#include "global.h" #include "battle.h" #include "battle_anim.h" #include "battle_controllers.h" #include "battle_message.h" #include "battle_setup.h" #include "battle_tower.h" #include "data.h" #include "event_data.h" #include "frontier_util.h" #include "graphics.h" #include "international_string_util.h" #include "item.h" #include "link.h" #include "menu.h" #include "palette.h" #include "recorded_battle.h" #include "string_util.h" #include "strings.h" #include "text.h" #include "trainer_hill.h" #include "window.h" #include "constants/battle_dome.h" #include "constants/battle_string_ids.h" #include "constants/frontier_util.h" #include "constants/items.h" #include "constants/moves.h" #include "constants/trainers.h" #include "constants/trainer_hill.h" #include "constants/weather.h" struct BattleWindowText { u8 fillValue; u8 fontId; u8 x; u8 y; u8 letterSpacing; u8 lineSpacing; u8 speed; u8 fgColor; u8 bgColor; u8 shadowColor; }; static void ExpandBattleTextBuffPlaceholders(const u8 *src, u8 *dst); static EWRAM_DATA u8 sBattlerAbilities[MAX_BATTLERS_COUNT] = {0}; EWRAM_DATA struct BattleMsgData *gBattleMsgDataPtr = NULL; // todo: make some of those names less vague: attacker/target vs pkmn, etc. static const u8 sText_Trainer1LoseText[] = _("{B_TRAINER1_LOSE_TEXT}"); static const u8 sText_PkmnGainedEXP[] = _("{B_BUFF1} gained{B_BUFF2}\n{B_BUFF3} Exp. Points!\p"); static const u8 sText_EmptyString4[] = _(""); static const u8 sText_ABoosted[] = _(" a boosted"); static const u8 sText_PkmnGrewToLv[] = _("{B_BUFF1} grew to\nLv. {B_BUFF2}!{WAIT_SE}\p"); static const u8 sText_PkmnLearnedMove[] = _("{B_BUFF1} learned\n{B_BUFF2}!{WAIT_SE}\p"); static const u8 sText_TryToLearnMove1[] = _("{B_BUFF1} is trying to\nlearn {B_BUFF2}.\p"); static const u8 sText_TryToLearnMove2[] = _("But, {B_BUFF1} can't learn\nmore than four moves.\p"); static const u8 sText_TryToLearnMove3[] = _("Delete a move to make\nroom for {B_BUFF2}?"); static const u8 sText_PkmnForgotMove[] = _("{B_BUFF1} forgot\n{B_BUFF2}.\p"); static const u8 sText_StopLearningMove[] = _("{PAUSE 32}Stop learning\n{B_BUFF2}?"); static const u8 sText_DidNotLearnMove[] = _("{B_BUFF1} did not learn\n{B_BUFF2}.\p"); static const u8 sText_UseNextPkmn[] = _("Use next Pokémon?"); static const u8 sText_AttackMissed[] = _("{B_ATK_NAME_WITH_PREFIX}'s\nattack missed!"); static const u8 sText_PkmnProtectedItself[] = _("{B_DEF_NAME_WITH_PREFIX}\nprotected itself!"); static const u8 sText_AvoidedDamage[] = _("{B_DEF_NAME_WITH_PREFIX} avoided\ndamage with {B_DEF_ABILITY}!"); static const u8 sText_PkmnMakesGroundMiss[] = _("{B_DEF_NAME_WITH_PREFIX} makes Ground\nmoves miss with {B_DEF_ABILITY}!"); static const u8 sText_PkmnAvoidedAttack[] = _("{B_DEF_NAME_WITH_PREFIX} avoided\nthe attack!"); static const u8 sText_ItDoesntAffect[] = _("It doesn't affect\n{B_DEF_NAME_WITH_PREFIX}…"); static const u8 sText_AttackerFainted[] = _("{B_ATK_NAME_WITH_PREFIX}\nfainted!\p"); static const u8 sText_TargetFainted[] = _("{B_DEF_NAME_WITH_PREFIX}\nfainted!\p"); static const u8 sText_PlayerGotMoney[] = _("{B_PLAYER_NAME} got ¥{B_BUFF1}\nfor winning!\p"); static const u8 sText_PlayerWhiteout[] = _("{B_PLAYER_NAME} is out of\nusable Pokémon!\p"); static const u8 sText_PlayerWhiteout2[] = _("{B_PLAYER_NAME} whited out!{PAUSE_UNTIL_PRESS}"); static const u8 sText_PreventsEscape[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} prevents\nescape with {B_SCR_ACTIVE_ABILITY}!\p"); static const u8 sText_CantEscape2[] = _("Can't escape!\p"); static const u8 sText_AttackerCantEscape[] = _("{B_ATK_NAME_WITH_PREFIX} can't escape!"); static const u8 sText_HitXTimes[] = _("Hit {B_BUFF1} time(s)!"); static const u8 sText_PkmnFellAsleep[] = _("{B_EFF_NAME_WITH_PREFIX}\nfell asleep!"); static const u8 sText_PkmnMadeSleep[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\nmade {B_EFF_NAME_WITH_PREFIX} sleep!"); static const u8 sText_PkmnAlreadyAsleep[] = _("{B_DEF_NAME_WITH_PREFIX} is\nalready asleep!"); static const u8 sText_PkmnAlreadyAsleep2[] = _("{B_ATK_NAME_WITH_PREFIX} is\nalready asleep!"); static const u8 sText_PkmnWasntAffected[] = _("{B_DEF_NAME_WITH_PREFIX}\nwasn't affected!"); static const u8 sText_PkmnWasPoisoned[] = _("{B_EFF_NAME_WITH_PREFIX}\nwas poisoned!"); static const u8 sText_PkmnPoisonedBy[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\npoisoned {B_EFF_NAME_WITH_PREFIX}!"); static const u8 sText_PkmnHurtByPoison[] = _("{B_ATK_NAME_WITH_PREFIX} is hurt\nby poison!"); static const u8 sText_PkmnAlreadyPoisoned[] = _("{B_DEF_NAME_WITH_PREFIX} is already\npoisoned."); static const u8 sText_PkmnBadlyPoisoned[] = _("{B_EFF_NAME_WITH_PREFIX} is badly\npoisoned!"); static const u8 sText_PkmnEnergyDrained[] = _("{B_DEF_NAME_WITH_PREFIX} had its\nenergy drained!"); static const u8 sText_PkmnWasBurned[] = _("{B_EFF_NAME_WITH_PREFIX} was burned!"); static const u8 sText_PkmnBurnedBy[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\nburned {B_EFF_NAME_WITH_PREFIX}!"); static const u8 sText_PkmnHurtByBurn[] = _("{B_ATK_NAME_WITH_PREFIX} is hurt\nby its burn!"); static const u8 sText_PkmnAlreadyHasBurn[] = _("{B_DEF_NAME_WITH_PREFIX} already\nhas a burn."); static const u8 sText_PkmnWasFrozen[] = _("{B_EFF_NAME_WITH_PREFIX} was\nfrozen solid!"); static const u8 sText_PkmnFrozenBy[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\nfroze {B_EFF_NAME_WITH_PREFIX} solid!"); static const u8 sText_PkmnIsFrozen[] = _("{B_ATK_NAME_WITH_PREFIX} is\nfrozen solid!"); static const u8 sText_PkmnWasDefrosted[] = _("{B_DEF_NAME_WITH_PREFIX} was\ndefrosted!"); static const u8 sText_PkmnWasDefrosted2[] = _("{B_ATK_NAME_WITH_PREFIX} was\ndefrosted!"); static const u8 sText_PkmnWasDefrostedBy[] = _("{B_ATK_NAME_WITH_PREFIX} was\ndefrosted by {B_CURRENT_MOVE}!"); static const u8 sText_PkmnWasParalyzed[] = _("{B_EFF_NAME_WITH_PREFIX} is paralyzed!\nIt may be unable to move!"); static const u8 sText_PkmnWasParalyzedBy[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\nparalyzed {B_EFF_NAME_WITH_PREFIX}!\lIt may be unable to move!"); static const u8 sText_PkmnIsParalyzed[] = _("{B_ATK_NAME_WITH_PREFIX} is paralyzed!\nIt can't move!"); static const u8 sText_PkmnIsAlreadyParalyzed[] = _("{B_DEF_NAME_WITH_PREFIX} is\nalready paralyzed!"); static const u8 sText_PkmnHealedParalysis[] = _("{B_DEF_NAME_WITH_PREFIX} was\nhealed of paralysis!"); static const u8 sText_PkmnDreamEaten[] = _("{B_DEF_NAME_WITH_PREFIX}'s\ndream was eaten!"); static const u8 sText_StatsWontIncrease[] = _("{B_ATK_NAME_WITH_PREFIX}'s {B_BUFF1}\nwon't go higher!"); static const u8 sText_StatsWontDecrease[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_BUFF1}\nwon't go lower!"); static const u8 sText_TeamStoppedWorking[] = _("Your team's {B_BUFF1}\nstopped working!"); static const u8 sText_FoeStoppedWorking[] = _("The foe's {B_BUFF1}\nstopped working!"); static const u8 sText_PkmnIsConfused[] = _("{B_ATK_NAME_WITH_PREFIX} is\nconfused!"); static const u8 sText_PkmnHealedConfusion[] = _("{B_ATK_NAME_WITH_PREFIX} snapped\nout of confusion!"); static const u8 sText_PkmnWasConfused[] = _("{B_EFF_NAME_WITH_PREFIX} became\nconfused!"); static const u8 sText_PkmnAlreadyConfused[] = _("{B_DEF_NAME_WITH_PREFIX} is\nalready confused!"); static const u8 sText_PkmnFellInLove[] = _("{B_DEF_NAME_WITH_PREFIX}\nfell in love!"); static const u8 sText_PkmnInLove[] = _("{B_ATK_NAME_WITH_PREFIX} is in love\nwith {B_SCR_ACTIVE_NAME_WITH_PREFIX}!"); static const u8 sText_PkmnImmobilizedByLove[] = _("{B_ATK_NAME_WITH_PREFIX} is\nimmobilized by love!"); static const u8 sText_PkmnBlownAway[] = _("{B_DEF_NAME_WITH_PREFIX} was\nblown away!"); static const u8 sText_PkmnChangedType[] = _("{B_ATK_NAME_WITH_PREFIX} transformed\ninto the {B_BUFF1} type!"); static const u8 sText_PkmnFlinched[] = _("{B_ATK_NAME_WITH_PREFIX} flinched!"); static const u8 sText_PkmnRegainedHealth[] = _("{B_DEF_NAME_WITH_PREFIX} regained\nhealth!"); static const u8 sText_PkmnHPFull[] = _("{B_DEF_NAME_WITH_PREFIX}'s\nHP is full!"); static const u8 sText_PkmnRaisedSpDef[] = _("{B_ATK_PREFIX2}'s {B_CURRENT_MOVE}\nraised Sp. Def!"); static const u8 sText_PkmnRaisedSpDefALittle[] = _("{B_ATK_PREFIX2}'s {B_CURRENT_MOVE}\nraised Sp. Def a little!"); static const u8 sText_PkmnRaisedDef[] = _("{B_ATK_PREFIX2}'s {B_CURRENT_MOVE}\nraised Defense!"); static const u8 sText_PkmnRaisedDefALittle[] = _("{B_ATK_PREFIX2}'s {B_CURRENT_MOVE}\nraised Defense a little!"); static const u8 sText_PkmnCoveredByVeil[] = _("{B_ATK_PREFIX2}'s party is covered\nby a veil!"); static const u8 sText_PkmnUsedSafeguard[] = _("{B_DEF_NAME_WITH_PREFIX}'s party is protected\nby Safeguard!"); static const u8 sText_PkmnSafeguardExpired[] = _("{B_ATK_PREFIX3}'s party is no longer\nprotected by Safeguard!"); static const u8 sText_PkmnWentToSleep[] = _("{B_ATK_NAME_WITH_PREFIX} went\nto sleep!"); static const u8 sText_PkmnSleptHealthy[] = _("{B_ATK_NAME_WITH_PREFIX} slept and\nbecame healthy!"); static const u8 sText_PkmnWhippedWhirlwind[] = _("{B_ATK_NAME_WITH_PREFIX} whipped\nup a whirlwind!"); static const u8 sText_PkmnTookSunlight[] = _("{B_ATK_NAME_WITH_PREFIX} took\nin sunlight!"); static const u8 sText_PkmnLoweredHead[] = _("{B_ATK_NAME_WITH_PREFIX} lowered\nits head!"); static const u8 sText_PkmnIsGlowing[] = _("{B_ATK_NAME_WITH_PREFIX} is glowing!"); static const u8 sText_PkmnFlewHigh[] = _("{B_ATK_NAME_WITH_PREFIX} flew\nup high!"); static const u8 sText_PkmnDugHole[] = _("{B_ATK_NAME_WITH_PREFIX} dug a hole!"); static const u8 sText_PkmnHidUnderwater[] = _("{B_ATK_NAME_WITH_PREFIX} hid\nunderwater!"); static const u8 sText_PkmnSprangUp[] = _("{B_ATK_NAME_WITH_PREFIX} sprang up!"); static const u8 sText_PkmnSqueezedByBind[] = _("{B_DEF_NAME_WITH_PREFIX} was squeezed by\n{B_ATK_NAME_WITH_PREFIX}'s Bind!"); static const u8 sText_PkmnTrappedInVortex[] = _("{B_DEF_NAME_WITH_PREFIX} was trapped\nin the vortex!"); static const u8 sText_PkmnTrappedBySandTomb[] = _("{B_DEF_NAME_WITH_PREFIX} was trapped\nby Sand Tomb!"); static const u8 sText_PkmnWrappedBy[] = _("{B_DEF_NAME_WITH_PREFIX} was Wrapped by\n{B_ATK_NAME_WITH_PREFIX}!"); static const u8 sText_PkmnClamped[] = _("{B_ATK_NAME_WITH_PREFIX} Clamped\n{B_DEF_NAME_WITH_PREFIX}!"); static const u8 sText_PkmnHurtBy[] = _("{B_ATK_NAME_WITH_PREFIX} is hurt\nby {B_BUFF1}!"); static const u8 sText_PkmnFreedFrom[] = _("{B_ATK_NAME_WITH_PREFIX} was freed\nfrom {B_BUFF1}!"); static const u8 sText_PkmnCrashed[] = _("{B_ATK_NAME_WITH_PREFIX} kept going\nand crashed!"); const u8 gText_PkmnShroudedInMist[] = _("{B_ATK_PREFIX2} became\nshrouded in Mist!"); static const u8 sText_PkmnProtectedByMist[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} is protected\nby Mist!"); const u8 gText_PkmnGettingPumped[] = _("{B_ATK_NAME_WITH_PREFIX} is getting\npumped!"); static const u8 sText_PkmnHitWithRecoil[] = _("{B_ATK_NAME_WITH_PREFIX} is hit\nwith recoil!"); static const u8 sText_PkmnProtectedItself2[] = _("{B_ATK_NAME_WITH_PREFIX} protected\nitself!"); static const u8 sText_PkmnBuffetedBySandstorm[] = _("{B_ATK_NAME_WITH_PREFIX} is buffeted\nby the sandstorm!"); static const u8 sText_PkmnPeltedByHail[] = _("{B_ATK_NAME_WITH_PREFIX} is pelted\nby Hail!"); static const u8 sText_PkmnsXWoreOff[] = _("{B_ATK_PREFIX1}'s {B_BUFF1}\nwore off!"); static const u8 sText_PkmnSeeded[] = _("{B_DEF_NAME_WITH_PREFIX} was seeded!"); static const u8 sText_PkmnEvadedAttack[] = _("{B_DEF_NAME_WITH_PREFIX} evaded\nthe attack!"); static const u8 sText_PkmnSappedByLeechSeed[] = _("{B_ATK_NAME_WITH_PREFIX}'s health is\nsapped by Leech Seed!"); static const u8 sText_PkmnFastAsleep[] = _("{B_ATK_NAME_WITH_PREFIX} is fast\nasleep."); static const u8 sText_PkmnWokeUp[] = _("{B_ATK_NAME_WITH_PREFIX} woke up!"); static const u8 sText_PkmnUproarKeptAwake[] = _("But {B_SCR_ACTIVE_NAME_WITH_PREFIX}'s Uproar\nkept it awake!"); static const u8 sText_PkmnWokeUpInUproar[] = _("{B_ATK_NAME_WITH_PREFIX} woke up\nin the Uproar!"); static const u8 sText_PkmnCausedUproar[] = _("{B_ATK_NAME_WITH_PREFIX} caused\nan Uproar!"); static const u8 sText_PkmnMakingUproar[] = _("{B_ATK_NAME_WITH_PREFIX} is making\nan Uproar!"); static const u8 sText_PkmnCalmedDown[] = _("{B_ATK_NAME_WITH_PREFIX} calmed down."); static const u8 sText_PkmnCantSleepInUproar[] = _("But {B_DEF_NAME_WITH_PREFIX} can't\nsleep in an Uproar!"); static const u8 sText_PkmnStockpiled[] = _("{B_ATK_NAME_WITH_PREFIX} Stockpiled\n{B_BUFF1}!"); static const u8 sText_PkmnCantStockpile[] = _("{B_ATK_NAME_WITH_PREFIX} can't\nStockpile any more!"); static const u8 sText_PkmnCantSleepInUproar2[] = _("But {B_DEF_NAME_WITH_PREFIX} can't\nsleep in an Uproar!"); static const u8 sText_UproarKeptPkmnAwake[] = _("But the Uproar kept\n{B_DEF_NAME_WITH_PREFIX} awake!"); static const u8 sText_PkmnStayedAwakeUsing[] = _("{B_DEF_NAME_WITH_PREFIX} stayed awake\nusing its {B_DEF_ABILITY}!"); static const u8 sText_PkmnStoringEnergy[] = _("{B_ATK_NAME_WITH_PREFIX} is storing\nenergy!"); static const u8 sText_PkmnUnleashedEnergy[] = _("{B_ATK_NAME_WITH_PREFIX} unleashed\nenergy!"); static const u8 sText_PkmnFatigueConfusion[] = _("{B_ATK_NAME_WITH_PREFIX} became\nconfused due to fatigue!"); static const u8 sText_PlayerPickedUpMoney[] = _("{B_PLAYER_NAME} picked up\n¥{B_BUFF1}!\p"); static const u8 sText_PkmnUnaffected[] = _("{B_DEF_NAME_WITH_PREFIX} is\nunaffected!"); static const u8 sText_PkmnTransformedInto[] = _("{B_ATK_NAME_WITH_PREFIX} transformed\ninto {B_BUFF1}!"); static const u8 sText_PkmnMadeSubstitute[] = _("{B_ATK_NAME_WITH_PREFIX} made\na Substitute!"); static const u8 sText_PkmnHasSubstitute[] = _("{B_ATK_NAME_WITH_PREFIX} already\nhas a Substitute!"); static const u8 sText_SubstituteDamaged[] = _("The Substitute took damage\nfor {B_DEF_NAME_WITH_PREFIX}!\p"); static const u8 sText_PkmnSubstituteFaded[] = _("{B_DEF_NAME_WITH_PREFIX}'s\nSubstitute faded!