diff options
author | nullableVoidPtr <30564701+nullableVoidPtr@users.noreply.github.com> | 2018-12-08 12:13:15 +0800 |
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committer | nullableVoidPtr <30564701+nullableVoidPtr@users.noreply.github.com> | 2018-12-08 12:13:15 +0800 |
commit | 8a8baaeaaaffd7528c13f064b664c31e747c8fdc (patch) | |
tree | bbd238d169df88dc2dbbed17956daae2ad630227 /src/battle_message.c | |
parent | 907ed3f5f5537d14ed6136daeb81e38c383239c2 (diff) | |
parent | 6068495619364c8e0ccae15ad036a1b5a9eef171 (diff) |
Merge remote-tracking branch 'upstream/master'
Diffstat (limited to 'src/battle_message.c')
-rw-r--r-- | src/battle_message.c | 278 |
1 files changed, 139 insertions, 139 deletions
diff --git a/src/battle_message.c b/src/battle_message.c index c5acf75c0..7d74fb3cf 100644 --- a/src/battle_message.c +++ b/src/battle_message.c @@ -71,58 +71,58 @@ static const u8 sText_ABoosted[] = _(" a boosted"); static const u8 sText_PkmnGrewToLv[] = _("{B_BUFF1} grew to\nLV. {B_BUFF2}!{UNKNOWN_A}\p"); static const u8 sText_PkmnLearnedMove[] = _("{B_BUFF1} learned\n{B_BUFF2}!{UNKNOWN_A}\p"); static const u8 sText_TryToLearnMove1[] = _("{B_BUFF1} is trying to\nlearn {B_BUFF2}.\p"); -static const u8 sText_TryToLearnMove2[] = _("But, {B_BUFF1} can’t learn\nmore than four moves.\p"); +static const u8 sText_TryToLearnMove2[] = _("But, {B_BUFF1} can't learn\nmore than four moves.\p"); static const u8 sText_TryToLearnMove3[] = _("Delete a move to make\nroom for {B_BUFF2}?"); static const u8 sText_PkmnForgotMove[] = _("{B_BUFF1} forgot\n{B_BUFF2}.\p"); static const u8 sText_StopLearningMove[] = _("{PAUSE 32}Stop learning\n{B_BUFF2}?"); static const u8 sText_DidNotLearnMove[] = _("{B_BUFF1} did not learn\n{B_BUFF2}.\p"); static const u8 sText_UseNextPkmn[] = _("Use next POKéMON?"); -static const u8 sText_AttackMissed[] = _("{B_ATK_NAME_WITH_PREFIX}’s\nattack missed!"); +static const u8 sText_AttackMissed[] = _("{B_ATK_NAME_WITH_PREFIX}'s\nattack missed!"); static const u8 sText_PkmnProtectedItself[] = _("{B_DEF_NAME_WITH_PREFIX}\nprotected itself!"); static const u8 sText_AvoidedDamage[] = _("{B_DEF_NAME_WITH_PREFIX} avoided\ndamage with {B_DEF_ABILITY}!"); static const u8 sText_PkmnMakesGroundMiss[] = _("{B_DEF_NAME_WITH_PREFIX} makes GROUND\nmoves miss with {B_DEF_ABILITY}!"); static const u8 sText_PkmnAvoidedAttack[] = _("{B_DEF_NAME_WITH_PREFIX} avoided\nthe attack!"); -static const u8 sText_ItDoesntAffect[] = _("It doesn’t affect\n{B_DEF_NAME_WITH_PREFIX}…"); +static const u8 sText_ItDoesntAffect[] = _("It doesn't affect\n{B_DEF_NAME_WITH_PREFIX}…"); static const u8 sText_AttackerFainted[] = _("{B_ATK_NAME_WITH_PREFIX}\nfainted!\p"); static const u8 sText_TargetFainted[] = _("{B_DEF_NAME_WITH_PREFIX}\nfainted!\p"); static const u8 sText_PlayerGotMoney[] = _("{B_PLAYER_NAME} got ¥{B_BUFF1}\nfor winning!\p"); static const u8 sText_PlayerWhiteout[] = _("{B_PLAYER_NAME} is out of\nusable POKéMON!\p"); static const u8 sText_PlayerWhiteout2[] = _("{B_PLAYER_NAME} whited out!{PAUSE_UNTIL_PRESS}"); static const u8 sText_PreventsEscape[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} prevents\nescape with {B_SCR_ACTIVE_ABILITY}!\p"); -static const u8 sText_CantEscape2[] = _("Can’t escape!\p"); -static const u8 sText_AttackerCantEscape[] = _("{B_ATK_NAME_WITH_PREFIX} can’t escape!"); +static const u8 sText_CantEscape2[] = _("Can't escape!\p"); +static const u8 sText_AttackerCantEscape[] = _("{B_ATK_NAME_WITH_PREFIX} can't escape!"); static const u8 sText_HitXTimes[] = _("Hit {B_BUFF1} time(s)!"); static const u8 sText_PkmnFellAsleep[] = _("{B_EFF_NAME_WITH_PREFIX}\nfell asleep!"); -static const u8 sText_PkmnMadeSleep[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_SCR_ACTIVE_ABILITY}\nmade {B_EFF_NAME_WITH_PREFIX} sleep!"); +static const u8 sText_PkmnMadeSleep[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\nmade {B_EFF_NAME_WITH_PREFIX} sleep!"); static const u8 sText_PkmnAlreadyAsleep[] = _("{B_DEF_NAME_WITH_PREFIX} is\nalready asleep!"); static const u8 sText_PkmnAlreadyAsleep2[] = _("{B_ATK_NAME_WITH_PREFIX} is\nalready asleep!"); -static const u8 sText_PkmnWasntAffected[] = _("{B_DEF_NAME_WITH_PREFIX}\nwasn’t affected!"); +static const u8 sText_PkmnWasntAffected[] = _("{B_DEF_NAME_WITH_PREFIX}\nwasn't affected!"); static const u8 sText_PkmnWasPoisoned[] = _("{B_EFF_NAME_WITH_PREFIX}\nwas poisoned!"); -static const u8 sText_PkmnPoisonedBy[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_SCR_ACTIVE_ABILITY}\npoisoned {B_EFF_NAME_WITH_PREFIX}!"); +static const u8 sText_PkmnPoisonedBy[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\npoisoned {B_EFF_NAME_WITH_PREFIX}!"); static const u8 sText_PkmnHurtByPoison[] = _("{B_ATK_NAME_WITH_PREFIX} is hurt\nby poison!"); static const u8 sText_PkmnAlreadyPoisoned[] = _("{B_DEF_NAME_WITH_PREFIX} is already\npoisoned."); static const u8 sText_PkmnBadlyPoisoned[] = _("{B_EFF_NAME_WITH_PREFIX} is badly\npoisoned!"); static const u8 sText_PkmnEnergyDrained[] = _("{B_DEF_NAME_WITH_PREFIX} had its\nenergy drained!"); static const u8 sText_PkmnWasBurned[] = _("{B_EFF_NAME_WITH_PREFIX} was burned!"); -static const u8 sText_PkmnBurnedBy[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_SCR_ACTIVE_ABILITY}\nburned {B_EFF_NAME_WITH_PREFIX}!"); +static const u8 sText_PkmnBurnedBy[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\nburned {B_EFF_NAME_WITH_PREFIX}!"); static const u8 sText_PkmnHurtByBurn[] = _("{B_ATK_NAME_WITH_PREFIX} is hurt\nby its burn!"); static const u8 sText_PkmnAlreadyHasBurn[] = _("{B_DEF_NAME_WITH_PREFIX} already\nhas a burn."); static const u8 sText_PkmnWasFrozen[] = _("{B_EFF_NAME_WITH_PREFIX} was\nfrozen solid!"); -static const u8 sText_PkmnFrozenBy[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_SCR_ACTIVE_ABILITY}\nfroze {B_EFF_NAME_WITH_PREFIX} solid!"); +static const u8 sText_PkmnFrozenBy[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\nfroze {B_EFF_NAME_WITH_PREFIX} solid!"); static const u8 sText_PkmnIsFrozen[] = _("{B_ATK_NAME_WITH_PREFIX} is\nfrozen solid!"); static const u8 sText_PkmnWasDefrosted[] = _("{B_DEF_NAME_WITH_PREFIX} was\ndefrosted!"); static const u8 sText_PkmnWasDefrosted2[] = _("{B_ATK_NAME_WITH_PREFIX} was\ndefrosted!"); static const u8 sText_PkmnWasDefrostedBy[] = _("{B_ATK_NAME_WITH_PREFIX} was\ndefrosted by {B_CURRENT_MOVE}!"); static const u8 sText_PkmnWasParalyzed[] = _("{B_EFF_NAME_WITH_PREFIX} is paralyzed!