diff --git a/.env.beta b/.env.beta new file mode 100644 index 00000000000..8d1e93b3277 --- /dev/null +++ b/.env.beta @@ -0,0 +1,3 @@ +VITE_BYPASS_LOGIN=0 +VITE_BYPASS_TUTORIAL=0 +VITE_SERVER_URL=https://api.beta.pokerogue.net \ No newline at end of file diff --git a/.env.production b/.env.production new file mode 100644 index 00000000000..74818d41a12 --- /dev/null +++ b/.env.production @@ -0,0 +1,3 @@ +VITE_BYPASS_LOGIN=0 +VITE_BYPASS_TUTORIAL=0 +VITE_SERVER_URL=https://api.pokerogue.net \ No newline at end of file diff --git a/.github/workflows/deploy-beta.yml b/.github/workflows/deploy-beta.yml new file mode 100644 index 00000000000..d954d9bb865 --- /dev/null +++ b/.github/workflows/deploy-beta.yml @@ -0,0 +1,33 @@ +name: Deploy Beta + +on: + push: {} + pull_request: {} + +jobs: + deploy: + if: github.repository == 'pagefaultgames/pokerogue' + runs-on: ubuntu-latest + steps: + - uses: actions/checkout@v4 + - uses: actions/setup-node@v4 + with: + node-version: "20" + - name: Install dependencies + run: npm ci + - name: Build + run: npm run build:beta + env: + NODE_ENV: production + - name: Set up SSH + if: github.event_name == 'push' && github.ref_name == github.event.repository.default_branch + run: | + mkdir ~/.ssh + echo "${{ secrets.BETA_SSH_PUBLIC_KEY }}" > ~/.ssh/id_ed25519.pub + echo "${{ secrets.BETA_SSH_PRIVATE_KEY }}" > ~/.ssh/id_ed25519 + chmod 600 ~/.ssh/* + ssh-keyscan -H ${{ secrets.BETA_SSH_HOST }} >> ~/.ssh/known_hosts + - name: Deploy build on server + if: github.event_name == 'push' && github.ref_name == github.event.repository.default_branch + run: | + rsync --del --no-times --checksum -vrm dist/* ${{ secrets.BETA_SSH_USER }}@${{ secrets.BETA_SSH_HOST }}:${{ secrets.BETA_DESTINATION_DIR }} \ No newline at end of file diff --git a/package.json b/package.json index 29a956f19c6..160ca965bc8 100644 --- a/package.json +++ b/package.json @@ -7,6 +7,7 @@ "start": "vite", "start:dev": "vite --mode development", "build": "vite build", + "build:beta": 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1, + 1 + ], "129": [ 0, 1, diff --git a/public/images/pokemon/variant/back/982-three-segment_3.png b/public/images/pokemon/variant/back/982-three-segment_3.png index b6b0ef0c2f4..3286d3331a5 100644 Binary files a/public/images/pokemon/variant/back/982-three-segment_3.png and b/public/images/pokemon/variant/back/982-three-segment_3.png differ diff --git a/public/images/pokemon/variant/back/982_3.png b/public/images/pokemon/variant/back/982_3.png index 3286d3331a5..b6b0ef0c2f4 100644 Binary files a/public/images/pokemon/variant/back/982_3.png and b/public/images/pokemon/variant/back/982_3.png differ diff --git a/public/images/pokemon/variant/back/female/123.json b/public/images/pokemon/variant/back/female/123.json new file mode 100644 index 00000000000..049e6e23435 --- /dev/null +++ b/public/images/pokemon/variant/back/female/123.json @@ -0,0 +1,47 @@ +{ + "0": { + "425a21": "632929", + "bde673": "e67373", + "e6d6ad": "b5b5ce", + "9c8c31": "632929", + "8cce73": "f76b6b", + "101010": "101010", + "fff7d6": "ffffff", + "5a9c4a": "d63a3a", + "bdbdbd": "bdbdbd", + "c5a573": "b5b5ce", + "dedede": "dedede", + "ffffff": "ffffff", + "737373": "737373" + }, + "1": { + "425a21": "484e75", + "bde673": "bdbdbd", + "e6d6ad": "e6d6ad", + "9c8c31": "9c8c31", + "8cce73": "92b0db", + "101010": "101010", + "fff7d6": "fff7d6", + "5a9c4a": "7b94d6", + "bdbdbd": "ffffff", + "c5a573": "9cc5ff", + "dedede": "dedede", + "ffffff": "ffffff", + "737373": "737373" + }, + "2": { + "425a21": "8f3907", + "bde673": "f8f581", + "e6d6ad": "e6d6ad", + "9c8c31": "9c8c31", + "8cce73": "f0c947", + "101010": "101010", + "fff7d6": "fff7d6", + "5a9c4a": "e6a027", + "bdbdbd": "bdbdbd", + "c5a573": "c5a573", + "dedede": "dedede", + "ffffff": "ffffff", + "737373": "737373" + } +} \ No newline at end of file diff --git a/public/images/pokemon/variant/female/123.json b/public/images/pokemon/variant/female/123.json new file mode 100644 index 00000000000..5fbefd72224 --- /dev/null +++ b/public/images/pokemon/variant/female/123.json @@ -0,0 +1,44 @@ +{ + "0": { + "425a21": "632929", + "bde673": "f76b6b", + "101010": "101010", + "9c8c31": "9494a5", + "fff7d6": "ffffff", + "8cce73": "d63a3a", + "e6d6ad": "b5b5ce", + "5a9c4a": "a52929", + "ffffff": "ffffff", + "dedede": "dedede", + "bdbdbd": "bdbdbd", + "737373": "737373" + }, + "1": { + "425a21": "484e75", + "bde673": "7c9ac5", + "101010": "101010", + "9c8c31": "9c8c31", + "fff7d6": "fff7d6", + "8cce73": "92b0db", + "e6d6ad": "e6d6ad", + "5a9c4a": "7b94d6", + "ffffff": "ffffff", + "dedede": "dedede", + "bdbdbd": "bdbdbd", + "737373": "737373" + }, + "2": { + "425a21": "8f3907", + "bde673": "f8f581", + "101010": "101010", + "9c8c31": "9c8c31", + "fff7d6": "fff7d6", + "8cce73": "f0c947", + "e6d6ad": "e6d6ad", + "5a9c4a": "e6a027", + "ffffff": "ffffff", + "dedede": "f0c947", + "bdbdbd": "bdbdbd", + "737373": "737373" + } +} \ No newline at end of file diff --git a/src/data/ability.ts b/src/data/ability.ts index 4f8da9d8dd5..988496e1316 100644 --- a/src/data/ability.ts +++ b/src/data/ability.ts @@ -1446,7 +1446,7 @@ export class FieldMovePowerBoostAbAttr extends AbAttr { * Boosts the power of a specific type of move. * @extends FieldMovePowerBoostAbAttr */ -export class FieldMoveTypePowerBoostAbAttr extends FieldMovePowerBoostAbAttr { +export class PreAttackFieldMoveTypePowerBoostAbAttr extends FieldMovePowerBoostAbAttr { /** * @param boostedType - The type of move that will receive the power boost. * @param powerMultiplier - The multiplier to apply to the move's power, defaults to 1.5 if not provided. @@ -1456,6 +1456,18 @@ export class FieldMoveTypePowerBoostAbAttr extends FieldMovePowerBoostAbAttr { } } +/** + * Boosts the power of a specific type of move for all Pokemon in the field. + * @extends PreAttackFieldMoveTypePowerBoostAbAttr + */ +export class FieldMoveTypePowerBoostAbAttr extends PreAttackFieldMoveTypePowerBoostAbAttr { } + +/** + * Boosts the power of a specific type of move for the user and its allies. + * @extends PreAttackFieldMoveTypePowerBoostAbAttr + */ +export class UserFieldMoveTypePowerBoostAbAttr extends PreAttackFieldMoveTypePowerBoostAbAttr { } + /** * Boosts the power of moves in specified categories. * @extends FieldMovePowerBoostAbAttr @@ -2973,7 +2985,7 @@ export class PostTurnResetStatusAbAttr extends PostTurnAbAttr { } if (this.target?.status) { - this.target.scene.queueMessage(getPokemonMessage(this.target, getStatusEffectHealText(this.target.status?.effect))); + this.target.scene.queueMessage(getStatusEffectHealText(this.target.status?.effect, getPokemonNameWithAffix(this.target))); this.target.resetStatus(false); this.target.updateInfo(); return true; @@ -5033,8 +5045,7 @@ export function initAbilities() { new Ability(Abilities.SCREEN_CLEANER, 8) .attr(PostSummonRemoveArenaTagAbAttr, [ArenaTagType.AURORA_VEIL, ArenaTagType.LIGHT_SCREEN, ArenaTagType.REFLECT]), new Ability(Abilities.STEELY_SPIRIT, 8) - .attr(MoveTypePowerBoostAbAttr, Type.STEEL) - .partial(), + .attr(UserFieldMoveTypePowerBoostAbAttr, Type.STEEL), new Ability(Abilities.PERISH_BODY, 8) .attr(PostDefendPerishSongAbAttr, 4), new Ability(Abilities.WANDERING_SPIRIT, 8) diff --git a/src/data/berry.ts b/src/data/berry.ts index 4e0d1dbd85f..2f0f466d8a9 100644 --- a/src/data/berry.ts +++ b/src/data/berry.ts @@ -1,5 +1,5 @@ import { PokemonHealPhase, StatChangePhase } from "../phases"; -import { getPokemonMessage } from "../messages"; +import { getPokemonMessage, getPokemonNameWithAffix } from "../messages"; import Pokemon, { HitResult } from "../field/pokemon"; import { BattleStat } from "./battle-stat"; import { getStatusEffectHealText } from "./status-effect"; @@ -80,7 +80,7 @@ export function getBerryEffectFunc(berryType: BerryType): BerryEffectFunc { pokemon.battleData.berriesEaten.push(berryType); } if (pokemon.status) { - pokemon.scene.queueMessage(getPokemonMessage(pokemon, getStatusEffectHealText(pokemon.status.effect))); + pokemon.scene.queueMessage(getStatusEffectHealText(pokemon.status.effect, getPokemonNameWithAffix(pokemon))); } pokemon.resetStatus(true, true); pokemon.updateInfo(); diff --git a/src/data/move.ts b/src/data/move.ts index a1c167f0c7e..80fd160ab1e 100644 --- a/src/data/move.ts +++ b/src/data/move.ts @@ -1762,12 +1762,14 @@ export class PsychoShiftEffectAttr extends MoveEffectAttr { } if (!target.status || (target.status.effect === statusToApply && move.chance < 0)) { const canSetStatus = target.canSetStatus(statusToApply, true, false, user); + if (canSetStatus) { - user.scene.queueMessage(getPokemonMessage(user, getStatusEffectHealText(user.status.effect))); + user.scene.queueMessage(getStatusEffectHealText(user.status.effect, getPokemonNameWithAffix(user))); user.resetStatus(); user.updateInfo(); target.trySetStatus(statusToApply, true, user); } + return canSetStatus; } @@ -1910,7 +1912,7 @@ export class RemoveHeldItemAttr extends MoveEffectAttr { } /** - * Attribute that causes targets of the move to eat a berry. If chosenBerry is not overridden, a random berry will be picked from the target's inventory. + * Attribute that causes targets of the move to eat a berry. Used for Teatime, Stuff Cheeks */ export class EatBerryAttr extends MoveEffectAttr { protected chosenBerry: BerryModifier; @@ -1919,42 +1921,29 @@ export class EatBerryAttr extends MoveEffectAttr { this.chosenBerry = undefined; } /** - * Causes the target to eat a berry. - * @param user {@linkcode Pokemon} Pokemon that used the move - * @param target {@linkcode Pokemon} Pokemon that will eat a berry - * @param move {@linkcode Move} The move being used - * @param args Unused - * @returns {boolean} true if the function succeeds - */ + * Causes the target to eat a berry. + * @param user {@linkcode Pokemon} Pokemon that used the move + * @param target {@linkcode Pokemon} Pokemon that will eat a berry + * @param move {@linkcode Move} The move being used + * @param args Unused + * @returns {boolean} true if the function succeeds + */ apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean { if (!super.apply(user, target, move, args)) { return false; } - if (this.chosenBerry === undefined) { // if no berry has been provided, pick a random berry from their inventory - const heldBerries = this.getTargetHeldBerries(target); - if (heldBerries.length <= 0) { - return false; - } - this.chosenBerry = heldBerries[user.randSeedInt(heldBerries.length)]; + const heldBerries = this.getTargetHeldBerries(target); + if (heldBerries.length <= 0) { + return false; } - - getBerryEffectFunc(this.chosenBerry.berryType)(target); // target eats the berry - + this.chosenBerry = heldBerries[user.randSeedInt(heldBerries.length)]; const preserve = new Utils.BooleanHolder(false); - target.scene.applyModifiers(PreserveBerryModifier, target.isPlayer(), target, preserve); - - if (!preserve.value) { // remove the eaten berry if not preserved - if (!--this.chosenBerry.stackCount) { - target.scene.removeModifier(this.chosenBerry, !target.isPlayer()); - } - target.scene.updateModifiers(target.isPlayer()); + target.scene.applyModifiers(PreserveBerryModifier, target.isPlayer(), target, preserve); // check for berry pouch preservation + if (!preserve.value) { + this.reduceBerryModifier(target); } - - this.chosenBerry = undefined; - - applyAbAttrs(HealFromBerryUseAbAttr, target, new Utils.BooleanHolder(false)); - + this.eatBerry(target); return true; } @@ -1963,7 +1952,21 @@ export class EatBerryAttr extends MoveEffectAttr { && (m as BerryModifier).pokemonId === target.id, target.isPlayer()) as BerryModifier[]; } + reduceBerryModifier(target: Pokemon) { + if (this.chosenBerry.stackCount === 1) { + target.scene.removeModifier(this.chosenBerry, !target.isPlayer()); + } else { + this.chosenBerry.stackCount--; + } + target.scene.updateModifiers(target.isPlayer()); + } + + eatBerry(consumer: Pokemon) { + getBerryEffectFunc(this.chosenBerry.berryType)(consumer); // consumer eats the berry + applyAbAttrs(HealFromBerryUseAbAttr, consumer, new Utils.BooleanHolder(false)); + } } + /** * Attribute used for moves that steal a random berry from the target. The user then eats the stolen berry. * Used for Pluck & Bug Bite. @@ -1973,36 +1976,30 @@ export class StealEatBerryAttr extends EatBerryAttr { super(); } /** - * User steals a random berry from the target and then eats it. - * @param {Pokemon} user Pokemon that used the move and will eat the stolen berry - * @param {Pokemon} target Pokemon that will have its berry stolen - * @param {Move} move Move being used - * @param {any[]} args Unused - * @returns {boolean} true if the function succeeds - */ + * User steals a random berry from the target and then eats it. + * @param {Pokemon} user Pokemon that used the move and will eat the stolen berry + * @param {Pokemon} target Pokemon that will have its berry stolen + * @param {Move} move Move being used + * @param {any[]} args Unused + * @returns {boolean} true if the function succeeds + */ apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean { - const cancelled = new Utils.BooleanHolder(false); applyAbAttrs(BlockItemTheftAbAttr, target, cancelled); // check for abilities that block item theft if (cancelled.value === true) { return false; } - const heldBerries = this.getTargetHeldBerries(target).filter(i => i.getTransferrable(false)); - - if (heldBerries.length) { // if the target has berries, pick a random berry and steal it - this.chosenBerry = heldBerries[user.randSeedInt(heldBerries.length)]; - - if (this.chosenBerry.stackCount === 1) { // remove modifier if its the last berry - target.scene.removeModifier(this.chosenBerry, !target.isPlayer()); - } - target.scene.updateModifiers(target.isPlayer()); - - user.scene.queueMessage(getPokemonMessage(user, ` stole and ate\n${target.name}'s ${this.chosenBerry.type.name}!`)); - return super.apply(user, user, move, args); + if (heldBerries.length <= 0) { + return false; } - - return false; + // if the target has berries, pick a random berry and steal it + this.chosenBerry = heldBerries[user.randSeedInt(heldBerries.length)]; + const message = i18next.t("battle:stealEatBerry", {pokemonName: user.name, targetName: target.name, berryName: this.chosenBerry.type.name}); + user.scene.queueMessage(message); + this.reduceBerryModifier(target); + this.eatBerry(user); + return true; } } @@ -2038,7 +2035,7 @@ export class HealStatusEffectAttr extends MoveEffectAttr { const pokemon = this.selfTarget ? user : target; if (pokemon.status && this.effects.includes(pokemon.status.effect)) { - pokemon.scene.queueMessage(getPokemonMessage(pokemon, getStatusEffectHealText(pokemon.status.effect))); + pokemon.scene.queueMessage(getStatusEffectHealText(pokemon.status.effect, getPokemonNameWithAffix(pokemon))); pokemon.resetStatus(); pokemon.updateInfo(); diff --git a/src/data/pokemon-level-moves.ts b/src/data/pokemon-level-moves.ts index 5f01b4db02f..9f1f95e42ff 100644 --- a/src/data/pokemon-level-moves.ts +++ b/src/data/pokemon-level-moves.ts @@ -3488,6 +3488,10 @@ export const pokemonSpeciesLevelMoves: PokemonSpeciesLevelMoves = { [ 0, Moves.DESTINY_BOND ], [ 0, Moves.SAFEGUARD ], [ 0, Moves.MIRROR_COAT ], + [ 1, Moves.COUNTER ], + [ 1, Moves.DESTINY_BOND ], + [ 1, Moves.SAFEGUARD ], + [ 1, Moves.MIRROR_COAT ], [ 1, Moves.AMNESIA ], [ 1, Moves.SPLASH ], [ 1, Moves.CHARM ], @@ -5827,20 +5831,20 @@ export const pokemonSpeciesLevelMoves: PokemonSpeciesLevelMoves = { [ 56, Moves.SKY_ATTACK ], ], [Species.ZANGOOSE]: [ + [ -1, Moves.DOUBLE_KICK ], + [ -1, Moves.DISABLE ], + [ -1, Moves.COUNTER ], + [ -1, Moves.FURY_SWIPES ], + [ -1, Moves.CURSE ], + [ -1, Moves.FLAIL ], + [ -1, Moves.BELLY_DRUM ], + [ -1, Moves.FEINT ], + [ -1, Moves.NIGHT_SLASH ], + [ -1, Moves.DOUBLE_HIT ], + [ -1, Moves.QUICK_GUARD ], + [ -1, Moves.FINAL_GAMBIT ], [ 1, Moves.SCRATCH ], [ 1, Moves.LEER ], - [ 1, Moves.DOUBLE_KICK ], - [ 1, Moves.DISABLE ], - [ 1, Moves.COUNTER ], - [ 1, Moves.FURY_SWIPES ], - [ 1, Moves.CURSE ], - [ 1, Moves.FLAIL ], - [ 1, Moves.BELLY_DRUM ], - [ 1, Moves.FEINT ], - [ 1, Moves.NIGHT_SLASH ], - [ 1, Moves.DOUBLE_HIT ], - [ 1, Moves.QUICK_GUARD ], - [ 1, Moves.FINAL_GAMBIT ], [ 5, Moves.QUICK_ATTACK ], [ 8, Moves.FURY_CUTTER ], [ 12, Moves.METAL_CLAW ], @@ -14125,6 +14129,9 @@ export const pokemonSpeciesLevelMoves: PokemonSpeciesLevelMoves = { [ 0, Moves.CONFUSION ], [ 0, Moves.LIGHT_SCREEN ], [ 0, Moves.REFLECT ], + [ 1, Moves.CONFUSION ], + [ 1, Moves.LIGHT_SCREEN ], + [ 1, Moves.REFLECT ], [ 1, Moves.STRUGGLE_BUG ], ], [Species.ORBEETLE]: [ @@ -17169,10 +17176,12 @@ export const pokemonSpeciesLevelMoves: PokemonSpeciesLevelMoves = { [ 98, Moves.HYPER_BEAM ], ], [Species.WALKING_WAKE]: [ - [ 0, Moves.LEER ], - [ 0, Moves.ROAR ], - [ 0, Moves.TWISTER ], - [ 0, Moves.AQUA_JET ], + [ -1, Moves.SUNNY_DAY ], + [ -1, Moves.HONE_CLAWS ], + [ 1, Moves.LEER ], + [ 1, Moves.ROAR ], + [ 1, Moves.TWISTER ], + [ 1, Moves.AQUA_JET ], [ 7, Moves.BITE ], [ 14, Moves.WATER_PULSE ], [ 21, Moves.NOBLE_ROAR ], @@ -17186,10 +17195,12 @@ export const pokemonSpeciesLevelMoves: PokemonSpeciesLevelMoves = { [ 84, Moves.HYDRO_PUMP ], ], [Species.IRON_LEAVES]: [ - [ 0, Moves.LEER ], - [ 0, Moves.QUICK_ATTACK ], - [ 0, Moves.HELPING_HAND ], - [ 0, Moves.WORK_UP ], + [ -1, Moves.ELECTRIC_TERRAIN ], + [ -1, Moves.QUASH ], + [ 1, Moves.LEER ], + [ 1, Moves.QUICK_ATTACK ], + [ 1, Moves.HELPING_HAND ], + [ 1, Moves.WORK_UP ], [ 7, Moves.MAGICAL_LEAF ], [ 14, Moves.RETALIATE ], [ 21, Moves.QUICK_GUARD ], @@ -17353,6 +17364,9 @@ export const pokemonSpeciesLevelMoves: PokemonSpeciesLevelMoves = { [ 54, Moves.POWER_WHIP ], ], [Species.GOUGING_FIRE]: [ + [ -1, Moves.DOUBLE_KICK ], + [ -1, Moves.ANCIENT_POWER ], + [ -1, Moves.NOBLE_ROAR ], [ 1, Moves.STOMP ], [ 1, Moves.LEER ], [ 1, Moves.INCINERATE ], @@ -17372,6 +17386,7 @@ export const pokemonSpeciesLevelMoves: PokemonSpeciesLevelMoves = { [ 91, Moves.RAGING_FURY ], ], [Species.RAGING_BOLT]: [ + [ -1, Moves.ANCIENT_POWER ], [ 1, Moves.TWISTER ], [ 1, Moves.SUNNY_DAY ], [ 1, Moves.SHOCK_WAVE ], diff --git a/src/data/pokemon-species.ts b/src/data/pokemon-species.ts index 962772d6e78..2b488f330c4 100644 --- a/src/data/pokemon-species.ts +++ b/src/data/pokemon-species.ts @@ -779,7 +779,7 @@ export default class PokemonSpecies extends PokemonSpeciesForm implements Locali } // This could definitely be written better and more accurate to the getSpeciesForLevel logic, but it is only for generating movesets for evolved Pokemon - getSimulatedEvolutionChain(currentLevel: integer, forTrainer: boolean = false, isBoss: boolean = false, player: boolean = false) { + getSimulatedEvolutionChain(currentLevel: integer, forTrainer: boolean = false, isBoss: boolean = false, player: boolean = false): [Species, integer][] { const ret = []; if (pokemonPrevolutions.hasOwnProperty(this.speciesId)) { const prevolutionLevels = this.getPrevolutionLevels().reverse(); diff --git a/src/data/status-effect.ts b/src/data/status-effect.ts index 810bd4d9482..5949fb2f130 100644 --- a/src/data/status-effect.ts +++ b/src/data/status-effect.ts @@ -1,4 +1,5 @@ import * as Utils from "../utils"; +import i18next, { ParseKeys } from "i18next"; export enum StatusEffect { NONE, @@ -31,94 +32,52 @@ export class Status { } } -export function getStatusEffectObtainText(statusEffect: StatusEffect, sourceText?: string): string { - const sourceClause = sourceText ? ` ${statusEffect !== StatusEffect.SLEEP ? "by" : "from"} ${sourceText}` : ""; +function getStatusEffectMessageKey(statusEffect: StatusEffect): string { switch (statusEffect) { case StatusEffect.POISON: - return `\nwas poisoned${sourceClause}!`; + return "statusEffect:poison"; case StatusEffect.TOXIC: - return `\nwas badly poisoned${sourceClause}!`; + return "statusEffect:toxic"; case StatusEffect.PARALYSIS: - return ` was paralyzed${sourceClause}!\nIt may be unable to move!`; + return "statusEffect:paralysis"; case StatusEffect.SLEEP: - return `\nfell asleep${sourceClause}!`; + return "statusEffect:sleep"; case StatusEffect.FREEZE: - return `\nwas frozen solid${sourceClause}!`; + return "statusEffect:freeze"; case StatusEffect.BURN: - return `\nwas burned${sourceClause}!`; + return "statusEffect:burn"; + default: + return "statusEffect:none"; } - - return ""; } -export function getStatusEffectActivationText(statusEffect: StatusEffect): string { - switch (statusEffect) { - case StatusEffect.POISON: - case StatusEffect.TOXIC: - return " is hurt\nby poison!"; - case StatusEffect.PARALYSIS: - return " is paralyzed!\nIt can't move!"; - case StatusEffect.SLEEP: - return " is fast asleep."; - case StatusEffect.FREEZE: - return " is\nfrozen solid!"; - case StatusEffect.BURN: - return " is hurt\nby its burn!"; +export function getStatusEffectObtainText(statusEffect: StatusEffect, pokemonNameWithAffix: string, sourceText?: string): string { + if (!sourceText) { + const i18nKey = `${getStatusEffectMessageKey(statusEffect)}.obtain`as ParseKeys; + return i18next.t(i18nKey, { pokemonNameWithAffix: pokemonNameWithAffix }); } - - return ""; + const i18nKey = `${getStatusEffectMessageKey(statusEffect)}.obtainSource`as ParseKeys; + return i18next.t(i18nKey, { pokemonNameWithAffix: pokemonNameWithAffix, sourceText: sourceText }); } -export function getStatusEffectOverlapText(statusEffect: StatusEffect): string { - switch (statusEffect) { - case StatusEffect.POISON: - case StatusEffect.TOXIC: - return " is\nalready poisoned!"; - case StatusEffect.PARALYSIS: - return " is\nalready paralyzed!"; - case StatusEffect.SLEEP: - return " is\nalready asleep!"; - case StatusEffect.FREEZE: - return " is\nalready frozen!"; - case StatusEffect.BURN: - return " is\nalready burned!"; - } - - return ""; +export function getStatusEffectActivationText(statusEffect: StatusEffect, pokemonNameWithAffix: string): string { + const i18nKey = `${getStatusEffectMessageKey(statusEffect)}.activation` as ParseKeys; + return i18next.t(i18nKey, { pokemonNameWithAffix: pokemonNameWithAffix }); } -export function getStatusEffectHealText(statusEffect: StatusEffect): string { - switch (statusEffect) { - case StatusEffect.POISON: - case StatusEffect.TOXIC: - return " was\ncured of its poison!"; - case StatusEffect.PARALYSIS: - return " was\nhealed of paralysis!"; - case StatusEffect.SLEEP: - return " woke up!"; - case StatusEffect.FREEZE: - return " was\ndefrosted!"; - case StatusEffect.BURN: - return " was\nhealed of its burn!"; - } +export function getStatusEffectOverlapText(statusEffect: StatusEffect, pokemonNameWithAffix: string): string { + const i18nKey = `${getStatusEffectMessageKey(statusEffect)}.overlap` as ParseKeys; + return i18next.t(i18nKey, { pokemonNameWithAffix: pokemonNameWithAffix }); +} - return ""; +export function getStatusEffectHealText(statusEffect: StatusEffect, pokemonNameWithAffix: string): string { + const i18nKey = `${getStatusEffectMessageKey(statusEffect)}.heal` as ParseKeys; + return i18next.t(i18nKey, { pokemonNameWithAffix: pokemonNameWithAffix }); } export function getStatusEffectDescriptor(statusEffect: StatusEffect): string { - switch (statusEffect) { - case StatusEffect.POISON: - case StatusEffect.TOXIC: - return "poisoning"; - case StatusEffect.PARALYSIS: - return "paralysis"; - case StatusEffect.SLEEP: - return "sleep"; - case StatusEffect.FREEZE: - return "freezing"; - case StatusEffect.BURN: - return "burn"; - } + const i18nKey = `${getStatusEffectMessageKey(statusEffect)}.description` as ParseKeys; + return i18next.t(i18nKey); } export function getStatusEffectCatchRateMultiplier(statusEffect: StatusEffect): number { diff --git a/src/field/pokemon.ts b/src/field/pokemon.ts index 37f7616b511..6a70cb8f255 100644 --- a/src/field/pokemon.ts +++ b/src/field/pokemon.ts @@ -23,7 +23,7 @@ import { BattlerTag, BattlerTagLapseType, EncoreTag, GroundedTag, HelpingHandTag import { WeatherType } from "../data/weather"; import { TempBattleStat } from "../data/temp-battle-stat"; import { ArenaTagSide, WeakenMoveScreenTag, WeakenMoveTypeTag } from "../data/arena-tag"; -import { Ability, AbAttr, BattleStatMultiplierAbAttr, BlockCritAbAttr, BonusCritAbAttr, BypassBurnDamageReductionAbAttr, FieldPriorityMoveImmunityAbAttr, IgnoreOpponentStatChangesAbAttr, MoveImmunityAbAttr, MoveTypeChangeAttr, PreApplyBattlerTagAbAttr, PreDefendFullHpEndureAbAttr, ReceivedMoveDamageMultiplierAbAttr, ReduceStatusEffectDurationAbAttr, StabBoostAbAttr, StatusEffectImmunityAbAttr, TypeImmunityAbAttr, VariableMovePowerAbAttr, WeightMultiplierAbAttr, allAbilities, applyAbAttrs, applyBattleStatMultiplierAbAttrs, applyPreApplyBattlerTagAbAttrs, applyPreAttackAbAttrs, applyPreDefendAbAttrs, applyPreSetStatusAbAttrs, UnsuppressableAbilityAbAttr, SuppressFieldAbilitiesAbAttr, NoFusionAbilityAbAttr, MultCritAbAttr, IgnoreTypeImmunityAbAttr, DamageBoostAbAttr, IgnoreTypeStatusEffectImmunityAbAttr, ConditionalCritAbAttr, applyFieldBattleStatMultiplierAbAttrs, FieldMultiplyBattleStatAbAttr, AllyMoveCategoryPowerBoostAbAttr, FieldMoveTypePowerBoostAbAttr, AddSecondStrikeAbAttr, PostSetStatusAbAttr, applyPostSetStatusAbAttrs } from "../data/ability"; +import { Ability, AbAttr, BattleStatMultiplierAbAttr, BlockCritAbAttr, BonusCritAbAttr, BypassBurnDamageReductionAbAttr, FieldPriorityMoveImmunityAbAttr, IgnoreOpponentStatChangesAbAttr, MoveImmunityAbAttr, MoveTypeChangeAttr, PreApplyBattlerTagAbAttr, PreDefendFullHpEndureAbAttr, ReceivedMoveDamageMultiplierAbAttr, ReduceStatusEffectDurationAbAttr, StabBoostAbAttr, StatusEffectImmunityAbAttr, TypeImmunityAbAttr, VariableMovePowerAbAttr, WeightMultiplierAbAttr, allAbilities, applyAbAttrs, applyBattleStatMultiplierAbAttrs, applyPreApplyBattlerTagAbAttrs, applyPreAttackAbAttrs, applyPreDefendAbAttrs, applyPreSetStatusAbAttrs, UnsuppressableAbilityAbAttr, SuppressFieldAbilitiesAbAttr, NoFusionAbilityAbAttr, MultCritAbAttr, IgnoreTypeImmunityAbAttr, DamageBoostAbAttr, IgnoreTypeStatusEffectImmunityAbAttr, ConditionalCritAbAttr, applyFieldBattleStatMultiplierAbAttrs, FieldMultiplyBattleStatAbAttr, AllyMoveCategoryPowerBoostAbAttr, FieldMoveTypePowerBoostAbAttr, AddSecondStrikeAbAttr, UserFieldMoveTypePowerBoostAbAttr, PostSetStatusAbAttr, applyPostSetStatusAbAttrs } from "../data/ability"; import PokemonData from "../system/pokemon-data"; import { BattlerIndex } from "../battle"; import { Mode } from "../ui/ui"; @@ -849,8 +849,12 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container { return ret; } + /** + * All moves that could be relearned by this pokemon at this point. Used for memory mushrooms. + * @returns {Moves[]} The valid moves + */ getLearnableLevelMoves(): Moves[] { - return this.getLevelMoves(1, true).map(lm => lm[1]).filter(lm => !this.moveset.filter(m => m.moveId === lm).length).filter((move: Moves, i: integer, array: Moves[]) => array.indexOf(move) === i); + return this.getLevelMoves(1, true, false, true).map(lm => lm[1]).filter(lm => !this.moveset.filter(m => m.moveId === lm).length).filter((move: Moves, i: integer, array: Moves[]) => array.indexOf(move) === i); } /** @@ -1155,7 +1159,7 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container { applyPreDefendAbAttrs(MoveImmunityAbAttr, this, source, move, cancelled, typeMultiplier, true); } - return (!cancelled.value ? typeMultiplier.value : 0) as TypeDamageMultiplier; + return (!cancelled.value ? Number(typeMultiplier.value) : 0) as TypeDamageMultiplier; } getAttackTypeEffectiveness(moveType: Type, source?: Pokemon, ignoreStrongWinds: boolean = false): TypeDamageMultiplier { @@ -1235,7 +1239,15 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container { return null; } - getLevelMoves(startingLevel?: integer, includeEvolutionMoves: boolean = false, simulateEvolutionChain: boolean = false): LevelMoves { + /** + * Gets all level up moves in a given range for a particular pokemon. + * @param {integer} startingLevel Don't include moves below this level + * @param {boolean} includeEvolutionMoves Whether to include evolution moves + * @param {boolean} simulateEvolutionChain Whether to include moves from prior evolutions + * @param {boolean} includeRelearnerMoves Whether to include moves that would require a relearner. Note the move relearner inherently allows evolution moves + * @returns {LevelMoves} A list of moves and the levels they can be learned at + */ + getLevelMoves(startingLevel?: integer, includeEvolutionMoves: boolean = false, simulateEvolutionChain: boolean = false, includeRelearnerMoves: boolean = false): LevelMoves { const ret: LevelMoves = []; let levelMoves: LevelMoves = []; if (!startingLevel) { @@ -1246,62 +1258,45 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container { for (let e = 0; e < evolutionChain.length; e++) { // TODO: Might need to pass specific form index in simulated evolution chain const speciesLevelMoves = getPokemonSpeciesForm(evolutionChain[e][0] as Species, this.formIndex).getLevelMoves(); - levelMoves.push(...speciesLevelMoves.filter(lm => (includeEvolutionMoves && !lm[0]) || ((!e || lm[0] > 1) && (e === evolutionChain.length - 1 || lm[0] <= evolutionChain[e + 1][1])))); - } - levelMoves.sort((lma: [integer, integer], lmb: [integer, integer]) => lma[0] > lmb[0] ? 