diff options
Diffstat (limited to 'src/data/battle_strings_en.h')
-rw-r--r-- | src/data/battle_strings_en.h | 258 |
1 files changed, 129 insertions, 129 deletions
diff --git a/src/data/battle_strings_en.h b/src/data/battle_strings_en.h index 7ae5467dd..951807252 100644 --- a/src/data/battle_strings_en.h +++ b/src/data/battle_strings_en.h @@ -362,58 +362,58 @@ const u8 BattleText_BoostedExp[] = _(" a boosted"); const u8 BattleText_GrewLevel[] = _("{STRING 0} grew to\nLV. {STRING 1}!{UNKNOWN_A}\p"); const u8 BattleText_LearnedMove[] = _("{STRING 0} learned\n{STRING 1}!{UNKNOWN_A}\p"); const u8 BattleText_TryingToLearnMove[] = _("{STRING 0} is trying to\nlearn {STRING 1}.\p"); -const u8 BattleText_CantLearnMore[] = _("But, {STRING 0} can’t learn\nmore than four moves.\p"); +const u8 BattleText_CantLearnMore[] = _("But, {STRING 0} can't learn\nmore than four moves.\p"); const u8 BattleText_DeleteMove[] = _("Delete a move to make\nroom for {STRING 1}?"); const u8 BattleText_DeletedMove[] = _("{STRING 0} forgot\n{STRING 1}.\p"); const u8 BattleText_StopLearning[] = _("{PAUSE 32}Stop learning\n{STRING 1}?"); const u8 BattleText_DidNotLearn[] = _("{STRING 0} did not learn\n{STRING 1}.\p"); const u8 BattleText_UseNext[] = _("Use next POKéMON?"); -const u8 BattleText_AttackMissed[] = _("{ATTACKING_MON}’s\nattack missed!"); +const u8 BattleText_AttackMissed[] = _("{ATTACKING_MON}'s\nattack missed!"); const u8 BattleText_ProtectedItself[] = _("{DEFENDING_MON}\nprotected itself!"); const u8 BattleText_AvoidedDamage[] = _("{DEFENDING_MON} avoided\ndamage with {STRING 22}!"); const u8 BattleText_GroundMoveNegate[] = _("{DEFENDING_MON} makes GROUND\nmoves miss with {STRING 22}!"); const u8 BattleText_AvoidedAttack[] = _("{DEFENDING_MON} avoided\nthe attack!"); -const u8 BattleText_DoesntAffect[] = _("It doesn’t affect\n{DEFENDING_MON}..."); +const u8 BattleText_DoesntAffect[] = _("It doesn't affect\n{DEFENDING_MON}..."); const u8 BattleText_AttackingFainted[] = _("{ATTACKING_MON}\nfainted!\p"); const u8 BattleText_DefendingFainted[] = _("{DEFENDING_MON}\nfainted!\p"); const u8 BattleText_WinningPrize[] = _("{STRING 32} got ¥{STRING 0}\nfor winning!\p"); const u8 BattleText_OutOfUsablePoke[] = _("{STRING 32} is out of\nuseable POKéMON!\p"); const u8 BattleText_WhitedOut[] = _("{STRING 32} whited out!{PAUSE_UNTIL_PRESS}"); const u8 BattleText_PreventEscape[] = _("{STRING 16} prevents\nescape with {STRING 23}!\p"); -const u8 BattleText_CantEscape[] = _("Can’t escape!\p"); -const u8 BattleText_AttackingCantEscape[] = _("{ATTACKING_MON}\ncan’t escape!"); +const u8 BattleText_CantEscape[] = _("Can't escape!\p"); +const u8 BattleText_AttackingCantEscape[] = _("{ATTACKING_MON}\ncan't escape!"); const u8 BattleText_HitMulti[] = _("Hit {STRING 0} time(s)!"); const u8 BattleText_FellAsleep[] = _("{STRING 14}\nfell asleep!"); -const u8 BattleText_MadeAsleep[] = _("{STRING 16}’s {STRING 23}\nmade {STRING 14} sleep!"); +const u8 BattleText_MadeAsleep[] = _("{STRING 16}'s {STRING 23}\nmade {STRING 14} sleep!"); const u8 BattleText_DefendingAsleep[] = _("{DEFENDING_MON} is\nalready asleep!"); const u8 BattleText_AttackingAsleep[] = _("{ATTACKING_MON} is\nalready asleep!"); -const u8 BattleText_WasntAffected[] = _("{DEFENDING_MON}\nwasn’t affected!"); +const u8 BattleText_WasntAffected[] = _("{DEFENDING_MON}\nwasn't affected!"); const u8 BattleText_Poisoned[] = _("{STRING 14}\nwas poisoned!"); -const u8 BattleText_Poisoned2[] = _("{STRING 16}’s {STRING 23}\npoisoned {STRING 14}!"); +const u8 BattleText_Poisoned2[] = _("{STRING 16}'s {STRING 23}\npoisoned {STRING 14}!"); const u8 BattleText_PoisonHurt[] = _("{ATTACKING_MON} is hurt\nby poison!"); const u8 BattleText_AlreadyPoisoned[] = _("{DEFENDING_MON} is already\npoisoned."); const u8 BattleText_BadlyPoisoned[] = _("{STRING 14} is badly\npoisoned!"); const u8 BattleText_EnergyDrained[] = _("{DEFENDING_MON} had its\nenergy drained!"); const u8 BattleText_Burned[] = _("{STRING 14} was burned!"); -const u8 BattleText_Burned2[] = _("{STRING 16}’s {STRING 23}\nburned {STRING 14}!"); +const u8 BattleText_Burned2[] = _("{STRING 16}'s {STRING 23}\nburned {STRING 14}!"); const u8 BattleText_BurnHurt[] = _("{ATTACKING_MON} is hurt\nby its burn!"); const u8 BattleText_AlreadyBurned[] = _("{DEFENDING_MON} already\nhas a burn."); const u8 BattleText_Frozen[] = _("{STRING 14} was\nfrozen solid!"); -const u8 BattleText_Frozen2[] = _("{STRING 16}’s {STRING 23}\nfroze {STRING 14} solid!"); +const u8 BattleText_Frozen2[] = _("{STRING 16}'s {STRING 23}\nfroze {STRING 14} solid!"); const u8 BattleText_FrozenSolid[] = _("{ATTACKING_MON} is\nfrozen solid!"); const u8 BattleText_DefendingDefrosted[] = _("{DEFENDING_MON} was\ndefrosted!"); const u8 BattleText_AttackingDefrosted[] = _("{ATTACKING_MON} was\ndefrosted!"); const u8 BattleText_Defrosted[] = _("{ATTACKING_MON} was\ndefrosted by {STRING 17}!"); const u8 BattleText_Paralyzed[] = _("{STRING 14} is paralyzed!\nIt may be unable to move!"); -const u8 BattleText_Paralyzed2[] = _("{STRING 16}’s {STRING 23}\nparalyzed {STRING 14}!