\nIt may be unable to move!"); -static const u8 sText_PkmnWasParalyzedBy[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_SCR_ACTIVE_ABILITY}\nparalyzed {B_EFF_NAME_WITH_PREFIX}!\lIt may be unable to move!"); -static const u8 sText_PkmnIsParalyzed[] = _("{B_ATK_NAME_WITH_PREFIX} is paralyzed!\nIt can’t move!"); +static const u8 sText_PkmnWasParalyzedBy[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\nparalyzed {B_EFF_NAME_WITH_PREFIX}!\lIt may be unable to move!"); +static const u8 sText_PkmnIsParalyzed[] = _("{B_ATK_NAME_WITH_PREFIX} is paralyzed!\nIt can't move!"); static const u8 sText_PkmnIsAlreadyParalyzed[] = _("{B_DEF_NAME_WITH_PREFIX} is\nalready paralyzed!"); static const u8 sText_PkmnHealedParalysis[] = _("{B_DEF_NAME_WITH_PREFIX} was\nhealed of paralysis!"); -static const u8 sText_PkmnDreamEaten[] = _("{B_DEF_NAME_WITH_PREFIX}’s\ndream was eaten!"); -static const u8 sText_StatsWontIncrease[] = _("{B_ATK_NAME_WITH_PREFIX}’s {B_BUFF1}\nwon’t go higher!"); -static const u8 sText_StatsWontDecrease[] = _("{B_DEF_NAME_WITH_PREFIX}’s {B_BUFF1}\nwon’t go lower!"); -static const u8 sText_TeamStoppedWorking[] = _("Your team’s {B_BUFF1}\nstopped working!"); -static const u8 sText_FoeStoppedWorking[] = _("The foe’s {B_BUFF1}\nstopped working!"); +static const u8 sText_PkmnDreamEaten[] = _("{B_DEF_NAME_WITH_PREFIX}'s\ndream was eaten!"); +static const u8 sText_StatsWontIncrease[] = _("{B_ATK_NAME_WITH_PREFIX}'s {B_BUFF1}\nwon't go higher!"); +static const u8 sText_StatsWontDecrease[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_BUFF1}\nwon't go lower!"); +static const u8 sText_TeamStoppedWorking[] = _("Your team's {B_BUFF1}\nstopped working!"); +static const u8 sText_FoeStoppedWorking[] = _("The foe's {B_BUFF1}\nstopped working!"); static const u8 sText_PkmnIsConfused[] = _("{B_ATK_NAME_WITH_PREFIX} is\nconfused!"); static const u8 sText_PkmnHealedConfusion[] = _("{B_ATK_NAME_WITH_PREFIX} snapped\nout of confusion!"); static const u8 sText_PkmnWasConfused[] = _("{B_EFF_NAME_WITH_PREFIX} became\nconfused!"); @@ -134,14 +134,14 @@ static const u8 sText_PkmnBlownAway[] = _("{B_DEF_NAME_WITH_PREFIX} was\nblown a static const u8 sText_PkmnChangedType[] = _("{B_ATK_NAME_WITH_PREFIX} transformed\ninto the {B_BUFF1} type!"); static const u8 sText_PkmnFlinched[] = _("{B_ATK_NAME_WITH_PREFIX} flinched!"); static const u8 sText_PkmnRegainedHealth[] = _("{B_DEF_NAME_WITH_PREFIX} regained\nhealth!"); -static const u8 sText_PkmnHPFull[] = _("{B_DEF_NAME_WITH_PREFIX}’s\nHP is full!"); -static const u8 sText_PkmnRaisedSpDef[] = _("{B_ATK_PREFIX2}’s {B_CURRENT_MOVE}\nraised SP. DEF!"); -static const u8 sText_PkmnRaisedSpDefALittle[] = _("{B_ATK_PREFIX2}’s {B_CURRENT_MOVE}\nraised SP. DEF a little!"); -static const u8 sText_PkmnRaisedDef[] = _("{B_ATK_PREFIX2}’s {B_CURRENT_MOVE}\nraised DEFENSE!"); -static const u8 sText_PkmnRaisedDefALittle[] = _("{B_ATK_PREFIX2}’s {B_CURRENT_MOVE}\nraised DEFENSE a little!"); -static const u8 sText_PkmnCoveredByVeil[] = _("{B_ATK_PREFIX2}’s party is covered\nby a veil!"); -static const u8 sText_PkmnUsedSafeguard[] = _("{B_DEF_NAME_WITH_PREFIX}’s party is protected\nby SAFEGUARD!"); -static const u8 sText_PkmnSafeguardExpired[] = _("{B_ATK_PREFIX3}’s party is no longer\nprotected by SAFEGUARD!"); +static const u8 sText_PkmnHPFull[] = _("{B_DEF_NAME_WITH_PREFIX}'s\nHP is full!"); +static const u8 sText_PkmnRaisedSpDef[] = _("{B_ATK_PREFIX2}'s {B_CURRENT_MOVE}\nraised SP. DEF!"); +static const u8 sText_PkmnRaisedSpDefALittle[] = _("{B_ATK_PREFIX2}'s {B_CURRENT_MOVE}\nraised SP. DEF a little!"); +static const u8 sText_PkmnRaisedDef[] = _("{B_ATK_PREFIX2}'s {B_CURRENT_MOVE}\nraised DEFENSE!"); +static const u8 sText_PkmnRaisedDefALittle[] = _("{B_ATK_PREFIX2}'s {B_CURRENT_MOVE}\nraised DEFENSE a little!"); +static const u8 sText_PkmnCoveredByVeil[] = _("{B_ATK_PREFIX2}'s party is covered\nby a veil!"); +static const u8 sText_PkmnUsedSafeguard[] = _("{B_DEF_NAME_WITH_PREFIX}'s party is protected\nby SAFEGUARD!"); +static const u8 sText_PkmnSafeguardExpired[] = _("{B_ATK_PREFIX3}'s party is no longer\nprotected by SAFEGUARD!"); static const u8 sText_PkmnWentToSleep[] = _("{B_ATK_NAME_WITH_PREFIX} went\nto sleep!"); static const u8 sText_PkmnSleptHealthy[] = _("{B_ATK_NAME_WITH_PREFIX} slept and\nbecame healthy!"); static const u8 sText_PkmnWhippedWhirlwind[] = _("{B_ATK_NAME_WITH_PREFIX} whipped\nup a whirlwind!"); @@ -152,7 +152,7 @@ static const u8 sText_PkmnFlewHigh[] = _("{B_ATK_NAME_WITH_PREFIX} flew\nup high static const u8 sText_PkmnDugHole[] = _("{B_ATK_NAME_WITH_PREFIX} dug a hole!"); static const u8 sText_PkmnHidUnderwater[] = _("{B_ATK_NAME_WITH_PREFIX} hid\nunderwater!"); static const u8 sText_PkmnSprangUp[] = _("{B_ATK_NAME_WITH_PREFIX} sprang up!"); -static const u8 sText_PkmnSqueezedByBind[] = _("{B_DEF_NAME_WITH_PREFIX} was squeezed by\n{B_ATK_NAME_WITH_PREFIX}’s BIND!"); +static const u8 sText_PkmnSqueezedByBind[] = _("{B_DEF_NAME_WITH_PREFIX} was squeezed by\n{B_ATK_NAME_WITH_PREFIX}'s BIND!"); static const u8 sText_PkmnTrappedInVortex[] = _("{B_DEF_NAME_WITH_PREFIX} was trapped\nin the vortex!"); static const u8 sText_PkmnTrappedBySandTomb[] = _("{B_DEF_NAME_WITH_PREFIX} was trapped\nby