Jaizu85

Untitled

Aug 15th, 2020
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  1. static const u8 sText_Trainer1LoseText[] = _("{B_TRAINER1_LOSE_TEXT}");
  2. static const u8 sText_PkmnGainedEXP[] = _("¡{B_BUFF1} ganó\n{B_BUFF3} puntos de Exp.{B_BUFF2}!\p");
  3. static const u8 sText_EmptyString4[] = _("");
  4. static const u8 sText_ABoosted[] = _(" adicionales");
  5. static const u8 sText_PkmnGrewToLv[] = _("¡{B_BUFF1} subió\nal nivel {B_BUFF2}!{WAIT_SE}\p");
  6. static const u8 sText_PkmnLearnedMove[] = _("¡{B_BUFF1} aprendió\n{B_BUFF2}!{WAIT_SE}\p");
  7. static const u8 sText_TryToLearnMove1[] = _("{B_BUFF1} intenta\naprender {B_BUFF2}.\p");
  8. static const u8 sText_TryToLearnMove2[] = _("Pero {B_BUFF1} no puede aprender\nmás de cuatro movimientos.\p");
  9. static const u8 sText_TryToLearnMove3[] = _("¿Quieres sustituir uno de esos\nmovimientos por {B_BUFF2}?");
  10. static const u8 sText_PkmnForgotMove[] = _("{B_BUFF1} olvidó\n{B_BUFF2}.\p");
  11. static const u8 sText_StopLearningMove[] = _("{PAUSE 32}¿Deja de aprender\n{B_BUFF2}?");
  12. static const u8 sText_DidNotLearnMove[] = _("{B_BUFF1} no aprendió\n{B_BUFF2}.\p");
  13. static const u8 sText_UseNextPkmn[] = _("¿Usas el siguiente POKéMON?");
  14. static const u8 sText_AttackMissed[] = _("¡El ataque de \n{B_ATK_NAME_WITH_PREFIX} falló!");
  15. static const u8 sText_PkmnProtectedItself[] = _("¡{B_DEF_NAME_WITH_PREFIX}\nse ha protegido!");
  16. static const u8 sText_AvoidedDamage[] = _("¡{B_DEF_NAME_WITH_PREFIX} se\nprotegió con {B_DEF_ABILITY}!");
  17. static const u8 sText_PkmnMakesGroundMiss[] = _("¡{B_DEF_NAME_WITH_PREFIX} impide ataques\nde Tierra con {B_DEF_ABILITY}!");
  18. static const u8 sText_PkmnAvoidedAttack[] = _("¡{B_DEF_NAME_WITH_PREFIX} esquivó\nel ataque!");
  19. static const u8 sText_ItDoesntAffect[] = _("No afecta a\n{B_DEF_NAME_WITH_PREFIX}…");
  20. static const u8 sText_AttackerFainted[] = _("¡{B_ATK_NAME_WITH_PREFIX}\nse debilitó!\p");
  21. static const u8 sText_TargetFainted[] = _("¡{B_DEF_NAME_WITH_PREFIX}\nse debilitó!\p");
  22. static const u8 sText_PlayerGotMoney[] = _("¡{B_PLAYER_NAME} obtuvo {B_BUFF1}¥\npor la victoria!\p");
  23. static const u8 sText_PlayerWhiteout[] = _("¡A {B_PLAYER_NAME} no le\nquedan POKéMON!\p");
  24. static const u8 sText_PlayerWhiteout2[] = _("¡{B_PLAYER_NAME} está fuera\nde combate!{PAUSE_UNTIL_PRESS}");
  25. static const u8 sText_PreventsEscape[] = _("¡{B_SCR_ACTIVE_NAME_WITH_PREFIX} impide la\nhuida con {B_SCR_ACTIVE_ABILITY}!\p");
  26. static const u8 sText_CantEscape2[] = _("¡No puedes huir!\p");
  27. static const u8 sText_AttackerCantEscape[] = _("¡{B_ATK_NAME_WITH_PREFIX} no puede escapar!");
  28. static const u8 sText_HitXTimes[] = _("Nº de golpes: {B_BUFF1}.");
  29. static const u8 sText_PkmnFellAsleep[] = _("¡{B_EFF_NAME_WITH_PREFIX}\nse durmió!");
  30. static const u8 sText_PkmnMadeSleep[] = _("¡{B_SCR_ACTIVE_ABILITY} de {B_SCR_ACTIVE_NAME_WITH_PREFIX}\ndurmió a {B_EFF_NAME_WITH_PREFIX}!");
  31. static const u8 sText_PkmnAlreadyAsleep[] = _("¡{B_DEF_NAME_WITH_PREFIX}\nestá dormido!");
  32. static const u8 sText_PkmnAlreadyAsleep2[] = _("¡{B_ATK_NAME_WITH_PREFIX}\nestá dormido!");
  33. static const u8 sText_PkmnWasntAffected[] = _("¡{B_DEF_NAME_WITH_PREFIX} no se\nvio afectado!");
  34. static const u8 sText_PkmnWasPoisoned[] = _("¡{B_EFF_NAME_WITH_PREFIX}\nfue envenenado!");
  35. static const u8 sText_PkmnPoisonedBy[] = _("¡{B_BUFF1} de {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nenvenenó a {B_EFF_NAME_WITH_PREFIX}!");
  36. static const u8 sText_PkmnHurtByPoison[] = _("¡El veneno resta salud\na {B_ATK_NAME_WITH_PREFIX}!");
  37. static const u8 sText_PkmnAlreadyPoisoned[] = _("¡{B_DEF_NAME_WITH_PREFIX} ya está\nenvenenado!");
  38. static const u8 sText_PkmnBadlyPoisoned[] = _("¡{B_EFF_NAME_WITH_PREFIX} fue\ngravemente envenenado!");
  39. static const u8 sText_PkmnEnergyDrained[] = _("¡{B_DEF_NAME_WITH_PREFIX} ha perdido\nenergía!");
  40. static const u8 sText_PkmnWasBurned[] = _("¡{B_EFF_NAME_WITH_PREFIX} se ha quemado!");
  41. static const u8 sText_PkmnBurnedBy[] = _("¡{B_SCR_ACTIVE_ABILITY} de {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nquemó a {B_EFF_NAME_WITH_PREFIX}!");
  42. static const u8 sText_PkmnHurtByBurn[] = _("¡{B_ATK_NAME_WITH_PREFIX} se resiente\nde la quemadura!");
  43. static const u8 sText_PkmnAlreadyHasBurn[] = _("{B_DEF_NAME_WITH_PREFIX}\nya está quemado.");
  44. static const u8 sText_PkmnWasFrozen[] = _("¡{B_EFF_NAME_WITH_PREFIX} fue\ncongelado!");
  45. static const u8 sText_PkmnFrozenBy[] = _("¡{B_SCR_ACTIVE_ABILITY} de {B_SCR_ACTIVE_NAME_WITH_PREFIX}\ncongeló a {B_EFF_NAME_WITH_PREFIX}!");
  46. static const u8 sText_PkmnIsFrozen[] = _("¡{B_ATK_NAME_WITH_PREFIX} está\ncongelado!");
  47. static const u8 sText_PkmnWasDefrosted[] = _("¡{B_DEF_NAME_WITH_PREFIX} ya\nno está congelado!");
  48. static const u8 sText_PkmnWasDefrosted2[] = _("¡{B_ATK_NAME_WITH_PREFIX} ya\nno está congelado!");
  49. static const u8 sText_PkmnWasDefrostedBy[] = _("¡{B_CURRENT_MOVE} descongeló\na {B_ATK_NAME_WITH_PREFIX}!");
  50. static const u8 sText_PkmnWasParalyzed[] = _("¡{B_EFF_NAME_WITH_PREFIX} está paralizado!\n¡Quizá no se pueda mover!");
  51. static const u8 sText_PkmnWasParalyzedBy[] = _("¡{B_SCR_ACTIVE_ABILITY} de {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nparalizó a {B_EFF_NAME_WITH_PREFIX}!\l¡Quizá no se pueda mover!");
  52. static const u8 sText_PkmnIsParalyzed[] = _("¡{B_ATK_NAME_WITH_PREFIX} está paralizado!\n¡No se puede mover!");
  53. static const u8 sText_PkmnIsAlreadyParalyzed[] = _("¡{B_DEF_NAME_WITH_PREFIX} ya\nestá paralizado!");
  54. static const u8 sText_PkmnHealedParalysis[] = _("¡{B_DEF_NAME_WITH_PREFIX} ya\nno está paralizado!");
  55. static const u8 sText_PkmnDreamEaten[] = _("¡Se comió el sueño\nde {B_DEF_NAME_WITH_PREFIX}!");
  56. static const u8 sText_StatsWontIncrease[] = _("¡{B_BUFF1} de {B_ATK_NAME_WITH_PREFIX}\nno subirá más!");
  57. static const u8 sText_StatsWontDecrease[] = _("¡{B_BUFF1} de {B_DEF_NAME_WITH_PREFIX}\nno bajará más!");
  58. static const u8 sText_TeamStoppedWorking[] = _("¡{B_BUFF1} no funciona\nen tu equipo!");
  59. static const u8 sText_FoeStoppedWorking[] = _("¡{B_BUFF1} no funciona\nen el equipo rival!");
  60. static const u8 sText_PkmnIsConfused[] = _("¡{B_ATK_NAME_WITH_PREFIX} está\nconfuso!");
  61. static const u8 sText_PkmnHealedConfusion[] = _("¡{B_ATK_NAME_WITH_PREFIX} ya\nno está confuso!");
  62. static const u8 sText_PkmnWasConfused[] = _("¡{B_EFF_NAME_WITH_PREFIX} se\nencuentra confuso!");
  63. static const u8 sText_PkmnAlreadyConfused[] = _("¡{B_DEF_NAME_WITH_PREFIX} ya\nestá confuso!");
  64. static const u8 sText_PkmnFellInLove[] = _("¡{B_DEF_NAME_WITH_PREFIX} se ha\nenamorado!");
  65. static const u8 sText_PkmnInLove[] = _("¡{B_ATK_NAME_WITH_PREFIX} se ha enamorado\nde {B_SCR_ACTIVE_NAME_WITH_PREFIX}!");
  66. static const u8 sText_PkmnImmobilizedByLove[] = _("¡El amor impide que\n{B_ATK_NAME_WITH_PREFIX} ataque!");
  67. static const u8 sText_PkmnBlownAway[] = _("¡{B_DEF_NAME_WITH_PREFIX} fue\narrastrado!");
  68. static const u8 sText_PkmnChangedType[] = _("¡{B_ATK_NAME_WITH_PREFIX} ha cambiado\nal tipo {B_BUFF1}!");
  69. static const u8 sText_PkmnFlinched[] = _("¡{B_ATK_NAME_WITH_PREFIX} retrocedió!");
  70. static const u8 sText_PkmnRegainedHealth[] = _("¡{B_DEF_NAME_WITH_PREFIX} recuperó\nsalud!");
  71. static const u8 sText_PkmnHPFull[] = _("¡Los PS de {B_DEF_NAME_WITH_PREFIX} están\nal máximo!");
  72. static const u8 sText_PkmnRaisedSpDef[] = _("¡{B_CURRENT_MOVE} de {B_ATK_PREFIX2}\nsubió la Def. Esp.!");
  73. static const u8 sText_PkmnRaisedSpDefALittle[] = _("¡{B_CURRENT_MOVE} de {B_ATK_PREFIX2}\nsubió algo la Def. Esp.!");
  74. static const u8 sText_PkmnRaisedDef[] = _("¡{B_CURRENT_MOVE} de {B_ATK_PREFIX2}\nsubió la Defensa!");
  75. static const u8 sText_PkmnRaisedDefALittle[] = _("¡{B_CURRENT_MOVE} de {B_ATK_PREFIX2}\nsubió algo la Defensa!");
  76. static const u8 sText_PkmnCoveredByVeil[] = _("¡{B_ATK_PREFIX2} se\nprotegió con Velo Sagrado!");
  77. static const u8 sText_PkmnUsedSafeguard[] = _("¡{B_DEF_NAME_WITH_PREFIX} está protegido\npor Velo Sagrado!");
  78. static const u8 sText_PkmnSafeguardExpired[] = _("¡Velo Sagrado de {B_ATK_PREFIX3}\ndejó de hacer efeecto!");
  79. static const u8 sText_PkmnWentToSleep[] = _("¡{B_ATK_NAME_WITH_PREFIX} se fue\na dormir!");
  80. static const u8 sText_PkmnSleptHealthy[] = _("¡{B_ATK_NAME_WITH_PREFIX} recuperó\nsalud durmiendo!");
  81. static const u8 sText_PkmnWhippedWhirlwind[] = _("¡{B_ATK_NAME_WITH_PREFIX} provocó\nun remolino!");
  82. static const u8 sText_PkmnTookSunlight[] = _("¡{B_ATK_NAME_WITH_PREFIX} absorbió\nluz solar!");
  83. static const u8 sText_PkmnLoweredHead[] = _("¡{B_ATK_NAME_WITH_PREFIX} bajó\nla cabeza!");
  84. static const u8 sText_PkmnIsGlowing[] = _("¡{B_ATK_NAME_WITH_PREFIX} está rodeado\nde una luz brillante!");
