pokeemerald/src/battle_message.c

2520 lines
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C
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#include "global.h"
#include "battle.h"
#include "battle_message.h"
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#include "constants/battle_string_ids.h"
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#include "constants/moves.h"
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#include "text.h"
#include "string_util.h"
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#include "constants/items.h"
#include "event_data.h"
#include "link.h"
#include "item.h"
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#include "window.h"
#include "palette.h"
#include "battle_controllers.h"
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#include "battle_setup.h"
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#include "menu.h"
#include "recorded_battle.h"
#include "international_string_util.h"
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extern u8 gBattlerAbilities[MAX_BATTLERS_COUNT];
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extern u8 gUnknown_0203C7B4;
extern struct StringInfoBattle *gStringInfo;
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extern const u8 gMoveNames[LAST_MOVE_INDEX + 1][13];
extern const u8 gTrainerClassNames[][13];
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extern const u16 gUnknown_08D85620[];
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// strings
extern const u8 gText_PkmnBoxSomeonesPCFull[];
extern const u8 gText_PkmnBoxLanettesPCFull[];
extern const u8 gText_PkmnTransferredSomeonesPC[];
extern const u8 gText_PkmnTransferredLanettesPC[];
extern u16 sub_8068BB0(void); // pokemon_1
extern u8 sub_81A4D00(void); // battle_frontier_2
extern u8 GetFrontierOpponentClass(u16 trainerId); // battle_tower
extern u8 sub_81D5530(u16 trainerId); // pokenav
extern u8 GetEreaderTrainerClassId(void); // battle_tower
extern void sub_81A4D50(u8 *txtPtr); // battle_frontier_2
extern void sub_81D5554(u8 *txtPtr, u16 trainerId); // pokenav
extern void GetEreaderTrainerName(u8 *txtPtr);
extern void sub_81A36D0(u8 arg0, u16 trainerId); // battle_frontier_2
extern void sub_81D572C(u8 arg0, u16 trainerId); // pokenav
extern void GetFrontierTrainerName(u8 *dst, u16 trainerId);
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// this file's functions
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static void sub_814F8F8(u8 *textPtr);
static void sub_814F950(u8 *dst);
static void ExpandBattleTextBuffPlaceholders(const u8 *src, u8 *dst);
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// ewram variables
EWRAM_DATA u8 gDisplayedStringBattle[300] = {0};
EWRAM_DATA u8 gBattleTextBuff1[TEXT_BUFF_ARRAY_COUNT] = {0};
EWRAM_DATA u8 gBattleTextBuff2[TEXT_BUFF_ARRAY_COUNT] = {0};
EWRAM_DATA u8 gBattleTextBuff3[TEXT_BUFF_ARRAY_COUNT] = {0};
// const rom data
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// todo: make some of those names less vague: attacker/target vs pkmn, etc.
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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}!{UNKNOWN_A}\p");
static const u8 sText_PkmnLearnedMove[] = _("{B_BUFF1} learned\n{B_BUFF2}!{UNKNOWN_A}\p");
static const u8 sText_TryToLearnMove1[] = _("{B_BUFF1} is trying to\nlearn {B_BUFF2}.\p");
static const u8 sText_TryToLearnMove2[] = _("But, {B_BUFF1} cant 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 doesnt 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[] = _("Cant escape!\p");
static const u8 sText_AttackerCantEscape[] = _("{B_ATK_NAME_WITH_PREFIX} cant 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}\nwasnt 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 cant 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}\nwont go higher!");
static const u8 sText_StatsWontDecrease[] = _("{B_DEF_NAME_WITH_PREFIX}s {B_BUFF1}\nwont go lower!");
static const u8 sText_TeamStoppedWorking[] = _("Your teams {B_BUFF1}\nstopped working!");
static const u8 sText_FoeStoppedWorking[] = _("The foes {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!");
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const u8 gText_PkmnShroudedInMist[] = _("{B_ATK_PREFIX2} became\nshrouded in MIST!");
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static const u8 sText_PkmnProtectedByMist[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} is protected\nby MIST!");
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const u8 gText_PkmnGettingPumped[] = _("{B_ATK_NAME_WITH_PREFIX} is getting\npumped!");
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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} cant\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} cant\nSTOCKPILE any more!");
static const u8 sText_PkmnCantSleepInUproar2[] = _("But {B_DEF_NAME_WITH_PREFIX} cant\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_PkmnPickedUpItem[] = _("{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} cant\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 opponents 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\nopponents 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[] = _("Electricitys power was\nweakened!");
static const u8 sText_FireWeakened[] = _("Fires 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 cant 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 couldnt 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} cant use the same\nmove in a row due to the TORMENT!\p");
static const u8 sText_PkmnCantUseMoveTaunt[] = _("{B_ACTIVE_NAME_WITH_PREFIX} cant use\n{B_CURRENT_MOVE} after the TAUNT!\p");
static const u8 sText_PkmnCantUseMoveSealed[] = _("{B_ACTIVE_NAME_WITH_PREFIX} cant 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 suns 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!");
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const u8 gText_PkmnsXPreventsSwitching[] = _("{B_BUFF1}s {B_LAST_ABILITY}\nprevents switching!\p");
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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 ");
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const u8 gText_StatRose[] = _("rose!");
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static const u8 sText_StatHarshly[] = _("harshly ");
static const u8 sText_StatFell[] = _("fell!");
static const u8 sText_PkmnsStatChanged[] = _("{B_ATK_NAME_WITH_PREFIX}s {B_BUFF1}\n{B_BUFF2}");
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const u8 gText_PkmnsStatChanged2[] = _("{B_DEF_NAME_WITH_PREFIX}s {B_BUFF1}\n{B_BUFF2}");
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static const u8 sText_UsingXTheYOfZN[] = _("Using {B_LAST_ITEM}, the {B_BUFF1}\nof {B_SCR_ACTIVE_NAME_WITH_PREFIX} {B_BUFF2}");
static const u8 sText_PkmnsStatChanged3[] = _("{B_ATK_NAME_WITH_PREFIX}s {B_BUFF1}\n{B_BUFF2}");
static const u8 sText_PkmnsStatChanged4[] = _("{B_DEF_NAME_WITH_PREFIX}s {B_BUFF1}\n{B_BUFF2}");
static const u8 sText_StatsWontIncrease2[] = _("{B_ATK_NAME_WITH_PREFIX}s stats wont\ngo any higher!");
static const u8 sText_StatsWontDecrease2[] = _("{B_DEF_NAME_WITH_PREFIX}s stats wont\ngo any lower!");
static const u8 sText_CriticalHit[] = _("A critical hit!");
static const u8 sText_OneHitKO[] = _("Its 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 0x0038}Poof!\p");
static const u8 sText_AndEllipsis[] = _("And…\p");
static const u8 sText_HMMovesCantBeForgotten[] = _("HM moves cant be\nforgotten now.\p");
static const u8 sText_NotVeryEffective[] = _("Its not very effective…");
static const u8 sText_SuperEffective[] = _("Its super effective!");
static const u8 sText_GotAwaySafely[] = _("{PLAY_SE 0x0011}Got away safely!\p");
static const u8 sText_PkmnFledUsingIts[] = _("{PLAY_SE 0x0011}{B_ATK_NAME_WITH_PREFIX} fled\nusing its {B_LAST_ITEM}!\p");
static const u8 sText_PkmnFledUsing[] = _("{PLAY_SE 0x0011}{B_ATK_NAME_WITH_PREFIX} fled\nusing {B_ATK_ABILITY}!\p");
static const u8 sText_WildPkmnFled[] = _("{PLAY_SE 0x0011}Wild {B_BUFF1} fled!");
static const u8 sText_PlayerDefeatedLinkTrainer[] = _("Player defeated\n{B_20}!");
static const u8 sText_TwoLinkTrainersDefeated[] = _("Player beat {B_20}\nand {B_21}!");
static const u8 sText_PlayerLostAgainstLinkTrainer[] = _("Player lost against\n{B_20}!");
static const u8 sText_PlayerLostToTwo[] = _("Player lost to {B_20}\nand {B_21}!");
static const u8 sText_PlayerBattledToDrawLinkTrainer[] = _("Player battled to a draw against\n{B_20}!");
static const u8 sText_PlayerBattledToDrawVsTwo[] = _("Player battled to a draw against\n{B_20} and {B_21}!");