SAND TOMB!"); static const u8 sText_PkmnWrappedBy[] = _("{B_DEF_NAME_WITH_PREFIX} was WRAPPED by\n{B_ATK_NAME_WITH_PREFIX}!"); @@ -167,21 +167,21 @@ static const u8 sText_PkmnHitWithRecoil[] = _("{B_ATK_NAME_WITH_PREFIX} is hit\n static const u8 sText_PkmnProtectedItself2[] = _("{B_ATK_NAME_WITH_PREFIX} protected\nitself!"); static const u8 sText_PkmnBuffetedBySandstorm[] = _("{B_ATK_NAME_WITH_PREFIX} is buffeted\nby the sandstorm!"); static const u8 sText_PkmnPeltedByHail[] = _("{B_ATK_NAME_WITH_PREFIX} is pelted\nby HAIL!"); -static const u8 sText_PkmnsXWoreOff[] = _("{B_ATK_PREFIX1}’s {B_BUFF1}\nwore off!"); +static const u8 sText_PkmnsXWoreOff[] = _("{B_ATK_PREFIX1}'s {B_BUFF1}\nwore off!"); static const u8 sText_PkmnSeeded[] = _("{B_DEF_NAME_WITH_PREFIX} was seeded!"); static const u8 sText_PkmnEvadedAttack[] = _("{B_DEF_NAME_WITH_PREFIX} evaded\nthe attack!"); -static const u8 sText_PkmnSappedByLeechSeed[] = _("{B_ATK_NAME_WITH_PREFIX}’s health is\nsapped by LEECH SEED!"); +static const u8 sText_PkmnSappedByLeechSeed[] = _("{B_ATK_NAME_WITH_PREFIX}'s health is\nsapped by LEECH SEED!"); static const u8 sText_PkmnFastAsleep[] = _("{B_ATK_NAME_WITH_PREFIX} is fast\nasleep."); static const u8 sText_PkmnWokeUp[] = _("{B_ATK_NAME_WITH_PREFIX} woke up!"); -static const u8 sText_PkmnUproarKeptAwake[] = _("But {B_SCR_ACTIVE_NAME_WITH_PREFIX}’s UPROAR\nkept it awake!"); +static const u8 sText_PkmnUproarKeptAwake[] = _("But {B_SCR_ACTIVE_NAME_WITH_PREFIX}'s UPROAR\nkept it awake!"); static const u8 sText_PkmnWokeUpInUproar[] = _("{B_ATK_NAME_WITH_PREFIX} woke up\nin the UPROAR!"); static const u8 sText_PkmnCausedUproar[] = _("{B_ATK_NAME_WITH_PREFIX} caused\nan UPROAR!"); static const u8 sText_PkmnMakingUproar[] = _("{B_ATK_NAME_WITH_PREFIX} is making\nan UPROAR!"); static const u8 sText_PkmnCalmedDown[] = _("{B_ATK_NAME_WITH_PREFIX} calmed down."); -static const u8 sText_PkmnCantSleepInUproar[] = _("But {B_DEF_NAME_WITH_PREFIX} can’t\nsleep in an UPROAR!"); +static const u8 sText_PkmnCantSleepInUproar[] = _("But {B_DEF_NAME_WITH_PREFIX} can't\nsleep in an UPROAR!"); static const u8 sText_PkmnStockpiled[] = _("{B_ATK_NAME_WITH_PREFIX} STOCKPILED\n{B_BUFF1}!"); -static const u8 sText_PkmnCantStockpile[] = _("{B_ATK_NAME_WITH_PREFIX} can’t\nSTOCKPILE any more!"); -static const u8 sText_PkmnCantSleepInUproar2[] = _("But {B_DEF_NAME_WITH_PREFIX} can’t\nsleep in an UPROAR!"); +static const u8 sText_PkmnCantStockpile[] = _("{B_ATK_NAME_WITH_PREFIX} can't\nSTOCKPILE any more!"); +static const u8 sText_PkmnCantSleepInUproar2[] = _("But {B_DEF_NAME_WITH_PREFIX} can't\nsleep in an UPROAR!"); static const u8 sText_UproarKeptPkmnAwake[] = _("But the UPROAR kept\n{B_DEF_NAME_WITH_PREFIX} awake!"); static const u8 sText_PkmnStayedAwakeUsing[] = _("{B_DEF_NAME_WITH_PREFIX} stayed awake\nusing its {B_DEF_ABILITY}!"); static const u8 sText_PkmnStoringEnergy[] = _("{B_ATK_NAME_WITH_PREFIX} is storing\nenergy!"); @@ -193,45 +193,45 @@ static const u8 sText_PkmnTransformedInto[] = _("{B_ATK_NAME_WITH_PREFIX} transf static const u8 sText_PkmnMadeSubstitute[] = _("{B_ATK_NAME_WITH_PREFIX} made\na SUBSTITUTE!"); static const u8 sText_PkmnHasSubstitute[] = _("{B_ATK_NAME_WITH_PREFIX} already\nhas a SUBSTITUTE!"); static const u8 sText_SubstituteDamaged[] = _("The SUBSTITUTE took damage\nfor {B_DEF_NAME_WITH_PREFIX}!\p"); -static const u8 sText_PkmnSubstituteFaded[] = _("{B_DEF_NAME_WITH_PREFIX}’s\nSUBSTITUTE faded!\p"); +static const u8 sText_PkmnSubstituteFaded[] = _("{B_DEF_NAME_WITH_PREFIX}'s\nSUBSTITUTE faded!\p"); static const u8 sText_PkmnMustRecharge[] = _("{B_ATK_NAME_WITH_PREFIX} must\nrecharge!"); -static const u8 sText_PkmnRageBuilding[] = _("{B_DEF_NAME_WITH_PREFIX}’s RAGE\nis building!"); -static const u8 sText_PkmnMoveWasDisabled[] = _("{B_DEF_NAME_WITH_PREFIX}’s {B_BUFF1}\nwas disabled!"); +static const u8 sText_PkmnRageBuilding[] = _("{B_DEF_NAME_WITH_PREFIX}'s RAGE\nis building!"); +static const u8 sText_PkmnMoveWasDisabled[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_BUFF1}\nwas disabled!"); static const u8 sText_PkmnMoveDisabledNoMore[] = _("{B_ATK_NAME_WITH_PREFIX} is disabled\nno more!"); static const u8 sText_PkmnGotEncore[] = _("{B_DEF_NAME_WITH_PREFIX} got\nan ENCORE!"); -static const u8 sText_PkmnEncoreEnded[] = _("{B_ATK_NAME_WITH_PREFIX}’s ENCORE\nended!"); +static const u8 sText_PkmnEncoreEnded[] = _("{B_ATK_NAME_WITH_PREFIX}'s ENCORE\nended!"); static const u8 sText_PkmnTookAim[] = _("{B_ATK_NAME_WITH_PREFIX} took aim\nat {B_DEF_NAME_WITH_PREFIX}!"); static const u8 sText_PkmnSketchedMove[] = _("{B_ATK_NAME_WITH_PREFIX} SKETCHED\n{B_BUFF1}!"); static const u8 sText_PkmnTryingToTakeFoe[] = _("{B_ATK_NAME_WITH_PREFIX} is trying\nto take its foe with it!"); static const u8 sText_PkmnTookFoe[] = _("{B_DEF_NAME_WITH_PREFIX} took\n{B_ATK_NAME_WITH_PREFIX} with it!"); -static const u8 sText_PkmnReducedPP[] = _("Reduced {B_DEF_NAME_WITH_PREFIX}’s\n{B_BUFF1} by {B_BUFF2}!"); -static const u8 sText_PkmnStoleItem[] = _("{B_ATK_NAME_WITH_PREFIX} stole\n{B_DEF_NAME_WITH_PREFIX}’s {B_LAST_ITEM}!"); -static const u8 sText_TargetCantEscapeNow[] = _("{B_DEF_NAME_WITH_PREFIX} can’t\nescape now!"); +static const u8 sText_PkmnReducedPP[] = _("Reduced {B_DEF_NAME_WITH_PREFIX}'s\n{B_BUFF1} by {B_BUFF2}!"); +static const u8 sText_PkmnStoleItem[] = _("{B_ATK_NAME_WITH_PREFIX} stole\n{B_DEF_NAME_WITH_PREFIX}'s {B_LAST_ITEM}!"); +static const u8 sText_TargetCantEscapeNow[] = _("{B_DEF_NAME_WITH_PREFIX} can't\nescape now!"); static const u8 sText_PkmnFellIntoNightmare[] = _("{B_DEF_NAME_WITH_PREFIX} fell into\na NIGHTMARE!"); static const u8 sText_PkmnLockedInNightmare[] = _("{B_ATK_NAME_WITH_PREFIX} is locked\nin a NIGHTMARE!"); static const u8 sText_PkmnLaidCurse[] = _("{B_ATK_NAME_WITH_PREFIX} cut its own HP and\nlaid a CURSE on {B_DEF_NAME_WITH_PREFIX}!"); static const u8 sText_PkmnAfflictedByCurse[] = _("{B_ATK_NAME_WITH_PREFIX} is afflicted\nby the CURSE!"); -static const u8 sText_SpikesScattered[] = _("SPIKES were scattered all around\nthe opponent’s side!"); +static const u8 sText_SpikesScattered[] = _("SPIKES were scattered all around\nthe opponent's side!"); static const u8 sText_PkmnHurtBySpikes[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} is hurt\nby SPIKES!"); static const u8 sText_PkmnIdentified[] = _("{B_ATK_NAME_WITH_PREFIX} identified\n{B_DEF_NAME_WITH_PREFIX}!"); -static const u8 sText_PkmnPerishCountFell[] = _("{B_ATK_NAME_WITH_PREFIX}’s PERISH count\nfell to {B_BUFF1}!"); +static const u8 sText_PkmnPerishCountFell[] = _("{B_ATK_NAME_WITH_PREFIX}'s PERISH count\nfell to {B_BUFF1}!"); static const u8 sText_PkmnBracedItself[] = _("{B_ATK_NAME_WITH_PREFIX} braced\nitself!"); static const u8 sText_PkmnEnduredHit[] = _("{B_DEF_NAME_WITH_PREFIX} ENDURED\nthe hit!"); static const u8 sText_MagnitudeStrength[] = _("MAGNITUDE {B_BUFF1}!"); static const u8 sText_PkmnCutHPMaxedAttack[] = _("{B_ATK_NAME_WITH_PREFIX} cut its own HP\nand maximized ATTACK!"); -static const u8 sText_PkmnCopiedStatChanges[] = _("{B_ATK_NAME_WITH_PREFIX} copied\n{B_DEF_NAME_WITH_PREFIX}’s stat changes!"); -static const u8 sText_PkmnGotFree[] = _("{B_ATK_NAME_WITH_PREFIX} got free of\n{B_DEF_NAME_WITH_PREFIX}’s {B_BUFF1}!"); +static const u8 sText_PkmnCopiedStatChanges[] = _("{B_ATK_NAME_WITH_PREFIX} copied\n{B_DEF_NAME_WITH_PREFIX}'s stat changes!"); +static const u8 sText_PkmnGotFree[] = _("{B_ATK_NAME_WITH_PREFIX} got free of\n{B_DEF_NAME_WITH_PREFIX}'s {B_BUFF1}!"); static const u8 sText_PkmnShedLeechSeed[] = _("{B_ATK_NAME_WITH_PREFIX} shed\nLEECH SEED!"); static const u8 sText_PkmnBlewAwaySpikes[] = _("{B_ATK_NAME_WITH_PREFIX} blew away\nSPIKES!"); static const u8 sText_PkmnFledFromBattle[] = _("{B_ATK_NAME_WITH_PREFIX} fled from\nbattle!"); static const u8 sText_PkmnForesawAttack[] = _("{B_ATK_NAME_WITH_PREFIX} foresaw\nan attack!"); static const u8 sText_PkmnTookAttack[] = _("{B_DEF_NAME_WITH_PREFIX} took the\n{B_BUFF1} attack!"); static const u8 sText_PkmnChoseXAsDestiny[] = _("{B_ATK_NAME_WITH_PREFIX} chose\n{B_CURRENT_MOVE} as its destiny!"); -static const u8 sText_PkmnAttack[] = _("{B_BUFF1}’s attack!"); +static const u8 sText_PkmnAttack[] = _("{B_BUFF1}'s attack!"); static const u8 sText_PkmnCenterAttention[] = _("{B_ATK_NAME_WITH_PREFIX} became the\ncenter of attention!"); static const u8 sText_PkmnChargingPower[] = _("{B_ATK_NAME_WITH_PREFIX} began\ncharging power!"); static const u8 sText_NaturePowerTurnedInto[] = _("NATURE POWER turned into\n{B_CURRENT_MOVE}!"); -static const u8 sText_PkmnStatusNormal[] = _("{B_ATK_NAME_WITH_PREFIX}’s status\nreturned to normal!"); +static const u8 sText_PkmnStatusNormal[] = _("{B_ATK_NAME_WITH_PREFIX}'s status\nreturned to normal!"); static const u8 sText_PkmnSubjectedToTorment[] = _("{B_DEF_NAME_WITH_PREFIX} was subjected\nto TORMENT!"); static const u8 sText_PkmnTighteningFocus[] = _("{B_ATK_NAME_WITH_PREFIX} is tightening\nits focus!"); static const u8 sText_PkmnFellForTaunt[] = _("{B_DEF_NAME_WITH_PREFIX} fell for\nthe TAUNT!"); @@ -240,93 +240,93 @@ static const u8 sText_PkmnSwitchedItems[] = _("{B_ATK_NAME_WITH_PREFIX} switched static const u8 sText_PkmnObtainedX[] = _("{B_ATK_NAME_WITH_PREFIX} obtained\n{B_BUFF1}."); static const u8 sText_PkmnObtainedX2[] = _("{B_DEF_NAME_WITH_PREFIX} obtained\n{B_BUFF2}."); static const u8 sText_PkmnObtainedXYObtainedZ[] = _("{B_ATK_NAME_WITH_PREFIX} obtained\n{B_BUFF1}.\p{B_DEF_NAME_WITH_PREFIX} obtained\n{B_BUFF2}."); -static const u8 sText_PkmnCopiedFoe[] = _("{B_ATK_NAME_WITH_PREFIX} copied\n{B_DEF_NAME_WITH_PREFIX}’s {B_DEF_ABILITY}!"); +static const u8 sText_PkmnCopiedFoe[] = _("{B_ATK_NAME_WITH_PREFIX} copied\n{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY}!"); static const u8 sText_PkmnMadeWish[] = _("{B_ATK_NAME_WITH_PREFIX} made a WISH!"); -static const u8 sText_PkmnWishCameTrue[] = _("{B_BUFF1}’s WISH\ncame true!"); +static const u8 sText_PkmnWishCameTrue[] = _("{B_BUFF1}'s WISH\ncame true!"); static const u8 sText_PkmnPlantedRoots[] = _("{B_ATK_NAME_WITH_PREFIX} planted its roots!"); static const u8 sText_PkmnAbsorbedNutrients[] = _("{B_ATK_NAME_WITH_PREFIX} absorbed\nnutrients with its roots!"); static const u8 sText_PkmnAnchoredItself[] = _("{B_DEF_NAME_WITH_PREFIX} anchored\nitself with its roots!"); static const u8 sText_PkmnWasMadeDrowsy[] = _("{B_ATK_NAME_WITH_PREFIX} made\n{B_DEF_NAME_WITH_PREFIX} drowsy!"); -static const u8 sText_PkmnKnockedOff[] = _("{B_ATK_NAME_WITH_PREFIX} knocked off\n{B_DEF_NAME_WITH_PREFIX}’s {B_LAST_ITEM}!"); +static const u8 sText_PkmnKnockedOff[] = _("{B_ATK_NAME_WITH_PREFIX} knocked off\n{B_DEF_NAME_WITH_PREFIX}'s {B_LAST_ITEM}!"); static const u8 sText_PkmnSwappedAbilities[] = _("{B_ATK_NAME_WITH_PREFIX} swapped abilities\nwith its opponent!"); -static const u8 sText_PkmnSealedOpponentMove[] = _("{B_ATK_NAME_WITH_PREFIX} sealed the\nopponent’s move(s)!"); +static const u8 sText_PkmnSealedOpponentMove[] = _("{B_ATK_NAME_WITH_PREFIX} sealed the\nopponent's move(s)!"); static const u8 sText_PkmnWantsGrudge[] = _("{B_ATK_NAME_WITH_PREFIX} wants the\nopponent to bear a GRUDGE!"); -static const u8 sText_PkmnLostPPGrudge[] = _("{B_ATK_NAME_WITH_PREFIX}’s {B_BUFF1} lost\nall its PP due to the GRUDGE!"); +static const u8 sText_PkmnLostPPGrudge[] = _("{B_ATK_NAME_WITH_PREFIX}'s {B_BUFF1} lost\nall its PP due to the GRUDGE!"); static const u8 sText_PkmnShroudedItself[] = _("{B_ATK_NAME_WITH_PREFIX} shrouded\nitself in {B_CURRENT_MOVE}!"); -static const u8 sText_PkmnMoveBounced[] = _("{B_ATK_NAME_WITH_PREFIX}’s {B_CURRENT_MOVE}\nwas bounced back by MAGIC COAT!"); +static const u8 sText_PkmnMoveBounced[] = _("{B_ATK_NAME_WITH_PREFIX}'s {B_CURRENT_MOVE}\nwas