forked from pret/pokeemerald
-
Notifications
You must be signed in to change notification settings - Fork 7
/
Copy pathbattle_message.c
4943 lines (4808 loc) · 314 KB
/
battle_message.c
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
#include "global.h"
#include "malloc.h"
#include "battle.h"
#include "battle_anim.h"
#include "battle_controllers.h"
#include "battle_message.h"
#include "battle_setup.h"
#include "battle_tower.h"
#include "data.h"
#include "event_data.h"
#include "frontier_util.h"
#include "graphics.h"
#include "international_string_util.h"
#include "item.h"
#include "link.h"
#include "menu.h"
#include "palette.h"
#include "recorded_battle.h"
#include "string_util.h"
#include "strings.h"
#include "text.h"
#include "trainer_hill.h"
#include "window.h"
#include "constants/battle_dome.h"
#include "constants/battle_string_ids.h"
#include "constants/frontier_util.h"
#include "constants/items.h"
#include "constants/moves.h"
#include "constants/trainers.h"
#include "constants/trainer_hill.h"
#include "constants/weather.h"
struct BattleWindowText
{
u8 fillValue;
u8 fontId;
u8 x;
u8 y;
u8 letterSpacing;
u8 lineSpacing;
u8 speed;
u8 fgColor;
u8 bgColor;
u8 shadowColor;
};
static void ChooseMoveUsedParticle(u8 *textPtr);
static void ChooseTypeOfMoveUsedString(u8 *dst);
static void ExpandBattleTextBuffPlaceholders(const u8 *src, u8 *dst);
static EWRAM_DATA u8 sBattlerAbilities[MAX_BATTLERS_COUNT] = {0};
EWRAM_DATA struct BattleMsgData *gBattleMsgDataPtr = NULL;
// todo: make some of those names less vague: attacker/target vs pkmn, etc.
#if FRENCH
static const u8 sText_Trainer1LoseText[] = _("{B_TRAINER1_LOSE_TEXT}");
static const u8 sText_PkmnGainedEXP[] = _("{B_BUFF1} a gagné{B_BUFF2}\n{B_BUFF3} points EXP.!\p");
static const u8 sText_EmptyString4[] = _("");
static const u8 sText_ABoosted[] = _(" un bonus de");
static const u8 sText_PkmnGrewToLv[] = _("{B_BUFF1} monte au\nN. {B_BUFF2}!{WAIT_SE}\p");
static const u8 sText_PkmnLearnedMove[] = _("{B_BUFF1} apprend\n{B_BUFF2}!{WAIT_SE}\p");
static const u8 sText_TryToLearnMove1[] = _("{B_BUFF1} tente d’apprendre\n{B_BUFF2}.\p");
static const u8 sText_TryToLearnMove2[] = _("Mais {B_BUFF1} ne peut pas\navoir plus de quatre capacités.\p");
static const u8 sText_TryToLearnMove3[] = _("Effacer une ancienne\ncapacité pour {B_BUFF2}?");
static const u8 sText_PkmnForgotMove[] = _("{B_BUFF1} oublie\n{B_BUFF2}.\p");
static const u8 sText_StopLearningMove[] = _("{PAUSE 32}Arrêter d’apprendre\n{B_BUFF2}?");
static const u8 sText_DidNotLearnMove[] = _("{B_BUFF1} n’a pas appris\n{B_BUFF2}.\p");
static const u8 sText_UseNextPkmn[] = _("Utiliser un autre POKéMON?");
static const u8 sText_AttackMissed[] = _("{B_ATK_NAME_WITH_PREFIX}\nrate son attaque!");
static const u8 sText_PkmnProtectedItself[] = _("{B_DEF_NAME_WITH_PREFIX}\nse protège!");
static const u8 sText_AvoidedDamage[] = _("{B_DEF_NAME_WITH_PREFIX} évite les\ndégâts avec {B_DEF_ABILITY}!");
static const u8 sText_PkmnMakesGroundMiss[] = _("{B_DEF_NAME_WITH_PREFIX} fait échouer les\ncapacités SOL avec {B_DEF_ABILITY}!");
static const u8 sText_PkmnAvoidedAttack[] = _("{B_DEF_NAME_WITH_PREFIX} évite\nl’attaque!");
static const u8 sText_ItDoesntAffect[] = _("Ça n’affecte pas\n{B_DEF_NAME_WITH_PREFIX}…");
static const u8 sText_AttackerFainted[] = _("{B_ATK_NAME_WITH_PREFIX}\nest K.O.!\p");
static const u8 sText_TargetFainted[] = _("{B_DEF_NAME_WITH_PREFIX}\nest K.O.!\p");
static const u8 sText_PlayerGotMoney[] = _("{B_PLAYER_NAME} remporte {B_BUFF1}¥!\p");
static const u8 sText_PlayerWhiteout[] = _("{B_PLAYER_NAME} n’a plus de\nPOKéMON en forme!\p");
static const u8 sText_PlayerWhiteout2[] = _("{B_PLAYER_NAME} est hors-jeu!{PAUSE_UNTIL_PRESS}");
static const u8 sText_PreventsEscape[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} empêche la\nfuite avec {B_SCR_ACTIVE_ABILITY}!\p");
static const u8 sText_CantEscape2[] = _("Fuite impossible!\p");
static const u8 sText_AttackerCantEscape[] = _("{B_ATK_NAME_WITH_PREFIX} ne peut\npas fuir!");
static const u8 sText_HitXTimes[] = _("Touché {B_BUFF1} fois!");
static const u8 sText_PkmnFellAsleep[] = _("{B_EFF_NAME_WITH_PREFIX}\ns’endort!");
static const u8 sText_PkmnMadeSleep[] = _("{B_SCR_ACTIVE_ABILITY} de {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nfait dormir {B_EFF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnAlreadyAsleep[] = _("{B_DEF_NAME_WITH_PREFIX} dort déjà!");
static const u8 sText_PkmnAlreadyAsleep2[] = _("{B_ATK_NAME_WITH_PREFIX} dort déjà!");
static const u8 sText_PkmnWasntAffected[] = _("{B_DEF_NAME_WITH_PREFIX} n’est pas \naffecté!");
static const u8 sText_PkmnWasPoisoned[] = _("{B_EFF_NAME_WITH_PREFIX}\nest empoisonné!");
static const u8 sText_PkmnPoisonedBy[] = _("{B_SCR_ACTIVE_ABILITY} de {B_SCR_ACTIVE_NAME_WITH_PREFIX}\na empoisonné {B_EFF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnHurtByPoison[] = _("{B_ATK_NAME_WITH_PREFIX}\nsouffre du poison!");
static const u8 sText_PkmnAlreadyPoisoned[] = _("{B_DEF_NAME_WITH_PREFIX} est déjà\nempoisonné.");
static const u8 sText_PkmnBadlyPoisoned[] = _("{B_EFF_NAME_WITH_PREFIX} est gravement\nempoisonné!");
static const u8 sText_PkmnEnergyDrained[] = _("L’énergie du {B_DEF_NAME_WITH_PREFIX}\nest drainée!");
static const u8 sText_PkmnWasBurned[] = _("{B_EFF_NAME_WITH_PREFIX} est brûlé!");
static const u8 sText_PkmnBurnedBy[] = _("{B_SCR_ACTIVE_ABILITY} de\n{B_SCR_ACTIVE_NAME_WITH_PREFIX} brûle\l{B_EFF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnHurtByBurn[] = _("{B_ATK_NAME_WITH_PREFIX} souffre de\nsa brûlure!");
static const u8 sText_PkmnAlreadyHasBurn[] = _("{B_DEF_NAME_WITH_PREFIX} est déjà\nbrûlé.");
static const u8 sText_PkmnWasFrozen[] = _("{B_EFF_NAME_WITH_PREFIX} est gelé!");
static const u8 sText_PkmnFrozenBy[] = _("{B_SCR_ACTIVE_ABILITY} de {B_SCR_ACTIVE_NAME_WITH_PREFIX}\ngèle {B_EFF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnIsFrozen[] = _("{B_ATK_NAME_WITH_PREFIX} est gelé!");
static const u8 sText_PkmnWasDefrosted[] = _("{B_DEF_NAME_WITH_PREFIX} est dégelé!");
static const u8 sText_PkmnWasDefrosted2[] = _("{B_ATK_NAME_WITH_PREFIX} est dégelé!");
static const u8 sText_PkmnWasDefrostedBy[] = _("{B_ATK_NAME_WITH_PREFIX} est dégelé\npar {B_CURRENT_MOVE}!");
static const u8 sText_PkmnWasParalyzed[] = _("{B_EFF_NAME_WITH_PREFIX} est paralysé!\nIl peut ne plus attaquer!");
static const u8 sText_PkmnWasParalyzedBy[] = _("{B_SCR_ACTIVE_ABILITY} de {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nparalyse {B_EFF_NAME_WITH_PREFIX}!\lIl peut ne plus attaquer!");
static const u8 sText_PkmnIsParalyzed[] = _("{B_ATK_NAME_WITH_PREFIX} est paralysé!\nIl ne peut plus attaquer!");
static const u8 sText_PkmnIsAlreadyParalyzed[] = _("{B_DEF_NAME_WITH_PREFIX} est déjà\nparalysé!");
static const u8 sText_PkmnHealedParalysis[] = _("{B_DEF_NAME_WITH_PREFIX} n’est plus\nparalysé!");
static const u8 sText_PkmnDreamEaten[] = _("Le rêve de {B_DEF_NAME_WITH_PREFIX}\nest dévoré!");
static const u8 sText_StatsWontIncrease[] = _("Ah, {B_BUFF1} de {B_ATK_NAME_WITH_PREFIX}\nn’ira pas plus haut!");
static const u8 sText_StatsWontDecrease[] = _("Ah, {B_BUFF1} de {B_DEF_NAME_WITH_PREFIX}\nn’ira pas plus bas!");
static const u8 sText_TeamStoppedWorking[] = _("{B_BUFF1} ne fonctionne\nplus dans votre équipe!");
static const u8 sText_FoeStoppedWorking[] = _("{B_BUFF1} ne fonctionne\nplus dans l’équipe ennemie!");
static const u8 sText_PkmnIsConfused[] = _("{B_ATK_NAME_WITH_PREFIX} est confus!");
static const u8 sText_PkmnHealedConfusion[] = _("{B_ATK_NAME_WITH_PREFIX} n’est plus\nconfus!");
static const u8 sText_PkmnWasConfused[] = _("Cela rend {B_EFF_NAME_WITH_PREFIX}\nconfus!");
static const u8 sText_PkmnAlreadyConfused[] = _("{B_DEF_NAME_WITH_PREFIX} est\ndéjà confus!");
static const u8 sText_PkmnFellInLove[] = _("{B_DEF_NAME_WITH_PREFIX} est amoureux!");
static const u8 sText_PkmnInLove[] = _("{B_ATK_NAME_WITH_PREFIX} est amoureux\nde {B_SCR_ACTIVE_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnImmobilizedByLove[] = _("L’amour empêche {B_ATK_NAME_WITH_PREFIX}\nd’attaquer!");
static const u8 sText_PkmnBlownAway[] = _("{B_DEF_NAME_WITH_PREFIX} est soufflé!");
static const u8 sText_PkmnChangedType[] = _("{B_ATK_NAME_WITH_PREFIX} prend le\ntype {B_BUFF1}!");
static const u8 sText_PkmnFlinched[] = _("{B_ATK_NAME_WITH_PREFIX} a la trouille!");
static const u8 sText_PkmnRegainedHealth[] = _("{B_DEF_NAME_WITH_PREFIX} récupère\nson énergie!");
static const u8 sText_PkmnHPFull[] = _("Les PV du {B_DEF_NAME_WITH_PREFIX} sont\nau maximum!");
static const u8 sText_PkmnRaisedSpDef[] = _("{B_CURRENT_MOVE} du POKéMON {B_ATK_PREFIX2} \naugmente sa DEF. SPE.!");
static const u8 sText_PkmnRaisedSpDefALittle[] = _("{B_CURRENT_MOVE} du POKéMON {B_ATK_PREFIX2} \naugmente un peu sa DEF. SPE.!");
static const u8 sText_PkmnRaisedDef[] = _("{B_CURRENT_MOVE} du POKéMON {B_ATK_PREFIX2}\naugmente sa DEFENSE!");
static const u8 sText_PkmnRaisedDefALittle[] = _("{B_CURRENT_MOVE} du POKéMON {B_ATK_PREFIX2}\naugmente un peu sa DEFENSE!");
static const u8 sText_PkmnCoveredByVeil[] = _("L’équipe du POKéMON {B_ATK_PREFIX2} est\nrecouverte par un voile!");
static const u8 sText_PkmnUsedSafeguard[] = _("L’équipe de {B_DEF_NAME_WITH_PREFIX} est\nprotégée par RUNE PROTECT!");
static const u8 sText_PkmnSafeguardExpired[] = _("L’équipe du POKéMON {B_ATK_PREFIX3} n’est\nplus protégée par RUNE PROTECT!");
static const u8 sText_PkmnWentToSleep[] = _("{B_ATK_NAME_WITH_PREFIX} s’endort!");
static const u8 sText_PkmnSleptHealthy[] = _("{B_ATK_NAME_WITH_PREFIX} dort et\nrécupère son énergie!");
static const u8 sText_PkmnWhippedWhirlwind[] = _("{B_ATK_NAME_WITH_PREFIX} déclenche un\ncyclone!");
static const u8 sText_PkmnTookSunlight[] = _("{B_ATK_NAME_WITH_PREFIX} rayonne!");
static const u8 sText_PkmnLoweredHead[] = _("{B_ATK_NAME_WITH_PREFIX} baisse la tête!");
static const u8 sText_PkmnIsGlowing[] = _("{B_ATK_NAME_WITH_PREFIX} est entouré d’une\nlumière intense!");
static const u8 sText_PkmnFlewHigh[] = _("{B_ATK_NAME_WITH_PREFIX} s’envole!");
static const u8 sText_PkmnDugHole[] = _("{B_ATK_NAME_WITH_PREFIX} creuse un trou!");
static const u8 sText_PkmnHidUnderwater[] = _("{B_ATK_NAME_WITH_PREFIX} se cache sous\nl’eau!");
static const u8 sText_PkmnSprangUp[] = _("{B_ATK_NAME_WITH_PREFIX} bondit!");
static const u8 sText_PkmnSqueezedByBind[] = _("{B_DEF_NAME_WITH_PREFIX} est pris dans\nl’ETREINTE du {B_ATK_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnTrappedInVortex[] = _("{B_DEF_NAME_WITH_PREFIX} est piégé dans\nle tourbillon!");
static const u8 sText_PkmnTrappedBySandTomb[] = _("{B_DEF_NAME_WITH_PREFIX} est piégé par\nle TOURBI-SABLE!");
static const u8 sText_PkmnWrappedBy[] = _("{B_DEF_NAME_WITH_PREFIX} est LIGOTE\npar {B_ATK_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnClamped[] = _("{B_DEF_NAME_WITH_PREFIX} est pris dans\nle CLAQUOIR du {B_ATK_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnHurtBy[] = _("{B_ATK_NAME_WITH_PREFIX} est blessé par\n{B_BUFF1}!");
static const u8 sText_PkmnFreedFrom[] = _("{B_ATK_NAME_WITH_PREFIX} est libéré de\n{B_BUFF1}!");
static const u8 sText_PkmnCrashed[] = _("{B_ATK_NAME_WITH_PREFIX} s’écrase au\nsol!");
const u8 gText_PkmnShroudedInMist[] = _("Le POKéMON {B_ATK_PREFIX2} s’entoure de\nBRUME!");
static const u8 sText_PkmnProtectedByMist[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} est protégé par\nla BRUME!");
const u8 gText_PkmnGettingPumped[] = _("{B_ATK_NAME_WITH_PREFIX} se gonfle!");
static const u8 sText_PkmnHitWithRecoil[] = _("{B_ATK_NAME_WITH_PREFIX} se blesse en\nfrappant!");
static const u8 sText_PkmnProtectedItself2[] = _("{B_ATK_NAME_WITH_PREFIX} est prêt à\nse protéger!");
static const u8 sText_PkmnBuffetedBySandstorm[] = _("{B_ATK_NAME_WITH_PREFIX} est secoué\npar la tempête de sable!");
static const u8 sText_PkmnPeltedByHail[] = _("{B_ATK_NAME_WITH_PREFIX} est frappé par\nla GRELE!");
static const u8 sText_PkmnsXWoreOff[] = _("{B_BUFF1} du POKéMON {B_ATK_PREFIX1} \nprend fin!");
static const u8 sText_PkmnSeeded[] = _("{B_DEF_NAME_WITH_PREFIX} est infecté!");