1 : lma[0] < lmb[0] ? -1 : 0); - const uniqueMoves: Moves[] = []; - levelMoves = levelMoves.filter(lm => { - if (uniqueMoves.find(m => m === lm[1])) { - return false; + if (includeRelearnerMoves) { + levelMoves.push(...speciesLevelMoves); + } else { + levelMoves.push(...speciesLevelMoves.filter(lm => (includeEvolutionMoves && lm[0] === 0) || ((!e || lm[0] > 1) && (e === evolutionChain.length - 1 || lm[0] <= evolutionChain[e + 1][1])))); } - uniqueMoves.push(lm[1]); - return true; - }); + } } else { - levelMoves = this.getSpeciesForm(true).getLevelMoves(); + levelMoves = this.getSpeciesForm(true).getLevelMoves().filter(lm => (includeEvolutionMoves && lm[0] === 0) || (includeRelearnerMoves && lm[0] === -1) || lm[0] > 0); } if (this.fusionSpecies) { - const evolutionLevelMoves = levelMoves.slice(0, Math.max(levelMoves.findIndex(lm => !!lm[0]), 0)); - const fusionLevelMoves = this.getFusionSpeciesForm(true).getLevelMoves(); - const fusionEvolutionLevelMoves = fusionLevelMoves.slice(0, Math.max(fusionLevelMoves.findIndex(flm => !!flm[0]), 0)); - const newLevelMoves: LevelMoves = []; - while (levelMoves.length && levelMoves[0][0] < startingLevel) { - levelMoves.shift(); - } - while (fusionLevelMoves.length && fusionLevelMoves[0][0] < startingLevel) { - fusionLevelMoves.shift(); - } - if (includeEvolutionMoves) { - for (const elm of evolutionLevelMoves.reverse()) { - levelMoves.unshift(elm); - } - for (const felm of fusionEvolutionLevelMoves.reverse()) { - fusionLevelMoves.unshift(felm); - } - } - for (let l = includeEvolutionMoves ? 0 : startingLevel; l <= this.level; l++) { - if (l === 1 && startingLevel > 1) { - l = startingLevel; - } - while (levelMoves.length && levelMoves[0][0] === l) { - const levelMove = levelMoves.shift(); - if (!newLevelMoves.find(lm => lm[1] === levelMove[1])) { - newLevelMoves.push(levelMove); - } - } - while (fusionLevelMoves.length && fusionLevelMoves[0][0] === l) { - const fusionLevelMove = fusionLevelMoves.shift(); - if (!newLevelMoves.find(lm => lm[1] === fusionLevelMove[1])) { - newLevelMoves.push(fusionLevelMove); + if (simulateEvolutionChain) { + const fusionEvolutionChain = this.fusionSpecies.getSimulatedEvolutionChain(this.level, this.hasTrainer(), this.isBoss(), this.isPlayer()); + for (let e = 0; e < fusionEvolutionChain.length; e++) { + // TODO: Might need to pass specific form index in simulated evolution chain + const speciesLevelMoves = getPokemonSpeciesForm(fusionEvolutionChain[e][0] as Species, this.fusionFormIndex).getLevelMoves(); + if (includeRelearnerMoves) { + levelMoves.push(...speciesLevelMoves.filter(lm => (includeEvolutionMoves && lm[0] === 0) || lm[0] !== 0)); + } else { + levelMoves.push(...speciesLevelMoves.filter(lm => (includeEvolutionMoves && lm[0] === 0) || ((!e || lm[0] > 1) && (e === fusionEvolutionChain.length - 1 || lm[0] <= fusionEvolutionChain[e + 1][1])))); } } + } else { + levelMoves.push(...this.getFusionSpeciesForm(true).getLevelMoves().filter(lm => (includeEvolutionMoves && lm[0] === 0) || (includeRelearnerMoves && lm[0] === -1) || lm[0] > 0)); } - levelMoves = newLevelMoves; } + levelMoves.sort((lma: [integer, integer], lmb: [integer, integer]) => lma[0] > lmb[0] ? 1 : lma[0] < lmb[0] ? -1 : 0); + const uniqueMoves: Moves[] = []; + levelMoves = levelMoves.filter(lm => { + if (uniqueMoves.find(m => m === lm[1])) { + return false; + } + uniqueMoves.push(lm[1]); + return true; + }); + if (levelMoves) { for (const lm of levelMoves) { const level = lm[0]; - if ((!includeEvolutionMoves || level) && level < startingLevel) { + if (!includeRelearnerMoves && ((level > 0 && level < startingLevel) || (!includeEvolutionMoves && level === 0) || level < 0)) { continue; } else if (level > this.level) { break; @@ -1788,6 +1783,9 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container { aura.applyPreAttack(null, null, null, move, [power]); } + const alliedField: Pokemon[] = source instanceof PlayerPokemon ? this.scene.getPlayerField() : this.scene.getEnemyField(); + alliedField.forEach(p => applyPreAttackAbAttrs(UserFieldMoveTypePowerBoostAbAttr, p, this, move, power)); + power.value *= typeChangeMovePowerMultiplier.value; if (!typeless) { @@ -3115,7 +3113,7 @@ export class PlayerPokemon extends Pokemon { fusionStarterSpeciesId ? this.scene.gameData.starterData[fusionStarterSpeciesId] : null ].filter(d => d); const amount = new Utils.IntegerHolder(friendship); - const starterAmount = new Utils.IntegerHolder(Math.floor(friendship * (this.scene.gameMode.isClassic ? 2 : 1) / (fusionStarterSpeciesId ? 2 : 1))); + const starterAmount = new Utils.IntegerHolder(Math.floor(friendship * (this.scene.gameMode.isClassic && friendship > 0 ? 2 : 1) / (fusionStarterSpeciesId ? 2 : 1))); if (amount.value > 0) { this.scene.applyModifier(PokemonFriendshipBoosterModifier, true, this, amount); this.scene.applyModifier(PokemonFriendshipBoosterModifier, true, this, starterAmount); diff --git a/src/form-change-phase.ts b/src/form-change-phase.ts index 7d4e8349775..ebf91c635fd 100644 --- a/src/form-change-phase.ts +++ b/src/form-change-phase.ts @@ -280,7 +280,6 @@ export class QuietFormChangePhase extends BattlePhase { end(): void { if (this.pokemon.scene?.currentBattle.battleSpec === BattleSpec.FINAL_BOSS && this.pokemon instanceof EnemyPokemon) { this.scene.playBgm(); - this.pokemon.summonData.battleStats = [ 0, 0, 0, 0, 0, 0, 0 ]; this.scene.unshiftPhase(new PokemonHealPhase(this.scene, this.pokemon.getBattlerIndex(), this.pokemon.getMaxHp(), null, false, false, false, true)); this.pokemon.findAndRemoveTags(() => true); this.pokemon.bossSegments = 5; diff --git a/src/interfaces/locales.ts b/src/interfaces/locales.ts index 76dc76058aa..5f7c52100c1 100644 --- a/src/interfaces/locales.ts +++ b/src/interfaces/locales.ts @@ -58,6 +58,20 @@ export interface BerryTranslationEntries { [key: string]: BerryTranslationEntry } +export interface StatusEffectTranslationEntries { + [key: string]: StatusEffectTranslationEntry +} + +export interface StatusEffectTranslationEntry { + name: string, + obtain: string, + obtainSource: string, + activation: string, + overlap: string, + heal: string + description: string, +} + export interface AchievementTranslationEntry { name?: string, description?: string, diff --git a/src/locales/de/ability-trigger.ts b/src/locales/de/ability-trigger.ts index d6c48555d51..4e69db20231 100644 --- a/src/locales/de/ability-trigger.ts +++ b/src/locales/de/ability-trigger.ts @@ -7,5 +7,5 @@ export const abilityTriggers: SimpleTranslationEntries = { "iceFaceAvoidedDamage": "{{pokemonName}} wehrt Schaden mit {{abilityName}} ab!", "trace": "{{pokemonName}} kopiert {{abilityName}} von {{targetName}}!", "windPowerCharged": "Der Treffer durch {{moveName}} läd die Stärke von {{pokemonName}} auf!", - "quickDraw": "{{pokemonName}} can act faster than normal, thanks to its Quick Draw!", + "quickDraw": "Durch Schnellschuss kann {{pokemonName}} schneller handeln als sonst!", } as const; diff --git a/src/locales/de/battle.ts b/src/locales/de/battle.ts index a042a997afe..67c2cd9a6b0 100644 --- a/src/locales/de/battle.ts +++ b/src/locales/de/battle.ts @@ -39,7 +39,7 @@ export const battle: SimpleTranslationEntries = { "learnMoveForgetSuccess": "{{pokemonName}} hat\n{{moveName}} vergessen.", "countdownPoof": "@d{32}Eins, @d{15}zwei @d{15}und@d{15}… @d{15}… @d{15}… @d{15}@s{pb_bounce_1}schwupp!", "learnMoveAnd": "Und…", - "levelCapUp": "Das Levelbeschränkung\nwurde auf {{levelCap}} erhöht!", + "levelCapUp": "Die Levelbeschränkung\nwurde auf {{levelCap}} erhöht!", "moveNotImplemented": "{{moveName}} ist noch nicht implementiert und kann nicht ausgewählt werden.", "moveNoPP": "Es sind keine AP für\ndiese Attacke mehr übrig!", "moveDisabled": "{{moveName}} ist deaktiviert!", @@ -56,8 +56,8 @@ export const battle: SimpleTranslationEntries = { "escapeVerbFlee": "flucht", "skipItemQuestion": "Bist du sicher, dass du kein Item nehmen willst?", "notDisabled": "{{pokemonName}}'s {{moveName}} ist\nnicht mehr deaktiviert!", - "turnEndHpRestore": "{{pokemonName}}'s HP was restored.", - "hpIsFull": "{{pokemonName}}'s\nHP is full!", + "turnEndHpRestore": "Die KP von {{pokemonName}} wurden wiederhergestellt.", + "hpIsFull": "Die KP von {{pokemonName}} sind voll!", "eggHatching": "Oh?", "ivScannerUseQuestion": "IV-Scanner auf {{pokemonName}} benutzen?", "wildPokemonWithAffix": "{{pokemonName}} (wild)", @@ -65,6 +65,7 @@ export const battle: SimpleTranslationEntries = { "useMove": "{{pokemonNameWithAffix}} setzt {{moveName}} ein!", "drainMessage": "{{pokemonName}} wurde Energie abgesaugt", "regainHealth": "KP von {{pokemonName}} wurden wieder aufgefrischt!", + "stealEatBerry": "{{pokemonName}} stole and ate\n{{targetName}}'s {{berryName}}!", "fainted": "{{pokemonNameWithAffix}} wurde besiegt!", "statRose": "{{stats}} von {{pokemonNameWithAffix}} steigt!", "statSharplyRose": "{{stats}} von {{pokemonNameWithAffix}} steigt stark!", @@ -74,7 +75,7 @@ export const battle: SimpleTranslationEntries = { "statHarshlyFell": "{{stats}} von {{pokemonNameWithAffix}} sinkt stark!", "statSeverelyFell": "{{stats}} von {{pokemonNameWithAffix}} sinkt drastisch!", "statWontGoAnyLower": "{{stats}} von {{pokemonNameWithAffix}} kann nicht weiter sinken!", - "ppReduced": "It reduced the PP of {{targetName}}'s\n{{moveName}} by {{reduction}}!", + "ppReduced": "{{moveName}} von {{targetName}} wird um {{reduction}} AP reduziert!", "battlerTagsRechargingLapse": "{{pokemonNameWithAffix}} kann sich wegen des Rückstoßes durch den Angriff nicht bewegen!", "battlerTagsTrappedOnAdd": "{{pokemonNameWithAffix}} kann nicht mehr fliehen!", "battlerTagsTrappedOnRemove": "{{pokemonNameWithAffix}} wurde von {{moveName}} befreit.", diff --git a/src/locales/de/config.ts b/src/locales/de/config.ts index b7bb827d8d3..77834849d2f 100644 --- a/src/locales/de/config.ts +++ b/src/locales/de/config.ts @@ -35,13 +35,14 @@ import { pokemonInfoContainer } from "./pokemon-info-container"; import { saveSlotSelectUiHandler } from "./save-slot-select-ui-handler"; import { splashMessages } from "./splash-messages"; import { starterSelectUiHandler } from "./starter-select-ui-handler"; +import { statusEffect } from "./status-effect"; import { titles, trainerClasses, trainerNames } from "./trainers"; import { tutorial } from "./tutorial"; import { voucher } from "./voucher"; import { weather } from "./weather"; import { partyUiHandler } from "./party-ui-handler"; -import { settings } from "#app/locales/de/settings.js"; -import { common } from "#app/locales/de/common.js"; +import { settings } from "./settings.js"; +import { common } from "./common.js"; export const deConfig = { ability: ability, @@ -82,6 +83,7 @@ export const deConfig = { settings: settings, splashMessages: splashMessages, starterSelectUiHandler: starterSelectUiHandler, + statusEffect: statusEffect, titles: titles, trainerClasses: trainerClasses, trainerNames: trainerNames, diff --git a/src/locales/de/menu-ui-handler.ts b/src/locales/de/menu-ui-handler.ts index 3b0764bf261..0338ba6f399 100644 --- a/src/locales/de/menu-ui-handler.ts +++ b/src/locales/de/menu-ui-handler.ts @@ -20,5 +20,5 @@ export const menuUiHandler: SimpleTranslationEntries = { "exportData": "Daten exportieren", "cancel": "Abbrechen", "losingProgressionWarning": "Du wirst jeglichen Fortschritt seit Anfang dieses Kampfes verlieren. Fortfahren?", - "noEggs": "You are not hatching\nany eggs at the moment!" + "noEggs": "Du brütest aktuell keine Eier aus!" } as const; diff --git a/src/locales/de/menu.ts b/src/locales/de/menu.ts index 5bbd19be851..bffcdeb1c3e 100644 --- a/src/locales/de/menu.ts +++ b/src/locales/de/menu.ts @@ -53,6 +53,6 @@ export const menu: SimpleTranslationEntries = { "no":"Nein", "disclaimer": "HAFTUNGSAUSSCHLUSS", "disclaimerDescription": "Dieses Spiel ist ein unfertiges Produkt. Es kann spielbeinträchtigende Fehler (bis hin zum Verlust des Speicherstandes)\n aufweisen, sich ohne Vorankündigung ändern und es gibt keine Garantie dass es weiterentwickelt oder fertiggestellt wird.", - "choosePokemon": "Choose a Pokémon.", + "choosePokemon": "Wähle ein Pokémon.", "errorServerDown": "Ups! Es gab einen Fehler beim Versuch\nden Server zu kontaktieren\nLasse dieses Fenster offen\nDu wirst automatisch neu verbunden.", } as const; diff --git a/src/locales/de/status-effect.ts b/src/locales/de/status-effect.ts new file mode 100644 index 00000000000..997d005987e --- /dev/null +++ b/src/locales/de/status-effect.ts @@ -0,0 +1,67 @@ +import { StatusEffectTranslationEntries } from "#app/interfaces/locales.js"; + +export const statusEffect: StatusEffectTranslationEntries = { + none: { + name: "None", + description: "", + obtain: "", + obtainSource: "", + activation: "", + overlap: "", + heal: "" + }, + poison: { + name: "Gift", + description: "Vergiftungen", + obtain: "{{pokemonNameWithAffix}} wurde vergiftet!", + obtainSource: "{{pokemonNameWithAffix}} wurde durch {{sourceText}} vergiftet!", + activation: "{{pokemonNameWithAffix}} wird durch Gift verletzt!", + overlap: "{{pokemonNameWithAffix}} ist bereits vergiftet!", + heal: "Die Vergiftung von {{pokemonNameWithAffix}} wurde geheilt!" + }, + toxic: { + name: "Gift", + description: "Vergiftungen", + obtain: "{{pokemonNameWithAffix}} wurde schwer vergiftet!", + obtainSource: "{{pokemonNameWithAffix}} wurde durch {{sourceText}} schwer vergiftet!", + activation: "{{pokemonNameWithAffix}} wird durch Gift verletzt!", + overlap: "{{pokemonNameWithAffix}} ist bereits vergiftet!", + heal: "Die Vergiftung von {{pokemonNameWithAffix}} wurde geheilt!" + }, + paralysis: { + name: "Paralyse", + description: "Paralyse", + obtain: "{{pokemonNameWithAffix}} wurde paralysiert!\nEs kann eventuell nicht handeln!", + obtainSource: "{{pokemonNameWithAffix}} wurde durch {{sourceText}} paralysiert,\nEs kann eventuell nicht handeln!", + activation: "{{pokemonNameWithAffix}}ist paralysiert!\nEs kann nicht angreifen!", + overlap: "{{pokemonNameWithAffix}} ist bereits paralysiert!", + heal: "Die Paralyse von {{pokemonNameWithAffix}} wurde aufgehoben!" + }, + sleep: { + name: "Schlaf", + description: "Einschlafen", + obtain: "{{pokemonNameWithAffix}} ist eingeschlafen!", + obtainSource: "{{pokemonNameWithAffix}}ist durch {{sourceText}} eingeschlafen!", + activation: "{{pokemonNameWithAffix}} schläft tief und fest!", + overlap: "{{pokemonNameWithAffix}} schläft bereits!", + heal: "{{pokemonNameWithAffix}} ist aufgewacht!" + }, + freeze: { + name: "Gefroren", + description: "Einfrieren", + obtain: "{{pokemonNameWithAffix}} erstarrt zu Eis!", + obtainSource: "{{pokemonNameWithAffix}} erstarrt durch {{sourceText}} zu Eis!", + activation: "{{pokemonNameWithAffix}} ist eingefroren und kann nicht handeln!", + overlap: "{{pokemonNameWithAffix}} ist bereits eingefroren!", + heal: "{{pokemonNameWithAffix}} wurde aufgetaut!" + }, + burn: { + name: "Verbrennung ", + description: "Verbrennungen", + obtain: "{{pokemonNameWithAffix}} erleidet Verbrennungen!", + obtainSource: "{{pokemonNameWithAffix}} erleidet durch {{sourceText}} Verbrennungen!", + activation: "Die Verbrennungen schaden {{pokemonNameWithAffix}}!", + overlap: "{{pokemonNameWithAffix}} leidet bereits unter Verbrennungen!", + heal: "Die Verbrennungen von {{pokemonNameWithAffix}} wurden geheilt!" + }, +} as const; diff --git a/src/locales/en/battle.ts b/src/locales/en/battle.ts index 263a48e8f0a..d41ffc373dc 100644 --- a/src/locales/en/battle.ts +++ b/src/locales/en/battle.ts @@ -65,6 +65,7 @@ export const battle: SimpleTranslationEntries = { "useMove": "{{pokemonNameWithAffix}} used {{moveName}}!", "drainMessage": "{{pokemonName}} had its\nenergy drained!", "regainHealth": "{{pokemonName}} regained\nhealth!", + "stealEatBerry": "{{pokemonName}} stole and ate\n{{targetName}}'s {{berryName}}!", "fainted": "{{pokemonNameWithAffix}} fainted!", "statRose": "{{pokemonNameWithAffix}}'s {{stats}} rose!", "statSharplyRose": "{{pokemonNameWithAffix}}'s {{stats}} sharply rose!", diff --git a/src/locales/en/config.ts b/src/locales/en/config.ts index fbbae3df329..1d40e61bbad 100644 --- a/src/locales/en/config.ts +++ b/src/locales/en/config.ts @@ -1,5 +1,5 @@ -import { common } from "#app/locales/en/common.js"; -import { settings } from "#app/locales/en/settings.js"; +import { common } from "./common.js"; +import { settings } from "./settings.js"; import { ability } from "./ability"; import { abilityTriggers } from "./ability-trigger"; import { PGFachv, PGMachv } from "./achv"; @@ -38,6 +38,7 @@ import { pokemonInfoContainer } from "./pokemon-info-container"; import { saveSlotSelectUiHandler } from "./save-slot-select-ui-handler"; import { splashMessages } from "./splash-messages"; import { starterSelectUiHandler } from "./starter-select-ui-handler"; +import { statusEffect } from "./status-effect"; import { titles, trainerClasses, trainerNames } from "./trainers"; import { tutorial } from "./tutorial"; import { voucher } from "./voucher"; @@ -83,6 +84,7 @@ export const enConfig = { settings: settings, splashMessages: splashMessages, starterSelectUiHandler: starterSelectUiHandler, + statusEffect: statusEffect, titles: titles, trainerClasses: trainerClasses, trainerNames: trainerNames, diff --git a/src/locales/en/status-effect.ts b/src/locales/en/status-effect.ts new file mode 100644 index 00000000000..162b2ada281 --- /dev/null +++ b/src/locales/en/status-effect.ts @@ -0,0 +1,67 @@ +import { StatusEffectTranslationEntries } from "#app/interfaces/locales.js"; + +export const statusEffect: StatusEffectTranslationEntries = { + none: { + name: "None", + description: "", + obtain: "", + obtainSource: "", + activation: "", + overlap: "", + heal: "" + }, + poison: { + name: "Poison", + description: "poisoning", + obtain: "{{pokemonNameWithAffix}}\nwas poisoned!", + obtainSource: "{{pokemonNameWithAffix}}\nwas poisoned by {{sourceText}}!", + activation: "{{pokemonNameWithAffix}} is hurt\nby poison!", + overlap: "{{pokemonNameWithAffix}} is\nalready poisoned!", + heal: "{{pokemonNameWithAffix}} was\ncured of its poison!" + }, + toxic: { + name: "Toxic", + description: "poisoning", + obtain: "{{pokemonNameWithAffix}}\nwas badly poisoned!", + obtainSource: "{{pokemonNameWithAffix}}\nwas badly poisoned by {{sourceText}}!", + activation: "{{pokemonNameWithAffix}} is hurt\nby poison!", + overlap: "{{pokemonNameWithAffix}} is\nalready poisoned!", + heal: "{{pokemonNameWithAffix}} was\ncured of its poison!" + }, + paralysis: { + name: "Paralysis", + description: "paralysis", + obtain: "{{pokemonNameWithAffix}} was paralyzed,\nIt may be unable to move!", + obtainSource: "{{pokemonNameWithAffix}} was paralyzed by {{sourceText}}!\nIt may be unable to move!", + activation: "{{pokemonNameWithAffix}} is paralyzed!\nIt can't move!", + overlap: "{{pokemonNameWithAffix}} is\nalready paralyzed!", + heal: "{{pokemonNameWithAffix}} was\nhealed of paralysis!" + }, + sleep: { + name: "Sleep", + description: "sleep", + obtain: "{{pokemonNameWithAffix}}\nfell asleep!", + obtainSource: "{{pokemonNameWithAffix}}\nfell asleep from {{sourceText}}!", + activation: "{{pokemonNameWithAffix}} is fast asleep.", + overlap: "{{pokemonNameWithAffix}} is\nalready asleep!", + heal: "{{pokemonNameWithAffix}} woke up!" + }, + freeze: { + name: "Freeze", + description: "freezing", + obtain: "{{pokemonNameWithAffix}}\nwas frozen solid!", + obtainSource: "{{pokemonNameWithAffix}}\nwas frozen solid by {{sourceText}}!", + activation: "{{pokemonNameWithAffix}} is\nfrozen solid!", + overlap: "{{pokemonNameWithAffix}} is\nalready frozen!", + heal: "{{pokemonNameWithAffix}} was\ndefrosted!" + }, + burn: { + name: "Burn", + description: "burn", + obtain: "{{pokemonNameWithAffix}}\nwas burned!", + obtainSource: "{{pokemonNameWithAffix}}\nwas burned by {{sourceText}}!", + activation: "{{pokemonNameWithAffix}} is hurt\nby its burn!", + overlap: "{{pokemonNameWithAffix}} is\nalready burned!", + heal: "{{pokemonNameWithAffix}} was\nhealed of its burn!" + }, +} as const; diff --git a/src/locales/es/battle.ts b/src/locales/es/battle.ts index c1a85ffe267..7f5832d069d 100644 --- a/src/locales/es/battle.ts +++ b/src/locales/es/battle.ts @@ -65,6 +65,7 @@ export const battle: SimpleTranslationEntries = { "useMove": "¡{{pokemonNameWithAffix}} usó {{moveName}}!", "drainMessage": "¡{{pokemonName}} tuvo su\nenergía absorbida!", "regainHealth": "¡{{pokemonName}} recuperó\nPS!", + "stealEatBerry": "¡{{pokemonName}} robó la {{berryName}}\nde {{targetName}} y se la comió!", "fainted": "¡{{pokemonNameWithAffix}} se debilitó!", "statRose": "¡El {{stats}} de {{pokemonNameWithAffix}} ha subido!", "statSharplyRose": "¡El {{stats}} de {{pokemonNameWithAffix}} ha subido mucho!", diff --git a/src/locales/es/config.ts b/src/locales/es/config.ts index e09224ce85e..551c7a2f6dc 100644 --- a/src/locales/es/config.ts +++ b/src/locales/es/config.ts @@ -35,13 +35,14 @@ import { pokemonInfoContainer } from "./pokemon-info-container"; import { saveSlotSelectUiHandler } from "./save-slot-select-ui-handler"; import { splashMessages } from "./splash-messages"; import { starterSelectUiHandler } from "./starter-select-ui-handler"; +import { statusEffect } from "./status-effect"; import { titles, trainerClasses, trainerNames } from "./trainers"; import { tutorial } from "./tutorial"; import { voucher } from "./voucher"; import { weather } from "./weather"; import { partyUiHandler } from "./party-ui-handler"; -import { settings } from "#app/locales/es/settings.js"; -import { common } from "#app/locales/es/common.js"; +import { settings } from "./settings.js"; +import { common } from "./common.js"; export const esConfig = { ability: ability, @@ -82,6 +83,7 @@ export const esConfig = { settings: settings, splashMessages: splashMessages, starterSelectUiHandler: starterSelectUiHandler, + statusEffect: statusEffect, titles: titles, trainerClasses: trainerClasses, trainerNames: trainerNames, diff --git a/src/locales/es/status-effect.ts b/src/locales/es/status-effect.ts new file mode 100644 index 00000000000..975288fc451 --- /dev/null +++ b/src/locales/es/status-effect.ts @@ -0,0 +1,67 @@ +import { StatusEffectTranslationEntries } from "#app/interfaces/locales.js"; + +export const statusEffect: StatusEffectTranslationEntries = { + none: { + name: "Ninguno", + description: "", + obtain: "", + obtainSource: "", + activation: "", + overlap: "", + heal: "" + }, + poison: { + name: "Envenenamiento", + description: "envenenamiento", + obtain: "¡{{pokemonNameWithAffix}}\nha sido envenenado!", + obtainSource: "¡{{pokemonNameWithAffix}}\nha sido envenenado por {{sourceText}}!", + activation: "¡El veneno resta PS a {{pokemonNameWithAffix}}!", + overlap: "¡{{pokemonNameWithAffix}} ya\nestá envenenado!", + heal: "¡{{pokemonNameWithAffix}} ya no\nestá envenenado!" + }, + toxic: { + name: "Envenenamiento grave", + description: "envenenamiento grave", + obtain: "¡{{pokemonNameWithAffix}}\nha sido gravemente envenenado!", + obtainSource: "¡{{pokemonNameWithAffix}}\nha sido gravemente envenenado por {{sourceText}}!", + activation: "¡El veneno resta PS a {{pokemonNameWithAffix}}!", + overlap: "¡{{pokemonNameWithAffix}} ya\nestá envenenado!", + heal: "¡{{pokemonNameWithAffix}} ya no\nestá envenenado!" + }, + paralysis: { + name: "Parálisis", + description: "parálisis", + obtain: "¡{{pokemonNameWithAffix}} sufre parálisis!\nQuizás no se pueda mover.", + obtainSource: "¡{{pokemonNameWithAffix}} sufre parálisis por {{sourceText}}!\nQuizás no se pueda mover.", + activation: "¡{{pokemonNameWithAffix}} está paralizado!\n¡No se puede mover!", + overlap: "¡{{pokemonNameWithAffix}} ya\nestá paralizado!", + heal: "¡{{pokemonNameWithAffix}} ya no\nestá paralizado!" + }, + sleep: { + name: "Dormir", + description: "dormir", + obtain: "¡{{pokemonNameWithAffix}}\nse ha dormido!", + obtainSource: "¡{{pokemonNameWithAffix}}\nse ha dormido\npor culpa de {{sourceText}}!", + activation: "¡{{pokemonNameWithAffix}} está/ndormido como un tronco.", + overlap: "¡{{pokemonNameWithAffix}} ya\nestá dormido!", + heal: "¡{{pokemonNameWithAffix}} se despertó!" + }, + freeze: { + name: "Congelamiento", + description: "congelamiento", + obtain: "¡{{pokemonNameWithAffix}}\nha sido congelado!", + obtainSource: "¡{{pokemonNameWithAffix}}\nha sido congelado por {{sourceText}}!", + activation: "¡{{pokemonNameWithAffix}} está\ncongelado!", + overlap: "¡{{pokemonNameWithAffix}} ya\nestá congelado!", + heal: "¡{{pokemonNameWithAffix}} se\nha descongelado!" + }, + burn: { + name: "Quemadura", + description: "quemadura", + obtain: "¡{{pokemonNameWithAffix}}\nse ha quemado!", + obtainSource: "¡{{pokemonNameWithAffix}}\nse ha quemado por {{sourceText}}!", + activation: "¡{{pokemonNameWithAffix}} se resiente\nde las quemaduras!", + overlap: "¡{{pokemonNameWithAffix}} ya\nestá quemado!", + heal: "¡{{pokemonNameWithAffix}} ya no\nestá quemado!" + }, +} as const; diff --git a/src/locales/fr/battle.ts b/src/locales/fr/battle.ts index 3d86c5f84f1..539b7c99094 100644 --- a/src/locales/fr/battle.ts +++ b/src/locales/fr/battle.ts @@ -63,6 +63,7 @@ export const battle: SimpleTranslationEntries = { "wildPokemonWithAffix": "{{pokemonName}} sauvage", "foePokemonWithAffix": "{{pokemonName}} ennemi", "useMove": "{{pokemonNameWithAffix}} utilise\n{{moveName}} !", + "stealEatBerry": "{{pokemonName}} vole et mange\nla {{berryName}} de {{targetName}} !", "drainMessage": "L’énergie de {{pokemonName}}\nest drainée !", "regainHealth": "{{pokemonName}} récupère\ndes PV !", "fainted": "{{pokemonNameWithAffix}}\nest K.O. !", diff --git a/src/locales/fr/config.ts b/src/locales/fr/config.ts index 6bc5a53a376..04af81adf52 100644 --- a/src/locales/fr/config.ts +++ b/src/locales/fr/config.ts @@ -35,13 +35,14 @@ import { pokemonInfoContainer } from "./pokemon-info-container"; import { saveSlotSelectUiHandler } from "./save-slot-select-ui-handler"; import { splashMessages } from "./splash-messages"; import { starterSelectUiHandler } from "./starter-select-ui-handler"; +import { statusEffect } from "./status-effect"; import { titles, trainerClasses, trainerNames } from "./trainers"; import { tutorial } from "./tutorial"; import { voucher } from "./voucher"; import { weather } from "./weather"; import { partyUiHandler } from "./party-ui-handler"; -import { settings } from "#app/locales/fr/settings.js"; -import { common } from "#app/locales/fr/common.js"; +import { settings } from "./settings.js"; +import { common } from "./common.js"; export const frConfig = { ability: ability, @@ -82,6 +83,7 @@ export const frConfig = { settings: settings, splashMessages: splashMessages, starterSelectUiHandler: starterSelectUiHandler, + statusEffect: statusEffect, titles: titles, trainerClasses: trainerClasses, trainerNames: trainerNames, diff --git a/src/locales/fr/status-effect.ts b/src/locales/fr/status-effect.ts new file mode 100644 index 00000000000..f4f210406c6 --- /dev/null +++ b/src/locales/fr/status-effect.ts @@ -0,0 +1,67 @@ +import { StatusEffectTranslationEntries } from "#app/interfaces/locales.js"; + +export const statusEffect: StatusEffectTranslationEntries = { + none: { + name: "Aucun", + description: "", + obtain: "", + obtainSource: "", + activation: "", + overlap: "", + heal: "" + }, + poison: { + name: "Empoisonnement", + description: "empoisonné", + obtain: "{{pokemonNameWithAffix}} est\nempoisonné !", + obtainSource: "{{pokemonNameWithAffix}} est\nempoisonné par {{sourceText}} !", + activation: "{{pokemonNameWithAffix}}\nsouffre du poison !", + overlap: "{{pokemonNameWithAffix}} est\ndéjà empoisonné.", + heal: "{{pokemonNameWithAffix}} n’est\nplus empoisonné !" + }, + toxic: { + name: "Empoisonnement grave", + description: "gravement empoisonné", + obtain: "{{pokemonNameWithAffix}} est\ngravement empoisonné !", + obtainSource: "{{pokemonNameWithAffix}} est\ngravement empoisonné par {{sourceText}} !", + activation: "{{pokemonNameWithAffix}}\nsouffre du poison !", + overlap: "{{pokemonNameWithAffix}} est\ndéjà empoisonné.", + heal: "{{pokemonNameWithAffix}} n’est\nplus empoisonné !" + }, + paralysis: { + name: "Paralysie", + description: "paralysé", + obtain: "{{pokemonNameWithAffix}} est paralysé !