From 3b2299fc5280a9e99efc656e832e2ae68782e18d Mon Sep 17 00:00:00 2001 From: cawtds <38510667+cawtds@users.noreply.github.com> Date: Wed, 12 Feb 2025 00:07:17 +0100 Subject: [PATCH] remove unused strings --- src/battle_message.c | 739 ++----------------------------------------- 1 file changed, 21 insertions(+), 718 deletions(-) diff --git a/src/battle_message.c b/src/battle_message.c index bd4ef16ee..fc33ea0b2 100644 --- a/src/battle_message.c +++ b/src/battle_message.c @@ -49,287 +49,16 @@ static EWRAM_DATA u16 sBattlerAbilities[MAX_BATTLERS_COUNT] = {0}; EWRAM_DATA struct BattleMsgData *gBattleMsgDataPtr = NULL; // merged -static const u8 sText_Trainer1LoseText[] = _("{B_TRAINER1_LOSE_TEXT}"); -static const u8 sText_PkmnGainedEXP[] = _("{B_BUFF1} gained{B_BUFF2} {B_BUFF3} Exp. Points!\p"); static const u8 sText_EmptyString4[] = _(""); -static const u8 sText_ABoosted[] = _(" a boosted"); -static const u8 sText_PkmnGrewToLv[] = _("{B_BUFF1} grew to Lv. {B_BUFF2}!{WAIT_SE}\p"); -static const u8 sText_PkmnLearnedMove[] = _("{B_BUFF1} learned {B_BUFF2}!{WAIT_SE}\p"); -static const u8 sText_TryToLearnMove1[] = _("{B_BUFF1} wants to learn the move {B_BUFF2}.\p"); -static const u8 sText_TryToLearnMove2[] = _("However, {B_BUFF1} already knows four moves.\p"); -static const u8 sText_TryToLearnMove3[] = _("Should another move be forgotten and replaced with {B_BUFF2}?"); -static const u8 sText_PkmnForgotMove[] = _("{B_BUFF1} forgot {B_BUFF2}…\p"); -static const u8 sText_StopLearningMove[] = _("{PAUSE 32}Do you want to give up on having {B_BUFF1} learn {B_BUFF2}?"); -static const u8 sText_DidNotLearnMove[] = _("{B_BUFF1} did not learn {B_BUFF2}.\p"); -static const u8 sText_UseNextPkmn[] = _("Use next Pokémon?"); -static const u8 sText_AttackMissed[] = _("{B_ATK_NAME_WITH_PREFIX}'s attack missed!"); //this is not in SV for some reason? -static const u8 sText_PkmnProtectedItself[] = _("{B_DEF_NAME_WITH_PREFIX} protected itself!"); -static const u8 sText_AvoidedDamage[] = _("{B_DEF_NAME_WITH_PREFIX} avoided damage with {B_DEF_ABILITY}!"); //not in gen 5+, ability popup -static const u8 sText_PkmnMakesGroundMiss[] = _("{B_DEF_NAME_WITH_PREFIX} makes Ground-type moves miss with {B_DEF_ABILITY}!"); //not in gen 5+, ability popup -static const u8 sText_PkmnAvoidedAttack[] = _("{B_DEF_NAME_WITH_PREFIX} avoided the attack!"); -static const u8 sText_ItDoesntAffect[] = _("It doesn't affect {B_DEF_NAME_WITH_PREFIX2}…"); -static const u8 sText_AttackerFainted[] = _("{B_ATK_NAME_WITH_PREFIX} fainted!\p"); -static const u8 sText_TargetFainted[] = _("{B_DEF_NAME_WITH_PREFIX} fainted!\p"); -static const u8 sText_PlayerGotMoney[] = _("You got ¥{B_BUFF1} for winning!\p"); -static const u8 sText_PlayerLostToEnemyTrainer[] = _("You have no more Pokémon that can fight!\pYou lost to {B_TRAINER1_CLASS} {B_TRAINER1_NAME}!{PAUSE_UNTIL_PRESS}"); -static const u8 sText_PlayerPaidPrizeMoney[] = _("You gave ¥{B_BUFF1} to the winner…\pYou were overwhelmed by your defeat!{PAUSE_UNTIL_PRESS}"); -static const u8 sText_PlayerWhiteout[] = _("You have no more Pokémon that can fight!\p"); -#if B_WHITEOUT_MONEY >= GEN_4 -static const u8 sText_PlayerWhiteout2[] = _("You panicked and dropped ¥{B_BUFF1}…\pYou were overwhelmed by your defeat!{PAUSE_UNTIL_PRESS}"); -#else -static const u8 sText_PlayerWhiteout2[] = _("You were overwhelmed by your defeat!{PAUSE_UNTIL_PRESS}"); -#endif -static const u8 sText_PreventsEscape[] = _("{B_SCR_NAME_WITH_PREFIX} prevents escape with {B_SCR_ACTIVE_ABILITY}!\p"); -static const u8 sText_CantEscape2[] = _("You couldn't get away!\p"); -static const u8 sText_AttackerCantEscape[] = _("{B_ATK_NAME_WITH_PREFIX} can't escape!"); -static const u8 sText_HitXTimes[] = _("The Pokémon was hit {B_BUFF1} time(s)!"); //SV has dynamic plural here -static const u8 sText_PkmnFellAsleep[] = _("{B_EFF_NAME_WITH_PREFIX} fell asleep!"); -static const u8 sText_PkmnMadeSleep[] = _("{B_SCR_NAME_WITH_PREFIX}'s {B_BUFF1} made {B_EFF_NAME_WITH_PREFIX2} sleep!"); //not in gen 5+, ability popup -static const u8 sText_PkmnAlreadyAsleep[] = _("{B_DEF_NAME_WITH_PREFIX} is already asleep!"); -static const u8 sText_PkmnAlreadyAsleep2[] = _("{B_ATK_NAME_WITH_PREFIX} is already asleep!"); -static const u8 sText_PkmnWasntAffected[] = _("{B_DEF_NAME_WITH_PREFIX} wasn't affected!"); //not in gen 5+, ability popup -static const u8 sText_PkmnWasPoisoned[] = _("{B_EFF_NAME_WITH_PREFIX} was poisoned!"); -static const u8 sText_PkmnPoisonedBy[] = _("{B_EFF_NAME_WITH_PREFIX} was poisoned by {B_SCR_NAME_WITH_PREFIX2}'s {B_BUFF1}!"); //not in gen 5+, ability popup -static const u8 sText_PkmnHurtByPoison[] = _("{B_ATK_NAME_WITH_PREFIX} was hurt by its poisoning!"); -static const u8 sText_PkmnAlreadyPoisoned[] = _("{B_DEF_NAME_WITH_PREFIX} is already poisoned!"); -static const u8 sText_PkmnBadlyPoisoned[] = _("{B_EFF_NAME_WITH_PREFIX} was badly poisoned!"); -static const u8 sText_PkmnEnergyDrained[] = _("{B_DEF_NAME_WITH_PREFIX} had its energy drained!"); -static const u8 sText_PkmnWasBurned[] = _("{B_EFF_NAME_WITH_PREFIX} was burned!"); -static const u8 sText_PkmnGotFrostbite[] = _("{B_EFF_NAME_WITH_PREFIX} got frostbite!"); -static const u8 sText_PkmnBurnedBy[] = _("{B_SCR_NAME_WITH_PREFIX}'s {B_BUFF1} burned {B_EFF_NAME_WITH_PREFIX2}!"); //not in gen 5+, ability popup -static const u8 sText_PkmnHurtByBurn[] = _("{B_ATK_NAME_WITH_PREFIX} was hurt by its burn!"); -static const u8 sText_PkmnHurtByFrostbite[] = _("{B_ATK_NAME_WITH_PREFIX} was hurt by its frostbite!"); -static const u8 sText_PkmnAlreadyHasBurn[] = _("{B_DEF_NAME_WITH_PREFIX} is already burned!"); -static const u8 sText_PkmnWasFrozen[] = _("{B_EFF_NAME_WITH_PREFIX} was frozen solid!"); -static const u8 sText_PkmnFrozenBy[] = _("{B_SCR_NAME_WITH_PREFIX}'s {B_BUFF1} froze {B_EFF_NAME_WITH_PREFIX2} solid!"); //not in gen 5+, ability popup -static const u8 sText_PkmnIsFrozen[] = _("{B_ATK_NAME_WITH_PREFIX} is frozen solid!"); -static const u8 sText_PkmnWasDefrosted[] = _("{B_DEF_NAME_WITH_PREFIX} thawed out!"); -static const u8 sText_PkmnWasDefrosted2[] = _("{B_ATK_NAME_WITH_PREFIX} thawed out!"); -static const u8 sText_PkmnWasDefrostedBy[] = _("{B_ATK_NAME_WITH_PREFIX}'s {B_CURRENT_MOVE} melted the ice!"); -static const u8 sText_PkmnFrostbiteHealed[] = _("{B_DEF_NAME_WITH_PREFIX}'s frostbite was cured!"); -static const u8 sText_PkmnFrostbiteHealed2[] = _("{B_ATK_NAME_WITH_PREFIX}'s frostbite was cured!"); -static const u8 sText_PkmnFrostbiteHealedBy[] = _("{B_ATK_NAME_WITH_PREFIX}'s {B_CURRENT_MOVE} cured its frostbite!"); -static const u8 sText_PkmnWasParalyzed[] = _("{B_EFF_NAME_WITH_PREFIX} is paralyzed, so it may be unable to move!"); -static const u8 sText_PkmnWasParalyzedBy[] = _("{B_SCR_NAME_WITH_PREFIX}'s {B_BUFF1} paralyzed {B_EFF_NAME_WITH_PREFIX2}, so it may be unable to move!"); //not in gen 5+, ability popup -static const u8 sText_PkmnIsParalyzed[] = _("{B_ATK_NAME_WITH_PREFIX} couldn't move because it's paralyzed!"); -static const u8 sText_PkmnIsAlreadyParalyzed[] = _("{B_DEF_NAME_WITH_PREFIX} is already paralyzed!"); -static const u8 sText_PkmnHealedParalysis[] = _("{B_DEF_NAME_WITH_PREFIX} was cured of paralysis!"); -static const u8 sText_PkmnDreamEaten[] = _("{B_DEF_NAME_WITH_PREFIX}'s dream was eaten!"); //not in gen 5+, expansion doesn't use anymore -static const u8 sText_StatsWontIncrease[] = _("{B_ATK_NAME_WITH_PREFIX}'s {B_BUFF1} won't go any higher!"); -static const u8 sText_StatsWontDecrease[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_BUFF1} won't go any lower!"); -static const u8 sText_TeamStoppedWorking[] = _("Your team's {B_BUFF1} stopped working!"); //unused -static const u8 sText_FoeStoppedWorking[] = _("The foe's {B_BUFF1} stopped working!"); //unused -static const u8 sText_PkmnIsConfused[] = _("{B_ATK_NAME_WITH_PREFIX} is confused!"); -static const u8 sText_PkmnHealedConfusion[] = _("{B_ATK_NAME_WITH_PREFIX} snapped out of its confusion!"); -static const u8 sText_PkmnWasConfused[] = _("{B_EFF_NAME_WITH_PREFIX} became confused!"); -static const u8 sText_PkmnAlreadyConfused[] = _("{B_DEF_NAME_WITH_PREFIX} is already confused!"); -static const u8 sText_PkmnFellInLove[] = _("{B_DEF_NAME_WITH_PREFIX} fell in love!"); -static const u8 sText_PkmnInLove[] = _("{B_ATK_NAME_WITH_PREFIX} is in love with {B_SCR_NAME_WITH_PREFIX2}!"); -static const u8 sText_PkmnImmobilizedByLove[] = _("{B_ATK_NAME_WITH_PREFIX} is immobilized by love!"); -static const u8 sText_PkmnBlownAway[] = _("{B_DEF_NAME_WITH_PREFIX} was blown away!"); //unused -static const u8 sText_PkmnChangedType[] = _("{B_ATK_NAME_WITH_PREFIX} transformed into the {B_BUFF1} type!"); -static const u8 sText_PkmnFlinched[] = _("{B_ATK_NAME_WITH_PREFIX} flinched and couldn't move!"); -static const u8 sText_PkmnRegainedHealth[] = _("{B_DEF_NAME_WITH_PREFIX}'s HP was restored."); -static const u8 sText_PkmnHPFull[] = _("{B_DEF_NAME_WITH_PREFIX}'s HP is full!"); -static const u8 sText_PkmnRaisedSpDef[] = _("Light Screen made {B_ATK_TEAM2} team stronger against special moves!"); -static const u8 sText_PkmnRaisedSpDefALittle[] = _("{B_ATK_PREFIX1}'s {B_CURRENT_MOVE} raised SP. DEF a little!"); //expansion doesn't use anymore -static const u8 sText_PkmnRaisedDef[] = _("Reflect made {B_ATK_TEAM2} team stronger against physical moves!"); -static const u8 sText_PkmnRaisedDefALittle[] = _("{B_ATK_PREFIX1}'s {B_CURRENT_MOVE} raised DEFENSE a little!"); //expansion doesn't use anymore -static const u8 sText_PkmnCoveredByVeil[] = _("{B_ATK_TEAM1} team cloaked itself in a mystical veil!"); -static const u8 sText_PkmnUsedSafeguard[] = _("{B_SCR_NAME_WITH_PREFIX} is protected by Safeguard!"); -static const u8 sText_PkmnSafeguardExpired[] = _("{B_ATK_TEAM1} team is no longer protected by Safeguard!"); -static const u8 sText_PkmnWentToSleep[] = _("{B_ATK_NAME_WITH_PREFIX} went to sleep!"); //not in gen 5+ -static const u8 sText_PkmnSleptHealthy[] = _("{B_ATK_NAME_WITH_PREFIX} slept and restored its HP!"); -static const u8 sText_PkmnWhippedWhirlwind[] = _("{B_ATK_NAME_WITH_PREFIX} whipped up a whirlwind!"); -static const u8 sText_PkmnTookSunlight[] = _("{B_ATK_NAME_WITH_PREFIX} absorbed light!"); -static const u8 sText_PkmnLoweredHead[] = _("{B_ATK_NAME_WITH_PREFIX} tucked in its head!"); -static const u8 sText_PkmnIsGlowing[] = _("{B_ATK_NAME_WITH_PREFIX} became