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authorProjectRevoTPP <projectrevotpp@hotmail.com>2017-11-13 13:25:34 -0500
committerProjectRevoTPP <projectrevotpp@hotmail.com>2017-11-13 13:25:34 -0500
commit28c9f5ee21407a7c896b171b20fddaf3791f93c7 (patch)
tree4088d77e6dc4f0a8018e2bdf28e1d75b8934336e /src
parent92d37c52fd3be7c3382d9a2e51a81afd843816fa (diff)
fix german
Diffstat (limited to 'src')
-rw-r--r--src/battle/battle_message.c2
-rwxr-xr-xsrc/data/battle_strings_de.h1612
2 files changed, 1613 insertions, 1 deletions
diff --git a/src/battle/battle_message.c b/src/battle/battle_message.c
index 962c5de7b..f856355b9 100644
--- a/src/battle/battle_message.c
+++ b/src/battle/battle_message.c
@@ -19,7 +19,7 @@
#define BATTLESTRINGS_MAX BATTLESTRINGS_NO + BATTLESTRING_TO_SUB
#ifdef GERMAN
-#include "../data/battle_strings_en.h" // TODO: German
+#include "../data/battle_strings_de.h" // TODO: German
#else
#include "../data/battle_strings_en.h"
#endif
diff --git a/src/data/battle_strings_de.h b/src/data/battle_strings_de.h
new file mode 100755
index 000000000..e696adf94
--- /dev/null
+++ b/src/data/battle_strings_de.h
@@ -0,0 +1,1612 @@
+#include "moves.h"
+
+enum
+{
+ BATTLE_TEXT_UnknownString = 12,
+ BATTLE_TEXT_GainExpPoints,
+ BATTLE_TEXT_GrewLevel,
+ BATTLE_TEXT_LearnedMove,
+ BATTLE_TEXT_TryingToLearnMove,
+ BATTLE_TEXT_CantLearnMore,
+ BATTLE_TEXT_DeleteMove,
+ BATTLE_TEXT_DeletedMove,
+ BATTLE_TEXT_StopLearning,
+ BATTLE_TEXT_DidNotLearn,
+ BATTLE_TEXT_LearnedMove2,
+ BATTLE_TEXT_AttackMissed,
+ BATTLE_TEXT_ProtectedItself,
+ BATTLE_TEXT_StatNoHigher,
+ BATTLE_TEXT_AvoidedDamage,
+ BATTLE_TEXT_DoesntAffect,
+ BATTLE_TEXT_AttackingFainted,
+ BATTLE_TEXT_DefendingFainted,
+ BATTLE_TEXT_WinningPrize,
+ BATTLE_TEXT_OutOfUsablePoke,
+ BATTLE_TEXT_WhitedOut,
+ BATTLE_TEXT_PreventEscape,
+ BATTLE_TEXT_HitMulti,
+ BATTLE_TEXT_FellAsleep,
+ BATTLE_TEXT_MadeAsleep,
+ BATTLE_TEXT_DefendingAsleep,
+ BATTLE_TEXT_AttackingAsleep,
+ BATTLE_TEXT_WasntAffected,
+ BATTLE_TEXT_Poisoned,
+ BATTLE_TEXT_Poisoned2,
+ BATTLE_TEXT_PoisonHurt,
+ BATTLE_TEXT_AlreadyPoisoned,
+ BATTLE_TEXT_BadlyPoisoned,
+ BATTLE_TEXT_EnergyDrained,
+ BATTLE_TEXT_Burned,
+ BATTLE_TEXT_Burned2,
+ BATTLE_TEXT_BurnHurt,
+ BATTLE_TEXT_Frozen,
+ BATTLE_TEXT_Frozen2,
+ BATTLE_TEXT_FrozenSolid,
+ BATTLE_TEXT_DefendingDefrosted,
+ BATTLE_TEXT_AttackingDefrosted,
+ BATTLE_TEXT_Defrosted,
+ BATTLE_TEXT_Paralyzed,
+ BATTLE_TEXT_Paralyzed2,
+ BATTLE_TEXT_Paralyzed3,
+ BATTLE_TEXT_AlreadyParalyzed,
+ BATTLE_TEXT_ParalysisHealed,
+ BATTLE_TEXT_DreamEaten,
+ BATTLE_TEXT_AttackingStatNoHigher,
+ BATTLE_TEXT_DefendingStatNoHigher,
+ BATTLE_TEXT_StoppedWorking,
+ BATTLE_TEXT_StoppedWorking2,
+ BATTLE_TEXT_Confused,
+ BATTLE_TEXT_ConfusionSnapOut,
+ BATTLE_TEXT_BecameConfused,
+ BATTLE_TEXT_AlreadyConfused,
+ BATTLE_TEXT_FellLove,
+ BATTLE_TEXT_InLoveWith,
+ BATTLE_TEXT_ImmobilizedBy,
+ BATTLE_TEXT_BlownAway,
+ BATTLE_TEXT_TypeTransform,
+ BATTLE_TEXT_Flinched,
+ BATTLE_TEXT_RegainedHealth,
+ BATTLE_TEXT_HPFull,
+ BATTLE_TEXT_RaisedSpDef,
+ BATTLE_TEXT_RaisedDefense,
+ BATTLE_TEXT_CoveredVeil,
+ BATTLE_TEXT_SafeguardActive,
+ BATTLE_TEXT_SafeguardFaded,
+ BATTLE_TEXT_WentToSleep,
+ BATTLE_TEXT_SpeltHealthy,
+ BATTLE_TEXT_WhipWhirlwind,
+ BATTLE_TEXT_TookSunlight,
+ BATTLE_TEXT_LoweredHead,
+ BATTLE_TEXT_IsGlowing,
+ BATTLE_TEXT_FlewHigh,
+ BATTLE_TEXT_DugHole,
+ BATTLE_TEXT_SqueezedBind,
+ BATTLE_TEXT_TrappedVortex,
+ BATTLE_TEXT_Wrapped,
+ BATTLE_TEXT_Clamped,
+ BATTLE_TEXT_HurtBy,
+ BATTLE_TEXT_FreedFrom,
+ BATTLE_TEXT_KeptGoingCrash,
+ BATTLE_TEXT_MistShroud,
+ BATTLE_TEXT_MistProtect,
+ BATTLE_TEXT_GetPumped,
+ BATTLE_TEXT_HitRecoil,
+ BATTLE_TEXT_ProtectedItself2,
+ BATTLE_TEXT_SandBuffeted,
+ BATTLE_TEXT_HailStricken,
+ BATTLE_TEXT_WasSeeded,
+ BATTLE_TEXT_EvadedAttack,
+ BATTLE_TEXT_HealthSapped,
+ BATTLE_TEXT_FastAsleep,
+ BATTLE_TEXT_WokeUp,
+ BATTLE_TEXT_UproarAwake,
+ BATTLE_TEXT_UproarWoke,
+ BATTLE_TEXT_UproarCaused,
+ BATTLE_TEXT_UproarMaking,
+ BATTLE_TEXT_CalmedDown,
+ BATTLE_TEXT_UproarCantSleep,
+ BATTLE_TEXT_Stockpiled,
+ BATTLE_TEXT_StockpiledCant,
+ BATTLE_TEXT_UproarCantSleep2,
+ BATTLE_TEXT_UproarKeptAwake,
+ BATTLE_TEXT_StayedAwake,
+ BATTLE_TEXT_StoringEnergy,
+ BATTLE_TEXT_UnleashedEnergy,
+ BATTLE_TEXT_FatigueConfuse,
+ BATTLE_TEXT_PickedUpYen,
+ BATTLE_TEXT_Unaffected,
+ BATTLE_TEXT_Transformed,
+ BATTLE_TEXT_SubMade,
+ BATTLE_TEXT_SubAlready,
+ BATTLE_TEXT_SubTookDamage,
+ BATTLE_TEXT_SubFaded,
+ BATTLE_TEXT_MustRecharge,
+ BATTLE_TEXT_RageBuilding,
+ BATTLE_TEXT_MoveWasDisabled,
+ BATTLE_TEXT_MoveIsDisabled,
+ BATTLE_TEXT_DisabledNoMore,
+ BATTLE_TEXT_EncoreGot,
+ BATTLE_TEXT_EncoreEnded,
+ BATTLE_TEXT_TookAim,
+ BATTLE_TEXT_SketchedMove,
+ BATTLE_TEXT_DestinyBondTake,
+ BATTLE_TEXT_DestinyBondTaken,
+ BATTLE_TEXT_ReducedBy,
+ BATTLE_TEXT_StoleSomething,
+ BATTLE_TEXT_CantEscapeNow,
+ BATTLE_TEXT_NightmareStart,
+ BATTLE_TEXT_NightmareLock,
+ BATTLE_TEXT_CurseLay,
+ BATTLE_TEXT_CurseAfflict,
+ BATTLE_TEXT_SpikesScattered,
+ BATTLE_TEXT_SpikesHurt,
+ BATTLE_TEXT_IdentifiedPoke,
+ BATTLE_TEXT_PerishSongFell,
+ BATTLE_TEXT_BracedItself,
+ BATTLE_TEXT_EnduredHit,
+ BATTLE_TEXT_MagnitudeCount,
+ BATTLE_TEXT_CutHPMaxATK,
+ BATTLE_TEXT_CopyStatChanges,
+ BATTLE_TEXT_GotFreeFrom,
+ BATTLE_TEXT_LeechShed,
+ BATTLE_TEXT_SpikesBlownAway,
+ BATTLE_TEXT_FledBattle,
+ BATTLE_TEXT_ForesawAttack,
+ BATTLE_TEXT_TookAttack,
+ BATTLE_TEXT_PokeAttack,
+ BATTLE_TEXT_CenterAttention,
+ BATTLE_TEXT_ChargingPower,
+ BATTLE_TEXT_NaturePower,
+ BATTLE_TEXT_StatusNormal,
+ BATTLE_TEXT_NoMovesLeft,
+ BATTLE_TEXT_TormentSubject,
+ BATTLE_TEXT_TormentNoUse,
+ BATTLE_TEXT_TightenFocus,
+ BATTLE_TEXT_TauntFell,
+ BATTLE_TEXT_TauntNoUse,
+ BATTLE_TEXT_ReadyToHelp,
+ BATTLE_TEXT_SwitchedItems,
+ BATTLE_TEXT_CopiedObject,
+ BATTLE_TEXT_WishMade,
+ BATTLE_TEXT_WishTrue,
+ BATTLE_TEXT_PlantedRoots,
+ BATTLE_TEXT_AbsorbNutrients,
+ BATTLE_TEXT_AnchoredItself,
+ BATTLE_TEXT_DrowsyMade,
+ BATTLE_TEXT_KnockedOffItem,
+ BATTLE_TEXT_AbilitySwap,
+ BATTLE_TEXT_SealedMove,
+ BATTLE_TEXT_SealedNoUse,
+ BATTLE_TEXT_GrudgeBear,
+ BATTLE_TEXT_GrudgeLosePP,
+ BATTLE_TEXT_ShroudedItself,
+ BATTLE_TEXT_MagicCoatBounce,
+ BATTLE_TEXT_AwaitMove,
+ BATTLE_TEXT_SnatchedMove,
+ BATTLE_TEXT_RainMade,
+ BATTLE_TEXT_SpeedRisen,
+ BATTLE_TEXT_ProtectedBy,
+ BATTLE_TEXT_PreventedBy,
+ BATTLE_TEXT_HPRestoredUsing,
+ BATTLE_TEXT_MadeType,
+ BATTLE_TEXT_PreventedPara,
+ BATTLE_TEXT_PreventedRomance,
+ BATTLE_TEXT_PreventedPoison,
+ BATTLE_TEXT_PreventedConfusion,
+ BATTLE_TEXT_RaisedFirePower,
+ BATTLE_TEXT_AnchorsItself,
+ BATTLE_TEXT_CutsAttack,
+ BATTLE_TEXT_PreventedStatLoss,
+ BATTLE_TEXT_HurtOther,
+ BATTLE_TEXT_Traced,
+ BATTLE_TEXT_Sharply,
+ BATTLE_TEXT_Rose,
+ BATTLE_TEXT_Harshly,
+ BATTLE_TEXT_Fell,
+ BATTLE_TEXT_UnknownString7,
+ BATTLE_TEXT_UnknownString3,
+ BATTLE_TEXT_UnknownString5,
+ BATTLE_TEXT_UnknownString6,
+ BATTLE_TEXT_Critical,
+ BATTLE_TEXT_GrandSlam,
+ BATTLE_TEXT_MoveForget123,
+ BATTLE_TEXT_MoveForgetAnd,
+ BATTLE_TEXT_NotEffective,
+ BATTLE_TEXT_SuperEffective,
+ BATTLE_TEXT_GotAwaySafely,
+ BATTLE_TEXT_FledWild,
+ BATTLE_TEXT_NoRunning,
+ BATTLE_TEXT_CantEscape2,
+ BATTLE_TEXT_BirchDontLeaveMe,
+ BATTLE_TEXT_Nothing,
+ BATTLE_TEXT_Failed,
+ BATTLE_TEXT_HurtItself,
+ BATTLE_TEXT_MirrorFail,
+ BATTLE_TEXT_RainStart,
+ BATTLE_TEXT_PourStart,
+ BATTLE_TEXT_RainCont1,
+ BATTLE_TEXT_PourCont,
+ BATTLE_TEXT_RainStop,
+ BATTLE_TEXT_SandBrewed,
+ BATTLE_TEXT_SandRages,
+ BATTLE_TEXT_SandSubsided,
+ BATTLE_TEXT_SunBright,
+ BATTLE_TEXT_SunStrong,
+ BATTLE_TEXT_SunFaded,
+ BATTLE_TEXT_HailStart,
+ BATTLE_TEXT_HailCont,
+ BATTLE_TEXT_HailStop,
+ BATTLE_TEXT_SpitUpFail,
+ BATTLE_TEXT_SwallowFail,
+ BATTLE_TEXT_WindHeatWave,
+ BATTLE_TEXT_StatElim,
+ BATTLE_TEXT_CoinScatter,
+ BATTLE_TEXT_SubWeak,
+ BATTLE_TEXT_PainSplit,
+ BATTLE_TEXT_BellChime,
+ BATTLE_TEXT_PerishSong,
+ BATTLE_TEXT_NoPP1,
+ BATTLE_TEXT_NoPP2,
+ BATTLE_TEXT_Used1,
+ BATTLE_TEXT_TutorialUsed,
+ BATTLE_TEXT_BlockBall,
+ BATTLE_TEXT_DontBeAThief,
+ BATTLE_TEXT_DodgeBall,
+ BATTLE_TEXT_MissPoke,
+ BATTLE_TEXT_BallBrokeOhNo,
+ BATTLE_TEXT_BallBrokeAppeared,
+ BATTLE_TEXT_BallBrokeAlmost,
+ BATTLE_TEXT_BallBrokeSoClose,
+ BATTLE_TEXT_BallCaught1,
+ BATTLE_TEXT_BallCaught2,
+ BATTLE_TEXT_GiveNickname,
+ BATTLE_TEXT_SentToPC,
+ BATTLE_TEXT_AddedToDex,
+ BATTLE_TEXT_Raining,
+ BATTLE_TEXT_Sandstorm,
+ BATTLE_TEXT_CantEscape,
+ BATTLE_TEXT_IgnoredOrdersSLP,
+ BATTLE_TEXT_IgnoredOrders,
+ BATTLE_TEXT_BeganNap,
+ BATTLE_TEXT_LoafingAround,
+ BATTLE_TEXT_WontObey,
+ BATTLE_TEXT_TurnedAway,
+ BATTLE_TEXT_NotNotice,
+ BATTLE_TEXT_WillSwitch,
+ BATTLE_TEXT_CreptCloser,
+ BATTLE_TEXT_CantGetCloser,
+ BATTLE_TEXT_WatchingCarefully,
+ BATTLE_TEXT_CuriousAbout,
+ BATTLE_TEXT_EnthralledBy,