\nIl aura du mal à attaquer !", + obtainSource: "{{pokemonNameWithAffix}} est paralysé\npar {{sourceText}} ! Il aura du mal à attaquer !", + activation: "{{pokemonNameWithAffix}} est paralysé !\nIl n’a pas pu attaquer !", + overlap: "{{pokemonNameWithAffix}} est\ndéjà paralysé.", + heal: "{{pokemonNameWithAffix}} n’est\nplus paralysé !" + }, + sleep: { + name: "Sommeil", + description: "endormi", + obtain: "{{pokemonNameWithAffix}}\ns’est endormi !", + obtainSource: "{{pokemonNameWithAffix}} est\nendormi par {{sourceText}} !", + activation: "{{pokemonNameWithAffix}}\ndort profondément.", + overlap: "{{pokemonNameWithAffix}}\ndort déjà.", + heal: "{{pokemonNameWithAffix}}\nse réveille !" + }, + freeze: { + name: "Gelé", + description: "gelé", + obtain: "{{pokemonNameWithAffix}} est\ngelé !", + obtainSource: "{{pokemonNameWithAffix}} est\ngelé par {{sourceText}} !", + activation: "{{pokemonNameWithAffix}}est gelé !\nIl ne peut plus attaquer !", + overlap: "{{pokemonNameWithAffix}} est\ndéjà gelé.", + heal: "{{pokemonNameWithAffix}} n’est\nplus gelé !" + }, + burn: { + name: "Brulure", + description: "brulé", + obtain: "{{pokemonNameWithAffix}} est\nbrulé !", + obtainSource: "{{pokemonNameWithAffix}} est\nbrulé par {{sourceText}} !", + activation: "{{pokemonNameWithAffix}}\nsouffre de sa brulure !", + overlap: "{{pokemonNameWithAffix}} est\ndéjà brulé.", + heal: "{{pokemonNameWithAffix}} n’est\nplus brulé !" + }, +} as const; diff --git a/src/locales/it/battle.ts b/src/locales/it/battle.ts index 2052dc49cfc..d9af58893e5 100644 --- a/src/locales/it/battle.ts +++ b/src/locales/it/battle.ts @@ -60,6 +60,7 @@ export const battle: SimpleTranslationEntries = { "skipItemQuestion": "Sei sicuro di non voler prendere nessun oggetto?", "eggHatching": "Oh!", "ivScannerUseQuestion": "Vuoi usare lo scanner di IV su {{pokemonName}}?", + "stealEatBerry": "{{pokemonName}} stole and ate\n{{targetName}}'s {{berryName}}!", "wildPokemonWithAffix": "{{pokemonName}} selvatico", "foePokemonWithAffix": "{{pokemonName}} avversario", "useMove": "{{pokemonNameWithAffix}} usa {{moveName}}!", diff --git a/src/locales/it/config.ts b/src/locales/it/config.ts index fa0ddb5add2..ac2e37c2df5 100644 --- a/src/locales/it/config.ts +++ b/src/locales/it/config.ts @@ -35,13 +35,14 @@ import { pokemonInfoContainer } from "./pokemon-info-container"; import { saveSlotSelectUiHandler } from "./save-slot-select-ui-handler"; import { splashMessages } from "./splash-messages"; import { starterSelectUiHandler } from "./starter-select-ui-handler"; +import { statusEffect } from "./status-effect"; import { titles, trainerClasses, trainerNames } from "./trainers"; import { tutorial } from "./tutorial"; import { voucher } from "./voucher"; import { weather } from "./weather"; import { partyUiHandler } from "./party-ui-handler"; -import { settings } from "#app/locales/it/settings.js"; -import { common } from "#app/locales/it/common.js"; +import { settings } from "./settings.js"; +import { common } from "./common.js"; export const itConfig = { ability: ability, @@ -82,6 +83,7 @@ export const itConfig = { settings: settings, splashMessages: splashMessages, starterSelectUiHandler: starterSelectUiHandler, + statusEffect: statusEffect, titles: titles, trainerClasses: trainerClasses, trainerNames: trainerNames, diff --git a/src/locales/it/status-effect.ts b/src/locales/it/status-effect.ts new file mode 100644 index 00000000000..1a402ac30fd --- /dev/null +++ b/src/locales/it/status-effect.ts @@ -0,0 +1,67 @@ +import { StatusEffectTranslationEntries } from "#app/interfaces/locales.js"; + +export const statusEffect: StatusEffectTranslationEntries = { + none: { + name: "None", + description: "", + obtain: "", + obtainSource: "", + activation: "", + overlap: "", + heal: "" + }, + poison: { + name: "Poison", + description: "poisoning", + obtain: "{{pokemonNameWithAffix}}\nwas poisoned!", + obtainSource: "{{pokemonNameWithAffix}}\nwas poisoned by {{sourceText}}!", + activation: "{{pokemonNameWithAffix}} is hurt\nby poison!", + overlap: "{{pokemonNameWithAffix}} is\nalready poisoned!", + heal: "{{pokemonNameWithAffix}} was\ncured of its poison!" + }, + toxic: { + name: "Toxic", + description: "poisoning", + obtain: "{{pokemonNameWithAffix}}\nwas badly poisoned!", + obtainSource: "{{pokemonNameWithAffix}}\nwas badly poisoned by {{sourceText}}!", + activation: "{{pokemonNameWithAffix}} is hurt\nby poison!", + overlap: "{{pokemonNameWithAffix}} is\nalready poisoned!", + heal: "{{pokemonNameWithAffix}} was\ncured of its poison!" + }, + paralysis: { + name: "Paralysis", + description: "paralysis", + obtain: "{{pokemonNameWithAffix}} was paralyzed,\nIt may be unable to move!", + obtainSource: "{{pokemonNameWithAffix}} was paralyzed by {{sourceText}},\nIt may be unable to move!", + activation: "{{pokemonNameWithAffix}} is paralyzed!\nIt can't move!", + overlap: "{{pokemonNameWithAffix}} is\nalready paralyzed!", + heal: "{{pokemonNameWithAffix}} was\nhealed of paralysis!" + }, + sleep: { + name: "Sleep", + description: "sleep", + obtain: "{{pokemonNameWithAffix}}\nfell asleep!", + obtainSource: "{{pokemonNameWithAffix}}\nfell asleep from {{sourceText}}!", + activation: "{{pokemonNameWithAffix}} is fast asleep.", + overlap: "{{pokemonNameWithAffix}} is\nalready asleep!", + heal: "{{pokemonNameWithAffix}} woke up!" + }, + freeze: { + name: "Freeze", + description: "freezing", + obtain: "{{pokemonNameWithAffix}}\nwas frozen solid!", + obtainSource: "{{pokemonNameWithAffix}}\nwas frozen solid by {{sourceText}}!", + activation: "{{pokemonNameWithAffix}} is\nfrozen solid!", + overlap: "{{pokemonNameWithAffix}} is\nalready frozen!", + heal: "{{pokemonNameWithAffix}} was\ndefrosted!" + }, + burn: { + name: "Burn", + description: "burn", + obtain: "{{pokemonNameWithAffix}}\nwas burned!", + obtainSource: "{{pokemonNameWithAffix}}\nwas burned by {{sourceText}}!", + activation: "{{pokemonNameWithAffix}} is hurt\nby its burn!", + overlap: "{{pokemonNameWithAffix}} is\nalready burned!", + heal: "{{pokemonNameWithAffix}} was\nhealed of its burn!" + }, +} as const; diff --git a/src/locales/ko/battle.ts b/src/locales/ko/battle.ts index bf32bbe08e7..e9bfb7cb307 100644 --- a/src/locales/ko/battle.ts +++ b/src/locales/ko/battle.ts @@ -64,6 +64,7 @@ export const battle: SimpleTranslationEntries = { "foePokemonWithAffix": "상대 {{pokemonName}}", "useMove": "{{pokemonNameWithAffix}}의 {{moveName}}!", "drainMessage": "{{pokemonName}}[[로]]부터\n체력을 흡수했다!", + "stealEatBerry": "{{pokemonName}}[[가]]\n{{targetName}}의 {{berryName}}[[를]] 빼앗아 먹었다!", "regainHealth": "{{pokemonName}}[[는]]\n체력을 회복했다!", "fainted": "{{pokemonNameWithAffix}}[[는]] 쓰러졌다!", "statRose": "{{pokemonNameWithAffix}}의\n{{stats}}[[가]] 올라갔다!", @@ -131,5 +132,5 @@ export const battle: SimpleTranslationEntries = { "battlerTagsSaltCuredOnAdd": "{{pokemonNameWithAffix}}[[는]]\n소금에 절여졌다!", "battlerTagsSaltCuredLapse": "{{pokemonNameWithAffix}}[[는]] 소금절이의\n데미지를 입고 있다.", "battlerTagsCursedOnAdd": "{{pokemonNameWithAffix}}[[는]]\n자신의 체력을 깎아서\n{{pokemonName}}에게 저주를 걸었다!", - "battlerTagsCursedLapse": "{{pokemonNameWithAffix}}[[는]]\n저주받고 있다!" + "battlerTagsCursedLapse": "{{pokemonNameWithAffix}}[[는]]\n저주받고 있다!", } as const; diff --git a/src/locales/ko/config.ts b/src/locales/ko/config.ts index 10fa5cb9a3d..59603c8519d 100644 --- a/src/locales/ko/config.ts +++ b/src/locales/ko/config.ts @@ -35,13 +35,14 @@ import { pokemonInfoContainer } from "./pokemon-info-container"; import { saveSlotSelectUiHandler } from "./save-slot-select-ui-handler"; import { splashMessages } from "./splash-messages"; import { starterSelectUiHandler } from "./starter-select-ui-handler"; +import { statusEffect } from "./status-effect"; import { titles, trainerClasses, trainerNames } from "./trainers"; import { tutorial } from "./tutorial"; import { voucher } from "./voucher"; import { weather } from "./weather"; import { partyUiHandler } from "./party-ui-handler"; -import { settings } from "#app/locales/ko/settings.js"; -import { common } from "#app/locales/ko/common.js"; +import { settings } from "./settings.js"; +import { common } from "./common.js"; export const koConfig = { ability: ability, @@ -82,6 +83,7 @@ export const koConfig = { settings: settings, splashMessages: splashMessages, starterSelectUiHandler: starterSelectUiHandler, + statusEffect: statusEffect, titles: titles, trainerClasses: trainerClasses, trainerNames: trainerNames, diff --git a/src/locales/ko/status-effect.ts b/src/locales/ko/status-effect.ts new file mode 100644 index 00000000000..c4e0ab52722 --- /dev/null +++ b/src/locales/ko/status-effect.ts @@ -0,0 +1,67 @@ +import { StatusEffectTranslationEntries } from "#app/interfaces/locales.js"; + +export const statusEffect: StatusEffectTranslationEntries = { + none: { + name: "없음", + description: "", + obtain: "", + obtainSource: "", + activation: "", + overlap: "", + heal: "" + }, + poison: { + name: "독", + description: "독", + obtain: "{{pokemonNameWithAffix}}의\n몸에 독이 퍼졌다!", + obtainSource: "{{pokemonNameWithAffix}}[[는]]\n{{sourceText}} 때문에 몸에 독이 퍼졌다!", + activation: "{{pokemonNameWithAffix}}[[는]]\n독에 의한 데미지를 입었다!", + overlap: "{{pokemonNameWithAffix}}[[는]] 이미\n몸에 독이 퍼진 상태다.", + heal: "{{pokemonNameWithAffix}}의 독은\n말끔하게 해독됐다!" + }, + toxic: { + name: "맹독", + description: "독", + obtain: "{{pokemonNameWithAffix}}의\n몸에 맹독이 퍼졌다!", + obtainSource: "{{pokemonNameWithAffix}}[[는]]\n{{sourceText}} 때문에 몸에 맹독이 퍼졌다!", + activation: "{{pokemonNameWithAffix}}[[는]]\n독에 의한 데미지를 입었다!", + overlap: "{{pokemonNameWithAffix}}[[는]] 이미\n몸에 독이 퍼진 상태다.", + heal: "{{pokemonNameWithAffix}}의 독은\n말끔하게 해독됐다!" + }, + paralysis: { + name: "마비", + description: "마비", + obtain: "{{pokemonNameWithAffix}}[[는]] 마비되어\n기술이 나오기 어려워졌다!", + obtainSource: "{{pokemonNameWithAffix}}[[는]] {{sourceText}} 때문에\n마비되어 기술이 나오기 어려워졌다!", + activation: "{{pokemonNameWithAffix}}[[는]]\n몸이 저려서 움직일 수 없다!", + overlap: "{{pokemonNameWithAffix}}[[는]]\n이미 마비되어 있다!", + heal: "{{pokemonNameWithAffix}}의\n몸저림이 풀렸다!" + }, + sleep: { + name: "잠듦", + description: "잠듦", + obtain: "{{pokemonNameWithAffix}}[[는]]\n잠들어 버렸다!", + obtainSource: "{{pokemonNameWithAffix}}[[는]]\n{{sourceText}} 때문에 잠들어 버렸다!", + activation: "{{pokemonNameWithAffix}}[[는]]\n쿨쿨 잠들어 있다.", + overlap: "{{pokemonNameWithAffix}}[[는]]\n이미 잠들어 있다.", + heal: "{{pokemonNameWithAffix}}[[는]]\n눈을 떴다!" + }, + freeze: { + name: "얼음", + description: "얼음", + obtain: "{{pokemonNameWithAffix}}[[는]]\n얼어붙었다!", + obtainSource: "{{pokemonNameWithAffix}}[[는]]\n{{sourceText}} 때문에 얼어붙었다!", + activation: "{{pokemonNameWithAffix}}[[는]]\n얼어 버려서 움직일 수 없다!", + overlap: "{{pokemonNameWithAffix}}[[는]]\n이미 얼어 있다.", + heal: "{{pokemonNameWithAffix}}의\n얼음 상태가 나았다!" + }, + burn: { + name: "화상", + description: "화상", + obtain: "{{pokemonNameWithAffix}}[[는]]\n화상을 입었다!", + obtainSource: "{{pokemonNameWithAffix}}[[는]]\n{{sourceText}} 때문에 화상을 입었다!", + activation: "{{pokemonNameWithAffix}}[[는]]\n화상 데미지를 입었다!", + overlap: "{{pokemonNameWithAffix}}[[는]] 이미\n화상을 입은 상태다.", + heal: "{{pokemonNameWithAffix}}의\n화상이 나았다!" + }, +} as const; diff --git a/src/locales/pt_BR/ability-trigger.ts b/src/locales/pt_BR/ability-trigger.ts index 4e3d6d11487..526c6def80d 100644 --- a/src/locales/pt_BR/ability-trigger.ts +++ b/src/locales/pt_BR/ability-trigger.ts @@ -9,5 +9,5 @@ export const abilityTriggers: SimpleTranslationEntries = { "poisonHeal": "{{abilityName}} de {{pokemonName}}\nrestaurou seus PS um pouco!", "trace": "{{pokemonName}} copiou {{abilityName}}\nde {{targetName}}!", "windPowerCharged": "Ser atingido por {{moveName}} carregou {{pokemonName}} com poder!", - "quickDraw":"{{pokemonName}} can act faster than normal, thanks to its Quick Draw!", + "quickDraw":"{{pokemonName}} pode agir mais rápido que o normal\ngraças ao seu Quick Draw!", } as const; diff --git a/src/locales/pt_BR/battle.ts b/src/locales/pt_BR/battle.ts index e5ec5cb9917..15f1d83c3c9 100644 --- a/src/locales/pt_BR/battle.ts +++ b/src/locales/pt_BR/battle.ts @@ -65,6 +65,7 @@ export const battle: SimpleTranslationEntries = { "useMove": "{{pokemonNameWithAffix}} usou {{moveName}}!", "drainMessage": "{{pokemonName}} teve sua\nenergia drenada!", "regainHealth": "{{pokemonName}} recuperou\npontos de saúde!", + "stealEatBerry": "{{pokemonName}} stole and ate\n{{targetName}}'s {{berryName}}!", "fainted": "{{pokemonNameWithAffix}} desmaiou!", "statRose": "{{stats}} de {{pokemonNameWithAffix}} aumentou!", "statSharplyRose": "{{stats}} de {{pokemonNameWithAffix}} aumentou bruscamente!", diff --git a/src/locales/pt_BR/config.ts b/src/locales/pt_BR/config.ts index 53195fbc32e..ac4176144c6 100644 --- a/src/locales/pt_BR/config.ts +++ b/src/locales/pt_BR/config.ts @@ -1,5 +1,3 @@ -import { common } from "#app/locales/pt_BR/common.js"; -import { settings } from "#app/locales/pt_BR/settings.js"; import { ability } from "./ability"; import { abilityTriggers } from "./ability-trigger"; import { PGFachv, PGMachv } from "./achv"; @@ -30,7 +28,6 @@ import { menuUiHandler } from "./menu-ui-handler"; import { modifierType } from "./modifier-type"; import { move } from "./move"; import { nature } from "./nature"; -import { partyUiHandler } from "./party-ui-handler"; import { pokeball } from "./pokeball"; import { pokemon } from "./pokemon"; import { pokemonInfo } from "./pokemon-info"; @@ -38,10 +35,14 @@ import { pokemonInfoContainer } from "./pokemon-info-container"; import { saveSlotSelectUiHandler } from "./save-slot-select-ui-handler"; import { splashMessages } from "./splash-messages"; import { starterSelectUiHandler } from "./starter-select-ui-handler"; +import { statusEffect } from "./status-effect"; import { titles, trainerClasses, trainerNames } from "./trainers"; import { tutorial } from "./tutorial"; import { voucher } from "./voucher"; import { weather } from "./weather"; +import { partyUiHandler } from "./party-ui-handler"; +import { settings } from "./settings.js"; +import { common } from "./common.js"; export const ptBrConfig = { ability: ability, @@ -80,6 +81,7 @@ export const ptBrConfig = { pokemonInfo: pokemonInfo, pokemonInfoContainer: pokemonInfoContainer, saveSlotSelectUiHandler: saveSlotSelectUiHandler, + statusEffect: statusEffect, settings: settings, splashMessages: splashMessages, starterSelectUiHandler: starterSelectUiHandler, diff --git a/src/locales/pt_BR/menu-ui-handler.ts b/src/locales/pt_BR/menu-ui-handler.ts index 258433d72c6..75e5adcfd87 100644 --- a/src/locales/pt_BR/menu-ui-handler.ts +++ b/src/locales/pt_BR/menu-ui-handler.ts @@ -20,5 +20,5 @@ export const menuUiHandler: SimpleTranslationEntries = { "exportData": "Exportar dados", "cancel": "Cancelar", "losingProgressionWarning": "Você vai perder todo o progresso desde o início da batalha. Confirmar?", - "noEggs": "You are not hatching\nany eggs at the moment!" + "noEggs": "Você não está chocando\nnenhum ovo no momento!" } as const; diff --git a/src/locales/pt_BR/nature.ts b/src/locales/pt_BR/nature.ts index 976778bd1cb..fc906fde6ef 100644 --- a/src/locales/pt_BR/nature.ts +++ b/src/locales/pt_BR/nature.ts @@ -10,7 +10,7 @@ export const nature: SimpleTranslationEntries = { "Docile": "Dócil", "Relaxed": "Relaxada", "Impish": "Inquieta", - "Lax": "Relaxada", + "Lax": "Frouxa", "Timid": "Tímida", "Hasty": "Apressada", "Serious": "Séria", diff --git a/src/locales/pt_BR/status-effect.ts b/src/locales/pt_BR/status-effect.ts new file mode 100644 index 00000000000..d99e2bd5ec1 --- /dev/null +++ b/src/locales/pt_BR/status-effect.ts @@ -0,0 +1,67 @@ +import { StatusEffectTranslationEntries } from "#app/interfaces/locales.js"; + +export const statusEffect: StatusEffectTranslationEntries = { + none: { + name: "Nenhum", + description: "", + obtain: "", + obtainSource: "", + activation: "", + overlap: "", + heal: "" + }, + poison: { + name: "Envenenamento", + description: "envenenamento", + obtain: "{{pokemonNameWithAffix}}\nfoi envenenado!", + obtainSource: "{{pokemonNameWithAffix}}\nfoi envenenado por {{sourceText}}!", + activation: "{{pokemonNameWithAffix}} foi ferido\ncom o veneno!", + overlap: "{{pokemonNameWithAffix}} já\nestá envenenado!", + heal: "{{pokemonNameWithAffix}} se\ncurou do envenenamento!" + }, + toxic: { + name: "Toxic", + description: "envenenamento", + obtain: "{{pokemonNameWithAffix}}\nfoi seriamente envenenado!", + obtainSource: "{{pokemonNameWithAffix}} foi seriamente\nenvenenado por {{sourceText}}!", + activation: "{{pokemonNameWithAffix}} foi ferido\ncom o veneno!", + overlap: "{{pokemonNameWithAffix}} já\nestá envenenado!", + heal: "{{pokemonNameWithAffix}} se\ncurou do envenenamento!" + }, + paralysis: { + name: "Paralisia", + description: "paralisia", + obtain: "{{pokemonNameWithAffix}} foi paralisado,\nTalvez ele não consiga se mover!", + obtainSource: "{{pokemonNameWithAffix}} foi paralisado por {{sourceText}},\nTalvez ele não consiga se mover!", + activation: "{{pokemonNameWithAffix}} está paralisado!\nEle não consegue se mover!", + overlap: "{{pokemonNameWithAffix}} já\nestá paralisado!", + heal: "{{pokemonNameWithAffix}} foi\ncurado da paralisia!" + }, + sleep: { + name: "Dormindo", + description: "dormindo", + obtain: "{{pokemonNameWithAffix}}\nadormeceu!", + obtainSource: "{{pokemonNameWithAffix}}\ndormiu devido a {{sourceText}}!", + activation: "{{pokemonNameWithAffix}} está dormindo profundamente.", + overlap: "{{pokemonNameWithAffix}} já\nestá dormindo!", + heal: "{{pokemonNameWithAffix}} acordou!" + }, + freeze: { + name: "Congelamento", + description: "congelando", + obtain: "{{pokemonNameWithAffix}}\nfoi congelado!", + obtainSource: "{{pokemonNameWithAffix}}\nfoi congelado por {{sourceText}}!", + activation: "{{pokemonNameWithAffix}} está\ncongelado!", + overlap: "{{pokemonNameWithAffix}} já\nestá congelado!", + heal: "{{pokemonNameWithAffix}} foi\ndescongelado!" + }, + burn: { + name: "Queimadura", + description: "queimadura", + obtain: "{{pokemonNameWithAffix}}\nfoi queimado!", + obtainSource: "{{pokemonNameWithAffix}}\nfoi queimado por {{sourceText}}!", + activation: "{{pokemonNameWithAffix}} foi ferido\npor sua queimadura!", + overlap: "{{pokemonNameWithAffix}} já\nestá queimado!", + heal: "{{pokemonNameWithAffix}} foi\ncurado de sua queimadura!" + }, +} as const; diff --git a/src/locales/zh_CN/ability-trigger.ts b/src/locales/zh_CN/ability-trigger.ts index fef4c718d3a..a9d7fa5b202 100644 --- a/src/locales/zh_CN/ability-trigger.ts +++ b/src/locales/zh_CN/ability-trigger.ts @@ -1,11 +1,11 @@ import { SimpleTranslationEntries } from "#app/interfaces/locales"; export const abilityTriggers: SimpleTranslationEntries = { - "blockRecoilDamage" : "{{pokemonName}} 的 {{abilityName}}\n抵消了反作用力!", - "badDreams": "{{pokemonName}} 被折磨着!", - "costar": "{{pokemonName}} copied {{allyName}}'s stat changes!", - "iceFaceAvoidedDamage": "{{pokemonName}} 因为 {{abilityName}}\n避免了伤害!", - "trace": "{{pokemonName}} copied {{targetName}}'s\n{{abilityName}}!", - "windPowerCharged": "受 {{moveName}} 的影响, {{pokemonName}} 提升了能力!", + "blockRecoilDamage" : "{{pokemonName}}的{{abilityName}}\n抵消了反作用力!", + "badDreams": "{{pokemonName}}被折磨着!", + "costar": "{{pokemonName}}复制了{{allyName}}的能力变化!", + "iceFaceAvoidedDamage": "{{pokemonName}}因为{{abilityName}}\n避免了伤害!", + "trace": "{{pokemonName}}复制了{{targetName}}的\n{{abilityName}}!", + "windPowerCharged": "受{{moveName}}的影响,{{pokemonName}}提升了能力!", "quickDraw":"因为速击效果发动,\n{{pokemonName}}比平常出招更快了!", } as const; diff --git a/src/locales/zh_CN/ability.ts b/src/locales/zh_CN/ability.ts index 9fe6b41ae31..82bc403ad84 100644 --- a/src/locales/zh_CN/ability.ts +++ b/src/locales/zh_CN/ability.ts @@ -3,11 +3,11 @@ import { AbilityTranslationEntries } from "#app/interfaces/locales.js"; export const ability: AbilityTranslationEntries = { stench: { name: "恶臭", - description: "通过释放臭臭的气味,在攻\n击的时候,有时会使对手畏\n缩。", + description: "通过释放臭臭的气味,在攻击的时\n候,有时会使对手畏缩。", }, drizzle: { name: "降雨", - description: "出场时,会将天气变为下雨\n。", + description: "出场时,会将天气变为下雨。", }, speedBoost: { name: "加速", @@ -15,39 +15,39 @@ export const ability: AbilityTranslationEntries = { }, battleArmor: { name: "战斗盔甲", - description: "被坚硬的甲壳守护着,不会\n被对手的攻击击中要害。", + description: "被坚硬的甲壳守护着,不会被对手\n的攻击击中要害。", }, sturdy: { name: "结实", - description: "在HP全满时,即使受到招\n式攻击,也不会被一击打倒\n。一击必杀的招式也没有效\n果。", + description: "在HP全满时,即使受到招式攻击\n,也不会被一击打倒。一击必杀的\n招式也没有效果。", }, damp: { name: "湿气", - description: "通过把周围都弄湿,使谁都\n无法使用自爆等爆炸类的招\n式。", + description: "通过把周围都弄湿,使谁都无法使\n用自爆等爆炸类的招式。", }, limber: { name: "柔软", - description: "因为身体柔软,不会变为麻\n痹状态。", + description: "因为身体柔软,不会变为麻痹状态\n。", }, sandVeil: { name: "沙隐", - description: "在沙暴的时候,闪避率会提\n高。", + description: "在沙暴的时候,闪避率会提高。", }, static: { name: "静电", - description: "身上带有静电,有时会让接\n触到的对手麻痹。", + description: "身上带有静电,有时会让接触到的\n对手麻痹。", }, voltAbsorb: { name: "蓄电", - description: "受到电属性的招式攻击时,\n不会受到伤害,而是会回复。", + description: "受到电属性的招式攻击时,不会受\n到伤害,而是会回复。", }, waterAbsorb: { name: "储水", - description: "受到水属性的招式攻击时,\n不会受到伤害,而是会回复。", + description: "受到水属性的招式攻击时,不会受\n到伤害,而是会回复。", }, oblivious: { name: "迟钝", - description: "因为感觉迟钝,不会变为着\n迷和被挑衅状态。对威吓也\n毫不动摇。", + description: "因为感觉迟钝,不会变为着迷和被\n挑衅状态。对威吓也毫不动摇。", }, cloudNine: { name: "无关天气", @@ -55,79 +55,79 @@ export const ability: AbilityTranslationEntries = { }, compoundEyes: { name: "复眼", - description: "因为拥有复眼,招式的命中\n率会提高。", + description: "因为拥有复眼,招式的命中率会提\n高。", }, insomnia: { name: "不眠", - description: "因为有着睡不着的体质,所\n以不会陷入睡眠状态。", + description: "因为有着睡不着的体质,所以不会\n陷入睡眠状态。", }, colorChange: { name: "变色", - description: "自己的属性会变为从对手处\n所受招式的属性。", + description: "自己的属性会变为从对手处所受招\n式的属性。", }, immunity: { name: "免疫", - description: "因为体内拥有免疫能力,不\n会变为中毒状态。", + description: "因为体内拥有免疫能力,不会变为\n中毒状态。", }, flashFire: { name: "引火", - description: "受到火属性的招式攻击时,\n吸收火焰,自己使出的火属\n性招式会变强。", + description: "受到火属性的招式攻击时,吸收火\n焰,自己使出的火属性招式会变强\n。", }, shieldDust: { name: "鳞粉", - description: "被鳞粉守护着,不会受到招\n式的追加效果影响。", + description: "被鳞粉守护着,不会受到招式的追\n加效果影响。", }, ownTempo: { name: "我行我素", - description: "因为我行我素,不会变为混\n乱状态。对威吓也毫不动摇。", + description: "因为我行我素,不会变为混乱状态\n。对威吓也毫不动摇。", }, suctionCups: { name: "吸盘", - description: "用吸盘牢牢贴在地面上,让\n替换宝可梦的招式和道具无\n效。", + description: "用吸盘牢牢贴在地面上,让替换宝\n可梦的招式和道具无效。", }, intimidate: { name: "威吓", - description: "出场时威吓对手,让其退缩\n,降低对手的攻击。", + description: "出场时威吓对手,让其退缩,降低\n对手的攻击。", }, shadowTag: { name: "踩影", - description: "踩住对手的影子使其无法逃\n走或替换。", + description: "踩住对手的影子使其无法逃走或替\n换。", }, roughSkin: { name: "粗糙皮肤", - description: "受到攻击时,用粗糙的皮肤\n弄伤接触到自己的对手。", + description: "受到攻击时,用粗糙的皮肤弄伤接\n触到自己的对手。", }, wonderGuard: { name: "神奇守护", - description: "不可思议的力量,只有效果\n绝佳的招式才能击中。", + description: "不可思议的力量,只有效果绝佳的\n招式才能击中。", }, levitate: { name: "飘浮", - description: "从地面浮起,从而不会受到\n地面属性招式的攻击。", + description: "从地面浮起,从而不会受到地面属\n性招式的攻击。", }, effectSpore: { name: "孢子", - description: "受到攻击时,有时会把接触\n到自己的对手变为中毒、麻\n痹或睡眠状态。", + description: "受到攻击时,有时会把接触到自己\n的对手变为中毒、麻痹或睡眠状态\n。", }, synchronize: { name: "同步", - description: "将自己的中毒、麻痹或灼伤\n状态传染给对手。", + description: "将自己的中毒、麻痹或灼伤状态传\n染给对手。", }, clearBody: { name: "恒净之躯", - description: "不会因为对手的招式或特性\n而被降低能力。", + description: "不会因为对手的招式或特性而被降\n低能力。", }, naturalCure: { name: "自然回复", - description: "回到同行队伍后,异常状态\n就会被治愈。", + description: "回到同行队伍后,异常状态就会被\n治愈。", }, lightningRod: { name: "避雷针", - description: "将电属性的招式吸引到自己\n身上,不会受到伤害,而是\n会提高特攻。", + description: "将电属性的招式吸引到自己身上,\n不会受到伤害,而是会提高特攻。", }, sereneGrace: { name: "天恩", - description: "托天恩的福,招式的追加效\n果容易出现。", + description: "托天恩的福,招式的追加效果容易\n出现。", }, swiftSwim: { name: "悠游自如", @@ -139,43 +139,43 @@ export const ability: AbilityTranslationEntries = { }, illuminate: { name: "发光", - description: "通过让周围变亮来保持命中\n率不会被降低。", + description: "通过让周围变亮来保持命中率不会\n被降低。", }, trace: { name: "复制", - description: "出场时,复制对手的特性,\n变为与之相同的特性。", + description: "出场时,复制对手的特性,变为与\n之相同的特性。", }, hugePower: { name: "大力士", - description: "物理攻击的威力会变为2倍\n。", + description: "物理攻击的威力会变为2倍。", }, poisonPoint: { name: "毒刺", - description: "有时会让接触到自己的对手\n变为中毒状态。", + description: "有时会让接触到自己的对手变为中\n毒状态。", }, innerFocus: { name: "精神力", - description: "拥有经过锻炼的精神,而不\n会因对手的攻击而畏缩。对\n威吓也毫不动摇。", + description: "拥有经过锻炼的精神,而不会因对\n手的攻击而畏缩。对威吓也毫不动\n摇。", }, magmaArmor: { name: "熔岩铠甲", - description: "将炽热的熔岩覆盖在身上,\n不会变为冰冻状态。", + description: "将炽热的熔岩覆盖在身上,不会变\n为冰冻状态。", }, waterVeil: { name: "水幕", - description: "将水幕裹在身上,不会变为\n灼伤状态。", + description: "将水幕裹在身上,不会变为灼伤状\n态。", }, magnetPull: { name: "磁力", - description: "用磁力吸住钢属性的宝可梦\n,使其无法逃走。", + description: "用磁力吸住钢属性的宝可梦,使其\n无法逃走。", }, soundproof: { name: "隔音", - description: "通过屏蔽声音,不受到声音\n招式的影响。", + description: "通过屏蔽声音,不受到声音招式的\n影响。", }, rainDish: { name: "雨盘", - description: "下雨天气时,会缓缓回复\nHP。", + description: "下雨天气时,会缓缓回复HP。", }, sandStream: { name: "扬沙", @@ -183,99 +183,99 @@ export const ability: AbilityTranslationEntries = { }, pressure: { name: "压迫感", - description: "给予对手压迫感,大量减少\n其使用招式的PP。", + description: "给予对手压迫感,大量减少其使用\n招式的PP。", }, thickFat: { name: "厚脂肪", - description: "因为被厚厚的脂肪保护着,\n会让火属性和冰属性的招式\n伤害减半。", + description: "因为被厚厚的脂肪保护着,会让火\n属性和冰属性的招式伤害减半。", }, earlyBird: { name: "早起", - description: "即使变为睡眠状态,也能以\n2倍的速度提早醒来。", + description: "即使变为睡眠状态,也能以2倍的\n速度提早醒来。", }, flameBody: { name: "火焰之躯", - description: "有时会让接触到自己的对手\n变为灼伤状态。", + description: "有时会让接触到自己的对手变为灼\n伤状态。", }, runAway: { name: "逃跑", - description: "一定能从野生宝可梦那儿逃\n走。", + description: "一定能从野生宝可梦那儿逃走。", }, keenEye: { name: "锐利目光", - description: "多亏了锐利的目光,命中率\n不会被降低。", + description: "多亏了锐利的目光,命中率不会被\n降低。", }, hyperCutter: { name: "怪力钳", - description: "因为拥有以力量自豪的钳子,\n不会被对手降低攻击。", + description: "因为拥有以力量自豪的钳子,不会\n被对手降低攻击。", }, pickup: { name: "捡拾", - description: "有时会捡来对手用过的道具,\n冒险过程中也会捡到。", + description: "有时会捡来对手用过的道具,冒险\n过程中也会捡到。", }, truant: { name: "懒惰", - description: "如果使出招式,下一回合就\n会休息。", + description: "如果使出招式,下一回合就会休息\n。", }, hustle: { name: "活力", - description: "自己的攻击变高,但命中率\n会降低。", + description: "自己的攻击变高,但命中率会降低\n。", }, cuteCharm: { name: "迷人之躯", - description: "有时会让接触到自己的对手\n着迷。", + description: "有时会让接触到自己的对手着迷。", }, plus: { name: "正电", - description: "出场的伙伴之间如果有正电\n或负电特性的宝可梦,自己\n的特攻会提高。", + description: "出场的伙伴之间如果有正电或负电\n特性的宝可梦,自己的特攻会提高\n。", }, minus: { name: "负电", - description: "出场的伙伴之间如果有正电\n或负电特性的宝可梦,自己\n的特攻会提高。", + description: "出场的伙伴之间如果有正电或负电\n特性的宝可梦,自己的特攻会提高\n。", }, forecast: { name: "阴晴不定", - description: "受天气的影响,会变为水属\n性、火属性或冰属性中的某\n一个。", + description: "受天气的影响,会变为水属性、火\n属性或冰属性中的某一个。", }, stickyHold: { name: "黏着", - description: "因为道具是粘在黏性身体上\n的,所以不会被对手夺走。", + description: "因为道具是粘在黏性身体上的,所\n以不会被对手夺走。", }, shedSkin: { name: "蜕皮", - description: "通过蜕去身上的皮,有时会\n治愈异常状态。", + description: "通过蜕去身上的皮,有时会治愈异\n常状态。", }, guts: { name: "毅力", - description: "如果变为异常状态,会拿出\n毅力,攻击会提高。", + description: "如果变为异常状态,会拿出毅力,\n攻击会提高。", }, marvelScale: { name: "神奇鳞片", - description: "如果变为异常状态,神奇鳞\n片会发生反应,防御会提高。", + description: "如果变为异常状态,神奇鳞片会发\n生反应,防御会提高。", }, liquidOoze: { name: "污泥浆", - description: "吸收了污泥浆的对手会因强\n烈的恶臭而受到伤害,减少\nHP。", + description: "吸收了污泥浆的对手会因强烈的恶\n臭而受到伤害,减少HP。", }, overgrow: { name: "茂盛", - description: "HP减少的时候,草属性的\n招式威力会提高。", + description: "HP减少的时候,草属性的招式威\n力会提高。", }, blaze: { name: "猛火", - description: "HP减少的时候,火属性的\n招式威力会提高。", + description: "HP减少的时候,火属性的招式威\n力会提高。", }, torrent: { name: "激流", - description: "HP减少的时候,水属性的\n招式威力会提高。", + description: "HP减少的时候,水属性的招式威\n力会提高。", }, swarm: { name: "虫之预感", - description: "HP减少的时候,虫属性的\n招式威力会提高。", + description: "HP减少的时候,虫属性的招式威\n力会提高。", }, rockHead: { name: "坚硬脑袋", - description: "即使使出会受反作用力伤害\n的招式,HP也不会减少。", + description: "即使使出会受反作用力伤害的招式\n,HP也不会减少。", }, drought: { name: "日照", @@ -287,19 +287,19 @@ export const ability: AbilityTranslationEntries = { }, vitalSpirit: { name: "干劲", - description: "通过激发出干劲,不会变为\n睡眠状态。", + description: "通过激发出干劲,不会变为睡眠状\n态。", }, whiteSmoke: { name: "白色烟雾", - description: "被白色烟雾保护着,不会被\n对手降低能力。", + description: "被白色烟雾保护着,不会被对手降\n低能力。", }, purePower: { name: "瑜伽之力", - description: "因瑜伽的力量,物理攻击的\n威力会变为2倍。", + description: "因瑜伽的力量,物理攻击的威力会\n变为2倍。", }, shellArmor: { name: "硬壳盔甲", - description: "被坚硬的壳保护着,对手的\n攻击不会击中要害。", + description: "被坚硬的壳保护着,对手的攻击不\n会击中要害。", }, airLock: { name: "气闸", @@ -307,19 +307,19 @@ export const ability: AbilityTranslationEntries = { }, tangledFeet: { name: "蹒跚", - description: "在混乱状态时,闪避率会提\n高。", + description: "在混乱状态时,闪避率会提高。", }, motorDrive: { name: "电气引擎", - description: "受到电属性的招式攻击时,\n不会受到伤害,而是速度会\n提高。", + description: "受到电属性的招式攻击时,不会受\n到伤害,而是速度会提高。", }, rivalry: { name: "斗争心", - description: "面对性别相同的对手,会燃\n起斗争心,变得更强。