static const u8 sText_WildFled[] = _("{PLAY_SE 0x0011}{B_20} fled!");
static const u8 sText_TwoWildFled[] = _("{PLAY_SE 0x0011}{B_20} and\n{B_21} fled!");
static const u8 sText_NoRunningFromTrainers[] = _("No! Theres no running\nfrom a TRAINER battle!\p");
static const u8 sText_CantEscape[] = _("Cant escape!\p");
static const u8 sText_DontLeaveBirch[] = _("PROF. BIRCH: Dont 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!");
static const u8 sText_RainContinues[] = _("Rain continues to fall.");
static const u8 sText_DownpourContinues[] = _("The downpour continues.");
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[] = _("Theres 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} wont\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} cant 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 0x0049}ANNOUNCER: Youre 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_WildPkmnAppeared2[] = _("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_20}\nwants to battle!");
static const u8 sText_TwoLinkTrainersWantToBattle[] = _("{B_20} and {B_21}\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_20} sent out\n{B_OPPONENT_MON1_NAME}!");
static const u8 sText_LinkTrainerSentOutTwoPkmn[] = _("{B_20} sent out\n{B_OPPONENT_MON1_NAME} and {B_OPPONENT_MON2_NAME}!");
static const u8 sText_TwoLinkTrainersSentOutPkmn[] = _("{B_20} sent out {B_LINK_OPPONENT_MON1_NAME}!\n{B_21} sent out {B_LINK_OPPONENT_MON2_NAME}!");
static const u8 sText_LinkTrainerSentOutPkmn2[] = _("{B_20} sent out\n{B_BUFF1}!");
static const u8 sText_LinkTrainerMultiSentOutPkmn[] = _("{B_22} 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 foes weak!\nGet em, {B_BUFF1}!");
static const u8 sText_LinkPartnerSentOutPkmnGoPkmn[] = _("{B_1F} sent out {B_LINK_PLAYER_MON2_NAME}!\nGo! {B_LINK_PLAYER_MON1_NAME}!");
static const u8 sText_PkmnThatsEnough[] = _("{B_BUFF1}, thats 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_20} withdrew\n{B_BUFF1}!");
static const u8 sText_LinkTrainer2WithdrewPkmn[] = _("{B_22} 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");
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const u8 * const gStatNamesTable[] =
{
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sText_HP2, sText_Attack2, sText_Defense2,
sText_Speed, sText_SpAtk2, sText_SpDef2,
sText_Accuracy, sText_Evasiveness
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};
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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!");
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const u8 * const gPokeblockWasTooXStringTable[] =
{
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sText_PokeblockWasTooSpicy, sText_PokeblockWasTooDry,
sText_PokeblockWasTooSweet, sText_PokeblockWasTooBitter,
sText_PokeblockWasTooSour
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};
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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[] = _("Dont be a thief!");
static const u8 sText_ItDodgedBall[] = _("It dodged the thrown BALL!\nThis POKéMON cant 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!{UNKNOWN_A}{PLAY_BGM MUS_KACHI22}\p");
static const u8 sText_GotchaPkmnCaught2[] = _("Gotcha!\n{B_OPPONENT_MON1_NAME} was caught!{UNKNOWN_A}{PLAY_BGM MUS_KACHI22}{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[] = _("someones");
static const u8 sText_Lanettes[] = _("LANETTEs");
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 cant 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}!");
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const u8 gText_EmptyString3[] = _("");
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static const u8 sText_YouThrowABallNowRight[] = _("You throw a BALL now, right?\nI… Ill do my best!");
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// early declaration of strings
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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[];
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const u8 * const gBattleStringsTable[BATTLESTRINGS_COUNT] =
{
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sText_Trainer1LoseText,
sText_PkmnGainedEXP,
sText_PkmnGrewToLv,
sText_PkmnLearnedMove,
sText_TryToLearnMove1,
sText_TryToLearnMove2,
sText_TryToLearnMove3,
sText_PkmnForgotMove,
sText_StopLearningMove,
sText_DidNotLearnMove,
sText_PkmnLearnedMove2,
sText_AttackMissed,
sText_PkmnProtectedItself,
sText_StatsWontIncrease2,
sText_AvoidedDamage,
sText_ItDoesntAffect,
sText_AttackerFainted,
sText_TargetFainted,
sText_PlayerGotMoney,
sText_PlayerWhiteout,
sText_PlayerWhiteout2,
sText_PreventsEscape,
sText_HitXTimes,
sText_PkmnFellAsleep,
sText_PkmnMadeSleep,
sText_PkmnAlreadyAsleep,
sText_PkmnAlreadyAsleep2,
sText_PkmnWasntAffected,
sText_PkmnWasPoisoned,
sText_PkmnPoisonedBy,
sText_PkmnHurtByPoison,
sText_PkmnAlreadyPoisoned,
sText_PkmnBadlyPoisoned,
sText_PkmnEnergyDrained,
sText_PkmnWasBurned,
sText_PkmnBurnedBy,
sText_PkmnHurtByBurn,
sText_PkmnWasFrozen,
sText_PkmnFrozenBy,
sText_PkmnIsFrozen,
sText_PkmnWasDefrosted,
sText_PkmnWasDefrosted2,
sText_PkmnWasDefrostedBy,
sText_PkmnWasParalyzed,
sText_PkmnWasParalyzedBy,
sText_PkmnIsParalyzed,
sText_PkmnIsAlreadyParalyzed,
sText_PkmnHealedParalysis,
sText_PkmnDreamEaten,
sText_StatsWontIncrease,
sText_StatsWontDecrease,
sText_TeamStoppedWorking,
sText_FoeStoppedWorking,
sText_PkmnIsConfused,
sText_PkmnHealedConfusion,
sText_PkmnWasConfused,
sText_PkmnAlreadyConfused,
sText_PkmnFellInLove,
sText_PkmnInLove,
sText_PkmnImmobilizedByLove,
sText_PkmnBlownAway,
sText_PkmnChangedType,
sText_PkmnFlinched,
sText_PkmnRegainedHealth,
sText_PkmnHPFull,
sText_PkmnRaisedSpDef,
sText_PkmnRaisedDef,
sText_PkmnCoveredByVeil,
sText_PkmnUsedSafeguard,
sText_PkmnSafeguardExpired,
sText_PkmnWentToSleep,
sText_PkmnSleptHealthy,
sText_PkmnWhippedWhirlwind,
sText_PkmnTookSunlight,
sText_PkmnLoweredHead,
sText_PkmnIsGlowing,
sText_PkmnFlewHigh,
sText_PkmnDugHole,
sText_PkmnSqueezedByBind,
sText_PkmnTrappedInVortex,
sText_PkmnWrappedBy,
sText_PkmnClamped,
sText_PkmnHurtBy,
sText_PkmnFreedFrom,
sText_PkmnCrashed,
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gText_PkmnShroudedInMist,
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sText_PkmnProtectedByMist,
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gText_PkmnGettingPumped,
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sText_PkmnHitWithRecoil,
sText_PkmnProtectedItself2,
sText_PkmnBuffetedBySandstorm,
sText_PkmnPeltedByHail,
sText_PkmnSeeded,
sText_PkmnEvadedAttack,
sText_PkmnSappedByLeechSeed,
sText_PkmnFastAsleep,
sText_PkmnWokeUp,
sText_PkmnUproarKeptAwake,
sText_PkmnWokeUpInUproar,
sText_PkmnCausedUproar,
sText_PkmnMakingUproar,
sText_PkmnCalmedDown,
sText_PkmnCantSleepInUproar,
sText_PkmnStockpiled,
sText_PkmnCantStockpile,
sText_PkmnCantSleepInUproar2,
sText_UproarKeptPkmnAwake,
sText_PkmnStayedAwakeUsing,
sText_PkmnStoringEnergy,
sText_PkmnUnleashedEnergy,
sText_PkmnFatigueConfusion,
sText_PkmnPickedUpItem,
sText_PkmnUnaffected,
sText_PkmnTransformedInto,
sText_PkmnMadeSubstitute,
sText_PkmnHasSubstitute,
sText_SubstituteDamaged,
sText_PkmnSubstituteFaded,
sText_PkmnMustRecharge,
sText_PkmnRageBuilding,
sText_PkmnMoveWasDisabled,
sText_PkmnMoveIsDisabled,
sText_PkmnMoveDisabledNoMore,
sText_PkmnGotEncore,
sText_PkmnEncoreEnded,
sText_PkmnTookAim,
sText_PkmnSketchedMove,
sText_PkmnTryingToTakeFoe,
sText_PkmnTookFoe,
sText_PkmnReducedPP,
sText_PkmnStoleItem,
sText_TargetCantEscapeNow,
sText_PkmnFellIntoNightmare,
sText_PkmnLockedInNightmare,
sText_PkmnLaidCurse,
sText_PkmnAfflictedByCurse,
sText_SpikesScattered,
sText_PkmnHurtBySpikes,
sText_PkmnIdentified,
sText_PkmnPerishCountFell,
sText_PkmnBracedItself,
sText_PkmnEnduredHit,
sText_MagnitudeStrength,
sText_PkmnCutHPMaxedAttack,
sText_PkmnCopiedStatChanges,
sText_PkmnGotFree,
sText_PkmnShedLeechSeed,
sText_PkmnBlewAwaySpikes,
sText_PkmnFledFromBattle,
sText_PkmnForesawAttack,
sText_PkmnTookAttack,
sText_PkmnAttack,
sText_PkmnCenterAttention,
sText_PkmnChargingPower,
sText_NaturePowerTurnedInto,
sText_PkmnStatusNormal,
sText_PkmnHasNoMovesLeft,
sText_PkmnSubjectedToTorment,
sText_PkmnCantUseMoveTorment,
sText_PkmnTighteningFocus,
sText_PkmnFellForTaunt,
sText_PkmnCantUseMoveTaunt,
sText_PkmnReadyToHelp,
sText_PkmnSwitchedItems,
sText_PkmnCopiedFoe,
sText_PkmnMadeWish,
sText_PkmnWishCameTrue,
sText_PkmnPlantedRoots,
sText_PkmnAbsorbedNutrients,
sText_PkmnAnchoredItself,
sText_PkmnWasMadeDrowsy,
sText_PkmnKnockedOff,
sText_PkmnSwappedAbilities,
sText_PkmnSealedOpponentMove,
sText_PkmnCantUseMoveSealed,
sText_PkmnWantsGrudge,
sText_PkmnLostPPGrudge,
sText_PkmnShroudedItself,
sText_PkmnMoveBounced,