+ BATTLE_TEXT_IgnoredThing,
+ BATTLE_TEXT_ThrewBlock,
+ BATTLE_TEXT_SafariOver,
+ BATTLE_TEXT_CuredParalysis,
+ BATTLE_TEXT_CuredPoison,
+ BATTLE_TEXT_CuredBurn,
+ BATTLE_TEXT_CuredFreeze,
+ BATTLE_TEXT_CuredSleep,
+ BATTLE_TEXT_CuredConfusion,
+ BATTLE_TEXT_CuredStatus,
+ BATTLE_TEXT_RestoredHealth,
+ BATTLE_TEXT_RestoredPP,
+ BATTLE_TEXT_RestoredStatus,
+ BATTLE_TEXT_RestoredHPLittle,
+ BATTLE_TEXT_ChoiceBand,
+ BATTLE_TEXT_FocusSash,
+ BATTLE_TEXT_Terminator2,
+ BATTLE_TEXT_PreventedBurn,
+ BATTLE_TEXT_BlocksOther,
+ BATTLE_TEXT_RestoredHPByItem,
+ BATTLE_TEXT_WhipSandstorm,
+ BATTLE_TEXT_PreventedLoss,
+ BATTLE_TEXT_InfatuatedPoke,
+ BATTLE_TEXT_MadeIneffective,
+ BATTLE_TEXT_CuredProblem,
+ BATTLE_TEXT_OozeSuckup,
+ BATTLE_TEXT_Transformed2,
+ BATTLE_TEXT_ElecWeakened,
+ BATTLE_TEXT_FireWeakened,
+ BATTLE_TEXT_HidUnderwater,
+ BATTLE_TEXT_SprangUp,
+ BATTLE_TEXT_CantForgetHM,
+ BATTLE_TEXT_FoundOne,
+ BATTLE_TEXT_PlayerDefeatedTrainer2,
+ BATTLE_TEXT_SoothingAroma,
+ BATTLE_TEXT_CantUseItems,
+ BATTLE_TEXT_UnknownString2,
+ BATTLE_TEXT_UnknownString4,
+ BATTLE_TEXT_HustleUse,
+ BATTLE_TEXT_MadeUseless,
+ BATTLE_TEXT_SandTombTrapped,
+ BATTLE_TEXT_Terminator,
+ BATTLE_TEXT_BoostedExp,
+ BATTLE_TEXT_SunIntensified,
+ BATTLE_TEXT_GroundMoveNegate,
+ BATTLE_TEXT_WallyBall,
+ BATTLE_TEXT_TookAttack2,
+ BATTLE_TEXT_ChoseDestiny,
+ BATTLE_TEXT_LostFocus,
+ BATTLE_TEXT_UseNext,
+ BATTLE_TEXT_FledUsingItem,
+ BATTLE_TEXT_FledUsingOther,
+ BATTLE_TEXT_DraggedOut,
+ BATTLE_TEXT_PreventedOther,
+ BATTLE_TEXT_NormalizedStatus,
+ BATTLE_TEXT_Used2,
+ BATTLE_TEXT_BoxFull,
+ BATTLE_TEXT_AvoidedAttack,
+ BATTLE_TEXT_MadeIneffective2,
+ BATTLE_TEXT_PreventedFlinching,
+ BATTLE_TEXT_AlreadyBurned,
+ BATTLE_TEXT_StatNoLower,
+ BATTLE_TEXT_BlocksOther2,
+ BATTLE_TEXT_WoreOff,
+ BATTLE_TEXT_RaisedDefenseLittle,
+ BATTLE_TEXT_RaisedSpDefLittle,
+ BATTLE_TEXT_BrokeWall,
+ BATTLE_TEXT_PreventedOther2,
+ BATTLE_TEXT_CuredOfProblem,
+ BATTLE_TEXT_AttackingCantEscape,
+ BATTLE_TEXT_Obtained1,
+ BATTLE_TEXT_Obtained2,
+ BATTLE_TEXT_Obtained3,
+ BATTLE_TEXT_NoEffect,
+ BATTLE_TEXT_NoEffectOn,
+};
+
+const u8 BattleText_UnknownString[] = _("{STRING 33}");
+const u8 BattleText_GainExpPoints[] = _("{STRING 0} erhält{PLAYER}\n{STRING 42} E-Punkte!\p");
+const u8 BattleText_Terminator[] = _("");
+const u8 BattleText_BoostedExp[] = _(" spezielle");
+const u8 BattleText_GrewLevel[] = _("{STRING 0} erreicht\nLv. {PLAYER}!{UNKNOWN_A}\p");
+const u8 BattleText_LearnedMove[] = _("{STRING 0} erlernt\n{PLAYER}!{UNKNOWN_A}\p");
+const u8 BattleText_TryingToLearnMove[] = _("{STRING 0} versucht,\n{PLAYER} zu lernen.\p");
+const u8 BattleText_CantLearnMore[] = _("Aber {STRING 0} kann nicht\nmehr als vier Attacken erlernen.\p");
+const u8 BattleText_DeleteMove[] = _("Soll eine Attacke zu Gunsten von\n{PLAYER} vergessen werden?");
+const u8 BattleText_DeletedMove[] = _("{STRING 0} hat\n{PLAYER} vergessen!\p");
+const u8 BattleText_StopLearning[] = _("{PAUSE 32}{PLAYER}\nnicht erlernen?");
+const u8 BattleText_DidNotLearn[] = _("{STRING 0} hat {PLAYER}\nnicht erlernt.\p");
+const u8 BattleText_UseNext[] = _("Nächstes POKéMON einsetzen?");
+const u8 BattleText_AttackMissed[] = _("Attacke von {EVIL_LEGENDARY}\nging daneben!");
+const u8 BattleText_ProtectedItself[] = _("{GOOD_LEGENDARY}\nschützt sich selbst!");
+const u8 BattleText_AvoidedDamage[] = _("{GOOD_LEGENDARY} vermeidet\nSchaden mit {STRING 22}!");
+const u8 BattleText_GroundMoveNegate[] = _("{GOOD_LEGENDARY} wehrt BODEN-\nAttacken mit {STRING 22} ab!");
+const u8 BattleText_AvoidedAttack[] = _("{GOOD_LEGENDARY} wehrt die\nAttacke ab!");
+const u8 BattleText_DoesntAffect[] = _("Es hat keine Wirkung auf\n{GOOD_LEGENDARY}...");
+const u8 BattleText_AttackingFainted[] = _("{EVIL_LEGENDARY}\nwurde besiegt!\p");
+const u8 BattleText_DefendingFainted[] = _("{GOOD_LEGENDARY}\nwurde besiegt!\p");
+const u8 BattleText_WinningPrize[] = _("{STRING 32} gewinnt ¥{STRING 0}!\p");
+const u8 BattleText_OutOfUsablePoke[] = _("{STRING 32} hat kein\nkampffähiges POKéMON mehr!\p");
+const u8 BattleText_WhitedOut[] = _("{STRING 32} fällt in Ohnmacht!{PAUSE_UNTIL_PRESS}");
+const u8 BattleText_PreventEscape[] = _("{STRING 16} verhindert\neine Flucht mit {STRING 23}!\p");
+const u8 BattleText_CantEscape[] = _("Flucht unmöglich!\p");
+const u8 BattleText_AttackingCantEscape[] = _("{EVIL_LEGENDARY}\nkann nicht fliehen!");
+const u8 BattleText_HitMulti[] = _("{STRING 0}-mal getroffen!");
+const u8 BattleText_FellAsleep[] = _("{STRING 14}\nist eingeschlafen!");
+const u8 BattleText_MadeAsleep[] = _("{STRING 23} von\n{STRING 16} lässt\l{STRING 14} einschlafen!");
+const u8 BattleText_DefendingAsleep[] = _("{GOOD_LEGENDARY} schläft\nbereits!");
+const u8 BattleText_AttackingAsleep[] = _("{EVIL_LEGENDARY} schläft\nbereits!");
+const u8 BattleText_WasntAffected[] = _("{GOOD_LEGENDARY}\nist unversehrt!");
+const u8 BattleText_Poisoned[] = _("{STRING 14}\nwurde vergiftet!");
+const u8 BattleText_Poisoned2[] = _("{STRING 23} von\n{STRING 16} vergiftete\l{STRING 14}!");
+const u8 BattleText_PoisonHurt[] = _("{EVIL_LEGENDARY} wurde durch\nGift verletzt!");
+const u8 BattleText_AlreadyPoisoned[] = _("{GOOD_LEGENDARY} ist bereits\nvergiftet.");
+const u8 BattleText_BadlyPoisoned[] = _("{STRING 14} wurde schwer\nvergiftet!");
+const u8 BattleText_EnergyDrained[] = _("{GOOD_LEGENDARY} wurde\nEnergie abgesaugt!");
+const u8 BattleText_Burned[] = _("{STRING 14} brennt!");
+const u8 BattleText_Burned2[] = _("{STRING 23} von\n{STRING 16} verbrennt\l{STRING 14}!");
+const u8 BattleText_BurnHurt[] = _("Die Verbrennung schadet\n{EVIL_LEGENDARY}!");
+const u8 BattleText_AlreadyBurned[] = _("{GOOD_LEGENDARY} brennt\nbereits.");
+const u8 BattleText_Frozen[] = _("{STRING 14} erstarrt\nzu Eis!");
+const u8 BattleText_Frozen2[] = _("{STRING 14} wurde durch\n{STRING 23} von\l{STRING 16} eingefroren!");
+const u8 BattleText_FrozenSolid[] = _("{EVIL_LEGENDARY} ist\neingefroren!");
+const u8 BattleText_DefendingDefrosted[] = _("{GOOD_LEGENDARY} wurde\naufgetaut!");
+const u8 BattleText_AttackingDefrosted[] = _("{EVIL_LEGENDARY} wurde\naufgetaut!");
+const u8 BattleText_Defrosted[] = _("{EVIL_LEGENDARY} wurde\ndurch {STRING 17} aufgetaut!");
+const u8 BattleText_Paralyzed[] = _("{STRING 14} ist\nparalysiert! Es greift\leventuell nicht an!");
+const u8 BattleText_Paralyzed2[] = _("{STRING 23} von\n{STRING 16} paralysierte\p{STRING 14}!\nEs greift eventuell nicht an!");
+const u8 BattleText_Paralyzed3[] = _("{EVIL_LEGENDARY} ist\nparalysiert! Es kann\lnicht angreifen!");
+const u8 BattleText_AlreadyParalyzed[] = _("{GOOD_LEGENDARY} ist\nbereits paralysiert!");
+const u8 BattleText_ParalysisHealed[] = _("{GOOD_LEGENDARY} wurde von der\nParalyse geheilt!");
+const u8 BattleText_DreamEaten[] = _("Der Traum von {GOOD_LEGENDARY}\nwurde gefressen!");
+const u8 BattleText_AttackingStatNoHigher[] = _("{STRING 0} von\n{EVIL_LEGENDARY} kann nicht\lmehr erhöht werden!");
+const u8 BattleText_DefendingStatNoHigher[] = _("{STRING 0} von\n{GOOD_LEGENDARY} kann nicht\lweiter gesenkt werden!");
+const u8 BattleText_StoppedWorking[] = _("{STRING 0} in deinem Team\nfunktioniert nicht mehr!");
+const u8 BattleText_StoppedWorking2[] = _("{STRING 0} des Gegners\nfunktioniert nicht mehr!");
+const u8 BattleText_Confused[] = _("{EVIL_LEGENDARY} ist\nverwirrt!");
+const u8 BattleText_ConfusionSnapOut[] = _("{EVIL_LEGENDARY} ist nicht\nmehr verwirrt!");
+const u8 BattleText_BecameConfused[] = _("{STRING 14} wurde\nverwirrt!");
+const u8 BattleText_AlreadyConfused[] = _("{GOOD_LEGENDARY} ist\nbereits verwirrt!");
+const u8 BattleText_FellLove[] = _("{GOOD_LEGENDARY}\nhat sich verliebt!");
+const u8 BattleText_InLoveWith[] = _("{EVIL_LEGENDARY} hat sich in\n{STRING 16} verliebt!");
+const u8 BattleText_ImmobilizedBy[] = _("{EVIL_LEGENDARY} ist starr\nvor Liebe!");
+const u8 BattleText_BlownAway[] = _("{GOOD_LEGENDARY} wurde\nweggeweht!");
+const u8 BattleText_TypeTransform[] = _("{EVIL_LEGENDARY} verwandelt\nsich zu Typ {STRING 0}!");
+const u8 BattleText_Flinched[] = _("{EVIL_LEGENDARY} schreckt\nzurück!");
+const u8 BattleText_RegainedHealth[] = _("{GOOD_LEGENDARY} erholt sich!");
+const u8 BattleText_HPFull[] = _("{GOOD_LEGENDARY} hat alle KP!");
+const u8 BattleText_RaisedSpDef[] = _("{STRING 17} von\n{STRING 38} erhöht\ldie SP. VER.");
+const u8 BattleText_RaisedSpDefLittle[] = _("Die SP. VER. wird etwas durch\n{STRING 17} von\l{STRING 38} erhöht.");
+const u8 BattleText_RaisedDefense[] = _("{STRING 17} von\n{STRING 38}\lerhöht die VERTEIDIGUNG!");
+const u8 BattleText_RaisedDefenseLittle[] = _("{STRING 17} von\n{STRING 38}\lerhöht etwas die VERTEIDIGUNG!");
+const u8 BattleText_CoveredVeil[] = _("{STRING 38} wird von\neinem Schleier umhüllt!");