\lIt may be unable to move!"); -const u8 BattleText_Paralyzed3[] = _("{ATTACKING_MON} is paralyzed!\nIt can’t move!"); +const u8 BattleText_Paralyzed2[] = _("{STRING 16}'s {STRING 23}\nparalyzed {STRING 14}!\lIt may be unable to move!"); +const u8 BattleText_Paralyzed3[] = _("{ATTACKING_MON} is paralyzed!\nIt can't move!"); const u8 BattleText_AlreadyParalyzed[] = _("{DEFENDING_MON} is\nalready paralyzed!"); const u8 BattleText_ParalysisHealed[] = _("{DEFENDING_MON} was\nhealed of paralysis!"); -const u8 BattleText_DreamEaten[] = _("{DEFENDING_MON}’s\ndream was eaten!"); -const u8 BattleText_AttackingStatNoHigher[] = _("{ATTACKING_MON}’s {STRING 0}\nwon’t go higher!"); -const u8 BattleText_DefendingStatNoHigher[] = _("{DEFENDING_MON}’s {STRING 0}\nwon’t go lower!"); -const u8 BattleText_StoppedWorking[] = _("Your team’s {STRING 0}\nstopped working!"); -const u8 BattleText_StoppedWorking2[] = _("The foe’s {STRING 0}\nstopped working!"); +const u8 BattleText_DreamEaten[] = _("{DEFENDING_MON}'s\ndream was eaten!"); +const u8 BattleText_AttackingStatNoHigher[] = _("{ATTACKING_MON}'s {STRING 0}\nwon't go higher!"); +const u8 BattleText_DefendingStatNoHigher[] = _("{DEFENDING_MON}'s {STRING 0}\nwon't go lower!"); +const u8 BattleText_StoppedWorking[] = _("Your team's {STRING 0}\nstopped working!"); +const u8 BattleText_StoppedWorking2[] = _("The foe's {STRING 0}\nstopped working!"); const u8 BattleText_Confused[] = _("{ATTACKING_MON} is\nconfused!"); const u8 BattleText_ConfusionSnapOut[] = _("{ATTACKING_MON} snapped\nout of confusion!"); const u8 BattleText_BecameConfused[] = _("{STRING 14} became\nconfused!"); @@ -425,14 +425,14 @@ const u8 BattleText_BlownAway[] = _("{DEFENDING_MON} was\nblown away!"); const u8 BattleText_TypeTransform[] = _("{ATTACKING_MON} transformed\ninto the {STRING 0} type!"); const u8 BattleText_Flinched[] = _("{ATTACKING_MON} flinched!"); const u8 BattleText_RegainedHealth[] = _("{DEFENDING_MON} regained\nhealth!"); -const u8 BattleText_HPFull[] = _("{DEFENDING_MON}’s\nHP is full!"); -const u8 BattleText_RaisedSpDef[] = _("{STRING 38}’s {STRING 17}\nraised SP. DEF!"); -const u8 BattleText_RaisedSpDefLittle[] = _("{STRING 38}’s {STRING 17}\nraised SP. DEF a little!"); -const u8 BattleText_RaisedDefense[] = _("{STRING 38}’s {STRING 17}\nraised DEFENSE!"); -const u8 BattleText_RaisedDefenseLittle[] = _("{STRING 38}’s {STRING 17}\nraised DEFENSE a little!"); +const u8 BattleText_HPFull[] = _("{DEFENDING_MON}'s\nHP is full!"); +const u8 BattleText_RaisedSpDef[] = _("{STRING 38}'s {STRING 17}\nraised SP. DEF!"); +const u8 BattleText_RaisedSpDefLittle[] = _("{STRING 38}'s {STRING 17}\nraised SP. DEF a little!"); +const u8 BattleText_RaisedDefense[] = _("{STRING 38}'s {STRING 17}\nraised DEFENSE!"); +const u8 BattleText_RaisedDefenseLittle[] = _("{STRING 38}'s {STRING 17}\nraised DEFENSE a little!"); const u8 BattleText_CoveredVeil[] = _("{STRING 38} is covered\nby a veil!"); const u8 BattleText_SafeguardActive[] = _("{DEFENDING_MON} is protected\nby SAFEGUARD!"); -const u8 BattleText_SafeguardFaded[] = _("{STRING 40}’s SAFEGUARD\nfaded!"); +const u8 BattleText_SafeguardFaded[] = _("{STRING 40}'s SAFEGUARD\nfaded!"); const u8 BattleText_WentToSleep[] = _("{ATTACKING_MON} went\nto sleep!"); const u8 BattleText_SpeltHealthy[] = _("{ATTACKING_MON} slept and\nbecame healthy!"); const u8 BattleText_WhipWhirlwind[] = _("{ATTACKING_MON} whipped\nup a whirlwind!"); @@ -443,7 +443,7 @@ const u8 BattleText_FlewHigh[] = _("{ATTACKING_MON} flew\nup high!"); const u8 BattleText_DugHole[] = _("{ATTACKING_MON} dug a hole!"); const u8 BattleText_HidUnderwater[] = _("{ATTACKING_MON} hid\nunderwater!"); const u8 BattleText_SprangUp[] = _("{ATTACKING_MON} sprang up!"); -const u8 BattleText_SqueezedBind[] = _("{DEFENDING_MON} was squeezed by\n{ATTACKING_MON}’s BIND!"); +const u8 BattleText_SqueezedBind[] = _("{DEFENDING_MON} was squeezed by\n{ATTACKING_MON}'s BIND!"); const u8 BattleText_TrappedVortex[] = _("{DEFENDING_MON} was trapped\nin the vortex!"); const u8 BattleText_SandTombTrapped[] = _("{DEFENDING_MON} was trapped\nby SAND TOMB!"); const u8 BattleText_Wrapped[] = _("{DEFENDING_MON} was WRAPPED by\n{ATTACKING_MON}!"); @@ -458,21 +458,21 @@ const u8 BattleText_HitRecoil[] = _("{ATTACKING_MON} is hit\nwith recoil!"); const u8 BattleText_ProtectedItself2[] = _("{ATTACKING_MON} protected\nitself!"); const u8 BattleText_SandBuffeted[] = _("{ATTACKING_MON} is buffeted\nby the sandstorm!"); const u8 BattleText_HailStricken[] = _("{ATTACKING_MON} is stricken\nby HAIL!"); -const u8 BattleText_WoreOff[] = _("{STRING 36}’s {STRING 0}\nwore off!"); +const u8 BattleText_WoreOff[] = _("{STRING 36}'s {STRING 0}\nwore off!"); const u8 BattleText_WasSeeded[] = _("{DEFENDING_MON} was seeded!"); const u8 BattleText_EvadedAttack[] = _("{DEFENDING_MON} evaded\nthe attack!"); -const u8 BattleText_HealthSapped[] = _("{ATTACKING_MON}’s health is\nsapped by LEECH SEED!"); +const u8 BattleText_HealthSapped[] = _("{ATTACKING_MON}'s health is\nsapped by LEECH SEED!"); const u8 