bounced back by MAGIC COAT!"); static const u8 sText_PkmnWaitsForTarget[] = _("{B_ATK_NAME_WITH_PREFIX} waits for a target\nto make a move!"); -static const u8 sText_PkmnSnatchedMove[] = _("{B_DEF_NAME_WITH_PREFIX} SNATCHED\n{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s move!"); -static const u8 sText_ElectricityWeakened[] = _("Electricity’s power was\nweakened!"); -static const u8 sText_FireWeakened[] = _("Fire’s power was\nweakened!"); +static const u8 sText_PkmnSnatchedMove[] = _("{B_DEF_NAME_WITH_PREFIX} SNATCHED\n{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s move!"); +static const u8 sText_ElectricityWeakened[] = _("Electricity's power was\nweakened!"); +static const u8 sText_FireWeakened[] = _("Fire's power was\nweakened!"); static const u8 sText_XFoundOneY[] = _("{B_ATK_NAME_WITH_PREFIX} found\none {B_LAST_ITEM}!"); static const u8 sText_SoothingAroma[] = _("A soothing aroma wafted\nthrough the area!"); -static const u8 sText_ItemsCantBeUsedNow[] = _("Items can’t be used now.{PAUSE 64}"); +static const u8 sText_ItemsCantBeUsedNow[] = _("Items can't be used now.{PAUSE 64}"); static const u8 sText_ForXCommaYZ[] = _("For {B_SCR_ACTIVE_NAME_WITH_PREFIX},\n{B_LAST_ITEM} {B_BUFF1}"); static const u8 sText_PkmnUsedXToGetPumped[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} used\n{B_LAST_ITEM} to get pumped!"); -static const u8 sText_PkmnLostFocus[] = _("{B_ATK_NAME_WITH_PREFIX} lost its\nfocus and couldn’t move!"); +static const u8 sText_PkmnLostFocus[] = _("{B_ATK_NAME_WITH_PREFIX} lost its\nfocus and couldn't move!"); static const u8 sText_PkmnWasDraggedOut[] = _("{B_DEF_NAME_WITH_PREFIX} was\ndragged out!\p"); static const u8 sText_TheWallShattered[] = _("The wall shattered!"); static const u8 sText_ButNoEffect[] = _("But it had no effect!"); static const u8 sText_PkmnHasNoMovesLeft[] = _("{B_ACTIVE_NAME_WITH_PREFIX} has no\nmoves left!\p"); -static const u8 sText_PkmnMoveIsDisabled[] = _("{B_ACTIVE_NAME_WITH_PREFIX}’s {B_CURRENT_MOVE}\nis disabled!\p"); -static const u8 sText_PkmnCantUseMoveTorment[] = _("{B_ACTIVE_NAME_WITH_PREFIX} can’t use the same\nmove in a row due to the TORMENT!\p"); -static const u8 sText_PkmnCantUseMoveTaunt[] = _("{B_ACTIVE_NAME_WITH_PREFIX} can’t use\n{B_CURRENT_MOVE} after the TAUNT!\p"); -static const u8 sText_PkmnCantUseMoveSealed[] = _("{B_ACTIVE_NAME_WITH_PREFIX} can’t use the\nsealed {B_CURRENT_MOVE}!\p"); -static const u8 sText_PkmnMadeItRain[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_SCR_ACTIVE_ABILITY}\nmade it rain!"); -static const u8 sText_PkmnRaisedSpeed[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_SCR_ACTIVE_ABILITY}\nraised its SPEED!"); +static const u8 sText_PkmnMoveIsDisabled[] = _("{B_ACTIVE_NAME_WITH_PREFIX}'s {B_CURRENT_MOVE}\nis disabled!\p"); +static const u8 sText_PkmnCantUseMoveTorment[] = _("{B_ACTIVE_NAME_WITH_PREFIX} can't use the same\nmove in a row due to the TORMENT!\p"); +static const u8 sText_PkmnCantUseMoveTaunt[] = _("{B_ACTIVE_NAME_WITH_PREFIX} can't use\n{B_CURRENT_MOVE} after the TAUNT!\p"); +static const u8 sText_PkmnCantUseMoveSealed[] = _("{B_ACTIVE_NAME_WITH_PREFIX} can't use the\nsealed {B_CURRENT_MOVE}!\p"); +static const u8 sText_PkmnMadeItRain[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\nmade it rain!"); +static const u8 sText_PkmnRaisedSpeed[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\nraised its SPEED!"); static const u8 sText_PkmnProtectedBy[] = _("{B_DEF_NAME_WITH_PREFIX} was protected\nby {B_DEF_ABILITY}!"); -static const u8 sText_PkmnPreventsUsage[] = _("{B_DEF_NAME_WITH_PREFIX}’s {B_DEF_ABILITY}\nprevents {B_ATK_NAME_WITH_PREFIX}\lfrom using {B_CURRENT_MOVE}!"); +static const u8 sText_PkmnPreventsUsage[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY}\nprevents {B_ATK_NAME_WITH_PREFIX}\lfrom using {B_CURRENT_MOVE}!"); static const u8 sText_PkmnRestoredHPUsing[] = _("{B_DEF_NAME_WITH_PREFIX} restored HP\nusing its {B_DEF_ABILITY}!"); -static const u8 sText_PkmnsXMadeYUseless[] = _("{B_DEF_NAME_WITH_PREFIX}’s {B_DEF_ABILITY}\nmade {B_CURRENT_MOVE} useless!"); -static const u8 sText_PkmnChangedTypeWith[] = _("{B_DEF_NAME_WITH_PREFIX}’s {B_DEF_ABILITY}\nmade it the {B_BUFF1} type!"); -static const u8 sText_PkmnPreventsParalysisWith[] = _("{B_EFF_NAME_WITH_PREFIX}’s {B_DEF_ABILITY}\nprevents paralysis!"); -static const u8 sText_PkmnPreventsRomanceWith[] = _("{B_DEF_NAME_WITH_PREFIX}’s {B_DEF_ABILITY}\nprevents romance!"); -static const u8 sText_PkmnPreventsPoisoningWith[] = _("{B_EFF_NAME_WITH_PREFIX}’s {B_DEF_ABILITY}\nprevents poisoning!"); -static const u8 sText_PkmnPreventsConfusionWith[] = _("{B_DEF_NAME_WITH_PREFIX}’s {B_DEF_ABILITY}\nprevents confusion!"); -static const u8 sText_PkmnRaisedFirePowerWith[] = _("{B_DEF_NAME_WITH_PREFIX}’s {B_DEF_ABILITY}\nraised its FIRE power!"); +static const u8 sText_PkmnsXMadeYUseless[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY}\nmade {B_CURRENT_MOVE} useless!"); +static const u8 sText_PkmnChangedTypeWith[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY}\nmade it the {B_BUFF1} type!"); +static const u8 sText_PkmnPreventsParalysisWith[] = _("{B_EFF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY}\nprevents paralysis!"); +static const u8 sText_PkmnPreventsRomanceWith[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY}\nprevents romance!"); +static const u8 sText_PkmnPreventsPoisoningWith[] = _("{B_EFF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY}\nprevents poisoning!"); +static const u8 sText_PkmnPreventsConfusionWith[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY}\nprevents confusion!"); +static const u8 sText_PkmnRaisedFirePowerWith[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY}\nraised its FIRE power!"); static const u8 sText_PkmnAnchorsItselfWith[] = _("{B_DEF_NAME_WITH_PREFIX} anchors\nitself