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Decap gStatNamesTable, Spikes, Sturdy, and Torment
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@ -209,8 +209,8 @@ static const u8 sText_PkmnFellIntoNightmare[] = _("{B_DEF_NAME_WITH_PREFIX} fell
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static const u8 sText_PkmnLockedInNightmare[] = _("{B_ATK_NAME_WITH_PREFIX} is locked\nin a NIGHTMARE!");
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static const u8 sText_PkmnLaidCurse[] = _("{B_ATK_NAME_WITH_PREFIX} cut its own HP and\nlaid a CURSE on {B_DEF_NAME_WITH_PREFIX}!");
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static const u8 sText_PkmnAfflictedByCurse[] = _("{B_ATK_NAME_WITH_PREFIX} is afflicted\nby the CURSE!");
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static const u8 sText_SpikesScattered[] = _("SPIKES were scattered all around\nthe opponent's side!");
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static const u8 sText_PkmnHurtBySpikes[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} is hurt\nby SPIKES!");
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static const u8 sText_SpikesScattered[] = _("Spikes were scattered all around\nthe opponent's side!");
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static const u8 sText_PkmnHurtBySpikes[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} is hurt\nby spikes!");
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static const u8 sText_PkmnIdentified[] = _("{B_ATK_NAME_WITH_PREFIX} identified\n{B_DEF_NAME_WITH_PREFIX}!");
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static const u8 sText_PkmnPerishCountFell[] = _("{B_ATK_NAME_WITH_PREFIX}'s PERISH count\nfell to {B_BUFF1}!");
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static const u8 sText_PkmnBracedItself[] = _("{B_ATK_NAME_WITH_PREFIX} braced\nitself!");
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@ -220,7 +220,7 @@ static const u8 sText_PkmnCutHPMaxedAttack[] = _("{B_ATK_NAME_WITH_PREFIX} cut i
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static const u8 sText_PkmnCopiedStatChanges[] = _("{B_ATK_NAME_WITH_PREFIX} copied\n{B_DEF_NAME_WITH_PREFIX}'s stat changes!");
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static const u8 sText_PkmnGotFree[] = _("{B_ATK_NAME_WITH_PREFIX} got free of\n{B_DEF_NAME_WITH_PREFIX}'s {B_BUFF1}!");
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static const u8 sText_PkmnShedLeechSeed[] = _("{B_ATK_NAME_WITH_PREFIX} shed\nLEECH SEED!");
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static const u8 sText_PkmnBlewAwaySpikes[] = _("{B_ATK_NAME_WITH_PREFIX} blew away\nSPIKES!");
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static const u8 sText_PkmnBlewAwaySpikes[] = _("{B_ATK_NAME_WITH_PREFIX} blew away\nspikes!");
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static const u8 sText_PkmnFledFromBattle[] = _("{B_ATK_NAME_WITH_PREFIX} fled from\nbattle!");
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static const u8 sText_PkmnForesawAttack[] = _("{B_ATK_NAME_WITH_PREFIX} foresaw\nan attack!");
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static const u8 sText_PkmnTookAttack[] = _("{B_DEF_NAME_WITH_PREFIX} took the\n{B_BUFF1} attack!");
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@ -230,7 +230,7 @@ static const u8 sText_PkmnCenterAttention[] = _("{B_DEF_NAME_WITH_PREFIX} became
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static const u8 sText_PkmnChargingPower[] = _("{B_ATK_NAME_WITH_PREFIX} began\ncharging power!");
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static const u8 sText_NaturePowerTurnedInto[] = _("NATURE POWER turned into\n{B_CURRENT_MOVE}!");
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static const u8 sText_PkmnStatusNormal[] = _("{B_ATK_NAME_WITH_PREFIX}'s status\nreturned to normal!");
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static const u8 sText_PkmnSubjectedToTorment[] = _("{B_DEF_NAME_WITH_PREFIX} was subjected\nto TORMENT!");
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static const u8 sText_PkmnSubjectedToTorment[] = _("{B_DEF_NAME_WITH_PREFIX} was subjected\nto torment!");
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static const u8 sText_PkmnTighteningFocus[] = _("{B_ATK_NAME_WITH_PREFIX} is tightening\nits focus!");
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static const u8 sText_PkmnFellForTaunt[] = _("{B_DEF_NAME_WITH_PREFIX} fell for\nthe Taunt!");
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static const u8 sText_PkmnReadyToHelp[] = _("{B_ATK_NAME_WITH_PREFIX} is ready to\nhelp {B_DEF_NAME_WITH_PREFIX}!");
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@ -433,13 +433,19 @@ static const u8 sText_ExclamationMark2[] = _("!");
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static const u8 sText_ExclamationMark3[] = _("!");
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static const u8 sText_ExclamationMark4[] = _("!");
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static const u8 sText_ExclamationMark5[] = _("!");
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static const u8 sText_HP[] = _("HP");
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static const u8 sText_Attack[] = _("attack");
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static const u8 sText_Defense[] = _("defense");
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static const u8 sText_Speed[] = _("speed");
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static const u8 sText_SpAttack[] = _("sp. attack");
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static const u8 sText_SpDefense[] = _("sp. defense");
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static const u8 sText_Accuracy[] = _("accuracy");
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static const u8 sText_Evasiveness[] = _("evasiveness");
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const u8 *const gStatNamesTable[NUM_BATTLE_STATS] =
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{
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gText_HP3, gText_Attack, gText_Defense,
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gText_Speed, gText_SpAtk, gText_SpDef,
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sText_HP, sText_Attack, sText_Defense,
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sText_Speed, sText_SpAttack, sText_SpDefense,
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sText_Accuracy, sText_Evasiveness
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};
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@ -515,7 +521,7 @@ static const u8 sText_TwoInGameTrainersDefeated[];
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static const u8 sText_Trainer2LoseText[];
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// New battle strings.
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static const s8 sText_EnduredViaSturdy[] = _("{B_DEF_NAME_WITH_PREFIX} Endured\nthe hit using {B_DEF_ABILITY}!");
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static const s8 sText_EnduredViaSturdy[] = _("{B_DEF_NAME_WITH_PREFIX} endured\nthe hit using {B_DEF_ABILITY}!");
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static const s8 sText_PowerHerbActivation[] = _("{B_ATK_NAME_WITH_PREFIX} became fully charged\ndue to its {B_LAST_ITEM}!");
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static const s8 sText_HurtByItem[] = _("{B_ATK_NAME_WITH_PREFIX} was hurt\nby its {B_LAST_ITEM}!");
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static const s8 sText_BadlyPoisonedByItem[] = _("{B_EFF_NAME_WITH_PREFIX} was badly \npoisoned by the {B_LAST_ITEM}!");
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