BattleText_FastAsleep[] = _("{ATTACKING_MON} is fast\nasleep."); const u8 BattleText_WokeUp[] = _("{ATTACKING_MON} woke up!"); -const u8 BattleText_UproarAwake[] = _("But {STRING 16}’s UPROAR\nkept it awake!"); +const u8 BattleText_UproarAwake[] = _("But {STRING 16}'s UPROAR\nkept it awake!"); const u8 BattleText_UproarWoke[] = _("{ATTACKING_MON} woke up\nin the UPROAR!"); const u8 BattleText_UproarCaused[] = _("{ATTACKING_MON} caused\nan UPROAR!"); const u8 BattleText_UproarMaking[] = _("{ATTACKING_MON} is making\nan UPROAR!"); const u8 BattleText_CalmedDown[] = _("{ATTACKING_MON} calmed down."); -const u8 BattleText_UproarCantSleep[] = _("But {DEFENDING_MON} can’t\nsleep in an UPROAR!"); +const u8 BattleText_UproarCantSleep[] = _("But {DEFENDING_MON} can't\nsleep in an UPROAR!"); const u8 BattleText_Stockpiled[] = _("{ATTACKING_MON} STOCKPILED\n{STRING 0}!"); -const u8 BattleText_StockpiledCant[] = _("{ATTACKING_MON} can’t\nSTOCKPILE any more!"); -const u8 BattleText_UproarCantSleep2[] = _("But {DEFENDING_MON} can’t\nsleep in an UPROAR!"); +const u8 BattleText_StockpiledCant[] = _("{ATTACKING_MON} can't\nSTOCKPILE any more!"); +const u8 BattleText_UproarCantSleep2[] = _("But {DEFENDING_MON} can't\nsleep in an UPROAR!"); const u8 BattleText_UproarKeptAwake[] = _("But the UPROAR kept\n{DEFENDING_MON} awake!"); const u8 BattleText_StayedAwake[] = _("{DEFENDING_MON} stayed awake\nusing its {STRING 22}!"); const u8 BattleText_StoringEnergy[] = _("{ATTACKING_MON} is storing\nenergy!"); @@ -484,20 +484,20 @@ const u8 BattleText_Transformed[] = _("{ATTACKING_MON} transformed\ninto {STRING const u8 BattleText_SubMade[] = _("{ATTACKING_MON} made\na SUBSTITUTE!"); const u8 BattleText_SubAlready[] = _("{ATTACKING_MON} already\nhas a SUBSTITUTE!"); const u8 BattleText_SubTookDamage[] = _("The SUBSTITUTE took damage\nfor {DEFENDING_MON}!\p"); -const u8 BattleText_SubFaded[] = _("{DEFENDING_MON}’s\nSUBSTITUTE faded!\p"); +const u8 BattleText_SubFaded[] = _("{DEFENDING_MON}'s\nSUBSTITUTE faded!\p"); const u8 BattleText_MustRecharge[] = _("{ATTACKING_MON} must\nrecharge!"); -const u8 BattleText_RageBuilding[] = _("{DEFENDING_MON}’s RAGE\nis building!"); -const u8 BattleText_MoveWasDisabled[] = _("{DEFENDING_MON}’s {STRING 0}\nwas disabled!"); +const u8 BattleText_RageBuilding[] = _("{DEFENDING_MON}'s RAGE\nis building!"); +const u8 BattleText_MoveWasDisabled[] = _("{DEFENDING_MON}'s {STRING 0}\nwas disabled!"); const u8 BattleText_DisabledNoMore[] = _("{ATTACKING_MON} is disabled\nno more!"); const u8 BattleText_EncoreGot[] = _("{DEFENDING_MON} got\nan ENCORE!"); -const u8 BattleText_EncoreEnded[] = _("{ATTACKING_MON}’s ENCORE\nended!"); +const u8 BattleText_EncoreEnded[] = _("{ATTACKING_MON}'s ENCORE\nended!"); const u8 BattleText_TookAim[] = _("{ATTACKING_MON} took aim\nat {DEFENDING_MON}!"); const u8 BattleText_SketchedMove[] = _("{ATTACKING_MON} SKETCHED\n{STRING 0}!"); const u8 BattleText_DestinyBondTake[] = _("{ATTACKING_MON} is trying\nto take its foe with it!"); const u8 BattleText_DestinyBondTaken[] = _("{DEFENDING_MON} took\n{ATTACKING_MON} with it!"); -const u8 BattleText_ReducedBy[] = _("Reduced {DEFENDING_MON}’s\n{STRING 0} by {STRING 1}!"); -const u8 BattleText_StoleSomething[] = _("{ATTACKING_MON} stole\n{DEFENDING_MON}’s {STRING 19}!"); -const u8 BattleText_CantEscapeNow[] = _("{DEFENDING_MON} can’t\nescape now!"); +const u8 BattleText_ReducedBy[] = _("Reduced {DEFENDING_MON}'s\n{STRING 0} by {STRING 1}!"); +const u8 BattleText_StoleSomething[] = _("{ATTACKING_MON} stole\n{DEFENDING_MON}'s {STRING 19}!"); +const u8 BattleText_CantEscapeNow[] = _("{DEFENDING_MON} can't\nescape now!"); const u8 BattleText_NightmareStart[] = _("{DEFENDING_MON} fell into\na NIGHTMARE!"); const u8 BattleText_NightmareLock[] = _("{ATTACKING_MON} is locked\nin a NIGHTMARE!"); const u8 BattleText_CurseLay[] = _("{ATTACKING_MON} cut its own HP\nand laid a CURSE on\l{DEFENDING_MON}!"); @@ -505,24 +505,24 @@ const u8 BattleText_CurseAfflict[] = _("{ATTACKING_MON} is afflicted\nby the CUR const u8 BattleText_SpikesScattered[] = _("{STRING 37} POKéMON team had SPIKES\nscattered around it!"); const u8 BattleText_SpikesHurt[] = _("{STRING 16} is hurt\nby SPIKES!"); const u8 BattleText_IdentifiedPoke[] = _("{ATTACKING_MON} identified\n{DEFENDING_MON}!"); -const u8 BattleText_PerishSongFell[] = _("{ATTACKING_MON}’s PERISH count\nfell to {STRING 0}!"); +const u8 BattleText_PerishSongFell[] = _("{ATTACKING_MON}'s PERISH count\nfell to {STRING 0}!"); const u8 BattleText_BracedItself[] = _("{ATTACKING_MON} braced\nitself!"); const u8 BattleText_EnduredHit[] = _("{DEFENDING_MON} ENDURED\nthe hit!"); const u8 BattleText_MagnitudeCount[] = _("MAGNITUDE {STRING 0}!"); const u8 BattleText_CutHPMaxATK[] = _("{ATTACKING_MON} cut its own HP\nand maximized ATTACK!"); -const u8 BattleText_CopyStatChanges[] = _("{ATTACKING_MON} copied\n{DEFENDING_MON}’s stat changes!"); -const u8 BattleText_GotFreeFrom[] = _("{ATTACKING_MON} got free of\n{DEFENDING_MON}’s {STRING 0}!"); +const u8 BattleText_CopyStatChanges[] = _("{ATTACKING_MON} copied\n{DEFENDING_MON}'s