而面\n对性别不同的,则会变弱。", + description: "面对性别相同的对手,会燃起斗争\n心,变得更强。而面对性别不同的\n,则会变弱。", }, steadfast: { name: "不屈之心", - description: "每次畏缩时,不屈之心就会\n燃起,速度也会提高。", + description: "每次畏缩时,不屈之心就会燃起,\n速度也会提高。", }, snowCloak: { name: "雪隐", @@ -327,19 +327,19 @@ export const ability: AbilityTranslationEntries = { }, gluttony: { name: "贪吃鬼", - description: "原本HP变得很少时才会吃\n树果,在HP还有一半时就\n会把它吃掉。", + description: "原本HP变得很少时才会吃树果,\n在HP还有一半时就会把它吃掉。", }, angerPoint: { name: "愤怒穴位", - description: "要害被击中时,会大发雷霆\n,攻击力变为最大。", + description: "要害被击中时,会大发雷霆,攻击\n力变为最大。", }, unburden: { name: "轻装", - description: "失去所持有的道具时,速度\n会提高。", + description: "失去所持有的道具时,速度会提高\n。", }, heatproof: { name: "耐热", - description: "耐热的体质会让火属性的招\n式伤害减半。", + description: "耐热的体质会让火属性的招式伤害\n减半。", }, simple: { name: "单纯", @@ -347,11 +347,11 @@ export const ability: AbilityTranslationEntries = { }, drySkin: { name: "干燥皮肤", - description: "下雨天气时和受到水属性的\n招式时,HP会回复。晴朗\n天气时和受到火属性的招式\n时,HP会减少。", + description: "下雨天气时和受到水属性的招式时\n,HP会回复。晴朗天气时和受到\n火属性的招式时,HP会减少。", }, download: { name: "下载", - description: "比较对手的防御和特防,根\n据较低的那项能力相应地提\n高自己的攻击或特攻。", + description: "比较对手的防御和特防,根据较低\n的那项能力相应地提高自己的攻击\n或特攻。", }, ironFist: { name: "铁拳", @@ -359,35 +359,35 @@ export const ability: AbilityTranslationEntries = { }, poisonHeal: { name: "毒疗", - description: "变为中毒状态时,HP不会\n减少,反而会增加起来。", + description: "变为中毒状态时,HP不会减少,\n反而会增加起来。", }, adaptability: { name: "适应力", - description: "与自身同属性的招式威力会\n提高。", + description: "与自身同属性的招式威力会提高。", }, skillLink: { name: "连续攻击", - description: "如果使用连续招式,总是能\n使出最高次数。", + description: "如果使用连续招式,总是能使出最\n高次数。", }, hydration: { name: "湿润之躯", - description: "下雨天气时,异常状态会治\n愈。", + description: "下雨天气时,异常状态会治愈。", }, solarPower: { name: "太阳之力", - description: "晴朗天气时,特攻会提高,\n而每回合HP会减少。", + description: "晴朗天气时,特攻会提高,而每回\n合HP会减少。", }, quickFeet: { name: "飞毛腿", - description: "变为异常状态时,速度会提\n高。", + description: "变为异常状态时,速度会提高。", }, normalize: { name: "一般皮肤", - description: "无论是什么属性的招式,全\n部会变为一般属性。威力会\n少量提高。", + description: "无论是什么属性的招式,全部会变\n为一般属性。威力会少量提高。", }, sniper: { name: "狙击手", - description: "击中要害时,威力会变得更\n强。", + description: "击中要害时,威力会变得更强。", }, magicGuard: { name: "魔法防守", @@ -395,19 +395,19 @@ export const ability: AbilityTranslationEntries = { }, noGuard: { name: "无防守", - description: "由于无防守战术,双方使出\n的招式都必定会击中。", + description: "由于无防守战术,双方使出的招式\n都必定会击中。", }, stall: { name: "慢出", - description: "使出招式的顺序必定会变为\n最后。", + description: "使出招式的顺序必定会变为最后。", }, technician: { name: "技术高手", - description: "攻击时可以将低威力招式的\n威力提高。", + description: "攻击时可以将低威力招式的威力提\n高。", }, leafGuard: { name: "叶子防守", - description: "晴朗天气时,不会变为异常\n状态。", + description: "晴朗天气时,不会变为异常状态。", }, klutz: { name: "笨拙", @@ -415,55 +415,55 @@ export const ability: AbilityTranslationEntries = { }, moldBreaker: { name: "破格", - description: "可以不受对手特性的干扰,\n向对手使出招式。", + description: "可以不受对手特性的干扰,向对手\n使出招式。", }, superLuck: { name: "超幸运", - description: "因为拥有超幸运,攻击容易\n击中对手的要害。", + description: "因为拥有超幸运,攻击容易击中对\n手的要害。", }, aftermath: { name: "引爆", - description: "变为濒死时,会对接触到自\n己的对手造成伤害。", + description: "变为濒死时,会对接触到自己的对\n手造成伤害。", }, anticipation: { name: "危险预知", - description: "可以察觉到对手拥有的危险\n招式。", + description: "可以察觉到对手拥有的危险招式。", }, forewarn: { name: "预知梦", - description: "出场时,只读取1个对手拥\n有的招式。", + description: "出场时,只读取1个对手拥有的招\n式。", }, unaware: { name: "纯朴", - description: "可以无视对手能力的变化,\n进行攻击。", + description: "可以无视对手能力的变化,进行攻\n击。", }, tintedLens: { name: "有色眼镜", - description: "可以将效果不好的招式以通\n常的威力使出。", + description: "可以将效果不好的招式以通常的威\n力使出。", }, filter: { name: "过滤", - description: "受到效果绝佳的攻击时,可\n以减弱其威力。", + description: "受到效果绝佳的攻击时,可以减弱\n其威力。", }, slowStart: { name: "慢启动", - description: "在5回合内,攻击和速度减\n半。", + description: "在5回合内,攻击和速度减半。", }, scrappy: { name: "胆量", - description: "一般属性和格斗属性的招式\n可以击中幽灵属性的宝可梦\n。对威吓也毫不动摇。", + description: "一般属性和格斗属性的招式可以击\n中幽灵属性的宝可梦。对威吓也毫\n不动摇。", }, stormDrain: { name: "引水", - description: "将水属性的招式引到自己身\n上,不会受到伤害,而是会\n提高特攻。", + description: "将水属性的招式引到自己身上,不\n会受到伤害,而是会提高特攻。", }, iceBody: { name: "冰冻之躯", - description: "下雪天气时,会缓缓回复\nHP。", + description: "下雪天气时,会缓缓回复HP。", }, solidRock: { name: "坚硬岩石", - description: "受到效果绝佳的攻击时,可\n以减弱其威力。", + description: "受到效果绝佳的攻击时,可以减弱\n其威力。", }, snowWarning: { name: "降雪", @@ -471,7 +471,7 @@ export const ability: AbilityTranslationEntries = { }, honeyGather: { name: "采蜜", - description: "The Pokémon gathers Honey after a battle. The Honey is then sold for money.", + description: "The Pokémon gat\nhers Honey afte\nr a battle. The\n Honey is then \nsold for money.", }, frisk: { name: "察觉", @@ -479,15 +479,15 @@ export const ability: AbilityTranslationEntries = { }, reckless: { name: "舍身", - description: "自己会因反作用力受伤的招\n式,其威力会提高。", + description: "自己会因反作用力受伤的招式,其\n威力会提高。", }, multitype: { name: "多属性", - description: "自己的属性会根据持有的石\n板而改变。", + description: "自己的属性会根据持有的石板而改\n变。", }, flowerGift: { name: "花之礼", - description: "晴朗天气时,自己与同伴的\n攻击和特防能力会提高。", + description: "晴朗天气时,自己与同伴的攻击和\n特防能力会提高。", }, badDreams: { name: "梦魇", @@ -495,31 +495,31 @@ export const ability: AbilityTranslationEntries = { }, pickpocket: { name: "顺手牵羊", - description: "盗取接触到自己的对手的道\n具。", + description: "盗取接触到自己的对手的道具。", }, sheerForce: { name: "强行", - description: "招式的追加效果消失,但因\n此能以更高的威力使出招式\n。", + description: "招式的追加效果消失,但因此能以\n更高的威力使出招式。", }, contrary: { name: "唱反调", - description: "能力的变化发生逆转,原本\n提高时会降低,而原本降低\n时会提高。", + description: "能力的变化发生逆转,原本提高时\n会降低,而原本降低时会提高。", }, unnerve: { name: "紧张感", - description: "让对手紧张,使其无法食用\n树果。", + description: "让对手紧张,使其无法食用树果。", }, defiant: { name: "不服输", - description: "被对手降低能力时,攻击会\n大幅提高。", + description: "被对手降低能力时,攻击会大幅提\n高。", }, defeatist: { name: "软弱", - description: "HP减半时,会变得软弱,\n攻击和特攻会减半。", + description: "HP减半时,会变得软弱,攻击和\n特攻会减半。", }, cursedBody: { name: "诅咒之躯", - description: "受到攻击时,有时会把对手\n的招式变为定身法状态。", + description: "受到攻击时,有时会把对手的招式\n变为定身法状态。", }, healer: { name: "治愈之心", @@ -531,7 +531,7 @@ export const ability: AbilityTranslationEntries = { }, weakArmor: { name: "碎裂铠甲", - description: "受到物理招式的伤害时,防\n御会降低,速度会大幅提高。", + description: "受到物理招式的伤害时,防御会降\n低,速度会大幅提高。", }, heavyMetal: { name: "重金属", @@ -543,39 +543,39 @@ export const ability: AbilityTranslationEntries = { }, multiscale: { name: "多重鳞片", - description: "HP全满时,受到的伤害会\n变少。", + description: "HP全满时,受到的伤害会变少。", }, toxicBoost: { name: "中毒激升", - description: "变为中毒状态时,物理招式\n的威力会提高。", + description: "变为中毒状态时,物理招式的威力\n会提高。", }, flareBoost: { name: "受热激升", - description: "变为灼伤状态时,特殊招式\n的威力会提高。", + description: "变为灼伤状态时,特殊招式的威力\n会提高。", }, harvest: { name: "收获", - description: "可以多次制作出已被使用掉\n的树果。", + description: "可以多次制作出已被使用掉的树果\n。", }, telepathy: { name: "心灵感应", - description: "读取我方的攻击,并闪避其\n招式伤害。", + description: "读取我方的攻击,并闪避其招式伤\n害。", }, moody: { name: "心情不定", - description: "每一回合,能力中的某项会\n大幅提高,而某项会降低。", + description: "每一回合,能力中的某项会大幅提\n高,而某项会降低。", }, overcoat: { name: "防尘", - description: "不会受到沙暴的伤害。也不\n会受到粉末类和孢子类招式\n的影响。", + description: "不会受到沙暴的伤害。也不会受到\n粉末类和孢子类招式的影响。", }, poisonTouch: { name: "毒手", - description: "只通过接触就有可能让对手\n变为中毒状态。", + description: "只通过接触就有可能让对手变为中\n毒状态。", }, regenerator: { name: "再生力", - description: "退回同行队伍后,HP会少\n量回复。", + description: "退回同行队伍后,HP会少量回复\n。", }, bigPecks: { name: "健壮胸肌", @@ -587,15 +587,15 @@ export const ability: AbilityTranslationEntries = { }, wonderSkin: { name: "奇迹皮肤", - description: "成为不易受到变化招式攻击\n的身体。", + description: "成为不易受到变化招式攻击的身体\n。", }, analytic: { name: "分析", - description: "如果在最后使出招式,招式\n的威力会提高。", + description: "如果在最后使出招式,招式的威力\n会提高。", }, illusion: { name: "幻觉", - description: "假扮成同行队伍中的最后一\n只宝可梦出场,迷惑对手。", + description: "假扮成同行队伍中的最后一只宝可\n梦出场,迷惑对手。", }, imposter: { name: "变身者", @@ -603,31 +603,31 @@ export const ability: AbilityTranslationEntries = { }, infiltrator: { name: "穿透", - description: "可以穿透对手的壁障或替身\n进行攻击。", + description: "可以穿透对手的壁障或替身进行攻\n击。", }, mummy: { name: "木乃伊", - description: "被对手接触到后,会将对手\n变为木乃伊。", + description: "被对手接触到后,会将对手变为木\n乃伊。", }, moxie: { name: "自信过度", - description: "如果打倒对手,就会充满自\n信,攻击会提高。", + description: "如果打倒对手,就会充满自信,攻\n击会提高。", }, justified: { name: "正义之心", - description: "受到恶属性的招式攻击时,\n因为正义感,攻击会提高。", + description: "受到恶属性的招式攻击时,因为正\n义感,攻击会提高。", }, rattled: { name: "胆怯", - description: "受到恶属性、幽灵属性和虫\n属性的攻击或威吓时,会因\n胆怯而速度提高。", + description: "受到恶属性、幽灵属性和虫属性的\n攻击或威吓时,会因胆怯而速度提\n高。", }, magicBounce: { name: "魔法镜", - description: "可以不受到由对手使出的变\n化招式影响,并将其反弹。", + description: "可以不受到由对手使出的变化招式\n影响,并将其反弹。", }, sapSipper: { name: "食草", - description: "受到草属性的招式攻击时,\n不会受到伤害,而是攻击会\n提高。", + description: "受到草属性的招式攻击时,不会受\n到伤害,而是攻击会提高。", }, prankster: { name: "恶作剧之心", @@ -635,15 +635,15 @@ export const ability: AbilityTranslationEntries = { }, sandForce: { name: "沙之力", - description: "沙暴天气时,岩石属性、地\n面属性和钢属性的招式威力\n会提高。", + description: "沙暴天气时,岩石属性、地面属性\n和钢属性的招式威力会提高。", }, ironBarbs: { name: "铁刺", - description: "用铁刺给予接触到自己的对\n手伤害。", + description: "用铁刺给予接触到自己的对手伤害\n。", }, zenMode: { name: "达摩模式", - description: "HP变为一半以下时,样子\n会改变。", + description: "HP变为一半以下时,样子会改变\n。", }, victoryStar: { name: "胜利之星", @@ -651,67 +651,67 @@ export const ability: AbilityTranslationEntries = { }, turboblaze: { name: "涡轮火焰", - description: "可以不受对手特性的干扰,\n向对手使出招式。", + description: "可以不受对手特性的干扰,向对手\n使出招式。", }, teravolt: { name: "兆级电压", - description: "可以不受对手特性的干扰,\n向对手使出招式。", + description: "可以不受对手特性的干扰,向对手\n使出招式。", }, aromaVeil: { name: "芳香幕", - description: "可以防住向自己和同伴发出\n的心灵攻击。", + description: "可以防住向自己和同伴发出的心灵\n攻击。", }, flowerVeil: { name: "花幕", - description: "我方的草属性宝可梦能力不\n会降低,也不会变为异常状\n态。", + description: "我方的草属性宝可梦能力不会降低\n,也不会变为异常状态。", }, cheekPouch: { name: "颊囊", - description: "无论是哪种树果,食用后,\nHP都会回复。", + description: "无论是哪种树果,食用后,HP都\n会回复。", }, protean: { name: "变幻自如", - description: "变为与自己使出的招式相同\n的属性。每次出场战斗仅生\n效一次。", + description: "变为与自己使出的招式相同的属性\n。每次出场战斗仅生效一次。", }, furCoat: { name: "毛皮大衣", - description: "对手给予的物理招式的伤害\n会减半。", + description: "对手给予的物理招式的伤害会减半\n。", }, magician: { name: "魔术师", - description: "夺走被自己的招式击中的对\n手的道具。", + description: "夺走被自己的招式击中的对手的道\n具。", }, bulletproof: { name: "防弹", - description: "可以防住对手的球和弹类招\n式。", + description: "可以防住对手的球和弹类招式。", }, competitive: { name: "好胜", - description: "如果被对手降低能力,特攻\n会大幅提高。", + description: "如果被对手降低能力,特攻会大幅\n提高。", }, strongJaw: { name: "强壮之颚", - description: "因为颚部强壮,啃咬类招式\n的威力会提高。", + description: "因为颚部强壮,啃咬类招式的威力\n会提高。", }, refrigerate: { name: "冰冻皮肤", - description: "一般属性的招式会变为冰属\n性。威力会少量提高。", + description: "一般属性的招式会变为冰属性。威\n力会少量提高。", }, sweetVeil: { name: "甜幕", - description: "自己和同伴的宝可梦不会变\n为睡眠状态。", + description: "自己和同伴的宝可梦不会变为睡眠\n状态。", }, stanceChange: { name: "战斗切换", - description: "如果使出攻击招式,会变为\n刀剑形态,如果使出招式“\n王者盾牌”,会变为盾牌形\n态。", + description: "如果使出攻击招式,会变为刀剑形\n态,如果使出招式“王者盾牌”,\n会变为盾牌形态。", }, galeWings: { name: "疾风之翼", - description: "HP全满时,飞行属性的招\n式可以率先使出。", + description: "HP全满时,飞行属性的招式可以\n率先使出。", }, megaLauncher: { name: "超级发射器", - description: "波动和波导类招式的威力会\n提高。", + description: "波动和波导类招式的威力会提高。", }, grassPelt: { name: "草之毛皮", @@ -719,23 +719,23 @@ export const ability: AbilityTranslationEntries = { }, symbiosis: { name: "共生", - description: "同伴使用道具时,会把自己\n持有的道具传递给同伴。", + description: "同伴使用道具时,会把自己持有的\n道具传递给同伴。", }, toughClaws: { name: "硬爪", - description: "接触到对手的招式威力会提\n高。", + description: "接触到对手的招式威力会提高。", }, pixilate: { name: "妖精皮肤", - description: "一般属性的招式会变为妖精\n属性。威力会少量提高。", + description: "一般属性的招式会变为妖精属性。\n威力会少量提高。", }, gooey: { name: "黏滑", - description: "对于用攻击接触到自己的对\n手,会降低其速度。", + description: "对于用攻击接触到自己的对手,会\n降低其速度。", }, aerilate: { name: "飞行皮肤", - description: "一般属性的招式会变为飞行\n属性。威力会少量提高。", + description: "一般属性的招式会变为飞行属性。\n威力会少量提高。", }, parentalBond: { name: "亲子爱", @@ -751,19 +751,19 @@ export const ability: AbilityTranslationEntries = { }, auraBreak: { name: "气场破坏", - description: "让气场的效果发生逆转,降\n低威力。", + description: "让气场的效果发生逆转,降低威力\n。", }, primordialSea: { name: "始源之海", - description: "变为不会受到火属性攻击的\n天气。", + description: "变为不会受到火属性攻击的天气。", }, desolateLand: { name: "终结之地", - description: "变为不会受到水属性攻击的\n天气。", + description: "变为不会受到水属性攻击的天气。", }, deltaStream: { name: "德尔塔气流", - description: "变为令飞行属性的弱点消失\n的天气。", + description: "变为令飞行属性的弱点消失的天气\n。", }, stamina: { name: "持久力", @@ -771,31 +771,31 @@ export const ability: AbilityTranslationEntries = { }, wimpOut: { name: "跃跃欲逃", - description: "HP变为一半时,会慌慌张\n张逃走,退回同行队伍中。", + description: "HP变为一半时,会慌慌张张逃走\n,退回同行队伍中。", }, emergencyExit: { name: "危险回避", - description: "HP变为一半时,为了回避\n危险,会退回到同行队伍中。", + description: "HP变为一半时,为了回避危险,\n会退回到同行队伍中。", }, waterCompaction: { name: "遇水凝固", - description: "受到水属性的招式攻击时,\n防御会大幅提高。", + description: "受到水属性的招式攻击时,防御会\n大幅提高。", }, merciless: { name: "不仁不义", - description: "攻击中毒状态的对手时,\n必定会击中要害。", + description: "攻击中毒状态的对手时,必定会击\n中要害。", }, shieldsDown: { name: "界限盾壳", - description: "HP变为一半时,壳会坏掉,\n变得有攻击性。", + description: "HP变为一半时,壳会坏掉,变得\n有攻击性。", }, stakeout: { name: "蹲守", - description: "可以对替换出场的对手以2\n倍的伤害进行攻击。", + description: "可以对替换出场的对手以2倍的伤\n害进行攻击。", }, waterBubble: { name: "水泡", - description: "降低自己受到的火属性招式\n的威力,不会灼伤。", + description: "降低自己受到的火属性招式的威力\n,不会灼伤。", }, steelworker: { name: "钢能力者", @@ -803,7 +803,7 @@ export const ability: AbilityTranslationEntries = { }, berserk: { name: "怒火冲天", - description: "因对手的攻击HP变为一半\n时,特攻会提高。", + description: "因对手的攻击HP变为一半时,特\n攻会提高。", }, slushRush: { name: "拨雪", @@ -811,11 +811,11 @@ export const ability: AbilityTranslationEntries = { }, longReach: { name: "远隔", - description: "可以不接触对手就使出所有\n的招式。", + description: "可以不接触对手就使出所有的招式\n。", }, liquidVoice: { name: "湿润之声", - description: "所有的声音招式都变为水属\n性。", + description: "所有的声音招式都变为水属性。", }, triage: { name: "先行治疗", @@ -823,83 +823,83 @@ export const ability: AbilityTranslationEntries = { }, galvanize: { name: "电气皮肤", - description: "一般属性的招式会变为电属\n性。威力会少量提高。", + description: "一般属性的招式会变为电属性。威\n力会少量提高。", }, surgeSurfer: { name: "冲浪之尾", - description: "电气场地时,速度会变为2\n倍。", + description: "电气场地时,速度会变为2倍。", }, schooling: { name: "鱼群", - description: "HP多的时候会聚起来变强。\nHP剩余量变少时,群体\n会分崩离析。", + description: "HP多的时候会聚起来变强。HP\n剩余量变少时,群体会分崩离析。", }, disguise: { name: "画皮", - description: "通过画皮覆盖住身体,可以\n防住1次攻击。", + description: "通过画皮覆盖住身体,可以防住1\n次攻击。", }, battleBond: { name: "牵绊变身", - description: "打倒对手时,与训练家的牵\n绊会增强,自己的攻击、特\n攻、速度会提高。", + description: "打倒对手时,与训练家的牵绊会增\n强,自己的攻击、特攻、速度会提\n高。", }, powerConstruct: { name: "群聚变形", - description: "HP变为一半时,细胞们会\n赶来支援,变为完全体形态。", + description: "HP变为一半时,细胞们会赶来支\n援,变为完全体形态。", }, corrosion: { name: "腐蚀", - description: "可以使钢属性和毒属性的宝\n可梦也陷入中毒状态。", + description: "可以使钢属性和毒属性的宝可梦也\n陷入中毒状态。", }, comatose: { name: "绝对睡眠", - description: "总是半梦半醒的状态,绝对\n不会醒来。可以就这么睡着\n进行攻击。", + description: "总是半梦半醒的状态,绝对不会醒\n来。可以就这么睡着进行攻击。", }, queenlyMajesty: { name: "女王的威严", - description: "向对手施加威慑力,使其无\n法对我方使出先制招式。", + description: "向对手施加威慑力,使其无法对我\n方使出先制招式。", }, innardsOut: { name: "飞出的内在物", - description: "被对手打倒的时候,会给予\n对手相当于HP剩余量的伤\n害。", + description: "被对手打倒的时候,会给予对手相\n当于HP剩余量的伤害。", }, dancer: { name: "舞者", - description: "有谁使出跳舞招式时,自己\n也能就这么接着使出跳舞招\n式。", + description: "有谁使出跳舞招式时,自己也能就\n这么接着使出跳舞招式。", }, battery: { name: "蓄电池", - description: "会提高我方的特殊招式的威\n力。", + description: "会提高我方的特殊招式的威力。", }, fluffy: { name: "毛茸茸", - description: "会将对手所给予的接触类招\n式的伤害减半,但火属性招\n式的伤害会变为2倍。", + description: "会将对手所给予的接触类招式的伤\n害减半,但火属性招式的伤害会变\n为2倍。", }, dazzling: { name: "鲜艳之躯", - description: "让对手吓一跳,使其无法对\n我方使出先制招式。", + description: "让对手吓一跳,使其无法对我方使\n出先制招式。", }, soulHeart: { name: "魂心", - description: "宝可梦每次变为濒死状态时\n,特攻会提高。", + description: "宝可梦每次变为濒死状态时,特攻\n会提高。", }, tanglingHair: { name: "卷发", - description: "对于用攻击接触到自己的对\n手,会降低其速度。", + description: "对于用攻击接触到自己的对手,会\n降低其速度。", }, receiver: { name: "接球手", - description: "继承被打倒的同伴的特性,\n变为相同的特性。", + description: "继承被打倒的同伴的特性,变为相\n同的特性。", }, powerOfAlchemy: { name: "化学之力", - description: "继承被打倒的同伴的特性,\n变为相同的特性。", + description: "继承被打倒的同伴的特性,变为相\n同的特性。", }, beastBoost: { name: "异兽提升", - description: "打倒对手的时候,自己最高\n的那项能力会提高。", + description: "打倒对手的时候,自己最高的那项\n能力会提高。", }, rksSystem: { name: "AR系统", - description: "根据持有的存储碟,自己的\n属性会改变。", + description: "根据持有的存储碟,自己的属性会\n改变。", }, electricSurge: { name: "电气制造者", @@ -919,19 +919,19 @@ export const ability: AbilityTranslationEntries = { }, fullMetalBody: { name: "金属防护", - description: "不会因为对手的招式或特性\n而被降低能力。", + description: "不会因为对手的招式或特性而被降\n低能力。", }, shadowShield: { name: "幻影防守", - description: "HP全满时,受到的伤害会\n变少。", + description: "HP全满时,受到的伤害会变少。", }, prismArmor: { name: "棱镜装甲", - description: "受到效果绝佳的攻击时,可\n以减弱其威力。", + description: "受到效果绝佳的攻击时,可以减弱\n其威力。", }, neuroforce: { name: "脑核之力", - description: "效果绝佳的攻击,威力会变\n得更强。", + description: "效果绝佳的攻击,威力会变得更强\n。", }, intrepidSword: { name: "不挠之剑", @@ -943,39 +943,39 @@ export const ability: AbilityTranslationEntries = { }, libero: { name: "自由者", - description: "变为与自己使出的招式相同\n的属性。每次出场战斗仅生\n效一次。", + description: "变为与自己使出的招式相同的属性\n。每次出场战斗仅生效一次。", }, ballFetch: { name: "捡球", - description: "没有携带道具时,会拾取第\n1个投出后捕捉失败的精灵\n球。", + description: "没有携带道具时,会拾取第1个投\n出后捕捉失败的精灵球。", }, cottonDown: { name: "棉絮", - description: "受到攻击后撒下棉絮,降低\n除自己以外的所有宝可梦的\n速度。", + description: "受到攻击后撒下棉絮,降低除自己\n以外的所有宝可梦的速度。", }, propellerTail: { name: "螺旋尾鳍", - description: "能无视具有吸引对手招式效\n果的特性或招式的影响。", + description: "能无视具有吸引对手招式效果的特\n性或招式的影响。", }, mirrorArmor: { name: "镜甲", - description: "只反弹自己受到的能力降低\n效果。", + description: "只反弹自己受到的能力降低效果。", }, gulpMissile: { name: "一口导弹", - description: "冲浪或潜水时会叼来猎物。\n受到伤害时,会吐出猎物进\n行攻击。", + description: "冲浪或潜水时会叼来猎物。受到伤\n害时,会吐出猎物进行攻击。", }, stalwart: { name: "坚毅", - description: "能无视具有吸引对手招式效\n果的特性或招式的影响。", + description: "能无视具有吸引对手招式效果的特\n性或招式的影响。", }, steamEngine: { name: "蒸汽机", - description: "受到水属性或火属性的招式\n攻击时,速度会巨幅提高。", + description: "受到水属性或火属性的招式攻击时\n,速度会巨幅提高。", }, punkRock: { name: "庞克摇滚", - description: "声音招式的威力会提高。受\n到的声音招式伤害会减半。", + description: "声音招式的威力会提高。受到的声\n音招式伤害会减半。", }, sandSpit: { name: "吐沙", @@ -983,7 +983,7 @@ export const ability: AbilityTranslationEntries = { }, iceScales: { name: "冰鳞粉", - description: "由于有冰鳞粉的守护,受到\n的特殊攻击伤害会减半。", + description: "由于有冰鳞粉的守护,受到的特殊\n攻击伤害会减半。", }, ripen: { name: "熟成", @@ -991,47 +991,47 @@ export const ability: AbilityTranslationEntries = { }, iceFace: { name: "结冻头", - description: "头部的冰会代替自己承受物\n理攻击,但是样子会改变。\n下雪时,冰会恢复原状。", + description: "头部的冰会代替自己承受物理攻击\n,但是样子会改变。下雪时,冰会\n恢复原状。", }, powerSpot: { name: "能量点", - description: "只要处在相邻位置,招式的\n威力就会提高。", + description: "只要处在相邻位置,招式的威力就\n会提高。", }, mimicry: { name: "拟态", - description: "宝可梦的属性会根据场地的\n状态而变化。", + description: "宝可梦的属性会根据场地的状态而\n变化。", }, screenCleaner: { name: "除障", - description: "出场时,敌方和我方的光墙\n、反射壁和极光幕的效果会\n消失。", + description: "出场时,敌方和我方的光墙、反射\n壁和极光幕的效果会消失。", }, steelySpirit: { name: "钢之意志", - description: "我方的钢属性攻击威力会提\n高。", + description: "我方的钢属性攻击威力会提高。", }, perishBody: { name: "灭亡之躯", - description: "受到接触类招式攻击时,双\n方都会在3回合后变为濒死\n状态。替换后效果消失。", + description: "受到接触类招式攻击时,双方都会\n在3回合后变为濒死状态。替换后\n效果消失。", }, wanderingSpirit: { name: "游魂", - description: "与使用接触类招式攻击自己\n的宝可梦互换特性。", + description: "与使用接触类招式攻击自己的宝可\n梦互换特性。", }, gorillaTactics: { name: "一猩一意", - description: "虽然攻击会提高,但是只能\n使出一开始所选的招式。", + description: "虽然攻击会提高,但是只能使出一\n开始所选的招式。", }, neutralizingGas: { name: "化学变化气体", - description: "特性为化学变化气体的宝可\n梦在场时,场上所有宝可梦\n的特性效果都会消失或者无\n法生效。", + description: "特性为化学变化气体的宝可梦在场\n时,场上所有宝可梦的特性效果都\n会消失或者无法生效。", }, pastelVeil: { name: "粉彩护幕", - description: "自己和同伴都不会陷入中毒\n的异常状态。", + description: "自己和同伴都不会陷入中毒的异常\n状态。", }, hungerSwitch: { name: "饱了又饿", - description: "每回合结束时会在满腹花纹\n与空腹花纹之间交替改变样\n子。", + description: "每回合结束时会在满腹花纹与空腹\n花纹之间交替改变样子。", }, quickDraw: { name: "速击", @@ -1039,11 +1039,11 @@ export const ability: AbilityTranslationEntries = { }, unseenFist: { name: "无形拳", - description: "如果使出的是接触到对手的\n招式,就可以无视守护效果\n进行攻击。", + description: "如果使出的是接触到对手的招式,\n就可以无视守护效果进行攻击。", }, curiousMedicine: { name: "怪药", - description: "出场时会从贝壳撒药,将我\n方的能力变化复原。", + description: "出场时会从贝壳撒药,将我方的能\n力变化复原。", }, transistor: { name: "电晶体", @@ -1055,51 +1055,51 @@ export const ability: AbilityTranslationEntries = { }, chillingNeigh: { name: "苍白嘶鸣", - description: "打倒对手时会用冰冷的声音\n嘶鸣并提高攻击。", + description: "打倒对手时会用冰冷的声音嘶鸣并\n提高攻击。", }, grimNeigh: { name: "漆黑嘶鸣", - description: "打倒对手时会用恐怖的声音\n嘶鸣并提高特攻。", + description: "打倒对手时会用恐怖的声音嘶鸣并\n提高特攻。", }, asOneGlastrier: { name: "人马一体", - description: "兼备蕾冠王的紧张感和雪暴\n马的苍白嘶鸣这两种特性。", + description: "兼备蕾冠王的紧张感和雪暴马的苍\n白嘶鸣这两种特性。", }, asOneSpectrier: { name: "人马一体", - description: "兼备蕾冠王的紧张感和灵幽\n马的漆黑嘶鸣这两种特性。", + description: "兼备蕾冠王的紧张感和灵幽马的漆\n黑嘶鸣这两种特性。", }, lingeringAroma: { name: "甩不掉的气味", - description: "被对手接触到后,甩不掉的\n气味会沾上对手。", + description: "被对手接触到后,甩不掉的气味会\n沾上对手。", }, seedSower: { name: "掉出种子", - description: "受到攻击时,会将脚下变成\n青草场地。", + description: "受到攻击时,会将脚下变成青草场\n地。", }, thermalExchange: { name: "热交换", - description: "受到火属性的招式攻击时,\n攻击会提高,且不会陷入灼\n伤状态。", + description: "受到火属性的招式攻击时,攻击会\n提高,且不会陷入灼伤状态。", }, angerShell: { name: "愤怒甲壳", - description: "因被对手攻击而HP变为一\n半时,会因愤怒降低防御和\n特防。但攻击、特攻、速度\n会提高。", + description: "因被对手攻击而HP变为一半时,\n会因愤怒降低防御和特防。但攻击\n、特攻、速度会提高。", }, purifyingSalt: { name: "洁净之盐", - description: "因洁净的盐而不会陷入异常\n状态。会让幽灵属性的招式\n伤害减半。", + description: "因洁净的盐而不会陷入异常状态。\n会让幽灵属性的招式伤害减半。", }, wellBakedBody: { name: "焦香之躯", - description: "受到火属性的招式攻击时,\n不会受到伤害,而是会大幅\n提高防御。", + description: "受到火属性的招式攻击时,不会受\n到伤害,而是会大幅提高防御。", }, windRider: { name: "乘风", - description: "吹起了顺风或受到风的招式\n攻击时,不会受到伤害,而\n是会提高攻击。", + description: "吹起了顺风或受到风的招式攻击时\n,不会受到伤害,而是会提高攻击\n。", }, guardDog: { name: "看门犬", - description: "受到威吓时,攻击会提高。\n让替换宝可梦的招式和道具\n无效。", + description: "受到威吓时,攻击会提高。让替换\n宝可梦的招式和道具无效。", }, rockyPayload: { name: "搬岩", @@ -1107,63 +1107,63 @@ export const ability: AbilityTranslationEntries = { }, windPower: { name: "风力发电", - description: "受到风的招式攻击时,会变\n为充电状态。", + description: "受到风的招式攻击时,会变为充电\n状态。", }, zeroToHero: { name: "全能变身", - description: "回到同行队伍后,会变为全\n能形态。", + description: "回到同行队伍后,会变为全能形态\n。", }, commander: { name: "发号施令", - description: "出场时,若我方当中有吃吼\n霸,就会进入其口中,并从\n其口中发出指令。", + description: "出场时,若我方当中有吃吼霸,就\n会进入其口中,并从其口中发出指\n令。", }, electromorphosis: { name: "电力转换", - description: "受到伤害时,会变为充电状\n态。", + description: "受到伤害时,会变为充电状态。", }, protosynthesis: { name: "古代活性", - description: "携带着驱劲能量或天气为晴\n朗时,数值最高的能力会提\n高。", + description: "携带着驱劲能量或天气为晴朗时,\n数值最高的能力会提高。", }, quarkDrive: { name: "夸克充能", - description: "携带着驱劲能量或在电气场\n地上时,数值最高的能力会\n提高。", + description: "携带着驱劲能量或在电气场地上时\n,数值最高的能力会提高。", }, goodAsGold: { name: "黄金之躯", - description: "不会氧化的坚固黄金身躯不\n会受到对手的变化招式的影\n响。", + description: "不会氧化的坚固黄金身躯不会受到\n对手的变化招式的影响。", }, vesselOfRuin: { name: "灾祸之鼎", - description: "以能呼唤灾厄的鼎的力量降\n低除自己以外的宝可梦的特\n攻。", + description: "以能呼唤灾厄的鼎的力量降低除自\n己以外的宝可梦的特攻。", }, swordOfRuin: { name: "灾祸之剑", - description: "以能呼唤灾厄的剑的力量降\n低除自己以外的宝可梦的防\n御。", + description: "以能呼唤灾厄的剑的力量降低除自\n己以外的宝可梦的防御。", }, tabletsOfRuin: { name: "灾祸之简", - description: "以能呼唤灾厄的简的力量降\n低除自己以外的宝可梦的攻\n击。", + description: "以能呼唤灾厄的简的力量降低除自\n己以外的宝可梦的攻击。", }, beadsOfRuin: { name: "灾祸之玉", - description: "以能呼唤灾厄的勾玉的力量\n降低除自己以外的宝可梦的\n特防。", + description: "以能呼唤灾厄的勾玉的力量降低除\n自己以外的宝可梦的特防。", }, orichalcumPulse: { name: "绯红脉动", - description: "出场时,会将天气变为晴朗\n。日照强烈时,会通过古代\n的脉动升高攻击。", + description: "出场时,会将天气变为晴朗。日照\n强烈时,会通过古代的脉动升高攻\n击。", }, hadronEngine: { name: "强子引擎", - description: "出场时,会布下电气场地。\n处于电气场地时,会通过未\n来的机关升高特攻。", + description: "出场时,会布下电气场地。处于电\n气场地时,会通过未来的机关升高\n特攻。", }, opportunist: { name: "跟风", - description: "对手的能力提高时,自己也\n会趁机同样地提高能力。", + description: "对手的能力提高时,自己也会趁机\n同样地提高能力。", }, cudChew: { name: "反刍", - description: "吃了树果后,会在下一回合\n结束时从胃反刍出来再吃1\n次。", + description: "吃了树果后,会在下一回合结束时\n从胃反刍出来再吃1次。", }, sharpness: { name: "锋锐", @@ -1171,74 +1171,74 @@ export const ability: AbilityTranslationEntries = { }, supremeOverlord: { name: "大将", - description: "出场时,攻击和特攻会按照\n目前被打倒的同伴数量逐渐\n提升,被打倒越多,提升越\n多。", + description: "出场时,攻击和特攻会按照目前被\n打倒的同伴数量逐渐提升,被打倒\n越多,提升越多。", }, costar: { name: "同台共演", - description: "出场时,复制同伴的能力变\n化。", + description: "出场时,复制同伴的能力变化。", }, toxicDebris: { name: "毒满地", - description: "受到物理招式的伤害时,会\n在对手脚下散布毒菱。", + description: "受到物理招式的伤害时,会在对手\n脚下散布毒菱。", }, armorTail: { name: "尾甲", - description: "包裹头部的神秘尾巴使对手\n无法对我方使出先制招式。", + description: "包裹头部的神秘尾巴使对手无法对\n我方使出先制招式。", }, earthEater: { name: "食土", - description: "受到地面属性的招式攻击时\n,不会受到伤害,而是会得\n到回复。", + description: "受到地面属性的招式攻击时,不会\n受到伤害,而是会得到回复。", }, myceliumMight: { name: "菌丝之力", - description: "使出变化招式时,虽然行动\n必定会变慢,但能不受对手\n的特性妨碍。", + description: "使出变化招式时,虽然行动必定会\n变慢,但能不受对手的特性妨碍。", }, mindsEye: { name: "心眼", - description: "一般属性和格斗属性的招式\n可以击中幽灵属性的宝可梦。\n无视对手的闪避率的变化,\n且命中率不会被降低。", + description: "一般属性和格斗属性的招式可以击\n中幽灵属性的宝可梦。无视对手的\n闪避率的变化,且命中率不会被降\n低。", }, supersweetSyrup: { name: "甘露之蜜", - description: "首次出场时,会散发出甜腻\n的蜜的香味来降低对手的闪\n避率。", + description: "首次出场时,会散发出甜腻的蜜的\n香味来降低对手的闪避率。", }, hospitality: { name: "款待", - description: "出场时款待同伴,回复其少\n量HP。", + description: "出场时款待同伴,回复其少量HP\n。", }, toxicChain: { name: "毒锁链", - description: "凭借含有毒素的锁链的力量,\n有时能让被招式击中的对\n手陷入剧毒状态。", + description: "凭借含有毒素的锁链的力量,有时\n能让被招式击中的对手陷入剧毒状\n态。", }, embodyAspectTeal: { name: "面影辉映", - description: "将回忆映于心中,让碧草面\n具发出光辉,提高自己的速\n度。", + description: "将回忆映于心中,让碧草面具发出\n光辉,提高自己的速度。", }, embodyAspectWellspring: { name: "面影辉映", - description: "将回忆映于心中,让水井面\n具发出光辉,提高自己的特\n防。", + description: "将回忆映于心中,让水井面具发出\n光辉,提高自己的特防。", }, embodyAspectHearthflame: { name: "面影辉映", - description: "将回忆映于心中,让火灶面\n具发出光辉,提高自己的攻\n击。", + description: "将回忆映于心中,让火灶面具发出\n光辉,提高自己的攻击。", }, embodyAspectCornerstone: { name: "面影辉映", - description: "将回忆映于心中,让础石面\n具发出光辉,提高自己的防\n御。", + description: "将回忆映于心中,让础石面具发出\n光辉,提高自己的防御。", }, teraShift: { name: "太晶变形", - description: "出场时,会吸收周围的能量\n,变为太晶形态。", + description: "出场时,会吸收周围的能量,变为\n太晶形态。", }, teraShell: { name: "太晶甲壳", - description: "甲壳蕴藏着全部属性的力量\n,会将自己HP全满时受到\n的伤害全都变为效果不好。", + description: "甲壳蕴藏着全部属性的力量,会将\n自己HP全满时受到的伤害全都变\n为效果不好。", }, teraformZero: { name: "归零化境", - description: "太乐巴戈斯变为星晶形态时\n,蕴藏在它身上的力量会将\n天气和场地的影响全部归零。", + description: "太乐巴戈斯变为星晶形态时,蕴藏\n在它身上的力量会将天气和场地的\n影响全部归零。", }, poisonPuppeteer: { name: "毒傀儡", - description: "因桃歹郎的招式而陷入中毒\n状态的对手同时也会陷入混\n乱状态。", + description: "因桃歹郎的招式而陷入中毒状态的\n对手同时也会陷入混乱状态。", }, } as const; diff --git a/src/locales/zh_CN/battle.ts b/src/locales/zh_CN/battle.ts index f944a534b6c..3fde016d5cc 100644 --- a/src/locales/zh_CN/battle.ts +++ b/src/locales/zh_CN/battle.ts @@ -4,132 +4,133 @@ export const battle: SimpleTranslationEntries = { "bossAppeared": "{{bossName}} 出现了。", "trainerAppeared": "{{trainerName}}\n想要和你对战!", "trainerAppearedDouble": "{{trainerName}}\n想要和你对战!", - "trainerSendOut": "{{trainerName}} 派出了\n{{pokemonName}}!", - "singleWildAppeared": "一只野生 {{pokemonName}} 出现了!", - "multiWildAppeared": "野生的 {{pokemonName1}}\n和 {{pokemonName2}} 出现了!", - "playerComeBack": "回来吧, {{pokemonName}}!", - "trainerComeBack": "{{trainerName}} 收回了 {{pokemonName}}!", - "playerGo": "去吧! {{pokemonName}}!", - "trainerGo": "{{trainerName}} 派出了\n{{pokemonName}}!", + "trainerSendOut": "{{trainerName}}派出了\n{{pokemonName}}!", + "singleWildAppeared": "一只野生的{{pokemonName}}出现了!", + "multiWildAppeared": "野生的{{pokemonName1}}\n和{{pokemonName2}}出现了!", + "playerComeBack": "回来吧,{{pokemonName}}!", + "trainerComeBack": "{{trainerName}}收回了{{pokemonName}}!", + "playerGo": "去吧!