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pokeemerald/src/battle_message.c
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2022-08-02 10:01:19 -04:00

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#include "global.h"
#if FRENCH
#include "malloc.h"
#endif
#include "battle.h"
#include "battle_anim.h"
#include "battle_controllers.h"
#include "battle_message.h"
#include "battle_setup.h"
#include "battle_tower.h"
#include "data.h"
#include "event_data.h"
#include "frontier_util.h"
#include "graphics.h"
#include "international_string_util.h"
#include "item.h"
#include "link.h"
#include "menu.h"
#include "palette.h"
#include "recorded_battle.h"
#include "string_util.h"
#include "strings.h"
#include "text.h"
#include "trainer_hill.h"
#include "window.h"
#include "constants/battle_dome.h"
#include "constants/battle_string_ids.h"
#include "constants/frontier_util.h"
#include "constants/items.h"
#include "constants/moves.h"
#include "constants/trainers.h"
#include "constants/trainer_hill.h"
#include "constants/weather.h"
struct BattleWindowText
{
u8 fillValue;
u8 fontId;
u8 x;
u8 y;
u8 letterSpacing;
u8 lineSpacing;
u8 speed;
u8 fgColor;
u8 bgColor;
u8 shadowColor;
};
static void ChooseMoveUsedParticle(u8 *textPtr);
static void ChooseTypeOfMoveUsedString(u8 *dst);
static void ExpandBattleTextBuffPlaceholders(const u8 *src, u8 *dst);
static EWRAM_DATA u8 sBattlerAbilities[MAX_BATTLERS_COUNT] = {0};
EWRAM_DATA struct BattleMsgData *gBattleMsgDataPtr = NULL;
// todo: make some of those names less vague: attacker/target vs pkmn, etc.
#if ENGLISH
static const u8 sText_Trainer1LoseText[] = _("{B_TRAINER1_LOSE_TEXT}");
static const u8 sText_PkmnGainedEXP[] = _("{B_BUFF1} gained{B_BUFF2}\n{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\nLV. {B_BUFF2}!{WAIT_SE}\p");
static const u8 sText_PkmnLearnedMove[] = _("{B_BUFF1} learned\n{B_BUFF2}!{WAIT_SE}\p");
static const u8 sText_TryToLearnMove1[] = _("{B_BUFF1} is trying to\nlearn {B_BUFF2}.\p");
static const u8 sText_TryToLearnMove2[] = _("But, {B_BUFF1} can't learn\nmore than four moves.\p");
static const u8 sText_TryToLearnMove3[] = _("Delete a move to make\nroom for {B_BUFF2}?");
static const u8 sText_PkmnForgotMove[] = _("{B_BUFF1} forgot\n{B_BUFF2}.\p");
static const u8 sText_StopLearningMove[] = _("{PAUSE 32}Stop learning\n{B_BUFF2}?");
static const u8 sText_DidNotLearnMove[] = _("{B_BUFF1} did not learn\n{B_BUFF2}.\p");
static const u8 sText_UseNextPkmn[] = _("Use next POKéMON?");
static const u8 sText_AttackMissed[] = _("{B_ATK_NAME_WITH_PREFIX}'s\nattack missed!");
static const u8 sText_PkmnProtectedItself[] = _("{B_DEF_NAME_WITH_PREFIX}\nprotected itself!");
static const u8 sText_AvoidedDamage[] = _("{B_DEF_NAME_WITH_PREFIX} avoided\ndamage with {B_DEF_ABILITY}!");
static const u8 sText_PkmnMakesGroundMiss[] = _("{B_DEF_NAME_WITH_PREFIX} makes GROUND\nmoves miss with {B_DEF_ABILITY}!");
static const u8 sText_PkmnAvoidedAttack[] = _("{B_DEF_NAME_WITH_PREFIX} avoided\nthe attack!");
static const u8 sText_ItDoesntAffect[] = _("It doesn't affect\n{B_DEF_NAME_WITH_PREFIX}…");
static const u8 sText_AttackerFainted[] = _("{B_ATK_NAME_WITH_PREFIX}\nfainted!\p");
static const u8 sText_TargetFainted[] = _("{B_DEF_NAME_WITH_PREFIX}\nfainted!\p");
static const u8 sText_PlayerGotMoney[] = _("{B_PLAYER_NAME} got ¥{B_BUFF1}\nfor winning!\p");
static const u8 sText_PlayerWhiteout[] = _("{B_PLAYER_NAME} is out of\nusable POKéMON!\p");
static const u8 sText_PlayerWhiteout2[] = _("{B_PLAYER_NAME} whited out!{PAUSE_UNTIL_PRESS}");
static const u8 sText_PreventsEscape[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} prevents\nescape with {B_SCR_ACTIVE_ABILITY}!\p");
static const u8 sText_CantEscape2[] = _("Can't escape!\p");
static const u8 sText_AttackerCantEscape[] = _("{B_ATK_NAME_WITH_PREFIX} can't escape!");
static const u8 sText_HitXTimes[] = _("Hit {B_BUFF1} time(s)!");
static const u8 sText_PkmnFellAsleep[] = _("{B_EFF_NAME_WITH_PREFIX}\nfell asleep!");
static const u8 sText_PkmnMadeSleep[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\nmade {B_EFF_NAME_WITH_PREFIX} sleep!");
static const u8 sText_PkmnAlreadyAsleep[] = _("{B_DEF_NAME_WITH_PREFIX} is\nalready asleep!");
static const u8 sText_PkmnAlreadyAsleep2[] = _("{B_ATK_NAME_WITH_PREFIX} is\nalready asleep!");
static const u8 sText_PkmnWasntAffected[] = _("{B_DEF_NAME_WITH_PREFIX}\nwasn't affected!");
static const u8 sText_PkmnWasPoisoned[] = _("{B_EFF_NAME_WITH_PREFIX}\nwas poisoned!");
static const u8 sText_PkmnPoisonedBy[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\npoisoned {B_EFF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnHurtByPoison[] = _("{B_ATK_NAME_WITH_PREFIX} is hurt\nby poison!");
static const u8 sText_PkmnAlreadyPoisoned[] = _("{B_DEF_NAME_WITH_PREFIX} is already\npoisoned.");
static const u8 sText_PkmnBadlyPoisoned[] = _("{B_EFF_NAME_WITH_PREFIX} is badly\npoisoned!");
static const u8 sText_PkmnEnergyDrained[] = _("{B_DEF_NAME_WITH_PREFIX} had its\nenergy drained!");
static const u8 sText_PkmnWasBurned[] = _("{B_EFF_NAME_WITH_PREFIX} was burned!");
static const u8 sText_PkmnBurnedBy[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\nburned {B_EFF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnHurtByBurn[] = _("{B_ATK_NAME_WITH_PREFIX} is hurt\nby its burn!");
static const u8 sText_PkmnAlreadyHasBurn[] = _("{B_DEF_NAME_WITH_PREFIX} already\nhas a burn.");
static const u8 sText_PkmnWasFrozen[] = _("{B_EFF_NAME_WITH_PREFIX} was\nfrozen solid!");
static const u8 sText_PkmnFrozenBy[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\nfroze {B_EFF_NAME_WITH_PREFIX} solid!");
static const u8 sText_PkmnIsFrozen[] = _("{B_ATK_NAME_WITH_PREFIX} is\nfrozen solid!");
static const u8 sText_PkmnWasDefrosted[] = _("{B_DEF_NAME_WITH_PREFIX} was\ndefrosted!");
static const u8 sText_PkmnWasDefrosted2[] = _("{B_ATK_NAME_WITH_PREFIX} was\ndefrosted!");
static const u8 sText_PkmnWasDefrostedBy[] = _("{B_ATK_NAME_WITH_PREFIX} was\ndefrosted by {B_CURRENT_MOVE}!");
static const u8 sText_PkmnWasParalyzed[] = _("{B_EFF_NAME_WITH_PREFIX} is paralyzed!\nIt may be unable to move!");
static const u8 sText_PkmnWasParalyzedBy[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\nparalyzed {B_EFF_NAME_WITH_PREFIX}!\lIt may be unable to move!");
static const u8 sText_PkmnIsParalyzed[] = _("{B_ATK_NAME_WITH_PREFIX} is paralyzed!\nIt can't move!");
static const u8 sText_PkmnIsAlreadyParalyzed[] = _("{B_DEF_NAME_WITH_PREFIX} is\nalready paralyzed!");
static const u8 sText_PkmnHealedParalysis[] = _("{B_DEF_NAME_WITH_PREFIX} was\nhealed of paralysis!");
static const u8 sText_PkmnDreamEaten[] = _("{B_DEF_NAME_WITH_PREFIX}'s\ndream was eaten!");
static const u8 sText_StatsWontIncrease[] = _("{B_ATK_NAME_WITH_PREFIX}'s {B_BUFF1}\nwon't go higher!");
static const u8 sText_StatsWontDecrease[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_BUFF1}\nwon't go lower!");
static const u8 sText_TeamStoppedWorking[] = _("Your team's {B_BUFF1}\nstopped working!");
static const u8 sText_FoeStoppedWorking[] = _("The foe's {B_BUFF1}\nstopped working!");
static const u8 sText_PkmnIsConfused[] = _("{B_ATK_NAME_WITH_PREFIX} is\nconfused!");
static const u8 sText_PkmnHealedConfusion[] = _("{B_ATK_NAME_WITH_PREFIX} snapped\nout of confusion!");
static const u8 sText_PkmnWasConfused[] = _("{B_EFF_NAME_WITH_PREFIX} became\nconfused!");
static const u8 sText_PkmnAlreadyConfused[] = _("{B_DEF_NAME_WITH_PREFIX} is\nalready confused!");
static const u8 sText_PkmnFellInLove[] = _("{B_DEF_NAME_WITH_PREFIX}\nfell in love!");
static const u8 sText_PkmnInLove[] = _("{B_ATK_NAME_WITH_PREFIX} is in love\nwith {B_SCR_ACTIVE_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnImmobilizedByLove[] = _("{B_ATK_NAME_WITH_PREFIX} is\nimmobilized by love!");
static const u8 sText_PkmnBlownAway[] = _("{B_DEF_NAME_WITH_PREFIX} was\nblown away!");
static const u8 sText_PkmnChangedType[] = _("{B_ATK_NAME_WITH_PREFIX} transformed\ninto the {B_BUFF1} type!");
static const u8 sText_PkmnFlinched[] = _("{B_ATK_NAME_WITH_PREFIX} flinched!");
static const u8 sText_PkmnRegainedHealth[] = _("{B_DEF_NAME_WITH_PREFIX} regained\nhealth!");
static const u8 sText_PkmnHPFull[] = _("{B_DEF_NAME_WITH_PREFIX}'s\nHP is full!");
static const u8 sText_PkmnRaisedSpDef[] = _("{B_ATK_PREFIX2}'s {B_CURRENT_MOVE}\nraised SP. DEF!");
static const u8 sText_PkmnRaisedSpDefALittle[] = _("{B_ATK_PREFIX2}'s {B_CURRENT_MOVE}\nraised SP. DEF a little!");
static const u8 sText_PkmnRaisedDef[] = _("{B_ATK_PREFIX2}'s {B_CURRENT_MOVE}\nraised DEFENSE!");
static const u8 sText_PkmnRaisedDefALittle[] = _("{B_ATK_PREFIX2}'s {B_CURRENT_MOVE}\nraised DEFENSE a little!");
static const u8 sText_PkmnCoveredByVeil[] = _("{B_ATK_PREFIX2}'s party is covered\nby a veil!");
static const u8 sText_PkmnUsedSafeguard[] = _("{B_DEF_NAME_WITH_PREFIX}'s party is protected\nby SAFEGUARD!");
static const u8 sText_PkmnSafeguardExpired[] = _("{B_ATK_PREFIX3}'s party is no longer\nprotected by SAFEGUARD!");
static const u8 sText_PkmnWentToSleep[] = _("{B_ATK_NAME_WITH_PREFIX} went\nto sleep!");
static const u8 sText_PkmnSleptHealthy[] = _("{B_ATK_NAME_WITH_PREFIX} slept and\nbecame healthy!");
static const u8 sText_PkmnWhippedWhirlwind[] = _("{B_ATK_NAME_WITH_PREFIX} whipped\nup a whirlwind!");
static const u8 sText_PkmnTookSunlight[] = _("{B_ATK_NAME_WITH_PREFIX} took\nin sunlight!");
static const u8 sText_PkmnLoweredHead[] = _("{B_ATK_NAME_WITH_PREFIX} lowered\nits head!");
static const u8 sText_PkmnIsGlowing[] = _("{B_ATK_NAME_WITH_PREFIX} is glowing!");
static const u8 sText_PkmnFlewHigh[] = _("{B_ATK_NAME_WITH_PREFIX} flew\nup high!");
static const u8 sText_PkmnDugHole[] = _("{B_ATK_NAME_WITH_PREFIX} dug a hole!");
static const u8 sText_PkmnHidUnderwater[] = _("{B_ATK_NAME_WITH_PREFIX} hid\nunderwater!");
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\n{B_ATK_NAME_WITH_PREFIX}'s BIND!");
static const u8 sText_PkmnTrappedInVortex[] = _("{B_DEF_NAME_WITH_PREFIX} was trapped\nin the vortex!");
static const u8 sText_PkmnTrappedBySandTomb[] = _("{B_DEF_NAME_WITH_PREFIX} was trapped\nby SAND TOMB!");
static const u8 sText_PkmnWrappedBy[] = _("{B_DEF_NAME_WITH_PREFIX} was WRAPPED by\n{B_ATK_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnClamped[] = _("{B_ATK_NAME_WITH_PREFIX} CLAMPED\n{B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnHurtBy[] = _("{B_ATK_NAME_WITH_PREFIX} is hurt\nby {B_BUFF1}!");
static const u8 sText_PkmnFreedFrom[] = _("{B_ATK_NAME_WITH_PREFIX} was freed\nfrom {B_BUFF1}!");
static const u8 sText_PkmnCrashed[] = _("{B_ATK_NAME_WITH_PREFIX} kept going\nand crashed!");
const u8 gText_PkmnShroudedInMist[] = _("{B_ATK_PREFIX2} became\nshrouded in MIST!");
static const u8 sText_PkmnProtectedByMist[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} is protected\nby MIST!");
const u8 gText_PkmnGettingPumped[] = _("{B_ATK_NAME_WITH_PREFIX} is getting\npumped!");
static const u8 sText_PkmnHitWithRecoil[] = _("{B_ATK_NAME_WITH_PREFIX} is hit\nwith recoil!");
static const u8 sText_PkmnProtectedItself2[] = _("{B_ATK_NAME_WITH_PREFIX} protected\nitself!");
static const u8 sText_PkmnBuffetedBySandstorm[] = _("{B_ATK_NAME_WITH_PREFIX} is buffeted\nby the sandstorm!");
static const u8 sText_PkmnPeltedByHail[] = _("{B_ATK_NAME_WITH_PREFIX} is pelted\nby HAIL!");
static const u8 sText_PkmnsXWoreOff[] = _("{B_ATK_PREFIX1}'s {B_BUFF1}\nwore off!");
static const u8 sText_PkmnSeeded[] = _("{B_DEF_NAME_WITH_PREFIX} was seeded!");
static const u8 sText_PkmnEvadedAttack[] = _("{B_DEF_NAME_WITH_PREFIX} evaded\nthe attack!");
static const u8 sText_PkmnSappedByLeechSeed[] = _("{B_ATK_NAME_WITH_PREFIX}'s health is\nsapped by LEECH SEED!");
static const u8 sText_PkmnFastAsleep[] = _("{B_ATK_NAME_WITH_PREFIX} is fast\nasleep.");
static const u8 sText_PkmnWokeUp[] = _("{B_ATK_NAME_WITH_PREFIX} woke up!");
static const u8 sText_PkmnUproarKeptAwake[] = _("But {B_SCR_ACTIVE_NAME_WITH_PREFIX}'s UPROAR\nkept it awake!");
static const u8 sText_PkmnWokeUpInUproar[] = _("{B_ATK_NAME_WITH_PREFIX} woke up\nin the UPROAR!");
static const u8 sText_PkmnCausedUproar[] = _("{B_ATK_NAME_WITH_PREFIX} caused\nan UPROAR!");
static const u8 sText_PkmnMakingUproar[] = _("{B_ATK_NAME_WITH_PREFIX} is making\nan UPROAR!");
static const u8 sText_PkmnCalmedDown[] = _("{B_ATK_NAME_WITH_PREFIX} calmed down.");
static const u8 sText_PkmnCantSleepInUproar[] = _("But {B_DEF_NAME_WITH_PREFIX} can't\nsleep in an UPROAR!");
static const u8 sText_PkmnStockpiled[] = _("{B_ATK_NAME_WITH_PREFIX} STOCKPILED\n{B_BUFF1}!");
static const u8 sText_PkmnCantStockpile[] = _("{B_ATK_NAME_WITH_PREFIX} can't\nSTOCKPILE any more!");
static const u8 sText_PkmnCantSleepInUproar2[] = _("But {B_DEF_NAME_WITH_PREFIX} can't\nsleep in an UPROAR!");
static const u8 sText_UproarKeptPkmnAwake[] = _("But the UPROAR kept\n{B_DEF_NAME_WITH_PREFIX} awake!");
static const u8 sText_PkmnStayedAwakeUsing[] = _("{B_DEF_NAME_WITH_PREFIX} stayed awake\nusing its {B_DEF_ABILITY}!");
static const u8 sText_PkmnStoringEnergy[] = _("{B_ATK_NAME_WITH_PREFIX} is storing\nenergy!");
static const u8 sText_PkmnUnleashedEnergy[] = _("{B_ATK_NAME_WITH_PREFIX} unleashed\nenergy!");
static const u8 sText_PkmnFatigueConfusion[] = _("{B_ATK_NAME_WITH_PREFIX} became\nconfused due to fatigue!");
static const u8 sText_PlayerPickedUpMoney[] = _("{B_PLAYER_NAME} picked up\n¥{B_BUFF1}!\p");
static const u8 sText_PkmnUnaffected[] = _("{B_DEF_NAME_WITH_PREFIX} is\nunaffected!");
static const u8 sText_PkmnTransformedInto[] = _("{B_ATK_NAME_WITH_PREFIX} transformed\ninto {B_BUFF1}!");
static const u8 sText_PkmnMadeSubstitute[] = _("{B_ATK_NAME_WITH_PREFIX} made\na SUBSTITUTE!");
static const u8 sText_PkmnHasSubstitute[] = _("{B_ATK_NAME_WITH_PREFIX} already\nhas a SUBSTITUTE!");
static const u8 sText_SubstituteDamaged[] = _("The SUBSTITUTE took damage\nfor {B_DEF_NAME_WITH_PREFIX}!\p");
static const u8 sText_PkmnSubstituteFaded[] = _("{B_DEF_NAME_WITH_PREFIX}'s\nSUBSTITUTE faded!\p");
static const u8 sText_PkmnMustRecharge[] = _("{B_ATK_NAME_WITH_PREFIX} must\nrecharge!");
static const u8 sText_PkmnRageBuilding[] = _("{B_DEF_NAME_WITH_PREFIX}'s RAGE\nis building!");
static const u8 sText_PkmnMoveWasDisabled[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_BUFF1}\nwas disabled!");
static const u8 sText_PkmnMoveDisabledNoMore[] = _("{B_ATK_NAME_WITH_PREFIX} is disabled\nno more!");
static const u8 sText_PkmnGotEncore[] = _("{B_DEF_NAME_WITH_PREFIX} got\nan ENCORE!");
static const u8 sText_PkmnEncoreEnded[] = _("{B_ATK_NAME_WITH_PREFIX}'s ENCORE\nended!");
static const u8 sText_PkmnTookAim[] = _("{B_ATK_NAME_WITH_PREFIX} took aim\nat {B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnSketchedMove[] = _("{B_ATK_NAME_WITH_PREFIX} SKETCHED\n{B_BUFF1}!");
static const u8 sText_PkmnTryingToTakeFoe[] = _("{B_ATK_NAME_WITH_PREFIX} is trying\nto take its foe with it!");
static const u8 sText_PkmnTookFoe[] = _("{B_DEF_NAME_WITH_PREFIX} took\n{B_ATK_NAME_WITH_PREFIX} with it!");
static const u8 sText_PkmnReducedPP[] = _("Reduced {B_DEF_NAME_WITH_PREFIX}'s\n{B_BUFF1} by {B_BUFF2}!");
static const u8 sText_PkmnStoleItem[] = _("{B_ATK_NAME_WITH_PREFIX} stole\n{B_DEF_NAME_WITH_PREFIX}'s {B_LAST_ITEM}!");
static const u8 sText_TargetCantEscapeNow[] = _("{B_DEF_NAME_WITH_PREFIX} can't\nescape now!");
static const u8 sText_PkmnFellIntoNightmare[] = _("{B_DEF_NAME_WITH_PREFIX} fell into\na NIGHTMARE!");
static const u8 sText_PkmnLockedInNightmare[] = _("{B_ATK_NAME_WITH_PREFIX} is locked\nin a NIGHTMARE!");
static const u8 sText_PkmnLaidCurse[] = _("{B_ATK_NAME_WITH_PREFIX} cut its own HP and\nlaid a CURSE on {B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnAfflictedByCurse[] = _("{B_ATK_NAME_WITH_PREFIX} is afflicted\nby the CURSE!");
static const u8 sText_SpikesScattered[] = _("SPIKES were scattered all around\nthe opponent's side!");
static const u8 sText_PkmnHurtBySpikes[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} is hurt\nby SPIKES!");
static const u8 sText_PkmnIdentified[] = _("{B_ATK_NAME_WITH_PREFIX} identified\n{B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnPerishCountFell[] = _("{B_ATK_NAME_WITH_PREFIX}'s PERISH count\nfell to {B_BUFF1}!");
static const u8 sText_PkmnBracedItself[] = _("{B_ATK_NAME_WITH_PREFIX} braced\nitself!");
static const u8 sText_PkmnEnduredHit[] = _("{B_DEF_NAME_WITH_PREFIX} ENDURED\nthe hit!");
static const u8 sText_MagnitudeStrength[] = _("MAGNITUDE {B_BUFF1}!");
static const u8 sText_PkmnCutHPMaxedAttack[] = _("{B_ATK_NAME_WITH_PREFIX} cut its own HP\nand maximized ATTACK!");
static const u8 sText_PkmnCopiedStatChanges[] = _("{B_ATK_NAME_WITH_PREFIX} copied\n{B_DEF_NAME_WITH_PREFIX}'s stat changes!");
static const u8 sText_PkmnGotFree[] = _("{B_ATK_NAME_WITH_PREFIX} got free of\n{B_DEF_NAME_WITH_PREFIX}'s {B_BUFF1}!");
static const u8 sText_PkmnShedLeechSeed[] = _("{B_ATK_NAME_WITH_PREFIX} shed\nLEECH SEED!");
static const u8 sText_PkmnBlewAwaySpikes[] = _("{B_ATK_NAME_WITH_PREFIX} blew away\nSPIKES!");
static const u8 sText_PkmnFledFromBattle[] = _("{B_ATK_NAME_WITH_PREFIX} fled from\nbattle!");
static const u8 sText_PkmnForesawAttack[] = _("{B_ATK_NAME_WITH_PREFIX} foresaw\nan attack!");
static const u8 sText_PkmnTookAttack[] = _("{B_DEF_NAME_WITH_PREFIX} took the\n{B_BUFF1} attack!");
static const u8 sText_PkmnChoseXAsDestiny[] = _("{B_ATK_NAME_WITH_PREFIX} chose\n{B_CURRENT_MOVE} as its destiny!");
static const u8 sText_PkmnAttack[] = _("{B_BUFF1}'s attack!");
static const u8 sText_PkmnCenterAttention[] = _("{B_ATK_NAME_WITH_PREFIX} became the\ncenter of attention!");
static const u8 sText_PkmnChargingPower[] = _("{B_ATK_NAME_WITH_PREFIX} began\ncharging power!");
static const u8 sText_NaturePowerTurnedInto[] = _("NATURE POWER turned into\n{B_CURRENT_MOVE}!");
static const u8 sText_PkmnStatusNormal[] = _("{B_ATK_NAME_WITH_PREFIX}'s status\nreturned to normal!");
static const u8 sText_PkmnSubjectedToTorment[] = _("{B_DEF_NAME_WITH_PREFIX} was subjected\nto TORMENT!");
static const u8 sText_PkmnTighteningFocus[] = _("{B_ATK_NAME_WITH_PREFIX} is tightening\nits focus!");
static const u8 sText_PkmnFellForTaunt[] = _("{B_DEF_NAME_WITH_PREFIX} fell for\nthe TAUNT!");
static const u8 sText_PkmnReadyToHelp[] = _("{B_ATK_NAME_WITH_PREFIX} is ready to\nhelp {B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnSwitchedItems[] = _("{B_ATK_NAME_WITH_PREFIX} switched\nitems with its opponent!");
static const u8 sText_PkmnObtainedX[] = _("{B_ATK_NAME_WITH_PREFIX} obtained\n{B_BUFF1}.");
static const u8 sText_PkmnObtainedX2[] = _("{B_DEF_NAME_WITH_PREFIX} obtained\n{B_BUFF2}.");
static const u8 sText_PkmnObtainedXYObtainedZ[] = _("{B_ATK_NAME_WITH_PREFIX} obtained\n{B_BUFF1}.\p{B_DEF_NAME_WITH_PREFIX} obtained\n{B_BUFF2}.");
static const u8 sText_PkmnCopiedFoe[] = _("{B_ATK_NAME_WITH_PREFIX} copied\n{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY}!");
static const u8 sText_PkmnMadeWish[] = _("{B_ATK_NAME_WITH_PREFIX} made a WISH!");
static const u8 sText_PkmnWishCameTrue[] = _("{B_BUFF1}'s WISH\ncame 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\nnutrients with its roots!");
static const u8 sText_PkmnAnchoredItself[] = _("{B_DEF_NAME_WITH_PREFIX} anchored\nitself with its roots!");
static const u8 sText_PkmnWasMadeDrowsy[] = _("{B_ATK_NAME_WITH_PREFIX} made\n{B_DEF_NAME_WITH_PREFIX} drowsy!");
static const u8 sText_PkmnKnockedOff[] = _("{B_ATK_NAME_WITH_PREFIX} knocked off\n{B_DEF_NAME_WITH_PREFIX}'s {B_LAST_ITEM}!");
static const u8 sText_PkmnSwappedAbilities[] = _("{B_ATK_NAME_WITH_PREFIX} swapped abilities\nwith its opponent!");
static const u8 sText_PkmnSealedOpponentMove[] = _("{B_ATK_NAME_WITH_PREFIX} sealed the\nopponent's move(s)!");
static const u8 sText_PkmnWantsGrudge[] = _("{B_ATK_NAME_WITH_PREFIX} wants the\nopponent to bear a GRUDGE!");
static const u8 sText_PkmnLostPPGrudge[] = _("{B_ATK_NAME_WITH_PREFIX}'s {B_BUFF1} lost\nall its PP due to the GRUDGE!");
static const u8 sText_PkmnShroudedItself[] = _("{B_ATK_NAME_WITH_PREFIX} shrouded\nitself in {B_CURRENT_MOVE}!");
static const u8 sText_PkmnMoveBounced[] = _("{B_ATK_NAME_WITH_PREFIX}'s {B_CURRENT_MOVE}\nwas bounced back by MAGIC COAT!");
static const u8 sText_PkmnWaitsForTarget[] = _("{B_ATK_NAME_WITH_PREFIX} waits for a target\nto make a move!");
static const u8 sText_PkmnSnatchedMove[] = _("{B_DEF_NAME_WITH_PREFIX} SNATCHED\n{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s move!");
static const u8 sText_ElectricityWeakened[] = _("Electricity's power was\nweakened!");
static const u8 sText_FireWeakened[] = _("Fire's power was\nweakened!");
static const u8 sText_XFoundOneY[] = _("{B_ATK_NAME_WITH_PREFIX} found\none {B_LAST_ITEM}!");
static const u8 sText_SoothingAroma[] = _("A soothing aroma wafted\nthrough the area!");
static const u8 sText_ItemsCantBeUsedNow[] = _("Items can't be used now.{PAUSE 64}");
static const u8 sText_ForXCommaYZ[] = _("For {B_SCR_ACTIVE_NAME_WITH_PREFIX},\n{B_LAST_ITEM} {B_BUFF1}");
static const u8 sText_PkmnUsedXToGetPumped[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} used\n{B_LAST_ITEM} to get pumped!");
static const u8 sText_PkmnLostFocus[] = _("{B_ATK_NAME_WITH_PREFIX} lost its\nfocus and couldn't move!");
static const u8 sText_PkmnWasDraggedOut[] = _("{B_DEF_NAME_WITH_PREFIX} was\ndragged out!\p");
static const u8 sText_TheWallShattered[] = _("The wall shattered!");
static const u8 sText_ButNoEffect[] = _("But it had no effect!");
static const u8 sText_PkmnHasNoMovesLeft[] = _("{B_ACTIVE_NAME_WITH_PREFIX} has no\nmoves left!\p");
static const u8 sText_PkmnMoveIsDisabled[] = _("{B_ACTIVE_NAME_WITH_PREFIX}'s {B_CURRENT_MOVE}\nis disabled!\p");
static const u8 sText_PkmnCantUseMoveTorment[] = _("{B_ACTIVE_NAME_WITH_PREFIX} can't use the same\nmove in a row due to the TORMENT!\p");
static const u8 sText_PkmnCantUseMoveTaunt[] = _("{B_ACTIVE_NAME_WITH_PREFIX} can't use\n{B_CURRENT_MOVE} after the TAUNT!\p");
static const u8 sText_PkmnCantUseMoveSealed[] = _("{B_ACTIVE_NAME_WITH_PREFIX} can't use the\nsealed {B_CURRENT_MOVE}!\p");
static const u8 sText_PkmnMadeItRain[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\nmade it rain!");
static const u8 sText_PkmnRaisedSpeed[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\nraised its SPEED!");
static const u8 sText_PkmnProtectedBy[] = _("{B_DEF_NAME_WITH_PREFIX} was protected\nby {B_DEF_ABILITY}!");
static const u8 sText_PkmnPreventsUsage[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY}\nprevents {B_ATK_NAME_WITH_PREFIX}\lfrom using {B_CURRENT_MOVE}!");
static const u8 sText_PkmnRestoredHPUsing[] = _("{B_DEF_NAME_WITH_PREFIX} restored HP\nusing its {B_DEF_ABILITY}!");
static const u8 sText_PkmnsXMadeYUseless[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY}\nmade {B_CURRENT_MOVE} useless!");
static const u8 sText_PkmnChangedTypeWith[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY}\nmade it the {B_BUFF1} type!");
static const u8 sText_PkmnPreventsParalysisWith[] = _("{B_EFF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY}\nprevents paralysis!");
static const u8 sText_PkmnPreventsRomanceWith[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY}\nprevents romance!");
static const u8 sText_PkmnPreventsPoisoningWith[] = _("{B_EFF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY}\nprevents poisoning!");
static const u8 sText_PkmnPreventsConfusionWith[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY}\nprevents confusion!");
static const u8 sText_PkmnRaisedFirePowerWith[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY}\nraised its FIRE power!");
static const u8 sText_PkmnAnchorsItselfWith[] = _("{B_DEF_NAME_WITH_PREFIX} anchors\nitself with {B_DEF_ABILITY}!");
static const u8 sText_PkmnCutsAttackWith[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\ncuts {B_DEF_NAME_WITH_PREFIX}'s ATTACK!");
static const u8 sText_PkmnPreventsStatLossWith[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\nprevents stat loss!");
static const u8 sText_PkmnHurtsWith[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY}\nhurt {B_ATK_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnTraced[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} TRACED\n{B_BUFF1}'s {B_BUFF2}!");
static const u8 sText_PkmnsXPreventsBurns[] = _("{B_EFF_NAME_WITH_PREFIX}'s {B_EFF_ABILITY}\nprevents burns!");
static const u8 sText_PkmnsXBlocksY[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY}\nblocks {B_CURRENT_MOVE}!");
static const u8 sText_PkmnsXBlocksY2[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\nblocks {B_CURRENT_MOVE}!");