+const u8 BattleText_SafeguardActive[] = _("{GOOD_LEGENDARY} wird durch\nBODYGUARD geschützt!");
+const u8 BattleText_SafeguardFaded[] = _("BODYGUARD von\n{STRING 40} lässt nach!");
+const u8 BattleText_WentToSleep[] = _("{EVIL_LEGENDARY} ist\neingeschlafen!");
+const u8 BattleText_SpeltHealthy[] = _("{EVIL_LEGENDARY} schläft und\nerholt sich!");
+const u8 BattleText_WhipWhirlwind[] = _("{EVIL_LEGENDARY} entfacht\neinen Wirbelwind!");
+const u8 BattleText_TookSunlight[] = _("{EVIL_LEGENDARY} absorbiert\nSonnenlicht!");
+const u8 BattleText_LoweredHead[] = _("{EVIL_LEGENDARY} zieht seinen\nKopf ein!");
+const u8 BattleText_IsGlowing[] = _("{EVIL_LEGENDARY} leuchtet!");
+const u8 BattleText_FlewHigh[] = _("{EVIL_LEGENDARY} fliegt\nhoch empor!");
+const u8 BattleText_DugHole[] = _("{EVIL_LEGENDARY} gräbt sich\nein!");
+const u8 BattleText_HidUnderwater[] = _("{EVIL_LEGENDARY} taucht\nunter!");
+const u8 BattleText_SprangUp[] = _("{EVIL_LEGENDARY} springt auf!");
+const u8 BattleText_SqueezedBind[] = _("{EVIL_LEGENDARY} setzt bei\n{GOOD_LEGENDARY}\lKLAMMERGRIFF ein!");
+const u8 BattleText_TrappedVortex[] = _("{GOOD_LEGENDARY} wurde in\neinem Strudel gefangen!");
+const u8 BattleText_SandTombTrapped[] = _("{GOOD_LEGENDARY} wurde durch\nSANDGRAB gefangen!");
+const u8 BattleText_Wrapped[] = _("{GOOD_LEGENDARY} wurde von\n{EVIL_LEGENDARY} umWICKELt!");
+const u8 BattleText_Clamped[] = _("{GOOD_LEGENDARY} wurde von\n{EVIL_LEGENDARY} geSCHNAPPT!");
+const u8 BattleText_HurtBy[] = _("{EVIL_LEGENDARY} wurde durch\n{STRING 0} verletzt!");
+const u8 BattleText_FreedFrom[] = _("{EVIL_LEGENDARY} wurde von\n{STRING 0} befreit!");
+const u8 BattleText_KeptGoingCrash[] = _("{EVIL_LEGENDARY} macht weiter\nund bricht zusammen!");
+const u8 BattleText_MistShroud[] = _("{STRING 38} wird in\nWEISSNEBEL gehüllt!");
+const u8 BattleText_MistProtect[] = _("{STRING 16} wird durch\nWEISSNEBEL geschützt!");
+const u8 BattleText_GetPumped[] = _("{EVIL_LEGENDARY} pumpt\nsich auf!");
+const u8 BattleText_HitRecoil[] = _("{EVIL_LEGENDARY} wurde vom\nRückstoß getroffen!");
+const u8 BattleText_ProtectedItself2[] = _("{EVIL_LEGENDARY} schützt\nsich selbst!");
+const u8 BattleText_SandBuffeted[] = _("{EVIL_LEGENDARY} wird vom\nSandsturm getroffen!");
+const u8 BattleText_HailStricken[] = _("{EVIL_LEGENDARY} wird vom\nHAGELSTURM getroffen!");
+const u8 BattleText_WoreOff[] = _("{STRING 0} von\n{STRING 36} lässt nach!");
+const u8 BattleText_WasSeeded[] = _("{GOOD_LEGENDARY} wurde\nbepflanzt!");
+const u8 BattleText_EvadedAttack[] = _("{GOOD_LEGENDARY} ist\nausgewichen!");
+const u8 BattleText_HealthSapped[] = _("EGELSAMEN schadet\n{EVIL_LEGENDARY}!");
+const u8 BattleText_FastAsleep[] = _("{EVIL_LEGENDARY} schläft tief\nund fest.");
+const u8 BattleText_WokeUp[] = _("{EVIL_LEGENDARY} ist\naufgewacht!");
+const u8 BattleText_UproarAwake[] = _("AUFRUHR von {STRING 16}\nhält es wach!");
+const u8 BattleText_UproarWoke[] = _("{EVIL_LEGENDARY} wird durch\nAUFRUHR wach!");
+const u8 BattleText_UproarCaused[] = _("{EVIL_LEGENDARY} verursacht\nAUFRUHR!");
+const u8 BattleText_UproarMaking[] = _("{EVIL_LEGENDARY} macht\neinen AUFRUHR!");
+const u8 BattleText_CalmedDown[] = _("{EVIL_LEGENDARY}\nberuhigt sich.");
+const u8 BattleText_UproarCantSleep[] = _("{GOOD_LEGENDARY} kann bei dem\nAUFRUHR nicht schlafen!");
+const u8 BattleText_Stockpiled[] = _("{EVIL_LEGENDARY} HORTET\n{STRING 0}!");
+const u8 BattleText_StockpiledCant[] = _("{EVIL_LEGENDARY} kann nicht\nweiter HORTEN!");
+const u8 BattleText_UproarCantSleep2[] = _("{GOOD_LEGENDARY} kann bei dem\nAUFRUHR nicht schlafen!");
+const u8 BattleText_UproarKeptAwake[] = _("Aber der AUFRUHR hält\n{GOOD_LEGENDARY} wach!");
+const u8 BattleText_StayedAwake[] = _("{GOOD_LEGENDARY} hält sich mit\n{STRING 22} wach!");
+const u8 BattleText_StoringEnergy[] = _("{EVIL_LEGENDARY} speichert\nEnergie!");
+const u8 BattleText_UnleashedEnergy[] = _("{EVIL_LEGENDARY} erzeugt\nEnergie!");
+const u8 BattleText_FatigueConfuse[] = _("{EVIL_LEGENDARY} ist vor\nErschöpfung verwirrt!");
+const u8 BattleText_PickedUpYen[] = _("{STRING 32} hebt\n¥{STRING 0} auf!\p");
+const u8 BattleText_Unaffected[] = _("{GOOD_LEGENDARY} ist\nunversehrt!");
+const u8 BattleText_Transformed[] = _("{EVIL_LEGENDARY} verwandelt\nsich in {STRING 0}!");
+const u8 BattleText_SubMade[] = _("{EVIL_LEGENDARY} setzt einen\nDELEGATOR ein!");
+const u8 BattleText_SubAlready[] = _("{EVIL_LEGENDARY} hat bereits\neinen DELEGATOR!");
+const u8 BattleText_SubTookDamage[] = _("Der DELEGATOR steckt den\nSchlag für {GOOD_LEGENDARY}\lein!\p");
+const u8 BattleText_SubFaded[] = _("DELEGATOR von\n{GOOD_LEGENDARY} lässt nach!\p");
+const u8 BattleText_MustRecharge[] = _("{EVIL_LEGENDARY} muss sich\nwieder aufladen!");
+const u8 BattleText_RageBuilding[] = _("{GOOD_LEGENDARY} verfällt in\nRASEREI!");
+const u8 BattleText_MoveWasDisabled[] = _("{STRING 0} von\n{GOOD_LEGENDARY}\lwurde blockiert!");
+const u8 BattleText_DisabledNoMore[] = _("{EVIL_LEGENDARY} ist nicht\nmehr blockiert!");
+const u8 BattleText_EncoreGot[] = _("{GOOD_LEGENDARY} gibt\neine ZUGABE!");
+const u8 BattleText_EncoreEnded[] = _("ZUGABE von {EVIL_LEGENDARY}\nist beendet!");
+const u8 BattleText_TookAim[] = _("{EVIL_LEGENDARY} zielt\nauf {GOOD_LEGENDARY}!");
+const u8 BattleText_SketchedMove[] = _("{EVIL_LEGENDARY} setzt\nNACHAHMER bei {STRING 0} ein!");
+const u8 BattleText_DestinyBondTake[] = _("{EVIL_LEGENDARY} versucht den\nGegner mit sich zu nehmen!");
+const u8 BattleText_DestinyBondTaken[] = _("{GOOD_LEGENDARY} nimmt\n{EVIL_LEGENDARY} mit sich!");
+const u8 BattleText_ReducedBy[] = _("{STRING 0} von\n{GOOD_LEGENDARY} wird um\l{PLAYER} reduziert!");
+const u8 BattleText_StoleSomething[] = _("{EVIL_LEGENDARY} stiehlt\n{STRING 19} von\l{GOOD_LEGENDARY}!");
+const u8 BattleText_CantEscapeNow[] = _("{GOOD_LEGENDARY} kann\nnicht fliehen!");
+const u8 BattleText_NightmareStart[] = _("{GOOD_LEGENDARY} bekommt\nNACHTMAHR!");
+const u8 BattleText_NightmareLock[] = _("{EVIL_LEGENDARY} ist in\nNACHTMAHR gefangen!");
+const u8 BattleText_CurseLay[] = _("{EVIL_LEGENDARY} nimmt einen\nTeil seiner KP und legt einen\lFLUCH auf {GOOD_LEGENDARY}!");
+const u8 BattleText_CurseAfflict[] = _("{EVIL_LEGENDARY} wurde durch\nFLUCH verletzt!");
+const u8 BattleText_SpikesScattered[] = _("POKéMON-Team von {STRING 37}\nverteilt STACHELN um sich!");
+const u8 BattleText_SpikesHurt[] = _("{STRING 16} wurde durch\nSTACHLER verletzt!");
+const u8 BattleText_IdentifiedPoke[] = _("{EVIL_LEGENDARY} erkennt\n{GOOD_LEGENDARY}!");
+const u8 BattleText_PerishSongFell[] = _("ABGESANG von {EVIL_LEGENDARY}\nsteht bei {STRING 0}!");
+const u8 BattleText_BracedItself[] = _("{EVIL_LEGENDARY} macht sich\nbereit!");
+const u8 BattleText_EnduredHit[] = _("{GOOD_LEGENDARY} setzt\nAUSDAUER ein!");
+const u8 BattleText_MagnitudeCount[] = _("INTENSITÄT {STRING 0}!");
+const u8 BattleText_CutHPMaxATK[] = _("{EVIL_LEGENDARY} nutzt seine\nKP und hebt den ANGR-Wert!");
+const u8 BattleText_CopyStatChanges[] = _("{EVIL_LEGENDARY} kopiert die\nStatusveränderungen\lvon {GOOD_LEGENDARY}!");
+const u8 BattleText_GotFreeFrom[] = _("{EVIL_LEGENDARY} befreit\nsich von {STRING 0}\lvon {GOOD_LEGENDARY}!");
+const u8 BattleText_LeechShed[] = _("{EVIL_LEGENDARY} befreit sich\nvon EGELSAMEN!");
+const u8 BattleText_SpikesBlownAway[] = _("{EVIL_LEGENDARY} blies den\nSTACHLER weg!");
+const u8 BattleText_FledBattle[] = _("{EVIL_LEGENDARY} ist\ngeflüchtet!");
+const u8 BattleText_ForesawAttack[] = _("{EVIL_LEGENDARY} sah eine\nAttacke voraus!");
+const u8 BattleText_TookAttack[] = _("{GOOD_LEGENDARY} wurde von\nder Attacke {STRING 0} getroffen!");
+const u8 BattleText_ChoseDestiny[] = _("{EVIL_LEGENDARY} wählte\n{STRING 17} als Vorhersehung aus!");
+const u8 BattleText_PokeAttack[] = _("Angriff von {STRING 0}!");
+const u8 BattleText_CenterAttention[] = _("{EVIL_LEGENDARY} zieht alle\nAufmerksamkeit auf sich!");
+const u8 BattleText_ChargingPower[] = _("{EVIL_LEGENDARY} lädt\nsich auf!");
+const u8 BattleText_NaturePower[] = _("NATUR-KRAFT wurde zu\n{STRING 17}!");
+const u8 BattleText_StatusNormal[] = _("Status von {EVIL_LEGENDARY}\nwird normal!");
+const u8 BattleText_TormentSubject[] = _("{GOOD_LEGENDARY} wird von\nFOLTERKNECHT unterworfen!");
+const u8 BattleText_TightenFocus[] = _("{EVIL_LEGENDARY} verstärkt\nseinen Fokus!");
+const u8 BattleText_TauntFell[] = _("{GOOD_LEGENDARY} fällt auf\nVERHÖHNER herein!");
+const u8 BattleText_ReadyToHelp[] = _("{EVIL_LEGENDARY} will\n{GOOD_LEGENDARY} helfen!");
+const u8 BattleText_SwitchedItems[] = _("{EVIL_LEGENDARY} tauscht\nItems mit anderem PKMN!");
+const u8 BattleText_Obtained1[] = _("{EVIL_LEGENDARY} erhält\n{STRING 0}.");
