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- static const u8 sText_Trainer1LoseText[] = _("{B_TRAINER1_LOSE_TEXT}");
- static const u8 sText_PkmnGainedEXP[] = _("¡{B_BUFF1} ganó\n{B_BUFF3} puntos de Exp.{B_BUFF2}!\p");
- static const u8 sText_EmptyString4[] = _("");
- static const u8 sText_ABoosted[] = _(" adicionales");
- static const u8 sText_PkmnGrewToLv[] = _("¡{B_BUFF1} subió\nal nivel {B_BUFF2}!{WAIT_SE}\p");
- static const u8 sText_PkmnLearnedMove[] = _("¡{B_BUFF1} aprendió\n{B_BUFF2}!{WAIT_SE}\p");
- static const u8 sText_TryToLearnMove1[] = _("{B_BUFF1} intenta\naprender {B_BUFF2}.\p");
- static const u8 sText_TryToLearnMove2[] = _("Pero {B_BUFF1} no puede aprender\nmás de cuatro movimientos.\p");
- static const u8 sText_TryToLearnMove3[] = _("¿Quieres sustituir uno de esos\nmovimientos por {B_BUFF2}?");
- static const u8 sText_PkmnForgotMove[] = _("{B_BUFF1} olvidó\n{B_BUFF2}.\p");
- static const u8 sText_StopLearningMove[] = _("{PAUSE 32}¿Deja de aprender\n{B_BUFF2}?");
- static const u8 sText_DidNotLearnMove[] = _("{B_BUFF1} no aprendió\n{B_BUFF2}.\p");
- static const u8 sText_UseNextPkmn[] = _("¿Usas el siguiente POKéMON?");
- static const u8 sText_AttackMissed[] = _("¡El ataque de \n{B_ATK_NAME_WITH_PREFIX} falló!");
- static const u8 sText_PkmnProtectedItself[] = _("¡{B_DEF_NAME_WITH_PREFIX}\nse ha protegido!");
- static const u8 sText_AvoidedDamage[] = _("¡{B_DEF_NAME_WITH_PREFIX} se\nprotegió con {B_DEF_ABILITY}!");
- static const u8 sText_PkmnMakesGroundMiss[] = _("¡{B_DEF_NAME_WITH_PREFIX} impide ataques\nde Tierra con {B_DEF_ABILITY}!");
- static const u8 sText_PkmnAvoidedAttack[] = _("¡{B_DEF_NAME_WITH_PREFIX} esquivó\nel ataque!");
- static const u8 sText_ItDoesntAffect[] = _("No afecta a\n{B_DEF_NAME_WITH_PREFIX}…");
- static const u8 sText_AttackerFainted[] = _("¡{B_ATK_NAME_WITH_PREFIX}\nse debilitó!\p");
- static const u8 sText_TargetFainted[] = _("¡{B_DEF_NAME_WITH_PREFIX}\nse debilitó!\p");
- static const u8 sText_PlayerGotMoney[] = _("¡{B_PLAYER_NAME} obtuvo {B_BUFF1}¥\npor la victoria!\p");
- static const u8 sText_PlayerWhiteout[] = _("¡A {B_PLAYER_NAME} no le\nquedan POKéMON!\p");
- static const u8 sText_PlayerWhiteout2[] = _("¡{B_PLAYER_NAME} está fuera\nde combate!{PAUSE_UNTIL_PRESS}");
- static const u8 sText_PreventsEscape[] = _("¡{B_SCR_ACTIVE_NAME_WITH_PREFIX} impide la\nhuida con {B_SCR_ACTIVE_ABILITY}!\p");
- static const u8 sText_CantEscape2[] = _("¡No puedes huir!\p");
- static const u8 sText_AttackerCantEscape[] = _("¡{B_ATK_NAME_WITH_PREFIX} no puede escapar!");
- static const u8 sText_HitXTimes[] = _("Nº de golpes: {B_BUFF1}.");
- static const u8 sText_PkmnFellAsleep[] = _("¡{B_EFF_NAME_WITH_PREFIX}\nse durmió!");
- static const u8 sText_PkmnMadeSleep[] = _("¡{B_SCR_ACTIVE_ABILITY} de {B_SCR_ACTIVE_NAME_WITH_PREFIX}\ndurmió a {B_EFF_NAME_WITH_PREFIX}!");
- static const u8 sText_PkmnAlreadyAsleep[] = _("¡{B_DEF_NAME_WITH_PREFIX}\nestá dormido!");
- static const u8 sText_PkmnAlreadyAsleep2[] = _("¡{B_ATK_NAME_WITH_PREFIX}\nestá dormido!");
- static const u8 sText_PkmnWasntAffected[] = _("¡{B_DEF_NAME_WITH_PREFIX} no se\nvio afectado!");
- static const u8 sText_PkmnWasPoisoned[] = _("¡{B_EFF_NAME_WITH_PREFIX}\nfue envenenado!");
- static const u8 sText_PkmnPoisonedBy[] = _("¡{B_BUFF1} de {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nenvenenó a {B_EFF_NAME_WITH_PREFIX}!");
- static const u8 sText_PkmnHurtByPoison[] = _("¡El veneno resta salud\na {B_ATK_NAME_WITH_PREFIX}!");
- static const u8 sText_PkmnAlreadyPoisoned[] = _("¡{B_DEF_NAME_WITH_PREFIX} ya está\nenvenenado!");
- static const u8 sText_PkmnBadlyPoisoned[] = _("¡{B_EFF_NAME_WITH_PREFIX} fue\ngravemente envenenado!");
- static const u8 sText_PkmnEnergyDrained[] = _("¡{B_DEF_NAME_WITH_PREFIX} ha perdido\nenergía!");
- static const u8 sText_PkmnWasBurned[] = _("¡{B_EFF_NAME_WITH_PREFIX} se ha quemado!");
- static const u8 sText_PkmnBurnedBy[] = _("¡{B_SCR_ACTIVE_ABILITY} de {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nquemó a {B_EFF_NAME_WITH_PREFIX}!");
- static const u8 sText_PkmnHurtByBurn[] = _("¡{B_ATK_NAME_WITH_PREFIX} se resiente\nde la quemadura!");
- static const u8 sText_PkmnAlreadyHasBurn[] = _("{B_DEF_NAME_WITH_PREFIX}\nya está quemado.");
- static const u8 sText_PkmnWasFrozen[] = _("¡{B_EFF_NAME_WITH_PREFIX} fue\ncongelado!");
- static const u8 sText_PkmnFrozenBy[] = _("¡{B_SCR_ACTIVE_ABILITY} de {B_SCR_ACTIVE_NAME_WITH_PREFIX}\ncongeló a {B_EFF_NAME_WITH_PREFIX}!");
- static const u8 sText_PkmnIsFrozen[] = _("¡{B_ATK_NAME_WITH_PREFIX} está\ncongelado!");
- static const u8 sText_PkmnWasDefrosted[] = _("¡{B_DEF_NAME_WITH_PREFIX} ya\nno está congelado!");
- static const u8 sText_PkmnWasDefrosted2[] = _("¡{B_ATK_NAME_WITH_PREFIX} ya\nno está congelado!");
- static const u8 sText_PkmnWasDefrostedBy[] = _("¡{B_CURRENT_MOVE} descongeló\na {B_ATK_NAME_WITH_PREFIX}!");
- static const u8 sText_PkmnWasParalyzed[] = _("¡{B_EFF_NAME_WITH_PREFIX} está paralizado!\n¡Quizá no se pueda mover!");
- 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!");
- static const u8 sText_PkmnIsParalyzed[] = _("¡{B_ATK_NAME_WITH_PREFIX} está paralizado!\n¡No se puede mover!");
- static const u8 sText_PkmnIsAlreadyParalyzed[] = _("¡{B_DEF_NAME_WITH_PREFIX} ya\nestá paralizado!");
- static const u8 sText_PkmnHealedParalysis[] = _("¡{B_DEF_NAME_WITH_PREFIX} ya\nno está paralizado!");
- static const u8 sText_PkmnDreamEaten[] = _("¡Se comió el sueño\nde {B_DEF_NAME_WITH_PREFIX}!");
- static const u8 sText_StatsWontIncrease[] = _("¡{B_BUFF1} de {B_ATK_NAME_WITH_PREFIX}\nno subirá más!");
- static const u8 sText_StatsWontDecrease[] = _("¡{B_BUFF1} de {B_DEF_NAME_WITH_PREFIX}\nno bajará más!");
- static const u8 sText_TeamStoppedWorking[] = _("¡{B_BUFF1} no funciona\nen tu equipo!");
- static const u8 sText_FoeStoppedWorking[] = _("¡{B_BUFF1} no funciona\nen el equipo rival!");
- static const u8 sText_PkmnIsConfused[] = _("¡{B_ATK_NAME_WITH_PREFIX} está\nconfuso!");
- static const u8 sText_PkmnHealedConfusion[] = _("¡{B_ATK_NAME_WITH_PREFIX} ya\nno está confuso!");
- static const u8 sText_PkmnWasConfused[] = _("¡{B_EFF_NAME_WITH_PREFIX} se\nencuentra confuso!");
- static const u8 sText_PkmnAlreadyConfused[] = _("¡{B_DEF_NAME_WITH_PREFIX} ya\nestá confuso!");
- static const u8 sText_PkmnFellInLove[] = _("¡{B_DEF_NAME_WITH_PREFIX} se ha\nenamorado!");
- static const u8 sText_PkmnInLove[] = _("¡{B_ATK_NAME_WITH_PREFIX} se ha enamorado\nde {B_SCR_ACTIVE_NAME_WITH_PREFIX}!");
- static const u8 sText_PkmnImmobilizedByLove[] = _("¡El amor impide que\n{B_ATK_NAME_WITH_PREFIX} ataque!");