cloaked in a harsh light!"); -static const u8 sText_PkmnIsCloakedInAHarshLight[] = _("{B_ATK_NAME_WITH_PREFIX} became cloaked in a harsh light!"); -static const u8 sText_PkmnFlewHigh[] = _("{B_ATK_NAME_WITH_PREFIX} flew up high!"); -static const u8 sText_PkmnDugHole[] = _("{B_ATK_NAME_WITH_PREFIX} burrowed its way under the ground!"); -static const u8 sText_PkmnHidUnderwater[] = _("{B_ATK_NAME_WITH_PREFIX} hid underwater!"); -static const u8 sText_PkmnSprangUp[] = _("{B_ATK_NAME_WITH_PREFIX} sprang up!"); -static const u8 sText_PkmnSqueezedByBind[] = _("{B_DEF_NAME_WITH_PREFIX} was squeezed by {B_ATK_NAME_WITH_PREFIX2}!"); -static const u8 sText_PkmnInSnapTrap[] = _("{B_DEF_NAME_WITH_PREFIX} got trapped by a snap trap!"); -static const u8 sText_PkmnTrappedInVortex[] = _("{B_DEF_NAME_WITH_PREFIX} became trapped in the vortex!"); -static const u8 sText_PkmnTrappedBySandTomb[] = _("{B_DEF_NAME_WITH_PREFIX} became trapped by the quicksand!"); -static const u8 sText_PkmnWrappedBy[] = _("{B_DEF_NAME_WITH_PREFIX} was wrapped by {B_ATK_NAME_WITH_PREFIX2}!"); -static const u8 sText_PkmnClamped[] = _("{B_ATK_NAME_WITH_PREFIX} clamped down on {B_DEF_NAME_WITH_PREFIX2}!"); -static const u8 sText_PkmnHurtBy[] = _("{B_ATK_NAME_WITH_PREFIX} is hurt by {B_BUFF1}!"); -static const u8 sText_PkmnFreedFrom[] = _("{B_ATK_NAME_WITH_PREFIX} was freed from {B_BUFF1}!"); -static const u8 sText_PkmnCrashed[] = _("{B_ATK_NAME_WITH_PREFIX} kept going and crashed!"); + const u8 gText_PkmnShroudedInMist[] = _("{B_ATK_TEAM1} team became shrouded in mist!"); -static const u8 sText_PkmnProtectedByMist[] = _("{B_SCR_NAME_WITH_PREFIX} is protected by the mist!"); const u8 gText_PkmnGettingPumped[] = _("{B_DEF_NAME_WITH_PREFIX} is getting pumped!"); -static const u8 sText_PkmnHitWithRecoil[] = _("{B_ATK_NAME_WITH_PREFIX} was damaged by the recoil!"); -static const u8 sText_PkmnProtectedItself2[] = _("{B_ATK_NAME_WITH_PREFIX} protected itself!"); -static const u8 sText_PkmnBuffetedBySandstorm[] = _("{B_ATK_NAME_WITH_PREFIX} is buffeted by the sandstorm!"); -static const u8 sText_PkmnPeltedByHail[] = _("{B_ATK_NAME_WITH_PREFIX} is buffeted by the hail!"); -static const u8 sText_PkmnsXWoreOff[] = _("{B_ATK_TEAM1} team's {B_BUFF1} wore off!"); -static const u8 sText_PkmnSeeded[] = _("{B_DEF_NAME_WITH_PREFIX} was seeded!"); -static const u8 sText_PkmnEvadedAttack[] = _("{B_DEF_NAME_WITH_PREFIX} avoided the attack!"); -static const u8 sText_PkmnSappedByLeechSeed[] = _("{B_ATK_NAME_WITH_PREFIX}'s health is sapped by Leech Seed!"); -static const u8 sText_PkmnFastAsleep[] = _("{B_ATK_NAME_WITH_PREFIX} is fast asleep."); -static const u8 sText_PkmnWokeUp[] = _("{B_ATK_NAME_WITH_PREFIX} woke up!"); -static const u8 sText_PkmnUproarKeptAwake[] = _("But the uproar kept {B_SCR_NAME_WITH_PREFIX2} awake!"); -static const u8 sText_PkmnWokeUpInUproar[] = _("The uproar woke {B_ATK_NAME_WITH_PREFIX2}!"); -static const u8 sText_PkmnCausedUproar[] = _("{B_ATK_NAME_WITH_PREFIX} caused an uproar!"); -static const u8 sText_PkmnMakingUproar[] = _("{B_ATK_NAME_WITH_PREFIX} is making an uproar!"); -static const u8 sText_PkmnCalmedDown[] = _("{B_ATK_NAME_WITH_PREFIX} calmed down."); -static const u8 sText_PkmnCantSleepInUproar[] = _("But {B_DEF_NAME_WITH_PREFIX2} can't sleep in an uproar!"); -static const u8 sText_PkmnStockpiled[] = _("{B_ATK_NAME_WITH_PREFIX} stockpiled {B_BUFF1}!"); -static const u8 sText_PkmnCantStockpile[] = _("{B_ATK_NAME_WITH_PREFIX} can't stockpile any more!"); //I think this was replaced with just "But it failed!" -static const u8 sText_PkmnCantSleepInUproar2[] = _("But {B_DEF_NAME_WITH_PREFIX2} can't sleep in an uproar!"); -static const u8 sText_UproarKeptPkmnAwake[] = _("But the uproar kept {B_DEF_NAME_WITH_PREFIX2} awake!"); -static const u8 sText_PkmnStayedAwakeUsing[] = _("{B_DEF_NAME_WITH_PREFIX} stayed awake using its {B_DEF_ABILITY}!"); //not in gen 5+, ability popup -static const u8 sText_PkmnStoringEnergy[] = _("{B_ATK_NAME_WITH_PREFIX} is storing energy!"); -static const u8 sText_PkmnUnleashedEnergy[] = _("{B_ATK_NAME_WITH_PREFIX} unleashed its energy!"); -static const u8 sText_PkmnFatigueConfusion[] = _("{B_ATK_NAME_WITH_PREFIX} became confused due to fatigue!"); -static const u8 sText_PlayerPickedUpMoney[] = _("You picked up ¥{B_BUFF1}!\p"); -static const u8 sText_PkmnUnaffected[] = _("{B_DEF_NAME_WITH_PREFIX} is unaffected!"); -static const u8 sText_PkmnTransformedInto[] = _("{B_ATK_NAME_WITH_PREFIX} transformed into {B_BUFF1}!"); -static const u8 sText_PkmnMadeSubstitute[] = _("{B_ATK_NAME_WITH_PREFIX} put in a substitute!"); -static const u8 sText_PkmnHasSubstitute[] = _("{B_ATK_NAME_WITH_PREFIX} already has a substitute!"); -static const u8 sText_SubstituteDamaged[] = _("The substitute took damage for {B_DEF_NAME_WITH_PREFIX2}!\p"); -static const u8 sText_PkmnSubstituteFaded[] = _("{B_DEF_NAME_WITH_PREFIX}'s substitute faded!\p"); -static const u8 sText_PkmnMustRecharge[] = _("{B_ATK_NAME_WITH_PREFIX} must recharge!"); -static const u8 sText_PkmnRageBuilding[] = _("{B_DEF_NAME_WITH_PREFIX}'s rage is building!"); -static const u8 sText_PkmnMoveWasDisabled[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_BUFF1} was disabled!"); -static const u8 sText_PkmnMoveDisabledNoMore[] = _("{B_ATK_NAME_WITH_PREFIX}'s move is no longer disabled!"); -static const u8 sText_PkmnGotEncore[] = _("{B_DEF_NAME_WITH_PREFIX} must do an encore!"); -static const u8 sText_PkmnEncoreEnded[] = _("{B_ATK_NAME_WITH_PREFIX} ended its encore!"); -static const u8 sText_PkmnTookAim[] = _("{B_ATK_NAME_WITH_PREFIX} took aim at {B_DEF_NAME_WITH_PREFIX2}!"); -static const u8 sText_PkmnSketchedMove[] = _("{B_ATK_NAME_WITH_PREFIX} sketched {B_BUFF1}!"); -static const u8 sText_PkmnTryingToTakeFoe[] = _("{B_ATK_NAME_WITH_PREFIX} is hoping to take its attacker down with it!"); -static const u8 sText_PkmnTookFoe[] = _("{B_DEF_NAME_WITH_PREFIX} took its attacker down with it!"); -static const u8 sText_PkmnReducedPP[] = _("{B_DEF_NAME_WITH_PREFIX}'s PP was reduced!"); -static const u8 sText_PkmnStoleItem[] = _("{B_ATK_NAME_WITH_PREFIX} stole {B_DEF_NAME_WITH_PREFIX2}'s {B_LAST_ITEM}!"); -static const u8 sText_TargetCantEscapeNow[] = _("{B_DEF_NAME_WITH_PREFIX} can no longer escape!"); -static const u8 sText_PkmnFellIntoNightmare[] = _("{B_DEF_NAME_WITH_PREFIX} began having a nightmare!"); -static const u8 sText_PkmnLockedInNightmare[] = _("{B_ATK_NAME_WITH_PREFIX} is locked in a nightmare!"); -static const u8 sText_PkmnLaidCurse[] = _("{B_ATK_NAME_WITH_PREFIX} cut its own HP and put a curse on {B_DEF_NAME_WITH_PREFIX2}!"); -static const u8 sText_PkmnAfflictedByCurse[] = _("{B_ATK_NAME_WITH_PREFIX} is afflicted by the curse!"); -static const u8 sText_SpikesScattered[] = _("Spikes were scattered on the ground all around {B_DEF_TEAM2} team!"); -static const u8 sText_PkmnHurtBySpikes[] = _("{B_SCR_NAME_WITH_PREFIX} was hurt by the spikes!"); -static const u8 sText_PkmnIdentified[] = _("{B_DEF_NAME_WITH_PREFIX} was identified!"); -static const u8 sText_PkmnPerishCountFell[] = _("{B_ATK_NAME_WITH_PREFIX}'s perish count fell to {B_BUFF1}!"); -static const u8 sText_PkmnBracedItself[] = _("{B_ATK_NAME_WITH_PREFIX} braced itself!"); -static const u8 sText_PkmnEnduredHit[] = _("{B_DEF_NAME_WITH_PREFIX} endured the hit!"); -static const u8 sText_MagnitudeStrength[] = _("Magnitude {B_BUFF1}!"); -static const u8 sText_PkmnCutHPMaxedAttack[] = _("{B_ATK_NAME_WITH_PREFIX} cut its own HP and maximized its Attack!"); -static const u8 sText_PkmnCopiedStatChanges[] = _("{B_ATK_NAME_WITH_PREFIX} copied {B_DEF_NAME_WITH_PREFIX2}'s stat changes!"); -static const u8 sText_PkmnGotFree[] = _("{B_ATK_NAME_WITH_PREFIX} got free of {B_DEF_NAME_WITH_PREFIX2}'s {B_BUFF1}!"); //not in gen 5+, generic rapid spin? -static const u8 sText_PkmnShedLeechSeed[] = _("{B_ATK_NAME_WITH_PREFIX} shed Leech Seed!"); //not in gen 5+, generic rapid spin? -static const u8 sText_PkmnBlewAwaySpikes[] = _("{B_ATK_NAME_WITH_PREFIX} blew away Spikes!"); //not in gen 5+, generic rapid spin? -static const u8 sText_PkmnFledFromBattle[] = _("{B_ATK_NAME_WITH_PREFIX} fled from battle!"); -static const u8 sText_PkmnForesawAttack[] = _("{B_ATK_NAME_WITH_PREFIX} foresaw an attack!"); -static const u8 sText_PkmnTookAttack[] = _("{B_DEF_NAME_WITH_PREFIX} took the {B_BUFF1} attack!"); -static const u8 sText_PkmnChoseXAsDestiny[] = _("{B_ATK_NAME_WITH_PREFIX} chose Doom Desire as its destiny!"); -static const u8 sText_PkmnAttack[] = _("{B_BUFF1}'s attack!"); //not in gen 5+, expansion doesn't use anymore -static const u8 sText_PkmnCenterAttention[] = _("{B_DEF_NAME_WITH_PREFIX} became the center of attention!"); -static const u8 sText_PkmnChargingPower[] = _("{B_ATK_NAME_WITH_PREFIX} began charging power!"); -static const u8 sText_NaturePowerTurnedInto[] = _("Nature Power turned into {B_CURRENT_MOVE}!"); -static const u8 sText_PkmnStatusNormal[] = _("{B_ATK_NAME_WITH_PREFIX}'s status returned to normal!"); -static const u8 sText_PkmnSubjectedToTorment[] = _("{B_DEF_NAME_WITH_PREFIX} was subjected to torment!"); -static const u8 sText_PkmnTighteningFocus[] = _("{B_ATK_NAME_WITH_PREFIX} is tightening its focus!"); -static const u8 sText_PkmnFellForTaunt[] = _("{B_DEF_NAME_WITH_PREFIX} fell for the taunt!"); -static const u8 sText_PkmnReadyToHelp[] = _("{B_ATK_NAME_WITH_PREFIX} is ready to help {B_DEF_NAME_WITH_PREFIX2}!"); -static const u8 sText_PkmnSwitchedItems[] = _("{B_ATK_NAME_WITH_PREFIX} switched items with its target!"); -static const u8 sText_PkmnObtainedX[] = _("{B_ATK_NAME_WITH_PREFIX} obtained {B_BUFF1}."); -static const u8 sText_PkmnObtainedX2[] = _("{B_DEF_NAME_WITH_PREFIX} obtained {B_BUFF2}."); -static const u8 sText_PkmnObtainedXYObtainedZ[] = _("{B_ATK_NAME_WITH_PREFIX} obtained {B_BUFF1}.