static const u8 sText_PkmnsXRestoredHPALittle2[] = _("{B_ATK_NAME_WITH_PREFIX}'s {B_ATK_ABILITY}\nrestored its HP a little!");
static const u8 sText_PkmnsXWhippedUpSandstorm[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\nwhipped up a sandstorm!");
static const u8 sText_PkmnsXIntensifiedSun[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\nintensified the sun's rays!");
static const u8 sText_PkmnsXPreventsYLoss[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\nprevents {B_BUFF1} loss!");
static const u8 sText_PkmnsXInfatuatedY[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY}\ninfatuated {B_ATK_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnsXMadeYIneffective[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY}\nmade {B_CURRENT_MOVE} ineffective!");
static const u8 sText_PkmnsXCuredYProblem[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\ncured its {B_BUFF1} problem!");
static const u8 sText_ItSuckedLiquidOoze[] = _("It sucked up the\nLIQUID OOZE!");
static const u8 sText_PkmnTransformed[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} transformed!");
static const u8 sText_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");
static const u8 sText_PreventedFromWorking[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY}\nprevented {B_SCR_ACTIVE_NAME_WITH_PREFIX}'s\l{B_BUFF1} from working!");
static const u8 sText_PkmnsXMadeItIneffective[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\nmade it ineffective!");
static const u8 sText_PkmnsXPreventsFlinching[] = _("{B_EFF_NAME_WITH_PREFIX}'s {B_EFF_ABILITY}\nprevents flinching!");
static const u8 sText_PkmnsXPreventsYsZ[] = _("{B_ATK_NAME_WITH_PREFIX}'s {B_ATK_ABILITY}\nprevents {B_DEF_NAME_WITH_PREFIX}'s\l{B_DEF_ABILITY} from working!");
static const u8 sText_PkmnsXCuredItsYProblem[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\ncured its {B_BUFF1} problem!");
static const u8 sText_PkmnsXHadNoEffectOnY[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\nhad no effect on {B_EFF_NAME_WITH_PREFIX}!");
static const u8 sText_StatSharply[] = _("sharply ");
const u8 gText_StatRose[] = _("rose!");
static const u8 sText_StatHarshly[] = _("harshly ");
static const u8 sText_StatFell[] = _("fell!");
static const u8 sText_AttackersStatRose[] = _("{B_ATK_NAME_WITH_PREFIX}'s {B_BUFF1}\n{B_BUFF2}");
const u8 gText_DefendersStatRose[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_BUFF1}\n{B_BUFF2}");
static const u8 sText_UsingItemTheStatOfPkmnRose[] = _("Using {B_LAST_ITEM}, the {B_BUFF1}\nof {B_SCR_ACTIVE_NAME_WITH_PREFIX} {B_BUFF2}");
static const u8 sText_AttackersStatFell[] = _("{B_ATK_NAME_WITH_PREFIX}'s {B_BUFF1}\n{B_BUFF2}");
static const u8 sText_DefendersStatFell[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_BUFF1}\n{B_BUFF2}");
static const u8 sText_StatsWontIncrease2[] = _("{B_ATK_NAME_WITH_PREFIX}'s stats won't\ngo any higher!");
static const u8 sText_StatsWontDecrease2[] = _("{B_DEF_NAME_WITH_PREFIX}'s stats won't\ngo 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[] = _("{PAUSE 32}1, {PAUSE 15}2, and{PAUSE 15}… {PAUSE 15}… {PAUSE 15}… {PAUSE 15}{PLAY_SE SE_BALL_BOUNCE_1}Poof!\p");
static const u8 sText_AndEllipsis[] = _("And…\p");
static const u8 sText_HMMovesCantBeForgotten[] = _("HM moves can't be\nforgotten 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}Got away safely!\p");
static const u8 sText_PkmnFledUsingIts[] = _("{PLAY_SE SE_FLEE}{B_ATK_NAME_WITH_PREFIX} fled\nusing its {B_LAST_ITEM}!\p");
static const u8 sText_PkmnFledUsing[] = _("{PLAY_SE SE_FLEE}{B_ATK_NAME_WITH_PREFIX} fled\nusing {B_ATK_ABILITY}!\p");
static const u8 sText_WildPkmnFled[] = _("{PLAY_SE SE_FLEE}Wild {B_BUFF1} fled!");
static const u8 sText_PlayerDefeatedLinkTrainer[] = _("Player defeated\n{B_LINK_OPPONENT1_NAME}!");
static const u8 sText_TwoLinkTrainersDefeated[] = _("Player beat {B_LINK_OPPONENT1_NAME}\nand {B_LINK_OPPONENT2_NAME}!");
static const u8 sText_PlayerLostAgainstLinkTrainer[] = _("Player lost against\n{B_LINK_OPPONENT1_NAME}!");
static const u8 sText_PlayerLostToTwo[] = _("Player lost to {B_LINK_OPPONENT1_NAME}\nand {B_LINK_OPPONENT2_NAME}!");
static const u8 sText_PlayerBattledToDrawLinkTrainer[] = _("Player battled to a draw against\n{B_LINK_OPPONENT1_NAME}!");
static const u8 sText_PlayerBattledToDrawVsTwo[] = _("Player battled to a draw against\n{B_LINK_OPPONENT1_NAME} and {B_LINK_OPPONENT2_NAME}!");
static const u8 sText_WildFled[] = _("{PLAY_SE SE_FLEE}{B_LINK_OPPONENT1_NAME} fled!");
static const u8 sText_TwoWildFled[] = _("{PLAY_SE SE_FLEE}{B_LINK_OPPONENT1_NAME} and\n{B_LINK_OPPONENT2_NAME} fled!");
static const u8 sText_NoRunningFromTrainers[] = _("No! There's no running\nfrom a TRAINER battle!\p");
static const u8 sText_CantEscape[] = _("Can't escape!\p");
static const u8 sText_DontLeaveBirch[] = _("PROF. BIRCH: Don't leave me like this!\p");
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\nconfusion!");
static const u8 sText_MirrorMoveFailed[] = _("The MIRROR MOVE 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.");
static const u8 sText_DownpourContinues[] = _("The downpour continues."); // Unused
static const u8 sText_RainStopped[] = _("The rain stopped.");
static const u8 sText_SandstormBrewed[] = _("A sandstorm brewed!");
static const u8 sText_SandstormRages[] = _("The sandstorm rages.");
static const u8 sText_SandstormSubsided[] = _("The sandstorm subsided.");
static const u8 sText_SunlightGotBright[] = _("The sunlight got bright!");
static const u8 sText_SunlightStrong[] = _("The sunlight is strong.");
static const u8 sText_SunlightFaded[] = _("The sunlight faded.");
static const u8 sText_StartedHail[] = _("It started to hail!");
static const u8 sText_HailContinues[] = _("Hail continues to fall.");
static const u8 sText_HailStopped[] = _("The hail stopped.");
static const u8 sText_FailedToSpitUp[] = _("But it failed to SPIT UP\na thing!");
static const u8 sText_FailedToSwallow[] = _("But it failed to SWALLOW\na thing!");
static const u8 sText_WindBecameHeatWave[] = _("The wind turned into a\nHEAT WAVE!");
static const u8 sText_StatChangesGone[] = _("All stat changes were\neliminated!");
static const u8 sText_CoinsScattered[] = _("Coins scattered everywhere!");
static const u8 sText_TooWeakForSubstitute[] = _("It was too weak to make\na SUBSTITUTE!");
static const u8 sText_SharedPain[] = _("The battlers shared\ntheir pain!");
static const u8 sText_BellChimed[] = _("A bell chimed!");
static const u8 sText_FaintInThree[] = _("All affected POKéMON will\nfaint in three turns!");
static const u8 sText_NoPPLeft[] = _("There's no PP left for\nthis move!\p");
static const u8 sText_ButNoPPLeft[] = _("But there was no PP left\nfor the move!");
static const u8 sText_PkmnIgnoresAsleep[] = _("{B_ATK_NAME_WITH_PREFIX} ignored\norders while asleep!");
static const u8 sText_PkmnIgnoredOrders[] = _("{B_ATK_NAME_WITH_PREFIX} ignored\norders!");
static const u8 sText_PkmnBeganToNap[] = _("{B_ATK_NAME_WITH_PREFIX} began to nap!");
static const u8 sText_PkmnLoafing[] = _("{B_ATK_NAME_WITH_PREFIX} is\nloafing around!");
static const u8 sText_PkmnWontObey[] = _("{B_ATK_NAME_WITH_PREFIX} won't\nobey!");
static const u8 sText_PkmnTurnedAway[] = _("{B_ATK_NAME_WITH_PREFIX} turned away!");
static const u8 sText_PkmnPretendNotNotice[] = _("{B_ATK_NAME_WITH_PREFIX} pretended\nnot to notice!");
static const u8 sText_EnemyAboutToSwitchPkmn[] = _("{B_TRAINER1_CLASS} {B_TRAINER1_NAME} is\nabout to use {B_BUFF2}.\pWill {B_PLAYER_NAME} change\nPOKéMON?");
static const u8 sText_PkmnLearnedMove2[] = _("{B_ATK_NAME_WITH_PREFIX} learned\n{B_BUFF1}!");
static const u8 sText_PlayerDefeatedLinkTrainerTrainer1[] = _("Player defeated\n{B_TRAINER1_CLASS} {B_TRAINER1_NAME}!\p");
static const u8 sText_CreptCloser[] = _("{B_PLAYER_NAME} crept closer to\n{B_OPPONENT_MON1_NAME}!");
static const u8 sText_CantGetCloser[] = _("{B_PLAYER_NAME} can't get any closer!");
static const u8 sText_PkmnWatchingCarefully[] = _("{B_OPPONENT_MON1_NAME} is watching\ncarefully!");
static const u8 sText_PkmnCuriousAboutX[] = _("{B_OPPONENT_MON1_NAME} is curious about\nthe {B_BUFF1}!");
static const u8 sText_PkmnEnthralledByX[] = _("{B_OPPONENT_MON1_NAME} is enthralled by\nthe {B_BUFF1}!");
static const u8 sText_PkmnIgnoredX[] = _("{B_OPPONENT_MON1_NAME} completely ignored\nthe {B_BUFF1}!");
static const u8 sText_ThrewPokeblockAtPkmn[] = _("{B_PLAYER_NAME} threw a {POKEBLOCK}\nat the {B_OPPONENT_MON1_NAME}!");
static const u8 sText_OutOfSafariBalls[] = _("{PLAY_SE SE_DING_DONG}ANNOUNCER: You're out of\nSAFARI BALLS! Game over!\p");
static const u8 sText_OpponentMon1Appeared[] = _("{B_OPPONENT_MON1_NAME} appeared!\p");
static const u8 sText_WildPkmnAppeared[] = _("Wild {B_OPPONENT_MON1_NAME} appeared!\p");
static const u8 sText_LegendaryPkmnAppeared[] = _("Wild {B_OPPONENT_MON1_NAME} appeared!\p");
static const u8 sText_WildPkmnAppearedPause[] = _("Wild {B_OPPONENT_MON1_NAME} appeared!{PAUSE 127}");
static const u8 sText_TwoWildPkmnAppeared[] = _("Wild {B_OPPONENT_MON1_NAME} and\n{B_OPPONENT_MON2_NAME} appeared!\p");
static const u8 sText_Trainer1WantsToBattle[] = _("{B_TRAINER1_CLASS} {B_TRAINER1_NAME}\nwould like to battle!\p");
static const u8 sText_LinkTrainerWantsToBattle[] = _("{B_LINK_OPPONENT1_NAME}\nwants to battle!");
static const u8 sText_TwoLinkTrainersWantToBattle[] = _("{B_LINK_OPPONENT1_NAME} and {B_LINK_OPPONENT2_NAME}\nwant to battle!");
static const u8 sText_Trainer1SentOutPkmn[] = _("{B_TRAINER1_CLASS} {B_TRAINER1_NAME} sent\nout {B_OPPONENT_MON1_NAME}!");
static const u8 sText_Trainer1SentOutTwoPkmn[] = _("{B_TRAINER1_CLASS} {B_TRAINER1_NAME} sent\nout {B_OPPONENT_MON1_NAME} and {B_OPPONENT_MON2_NAME}!");
static const u8 sText_Trainer1SentOutPkmn2[] = _("{B_TRAINER1_CLASS} {B_TRAINER1_NAME} sent\nout {B_BUFF1}!");
static const u8 sText_LinkTrainerSentOutPkmn[] = _("{B_LINK_OPPONENT1_NAME} sent out\n{B_OPPONENT_MON1_NAME}!");
static const u8 sText_LinkTrainerSentOutTwoPkmn[] = _("{B_LINK_OPPONENT1_NAME} sent out\n{B_OPPONENT_MON1_NAME} and {B_OPPONENT_MON2_NAME}!");
static const u8 sText_TwoLinkTrainersSentOutPkmn[] = _("{B_LINK_OPPONENT1_NAME} sent out {B_LINK_OPPONENT_MON1_NAME}!\n{B_LINK_OPPONENT2_NAME} sent out {B_LINK_OPPONENT_MON2_NAME}!");
static const u8 sText_LinkTrainerSentOutPkmn2[] = _("{B_LINK_OPPONENT1_NAME} sent out\n{B_BUFF1}!");
static const u8 sText_LinkTrainerMultiSentOutPkmn[] = _("{B_LINK_SCR_TRAINER_NAME} sent out\n{B_BUFF1}!");
static const u8 sText_GoPkmn[] = _("Go! {B_PLAYER_MON1_NAME}!");
static const u8 sText_GoTwoPkmn[] = _("Go! {B_PLAYER_MON1_NAME} and\n{B_PLAYER_MON2_NAME}!");
static const u8 sText_GoPkmn2[] = _("Go! {B_BUFF1}!");
static const u8 sText_DoItPkmn[] = _("Do it! {B_BUFF1}!");
static const u8 sText_GoForItPkmn[] = _("Go for it, {B_BUFF1}!");
static const u8 sText_YourFoesWeakGetEmPkmn[] = _("Your foe's weak!\nGet 'em, {B_BUFF1}!");
static const u8 sText_LinkPartnerSentOutPkmnGoPkmn[] = _("{B_LINK_PARTNER_NAME} sent out {B_LINK_PLAYER_MON2_NAME}!\nGo! {B_LINK_PLAYER_MON1_NAME}!");
static const u8 sText_PkmnThatsEnough[] = _("{B_BUFF1}, that's enough!\nCome back!");
static const u8 sText_PkmnComeBack[] = _("{B_BUFF1}, come back!");
static const u8 sText_PkmnOkComeBack[] = _("{B_BUFF1}, OK!\nCome back!");
static const u8 sText_PkmnGoodComeBack[] = _("{B_BUFF1}, good!\nCome back!");
static const u8 sText_Trainer1WithdrewPkmn[] = _("{B_TRAINER1_CLASS} {B_TRAINER1_NAME}\nwithdrew {B_BUFF1}!");
static const u8 sText_LinkTrainer1WithdrewPkmn[] = _("{B_LINK_OPPONENT1_NAME} withdrew\n{B_BUFF1}!");
static const u8 sText_LinkTrainer2WithdrewPkmn[] = _("{B_LINK_SCR_TRAINER_NAME} withdrew\n{B_BUFF1}!");
static const u8 sText_WildPkmnPrefix[] = _("Wild ");
static const u8 sText_FoePkmnPrefix[] = _("Foe ");
static const u8 sText_EmptyString8[] = _("");
static const u8 sText_FoePkmnPrefix2[] = _("Foe");
static const u8 sText_AllyPkmnPrefix[] = _("Ally");
static const u8 sText_FoePkmnPrefix3[] = _("Foe");
static const u8 sText_AllyPkmnPrefix2[] = _("Ally");
static const u8 sText_FoePkmnPrefix4[] = _("Foe");
static const u8 sText_AllyPkmnPrefix3[] = _("Ally");
static const u8 sText_AttackerUsedX[] = _("{B_ATK_NAME_WITH_PREFIX} used\n{B_BUFF2}");
static const u8 sText_ExclamationMark[] = _("!");
static const u8 sText_ExclamationMark2[] = _("!");
static const u8 sText_ExclamationMark3[] = _("!");
static const u8 sText_ExclamationMark4[] = _("!");
static const u8 sText_ExclamationMark5[] = _("!");
static const u8 sText_HP2[] = _("HP");
static const u8 sText_Attack2[] = _("ATTACK");
static const u8 sText_Defense2[] = _("DEFENSE");
static const u8 sText_Speed[] = _("SPEED");
static const u8 sText_SpAtk2[] = _("SP. ATK");
static const u8 sText_SpDef2[] = _("SP. DEF");
static const u8 sText_Accuracy[] = _("accuracy");
static const u8 sText_Evasiveness[] = _("evasiveness");
#elif FRENCH
static const u8 sText_Trainer1LoseText[] = _("{B_TRAINER1_LOSE_TEXT}");
static const u8 sText_PkmnGainedEXP[] = _("{B_BUFF1} a gagné{B_BUFF2}\n{B_BUFF3} points EXP.!\p");
static const u8 sText_EmptyString4[] = _("");
static const u8 sText_ABoosted[] = _(" un bonus de");
static const u8 sText_PkmnGrewToLv[] = _("{B_BUFF1} monte au\nN. {B_BUFF2}!{WAIT_SE}\p");
static const u8 sText_PkmnLearnedMove[] = _("{B_BUFF1} apprend\n{B_BUFF2}!{WAIT_SE}\p");
static const u8 sText_TryToLearnMove1[] = _("{B_BUFF1} tente d’apprendre\n{B_BUFF2}.\p");
static const u8 sText_TryToLearnMove2[] = _("Mais {B_BUFF1} ne peut pas\navoir plus de quatre capacités.\p");
static const u8 sText_TryToLearnMove3[] = _("Effacer une ancienne\ncapacité pour {B_BUFF2}?");
static const u8 sText_PkmnForgotMove[] = _("{B_BUFF1} oublie\n{B_BUFF2}.\p");
static const u8 sText_StopLearningMove[] = _("{PAUSE 32}Arrêter d’apprendre\n{B_BUFF2}?");
static const u8 sText_DidNotLearnMove[] = _("{B_BUFF1} n’a pas appris\n{B_BUFF2}.\p");
static const u8 sText_UseNextPkmn[] = _("Utiliser un autre POKéMON?");
static const u8 sText_AttackMissed[] = _("{B_ATK_NAME_WITH_PREFIX}\nrate son attaque!");
static const u8 sText_PkmnProtectedItself[] = _("{B_DEF_NAME_WITH_PREFIX}\nse protège!");
static const u8 sText_AvoidedDamage[] = _("{B_DEF_NAME_WITH_PREFIX} évite les\ndégâts avec {B_DEF_ABILITY}!");
static const u8 sText_PkmnMakesGroundMiss[] = _("{B_DEF_NAME_WITH_PREFIX} fait échouer les\ncapacités SOL avec {B_DEF_ABILITY}!");
static const u8 sText_PkmnAvoidedAttack[] = _("{B_DEF_NAME_WITH_PREFIX} évite\nl’attaque!");
static const u8 sText_ItDoesntAffect[] = _("Ça n’affecte pas\n{B_DEF_NAME_WITH_PREFIX}…");
static const u8 sText_AttackerFainted[] = _("{B_ATK_NAME_WITH_PREFIX}\nest K.O.!\p");
static const u8 sText_TargetFainted[] = _("{B_DEF_NAME_WITH_PREFIX}\nest K.O.!\p");
static const u8 sText_PlayerGotMoney[] = _("{B_PLAYER_NAME} remporte {B_BUFF1}¥!\p");
static const u8 sText_PlayerWhiteout[] = _("{B_PLAYER_NAME} n’a plus de\nPOKéMON en forme!\p");
static const u8 sText_PlayerWhiteout2[] = _("{B_PLAYER_NAME} est hors-jeu!{PAUSE_UNTIL_PRESS}");
static const u8 sText_PreventsEscape[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} empêche la\nfuite avec {B_SCR_ACTIVE_ABILITY}!\p");
static const u8 sText_CantEscape2[] = _("Fuite impossible!\p");
static const u8 sText_AttackerCantEscape[] = _("{B_ATK_NAME_WITH_PREFIX} ne peut\npas fuir!");
static const u8 sText_HitXTimes[] = _("Touché {B_BUFF1} fois!");
static const u8 sText_PkmnFellAsleep[] = _("{B_EFF_NAME_WITH_PREFIX}\ns’endort!");
static const u8 sText_PkmnMadeSleep[] = _("{B_SCR_ACTIVE_ABILITY} de {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nfait dormir {B_EFF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnAlreadyAsleep[] = _("{B_DEF_NAME_WITH_PREFIX} dort déjà!");
static const u8 sText_PkmnAlreadyAsleep2[] = _("{B_ATK_NAME_WITH_PREFIX} dort déjà!");
static const u8 sText_PkmnWasntAffected[] = _("{B_DEF_NAME_WITH_PREFIX} n’est pas \naffecté!");
static const u8 sText_PkmnWasPoisoned[] = _("{B_EFF_NAME_WITH_PREFIX}\nest empoisonné!");
static const u8 sText_PkmnPoisonedBy[] = _("{B_SCR_ACTIVE_ABILITY} de {B_SCR_ACTIVE_NAME_WITH_PREFIX}\na empoisonné {B_EFF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnHurtByPoison[] = _("{B_ATK_NAME_WITH_PREFIX}\nsouffre du poison!");
static const u8 sText_PkmnAlreadyPoisoned[] = _("{B_DEF_NAME_WITH_PREFIX} est déjà\nempoisonné.");
static const u8 sText_PkmnBadlyPoisoned[] = _("{B_EFF_NAME_WITH_PREFIX} est gravement\nempoisonné!");
static const u8 sText_PkmnEnergyDrained[] = _("L’énergie du {B_DEF_NAME_WITH_PREFIX}\nest drainée!");
static const u8 sText_PkmnWasBurned[] = _("{B_EFF_NAME_WITH_PREFIX} est brûlé!");
static const u8 sText_PkmnBurnedBy[] = _("{B_SCR_ACTIVE_ABILITY} de\n{B_SCR_ACTIVE_NAME_WITH_PREFIX} brûle\l{B_EFF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnHurtByBurn[] = _("{B_ATK_NAME_WITH_PREFIX} souffre de\nsa brûlure!");
static const u8 sText_PkmnAlreadyHasBurn[] = _("{B_DEF_NAME_WITH_PREFIX} est déjà\nbrûlé.");
static const u8 sText_PkmnWasFrozen[] = _("{B_EFF_NAME_WITH_PREFIX} est gelé!");
static const u8 sText_PkmnFrozenBy[] = _("{B_SCR_ACTIVE_ABILITY} de {B_SCR_ACTIVE_NAME_WITH_PREFIX}\ngèle {B_EFF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnIsFrozen[] = _("{B_ATK_NAME_WITH_PREFIX} est gelé!");
static const u8 sText_PkmnWasDefrosted[] = _("{B_DEF_NAME_WITH_PREFIX} est dégelé!");
static const u8 sText_PkmnWasDefrosted2[] = _("{B_ATK_NAME_WITH_PREFIX} est dégelé!");
static const u8 sText_PkmnWasDefrostedBy[] = _("{B_ATK_NAME_WITH_PREFIX} est dégelé\npar {B_CURRENT_MOVE}!");
static const u8 sText_PkmnWasParalyzed[] = _("{B_EFF_NAME_WITH_PREFIX} est paralysé!\nIl peut ne plus attaquer!");
static const u8 sText_PkmnWasParalyzedBy[] = _("{B_SCR_ACTIVE_ABILITY} de {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nparalyse {B_EFF_NAME_WITH_PREFIX}!\lIl peut ne plus attaquer!");
static const u8 sText_PkmnIsParalyzed[] = _("{B_ATK_NAME_WITH_PREFIX} est paralysé!\nIl ne peut plus attaquer!");
static const u8 sText_PkmnIsAlreadyParalyzed[] = _("{B_DEF_NAME_WITH_PREFIX} est déjà\nparalysé!");
static const u8 sText_PkmnHealedParalysis[] = _("{B_DEF_NAME_WITH_PREFIX} n’est plus\nparalysé!");
static const u8 sText_PkmnDreamEaten[] = _("Le rêve de {B_DEF_NAME_WITH_PREFIX}\nest dévoré!");
static const u8 sText_StatsWontIncrease[] = _("Ah, {B_BUFF1} de {B_ATK_NAME_WITH_PREFIX}\nn’ira pas plus haut!");
static const u8 sText_StatsWontDecrease[] = _("Ah, {B_BUFF1} de {B_DEF_NAME_WITH_PREFIX}\nn’ira pas plus bas!");
static const u8 sText_TeamStoppedWorking[] = _("{B_BUFF1} ne fonctionne\nplus dans votre équipe!");
static const u8 sText_FoeStoppedWorking[] = _("{B_BUFF1} ne fonctionne\nplus dans l’équipe ennemie!");
static const u8 sText_PkmnIsConfused[] = _("{B_ATK_NAME_WITH_PREFIX} est confus!");
static const u8 sText_PkmnHealedConfusion[] = _("{B_ATK_NAME_WITH_PREFIX} n’est plus\nconfus!");
static const u8 sText_PkmnWasConfused[] = _("Cela rend {B_EFF_NAME_WITH_PREFIX}\nconfus!");
static const u8 sText_PkmnAlreadyConfused[] = _("{B_DEF_NAME_WITH_PREFIX} est\ndéjà confus!");
static const u8 sText_PkmnFellInLove[] = _("{B_DEF_NAME_WITH_PREFIX} est amoureux!");
static const u8 sText_PkmnInLove[] = _("{B_ATK_NAME_WITH_PREFIX} est amoureux\nde {B_SCR_ACTIVE_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnImmobilizedByLove[] = _("L’amour empêche {B_ATK_NAME_WITH_PREFIX}\nd’attaquer!");
static const u8 sText_PkmnBlownAway[] = _("{B_DEF_NAME_WITH_PREFIX} est soufflé!");
static const u8 sText_PkmnChangedType[] = _("{B_ATK_NAME_WITH_PREFIX} prend le\ntype {B_BUFF1}!");
static const u8 sText_PkmnFlinched[] = _("{B_ATK_NAME_WITH_PREFIX} a la trouille!");
static const u8 sText_PkmnRegainedHealth[] = _("{B_DEF_NAME_WITH_PREFIX} récupère\nson énergie!");
static const u8 sText_PkmnHPFull[] = _("Les PV du {B_DEF_NAME_WITH_PREFIX} sont\nau maximum!");
static const u8 sText_PkmnRaisedSpDef[] = _("{B_CURRENT_MOVE} du POKéMON {B_ATK_PREFIX2} \naugmente sa DEF. SPE.!");
static const u8 sText_PkmnRaisedSpDefALittle[] = _("{B_CURRENT_MOVE} du POKéMON {B_ATK_PREFIX2} \naugmente un peu sa DEF. SPE.!");
static const u8 sText_PkmnRaisedDef[] = _("{B_CURRENT_MOVE} du POKéMON {B_ATK_PREFIX2}\naugmente sa DEFENSE!");
static const u8 sText_PkmnRaisedDefALittle[] = _("{B_CURRENT_MOVE} du POKéMON {B_ATK_PREFIX2}\naugmente un peu sa DEFENSE!");
static const u8 sText_PkmnCoveredByVeil[] = _("L’équipe du POKéMON {B_ATK_PREFIX2} est\nrecouverte par un voile!");
static const u8 sText_PkmnUsedSafeguard[] = _("L’équipe de {B_DEF_NAME_WITH_PREFIX} est\nprotégée par RUNE PROTECT!");
static const u8 sText_PkmnSafeguardExpired[] = _("L’équipe du POKéMON {B_ATK_PREFIX3} n’est\nplus protégée par RUNE PROTECT!");
static const u8 sText_PkmnWentToSleep[] = _("{B_ATK_NAME_WITH_PREFIX} s’endort!");
static const u8 sText_PkmnSleptHealthy[] = _("{B_ATK_NAME_WITH_PREFIX} dort et\nrécupère son énergie!");
static const u8 sText_PkmnWhippedWhirlwind[] = _("{B_ATK_NAME_WITH_PREFIX} déclenche un\ncyclone!");
static const u8 sText_PkmnTookSunlight[] = _("{B_ATK_NAME_WITH_PREFIX} rayonne!");
static const u8 sText_PkmnLoweredHead[] = _("{B_ATK_NAME_WITH_PREFIX} baisse la tête!");
static const u8 sText_PkmnIsGlowing[] = _("{B_ATK_NAME_WITH_PREFIX} est entouré d’une\nlumière intense!");
static const u8 sText_PkmnFlewHigh[] = _("{B_ATK_NAME_WITH_PREFIX} s’envole!");
static const u8 sText_PkmnDugHole[] = _("{B_ATK_NAME_WITH_PREFIX} creuse un trou!");
static const u8 sText_PkmnHidUnderwater[] = _("{B_ATK_NAME_WITH_PREFIX} se cache sous\nl’eau!");
static const u8 sText_PkmnSprangUp[] = _("{B_ATK_NAME_WITH_PREFIX} bondit!");
static const u8 sText_PkmnSqueezedByBind[] = _("{B_DEF_NAME_WITH_PREFIX} est pris dans\nl’ETREINTE du {B_ATK_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnTrappedInVortex[] = _("{B_DEF_NAME_WITH_PREFIX} est piégé dans\nle tourbillon!");
static const u8 sText_PkmnTrappedBySandTomb[] = _("{B_DEF_NAME_WITH_PREFIX} est piégé par\nle TOURBI-SABLE!");
static const u8 sText_PkmnWrappedBy[] = _("{B_DEF_NAME_WITH_PREFIX} est LIGOTE\npar {B_ATK_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnClamped[] = _("{B_DEF_NAME_WITH_PREFIX} est pris dans\nle CLAQUOIR du {B_ATK_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnHurtBy[] = _("{B_ATK_NAME_WITH_PREFIX} est blessé par\n{B_BUFF1}!");
static const u8 sText_PkmnFreedFrom[] = _("{B_ATK_NAME_WITH_PREFIX} est libéré de\n{B_BUFF1}!");
static const u8 sText_PkmnCrashed[] = _("{B_ATK_NAME_WITH_PREFIX} s’écrase au\nsol!");
const u8 gText_PkmnShroudedInMist[] = _("Le POKéMON {B_ATK_PREFIX2} s’entoure de\nBRUME!");
static const u8 sText_PkmnProtectedByMist[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} est protégé par\nla BRUME!");
const u8 gText_PkmnGettingPumped[] = _("{B_ATK_NAME_WITH_PREFIX} se gonfle!");
static const u8 sText_PkmnHitWithRecoil[] = _("{B_ATK_NAME_WITH_PREFIX} se blesse en\nfrappant!");
static const u8 sText_PkmnProtectedItself2[] = _("{B_ATK_NAME_WITH_PREFIX} est prêt à\nse protéger!");
static const u8 sText_PkmnBuffetedBySandstorm[] = _("{B_ATK_NAME_WITH_PREFIX} est secoué\npar la tempête de sable!");
static const u8 sText_PkmnPeltedByHail[] = _("{B_ATK_NAME_WITH_PREFIX} est frappé par\nla GRELE!");
static const u8 sText_PkmnsXWoreOff[] = _("{B_BUFF1} du POKéMON {B_ATK_PREFIX1} \nprend fin!");
static const u8 sText_PkmnSeeded[] = _("{B_DEF_NAME_WITH_PREFIX} est infecté!");
static const u8 sText_PkmnEvadedAttack[] = _("{B_DEF_NAME_WITH_PREFIX} évite l’attaque!");
static const u8 sText_PkmnSappedByLeechSeed[] = _("VAMPIGRAINE draine\nl’énergie de {B_ATK_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnFastAsleep[] = _("{B_ATK_NAME_WITH_PREFIX} dort\nprofondément.");
static const u8 sText_PkmnWokeUp[] = _("{B_ATK_NAME_WITH_PREFIX} se réveille!");
static const u8 sText_PkmnUproarKeptAwake[] = _("Mais le BROUHAHA du\n{B_SCR_ACTIVE_NAME_WITH_PREFIX} le tient éveillé!");
static const u8 sText_PkmnWokeUpInUproar[] = _("{B_ATK_NAME_WITH_PREFIX} est réveillé par\nle BROUHAHA!");
static const u8 sText_PkmnCausedUproar[] = _("{B_ATK_NAME_WITH_PREFIX} provoque\nun BROUHAHA!");
static const u8 sText_PkmnMakingUproar[] = _("{B_ATK_NAME_WITH_PREFIX} fait un\nBROUHAHA!");
static const u8 sText_PkmnCalmedDown[] = _("{B_ATK_NAME_WITH_PREFIX} se calme.");
static const u8 sText_PkmnCantSleepInUproar[] = _("Mais le BROUHAHA empêche\n{B_DEF_NAME_WITH_PREFIX} de dormir!");
static const u8 sText_PkmnStockpiled[] = _("{B_ATK_NAME_WITH_PREFIX} utilise STOCKAGE\n{B_BUFF1} fois!");
static const u8 sText_PkmnCantStockpile[] = _("{B_ATK_NAME_WITH_PREFIX} ne peut plus\nutiliser STOCKAGE!");
static const u8 sText_PkmnCantSleepInUproar2[] = _("Mais le BROUHAHA empêche\n{B_DEF_NAME_WITH_PREFIX} de dormir!");