\p"); static const u8 sText_PkmnMustRecharge[] = _("{B_ATK_NAME_WITH_PREFIX} must\nrecharge!"); static const u8 sText_PkmnRageBuilding[] = _("{B_DEF_NAME_WITH_PREFIX}'s Rage\nis building!"); static const u8 sText_PkmnMoveWasDisabled[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_BUFF1}\nwas disabled!"); static const u8 sText_PkmnMoveDisabledNoMore[] = _("{B_ATK_NAME_WITH_PREFIX} is disabled\nno more!"); static const u8 sText_PkmnGotEncore[] = _("{B_DEF_NAME_WITH_PREFIX} got\nan Encore!"); static const u8 sText_PkmnEncoreEnded[] = _("{B_ATK_NAME_WITH_PREFIX}'s Encore\nended!"); static const u8 sText_PkmnTookAim[] = _("{B_ATK_NAME_WITH_PREFIX} took aim\nat {B_DEF_NAME_WITH_PREFIX}!"); static const u8 sText_PkmnSketchedMove[] = _("{B_ATK_NAME_WITH_PREFIX} Sketched\n{B_BUFF1}!"); static const u8 sText_PkmnTryingToTakeFoe[] = _("{B_ATK_NAME_WITH_PREFIX} is trying\nto take its foe with it!"); static const u8 sText_PkmnTookFoe[] = _("{B_DEF_NAME_WITH_PREFIX} took\n{B_ATK_NAME_WITH_PREFIX} with it!"); static const u8 sText_PkmnReducedPP[] = _("Reduced {B_DEF_NAME_WITH_PREFIX}'s\n{B_BUFF1} by {B_BUFF2}!"); static const u8 sText_PkmnStoleItem[] = _("{B_ATK_NAME_WITH_PREFIX} stole\n{B_DEF_NAME_WITH_PREFIX}'s {B_LAST_ITEM}!"); static const u8 sText_TargetCantEscapeNow[] = _("{B_DEF_NAME_WITH_PREFIX} can't\nescape now!"); static const u8 sText_PkmnFellIntoNightmare[] = _("{B_DEF_NAME_WITH_PREFIX} fell into\na Nightmare!"); static const u8 sText_PkmnLockedInNightmare[] = _("{B_ATK_NAME_WITH_PREFIX} is locked\nin a Nightmare!"); static const u8 sText_PkmnLaidCurse[] = _("{B_ATK_NAME_WITH_PREFIX} cut its own HP and\nlaid a Curse on {B_DEF_NAME_WITH_PREFIX}!"); static const u8 sText_PkmnAfflictedByCurse[] = _("{B_ATK_NAME_WITH_PREFIX} is afflicted\nby the Curse!"); static const u8 sText_SpikesScattered[] = _("Spikes were scattered all around\nthe opponent's side!"); static const u8 sText_PkmnHurtBySpikes[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} is hurt\nby Spikes!"); static const u8 sText_PkmnIdentified[] = _("{B_ATK_NAME_WITH_PREFIX} identified\n{B_DEF_NAME_WITH_PREFIX}!"); static const u8 sText_PkmnPerishCountFell[] = _("{B_ATK_NAME_WITH_PREFIX}'s Perish count\nfell to {B_BUFF1}!"); static const u8 sText_PkmnBracedItself[] = _("{B_ATK_NAME_WITH_PREFIX} braced\nitself!"); static const u8 sText_PkmnEnduredHit[] = _("{B_DEF_NAME_WITH_PREFIX} Endured\nthe hit!"); static const u8 sText_MagnitudeStrength[] = _("Magnitude {B_BUFF1}!"); static const u8 sText_PkmnCutHPMaxedAttack[] = _("{B_ATK_NAME_WITH_PREFIX} cut its own HP\nand maximized Attack!"); static const u8 sText_PkmnCopiedStatChanges[] = _("{B_ATK_NAME_WITH_PREFIX} copied\n{B_DEF_NAME_WITH_PREFIX}'s stat changes!"); static const u8 sText_PkmnGotFree[] = _("{B_ATK_NAME_WITH_PREFIX} got free of\n{B_DEF_NAME_WITH_PREFIX}'s {B_BUFF1}!"); static const u8 sText_PkmnShedLeechSeed[] = _("{B_ATK_NAME_WITH_PREFIX} shed\nLeech Seed!"); static const u8 sText_PkmnBlewAwaySpikes[] = _("{B_ATK_NAME_WITH_PREFIX} blew away\nSpikes!"); static const u8 sText_PkmnFledFromBattle[] = _("{B_ATK_NAME_WITH_PREFIX} fled from\nbattle!"); static const u8 sText_PkmnForesawAttack[] = _("{B_ATK_NAME_WITH_PREFIX} foresaw\nan attack!"); static const u8 sText_PkmnTookAttack[] = _("{B_DEF_NAME_WITH_PREFIX} took the\n{B_BUFF1} attack!"); static const u8 sText_PkmnChoseXAsDestiny[] = _("{B_ATK_NAME_WITH_PREFIX} chose\n{B_CURRENT_MOVE} as its destiny!"); static const u8 sText_PkmnAttack[] = _("{B_BUFF1}'s attack!"); static const u8 sText_PkmnCenterAttention[] = _("{B_ATK_NAME_WITH_PREFIX} became the\ncenter of attention!"); static const u8 sText_PkmnChargingPower[] = _("{B_ATK_NAME_WITH_PREFIX} began\ncharging power!"); static const u8 sText_NaturePowerTurnedInto[] = _("Nature Power turned into\n{B_CURRENT_MOVE}!"); static const u8 sText_PkmnStatusNormal[] = _("{B_ATK_NAME_WITH_PREFIX}'s status\nreturned to normal!"); static const u8 sText_PkmnSubjectedToTorment[] = _("{B_DEF_NAME_WITH_PREFIX} was subjected\nto Torment!"); static const u8 sText_PkmnTighteningFocus[] = _("{B_ATK_NAME_WITH_PREFIX} is tightening\nits focus!"); static const u8 sText_PkmnFellForTaunt[] = _("{B_DEF_NAME_WITH_PREFIX} fell for\nthe Taunt!"); static const u8 sText_PkmnReadyToHelp[] = _("{B_ATK_NAME_WITH_PREFIX} is ready to\nhelp {B_DEF_NAME_WITH_PREFIX}!"); static const u8 sText_PkmnSwitchedItems[] = _("{B_ATK_NAME_WITH_PREFIX} switched\nitems with its opponent!"); static const u8 sText_PkmnObtainedX[] = _("{B_ATK_NAME_WITH_PREFIX} obtained\n{B_BUFF1}."); static const u8 sText_PkmnObtainedX2[] = _("{B_DEF_NAME_WITH_PREFIX} obtained\n{B_BUFF2}."); static const u8 sText_PkmnObtainedXYObtainedZ[] = _("{B_ATK_NAME_WITH_PREFIX} obtained\n{B_BUFF1}.\p{B_DEF_NAME_WITH_PREFIX} obtained\n{B_BUFF2}."); static const u8 sText_PkmnCopiedFoe[] = _("{B_ATK_NAME_WITH_PREFIX} copied\n{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY}!"); static const u8 sText_PkmnMadeWish[] = _("{B_ATK_NAME_WITH_PREFIX} made a Wish!"); static const u8 sText_PkmnWishCameTrue[] = _("{B_BUFF1}'s Wish\ncame true!"); static const u8 sText_PkmnPlantedRoots[] = _("{B_ATK_NAME_WITH_PREFIX} planted its roots!"); static const u8 sText_PkmnAbsorbedNutrients[] = _("{B_ATK_NAME_WITH_PREFIX} absorbed\nnutrients with its roots!"); static const u8 sText_PkmnAnchoredItself[] = _("{B_DEF_NAME_WITH_PREFIX} anchored\nitself with its roots!"); static const u8 sText_PkmnWasMadeDrowsy[] = _("{B_ATK_NAME_WITH_PREFIX} made\n{B_DEF_NAME_WITH_PREFIX} drowsy!"); static const u8 sText_PkmnKnockedOff[] = _("{B_ATK_NAME_WITH_PREFIX} knocked off\n{B_DEF_NAME_WITH_PREFIX}'s {B_LAST_ITEM}!"); static const u8 sText_PkmnSwappedAbilities[] = _("{B_ATK_NAME_WITH_PREFIX} swapped abilities\nwith its opponent!"); static const u8 sText_PkmnSealedOpponentMove[] = _("{B_ATK_NAME_WITH_PREFIX} sealed the\nopponent's move(s)!"); static const u8 sText_PkmnWantsGrudge[] = _("{B_ATK_NAME_WITH_PREFIX} wants the\nopponent to bear a Grudge!"); static const u8 sText_PkmnLostPPGrudge[] = _("{B_ATK_NAME_WITH_PREFIX}'s {B_BUFF1} lost\nall its PP due to the Grudge!"); static const u8 sText_PkmnShroudedItself[] = _("{B_ATK_NAME_WITH_PREFIX} shrouded\nitself in {B_CURRENT_MOVE}!"); static const u8 sText_PkmnMoveBounced[] = _("{B_ATK_NAME_WITH_PREFIX}'s {B_CURRENT_MOVE}\nwas bounced back by Magic Coat!"); static const u8 sText_PkmnWaitsForTarget[] = _("{B_ATK_NAME_WITH_PREFIX} waits for a target\nto make a move!"); static const u8 sText_PkmnSnatchedMove[] = _("{B_DEF_NAME_WITH_PREFIX} Snatched\n{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s move!"); static const u8 sText_ElectricityWeakened[] = _("Electricity's power was\nweakened!"); static const u8 sText_FireWeakened[] = _("Fire's power was\nweakened!"); static const u8 sText_XFoundOneY[] = _("{B_ATK_NAME_WITH_PREFIX} found\none {B_LAST_ITEM}!"); static const u8 sText_SoothingAroma[] = _("A soothing aroma wafted\nthrough the area!"); static const u8 sText_ItemsCantBeUsedNow[] = _("Items can't be used now.{PAUSE 64}"); static const u8 sText_ForXCommaYZ[] = _("For {B_SCR_ACTIVE_NAME_WITH_PREFIX},\n{B_LAST_ITEM} {B_BUFF1}"); static const u8 sText_PkmnUsedXToGetPumped[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} used\n{B_LAST_ITEM} to get pumped!"); static const u8 sText_PkmnLostFocus[] = _("{B_ATK_NAME_WITH_PREFIX} lost its\nfocus and couldn't move!"); static const u8 sText_PkmnWasDraggedOut[] = _("{B_DEF_NAME_WITH_PREFIX} was\ndragged out!\p"); static const u8 sText_TheWallShattered[] = _("The wall shattered!"); static const u8 sText_ButNoEffect[] = _("But it had no effect!"); static const u8 sText_PkmnHasNoMovesLeft[] = _("{B_ACTIVE_NAME_WITH_PREFIX} has no\nmoves left!\p"); static const u8 sText_PkmnMoveIsDisabled[] = _("{B_ACTIVE_NAME_WITH_PREFIX}'s {B_CURRENT_MOVE}\nis disabled!\p"); static const u8 sText_PkmnCantUseMoveTorment[] = _("{B_ACTIVE_NAME_WITH_PREFIX} can't use the same\nmove in a row due to the Torment!\p"); static const u8 sText_PkmnCantUseMoveTaunt[] = _("{B_ACTIVE_NAME_WITH_PREFIX} can't use\n{B_CURRENT_MOVE} after the Taunt!\p"); static const u8 sText_PkmnCantUseMoveSealed[] = _("{B_ACTIVE_NAME_WITH_PREFIX} can't use the\nsealed {B_CURRENT_MOVE}!\p"); static const u8 sText_PkmnMadeItRain[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\nmade it rain!"); static const u8 sText_PkmnRaisedSpeed[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\nraised its Speed!"); static const u8 sText_PkmnProtectedBy[] = _("{B_DEF_NAME_WITH_PREFIX} was protected\nby {B_DEF_ABILITY}!"); static const u8 sText_PkmnPreventsUsage[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY}\nprevents {B_ATK_NAME_WITH_PREFIX}\lfrom using {B_CURRENT_MOVE}!"); static const u8 sText_PkmnRestoredHPUsing[] = _("{B_DEF_NAME_WITH_PREFIX} restored HP\nusing its {B_DEF_ABILITY}!"); static const u8 sText_PkmnsXMadeYUseless[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY}\nmade {B_CURRENT_MOVE} useless!"); static const u8 sText_PkmnChangedTypeWith[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY}\nmade it the {B_BUFF1} type!"); static const u8 sText_PkmnPreventsParalysisWith[] = _("{B_EFF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY}\nprevents paralysis!"); static const u8 sText_PkmnPreventsRomanceWith[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY}\nprevents romance!"); static const u8 sText_PkmnPreventsPoisoningWith[] = _("{B_EFF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY}\nprevents poisoning!"); static const u8 sText_PkmnPreventsConfusionWith[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY}\nprevents confusion!"); static const u8 sText_PkmnRaisedFirePowerWith[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY}\nraised its Fire power!"); static const u8 sText_PkmnAnchorsItselfWith[] = _("{B_DEF_NAME_WITH_PREFIX} anchors\nitself with {B_DEF_ABILITY}!"); static const u8 sText_PkmnCutsAttackWith[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\ncuts {B_DEF_NAME_WITH_PREFIX}'s Attack!"); static const u8 sText_PkmnPreventsStatLossWith[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\nprevents stat loss!"); static const u8 sText_PkmnHurtsWith[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY}\nhurt {B_ATK_NAME_WITH_PREFIX}!"); static const u8 sText_PkmnTraced[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} Traced\n{B_BUFF1}'s {B_BUFF2}!"); static const u8 sText_PkmnsXPreventsBurns[] = _("{B_EFF_NAME_WITH_PREFIX}'s {B_EFF_ABILITY}\nprevents burns!"); static const u8 sText_PkmnsXBlocksY[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY}\nblocks {B_CURRENT_MOVE}!"); static const u8 sText_PkmnsXBlocksY2[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\nblocks {B_CURRENT_MOVE}!"); static const u8 sText_PkmnsXRestoredHPALittle2[] = _("{B_ATK_NAME_WITH_PREFIX}'s {B_ATK_ABILITY}\nrestored its HP a little!"); static const u8 sText_PkmnsXWhippedUpSandstorm[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\nwhipped up a sandstorm!"); static const u8 sText_PkmnsXIntensifiedSun[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\nintensified the sun's rays!"); static const u8 sText_PkmnsXPreventsYLoss[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\nprevents {B_BUFF1} loss!"); static const u8 sText_PkmnsXInfatuatedY[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY}\ninfatuated {B_ATK_NAME_WITH_PREFIX}!"); static const u8 sText_PkmnsXMadeYIneffective[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY}\nmade {B_CURRENT_MOVE} ineffective!"); static const u8 sText_PkmnsXCuredYProblem[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\ncured its {B_BUFF1} problem!"); static const u8 sText_ItSuckedLiquidOoze[] = _("It sucked up the\nLiquid Ooze!"); static const u8 sText_PkmnTransformed[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} transformed!"); static const u8 sText_PkmnsXTookAttack[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY}\ntook the attack!"); const u8 gText_PkmnsXPreventsSwitching[] = _("{B_BUFF1}'s {B_LAST_ABILITY}\nprevents switching!\p"); static const u8 sText_PreventedFromWorking[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY}\nprevented {B_SCR_ACTIVE_NAME_WITH_PREFIX}'s\l{B_BUFF1} from working!"); static const u8 sText_PkmnsXMadeItIneffective[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\nmade it ineffective!"); static const u8 sText_PkmnsXPreventsFlinching[] = _("{B_EFF_NAME_WITH_PREFIX}'s {B_EFF_ABILITY}\nprevents flinching!"); static const u8 sText_PkmnsXPreventsYsZ[] = _("{B_ATK_NAME_WITH_PREFIX}'s {B_ATK_ABILITY}\nprevents {B_DEF_NAME_WITH_PREFIX}'s\l{B_DEF_ABILITY} from working!"); static const u8 sText_PkmnsXCuredItsYProblem[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\ncured its {B_BUFF1} problem!"); static const u8 sText_PkmnsXHadNoEffectOnY[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\nhad no effect on {B_EFF_NAME_WITH_PREFIX}!"); static const u8 sText_StatSharply[] = _("sharply "); const u8 gText_StatRose[] = _("rose!"); static const u8 sText_StatHarshly[] = _("harshly "); static const u8 sText_StatFell[] = _("fell!"); static const u8 sText_AttackersStatRose[] = _("{B_ATK_NAME_WITH_PREFIX}'s {B_BUFF1}\n{B_BUFF2}"); const u8 gText_DefendersStatRose[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_BUFF1}\n{B_BUFF2}"); static const u8 sText_UsingItemTheStatOfPkmnRose[] = _("Using {B_LAST_ITEM}, the {B_BUFF1}\nof {B_SCR_ACTIVE_NAME_WITH_PREFIX} {B_BUFF2}"); static const u8 sText_AttackersStatFell[] = _("{B_ATK_NAME_WITH_PREFIX}'s {B_BUFF1}\n{B_BUFF2}"); static const u8 sText_DefendersStatFell[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_BUFF1}\n{B_BUFF2}"); static const u8 sText_StatsWontIncrease2[] = _("{B_ATK_NAME_WITH_PREFIX}'s stats won't\ngo any higher!"); static const u8 sText_StatsWontDecrease2[] = _("{B_DEF_NAME_WITH_PREFIX}'s stats won't\ngo any lower!"); static const u8 sText_CriticalHit[] = _("A critical hit!"); static const u8 sText_OneHitKO[] = _("It's a one-hit KO!"); static const u8 sText_123Poof[] = _("{PAUSE 32}1, {PAUSE 15}2, and{PAUSE 15}… {PAUSE 15}… {PAUSE 15}… {PAUSE 15}{PLAY_SE SE_BALL_BOUNCE_1}Poof!\p"); static const u8 sText_AndEllipsis[] = _("And…\p"); static const u8 sText_HMMovesCantBeForgotten[] = _("HM moves can't be\nforgotten now.\p"); static const u8 sText_NotVeryEffective[] = _("It's not very effective…"); static const u8 sText_SuperEffective[] = _("It's super effective!"); static const u8 sText_GotAwaySafely[] = _("{PLAY_SE SE_FLEE}Got away safely!\p"); static const u8 sText_PkmnFledUsingIts[] = _("{PLAY_SE SE_FLEE}{B_ATK_NAME_WITH_PREFIX} fled\nusing its {B_LAST_ITEM}!\p"); static const u8 sText_PkmnFledUsing[] = _("{PLAY_SE SE_FLEE}{B_ATK_NAME_WITH_PREFIX} fled\nusing {B_ATK_ABILITY}!\p"); static const u8 sText_WildPkmnFled[] = _("{PLAY_SE SE_FLEE}Wild {B_BUFF1} fled!"); static const u8 sText_PlayerDefeatedLinkTrainer[] = _("Player defeated\n{B_LINK_OPPONENT1_NAME}!"); static const u8 sText_TwoLinkTrainersDefeated[] = _("Player beat {B_LINK_OPPONENT1_NAME}\nand {B_LINK_OPPONENT2_NAME}!"); static const u8 sText_PlayerLostAgainstLinkTrainer[] = _("Player lost against\n{B_LINK_OPPONENT1_NAME}!"); static const u8 sText_PlayerLostToTwo[] = _("Player lost to {B_LINK_OPPONENT1_NAME}\nand {B_LINK_OPPONENT2_NAME}!"); static const u8 sText_PlayerBattledToDrawLinkTrainer[] = _("Player battled to a draw against\n{B_LINK_OPPONENT1_NAME}!"); static const u8 sText_PlayerBattledToDrawVsTwo[] = _("Player battled to a draw against\n{B_LINK_OPPONENT1_NAME} and {B_LINK_OPPONENT2_NAME}!"); static const u8 sText_WildFled[] = _("{PLAY_SE SE_FLEE}{B_LINK_OPPONENT1_NAME} fled!"); static const u8 sText_TwoWildFled[] = _("{PLAY_SE SE_FLEE}{B_LINK_OPPONENT1_NAME} and\n{B_LINK_OPPONENT2_NAME} fled!"); static const u8 sText_NoRunningFromTrainers[] = _("No! There's no running\nfrom a Trainer battle!\p"); static const u8 sText_CantEscape[] = _("Can't escape!\p"); static const u8 sText_DontLeaveBirch[] = _("Prof. Birch: Don't leave me like this!\p"); static const u8 sText_ButNothingHappened[] = _("But nothing happened!"); static const u8 sText_ButItFailed[] = _("But it failed!"); static const u8 sText_ItHurtConfusion[] = _("It hurt itself in its\nconfusion!"); static const u8 sText_MirrorMoveFailed[] = _("The Mirror Move failed!"); static const u8 sText_StartedToRain[] = _("It started to rain!"); static const u8 sText_DownpourStarted[] = _("A downpour started!"); // corresponds to DownpourText in pokegold and pokecrystal and is used by Rain Dance in GSC static const u8 sText_RainContinues[] = _("Rain continues to fall."); static const u8 sText_DownpourContinues[] = _("The downpour continues."); // unused static const u8 sText_RainStopped[] = _("The rain stopped."); static const u8 sText_SandstormBrewed[] = _("A sandstorm brewed!"); static const u8 sText_SandstormRages[] = _("The sandstorm rages."); static const u8 sText_SandstormSubsided[] = _("The sandstorm subsided."); static const u8 sText_SunlightGotBright[] = _("The sunlight got bright!"); static const u8 sText_SunlightStrong[] = _("The sunlight is strong."); static const u8 sText_SunlightFaded[] = _("The sunlight faded."); static const u8 sText_StartedHail[] = _("It started to hail!"); static const u8 sText_HailContinues[] = _("Hail continues to fall."); static const u8 sText_HailStopped[] = _("The hail stopped."); static const u8 sText_FailedToSpitUp[] = _("But it failed to Spit Up\na thing!"); static const u8 sText_FailedToSwallow[] = _("But it failed to Swallow\na thing!"); static const u8 sText_WindBecameHeatWave[] = _("The wind turned into a\nHeat Wave!"); static const u8 sText_StatChangesGone[] = _("All stat changes were\neliminated!"); static const u8 sText_CoinsScattered[] = _("Coins scattered everywhere!"); static const u8 sText_TooWeakForSubstitute[] = _("It was too weak to make\na Substitute!"); static const u8 sText_SharedPain[] = _("The battlers shared\ntheir pain!"); static const u8 sText_BellChimed[] = _("A bell chimed!"); static const u8 sText_FaintInThree[] = _("All affected Pokémon will\nfaint in three turns!"); static const u8 sText_NoPPLeft[] = _("There's no PP left for\nthis move!