stat changes!"); +const u8 BattleText_GotFreeFrom[] = _("{ATTACKING_MON} got free of\n{DEFENDING_MON}'s {STRING 0}!"); const u8 BattleText_LeechShed[] = _("{ATTACKING_MON} shed\nLEECH SEED!"); const u8 BattleText_SpikesBlownAway[] = _("{ATTACKING_MON} blew away\nSPIKES!"); const u8 BattleText_FledBattle[] = _("{ATTACKING_MON} fled from\nbattle!"); const u8 BattleText_ForesawAttack[] = _("{ATTACKING_MON} foresaw\nan attack!"); -const u8 BattleText_TookAttack[] = _("{DEFENDING_MON} took\n{STRING 0}’s attack!"); +const u8 BattleText_TookAttack[] = _("{DEFENDING_MON} took\n{STRING 0}'s attack!"); const u8 BattleText_ChoseDestiny[] = _("{ATTACKING_MON} chose\n{STRING 17} as its destiny!"); -const u8 BattleText_PokeAttack[] = _("{STRING 0}’s attack!"); +const u8 BattleText_PokeAttack[] = _("{STRING 0}'s attack!"); const u8 BattleText_CenterAttention[] = _("{ATTACKING_MON} became the\ncenter of attention!"); const u8 BattleText_ChargingPower[] = _("{ATTACKING_MON} began\ncharging power!"); const u8 BattleText_NaturePower[] = _("NATURE POWER turned into\n{STRING 17}!"); -const u8 BattleText_StatusNormal[] = _("{ATTACKING_MON}’s status\nreturned to normal!"); +const u8 BattleText_StatusNormal[] = _("{ATTACKING_MON}'s status\nreturned to normal!"); const u8 BattleText_TormentSubject[] = _("{DEFENDING_MON} was subjected\nto TORMENT!"); const u8 BattleText_TightenFocus[] = _("{ATTACKING_MON} is tightening\nits focus!"); const u8 BattleText_TauntFell[] = _("{DEFENDING_MON} fell for\nthe TAUNT!"); @@ -531,93 +531,93 @@ const u8 BattleText_SwitchedItems[] = _("{ATTACKING_MON} switched\nitems with it const u8 BattleText_Obtained1[] = _("{ATTACKING_MON} obtained\n{STRING 0}."); const u8 BattleText_Obtained2[] = _("{DEFENDING_MON} obtained\n{STRING 1}."); const u8 BattleText_Obtained3[] = _("{ATTACKING_MON} obtained\n{STRING 0}.\p{DEFENDING_MON} obtained\n{STRING 1}."); -const u8 BattleText_CopiedObject[] = _("{ATTACKING_MON} copied\n{DEFENDING_MON}’s {STRING 22}!"); +const u8 BattleText_CopiedObject[] = _("{ATTACKING_MON} copied\n{DEFENDING_MON}'s {STRING 22}!"); const u8 BattleText_WishMade[] = _("{ATTACKING_MON} made a WISH!"); -const u8 BattleText_WishTrue[] = _("{STRING 0}’s WISH\ncame true!"); +const u8 BattleText_WishTrue[] = _("{STRING 0}'s WISH\ncame true!"); const u8 BattleText_PlantedRoots[] = _("{ATTACKING_MON} planted its roots!"); const u8 BattleText_AbsorbNutrients[] = _("{ATTACKING_MON} absorbed\nnutrients with its roots!"); const u8 BattleText_AnchoredItself[] = _("{DEFENDING_MON} anchored\nitself with its roots!"); const u8 BattleText_DrowsyMade[] = _("{ATTACKING_MON} made\n{DEFENDING_MON} drowsy!"); -const u8 BattleText_KnockedOffItem[] = _("{ATTACKING_MON} knocked off\n{DEFENDING_MON}’s {STRING 19}!"); +const u8 BattleText_KnockedOffItem[] = _("{ATTACKING_MON} knocked off\n{DEFENDING_MON}'s {STRING 19}!"); const u8 BattleText_AbilitySwap[] = _("{ATTACKING_MON} swapped abilities\nwith its opponent!"); -const u8 BattleText_SealedMove[] = _("{ATTACKING_MON} sealed the\nopponent’s move(s)!"); +const u8 BattleText_SealedMove[] = _("{ATTACKING_MON} sealed the\nopponent's move(s)!"); const u8 BattleText_GrudgeBear[] = _("{ATTACKING_MON} wants the\nopponent to bear a GRUDGE!"); -const u8 BattleText_GrudgeLosePP[] = _("{ATTACKING_MON}’s {STRING 0}\nlost all its PP due to\lthe GRUDGE!"); +const u8 BattleText_GrudgeLosePP[] = _("{ATTACKING_MON}'s {STRING 0}\nlost all its PP due to\lthe GRUDGE!"); const u8 BattleText_ShroudedItself[] = _("{ATTACKING_MON} shrouded\nitself in {STRING 17}!"); -const u8 BattleText_MagicCoatBounce[] = _("{ATTACKING_MON}’s {STRING 17}\nwas bounced back by MAGIC COAT!"); +const u8 BattleText_MagicCoatBounce[] = _("{ATTACKING_MON}'s {STRING 17}\nwas bounced back by MAGIC COAT!"); const u8 BattleText_AwaitMove[] = _("{ATTACKING_MON} awaits its foe\nto make a move!"); -const u8 BattleText_SnatchedMove[] = _("{DEFENDING_MON} SNATCHED\n{STRING 16}’s move!"); -const u8 BattleText_ElecWeakened[] = _("Electricity’s power was\nweakened!"); -const u8 BattleText_FireWeakened[] = _("Fire’s power was\nweakened!"); +const u8 BattleText_SnatchedMove[] = _("{DEFENDING_MON} SNATCHED\n{STRING 16}'s move!"); +const u8 BattleText_ElecWeakened[] = _("Electricity's power was\nweakened!"); +const u8 BattleText_FireWeakened[] = _("Fire's power was\nweakened!"); const u8 BattleText_FoundOne[] = _("{ATTACKING_MON} found\none {STRING 19}!"); const u8 BattleText_SoothingAroma[] = _("A soothing aroma wafted\nthrough the area!"); -const u8 BattleText_CantUseItems[] = _("Items can’t be used now.{PAUSE 64}"); +const u8 BattleText_CantUseItems[] = _("Items can't be used now.{PAUSE 64}"); const u8 BattleText_UnknownString2[] = _("For {STRING 16},\n{STRING 19} {STRING 0}"); const u8 BattleText_HustleUse[] = _("{STRING 16} used\n{STRING 19} to hustle!"); -const u8 BattleText_LostFocus[] = _("{ATTACKING_MON} lost its\nfocus and couldn’t move!"); +const u8 BattleText_LostFocus[] = _("{ATTACKING_MON} lost its\nfocus and couldn't move!"); const u8 BattleText_DraggedOut[] = _("{DEFENDING_MON} was\ndragged out!