{{pokemonName}}!", + "trainerGo": "{{trainerName}}派出了\n{{pokemonName}}!", "switchQuestion": "要更换\n{{pokemonName}}吗?", "trainerDefeated": "你击败了\n{{trainerName}}!", "moneyWon": "你赢得了\n₽{{moneyAmount}}!", - "pokemonCaught": "{{pokemonName}} 被抓住了!", + "pokemonCaught": "{{pokemonName}}被抓住了!", "addedAsAStarter": "增加了{{pokemonName}}作为\n一个新的基础宝可梦!", - "partyFull": "你的队伍已满员.是否放生其他宝可梦\n为 {{pokemonName}} 腾出空间?", + "partyFull": "你的队伍已满员。是否放生其他宝可梦\n为{{pokemonName}}腾出空间?", "pokemon": "宝可梦", "sendOutPokemon": "上吧!\n{{pokemonName}}!", "hitResultCriticalHit": "击中了要害!", "hitResultSuperEffective": "效果拔群!", "hitResultNotVeryEffective": "收效甚微…", - "hitResultNoEffect": "对 {{pokemonName}} 没有效果!!", + "hitResultNoEffect": "对{{pokemonName}}没有效果!!", "hitResultOneHitKO": "一击必杀!", "attackFailed": "但是失败了!", - "attackHitsCount": "击中 {{count}} 次!", + "attackHitsCount": "击中{{count}}次!", "rewardGain": "你获得了\n{{modifierName}}!", - "expGain": "{{pokemonName}} 获得了 {{exp}} 经验值!", - "levelUp": "{{pokemonName}} 升级到 Lv.{{level}}!", + "expGain": "{{pokemonName}}获得了 {{exp}} 点经验值!", + "levelUp": "{{pokemonName}}升级到 Lv.{{level}}!", "learnMove": "{{pokemonName}} 学会了 {{moveName}}!", - "learnMovePrompt": "{{pokemonName}} 想要学习 {{moveName}}。", - "learnMoveLimitReached": "但是,{{pokemonName}} 已经学会了\n四个技能", - "learnMoveReplaceQuestion": "要忘记一个技能并学习 {{moveName}} 吗?", - "learnMoveStopTeaching": "不再尝试学习 {{moveName}}?", - "learnMoveNotLearned": "{{pokemonName}} 没有学会 {{moveName}}。", + "learnMovePrompt": "{{pokemonName}}想要学习{{moveName}}。", + "learnMoveLimitReached": "但是,{{pokemonName}}已经学会了\n四个技能", + "learnMoveReplaceQuestion": "要忘记一个技能并学习{{moveName}}吗?", + "learnMoveStopTeaching": "不再尝试学习{{moveName}}?", + "learnMoveNotLearned": "{{pokemonName}}没有学会{{moveName}}。", "learnMoveForgetQuestion": "要忘记哪个技能?", - "learnMoveForgetSuccess": "{{pokemonName}} 忘记了\n如何使用 {{moveName}}。", + "learnMoveForgetSuccess": "{{pokemonName}}忘记了\n如何使用{{moveName}}。", "countdownPoof": "@d{32}1, @d{15}2 @d{15}… @d{15}… @d{15}@s{pb_bounce_1}空!", - "learnMoveAnd": "然后...", - "levelCapUp": "等级上限提升到 {{levelCap}}!", - "moveNotImplemented": "{{moveName}} 尚未实装,无法选择。", - "moveNoPP": "这个技能的 PP 用完了", - "moveDisabled": "{{moveName}} 被禁用!", + "learnMoveAnd": "然后……", + "levelCapUp": "等级上限提升到{{levelCap}}!", + "moveNotImplemented": "{{moveName}}尚未实装,无法选择。", + "moveNoPP": "这个技能的PP用完了", + "moveDisabled": "{{moveName}}被禁用!", "noPokeballForce": "一股无形的力量阻止了你使用精灵球。", "noPokeballTrainer": "你不能捕捉其他训练家的宝可梦!", "noPokeballMulti": "只能在剩下一只宝可梦时才能扔出精灵球!", - "noPokeballStrong": "目标宝可梦太强了,无法捕捉!你需要先\n削弱它!", + "noPokeballStrong": "目标宝可梦太强了,无法捕捉!\n你需要先削弱它!", "noEscapeForce": "一股无形的力量阻止你逃跑。", - "noEscapeTrainer": "你不能从训练家战斗中逃跑!", - "noEscapePokemon": "{{pokemonName}} 的 {{moveName}} 阻止了你 {{escapeVerb}}!", - "runAwaySuccess": "你成功逃脱了!", - "runAwayCannotEscape": "你无法逃脱!", + "noEscapeTrainer": "你不能从与训练家的战斗中逃跑!", + "noEscapePokemon": "{{pokemonName}}的{{moveName}}\n阻止了你{{escapeVerb}}!", + "runAwaySuccess": "成功逃走了!", + "runAwayCannotEscape": "无法逃走!", "escapeVerbSwitch": "切换", "escapeVerbFlee": "逃跑", - "notDisabled": "{{moveName}} 不再被禁用!", + "notDisabled": "{{moveName}}不再被禁用!", "turnEndHpRestore": "{{pokemonName}}的体力恢复了。", "hpIsFull": "{{pokemonName}}的体力已满!", "skipItemQuestion": "你确定要跳过拾取道具吗?", "eggHatching": "咦?", - "ivScannerUseQuestion": "对 {{pokemonName}} 使用个体值扫描仪?", - "wildPokemonWithAffix": "野生的 {{pokemonName}}", + "stealEatBerry": "{{pokemonName}} stole and ate\n{{targetName}}'s {{berryName}}!", + "ivScannerUseQuestion": "对{{pokemonName}}使用个体值扫描仪?", + "wildPokemonWithAffix": "野生的{{pokemonName}}", "foePokemonWithAffix": "对手 {{pokemonName}}", - "useMove": "{{pokemonNameWithAffix}} 使用了 {{moveName}}!", - "drainMessage": "{{pokemonName}} 吸取了体力!", - "regainHealth": "{{pokemonName}} 回复了体力!", - "fainted": "{{pokemonNameWithAffix}} 倒下了!", - "statRose": "{{pokemonNameWithAffix}} 的 {{stats}} 提高了!", - "statSharplyRose": "{{pokemonNameWithAffix}} 的 {{stats}} 大幅提高了!", - "statRoseDrastically": "{{pokemonNameWithAffix}} 的 {{stats}} 极大幅提高了!", - "statWontGoAnyHigher": "{{pokemonNameWithAffix}} 的 {{stats}} 已经无法再提高了!", - "statFell": "{{pokemonNameWithAffix}} 的 {{stats}} 降低了!", - "statHarshlyFell": "{{pokemonNameWithAffix}} 的 {{stats}} 大幅降低了!", - "statSeverelyFell": "{{pokemonNameWithAffix}} 的 {{stats}} 极大幅降低了!", - "statWontGoAnyLower": "{{pokemonNameWithAffix}} 的 {{stats}} 已经无法再降低了!", - "ppReduced": "降低了 {{targetName}} 的\n{{moveName}} 的PP{{reduction}}点!", - "battlerTagsRechargingLapse": "{{pokemonNameWithAffix}}因攻击的反作用力而无法动弹!", + "useMove": "{{pokemonNameWithAffix}}使用了\n{{moveName}}!", + "drainMessage": "{{pokemonName}}\n吸取了体力!", + "regainHealth": "{{pokemonName}}\n回复了体力!", + "fainted": "{{pokemonNameWithAffix}}\n倒下了!", + "statRose": "{{pokemonNameWithAffix}}\n的{{stats}}提高了!", + "statSharplyRose": "{{pokemonNameWithAffix}}\n的{{stats}}大幅提高了!", + "statRoseDrastically": "{{pokemonNameWithAffix}}\n的{{stats}}极大幅提高了!", + "statWontGoAnyHigher": "{{pokemonNameWithAffix}}\n的{{stats}}已经无法再提高了!", + "statFell": "{{pokemonNameWithAffix}}\n的{{stats}}降低了!", + "statHarshlyFell": "{{pokemonNameWithAffix}}\n的{{stats}}大幅降低了!", + "statSeverelyFell": "{{pokemonNameWithAffix}}\n的{{stats}}极大幅降低了!", + "statWontGoAnyLower": "{{pokemonNameWithAffix}}\n的{{stats}}已经无法再降低了!", + "ppReduced": "降低了{{targetName}}的\n{{moveName}}的PP{{reduction}}点!", + "battlerTagsRechargingLapse": "{{pokemonNameWithAffix}}\n因攻击的反作用力而无法动弹!", "battlerTagsTrappedOnAdd": "{{pokemonNameWithAffix}}不能逃跑!", - "battlerTagsTrappedOnRemove": "{{pokemonNameWithAffix}}摆脱了{{moveName}}!", - "battlerTagsFlinchedLapse": "{{pokemonNameWithAffix}}畏缩了!", - "battlerTagsConfusedOnAdd": "{{pokemonNameWithAffix}}混乱了!", - "battlerTagsConfusedOnRemove": "{{pokemonNameWithAffix}}的混乱解除了!", - "battlerTagsConfusedOnOverlap": "{{pokemonNameWithAffix}}已经混乱了。", - "battlerTagsConfusedLapse": "{{pokemonNameWithAffix}}正在混乱中!", + "battlerTagsTrappedOnRemove": "{{pokemonNameWithAffix}}\n摆脱了{{moveName}}!", + "battlerTagsFlinchedLapse": "{{pokemonNameWithAffix}}\n畏缩了,无法使出招式!", + "battlerTagsConfusedOnAdd": "{{pokemonNameWithAffix}}\n混乱了!", + "battlerTagsConfusedOnRemove": "{{pokemonNameWithAffix}}\n的混乱解除了!", + "battlerTagsConfusedOnOverlap": "{{pokemonNameWithAffix}}\n已经混乱了。", + "battlerTagsConfusedLapse": "{{pokemonNameWithAffix}}\n正在混乱中!", "battlerTagsConfusedLapseHurtItself": "不知所以地攻击了自己!", - "battlerTagsDestinyBondLapseIsBoss": "{{pokemonNameWithAffix}}不再受到同命的影响", - "battlerTagsDestinyBondLapse": "{{pokemonNameWithAffix}} 和{{pokemonNameWithAffix2}} 同归于尽了!", - "battlerTagsInfatuatedOnAdd": "{{pokemonNameWithAffix}}对{{sourcePokemonName}}着迷了!", - "battlerTagsInfatuatedOnOverlap": "{{pokemonNameWithAffix}}已经着迷了!", - "battlerTagsInfatuatedLapse": "{{pokemonNameWithAffix}}对{{sourcePokemonName}}着迷中!", - "battlerTagsInfatuatedLapseImmobilize": "{{pokemonNameWithAffix}} 不会着迷!", - "battlerTagsInfatuatedOnRemove": "{{pokemonNameWithAffix}} 治愈了着迷状态!", - "battlerTagsSeededOnAdd": "将种子种植在了{{pokemonNameWithAffix}}身上!", - "battlerTagsSeededLapse": "{{pokemonNameWithAffix}}被寄生种子吸取了体力!", - "battlerTagsSeededLapseShed": "{{pokemonNameWithAffix}}吸到了污泥浆!", - "battlerTagsNightmareOnAdd": "{{pokemonNameWithAffix}}开始做恶梦了!", - "battlerTagsNightmareOnOverlap": "{{pokemonNameWithAffix}}已经被恶梦缠身!", - "battlerTagsNightmareLapse": "{{pokemonNameWithAffix}}正被恶梦缠身!", - "battlerTagsEncoreOnAdd": "{{pokemonNameWithAffix}}接受了再来一次!", - "battlerTagsEncoreOnRemove": "{{pokemonNameWithAffix}}的再来一次状态解除了!", - "battlerTagsHelpingHandOnAdd": "{{pokemonNameWithAffix}}摆出了帮助{{pokemonName}} 的架势!", - "battlerTagsIngrainLapse": "{{pokemonNameWithAffix}}用扎根回复了体力!", - "battlerTagsIngrainOnTrap": "{{pokemonNameWithAffix}}扎根了!", - "battlerTagsAquaRingOnAdd": "{{pokemonNameWithAffix}}用水流环包裹了自己!", - "battlerTagsAquaRingLapse": "{{moveName}}回复了{{pokemonName}}的体力!", - "battlerTagsDrowsyOnAdd": "{{pokemonNameWithAffix}}产生睡意了!", - "battlerTagsDamagingTrapLapse": "{{pokemonNameWithAffix}}受到了{{moveName}}的伤害!", - "battlerTagsBindOnTrap": "{{pokemonNameWithAffix}}被{{sourcePokemonName}}的 {{moveName}}紧紧束缚住了!", - "battlerTagsWrapOnTrap": "{{pokemonNameWithAffix}}被{{sourcePokemonName}}绑紧了!", - "battlerTagsVortexOnTrap": "{{pokemonNameWithAffix}}被困在了旋涡之中!", - "battlerTagsClampOnTrap": "{{sourcePokemonNameWithAffix}}用贝壳夹住了{{pokemonName}}!", - "battlerTagsSandTombOnTrap": "{{pokemonNameWithAffix}}被{{moveName}}困住了!", - "battlerTagsMagmaStormOnTrap": "{{pokemonNameWithAffix}}被困在了熔岩风暴之中!", - "battlerTagsSnapTrapOnTrap": "{{pokemonNameWithAffix}}被捕兽夹困住了!", - "battlerTagsThunderCageOnTrap": "{{sourcePokemonNameWithAffix}}困住了{{pokemonNameWithAffix}}!", - "battlerTagsInfestationOnTrap": "{{pokemonNameWithAffix}}受到了{{sourcePokemonNameWithAffix}}的死缠烂打!", - "battlerTagsProtectedOnAdd": "{{pokemonNameWithAffix}}摆出了防守的架势!", - "battlerTagsProtectedLapse": "{{pokemonNameWithAffix}}在攻击中保护了自己!", - "battlerTagsEnduringOnAdd": "{{pokemonNameWithAffix}}摆出了挺住攻击的架势!", - "battlerTagsEnduringLapse": "{{pokemonNameWithAffix}}挺住了攻击!", - "battlerTagsSturdyLapse": "{{pokemonNameWithAffix}}挺住了攻击!", - "battlerTagsPerishSongLapse": "{{pokemonNameWithAffix}} 的灭亡计时变成{{turnCount}}了!", - "battlerTagsTruantLapse": "{{pokemonNameWithAffix}}正在偷懒!", - "battlerTagsSlowStartOnAdd": "{{pokemonNameWithAffix}}无法拿出平时的水平!", - "battlerTagsSlowStartOnRemove": "{{pokemonNameWithAffix}}恢复了平时的水平!", - "battlerTagsHighestStatBoostOnAdd": "{{pokemonNameWithAffix}}的{{statName}}升高了!", - "battlerTagsHighestStatBoostOnRemove": "{{pokemonNameWithAffix}}的{{abilityName}}效果解除了!", - "battlerTagsCritBoostOnAdd": "{{pokemonNameWithAffix}}现在干劲十足!", - "battlerTagsCritBoostOnRemove": "{{pokemonNameWithAffix}}如释重负似地放松了下来。", - "battlerTagsSaltCuredOnAdd": "{{pokemonNameWithAffix}} 陷入了盐腌状态!", - "battlerTagsSaltCuredLapse": "{{pokemonNameWithAffix}} 受到了{{moveName}}的伤害!", - "battlerTagsCursedOnAdd": "{{pokemonNameWithAffix}}削减了自己的体力,并诅咒了{{pokemonName}}!", - "battlerTagsCursedLapse": "{{pokemonNameWithAffix}}正受到诅咒!" + "battlerTagsDestinyBondLapseIsBoss": "{{pokemonNameWithAffix}}\n不再受到同命的影响", + "battlerTagsDestinyBondLapse": "{{pokemonNameWithAffix}}\n和{{pokemonNameWithAffix2}}同归于尽了!", + "battlerTagsInfatuatedOnAdd": "{{pokemonNameWithAffix}}\n对{{sourcePokemonName}}着迷了!", + "battlerTagsInfatuatedOnOverlap": "{{pokemonNameWithAffix}}\n已经着迷了!", + "battlerTagsInfatuatedLapse": "{{pokemonNameWithAffix}}\n对{{sourcePokemonName}}着迷中!", + "battlerTagsInfatuatedLapseImmobilize": "{{pokemonNameWithAffix}}\n不会着迷!", + "battlerTagsInfatuatedOnRemove": "{{pokemonNameWithAffix}}\n治愈了着迷状态!", + "battlerTagsSeededOnAdd": "将种子种植在了\n{{pokemonNameWithAffix}}的身上!", + "battlerTagsSeededLapse": "{{pokemonNameWithAffix}}\n被寄生种子吸取了体力!", + "battlerTagsSeededLapseShed": "{{pokemonNameWithAffix}}\n吸到了污泥浆!", + "battlerTagsNightmareOnAdd": "{{pokemonNameWithAffix}}\n开始做恶梦了!", + "battlerTagsNightmareOnOverlap": "{{pokemonNameWithAffix}}\n已经被恶梦缠身!", + "battlerTagsNightmareLapse": "{{pokemonNameWithAffix}}\n正被恶梦缠身!", + "battlerTagsEncoreOnAdd": "{{pokemonNameWithAffix}}\n接受了再来一次!", + "battlerTagsEncoreOnRemove": "{{pokemonNameWithAffix}}\n的再来一次状态解除了!", + "battlerTagsHelpingHandOnAdd": "{{pokemonNameWithAffix}}\n摆出了帮助{{pokemonName}}的架势!", + "battlerTagsIngrainLapse": "{{pokemonNameWithAffix}}\n用扎根回复了体力!", + "battlerTagsIngrainOnTrap": "{{pokemonNameWithAffix}}\n扎根了!", + "battlerTagsAquaRingOnAdd": "{{pokemonNameWithAffix}}\n用水流环包裹了自己!", + "battlerTagsAquaRingLapse": "{{moveName}}回复了\n{{pokemonName}}的体力!", + "battlerTagsDrowsyOnAdd": "{{pokemonNameWithAffix}}\n产生睡意了!", + "battlerTagsDamagingTrapLapse": "{{pokemonNameWithAffix}}受到了\n{{moveName}}的伤害!", + "battlerTagsBindOnTrap": "{{pokemonNameWithAffix}}被\n{{sourcePokemonName}}的{{moveName}}紧紧束缚住了!", + "battlerTagsWrapOnTrap": "{{pokemonNameWithAffix}}被\n{{sourcePokemonName}}绑紧了!", + "battlerTagsVortexOnTrap": "{{pokemonNameWithAffix}}\n被困在了旋涡之中!", + "battlerTagsClampOnTrap": "{{sourcePokemonNameWithAffix}}用贝壳\n夹住了{{pokemonName}}!", + "battlerTagsSandTombOnTrap": "{{pokemonNameWithAffix}}\n被{{moveName}}困住了!", + "battlerTagsMagmaStormOnTrap": "{{pokemonNameWithAffix}}\n被困在了熔岩风暴之中!", + "battlerTagsSnapTrapOnTrap": "{{pokemonNameWithAffix}}\n被捕兽夹困住了!", + "battlerTagsThunderCageOnTrap": "{{sourcePokemonNameWithAffix}}困住了\n{{pokemonNameWithAffix}}!", + "battlerTagsInfestationOnTrap": "{{pokemonNameWithAffix}}受到了\n{{sourcePokemonNameWithAffix}}的死缠烂打!", + "battlerTagsProtectedOnAdd": "{{pokemonNameWithAffix}}\n摆出了防守的架势!", + "battlerTagsProtectedLapse": "{{pokemonNameWithAffix}}\n在攻击中保护了自己!", + "battlerTagsEnduringOnAdd": "{{pokemonNameWithAffix}}\n摆出了挺住攻击的架势!", + "battlerTagsEnduringLapse": "{{pokemonNameWithAffix}}\n挺住了攻击!", + "battlerTagsSturdyLapse": "{{pokemonNameWithAffix}}\n挺住了攻击!", + "battlerTagsPerishSongLapse": "{{pokemonNameWithAffix}}\n的灭亡计时变成{{turnCount}}了!", + "battlerTagsTruantLapse": "{{pokemonNameWithAffix}}\n正在偷懒!", + "battlerTagsSlowStartOnAdd": "{{pokemonNameWithAffix}}\n无法拿出平时的水平!", + "battlerTagsSlowStartOnRemove": "{{pokemonNameWithAffix}}\n恢复了平时的水平!", + "battlerTagsHighestStatBoostOnAdd": "{{pokemonNameWithAffix}}的\n{{statName}}提高了!", + "battlerTagsHighestStatBoostOnRemove": "{{pokemonNameWithAffix}}的\n{{abilityName}}效果解除了!", + "battlerTagsCritBoostOnAdd": "{{pokemonNameWithAffix}}\n现在干劲十足!", + "battlerTagsCritBoostOnRemove": "{{pokemonNameWithAffix}}\n如释重负似地放松了下来。", + "battlerTagsSaltCuredOnAdd": "{{pokemonNameWithAffix}}\n陷入了盐腌状态!", + "battlerTagsSaltCuredLapse": "{{pokemonNameWithAffix}}\n受到了{{moveName}}的伤害!", + "battlerTagsCursedOnAdd": "{{pokemonNameWithAffix}}削减了自己的体力,\n并诅咒了{{pokemonName}}!", + "battlerTagsCursedLapse": "{{pokemonNameWithAffix}}\n正受到诅咒!" } as const; diff --git a/src/locales/zh_CN/bgm-name.ts b/src/locales/zh_CN/bgm-name.ts index 44692e5e715..70e969d7b5e 100644 --- a/src/locales/zh_CN/bgm-name.ts +++ b/src/locales/zh_CN/bgm-name.ts @@ -62,7 +62,7 @@ export const bgmName: SimpleTranslationEntries = { "battle_legendary_calyrex": "剑盾「战斗!蕾冠王」", "battle_legendary_birds_galar": "剑盾「战斗!传说的鸟宝可梦」", "battle_legendary_ruinous": "朱紫「战斗!灾厄宝可梦」", - "battle_legendary_kor_mir": "SV Depths of Area Zero Battle", + "battle_legendary_kor_mir": "朱紫「战斗!第零区的宝可梦2」", "battle_legendary_loyal_three": "朱紫「战斗!宝伴」", "battle_legendary_ogerpon": "朱紫「战斗!厄鬼椪」", "battle_legendary_terapagos": "朱紫「战斗!太乐巴戈斯」", @@ -101,20 +101,20 @@ export const bgmName: SimpleTranslationEntries = { "graveyard": "空之探险队「神秘森林」", "ice_cave": "空之探险队「大冰山」", "island": "空之探险队「沿岸岩地」", - "jungle": "Lmz - Jungle", // The composer thinks about a more creative name - "laboratory": "Firel - Laboratory", // The composer thinks about a more creative name + "jungle": "Lmz - 丛林", // The composer thinks about a more creative name + "laboratory": "Firel - 研究所", // The composer thinks about a more creative name "lake": "空之探险队「水晶洞窟」", "meadow": "空之探险队「天空顶端(森林)」", - "metropolis": "Firel - Metropolis", // The composer thinks about a more creative name + "metropolis": "Firel - 城市", // The composer thinks about a more creative name "mountain": "空之探险队「角山」", "plains": "空之探险队「天空顶端(草原)」", "power_plant": "空之探险队「电气平原 深处」", "ruins": "空之探险队「封印岩地 深处」", "sea": "空之探险队「石滩洞窟」", - "seabed": "Firel - Seabed", // The composer thinks about a more creative name + "seabed": "Firel - 海底", // The composer thinks about a more creative name "slum": "空之探险队「天空顶端(岩场)」", "snowy_forest": "空之探险队「天空顶端(雪山)」", - "space": "Firel - Aether", + "space": "Firel - 太空", "swamp": "空之探险队「封闭之海」", "tall_grass": "空之探险队「浓雾森林」", "temple": "空之探险队「守护洞穴」", diff --git a/src/locales/zh_CN/challenges.ts b/src/locales/zh_CN/challenges.ts index 0a7156b2b8c..4c1b523ef16 100644 --- a/src/locales/zh_CN/challenges.ts +++ b/src/locales/zh_CN/challenges.ts @@ -2,7 +2,7 @@ import { TranslationEntries } from "#app/interfaces/locales"; export const challenges: TranslationEntries = { "title": "适用挑战条件", - "illegalEvolution": "{{pokemon}} changed into an ineligble pokémon\nfor this challenge!", + "illegalEvolution": "{{pokemon}}变成了\n不符合此挑战条件的宝可梦!", "singleGeneration": { "name": "单一世代", "desc": "你只能使用第{{gen}}\n世代的宝可梦", diff --git a/src/locales/zh_CN/config.ts b/src/locales/zh_CN/config.ts index 169c91535ed..1d987eaec16 100644 --- a/src/locales/zh_CN/config.ts +++ b/src/locales/zh_CN/config.ts @@ -35,13 +35,14 @@ import { pokemonInfoContainer } from "./pokemon-info-container"; import { saveSlotSelectUiHandler } from "./save-slot-select-ui-handler"; import { splashMessages } from "./splash-messages"; import { starterSelectUiHandler } from "./starter-select-ui-handler"; +import { statusEffect } from "./status-effect"; import { titles, trainerClasses, trainerNames } from "./trainers"; import { tutorial } from "./tutorial"; import { voucher } from "./voucher"; import { weather } from "./weather"; import { partyUiHandler } from "./party-ui-handler"; -import { settings } from "#app/locales/zh_CN/settings.js"; -import { common } from "#app/locales/zh_CN/common.js"; +import { settings } from "./settings.js"; +import { common } from "./common.js"; export const zhCnConfig = { ability: ability, @@ -82,6 +83,7 @@ export const zhCnConfig = { settings: settings, splashMessages: splashMessages, starterSelectUiHandler: starterSelectUiHandler, + statusEffect: statusEffect, titles: titles, trainerClasses: trainerClasses, trainerNames: trainerNames, diff --git a/src/locales/zh_CN/dialogue.ts b/src/locales/zh_CN/dialogue.ts index 4db591fab9b..6afbcd71064 100644 --- a/src/locales/zh_CN/dialogue.ts +++ b/src/locales/zh_CN/dialogue.ts @@ -2175,16 +2175,16 @@ export const PGMdialogue: DialogueTranslationEntries = { }, "raihan_elite": { "encounter": { - 1: "风暴来临!你能挺过这场战斗吗!", - 2: "准备好面对风暴之眼!", + 1: "虽然没法打败丹帝夺冠,\n让我觉得很遗憾……$但是有你这家伙当对手,\b倒是也还不赖啊!", + 2: "准备好面对龙之风暴!", }, "victory": { - 1: "你战胜了风暴...难以置信!", - 2: "你完美地驾驭了风……打得好!", + 1: "你的气势就像暴风一样,\n连我都甘拜下风了!", + 2: "你完美地驾驭了我的风暴……打得好!", }, "defeat": { - 1: "又一场风暴袭来,又一场胜利!打得好!", - 2: "你被我的风暴卷入了!祝你下次好运!", + 1: "又一场龙之风暴袭来,又一场胜利!打得好!", + 2: "你被我的龙之风暴卷入了!祝你下次好运!", } }, "alder": { diff --git a/src/locales/zh_CN/modifier-type.ts b/src/locales/zh_CN/modifier-type.ts index c6322991a93..3ac9ac196cd 100644 --- a/src/locales/zh_CN/modifier-type.ts +++ b/src/locales/zh_CN/modifier-type.ts @@ -17,7 +17,7 @@ export const modifierType: ModifierTypeTranslationEntries = { } }, "PokemonHpRestoreModifierType": { - description: "为一只宝可梦回复 {{restorePoints}} HP 或 {{restorePercent}}% HP,取较大值。", + description: "为一只宝可梦回复{{restorePoints}}HP或{{restorePercent}}%HP,取较大值。", extra: { "fully": "为一只宝可梦回复全部HP。", "fullyWithStatus": "为一只宝可梦回复全部HP并消除所有负面\n状态。", @@ -42,11 +42,11 @@ export const modifierType: ModifierTypeTranslationEntries = { } }, "PokemonPpUpModifierType": { - description: "为一只宝可梦的一个招式永久增加{{upPoints}}点\nPP每5点当前最大PP (最多3点)。", + description: "选择一只宝可梦的一个招式使用\n使其PP最大值提升基础的20% (最多3次)。", }, "PokemonNatureChangeModifierType": { name: "{{natureName}}薄荷", - description: "将一只宝可梦的性格改为{{natureName}}并为该宝可\n梦永久解锁该性格。", + description: "将一只宝可梦的性格改为{{natureName}}并为\n该宝可梦永久解锁该性格。", }, "DoubleBattleChanceBoosterModifierType": { description: "接下来的{{battleCount}}场战斗是双打的概率翻倍。", @@ -64,16 +64,16 @@ export const modifierType: ModifierTypeTranslationEntries = { description: "所有成员宝可梦等级提升1级。", }, "PokemonBaseStatBoosterModifierType": { - description: "增加持有者的{{statName}}10%,个体值越高堆叠\n上限越高。", + description: "增加10%持有者的{{statName}},\n个体值越高堆叠上限越高。", }, "AllPokemonFullHpRestoreModifierType": { description: "所有宝可梦完全回复HP。", }, "AllPokemonFullReviveModifierType": { - description: "复活所有濒死宝可梦,完全回复HP。", + description: "复活所有濒死的宝可梦,\n并完全回复HP。", }, "MoneyRewardModifierType": { - description: "获得{{moneyMultiplier}}金钱 (₽{{moneyAmount}})。", + description: "获得{{moneyMultiplier}}金钱(₽{{moneyAmount}})。", extra: { "small": "少量", "moderate": "中等", @@ -90,7 +90,7 @@ export const modifierType: ModifierTypeTranslationEntries = { description: "每场战斗获得的好感度提升50%。", }, "PokemonMoveAccuracyBoosterModifierType": { - description: "招式命中率增加{{accuracyAmount}} (最大100)。", + description: "招式命中率增加{{accuracyAmount}}(最大100)。", }, "PokemonMultiHitModifierType": { description: "攻击以40/25/12.5%的伤害造成2/3/4次伤害", @@ -114,29 +114,29 @@ export const modifierType: ModifierTypeTranslationEntries = { }, "TerastallizeModifierType": { name: "{{teraType}}太晶碎块", - description: "持有者获得{{teraType}}太晶化10场战斗。", + description: "持有者获得{{teraType}}太晶化,\n持续10场战斗。", }, "ContactHeldItemTransferChanceModifierType": { - description: "攻击时{{chancePercent}}%概率偷取对手物品。", + description: "攻击时{{chancePercent}}%概率\n偷取对手物品。", }, "TurnHeldItemTransferModifierType": { - description: "持有者每回合从对手那里获得一个持有的物品。", + description: "持有者每回合从对手那里\n获得一个持有的物品。", }, "EnemyAttackStatusEffectChanceModifierType": { description: "攻击时{{chancePercent}}%概率造成{{statusEffect}}。", }, "EnemyEndureChanceModifierType": { - description: "敌方增加{{chancePercent}}%的概率在本回合不会倒下。", + description: "敌方增加{{chancePercent}}%的概率\n在本回合不会倒下。", }, "RARE_CANDY": { name: "神奇糖果" }, "RARER_CANDY": { name: "超神奇糖果" }, - "MEGA_BRACELET": { name: "超级手镯", description: "能让携带着超级石战斗的宝可梦进行\n超级进化。" }, - "DYNAMAX_BAND": { name: "极巨腕带", description: "能让携带着极巨菇菇战斗的宝可梦进行\n极巨化。" }, - "TERA_ORB": { name: "太晶珠", description: "能让携带着太晶碎块战斗的宝可梦进行\n太晶化。" }, + "MEGA_BRACELET": { name: "MEGA手镯", description: "能让携带着MEGA石战斗的宝可梦\n进行MEGA进化。" }, + "DYNAMAX_BAND": { name: "极巨腕带", description: "能让携带着极巨菇菇战斗的宝可梦\n进行超极巨化。" }, + "TERA_ORB": { name: "太晶珠", description: "能让携带着太晶碎块战斗的宝可梦\n进行太晶化。" }, - "MAP": { name: "地图", description: "允许你在切换宝可梦群落时选择目的地。"}, + "MAP": { name: "地图", description: "有概率允许你在切换地区时\n选择目的地。"}, "POTION": { name: "伤药" }, "SUPER_POTION": { name: "好伤药" }, @@ -169,7 +169,7 @@ export const modifierType: ModifierTypeTranslationEntries = { "MEMORY_MUSHROOM": { name: "回忆蘑菇", description: "回忆一个宝可梦已经遗忘的招式。" }, "EXP_SHARE": { name: "学习装置", description: "未参加对战的宝可梦获得20%的经验值。" }, - "EXP_BALANCE": { name: "均衡型学习装置", description: "队伍中的低级宝可梦获得更多经验值。" }, + "EXP_BALANCE": { name: "均衡型学习装置", description: "经验值会更多分给队伍中等级最低的宝可梦。" }, "OVAL_CHARM": { name: "圆形护符", description: "当多只宝可梦参与战斗,分别获得总经验值\n10%的额外经验值。" }, @@ -182,19 +182,19 @@ export const modifierType: ModifierTypeTranslationEntries = { "SOOTHE_BELL": { name: "安抚之铃" }, - "EVIOLITE": { name: "进化奇石", description: "进化的神奇石块。携带后,还能进化的宝可梦的 防御和特防就会提高。" }, + "EVIOLITE": { name: "进化奇石", description: "携带后,还能进化的宝可梦的\n防御和特防就会提高。" }, - "SOUL_DEW": { name: "心之水滴", description: "增加宝可梦性格影响10% (加算)。" }, + "SOUL_DEW": { name: "心之水滴", description: "增加10%宝可梦性格对数值的影响 (加算)。" }, "NUGGET": { name: "金珠" }, "BIG_NUGGET": { name: "巨大金珠" }, "RELIC_GOLD": { name: "古代金币" }, - "AMULET_COIN": { name: "护符金币", description: "金钱奖励增加20%。" }, + "AMULET_COIN": { name: "护符金币", description: "获得的金钱增加20%。" }, "GOLDEN_PUNCH": { name: "黄金拳头", description: "将50%造成的伤害转换为金钱。" }, - "COIN_CASE": { name: "代币盒", description: "每十场战斗, 获得自己金钱10%的利息。" }, + "COIN_CASE": { name: "代币盒", description: "每10场战斗, 获得自己金钱10%的利息。" }, - "LOCK_CAPSULE": { name: "上锁的容器", description: "允许在刷新物品时锁定物品稀有度。" }, + "LOCK_CAPSULE": { name: "上锁的容器", description: "允许在商店中刷新物品时,\n锁定物品的稀有度。" }, "GRIP_CLAW": { name: "紧缠钩爪" }, "WIDE_LENS": { name: "广角镜" }, @@ -206,14 +206,14 @@ export const modifierType: ModifierTypeTranslationEntries = { "BERRY_POUCH": { name: "树果袋", description: "使用树果时有30%的几率不会消耗树果。" }, - "FOCUS_BAND": { name: "气势头带", description: "携带该道具的宝可梦有10%几率在受到\n攻击而将陷入濒死状态时,保留1点HP不陷入濒死状态。" }, + "FOCUS_BAND": { name: "气势头带", description: "携带该道具的宝可梦有10%几率在受到攻击\n而将陷入濒死状态时,保留1点HP不陷入濒死状态。" }, "QUICK_CLAW": { name: "先制之爪", description: "有10%的几率无视速度优先使出招式\n(先制技能优先)。" }, - "KINGS_ROCK": { name: "王者之证", description: "携带该道具的宝可梦使用任意原本不会造成\n畏缩状态的攻击招式并造成伤害时,有\n10%几率使目标陷入畏缩状态。" }, + "KINGS_ROCK": { name: "王者之证", description: "使用任意原本不会造成畏缩状态的攻击,\n有10%几率使目标陷入畏缩状态。" }, - "LEFTOVERS": { name: "吃剩的东西", description: "携带该道具的宝可梦在每个回合结束时恢复\n最大HP的1/16。" }, - "SHELL_BELL": { name: "贝壳之铃", description: "携带该道具的宝可梦在攻击对方成功造成伤\n害时,携带者的HP会恢复其所造成伤害\n的1/8。" }, + "LEFTOVERS": { name: "吃剩的东西", description: "携带后,在每个回合结束时恢复\n最大HP的1/16。" }, + "SHELL_BELL": { name: "贝壳之铃", description: "携带后,在攻击对方成功造成伤害时,\n携带者的HP会恢复其所造成伤害的1/8。" }, "TOXIC_ORB": { name: "剧毒宝珠", description: "触碰后会放出毒的神奇宝珠。携带后,在战斗时会变成剧毒状态。" }, "FLAME_ORB": { name: "火焰宝珠", description: "触碰后会放出热量的神奇宝珠。携带后,在战斗时会变成灼伤状态。" }, @@ -223,13 +223,13 @@ export const modifierType: ModifierTypeTranslationEntries = { "SHINY_CHARM": { name: "闪耀护符", description: "显著增加野生宝可梦的闪光概率。" }, "ABILITY_CHARM": { name: "特性护符", description: "显著增加野生宝可梦有隐藏特性的概率。" }, - "IV_SCANNER": { name: "个体值探测器", description: "允许扫描野生宝可梦的个体值。可叠加,每多拥有一个多显示\n2项个体值. 最好的个体值优先显示。" }, + "IV_SCANNER": { name: "个体值探测器", description: "允许扫描野生宝可梦的个体值。每多拥有一个\n多显示两项个体值,优先显示最高项。" }, "DNA_SPLICERS": { name: "基因之楔" }, "MINI_BLACK_HOLE": { name: "迷你黑洞" }, - "GOLDEN_POKEBALL": { name: "黄金精灵球", description: "在每场战斗结束后增加一个额外物品选项。" }, + "GOLDEN_POKEBALL": { name: "黄金精灵球", description: "在每场战斗结束后,增加一个额外物品选项。" }, "ENEMY_DAMAGE_BOOSTER": { name: "伤害硬币", description: "造成5%额外伤害(乘算)。" }, "ENEMY_DAMAGE_REDUCTION": { name: "防御硬币", description: "受到2.5%更少伤害(乘算)。" }, @@ -242,7 +242,7 @@ export const modifierType: ModifierTypeTranslationEntries = { "ENEMY_FUSED_CHANCE": { name: "融合硬币", description: "增加1%野生融合宝可梦出现概率。" }, }, SpeciesBoosterItem: { - "LIGHT_BALL": { name: "电气球", description: "让皮卡丘携带后,攻击和特攻就会 提高的神奇之球。" }, + "LIGHT_BALL": { name: "电气球", description: "让皮卡丘携带后,攻击和特攻就会提高的神奇之球。" }, "THICK_CLUB": { name: "粗骨头", description: "某种坚硬的骨头。让卡拉卡拉或嘎啦嘎啦携带后,攻击就会提高。" }, "METAL_POWDER": { name: "金属粉", description: "让百变怪携带后,防御就会提高的神奇粉末。非常细腻坚硬。" }, "QUICK_POWDER": { name: "速度粉", description: "让百变怪携带后,速度就会提高的神奇粉末。非常细腻坚硬。" } diff --git a/src/locales/zh_CN/move.ts b/src/locales/zh_CN/move.ts index e51addd0206..a444a59a3ff 100644 --- a/src/locales/zh_CN/move.ts +++ b/src/locales/zh_CN/move.ts @@ -3,19 +3,19 @@ import { MoveTranslationEntries } from "#app/interfaces/locales"; export const move: MoveTranslationEntries = { "pound": { name: "拍击", - effect: "使用长长的尾巴或手等拍打\n对手进行攻击", + effect: "使用长长的尾巴或手等拍打对手进行攻击", }, "karateChop": { name: "空手劈", - effect: "用锋利的手刀劈向对手进行\n攻击。容易击中要害", + effect: "用锋利的手刀劈向对手进行攻击。\n容易击中要害", }, "doubleSlap": { name: "连环巴掌", - effect: "用连环巴掌拍打对手进行攻\n击。连续攻击2~5次", + effect: "用连环巴掌拍打对手进行攻击。\n连续攻击2~5次", }, "cometPunch": { name: "连续拳", - effect: "用拳头怒涛般的殴打对手进\n行攻击。连续攻击2~5次", + effect: "用拳头怒涛般的殴打对手进行攻击。\n连续攻击2~5次", }, "megaPunch": { name: "百万吨重拳", @@ -23,35 +23,35 @@ export const move: MoveTranslationEntries = { }, "payDay": { name: "聚宝功", - effect: "向对手的身体投掷小金币进\n行攻击。战斗后可以拿到钱", + effect: "向对手的身体投掷小金币进行攻击。\n战斗后可以拿到钱", }, "firePunch": { name: "火焰拳", - effect: "用充满火焰的拳头攻击对手。\n有时会让对手陷入灼伤状\n态", + effect: "用充满火焰的拳头攻击对手。\n有时会让对手陷入灼伤状态", }, "icePunch": { name: "冰冻拳", - effect: "用充满寒气的拳头攻击对手。\n有时会让对手陷入冰冻状\n态", + effect: "用充满寒气的拳头攻击对手。\n有时会让对手陷入冰冻状态", }, "thunderPunch": { name: "雷电拳", - effect: "用充满电流的拳头攻击对手。\n有时会让对手陷入麻痹状\n态", + effect: "用充满电流的拳头攻击对手。\n有时会让对手陷入麻痹状态", }, "scratch": { name: "抓", - effect: "用坚硬且无比锋利的爪子抓\n对手进行攻击", + effect: "用坚硬且无比锋利的爪子抓对手进行攻击", }, "viseGrip": { name: "夹住", - effect: "将对手从两侧夹住,给予伤\n害", + effect: "将对手从两侧夹住,给予伤害", }, "guillotine": { name: "极落钳", - effect: "用大钳子或剪刀等夹断对手\n进行攻击。只要命中就会一\n击昏厥", + effect: "用大钳子或剪刀等夹断对手进行攻击。\n只要命中就会一击昏厥", }, "razorWind": { name: "旋风刀", - effect: "制造风之刃,于第2回合攻\n击对手。容易击中要害", + effect: "制造风之刃,于第2回合攻击对手。\n容易击中要害", }, "swordsDance": { name: "剑舞", @@ -59,35 +59,35 @@ export const move: MoveTranslationEntries = { }, "cut": { name: "居合劈", - effect: "用镰刀或爪子等切斩对手进\n行攻击", + effect: "用镰刀或爪子等切斩对手进行攻击", }, "gust": { name: "起风", - effect: "用翅膀将刮起的狂风袭向对\n手进行攻击", + effect: "用翅膀将刮起的狂风袭向对手进行攻击", }, "wingAttack": { name: "翅膀攻击", - effect: "大大地展开美丽的翅膀,将\n其撞向对手进行攻击", + effect: "大大地展开美丽的翅膀,\n将其撞向对手进行攻击", }, "whirlwind": { name: "吹飞", - effect: "吹飞对手,强制拉后备宝可\n梦上场。如果对手为野生宝\n可梦,战斗将直接结束", + effect: "吹飞对手,强制拉后备宝可梦上场。