\p"); static const u8 sText_ButNoPPLeft[] = _("But there was no PP left\nfor the move!"); static const u8 sText_PkmnIgnoresAsleep[] = _("{B_ATK_NAME_WITH_PREFIX} ignored\norders while asleep!"); static const u8 sText_PkmnIgnoredOrders[] = _("{B_ATK_NAME_WITH_PREFIX} ignored\norders!"); static const u8 sText_PkmnBeganToNap[] = _("{B_ATK_NAME_WITH_PREFIX} began to nap!"); static const u8 sText_PkmnLoafing[] = _("{B_ATK_NAME_WITH_PREFIX} is\nloafing around!"); static const u8 sText_PkmnWontObey[] = _("{B_ATK_NAME_WITH_PREFIX} won't\nobey!"); static const u8 sText_PkmnTurnedAway[] = _("{B_ATK_NAME_WITH_PREFIX} turned away!"); static const u8 sText_PkmnPretendNotNotice[] = _("{B_ATK_NAME_WITH_PREFIX} pretended\nnot to notice!"); static const u8 sText_EnemyAboutToSwitchPkmn[] = _("{B_TRAINER1_CLASS} {B_TRAINER1_NAME} is\nabout to use {B_BUFF2}.\pWill {B_PLAYER_NAME} change\nPokémon?"); static const u8 sText_PkmnLearnedMove2[] = _("{B_ATK_NAME_WITH_PREFIX} learned\n{B_BUFF1}!"); static const u8 sText_PlayerDefeatedLinkTrainerTrainer1[] = _("Player defeated\n{B_TRAINER1_CLASS} {B_TRAINER1_NAME}!\p"); static const u8 sText_CreptCloser[] = _("{B_PLAYER_NAME} crept closer to\n{B_OPPONENT_MON1_NAME}!"); static const u8 sText_CantGetCloser[] = _("{B_PLAYER_NAME} can't get any closer!"); static const u8 sText_PkmnWatchingCarefully[] = _("{B_OPPONENT_MON1_NAME} is watching\ncarefully!"); static const u8 sText_PkmnCuriousAboutX[] = _("{B_OPPONENT_MON1_NAME} is curious about\nthe {B_BUFF1}!"); static const u8 sText_PkmnEnthralledByX[] = _("{B_OPPONENT_MON1_NAME} is enthralled by\nthe {B_BUFF1}!"); static const u8 sText_PkmnIgnoredX[] = _("{B_OPPONENT_MON1_NAME} completely ignored\nthe {B_BUFF1}!"); static const u8 sText_ThrewPokeblockAtPkmn[] = _("{B_PLAYER_NAME} threw a {POKEBLOCK}\nat the {B_OPPONENT_MON1_NAME}!"); static const u8 sText_OutOfSafariBalls[] = _("{PLAY_SE SE_DING_DONG}Announcer: You're out of\nSafari Balls! Game over!\p"); static const u8 sText_OpponentMon1Appeared[] = _("{B_OPPONENT_MON1_NAME} appeared!\p"); static const u8 sText_WildPkmnAppeared[] = _("Wild {B_OPPONENT_MON1_NAME} appeared!\p"); static const u8 sText_LegendaryPkmnAppeared[] = _("Wild {B_OPPONENT_MON1_NAME} appeared!\p"); static const u8 sText_WildPkmnAppearedPause[] = _("Wild {B_OPPONENT_MON1_NAME} appeared!{PAUSE 127}"); static const u8 sText_TwoWildPkmnAppeared[] = _("Wild {B_OPPONENT_MON1_NAME} and\n{B_OPPONENT_MON2_NAME} appeared!\p"); static const u8 sText_Trainer1WantsToBattle[] = _("{B_TRAINER1_CLASS} {B_TRAINER1_NAME}\nwould like to battle!\p"); static const u8 sText_LinkTrainerWantsToBattle[] = _("{B_LINK_OPPONENT1_NAME}\nwants to battle!"); static const u8 sText_TwoLinkTrainersWantToBattle[] = _("{B_LINK_OPPONENT1_NAME} and {B_LINK_OPPONENT2_NAME}\nwant to battle!"); static const u8 sText_Trainer1SentOutPkmn[] = _("{B_TRAINER1_CLASS} {B_TRAINER1_NAME} sent\nout {B_OPPONENT_MON1_NAME}!"); static const u8 sText_Trainer1SentOutTwoPkmn[] = _("{B_TRAINER1_CLASS} {B_TRAINER1_NAME} sent\nout {B_OPPONENT_MON1_NAME} and {B_OPPONENT_MON2_NAME}!"); static const u8 sText_Trainer1SentOutPkmn2[] = _("{B_TRAINER1_CLASS} {B_TRAINER1_NAME} sent\nout {B_BUFF1}!"); static const u8 sText_LinkTrainerSentOutPkmn[] = _("{B_LINK_OPPONENT1_NAME} sent out\n{B_OPPONENT_MON1_NAME}!"); static const u8 sText_LinkTrainerSentOutTwoPkmn[] = _("{B_LINK_OPPONENT1_NAME} sent out\n{B_OPPONENT_MON1_NAME} and {B_OPPONENT_MON2_NAME}!"); static const u8 sText_TwoLinkTrainersSentOutPkmn[] = _("{B_LINK_OPPONENT1_NAME} sent out {B_LINK_OPPONENT_MON1_NAME}!\n{B_LINK_OPPONENT2_NAME} sent out {B_LINK_OPPONENT_MON2_NAME}!"); static const u8 sText_LinkTrainerSentOutPkmn2[] = _("{B_LINK_OPPONENT1_NAME} sent out\n{B_BUFF1}!"); static const u8 sText_LinkTrainerMultiSentOutPkmn[] = _("{B_LINK_SCR_TRAINER_NAME} sent out\n{B_BUFF1}!"); static const u8 sText_GoPkmn[] = _("Go! {B_PLAYER_MON1_NAME}!"); static const u8 sText_GoTwoPkmn[] = _("Go! {B_PLAYER_MON1_NAME} and\n{B_PLAYER_MON2_NAME}!"); static const u8 sText_GoPkmn2[] = _("Go! {B_BUFF1}!"); static const u8 sText_DoItPkmn[] = _("Do it! {B_BUFF1}!"); static const u8 sText_GoForItPkmn[] = _("Go for it, {B_BUFF1}!"); static const u8 sText_YourFoesWeakGetEmPkmn[] = _("Your foe's weak!\nGet 'em, {B_BUFF1}!"); static const u8 sText_LinkPartnerSentOutPkmnGoPkmn[] = _("{B_LINK_PARTNER_NAME} sent out {B_LINK_PLAYER_MON2_NAME}!\nGo! {B_LINK_PLAYER_MON1_NAME}!"); static const u8 sText_PkmnThatsEnough[] = _("{B_BUFF1}, that's enough!\nCome back!"); static const u8 sText_PkmnComeBack[] = _("{B_BUFF1}, come back!"); static const u8 sText_PkmnOkComeBack[] = _("{B_BUFF1}, Ok!\nCome back!"); static const u8 sText_PkmnGoodComeBack[] = _("{B_BUFF1}, good!\nCome back!"); static const u8 sText_Trainer1WithdrewPkmn[] = _("{B_TRAINER1_CLASS} {B_TRAINER1_NAME}\nwithdrew {B_BUFF1}!"); static const u8 sText_LinkTrainer1WithdrewPkmn[] = _("{B_LINK_OPPONENT1_NAME} withdrew\n{B_BUFF1}!"); static const u8 sText_LinkTrainer2WithdrewPkmn[] = _("{B_LINK_SCR_TRAINER_NAME} withdrew\n{B_BUFF1}!"); static const u8 sText_WildPkmnPrefix[] = _("Wild "); static const u8 sText_FoePkmnPrefix[] = _("Foe "); static const u8 sText_EmptyString8[] = _(""); static const u8 sText_FoePkmnPrefix2[] = _("Foe"); static const u8 sText_AllyPkmnPrefix[] = _("Ally"); static const u8 sText_FoePkmnPrefix3[] = _("Foe"); static const u8 sText_AllyPkmnPrefix2[] = _("Ally"); static const u8 sText_FoePkmnPrefix4[] = _("Foe"); static const u8 sText_AllyPkmnPrefix3[] = _("Ally"); static const u8 sText_AttackerUsedX[] = _("{B_ATK_NAME_WITH_PREFIX} used\n{B_BUFF2}!"); static const u8 sText_ExclamationMark[] = _("!"); static const u8 sText_ExclamationMark2[] = _("!"); static const u8 sText_ExclamationMark3[] = _("!"); static const u8 sText_ExclamationMark4[] = _("!"); static const u8 sText_ExclamationMark5[] = _("!"); static const u8 sText_HP2[] = _("HP"); static const u8 sText_Attack2[] = _("Attack"); static const u8 sText_Defense2[] = _("Defense"); static const u8 sText_Speed[] = _("Speed"); static const u8 sText_SpAtk2[] = _("Sp. Atk"); static const u8 sText_SpDef2[] = _("Sp. Def"); static const u8 sText_Accuracy[] = _("accuracy"); static const u8 sText_Evasiveness[] = _("evasiveness"); const u8 * const gStatNamesTable[NUM_BATTLE_STATS] = { [STAT_HP] = sText_HP2, [STAT_ATK] = sText_Attack2, [STAT_DEF] = sText_Defense2, [STAT_SPEED] = sText_Speed, [STAT_SPATK] = sText_SpAtk2, [STAT_SPDEF] = sText_SpDef2, [STAT_ACC] = sText_Accuracy, [STAT_EVASION] = sText_Evasiveness, }; static const u8 sText_PokeblockWasTooSpicy[] = _("was too spicy!"); static const u8 sText_PokeblockWasTooDry[] = _("was too dry!"); static const u8 sText_PokeblockWasTooSweet[] = _("was too sweet!"); static const u8 sText_PokeblockWasTooBitter[] = _("was too bitter!"); static const u8 sText_PokeblockWasTooSour[] = _("was too sour!"); const u8 * const gPokeblockWasTooXStringTable[FLAVOR_COUNT] = { [FLAVOR_SPICY] = sText_PokeblockWasTooSpicy, [FLAVOR_DRY] = sText_PokeblockWasTooDry, [FLAVOR_SWEET] = sText_PokeblockWasTooSweet, [FLAVOR_BITTER] = sText_PokeblockWasTooBitter, [FLAVOR_SOUR] = sText_PokeblockWasTooSour }; static const u8 sText_PlayerUsedItem[] = _("{B_PLAYER_NAME} used\n{B_LAST_ITEM}!"); static const u8 sText_WallyUsedItem[] = _("Wally used\n{B_LAST_ITEM}!"); static const u8 sText_Trainer1UsedItem[] = _("{B_TRAINER1_CLASS} {B_TRAINER1_NAME}\nused {B_LAST_ITEM}!"); static const u8 sText_TrainerBlockedBall[] = _("The Trainer blocked the Ball!"); static const u8 sText_DontBeAThief[] = _("Don't be a thief!"); static const u8 sText_ItDodgedBall[] = _("It dodged the thrown Ball!\nThis Pokémon can't be caught!"); static const u8 sText_YouMissedPkmn[] = _("You missed the Pokémon!"); static const u8 sText_PkmnBrokeFree[] = _("Oh, no!\nThe Pokémon broke free!"); static const u8 sText_ItAppearedCaught[] = _("Aww!\nIt appeared to be caught!"); static const u8 sText_AarghAlmostHadIt[] = _("Aargh!\nAlmost had it!"); static const u8 sText_ShootSoClose[] = _("Shoot!\nIt was so close, too!"); static const u8 sText_GotchaPkmnCaught[] = _("Gotcha!\n{B_OPPONENT_MON1_NAME} was caught!{WAIT_SE}{PLAY_BGM MUS_CAUGHT}\p"); static const u8 sText_GotchaPkmnCaught2[] = _("Gotcha!\n{B_OPPONENT_MON1_NAME} was caught!{WAIT_SE}{PLAY_BGM MUS_CAUGHT}{PAUSE 127}"); static const u8 sText_GiveNicknameCaptured[] = _("Give a nickname to the\ncaptured {B_OPPONENT_MON1_NAME}?"); static const u8 sText_PkmnSentToPC[] = _("{B_OPPONENT_MON1_NAME} was sent to\n{B_PC_CREATOR_NAME} PC."); static const u8 sText_Someones[] = _("someone's"); static const u8 sText_Lanettes[] = _("Lanette's"); static const u8 sText_PkmnDataAddedToDex[] = _("{B_OPPONENT_MON1_NAME}'s data was\nadded to the Pokédex.\p"); static const u8 sText_ItIsRaining[] = _("It is raining."); static const u8 sText_SandstormIsRaging[] = _("A sandstorm is raging."); static const u8 sText_BoxIsFull[] = _("The Box is full!\nYou can't catch any more!\p"); static const u8 sText_EnigmaBerry[] = _("Enigma Berry"); static const u8 sText_BerrySuffix[] = _(" Berry"); static const u8 sText_PkmnsItemCuredParalysis[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_LAST_ITEM}\ncured paralysis!"); static const u8 sText_PkmnsItemCuredPoison[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_LAST_ITEM}\ncured poison!"); static const u8 sText_PkmnsItemHealedBurn[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_LAST_ITEM}\nhealed its burn!"); static const u8 sText_PkmnsItemDefrostedIt[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_LAST_ITEM}\ndefrosted it!"); static const u8 sText_PkmnsItemWokeIt[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_LAST_ITEM}\nwoke it from its sleep!"); static const u8 sText_PkmnsItemSnappedOut[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_LAST_ITEM}\nsnapped it out of confusion!"); static const u8 sText_PkmnsItemCuredProblem[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_LAST_ITEM}\ncured its {B_BUFF1} problem!"); static const u8 sText_PkmnsItemNormalizedStatus[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_LAST_ITEM}\nnormalized its status!"); static const u8 sText_PkmnsItemRestoredHealth[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_LAST_ITEM}\nrestored health!"); static const u8 sText_PkmnsItemRestoredPP[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_LAST_ITEM}\nrestored {B_BUFF1}'s PP!"); static const u8 sText_PkmnsItemRestoredStatus[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_LAST_ITEM}\nrestored its status!"); static const u8 sText_PkmnsItemRestoredHPALittle[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_LAST_ITEM}\nrestored its HP a little!"); static const u8 sText_ItemAllowsOnlyYMove[] = _("{B_LAST_ITEM} allows the\nuse of only {B_CURRENT_MOVE}!\p"); static const u8 sText_PkmnHungOnWithX[] = _("{B_DEF_NAME_WITH_PREFIX} hung on\nusing its {B_LAST_ITEM}!"); const u8 gText_EmptyString3[] = _(""); static const u8 sText_YouThrowABallNowRight[] = _("You throw a Ball now, right?\nI… I'll do my best!"); // early declaration of strings static const u8 sText_PkmnIncapableOfPower[]; static const u8 sText_GlintAppearsInEye[]; static const u8 sText_PkmnGettingIntoPosition[]; static const u8 sText_PkmnBeganGrowlingDeeply[]; static const u8 sText_PkmnEagerForMore[]; static const u8 sText_DefeatedOpponentByReferee[]; static const u8 sText_LostToOpponentByReferee[]; static const u8 sText_TiedOpponentByReferee[]; static const u8 sText_QuestionForfeitMatch[]; static const u8 sText_ForfeitedMatch[]; static const u8 sText_Trainer1WinText[]; static const u8 sText_Trainer2WinText[]; static const u8 sText_TwoInGameTrainersDefeated[]; static const u8 sText_Trainer2LoseText[]; const u8 * const gBattleStringsTable[BATTLESTRINGS_COUNT] = { [STRINGID_TRAINER1LOSETEXT - 12] = sText_Trainer1LoseText, [STRINGID_PKMNGAINEDEXP - 12] = sText_PkmnGainedEXP, [STRINGID_PKMNGREWTOLV - 12] = sText_PkmnGrewToLv, [STRINGID_PKMNLEARNEDMOVE - 12] = sText_PkmnLearnedMove, [STRINGID_TRYTOLEARNMOVE1 - 12] = sText_TryToLearnMove1, [STRINGID_TRYTOLEARNMOVE2 - 12] = sText_TryToLearnMove2, [STRINGID_TRYTOLEARNMOVE3 - 12] = sText_TryToLearnMove3, [STRINGID_PKMNFORGOTMOVE - 12] = sText_PkmnForgotMove, [STRINGID_STOPLEARNINGMOVE - 12] = sText_StopLearningMove, [STRINGID_DIDNOTLEARNMOVE - 12] = sText_DidNotLearnMove, [STRINGID_PKMNLEARNEDMOVE2 - 12] = sText_PkmnLearnedMove2, [STRINGID_ATTACKMISSED - 12] = sText_AttackMissed, [STRINGID_PKMNPROTECTEDITSELF - 12] = sText_PkmnProtectedItself, [STRINGID_STATSWONTINCREASE2 - 12] = sText_StatsWontIncrease2, [STRINGID_AVOIDEDDAMAGE - 12] = sText_AvoidedDamage, [STRINGID_ITDOESNTAFFECT - 12] = sText_ItDoesntAffect, [STRINGID_ATTACKERFAINTED - 12] = sText_AttackerFainted, [STRINGID_TARGETFAINTED - 12] = sText_TargetFainted, [STRINGID_PLAYERGOTMONEY - 12] = sText_PlayerGotMoney, [STRINGID_PLAYERWHITEOUT - 12] = sText_PlayerWhiteout, [STRINGID_PLAYERWHITEOUT2 - 12] = sText_PlayerWhiteout2, [STRINGID_PREVENTSESCAPE - 12] = sText_PreventsEscape, [STRINGID_HITXTIMES - 12] = sText_HitXTimes, [STRINGID_PKMNFELLASLEEP - 12] = sText_PkmnFellAsleep, [STRINGID_PKMNMADESLEEP - 12] = sText_PkmnMadeSleep, [STRINGID_PKMNALREADYASLEEP - 12] = sText_PkmnAlreadyAsleep, [STRINGID_PKMNALREADYASLEEP2 - 12] = sText_PkmnAlreadyAsleep2, [STRINGID_PKMNWASNTAFFECTED - 12] = sText_PkmnWasntAffected, [STRINGID_PKMNWASPOISONED - 12] = sText_PkmnWasPoisoned, [STRINGID_PKMNPOISONEDBY - 12] = sText_PkmnPoisonedBy, [STRINGID_PKMNHURTBYPOISON - 12] = sText_PkmnHurtByPoison, [STRINGID_PKMNALREADYPOISONED - 12] = sText_PkmnAlreadyPoisoned, [STRINGID_PKMNBADLYPOISONED - 12] = sText_PkmnBadlyPoisoned, [STRINGID_PKMNENERGYDRAINED - 12] = sText_PkmnEnergyDrained, [STRINGID_PKMNWASBURNED - 12] = sText_PkmnWasBurned, [STRINGID_PKMNBURNEDBY - 12] = sText_PkmnBurnedBy, [STRINGID_PKMNHURTBYBURN - 12] = sText_PkmnHurtByBurn, [STRINGID_PKMNWASFROZEN - 12] = sText_PkmnWasFrozen, [STRINGID_PKMNFROZENBY - 12] = sText_PkmnFrozenBy, [STRINGID_PKMNISFROZEN - 12] = sText_PkmnIsFrozen, [STRINGID_PKMNWASDEFROSTED - 12] = sText_PkmnWasDefrosted, [STRINGID_PKMNWASDEFROSTED2 - 12] = sText_PkmnWasDefrosted2, [STRINGID_PKMNWASDEFROSTEDBY - 12] = sText_PkmnWasDefrostedBy, [STRINGID_PKMNWASPARALYZED - 12] = sText_PkmnWasParalyzed, [STRINGID_PKMNWASPARALYZEDBY - 12] = sText_PkmnWasParalyzedBy, [STRINGID_PKMNISPARALYZED - 12] = sText_PkmnIsParalyzed, [STRINGID_PKMNISALREADYPARALYZED - 12] = sText_PkmnIsAlreadyParalyzed, [STRINGID_PKMNHEALEDPARALYSIS - 12] = sText_PkmnHealedParalysis, [STRINGID_PKMNDREAMEATEN - 12] = sText_PkmnDreamEaten, [STRINGID_STATSWONTINCREASE - 12] = sText_StatsWontIncrease, [STRINGID_STATSWONTDECREASE - 12] = sText_StatsWontDecrease, [STRINGID_TEAMSTOPPEDWORKING - 12] = sText_TeamStoppedWorking, [STRINGID_FOESTOPPEDWORKING - 12] = sText_FoeStoppedWorking, [STRINGID_PKMNISCONFUSED - 12] = sText_PkmnIsConfused, [STRINGID_PKMNHEALEDCONFUSION - 12] = sText_PkmnHealedConfusion, [STRINGID_PKMNWASCONFUSED - 12] = sText_PkmnWasConfused, [STRINGID_PKMNALREADYCONFUSED - 12] = sText_PkmnAlreadyConfused, [STRINGID_PKMNFELLINLOVE - 12] = sText_PkmnFellInLove, [STRINGID_PKMNINLOVE - 12] = sText_PkmnInLove, [STRINGID_PKMNIMMOBILIZEDBYLOVE - 12] = sText_PkmnImmobilizedByLove, [STRINGID_PKMNBLOWNAWAY - 12] = sText_PkmnBlownAway, [STRINGID_PKMNCHANGEDTYPE - 12] = sText_PkmnChangedType, [STRINGID_PKMNFLINCHED - 12] = sText_PkmnFlinched, [STRINGID_PKMNREGAINEDHEALTH - 12] = sText_PkmnRegainedHealth, [STRINGID_PKMNHPFULL - 12] = sText_PkmnHPFull, [STRINGID_PKMNRAISEDSPDEF - 12] = sText_PkmnRaisedSpDef, [STRINGID_PKMNRAISEDDEF - 