  85. static const u8 sText_PkmnFlewHigh[] = _("¡{B_ATK_NAME_WITH_PREFIX} voló\nmuy alto!");
  86. static const u8 sText_PkmnDugHole[] = _("¡{B_ATK_NAME_WITH_PREFIX} se\nocultó en un agujero!");
  87. static const u8 sText_PkmnHidUnderwater[] = _("¡{B_ATK_NAME_WITH_PREFIX} se ocultó\nbajo agua!");
  88. static const u8 sText_PkmnSprangUp[] = _("¡{B_ATK_NAME_WITH_PREFIX} dio un\nsalto tremendoo!");
  89. static const u8 sText_PkmnSqueezedByBind[] = _("¡Atadura de {B_ATK_NAME_WITH_PREFIX}\noprime a {B_DEF_NAME_WITH_PREFIX}!");
  90. static const u8 sText_PkmnTrappedInVortex[] = _("¡{B_DEF_NAME_WITH_PREFIX} fue atrapado\nen el torbellino!");
  91. static const u8 sText_PkmnTrappedBySandTomb[] = _("¡Bucle Arena atrapó\na {B_DEF_NAME_WITH_PREFIX}!");
  92. static const u8 sText_PkmnWrappedBy[] = _("¡{B_DEF_NAME_WITH_PREFIX} fue atrapado por\nRepetición de {B_ATK_NAME_WITH_PREFIX}!");
  93. static const u8 sText_PkmnClamped[] = _("¡{B_ATK_NAME_WITH_PREFIX} atenazó\na {B_DEF_NAME_WITH_PREFIX}!");
  94. static const u8 sText_PkmnHurtBy[] = _("¡{B_BUFF1} ha herido\nha {B_ATK_NAME_WITH_PREFIX}!");
  95. static const u8 sText_PkmnFreedFrom[] = _("¡{B_ATK_NAME_WITH_PREFIX} se liberó\nde {B_BUFF1}!");
  96. static const u8 sText_PkmnCrashed[] = _("¡{B_ATK_NAME_WITH_PREFIX} falló\ny se cayó!");
  97. const u8 gText_PkmnShroudedInMist[] = _("¡Neblina ha cubierto\na {B_ATK_PREFIX2}!");
  98. static const u8 sText_PkmnProtectedByMist[] = _("¡{B_SCR_ACTIVE_NAME_WITH_PREFIX} se ha\nprotegido con Neblina!");
  99. const u8 gText_PkmnGettingPumped[] = _("¡{B_ATK_NAME_WITH_PREFIX} se está\npreparando para luchar!");
  100. static const u8 sText_PkmnHitWithRecoil[] = _("¡{B_ATK_NAME_WITH_PREFIX} también\nse ha hecho daño!");
  101. static const u8 sText_PkmnProtectedItself2[] = _("¡{B_ATK_NAME_WITH_PREFIX} se\nestá protegiendo!");
  102. static const u8 sText_PkmnBuffetedBySandstorm[] = _("¡Tormenta Arena zarandea\na {B_ATK_NAME_WITH_PREFIX}!");
  103. static const u8 sText_PkmnPeltedByHail[] = _("¡Granizo golpea\na {B_ATK_NAME_WITH_PREFIX}!");
  104. static const u8 sText_PkmnsXWoreOff[] = _("¡{B_BUFF1} de {B_ATK_PREFIX1}\nse agotó!");
  105. static const u8 sText_PkmnSeeded[] = _("¡{B_DEF_NAME_WITH_PREFIX} fue infectado!");
  106. static const u8 sText_PkmnEvadedAttack[] = _("¡{B_DEF_NAME_WITH_PREFIX} esquivó\nel ataque!");
  107. static const u8 sText_PkmnSappedByLeechSeed[] = _("¡Drenadoras restó\nsalud a {B_ATK_NAME_WITH_PREFIX}!");
  108. static const u8 sText_PkmnFastAsleep[] = _("{B_ATK_NAME_WITH_PREFIX} está\ndormido.");
  109. static const u8 sText_PkmnWokeUp[] = _("¡{B_ATK_NAME_WITH_PREFIX} se despertó!");
  110. static const u8 sText_PkmnUproarKeptAwake[] = _("¡Pero el Alboroto\nde {B_SCR_ACTIVE_NAME_WITH_PREFIX} no le deja dormir!");
  111. static const u8 sText_PkmnWokeUpInUproar[] = _("¡Alboroto despertó a\n{B_ATK_NAME_WITH_PREFIX}!");
  112. static const u8 sText_PkmnCausedUproar[] = _("¡{B_ATK_NAME_WITH_PREFIX} montó\nun Alboroto!");
  113. static const u8 sText_PkmnMakingUproar[] = _("{B_ATK_NAME_WITH_PREFIX} está montando\nun Alboroto!");
  114. static const u8 sText_PkmnCalmedDown[] = _("{B_ATK_NAME_WITH_PREFIX} se tranquilizó.");
  115. static const u8 sText_PkmnCantSleepInUproar[] = _("¡Pero {B_DEF_NAME_WITH_PREFIX} no puede\ndormir con el Alboroto!");
  116. static const u8 sText_PkmnStockpiled[] = _("¡{B_ATK_NAME_WITH_PREFIX} reservó\n{B_BUFF1}!");
  117. static const u8 sText_PkmnCantStockpile[] = _("¡{B_ATK_NAME_WITH_PREFIX} no puede\nreservar más!");
  118. static const u8 sText_PkmnCantSleepInUproar2[] = _("¡Pero {B_DEF_NAME_WITH_PREFIX} no puede\ndormir con el Alboroto!");
  119. static const u8 sText_UproarKeptPkmnAwake[] = _("¡Pero el Alboroto mantuvo\ndespierto a {B_DEF_NAME_WITH_PREFIX}!");
  120. static const u8 sText_PkmnStayedAwakeUsing[] = _("¡{B_DEF_NAME_WITH_PREFIX} se mantuvo\ndespierto con {B_DEF_ABILITY}!");
  121. static const u8 sText_PkmnStoringEnergy[] = _("¡{B_ATK_NAME_WITH_PREFIX} está acumulando\nenergía!");
  122. static const u8 sText_PkmnUnleashedEnergy[] = _("¡{B_ATK_NAME_WITH_PREFIX} liberó\nenergía!");
  123. static const u8 sText_PkmnFatigueConfusion[] = _("¡El cansancio terminó\nconfundió a {B_ATK_NAME_WITH_PREFIX}!");
  124. static const u8 sText_PkmnPickedUpItem[] = _("¡{B_PLAYER_NAME} recogió\n¥{B_BUFF1}!\p");
  125. static const u8 sText_PkmnUnaffected[] = _("¡No afectó a\n{B_DEF_NAME_WITH_PREFIX}!");
  126. static const u8 sText_PkmnTransformedInto[] = _("¡{B_ATK_NAME_WITH_PREFIX} se transformó\nen {B_BUFF1}!");
  127. static const u8 sText_PkmnMadeSubstitute[] = _("¡{B_ATK_NAME_WITH_PREFIX} creó\nun Sustituto!");
  128. static const u8 sText_PkmnHasSubstitute[] = _("¡{B_ATK_NAME_WITH_PREFIX} ya tiene\nun Sustituto!");
  129. static const u8 sText_SubstituteDamaged[] = _("¡El Sustituto recibe el daño\nen lugar de {B_DEF_NAME_WITH_PREFIX}!\p");
  130. static const u8 sText_PkmnSubstituteFaded[] = _("¡El Sustituo de {B_DEF_NAME_WITH_PREFIX}\nse debilitó!\p");
  131. static const u8 sText_PkmnMustRecharge[] = _("¡{B_ATK_NAME_WITH_PREFIX} necesita\nrecuperarse de su ataque!");
  132. static const u8 sText_PkmnRageBuilding[] = _("¡La Furia de {B_DEF_NAME_WITH_PREFIX}\nestá creciendo!");
  133. static const u8 sText_PkmnMoveWasDisabled[] = _("¡{B_DEF_NAME_WITH_PREFIX} de {B_BUFF1}\nfue desactivado con Anulación!");
  134. static const u8 sText_PkmnMoveDisabledNoMore[] = _("¡{B_ATK_NAME_WITH_PREFIX} se\nha libertado de Anulación!");
  135. static const u8 sText_PkmnGotEncore[] = _("¡{B_DEF_NAME_WITH_PREFIX} sufrió los\nefectos de anulación!");
  136. static const u8 sText_PkmnEncoreEnded[] = _("¡Otra Vez ya no hace\nefecto en {B_ATK_NAME_WITH_PREFIX}!");
  137. static const u8 sText_PkmnTookAim[] = _("¡{B_ATK_NAME_WITH_PREFIX} apuntó\na {B_DEF_NAME_WITH_PREFIX}!");
  138. static const u8 sText_PkmnSketchedMove[] = _("¡{B_ATK_NAME_WITH_PREFIX} usó Esquema\nen {B_BUFF1}!");
  139. static const u8 sText_PkmnTryingToTakeFoe[] = _("¡{B_ATK_NAME_WITH_PREFIX} intenta\nllevarse a su rival!");
  140. static const u8 sText_PkmnTookFoe[] = _("¡{B_DEF_NAME_WITH_PREFIX} se llevó\n a{B_ATK_NAME_WITH_PREFIX}!");
  141. static const u8 sText_PkmnReducedPP[] = _("¡Redujo {B_BUFF1}\nde {B_DEF_NAME_WITH_PREFIX} en {B_BUFF2}!");
  142. static const u8 sText_PkmnStoleItem[] = _("¡{B_ATK_NAME_WITH_PREFIX} robó\n{B_LAST_ITEM} de {B_DEF_NAME_WITH_PREFIX}!");
  143. static const u8 sText_TargetCantEscapeNow[] = _("¡{B_DEF_NAME_WITH_PREFIX} no\npuede escapar!");
  144. static const u8 sText_PkmnFellIntoNightmare[] = _("¡{B_DEF_NAME_WITH_PREFIX} caew en\nuna Pesadilla!");
  145. static const u8 sText_PkmnLockedInNightmare[] = _("¡{B_ATK_NAME_WITH_PREFIX} está inmerso\nen una Pesadilla!");
  146. static const u8 sText_PkmnLaidCurse[] = _("¡{B_ATK_NAME_WITH_PREFIX} reduce sus PS\ny maldice a {B_DEF_NAME_WITH_PREFIX}!");
  147. static const u8 sText_PkmnAfflictedByCurse[] = _("¡{B_ATK_NAME_WITH_PREFIX} es víctima\nde una maldición!");
  148. static const u8 sText_SpikesScattered[] = _("¡El equipo enemigo ha sido\nrodeado de Púas!");
  149. static const u8 sText_PkmnHurtBySpikes[] = _("¡{B_SCR_ACTIVE_NAME_WITH_PREFIX} ha sido\nherido por las Púas!");
  150. static const u8 sText_PkmnIdentified[] = _("¡{B_ATK_NAME_WITH_PREFIX} identificó\na {B_DEF_NAME_WITH_PREFIX}!");
  151. static const u8 sText_PkmnPerishCountFell[] = _("¡Contador de salur de\n{B_ATK_NAME_WITH_PREFIX} bajó a {B_BUFF1}!");
  152. static const u8 sText_PkmnBracedItself[] = _("¡{B_ATK_NAME_WITH_PREFIX} se ha fortalecido!");
  153. static const u8 sText_PkmnEnduredHit[] = _("¡{B_DEF_NAME_WITH_PREFIX} aguantó\nel golpe!");
  154. static const u8 sText_MagnitudeStrength[] = _("¡Magnitud {B_BUFF1}!");
  155. static const u8 sText_PkmnCutHPMaxedAttack[] = _("¡{B_ATK_NAME_WITH_PREFIX} redujo su PS\ny mejoró su Ataque!");
  156. static const u8 sText_PkmnCopiedStatChanges[] = _("¡{B_ATK_NAME_WITH_PREFIX} copió las nuevas\ncaracterísticas de {B_DEF_NAME_WITH_PREFIX}!");
  157. static const u8 sText_PkmnGotFree[] = _("¡{B_ATK_NAME_WITH_PREFIX} se liberó de\n{B_BUFF1} de {B_DEF_NAME_WITH_PREFIX}!");
  158. static const u8 sText_PkmnShedLeechSeed[] = _("¡{B_ATK_NAME_WITH_PREFIX} se\nliberó de Drenadoras!");
  159. static const u8 sText_PkmnBlewAwaySpikes[] = _("¡{B_ATK_NAME_WITH_PREFIX} se\nliberó de Púas!");
  160. static const u8 sText_PkmnFledFromBattle[] = _("¡{B_ATK_NAME_WITH_PREFIX} huyó del\ncombate!");
  161. static const u8 sText_PkmnForesawAttack[] = _("¡{B_ATK_NAME_WITH_PREFIX} previó\nun ataque!");
  162. static const u8 sText_PkmnTookAttack[] = _("¡{B_DEF_NAME_WITH_PREFIX} tomó\nel ataque de {B_BUFF1}!");
  163. static const u8 sText_PkmnChoseXAsDestiny[] = _("¡{B_ATK_NAME_WITH_PREFIX} usará\n{B_CURRENT_MOVE} más adelante!");
  164. static const u8 sText_PkmnAttack[] = _("¡Ataque de {B_BUFF1}!");