\p{B_DEF_NAME_WITH_PREFIX} obtained {B_BUFF2}."); -static const u8 sText_PkmnCopiedFoe[] = _("{B_ATK_NAME_WITH_PREFIX} copied {B_DEF_NAME_WITH_PREFIX2}'s Ability!"); -static const u8 sText_PkmnMadeWish[] = _("{B_ATK_NAME_WITH_PREFIX} made a wish!"); //unused -static const u8 sText_PkmnWishCameTrue[] = _("{B_BUFF1}'s wish came true!"); -static const u8 sText_PkmnPlantedRoots[] = _("{B_ATK_NAME_WITH_PREFIX} planted its roots!"); -static const u8 sText_PkmnAbsorbedNutrients[] = _("{B_ATK_NAME_WITH_PREFIX} absorbed nutrients with its roots!"); -static const u8 sText_PkmnAnchoredItself[] = _("{B_DEF_NAME_WITH_PREFIX} anchored itself with its roots!"); -static const u8 sText_PkmnWasMadeDrowsy[] = _("{B_DEF_NAME_WITH_PREFIX} grew drowsy!"); -static const u8 sText_PkmnKnockedOff[] = _("{B_ATK_NAME_WITH_PREFIX} knocked off {B_DEF_NAME_WITH_PREFIX2}'s {B_LAST_ITEM}!"); -static const u8 sText_PkmnSwappedAbilities[] = _("{B_ATK_NAME_WITH_PREFIX} swapped Abilities with its target!"); -static const u8 sText_PkmnSealedOpponentMove[] = _("{B_ATK_NAME_WITH_PREFIX} sealed any moves its target shares with it!"); -static const u8 sText_PkmnWantsGrudge[] = _("{B_ATK_NAME_WITH_PREFIX} wants its target to bear a grudge!"); -static const u8 sText_PkmnLostPPGrudge[] = _("{B_ATK_NAME_WITH_PREFIX}'s {B_BUFF1} lost all its PP due to the grudge!"); -static const u8 sText_PkmnShroudedItself[] = _("{B_ATK_NAME_WITH_PREFIX} shrouded itself with Magic Coat!"); -static const u8 sText_PkmnMoveBounced[] = _("{B_EFF_NAME_WITH_PREFIX} bounced the {B_CURRENT_MOVE} back!"); -static const u8 sText_PkmnWaitsForTarget[] = _("{B_ATK_NAME_WITH_PREFIX} waits for a target to make a move!"); -static const u8 sText_PkmnSnatchedMove[] = _("{B_DEF_NAME_WITH_PREFIX} snatched {B_SCR_NAME_WITH_PREFIX2}'s move!"); -static const u8 sText_ElectricityWeakened[] = _("Electricity's power was weakened!"); -static const u8 sText_FireWeakened[] = _("Fire's power was weakened!"); -static const u8 sText_XFoundOneY[] = _("{B_ATK_NAME_WITH_PREFIX} found one {B_LAST_ITEM}!"); -static const u8 sText_SoothingAroma[] = _("A soothing aroma wafted through the area!"); -static const u8 sText_ItemsCantBeUsedNow[] = _("Items can't be used now.{PAUSE 64}"); //not in gen 5+, i think -static const u8 sText_ForXCommaYZ[] = _("For {B_SCR_NAME_WITH_PREFIX2}, {B_LAST_ITEM} {B_BUFF1}"); //not in gen 5+, expansion doesn't use anymore -static const u8 sText_PkmnUsedXToGetPumped[] = _("{B_SCR_NAME_WITH_PREFIX} used the {B_LAST_ITEM} to get pumped!"); -static const u8 sText_PkmnLostFocus[] = _("{B_ATK_NAME_WITH_PREFIX} lost its focus and couldn't move!"); -static const u8 sText_PkmnWasDraggedOut[] = _("{B_DEF_NAME_WITH_PREFIX} was dragged out!\p"); -static const u8 sText_TheWallShattered[] = _("The wall shattered!"); //not in gen5+, uses "your teams light screen wore off!" etc instead -static const u8 sText_ButNoEffect[] = _("But it had no effect!"); -static const u8 sText_PkmnHasNoMovesLeft[] = _("{B_ATK_NAME_WITH_PREFIX} has no moves left that it can use!\p"); -static const u8 sText_PkmnMoveIsDisabled[] = _("{B_ATK_NAME_WITH_PREFIX}'s {B_CURRENT_MOVE} is disabled!\p"); -static const u8 sText_PkmnCantUseMoveTorment[] = _("{B_ATK_NAME_WITH_PREFIX} can't use the same move twice in a row due to the torment!\p"); -static const u8 sText_PkmnCantUseMoveTaunt[] = _("{B_ATK_NAME_WITH_PREFIX} can't use {B_CURRENT_MOVE} after the taunt!\p"); -static const u8 sText_PkmnCantUseMoveSealed[] = _("{B_ATK_NAME_WITH_PREFIX} can't use its sealed {B_CURRENT_MOVE}!\p"); -static const u8 sText_PkmnCantUseMoveThroatChop[] = _("The effects of Throat Chop prevent {B_ATK_NAME_WITH_PREFIX2} from using certain moves!\p"); -static const u8 sText_PkmnMadeItRain[] = _("{B_SCR_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY} made it rain!"); //not in gen 5+, ability popup -static const u8 sText_PkmnRaisedSpeed[] = _("{B_SCR_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY} raised its Speed!"); //not in gen 5+, ability popup -static const u8 sText_PkmnProtectedBy[] = _("{B_DEF_NAME_WITH_PREFIX} was protected by {B_DEF_ABILITY}!"); //not in gen 5+, ability popup -static const u8 sText_PkmnPreventsUsage[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY} prevents {B_ATK_NAME_WITH_PREFIX2} from using {B_CURRENT_MOVE}!"); //I don't see this in SV text -static const u8 sText_PkmnRestoredHPUsing[] = _("{B_DEF_NAME_WITH_PREFIX} restored HP using its {B_DEF_ABILITY}!"); //not in gen 5+, ability popup -static const u8 sText_PkmnsXMadeYUseless[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY} made {B_CURRENT_MOVE} useless!"); //not in gen 5+, ability popup -static const u8 sText_PkmnChangedTypeWith[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY} made it the {B_BUFF1} type!"); //not in gen 5+, ability popup -static const u8 sText_PkmnPreventsParalysisWith[] = _("{B_EFF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY} prevents paralysis!"); //not in gen 5+, ability popup -static const u8 sText_PkmnPreventsRomanceWith[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY} prevents romance!"); //not in gen 5+, ability popup -static const u8 sText_PkmnPreventsPoisoningWith[] = _("{B_EFF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY} prevents poisoning!"); //not in gen 5+, ability popup -static const u8 sText_PkmnPreventsConfusionWith[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY} prevents confusion!"); //not in gen 5+, ability popup -static const u8 sText_PkmnRaisedFirePowerWith[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY} raised the power of Fire-type moves!"); //not in gen 5+, ability popup -static const u8 sText_PkmnAnchorsItselfWith[] = _("{B_DEF_NAME_WITH_PREFIX} anchors itself with {B_DEF_ABILITY}!"); //not in gen 5+, ability popup -static const u8 sText_PkmnCutsAttackWith[] = _("{B_SCR_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY} cuts {B_DEF_NAME_WITH_PREFIX2}'s Attack!"); //not in gen 5+, ability popup -static const u8 sText_PkmnPreventsStatLossWith[] = _("{B_SCR_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY} prevents stat loss!"); //not in gen 5+, ability popup -static const u8 sText_PkmnHurtsWith[] = _("{B_ATK_NAME_WITH_PREFIX} was hurt by {B_DEF_NAME_WITH_PREFIX2}'s {B_BUFF1}!"); -static const u8 sText_PkmnTraced[] = _("It traced {B_BUFF1}'s {B_BUFF2}!"); -static const u8 sText_PkmnsXPreventsBurns[] = _("{B_EFF_NAME_WITH_PREFIX}'s {B_EFF_ABILITY} prevents burns!"); //not in gen 5+, ability popup -static const u8 sText_PkmnsXBlocksY[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY} blocks {B_CURRENT_MOVE}!"); //not in gen 5+, ability popup -static const u8 sText_PkmnsXBlocksY2[] = _("{B_SCR_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY} blocks {B_CURRENT_MOVE}!"); //not in gen 5+, ability popup -static const u8 sText_PkmnsXRestoredHPALittle2[] = _("{B_ATK_NAME_WITH_PREFIX}'s {B_ATK_ABILITY} restored its HP a little!"); //not in gen 5+, ability popup -static const u8 sText_PkmnsXWhippedUpSandstorm[] = _("{B_SCR_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY} whipped up a sandstorm!"); //not in gen 5+, ability popup -static const u8 sText_PkmnsXIntensifiedSun[] = _("{B_SCR_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY} intensified the sun's rays!"); //not in gen 5+, ability popup -static const u8 sText_PkmnsXPreventsYLoss[] = _("{B_SCR_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY} prevents {B_BUFF1} loss!"); //not in gen 5+, ability popup -static const u8 sText_PkmnsXInfatuatedY[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY} infatuated {B_ATK_NAME_WITH_PREFIX2}!"); //not in gen 5+, ability popup -static const u8 sText_PkmnsXMadeYIneffective[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY} made {B_CURRENT_MOVE} ineffective!"); //not in gen 5+, ability popup -static const u8 sText_PkmnsXCuredYProblem[] = _("{B_SCR_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY} cured its {B_BUFF1} problem!"); //not in gen 5+, ability popup -static const u8 sText_ItSuckedLiquidOoze[] = _("{B_ATK_NAME_WITH_PREFIX} sucked up the liquid ooze!"); -static const u8 sText_PkmnTransformed[] = _("{B_SCR_NAME_WITH_PREFIX} transformed!"); -static const u8 sText_PkmnsXTookAttack[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY} took the attack!"); //In gen 5+ but without naming the ability const u8 gText_PkmnsXPreventsSwitching[] = _("{B_BUFF1} is preventing switching out with its {B_LAST_ABILITY} Ability!\p"); -static const u8 sText_PkmnsXMadeItIneffective[] = _("{B_SCR_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY} made it ineffective!"); //not in gen 5+, ability popup -static const u8 sText_PkmnsXPreventsFlinching[] = _("{B_EFF_NAME_WITH_PREFIX}'s {B_EFF_ABILITY} prevents flinching!"); //not in gen 5+, ability popup -static const u8 sText_PkmnsXPreventsYsZ[] = _("{B_ATK_NAME_WITH_PREFIX}'s {B_ATK_ABILITY} prevents {B_DEF_NAME_WITH_PREFIX2}'s {B_DEF_ABILITY} from working!"); -static const u8 sText_PkmnsAbilityPreventsAbility[] = _("{B_SCR_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY} prevents {B_DEF_NAME_WITH_PREFIX2}'s {B_DEF_ABILITY} from working!"); //not in gen 5+, ability popup -static const u8 sText_PkmnsXCuredItsYProblem[] = _("{B_SCR_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY} cured its {B_BUFF1} problem!"); //not in gen 5+, ability popup -static const u8 sText_PkmnsXHadNoEffectOnY[] = _("{B_SCR_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY} had no effect on {B_EFF_NAME_WITH_PREFIX2}!"); //not in gen 5+, ability popup const u8 gText_StatSharply[] = _("sharply "); const u8 gText_StatRose[] = _("rose!"); -static const u8 sText_StatHarshly[] = _("harshly "); const u8 gText_StatFell[] = _("fell!"); -static const u8 sText_AttackersStatRose[] = _("{B_ATK_NAME_WITH_PREFIX}'s {B_BUFF1} {B_BUFF2}"); const u8 gText_DefendersStatRose[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_BUFF1} {B_BUFF2}"); -static const u8 sText_UsingItemTheStatOfPkmnRose[] = _("Using {B_LAST_ITEM}, the {B_BUFF1} of {B_SCR_NAME_WITH_PREFIX2} {B_BUFF2}"); //todo: update this, will require code changes -static const u8 sText_AttackersStatFell[] = _("{B_ATK_NAME_WITH_PREFIX}'s {B_BUFF1} {B_BUFF2}"); -static const u8 sText_DefendersStatFell[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_BUFF1} {B_BUFF2}"); -static const u8 sText_StatsWontIncrease2[] = _("{B_ATK_NAME_WITH_PREFIX}'s stats won't go any higher!"); -static const u8 sText_StatsWontDecrease2[] = _("{B_DEF_NAME_WITH_PREFIX}'s stats won't go any lower!"); -static const u8 sText_CriticalHit[] = _("A critical hit!"); -static const u8 sText_OneHitKO[] = _("It's a one-hit KO!"); -static const u8 sText_123Poof[] = _("One…{PAUSE 10}two…{PAUSE 10}and…{PAUSE 10}{PAUSE 20}{PLAY_SE SE_BALL_BOUNCE_1}ta-da!\p"); -static const u8 sText_AndEllipsis[] = _("And…\p"); -static const u8 sText_HMMovesCantBeForgotten[] = _("HM moves can't be forgotten now.