattlePartyID[gEffectBank])
                break;
            case B_TXT_ACTIVE_NAME_WITH_PREFIX: // active bank name with prefix
                HANDLE_NICKNAME_STRING_CASE(gActiveBank, gBattlePartyID[gActiveBank])
                break;
            case B_TXT_SCR_ACTIVE_NAME_WITH_PREFIX: // scripting active bank name with prefix
                HANDLE_NICKNAME_STRING_CASE(gBattleScripting.bank, gBattlePartyID[gBattleScripting.bank])
                break;
            case B_TXT_CURRENT_MOVE: // current move name
                if (gStringInfo->currentMove > LAST_MOVE_INDEX)
                    toCpy = gText_UnknownMoveTypes[gBattleStruct->stringMoveType];
                else
                    toCpy = gMoveNames[gStringInfo->currentMove];
                break;
            case B_TXT_LAST_MOVE: // last used move name
                if (gStringInfo->lastMove > LAST_MOVE_INDEX)
                    toCpy = gText_UnknownMoveTypes[gBattleStruct->stringMoveType];
                else
                    toCpy = gMoveNames[gStringInfo->lastMove];
                break;
            case B_TXT_LAST_ITEM: // last used item
                if (gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_x2000000))
                {
                    if (gLastUsedItem == ITEM_ENIGMA_BERRY)
                    {
                        if (!(gBattleTypeFlags & BATTLE_TYPE_MULTI))
                        {
                            if ((gBattleScripting.multiplayerId != 0 && (gStringBank & BIT_SIDE))
                                || (gBattleScripting.multiplayerId == 0 && !(gStringBank & BIT_SIDE)))
                            {
                                StringCopy(text, gEnigmaBerries[gStringBank].name);
                                StringAppend(text, gText_BerrySuffix);
                                toCpy = text;
                            }
                            else
                            {
                                toCpy = gText_EnigmaBerry;
                            }
                        }
                        else
                        {
                            if (gLinkPlayers[gBattleScripting.multiplayerId].lp_field_18 == gStringBank)
                            {
                                StringCopy(text, gEnigmaBerries[gStringBank].name);
                                StringAppend(text, gText_BerrySuffix);
                                toCpy = text;
                            }
                            else
                                toCpy = gText_EnigmaBerry;
                        }
                    }
                    else
                    {
                        CopyItemName(gLastUsedItem, text);
                        toCpy = text;
                    }
                }
                else
                {
                    CopyItemName(gLastUsedItem, text);
                    toCpy = text;
                }
                break;
            case B_TXT_LAST_ABILITY: // last used ability
                toCpy = gAbilityNames[gLastUsedAbility];
                break;
            case B_TXT_ATK_ABILITY: // attacker ability
                toCpy = gAbilityNames[gAbilitiesPerBank[gBankAttacker]];
                break;
            case B_TXT_DEF_ABILITY: // target ability
                toCpy = gAbilityNames[gAbilitiesPerBank[gBankTarget]];
                break;
            case B_TXT_SCR_ACTIVE_ABILITY: // scripting active ability
                toCpy = gAbilityNames[gAbilitiesPerBank[gBattleScripting.bank]];
                break;
            case B_TXT_EFF_ABILITY: // effect bank ability
                toCpy = gAbilityNames[gAbilitiesPerBank[gEffectBank]];
                break;
            case B_TXT_TRAINER1_CLASS: // trainer class name
                if (gBattleTypeFlags & BATTLE_TYPE_SECRET_BASE)
                    toCpy = gTrainerClassNames[GetSecretBaseTrainerNameIndex()];
                else if (gTrainerBattleOpponent_A == TRAINER_OPPONENT_C00)
                    toCpy = gTrainerClassNames[sub_8068BB0()];
                else if (gTrainerBattleOpponent_A == TRAINER_OPPONENT_3FE)
                    toCpy = gTrainerClassNames[sub_81A4D00()];
                else if (gBattleTypeFlags & BATTLE_TYPE_FRONTIER)