static const u8 sText_PkmnEvadedAttack[] = _("{B_DEF_NAME_WITH_PREFIX} évite l’attaque!");
static const u8 sText_PkmnSappedByLeechSeed[] = _("VAMPIGRAINE draine\nl’énergie de {B_ATK_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnFastAsleep[] = _("{B_ATK_NAME_WITH_PREFIX} dort\nprofondément.");
static const u8 sText_PkmnWokeUp[] = _("{B_ATK_NAME_WITH_PREFIX} se réveille!");
static const u8 sText_PkmnUproarKeptAwake[] = _("Mais le BROUHAHA du\n{B_SCR_ACTIVE_NAME_WITH_PREFIX} le tient éveillé!");
static const u8 sText_PkmnWokeUpInUproar[] = _("{B_ATK_NAME_WITH_PREFIX} est réveillé par\nle BROUHAHA!");
static const u8 sText_PkmnCausedUproar[] = _("{B_ATK_NAME_WITH_PREFIX} provoque\nun BROUHAHA!");
static const u8 sText_PkmnMakingUproar[] = _("{B_ATK_NAME_WITH_PREFIX} fait un\nBROUHAHA!");
static const u8 sText_PkmnCalmedDown[] = _("{B_ATK_NAME_WITH_PREFIX} se calme.");
static const u8 sText_PkmnCantSleepInUproar[] = _("Mais le BROUHAHA empêche\n{B_DEF_NAME_WITH_PREFIX} de dormir!");
static const u8 sText_PkmnStockpiled[] = _("{B_ATK_NAME_WITH_PREFIX} utilise STOCKAGE\n{B_BUFF1} fois!");
static const u8 sText_PkmnCantStockpile[] = _("{B_ATK_NAME_WITH_PREFIX} ne peut plus\nutiliser STOCKAGE!");
static const u8 sText_PkmnCantSleepInUproar2[] = _("Mais le BROUHAHA empêche\n{B_DEF_NAME_WITH_PREFIX} de dormir!");
static const u8 sText_UproarKeptPkmnAwake[] = _("Mais le BROUHAHA tient\n{B_DEF_NAME_WITH_PREFIX} éveillé!");
static const u8 sText_PkmnStayedAwakeUsing[] = _("{B_DEF_NAME_WITH_PREFIX} reste éveillé\ngrâce à {B_DEF_ABILITY}!");
static const u8 sText_PkmnStoringEnergy[] = _("{B_ATK_NAME_WITH_PREFIX} se concentre!");
static const u8 sText_PkmnUnleashedEnergy[] = _("{B_ATK_NAME_WITH_PREFIX} envoie la sauce!");
static const u8 sText_PkmnFatigueConfusion[] = _("La fatigue rend {B_ATK_NAME_WITH_PREFIX}\nconfus!");
static const u8 sText_PlayerPickedUpMoney[] = _("{B_PLAYER_NAME} obtient {B_BUFF1}¥!\p");
static const u8 sText_PkmnUnaffected[] = _("{B_DEF_NAME_WITH_PREFIX} n’est pas\naffecté!");
static const u8 sText_PkmnTransformedInto[] = _("{B_ATK_NAME_WITH_PREFIX} se transforme\nen {B_BUFF1}!");
static const u8 sText_PkmnMadeSubstitute[] = _("{B_ATK_NAME_WITH_PREFIX} crée un CLONE!");
static const u8 sText_PkmnHasSubstitute[] = _("{B_ATK_NAME_WITH_PREFIX} a déjà un CLONE!");
static const u8 sText_SubstituteDamaged[] = _("Le CLONE prend les\ndégâts du {B_DEF_NAME_WITH_PREFIX}!\p");
static const u8 sText_PkmnSubstituteFaded[] = _("Le CLONE du {B_DEF_NAME_WITH_PREFIX}\ndisparaît!\p");
static const u8 sText_PkmnMustRecharge[] = _("{B_ATK_NAME_WITH_PREFIX} doit\nse recharger!");
static const u8 sText_PkmnRageBuilding[] = _("La FRENESIE du {B_DEF_NAME_WITH_PREFIX}\naugmente!");
static const u8 sText_PkmnMoveWasDisabled[] = _("{B_BUFF1} du {B_DEF_NAME_WITH_PREFIX}\nest mis sous ENTRAVE!");
static const u8 sText_PkmnMoveDisabledNoMore[] = _("{B_ATK_NAME_WITH_PREFIX} n’est plus\nsous ENTRAVE!");
static const u8 sText_PkmnGotEncore[] = _("{B_DEF_NAME_WITH_PREFIX}, ENCORE\nune fois!");
static const u8 sText_PkmnEncoreEnded[] = _("ENCORE du {B_ATK_NAME_WITH_PREFIX}\nest terminé!");
static const u8 sText_PkmnTookAim[] = _("{B_ATK_NAME_WITH_PREFIX} vise\n{B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnSketchedMove[] = _("{B_ATK_NAME_WITH_PREFIX} GRIBOUILLE\n{B_BUFF1}!");
static const u8 sText_PkmnTryingToTakeFoe[] = _("{B_ATK_NAME_WITH_PREFIX} veut emmener son\nennemi au tapis!");
static const u8 sText_PkmnTookFoe[] = _("{B_DEF_NAME_WITH_PREFIX} emmène\n{B_ATK_NAME_WITH_PREFIX} au tapis!");
static const u8 sText_PkmnReducedPP[] = _("{B_BUFF1} du {B_DEF_NAME_WITH_PREFIX}\nbaisse de {B_BUFF2}!");
static const u8 sText_PkmnStoleItem[] = _("{B_ATK_NAME_WITH_PREFIX} vole\n{B_LAST_ITEM} au\l{B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_TargetCantEscapeNow[] = _("{B_DEF_NAME_WITH_PREFIX} ne peut pas\ns’échapper!");
static const u8 sText_PkmnFellIntoNightmare[] = _("{B_DEF_NAME_WITH_PREFIX} commence un\nCAUCHEMAR!");
static const u8 sText_PkmnLockedInNightmare[] = _("{B_ATK_NAME_WITH_PREFIX} est prisonnier\nd’un CAUCHEMAR!");
static const u8 sText_PkmnLaidCurse[] = _("{B_ATK_NAME_WITH_PREFIX} sacrifie ses PV\net lance une MALEDICTION\lau {B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnAfflictedByCurse[] = _("{B_ATK_NAME_WITH_PREFIX} est touché par\nla MALEDICTION!");
static const u8 sText_SpikesScattered[] = _("Des PICOTS s’éparpillent autour\nde l’équipe de l’ennemi!");
static const u8 sText_PkmnHurtBySpikes[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} est blessé par\nles PICOTS!");
static const u8 sText_PkmnIdentified[] = _("{B_ATK_NAME_WITH_PREFIX} identifie\n{B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnPerishCountFell[] = _("Le compte du REQUIEM du\n{B_ATK_NAME_WITH_PREFIX} descend à {B_BUFF1}!");
static const u8 sText_PkmnBracedItself[] = _("{B_ATK_NAME_WITH_PREFIX} rassemble ses \nforces!");
static const u8 sText_PkmnEnduredHit[] = _("{B_DEF_NAME_WITH_PREFIX} est TENACE\nface au coup!");
static const u8 sText_MagnitudeStrength[] = _("AMPLEUR {B_BUFF1}!");
static const u8 sText_PkmnCutHPMaxedAttack[] = _("{B_ATK_NAME_WITH_PREFIX} sacrifie ses PV\net monte son ATTAQUE au max!");
static const u8 sText_PkmnCopiedStatChanges[] = _("{B_ATK_NAME_WITH_PREFIX} copie les\nchangements\lde stats du {B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnGotFree[] = _("{B_ATK_NAME_WITH_PREFIX} se libère\nde {B_BUFF1}\ldu {B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnShedLeechSeed[] = _("{B_ATK_NAME_WITH_PREFIX} repousse\nVAMPIGRAINE!");
static const u8 sText_PkmnBlewAwaySpikes[] = _("{B_ATK_NAME_WITH_PREFIX} repousse les\nPICOTS!");
static const u8 sText_PkmnFledFromBattle[] = _("{B_ATK_NAME_WITH_PREFIX} s’enfuit!");
static const u8 sText_PkmnForesawAttack[] = _("{B_ATK_NAME_WITH_PREFIX} prévoit une\nattaque!");
static const u8 sText_PkmnTookAttack[] = _("{B_DEF_NAME_WITH_PREFIX} prend l’attaque\nde {B_BUFF1}!");
static const u8 sText_PkmnChoseXAsDestiny[] = _("{B_ATK_NAME_WITH_PREFIX} prépare\n{B_CURRENT_MOVE}!");
static const u8 sText_PkmnAttack[] = _("Attaque de {B_BUFF1}!");
static const u8 sText_PkmnCenterAttention[] = _("{B_ATK_NAME_WITH_PREFIX} devient le centre\nd’attention!");
static const u8 sText_PkmnChargingPower[] = _("{B_ATK_NAME_WITH_PREFIX} se met à\ncharger son énergie!");
static const u8 sText_NaturePowerTurnedInto[] = _("FORCE-NATURE se transforme\nen {B_CURRENT_MOVE}!");
static const u8 sText_PkmnStatusNormal[] = _("Le statut du {B_ATK_NAME_WITH_PREFIX}\nrevient à la normale!");
static const u8 sText_PkmnSubjectedToTorment[] = _("{B_DEF_NAME_WITH_PREFIX} est victime de la\nTOURMENTE!");
static const u8 sText_PkmnTighteningFocus[] = _("{B_ATK_NAME_WITH_PREFIX} se concentre\ndavantage!");
static const u8 sText_PkmnFellForTaunt[] = _("{B_DEF_NAME_WITH_PREFIX} répond à\nla PROVOC!");
static const u8 sText_PkmnReadyToHelp[] = _("{B_ATK_NAME_WITH_PREFIX} est prêt à aider\n{B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnSwitchedItems[] = _("{B_ATK_NAME_WITH_PREFIX} change d’objet\navec l’autre POKéMON!");
static const u8 sText_PkmnObtainedX[] = _("{B_ATK_NAME_WITH_PREFIX} obtient\n{B_BUFF1}!");
static const u8 sText_PkmnObtainedX2[] = _("{B_DEF_NAME_WITH_PREFIX} obtient\n{B_BUFF2}!");
static const u8 sText_PkmnObtainedXYObtainedZ[] = _("{B_ATK_NAME_WITH_PREFIX} obtient\n{B_BUFF1}!\p{B_DEF_NAME_WITH_PREFIX} obtient\n{B_BUFF2}!");
static const u8 sText_PkmnCopiedFoe[] = _("{B_ATK_NAME_WITH_PREFIX} copie\n{B_DEF_ABILITY}\ldu {B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnMadeWish[] = _("{B_ATK_NAME_WITH_PREFIX} fait un VOEU!");
static const u8 sText_PkmnWishCameTrue[] = _("Le VOEU du {B_BUFF1}\nse réalise!");
static const u8 sText_PkmnPlantedRoots[] = _("{B_ATK_NAME_WITH_PREFIX} plante ses\nracines!");
static const u8 sText_PkmnAbsorbedNutrients[] = _("{B_ATK_NAME_WITH_PREFIX} absorbe des\nnutriments avec ses racines!");
static const u8 sText_PkmnAnchoredItself[] = _("{B_DEF_NAME_WITH_PREFIX} s’accroche\navec ses racines!");
static const u8 sText_PkmnWasMadeDrowsy[] = _("{B_ATK_NAME_WITH_PREFIX} rend\n{B_DEF_NAME_WITH_PREFIX} somnolent!");
static const u8 sText_PkmnKnockedOff[] = _("{B_ATK_NAME_WITH_PREFIX} fait tomber\n{B_LAST_ITEM}\ldu {B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnSwappedAbilities[] = _("{B_ATK_NAME_WITH_PREFIX} et le POKéMON\néchangent leur capacité spéciale!");
static const u8 sText_PkmnSealedOpponentMove[] = _("{B_ATK_NAME_WITH_PREFIX} bloque une ou\nplusieurs capacités de l’adversaire!");
static const u8 sText_PkmnWantsGrudge[] = _("{B_ATK_NAME_WITH_PREFIX} veut que\nl’adversaire ait de la RANCUNE!");
static const u8 sText_PkmnLostPPGrudge[] = _("{B_BUFF1} du {B_ATK_NAME_WITH_PREFIX}\nperd ses PP à cause de la RANCUNE!");
static const u8 sText_PkmnShroudedItself[] = _("{B_ATK_NAME_WITH_PREFIX} s’entoure\nde {B_CURRENT_MOVE}!");
static const u8 sText_PkmnMoveBounced[] = _("{B_CURRENT_MOVE} du {B_ATK_NAME_WITH_PREFIX}\nest renvoyé par le REFLET MAGIK!");
static const u8 sText_PkmnWaitsForTarget[] = _("{B_ATK_NAME_WITH_PREFIX} attend que son\nennemi attaque!");
static const u8 sText_PkmnSnatchedMove[] = _("{B_DEF_NAME_WITH_PREFIX} utilise SAISIE\nsur la capacité du\l{B_SCR_ACTIVE_NAME_WITH_PREFIX}!");
static const u8 sText_ElectricityWeakened[] = _("La puissance de l’électricité\nest affaiblie!");
static const u8 sText_FireWeakened[] = _("La puissance du feu\nest affaiblie!");
static const u8 sText_XFoundOneY[] = _("{B_ATK_NAME_WITH_PREFIX} trouve\n{B_LAST_ITEM}!");
static const u8 sText_SoothingAroma[] = _("Une odeur apaisante\nflotte dans les airs!");
static const u8 sText_ItemsCantBeUsedNow[] = _("Objets inutilisables\nici.{PAUSE 64}");
static const u8 sText_ForXCommaYZ[] = _("Pour {B_SCR_ACTIVE_NAME_WITH_PREFIX},\n{B_LAST_ITEM} {B_BUFF1}");
static const u8 sText_PkmnUsedXToGetPumped[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} est plein\nd’énergie grâce à {B_LAST_ITEM}!");
static const u8 sText_PkmnLostFocus[] = _("{B_ATK_NAME_WITH_PREFIX} est déconcentré\net ne peut pas attaquer!");
static const u8 sText_PkmnWasDraggedOut[] = _("{B_DEF_NAME_WITH_PREFIX} est traîné de\nforce au combat!\p");
static const u8 sText_TheWallShattered[] = _("Le mur vole en éclats!");
static const u8 sText_ButNoEffect[] = _("Mais ça n’a aucun effet!");
static const u8 sText_PkmnHasNoMovesLeft[] = _("{B_ACTIVE_NAME_WITH_PREFIX} n’a plus\nde capacités!\p");
static const u8 sText_PkmnMoveIsDisabled[] = _("Il y a une ENTRAVE sur {B_CURRENT_MOVE}\ndu {B_ACTIVE_NAME_WITH_PREFIX}!\p");
static const u8 sText_PkmnCantUseMoveTorment[] = _("La TOURMENTE empêche\n{B_ACTIVE_NAME_WITH_PREFIX} d’utiliser une\lcapacité deux fois de suite!\p");
static const u8 sText_PkmnCantUseMoveTaunt[] = _("{B_ACTIVE_NAME_WITH_PREFIX} ne peut pas\nutiliser {B_CURRENT_MOVE} après PROVOC!\p");
static const u8 sText_PkmnCantUseMoveSealed[] = _("{B_ACTIVE_NAME_WITH_PREFIX} ne peut pas\nutiliser {B_CURRENT_MOVE} bloqué!\p");
static const u8 sText_PkmnMadeItRain[] = _("{B_SCR_ACTIVE_ABILITY} du\n{B_SCR_ACTIVE_NAME_WITH_PREFIX} fait tomber\lla pluie!");
static const u8 sText_PkmnRaisedSpeed[] = _("{B_SCR_ACTIVE_ABILITY} de {B_SCR_ACTIVE_NAME_WITH_PREFIX}\naugmente sa VITESSE!");
static const u8 sText_PkmnProtectedBy[] = _("{B_DEF_NAME_WITH_PREFIX} est protégé\npar {B_DEF_ABILITY}!");
static const u8 sText_PkmnPreventsUsage[] = _("{B_DEF_ABILITY} de\n{B_DEF_NAME_WITH_PREFIX} \pempêche {B_ATK_NAME_WITH_PREFIX}\nd’utiliser {B_CURRENT_MOVE}!");
static const u8 sText_PkmnRestoredHPUsing[] = _("{B_DEF_NAME_WITH_PREFIX} restaure ses PV\ngrâce à {B_DEF_ABILITY}!");
static const u8 sText_PkmnsXMadeYUseless[] = _("{B_DEF_ABILITY} du {B_DEF_NAME_WITH_PREFIX}\nrend {B_CURRENT_MOVE} inutile!");
static const u8 sText_PkmnChangedTypeWith[] = _("{B_DEF_ABILITY} du {B_DEF_NAME_WITH_PREFIX}\nle transforme en type {B_BUFF1}!");
static const u8 sText_PkmnPreventsParalysisWith[] = _("{B_DEF_ABILITY} du {B_EFF_NAME_WITH_PREFIX}\nempêche la paralysie!");