+const u8 BattleText_Obtained2[] = _("{GOOD_LEGENDARY} erhält\n{PLAYER}.");
+const u8 BattleText_Obtained3[] = _("{EVIL_LEGENDARY} erhält\n{STRING 0}.\p{GOOD_LEGENDARY} erhält\n{PLAYER}.");
+const u8 BattleText_CopiedObject[] = _("{EVIL_LEGENDARY}\nkopiert {STRING 22} von\l{GOOD_LEGENDARY}!");
+const u8 BattleText_WishMade[] = _("{EVIL_LEGENDARY} spricht einen\nWUNSCHTRAUM aus!");
+const u8 BattleText_WishTrue[] = _("WUNSCHTRAUM von\n{STRING 0} erfüllt sich!");
+const u8 BattleText_PlantedRoots[] = _("{EVIL_LEGENDARY} pflanzt seine\nWurzeln!");
+const u8 BattleText_AbsorbNutrients[] = _("{EVIL_LEGENDARY} nimmt über\nseine Wurzeln Nährstoffe auf!");
+const u8 BattleText_AnchoredItself[] = _("{GOOD_LEGENDARY}\nverankert sich mit seinen Wurzeln!");
+const u8 BattleText_DrowsyMade[] = _("{EVIL_LEGENDARY} macht\n{GOOD_LEGENDARY} schläfrig!");
+const u8 BattleText_KnockedOffItem[] = _("{EVIL_LEGENDARY}\nentreißt {STRING 19} von\l{GOOD_LEGENDARY}!");
+const u8 BattleText_AbilitySwap[] = _("{EVIL_LEGENDARY} tauscht die\nFähigkeiten mit einem PKMN!");
+const u8 BattleText_SealedMove[] = _("{EVIL_LEGENDARY} versiegelt\ndie Attacke/n des Gegners!");
+const u8 BattleText_GrudgeBear[] = _("{EVIL_LEGENDARY} möchte, dass\nder Gegner ein NACHSPIEL erträgt!");
+const u8 BattleText_GrudgeLosePP[] = _("{STRING 0} von\n{EVIL_LEGENDARY} hat aufgrund\lvon NACHSPIEL alle AP verloren!");
+const u8 BattleText_ShroudedItself[] = _("{EVIL_LEGENDARY} verhüllt sich\nselbst in {STRING 17}!");
+const u8 BattleText_MagicCoatBounce[] = _("{STRING 17} von\n{EVIL_LEGENDARY} prallte am\lMAGIEMANTEL ab!");
+const u8 BattleText_AwaitMove[] = _("{EVIL_LEGENDARY} wartet auf\neine gegnerische Attacke!");
+const u8 BattleText_SnatchedMove[] = _("{GOOD_LEGENDARY} ÜBERNAHM\nAttacke von {STRING 16}!");
+const u8 BattleText_ElecWeakened[] = _("Die Stärke der Elektrizität\nwurde geschwächt!");
+const u8 BattleText_FireWeakened[] = _("Die Stärke des Feuers\nwurde geschwächt!");
+const u8 BattleText_FoundOne[] = _("{EVIL_LEGENDARY} hat 1\n{STRING 19} gefunden!");
+const u8 BattleText_SoothingAroma[] = _("Ein wohltuendes Aroma\nbreitet sich aus!");
+const u8 BattleText_CantUseItems[] = _("Hier können Items nicht eingesetzt\nwerden.{PAUSE 64}");
+const u8 BattleText_UnknownString2[] = _("Für {STRING 16} war\n{STRING 19} {STRING 0}");
+const u8 BattleText_HustleUse[] = _("{STRING 16} setzt\n{STRING 19} ein, um zu drängeln!");
+const u8 BattleText_LostFocus[] = _("{EVIL_LEGENDARY} hat seinen\nFokus verloren und kann\lnicht angreifen!");
+const u8 BattleText_DraggedOut[] = _("{GOOD_LEGENDARY} wurde\nauserwählt!\p");
+const u8 BattleText_BrokeWall[] = _("Die Mauer brach zusammen!");
+const u8 BattleText_NoEffect[] = _("Es ist wirkungslos!");
+const u8 BattleText_NoMovesLeft[] = _("{STRING 15} hat keine\nAttacken mehr übrig!\p");
+const u8 BattleText_MoveIsDisabled[] = _("{STRING 17} von\n{STRING 15} ist blockiert!\p");
+const u8 BattleText_TormentNoUse[] = _("{STRING 15} kann\naufgrund von FOLTERKNECHT\pdie Attacke nicht 2-mal\nhintereinander einsetzen!");
+const u8 BattleText_TauntNoUse[] = _("{STRING 15} kann\n{STRING 17} nach VERHÖHNER\lnicht einsetzen!\p");
+const u8 BattleText_SealedNoUse[] = _("{STRING 15} kann die ver-\nsiegelte Attacke {STRING 17}\lnicht einsetzen!\p");
+const u8 BattleText_RainMade[] = _("{STRING 23} von\n{STRING 16} lässt\les regnen!");
+const u8 BattleText_SpeedRisen[] = _("{STRING 23} von\n{STRING 16} erhöht\lseine INIT.!");
+const u8 BattleText_ProtectedBy[] = _("{GOOD_LEGENDARY} wurde durch\n{STRING 22} geschützt!");
+const u8 BattleText_PreventedBy[] = _("{STRING 22} von\n{GOOD_LEGENDARY} hindert\p{EVIL_LEGENDARY} daran,\n{STRING 17} einzusetzen!");
+const u8 BattleText_HPRestoredUsing[] = _("{GOOD_LEGENDARY} füllt KP mit\nHilfe von {STRING 22} auf!");
+const u8 BattleText_MadeUseless[] = _("{STRING 22} von\n{GOOD_LEGENDARY} hebt die\lWirkung von {STRING 17} auf!");
+const u8 BattleText_MadeType[] = _("{STRING 22} von\n{GOOD_LEGENDARY} macht es zu\leinem {STRING 0}-Typ!");
+const u8 BattleText_PreventedPara[] = _("{STRING 22} von\n{STRING 14} verhindert\leine Paralyse!");
+const u8 BattleText_PreventedRomance[] = _("{STRING 22} von\n{GOOD_LEGENDARY} verhindert\leine Romanze!");
+const u8 BattleText_PreventedPoison[] = _("{STRING 22} von\n{STRING 14} verhindert\leine Vergiftung!");
+const u8 BattleText_PreventedConfusion[] = _("{STRING 22} von\n{GOOD_LEGENDARY} verhindert\lVerwirrung!");
+const u8 BattleText_RaisedFirePower[] = _("{STRING 22} von\n{GOOD_LEGENDARY} erhöht die\lFEUER-Kraft!");
+const u8 BattleText_AnchorsItself[] = _("{GOOD_LEGENDARY} verankert\nsich mit Hilfe von {STRING 22}!");
+const u8 BattleText_CutsAttack[] = _("{STRING 23} von\n{STRING 16} vermindert\lANGRIFF von {GOOD_LEGENDARY}!");
+const u8 BattleText_PreventedStatLoss[] = _("{STRING 23} von\n{STRING 16} verhindert\lStatusveränderungen!");
+const u8 BattleText_HurtOther[] = _("{STRING 22} von\n{GOOD_LEGENDARY} verletzt\l{EVIL_LEGENDARY}!");
+const u8 BattleText_Traced[] = _("FÄHRTE von\n{STRING 16}\perkennt {PLAYER}\nvon {STRING 0}!");
+const u8 BattleText_PreventedBurn[] = _("{STRING 24} von\n{STRING 14} verhindert\lVerbrennung!");
+const u8 BattleText_BlocksOther[] = _("{STRING 22} von\n{GOOD_LEGENDARY} blockiert\l{STRING 17}!");
+const u8 BattleText_BlocksOther2[] = _("{STRING 23} von\n{STRING 16} blockiert\l{STRING 17}!");
+const u8 BattleText_RestoredHPByItem[] = _("{STRING 21} von\n{EVIL_LEGENDARY} füllt\leinige KP auf!");
+const u8 BattleText_WhipSandstorm[] = _("{STRING 23} von\n{STRING 16} entfacht\leinen Sandsturm!");
+const u8 BattleText_SunIntensified[] = _("{STRING 23} von\n{STRING 16} intensiviert\ldie Sonnenstrahlen!");
+const u8 BattleText_PreventedLoss[] = _("{STRING 23} von\n{STRING 16} verhindert \lden Verlust von {STRING 0}!");
+const u8 BattleText_InfatuatedPoke[] = _("{EVIL_LEGENDARY} ist vernarrt\nin {STRING 22} von\l{GOOD_LEGENDARY}!");
+const u8 BattleText_MadeIneffective[] = _("{STRING 22} von\n{GOOD_LEGENDARY} macht\l{STRING 17} wirkungslos!");
+const u8 BattleText_CuredProblem[] = _("{STRING 23} von\n{STRING 16} heilte sein\lProblem mit {STRING 0}!");
+const u8 BattleText_OozeSuckup[] = _("Es saugte\nKLOAKENSOSSE auf!");
+const u8 BattleText_Transformed2[] = _("{STRING 16}\nverwandelte sich!");
+const u8 BattleText_TookAttack2[] = _("{STRING 22} von\n{GOOD_LEGENDARY} übernahm\lden Angriff!");
+const u8 BattleText_PreventedSwitch[] = _("{STRING 20} von\n{STRING 0} verhindert\pWechsel!\p");
+const u8 BattleText_PreventedOther[] = _("{STRING 22} von\n{GOOD_LEGENDARY} macht\p{STRING 0} von\n{STRING 16} wirkungslos!");
+const u8 BattleText_MadeIneffective2[] = _("{STRING 23} von\n{STRING 16} machte\les wirkungslos!");
+const u8 BattleText_PreventedFlinching[] = _("{STRING 24} von\n{STRING 14} verhindert\lein Zurückschrecken!");
+const u8 BattleText_PreventedOther2[] = _("{STRING 21} von\n{EVIL_LEGENDARY} macht\p{STRING 22} von\n{GOOD_LEGENDARY} wirkungslos!");
+const u8 BattleText_CuredOfProblem[] = _("{STRING 23} von\n{STRING 16} heilte sein\lProblem mit {STRING 0}!");
+const u8 BattleText_NoEffectOn[] = _("{STRING 23} von\n{STRING 16} hat keine\lWirkung auf {STRING 14}!");
+const u8 BattleText_Sharply[] = _("steigt stark!");
+const u8 BattleText_Rose[] = _("steigt.");
+const u8 BattleText_Harshly[] = _("sinkt stark!");
+const u8 BattleText_Fell[] = _("sinkt.");
+const u8 BattleText_UnknownString7[] = _("{STRING 0} von\n{EVIL_LEGENDARY} {PLAYER}");
+const u8 BattleText_UnknownString3[] = _("{STRING 0} von\n{GOOD_LEGENDARY} {PLAYER}");
+const u8 BattleText_UnknownString4[] = _("{STRING 19}: {STRING 0} von\n{STRING 16} {PLAYER}");
+const u8 BattleText_UnknownString5[] = _("{STRING 0} von\n{EVIL_LEGENDARY} {PLAYER}");
+const u8 BattleText_UnknownString6[] = _("{STRING 0} von\n{GOOD_LEGENDARY} {PLAYER}");
+const u8 BattleText_StatNoHigher[] = _("Status von {EVIL_LEGENDARY}\nkann nicht weiter erhöht werden!");
+const u8 BattleText_StatNoLower[] = _("Status von {GOOD_LEGENDARY}\nkann nicht weiter sinken!");
+const u8 BattleText_Critical[] = _("Ein Volltreffer!");
+const u8 BattleText_GrandSlam[] = _("Ein K.O.-Treffer!");
+const u8 BattleText_MoveForget123[] = _("{PAUSE 32}1, {PAUSE 15}2 und...{PAUSE 15} ...{PAUSE 15} ...{PAUSE 15}\n{PAUSE 15}{PLAY_SE 0x38 0x00}Schwupp!\p");
+const u8 BattleText_MoveForgetAnd[] = _("Und...\p");
+const u8 BattleText_CantForgetHM[] = _("VM-Attacken können jetzt \nnicht vergessen werden.\p");
+const u8 BattleText_NotEffective[] = _("Das ist nicht sehr effektiv...");
+const u8 BattleText_SuperEffective[] = _("Das ist sehr effektiv!");
+const u8 BattleText_GotAwaySafely[] = _("{PLAY_SE 0x11 0x00}Du bist entkommen!\p");