sText_PkmnWaitsForTarget,
sText_PkmnSnatchedMove,
sText_PkmnMadeItRain,
sText_PkmnRaisedSpeed,
sText_PkmnProtectedBy,
sText_PkmnPreventsUsage,
sText_PkmnRestoredHPUsing,
sText_PkmnChangedTypeWith,
sText_PkmnPreventsParalysisWith,
sText_PkmnPreventsRomanceWith,
sText_PkmnPreventsPoisoningWith,
sText_PkmnPreventsConfusionWith,
sText_PkmnRaisedFirePowerWith,
sText_PkmnAnchorsItselfWith,
sText_PkmnCutsAttackWith,
sText_PkmnPreventsStatLossWith,
sText_PkmnHurtsWith,
sText_PkmnTraced,
sText_StatSharply,
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gText_StatRose,
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sText_StatHarshly,
sText_StatFell,
sText_PkmnsStatChanged,
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gText_PkmnsStatChanged2,
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sText_PkmnsStatChanged3,
sText_PkmnsStatChanged4,
sText_CriticalHit,
sText_OneHitKO,
sText_123Poof,
sText_AndEllipsis,
sText_NotVeryEffective,
sText_SuperEffective,
sText_GotAwaySafely,
sText_WildPkmnFled,
sText_NoRunningFromTrainers,
sText_CantEscape,
sText_DontLeaveBirch,
sText_ButNothingHappened,
sText_ButItFailed,
sText_ItHurtConfusion,
sText_MirrorMoveFailed,
sText_StartedToRain,
sText_DownpourStarted,
sText_RainContinues,
sText_DownpourContinues,
sText_RainStopped,
sText_SandstormBrewed,
sText_SandstormRages,
sText_SandstormSubsided,
sText_SunlightGotBright,
sText_SunlightStrong,
sText_SunlightFaded,
sText_StartedHail,
sText_HailContinues,
sText_HailStopped,
sText_FailedToSpitUp,
sText_FailedToSwallow,
sText_WindBecameHeatWave,
sText_StatChangesGone,
sText_CoinsScattered,
sText_TooWeakForSubstitute,
sText_SharedPain,
sText_BellChimed,
sText_FaintInThree,
sText_NoPPLeft,
sText_ButNoPPLeft,
sText_PlayerUsedItem,
sText_WallyUsedItem,
sText_TrainerBlockedBall,
sText_DontBeAThief,
sText_ItDodgedBall,
sText_YouMissedPkmn,
sText_PkmnBrokeFree,
sText_ItAppearedCaught,
sText_AarghAlmostHadIt,
sText_ShootSoClose,
sText_GotchaPkmnCaught,
sText_GotchaPkmnCaught2,
sText_GiveNicknameCaptured,
sText_PkmnSentToPC,
sText_PkmnDataAddedToDex,
sText_ItIsRaining,
sText_SandstormIsRaging,
sText_CantEscape2,
sText_PkmnIgnoresAsleep,
sText_PkmnIgnoredOrders,
sText_PkmnBeganToNap,
sText_PkmnLoafing,
sText_PkmnWontObey,
sText_PkmnTurnedAway,
sText_PkmnPretendNotNotice,
sText_EnemyAboutToSwitchPkmn,
sText_CreptCloser,
sText_CantGetCloser,
sText_PkmnWatchingCarefully,
sText_PkmnCuriousAboutX,
sText_PkmnEnthralledByX,
sText_PkmnIgnoredX,
sText_ThrewPokeblockAtPkmn,
sText_OutOfSafariBalls,
sText_PkmnsItemCuredParalysis,
sText_PkmnsItemCuredPoison,
sText_PkmnsItemHealedBurn,
sText_PkmnsItemDefrostedIt,
sText_PkmnsItemWokeIt,
sText_PkmnsItemSnappedOut,
sText_PkmnsItemCuredProblem,
sText_PkmnsItemRestoredHealth,
sText_PkmnsItemRestoredPP,
sText_PkmnsItemRestoredStatus,
sText_PkmnsItemRestoredHPALittle,
sText_ItemAllowsOnlyYMove,
sText_PkmnHungOnWithX,
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gText_EmptyString3,
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sText_PkmnsXPreventsBurns,
sText_PkmnsXBlocksY,
sText_PkmnsXRestoredHPALittle2,
sText_PkmnsXWhippedUpSandstorm,
sText_PkmnsXPreventsYLoss,
sText_PkmnsXInfatuatedY,
sText_PkmnsXMadeYIneffective,
sText_PkmnsXCuredYProblem,
sText_ItSuckedLiquidOoze,
sText_PkmnTransformed,
sText_ElectricityWeakened,
sText_FireWeakened,
sText_PkmnHidUnderwater,
sText_PkmnSprangUp,
sText_HMMovesCantBeForgotten,
sText_XFoundOneY,
sText_PlayerDefeatedLinkTrainerTrainer1,
sText_SoothingAroma,
sText_ItemsCantBeUsedNow,
sText_ForXCommaYZ,
sText_UsingXTheYOfZN,
sText_PkmnUsedXToGetPumped,
sText_PkmnsXMadeYUseless,
sText_PkmnTrappedBySandTomb,
sText_EmptyString4,
sText_ABoosted,
sText_PkmnsXIntensifiedSun,
sText_PkmnMakesGroundMiss,
sText_YouThrowABallNowRight,
sText_PkmnsXTookAttack,
sText_PkmnChoseXAsDestiny,
sText_PkmnLostFocus,
sText_UseNextPkmn,
sText_PkmnFledUsingIts,
sText_PkmnFledUsing,
sText_PkmnWasDraggedOut,
sText_PreventedFromWorking,
sText_PkmnsItemNormalizedStatus,
sText_Trainer1UsedItem,
sText_BoxIsFull,
sText_PkmnAvoidedAttack,
sText_PkmnsXMadeItIneffective,
sText_PkmnsXPreventsFlinching,
sText_PkmnAlreadyHasBurn,
sText_StatsWontDecrease2,
sText_PkmnsXBlocksY2,
sText_PkmnsXWoreOff,
sText_PkmnRaisedDefALittle,
sText_PkmnRaisedSpDefALittle,
sText_TheWallShattered,
sText_PkmnsXPreventsYsZ,
sText_PkmnsXCuredItsYProblem,
sText_AttackerCantEscape,
sText_PkmnObtainedX,
sText_PkmnObtainedX2,
sText_PkmnObtainedXYObtainedZ,
sText_ButNoEffect,
sText_PkmnsXHadNoEffectOnY,
sText_TwoInGameTrainersDefeated,
sText_Trainer2LoseText,
sText_PkmnIncapableOfPower,
sText_GlintAppearsInEye,
sText_PkmnGettingIntoPosition,
sText_PkmnBeganGrowlingDeeply,
sText_PkmnEagerForMore,
sText_DefeatedOpponentByReferee,
sText_LostToOpponentByReferee,
sText_TiedOpponentByReferee,
sText_QuestionForfeitMatch,
sText_ForfeitedMatch,
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gText_PkmnTransferredSomeonesPC,
gText_PkmnTransferredLanettesPC,
gText_PkmnBoxSomeonesPCFull,
gText_PkmnBoxLanettesPCFull,
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sText_Trainer1WinText,
sText_Trainer2WinText,
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};
const u16 gMissStringIds[] =
{
STRINGID_ATTACKMISSED, STRINGID_PKMNPROTECTEDITSELF,
STRINGID_PKMNAVOIDEDATTACK, STRINGID_AVOIDEDDAMAGE,
STRINGID_PKMNMAKESGROUNDMISS
};
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const u16 gNoEscapeStringIds[] =
{
STRINGID_CANTESCAPE, STRINGID_DONTLEAVEBIRCH, STRINGID_PREVENTSESCAPE,
STRINGID_CANTESCAPE2, STRINGID_ATTACKERCANTESCAPE
};
const u16 gMoveWeatherChangeStringIds[] =
{
STRINGID_STARTEDTORAIN, STRINGID_DOWNPOURSTARTED, STRINGID_BUTITFAILED,
STRINGID_SANDSTORMBREWED, STRINGID_SUNLIGHTGOTBRIGHT, STRINGID_STARTEDHAIL
};
const u16 gSandStormHailContinuesStringIds[] =
{
STRINGID_SANDSTORMRAGES, STRINGID_HAILCONTINUES
};
const u16 gSandStormHailDmgStringIds[] =
{
STRINGID_PKMNBUFFETEDBYSANDSTORM, STRINGID_PKMNPELTEDBYHAIL
};
const u16 gSandStormHailEndStringIds[] =
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{
STRINGID_SANDSTORMSUBSIDED, STRINGID_HAILSTOPPED
};
const u16 gRainContinuesStringIds[] =
{
STRINGID_RAINCONTINUES, STRINGID_DOWNPOURCONTINUES, STRINGID_RAINSTOPPED
};
const u16 gProtectLikeUsedStringIds[] =
{
STRINGID_PKMNPROTECTEDITSELF2, STRINGID_PKMNBRACEDITSELF, STRINGID_BUTITFAILED
};
const u16 gReflectLightScreenSafeguardStringIds[] =
{
STRINGID_BUTITFAILED, STRINGID_PKMNRAISEDDEF, STRINGID_PKMNRAISEDDEFALITTLE,
STRINGID_PKMNRAISEDSPDEF, STRINGID_PKMNRAISEDSPDEFALITTLE, STRINGID_PKMNCOVEREDBYVEIL
};
const u16 gLeechSeedStringIds[] =
{
STRINGID_PKMNSEEDED, STRINGID_PKMNEVADEDATTACK,
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STRINGID_ITDOESNTAFFECT, STRINGID_PKMNSAPPEDBYLEECHSEED, STRINGID_ITSUCKEDLIQUIDOOZE,
};
const u16 gRestUsedStringIds[] =
{
STRINGID_PKMNWENTTOSLEEP, STRINGID_PKMNSLEPTHEALTHY
};
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const u16 gUproarOverTurnStringIds[] =
{
STRINGID_PKMNMAKINGUPROAR, STRINGID_PKMNCALMEDDOWN
};
const u16 gStockpileUsedStringIds[] =
{
STRINGID_PKMNSTOCKPILED, STRINGID_PKMNCANTSTOCKPILE,
};
const u16 gWokeUpStringIds[] =
{
STRINGID_PKMNWOKEUP, STRINGID_PKMNWOKEUPINUPROAR
};
const u16 gSwallowFailStringIds[] =
{
STRINGID_FAILEDTOSWALLOW, STRINGID_PKMNHPFULL
};
const u16 gUproarAwakeStringIds[] =
{
STRINGID_PKMNCANTSLEEPINUPROAR2, STRINGID_UPROARKEPTPKMNAWAKE, STRINGID_PKMNSTAYEDAWAKEUSING
};
const u16 gStatUpStringIds[] =
{
STRINGID_PKMNSSTATCHANGED, STRINGID_PKMNSSTATCHANGED2, STRINGID_STATSWONTINCREASE,
STRINGID_EMPTYSTRING3, STRINGID_USINGXTHEYOFZN, STRINGID_PKMNUSEDXTOGETPUMPED
};
const u16 gStatDownStringIds[] =
{
STRINGID_PKMNSSTATCHANGED3, STRINGID_PKMNSSTATCHANGED4, STRINGID_STATSWONTDECREASE, STRINGID_EMPTYSTRING3
};
const u16 gFirstTurnOfTwoStringIds[] =
{
STRINGID_PKMNWHIPPEDWHIRLWIND, STRINGID_PKMNTOOKSUNLIGHT, STRINGID_PKMNLOWEREDHEAD, STRINGID_PKMNISGLOWING,
STRINGID_PKMNFLEWHIGH, STRINGID_PKMNDUGHOLE, STRINGID_PKMNHIDUNDERWATER, STRINGID_PKMNSPRANGUP
};
const u16 gWrappedStringIds[] =
{
STRINGID_PKMNSQUEEZEDBYBIND, STRINGID_PKMNWRAPPEDBY, STRINGID_PKMNTRAPPEDINVORTEX,
STRINGID_PKMNCLAMPED, STRINGID_PKMNTRAPPEDINVORTEX, STRINGID_PKMNTRAPPEDBYSANDTOMB
};
const u16 gMistUsedStringIds[] =
{
STRINGID_PKMNSHROUDEDINMIST, STRINGID_BUTITFAILED
};
const u16 gFocusEnergyUsedStringIds[] =
{
STRINGID_PKMNGETTINGPUMPED, STRINGID_BUTITFAILED
};
const u16 gTransformUsedStringIds[] =
{
STRINGID_PKMNTRANSFORMEDINTO, STRINGID_BUTITFAILED
};
const u16 gSubsituteUsedStringIds[] =
{
STRINGID_PKMNMADESUBSTITUTE, STRINGID_TOOWEAKFORSUBSTITUTE
};
const u16 gGotPoisonedStringIds[] =
{
STRINGID_PKMNWASPOISONED, STRINGID_PKMNPOISONEDBY