static const u8 sText_PkmnPreventsRomanceWith[] = _("{B_DEF_ABILITY} du {B_DEF_NAME_WITH_PREFIX}\nempêche la romance!");
static const u8 sText_PkmnPreventsPoisoningWith[] = _("{B_DEF_ABILITY} du {B_EFF_NAME_WITH_PREFIX}\nempêche l’empoisonnement!");
static const u8 sText_PkmnPreventsConfusionWith[] = _("{B_DEF_ABILITY} du {B_DEF_NAME_WITH_PREFIX}\nempêche la confusion!");
static const u8 sText_PkmnRaisedFirePowerWith[] = _("{B_DEF_ABILITY} du {B_DEF_NAME_WITH_PREFIX}\naugmente sa puissance de FEU!");
static const u8 sText_PkmnAnchorsItselfWith[] = _("{B_DEF_NAME_WITH_PREFIX} s’accroche\navec {B_DEF_ABILITY}!");
static const u8 sText_PkmnCutsAttackWith[] = _("{B_SCR_ACTIVE_ABILITY} du\n{B_SCR_ACTIVE_NAME_WITH_PREFIX} réduit\ll’ATTAQUE du {B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnPreventsStatLossWith[] = _("{B_SCR_ACTIVE_ABILITY} du {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nempêche la perte de stats!");
static const u8 sText_PkmnHurtsWith[] = _("{B_DEF_ABILITY} du {B_DEF_NAME_WITH_PREFIX}\nblesse {B_ATK_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnTraced[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} CALQUE\n{B_BUFF2} du\l{B_BUFF1}!");
static const u8 sText_PkmnsXPreventsBurns[] = _("{B_EFF_ABILITY} du {B_EFF_NAME_WITH_PREFIX}\nempêche les brûlures!");
static const u8 sText_PkmnsXBlocksY[] = _("{B_DEF_ABILITY} du {B_DEF_NAME_WITH_PREFIX}\nbloque {B_CURRENT_MOVE}!");
static const u8 sText_PkmnsXBlocksY2[] = _("{B_SCR_ACTIVE_ABILITY} du {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nbloque {B_CURRENT_MOVE}!");
static const u8 sText_PkmnsXRestoredHPALittle2[] = _("{B_ATK_ABILITY} du {B_ATK_NAME_WITH_PREFIX}\nrestaure un peu ses PV!");
static const u8 sText_PkmnsXWhippedUpSandstorm[] = _("{B_SCR_ACTIVE_ABILITY} du {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nprovoque une tempête de sable!");
static const u8 sText_PkmnsXIntensifiedSun[] = _("{B_SCR_ACTIVE_ABILITY} du {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nintensifie les rayons du soleil!");
static const u8 sText_PkmnsXPreventsYLoss[] = _("{B_SCR_ACTIVE_ABILITY} du {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nempêche {B_BUFF1} de baisser!");
static const u8 sText_PkmnsXInfatuatedY[] = _("{B_DEF_ABILITY} du {B_DEF_NAME_WITH_PREFIX}\nrend {B_ATK_NAME_WITH_PREFIX} amoureux!");
static const u8 sText_PkmnsXMadeYIneffective[] = _("{B_DEF_ABILITY} du {B_DEF_NAME_WITH_PREFIX}\nrend {B_CURRENT_MOVE} inefficace!");
static const u8 sText_PkmnsXCuredYProblem[] = _("{B_SCR_ACTIVE_ABILITY} du {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nguérit son problème de {B_BUFF1}!");
static const u8 sText_ItSuckedLiquidOoze[] = _("Il aspire le\nSUINTEMENT!");
static const u8 sText_PkmnTransformed[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} se transforme!");
static const u8 sText_PkmnsXTookAttack[] = _("{B_DEF_ABILITY} du {B_DEF_NAME_WITH_PREFIX}\nreçoit l’attaque!");
const u8 gText_PkmnsXPreventsSwitching[] = _("{B_LAST_ABILITY} du {B_BUFF1}\nempêche l’échange!\p");
static const u8 sText_PreventedFromWorking[] = _("{B_DEF_ABILITY} du {B_DEF_NAME_WITH_PREFIX}\nempêche {B_BUFF1} du\l{B_SCR_ACTIVE_NAME_WITH_PREFIX} de fonctionner!");
static const u8 sText_PkmnsXMadeItIneffective[] = _("{B_SCR_ACTIVE_ABILITY} du {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nle rend inefficace!");
static const u8 sText_PkmnsXPreventsFlinching[] = _("{B_EFF_ABILITY} du {B_EFF_NAME_WITH_PREFIX}\nempêche la peur!");
static const u8 sText_PkmnsXPreventsYsZ[] = _("{B_ATK_ABILITY} du {B_ATK_NAME_WITH_PREFIX}\nempêche {B_DEF_ABILITY} du\l{B_DEF_NAME_WITH_PREFIX} de fonctionner!");
static const u8 sText_PkmnsXCuredItsYProblem[] = _("{B_SCR_ACTIVE_ABILITY} du {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nguérit son problème de {B_BUFF1}!");
static const u8 sText_PkmnsXHadNoEffectOnY[] = _("{B_SCR_ACTIVE_ABILITY} du\n{B_SCR_ACTIVE_NAME_WITH_PREFIX}\pest inefficace sur\n{B_EFF_NAME_WITH_PREFIX}!");
static const u8 sText_StatSharply[] = _("monte beaucoup!");
const u8 gText_StatRose[] = _("augmente!");
static const u8 sText_StatHarshly[] = _("baisse beaucoup!");
static const u8 sText_StatFell[] = _("baisse!");
static const u8 sText_AttackersStatRose[] = _("Ah, {B_BUFF1} du {B_ATK_NAME_WITH_PREFIX}\n{B_BUFF2}");
const u8 gText_DefendersStatRose[] = _("Ah, {B_BUFF1} du {B_DEF_NAME_WITH_PREFIX}\n{B_BUFF2}");
static const u8 sText_UsingItemTheStatOfPkmnRose[] = _("Avec {B_LAST_ITEM}, {B_BUFF1} du\n{B_SCR_ACTIVE_NAME_WITH_PREFIX} {B_BUFF2}");
static const u8 sText_AttackersStatFell[] = _("{B_BUFF1} du {B_ATK_NAME_WITH_PREFIX}\n{B_BUFF2}");
static const u8 sText_DefendersStatFell[] = _("Ah, {B_BUFF1} du {B_DEF_NAME_WITH_PREFIX}\n{B_BUFF2}");
static const u8 sText_StatsWontIncrease2[] = _("Les stats du {B_ATK_NAME_WITH_PREFIX}\nn’iront pas plus haut!");
static const u8 sText_StatsWontDecrease2[] = _("Les stats du {B_DEF_NAME_WITH_PREFIX}\nn’iront pas plus bas!");
static const u8 sText_CriticalHit[] = _("Coup critique!");
static const u8 sText_OneHitKO[] = _("K.O. en un coup!");
static const u8 sText_123Poof[] = _("{PAUSE 32}1, {PAUSE 15}2 et{PAUSE 15}… {PAUSE 15}… {PAUSE 15}… {PAUSE 15}{PLAY_SE SE_BALL_BOUNCE_1}Tadaa!\p");
static const u8 sText_AndEllipsis[] = _("Et…\p");
static const u8 sText_HMMovesCantBeForgotten[] = _("Impossible d’oublier les\ncapacités CS maintenant.\p");
static const u8 sText_NotVeryEffective[] = _("Ce n’est pas très efficace…");
static const u8 sText_SuperEffective[] = _("C’est super efficace!");
static const u8 sText_GotAwaySafely[] = _("{PLAY_SE SE_FLEE}Vous prenez la fuite!\p");
static const u8 sText_PkmnFledUsingIts[] = _("{PLAY_SE SE_FLEE}{B_ATK_NAME_WITH_PREFIX} fuit en\nutilisant {B_LAST_ITEM}!\p");
static const u8 sText_PkmnFledUsing[] = _("{PLAY_SE SE_FLEE}{B_ATK_NAME_WITH_PREFIX} fuit en\nutilisant {B_ATK_ABILITY}!\p");
static const u8 sText_WildPkmnFled[] = _("{PLAY_SE SE_FLEE}{B_BUFF1} sauvage fuit!");
static const u8 sText_PlayerDefeatedLinkTrainer[] = _("{B_LINK_OPPONENT1_NAME} a perdu!");
static const u8 sText_TwoLinkTrainersDefeated[] = _("{B_LINK_OPPONENT2_NAME} et {B_LINK_OPPONENT1_NAME}\nont perdu!");
static const u8 sText_PlayerLostAgainstLinkTrainer[] = _("{B_LINK_OPPONENT1_NAME} a gagné!");
static const u8 sText_PlayerLostToTwo[] = _("{B_LINK_OPPONENT2_NAME} et {B_LINK_OPPONENT1_NAME}\nont gagné!");
static const u8 sText_PlayerBattledToDrawLinkTrainer[] = _("Egalité avec \n{B_LINK_OPPONENT1_NAME}!");
static const u8 sText_PlayerBattledToDrawVsTwo[] = _("Egalité avec\n{B_LINK_OPPONENT2_NAME} et {B_LINK_OPPONENT1_NAME}!");
static const u8 sText_WildFled[] = _("{PLAY_SE SE_FLEE}{B_LINK_OPPONENT1_NAME} s’enfuit!");
static const u8 sText_TwoWildFled[] = _("{PLAY_SE SE_FLEE}{B_LINK_OPPONENT1_NAME} et\n{B_LINK_OPPONENT2_NAME} s’enfuient!");
static const u8 sText_NoRunningFromTrainers[] = _("On ne s’enfuit pas d’un\ncombat de DRESSEURS!\p");
static const u8 sText_CantEscape[] = _("Fuite impossible!\p");
static const u8 sText_DontLeaveBirch[] = _("PROF. SEKO: Ne me laisse pas\ncomme ça!\p");
static const u8 sText_ButNothingHappened[] = _("Mais rien ne se passe!");
static const u8 sText_ButItFailed[] = _("Mais cela échoue!");
static const u8 sText_ItHurtConfusion[] = _("Il se blesse dans sa\nconfusion.");
static const u8 sText_MirrorMoveFailed[] = _("La MIMIQUE échoue!");
static const u8 sText_StartedToRain[] = _("Il commence à pleuvoir!");
static const u8 sText_DownpourStarted[] = _("Une pluie torrentielle commence!");
static const u8 sText_RainContinues[] = _("La pluie continue de tomber.");
static const u8 sText_DownpourContinues[] = _("La pluie torrentielle continue."); // Unused
static const u8 sText_RainStopped[] = _("La pluie s’est arrêtée.");
static const u8 sText_SandstormBrewed[] = _("Une tempête de sable\nse prépare!");
static const u8 sText_SandstormRages[] = _("La tempête de sable\nfait rage.");
static const u8 sText_SandstormSubsided[] = _("La tempête de sable\nse calme.");
static const u8 sText_SunlightGotBright[] = _("Les rayons du soleil brillent!");
static const u8 sText_SunlightStrong[] = _("Les rayons du soleil sont forts.");
static const u8 sText_SunlightFaded[] = _("Les rayons du soleil s’affaiblissent.");
static const u8 sText_StartedHail[] = _("Il commence à grêler!");
static const u8 sText_HailContinues[] = _("La grêle continue.");
static const u8 sText_HailStopped[] = _("La grêle s’est arrêtée.");
static const u8 sText_FailedToSpitUp[] = _("Mais la RELACHE a échoué!");
static const u8 sText_FailedToSwallow[] = _("Mais AVALE a échoué!");
static const u8 sText_WindBecameHeatWave[] = _("Le vent se transforme\nen CANICULE!");
static const u8 sText_StatChangesGone[] = _("Les changements de stats\nont tous été annulés!");
static const u8 sText_CoinsScattered[] = _("Une pluie de pièces!");
static const u8 sText_TooWeakForSubstitute[] = _("Trop faible pour créer\nun CLONE!");
static const u8 sText_SharedPain[] = _("Les adversaires se partagent\nles dégâts!");
static const u8 sText_BellChimed[] = _("Un GRELOT sonne!");
static const u8 sText_FaintInThree[] = _("Les POKéMON au combat seront\nK.O. dans 3 tours!");
static const u8 sText_NoPPLeft[] = _("Il n’y a plus de PP pour\ncette capacité!\p");
static const u8 sText_ButNoPPLeft[] = _("Mais il n’y a plus de PP pour\ncette capacité!");
static const u8 sText_PkmnIgnoresAsleep[] = _("{B_ATK_NAME_WITH_PREFIX} ignore les ordres\net pionce!");
static const u8 sText_PkmnIgnoredOrders[] = _("{B_ATK_NAME_WITH_PREFIX} ignore les\nordres!");
static const u8 sText_PkmnBeganToNap[] = _("{B_ATK_NAME_WITH_PREFIX} fait la sieste!");
static const u8 sText_PkmnLoafing[] = _("{B_ATK_NAME_WITH_PREFIX} paresse!");
static const u8 sText_PkmnWontObey[] = _("{B_ATK_NAME_WITH_PREFIX} n’obéit pas!");
static const u8 sText_PkmnTurnedAway[] = _("{B_ATK_NAME_WITH_PREFIX} tourne le dos!");
static const u8 sText_PkmnPretendNotNotice[] = _("{B_ATK_NAME_WITH_PREFIX} fait semblant de\nne rien remarquer!");
static const u8 sText_EnemyAboutToSwitchPkmn[] = _("{B_BUFF2} va être envoyé par\n{B_TRAINER1_CLASS} {B_TRAINER1_NAME}.\pVoulez-vous changer\nde POKéMON?");
static const u8 sText_PkmnLearnedMove2[] = _("{B_ATK_NAME_WITH_PREFIX} apprend\n{B_BUFF1}!");
static const u8 sText_PlayerDefeatedLinkTrainerTrainer1[] = _("Vous avez battu\n{B_TRAINER1_CLASS} {B_TRAINER1_NAME}!\p");
static const u8 sText_CreptCloser[] = _("{B_PLAYER_NAME} se rapproche de\n{B_OPPONENT_MON1_NAME}!");
static const u8 sText_CantGetCloser[] = _("{B_PLAYER_NAME} ne peut pas\ns’approcher plus!");
static const u8 sText_PkmnWatchingCarefully[] = _("{B_OPPONENT_MON1_NAME} surveille\nattentivement!");
static const u8 sText_PkmnCuriousAboutX[] = _("{B_OPPONENT_MON1_NAME} est intéressé par\n{B_BUFF1}!");
static const u8 sText_PkmnEnthralledByX[] = _("{B_OPPONENT_MON1_NAME} est captivé par\n{B_BUFF1}!");
static const u8 sText_PkmnIgnoredX[] = _("{B_OPPONENT_MON1_NAME} ignore complètement\n{B_BUFF1}!");
static const u8 sText_ThrewPokeblockAtPkmn[] = _("{B_PLAYER_NAME} lance un {POKEBLOCK}\nà {B_OPPONENT_MON1_NAME}!");
static const u8 sText_OutOfSafariBalls[] = _("{PLAY_SE SE_DING_DONG}ANNONCEUR: Vous n’avez plus de\nSAFARI BALLS! Perdu!\p");
static const u8 sText_OpponentMon1Appeared[] = _("{B_OPPONENT_MON1_NAME} appeared!\p");
static const u8 sText_WildPkmnAppeared[] = _("Un {B_OPPONENT_MON1_NAME} sauvage apparaît!\p");
static const u8 sText_LegendaryPkmnAppeared[] = _("Un {B_OPPONENT_MON1_NAME} sauvage apparaît!\p");
static const u8 sText_WildPkmnAppearedPause[] = _("Un {B_OPPONENT_MON1_NAME} sauvage apparaît!{PAUSE 127}");
static const u8 sText_TwoWildPkmnAppeared[] = _("Un {B_OPPONENT_MON2_NAME} et un {B_OPPONENT_MON1_NAME}\nsauvages apparaissent!\p");
static const u8 sText_Trainer1WantsToBattle[] = _("Un combat est lancé\npar {B_TRAINER1_CLASS} {B_TRAINER1_NAME}!\p");
static const u8 sText_LinkTrainerWantsToBattle[] = _("{B_LINK_OPPONENT1_NAME}\nveut se battre!");
static const u8 sText_TwoLinkTrainersWantToBattle[] = _("{B_LINK_OPPONENT1_NAME} et {B_LINK_OPPONENT2_NAME}\nveulent se battre!");