+const u8 BattleText_FledUsingItem[] = _("{PLAY_SE 0x11 0x00}{EVIL_LEGENDARY} floh\ndurch Einsatz von {STRING 19}!\p");
+const u8 BattleText_FledUsingOther[] = _("{PLAY_SE 0x11 0x00}{EVIL_LEGENDARY} floh\ndurch Einsatz von {STRING 21}!\p");
+const u8 BattleText_FledWild[] = _("{PLAY_SE 0x11 0x00}Wildes {STRING 0} floh!");
+const u8 BattleText_PlayerDefeatedTrainer[] = _("Spieler besiegte\n{STRING 29}!");
+const u8 BattleText_PlayerDefeatedTrainers[] = _("Spieler besiegte\n{STRING 30} und {STRING 29}!");
+const u8 BattleText_PlayerLostTrainer[] = _("Spieler verlor gegen\n{STRING 29}!");
+const u8 BattleText_PlayerLostTrainers[] = _("Spieler verlor gegen\n{STRING 30} und {STRING 29}!");
+const u8 BattleText_PlayerTiedTrainer[] = _("Patt zwischen Spieler und\n{STRING 29}!");
+const u8 BattleText_PlayerTiedTrainers[] = _("Patt zwischen Spieler, {STRING 30}\nund {STRING 29}!");
+const u8 BattleText_FledSingle[] = _("{PLAY_SE 0x11 0x00}{STRING 29} floh!");
+const u8 BattleText_FledDouble[] = _("{PLAY_SE 0x11 0x00}{STRING 29} und\n{STRING 30} flohen!");
+const u8 BattleText_NoRunning[] = _("Du kannst aus TRAINER-Kämpfen\nnicht fliehen!\p");
+const u8 BattleText_CantEscape2[] = _("Flucht unmöglich!\p");
+const u8 BattleText_BirchDontLeaveMe[] = _("PROF. BIRK: Du... Du kannst mich doch\nnicht einfach im Stich lassen!\p");
+const u8 BattleText_Nothing[] = _("Nichts geschieht!");
+const u8 BattleText_Failed[] = _("Es schlug fehl!");
+const u8 BattleText_HurtItself[] = _("Es hat sich vor Verwirrung\nselbst verletzt!");
+const u8 BattleText_MirrorFail[] = _("Der SPIEGELTRICK schlug fehl!");
+const u8 BattleText_RainStart[] = _("Es fängt an zu regnen!");
+const u8 BattleText_PourStart[] = _("Ein Wolkenbruch!");
+const u8 BattleText_RainCont1[] = _("Es regnet weiter.");
+const u8 BattleText_PourCont[] = _("Der Wolkenbruch hält an.");
+const u8 BattleText_RainStop[] = _("Es hat aufgehört zu regnen.");
+const u8 BattleText_SandBrewed[] = _("Ein Sandsturm kommt auf!");
+const u8 BattleText_SandRages[] = _("Der Sandsturm tobt.");
+const u8 BattleText_SandSubsided[] = _("Der Sandsturm legt sich.");
+const u8 BattleText_SunBright[] = _("Das Sonnenlicht wird stärker!");
+const u8 BattleText_SunStrong[] = _("Gleißendes Sonnenlicht!");
+const u8 BattleText_SunFaded[] = _("Das Sonnenlicht lässt nach!");
+const u8 BattleText_HailStart[] = _("Es fängt an zu hageln!");
+const u8 BattleText_HailCont[] = _("Es hagelt!");
+const u8 BattleText_HailStop[] = _("Es hat aufgehört zu hageln.");
+const u8 BattleText_SpitUpFail[] = _("Aber es konnte nichts\nENTFESSELN!");
+const u8 BattleText_SwallowFail[] = _("Aber es konnte nichts\nVERZEHREN!");
+const u8 BattleText_WindHeatWave[] = _("Der Wind wurde zu einer\nHITZEWELLE!");
+const u8 BattleText_StatElim[] = _("Alle Statusveränderungen wurden\nentfernt!");
+const u8 BattleText_CoinScatter[] = _("Es liegen überall Münzen verstreut!");
+const u8 BattleText_SubWeak[] = _("Zu schwach, um einen DELEGATOR\neinzusetzen!");
+const u8 BattleText_PainSplit[] = _("Die Kontrahenten teilen\nihr Leid!");
+const u8 BattleText_BellChime[] = _("Eine Glocke läutet!");
+const u8 BattleText_PerishSong[] = _("Alle betroffenen POKéMON werden\nin 3 Runden K.O. gehen!");
+const u8 BattleText_NoPP1[] = _("Es sind keine AP mehr für\ndiese Attacke übrig!\p");
+const u8 BattleText_NoPP2[] = _("Aber es waren keine AP mehr\nfür diese Attacke übrig!");
+const u8 BattleText_IgnoredOrdersSLP[] = _("{EVIL_LEGENDARY} ignoriert die\nBefehle. Es schläft!");
+const u8 BattleText_IgnoredOrders[] = _("{EVIL_LEGENDARY} ignoriert den\nBefehl!");
+const u8 BattleText_BeganNap[] = _("{EVIL_LEGENDARY} macht\nein Nickerchen!");
+const u8 BattleText_LoafingAround[] = _("{EVIL_LEGENDARY} faulenzt!");
+const u8 BattleText_WontObey[] = _("{EVIL_LEGENDARY} ist\nungehorsam!");
+const u8 BattleText_TurnedAway[] = _("{EVIL_LEGENDARY} wendet\nsich ab!");
+const u8 BattleText_NotNotice[] = _("{EVIL_LEGENDARY} gibt vor,\nnichts zu bemerken!");
+const u8 BattleText_WillSwitch[] = _("Als Nächstes wird {PLAYER} von\n{STRING 25} {STRING 26} eingesetzt.\pWird {STRING 32} das\nPOKéMON wechseln?");
+const u8 BattleText_LearnedMove2[] = _("{EVIL_LEGENDARY} hat\n{STRING 0} gelernt!");
+const u8 BattleText_PlayerDefeatedTrainer2[] = _("Spieler besiegte\n{STRING 25} {STRING 26}!\p");
+const u8 BattleText_CreptCloser[] = _("{STRING 32} schleicht sich näher an\n{STR_VAR_2} heran!");
+const u8 BattleText_CantGetCloser[] = _("{STRING 32} kann nicht näher herangehen!");
+const u8 BattleText_WatchingCarefully[] = _("{STR_VAR_2} beobachtet\nalles aufmerksam!");
+const u8 BattleText_CuriousAbout[] = _("{STR_VAR_2} ist\nneugierig auf {STRING 0}!");
+const u8 BattleText_EnthralledBy[] = _("{STR_VAR_2} ist begeistert\nvon {STRING 0}!");
+const u8 BattleText_IgnoredThing[] = _("{STR_VAR_2} ignoriert\n{STRING 0} völlig!");
+const u8 BattleText_ThrewBlock[] = _("{STRING 32} wirft {STR_VAR_2} einen\n{POKEBLOCK} zu!");
+const u8 BattleText_SafariOver[] = _("{PLAY_SE 0x49 0x00}ANSAGE: Du hast keine\nSAFARIBÄLLE mehr! Game over!\p");
+const u8 BattleText_WildAppeared1[] = _("Ein wildes {STR_VAR_2} erscheint!\p");
+const u8 BattleText_WildAppeared2[] = _("Ein wildes {STR_VAR_2} erscheint!\p");
+const u8 BattleText_WildAppeared3[] = _("Ein wildes {STR_VAR_2} erscheint!{PAUSE 127}");
+const u8 BattleText_WildDoubleAppeared[] = _("Ein wildes {KUN} und\nein wildes {STR_VAR_2} erscheinen!\p");
+const u8 BattleText_SingleWantToBattle1[] = _("Eine Herausforderung von\n{STRING 25} {STRING 26}!\p");
+const u8 BattleText_SingleWantToBattle2[] = _("Eine Herausforderung von\n{STRING 29}!");
+const u8 BattleText_DoubleWantToBattle[] = _("{STRING 29} und {STRING 30}\nmöchten kämpfen!");
+const u8 BattleText_SentOutSingle1[] = _("{STR_VAR_2} wird von\n{STRING 25} {STRING 26} in den\lKampf geschickt!");
+const u8 BattleText_SentOutDouble1[] = _("{STR_VAR_2} und {KUN}\nwerden von\p{STRING 25} {STRING 26}\nin den Kampf geschickt!");
+const u8 BattleText_SentOutSingle2[] = _("{STRING 0} wird von\n{STRING 25} {STRING 26}\lin den Kampf geschickt!");
+const u8 BattleText_SentOutSingle3[] = _("{STRING 29} schickt\n{STR_VAR_2} in den Kampf!");
+const u8 BattleText_SentOutDouble2[] = _("{STRING 29} schickt\n{STR_VAR_2} und {KUN}!");
+const u8 BattleText_SentOutDouble3[] = _("{STRING 29} schickt\n{VERSION}!\p{STRING 30} schickt\n{GOOD_TEAM}!");
+const u8 BattleText_SentOutSingle4[] = _("{STRING 29} schickt\n{STRING 0}!");
+const u8 BattleText_SentOutSingle5[] = _("{STRING 31} schickt\n{STRING 0}!");
+const u8 BattleText_SentOutSingle6[] = _("Los! {STR_VAR_1}!");
+const u8 BattleText_SentOutDouble4[] = _("Los! {STR_VAR_1} und\n{STR_VAR_3}!");
+const u8 BattleText_SentOutSingle7[] = _("Los! {STRING 0}!");
+const u8 BattleText_SentOutSingle8[] = _("Du schaffst es! {STRING 0}!");
+const u8 BattleText_SentOutSingle9[] = _("Streng dich an, {STRING 0}!");
+const u8 BattleText_SentOutSingle10[] = _("Mach es fertig!\nLos, {STRING 0}!");
+const u8 BattleText_SentOutSingle11[] = _("{STRING 28} schickt\n{EVIL_TEAM}!\pLos! {RIVAL}!");
+const u8 BattleText_ComeBackSingle1[] = _("{STRING 0}, genug!\nKomm zurück!");
+const u8 BattleText_ComeBackSingle2[] = _("{STRING 0}, komm zurück!");
+const u8 BattleText_ComeBackSingle3[] = _("{STRING 0}, O.K.!\nKomm zurück!");
+const u8 BattleText_ComeBackSingle4[] = _("{STRING 0}, gut!\nKomm zurück!");
+const u8 BattleText_WithdrewPoke1[] = _("{STRING 0} wurde\nvon {STRING 25} {STRING 26}\lzurückgerufen!");
+const u8 BattleText_WithdrewPoke2[] = _("{STRING 29} ruft\n{STRING 0} zurück!");
+const u8 BattleText_WithdrewPoke3[] = _("{STRING 31} ruft\n{STRING 0} zurück!");
+const u8 BattleText_Wild[] = _(" (Wild)");
+const u8 BattleText_Foe[] = _(" (Gegner)");
+const u8 BattleText_Foe2[] = _("Gegner");
+const u8 BattleText_Ally[] = _("Anwender");
+const u8 BattleText_Foe3[] = _("Gegner");
+const u8 BattleText_Ally2[] = _("Anwender");
+const u8 BattleText_Foe4[] = _("Gegner");
+const u8 BattleText_Ally3[] = _("Anwender");
+const u8 BattleText_OpponentUsedMove[] = _("{EVIL_LEGENDARY} setzt\n{PLAYER} ein!");
+const u8 BattleText_Exclamation2[] = _("");
+const u8 BattleText_Exclamation3[] = _("");
+const u8 BattleText_Exclamation4[] = _("");
+const u8 BattleText_Exclamation5[] = _("");
+const u8 BattleText_Exclamation[] = _("");
+const u8 BattleStatText_HP[] = _("KP");
+const u8 BattleStatText_Attack[] = _("ANGRIFF");
+const u8 BattleStatText_Defense[] = _("VERT.");
+const u8 BattleStatText_Speed[] = _("INIT.");
+const u8 BattleStatText_SpAtk[] = _("SP.ANG.");
+const u8 BattleStatText_SpDef[] = _("SP.VER.");
+const u8 BattleStatText_Accuracy[] = _("GENAUIGKEIT");
+const u8 BattleStatText_Evasion[] = _("FLUCHTWERT");
+const u8 ContestStatText_TooSpicy[] = _("zu scharf!");