- static const u8 sText_PkmnBlownAway[] = _("¡{B_DEF_NAME_WITH_PREFIX} fue\narrastrado!");
- static const u8 sText_PkmnChangedType[] = _("¡{B_ATK_NAME_WITH_PREFIX} ha cambiado\nal tipo {B_BUFF1}!");
- static const u8 sText_PkmnFlinched[] = _("¡{B_ATK_NAME_WITH_PREFIX} retrocedió!");
- static const u8 sText_PkmnRegainedHealth[] = _("¡{B_DEF_NAME_WITH_PREFIX} recuperó\nsalud!");
- static const u8 sText_PkmnHPFull[] = _("¡Los PS de {B_DEF_NAME_WITH_PREFIX} están\nal máximo!");
- static const u8 sText_PkmnRaisedSpDef[] = _("¡{B_CURRENT_MOVE} de {B_ATK_PREFIX2}\nsubió la Def. Esp.!");
- static const u8 sText_PkmnRaisedSpDefALittle[] = _("¡{B_CURRENT_MOVE} de {B_ATK_PREFIX2}\nsubió algo la Def. Esp.!");
- static const u8 sText_PkmnRaisedDef[] = _("¡{B_CURRENT_MOVE} de {B_ATK_PREFIX2}\nsubió la Defensa!");
- static const u8 sText_PkmnRaisedDefALittle[] = _("¡{B_CURRENT_MOVE} de {B_ATK_PREFIX2}\nsubió algo la Defensa!");
- static const u8 sText_PkmnCoveredByVeil[] = _("¡{B_ATK_PREFIX2} se\nprotegió con Velo Sagrado!");
- static const u8 sText_PkmnUsedSafeguard[] = _("¡{B_DEF_NAME_WITH_PREFIX} está protegido\npor Velo Sagrado!");
- static const u8 sText_PkmnSafeguardExpired[] = _("¡Velo Sagrado de {B_ATK_PREFIX3}\ndejó de hacer efeecto!");
- static const u8 sText_PkmnWentToSleep[] = _("¡{B_ATK_NAME_WITH_PREFIX} se fue\na dormir!");
- static const u8 sText_PkmnSleptHealthy[] = _("¡{B_ATK_NAME_WITH_PREFIX} recuperó\nsalud durmiendo!");
- static const u8 sText_PkmnWhippedWhirlwind[] = _("¡{B_ATK_NAME_WITH_PREFIX} provocó\nun remolino!");
- static const u8 sText_PkmnTookSunlight[] = _("¡{B_ATK_NAME_WITH_PREFIX} absorbió\nluz solar!");
- static const u8 sText_PkmnLoweredHead[] = _("¡{B_ATK_NAME_WITH_PREFIX} bajó\nla cabeza!");
- static const u8 sText_PkmnIsGlowing[] = _("¡{B_ATK_NAME_WITH_PREFIX} está rodeado\nde una luz brillante!");
- static const u8 sText_PkmnFlewHigh[] = _("¡{B_ATK_NAME_WITH_PREFIX} voló\nmuy alto!");
- static const u8 sText_PkmnDugHole[] = _("¡{B_ATK_NAME_WITH_PREFIX} se\nocultó en un agujero!");
- static const u8 sText_PkmnHidUnderwater[] = _("¡{B_ATK_NAME_WITH_PREFIX} se ocultó\nbajo agua!");
- static const u8 sText_PkmnSprangUp[] = _("¡{B_ATK_NAME_WITH_PREFIX} dio un\nsalto tremendoo!");
- static const u8 sText_PkmnSqueezedByBind[] = _("¡Atadura de {B_ATK_NAME_WITH_PREFIX}\noprime a {B_DEF_NAME_WITH_PREFIX}!");
- static const u8 sText_PkmnTrappedInVortex[] = _("¡{B_DEF_NAME_WITH_PREFIX} fue atrapado\nen el torbellino!");
- static const u8 sText_PkmnTrappedBySandTomb[] = _("¡Bucle Arena atrapó\na {B_DEF_NAME_WITH_PREFIX}!");
- static const u8 sText_PkmnWrappedBy[] = _("¡{B_DEF_NAME_WITH_PREFIX} fue atrapado por\nRepetición de {B_ATK_NAME_WITH_PREFIX}!");
- static const u8 sText_PkmnClamped[] = _("¡{B_ATK_NAME_WITH_PREFIX} atenazó\na {B_DEF_NAME_WITH_PREFIX}!");
- static const u8 sText_PkmnHurtBy[] = _("¡{B_BUFF1} ha herido\nha {B_ATK_NAME_WITH_PREFIX}!");
- static const u8 sText_PkmnFreedFrom[] = _("¡{B_ATK_NAME_WITH_PREFIX} se liberó\nde {B_BUFF1}!");
- static const u8 sText_PkmnCrashed[] = _("¡{B_ATK_NAME_WITH_PREFIX} falló\ny se cayó!");
- const u8 gText_PkmnShroudedInMist[] = _("¡Neblina ha cubierto\na {B_ATK_PREFIX2}!");
- static const u8 sText_PkmnProtectedByMist[] = _("¡{B_SCR_ACTIVE_NAME_WITH_PREFIX} se ha\nprotegido con Neblina!");
- const u8 gText_PkmnGettingPumped[] = _("¡{B_ATK_NAME_WITH_PREFIX} se está\npreparando para luchar!");
- static const u8 sText_PkmnHitWithRecoil[] = _("¡{B_ATK_NAME_WITH_PREFIX} también\nse ha hecho daño!");
- static const u8 sText_PkmnProtectedItself2[] = _("¡{B_ATK_NAME_WITH_PREFIX} se\nestá protegiendo!");
- static const u8 sText_PkmnBuffetedBySandstorm[] = _("¡Tormenta Arena zarandea\na {B_ATK_NAME_WITH_PREFIX}!");
- static const u8 sText_PkmnPeltedByHail[] = _("¡Granizo golpea\na {B_ATK_NAME_WITH_PREFIX}!");
- static const u8 sText_PkmnsXWoreOff[] = _("¡{B_BUFF1} de {B_ATK_PREFIX1}\nse agotó!");
- static const u8 sText_PkmnSeeded[] = _("¡{B_DEF_NAME_WITH_PREFIX} fue infectado!");
- static const u8 sText_PkmnEvadedAttack[] = _("¡{B_DEF_NAME_WITH_PREFIX} esquivó\nel ataque!");
- static const u8 sText_PkmnSappedByLeechSeed[] = _("¡Drenadoras restó\nsalud a {B_ATK_NAME_WITH_PREFIX}!");
- static const u8 sText_PkmnFastAsleep[] = _("{B_ATK_NAME_WITH_PREFIX} está\ndormido.");
- static const u8 sText_PkmnWokeUp[] = _("¡{B_ATK_NAME_WITH_PREFIX} se despertó!");
- static const u8 sText_PkmnUproarKeptAwake[] = _("¡Pero el Alboroto\nde {B_SCR_ACTIVE_NAME_WITH_PREFIX} no le deja dormir!");
- static const u8 sText_PkmnWokeUpInUproar[] = _("¡Alboroto despertó a\n{B_ATK_NAME_WITH_PREFIX}!");
- static const u8 sText_PkmnCausedUproar[] = _("¡{B_ATK_NAME_WITH_PREFIX} montó\nun Alboroto!");
- static const u8 sText_PkmnMakingUproar[] = _("{B_ATK_NAME_WITH_PREFIX} está montando\nun Alboroto!");
- static const u8 sText_PkmnCalmedDown[] = _("{B_ATK_NAME_WITH_PREFIX} se tranquilizó.");
- static const u8 sText_PkmnCantSleepInUproar[] = _("¡Pero {B_DEF_NAME_WITH_PREFIX} no puede\ndormir con el Alboroto!");
- static const u8 sText_PkmnStockpiled[] = _("¡{B_ATK_NAME_WITH_PREFIX} reservó\n{B_BUFF1}!");
- static const u8 sText_PkmnCantStockpile[] = _("¡{B_ATK_NAME_WITH_PREFIX} no puede\nreservar más!");
- static const u8 sText_PkmnCantSleepInUproar2[] = _("¡Pero {B_DEF_NAME_WITH_PREFIX} no puede\ndormir con el Alboroto!");
- static const u8 sText_UproarKeptPkmnAwake[] = _("¡Pero el Alboroto mantuvo\ndespierto a {B_DEF_NAME_WITH_PREFIX}!");
- static const u8 sText_PkmnStayedAwakeUsing[] = _("¡{B_DEF_NAME_WITH_PREFIX} se mantuvo\ndespierto con {B_DEF_ABILITY}!");
- static const u8 sText_PkmnStoringEnergy[] = _("¡{B_ATK_NAME_WITH_PREFIX} está acumulando\nenergía!");
- static const u8 sText_PkmnUnleashedEnergy[] = _("¡{B_ATK_NAME_WITH_PREFIX} liberó\nenergía!");
- static const u8 sText_PkmnFatigueConfusion[] = _("¡El cansancio terminó\nconfundió a {B_ATK_NAME_WITH_PREFIX}!");
- static const u8 sText_PkmnPickedUpItem[] = _("¡{B_PLAYER_NAME} recogió\n¥{B_BUFF1}!\p");
- static const u8 sText_PkmnUnaffected[] = _("¡No afectó a\n{B_DEF_NAME_WITH_PREFIX}!");
- static const u8 sText_PkmnTransformedInto[] = _("¡{B_ATK_NAME_WITH_PREFIX} se transformó\nen {B_BUFF1}!");
- static const u8 sText_PkmnMadeSubstitute[] = _("¡{B_ATK_NAME_WITH_PREFIX} creó\nun Sustituto!");
- static const u8 sText_PkmnHasSubstitute[] = _("¡{B_ATK_NAME_WITH_PREFIX} ya tiene\nun Sustituto!");
- static const u8 sText_SubstituteDamaged[] = _("¡El Sustituto recibe el daño\nen lugar de {B_DEF_NAME_WITH_PREFIX}!\p");