\p"); const u8 BattleText_BrokeWall[] = _("The wall shattered!"); const u8 BattleText_NoEffect[] = _("But it had no effect!"); const u8 BattleText_NoMovesLeft[] = _("{STRING 15} has no\nmoves left!\p"); -const u8 BattleText_MoveIsDisabled[] = _("{STRING 15}’s {STRING 17}\nis disabled!\p"); -const u8 BattleText_TormentNoUse[] = _("{STRING 15} can’t use the same\nmove twice in a row due to the TORMENT!\p"); -const u8 BattleText_TauntNoUse[] = _("{STRING 15} can’t use\n{STRING 17} after the TAUNT!\p"); -const u8 BattleText_SealedNoUse[] = _("{STRING 15} can’t use the\nsealed {STRING 17}!\p"); -const u8 BattleText_RainMade[] = _("{STRING 16}’s {STRING 23}\nmade it rain!"); -const u8 BattleText_SpeedRisen[] = _("{STRING 16}’s {STRING 23}\nraised its SPEED!"); +const u8 BattleText_MoveIsDisabled[] = _("{STRING 15}'s {STRING 17}\nis disabled!\p"); +const u8 BattleText_TormentNoUse[] = _("{STRING 15} can't use the same\nmove twice in a row due to the TORMENT!\p"); +const u8 BattleText_TauntNoUse[] = _("{STRING 15} can't use\n{STRING 17} after the TAUNT!\p"); +const u8 BattleText_SealedNoUse[] = _("{STRING 15} can't use the\nsealed {STRING 17}!\p"); +const u8 BattleText_RainMade[] = _("{STRING 16}'s {STRING 23}\nmade it rain!"); +const u8 BattleText_SpeedRisen[] = _("{STRING 16}'s {STRING 23}\nraised its SPEED!"); const u8 BattleText_ProtectedBy[] = _("{DEFENDING_MON} was protected\nby {STRING 22}!"); -const u8 BattleText_PreventedBy[] = _("{DEFENDING_MON}’s {STRING 22}\nprevents {ATTACKING_MON}\lfrom using {STRING 17}!"); +const u8 BattleText_PreventedBy[] = _("{DEFENDING_MON}'s {STRING 22}\nprevents {ATTACKING_MON}\lfrom using {STRING 17}!"); const u8 BattleText_HPRestoredUsing[] = _("{DEFENDING_MON} restored HP\nusing its {STRING 22}!"); -const u8 BattleText_MadeUseless[] = _("{DEFENDING_MON}’s {STRING 22}\nmade {STRING 17} useless!"); -const u8 BattleText_MadeType[] = _("{DEFENDING_MON}’s {STRING 22}\nmade it the {STRING 0} type!"); -const u8 BattleText_PreventedPara[] = _("{STRING 14}’s {STRING 22}\nprevents paralysis!"); -const u8 BattleText_PreventedRomance[] = _("{DEFENDING_MON}’s {STRING 22}\nprevents romance!"); -const u8 BattleText_PreventedPoison[] = _("{STRING 14}’s {STRING 22}\nprevents poisoning!"); -const u8 BattleText_PreventedConfusion[] = _("{DEFENDING_MON}’s {STRING 22}\nprevents confusion!"); -const u8 BattleText_RaisedFirePower[] = _("{DEFENDING_MON}’s {STRING 22}\nraised its FIRE power!"); +const u8 BattleText_MadeUseless[] = _("{DEFENDING_MON}'s {STRING 22}\nmade {STRING 17} useless!"); +const u8 BattleText_MadeType[] = _("{DEFENDING_MON}'s {STRING 22}\nmade it the {STRING 0} type!"); +const u8 BattleText_PreventedPara[] = _("{STRING 14}'s {STRING 22}\nprevents paralysis!"); +const u8 BattleText_PreventedRomance[] = _("{DEFENDING_MON}'s {STRING 22}\nprevents romance!"); +const u8 BattleText_PreventedPoison[] = _("{STRING 14}'s {STRING 22}\nprevents poisoning!"); +const u8 BattleText_PreventedConfusion[] = _("{DEFENDING_MON}'s {STRING 22}\nprevents confusion!"); +const u8 BattleText_RaisedFirePower[] = _("{DEFENDING_MON}'s {STRING 22}\nraised its FIRE power!"); const u8 BattleText_AnchorsItself[] = _("{DEFENDING_MON} anchors\nitself with {STRING 22}!"); -const u8 BattleText_CutsAttack[] = _("{STRING 16}’s {STRING 23}\ncuts {DEFENDING_MON}’s ATTACK!"); -const u8 BattleText_PreventedStatLoss[] = _("{STRING 16}’s {STRING 23}\nprevents stat loss!"); -const u8 BattleText_HurtOther[] = _("{DEFENDING_MON}’s {STRING 22}\nhurt {ATTACKING_MON}!"); -const u8 BattleText_Traced[] = _("{STRING 16} TRACED\n{STRING 0}’s {STRING 1}!"); -const u8 BattleText_PreventedBurn[] = _("{STRING 14}’s {STRING 24}\nprevents burns!"); -const u8 BattleText_BlocksOther[] = _("{DEFENDING_MON}’s {STRING 22}\nblocks {STRING 17}!"); -const u8 BattleText_BlocksOther2[] = _("{STRING 16}’s {STRING 23}\nblocks {STRING 17}!"); -const u8 BattleText_RestoredHPByItem[] = _("{ATTACKING_MON}’s {STRING 21}\nrestored some HP!"); -const u8 BattleText_WhipSandstorm[] = _("{STRING 16}’s {STRING 23}\nwhipped up a sandstorm!"); -const u8 BattleText_SunIntensified[] = _("{STRING 16}’s {STRING 23}\nintensified the sun’s rays!"); -const u8 BattleText_PreventedLoss[] = _("{STRING 16}’s {STRING 23}\nprevents {STRING 0} loss!"); -const u8 BattleText_InfatuatedPoke[] = _("{DEFENDING_MON}’s {STRING 22}\ninfatuated {ATTACKING_MON}!"); -const u8 BattleText_MadeIneffective[] = _("{DEFENDING_MON}’s {STRING 22}\nmade {STRING 17} ineffective!"); -const u8 BattleText_CuredProblem[] = _("{STRING 16}’s {STRING 23}\ncured its {STRING 0} problem!"); +const u8 BattleText_CutsAttack[] = _("{STRING 16}'s {STRING 23}\ncuts {DEFENDING_MON}'s ATTACK!"); +const u8 BattleText_PreventedStatLoss[] = _("{STRING 16}'s {STRING 23}\nprevents stat loss!"); +const u8 BattleText_HurtOther[] = _("{DEFENDING_MON}'s {STRING 22}\nhurt {ATTACKING_MON}!"); +const u8 BattleText_Traced[] = _("{STRING 16} TRACED\n{STRING 0}'s {STRING 1}!"); +const u8 BattleText_PreventedBurn[] = _("{STRING 14}'s {STRING 24}\nprevents burns!"); +const u8 BattleText_BlocksOther[] = _("{DEFENDING_MON}'s {STRING 22}\nblocks {STRING 17}!"); +const u8 BattleText_BlocksOther2[] = _("{STRING 16}'s {STRING 23}\nblocks {STRING 17}!"); +const u8 BattleText_RestoredHPByItem[] = _("{ATTACKING_MON}'s {STRING 21}\nrestored some HP!"); +const u8 BattleText_WhipSandstorm[] = _("{STRING 16}'s {STRING 23}\nwhipped up a sandstorm!"); +const u8 BattleText_SunIntensified[] = _("{STRING 16}'s {STRING 23}\nintensified the sun's rays!"); +const u8 BattleText_PreventedLoss[] = _("{STRING 16}'s {STRING 23}\nprevents {STRING 0} loss!"); +const u8 BattleText_InfatuatedPoke[] = _("{DEFENDING_MON}'s {STRING 22}\ninfatuated {ATTACKING_MON}!"); +const u8 BattleText_MadeIneffective[] = _("{DEFENDING_MON}'s {STRING 22}\nmade {STRING 17} ineffective!"); +const u8 BattleText_CuredProblem[] = _("{STRING 16}'s {STRING 23}\ncured its {STRING 0} problem!"); const u8 BattleText_OozeSuckup[] = _("It sucked up the\nLIQUID OOZE!"); const u8 BattleText_Transformed2[] = _("{STRING 16} transformed!"); -const u8 BattleText_TookAttack2[] = _("{DEFENDING_MON}’s {STRING 22}\ntook the attack!"); -const u8 BattleText_PreventedSwitch[] = _("{STRING 0}’s {STRING 20}\nprevents switching!\p"); -const u8 BattleText_PreventedOther[] = _("{DEFENDING_MON}’s {STRING 22}\nprevented {STRING 16}’s\l{STRING 0} from working!"); -const u8 BattleText_MadeIneffective2[] = _("{STRING 16}’s {STRING 23}\nmade it ineffective!"); -const u8 BattleText_PreventedFlinching[] = _("{STRING 14}’s {STRING 24}\nprevents flinching!"); -const u8 BattleText_PreventedOther2[] = _("{ATTACKING_MON}’s {STRING 21}\nprevents {DEFENDING_MON}’s\l{STRING 22} from working!"); -const u8 BattleText_CuredOfProblem[] = _("{STRING 16}’s {STRING 23}\ncured its {STRING 0} problem!"); -const u8 BattleText_NoEffectOn[] = _("{STRING 16}’s {STRING 23}\nhad no effect on {STRING 14}!"); +const u8 BattleText_TookAttack2[] = _("{DEFENDING_MON}'s {STRING 22}\ntook the attack!"); +const u8 BattleText_PreventedSwitch[] = _("{STRING 0}'s {STRING 20}\nprevents switching!\p"); +const u8 BattleText_PreventedOther[] = _("{DEFENDING_MON}'s {STRING 22}\nprevented {STRING 16}'s\l{STRING 0} from working!"); +const u8 BattleText_MadeIneffective2[] = _("{STRING 16}'s {STRING 23}\nmade it ineffective!"); +const u8 BattleText_PreventedFlinching[] = _("{STRING 14}'s {STRING 24}\nprevents flinching!"); +const u8 BattleText_PreventedOther2[] = _("{ATTACKING_MON}'s {STRING 21}\nprevents {DEFENDING_MON}'s\l{STRING 22} from working!"); +const u8 BattleText_CuredOfProblem[] = _("{STRING 16}'s {STRING 23}\ncured its {STRING 0} problem!"); +const u8 BattleText_NoEffectOn[] = _("{STRING 16}'s {STRING 23}\nhad no effect on {STRING 14}!"); const u8 BattleText_Sharply[] = _("sharply "); const u8 BattleText_Rose[] = _("rose!"); const u8 BattleText_Harshly[] = _("harshly "); const u8 BattleText_Fell[] = _("fell!"); -const u8 BattleText_UnknownString7[] = _("{ATTACKING_MON}’s {STRING 0}\n{STRING 1}"); -const u8 BattleText_UnknownString3[] = _("{DEFENDING_MON}’s {STRING 0}\n{STRING 1}"); +const u8 BattleText_UnknownString7[] = _("{ATTACKING_MON}'s {STRING 0}\n{STRING 1}"); +const u8 BattleText_UnknownString3[] = _("{DEFENDING_MON}'s {STRING 0}\n{STRING 1}"); const u8 BattleText_UnknownString4[] = _("Using {STRING 19}, the {STRING 0}\nof {STRING 16} {STRING 1}"); -const u8 BattleText_UnknownString5[] = _("{ATTACKING_MON}’s {STRING 0}\n{STRING 1}"); -const u8 BattleText_UnknownString6[] = _("{DEFENDING_MON}’s {STRING 0}\n{STRING 1}"); -const u8 BattleText_StatNoHigher[] = _("{ATTACKING_MON}’s stats won’t\ngo any higher!"); -const u8 BattleText_StatNoLower[] = _("{DEFENDING_MON}’s stats won’t\ngo any lower!"); +const u8 BattleText_UnknownString5[] = _("{ATTACKING_MON}'s {STRING 0}\n{STRING 1}"); +const u8 BattleText_UnknownString6[] = _("{DEFENDING_MON}'s {STRING 0}\n{STRING 1}"); +const u8 BattleText_StatNoHigher[] = _("{ATTACKING_MON}'s stats won't\ngo any higher!"); +const u8 BattleText_StatNoLower[] = _("{DEFENDING_MON}'s stats won't\ngo any lower!"); const u8 BattleText_Critical[] = _("A critical hit!"); -const u8 BattleText_GrandSlam[] = _("It’s a one-hit KO!"); +const u8 BattleText_GrandSlam[] = _("It's a one-hit KO!"); const u8 BattleText_MoveForget123[] = _("{PAUSE 32}1, {PAUSE 15}2 and...{PAUSE 15} ...{PAUSE 15} ...{PAUSE 15}\n{PAUSE 15}{PLAY_SE SE_KON}Poof!\p"); const u8 BattleText_MoveForgetAnd[] = _("And...\p"); -const u8 BattleText_CantForgetHM[] = _("HM moves can’t be\nforgotten now.\p"); -const u8 BattleText_NotEffective[] = _("It’s not very effective..."); -const u8 BattleText_SuperEffective[] = _("It’s super effective!"); +const u8 BattleText_CantForgetHM[] = _("HM moves can't be\nforgotten now.\p"); +const u8 BattleText_NotEffective[] = _("It's not very effective..."); +const u8 BattleText_SuperEffective[] = _("It's super effective!"); const u8 BattleText_GotAwaySafely[] = _("{PLAY_SE SE_NIGERU}Got away safely!\p"); const u8 BattleText_FledUsingItem[] = _("{PLAY_SE SE_NIGERU}{ATTACKING_MON} fled\nusing its {STRING 19}!