};
const u16 gGotParalyzedStringIds[] =
{
STRINGID_PKMNWASPARALYZED, STRINGID_PKMNWASPARALYZEDBY
};
const u16 gFellAsleepStringIds[] =
{
STRINGID_PKMNFELLASLEEP, STRINGID_PKMNMADESLEEP,
};
const u16 gGotBurnedStringIds[] =
{
STRINGID_PKMNWASBURNED, STRINGID_PKMNBURNEDBY
};
const u16 gGotFrozenStringIds[] =
{
STRINGID_PKMNWASFROZEN, STRINGID_PKMNFROZENBY
};
const u16 gGotDefrostedStringIds[] =
{
STRINGID_PKMNWASDEFROSTED2, STRINGID_PKMNWASDEFROSTEDBY
};
const u16 gKOFailedStringIds[] =
{
STRINGID_ATTACKMISSED, STRINGID_PKMNUNAFFECTED
};
const u16 gAttractUsedStringIds[] =
{
STRINGID_PKMNFELLINLOVE, STRINGID_PKMNSXINFATUATEDY
};
const u16 gLeechSeedDrainStringIds[] =
{
STRINGID_PKMNENERGYDRAINED, STRINGID_ITSUCKEDLIQUIDOOZE
};
const u16 gSportsUsedStringIds[] =
{
STRINGID_ELECTRICITYWEAKENED, STRINGID_FIREWEAKENED
};
const u16 gPartyStatusHealStringIds[] =
{
STRINGID_BELLCHIMED, STRINGID_BELLCHIMED, STRINGID_BELLCHIMED, STRINGID_BELLCHIMED,
// interesting how there are four instances of the same string
STRINGID_SOOTHINGAROMA
};
const u16 gFutureMoveUsedStringIds[] =
{
STRINGID_PKMNFORESAWATTACK, STRINGID_PKMNCHOSEXASDESTINY
};
const u16 gBallEscapeStringIds[] =
{
STRINGID_PKMNBROKEFREE, STRINGID_ITAPPEAREDCAUGHT, STRINGID_AARGHALMOSTHADIT, STRINGID_SHOOTSOCLOSE
};
const u16 gWeatherContinuesStringIds[] =
{
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STRINGID_ITISRAINING, STRINGID_ITISRAINING, STRINGID_ITISRAINING,
STRINGID_ITISRAINING, STRINGID_ITISRAINING, STRINGID_ITISRAINING,
STRINGID_ITISRAINING, STRINGID_ITISRAINING, STRINGID_SANDSTORMISRAGING,
STRINGID_ITISRAINING, STRINGID_ITISRAINING, STRINGID_ITISRAINING,
STRINGID_SUNLIGHTSTRONG, STRINGID_ITISRAINING, STRINGID_ITISRAINING, STRINGID_ITISRAINING
};
const u16 gInobedientStringIds[] =
{
STRINGID_PKMNLOAFING, STRINGID_PKMNWONTOBEY, STRINGID_PKMNTURNEDAWAY,
STRINGID_PKMNPRETENDNOTNOTICE, STRINGID_PKMNINCAPABLEOFPOWER
};
const u16 gSafariGetNearStringIds[] =
{
STRINGID_CREPTCLOSER, STRINGID_CANTGETCLOSER
};
const u16 gSafariPokeblockResultStringIds[] =
{
STRINGID_PKMNCURIOUSABOUTX, STRINGID_PKMNENTHRALLEDBYX, STRINGID_PKMNIGNOREDX
};
const u16 gTrainerItemCuredStatusStringIds[] =
{
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STRINGID_PKMNSITEMSNAPPEDOUT, STRINGID_PKMNSITEMCUREDPARALYSIS, STRINGID_PKMNSITEMDEFROSTEDIT,
STRINGID_PKMNSITEMHEALEDBURN, STRINGID_PKMNSITEMCUREDPOISON, STRINGID_PKMNSITEMWOKEIT
};
const u16 gBerryEffectStringIds[] =
{
STRINGID_PKMNSITEMCUREDPROBLEM, STRINGID_PKMNSITEMNORMALIZEDSTATUS
};
const u16 gBRNPreventionStringIds[] =
{
STRINGID_PKMNSXPREVENTSBURNS, STRINGID_PKMNSXPREVENTSYSZ, STRINGID_PKMNSXHADNOEFFECTONY
};
const u16 gPRLZPreventionStringIds[] =
{
STRINGID_PKMNPREVENTSPARALYSISWITH, STRINGID_PKMNSXPREVENTSYSZ, STRINGID_PKMNSXHADNOEFFECTONY
};
const u16 gPSNPreventionStringIds[] =
{
STRINGID_PKMNPREVENTSPOISONINGWITH, STRINGID_PKMNSXPREVENTSYSZ, STRINGID_PKMNSXHADNOEFFECTONY
};
const u16 gItemSwapStringIds[] =
{
STRINGID_PKMNOBTAINEDX, STRINGID_PKMNOBTAINEDX2, STRINGID_PKMNOBTAINEDXYOBTAINEDZ
};
const u16 gFlashFireStringIds[] =
{
STRINGID_PKMNRAISEDFIREPOWERWITH, STRINGID_PKMNSXMADEYINEFFECTIVE
};
const u16 gCaughtMonStringIds[] =
{
STRINGID_PKMNTRANSFERREDSOMEONESPC, STRINGID_PKMNTRANSFERREDLANETTESPC, STRINGID_PKMNBOXSOMEONESPCFULL, STRINGID_PKMNBOXLANETTESPCFULL,
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};
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}!{UNKNOWN_A}\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?");
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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[] = _("-");
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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");
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const u8 * const gStatNamesTable2[] =
{
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sText_HP, sText_SpAtk, sText_Attack,
sText_SpDef, sText_Defense, sText_Speed
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};
const u8 gText_SafariBalls[] = _("{HIGHLIGHT DARK_GREY}SAFARI BALLS");
const u8 gText_SafariBallLeft[] = _("{HIGHLIGHT DARK_GREY}Left: $" "{HIGHLIGHT DARK_GREY}");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_ScrollTextUp[] = _("\l");
const u8 gText_NewLine[] = _("\n");
const u8 gText_Are[] = _("are");
const u8 gText_Are2[] = _("are");
const u8 gText_BadEgg[] = _("Bad EGG");
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const u8 gText_BattleWallyName[] = _("WALLY");
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const u8 gText_Win[] = _("{HIGHLIGHT TRANSPARENT}Win");
const u8 gText_Loss[] = _("{HIGHLIGHT TRANSPARENT}Loss");
const u8 gText_Draw[] = _("{HIGHLIGHT TRANSPARENT}Draw");
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static const u8 sText_SpaceIs[] = _(" is");
static const u8 sText_ApostropheS[] = _("s");
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static const u8 sATypeMove_Table[][17] =
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{
_("a NORMAL move"),
_("a FIGHTING move"),
_("a FLYING move"),
_("a POISON move"),
_("a GROUND move"),
_("a ROCK move"),
_("a BUG move"),
_("a GHOST move"),
_("a STEEL move"),
_("a ??? move"),
_("a FIRE move"),
_("a WATER move"),
_("a GRASS move"),
_("an ELECTRIC move"),
_("a PSYCHIC move"),
_("an ICE move"),
_("a DRAGON move"),
_("a DARK move")
};
const u8 gText_BattleTourney[] = _("BATTLE TOURNEY");
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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");
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const u8 * const gRoundsStringTable[] =
{
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sText_Round1,
sText_Round2,
sText_Semifinal,
sText_Final
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};
const u8 gText_TheGreatNewHope[] = _("The great new hope!\p");
const u8 gText_WillChampinshipDreamComeTrue[] = _("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}");
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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!");
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const u16 gStringIds_85CCF0A[] =
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{
STRINGID_GLINTAPPEARSINEYE, STRINGID_PKMNGETTINGINTOPOSITION,
STRINGID_PKMNBEGANGROWLINGDEEPLY, STRINGID_PKMNEAGERFORMORE
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};
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static const u8 sText_RefIfNothingIsDecided[] = _("REFEREE: If nothing is decided in\n3 turns, we will go to judging!");
static const u8 sText_RefThatsIt[] = _("REFEREE: Thats 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_RefJudgement1[] = _("REFEREE: Judgment: {B_BUFF1} to {B_BUFF2}!\nThe winner is {B_PLAYER_NAME}s {B_PLAYER_MON1_NAME}!\p");
static const u8 sText_RefJudgement2[] = _("REFEREE: Judgment: {B_BUFF1} to {B_BUFF2}!\nThe winner is {B_TRAINER1_NAME}s {B_OPPONENT_MON1_NAME}!\p");
static const u8 sText_RefJudgement3[] = _("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 REFEREEs decision!");
static const u8 sText_LostToOpponentByReferee[] = _("{B_PLAYER_MON1_NAME} lost to the opponent\n{B_OPPONENT_MON1_NAME} in a REFEREEs decision!");
static const u8 sText_TiedOpponentByReferee[] = _("{B_PLAYER_MON1_NAME} tied the opponent\n{B_OPPONENT_MON1_NAME} in a REFEREEs decision!");
static const u8 sText_RefCommenceBattle[] = _("REFEREE: {B_PLAYER_MON1_NAME} VS {B_OPPONENT_MON1_NAME}!\nCommence battling!");
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const u8 * const gRefereeStringsTable[] =
{
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sText_RefIfNothingIsDecided,
sText_RefThatsIt,
sText_RefJudgeMind,
sText_RefJudgeSkill,
sText_RefJudgeBody,
sText_RefJudgement1,
sText_RefJudgement2,
sText_RefJudgement3,
sText_RefCommenceBattle,
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};
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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 0x0011}{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}!");
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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.");
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static const u8 sText_LinkTrainerWantsToBattlePause[] = _("{B_20}\nwants to battle!{PAUSE 49}");
static const u8 sText_TwoLinkTrainersWantToBattlePause[] = _("{B_20} and {B_21}\nwant to battle!{PAUSE 49}");
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// This is four lists of moves which use a different attack string in Japanese
// to the default. See the documentation for sub_814F950 for more detail.
