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