\p"); -static const u8 sText_NotVeryEffective[] = _("It's not very effective…"); -static const u8 sText_SuperEffective[] = _("It's super effective!"); static const u8 sText_GotAwaySafely[] = _("{PLAY_SE SE_FLEE}You got away safely!\p"); -static const u8 sText_PkmnFledUsingIts[] = _("{PLAY_SE SE_FLEE}{B_ATK_NAME_WITH_PREFIX} fled using its {B_LAST_ITEM}!\p"); -static const u8 sText_PkmnFledUsing[] = _("{PLAY_SE SE_FLEE}{B_ATK_NAME_WITH_PREFIX} fled using {B_ATK_ABILITY}!\p"); //not in gen 5+ -static const u8 sText_WildPkmnFled[] = _("{PLAY_SE SE_FLEE}The wild {B_BUFF1} fled!"); static const u8 sText_PlayerDefeatedLinkTrainer[] = _("You defeated {B_LINK_OPPONENT1_NAME}!"); static const u8 sText_TwoLinkTrainersDefeated[] = _("You defeated {B_LINK_OPPONENT1_NAME} and {B_LINK_OPPONENT2_NAME}!"); static const u8 sText_PlayerLostAgainstLinkTrainer[] = _("You lost against {B_LINK_OPPONENT1_NAME}!"); @@ -338,65 +67,8 @@ static const u8 sText_PlayerBattledToDrawLinkTrainer[] = _("You battled to a dra static const u8 sText_PlayerBattledToDrawVsTwo[] = _("You battled to a draw against {B_LINK_OPPONENT1_NAME} and {B_LINK_OPPONENT2_NAME}!"); static const u8 sText_WildFled[] = _("{PLAY_SE SE_FLEE}{B_LINK_OPPONENT1_NAME} fled!"); //not in gen 5+, replaced with match was forfeited text static const u8 sText_TwoWildFled[] = _("{PLAY_SE SE_FLEE}{B_LINK_OPPONENT1_NAME} and {B_LINK_OPPONENT2_NAME} fled!"); //not in gen 5+, replaced with match was forfeited text -static const u8 sText_NoRunningFromTrainers[] = _("No! There's no running from a Trainer battle!\p"); -static const u8 sText_CantEscape[] = _("You can't escape!\p"); -static const u8 sText_DontLeaveBirch[] = _(""); // Dummied -static const u8 sText_ButNothingHappened[] = _("But nothing happened!"); -static const u8 sText_ButItFailed[] = _("But it failed!"); -static const u8 sText_ItHurtConfusion[] = _("It hurt itself in its confusion!"); -static const u8 sText_MirrorMoveFailed[] = _("The Mirror Move failed!"); //not in gen 5+, uses "but it failed" -static const u8 sText_StartedToRain[] = _("It started to rain!"); -static const u8 sText_DownpourStarted[] = _("A downpour started!"); // corresponds to DownpourText in pokegold and pokecrystal and is used by Rain Dance in GSC -static const u8 sText_RainContinues[] = _("Rain continues to fall."); //not in gen 5+ -static const u8 sText_DownpourContinues[] = _("The downpour continues."); // unused -static const u8 sText_RainStopped[] = _("The rain stopped."); -static const u8 sText_SandstormBrewed[] = _("A sandstorm kicked up!"); -static const u8 sText_SandstormRages[] = _("The sandstorm is raging."); -static const u8 sText_SandstormSubsided[] = _("The sandstorm subsided."); -static const u8 sText_SunlightGotBright[] = _("The sunlight turned harsh!"); -static const u8 sText_SunlightStrong[] = _("The sunlight is strong."); //not in gen 5+ -static const u8 sText_SunlightFaded[] = _("The sunlight faded."); -static const u8 sText_StartedHail[] = _("It started to hail!"); -static const u8 sText_HailContinues[] = _("The hail is crashing down."); -static const u8 sText_HailStopped[] = _("The hail stopped."); -static const u8 sText_StartedSnow[] = _("It started to snow!"); -static const u8 sText_SnowContinues[] = _("Snow continues to fall."); //not in gen 5+ (lol) -static const u8 sText_SnowStopped[] = _("The snow stopped."); -static const u8 sText_FogCreptUp[] = _("Fog crept up as thick as soup!"); -static const u8 sText_FogIsDeep[] = _("The fog is deep…"); -static const u8 sText_FogLifted[] = _("The fog lifted."); -static const u8 sText_FailedToSpitUp[] = _("But it failed to spit up a thing!"); //not in gen 5+, uses "but it failed" -static const u8 sText_FailedToSwallow[] = _("But it failed to swallow a thing!"); //not in gen 5+, uses "but it failed" -static const u8 sText_WindBecameHeatWave[] = _("The wind turned into a Heat Wave!"); //unused -static const u8 sText_StatChangesGone[] = _("All stat changes were eliminated!"); -static const u8 sText_CoinsScattered[] = _("Coins were scattered everywhere!"); -static const u8 sText_TooWeakForSubstitute[] = _("But it does not have enough HP left to make a substitute!"); -static const u8 sText_SharedPain[] = _("The battlers shared their pain!"); -static const u8 sText_BellChimed[] = _("A bell chimed!"); -static const u8 sText_FaintInThree[] = _("All Pokémon that heard the song will faint in three turns!"); -static const u8 sText_NoPPLeft[] = _("There's no PP left for this move!\p"); //not in gen 5+ -static const u8 sText_ButNoPPLeft[] = _("But there was no PP left for the move!"); -static const u8 sText_PkmnIgnoresAsleep[] = _("{B_ATK_NAME_WITH_PREFIX} ignored orders and kept sleeping!"); -static const u8 sText_PkmnIgnoredOrders[] = _("{B_ATK_NAME_WITH_PREFIX} ignored orders!"); -static const u8 sText_PkmnBeganToNap[] = _("{B_ATK_NAME_WITH_PREFIX} began to nap!"); -static const u8 sText_PkmnLoafing[] = _("{B_ATK_NAME_WITH_PREFIX} is loafing around!"); -static const u8 sText_PkmnWontObey[] = _("{B_ATK_NAME_WITH_PREFIX} won't obey!"); -static const u8 sText_PkmnTurnedAway[] = _("{B_ATK_NAME_WITH_PREFIX} turned away!"); -static const u8 sText_PkmnPretendNotNotice[] = _("{B_ATK_NAME_WITH_PREFIX} pretended not to notice!"); -static const u8 sText_EnemyAboutToSwitchPkmn[] = _("{B_TRAINER1_CLASS} {B_TRAINER1_NAME} is about to send out {B_BUFF2}.\pWill you switch your Pokémon?"); -static const u8 sText_PkmnLearnedMove2[] = _("{B_ATK_NAME_WITH_PREFIX} learned {B_BUFF1}!"); static const u8 sText_PlayerDefeatedLinkTrainerTrainer1[] = _("You defeated {B_TRAINER1_CLASS} {B_TRAINER1_NAME}!\p"); -static const u8 sText_CreptCloser[] = _("{B_PLAYER_NAME} crept closer to {B_OPPONENT_MON1_NAME}!"); //safari -static const u8 sText_CantGetCloser[] = _("{B_PLAYER_NAME} can't get any closer!"); //safari -static const u8 sText_PkmnWatchingCarefully[] = _("{B_OPPONENT_MON1_NAME} is watching carefully!"); //safari -static const u8 sText_PkmnCuriousAboutX[] = _("{B_OPPONENT_MON1_NAME} is curious about the {B_BUFF1}!"); //safari -static const u8 sText_PkmnEnthralledByX[] = _("{B_OPPONENT_MON1_NAME} is enthralled by the {B_BUFF1}!"); //safari -static const u8 sText_PkmnIgnoredX[] = _("{B_OPPONENT_MON1_NAME} completely ignored the {B_BUFF1}!"); //safari -static const u8 sText_ThrewPokeblockAtPkmn[] = _("{B_PLAYER_NAME} threw a {POKEBLOCK} at the {B_OPPONENT_MON1_NAME}!"); //safari -static const u8 sText_OutOfSafariBalls[] = _("{PLAY_SE SE_DING_DONG}ANNOUNCER: You're out of Safari Balls! Game over!\p"); //safari -static const u8 sText_OpponentMon1Appeared[] = _("{B_OPPONENT_MON1_NAME} appeared!\p"); static const u8 sText_WildPkmnAppeared[] = _("You encountered a wild {B_OPPONENT_MON1_NAME}!\p"); -static const u8 sText_LegendaryPkmnAppeared[] = _("You encountered a wild {B_OPPONENT_MON1_NAME}!\p"); static const u8 sText_WildPkmnAppearedPause[] = _("You encountered a wild {B_OPPONENT_MON1_NAME}!{PAUSE 127}"); static const u8 sText_TwoWildPkmnAppeared[] = _("Oh! A wild {B_OPPONENT_MON1_NAME} and {B_OPPONENT_MON2_NAME} appeared!\p"); static const u8 sText_Trainer1WantsToBattle[] = _("You are challenged by {B_TRAINER1_CLASS} {B_TRAINER1_NAME}!\p"); @@ -453,394 +125,33 @@ static const u8 sText_Accuracy[] = _("accuracy"); static const u8 sText_Evasiveness[] = _("evasiveness"); const u8 *const gStatNamesTable[] = { - sText_HP, - sText_Attack, - sText_Defense, - sText_Speed, - sText_SpAttack, - sText_SpDefense, - sText_Accuracy, - sText_Evasiveness + [STAT_HP] = sText_HP, + [STAT_ATK] = sText_Attack, + [STAT_DEF] = sText_Defense, + [STAT_SPEED] = sText_Speed, + [STAT_SPATK] = sText_SpAttack, + [STAT_SPDEF] = sText_SpDefense, + [STAT_ACC] = sText_Accuracy, + [STAT_EVASION] = sText_Evasiveness, }; -static const u8 sText_PokeblockWasTooSpicy[] = _("was too spicy!"); -static const u8 sText_PokeblockWasTooDry[] = _("was too dry!"); -static const u8 sText_PokeblockWasTooSweet[] = _("was too sweet!"); -static const u8 sText_PokeblockWasTooBitter[] = _("was too bitter!"); -static const u8 sText_PokeblockWasTooSour[] = _("was too sour!"); - const u8 *const gPokeblockWasTooXStringTable[] = { - sText_PokeblockWasTooSpicy, - sText_PokeblockWasTooDry, - sText_PokeblockWasTooSweet, - sText_PokeblockWasTooBitter, - sText_PokeblockWasTooSour + [FLAVOR_SPICY] = COMPOUND_STRING("was too spicy!"), + [FLAVOR_DRY] = COMPOUND_STRING("was too dry!"), + [FLAVOR_SWEET] = COMPOUND_STRING("was too sweet!"), + [FLAVOR_BITTER] = COMPOUND_STRING("was too bitter!"), + [FLAVOR_SOUR] = COMPOUND_STRING("was too sour!"), }; -static const u8 sText_PlayerUsedItem[] = _("You used {B_LAST_ITEM}!"); -static const u8 sText_WallyUsedItem[] = _("WALLY used {B_LAST_ITEM}!"); //no decapitalize until it is everywhere -static const u8 sText_Trainer1UsedItem[] = _("{B_ATK_TRAINER_CLASS} {B_ATK_TRAINER_NAME} used {B_LAST_ITEM}!"); -static const u8 sText_TrainerBlockedBall[] = _("The Trainer blocked your Poké Ball!"); -static const u8 sText_DontBeAThief[] = _("Don't be a thief!"); -static const u8 sText_ItDodgedBall[] = _("It dodged your thrown Poké Ball! This Pokémon can't be caught!"); -static const u8 sText_YouMissedPkmn[] = _("You missed the Pokémon!"); -static const u8 sText_PkmnBrokeFree[] = _("Oh no! The Pokémon broke free!"); -static const u8 sText_ItAppearedCaught[] = _("Aww! It appeared to be caught!"); -static const u8 sText_AarghAlmostHadIt[] = _("Aargh! Almost had it!"); -static const u8 sText_ShootSoClose[] = _("Gah! It was so close, too!"); -static const u8 sText_GotchaPkmnCaughtPlayer[] = _("Gotcha! {B_DEF_NAME} was caught!{WAIT_SE}{PLAY_BGM MUS_CAUGHT}\p"); -static const u8 sText_GotchaPkmnCaughtWally[] = _("Gotcha! {B_DEF_NAME} was caught!{WAIT_SE}{PLAY_BGM MUS_CAUGHT}{PAUSE 127}"); -static const u8 sText_GiveNicknameCaptured[] = _("Would you like to give {B_DEF_NAME} a nickname?"); -static const u8 sText_PkmnSentToPC[] = _("{B_DEF_NAME} has been sent to {B_PC_CREATOR_NAME} PC!"); //Still used lanette's pc since terminology is different static const u8 sText_Someones[] = _("someone's"); static const u8 sText_Lanettes[] = _("LANETTE's"); //no decapitalize until it is everywhere -static const u8 sText_PkmnDataAddedToDex[] = _("{B_DEF_NAME}'s data has been added to the Pokédex!