static const u8 sText_Trainer1SentOutPkmn[] = _("{B_OPPONENT_MON1_NAME} est envoyé par\n{B_TRAINER1_CLASS} {B_TRAINER1_NAME}!");
static const u8 sText_Trainer1SentOutTwoPkmn[] = _("{B_OPPONENT_MON1_NAME} et {B_OPPONENT_MON2_NAME} sont\nenvoyés par\l{B_TRAINER1_CLASS} {B_TRAINER1_NAME}!");
static const u8 sText_Trainer1SentOutPkmn2[] = _("{B_BUFF1} est envoyé par\n{B_TRAINER1_CLASS} {B_TRAINER1_NAME}!");
static const u8 sText_LinkTrainerSentOutPkmn[] = _("{B_LINK_OPPONENT1_NAME} envoie\n{B_OPPONENT_MON1_NAME}!");
static const u8 sText_LinkTrainerSentOutTwoPkmn[] = _("{B_LINK_OPPONENT1_NAME} envoie\n{B_OPPONENT_MON1_NAME} et {B_OPPONENT_MON2_NAME}!");
static const u8 sText_TwoLinkTrainersSentOutPkmn[] = _("{B_LINK_OPPONENT1_NAME} envoie\n{B_LINK_OPPONENT_MON1_NAME}!\p{B_LINK_OPPONENT2_NAME} envoie\n{B_LINK_OPPONENT_MON2_NAME}!");
static const u8 sText_LinkTrainerSentOutPkmn2[] = _("{B_LINK_OPPONENT1_NAME} envoie\n{B_BUFF1}!");
static const u8 sText_LinkTrainerMultiSentOutPkmn[] = _("{B_LINK_SCR_TRAINER_NAME} envoie\n{B_BUFF1}!");
static const u8 sText_GoPkmn[] = _("{B_PLAYER_MON1_NAME}! Go!");
static const u8 sText_GoTwoPkmn[] = _("{B_PLAYER_MON1_NAME} et\n{B_PLAYER_MON2_NAME}! Go!");
static const u8 sText_GoPkmn2[] = _("{B_BUFF1}! Go!");
static const u8 sText_DoItPkmn[] = _("{B_BUFF1}! Fonce!");
static const u8 sText_GoForItPkmn[] = _("En avant, {B_BUFF1}!");
static const u8 sText_YourFoesWeakGetEmPkmn[] = _("L’ennemi est faible!\nAttaque, {B_BUFF1}!");
static const u8 sText_LinkPartnerSentOutPkmnGoPkmn[] = _("{B_LINK_PARTNER_NAME} envoie\n{B_LINK_PLAYER_MON2_NAME}!\p{B_LINK_PLAYER_MON1_NAME}! Go!");
static const u8 sText_PkmnThatsEnough[] = _("Ça suffit, {B_BUFF1}!\nReviens!");
static const u8 sText_PkmnComeBack[] = _("Reviens, {B_BUFF1}!");
static const u8 sText_PkmnOkComeBack[] = _("OK, {B_BUFF1}!\nReviens!");
static const u8 sText_PkmnGoodComeBack[] = _("Bien, {B_BUFF1}!\nReviens!");
static const u8 sText_Trainer1WithdrewPkmn[] = _("{B_BUFF1} est retiré par\n{B_TRAINER1_CLASS} {B_TRAINER1_NAME}!");
static const u8 sText_LinkTrainer1WithdrewPkmn[] = _("{B_LINK_OPPONENT1_NAME} retire\n{B_BUFF1}!");
static const u8 sText_LinkTrainer2WithdrewPkmn[] = _("{B_LINK_SCR_TRAINER_NAME} retire\n{B_BUFF1}!");
static const u8 sText_WildPkmnPrefix[] = _(" sauvage");
static const u8 sText_FoePkmnPrefix[] = _(" ennemi");
static const u8 sText_EmptyString8[] = _("");
static const u8 sText_FoePkmnPrefix2[] = _("ennemi");
static const u8 sText_AllyPkmnPrefix[] = _("ami");
static const u8 sText_FoePkmnPrefix3[] = _("ennemi");
static const u8 sText_AllyPkmnPrefix2[] = _("ami");
static const u8 sText_FoePkmnPrefix4[] = _("ennemi");
static const u8 sText_AllyPkmnPrefix3[] = _("ami");
static const u8 sText_AttackerUsedX[] = _("{B_ATK_NAME_WITH_PREFIX} utilise\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[] = _("PV");
static const u8 sText_Attack2[] = _("ATTAQUE");
static const u8 sText_Defense2[] = _("DEFENSE");
static const u8 sText_Speed[] = _("VITESSE");
static const u8 sText_SpAtk2[] = _("ATQ SP");
static const u8 sText_SpDef2[] = _("DEF SP");
static const u8 sText_Accuracy[] = _("précision");
static const u8 sText_Evasiveness[] = _("esquive");
#elif ITALIAN
static const u8 sText_Trainer1LoseText[] = _("{B_TRAINER1_LOSE_TEXT}");
static const u8 sText_PkmnGainedEXP[] = _("{B_BUFF1} riceve{B_BUFF2} \n{B_BUFF3} punti ESP.!\p");
static const u8 sText_EmptyString4[] = _("");
static const u8 sText_ABoosted[] = _(" la bellezza di");
static const u8 sText_PkmnGrewToLv[] = _("{B_BUFF1} sale al L. {B_BUFF2}!{WAIT_SE}\p");
static const u8 sText_PkmnLearnedMove[] = _("{B_BUFF1} impara {B_BUFF2}!{WAIT_SE}\p");
static const u8 sText_TryToLearnMove1[] = _("{B_BUFF1} sta cercando di imparare\n{B_BUFF2}!\p");
static const u8 sText_TryToLearnMove2[] = _("Ma {B_BUFF1} non può conoscere\npiù di quattro mosse.\p");
static const u8 sText_TryToLearnMove3[] = _("Vuoi cancellare una mossa per\nfar posto a {B_BUFF2}?");
static const u8 sText_PkmnForgotMove[] = _("{B_BUFF1} scorda {B_BUFF2}!\p");
static const u8 sText_StopLearningMove[] = _("{PAUSE 32}Bloccare l’apprendimento\ndi {B_BUFF2}?");
static const u8 sText_DidNotLearnMove[] = _("{B_BUFF1} non ha imparato\n{B_BUFF2}!\p");
static const u8 sText_UseNextPkmn[] = _("Usare un altro POKéMON?");
static const u8 sText_AttackMissed[] = _("{B_ATK_NAME_WITH_PREFIX} fallisce!");
static const u8 sText_PkmnProtectedItself[] = _("{B_DEF_NAME_WITH_PREFIX} si protegge!");
static const u8 sText_AvoidedDamage[] = _("{B_DEF_NAME_WITH_PREFIX} evita\nil colpo con {B_DEF_ABILITY}!");
static const u8 sText_PkmnMakesGroundMiss[] = _("{B_DEF_NAME_WITH_PREFIX} neutralizza le\nmosse di TERRA con {B_DEF_ABILITY}!");
static const u8 sText_PkmnAvoidedAttack[] = _("{B_DEF_NAME_WITH_PREFIX} evita l’attacco!");
static const u8 sText_ItDoesntAffect[] = _("Non ha effetto su\n{B_DEF_NAME_WITH_PREFIX}…");
static const u8 sText_AttackerFainted[] = _("{B_ATK_NAME_WITH_PREFIX} è esausto!\p");
static const u8 sText_TargetFainted[] = _("{B_DEF_NAME_WITH_PREFIX} è esausto!\p");
static const u8 sText_PlayerGotMoney[] = _("{B_PLAYER_NAME} vince\n¥{B_BUFF1}!\p");
static const u8 sText_PlayerWhiteout[] = _("{B_PLAYER_NAME} non ha più\nPOKéMON utili!\p");
static const u8 sText_PlayerWhiteout2[] = _("{B_PLAYER_NAME} è fuori combattimento!{PAUSE_UNTIL_PRESS}");
static const u8 sText_PreventsEscape[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} impedisce\nla fuga con {B_SCR_ACTIVE_ABILITY}!\p");
static const u8 sText_CantEscape2[] = _("Non si scappa!\p");
static const u8 sText_AttackerCantEscape[] = _("{B_ATK_NAME_WITH_PREFIX}\nnon può scappare!");
static const u8 sText_HitXTimes[] = _("Colpi subiti: {B_BUFF1}!");
static const u8 sText_PkmnFellAsleep[] = _("{B_EFF_NAME_WITH_PREFIX}\ns’è addormentato!");
static const u8 sText_PkmnMadeSleep[] = _("{B_SCR_ACTIVE_ABILITY} di {B_SCR_ACTIVE_NAME_WITH_PREFIX}\naddormenta {B_EFF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnAlreadyAsleep[] = _("{B_DEF_NAME_WITH_PREFIX} sta già dormendo!");
static const u8 sText_PkmnAlreadyAsleep2[] = _("{B_ATK_NAME_WITH_PREFIX} sta già dormendo!");
static const u8 sText_PkmnWasntAffected[] = _("{B_DEF_NAME_WITH_PREFIX} è incolume!");
static const u8 sText_PkmnWasPoisoned[] = _("{B_EFF_NAME_WITH_PREFIX} è stato \navvelenato!");
static const u8 sText_PkmnPoisonedBy[] = _("{B_SCR_ACTIVE_ABILITY} di {B_SCR_ACTIVE_NAME_WITH_PREFIX}\navvelena {B_EFF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnHurtByPoison[] = _("Il veleno ha effetto\nsu {B_ATK_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnAlreadyPoisoned[] = _("{B_DEF_NAME_WITH_PREFIX} è già\navvelenato.");
static const u8 sText_PkmnBadlyPoisoned[] = _("{B_EFF_NAME_WITH_PREFIX}\nè iperavvelenato!");
static const u8 sText_PkmnEnergyDrained[] = _("Viene prelevata energia\nda {B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnWasBurned[] = _("{B_EFF_NAME_WITH_PREFIX} è stato \nscottato!");
static const u8 sText_PkmnBurnedBy[] = _("{B_SCR_ACTIVE_ABILITY} di {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nscotta {B_EFF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnHurtByBurn[] = _("{B_ATK_NAME_WITH_PREFIX} soffre\nper la scottatura!");
static const u8 sText_PkmnAlreadyHasBurn[] = _("{B_DEF_NAME_WITH_PREFIX} è già scottato.");
static const u8 sText_PkmnWasFrozen[] = _("{B_EFF_NAME_WITH_PREFIX} è stato\ncongelato!");
static const u8 sText_PkmnFrozenBy[] = _("{B_SCR_ACTIVE_ABILITY} di {B_SCR_ACTIVE_NAME_WITH_PREFIX}\ncongela {B_EFF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnIsFrozen[] = _("{B_ATK_NAME_WITH_PREFIX} è congelato!");
static const u8 sText_PkmnWasDefrosted[] = _("{B_DEF_NAME_WITH_PREFIX} è stato\nscongelato!");
static const u8 sText_PkmnWasDefrosted2[] = _("{B_ATK_NAME_WITH_PREFIX} è stato\nscongelato!");
static const u8 sText_PkmnWasDefrostedBy[] = _("{B_ATK_NAME_WITH_PREFIX} è stato\nscongelato da {B_CURRENT_MOVE}!");
static const u8 sText_PkmnWasParalyzed[] = _("{B_EFF_NAME_WITH_PREFIX} è stato\nparalizzato!\lForse non riuscirà ad attaccare!");
static const u8 sText_PkmnWasParalyzedBy[] = _("{B_SCR_ACTIVE_ABILITY} di {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nparalizza {B_EFF_NAME_WITH_PREFIX}!\lForse non riuscirà ad attaccare!");
static const u8 sText_PkmnIsParalyzed[] = _("{B_ATK_NAME_WITH_PREFIX} è paralizzato!\nNon può attaccare!");
static const u8 sText_PkmnIsAlreadyParalyzed[] = _("{B_DEF_NAME_WITH_PREFIX}\nè già paralizzato!");
static const u8 sText_PkmnHealedParalysis[] = _("{B_DEF_NAME_WITH_PREFIX}\nè guarito dalla paralisi!");
static const u8 sText_PkmnDreamEaten[] = _("Mangia il sogno di\n{B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_StatsWontIncrease[] = _("Non aumenta\n{B_BUFF1} di {B_ATK_NAME_WITH_PREFIX}.");
static const u8 sText_StatsWontDecrease[] = _("Non diminuisce \n{B_BUFF1} di {B_DEF_NAME_WITH_PREFIX}.");
static const u8 sText_TeamStoppedWorking[] = _("{B_BUFF1} della tua squadra\nnon funziona!");
static const u8 sText_FoeStoppedWorking[] = _("{B_BUFF1} dell’avversario\nnon funziona!");
static const u8 sText_PkmnIsConfused[] = _("{B_ATK_NAME_WITH_PREFIX} è confuso!");
static const u8 sText_PkmnHealedConfusion[] = _("{B_ATK_NAME_WITH_PREFIX} \nnon è più confuso!");
static const u8 sText_PkmnWasConfused[] = _("{B_EFF_NAME_WITH_PREFIX} è stato confuso!");
static const u8 sText_PkmnAlreadyConfused[] = _("{B_DEF_NAME_WITH_PREFIX} è già confuso!");
static const u8 sText_PkmnFellInLove[] = _("{B_DEF_NAME_WITH_PREFIX} è innamorato!");
static const u8 sText_PkmnInLove[] = _("{B_ATK_NAME_WITH_PREFIX} è innamorato\ndi {B_SCR_ACTIVE_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnImmobilizedByLove[] = _("L’innamoramento impedisce\na {B_ATK_NAME_WITH_PREFIX} di attaccare!");
static const u8 sText_PkmnBlownAway[] = _("{B_DEF_NAME_WITH_PREFIX} è spazzato via!");
static const u8 sText_PkmnChangedType[] = _("{B_ATK_NAME_WITH_PREFIX} si trasforma\nnel tipo {B_BUFF1}!");
static const u8 sText_PkmnFlinched[] = _("{B_ATK_NAME_WITH_PREFIX} tentenna!");
static const u8 sText_PkmnRegainedHealth[] = _("{B_DEF_NAME_WITH_PREFIX} s’è ripreso!");
static const u8 sText_PkmnHPFull[] = _("{B_DEF_NAME_WITH_PREFIX} ha tutti i PS!");
static const u8 sText_PkmnRaisedSpDef[] = _("{B_CURRENT_MOVE} del POKéMON {B_ATK_PREFIX2}\naumenta la DIF. SP.!");
static const u8 sText_PkmnRaisedSpDefALittle[] = _("{B_CURRENT_MOVE} del POKéMON {B_ATK_PREFIX2}\naumenta un po’ la DIF. SP.!");
static const u8 sText_PkmnRaisedDef[] = _("{B_CURRENT_MOVE} del POKéMON {B_ATK_PREFIX2}\naumenta la DIFESA!");
static const u8 sText_PkmnRaisedDefALittle[] = _("{B_CURRENT_MOVE} del POKéMON {B_ATK_PREFIX2}\naumenta un po’ la DIFESA!");
static const u8 sText_PkmnCoveredByVeil[] = _("Un velo ricopre la squadra\ndel POKéMON {B_ATK_PREFIX2}!");
static const u8 sText_PkmnUsedSafeguard[] = _("SALVAGUARDIA protegge\nla squadra di {B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnSafeguardExpired[] = _("Cade SALVAGUARDIA della\nsquadra del POKéMON {B_ATK_PREFIX3}!");
static const u8 sText_PkmnWentToSleep[] = _("{B_ATK_NAME_WITH_PREFIX} va a dormire!");
static const u8 sText_PkmnSleptHealthy[] = _("{B_ATK_NAME_WITH_PREFIX}\ndorme e si riprende!");
static const u8 sText_PkmnWhippedWhirlwind[] = _("{B_ATK_NAME_WITH_PREFIX}\ngenera un turbine!");
static const u8 sText_PkmnTookSunlight[] = _("{B_ATK_NAME_WITH_PREFIX} assorbe la luce!");
static const u8 sText_PkmnLoweredHead[] = _("{B_ATK_NAME_WITH_PREFIX} \nabbassa la testa!");
static const u8 sText_PkmnIsGlowing[] = _("{B_ATK_NAME_WITH_PREFIX} sta brillando!");
static const u8 sText_PkmnFlewHigh[] = _("{B_ATK_NAME_WITH_PREFIX} vola in alto!");
static const u8 sText_PkmnDugHole[] = _("{B_ATK_NAME_WITH_PREFIX} scava una fossa!");
static const u8 sText_PkmnHidUnderwater[] = _("{B_ATK_NAME_WITH_PREFIX} \nsparisce sott’acqua!");
static const u8 sText_PkmnSprangUp[] = _("{B_ATK_NAME_WITH_PREFIX} salta fuori!");
static const u8 sText_PkmnSqueezedByBind[] = _("{B_ATK_NAME_WITH_PREFIX} stritola\n{B_DEF_NAME_WITH_PREFIX} con LEGATUTTO!");