\p"); const u8 BattleText_FledUsingOther[] = _("{PLAY_SE SE_NIGERU}{ATTACKING_MON} fled\nusing {STRING 21}!\p"); @@ -630,9 +630,9 @@ const u8 BattleText_PlayerTiedTrainer[] = _("Player tied against\n{STRING 29}!") const u8 BattleText_PlayerTiedTrainers[] = _("Player tied against {STRING 30}\nand {STRING 29}!"); const u8 BattleText_FledSingle[] = _("{PLAY_SE SE_NIGERU}{STRING 29} fled!"); const u8 BattleText_FledDouble[] = _("{PLAY_SE SE_NIGERU}{STRING 29} and\n{STRING 30} fled!"); -const u8 BattleText_NoRunning[] = _("No! There’s no running\nfrom a TRAINER battle!\p"); -const u8 BattleText_CantEscape2[] = _("Can’t escape!\p"); -const u8 BattleText_BirchDontLeaveMe[] = _("PROF. BIRCH: D-don’t leave\nme here like this!\p"); +const u8 BattleText_NoRunning[] = _("No! There's no running\nfrom a TRAINER battle!\p"); +const u8 BattleText_CantEscape2[] = _("Can't escape!\p"); +const u8 BattleText_BirchDontLeaveMe[] = _("PROF. BIRCH: D-don't leave\nme here like this!\p"); const u8 BattleText_Nothing[] = _("But nothing happened!"); const u8 BattleText_Failed[] = _("But it failed!"); const u8 BattleText_HurtItself[] = _("It hurt itself in its\nconfusion!"); @@ -660,26 +660,26 @@ const u8 BattleText_SubWeak[] = _("It was too weak to make\na SUBSTITUTE!"); const u8 BattleText_PainSplit[] = _("The battlers shared\ntheir pain!"); const u8 BattleText_BellChime[] = _("A bell chimed!"); const u8 BattleText_PerishSong[] = _("All affected POKéMON will\nfaint in 3 turns!"); -const u8 BattleText_NoPP1[] = _("There’s no PP left for\nthis move!\p"); +const u8 BattleText_NoPP1[] = _("There's no PP left for\nthis move!\p"); const u8 BattleText_NoPP2[] = _("But there was no PP left\nfor the move!"); const u8 BattleText_IgnoredOrdersSLP[] = _("{ATTACKING_MON} ignored\norders while asleep!"); const u8 BattleText_IgnoredOrders[] = _("{ATTACKING_MON} ignored\norders!"); const u8 BattleText_BeganNap[] = _("{ATTACKING_MON} began to nap!"); const u8 BattleText_LoafingAround[] = _("{ATTACKING_MON} is\nloafing around!"); -const u8 BattleText_WontObey[] = _("{ATTACKING_MON} won’t\nobey!"); +const u8 BattleText_WontObey[] = _("{ATTACKING_MON} won't\nobey!"); const u8 BattleText_TurnedAway[] = _("{ATTACKING_MON} turned away!"); const u8 BattleText_NotNotice[] = _("{ATTACKING_MON} pretended\nto not notice!"); const u8 BattleText_WillSwitch[] = _("{STRING 25} {STRING 26} is\nabout to use {STRING 1}.\pWill {STRING 32} change\nPOKéMON?"); const u8 BattleText_LearnedMove2[] = _("{ATTACKING_MON} learned\n{STRING 0}!"); const u8 BattleText_PlayerDefeatedTrainer2[] = _("Player defeated\n{STRING 25} {STRING 26}!\p"); const u8 BattleText_CreptCloser[] = _("{STRING 32} crept closer to\n{STRING 3}!"); -const u8 BattleText_CantGetCloser[] = _("{STRING 32} can’t get any closer!"); +const u8 BattleText_CantGetCloser[] = _("{STRING 32} can't get any closer!"); const u8 BattleText_WatchingCarefully[] = _("{STRING 3} is watching\ncarefully!"); const u8 BattleText_CuriousAbout[] = _("{STRING 3} is curious about\nthe {STRING 0}!"); const u8 BattleText_EnthralledBy[] = _("{STRING 3} is enthralled by\nthe {STRING 0}!"); const u8 BattleText_IgnoredThing[] = _("{STRING 3} completely ignored\nthe {STRING 0}!"); const u8 BattleText_ThrewBlock[] = _("{STRING 32} threw a {POKEBLOCK}\nat the {STRING 3}!"); -const u8 BattleText_SafariOver[] = _("{PLAY_SE SE_PINPON}ANNOUNCER: You’re out of\nSAFARI BALLS! Game over!\p"); +const u8 BattleText_SafariOver[] = _("{PLAY_SE SE_PINPON}ANNOUNCER: You're out of\nSAFARI BALLS! Game over!\p"); const u8 BattleText_WildAppeared1[] = _("Wild {STRING 3} appeared!\p"); const u8 BattleText_WildAppeared2[] = _("Wild {STRING 3} appeared!\p"); const u8 BattleText_WildAppeared3[] = _("Wild {STRING 3} appeared!{PAUSE 127}"); @@ -700,9 +700,9 @@ const u8 BattleText_SentOutDouble4[] = _("Go! {STRING 2} and\n{STRING 4}!"); const u8 BattleText_SentOutSingle7[] = _("Go! {STRING 0}!"); const u8 BattleText_SentOutSingle8[] = _("Do it! {STRING 0}!"); const u8 BattleText_SentOutSingle9[] = _("Go for it, {STRING 0}!"); -const u8 BattleText_SentOutSingle10[] = _("Your foe’s weak!\nGet’m, {STRING 0}!"); +const u8 BattleText_SentOutSingle10[] = _("Your foe's weak!\nGet'm, {STRING 0}!"); const u8 BattleText_SentOutSingle11[] = _("{STRING 28} sent out\n{STRING 8}!\pGo! {STRING 6}!"); -const u8 BattleText_ComeBackSingle1[] = _("{STRING 0}, that’s enough!\nCome back!"); +const u8 BattleText_ComeBackSingle1[] = _("{STRING 0}, that's enough!\nCome back!"); const u8 BattleText_ComeBackSingle2[] = _("{STRING 0}, come back!"); const u8 BattleText_ComeBackSingle3[] = _("{STRING 0}, OK!\nCome back!"); const u8 BattleText_ComeBackSingle4[] = _("{STRING 0}, good!\nCome back!"); @@ -740,8 +740,8 @@ const u8 BattleText_Used1[] = _("{STRING 32} used\n{STRING 19}!"); const u8 BattleText_TutorialUsed[] = _("WALLY used\n{STRING 19}!"); const u8 BattleText_Used2[] = _("{STRING 25} {STRING 26}\nused {STRING 19}!"); const u8 BattleText_BlockBall[] = _("The TRAINER blocked the BALL!"); -const u8 BattleText_DontBeAThief[] = _("Don’t be a thief!"); -const u8 BattleText_DodgeBall[] = _("It dodged the thrown BALL!