static const u8 sText_UproarKeptPkmnAwake[] = _("Mais le BROUHAHA tient\n{B_DEF_NAME_WITH_PREFIX} éveillé!");
static const u8 sText_PkmnStayedAwakeUsing[] = _("{B_DEF_NAME_WITH_PREFIX} reste éveillé\ngrâce à {B_DEF_ABILITY}!");
static const u8 sText_PkmnStoringEnergy[] = _("{B_ATK_NAME_WITH_PREFIX} se concentre!");
static const u8 sText_PkmnUnleashedEnergy[] = _("{B_ATK_NAME_WITH_PREFIX} envoie la sauce!");
static const u8 sText_PkmnFatigueConfusion[] = _("La fatigue rend {B_ATK_NAME_WITH_PREFIX}\nconfus!");
static const u8 sText_PlayerPickedUpMoney[] = _("{B_PLAYER_NAME} obtient {B_BUFF1}¥!\p");
static const u8 sText_PkmnUnaffected[] = _("{B_DEF_NAME_WITH_PREFIX} n’est pas\naffecté!");
static const u8 sText_PkmnTransformedInto[] = _("{B_ATK_NAME_WITH_PREFIX} se transforme\nen {B_BUFF1}!");
static const u8 sText_PkmnMadeSubstitute[] = _("{B_ATK_NAME_WITH_PREFIX} crée un CLONE!");
static const u8 sText_PkmnHasSubstitute[] = _("{B_ATK_NAME_WITH_PREFIX} a déjà un CLONE!");
static const u8 sText_SubstituteDamaged[] = _("Le CLONE prend les\ndégâts du {B_DEF_NAME_WITH_PREFIX}!\p");
static const u8 sText_PkmnSubstituteFaded[] = _("Le CLONE du {B_DEF_NAME_WITH_PREFIX}\ndisparaît!\p");
static const u8 sText_PkmnMustRecharge[] = _("{B_ATK_NAME_WITH_PREFIX} doit\nse recharger!");
static const u8 sText_PkmnRageBuilding[] = _("La FRENESIE du {B_DEF_NAME_WITH_PREFIX}\naugmente!");
static const u8 sText_PkmnMoveWasDisabled[] = _("{B_BUFF1} du {B_DEF_NAME_WITH_PREFIX}\nest mis sous ENTRAVE!");
static const u8 sText_PkmnMoveDisabledNoMore[] = _("{B_ATK_NAME_WITH_PREFIX} n’est plus\nsous ENTRAVE!");
static const u8 sText_PkmnGotEncore[] = _("{B_DEF_NAME_WITH_PREFIX}, ENCORE\nune fois!");
static const u8 sText_PkmnEncoreEnded[] = _("ENCORE du {B_ATK_NAME_WITH_PREFIX}\nest terminé!");
static const u8 sText_PkmnTookAim[] = _("{B_ATK_NAME_WITH_PREFIX} vise\n{B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnSketchedMove[] = _("{B_ATK_NAME_WITH_PREFIX} GRIBOUILLE\n{B_BUFF1}!");
static const u8 sText_PkmnTryingToTakeFoe[] = _("{B_ATK_NAME_WITH_PREFIX} veut emmener son\nennemi au tapis!");
static const u8 sText_PkmnTookFoe[] = _("{B_DEF_NAME_WITH_PREFIX} emmène\n{B_ATK_NAME_WITH_PREFIX} au tapis!");
static const u8 sText_PkmnReducedPP[] = _("{B_BUFF1} du {B_DEF_NAME_WITH_PREFIX}\nbaisse de {B_BUFF2}!");
static const u8 sText_PkmnStoleItem[] = _("{B_ATK_NAME_WITH_PREFIX} vole\n{B_LAST_ITEM} au\l{B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_TargetCantEscapeNow[] = _("{B_DEF_NAME_WITH_PREFIX} ne peut pas\ns’échapper!");
static const u8 sText_PkmnFellIntoNightmare[] = _("{B_DEF_NAME_WITH_PREFIX} commence un\nCAUCHEMAR!");
static const u8 sText_PkmnLockedInNightmare[] = _("{B_ATK_NAME_WITH_PREFIX} est prisonnier\nd’un CAUCHEMAR!");
static const u8 sText_PkmnLaidCurse[] = _("{B_ATK_NAME_WITH_PREFIX} sacrifie ses PV\net lance une MALEDICTION\lau {B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnAfflictedByCurse[] = _("{B_ATK_NAME_WITH_PREFIX} est touché par\nla MALEDICTION!");
static const u8 sText_SpikesScattered[] = _("Des PICOTS s’éparpillent autour\nde l’équipe de l’ennemi!");
static const u8 sText_PkmnHurtBySpikes[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} est blessé par\nles PICOTS!");
static const u8 sText_PkmnIdentified[] = _("{B_ATK_NAME_WITH_PREFIX} identifie\n{B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnPerishCountFell[] = _("Le compte du REQUIEM du\n{B_ATK_NAME_WITH_PREFIX} descend à {B_BUFF1}!");
static const u8 sText_PkmnBracedItself[] = _("{B_ATK_NAME_WITH_PREFIX} rassemble ses \nforces!");
static const u8 sText_PkmnEnduredHit[] = _("{B_DEF_NAME_WITH_PREFIX} est TENACE\nface au coup!");
static const u8 sText_MagnitudeStrength[] = _("AMPLEUR {B_BUFF1}!");
static const u8 sText_PkmnCutHPMaxedAttack[] = _("{B_ATK_NAME_WITH_PREFIX} sacrifie ses PV\net monte son ATTAQUE au max!");
static const u8 sText_PkmnCopiedStatChanges[] = _("{B_ATK_NAME_WITH_PREFIX} copie les\nchangements\lde stats du {B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnGotFree[] = _("{B_ATK_NAME_WITH_PREFIX} se libère\nde {B_BUFF1}\ldu {B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnShedLeechSeed[] = _("{B_ATK_NAME_WITH_PREFIX} repousse\nVAMPIGRAINE!");
static const u8 sText_PkmnBlewAwaySpikes[] = _("{B_ATK_NAME_WITH_PREFIX} repousse les\nPICOTS!");
static const u8 sText_PkmnFledFromBattle[] = _("{B_ATK_NAME_WITH_PREFIX} s’enfuit!");
static const u8 sText_PkmnForesawAttack[] = _("{B_ATK_NAME_WITH_PREFIX} prévoit une\nattaque!");
static const u8 sText_PkmnTookAttack[] = _("{B_DEF_NAME_WITH_PREFIX} prend l’attaque\nde {B_BUFF1}!");
static const u8 sText_PkmnChoseXAsDestiny[] = _("{B_ATK_NAME_WITH_PREFIX} prépare\n{B_CURRENT_MOVE}!");
static const u8 sText_PkmnAttack[] = _("Attaque de {B_BUFF1}!");
static const u8 sText_PkmnCenterAttention[] = _("{B_ATK_NAME_WITH_PREFIX} devient le centre\nd’attention!");
static const u8 sText_PkmnChargingPower[] = _("{B_ATK_NAME_WITH_PREFIX} se met à\ncharger son énergie!");
static const u8 sText_NaturePowerTurnedInto[] = _("FORCE-NATURE se transforme\nen {B_CURRENT_MOVE}!");
static const u8 sText_PkmnStatusNormal[] = _("Le statut du {B_ATK_NAME_WITH_PREFIX}\nrevient à la normale!");
static const u8 sText_PkmnSubjectedToTorment[] = _("{B_DEF_NAME_WITH_PREFIX} est victime de la\nTOURMENTE!");
static const u8 sText_PkmnTighteningFocus[] = _("{B_ATK_NAME_WITH_PREFIX} se concentre\ndavantage!");
static const u8 sText_PkmnFellForTaunt[] = _("{B_DEF_NAME_WITH_PREFIX} répond à\nla PROVOC!");
static const u8 sText_PkmnReadyToHelp[] = _("{B_ATK_NAME_WITH_PREFIX} est prêt à aider\n{B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnSwitchedItems[] = _("{B_ATK_NAME_WITH_PREFIX} change d’objet\navec l’autre POKéMON!");
static const u8 sText_PkmnObtainedX[] = _("{B_ATK_NAME_WITH_PREFIX} obtient\n{B_BUFF1}!");
static const u8 sText_PkmnObtainedX2[] = _("{B_DEF_NAME_WITH_PREFIX} obtient\n{B_BUFF2}!");
static const u8 sText_PkmnObtainedXYObtainedZ[] = _("{B_ATK_NAME_WITH_PREFIX} obtient\n{B_BUFF1}!\p{B_DEF_NAME_WITH_PREFIX} obtient\n{B_BUFF2}!");
static const u8 sText_PkmnCopiedFoe[] = _("{B_ATK_NAME_WITH_PREFIX} copie\n{B_DEF_ABILITY}\ldu {B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnMadeWish[] = _("{B_ATK_NAME_WITH_PREFIX} fait un VOEU!");
static const u8 sText_PkmnWishCameTrue[] = _("Le VOEU du {B_BUFF1}\nse réalise!");
static const u8 sText_PkmnPlantedRoots[] = _("{B_ATK_NAME_WITH_PREFIX} plante ses\nracines!");
static const u8 sText_PkmnAbsorbedNutrients[] = _("{B_ATK_NAME_WITH_PREFIX} absorbe des\nnutriments avec ses racines!");
static const u8 sText_PkmnAnchoredItself[] = _("{B_DEF_NAME_WITH_PREFIX} s’accroche\navec ses racines!");
static const u8 sText_PkmnWasMadeDrowsy[] = _("{B_ATK_NAME_WITH_PREFIX} rend\n{B_DEF_NAME_WITH_PREFIX} somnolent!");
static const u8 sText_PkmnKnockedOff[] = _("{B_ATK_NAME_WITH_PREFIX} fait tomber\n{B_LAST_ITEM}\ldu {B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnSwappedAbilities[] = _("{B_ATK_NAME_WITH_PREFIX} et le POKéMON\néchangent leur capacité spéciale!");
static const u8 sText_PkmnSealedOpponentMove[] = _("{B_ATK_NAME_WITH_PREFIX} bloque une ou\nplusieurs capacités de l’adversaire!");
static const u8 sText_PkmnWantsGrudge[] = _("{B_ATK_NAME_WITH_PREFIX} veut que\nl’adversaire ait de la RANCUNE!");
static const u8 sText_PkmnLostPPGrudge[] = _("{B_BUFF1} du {B_ATK_NAME_WITH_PREFIX}\nperd ses PP à cause de la RANCUNE!");
static const u8 sText_PkmnShroudedItself[] = _("{B_ATK_NAME_WITH_PREFIX} s’entoure\nde {B_CURRENT_MOVE}!");
static const u8 sText_PkmnMoveBounced[] = _("{B_CURRENT_MOVE} du {B_ATK_NAME_WITH_PREFIX}\nest renvoyé par le REFLET MAGIK!");
static const u8 sText_PkmnWaitsForTarget[] = _("{B_ATK_NAME_WITH_PREFIX} attend que son\nennemi attaque!");
static const u8 sText_PkmnSnatchedMove[] = _("{B_DEF_NAME_WITH_PREFIX} utilise SAISIE\nsur la capacité du\l{B_SCR_ACTIVE_NAME_WITH_PREFIX}!");
static const u8 sText_ElectricityWeakened[] = _("La puissance de l’électricité\nest affaiblie!");
static const u8 sText_FireWeakened[] = _("La puissance du feu\nest affaiblie!");
static const u8 sText_XFoundOneY[] = _("{B_ATK_NAME_WITH_PREFIX} trouve\n{B_LAST_ITEM}!");
static const u8 sText_SoothingAroma[] = _("Une odeur apaisante\nflotte dans les airs!");
static const u8 sText_ItemsCantBeUsedNow[] = _("Objets inutilisables\nici.{PAUSE 64}");
static const u8 sText_ForXCommaYZ[] = _("Pour {B_SCR_ACTIVE_NAME_WITH_PREFIX},\n{B_LAST_ITEM} {B_BUFF1}");
static const u8 sText_PkmnUsedXToGetPumped[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} est plein\nd’énergie grâce à {B_LAST_ITEM}!");
static const u8 sText_PkmnLostFocus[] = _("{B_ATK_NAME_WITH_PREFIX} est déconcentré\net ne peut pas attaquer!");
static const u8 sText_PkmnWasDraggedOut[] = _("{B_DEF_NAME_WITH_PREFIX} est traîné de\nforce au combat!\p");
static const u8 sText_TheWallShattered[] = _("Le mur vole en éclats!");
static const u8 sText_ButNoEffect[] = _("Mais ça n’a aucun effet!");
static const u8 sText_PkmnHasNoMovesLeft[] = _("{B_ACTIVE_NAME_WITH_PREFIX} n’a plus\nde capacités!\p");
static const u8 sText_PkmnMoveIsDisabled[] = _("Il y a une ENTRAVE sur {B_CURRENT_MOVE}\ndu {B_ACTIVE_NAME_WITH_PREFIX}!\p");
static const u8 sText_PkmnCantUseMoveTorment[] = _("La TOURMENTE empêche\n{B_ACTIVE_NAME_WITH_PREFIX} d’utiliser une\lcapacité deux fois de suite!\p");
static const u8 sText_PkmnCantUseMoveTaunt[] = _("{B_ACTIVE_NAME_WITH_PREFIX} ne peut pas\nutiliser {B_CURRENT_MOVE} après PROVOC!\p");
static const u8 sText_PkmnCantUseMoveSealed[] = _("{B_ACTIVE_NAME_WITH_PREFIX} ne peut pas\nutiliser {B_CURRENT_MOVE} bloqué!\p");
static const u8 sText_PkmnMadeItRain[] = _("{B_SCR_ACTIVE_ABILITY} du\n{B_SCR_ACTIVE_NAME_WITH_PREFIX} fait tomber\lla pluie!");
static const u8 sText_PkmnRaisedSpeed[] = _("{B_SCR_ACTIVE_ABILITY} de {B_SCR_ACTIVE_NAME_WITH_PREFIX}\naugmente sa VITESSE!");
static const u8 sText_PkmnProtectedBy[] = _("{B_DEF_NAME_WITH_PREFIX} est protégé\npar {B_DEF_ABILITY}!");
static const u8 sText_PkmnPreventsUsage[] = _("{B_DEF_ABILITY} de\n{B_DEF_NAME_WITH_PREFIX} \pempêche {B_ATK_NAME_WITH_PREFIX}\nd’utiliser {B_CURRENT_MOVE}!");
static const u8 sText_PkmnRestoredHPUsing[] = _("{B_DEF_NAME_WITH_PREFIX} restaure ses PV\ngrâce à {B_DEF_ABILITY}!");
static const u8 sText_PkmnsXMadeYUseless[] = _("{B_DEF_ABILITY} du {B_DEF_NAME_WITH_PREFIX}\nrend {B_CURRENT_MOVE} inutile!");
static const u8 sText_PkmnChangedTypeWith[] = _("{B_DEF_ABILITY} du {B_DEF_NAME_WITH_PREFIX}\nle transforme en type {B_BUFF1}!");
static const u8 sText_PkmnPreventsParalysisWith[] = _("{B_DEF_ABILITY} du {B_EFF_NAME_WITH_PREFIX}\nempêche la paralysie!");
static const u8 sText_PkmnPreventsRomanceWith[] = _("{B_DEF_ABILITY} du {B_DEF_NAME_WITH_PREFIX}\nempêche la romance!");
static const u8 sText_PkmnPreventsPoisoningWith[] = _("{B_DEF_ABILITY} du {B_EFF_NAME_WITH_PREFIX}\nempêche l’empoisonnement!");
static const u8 sText_PkmnPreventsConfusionWith[] = _("{B_DEF_ABILITY} du {B_DEF_NAME_WITH_PREFIX}\nempêche la confusion!");
static const u8 sText_PkmnRaisedFirePowerWith[] = _("{B_DEF_ABILITY} du {B_DEF_NAME_WITH_PREFIX}\naugmente sa puissance de FEU!");
static const u8 sText_PkmnAnchorsItselfWith[] = _("{B_DEF_NAME_WITH_PREFIX} s’accroche\navec {B_DEF_ABILITY}!");
static const u8 sText_PkmnCutsAttackWith[] = _("{B_SCR_ACTIVE_ABILITY} du\n{B_SCR_ACTIVE_NAME_WITH_PREFIX} réduit\ll’ATTAQUE du {B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnPreventsStatLossWith[] = _("{B_SCR_ACTIVE_ABILITY} du {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nempêche la perte de stats!");
static const u8 sText_PkmnHurtsWith[] = _("{B_DEF_ABILITY} du {B_DEF_NAME_WITH_PREFIX}\nblesse {B_ATK_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnTraced[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} CALQUE\n{B_BUFF2} du\l{B_BUFF1}!");
static const u8 sText_PkmnsXPreventsBurns[] = _("{B_EFF_ABILITY} du {B_EFF_NAME_WITH_PREFIX}\nempêche les brûlures!");
static const u8 sText_PkmnsXBlocksY[] = _("{B_DEF_ABILITY} du {B_DEF_NAME_WITH_PREFIX}\nbloque {B_CURRENT_MOVE}!");
static const u8 sText_PkmnsXBlocksY2[] = _("{B_SCR_ACTIVE_ABILITY} du {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nbloque {B_CURRENT_MOVE}!");
static const u8 sText_PkmnsXRestoredHPALittle2[] = _("{B_ATK_ABILITY} du {B_ATK_NAME_WITH_PREFIX}\nrestaure un peu ses PV!");
static const u8 sText_PkmnsXWhippedUpSandstorm[] = _("{B_SCR_ACTIVE_ABILITY} du {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nprovoque une tempête de sable!");
static const u8 sText_PkmnsXIntensifiedSun[] = _("{B_SCR_ACTIVE_ABILITY} du {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nintensifie les rayons du soleil!");
static const u8 sText_PkmnsXPreventsYLoss[] = _("{B_SCR_ACTIVE_ABILITY} du {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nempêche {B_BUFF1} de baisser!");
static const u8 sText_PkmnsXInfatuatedY[] = _("{B_DEF_ABILITY} du {B_DEF_NAME_WITH_PREFIX}\nrend {B_ATK_NAME_WITH_PREFIX} amoureux!");
static const u8 sText_PkmnsXMadeYIneffective[] = _("{B_DEF_ABILITY} du {B_DEF_NAME_WITH_PREFIX}\nrend {B_CURRENT_MOVE} inefficace!");
static const u8 sText_PkmnsXCuredYProblem[] = _("{B_SCR_ACTIVE_ABILITY} du {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nguérit son problème de {B_BUFF1}!");
static const u8 sText_ItSuckedLiquidOoze[] = _("Il aspire le\nSUINTEMENT!");
static const u8 sText_PkmnTransformed[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} se transforme!");
static const u8 sText_PkmnsXTookAttack[] = _("{B_DEF_ABILITY} du {B_DEF_NAME_WITH_PREFIX}\nreçoit l’attaque!");
const u8 gText_PkmnsXPreventsSwitching[] = _("{B_LAST_ABILITY} du {B_BUFF1}\nempêche l’échange!\p");
static const u8 sText_PreventedFromWorking[] = _("{B_DEF_ABILITY} du {B_DEF_NAME_WITH_PREFIX}\nempêche {B_BUFF1} du\l{B_SCR_ACTIVE_NAME_WITH_PREFIX} de fonctionner!");
static const u8 sText_PkmnsXMadeItIneffective[] = _("{B_SCR_ACTIVE_ABILITY} du {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nle rend inefficace!");
static const u8 sText_PkmnsXPreventsFlinching[] = _("{B_EFF_ABILITY} du {B_EFF_NAME_WITH_PREFIX}\nempêche la peur!");
static const u8 sText_PkmnsXPreventsYsZ[] = _("{B_ATK_ABILITY} du {B_ATK_NAME_WITH_PREFIX}\nempêche {B_DEF_ABILITY} du\l{B_DEF_NAME_WITH_PREFIX} de fonctionner!");
static const u8 sText_PkmnsXCuredItsYProblem[] = _("{B_SCR_ACTIVE_ABILITY} du {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nguérit son problème de {B_BUFF1}!");
static const u8 sText_PkmnsXHadNoEffectOnY[] = _("{B_SCR_ACTIVE_ABILITY} du\n{B_SCR_ACTIVE_NAME_WITH_PREFIX}\pest inefficace sur\n{B_EFF_NAME_WITH_PREFIX}!");
static const u8 sText_StatSharply[] = _("monte beaucoup!");
const u8 gText_StatRose[] = _("augmente!");
static const u8 sText_StatHarshly[] = _("baisse beaucoup!");
static const u8 sText_StatFell[] = _("baisse!");
static const u8 sText_AttackersStatRose[] = _("Ah, {B_BUFF1} du {B_ATK_NAME_WITH_PREFIX}\n{B_BUFF2}");
const u8 gText_DefendersStatRose[] = _("Ah, {B_BUFF1} du {B_DEF_NAME_WITH_PREFIX}\n{B_BUFF2}");
static const u8 sText_UsingItemTheStatOfPkmnRose[] = _("Avec {B_LAST_ITEM}, {B_BUFF1} du\n{B_SCR_ACTIVE_NAME_WITH_PREFIX} {B_BUFF2}");
static const u8 sText_AttackersStatFell[] = _("{B_BUFF1} du {B_ATK_NAME_WITH_PREFIX}\n{B_BUFF2}");
static const u8 sText_DefendersStatFell[] = _("Ah, {B_BUFF1} du {B_DEF_NAME_WITH_PREFIX}\n{B_BUFF2}");
static const u8 sText_StatsWontIncrease2[] = _("Les stats du {B_ATK_NAME_WITH_PREFIX}\nn’iront pas plus haut!");
static const u8 sText_StatsWontDecrease2[] = _("Les stats du {B_DEF_NAME_WITH_PREFIX}\nn’iront pas plus bas!");
static const u8 sText_CriticalHit[] = _("Coup critique!");
static const u8 sText_OneHitKO[] = _("K.O. en un coup!");
static const u8 sText_123Poof[] = _("{PAUSE 32}1, {PAUSE 15}2 et{PAUSE 15}… {PAUSE 15}… {PAUSE 15}… {PAUSE 15}{PLAY_SE SE_BALL_BOUNCE_1}Tadaa!\p");
static const u8 sText_AndEllipsis[] = _("Et…\p");
static const u8 sText_HMMovesCantBeForgotten[] = _("Impossible d’oublier les\ncapacités CS maintenant.\p");
static const u8 sText_NotVeryEffective[] = _("Ce n’est pas très efficace…");
static const u8 sText_SuperEffective[] = _("C’est super efficace!");
static const u8 sText_GotAwaySafely[] = _("{PLAY_SE SE_FLEE}Vous prenez la fuite!\p");
static const u8 sText_PkmnFledUsingIts[] = _("{PLAY_SE SE_FLEE}{B_ATK_NAME_WITH_PREFIX} fuit en\nutilisant {B_LAST_ITEM}!\p");
static const u8 sText_PkmnFledUsing[] = _("{PLAY_SE SE_FLEE}{B_ATK_NAME_WITH_PREFIX} fuit en\nutilisant {B_ATK_ABILITY}!\p");
static const u8 sText_WildPkmnFled[] = _("{PLAY_SE SE_FLEE}{B_BUFF1} sauvage fuit!");
static const u8 sText_PlayerDefeatedLinkTrainer[] = _("{B_LINK_OPPONENT1_NAME} a perdu!");
static const u8 sText_TwoLinkTrainersDefeated[] = _("{B_LINK_OPPONENT2_NAME} et {B_LINK_OPPONENT1_NAME}\nont perdu!");
static const u8 sText_PlayerLostAgainstLinkTrainer[] = _("{B_LINK_OPPONENT1_NAME} a gagné!");
static const u8 sText_PlayerLostToTwo[] = _("{B_LINK_OPPONENT2_NAME} et {B_LINK_OPPONENT1_NAME}\nont gagné!");
static const u8 sText_PlayerBattledToDrawLinkTrainer[] = _("Egalité avec \n{B_LINK_OPPONENT1_NAME}!");
static const u8 sText_PlayerBattledToDrawVsTwo[] = _("Egalité avec\n{B_LINK_OPPONENT2_NAME} et {B_LINK_OPPONENT1_NAME}!");
static const u8 sText_WildFled[] = _("{PLAY_SE SE_FLEE}{B_LINK_OPPONENT1_NAME} s’enfuit!");
static const u8 sText_TwoWildFled[] = _("{PLAY_SE SE_FLEE}{B_LINK_OPPONENT1_NAME} et\n{B_LINK_OPPONENT2_NAME} s’enfuient!");
static const u8 sText_NoRunningFromTrainers[] = _("On ne s’enfuit pas d’un\ncombat de DRESSEURS!\p");
static const u8 sText_CantEscape[] = _("Fuite impossible!\p");
static const u8 sText_DontLeaveBirch[] = _("PROF. SEKO: Ne me laisse pas\ncomme ça!\p");
static const u8 sText_ButNothingHappened[] = _("Mais rien ne se passe!");
static const u8 sText_ButItFailed[] = _("Mais cela échoue!");
static const u8 sText_ItHurtConfusion[] = _("Il se blesse dans sa\nconfusion.");
static const u8 sText_MirrorMoveFailed[] = _("La MIMIQUE échoue!");
static const u8 sText_StartedToRain[] = _("Il commence à pleuvoir!");
static const u8 sText_DownpourStarted[] = _("Une pluie torrentielle commence!");
static const u8 sText_RainContinues[] = _("La pluie continue de tomber.");
static const u8 sText_DownpourContinues[] = _("La pluie torrentielle continue."); // Unused
static const u8 sText_RainStopped[] = _("La pluie s’est arrêtée.");
static const u8 sText_SandstormBrewed[] = _("Une tempête de sable\nse prépare!");
static const u8 sText_SandstormRages[] = _("La tempête de sable\nfait rage.");
static const u8 sText_SandstormSubsided[] = _("La tempête de sable\nse calme.");
static const u8 sText_SunlightGotBright[] = _("Les rayons du soleil brillent!");
static const u8 sText_SunlightStrong[] = _("Les rayons du soleil sont forts.");
static const u8 sText_SunlightFaded[] = _("Les rayons du soleil s’affaiblissent.");
static const u8 sText_StartedHail[] = _("Il commence à grêler!");
static const u8 sText_HailContinues[] = _("La grêle continue.");
static const u8 sText_HailStopped[] = _("La grêle s’est arrêtée.");
static const u8 sText_FailedToSpitUp[] = _("Mais la RELACHE a échoué!");
static const u8 sText_FailedToSwallow[] = _("Mais AVALE a échoué!");
static const u8 sText_WindBecameHeatWave[] = _("Le vent se transforme\nen CANICULE!");
static const u8 sText_StatChangesGone[] = _("Les changements de stats\nont tous été annulés!");
static const u8 sText_CoinsScattered[] = _("Une pluie de pièces!");
static const u8 sText_TooWeakForSubstitute[] = _("Trop faible pour créer\nun CLONE!");
static const u8 sText_SharedPain[] = _("Les adversaires se partagent\nles dégâts!");
static const u8 sText_BellChimed[] = _("Un GRELOT sonne!");
static const u8 sText_FaintInThree[] = _("Les POKéMON au combat seront\nK.O. dans 3 tours!");
static const u8 sText_NoPPLeft[] = _("Il n’y a plus de PP pour\ncette capacité!\p");
static const u8 sText_ButNoPPLeft[] = _("Mais il n’y a plus de PP pour\ncette capacité!");
static const u8 sText_PkmnIgnoresAsleep[] = _("{B_ATK_NAME_WITH_PREFIX} ignore les ordres\net pionce!");
static const u8 sText_PkmnIgnoredOrders[] = _("{B_ATK_NAME_WITH_PREFIX} ignore les\nordres!");
static const u8 sText_PkmnBeganToNap[] = _("{B_ATK_NAME_WITH_PREFIX} fait la sieste!");
static const u8 sText_PkmnLoafing[] = _("{B_ATK_NAME_WITH_PREFIX} paresse!");
static const u8 sText_PkmnWontObey[] = _("{B_ATK_NAME_WITH_PREFIX} n’obéit pas!");
static const u8 sText_PkmnTurnedAway[] = _("{B_ATK_NAME_WITH_PREFIX} tourne le dos!");
static const u8 sText_PkmnPretendNotNotice[] = _("{B_ATK_NAME_WITH_PREFIX} fait semblant de\nne rien remarquer!");
static const u8 sText_EnemyAboutToSwitchPkmn[] = _("{B_BUFF2} va être envoyé par\n{B_TRAINER1_CLASS} {B_TRAINER1_NAME}.\pVoulez-vous changer\nde POKéMON?");
static const u8 sText_PkmnLearnedMove2[] = _("{B_ATK_NAME_WITH_PREFIX} apprend\n{B_BUFF1}!");
static const u8 sText_PlayerDefeatedLinkTrainerTrainer1[] = _("Vous avez battu\n{B_TRAINER1_CLASS} {B_TRAINER1_NAME}!\p");
static const u8 sText_CreptCloser[] = _("{B_PLAYER_NAME} se rapproche de\n{B_OPPONENT_MON1_NAME}!");
static const u8 sText_CantGetCloser[] = _("{B_PLAYER_NAME} ne peut pas\ns’approcher plus!");
static const u8 sText_PkmnWatchingCarefully[] = _("{B_OPPONENT_MON1_NAME} surveille\nattentivement!");
static const u8 sText_PkmnCuriousAboutX[] = _("{B_OPPONENT_MON1_NAME} est intéressé par\n{B_BUFF1}!");
static const u8 sText_PkmnEnthralledByX[] = _("{B_OPPONENT_MON1_NAME} est captivé par\n{B_BUFF1}!");
static const u8 sText_PkmnIgnoredX[] = _("{B_OPPONENT_MON1_NAME} ignore complètement\n{B_BUFF1}!");
static const u8 sText_ThrewPokeblockAtPkmn[] = _("{B_PLAYER_NAME} lance un {POKEBLOCK}\nà {B_OPPONENT_MON1_NAME}!");
static const u8 sText_OutOfSafariBalls[] = _("{PLAY_SE SE_DING_DONG}ANNONCEUR: Vous n’avez plus de\nSAFARI BALLS! Perdu!\p");
static const u8 sText_OpponentMon1Appeared[] = _("{B_OPPONENT_MON1_NAME} appeared!\p");
static const u8 sText_WildPkmnAppeared[] = _("Un {B_OPPONENT_MON1_NAME} sauvage apparaît!\p");
static const u8 sText_LegendaryPkmnAppeared[] = _("Un {B_OPPONENT_MON1_NAME} sauvage apparaît!\p");
static const u8 sText_WildPkmnAppearedPause[] = _("Un {B_OPPONENT_MON1_NAME} sauvage apparaît!{PAUSE 127}");
static const u8 sText_TwoWildPkmnAppeared[] = _("Un {B_OPPONENT_MON2_NAME} et un {B_OPPONENT_MON1_NAME}\nsauvages apparaissent!\p");
static const u8 sText_Trainer1WantsToBattle[] = _("Un combat est lancé\npar {B_TRAINER1_CLASS} {B_TRAINER1_NAME}!\p");
static const u8 sText_LinkTrainerWantsToBattle[] = _("{B_LINK_OPPONENT1_NAME}\nveut se battre!");
static const u8 sText_TwoLinkTrainersWantToBattle[] = _("{B_LINK_OPPONENT1_NAME} et {B_LINK_OPPONENT2_NAME}\nveulent se battre!");
static const u8 sText_Trainer1SentOutPkmn[] = _("{B_OPPONENT_MON1_NAME} est envoyé par\n{B_TRAINER1_CLASS} {B_TRAINER1_NAME}!");
static const u8 sText_Trainer1SentOutTwoPkmn[] = _("{B_OPPONENT_MON1_NAME} et {B_OPPONENT_MON2_NAME} sont\nenvoyés par\l{B_TRAINER1_CLASS} {B_TRAINER1_NAME}!");
static const u8 sText_Trainer1SentOutPkmn2[] = _("{B_BUFF1} est envoyé par\n{B_TRAINER1_CLASS} {B_TRAINER1_NAME}!");
static const u8 sText_LinkTrainerSentOutPkmn[] = _("{B_LINK_OPPONENT1_NAME} envoie\n{B_OPPONENT_MON1_NAME}!");
static const u8 sText_LinkTrainerSentOutTwoPkmn[] = _("{B_LINK_OPPONENT1_NAME} envoie\n{B_OPPONENT_MON1_NAME} et {B_OPPONENT_MON2_NAME}!");
static const u8 sText_TwoLinkTrainersSentOutPkmn[] = _("{B_LINK_OPPONENT1_NAME} envoie\n{B_LINK_OPPONENT_MON1_NAME}!\p{B_LINK_OPPONENT2_NAME} envoie\n{B_LINK_OPPONENT_MON2_NAME}!");
static const u8 sText_LinkTrainerSentOutPkmn2[] = _("{B_LINK_OPPONENT1_NAME} envoie\n{B_BUFF1}!");
static const u8 sText_LinkTrainerMultiSentOutPkmn[] = _("{B_LINK_SCR_TRAINER_NAME} envoie\n{B_BUFF1}!");
static const u8 sText_GoPkmn[] = _("{B_PLAYER_MON1_NAME}! Go!");
static const u8 sText_GoTwoPkmn[] = _("{B_PLAYER_MON1_NAME} et\n{B_PLAYER_MON2_NAME}! Go!");
static const u8 sText_GoPkmn2[] = _("{B_BUFF1}! Go!");
static const u8 sText_DoItPkmn[] = _("{B_BUFF1}! Fonce!");
static const u8 sText_GoForItPkmn[] = _("En avant, {B_BUFF1}!");
static const u8 sText_YourFoesWeakGetEmPkmn[] = _("L’ennemi est faible!\nAttaque, {B_BUFF1}!");
static const u8 sText_LinkPartnerSentOutPkmnGoPkmn[] = _("{B_LINK_PARTNER_NAME} envoie\n{B_LINK_PLAYER_MON2_NAME}!\p{B_LINK_PLAYER_MON1_NAME}! Go!");
static const u8 sText_PkmnThatsEnough[] = _("Ça suffit, {B_BUFF1}!\nReviens!");
static const u8 sText_PkmnComeBack[] = _("Reviens, {B_BUFF1}!");
static const u8 sText_PkmnOkComeBack[] = _("OK, {B_BUFF1}!\nReviens!");