+const u8 ContestStatText_TooDry[] = _("zu trocken!");
+const u8 ContestStatText_TooSweet[] = _("zu süß!");
+const u8 ContestStatText_TooBitter[] = _("zu bitter!");
+const u8 ContestStatText_TooSour[] = _("zu sauer!");
+const u8 BattleText_Used1[] = _("{STRING 32} setzt\n{STRING 19} ein!");
+const u8 BattleText_TutorialUsed[] = _("HEIKO setzt\n{STRING 19} ein!");
+const u8 BattleText_Used2[] = _("{STRING 19} wird von\n{STRING 25} {STRING 26} eingesetzt!");
+const u8 BattleText_BlockBall[] = _("Der TRAINER hat den BALL abgeblockt!");
+const u8 BattleText_DontBeAThief[] = _("Sei kein Dieb!");
+const u8 BattleText_DodgeBall[] = _("Es ist dem BALL ausgewichen! Dieses\nPOKéMON kann nicht gefangen werden!");
+const u8 BattleText_MissPoke[] = _("Du hast das POKéMON verfehlt!");
+const u8 BattleText_BallBrokeOhNo[] = _("Mist!\nDas POKéMON hat sich befreit!");
+const u8 BattleText_BallBrokeAppeared[] = _("Oh!\nFast hätte es geklappt!");
+const u8 BattleText_BallBrokeAlmost[] = _("Mist!\nDas war knapp!");
+const u8 BattleText_BallBrokeSoClose[] = _("Verflixt!\nEs hätte beinahe geklappt!");
+const u8 BattleText_BallCaught1[] = _("Toll!\n{STR_VAR_2} wurde gefangen!{UNKNOWN_A}{PLAY_BGM 0x60 0x01}\p");
+const u8 BattleText_BallCaught2[] = _("Toll!\n{STR_VAR_2} wurde gefangen!{UNKNOWN_A}{PLAY_BGM 0x60 0x01}{PAUSE 127}");
+const u8 BattleText_GiveNickname[] = _("Möchtest du dem {STR_VAR_2}\neinen Spitznamen geben?");
+const u8 BattleText_SentToPC[] = _("{STR_VAR_2} wurde auf\n{STRING 35} PC übertragen.");
+const u8 BattleText_Someone[] = _("einen");
+const u8 BattleText_Lanette[] = _("LANETTES");
+const u8 BattleText_AddedToDex[] = _("Für {STR_VAR_2} wurde ein Eintrag\nim POKéDEX angelegt.\p");
+const u8 BattleText_Raining[] = _("Es regnet.");
+const u8 BattleText_Sandstorm[] = _("Ein Sandsturm tobt.");
+const u8 BattleText_BoxFull[] = _("Die BOXEN sind voll!\nDu kannst keines mehr fangen!\p");
+const u8 BattleText_EnigmaBerry[] = _("ENIGMABEERE");
+const u8 BattleText_Berry[] = _("{STR_VAR_1}BEERE");
+const u8 BattleText_CuredParalysis[] = _("{STRING 19} von\n{STRING 16}\lheilte die Paralyse!");
+const u8 BattleText_CuredPoison[] = _("{STRING 19} von\n{STRING 16}\lheilte die Vergiftung!");
+const u8 BattleText_CuredBurn[] = _("{STRING 19} von\n{STRING 16}\lheilte die Verbrennung!");
+const u8 BattleText_CuredFreeze[] = _("{STRING 19} von\n{STRING 16} taute es auf!");
+const u8 BattleText_CuredSleep[] = _("{STRING 19} von\n{STRING 16} \lweckte es auf!");
+const u8 BattleText_CuredConfusion[] = _("{STRING 19} von\n{STRING 16}\lhebt die Verwirrung auf!");
+const u8 BattleText_CuredStatus[] = _("{STRING 19} von\n{STRING 16} \lheilte sein {STRING 0}-Problem!");
+const u8 BattleText_NormalizedStatus[] = _("{STRING 19} von\n{STRING 16} normalisierte\lseine Statuswerte!");
+const u8 BattleText_RestoredHealth[] = _("{STRING 19} füllte\nKP von {STRING 16} auf!");
+const u8 BattleText_RestoredPP[] = _("{STRING 19} von\n{STRING 16} füllte AP von\l{STRING 0} auf!");
+const u8 BattleText_RestoredStatus[] = _("{STRING 19} von\n{STRING 16}\pstellte seine\nStatuswerte wieder her!");
+const u8 BattleText_RestoredHPLittle[] = _("{STRING 19} von\n{STRING 16}\lfüllte einige KP auf!");
+const u8 BattleText_ChoiceBand[] = _("{STRING 19} erlaubt\nnur den Einsatz von {STRING 17}!\p");
+const u8 BattleText_FocusSash[] = _("{GOOD_LEGENDARY} hält\nmit Hilfe von\l{STRING 19} durch!");
+const u8 BattleText_Terminator2[] = _("");
+const u8 BattleText_WallyBall[] = _("Nun muss man einen BALL werfen, oder?\nIch... Ich werde mein Bestes geben!");
+const u8 BattleText_StartEvo[] = _("Hey?\n{STR_VAR_1} entwickelt sich!");
+const u8 BattleText_FinishEvo[] = _("Glückwunsch! Dein {STR_VAR_1}\nwurde zu {STR_VAR_2}!{UNKNOWN_A}\p");
+const u8 BattleText_StopEvo[] = _("Hm? Die Entwicklung\nwurde abgebrochen!\p");
+const u8 BattleText_OtherMenu[] = _("Was soll\n{STRING 15} tun?");
+const u8 BattleText_PlayerMenu[] = _("Was wird {STRING 32}\ntun?");
+const u8 BattleText_WallyMenu[] = _("Was wird\nHEIKO tun?");
+const u8 BattleText_LinkStandby[] = _("{PAUSE 16}Verbindung...");
+const u8 BattleText_MenuOptions[] = _("{PALETTE 5}{COLOR_HIGHLIGHT_SHADOW SKY_BLUE LIGHT_BLUE WHITE2}KAMPF{CLEAR_TO 46}BEUTEL\nPOKéMON{CLEAR_TO 46}FLUCHT");
+const u8 BattleText_MenuOptionsSafari[] = _("{PALETTE 5}{COLOR_HIGHLIGHT_SHADOW SKY_BLUE LIGHT_BLUE WHITE2}BALL{CLEAR_TO 46}{POKEBLOCK}\nNÄHER{CLEAR_TO 46}FLUCHT");
+const u8 BattleText_PP[] = _("{PALETTE 5}{COLOR_HIGHLIGHT_SHADOW SKY_BLUE LIGHT_BLUE WHITE2}AP\nTYP/");
+const u8 BattleText_Format[] = _("{PALETTE 5}{COLOR_HIGHLIGHT_SHADOW SKY_BLUE LIGHT_BLUE WHITE2}");
+const u8 BattleText_ForgetMove[] = _("{COLOR_HIGHLIGHT_SHADOW SKY_BLUE LIGHT_BLUE WHITE2}{PALETTE 5}Welche Attacke soll vergessen werden?");
+const u8 BattleText_YesNo[] = _("{PALETTE 5}{COLOR_HIGHLIGHT_SHADOW SKY_BLUE LIGHT_BLUE WHITE2}Ja\nNein");
+const u8 BattleText_SwitchWhich[] = _("{PALETTE 5}{COLOR_HIGHLIGHT_SHADOW SKY_BLUE LIGHT_BLUE WHITE2}\nWohin?");
+const u8 BattleText_Format2[] = _("{PALETTE 5}{COLOR_HIGHLIGHT_SHADOW SKY_BLUE LIGHT_BLUE WHITE2}");
+const u8 BattleText_RightArrow[] = _("{RIGHT_ARROW}");
+const u8 BattleText_Plus[] = _("+");
+const u8 BattleText_Dash[] = _("-");
+const u8 BattleText_HP[] = _("KP ");
+const u8 BattleText_Attack[] = _("ANGR. ");
+const u8 BattleText_Defense[] = _("VERT.");
+const u8 BattleText_SpAtk[] = _("SP.ANG.");
+const u8 BattleText_SpDef[] = _("SP.VER.");
+const u8 BattleText_SafariBalls[] = _("{HIGHLIGHT RED}SAFARIBÄLLE");
+const u8 BattleText_SafariBallsLeft[] = _("{HIGHLIGHT RED}Übrig: ");
+const u8 BattleText_HighlightRed[] = _("{HIGHLIGHT RED}");
+const u8 BattleText_Sleep[] = _("Schlaf");
+const u8 BattleText_PoisonStatus[] = _("Gift");
+const u8 BattleText_Burn[] = _("Verbrennung");
+const u8 BattleText_Paralysis[] = _("Paralyse");
+const u8 BattleText_IceStatus[] = _("Eis");
+const u8 BattleText_Confusion[] = _("Verwirrung");
+const u8 BattleText_Love[] = _("Liebe");
+const u8 BattleText_Format3[] = _(" und ");
+const u8 BattleText_Format4[] = _(", ");
+const u8 BattleText_Format5[] = _(" ");
+const u8 BattleText_Format6[] = _("\l");
+const u8 BattleText_Format7[] = _("\n");
+const u8 BattleText_Format8[] = _("sind");
+const u8 BattleText_Format9[] = _("sind");
+gBadEggNickname[] = _("Schl. EI");
+const u8 BattleText_Wally[] = _("HEIKO");
+const u8 BattleText_Win[] = _("{HIGHLIGHT TRANSPARENT}Sieg");
+const u8 BattleText_Loss[] = _("{HIGHLIGHT TRANSPARENT}Ndrl.");
+const u8 BattleText_Tie[] = _("{HIGHLIGHT TRANSPARENT}Patt");
+const u8 BattleText_Format10[] = _(" ist");
+const u8 BattleText_Format11[] = _("");
+const u8 BattleText_Normal[] = _("eine NORMALE Att.");
+const u8 BattleText_Fighting[] = _("eine KAMPF-Att.");
+const u8 BattleText_Flying[] = _("eine FLUG-Att.");
+const u8 BattleText_Poison[] = _("eine GIFT-Att.");
+const u8 BattleText_Ground[] = _("eine BODEN-Att.");
+const u8 BattleText_Rock[] = _("eine GESTEINS-Att.");
+const u8 BattleText_Bug[] = _("eine KÄFER-Att.");
+const u8 BattleText_Ghost[] = _("eine GEIST-Att.");
+const u8 BattleText_Steel[] = _("eine STAHL-Att.");
+const u8 BattleText_Typeless[] = _("eine ???-Attacke");
+const u8 BattleText_Fire[] = _("eine FEUER-Att.");
+const u8 BattleText_Water[] = _("eine WASSER-Att.");
+const u8 BattleText_Grass[] = _("eine PFLANZEN-Att.");
+const u8 BattleText_Electric[] = _("eine ELEKTRO-Att.");
+const u8 BattleText_Psychic[] = _("eine PSYCHO-Att.");
+const u8 BattleText_Ice[] = _("eine EIS-Att.");
+const u8 BattleText_Dragon[] = _("eine DRACHEN-Att.");
+const u8 BattleText_Dark[] = _("eine UNLICHT-Att.");
+
+const u8 *const gUnknown_08400F58[] =
+{
+ BattleStatText_HP,
+ BattleStatText_Attack,
+ BattleStatText_Defense,
+ BattleStatText_Speed,
+ BattleStatText_SpAtk,
+ BattleStatText_SpDef,
+ BattleStatText_Accuracy,
+ BattleStatText_Evasion,
+};
+
+const u8 *const gUnknown_08400F78[] =
+{
+ ContestStatText_TooSpicy,
+ ContestStatText_TooDry,
+ ContestStatText_TooSweet,
+ ContestStatText_TooBitter,
+ ContestStatText_TooSour,
+};
+
+const u8 *const gBattleStringsTable[] =
+{
+ BattleText_UnknownString,
+ BattleText_GainExpPoints,
+ BattleText_GrewLevel,
+ BattleText_LearnedMove,
+ BattleText_TryingToLearnMove,
+ BattleText_CantLearnMore,
+ BattleText_DeleteMove,
+ BattleText_DeletedMove,
+ BattleText_StopLearning,
+ BattleText_DidNotLearn,
+ BattleText_LearnedMove2,
+ BattleText_AttackMissed,
+ BattleText_ProtectedItself,
+ BattleText_StatNoHigher,
+ BattleText_AvoidedDamage,
+ BattleText_DoesntAffect,
+ BattleText_AttackingFainted,
+ BattleText_DefendingFainted,
+ BattleText_WinningPrize,
+ BattleText_OutOfUsablePoke,
+ BattleText_WhitedOut,
+ BattleText_PreventEscape,
+ BattleText_HitMulti,
+ BattleText_FellAsleep,