static const u8 sText_PkmnTrappedInVortex[] = _("{B_DEF_NAME_WITH_PREFIX} è intrappolato\nnel vortice!");
static const u8 sText_PkmnTrappedBySandTomb[] = _("{B_DEF_NAME_WITH_PREFIX} è intrappolato\nda SABBIOTOMBA!");
static const u8 sText_PkmnWrappedBy[] = _("{B_ATK_NAME_WITH_PREFIX} usa AVVOLGI-\nBOTTA su {B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnClamped[] = _("{B_ATK_NAME_WITH_PREFIX} usa\nTENAGLIA su {B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnHurtBy[] = _("{B_ATK_NAME_WITH_PREFIX} è ferito\nda {B_BUFF1}!");
static const u8 sText_PkmnFreedFrom[] = _("{B_ATK_NAME_WITH_PREFIX} è liberato\nda {B_BUFF1}!");
static const u8 sText_PkmnCrashed[] = _("{B_ATK_NAME_WITH_PREFIX}\nsi sbilancia e si schianta!");
const u8 gText_PkmnShroudedInMist[] = _("Il POKéMON {B_ATK_PREFIX2}\nè avvolto dalla NEBBIA!");
static const u8 sText_PkmnProtectedByMist[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}\nè protetto dalla NEBBIA!");
const u8 gText_PkmnGettingPumped[] = _("{B_ATK_NAME_WITH_PREFIX} si gonfia!");
static const u8 sText_PkmnHitWithRecoil[] = _("{B_ATK_NAME_WITH_PREFIX}\nsubisce il contraccolpo!");
static const u8 sText_PkmnProtectedItself2[] = _("{B_ATK_NAME_WITH_PREFIX} è pronto a \nproteggersi!");
static const u8 sText_PkmnBuffetedBySandstorm[] = _("{B_ATK_NAME_WITH_PREFIX} è colpito\nda una tempesta di sabbia!");
static const u8 sText_PkmnPeltedByHail[] = _("{B_ATK_NAME_WITH_PREFIX} è colpito\nda GRANDINE!");
static const u8 sText_PkmnsXWoreOff[] = _("Finito l’effetto di\n{B_BUFF1} del POKéMON {B_ATK_PREFIX1}!");
static const u8 sText_PkmnSeeded[] = _("{B_DEF_NAME_WITH_PREFIX} è pieno di semi!");
static const u8 sText_PkmnEvadedAttack[] = _("{B_DEF_NAME_WITH_PREFIX} schiva l’attacco!");
static const u8 sText_PkmnSappedByLeechSeed[] = _("PARASSISEME sottrae energia\na {B_ATK_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnFastAsleep[] = _("{B_ATK_NAME_WITH_PREFIX} dorme.");
static const u8 sText_PkmnWokeUp[] = _("{B_ATK_NAME_WITH_PREFIX} si è svegliato!");
static const u8 sText_PkmnUproarKeptAwake[] = _("Ma BARAONDA di\n{B_SCR_ACTIVE_NAME_WITH_PREFIX} lo tiene sveglio!");
static const u8 sText_PkmnWokeUpInUproar[] = _("{B_ATK_NAME_WITH_PREFIX} si sveglia\na causa di BARAONDA!");
static const u8 sText_PkmnCausedUproar[] = _("{B_ATK_NAME_WITH_PREFIX} scatena\nuna BARAONDA!");
static const u8 sText_PkmnMakingUproar[] = _("{B_ATK_NAME_WITH_PREFIX} sta facendo\nuna BARAONDA!");
static const u8 sText_PkmnCalmedDown[] = _("{B_ATK_NAME_WITH_PREFIX} si calma.");
static const u8 sText_PkmnCantSleepInUproar[] = _("Ma {B_DEF_NAME_WITH_PREFIX} non riesce\na dormire con BARAONDA!");
static const u8 sText_PkmnStockpiled[] = _("{B_ATK_NAME_WITH_PREFIX} usa ACCUMULO:\n{B_BUFF1}!");
static const u8 sText_PkmnCantStockpile[] = _("{B_ATK_NAME_WITH_PREFIX} non può più\nusare ACCUMULO!");
static const u8 sText_PkmnCantSleepInUproar2[] = _("Ma {B_DEF_NAME_WITH_PREFIX} non riesce\na dormire con BARAONDA!");
static const u8 sText_UproarKeptPkmnAwake[] = _("Ma BARAONDA di\n{B_DEF_NAME_WITH_PREFIX} lo tiene sveglio!");
static const u8 sText_PkmnStayedAwakeUsing[] = _("{B_DEF_NAME_WITH_PREFIX} rimane sveglio\ngrazie a {B_DEF_ABILITY}!");
static const u8 sText_PkmnStoringEnergy[] = _("{B_ATK_NAME_WITH_PREFIX} \naccumula energia!");
static const u8 sText_PkmnUnleashedEnergy[] = _("{B_ATK_NAME_WITH_PREFIX} libera energia!");
static const u8 sText_PkmnFatigueConfusion[] = _("{B_ATK_NAME_WITH_PREFIX} è confuso\nper la fatica!");
static const u8 sText_PlayerPickedUpMoney[] = _("{B_PLAYER_NAME} raccoglie ¥{B_BUFF1}!\p");
static const u8 sText_PkmnUnaffected[] = _("{B_DEF_NAME_WITH_PREFIX} è incolume!");
static const u8 sText_PkmnTransformedInto[] = _("{B_ATK_NAME_WITH_PREFIX} si trasforma\nin {B_BUFF1}!");
static const u8 sText_PkmnMadeSubstitute[] = _("{B_ATK_NAME_WITH_PREFIX} crea \nun SOSTITUTO!");
static const u8 sText_PkmnHasSubstitute[] = _("{B_ATK_NAME_WITH_PREFIX} ha già\nun SOSTITUTO!");
static const u8 sText_SubstituteDamaged[] = _("Il SOSTITUTO è colpito\nal posto di {B_DEF_NAME_WITH_PREFIX}!\p");
static const u8 sText_PkmnSubstituteFaded[] = _("Il SOSTITUTO di\n{B_DEF_NAME_WITH_PREFIX} svanisce!\p");
static const u8 sText_PkmnMustRecharge[] = _("{B_ATK_NAME_WITH_PREFIX} deve ricaricarsi!");
static const u8 sText_PkmnRageBuilding[] = _("Cresce l’IRA di\n{B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnMoveWasDisabled[] = _("INIBITORE ha messo {B_BUFF1}\ndi {B_DEF_NAME_WITH_PREFIX} fuori uso!");
static const u8 sText_PkmnMoveDisabledNoMore[] = _("Termina l’effetto di INIBITORE\nsu {B_ATK_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnGotEncore[] = _("{B_DEF_NAME_WITH_PREFIX} è colpito\nda RIPETI!");
static const u8 sText_PkmnEncoreEnded[] = _("Termina l’effetto di RIPETI\nsu {B_ATK_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnTookAim[] = _("{B_ATK_NAME_WITH_PREFIX} prende\nla mira su {B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnSketchedMove[] = _("{B_ATK_NAME_WITH_PREFIX} disegna\nuno SCHIZZO di {B_BUFF1}!");
static const u8 sText_PkmnTryingToTakeFoe[] = _("{B_ATK_NAME_WITH_PREFIX} tenta di\ntrascinare con sé l’avversario!");
static const u8 sText_PkmnTookFoe[] = _("{B_DEF_NAME_WITH_PREFIX} trascina\ncon sé {B_ATK_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnReducedPP[] = _("{B_BUFF1} di {B_DEF_NAME_WITH_PREFIX}\ncala di {B_BUFF2}!");
static const u8 sText_PkmnStoleItem[] = _("{B_ATK_NAME_WITH_PREFIX} ruba\n{B_LAST_ITEM} di\l{B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_TargetCantEscapeNow[] = _("{B_DEF_NAME_WITH_PREFIX} \nnon può scappare!");
static const u8 sText_PkmnFellIntoNightmare[] = _("{B_DEF_NAME_WITH_PREFIX} ha un INCUBO!");
static const u8 sText_PkmnLockedInNightmare[] = _("{B_ATK_NAME_WITH_PREFIX} è\nintrappolato in un INCUBO!");
static const u8 sText_PkmnLaidCurse[] = _("{B_ATK_NAME_WITH_PREFIX} riduce i suoi PS\nper lanciare una MALEDIZIONE\lsu {B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnAfflictedByCurse[] = _("{B_ATK_NAME_WITH_PREFIX} è colpito\ndalla MALEDIZIONE!");
static const u8 sText_SpikesScattered[] = _("Ci sono PUNTE ovunque!");
static const u8 sText_PkmnHurtBySpikes[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}\nsoffre per le PUNTE!");
static const u8 sText_PkmnIdentified[] = _("{B_ATK_NAME_WITH_PREFIX} identifica\n{B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnPerishCountFell[] = _("ULTIMOCANTO di\n{B_ATK_NAME_WITH_PREFIX}: meno {B_BUFF1}!");
static const u8 sText_PkmnBracedItself[] = _("{B_ATK_NAME_WITH_PREFIX} si rinvigorisce!");
static const u8 sText_PkmnEnduredHit[] = _("{B_DEF_NAME_WITH_PREFIX} RESISTE!");
static const u8 sText_MagnitudeStrength[] = _("MAGNITUDO {B_BUFF1}!");
static const u8 sText_PkmnCutHPMaxedAttack[] = _("{B_ATK_NAME_WITH_PREFIX} riduce i suoi PS\nper massimizzare l’ATTACCO!");
static const u8 sText_PkmnCopiedStatChanges[] = _("{B_ATK_NAME_WITH_PREFIX} copia modifiche\nstatistiche di {B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnGotFree[] = _("{B_ATK_NAME_WITH_PREFIX} si libera da\n{B_BUFF1} di\l{B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnShedLeechSeed[] = _("{B_ATK_NAME_WITH_PREFIX}\nsparge PARASSISEME!");
static const u8 sText_PkmnBlewAwaySpikes[] = _("{B_ATK_NAME_WITH_PREFIX}\nspazza via le PUNTE!");
static const u8 sText_PkmnFledFromBattle[] = _("{B_ATK_NAME_WITH_PREFIX} se la dà a\ngambe!");
static const u8 sText_PkmnForesawAttack[] = _("{B_ATK_NAME_WITH_PREFIX} \nprevede l’attacco!");
static const u8 sText_PkmnTookAttack[] = _("{B_DEF_NAME_WITH_PREFIX} subisce\n{B_BUFF1}!");
static const u8 sText_PkmnChoseXAsDestiny[] = _("{B_ATK_NAME_WITH_PREFIX} sceglie\n{B_CURRENT_MOVE} come suo destino!");
static const u8 sText_PkmnAttack[] = _("Attacco di {B_BUFF1}!");
static const u8 sText_PkmnCenterAttention[] = _("{B_ATK_NAME_WITH_PREFIX} è al\ncentro dell’attenzione!");
static const u8 sText_PkmnChargingPower[] = _("{B_ATK_NAME_WITH_PREFIX}\ninizia a caricarsi!");
static const u8 sText_NaturePowerTurnedInto[] = _("NATURFORZA si trasforma in\n{B_CURRENT_MOVE}!");
static const u8 sText_PkmnStatusNormal[] = _("Lo stato di {B_ATK_NAME_WITH_PREFIX}\ntorna normale!");
static const u8 sText_PkmnSubjectedToTorment[] = _("{B_DEF_NAME_WITH_PREFIX} subisce\nl’ATTACCALITE!");
static const u8 sText_PkmnTighteningFocus[] = _("{B_ATK_NAME_WITH_PREFIX} \nrestringe la mira!");
static const u8 sText_PkmnFellForTaunt[] = _("{B_DEF_NAME_WITH_PREFIX}\nè in balia di PROVOCAZIONE!");
static const u8 sText_PkmnReadyToHelp[] = _("{B_ATK_NAME_WITH_PREFIX} è pronto ad\naiutare {B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnSwitchedItems[] = _("{B_ATK_NAME_WITH_PREFIX} scambia\nlo strumento!");
static const u8 sText_PkmnObtainedX[] = _("{B_ATK_NAME_WITH_PREFIX} ottiene\n{B_BUFF1}!");
static const u8 sText_PkmnObtainedX2[] = _("{B_DEF_NAME_WITH_PREFIX} ottiene\n{B_BUFF2}!");
static const u8 sText_PkmnObtainedXYObtainedZ[] = _("{B_ATK_NAME_WITH_PREFIX} ottiene\n{B_BUFF1}!\p{B_DEF_NAME_WITH_PREFIX} ottiene\n{B_BUFF2}!");
static const u8 sText_PkmnCopiedFoe[] = _("{B_ATK_NAME_WITH_PREFIX} copia\n{B_DEF_ABILITY} di\l{B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnMadeWish[] = _("{B_ATK_NAME_WITH_PREFIX}\nesprime un DESIDERIO!");
static const u8 sText_PkmnWishCameTrue[] = _("Il DESIDERIO di {B_BUFF1}\nsi avvera!");
static const u8 sText_PkmnPlantedRoots[] = _("{B_ATK_NAME_WITH_PREFIX} pianta le radici!");
static const u8 sText_PkmnAbsorbedNutrients[] = _("{B_ATK_NAME_WITH_PREFIX} assorbe\nsostanze nutritive con le radici!");
static const u8 sText_PkmnAnchoredItself[] = _("{B_DEF_NAME_WITH_PREFIX} è ancorato\nal suolo grazie alle radici!");
static const u8 sText_PkmnWasMadeDrowsy[] = _("{B_ATK_NAME_WITH_PREFIX} fa\nassopire {B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnKnockedOff[] = _("{B_ATK_NAME_WITH_PREFIX} blocca\n{B_LAST_ITEM} di\l{B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnSwappedAbilities[] = _("{B_ATK_NAME_WITH_PREFIX} scambia abilità!");
static const u8 sText_PkmnSealedOpponentMove[] = _("{B_ATK_NAME_WITH_PREFIX} blocca una\no più mosse dell’avversario!");
static const u8 sText_PkmnWantsGrudge[] = _("{B_ATK_NAME_WITH_PREFIX} serba\nRANCORE all’avversario!");
static const u8 sText_PkmnLostPPGrudge[] = _("{B_BUFF1} di {B_ATK_NAME_WITH_PREFIX}\nperde tutti i PP\la causa di RANCORE!");
static const u8 sText_PkmnShroudedItself[] = _("{B_ATK_NAME_WITH_PREFIX} si avvolge\nin {B_CURRENT_MOVE}!");
static const u8 sText_PkmnMoveBounced[] = _("{B_CURRENT_MOVE} di {B_ATK_NAME_WITH_PREFIX}\nrimbalza a causa di MAGIVELO!");
static const u8 sText_PkmnWaitsForTarget[] = _("{B_ATK_NAME_WITH_PREFIX} aspetta\nla mossa dell’avversario!");
static const u8 sText_PkmnSnatchedMove[] = _("{B_DEF_NAME_WITH_PREFIX} ruba la mossa di\n{B_SCR_ACTIVE_NAME_WITH_PREFIX} con SCIPPO!");
static const u8 sText_ElectricityWeakened[] = _("La potenza dell’elettricità\nè stata indebolita!");
static const u8 sText_FireWeakened[] = _("La potenza del fuoco\nè stata indebolita!");
static const u8 sText_XFoundOneY[] = _("{B_ATK_NAME_WITH_PREFIX}\ntrova {B_LAST_ITEM}!");
static const u8 sText_SoothingAroma[] = _("La zona è pervasa da\nun piacevole profumo!");
static const u8 sText_ItemsCantBeUsedNow[] = _("Impossibile usare strumenti qui.{PAUSE 64}");
static const u8 sText_ForXCommaYZ[] = _("Per {B_SCR_ACTIVE_NAME_WITH_PREFIX},\nla {B_LAST_ITEM} {B_BUFF1}");
static const u8 sText_PkmnUsedXToGetPumped[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} usa\n{B_LAST_ITEM}: aumentano\li brutti colpi!");
static const u8 sText_PkmnLostFocus[] = _("{B_ATK_NAME_WITH_PREFIX} perde la mira\ne rimane immobile!");
static const u8 sText_PkmnWasDraggedOut[] = _("{B_DEF_NAME_WITH_PREFIX} è tirato dentro!\p");
static const u8 sText_TheWallShattered[] = _("La barriera si frantuma!");
static const u8 sText_ButNoEffect[] = _("Ma è inefficace!");
static const u8 sText_PkmnHasNoMovesLeft[] = _("{B_ACTIVE_NAME_WITH_PREFIX}\nnon ha più mosse!\p");
static const u8 sText_PkmnMoveIsDisabled[] = _("A causa di INIBITORE, {B_CURRENT_MOVE}\ndi {B_ACTIVE_NAME_WITH_PREFIX} è fuori uso!\p");