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static const u16 sUnknownMoveTable[] =
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{
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MOVE_SWORDS_DANCE, MOVE_STRENGTH, MOVE_GROWTH,
MOVE_HARDEN, MOVE_MINIMIZE, MOVE_SMOKESCREEN,
MOVE_WITHDRAW, MOVE_DEFENSE_CURL, MOVE_EGG_BOMB,
MOVE_SMOG, MOVE_BONE_CLUB, MOVE_FLASH, MOVE_SPLASH,
MOVE_ACID_ARMOR, MOVE_BONEMERANG, MOVE_REST, MOVE_SHARPEN,
MOVE_SUBSTITUTE, MOVE_MIND_READER, MOVE_SNORE,
MOVE_PROTECT, MOVE_SPIKES, MOVE_ENDURE, MOVE_ROLLOUT,
MOVE_SWAGGER, MOVE_SLEEP_TALK, MOVE_HIDDEN_POWER,
MOVE_PSYCH_UP, MOVE_EXTREME_SPEED, MOVE_FOLLOW_ME,
MOVE_TRICK, MOVE_ASSIST, MOVE_INGRAIN, MOVE_KNOCK_OFF,
MOVE_CAMOUFLAGE, MOVE_ASTONISH, MOVE_ODOR_SLEUTH,
MOVE_GRASS_WHISTLE, MOVE_SHEER_COLD, MOVE_MUDDY_WATER,
MOVE_IRON_DEFENSE, MOVE_BOUNCE, 0,
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MOVE_TELEPORT, MOVE_RECOVER, MOVE_BIDE, MOVE_AMNESIA,
MOVE_FLAIL, MOVE_TAUNT, MOVE_BULK_UP, 0,
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MOVE_MEDITATE, MOVE_AGILITY, MOVE_MIMIC, MOVE_DOUBLE_TEAM,
MOVE_BARRAGE, MOVE_TRANSFORM, MOVE_STRUGGLE, MOVE_SCARY_FACE,
MOVE_CHARGE, MOVE_WISH, MOVE_BRICK_BREAK, MOVE_YAWN,
MOVE_FEATHER_DANCE, MOVE_TEETER_DANCE, MOVE_MUD_SPORT,
MOVE_FAKE_TEARS, MOVE_WATER_SPORT, MOVE_CALM_MIND, 0,
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MOVE_POUND, MOVE_SCRATCH, MOVE_VICE_GRIP,
MOVE_WING_ATTACK, MOVE_FLY, MOVE_BIND, MOVE_SLAM,
MOVE_HORN_ATTACK, MOVE_WRAP, MOVE_THRASH, MOVE_TAIL_WHIP,
MOVE_LEER, MOVE_BITE, MOVE_GROWL, MOVE_ROAR,
MOVE_SING, MOVE_PECK, MOVE_ABSORB, MOVE_STRING_SHOT,
MOVE_EARTHQUAKE, MOVE_FISSURE, MOVE_DIG, MOVE_TOXIC,
MOVE_SCREECH, MOVE_METRONOME, MOVE_LICK, MOVE_CLAMP,
MOVE_CONSTRICT, MOVE_POISON_GAS, MOVE_BUBBLE,
MOVE_SLASH, MOVE_SPIDER_WEB, MOVE_NIGHTMARE, MOVE_CURSE,
MOVE_FORESIGHT, MOVE_CHARM, MOVE_ATTRACT, MOVE_ROCK_SMASH,
MOVE_UPROAR, MOVE_SPIT_UP, MOVE_SWALLOW, MOVE_TORMENT,
MOVE_FLATTER, MOVE_ROLE_PLAY, MOVE_ENDEAVOR, MOVE_TICKLE,
MOVE_COVET, 0
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};
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static const u8 sDummyWeirdStatusString[] = {EOS, EOS, EOS, EOS, EOS, EOS, EOS, EOS, 0, 0};
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static const u8 sUnknown_085CD42C[] =
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{
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0xFF, 0x1, 0x0, 0x1, 0x0, 0x0, 0x1, 0x1, 0xF, 0x6, 0x0, 0x0, 0xFF, 0x1,
0x1, 0x1, 0x0, 0x0, 0x0, 0x1, 0xF, 0x6, 0x0, 0x0, 0xEE, 0x1, 0x0, 0x1, 0x0,
0x0, 0x0, 0xD, 0xE, 0xF, 0x0, 0x0, 0xEE, 0x7, 0x0, 0x1, 0x0, 0x0, 0x0,
0xD, 0xE, 0xF, 0x0, 0x0, 0xEE, 0x7, 0x0, 0x1, 0x0, 0x0, 0x0, 0xD,
0xE, 0xF, 0x0, 0x0, 0xEE, 0x7, 0x0, 0x1, 0x0, 0x0, 0x0, 0xD, 0xE,
0xF, 0x0, 0x0, 0xEE, 0x7, 0x0, 0x1, 0x0, 0x0, 0x0, 0xD, 0xE, 0xF,
0x0, 0x0, 0xEE, 0x7, 0x0, 0x1, 0x0, 0x0, 0x0, 0xC, 0xE, 0xB, 0x0, 0x0,
0xEE, 0x1, 0x0, 0x1, 0x0, 0x0, 0x0, 0xD, 0xE, 0xF, 0x0, 0x0, 0xEE,
0x1, 0x2, 0x1, 0x0, 0x0, 0x0, 0xC, 0xE, 0xB, 0x0, 0x0, 0xEE, 0x7, 0x0,
0x1, 0x0, 0x0, 0x0, 0xD, 0xE, 0xF, 0x0, 0x0, 0xEE, 0x7, 0x0, 0x1, 0x0,
0x0, 0x0, 0xD, 0xE, 0xF, 0x0, 0x0, 0xEE, 0x1, 0x0, 0x1, 0x0, 0x0, 0x0,
0xD, 0xE, 0xF, 0x0, 0x0, 0xEE, 0x1, 0x0, 0x1, 0x0, 0x0, 0x0, 0xD,
0xE, 0xF, 0x0, 0x0, 0x0, 0x1, 0x20, 0x1, 0x0, 0x0, 0x0, 0x1, 0x0, 0x2,
0x0, 0x0, 0xEE, 0x1, 0xFF, 0x1, 0x0, 0x0, 0x0, 0xD, 0xE, 0xF, 0x0,
0x0, 0xEE, 0x1, 0xFF, 0x1, 0x0, 0x0, 0x0, 0xD, 0xE, 0xF, 0x0, 0x0,
0xEE, 0x1, 0xFF, 0x1, 0x0, 0x0, 0x0, 0xD, 0xE, 0xF, 0x0, 0x0, 0xEE,
0x1, 0xFF, 0x1, 0x0, 0x0, 0x0, 0xD, 0xE, 0xF, 0x0, 0x0, 0xEE, 0x1,
0xFF, 0x1, 0x0, 0x0, 0x0, 0xD, 0xE, 0xF, 0x0, 0x0, 0xEE, 0x1, 0xFF,
0x1, 0x0, 0x0, 0x0, 0xD, 0xE, 0xF, 0x0, 0x0, 0x0, 0x1, 0xFF, 0x1, 0x0,
0x0, 0x0, 0x1, 0x0, 0x6, 0x0, 0x0, 0x0, 0x1, 0xFF, 0x1, 0x0, 0x0, 0x0, 0x1, 0x0,
0x6, 0x0, 0x0, 0x0, 0x1, 0xFF, 0x1, 0x0, 0x0, 0x0, 0x1, 0x0, 0x6, 0x0, 0x0
2017-10-07 15:15:47 +02:00
};
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static const u8 sUnknown_085CD54C[] =
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{
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0xFF, 0x1, 0x0, 0x1, 0x0, 0x0, 0x1, 0x1, 0xF, 0x6, 0x0, 0x0, 0xFF, 0x1,
0x1, 0x1, 0x0, 0x0, 0x0, 0x1, 0xF, 0x6, 0x0, 0x0, 0xEE, 0x1, 0x0, 0x1, 0x0,
0x0, 0x0, 0xD, 0xE, 0xF, 0x0, 0x0, 0xEE, 0x7, 0x0, 0x1, 0x0, 0x0, 0x0,
0xD, 0xE, 0xF, 0x0, 0x0, 0xEE, 0x7, 0x0, 0x1, 0x0, 0x0, 0x0, 0xD,
0xE, 0xF, 0x0, 0x0, 0xEE, 0x7, 0x0, 0x1, 0x0, 0x0, 0x0, 0xD, 0xE,
0xF, 0x0, 0x0, 0xEE, 0x7, 0x0, 0x1, 0x0, 0x0, 0x0, 0xD, 0xE, 0xF,
0x0, 0x0, 0xEE, 0x7, 0x0, 0x1, 0x0, 0x0, 0x0, 0xC, 0xE, 0xB, 0x0, 0x0,
0xEE, 0x1, 0x0, 0x1, 0x0, 0x0, 0x0, 0xD, 0xE, 0xF, 0x0, 0x0, 0xEE,
0x1, 0x2, 0x1, 0x0, 0x0, 0x0, 0xC, 0xE, 0xB, 0x0, 0x0, 0xEE, 0x7, 0x0,
0x1, 0x0, 0x0, 0x0, 0xD, 0xE, 0xF, 0x0, 0x0, 0xEE, 0x7, 0x0, 0x1, 0x0,
0x0, 0x0, 0xD, 0xE, 0xF, 0x0, 0x0, 0xEE, 0x1, 0x0, 0x1, 0x0, 0x0, 0x0,
0xD, 0xE, 0xF, 0x0, 0x0, 0xEE, 0x1, 0x0, 0x1, 0x0, 0x0, 0x0, 0xD,
0xE, 0xF, 0x0, 0x0, 0x0, 0x1, 0x20, 0x1, 0x0, 0x0, 0x0, 0x1, 0x0, 0x2,
0x0, 0x0, 0xEE, 0x1, 0xFF, 0x1, 0x0, 0x0, 0x0, 0x1, 0xE, 0xF, 0x0,
0x0, 0xEE, 0x1, 0xFF, 0x1, 0x0, 0x0, 0x0, 0xD, 0xE, 0xF, 0x0, 0x0,
0xEE, 0x1, 0xFF, 0x1, 0x0, 0x0, 0x0, 0xD, 0xE, 0xF, 0x0, 0x0, 0xEE,
0x1, 0xFF, 0x1, 0x0, 0x0, 0x0, 0xD, 0xE, 0xF, 0x0, 0x0, 0xEE, 0x1,
0xFF, 0x1, 0x0, 0x0, 0x0, 0xD, 0xE, 0xF, 0x0, 0x0, 0xEE, 0x1, 0xFF,
0x1, 0x0, 0x0, 0x0, 0xD, 0xE, 0xF, 0x0, 0x0, 0xEE, 0x1, 0xFF, 0x1,
0x0, 0x0, 0x0, 0xD, 0xE, 0xF, 0x0, 0x0, 0x11, 0x1, 0x0, 0x1, 0x0, 0x0,
0x1, 0x2, 0x1, 0x3, 0x0, 0x0
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};
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static const u8 * const gUnknown_085CD660[] =
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{
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sUnknown_085CD42C, sUnknown_085CD54C
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};
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static const u8 sRecordedBattleTextSpeeds[] = {8, 4, 1, 0};
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void BufferStringBattle(u16 stringID)
{
s32 i;
const u8* stringPtr = NULL;
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gStringInfo = (struct StringInfoBattle*)(&gBattleBufferA[gActiveBattler][4]);
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gLastUsedItem = gStringInfo->lastItem;
gLastUsedAbility = gStringInfo->lastAbility;
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gBattleScripting.battler = gStringInfo->scrActive;
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*(&gBattleStruct->field_52) = gStringInfo->unk1605E;
*(&gBattleStruct->hpScale) = gStringInfo->hpScale;
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gPotentialItemEffectBattler = gStringInfo->StringBank;
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*(&gBattleStruct->stringMoveType) = gStringInfo->moveType;
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for (i = 0; i < MAX_BATTLERS_COUNT; i++)
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{
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gBattlerAbilities[i] = gStringInfo->abilities[i];
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}
for (i = 0; i < TEXT_BUFF_ARRAY_COUNT; i++)
{
gBattleTextBuff1[i] = gStringInfo->textBuffs[0][i];
gBattleTextBuff2[i] = gStringInfo->textBuffs[1][i];
gBattleTextBuff3[i] = gStringInfo->textBuffs[2][i];
}
switch (stringID)
{
case STRINGID_INTROMSG: // first battle msg
if (gBattleTypeFlags & BATTLE_TYPE_TRAINER)
{
if (gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_x2000000))
{
if (gBattleTypeFlags & BATTLE_TYPE_x800000)
{
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stringPtr = sText_TwoTrainersWantToBattle;
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}
else if (gBattleTypeFlags & BATTLE_TYPE_MULTI)
{
if (gBattleTypeFlags & BATTLE_TYPE_RECORDED)
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stringPtr = sText_TwoLinkTrainersWantToBattlePause;
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else
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stringPtr = sText_TwoLinkTrainersWantToBattle;
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}
else
{
if (gTrainerBattleOpponent_A == TRAINER_OPPONENT_C00)
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stringPtr = sText_Trainer1WantsToBattle;
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else if (gBattleTypeFlags & BATTLE_TYPE_RECORDED)
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stringPtr = sText_LinkTrainerWantsToBattlePause;
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else
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stringPtr = sText_LinkTrainerWantsToBattle;
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}
}
else
{
if (gBattleTypeFlags & BATTLE_TYPE_INGAME_PARTNER)
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stringPtr = sText_TwoTrainersWantToBattle;
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else if (gBattleTypeFlags & BATTLE_TYPE_TWO_OPPONENTS)
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stringPtr = sText_TwoTrainersWantToBattle;
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else
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stringPtr = sText_Trainer1WantsToBattle;
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}
}
else
{
if (gBattleTypeFlags & BATTLE_TYPE_LEGENDARY)
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stringPtr = sText_WildPkmnAppeared2;
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else if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE) // interesting, looks like they had something planned for wild double battles
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stringPtr = sText_TwoWildPkmnAppeared;
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else if (gBattleTypeFlags & BATTLE_TYPE_WALLY_TUTORIAL)
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stringPtr = sText_WildPkmnAppearedPause;
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else
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stringPtr = sText_WildPkmnAppeared;
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}
break;
case STRINGID_INTROSENDOUT: // poke first send-out
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if (GetBattlerSide(gActiveBattler) == B_SIDE_PLAYER)
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{
if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
{
if (gBattleTypeFlags & BATTLE_TYPE_INGAME_PARTNER)