                    toCpy = gTrainerClassNames[GetFrontierOpponentClass(gTrainerBattleOpponent_A)];
                else if (gBattleTypeFlags & BATTLE_TYPE_x4000000)
                    toCpy = gTrainerClassNames[sub_81D5530(gTrainerBattleOpponent_A)];
                else if (gBattleTypeFlags & BATTLE_TYPE_EREADER_TRAINER)
                    toCpy = gTrainerClassNames[GetEreaderTrainerClassId()];
                else
                    toCpy = gTrainerClassNames[gTrainers[gTrainerBattleOpponent_A].trainerClass];
                break;
            case B_TXT_TRAINER1_NAME: // trainer1 name
                if (gBattleTypeFlags & BATTLE_TYPE_SECRET_BASE)
                {
                    for (i = 0; i < (s32) ARRAY_COUNT(gBattleResources->secretBase->trainerName); i++)
                        text[i] = gBattleResources->secretBase->trainerName[i];
                    text[i] = EOS;
                    ConvertInternationalString(text, gBattleResources->secretBase->language);
                    toCpy = text;
                }
                else if (gTrainerBattleOpponent_A == TRAINER_OPPONENT_C00)
                {
                    toCpy = gLinkPlayers[multiplayerID ^ BIT_SIDE].name;
                }
                else if (gTrainerBattleOpponent_A == TRAINER_OPPONENT_3FE)
                {
                    sub_81A4D50(text);
                    toCpy = text;
                }
                else if (gBattleTypeFlags & BATTLE_TYPE_FRONTIER)
                {
                    GetFrontierTrainerName(text, gTrainerBattleOpponent_A);
                    toCpy = text;
                }
                else if (gBattleTypeFlags & BATTLE_TYPE_x4000000)
                {
                    sub_81D5554(text, gTrainerBattleOpponent_A);
                    toCpy = text;
                }
                else if (gBattleTypeFlags & BATTLE_TYPE_EREADER_TRAINER)
                {
                    GetEreaderTrainerName(text);
                    toCpy = text;
                }
                else
                {
                    toCpy = gTrainers[gTrainerBattleOpponent_A].trainerName;
                }
                break;
            case B_TXT_1E: // link player name?
                toCpy = gLinkPlayers[multiplayerID].name;
                break;
            case B_TXT_1F: // link partner name?
                toCpy = gLinkPlayers[sub_806D864(2 ^ gLinkPlayers[multiplayerID].lp_field_18)].name;
                break;
            case B_TXT_20: // link opponent 1 name?
                toCpy = gLinkPlayers[sub_806D864(1 ^ gLinkPlayers[multiplayerID].lp_field_18)].name;
                break;
            case B_TXT_21: // link opponent 2 name?
                toCpy = gLinkPlayers[sub_806D864(3 ^ gLinkPlayers[multiplayerID].lp_field_18)].name;
                break;
            case B_TXT_22: // link scripting active name
                toCpy = gLinkPlayers[sub_806D864(gBattleScripting.bank)].name;
                break;
            case B_TXT_PLAYER_NAME: // player name
                if (gBattleTypeFlags & BATTLE_TYPE_RECORDED)
                    toCpy = gLinkPlayers[0].name;
                else
                    toCpy = gSaveBlock2Ptr->playerName;
                break;
            case B_TXT_TRAINER1_LOSE_TEXT: // trainerA lose text
                if (gBattleTypeFlags & BATTLE_TYPE_FRONTIER)
                {
                    sub_81A36D0(2, gTrainerBattleOpponent_A);
                    toCpy = gStringVar4;
                }
                else if (gBattleTypeFlags & BATTLE_TYPE_x4000000)
                {
                    sub_81D572C(4, gTrainerBattleOpponent_A);
                    toCpy = gStringVar4;
                }
                else
                {
                    toCpy = GetTrainer1LoseText();
                }
                break;
            case B_TXT_TRAINER1_WIN_TEXT: // trainerA win text
                if (gBattleTypeFlags & BATTLE_TYPE_FRONTIER)
                {
                    sub_81A36D0(1, gTrainerBattleOpponent_A);
                    toCpy = gStringVar4;
                }
                else if (gBattleTypeFlags & BATTLE_TYPE_x4000000)
                {
                    sub_81D572C(3, gTrainerBattleOpponent_A);
                    toCpy = gStringVar4;
                }
                break;
