summaryrefslogtreecommitdiff
path: root/src/data/battle_strings_en.h
diff options
context:
space:
mode:
Diffstat (limited to 'src/data/battle_strings_en.h')
-rwxr-xr-xsrc/data/battle_strings_en.h1612
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,
+};