\p"); -static const u8 sText_ItIsRaining[] = _("It's raining!"); -static const u8 sText_SandstormIsRaging[] = _("The sandstorm is raging!"); -static const u8 sText_SunlightIsHarsh[] = _("The sunlight is harsh!"); -static const u8 sText_ItIsHailing[] = _("It's hailing!"); -static const u8 sText_ItIsSnowing[] = _("It's snowing!"); -static const u8 sText_IsCoveredWithGrass[] = _("The battlefield is covered with grass!"); -static const u8 sText_MistSwirlsAround[] = _("Mist swirls around the battlefield!"); -static const u8 sText_ElectricCurrentIsRunning[] = _("An electric current is running across the battlefield!"); -static const u8 sText_SeemsWeird[] = _("The battlefield seems weird!"); -static const u8 sText_BoxIsFull[] = _("The Box is full! You can't catch any more!\p"); static const u8 sText_EnigmaBerry[] = _("ENIGMA BERRY"); //no decapitalize until it is everywhere static const u8 sText_BerrySuffix[] = _(" BERRY"); //no decapitalize until it is everywhere -static const u8 sText_PkmnsItemCuredParalysis[] = _("{B_SCR_NAME_WITH_PREFIX}'s {B_LAST_ITEM} cured its paralysis!"); -static const u8 sText_PkmnsItemCuredPoison[] = _("{B_SCR_NAME_WITH_PREFIX}'s {B_LAST_ITEM} cured its poison!"); -static const u8 sText_PkmnsItemHealedBurn[] = _("{B_SCR_NAME_WITH_PREFIX}'s {B_LAST_ITEM} cured its burn!"); -static const u8 sText_PkmnsItemHealedFrostbite[] = _("{B_SCR_NAME_WITH_PREFIX}'s {B_LAST_ITEM} cured its frostbite!"); -static const u8 sText_PkmnsItemDefrostedIt[] = _("{B_SCR_NAME_WITH_PREFIX}'s {B_LAST_ITEM} defrosted it!"); -static const u8 sText_PkmnsItemWokeIt[] = _("{B_SCR_NAME_WITH_PREFIX}'s {B_LAST_ITEM} woke it up!"); -static const u8 sText_PkmnsItemSnappedOut[] = _("{B_SCR_NAME_WITH_PREFIX}'s {B_LAST_ITEM} snapped it out of its confusion!"); -static const u8 sText_PkmnsItemCuredProblem[] = _("{B_SCR_NAME_WITH_PREFIX}'s {B_LAST_ITEM} cured its {B_BUFF1} problem!"); -static const u8 sText_PkmnsItemNormalizedStatus[] = _("{B_SCR_NAME_WITH_PREFIX}'s {B_LAST_ITEM} normalized its status!"); -static const u8 sText_PkmnsItemRestoredHealth[] = _("{B_SCR_NAME_WITH_PREFIX} restored its health using its {B_LAST_ITEM}!"); -static const u8 sText_PkmnsItemRestoredPP[] = _("{B_SCR_NAME_WITH_PREFIX} restored PP to its move {B_BUFF1} using its {B_LAST_ITEM}!"); -static const u8 sText_PkmnsItemRestoredStatus[] = _("{B_SCR_NAME_WITH_PREFIX} returned its stats to normal using its {B_LAST_ITEM}!"); -static const u8 sText_PkmnsItemRestoredHPALittle[] = _("{B_SCR_NAME_WITH_PREFIX} restored a little HP using its {B_LAST_ITEM}!"); -static const u8 sText_ItemAllowsOnlyYMove[] = _("{B_LAST_ITEM} only allows the use of {B_CURRENT_MOVE}!\p"); -static const u8 sText_PkmnHungOnWithX[] = _("{B_DEF_NAME_WITH_PREFIX} hung on using its {B_LAST_ITEM}!"); const u8 gText_EmptyString3[] = _(""); -static const u8 sText_PlayedFluteCatchyTune[] = _("{B_PLAYER_NAME} played the {B_LAST_ITEM}.\pNow, that's a catchy tune!"); -static const u8 sText_PlayedThe[] = _("{B_PLAYER_NAME} played the {B_LAST_ITEM}."); -static const u8 sText_PkmnHearingFluteAwoke[] = _("The Pokémon hearing the flute awoke!"); -static const u8 sText_YouThrowABallNowRight[] = _("You throw a Ball now, right? I… I'll do my best!"); -// battle strings -static const u8 sText_EnduredViaSturdy[] = _("{B_DEF_NAME_WITH_PREFIX} endured the hit using {B_DEF_ABILITY}!"); -static const u8 sText_PowerHerbActivation[] = _("{B_ATK_NAME_WITH_PREFIX} became fully charged due to its {B_LAST_ITEM}!"); -static const u8 sText_HurtByItem[] = _("{B_ATK_NAME_WITH_PREFIX} was hurt by the {B_LAST_ITEM}!"); -static const u8 sText_BadlyPoisonedByItem[] = _("{B_EFF_NAME_WITH_PREFIX} was badly poisoned by the {B_LAST_ITEM}!"); -static const u8 sText_BurnedByItem[] = _("{B_EFF_NAME_WITH_PREFIX} was burned by the {B_LAST_ITEM}!"); -static const u8 sText_TargetAbilityActivates[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY} activates!"); -static const u8 sText_GravityIntensified[] = _("Gravity intensified!"); -static const u8 sText_TargetIdentified[] = _("{B_DEF_NAME_WITH_PREFIX} was identified!"); -static const u8 sText_TargetWokeUp[] = _("{B_DEF_NAME_WITH_PREFIX} woke up!"); -static const u8 sText_PkmnStoleAndAteItem[] = _("{B_ATK_NAME_WITH_PREFIX} stole and ate its target's {B_LAST_ITEM}!"); -static const u8 sText_TailWindBlew[] = _("The Tailwind blew from behind {B_ATK_TEAM2} team!"); -static const u8 sText_PkmnWentBack[] = _("{B_ATK_NAME_WITH_PREFIX} went back to {B_ATK_TRAINER_NAME}!"); -static const u8 sText_PkmnCantUseItemsAnymore[] = _("{B_DEF_NAME_WITH_PREFIX} can't use items anymore!"); -static const u8 sText_PkmnFlung[] = _("{B_ATK_NAME_WITH_PREFIX} flung its {B_LAST_ITEM}!"); -static const u8 sText_PkmnPreventedFromHealing[] = _("{B_DEF_NAME_WITH_PREFIX} was prevented from healing!"); -static const u8 sText_PkmnSwitchedAtkAndDef[] = _("{B_ATK_NAME_WITH_PREFIX} switched its Attack and Defense!"); -static const u8 sText_PkmnsAbilitySuppressed[] = _("{B_DEF_NAME_WITH_PREFIX}'s Ability was suppressed!"); -static const u8 sText_ShieldedFromCriticalHits[] = _("Lucky Chant shielded {B_ATK_TEAM2} team from critical hits!"); -static const u8 sText_SwitchedAtkAndSpAtk[] = _("{B_ATK_NAME_WITH_PREFIX} switched all changes to its Attack and Sp. Atk\pwith its target!"); -static const u8 sText_SwitchedDefAndSpDef[] = _("{B_ATK_NAME_WITH_PREFIX} switched all changes to its Defense and Sp. Def\pwith its target!"); -static const u8 sText_PkmnAcquiredAbility[] = _("{B_DEF_NAME_WITH_PREFIX} acquired {B_DEF_ABILITY}!"); -static const u8 sText_PoisonSpikesScattered[] = _("Poison spikes were scattered on the ground all around {B_DEF_TEAM2} team!"); -static const u8 sText_PkmnSwitchedStatChanges[] = _("{B_ATK_NAME_WITH_PREFIX} switched stat changes with its target!"); -static const u8 sText_PkmnSurroundedWithVeilOfWater[] = _("{B_ATK_NAME_WITH_PREFIX} surrounded itself with a veil of water!"); -static const u8 sText_PkmnLevitatedOnElectromagnetism[] = _("{B_ATK_NAME_WITH_PREFIX} levitated with electromagnetism!"); -static const u8 sText_PkmnTwistedDimensions[] = _("{B_ATK_NAME_WITH_PREFIX} twisted the dimensions!"); -static const u8 sText_DimensionsWereTwisted[] = _("The dimensions were twisted!"); -static const u8 sText_PointedStonesFloat[] =_("Pointed stones float in the air around {B_DEF_TEAM2} team!"); -static const u8 sText_CloakedInMysticalMoonlight[] =_("{B_ATK_NAME_WITH_PREFIX} became cloaked in mystical moonlight!"); -static const u8 sText_TrappedBySwirlingMagma[] =_("{B_DEF_NAME_WITH_PREFIX} became trapped by swirling magma!"); -static const u8 sText_VanishedInstantly[] =_("{B_ATK_NAME_WITH_PREFIX} vanished instantly!"); -static const u8 sText_ProtectedTeam[] =_("{B_CURRENT_MOVE} protected {B_ATK_TEAM2} team!"); -static const u8 sText_SharedItsGuard[] =_("{B_ATK_NAME_WITH_PREFIX} shared its guard with the target!"); -static const u8 sText_SharedItsPower[] =_("{B_ATK_NAME_WITH_PREFIX} shared its power with the target!"); -static const u8 sText_SwapsDefAndSpDefOfAllPkmn[] =_("It created a bizarre area in which Defense and Sp. Def stats are swapped!"); -static const u8 sText_BizzareAreaCreated[] =_("A bizarre area was created in which Defense and Sp. Def stats are swapped!"); -static const u8 sText_BecameNimble[] =_("{B_ATK_NAME_WITH_PREFIX} became nimble!"); -static const u8 sText_HurledIntoTheAir[] =_("{B_DEF_NAME_WITH_PREFIX} was hurled into the air!"); -static const u8 sText_HeldItemsLoseEffects[] =_("It created a bizarre area in which Pokémon's held items lose their effects!"); -static const u8 sText_BizarreArenaCreated[] =_("A bizarre area was created in which Pokémon's held items lose their effects!"); -static const u8 sText_FellStraightDown[] =_("{B_DEF_NAME_WITH_PREFIX} fell straight down!"); -static const u8 sText_TargetChangedType[] =_("{B_DEF_NAME_WITH_PREFIX} transformed into the {B_BUFF1} type!"); -static const u8 sText_PkmnAcquiredSimple[] =_("{B_DEF_NAME_WITH_PREFIX} acquired Simple!"); //shouldn't directly use the name -static const u8 sText_KindOffer[] =_("{B_DEF_NAME_WITH_PREFIX} took the kind offer!"); -static const u8 sText_ResetsTargetsStatLevels[] =_("{B_DEF_NAME_WITH_PREFIX}'s stat changes were removed!"); -static const u8 sText_AllySwitchPosition[] =_("{B_ATK_NAME_WITH_PREFIX} and {B_SCR_NAME_WITH_PREFIX2} switched places!"); -static const u8 sText_RestoreTargetsHealth[] =_("{B_DEF_NAME_WITH_PREFIX}'s HP was restored!"); -static const u8 sText_TookPkmnIntoTheSky[] =_("{B_ATK_NAME_WITH_PREFIX} took {B_DEF_NAME_WITH_PREFIX2} into the sky!"); -static const u8 sText_FreedFromSkyDrop[] =_("{B_DEF_NAME_WITH_PREFIX} was freed from the Sky Drop!"); -static const u8 sText_PostponeTargetMove[] =_("{B_DEF_NAME_WITH_PREFIX}'s move was postponed!"); -static const u8 sText_ReflectTargetsType[] =_("{B_ATK_NAME_WITH_PREFIX} became the same type as {B_DEF_NAME_WITH_PREFIX2}!"); -static const u8 sText_TransferHeldItem[] =_("{B_DEF_NAME_WITH_PREFIX} received {B_LAST_ITEM} from {B_ATK_NAME_WITH_PREFIX2}"); -static const u8 sText_EmbargoEnds[] = _("{B_ATK_NAME_WITH_PREFIX} can use items again!"); -static const u8 sText_Electromagnetism[] = _("electromagnetism"); -static const u8 sText_BufferEnds[] = _("{B_ATK_NAME_WITH_PREFIX}'s {B_BUFF1} wore off!"); -static const u8 sText_ThroatChopEnds[] = _("{B_ATK_NAME_WITH_PREFIX} can use sound-based moves again!"); -static const u8 sText_TelekinesisEnds[] = _("{B_ATK_NAME_WITH_PREFIX} was freed from the telekinesis!"); -static const u8 sText_TailwindEnds[] = _("{B_ATK_TEAM1} team's Tailwind petered out!"); -static const u8 sText_LuckyChantEnds[] = _("{B_ATK_TEAM1} team's Lucky Chant wore off!"); -static const u8 sText_TrickRoomEnds[] = _("The twisted dimensions returned to normal!"); -static const u8 sText_WonderRoomEnds[] = _("Wonder Room wore off, and Defense and Sp. Def stats returned to normal!"); -static const u8 sText_MagicRoomEnds[] = _("Magic Room wore off, and held items' effects returned to normal!"); -static const u8 sText_MudSportEnds[] = _("The effects of Mud Sport have faded."); -static const u8 sText_WaterSportEnds[] = _("The effects of Water Sport have faded."); -static const u8 sText_GravityEnds[] = _("Gravity returned to normal!"); -static const u8 sText_AquaRingHeal[] = _("A veil of water restored {B_ATK_NAME_WITH_PREFIX2}'s HP!"); -static const u8 