            case B_TXT_26: // ?
                HANDLE_NICKNAME_STRING_CASE(gBattleScripting.bank, *(&gBattleStruct->field_52))
                break;
            case B_TXT_PC_CREATOR_NAME: // lanette pc
                if (FlagGet(SYS_PC_LANETTE))
                    toCpy = gText_Lanettes;
                else
                    toCpy = gText_Someones;
                break;
            case B_TXT_ATK_PREFIX2:
                if (GetBankSide(gBankAttacker) == SIDE_PLAYER)
                    toCpy = gText_AllyPkmnPrefix2;
                else
                    toCpy = gText_FoePkmnPrefix3;
                break;
            case B_TXT_DEF_PREFIX2:
                if (GetBankSide(gBankTarget) == SIDE_PLAYER)
                    toCpy = gText_AllyPkmnPrefix2;
                else
                    toCpy = gText_FoePkmnPrefix3;
                break;
            case B_TXT_ATK_PREFIX1:
                if (GetBankSide(gBankAttacker) == SIDE_PLAYER)
                    toCpy = gText_AllyPkmnPrefix;
                else
                    toCpy = gText_FoePkmnPrefix2;
                break;
            case B_TXT_DEF_PREFIX1:
                if (GetBankSide(gBankTarget) == SIDE_PLAYER)
                    toCpy = gText_AllyPkmnPrefix;
                else
                    toCpy = gText_FoePkmnPrefix2;
                break;
            case B_TXT_ATK_PREFIX3:
                if (GetBankSide(gBankAttacker) == SIDE_PLAYER)
                    toCpy = gText_AllyPkmnPrefix3;
                else
                    toCpy = gText_FoePkmnPrefix4;
                break;
            case B_TXT_DEF_PREFIX3:
                if (GetBankSide(gBankTarget) == SIDE_PLAYER)
                    toCpy = gText_AllyPkmnPrefix3;
                else
                    toCpy = gText_FoePkmnPrefix4;
                break;
            case B_TXT_TRAINER2_CLASS:
                if (gBattleTypeFlags & BATTLE_TYPE_FRONTIER)
                    toCpy = gTrainerClassNames[GetFrontierOpponentClass(gTrainerBattleOpponent_B)];
                else if (gBattleTypeFlags & BATTLE_TYPE_x4000000)
                    toCpy = gTrainerClassNames[sub_81D5530(gTrainerBattleOpponent_B)];
                else
                    toCpy = gTrainerClassNames[gTrainers[gTrainerBattleOpponent_B].trainerClass];
                break;
            case B_TXT_TRAINER2_NAME:
                if (gBattleTypeFlags & BATTLE_TYPE_FRONTIER)
                {
                    GetFrontierTrainerName(text, gTrainerBattleOpponent_B);
                    toCpy = text;
                }
                else if (gBattleTypeFlags & BATTLE_TYPE_x4000000)
                {
                    sub_81D5554(text, gTrainerBattleOpponent_B);
                    toCpy = text;
                }
                else
                {
                    toCpy = gTrainers[gTrainerBattleOpponent_B].trainerName;
                }
                break;
            case B_TXT_TRAINER2_LOSE_TEXT:
                if (gBattleTypeFlags & BATTLE_TYPE_FRONTIER)
                {
                    sub_81A36D0(2, gTrainerBattleOpponent_B);
                    toCpy = gStringVar4;
                }
                else if (gBattleTypeFlags & BATTLE_TYPE_x4000000)
                {
                    sub_81D572C(4, gTrainerBattleOpponent_B);
                    toCpy = gStringVar4;
                }
                else
                {
                    toCpy = GetTrainer2LoseText();
                }
                break;
            case B_TXT_TRAINER2_WIN_TEXT:
                if (gBattleTypeFlags & BATTLE_TYPE_FRONTIER)
                {
                    sub_81A36D0(1, gTrainerBattleOpponent_B);
                    toCpy = gStringVar4;
                }
                else if (gBattleTypeFlags & BATTLE_TYPE_x4000000)
                {
                    sub_81D572C(3, gTrainerBattleOpponent_B);
                    toCpy = gStringVar4;
                }
                break;
            case B_TXT_PARTNER_CLASS:
                toCpy = gTrainerClassNames[GetFrontierOpponentClass(gPartnerTrainerId)];
                break;
            case B_TXT_PARTNER_NAME:
                GetFrontierTrainerName(text, gPartnerTrainerId);
                toCpy = text;
                break;
            }