\n如果对手为野生宝可梦,\n战斗将直接结束", }, "fly": { name: "飞翔", - effect: "第1回合飞上天空,第2回\n合攻击对手", + effect: "第1回合飞上天空,第2回合攻击对手", }, "bind": { name: "绑紧", - effect: "使用长长的身体或藤蔓等,\n在4~5回合内绑紧对手进\n行攻击", + effect: "使用长长的身体或藤蔓等,\n在4~5回合内绑紧对手进行攻击", }, "slam": { name: "摔打", - effect: "使用长长的尾巴或藤蔓等摔\n打对手进行攻击", + effect: "使用长长的尾巴或藤蔓等摔打对手\n进行攻击", }, "vineWhip": { name: "藤鞭", - effect: "用如同鞭子般弯曲而细长的\n藤蔓摔打对手进行攻击", + effect: "用如同鞭子般弯曲而细长的藤蔓摔\n打对手进行攻击", }, "stomp": { name: "踩踏", @@ -99,23 +99,23 @@ export const move: MoveTranslationEntries = { }, "megaKick": { name: "百万吨重踢", - effect: "使出力大无穷的重踢踢飞对\n手进行攻击", + effect: "使出力大无穷的重踢踢飞对手进行攻击", }, "jumpKick": { name: "飞踢", - effect: "使出高高的腾空踢攻击对手。\n如果踢偏则自己会受到伤\n害", + effect: "使出高高的腾空踢攻击对手。\n如果踢偏则自己会受到伤害", }, "rollingKick": { name: "回旋踢", - effect: "一边使身体快速旋转,一边\n踢飞对手进行攻击。有时会\n使对手畏缩", + effect: "一边使身体快速旋转,\n一边踢飞对手进行攻击。有时会使对手畏缩", }, "sandAttack": { name: "泼沙", - effect: "向对手脸上泼沙子,从而降\n低命中率", + effect: "向对手脸上泼沙子,从而降低命中率", }, "headbutt": { name: "头锤", - effect: "将头伸出,笔直地扑向对手\n进行攻击。有时会使对手畏\n缩", + effect: "将头伸出,笔直地扑向对手进行攻击。\n有时会使对手畏缩", }, "hornAttack": { name: "角撞", @@ -127,27 +127,27 @@ export const move: MoveTranslationEntries = { }, "hornDrill": { name: "角钻", - effect: "用旋转的角刺入对手进行攻\n击。只要命中就会一击昏厥", + effect: "用旋转的角刺入对手进行攻击。\n只要命中就会一击昏厥", }, "tackle": { name: "撞击", - effect: "用整个身体撞向对手进行攻\n击", + effect: "用整个身体撞向对手进行攻击", }, "bodySlam": { name: "泰山压顶", - effect: "用整个身体压住对手进行攻\n击。有时会让对手陷入麻痹\n状态", + effect: "用整个身体压住对手进行攻击。\n有时会让对手陷入麻痹状态", }, "wrap": { name: "紧束", - effect: "使用长长的身体或藤蔓等,\n在4~5回合内紧束对手进\n行攻击", + effect: "使用长长的身体或藤蔓等,\n在4~5回合内紧束对手进行攻击", }, "takeDown": { name: "猛撞", - effect: "以惊人的气势撞向对手进行\n攻击。自己也会受到少许伤\n害", + effect: "以惊人的气势撞向对手进行攻击。\n自己也会受到少许伤害", }, "thrash": { name: "大闹一番", - effect: "在2~3回合内,乱打一气\n地攻击对手。大闹一番后自\n己会陷入混乱", + effect: "在2~3回合内,乱打一气地攻击对手。\n大闹一番后自己会陷入混乱", }, "doubleEdge": { name: "舍身冲撞", @@ -155,15 +155,15 @@ export const move: MoveTranslationEntries = { }, "tailWhip": { name: "摇尾巴", - effect: "可爱地左右摇晃尾巴,诱使\n对手疏忽大意。会降低对手\n的防御", + effect: "可爱地左右摇晃尾巴,\n诱使对手疏忽大意。会降低对手的防御", }, "poisonSting": { name: "毒针", - effect: "将有毒的针刺入对手进行攻\n击。有时会让对手陷入中毒\n状态", + effect: "将有毒的针刺入对手进行攻击。\n有时会让对手陷入中毒状态", }, "twineedle": { name: "双针", - effect: "将2根针刺入对手,连续2\n次给予伤害。有时会让对手\n陷入中毒状态", + effect: "将2根针刺入对手,连续2次给予伤害。\n有时会让对手陷入中毒状态", }, "pinMissile": { name: "飞弹针", @@ -171,19 +171,19 @@ export const move: MoveTranslationEntries = { }, "leer": { name: "瞪眼", - effect: "用犀利的眼神使其害怕,从\n而降低对手的防御", + effect: "用犀利的眼神使其害怕,\n从而降低对手的防御", }, "bite": { name: "咬住", - effect: "用尖锐的牙咬住对手进行攻\n击。有时会使对手畏缩", + effect: "用尖锐的牙咬住对手进行攻击。\n有时会使对手畏缩", }, "growl": { name: "叫声", - effect: "让对手听可爱的叫声,引开\n注意力使其疏忽,从而降低\n对手的攻击", + effect: "让对手听可爱的叫声,\n引开注意力使其疏忽,从而降低对手的攻击", }, "roar": { name: "吼叫", - effect: "放走对手,强制拉后备宝可\n梦上场。如果对手为野生宝\n可梦,战斗将直接结束", + effect: "放走对手,强制拉后备宝可梦上场。\n如果对手为野生宝可梦,\n战斗将直接结束", }, "sing": { name: "唱歌", @@ -191,7 +191,7 @@ export const move: MoveTranslationEntries = { }, "supersonic": { name: "超音波", - effect: "从身体发出特殊的音波,从\n而使对手混乱", + effect: "从身体发出特殊的音波,\n从而使对手混乱", }, "sonicBoom": { name: "音爆", @@ -199,7 +199,7 @@ export const move: MoveTranslationEntries = { }, "disable": { name: "定身法", - effect: "阻碍对手行动,之前使出的\n招式将在4回合内无法使用", + effect: "阻碍对手行动,之前使出的招式将\n在4回合内无法使用", }, "acid": { name: "溶解液", @@ -207,7 +207,7 @@ export const move: MoveTranslationEntries = { }, "ember": { name: "火花", - effect: "向对手发射小型火焰进行攻\n击。有时会让对手陷入灼伤\n状态", + effect: "向对手发射小型火焰进行攻击。\n有时会让对手陷入灼伤状态", }, "flamethrower": { name: "喷射火焰", @@ -215,91 +215,91 @@ export const move: MoveTranslationEntries = { }, "mist": { name: "白雾", - effect: "用白雾覆盖身体。在5回合\n内不会让对手降低自己的能\n力", + effect: "用白雾覆盖身体。在5回合内不会\n让对手降低自己的能力", }, "waterGun": { name: "水枪", - effect: "向对手猛烈地喷射水流进行\n攻击", + effect: "向对手猛烈地喷射水流进行攻击", }, "hydroPump": { name: "水炮", - effect: "向对手猛烈地喷射大量水流\n进行攻击", + effect: "向对手猛烈地喷射大量水流进行攻击", }, "surf": { name: "冲浪", - effect: "利用大浪攻击自己周围所有\n的宝可梦", + effect: "利用大浪攻击自己周围所有的宝可梦", }, "iceBeam": { name: "冰冻光束", - effect: "向对手发射冰冻光束进行攻\n击。有时会让对手陷入冰冻\n状态", + effect: "向对手发射冰冻光束进行攻击。\n有时会让对手陷入冰冻状态", }, "blizzard": { name: "暴风雪", - effect: "将猛烈的暴风雪刮向对手进\n行攻击。有时会让对手陷入\n冰冻状态", + effect: "将猛烈的暴风雪刮向对手进行攻击。\n有时会让对手陷入冰冻状态", }, "psybeam": { name: "幻象光线", - effect: "向对手发射神奇的光线进行\n攻击。有时会使对手混乱", + effect: "向对手发射神奇的光线进行攻击。\n有时会使对手混乱", }, "bubbleBeam": { name: "泡沫光线", - effect: "向对手猛烈地喷射泡沫进行\n攻击。有时会降低对手的速\n度", + effect: "向对手猛烈地喷射泡沫进行攻击。\n有时会降低对手的速度", }, "auroraBeam": { name: "极光束", - effect: "向对手发射虹色光束进行攻\n击。有时会降低对手的攻击", + effect: "向对手发射虹色光束进行攻击。\n有时会降低对手的攻击", }, "hyperBeam": { name: "破坏光线", - effect: "向对手发射强烈的光线进行\n攻击。下一回合自己将无法\n动弹", + effect: "向对手发射强烈的光线进行攻击。\n下一回合自己将无法动弹", }, "peck": { name: "啄", - effect: "用尖锐的喙或角刺向对手进\n行攻击", + effect: "用尖锐的喙或角刺向对手进行攻击", }, "drillPeck": { name: "啄钻", - effect: "一边旋转,一边将尖喙刺入\n对手进行攻击", + effect: "一边旋转,一边将尖喙刺入对手进行攻击", }, "submission": { name: "深渊翻滚", - effect: "将对手连同自己一起摔向地\n面进行攻击。自己也会受到\n少许伤害", + effect: "将对手连同自己一起摔向地面进行攻击。\n自己也会受到少许伤害", }, "lowKick": { name: "踢倒", - effect: "用力踢对手的脚,使其摔倒\n进行攻击。对手越重,威力\n越大", + effect: "用力踢对手的脚,使其摔倒进行攻击。\n对手越重,威力越大", }, "counter": { name: "双倍奉还", - effect: "从对手那里受到物理攻击的\n伤害将以2倍返还给同一个\n对手", + effect: "从对手那里受到物理攻击的伤害将\n以2倍返还给同一个对手", }, "seismicToss": { name: "地球上投", - effect: "利用引力将对手甩飞出去。\n给予对手和自己等级相同的\n伤害", + effect: "利用引力将对手甩飞出去。\n给予对手和自己等级相同的伤害", }, "strength": { name: "怪力", - effect: "使出浑身力气殴打对手进行\n攻击", + effect: "使出浑身力气殴打对手进行攻击", }, "absorb": { name: "吸取", - effect: "吸取对手的养分进行攻击。\n可以回复给予对手伤害的一\n半HP", + effect: "吸取对手的养分进行攻击。\n可以回复给予对手伤害的一半HP", }, "megaDrain": { name: "超级吸取", - effect: "吸取对手的养分进行攻击。\n可以回复给予对手伤害的一\n半HP", + effect: "吸取对手的养分进行攻击。\n可以回复给予对手伤害的一半HP", }, "leechSeed": { name: "寄生种子", - effect: "植入寄生种子后,将在每回\n合一点一点吸取对手的HP,\n从而用来回复自己的HP", + effect: "植入寄生种子后,将在每回合一点\n一点吸取对手的HP,\n从而用来回复自己的HP", }, "growth": { name: "生长", - effect: "让身体一下子长大,从而提\n高攻击和特攻", + effect: "让身体一下子长大,从而提高攻击和特攻", }, "razorLeaf": { name: "飞叶快刀", - effect: "飞出叶片,切斩对手进行攻\n击。容易击中要害", + effect: "飞出叶片,切斩对手进行攻击。\n容易击中要害", }, "solarBeam": { name: "日光束", @@ -307,19 +307,19 @@ export const move: MoveTranslationEntries = { }, "poisonPowder": { name: "毒粉", - effect: "撒出毒粉,从而让对手陷入\n中毒状态", + effect: "撒出毒粉,从而让对手陷入中毒状态", }, "stunSpore": { name: "麻痹粉", - effect: "撒出麻痹粉,从而让对手陷\n入麻痹状态", + effect: "撒出麻痹粉,从而让对手陷入麻痹状态", }, "sleepPowder": { name: "催眠粉", - effect: "撒出催眠粉,从而让对手陷\n入睡眠状态", + effect: "撒出催眠粉,从而让对手陷入睡眠状态", }, "petalDance": { name: "花瓣舞", - effect: "在2~3回合内,散落花瓣\n攻击对手。之后自己会陷入\n混乱", + effect: "在2~3回合内,散落花瓣攻击对手。\n之后自己会陷入混乱", }, "stringShot": { name: "吐丝", @@ -327,23 +327,23 @@ export const move: MoveTranslationEntries = { }, "dragonRage": { name: "龙之怒", - effect: "将愤怒的冲击波撞向对手进\n行攻击。必定会给予40的\n伤害", + effect: "将愤怒的冲击波撞向对手进行攻击。\n必定会给予40的伤害", }, "fireSpin": { name: "火焰旋涡", - effect: "将对手困在激烈的火焰旋涡\n中,在4~5回合内进行攻\n击", + effect: "将对手困在激烈的火焰旋涡中,\n在4~5回合内进行攻击", }, "thunderShock": { name: "电击", - effect: "发出电流刺激对手进行攻击。\n有时会让对手陷入麻痹状\n态", + effect: "发出电流刺激对手进行攻击。\n有时会让对手陷入麻痹状态", }, "thunderbolt": { name: "十万伏特", - effect: "向对手发出强力电击进行攻\n击。有时会让对手陷入麻痹\n状态", + effect: "向对手发出强力电击进行攻击。\n有时会让对手陷入麻痹状态", }, "thunderWave": { name: "电磁波", - effect: "向对手发出微弱的电击,从\n而让对手陷入麻痹状态", + effect: "向对手发出微弱的电击,\n从而让对手陷入麻痹状态", }, "thunder": { name: "打雷", @@ -351,35 +351,35 @@ export const move: MoveTranslationEntries = { }, "rockThrow": { name: "落石", - effect: "拿起小岩石,投掷对手进行\n攻击", + effect: "拿起小岩石,投掷对手进行攻击", }, "earthquake": { name: "地震", - effect: "利用地震的冲击,攻击自己\n周围所有的宝可梦", + effect: "利用地震的冲击,攻击自己周围所\n有的宝可梦", }, "fissure": { name: "地裂", - effect: "让对手掉落于地裂的裂缝中\n进行攻击。只要命中就会一\n击昏厥", + effect: "让对手掉落于地裂的裂缝中进行攻击。\n只要命中就会一击昏厥", }, "dig": { name: "挖洞", - effect: "第1回合钻入地底,第2回\n合攻击对手", + effect: "第1回合钻入地底,第2回合攻击对手", }, "toxic": { name: "剧毒", - effect: "让对手陷入剧毒状态。随着\n回合的推进,中毒伤害会增\n加", + effect: "让对手陷入剧毒状态。\n随着回合的推进,中毒伤害会增加", }, "confusion": { name: "念力", - effect: "向对手发送微弱的念力进行\n攻击。有时会使对手混乱", + effect: "向对手发送微弱的念力进行攻击。\n有时会使对手混乱", }, "psychic": { name: "精神强念", - effect: "向对手发送强大的念力进行\n攻击。有时会降低对手的特\n防", + effect: "向对手发送强大的念力进行攻击。\n有时会降低对手的特防", }, "hypnosis": { name: "催眠术", - effect: "施以诱导睡意的暗示,让对\n手陷入睡眠状态", + effect: "施以诱导睡意的暗示,\n让对手陷入睡眠状态", }, "meditate": { name: "瑜伽姿势", @@ -387,23 +387,23 @@ export const move: MoveTranslationEntries = { }, "agility": { name: "高速移动", - effect: "让身体放松变得轻盈,以便\n高速移动。大幅提高自己的\n速度", + effect: "让身体放松变得轻盈,\n以便高速移动。大幅提高自己的速度", }, "quickAttack": { name: "电光一闪", - effect: "以迅雷不及掩耳之势扑向对\n手。必定能够先制攻击", + effect: "以迅雷不及掩耳之势扑向对手。\n必定能够先制攻击", }, "rage": { name: "愤怒", - effect: "如果在使出招式后受到攻击\n的话,会因愤怒的力量而提\n高攻击", + effect: "如果在使出招式后受到攻击的话,\n会因愤怒的力量而提高攻击", }, "teleport": { name: "瞬间移动", - effect: "当有后备宝可梦时使用,就\n可以进行替换。野生的宝可\n梦使用则会逃走", + effect: "当有后备宝可梦时使用,\n就可以进行替换。野生的宝可梦使用则会逃走", }, "nightShade": { name: "黑夜魔影", - effect: "显示恐怖幻影,只给予对手\n和自己等级相同的伤害", + effect: "显示恐怖幻影,只给予对手和自己\n等级相同的伤害", }, "mimic": { name: "模仿", @@ -411,7 +411,7 @@ export const move: MoveTranslationEntries = { }, "screech": { name: "刺耳声", - effect: "发出不由自主想要捂起耳朵\n的刺耳声,从而大幅降低对\n手的防御", + effect: "发出不由自主想要捂起耳朵的刺耳声,\n从而大幅降低对手的防御", }, "doubleTeam": { name: "影子分身", @@ -419,19 +419,19 @@ export const move: MoveTranslationEntries = { }, "recover": { name: "自我再生", - effect: "让细胞再生,从而回复自己\n最大HP的一半", + effect: "让细胞再生,从而回复自己最大H\nP的一半", }, "harden": { name: "变硬", - effect: "全身使劲,让身体变硬,从\n而提高自己的防御", + effect: "全身使劲,让身体变硬,\n从而提高自己的防御", }, "minimize": { name: "变小", - effect: "蜷缩身体显得很小,从而大\n幅提高自己的闪避率", + effect: "蜷缩身体显得很小,从而大幅提高\n自己的闪避率", }, "smokescreen": { name: "烟幕", - effect: "向对手喷出烟或墨汁等,从\n而降低对手的命中率", + effect: "向对手喷出烟或墨汁等,\n从而降低对手的命中率", }, "confuseRay": { name: "奇异之光", @@ -439,59 +439,59 @@ export const move: MoveTranslationEntries = { }, "withdraw": { name: "缩入壳中", - effect: "缩入壳里保护身体,从而提\n高自己的防御", + effect: "缩入壳里保护身体,从而提高自己的防御", }, "defenseCurl": { name: "变圆", - effect: "将身体蜷曲变圆,从而提高\n自己的防御", + effect: "将身体蜷曲变圆,从而提高自己的防御", }, "barrier": { name: "屏障", - effect: "制造坚固的壁障,从而大幅\n提高自己的防御", + effect: "制造坚固的壁障,从而大幅提高自\n己的防御", }, "lightScreen": { name: "光墙", - effect: "利用神奇的墙壁,在5回合\n内减弱从对手那里受到的特\n殊攻击的伤害", + effect: "利用神奇的墙壁,在5回合内减弱\n从对手那里受到的特殊攻击的伤害", }, "haze": { name: "黑雾", - effect: "升起黑雾,将正在场上战斗\n的全体宝可梦的能力变回原\n点", + effect: "升起黑雾,将正在场上战斗的全体\n宝可梦的能力变回原点", }, "reflect": { name: "反射壁", - effect: "利用神奇的墙壁,在5回合\n内减弱从对手那里受到的物\n理攻击的伤害", + effect: "利用神奇的墙壁,在5回合内减弱\n从对手那里受到的物理攻击的伤害", }, "focusEnergy": { name: "聚气", - effect: "深深地吸口气,集中精神。\n自己的攻击会变得容易击中\n要害", + effect: "深深地吸口气,集中精神。\n自己的攻击会变得容易击中要害", }, "bide": { name: "忍耐", - effect: "在2回合内忍受攻击,受到\n的伤害会2倍返还给对手", + effect: "在2回合内忍受攻击,\n受到的伤害会2倍返还给对手", }, "metronome": { name: "挥指", - effect: "挥动手指刺激自己的大脑,\n从许多的招式中随机使出1\n个", + effect: "挥动手指刺激自己的大脑,\n从许多的招式中随机使出1个", }, "mirrorMove": { name: "鹦鹉学舌", - effect: "模仿对手使用的招式,自己\n也使用相同招式", + effect: "模仿对手使用的招式,\n自己也使用相同招式", }, "selfDestruct": { name: "玉石俱碎", - effect: "引发爆炸,攻击自己周围所\n有的宝可梦。使用后陷入昏\n厥", + effect: "引发爆炸,攻击自己周围所有的宝可梦。\n使用后陷入昏厥", }, "eggBomb": { name: "炸蛋", - effect: "向对手用力投掷大大的蛋进\n行攻击", + effect: "向对手用力投掷大大的蛋进行攻击", }, "lick": { name: "舌舔", - effect: "用长长的舌头,舔遍对手进\n行攻击。有时会让对手陷入\n麻痹状态", + effect: "用长长的舌头,舔遍对手进行攻击。\n有时会让对手陷入麻痹状态", }, "smog": { name: "浊雾", - effect: "将肮脏的浓雾吹向对手进行\n攻击。有时会让对手陷入中\n毒状态", + effect: "将肮脏的浓雾吹向对手进行攻击。\n有时会让对手陷入中毒状态", }, "sludge": { name: "污泥攻击", @@ -499,27 +499,27 @@ export const move: MoveTranslationEntries = { }, "boneClub": { name: "骨棒", - effect: "用手中的骨头殴打对手进行\n攻击。有时会使对手畏缩", + effect: "用手中的骨头殴打对手进行攻击。\n有时会使对手畏缩", }, "fireBlast": { name: "大字爆炎", - effect: "用大字形状的火焰烧尽对手。\n有时会让对手陷入灼伤状\n态", + effect: "用大字形状的火焰烧尽对手。\n有时会让对手陷入灼伤状态", }, "waterfall": { name: "攀瀑", - effect: "以惊人的气势扑向对手。有\n时会使对手畏缩", + effect: "以惊人的气势扑向对手。\n有时会使对手畏缩", }, "clamp": { name: "贝壳夹击", - effect: "用非常坚固且厚实的贝壳,\n在4~5回合内夹住对手进\n行攻击", + effect: "用非常坚固且厚实的贝壳,\n在4~5回合内夹住对手进行攻击", }, "swift": { name: "高速星星", - effect: "发射星形的光攻击对手。攻\n击必定会命中", + effect: "发射星形的光攻击对手。\n攻击必定会命中", }, "skullBash": { name: "火箭头锤", - effect: "第1回合把头缩进去,从而\n提高防御。第2回合攻击对\n手", + effect: "第1回合把头缩进去,\n从而提高防御。第2回合攻击对手", }, "spikeCannon": { name: "尖刺加农炮", @@ -527,7 +527,7 @@ export const move: MoveTranslationEntries = { }, "constrict": { name: "缠绕", - effect: "用触手或青藤等缠绕进行攻\n击。有时会降低对手的速度", + effect: "用触手或青藤等缠绕进行攻击。\n有时会降低对手的速度", }, "amnesia": { name: "瞬间失忆", @@ -535,7 +535,7 @@ export const move: MoveTranslationEntries = { }, "kinesis": { name: "折弯汤匙", - effect: "折弯汤匙引开注意,从而降\n低对手的命中率", + effect: "折弯汤匙引开注意,从而降低对手\n的命中率", }, "softBoiled": { name: "生蛋", @@ -543,7 +543,7 @@ export const move: MoveTranslationEntries = { }, "highJumpKick": { name: "飞膝踢", - effect: "跳起后用膝盖撞对手进行攻\n击。如果撞偏则自己会受到\n伤害", + effect: "跳起后用膝盖撞对手进行攻击。\n如果撞偏则自己会受到伤害", }, "glare": { name: "大蛇瞪眼", @@ -551,7 +551,7 @@ export const move: MoveTranslationEntries = { }, "dreamEater": { name: "食梦", - effect: "吃掉正在睡觉的对手的梦进\n行攻击。回复对手所受到伤\n害的一半HP", + effect: "吃掉正在睡觉的对手的梦进行攻击。\n回复对手所受到伤害的一半HP", }, "poisonGas": { name: "毒瓦斯", @@ -559,43 +559,43 @@ export const move: MoveTranslationEntries = { }, "barrage": { name: "投球", - effect: "向对手投掷圆形物体进行攻\n击。连续攻击2~5次", + effect: "向对手投掷圆形物体进行攻击。\n连续攻击2~5次", }, "leechLife": { name: "吸血", - effect: "吸取血液攻击对手。可以回\n复给予对手伤害的一半HP", + effect: "吸取血液攻击对手。可以回复给予\n对手伤害的一半HP", }, "lovelyKiss": { name: "恶魔之吻", - effect: "用恐怖的脸强吻对手。让对\n手陷入睡眠状态", + effect: "用恐怖的脸强吻对手。\n让对手陷入睡眠状态", }, "skyAttack": { name: "神鸟猛击", - effect: "第2回合攻击对手。偶尔使\n对手畏缩。也容易击中要害", + effect: "第2回合攻击对手。偶尔使对手畏缩。\n也容易击中要害", }, "transform": { name: "变身", - effect: "变身成对手宝可梦的样子,\n能够使用和对手完全相同的\n招式", + effect: "变身成对手宝可梦的样子,\n能够使用和对手完全相同的招式", }, "bubble": { name: "泡沫", - effect: "向对手用力吹起无数泡泡进\n行攻击。有时会降低对手的\n速度", + effect: "向对手用力吹起无数泡泡进行攻击。\n有时会降低对手的速度", }, "dizzyPunch": { name: "迷昏拳", - effect: "有节奏地出拳攻击对手。有\n时会使对手混乱", + effect: "有节奏地出拳攻击对手。\n有时会使对手混乱", }, "spore": { name: "蘑菇孢子", - effect: "沙沙沙地撒满具有催眠效果\n的孢子,从而让对手陷入睡\n眠状态", + effect: "沙沙沙地撒满具有催眠效果的孢子,\n从而让对手陷入睡眠状态", }, "flash": { name: "闪光", - effect: "使出光芒,从而降低对手的\n命中率。也可在阴暗的洞窟\n里照亮四周", + effect: "使出光芒,从而降低对手的命中率。\n也可在阴暗的洞窟里照亮四周", }, "psywave": { name: "精神波", - effect: "向对手发射神奇的念波进行\n攻击。每次使用,伤害都会\n改变", + effect: "向对手发射神奇的念波进行攻击。\n每次使用,伤害都会改变", }, "splash": { name: "跃起", @@ -611,59 +611,59 @@ export const move: MoveTranslationEntries = { }, "explosion": { name: "大爆炸", - effect: "引发大爆炸,攻击自己周围\n所有的宝可梦。使用后自己\n会陷入昏厥", + effect: "引发大爆炸,攻击自己周围所有的宝可梦。\n使用后自己会陷入昏厥", }, "furySwipes": { name: "乱抓", - effect: "用爪子或镰刀等抓对手进行\n攻击。连续攻击2~5次", + effect: "用爪子或镰刀等抓对手进行攻击。\n连续攻击2~5次", }, "bonemerang": { name: "骨头回力镖", - effect: "用手中的骨头投掷对手,来\n回连续2次给予伤害", + effect: "用手中的骨头投掷对手,\n来回连续2次给予伤害", }, "rest": { name: "睡觉", - effect: "连续睡上2回合。回复自己\n的全部HP以及治愈所有异\n常状态", + effect: "连续睡上2回合。回复自己的全部\nHP以及治愈所有异常状态", }, "rockSlide": { name: "岩崩", - effect: "将大岩石猛烈地撞向对手进\n行攻击。有时会使对手畏缩", + effect: "将大岩石猛烈地撞向对手进行攻击。\n有时会使对手畏缩", }, "hyperFang": { name: "终结门牙", - effect: "用锋利的门牙牢牢地咬住对\n手进行攻击。有时会使对手\n畏缩", + effect: "用锋利的门牙牢牢地咬住对手进行攻击。\n有时会使对手畏缩", }, "sharpen": { name: "棱角化", - effect: "增加身体的角,变得棱棱角\n角,从而提高自己的攻击", + effect: "增加身体的角,变得棱棱角角,\n从而提高自己的攻击", }, "conversion": { name: "纹理", - effect: "将自己的属性转换成和已学\n会的招式中第一个招式相同\n的属性", + effect: "将自己的属性转换成和已学会的招\n式中第一个招式相同的属性", }, "triAttack": { name: "三重攻击", - effect: "用3种光线进行攻击。有时\n会让对手陷入麻痹、灼伤或\n冰冻的状态", + effect: "用3种光线进行攻击。\n有时会让对手陷入麻痹、灼伤或冰冻的状态", }, "superFang": { name: "愤怒门牙", - effect: "用锋利的门牙猛烈地咬住对\n手进行攻击。对手的HP减\n半", + effect: "用锋利的门牙猛烈地咬住对手进行攻击。\n对手的HP减半", }, "slash": { name: "劈开", - effect: "用爪子或镰刀等劈开对手进\n行攻击。容易击中要害", + effect: "用爪子或镰刀等劈开对手进行攻击。\n容易击中要害", }, "substitute": { name: "替身", - effect: "削减少许自己的HP,制造\n分身。分身将成为自己的替\n身", + effect: "削减少许自己的HP,\n制造分身。分身将成为自己的替身", }, "struggle": { name: "挣扎", - effect: "当自己的PP耗尽时,努力\n挣扎攻击对手。自己也会受\n到少许伤害", + effect: "当自己的PP耗尽时,\n努力挣扎攻击对手。自己也会受到少许伤害", }, "sketch": { name: "写生", - effect: "将对手使用的招式变成自己\n的招式。使用1次后写生消\n失", + effect: "将对手使用的招式变成自己的招式。\n使用1次后写生消失", }, "tripleKick": { name: "三连踢", @@ -671,63 +671,63 @@ export const move: MoveTranslationEntries = { }, "thief": { name: "小偷", - effect: "攻击的同时盗取道具。当自\n己携带道具时,不会去盗取", + effect: "攻击的同时盗取对手的道具。", }, "spiderWeb": { name: "蛛网", - effect: "将黏糊糊的细丝一层一层缠\n住对手,使其不能从战斗中\n逃走", + effect: "将黏糊糊的细丝一层一层缠住对手,\n使其不能从战斗中逃走", }, "mindReader": { name: "心之眼", - effect: "用心感受对手的行动,下次\n攻击必定会击中对手", + effect: "用心感受对手的行动,\n下次攻击必定会击中对手", }, "nightmare": { name: "恶梦", - effect: "让在睡眠状态下的对手做恶\n梦,每回合会缓缓减少HP", + effect: "让在睡眠状态下的对手做恶梦,\n每回合会缓缓减少HP", }, "flameWheel": { name: "火焰轮", - effect: "让火焰覆盖全身,猛撞向对\n手进行攻击。有时会让对手\n陷入灼伤状态", + effect: "让火焰覆盖全身,猛撞向对手进行攻击。\n有时会让对手陷入灼伤状态", }, "snore": { name: "打鼾", - effect: "在自己睡觉时,发出噪音进\n行攻击。有时会使对手畏缩", + effect: "在自己睡觉时,发出噪音进行攻击。\n有时会使对手畏缩", }, "curse": { name: "诅咒", - effect: "使用该招式的宝可梦,其属\n性是幽灵属性或其他属性时,\n效果会不一样", + effect: "使用该招式的宝可梦,\n其属性是幽灵属性或其他属性时,\n效果会不一样", }, "flail": { name: "抓狂", - effect: "抓狂般乱打进行攻击。自己\n的HP越少,招式的威力越\n大", + effect: "抓狂般乱打进行攻击。\n自己的HP越少,招式的威力越大", }, "conversion2": { name: "纹理2", - effect: "为了可以抵抗对手最后使用\n的招式,从而使自己的属性\n发生变化", + effect: "为了可以抵抗对手最后使用的招式,\n从而使自己的属性发生变化", }, "aeroblast": { name: "气旋攻击", - effect: "发射空气旋涡进行攻击。容\n易击中要害", + effect: "发射空气旋涡进行攻击。\n容易击中要害", }, "cottonSpore": { name: "棉孢子", - effect: "将棉花般柔软的孢子紧贴对\n手,从而大幅降低对手的速\n度", + effect: "将棉花般柔软的孢子紧贴对手,\n从而大幅降低对手的速度", }, "reversal": { name: "绝处逢生", - effect: "竭尽全力进行攻击。自己的\nHP越少,招式的威力越大", + effect: "竭尽全力进行攻击。自己的HP越少,\n招式的威力越大", }, "spite": { name: "怨恨", - effect: "对对手最后使用的招式怀有\n怨恨,减少4PP该招式", + effect: "对对手最后使用的招式怀有怨恨,\n减少4PP该招式", }, "powderSnow": { name: "细雪", - effect: "将冰冷的细雪吹向对手进行\n攻击。有时会让对手陷入冰\n冻状态", + effect: "将冰冷的细雪吹向对手进行攻击。\n有时会让对手陷入冰冻状态", }, "protect": { name: "守住", - effect: "完全抵挡对手的攻击。连续\n使出则容易失败", + effect: "完全抵挡对手的攻击。\n连续使出则容易失败", }, "machPunch": { name: "音速拳", @@ -735,11 +735,11 @@ export const move: MoveTranslationEntries = { }, "scaryFace": { name: "可怕面孔", - effect: "用恐怖的表情瞪着对手,使\n其害怕,从而大幅降低对手\n的速度", + effect: "用恐怖的表情瞪着对手,\n使其害怕,从而大幅降低对手的速度", }, "feintAttack": { name: "出奇一击", - effect: "悄悄地靠近对手,趁其不备\n进行殴打。攻击必定会命中", + effect: "悄悄地靠近对手,趁其不备进行殴打。\n攻击必定会命中", }, "sweetKiss": { name: "天使之吻", @@ -747,7 +747,7 @@ export const move: MoveTranslationEntries = { }, "bellyDrum": { name: "腹鼓", - effect: "将自己的HP减少到最大\nHP的一半,从而最大限度提\n高自己的攻击", + effect: "将自己的HP减少到最大HP的一半,\n从而最大限度提高自己的攻击", }, "sludgeBomb": { name: "污泥炸弹", @@ -755,79 +755,79 @@ export const move: MoveTranslationEntries = { }, "mudSlap": { name: "掷泥", - effect: "向对手的脸等投掷泥块进行\n攻击。会降低对手的命中率", + effect: "向对手的脸等投掷泥块进行攻击。\n会降低对手的命中率", }, "octazooka": { name: "章鱼桶炮", - effect: "向对手的脸等喷出墨汁进行\n攻击。有时会降低对手的命\n中率", + effect: "向对手的脸等喷出墨汁进行攻击。\n有时会降低对手的命中率", }, "spikes": { name: "撒菱", - effect: "在对手的脚下扔撒菱。对替\n换出场的对手的宝可梦给予\n伤害", + effect: "在对手的脚下扔撒菱。\n对替换出场的对手的宝可梦给予伤害", }, "zapCannon": { name: "电磁炮", - effect: "发射大炮一样的电流进行攻\n击。让对手陷入麻痹状态", + effect: "发射大炮一样的电流进行攻击。\n让对手陷入麻痹状态", }, "foresight": { name: "识破", - effect: "使出后对幽灵属性宝可梦没\n有效果的招式以及闪避率高\n的对手,变得能够打中", + effect: "使出后对幽灵属性宝可梦没有效果\n的招式以及闪避率高的对手,\n变得能够打中", }, "destinyBond": { name: "同命", - effect: "使出招式后,当受到对手攻\n击陷入昏厥时,对手也会一\n同昏厥。连续使出则会失败", + effect: "使出招式后,当受到对手攻击陷入昏厥时,\n对手也会一同昏厥。\n连续使出则会失败", }, "perishSong": { name: "终焉之歌", - effect: "倾听歌声的宝可梦经过3回\n合陷入昏厥。替换后效果消\n失", + effect: "倾听歌声的宝可梦经过3回合陷入昏厥。\n替换后效果消失", }, "icyWind": { name: "冰冻之风", - effect: "将结冰的冷气吹向对手进行\n攻击。会降低对手的速度", + effect: "将结冰的冷气吹向对手进行攻击。\n会降低对手的速度", }, "detect": { name: "看穿", - effect: "完全抵挡对手的攻击。连续\n使出则容易失败", + effect: "完全抵挡对手的攻击。\n连续使出则容易失败", }, "boneRush": { name: "骨棒乱打", - effect: "用坚硬的骨头殴打对手进行\n攻击。连续攻击2~5次", + effect: "用坚硬的骨头殴打对手进行攻击。\n连续攻击2~5次", }, "lockOn": { name: "锁定", - effect: "紧紧瞄准对手,下次攻击必\n定会打中", + effect: "紧紧瞄准对手,下次攻击必定会打中", }, "outrage": { name: "逆鳞", - effect: "在2~3回合内,乱打一气\n地进行攻击。大闹一番后自\n己会陷入混乱", + effect: "在2~3回合内,乱打一气地进行攻击。\n大闹一番后自己会陷入混乱", }, "sandstorm": { name: "沙暴", - effect: "在5回合内扬起沙暴,除岩\n石、地面和钢属性以外的宝\n可梦,都会受到伤害。岩石\n属性的特防还会提高", + effect: "在5回合内扬起沙暴,\n除岩石、地面和钢属性以外的宝可梦,\n都会受到伤害。岩石属性的特防还会提高", }, "gigaDrain": { name: "终极吸取", - effect: "吸取对手的养分进行攻击。\n可以回复给予对手伤害的一\n半HP", + effect: "吸取对手的养分进行攻击。\n可以回复给予对手伤害的一半HP", }, "endure": { name: "挺住", - effect: "即使受到攻击,也至少会留\n下1HP。连续使出则容易\n失败", + effect: "即使受到攻击,也至少会留下1HP。\n连续使出则容易失败", }, "charm": { name: "撒娇", - effect: "可爱地凝视,诱使对手疏忽\n大意,从而大幅降低对手的\n攻击", + effect: "可爱地凝视,诱使对手疏忽大意,\n从而大幅降低对手的攻击", }, "rollout": { name: "滚动", - effect: "在5回合内连续滚动攻击对\n手。招式每次击中,威力就\n会提高", + effect: "在5回合内连续滚动攻击对手。\n招式每次击中,威力就会提高", }, "falseSwipe": { name: "点到为止", - effect: "对手的HP至少会留下1\nHP,如此般手下留情地攻击", + effect: "对手的HP至少会留下1HP,\n如此般手下留情地攻击", }, "swagger": { name: "虚张声势", - effect: "激怒对手,使其混乱。因为\n愤怒,对手的攻击会大幅提\n高", + effect: "激怒对手,使其混乱。\n因为愤怒,对手的攻击会大幅提高", }, "milkDrink": { name: "喝牛奶", @@ -835,31 +835,31 @@ export const move: MoveTranslationEntries = { }, "spark": { name: "电光", - effect: "让电流覆盖全身,猛撞向对\n手进行攻击。有时会让对手\n陷入麻痹状态", + effect: "让电流覆盖全身,猛撞向对手进行攻击。\n有时会让对手陷入麻痹状态", }, "furyCutter": { name: "连斩", - effect: "用镰刀或爪子等切斩对手进\n行攻击。连续击中,威力就\n会提高", + effect: "用镰刀或爪子等切斩对手进行攻击。\n连续击中,威力就会提高", }, "steelWing": { name: "钢翼", - effect: "用坚硬的翅膀敲打对手进行\n攻击。有时会提高自己的防\n御", + effect: "用坚硬的翅膀敲打对手进行攻击。\n有时会提高自己的防御", }, "meanLook": { name: "黑色目光", - effect: "用好似要勾人心魂的黑色目\n光一动不动地凝视对手,使\n其不能从战斗中逃走", + effect: "用好似要勾人心魂的黑色目光一动\n不动地凝视对手,使其不能从战斗中逃走", }, "attract": { name: "迷人", - effect: "♂诱惑♀或♀诱惑♂,让对\n手着迷。对手将很难使出招\n式", + effect: "♂诱惑♀或♀诱惑♂,让对手着迷。\n对手将很难使出招式", }, "sleepTalk": { name: "梦话", - effect: "从自己已学会的招式中任意\n使出1个。只能在自己睡觉\n时使用", + effect: "从自己已学会的招式中任意使出1个。\n只能在自己睡觉时使用", }, "healBell": { name: "治愈铃声", - effect: "让同伴听舒适的铃音,从而\n治愈我方全员的异常状态", + effect: "让同伴听舒适的铃音,\n从而治愈我方全员的异常状态", }, "return": { name: "报恩", @@ -867,27 +867,27 @@ export const move: MoveTranslationEntries = { }, "present": { name: "礼物", - effect: "递给对手设有圈套的盒子进\n行攻击。也有可能回复对手\nHP", + effect: "递给对手设有圈套的盒子进行攻击。\n也有可能回复对手HP", }, "frustration": { name: "迁怒", - effect: "为了发泄不满而全力攻击对\n手。亲密度越低,威力越大", + effect: "为了发泄不满而全力攻击对手。\n亲密度越低,威力越大", }, "safeguard": { name: "神秘守护", - effect: "在5回合内被神奇的力量守\n护,从而不会陷入异常状态", + effect: "在5回合内被神奇的力量守护,\n从而不会陷入异常状态", }, "painSplit": { name: "分担痛楚", - effect: "将自己的HP和对手的HP\n相加,然后自己和对手友好\n地平分", + effect: "将自己的HP和对手的HP相加,\n然后自己和对手友好地平分", }, "sacredFire": { name: "神圣之火", - effect: "用神秘的火焰烧尽对手进行\n攻击。有时会让对手陷入灼\n伤状态", + effect: "用神秘的火焰烧尽对手进行攻击。\n有时会让对手陷入灼伤状态", }, "magnitude": { name: "震级", - effect: "晃动地面,攻击自己周围所\n有的宝可梦。招式的威力会\n有各种变化", + effect: "晃动地面,攻击自己周围所有的宝可梦。\n招式的威力会有各种变化", }, "dynamicPunch": { name: "爆裂拳", @@ -895,75 +895,75 @@ export const move: MoveTranslationEntries = { }, "megahorn": { name: "超级角击", - effect: "用坚硬且华丽的角狠狠地刺\n入对手进行攻击", + effect: "用坚硬且华丽的角狠狠地刺入对手\n进行攻击", }, "dragonBreath": { name: "龙息", - effect: "将强烈的气息吹向对手进行\n攻击。有时会让对手陷入麻\n痹状态", + effect: "将强烈的气息吹向对手进行攻击。\n有时会让对手陷入麻痹状态", }, "batonPass": { name: "接棒", - effect: "和后备宝可梦进行替换。换\n上的宝可梦能直接继承其能\n力的变化", + effect: "和后备宝可梦进行替换。\n换上的宝可梦能直接继承其能力的变化", }, "encore": { name: "再来一次", - effect: "让对手接受再来一次,连续\n3次使出最后使用的招式", + effect: "让对手接受再来一次,\n连续3次使出最后使用的招式", }, "pursuit": { name: "追打", - effect: "当对手替换宝可梦上场时使\n出此招式的话,能够以2倍\n的威力进行攻击", + effect: "当对手替换宝可梦上场时使出此招式的话,\n能够以2倍的威力进行攻击", }, "rapidSpin": { name: "高速旋转", - effect: "通过旋转来攻击对手。可以\n摆脱绑紧、紧束、寄生种子\n等招式。还能提高自己的速\n度", + effect: "通过旋转来攻击对手。\n可以摆脱绑紧、紧束、寄生种子等招式。\n还能提高自己的速度", }, "sweetScent": { name: "甜甜香气", - effect: "用香气大幅降低对手的闪避\n率", + effect: "用香气大幅降低对手的闪避率", }, "ironTail": { name: "铁尾", - effect: "使用坚硬的尾巴摔打对手进\n行攻击。有时会降低对手的\n防御", + effect: "使用坚硬的尾巴摔打对手进行攻击。\n有时会降低对手的防御", }, "metalClaw": { name: "金属爪", - effect: "用钢铁之爪劈开对手进行攻\n击。有时会提高自己的攻击", + effect: "用钢铁之爪劈开对手进行攻击。\n有时会提高自己的攻击", }, "vitalThrow": { name: "借力摔", - effect: "会在对手之后进行攻击。但\n是自己的攻击必定会命中", + effect: "会在对手之后进行攻击。\n但是自己的攻击必定会命中", }, "morningSun": { name: "晨光", - effect: "回复自己的HP。根据天气\n的不同,回复量也会有所变\n化", + effect: "回复自己的HP。根据天气的不同,\n回复量也会有所变化", }, "synthesis": { name: "光合作用", - effect: "回复自己的HP。根据天气\n的不同,回复量也会有所变\n化", + effect: "回复自己的HP。根据天气的不同,\n回复量也会有所变化", }, "moonlight": { name: "月光", - effect: "回复自己的HP。根据天气\n的不同,回复量也会有所变\n化", + effect: "回复自己的HP。根据天气的不同,\n回复量也会有所变化", }, "hiddenPower": { name: "觉醒力量", - effect: "招式的属性会随着使用此招\n式的宝可梦而改变", + effect: "招式的属性会随着使用此招式的宝\n可梦而改变", }, "crossChop": { name: "十字劈", - effect: "用两手呈十字劈打对手进行\n攻击。容易击中要害", + effect: "用两手呈十字劈打对手进行攻击。\n容易击中要害", }, "twister": { name: "龙卷风", - effect: "兴起龙卷风,将对手卷入进\n行攻击。有时会使对手畏缩", + effect: "兴起龙卷风,将对手卷入进行攻击。\n有时会使对手畏缩", }, "rainDance": { name: "求雨", - effect: "在5回合内一直降雨,从而\n提高水属性的招式威力。火\n属性的招式威力则降低", + effect: "在5回合内一直降雨,\n从而提高水属性的招式威力。火属性的招式威\n力则降低", }, "sunnyDay": { name: "大晴天", - effect: "在5回合内让日照变得强烈,\n从而提高火属性的招式威\n力。水属性的招式威力则降\n低", + effect: "在5回合内让日照变得强烈,\n从而提高火属性的招式威力。\n水属性的招式威力则降低", }, "crunch": { name: "咬碎", @@ -971,111 +971,111 @@ export const move: MoveTranslationEntries = { }, "mirrorCoat": { name: "镜面反射", - effect: "从对手那里受到特殊攻击的\n伤害将以2倍返还给同一个\n对手", + effect: "从对手那里受到特殊攻击的伤害将\n以2倍返还给同一个对手", }, "psychUp": { name: "自我暗示", - effect: "向自己施以自我暗示,将能\n力变化的状态变得和对手一\n样", + effect: "向自己施以自我暗示,\n将能力变化的状态变得和对手一样", }, "extremeSpeed": { name: "神速", - effect: "以迅雷不及掩耳之势猛撞向\n对手进行攻击。必定能够先\n制攻击", + effect: "以迅雷不及掩耳之势猛撞向对手进行攻击。\n必定能够先制攻击", }, "ancientPower": { name: "原始之力", - effect: "用原始之力进行攻击。有时\n会提高自己所有的能力", + effect: "用原始之力进行攻击。\n有时会提高自己所有的能力", }, "shadowBall": { name: "暗影球", - effect: "投掷一团黑影进行攻击。有\n时会降低对手的特防", + effect: "投掷一团黑影进行攻击。\n有时会降低对手的特防", }, "futureSight": { name: "预知未来", - effect: "在使用招式2回合后,向对\n手发送一团念力进行攻击", + effect: "在使用招式2回合后,\n向对手发送一团念力进行攻击", }, "rockSmash": { name: "碎岩", - effect: "用拳头进行攻击。有时会降\n低对手的防御", + effect: "用拳头进行攻击。有时会降低对手的防御", }, "whirlpool": { name: "潮旋", - effect: "将对手困在激烈的水流旋涡\n中,在4~5回合内进行攻\n击", + effect: "将对手困在激烈的水流旋涡中,\n在4~5回合内进行攻击", }, "beatUp": { name: "围攻", - effect: "我方全员进行攻击。同行的\n宝可梦越多,招式的攻击次\n数越多", + effect: "我方全员进行攻击。同行的宝可梦越多,\n招式的攻击次数越多", }, "fakeOut": { name: "击掌奇袭", - effect: "进行先制攻击,使对手畏缩。\n要在出场后立刻使出才能\n成功", + effect: "进行先制攻击,使对手畏缩。\n要在出场后立刻使出才能成功", }, "uproar": { name: "吵闹", - effect: "在3回合内大吵大闹攻击对\n手。在此期间谁都不能入眠", + effect: "在3回合内大吵大闹攻击对手。\n在此期间谁都不能入眠", }, "stockpile": { name: "蓄力", - effect: "积蓄力量,提高自己的防御\n和特防。最多积蓄3次", + effect: "积蓄力量,提高自己的防御和特防。\n最多积蓄3次", }, "spitUp": { name: "喷出", - effect: "将积蓄的力量撞向对手进行\n攻击。积蓄得越多,威力越\n大", + effect: "将积蓄的力量撞向对手进行攻击。\n积蓄得越多,威力越大", }, "swallow": { name: "吞下", - effect: "将积蓄的力量吞下,从而回\n复自己的HP。积蓄得越多,\n回复越大", + effect: "将积蓄的力量吞下,从而回复自己的HP。\n积蓄得越多,回复越大", }, "heatWave": { name: "热风", - effect: "将炎热的气息吹向对手进行\n攻击。有时会让对手陷入灼\n伤状态", + effect: "将炎热的气息吹向对手进行攻击。\n有时会让对手陷入灼伤状态", }, "hail": { name: "冰雹", - effect: "在5回合内一直降冰雹,除\n冰属性的宝可梦以外,给予\n全体宝可梦伤害", + effect: "在5回合内一直降冰雹,\n除冰属性的宝可梦以外,给予全体宝可梦伤害", }, "torment": { name: "无理取闹", - effect: "向对手无理取闹,令其不能\n连续2次使出相同招式", + effect: "向对手无理取闹,令其不能连续2\n次使出相同招式", }, "flatter": { name: "吹捧", - effect: "吹捧对手,使其混乱。同时\n还会提高对手的特攻", + effect: "吹捧对手,使其混乱。\n同时还会提高对手的特攻", }, "willOWisp": { name: "磷火", - effect: "放出怪异的火焰,从而让对\n手陷入灼伤状态", + effect: "放出怪异的火焰,从而让对手陷入\n灼伤状态", }, "memento": { name: "临别礼物", - effect: "虽然会使自己陷入昏厥,但\n是能够大幅降低对手的攻击\n和特攻", + effect: "虽然会使自己陷入昏厥,\n但是能够大幅降低对手的攻击和特攻", }, "facade": { name: "硬撑", - effect: "当自己处于中毒、麻痹、灼\n伤状态时,向对手使出此招\n式的话,威力会变成2倍", + effect: "当自己处于中毒、麻痹、灼伤状态时,\n向对手使出此招式的话,\n威力会变成2倍", }, "focusPunch": { name: "真气拳", - effect: "集中精神出拳。在招式使出\n前若受到攻击则会失败", + effect: "集中精神出拳。在招式使出前若受\n到攻击则会失败", }, "smellingSalts": { name: "清醒", - effect: "对于麻痹状态下的对手,威\n力会变成2倍。但相反对手\n的麻痹也会被治愈", + effect: "对于麻痹状态下的对手,\n威力会变成2倍。但相反对手的麻痹也会被治愈", }, "followMe": { name: "看我嘛", - effect: "引起对手的注意,将对手的\n攻击全部转移到自己身上", + effect: "引起对手的注意,将对手的攻击全\n部转移到自己身上", }, "naturePower": { name: "自然之力", - effect: "用自然之力进行攻击。根据\n所使用场所的不同,使出的\n招式也会有所变化", + effect: "用自然之力进行攻击。\n根据所使用场所的不同,使出的招式也会有所变化", }, "charge": { name: "充电", - effect: "变为充电状态,提高下次使\n出的电属性的招式威力。自\n己的特防也会提高", + effect: "变为充电状态,提高下次使出的电\n属性的招式威力。自己的特防也会提高", }, "taunt": { name: "挑衅", - effect: "使对手愤怒。在3回合内让\n对手只能使出给予伤害的招\n式", + effect: "使对手愤怒。在3回合内让对手只\n能使出给予伤害的招式", }, "helpingHand": { name: "帮助", @@ -1083,23 +1083,23 @@ export const move: MoveTranslationEntries = { }, "trick": { name: "戏法", - effect: "抓住对手的空隙,交换自己\n和对手的持有物", + effect: "抓住对手的空隙,交换自己和对手\n的持有物", }, "rolePlay": { name: "扮演", - effect: "扮演对手,让自己的特性变\n得和对手相同", + effect: "扮演对手,让自己的特性变得和对手相同", }, "wish": { name: "祈愿", - effect: "在下一回合回复自己或是替\n换出场的宝可梦最大HP的\n一半", + effect: "在下一回合回复自己或是替换出场\n的宝可梦最大HP的一半", }, "assist": { name: "借助", - effect: "向同伴紧急求助,从我方宝\n可梦已学会的招式中随机使\n用1个", + effect: "向同伴紧急求助,从我方宝可梦已\n学会的招式中随机使用1个", }, "ingrain": { name: "扎根", - effect: "在大地上扎根,每回合回复\n自己的HP。因为扎根了,\n所以不能替换宝可梦", + effect: "在大地上扎根,每回合回复自己的HP。