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Diffstat (limited to 'src/data/battle_strings_en.h')
-rwxr-xr-x | src/data/battle_strings_en.h | 1612 |
1 files changed, 1612 insertions, 0 deletions
diff --git a/src/data/battle_strings_en.h b/src/data/battle_strings_en.h new file mode 100755 index 000000000..7f0481b50 --- /dev/null +++ b/src/data/battle_strings_en.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} gained{STRING 1}\n{STRING 42} EXP. Points!\p"); +const u8 BattleText_Terminator[] = _(""); +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_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_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_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_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_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_Poisoned[] = _("{STRING 14}\nwas poisoned!"); +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_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_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_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_Confused[] = _("{ATTACKING_MON} is\nconfused!"); +const u8 BattleText_ConfusionSnapOut[] = _("{ATTACKING_MON} snapped\nout of confusion!"); +const u8 BattleText_BecameConfused[] = _("{STRING 14} became\nconfused!"); +const u8 BattleText_AlreadyConfused[] = _("{DEFENDING_MON} is\nalready confused!"); +const u8 BattleText_FellLove[] = _("{DEFENDING_MON}\nfell in love!"); +const u8 BattleText_InLoveWith[] = _("{ATTACKING_MON} is in love\nwith {STRING 16}!"); +const u8 BattleText_ImmobilizedBy[] = _("{ATTACKING_MON} is\nimmobilized by love!"); +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_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_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!"); +const u8 BattleText_TookSunlight[] = _("{ATTACKING_MON} took\nin sunlight!"); +const u8 BattleText_LoweredHead[] = _("{ATTACKING_MON} lowered\nits head!"); +const u8 BattleText_IsGlowing[] = _("{ATTACKING_MON} is glowing!"); +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_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}!"); +const u8 BattleText_Clamped[] = _("{ATTACKING_MON} CLAMPED\n{DEFENDING_MON}!"); +const u8 BattleText_HurtBy[] = _("{ATTACKING_MON} is hurt\nby {STRING 0}!"); +const u8 BattleText_FreedFrom[] = _("{ATTACKING_MON} was freed\nfrom {STRING 0}!"); +const u8 BattleText_KeptGoingCrash[] = _("{ATTACKING_MON} kept going\nand crashed!"); +const u8 BattleText_MistShroud[] = _("{STRING 38} became\nshrouded in MIST!"); +const u8 BattleText_MistProtect[] = _("{STRING 16} is protected\nby MIST!"); +const u8 BattleText_GetPumped[] = _("{ATTACKING_MON} is getting\npumped!"); +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_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_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_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_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_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!"); +const u8 BattleText_UnleashedEnergy[] = _("{ATTACKING_MON} unleashed\nenergy!"); +const u8 BattleText_FatigueConfuse[] = _("{ATTACKING_MON} became\nconfused out of fatigue!"); +const u8 BattleText_PickedUpYen[] = _("{STRING 32} picked up\n¥{STRING 0}!