+ BattleText_MadeAsleep,
+ BattleText_DefendingAsleep,
+ BattleText_AttackingAsleep,
+ BattleText_WasntAffected,
+ BattleText_Poisoned,
+ BattleText_Poisoned2,
+ BattleText_PoisonHurt,
+ BattleText_AlreadyPoisoned,
+ BattleText_BadlyPoisoned,
+ BattleText_EnergyDrained,
+ BattleText_Burned,
+ BattleText_Burned2,
+ BattleText_BurnHurt,
+ BattleText_Frozen,
+ BattleText_Frozen2,
+ BattleText_FrozenSolid,
+ BattleText_DefendingDefrosted,
+ BattleText_AttackingDefrosted,
+ BattleText_Defrosted,
+ BattleText_Paralyzed,
+ BattleText_Paralyzed2,
+ BattleText_Paralyzed3,
+ BattleText_AlreadyParalyzed,
+ BattleText_ParalysisHealed,
+ BattleText_DreamEaten,
+ BattleText_AttackingStatNoHigher,
+ BattleText_DefendingStatNoHigher,
+ BattleText_StoppedWorking,
+ BattleText_StoppedWorking2,
+ BattleText_Confused,
+ BattleText_ConfusionSnapOut,
+ BattleText_BecameConfused,
+ BattleText_AlreadyConfused,
+ BattleText_FellLove,
+ BattleText_InLoveWith,
+ BattleText_ImmobilizedBy,
+ BattleText_BlownAway,
+ BattleText_TypeTransform,
+ BattleText_Flinched,
+ BattleText_RegainedHealth,
+ BattleText_HPFull,
+ BattleText_RaisedSpDef,
+ BattleText_RaisedDefense,
+ BattleText_CoveredVeil,
+ BattleText_SafeguardActive,
+ BattleText_SafeguardFaded,
+ BattleText_WentToSleep,
+ BattleText_SpeltHealthy,
+ BattleText_WhipWhirlwind,
+ BattleText_TookSunlight,
+ BattleText_LoweredHead,
+ BattleText_IsGlowing,
+ BattleText_FlewHigh,
+ BattleText_DugHole,
+ BattleText_SqueezedBind,
+ BattleText_TrappedVortex,
+ BattleText_Wrapped,
+ BattleText_Clamped,
+ BattleText_HurtBy,
+ BattleText_FreedFrom,
+ BattleText_KeptGoingCrash,
+ BattleText_MistShroud,
+ BattleText_MistProtect,
+ BattleText_GetPumped,
+ BattleText_HitRecoil,
+ BattleText_ProtectedItself2,
+ BattleText_SandBuffeted,
+ BattleText_HailStricken,
+ BattleText_WasSeeded,
+ BattleText_EvadedAttack,
+ BattleText_HealthSapped,
+ BattleText_FastAsleep,
+ BattleText_WokeUp,
+ BattleText_UproarAwake,
+ BattleText_UproarWoke,
+ BattleText_UproarCaused,
+ BattleText_UproarMaking,
+ BattleText_CalmedDown,
+ BattleText_UproarCantSleep,
+ BattleText_Stockpiled,
+ BattleText_StockpiledCant,
+ BattleText_UproarCantSleep2,
+ BattleText_UproarKeptAwake,
+ BattleText_StayedAwake,
+ BattleText_StoringEnergy,
+ BattleText_UnleashedEnergy,
+ BattleText_FatigueConfuse,
+ BattleText_PickedUpYen,
+ BattleText_Unaffected,
+ BattleText_Transformed,
+ BattleText_SubMade,
+ BattleText_SubAlready,
+ BattleText_SubTookDamage,
+ BattleText_SubFaded,
+ BattleText_MustRecharge,
+ BattleText_RageBuilding,
+ BattleText_MoveWasDisabled,
+ BattleText_MoveIsDisabled,
+ BattleText_DisabledNoMore,
+ BattleText_EncoreGot,
+ BattleText_EncoreEnded,
+ BattleText_TookAim,
+ BattleText_SketchedMove,
+ BattleText_DestinyBondTake,
+ BattleText_DestinyBondTaken,
+ BattleText_ReducedBy,
+ BattleText_StoleSomething,
+ BattleText_CantEscapeNow,
+ BattleText_NightmareStart,
+ BattleText_NightmareLock,
+ BattleText_CurseLay,
+ BattleText_CurseAfflict,
+ BattleText_SpikesScattered,
+ BattleText_SpikesHurt,
+ BattleText_IdentifiedPoke,
+ BattleText_PerishSongFell,
+ BattleText_BracedItself,
+ BattleText_EnduredHit,
+ BattleText_MagnitudeCount,
+ BattleText_CutHPMaxATK,
+ BattleText_CopyStatChanges,
+ BattleText_GotFreeFrom,
+ BattleText_LeechShed,
+ BattleText_SpikesBlownAway,
+ BattleText_FledBattle,
+ BattleText_ForesawAttack,
+ BattleText_TookAttack,
+ BattleText_PokeAttack,
+ BattleText_CenterAttention,
+ BattleText_ChargingPower,
+ BattleText_NaturePower,
+ BattleText_StatusNormal,
+ BattleText_NoMovesLeft,
+ BattleText_TormentSubject,
+ BattleText_TormentNoUse,
+ BattleText_TightenFocus,
+ BattleText_TauntFell,
+ BattleText_TauntNoUse,
+ BattleText_ReadyToHelp,
+ BattleText_SwitchedItems,
+ BattleText_CopiedObject,
+ BattleText_WishMade,
+ BattleText_WishTrue,
+ BattleText_PlantedRoots,
+ BattleText_AbsorbNutrients,
+ BattleText_AnchoredItself,
+ BattleText_DrowsyMade,
+ BattleText_KnockedOffItem,
+ BattleText_AbilitySwap,
+ BattleText_SealedMove,
+ BattleText_SealedNoUse,
+ BattleText_GrudgeBear,
+ BattleText_GrudgeLosePP,
+ BattleText_ShroudedItself,
+ BattleText_MagicCoatBounce,
+ BattleText_AwaitMove,
+ BattleText_SnatchedMove,
+ BattleText_RainMade,
+ BattleText_SpeedRisen,
+ BattleText_ProtectedBy,
+ BattleText_PreventedBy,
+ BattleText_HPRestoredUsing,
+ BattleText_MadeType,
+ BattleText_PreventedPara,
+ BattleText_PreventedRomance,
+ BattleText_PreventedPoison,
+ BattleText_PreventedConfusion,
+ BattleText_RaisedFirePower,
+ BattleText_AnchorsItself,
+ BattleText_CutsAttack,
+ BattleText_PreventedStatLoss,
+ BattleText_HurtOther,
+ BattleText_Traced,
+ BattleText_Sharply,
+ BattleText_Rose,
+ BattleText_Harshly,
+ BattleText_Fell,
+ BattleText_UnknownString7,
+ BattleText_UnknownString3,
+ BattleText_UnknownString5,
+ BattleText_UnknownString6,
+ BattleText_Critical,
+ BattleText_GrandSlam,
+ BattleText_MoveForget123,
+ BattleText_MoveForgetAnd,
+ BattleText_NotEffective,
+ BattleText_SuperEffective,
+ BattleText_GotAwaySafely,
+ BattleText_FledWild,
+ BattleText_NoRunning,
+ BattleText_CantEscape2,
+ BattleText_BirchDontLeaveMe,
+ BattleText_Nothing,
+ BattleText_Failed,
+ BattleText_HurtItself,
+ BattleText_MirrorFail,
+ BattleText_RainStart,
+ BattleText_PourStart,
+ BattleText_RainCont1,
+ BattleText_PourCont,
+ BattleText_RainStop,
+ BattleText_SandBrewed,
+ BattleText_SandRages,
+ BattleText_SandSubsided,
+ BattleText_SunBright,
+ BattleText_SunStrong,
+ BattleText_SunFaded,
+ BattleText_HailStart,
+ BattleText_HailCont,
+ BattleText_HailStop,
+ BattleText_SpitUpFail,
+ BattleText_SwallowFail,
+ BattleText_WindHeatWave,
+ BattleText_StatElim,
+ BattleText_CoinScatter,
+ BattleText_SubWeak,
+ BattleText_PainSplit,
+ BattleText_BellChime,
+ BattleText_PerishSong,
+ BattleText_NoPP1,
+ BattleText_NoPP2,
+ BattleText_Used1,
+ BattleText_TutorialUsed,
+ BattleText_BlockBall,
+ BattleText_DontBeAThief,
+ BattleText_DodgeBall,
+ BattleText_MissPoke,
+ BattleText_BallBrokeOhNo,
+ BattleText_BallBrokeAppeared,
+ BattleText_BallBrokeAlmost,
+ BattleText_BallBrokeSoClose,
+ BattleText_BallCaught1,
+ BattleText_BallCaught2,
+ BattleText_GiveNickname,
+ BattleText_SentToPC,
+ BattleText_AddedToDex,
+ BattleText_Raining,
+ BattleText_Sandstorm,
+ BattleText_CantEscape,
+ BattleText_IgnoredOrdersSLP,
+ BattleText_IgnoredOrders,
+ BattleText_BeganNap,
+ BattleText_LoafingAround,
+ BattleText_WontObey,
+ BattleText_TurnedAway,
+ BattleText_NotNotice,
+ BattleText_WillSwitch,
+ BattleText_CreptCloser,
+ BattleText_CantGetCloser,
+ BattleText_WatchingCarefully,
+ BattleText_CuriousAbout,
+ BattleText_EnthralledBy,
+ BattleText_IgnoredThing,
+ BattleText_ThrewBlock,
+ BattleText_SafariOver,
+ BattleText_CuredParalysis,
+ BattleText_CuredPoison,
+ BattleText_CuredBurn,
+ BattleText_CuredFreeze,
+ BattleText_CuredSleep,
+ BattleText_CuredConfusion,
+ BattleText_CuredStatus,
+ BattleText_RestoredHealth,
+ BattleText_RestoredPP,
+ BattleText_RestoredStatus,
+ BattleText_RestoredHPLittle,
+ BattleText_ChoiceBand,
+ BattleText_FocusSash,
+ BattleText_Terminator2,
+ BattleText_PreventedBurn,
+ BattleText_BlocksOther,
+ BattleText_RestoredHPByItem,
+ BattleText_WhipSandstorm,
+ BattleText_PreventedLoss,
+ BattleText_InfatuatedPoke,
+ BattleText_MadeIneffective,
+ BattleText_CuredProblem,
+ BattleText_OozeSuckup,
+ BattleText_Transformed2,
+ BattleText_ElecWeakened,
+ BattleText_FireWeakened,
+ BattleText_HidUnderwater,
+ BattleText_SprangUp,
+ BattleText_CantForgetHM,
+ BattleText_FoundOne,
+ BattleText_PlayerDefeatedTrainer2,
+ BattleText_SoothingAroma,
+ BattleText_CantUseItems,
+ BattleText_UnknownString2,
+ BattleText_UnknownString4,
+ BattleText_HustleUse,
+ BattleText_MadeUseless,
+ BattleText_SandTombTrapped,
+ BattleText_Terminator,
+ BattleText_BoostedExp,
+ BattleText_SunIntensified,
+ BattleText_GroundMoveNegate,
+ BattleText_WallyBall,
+ BattleText_TookAttack2,
+ BattleText_ChoseDestiny,
+ BattleText_LostFocus,
+ BattleText_UseNext,
+ BattleText_FledUsingItem,
+ BattleText_FledUsingOther,
+ BattleText_DraggedOut,
+ BattleText_PreventedOther,
+ BattleText_NormalizedStatus,
+ BattleText_Used2,
+ BattleText_BoxFull,
+ BattleText_AvoidedAttack,
+ BattleText_MadeIneffective2,
+ BattleText_PreventedFlinching,
+ BattleText_AlreadyBurned,
+ BattleText_StatNoLower,
+ BattleText_BlocksOther2,
+ BattleText_WoreOff,
+ BattleText_RaisedDefenseLittle,
+ BattleText_RaisedSpDefLittle,
+ BattleText_BrokeWall,
+ BattleText_PreventedOther2,
+ BattleText_CuredOfProblem,
+ BattleText_AttackingCantEscape,
+ BattleText_Obtained1,
+ BattleText_Obtained2,
+ BattleText_Obtained3,
+ BattleText_NoEffect,
+ BattleText_NoEffectOn,
+};
+
+// below are lists of battle string enums and NOT pointers to the strings.