            // missing if (toCpy != NULL) check
            while (*toCpy != EOS)
            {
                dst[dstID] = *toCpy;
                dstID++;
                toCpy++;
            }
            if (*src == B_TXT_TRAINER1_LOSE_TEXT || *src == B_TXT_TRAINER2_LOSE_TEXT
                || *src == B_TXT_TRAINER1_WIN_TEXT || *src == B_TXT_TRAINER2_WIN_TEXT)
            {
                dst[dstID] = EXT_CTRL_CODE_BEGIN;
                dstID++;
                dst[dstID] = 9;
                dstID++;
            }
        }
        else
        {
            dst[dstID] = *src;
            dstID++;
        }
        src++;
    }

    dst[dstID] = *src;
    dstID++;

    return dstID;
}

// TODO: move these to a general header like util.h
#define ByteRead16(ptr) ((ptr)[0] | ((ptr)[1] << 8))
#define ByteRead32(ptr) ((ptr)[0] | (ptr)[1] << 8 | (ptr)[2] << 16 | (ptr)[3] << 24)

static void ExpandBattleTextBuffPlaceholders(const u8 *src, u8 *dst)
{
    u32 srcID = 1;
    u32 value = 0;
    u8 text[12];
    u16 hword;

    *dst = EOS;
    while (src[srcID] != B_BUFF_EOS)
    {
        switch (src[srcID])
        {
        case B_BUFF_STRING: // battle string
            hword = ByteRead16(&src[srcID + 1]);
            StringAppend(dst, gBattleStringsTable[hword - BATTLESTRINGS_ID_ADDER]);
            srcID += 3;
            break;
        case B_BUFF_NUMBER: // int to string
            switch (src[srcID + 1])
            {
            case 1:
                value = src[srcID + 3];
                break;
            case 2:
                value = ByteRead16(&src[srcID + 3]);
                break;
            case 4:
                value = ByteRead32(&src[srcID + 3]);
                break;
            }
            ConvertIntToDecimalStringN(dst, value, 0, src[srcID + 2]);
            srcID += src[srcID + 1] + 3;
            break;
        case B_BUFF_MOVE: // move name
            StringAppend(dst, gMoveNames[ByteRead16(&src[srcID + 1])]);
            srcID += 3;
            break;
        case B_BUFF_TYPE: // type name
            StringAppend(dst, gTypeNames[src[srcID + 1]]);
            srcID += 2;
            break;
        case B_BUFF_MON_NICK_WITH_PREFIX: // poke nick with prefix
            if (GetBankSide(src[srcID + 1]) == SIDE_PLAYER)
            {
                GetMonData(&gPlayerParty[src[srcID + 2]], MON_DATA_NICKNAME, text);
            }
            else
            {
                if (gBattleTypeFlags & BATTLE_TYPE_TRAINER)
                    StringAppend(dst, gText_FoePkmnPrefix);
                else
                    StringAppend(dst, gText_WildPkmnPrefix);