static const u8 sText_PkmnGoodComeBack[] = _("Bien, {B_BUFF1}!\nReviens!");
static const u8 sText_Trainer1WithdrewPkmn[] = _("{B_BUFF1} est retiré par\n{B_TRAINER1_CLASS} {B_TRAINER1_NAME}!");
static const u8 sText_LinkTrainer1WithdrewPkmn[] = _("{B_LINK_OPPONENT1_NAME} retire\n{B_BUFF1}!");
static const u8 sText_LinkTrainer2WithdrewPkmn[] = _("{B_LINK_SCR_TRAINER_NAME} retire\n{B_BUFF1}!");
static const u8 sText_WildPkmnPrefix[] = _(" sauvage");
static const u8 sText_FoePkmnPrefix[] = _(" ennemi");
static const u8 sText_EmptyString8[] = _("");
static const u8 sText_FoePkmnPrefix2[] = _("ennemi");
static const u8 sText_AllyPkmnPrefix[] = _("ami");
static const u8 sText_FoePkmnPrefix3[] = _("ennemi");
static const u8 sText_AllyPkmnPrefix2[] = _("ami");
static const u8 sText_FoePkmnPrefix4[] = _("ennemi");
static const u8 sText_AllyPkmnPrefix3[] = _("ami");
static const u8 sText_AttackerUsedX[] = _("{B_ATK_NAME_WITH_PREFIX} utilise\n{B_BUFF2}");
static const u8 sText_ExclamationMark[] = _("!");
static const u8 sText_ExclamationMark2[] = _("!");
static const u8 sText_ExclamationMark3[] = _("!");
static const u8 sText_ExclamationMark4[] = _("!");
static const u8 sText_ExclamationMark5[] = _("!");
static const u8 sText_HP2[] = _("PV");
static const u8 sText_Attack2[] = _("ATTAQUE");
static const u8 sText_Defense2[] = _("DEFENSE");
static const u8 sText_Speed[] = _("VITESSE");
static const u8 sText_SpAtk2[] = _("ATQ SP");
static const u8 sText_SpDef2[] = _("DEF SP");
static const u8 sText_Accuracy[] = _("précision");
static const u8 sText_Evasiveness[] = _("esquive");
#endif
const u8 * const gStatNamesTable[NUM_BATTLE_STATS] =
{
[STAT_HP] = sText_HP2,
[STAT_ATK] = sText_Attack2,
[STAT_DEF] = sText_Defense2,
[STAT_SPEED] = sText_Speed,
[STAT_SPATK] = sText_SpAtk2,
[STAT_SPDEF] = sText_SpDef2,
[STAT_ACC] = sText_Accuracy,
[STAT_EVASION] = sText_Evasiveness,
};
#if ENGLISH
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!");
#elif FRENCH
static const u8 sText_PokeblockWasTooSpicy[] = _("était trop épicée!");
static const u8 sText_PokeblockWasTooDry[] = _("était trop sèche!");
static const u8 sText_PokeblockWasTooSweet[] = _("était trop sucrée!");
static const u8 sText_PokeblockWasTooBitter[] = _("était trop amère!");
static const u8 sText_PokeblockWasTooSour[] = _("était trop acide!");
#endif
const u8 * const gPokeblockWasTooXStringTable[FLAVOR_COUNT] =
{
[FLAVOR_SPICY] = sText_PokeblockWasTooSpicy,
[FLAVOR_DRY] = sText_PokeblockWasTooDry,
[FLAVOR_SWEET] = sText_PokeblockWasTooSweet,
[FLAVOR_BITTER] = sText_PokeblockWasTooBitter,
[FLAVOR_SOUR] = sText_PokeblockWasTooSour
};
#if ENGLISH
static const u8 sText_PlayerUsedItem[] = _("{B_PLAYER_NAME} used\n{B_LAST_ITEM}!");
static const u8 sText_WallyUsedItem[] = _("WALLY used\n{B_LAST_ITEM}!");
static const u8 sText_Trainer1UsedItem[] = _("{B_TRAINER1_CLASS} {B_TRAINER1_NAME}\nused {B_LAST_ITEM}!");
static const u8 sText_TrainerBlockedBall[] = _("The TRAINER blocked the BALL!");
static const u8 sText_DontBeAThief[] = _("Don't be a thief!");
static const u8 sText_ItDodgedBall[] = _("It dodged the thrown BALL!\nThis POKéMON can't be caught!");
static const u8 sText_YouMissedPkmn[] = _("You missed the POKéMON!");
static const u8 sText_PkmnBrokeFree[] = _("Oh, no!\nThe POKéMON broke free!");
static const u8 sText_ItAppearedCaught[] = _("Aww!\nIt appeared to be caught!");
static const u8 sText_AarghAlmostHadIt[] = _("Aargh!\nAlmost had it!");
static const u8 sText_ShootSoClose[] = _("Shoot!\nIt was so close, too!");
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_GiveNicknameCaptured[] = _("Give a nickname to the\ncaptured {B_OPPONENT_MON1_NAME}?");
static const u8 sText_PkmnSentToPC[] = _("{B_OPPONENT_MON1_NAME} was sent to\n{B_PC_CREATOR_NAME} PC.");
static const u8 sText_Someones[] = _("someone's");
static const u8 sText_Lanettes[] = _("LANETTE's");
static const u8 sText_PkmnDataAddedToDex[] = _("{B_OPPONENT_MON1_NAME}'s data was\nadded to the POKéDEX.\p");
static const u8 sText_ItIsRaining[] = _("It is raining.");
static const u8 sText_SandstormIsRaging[] = _("A sandstorm is raging.");
static const u8 sText_BoxIsFull[] = _("The BOX is full!\nYou can't catch any more!\p");
static const u8 sText_EnigmaBerry[] = _("ENIGMA BERRY");
static const u8 sText_BerrySuffix[] = _(" BERRY");
static const u8 sText_PkmnsItemCuredParalysis[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_LAST_ITEM}\ncured paralysis!");
static const u8 sText_PkmnsItemCuredPoison[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_LAST_ITEM}\ncured poison!");
static const u8 sText_PkmnsItemHealedBurn[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_LAST_ITEM}\nhealed its burn!");
static const u8 sText_PkmnsItemDefrostedIt[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_LAST_ITEM}\ndefrosted it!");
static const u8 sText_PkmnsItemWokeIt[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_LAST_ITEM}\nwoke it from its sleep!");
static const u8 sText_PkmnsItemSnappedOut[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_LAST_ITEM}\nsnapped it out of confusion!");
static const u8 sText_PkmnsItemCuredProblem[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_LAST_ITEM}\ncured its {B_BUFF1} problem!");
static const u8 sText_PkmnsItemNormalizedStatus[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_LAST_ITEM}\nnormalized its status!");
static const u8 sText_PkmnsItemRestoredHealth[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_LAST_ITEM}\nrestored health!");
static const u8 sText_PkmnsItemRestoredPP[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_LAST_ITEM}\nrestored {B_BUFF1}'s PP!");
static const u8 sText_PkmnsItemRestoredStatus[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_LAST_ITEM}\nrestored its status!");
static const u8 sText_PkmnsItemRestoredHPALittle[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_LAST_ITEM}\nrestored its HP a little!");
static const u8 sText_ItemAllowsOnlyYMove[] = _("{B_LAST_ITEM} allows the\nuse of only {B_CURRENT_MOVE}!\p");
static const u8 sText_PkmnHungOnWithX[] = _("{B_DEF_NAME_WITH_PREFIX} hung on\nusing its {B_LAST_ITEM}!");
const u8 gText_EmptyString3[] = _("");
static const u8 sText_YouThrowABallNowRight[] = _("You throw a BALL now, right?\nI… I'll do my best!");
#elif FRENCH
static const u8 sText_PlayerUsedItem[] = _("{B_PLAYER_NAME} utilise\n{B_LAST_ITEM}!");
static const u8 sText_WallyUsedItem[] = _("TIMMY utilise\n{B_LAST_ITEM}!");
static const u8 sText_Trainer1UsedItem[] = _("{B_LAST_ITEM} est utilisé(e) par\n{B_TRAINER1_CLASS} {B_TRAINER1_NAME}!");
static const u8 sText_TrainerBlockedBall[] = _("Le DRESSEUR détourne la BALL!");
static const u8 sText_DontBeAThief[] = _("Voler, c’est mal!");
static const u8 sText_ItDodgedBall[] = _("Il a évité la BALL!\nCe POKéMON ne se laisse pas faire!");
static const u8 sText_YouMissedPkmn[] = _("Vous manquez le POKéMON!");
static const u8 sText_PkmnBrokeFree[] = _("Oh, non!\nLe POKéMON s’est libéré!");
static const u8 sText_ItAppearedCaught[] = _("Raaah!\nÇa y était presque!");
static const u8 sText_AarghAlmostHadIt[] = _("Aaaaaah!\nPresque!");
static const u8 sText_ShootSoClose[] = _("Mince!\nÇa y était presque!");
static const u8 sText_GotchaPkmnCaught[] = _("Et hop!\n{B_OPPONENT_MON1_NAME} est attrapé!{WAIT_SE}{PLAY_BGM}{0x60}À\p");
static const u8 sText_GotchaPkmnCaught2[] = _("Et hop!\n{B_OPPONENT_MON1_NAME} est attrapé!{WAIT_SE}{PLAY_BGM}{0x60}À{PAUSE 127}");
static const u8 sText_GiveNicknameCaptured[] = _("Donner un surnom au\n{B_OPPONENT_MON1_NAME} capturé?");
static const u8 sText_PkmnSentToPC[] = _("{B_OPPONENT_MON1_NAME} est envoyé au\nPC {B_PC_CREATOR_NAME}.");
static const u8 sText_Someones[] = _("de quelqu’un");
static const u8 sText_Lanettes[] = _("d’ANNETTE");
static const u8 sText_PkmnDataAddedToDex[] = _("Les données de {B_OPPONENT_MON1_NAME} sont\najoutées au POKéDEX.\p");
static const u8 sText_ItIsRaining[] = _("Il pleut.");
static const u8 sText_SandstormIsRaging[] = _("La tempête de sable\nfait rage.");
static const u8 sText_BoxIsFull[] = _("La BOITE est pleine!\nVous ne pouvez plus rien attraper!\p");
static const u8 sText_EnigmaBerry[] = _("BAIE ENIGMA");
static const u8 sText_BerrySuffix[] = _("BAIE {B_COPY_VAR_3}");
static const u8 sText_PkmnsItemCuredParalysis[] = _("{B_LAST_ITEM} du {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nle sort de sa paralysie!");
static const u8 sText_PkmnsItemCuredPoison[] = _("{B_LAST_ITEM} du {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nle guérit de son empoisonnement!");
static const u8 sText_PkmnsItemHealedBurn[] = _("{B_LAST_ITEM} du {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nle guérit de sa brûlure!");
static const u8 sText_PkmnsItemDefrostedIt[] = _("{B_LAST_ITEM} du {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nle dégèle!");
static const u8 sText_PkmnsItemWokeIt[] = _("{B_LAST_ITEM} du {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nle sort de son sommeil!");
static const u8 sText_PkmnsItemSnappedOut[] = _("{B_LAST_ITEM} du {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nle tire de sa confusion!");
static const u8 sText_PkmnsItemCuredProblem[] = _("{B_LAST_ITEM} du {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nguérit son problème de {B_BUFF1}!");
static const u8 sText_PkmnsItemNormalizedStatus[] = _("{B_LAST_ITEM} du {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nramène son statut à la normale!");
static const u8 sText_PkmnsItemRestoredHealth[] = _("{B_LAST_ITEM} du {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nrestaure son énergie!");
static const u8 sText_PkmnsItemRestoredPP[] = _("{B_LAST_ITEM} du {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nrestaure les PP de {B_BUFF1}!");
static const u8 sText_PkmnsItemRestoredStatus[] = _("{B_LAST_ITEM} du {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nrestaure son statut!");
static const u8 sText_PkmnsItemRestoredHPALittle[] = _("{B_LAST_ITEM} du {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nrestaure un peu ses PV!");
static const u8 sText_ItemAllowsOnlyYMove[] = _("Avec {B_LAST_ITEM}, seule la capacité\n{B_CURRENT_MOVE} peut être utilisée!\p");
static const u8 sText_PkmnHungOnWithX[] = _("{B_DEF_NAME_WITH_PREFIX} tient bon grâce\nà {B_LAST_ITEM}!");
const u8 gText_EmptyString3[] = _("");
static const u8 sText_YouThrowABallNowRight[] = _("Il faut lancer une BALL, non?\nJe… je ferai de mon mieux!");
#endif
// early declaration of strings
static const u8 sText_PkmnIncapableOfPower[];
static const u8 sText_GlintAppearsInEye[];
static const u8 sText_PkmnGettingIntoPosition[];
static const u8 sText_PkmnBeganGrowlingDeeply[];
static const u8 sText_PkmnEagerForMore[];
static const u8 sText_DefeatedOpponentByReferee[];
static const u8 sText_LostToOpponentByReferee[];
static const u8 sText_TiedOpponentByReferee[];
static const u8 sText_QuestionForfeitMatch[];
static const u8 sText_ForfeitedMatch[];
static const u8 sText_Trainer1WinText[];
static const u8 sText_Trainer2WinText[];
static const u8 sText_TwoInGameTrainersDefeated[];
static const u8 sText_Trainer2LoseText[];
const u8 * const gBattleStringsTable[BATTLESTRINGS_COUNT - BATTLESTRINGS_TABLE_START] =
{
[STRINGID_TRAINER1LOSETEXT - BATTLESTRINGS_TABLE_START] = sText_Trainer1LoseText,
[STRINGID_PKMNGAINEDEXP - BATTLESTRINGS_TABLE_START] = sText_PkmnGainedEXP,
[STRINGID_PKMNGREWTOLV - BATTLESTRINGS_TABLE_START] = sText_PkmnGrewToLv,
[STRINGID_PKMNLEARNEDMOVE - BATTLESTRINGS_TABLE_START] = sText_PkmnLearnedMove,
[STRINGID_TRYTOLEARNMOVE1 - BATTLESTRINGS_TABLE_START] = sText_TryToLearnMove1,
[STRINGID_TRYTOLEARNMOVE2 - BATTLESTRINGS_TABLE_START] = sText_TryToLearnMove2,
[STRINGID_TRYTOLEARNMOVE3 - BATTLESTRINGS_TABLE_START] = sText_TryToLearnMove3,
[STRINGID_PKMNFORGOTMOVE - BATTLESTRINGS_TABLE_START] = sText_PkmnForgotMove,
[STRINGID_STOPLEARNINGMOVE - BATTLESTRINGS_TABLE_START] = sText_StopLearningMove,
[STRINGID_DIDNOTLEARNMOVE - BATTLESTRINGS_TABLE_START] = sText_DidNotLearnMove,
[STRINGID_PKMNLEARNEDMOVE2 - BATTLESTRINGS_TABLE_START] = sText_PkmnLearnedMove2,
[STRINGID_ATTACKMISSED - BATTLESTRINGS_TABLE_START] = sText_AttackMissed,
[STRINGID_PKMNPROTECTEDITSELF - BATTLESTRINGS_TABLE_START] = sText_PkmnProtectedItself,
[STRINGID_STATSWONTINCREASE2 - BATTLESTRINGS_TABLE_START] = sText_StatsWontIncrease2,
[STRINGID_AVOIDEDDAMAGE - BATTLESTRINGS_TABLE_START] = sText_AvoidedDamage,
[STRINGID_ITDOESNTAFFECT - BATTLESTRINGS_TABLE_START] = sText_ItDoesntAffect,
[STRINGID_ATTACKERFAINTED - BATTLESTRINGS_TABLE_START] = sText_AttackerFainted,
[STRINGID_TARGETFAINTED - BATTLESTRINGS_TABLE_START] = sText_TargetFainted,
[STRINGID_PLAYERGOTMONEY - BATTLESTRINGS_TABLE_START] = sText_PlayerGotMoney,
[STRINGID_PLAYERWHITEOUT - BATTLESTRINGS_TABLE_START] = sText_PlayerWhiteout,
[STRINGID_PLAYERWHITEOUT2 - BATTLESTRINGS_TABLE_START] = sText_PlayerWhiteout2,
[STRINGID_PREVENTSESCAPE - BATTLESTRINGS_TABLE_START] = sText_PreventsEscape,
[STRINGID_HITXTIMES - BATTLESTRINGS_TABLE_START] = sText_HitXTimes,
[STRINGID_PKMNFELLASLEEP - BATTLESTRINGS_TABLE_START] = sText_PkmnFellAsleep,
[STRINGID_PKMNMADESLEEP - BATTLESTRINGS_TABLE_START] = sText_PkmnMadeSleep,
[STRINGID_PKMNALREADYASLEEP - BATTLESTRINGS_TABLE_START] = sText_PkmnAlreadyAsleep,
[STRINGID_PKMNALREADYASLEEP2 - BATTLESTRINGS_TABLE_START] = sText_PkmnAlreadyAsleep2,
[STRINGID_PKMNWASNTAFFECTED - BATTLESTRINGS_TABLE_START] = sText_PkmnWasntAffected,
[STRINGID_PKMNWASPOISONED - BATTLESTRINGS_TABLE_START] = sText_PkmnWasPoisoned,
[STRINGID_PKMNPOISONEDBY - BATTLESTRINGS_TABLE_START] = sText_PkmnPoisonedBy,
[STRINGID_PKMNHURTBYPOISON - BATTLESTRINGS_TABLE_START] = sText_PkmnHurtByPoison,
[STRINGID_PKMNALREADYPOISONED - BATTLESTRINGS_TABLE_START] = sText_PkmnAlreadyPoisoned,
[STRINGID_PKMNBADLYPOISONED - BATTLESTRINGS_TABLE_START] = sText_PkmnBadlyPoisoned,
[STRINGID_PKMNENERGYDRAINED - BATTLESTRINGS_TABLE_START] = sText_PkmnEnergyDrained,
[STRINGID_PKMNWASBURNED - BATTLESTRINGS_TABLE_START] = sText_PkmnWasBurned,
[STRINGID_PKMNBURNEDBY - BATTLESTRINGS_TABLE_START] = sText_PkmnBurnedBy,
[STRINGID_PKMNHURTBYBURN - BATTLESTRINGS_TABLE_START] = sText_PkmnHurtByBurn,
[STRINGID_PKMNWASFROZEN - BATTLESTRINGS_TABLE_START] = sText_PkmnWasFrozen,
[STRINGID_PKMNFROZENBY - BATTLESTRINGS_TABLE_START] = sText_PkmnFrozenBy,
[STRINGID_PKMNISFROZEN - BATTLESTRINGS_TABLE_START] = sText_PkmnIsFrozen,
[STRINGID_PKMNWASDEFROSTED - BATTLESTRINGS_TABLE_START] = sText_PkmnWasDefrosted,
[STRINGID_PKMNWASDEFROSTED2 - BATTLESTRINGS_TABLE_START] = sText_PkmnWasDefrosted2,
[STRINGID_PKMNWASDEFROSTEDBY - BATTLESTRINGS_TABLE_START] = sText_PkmnWasDefrostedBy,
[STRINGID_PKMNWASPARALYZED - BATTLESTRINGS_TABLE_START] = sText_PkmnWasParalyzed,
[STRINGID_PKMNWASPARALYZEDBY - BATTLESTRINGS_TABLE_START] = sText_PkmnWasParalyzedBy,
[STRINGID_PKMNISPARALYZED - BATTLESTRINGS_TABLE_START] = sText_PkmnIsParalyzed,
[STRINGID_PKMNISALREADYPARALYZED - BATTLESTRINGS_TABLE_START] = sText_PkmnIsAlreadyParalyzed,
[STRINGID_PKMNHEALEDPARALYSIS - BATTLESTRINGS_TABLE_START] = sText_PkmnHealedParalysis,
[STRINGID_PKMNDREAMEATEN - BATTLESTRINGS_TABLE_START] = sText_PkmnDreamEaten,
[STRINGID_STATSWONTINCREASE - BATTLESTRINGS_TABLE_START] = sText_StatsWontIncrease,
[STRINGID_STATSWONTDECREASE - BATTLESTRINGS_TABLE_START] = sText_StatsWontDecrease,
[STRINGID_TEAMSTOPPEDWORKING - BATTLESTRINGS_TABLE_START] = sText_TeamStoppedWorking,
[STRINGID_FOESTOPPEDWORKING - BATTLESTRINGS_TABLE_START] = sText_FoeStoppedWorking,
[STRINGID_PKMNISCONFUSED - BATTLESTRINGS_TABLE_START] = sText_PkmnIsConfused,
[STRINGID_PKMNHEALEDCONFUSION - BATTLESTRINGS_TABLE_START] = sText_PkmnHealedConfusion,
[STRINGID_PKMNWASCONFUSED - BATTLESTRINGS_TABLE_START] = sText_PkmnWasConfused,
[STRINGID_PKMNALREADYCONFUSED - BATTLESTRINGS_TABLE_START] = sText_PkmnAlreadyConfused,
[STRINGID_PKMNFELLINLOVE - BATTLESTRINGS_TABLE_START] = sText_PkmnFellInLove,
[STRINGID_PKMNINLOVE - BATTLESTRINGS_TABLE_START] = sText_PkmnInLove,
[STRINGID_PKMNIMMOBILIZEDBYLOVE - BATTLESTRINGS_TABLE_START] = sText_PkmnImmobilizedByLove,
[STRINGID_PKMNBLOWNAWAY - BATTLESTRINGS_TABLE_START] = sText_PkmnBlownAway,
[STRINGID_PKMNCHANGEDTYPE - BATTLESTRINGS_TABLE_START] = sText_PkmnChangedType,
[STRINGID_PKMNFLINCHED - BATTLESTRINGS_TABLE_START] = sText_PkmnFlinched,
[STRINGID_PKMNREGAINEDHEALTH - BATTLESTRINGS_TABLE_START] = sText_PkmnRegainedHealth,
[STRINGID_PKMNHPFULL - BATTLESTRINGS_TABLE_START] = sText_PkmnHPFull,
[STRINGID_PKMNRAISEDSPDEF - BATTLESTRINGS_TABLE_START] = sText_PkmnRaisedSpDef,
[STRINGID_PKMNRAISEDDEF - BATTLESTRINGS_TABLE_START] = sText_PkmnRaisedDef,
[STRINGID_PKMNCOVEREDBYVEIL - BATTLESTRINGS_TABLE_START] = sText_PkmnCoveredByVeil,
[STRINGID_PKMNUSEDSAFEGUARD - BATTLESTRINGS_TABLE_START] = sText_PkmnUsedSafeguard,
[STRINGID_PKMNSAFEGUARDEXPIRED - BATTLESTRINGS_TABLE_START] = sText_PkmnSafeguardExpired,
[STRINGID_PKMNWENTTOSLEEP - BATTLESTRINGS_TABLE_START] = sText_PkmnWentToSleep,
[STRINGID_PKMNSLEPTHEALTHY - BATTLESTRINGS_TABLE_START] = sText_PkmnSleptHealthy,
[STRINGID_PKMNWHIPPEDWHIRLWIND - BATTLESTRINGS_TABLE_START] = sText_PkmnWhippedWhirlwind,
[STRINGID_PKMNTOOKSUNLIGHT - BATTLESTRINGS_TABLE_START] = sText_PkmnTookSunlight,
[STRINGID_PKMNLOWEREDHEAD - BATTLESTRINGS_TABLE_START] = sText_PkmnLoweredHead,
[STRINGID_PKMNISGLOWING - BATTLESTRINGS_TABLE_START] = sText_PkmnIsGlowing,
[STRINGID_PKMNFLEWHIGH - BATTLESTRINGS_TABLE_START] = sText_PkmnFlewHigh,
[STRINGID_PKMNDUGHOLE - BATTLESTRINGS_TABLE_START] = sText_PkmnDugHole,
[STRINGID_PKMNSQUEEZEDBYBIND - BATTLESTRINGS_TABLE_START] = sText_PkmnSqueezedByBind,
[STRINGID_PKMNTRAPPEDINVORTEX - BATTLESTRINGS_TABLE_START] = sText_PkmnTrappedInVortex,
[STRINGID_PKMNWRAPPEDBY - BATTLESTRINGS_TABLE_START] = sText_PkmnWrappedBy,
[STRINGID_PKMNCLAMPED - BATTLESTRINGS_TABLE_START] = sText_PkmnClamped,
[STRINGID_PKMNHURTBY - BATTLESTRINGS_TABLE_START] = sText_PkmnHurtBy,
[STRINGID_PKMNFREEDFROM - BATTLESTRINGS_TABLE_START] = sText_PkmnFreedFrom,
[STRINGID_PKMNCRASHED - BATTLESTRINGS_TABLE_START] = sText_PkmnCrashed,
[STRINGID_PKMNSHROUDEDINMIST - BATTLESTRINGS_TABLE_START] = gText_PkmnShroudedInMist,
[STRINGID_PKMNPROTECTEDBYMIST - BATTLESTRINGS_TABLE_START] = sText_PkmnProtectedByMist,
[STRINGID_PKMNGETTINGPUMPED - BATTLESTRINGS_TABLE_START] = gText_PkmnGettingPumped,
[STRINGID_PKMNHITWITHRECOIL - BATTLESTRINGS_TABLE_START] = sText_PkmnHitWithRecoil,
[STRINGID_PKMNPROTECTEDITSELF2 - BATTLESTRINGS_TABLE_START] = sText_PkmnProtectedItself2,
[STRINGID_PKMNBUFFETEDBYSANDSTORM - BATTLESTRINGS_TABLE_START] = sText_PkmnBuffetedBySandstorm,
[STRINGID_PKMNPELTEDBYHAIL - BATTLESTRINGS_TABLE_START] = sText_PkmnPeltedByHail,
[STRINGID_PKMNSEEDED - BATTLESTRINGS_TABLE_START] = sText_PkmnSeeded,
[STRINGID_PKMNEVADEDATTACK - BATTLESTRINGS_TABLE_START] = sText_PkmnEvadedAttack,
[STRINGID_PKMNSAPPEDBYLEECHSEED - BATTLESTRINGS_TABLE_START] = sText_PkmnSappedByLeechSeed,
[STRINGID_PKMNFASTASLEEP - BATTLESTRINGS_TABLE_START] = sText_PkmnFastAsleep,
[STRINGID_PKMNWOKEUP - BATTLESTRINGS_TABLE_START] = sText_PkmnWokeUp,
[STRINGID_PKMNUPROARKEPTAWAKE - BATTLESTRINGS_TABLE_START] = sText_PkmnUproarKeptAwake,
[STRINGID_PKMNWOKEUPINUPROAR - BATTLESTRINGS_TABLE_START] = sText_PkmnWokeUpInUproar,
[STRINGID_PKMNCAUSEDUPROAR - BATTLESTRINGS_TABLE_START] = sText_PkmnCausedUproar,
[STRINGID_PKMNMAKINGUPROAR - BATTLESTRINGS_TABLE_START] = sText_PkmnMakingUproar,
[STRINGID_PKMNCALMEDDOWN - BATTLESTRINGS_TABLE_START] = sText_PkmnCalmedDown,
[STRINGID_PKMNCANTSLEEPINUPROAR - BATTLESTRINGS_TABLE_START] = sText_PkmnCantSleepInUproar,
[STRINGID_PKMNSTOCKPILED - BATTLESTRINGS_TABLE_START] = sText_PkmnStockpiled,
[STRINGID_PKMNCANTSTOCKPILE - BATTLESTRINGS_TABLE_START] = sText_PkmnCantStockpile,
[STRINGID_PKMNCANTSLEEPINUPROAR2 - BATTLESTRINGS_TABLE_START] = sText_PkmnCantSleepInUproar2,
[STRINGID_UPROARKEPTPKMNAWAKE - BATTLESTRINGS_TABLE_START] = sText_UproarKeptPkmnAwake,
[STRINGID_PKMNSTAYEDAWAKEUSING - BATTLESTRINGS_TABLE_START] = sText_PkmnStayedAwakeUsing,
[STRINGID_PKMNSTORINGENERGY - BATTLESTRINGS_TABLE_START] = sText_PkmnStoringEnergy,
[STRINGID_PKMNUNLEASHEDENERGY - BATTLESTRINGS_TABLE_START] = sText_PkmnUnleashedEnergy,
[STRINGID_PKMNFATIGUECONFUSION - BATTLESTRINGS_TABLE_START] = sText_PkmnFatigueConfusion,
[STRINGID_PLAYERPICKEDUPMONEY - BATTLESTRINGS_TABLE_START] = sText_PlayerPickedUpMoney,
[STRINGID_PKMNUNAFFECTED - BATTLESTRINGS_TABLE_START] = sText_PkmnUnaffected,
[STRINGID_PKMNTRANSFORMEDINTO - BATTLESTRINGS_TABLE_START] = sText_PkmnTransformedInto,
[STRINGID_PKMNMADESUBSTITUTE - BATTLESTRINGS_TABLE_START] = sText_PkmnMadeSubstitute,
[STRINGID_PKMNHASSUBSTITUTE - BATTLESTRINGS_TABLE_START] = sText_PkmnHasSubstitute,
[STRINGID_SUBSTITUTEDAMAGED - BATTLESTRINGS_TABLE_START] = sText_SubstituteDamaged,
[STRINGID_PKMNSUBSTITUTEFADED - BATTLESTRINGS_TABLE_START] = sText_PkmnSubstituteFaded,
[STRINGID_PKMNMUSTRECHARGE - BATTLESTRINGS_TABLE_START] = sText_PkmnMustRecharge,
[STRINGID_PKMNRAGEBUILDING - BATTLESTRINGS_TABLE_START] = sText_PkmnRageBuilding,
[STRINGID_PKMNMOVEWASDISABLED - BATTLESTRINGS_TABLE_START] = sText_PkmnMoveWasDisabled,
[STRINGID_PKMNMOVEISDISABLED - BATTLESTRINGS_TABLE_START] = sText_PkmnMoveIsDisabled,
[STRINGID_PKMNMOVEDISABLEDNOMORE - BATTLESTRINGS_TABLE_START] = sText_PkmnMoveDisabledNoMore,
[STRINGID_PKMNGOTENCORE - BATTLESTRINGS_TABLE_START] = sText_PkmnGotEncore,
[STRINGID_PKMNENCOREENDED - BATTLESTRINGS_TABLE_START] = sText_PkmnEncoreEnded,
[STRINGID_PKMNTOOKAIM - BATTLESTRINGS_TABLE_START] = sText_PkmnTookAim,
[STRINGID_PKMNSKETCHEDMOVE - BATTLESTRINGS_TABLE_START] = sText_PkmnSketchedMove,
[STRINGID_PKMNTRYINGTOTAKEFOE - BATTLESTRINGS_TABLE_START] = sText_PkmnTryingToTakeFoe,
[STRINGID_PKMNTOOKFOE - BATTLESTRINGS_TABLE_START] = sText_PkmnTookFoe,
[STRINGID_PKMNREDUCEDPP - BATTLESTRINGS_TABLE_START] = sText_PkmnReducedPP,
[STRINGID_PKMNSTOLEITEM - BATTLESTRINGS_TABLE_START] = sText_PkmnStoleItem,
[STRINGID_TARGETCANTESCAPENOW - BATTLESTRINGS_TABLE_START] = sText_TargetCantEscapeNow,
[STRINGID_PKMNFELLINTONIGHTMARE - BATTLESTRINGS_TABLE_START] = sText_PkmnFellIntoNightmare,
[STRINGID_PKMNLOCKEDINNIGHTMARE - BATTLESTRINGS_TABLE_START] = sText_PkmnLockedInNightmare,
[STRINGID_PKMNLAIDCURSE - BATTLESTRINGS_TABLE_START] = sText_PkmnLaidCurse,
[STRINGID_PKMNAFFLICTEDBYCURSE - BATTLESTRINGS_TABLE_START] = sText_PkmnAfflictedByCurse,
[STRINGID_SPIKESSCATTERED - BATTLESTRINGS_TABLE_START] = sText_SpikesScattered,
[STRINGID_PKMNHURTBYSPIKES - BATTLESTRINGS_TABLE_START] = sText_PkmnHurtBySpikes,
[STRINGID_PKMNIDENTIFIED - BATTLESTRINGS_TABLE_START] = sText_PkmnIdentified,
[STRINGID_PKMNPERISHCOUNTFELL - BATTLESTRINGS_TABLE_START] = sText_PkmnPerishCountFell,
[STRINGID_PKMNBRACEDITSELF - BATTLESTRINGS_TABLE_START] = sText_PkmnBracedItself,
[STRINGID_PKMNENDUREDHIT - BATTLESTRINGS_TABLE_START] = sText_PkmnEnduredHit,
[STRINGID_MAGNITUDESTRENGTH - BATTLESTRINGS_TABLE_START] = sText_MagnitudeStrength,
[STRINGID_PKMNCUTHPMAXEDATTACK - BATTLESTRINGS_TABLE_START] = sText_PkmnCutHPMaxedAttack,
[STRINGID_PKMNCOPIEDSTATCHANGES - BATTLESTRINGS_TABLE_START] = sText_PkmnCopiedStatChanges,
[STRINGID_PKMNGOTFREE - BATTLESTRINGS_TABLE_START] = sText_PkmnGotFree,
[STRINGID_PKMNSHEDLEECHSEED - BATTLESTRINGS_TABLE_START] = sText_PkmnShedLeechSeed,
[STRINGID_PKMNBLEWAWAYSPIKES - BATTLESTRINGS_TABLE_START] = sText_PkmnBlewAwaySpikes,
[STRINGID_PKMNFLEDFROMBATTLE - BATTLESTRINGS_TABLE_START] = sText_PkmnFledFromBattle,
[STRINGID_PKMNFORESAWATTACK - BATTLESTRINGS_TABLE_START] = sText_PkmnForesawAttack,
[STRINGID_PKMNTOOKATTACK - BATTLESTRINGS_TABLE_START] = sText_PkmnTookAttack,
[STRINGID_PKMNATTACK - BATTLESTRINGS_TABLE_START] = sText_PkmnAttack,
[STRINGID_PKMNCENTERATTENTION - BATTLESTRINGS_TABLE_START] = sText_PkmnCenterAttention,
[STRINGID_PKMNCHARGINGPOWER - BATTLESTRINGS_TABLE_START] = sText_PkmnChargingPower,
[STRINGID_NATUREPOWERTURNEDINTO - BATTLESTRINGS_TABLE_START] = sText_NaturePowerTurnedInto,
[STRINGID_PKMNSTATUSNORMAL - BATTLESTRINGS_TABLE_START] = sText_PkmnStatusNormal,
[STRINGID_PKMNHASNOMOVESLEFT - BATTLESTRINGS_TABLE_START] = sText_PkmnHasNoMovesLeft,
[STRINGID_PKMNSUBJECTEDTOTORMENT - BATTLESTRINGS_TABLE_START] = sText_PkmnSubjectedToTorment,
[STRINGID_PKMNCANTUSEMOVETORMENT - BATTLESTRINGS_TABLE_START] = sText_PkmnCantUseMoveTorment,
[STRINGID_PKMNTIGHTENINGFOCUS - BATTLESTRINGS_TABLE_START] = sText_PkmnTighteningFocus,
[STRINGID_PKMNFELLFORTAUNT - BATTLESTRINGS_TABLE_START] = sText_PkmnFellForTaunt,
[STRINGID_PKMNCANTUSEMOVETAUNT - BATTLESTRINGS_TABLE_START] = sText_PkmnCantUseMoveTaunt,
[STRINGID_PKMNREADYTOHELP - BATTLESTRINGS_TABLE_START] = sText_PkmnReadyToHelp,
[STRINGID_PKMNSWITCHEDITEMS - BATTLESTRINGS_TABLE_START] = sText_PkmnSwitchedItems,