+const u16 gMissStrings[] =
+{
+ BATTLE_TEXT_AttackMissed,
+ BATTLE_TEXT_ProtectedItself,
+ BATTLE_TEXT_AvoidedAttack,
+ BATTLE_TEXT_AvoidedDamage,
+ BATTLE_TEXT_GroundMoveNegate,
+};
+
+const u16 BattleTextList_401512[] =
+{
+ BATTLE_TEXT_CantEscape2,
+ BATTLE_TEXT_BirchDontLeaveMe,
+ BATTLE_TEXT_PreventEscape,
+ BATTLE_TEXT_CantEscape,
+ BATTLE_TEXT_AttackingCantEscape,
+};
+
+const u16 BattleTextList_40151C[] =
+{
+ BATTLE_TEXT_RainStart,
+ BATTLE_TEXT_PourStart,
+ BATTLE_TEXT_Failed,
+ BATTLE_TEXT_SandBrewed,
+ BATTLE_TEXT_SunBright,
+ BATTLE_TEXT_HailStart,
+};
+
+const u16 BattleTextList_401528[] =
+{
+ BATTLE_TEXT_SandRages,
+ BATTLE_TEXT_HailCont,
+};
+
+const u16 BattleTextList_40152C[] =
+{
+ BATTLE_TEXT_SandBuffeted,
+ BATTLE_TEXT_HailStricken,
+};
+
+const u16 BattleTextList_401530[] =
+{
+ BATTLE_TEXT_SandSubsided,
+ BATTLE_TEXT_HailStop,
+};
+
+const u16 BattleTextList_401534[] =
+{
+ BATTLE_TEXT_RainCont1,
+ BATTLE_TEXT_PourCont,
+ BATTLE_TEXT_RainStop,
+};
+
+const u16 BattleTextList_40153A[] =
+{
+ BATTLE_TEXT_ProtectedItself2,
+ BATTLE_TEXT_BracedItself,
+ BATTLE_TEXT_Failed,
+};
+
+const u16 BattleTextList_401540[] =
+{
+ BATTLE_TEXT_Failed,
+ BATTLE_TEXT_RaisedDefense,
+ BATTLE_TEXT_RaisedDefenseLittle,
+ BATTLE_TEXT_RaisedSpDef,
+ BATTLE_TEXT_RaisedSpDefLittle,
+ BATTLE_TEXT_CoveredVeil,
+};
+
+const u16 BattleTextList_40154C[] =
+{
+ BATTLE_TEXT_WasSeeded,
+ BATTLE_TEXT_EvadedAttack,
+ BATTLE_TEXT_DoesntAffect,
+ BATTLE_TEXT_HealthSapped,
+ BATTLE_TEXT_OozeSuckup,
+};
+
+const u16 BattleTextList_401556[] =
+{
+ BATTLE_TEXT_WentToSleep,
+ BATTLE_TEXT_SpeltHealthy,
+};
+
+const u16 BattleTextList_40155A[] =
+{
+ BATTLE_TEXT_UproarMaking,
+ BATTLE_TEXT_CalmedDown,
+};
+
+const u16 BattleTextList_40155E[] =
+{
+ BATTLE_TEXT_Stockpiled,
+ BATTLE_TEXT_StockpiledCant,
+};
+
+const u16 BattleTextList_401562[] =
+{
+ BATTLE_TEXT_WokeUp,
+ BATTLE_TEXT_UproarWoke,
+};
+
+const u16 BattleTextList_401566[] =
+{
+ BATTLE_TEXT_SwallowFail,
+ BATTLE_TEXT_HPFull,
+};
+
+const u16 BattleTextList_40156A[] =
+{
+ BATTLE_TEXT_UproarCantSleep2,
+ BATTLE_TEXT_UproarKeptAwake,
+ BATTLE_TEXT_StayedAwake,
+};
+
+const u16 BattleTextList_401570[] =
+{
+ BATTLE_TEXT_UnknownString7,
+ BATTLE_TEXT_UnknownString3,
+ BATTLE_TEXT_AttackingStatNoHigher,
+ BATTLE_TEXT_Terminator2,
+ BATTLE_TEXT_UnknownString4,
+ BATTLE_TEXT_HustleUse,
+};
+
+const u16 BattleTextList_40157C[] =
+{
+ BATTLE_TEXT_UnknownString5,
+ BATTLE_TEXT_UnknownString6,
+ BATTLE_TEXT_DefendingStatNoHigher,
+ BATTLE_TEXT_Terminator2,
+};
+
+const u16 BattleTextList_401584[] =
+{
+ BATTLE_TEXT_WhipWhirlwind,
+ BATTLE_TEXT_TookSunlight,
+ BATTLE_TEXT_LoweredHead,
+ BATTLE_TEXT_IsGlowing,
+ BATTLE_TEXT_FlewHigh,
+ BATTLE_TEXT_DugHole,
+ BATTLE_TEXT_HidUnderwater,
+ BATTLE_TEXT_SprangUp,
+};
+
+const u16 BattleTextList_401594[] =
+{
+ BATTLE_TEXT_SqueezedBind,
+ BATTLE_TEXT_Wrapped,
+ BATTLE_TEXT_TrappedVortex,
+ BATTLE_TEXT_Clamped,
+ BATTLE_TEXT_TrappedVortex,
+ BATTLE_TEXT_SandTombTrapped,
+};
+
+const u16 BattleTextList_4015A0[] =
+{
+ BATTLE_TEXT_MistShroud,
+ BATTLE_TEXT_Failed,
+};
+
+const u16 BattleTextList_4015A4[] =
+{
+ BATTLE_TEXT_GetPumped,
+ BATTLE_TEXT_Failed,
+};
+
+const u16 BattleTextList_4015A8[] =
+{
+ BATTLE_TEXT_Transformed,
+ BATTLE_TEXT_Failed,
+};
+
+const u16 BattleTextList_4015AC[] =
+{
+ BATTLE_TEXT_SubMade,
+ BATTLE_TEXT_SubWeak,
+};
+
+const u16 BattleTextList_4015B0[] =
+{
+ BATTLE_TEXT_Poisoned,
+ BATTLE_TEXT_Poisoned2,
+};
+
+const u16 BattleTextList_4015B4[] =
+{
+ BATTLE_TEXT_Paralyzed,
+ BATTLE_TEXT_Paralyzed2,
+};
+
+const u16 BattleTextList_4015B8[] =
+{
+ BATTLE_TEXT_FellAsleep,
+ BATTLE_TEXT_MadeAsleep,
+};
+
+const u16 BattleTextList_4015BC[] =
+{
+ BATTLE_TEXT_Burned,
+ BATTLE_TEXT_Burned2,
+};
+
+const u16 BattleTextList_4015C0[] =
+{
+ BATTLE_TEXT_Frozen,
+ BATTLE_TEXT_Frozen2,
+};
+
+const u16 BattleTextList_4015C4[] =
+{
+ BATTLE_TEXT_AttackingDefrosted,
+ BATTLE_TEXT_Defrosted,
+};
+
+const u16 BattleTextList_4015C8[] =
+{
+ BATTLE_TEXT_AttackMissed,
+ BATTLE_TEXT_Unaffected,
+ BATTLE_TEXT_FellLove,
+ BATTLE_TEXT_InfatuatedPoke,
+};
+
+const u16 BattleTextList_4015D0[] =
+{
+ BATTLE_TEXT_EnergyDrained,
+ BATTLE_TEXT_OozeSuckup,
+};
+
+const u16 BattleTextList_4015D4[] =
+{
+ BATTLE_TEXT_ElecWeakened,
+ BATTLE_TEXT_FireWeakened,
+};
+
+const u16 BattleTextList_4015D8[] =
+{
+ BATTLE_TEXT_BellChime,
+ BATTLE_TEXT_BellChime,
+ BATTLE_TEXT_BellChime,
+ BATTLE_TEXT_BellChime,
+ BATTLE_TEXT_SoothingAroma,
+};
+
+const u16 BattleTextList_4015E2[] =
+{
+ BATTLE_TEXT_ForesawAttack,
+ BATTLE_TEXT_ChoseDestiny,
+};
+
+const u16 BattleTextList_4015E6[] =
+{
+ BATTLE_TEXT_BallBrokeOhNo,
+ BATTLE_TEXT_BallBrokeAppeared,
+ BATTLE_TEXT_BallBrokeAlmost,
+ BATTLE_TEXT_BallBrokeSoClose,
+};
+
+const u16 BattleTextList_4015EE[] =
+{
+ BATTLE_TEXT_Raining,
+ BATTLE_TEXT_Raining,
+ BATTLE_TEXT_Raining,
+ BATTLE_TEXT_Raining,
+ BATTLE_TEXT_Raining,
+ BATTLE_TEXT_Raining,
+ BATTLE_TEXT_Raining,
+ BATTLE_TEXT_Raining,
+ BATTLE_TEXT_Sandstorm,
+ BATTLE_TEXT_Raining,
+ BATTLE_TEXT_Raining,
+ BATTLE_TEXT_Raining,
+ BATTLE_TEXT_SunStrong,
+ BATTLE_TEXT_Raining,
+ BATTLE_TEXT_Raining,
+ BATTLE_TEXT_Raining,
+};
+
+const u16 BattleTextList_40160E[] =
+{
+ BATTLE_TEXT_LoafingAround,
+ BATTLE_TEXT_WontObey,
+ BATTLE_TEXT_TurnedAway,
+ BATTLE_TEXT_NotNotice,
+};
+
+const u16 BattleTextList_401616[] =
+{
+ BATTLE_TEXT_CreptCloser,
+ BATTLE_TEXT_CantGetCloser,
+};
+
+const u16 BattleTextList_40161A[] =
+{
+ BATTLE_TEXT_CuriousAbout,
+ BATTLE_TEXT_EnthralledBy,
+ BATTLE_TEXT_IgnoredThing,
+};
+
+const u16 BattleTextList_401620[] =
+{
+ BATTLE_TEXT_CuredConfusion,
+ BATTLE_TEXT_CuredParalysis,
+ BATTLE_TEXT_CuredFreeze,
+ BATTLE_TEXT_CuredBurn,
+ BATTLE_TEXT_CuredPoison,
+ BATTLE_TEXT_CuredSleep,
+};
+
+const u16 BattleTextList_40162C[] =
+{
+ BATTLE_TEXT_CuredStatus,
+ BATTLE_TEXT_NormalizedStatus,
+};
+
+const u16 BattleTextList_401630[] =
+{
+ BATTLE_TEXT_PreventedBurn,
+ BATTLE_TEXT_PreventedOther2,
+ BATTLE_TEXT_NoEffectOn,
+};
+
+const u16 BattleTextList_401636[] =
+{
+ BATTLE_TEXT_PreventedPara,
+ BATTLE_TEXT_PreventedOther2,
+ BATTLE_TEXT_NoEffectOn,
+};
+
+const u16 BattleTextList_40163C[] =
+{
+ BATTLE_TEXT_PreventedPoison,
+ BATTLE_TEXT_PreventedOther2,
+ BATTLE_TEXT_NoEffectOn,
+};
+
+const u16 BattleTextList_401642[] =
+{
+ BATTLE_TEXT_Obtained1,
+ BATTLE_TEXT_Obtained2,
+ BATTLE_TEXT_Obtained3,
+};
+
+const u16 BattleTextList_401648[] =
+{
+ BATTLE_TEXT_RaisedFirePower,
+ BATTLE_TEXT_MadeIneffective,
+};
+
+const u16 gTrappingMoves[] =
+{
+ MOVE_BIND,
+ MOVE_WRAP,
+ MOVE_FIRE_SPIN,
+ MOVE_CLAMP,
+ MOVE_WHIRLPOOL,
+ MOVE_SAND_TOMB,
+ 0xFFFF,
+};
+
+const u8 *const gUnknown_0840165C[] =
+{
+ BattleText_HP,
+ BattleText_SpAtk,
+ BattleText_Attack,
+ BattleText_SpDef,
+ BattleText_Defense,
+ BattleStatText_Speed,
+};
+
+const u8 *const gUnknown_08401674[] =
+{
+ BattleText_Normal,
+ BattleText_Fighting,
+ BattleText_Flying,
+ BattleText_Poison,
+ BattleText_Ground,
+ BattleText_Rock,
+ BattleText_Bug,
+ BattleText_Ghost,
+ BattleText_Steel,
+ BattleText_Typeless,
+ BattleText_Fire,
+ BattleText_Water,
+ BattleText_Grass,
+ BattleText_Electric,
+ BattleText_Psychic,
+ BattleText_Ice,
+ BattleText_Dragon,
+ BattleText_Dark,
+};