                GetMonData(&gEnemyParty[src[srcID + 2]], MON_DATA_NICKNAME, text);
            }
            StringGetEnd10(text);
            StringAppend(dst, text);
            srcID += 3;
            break;
        case B_BUFF_STAT: // stats
            StringAppend(dst, gStatNamesTable[src[srcID + 1]]);
            srcID += 2;
            break;
        case B_BUFF_SPECIES: // species name
            GetSpeciesName(dst, ByteRead16(&src[srcID + 1]));
            srcID += 3;
            break;
        case B_BUFF_MON_NICK: // poke nick without prefix
            if (GetBankSide(src[srcID + 1]) == SIDE_PLAYER)
                GetMonData(&gPlayerParty[src[srcID + 2]], MON_DATA_NICKNAME, dst);
            else
                GetMonData(&gEnemyParty[src[srcID + 2]], MON_DATA_NICKNAME, dst);
            StringGetEnd10(dst);
            srcID += 3;
            break;
        case B_BUFF_NEGATIVE_FLAVOUR: // flavour table
            StringAppend(dst, gPokeblockWasTooXStringTable[src[srcID + 1]]);
            srcID += 2;
            break;
        case B_BUFF_ABILITY: // ability names
            StringAppend(dst, gAbilityNames[src[srcID + 1]]);
            srcID += 2;
            break;
        case B_BUFF_ITEM: // item name
            hword = ByteRead16(&src[srcID + 1]);
            if (gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_x2000000))
            {
                if (hword == ITEM_ENIGMA_BERRY)
                {
                    if (gLinkPlayers[gBattleScripting.multiplayerId].lp_field_18 == gStringBank)
                    {
                        StringCopy(dst, gEnigmaBerries[gStringBank].name);
                        StringAppend(dst, gText_BerrySuffix);
                    }
                    else
                        StringAppend(dst, gText_EnigmaBerry);
                }
                else
                    CopyItemName(hword, dst);
            }
            else
                CopyItemName(hword, dst);
            srcID += 3;
            break;
        }
    }
}

static void sub_814F8F8(u8* textBuff)
{
    s32 counter = 0;
    u32 i = 0;

    while (counter != 4)
    {
        if (sUnknownMoveTable[i] == MOVE_NONE)
            counter++;
        if (sUnknownMoveTable[i++] == gStringInfo->currentMove)
            break;
    }

    if (counter >= 0)
    {
        if (counter <= 2)
            StringCopy(textBuff, gText_SpaceIs); // is
        else if (counter <= 4)
            StringCopy(textBuff, gText_ApostropheS); // 's
    }
}

static void sub_814F950(u8* dst)
{
    s32 counter = 0;
    s32 i = 0;

    while (*dst != EOS)
        dst++;

    while (counter != 4)
    {
        if (sUnknownMoveTable[i] == MOVE_NONE)
            counter++;
        if (sUnknownMoveTable[i++] == gStringInfo->currentMove)
            break;
    }

    switch (counter)
    {
    case 0:
        StringCopy(dst, gText_ExclamationMark);
        break;
    case 1:
        StringCopy(dst, gText_ExclamationMark2);
        break;
    case 2:
        StringCopy(dst, gText_ExclamationMark3);
        break;
    case 3:
        StringCopy(dst, gText_ExclamationMark4);
        break;
    case 4:
        StringCopy(dst, gText_ExclamationMark5);
        break;
    }
}

void sub_814F9EC(const u8 *text, u8 arg1)
{
    const u8 *r8 = gUnknown_085CD660[gBattleScripting.field_24];
    bool32 r9;
    struct TextSubPrinter textSubPrinter;
    u8 speed;

    if (arg1 & 0x80)
    {
        arg1 &= ~(0x80);
        r9 = FALSE;
    }
    else
    {
        FillWindowPixelBuffer(arg1, r8[12 * arg1]);
        r9 = TRUE;
    }