[STRINGID_PKMNCOPIEDFOE - BATTLESTRINGS_TABLE_START] = sText_PkmnCopiedFoe,
[STRINGID_PKMNMADEWISH - BATTLESTRINGS_TABLE_START] = sText_PkmnMadeWish,
[STRINGID_PKMNWISHCAMETRUE - BATTLESTRINGS_TABLE_START] = sText_PkmnWishCameTrue,
[STRINGID_PKMNPLANTEDROOTS - BATTLESTRINGS_TABLE_START] = sText_PkmnPlantedRoots,
[STRINGID_PKMNABSORBEDNUTRIENTS - BATTLESTRINGS_TABLE_START] = sText_PkmnAbsorbedNutrients,
[STRINGID_PKMNANCHOREDITSELF - BATTLESTRINGS_TABLE_START] = sText_PkmnAnchoredItself,
[STRINGID_PKMNWASMADEDROWSY - BATTLESTRINGS_TABLE_START] = sText_PkmnWasMadeDrowsy,
[STRINGID_PKMNKNOCKEDOFF - BATTLESTRINGS_TABLE_START] = sText_PkmnKnockedOff,
[STRINGID_PKMNSWAPPEDABILITIES - BATTLESTRINGS_TABLE_START] = sText_PkmnSwappedAbilities,
[STRINGID_PKMNSEALEDOPPONENTMOVE - BATTLESTRINGS_TABLE_START] = sText_PkmnSealedOpponentMove,
[STRINGID_PKMNCANTUSEMOVESEALED - BATTLESTRINGS_TABLE_START] = sText_PkmnCantUseMoveSealed,
[STRINGID_PKMNWANTSGRUDGE - BATTLESTRINGS_TABLE_START] = sText_PkmnWantsGrudge,
[STRINGID_PKMNLOSTPPGRUDGE - BATTLESTRINGS_TABLE_START] = sText_PkmnLostPPGrudge,
[STRINGID_PKMNSHROUDEDITSELF - BATTLESTRINGS_TABLE_START] = sText_PkmnShroudedItself,
[STRINGID_PKMNMOVEBOUNCED - BATTLESTRINGS_TABLE_START] = sText_PkmnMoveBounced,
[STRINGID_PKMNWAITSFORTARGET - BATTLESTRINGS_TABLE_START] = sText_PkmnWaitsForTarget,
[STRINGID_PKMNSNATCHEDMOVE - BATTLESTRINGS_TABLE_START] = sText_PkmnSnatchedMove,
[STRINGID_PKMNMADEITRAIN - BATTLESTRINGS_TABLE_START] = sText_PkmnMadeItRain,
[STRINGID_PKMNRAISEDSPEED - BATTLESTRINGS_TABLE_START] = sText_PkmnRaisedSpeed,
[STRINGID_PKMNPROTECTEDBY - BATTLESTRINGS_TABLE_START] = sText_PkmnProtectedBy,
[STRINGID_PKMNPREVENTSUSAGE - BATTLESTRINGS_TABLE_START] = sText_PkmnPreventsUsage,
[STRINGID_PKMNRESTOREDHPUSING - BATTLESTRINGS_TABLE_START] = sText_PkmnRestoredHPUsing,
[STRINGID_PKMNCHANGEDTYPEWITH - BATTLESTRINGS_TABLE_START] = sText_PkmnChangedTypeWith,
[STRINGID_PKMNPREVENTSPARALYSISWITH - BATTLESTRINGS_TABLE_START] = sText_PkmnPreventsParalysisWith,
[STRINGID_PKMNPREVENTSROMANCEWITH - BATTLESTRINGS_TABLE_START] = sText_PkmnPreventsRomanceWith,
[STRINGID_PKMNPREVENTSPOISONINGWITH - BATTLESTRINGS_TABLE_START] = sText_PkmnPreventsPoisoningWith,
[STRINGID_PKMNPREVENTSCONFUSIONWITH - BATTLESTRINGS_TABLE_START] = sText_PkmnPreventsConfusionWith,
[STRINGID_PKMNRAISEDFIREPOWERWITH - BATTLESTRINGS_TABLE_START] = sText_PkmnRaisedFirePowerWith,
[STRINGID_PKMNANCHORSITSELFWITH - BATTLESTRINGS_TABLE_START] = sText_PkmnAnchorsItselfWith,
[STRINGID_PKMNCUTSATTACKWITH - BATTLESTRINGS_TABLE_START] = sText_PkmnCutsAttackWith,
[STRINGID_PKMNPREVENTSSTATLOSSWITH - BATTLESTRINGS_TABLE_START] = sText_PkmnPreventsStatLossWith,
[STRINGID_PKMNHURTSWITH - BATTLESTRINGS_TABLE_START] = sText_PkmnHurtsWith,
[STRINGID_PKMNTRACED - BATTLESTRINGS_TABLE_START] = sText_PkmnTraced,
[STRINGID_STATSHARPLY - BATTLESTRINGS_TABLE_START] = sText_StatSharply,
[STRINGID_STATROSE - BATTLESTRINGS_TABLE_START] = gText_StatRose,
[STRINGID_STATHARSHLY - BATTLESTRINGS_TABLE_START] = sText_StatHarshly,
[STRINGID_STATFELL - BATTLESTRINGS_TABLE_START] = sText_StatFell,
[STRINGID_ATTACKERSSTATROSE - BATTLESTRINGS_TABLE_START] = sText_AttackersStatRose,
[STRINGID_DEFENDERSSTATROSE - BATTLESTRINGS_TABLE_START] = gText_DefendersStatRose,
[STRINGID_ATTACKERSSTATFELL - BATTLESTRINGS_TABLE_START] = sText_AttackersStatFell,
[STRINGID_DEFENDERSSTATFELL - BATTLESTRINGS_TABLE_START] = sText_DefendersStatFell,
[STRINGID_CRITICALHIT - BATTLESTRINGS_TABLE_START] = sText_CriticalHit,
[STRINGID_ONEHITKO - BATTLESTRINGS_TABLE_START] = sText_OneHitKO,
[STRINGID_123POOF - BATTLESTRINGS_TABLE_START] = sText_123Poof,
[STRINGID_ANDELLIPSIS - BATTLESTRINGS_TABLE_START] = sText_AndEllipsis,
[STRINGID_NOTVERYEFFECTIVE - BATTLESTRINGS_TABLE_START] = sText_NotVeryEffective,
[STRINGID_SUPEREFFECTIVE - BATTLESTRINGS_TABLE_START] = sText_SuperEffective,
[STRINGID_GOTAWAYSAFELY - BATTLESTRINGS_TABLE_START] = sText_GotAwaySafely,
[STRINGID_WILDPKMNFLED - BATTLESTRINGS_TABLE_START] = sText_WildPkmnFled,
[STRINGID_NORUNNINGFROMTRAINERS - BATTLESTRINGS_TABLE_START] = sText_NoRunningFromTrainers,
[STRINGID_CANTESCAPE - BATTLESTRINGS_TABLE_START] = sText_CantEscape,
[STRINGID_DONTLEAVEBIRCH - BATTLESTRINGS_TABLE_START] = sText_DontLeaveBirch,
[STRINGID_BUTNOTHINGHAPPENED - BATTLESTRINGS_TABLE_START] = sText_ButNothingHappened,
[STRINGID_BUTITFAILED - BATTLESTRINGS_TABLE_START] = sText_ButItFailed,
[STRINGID_ITHURTCONFUSION - BATTLESTRINGS_TABLE_START] = sText_ItHurtConfusion,
[STRINGID_MIRRORMOVEFAILED - BATTLESTRINGS_TABLE_START] = sText_MirrorMoveFailed,
[STRINGID_STARTEDTORAIN - BATTLESTRINGS_TABLE_START] = sText_StartedToRain,
[STRINGID_DOWNPOURSTARTED - BATTLESTRINGS_TABLE_START] = sText_DownpourStarted,
[STRINGID_RAINCONTINUES - BATTLESTRINGS_TABLE_START] = sText_RainContinues,
[STRINGID_DOWNPOURCONTINUES - BATTLESTRINGS_TABLE_START] = sText_DownpourContinues, // Unused
[STRINGID_RAINSTOPPED - BATTLESTRINGS_TABLE_START] = sText_RainStopped,
[STRINGID_SANDSTORMBREWED - BATTLESTRINGS_TABLE_START] = sText_SandstormBrewed,
[STRINGID_SANDSTORMRAGES - BATTLESTRINGS_TABLE_START] = sText_SandstormRages,
[STRINGID_SANDSTORMSUBSIDED - BATTLESTRINGS_TABLE_START] = sText_SandstormSubsided,
[STRINGID_SUNLIGHTGOTBRIGHT - BATTLESTRINGS_TABLE_START] = sText_SunlightGotBright,
[STRINGID_SUNLIGHTSTRONG - BATTLESTRINGS_TABLE_START] = sText_SunlightStrong,
[STRINGID_SUNLIGHTFADED - BATTLESTRINGS_TABLE_START] = sText_SunlightFaded,
[STRINGID_STARTEDHAIL - BATTLESTRINGS_TABLE_START] = sText_StartedHail,
[STRINGID_HAILCONTINUES - BATTLESTRINGS_TABLE_START] = sText_HailContinues,
[STRINGID_HAILSTOPPED - BATTLESTRINGS_TABLE_START] = sText_HailStopped,
[STRINGID_FAILEDTOSPITUP - BATTLESTRINGS_TABLE_START] = sText_FailedToSpitUp,
[STRINGID_FAILEDTOSWALLOW - BATTLESTRINGS_TABLE_START] = sText_FailedToSwallow,
[STRINGID_WINDBECAMEHEATWAVE - BATTLESTRINGS_TABLE_START] = sText_WindBecameHeatWave,
[STRINGID_STATCHANGESGONE - BATTLESTRINGS_TABLE_START] = sText_StatChangesGone,
[STRINGID_COINSSCATTERED - BATTLESTRINGS_TABLE_START] = sText_CoinsScattered,
[STRINGID_TOOWEAKFORSUBSTITUTE - BATTLESTRINGS_TABLE_START] = sText_TooWeakForSubstitute,
[STRINGID_SHAREDPAIN - BATTLESTRINGS_TABLE_START] = sText_SharedPain,
[STRINGID_BELLCHIMED - BATTLESTRINGS_TABLE_START] = sText_BellChimed,
[STRINGID_FAINTINTHREE - BATTLESTRINGS_TABLE_START] = sText_FaintInThree,
[STRINGID_NOPPLEFT - BATTLESTRINGS_TABLE_START] = sText_NoPPLeft,
[STRINGID_BUTNOPPLEFT - BATTLESTRINGS_TABLE_START] = sText_ButNoPPLeft,
[STRINGID_PLAYERUSEDITEM - BATTLESTRINGS_TABLE_START] = sText_PlayerUsedItem,
[STRINGID_WALLYUSEDITEM - BATTLESTRINGS_TABLE_START] = sText_WallyUsedItem,
[STRINGID_TRAINERBLOCKEDBALL - BATTLESTRINGS_TABLE_START] = sText_TrainerBlockedBall,
[STRINGID_DONTBEATHIEF - BATTLESTRINGS_TABLE_START] = sText_DontBeAThief,
[STRINGID_ITDODGEDBALL - BATTLESTRINGS_TABLE_START] = sText_ItDodgedBall,
[STRINGID_YOUMISSEDPKMN - BATTLESTRINGS_TABLE_START] = sText_YouMissedPkmn,
[STRINGID_PKMNBROKEFREE - BATTLESTRINGS_TABLE_START] = sText_PkmnBrokeFree,
[STRINGID_ITAPPEAREDCAUGHT - BATTLESTRINGS_TABLE_START] = sText_ItAppearedCaught,
[STRINGID_AARGHALMOSTHADIT - BATTLESTRINGS_TABLE_START] = sText_AarghAlmostHadIt,
[STRINGID_SHOOTSOCLOSE - BATTLESTRINGS_TABLE_START] = sText_ShootSoClose,
[STRINGID_GOTCHAPKMNCAUGHT - BATTLESTRINGS_TABLE_START] = sText_GotchaPkmnCaught,
[STRINGID_GOTCHAPKMNCAUGHT2 - BATTLESTRINGS_TABLE_START] = sText_GotchaPkmnCaught2,
[STRINGID_GIVENICKNAMECAPTURED - BATTLESTRINGS_TABLE_START] = sText_GiveNicknameCaptured,
[STRINGID_PKMNSENTTOPC - BATTLESTRINGS_TABLE_START] = sText_PkmnSentToPC,
[STRINGID_PKMNDATAADDEDTODEX - BATTLESTRINGS_TABLE_START] = sText_PkmnDataAddedToDex,
[STRINGID_ITISRAINING - BATTLESTRINGS_TABLE_START] = sText_ItIsRaining,
[STRINGID_SANDSTORMISRAGING - BATTLESTRINGS_TABLE_START] = sText_SandstormIsRaging,
[STRINGID_CANTESCAPE2 - BATTLESTRINGS_TABLE_START] = sText_CantEscape2,
[STRINGID_PKMNIGNORESASLEEP - BATTLESTRINGS_TABLE_START] = sText_PkmnIgnoresAsleep,
[STRINGID_PKMNIGNOREDORDERS - BATTLESTRINGS_TABLE_START] = sText_PkmnIgnoredOrders,
[STRINGID_PKMNBEGANTONAP - BATTLESTRINGS_TABLE_START] = sText_PkmnBeganToNap,
[STRINGID_PKMNLOAFING - BATTLESTRINGS_TABLE_START] = sText_PkmnLoafing,
[STRINGID_PKMNWONTOBEY - BATTLESTRINGS_TABLE_START] = sText_PkmnWontObey,
[STRINGID_PKMNTURNEDAWAY - BATTLESTRINGS_TABLE_START] = sText_PkmnTurnedAway,
[STRINGID_PKMNPRETENDNOTNOTICE - BATTLESTRINGS_TABLE_START] = sText_PkmnPretendNotNotice,
[STRINGID_ENEMYABOUTTOSWITCHPKMN - BATTLESTRINGS_TABLE_START] = sText_EnemyAboutToSwitchPkmn,
[STRINGID_CREPTCLOSER - BATTLESTRINGS_TABLE_START] = sText_CreptCloser,
[STRINGID_CANTGETCLOSER - BATTLESTRINGS_TABLE_START] = sText_CantGetCloser,
[STRINGID_PKMNWATCHINGCAREFULLY - BATTLESTRINGS_TABLE_START] = sText_PkmnWatchingCarefully,
[STRINGID_PKMNCURIOUSABOUTX - BATTLESTRINGS_TABLE_START] = sText_PkmnCuriousAboutX,
[STRINGID_PKMNENTHRALLEDBYX - BATTLESTRINGS_TABLE_START] = sText_PkmnEnthralledByX,
[STRINGID_PKMNIGNOREDX - BATTLESTRINGS_TABLE_START] = sText_PkmnIgnoredX,
[STRINGID_THREWPOKEBLOCKATPKMN - BATTLESTRINGS_TABLE_START] = sText_ThrewPokeblockAtPkmn,
[STRINGID_OUTOFSAFARIBALLS - BATTLESTRINGS_TABLE_START] = sText_OutOfSafariBalls,
[STRINGID_PKMNSITEMCUREDPARALYSIS - BATTLESTRINGS_TABLE_START] = sText_PkmnsItemCuredParalysis,
[STRINGID_PKMNSITEMCUREDPOISON - BATTLESTRINGS_TABLE_START] = sText_PkmnsItemCuredPoison,
[STRINGID_PKMNSITEMHEALEDBURN - BATTLESTRINGS_TABLE_START] = sText_PkmnsItemHealedBurn,
[STRINGID_PKMNSITEMDEFROSTEDIT - BATTLESTRINGS_TABLE_START] = sText_PkmnsItemDefrostedIt,
[STRINGID_PKMNSITEMWOKEIT - BATTLESTRINGS_TABLE_START] = sText_PkmnsItemWokeIt,
[STRINGID_PKMNSITEMSNAPPEDOUT - BATTLESTRINGS_TABLE_START] = sText_PkmnsItemSnappedOut,
[STRINGID_PKMNSITEMCUREDPROBLEM - BATTLESTRINGS_TABLE_START] = sText_PkmnsItemCuredProblem,
[STRINGID_PKMNSITEMRESTOREDHEALTH - BATTLESTRINGS_TABLE_START] = sText_PkmnsItemRestoredHealth,
[STRINGID_PKMNSITEMRESTOREDPP - BATTLESTRINGS_TABLE_START] = sText_PkmnsItemRestoredPP,
[STRINGID_PKMNSITEMRESTOREDSTATUS - BATTLESTRINGS_TABLE_START] = sText_PkmnsItemRestoredStatus,
[STRINGID_PKMNSITEMRESTOREDHPALITTLE - BATTLESTRINGS_TABLE_START] = sText_PkmnsItemRestoredHPALittle,
[STRINGID_ITEMALLOWSONLYYMOVE - BATTLESTRINGS_TABLE_START] = sText_ItemAllowsOnlyYMove,
[STRINGID_PKMNHUNGONWITHX - BATTLESTRINGS_TABLE_START] = sText_PkmnHungOnWithX,
[STRINGID_EMPTYSTRING3 - BATTLESTRINGS_TABLE_START] = gText_EmptyString3,
[STRINGID_PKMNSXPREVENTSBURNS - BATTLESTRINGS_TABLE_START] = sText_PkmnsXPreventsBurns,
[STRINGID_PKMNSXBLOCKSY - BATTLESTRINGS_TABLE_START] = sText_PkmnsXBlocksY,
[STRINGID_PKMNSXRESTOREDHPALITTLE2 - BATTLESTRINGS_TABLE_START] = sText_PkmnsXRestoredHPALittle2,
[STRINGID_PKMNSXWHIPPEDUPSANDSTORM - BATTLESTRINGS_TABLE_START] = sText_PkmnsXWhippedUpSandstorm,
[STRINGID_PKMNSXPREVENTSYLOSS - BATTLESTRINGS_TABLE_START] = sText_PkmnsXPreventsYLoss,
[STRINGID_PKMNSXINFATUATEDY - BATTLESTRINGS_TABLE_START] = sText_PkmnsXInfatuatedY,
[STRINGID_PKMNSXMADEYINEFFECTIVE - BATTLESTRINGS_TABLE_START] = sText_PkmnsXMadeYIneffective,
[STRINGID_PKMNSXCUREDYPROBLEM - BATTLESTRINGS_TABLE_START] = sText_PkmnsXCuredYProblem,
[STRINGID_ITSUCKEDLIQUIDOOZE - BATTLESTRINGS_TABLE_START] = sText_ItSuckedLiquidOoze,
[STRINGID_PKMNTRANSFORMED - BATTLESTRINGS_TABLE_START] = sText_PkmnTransformed,
[STRINGID_ELECTRICITYWEAKENED - BATTLESTRINGS_TABLE_START] = sText_ElectricityWeakened,
[STRINGID_FIREWEAKENED - BATTLESTRINGS_TABLE_START] = sText_FireWeakened,
[STRINGID_PKMNHIDUNDERWATER - BATTLESTRINGS_TABLE_START] = sText_PkmnHidUnderwater,
[STRINGID_PKMNSPRANGUP - BATTLESTRINGS_TABLE_START] = sText_PkmnSprangUp,
[STRINGID_HMMOVESCANTBEFORGOTTEN - BATTLESTRINGS_TABLE_START] = sText_HMMovesCantBeForgotten,
[STRINGID_XFOUNDONEY - BATTLESTRINGS_TABLE_START] = sText_XFoundOneY,
[STRINGID_PLAYERDEFEATEDTRAINER1 - BATTLESTRINGS_TABLE_START] = sText_PlayerDefeatedLinkTrainerTrainer1,
[STRINGID_SOOTHINGAROMA - BATTLESTRINGS_TABLE_START] = sText_SoothingAroma,
[STRINGID_ITEMSCANTBEUSEDNOW - BATTLESTRINGS_TABLE_START] = sText_ItemsCantBeUsedNow,
[STRINGID_FORXCOMMAYZ - BATTLESTRINGS_TABLE_START] = sText_ForXCommaYZ,
[STRINGID_USINGITEMSTATOFPKMNROSE - BATTLESTRINGS_TABLE_START] = sText_UsingItemTheStatOfPkmnRose,
[STRINGID_PKMNUSEDXTOGETPUMPED - BATTLESTRINGS_TABLE_START] = sText_PkmnUsedXToGetPumped,
[STRINGID_PKMNSXMADEYUSELESS - BATTLESTRINGS_TABLE_START] = sText_PkmnsXMadeYUseless,
[STRINGID_PKMNTRAPPEDBYSANDTOMB - BATTLESTRINGS_TABLE_START] = sText_PkmnTrappedBySandTomb,
[STRINGID_EMPTYSTRING4 - BATTLESTRINGS_TABLE_START] = sText_EmptyString4,
[STRINGID_ABOOSTED - BATTLESTRINGS_TABLE_START] = sText_ABoosted,
[STRINGID_PKMNSXINTENSIFIEDSUN - BATTLESTRINGS_TABLE_START] = sText_PkmnsXIntensifiedSun,
[STRINGID_PKMNMAKESGROUNDMISS - BATTLESTRINGS_TABLE_START] = sText_PkmnMakesGroundMiss,
[STRINGID_YOUTHROWABALLNOWRIGHT - BATTLESTRINGS_TABLE_START] = sText_YouThrowABallNowRight,
[STRINGID_PKMNSXTOOKATTACK - BATTLESTRINGS_TABLE_START] = sText_PkmnsXTookAttack,
[STRINGID_PKMNCHOSEXASDESTINY - BATTLESTRINGS_TABLE_START] = sText_PkmnChoseXAsDestiny,
[STRINGID_PKMNLOSTFOCUS - BATTLESTRINGS_TABLE_START] = sText_PkmnLostFocus,
[STRINGID_USENEXTPKMN - BATTLESTRINGS_TABLE_START] = sText_UseNextPkmn,
[STRINGID_PKMNFLEDUSINGITS - BATTLESTRINGS_TABLE_START] = sText_PkmnFledUsingIts,
[STRINGID_PKMNFLEDUSING - BATTLESTRINGS_TABLE_START] = sText_PkmnFledUsing,
[STRINGID_PKMNWASDRAGGEDOUT - BATTLESTRINGS_TABLE_START] = sText_PkmnWasDraggedOut,
[STRINGID_PREVENTEDFROMWORKING - BATTLESTRINGS_TABLE_START] = sText_PreventedFromWorking,
[STRINGID_PKMNSITEMNORMALIZEDSTATUS - BATTLESTRINGS_TABLE_START] = sText_PkmnsItemNormalizedStatus,
[STRINGID_TRAINER1USEDITEM - BATTLESTRINGS_TABLE_START] = sText_Trainer1UsedItem,
[STRINGID_BOXISFULL - BATTLESTRINGS_TABLE_START] = sText_BoxIsFull,
[STRINGID_PKMNAVOIDEDATTACK - BATTLESTRINGS_TABLE_START] = sText_PkmnAvoidedAttack,
[STRINGID_PKMNSXMADEITINEFFECTIVE - BATTLESTRINGS_TABLE_START] = sText_PkmnsXMadeItIneffective,
[STRINGID_PKMNSXPREVENTSFLINCHING - BATTLESTRINGS_TABLE_START] = sText_PkmnsXPreventsFlinching,
[STRINGID_PKMNALREADYHASBURN - BATTLESTRINGS_TABLE_START] = sText_PkmnAlreadyHasBurn,
[STRINGID_STATSWONTDECREASE2 - BATTLESTRINGS_TABLE_START] = sText_StatsWontDecrease2,
[STRINGID_PKMNSXBLOCKSY2 - BATTLESTRINGS_TABLE_START] = sText_PkmnsXBlocksY2,
[STRINGID_PKMNSXWOREOFF - BATTLESTRINGS_TABLE_START] = sText_PkmnsXWoreOff,
[STRINGID_PKMNRAISEDDEFALITTLE - BATTLESTRINGS_TABLE_START] = sText_PkmnRaisedDefALittle,
[STRINGID_PKMNRAISEDSPDEFALITTLE - BATTLESTRINGS_TABLE_START] = sText_PkmnRaisedSpDefALittle,
[STRINGID_THEWALLSHATTERED - BATTLESTRINGS_TABLE_START] = sText_TheWallShattered,
[STRINGID_PKMNSXPREVENTSYSZ - BATTLESTRINGS_TABLE_START] = sText_PkmnsXPreventsYsZ,
[STRINGID_PKMNSXCUREDITSYPROBLEM - BATTLESTRINGS_TABLE_START] = sText_PkmnsXCuredItsYProblem,
[STRINGID_ATTACKERCANTESCAPE - BATTLESTRINGS_TABLE_START] = sText_AttackerCantEscape,
[STRINGID_PKMNOBTAINEDX - BATTLESTRINGS_TABLE_START] = sText_PkmnObtainedX,
[STRINGID_PKMNOBTAINEDX2 - BATTLESTRINGS_TABLE_START] = sText_PkmnObtainedX2,
[STRINGID_PKMNOBTAINEDXYOBTAINEDZ - BATTLESTRINGS_TABLE_START] = sText_PkmnObtainedXYObtainedZ,
[STRINGID_BUTNOEFFECT - BATTLESTRINGS_TABLE_START] = sText_ButNoEffect,
[STRINGID_PKMNSXHADNOEFFECTONY - BATTLESTRINGS_TABLE_START] = sText_PkmnsXHadNoEffectOnY,
[STRINGID_TWOENEMIESDEFEATED - BATTLESTRINGS_TABLE_START] = sText_TwoInGameTrainersDefeated,
[STRINGID_TRAINER2LOSETEXT - BATTLESTRINGS_TABLE_START] = sText_Trainer2LoseText,
[STRINGID_PKMNINCAPABLEOFPOWER - BATTLESTRINGS_TABLE_START] = sText_PkmnIncapableOfPower,
[STRINGID_GLINTAPPEARSINEYE - BATTLESTRINGS_TABLE_START] = sText_GlintAppearsInEye,
[STRINGID_PKMNGETTINGINTOPOSITION - BATTLESTRINGS_TABLE_START] = sText_PkmnGettingIntoPosition,
[STRINGID_PKMNBEGANGROWLINGDEEPLY - BATTLESTRINGS_TABLE_START] = sText_PkmnBeganGrowlingDeeply,
[STRINGID_PKMNEAGERFORMORE - BATTLESTRINGS_TABLE_START] = sText_PkmnEagerForMore,
[STRINGID_DEFEATEDOPPONENTBYREFEREE - BATTLESTRINGS_TABLE_START] = sText_DefeatedOpponentByReferee,
[STRINGID_LOSTTOOPPONENTBYREFEREE - BATTLESTRINGS_TABLE_START] = sText_LostToOpponentByReferee,
[STRINGID_TIEDOPPONENTBYREFEREE - BATTLESTRINGS_TABLE_START] = sText_TiedOpponentByReferee,
[STRINGID_QUESTIONFORFEITMATCH - BATTLESTRINGS_TABLE_START] = sText_QuestionForfeitMatch,
[STRINGID_FORFEITEDMATCH - BATTLESTRINGS_TABLE_START] = sText_ForfeitedMatch,
[STRINGID_PKMNTRANSFERREDSOMEONESPC - BATTLESTRINGS_TABLE_START] = gText_PkmnTransferredSomeonesPC,
[STRINGID_PKMNTRANSFERREDLANETTESPC - BATTLESTRINGS_TABLE_START] = gText_PkmnTransferredLanettesPC,
[STRINGID_PKMNBOXSOMEONESPCFULL - BATTLESTRINGS_TABLE_START] = gText_PkmnTransferredSomeonesPCBoxFull,
[STRINGID_PKMNBOXLANETTESPCFULL - BATTLESTRINGS_TABLE_START] = gText_PkmnTransferredLanettesPCBoxFull,
[STRINGID_TRAINER1WINTEXT - BATTLESTRINGS_TABLE_START] = sText_Trainer1WinText,
[STRINGID_TRAINER2WINTEXT - BATTLESTRINGS_TABLE_START] = sText_Trainer2WinText,
};
const u16 gMissStringIds[] =
{
[B_MSG_MISSED] = STRINGID_ATTACKMISSED,
[B_MSG_PROTECTED] = STRINGID_PKMNPROTECTEDITSELF,
[B_MSG_AVOIDED_ATK] = STRINGID_PKMNAVOIDEDATTACK,
[B_MSG_AVOIDED_DMG] = STRINGID_AVOIDEDDAMAGE,
[B_MSG_GROUND_MISS] = STRINGID_PKMNMAKESGROUNDMISS
};
const u16 gNoEscapeStringIds[] =
{
[B_MSG_CANT_ESCAPE] = STRINGID_CANTESCAPE,
[B_MSG_DONT_LEAVE_BIRCH] = STRINGID_DONTLEAVEBIRCH,
[B_MSG_PREVENTS_ESCAPE] = STRINGID_PREVENTSESCAPE,
[B_MSG_CANT_ESCAPE_2] = STRINGID_CANTESCAPE2,
[B_MSG_ATTACKER_CANT_ESCAPE] = STRINGID_ATTACKERCANTESCAPE
};
const u16 gMoveWeatherChangeStringIds[] =
{
[B_MSG_STARTED_RAIN] = STRINGID_STARTEDTORAIN,
[B_MSG_STARTED_DOWNPOUR] = STRINGID_DOWNPOURSTARTED, // Unused
[B_MSG_WEATHER_FAILED] = STRINGID_BUTITFAILED,
[B_MSG_STARTED_SANDSTORM] = STRINGID_SANDSTORMBREWED,
[B_MSG_STARTED_SUNLIGHT] = STRINGID_SUNLIGHTGOTBRIGHT,
[B_MSG_STARTED_HAIL] = STRINGID_STARTEDHAIL,
};
const u16 gSandStormHailContinuesStringIds[] =
{
[B_MSG_SANDSTORM] = STRINGID_SANDSTORMRAGES,
[B_MSG_HAIL] = STRINGID_HAILCONTINUES
};
const u16 gSandStormHailDmgStringIds[] =
{
[B_MSG_SANDSTORM] = STRINGID_PKMNBUFFETEDBYSANDSTORM,
[B_MSG_HAIL] = STRINGID_PKMNPELTEDBYHAIL
};
const u16 gSandStormHailEndStringIds[] =
{
[B_MSG_SANDSTORM] = STRINGID_SANDSTORMSUBSIDED,
[B_MSG_HAIL] = STRINGID_HAILSTOPPED
};
const u16 gRainContinuesStringIds[] =
{
[B_MSG_RAIN_CONTINUES] = STRINGID_RAINCONTINUES,
[B_MSG_DOWNPOUR_CONTINUES] = STRINGID_DOWNPOURCONTINUES,
[B_MSG_RAIN_STOPPED] = STRINGID_RAINSTOPPED
};
const u16 gProtectLikeUsedStringIds[] =
{
[B_MSG_PROTECTED_ITSELF] = STRINGID_PKMNPROTECTEDITSELF2,
[B_MSG_BRACED_ITSELF] = STRINGID_PKMNBRACEDITSELF,
[B_MSG_PROTECT_FAILED] = STRINGID_BUTITFAILED,
};
const u16 gReflectLightScreenSafeguardStringIds[] =
{
[B_MSG_SIDE_STATUS_FAILED] = STRINGID_BUTITFAILED,
[B_MSG_SET_REFLECT_SINGLE] = STRINGID_PKMNRAISEDDEF,
[B_MSG_SET_REFLECT_DOUBLE] = STRINGID_PKMNRAISEDDEFALITTLE,
[B_MSG_SET_LIGHTSCREEN_SINGLE] = STRINGID_PKMNRAISEDSPDEF,
[B_MSG_SET_LIGHTSCREEN_DOUBLE] = STRINGID_PKMNRAISEDSPDEFALITTLE,
[B_MSG_SET_SAFEGUARD] = STRINGID_PKMNCOVEREDBYVEIL,
};
const u16 gLeechSeedStringIds[] =
{
[B_MSG_LEECH_SEED_SET] = STRINGID_PKMNSEEDED,
[B_MSG_LEECH_SEED_MISS] = STRINGID_PKMNEVADEDATTACK,
[B_MSG_LEECH_SEED_FAIL] = STRINGID_ITDOESNTAFFECT,
[B_MSG_LEECH_SEED_DRAIN] = STRINGID_PKMNSAPPEDBYLEECHSEED,
[B_MSG_LEECH_SEED_OOZE] = STRINGID_ITSUCKEDLIQUIDOOZE,
};
const u16 gRestUsedStringIds[] =
{
[B_MSG_REST] = STRINGID_PKMNWENTTOSLEEP,
[B_MSG_REST_STATUSED] = STRINGID_PKMNSLEPTHEALTHY
};
const u16 gUproarOverTurnStringIds[] =
{
[B_MSG_UPROAR_CONTINUES] = STRINGID_PKMNMAKINGUPROAR,
[B_MSG_UPROAR_ENDS] = STRINGID_PKMNCALMEDDOWN
};
const u16 gStockpileUsedStringIds[] =
{
[B_MSG_STOCKPILED] = STRINGID_PKMNSTOCKPILED,
[B_MSG_CANT_STOCKPILE] = STRINGID_PKMNCANTSTOCKPILE,
};
const u16 gWokeUpStringIds[] =
{
[B_MSG_WOKE_UP] = STRINGID_PKMNWOKEUP,
[B_MSG_WOKE_UP_UPROAR] = STRINGID_PKMNWOKEUPINUPROAR
};
const u16 gSwallowFailStringIds[] =
{
[B_MSG_SWALLOW_FAILED] = STRINGID_FAILEDTOSWALLOW,
[B_MSG_SWALLOW_FULL_HP] = STRINGID_PKMNHPFULL
};
const u16 gUproarAwakeStringIds[] =
{
[B_MSG_CANT_SLEEP_UPROAR] = STRINGID_PKMNCANTSLEEPINUPROAR2,
[B_MSG_UPROAR_KEPT_AWAKE] = STRINGID_UPROARKEPTPKMNAWAKE,
[B_MSG_STAYED_AWAKE_USING] = STRINGID_PKMNSTAYEDAWAKEUSING,
};
const u16 gStatUpStringIds[] =
{
[B_MSG_ATTACKER_STAT_ROSE] = STRINGID_ATTACKERSSTATROSE,
[B_MSG_DEFENDER_STAT_ROSE] = STRINGID_DEFENDERSSTATROSE,
[B_MSG_STAT_WONT_INCREASE] = STRINGID_STATSWONTINCREASE,
[B_MSG_STAT_ROSE_EMPTY] = STRINGID_EMPTYSTRING3,
[B_MSG_STAT_ROSE_ITEM] = STRINGID_USINGITEMSTATOFPKMNROSE,
[B_MSG_USED_DIRE_HIT] = STRINGID_PKMNUSEDXTOGETPUMPED,
};
const u16 gStatDownStringIds[] =
{
[B_MSG_ATTACKER_STAT_FELL] = STRINGID_ATTACKERSSTATFELL,
[B_MSG_DEFENDER_STAT_FELL] = STRINGID_DEFENDERSSTATFELL,
[B_MSG_STAT_WONT_DECREASE] = STRINGID_STATSWONTDECREASE,
[B_MSG_STAT_FELL_EMPTY] = STRINGID_EMPTYSTRING3,
};
// Index read from sTWOTURN_STRINGID
const u16 gFirstTurnOfTwoStringIds[] =
{
[B_MSG_TURN1_RAZOR_WIND] = STRINGID_PKMNWHIPPEDWHIRLWIND,
[B_MSG_TURN1_SOLAR_BEAM] = STRINGID_PKMNTOOKSUNLIGHT,
[B_MSG_TURN1_SKULL_BASH] = STRINGID_PKMNLOWEREDHEAD,
[B_MSG_TURN1_SKY_ATTACK] = STRINGID_PKMNISGLOWING,
[B_MSG_TURN1_FLY] = STRINGID_PKMNFLEWHIGH,
[B_MSG_TURN1_DIG] = STRINGID_PKMNDUGHOLE,
[B_MSG_TURN1_DIVE] = STRINGID_PKMNHIDUNDERWATER,
[B_MSG_TURN1_BOUNCE] = STRINGID_PKMNSPRANGUP,
};
// Index copied from move's index in gTrappingMoves
const u16 gWrappedStringIds[NUM_TRAPPING_MOVES] =
{
STRINGID_PKMNSQUEEZEDBYBIND, // MOVE_BIND
STRINGID_PKMNWRAPPEDBY, // MOVE_WRAP
STRINGID_PKMNTRAPPEDINVORTEX, // MOVE_FIRE_SPIN
STRINGID_PKMNCLAMPED, // MOVE_CLAMP
STRINGID_PKMNTRAPPEDINVORTEX, // MOVE_WHIRLPOOL
STRINGID_PKMNTRAPPEDBYSANDTOMB // MOVE_SAND_TOMB
};
const u16 gMistUsedStringIds[] =
{
[B_MSG_SET_MIST] = STRINGID_PKMNSHROUDEDINMIST,
[B_MSG_MIST_FAILED] = STRINGID_BUTITFAILED
};
const u16 gFocusEnergyUsedStringIds[] =
{
[B_MSG_GETTING_PUMPED] = STRINGID_PKMNGETTINGPUMPED,
[B_MSG_FOCUS_ENERGY_FAILED] = STRINGID_BUTITFAILED
};
const u16 gTransformUsedStringIds[] =
{
[B_MSG_TRANSFORMED] = STRINGID_PKMNTRANSFORMEDINTO,
[B_MSG_TRANSFORM_FAILED] = STRINGID_BUTITFAILED
};
const u16 gSubstituteUsedStringIds[] =
{
[B_MSG_SET_SUBSTITUTE] = STRINGID_PKMNMADESUBSTITUTE,
[B_MSG_SUBSTITUTE_FAILED] = STRINGID_TOOWEAKFORSUBSTITUTE
};
const u16 gGotPoisonedStringIds[] =
{
[B_MSG_STATUSED] = STRINGID_PKMNWASPOISONED,
[B_MSG_STATUSED_BY_ABILITY] = STRINGID_PKMNPOISONEDBY
};
const u16 gGotParalyzedStringIds[] =
{
[B_MSG_STATUSED] = STRINGID_PKMNWASPARALYZED,
[B_MSG_STATUSED_BY_ABILITY] = STRINGID_PKMNWASPARALYZEDBY
};
const u16 gFellAsleepStringIds[] =
{
[B_MSG_STATUSED] = STRINGID_PKMNFELLASLEEP,
[B_MSG_STATUSED_BY_ABILITY] = STRINGID_PKMNMADESLEEP,
};
const u16 gGotBurnedStringIds[] =
{
[B_MSG_STATUSED] = STRINGID_PKMNWASBURNED,
[B_MSG_STATUSED_BY_ABILITY] = STRINGID_PKMNBURNEDBY
};
const u16 gGotFrozenStringIds[] =
{
[B_MSG_STATUSED] = STRINGID_PKMNWASFROZEN,
[B_MSG_STATUSED_BY_ABILITY] = STRINGID_PKMNFROZENBY
};
const u16 gGotDefrostedStringIds[] =
{
[B_MSG_DEFROSTED] = STRINGID_PKMNWASDEFROSTED2,
[B_MSG_DEFROSTED_BY_MOVE] = STRINGID_PKMNWASDEFROSTEDBY
};
const u16 gKOFailedStringIds[] =
{
[B_MSG_KO_MISS] = STRINGID_ATTACKMISSED,
[B_MSG_KO_UNAFFECTED] = STRINGID_PKMNUNAFFECTED
};
const u16 gAttractUsedStringIds[] =
{
[B_MSG_STATUSED] = STRINGID_PKMNFELLINLOVE,
[B_MSG_STATUSED_BY_ABILITY] = STRINGID_PKMNSXINFATUATEDY
};
const u16 gAbsorbDrainStringIds[] =
{
[B_MSG_ABSORB] = STRINGID_PKMNENERGYDRAINED,
[B_MSG_ABSORB_OOZE] = STRINGID_ITSUCKEDLIQUIDOOZE
};
const u16 gSportsUsedStringIds[] =
{
[B_MSG_WEAKEN_ELECTRIC] = STRINGID_ELECTRICITYWEAKENED,
[B_MSG_WEAKEN_FIRE] = STRINGID_FIREWEAKENED
};
const u16 gPartyStatusHealStringIds[] =
{
[B_MSG_BELL] = STRINGID_BELLCHIMED,
[B_MSG_BELL_SOUNDPROOF_ATTACKER] = STRINGID_BELLCHIMED,
[B_MSG_BELL_SOUNDPROOF_PARTNER] = STRINGID_BELLCHIMED,
[B_MSG_BELL_BOTH_SOUNDPROOF] = STRINGID_BELLCHIMED,
[B_MSG_SOOTHING_AROMA] = STRINGID_SOOTHINGAROMA
};
const u16 gFutureMoveUsedStringIds[] =
{
[B_MSG_FUTURE_SIGHT] = STRINGID_PKMNFORESAWATTACK,
[B_MSG_DOOM_DESIRE] = STRINGID_PKMNCHOSEXASDESTINY
};
const u16 gBallEscapeStringIds[] =
{
[BALL_NO_SHAKES] = STRINGID_PKMNBROKEFREE,
[BALL_1_SHAKE] = STRINGID_ITAPPEAREDCAUGHT,
[BALL_2_SHAKES] = STRINGID_AARGHALMOSTHADIT,
[BALL_3_SHAKES_FAIL] = STRINGID_SHOOTSOCLOSE
};
// Overworld weathers that don't have an associated battle weather default to "It is raining."