- static const u8 sText_PkmnSubstituteFaded[] = _("¡El Sustituo de {B_DEF_NAME_WITH_PREFIX}\nse debilitó!\p");
- static const u8 sText_PkmnMustRecharge[] = _("¡{B_ATK_NAME_WITH_PREFIX} necesita\nrecuperarse de su ataque!");
- static const u8 sText_PkmnRageBuilding[] = _("¡La Furia de {B_DEF_NAME_WITH_PREFIX}\nestá creciendo!");
- static const u8 sText_PkmnMoveWasDisabled[] = _("¡{B_DEF_NAME_WITH_PREFIX} de {B_BUFF1}\nfue desactivado con Anulación!");
- static const u8 sText_PkmnMoveDisabledNoMore[] = _("¡{B_ATK_NAME_WITH_PREFIX} se\nha libertado de Anulación!");
- static const u8 sText_PkmnGotEncore[] = _("¡{B_DEF_NAME_WITH_PREFIX} sufrió los\nefectos de anulación!");
- static const u8 sText_PkmnEncoreEnded[] = _("¡Otra Vez ya no hace\nefecto en {B_ATK_NAME_WITH_PREFIX}!");
- static const u8 sText_PkmnTookAim[] = _("¡{B_ATK_NAME_WITH_PREFIX} apuntó\na {B_DEF_NAME_WITH_PREFIX}!");
- static const u8 sText_PkmnSketchedMove[] = _("¡{B_ATK_NAME_WITH_PREFIX} usó Esquema\nen {B_BUFF1}!");
- static const u8 sText_PkmnTryingToTakeFoe[] = _("¡{B_ATK_NAME_WITH_PREFIX} intenta\nllevarse a su rival!");
- static const u8 sText_PkmnTookFoe[] = _("¡{B_DEF_NAME_WITH_PREFIX} se llevó\n a{B_ATK_NAME_WITH_PREFIX}!");
- static const u8 sText_PkmnReducedPP[] = _("¡Redujo {B_BUFF1}\nde {B_DEF_NAME_WITH_PREFIX} en {B_BUFF2}!");
- static const u8 sText_PkmnStoleItem[] = _("¡{B_ATK_NAME_WITH_PREFIX} robó\n{B_LAST_ITEM} de {B_DEF_NAME_WITH_PREFIX}!");
- static const u8 sText_TargetCantEscapeNow[] = _("¡{B_DEF_NAME_WITH_PREFIX} no\npuede escapar!");
- static const u8 sText_PkmnFellIntoNightmare[] = _("¡{B_DEF_NAME_WITH_PREFIX} caew en\nuna Pesadilla!");
- static const u8 sText_PkmnLockedInNightmare[] = _("¡{B_ATK_NAME_WITH_PREFIX} está inmerso\nen una Pesadilla!");
- static const u8 sText_PkmnLaidCurse[] = _("¡{B_ATK_NAME_WITH_PREFIX} reduce sus PS\ny maldice a {B_DEF_NAME_WITH_PREFIX}!");
- static const u8 sText_PkmnAfflictedByCurse[] = _("¡{B_ATK_NAME_WITH_PREFIX} es víctima\nde una maldición!");
- static const u8 sText_SpikesScattered[] = _("¡El equipo enemigo ha sido\nrodeado de Púas!");
- static const u8 sText_PkmnHurtBySpikes[] = _("¡{B_SCR_ACTIVE_NAME_WITH_PREFIX} ha sido\nherido por las Púas!");
- static const u8 sText_PkmnIdentified[] = _("¡{B_ATK_NAME_WITH_PREFIX} identificó\na {B_DEF_NAME_WITH_PREFIX}!");
- static const u8 sText_PkmnPerishCountFell[] = _("¡Contador de salur de\n{B_ATK_NAME_WITH_PREFIX} bajó a {B_BUFF1}!");
- static const u8 sText_PkmnBracedItself[] = _("¡{B_ATK_NAME_WITH_PREFIX} se ha fortalecido!");
- static const u8 sText_PkmnEnduredHit[] = _("¡{B_DEF_NAME_WITH_PREFIX} aguantó\nel golpe!");
- static const u8 sText_MagnitudeStrength[] = _("¡Magnitud {B_BUFF1}!");
- static const u8 sText_PkmnCutHPMaxedAttack[] = _("¡{B_ATK_NAME_WITH_PREFIX} redujo su PS\ny mejoró su Ataque!");
- static const u8 sText_PkmnCopiedStatChanges[] = _("¡{B_ATK_NAME_WITH_PREFIX} copió las nuevas\ncaracterísticas de {B_DEF_NAME_WITH_PREFIX}!");
- static const u8 sText_PkmnGotFree[] = _("¡{B_ATK_NAME_WITH_PREFIX} se liberó de\n{B_BUFF1} de {B_DEF_NAME_WITH_PREFIX}!");
- static const u8 sText_PkmnShedLeechSeed[] = _("¡{B_ATK_NAME_WITH_PREFIX} se\nliberó de Drenadoras!");
- static const u8 sText_PkmnBlewAwaySpikes[] = _("¡{B_ATK_NAME_WITH_PREFIX} se\nliberó de Púas!");
- static const u8 sText_PkmnFledFromBattle[] = _("¡{B_ATK_NAME_WITH_PREFIX} huyó del\ncombate!");
- static const u8 sText_PkmnForesawAttack[] = _("¡{B_ATK_NAME_WITH_PREFIX} previó\nun ataque!");
- static const u8 sText_PkmnTookAttack[] = _("¡{B_DEF_NAME_WITH_PREFIX} tomó\nel ataque de {B_BUFF1}!");
- static const u8 sText_PkmnChoseXAsDestiny[] = _("¡{B_ATK_NAME_WITH_PREFIX} usará\n{B_CURRENT_MOVE} más adelante!");
- static const u8 sText_PkmnAttack[] = _("¡Ataque de {B_BUFF1}!");
- static const u8 sText_PkmnCenterAttention[] = _("¡{B_ATK_NAME_WITH_PREFIX}se convirtió en\nel centro de atención!");
- static const u8 sText_PkmnChargingPower[] = _("¡{B_ATK_NAME_WITH_PREFIX} comenzó\na cargar energía!");
- static const u8 sText_NaturePowerTurnedInto[] = _("¡Adaptación se convritió\nen {B_CURRENT_MOVE}!");
- static const u8 sText_PkmnStatusNormal[] = _("¡El estado de {B_ATK_NAME_WITH_PREFIX}\nregresó a la normalidad!");
- static const u8 sText_PkmnSubjectedToTorment[] = _("¡{B_DEF_NAME_WITH_PREFIX} es víctima\nde tormento!");
- static const u8 sText_PkmnTighteningFocus[] = _("¡{B_ATK_NAME_WITH_PREFIX} está reforzando\nsu concentración!");
- static const u8 sText_PkmnFellForTaunt[] = _("¡{B_DEF_NAME_WITH_PREFIX} se dejó\nengañar por Mofa!");
- static const u8 sText_PkmnReadyToHelp[] = _("¡{B_ATK_NAME_WITH_PREFIX} está listo para\nayudar a {B_DEF_NAME_WITH_PREFIX}!");
- static const u8 sText_PkmnSwitchedItems[] = _("¡{B_ATK_NAME_WITH_PREFIX} provocó\nun cambio de objeto!");
- static const u8 sText_PkmnObtainedX[] = _("{B_ATK_NAME_WITH_PREFIX} obtuvo\n{B_BUFF1}.");
- static const u8 sText_PkmnObtainedX2[] = _("{B_DEF_NAME_WITH_PREFIX} obtuvo\n{B_BUFF2}.");
- static const u8 sText_PkmnObtainedXYObtainedZ[] = _("{B_ATK_NAME_WITH_PREFIX} obtuvo\n{B_BUFF1}.\p{B_DEF_NAME_WITH_PREFIX} obtuvo\n{B_BUFF2}.");
- static const u8 sText_PkmnCopiedFoe[] = _("¡{B_ATK_NAME_WITH_PREFIX} copió\n{B_DEF_ABILITY} de {B_DEF_NAME_WITH_PREFIX}!");
- static const u8 sText_PkmnMadeWish[] = _("¡{B_ATK_NAME_WITH_PREFIX} pidió un Deseo!");
- static const u8 sText_PkmnWishCameTrue[] = _("¡El Deseo de {B_BUFF1}\nse hizo realidad!");
- static const u8 sText_PkmnPlantedRoots[] = _("¡{B_ATK_NAME_WITH_PREFIX} echó raíces!");
- static const u8 sText_PkmnAbsorbedNutrients[] = _("¡{B_ATK_NAME_WITH_PREFIX} absorvió\nnutrientes con las raíces!");
- static const u8 sText_PkmnAnchoredItself[] = _("¡{B_DEF_NAME_WITH_PREFIX} se ancló\ncon las raíces!");
- static const u8 sText_PkmnWasMadeDrowsy[] = _("¡{B_ATK_NAME_WITH_PREFIX} adormeció\na {B_DEF_NAME_WITH_PREFIX}!");
- static const u8 sText_PkmnKnockedOff[] = _("¡{B_ATK_NAME_WITH_PREFIX} echó abajo\n{B_LAST_ITEM} de {B_DEF_NAME_WITH_PREFIX}!");
- static const u8 sText_PkmnSwappedAbilities[] = _("¡{B_ATK_NAME_WITH_PREFIX} intercambió\nsu habilidad especial!");
- static const u8 sText_PkmnSealedOpponentMove[] = _("¡{B_ATK_NAME_WITH_PREFIX} selló\nmovimientos del oponente!");
- static const u8 sText_PkmnWantsGrudge[] = _("¡{B_ATK_NAME_WITH_PREFIX} provoca\nRabia a su rival!");
- static const u8 sText_PkmnLostPPGrudge[] = _("¡La Rabia hizo que {B_BUFF1} de\n{B_ATK_NAME_WITH_PREFIX} se quedara sin PP!");
- static const u8 sText_PkmnShroudedItself[] = _("¡{B_ATK_NAME_WITH_PREFIX} se cubrió\ncon {B_CURRENT_MOVE}!");