with {B_DEF_ABILITY}!"); -static const u8 sText_PkmnCutsAttackWith[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_SCR_ACTIVE_ABILITY}\ncuts {B_DEF_NAME_WITH_PREFIX}’s ATTACK!"); -static const u8 sText_PkmnPreventsStatLossWith[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_SCR_ACTIVE_ABILITY}\nprevents stat loss!"); -static const u8 sText_PkmnHurtsWith[] = _("{B_DEF_NAME_WITH_PREFIX}’s {B_DEF_ABILITY}\nhurt {B_ATK_NAME_WITH_PREFIX}!"); -static const u8 sText_PkmnTraced[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} TRACED\n{B_BUFF1}’s {B_BUFF2}!"); -static const u8 sText_PkmnsXPreventsBurns[] = _("{B_EFF_NAME_WITH_PREFIX}’s {B_EFF_ABILITY}\nprevents burns!"); -static const u8 sText_PkmnsXBlocksY[] = _("{B_DEF_NAME_WITH_PREFIX}’s {B_DEF_ABILITY}\nblocks {B_CURRENT_MOVE}!"); -static const u8 sText_PkmnsXBlocksY2[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_SCR_ACTIVE_ABILITY}\nblocks {B_CURRENT_MOVE}!"); -static const u8 sText_PkmnsXRestoredHPALittle2[] = _("{B_ATK_NAME_WITH_PREFIX}’s {B_ATK_ABILITY}\nrestored its HP a little!"); -static const u8 sText_PkmnsXWhippedUpSandstorm[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_SCR_ACTIVE_ABILITY}\nwhipped up a sandstorm!"); -static const u8 sText_PkmnsXIntensifiedSun[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_SCR_ACTIVE_ABILITY}\nintensified the sun’s rays!"); -static const u8 sText_PkmnsXPreventsYLoss[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_SCR_ACTIVE_ABILITY}\nprevents {B_BUFF1} loss!"); -static const u8 sText_PkmnsXInfatuatedY[] = _("{B_DEF_NAME_WITH_PREFIX}’s {B_DEF_ABILITY}\ninfatuated {B_ATK_NAME_WITH_PREFIX}!"); -static const u8 sText_PkmnsXMadeYIneffective[] = _("{B_DEF_NAME_WITH_PREFIX}’s {B_DEF_ABILITY}\nmade {B_CURRENT_MOVE} ineffective!"); -static const u8 sText_PkmnsXCuredYProblem[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_SCR_ACTIVE_ABILITY}\ncured its {B_BUFF1} problem!"); +static const u8 sText_PkmnCutsAttackWith[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\ncuts {B_DEF_NAME_WITH_PREFIX}'s ATTACK!"); +static const u8 sText_PkmnPreventsStatLossWith[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\nprevents stat loss!"); +static const u8 sText_PkmnHurtsWith[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY}\nhurt {B_ATK_NAME_WITH_PREFIX}!"); +static const u8 sText_PkmnTraced[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} TRACED\n{B_BUFF1}'s {B_BUFF2}!"); +static const u8 sText_PkmnsXPreventsBurns[] = _("{B_EFF_NAME_WITH_PREFIX}'s {B_EFF_ABILITY}\nprevents burns!"); +static const u8 sText_PkmnsXBlocksY[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY}\nblocks {B_CURRENT_MOVE}!"); +static const u8 sText_PkmnsXBlocksY2[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\nblocks {B_CURRENT_MOVE}!"); +static const u8 sText_PkmnsXRestoredHPALittle2[] = _("{B_ATK_NAME_WITH_PREFIX}'s {B_ATK_ABILITY}\nrestored its HP a little!"); +static const u8 sText_PkmnsXWhippedUpSandstorm[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\nwhipped up a sandstorm!"); +static const u8 sText_PkmnsXIntensifiedSun[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\nintensified the sun's rays!"); +static const u8 sText_PkmnsXPreventsYLoss[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\nprevents {B_BUFF1} loss!"); +static const u8 sText_PkmnsXInfatuatedY[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY}\ninfatuated {B_ATK_NAME_WITH_PREFIX}!"); +static const u8 sText_PkmnsXMadeYIneffective[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY}\nmade {B_CURRENT_MOVE} ineffective!"); +static const u8 sText_PkmnsXCuredYProblem[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\ncured its {B_BUFF1} problem!"); static const u8 sText_ItSuckedLiquidOoze[] = _("It sucked up the\nLIQUID OOZE!"); static const u8 sText_PkmnTransformed[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} transformed!"); -static const u8 sText_PkmnsXTookAttack[] = _("{B_DEF_NAME_WITH_PREFIX}’s {B_DEF_ABILITY}\ntook the attack!"); -const u8 gText_PkmnsXPreventsSwitching[] = _("{B_BUFF1}’s {B_LAST_ABILITY}\nprevents switching!\p"); -static const u8 sText_PreventedFromWorking[] = _("{B_DEF_NAME_WITH_PREFIX}’s {B_DEF_ABILITY}\nprevented {B_SCR_ACTIVE_NAME_WITH_PREFIX}’s\l{B_BUFF1} from working!"); -static const u8 sText_PkmnsXMadeItIneffective[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_SCR_ACTIVE_ABILITY}\nmade it ineffective!"); -static const u8 sText_PkmnsXPreventsFlinching[] = _("{B_EFF_NAME_WITH_PREFIX}’s {B_EFF_ABILITY}\nprevents flinching!"); -static const u8 sText_PkmnsXPreventsYsZ[] = _("{B_ATK_NAME_WITH_PREFIX}’s {B_ATK_ABILITY}\nprevents {B_DEF_NAME_WITH_PREFIX}’s\l{B_DEF_ABILITY} from working!"); -static const u8 sText_PkmnsXCuredItsYProblem[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_SCR_ACTIVE_ABILITY}\ncured its {B_BUFF1} problem!"); -static const u8 sText_PkmnsXHadNoEffectOnY[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_SCR_ACTIVE_ABILITY}\nhad no effect on {B_EFF_NAME_WITH_PREFIX}!"); +static const u8 sText_PkmnsXTookAttack[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY}\ntook the attack!"); +const u8 gText_PkmnsXPreventsSwitching[] = _("{B_BUFF1}'s {B_LAST_ABILITY}\nprevents switching!