\nThis POKéMON can’t be caught!"); +const u8 BattleText_DontBeAThief[] = _("Don't be a thief!"); +const u8 BattleText_DodgeBall[] = _("It dodged the thrown BALL!\nThis POKéMON can't be caught!"); const u8 BattleText_MissPoke[] = _("You missed the POKéMON!"); const u8 BattleText_BallBrokeOhNo[] = _("Oh, no!\nThe POKéMON broke free!"); const u8 BattleText_BallBrokeAppeared[] = _("Aww!\nIt appeared to be caught!"); @@ -751,30 +751,30 @@ const u8 BattleText_BallCaught1[] = _("Gotcha!\n{STRING 3} was caught!{UNKNOWN_A const u8 BattleText_BallCaught2[] = _("Gotcha!\n{STRING 3} was caught!{UNKNOWN_A}{PLAY_BGM MUS_KACHI22}{PAUSE 127}"); const u8 BattleText_GiveNickname[] = _("Give a nickname to the\ncaptured {STRING 3}?"); const u8 BattleText_SentToPC[] = _("{STRING 3} was sent to\n{STRING 35} PC."); -const u8 BattleText_Someone[] = _("someone’s"); -const u8 BattleText_Lanette[] = _("LANETTE’s"); -const u8 BattleText_AddedToDex[] = _("{STRING 3}’s data was\nadded to the POKéDEX.\p"); +const u8 BattleText_Someone[] = _("someone's"); +const u8 BattleText_Lanette[] = _("LANETTE's"); +const u8 BattleText_AddedToDex[] = _("{STRING 3}'s data was\nadded to the POKéDEX.\p"); const u8 BattleText_Raining[] = _("It is raining."); const u8 BattleText_Sandstorm[] = _("A sandstorm is raging."); -const u8 BattleText_BoxFull[] = _("The BOX is full!\nYou can’t catch any more!\p"); +const u8 BattleText_BoxFull[] = _("The BOX is full!\nYou can't catch any more!\p"); const u8 BattleText_EnigmaBerry[] = _("ENIGMA BERRY"); const u8 BattleText_Berry[] = _(" BERRY"); -const u8 BattleText_CuredParalysis[] = _("{STRING 16}’s {STRING 19}\ncured paralysis!"); -const u8 BattleText_CuredPoison[] = _("{STRING 16}’s {STRING 19}\ncured poison!"); -const u8 BattleText_CuredBurn[] = _("{STRING 16}’s {STRING 19}\nhealed its burn!"); -const u8 BattleText_CuredFreeze[] = _("{STRING 16}’s {STRING 19}\ndefrosted it!"); -const u8 BattleText_CuredSleep[] = _("{STRING 16}’s {STRING 19}\nwoke it from its sleep!"); -const u8 BattleText_CuredConfusion[] = _("{STRING 16}’s {STRING 19}\nsnapped it out of confusion!"); -const u8 BattleText_CuredStatus[] = _("{STRING 16}’s {STRING 19}\ncured its {STRING 0} problem!"); -const u8 BattleText_NormalizedStatus[] = _("{STRING 16}’s {STRING 19}\nnormalized its status!"); -const u8 BattleText_RestoredHealth[] = _("{STRING 16}’s {STRING 19}\nrestored health!"); -const u8 BattleText_RestoredPP[] = _("{STRING 16}’s {STRING 19}\nrestored {STRING 0}’s PP!"); -const u8 BattleText_RestoredStatus[] = _("{STRING 16}’s {STRING 19}\nrestored its status!"); -const u8 BattleText_RestoredHPLittle[] = _("{STRING 16}’s {STRING 19}\nrestored its HP a little!"); +const u8 BattleText_CuredParalysis[] = _("{STRING 16}'s {STRING 19}\ncured paralysis!"); +const u8 BattleText_CuredPoison[] = _("{STRING 16}'s {STRING 19}\ncured poison!"); +const u8 BattleText_CuredBurn[] = _("{STRING 16}'s {STRING 19}\nhealed its burn!"); +const u8 BattleText_CuredFreeze[] = _("{STRING 16}'s {STRING 19}\ndefrosted it!"); +const u8 BattleText_CuredSleep[] = _("{STRING 16}'s {STRING 19}\nwoke it from its sleep!"); +const u8 BattleText_CuredConfusion[] = _("{STRING 16}'s {STRING 19}\nsnapped it out of confusion!"); +const u8 BattleText_CuredStatus[] = _("{STRING 16}'s {STRING 19}\ncured its {STRING 0} problem!"); +const u8 BattleText_NormalizedStatus[] = _("{STRING 16}'s {STRING 19}\nnormalized its status!"); +const u8 BattleText_RestoredHealth[] = _("{STRING 16}'s {STRING 19}\nrestored health!"); +const u8 BattleText_RestoredPP[] = _("{STRING 16}'s {STRING 19}\nrestored {STRING 0}'s PP!"); +const u8 BattleText_RestoredStatus[] = _("{STRING 16}'s {STRING 19}\nrestored its status!"); +const u8 BattleText_RestoredHPLittle[] = _("{STRING 16}'s {STRING 19}\nrestored its HP a little!"); const u8 BattleText_ChoiceBand[] = _("{STRING 19} allows the\nuse of only {STRING 17}!\p"); const u8 BattleText_FocusSash[] = _("{DEFENDING_MON} hung on\nusing its {STRING 19}!"); const u8 BattleText_Terminator2[] = _(""); -const u8 BattleText_WallyBall[] = _("You throw a BALL now, right?\nI... I’ll do my best!"); +const u8 BattleText_WallyBall[] = _("You throw a BALL now, right?\nI... I'll do my best!"); const u8 BattleText_StartEvo[] = _("What?\n{STRING 2} is evolving!"); const u8 BattleText_FinishEvo[] = _("Congratulations! Your {STRING 2}\nevolved into {STRING 3}!{UNKNOWN_A}\p"); const u8 BattleText_StopEvo[] = _("Huh? {STRING 2}\nstopped evolving!\p"); @@ -821,7 +821,7 @@ const u8 BattleText_Win[] = _("{HIGHLIGHT TRANSPARENT}Win"); // 8400E48 const u8 BattleText_Loss[] = _("{HIGHLIGHT TRANSPARENT}Loss"); // 8400E4F const u8 BattleText_Tie[] = _("{HIGHLIGHT TRANSPARENT}Tie"); // 8400E57 const u8 BattleText_Format10[] = _(" is"); -const u8 BattleText_Format11[] = _("’s"); +const u8 BattleText_Format11[] = _("'s"); const u8 BattleText_Normal[] = _("a NORMAL move"); const u8 BattleText_Fighting[] = _("a FIGHTING move"); const u8 BattleText_Flying[] = _("a FLYING move"); |