- static const u8 sText_PkmnMoveBounced[] = _("¡Capa Mágica hizo rebotar\n{B_CURRENT_MOVE} de {B_ATK_NAME_WITH_PREFIX}!");
- static const u8 sText_PkmnWaitsForTarget[] = _("¡{B_ATK_NAME_WITH_PREFIX} espera a que su\nrival haga algún movimiento!");
- static const u8 sText_PkmnSnatchedMove[] = _("¡{B_DEF_NAME_WITH_PREFIX} robó el\nmovimiento de {B_SCR_ACTIVE_NAME_WITH_PREFIX}!");
- static const u8 sText_ElectricityWeakened[] = _("¡Se han debilitado los\nataques Eléctricos!");
- static const u8 sText_FireWeakened[] = _("¡Se han debilitado los\nataques de Fuego!");
- static const u8 sText_XFoundOneY[] = _("¡{B_ATK_NAME_WITH_PREFIX} encontró una\nunidad de {B_LAST_ITEM}!");
- static const u8 sText_SoothingAroma[] = _("¡Un balsámico aroma\nimpregnó la zona!");
- static const u8 sText_ItemsCantBeUsedNow[] = _("Aquí no se pueden usar objetos.{PAUSE 64}");
- static const u8 sText_ForXCommaYZ[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} encuentra\n{B_LAST_ITEM} {B_BUFF1}");
- static const u8 sText_PkmnUsedXToGetPumped[] = _("¡{B_SCR_ACTIVE_NAME_WITH_PREFIX} usa {B_LAST_ITEM}\npara potenciar los golpes críticos!");
- static const u8 sText_PkmnLostFocus[] = _("¡{B_ATK_NAME_WITH_PREFIX} se desconcentró\ny quedó inmovilizado!");
- static const u8 sText_PkmnWasDraggedOut[] = _("¡{B_DEF_NAME_WITH_PREFIX} fue\narrastrado al combate!\p");
- static const u8 sText_TheWallShattered[] = _("¡Destruyó la protección!");
- static const u8 sText_ButNoEffect[] = _("¡Pero no surtió efecto!");
- static const u8 sText_PkmnHasNoMovesLeft[] = _("¡A {B_ACTIVE_NAME_WITH_PREFIX} no le quedan\nmás movimientos!\p");
- static const u8 sText_PkmnMoveIsDisabled[] = _("¡{B_ACTIVE_NAME_WITH_PREFIX} no puede usar\n{B_CURRENT_MOVE} por culpa de Anulación\p");
- static const u8 sText_PkmnCantUseMoveTorment[] = _("¡{B_ACTIVE_NAME_WITH_PREFIX} no puede usar el\nmismo movimiento dos veces\lseguidas debido a Tormento.\p");
- static const u8 sText_PkmnCantUseMoveTaunt[] = _("¡{B_ACTIVE_NAME_WITH_PREFIX} no puede usar\n{B_CURRENT_MOVE} debido a Mofa!\p");
- static const u8 sText_PkmnCantUseMoveSealed[] = _("¡{B_ACTIVE_NAME_WITH_PREFIX} no puede usar\n{B_CURRENT_MOVE} porque está sellado!\p");
- static const u8 sText_PkmnCantUseMoveThroatChop[] = _("¡{B_ACTIVE_NAME_WITH_PREFIX} no puede usar\n{B_CURRENT_MOVE} debido a Golpe Mordaza!\p");
- static const u8 sText_PkmnMadeItRain[] = _("¡{B_SCR_ACTIVE_ABILITY} de {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nhizo llover!");
- static const u8 sText_PkmnRaisedSpeed[] = _("¡{B_SCR_ACTIVE_ABILITY} de {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nsubió su Velocidad!");
- static const u8 sText_PkmnProtectedBy[] = _("¡{B_DEF_NAME_WITH_PREFIX} está protegido\npor {B_DEF_ABILITY}!");
- 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}!");
- static const u8 sText_PkmnRestoredHPUsing[] = _("¡{B_DEF_NAME_WITH_PREFIX} restauró PS\nusando su {B_DEF_ABILITY}!");
- static const u8 sText_PkmnsXMadeYUseless[] = _("¡{B_DEF_ABILITY} de {B_DEF_NAME_WITH_PREFIX}'\ninutilizó {B_CURRENT_MOVE}!");
- static const u8 sText_PkmnChangedTypeWith[] = _("¡{B_DEF_ABILITY} de {B_DEF_NAME_WITH_PREFIX}\nle convirtió en\lel tipo {B_BUFF1}!");
- static const u8 sText_PkmnPreventsParalysisWith[] = _("¡{B_DEF_ABILITY} de {B_EFF_NAME_WITH_PREFIX}\nimpide que se quede paralizado!");
- static const u8 sText_PkmnPreventsRomanceWith[] = _("{B_DEF_ABILITY} de {B_DEF_NAME_WITH_PREFIX}\nimpide que se enamore!");
- static const u8 sText_PkmnPreventsPoisoningWith[] = _("{B_DEF_ABILITY} de {B_DEF_NAME_WITH_PREFIX}\nimpide que se envenene!");
- static const u8 sText_PkmnPreventsConfusionWith[] = _("{B_DEF_ABILITY} de {B_DEF_NAME_WITH_PREFIX}\nimpide que se quede confuso!");
- static const u8 sText_PkmnRaisedFirePowerWith[] = _("{B_DEF_ABILITY} de {B_DEF_NAME_WITH_PREFIX}\nreforzó sus ataques de Fuego!");
- static const u8 sText_PkmnAnchorsItselfWith[] = _("¡{B_DEF_NAME_WITH_PREFIX} se aferra\nal suelo con {B_DEF_ABILITY}!");
- 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}!");
- static const u8 sText_PkmnPreventsStatLossWith[] = _("¡{B_SCR_ACTIVE_ABILITY} de {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nimpide que pierda características!");
- static const u8 sText_PkmnHurtsWith[] = _("¡{B_BUFF1} de {B_DEF_NAME_WITH_PREFIX}\nhirió a {B_ATK_NAME_WITH_PREFIX}!");
- static const u8 sText_PkmnTraced[] = _("¡{B_SCR_ACTIVE_NAME_WITH_PREFIX} rastreó\n{B_BUFF2} de {B_BUFF1}!");
- static const u8 sText_PkmnsXPreventsBurns[] = _("¡{B_EFF_ABILITY} de {B_EFF_NAME_WITH_PREFIX}\nimpide que se queme!");
- static const u8 sText_PkmnsXBlocksY[] = _("¡{B_DEF_ABILITY} de {B_DEF_NAME_WITH_PREFIX}\nbloquea {B_CURRENT_MOVE}!");
- static const u8 sText_PkmnsXBlocksY2[] = _("¡{B_SCR_ACTIVE_ABILITY} de {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nbloquea {B_CURRENT_MOVE}!");
- static const u8 sText_PkmnsXRestoredHPALittle2[] = _("¡{B_ATK_NAME_WITH_PREFIX} restauró algo\nsus PS con {B_ATK_ABILITY}!");
- static const u8 sText_PkmnsXWhippedUpSandstorm[] = _("¡{B_SCR_ACTIVE_ABILITY} de {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nlevantó una tormenta de arena!");
- static const u8 sText_PkmnsXIntensifiedSun[] = _("¡{B_SCR_ACTIVE_ABILITY} de {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nintensificó los rayos del sol!");
- static const u8 sText_PkmnsXPreventsYLoss[] = _("¡{B_SCR_ACTIVE_ABILITY} de {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nimpide que pierda {B_BUFF1}!");
- static const u8 sText_PkmnsXInfatuatedY[] = _("¡{B_DEF_ABILITY} de {B_DEF_NAME_WITH_PREFIX}\nenamoró a {B_ATK_NAME_WITH_PREFIX}!");
- static const u8 sText_PkmnsXMadeYIneffective[] = _("¡{B_DEF_ABILITY} de {B_DEF_NAME_WITH_PREFIX}\nanuló {B_CURRENT_MOVE}!");
- static const u8 sText_PkmnsXCuredYProblem[] = _("¡{B_SCR_ACTIVE_ABILITY} de {B_SCR_ACTIVE_NAME_WITH_PREFIX}\ncuró su problema de {B_BUFF1}!");
- static const u8 sText_ItSuckedLiquidOoze[] = _("¡Absorbió el\nLodo Líquido!");
- static const u8 sText_PkmnTransformed[] = _("¡{B_SCR_ACTIVE_NAME_WITH_PREFIX} se transformó!");
- static const u8 sText_PkmnsXTookAttack[] = _("¡{B_DEF_NAME_WITH_PREFIX} de {B_DEF_ABILITY}\nrecibió el ataque!");
- const u8 gText_PkmnsXPreventsSwitching[] = _("¡{B_LAST_ABILITY} de {B_BUFF1}\nimpide el cambio!\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[] = _(" mucho");
- const u8 gText_StatRose[] = _("subió");
- static const u8 sText_StatHarshly[] = _(" mucho");
- static const u8 sText_StatFell[] = _("ha bajado");
- static const u8 sText_PkmnsStatChanged[] = _("¡{B_BUFF1} de {B_DEF_NAME_WITH_PREFIX}\n{B_BUFF2}!");