static const u8 sText_PkmnCantUseMoveTorment[] = _("{B_ACTIVE_NAME_WITH_PREFIX} non può usare la\nstessa mossa 2 volte per\ll’ATTACCALITE!\p");
static const u8 sText_PkmnCantUseMoveTaunt[] = _("{B_ACTIVE_NAME_WITH_PREFIX} non può usare\n{B_CURRENT_MOVE} dopo PROVOCAZIONE!\p");
static const u8 sText_PkmnCantUseMoveSealed[] = _("{B_ACTIVE_NAME_WITH_PREFIX} non può usare\nla mossa bloccata {B_CURRENT_MOVE}!\p");
static const u8 sText_PkmnMadeItRain[] = _("{B_SCR_ACTIVE_ABILITY} di {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nprovoca la pioggia!");
static const u8 sText_PkmnRaisedSpeed[] = _("{B_SCR_ACTIVE_ABILITY} di {B_SCR_ACTIVE_NAME_WITH_PREFIX}\naumenta la VELOCITÀ!");
static const u8 sText_PkmnProtectedBy[] = _("{B_DEF_NAME_WITH_PREFIX} è protetto\nda {B_DEF_ABILITY}!");
static const u8 sText_PkmnPreventsUsage[] = _("{B_DEF_ABILITY} di {B_DEF_NAME_WITH_PREFIX}\nimpedisce a {B_ATK_NAME_WITH_PREFIX}\ldi usare {B_CURRENT_MOVE}!");
static const u8 sText_PkmnRestoredHPUsing[] = _("{B_DEF_NAME_WITH_PREFIX} ricarica PS\nusando {B_DEF_ABILITY}!");
static const u8 sText_PkmnsXMadeYUseless[] = _("{B_DEF_ABILITY} di {B_DEF_NAME_WITH_PREFIX}\nneutralizza {B_CURRENT_MOVE}!");
static const u8 sText_PkmnChangedTypeWith[] = _("{B_DEF_ABILITY} di {B_DEF_NAME_WITH_PREFIX}\nlo ha reso di tipo {B_BUFF1}!");
static const u8 sText_PkmnPreventsParalysisWith[] = _("{B_DEF_ABILITY} di {B_EFF_NAME_WITH_PREFIX}\npreviene la paralisi!");
static const u8 sText_PkmnPreventsRomanceWith[] = _("{B_DEF_ABILITY} di {B_DEF_NAME_WITH_PREFIX}\npreviene l’innamoramento!");
static const u8 sText_PkmnPreventsPoisoningWith[] = _("{B_DEF_ABILITY} di {B_EFF_NAME_WITH_PREFIX}\npreviene l’avvelenamento!");
static const u8 sText_PkmnPreventsConfusionWith[] = _("{B_DEF_ABILITY} di {B_DEF_NAME_WITH_PREFIX}\npreviene la confusione!");
static const u8 sText_PkmnRaisedFirePowerWith[] = _("{B_DEF_ABILITY} di {B_DEF_NAME_WITH_PREFIX}\naumenta la potenza del tipo FUOCO!");
static const u8 sText_PkmnAnchorsItselfWith[] = _("{B_DEF_NAME_WITH_PREFIX} è ancorato\nal suolo grazie a {B_DEF_ABILITY}!");
static const u8 sText_PkmnCutsAttackWith[] = _("{B_SCR_ACTIVE_ABILITY} di {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nriduce ATT. di {B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnPreventsStatLossWith[] = _("{B_SCR_ACTIVE_ABILITY} di {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nevita calo delle statistiche!");
static const u8 sText_PkmnHurtsWith[] = _("{B_DEF_ABILITY} di {B_DEF_NAME_WITH_PREFIX}\ncolpisce {B_ATK_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnTraced[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} TRACCIA\n{B_BUFF2} di\l{B_BUFF1}!");
static const u8 sText_PkmnsXPreventsBurns[] = _("{B_EFF_ABILITY} di {B_EFF_NAME_WITH_PREFIX}\npreviene le scottature!");
static const u8 sText_PkmnsXBlocksY[] = _("{B_DEF_ABILITY} di {B_DEF_NAME_WITH_PREFIX}\nblocca {B_CURRENT_MOVE}!");
static const u8 sText_PkmnsXBlocksY2[] = _("{B_SCR_ACTIVE_ABILITY} di {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nblocca {B_CURRENT_MOVE}!");
static const u8 sText_PkmnsXRestoredHPALittle2[] = _("{B_ATK_ABILITY} di {B_ATK_NAME_WITH_PREFIX}\nristabilisce parte dei PS!");
static const u8 sText_PkmnsXWhippedUpSandstorm[] = _("{B_SCR_ACTIVE_ABILITY} di {B_SCR_ACTIVE_NAME_WITH_PREFIX}\ngenera una tempesta di sabbia!");
static const u8 sText_PkmnsXIntensifiedSun[] = _("{B_SCR_ACTIVE_ABILITY} di {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nintensifica i raggi solari!");
static const u8 sText_PkmnsXPreventsYLoss[] = _("{B_SCR_ACTIVE_ABILITY} di {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nevita calo di {B_BUFF1}!");
static const u8 sText_PkmnsXInfatuatedY[] = _("{B_DEF_ABILITY} di {B_DEF_NAME_WITH_PREFIX}\nfa infatuare {B_ATK_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnsXMadeYIneffective[] = _("{B_DEF_ABILITY} di {B_DEF_NAME_WITH_PREFIX}\nrende inefficace {B_CURRENT_MOVE}!");
static const u8 sText_PkmnsXCuredYProblem[] = _("{B_SCR_ACTIVE_ABILITY} di {B_SCR_ACTIVE_NAME_WITH_PREFIX}\ncura il problema di {B_BUFF1}!");
static const u8 sText_ItSuckedLiquidOoze[] = _("Succhia la MELMA!");
static const u8 sText_PkmnTransformed[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} si trasforma!");
static const u8 sText_PkmnsXTookAttack[] = _("{B_DEF_ABILITY} di {B_DEF_NAME_WITH_PREFIX}\nriceve l’attacco!");
const u8 gText_PkmnsXPreventsSwitching[] = _("{B_LAST_ABILITY} di {B_BUFF1}\nevita lo scambio!\p");
static const u8 sText_PreventedFromWorking[] = _("{B_DEF_ABILITY} di {B_DEF_NAME_WITH_PREFIX}\nblocca {B_BUFF1}\ldi {B_SCR_ACTIVE_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnsXMadeItIneffective[] = _("{B_SCR_ACTIVE_ABILITY} di {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nl’ha neutralizzato!");
static const u8 sText_PkmnsXPreventsFlinching[] = _("{B_EFF_ABILITY} di {B_EFF_NAME_WITH_PREFIX}\nevita il tentennamento!");
static const u8 sText_PkmnsXPreventsYsZ[] = _("{B_ATK_ABILITY} di {B_ATK_NAME_WITH_PREFIX}\nblocca {B_DEF_ABILITY}\ldi {B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnsXCuredItsYProblem[] = _("{B_SCR_ACTIVE_ABILITY} di {B_SCR_ACTIVE_NAME_WITH_PREFIX}\ncura il problema di {B_BUFF1}!");
static const u8 sText_PkmnsXHadNoEffectOnY[] = _("{B_SCR_ACTIVE_ABILITY} di {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nnon agisce su {B_EFF_NAME_WITH_PREFIX}!");
static const u8 sText_StatSharply[] = _("sale di molto!");
const u8 gText_StatRose[] = _("sale!");
static const u8 sText_StatHarshly[] = _("cala a picco!");
static const u8 sText_StatFell[] = _("cala!");
static const u8 sText_AttackersStatRose[] = _("Ehi, {B_BUFF1} di \n{B_ATK_NAME_WITH_PREFIX} {B_BUFF2}");
const u8 gText_DefendersStatRose[] = _("Ehi, {B_BUFF1} di\n{B_DEF_NAME_WITH_PREFIX} {B_BUFF2}");
static const u8 sText_UsingItemTheStatOfPkmnRose[] = _("Con {B_LAST_ITEM}, {B_BUFF1} di\n{B_SCR_ACTIVE_NAME_WITH_PREFIX} {B_BUFF2}");
static const u8 sText_AttackersStatFell[] = _("{B_BUFF1} di {B_ATK_NAME_WITH_PREFIX}\n{B_BUFF2}");
static const u8 sText_DefendersStatFell[] = _("Ehi, {B_BUFF1} di\n{B_DEF_NAME_WITH_PREFIX} {B_BUFF2}");
static const u8 sText_StatsWontIncrease2[] = _("Statistiche di {B_ATK_NAME_WITH_PREFIX}\nnon aumenteranno!");
static const u8 sText_StatsWontDecrease2[] = _("Statistiche di {B_DEF_NAME_WITH_PREFIX}\nnon caleranno!");
static const u8 sText_CriticalHit[] = _("Brutto colpo!");
static const u8 sText_OneHitKO[] = _("KO in un attacco!");
static const u8 sText_123Poof[] = _("{PAUSE 32}1, {PAUSE 15}2 e{PAUSE 15}… {PAUSE 15}… {PAUSE 15}…{PAUSE 15}{PLAY_SE SE_BALL_BOUNCE_1} puf!\p");
static const u8 sText_AndEllipsis[] = _("Al suo posto…\p");
static const u8 sText_HMMovesCantBeForgotten[] = _("Ora è impossibile\nscordare mosse MN.\p");
static const u8 sText_NotVeryEffective[] = _("Non è molto efficace…");
static const u8 sText_SuperEffective[] = _("È superefficace!");
static const u8 sText_GotAwaySafely[] = _("{PLAY_SE SE_FLEE}Scampato pericolo!\p");
static const u8 sText_PkmnFledUsingIts[] = _("{PLAY_SE SE_FLEE}{B_ATK_NAME_WITH_PREFIX} fugge\nusando {B_LAST_ITEM}!\p");
static const u8 sText_PkmnFledUsing[] = _("{PLAY_SE SE_FLEE}{B_ATK_NAME_WITH_PREFIX} fugge\nusando {B_ATK_ABILITY}!\p");
static const u8 sText_WildPkmnFled[] = _("{PLAY_SE SE_FLEE}{B_BUFF1} selvatico fugge!");
static const u8 sText_PlayerDefeatedLinkTrainer[] = _("Hai avuto la meglio su\n{B_LINK_OPPONENT1_NAME}!");
static const u8 sText_TwoLinkTrainersDefeated[] = _("{B_LINK_OPPONENT2_NAME} e {B_LINK_OPPONENT1_NAME} hanno\nperso la sfida!");
static const u8 sText_PlayerLostAgainstLinkTrainer[] = _("{B_LINK_OPPONENT1_NAME}\nha vinto la sfida!");
static const u8 sText_PlayerLostToTwo[] = _("{B_LINK_OPPONENT2_NAME} e {B_LINK_OPPONENT1_NAME}\nhanno vinto la sfida!");
static const u8 sText_PlayerBattledToDrawLinkTrainer[] = _("La sfida contro {B_LINK_OPPONENT1_NAME}\nsi è conclusa in parità!");
static const u8 sText_PlayerBattledToDrawVsTwo[] = _("La sfida contro {B_LINK_OPPONENT2_NAME} e\n{B_LINK_OPPONENT1_NAME} si è conclusa in\lparità!");
static const u8 sText_WildFled[] = _("{PLAY_SE SE_FLEE}{B_LINK_OPPONENT1_NAME} se l’è data a gambe!");
static const u8 sText_TwoWildFled[] = _("{PLAY_SE SE_FLEE}{B_LINK_OPPONENT1_NAME} e\n{B_LINK_OPPONENT2_NAME} se la sono data a gambe!");
static const u8 sText_NoRunningFromTrainers[] = _("Non puoi sottrarti alla\nlotta con un ALLENATORE!\p");
static const u8 sText_CantEscape[] = _("Non si scappa!\p");
static const u8 sText_DontLeaveBirch[] = _("PROF. BIRCH: Non lasciarmi qui così!\p");
static const u8 sText_ButNothingHappened[] = _("Ma non succede nulla!");
static const u8 sText_ButItFailed[] = _("Ma fallisce!");
static const u8 sText_ItHurtConfusion[] = _("È così confuso da\ncolpirsi da solo!");
static const u8 sText_MirrorMoveFailed[] = _("La SPECULMOSSA ha fallito!");
static const u8 sText_StartedToRain[] = _("Inizia a piovere!");
static const u8 sText_DownpourStarted[] = _("Inizia un acquazzone!");
static const u8 sText_RainContinues[] = _("Continua a piovere.");
static const u8 sText_DownpourContinues[] = _("L’acquazzone continua.");
static const u8 sText_RainStopped[] = _("Ha smesso di piovere.");
static const u8 sText_SandstormBrewed[] = _("Sta arrivando una tempesta di sabbia!");
static const u8 sText_SandstormRages[] = _("La tempesta di sabbia imperversa!");
static const u8 sText_SandstormSubsided[] = _("La tempesta di sabbia cessa.");
static const u8 sText_SunlightGotBright[] = _("La luce solare diventa intensa!");
static const u8 sText_SunlightStrong[] = _("La luce solare è fortissima!");
static const u8 sText_SunlightFaded[] = _("La luce solare torna normale!");
static const u8 sText_StartedHail[] = _("Inizia a grandinare!");
static const u8 sText_HailContinues[] = _("Continua a grandinare.");
static const u8 sText_HailStopped[] = _("Ha smesso di grandinare.");
static const u8 sText_FailedToSpitUp[] = _("Ma SFOGHENERGIA\nfallisce!");
static const u8 sText_FailedToSwallow[] = _("Ma INTROENERGIA\nfallisce!");
static const u8 sText_WindBecameHeatWave[] = _("Il vento si è trasformato in\nONDACALDA!");
static const u8 sText_StatChangesGone[] = _("Eliminate tutte le modifiche\ndelle statistiche!");
static const u8 sText_CoinsScattered[] = _("Ci sono monete sparse ovunque!");
static const u8 sText_TooWeakForSubstitute[] = _("Troppo debole! Non può creare\nun SOSTITUTO!");
static const u8 sText_SharedPain[] = _("I POKéMON condividono\ni PS!");
static const u8 sText_BellChimed[] = _("Suona la campana!");
static const u8 sText_FaintInThree[] = _("Tutti i POKéMON che la ascoltano\nsaranno esausti in tre turni!");
static const u8 sText_NoPPLeft[] = _("Non ha più PP per\nquesta mossa!\p");
static const u8 sText_ButNoPPLeft[] = _("Ma non ha più PP per\nquesta mossa!");
static const u8 sText_PkmnIgnoresAsleep[] = _("{B_ATK_NAME_WITH_PREFIX} ignora gli\nordini, sta dormendo!");
static const u8 sText_PkmnIgnoredOrders[] = _("{B_ATK_NAME_WITH_PREFIX} ignora gli\nordini!");
static const u8 sText_PkmnBeganToNap[] = _("{B_ATK_NAME_WITH_PREFIX} fa un riposino!");
static const u8 sText_PkmnLoafing[] = _("{B_ATK_NAME_WITH_PREFIX} sta ciondolando!");
static const u8 sText_PkmnWontObey[] = _("{B_ATK_NAME_WITH_PREFIX} non obbedisce!");
static const u8 sText_PkmnTurnedAway[] = _("{B_ATK_NAME_WITH_PREFIX} disobbedisce!");
static const u8 sText_PkmnPretendNotNotice[] = _("{B_ATK_NAME_WITH_PREFIX} fa finta \ndi niente!");
static const u8 sText_EnemyAboutToSwitchPkmn[] = _("La prossima scelta di {B_TRAINER1_NAME},\n{B_TRAINER1_CLASS}, sarà {B_BUFF2}.\p{B_PLAYER_NAME}, vuoi cambiare\nPOKéMON?");
static const u8 sText_PkmnLearnedMove2[] = _("{B_ATK_NAME_WITH_PREFIX} impara {B_BUFF1}!");
static const u8 sText_PlayerDefeatedLinkTrainerTrainer1[] = _("Hai avuto la meglio su\n{B_TRAINER1_NAME}, {B_TRAINER1_CLASS}!\p");
static const u8 sText_CreptCloser[] = _("{B_PLAYER_NAME} si avvicina a\n{B_OPPONENT_MON1_NAME}!");
static const u8 sText_CantGetCloser[] = _("{B_PLAYER_NAME} non può avvicinarsi ancora!");