sText_TargetAbilityRaisedStat[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY} raised its {B_BUFF1}!"); -static const u8 sText_TargetAbilityLoweredStat[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY} lowered its {B_BUFF1}!"); -static const u8 sText_AttackerAbilityRaisedStat[] = _("{B_ATK_NAME_WITH_PREFIX}'s {B_ATK_ABILITY} raised its {B_BUFF1}!"); -static const u8 sText_ScriptingAbilityRaisedStat[] = _("{B_SCR_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY} raised its {B_BUFF1}!"); -static const u8 sText_ElectricTerrainEnds[] = _("The electricity disappeared from the battlefield."); -static const u8 sText_MistyTerrainEnds[] = _("The mist disappeared from the battlefield."); -static const u8 sText_PsychicTerrainEnds[] = _("The weirdness disappeared from the battlefield!"); -static const u8 sText_GrassyTerrainEnds[] = _("The grass disappeared from the battlefield."); -static const u8 sText_TargetsStatWasMaxedOut[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY} maxed its {B_BUFF1}!"); -static const u8 sText_PoisonHealHpUp[] = _("The poisoning healed {B_ATK_NAME_WITH_PREFIX2} a little bit!"); //don't think this message is displayed anymore -static const u8 sText_BadDreamsDmg[] = _("{B_DEF_NAME_WITH_PREFIX} is tormented!"); -static const u8 sText_MoldBreakerEnters[] = _("{B_SCR_NAME_WITH_PREFIX} breaks the mold!"); -static const u8 sText_TeravoltEnters[] = _("{B_SCR_NAME_WITH_PREFIX} is radiating a bursting aura!"); -static const u8 sText_TurboblazeEnters[] = _("{B_SCR_NAME_WITH_PREFIX} is radiating a blazing aura!"); -static const u8 sText_SlowStartEnters[] = _("{B_SCR_NAME_WITH_PREFIX} is slow to get going!"); -static const u8 sText_SlowStartEnd[] = _("{B_ATK_NAME_WITH_PREFIX} finally got its act together!"); -static const u8 sText_SolarPowerHpDrop[] = _("{B_ATK_NAME_WITH_PREFIX}'s {B_ATK_ABILITY} takes its toll!"); //don't think this message is displayed anymore -static const u8 sText_AftermathDmg[] = _("{B_ATK_NAME_WITH_PREFIX} was hurt!"); -static const u8 sText_AnticipationActivates[] = _("{B_SCR_NAME_WITH_PREFIX} shuddered!"); -static const u8 sText_ForewarnActivates[] = _("{B_SCR_ACTIVE_ABILITY} alerted {B_SCR_NAME_WITH_PREFIX2} to {B_DEF_NAME_WITH_PREFIX2}'s {B_BUFF1}!"); -static const u8 sText_IceBodyHpGain[] = _("{B_ATK_NAME_WITH_PREFIX}'s {B_ATK_ABILITY} healed it a little bit!"); //don't think this message is displayed anymore -static const u8 sText_SnowWarningHail[] = _("It started to hail!"); -static const u8 sText_SnowWarningSnow[] = _("It started to snow!"); -static const u8 sText_FriskActivates[] = _("{B_ATK_NAME_WITH_PREFIX} frisked {B_DEF_NAME_WITH_PREFIX2} and found its {B_LAST_ITEM}!"); -static const u8 sText_UnnerveEnters[] = _("{B_DEF_TEAM1} team is too nervous to eat Berries!"); -static const u8 sText_HarvestBerry[] = _("{B_ATK_NAME_WITH_PREFIX} harvested its {B_LAST_ITEM}!"); -static const u8 sText_LastAbilityRaisedBuff1[] = _("{B_ATK_NAME_WITH_PREFIX}'s {B_LAST_ABILITY} raised its {B_BUFF1}!"); -static const u8 sText_MagicBounceActivates[] = _("{B_DEF_NAME_WITH_PREFIX} bounced the {B_ATK_NAME_WITH_PREFIX2} back!"); -static const u8 sText_ProteanTypeChange[] = _("{B_ATK_NAME_WITH_PREFIX}'s {B_ATK_ABILITY} transformed it into the {B_BUFF1} type!"); -static const u8 sText_StealthRockDmg[] = _("Pointed stones dug into {B_SCR_NAME_WITH_PREFIX2}!"); -static const u8 sText_ToxicSpikesAbsorbed[] = _("The poison spikes disappeared from the ground around {B_ATK_TEAM2} team!"); -static const u8 sText_ToxicSpikesPoisoned[] = _("{B_SCR_NAME_WITH_PREFIX} was poisoned!"); -static const u8 sText_StickyWebSwitchIn[] = _("{B_SCR_NAME_WITH_PREFIX} was caught in a sticky web!"); -static const u8 sText_HealingWishCameTrue[] = _("The healing wish came true for {B_ATK_NAME_WITH_PREFIX2}!"); -static const u8 sText_HealingWishHealed[] = _("{B_ATK_NAME_WITH_PREFIX} regained health!"); -static const u8 sText_LunarDanceCameTrue[] = _("{B_ATK_NAME_WITH_PREFIX} became cloaked in mystical moonlight!"); -static const u8 sText_CursedBodyDisabled[] = _("{B_ATK_NAME_WITH_PREFIX}'s {B_BUFF1} was disabled by {B_DEF_NAME_WITH_PREFIX2}'s {B_DEF_ABILITY}!"); -static const u8 sText_AttackerAcquiredAbility[] = _("{B_ATK_NAME_WITH_PREFIX} acquired {B_ATK_ABILITY}!"); -static const u8 sText_TargetStatWontGoHigher[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_BUFF1} won't go any higher!"); -static const u8 sText_PkmnMoveBouncedViaAbility[] = _("{B_ATK_NAME_WITH_PREFIX}'s {B_CURRENT_MOVE} was bounced back by {B_DEF_NAME_WITH_PREFIX2}'s {B_DEF_ABILITY}!"); -static const u8 sText_ImposterTransform[] = _("{B_ATK_NAME_WITH_PREFIX} transformed into {B_DEF_NAME_WITH_PREFIX2} using {B_LAST_ABILITY}!"); -static const u8 sText_NotDoneYet[] = _("This move effect is not done yet!\p"); -static const u8 sText_PkmnBlewAwayToxicSpikes[] = _("{B_ATK_NAME_WITH_PREFIX} blew away Toxic Spikes!"); -static const u8 sText_PkmnBlewAwayStickyWeb[] = _("{B_ATK_NAME_WITH_PREFIX} blew away Sticky Web!"); -static const u8 sText_PkmnBlewAwayStealthRock[] = _("{B_ATK_NAME_WITH_PREFIX} blew away Stealth Rock!"); -static const u8 sText_SpikesDisappearedFromTeam[] = _("The spikes disappeared from the ground around {B_ATK_TEAM2} team!"); -static const u8 sText_ToxicSpikesDisappearedFromTeam[] = _("The poison spikes disappeared from the ground around {B_ATK_TEAM2} team!"); -static const u8 sText_StealthRockDisappearedFromTeam[] = _("The pointed stones disappeared from around {B_ATK_TEAM2} team!"); -static const u8 sText_StickyWebDisappearedFromTeam[] = _("The sticky web has disappeared from the ground around {B_ATK_TEAM2} team!"); -static const u8 sText_StickyWebUsed[] = _("A sticky web has been laid out on the ground around {B_DEF_TEAM2} team!"); -static const u8 sText_QuashSuccess[] = _("{B_DEF_NAME_WITH_PREFIX}'s move was postponed!"); -static const u8 sText_IonDelugeOn[] = _("A deluge of ions showers the battlefield!"); -static const u8 sText_TopsyTurvySwitchedStats[] = _("All stat changes on {B_DEF_NAME_WITH_PREFIX2} were inverted!"); -static const u8 sText_TerrainBecomesMisty[] = _("Mist swirled around the battlefield!"); -static const u8 sText_TerrainBecomesGrassy[] = _("Grass grew to cover the battlefield!"); -static const u8 sText_TerrainBecomesElectric[] = _("An electric current ran across the battlefield!"); -static const u8 sText_TerrainBecomesPsychic[] = _("The battlefield got weird!"); -static const u8 sText_TargetElectrified[] = _("{B_DEF_NAME_WITH_PREFIX}'s moves have been electrified!"); -static const u8 sText_AssaultVestDoesntAllow[] = _("The effects of the {B_LAST_ITEM} prevent status moves from being used!\p"); -static const u8 sText_GravityPreventsUsage[] = _("{B_ATK_NAME_WITH_PREFIX} can't use {B_CURRENT_MOVE} because of gravity!\p"); -static const u8 sText_HealBlockPreventsUsage[] = _("{B_ATK_NAME_WITH_PREFIX} was prevented from healing!\p"); -static const u8 sText_FerventWishReached[] = _("{B_ATK_TRAINER_NAME}'s fervent wish has reached {B_ATK_NAME_WITH_PREFIX2}!"); -static const u8 sText_MegaEvoEvolved[] = _("{B_ATK_NAME_WITH_PREFIX} has Mega Evolved into Mega {B_BUFF1}!"); +// New battle strings. const u8 gText_drastically[] = _("drastically "); const u8 gText_severely[] = _("severely "); -static const u8 sText_Infestation[] = _("{B_DEF_NAME_WITH_PREFIX} has been afflicted with an infestation by {B_ATK_NAME_WITH_PREFIX2}!"); -static const u8 sText_NoEffectOnTarget[] = _("It won't have any effect on {B_DEF_NAME_WITH_PREFIX2}!"); -static const u8 sText_BurstingFlames[] = _("The bursting flames hit {B_SCR_NAME_WITH_PREFIX2}!"); -static const u8 sText_BestowItemGiving[] = _("{B_DEF_NAME_WITH_PREFIX} received {B_LAST_ITEM} from {B_ATK_NAME_WITH_PREFIX2}!"); -static const u8 sText_ThirdTypeAdded[] = _("{B_BUFF1} type was added to {B_DEF_NAME_WITH_PREFIX2}!"); -static const u8 sText_FellForFeint[] = _("{B_DEF_NAME_WITH_PREFIX} fell for the feint!"); -static const u8 sText_PokemonCannotUseMove[] = _("{B_ATK_NAME_WITH_PREFIX} cannot use {B_CURRENT_MOVE}!"); -static const u8 sText_CoveredInPowder[] = _("{B_DEF_NAME_WITH_PREFIX} is covered in powder!"); -static const u8 sText_PowderExplodes[] = _("When the flame touched the powder on the Pokémon, it exploded!"); -static const u8 sText_BelchCantUse[] = _("{B_ATK_NAME_WITH_PREFIX} hasn't eaten any held Berries, so it can't possibly belch!\p"); -static const u8 sText_SpectralThiefSteal[] = _("{B_ATK_NAME_WITH_PREFIX} stole the target's boosted stats!"); -static const u8 sText_GravityGrounding[] = _("{B_DEF_NAME_WITH_PREFIX} fell from the sky due to the gravity!"); -static const u8 sText_MistyTerrainPreventsStatus[] = _("{B_DEF_NAME_WITH_PREFIX} surrounds itself with a protective mist!"); -static const u8 sText_GrassyTerrainHeals[] = _("{B_ATK_NAME_WITH_PREFIX} is healed by the grassy terrain!"); -static const u8 sText_ElectricTerrainPreventsSleep[] = _("{B_DEF_NAME_WITH_PREFIX} surrounds itself with electrified terrain!"); -static const u8 sText_PsychicTerrainPreventsPriority[] = _("{B_DEF_NAME_WITH_PREFIX} surrounds itself with psychic terrain!"); -static const u8 sText_SafetyGogglesProtected[] = _("{B_DEF_NAME_WITH_PREFIX} is not affected thanks to its {B_LAST_ITEM}!"); -static const u8 sText_FlowerVeilProtected[] = _("{B_DEF_NAME_WITH_PREFIX} surrounded itself with a veil of petals!"); -static const u8 sText_SweetVeilProtected[] = _("{B_DEF_NAME_WITH_PREFIX} can't fall asleep due to a veil of sweetness!"); -static const u8 sText_AromaVeilProtected[] = _("{B_DEF_NAME_WITH_PREFIX} is protected by an aromatic veil!"); -static const u8 sText_CelebrateMessage[] = _("Congratulations, {B_PLAYER_NAME}!"); -static const u8 sText_UsedInstructedMove[] = _("{B_ATK_NAME_WITH_PREFIX} followed {B_BUFF1}'s instructions!"); -static const u8 sText_LaserFocusMessage[] = _("{B_ATK_NAME_WITH_PREFIX} concentrated intensely!"); -static const u8 sText_GemActivates[] = _("The {B_LAST_ITEM} strengthened {B_ATK_NAME_WITH_PREFIX2}'s power!"); -static const u8 sText_TargetAteItem[] = _("{B_DEF_NAME_WITH_PREFIX} ate its {B_LAST_ITEM}!"); -static const u8 sText_AirBalloonFloat[] = _("{B_SCR_NAME_WITH_PREFIX} floats in the air with its Air Balloon!"); -static const u8 sText_AirBalloonPop[] = _("{B_DEF_NAME_WITH_PREFIX}'s Air Balloon popped!"); -static const u8 sText_IncinerateBurn[] = _("{B_EFF_NAME_WITH_PREFIX}'s {B_LAST_ITEM} was burnt