\p"); +const u8 BattleText_Unaffected[] = _("{DEFENDING_MON} is\nunaffected!"); +const u8 BattleText_Transformed[] = _("{ATTACKING_MON} transformed\ninto {STRING 0}!"); +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_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_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_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_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}!"); +const u8 BattleText_CurseAfflict[] = _("{ATTACKING_MON} is afflicted\nby the CURSE!"); +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_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_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_ChoseDestiny[] = _("{ATTACKING_MON} chose\n{STRING 17} as its destiny!"); +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_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!"); +const u8 BattleText_ReadyToHelp[] = _("{ATTACKING_MON} is ready to\nhelp {DEFENDING_MON}!"); +const u8 BattleText_SwitchedItems[] = _("{ATTACKING_MON} switched\nitems with its opponent!"); +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_WishMade[] = _("{ATTACKING_MON} made a WISH!"); +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_AbilitySwap[] = _("{ATTACKING_MON} swapped abilities\nwith its opponent!"); +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_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_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_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_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_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_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_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_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_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_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_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_Critical[] = _("A critical hit!"); +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_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"); +const u8 BattleText_FledWild[] = _("{PLAY_SE SE_NIGERU}Wild {STRING 0} fled!"); +const u8 BattleText_PlayerDefeatedTrainer[] = _("Player defeated\n{STRING 29}!"); +const u8 BattleText_PlayerDefeatedTrainers[] = _("Player beat {STRING 30}\nand {STRING 29}!"); +const u8 BattleText_PlayerLostTrainer[] = _("Player lost against\n{STRING 29}!"); +const u8 BattleText_PlayerLostTrainers[] = _("Player lost to {STRING 30}\nand {STRING 29}!"); +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_Nothing[] = _("But nothing happened!"); +const u8 BattleText_Failed[] = _("But it failed!"); +const u8 BattleText_HurtItself[] = _("It hurt itself in its\nconfusion!"); +const u8 BattleText_MirrorFail[] = _("The MIRROR MOVE failed!"); +const u8 BattleText_RainStart[] = _("It started to rain!"); +const u8 BattleText_PourStart[] = _("A downpour started!"); +const u8 BattleText_RainCont1[] = _("Rain continues to fall."); +const u8 BattleText_PourCont[] = _("The downpour continues."); +const u8 BattleText_RainStop[] = _("The rain stopped."); +const u8 BattleText_SandBrewed[] = _("A sandstorm brewed!"); +const u8 BattleText_SandRages[] = _("The sandstorm rages."); +const u8 BattleText_SandSubsided[] = _("The sandstorm subsided."); +const u8 BattleText_SunBright[] = _("The sunlight got bright!"); +const u8 BattleText_SunStrong[] = _("The sunlight is strong."); +const u8 BattleText_SunFaded[] = _("The sunlight faded."); +const u8 BattleText_HailStart[] = _("It started to hail!"); +const u8 BattleText_HailCont[] = _("Hail continues to fall."); +const u8 BattleText_HailStop[] = _("The hail stopped."); +const u8 BattleText_SpitUpFail[] = _("But it failed to SPIT UP\na thing!"); +const u8 BattleText_SwallowFail[] = _("But it failed to SWALLOW\na thing!"); +const u8 BattleText_WindHeatWave[] = _("The wind turned into a\nHEAT WAVE!"); +const u8 BattleText_StatElim[] = _("All stat changes were\neliminated!"); +const u8 BattleText_CoinScatter[] = _("Coins scattered everywhere!"); +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_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_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_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_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}"); +const u8 BattleText_WildDoubleAppeared[] = _("Wild {STRING 5} and\n{STRING 3} appeared!