const u16 gWeatherStartsStringIds[] =
{
[WEATHER_NONE] = STRINGID_ITISRAINING,
[WEATHER_SUNNY_CLOUDS] = STRINGID_ITISRAINING,
[WEATHER_SUNNY] = STRINGID_ITISRAINING,
[WEATHER_RAIN] = STRINGID_ITISRAINING,
[WEATHER_SNOW] = STRINGID_ITISRAINING,
[WEATHER_RAIN_THUNDERSTORM] = STRINGID_ITISRAINING,
[WEATHER_FOG_HORIZONTAL] = STRINGID_ITISRAINING,
[WEATHER_VOLCANIC_ASH] = STRINGID_ITISRAINING,
[WEATHER_SANDSTORM] = STRINGID_SANDSTORMISRAGING,
[WEATHER_FOG_DIAGONAL] = STRINGID_ITISRAINING,
[WEATHER_UNDERWATER] = STRINGID_ITISRAINING,
[WEATHER_SHADE] = STRINGID_ITISRAINING,
[WEATHER_DROUGHT] = STRINGID_SUNLIGHTSTRONG,
[WEATHER_DOWNPOUR] = STRINGID_ITISRAINING,
[WEATHER_UNDERWATER_BUBBLES] = STRINGID_ITISRAINING,
[WEATHER_ABNORMAL] = STRINGID_ITISRAINING
};
const u16 gInobedientStringIds[] =
{
[B_MSG_LOAFING] = STRINGID_PKMNLOAFING,
[B_MSG_WONT_OBEY] = STRINGID_PKMNWONTOBEY,
[B_MSG_TURNED_AWAY] = STRINGID_PKMNTURNEDAWAY,
[B_MSG_PRETEND_NOT_NOTICE] = STRINGID_PKMNPRETENDNOTNOTICE,
[B_MSG_INCAPABLE_OF_POWER] = STRINGID_PKMNINCAPABLEOFPOWER
};
const u16 gSafariGetNearStringIds[] =
{
[B_MSG_CREPT_CLOSER] = STRINGID_CREPTCLOSER,
[B_MSG_CANT_GET_CLOSER] = STRINGID_CANTGETCLOSER
};
const u16 gSafariPokeblockResultStringIds[] =
{
[B_MSG_MON_CURIOUS] = STRINGID_PKMNCURIOUSABOUTX,
[B_MSG_MON_ENTHRALLED] = STRINGID_PKMNENTHRALLEDBYX,
[B_MSG_MON_IGNORED] = STRINGID_PKMNIGNOREDX
};
const u16 gTrainerItemCuredStatusStringIds[] =
{
[AI_HEAL_CONFUSION] = STRINGID_PKMNSITEMSNAPPEDOUT,
[AI_HEAL_PARALYSIS] = STRINGID_PKMNSITEMCUREDPARALYSIS,
[AI_HEAL_FREEZE] = STRINGID_PKMNSITEMDEFROSTEDIT,
[AI_HEAL_BURN] = STRINGID_PKMNSITEMHEALEDBURN,
[AI_HEAL_POISON] = STRINGID_PKMNSITEMCUREDPOISON,
[AI_HEAL_SLEEP] = STRINGID_PKMNSITEMWOKEIT
};
const u16 gBerryEffectStringIds[] =
{
[B_MSG_CURED_PROBLEM] = STRINGID_PKMNSITEMCUREDPROBLEM,
[B_MSG_NORMALIZED_STATUS] = STRINGID_PKMNSITEMNORMALIZEDSTATUS
};
const u16 gBRNPreventionStringIds[] =
{
[B_MSG_ABILITY_PREVENTS_MOVE_STATUS] = STRINGID_PKMNSXPREVENTSBURNS,
[B_MSG_ABILITY_PREVENTS_ABILITY_STATUS] = STRINGID_PKMNSXPREVENTSYSZ,
[B_MSG_STATUS_HAD_NO_EFFECT] = STRINGID_PKMNSXHADNOEFFECTONY
};
const u16 gPRLZPreventionStringIds[] =
{
[B_MSG_ABILITY_PREVENTS_MOVE_STATUS] = STRINGID_PKMNPREVENTSPARALYSISWITH,
[B_MSG_ABILITY_PREVENTS_ABILITY_STATUS] = STRINGID_PKMNSXPREVENTSYSZ,
[B_MSG_STATUS_HAD_NO_EFFECT] = STRINGID_PKMNSXHADNOEFFECTONY
};
const u16 gPSNPreventionStringIds[] =
{
[B_MSG_ABILITY_PREVENTS_MOVE_STATUS] = STRINGID_PKMNPREVENTSPOISONINGWITH,
[B_MSG_ABILITY_PREVENTS_ABILITY_STATUS] = STRINGID_PKMNSXPREVENTSYSZ,
[B_MSG_STATUS_HAD_NO_EFFECT] = STRINGID_PKMNSXHADNOEFFECTONY
};
const u16 gItemSwapStringIds[] =
{
[B_MSG_ITEM_SWAP_TAKEN] = STRINGID_PKMNOBTAINEDX,
[B_MSG_ITEM_SWAP_GIVEN] = STRINGID_PKMNOBTAINEDX2,
[B_MSG_ITEM_SWAP_BOTH] = STRINGID_PKMNOBTAINEDXYOBTAINEDZ
};
const u16 gFlashFireStringIds[] =
{
[B_MSG_FLASH_FIRE_BOOST] = STRINGID_PKMNRAISEDFIREPOWERWITH,
[B_MSG_FLASH_FIRE_NO_BOOST] = STRINGID_PKMNSXMADEYINEFFECTIVE
};
const u16 gCaughtMonStringIds[] =
{
[B_MSG_SENT_SOMEONES_PC] = STRINGID_PKMNTRANSFERREDSOMEONESPC,
[B_MSG_SENT_LANETTES_PC] = STRINGID_PKMNTRANSFERREDLANETTESPC,
[B_MSG_SOMEONES_BOX_FULL] = STRINGID_PKMNBOXSOMEONESPCFULL,
[B_MSG_LANETTES_BOX_FULL] = STRINGID_PKMNBOXLANETTESPCFULL,
};
const u16 gTrappingMoves[NUM_TRAPPING_MOVES + 1] =
{
MOVE_BIND,
MOVE_WRAP,
MOVE_FIRE_SPIN,
MOVE_CLAMP,
MOVE_WHIRLPOOL,
MOVE_SAND_TOMB,
0xFFFF // Never read
};
#if ENGLISH
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");
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[] = _("-");
static const u8 sText_HP[] = _("HP");
static const u8 sText_Attack[] = _("ATTACK");
static const u8 sText_Defense[] = _("DEFENSE");
static const u8 sText_SpAtk[] = _("SP. ATK");
static const u8 sText_SpDef[] = _("SP. DEF");
#elif FRENCH
const u8 gText_PkmnIsEvolving[] = _("Quoi?\n{B_COPY_VAR_1} évolue!");
const u8 gText_CongratsPkmnEvolved[] = _("Félicitations! Votre {B_COPY_VAR_1}\névolue en {B_COPY_VAR_2}!{WAIT_SE}\p");
const u8 gText_PkmnStoppedEvolving[] = _("Hein? {B_COPY_VAR_1}\nn’évolue plus!\p");
const u8 gText_EllipsisQuestionMark[] = _("……?\p");
const u8 gText_WhatWillPkmnDo[] = _("Que doit faire\n{B_ACTIVE_NAME_WITH_PREFIX}?");
const u8 gText_WhatWillPkmnDo2[] = _("Que doit faire\n{B_PLAYER_NAME}?");
const u8 gText_WhatWillWallyDo[] = _("Que doit faire\nTIMMY?");
const u8 gText_LinkStandby[] = _("{PAUSE 16}Connexion en cours…");
const u8 gText_BattleMenu[] = _("ATTAQUE{CLEAR_TO 56}SAC\nPOKéMON{CLEAR_TO 56}FUITE");
const u8 gText_SafariZoneMenu[] = _("BALL{CLEAR_TO 56}{POKEBLOCK}\nSE RAP.{CLEAR_TO 56}FUITE");
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}OUI\nNON");
const u8 gText_BattleSwitchWhich[] = _("{PALETTE 5}{COLOR_HIGHLIGHT_SHADOW DYNAMIC_COLOR4 DYNAMIC_COLOR5 DYNAMIC_COLOR6}Changer\nlequel?");
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[] = _("-");
static const u8 sText_HP[] = _("PV");
static const u8 sText_Attack[] = _("ATTAQUE");
static const u8 sText_Defense[] = _("DEFENSE");
static const u8 sText_SpAtk[] = _("ATQ SP");
static const u8 sText_SpDef[] = _("DEF SP");
#endif
// Unused
static const u8 * const sStatNamesTable2[] =
{
sText_HP, sText_SpAtk, sText_Attack,
sText_SpDef, sText_Defense, sText_Speed
};
#if ENGLISH
const u8 gText_SafariBalls[] = _("{HIGHLIGHT DARK_GRAY}SAFARI BALLS");
const u8 gText_SafariBallLeft[] = _("{HIGHLIGHT DARK_GRAY}Left: $" "{HIGHLIGHT DARK_GRAY}");
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_LineBreak[] = _("\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");
static const u8 sText_SpaceIs[] = _(" is");
static const u8 sText_ApostropheS[] = _("'s");
// For displaying names of invalid moves
static const u8 sATypeMove_Table[NUMBER_OF_MON_TYPES][17] =
{
[TYPE_NORMAL] = _("a NORMAL move"),
[TYPE_FIGHTING] = _("a FIGHTING move"),
[TYPE_FLYING] = _("a FLYING move"),
[TYPE_POISON] = _("a POISON move"),
[TYPE_GROUND] = _("a GROUND move"),
[TYPE_ROCK] = _("a ROCK move"),
[TYPE_BUG] = _("a BUG move"),
[TYPE_GHOST] = _("a GHOST move"),
[TYPE_STEEL] = _("a STEEL move"),
[TYPE_MYSTERY] = _("a ??? move"),
[TYPE_FIRE] = _("a FIRE move"),
[TYPE_WATER] = _("a WATER move"),
[TYPE_GRASS] = _("a GRASS move"),
[TYPE_ELECTRIC] = _("an ELECTRIC move"),
[TYPE_PSYCHIC] = _("a PSYCHIC move"),
[TYPE_ICE] = _("an ICE move"),
[TYPE_DRAGON] = _("a DRAGON move"),
[TYPE_DARK] = _("a DARK move")
};
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");
#elif FRENCH
const u8 gText_SafariBalls[] = _("{HIGHLIGHT DARK_GRAY}SAFARI BALLS");
const u8 gText_SafariBallLeft[] = _("{HIGHLIGHT DARK_GRAY}Nb: $" "{HIGHLIGHT DARK_GRAY}");
const u8 gText_Sleep[] = _("sommeil");
const u8 gText_Poison[] = _("poison");
const u8 gText_Burn[] = _("brûlure");
const u8 gText_Paralysis[] = _("paralysie");
const u8 gText_Ice[] = _("gel");
const u8 gText_Confusion[] = _("confusion");
const u8 gText_Love[] = _("cœur");
const u8 gText_SpaceAndSpace[] = _(" et ");
const u8 gText_CommaSpace[] = _(", ");
const u8 gText_Space2[] = _(" ");
const u8 gText_LineBreak[] = _("\l");
const u8 gText_NewLine[] = _("\n");
const u8 gText_Are[] = _("sont");
const u8 gText_Are2[] = _("sont");
const u8 gText_BadEgg[] = _("Mauv. OEUF");
const u8 gText_BattleWallyName[] = _("TIMMY");
const u8 gText_Win[] = _("{HIGHLIGHT TRANSPARENT}Victoire");
const u8 gText_Loss[] = _("{HIGHLIGHT TRANSPARENT}Défaite");
const u8 gText_Draw[] = _("{HIGHLIGHT TRANSPARENT}Egalité");
static const u8 sText_SpaceIs[] = _(" est");
static const u8 sText_ApostropheS[] = _("de ");
// For displaying names of invalid moves
static const u8 sATypeMove_Table[NUMBER_OF_MON_TYPES][22] =
{
[TYPE_NORMAL] = _("une capacité NORMAL"),
[TYPE_FIGHTING] = _("une capacité COMBAT"),
[TYPE_FLYING] = _("une capacité VOL"),
[TYPE_POISON] = _("une capacité POISON"),
[TYPE_GROUND] = _("une capacité SOL"),
[TYPE_ROCK] = _("une capacité ROCHE"),
[TYPE_BUG] = _("une capacité INSECTE"),
[TYPE_GHOST] = _("une capacité SPECTRE"),
[TYPE_STEEL] = _("une capacité ACIER"),
[TYPE_MYSTERY] = _("une capacité ???"),
[TYPE_FIRE] = _("une capacité FEU"),
[TYPE_WATER] = _("une capacité EAU"),
[TYPE_GRASS] = _("une capacité PLANTE"),
[TYPE_ELECTRIC] = _("une capacité ELECTRIK"),
[TYPE_PSYCHIC] = _("une capacité PSY"),
[TYPE_ICE] = _("une capacité GLACE"),
[TYPE_DRAGON] = _("une capacité DRAGON"),
[TYPE_DARK] = _("une capacité TENEBRES")
};
const u8 gText_BattleTourney[] = _("TOURNOI DE COMBAT");
static const u8 sText_Round1[] = _("Premier tour");
static const u8 sText_Round2[] = _("Deuxième tour");
static const u8 sText_Semifinal[] = _("Demi-finale");
static const u8 sText_Final[] = _("Finale");
#endif
const u8 *const gRoundsStringTable[DOME_ROUNDS_COUNT] =
{
[DOME_ROUND1] = sText_Round1,
[DOME_ROUND2] = sText_Round2,
[DOME_SEMIFINAL] = sText_Semifinal,
[DOME_FINAL] = sText_Final
};
#if ENGLISH
static const u8 gText_TheGreatNewHope[] = _("The great new hope!\p"); // Unused
static const u8 gText_WillChampionshipDreamComeTrue[] = _("Will the championship dream come true?!\p"); // Unused
static const u8 gText_AFormerChampion[] = _("A former CHAMPION!\p"); // Unused
static const u8 gText_ThePreviousChampion[] = _("The previous CHAMPION!\p"); // Unused
static const u8 gText_TheUnbeatenChampion[] = _("The unbeaten CHAMPION!\p"); // Unused
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}");
static const u8 sText_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}!");
static const u8 sText_Trainer2SentOutPkmn[] = _("{B_TRAINER2_CLASS} {B_TRAINER2_NAME} sent\nout {B_BUFF1}!");
static const u8 sText_TwoTrainersWantToBattle[] = _("{B_TRAINER1_CLASS} {B_TRAINER1_NAME} and\n{B_TRAINER2_CLASS} {B_TRAINER2_NAME}\lwant to battle!\p");
static const u8 sText_InGamePartnerSentOutZGoN[] = _("{B_PARTNER_CLASS} {B_PARTNER_NAME} sent\nout {B_PLAYER_MON2_NAME}!\lGo, {B_PLAYER_MON1_NAME}!");
static const u8 sText_TwoInGameTrainersDefeated[] = _("{B_TRAINER1_CLASS} {B_TRAINER1_NAME} and\n{B_TRAINER2_CLASS} {B_TRAINER2_NAME}\lwere defeated!\p");
static const u8 sText_Trainer2LoseText[] = _("{B_TRAINER2_LOSE_TEXT}");
static const u8 sText_PkmnIncapableOfPower[] = _("{B_ATK_NAME_WITH_PREFIX} appears incapable\nof using its power!");
static const u8 sText_GlintAppearsInEye[] = _("A glint appears in\n{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s eyes!");
static const u8 sText_PkmnGettingIntoPosition[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} is getting into\nposition!");
static const u8 sText_PkmnBeganGrowlingDeeply[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} began growling deeply!");
static const u8 sText_PkmnEagerForMore[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} is eager for more!");
#elif FRENCH
static const u8 gText_TheGreatNewHope[] = _("The great new hope!\p"); // Unused
static const u8 gText_WillChampionshipDreamComeTrue[] = _("Will the championship dream come true?!\p"); // Unused
static const u8 gText_AFormerChampion[] = _("A former CHAMPION!\p"); // Unused
static const u8 gText_ThePreviousChampion[] = _("The previous CHAMPION!\p"); // Unused
static const u8 gText_TheUnbeatenChampion[] = _("The unbeaten CHAMPION!\p"); // Unused
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[] = _("Mental");
const u8 gText_Skill[] = _("Technique");
const u8 gText_Body[] = _("Physique");
const u8 gText_Judgement[] = _("{B_BUFF1}{CLEAR 13}Jugement{CLEAR 13}{B_BUFF2}");
static const u8 sText_TwoTrainersSentPkmn[] = _("{B_OPPONENT_MON1_NAME} est envoyé par\n{B_TRAINER1_CLASS} {B_TRAINER1_NAME}!\p{B_OPPONENT_MON2_NAME} est envoyé par\n{B_TRAINER2_CLASS} {B_TRAINER2_NAME}!");
static const u8 sText_Trainer2SentOutPkmn[] = _("{B_BUFF1} est envoyé par\n{B_TRAINER2_CLASS} {B_TRAINER2_NAME}!");
static const u8 sText_TwoTrainersWantToBattle[] = _("Un combat est lancé\npar {B_TRAINER1_CLASS} {B_TRAINER1_NAME} et\l{B_TRAINER2_CLASS} {B_TRAINER2_NAME}!\p");
static const u8 sText_InGamePartnerSentOutZGoN[] = _("{B_PLAYER_MON2_NAME} est envoyé par\n{B_PARTNER_CLASS} {B_PARTNER_NAME}!\p{B_PLAYER_MON1_NAME}! Go!");
static const u8 sText_TwoInGameTrainersDefeated[] = _("{B_TRAINER1_CLASS} {B_TRAINER1_NAME} et\n{B_TRAINER2_CLASS} {B_TRAINER2_NAME}\lont perdu!\p");
static const u8 sText_Trainer2LoseText[] = _("{B_TRAINER2_LOSE_TEXT}");
static const u8 sText_PkmnIncapableOfPower[] = _("{B_ATK_NAME_WITH_PREFIX} est incapable\nd’utiliser sa puissance!");
static const u8 sText_GlintAppearsInEye[] = _("Une lueur apparaît dans les\nyeux de {B_SCR_ACTIVE_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnGettingIntoPosition[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} se met\nen position!");
static const u8 sText_PkmnBeganGrowlingDeeply[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} commence\nà grogner méchamment!");
static const u8 sText_PkmnEagerForMore[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} en veut encore!");
#endif
const u16 gBattlePalaceFlavorTextTable[] =
{
[B_MSG_GLINT_IN_EYE] = STRINGID_GLINTAPPEARSINEYE,
[B_MSG_GETTING_IN_POS] = STRINGID_PKMNGETTINGINTOPOSITION,
[B_MSG_GROWL_DEEPLY] = STRINGID_PKMNBEGANGROWLINGDEEPLY,
[B_MSG_EAGER_FOR_MORE] = STRINGID_PKMNEAGERFORMORE,
};
#if ENGLISH
static const u8 sText_RefIfNothingIsDecided[] = _("REFEREE: If nothing is decided in\n3 turns, we will go to judging!");
static const u8 sText_RefThatsIt[] = _("REFEREE: That's it! We will now go to\njudging to determine the winner!");
static const u8 sText_RefJudgeMind[] = _("REFEREE: Judging category 1, Mind!\nThe POKéMON showing the most guts!\p");
static const u8 sText_RefJudgeSkill[] = _("REFEREE: Judging category 2, Skill!\nThe POKéMON using moves the best!\p");
static const u8 sText_RefJudgeBody[] = _("REFEREE: Judging category 3, Body!\nThe POKéMON with the most vitality!\p");
static const u8 sText_RefPlayerWon[] = _("REFEREE: Judgment: {B_BUFF1} to {B_BUFF2}!\nThe winner is {B_PLAYER_NAME}'s {B_PLAYER_MON1_NAME}!\p");
static const u8 sText_RefOpponentWon[] = _("REFEREE: Judgment: {B_BUFF1} to {B_BUFF2}!\nThe winner is {B_TRAINER1_NAME}'s {B_OPPONENT_MON1_NAME}!\p");
static const u8 sText_RefDraw[] = _("REFEREE: Judgment: 3 to 3!\nWe have a draw!\p");
static const u8 sText_DefeatedOpponentByReferee[] = _("{B_PLAYER_MON1_NAME} defeated the opponent\n{B_OPPONENT_MON1_NAME} in a REFEREE's decision!");
static const u8 sText_LostToOpponentByReferee[] = _("{B_PLAYER_MON1_NAME} lost to the opponent\n{B_OPPONENT_MON1_NAME} in a REFEREE's decision!");
static const u8 sText_TiedOpponentByReferee[] = _("{B_PLAYER_MON1_NAME} tied the opponent\n{B_OPPONENT_MON1_NAME} in a REFEREE's decision!");
static const u8 sText_RefCommenceBattle[] = _("REFEREE: {B_PLAYER_MON1_NAME} VS {B_OPPONENT_MON1_NAME}!\nCommence battling!");
#elif FRENCH
static const u8 sText_RefIfNothingIsDecided[] = _("ARBITRE: Si rien n’est décidé en 3\ntours, nous donnerons notre jugement!");
static const u8 sText_RefThatsIt[] = _("ARBITRE: Nous allons maintenant\ndécider du vainqueur.");
static const u8 sText_RefJudgeMind[] = _("ARBITRE: Catégorie 1, le mental!\nLe POKéMON le plus agressif!\p");
static const u8 sText_RefJudgeSkill[] = _("ARBITRE: Catégorie 2, la technique!\nLe POKéMON qui maîtrise le mieux\lses capacités!\p");
static const u8 sText_RefJudgeBody[] = _("ARBITRE: Catégorie 3, le physique!\nLe POKéMON le plus résistant!\p");
static const u8 sText_RefPlayerWon[] = _("ARBITRE: Jugement: {B_BUFF1} à {B_BUFF2}! Le gagnant\nest le {B_PLAYER_MON1_NAME} de {B_PLAYER_NAME}!\p");
static const u8 sText_RefOpponentWon[] = _("ARBITRE: Jugement: {B_BUFF1} à {B_BUFF2}! Le gagnant \nest le {B_OPPONENT_MON1_NAME} de {B_TRAINER1_NAME}!\p");
static const u8 sText_RefDraw[] = _("ARBITRE: Jugement: 3 à 3!\nC’est un match nul!\p");
static const u8 sText_DefeatedOpponentByReferee[] = _("{B_PLAYER_MON1_NAME} bat {B_OPPONENT_MON1_NAME} sur\ndécision de l’ARBITRE!");
static const u8 sText_LostToOpponentByReferee[] = _("{B_PLAYER_MON1_NAME} perd contre {B_OPPONENT_MON1_NAME}\nsur décision de l’ARBITRE!");
static const u8 sText_TiedOpponentByReferee[] = _("{B_PLAYER_MON1_NAME} est à égalité avec\n{B_OPPONENT_MON1_NAME} sur décision de l’ARBITRE!");
static const u8 sText_RefCommenceBattle[] = _("ARBITRE: {B_PLAYER_MON1_NAME} VS {B_OPPONENT_MON1_NAME}!\nCommencez le combat!");
#endif
const u8 * const gRefereeStringsTable[] =
{
[B_MSG_REF_NOTHING_IS_DECIDED] = sText_RefIfNothingIsDecided,
[B_MSG_REF_THATS_IT] = sText_RefThatsIt,
[B_MSG_REF_JUDGE_MIND] = sText_RefJudgeMind,
[B_MSG_REF_JUDGE_SKILL] = sText_RefJudgeSkill,
[B_MSG_REF_JUDGE_BODY] = sText_RefJudgeBody,
[B_MSG_REF_PLAYER_WON] = sText_RefPlayerWon,
[B_MSG_REF_OPPONENT_WON] = sText_RefOpponentWon,
[B_MSG_REF_DRAW] = sText_RefDraw,
[B_MSG_REF_COMMENCE_BATTLE] = sText_RefCommenceBattle,
};
#if ENGLISH
static const u8 sText_QuestionForfeitMatch[] = _("Would you like to forfeit the match\nand quit now?");
static const u8 sText_ForfeitedMatch[] = _("{B_PLAYER_NAME} forfeited the match!");
static const u8 sText_Trainer1WinText[] = _("{B_TRAINER1_WIN_TEXT}");
static const u8 sText_Trainer2WinText[] = _("{B_TRAINER2_WIN_TEXT}");
static const u8 sText_Trainer1Fled[] = _( "{PLAY_SE SE_FLEE}{B_TRAINER1_CLASS} {B_TRAINER1_NAME} fled!");
static const u8 sText_PlayerLostAgainstTrainer1[] = _("Player lost against\n{B_TRAINER1_CLASS} {B_TRAINER1_NAME}!");
static const u8 sText_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.");
static const u8 sText_LinkTrainerWantsToBattlePause[] = _("{B_LINK_OPPONENT1_NAME}\nwants to battle!{PAUSE 49}");
static const u8 sText_TwoLinkTrainersWantToBattlePause[] = _("{B_LINK_OPPONENT1_NAME} and {B_LINK_OPPONENT2_NAME}\nwant to battle!{PAUSE 49}");
#elif FRENCH
static const u8 sText_QuestionForfeitMatch[] = _("Voulez-vous abandonner et\nquitter le combat?");
static const u8 sText_ForfeitedMatch[] = _("{B_PLAYER_NAME} abandonne le match!");
static const u8 sText_Trainer1WinText[] = _("{B_TRAINER1_WIN_TEXT}");
static const u8 sText_Trainer2WinText[] = _("{B_TRAINER2_WIN_TEXT}");
static const u8 sText_Trainer1Fled[] = _("{PLAY_SE SE_FLEE}{B_TRAINER1_CLASS} {B_TRAINER1_NAME} fled!");
static const u8 sText_PlayerLostAgainstTrainer1[] = _("{B_TRAINER1_CLASS} {B_TRAINER1_NAME} a\ngagné!");
static const u8 sText_PlayerBattledToDrawTrainer1[] = _("Egalité avec \n{B_TRAINER1_CLASS} {B_TRAINER1_NAME}!");
const u8 gText_RecordBattleToPass[] = _("Voulez-vous enregistrer votre\ncombat sur le PASSE ZONE?");
const u8 gText_BattleRecordedOnPass[] = _("Le résultat de {B_PLAYER_NAME} est\nenregistré sur le PASSE ZONE.");
static const u8 sText_LinkTrainerWantsToBattlePause[] = _("{B_LINK_OPPONENT1_NAME}\nveut se battre!{PAUSE 49}");
static const u8 sText_TwoLinkTrainersWantToBattlePause[] = _("{B_LINK_OPPONENT1_NAME} et {B_LINK_OPPONENT2_NAME}\nveulent se battre!{PAUSE 49}");
#endif
// This is four lists of moves which use a different attack string in Japanese
// to the default. See the documentation for ChooseTypeOfMoveUsedString for more detail.