up!"); -static const u8 sText_BugBite[] = _("{B_ATK_NAME_WITH_PREFIX} stole and ate its target's {B_LAST_ITEM}!"); -static const u8 sText_IllusionWoreOff[] = _("{B_DEF_NAME_WITH_PREFIX}'s illusion wore off!"); -static const u8 sText_AttackerCuredTargetStatus[] = _("{B_ATK_NAME_WITH_PREFIX} cured {B_DEF_NAME_WITH_PREFIX2}'s problem!"); -static const u8 sText_AttackerLostFireType[] = _("{B_ATK_NAME_WITH_PREFIX} burned itself out!"); -static const u8 sText_HealerCure[] = _("{B_ATK_NAME_WITH_PREFIX}'s {B_LAST_ABILITY} cured {B_SCR_NAME_WITH_PREFIX2}'s problem!"); -static const u8 sText_ReceiverAbilityTakeOver[] = _("{B_SCR_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY} was taken over!"); -static const u8 sText_PkmnAbsorbingPower[] = _("{B_ATK_NAME_WITH_PREFIX} is absorbing power!"); -static const u8 sText_NoOneWillBeAbleToRun[] = _("No one will be able to run away during the next turn!"); -static const u8 sText_DestinyKnotActivates[] = _("{B_SCR_NAME_WITH_PREFIX} fell in love because of the {B_LAST_ITEM}!"); -static const u8 sText_CloakedInAFreezingLight[] = _("{B_ATK_NAME_WITH_PREFIX} became cloaked in a freezing light!"); -static const u8 sText_AuraFlaredToLife[] = _("{B_DEF_NAME_WITH_PREFIX}'s aura flared to life!"); -static const u8 sText_AirLockActivates[] = _("The effects of the weather disappeared."); -static const u8 sText_PressureActivates[] = _("{B_SCR_NAME_WITH_PREFIX} is exerting its pressure!"); -static const u8 sText_DarkAuraActivates[] = _("{B_SCR_NAME_WITH_PREFIX} is radiating a dark aura!"); -static const u8 sText_FairyAuraActivates[] = _("{B_SCR_NAME_WITH_PREFIX} is radiating a fairy aura!"); -static const u8 sText_AuraBreakActivates[] = _("{B_SCR_NAME_WITH_PREFIX} reversed all other Pokémon's auras!"); -static const u8 sText_ComatoseActivates[] = _("{B_SCR_NAME_WITH_PREFIX} is drowsing!"); -static const u8 sText_ScreenCleanerActivates[] = _("All screens on the field were cleansed!"); -static const u8 sText_FetchedPokeBall[] = _("{B_SCR_NAME_WITH_PREFIX} found a {B_LAST_ITEM}!"); -static const u8 sText_BattlerAbilityRaisedStat[] = _("{B_SCR_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY} raised its {B_BUFF1}!"); -static const u8 sText_ASandstormKickedUp[] = _("A sandstorm kicked up!"); -static const u8 sText_PkmnsWillPerishIn3Turns[] = _("Both Pokémon will perish in three turns!"); //don't think this message is displayed anymore -static const u8 sText_AbilityRaisedStatDrastically[] = _("{B_DEF_ABILITY} raised {B_DEF_NAME_WITH_PREFIX2}'s {B_BUFF1} drastically!"); -static const u8 sText_AsOneEnters[] = _("{B_SCR_NAME_WITH_PREFIX} has two Abilities!"); -static const u8 sText_PkmnMadeShellGleam[] = _("{B_DEF_NAME_WITH_PREFIX} made its shell gleam! It's distorting type matchups!"); -static const u8 sText_CuriousMedicineEnters[] = _("{B_EFF_NAME_WITH_PREFIX}'s stat changes were removed!"); -static const u8 sText_CanActFaster[] = _("{B_ATK_NAME_WITH_PREFIX} can act faster than normal, thanks to its {B_BUFF1}!"); -static const u8 sText_MicleBerryActivates[] = _("{B_SCR_NAME_WITH_PREFIX} boosted the accuracy of its next move using {B_LAST_ITEM}!"); -static const u8 sText_PkmnShookOffTheTaunt[] = _("{B_SCR_NAME_WITH_PREFIX} shook off the taunt!"); -static const u8 sText_PkmnGotOverItsInfatuation[] = _("{B_SCR_NAME_WITH_PREFIX} got over its infatuation!"); -static const u8 sText_ZPowerSurrounds[] = _("{B_ATK_NAME_WITH_PREFIX} surrounded itself with its Z-Power!"); -static const u8 sText_ZPowerUnleashed[] = _("{B_ATK_NAME_WITH_PREFIX} unleashes its full-force Z-Move!"); -static const u8 sText_ZMoveResetsStats[] = _("{B_SCR_NAME_WITH_PREFIX} returned its decreased stats to normal using its Z-Power!"); -static const u8 sText_ZMoveAllStatsUp[] = _("{B_SCR_NAME_WITH_PREFIX} boosted its stats using its Z-Power!"); -static const u8 sText_ZMoveBoostCrit[] = _("{B_SCR_NAME_WITH_PREFIX} boosted its critical-hit ratio using its Z-Power!"); -static const u8 sText_ZMoveRestoreHp[] = _("{B_SCR_NAME_WITH_PREFIX} restored its HP using its Z-Power!"); -static const u8 sText_ZMoveStatUp[] = _("{B_SCR_NAME_WITH_PREFIX} boosted its stats using its Z-Power!"); -static const u8 sText_ZMoveHpSwitchInTrap[] = _("{B_SCR_NAME_WITH_PREFIX}'s HP was restored by the Z-Power!"); -static const u8 sText_TerrainReturnedToNormal[] = _("The terrain returned to normal!"); -static const u8 sText_ItemCannotBeRemoved[] = _("{B_ATK_NAME_WITH_PREFIX}'s item cannot be removed!"); -static const u8 sText_StickyBarbTransfer[] = _("The {B_LAST_ITEM} attached itself to {B_ATK_NAME_WITH_PREFIX2}!"); -static const u8 sText_PkmnBurnHealed[] = _("{B_DEF_NAME_WITH_PREFIX}'s burn was cured!"); -static const u8 sText_RedCardActivate[] = _("{B_SCR_NAME_WITH_PREFIX} held up its Red Card against {B_ATK_NAME_WITH_PREFIX2}!"); -static const u8 sText_EjectButtonActivate[] = _("{B_SCR_NAME_WITH_PREFIX} is switched out with the {B_LAST_ITEM}!"); -static const u8 sText_AttackerGotOverInfatuation[] =_("{B_ATK_NAME_WITH_PREFIX} got over its infatuation!"); -static const u8 sText_TormentedNoMore[] = _("{B_ATK_NAME_WITH_PREFIX} is no longer tormented!"); -static const u8 sText_HealBlockedNoMore[] = _("{B_ATK_NAME_WITH_PREFIX} is cured of its heal block!"); -static const u8 sText_AttackerBecameFullyCharged[] = _("{B_ATK_NAME_WITH_PREFIX} became fully charged due to its bond with its trainer!\p"); -static const u8 sText_AttackerBecameAshSpecies[] = _("{B_ATK_NAME_WITH_PREFIX} became Ash-Greninja!\p"); -static const u8 sText_ExtremelyHarshSunlight[] = _("The sunlight turned extremely harsh!"); -static const u8 sText_ExtremeSunlightFaded[] = _("The extremely harsh sunlight faded!"); -static const u8 sText_MoveEvaporatedInTheHarshSunlight[] = _("The Water-type attack evaporated in the extremely harsh sunlight!"); -static const u8 sText_ExtremelyHarshSunlightWasNotLessened[] = _("The extremely harsh sunlight was not lessened at all!"); -static const u8 sText_HeavyRain[] = _("A heavy rain began to fall!"); -static const u8 sText_HeavyRainLifted[] = _("The heavy rain has lifted!"); -static const u8 sText_MoveFizzledOutInTheHeavyRain[] = _("The Fire-type attack fizzled out in the heavy rain!"); -static const u8 sText_NoReliefFromHeavyRain[] = _("There is no relief from this heavy rain!"); -static const u8 sText_MysteriousAirCurrent[] = _("Mysterious strong winds are protecting Flying-type Pokémon!"); -static const u8 sText_StrongWindsDissipated[] = _("The mysterious strong winds have dissipated!"); -static const u8 sText_MysteriousAirCurrentBlowsOn[] = _("The mysterious strong winds blow on regardless!"); -static const u8 sText_AttackWeakenedByStrongWinds[] = _("The mysterious strong winds weakened the attack!"); -static const u8 sText_StuffCheeksCantSelect[] = _("It can't use the move because it doesn't have a Berry!\p"); -static const u8 sText_ButPokemonCantUseTheMove[] = _("But {B_ATK_NAME_WITH_PREFIX2} can't use the move!"); -static const u8 sText_ButHoopaCantUseIt[] = _("But {B_ATK_NAME_WITH_PREFIX2} can't use it the way it is now!"); -static const u8 sText_BrokeThroughProtection[] = _("It broke through {B_DEF_NAME_WITH_PREFIX2}'s protection!"); -static const u8 sText_AbilityAllowsOnlyMove[] = _("{B_ATK_ABILITY} only allows the use of {B_CURRENT_MOVE}!\p"); -static const u8 sText_SwappedAbilities[] = _("{B_DEF_NAME_WITH_PREFIX} swapped Abilities with its target!"); -static const u8 sText_PastelVeilProtected[] = _("{B_DEF_NAME_WITH_PREFIX} is protected by a pastel veil!"); -static const u8 sText_PastelVeilEnters[] = _("{B_DEF_NAME_WITH_PREFIX} was cured of its poisoning!"); -static const u8 sText_BattlerTypeChangedTo[] = _("{B_SCR_NAME_WITH_PREFIX}'s type changed to {B_BUFF1}!"); -static const u8 sText_BothCanNoLongerEscape[] = _("Neither Pokémon can run away!"); -static const u8 sText_CantEscapeDueToUsedMove[] = _("{B_ATK_NAME_WITH_PREFIX} can no longer escape because it used No Retreat!"); -static const u8 sText_PkmnBecameWeakerToFire[] = _("{B_DEF_NAME_WITH_PREFIX} became weaker to fire!"); -static const u8 sText_PkmnAboutToBeAttackedByItsItem[] = _("{B_DEF_NAME_WITH_PREFIX} is about to be attacked by its {B_BUFF1}!"); -static const u8 sText_CantEscapeBecauseOfCurrentMove[] = _("{B_DEF_NAME_WITH_PREFIX} can no longer escape because of Octolock!"); -static const u8 sText_NeutralizingGasEnters[] = _("Neutralizing gas filled the area!"); -static const u8 sText_NeutralizingGasOver[] = _("The effects of the neutralizing gas wore off!"); -static const u8 sText_PkmnTookTargetHigh[] = _("{B_ATK_NAME_WITH_PREFIX} took {B_DEF_NAME_WITH_PREFIX2} into the sky!"); -static const u8 sText_TargetTooHeavy[] = _("{B_DEF_NAME_WITH_PREFIX} is too heavy to be lifted!"); -static const u8 sText_MeteorBeamCharging[] = _("{B_ATK_NAME_WITH_PREFIX} is overflowing with space power!"); -static const u8 sText_HeatingUpBeak[] = _("{B_ATK_NAME_WITH_PREFIX} started heating up its beak!"); -static const u8 sText_CourtChange[] = _("{B_ATK_NAME_WITH_PREFIX} swapped the battle effects affecting each side of the field!"); -static const u8 sText_AttackerExpelledThePoison[] = _("{B_ATK_NAME_WITH_PREFIX} managed to expel the poison so you wouldn't worry!"); -static const u8 sText_AttackerShookItselfAwake[] = _("{B_ATK_NAME_WITH_PREFIX} shook itself awake so you wouldn't worry!"); -static const u8 sText_AttackerBrokeThroughParalysis[] = _("{B_ATK_NAME_WITH_PREFIX} gathered all its energy to break through its paralysis so you wouldn't worry!"); -static const u8 sText_AttackerHealedItsBurn[] = _("{B_ATK_NAME_WITH_PREFIX} cured its burn through sheer determination so you wouldn't worry!"); -static const u8 sText_AttackerHealedItsFrostbite[] = _("{B_ATK_NAME_WITH_PREFIX} cured its frostbite through sheer determination so you wouldn't worry!"); -static const u8 sText_AttackerMeltedTheIce[] = _("{B_ATK_NAME_WITH_PREFIX} melted the ice with its fiery determination so you wouldn't worry!"); -static const u8 sText_TargetToughedItOut[] = _("{B_DEF_NAME_WITH_PREFIX} toughed it out so you wouldn't feel sad!"); -static const u8 sText_AttackerLostElectricType[] = _("{B_ATK_NAME_WITH_PREFIX} used up all its electricity!"); -static const u8 sText_AttackerSwitchedStatWithTarget[] = _("{B_ATK_NAME_WITH_PREFIX} switched {B_BUFF1} with its target!"); -static const u8 sText_BeingHitChargedPkmnWithPower[] = _("Being hit by {B_CURRENT_MOVE} charged {B_DEF_NAME_WITH_PREFIX2} with power!"); -static const u8 sText_SunlightActivatedAbility[] = _("The harsh sunlight activated {B_SCR_NAME_WITH_PREFIX2}'s Protosynthesis!"); -static const u8 sText_StatWasHeightened[] = _("{B_SCR_NAME_WITH_PREFIX}'s {B_BUFF1} was heightened!"); -static const u8 sText_BoosterEnergyActivates[] = _("{B_SCR_NAME_WITH_PREFIX} used its {B_LAST_ITEM} to activate {B_SCR_ACTIVE_ABILITY}!"); -static const u8 sText_ElectricTerrainActivatedAbility[] = _("The Electric Terrain activated {B_SCR_NAME_WITH_PREFIX2}'s Quark Drive!"); -static const u8 sText_AbilityWeakenedSurroundingMonsStat[] = _("{B_SCR_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY} weakened the {B_BUFF1} of all surrounding Pokémon!