  165. static const u8 sText_PkmnCenterAttention[] = _("¡{B_ATK_NAME_WITH_PREFIX}se convirtió en\nel centro de atención!");
  166. static const u8 sText_PkmnChargingPower[] = _("¡{B_ATK_NAME_WITH_PREFIX} comenzó\na cargar energía!");
  167. static const u8 sText_NaturePowerTurnedInto[] = _("¡Adaptación se convritió\nen {B_CURRENT_MOVE}!");
  168. static const u8 sText_PkmnStatusNormal[] = _("¡El estado de {B_ATK_NAME_WITH_PREFIX}\nregresó a la normalidad!");
  169. static const u8 sText_PkmnSubjectedToTorment[] = _("¡{B_DEF_NAME_WITH_PREFIX} es víctima\nde tormento!");
  170. static const u8 sText_PkmnTighteningFocus[] = _("¡{B_ATK_NAME_WITH_PREFIX} está reforzando\nsu concentración!");
  171. static const u8 sText_PkmnFellForTaunt[] = _("¡{B_DEF_NAME_WITH_PREFIX} se dejó\nengañar por Mofa!");
  172. static const u8 sText_PkmnReadyToHelp[] = _("¡{B_ATK_NAME_WITH_PREFIX} está listo para\nayudar a {B_DEF_NAME_WITH_PREFIX}!");
  173. static const u8 sText_PkmnSwitchedItems[] = _("¡{B_ATK_NAME_WITH_PREFIX} provocó\nun cambio de objeto!");
  174. static const u8 sText_PkmnObtainedX[] = _("{B_ATK_NAME_WITH_PREFIX} obtuvo\n{B_BUFF1}.");
  175. static const u8 sText_PkmnObtainedX2[] = _("{B_DEF_NAME_WITH_PREFIX} obtuvo\n{B_BUFF2}.");
  176. static const u8 sText_PkmnObtainedXYObtainedZ[] = _("{B_ATK_NAME_WITH_PREFIX} obtuvo\n{B_BUFF1}.\p{B_DEF_NAME_WITH_PREFIX} obtuvo\n{B_BUFF2}.");
  177. static const u8 sText_PkmnCopiedFoe[] = _("¡{B_ATK_NAME_WITH_PREFIX} copió\n{B_DEF_ABILITY} de {B_DEF_NAME_WITH_PREFIX}!");
  178. static const u8 sText_PkmnMadeWish[] = _("¡{B_ATK_NAME_WITH_PREFIX} pidió un Deseo!");
  179. static const u8 sText_PkmnWishCameTrue[] = _("¡El Deseo de {B_BUFF1}\nse hizo realidad!");
  180. static const u8 sText_PkmnPlantedRoots[] = _("¡{B_ATK_NAME_WITH_PREFIX} echó raíces!");
  181. static const u8 sText_PkmnAbsorbedNutrients[] = _("¡{B_ATK_NAME_WITH_PREFIX} absorvió\nnutrientes con las raíces!");
  182. static const u8 sText_PkmnAnchoredItself[] = _("¡{B_DEF_NAME_WITH_PREFIX} se ancló\ncon las raíces!");
  183. static const u8 sText_PkmnWasMadeDrowsy[] = _("¡{B_ATK_NAME_WITH_PREFIX} adormeció\na {B_DEF_NAME_WITH_PREFIX}!");
  184. static const u8 sText_PkmnKnockedOff[] = _("¡{B_ATK_NAME_WITH_PREFIX} echó abajo\n{B_LAST_ITEM} de {B_DEF_NAME_WITH_PREFIX}!");
  185. static const u8 sText_PkmnSwappedAbilities[] = _("¡{B_ATK_NAME_WITH_PREFIX} intercambió\nsu habilidad especial!");
  186. static const u8 sText_PkmnSealedOpponentMove[] = _("¡{B_ATK_NAME_WITH_PREFIX} selló\nmovimientos del oponente!");
  187. static const u8 sText_PkmnWantsGrudge[] = _("¡{B_ATK_NAME_WITH_PREFIX} provoca\nRabia a su rival!");
  188. static const u8 sText_PkmnLostPPGrudge[] = _("¡La Rabia hizo que {B_BUFF1} de\n{B_ATK_NAME_WITH_PREFIX} se quedara sin PP!");
  189. static const u8 sText_PkmnShroudedItself[] = _("¡{B_ATK_NAME_WITH_PREFIX} se cubrió\ncon {B_CURRENT_MOVE}!");
  190. static const u8 sText_PkmnMoveBounced[] = _("¡Capa Mágica hizo rebotar\n{B_CURRENT_MOVE} de {B_ATK_NAME_WITH_PREFIX}!");
  191. static const u8 sText_PkmnWaitsForTarget[] = _("¡{B_ATK_NAME_WITH_PREFIX} espera a que su\nrival haga algún movimiento!");
  192. static const u8 sText_PkmnSnatchedMove[] = _("¡{B_DEF_NAME_WITH_PREFIX} robó el\nmovimiento de {B_SCR_ACTIVE_NAME_WITH_PREFIX}!");
  193. static const u8 sText_ElectricityWeakened[] = _("¡Se han debilitado los\nataques Eléctricos!");
  194. static const u8 sText_FireWeakened[] = _("¡Se han debilitado los\nataques de Fuego!");
  195. static const u8 sText_XFoundOneY[] = _("¡{B_ATK_NAME_WITH_PREFIX} encontró una\nunidad de {B_LAST_ITEM}!");
  196. static const u8 sText_SoothingAroma[] = _("¡Un balsámico aroma\nimpregnó la zona!");
  197. static const u8 sText_ItemsCantBeUsedNow[] = _("Aquí no se pueden usar objetos.{PAUSE 64}");
  198. static const u8 sText_ForXCommaYZ[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} encuentra\n{B_LAST_ITEM} {B_BUFF1}");
  199. static const u8 sText_PkmnUsedXToGetPumped[] = _("¡{B_SCR_ACTIVE_NAME_WITH_PREFIX} usa {B_LAST_ITEM}\npara potenciar los golpes críticos!");
  200. static const u8 sText_PkmnLostFocus[] = _("¡{B_ATK_NAME_WITH_PREFIX} se desconcentró\ny quedó inmovilizado!");
  201. static const u8 sText_PkmnWasDraggedOut[] = _("¡{B_DEF_NAME_WITH_PREFIX} fue\narrastrado al combate!\p");
  202. static const u8 sText_TheWallShattered[] = _("¡Destruyó la protección!");
  203. static const u8 sText_ButNoEffect[] = _("¡Pero no surtió efecto!");
  204. static const u8 sText_PkmnHasNoMovesLeft[] = _("¡A {B_ACTIVE_NAME_WITH_PREFIX} no le quedan\nmás movimientos!\p");
  205. static const u8 sText_PkmnMoveIsDisabled[] = _("¡{B_ACTIVE_NAME_WITH_PREFIX} no puede usar\n{B_CURRENT_MOVE} por culpa de Anulación\p");
  206. static const u8 sText_PkmnCantUseMoveTorment[] = _("¡{B_ACTIVE_NAME_WITH_PREFIX} no puede usar el\nmismo movimiento dos veces\lseguidas debido a Tormento.\p");
  207. static const u8 sText_PkmnCantUseMoveTaunt[] = _("¡{B_ACTIVE_NAME_WITH_PREFIX} no puede usar\n{B_CURRENT_MOVE} debido a Mofa!\p");
  208. static const u8 sText_PkmnCantUseMoveSealed[] = _("¡{B_ACTIVE_NAME_WITH_PREFIX} no puede usar\n{B_CURRENT_MOVE} porque está sellado!\p");
  209. static const u8 sText_PkmnCantUseMoveThroatChop[] = _("¡{B_ACTIVE_NAME_WITH_PREFIX} no puede usar\n{B_CURRENT_MOVE} debido a Golpe Mordaza!\p");
  210. static const u8 sText_PkmnMadeItRain[] = _("¡{B_SCR_ACTIVE_ABILITY} de {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nhizo llover!");
  211. static const u8 sText_PkmnRaisedSpeed[] = _("¡{B_SCR_ACTIVE_ABILITY} de {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nsubió su Velocidad!");
  212. static const u8 sText_PkmnProtectedBy[] = _("¡{B_DEF_NAME_WITH_PREFIX} está protegido\npor {B_DEF_ABILITY}!");
  213. static const u8 sText_PkmnPreventsUsage[] = _("¡{B_DEF_ABILITY} de {B_DEF_NAME_WITH_PREFIX}\nimpide que {B_ATK_NAME_WITH_PREFIX}\lutilice {B_CURRENT_MOVE}!");
  214. static const u8 sText_PkmnRestoredHPUsing[] = _("¡{B_DEF_NAME_WITH_PREFIX} restauró PS\nusando su {B_DEF_ABILITY}!");
  215. static const u8 sText_PkmnsXMadeYUseless[] = _("¡{B_DEF_ABILITY} de {B_DEF_NAME_WITH_PREFIX}'\ninutilizó {B_CURRENT_MOVE}!");
  216. static const u8 sText_PkmnChangedTypeWith[] = _("¡{B_DEF_ABILITY} de {B_DEF_NAME_WITH_PREFIX}\nle convirtió en\lel tipo {B_BUFF1}!");
  217. static const u8 sText_PkmnPreventsParalysisWith[] = _("¡{B_DEF_ABILITY} de {B_EFF_NAME_WITH_PREFIX}\nimpide que se quede paralizado!");
  218. static const u8 sText_PkmnPreventsRomanceWith[] = _("{B_DEF_ABILITY} de {B_DEF_NAME_WITH_PREFIX}\nimpide que se enamore!");
  219. static const u8 sText_PkmnPreventsPoisoningWith[] = _("{B_DEF_ABILITY} de {B_DEF_NAME_WITH_PREFIX}\nimpide que se envenene!");
  220. static const u8 sText_PkmnPreventsConfusionWith[] = _("{B_DEF_ABILITY} de {B_DEF_NAME_WITH_PREFIX}\nimpide que se quede confuso!");
  221. static const u8 sText_PkmnRaisedFirePowerWith[] = _("{B_DEF_ABILITY} de {B_DEF_NAME_WITH_PREFIX}\nreforzó sus ataques de Fuego!");
  222. static const u8 sText_PkmnAnchorsItselfWith[] = _("¡{B_DEF_NAME_WITH_PREFIX} se aferra\nal suelo con {B_DEF_ABILITY}!");
  223. static const u8 sText_PkmnCutsAttackWith[] = _("¡{B_SCR_ACTIVE_ABILITY} de {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nbaja el Ataque de {B_DEF_NAME_WITH_PREFIX}!");
  224. static const u8 sText_PkmnPreventsStatLossWith[] = _("¡{B_SCR_ACTIVE_ABILITY} de {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nimpide que pierda características!");
  225. static const u8 sText_PkmnHurtsWith[] = _("¡{B_BUFF1} de {B_DEF_NAME_WITH_PREFIX}\nhirió a {B_ATK_NAME_WITH_PREFIX}!");
  226. static const u8 sText_PkmnTraced[] = _("¡{B_SCR_ACTIVE_NAME_WITH_PREFIX} rastreó\n{B_BUFF2} de {B_BUFF1}!");
  227. static const u8 sText_PkmnsXPreventsBurns[] = _("¡{B_EFF_ABILITY} de {B_EFF_NAME_WITH_PREFIX}\nimpide que se queme!");
  228. static const u8 sText_PkmnsXBlocksY[] = _("¡{B_DEF_ABILITY} de {B_DEF_NAME_WITH_PREFIX}\nbloquea {B_CURRENT_MOVE}!");
  229. static const u8 sText_PkmnsXBlocksY2[] = _("¡{B_SCR_ACTIVE_ABILITY} de {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nbloquea {B_CURRENT_MOVE}!");
  230. static const u8 sText_PkmnsXRestoredHPALittle2[] = _("¡{B_ATK_NAME_WITH_PREFIX} restauró algo\nsus PS con {B_ATK_ABILITY}!");
  231. static const u8 sText_PkmnsXWhippedUpSandstorm[] = _("¡{B_SCR_ACTIVE_ABILITY} de {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nlevantó una tormenta de arena!");
  232. static const u8 sText_PkmnsXIntensifiedSun[] = _("¡{B_SCR_ACTIVE_ABILITY} de {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nintensificó los rayos del sol!");
  233. static const u8 sText_PkmnsXPreventsYLoss[] = _("¡{B_SCR_ACTIVE_ABILITY} de {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nimpide que pierda {B_BUFF1}!");
  234. static const u8 sText_PkmnsXInfatuatedY[] = _("¡{B_DEF_ABILITY} de {B_DEF_NAME_WITH_PREFIX}\nenamoró a {B_ATK_NAME_WITH_PREFIX}!");