static const u16 sGrammarMoveUsedTable[] =
{
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, 0,
MOVE_TELEPORT, MOVE_RECOVER, MOVE_BIDE, MOVE_AMNESIA,
MOVE_FLAIL, MOVE_TAUNT, MOVE_BULK_UP, 0,
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, 0,
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, 0
};
#if ENGLISH
static const u8 sDummyWeirdStatusString[] = {EOS, EOS, EOS, EOS, EOS, EOS, EOS, EOS, 0, 0};
#elif FRENCH
static const u8 sDummyWeirdStatusString[] = {EOS, EOS, EOS, EOS, EOS, EOS, EOS, EOS};
#endif
static const struct BattleWindowText sTextOnWindowsInfo_Normal[] =
{
[B_WIN_MSG] = {
.fillValue = PIXEL_FILL(0xF),
.fontId = FONT_NORMAL,
.x = 0,
.y = 1,
.letterSpacing = 0,
.lineSpacing = 0,
.speed = 1,
.fgColor = TEXT_COLOR_WHITE,
.bgColor = TEXT_DYNAMIC_COLOR_6,
.shadowColor = TEXT_COLOR_GREEN,
},
[B_WIN_ACTION_PROMPT] = {
.fillValue = PIXEL_FILL(0xF),
.fontId = FONT_NORMAL,
.x = 1,
.y = 1,
.letterSpacing = 0,
.lineSpacing = 0,
.speed = 0,
.fgColor = TEXT_COLOR_WHITE,
.bgColor = TEXT_DYNAMIC_COLOR_6,
.shadowColor = TEXT_COLOR_GREEN,
},
[B_WIN_ACTION_MENU] = {
.fillValue = PIXEL_FILL(0xE),
.fontId = FONT_NORMAL,
.x = 0,
.y = 1,
.letterSpacing = 0,
.lineSpacing = 0,
.speed = 0,
.fgColor = TEXT_DYNAMIC_COLOR_4,
.bgColor = TEXT_DYNAMIC_COLOR_5,
.shadowColor = TEXT_DYNAMIC_COLOR_6,
},
[B_WIN_MOVE_NAME_1] = {
.fillValue = PIXEL_FILL(0xE),
.fontId = FONT_NARROW,
.x = 0,
.y = 1,
.letterSpacing = 0,
.lineSpacing = 0,
.speed = 0,
.fgColor = TEXT_DYNAMIC_COLOR_4,
.bgColor = TEXT_DYNAMIC_COLOR_5,
.shadowColor = TEXT_DYNAMIC_COLOR_6,
},
[B_WIN_MOVE_NAME_2] = {
.fillValue = PIXEL_FILL(0xE),
.fontId = FONT_NARROW,
.x = 0,
.y = 1,
.letterSpacing = 0,
.lineSpacing = 0,
.speed = 0,
.fgColor = TEXT_DYNAMIC_COLOR_4,
.bgColor = TEXT_DYNAMIC_COLOR_5,
.shadowColor = TEXT_DYNAMIC_COLOR_6,
},
[B_WIN_MOVE_NAME_3] = {
.fillValue = PIXEL_FILL(0xE),
.fontId = FONT_NARROW,
.x = 0,
.y = 1,
.letterSpacing = 0,
.lineSpacing = 0,
.speed = 0,
.fgColor = TEXT_DYNAMIC_COLOR_4,
.bgColor = TEXT_DYNAMIC_COLOR_5,
.shadowColor = TEXT_DYNAMIC_COLOR_6,
},
[B_WIN_MOVE_NAME_4] = {
.fillValue = PIXEL_FILL(0xE),
.fontId = FONT_NARROW,
.x = 0,
.y = 1,
.letterSpacing = 0,
.lineSpacing = 0,
.speed = 0,
.fgColor = TEXT_DYNAMIC_COLOR_4,
.bgColor = TEXT_DYNAMIC_COLOR_5,
.shadowColor = TEXT_DYNAMIC_COLOR_6,
},
[B_WIN_PP] = {
.fillValue = PIXEL_FILL(0xE),
.fontId = FONT_NARROW,
.x = 0,
.y = 1,
.letterSpacing = 0,
.lineSpacing = 0,
.speed = 0,
.fgColor = TEXT_DYNAMIC_COLOR_3,
.bgColor = TEXT_DYNAMIC_COLOR_5,
.shadowColor = TEXT_DYNAMIC_COLOR_2,
},
[B_WIN_DUMMY] = {
.fillValue = PIXEL_FILL(0xE),
.fontId = FONT_NORMAL,
.x = 0,
.y = 1,
.letterSpacing = 0,
.lineSpacing = 0,
.speed = 0,
.fgColor = TEXT_DYNAMIC_COLOR_4,
.bgColor = TEXT_DYNAMIC_COLOR_5,
.shadowColor = TEXT_DYNAMIC_COLOR_6,
},
[B_WIN_PP_REMAINING] = {
.fillValue = PIXEL_FILL(0xE),
.fontId = FONT_NORMAL,
.x = 2,
.y = 1,
.letterSpacing = 0,
.lineSpacing = 0,
.speed = 0,
.fgColor = TEXT_DYNAMIC_COLOR_3,
.bgColor = TEXT_DYNAMIC_COLOR_5,
.shadowColor = TEXT_DYNAMIC_COLOR_2,
},
[B_WIN_MOVE_TYPE] = {
.fillValue = PIXEL_FILL(0xE),
.fontId = FONT_NARROW,
.x = 0,
.y = 1,
.letterSpacing = 0,
.lineSpacing = 0,
.speed = 0,
.fgColor = TEXT_DYNAMIC_COLOR_4,
.bgColor = TEXT_DYNAMIC_COLOR_5,
.shadowColor = TEXT_DYNAMIC_COLOR_6,
},
[B_WIN_SWITCH_PROMPT] = {
.fillValue = PIXEL_FILL(0xE),
.fontId = FONT_NARROW,
.x = 0,
.y = 1,
.letterSpacing = 0,
.lineSpacing = 0,
.speed = 0,
.fgColor = TEXT_DYNAMIC_COLOR_4,
.bgColor = TEXT_DYNAMIC_COLOR_5,
.shadowColor = TEXT_DYNAMIC_COLOR_6,
},
[B_WIN_YESNO] = {
.fillValue = PIXEL_FILL(0xE),
.fontId = FONT_NORMAL,
.x = 0,
.y = 1,
.letterSpacing = 0,
.lineSpacing = 0,
.speed = 0,
.fgColor = TEXT_DYNAMIC_COLOR_4,
.bgColor = TEXT_DYNAMIC_COLOR_5,
.shadowColor = TEXT_DYNAMIC_COLOR_6,
},
[B_WIN_LEVEL_UP_BOX] = {
.fillValue = PIXEL_FILL(0xE),
.fontId = FONT_NORMAL,
.x = 0,
.y = 1,
.letterSpacing = 0,
.lineSpacing = 0,
.speed = 0,
.fgColor = TEXT_DYNAMIC_COLOR_4,
.bgColor = TEXT_DYNAMIC_COLOR_5,
.shadowColor = TEXT_DYNAMIC_COLOR_6,
},
[B_WIN_LEVEL_UP_BANNER] = {
.fillValue = PIXEL_FILL(0),
.fontId = FONT_NORMAL,
.x = 32,
.y = 1,
.letterSpacing = 0,
.lineSpacing = 0,
.speed = 0,
.fgColor = TEXT_COLOR_WHITE,
.bgColor = TEXT_COLOR_TRANSPARENT,
.shadowColor = TEXT_COLOR_DARK_GRAY,
},
[B_WIN_VS_PLAYER] = {
.fillValue = PIXEL_FILL(0xE),
.fontId = FONT_NORMAL,
.x = -1,
.y = 1,
.letterSpacing = 0,
.lineSpacing = 0,
.speed = 0,
.fgColor = TEXT_DYNAMIC_COLOR_4,
.bgColor = TEXT_DYNAMIC_COLOR_5,
.shadowColor = TEXT_DYNAMIC_COLOR_6,
},
[B_WIN_VS_OPPONENT] = {
.fillValue = PIXEL_FILL(0xE),
.fontId = FONT_NORMAL,
.x = -1,
.y = 1,
.letterSpacing = 0,
.lineSpacing = 0,
.speed = 0,
.fgColor = TEXT_DYNAMIC_COLOR_4,
.bgColor = TEXT_DYNAMIC_COLOR_5,
.shadowColor = TEXT_DYNAMIC_COLOR_6,
},
[B_WIN_VS_MULTI_PLAYER_1] = {
.fillValue = PIXEL_FILL(0xE),
.fontId = FONT_NORMAL,
.x = -1,
.y = 1,
.letterSpacing = 0,
.lineSpacing = 0,
.speed = 0,
.fgColor = TEXT_DYNAMIC_COLOR_4,
.bgColor = TEXT_DYNAMIC_COLOR_5,
.shadowColor = TEXT_DYNAMIC_COLOR_6,
},
[B_WIN_VS_MULTI_PLAYER_2] = {
.fillValue = PIXEL_FILL(0xE),
.fontId = FONT_NORMAL,
.x = -1,
.y = 1,
.letterSpacing = 0,
.lineSpacing = 0,
.speed = 0,
.fgColor = TEXT_DYNAMIC_COLOR_4,
.bgColor = TEXT_DYNAMIC_COLOR_5,
.shadowColor = TEXT_DYNAMIC_COLOR_6,
},
[B_WIN_VS_MULTI_PLAYER_3] = {
.fillValue = PIXEL_FILL(0xE),
.fontId = FONT_NORMAL,
.x = -1,
.y = 1,
.letterSpacing = 0,
.lineSpacing = 0,
.speed = 0,
.fgColor = TEXT_DYNAMIC_COLOR_4,
.bgColor = TEXT_DYNAMIC_COLOR_5,
.shadowColor = TEXT_DYNAMIC_COLOR_6,
},
[B_WIN_VS_MULTI_PLAYER_4] = {
.fillValue = PIXEL_FILL(0xE),
.fontId = FONT_NORMAL,
.x = -1,
.y = 1,
.letterSpacing = 0,
.lineSpacing = 0,
.speed = 0,
.fgColor = TEXT_DYNAMIC_COLOR_4,
.bgColor = TEXT_DYNAMIC_COLOR_5,
.shadowColor = TEXT_DYNAMIC_COLOR_6,
},
[B_WIN_VS_OUTCOME_DRAW] = {
.fillValue = PIXEL_FILL(0),
.fontId = FONT_NORMAL,
.x = -1,
.y = 1,
.letterSpacing = 0,
.lineSpacing = 0,
.speed = 0,
.fgColor = TEXT_COLOR_WHITE,
.bgColor = TEXT_COLOR_TRANSPARENT,
.shadowColor = TEXT_COLOR_GREEN,
},
[B_WIN_VS_OUTCOME_LEFT] = {
.fillValue = PIXEL_FILL(0),
.fontId = FONT_NORMAL,
.x = -1,
.y = 1,
.letterSpacing = 0,
.lineSpacing = 0,
.speed = 0,
.fgColor = TEXT_COLOR_WHITE,
.bgColor = TEXT_COLOR_TRANSPARENT,
.shadowColor = TEXT_COLOR_GREEN,
},
[B_WIN_VS_OUTCOME_RIGHT] = {
.fillValue = PIXEL_FILL(0x0),
.fontId = FONT_NORMAL,
.x = -1,
.y = 1,
.letterSpacing = 0,
.lineSpacing = 0,
.speed = 0,
.fgColor = TEXT_COLOR_WHITE,
.bgColor = TEXT_COLOR_TRANSPARENT,
.shadowColor = TEXT_COLOR_GREEN,
},
};
static const struct BattleWindowText sTextOnWindowsInfo_Arena[] =
{
[B_WIN_MSG] = {
.fillValue = PIXEL_FILL(0xF),
.fontId = FONT_NORMAL,
.x = 0,
.y = 1,
.letterSpacing = 0,
.lineSpacing = 0,
.speed = 1,
.fgColor = TEXT_COLOR_WHITE,
.bgColor = TEXT_DYNAMIC_COLOR_6,
.shadowColor = TEXT_COLOR_GREEN,
},
[B_WIN_ACTION_PROMPT] = {
.fillValue = PIXEL_FILL(0xF),
.fontId = FONT_NORMAL,
.x = 1,
.y = 1,
.letterSpacing = 0,
.lineSpacing = 0,
.speed = 0,
.fgColor = TEXT_COLOR_WHITE,
.bgColor = TEXT_DYNAMIC_COLOR_6,
.shadowColor = TEXT_COLOR_GREEN,
},
[B_WIN_ACTION_MENU] = {
.fillValue = PIXEL_FILL(0xE),
.fontId = FONT_NORMAL,
.x = 0,
.y = 1,
.letterSpacing = 0,
.lineSpacing = 0,
.speed = 0,
.fgColor = TEXT_DYNAMIC_COLOR_4,
.bgColor = TEXT_DYNAMIC_COLOR_5,
.shadowColor = TEXT_DYNAMIC_COLOR_6,
},
[B_WIN_MOVE_NAME_1] = {
.fillValue = PIXEL_FILL(0xE),
.fontId = FONT_NARROW,
.x = 0,
.y = 1,
.letterSpacing = 0,
.lineSpacing = 0,
.speed = 0,
.fgColor = TEXT_DYNAMIC_COLOR_4,
.bgColor = TEXT_DYNAMIC_COLOR_5,
.shadowColor = TEXT_DYNAMIC_COLOR_6,
},
[B_WIN_MOVE_NAME_2] = {
.fillValue = PIXEL_FILL(0xE),
.fontId = FONT_NARROW,
.x = 0,
.y = 1,
.letterSpacing = 0,
.lineSpacing = 0,
.speed = 0,
.fgColor = TEXT_DYNAMIC_COLOR_4,
.bgColor = TEXT_DYNAMIC_COLOR_5,
.shadowColor = TEXT_DYNAMIC_COLOR_6,
},
[B_WIN_MOVE_NAME_3] = {
.fillValue = PIXEL_FILL(0xE),
.fontId = FONT_NARROW,
.x = 0,
.y = 1,
.letterSpacing = 0,
.lineSpacing = 0,
.speed = 0,
.fgColor = TEXT_DYNAMIC_COLOR_4,
.bgColor = TEXT_DYNAMIC_COLOR_5,
.shadowColor = TEXT_DYNAMIC_COLOR_6,
},
[B_WIN_MOVE_NAME_4] = {
.fillValue = PIXEL_FILL(0xE),
.fontId = FONT_NARROW,
.x = 0,
.y = 1,
.letterSpacing = 0,
.lineSpacing = 0,
.speed = 0,
.fgColor = TEXT_DYNAMIC_COLOR_4,
.bgColor = TEXT_DYNAMIC_COLOR_5,
.shadowColor = TEXT_DYNAMIC_COLOR_6,
},
[B_WIN_PP] = {
.fillValue = PIXEL_FILL(0xE),
.fontId = FONT_NARROW,
.x = 0,
.y = 1,
.letterSpacing = 0,
.lineSpacing = 0,
.speed = 0,
.fgColor = TEXT_DYNAMIC_COLOR_3,
.bgColor = TEXT_DYNAMIC_COLOR_5,
.shadowColor = TEXT_DYNAMIC_COLOR_2,
},
[B_WIN_DUMMY] = {
.fillValue = PIXEL_FILL(0xE),
.fontId = FONT_NORMAL,
.x = 0,
.y = 1,
.letterSpacing = 0,
.lineSpacing = 0,
.speed = 0,
.fgColor = TEXT_DYNAMIC_COLOR_4,
.bgColor = TEXT_DYNAMIC_COLOR_5,
.shadowColor = TEXT_DYNAMIC_COLOR_6,
},
[B_WIN_PP_REMAINING] = {
.fillValue = PIXEL_FILL(0xE),
.fontId = FONT_NORMAL,
.x = 2,
.y = 1,
.letterSpacing = 0,
.lineSpacing = 0,
.speed = 0,
.fgColor = TEXT_DYNAMIC_COLOR_3,
.bgColor = TEXT_DYNAMIC_COLOR_5,
.shadowColor = TEXT_DYNAMIC_COLOR_2,
},
[B_WIN_MOVE_TYPE] = {
.fillValue = PIXEL_FILL(0xE),
.fontId = FONT_NARROW,
.x = 0,
.y = 1,
.letterSpacing = 0,
.lineSpacing = 0,
.speed = 0,
.fgColor = TEXT_DYNAMIC_COLOR_4,
.bgColor = TEXT_DYNAMIC_COLOR_5,
.shadowColor = TEXT_DYNAMIC_COLOR_6,
},
[B_WIN_SWITCH_PROMPT] = {
.fillValue = PIXEL_FILL(0xE),
.fontId = FONT_NARROW,
.x = 0,
.y = 1,
.letterSpacing = 0,
.lineSpacing = 0,
.speed = 0,
.fgColor = TEXT_DYNAMIC_COLOR_4,
.bgColor = TEXT_DYNAMIC_COLOR_5,
.shadowColor = TEXT_DYNAMIC_COLOR_6,
},
[B_WIN_YESNO] = {
.fillValue = PIXEL_FILL(0xE),
.fontId = FONT_NORMAL,
.x = 0,
.y = 1,
.letterSpacing = 0,
.lineSpacing = 0,
.speed = 0,
.fgColor = TEXT_DYNAMIC_COLOR_4,
.bgColor = TEXT_DYNAMIC_COLOR_5,
.shadowColor = TEXT_DYNAMIC_COLOR_6,
},
[B_WIN_LEVEL_UP_BOX] = {
.fillValue = PIXEL_FILL(0xE),
.fontId = FONT_NORMAL,
.x = 0,
.y = 1,
.letterSpacing = 0,
.lineSpacing = 0,
.speed = 0,
.fgColor = TEXT_DYNAMIC_COLOR_4,
.bgColor = TEXT_DYNAMIC_COLOR_5,
.shadowColor = TEXT_DYNAMIC_COLOR_6,
},
[B_WIN_LEVEL_UP_BANNER] = {
.fillValue = PIXEL_FILL(0),
.fontId = FONT_NORMAL,
.x = 32,
.y = 1,
.letterSpacing = 0,
.lineSpacing = 0,
.speed = 0,
.fgColor = TEXT_COLOR_WHITE,
.bgColor = TEXT_COLOR_TRANSPARENT,
.shadowColor = TEXT_COLOR_DARK_GRAY,
},
[ARENA_WIN_PLAYER_NAME] = {
.fillValue = PIXEL_FILL(0xE),
.fontId = FONT_NORMAL,
.x = -1,
.y = 1,
.letterSpacing = 0,
.lineSpacing = 0,
.speed = 0,
.fgColor = TEXT_COLOR_WHITE,
.bgColor = TEXT_DYNAMIC_COLOR_5,
.shadowColor = TEXT_DYNAMIC_COLOR_6,
},
[ARENA_WIN_VS] = {
.fillValue = PIXEL_FILL(0xE),
.fontId = FONT_NORMAL,
.x = -1,
.y = 1,
.letterSpacing = 0,
.lineSpacing = 0,
.speed = 0,
.fgColor = TEXT_DYNAMIC_COLOR_4,
.bgColor = TEXT_DYNAMIC_COLOR_5,
.shadowColor = TEXT_DYNAMIC_COLOR_6,
},
[ARENA_WIN_OPPONENT_NAME] = {
.fillValue = PIXEL_FILL(0xE),
.fontId = FONT_NORMAL,
.x = -1,
.y = 1,
.letterSpacing = 0,
.lineSpacing = 0,
.speed = 0,
.fgColor = TEXT_DYNAMIC_COLOR_4,
.bgColor = TEXT_DYNAMIC_COLOR_5,
.shadowColor = TEXT_DYNAMIC_COLOR_6,
},
[ARENA_WIN_MIND] = {
.fillValue = PIXEL_FILL(0xE),
.fontId = FONT_NORMAL,
.x = -1,
.y = 1,
.letterSpacing = 0,
.lineSpacing = 0,
.speed = 0,
.fgColor = TEXT_DYNAMIC_COLOR_4,
.bgColor = TEXT_DYNAMIC_COLOR_5,
.shadowColor = TEXT_DYNAMIC_COLOR_6,
},
[ARENA_WIN_SKILL] = {
.fillValue = PIXEL_FILL(0xE),
.fontId = FONT_NORMAL,
.x = -1,
.y = 1,
.letterSpacing = 0,
.lineSpacing = 0,
.speed = 0,
.fgColor = TEXT_DYNAMIC_COLOR_4,
.bgColor = TEXT_DYNAMIC_COLOR_5,
.shadowColor = TEXT_DYNAMIC_COLOR_6,
},
[ARENA_WIN_BODY] = {
.fillValue = PIXEL_FILL(0xE),
.fontId = FONT_NORMAL,
.x = -1,
.y = 1,
.letterSpacing = 0,
.lineSpacing = 0,
.speed = 0,
.fgColor = TEXT_DYNAMIC_COLOR_4,
.bgColor = TEXT_DYNAMIC_COLOR_5,
.shadowColor = TEXT_DYNAMIC_COLOR_6,
},
[ARENA_WIN_JUDGEMENT_TITLE] = {
.fillValue = PIXEL_FILL(0xE),
.fontId = FONT_NORMAL,
.x = -1,
.y = 1,
.letterSpacing = 0,
.lineSpacing = 0,
.speed = 0,
.fgColor = TEXT_DYNAMIC_COLOR_4,
.bgColor = TEXT_DYNAMIC_COLOR_5,
.shadowColor = TEXT_DYNAMIC_COLOR_6,
},
[ARENA_WIN_JUDGEMENT_TEXT] = {
.fillValue = PIXEL_FILL(0x1),
.fontId = FONT_NORMAL,
.x = 0,
.y = 1,
.letterSpacing = 0,
.lineSpacing = 0,
.speed = 1,
.fgColor = TEXT_COLOR_DARK_GRAY,
.bgColor = TEXT_COLOR_WHITE,
.shadowColor = TEXT_COLOR_LIGHT_GRAY,
},
};
static const struct BattleWindowText *const sBattleTextOnWindowsInfo[] =
{
[B_WIN_TYPE_NORMAL] = sTextOnWindowsInfo_Normal,
[B_WIN_TYPE_ARENA] = sTextOnWindowsInfo_Arena
};
static const u8 sRecordedBattleTextSpeeds[] = {8, 4, 1, 0};
void BufferStringBattle(u16 stringID)
{
s32 i;
const u8 *stringPtr = NULL;
#if FRENCH
u32 size;
u8 *txtBuff;
#endif
gBattleMsgDataPtr = (struct BattleMsgData *)(&gBattleBufferA[gActiveBattler][4]);
gLastUsedItem = gBattleMsgDataPtr->lastItem;
gLastUsedAbility = gBattleMsgDataPtr->lastAbility;
gBattleScripting.battler = gBattleMsgDataPtr->scrActive;
*(&gBattleStruct->field_52) = gBattleMsgDataPtr->unk1605E;
*(&gBattleStruct->hpScale) = gBattleMsgDataPtr->hpScale;
gPotentialItemEffectBattler = gBattleMsgDataPtr->itemEffectBattler;
*(&gBattleStruct->stringMoveType) = gBattleMsgDataPtr->moveType;
for (i = 0; i < MAX_BATTLERS_COUNT; i++)
{
sBattlerAbilities[i] = gBattleMsgDataPtr->abilities[i];
}
for (i = 0; i < TEXT_BUFF_ARRAY_COUNT; i++)
{
gBattleTextBuff1[i] = gBattleMsgDataPtr->textBuffs[0][i];
gBattleTextBuff2[i] = gBattleMsgDataPtr->textBuffs[1][i];
gBattleTextBuff3[i] = gBattleMsgDataPtr->textBuffs[2][i];
}
switch (stringID)
{
case STRINGID_INTROMSG: // first battle msg
if (gBattleTypeFlags & BATTLE_TYPE_TRAINER)
{
if (gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_RECORDED_LINK))
{
if (gBattleTypeFlags & BATTLE_TYPE_TOWER_LINK_MULTI)
{
stringPtr = sText_TwoTrainersWantToBattle;
}
else if (gBattleTypeFlags & BATTLE_TYPE_MULTI)
{
if (gBattleTypeFlags & BATTLE_TYPE_RECORDED)
stringPtr = sText_TwoLinkTrainersWantToBattlePause;
else
stringPtr = sText_TwoLinkTrainersWantToBattle;
}
else
{
if (gTrainerBattleOpponent_A == TRAINER_UNION_ROOM)
stringPtr = sText_Trainer1WantsToBattle;
else if (gBattleTypeFlags & BATTLE_TYPE_RECORDED)
stringPtr = sText_LinkTrainerWantsToBattlePause;
else
stringPtr = sText_LinkTrainerWantsToBattle;
}
}
else
{
if (gBattleTypeFlags & BATTLE_TYPE_INGAME_PARTNER)
stringPtr = sText_TwoTrainersWantToBattle;
else if (gBattleTypeFlags & BATTLE_TYPE_TWO_OPPONENTS)
stringPtr = sText_TwoTrainersWantToBattle;
else
stringPtr = sText_Trainer1WantsToBattle;
}
}
else
{
if (gBattleTypeFlags & BATTLE_TYPE_LEGENDARY)
stringPtr = sText_LegendaryPkmnAppeared;
else if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE) // interesting, looks like they had something planned for wild double battles
stringPtr = sText_TwoWildPkmnAppeared;
else if (gBattleTypeFlags & BATTLE_TYPE_WALLY_TUTORIAL)
stringPtr = sText_WildPkmnAppearedPause;
else
stringPtr = sText_WildPkmnAppeared;
}
break;
case STRINGID_INTROSENDOUT: // poke first send-out
if (GetBattlerSide(gActiveBattler) == B_SIDE_PLAYER)
{
if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
{
if (gBattleTypeFlags & BATTLE_TYPE_INGAME_PARTNER)
stringPtr = sText_InGamePartnerSentOutZGoN;
else if (gBattleTypeFlags & BATTLE_TYPE_TWO_OPPONENTS)
stringPtr = sText_GoTwoPkmn;
else if (gBattleTypeFlags & BATTLE_TYPE_MULTI)
stringPtr = sText_LinkPartnerSentOutPkmnGoPkmn;
else
stringPtr = sText_GoTwoPkmn;
}
else
{
stringPtr = sText_GoPkmn;
}
}
else
{
if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
{
if (gBattleTypeFlags & BATTLE_TYPE_TWO_OPPONENTS)
stringPtr = sText_TwoTrainersSentPkmn;
else if (gBattleTypeFlags & BATTLE_TYPE_TOWER_LINK_MULTI)
stringPtr = sText_TwoTrainersSentPkmn;
else if (gBattleTypeFlags & BATTLE_TYPE_MULTI)
stringPtr = sText_TwoLinkTrainersSentOutPkmn;
else if (gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_RECORDED_LINK))
stringPtr = sText_LinkTrainerSentOutTwoPkmn;
else
stringPtr = sText_Trainer1SentOutTwoPkmn;
}
else
{
if (!(gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_RECORDED_LINK)))
stringPtr = sText_Trainer1SentOutPkmn;
else if (gTrainerBattleOpponent_A == TRAINER_UNION_ROOM)
stringPtr = sText_Trainer1SentOutPkmn;
else
stringPtr = sText_LinkTrainerSentOutPkmn;
}
}
break;
case STRINGID_RETURNMON: // sending poke to ball msg
if (GetBattlerSide(gActiveBattler) == B_SIDE_PLAYER)
{
if (*(&gBattleStruct->hpScale) == 0)
stringPtr = sText_PkmnThatsEnough;
else if (*(&gBattleStruct->hpScale) == 1 || gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
stringPtr = sText_PkmnComeBack;
else if (*(&gBattleStruct->hpScale) == 2)
stringPtr = sText_PkmnOkComeBack;
else
stringPtr = sText_PkmnGoodComeBack;
}
else
{
if (gTrainerBattleOpponent_A == TRAINER_LINK_OPPONENT || gBattleTypeFlags & BATTLE_TYPE_RECORDED_LINK)
{
if (gBattleTypeFlags & BATTLE_TYPE_MULTI)
stringPtr = sText_LinkTrainer2WithdrewPkmn;
else
stringPtr = sText_LinkTrainer1WithdrewPkmn;
}
else
{
stringPtr = sText_Trainer1WithdrewPkmn;
}
}
break;
case STRINGID_SWITCHINMON: // switch-in msg
if (GetBattlerSide(gBattleScripting.battler) == B_SIDE_PLAYER)
{
if (*(&gBattleStruct->hpScale) == 0 || gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
stringPtr = sText_GoPkmn2;
else if (*(&gBattleStruct->hpScale) == 1)
stringPtr = sText_DoItPkmn;
else if (*(&gBattleStruct->hpScale) == 2)
stringPtr = sText_GoForItPkmn;
else
stringPtr = sText_YourFoesWeakGetEmPkmn;
}
else
{
if (gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_RECORDED_LINK))
{
if (gBattleTypeFlags & BATTLE_TYPE_TOWER_LINK_MULTI)
{
if (gBattleScripting.battler == 1)
stringPtr = sText_Trainer1SentOutPkmn2;
else
stringPtr = sText_Trainer2SentOutPkmn;
}
else
{
if (gBattleTypeFlags & BATTLE_TYPE_MULTI)
stringPtr = sText_LinkTrainerMultiSentOutPkmn;
else if (gTrainerBattleOpponent_A == TRAINER_UNION_ROOM)
stringPtr = sText_Trainer1SentOutPkmn2;
else
stringPtr = sText_LinkTrainerSentOutPkmn2;
}
}
else
{
if (gBattleTypeFlags & BATTLE_TYPE_TWO_OPPONENTS)
{
if (gBattleScripting.battler == 1)
stringPtr = sText_Trainer1SentOutPkmn2;
else
stringPtr = sText_Trainer2SentOutPkmn;
}
else
{
stringPtr = sText_Trainer1SentOutPkmn2;
}
}
}
break;
case STRINGID_USEDMOVE: // pokemon used a move msg
ChooseMoveUsedParticle(gBattleTextBuff1); // buff1 doesn't appear in the string, leftover from japanese move names
if (gBattleMsgDataPtr->currentMove >= MOVES_COUNT)
StringCopy(gBattleTextBuff2, sATypeMove_Table[*(&gBattleStruct->stringMoveType)]);
else
StringCopy(gBattleTextBuff2, gMoveNames[gBattleMsgDataPtr->currentMove]);
ChooseTypeOfMoveUsedString(gBattleTextBuff2);
stringPtr = sText_AttackerUsedX;
break;
case STRINGID_BATTLEEND: // battle end
if (gBattleTextBuff1[0] & B_OUTCOME_LINK_BATTLE_RAN)
{
gBattleTextBuff1[0] &= ~(B_OUTCOME_LINK_BATTLE_RAN);
if (GetBattlerSide(gActiveBattler) == B_SIDE_OPPONENT && gBattleTextBuff1[0] != B_OUTCOME_DREW)
gBattleTextBuff1[0] ^= (B_OUTCOME_LOST | B_OUTCOME_WON);
if (gBattleTextBuff1[0] == B_OUTCOME_LOST || gBattleTextBuff1[0] == B_OUTCOME_DREW)
stringPtr = sText_GotAwaySafely;
else if (gBattleTypeFlags & BATTLE_TYPE_MULTI)
stringPtr = sText_TwoWildFled;
else
stringPtr = sText_WildFled;
}
else
{
if (GetBattlerSide(gActiveBattler) == B_SIDE_OPPONENT && gBattleTextBuff1[0] != B_OUTCOME_DREW)
gBattleTextBuff1[0] ^= (B_OUTCOME_LOST | B_OUTCOME_WON);
if (gBattleTypeFlags & BATTLE_TYPE_MULTI)
{
switch (gBattleTextBuff1[0])
{
case B_OUTCOME_WON:
if (gBattleTypeFlags & BATTLE_TYPE_TOWER_LINK_MULTI)
stringPtr = sText_TwoInGameTrainersDefeated;
else
stringPtr = sText_TwoLinkTrainersDefeated;
break;
case B_OUTCOME_LOST:
stringPtr = sText_PlayerLostToTwo;
break;
case B_OUTCOME_DREW:
stringPtr = sText_PlayerBattledToDrawVsTwo;
break;
}
}
else if (gTrainerBattleOpponent_A == TRAINER_UNION_ROOM)
{
switch (gBattleTextBuff1[0])
{
case B_OUTCOME_WON:
stringPtr = sText_PlayerDefeatedLinkTrainerTrainer1;
break;
case B_OUTCOME_LOST:
stringPtr = sText_PlayerLostAgainstTrainer1;
break;
case B_OUTCOME_DREW:
stringPtr = sText_PlayerBattledToDrawTrainer1;
break;
}
}
else
{
switch (gBattleTextBuff1[0])
{
case B_OUTCOME_WON:
stringPtr = sText_PlayerDefeatedLinkTrainer;
break;
case B_OUTCOME_LOST:
stringPtr = sText_PlayerLostAgainstLinkTrainer;
break;
case B_OUTCOME_DREW:
stringPtr = sText_PlayerBattledToDrawLinkTrainer;
break;
}
}
}
break;
default: // load a string from the table
if (stringID >= BATTLESTRINGS_COUNT)
{
gDisplayedStringBattle[0] = EOS;
return;
}
else
{
stringPtr = gBattleStringsTable[stringID - BATTLESTRINGS_TABLE_START];
}
break;
}
#if ENGLISH
BattleStringExpandPlaceholdersToDisplayedString(stringPtr);
#elif FRENCH
// This swaps Team's Aqua/Magma class / name ; Team Aqua Grunt -> Grunt(Sbire in French) Team Aqua
size = StringLength(stringPtr) + 1;
txtBuff = Alloc(size);
memcpy(txtBuff, stringPtr, size);
if (!(gBattleTypeFlags & BATTLE_TYPE_SECRET_BASE)
&& gTrainerBattleOpponent_A != TRAINER_UNION_ROOM && gTrainerBattleOpponent_A != TRAINER_FRONTIER_BRAIN
&& !(gBattleTypeFlags & (BATTLE_TYPE_FRONTIER | BATTLE_TYPE_EREADER_TRAINER | BATTLE_TYPE_TRAINER_HILL)))
{
u8 *toSwap, *txt;
if (gBattleTypeFlags & BATTLE_TYPE_TRAINER && gTrainerBattleOpponent_A < TRAINERS_COUNT)
{
if (gTrainers[gTrainerBattleOpponent_A].trainerClass == TRAINER_CLASS_TEAM_MAGMA || gTrainers[gTrainerBattleOpponent_A].trainerClass == TRAINER_CLASS_TEAM_AQUA)
{
toSwap = NULL, txt = txtBuff;
while (*txt != EOS)
{
if (*txt == PLACEHOLDER_BEGIN)
{
txt++;
if (*txt == B_TXT_TRAINER1_CLASS)
{
toSwap = txt;
}
else if (*txt == B_TXT_TRAINER1_NAME && toSwap != NULL)
{
*toSwap = B_TXT_TRAINER1_NAME;
*txt = B_TXT_TRAINER1_CLASS;
}
}
txt++;
}
}
}
if (gBattleTypeFlags & BATTLE_TYPE_TWO_OPPONENTS && gTrainerBattleOpponent_B < TRAINERS_COUNT)
{