\p"); -static const u8 sText_AttackerGainedStrengthFromTheFallen[] = _("{B_SCR_NAME_WITH_PREFIX} gained strength from the fallen!"); -static const u8 sText_PrepareShellTrap[] = _("{B_ATK_NAME_WITH_PREFIX} set a shell trap!"); -static const u8 sText_ShellTrapDidntWork[] = _("{B_ATK_NAME_WITH_PREFIX}'s shell trap didn't work!"); -static const u8 sText_SharpSteelFloats[] = _("Sharp-pointed pieces of steel started floating around {B_DEF_TEAM2} Pokémon!"); -static const u8 sText_SharpSteelDmg[] = _("The sharp steel bit into {B_DEF_NAME_WITH_PREFIX2}!"); -static const u8 sText_PkmnBlewAwaySharpSteel[] = _("{B_ATK_NAME_WITH_PREFIX} blew away sharp steel!"); -static const u8 sText_SharpSteelDisappearedFromTeam[] = _("The pieces of steel surrounding {B_ATK_TEAM2} Pokémon disappeared!"); -static const u8 sText_TeamTrappedWithVines[] = _("{B_DEF_TEAM1} Pokémon got trapped with vines!"); -static const u8 sText_PkmnHurtByVines[] = _("{B_ATK_NAME_WITH_PREFIX} is hurt by G-Max Vine Lash's ferocious beating!"); -static const u8 sText_TeamCaughtInVortex[] = _("{B_DEF_TEAM1} Pokémon got caught in a vortex of water!"); -static const u8 sText_PkmnHurtByVortex[] = _("{B_ATK_NAME_WITH_PREFIX} is hurt by G-Max Cannonade's vortex!"); -static const u8 sText_TeamSurroundedByFire[] = _("{B_DEF_TEAM1} Pokémon were surrounded by fire!"); -static const u8 sText_PkmnBurningUp[] = _("{B_ATK_NAME_WITH_PREFIX} is burning up within G-Max Wildfire's flames!"); -static const u8 sText_TeamSurroundedByRocks[] = _("{B_DEF_TEAM1} Pokémon became surrounded by rocks!"); -static const u8 sText_PkmnHurtByRocksThrown[] = _("{B_ATK_NAME_WITH_PREFIX} is hurt by rocks thrown out by G-Max Volcalith!"); -static const u8 sText_CouldntFullyProtect[] = _("{B_DEF_NAME_WITH_PREFIX} couldn't fully protect itself and got hurt!"); -static const u8 sText_StockpiledEffectWoreOff[] = _("{B_ATK_NAME_WITH_PREFIX}'s stockpiled effect wore off!"); -static const u8 sText_MoveBlockedByDynamax[] = _("The move was blocked by the power of Dynamax!"); -static const u8 sText_PkmnRevivedReadyToFight[] = _("{B_BUFF1} was revived and is ready to fight again!"); -static const u8 sText_ItemRestoredSpeciesHealth[] = _("{B_BUFF1} had its HP restored."); -static const u8 sText_ItemCuredSpeciesStatus[] = _("{B_BUFF1} had its status healed!"); -static const u8 sText_ItemRestoredSpeciesPP[] = _("{B_BUFF1} had its PP restored!"); -static const u8 sText_AtkTrappedDef[] = _("{B_ATK_NAME_WITH_PREFIX} trapped {B_DEF_NAME_WITH_PREFIX2}!"); -static const u8 sText_MirrorHerbCopied[] = _("{B_SCR_NAME_WITH_PREFIX} used its Mirror Herb to mirror its opponent's stat changes!"); -static const u8 sText_PkmnItemMelted[] = _("{B_ATK_NAME_WITH_PREFIX} corroded {B_DEF_NAME_WITH_PREFIX2}'s {B_LAST_ITEM}!"); -static const u8 sText_UltraBurstReacting[] = _("Bright light is about to burst out of {B_ATK_NAME_WITH_PREFIX2}!"); -static const u8 sText_UltraBurstCompleted[] = _("{B_ATK_NAME_WITH_PREFIX} regained its true power through Ultra Burst!"); -static const u8 sText_TeamGainedEXP[] = _("The rest of your team gained Exp. Points thanks to the Exp. Share!\p"); -static const u8 sText_CurrentMoveCantSelect[] = _("{B_BUFF1} cannot be used!\p"); -static const u8 sText_TargetIsBeingSaltCured[] = _("{B_DEF_NAME_WITH_PREFIX} is being salt cured!"); -static const u8 sText_TargetIsHurtBySaltCure[] = _("{B_DEF_NAME_WITH_PREFIX} is hurt by {B_BUFF1}!"); -static const u8 sText_TargetCoveredInStickyCandySyrup[] = _("{B_DEF_NAME_WITH_PREFIX} got covered in sticky candy syrup!"); -static const u8 sText_PkmnTellChillingReceptionJoke[] = _("{B_ATK_NAME_WITH_PREFIX} is preparing to tell a chillingly bad joke!"); -static const u8 sText_ZeroToHeroTransformation[] = _("{B_SCR_NAME_WITH_PREFIX} underwent a heroic transformation!"); -static const u8 sText_CommanderActivates[] = _("{B_SCR_NAME_WITH_PREFIX} was swallowed by Dondozo and became Dondozo's commander!"); -static const u8 sText_TheTwoMovesBecomeOne[] = _("The two moves have become one! It's a combined move!{PAUSE 16}"); -static const u8 sText_ARainbowAppearedOnSide[] = _("A rainbow appeared in the sky on {B_ATK_TEAM2} team's side!"); -static const u8 sText_TheRainbowDisappeared[] = _("The rainbow on {B_ATK_TEAM2} team's side disappeared!"); -static const u8 sText_WaitingForPartnersMove[] = _("{B_ATK_NAME_WITH_PREFIX} is waiting for {B_ATK_PARTNER_NAME}'s move…{PAUSE 16}"); -static const u8 sText_SeaOfFireEnvelopedSide[] = _("A sea of fire enveloped {B_DEF_TEAM2} team!"); -static const u8 sText_HurtByTheSeaOfFire[] = _("{B_ATK_NAME_WITH_PREFIX} was hurt by the sea of fire!"); -static const u8 sText_TheSeaOfFireDisappeared[] = _("The sea of fire around {B_ATK_TEAM2} team disappeared!"); -static const u8 sText_SwampEnvelopedSide[] = _("A swamp enveloped {B_DEF_TEAM2} team!"); -static const u8 sText_TheSwampDisappeared[] = _("The swamp around {B_ATK_TEAM2} team disappeared!"); -static const u8 sText_HospitalityRestoration[] = _("{B_ATK_PARTNER_NAME} drank down all the matcha that {B_ATK_NAME_WITH_PREFIX2} made!"); -static const u8 sText_ElectroShotCharging[] = _("{B_ATK_NAME_WITH_PREFIX} absorbed electricity!"); -static const u8 sText_ItemWasUsedUp[] = _("The {B_LAST_ITEM} was used up…"); -static const u8 sText_AttackerLostItsType[] = _("{B_ATK_NAME_WITH_PREFIX} lost its {B_BUFF1} type!"); -static const u8 sText_ShedItsTail[] = _("{B_ATK_NAME_WITH_PREFIX} shed its tail to create a decoy!"); -static const u8 sText_PkmnTerastallizedInto[] = _("{B_ATK_NAME_WITH_PREFIX} terastallized into the {B_BUFF1} type!"); -static const u8 sText_SupersweetAromaWafts[] = _("A supersweet aroma is wafting from the syrup covering {B_ATK_NAME_WITH_PREFIX2}!"); -static const u8 sText_TidyingUpComplete[] = _("Tidying up complete!"); -static const u8 sText_FickleBeamDoubled[] = _("{B_ATK_NAME_WITH_PREFIX} is going all out for this attack!"); -static const u8 sText_WagglingAFinger[] = _("Waggling a finger let it use {B_CURRENT_MOVE}!"); - - 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}!{WAIT_SE}\p"); @@ -886,10 +197,12 @@ const u8 gText_Draw[] = _("{HIGHLIGHT TRANSPARENT}Draw"); static const u8 sText_SpaceIs[] = _(" is"); static const u8 sText_ApostropheS[] = _("'s"); const u8 gText_BattleTourney[] = _("BATTLE TOURNEY"); + static const u8 sText_Round1[] = _("Round 1"); static const u8 sText_Round2[] = _("Round 2"); static const u8 sText_Semifinal[] = _("Semifinal"); static const u8 sText_Final[] = _("Final"); + const u8 gText_TheGreatNewHope[] = _("The great new hope!\p"); const u8 gText_WillChampionshipDreamComeTrue[] = _("Will the championship dream come true?!\p"); const u8 gText_AFormerChampion[] = _("A former CHAMPION!\p"); @@ -952,11 +265,6 @@ static const u8 sText_ItDodgedBall2[] = _("よけられた!\nこいつは つか static const u8 sText_GotchaPkmnCaught[] = _("Gotcha!\n{B_OPPONENT_MON1_NAME} was caught!{WAIT_SE}{PLAY_BGM MUS_CAUGHT}\p"); static const u8 sText_GotchaPkmnCaught2[] = _("Gotcha!\n{B_OPPONENT_MON1_NAME} was caught!{WAIT_SE}{PLAY_BGM MUS_CAUGHT}{PAUSE 127}"); static const u8 sText_Bills[] = _("BILL's"); -static const u8 sText_Enigma[] = _("ナゾ"); -static const u8 sText_UnusedColors[] = _("{PALETTE 5}{COLOR_HIGHLIGHT_SHADOW 13 14 15}"); -static const u8 sText_RightArrow2[] = _("{RIGHT_ARROW_2}"); -static const u8 sText_Plus[] = _("{PLUS}"); -static const u8 sText_Dash[] = _("-"); const u8 gText_HighlightRed_Left[] = _("{HIGHLIGHT 2}Left: "); const u8 gText_HighlightRed[] = _("{HIGHLIGHT 2}"); const u8 gText_BattleTowerBan_Space[] = _(" "); @@ -3015,14 +2323,14 @@ u32 BattleStringExpandPlaceholders(const u8 *src, u8 *dst, u32 dstSize) } break; case B_TXT_PARTNER_CLASS: - toCpy = gTrainerClasses[TRAINER_CLASS_PKMN_TRAINER_1].name; // toCpy = gTrainerClasses[GetFrontierOpponentClass(gPartnerTrainerId)].name; + toCpy = GetTrainerClassNameFromId(gPartnerTrainerId); break; case B_TXT_PARTNER_NAME: toCpy = BattleStringGetPlayerName(text, GetBattlerAtPosition(B_POSITION_PLAYER_RIGHT)); break; case B_TXT_PARTNER_NAME_WITH_CLASS: toCpy = textStart; - classString = gTrainerClasses[TRAINER_CLASS_PKMN_TRAINER_1].name; // classString = gTrainerClasses[GetFrontierOpponentClass(gPartnerTrainerId)].name; + classString = GetTrainerClassNameFromId(gPartnerTrainerId); while (classString[classLength] != EOS) { textStart[classLength] = classString[classLength]; @@ -3338,11 +2646,8 @@ u32 BattleStringExpandPlaceholders(const u8 *src, u8 *dst, u32 dstSize) switch (GetBattlerPosition(gBattlerAttacker)) { case B_POSITION_PLAYER_RIGHT: - // TODO: implement partner trainers? - // if (gBattleTypeFlags & BATTLE_TYPE_INGAME_PARTNER) - // toCpy = gTrainerClasses[GetFrontierOpponentClass(gPartnerTrainerId)].name; if (gBattleTypeFlags & BATTLE_TYPE_INGAME_PARTNER) - toCpy = gTrainerClasses[TRAINER_CLASS_PKMN_TRAINER_1].name; + toCpy = GetTrainerClassNameFromId(gPartnerTrainerId); break; case B_POSITION_OPPONENT_LEFT: toCpy = BattleStringGetOpponentClassByTrainerId(TRAINER_BATTLE_PARAM.opponentA); @@ -3367,10 +2672,8 @@ u32 BattleStringExpandPlaceholders(const u8 *src, u8 *dst, u32 dstSize) switch (GetBattlerPosition(gBattlerAttacker)) { case B_POSITION_PLAYER_RIGHT: - // if (gBattleTypeFlags & BATTLE_TYPE_INGAME_PARTNER) - // classString = gTrainerClasses[GetFrontierOpponentClass(gPartnerTrainerId)].name; if (gBattleTypeFlags & BATTLE_TYPE_INGAME_PARTNER) - classString = gTrainerClasses[TRAINER_CLASS_PKMN_TRAINER_1].name; + classString = GetTrainerClassNameFromId(gPartnerTrainerId); break; case B_POSITION_OPPONENT_LEFT: classString = BattleStringGetOpponentClassByTrainerId(TRAINER_BATTLE_PARAM.opponentA);