  235. static const u8 sText_PkmnsXMadeYIneffective[] = _("¡{B_DEF_ABILITY} de {B_DEF_NAME_WITH_PREFIX}\nanuló {B_CURRENT_MOVE}!");
  236. static const u8 sText_PkmnsXCuredYProblem[] = _("¡{B_SCR_ACTIVE_ABILITY} de {B_SCR_ACTIVE_NAME_WITH_PREFIX}\ncuró su problema de {B_BUFF1}!");
  237. static const u8 sText_ItSuckedLiquidOoze[] = _("¡Absorbió el\nLodo Líquido!");
  238. static const u8 sText_PkmnTransformed[] = _("¡{B_SCR_ACTIVE_NAME_WITH_PREFIX} se transformó!");
  239. static const u8 sText_PkmnsXTookAttack[] = _("¡{B_DEF_NAME_WITH_PREFIX} de {B_DEF_ABILITY}\nrecibió el ataque!");
  240. const u8 gText_PkmnsXPreventsSwitching[] = _("¡{B_LAST_ABILITY} de {B_BUFF1}\nimpide el cambio!\p");
  241. 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!");
  242. static const u8 sText_PkmnsXMadeItIneffective[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\nmade it ineffective!");
  243. static const u8 sText_PkmnsXPreventsFlinching[] = _("{B_EFF_NAME_WITH_PREFIX}'s {B_EFF_ABILITY}\nprevents flinching!");
  244. 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!");
  245. static const u8 sText_PkmnsXCuredItsYProblem[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\ncured its {B_BUFF1} problem!");
  246. 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}!");
  247. static const u8 sText_StatSharply[] = _(" mucho");
  248. const u8 gText_StatRose[] = _("subió");
  249. static const u8 sText_StatHarshly[] = _(" mucho");
  250. static const u8 sText_StatFell[] = _("ha bajado");
  251. static const u8 sText_PkmnsStatChanged[] = _("¡{B_BUFF1} de {B_DEF_NAME_WITH_PREFIX}\n{B_BUFF2}!");
  252. const u8 gText_PkmnsStatChanged2[] = _("¡{B_BUFF1} de {B_DEF_NAME_WITH_PREFIX}\n{B_BUFF2}!");
  253. static const u8 sText_UsingXTheYOfZN[] = _("Using {B_LAST_ITEM}, the {B_BUFF1}\nof {B_SCR_ACTIVE_NAME_WITH_PREFIX} {B_BUFF2}");
  254. static const u8 sText_PkmnsStatChanged3[] = _("¡{B_BUFF1} de {B_ATK_NAME_WITH_PREFIX}\n{B_BUFF2}!");
  255. static const u8 sText_PkmnsStatChanged4[] = _("¡{B_BUFF1} de {B_DEF_NAME_WITH_PREFIX}\n{B_BUFF2}!");
  256. static const u8 sText_StatsWontIncrease2[] = _("{B_ATK_NAME_WITH_PREFIX}'s stats won't\ngo any higher!");
  257. static const u8 sText_StatsWontDecrease2[] = _("{B_DEF_NAME_WITH_PREFIX}'s stats won't\ngo any lower!");
  258. static const u8 sText_CriticalHit[] = _("¡Un golpe crítico!");
  259. static const u8 sText_OneHitKO[] = _("¡K.O. en 1 golpe!");
  260. static const u8 sText_123Poof[] = _("{PAUSE 32}1, {PAUSE 15}2, and{PAUSE 15}… {PAUSE 15}… {PAUSE 15}… {PAUSE 15}{PLAY_SE 0x0038}Poof!\p");
  261. static const u8 sText_AndEllipsis[] = _("And…\p");
  262. static const u8 sText_HMMovesCantBeForgotten[] = _("HM moves can't be\nforgotten now.\p");
  263. static const u8 sText_NotVeryEffective[] = _("No es muy eficaz…");
  264. static const u8 sText_SuperEffective[] = _("¡Es muy eficaz!");
  265. static const u8 sText_GotAwaySafely[] = _("{PLAY_SE 0x0011}¡Escapaste sin problemas!\p");
  266. static const u8 sText_PkmnFledUsingIts[] = _("{PLAY_SE 0x0011}{B_ATK_NAME_WITH_PREFIX} fled\nusing its {B_LAST_ITEM}!\p");
  267. static const u8 sText_PkmnFledUsing[] = _("{PLAY_SE 0x0011}{B_ATK_NAME_WITH_PREFIX} fled\nusing {B_ATK_ABILITY}!\p");
  268. static const u8 sText_WildPkmnFled[] = _("{PLAY_SE 0x0011}¡El {B_BUFF1} huyó!");
  269. static const u8 sText_PlayerDefeatedLinkTrainer[] = _("Player defeated\n{B_LINK_OPPONENT1_NAME}!");
  270. static const u8 sText_TwoLinkTrainersDefeated[] = _("Player beat {B_LINK_OPPONENT1_NAME}\nand {B_LINK_OPPONENT2_NAME}!");
  271. static const u8 sText_PlayerLostAgainstLinkTrainer[] = _("Player lost against\n{B_LINK_OPPONENT1_NAME}!");
  272. static const u8 sText_PlayerLostToTwo[] = _("Player lost to {B_LINK_OPPONENT1_NAME}\nand {B_LINK_OPPONENT2_NAME}!");
  273. static const u8 sText_PlayerBattledToDrawLinkTrainer[] = _("Player battled to a draw against\n{B_LINK_OPPONENT1_NAME}!");
  274. static const u8 sText_PlayerBattledToDrawVsTwo[] = _("Player battled to a draw against\n{B_LINK_OPPONENT1_NAME} and {B_LINK_OPPONENT2_NAME}!");
  275. static const u8 sText_WildFled[] = _("{PLAY_SE 0x0011}{B_LINK_OPPONENT1_NAME} fled!");
  276. static const u8 sText_TwoWildFled[] = _("{PLAY_SE 0x0011}{B_LINK_OPPONENT1_NAME} and\n{B_LINK_OPPONENT2_NAME} fled!");
  277. static const u8 sText_NoRunningFromTrainers[] = _("¡No puedes huir de un\ncombate contra un Entrenador!\p");
  278. static const u8 sText_CantEscape[] = _("¡No puedes huir!\p");
  279. static const u8 sText_DontLeaveBirch[] = _("PROF. BIRCH: Don't leave me like this!\p");
  280. static const u8 sText_ButNothingHappened[] = _("¡Pero no sucedió nada!");
  281. static const u8 sText_ButItFailed[] = _("¡Pero falló!");
  282. static const u8 sText_ItHurtConfusion[] = _("¡Está tan confuso que se\nhirió a sí mismo!");
  283. static const u8 sText_MirrorMoveFailed[] = _("The MIRROR MOVE failed!");
  284. static const u8 sText_StartedToRain[] = _("¡Ha empezado a llover!");
  285. static const u8 sText_DownpourStarted[] = _("A downpour started!");
  286. static const u8 sText_RainContinues[] = _("Rain continues to fall.");
  287. static const u8 sText_DownpourContinues[] = _("The downpour continues.");
  288. static const u8 sText_RainStopped[] = _("Ha dejado de llover.");
  289. static const u8 sText_SandstormBrewed[] = _("¡Se ha desatado una tormenta de arena!");
  290. static const u8 sText_SandstormRages[] = _("The sandstorm rages.");
  291. static const u8 sText_SandstormSubsided[] = _("The sandstorm subsided.");
  292. static const u8 sText_SunlightGotBright[] = _("The sunlight got bright!");
  293. static const u8 sText_SunlightStrong[] = _("The sunlight is strong.");
  294. static const u8 sText_SunlightFaded[] = _("The sunlight faded.");
  295. static const u8 sText_StartedHail[] = _("¡Ha empezado a granizar!");
  296. static const u8 sText_HailContinues[] = _("Está granizando…");
  297. static const u8 sText_HailStopped[] = _("Dejó de granizar.");
  298. static const u8 sText_FailedToSpitUp[] = _("But it failed to SPIT UP\na thing!");
  299. static const u8 sText_FailedToSwallow[] = _("But it failed to SWALLOW\na thing!");
  300. static const u8 sText_WindBecameHeatWave[] = _("The wind turned into a\nHEAT WAVE!");
  301. static const u8 sText_StatChangesGone[] = _("All stat changes were\neliminated!");
  302. static const u8 sText_CoinsScattered[] = _("¡Hay monedas por todas partes!");
  303. static const u8 sText_TooWeakForSubstitute[] = _("It was too weak to make\na SUBSTITUTE!");
  304. static const u8 sText_SharedPain[] = _("The battlers shared\ntheir pain!");
  305. static const u8 sText_BellChimed[] = _("¡Sonó una campana!");
  306. static const u8 sText_FaintInThree[] = _("All affected POKéMON will\nfaint in three turns!");
  307. static const u8 sText_NoPPLeft[] = _("¡No quedan PP para\neste movimiento!\p");
  308. static const u8 sText_ButNoPPLeft[] = _("But there was no PP left\nfor the move!");
  309. static const u8 sText_PkmnIgnoresAsleep[] = _("{B_ATK_NAME_WITH_PREFIX} ignored\norders while asleep!");
  310. static const u8 sText_PkmnIgnoredOrders[] = _("{B_ATK_NAME_WITH_PREFIX} ignored\norders!");
  311. static const u8 sText_PkmnBeganToNap[] = _("{B_ATK_NAME_WITH_PREFIX} began to nap!");
  312. static const u8 sText_PkmnLoafing[] = _("{B_ATK_NAME_WITH_PREFIX} is\nloafing around!");
  313. static const u8 sText_PkmnWontObey[] = _("{B_ATK_NAME_WITH_PREFIX} won't\nobey!");
  314. static const u8 sText_PkmnTurnedAway[] = _("{B_ATK_NAME_WITH_PREFIX} turned away!");
  315. static const u8 sText_PkmnPretendNotNotice[] = _("{B_ATK_NAME_WITH_PREFIX} pretended\nnot to notice!");
  316. static const u8 sText_EnemyAboutToSwitchPkmn[] = _("{B_TRAINER1_CLASS} {B_TRAINER1_NAME} is\nabout to use {B_BUFF2}.\pWill {B_PLAYER_NAME} change\nPOKéMON?");
  317. static const u8 sText_PkmnLearnedMove2[] = _("¡{B_ATK_NAME_WITH_PREFIX} aprendió\n{B_BUFF1}!");
  318. static const u8 sText_PlayerDefeatedLinkTrainerTrainer1[] = _("¡{B_PLAYER_NAME} ganó contra\n{B_TRAINER1_CLASS} {B_TRAINER1_NAME}!\p");
  319. static const u8 sText_CreptCloser[] = _("{B_PLAYER_NAME} crept closer to\n{B_OPPONENT_MON1_NAME}!");
  320. static const u8 sText_CantGetCloser[] = _("{B_PLAYER_NAME} can't get any closer!");
  321. static const u8 sText_PkmnWatchingCarefully[] = _("{B_OPPONENT_MON1_NAME} is watching\ncarefully!");
  322. static const u8 sText_PkmnCuriousAboutX[] = _("{B_OPPONENT_MON1_NAME} is curious about\nthe {B_BUFF1}!");
  323. static const u8 sText_PkmnEnthralledByX[] = _("{B_OPPONENT_MON1_NAME} is enthralled by\nthe {B_BUFF1}!");
  324. static const u8 sText_PkmnIgnoredX[] = _("{B_OPPONENT_MON1_NAME} completely ignored\nthe {B_BUFF1}!");
  325. static const u8 sText_ThrewPokeblockAtPkmn[] = _("{B_PLAYER_NAME} threw a {POKEBLOCK}\nat the {B_OPPONENT_MON1_NAME}!");
