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Both the player-side and AI-trainer stat-rise messages (X ATTACK/ DEFENSE/etc. and the vitamins) passed the raised stat's name as a raw uppercase Lua string (stat:upper()), bypassing Strings() entirely, so it always rendered in English regardless of the active language even though the surrounding sentence template was already translated. Wrap the substituted stat name in Strings() at every call site (src/inventory/ItemEffects.lua's two player-side messages and src/battle/TrainerAI.lua's AI-trainer X-item message, found in review), reusing the same "ATTACK"/"DEFENSE"/"SPEED"/"SPECIAL"/"HP" keys SummaryMenu.lua's stat labels already look up the same way.