\p"); +const u8 BattleText_SingleWantToBattle1[] = _("{STRING 25} {STRING 26}\nwould like to battle!\p"); +const u8 BattleText_SingleWantToBattle2[] = _("{STRING 29}\nwants to battle!"); +const u8 BattleText_DoubleWantToBattle[] = _("{STRING 29} and {STRING 30}\nwant to battle!"); +const u8 BattleText_SentOutSingle1[] = _("{STRING 25} {STRING 26} sent\nout {STRING 3}!"); +const u8 BattleText_SentOutDouble1[] = _("{STRING 25} {STRING 26} sent\nout {STRING 3} and {STRING 5}!"); +const u8 BattleText_SentOutSingle2[] = _("{STRING 25} {STRING 26} sent\nout {STRING 0}!"); +const u8 BattleText_SentOutSingle3[] = _("{STRING 29} sent\nout {STRING 3}!"); +const u8 BattleText_SentOutDouble2[] = _("{STRING 29} sent out\n{STRING 3} and {STRING 5}!"); +const u8 BattleText_SentOutDouble3[] = _("{STRING 29} sent out\n{STRING 7}!\p{STRING 30} sent out\n{STRING 9}!"); +const u8 BattleText_SentOutSingle4[] = _("{STRING 29} sent out\n{STRING 0}!"); +const u8 BattleText_SentOutSingle5[] = _("{STRING 31} sent out\n{STRING 0}!"); +const u8 BattleText_SentOutSingle6[] = _("Go! {STRING 2}!"); +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_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_ComeBackSingle2[] = _("{STRING 0}, come back!"); +const u8 BattleText_ComeBackSingle3[] = _("{STRING 0}, OK!\nCome back!"); +const u8 BattleText_ComeBackSingle4[] = _("{STRING 0}, good!\nCome back!"); +const u8 BattleText_WithdrewPoke1[] = _("{STRING 25} {STRING 26}\nwithdrew {STRING 0}!"); +const u8 BattleText_WithdrewPoke2[] = _("{STRING 29} withdrew\n{STRING 0}!"); +const u8 BattleText_WithdrewPoke3[] = _("{STRING 31} withdrew\n{STRING 0}!"); +const u8 BattleText_Wild[] = _("Wild "); +const u8 BattleText_Foe[] = _("Foe "); +const u8 BattleText_Foe2[] = _("Foe "); +const u8 BattleText_Ally[] = _("Ally "); +const u8 BattleText_Foe3[] = _("Foe "); +const u8 BattleText_Ally2[] = _("Ally "); +const u8 BattleText_Foe4[] = _("Foe "); +const u8 BattleText_Ally3[] = _("Ally "); +const u8 BattleText_OpponentUsedMove[] = _("{ATTACKING_MON} used\n{STRING 1}"); +const u8 BattleText_Exclamation2[] = _("!"); +const u8 BattleText_Exclamation3[] = _("!"); +const u8 BattleText_Exclamation4[] = _("!"); +const u8 BattleText_Exclamation5[] = _("!"); +const u8 BattleText_Exclamation[] = _("!"); +const u8 BattleStatText_HP[] = _("HP"); +const u8 BattleStatText_Attack[] = _("ATTACK"); +const u8 BattleStatText_Defense[] = _("DEFENSE"); +const u8 BattleStatText_Speed[] = _("SPEED"); +const u8 BattleStatText_SpAtk[] = _("SP. ATK"); +const u8 BattleStatText_SpDef[] = _("SP. DEF"); +const u8 BattleStatText_Accuracy[] = _("accuracy"); +const u8 BattleStatText_Evasion[] = _("evasiveness"); +const u8 ContestStatText_TooSpicy[] = _("was too spicy!"); +const u8 ContestStatText_TooDry[] = _("was too dry!"); +const u8 ContestStatText_TooSweet[] = _("was too sweet!"); +const u8 ContestStatText_TooBitter[] = _("was too bitter!"); +const u8 ContestStatText_TooSour[] = _("was too sour!"); +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_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!"); +const u8 BattleText_BallBrokeAlmost[] = _("Aargh!\nAlmost had it!"); +const u8 BattleText_BallBrokeSoClose[] = _("Shoot!\nIt was so close, too!"); +const u8 BattleText_BallCaught1[] = _("Gotcha!\n{STRING 3} was caught!{UNKNOWN_A}{PLAY_BGM BGM_KACHI22}\p"); +const u8 BattleText_BallCaught2[] = _("Gotcha!