  326. static const u8 sText_OutOfSafariBalls[] = _("{PLAY_SE 0x0049}ANNOUNCER: You're out of\nSAFARI BALLS! Game over!\p");
  327. static const u8 sText_OpponentMon1Appeared[] = _("{B_OPPONENT_MON1_NAME} appeared!\p");
  328. static const u8 sText_WildPkmnAppeared[] = _("¡Un {B_OPPONENT_MON1_NAME} salvaje!\p");
  329. static const u8 sText_WildPkmnAppeared2[] = _("Wild {B_OPPONENT_MON1_NAME} appeared!\p");
  330. static const u8 sText_WildPkmnAppearedPause[] = _("¡Un {B_OPPONENT_MON1_NAME} salvaje!{PAUSE 127}");
  331. static const u8 sText_TwoWildPkmnAppeared[] = _("Wild {B_OPPONENT_MON1_NAME} and\n{B_OPPONENT_MON2_NAME} appeared!\p");
  332. static const u8 sText_Trainer1WantsToBattle[] = _("¡{B_TRAINER1_CLASS} {B_TRAINER1_NAME}\nte reta a un combate!\p");
  333. static const u8 sText_LinkTrainerWantsToBattle[] = _("{B_LINK_OPPONENT1_NAME}\nwants to battle!");
  334. static const u8 sText_TwoLinkTrainersWantToBattle[] = _("{B_LINK_OPPONENT1_NAME} and {B_LINK_OPPONENT2_NAME}\nwant to battle!");
  335. static const u8 sText_Trainer1SentOutPkmn[] = _("¡{B_OPPONENT_MON1_NAME} es el Pokémon enviado\npor {B_TRAINER1_CLASS} {B_TRAINER1_NAME}!");
  336. static const u8 sText_Trainer1SentOutTwoPkmn[] = _("{B_TRAINER1_CLASS} {B_TRAINER1_NAME} sent\nout {B_OPPONENT_MON1_NAME} and {B_OPPONENT_MON2_NAME}!");
  337. static const u8 sText_Trainer1SentOutPkmn2[] = _("¡{B_BUFF1} es el POKéMON enviado\npor {B_TRAINER1_CLASS} {B_TRAINER1_NAME}!");
  338. static const u8 sText_LinkTrainerSentOutPkmn[] = _("{B_LINK_OPPONENT1_NAME} sent out\n{B_OPPONENT_MON1_NAME}!");
  339. static const u8 sText_LinkTrainerSentOutTwoPkmn[] = _("¡{B_LINK_OPPONENT1_NAME} envió a\n{B_OPPONENT_MON1_NAME} y {B_OPPONENT_MON2_NAME}!");
  340. 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}!");
  341. static const u8 sText_LinkTrainerSentOutPkmn2[] = _("{B_LINK_OPPONENT1_NAME} sent out\n{B_BUFF1}!");
  342. static const u8 sText_LinkTrainerMultiSentOutPkmn[] = _("¡{B_LINK_SCR_TRAINER_NAME} envió\na {B_BUFF1}!");
  343. static const u8 sText_GoPkmn[] = _("¡Adelante, {B_PLAYER_MON1_NAME}!");
  344. static const u8 sText_GoTwoPkmn[] = _("¡Adelante, {B_PLAYER_MON1_NAME} y\n{B_PLAYER_MON2_NAME}!");
  345. static const u8 sText_GoPkmn2[] = _("¡Adelante, {B_BUFF1}!");
  346. static const u8 sText_DoItPkmn[] = _("¡Hazlo, {B_BUFF1}!");
  347. static const u8 sText_GoForItPkmn[] = _("¡Ve a por ello, {B_BUFF1}!");
  348. static const u8 sText_YourFoesWeakGetEmPkmn[] = _("¡Tu oponente está débil!\n¡Tú puedes {B_BUFF1}!");
  349. static const u8 sText_LinkPartnerSentOutPkmnGoPkmn[] = _("{B_LINK_PARTNER_NAME} sent out {B_LINK_PLAYER_MON2_NAME}!\nGo! {B_LINK_PLAYER_MON1_NAME}!");
  350. static const u8 sText_PkmnThatsEnough[] = _("¡Ya vale, {B_BUFF1}!\n¡Ven aquí!");
  351. static const u8 sText_PkmnComeBack[] = _("¡Ya vale, {B_BUFF1}!\n¡Ven aquí!");
  352. static const u8 sText_PkmnOkComeBack[] = _("¡Está bien {B_BUFF1}!\n¡Ven aquí!");
  353. static const u8 sText_PkmnGoodComeBack[] = _("¡Bien hecho {B_BUFF1}!\n¡Ven aquí!");
  354. static const u8 sText_Trainer1WithdrewPkmn[] = _("¡{B_TRAINER1_CLASS} {B_TRAINER1_NAME}\nwithdrew {B_BUFF1}!");
  355. static const u8 sText_LinkTrainer1WithdrewPkmn[] = _("¡{B_LINK_OPPONENT1_NAME} withdrew\n{B_BUFF1}!");
  356. static const u8 sText_LinkTrainer2WithdrewPkmn[] = _("¡{B_LINK_SCR_TRAINER_NAME} withdrew\n{B_BUFF1}!");
  357. static const u8 sText_WildPkmnPrefix[] = _(" salvaje");
  358. static const u8 sText_FoePkmnPrefix[] = _(" enemigo");
  359. static const u8 sText_EmptyString8[] = _("");
  360. static const u8 sText_FoePkmnPrefix2[] = _("Foe");
  361. static const u8 sText_AllyPkmnPrefix[] = _("Ally");
  362. static const u8 sText_FoePkmnPrefix3[] = _("Foe");
  363. static const u8 sText_AllyPkmnPrefix2[] = _("Ally");
  364. static const u8 sText_FoePkmnPrefix4[] = _("Foe");
  365. static const u8 sText_AllyPkmnPrefix3[] = _("Ally");
  366. static const u8 sText_AttackerUsedX[] = _("¡{B_ATK_NAME_WITH_PREFIX} usó\n{B_BUFF3}!");
  367. static const u8 sText_ExclamationMark[] = _("!");
  368. static const u8 sText_ExclamationMark2[] = _("!");
  369. static const u8 sText_ExclamationMark3[] = _("!");
  370. static const u8 sText_ExclamationMark4[] = _("!");
  371. static const u8 sText_ExclamationMark5[] = _("!");
  372. static const u8 sText_Accuracy[] = _("Precisión");
  373. static const u8 sText_Evasiveness[] = _("Evasión");
  374. static const u8 sText_PokeblockWasTooSpicy[] = _("was too spicy!");
  375. static const u8 sText_PokeblockWasTooDry[] = _("was too dry!");
  376. static const u8 sText_PokeblockWasTooSweet[] = _("was too sweet!");
  377. static const u8 sText_PokeblockWasTooBitter[] = _("was too bitter!");
  378. static const u8 sText_PokeblockWasTooSour[] = _("was too sour!");
  379. static const u8 sText_PlayerUsedItem[] = _("¡{B_PLAYER_NAME} usó\n{B_LAST_ITEM}!");
  380. static const u8 sText_WallyUsedItem[] = _("¡May usó\n{B_LAST_ITEM}!");
  381. static const u8 sText_Trainer1UsedItem[] = _("¡{B_TRAINER1_CLASS} {B_TRAINER1_NAME}\nusó {B_LAST_ITEM}!");
  382. static const u8 sText_TrainerBlockedBall[] = _("¡El entrador bloqueó la Ball!");
  383. static const u8 sText_DontBeAThief[] = _("¡No seas un ladrón!");
  384. static const u8 sText_ItDodgedBall[] = _("¡Esquivó la Ball que le lanzaste!\n¡Este Pokémon es incapturable!");
  385. static const u8 sText_YouMissedPkmn[] = _("You missed the POKéMON!");
  386. static const u8 sText_PkmnBrokeFree[] = _("Oh, no!\nThe POKéMON broke free!");
  387. static const u8 sText_ItAppearedCaught[] = _("Aww!\nIt appeared to be caught!");
  388. static const u8 sText_AarghAlmostHadIt[] = _("Aargh!\nAlmost had it!");
  389. static const u8 sText_ShootSoClose[] = _("Shoot!\nIt was so close, too!");
  390. static const u8 sText_GotchaPkmnCaught[] = _("¡Ya está!\n¡{B_DEF_NAME} atrapado!{WAIT_SE}{PLAY_BGM MUS_KACHI22}\p");
  391. static const u8 sText_GotchaPkmnCaught2[] = _("¡Ya está!\n¡{B_DEF_NAME} atrapado!{WAIT_SE}{PLAY_BGM MUS_KACHI22}{PAUSE 127}");
  392. static const u8 sText_GiveNicknameCaptured[] = _("¿Quieres ponerle un\nmote a {B_DEF_NAME}?");
  393. static const u8 sText_PkmnSentToPC[] = _("{B_DEF_NAME} was sent to\n{B_PC_CREATOR_NAME} PC.");
  394. static const u8 sText_Someones[] = _("someone's");
  395. static const u8 sText_Lanettes[] = _("LANETTE's");
  396. static const u8 sText_PkmnDataAddedToDex[] = _("Registrados en la Pokédex\nlos datos de {B_DEF_NAME}.\p");
  397. static const u8 sText_ItIsRaining[] = _("Está lloviendo.");
  398. static const u8 sText_SandstormIsRaging[] = _("A sandstorm is raging.");
  399. static const u8 sText_BoxIsFull[] = _("The BOX is full!\nYou can't catch any more!\p");
  400. static const u8 sText_EnigmaBerry[] = _("ENIGMA BERRY");
  401. static const u8 sText_BerrySuffix[] = _(" BERRY");
  402. static const u8 sText_PkmnsItemCuredParalysis[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_LAST_ITEM}\ncured paralysis!");
  403. static const u8 sText_PkmnsItemCuredPoison[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_LAST_ITEM}\ncured poison!");
  404. static const u8 sText_PkmnsItemHealedBurn[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_LAST_ITEM}\nhealed its burn!");
  405. static const u8 sText_PkmnsItemDefrostedIt[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_LAST_ITEM}\ndefrosted it!");
  406. static const u8 sText_PkmnsItemWokeIt[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_LAST_ITEM}\nwoke it from its sleep!");
  407. static const u8 sText_PkmnsItemSnappedOut[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_LAST_ITEM}\nsnapped it out of confusion!");
  408. static const u8 sText_PkmnsItemCuredProblem[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_LAST_ITEM}\ncured its {B_BUFF1} problem!");
  409. static const u8 sText_PkmnsItemNormalizedStatus[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_LAST_ITEM}\nnormalized its status!");
  410. static const u8 sText_PkmnsItemRestoredHealth[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_LAST_ITEM}\nrestored health!");
  411. static const u8 sText_PkmnsItemRestoredPP[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_LAST_ITEM}\nrestored {B_BUFF1}'s PP!");
  412. static const u8 sText_PkmnsItemRestoredStatus[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_LAST_ITEM}\nrestored its status!");
  413. static const u8 sText_PkmnsItemRestoredHPALittle[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_LAST_ITEM}\nrestored its HP a little!");
  414. static const u8 sText_ItemAllowsOnlyYMove[] = _("{B_LAST_ITEM} allows the\nuse of only {B_CURRENT_MOVE}!\p");
  415. static const u8 sText_PkmnHungOnWithX[] = _("{B_DEF_NAME_WITH_PREFIX} hung on\nusing its {B_LAST_ITEM}!");
  416. const u8 gText_EmptyString3[] = _("");
  417. static const u8 sText_YouThrowABallNowRight[] = _("Ahora que está débil y paralizado…\n¡A lanzarle una Poké Ball!");
  418. // New battle strings.