12] = sText_PkmnRaisedDef, [STRINGID_PKMNCOVEREDBYVEIL - 12] = sText_PkmnCoveredByVeil, [STRINGID_PKMNUSEDSAFEGUARD - 12] = sText_PkmnUsedSafeguard, [STRINGID_PKMNSAFEGUARDEXPIRED - 12] = sText_PkmnSafeguardExpired, [STRINGID_PKMNWENTTOSLEEP - 12] = sText_PkmnWentToSleep, [STRINGID_PKMNSLEPTHEALTHY - 12] = sText_PkmnSleptHealthy, [STRINGID_PKMNWHIPPEDWHIRLWIND - 12] = sText_PkmnWhippedWhirlwind, [STRINGID_PKMNTOOKSUNLIGHT - 12] = sText_PkmnTookSunlight, [STRINGID_PKMNLOWEREDHEAD - 12] = sText_PkmnLoweredHead, [STRINGID_PKMNISGLOWING - 12] = sText_PkmnIsGlowing, [STRINGID_PKMNFLEWHIGH - 12] = sText_PkmnFlewHigh, [STRINGID_PKMNDUGHOLE - 12] = sText_PkmnDugHole, [STRINGID_PKMNSQUEEZEDBYBIND - 12] = sText_PkmnSqueezedByBind, [STRINGID_PKMNTRAPPEDINVORTEX - 12] = sText_PkmnTrappedInVortex, [STRINGID_PKMNWRAPPEDBY - 12] = sText_PkmnWrappedBy, [STRINGID_PKMNCLAMPED - 12] = sText_PkmnClamped, [STRINGID_PKMNHURTBY - 12] = sText_PkmnHurtBy, [STRINGID_PKMNFREEDFROM - 12] = sText_PkmnFreedFrom, [STRINGID_PKMNCRASHED - 12] = sText_PkmnCrashed, [STRINGID_PKMNSHROUDEDINMIST - 12] = gText_PkmnShroudedInMist, [STRINGID_PKMNPROTECTEDBYMIST - 12] = sText_PkmnProtectedByMist, [STRINGID_PKMNGETTINGPUMPED - 12] = gText_PkmnGettingPumped, [STRINGID_PKMNHITWITHRECOIL - 12] = sText_PkmnHitWithRecoil, [STRINGID_PKMNPROTECTEDITSELF2 - 12] = sText_PkmnProtectedItself2, [STRINGID_PKMNBUFFETEDBYSANDSTORM - 12] = sText_PkmnBuffetedBySandstorm, [STRINGID_PKMNPELTEDBYHAIL - 12] = sText_PkmnPeltedByHail, [STRINGID_PKMNSEEDED - 12] = sText_PkmnSeeded, [STRINGID_PKMNEVADEDATTACK - 12] = sText_PkmnEvadedAttack, [STRINGID_PKMNSAPPEDBYLEECHSEED - 12] = sText_PkmnSappedByLeechSeed, [STRINGID_PKMNFASTASLEEP - 12] = sText_PkmnFastAsleep, [STRINGID_PKMNWOKEUP - 12] = sText_PkmnWokeUp, [STRINGID_PKMNUPROARKEPTAWAKE - 12] = sText_PkmnUproarKeptAwake, [STRINGID_PKMNWOKEUPINUPROAR - 12] = sText_PkmnWokeUpInUproar, [STRINGID_PKMNCAUSEDUPROAR - 12] = sText_PkmnCausedUproar, [STRINGID_PKMNMAKINGUPROAR - 12] = sText_PkmnMakingUproar, [STRINGID_PKMNCALMEDDOWN - 12] = sText_PkmnCalmedDown, [STRINGID_PKMNCANTSLEEPINUPROAR - 12] = sText_PkmnCantSleepInUproar, [STRINGID_PKMNSTOCKPILED - 12] = sText_PkmnStockpiled, [STRINGID_PKMNCANTSTOCKPILE - 12] = sText_PkmnCantStockpile, [STRINGID_PKMNCANTSLEEPINUPROAR2 - 12] = sText_PkmnCantSleepInUproar2, [STRINGID_UPROARKEPTPKMNAWAKE - 12] = sText_UproarKeptPkmnAwake, [STRINGID_PKMNSTAYEDAWAKEUSING - 12] = sText_PkmnStayedAwakeUsing, [STRINGID_PKMNSTORINGENERGY - 12] = sText_PkmnStoringEnergy, [STRINGID_PKMNUNLEASHEDENERGY - 12] = sText_PkmnUnleashedEnergy, [STRINGID_PKMNFATIGUECONFUSION - 12] = sText_PkmnFatigueConfusion, [STRINGID_PLAYERPICKEDUPMONEY - 12] = sText_PlayerPickedUpMoney, [STRINGID_PKMNUNAFFECTED - 12] = sText_PkmnUnaffected, [STRINGID_PKMNTRANSFORMEDINTO - 12] = sText_PkmnTransformedInto, [STRINGID_PKMNMADESUBSTITUTE - 12] = sText_PkmnMadeSubstitute, [STRINGID_PKMNHASSUBSTITUTE - 12] = sText_PkmnHasSubstitute, [STRINGID_SUBSTITUTEDAMAGED - 12] = sText_SubstituteDamaged, [STRINGID_PKMNSUBSTITUTEFADED - 12] = sText_PkmnSubstituteFaded, [STRINGID_PKMNMUSTRECHARGE - 12] = sText_PkmnMustRecharge, [STRINGID_PKMNRAGEBUILDING - 12] = sText_PkmnRageBuilding, [STRINGID_PKMNMOVEWASDISABLED - 12] = sText_PkmnMoveWasDisabled, [STRINGID_PKMNMOVEISDISABLED - 12] = sText_PkmnMoveIsDisabled, [STRINGID_PKMNMOVEDISABLEDNOMORE - 12] = sText_PkmnMoveDisabledNoMore, [STRINGID_PKMNGOTENCORE - 12] = sText_PkmnGotEncore, [STRINGID_PKMNENCOREENDED - 12] = sText_PkmnEncoreEnded, [STRINGID_PKMNTOOKAIM - 12] = sText_PkmnTookAim, [STRINGID_PKMNSKETCHEDMOVE - 12] = sText_PkmnSketchedMove, [STRINGID_PKMNTRYINGTOTAKEFOE - 12] = sText_PkmnTryingToTakeFoe, [STRINGID_PKMNTOOKFOE - 12] = sText_PkmnTookFoe, [STRINGID_PKMNREDUCEDPP - 12] = sText_PkmnReducedPP, [STRINGID_PKMNSTOLEITEM - 12] = sText_PkmnStoleItem, [STRINGID_TARGETCANTESCAPENOW - 12] = sText_TargetCantEscapeNow, [STRINGID_PKMNFELLINTONIGHTMARE - 12] = sText_PkmnFellIntoNightmare, [STRINGID_PKMNLOCKEDINNIGHTMARE - 12] = sText_PkmnLockedInNightmare, [STRINGID_PKMNLAIDCURSE - 12] = sText_PkmnLaidCurse, [STRINGID_PKMNAFFLICTEDBYCURSE - 12] = sText_PkmnAfflictedByCurse, [STRINGID_SPIKESSCATTERED - 12] = sText_SpikesScattered, [STRINGID_PKMNHURTBYSPIKES - 12] = sText_PkmnHurtBySpikes, [STRINGID_PKMNIDENTIFIED - 12] = sText_PkmnIdentified, [STRINGID_PKMNPERISHCOUNTFELL - 12] = sText_PkmnPerishCountFell, [STRINGID_PKMNBRACEDITSELF - 12] = sText_PkmnBracedItself, [STRINGID_PKMNENDUREDHIT - 12] = sText_PkmnEnduredHit, [STRINGID_MAGNITUDESTRENGTH - 12] = sText_MagnitudeStrength, [STRINGID_PKMNCUTHPMAXEDATTACK - 12] = sText_PkmnCutHPMaxedAttack, [STRINGID_PKMNCOPIEDSTATCHANGES - 12] = sText_PkmnCopiedStatChanges, [STRINGID_PKMNGOTFREE - 12] = sText_PkmnGotFree, [STRINGID_PKMNSHEDLEECHSEED - 12] = sText_PkmnShedLeechSeed, [STRINGID_PKMNBLEWAWAYSPIKES - 12] = sText_PkmnBlewAwaySpikes, [STRINGID_PKMNFLEDFROMBATTLE - 12] = sText_PkmnFledFromBattle, [STRINGID_PKMNFORESAWATTACK - 12] = sText_PkmnForesawAttack, [STRINGID_PKMNTOOKATTACK - 12] = sText_PkmnTookAttack, [STRINGID_PKMNATTACK - 12] = sText_PkmnAttack, [STRINGID_PKMNCENTERATTENTION - 12] = sText_PkmnCenterAttention, [STRINGID_PKMNCHARGINGPOWER - 12] = sText_PkmnChargingPower, [STRINGID_NATUREPOWERTURNEDINTO - 12] = sText_NaturePowerTurnedInto, [STRINGID_PKMNSTATUSNORMAL - 12] = sText_PkmnStatusNormal, [STRINGID_PKMNHASNOMOVESLEFT - 12] = sText_PkmnHasNoMovesLeft, [STRINGID_PKMNSUBJECTEDTOTORMENT - 12] = sText_PkmnSubjectedToTorment, [STRINGID_PKMNCANTUSEMOVETORMENT - 12] = sText_PkmnCantUseMoveTorment, [STRINGID_PKMNTIGHTENINGFOCUS - 12] = sText_PkmnTighteningFocus, [STRINGID_PKMNFELLFORTAUNT - 12] = sText_PkmnFellForTaunt, [STRINGID_PKMNCANTUSEMOVETAUNT - 12] = sText_PkmnCantUseMoveTaunt, [STRINGID_PKMNREADYTOHELP - 12] = sText_PkmnReadyToHelp, [STRINGID_PKMNSWITCHEDITEMS - 12] = sText_PkmnSwitchedItems, [STRINGID_PKMNCOPIEDFOE - 12] = sText_PkmnCopiedFoe, [STRINGID_PKMNMADEWISH - 12] = sText_PkmnMadeWish, [STRINGID_PKMNWISHCAMETRUE - 12] = sText_PkmnWishCameTrue, [STRINGID_PKMNPLANTEDROOTS - 12] = sText_PkmnPlantedRoots, [STRINGID_PKMNABSORBEDNUTRIENTS - 12] = sText_PkmnAbsorbedNutrients, [STRINGID_PKMNANCHOREDITSELF - 12] = sText_PkmnAnchoredItself, [STRINGID_PKMNWASMADEDROWSY - 12] = sText_PkmnWasMadeDrowsy, [STRINGID_PKMNKNOCKEDOFF - 12] = sText_PkmnKnockedOff, [STRINGID_PKMNSWAPPEDABILITIES - 12] = sText_PkmnSwappedAbilities, [STRINGID_PKMNSEALEDOPPONENTMOVE - 12] = sText_PkmnSealedOpponentMove, [STRINGID_PKMNCANTUSEMOVESEALED - 12] = sText_PkmnCantUseMoveSealed, [STRINGID_PKMNWANTSGRUDGE - 12] = sText_PkmnWantsGrudge, [STRINGID_PKMNLOSTPPGRUDGE - 12] = sText_PkmnLostPPGrudge, [STRINGID_PKMNSHROUDEDITSELF - 12] = sText_PkmnShroudedItself, [STRINGID_PKMNMOVEBOUNCED - 12] = sText_PkmnMoveBounced, [STRINGID_PKMNWAITSFORTARGET - 12] = sText_PkmnWaitsForTarget, [STRINGID_PKMNSNATCHEDMOVE - 12] = sText_PkmnSnatchedMove, [STRINGID_PKMNMADEITRAIN - 12] = sText_PkmnMadeItRain, [STRINGID_PKMNRAISEDSPEED - 12] = sText_PkmnRaisedSpeed, [STRINGID_PKMNPROTECTEDBY - 12] = sText_PkmnProtectedBy, [STRINGID_PKMNPREVENTSUSAGE - 12] = sText_PkmnPreventsUsage, [STRINGID_PKMNRESTOREDHPUSING - 12] = sText_PkmnRestoredHPUsing, [STRINGID_PKMNCHANGEDTYPEWITH - 12] = sText_PkmnChangedTypeWith, [STRINGID_PKMNPREVENTSPARALYSISWITH - 12] = sText_PkmnPreventsParalysisWith, [STRINGID_PKMNPREVENTSROMANCEWITH - 12] = sText_PkmnPreventsRomanceWith, [STRINGID_PKMNPREVENTSPOISONINGWITH - 12] = sText_PkmnPreventsPoisoningWith, [STRINGID_PKMNPREVENTSCONFUSIONWITH - 12] = sText_PkmnPreventsConfusionWith, [STRINGID_PKMNRAISEDFIREPOWERWITH - 12] = sText_PkmnRaisedFirePowerWith, [STRINGID_PKMNANCHORSITSELFWITH - 12] = sText_PkmnAnchorsItselfWith, [STRINGID_PKMNCUTSATTACKWITH - 12] = sText_PkmnCutsAttackWith, [STRINGID_PKMNPREVENTSSTATLOSSWITH - 12] = sText_PkmnPreventsStatLossWith, [STRINGID_PKMNHURTSWITH - 12] = sText_PkmnHurtsWith, [STRINGID_PKMNTRACED - 12] = sText_PkmnTraced, [STRINGID_STATSHARPLY - 12] = sText_StatSharply, [STRINGID_STATROSE - 12] = gText_StatRose, [STRINGID_STATHARSHLY - 12] = sText_StatHarshly, [STRINGID_STATFELL - 12] = sText_StatFell, [STRINGID_ATTACKERSSTATROSE - 12] = sText_AttackersStatRose, [STRINGID_DEFENDERSSTATROSE - 12] = gText_DefendersStatRose, [STRINGID_ATTACKERSSTATFELL - 12] = sText_AttackersStatFell, [STRINGID_DEFENDERSSTATFELL - 12] = sText_DefendersStatFell, [STRINGID_CRITICALHIT - 12] = sText_CriticalHit, [STRINGID_ONEHITKO - 12] = sText_OneHitKO, [STRINGID_123POOF - 12] = sText_123Poof, [STRINGID_ANDELLIPSIS - 12] = sText_AndEllipsis, [STRINGID_NOTVERYEFFECTIVE - 12] = sText_NotVeryEffective, [STRINGID_SUPEREFFECTIVE - 12] = sText_SuperEffective, [STRINGID_GOTAWAYSAFELY - 12] = sText_GotAwaySafely, [STRINGID_WILDPKMNFLED - 12] = sText_WildPkmnFled, [STRINGID_NORUNNINGFROMTRAINERS - 12] = sText_NoRunningFromTrainers, [STRINGID_CANTESCAPE - 12] = sText_CantEscape, [STRINGID_DONTLEAVEBIRCH - 12] = sText_DontLeaveBirch, [STRINGID_BUTNOTHINGHAPPENED - 12] = sText_ButNothingHappened, [STRINGID_BUTITFAILED - 12] = sText_ButItFailed, [STRINGID_ITHURTCONFUSION - 12] = sText_ItHurtConfusion, [STRINGID_MIRRORMOVEFAILED - 12] = sText_MirrorMoveFailed, [STRINGID_STARTEDTORAIN - 12] = sText_StartedToRain, [STRINGID_DOWNPOURSTARTED - 12] = sText_DownpourStarted, [STRINGID_RAINCONTINUES - 12] = sText_RainContinues, [STRINGID_DOWNPOURCONTINUES - 12] = sText_DownpourContinues, [STRINGID_RAINSTOPPED - 12] = sText_RainStopped, [STRINGID_SANDSTORMBREWED - 12] = sText_SandstormBrewed, [STRINGID_SANDSTORMRAGES - 12] = sText_SandstormRages, [STRINGID_SANDSTORMSUBSIDED - 12] = sText_SandstormSubsided, [STRINGID_SUNLIGHTGOTBRIGHT - 12] = sText_SunlightGotBright, [STRINGID_SUNLIGHTSTRONG - 12] = sText_SunlightStrong, [STRINGID_SUNLIGHTFADED - 12] = sText_SunlightFaded, [STRINGID_STARTEDHAIL - 12] = sText_StartedHail, [STRINGID_HAILCONTINUES - 12] = sText_HailContinues, [STRINGID_HAILSTOPPED - 12] = sText_HailStopped, [STRINGID_FAILEDTOSPITUP - 12] = sText_FailedToSpitUp, [STRINGID_FAILEDTOSWALLOW - 12] = sText_FailedToSwallow, [STRINGID_WINDBECAMEHEATWAVE - 12] = sText_WindBecameHeatWave, [STRINGID_STATCHANGESGONE - 12] = sText_StatChangesGone, [STRINGID_COINSSCATTERED - 12] = sText_CoinsScattered, [STRINGID_TOOWEAKFORSUBSTITUTE - 12] = sText_TooWeakForSubstitute, [STRINGID_SHAREDPAIN - 12] = sText_SharedPain, [STRINGID_BELLCHIMED - 12] = sText_BellChimed, [STRINGID_FAINTINTHREE - 12] = sText_FaintInThree, [STRINGID_NOPPLEFT - 12] = sText_NoPPLeft, [STRINGID_BUTNOPPLEFT - 12] = sText_ButNoPPLeft, [STRINGID_PLAYERUSEDITEM - 12] = sText_PlayerUsedItem, [STRINGID_WALLYUSEDITEM - 12] = sText_WallyUsedItem, [STRINGID_TRAINERBLOCKEDBALL - 12] = sText_TrainerBlockedBall, [STRINGID_DONTBEATHIEF - 12] = sText_DontBeAThief, [STRINGID_ITDODGEDBALL - 12] = sText_ItDodgedBall, [STRINGID_YOUMISSEDPKMN - 12] = sText_YouMissedPkmn, [STRINGID_PKMNBROKEFREE - 12] = sText_PkmnBrokeFree, [STRINGID_ITAPPEAREDCAUGHT - 12] = sText_ItAppearedCaught, [STRINGID_AARGHALMOSTHADIT - 12] = sText_AarghAlmostHadIt, [STRINGID_SHOOTSOCLOSE - 12] = sText_ShootSoClose, [STRINGID_GOTCHAPKMNCAUGHT - 12] = sText_GotchaPkmnCaught, [STRINGID_GOTCHAPKMNCAUGHT2 - 12] = sText_GotchaPkmnCaught2, [STRINGID_GIVENICKNAMECAPTURED - 12] = sText_GiveNicknameCaptured, [STRINGID_PKMNSENTTOPC - 12] = sText_PkmnSentToPC, [STRINGID_PKMNDATAADDEDTODEX - 12] = sText_PkmnDataAddedToDex, [STRINGID_ITISRAINING - 12] = sText_ItIsRaining, [STRINGID_SANDSTORMISRAGING - 12] = sText_SandstormIsRaging, [STRINGID_CANTESCAPE2 - 12] = sText_CantEscape2, [STRINGID_PKMNIGNORESASLEEP - 12] = sText_PkmnIgnoresAsleep, [STRINGID_PKMNIGNOREDORDERS - 12] = sText_PkmnIgnoredOrders, [STRINGID_PKMNBEGANTONAP - 12] = sText_PkmnBeganToNap, [STRINGID_PKMNLOAFING - 12] = sText_PkmnLoafing, [STRINGID_PKMNWONTOBEY - 12] = sText_PkmnWontObey, [STRINGID_PKMNTURNEDAWAY - 12] = sText_PkmnTurnedAway, [STRINGID_PKMNPRETENDNOTNOTICE - 12] = sText_PkmnPretendNotNotice, [STRINGID_ENEMYABOUTTOSWITCHPKMN - 12] = sText_EnemyAboutToSwitchPkmn, [STRINGID_CREPTCLOSER - 12] = sText_CreptCloser, [STRINGID_CANTGETCLOSER - 12] = sText_CantGetCloser, [STRINGID_PKMNWATCHINGCAREFULLY - 12] = sText_PkmnWatchingCarefully, [STRINGID_PKMNCURIOUSABOUTX - 12] = sText_PkmnCuriousAboutX, [STRINGID_PKMNENTHRALLEDBYX - 12] = sText_PkmnEnthralledByX, [STRINGID_PKMNIGNOREDX - 12] = sText_PkmnIgnoredX, [STRINGID_THREWPOKEBLOCKATPKMN - 12] = sText_ThrewPokeblockAtPkmn, [STRINGID_OUTOFSAFARIBALLS - 12] = sText_OutOfSafariBalls, [STRINGID_PKMNSITEMCUREDPARALYSIS - 12] = sText_PkmnsItemCuredParalysis, [STRINGID_PKMNSITEMCUREDPOISON - 12] = sText_PkmnsItemCuredPoison, [STRINGID_PKMNSITEMHEALEDBURN - 12] = sText_PkmnsItemHealedBurn, [STRINGID_PKMNSITEMDEFROSTEDIT - 12] = sText_PkmnsItemDefrostedIt, [STRINGID_PKMNSITEMWOKEIT - 12] = sText_PkmnsItemWokeIt, [STRINGID_PKMNSITEMSNAPPEDOUT - 12] = sText_PkmnsItemSnappedOut, [STRINGID_PKMNSITEMCUREDPROBLEM - 12] = sText_PkmnsItemCuredProblem, [STRINGID_PKMNSITEMRESTOREDHEALTH - 12] = sText_PkmnsItemRestoredHealth, [STRINGID_PKMNSITEMRESTOREDPP - 12] = sText_PkmnsItemRestoredPP, [STRINGID_PKMNSITEMRESTOREDSTATUS - 12] = sText_PkmnsItemRestoredStatus, [STRINGID_PKMNSITEMRESTOREDHPALITTLE - 12] = sText_PkmnsItemRestoredHPALittle, [STRINGID_ITEMALLOWSONLYYMOVE - 12] = sText_ItemAllowsOnlyYMove, [STRINGID_PKMNHUNGONWITHX - 12] = sText_PkmnHungOnWithX, [STRINGID_EMPTYSTRING3 - 12] = gText_EmptyString3, [STRINGID_PKMNSXPREVENTSBURNS - 12] = sText_PkmnsXPreventsBurns, [STRINGID_PKMNSXBLOCKSY - 12] = sText_PkmnsXBlocksY, [STRINGID_PKMNSXRESTOREDHPALITTLE2 - 12] = sText_PkmnsXRestoredHPALittle2, [STRINGID_PKMNSXWHIPPEDUPSANDSTORM - 12] = sText_PkmnsXWhippedUpSandstorm, [STRINGID_PKMNSXPREVENTSYLOSS - 12] = sText_PkmnsXPreventsYLoss, [STRINGID_PKMNSXINFATUATEDY - 12] = sText_PkmnsXInfatuatedY, [STRINGID_PKMNSXMADEYINEFFECTIVE - 12] = sText_PkmnsXMadeYIneffective, [STRINGID_PKMNSXCUREDYPROBLEM - 12] = sText_PkmnsXCuredYProblem, [STRINGID_ITSUCKEDLIQUIDOOZE - 12] = sText_ItSuckedLiquidOoze, [STRINGID_PKMNTRANSFORMED - 12] = sText_PkmnTransformed, [STRINGID_ELECTRICITYWEAKENED - 12] = sText_ElectricityWeakened, [STRINGID_FIREWEAKENED - 12] = sText_FireWeakened, [STRINGID_PKMNHIDUNDERWATER - 12] = sText_PkmnHidUnderwater, [STRINGID_PKMNSPRANGUP - 12] = sText_PkmnSprangUp, [STRINGID_HMMOVESCANTBEFORGOTTEN - 12] = sText_HMMovesCantBeForgotten, [STRINGID_XFOUNDONEY - 12] = sText_XFoundOneY, [STRINGID_PLAYERDEFEATEDTRAINER1 - 12] = sText_PlayerDefeatedLinkTrainerTrainer1, [STRINGID_SOOTHINGAROMA - 12] = sText_SoothingAroma, [STRINGID_ITEMSCANTBEUSEDNOW - 12] = sText_ItemsCantBeUsedNow, [STRINGID_FORXCOMMAYZ - 12] = sText_ForXCommaYZ, [STRINGID_USINGITEMSTATOFPKMNROSE - 12] = sText_UsingItemTheStatOfPkmnRose, [STRINGID_PKMNUSEDXTOGETPUMPED - 12] = sText_PkmnUsedXToGetPumped, [STRINGID_PKMNSXMADEYUSELESS - 12] = sText_PkmnsXMadeYUseless, [STRINGID_PKMNTRAPPEDBYSANDTOMB - 12] = sText_PkmnTrappedBySandTomb, [STRINGID_EMPTYSTRING4 - 12] = sText_EmptyString4, [STRINGID_ABOOSTED - 12] = sText_ABoosted, [STRINGID_PKMNSXINTENSIFIEDSUN - 12] = sText_PkmnsXIntensifiedSun, [STRINGID_PKMNMAKESGROUNDMISS - 12] = sText_PkmnMakesGroundMiss, [STRINGID_YOUTHROWABALLNOWRIGHT - 12] = sText_YouThrowABallNowRight, [STRINGID_PKMNSXTOOKATTACK - 12] = sText_PkmnsXTookAttack, [STRINGID_PKMNCHOSEXASDESTINY - 12] = sText_PkmnChoseXAsDestiny, [STRINGID_PKMNLOSTFOCUS - 12] = sText_PkmnLostFocus, [STRINGID_USENEXTPKMN - 12] = sText_UseNextPkmn, [STRINGID_PKMNFLEDUSINGITS - 12] = sText_PkmnFledUsingIts, [STRINGID_PKMNFLEDUSING - 12] = sText_PkmnFledUsing, [STRINGID_PKMNWASDRAGGEDOUT - 12] = sText_PkmnWasDraggedOut, [STRINGID_PREVENTEDFROMWORKING - 12] = sText_PreventedFromWorking, [STRINGID_PKMNSITEMNORMALIZEDSTATUS - 12] = sText_PkmnsItemNormalizedStatus, [STRINGID_TRAINER1USEDITEM - 12] = sText_Trainer1UsedItem, [STRINGID_BOXISFULL - 