- const u8 gText_PkmnsStatChanged2[] = _("¡{B_BUFF1} de {B_DEF_NAME_WITH_PREFIX}\n{B_BUFF2}!");
- static const u8 sText_UsingXTheYOfZN[] = _("Using {B_LAST_ITEM}, the {B_BUFF1}\nof {B_SCR_ACTIVE_NAME_WITH_PREFIX} {B_BUFF2}");
- static const u8 sText_PkmnsStatChanged3[] = _("¡{B_BUFF1} de {B_ATK_NAME_WITH_PREFIX}\n{B_BUFF2}!");
- static const u8 sText_PkmnsStatChanged4[] = _("¡{B_BUFF1} de {B_DEF_NAME_WITH_PREFIX}\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[] = _("¡Un golpe crítico!");
- static const u8 sText_OneHitKO[] = _("¡K.O. en 1 golpe!");
- 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");
- 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[] = _("No es muy eficaz…");
- static const u8 sText_SuperEffective[] = _("¡Es muy eficaz!");
- static const u8 sText_GotAwaySafely[] = _("{PLAY_SE 0x0011}¡Escapaste sin problemas!\p");
- static const u8 sText_PkmnFledUsingIts[] = _("{PLAY_SE 0x0011}{B_ATK_NAME_WITH_PREFIX} fled\nusing its {B_LAST_ITEM}!\p");
- static const u8 sText_PkmnFledUsing[] = _("{PLAY_SE 0x0011}{B_ATK_NAME_WITH_PREFIX} fled\nusing {B_ATK_ABILITY}!\p");
- static const u8 sText_WildPkmnFled[] = _("{PLAY_SE 0x0011}¡El {B_BUFF1} huyó!");
- 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 0x0011}{B_LINK_OPPONENT1_NAME} fled!");
- static const u8 sText_TwoWildFled[] = _("{PLAY_SE 0x0011}{B_LINK_OPPONENT1_NAME} and\n{B_LINK_OPPONENT2_NAME} fled!");
- static const u8 sText_NoRunningFromTrainers[] = _("¡No puedes huir de un\ncombate contra un Entrenador!\p");
- static const u8 sText_CantEscape[] = _("¡No puedes huir!\p");
- static const u8 sText_DontLeaveBirch[] = _("PROF. BIRCH: Don't leave me like this!\p");
- static const u8 sText_ButNothingHappened[] = _("¡Pero no sucedió nada!");
- static const u8 sText_ButItFailed[] = _("¡Pero falló!");
- static const u8 sText_ItHurtConfusion[] = _("¡Está tan confuso que se\nhirió a sí mismo!");
- static const u8 sText_MirrorMoveFailed[] = _("The MIRROR MOVE failed!");
- static const u8 sText_StartedToRain[] = _("¡Ha empezado a llover!");
- static const u8 sText_DownpourStarted[] = _("A downpour started!");
- static const u8 sText_RainContinues[] = _("Rain continues to fall.");
- static const u8 sText_DownpourContinues[] = _("The downpour continues.");
- static const u8 sText_RainStopped[] = _("Ha dejado de llover.");
- static const u8 sText_SandstormBrewed[] = _("¡Se ha desatado una tormenta de arena!");
- 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[] = _("¡Ha empezado a granizar!");
- static const u8 sText_HailContinues[] = _("Está granizando…");
- static const u8 sText_HailStopped[] = _("Dejó de granizar.");
- 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[] = _("¡Hay monedas por todas partes!");
- 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[] = _("¡Sonó una campana!");
- static const u8 sText_FaintInThree[] = _("All affected POKéMON will\nfaint in three turns!");
- static const u8 sText_NoPPLeft[] = _("¡No quedan PP para\neste movimiento!\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} aprendió\n{B_BUFF1}!");
- static const u8 sText_PlayerDefeatedLinkTrainerTrainer1[] = _("¡{B_PLAYER_NAME} ganó contra\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 0x0049}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[] = _("¡Un {B_OPPONENT_MON1_NAME} salvaje!\p");
- static const u8 sText_WildPkmnAppeared2[] = _("Wild {B_OPPONENT_MON1_NAME} appeared!\p");
- static const u8 sText_WildPkmnAppearedPause[] = _("¡Un {B_OPPONENT_MON1_NAME} salvaje!{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}\nte reta a un combate!\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_OPPONENT_MON1_NAME} es el Pokémon enviado\npor {B_TRAINER1_CLASS} {B_TRAINER1_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_BUFF1} es el POKéMON enviado\npor {B_TRAINER1_CLASS} {B_TRAINER1_NAME}!");
- 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} envió a\n{B_OPPONENT_MON1_NAME} y {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} envió\na {B_BUFF1}!");
- static const u8 sText_GoPkmn[] = _("¡Adelante, {B_PLAYER_MON1_NAME}!");
- static const u8 sText_GoTwoPkmn[] = _("¡Adelante, {B_PLAYER_MON1_NAME} y\n{B_PLAYER_MON2_NAME}!");
- static const u8 sText_GoPkmn2[] = _("¡Adelante, {B_BUFF1}!");
- static const u8 sText_DoItPkmn[] = _("¡Hazlo, {B_BUFF1}!");
- static const u8 sText_GoForItPkmn[] = _("¡Ve a por ello, {B_BUFF1}!");
- static const u8 sText_YourFoesWeakGetEmPkmn[] = _("¡Tu oponente está débil!\n¡Tú puedes {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[] = _("¡Ya vale, {B_BUFF1}!\n¡Ven aquí!");
- static const u8 sText_PkmnComeBack[] = _("¡Ya vale, {B_BUFF1}!\n¡Ven aquí!");
- static const u8 sText_PkmnOkComeBack[] = _("¡Está bien {B_BUFF1}!\n¡Ven aquí!");
- static const u8 sText_PkmnGoodComeBack[] = _("¡Bien hecho {B_BUFF1}!\n¡Ven aquí!");
- 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[] = _(" salvaje");
- static const u8 sText_FoePkmnPrefix[] = _(" enemigo");
- 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} usó\n{B_BUFF3}!");
- 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_Accuracy[] = _("Precisión");
- static const u8 sText_Evasiveness[] = _("Evasión");
- 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!");
- static const u8 sText_PlayerUsedItem[] = _("¡{B_PLAYER_NAME} usó\n{B_LAST_ITEM}!");
- static const u8 sText_WallyUsedItem[] = _("¡May usó\n{B_LAST_ITEM}!");
- static const u8 sText_Trainer1UsedItem[] = _("¡{B_TRAINER1_CLASS} {B_TRAINER1_NAME}\nusó {B_LAST_ITEM}!");
- static const u8 sText_TrainerBlockedBall[] = _("¡El entrador bloqueó la Ball!");
- static const u8 sText_DontBeAThief[] = _("¡No seas un ladrón!");
- static const u8 sText_ItDodgedBall[] = _("¡Esquivó la Ball que le lanzaste!\n¡Este Pokémon es incapturable!");
- 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[] = _("¡Ya está!\n¡{B_DEF_NAME} atrapado!{WAIT_SE}{PLAY_BGM MUS_KACHI22}\p");
- static const u8 sText_GotchaPkmnCaught2[] = _("¡Ya está!\n¡{B_DEF_NAME} atrapado!{WAIT_SE}{PLAY_BGM MUS_KACHI22}{PAUSE 127}");
- static const u8 sText_GiveNicknameCaptured[] = _("¿Quieres ponerle un\nmote a {B_DEF_NAME}?");
- static const u8 sText_PkmnSentToPC[] = _("{B_DEF_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[] = _("Registrados en la Pokédex\nlos datos de {B_DEF_NAME}.\p");
- static const u8 sText_ItIsRaining[] = _("Está lloviendo.");
- 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[] = _("Ahora que está débil y paralizado…\n¡A lanzarle una Poké Ball!");
- // New battle strings.