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stringPtr = sText_InGamePartnerSentOutZGoN;
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else if (gBattleTypeFlags & BATTLE_TYPE_TWO_OPPONENTS)
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stringPtr = sText_GoTwoPkmn;
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else if (gBattleTypeFlags & BATTLE_TYPE_MULTI)
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stringPtr = sText_LinkPartnerSentOutPkmnGoPkmn;
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else
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stringPtr = sText_GoTwoPkmn;
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}
else
{
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stringPtr = sText_GoPkmn;
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}
}
else
{
if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
{
if (gBattleTypeFlags & BATTLE_TYPE_TWO_OPPONENTS)
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stringPtr = sText_TwoTrainersSentPkmn;
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else if (gBattleTypeFlags & BATTLE_TYPE_x800000)
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stringPtr = sText_TwoTrainersSentPkmn;
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else if (gBattleTypeFlags & BATTLE_TYPE_MULTI)
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stringPtr = sText_TwoLinkTrainersSentOutPkmn;
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else if (gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_x2000000))
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stringPtr = sText_LinkTrainerSentOutTwoPkmn;
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else
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stringPtr = sText_Trainer1SentOutTwoPkmn;
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}
else
{
if (!(gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_x2000000)))
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stringPtr = sText_Trainer1SentOutPkmn;
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else if (gTrainerBattleOpponent_A == TRAINER_OPPONENT_C00)
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stringPtr = sText_Trainer1SentOutPkmn;
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else
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stringPtr = sText_LinkTrainerSentOutPkmn;
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}
}
break;
case STRINGID_RETURNMON: // sending poke to ball msg
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if (GetBattlerSide(gActiveBattler) == B_SIDE_PLAYER)
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{
if (*(&gBattleStruct->hpScale) == 0)
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stringPtr = sText_PkmnThatsEnough;
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else if (*(&gBattleStruct->hpScale) == 1 || gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
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stringPtr = sText_PkmnComeBack;
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else if (*(&gBattleStruct->hpScale) == 2)
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stringPtr = sText_PkmnOkComeBack;
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else
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stringPtr = sText_PkmnGoodComeBack;
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}
else
{
if (gTrainerBattleOpponent_A == TRAINER_OPPONENT_800 || gBattleTypeFlags & BATTLE_TYPE_x2000000)
{
if (gBattleTypeFlags & BATTLE_TYPE_MULTI)
2018-02-28 23:50:25 +01:00
stringPtr = sText_LinkTrainer2WithdrewPkmn;
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else
2018-02-28 23:50:25 +01:00
stringPtr = sText_LinkTrainer1WithdrewPkmn;
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}
else
{
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stringPtr = sText_Trainer1WithdrewPkmn;
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}
}
break;
case STRINGID_SWITCHINMON: // switch-in msg
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if (GetBattlerSide(gBattleScripting.battler) == B_SIDE_PLAYER)
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{
if (*(&gBattleStruct->hpScale) == 0 || gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
2018-02-28 23:50:25 +01:00
stringPtr = sText_GoPkmn2;
2017-10-07 15:15:47 +02:00
else if (*(&gBattleStruct->hpScale) == 1)
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stringPtr = sText_DoItPkmn;
2017-10-07 15:15:47 +02:00
else if (*(&gBattleStruct->hpScale) == 2)
2018-02-28 23:50:25 +01:00
stringPtr = sText_GoForItPkmn;
2017-10-07 15:15:47 +02:00
else
2018-02-28 23:50:25 +01:00
stringPtr = sText_YourFoesWeakGetEmPkmn;
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}
else
{
if (gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_x2000000))
{
if (gBattleTypeFlags & BATTLE_TYPE_x800000)
{
2018-02-06 02:46:59 +01:00
if (gBattleScripting.battler == 1)
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stringPtr = sText_Trainer1SentOutPkmn2;
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else
2018-02-28 23:50:25 +01:00
stringPtr = sText_Trainer2SentOutPkmn;
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}
else
{
if (gBattleTypeFlags & BATTLE_TYPE_MULTI)
2018-02-28 23:50:25 +01:00
stringPtr = sText_LinkTrainerMultiSentOutPkmn;
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else if (gTrainerBattleOpponent_A == TRAINER_OPPONENT_C00)
2018-02-28 23:50:25 +01:00
stringPtr = sText_Trainer1SentOutPkmn2;
2017-10-07 15:15:47 +02:00
else
2018-02-28 23:50:25 +01:00
stringPtr = sText_LinkTrainerSentOutPkmn2;
2017-10-07 15:15:47 +02:00
}
}
else
{
if (gBattleTypeFlags & BATTLE_TYPE_TWO_OPPONENTS)
{
2018-02-06 02:46:59 +01:00
if (gBattleScripting.battler == 1)
2018-02-28 23:50:25 +01:00
stringPtr = sText_Trainer1SentOutPkmn2;
2017-10-07 15:15:47 +02:00
else
2018-02-28 23:50:25 +01:00
stringPtr = sText_Trainer2SentOutPkmn;
2017-10-07 15:15:47 +02:00
}
else
{
2018-02-28 23:50:25 +01:00
stringPtr = sText_Trainer1SentOutPkmn2;
2017-10-07 15:15:47 +02:00
}
}
}
break;
case STRINGID_USEDMOVE: // pokemon used a move msg
2017-10-08 14:54:51 +02:00
sub_814F8F8(gBattleTextBuff1); // buff1 doesn't appear in the string, leftover from japanese move names?
2017-10-07 15:15:47 +02:00
if (gStringInfo->currentMove > LAST_MOVE_INDEX)
2018-02-28 23:50:25 +01:00
StringCopy(gBattleTextBuff2, sATypeMove_Table[*(&gBattleStruct->stringMoveType)]);
2017-10-07 15:15:47 +02:00
else
StringCopy(gBattleTextBuff2, gMoveNames[gStringInfo->currentMove]);
sub_814F950(gBattleTextBuff2);
2018-02-28 23:50:25 +01:00
stringPtr = sText_AttackerUsedX;
2017-10-07 15:15:47 +02:00
break;
case STRINGID_BATTLEEND: // battle end
2018-01-16 22:12:38 +01:00
if (gBattleTextBuff1[0] & B_OUTCOME_LINK_BATTLE_RAN)
2017-10-07 15:15:47 +02:00
{
2018-01-16 22:12:38 +01:00
gBattleTextBuff1[0] &= ~(B_OUTCOME_LINK_BATTLE_RAN);
2018-02-06 02:46:59 +01:00
if (GetBattlerSide(gActiveBattler) == B_SIDE_OPPONENT && gBattleTextBuff1[0] != B_OUTCOME_DREW)
2018-01-16 22:12:38 +01:00
gBattleTextBuff1[0] ^= (B_OUTCOME_LOST | B_OUTCOME_WON);
2017-10-07 15:15:47 +02:00
2018-01-16 22:12:38 +01:00
if (gBattleTextBuff1[0] == B_OUTCOME_LOST || gBattleTextBuff1[0] == B_OUTCOME_DREW)
2018-02-28 23:50:25 +01:00
stringPtr = sText_GotAwaySafely;
2017-10-07 15:15:47 +02:00
else if (gBattleTypeFlags & BATTLE_TYPE_MULTI)
2018-02-28 23:50:25 +01:00
stringPtr = sText_TwoWildFled;
2017-10-07 15:15:47 +02:00
else
2018-02-28 23:50:25 +01:00
stringPtr = sText_WildFled;
2017-10-07 15:15:47 +02:00
}
else
{
2018-02-06 02:46:59 +01:00
if (GetBattlerSide(gActiveBattler) == B_SIDE_OPPONENT && gBattleTextBuff1[0] != B_OUTCOME_DREW)
2018-01-16 22:12:38 +01:00
gBattleTextBuff1[0] ^= (B_OUTCOME_LOST | B_OUTCOME_WON);
2017-10-07 15:15:47 +02:00
if (gBattleTypeFlags & BATTLE_TYPE_MULTI)
{
switch (gBattleTextBuff1[0])
{
2018-01-16 22:12:38 +01:00
case B_OUTCOME_WON:
2017-10-07 15:15:47 +02:00
if (gBattleTypeFlags & BATTLE_TYPE_x800000)
2018-02-28 23:50:25 +01:00
stringPtr = sText_TwoInGameTrainersDefeated;
2017-10-07 15:15:47 +02:00
else
2018-02-28 23:50:25 +01:00
stringPtr = sText_TwoLinkTrainersDefeated;
2017-10-07 15:15:47 +02:00
break;
2018-01-16 22:12:38 +01:00
case B_OUTCOME_LOST:
2018-02-28 23:50:25 +01:00
stringPtr = sText_PlayerLostToTwo;
2017-10-07 15:15:47 +02:00
break;
2018-01-16 22:12:38 +01:00
case B_OUTCOME_DREW:
2018-02-28 23:50:25 +01:00
stringPtr = sText_PlayerBattledToDrawVsTwo;
2017-10-07 15:15:47 +02:00
break;
}
}
else if (gTrainerBattleOpponent_A == TRAINER_OPPONENT_C00)
{
switch (gBattleTextBuff1[0])
{
2018-01-16 22:12:38 +01:00
case B_OUTCOME_WON:
2018-02-28 23:50:25 +01:00
stringPtr = sText_PlayerDefeatedLinkTrainerTrainer1;
2017-10-07 15:15:47 +02:00
break;
2018-01-16 22:12:38 +01:00
case B_OUTCOME_LOST:
2018-02-28 23:50:25 +01:00
stringPtr = sText_PlayerLostAgainstTrainer1;
2017-10-07 15:15:47 +02:00
break;
2018-01-16 22:12:38 +01:00
case B_OUTCOME_DREW:
2018-02-28 23:50:25 +01:00
stringPtr = sText_PlayerBattledToDrawTrainer1;
2017-10-07 15:15:47 +02:00
break;
}
}
else
{
switch (gBattleTextBuff1[0])
{
2018-01-16 22:12:38 +01:00
case B_OUTCOME_WON:
2018-02-28 23:50:25 +01:00
stringPtr = sText_PlayerDefeatedLinkTrainer;
2017-10-07 15:15:47 +02:00
break;
2018-01-16 22:12:38 +01:00
case B_OUTCOME_LOST:
2018-02-28 23:50:25 +01:00
stringPtr = sText_PlayerLostAgainstLinkTrainer;
2017-10-07 15:15:47 +02:00
break;
2018-01-16 22:12:38 +01:00
case B_OUTCOME_DREW:
2018-02-28 23:50:25 +01:00
stringPtr = sText_PlayerBattledToDrawLinkTrainer;
2017-10-07 15:15:47 +02:00
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);
}
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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;
*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;
}
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#define HANDLE_NICKNAME_STRING_CASE(battlerId, monIndex) \
if (GetBattlerSide(battlerId) != B_SIDE_PLAYER) \
{ \
if (gBattleTypeFlags & BATTLE_TYPE_TRAINER) \
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toCpy = sText_FoePkmnPrefix; \
else \
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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); \
} \
StringGetEnd10(text); \
toCpy = text;
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u32 BattleStringExpandPlaceholders(const u8 *src, u8 *dst)
{
u32 dstID = 0; // if they used dstID, why not use srcID as well?