    textSubPrinter.current_text_offset = text;
    textSubPrinter.windowId = arg1;
    textSubPrinter.fontId = r8[(12 * arg1) + 1];
    textSubPrinter.x = r8[(12 * arg1) + 2];
    textSubPrinter.y = r8[(12 * arg1) + 3];
    textSubPrinter.currentX = textSubPrinter.x;
    textSubPrinter.currentY = textSubPrinter.y;
    textSubPrinter.letterSpacing = r8[(12 * arg1) + 4];
    textSubPrinter.lineSpacing = r8[(12 * arg1) + 5];
    textSubPrinter.fontColor_l = 0;
    textSubPrinter.fontColor_h = r8[(12 * arg1) + 7];
    textSubPrinter.bgColor = r8[(12 * arg1) + 8];
    textSubPrinter.shadowColor = r8[(12 * arg1) + 9];

    if (textSubPrinter.x == 0xFF)
    {
        s32 var2;
        u32 var = sub_80397C4(gBattleScripting.field_24, arg1);
        var2 = GetStringCenterAlignXOffsetWithLetterSpacing(textSubPrinter.fontId, textSubPrinter.current_text_offset, var, textSubPrinter.letterSpacing);
        textSubPrinter.x = textSubPrinter.currentX = var2;
    }

    if (arg1 == 0x16)
        gTextFlags.flag_1 = 0;
    else
        gTextFlags.flag_1 = 1;

    if (gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_RECORDED))
        gTextFlags.flag_2 = 1;
    else
        gTextFlags.flag_2 = 0;

    if (arg1 == 0 || arg1 == 0x16)
    {
        if (gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_x2000000))
            speed = 1;
        else if (gBattleTypeFlags & BATTLE_TYPE_RECORDED)
            speed = sRecordedBattleTextSpeeds[sub_8185FC4()];
        else
            speed = sav2_get_text_speed();

        gTextFlags.flag_0 = 1;
    }
    else
    {
        speed = r8[(12 * arg1) + 6];
        gTextFlags.flag_0 = 0;
    }

    AddTextPrinter(&textSubPrinter, speed, NULL);

    if (r9)
    {
        PutWindowTilemap(arg1);
        CopyWindowToVram(arg1, 3);
    }
}

void SetPpNumbersPaletteInMoveSelection(void)
{
    struct ChooseMoveStruct *chooseMoveStruct = (struct ChooseMoveStruct*)(&gBattleBufferA[gActiveBank][4]);
    const u16 *palPtr = gUnknown_08D85620;
    u8 var = GetCurrentPpToMaxPpState(chooseMoveStruct->currentPp[gMoveSelectionCursor[gActiveBank]],
                         chooseMoveStruct->maxPp[gMoveSelectionCursor[gActiveBank]]);

    gPlttBufferUnfaded[92] = palPtr[(var * 2) + 0];
    gPlttBufferUnfaded[91] = palPtr[(var * 2) + 1];

    CpuCopy16(&gPlttBufferUnfaded[92], &gPlttBufferFaded[92], sizeof(u16));
    CpuCopy16(&gPlttBufferUnfaded[91], &gPlttBufferFaded[91], sizeof(u16));
}

u8 GetCurrentPpToMaxPpState(u8 currentPp, u8 maxPp)
{
    if (maxPp == currentPp)
    {
        return 3;
    }
    else if (maxPp <= 2)
    {
        if (currentPp > 1)
            return 3;
        else
            return 2 - currentPp;
    }
    else if (maxPp <= 7)
    {
        if (currentPp > 2)
            return 3;
        else
            return 2 - currentPp;
    }
    else
    {
        if (currentPp == 0)
            return 2;
        if (currentPp <= maxPp / 4)
            return 1;
        if (currentPp > maxPp / 2)
            return 3;
    }

    return 0;
}