\p"); +static const u8 sText_PreventedFromWorking[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY}\nprevented {B_SCR_ACTIVE_NAME_WITH_PREFIX}'s\l{B_BUFF1} from working!"); +static const u8 sText_PkmnsXMadeItIneffective[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\nmade it ineffective!"); +static const u8 sText_PkmnsXPreventsFlinching[] = _("{B_EFF_NAME_WITH_PREFIX}'s {B_EFF_ABILITY}\nprevents flinching!"); +static const u8 sText_PkmnsXPreventsYsZ[] = _("{B_ATK_NAME_WITH_PREFIX}'s {B_ATK_ABILITY}\nprevents {B_DEF_NAME_WITH_PREFIX}'s\l{B_DEF_ABILITY} from working!"); +static const u8 sText_PkmnsXCuredItsYProblem[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\ncured its {B_BUFF1} problem!"); +static const u8 sText_PkmnsXHadNoEffectOnY[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\nhad no effect on {B_EFF_NAME_WITH_PREFIX}!"); static const u8 sText_StatSharply[] = _("sharply "); const u8 gText_StatRose[] = _("rose!"); static const u8 sText_StatHarshly[] = _("harshly "); static const u8 sText_StatFell[] = _("fell!"); -static const u8 sText_PkmnsStatChanged[] = _("{B_ATK_NAME_WITH_PREFIX}’s {B_BUFF1}\n{B_BUFF2}"); -const u8 gText_PkmnsStatChanged2[] = _("{B_DEF_NAME_WITH_PREFIX}’s {B_BUFF1}\n{B_BUFF2}"); +static const u8 sText_PkmnsStatChanged[] = _("{B_ATK_NAME_WITH_PREFIX}'s {B_BUFF1}\n{B_BUFF2}"); +const u8 gText_PkmnsStatChanged2[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_BUFF1}\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_ATK_NAME_WITH_PREFIX}’s {B_BUFF1}\n{B_BUFF2}"); -static const u8 sText_PkmnsStatChanged4[] = _("{B_DEF_NAME_WITH_PREFIX}’s {B_BUFF1}\n{B_BUFF2}"); -static const u8 sText_StatsWontIncrease2[] = _("{B_ATK_NAME_WITH_PREFIX}’s stats won’t\ngo any higher!"); -static const u8 sText_StatsWontDecrease2[] = _("{B_DEF_NAME_WITH_PREFIX}’s stats won’t\ngo any lower!"); +static const u8 sText_PkmnsStatChanged3[] = _("{B_ATK_NAME_WITH_PREFIX}'s {B_BUFF1}\n{B_BUFF2}"); +static const u8 sText_PkmnsStatChanged4[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_BUFF1}\n{B_BUFF2}"); +static const u8 sText_StatsWontIncrease2[] = _("{B_ATK_NAME_WITH_PREFIX}'s stats won't\ngo any higher!"); +static const u8 sText_StatsWontDecrease2[] = _("{B_DEF_NAME_WITH_PREFIX}'s stats won't\ngo any lower!"); static const u8 sText_CriticalHit[] = _("A critical hit!"); -static const u8 sText_OneHitKO[] = _("It’s a one-hit KO!"); +static const u8 sText_OneHitKO[] = _("It's a one-hit KO!"); static const u8 sText_123Poof[] = _("{PAUSE 32}1, {PAUSE 15}2, and{PAUSE 15}… {PAUSE 15}… {PAUSE 15}… {PAUSE 15}{PLAY_SE 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[] = _("It’s not very effective…"); -static const u8 sText_SuperEffective[] = _("It’s super effective!"); +static const u8 sText_HMMovesCantBeForgotten[] = _("HM moves can't be\nforgotten now.\p"); +static const u8 sText_NotVeryEffective[] = _("It's not very effective…"); +static const u8 sText_SuperEffective[] = _("It's super effective!"); static const u8 sText_GotAwaySafely[] = _("{PLAY_SE 0x0011}Got away safely!\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"); @@ -339,9 +339,9 @@ static const u8 sText_PlayerBattledToDrawLinkTrainer[] = _("Player battled to a 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! There’s no running\nfrom a TRAINER battle!\p"); -static const u8 sText_CantEscape[] = _("Can’t escape!\p"); -static const u8 sText_DontLeaveBirch[] = _("PROF. BIRCH: Don’t leave me like this!\p"); +static const u8 sText_NoRunningFromTrainers[] = _("No! There's no running\nfrom a TRAINER battle!\p"); +static const u8 sText_CantEscape[] = _("Can't escape!\p"); +static const u8 sText_DontLeaveBirch[] = _("PROF. BIRCH: Don't leave me like this!\p"); static const u8 sText_ButNothingHappened[] = _("But nothing happened!"); static const u8 sText_ButItFailed[] = _("But it failed!"); static const u8 sText_ItHurtConfusion[] = _("It hurt itself in its\nconfusion!"); @@ -369,26 +369,26 @@ static const u8 sText_TooWeakForSubstitute[] = _("It was too weak to make\na SUB static const u8 sText_SharedPain[] = _("The battlers shared\ntheir pain!"); static const u8 sText_BellChimed[] = _("A bell chimed!"); static const u8 sText_FaintInThree[] = _("All affected POKéMON will\nfaint in three turns!"); -static const u8 sText_NoPPLeft[] = _("There’s no PP left for\nthis move!\p"); +static const u8 sText_NoPPLeft[] = _("There's no PP left for\nthis move!\p"); static const u8 sText_ButNoPPLeft[] = _("But there was no PP left\nfor the move!"); static const u8 sText_PkmnIgnoresAsleep[] = _("{B_ATK_NAME_WITH_PREFIX} ignored\norders while asleep!"); static const u8 sText_PkmnIgnoredOrders[] = _("{B_ATK_NAME_WITH_PREFIX} ignored\norders!"); static const u8 sText_PkmnBeganToNap[] = _("{B_ATK_NAME_WITH_PREFIX} began to nap!"); static const u8 sText_PkmnLoafing[] = _("{B_ATK_NAME_WITH_PREFIX} is\nloafing around!"); -static const u8 sText_PkmnWontObey[] = _("{B_ATK_NAME_WITH_PREFIX} won’t\nobey!"); +static const u8 sText_PkmnWontObey[] = _("{B_ATK_NAME_WITH_PREFIX} won't\nobey!"); static const u8 sText_PkmnTurnedAway[] = _("{B_ATK_NAME_WITH_PREFIX} turned away!"); static const u8 sText_PkmnPretendNotNotice[] = _("{B_ATK_NAME_WITH_PREFIX} pretended\nnot to notice!"); static const u8 sText_EnemyAboutToSwitchPkmn[] = _("{B_TRAINER1_CLASS} {B_TRAINER1_NAME} is\nabout to use {B_BUFF2}.\pWill {B_PLAYER_NAME} change\nPOKéMON?"); static const u8 sText_PkmnLearnedMove2[] = _("{B_ATK_NAME_WITH_PREFIX} learned\n{B_BUFF1}!"); static const u8 sText_PlayerDefeatedLinkTrainerTrainer1[] = _("Player defeated\n{B_TRAINER1_CLASS} {B_TRAINER1_NAME}!\p"); static const u8 sText_CreptCloser[] = _("{B_PLAYER_NAME} crept closer to\n{B_OPPONENT_MON1_NAME}!"); -static const u8 sText_CantGetCloser[] = _("{B_PLAYER_NAME} can’t get any closer!"); +static const u8 sText_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_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[] = _("Wild {B_OPPONENT_MON1_NAME} appeared!\p"); static const u8 sText_WildPkmnAppeared2[] = _("Wild {B_OPPONENT_MON1_NAME} appeared!\p"); @@ -410,9 +410,9 @@ static const u8 sText_GoTwoPkmn[] = _("Go! {B_PLAYER_MON1_NAME} and\n{B_PLAYER_M static const u8 sText_GoPkmn2[] = _("Go! {B_BUFF1}!"); static const u8 sText_DoItPkmn[] = _("Do it! {B_BUFF1}!"); static const u8 sText_GoForItPkmn[] = _("Go for it, {B_BUFF1}!"); -static const u8 sText_YourFoesWeakGetEmPkmn[] = _("Your foe’s weak!