static const u8 sText_PkmnWatchingCarefully[] = _("{B_OPPONENT_MON1_NAME} guarda\nattentamente!");
static const u8 sText_PkmnCuriousAboutX[] = _("{B_OPPONENT_MON1_NAME} guarda con\ncuriosità la {B_BUFF1}!");
static const u8 sText_PkmnEnthralledByX[] = _("{B_OPPONENT_MON1_NAME} è ammaliato\ndalla {B_BUFF1}!");
static const u8 sText_PkmnIgnoredX[] = _("{B_OPPONENT_MON1_NAME} ignora completamente\nla {B_BUFF1}!");
static const u8 sText_ThrewPokeblockAtPkmn[] = _("{B_PLAYER_NAME} lancia una {POKEMELLA}\na {B_OPPONENT_MON1_NAME}!");
static const u8 sText_OutOfSafariBalls[] = _("{PLAY_SE SE_DING_DONG}ANNUNCIO: Hai finito tutte le\nSAFARI BALL! Fine del gioco!\p");
static const u8 sText_OpponentMon1Appeared[] = _("{B_OPPONENT_MON1_NAME} appeared!\p");
static const u8 sText_WildPkmnAppeared[] = _("Appare {B_OPPONENT_MON1_NAME} selvatico!\p");
static const u8 sText_LegendaryPkmnAppeared[] = _("Appare {B_OPPONENT_MON1_NAME} selvatico!\p");
static const u8 sText_WildPkmnAppearedPause[] = _("Appare {B_OPPONENT_MON1_NAME} selvatico!{PAUSE 127}");
static const u8 sText_TwoWildPkmnAppeared[] = _("Appaiono {B_OPPONENT_MON2_NAME} e\n{B_OPPONENT_MON1_NAME} selvatici!\p");
static const u8 sText_Trainer1WantsToBattle[] = _("Parte la sfida di\n{B_TRAINER1_NAME}, {B_TRAINER1_CLASS}!\p");
static const u8 sText_LinkTrainerWantsToBattle[] = _("Parte la sfida di\n{B_LINK_OPPONENT1_NAME}!");
static const u8 sText_TwoLinkTrainersWantToBattle[] = _("Parte la sfida di\n{B_LINK_OPPONENT1_NAME} e {B_LINK_OPPONENT2_NAME}!");
static const u8 sText_Trainer1SentOutPkmn[] = _("È il turno di {B_OPPONENT_MON1_NAME}, mandato in\ncampo da {B_TRAINER1_NAME}, {B_TRAINER1_CLASS}!");
static const u8 sText_Trainer1SentOutTwoPkmn[] = _("Ecco {B_OPPONENT_MON1_NAME} e {B_OPPONENT_MON2_NAME},\nmandati in campo da\l{B_TRAINER1_NAME}, {B_TRAINER1_CLASS}!");
static const u8 sText_Trainer1SentOutPkmn2[] = _("È il turno di {B_BUFF1}, mandato in\ncampo da {B_TRAINER1_NAME}, {B_TRAINER1_CLASS}!");
static const u8 sText_LinkTrainerSentOutPkmn[] = _("{B_LINK_OPPONENT1_NAME} manda\nin campo {B_OPPONENT_MON1_NAME}!");
static const u8 sText_LinkTrainerSentOutTwoPkmn[] = _("{B_LINK_OPPONENT1_NAME} manda in campo\n{B_OPPONENT_MON1_NAME} e {B_OPPONENT_MON2_NAME}!");
static const u8 sText_TwoLinkTrainersSentOutPkmn[] = _("{B_LINK_OPPONENT1_NAME} manda in campo\n{B_LINK_OPPONENT_MON1_NAME}!\p{B_LINK_OPPONENT2_NAME} manda in campo\n{B_LINK_OPPONENT_MON2_NAME}!");
static const u8 sText_LinkTrainerSentOutPkmn2[] = _("{B_LINK_OPPONENT1_NAME} manda\nin campo {B_BUFF1}!");
static const u8 sText_LinkTrainerMultiSentOutPkmn[] = _("{B_LINK_SCR_TRAINER_NAME} manda\nin campo {B_BUFF1}!");
static const u8 sText_GoPkmn[] = _("Vai, {B_PLAYER_MON1_NAME}!");
static const u8 sText_GoTwoPkmn[] = _("Avanti, {B_PLAYER_MON1_NAME} e\n{B_PLAYER_MON2_NAME}!");
static const u8 sText_GoPkmn2[] = _("Vai, {B_BUFF1}!");
static const u8 sText_DoItPkmn[] = _("Dai, {B_BUFF1}!");
static const u8 sText_GoForItPkmn[] = _("Coraggio, {B_BUFF1}!");
static const u8 sText_YourFoesWeakGetEmPkmn[] = _("Nemico debole!\nForza, {B_BUFF1}!");
static const u8 sText_LinkPartnerSentOutPkmnGoPkmn[] = _("{B_LINK_PARTNER_NAME} manda in campo\n{B_LINK_PLAYER_MON2_NAME}!\pVai, {B_LINK_PLAYER_MON1_NAME}!");
static const u8 sText_PkmnThatsEnough[] = _("{B_BUFF1}, basta così!\nRientra!");
static const u8 sText_PkmnComeBack[] = _("{B_BUFF1}, rientra!");
static const u8 sText_PkmnOkComeBack[] = _("{B_BUFF1}, OK!\nRientra!");
static const u8 sText_PkmnGoodComeBack[] = _("{B_BUFF1}, bene!\nRientra!");
static const u8 sText_Trainer1WithdrewPkmn[] = _("{B_BUFF1} è ritirato dalla lotta\nda {B_TRAINER1_NAME}, {B_TRAINER1_CLASS}!");
static const u8 sText_LinkTrainer1WithdrewPkmn[] = _("{B_LINK_OPPONENT1_NAME} ritira\n{B_BUFF1}!");
static const u8 sText_LinkTrainer2WithdrewPkmn[] = _("{B_LINK_SCR_TRAINER_NAME} ritira\n{B_BUFF1}!");
static const u8 sText_WildPkmnPrefix[] = _(" selvatico");
static const u8 sText_FoePkmnPrefix[] = _(" nemico");
static const u8 sText_EmptyString8[] = _("");
static const u8 sText_FoePkmnPrefix2[] = _("nemico");
static const u8 sText_AllyPkmnPrefix[] = _("amico");
static const u8 sText_FoePkmnPrefix3[] = _("nemico");
static const u8 sText_AllyPkmnPrefix2[] = _("amico");
static const u8 sText_FoePkmnPrefix4[] = _("nemico");
static const u8 sText_AllyPkmnPrefix3[] = _("amico");
static const u8 sText_AttackerUsedX[] = _("{B_ATK_NAME_WITH_PREFIX} usa\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[] = _("PS");
static const u8 sText_Attack2[] = _("ATTACCO");
static const u8 sText_Defense2[] = _("DIFESA");
static const u8 sText_Speed[] = _("VELOC.");
static const u8 sText_SpAtk2[] = _("ATT. SP.");
static const u8 sText_SpDef2[] = _("DIF. SP.");
static const u8 sText_Accuracy[] = _("precisione");
static const u8 sText_Evasiveness[] = _("elusione");
#elif SPANISH
static const u8 sText_Trainer1LoseText[] = _("{B_TRAINER1_LOSE_TEXT}");
static const u8 sText_PkmnGainedEXP[] = _("¡{B_BUFF1} ganó {B_BUFF3}\npuntos de EXP.{B_BUFF2}!\p");
static const u8 sText_EmptyString4[] = _("");
static const u8 sText_ABoosted[] = _(" adicionales");
static const u8 sText_PkmnGrewToLv[] = _("¡{B_BUFF1} subió al\nnivel {B_BUFF2}!{WAIT_SE}\p");
static const u8 sText_PkmnLearnedMove[] = _("¡{B_BUFF1} aprendió\n{B_BUFF2}!{WAIT_SE}\p");
static const u8 sText_TryToLearnMove1[] = _("{B_BUFF1} intenta\naprender {B_BUFF2}.\p");
static const u8 sText_TryToLearnMove2[] = _("Pero {B_BUFF1} no puede aprender\nmás de cuatro movimientos.\p");
static const u8 sText_TryToLearnMove3[] = _("¿Quieres sustituir uno de esos\nmovimientos por {B_BUFF2}?");
static const u8 sText_PkmnForgotMove[] = _("{B_BUFF1} olvidó\n{B_BUFF2}.\p");
static const u8 sText_StopLearningMove[] = _("{PAUSE 32}¿Deja de aprender\n{B_BUFF2}?");
static const u8 sText_DidNotLearnMove[] = _("{B_BUFF1} no aprendió\n{B_BUFF2}.\p");
static const u8 sText_UseNextPkmn[] = _("¿Usas el siguiente POKéMON?");
static const u8 sText_AttackMissed[] = _("¡El ataque de\n{B_ATK_NAME_WITH_PREFIX} falló!");
static const u8 sText_PkmnProtectedItself[] = _("¡{B_DEF_NAME_WITH_PREFIX}\nse ha protegido!");
static const u8 sText_AvoidedDamage[] = _("¡{B_DEF_NAME_WITH_PREFIX} se\nprotegió con {B_DEF_ABILITY}!");
static const u8 sText_PkmnMakesGroundMiss[] = _("¡{B_DEF_NAME_WITH_PREFIX} impide ataques\nde TIERRA con {B_DEF_ABILITY}!");
static const u8 sText_PkmnAvoidedAttack[] = _("¡{B_DEF_NAME_WITH_PREFIX} evitó\nel ataque!");
static const u8 sText_ItDoesntAffect[] = _("No afecta a\n{B_DEF_NAME_WITH_PREFIX}…");
static const u8 sText_AttackerFainted[] = _("¡{B_ATK_NAME_WITH_PREFIX}\nse debilitó!\p");
static const u8 sText_TargetFainted[] = _("¡{B_DEF_NAME_WITH_PREFIX}\nse debilitó!\p");
static const u8 sText_PlayerGotMoney[] = _("¡{B_PLAYER_NAME} ganó\n{B_BUFF1}¥!\p");
static const u8 sText_PlayerWhiteout[] = _("¡A {B_PLAYER_NAME} no le\nquedan POKéMON!\p");
static const u8 sText_PlayerWhiteout2[] = _("¡{B_PLAYER_NAME} está fuera\nde combate!{PAUSE_UNTIL_PRESS}");
static const u8 sText_PreventsEscape[] = _("¡{B_SCR_ACTIVE_NAME_WITH_PREFIX} impide la\nhuida con {B_SCR_ACTIVE_ABILITY}!\p");
static const u8 sText_CantEscape2[] = _("¡No puedes huir!\p");
static const u8 sText_AttackerCantEscape[] = _("¡{B_ATK_NAME_WITH_PREFIX}\nno puede escapar!");
static const u8 sText_HitXTimes[] = _("N.º de golpes: {B_BUFF1}.");
static const u8 sText_PkmnFellAsleep[] = _("¡{B_EFF_NAME_WITH_PREFIX}\nse durmió!");
static const u8 sText_PkmnMadeSleep[] = _("¡{B_SCR_ACTIVE_ABILITY} de {B_SCR_ACTIVE_NAME_WITH_PREFIX}\ndurmió a {B_EFF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnAlreadyAsleep[] = _("¡{B_DEF_NAME_WITH_PREFIX}\nestá dormido!");
static const u8 sText_PkmnAlreadyAsleep2[] = _("¡{B_ATK_NAME_WITH_PREFIX}\nestá dormido!");
static const u8 sText_PkmnWasntAffected[] = _("¡{B_DEF_NAME_WITH_PREFIX} no se\nvio afectado!");
static const u8 sText_PkmnWasPoisoned[] = _("¡{B_EFF_NAME_WITH_PREFIX}\nfue envenenado!");
static const u8 sText_PkmnPoisonedBy[] = _("¡{B_SCR_ACTIVE_ABILITY} de {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nenvenenó a {B_EFF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnHurtByPoison[] = _("¡El veneno resta salud\na {B_ATK_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnAlreadyPoisoned[] = _("{B_DEF_NAME_WITH_PREFIX}\nestá envenenado.");
static const u8 sText_PkmnBadlyPoisoned[] = _("¡{B_EFF_NAME_WITH_PREFIX} fue \ngravemente envenenado!");
static const u8 sText_PkmnEnergyDrained[] = _("¡{B_DEF_NAME_WITH_PREFIX} ha perdido\nenergía!");
static const u8 sText_PkmnWasBurned[] = _("¡{B_EFF_NAME_WITH_PREFIX} se ha quemado!");
static const u8 sText_PkmnBurnedBy[] = _("¡{B_SCR_ACTIVE_ABILITY} de {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nquemó a {B_EFF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnHurtByBurn[] = _("¡{B_ATK_NAME_WITH_PREFIX} se resiente\nde la quemadura!");
static const u8 sText_PkmnAlreadyHasBurn[] = _("{B_DEF_NAME_WITH_PREFIX} \nya está quemado.");
static const u8 sText_PkmnWasFrozen[] = _("¡{B_EFF_NAME_WITH_PREFIX} fue\ncongelado!");
static const u8 sText_PkmnFrozenBy[] = _("¡{B_SCR_ACTIVE_ABILITY} de {B_SCR_ACTIVE_NAME_WITH_PREFIX}\ncongeló a {B_EFF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnIsFrozen[] = _("¡{B_ATK_NAME_WITH_PREFIX} está\ncongelado!");
static const u8 sText_PkmnWasDefrosted[] = _("¡{B_DEF_NAME_WITH_PREFIX} ya\nno está congelado!");
static const u8 sText_PkmnWasDefrosted2[] = _("¡{B_ATK_NAME_WITH_PREFIX} ya\nno está congelado!");
static const u8 sText_PkmnWasDefrostedBy[] = _("¡{B_CURRENT_MOVE} descongeló\na {B_ATK_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnWasParalyzed[] = _("¡{B_EFF_NAME_WITH_PREFIX} está paralizado!\n¡Quizás no se mueva!");
static const u8 sText_PkmnWasParalyzedBy[] = _("¡{B_SCR_ACTIVE_ABILITY} de {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nparalizó a {B_EFF_NAME_WITH_PREFIX}!\l¡Quizás no se mueva!");
static const u8 sText_PkmnIsParalyzed[] = _("¡{B_ATK_NAME_WITH_PREFIX} está paralizado!\n¡No se puede mover!");
static const u8 sText_PkmnIsAlreadyParalyzed[] = _("¡{B_DEF_NAME_WITH_PREFIX}\nestá paralizado!");
static const u8 sText_PkmnHealedParalysis[] = _("¡{B_DEF_NAME_WITH_PREFIX} ya\nno está paralizado!");
static const u8 sText_PkmnDreamEaten[] = _("¡Se comió el sueño\nde {B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_StatsWontIncrease[] = _("¡{B_BUFF1} de {B_ATK_NAME_WITH_PREFIX}\nno subirá más!");
static const u8 sText_StatsWontDecrease[] = _("¡{B_BUFF1} de {B_DEF_NAME_WITH_PREFIX}\nno bajará más!");
static const u8 sText_TeamStoppedWorking[] = _("¡{B_BUFF1} no funciona\nen tu equipo!");
static const u8 sText_FoeStoppedWorking[] = _("¡{B_BUFF1} no funciona\nen el equipo rival!");
static const u8 sText_PkmnIsConfused[] = _("¡{B_ATK_NAME_WITH_PREFIX} está\nconfuso!");
static const u8 sText_PkmnHealedConfusion[] = _("¡{B_ATK_NAME_WITH_PREFIX} ya\nno está confuso!");
static const u8 sText_PkmnWasConfused[] = _("¡{B_EFF_NAME_WITH_PREFIX} se\nencuentra confuso!");
static const u8 sText_PkmnAlreadyConfused[] = _("¡{B_DEF_NAME_WITH_PREFIX} ya\nestá confuso!");
static const u8 sText_PkmnFellInLove[] = _("¡{B_DEF_NAME_WITH_PREFIX} se ha\nenamorado!");
static const u8 sText_PkmnInLove[] = _("¡{B_ATK_NAME_WITH_PREFIX} se ha enamorado\nde {B_SCR_ACTIVE_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnImmobilizedByLove[] = _("¡El amor impide que\n{B_ATK_NAME_WITH_PREFIX} ataque!");
static const u8 sText_PkmnBlownAway[] = _("¡{B_DEF_NAME_WITH_PREFIX} fue\narrastrado!");
static const u8 sText_PkmnChangedType[] = _("¡{B_ATK_NAME_WITH_PREFIX} ha cambiado \nal tipo {B_BUFF1}!");
static const u8 sText_PkmnFlinched[] = _("¡{B_ATK_NAME_WITH_PREFIX} retrocedió!");
static const u8 sText_PkmnRegainedHealth[] = _("¡{B_DEF_NAME_WITH_PREFIX} recuperó\nsalud!");
static const u8 sText_PkmnHPFull[] = _("¡Los PS de {B_DEF_NAME_WITH_PREFIX}\nestán al máximo!");
static const u8 sText_PkmnRaisedSpDef[] = _("¡{B_CURRENT_MOVE} de POKéMON\n{B_ATK_PREFIX2} subió la DEF. ESP.!");