  419. static const s8 sText_EnduredViaSturdy[] = _("{B_DEF_NAME_WITH_PREFIX} ENDURED\nthe hit using {B_DEF_ABILITY}!");
  420. static const s8 sText_PowerHerbActivation[] = _("{B_ATK_NAME_WITH_PREFIX} became fully charged\ndue to its {B_LAST_ITEM}!");
  421. static const s8 sText_HurtByItem[] = _("{B_ATK_NAME_WITH_PREFIX} was hurt\nby its {B_LAST_ITEM}!");
  422. static const s8 sText_BadlyPoisonedByItem[] = _("{B_EFF_NAME_WITH_PREFIX} was badly \npoisoned by the {B_LAST_ITEM}!");
  423. static const s8 sText_BurnedByItem[] = _("{B_EFF_NAME_WITH_PREFIX} was burned\nby the {B_LAST_ITEM}!");
  424. static const s8 sText_TargetAbilityActivates[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY} activates!");
  425. static const u8 sText_GravityIntensified[] = _("GRAVITY intensified!");
  426. static const u8 sText_TargetIdentified[] = _("{B_DEF_NAME_WITH_PREFIX} was \nidentified!");
  427. static const u8 sText_TargetWokeUp[] = _("¡{B_DEF_NAME_WITH_PREFIX} se despertó!");
  428. static const u8 sText_PkmnStoleAndAteItem[] = _("{B_ATK_NAME_WITH_PREFIX} stole and\nate {B_DEF_NAME_WITH_PREFIX}'s {B_LAST_ITEM}!");
  429. static const u8 sText_TailWindBlew[] = _("The tailwind blew from\nbehind {B_ATK_TEAM2} team!");
  430. static const u8 sText_PkmnWentBack[] = _("{B_ATK_NAME_WITH_PREFIX} went back\nto {B_ATK_TRAINER_CLASS} {B_ATK_TRAINER_NAME}");
  431. static const u8 sText_PkmnCantUseItemsAnymore[] = _("{B_DEF_NAME_WITH_PREFIX} can't use\nitems anymore!");
  432. static const u8 sText_PkmnFlung[] = _("{B_ATK_NAME_WITH_PREFIX} flung its\n{B_LAST_ITEM}!");
  433. static const u8 sText_PkmnPreventedFromHealing[] = _("{B_DEF_NAME_WITH_PREFIX} was prevented\nfrom healing!");
  434. static const u8 sText_PkmnSwitchedAtkAndDef[] = _("{B_ATK_NAME_WITH_PREFIX} switched its\nAttack and Defense!");
  435. static const u8 sText_PkmnsAbilitySuppressed[] = _("{B_DEF_NAME_WITH_PREFIX}'s ability\nwas suppressed!");
  436. static const u8 sText_ShieldedFromCriticalHits[] = _("The {B_CURRENT_MOVE} shielded {B_ATK_TEAM2}\nteam from critical hits!");
  437. static const u8 sText_SwitchedAtkAndSpAtk[] = _("{B_ATK_NAME_WITH_PREFIX} switched all its\nchanges to its Attack and\pSp. Atk with the target!");
  438. static const u8 sText_SwitchedDefAndSpDef[] = _("{B_ATK_NAME_WITH_PREFIX} switched all its\nchanges to its Defense and\pSp. Def with the target!");
  439. static const u8 sText_PkmnAcquiredAbility[] = _("{B_DEF_NAME_WITH_PREFIX} acquired\n{B_DEF_ABILITY}!");
  440. static const u8 sText_PoisonSpikesScattered[] = _("Poison Spikes were scattered all\naround the opposing team's feet!");
  441. static const u8 sText_PkmnSwitchedStatChanges[] = _("{B_ATK_NAME_WITH_PREFIX} switched stat changes\nwith the target!");
  442. static const u8 sText_PkmnSurroundedWithVeilOfWater[] = _("{B_ATK_NAME_WITH_PREFIX} surrounded itself\nwith a veil of water!");
  443. static const u8 sText_PkmnLevitatedOnElectromagnetism[] = _("{B_ATK_NAME_WITH_PREFIX} levitated on\nelectromagnetism!");
  444. static const u8 sText_PkmnTwistedDimensions[] = _("{B_ATK_NAME_WITH_PREFIX} twisted\nthe dimensions!");
  445. static const u8 sText_PointedStonesFloat[] =_("Pointed stones float in the air\naround {B_DEF_TEAM2} team!");
  446. static const u8 sText_CloakedInMysticalMoonlight[] =_("It became cloaked in mystical\nmoonlight!");
  447. static const u8 sText_TrappedBySwirlingMagma[] =_("{B_DEF_NAME_WITH_PREFIX} became\ntrapped by swirling magma!");
  448. static const u8 sText_VanishedInstantly[] =_("{B_ATK_NAME_WITH_PREFIX} vanished\ninstantly!");
  449. static const u8 sText_ProtectedTeam[] =_("{B_CURRENT_MOVE} protected\n{B_ATK_TEAM2} team!");
  450. static const u8 sText_SharedItsGuard[] =_("{B_ATK_NAME_WITH_PREFIX} shared its\nguard with the target!");
  451. static const u8 sText_SharedItsPower[] =_("{B_ATK_NAME_WITH_PREFIX} shared its\npower with the target!");
  452. static const u8 sText_SwapsDefAndSpDefOfAllPkmn[] =_("It created a bizarre area in which\nthe Defense and Sp.Def stats are swapped!");
  453. static const u8 sText_BecameNimble[] =_("{B_ATK_NAME_WITH_PREFIX} became nimble!");
  454. static const u8 sText_HurledIntoTheAir[] =_("{B_DEF_NAME_WITH_PREFIX} was hurled\ninto the air!");
  455. static const u8 sText_HeldItemsLoseEffects[] =_("It created a bizarra area in which\nPokémon's held items lose their effects!");
  456. static const u8 sText_FellStraightDown[] =_("{B_DEF_NAME_WITH_PREFIX} fell\nstraight down!");
  457. static const u8 sText_TransformedIntoWaterType[] =_("{B_DEF_NAME_WITH_PREFIX} transformed\ninto the water type!");
  458. static const u8 sText_PkmnAcquiredSimple[] =_("{B_DEF_NAME_WITH_PREFIX} acquired\nSimple!");
  459. static const u8 sText_KindOffer[] =_("{B_DEF_NAME_WITH_PREFIX}\ntook the kind offer!");
  460. static const u8 sText_ResetsTargetsStatLevels[] =_("{B_DEF_NAME_WITH_PREFIX}'s stat changes\nwere removed!");
  461. static const u8 sText_AllySwitchPosition[] =_("{B_ATK_NAME_WITH_PREFIX} and\n{B_SCR_ACTIVE_NAME_WITH_PREFIX} switched places!");
  462. static const u8 sText_RestoreTargetsHealth[] =_("{B_DEF_NAME_WITH_PREFIX}'s HP was restored!");
  463. static const u8 sText_TookPkmnIntoTheSky[] =_("{B_ATK_NAME_WITH_PREFIX} took\n{B_DEF_NAME_WITH_PREFIX} into the sky!");
  464. static const u8 sText_FreedFromSkyDrop[] =_("{B_DEF_NAME_WITH_PREFIX} was freed\nfrom the Sky Drop!");
  465. static const u8 sText_PostponeTargetMove[] =_("{B_DEF_NAME_WITH_PREFIX}'s move\nwas postponed!");
  466. static const u8 sText_ReflectTargetsType[] =_("{B_ATK_NAME_WITH_PREFIX}'s type\nchanged to match the {B_DEF_NAME_WITH_PREFIX}'s!");
  467. static const u8 sText_TransferHeldItem[] =_("{B_DEF_NAME_WITH_PREFIX} recieved {B_LAST_ITEM}\nfrom {B_ATK_NAME_WITH_PREFIX}");
  468. static const u8 sText_EmbargoEnds[] = _("{B_ATK_NAME_WITH_PREFIX} can\nuse items again!");
  469. static const u8 sText_Electromagnetism[] = _("electromagnetism");
  470. static const u8 sText_BufferEnds[] = _("{B_ATK_NAME_WITH_PREFIX}'s {B_BUFF1}\nwore off!");
  471. static const u8 sText_ThroatChopEnds[] = _("{B_ATK_NAME_WITH_PREFIX} can\nuse sound-based moves again!");
  472. static const u8 sText_TelekinesisEnds[] = _("{B_ATK_NAME_WITH_PREFIX} was freed\nfrom the telekinesis!");
  473. static const u8 sText_TailwindEnds[] = _("{B_ATK_TEAM1} team's tailwind\n petered out!");
  474. static const u8 sText_LuckyChantEnds[] = _("{B_ATK_TEAM1} team's Lucky Chant\n wore off!");
  475. static const u8 sText_TrickRoomEnds[] = _("The twisted dimensions returned to\nnormal!");
  476. static const u8 sText_WonderRoomEnds[] = _("Wonder Room wore off, and\nDefense and Sp. Def stats returned to normal!");
  477. static const u8 sText_MagicRoomEnds[] = _("Magic Room wore off, and\nheld items' effects returned to normal!");
  478. static const u8 sText_MudSportEnds[] = _("The effects of Mud Sport have faded.");
  479. static const u8 sText_WaterSportEnds[] = _("The effects of Water Sport have faded.");
  480. static const u8 sText_GravityEnds[] = _("Gravity returned to normal!");
  481. static const u8 sText_AquaRingHeal[] = _("Aqua Ring restored\n{B_ATK_NAME_WITH_PREFIX}'s HP!");
  482. static const u8 sText_TargetAbilityRaisedStat[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY}\nraised its {B_BUFF1}!");
  483. static const u8 sText_TargetAbilityLoweredStat[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY}\nlowered its {B_BUFF1}!");
  484. static const u8 sText_AttackerAbilityRaisedStat[] = _("{B_ATK_NAME_WITH_PREFIX}'s {B_ATK_ABILITY}\nraised its {B_BUFF1}!");
  485. static const u8 sText_ScriptingAbilityRaisedStat[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\nraised its {B_BUFF1}!");
  486. static const u8 sText_AuroraVeilEnds[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY}\nwore off!");
  487. static const u8 sText_ElectricTerrainEnds[] = _("The electricity disappeared\nfrom the battlefield.");
  488. static const u8 sText_MistyTerrainEnds[] = _("The mist disappeared\nfrom the battlefield.");
  489. static const u8 sText_PsychicTerrainEnds[] = _("The weirdness disappeared\nfrom the battlefield.");
  490. static const u8 sText_GrassyTerrainEnds[] = _("The grass disappeared\nfrom the battlefield.");
  491. static const u8 sText_AngryPointActivates[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY} maxed\nits attack!");
  492. static const u8 sText_PoisonHealHpUp[] = _("The poisoning healed {B_ATK_NAME_WITH_PREFIX}\na little bit!");
  493. static const u8 sText_BadDreamsDmg[] = _("{B_DEF_NAME_WITH_PREFIX} is tormented\nby {B_ATK_ABILITY}!");
  494. static const u8 sText_MoldBreakerEnters[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} breaks the mold!");
  495. static const u8 sText_TeravoltEnters[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} is radiating\na bursting aura!");
  496. static const u8 sText_TurboblazeEnters[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} is radiating\na blazing aura!");
  497. static const u8 sText_SlowStartEnters[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} can't get it going!");
  498. static const u8 sText_SlowStartEnd[] = _("{B_ATK_NAME_WITH_PREFIX} finally got\nits act together!");
  499. static const u8 sText_SolarPowerHpDrop[] = _("The {B_ATK_NAME_WITH_PREFIX}'s {B_ATK_ABILITY}\ntakes its toll!");
  500. static const u8 sText_AftermathDmg[] = _("{B_ATK_NAME_WITH_PREFIX} is hurt!");
  501. static const u8 sText_AnticipationActivates[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} shuddered\nin anticipation!");