- static const s8 sText_EnduredViaSturdy[] = _("{B_DEF_NAME_WITH_PREFIX} ENDURED\nthe hit using {B_DEF_ABILITY}!");
- static const s8 sText_PowerHerbActivation[] = _("{B_ATK_NAME_WITH_PREFIX} became fully charged\ndue to its {B_LAST_ITEM}!");
- static const s8 sText_HurtByItem[] = _("{B_ATK_NAME_WITH_PREFIX} was hurt\nby its {B_LAST_ITEM}!");
- static const s8 sText_BadlyPoisonedByItem[] = _("{B_EFF_NAME_WITH_PREFIX} was badly \npoisoned by the {B_LAST_ITEM}!");
- static const s8 sText_BurnedByItem[] = _("{B_EFF_NAME_WITH_PREFIX} was burned\nby the {B_LAST_ITEM}!");
- static const s8 sText_TargetAbilityActivates[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY} activates!");
- static const u8 sText_GravityIntensified[] = _("GRAVITY intensified!");
- static const u8 sText_TargetIdentified[] = _("{B_DEF_NAME_WITH_PREFIX} was \nidentified!");
- static const u8 sText_TargetWokeUp[] = _("¡{B_DEF_NAME_WITH_PREFIX} se despertó!");
- static const u8 sText_PkmnStoleAndAteItem[] = _("{B_ATK_NAME_WITH_PREFIX} stole and\nate {B_DEF_NAME_WITH_PREFIX}'s {B_LAST_ITEM}!");
- static const u8 sText_TailWindBlew[] = _("The tailwind blew from\nbehind {B_ATK_TEAM2} team!");
- static const u8 sText_PkmnWentBack[] = _("{B_ATK_NAME_WITH_PREFIX} went back\nto {B_ATK_TRAINER_CLASS} {B_ATK_TRAINER_NAME}");
- static const u8 sText_PkmnCantUseItemsAnymore[] = _("{B_DEF_NAME_WITH_PREFIX} can't use\nitems anymore!");
- static const u8 sText_PkmnFlung[] = _("{B_ATK_NAME_WITH_PREFIX} flung its\n{B_LAST_ITEM}!");
- static const u8 sText_PkmnPreventedFromHealing[] = _("{B_DEF_NAME_WITH_PREFIX} was prevented\nfrom healing!");
- static const u8 sText_PkmnSwitchedAtkAndDef[] = _("{B_ATK_NAME_WITH_PREFIX} switched its\nAttack and Defense!");
- static const u8 sText_PkmnsAbilitySuppressed[] = _("{B_DEF_NAME_WITH_PREFIX}'s ability\nwas suppressed!");
- static const u8 sText_ShieldedFromCriticalHits[] = _("The {B_CURRENT_MOVE} shielded {B_ATK_TEAM2}\nteam from critical hits!");
- static const u8 sText_SwitchedAtkAndSpAtk[] = _("{B_ATK_NAME_WITH_PREFIX} switched all its\nchanges to its Attack and\pSp. Atk with the target!");
- static const u8 sText_SwitchedDefAndSpDef[] = _("{B_ATK_NAME_WITH_PREFIX} switched all its\nchanges to its Defense and\pSp. Def with the target!");
- static const u8 sText_PkmnAcquiredAbility[] = _("{B_DEF_NAME_WITH_PREFIX} acquired\n{B_DEF_ABILITY}!");
- static const u8 sText_PoisonSpikesScattered[] = _("Poison Spikes were scattered all\naround the opposing team's feet!");
- static const u8 sText_PkmnSwitchedStatChanges[] = _("{B_ATK_NAME_WITH_PREFIX} switched stat changes\nwith the target!");
- static const u8 sText_PkmnSurroundedWithVeilOfWater[] = _("{B_ATK_NAME_WITH_PREFIX} surrounded itself\nwith a veil of water!");
- static const u8 sText_PkmnLevitatedOnElectromagnetism[] = _("{B_ATK_NAME_WITH_PREFIX} levitated on\nelectromagnetism!");
- static const u8 sText_PkmnTwistedDimensions[] = _("{B_ATK_NAME_WITH_PREFIX} twisted\nthe dimensions!");
- static const u8 sText_PointedStonesFloat[] =_("Pointed stones float in the air\naround {B_DEF_TEAM2} team!");
- static const u8 sText_CloakedInMysticalMoonlight[] =_("It became cloaked in mystical\nmoonlight!");
- static const u8 sText_TrappedBySwirlingMagma[] =_("{B_DEF_NAME_WITH_PREFIX} became\ntrapped by swirling magma!");
- static const u8 sText_VanishedInstantly[] =_("{B_ATK_NAME_WITH_PREFIX} vanished\ninstantly!");
- static const u8 sText_ProtectedTeam[] =_("{B_CURRENT_MOVE} protected\n{B_ATK_TEAM2} team!");
- static const u8 sText_SharedItsGuard[] =_("{B_ATK_NAME_WITH_PREFIX} shared its\nguard with the target!");
- static const u8 sText_SharedItsPower[] =_("{B_ATK_NAME_WITH_PREFIX} shared its\npower with the target!");
- static const u8 sText_SwapsDefAndSpDefOfAllPkmn[] =_("It created a bizarre area in which\nthe Defense and Sp.Def stats are swapped!");
- static const u8 sText_BecameNimble[] =_("{B_ATK_NAME_WITH_PREFIX} became nimble!");
- static const u8 sText_HurledIntoTheAir[] =_("{B_DEF_NAME_WITH_PREFIX} was hurled\ninto the air!");
- static const u8 sText_HeldItemsLoseEffects[] =_("It created a bizarra area in which\nPokémon's held items lose their effects!");
- static const u8 sText_FellStraightDown[] =_("{B_DEF_NAME_WITH_PREFIX} fell\nstraight down!");
- static const u8 sText_TransformedIntoWaterType[] =_("{B_DEF_NAME_WITH_PREFIX} transformed\ninto the water type!");
- static const u8 sText_PkmnAcquiredSimple[] =_("{B_DEF_NAME_WITH_PREFIX} acquired\nSimple!");
- static const u8 sText_KindOffer[] =_("{B_DEF_NAME_WITH_PREFIX}\ntook the kind offer!");
- static const u8 sText_ResetsTargetsStatLevels[] =_("{B_DEF_NAME_WITH_PREFIX}'s stat changes\nwere removed!");
- static const u8 sText_AllySwitchPosition[] =_("{B_ATK_NAME_WITH_PREFIX} and\n{B_SCR_ACTIVE_NAME_WITH_PREFIX} switched places!");
- static const u8 sText_RestoreTargetsHealth[] =_("{B_DEF_NAME_WITH_PREFIX}'s HP was restored!");
- static const u8 sText_TookPkmnIntoTheSky[] =_("{B_ATK_NAME_WITH_PREFIX} took\n{B_DEF_NAME_WITH_PREFIX} into the sky!");
- static const u8 sText_FreedFromSkyDrop[] =_("{B_DEF_NAME_WITH_PREFIX} was freed\nfrom the Sky Drop!");
- static const u8 sText_PostponeTargetMove[] =_("{B_DEF_NAME_WITH_PREFIX}'s move\nwas postponed!");
- static const u8 sText_ReflectTargetsType[] =_("{B_ATK_NAME_WITH_PREFIX}'s type\nchanged to match the {B_DEF_NAME_WITH_PREFIX}'s!");
- static const u8 sText_TransferHeldItem[] =_("{B_DEF_NAME_WITH_PREFIX} recieved {B_LAST_ITEM}\nfrom {B_ATK_NAME_WITH_PREFIX}");
- static const u8 sText_EmbargoEnds[] = _("{B_ATK_NAME_WITH_PREFIX} can\nuse items again!");
- static const u8 sText_Electromagnetism[] = _("electromagnetism");
- static const u8 sText_BufferEnds[] = _("{B_ATK_NAME_WITH_PREFIX}'s {B_BUFF1}\nwore off!");
- static const u8 sText_ThroatChopEnds[] = _("{B_ATK_NAME_WITH_PREFIX} can\nuse sound-based moves again!");
- static const u8 sText_TelekinesisEnds[] = _("{B_ATK_NAME_WITH_PREFIX} was freed\nfrom the telekinesis!");
- static const u8 sText_TailwindEnds[] = _("{B_ATK_TEAM1} team's tailwind\n petered out!");
- static const u8 sText_LuckyChantEnds[] = _("{B_ATK_TEAM1} team's Lucky Chant\n wore off!");
- static const u8 sText_TrickRoomEnds[] = _("The twisted dimensions returned to\nnormal!");
- static const u8 sText_WonderRoomEnds[] = _("Wonder Room wore off, and\nDefense and Sp. Def stats returned to normal!");
- static const u8 sText_MagicRoomEnds[] = _("Magic Room wore off, and\nheld items' effects returned to normal!");
- static const u8 sText_MudSportEnds[] = _("The effects of Mud Sport have faded.");
- static const u8 sText_WaterSportEnds[] = _("The effects of Water Sport have faded.");
- static const u8 sText_GravityEnds[] = _("Gravity returned to normal!");
- static const u8 sText_AquaRingHeal[] = _("Aqua Ring restored\n{B_ATK_NAME_WITH_PREFIX}'s HP!");
- static const u8 sText_TargetAbilityRaisedStat[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY}\nraised its {B_BUFF1}!");
- static const u8 sText_TargetAbilityLoweredStat[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY}\nlowered its {B_BUFF1}!");
- static const u8 sText_AttackerAbilityRaisedStat[] = _("{B_ATK_NAME_WITH_PREFIX}'s {B_ATK_ABILITY}\nraised its {B_BUFF1}!");
- static const u8 sText_ScriptingAbilityRaisedStat[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\nraised its {B_BUFF1}!");
- static const u8 sText_AuroraVeilEnds[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY}\nwore off!");
