#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} 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_BALL_BOUNCE_1}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_FLEE}Got away safely!\p"); const u8 BattleText_FledUsingItem[] = _("{PLAY_SE SE_FLEE}{ATTACKING_MON} fled\nusing its {STRING 19}!\p"); const u8 BattleText_FledUsingOther[] = _("{PLAY_SE SE_FLEE}{ATTACKING_MON} fled\nusing {STRING 21}!\p"); const u8 BattleText_FledWild[] = _("{PLAY_SE SE_FLEE}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_FLEE}{STRING 29} fled!"); const u8 BattleText_FledDouble[] = _("{PLAY_SE SE_FLEE}{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!"); // corresponds to DownpourText in pokegold and pokecrystal and is used by Rain Dance in GSC const u8 BattleText_RainCont1[] = _("Rain continues to fall."); const u8 BattleText_PourCont[] = _("The downpour continues."); // unused 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_DING_DONG}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 MUS_CAUGHT}\p"); const u8 BattleText_BallCaught2[] = _("Gotcha!\n{STRING 3} was caught!{UNKNOWN_A}{PLAY_BGM MUS_CAUGHT}{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 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, };