12] = sText_BoxIsFull, [STRINGID_PKMNAVOIDEDATTACK - 12] = sText_PkmnAvoidedAttack, [STRINGID_PKMNSXMADEITINEFFECTIVE - 12] = sText_PkmnsXMadeItIneffective, [STRINGID_PKMNSXPREVENTSFLINCHING - 12] = sText_PkmnsXPreventsFlinching, [STRINGID_PKMNALREADYHASBURN - 12] = sText_PkmnAlreadyHasBurn, [STRINGID_STATSWONTDECREASE2 - 12] = sText_StatsWontDecrease2, [STRINGID_PKMNSXBLOCKSY2 - 12] = sText_PkmnsXBlocksY2, [STRINGID_PKMNSXWOREOFF - 12] = sText_PkmnsXWoreOff, [STRINGID_PKMNRAISEDDEFALITTLE - 12] = sText_PkmnRaisedDefALittle, [STRINGID_PKMNRAISEDSPDEFALITTLE - 12] = sText_PkmnRaisedSpDefALittle, [STRINGID_THEWALLSHATTERED - 12] = sText_TheWallShattered, [STRINGID_PKMNSXPREVENTSYSZ - 12] = sText_PkmnsXPreventsYsZ, [STRINGID_PKMNSXCUREDITSYPROBLEM - 12] = sText_PkmnsXCuredItsYProblem, [STRINGID_ATTACKERCANTESCAPE - 12] = sText_AttackerCantEscape, [STRINGID_PKMNOBTAINEDX - 12] = sText_PkmnObtainedX, [STRINGID_PKMNOBTAINEDX2 - 12] = sText_PkmnObtainedX2, [STRINGID_PKMNOBTAINEDXYOBTAINEDZ - 12] = sText_PkmnObtainedXYObtainedZ, [STRINGID_BUTNOEFFECT - 12] = sText_ButNoEffect, [STRINGID_PKMNSXHADNOEFFECTONY - 12] = sText_PkmnsXHadNoEffectOnY, [STRINGID_TWOENEMIESDEFEATED - 12] = sText_TwoInGameTrainersDefeated, [STRINGID_TRAINER2LOSETEXT - 12] = sText_Trainer2LoseText, [STRINGID_PKMNINCAPABLEOFPOWER - 12] = sText_PkmnIncapableOfPower, [STRINGID_GLINTAPPEARSINEYE - 12] = sText_GlintAppearsInEye, [STRINGID_PKMNGETTINGINTOPOSITION - 12] = sText_PkmnGettingIntoPosition, [STRINGID_PKMNBEGANGROWLINGDEEPLY - 12] = sText_PkmnBeganGrowlingDeeply, [STRINGID_PKMNEAGERFORMORE - 12] = sText_PkmnEagerForMore, [STRINGID_DEFEATEDOPPONENTBYREFEREE - 12] = sText_DefeatedOpponentByReferee, [STRINGID_LOSTTOOPPONENTBYREFEREE - 12] = sText_LostToOpponentByReferee, [STRINGID_TIEDOPPONENTBYREFEREE - 12] = sText_TiedOpponentByReferee, [STRINGID_QUESTIONFORFEITMATCH - 12] = sText_QuestionForfeitMatch, [STRINGID_FORFEITEDMATCH - 12] = sText_ForfeitedMatch, [STRINGID_PKMNTRANSFERREDSOMEONESPC - 12] = gText_PkmnTransferredSomeonesPC, [STRINGID_PKMNTRANSFERREDLANETTESPC - 12] = gText_PkmnTransferredLanettesPC, [STRINGID_PKMNBOXSOMEONESPCFULL - 12] = gText_PkmnTransferredSomeonesPCBoxFull, [STRINGID_PKMNBOXLANETTESPCFULL - 12] = gText_PkmnTransferredLanettesPCBoxFull, [STRINGID_TRAINER1WINTEXT - 12] = sText_Trainer1WinText, [STRINGID_TRAINER2WINTEXT - 12] = sText_Trainer2WinText, }; const u16 gMissStringIds[] = { [B_MSG_MISSED] = STRINGID_ATTACKMISSED, [B_MSG_PROTECTED] = STRINGID_PKMNPROTECTEDITSELF, [B_MSG_AVOIDED_ATK] = STRINGID_PKMNAVOIDEDATTACK, [B_MSG_AVOIDED_DMG] = STRINGID_AVOIDEDDAMAGE, [B_MSG_GROUND_MISS] = STRINGID_PKMNMAKESGROUNDMISS }; const u16 gNoEscapeStringIds[] = { [B_MSG_CANT_ESCAPE] = STRINGID_CANTESCAPE, [B_MSG_DONT_LEAVE_BIRCH] = STRINGID_DONTLEAVEBIRCH, [B_MSG_PREVENTS_ESCAPE] = STRINGID_PREVENTSESCAPE, [B_MSG_CANT_ESCAPE_2] = STRINGID_CANTESCAPE2, [B_MSG_ATTACKER_CANT_ESCAPE] = STRINGID_ATTACKERCANTESCAPE }; const u16 gMoveWeatherChangeStringIds[] = { [B_MSG_STARTED_RAIN] = STRINGID_STARTEDTORAIN, [B_MSG_STARTED_DOWNPOUR] = STRINGID_DOWNPOURSTARTED, // Unused [B_MSG_WEATHER_FAILED] = STRINGID_BUTITFAILED, [B_MSG_STARTED_SANDSTORM] = STRINGID_SANDSTORMBREWED, [B_MSG_STARTED_SUNLIGHT] = STRINGID_SUNLIGHTGOTBRIGHT, [B_MSG_STARTED_HAIL] = STRINGID_STARTEDHAIL, }; const u16 gSandStormHailContinuesStringIds[] = { [B_MSG_SANDSTORM] = STRINGID_SANDSTORMRAGES, [B_MSG_HAIL] = STRINGID_HAILCONTINUES }; const u16 gSandStormHailDmgStringIds[] = { [B_MSG_SANDSTORM] = STRINGID_PKMNBUFFETEDBYSANDSTORM, [B_MSG_HAIL] = STRINGID_PKMNPELTEDBYHAIL }; const u16 gSandStormHailEndStringIds[] = { [B_MSG_SANDSTORM] = STRINGID_SANDSTORMSUBSIDED, [B_MSG_HAIL] = STRINGID_HAILSTOPPED }; const u16 gRainContinuesStringIds[] = { [B_MSG_RAIN_CONTINUES] = STRINGID_RAINCONTINUES, [B_MSG_DOWNPOUR_CONTINUES] = STRINGID_DOWNPOURCONTINUES, [B_MSG_RAIN_STOPPED] = STRINGID_RAINSTOPPED }; const u16 gProtectLikeUsedStringIds[] = { [B_MSG_PROTECTED_ITSELF] = STRINGID_PKMNPROTECTEDITSELF2, [B_MSG_BRACED_ITSELF] = STRINGID_PKMNBRACEDITSELF, [B_MSG_PROTECT_FAILED] = STRINGID_BUTITFAILED, }; const u16 gReflectLightScreenSafeguardStringIds[] = { [B_MSG_SIDE_STATUS_FAILED] = STRINGID_BUTITFAILED, [B_MSG_SET_REFLECT_SINGLE] = STRINGID_PKMNRAISEDDEF, [B_MSG_SET_REFLECT_DOUBLE] = STRINGID_PKMNRAISEDDEFALITTLE, [B_MSG_SET_LIGHTSCREEN_SINGLE] = STRINGID_PKMNRAISEDSPDEF, [B_MSG_SET_LIGHTSCREEN_DOUBLE] = STRINGID_PKMNRAISEDSPDEFALITTLE, [B_MSG_SET_SAFEGUARD] = STRINGID_PKMNCOVEREDBYVEIL, }; const u16 gLeechSeedStringIds[] = { [B_MSG_LEECH_SEED_SET] = STRINGID_PKMNSEEDED, [B_MSG_LEECH_SEED_MISS] = STRINGID_PKMNEVADEDATTACK, [B_MSG_LEECH_SEED_FAIL] = STRINGID_ITDOESNTAFFECT, [B_MSG_LEECH_SEED_DRAIN] = STRINGID_PKMNSAPPEDBYLEECHSEED, [B_MSG_LEECH_SEED_OOZE] = STRINGID_ITSUCKEDLIQUIDOOZE, }; const u16 gRestUsedStringIds[] = { [B_MSG_REST] = STRINGID_PKMNWENTTOSLEEP, [B_MSG_REST_STATUSED] = STRINGID_PKMNSLEPTHEALTHY }; const u16 gUproarOverTurnStringIds[] = { [B_MSG_UPROAR_CONTINUES] = STRINGID_PKMNMAKINGUPROAR, [B_MSG_UPROAR_ENDS] = STRINGID_PKMNCALMEDDOWN }; const u16 gStockpileUsedStringIds[] = { [B_MSG_STOCKPILED] = STRINGID_PKMNSTOCKPILED, [B_MSG_CANT_STOCKPILE] = STRINGID_PKMNCANTSTOCKPILE, }; const u16 gWokeUpStringIds[] = { [B_MSG_WOKE_UP] = STRINGID_PKMNWOKEUP, [B_MSG_WOKE_UP_UPROAR] = STRINGID_PKMNWOKEUPINUPROAR }; const u16 gSwallowFailStringIds[] = { [B_MSG_SWALLOW_FAILED] = STRINGID_FAILEDTOSWALLOW, [B_MSG_SWALLOW_FULL_HP] = STRINGID_PKMNHPFULL }; const u16 gUproarAwakeStringIds[] = { [B_MSG_CANT_SLEEP_UPROAR] = STRINGID_PKMNCANTSLEEPINUPROAR2, [B_MSG_UPROAR_KEPT_AWAKE] = STRINGID_UPROARKEPTPKMNAWAKE, [B_MSG_STAYED_AWAKE_USING] = STRINGID_PKMNSTAYEDAWAKEUSING, }; const u16 gStatUpStringIds[] = { [B_MSG_ATTACKER_STAT_ROSE] = STRINGID_ATTACKERSSTATROSE, [B_MSG_DEFENDER_STAT_ROSE] = STRINGID_DEFENDERSSTATROSE, [B_MSG_STAT_WONT_INCREASE] = STRINGID_STATSWONTINCREASE, [B_MSG_STAT_ROSE_EMPTY] = STRINGID_EMPTYSTRING3, [B_MSG_STAT_ROSE_ITEM] = STRINGID_USINGITEMSTATOFPKMNROSE, [B_MSG_USED_DIRE_HIT] = STRINGID_PKMNUSEDXTOGETPUMPED, }; const u16 gStatDownStringIds[] = { [B_MSG_ATTACKER_STAT_FELL] = STRINGID_ATTACKERSSTATFELL, [B_MSG_DEFENDER_STAT_FELL] = STRINGID_DEFENDERSSTATFELL, [B_MSG_STAT_WONT_DECREASE] = STRINGID_STATSWONTDECREASE, [B_MSG_STAT_FELL_EMPTY] = STRINGID_EMPTYSTRING3, }; // Index read from sTWOTURN_STRINGID const u16 gFirstTurnOfTwoStringIds[] = { [B_MSG_TURN1_RAZOR_WIND] = STRINGID_PKMNWHIPPEDWHIRLWIND, [B_MSG_TURN1_SOLAR_BEAM] = STRINGID_PKMNTOOKSUNLIGHT, [B_MSG_TURN1_SKULL_BASH] = STRINGID_PKMNLOWEREDHEAD, [B_MSG_TURN1_SKY_ATTACK] = STRINGID_PKMNISGLOWING, [B_MSG_TURN1_FLY] = STRINGID_PKMNFLEWHIGH, [B_MSG_TURN1_DIG] = STRINGID_PKMNDUGHOLE, [B_MSG_TURN1_DIVE] = STRINGID_PKMNHIDUNDERWATER, [B_MSG_TURN1_BOUNCE] = STRINGID_PKMNSPRANGUP, }; // Index copied from move's index in gTrappingMoves const u16 gWrappedStringIds[] = { STRINGID_PKMNSQUEEZEDBYBIND, // MOVE_BIND STRINGID_PKMNWRAPPEDBY, // MOVE_WRAP STRINGID_PKMNTRAPPEDINVORTEX, // MOVE_FIRE_SPIN STRINGID_PKMNCLAMPED, // MOVE_CLAMP STRINGID_PKMNTRAPPEDINVORTEX, // MOVE_WHIRLPOOL STRINGID_PKMNTRAPPEDBYSANDTOMB // MOVE_SAND_TOMB }; const u16 gMistUsedStringIds[] = { [B_MSG_SET_MIST] = STRINGID_PKMNSHROUDEDINMIST, [B_MSG_MIST_FAILED] = STRINGID_BUTITFAILED }; const u16 gFocusEnergyUsedStringIds[] = { [B_MSG_GETTING_PUMPED] = STRINGID_PKMNGETTINGPUMPED, [B_MSG_FOCUS_ENERGY_FAILED] = STRINGID_BUTITFAILED }; const u16 gTransformUsedStringIds[] = { [B_MSG_TRANSFORMED] = STRINGID_PKMNTRANSFORMEDINTO, [B_MSG_TRANSFORM_FAILED] = STRINGID_BUTITFAILED }; const u16 gSubstituteUsedStringIds[] = { [B_MSG_SET_SUBSTITUTE] = STRINGID_PKMNMADESUBSTITUTE, [B_MSG_SUBSTITUTE_FAILED] = STRINGID_TOOWEAKFORSUBSTITUTE }; const u16 gGotPoisonedStringIds[] = { [B_MSG_STATUSED] = STRINGID_PKMNWASPOISONED, [B_MSG_STATUSED_BY_ABILITY] = STRINGID_PKMNPOISONEDBY }; const u16 gGotParalyzedStringIds[] = { [B_MSG_STATUSED] = STRINGID_PKMNWASPARALYZED, [B_MSG_STATUSED_BY_ABILITY] = STRINGID_PKMNWASPARALYZEDBY }; const u16 gFellAsleepStringIds[] = { [B_MSG_STATUSED] = STRINGID_PKMNFELLASLEEP, [B_MSG_STATUSED_BY_ABILITY] = STRINGID_PKMNMADESLEEP, }; const u16 gGotBurnedStringIds[] = { [B_MSG_STATUSED] = STRINGID_PKMNWASBURNED, [B_MSG_STATUSED_BY_ABILITY] = STRINGID_PKMNBURNEDBY }; const u16 gGotFrozenStringIds[] = { [B_MSG_STATUSED] = STRINGID_PKMNWASFROZEN, [B_MSG_STATUSED_BY_ABILITY] = STRINGID_PKMNFROZENBY }; const u16 gGotDefrostedStringIds[] = { [B_MSG_DEFROSTED] = STRINGID_PKMNWASDEFROSTED2, [B_MSG_DEFROSTED_BY_MOVE] = STRINGID_PKMNWASDEFROSTEDBY }; const u16 gKOFailedStringIds[] = { [B_MSG_KO_MISS] = STRINGID_ATTACKMISSED, [B_MSG_KO_UNAFFECTED] = STRINGID_PKMNUNAFFECTED }; const u16 gAttractUsedStringIds[] = { [B_MSG_STATUSED] = STRINGID_PKMNFELLINLOVE, [B_MSG_STATUSED_BY_ABILITY] = STRINGID_PKMNSXINFATUATEDY }; const u16 gAbsorbDrainStringIds[] = { [B_MSG_ABSORB] = STRINGID_PKMNENERGYDRAINED, [B_MSG_ABSORB_OOZE] = STRINGID_ITSUCKEDLIQUIDOOZE }; const u16 gSportsUsedStringIds[] = { [B_MSG_WEAKEN_ELECTRIC] = STRINGID_ELECTRICITYWEAKENED, [B_MSG_WEAKEN_FIRE] = STRINGID_FIREWEAKENED }; const u16 gPartyStatusHealStringIds[] = { [B_MSG_BELL] = STRINGID_BELLCHIMED, [B_MSG_BELL_SOUNDPROOF_ATTACKER] = STRINGID_BELLCHIMED, [B_MSG_BELL_SOUNDPROOF_PARTNER] = STRINGID_BELLCHIMED, [B_MSG_BELL_BOTH_SOUNDPROOF] = STRINGID_BELLCHIMED, [B_MSG_SOOTHING_AROMA] = STRINGID_SOOTHINGAROMA }; const u16 gFutureMoveUsedStringIds[] = { [B_MSG_FUTURE_SIGHT] = STRINGID_PKMNFORESAWATTACK, [B_MSG_DOOM_DESIRE] = STRINGID_PKMNCHOSEXASDESTINY }; const u16 gBallEscapeStringIds[] = { [BALL_NO_SHAKES] = STRINGID_PKMNBROKEFREE, [BALL_1_SHAKE] = STRINGID_ITAPPEAREDCAUGHT, [BALL_2_SHAKES] = STRINGID_AARGHALMOSTHADIT, [BALL_3_SHAKES_FAIL] = STRINGID_SHOOTSOCLOSE }; // Overworld weathers that don't have an associated battle weather default to "It is raining." const u16 gWeatherStartsStringIds[] = { [WEATHER_NONE] = STRINGID_ITISRAINING, [WEATHER_SUNNY_CLOUDS] = STRINGID_ITISRAINING, [WEATHER_SUNNY] = STRINGID_ITISRAINING, [WEATHER_RAIN] = STRINGID_ITISRAINING, [WEATHER_SNOW] = STRINGID_ITISRAINING, [WEATHER_RAIN_THUNDERSTORM] = STRINGID_ITISRAINING, [WEATHER_FOG_HORIZONTAL] = STRINGID_ITISRAINING, [WEATHER_VOLCANIC_ASH] = STRINGID_ITISRAINING, [WEATHER_SANDSTORM] = STRINGID_SANDSTORMISRAGING, [WEATHER_FOG_DIAGONAL] = STRINGID_ITISRAINING, [WEATHER_UNDERWATER] = STRINGID_ITISRAINING, [WEATHER_SHADE] = STRINGID_ITISRAINING, [WEATHER_DROUGHT] = STRINGID_SUNLIGHTSTRONG, [WEATHER_DOWNPOUR] = STRINGID_ITISRAINING, [WEATHER_UNDERWATER_BUBBLES] = STRINGID_ITISRAINING, [WEATHER_ABNORMAL] = STRINGID_ITISRAINING }; const u16 gInobedientStringIds[] = { [B_MSG_LOAFING] = STRINGID_PKMNLOAFING, [B_MSG_WONT_OBEY] = STRINGID_PKMNWONTOBEY, [B_MSG_TURNED_AWAY] = STRINGID_PKMNTURNEDAWAY, [B_MSG_PRETEND_NOT_NOTICE] = STRINGID_PKMNPRETENDNOTNOTICE, [B_MSG_INCAPABLE_OF_POWER] = STRINGID_PKMNINCAPABLEOFPOWER }; const u16 gSafariGetNearStringIds[] = { [B_MSG_CREPT_CLOSER] = STRINGID_CREPTCLOSER, [B_MSG_CANT_GET_CLOSER] = STRINGID_CANTGETCLOSER }; const u16 gSafariPokeblockResultStringIds[] = { [B_MSG_MON_CURIOUS] = STRINGID_PKMNCURIOUSABOUTX, [B_MSG_MON_ENTHRALLED] = STRINGID_PKMNENTHRALLEDBYX, [B_MSG_MON_IGNORED] = STRINGID_PKMNIGNOREDX }; const u16 gTrainerItemCuredStatusStringIds[] = { [AI_HEAL_CONFUSION] = STRINGID_PKMNSITEMSNAPPEDOUT, [AI_HEAL_PARALYSIS] = STRINGID_PKMNSITEMCUREDPARALYSIS, [AI_HEAL_FREEZE] = STRINGID_PKMNSITEMDEFROSTEDIT, [AI_HEAL_BURN] = STRINGID_PKMNSITEMHEALEDBURN, [AI_HEAL_POISON] = STRINGID_PKMNSITEMCUREDPOISON, [AI_HEAL_SLEEP] = STRINGID_PKMNSITEMWOKEIT }; const u16 gBerryEffectStringIds[] = { [B_MSG_CURED_PROBLEM] = STRINGID_PKMNSITEMCUREDPROBLEM, [B_MSG_NORMALIZED_STATUS] = STRINGID_PKMNSITEMNORMALIZEDSTATUS }; const u16 gBRNPreventionStringIds[] = { [B_MSG_ABILITY_PREVENTS_MOVE_STATUS] = STRINGID_PKMNSXPREVENTSBURNS, [B_MSG_ABILITY_PREVENTS_ABILITY_STATUS] = STRINGID_PKMNSXPREVENTSYSZ, [B_MSG_STATUS_HAD_NO_EFFECT] = STRINGID_PKMNSXHADNOEFFECTONY }; const u16 gPRLZPreventionStringIds[] = { [B_MSG_ABILITY_PREVENTS_MOVE_STATUS] = STRINGID_PKMNPREVENTSPARALYSISWITH, [B_MSG_ABILITY_PREVENTS_ABILITY_STATUS] = STRINGID_PKMNSXPREVENTSYSZ, [B_MSG_STATUS_HAD_NO_EFFECT] = STRINGID_PKMNSXHADNOEFFECTONY }; const u16 gPSNPreventionStringIds[] = { [B_MSG_ABILITY_PREVENTS_MOVE_STATUS] = STRINGID_PKMNPREVENTSPOISONINGWITH, [B_MSG_ABILITY_PREVENTS_ABILITY_STATUS] = STRINGID_PKMNSXPREVENTSYSZ, [B_MSG_STATUS_HAD_NO_EFFECT] = STRINGID_PKMNSXHADNOEFFECTONY }; const u16 gItemSwapStringIds[] = { [B_MSG_ITEM_SWAP_TAKEN] = STRINGID_PKMNOBTAINEDX, [B_MSG_ITEM_SWAP_GIVEN] = STRINGID_PKMNOBTAINEDX2, [B_MSG_ITEM_SWAP_BOTH] = STRINGID_PKMNOBTAINEDXYOBTAINEDZ }; const u16 gFlashFireStringIds[] = { [B_MSG_FLASH_FIRE_BOOST] = STRINGID_PKMNRAISEDFIREPOWERWITH, [B_MSG_FLASH_FIRE_NO_BOOST] = STRINGID_PKMNSXMADEYINEFFECTIVE }; const u16 gCaughtMonStringIds[] = { [B_MSG_SENT_SOMEONES_PC] = STRINGID_PKMNTRANSFERREDSOMEONESPC, [B_MSG_SENT_LANETTES_PC] = STRINGID_PKMNTRANSFERREDLANETTESPC, [B_MSG_SOMEONES_BOX_FULL] = STRINGID_PKMNBOXSOMEONESPCFULL, [B_MSG_LANETTES_BOX_FULL] = STRINGID_PKMNBOXLANETTESPCFULL, }; const u16 gTrappingMoves[] = { MOVE_BIND, MOVE_WRAP, MOVE_FIRE_SPIN, MOVE_CLAMP, MOVE_WHIRLPOOL, MOVE_SAND_TOMB, 0xFFFF }; const u8 gText_PkmnIsEvolving[] = _("What?\n{STR_VAR_1} is evolving!"); const u8 gText_CongratsPkmnEvolved[] = _("Congratulations! Your {STR_VAR_1}\nevolved into {STR_VAR_2}!{WAIT_SE}\p"); const u8 gText_PkmnStoppedEvolving[] = _("Huh? {STR_VAR_1}\nstopped evolving!\p"); const u8 gText_EllipsisQuestionMark[] = _("……?\p"); const u8 gText_WhatWillPkmnDo[] = _("What will\n{B_ACTIVE_NAME_WITH_PREFIX} do?"); const u8 gText_WhatWillPkmnDo2[] = _("What will\n{B_PLAYER_NAME} do?"); const u8 gText_WhatWillWallyDo[] = _("What will\nWally do?"); const u8 gText_LinkStandby[] = _("{PAUSE 16}Link standby…"); const u8 gText_BattleMenu[] = _("Fight{CLEAR_TO 56}Bag\nPokémon{CLEAR_TO 56}Run"); const u8 gText_SafariZoneMenu[] = _("Ball{CLEAR_TO 56}{POKEBLOCK}\nGo Near{CLEAR_TO 56}Run"); const u8 gText_MoveInterfacePP[] = _("PP "); const u8 gText_MoveInterfaceType[] = _("Type/"); const u8 gText_MoveInterfacePpType[] = _("{PALETTE 5}{COLOR_HIGHLIGHT_SHADOW DYNAMIC_COLOR4 DYNAMIC_COLOR5 DYNAMIC_COLOR6}PP\nType/"); const u8 gText_MoveInterfaceDynamicColors[] = _("{PALETTE 5}{COLOR_HIGHLIGHT_SHADOW DYNAMIC_COLOR4 DYNAMIC_COLOR5 DYNAMIC_COLOR6}"); const u8 gText_WhichMoveToForget4[] = _("{PALETTE 5}{COLOR_HIGHLIGHT_SHADOW DYNAMIC_COLOR4 DYNAMIC_COLOR5 DYNAMIC_COLOR6}Which move should\nbe forgotten?"); const u8 gText_BattleYesNoChoice[] = _("{PALETTE 5}{COLOR_HIGHLIGHT_SHADOW DYNAMIC_COLOR4 DYNAMIC_COLOR5 DYNAMIC_COLOR6}Yes\nNo"); const u8 gText_BattleSwitchWhich[] = _("{PALETTE 5}{COLOR_HIGHLIGHT_SHADOW DYNAMIC_COLOR4 DYNAMIC_COLOR5 DYNAMIC_COLOR6}Switch\nwhich?"); const u8 gText_BattleSwitchWhich2[] = _("{PALETTE 5}{COLOR_HIGHLIGHT_SHADOW DYNAMIC_COLOR4 DYNAMIC_COLOR5 DYNAMIC_COLOR6}"); const u8 gText_BattleSwitchWhich3[] = _("{UP_ARROW}"); const u8 gText_BattleSwitchWhich4[] = _("{ESCAPE 4}"); const u8 gText_BattleSwitchWhich5[] = _("-"); static const u8 sText_HP[] = _("HP"); static const u8 sText_Attack[] = _("Attack"); static const u8 sText_Defense[] = _("Defense"); static const u8 sText_SpAtk[] = _("Sp. Atk"); static const u8 sText_SpDef[] = _("Sp. Def"); // Unused static const u8 * const sStatNamesTable2[] = { sText_HP, sText_SpAtk, sText_Attack, sText_SpDef, sText_Defense, sText_Speed }; const u8 gText_SafariBalls[] = _("{HIGHLIGHT DARK_GRAY}Safari Balls"); const u8 gText_SafariBallLeft[] = _("{HIGHLIGHT DARK_GRAY}Left: $" "{HIGHLIGHT DARK_GRAY}"); const u8 gText_Sleep[] = _("sleep"); const u8 gText_Poison[] = _("poison"); const u8 gText_Burn[] = _("burn"); const u8 gText_Paralysis[] = _("paralysis"); const u8 gText_Ice[] = _("ice"); const u8 gText_Confusion[] = _("confusion"); const u8 gText_Love[] = _("love"); const u8 gText_SpaceAndSpace[] = _(" and "); const u8 gText_CommaSpace[] = _(", "); const u8 gText_Space2[] = _(" "); const u8 gText_LineBreak[] = _("\l"); const u8 gText_NewLine[] = _("\n"); const u8 gText_Are[] = _("are"); const u8 gText_Are2[] = _("are"); const u8 gText_BadEgg[] = _("Bad Egg"); const u8 gText_BattleWallyName[] = _("Wally"); const u8 gText_Win[] = _("{HIGHLIGHT TRANSPARENT}Win"); const u8 gText_Loss[] = _("{HIGHLIGHT TRANSPARENT}Loss"); const u8 gText_Draw[] = _("{HIGHLIGHT TRANSPARENT}Draw"); static const u8 sText_SpaceIs[] = _(" is"); static const u8 sText_ApostropheS[] = _("'s"); // For displaying names of invalid moves static const u8 sATypeMove_Table[NUMBER_OF_MON_TYPES][18] = { [TYPE_NORMAL] = _("a Normal move"), [TYPE_FIGHTING] = _("a Fighting move"), [TYPE_FLYING] = _("a Flying move"), [TYPE_POISON] = _("a Poison move"), [TYPE_GROUND] = _("a Ground move"), [TYPE_ROCK] = _("a Rock move"), [TYPE_BUG] = _("a Bug move"), [TYPE_GHOST] = _("a Ghost move"), [TYPE_STEEL] = _("a Steel move"), [TYPE_MYSTERY] = _("a ??? move"), [TYPE_FIRE] = _("a Fire move"), [TYPE_WATER] = _("a Water move"), [TYPE_GRASS] = _("a Grass move"), [TYPE_ELECTRIC] = _("an Electric move"), [TYPE_PSYCHIC] = _("a Psychic move"), [TYPE_ICE] = _("an Ice move"), [TYPE_DRAGON] = _("a Dragon move"), [TYPE_DARK] = _("a Dark move"), [TYPE_FAIRY] = _("a Fairy move") }; const u8 gText_BattleTourney[] = _("Battle Tourney"); static const u8 sText_Round1[] = _("Round 1"); static const u8 sText_Round2[] = _("Round 2"); static const u8 sText_Semifinal[] = _("Semifinal"); static const u8 sText_Final[] = _("Final"); const u8 *const gRoundsStringTable[DOME_ROUNDS_COUNT] = { [DOME_ROUND1] = sText_Round1, [DOME_ROUND2] = sText_Round2, [DOME_SEMIFINAL] = sText_Semifinal, [DOME_FINAL] = sText_Final }; const u8 gText_TheGreatNewHope[] = _("The great new hope!