  502. static const u8 sText_ForewarnActivates[] = _("{B_SCR_ACTIVE_ABILITY} alerted {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nto the{B_DEF_NAME_WITH_PREFIX}'s {B_BUFF1}!");
  503. static const u8 sText_IceBodyHpGain[] = _("{B_ATK_NAME_WITH_PREFIX}'s {B_ATK_ABILITY}\nhealed it a little bit!");
  504. static const u8 sText_SnowWarningHail[] = _("It started to hail!");
  505. static const u8 sText_FriskActivates[] = _("{B_ATK_NAME_WITH_PREFIX} frisked {B_DEF_NAME_WITH_PREFIX} and\nfound its {B_LAST_ITEM}!");
  506. static const u8 sText_UnnerveEnters[] = _("The opposing team is too nervous\nto eat Berries!");
  507. static const u8 sText_HarvestBerry[] = _("{B_ATK_NAME_WITH_PREFIX} harvested\nits {B_LAST_ITEM}!");
  508. static const u8 sText_MoxieAtkRise[] = _("{B_ATK_NAME_WITH_PREFIX}'s {B_ATK_ABILITY} raised its Attack!");
  509. static const u8 sText_MagicBounceActivates[] = _("The {B_DEF_NAME_WITH_PREFIX} bounced the\n{B_ATK_NAME_WITH_PREFIX} back!");
  510. static const u8 sText_ProteanTypeChange[] = _("{B_ATK_NAME_WITH_PREFIX}'s {B_ATK_ABILITY} transformed\nit into the {B_BUFF1} type!");
  511. static const u8 sText_SymbiosisItemPass[] = _("{B_ATK_NAME_WITH_PREFIX} passed its {B_LAST_ITEM}\nto {B_SCR_ACTIVE_NAME_WITH_PREFIX} through {B_ATK_ABILITY}!");
  512. static const u8 sText_StealthRockDmg[] = _("Pointed stones dug into\n{B_SCR_ACTIVE_NAME_WITH_PREFIX}!");
  513. static const u8 sText_ToxicSpikesAbsorbed[] = _("The poison spikes disappeared\nfrom around the opposing team's feet!");
  514. static const u8 sText_ToxicSpikesPoisoned[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} was poisoned!");
  515. static const u8 sText_StickyWebSwitchIn[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} was\ncaught in a Sticky Web!");
  516. static const u8 sText_HealingWishCameTrue[] = _("The healing wish came true\nfor {B_ATK_NAME_WITH_PREFIX}!");
  517. static const u8 sText_HealingWishHealed[] = _("{B_ATK_NAME_WITH_PREFIX} regained health!");
  518. static const u8 sText_LunarDanceCameTrue[] = _("{B_ATK_NAME_WITH_PREFIX} became cloaked\nin mystical moonlight!");
  519. static const u8 sText_CursedBodyDisabled[] = _("{B_ATK_NAME_WITH_PREFIX}'s {B_BUFF1} was disabled\nby {B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY}!");
  520. static const u8 sText_AttackerAquiredAbility[] = _("{B_ATK_NAME_WITH_PREFIX} acquired {B_LAST_ABILITY}!");
  521. static const u8 sText_TargetStatWontGoHigher[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_BUFF1}\nwon't go higher!");
  522. static const u8 sText_PkmnMoveBouncedViaAbility[] = _("{B_ATK_NAME_WITH_PREFIX}'s {B_CURRENT_MOVE} was\nbounced back by {B_DEF_NAME_WITH_PREFIX}'s\l{B_DEF_ABILITY}!");
  523. static const u8 sText_ImposterTransform[] = _("{B_ATK_NAME_WITH_PREFIX} transformed into\n{B_DEF_NAME_WITH_PREFIX} using {B_LAST_ABILITY}!");
  524. static const u8 sText_NotDoneYet[] = _("This move effect is not done yet!\p");
  525. static const u8 sText_PkmnBlewAwayToxicSpikes[] = _("{B_ATK_NAME_WITH_PREFIX} blew away\nTOXIC SPIKES!");
  526. static const u8 sText_PkmnBlewAwayStickyWeb[] = _("{B_ATK_NAME_WITH_PREFIX} blew away\nSTICKY WEB!");
  527. static const u8 sText_PkmnBlewAwayStealthRock[] = _("{B_ATK_NAME_WITH_PREFIX} blew away\nSTEALTH ROCK!");
  528. static const u8 sText_StickyWebUsed[] = _("A sticky web spreads out on the\nground around {B_DEF_TEAM2} team!");
  529. static const u8 sText_QuashSuccess[] = _("The opposing {B_ATK_NAME_WITH_PREFIX}'s move was postponed!");
  530. static const u8 sText_IonDelugeOn[] = _("A deluge of ions showers\nthe battlefield!");
  531. static const u8 sText_TopsyTurvySwitchedStats[] = _("{B_DEF_NAME_WITH_PREFIX}'s stat changes were\nall reversed!");
  532. static const u8 sText_TerrainBecomesMisty[] = _("Mist swirled about\nthe battlefield!");
  533. static const u8 sText_TerrainBecomesGrassy[] = _("Grass grew to cover\nthe battlefield!");
  534. static const u8 sText_TerrainBecomesElectric[] = _("An electric current runs across\nthe battlefield!");
  535. static const u8 sText_TerrainBecomesPsychic[] = _("The battlefield got weird!");
  536. static const u8 sText_TargetElectrified[] = _("The {B_DEF_NAME_WITH_PREFIX}'s moves\nhave been electrified!");
  537. static const u8 sText_AssaultVestDoesntAllow[] = _("The effects of the {B_LAST_ITEM} prevent status\nmoves from being used!\p");
  538. static const u8 sText_GravityPreventsUsage[] = _("{B_ATK_NAME_WITH_PREFIX} can't use {B_CURRENT_MOVE}\nbecause of gravity!\p");
  539. static const u8 sText_HealBlockPreventsUsage[] = _("{B_ATK_NAME_WITH_PREFIX} was\nprevented from healing!\p");
  540. static const u8 sText_MegaEvoReacting[] = _("{B_ATK_NAME_WITH_PREFIX}'s {B_LAST_ITEM} is \nreacting to {B_ATK_TRAINER_NAME}'s Mega Ring!");
  541. static const u8 sText_MegaEvoEvolved[] = _("{B_ATK_NAME_WITH_PREFIX} has Mega\nEvolved into Mega {B_BUFF1}!");
  542. static const u8 sText_drastically[] = _("drastically ");
  543. static const u8 sText_severely[] = _("severely ");
  544. static const u8 sText_Infestation[] = _("{B_DEF_NAME_WITH_PREFIX} has been afflicted\nwith an infestation by {B_ATK_NAME_WITH_PREFIX}!");
  545. static const u8 sText_NoEffectOnTarget[] = _("It had no effect\non {B_DEF_NAME_WITH_PREFIX}!");
  546. static const u8 sText_BurstingFlames[] = _("The bursting flames\nhit {B_SCR_ACTIVE_NAME_WITH_PREFIX}!");
  547. static const u8 sText_BestowItemGiving[] = _("{B_DEF_NAME_WITH_PREFIX} received {B_LAST_ITEM}\nfrom {B_ATK_NAME_WITH_PREFIX}!");
  548. static const u8 sText_ThirdTypeAdded[] = _("{B_BUFF1} type was added to\n{B_DEF_NAME_WITH_PREFIX}!");
  549. static const u8 sText_FellForFeint[] = _("{B_DEF_NAME_WITH_PREFIX} fell for\nthe feint!");
  550. static const u8 sText_PokemonCannotUseMove[] = _("{B_ATK_NAME_WITH_PREFIX} cannot\nuse {B_CURRENT_MOVE}!");
  551. static const u8 sText_CoveredInPowder[] = _("{B_DEF_NAME_WITH_PREFIX} is covered in powder!");
  552. static const u8 sText_PowderExplodes[] = _("When the flame touched the powder\non the Pokémon, it exploded!");
  553. static const u8 sText_BelchCantUse[] = _("Belch cannot be used!\p");
  554. static const u8 sText_SpectralThiefSteal[] = _("{B_ATK_NAME_WITH_PREFIX} stole the target's\nboosted stats!");
  555. static const u8 sText_GravityGrounding[] = _("{B_DEF_NAME_WITH_PREFIX} can't stay airborne\nbecause of gravity!");
  556. static const u8 sText_MistyTerrainPreventsStatus[] = _("{B_DEF_NAME_WITH_PREFIX} surrounds itself\nwith a protective mist!");
  557. static const u8 sText_GrassyTerrainHeals[] = _("{B_ATK_NAME_WITH_PREFIX} is healed\nby the grassy terrain!");
  558. static const u8 sText_ElectricTerrainPreventsSleep[] = _("{B_DEF_NAME_WITH_PREFIX} surrounds itself\nwith electrified terrain!");
  559. static const u8 sText_PsychicTerrainPreventsPriority[] = _("{B_DEF_NAME_WITH_PREFIX} surrounds itself\nwith psychic terrain!");
  560. static const u8 sText_SafetyGooglesProtected[] = _("{B_DEF_NAME_WITH_PREFIX} is not affected\nthanks to its {B_LAST_ITEM}!");
  561. static const u8 sText_FlowerVeilProtected[] = _("{B_DEF_NAME_WITH_PREFIX} surrounded itself\nwith a veil of petals!");
  562. static const u8 sText_SweetVeilProtected[] = _("{B_DEF_NAME_WITH_PREFIX} surrounded itself\nwith a veil of sweetness!");
  563. static const u8 sText_AromaVeilProtected[] = _("{B_DEF_NAME_WITH_PREFIX} is protected\nby an aromatic veil!");
  564. static const u8 sText_CelebrateMessage[] = _("Congratulations, {B_PLAYER_NAME}!");
  565. static const u8 sText_UsedInstructedMove[] = _("{B_ATK_NAME_WITH_PREFIX} used the move\ninstructed by {B_BUFF1}!");
  566. static const u8 sText_LaserFocusMessage[] = _("{B_ATK_NAME_WITH_PREFIX}\nconcentrated intensely!");
  567. static const u8 sText_GemActivates[] = _("{B_LAST_ITEM} strengthened\n{B_ATK_NAME_WITH_PREFIX}'s power!");
  568. static const u8 sText_BerryDmgReducing[] = _("{B_LAST_ITEM} weakened the damage\nto {B_DEF_NAME_WITH_PREFIX}!");
  569. static const u8 sText_TargetAteItem[] = _("{B_DEF_NAME_WITH_PREFIX} ate its {B_LAST_ITEM}!");
  570. static const u8 sText_AirBalloonFloat[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} floats in the air\nwith its {B_LAST_ITEM}!");
  571. static const u8 sText_AirBalloonPop[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_LAST_ITEM} popped!");
  572. static const u8 sText_IncinerateBurn[] = _("{B_EFF_NAME_WITH_PREFIX}'s {B_LAST_ITEM}\nwas burnt up!");
  573. static const u8 sText_BugBite[] = _("{B_ATK_NAME_WITH_PREFIX} stole and ate\n{B_EFF_NAME_WITH_PREFIX}'s {B_LAST_ITEM}!");
  574. static const u8 sText_IllusionWoreOff[] = _("{B_DEF_NAME_WITH_PREFIX}'s Illusion wore off!");
  575. static const u8 sText_AttackerCuredTargetStatus[] = _("{B_ATK_NAME_WITH_PREFIX} cured\n{B_DEF_NAME_WITH_PREFIX}'s problem!");
  576. static const u8 sText_AttackerLostFireType[] = _("{B_ATK_NAME_WITH_PREFIX} burned itself out!");
  577. static const u8 sText_HealerCure[] = _("{B_ATK_NAME_WITH_PREFIX}'s {B_LAST_ABILITY}\ncured {B_SCR_ACTIVE_NAME_WITH_PREFIX}'s problem!");
  578. static const u8 sText_ReceiverAbilityTakeOver[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\nwas taken over!");
  579. static const u8 sText_PkmnAbsorbingPower[] = _("{B_ATK_NAME_WITH_PREFIX} is absorbing power!");
  580. static const u8 sText_NoOneWillBeAbleToRun[] = _("No one will be able to run away\nduring the next turn!");
  581. static const u8 sText_DestinyKnotActivates[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} fell in love\nfrom the {B_LAST_ITEM}!");