\n因为扎根了,所以不能替换宝可梦", }, "superpower": { name: "蛮力", @@ -1107,11 +1107,11 @@ export const move: MoveTranslationEntries = { }, "magicCoat": { name: "魔法反射", - effect: "当对手使出会变成异常状态\n的招式或寄生种子等时,会\n将对手的招式反射回去", + effect: "当对手使出会变成异常状态的招式\n或寄生种子等时,会将对手的招式\n反射回去", }, "recycle": { name: "回收利用", - effect: "使战斗中已经消耗掉的自己\n的持有物再生,并可以再次\n使用", + effect: "使战斗中已经消耗掉的自己的持有物再生,\n并可以再次使用", }, "revenge": { name: "报复", @@ -1119,63 +1119,63 @@ export const move: MoveTranslationEntries = { }, "brickBreak": { name: "劈瓦", - effect: "将手刀猛烈地挥下攻击对手。\n还可以破坏光墙和反射壁\n等", + effect: "将手刀猛烈地挥下攻击对手。\n还可以破坏光墙和反射壁等", }, "yawn": { name: "哈欠", - effect: "打个大哈欠引起睡意。在下\n一回合让对手陷入睡眠状态", + effect: "打个大哈欠引起睡意。\n在下一回合让对手陷入睡眠状态", }, "knockOff": { name: "拍落", - effect: "拍落对手的持有物,直到战\n斗结束都不能使用。对手携\n带道具时会增加伤害", + effect: "拍落对手的持有物,直到战斗结束\n都不能使用。对手携带道具时会增加伤害", }, "endeavor": { name: "蛮干", - effect: "给予伤害,使对手的HP变\n得和自己的HP一样", + effect: "给予伤害,使对手的HP变得和自\n己的HP一样", }, "eruption": { name: "喷火", - effect: "爆发怒火攻击对手。自己的\nHP越少,招式的威力越小", + effect: "爆发怒火攻击对手。自己的HP越少,\n招式的威力越小", }, "skillSwap": { name: "特性互换", - effect: "利用超能力互换自己和对手\n的特性", + effect: "利用超能力互换自己和对手的特性", }, "imprison": { name: "封印", - effect: "如果对手有和自己相同的招\n式,那么只有对手无法使用\n该招式", + effect: "如果对手有和自己相同的招式,\n那么只有对手无法使用该招式", }, "refresh": { name: "焕然一新", - effect: "让身体休息,治愈自己身上\n所中的毒、麻痹、灼伤的异\n常状态", + effect: "让身体休息,治愈自己身上所中的\n毒、麻痹、灼伤的异常状态", }, "grudge": { name: "怨念", - effect: "因对手的招式而陷入昏厥时\n给对手施加怨念,让该招式\n的PP变成0", + effect: "因对手的招式而陷入昏厥时给对手\n施加怨念,让该招式的PP变成0", }, "snatch": { name: "抢夺", - effect: "将对手打算使用的回复招式\n或能力变化招式夺为己用", + effect: "将对手打算使用的回复招式或能力\n变化招式夺为己用", }, "secretPower": { name: "秘密之力", - effect: "根据使用场所不同,该招式\n的追加效果也会有所变化", + effect: "根据使用场所不同,该招式的追加\n效果也会有所变化", }, "dive": { name: "潜水", - effect: "第1回合潜入水中,第2回\n合浮上来进行攻击", + effect: "第1回合潜入水中,第2回合浮上\n来进行攻击", }, "armThrust": { name: "猛推", - effect: "用张开着的双手猛推对手进\n行攻击。连续攻击2~5次", + effect: "用张开着的双手猛推对手进行攻击。\n连续攻击2~5次", }, "camouflage": { name: "保护色", - effect: "根据所在场所不同,如水边\n、草丛和洞窟等,可以改变\n自己的属性", + effect: "根据所在场所不同,如水边、草丛\n和洞窟等,可以改变自己的属性", }, "tailGlow": { name: "萤火", - effect: "凝视闪烁的光芒,集中自己\n的精神,从而巨幅提高特攻", + effect: "凝视闪烁的光芒,集中自己的精神,\n从而巨幅提高特攻", }, "lusterPurge": { name: "洁净光芒", @@ -1183,51 +1183,51 @@ export const move: MoveTranslationEntries = { }, "mistBall": { name: "薄雾球", - effect: "用围绕着雾状羽毛的球进行\n攻击。有时会降低对手的特\n攻", + effect: "用围绕着雾状羽毛的球进行攻击。\n有时会降低对手的特攻", }, "featherDance": { name: "羽毛舞", - effect: "撒出羽毛,笼罩在对手的周\n围。大幅降低对手的攻击", + effect: "撒出羽毛,笼罩在对手的周围。\n大幅降低对手的攻击", }, "teeterDance": { name: "摇晃舞", - effect: "摇摇晃晃地跳起舞蹈,让自\n己周围的宝可梦陷入混乱状\n态", + effect: "摇摇晃晃地跳起舞蹈,\n让自己周围的宝可梦陷入混乱状态", }, "blazeKick": { name: "火焰踢", - effect: "攻击对手后,有时会使其陷\n入灼伤状态。也容易击中要\n害", + effect: "攻击对手后,有时会使其陷入灼伤状态。\n也容易击中要害", }, "mudSport": { name: "玩泥巴", - effect: "一旦使用此招式,周围就会\n弄得到处是泥。在5回合内\n减弱电属性的招式", + effect: "一旦使用此招式,周围就会弄得到处是泥。\n在5回合内减弱电属性的招式", }, "iceBall": { name: "冰球", - effect: "在5回合内攻击对手。招式\n每次击中,威力就会提高", + effect: "在5回合内攻击对手。\n招式每次击中,威力就会提高", }, "needleArm": { name: "尖刺臂", - effect: "用带刺的手臂猛烈地挥舞进\n行攻击。有时会使对手畏缩", + effect: "用带刺的手臂猛烈地挥舞进行攻击。\n有时会使对手畏缩", }, "slackOff": { name: "偷懒", - effect: "偷懒休息。回复自己最大\nHP的一半", + effect: "偷懒休息。回复自己最大HP的一半", }, "hyperVoice": { name: "巨声", - effect: "给予对手又吵又响的巨大震\n动进行攻击", + effect: "给予对手又吵又响的巨大震动进行攻击", }, "poisonFang": { name: "剧毒牙", - effect: "用有毒的牙齿咬住对手进行\n攻击。有时会使对手中剧毒", + effect: "用有毒的牙齿咬住对手进行攻击。\n有时会使对手中剧毒", }, "crushClaw": { name: "撕裂爪", - effect: "用坚硬的锐爪劈开对手进行\n攻击。有时会降低对手的防\n御", + effect: "用坚硬的锐爪劈开对手进行攻击。\n有时会降低对手的防御", }, "blastBurn": { name: "爆炸烈焰", - effect: "用爆炸的火焰烧尽对手进行\n攻击。下一回合自己将无法\n动弹", + effect: "用爆炸的火焰烧尽对手进行攻击。\n下一回合自己将无法动弹", }, "hydroCannon": { name: "加农水炮", @@ -1239,15 +1239,15 @@ export const move: MoveTranslationEntries = { }, "astonish": { name: "惊吓", - effect: "用尖叫声等突然惊吓对手进\n行攻击。有时会使对手畏缩", + effect: "用尖叫声等突然惊吓对手进行攻击。\n有时会使对手畏缩", }, "weatherBall": { name: "气象球", - effect: "根据使用时的天气,招式属\n性和威力会改变", + effect: "根据使用时的天气,招式属性和威\n力会改变", }, "aromatherapy": { name: "芳香治疗", - effect: "让同伴闻沁人心脾的香气,\n从而治愈我方全员的异常状\n态", + effect: "让同伴闻沁人心脾的香气,\n从而治愈我方全员的异常状态", }, "fakeTears": { name: "假哭", @@ -1255,19 +1255,19 @@ export const move: MoveTranslationEntries = { }, "airCutter": { name: "空气利刃", - effect: "用锐利的风切斩对手进行攻\n击。容易击中要害", + effect: "用锐利的风切斩对手进行攻击。\n容易击中要害", }, "overheat": { name: "过热", - effect: "使出全部力量攻击对手。使\n用之后会因为反作用力,自\n己的特攻大幅降低", + effect: "使出全部力量攻击对手。\n使用之后会因为反作用力,自己的特攻大幅降低", }, "odorSleuth": { name: "气味侦测", - effect: "使出后对幽灵属性宝可梦没\n有效果的招式以及闪避率高\n的对手,变得能够打中", + effect: "使出后对幽灵属性宝可梦没有效果\n的招式以及闪避率高的对手,\n变得能够打中", }, "rockTomb": { name: "岩石封锁", - effect: "投掷岩石进行攻击。封住对\n手的行动,从而降低速度", + effect: "投掷岩石进行攻击。封住对手的行动,\n从而降低速度", }, "silverWind": { name: "银色旋风", @@ -1275,23 +1275,23 @@ export const move: MoveTranslationEntries = { }, "metalSound": { name: "金属音", - effect: "让对手听摩擦金属般讨厌的\n声音。大幅降低对手的特防", + effect: "让对手听摩擦金属般讨厌的声音。\n大幅降低对手的特防", }, "grassWhistle": { name: "草笛", - effect: "让对手听舒适的笛声,从而\n陷入睡眠状态", + effect: "让对手听舒适的笛声,\n从而陷入睡眠状态", }, "tickle": { name: "挠痒", - effect: "给对手挠痒,使其发笑,从\n而降低对手的攻击和防御", + effect: "给对手挠痒,使其发笑,\n从而降低对手的攻击和防御", }, "cosmicPower": { name: "宇宙力量", - effect: "汲取宇宙中神秘的力量,从\n而提高自己的防御和特防", + effect: "汲取宇宙中神秘的力量,\n从而提高自己的防御和特防", }, "waterSpout": { name: "喷水", - effect: "掀起潮水进行攻击。自己的\nHP越少,招式的威力越小", + effect: "掀起潮水进行攻击。自己的HP越少,\n招式的威力越小", }, "signalBeam": { name: "信号光束", @@ -1299,55 +1299,55 @@ export const move: MoveTranslationEntries = { }, "shadowPunch": { name: "暗影拳", - effect: "使出混影之拳。攻击必定会\n命中", + effect: "使出混影之拳。攻击必定会命中", }, "extrasensory": { name: "神通力", - effect: "发出看不见的神奇力量进行\n攻击。有时会使对手畏缩", + effect: "发出看不见的神奇力量进行攻击。\n有时会使对手畏缩", }, "skyUppercut": { name: "冲天拳", - effect: "用冲向天空般高高的上勾拳\n顶起对手进行攻击", + effect: "用冲向天空般高高的上勾拳顶起对\n手进行攻击", }, "sandTomb": { name: "流沙深渊", - effect: "将对手困在铺天盖地的沙暴\n中,在4~5回合内进行攻\n击", + effect: "将对手困在铺天盖地的沙暴中,\n在4~5回合内进行攻击", }, "sheerCold": { name: "绝对零度", - effect: "给对手一击昏厥。如果是冰\n属性以外的宝可梦使用,就\n会难以打中", + effect: "给对手一击昏厥。如果是冰属性以\n外的宝可梦使用,就会难以打中", }, "muddyWater": { name: "浊流", - effect: "向对手喷射浑浊的水进行攻\n击。有时会降低对手的命中\n率", + effect: "向对手喷射浑浊的水进行攻击。\n有时会降低对手的命中率", }, "bulletSeed": { name: "种子机关枪", - effect: "向对手猛烈地发射种子进行\n攻击。连续攻击2~5次", + effect: "向对手猛烈地发射种子进行攻击。\n连续攻击2~5次", }, "aerialAce": { name: "燕返", - effect: "以敏捷的动作戏弄对手后进\n行切斩。攻击必定会命中", + effect: "以敏捷的动作戏弄对手后进行切斩。\n攻击必定会命中", }, "icicleSpear": { name: "冰锥", - effect: "向对手发射锋利的冰柱进行\n攻击。连续攻击2~5次", + effect: "向对手发射锋利的冰柱进行攻击。\n连续攻击2~5次", }, "ironDefense": { name: "铁壁", - effect: "将皮肤变得坚硬如铁,从而\n大幅提高自己的防御", + effect: "将皮肤变得坚硬如铁,\n从而大幅提高自己的防御", }, "block": { name: "挡路", - effect: "张开双手进行阻挡,封住对\n手的退路,使其不能逃走", + effect: "张开双手进行阻挡,封住对手的退路,\n使其不能逃走", }, "howl": { name: "长嚎", - effect: "大声吼叫提高气势,从而提\n高自己和同伴的攻击", + effect: "大声吼叫提高气势,从而提高自己\n和同伴的攻击", }, "dragonClaw": { name: "龙爪", - effect: "用尖锐的巨爪劈开对手进行\n攻击", + effect: "用尖锐的巨爪劈开对手进行攻击", }, "frenzyPlant": { name: "疯狂植物", @@ -1355,11 +1355,11 @@ export const move: MoveTranslationEntries = { }, "bulkUp": { name: "健美", - effect: "使出全身力气绷紧肌肉,从\n而提高自己的攻击和防御", + effect: "使出全身力气绷紧肌肉,\n从而提高自己的攻击和防御", }, "bounce": { name: "弹跳", - effect: "弹跳到高高的空中,第2回\n合攻击对手。有时会让对手\n陷入麻痹状态", + effect: "弹跳到高高的空中,第2回合攻击对手。\n有时会让对手陷入麻痹状态", }, "mudShot": { name: "泥巴射击", @@ -1367,103 +1367,103 @@ export const move: MoveTranslationEntries = { }, "poisonTail": { name: "毒尾", - effect: "用尾巴拍打。有时会让对手\n陷入中毒状态,也容易击中\n要害", + effect: "用尾巴拍打。有时会让对手陷入中毒状态,\n也容易击中要害", }, "covet": { name: "渴望", - effect: "一边可爱地撒娇,一边靠近\n对手进行攻击,还能夺取对\n手携带的道具", + effect: "一边可爱地撒娇,一边靠近对手进行攻击,\n还能夺取对手携带的道具", }, "voltTackle": { name: "伏特攻击", - effect: "让电流覆盖全身猛撞向对手。\n自己也会受到不小的伤害。\n有时会让对手陷入麻痹状\n态", + effect: "让电流覆盖全身猛撞向对手。\n自己也会受到不小的伤害。\n有时会让对手陷入麻痹状态", }, "magicalLeaf": { name: "魔法叶", - effect: "散落可以追踪对手的神奇叶\n片。攻击必定会命中", + effect: "散落可以追踪对手的神奇叶片。\n攻击必定会命中", }, "waterSport": { name: "玩水", - effect: "用水湿透周围。在5回合内\n减弱火属性的招式", + effect: "用水湿透周围。在5回合内减弱火\n属性的招式", }, "calmMind": { name: "冥想", - effect: "静心凝神,从而提高自己的\n特攻和特防", + effect: "静心凝神,从而提高自己的特攻和特防", }, "leafBlade": { name: "叶刃", - effect: "像用剑一般操纵叶片切斩对\n手进行攻击。容易击中要害", + effect: "像用剑一般操纵叶片切斩对手进行攻击。\n容易击中要害", }, "dragonDance": { name: "龙之舞", - effect: "激烈地跳起神秘且强有力的\n舞蹈。从而提高自己的攻击\n和速度", + effect: "激烈地跳起神秘且强有力的舞蹈。\n从而提高自己的攻击和速度", }, "rockBlast": { name: "岩石爆击", - effect: "向对手发射坚硬的岩石进行\n攻击。连续攻击2~5次", + effect: "向对手发射坚硬的岩石进行攻击。\n连续攻击2~5次", }, "shockWave": { name: "电击波", - effect: "向对手快速发出电击。攻击\n必定会命中", + effect: "向对手快速发出电击。\n攻击必定会命中", }, "waterPulse": { name: "水之波动", - effect: "用水的震动攻击对手。有时\n会使对手混乱", + effect: "用水的震动攻击对手。\n有时会使对手混乱", }, "doomDesire": { name: "破灭之愿", - effect: "使用招式2回合后,会用无\n数道光束攻击对手", + effect: "使用招式2回合后,会用无数道光\n束攻击对手", }, "psychoBoost": { name: "精神突进", - effect: "使出全部力量攻击对手。使\n用之后会因为反作用力,自\n己的特攻大幅降低", + effect: "使出全部力量攻击对手。\n使用之后会因为反作用力,自己的特攻大幅降低", }, "roost": { name: "羽栖", - effect: "降到地面,使身体休息。回\n复自己最大HP的一半", + effect: "降到地面,使身体休息。\n回复自己最大HP的一半", }, "gravity": { name: "重力", - effect: "在5回合内,飘浮特性和飞\n行属性的宝可梦会被地面属\n性的招式击中。飞向空中的\n招式也将无法使用", + effect: "在5回合内,飘浮特性和飞行属性\n的宝可梦会被地面属性的招式击中。\n飞向空中的招式也将无法使用", }, "miracleEye": { name: "奇迹之眼", - effect: "使出后对恶属性宝可梦没有\n效果的招式以及闪避率高的\n对手,变得能够打中", + effect: "使出后对恶属性宝可梦没有效果的\n招式以及闪避率高的对手,\n变得能够打中", }, "wakeUpSlap": { name: "唤醒巴掌", - effect: "给予睡眠状态下的对手较大\n的伤害。但相反对手会从睡\n眠中醒过来", + effect: "给予睡眠状态下的对手较大的伤害。\n但相反对手会从睡眠中醒过来", }, "hammerArm": { name: "臂锤", - effect: "挥舞强力而沉重的拳头,给\n予对手伤害。自己的速度会\n降低", + effect: "挥舞强力而沉重的拳头,\n给予对手伤害。自己的速度会降低", }, "gyroBall": { name: "陀螺球", - effect: "让身体高速旋转并撞击对手。\n速度比对手越慢,威力越\n大", + effect: "让身体高速旋转并撞击对手。\n速度比对手越慢,威力越大", }, "healingWish": { name: "治愈之愿", - effect: "虽然自己陷入昏厥,但可以\n治愈后备上场的宝可梦的异\n常状态以及回复HP", + effect: "虽然自己陷入昏厥,但可以治愈后\n备上场的宝可梦的异常状态以及回复HP", }, "brine": { name: "盐水", - effect: "当对手的HP负伤到一半左\n右时,招式威力会变成2倍", + effect: "当对手的HP负伤到一半左右时,\n招式威力会变成2倍", }, "naturalGift": { name: "自然之恩", - effect: "从树果上获得力量进行攻击。\n根据携带的树果,招式属\n性和威力会改变", + effect: "从树果上获得力量进行攻击。\n根据携带的树果,招式属性和威力会改变", }, "feint": { name: "佯攻", - effect: "能够攻击正在使用守住或看\n穿等招式的对手。解除其守\n护效果", + effect: "能够攻击正在使用守住或看穿等招\n式的对手。解除其守护效果", }, "pluck": { name: "啄食", - effect: "用喙进行攻击。当对手携带\n树果时,可以食用并获得其\n效果", + effect: "用喙进行攻击。当对手携带树果时,\n可以食用并获得其效果", }, "tailwind": { name: "顺风", - effect: "刮起猛烈的旋风,在4回合\n内提高我方全员的速度", + effect: "刮起猛烈的旋风,在4回合内提高\n我方全员的速度", }, "acupressure": { name: "点穴", @@ -1471,35 +1471,35 @@ export const move: MoveTranslationEntries = { }, "metalBurst": { name: "金属爆炸", - effect: "使出招式前,将最后受到的\n招式的伤害大力返还给对手", + effect: "使出招式前,将最后受到的招式的\n伤害大力返还给对手", }, "uTurn": { name: "急速折返", - effect: "在攻击之后急速返回,和后\n备宝可梦进行替换", + effect: "在攻击之后急速返回,\n和后备宝可梦进行替换", }, "closeCombat": { name: "近身战", - effect: "放弃守护,向对手的怀里突\n击。自己的防御和特防会降\n低", + effect: "放弃守护,向对手的怀里突击。\n自己的防御和特防会降低", }, "payback": { name: "以牙还牙", - effect: "蓄力攻击。如果能在对手之\n后攻击,招式的威力会变成\n2倍", + effect: "蓄力攻击。如果能在对手之后攻击,\n招式的威力会变成2倍", }, "assurance": { name: "恶意追击", - effect: "如果此回合内对手已经受到\n伤害的话,招式威力会变成\n2倍", + effect: "如果此回合内对手已经受到伤害的话,\n招式威力会变成2倍", }, "embargo": { name: "查封", - effect: "让对手在5回合内不能使用\n宝可梦携带的道具。训练家\n也不能给那只宝可梦使用道\n具", + effect: "让对手在5回合内不能使用宝可梦\n携带的道具。训练家也不能给那只\n宝可梦使用道具", }, "fling": { name: "投掷", - effect: "快速投掷携带的道具进行攻\n击。根据道具不同,威力和\n效果会改变", + effect: "快速投掷携带的道具进行攻击。\n根据道具不同,威力和效果会改变", }, "psychoShift": { name: "精神转移", - effect: "利用超能力施以暗示,从而\n将自己受到的异常状态转移\n给对手", + effect: "利用超能力施以暗示,\n从而将自己受到的异常状态转移给对手", }, "trumpCard": { name: "王牌", @@ -1507,95 +1507,95 @@ export const move: MoveTranslationEntries = { }, "healBlock": { name: "回复封锁", - effect: "在5回合内无法通过招式、\n特性或携带的道具来回复H\nP", + effect: "在5回合内无法通过招式、特性或\n携带的道具来回复HP", }, "wringOut": { name: "绞紧", - effect: "用力勒紧对手进行攻击。对\n手的HP越多,威力越大", + effect: "用力勒紧对手进行攻击。\n对手的HP越多,威力越大", }, "powerTrick": { name: "力量戏法", - effect: "利用超能力交换自己的攻击\n和防御的力量", + effect: "利用超能力交换自己的攻击和防御的力量", }, "gastroAcid": { name: "胃液", - effect: "将胃液吐向对手的身体。沾\n上的胃液会消除对手的特性\n效果", + effect: "将胃液吐向对手的身体。\n沾上的胃液会消除对手的特性效果", }, "luckyChant": { name: "幸运咒语", - effect: "向天许愿,从而在5回合内\n不会被对手的攻击打中要害", + effect: "向天许愿,从而在5回合内不会被\n对手的攻击打中要害", }, "meFirst": { name: "抢先一步", - effect: "提高威力,抢先使出对手想\n要使出的招式。如果不先使\n出则会失败", + effect: "提高威力,抢先使出对手想要使出的招式。\n如果不先使出则会失败", }, "copycat": { name: "仿效", - effect: "模仿对手刚才使出的招式,\n并使出相同招式。如果对手\n还没出招则会失败", + effect: "模仿对手刚才使出的招式,\n并使出相同招式。如果对手还没出招则会失败", }, "powerSwap": { name: "力量互换", - effect: "利用超能力互换自己和对手\n的攻击以及特攻的能力变化", + effect: "利用超能力互换自己和对手的攻击\n以及特攻的能力变化", }, "guardSwap": { name: "防守互换", - effect: "利用超能力互换自己和对手\n的防御以及特防的能力变化", + effect: "利用超能力互换自己和对手的防御\n以及特防的能力变化", }, "punishment": { name: "惩罚", - effect: "根据能力变化,对手提高的\n力量越大,招式的威力越大", + effect: "根据能力变化,对手提高的力量越大,\n招式的威力越大", }, "lastResort": { name: "珍藏", - effect: "当战斗中已学会的招式全部\n使用过后,才能开始使出珍\n藏的招式", + effect: "当战斗中已学会的招式全部使用过后,\n才能开始使出珍藏的招式", }, "worrySeed": { name: "烦恼种子", - effect: "种植心神不宁的种子。使对\n手不能入眠,并将特性变成\n不眠", + effect: "种植心神不宁的种子。\n使对手不能入眠,并将特性变成不眠", }, "suckerPunch": { name: "突袭", - effect: "可以比对手先攻击。对手使\n出的招式如果不是攻击招式\n则会失败", + effect: "可以比对手先攻击。对手使出的招\n式如果不是攻击招式则会失败", }, "toxicSpikes": { name: "毒菱", - effect: "在对手的脚下撒毒菱。使对\n手替换出场的宝可梦中毒", + effect: "在对手的脚下撒毒菱。\n使对手替换出场的宝可梦中毒", }, "heartSwap": { name: "心灵互换", - effect: "利用超能力互换自己和对手\n之间的能力变化", + effect: "利用超能力互换自己和对手之间的\n能力变化", }, "aquaRing": { name: "水流环", - effect: "在自己身体的周围覆盖用水\n制造的幕。每回合回复HP", + effect: "在自己身体的周围覆盖用水制造的幕。\n每回合回复HP", }, "magnetRise": { name: "电磁飘浮", - effect: "利用电气产生的磁力浮在空\n中。在5回合内可以飘浮", + effect: "利用电气产生的磁力浮在空中。\n在5回合内可以飘浮", }, "flareBlitz": { name: "闪焰冲锋", - effect: "让火焰覆盖全身猛撞向对手。\n自己也会受到不小的伤害。\n有时会让对手陷入灼伤状\n态", + effect: "让火焰覆盖全身猛撞向对手。\n自己也会受到不小的伤害。\n有时会让对手陷入灼伤状态", }, "forcePalm": { name: "发劲", - effect: "向对手的身体发出冲击波进\n行攻击。有时会让对手陷入\n麻痹状态", + effect: "向对手的身体发出冲击波进行攻击。\n有时会让对手陷入麻痹状态", }, "auraSphere": { name: "波导弹", - effect: "从体内产生出波导之力,然\n后向对手发出。攻击必定会\n命中", + effect: "从体内产生出波导之力,\n然后向对手发出。攻击必定会命中", }, "rockPolish": { name: "岩石打磨", - effect: "打磨自己的身体,减少空气\n阻力。可以大幅提高自己的\n速度", + effect: "打磨自己的身体,减少空气阻力。\n可以大幅提高自己的速度", }, "poisonJab": { name: "毒击", - effect: "用带毒的触手或手臂刺入对\n手。有时会让对手陷入中毒\n状态", + effect: "用带毒的触手或手臂刺入对手。\n有时会让对手陷入中毒状态", }, "darkPulse": { name: "恶之波动", - effect: "从体内发出充满恶意的恐怖\n气场。有时会使对手畏缩", + effect: "从体内发出充满恶意的恐怖气场。\n有时会使对手畏缩", }, "nightSlash": { name: "暗袭要害", @@ -1603,19 +1603,19 @@ export const move: MoveTranslationEntries = { }, "aquaTail": { name: "水流尾", - effect: "如惊涛骇浪般挥动大尾巴攻\n击对手", + effect: "如惊涛骇浪般挥动大尾巴攻击对手", }, "seedBomb": { name: "种子炸弹", - effect: "将外壳坚硬的大种子,从上\n方砸下攻击对手", + effect: "将外壳坚硬的大种子,\n从上方砸下攻击对手", }, "airSlash": { name: "空气之刃", - effect: "用连天空也能劈开的空气之\n刃进行攻击。有时会使对手\n畏缩", + effect: "用连天空也能劈开的空气之刃进行攻击。\n有时会使对手畏缩", }, "xScissor": { name: "十字剪", - effect: "将镰刀或爪子像剪刀般地交\n叉,顺势劈开对手", + effect: "将镰刀或爪子像剪刀般地交叉,\n顺势劈开对手", }, "bugBuzz": { name: "虫鸣", @@ -1623,23 +1623,23 @@ export const move: MoveTranslationEntries = { }, "dragonPulse": { name: "龙之波动", - effect: "从大大的口中掀起冲击波攻\n击对手", + effect: "从大大的口中掀起冲击波攻击对手", }, "dragonRush": { name: "龙之俯冲", - effect: "释放出骇人的杀气,一边威\n慑一边撞击对手。有时会使\n对手畏缩", + effect: "释放出骇人的杀气,一边威慑一边\n撞击对手。有时会使对手畏缩", }, "powerGem": { name: "力量宝石", - effect: "发射如宝石般闪耀的光芒攻\n击对手", + effect: "发射如宝石般闪耀的光芒攻击对手", }, "drainPunch": { name: "吸取拳", - effect: "用拳头吸取对手的力量。可\n以回复给予对手伤害的一半\nHP", + effect: "用拳头吸取对手的力量。\n可以回复给予对手伤害的一半HP", }, "vacuumWave": { name: "真空波", - effect: "挥动拳头,掀起真空波。必\n定能够先制攻击", + effect: "挥动拳头,掀起真空波。\n必定能够先制攻击", }, "focusBlast": { name: "真气弹", @@ -1651,7 +1651,7 @@ export const move: MoveTranslationEntries = { }, "braveBird": { name: "勇鸟猛攻", - effect: "收拢翅膀,通过低空飞行突\n击对手。自己也会受到不小\n的伤害", + effect: "收拢翅膀,通过低空飞行突击对手。\n自己也会受到不小的伤害", }, "earthPower": { name: "大地之力", @@ -1659,7 +1659,7 @@ export const move: MoveTranslationEntries = { }, "switcheroo": { name: "掉包", - effect: "用一闪而过的速度交换自己\n和对手的持有物", + effect: "用一闪而过的速度交换自己和对手\n的持有物", }, "gigaImpact": { name: "终极冲击", @@ -1667,107 +1667,107 @@ export const move: MoveTranslationEntries = { }, "nastyPlot": { name: "诡计", - effect: "谋划诡计,激活头脑。大幅\n提高自己的特攻", + effect: "谋划诡计,激活头脑。\n大幅提高自己的特攻", }, "bulletPunch": { name: "子弹拳", - effect: "向对手使出如子弹般快速而\n坚硬的拳头。必定能够先制\n攻击", + effect: "向对手使出如子弹般快速而坚硬的拳头。\n必定能够先制攻击", }, "avalanche": { name: "雪崩", - effect: "如果受到对手的招式攻击,\n就能给予该对手2倍威力的\n攻击", + effect: "如果受到对手的招式攻击,\n就能给予该对手2倍威力的攻击", }, "iceShard": { name: "冰砾", - effect: "瞬间制作冰块,快速地扔向\n对手。必定能够先制攻击", + effect: "瞬间制作冰块,快速地扔向对手。\n必定能够先制攻击", }, "shadowClaw": { name: "暗影爪", - effect: "以影子做成的锐爪,劈开对\n手。容易击中要害", + effect: "以影子做成的锐爪,劈开对手。\n容易击中要害", }, "thunderFang": { name: "雷电牙", - effect: "用蓄满电流的牙齿咬住对手。\n有时会使对手畏缩或陷入\n麻痹状态", + effect: "用蓄满电流的牙齿咬住对手。\n有时会使对手畏缩或陷入麻痹状态", }, "iceFang": { name: "冰冻牙", - effect: "用藏有冷气的牙齿咬住对手。\n有时会使对手畏缩或陷入\n冰冻状态", + effect: "用藏有冷气的牙齿咬住对手。\n有时会使对手畏缩或陷入冰冻状态", }, "fireFang": { name: "火焰牙", - effect: "用覆盖着火焰的牙齿咬住对\n手。有时会使对手畏缩或陷\n入灼伤状态", + effect: "用覆盖着火焰的牙齿咬住对手。\n有时会使对手畏缩或陷入灼伤状态", }, "shadowSneak": { name: "影子偷袭", - effect: "伸长影子,从对手的背后进\n行攻击。必定能够先制攻击", + effect: "伸长影子,从对手的背后进行攻击。\n必定能够先制攻击", }, "mudBomb": { name: "泥巴炸弹", - effect: "向对手发射坚硬的泥弹进行\n攻击。有时会降低对手的命\n中率", + effect: "向对手发射坚硬的泥弹进行攻击。\n有时会降低对手的命中率", }, "psychoCut": { name: "精神利刃", - effect: "用实体化的心之利刃劈开对\n手。容易击中要害", + effect: "用实体化的心之利刃劈开对手。\n容易击中要害", }, "zenHeadbutt": { name: "意念头锤", - effect: "将思念的力量集中在前额进\n行攻击。有时会使对手畏缩", + effect: "将思念的力量集中在前额进行攻击。\n有时会使对手畏缩", }, "mirrorShot": { name: "镜光射击", - effect: "抛光自己的身体,向对手释\n放出闪光之力。有时会降低\n对手的命中率", + effect: "抛光自己的身体,向对手释放出闪光之力。\n有时会降低对手的命中率", }, "flashCannon": { name: "加农光炮", - effect: "将身体的光芒聚集在一点释\n放出去。有时会降低对手的\n特防", + effect: "将身体的光芒聚集在一点释放出去。\n有时会降低对手的特防", }, "rockClimb": { name: "攀岩", - effect: "发动猛撞攻击,有时会使对\n手混乱。是宝可表的秘传招\n式之一", + effect: "发动猛撞攻击,有时会使对手混乱。\n是宝可表的秘传招式之一", }, "defog": { name: "清除浓雾", - effect: "用强风吹开对手的反射壁或\n光墙等。也会降低对手的闪\n避率", + effect: "用强风吹开对手的反射壁或光墙等。\n也会降低对手的闪避率", }, "trickRoom": { name: "戏法空间", - effect: "制造出离奇的空间。在5回\n合内速度慢的宝可梦可以先\n行动", + effect: "制造出离奇的空间。在5回合内速\n度慢的宝可梦可以先行动", }, "dracoMeteor": { name: "流星群", - effect: "从天空中向对手落下陨石。\n使用之后因为反作用力,自\n己的特攻会大幅降低", + effect: "从天空中向对手落下陨石。\n使用之后因为反作用力,自己的特攻会大幅降低", }, "discharge": { name: "放电", - effect: "用耀眼的电击攻击自己周围\n所有的宝可梦。有时会陷入\n麻痹状态", + effect: "用耀眼的电击攻击自己周围所有的宝可梦。\n有时会陷入麻痹状态", }, "lavaPlume": { name: "喷烟", - effect: "用熊熊烈火攻击自己周围所\n有的宝可梦。有时会陷入灼\n伤状态", + effect: "用熊熊烈火攻击自己周围所有的宝可梦。\n有时会陷入灼伤状态", }, "leafStorm": { name: "飞叶风暴", - effect: "用尖尖的叶片向对手卷起风\n暴。使用之后因为反作用力\n自己的特攻会大幅降低", + effect: "用尖尖的叶片向对手卷起风暴。\n使用之后因为反作用力自己的特攻会\n大幅降低", }, "powerWhip": { name: "强力鞭打", - effect: "激烈地挥舞青藤或触手摔打\n对手进行攻击", + effect: "激烈地挥舞青藤或触手摔打对手进行攻击", }, "rockWrecker": { name: "岩石炮", - effect: "向对手发射巨大的岩石进行\n攻击。下一回合自己将无法\n动弹", + effect: "向对手发射巨大的岩石进行攻击。\n下一回合自己将无法动弹", }, "crossPoison": { name: "十字毒刃", - effect: "用毒刃劈开对手。有时会让\n对手陷入中毒状态,也容易\n击中要害", + effect: "用毒刃劈开对手。有时会让对手陷\n入中毒状态,也容易击中要害", }, "gunkShot": { name: "垃圾射击", - effect: "用肮脏的垃圾撞向对手进行\n攻击。有时会让对手陷入中\n毒状态", + effect: "用肮脏的垃圾撞向对手进行攻击。\n有时会让对手陷入中毒状态", }, "ironHead": { name: "铁头", - effect: "用钢铁般坚硬的头部进行攻\n击。有时会使对手畏缩", + effect: "用钢铁般坚硬的头部进行攻击。\n有时会使对手畏缩", }, "magnetBomb": { name: "磁铁炸弹", @@ -1775,83 +1775,83 @@ export const move: MoveTranslationEntries = { }, "stoneEdge": { name: "尖石攻击", - effect: "用尖尖的岩石刺入对手进行\n攻击。容易击中要害", + effect: "用尖尖的岩石刺入对手进行攻击。\n容易击中要害", }, "captivate": { name: "诱惑", - effect: "♂诱惑♀或♀诱惑♂,从而\n大幅降低对手的特攻", + effect: "♂诱惑♀或♀诱惑♂,\n从而大幅降低对手的特攻", }, "stealthRock": { name: "隐形岩", - effect: "将无数岩石悬浮在对手的周\n围,从而对替换出场的对手\n的宝可梦给予伤害", + effect: "将无数岩石悬浮在对手的周围,\n从而对替换出场的对手的宝可梦给予伤害", }, "grassKnot": { name: "打草结", - effect: "用草缠住并绊倒对手。对手\n越重,威力越大", + effect: "用草缠住并绊倒对手。\n对手越重,威力越大", }, "chatter": { name: "喋喋不休", - effect: "用非常烦人的,喋喋不休的\n音波攻击对手。使对手混乱", + effect: "用非常烦人的,喋喋不休的音波攻击对手。\n使对手混乱", }, "judgment": { name: "制裁光砾", - effect: "向对手放出无数的光弹。属\n性会根据自己携带的石板不\n同而改变", + effect: "向对手放出无数的光弹。\n属性会根据自己携带的石板不同而改变", }, "bugBite": { name: "虫咬", - effect: "咬住进行攻击。当对手携带\n树果时,可以食用并获得其\n效果", + effect: "咬住进行攻击。当对手携带树果时,\n可以食用并获得其效果", }, "chargeBeam": { name: "充电光束", - effect: "向对手发射电击光束。由于\n蓄满电流,有时会提高自己\n的特攻", + effect: "向对手发射电击光束。\n由于蓄满电流,有时会提高自己的特攻", }, "woodHammer": { name: "木槌", - effect: "用坚硬的躯体撞击对手进行\n攻击。自己也会受到不小的\n伤害", + effect: "用坚硬的躯体撞击对手进行攻击。\n自己也会受到不小的伤害", }, "aquaJet": { name: "水流喷射", - effect: "以迅雷不及掩耳之势扑向对\n手。必定能够先制攻击", + effect: "以迅雷不及掩耳之势扑向对手。\n必定能够先制攻击", }, "attackOrder": { name: "攻击指令", - effect: "召唤手下,让其朝对手发起\n攻击。容易击中要害", + effect: "召唤手下,让其朝对手发起攻击。\n容易击中要害", }, "defendOrder": { name: "防御指令", - effect: "召唤手下,让其附在自己的\n身体上。可以提高自己的防\n御和特防", + effect: "召唤手下,让其附在自己的身体上。\n可以提高自己的防御和特防", }, "healOrder": { name: "回复指令", - effect: "召唤手下疗伤。回复自己最\n大HP的一半", + effect: "召唤手下疗伤。回复自己最大HP的一半", }, "headSmash": { name: "双刃头锤", - effect: "拼命使出浑身力气,向对手\n进行头锤攻击。自己也会受\n到非常大的伤害", + effect: "拼命使出浑身力气,向对手进行头锤攻击。\n自己也会受到非常大的伤害", }, "doubleHit": { name: "二连击", - effect: "使用尾巴等拍打对手进行攻\n击。连续2次给予伤害", + effect: "使用尾巴等拍打对手进行攻击。\n连续2次给予伤害", }, "roarOfTime": { name: "时光咆哮", - effect: "释放出扭曲时间般的强大力\n量攻击对手。下一回合自己\n将无法动弹", + effect: "释放出扭曲时间般的强大力量攻击对手。\n下一回合自己将无法动弹", }, "spacialRend": { name: "亚空裂斩", - effect: "将对手连同周围的空间一起\n撕裂并给予伤害。容易击中\n要害", + effect: "将对手连同周围的空间一起撕裂并\n给予伤害。容易击中要害", }, "lunarDance": { name: "新月舞", - effect: "虽然自己陷入昏厥,但可以\n治愈后备上场的宝可梦的全\n部状态", + effect: "虽然自己陷入昏厥,但可以治愈后\n备上场的宝可梦的全部状态", }, "crushGrip": { name: "捏碎", - effect: "用骇人的力量捏碎对手。对\n手剩余的HP越多,威力越\n大", + effect: "用骇人的力量捏碎对手。\n对手剩余的HP越多,威力越大", }, "magmaStorm": { name: "熔岩风暴", - effect: "将对手困在熊熊燃烧的火焰\n中,在4~5回合内进行攻\n击", + effect: "将对手困在熊熊燃烧的火焰中,\n在4~5回合内进行攻击", }, "darkVoid": { name: "暗黑洞", @@ -1859,211 +1859,211 @@ export const move: MoveTranslationEntries = { }, "seedFlare": { name: "种子闪光", - effect: "从身体里产生冲击波。有时\n会大幅降低对手的特防", + effect: "从身体里产生冲击波。\n有时会大幅降低对手的特防", }, "ominousWind": { name: "奇异之风", - effect: "突然刮起毛骨悚然的暴风攻\n击对手。有时会提高自己的\n全部能力", + effect: "突然刮起毛骨悚然的暴风攻击对手。\n有时会提高自己的全部能力", }, "shadowForce": { name: "暗影潜袭", - effect: "第1回合消失踪影,第2回\n合攻击对手。即使对手正受\n保护,也能击中", + effect: "第1回合消失踪影,第2回合攻击对手。\n即使对手正受保护,\n也能击中", }, "honeClaws": { name: "磨爪", - effect: "将爪子磨得更加锋利。提高\n自己的攻击和命中率", + effect: "将爪子磨得更加锋利。\n提高自己的攻击和命中率", }, "wideGuard": { name: "广域防守", - effect: "在1回合内防住击打我方全\n员的攻击", + effect: "在1回合内防住击打我方全员的攻击", }, "guardSplit": { name: "防守平分", - effect: "利用超能力将自己和对手的\n防御和特防相加,再进行平\n分", + effect: "利用超能力将自己和对手的防御和\n特防相加,再进行平分", }, "powerSplit": { name: "力量平分", - effect: "利用超能力将自己和对手的\n攻击和特攻相加,再进行平\n分", + effect: "利用超能力将自己和对手的攻击和\n特攻相加,再进行平分", }, "wonderRoom": { name: "奇妙空间", - effect: "制造出离奇的空间。在5回\n合内互换所有宝可梦的防御\n和特防", + effect: "制造出离奇的空间。在5回合内互\n换所有宝可梦的防御和特防", }, "psyshock": { name: "精神冲击", - effect: "将神奇的念波实体化攻击对\n手。给予物理伤害", + effect: "将神奇的念波实体化攻击对手。\n给予物理伤害", }, "venoshock": { name: "毒液冲击", - effect: "将特殊的毒液泼向对手。对\n处于中毒状态的对手,威力\n会变成2倍", + effect: "将特殊的毒液泼向对手。\n对处于中毒状态的对手,威力会变成2倍", }, "autotomize": { name: "身体轻量化", - effect: "削掉身体上没用的部分。大\n幅提高自己的速度,同时体\n重也会变轻", + effect: "削掉身体上没用的部分。\n大幅提高自己的速度,同时体重也会变轻", }, "ragePowder": { name: "愤怒粉", - effect: "将令人烦躁的粉末撒在自己\n身上,用以吸引对手的注意。\n使对手的攻击全部指向自\n己", + effect: "将令人烦躁的粉末撒在自己身上,\n用以吸引对手的注意。\n使对手的攻击全部指向自己", }, "telekinesis": { name: "意念移物", - effect: "利用超能力使对手浮起来。\n在3回合内攻击会变得容易\n打中对手", + effect: "利用超能力使对手浮起来。\n在3回合内攻击会变得容易打中对手", }, "magicRoom": { name: "魔法空间", - effect: "制造出离奇的空间。在5回\n合内所有宝可梦携带道具的\n效果都会消失", + effect: "制造出离奇的空间。在5回合内所\n有宝可梦携带道具的效果都会消失", }, "smackDown": { name: "击落", - effect: "扔石头或炮弹,攻击飞行的\n对手。对手会被击落,掉到\n地面", + effect: "扔石头或炮弹,攻击飞行的对手。\n对手会被击落,掉到地面", }, "stormThrow": { name: "山岚摔", - effect: "向对手使出强烈的一击。攻\n击必定会击中要害", + effect: "向对手使出强烈的一击。\n攻击必定会击中要害", }, "flameBurst": { name: "烈焰溅射", - effect: "如果击中,爆裂的火焰会攻\n击到对手。爆裂出的火焰还\n会飞溅到旁边的对手", + effect: "如果击中,爆裂的火焰会攻击到对手。\n爆裂出的火焰还会飞溅到旁边的对手", }, "sludgeWave": { name: "污泥波", - effect: "用污泥波攻击自己周围所有\n的宝可梦。有时会陷入中毒\n状态", + effect: "用污泥波攻击自己周围所有的宝可梦。\n有时会陷入中毒状态", }, "quiverDance": { name: "蝶舞", - effect: "轻巧地跳起神秘而又美丽的\n舞蹈。提高自己的特攻、特\n防和速度", + effect: "轻巧地跳起神秘而又美丽的舞蹈。\n提高自己的特攻、特防和速度", }, "heavySlam": { name: "重磅冲撞", - effect: "用沉重的身体撞向对手进行\n攻击。自己比对手越重,威\n力越大", + effect: "用沉重的身体撞向对手进行攻击。\n自己比对手越重,威力越大", }, "synchronoise": { name: "同步干扰", - effect: "用神奇电波对周围所有和自\n己属性相同的宝可梦给予伤\n害", + effect: "用神奇电波对周围所有和自己属性\n相同的宝可梦给予伤害", }, "electroBall": { name: "电球", - effect: "用电气团撞向对手。自己比\n对手速度越快,威力越大", + effect: "用电气团撞向对手。自己比对手速度越快,\n威力越大", }, "soak": { name: "浸水", - effect: "将大量的水泼向对手,从而\n使其变成水属性", + effect: "将大量的水泼向对手,\n从而使其变成水属性", }, "flameCharge": { name: "蓄能焰袭", - effect: "让火焰覆盖全身,攻击对手。\n积蓄力量来提高自己的速\n度", + effect: "让火焰覆盖全身,攻击对手。\n积蓄力量来提高自己的速度", }, "coil": { name: "盘蜷", - effect: "盘蜷着集中精神。提高自己\n的攻击、防御和命中率", + effect: "盘蜷着集中精神。提高自己的攻击\n、防御和命中率", }, "lowSweep": { name: "下盘踢", - effect: "以敏捷的动作瞄准对手的脚\n进行攻击。会降低对手的速\n度", + effect: "以敏捷的动作瞄准对手的脚进行攻击。\n会降低对手的速度", }, "acidSpray": { name: "酸液炸弹", - effect: "喷出能溶化对手的液体进行\n攻击。会大幅降低对手的特\n防", + effect: "喷出能溶化对手的液体进行攻击。\n会大幅降低对手的特防", }, "foulPlay": { name: "欺诈", - effect: "利用对手的力量进行攻击。\n正和自己战斗的对手,其攻\n击越高,伤害越大", + effect: "利用对手的力量进行攻击。\n正和自己战斗的对手,其攻击越高,\n伤害越大", }, "simpleBeam": { name: "单纯光束", - effect: "向对手发送谜之念波。接收\n到念波的对手,其特性会变\n为单纯", + effect: "向对手发送谜之念波。\n接收到念波的对手,其特性会变为单纯", }, "entrainment": { name: "找伙伴", - effect: "用神奇的节奏跳舞。使对手\n模仿自己的动作,从而将特\n性变成一样", + effect: "用神奇的节奏跳舞。使对手模仿自\n己的动作,从而将特性变成一样", }, "afterYou": { name: "您先请", - effect: "支援我方或对手的行动,使\n其紧接着此招式之后行动", + effect: "支援我方或对手的行动,\n使其紧接着此招式之后行动", }, "round": { name: "轮唱", - effect: "用歌声攻击对手。大家一起\n轮唱便可以接连使出,威力\n也会提高", + effect: "用歌声攻击对手。大家一起轮唱便\n可以接连使出,威力也会提高", }, "echoedVoice": { name: "回声", - effect: "用回声攻击对手。如果每回\n合都有宝可梦接着使用该招\n式,威力就会提高", + effect: "用回声攻击对手。如果每回合都有\n宝可梦接着使用该招式,\n威力就会提高", }, "chipAway": { name: "逐步击破", - effect: "看准机会稳步攻击。无视对\n手的能力变化,直接给予伤\n害", + effect: "看准机会稳步攻击。无视对手的能力变化,\n直接给予伤害", }, "clearSmog": { name: "清除之烟", - effect: "向对手投掷特殊的泥块进行\n攻击。使其能力变回原点", + effect: "向对手投掷特殊的泥块进行攻击。\n使其能力变回原点", }, "storedPower": { name: "辅助力量", - effect: "用蓄积起来的力量攻击对手。\n自己的能力提高得越多,\n威力就越大", + effect: "用蓄积起来的力量攻击对手。\n自己的能力提高得越多,威力就越大", }, "quickGuard": { name: "快速防守", - effect: "守护自己和同伴,以防对手\n的先制攻击", + effect: "守护自己和同伴,以防对手的先制攻击", }, "allySwitch": { name: "交换场地", - effect: "用神奇的力量瞬间移动,互\n换自己和同伴所在的位置。\n连续使出则容易失败", + effect: "用神奇的力量瞬间移动,\n互换自己和同伴所在的位置。连续使出则容易失败", }, "scald": { name: "热水", - effect: "向对手喷射煮得翻滚的开水\n进行攻击。有时会让对手陷\n入灼伤状态", + effect: "向对手喷射煮得翻滚的开水进行攻击。\n有时会让对手陷入灼伤状态", }, "shellSmash": { name: "破壳", - effect: "打破外壳,降低自己的防御\n和特防,但大幅提高攻击、\n特攻和速度", + effect: "打破外壳,降低自己的防御和特防,\n但大幅提高攻击、特攻和速度", }, "healPulse": { name: "治愈波动", - effect: "放出治愈波动,从而回复对\n手最大HP的一半", + effect: "放出治愈波动,从而回复对手最大\nHP的一半", }, "hex": { name: "祸不单行", - effect: "接二连三地进行攻击。对处\n于异常状态的对手给予较大\n的伤害", + effect: "接二连三地进行攻击。\n对处于异常状态的对手给予较大的伤害", }, "skyDrop": { name: "自由落体", - effect: "第1回合将对手带到空中,\n第2回合将其摔下进行攻击。\n被带到空中的对手不能动\n弹", + effect: "第1回合将对手带到空中,\n第2回合将其摔下进行攻击。\n被带到空中的对手不能动弹", }, "shiftGear": { name: "换档", - effect: "转动齿轮,不仅提高自己的\n攻击,还会大幅提高速度", + effect: "转动齿轮,不仅提高自己的攻击,\n还会大幅提高速度", }, "circleThrow": { name: "巴投", - effect: "扔飞对手,强制拉后备宝可\n梦上场。如果对手为野生宝\n可梦,战斗将直接结束", + effect: "扔飞对手,强制拉后备宝可梦上场。\n如果对手为野生宝可梦,\n战斗将直接结束", }, "incinerate": { name: "烧净", - effect: "用火焰攻击对手。对手携带\n树果等时,会烧掉,使其不\n能使用", + effect: "用火焰攻击对手。对手携带树果等时,\n会烧掉,使其不能使用", }, "quash": { name: "延后", - effect: "压制对手,从而将其行动顺\n序放到最后", + effect: "压制对手,从而将其行动顺序放到最后", }, "acrobatics": { name: "杂技", - effect: "轻巧地攻击对手。自己没有\n携带道具时,会给予较大的\n伤害", + effect: "轻巧地攻击对手。自己没有携带道具时,\n会给予较大的伤害", }, "reflectType": { name: "镜面属性", - effect: "反射对手的属性,让自己也\n变成一样的属性", + effect: "反射对手的属性,让自己也变成一\n样的属性", }, "retaliate": { name: "报仇", - effect: "为倒下的同伴报仇。如果上\n一回合有同伴倒下,威力就\n会提高", + effect: "为倒下的同伴报仇。如果上一回合\n有同伴倒下,威力就会提高", }, "finalGambit": { name: "搏命", - effect: "拼命攻击对手。虽然自己陷\n入昏厥,但会给予对手和自\n己目前HP等量的伤害", + effect: "拼命攻击对手。虽然自己陷入昏厥,\n但会给予对手和自己目前HP等\n量的伤害", }, "bestow": { name: "传递礼物", - effect: "当对手未携带道具时,能够\n将自己携带的道具交给对手", + effect: "当对手未携带道具时,\n能够将自己携带的道具交给对手", }, "inferno": { name: "烈火深渊", @@ -2071,39 +2071,39 @@ export const move: MoveTranslationEntries = { }, "waterPledge": { name: "水之誓约", - effect: "用水柱进行攻击。如果和火\n组合,威力就会提高,天空\n中会挂上彩虹", + effect: "用水柱进行攻击。如果和火组合,\n威力就会提高,天空中会挂上彩虹", }, "firePledge": { name: "火之誓约", - effect: "用火柱进行攻击。如果和草\n组合,威力就会提高,周围\n会变成火海", + effect: "用火柱进行攻击。如果和草组合,\n威力就会提高,周围会变成火海", }, "grassPledge": { name: "草之誓约", - effect: "用草柱进行攻击。如果和水\n组合,威力就会提高,周围\n会变成湿地", + effect: "用草柱进行攻击。如果和水组合,\n威力就会提高,周围会变成湿地", }, "voltSwitch": { name: "伏特替换", - effect: "在攻击之后急速返回,和后\n备宝可梦进行替换", + effect: "在攻击之后急速返回,\n和后备宝可梦进行替换", }, "struggleBug": { name: "虫之抵抗", - effect: "抵抗并攻击对手。会降低对\n手的特攻", + effect: "抵抗并攻击对手。会降低对手的特攻", }, "bulldoze": { name: "重踏", - effect: "用力踩踏地面并攻击自己周\n围所有的宝可梦。会降低对\n方的速度", + effect: "用力踩踏地面并攻击自己周围所有\n的宝可梦。会降低对方的速度", }, "frostBreath": { name: "冰息", - effect: "将冰冷的气息吹向对手进行\n攻击。必定会击中要害", + effect: "将冰冷的气息吹向对手进行攻击。\n必定会击中要害", }, "dragonTail": { name: "龙尾", - effect: "弹飞对手,强制拉后备宝可\n梦上场。如果对手为野生宝\n可梦,战斗将直接结束", + effect: "弹飞对手,强制拉后备宝可梦上场。