\p"); const u8 gText_WillChampionshipDreamComeTrue[] = _("Will the championship dream come true?!\p"); const u8 gText_AFormerChampion[] = _("A former Champion!\p"); const u8 gText_ThePreviousChampion[] = _("The previous Champion!\p"); const u8 gText_TheUnbeatenChampion[] = _("The unbeaten Champion!\p"); const u8 gText_PlayerMon1Name[] = _("{B_PLAYER_MON1_NAME}"); const u8 gText_Vs[] = _("Vs"); const u8 gText_OpponentMon1Name[] = _("{B_OPPONENT_MON1_NAME}"); const u8 gText_Mind[] = _("Mind"); const u8 gText_Skill[] = _("Skill"); const u8 gText_Body[] = _("Body"); const u8 gText_Judgement[] = _("{B_BUFF1}{CLEAR 13}Judgment{CLEAR 13}{B_BUFF2}"); static const u8 sText_TwoTrainersSentPkmn[] = _("{B_TRAINER1_CLASS} {B_TRAINER1_NAME} sent\nout {B_OPPONENT_MON1_NAME}!\p{B_TRAINER2_CLASS} {B_TRAINER2_NAME} sent\nout {B_OPPONENT_MON2_NAME}!"); static const u8 sText_Trainer2SentOutPkmn[] = _("{B_TRAINER2_CLASS} {B_TRAINER2_NAME} sent\nout {B_BUFF1}!"); static const u8 sText_TwoTrainersWantToBattle[] = _("{B_TRAINER1_CLASS} {B_TRAINER1_NAME} and\n{B_TRAINER2_CLASS} {B_TRAINER2_NAME}\lwant to battle!\p"); static const u8 sText_InGamePartnerSentOutZGoN[] = _("{B_PARTNER_CLASS} {B_PARTNER_NAME} sent\nout {B_PLAYER_MON2_NAME}!\lGo, {B_PLAYER_MON1_NAME}!"); static const u8 sText_TwoInGameTrainersDefeated[] = _("{B_TRAINER1_CLASS} {B_TRAINER1_NAME} and\n{B_TRAINER2_CLASS} {B_TRAINER2_NAME}\lwere defeated!\p"); static const u8 sText_Trainer2LoseText[] = _("{B_TRAINER2_LOSE_TEXT}"); static const u8 sText_PkmnIncapableOfPower[] = _("{B_ATK_NAME_WITH_PREFIX} appears incapable\nof using its power!"); static const u8 sText_GlintAppearsInEye[] = _("A glint appears in\n{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s eyes!"); static const u8 sText_PkmnGettingIntoPosition[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} is getting into\nposition!"); static const u8 sText_PkmnBeganGrowlingDeeply[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} began growling deeply!"); static const u8 sText_PkmnEagerForMore[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} is eager for more!"); const u16 gBattlePalaceFlavorTextTable[] = { [B_MSG_GLINT_IN_EYE] = STRINGID_GLINTAPPEARSINEYE, [B_MSG_GETTING_IN_POS] = STRINGID_PKMNGETTINGINTOPOSITION, [B_MSG_GROWL_DEEPLY] = STRINGID_PKMNBEGANGROWLINGDEEPLY, [B_MSG_EAGER_FOR_MORE] = STRINGID_PKMNEAGERFORMORE, }; static const u8 sText_RefIfNothingIsDecided[] = _("Referee: If nothing is decided in\n3 turns, we will go to judging!"); static const u8 sText_RefThatsIt[] = _("Referee: That's it! We will now go to\njudging to determine the winner!"); static const u8 sText_RefJudgeMind[] = _("Referee: Judging category 1, Mind!\nThe Pokémon showing the most guts!\p"); static const u8 sText_RefJudgeSkill[] = _("Referee: Judging category 2, Skill!\nThe Pokémon using moves the best!\p"); static const u8 sText_RefJudgeBody[] = _("Referee: Judging category 3, Body!\nThe Pokémon with the most vitality!\p"); static const u8 sText_RefPlayerWon[] = _("Referee: Judgment: {B_BUFF1} to {B_BUFF2}!\nThe winner is {B_PLAYER_NAME}'s {B_PLAYER_MON1_NAME}!\p"); static const u8 sText_RefOpponentWon[] = _("Referee: Judgment: {B_BUFF1} to {B_BUFF2}!\nThe winner is {B_TRAINER1_NAME}'s {B_OPPONENT_MON1_NAME}!\p"); static const u8 sText_RefDraw[] = _("Referee: Judgment: 3 to 3!\nWe have a draw!\p"); static const u8 sText_DefeatedOpponentByReferee[] = _("{B_PLAYER_MON1_NAME} defeated the opponent\n{B_OPPONENT_MON1_NAME} in a Referee's decision!"); static const u8 sText_LostToOpponentByReferee[] = _("{B_PLAYER_MON1_NAME} lost to the opponent\n{B_OPPONENT_MON1_NAME} in a Referee's decision!"); static const u8 sText_TiedOpponentByReferee[] = _("{B_PLAYER_MON1_NAME} tied the opponent\n{B_OPPONENT_MON1_NAME} in a Referee's decision!"); static const u8 sText_RefCommenceBattle[] = _("Referee: {B_PLAYER_MON1_NAME} Vs {B_OPPONENT_MON1_NAME}!\nCommence battling!"); const u8 * const gRefereeStringsTable[] = { [B_MSG_REF_NOTHING_IS_DECIDED] = sText_RefIfNothingIsDecided, [B_MSG_REF_THATS_IT] = sText_RefThatsIt, [B_MSG_REF_JUDGE_MIND] = sText_RefJudgeMind, [B_MSG_REF_JUDGE_SKILL] = sText_RefJudgeSkill, [B_MSG_REF_JUDGE_BODY] = sText_RefJudgeBody, [B_MSG_REF_PLAYER_WON] = sText_RefPlayerWon, [B_MSG_REF_OPPONENT_WON] = sText_RefOpponentWon, [B_MSG_REF_DRAW] = sText_RefDraw, [B_MSG_REF_COMMENCE_BATTLE] = sText_RefCommenceBattle, }; static const u8 sText_QuestionForfeitMatch[] = _("Would you like to forfeit the match\nand quit now?"); static const u8 sText_ForfeitedMatch[] = _("{B_PLAYER_NAME} forfeited the match!"); static const u8 sText_Trainer1WinText[] = _("{B_TRAINER1_WIN_TEXT}"); static const u8 sText_Trainer2WinText[] = _("{B_TRAINER2_WIN_TEXT}"); static const u8 sText_Trainer1Fled[] = _( "{PLAY_SE SE_FLEE}{B_TRAINER1_CLASS} {B_TRAINER1_NAME} fled!"); static const u8 sText_PlayerLostAgainstTrainer1[] = _("Player lost against\n{B_TRAINER1_CLASS} {B_TRAINER1_NAME}!"); static const u8 sText_PlayerBattledToDrawTrainer1[] = _("Player battled to a draw against\n{B_TRAINER1_CLASS} {B_TRAINER1_NAME}!"); const u8 gText_RecordBattleToPass[] = _("Would you like to record your battle\non your Frontier Pass?"); const u8 gText_BattleRecordedOnPass[] = _("{B_PLAYER_NAME}'s battle result was recorded\non the Frontier Pass."); static const u8 sText_LinkTrainerWantsToBattlePause[] = _("{B_LINK_OPPONENT1_NAME}\nwants to battle!{PAUSE 49}"); static const u8 sText_TwoLinkTrainersWantToBattlePause[] = _("{B_LINK_OPPONENT1_NAME} and {B_LINK_OPPONENT2_NAME}\nwant to battle!{PAUSE 49}"); static const u8 sDummyWeirdStatusString[] = {EOS, EOS, EOS, EOS, EOS, EOS, EOS, EOS, 0, 0}; static const struct BattleWindowText sTextOnWindowsInfo_Normal[] = { [B_WIN_MSG] = { .fillValue = PIXEL_FILL(0xF), .fontId = FONT_NORMAL, .x = 0, .y = 1, .letterSpacing = 0, .lineSpacing = 0, .speed = 1, .fgColor = TEXT_COLOR_WHITE, .bgColor = TEXT_DYNAMIC_COLOR_6, .shadowColor = TEXT_COLOR_GREEN, }, [B_WIN_ACTION_PROMPT] = { .fillValue = PIXEL_FILL(0xF), .fontId = FONT_NORMAL, .x = 1, .y = 1, .letterSpacing = 0, .lineSpacing = 0, .speed = 0, .fgColor = TEXT_COLOR_WHITE, .bgColor = TEXT_DYNAMIC_COLOR_6, .shadowColor = TEXT_COLOR_GREEN, }, [B_WIN_ACTION_MENU] = { .fillValue = PIXEL_FILL(0xE), .fontId = FONT_NORMAL, .x = 0, .y = 1, .letterSpacing = 0, .lineSpacing = 0, .speed = 0, .fgColor = TEXT_DYNAMIC_COLOR_4, .bgColor = TEXT_DYNAMIC_COLOR_5, .shadowColor = TEXT_DYNAMIC_COLOR_6, }, [B_WIN_MOVE_NAME_1] = { .fillValue = PIXEL_FILL(0xE), .fontId = FONT_NARROW, .x = 0, .y = 1, .letterSpacing = 0, .lineSpacing = 0, .speed = 0, .fgColor = TEXT_DYNAMIC_COLOR_4, .bgColor = TEXT_DYNAMIC_COLOR_5, .shadowColor = TEXT_DYNAMIC_COLOR_6, }, [B_WIN_MOVE_NAME_2] = { .fillValue = PIXEL_FILL(0xE), .fontId = FONT_NARROW, .x = 0, .y = 1, .letterSpacing = 0, .lineSpacing = 0, .speed = 0, .fgColor = TEXT_DYNAMIC_COLOR_4, .bgColor = TEXT_DYNAMIC_COLOR_5, .shadowColor = TEXT_DYNAMIC_COLOR_6, }, [B_WIN_MOVE_NAME_3] = { .fillValue = PIXEL_FILL(0xE), .fontId = FONT_NARROW, .x = 0, .y = 1, .letterSpacing = 0, .lineSpacing = 0, .speed = 0, .fgColor = TEXT_DYNAMIC_COLOR_4, .bgColor = TEXT_DYNAMIC_COLOR_5, .shadowColor = TEXT_DYNAMIC_COLOR_6, }, [B_WIN_MOVE_NAME_4] = { .fillValue = PIXEL_FILL(0xE), .fontId = FONT_NARROW, .x = 0, .y = 1, .letterSpacing = 0, .lineSpacing = 0, .speed = 0, .fgColor = TEXT_DYNAMIC_COLOR_4, .bgColor = TEXT_DYNAMIC_COLOR_5, .shadowColor = TEXT_DYNAMIC_COLOR_6, }, [B_WIN_PP] = { .fillValue = PIXEL_FILL(0xE), .fontId = FONT_NARROW, .x = 0, .y = 1, .letterSpacing = 0, .lineSpacing = 0, .speed = 0, .fgColor = TEXT_DYNAMIC_COLOR_3, .bgColor = TEXT_DYNAMIC_COLOR_5, .shadowColor = TEXT_DYNAMIC_COLOR_2, }, [B_WIN_DUMMY] = { .fillValue = PIXEL_FILL(0xE), .fontId = FONT_NORMAL, .x = 0, .y = 1, .letterSpacing = 0, .lineSpacing = 0, .speed = 0, .fgColor = TEXT_DYNAMIC_COLOR_4, .bgColor = TEXT_DYNAMIC_COLOR_5, .shadowColor = TEXT_DYNAMIC_COLOR_6, }, [B_WIN_PP_REMAINING] = { .fillValue = PIXEL_FILL(0xE), .fontId = FONT_NORMAL, .x = 2, .y = 1, .letterSpacing = 0, .lineSpacing = 0, .speed = 0, .fgColor = TEXT_DYNAMIC_COLOR_3, .bgColor = TEXT_DYNAMIC_COLOR_5, .shadowColor = TEXT_DYNAMIC_COLOR_2, }, [B_WIN_MOVE_TYPE] = { .fillValue = PIXEL_FILL(0xE), .fontId = FONT_NARROW, .x = 0, .y = 1, .letterSpacing = 0, .lineSpacing = 0, .speed = 0, .fgColor = TEXT_DYNAMIC_COLOR_4, .bgColor = TEXT_DYNAMIC_COLOR_5, .shadowColor = TEXT_DYNAMIC_COLOR_6, }, [B_WIN_SWITCH_PROMPT] = { .fillValue = PIXEL_FILL(0xE), .fontId = FONT_NARROW, .x = 0, .y = 1, .letterSpacing = 0, .lineSpacing = 0, .speed = 0, .fgColor = TEXT_DYNAMIC_COLOR_4, .bgColor = TEXT_DYNAMIC_COLOR_5, .shadowColor = TEXT_DYNAMIC_COLOR_6, }, [B_WIN_YESNO] = { .fillValue = PIXEL_FILL(0xE), .fontId = FONT_NORMAL, .x = 0, .y = 1, .letterSpacing = 0, .lineSpacing = 0, .speed = 0, .fgColor = TEXT_DYNAMIC_COLOR_4, .bgColor = TEXT_DYNAMIC_COLOR_5, .shadowColor = TEXT_DYNAMIC_COLOR_6, }, [B_WIN_LEVEL_UP_BOX] = { .fillValue = PIXEL_FILL(0xE), .fontId = FONT_NORMAL, .x = 0, .y = 1, .letterSpacing = 0, .lineSpacing = 0, .speed = 0, .fgColor = TEXT_DYNAMIC_COLOR_4, .bgColor = TEXT_DYNAMIC_COLOR_5, .shadowColor = TEXT_DYNAMIC_COLOR_6, }, [B_WIN_LEVEL_UP_BANNER] = { .fillValue = PIXEL_FILL(0), .fontId = FONT_NORMAL, .x = 32, .y = 1, .letterSpacing = 0, .lineSpacing = 0, .speed = 0, .fgColor = TEXT_COLOR_WHITE, .bgColor = TEXT_COLOR_TRANSPARENT, .shadowColor = TEXT_COLOR_DARK_GRAY, }, [B_WIN_VS_PLAYER] = { .fillValue = PIXEL_FILL(0xE), .fontId = FONT_NORMAL, .x = -1, .y = 1, .letterSpacing = 0, .lineSpacing = 0, .speed = 0, .fgColor = TEXT_DYNAMIC_COLOR_4, .bgColor = TEXT_DYNAMIC_COLOR_5, .shadowColor = TEXT_DYNAMIC_COLOR_6, }, [B_WIN_VS_OPPONENT] = { .fillValue = PIXEL_FILL(0xE), .fontId = FONT_NORMAL, .x = -1, .y = 1, .letterSpacing = 0, .lineSpacing = 0, .speed = 0, .fgColor = TEXT_DYNAMIC_COLOR_4, .bgColor = TEXT_DYNAMIC_COLOR_5, .shadowColor = TEXT_DYNAMIC_COLOR_6, }, [B_WIN_VS_MULTI_PLAYER_1] = { .fillValue = PIXEL_FILL(0xE), .fontId = FONT_NORMAL, .x = -1, .y = 1, .letterSpacing = 0, .lineSpacing = 0, .speed = 0, .fgColor = TEXT_DYNAMIC_COLOR_4, .bgColor = TEXT_DYNAMIC_COLOR_5, .shadowColor = TEXT_DYNAMIC_COLOR_6, }, [B_WIN_VS_MULTI_PLAYER_2] = { .fillValue = PIXEL_FILL(0xE), .fontId = FONT_NORMAL, .x = -1, .y = 1, .letterSpacing = 0, .lineSpacing = 0, .speed = 0, .fgColor = TEXT_DYNAMIC_COLOR_4, .bgColor = TEXT_DYNAMIC_COLOR_5, .shadowColor = TEXT_DYNAMIC_COLOR_6, }, [B_WIN_VS_MULTI_PLAYER_3] = { .fillValue = PIXEL_FILL(0xE), .fontId = FONT_NORMAL, .x = -1, .y = 1, .letterSpacing = 0, .lineSpacing = 0, .speed = 0, .fgColor = TEXT_DYNAMIC_COLOR_4, .bgColor = TEXT_DYNAMIC_COLOR_5, .shadowColor = TEXT_DYNAMIC_COLOR_6, }, [B_WIN_VS_MULTI_PLAYER_4] = { .fillValue = PIXEL_FILL(0xE), .fontId = FONT_NORMAL, .x = -1, .y = 1, .letterSpacing = 0, .lineSpacing = 0, .speed = 0, .fgColor = TEXT_DYNAMIC_COLOR_4, .bgColor = TEXT_DYNAMIC_COLOR_5, .shadowColor = TEXT_DYNAMIC_COLOR_6, }, [B_WIN_VS_OUTCOME_DRAW] = { .fillValue = PIXEL_FILL(0), .fontId = FONT_NORMAL, .x = -1, .y = 1, .letterSpacing = 0, .lineSpacing = 0, .speed = 0, .fgColor = TEXT_COLOR_WHITE, .bgColor = TEXT_COLOR_TRANSPARENT, .shadowColor = TEXT_COLOR_GREEN, }, [B_WIN_VS_OUTCOME_LEFT] = { .fillValue = PIXEL_FILL(0), .fontId = FONT_NORMAL, .x = -1, .y = 1, .letterSpacing = 0, .lineSpacing = 0, .speed = 0, .fgColor = TEXT_COLOR_WHITE, .bgColor = TEXT_COLOR_TRANSPARENT, .shadowColor = TEXT_COLOR_GREEN, }, [B_WIN_VS_OUTCOME_RIGHT] = { .fillValue = PIXEL_FILL(0x0), .fontId = FONT_NORMAL, .x = -1, .y = 1, .letterSpacing = 0, .lineSpacing = 0, .speed = 0, .fgColor = TEXT_COLOR_WHITE, .bgColor = TEXT_COLOR_TRANSPARENT, .shadowColor = TEXT_COLOR_GREEN, }, }; static const struct BattleWindowText sTextOnWindowsInfo_Arena[] = { [B_WIN_MSG] = { .fillValue = PIXEL_FILL(0xF), .fontId = FONT_NORMAL, .x = 0, .y = 1, .letterSpacing = 0, .lineSpacing = 0, .speed = 1, .fgColor = TEXT_COLOR_WHITE, .bgColor = TEXT_DYNAMIC_COLOR_6, .shadowColor = TEXT_COLOR_GREEN, }, [B_WIN_ACTION_PROMPT] = { .fillValue = PIXEL_FILL(0xF), .fontId = FONT_NORMAL, .x = 1, .y = 1, .letterSpacing = 0, .lineSpacing = 0, .speed = 0, .fgColor = TEXT_COLOR_WHITE, .bgColor = TEXT_DYNAMIC_COLOR_6, .shadowColor = TEXT_COLOR_GREEN, }, [B_WIN_ACTION_MENU] = { .fillValue = PIXEL_FILL(0xE), .fontId = FONT_NORMAL, .x = 0, .y = 1, .letterSpacing = 0, .lineSpacing = 0, .speed = 0, .fgColor = TEXT_DYNAMIC_COLOR_4, .bgColor = TEXT_DYNAMIC_COLOR_5, .shadowColor = TEXT_DYNAMIC_COLOR_6, }, [B_WIN_MOVE_NAME_1] = { .fillValue = PIXEL_FILL(0xE), .fontId = FONT_NARROW, .x = 0, .y = 1, .letterSpacing = 0, .lineSpacing = 0, .speed = 0, .fgColor = TEXT_DYNAMIC_COLOR_4, .bgColor = TEXT_DYNAMIC_COLOR_5, .shadowColor = TEXT_DYNAMIC_COLOR_6, }, [B_WIN_MOVE_NAME_2] = { .fillValue = PIXEL_FILL(0xE), .fontId = FONT_NARROW, .x = 0, .y = 1, .letterSpacing = 0, .lineSpacing = 0, .speed = 0, .fgColor = TEXT_DYNAMIC_COLOR_4, .bgColor = TEXT_DYNAMIC_COLOR_5, .shadowColor = TEXT_DYNAMIC_COLOR_6, }, [B_WIN_MOVE_NAME_3] = { .fillValue = PIXEL_FILL(0xE), .fontId = FONT_NARROW, .x = 0, .y = 1, .letterSpacing = 0, .lineSpacing = 0, .speed = 0, .fgColor = TEXT_DYNAMIC_COLOR_4, .bgColor = TEXT_DYNAMIC_COLOR_5, .shadowColor = TEXT_DYNAMIC_COLOR_6, }, [B_WIN_MOVE_NAME_4] = { .fillValue = PIXEL_FILL(0xE), .fontId = FONT_NARROW, .x = 0, .y = 1, .letterSpacing = 0, .lineSpacing = 0, .speed = 0, .fgColor = TEXT_DYNAMIC_COLOR_4, .bgColor = TEXT_DYNAMIC_COLOR_5, .shadowColor = TEXT_DYNAMIC_COLOR_6, }, [B_WIN_PP] = { .fillValue = PIXEL_FILL(0xE), .fontId = FONT_NARROW, .x = 0, .y = 1, .letterSpacing = 0, .lineSpacing = 0, .speed = 0, .fgColor = TEXT_DYNAMIC_COLOR_3, .bgColor = TEXT_DYNAMIC_COLOR_5, .shadowColor = TEXT_DYNAMIC_COLOR_2, }, [B_WIN_DUMMY] = { .fillValue = PIXEL_FILL(0xE), .fontId = FONT_NORMAL, .x = 0, .y = 1, .letterSpacing = 0, .lineSpacing = 0, .speed = 0, .fgColor = TEXT_DYNAMIC_COLOR_4, .bgColor = TEXT_DYNAMIC_COLOR_5, .shadowColor = TEXT_DYNAMIC_COLOR_6, }, [B_WIN_PP_REMAINING] = { .fillValue = PIXEL_FILL(0xE), .fontId = FONT_NORMAL, .x = 2, .y = 1, .letterSpacing = 0, .lineSpacing = 0, .speed = 0, .fgColor = TEXT_DYNAMIC_COLOR_3, .bgColor = TEXT_DYNAMIC_COLOR_5, .shadowColor = TEXT_DYNAMIC_COLOR_2, }, [B_WIN_MOVE_TYPE] = { .fillValue = PIXEL_FILL(0xE), .fontId = FONT_NARROW, .x = 0, .y = 1, .letterSpacing = 0, .lineSpacing = 0, .speed = 0, .fgColor = TEXT_DYNAMIC_COLOR_4, .bgColor = TEXT_DYNAMIC_COLOR_5, .shadowColor = TEXT_DYNAMIC_COLOR_6, }, [B_WIN_SWITCH_PROMPT] = { .fillValue = PIXEL_FILL(0xE), .fontId = FONT_NARROW, .x = 0, .y = 1, .letterSpacing = 0, .lineSpacing = 0, .speed = 0, .fgColor = TEXT_DYNAMIC_COLOR_4, .bgColor = TEXT_DYNAMIC_COLOR_5, .shadowColor = TEXT_DYNAMIC_COLOR_6, }, [B_WIN_YESNO] = { .fillValue = PIXEL_FILL(0xE), .fontId = FONT_NORMAL, .x = 0, .y = 1, .letterSpacing = 0, .lineSpacing = 0, .speed = 0, .fgColor = TEXT_DYNAMIC_COLOR_4, .bgColor = TEXT_DYNAMIC_COLOR_5, .shadowColor = TEXT_DYNAMIC_COLOR_6, }, [B_WIN_LEVEL_UP_BOX] = { .fillValue = PIXEL_FILL(0xE), .fontId = FONT_NORMAL, .x = 0, .y = 1, .letterSpacing = 0, .lineSpacing = 0, .speed = 0, .fgColor = TEXT_DYNAMIC_COLOR_4, .bgColor = TEXT_DYNAMIC_COLOR_5, .shadowColor = TEXT_DYNAMIC_COLOR_6, }, [B_WIN_LEVEL_UP_BANNER] = { .fillValue = PIXEL_FILL(0), .fontId = FONT_NORMAL, .x = 32, .y = 1, .letterSpacing = 0, .lineSpacing = 0, .speed = 0, .fgColor = TEXT_COLOR_WHITE, .bgColor = TEXT_COLOR_TRANSPARENT, .shadowColor = TEXT_COLOR_DARK_GRAY, }, [ARENA_WIN_PLAYER_NAME] = { .fillValue = PIXEL_FILL(0xE), .fontId = FONT_NORMAL, .x = -1, .y = 1, .letterSpacing = 0, .lineSpacing = 0, .speed = 0, .fgColor = TEXT_COLOR_WHITE, .bgColor = TEXT_DYNAMIC_COLOR_5, .shadowColor = TEXT_DYNAMIC_COLOR_6, }, [ARENA_WIN_VS] = { .fillValue = PIXEL_FILL(0xE), .fontId = FONT_NORMAL, .x = -1, .y = 1, .letterSpacing = 0, .lineSpacing = 0, .speed = 0, .fgColor = TEXT_DYNAMIC_COLOR_4, .bgColor = TEXT_DYNAMIC_COLOR_5, .shadowColor = TEXT_DYNAMIC_COLOR_6, }, [ARENA_WIN_OPPONENT_NAME] = { .fillValue = PIXEL_FILL(0xE), .fontId = FONT_NORMAL, .x = -1, .y = 1, .letterSpacing = 0, .lineSpacing = 0, .speed = 0, .fgColor = TEXT_DYNAMIC_COLOR_4, .bgColor = TEXT_DYNAMIC_COLOR_5, .shadowColor = TEXT_DYNAMIC_COLOR_6, }, [ARENA_WIN_MIND] = { .fillValue = PIXEL_FILL(0xE), .fontId = FONT_NORMAL, .x = -1, .y = 1, .letterSpacing = 0, .lineSpacing = 0, .speed = 0, .fgColor = TEXT_DYNAMIC_COLOR_4, .bgColor = TEXT_DYNAMIC_COLOR_5, .shadowColor = TEXT_DYNAMIC_COLOR_6, }, [ARENA_WIN_SKILL] = { .fillValue = PIXEL_FILL(0xE), .fontId = FONT_NORMAL, .x = -1, .y = 1, .letterSpacing = 0, .lineSpacing = 0, .speed = 0, .fgColor = TEXT_DYNAMIC_COLOR_4, .bgColor = TEXT_DYNAMIC_COLOR_5, .shadowColor = TEXT_DYNAMIC_COLOR_6, }, [ARENA_WIN_BODY] = { .fillValue = PIXEL_FILL(0xE), .fontId = FONT_NORMAL, .x = -1, .y = 1, .letterSpacing = 0, .lineSpacing = 0, .speed = 0, .fgColor = TEXT_DYNAMIC_COLOR_4, .bgColor = TEXT_DYNAMIC_COLOR_5, .shadowColor = TEXT_DYNAMIC_COLOR_6, }, [ARENA_WIN_JUDGEMENT_TITLE] = { .fillValue = PIXEL_FILL(0xE), .fontId = FONT_NORMAL, .x = -1, .y = 1, .letterSpacing = 0, .lineSpacing = 0, .speed = 0, .fgColor = TEXT_DYNAMIC_COLOR_4, .bgColor = TEXT_DYNAMIC_COLOR_5, .shadowColor = TEXT_DYNAMIC_COLOR_6, }, [ARENA_WIN_JUDGEMENT_TEXT] = { .fillValue = PIXEL_FILL(0x1), .fontId = FONT_NORMAL, .x = 0, .y = 1, .letterSpacing = 0, .lineSpacing = 0, .speed = 1, .fgColor = TEXT_COLOR_DARK_GRAY, .bgColor = TEXT_COLOR_WHITE, .shadowColor = TEXT_COLOR_LIGHT_GRAY, }, }; static const struct BattleWindowText *const sBattleTextOnWindowsInfo[] = { [B_WIN_TYPE_NORMAL] = sTextOnWindowsInfo_Normal, [B_WIN_TYPE_ARENA] = sTextOnWindowsInfo_Arena }; static const u8 sRecordedBattleTextSpeeds[] = {8, 4, 1, 0}; void BufferStringBattle(u16 stringID) { s32 i; const u8 *stringPtr = NULL; gBattleMsgDataPtr = (struct BattleMsgData*)(&gBattleBufferA[gActiveBattler][4]); gLastUsedItem = gBattleMsgDataPtr->lastItem; gLastUsedAbility = gBattleMsgDataPtr->lastAbility; gBattleScripting.battler = gBattleMsgDataPtr->scrActive; *(&gBattleStruct->field_52) = gBattleMsgDataPtr->unk1605E; *(&gBattleStruct->hpScale) = gBattleMsgDataPtr->hpScale; gPotentialItemEffectBattler = gBattleMsgDataPtr->itemEffectBattler; *(&gBattleStruct->stringMoveType) = gBattleMsgDataPtr->moveType; for (i = 0; i < MAX_BATTLERS_COUNT; i++) { sBattlerAbilities[i] = gBattleMsgDataPtr->abilities[i]; } for (i = 0; i < TEXT_BUFF_ARRAY_COUNT; i++) { gBattleTextBuff1[i] = gBattleMsgDataPtr->textBuffs[0][i]; gBattleTextBuff2[i] = gBattleMsgDataPtr->textBuffs[1][i]; gBattleTextBuff3[i] = gBattleMsgDataPtr->textBuffs[2][i]; } switch (stringID) { case STRINGID_INTROMSG: // first battle msg if (gBattleTypeFlags & BATTLE_TYPE_TRAINER) { if (gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_RECORDED_LINK)) { if (gBattleTypeFlags & BATTLE_TYPE_TOWER_LINK_MULTI) { stringPtr = sText_TwoTrainersWantToBattle; } else if (gBattleTypeFlags & BATTLE_TYPE_MULTI) { if (gBattleTypeFlags & BATTLE_TYPE_RECORDED) stringPtr = sText_TwoLinkTrainersWantToBattlePause; else stringPtr = sText_TwoLinkTrainersWantToBattle; } else { if (gTrainerBattleOpponent_A == TRAINER_UNION_ROOM) stringPtr = sText_Trainer1WantsToBattle; else if (gBattleTypeFlags & BATTLE_TYPE_RECORDED) stringPtr = sText_LinkTrainerWantsToBattlePause; else stringPtr = sText_LinkTrainerWantsToBattle; } } else { if (gBattleTypeFlags & BATTLE_TYPE_INGAME_PARTNER) stringPtr = sText_TwoTrainersWantToBattle; else if (gBattleTypeFlags & BATTLE_TYPE_TWO_OPPONENTS) stringPtr = sText_TwoTrainersWantToBattle; else stringPtr = sText_Trainer1WantsToBattle; } } else { if (gBattleTypeFlags & BATTLE_TYPE_LEGENDARY) stringPtr = sText_LegendaryPkmnAppeared; else if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE) // interesting, looks like they had something planned for wild double battles stringPtr = sText_TwoWildPkmnAppeared; else if (gBattleTypeFlags & BATTLE_TYPE_WALLY_TUTORIAL) stringPtr = sText_WildPkmnAppearedPause; else stringPtr = sText_WildPkmnAppeared; } break; case STRINGID_INTROSENDOUT: // poke first send-out if (GetBattlerSide(gActiveBattler) == B_SIDE_PLAYER) { if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE) { if (gBattleTypeFlags & BATTLE_TYPE_INGAME_PARTNER) stringPtr = sText_InGamePartnerSentOutZGoN; else if (gBattleTypeFlags & BATTLE_TYPE_TWO_OPPONENTS) stringPtr = sText_GoTwoPkmn; else if (gBattleTypeFlags & BATTLE_TYPE_MULTI) stringPtr = sText_LinkPartnerSentOutPkmnGoPkmn; else stringPtr = sText_GoTwoPkmn; } else { stringPtr = sText_GoPkmn; } } else { if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE) { if (gBattleTypeFlags & BATTLE_TYPE_TWO_OPPONENTS) stringPtr = sText_TwoTrainersSentPkmn; else if (gBattleTypeFlags & BATTLE_TYPE_TOWER_LINK_MULTI) stringPtr = sText_TwoTrainersSentPkmn; else if (gBattleTypeFlags & BATTLE_TYPE_MULTI) stringPtr = sText_TwoLinkTrainersSentOutPkmn; else if (gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_RECORDED_LINK)) stringPtr = sText_LinkTrainerSentOutTwoPkmn; else stringPtr = sText_Trainer1SentOutTwoPkmn; } else { if (!(gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_RECORDED_LINK))) stringPtr = sText_Trainer1SentOutPkmn; else if (gTrainerBattleOpponent_A == TRAINER_UNION_ROOM) stringPtr = sText_Trainer1SentOutPkmn; else stringPtr = sText_LinkTrainerSentOutPkmn; } } break; case STRINGID_RETURNMON: // sending poke to ball msg if (GetBattlerSide(gActiveBattler) == B_SIDE_PLAYER) { if (*(&gBattleStruct->hpScale) == 0) stringPtr = sText_PkmnThatsEnough; else if (*(&gBattleStruct->hpScale) == 1 || gBattleTypeFlags & BATTLE_TYPE_DOUBLE) stringPtr = sText_PkmnComeBack; else if (*(&gBattleStruct->hpScale) == 2) stringPtr = sText_PkmnOkComeBack; else stringPtr = sText_PkmnGoodComeBack; } else { if (gTrainerBattleOpponent_A == TRAINER_LINK_OPPONENT || gBattleTypeFlags & BATTLE_TYPE_RECORDED_LINK) { if (gBattleTypeFlags & BATTLE_TYPE_MULTI) stringPtr = sText_LinkTrainer2WithdrewPkmn; else stringPtr = sText_LinkTrainer1WithdrewPkmn; } else { stringPtr = sText_Trainer1WithdrewPkmn; } } break; case STRINGID_SWITCHINMON: // switch-in msg if (GetBattlerSide(gBattleScripting.battler) == B_SIDE_PLAYER) { if (*(&gBattleStruct->hpScale) == 0 || gBattleTypeFlags & BATTLE_TYPE_DOUBLE) stringPtr = sText_GoPkmn2; else if (*(&gBattleStruct->hpScale) == 1) stringPtr = sText_DoItPkmn; else if (*(&gBattleStruct->hpScale) == 2) stringPtr = sText_GoForItPkmn; else stringPtr = sText_YourFoesWeakGetEmPkmn; } else { if (gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_RECORDED_LINK)) { if (gBattleTypeFlags & BATTLE_TYPE_TOWER_LINK_MULTI) { if (gBattleScripting.battler == 1) stringPtr = sText_Trainer1SentOutPkmn2; else stringPtr = sText_Trainer2SentOutPkmn; } else { if (gBattleTypeFlags & BATTLE_TYPE_MULTI) stringPtr = sText_LinkTrainerMultiSentOutPkmn; else if (gTrainerBattleOpponent_A == TRAINER_UNION_ROOM) stringPtr = sText_Trainer1SentOutPkmn2; else stringPtr = sText_LinkTrainerSentOutPkmn2; } } else { if (gBattleTypeFlags & BATTLE_TYPE_TWO_OPPONENTS) { if (gBattleScripting.battler == 1) stringPtr = sText_Trainer1SentOutPkmn2; else stringPtr = sText_Trainer2SentOutPkmn; } else { stringPtr = sText_Trainer1SentOutPkmn2; } } } break; case STRINGID_USEDMOVE: // pokemon used a move msg if (gBattleMsgDataPtr->currentMove >= MOVES_COUNT) StringCopy(gBattleTextBuff2, sATypeMove_Table[*(&gBattleStruct->stringMoveType)]); else StringCopy(gBattleTextBuff2, gMoveNames[gBattleMsgDataPtr->currentMove]); stringPtr = sText_AttackerUsedX; break; case STRINGID_BATTLEEND: // battle end if (gBattleTextBuff1[0] & B_OUTCOME_LINK_BATTLE_RAN) { gBattleTextBuff1[0] &= ~(B_OUTCOME_LINK_BATTLE_RAN); if (GetBattlerSide(gActiveBattler) == B_SIDE_OPPONENT && gBattleTextBuff1[0] != B_OUTCOME_DREW) gBattleTextBuff1[0] ^= (B_OUTCOME_LOST | B_OUTCOME_WON); if (gBattleTextBuff1[0] == B_OUTCOME_LOST || gBattleTextBuff1[0] == B_OUTCOME_DREW) stringPtr = sText_GotAwaySafely; else if (gBattleTypeFlags & BATTLE_TYPE_MULTI) stringPtr = sText_TwoWildFled; else stringPtr = sText_WildFled; } else { if (GetBattlerSide(gActiveBattler) == B_SIDE_OPPONENT && gBattleTextBuff1[0] != B_OUTCOME_DREW) gBattleTextBuff1[0] ^= (B_OUTCOME_LOST | B_OUTCOME_WON); if (gBattleTypeFlags & BATTLE_TYPE_MULTI) { switch (gBattleTextBuff1[0]) { case B_OUTCOME_WON: if (gBattleTypeFlags & BATTLE_TYPE_TOWER_LINK_MULTI) stringPtr = sText_TwoInGameTrainersDefeated; else stringPtr = sText_TwoLinkTrainersDefeated; break; case B_OUTCOME_LOST: stringPtr = sText_PlayerLostToTwo; break; case B_OUTCOME_DREW: stringPtr = sText_PlayerBattledToDrawVsTwo; break; } } else if (gTrainerBattleOpponent_A == TRAINER_UNION_ROOM) { switch (gBattleTextBuff1[0]) { case B_OUTCOME_WON: stringPtr = sText_PlayerDefeatedLinkTrainerTrainer1; break; case B_OUTCOME_LOST: stringPtr = sText_PlayerLostAgainstTrainer1; break; case B_OUTCOME_DREW: stringPtr = sText_PlayerBattledToDrawTrainer1; break; } } else { switch (gBattleTextBuff1[0]) { case B_OUTCOME_WON: stringPtr = sText_PlayerDefeatedLinkTrainer; break; case B_OUTCOME_LOST: stringPtr = sText_PlayerLostAgainstLinkTrainer; break; case B_OUTCOME_DREW: stringPtr = sText_PlayerBattledToDrawLinkTrainer; break; } } } break; default: // load a string from the table if (stringID >= BATTLESTRINGS_COUNT + BATTLESTRINGS_ID_ADDER) { gDisplayedStringBattle[0] = EOS; return; } else { stringPtr = gBattleStringsTable[stringID - BATTLESTRINGS_ID_ADDER]; } break; } BattleStringExpandPlaceholdersToDisplayedString(stringPtr); } u32 BattleStringExpandPlaceholdersToDisplayedString(const u8* src) { BattleStringExpandPlaceholders(src, gDisplayedStringBattle); } static const u8* TryGetStatusString(u8 *src) { u32 i; u8 status[8]; u32 chars1, chars2; u8* statusPtr; memcpy(status, sDummyWeirdStatusString, 8); statusPtr = status; for (i = 0; i < 8; i++) { if (*src == EOS) break; // one line required to match -g *statusPtr = *src; src++; statusPtr++; } chars1 = *(u32*)(&status[0]); chars2 = *(u32*)(&status[4]); for (i = 0; i < ARRAY_COUNT(gStatusConditionStringsTable); i++) { if (chars1 == *(u32*)(&gStatusConditionStringsTable[i][0][0]) && chars2 == *(u32*)(&gStatusConditionStringsTable[i][0][4])) return gStatusConditionStringsTable[i][1]; } return NULL; } #define HANDLE_NICKNAME_STRING_CASE(battlerId, monIndex) \ if (GetBattlerSide(battlerId) != B_SIDE_PLAYER) \ { \ if (gBattleTypeFlags & BATTLE_TYPE_TRAINER) \ toCpy = sText_FoePkmnPrefix; \ else \ toCpy = sText_WildPkmnPrefix; \ while (*toCpy != EOS) \ { \ dst[dstID] = *toCpy; \ dstID++; \ toCpy++; \ } \ GetMonData(&gEnemyParty[monIndex], MON_DATA_NICKNAME, text); \ } \ else \ { \ GetMonData(&gPlayerParty[monIndex], MON_DATA_NICKNAME, text); \ } \ StringGet_Nickname(text); \ toCpy = text; u32 BattleStringExpandPlaceholders(const u8 *src, u8 *dst) { u32 dstID = 0; // if they used dstID, why not use srcID as well? const u8 *toCpy = NULL; u8 text[30]; u8 multiplayerId; s32 i; if (gBattleTypeFlags & BATTLE_TYPE_RECORDED_LINK) multiplayerId = gRecordedBattleMultiplayerId; else multiplayerId = GetMultiplayerId(); while (*src != EOS) { if (*src == PLACEHOLDER_BEGIN) { src++; switch (*src) { case B_TXT_BUFF1: if (gBattleTextBuff1[0] == B_BUFF_PLACEHOLDER_BEGIN) { ExpandBattleTextBuffPlaceholders(gBattleTextBuff1, gStringVar1); toCpy = gStringVar1; } else { toCpy = TryGetStatusString(gBattleTextBuff1); if (toCpy == NULL) toCpy = gBattleTextBuff1; } break; case B_TXT_BUFF2: if (gBattleTextBuff2[0] == B_BUFF_PLACEHOLDER_BEGIN) { ExpandBattleTextBuffPlaceholders(gBattleTextBuff2, gStringVar2); toCpy = gStringVar2; } else toCpy = gBattleTextBuff2; break; case B_TXT_BUFF3: if (gBattleTextBuff3[0] == B_BUFF_PLACEHOLDER_BEGIN) { ExpandBattleTextBuffPlaceholders(gBattleTextBuff3, gStringVar3); toCpy = gStringVar3; } else toCpy = gBattleTextBuff3; break; case B_TXT_COPY_VAR_1: toCpy = gStringVar1; break; case B_TXT_COPY_VAR_2: toCpy = gStringVar2; break; case B_TXT_COPY_VAR_3: toCpy = gStringVar3; break; case B_TXT_PLAYER_MON1_NAME: // first player poke name GetMonData(&gPlayerParty[gBattlerPartyIndexes[GetBattlerAtPosition(B_POSITION_PLAYER_LEFT)]], MON_DATA_NICKNAME, text); StringGet_Nickname(text); toCpy = text; break; case B_TXT_OPPONENT_MON1_NAME: // first enemy poke name GetMonData(&gEnemyParty[gBattlerPartyIndexes[GetBattlerAtPosition(B_POSITION_OPPONENT_LEFT)]], MON_DATA_NICKNAME, text); StringGet_Nickname(text); toCpy = text; break; case B_TXT_PLAYER_MON2_NAME: // second player poke name GetMonData(&gPlayerParty[gBattlerPartyIndexes[GetBattlerAtPosition(B_POSITION_PLAYER_RIGHT)]], MON_DATA_NICKNAME, text); StringGet_Nickname(text); toCpy = text; break; case B_TXT_OPPONENT_MON2_NAME: // second enemy poke name GetMonData(&gEnemyParty[gBattlerPartyIndexes[GetBattlerAtPosition(B_POSITION_OPPONENT_RIGHT)]], MON_DATA_NICKNAME, text); StringGet_Nickname(text); toCpy = text; break; case B_TXT_LINK_PLAYER_MON1_NAME: // link first player poke name GetMonData(&gPlayerParty[gBattlerPartyIndexes[gLinkPlayers[multiplayerId].id]], MON_DATA_NICKNAME, text); StringGet_Nickname(text); toCpy = text; break; case B_TXT_LINK_OPPONENT_MON1_NAME: // link first opponent poke name GetMonData(&gEnemyParty[gBattlerPartyIndexes[gLinkPlayers[multiplayerId].id ^ 1]], MON_DATA_NICKNAME, text); StringGet_Nickname(text); toCpy = text; break; case B_TXT_LINK_PLAYER_MON2_NAME: // link second player poke name GetMonData(&gPlayerParty[gBattlerPartyIndexes[gLinkPlayers[multiplayerId].id ^ 2]], MON_DATA_NICKNAME, text); StringGet_Nickname(text); toCpy = text; break; case B_TXT_LINK_OPPONENT_MON2_NAME: // link second opponent poke name GetMonData(&gEnemyParty[gBattlerPartyIndexes[gLinkPlayers[multiplayerId].id ^ 3]], MON_DATA_NICKNAME, text); StringGet_Nickname(text); toCpy = text; break; case B_TXT_ATK_NAME_WITH_PREFIX_MON1: // attacker name with prefix, only battlerId 0/1 HANDLE_NICKNAME_STRING_CASE(gBattlerAttacker, gBattlerPartyIndexes[GetBattlerAtPosition(GET_BATTLER_SIDE(gBattlerAttacker))]) break; case B_TXT_ATK_PARTNER_NAME: // attacker partner name if (GetBattlerSide(gBattlerAttacker) == B_SIDE_PLAYER) GetMonData(&gPlayerParty[gBattlerPartyIndexes[GetBattlerAtPosition(GET_BATTLER_SIDE(gBattlerAttacker)) + 2]], MON_DATA_NICKNAME, text); else GetMonData(&gEnemyParty[gBattlerPartyIndexes[GetBattlerAtPosition(GET_BATTLER_SIDE(gBattlerAttacker)) + 2]], MON_DATA_NICKNAME, text); StringGet_Nickname(text); toCpy = text; break; case B_TXT_ATK_NAME_WITH_PREFIX: // attacker name with prefix HANDLE_NICKNAME_STRING_CASE(gBattlerAttacker, gBattlerPartyIndexes[gBattlerAttacker]) break; case B_TXT_DEF_NAME_WITH_PREFIX: // target name with prefix HANDLE_NICKNAME_STRING_CASE(gBattlerTarget, gBattlerPartyIndexes[gBattlerTarget]) break; case B_TXT_EFF_NAME_WITH_PREFIX: // effect battlerId name with prefix HANDLE_NICKNAME_STRING_CASE(gEffectBattler, gBattlerPartyIndexes[gEffectBattler]) break; case B_TXT_ACTIVE_NAME_WITH_PREFIX: // active battlerId name with prefix HANDLE_NICKNAME_STRING_CASE(gActiveBattler, gBattlerPartyIndexes[gActiveBattler]) break; case B_TXT_SCR_ACTIVE_NAME_WITH_PREFIX: // scripting active battlerId name with prefix HANDLE_NICKNAME_STRING_CASE(gBattleScripting.battler, gBattlerPartyIndexes[gBattleScripting.battler]) break; case B_TXT_CURRENT_MOVE: // current move name if (gBattleMsgDataPtr->currentMove >= MOVES_COUNT) toCpy = sATypeMove_Table[gBattleStruct->stringMoveType]; else toCpy = gMoveNames[gBattleMsgDataPtr->currentMove]; break; case B_TXT_LAST_MOVE: // originally used move name if (gBattleMsgDataPtr->originallyUsedMove >= MOVES_COUNT) toCpy = sATypeMove_Table[gBattleStruct->stringMoveType]; else toCpy = gMoveNames[gBattleMsgDataPtr->originallyUsedMove]; break; case B_TXT_LAST_ITEM: // last used item if (gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_RECORDED_LINK)) { if (gLastUsedItem == ITEM_ENIGMA_BERRY) { if (!