  582. static const u8 sText_CloakedInAFreezingLight[] = _("{B_ATK_NAME_WITH_PREFIX} became cloaked\nin a freezing light!");
  583. const u8 gText_PkmnIsEvolving[] = _("'Anda!\n¡{STR_VAR_1} está evolucionando!");
  584. const u8 gText_CongratsPkmnEvolved[] = _("¡Enhorabuena! ¡Tu {STR_VAR_1}\nse ha convertido en {STR_VAR_2}!{WAIT_SE}\p");
  585. const u8 gText_PkmnStoppedEvolving[] = _("¿Oh? ¡{STR_VAR_1}\ndejó de evolucionar!\p");
  586. const u8 gText_EllipsisQuestionMark[] = _("……?\p");
  587. const u8 gText_WhatWillPkmnDo[] = _("¿Qué hará\n{B_ACTIVE_NAME2}?");
  588. const u8 gText_WhatWillPkmnDo2[] = _("¿Qué hará\n{B_PLAYER_NAME}?");
  589. const u8 gText_WhatWillWallyDo[] = _("¿Qué hará\nMay?");
  590. const u8 gText_LinkStandby[] = _("{PAUSE 16}Link standby…");
  591. const u8 gText_BattleMenu[] = _("Lucha{CLEAR_TO 56}Mochila\nPokémon{CLEAR_TO 56}Huida");
  592. const u8 gText_SafariZoneMenu[] = _("BALL{CLEAR_TO 56}{POKEBLOCK}\nGO NEAR{CLEAR_TO 56}RUN");
  593. const u8 gText_MoveInterfacePP[] = _("PP ");
  594. const u8 gText_MoveInterfaceType[] = _("Tipo/");
  595. const u8 gText_MoveInterfacePpType[] = _("{PALETTE 5}{COLOR_HIGHLIGHT_SHADOW DYNAMIC_COLOR4 DYNAMIC_COLOR5 DYNAMIC_COLOR6}PP\nTipo/");
  596. const u8 gText_MoveInterfaceDynamicColors[] = _("{PALETTE 5}{COLOR_HIGHLIGHT_SHADOW DYNAMIC_COLOR4 DYNAMIC_COLOR5 DYNAMIC_COLOR6}");
  597. const u8 gText_WhichMoveToForget4[] = _("{PALETTE 5}{COLOR_HIGHLIGHT_SHADOW DYNAMIC_COLOR4 DYNAMIC_COLOR5 DYNAMIC_COLOR6}Which move should\nbe forgotten?");
  598. const u8 gText_BattleYesNoChoice[] = _("{PALETTE 5}{COLOR_HIGHLIGHT_SHADOW DYNAMIC_COLOR4 DYNAMIC_COLOR5 DYNAMIC_COLOR6}Sí\nNo");
  599. const u8 gText_BattleSwitchWhich[] = _("{PALETTE 5}{COLOR_HIGHLIGHT_SHADOW DYNAMIC_COLOR4 DYNAMIC_COLOR5 DYNAMIC_COLOR6}Switch\nwhich?");
  600. const u8 gText_BattleSwitchWhich2[] = _("{PALETTE 5}{COLOR_HIGHLIGHT_SHADOW DYNAMIC_COLOR4 DYNAMIC_COLOR5 DYNAMIC_COLOR6}");
  601. const u8 gText_BattleSwitchWhich3[] = _("{UP_ARROW}");
  602. const u8 gText_BattleSwitchWhich4[] = _("{ESCAPE 4}");
  603. const u8 gText_BattleSwitchWhich5[] = _("-");
  604. const u8 gText_SafariBalls[] = _("{HIGHLIGHT DARK_GREY}SAFARI BALLS");
  605. const u8 gText_SafariBallLeft[] = _("{HIGHLIGHT DARK_GREY}Left: $" "{HIGHLIGHT DARK_GREY}");
  606. const u8 gText_Sleep[] = _("sleep");
  607. const u8 gText_Poison[] = _("poison");
  608. const u8 gText_Burn[] = _("burn");
  609. const u8 gText_Paralysis[] = _("paralysis");
  610. const u8 gText_Ice[] = _("ice");
  611. const u8 gText_Confusion[] = _("confusion");
  612. const u8 gText_Love[] = _("love");
  613. const u8 gText_SpaceAndSpace[] = _(" and ");
  614. const u8 gText_CommaSpace[] = _(", ");
  615. const u8 gText_Space2[] = _(" ");
  616. const u8 gText_LineBreak[] = _("\l");
  617. const u8 gText_NewLine[] = _("\n");
  618. const u8 gText_Are[] = _("are");
  619. const u8 gText_Are2[] = _("are");
  620. const u8 gText_BadEgg[] = _("Bad EGG");
  621. const u8 gText_BattleWallyName[] = _("May");
  622. const u8 gText_Win[] = _("{HIGHLIGHT TRANSPARENT}Win");
  623. const u8 gText_Loss[] = _("{HIGHLIGHT TRANSPARENT}Loss");
  624. const u8 gText_Draw[] = _("{HIGHLIGHT TRANSPARENT}Draw");
  625. static const u8 sText_SpaceIs[] = _(" is");
  626. static const u8 sText_ApostropheS[] = _("'s");
  627.  
  628. static const u8 sATypeMove_Table[][17] =
  629. {
  630. _("a NORMAL move"),
  631. _("a FIGHTING move"),
  632. _("a FLYING move"),
  633. _("a POISON move"),
  634. _("a GROUND move"),
  635. _("a ROCK move"),
  636. _("a BUG move"),
  637. _("a GHOST move"),
  638. _("a STEEL move"),
  639. _("a ??? move"),
  640. _("a FIRE move"),
  641. _("a WATER move"),
  642. _("a GRASS move"),
  643. _("an ELECTRIC move"),
  644. _("a PSYCHIC move"),
  645. _("an ICE move"),
  646. _("a DRAGON move"),
  647. _("a DARK move"),
  648. _("a FAIRY move"),
  649. };
  650.  
  651. const u8 gText_BattleTourney[] = _("BATTLE TOURNEY");
  652. static const u8 sText_Round1[] = _("Round 1");
  653. static const u8 sText_Round2[] = _("Round 2");
  654. static const u8 sText_Semifinal[] = _("Semifinal");
  655. static const u8 sText_Final[] = _("Final");
  656. const u8 gText_TheGreatNewHope[] = _("The great new hope!\p");
  657. const u8 gText_WillChampinshipDreamComeTrue[] = _("Will the championship dream come true?!\p");
  658. const u8 gText_AFormerChampion[] = _("A former CHAMPION!\p");
  659. const u8 gText_ThePreviousChampion[] = _("The previous CHAMPION!\p");
  660. const u8 gText_TheUnbeatenChampion[] = _("The unbeaten CHAMPION!\p");
  661. const u8 gText_PlayerMon1Name[] = _("{B_PLAYER_MON1_NAME}");
  662. const u8 gText_Vs[] = _("VS");
  663. const u8 gText_OpponentMon1Name[] = _("{B_OPPONENT_MON1_NAME}");
  664. const u8 gText_Mind[] = _("Mind");
  665. const u8 gText_Skill[] = _("Skill");
  666. const u8 gText_Body[] = _("Body");
  667. const u8 gText_Judgement[] = _("{B_BUFF1}{CLEAR 13}Judgment{CLEAR 13}{B_BUFF2}");
  668. 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}!");
  669. static const u8 sText_Trainer2SentOutPkmn[] = _("{B_TRAINER2_CLASS} {B_TRAINER2_NAME} sent\nout {B_BUFF1}!");
  670. static const u8 sText_TwoTrainersWantToBattle[] = _("{B_TRAINER1_CLASS} {B_TRAINER1_NAME} and\n{B_TRAINER2_CLASS} {B_TRAINER2_NAME}\lwant to battle!\p");
  671. static const u8 sText_InGamePartnerSentOutZGoN[] = _("{B_PARTNER_CLASS} {B_PARTNER_NAME} sent\nout {B_PLAYER_MON2_NAME}!\lGo, {B_PLAYER_MON1_NAME}!");
  672. static const u8 sText_TwoInGameTrainersDefeated[] = _("{B_TRAINER1_CLASS} {B_TRAINER1_NAME} and\n{B_TRAINER2_CLASS} {B_TRAINER2_NAME}\lwere defeated!\p");
  673. static const u8 sText_Trainer2LoseText[] = _("{B_TRAINER2_LOSE_TEXT}");
  674. static const u8 sText_PkmnIncapableOfPower[] = _("{B_ATK_NAME_WITH_PREFIX} appears incapable\nof using its power!");
  675. static const u8 sText_GlintAppearsInEye[] = _("A glint appears in\n{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s eyes!");
  676. static const u8 sText_PkmnGettingIntoPosition[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} is getting into\nposition!");
  677. static const u8 sText_PkmnBeganGrowlingDeeply[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} began growling deeply!");
  678. static const u8 sText_PkmnEagerForMore[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} is eager for more!");
  679. static const u8 sText_RefIfNothingIsDecided[] = _("REFEREE: If nothing is decided in\n3 turns, we will go to judging!");
  680. static const u8 sText_RefThatsIt[] = _("REFEREE: That's it! We will now go to\njudging to determine the winner!");
  681. static const u8 sText_RefJudgeMind[] = _("REFEREE: Judging category 1, Mind!\nThe POKéMON showing the most guts!\p");
  682. static const u8 sText_RefJudgeSkill[] = _("REFEREE: Judging category 2, Skill!\nThe POKéMON using moves the best!\p");
  683. static const u8 sText_RefJudgeBody[] = _("REFEREE: Judging category 3, Body!\nThe POKéMON with the most vitality!\p");
  684. static const u8 sText_RefJudgement1[] = _("REFEREE: Judgment: {B_BUFF1} to {B_BUFF2}!\nThe winner is {B_PLAYER_NAME}'s {B_PLAYER_MON1_NAME}!\p");
  685. static const u8 sText_RefJudgement2[] = _("REFEREE: Judgment: {B_BUFF1} to {B_BUFF2}!\nThe winner is {B_TRAINER1_NAME}'s {B_OPPONENT_MON1_NAME}!\p");
  686. static const u8 sText_RefJudgement3[] = _("REFEREE: Judgment: 3 to 3!\nWe have a draw!\p");
  687. static const u8 sText_DefeatedOpponentByReferee[] = _("{B_PLAYER_MON1_NAME} defeated the opponent\n{B_OPPONENT_MON1_NAME} in a REFEREE's decision!");
  688. static const u8 sText_LostToOpponentByReferee[] = _("{B_PLAYER_MON1_NAME} lost to the opponent\n{B_OPPONENT_MON1_NAME} in a REFEREE's decision!");
  689. static const u8 sText_TiedOpponentByReferee[] = _("{B_PLAYER_MON1_NAME} tied the opponent\n{B_OPPONENT_MON1_NAME} in a REFEREE's decision!");
  690. static const u8 sText_RefCommenceBattle[] = _("REFEREE: {B_PLAYER_MON1_NAME} VS {B_OPPONENT_MON1_NAME}!\nCommence battling!");
  691. static const u8 sText_QuestionForfeitMatch[] = _("Would you like to forfeit the match\nand quit now?");
  692. static const u8 sText_ForfeitedMatch[] = _("{B_PLAYER_NAME} forfeited the match!");
  693. static const u8 sText_Trainer1WinText[] = _("{B_TRAINER1_WIN_TEXT}");
  694. static const u8 sText_Trainer2WinText[] = _("{B_TRAINER2_WIN_TEXT}");
  695. static const u8 sText_Trainer1Fled[] = _( "{PLAY_SE 0x0011}{B_TRAINER1_CLASS} {B_TRAINER1_NAME} fled!");
  696. static const u8 sText_PlayerLostAgainstTrainer1[] = _("Player lost against\n{B_TRAINER1_CLASS} {B_TRAINER1_NAME}!");
  697. static const u8 sText_PlayerBattledToDrawTrainer1[] = _("Player battled to a draw against\n{B_TRAINER1_CLASS} {B_TRAINER1_NAME}!");
  698. const u8 gText_RecordBattleToPass[] = _("Would you like to record your battle\non your FRONTIER PASS?");
  699. const u8 gText_BattleRecordedOnPass[] = _("{B_PLAYER_NAME}'s battle result was recorded\non the FRONTIER PASS.");
  700. static const u8 sText_LinkTrainerWantsToBattlePause[] = _("{B_LINK_OPPONENT1_NAME}\nwants to battle!{PAUSE 49}");
  701. static const u8 sText_TwoLinkTrainersWantToBattlePause[] = _("{B_LINK_OPPONENT1_NAME} and {B_LINK_OPPONENT2_NAME}\nwant to battle!{PAUSE 49}");
  702. static const u8 sText_Your1[] = _("Your");
  703. static const u8 sText_Opposing1[] = _("The opposing");
  704. static const u8 sText_Your2[] = _("your");
  705. static const u8 sText_Opposing2[] = _("the opposing");
  706.  
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