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const u8 *toCpy = NULL;
u8 text[30];
u8 multiplayerID;
s32 i;
if (gBattleTypeFlags & BATTLE_TYPE_x2000000)
multiplayerID = gUnknown_0203C7B4;
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
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GetMonData(&gPlayerParty[gBattlerPartyIndexes[GetBattlerAtPosition(B_POSITION_PLAYER_LEFT)]],
MON_DATA_NICKNAME, text);
StringGetEnd10(text);
toCpy = text;
break;
case B_TXT_OPPONENT_MON1_NAME: // first enemy poke name
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GetMonData(&gEnemyParty[gBattlerPartyIndexes[GetBattlerAtPosition(B_POSITION_OPPONENT_LEFT)]],
MON_DATA_NICKNAME, text);
StringGetEnd10(text);
toCpy = text;
break;
case B_TXT_PLAYER_MON2_NAME: // second player poke name
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GetMonData(&gPlayerParty[gBattlerPartyIndexes[GetBattlerAtPosition(B_POSITION_PLAYER_RIGHT)]],
MON_DATA_NICKNAME, text);
StringGetEnd10(text);
toCpy = text;
break;
case B_TXT_OPPONENT_MON2_NAME: // second enemy poke name
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GetMonData(&gEnemyParty[gBattlerPartyIndexes[GetBattlerAtPosition(B_POSITION_OPPONENT_RIGHT)]],
MON_DATA_NICKNAME, text);
StringGetEnd10(text);
toCpy = text;
break;
case B_TXT_LINK_PLAYER_MON1_NAME: // link first player poke name
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GetMonData(&gPlayerParty[gBattlerPartyIndexes[gLinkPlayers[multiplayerID].lp_field_18]],
MON_DATA_NICKNAME, text);
StringGetEnd10(text);
toCpy = text;
break;
case B_TXT_LINK_OPPONENT_MON1_NAME: // link first opponent poke name
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GetMonData(&gEnemyParty[gBattlerPartyIndexes[gLinkPlayers[multiplayerID].lp_field_18 ^ 1]],
MON_DATA_NICKNAME, text);
StringGetEnd10(text);
toCpy = text;
break;
case B_TXT_LINK_PLAYER_MON2_NAME: // link second player poke name
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GetMonData(&gPlayerParty[gBattlerPartyIndexes[gLinkPlayers[multiplayerID].lp_field_18 ^ 2]],
MON_DATA_NICKNAME, text);
StringGetEnd10(text);
toCpy = text;
break;
case B_TXT_LINK_OPPONENT_MON2_NAME: // link second opponent poke name
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GetMonData(&gEnemyParty[gBattlerPartyIndexes[gLinkPlayers[multiplayerID].lp_field_18 ^ 3]],
MON_DATA_NICKNAME, text);
StringGetEnd10(text);
toCpy = text;
break;
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case B_TXT_ATK_NAME_WITH_PREFIX_MON1: // attacker name with prefix, only battlerId 0/1
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HANDLE_NICKNAME_STRING_CASE(gBattlerAttacker,
gBattlerPartyIndexes[GetBattlerAtPosition(GET_BATTLER_SIDE(gBattlerAttacker))])
break;
case B_TXT_ATK_PARTNER_NAME: // attacker partner name
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if (GetBattlerSide(gBattlerAttacker) == B_SIDE_PLAYER)
GetMonData(&gPlayerParty[gBattlerPartyIndexes[GetBattlerAtPosition(GET_BATTLER_SIDE(gBattlerAttacker)) + 2]], MON_DATA_NICKNAME, text);
else
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GetMonData(&gEnemyParty[gBattlerPartyIndexes[GetBattlerAtPosition(GET_BATTLER_SIDE(gBattlerAttacker)) + 2]], MON_DATA_NICKNAME, text);
StringGetEnd10(text);
toCpy = text;
break;
case B_TXT_ATK_NAME_WITH_PREFIX: // attacker name with prefix
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HANDLE_NICKNAME_STRING_CASE(gBattlerAttacker, gBattlerPartyIndexes[gBattlerAttacker])
break;
case B_TXT_DEF_NAME_WITH_PREFIX: // target name with prefix
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HANDLE_NICKNAME_STRING_CASE(gBattlerTarget, gBattlerPartyIndexes[gBattlerTarget])
break;
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case B_TXT_EFF_NAME_WITH_PREFIX: // effect battlerId name with prefix
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HANDLE_NICKNAME_STRING_CASE(gEffectBattler, gBattlerPartyIndexes[gEffectBattler])
break;
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case B_TXT_ACTIVE_NAME_WITH_PREFIX: // active battlerId name with prefix
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HANDLE_NICKNAME_STRING_CASE(gActiveBattler, gBattlerPartyIndexes[gActiveBattler])
break;
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case B_TXT_SCR_ACTIVE_NAME_WITH_PREFIX: // scripting active battlerId name with prefix
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HANDLE_NICKNAME_STRING_CASE(gBattleScripting.battler, gBattlerPartyIndexes[gBattleScripting.battler])
break;
case B_TXT_CURRENT_MOVE: // current move name
if (gStringInfo->currentMove > LAST_MOVE_INDEX)
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toCpy = sATypeMove_Table[gBattleStruct->stringMoveType];
else
toCpy = gMoveNames[gStringInfo->currentMove];
break;
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case B_TXT_LAST_MOVE: // originally used move name
if (gStringInfo->originallyUsedMove > LAST_MOVE_INDEX)
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toCpy = sATypeMove_Table[gBattleStruct->stringMoveType];
else
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toCpy = gMoveNames[gStringInfo->originallyUsedMove];
break;
case B_TXT_LAST_ITEM: // last used item
if (gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_x2000000))
{
if (gLastUsedItem == ITEM_ENIGMA_BERRY)
{
if (!(gBattleTypeFlags & BATTLE_TYPE_MULTI))
{
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if ((gBattleScripting.multiplayerId != 0 && (gPotentialItemEffectBattler & BIT_SIDE))
|| (gBattleScripting.multiplayerId == 0 && !(gPotentialItemEffectBattler & BIT_SIDE)))
{
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StringCopy(text, gEnigmaBerries[gPotentialItemEffectBattler].name);
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StringAppend(text, sText_BerrySuffix);
toCpy = text;
}
else
{
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toCpy = sText_EnigmaBerry;
}
}
else
{
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if (gLinkPlayers[gBattleScripting.multiplayerId].lp_field_18 == gPotentialItemEffectBattler)
{
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StringCopy(text, gEnigmaBerries[gPotentialItemEffectBattler].name);
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StringAppend(text, sText_BerrySuffix);
toCpy = text;
}
else
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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
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toCpy = gAbilityNames[gBattlerAbilities[gBattlerAttacker]];
break;
case B_TXT_DEF_ABILITY: // target ability
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toCpy = gAbilityNames[gBattlerAbilities[gBattlerTarget]];
break;
case B_TXT_SCR_ACTIVE_ABILITY: // scripting active ability
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toCpy = gAbilityNames[gBattlerAbilities[gBattleScripting.battler]];
break;
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case B_TXT_EFF_ABILITY: // effect battlerId ability
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toCpy = gAbilityNames[gBattlerAbilities[gEffectBattler]];
break;
case B_TXT_TRAINER1_CLASS: // trainer class name
if (gBattleTypeFlags & BATTLE_TYPE_SECRET_BASE)
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toCpy = gTrainerClassNames[GetSecretBaseTrainerClass()];
else if (gTrainerBattleOpponent_A == TRAINER_OPPONENT_C00)
toCpy = gTrainerClassNames[sub_8068BB0()];
else if (gTrainerBattleOpponent_A == TRAINER_OPPONENT_3FE)
toCpy = gTrainerClassNames[sub_81A4D00()];
else if (gBattleTypeFlags & BATTLE_TYPE_FRONTIER)
toCpy = gTrainerClassNames[GetFrontierOpponentClass(gTrainerBattleOpponent_A)];
else if (gBattleTypeFlags & BATTLE_TYPE_x4000000)
toCpy = gTrainerClassNames[sub_81D5530(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_OPPONENT_C00)
{
toCpy = gLinkPlayers[multiplayerID ^ BIT_SIDE].name;
}
else if (gTrainerBattleOpponent_A == TRAINER_OPPONENT_3FE)
{
sub_81A4D50(text);
toCpy = text;
}
else if (gBattleTypeFlags & BATTLE_TYPE_FRONTIER)
{
GetFrontierTrainerName(text, gTrainerBattleOpponent_A);
toCpy = text;
}
else if (gBattleTypeFlags & BATTLE_TYPE_x4000000)
{
sub_81D5554(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_1E: // link player name?
toCpy = gLinkPlayers[multiplayerID].name;
break;
case B_TXT_1F: // link partner name?
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toCpy = gLinkPlayers[GetBattlerMultiplayerId(2 ^ gLinkPlayers[multiplayerID].lp_field_18)].name;
break;
case B_TXT_20: // link opponent 1 name?
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toCpy = gLinkPlayers[GetBattlerMultiplayerId(1 ^ gLinkPlayers[multiplayerID].lp_field_18)].name;
break;
case B_TXT_21: // link opponent 2 name?
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toCpy = gLinkPlayers[GetBattlerMultiplayerId(3 ^ gLinkPlayers[multiplayerID].lp_field_18)].name;
break;
case B_TXT_22: // link scripting active name
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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)
{
sub_81A36D0(2, gTrainerBattleOpponent_A);
toCpy = gStringVar4;
}
else if (gBattleTypeFlags & BATTLE_TYPE_x4000000)
{
sub_81D572C(4, gTrainerBattleOpponent_A);
toCpy = gStringVar4;
}
else
{
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toCpy = GetTrainerALoseText();
}
break;
case B_TXT_TRAINER1_WIN_TEXT: // trainerA win text
if (gBattleTypeFlags & BATTLE_TYPE_FRONTIER)
{
sub_81A36D0(1, gTrainerBattleOpponent_A);
toCpy = gStringVar4;
}
else if (gBattleTypeFlags & BATTLE_TYPE_x4000000)
{
sub_81D572C(3, gTrainerBattleOpponent_A);
toCpy = gStringVar4;
}
break;
case B_TXT_26: // ?