static const u8 sText_PkmnRaisedSpDefALittle[] = _("¡{B_CURRENT_MOVE} de POKéMON\n{B_ATK_PREFIX2} subió algo la DEF. ESP.!");
static const u8 sText_PkmnRaisedDef[] = _("¡{B_CURRENT_MOVE} de POKéMON\n{B_ATK_PREFIX2} subió la DEFENSA!");
static const u8 sText_PkmnRaisedDefALittle[] = _("¡{B_CURRENT_MOVE} de POKéMON\n{B_ATK_PREFIX2} subió algo la DEFENSA!");
static const u8 sText_PkmnCoveredByVeil[] = _("¡POKéMON {B_ATK_PREFIX2} se \nprotegió con VELO SAGRADO!");
static const u8 sText_PkmnUsedSafeguard[] = _("¡{B_DEF_NAME_WITH_PREFIX} está protegido\npor VELO SAGRADO!");
static const u8 sText_PkmnSafeguardExpired[] = _("¡VELO SAGRADO de POKéMON\n{B_ATK_PREFIX3} dejó de hacer efecto!");
static const u8 sText_PkmnWentToSleep[] = _("¡{B_ATK_NAME_WITH_PREFIX} se fue\na dormir!");
static const u8 sText_PkmnSleptHealthy[] = _("¡{B_ATK_NAME_WITH_PREFIX} recuperó\nsalud durmiendo!");
static const u8 sText_PkmnWhippedWhirlwind[] = _("¡{B_ATK_NAME_WITH_PREFIX} provocó \nun remolino!");
static const u8 sText_PkmnTookSunlight[] = _("¡{B_ATK_NAME_WITH_PREFIX} absorbió \nluz solar!");
static const u8 sText_PkmnLoweredHead[] = _("¡{B_ATK_NAME_WITH_PREFIX} bajó \nla cabeza!");
static const u8 sText_PkmnIsGlowing[] = _("¡{B_ATK_NAME_WITH_PREFIX} está rodeado\nde una luz brillante!");
static const u8 sText_PkmnFlewHigh[] = _("¡{B_ATK_NAME_WITH_PREFIX} voló\nmuy alto!");
static const u8 sText_PkmnDugHole[] = _("¡{B_ATK_NAME_WITH_PREFIX} se\nocultó en un agujero!");
static const u8 sText_PkmnHidUnderwater[] = _("¡{B_ATK_NAME_WITH_PREFIX} se ocultó\nbajo el agua!");
static const u8 sText_PkmnSprangUp[] = _("¡{B_ATK_NAME_WITH_PREFIX} dio un\nsalto tremendo!");
static const u8 sText_PkmnSqueezedByBind[] = _("¡ATADURA de {B_ATK_NAME_WITH_PREFIX}\noprime a {B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnTrappedInVortex[] = _("¡{B_DEF_NAME_WITH_PREFIX} fue atrapado\nen el torbellino!");
static const u8 sText_PkmnTrappedBySandTomb[] = _("¡BUCLE ARENA atrapó\na {B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnWrappedBy[] = _("¡{B_DEF_NAME_WITH_PREFIX} fue atrapado por\nREPETICIÓN de {B_ATK_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnClamped[] = _("¡{B_ATK_NAME_WITH_PREFIX} ATENAZÓ\na {B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnHurtBy[] = _("¡{B_BUFF1} ha herido\na {B_ATK_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnFreedFrom[] = _("¡{B_ATK_NAME_WITH_PREFIX} se liberó \nde {B_BUFF1}!");
static const u8 sText_PkmnCrashed[] = _("¡{B_ATK_NAME_WITH_PREFIX} falló\ny se cayó!");
const u8 gText_PkmnShroudedInMist[] = _("¡NEBLINA ha cubierto a\nPOKéMON {B_ATK_PREFIX2}!");
static const u8 sText_PkmnProtectedByMist[] = _("¡{B_SCR_ACTIVE_NAME_WITH_PREFIX} se ha\nprotegido con NEBLINA!");
const u8 gText_PkmnGettingPumped[] = _("¡{B_ATK_NAME_WITH_PREFIX} se está\npreparando para luchar!");
static const u8 sText_PkmnHitWithRecoil[] = _("¡{B_ATK_NAME_WITH_PREFIX} también\nse ha hecho daño!");
static const u8 sText_PkmnProtectedItself2[] = _("¡{B_ATK_NAME_WITH_PREFIX} se\nestá protegiendo!");
static const u8 sText_PkmnBuffetedBySandstorm[] = _("¡TORMENTA ARENA zarandea\na {B_ATK_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnPeltedByHail[] = _("¡GRANIZO golpea\na {B_ATK_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnsXWoreOff[] = _("¡{B_BUFF1} de POKéMON \n{B_ATK_PREFIX1} se agotó!");
static const u8 sText_PkmnSeeded[] = _("¡{B_DEF_NAME_WITH_PREFIX} fue infectado!");
static const u8 sText_PkmnEvadedAttack[] = _("¡{B_DEF_NAME_WITH_PREFIX} esquivó\nel ataque!");
static const u8 sText_PkmnSappedByLeechSeed[] = _("¡DRENADORAS restó \nsalud a {B_ATK_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnFastAsleep[] = _("{B_ATK_NAME_WITH_PREFIX} está\ndormido como un tronco.");
static const u8 sText_PkmnWokeUp[] = _("¡{B_ATK_NAME_WITH_PREFIX} se despertó!");
static const u8 sText_PkmnUproarKeptAwake[] = _("¡Pero el ALBOROTO de \n{B_SCR_ACTIVE_NAME_WITH_PREFIX} no le deja dormir!");
static const u8 sText_PkmnWokeUpInUproar[] = _("¡ALBOROTO despertó a\n{B_ATK_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnCausedUproar[] = _("¡{B_ATK_NAME_WITH_PREFIX}\nmontó un ALBOROTO!");
static const u8 sText_PkmnMakingUproar[] = _("¡{B_ATK_NAME_WITH_PREFIX} está\nmontando un ALBOROTO!");
static const u8 sText_PkmnCalmedDown[] = _("{B_ATK_NAME_WITH_PREFIX} se tranquilizó.");
static const u8 sText_PkmnCantSleepInUproar[] = _("¡Pero {B_DEF_NAME_WITH_PREFIX} no puede\ndormir con el ALBOROTO!");
static const u8 sText_PkmnStockpiled[] = _("¡{B_ATK_NAME_WITH_PREFIX} RESERVÓ\n{B_BUFF1}!");
static const u8 sText_PkmnCantStockpile[] = _("¡{B_ATK_NAME_WITH_PREFIX} no puede\nRESERVAR más!");
static const u8 sText_PkmnCantSleepInUproar2[] = _("¡Pero {B_DEF_NAME_WITH_PREFIX} no puede\ndormir con el ALBOROTO!");
static const u8 sText_UproarKeptPkmnAwake[] = _("¡Pero el ALBOROTO mantuvo\ndespierto a {B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnStayedAwakeUsing[] = _("¡{B_DEF_NAME_WITH_PREFIX} se mantuvo\ndespierto con {B_DEF_ABILITY}!");
static const u8 sText_PkmnStoringEnergy[] = _("¡{B_ATK_NAME_WITH_PREFIX} está \nacumulando energía!");
static const u8 sText_PkmnUnleashedEnergy[] = _("¡{B_ATK_NAME_WITH_PREFIX} liberó \nenergía!");
static const u8 sText_PkmnFatigueConfusion[] = _("¡El cansancio terminó \nconfundiendo a {B_ATK_NAME_WITH_PREFIX}!");
static const u8 sText_PlayerPickedUpMoney[] = _("¡{B_PLAYER_NAME} recogió\n{B_BUFF1}¥!\p");
static const u8 sText_PkmnUnaffected[] = _("¡No afectó a\n{B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnTransformedInto[] = _("¡{B_ATK_NAME_WITH_PREFIX} se transformó \nen {B_BUFF1}!");
static const u8 sText_PkmnMadeSubstitute[] = _("¡{B_ATK_NAME_WITH_PREFIX} creó\nun SUSTITUTO!");
static const u8 sText_PkmnHasSubstitute[] = _("¡{B_ATK_NAME_WITH_PREFIX} ya tiene\nun SUSTITUTO!");
static const u8 sText_SubstituteDamaged[] = _("¡El SUSTITUTO recibe el daño\nen lugar de {B_DEF_NAME_WITH_PREFIX}!\p");
static const u8 sText_PkmnSubstituteFaded[] = _("¡El SUSTITUTO de\n{B_DEF_NAME_WITH_PREFIX} se debilitó!\p");
static const u8 sText_PkmnMustRecharge[] = _("¡{B_ATK_NAME_WITH_PREFIX} necesita\nrecuperarse de su ataque!");
static const u8 sText_PkmnRageBuilding[] = _("¡La FURIA de {B_DEF_NAME_WITH_PREFIX}\nestá creciendo!");
static const u8 sText_PkmnMoveWasDisabled[] = _("¡{B_BUFF1} de {B_DEF_NAME_WITH_PREFIX}\nfue desactivado con ANULACIÓN!");
static const u8 sText_PkmnMoveDisabledNoMore[] = _("¡{B_ATK_NAME_WITH_PREFIX} se\nha liberado de ANULACIÓN!");
static const u8 sText_PkmnGotEncore[] = _("¡{B_DEF_NAME_WITH_PREFIX} sufrió los\nefectos de OTRA VEZ!");
static const u8 sText_PkmnEncoreEnded[] = _("¡OTRA VEZ ya no hace\nefecto en {B_ATK_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnTookAim[] = _("¡{B_ATK_NAME_WITH_PREFIX} apuntó\na {B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnSketchedMove[] = _("¡{B_ATK_NAME_WITH_PREFIX} usó ESQUEMA\nen {B_BUFF1}!");
static const u8 sText_PkmnTryingToTakeFoe[] = _("¡{B_ATK_NAME_WITH_PREFIX} intenta\nllevarse a su rival!");
static const u8 sText_PkmnTookFoe[] = _("¡{B_DEF_NAME_WITH_PREFIX} se llevó\na {B_ATK_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnReducedPP[] = _("¡Redujo {B_BUFF1}\nde {B_DEF_NAME_WITH_PREFIX} en {B_BUFF2}!");
static const u8 sText_PkmnStoleItem[] = _("¡{B_ATK_NAME_WITH_PREFIX} robó\n{B_LAST_ITEM} de {B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_TargetCantEscapeNow[] = _("¡{B_DEF_NAME_WITH_PREFIX} no \npuede escapar!");
static const u8 sText_PkmnFellIntoNightmare[] = _("¡{B_DEF_NAME_WITH_PREFIX} cae en \nuna PESADILLA!");
static const u8 sText_PkmnLockedInNightmare[] = _("¡{B_ATK_NAME_WITH_PREFIX} está inmerso\nen una PESADILLA!");
static const u8 sText_PkmnLaidCurse[] = _("¡{B_ATK_NAME_WITH_PREFIX} reduce sus PS\ny MALDICE a {B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnAfflictedByCurse[] = _("¡{B_ATK_NAME_WITH_PREFIX} es víctima \nde una MALDICIÓN!");
static const u8 sText_SpikesScattered[] = _("¡El equipo POKéMON {B_DEF_PREFIX1}\nha sido rodeado de PÚAS!");
static const u8 sText_PkmnHurtBySpikes[] = _("¡{B_SCR_ACTIVE_NAME_WITH_PREFIX} ha sido\nherido por PÚAS!");
static const u8 sText_PkmnIdentified[] = _("¡{B_ATK_NAME_WITH_PREFIX} identificó\na {B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnPerishCountFell[] = _("¡Contador de salud de\n{B_ATK_NAME_WITH_PREFIX} bajó a {B_BUFF1}!");
static const u8 sText_PkmnBracedItself[] = _("¡{B_ATK_NAME_WITH_PREFIX} se ha\nfortalecido!");
static const u8 sText_PkmnEnduredHit[] = _("¡{B_DEF_NAME_WITH_PREFIX} AGUANTÓ\nel golpe!");
static const u8 sText_MagnitudeStrength[] = _("¡MAGNITUD {B_BUFF1}!");
static const u8 sText_PkmnCutHPMaxedAttack[] = _("¡{B_ATK_NAME_WITH_PREFIX} redujo sus PS\ny mejoró su ATAQUE!");
static const u8 sText_PkmnCopiedStatChanges[] = _("¡{B_ATK_NAME_WITH_PREFIX} copió las nuevas \ncaracteríst. de {B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnGotFree[] = _("¡{B_ATK_NAME_WITH_PREFIX} se liberó de\n{B_BUFF1} de {B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnShedLeechSeed[] = _("¡{B_ATK_NAME_WITH_PREFIX} se\nliberó de DRENADORAS!");
static const u8 sText_PkmnBlewAwaySpikes[] = _("¡{B_ATK_NAME_WITH_PREFIX} se\nliberó de PÚAS!");
static const u8 sText_PkmnFledFromBattle[] = _("¡{B_ATK_NAME_WITH_PREFIX} huyó del\ncombate!");
static const u8 sText_PkmnForesawAttack[] = _("¡{B_ATK_NAME_WITH_PREFIX} previó\nun ataque!");
static const u8 sText_PkmnTookAttack[] = _("¡{B_DEF_NAME_WITH_PREFIX} tomó \nel ataque de {B_BUFF1}!");
static const u8 sText_PkmnChoseXAsDestiny[] = _("¡{B_ATK_NAME_WITH_PREFIX} usará\n{B_CURRENT_MOVE} más adelante!");
static const u8 sText_PkmnAttack[] = _("¡Ataque de {B_BUFF1}!");
static const u8 sText_PkmnCenterAttention[] = _("¡{B_ATK_NAME_WITH_PREFIX} se convirtió en\nel centro de atención!");
static const u8 sText_PkmnChargingPower[] = _("¡{B_ATK_NAME_WITH_PREFIX} comenzó \na cargar energía!");
static const u8 sText_NaturePowerTurnedInto[] = _("¡ADAPTACIÓN se convirtió \nen {B_CURRENT_MOVE}!");
static const u8 sText_PkmnStatusNormal[] = _("¡El estado de {B_ATK_NAME_WITH_PREFIX}\nregresó a la normalidad!");
static const u8 sText_PkmnSubjectedToTorment[] = _("¡{B_DEF_NAME_WITH_PREFIX} es víctima\nde TORMENTO!");
static const u8 sText_PkmnTighteningFocus[] = _("¡{B_ATK_NAME_WITH_PREFIX} está reforzando\nsu concentración!");
static const u8 sText_PkmnFellForTaunt[] = _("¡{B_DEF_NAME_WITH_PREFIX} se dejó\nengañar por MOFA!");
static const u8 sText_PkmnReadyToHelp[] = _("¡{B_ATK_NAME_WITH_PREFIX} está listo para\nayudar a {B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnSwitchedItems[] = _("¡{B_ATK_NAME_WITH_PREFIX} provocó \nun cambio de objeto!");
static const u8 sText_PkmnObtainedX[] = _("{B_ATK_NAME_WITH_PREFIX} obtuvo\n{B_BUFF1}.");
static const u8 sText_PkmnObtainedX2[] = _("{B_DEF_NAME_WITH_PREFIX} obtuvo\n{B_BUFF2}.");
static const u8 sText_PkmnObtainedXYObtainedZ[] = _("{B_ATK_NAME_WITH_PREFIX} obtuvo\n{B_BUFF1}.\p{B_DEF_NAME_WITH_PREFIX} obtuvo\n{B_BUFF2}.");
static const u8 sText_PkmnCopiedFoe[] = _("¡{B_ATK_NAME_WITH_PREFIX} copió\n{B_DEF_ABILITY} de {B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnMadeWish[] = _("¡{B_ATK_NAME_WITH_PREFIX} pidió un DESEO!");
static const u8 sText_PkmnWishCameTrue[] = _("¡El DESEO de {B_BUFF1}\nse hizo realidad!");
static const u8 sText_PkmnPlantedRoots[] = _("¡{B_ATK_NAME_WITH_PREFIX} echó raíces!");
static const u8 sText_PkmnAbsorbedNutrients[] = _("¡{B_ATK_NAME_WITH_PREFIX} absorbió\nnutrientes con las raíces!");
static const u8 sText_PkmnAnchoredItself[] = _("¡{B_DEF_NAME_WITH_PREFIX} se ancló\ncon las raíces!");
static const u8 sText_PkmnWasMadeDrowsy[] = _("¡{B_ATK_NAME_WITH_PREFIX} adormeció\na {B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnKnockedOff[] = _("¡{B_ATK_NAME_WITH_PREFIX} echó abajo\n{B_LAST_ITEM} de {B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnSwappedAbilities[] = _("¡{B_ATK_NAME_WITH_PREFIX} intercambió\nsu habilidad especial!");
static const u8 sText_PkmnSealedOpponentMove[] = _("¡{B_ATK_NAME_WITH_PREFIX} selló\nmovimientos del oponente!");