if (gTrainers[gTrainerBattleOpponent_B].trainerClass == TRAINER_CLASS_TEAM_MAGMA || gTrainers[gTrainerBattleOpponent_B].trainerClass == TRAINER_CLASS_TEAM_AQUA)
{
toSwap = NULL, txt = txtBuff;
while (*txt != EOS)
{
if (*txt == PLACEHOLDER_BEGIN)
{
txt++;
if (*txt == B_TXT_TRAINER2_CLASS)
{
toSwap = txt;
}
else if (*txt == B_TXT_TRAINER2_NAME && toSwap != NULL)
{
*toSwap = B_TXT_TRAINER2_NAME;
*txt = B_TXT_TRAINER2_CLASS;
}
}
txt++;
}
}
}
}
BattleStringExpandPlaceholdersToDisplayedString(txtBuff);
Free(txtBuff);
#endif
}
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; // one line required to match -g
*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;
}
#if ENGLISH
#define HANDLE_NICKNAME_STRING_CASE(battlerId, monIndex) \
if (GetBattlerSide(battlerId) != B_SIDE_PLAYER) \
{ \
if (gBattleTypeFlags & BATTLE_TYPE_TRAINER) \
toCpy = sText_FoePkmnPrefix; \
else \
toCpy = sText_WildPkmnPrefix; \
while (*toCpy != EOS) \
{ \
dst[dstID] = *toCpy; \
dstID++; \
toCpy++; \
} \
GetMonData(&gEnemyParty[monIndex], MON_DATA_NICKNAME, text); \
} \
else \
{ \
GetMonData(&gPlayerParty[monIndex], MON_DATA_NICKNAME, text); \
} \
StringGet_Nickname(text); \
toCpy = text;
#elif FRENCH
// wild Pokemon -> Pokemon wild
#define HANDLE_NICKNAME_STRING_CASE(battlerId, monIndex) \
if (GetBattlerSide(battlerId) != B_SIDE_PLAYER) \
{ \
if (gBattleTypeFlags & BATTLE_TYPE_TRAINER) \
toCpy = sText_FoePkmnPrefix; \
else \
toCpy = sText_WildPkmnPrefix; \
\
GetMonData(&gEnemyParty[monIndex], MON_DATA_NICKNAME, text); \
StringGet_Nickname(text); \
StringAppend(text, toCpy); \
} \
else \
{ \
GetMonData(&gPlayerParty[monIndex], MON_DATA_NICKNAME, text); \
StringGet_Nickname(text); \
} \
\
toCpy = text;
#endif
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_RECORDED_LINK)
multiplayerId = gRecordedBattleMultiplayerId;
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[gBattlerPartyIndexes[GetBattlerAtPosition(B_POSITION_PLAYER_LEFT)]],
MON_DATA_NICKNAME, text);
StringGet_Nickname(text);
toCpy = text;
break;
case B_TXT_OPPONENT_MON1_NAME: // first enemy poke name
GetMonData(&gEnemyParty[gBattlerPartyIndexes[GetBattlerAtPosition(B_POSITION_OPPONENT_LEFT)]],
MON_DATA_NICKNAME, text);
StringGet_Nickname(text);
toCpy = text;
break;
case B_TXT_PLAYER_MON2_NAME: // second player poke name
GetMonData(&gPlayerParty[gBattlerPartyIndexes[GetBattlerAtPosition(B_POSITION_PLAYER_RIGHT)]],
MON_DATA_NICKNAME, text);
StringGet_Nickname(text);
toCpy = text;
break;
case B_TXT_OPPONENT_MON2_NAME: // second enemy poke name
GetMonData(&gEnemyParty[gBattlerPartyIndexes[GetBattlerAtPosition(B_POSITION_OPPONENT_RIGHT)]],
MON_DATA_NICKNAME, text);
StringGet_Nickname(text);
toCpy = text;
break;
case B_TXT_LINK_PLAYER_MON1_NAME: // link first player poke name
GetMonData(&gPlayerParty[gBattlerPartyIndexes[gLinkPlayers[multiplayerId].id]],
MON_DATA_NICKNAME, text);
StringGet_Nickname(text);
toCpy = text;
break;
case B_TXT_LINK_OPPONENT_MON1_NAME: // link first opponent poke name
GetMonData(&gEnemyParty[gBattlerPartyIndexes[gLinkPlayers[multiplayerId].id ^ 1]],
MON_DATA_NICKNAME, text);
StringGet_Nickname(text);
toCpy = text;
break;
case B_TXT_LINK_PLAYER_MON2_NAME: // link second player poke name
GetMonData(&gPlayerParty[gBattlerPartyIndexes[gLinkPlayers[multiplayerId].id ^ 2]],
MON_DATA_NICKNAME, text);
StringGet_Nickname(text);
toCpy = text;
break;
case B_TXT_LINK_OPPONENT_MON2_NAME: // link second opponent poke name
GetMonData(&gEnemyParty[gBattlerPartyIndexes[gLinkPlayers[multiplayerId].id ^ 3]],
MON_DATA_NICKNAME, text);
StringGet_Nickname(text);
toCpy = text;
break;
case B_TXT_ATK_NAME_WITH_PREFIX_MON1: // attacker name with prefix, only battlerId 0/1
HANDLE_NICKNAME_STRING_CASE(gBattlerAttacker,
gBattlerPartyIndexes[GetBattlerAtPosition(GET_BATTLER_SIDE(gBattlerAttacker))])
break;
case B_TXT_ATK_PARTNER_NAME: // attacker partner name
if (GetBattlerSide(gBattlerAttacker) == B_SIDE_PLAYER)
GetMonData(&gPlayerParty[gBattlerPartyIndexes[GetBattlerAtPosition(GET_BATTLER_SIDE(gBattlerAttacker)) + 2]], MON_DATA_NICKNAME, text);
else
GetMonData(&gEnemyParty[gBattlerPartyIndexes[GetBattlerAtPosition(GET_BATTLER_SIDE(gBattlerAttacker)) + 2]], MON_DATA_NICKNAME, text);
StringGet_Nickname(text);
toCpy = text;
break;
case B_TXT_ATK_NAME_WITH_PREFIX: // attacker name with prefix
HANDLE_NICKNAME_STRING_CASE(gBattlerAttacker, gBattlerPartyIndexes[gBattlerAttacker])
break;
case B_TXT_DEF_NAME_WITH_PREFIX: // target name with prefix
HANDLE_NICKNAME_STRING_CASE(gBattlerTarget, gBattlerPartyIndexes[gBattlerTarget])
break;
case B_TXT_EFF_NAME_WITH_PREFIX: // effect battlerId name with prefix
HANDLE_NICKNAME_STRING_CASE(gEffectBattler, gBattlerPartyIndexes[gEffectBattler])
break;
case B_TXT_ACTIVE_NAME_WITH_PREFIX: // active battlerId name with prefix
HANDLE_NICKNAME_STRING_CASE(gActiveBattler, gBattlerPartyIndexes[gActiveBattler])
break;
case B_TXT_SCR_ACTIVE_NAME_WITH_PREFIX: // scripting active battlerId name with prefix
HANDLE_NICKNAME_STRING_CASE(gBattleScripting.battler, gBattlerPartyIndexes[gBattleScripting.battler])
break;
case B_TXT_CURRENT_MOVE: // current move name
if (gBattleMsgDataPtr->currentMove >= MOVES_COUNT)
toCpy = sATypeMove_Table[gBattleStruct->stringMoveType];
else
toCpy = gMoveNames[gBattleMsgDataPtr->currentMove];
break;
case B_TXT_LAST_MOVE: // originally used move name
if (gBattleMsgDataPtr->originallyUsedMove >= MOVES_COUNT)
toCpy = sATypeMove_Table[gBattleStruct->stringMoveType];
else
toCpy = gMoveNames[gBattleMsgDataPtr->originallyUsedMove];
break;
case B_TXT_LAST_ITEM: // last used item
if (gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_RECORDED_LINK))
{
if (gLastUsedItem == ITEM_ENIGMA_BERRY)
{
#if ENGLISH
if (!(gBattleTypeFlags & BATTLE_TYPE_MULTI))
{
if ((gBattleScripting.multiplayerId != 0 && (gPotentialItemEffectBattler & BIT_SIDE))
|| (gBattleScripting.multiplayerId == 0 && !(gPotentialItemEffectBattler & BIT_SIDE)))
{
StringCopy(text, gEnigmaBerries[gPotentialItemEffectBattler].name);
StringAppend(text, sText_BerrySuffix);
toCpy = text;
}
else
{
toCpy = sText_EnigmaBerry;
}
}
else
{
if (gLinkPlayers[gBattleScripting.multiplayerId].id == gPotentialItemEffectBattler)
{
StringCopy(text, gEnigmaBerries[gPotentialItemEffectBattler].name);
StringAppend(text, sText_BerrySuffix);
toCpy = text;
}
else
toCpy = sText_EnigmaBerry;
}
#elif FRENCH
CopyItemName(gLastUsedItem, text);
toCpy = text;
#endif
}
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[sBattlerAbilities[gBattlerAttacker]];
break;
case B_TXT_DEF_ABILITY: // target ability
toCpy = gAbilityNames[sBattlerAbilities[gBattlerTarget]];
break;
case B_TXT_SCR_ACTIVE_ABILITY: // scripting active ability
toCpy = gAbilityNames[sBattlerAbilities[gBattleScripting.battler]];
break;
case B_TXT_EFF_ABILITY: // effect battlerId ability
toCpy = gAbilityNames[sBattlerAbilities[gEffectBattler]];
break;
case B_TXT_TRAINER1_CLASS: // trainer class name
#if ENGLISH
if (gBattleTypeFlags & BATTLE_TYPE_SECRET_BASE)
toCpy = gTrainerClassNames[GetSecretBaseTrainerClass()];
else if (gTrainerBattleOpponent_A == TRAINER_UNION_ROOM)
toCpy = gTrainerClassNames[GetUnionRoomTrainerClass()];
else if (gTrainerBattleOpponent_A == TRAINER_FRONTIER_BRAIN)
toCpy = gTrainerClassNames[GetFrontierBrainTrainerClass()];
else if (gBattleTypeFlags & BATTLE_TYPE_FRONTIER)
toCpy = gTrainerClassNames[GetFrontierOpponentClass(gTrainerBattleOpponent_A)];
else if (gBattleTypeFlags & BATTLE_TYPE_TRAINER_HILL)
toCpy = gTrainerClassNames[GetTrainerHillOpponentClass(gTrainerBattleOpponent_A)];
else if (gBattleTypeFlags & BATTLE_TYPE_EREADER_TRAINER)
toCpy = gTrainerClassNames[GetEreaderTrainerClassId()];
else
toCpy = gTrainerClassNames[gTrainers[gTrainerBattleOpponent_A].trainerClass];
break;
#elif FRENCH
{
s32 gender = -1, trClass;
const u8 *trName = NULL;
if (gBattleTypeFlags & BATTLE_TYPE_SECRET_BASE)
trClass = GetSecretBaseTrainerClass();
else if (gTrainerBattleOpponent_A == TRAINER_UNION_ROOM)
trClass = GetUnionRoomTrainerClass();
else if (gTrainerBattleOpponent_A == TRAINER_FRONTIER_BRAIN)
trClass = GetFrontierBrainTrainerClass();
else if (gBattleTypeFlags & BATTLE_TYPE_FRONTIER)
trClass = GetFrontierOpponentClass(gTrainerBattleOpponent_A), gender = IsFrontierTrainerFemale(gTrainerBattleOpponent_A);
else if (gBattleTypeFlags & BATTLE_TYPE_TRAINER_HILL)
trClass = GetTrainerHillOpponentClass(gTrainerBattleOpponent_A);
else if (gBattleTypeFlags & BATTLE_TYPE_EREADER_TRAINER)
trClass = GetEreaderTrainerClassId();
else
{
trClass = gTrainers[gTrainerBattleOpponent_A].trainerClass;
gender = gTrainers[gTrainerBattleOpponent_A].encounterMusic_gender & 0x7F;
trName = gTrainers[gTrainerBattleOpponent_A].trainerName;
}
toCpy = GetTrainerClassNameGenderSpecific(trClass, gender, trName);
break;
}
#endif
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_UNION_ROOM)
{
toCpy = gLinkPlayers[multiplayerId ^ BIT_SIDE].name;
}
else if (gTrainerBattleOpponent_A == TRAINER_FRONTIER_BRAIN)
{
CopyFrontierBrainTrainerName(text);
toCpy = text;
}
else if (gBattleTypeFlags & BATTLE_TYPE_FRONTIER)
{
GetFrontierTrainerName(text, gTrainerBattleOpponent_A);
toCpy = text;
}
else if (gBattleTypeFlags & BATTLE_TYPE_TRAINER_HILL)
{
GetTrainerHillTrainerName(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_LINK_PLAYER_NAME: // link player name
toCpy = gLinkPlayers[multiplayerId].name;
break;
case B_TXT_LINK_PARTNER_NAME: // link partner name
toCpy = gLinkPlayers[GetBattlerMultiplayerId(BATTLE_PARTNER(gLinkPlayers[multiplayerId].id))].name;
break;
case B_TXT_LINK_OPPONENT1_NAME: // link opponent 1 name
toCpy = gLinkPlayers[GetBattlerMultiplayerId(BATTLE_OPPOSITE(gLinkPlayers[multiplayerId].id))].name;
break;
case B_TXT_LINK_OPPONENT2_NAME: // link opponent 2 name
toCpy = gLinkPlayers[GetBattlerMultiplayerId(BATTLE_PARTNER(BATTLE_OPPOSITE(gLinkPlayers[multiplayerId].id)))].name;
break;
case B_TXT_LINK_SCR_TRAINER_NAME: // link scripting active name
toCpy = gLinkPlayers[GetBattlerMultiplayerId(gBattleScripting.battler)].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)
{
CopyFrontierTrainerText(FRONTIER_PLAYER_WON_TEXT, gTrainerBattleOpponent_A);
toCpy = gStringVar4;
}
else if (gBattleTypeFlags & BATTLE_TYPE_TRAINER_HILL)
{
CopyTrainerHillTrainerText(TRAINER_HILL_TEXT_PLAYER_WON, gTrainerBattleOpponent_A);
toCpy = gStringVar4;
}
else
{
toCpy = GetTrainerALoseText();
}
break;
case B_TXT_TRAINER1_WIN_TEXT: // trainerA win text
if (gBattleTypeFlags & BATTLE_TYPE_FRONTIER)
{
CopyFrontierTrainerText(FRONTIER_PLAYER_LOST_TEXT, gTrainerBattleOpponent_A);
toCpy = gStringVar4;
}
else if (gBattleTypeFlags & BATTLE_TYPE_TRAINER_HILL)
{
CopyTrainerHillTrainerText(TRAINER_HILL_TEXT_PLAYER_LOST, gTrainerBattleOpponent_A);
toCpy = gStringVar4;
}
break;
case B_TXT_26: // ?
HANDLE_NICKNAME_STRING_CASE(gBattleScripting.battler, *(&gBattleStruct->field_52))
break;
case B_TXT_PC_CREATOR_NAME: // lanette pc
if (FlagGet(FLAG_SYS_PC_LANETTE))
toCpy = sText_Lanettes;
else
toCpy = sText_Someones;
break;
case B_TXT_ATK_PREFIX2:
if (GetBattlerSide(gBattlerAttacker) == B_SIDE_PLAYER)
toCpy = sText_AllyPkmnPrefix2;
else
toCpy = sText_FoePkmnPrefix3;
break;
case B_TXT_DEF_PREFIX2:
if (GetBattlerSide(gBattlerTarget) == B_SIDE_PLAYER)
toCpy = sText_AllyPkmnPrefix2;
else
toCpy = sText_FoePkmnPrefix3;
break;
case B_TXT_ATK_PREFIX1:
if (GetBattlerSide(gBattlerAttacker) == B_SIDE_PLAYER)
toCpy = sText_AllyPkmnPrefix;
else
toCpy = sText_FoePkmnPrefix2;
break;
case B_TXT_DEF_PREFIX1:
if (GetBattlerSide(gBattlerTarget) == B_SIDE_PLAYER)
toCpy = sText_AllyPkmnPrefix;
else
toCpy = sText_FoePkmnPrefix2;
break;
case B_TXT_ATK_PREFIX3:
if (GetBattlerSide(gBattlerAttacker) == B_SIDE_PLAYER)
toCpy = sText_AllyPkmnPrefix3;
else
toCpy = sText_FoePkmnPrefix4;
break;
case B_TXT_DEF_PREFIX3:
if (GetBattlerSide(gBattlerTarget) == B_SIDE_PLAYER)
toCpy = sText_AllyPkmnPrefix3;
else
toCpy = sText_FoePkmnPrefix4;
break;
case B_TXT_TRAINER2_CLASS:
#if ENGLISH
if (gBattleTypeFlags & BATTLE_TYPE_FRONTIER)
toCpy = gTrainerClassNames[GetFrontierOpponentClass(gTrainerBattleOpponent_B)];
else if (gBattleTypeFlags & BATTLE_TYPE_TRAINER_HILL)
toCpy = gTrainerClassNames[GetTrainerHillOpponentClass(gTrainerBattleOpponent_B)];
else
toCpy = gTrainerClassNames[gTrainers[gTrainerBattleOpponent_B].trainerClass];
break;
#elif FRENCH
{
s32 gender = -1, trClass;
const u8 *trName = NULL;
if (gBattleTypeFlags & BATTLE_TYPE_FRONTIER)
trClass = GetFrontierOpponentClass(gTrainerBattleOpponent_B), gender = IsFrontierTrainerFemale(gTrainerBattleOpponent_B);
else if (gBattleTypeFlags & BATTLE_TYPE_TRAINER_HILL)
trClass = GetTrainerHillOpponentClass(gTrainerBattleOpponent_B);
else
{
trClass = gTrainers[gTrainerBattleOpponent_B].trainerClass;
gender = gTrainers[gTrainerBattleOpponent_B].encounterMusic_gender & 0x7F;
trName = gTrainers[gTrainerBattleOpponent_B].trainerName;
}
toCpy = GetTrainerClassNameGenderSpecific(trClass, gender, trName);
break;
}
#endif
case B_TXT_TRAINER2_NAME:
if (gBattleTypeFlags & BATTLE_TYPE_FRONTIER)
{
GetFrontierTrainerName(text, gTrainerBattleOpponent_B);
toCpy = text;
}
else if (gBattleTypeFlags & BATTLE_TYPE_TRAINER_HILL)
{
GetTrainerHillTrainerName(text, gTrainerBattleOpponent_B);
toCpy = text;
}
else
{
toCpy = gTrainers[gTrainerBattleOpponent_B].trainerName;
}
break;
case B_TXT_TRAINER2_LOSE_TEXT:
if (gBattleTypeFlags & BATTLE_TYPE_FRONTIER)
{
CopyFrontierTrainerText(FRONTIER_PLAYER_WON_TEXT, gTrainerBattleOpponent_B);
toCpy = gStringVar4;
}
else if (gBattleTypeFlags & BATTLE_TYPE_TRAINER_HILL)
{
CopyTrainerHillTrainerText(TRAINER_HILL_TEXT_PLAYER_WON, gTrainerBattleOpponent_B);
toCpy = gStringVar4;
}
else
{
toCpy = GetTrainerBLoseText();
}
break;
case B_TXT_TRAINER2_WIN_TEXT:
if (gBattleTypeFlags & BATTLE_TYPE_FRONTIER)
{
CopyFrontierTrainerText(FRONTIER_PLAYER_LOST_TEXT, gTrainerBattleOpponent_B);
toCpy = gStringVar4;
}
else if (gBattleTypeFlags & BATTLE_TYPE_TRAINER_HILL)
{
CopyTrainerHillTrainerText(TRAINER_HILL_TEXT_PLAYER_LOST, gTrainerBattleOpponent_B);
toCpy = gStringVar4;
}
break;
case B_TXT_PARTNER_CLASS:
#if ENGLISH
toCpy = gTrainerClassNames[GetFrontierOpponentClass(gPartnerTrainerId)];
break;
#elif FRENCH
{
s32 trClass = GetFrontierOpponentClass(gPartnerTrainerId);
s32 gender = IsFrontierTrainerFemale(gPartnerTrainerId);
toCpy = GetTrainerClassNameGenderSpecific(trClass, gender, NULL);
break;
}
#endif
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] = EXT_CTRL_CODE_PAUSE_UNTIL_PRESS;
dstID++;
}
}
else
{
dst[dstID] = *src;
dstID++;
}
src++;
}
dst[dstID] = *src;
dstID++;
return dstID;
}
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 = T1_READ_16(&src[srcID + 1]);
#if FRENCH
if (hword == STRINGID_STATSHARPLY || hword == STRINGID_STATHARSHLY)
srcID += 3;
#endif
StringAppend(dst, gBattleStringsTable[hword - BATTLESTRINGS_TABLE_START]);
srcID += 3;
break;
case B_BUFF_NUMBER: // int to string
switch (src[srcID + 1])
{
case 1:
value = src[srcID + 3];
break;
case 2:
value = T1_READ_16(&src[srcID + 3]);
break;
case 4:
value = T1_READ_32(&src[srcID + 3]);
break;
}
ConvertIntToDecimalStringN(dst, value, STR_CONV_MODE_LEFT_ALIGN, src[srcID + 2]);
srcID += src[srcID + 1] + 3;
break;
case B_BUFF_MOVE: // move name
StringAppend(dst, gMoveNames[T1_READ_16(&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 ENGLISH
if (GetBattlerSide(src[srcID + 1]) == B_SIDE_PLAYER)
{
GetMonData(&gPlayerParty[src[srcID + 2]], MON_DATA_NICKNAME, text);
}
else
{
if (gBattleTypeFlags & BATTLE_TYPE_TRAINER)
StringAppend(dst, sText_FoePkmnPrefix);
else
StringAppend(dst, sText_WildPkmnPrefix);
GetMonData(&gEnemyParty[src[srcID + 2]], MON_DATA_NICKNAME, text);
}
StringGet_Nickname(text);
StringAppend(dst, text);
#elif FRENCH
if (GetBattlerSide(src[srcID + 1]) == B_SIDE_PLAYER)
{
GetMonData(&gPlayerParty[src[srcID + 2]], MON_DATA_NICKNAME, text);
StringGet_Nickname(text);
StringAppend(dst, text);
}
else
{
GetMonData(&gEnemyParty[src[srcID + 2]], MON_DATA_NICKNAME, dst);
StringGet_Nickname(dst);
if (gBattleTypeFlags & BATTLE_TYPE_TRAINER)
StringAppend(dst, sText_FoePkmnPrefix);
else
StringAppend(dst, sText_WildPkmnPrefix);
}
#endif
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, T1_READ_16(&src[srcID + 1]));
srcID += 3;
break;
case B_BUFF_MON_NICK: // poke nick without prefix
if (GetBattlerSide(src[srcID + 1]) == B_SIDE_PLAYER)
GetMonData(&gPlayerParty[src[srcID + 2]], MON_DATA_NICKNAME, dst);
else
GetMonData(&gEnemyParty[src[srcID + 2]], MON_DATA_NICKNAME, dst);
StringGet_Nickname(dst);
srcID += 3;
break;
case B_BUFF_NEGATIVE_FLAVOR: // flavor 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 = T1_READ_16(&src[srcID + 1]);
if (gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_RECORDED_LINK))
{
if (hword == ITEM_ENIGMA_BERRY)
{
#if ENGLISH
if (gLinkPlayers[gBattleScripting.multiplayerId].id == gPotentialItemEffectBattler)
{
StringCopy(dst, gEnigmaBerries[gPotentialItemEffectBattler].name);
StringAppend(dst, sText_BerrySuffix);
}
else
{
StringAppend(dst, sText_EnigmaBerry);
}
#elif FRENCH
CopyItemName(hword, dst);
#endif
}
else
{
CopyItemName(hword, dst);
}
}
else
{
CopyItemName(hword, dst);
}
srcID += 3;
break;
}
}
}
// Loads one of two text strings into the provided buffer. This is functionally
// unused, since the value loaded into the buffer is not read; it loaded one of
// two particles (either "は" or "の") which works in tandem with ChooseTypeOfMoveUsedString
// below to effect changes in the meaning of the line.
static void ChooseMoveUsedParticle(u8 *textBuff)
{
s32 counter = 0;
u32 i = 0;
while (counter != MAX_MON_MOVES)
{
if (sGrammarMoveUsedTable[i] == 0)
counter++;
if (sGrammarMoveUsedTable[i++] == gBattleMsgDataPtr->currentMove)
break;
}
if (counter >= 0)
{
if (counter <= 2)
StringCopy(textBuff, sText_SpaceIs); // is
else if (counter <= MAX_MON_MOVES)
StringCopy(textBuff, sText_ApostropheS); // 's
}
}
// Appends "!" to the text buffer `dst`. In the original Japanese this looked
// into the table of moves at sGrammarMoveUsedTable and varied the line accordingly.
//
// sText_ExclamationMark was a plain "!", used for any attack not on the list.
// It resulted in the translation "<NAME>'s <ATTACK>!".
//
// sText_ExclamationMark2 was "を つかった!". This resulted in the translation
// "<NAME> used <ATTACK>!", which was used for all attacks in English.
//
// sText_ExclamationMark3 was "した!". This was used for those moves whose
// names were verbs, such as Recover, and resulted in translations like "<NAME>
// recovered itself!".
//
// sText_ExclamationMark4 was "を した!" This resulted in a translation of
// "<NAME> did an <ATTACK>!".
//
// sText_ExclamationMark5 was " こうげき!" This resulted in a translation of
// "<NAME>'s <ATTACK> attack!".
static void ChooseTypeOfMoveUsedString(u8 *dst)
{
s32 counter = 0;
s32 i = 0;
while (*dst != EOS)
dst++;
while (counter != MAX_MON_MOVES)
{
if (sGrammarMoveUsedTable[i] == MOVE_NONE)
counter++;
if (sGrammarMoveUsedTable[i++] == gBattleMsgDataPtr->currentMove)
break;
}
switch (counter)
{
case 0:
StringCopy(dst, sText_ExclamationMark);
break;
case 1:
StringCopy(dst, sText_ExclamationMark2);
break;
case 2:
StringCopy(dst, sText_ExclamationMark3);
break;
case 3:
StringCopy(dst, sText_ExclamationMark4);
break;
case 4:
StringCopy(dst, sText_ExclamationMark5);
break;
}
}
void BattlePutTextOnWindow(const u8 *text, u8 windowId)
{
const struct BattleWindowText *textInfo = sBattleTextOnWindowsInfo[gBattleScripting.windowsType];
bool32 copyToVram;
struct TextPrinterTemplate printerTemplate;
u8 speed;
if (windowId & B_WIN_COPYTOVRAM)
{
windowId &= ~B_WIN_COPYTOVRAM;
copyToVram = FALSE;
}
else
{
FillWindowPixelBuffer(windowId, textInfo[windowId].fillValue);
copyToVram = TRUE;
}
printerTemplate.currentChar = text;
printerTemplate.windowId = windowId;
printerTemplate.fontId = textInfo[windowId].fontId;
printerTemplate.x = textInfo[windowId].x;
printerTemplate.y = textInfo[windowId].y;
printerTemplate.currentX = printerTemplate.x;
printerTemplate.currentY = printerTemplate.y;
printerTemplate.letterSpacing = textInfo[windowId].letterSpacing;
printerTemplate.lineSpacing = textInfo[windowId].lineSpacing;
printerTemplate.unk = 0;
printerTemplate.fgColor = textInfo[windowId].fgColor;
printerTemplate.bgColor = textInfo[windowId].bgColor;
printerTemplate.shadowColor = textInfo[windowId].shadowColor;
if (printerTemplate.x == 0xFF)
{
u32 width = GetBattleWindowTemplatePixelWidth(gBattleScripting.windowsType, windowId);
s32 alignX = GetStringCenterAlignXOffsetWithLetterSpacing(printerTemplate.fontId, printerTemplate.currentChar, width, printerTemplate.letterSpacing);
printerTemplate.x = printerTemplate.currentX = alignX;
}
if (windowId == ARENA_WIN_JUDGEMENT_TEXT)
gTextFlags.useAlternateDownArrow = FALSE;
else
gTextFlags.useAlternateDownArrow = TRUE;
if (gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_RECORDED))
gTextFlags.autoScroll = TRUE;
else
gTextFlags.autoScroll = FALSE;
if (windowId == B_WIN_MSG || windowId == ARENA_WIN_JUDGEMENT_TEXT)
{
if (gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_RECORDED_LINK))
speed = 1;
else if (gBattleTypeFlags & BATTLE_TYPE_RECORDED)
speed = sRecordedBattleTextSpeeds[GetTextSpeedInRecordedBattle()];
else
speed = GetPlayerTextSpeedDelay();
gTextFlags.canABSpeedUpPrint = 1;
}
else
{
speed = textInfo[windowId].speed;
gTextFlags.canABSpeedUpPrint = 0;
}
AddTextPrinter(&printerTemplate, speed, NULL);
if (copyToVram)
{
PutWindowTilemap(windowId);
CopyWindowToVram(windowId, COPYWIN_FULL);
}
}
void SetPpNumbersPaletteInMoveSelection(void)
{
struct ChooseMoveStruct *chooseMoveStruct = (struct ChooseMoveStruct *)(&gBattleBufferA[gActiveBattler][4]);
const u16 *palPtr = gPPTextPalette;
u8 var = GetCurrentPpToMaxPpState(chooseMoveStruct->currentPp[gMoveSelectionCursor[gActiveBattler]],
chooseMoveStruct->maxPp[gMoveSelectionCursor[gActiveBattler]]);
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;
}