- static const u8 sText_ElectricTerrainEnds[] = _("The electricity disappeared\nfrom the battlefield.");
- static const u8 sText_MistyTerrainEnds[] = _("The mist disappeared\nfrom the battlefield.");
- static const u8 sText_PsychicTerrainEnds[] = _("The weirdness disappeared\nfrom the battlefield.");
- static const u8 sText_GrassyTerrainEnds[] = _("The grass disappeared\nfrom the battlefield.");
- static const u8 sText_AngryPointActivates[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY} maxed\nits attack!");
- static const u8 sText_PoisonHealHpUp[] = _("The poisoning healed {B_ATK_NAME_WITH_PREFIX}\na little bit!");
- static const u8 sText_BadDreamsDmg[] = _("{B_DEF_NAME_WITH_PREFIX} is tormented\nby {B_ATK_ABILITY}!");
- static const u8 sText_MoldBreakerEnters[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} breaks the mold!");
- static const u8 sText_TeravoltEnters[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} is radiating\na bursting aura!");
- static const u8 sText_TurboblazeEnters[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} is radiating\na blazing aura!");
- static const u8 sText_SlowStartEnters[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} can't get it going!");
- static const u8 sText_SlowStartEnd[] = _("{B_ATK_NAME_WITH_PREFIX} finally got\nits act together!");
- static const u8 sText_SolarPowerHpDrop[] = _("The {B_ATK_NAME_WITH_PREFIX}'s {B_ATK_ABILITY}\ntakes its toll!");
- static const u8 sText_AftermathDmg[] = _("{B_ATK_NAME_WITH_PREFIX} is hurt!");
- static const u8 sText_AnticipationActivates[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} shuddered\nin anticipation!");
- 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}!");
- static const u8 sText_IceBodyHpGain[] = _("{B_ATK_NAME_WITH_PREFIX}'s {B_ATK_ABILITY}\nhealed it a little bit!");
- static const u8 sText_SnowWarningHail[] = _("It started to hail!");
- static const u8 sText_FriskActivates[] = _("{B_ATK_NAME_WITH_PREFIX} frisked {B_DEF_NAME_WITH_PREFIX} and\nfound its {B_LAST_ITEM}!");
- static const u8 sText_UnnerveEnters[] = _("The opposing team is too nervous\nto eat Berries!");
- static const u8 sText_HarvestBerry[] = _("{B_ATK_NAME_WITH_PREFIX} harvested\nits {B_LAST_ITEM}!");
- static const u8 sText_MoxieAtkRise[] = _("{B_ATK_NAME_WITH_PREFIX}'s {B_ATK_ABILITY} raised its Attack!");
- static const u8 sText_MagicBounceActivates[] = _("The {B_DEF_NAME_WITH_PREFIX} bounced the\n{B_ATK_NAME_WITH_PREFIX} back!");
- static const u8 sText_ProteanTypeChange[] = _("{B_ATK_NAME_WITH_PREFIX}'s {B_ATK_ABILITY} transformed\nit into the {B_BUFF1} type!");
- 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}!");
- static const u8 sText_StealthRockDmg[] = _("Pointed stones dug into\n{B_SCR_ACTIVE_NAME_WITH_PREFIX}!");
- static const u8 sText_ToxicSpikesAbsorbed[] = _("The poison spikes disappeared\nfrom around the opposing team's feet!");
- static const u8 sText_ToxicSpikesPoisoned[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} was poisoned!");
- static const u8 sText_StickyWebSwitchIn[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} was\ncaught in a Sticky Web!");
- static const u8 sText_HealingWishCameTrue[] = _("The healing wish came true\nfor {B_ATK_NAME_WITH_PREFIX}!");
- static const u8 sText_HealingWishHealed[] = _("{B_ATK_NAME_WITH_PREFIX} regained health!");
- static const u8 sText_LunarDanceCameTrue[] = _("{B_ATK_NAME_WITH_PREFIX} became cloaked\nin mystical moonlight!");
- 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}!");
- static const u8 sText_AttackerAquiredAbility[] = _("{B_ATK_NAME_WITH_PREFIX} acquired {B_LAST_ABILITY}!");
- static const u8 sText_TargetStatWontGoHigher[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_BUFF1}\nwon't go higher!");
- 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}!");
- static const u8 sText_ImposterTransform[] = _("{B_ATK_NAME_WITH_PREFIX} transformed into\n{B_DEF_NAME_WITH_PREFIX} using {B_LAST_ABILITY}!");
- static const u8 sText_NotDoneYet[] = _("This move effect is not done yet!\p");
- static const u8 sText_PkmnBlewAwayToxicSpikes[] = _("{B_ATK_NAME_WITH_PREFIX} blew away\nTOXIC SPIKES!");
- static const u8 sText_PkmnBlewAwayStickyWeb[] = _("{B_ATK_NAME_WITH_PREFIX} blew away\nSTICKY WEB!");
- static const u8 sText_PkmnBlewAwayStealthRock[] = _("{B_ATK_NAME_WITH_PREFIX} blew away\nSTEALTH ROCK!");
- static const u8 sText_StickyWebUsed[] = _("A sticky web spreads out on the\nground around {B_DEF_TEAM2} team!");
- static const u8 sText_QuashSuccess[] = _("The opposing {B_ATK_NAME_WITH_PREFIX}'s move was postponed!");
- static const u8 sText_IonDelugeOn[] = _("A deluge of ions showers\nthe battlefield!");
- static const u8 sText_TopsyTurvySwitchedStats[] = _("{B_DEF_NAME_WITH_PREFIX}'s stat changes were\nall reversed!");
- static const u8 sText_TerrainBecomesMisty[] = _("Mist swirled about\nthe battlefield!");
- static const u8 sText_TerrainBecomesGrassy[] = _("Grass grew to cover\nthe battlefield!");
- static const u8 sText_TerrainBecomesElectric[] = _("An electric current runs across\nthe battlefield!");
- static const u8 sText_TerrainBecomesPsychic[] = _("The battlefield got weird!");
- static const u8 sText_TargetElectrified[] = _("The {B_DEF_NAME_WITH_PREFIX}'s moves\nhave been electrified!");
- static const u8 sText_AssaultVestDoesntAllow[] = _("The effects of the {B_LAST_ITEM} prevent status\nmoves from being used!\p");
- static const u8 sText_GravityPreventsUsage[] = _("{B_ATK_NAME_WITH_PREFIX} can't use {B_CURRENT_MOVE}\nbecause of gravity!\p");
- static const u8 sText_HealBlockPreventsUsage[] = _("{B_ATK_NAME_WITH_PREFIX} was\nprevented from healing!\p");
- static const u8 sText_MegaEvoReacting[] = _("{B_ATK_NAME_WITH_PREFIX}'s {B_LAST_ITEM} is \nreacting to {B_ATK_TRAINER_NAME}'s Mega Ring!");
- static const u8 sText_MegaEvoEvolved[] = _("{B_ATK_NAME_WITH_PREFIX} has Mega\nEvolved into Mega {B_BUFF1}!");
- static const u8 sText_drastically[] = _("drastically ");
- static const u8 sText_severely[] = _("severely ");
- static const u8 sText_Infestation[] = _("{B_DEF_NAME_WITH_PREFIX} has been afflicted\nwith an infestation by {B_ATK_NAME_WITH_PREFIX}!");
- static const u8 sText_NoEffectOnTarget[] = _("It had no effect\non {B_DEF_NAME_WITH_PREFIX}!");
- static const u8 sText_BurstingFlames[] = _("The bursting flames\nhit {B_SCR_ACTIVE_NAME_WITH_PREFIX}!");
- static const u8 sText_BestowItemGiving[] = _("{B_DEF_NAME_WITH_PREFIX} received {B_LAST_ITEM}\nfrom {B_ATK_NAME_WITH_PREFIX}!");
- static const u8 sText_ThirdTypeAdded[] = _("{B_BUFF1} type was added to\n{B_DEF_NAME_WITH_PREFIX}!");
- static const u8 sText_FellForFeint[] = _("{B_DEF_NAME_WITH_PREFIX} fell for\nthe feint!");
- static const u8 sText_PokemonCannotUseMove[] = _("{B_ATK_NAME_WITH_PREFIX} cannot\nuse {B_CURRENT_MOVE}!");
- static const u8 sText_CoveredInPowder[] = _("{B_DEF_NAME_WITH_PREFIX} is covered in powder!");
- static const u8 sText_PowderExplodes[] = _("When the flame touched the powder\non the Pokémon, it exploded!");
- static const u8 sText_BelchCantUse[] = _("Belch cannot be used!\p");
- static const u8 sText_SpectralThiefSteal[] = _("{B_ATK_NAME_WITH_PREFIX} stole the target's\nboosted stats!");
- static const u8 sText_GravityGrounding[] = _("{B_DEF_NAME_WITH_PREFIX} can't stay airborne\nbecause of gravity!");
- static const u8 sText_MistyTerrainPreventsStatus[] = _("{B_DEF_NAME_WITH_PREFIX} surrounds itself\nwith a protective mist!");