(gBattleTypeFlags & BATTLE_TYPE_MULTI)) { if ((gBattleScripting.multiplayerId != 0 && (gPotentialItemEffectBattler & BIT_SIDE)) || (gBattleScripting.multiplayerId == 0 && !(gPotentialItemEffectBattler & BIT_SIDE))) { StringCopy(text, gEnigmaBerries[gPotentialItemEffectBattler].name); StringAppend(text, sText_BerrySuffix); toCpy = text; } else { toCpy = sText_EnigmaBerry; } } else { if (gLinkPlayers[gBattleScripting.multiplayerId].id == gPotentialItemEffectBattler) { StringCopy(text, gEnigmaBerries[gPotentialItemEffectBattler].name); StringAppend(text, sText_BerrySuffix); toCpy = text; } else toCpy = sText_EnigmaBerry; } } else { CopyItemName(gLastUsedItem, text); toCpy = text; } } else { CopyItemName(gLastUsedItem, text); toCpy = text; } break; case B_TXT_LAST_ABILITY: // last used ability toCpy = gAbilityNames[gLastUsedAbility]; break; case B_TXT_ATK_ABILITY: // attacker ability toCpy = gAbilityNames[sBattlerAbilities[gBattlerAttacker]]; break; case B_TXT_DEF_ABILITY: // target ability toCpy = gAbilityNames[sBattlerAbilities[gBattlerTarget]]; break; case B_TXT_SCR_ACTIVE_ABILITY: // scripting active ability toCpy = gAbilityNames[sBattlerAbilities[gBattleScripting.battler]]; break; case B_TXT_EFF_ABILITY: // effect battlerId ability toCpy = gAbilityNames[sBattlerAbilities[gEffectBattler]]; break; case B_TXT_TRAINER1_CLASS: // trainer class name if (gBattleTypeFlags & BATTLE_TYPE_SECRET_BASE) toCpy = gTrainerClassNames[GetSecretBaseTrainerClass()]; else if (gTrainerBattleOpponent_A == TRAINER_UNION_ROOM) toCpy = gTrainerClassNames[GetUnionRoomTrainerClass()]; else if (gTrainerBattleOpponent_A == TRAINER_FRONTIER_BRAIN) toCpy = gTrainerClassNames[GetFrontierBrainTrainerClass()]; else if (gBattleTypeFlags & BATTLE_TYPE_FRONTIER) toCpy = gTrainerClassNames[GetFrontierOpponentClass(gTrainerBattleOpponent_A)]; else if (gBattleTypeFlags & BATTLE_TYPE_TRAINER_HILL) toCpy = gTrainerClassNames[GetTrainerHillOpponentClass(gTrainerBattleOpponent_A)]; else if (gBattleTypeFlags & BATTLE_TYPE_EREADER_TRAINER) toCpy = gTrainerClassNames[GetEreaderTrainerClassId()]; else toCpy = gTrainerClassNames[gTrainers[gTrainerBattleOpponent_A].trainerClass]; break; case B_TXT_TRAINER1_NAME: // trainer1 name if (gBattleTypeFlags & BATTLE_TYPE_SECRET_BASE) { for (i = 0; i < (s32) ARRAY_COUNT(gBattleResources->secretBase->trainerName); i++) text[i] = gBattleResources->secretBase->trainerName[i]; text[i] = EOS; ConvertInternationalString(text, gBattleResources->secretBase->language); toCpy = text; } else if (gTrainerBattleOpponent_A == TRAINER_UNION_ROOM) { toCpy = gLinkPlayers[multiplayerId ^ BIT_SIDE].name; } else if (gTrainerBattleOpponent_A == TRAINER_FRONTIER_BRAIN) { CopyFrontierBrainTrainerName(text); toCpy = text; } else if (gBattleTypeFlags & BATTLE_TYPE_FRONTIER) { GetFrontierTrainerName(text, gTrainerBattleOpponent_A); toCpy = text; } else if (gBattleTypeFlags & BATTLE_TYPE_TRAINER_HILL) { GetTrainerHillTrainerName(text, gTrainerBattleOpponent_A); toCpy = text; } else if (gBattleTypeFlags & BATTLE_TYPE_EREADER_TRAINER) { GetEreaderTrainerName(text); toCpy = text; } else { toCpy = gTrainers[gTrainerBattleOpponent_A].trainerName; } break; case B_TXT_LINK_PLAYER_NAME: // link player name toCpy = gLinkPlayers[multiplayerId].name; break; case B_TXT_LINK_PARTNER_NAME: // link partner name toCpy = gLinkPlayers[GetBattlerMultiplayerId(BATTLE_PARTNER(gLinkPlayers[multiplayerId].id))].name; break; case B_TXT_LINK_OPPONENT1_NAME: // link opponent 1 name toCpy = gLinkPlayers[GetBattlerMultiplayerId(BATTLE_OPPOSITE(gLinkPlayers[multiplayerId].id))].name; break; case B_TXT_LINK_OPPONENT2_NAME: // link opponent 2 name toCpy = gLinkPlayers[GetBattlerMultiplayerId(BATTLE_PARTNER(BATTLE_OPPOSITE(gLinkPlayers[multiplayerId].id)))].name; break; case B_TXT_LINK_SCR_TRAINER_NAME: // link scripting active name toCpy = gLinkPlayers[GetBattlerMultiplayerId(gBattleScripting.battler)].name; break; case B_TXT_PLAYER_NAME: // player name if (gBattleTypeFlags & BATTLE_TYPE_RECORDED) toCpy = gLinkPlayers[0].name; else toCpy = gSaveBlock2Ptr->playerName; break; case B_TXT_TRAINER1_LOSE_TEXT: // trainerA lose text if (gBattleTypeFlags & BATTLE_TYPE_FRONTIER) { CopyFrontierTrainerText(FRONTIER_PLAYER_WON_TEXT, gTrainerBattleOpponent_A); toCpy = gStringVar4; } else if (gBattleTypeFlags & BATTLE_TYPE_TRAINER_HILL) { CopyTrainerHillTrainerText(TRAINER_HILL_TEXT_PLAYER_WON, gTrainerBattleOpponent_A); toCpy = gStringVar4; } else { toCpy = GetTrainerALoseText(); } break; case B_TXT_TRAINER1_WIN_TEXT: // trainerA win text if (gBattleTypeFlags & BATTLE_TYPE_FRONTIER) { CopyFrontierTrainerText(FRONTIER_PLAYER_LOST_TEXT, gTrainerBattleOpponent_A); toCpy = gStringVar4; } else if (gBattleTypeFlags & BATTLE_TYPE_TRAINER_HILL) { CopyTrainerHillTrainerText(TRAINER_HILL_TEXT_PLAYER_LOST, gTrainerBattleOpponent_A); toCpy = gStringVar4; } break; case B_TXT_26: // ? HANDLE_NICKNAME_STRING_CASE(gBattleScripting.battler, *(&gBattleStruct->field_52)) break; case B_TXT_PC_CREATOR_NAME: // lanette pc if (FlagGet(FLAG_SYS_PC_LANETTE)) toCpy = sText_Lanettes; else toCpy = sText_Someones; break; case B_TXT_ATK_PREFIX2: if (GetBattlerSide(gBattlerAttacker) == B_SIDE_PLAYER) toCpy = sText_AllyPkmnPrefix2; else toCpy = sText_FoePkmnPrefix3; break; case B_TXT_DEF_PREFIX2: if (GetBattlerSide(gBattlerTarget) == B_SIDE_PLAYER) toCpy = sText_AllyPkmnPrefix2; else toCpy = sText_FoePkmnPrefix3; break; case B_TXT_ATK_PREFIX1: if (GetBattlerSide(gBattlerAttacker) == B_SIDE_PLAYER) toCpy = sText_AllyPkmnPrefix; else toCpy = sText_FoePkmnPrefix2; break; case B_TXT_DEF_PREFIX1: if (GetBattlerSide(gBattlerTarget) == B_SIDE_PLAYER) toCpy = sText_AllyPkmnPrefix; else toCpy = sText_FoePkmnPrefix2; break; case B_TXT_ATK_PREFIX3: if (GetBattlerSide(gBattlerAttacker) == B_SIDE_PLAYER) toCpy = sText_AllyPkmnPrefix3; else toCpy = sText_FoePkmnPrefix4; break; case B_TXT_DEF_PREFIX3: if (GetBattlerSide(gBattlerTarget) == B_SIDE_PLAYER) toCpy = sText_AllyPkmnPrefix3; else toCpy = sText_FoePkmnPrefix4; break; case B_TXT_TRAINER2_CLASS: if (gBattleTypeFlags & BATTLE_TYPE_FRONTIER) toCpy = gTrainerClassNames[GetFrontierOpponentClass(gTrainerBattleOpponent_B)]; else if (gBattleTypeFlags & BATTLE_TYPE_TRAINER_HILL) toCpy = gTrainerClassNames[GetTrainerHillOpponentClass(gTrainerBattleOpponent_B)]; else toCpy = gTrainerClassNames[gTrainers[gTrainerBattleOpponent_B].trainerClass]; break; case B_TXT_TRAINER2_NAME: if (gBattleTypeFlags & BATTLE_TYPE_FRONTIER) { GetFrontierTrainerName(text, gTrainerBattleOpponent_B); toCpy = text; } else if (gBattleTypeFlags & BATTLE_TYPE_TRAINER_HILL) { GetTrainerHillTrainerName(text, gTrainerBattleOpponent_B); toCpy = text; } else { toCpy = gTrainers[gTrainerBattleOpponent_B].trainerName; } break; case B_TXT_TRAINER2_LOSE_TEXT: if (gBattleTypeFlags & BATTLE_TYPE_FRONTIER) { CopyFrontierTrainerText(FRONTIER_PLAYER_WON_TEXT, gTrainerBattleOpponent_B); toCpy = gStringVar4; } else if (gBattleTypeFlags & BATTLE_TYPE_TRAINER_HILL) { CopyTrainerHillTrainerText(TRAINER_HILL_TEXT_PLAYER_WON, gTrainerBattleOpponent_B); toCpy = gStringVar4; } else { toCpy = GetTrainerBLoseText(); } break; case B_TXT_TRAINER2_WIN_TEXT: if (gBattleTypeFlags & BATTLE_TYPE_FRONTIER) { CopyFrontierTrainerText(FRONTIER_PLAYER_LOST_TEXT, gTrainerBattleOpponent_B); toCpy = gStringVar4; } else if (gBattleTypeFlags & BATTLE_TYPE_TRAINER_HILL) { CopyTrainerHillTrainerText(TRAINER_HILL_TEXT_PLAYER_LOST, gTrainerBattleOpponent_B); toCpy = gStringVar4; } break; case B_TXT_PARTNER_CLASS: toCpy = gTrainerClassNames[GetFrontierOpponentClass(gPartnerTrainerId)]; break; case B_TXT_PARTNER_NAME: GetFrontierTrainerName(text, gPartnerTrainerId); toCpy = text; break; } // missing if (toCpy != NULL) check while (*toCpy != EOS) { dst[dstID] = *toCpy; dstID++; toCpy++; } if (*src == B_TXT_TRAINER1_LOSE_TEXT || *src == B_TXT_TRAINER2_LOSE_TEXT || *src == B_TXT_TRAINER1_WIN_TEXT || *src == B_TXT_TRAINER2_WIN_TEXT) { dst[dstID] = EXT_CTRL_CODE_BEGIN; dstID++; dst[dstID] = EXT_CTRL_CODE_PAUSE_UNTIL_PRESS; dstID++; } } else { dst[dstID] = *src; dstID++; } src++; } dst[dstID] = *src; dstID++; return dstID; } static void ExpandBattleTextBuffPlaceholders(const u8 *src, u8 *dst) { u32 srcID = 1; u32 value = 0; u8 text[12]; u16 hword; *dst = EOS; while (src[srcID] != B_BUFF_EOS) { switch (src[srcID]) { case B_BUFF_STRING: // battle string hword = T1_READ_16(&src[srcID + 1]); StringAppend(dst, gBattleStringsTable[hword - BATTLESTRINGS_ID_ADDER]); srcID += 3; break; case B_BUFF_NUMBER: // int to string switch (src[srcID + 1]) { case 1: value = src[srcID + 3]; break; case 2: value = T1_READ_16(&src[srcID + 3]); break; case 4: value = T1_READ_32(&src[srcID + 3]); break; } ConvertIntToDecimalStringN(dst, value, STR_CONV_MODE_LEFT_ALIGN, src[srcID + 2]); srcID += src[srcID + 1] + 3; break; case B_BUFF_MOVE: // move name StringAppend(dst, gMoveNames[T1_READ_16(&src[srcID + 1])]); srcID += 3; break; case B_BUFF_TYPE: // type name StringAppend(dst, gTypeNames[src[srcID + 1]]); srcID += 2; break; case B_BUFF_MON_NICK_WITH_PREFIX: // poke nick with prefix if (GetBattlerSide(src[srcID + 1]) == B_SIDE_PLAYER) { GetMonData(&gPlayerParty[src[srcID + 2]], MON_DATA_NICKNAME, text); } else { if (gBattleTypeFlags & BATTLE_TYPE_TRAINER) StringAppend(dst, sText_FoePkmnPrefix); else StringAppend(dst, sText_WildPkmnPrefix); GetMonData(&gEnemyParty[src[srcID + 2]], MON_DATA_NICKNAME, text); } StringGet_Nickname(text); StringAppend(dst, text); srcID += 3; break; case B_BUFF_STAT: // stats StringAppend(dst, gStatNamesTable[src[srcID + 1]]); srcID += 2; break; case B_BUFF_SPECIES: // species name GetSpeciesName(dst, T1_READ_16(&src[srcID + 1])); srcID += 3; break; case B_BUFF_MON_NICK: // poke nick without prefix if (GetBattlerSide(src[srcID + 1]) == B_SIDE_PLAYER) GetMonData(&gPlayerParty[src[srcID + 2]], MON_DATA_NICKNAME, dst); else GetMonData(&gEnemyParty[src[srcID + 2]], MON_DATA_NICKNAME, dst); StringGet_Nickname(dst); srcID += 3; break; case B_BUFF_NEGATIVE_FLAVOR: // flavor table StringAppend(dst, gPokeblockWasTooXStringTable[src[srcID + 1]]); srcID += 2; break; case B_BUFF_ABILITY: // ability names StringAppend(dst, gAbilityNames[src[srcID + 1]]); srcID += 2; break; case B_BUFF_ITEM: // item name hword = T1_READ_16(&src[srcID + 1]); if (gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_RECORDED_LINK)) { if (hword == ITEM_ENIGMA_BERRY) { if (gLinkPlayers[gBattleScripting.multiplayerId].id == gPotentialItemEffectBattler) { StringCopy(dst, gEnigmaBerries[gPotentialItemEffectBattler].name); StringAppend(dst, sText_BerrySuffix); } else { StringAppend(dst, sText_EnigmaBerry); } } else { CopyItemName(hword, dst); } } else { CopyItemName(hword, dst); } srcID += 3; break; } } } void BattlePutTextOnWindow(const u8 *text, u8 windowId) { const struct BattleWindowText *textInfo = sBattleTextOnWindowsInfo[gBattleScripting.windowsType]; bool32 copyToVram; struct TextPrinterTemplate printerTemplate; u8 speed; if (windowId & B_WIN_COPYTOVRAM) { windowId &= ~B_WIN_COPYTOVRAM; copyToVram = FALSE; } else { FillWindowPixelBuffer(windowId, textInfo[windowId].fillValue); copyToVram = TRUE; } printerTemplate.currentChar = text; printerTemplate.windowId = windowId; printerTemplate.fontId = textInfo[windowId].fontId; printerTemplate.x = textInfo[windowId].x; printerTemplate.y = textInfo[windowId].y; printerTemplate.currentX = printerTemplate.x; printerTemplate.currentY = printerTemplate.y; printerTemplate.letterSpacing = textInfo[windowId].letterSpacing; printerTemplate.lineSpacing = textInfo[windowId].lineSpacing; printerTemplate.unk = 0; printerTemplate.fgColor = textInfo[windowId].fgColor; printerTemplate.bgColor = textInfo[windowId].bgColor; printerTemplate.shadowColor = textInfo[windowId].shadowColor; if (printerTemplate.x == 0xFF) { u32 width = GetBattleWindowTemplatePixelWidth(gBattleScripting.windowsType, windowId); s32 alignX = GetStringCenterAlignXOffsetWithLetterSpacing(printerTemplate.fontId, printerTemplate.currentChar, width, printerTemplate.letterSpacing); printerTemplate.x = printerTemplate.currentX = alignX; } if (windowId == ARENA_WIN_JUDGEMENT_TEXT) gTextFlags.useAlternateDownArrow = FALSE; else gTextFlags.useAlternateDownArrow = TRUE; if (gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_RECORDED)) gTextFlags.autoScroll = TRUE; else gTextFlags.autoScroll = FALSE; if (windowId == B_WIN_MSG || windowId == ARENA_WIN_JUDGEMENT_TEXT) { if (gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_RECORDED_LINK)) speed = 1; else if (gBattleTypeFlags & BATTLE_TYPE_RECORDED) speed = sRecordedBattleTextSpeeds[GetTextSpeedInRecordedBattle()]; else speed = GetPlayerTextSpeedDelay(); gTextFlags.canABSpeedUpPrint = 1; } else { speed = textInfo[windowId].speed; gTextFlags.canABSpeedUpPrint = 0; } AddTextPrinter(&printerTemplate, speed, NULL); if (copyToVram) { PutWindowTilemap(windowId); CopyWindowToVram(windowId, COPYWIN_FULL); } } void SetPpNumbersPaletteInMoveSelection(void) { struct ChooseMoveStruct *chooseMoveStruct = (struct ChooseMoveStruct*)(&gBattleBufferA[gActiveBattler][4]); const u16 *palPtr = gPPTextPalette; u8 var = GetCurrentPpToMaxPpState(chooseMoveStruct->currentPp[gMoveSelectionCursor[gActiveBattler]], chooseMoveStruct->maxPp[gMoveSelectionCursor[gActiveBattler]]); gPlttBufferUnfaded[92] = palPtr[(var * 2) + 0]; gPlttBufferUnfaded[91] = palPtr[(var * 2) + 1]; CpuCopy16(&gPlttBufferUnfaded[92], &gPlttBufferFaded[92], sizeof(u16)); CpuCopy16(&gPlttBufferUnfaded[91], &gPlttBufferFaded[91], sizeof(u16)); } u8 GetCurrentPpToMaxPpState(u8 currentPp, u8 maxPp) { if (maxPp == currentPp) { return 3; } else if (maxPp <= 2) { if (currentPp > 1) return 3; else return 2 - currentPp; } else if (maxPp <= 7) { if (currentPp > 2) return 3; else return 2 - currentPp; } else { if (currentPp == 0) return 2; if (currentPp <= maxPp / 4) return 1; if (currentPp > maxPp / 2) return 3; } return 0; }