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HANDLE_NICKNAME_STRING_CASE(gBattleScripting.battler, *(&gBattleStruct->field_52))
break;
case B_TXT_PC_CREATOR_NAME: // lanette pc
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if (FlagGet(FLAG_SYS_PC_LANETTE))
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toCpy = sText_Lanettes;
else
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toCpy = sText_Someones;
break;
case B_TXT_ATK_PREFIX2:
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if (GetBattlerSide(gBattlerAttacker) == B_SIDE_PLAYER)
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toCpy = sText_AllyPkmnPrefix2;
else
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toCpy = sText_FoePkmnPrefix3;
break;
case B_TXT_DEF_PREFIX2:
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if (GetBattlerSide(gBattlerTarget) == B_SIDE_PLAYER)
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toCpy = sText_AllyPkmnPrefix2;
else
2018-02-28 23:50:25 +01:00
toCpy = sText_FoePkmnPrefix3;
break;
case B_TXT_ATK_PREFIX1:
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if (GetBattlerSide(gBattlerAttacker) == B_SIDE_PLAYER)
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toCpy = sText_AllyPkmnPrefix;
else
2018-02-28 23:50:25 +01:00
toCpy = sText_FoePkmnPrefix2;
break;
case B_TXT_DEF_PREFIX1:
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if (GetBattlerSide(gBattlerTarget) == B_SIDE_PLAYER)
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toCpy = sText_AllyPkmnPrefix;
else
2018-02-28 23:50:25 +01:00
toCpy = sText_FoePkmnPrefix2;
break;
case B_TXT_ATK_PREFIX3:
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if (GetBattlerSide(gBattlerAttacker) == B_SIDE_PLAYER)
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toCpy = sText_AllyPkmnPrefix3;
else
2018-02-28 23:50:25 +01:00
toCpy = sText_FoePkmnPrefix4;
break;
case B_TXT_DEF_PREFIX3:
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if (GetBattlerSide(gBattlerTarget) == B_SIDE_PLAYER)
2018-02-28 23:50:25 +01:00
toCpy = sText_AllyPkmnPrefix3;
else
2018-02-28 23:50:25 +01:00
toCpy = sText_FoePkmnPrefix4;
break;
case B_TXT_TRAINER2_CLASS:
if (gBattleTypeFlags & BATTLE_TYPE_FRONTIER)
toCpy = gTrainerClassNames[GetFrontierOpponentClass(gTrainerBattleOpponent_B)];
else if (gBattleTypeFlags & BATTLE_TYPE_x4000000)
toCpy = gTrainerClassNames[sub_81D5530(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_x4000000)
{
sub_81D5554(text, gTrainerBattleOpponent_B);
toCpy = text;
}
else
{
toCpy = gTrainers[gTrainerBattleOpponent_B].trainerName;
}
break;
case B_TXT_TRAINER2_LOSE_TEXT:
if (gBattleTypeFlags & BATTLE_TYPE_FRONTIER)
{
sub_81A36D0(2, gTrainerBattleOpponent_B);
toCpy = gStringVar4;
}
else if (gBattleTypeFlags & BATTLE_TYPE_x4000000)
{
sub_81D572C(4, gTrainerBattleOpponent_B);
toCpy = gStringVar4;
}
else
{
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toCpy = GetTrainerBLoseText();
}
break;
case B_TXT_TRAINER2_WIN_TEXT:
if (gBattleTypeFlags & BATTLE_TYPE_FRONTIER)
{
sub_81A36D0(1, gTrainerBattleOpponent_B);
toCpy = gStringVar4;
}
else if (gBattleTypeFlags & BATTLE_TYPE_x4000000)
{
sub_81D572C(3, 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] = 9;
dstID++;
}
}
else
{
dst[dstID] = *src;
dstID++;
}
src++;
}
dst[dstID] = *src;
dstID++;
return dstID;
}
// TODO: move these to a general header like util.h
#define ByteRead16(ptr) ((ptr)[0] | ((ptr)[1] << 8))
#define ByteRead32(ptr) ((ptr)[0] | (ptr)[1] << 8 | (ptr)[2] << 16 | (ptr)[3] << 24)
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 = ByteRead16(&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 = ByteRead16(&src[srcID + 3]);
break;
case 4:
value = ByteRead32(&src[srcID + 3]);
break;
}
ConvertIntToDecimalStringN(dst, value, 0, src[srcID + 2]);
srcID += src[srcID + 1] + 3;
break;
case B_BUFF_MOVE: // move name
StringAppend(dst, gMoveNames[ByteRead16(&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
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if (GetBattlerSide(src[srcID + 1]) == B_SIDE_PLAYER)
{
GetMonData(&gPlayerParty[src[srcID + 2]], MON_DATA_NICKNAME, text);
}
else
{
if (gBattleTypeFlags & BATTLE_TYPE_TRAINER)
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StringAppend(dst, sText_FoePkmnPrefix);
else
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StringAppend(dst, sText_WildPkmnPrefix);
GetMonData(&gEnemyParty[src[srcID + 2]], MON_DATA_NICKNAME, text);
}
StringGetEnd10(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, ByteRead16(&src[srcID + 1]));
srcID += 3;
break;
case B_BUFF_MON_NICK: // poke nick without prefix
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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);
StringGetEnd10(dst);
srcID += 3;
break;
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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 = ByteRead16(&src[srcID + 1]);
if (gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_x2000000))
{
if (hword == ITEM_ENIGMA_BERRY)
{
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if (gLinkPlayers[gBattleScripting.multiplayerId].lp_field_18 == gPotentialItemEffectBattler)
{
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StringCopy(dst, gEnigmaBerries[gPotentialItemEffectBattler].name);
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StringAppend(dst, sText_BerrySuffix);
}
else
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StringAppend(dst, sText_EnigmaBerry);
}
else
CopyItemName(hword, dst);
}
else
CopyItemName(hword, dst);
srcID += 3;
break;
}
}
}
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// Loads one of two text strings into the provided buffer. This is functionally
// unused, since the value loaded into the buffer is not read; it loaded one of
// two particles (either "は" or "の") which works in tandem with sub_814F950
// below to effect changes in the meaning of the line.
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static void sub_814F8F8(u8* textBuff)
{
s32 counter = 0;
u32 i = 0;
while (counter != 4)
{
if (sUnknownMoveTable[i] == 0)
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counter++;
if (sUnknownMoveTable[i++] == gStringInfo->currentMove)
break;
}
if (counter >= 0)
{
if (counter <= 2)
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StringCopy(textBuff, sText_SpaceIs); // is
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else if (counter <= 4)
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StringCopy(textBuff, sText_ApostropheS); // 's
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}
}
// Appends "!" to the text buffer `dst`. In the original Japanese this looked
// into the table of moves at sUnknownMoveTable and varied the line accordingly.
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//
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// sText_ExclamationMark was a plain "!", used for any attack not on the list.
// It resulted in the translation "<NAME>'s <ATTACK>!".
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//
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// sText_ExclamationMark2 was "を つかった!". This resulted in the translation
// "<NAME> used <ATTACK>!", which was used for all attacks in English.
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//
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// sText_ExclamationMark3 was "した!". This was used for those moves whose
// names were verbs, such as Recover, and resulted in translations like "<NAME>
// recovered itself!".
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//
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// sText_ExclamationMark4 was "を した!" This resulted in a translation of
// "<NAME> did an <ATTACK>!".
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//
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// sText_ExclamationMark5 was " こうげき!" This resulted in a translation of
// "<NAME>'s <ATTACK> attack!".
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static void sub_814F950(u8* dst)
{
s32 counter = 0;
s32 i = 0;
while (*dst != EOS)
dst++;
while (counter != 4)
{
if (sUnknownMoveTable[i] == MOVE_NONE)
counter++;
if (sUnknownMoveTable[i++] == gStringInfo->currentMove)
break;
}
switch (counter)
{
case 0:
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StringCopy(dst, sText_ExclamationMark);
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break;
case 1:
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StringCopy(dst, sText_ExclamationMark2);
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break;
case 2:
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StringCopy(dst, sText_ExclamationMark3);
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break;
case 3:
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StringCopy(dst, sText_ExclamationMark4);
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break;
case 4:
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StringCopy(dst, sText_ExclamationMark5);
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break;
}
}
void BattleHandleAddTextPrinter(const u8 *text, u8 arg1)
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{
const u8 *r8 = gUnknown_085CD660[gBattleScripting.field_24];
bool32 r9;
struct TextSubPrinter textSubPrinter;
u8 speed;
if (arg1 & 0x80)
{
arg1 &= ~(0x80);
r9 = FALSE;
}
else
{
FillWindowPixelBuffer(arg1, r8[12 * arg1]);
r9 = TRUE;
}
textSubPrinter.current_text_offset = text;
textSubPrinter.windowId = arg1;
textSubPrinter.fontId = r8[(12 * arg1) + 1];
textSubPrinter.x = r8[(12 * arg1) + 2];
textSubPrinter.y = r8[(12 * arg1) + 3];
textSubPrinter.currentX = textSubPrinter.x;
textSubPrinter.currentY = textSubPrinter.y;
textSubPrinter.letterSpacing = r8[(12 * arg1) + 4];
textSubPrinter.lineSpacing = r8[(12 * arg1) + 5];
textSubPrinter.fontColor_l = 0;
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textSubPrinter.fgColor = r8[(12 * arg1) + 7];
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textSubPrinter.bgColor = r8[(12 * arg1) + 8];
textSubPrinter.shadowColor = r8[(12 * arg1) + 9];
if (textSubPrinter.x == 0xFF)
{
s32 var2;
u32 var = sub_80397C4(gBattleScripting.field_24, arg1);
var2 = GetStringCenterAlignXOffsetWithLetterSpacing(textSubPrinter.fontId, textSubPrinter.current_text_offset, var, textSubPrinter.letterSpacing);
textSubPrinter.x = textSubPrinter.currentX = var2;
}
if (arg1 == 0x16)
gTextFlags.flag_1 = 0;
else
gTextFlags.flag_1 = 1;
if (gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_RECORDED))
gTextFlags.flag_2 = 1;
else
gTextFlags.flag_2 = 0;
if (arg1 == 0 || arg1 == 0x16)
{
if (gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_x2000000))
speed = 1;
else if (gBattleTypeFlags & BATTLE_TYPE_RECORDED)
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speed = sRecordedBattleTextSpeeds[GetTextSpeedInRecordedBattle()];
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else
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speed = GetPlayerTextSpeed();
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gTextFlags.flag_0 = 1;
}
else
{
speed = r8[(12 * arg1) + 6];
gTextFlags.flag_0 = 0;
}
AddTextPrinter(&textSubPrinter, speed, NULL);
if (r9)
{
PutWindowTilemap(arg1);
CopyWindowToVram(arg1, 3);
}
}
void SetPpNumbersPaletteInMoveSelection(void)
{
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struct ChooseMoveStruct *chooseMoveStruct = (struct ChooseMoveStruct*)(&gBattleBufferA[gActiveBattler][4]);
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const u16 *palPtr = gUnknown_08D85620;
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u8 var = GetCurrentPpToMaxPpState(chooseMoveStruct->currentPp[gMoveSelectionCursor[gActiveBattler]],
chooseMoveStruct->maxPp[gMoveSelectionCursor[gActiveBattler]]);
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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;
}