\n{STRING 3} was caught!{UNKNOWN_A}{PLAY_BGM BGM_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_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_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_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_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"); +const u8 BattleText_OtherMenu[] = _("What should\n{STRING 15} do?"); +const u8 BattleText_PlayerMenu[] = _("What will\n{STRING 32} do?"); +const u8 BattleText_WallyMenu[] = _("What will\nWALLY do?"); +const u8 BattleText_LinkStandby[] = _("{PAUSE 16}Link standby..."); +const u8 BattleText_MenuOptions[] = _("{PALETTE 5}{COLOR_HIGHLIGHT_SHADOW SKY_BLUE LIGHT_BLUE WHITE2}FIGHT{CLEAR_TO 0x2E}BAG\nPOKéMON{CLEAR_TO 0x2E}RUN"); +const u8 BattleText_MenuOptionsSafari[] = _("{PALETTE 5}{COLOR_HIGHLIGHT_SHADOW SKY_BLUE LIGHT_BLUE WHITE2}BALL{CLEAR_TO 0x2E}{POKEBLOCK}\nGO NEAR{CLEAR_TO 0x2E}RUN"); +const u8 BattleText_PP[] = _("{PALETTE 5}{COLOR_HIGHLIGHT_SHADOW SKY_BLUE LIGHT_BLUE WHITE2}PP\nTYPE/"); +const u8 BattleText_Format[] = _("{PALETTE 5}{COLOR_HIGHLIGHT_SHADOW SKY_BLUE LIGHT_BLUE WHITE2}"); // cant think of a better name +const u8 BattleText_ForgetMove[] = _("{COLOR_HIGHLIGHT_SHADOW SKY_BLUE LIGHT_BLUE WHITE2}{PALETTE 5}Which move should\nbe forgotten?"); +const u8 BattleText_YesNo[] = _("{PALETTE 5}{COLOR_HIGHLIGHT_SHADOW SKY_BLUE LIGHT_BLUE WHITE2}Yes\nNo"); +const u8 BattleText_SwitchWhich[] = _("{PALETTE 5}{COLOR_HIGHLIGHT_SHADOW SKY_BLUE LIGHT_BLUE WHITE2}Switch\nwhich?"); +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[] = _("HP "); +const u8 BattleText_Attack[] = _("ATTACK "); +const u8 BattleText_Defense[] = _("DEFENSE"); +const u8 BattleText_SpAtk[] = _("SP. ATK"); +const u8 BattleText_SpDef[] = _("SP. DEF"); +const u8 BattleText_SafariBalls[] = _("{HIGHLIGHT RED}SAFARI BALLS"); +const u8 BattleText_SafariBallsLeft[] = _("{HIGHLIGHT RED}Left: "); +const u8 BattleText_HighlightRed[] = _("{HIGHLIGHT RED}"); +const u8 BattleText_Sleep[] = _("sleep"); +const u8 BattleText_PoisonStatus[] = _("poison"); +const u8 BattleText_Burn[] = _("burn"); +const u8 BattleText_Paralysis[] = _("paralysis"); +const u8 BattleText_IceStatus[] = _("ice"); +const u8 BattleText_Confusion[] = _("confusion"); +const u8 BattleText_Love[] = _("love"); +const u8 BattleText_Format3[] = _(" and "); +const u8 BattleText_Format4[] = _(", "); +const u8 BattleText_Format5[] = _(" "); +const u8 BattleText_Format6[] = _("\l"); +const u8 BattleText_Format7[] = _("\n"); +const u8 BattleText_Format8[] = _("are"); +const u8 BattleText_Format9[] = _("are"); +const u8 gBadEggNickname[] = _("Bad EGG"); // 8400E3A +const u8 BattleText_Wally[] = _("WALLY"); +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_Normal[] = _("a NORMAL move"); +const u8 BattleText_Fighting[] = _("a FIGHTING move"); +const u8 BattleText_Flying[] = _("a FLYING move"); +const u8 BattleText_Poison[] = _("a POISON move"); +const u8 BattleText_Ground[] = _("a GROUND move"); +const u8 BattleText_Rock[] = _("a ROCK move"); +const u8 BattleText_Bug[] = _("a BUG move"); +const u8 BattleText_Ghost[] = _("a GHOST move"); +const u8 BattleText_Steel[] = _("a STEEL move"); +const u8 BattleText_Typeless[] = _("a ??? move"); +const u8 BattleText_Fire[] = _("a FIRE move"); +const u8 BattleText_Water[] = _("a WATER move"); +const u8 BattleText_Grass[] = _("a GRASS move"); +const u8 BattleText_Electric[] = _("an ELECTRIC move"); +const u8 BattleText_Psychic[] = _("a PSYCHIC move"); +const u8 BattleText_Ice[] = _("an ICE move"); +const u8 BattleText_Dragon[] = _("a DRAGON move"); +const u8 BattleText_Dark[] = _("a DARK move"); + +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, +}; |