\nGet ’em, {B_BUFF1}!"); +static const u8 sText_YourFoesWeakGetEmPkmn[] = _("Your foe's weak!\nGet 'em, {B_BUFF1}!"); static const u8 sText_LinkPartnerSentOutPkmnGoPkmn[] = _("{B_LINK_PARTNER_NAME} sent out {B_LINK_PLAYER_MON2_NAME}!\nGo! {B_LINK_PLAYER_MON1_NAME}!"); -static const u8 sText_PkmnThatsEnough[] = _("{B_BUFF1}, that’s enough!\nCome back!"); +static const u8 sText_PkmnThatsEnough[] = _("{B_BUFF1}, that's enough!\nCome back!"); static const u8 sText_PkmnComeBack[] = _("{B_BUFF1}, come back!"); static const u8 sText_PkmnOkComeBack[] = _("{B_BUFF1}, OK!\nCome back!"); static const u8 sText_PkmnGoodComeBack[] = _("{B_BUFF1}, good!\nCome back!"); @@ -467,8 +467,8 @@ static const u8 sText_PlayerUsedItem[] = _("{B_PLAYER_NAME} used\n{B_LAST_ITEM}! static const u8 sText_WallyUsedItem[] = _("WALLY used\n{B_LAST_ITEM}!"); static const u8 sText_Trainer1UsedItem[] = _("{B_TRAINER1_CLASS} {B_TRAINER1_NAME}\nused {B_LAST_ITEM}!"); static const u8 sText_TrainerBlockedBall[] = _("The TRAINER blocked the BALL!"); -static const u8 sText_DontBeAThief[] = _("Don’t be a thief!"); -static const u8 sText_ItDodgedBall[] = _("It dodged the thrown BALL!\nThis POKéMON can’t be caught!"); +static const u8 sText_DontBeAThief[] = _("Don't be a thief!"); +static const u8 sText_ItDodgedBall[] = _("It dodged the thrown BALL!\nThis POKéMON can't be caught!"); static const u8 sText_YouMissedPkmn[] = _("You missed the POKéMON!"); static const u8 sText_PkmnBrokeFree[] = _("Oh, no!\nThe POKéMON broke free!"); static const u8 sText_ItAppearedCaught[] = _("Aww!\nIt appeared to be caught!"); @@ -478,30 +478,30 @@ static const u8 sText_GotchaPkmnCaught[] = _("Gotcha!\n{B_OPPONENT_MON1_NAME} wa static const u8 sText_GotchaPkmnCaught2[] = _("Gotcha!\n{B_OPPONENT_MON1_NAME} was caught!{UNKNOWN_A}{PLAY_BGM MUS_KACHI22}{PAUSE 127}"); static const u8 sText_GiveNicknameCaptured[] = _("Give a nickname to the\ncaptured {B_OPPONENT_MON1_NAME}?"); static const u8 sText_PkmnSentToPC[] = _("{B_OPPONENT_MON1_NAME} was sent to\n{B_PC_CREATOR_NAME} PC."); -static const u8 sText_Someones[] = _("someone’s"); -static const u8 sText_Lanettes[] = _("LANETTE’s"); -static const u8 sText_PkmnDataAddedToDex[] = _("{B_OPPONENT_MON1_NAME}’s data was\nadded to the POKéDEX.\p"); +static const u8 sText_Someones[] = _("someone's"); +static const u8 sText_Lanettes[] = _("LANETTE's"); +static const u8 sText_PkmnDataAddedToDex[] = _("{B_OPPONENT_MON1_NAME}'s data was\nadded to the POKéDEX.\p"); static const u8 sText_ItIsRaining[] = _("It is raining."); static const u8 sText_SandstormIsRaging[] = _("A sandstorm is raging."); -static const u8 sText_BoxIsFull[] = _("The BOX is full!\nYou can’t catch any more!\p"); +static const u8 sText_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_PkmnsItemCuredParalysis[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_LAST_ITEM}\ncured paralysis!"); +static const u8 sText_PkmnsItemCuredPoison[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_LAST_ITEM}\ncured poison!"); +static const u8 sText_PkmnsItemHealedBurn[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_LAST_ITEM}\nhealed its burn!"); +static const u8 sText_PkmnsItemDefrostedIt[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_LAST_ITEM}\ndefrosted it!"); +static const u8 sText_PkmnsItemWokeIt[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_LAST_ITEM}\nwoke it from its sleep!"); +static const u8 sText_PkmnsItemSnappedOut[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_LAST_ITEM}\nsnapped it out of confusion!"); +static const u8 sText_PkmnsItemCuredProblem[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_LAST_ITEM}\ncured its {B_BUFF1} problem!"); +static const u8 sText_PkmnsItemNormalizedStatus[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_LAST_ITEM}\nnormalized its status!"); +static const u8 sText_PkmnsItemRestoredHealth[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_LAST_ITEM}\nrestored health!"); +static const u8 sText_PkmnsItemRestoredPP[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_LAST_ITEM}\nrestored {B_BUFF1}'s PP!"); +static const u8 sText_PkmnsItemRestoredStatus[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_LAST_ITEM}\nrestored its status!"); +static const u8 sText_PkmnsItemRestoredHPALittle[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_LAST_ITEM}\nrestored its HP a little!"); static const u8 sText_ItemAllowsOnlyYMove[] = _("{B_LAST_ITEM} allows the\nuse of only {B_CURRENT_MOVE}!\p"); static const u8 sText_PkmnHungOnWithX[] = _("{B_DEF_NAME_WITH_PREFIX} hung on\nusing its {B_LAST_ITEM}!"); const u8 gText_EmptyString3[] = _(""); -static const u8 sText_YouThrowABallNowRight[] = _("You throw a BALL now, right?\nI… I’ll do my best!"); +static const u8 sText_YouThrowABallNowRight[] = _("You throw a BALL now, right?\nI… I'll do my best!"); // early declaration of strings static const u8 sText_PkmnIncapableOfPower[]; @@ -1215,7 +1215,7 @@ 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 sText_ApostropheS[] = _("'s"); static const u8 sATypeMove_Table[][17] = { @@ -1272,7 +1272,7 @@ static const u8 sText_InGamePartnerSentOutZGoN[] = _("{B_PARTNER_CLASS} {B_PARTN 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_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!"); @@ -1284,16 +1284,16 @@ const u16 gStringIds_85CCF0A[] = }; 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_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_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_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!"); const u8 * const gRefereeStringsTable[] = @@ -1317,7 +1317,7 @@ static const u8 sText_Trainer1Fled[] = _( "{PLAY_SE 0x0011}{B_TRAINER1_CLASS} {B 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."); +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}"); |