- static const u8 sText_GrassyTerrainHeals[] = _("{B_ATK_NAME_WITH_PREFIX} is healed\nby the grassy terrain!");
- static const u8 sText_ElectricTerrainPreventsSleep[] = _("{B_DEF_NAME_WITH_PREFIX} surrounds itself\nwith electrified terrain!");
- static const u8 sText_PsychicTerrainPreventsPriority[] = _("{B_DEF_NAME_WITH_PREFIX} surrounds itself\nwith psychic terrain!");
- static const u8 sText_SafetyGooglesProtected[] = _("{B_DEF_NAME_WITH_PREFIX} is not affected\nthanks to its {B_LAST_ITEM}!");
- static const u8 sText_FlowerVeilProtected[] = _("{B_DEF_NAME_WITH_PREFIX} surrounded itself\nwith a veil of petals!");
- static const u8 sText_SweetVeilProtected[] = _("{B_DEF_NAME_WITH_PREFIX} surrounded itself\nwith a veil of sweetness!");
- static const u8 sText_AromaVeilProtected[] = _("{B_DEF_NAME_WITH_PREFIX} is protected\nby an aromatic veil!");
- static const u8 sText_CelebrateMessage[] = _("Congratulations, {B_PLAYER_NAME}!");
- static const u8 sText_UsedInstructedMove[] = _("{B_ATK_NAME_WITH_PREFIX} used the move\ninstructed by {B_BUFF1}!");
- static const u8 sText_LaserFocusMessage[] = _("{B_ATK_NAME_WITH_PREFIX}\nconcentrated intensely!");
- static const u8 sText_GemActivates[] = _("{B_LAST_ITEM} strengthened\n{B_ATK_NAME_WITH_PREFIX}'s power!");
- static const u8 sText_BerryDmgReducing[] = _("{B_LAST_ITEM} weakened the damage\nto {B_DEF_NAME_WITH_PREFIX}!");
- static const u8 sText_TargetAteItem[] = _("{B_DEF_NAME_WITH_PREFIX} ate its {B_LAST_ITEM}!");
- static const u8 sText_AirBalloonFloat[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} floats in the air\nwith its {B_LAST_ITEM}!");
- static const u8 sText_AirBalloonPop[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_LAST_ITEM} popped!");
- static const u8 sText_IncinerateBurn[] = _("{B_EFF_NAME_WITH_PREFIX}'s {B_LAST_ITEM}\nwas burnt up!");
- static const u8 sText_BugBite[] = _("{B_ATK_NAME_WITH_PREFIX} stole and ate\n{B_EFF_NAME_WITH_PREFIX}'s {B_LAST_ITEM}!");
- static const u8 sText_IllusionWoreOff[] = _("{B_DEF_NAME_WITH_PREFIX}'s Illusion wore off!");
- static const u8 sText_AttackerCuredTargetStatus[] = _("{B_ATK_NAME_WITH_PREFIX} cured\n{B_DEF_NAME_WITH_PREFIX}'s problem!");
- static const u8 sText_AttackerLostFireType[] = _("{B_ATK_NAME_WITH_PREFIX} burned itself out!");
- static const u8 sText_HealerCure[] = _("{B_ATK_NAME_WITH_PREFIX}'s {B_LAST_ABILITY}\ncured {B_SCR_ACTIVE_NAME_WITH_PREFIX}'s problem!");
- static const u8 sText_ReceiverAbilityTakeOver[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\nwas taken over!");
- static const u8 sText_PkmnAbsorbingPower[] = _("{B_ATK_NAME_WITH_PREFIX} is absorbing power!");
- static const u8 sText_NoOneWillBeAbleToRun[] = _("No one will be able to run away\nduring the next turn!");
- static const u8 sText_DestinyKnotActivates[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} fell in love\nfrom the {B_LAST_ITEM}!");
- static const u8 sText_CloakedInAFreezingLight[] = _("{B_ATK_NAME_WITH_PREFIX} became cloaked\nin a freezing light!");
- const u8 gText_PkmnIsEvolving[] = _("'Anda!\n¡{STR_VAR_1} está evolucionando!");
- const u8 gText_CongratsPkmnEvolved[] = _("¡Enhorabuena! ¡Tu {STR_VAR_1}\nse ha convertido en {STR_VAR_2}!{WAIT_SE}\p");
- const u8 gText_PkmnStoppedEvolving[] = _("¿Oh? ¡{STR_VAR_1}\ndejó de evolucionar!\p");
- const u8 gText_EllipsisQuestionMark[] = _("……?\p");
- const u8 gText_WhatWillPkmnDo[] = _("¿Qué hará\n{B_ACTIVE_NAME2}?");
- const u8 gText_WhatWillPkmnDo2[] = _("¿Qué hará\n{B_PLAYER_NAME}?");
- const u8 gText_WhatWillWallyDo[] = _("¿Qué hará\nMay?");
- const u8 gText_LinkStandby[] = _("{PAUSE 16}Link standby…");
- const u8 gText_BattleMenu[] = _("Lucha{CLEAR_TO 56}Mochila\nPokémon{CLEAR_TO 56}Huida");
- const u8 gText_SafariZoneMenu[] = _("BALL{CLEAR_TO 56}{POKEBLOCK}\nGO NEAR{CLEAR_TO 56}RUN");
- const u8 gText_MoveInterfacePP[] = _("PP ");
- const u8 gText_MoveInterfaceType[] = _("Tipo/");
- const u8 gText_MoveInterfacePpType[] = _("{PALETTE 5}{COLOR_HIGHLIGHT_SHADOW DYNAMIC_COLOR4 DYNAMIC_COLOR5 DYNAMIC_COLOR6}PP\nTipo/");
- 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}Sí\nNo");
- const u8 gText_BattleSwitchWhich[] = _("{PALETTE 5}{COLOR_HIGHLIGHT_SHADOW DYNAMIC_COLOR4 DYNAMIC_COLOR5 DYNAMIC_COLOR6}Switch\nwhich?");
- const u8 gText_BattleSwitchWhich2[] = _("{PALETTE 5}{COLOR_HIGHLIGHT_SHADOW DYNAMIC_COLOR4 DYNAMIC_COLOR5 DYNAMIC_COLOR6}");
- const u8 gText_BattleSwitchWhich3[] = _("{UP_ARROW}");
- const u8 gText_BattleSwitchWhich4[] = _("{ESCAPE 4}");
- const u8 gText_BattleSwitchWhich5[] = _("-");
- const u8 gText_SafariBalls[] = _("{HIGHLIGHT DARK_GREY}SAFARI BALLS");
- const u8 gText_SafariBallLeft[] = _("{HIGHLIGHT DARK_GREY}Left: $" "{HIGHLIGHT DARK_GREY}");
- const u8 gText_Sleep[] = _("sleep");
- const u8 gText_Poison[] = _("poison");
- const u8 gText_Burn[] = _("burn");
- const u8 gText_Paralysis[] = _("paralysis");
- const u8 gText_Ice[] = _("ice");
- const u8 gText_Confusion[] = _("confusion");
- const u8 gText_Love[] = _("love");
- const u8 gText_SpaceAndSpace[] = _(" and ");
- const u8 gText_CommaSpace[] = _(", ");
- const u8 gText_Space2[] = _(" ");
- const u8 gText_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[] = _("May");
- 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");
- static const u8 sATypeMove_Table[][17] =
- {
- _("a NORMAL move"),
- _("a FIGHTING move"),
- _("a FLYING move"),
- _("a POISON move"),
- _("a GROUND move"),
- _("a ROCK move"),
- _("a BUG move"),
- _("a GHOST move"),
- _("a STEEL move"),
- _("a ??? move"),
- _("a FIRE move"),
- _("a WATER move"),
- _("a GRASS move"),
- _("an ELECTRIC move"),
- _("a PSYCHIC move"),
- _("an ICE move"),
- _("a DRAGON move"),
- _("a DARK move"),
- _("a FAIRY 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");
- const u8 gText_TheGreatNewHope[] = _("The great new hope!\p");
- const u8 gText_WillChampinshipDreamComeTrue[] = _("Will the championship dream come true?!\p");
- const u8 gText_AFormerChampion[] = _("A former CHAMPION!\p");
- const u8 gText_ThePreviousChampion[] = _("The previous CHAMPION!\p");
- const u8 gText_TheUnbeatenChampion[] = _("The unbeaten CHAMPION!\p");
- const u8 gText_PlayerMon1Name[] = _("{B_PLAYER_MON1_NAME}");
- const u8 gText_Vs[] = _("VS");
- const u8 gText_OpponentMon1Name[] = _("{B_OPPONENT_MON1_NAME}");
- const u8 gText_Mind[] = _("Mind");
- const u8 gText_Skill[] = _("Skill");
- const u8 gText_Body[] = _("Body");
- const u8 gText_Judgement[] = _("{B_BUFF1}{CLEAR 13}Judgment{CLEAR 13}{B_BUFF2}");
- 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!");
- 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_RefJudgement1[] = _("REFEREE: Judgment: {B_BUFF1} to {B_BUFF2}!\nThe winner is {B_PLAYER_NAME}'s {B_PLAYER_MON1_NAME}!\p");
- static const u8 sText_RefJudgement2[] = _("REFEREE: Judgment: {B_BUFF1} to {B_BUFF2}!\nThe winner is {B_TRAINER1_NAME}'s {B_OPPONENT_MON1_NAME}!\p");
- static const u8 sText_RefJudgement3[] = _("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!");
- 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 0x0011}{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}");
- static const u8 sText_Your1[] = _("Your");
- static const u8 sText_Opposing1[] = _("The opposing");
- static const u8 sText_Your2[] = _("your");
- static const u8 sText_Opposing2[] = _("the opposing");
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