\n如果对手为野生宝可梦,\n战斗将直接结束", }, "workUp": { name: "自我激励", - effect: "激励自己,从而提高攻击和\n特攻", + effect: "激励自己,从而提高攻击和特攻", }, "electroweb": { name: "电网", @@ -2111,39 +2111,39 @@ export const move: MoveTranslationEntries = { }, "wildCharge": { name: "疯狂伏特", - effect: "让电流覆盖全身,撞向对手\n进行攻击。自己也会受到少\n许伤害", + effect: "让电流覆盖全身,撞向对手进行攻击。\n自己也会受到少许伤害", }, "drillRun": { name: "直冲钻", - effect: "像钢钻一样,一边旋转身体\n一边撞击对手。容易击中要\n害", + effect: "像钢钻一样,一边旋转身体一边撞击对手。\n容易击中要害", }, "dualChop": { name: "二连劈", - effect: "用身体坚硬的部分拍打对手\n进行攻击。连续2次给予伤\n害", + effect: "用身体坚硬的部分拍打对手进行攻击。\n连续2次给予伤害", }, "heartStamp": { name: "爱心印章", - effect: "以可爱的动作使对手疏忽,\n乘机给出强烈的一击。有时\n会使对手畏缩", + effect: "以可爱的动作使对手疏忽,\n乘机给出强烈的一击。有时会使对手畏缩", }, "hornLeech": { name: "木角", - effect: "将角刺入,吸取对手的养分。\n可以回复给予对手伤害的\n一半HP", + effect: "将角刺入,吸取对手的养分。\n可以回复给予对手伤害的一半HP", }, "sacredSword": { name: "圣剑", - effect: "用剑切斩对手进行攻击。无\n视对手的能力变化,直接给\n予伤害", + effect: "用剑切斩对手进行攻击。\n无视对手的能力变化,直接给予伤害", }, "razorShell": { name: "贝壳刃", - effect: "用锋利的贝壳切斩对手进行\n攻击。有时会降低对手的防\n御", + effect: "用锋利的贝壳切斩对手进行攻击。\n有时会降低对手的防御", }, "heatCrash": { name: "高温重压", - effect: "用燃烧的身体撞向对手进行\n攻击。自己比对手越重,威\n力越大", + effect: "用燃烧的身体撞向对手进行攻击。\n自己比对手越重,威力越大", }, "leafTornado": { name: "青草搅拌器", - effect: "用锋利的叶片包裹住对手进\n行攻击。有时会降低对手的\n命中率", + effect: "用锋利的叶片包裹住对手进行攻击。\n有时会降低对手的命中率", }, "steamroller": { name: "疯狂滚压", @@ -2151,7 +2151,7 @@ export const move: MoveTranslationEntries = { }, "cottonGuard": { name: "棉花防守", - effect: "用软绵绵的绒毛包裹住自己\n的身体进行守护。巨幅提高\n自己的防御", + effect: "用软绵绵的绒毛包裹住自己的身体\n进行守护。巨幅提高自己的防御", }, "nightDaze": { name: "暗黑爆破", @@ -2159,91 +2159,91 @@ export const move: MoveTranslationEntries = { }, "psystrike": { name: "精神击破", - effect: "将神奇的念波实体化攻击对\n手。给予物理伤害", + effect: "将神奇的念波实体化攻击对手。\n给予物理伤害", }, "tailSlap": { name: "扫尾拍打", - effect: "用坚硬的尾巴拍打对手进行\n攻击。连续攻击2~5次", + effect: "用坚硬的尾巴拍打对手进行攻击。\n连续攻击2~5次", }, "hurricane": { name: "暴风", - effect: "用强烈的风席卷对手进行攻\n击。有时会使对手混乱", + effect: "用强烈的风席卷对手进行攻击。\n有时会使对手混乱", }, "headCharge": { name: "爆炸头突击", - effect: "用厉害的爆炸头猛撞向对手\n进行攻击。自己也会受到少\n许伤害", + effect: "用厉害的爆炸头猛撞向对手进行攻击。\n自己也会受到少许伤害", }, "gearGrind": { name: "齿轮飞盘", - effect: "向对手投掷钢铁齿轮进行攻\n击。连续2次给予伤害", + effect: "向对手投掷钢铁齿轮进行攻击。\n连续2次给予伤害", }, "searingShot": { name: "火焰弹", - effect: "用熊熊烈火攻击自己周围所\n有的宝可梦。有时会陷入灼\n伤状态", + effect: "用熊熊烈火攻击自己周围所有的宝可梦。\n有时会陷入灼伤状态", }, "technoBlast": { name: "高科技光炮", - effect: "向对手放出光弹。属性会根\n据自己携带的卡带不同而改\n变", + effect: "向对手放出光弹。属性会根据自己\n携带的卡带不同而改变", }, "relicSong": { name: "古老之歌", - effect: "让对手听古老之歌,打动对\n手的内心进行攻击。有时会\n让对手陷入睡眠状态", + effect: "让对手听古老之歌,打动对手的内\n心进行攻击。有时会让对手陷入睡眠状态", }, "secretSword": { name: "神秘之剑", - effect: "用长角切斩对手进行攻击。\n角上拥有的神奇力量将给予\n物理伤害", + effect: "用长角切斩对手进行攻击。\n角上拥有的神奇力量将给予物理伤害", }, "glaciate": { name: "冰封世界", - effect: "将冰冻的冷气吹向对手进行\n攻击。会降低对手的速度", + effect: "将冰冻的冷气吹向对手进行攻击。\n会降低对手的速度", }, "boltStrike": { name: "雷击", - effect: "让强大的电流覆盖全身,猛\n撞向对手进行攻击。有时会\n让对手陷入麻痹状态", + effect: "让强大的电流覆盖全身,\n猛撞向对手进行攻击。有时会让对手陷入麻痹状态", }, "blueFlare": { name: "青焰", - effect: "用美丽而激烈的青焰包裹住\n对手进行攻击。有时会让对\n手陷入灼伤状态", + effect: "用美丽而激烈的青焰包裹住对手进行攻击。\n有时会让对手陷入灼伤状态", }, "fieryDance": { name: "火之舞", - effect: "让火焰覆盖全身,振翅攻击\n对手。有时会提高自己的特\n攻", + effect: "让火焰覆盖全身,振翅攻击对手。\n有时会提高自己的特攻", }, "freezeShock": { name: "冰冻伏特", - effect: "用覆盖着电流的冰块,在第\n2回合撞向对手。有时会让\n对手陷入麻痹状态", + effect: "用覆盖着电流的冰块,\n在第2回合撞向对手。有时会让对手陷入麻痹状态", }, "iceBurn": { name: "极寒冷焰", - effect: "用能够冻结一切的强烈冷气,\n在第2回合包裹住对手。\n有时会让对手陷入灼伤状态", + effect: "用能够冻结一切的强烈冷气,\n在第2回合包裹住对手。有时会让对手\n陷入灼伤状态", }, "snarl": { name: "大声咆哮", - effect: "没完没了地大声斥责,从而\n降低对手的特攻", + effect: "没完没了地大声斥责,\n从而降低对手的特攻", }, "icicleCrash": { name: "冰柱坠击", - effect: "用大冰柱激烈地撞向对手进\n行攻击。有时会使对手畏缩", + effect: "用大冰柱激烈地撞向对手进行攻击。\n有时会使对手畏缩", }, "vCreate": { name: "V热焰", - effect: "从前额产生灼热的火焰,舍\n身撞击对手。防御、特防和\n速度会降低", + effect: "从前额产生灼热的火焰,\n舍身撞击对手。防御、特防和速度会降低", }, "fusionFlare": { name: "交错火焰", - effect: "释放出巨大的火焰。受到巨\n大的闪电影响时,招式威力\n会提高", + effect: "释放出巨大的火焰。受到巨大的闪\n电影响时,招式威力会提高", }, "fusionBolt": { name: "交错闪电", - effect: "释放出巨大的闪电。受到巨\n大的火焰影响时,招式威力\n会提高", + effect: "释放出巨大的闪电。受到巨大的火\n焰影响时,招式威力会提高", }, "flyingPress": { name: "飞身重压", - effect: "从空中俯冲向对手。此招式\n同时带有格斗属性和飞行属\n性", + effect: "从空中俯冲向对手。此招式同时带\n有格斗属性和飞行属性", }, "matBlock": { name: "掀榻榻米", - effect: "将掀起来的榻榻米当作盾牌,\n防住自己和同伴免受招式\n伤害。变化招式无法防住", + effect: "将掀起来的榻榻米当作盾牌,\n防住自己和同伴免受招式伤害。\n变化招式无法防住", }, "belch": { name: "打嗝", @@ -2251,7 +2251,7 @@ export const move: MoveTranslationEntries = { }, "rototiller": { name: "耕地", - effect: "翻耕土地,使草木更容易成\n长。会提高草属性宝可梦的\n攻击和特攻", + effect: "翻耕土地,使草木更容易成长。\n会提高草属性宝可梦的攻击和特攻", }, "stickyWeb": { name: "黏黏网", @@ -2263,79 +2263,79 @@ export const move: MoveTranslationEntries = { }, "phantomForce": { name: "潜灵奇袭", - effect: "第1回合消失在某处,第2\n回合攻击对手。可以无视守\n护进行攻击", + effect: "第1回合消失在某处,\n第2回合攻击对手。可以无视守护进行攻击", }, "trickOrTreat": { name: "万圣夜", - effect: "邀请对手参加万圣夜。使对\n手被追加幽灵属性", + effect: "邀请对手参加万圣夜。\n使对手被追加幽灵属性", }, "nobleRoar": { name: "战吼", - effect: "发出战吼威吓对手,从而降\n低对手的攻击和特攻", + effect: "发出战吼威吓对手,从而降低对手\n的攻击和特攻", }, "ionDeluge": { name: "等离子浴", - effect: "将带电粒子扩散开来,使一\n般属性的招式变成电属性", + effect: "将带电粒子扩散开来,\n使一般属性的招式变成电属性", }, "parabolicCharge": { name: "抛物面充电", - effect: "给周围全体宝可梦造成伤害。\n可以回复给予伤害的一半\nHP", + effect: "给周围全体宝可梦造成伤害。\n可以回复给予伤害的一半HP", }, "forestsCurse": { name: "森林咒术", - effect: "向对手施加森林咒术。中了\n咒术的对手会被追加草属性", + effect: "向对手施加森林咒术。\n中了咒术的对手会被追加草属性", }, "petalBlizzard": { name: "落英缤纷", - effect: "猛烈地刮起飞雪般的落花,\n攻击周围所有的宝可梦,并\n给予伤害", + effect: "猛烈地刮起飞雪般的落花,\n攻击周围所有的宝可梦,并给予伤害", }, "freezeDry": { name: "冷冻干燥", - effect: "急剧冷冻对手,有时会让对\n手陷入冰冻状态。对于水属\n性宝可梦也是效果绝佳", + effect: "急剧冷冻对手,有时会让对手陷入\n冰冻状态。对于水属性宝可梦也是\n效果绝佳", }, "disarmingVoice": { name: "魅惑之声", - effect: "发出魅惑的叫声,给予对手\n精神上的伤害。攻击必定会\n命中", + effect: "发出魅惑的叫声,给予对手精神上的伤害。\n攻击必定会命中", }, "partingShot": { name: "抛下狠话", - effect: "抛下狠话威吓对手,降低攻\n击和特攻后,和后备宝可梦\n进行替换", + effect: "抛下狠话威吓对手,降低攻击和特攻后,\n和后备宝可梦进行替换", }, "topsyTurvy": { name: "颠倒", - effect: "颠倒对手身上的所有能力变\n化,变成和原来相反的状态", + effect: "颠倒对手身上的所有能力变化,\n变成和原来相反的状态", }, "drainingKiss": { name: "吸取之吻", - effect: "用一个吻吸取对手的HP。\n回复给予对手伤害的一半以\n上的HP", + effect: "用一个吻吸取对手的HP。\n回复给予对手伤害的一半以上的HP", }, "craftyShield": { name: "戏法防守", - effect: "使用神奇的力量防住攻击我\n方的变化招式。但无法防住\n伤害招式的攻击", + effect: "使用神奇的力量防住攻击我方的变化招式。\n但无法防住伤害招式的攻击", }, "flowerShield": { name: "鲜花防守", - effect: "使用神奇的力量提高在场的\n所有草属性宝可梦的防御", + effect: "使用神奇的力量提高在场的所有草\n属性宝可梦的防御", }, "grassyTerrain": { name: "青草场地", - effect: "在5回合内变成青草场地。\n地面上的宝可梦每回合都能\n回复。草属性的招式威力还\n会提高", + effect: "在5回合内变成青草场地。\n地面上的宝可梦每回合都能回复。\n草属性的招式威力还会提高", }, "mistyTerrain": { name: "薄雾场地", - effect: "在5回合内,地面上的宝可\n梦不会陷入异常状态。龙属\n性招式的伤害也会减半", + effect: "在5回合内,地面上的宝可梦不会\n陷入异常状态。龙属性招式的伤害\n也会减半", }, "electrify": { name: "输电", - effect: "对手使出招式前,如果输电,\n则该回合对手的招式变成\n电属性", + effect: "对手使出招式前,如果输电,\n则该回合对手的招式变成电属性", }, "playRough": { name: "嬉闹", - effect: "与对手嬉闹并攻击。有时会\n降低对手的攻击", + effect: "与对手嬉闹并攻击。有时会降低对\n手的攻击", }, "fairyWind": { name: "妖精之风", - effect: "刮起妖精之风,吹向对手进\n行攻击", + effect: "刮起妖精之风,吹向对手进行攻击", }, "moonblast": { name: "月亮之力", @@ -2343,83 +2343,83 @@ export const move: MoveTranslationEntries = { }, "boomburst": { name: "爆音波", - effect: "通过震耳欲聋的爆炸声产生\n的破坏力,攻击自己周围所\n有的宝可梦", + effect: "通过震耳欲聋的爆炸声产生的破坏力,\n攻击自己周围所有的宝可梦", }, "fairyLock": { name: "妖精之锁", - effect: "通过封锁,下一回合所有的\n宝可梦都无法逃走", + effect: "通过封锁,下一回合所有的宝可梦\n都无法逃走", }, "kingsShield": { name: "王者盾牌", - effect: "防住对手攻击的同时,自己\n变为防御姿态。能够降低所\n接触到的对手的攻击", + effect: "防住对手攻击的同时,\n自己变为防御姿态。能够降低所接触到的对手的攻击", }, "playNice": { name: "和睦相处", - effect: "和对手和睦相处,使其失去\n战斗的气力,从而降低对手\n的攻击", + effect: "和对手和睦相处,使其失去战斗的气力,\n从而降低对手的攻击", }, "confide": { name: "密语", - effect: "和对手进行密语,使其失去\n集中力,从而降低对手的特\n攻", + effect: "和对手进行密语,使其失去集中力,\n从而降低对手的特攻", }, "diamondStorm": { name: "钻石风暴", - effect: "掀起钻石风暴给予伤害。有\n时会大幅提高自己的防御", + effect: "掀起钻石风暴给予伤害。\n有时会大幅提高自己的防御", }, "steamEruption": { name: "蒸汽爆炸", - effect: "将滚烫的蒸汽喷向对手。有\n时会让对手灼伤", + effect: "将滚烫的蒸汽喷向对手。\n有时会让对手灼伤", }, "hyperspaceHole": { name: "异次元洞", - effect: "通过异次元洞,突然出现在\n对手的侧面进行攻击。还可\n以无视守住和看穿等招式", + effect: "通过异次元洞,突然出现在对手的\n侧面进行攻击。还可以无视守住和\n看穿等招式", }, "waterShuriken": { name: "飞水手里剑", - effect: "用粘液制成的手里剑,连续\n攻击2~5次。必定能够先\n制攻击", + effect: "用粘液制成的手里剑,\n连续攻击2~5次。必定能够先制攻击", }, "mysticalFire": { name: "魔法火焰", - effect: "从口中喷出特别灼热的火焰\n进行攻击。降低对手的特攻", + effect: "从口中喷出特别灼热的火焰进行攻击。\n降低对手的特攻", }, "spikyShield": { name: "尖刺防守", - effect: "防住对手攻击的同时,削减\n接触到自己的对手的体力", + effect: "防住对手攻击的同时,\n削减接触到自己的对手的体力", }, "aromaticMist": { name: "芳香薄雾", - effect: "通过神奇的芳香,提高我方\n宝可梦的特防", + effect: "通过神奇的芳香,提高我方宝可梦的特防", }, "eerieImpulse": { name: "怪异电波", - effect: "从身体放射出怪异电波,让\n对手沐浴其中,从而大幅降\n低其特攻", + effect: "从身体放射出怪异电波,\n让对手沐浴其中,从而大幅降低其特攻", }, "venomDrench": { name: "毒液陷阱", - effect: "将特殊的毒液泼向对手。对\n处于中毒状态的对手,其攻\n击、特攻和速度都会降低", + effect: "将特殊的毒液泼向对手。\n对处于中毒状态的对手,其攻击、特攻和速\n度都会降低", }, "powder": { name: "粉尘", - effect: "如果被撒到粉尘的对手使用\n火招式,则会爆炸并给予伤\n害", + effect: "如果被撒到粉尘的对手使用火招式,\n则会爆炸并给予伤害", }, "geomancy": { name: "大地掌控", - effect: "第1回合吸收能量,第2回\n合大幅提高特攻、特防和速\n度", + effect: "第1回合吸收能量,第2回合大幅\n提高特攻、特防和速度", }, "magneticFlux": { name: "磁场操控", - effect: "通过操控磁场,会提高特性\n为正电和负电的宝可梦的防\n御和特防", + effect: "通过操控磁场,会提高特性为正电\n和负电的宝可梦的防御和特防", }, "happyHour": { name: "欢乐时光", - effect: "如果使用欢乐时光,战斗后\n得到的钱会翻倍", + effect: "如果使用欢乐时光,战斗后得到的\n钱会翻倍", }, "electricTerrain": { name: "电气场地", - effect: "在5回合内变成电气场地。\n地面上的宝可梦将无法入眠。\n电属性的招式威力还会提\n高", + effect: "在5回合内变成电气场地。\n地面上的宝可梦将无法入眠。\n电属性的招式威力还会提高", }, "dazzlingGleam": { name: "魔法闪耀", - effect: "向对手发射强光,并给予伤\n害", + effect: "向对手发射强光,并给予伤害", }, "celebrate": { name: "庆祝", @@ -2427,55 +2427,55 @@ export const move: MoveTranslationEntries = { }, "holdHands": { name: "牵手", - effect: "我方宝可梦之间牵手。能带\n来非常幸福的心情", + effect: "我方宝可梦之间牵手。\n能带来非常幸福的心情", }, "babyDollEyes": { name: "圆瞳", - effect: "用圆瞳凝视对手,从而降低\n其攻击。必定能够先制攻击", + effect: "用圆瞳凝视对手,从而降低其攻击。\n必定能够先制攻击", }, "nuzzle": { name: "蹭蹭脸颊", - effect: "将带电的脸颊蹭蹭对手进行\n攻击。让对手陷入麻痹状态", + effect: "将带电的脸颊蹭蹭对手进行攻击。\n让对手陷入麻痹状态", }, "holdBack": { name: "手下留情", - effect: "在攻击的时候手下留情,从\n而使对手的HP至少会留下\n1HP", + effect: "在攻击的时候手下留情,\n从而使对手的HP至少会留下1HP", }, "infestation": { name: "纠缠不休", - effect: "在4~5回合内死缠烂打地\n进行攻击。在此期间对手将\n无法逃走", + effect: "在4~5回合内死缠烂打地进行攻击。\n在此期间对手将无法逃走", }, "powerUpPunch": { name: "增强拳", - effect: "通过反复击打对手,使自己\n的拳头慢慢变硬。打中对手\n攻击就会提高", + effect: "通过反复击打对手,使自己的拳头\n慢慢变硬。打中对手攻击就会提高", }, "oblivionWing": { name: "归天之翼", - effect: "从锁定的对手身上吸取HP。\n回复给予对手伤害的一半\n以上的HP", + effect: "从锁定的对手身上吸取HP。\n回复给予对手伤害的一半以上的HP", }, "thousandArrows": { name: "千箭齐发", - effect: "可以击中浮在空中的宝可梦。\n空中的对手被击落后,会\n掉到地面", + effect: "可以击中浮在空中的宝可梦。\n空中的对手被击落后,会掉到地面", }, "thousandWaves": { name: "千波激荡", - effect: "从地面掀起波浪进行攻击。\n被掀入波浪中的对手,将无\n法从战斗中逃走", + effect: "从地面掀起波浪进行攻击。\n被掀入波浪中的对手,将无法从战斗中逃走", }, "landsWrath": { name: "大地神力", - effect: "聚集大地的力量,将此力量\n集中攻击对手,并给予伤害", + effect: "聚集大地的力量,将此力量集中攻击对手,\n并给予伤害", }, "lightOfRuin": { name: "破灭之光", - effect: "借用永恒之花的力量,发射\n出强力光线。自己也会受到\n非常大的伤害", + effect: "借用永恒之花的力量,\n发射出强力光线。自己也会受到非常大的伤害", }, "originPulse": { name: "根源波动", - effect: "用无数青白色且闪耀的光线\n攻击对手", + effect: "用无数青白色且闪耀的光线攻击对手", }, "precipiceBlades": { name: "断崖之剑", - effect: "将大地的力量变化为利刃攻\n击对手", + effect: "将大地的力量变化为利刃攻击对手", }, "dragonAscent": { name: "画龙点睛", @@ -2483,155 +2483,155 @@ export const move: MoveTranslationEntries = { }, "hyperspaceFury": { name: "异次元猛攻", - effect: "用许多手臂,无视对手的守\n住或看穿等招式进行连续攻\n击,自己的防御会降低", + effect: "用许多手臂,无视对手的守住或看\n穿等招式进行连续攻击,\n自己的防御会降低", }, "breakneckBlitzPhysical": { name: "一般Z究极无敌大冲撞", - effect: "通过Z力量气势猛烈地全力\n撞上对手。威力会根据原来\n的招式而改变", + effect: "通过Z力量气势猛烈地全力撞上对手。\n威力会根据原来的招式而改变", }, "breakneckBlitzSpecial": { name: "一般Z究极无敌大冲撞", - effect: "通过Z力量气势猛烈地全力\n撞上对手。威力会根据原来\n的招式而改变", + effect: "通过Z力量气势猛烈地全力撞上对手。\n威力会根据原来的招式而改变", }, "allOutPummelingPhysical": { name: "格斗Z全力无双激烈拳", - effect: "通过Z力量制造出能量弹,\n全力撞向对手。威力会根据\n原来的招式而改变", + effect: "通过Z力量制造出能量弹,\n全力撞向对手。威力会根据原来的招式而改变", }, "allOutPummelingSpecial": { name: "格斗Z全力无双激烈拳", - effect: "通过Z力量制造出能量弹,\n全力撞向对手。威力会根据\n原来的招式而改变", + effect: "通过Z力量制造出能量弹,\n全力撞向对手。威力会根据原来的招式而改变", }, "supersonicSkystrikePhysical": { name: "飞行Z极速俯冲轰烈撞", - effect: "通过Z力量猛烈地飞向天空,\n朝对手全力落下。威力会\n根据原来的招式而改变", + effect: "通过Z力量猛烈地飞向天空,\n朝对手全力落下。威力会根据原来的招\n式而改变", }, "supersonicSkystrikeSpecial": { name: "飞行Z极速俯冲轰烈撞", - effect: "通过Z力量猛烈地飞向天空,\n朝对手全力落下。威力会\n根据原来的招式而改变", + effect: "通过Z力量猛烈地飞向天空,\n朝对手全力落下。威力会根据原来的招\n式而改变", }, "acidDownpourPhysical": { name: "毒Z强酸剧毒灭绝雨", - effect: "通过Z力量使毒沼涌起,全\n力让对手沉下去。威力会根\n据原来的招式而改变", + effect: "通过Z力量使毒沼涌起,\n全力让对手沉下去。威力会根据原来的招式而改变", }, "acidDownpourSpecial": { name: "毒Z强酸剧毒灭绝雨", - effect: "通过Z力量使毒沼涌起,全\n力让对手沉下去。威力会根\n据原来的招式而改变", + effect: "通过Z力量使毒沼涌起,\n全力让对手沉下去。威力会根据原来的招式而改变", }, "tectonicRagePhysical": { name: "地面Z地隆啸天大终结", - effect: "通过Z力量潜入地里最深处,\n全力撞上对手。威力会根\n据原来的招式而改变", + effect: "通过Z力量潜入地里最深处,\n全力撞上对手。威力会根据原来的招式而改变", }, "tectonicRageSpecial": { name: "地面Z地隆啸天大终结", - effect: "通过Z力量潜入地里最深处,\n全力撞上对手。威力会根\n据原来的招式而改变", + effect: "通过Z力量潜入地里最深处,\n全力撞上对手。威力会根据原来的招式而改变", }, "continentalCrushPhysical": { name: "岩石Z毁天灭地巨岩坠", - effect: "通过Z力量召唤大大的岩山,\n全力撞向对手。威力会根\n据原来的招式而改变", + effect: "通过Z力量召唤大大的岩山,\n全力撞向对手。威力会根据原来的招式而改变", }, "continentalCrushSpecial": { name: "岩石Z毁天灭地巨岩坠", - effect: "通过Z力量召唤大大的岩山,\n全力撞向对手。威力会根\n据原来的招式而改变", + effect: "通过Z力量召唤大大的岩山,\n全力撞向对手。威力会根据原来的招式而改变", }, "savageSpinOutPhysical": { name: "虫Z绝对捕食回旋斩", - effect: "通过Z力量将吐出的丝线全\n力束缚对手。威力会根据原\n来的招式而改变", + effect: "通过Z力量将吐出的丝线全力束缚对手。\n威力会根据原来的招式而改变", }, "savageSpinOutSpecial": { name: "虫Z绝对捕食回旋斩", - effect: "通过Z力量将吐出的丝线全\n力束缚对手。威力会根据原\n来的招式而改变", + effect: "通过Z力量将吐出的丝线全力束缚对手。\n威力会根据原来的招式而改变", }, "neverEndingNightmarePhysical": { name: "幽灵Z无尽暗夜之诱惑", - effect: "通过Z力量召唤强烈的怨念,\n全力降临到对手身上。威\n力会根据原来的招式而改变", + effect: "通过Z力量召唤强烈的怨念,\n全力降临到对手身上。威力会根据原来\n的招式而改变", }, "neverEndingNightmareSpecial": { name: "幽灵Z无尽暗夜之诱惑", - effect: "通过Z力量召唤强烈的怨念,\n全力降临到对手身上。威\n力会根据原来的招式而改变", + effect: "通过Z力量召唤强烈的怨念,\n全力降临到对手身上。威力会根据原来\n的招式而改变", }, "corkscrewCrashPhysical": { name: "钢Z超绝螺旋连击", - effect: "通过Z力量进行高速旋转,\n全力撞上对手。威力会根据\n原来的招式而改变", + effect: "通过Z力量进行高速旋转,\n全力撞上对手。威力会根据原来的招式而改变", }, "corkscrewCrashSpecial": { name: "钢Z超绝螺旋连击", - effect: "通过Z力量进行高速旋转,\n全力撞上对手。威力会根据\n原来的招式而改变", + effect: "通过Z力量进行高速旋转,\n全力撞上对手。威力会根据原来的招式而改变", }, "infernoOverdrivePhysical": { name: "火Z超强极限爆焰弹", - effect: "通过Z力量喷出熊熊烈火,\n全力撞向对手。威力会根据\n原来的招式而改变", + effect: "通过Z力量喷出熊熊烈火,\n全力撞向对手。威力会根据原来的招式而改变", }, "infernoOverdriveSpecial": { name: "火Z超强极限爆焰弹", - effect: "通过Z力量喷出熊熊烈火,\n全力撞向对手。威力会根据\n原来的招式而改变", + effect: "通过Z力量喷出熊熊烈火,\n全力撞向对手。威力会根据原来的招式而改变", }, "hydroVortexPhysical": { name: "水Z超级水流大漩涡", - effect: "通过Z力量制造大大的潮旋,\n全力吞没对手。威力会根\n据原来的招式而改变", + effect: "通过Z力量制造大大的潮旋,\n全力吞没对手。威力会根据原来的招式而改变", }, "hydroVortexSpecial": { name: "水Z超级水流大漩涡", - effect: "通过Z力量制造大大的潮旋,\n全力吞没对手。威力会根\n据原来的招式而改变", + effect: "通过Z力量制造大大的潮旋,\n全力吞没对手。威力会根据原来的招式而改变", }, "bloomDoomPhysical": { name: "草Z绚烂缤纷花怒放", - effect: "通过Z力量借助花草的能量,\n全力攻击对手。威力会根\n据原来的招式而改变", + effect: "通过Z力量借助花草的能量,\n全力攻击对手。威力会根据原来的招式而改变", }, "bloomDoomSpecial": { name: "草Z绚烂缤纷花怒放", - effect: "通过Z力量借助花草的能量,\n全力攻击对手。威力会根\n据原来的招式而改变", + effect: "通过Z力量借助花草的能量,\n全力攻击对手。威力会根据原来的招式而改变", }, "gigavoltHavocPhysical": { name: "电Z终极伏特狂雷闪", - effect: "通过Z力量将蓄积的强大电\n流全力撞向对手。威力会根\n据原来的招式而改变", + effect: "通过Z力量将蓄积的强大电流全力\n撞向对手。威力会根据原来的招式而改变", }, "gigavoltHavocSpecial": { name: "电Z终极伏特狂雷闪", - effect: "通过Z力量将蓄积的强大电\n流全力撞向对手。威力会根\n据原来的招式而改变", + effect: "通过Z力量将蓄积的强大电流全力\n撞向对手。威力会根据原来的招式而改变", }, "shatteredPsychePhysical": { name: "超能力Z至高精神破坏波", - effect: "通过Z力量操纵对手,全力\n使其感受到痛苦。威力会根\n据原来的招式而改变", + effect: "通过Z力量操纵对手,\n全力使其感受到痛苦。威力会根据原来的招式而改变", }, "shatteredPsycheSpecial": { name: "超能力Z至高精神破坏波", - effect: "通过Z力量操纵对手,全力\n使其感受到痛苦。威力会根\n据原来的招式而改变", + effect: "通过Z力量操纵对手,\n全力使其感受到痛苦。威力会根据原来的招式而改变", }, "subzeroSlammerPhysical": { name: "冰Z激狂大地万里冰", - effect: "通过Z力量急剧降低气温,\n全力冰冻对手。威力会根据\n原来的招式而改变", + effect: "通过Z力量急剧降低气温,\n全力冰冻对手。威力会根据原来的招式而改变", }, "subzeroSlammerSpecial": { name: "冰Z激狂大地万里冰", - effect: "通过Z力量急剧降低气温,\n全力冰冻对手。威力会根据\n原来的招式而改变", + effect: "通过Z力量急剧降低气温,\n全力冰冻对手。威力会根据原来的招式而改变", }, "devastatingDrakePhysical": { name: "龙Z究极巨龙震天地", - effect: "通过Z力量将气场实体化,\n向对手全力发动袭击。威力\n会根据原来的招式而改变", + effect: "通过Z力量将气场实体化,\n向对手全力发动袭击。威力会根据原来的\n招式而改变", }, "devastatingDrakeSpecial": { name: "龙Z究极巨龙震天地", - effect: "通过Z力量将气场实体化,\n向对手全力发动袭击。威力\n会根据原来的招式而改变", + effect: "通过Z力量将气场实体化,\n向对手全力发动袭击。威力会根据原来的\n招式而改变", }, "blackHoleEclipsePhysical": { name: "恶Z黑洞吞噬万物灭", - effect: "通过Z力量收集恶能量,全\n力将对手吸入。威力会根据\n原来的招式而改变", + effect: "通过Z力量收集恶能量,\n全力将对手吸入。威力会根据原来的招式而改变", }, "blackHoleEclipseSpecial": { name: "恶Z黑洞吞噬万物灭", - effect: "通过Z力量收集恶能量,全\n力将对手吸入。威力会根据\n原来的招式而改变", + effect: "通过Z力量收集恶能量,\n全力将对手吸入。威力会根据原来的招式而改变", }, "twinkleTacklePhysical": { name: "妖精Z可爱星星飞天撞", - effect: "通过Z力量制造魅惑空间,\n全力捉弄对手。威力会根据\n原来的招式而改变", + effect: "通过Z力量制造魅惑空间,\n全力捉弄对手。威力会根据原来的招式而改变", }, "twinkleTackleSpecial": { name: "妖精Z可爱星星飞天撞", - effect: "通过Z力量制造魅惑空间,\n全力捉弄对手。威力会根据\n原来的招式而改变", + effect: "通过Z力量制造魅惑空间,\n全力捉弄对手。威力会根据原来的招式而改变", }, "catastropika": { name: "皮卡丘Z皮卡皮卡必杀击", - effect: "通过Z力量,皮卡丘全身覆\n盖最强电力,全力猛扑对手", + effect: "通过Z力量,皮卡丘全身覆盖最强电力,\n全力猛扑对手", }, "shoreUp": { name: "集沙", @@ -2639,27 +2639,27 @@ export const move: MoveTranslationEntries = { }, "firstImpression": { name: "迎头一击", - effect: "威力很高的招式,但只有在\n出场战斗时,立刻使出才能\n成功", + effect: "威力很高的招式,但只有在出场战斗时,\n立刻使出才能成功", }, "banefulBunker": { name: "碉堡", - effect: "防住对手攻击的同时,让接\n触到自己的对手中毒", + effect: "防住对手攻击的同时,\n让接触到自己的对手中毒", }, "spiritShackle": { name: "缝影", - effect: "攻击的同时,缝住对手的影\n子,使其无法逃走", + effect: "攻击的同时,缝住对手的影子,\n使其无法逃走", }, "darkestLariat": { name: "DD金勾臂", - effect: "旋转双臂打向对手。无视对\n手的能力变化,直接给予伤\n害", + effect: "旋转双臂打向对手。无视对手的能力变化,\n直接给予伤害", }, "sparklingAria": { name: "泡影的咏叹调", - effect: "随着唱歌会放出很多气球。\n受到此招式攻击时,灼伤会\n被治愈", + effect: "随着唱歌会放出很多气球。\n受到此招式攻击时,灼伤会被治愈", }, "iceHammer": { name: "冰锤", - effect: "挥舞强力而沉重的拳头,给\n予对手伤害。自己的速度会\n降低", + effect: "挥舞强力而沉重的拳头,\n给予对手伤害。自己的速度会降低", }, "floralHealing": { name: "花疗", @@ -2671,11 +2671,11 @@ export const move: MoveTranslationEntries = { }, "strengthSap": { name: "吸取力量", - effect: "给自己回复和对手攻击力相\n同数值的HP,然后降低对\n手的攻击", + effect: "给自己回复和对手攻击力相同数值的HP,\n然后降低对手的攻击", }, "solarBlade": { name: "日光刃", - effect: "第1回合收集满满的日光,\n第2回合将此力量集中在剑\n上进行攻击", + effect: "第1回合收集满满的日光,\n第2回合将此力量集中在剑上进行攻击", }, "leafage": { name: "树叶", @@ -2683,79 +2683,79 @@ export const move: MoveTranslationEntries = { }, "spotlight": { name: "聚光灯", - effect: "给宝可梦打上聚光灯,该回\n合只能瞄准该宝可梦", + effect: "给宝可梦打上聚光灯,\n该回合只能瞄准该宝可梦", }, "toxicThread": { name: "毒丝", - effect: "将混有毒的丝吐向对手。使\n其中毒,从而降低对手的速\n度", + effect: "将混有毒的丝吐向对手。\n使其中毒,从而降低对手的速度", }, "laserFocus": { name: "磨砺", - effect: "集中精神,下次攻击必定会\n击中要害", + effect: "集中精神,下次攻击必定会击中要害", }, "gearUp": { name: "辅助齿轮", - effect: "启动齿轮,提高特性为正电\n和负电的宝可梦的攻击和特\n攻", + effect: "启动齿轮,提高特性为正电和负电\n的宝可梦的攻击和特攻", }, "throatChop": { name: "深渊突刺", - effect: "受到此招式攻击的对手,会\n因为地狱般的痛苦,在2回\n合内,变得无法使出声音类\n招式", + effect: "受到此招式攻击的对手,\n会因为地狱般的痛苦,在2回合内,\n变得无法使出声音类招式", }, "pollenPuff": { name: "花粉团", - effect: "对敌人使用是会爆炸的团子。\n对我方使用则是给予回复\n的团子", + effect: "对敌人使用是会爆炸的团子。\n对我方使用则是给予回复的团子", }, "anchorShot": { name: "掷锚", - effect: "将锚缠住对手进行攻击。使\n对手无法逃走", + effect: "将锚缠住对手进行攻击。\n使对手无法逃走", }, "psychicTerrain": { name: "精神场地", - effect: "在5回合内,地面上的宝可\n梦不会受到先制招式的攻击。\n超能力属性的招式威力会\n提高", + effect: "在5回合内,地面上的宝可梦不会\n受到先制招式的攻击。\n超能力属性的招式威力会提高", }, "lunge": { name: "猛扑", - effect: "全力猛扑对手进行攻击。从\n而降低对手的攻击", + effect: "全力猛扑对手进行攻击。\n从而降低对手的攻击", }, "fireLash": { name: "火焰鞭", - effect: "用燃烧的鞭子抽打对手。受\n到攻击的对手防御会降低", + effect: "用燃烧的鞭子抽打对手。\n受到攻击的对手防御会降低", }, "powerTrip": { name: "嚣张", - effect: "耀武扬威地攻击对手,自己\n的能力提高得越多,威力就\n越大", + effect: "耀武扬威地攻击对手,\n自己的能力提高得越多,威力就越大", }, "burnUp": { name: "燃尽", - effect: "将自己全身燃烧起火焰来,\n给予对手大大的伤害。自己\n的火属性将会消失", + effect: "将自己全身燃烧起火焰来,\n给予对手大大的伤害。自己的火属性将会消失", }, "speedSwap": { name: "速度互换", - effect: "将对手和自己的速度进行互\n换", + effect: "将对手和自己的速度进行互换", }, "smartStrike": { name: "修长之角", - effect: "用尖尖的角刺入对手进行攻\n击。攻击必定会命中", + effect: "用尖尖的角刺入对手进行攻击。\n攻击必定会命中", }, "purify": { name: "净化", - effect: "治愈对手的异常状态。治愈\n后可以回复自己的HP", + effect: "治愈对手的异常状态。\n治愈后可以回复自己的HP", }, "revelationDance": { name: "觉醒之舞", - effect: "全力跳舞进行攻击。此招式\n的属性将变得和自己的属性\n相同", + effect: "全力跳舞进行攻击。此招式的属性\n将变得和自己的属性相同", }, "coreEnforcer": { name: "核心惩罚者", - effect: "如果给予过伤害的对手已经\n结束行动,其特性就会被消\n除", + effect: "如果给予过伤害的对手已经结束行动,\n其特性就会被消除", }, "tropKick": { name: "热带踢", - effect: "向对手使出来自南国的火热\n脚踢。从而降低对手的攻击", + effect: "向对手使出来自南国的火热脚踢。\n从而降低对手的攻击", }, "instruct": { name: "号令", - effect: "向对手下达指示,让其再次\n使出刚才的招式", + effect: "向对手下达指示,让其再次使出刚\n才的招式", }, "beakBlast": { name: "鸟嘴加农炮", @@ -2763,83 +2763,83 @@ export const move: MoveTranslationEntries = { }, "clangingScales": { name: "鳞片噪音", - effect: "摩擦全身鳞片,发出响亮的\n声音进行攻击。攻击后自己\n的防御会降低", + effect: "摩擦全身鳞片,发出响亮的声音进行攻击。\n攻击后自己的防御会降低", }, "dragonHammer": { name: "龙锤", - effect: "将身体当作锤子,向对手发\n动袭击,给予伤害", + effect: "将身体当作锤子,向对手发动袭击,\n给予伤害", }, "brutalSwing": { name: "狂舞挥打", - effect: "用自己的身体狂舞挥打,给\n予对手伤害", + effect: "用自己的身体狂舞挥打,\n给予对手伤害", }, "auroraVeil": { name: "极光幕", - effect: "在5回合内减弱物理和特殊\n的伤害。只有下雪时才能使\n出", + effect: "在5回合内减弱物理和特殊的伤害。\n只有下雪时才能使出", }, "sinisterArrowRaid": { name: "狙射树枭Z遮天蔽日暗影箭", - effect: "通过Z力量制造出无数箭的\n狙射树枭将全力射穿对手进\n行攻击", + effect: "通过Z力量制造出无数箭的狙射树\n枭将全力射穿对手进行攻击", }, "maliciousMoonsault": { name: "炽焰咆哮虎Z极恶飞跃粉碎击", - effect: "通过Z力量得到强壮肉体的\n炽焰咆哮虎将全力撞向对手\n进行攻击", + effect: "通过Z力量得到强壮肉体的炽焰咆\n哮虎将全力撞向对手进行攻击", }, "oceanicOperetta": { name: "西狮海壬Z海神庄严交响乐", - effect: "通过Z力量召唤大量水的西\n狮海壬将全力攻击对手", + effect: "通过Z力量召唤大量水的西狮海壬\n将全力攻击对手", }, "guardianOfAlola": { name: "卡璞Z巨人卫士・阿罗拉", - effect: "通过Z力量得到阿罗拉之力\n的土地神宝可梦将全力进行\n攻击。对手的剩余HP会减\n少很多", + effect: "通过Z力量得到阿罗拉之力的土地\n神宝可梦将全力进行攻击。\n对手的剩余HP会减少很多", }, "soulStealing7StarStrike": { name: "玛夏多Z七星夺魂腿", - effect: "得到Z力量的玛夏多将全力\n使出拳头和脚踢的连续招式\n叩打对手", + effect: "得到Z力量的玛夏多将全力使出拳\n头和脚踢的连续招式叩打对手", }, "stokedSparksurfer": { name: "阿罗雷Z驾雷驭电戏冲浪", - effect: "得到Z力量的阿罗拉地区的\n雷丘将全力进行攻击。从而\n让对手陷入麻痹状态", + effect: "得到Z力量的阿罗拉地区的雷丘将\n全力进行攻击。从而让对手陷入麻痹状态", }, "pulverizingPancake": { name: "卡比兽Z认真起来大爆击", - effect: "通过Z力量使得认真起来的\n卡比兽跃动巨大身躯,全力\n向对手发动袭击", + effect: "通过Z力量使得认真起来的卡比兽\n跃动巨大身躯,全力向对手发动袭击", }, "extremeEvoboost": { name: "伊布Z九彩昇华齐聚顶", - effect: "得到Z力量的伊布将借助进\n化后伙伴们的力量,大幅提\n高能力", + effect: "得到Z力量的伊布将借助进化后伙\n伴们的力量,大幅提高能力", }, "genesisSupernova": { name: "梦幻Z起源超新星大爆炸", - effect: "得到Z力量的梦幻将全力攻\n击对手。脚下会变成精神场\n地", + effect: "得到Z力量的梦幻将全力攻击对手。\n脚下会变成精神场地", }, "shellTrap": { name: "陷阱甲壳", - effect: "设下甲壳陷阱。如果对手使\n出物理招式,陷阱就会爆炸\n并给予对手伤害", + effect: "设下甲壳陷阱。如果对手使出物理招式,\n陷阱就会爆炸并给予对手伤害", }, "fleurCannon": { name: "花朵加农炮", - effect: "放出强力光束后,自己的特\n攻会大幅降低", + effect: "放出强力光束后,自己的特攻会大幅降低", }, "psychicFangs": { name: "精神之牙", - effect: "利用精神力量咬住对手进行\n攻击。还可以破坏光墙和反\n射壁等", + effect: "利用精神力量咬住对手进行攻击。\n还可以破坏光墙和反射壁等", }, "stompingTantrum": { name: "跺脚", - effect: "化悔恨为力量进行攻击。如\n果上一回合招式没有打中,\n威力就会翻倍", + effect: "化悔恨为力量进行攻击。\n如果上一回合招式没有打中,威力就会翻倍", }, "shadowBone": { name: "暗影之骨", - effect: "用附有灵魂的骨头殴打对手\n进行攻击。有时会降低对手\n的防御", + effect: "用附有灵魂的骨头殴打对手进行攻击。\n有时会降低对手的防御", }, "accelerock": { name: "冲岩", - effect: "迅速撞向对手进行攻击。必\n定能够先制攻击", + effect: "迅速撞向对手进行攻击。\n必定能够先制攻击", }, "liquidation": { name: "水流裂破", - effect: "用水之力量撞向对手进行攻\n击。有时会降低对手的防御", + effect: "用水之力量撞向对手进行攻击。\n有时会降低对手的防御", }, "prismaticLaser": { name: "棱镜镭射", @@ -2851,275 +2851,275 @@ export const move: MoveTranslationEntries = { }, "sunsteelStrike": { name: "流星闪冲", - effect: "以流星般的气势猛撞对手。\n可以无视对手的特性进行攻\n击", + effect: "以流星般的气势猛撞对手。\n可以无视对手的特性进行攻击", }, "moongeistBeam": { name: "暗影之光", - effect: "放出奇怪的光线攻击对手。\n可以无视对手的特性进行攻\n击", + effect: "放出奇怪的光线攻击对手。\n可以无视对手的特性进行攻击", }, "tearfulLook": { name: "泪眼汪汪", - effect: "变得泪眼汪汪,让对手丧失\n斗志。从而降低对手的攻击\n和特攻", + effect: "变得泪眼汪汪,让对手丧失斗志。\n从而降低对手的攻击和特攻", }, "zingZap": { name: "麻麻刺刺", - effect: "撞向对手,并发出强电,使\n其感到麻麻刺刺的。有时会\n使对手畏缩", + effect: "撞向对手,并发出强电,\n使其感到麻麻刺刺的。有时会使对手畏缩", }, "naturesMadness": { name: "自然之怒", - effect: "向对手释放自然之怒。对手\n的HP会减半", + effect: "向对手释放自然之怒。\n对手的HP会减半", }, "multiAttack": { name: "多属性攻击", - effect: "一边覆盖高能量,一边撞向\n对手进行攻击。根据存储碟\n不同,属性会改变", + effect: "一边覆盖高能量,一边撞向对手进行攻击。\n根据存储碟不同,\n属性会改变", }, "tenMillionVoltThunderbolt": { name: "智皮卡Z千万伏特", - effect: "戴着帽子的皮卡丘将通过Z\n力量增强的电击全力释放给\n对手。容易击中要害", + effect: "戴着帽子的皮卡丘将通过Z力量增\n强的电击全力释放给对手。\n容易击中要害", }, "mindBlown": { name: "惊爆大头", - effect: "让自己的头爆炸,来攻击周\n围的一切。自己也会受到伤\n害", + effect: "让自己的头爆炸,来攻击周围的一切。\n自己也会受到伤害", }, "plasmaFists": { name: "等离子闪电拳", - effect: "用覆盖着电流的拳头进行攻\n击。使一般属性的招式变成\n电属性", + effect: "用覆盖着电流的拳头进行攻击。\n使一般属性的招式变成电属性", }, "photonGeyser": { name: "光子喷涌", - effect: "用光柱来进行攻击。比较自\n己的攻击和特攻,用数值相\n对较高的一项给予对方伤害", + effect: "用光柱来进行攻击。比较自己的攻\n击和特攻,用数值相对较高的一项\n给予对方伤害", }, "lightThatBurnsTheSky": { name: "究极奈克洛Z焚天灭世炽光爆", - effect: "奈克洛兹玛会无视对手的特\n性效果,在攻击和特攻之间,\n用数值相对较高的一项给\n予对方伤害", + effect: "奈克洛兹玛会无视对手的特性效果,\n在攻击和特攻之间,\n用数值相对较高的一项给予对方伤害", }, "searingSunrazeSmash": { name: "索尔迦雷欧Z日光回旋下苍穹", - effect: "得到Z力量的索尔迦雷欧将\n全力进行攻击。可以无视对\n手的特性效果", + effect: "得到Z力量的索尔迦雷欧将全力进行攻击。\n可以无视对手的特性效果", }, "menacingMoonrazeMaelstrom": { name: "露奈雅拉Z月华飞溅落灵霄", - effect: "得到Z力量的露奈雅拉将全\n力进行攻击。可以无视对手\n的特性效果", + effect: "得到Z力量的露奈雅拉将全力进行攻击。\n可以无视对手的特性效果", }, "letsSnuggleForever": { name: "谜拟丘Z亲密无间大乱揍", - effect: "得到Z力量的谜拟Q将全力\n进行乱揍攻击", + effect: "得到Z力量的谜拟Q将全力进行乱揍攻击", }, "splinteredStormshards": { name: "鬃岩狼人Z狼啸石牙飓风暴", - effect: "得到Z力量的鬃岩狼人将全\n力进行攻击。而且会消除场\n地状态", + effect: "得到Z力量的鬃岩狼人将全力进行攻击。\n而且会消除场地状态", }, "clangorousSoulblaze": { name: "杖尾鳞甲龙Z炽魂热舞烈音爆", - effect: "得到Z力量的杖尾鳞甲龙将\n全力攻击对手。并且自己的\n能力会提高", + effect: "得到Z力量的杖尾鳞甲龙将全力攻击对手。\n并且自己的能力会提高", }, "zippyZap": { name: "电电加速", - effect: "迅猛无比的电击。必定能够\n先制攻击,并且提高自己的\n闪避率。", + effect: "迅猛无比的电击。必定能够先制攻击,\n并且提高自己的闪避率。", }, "splishySplash": { name: "滔滔冲浪", - effect: "往巨浪中注入电能后冲撞对\n手进行攻击。有时会让对手\n陷入麻痹状态", + effect: "往巨浪中注入电能后冲撞对手进行攻击。\n有时会让对手陷入麻痹状态", }, "floatyFall": { name: "飘飘坠落", - effect: "轻飘飘地浮起来后,再猛地\n俯冲下去进行攻击。有时会\n使对手畏缩", + effect: "轻飘飘地浮起来后,再猛地俯冲下\n去进行攻击。有时会使对手畏缩", }, "pikaPapow": { name: "闪闪雷光", - effect: "皮卡丘越喜欢训练家,电击\n的威力就越强。攻击必定会\n命中", + effect: "皮卡丘越喜欢训练家,\n电击的威力就越强。攻击必定会命中", }, "bouncyBubble": { name: "活活气泡", - effect: "投掷水球进行攻击。吸水后\n能回复等同于造成的伤害\n的HP", + effect: "投掷水球进行攻击。吸水后能回复\n等同于造成的伤害的HP", }, "buzzyBuzz": { name: "麻麻电击", - effect: "放出电击攻击对手。让对手\n陷入麻痹状态", + effect: "放出电击攻击对手。让对手陷入麻痹状态", }, "sizzlySlide": { name: "熊熊火爆", - effect: "用燃起大火的身体猛烈地冲\n撞对手。让对手陷入灼伤状\n态", + effect: "用燃起大火的身体猛烈地冲撞对手。\n让对手陷入灼伤状态", }, "glitzyGlow": { name: "哗哗气场", - effect: "利用念力强攻,粉碎对方信\n心。制造一道能减弱对手特\n殊攻击的神奇墙壁", + effect: "利用念力强攻,粉碎对方信心。\n制造一道能减弱对手特殊攻击的神奇墙壁", }, "baddyBad": { name: "坏坏领域", - effect: "恶行恶相地进行攻击。制造\n一道能减弱对手物理攻击的\n神奇墙壁", + effect: "恶行恶相地进行攻击。\n制造一道能减弱对手物理攻击的神奇墙壁", }, "sappySeed": { name: "茁茁炸弹", - effect: "长出巨大的藤蔓,播撒种子\n进行攻击。种子每回合都会\n吸取对手的HP", + effect: "长出巨大的藤蔓,播撒种子进行攻击。\n种子每回合都会吸取对手的HP", }, "freezyFrost": { name: "冰冰霜冻", - effect: "利用冰冷的黑雾结晶进行攻\n击。使全体宝可梦的能力变\n回原点", + effect: "利用冰冷的黑雾结晶进行攻击。\n使全体宝可梦的能力变回原点", }, "sparklySwirl": { name: "亮亮风暴", - effect: "利用芬芳刺鼻的龙卷风吞噬\n对方。能治愈我方宝可梦的\n异常状态", + effect: "利用芬芳刺鼻的龙卷风吞噬对方。\n能治愈我方宝可梦的异常状态", }, "veeveeVolley": { name: "砰砰击破", - effect: "伊布越喜欢训练家,冲撞的\n威力就越强。攻击必定会命\n中", + effect: "伊布越喜欢训练家,冲撞的威力就越强。\n攻击必定会命中", }, "doubleIronBash": { name: "钢拳双击", - effect: "以胸口的螺帽为中心旋转,\n并连续2次挥动手臂打击对\n手。有时会使对手畏缩", + effect: "以胸口的螺帽为中心旋转,\n并连续2次挥动手臂打击对手。\n有时会使对手畏缩", }, "maxGuard": { name: "极巨防壁", - effect: "完全抵挡对手的攻击。连续\n使出则容易失败", + effect: "完全抵挡对手的攻击。\n连续使出则容易失败", }, "dynamaxCannon": { name: "极巨炮", - effect: "将凝缩在体内的能量从核心\n放出进行攻击", + effect: "将凝缩在体内的能量从核心放出进行攻击", }, "snipeShot": { name: "狙击", - effect: "能无视具有吸引对手招式效\n果的特性或招式的影响。可\n以向选定的对手进行攻击", + effect: "能无视具有吸引对手招式效果的特\n性或招式的影响。可以向选定的对\n手进行攻击", }, "jawLock": { name: "紧咬不放", - effect: "使双方直到一方昏厥为止无\n法替换宝可梦。其中一方退\n场则可以解除效果", + effect: "使双方直到一方昏厥为止无法替换宝可梦。\n其中一方退场则可以解除效果", }, "stuffCheeks": { name: "大快朵颐", - effect: "吃掉携带的树果,大幅提高\n防御", + effect: "吃掉携带的树果,大幅提高防御", }, "noRetreat": { name: "背水一战", - effect: "提高自己的所有能力,但无\n法替换或逃走", + effect: "提高自己的所有能力,\n但无法替换或逃走", }, "tarShot": { name: "沥青射击", - effect: "泼洒黏糊糊的沥青,降低对\n手的速度。火属性会变成对\n手的弱点", + effect: "泼洒黏糊糊的沥青,降低对手的速度。\n火属性会变成对手的弱点", }, "magicPowder": { name: "魔法粉", - effect: "向对手喷洒魔法粉,使对手\n变为超能力属性", + effect: "向对手喷洒魔法粉,使对手变为超\n能力属性", }, "dragonDarts": { name: "龙箭", - effect: "让多龙梅西亚进行2次攻击。\n如果对手有2只宝可梦,\n则对它们各进行1次攻击", + effect: "让多龙梅西亚进行2次攻击。\n如果对手有2只宝可梦,则对它们各进\n行1次攻击", }, "teatime": { name: "茶会", - effect: "举办一场茶会,场上的所有\n宝可梦都会吃掉自己携带的\n树果", + effect: "举办一场茶会,场上的所有宝可梦\n都会吃掉自己携带的树果", }, "octolock": { name: "蛸固", - effect: "让对手无法逃走。对手被固\n定后,每回合都会降低防御\n和特防", + effect: "让对手无法逃走。对手被固定后,\n每回合都会降低防御和特防", }, "boltBeak": { name: "电喙", - effect: "用带电的喙啄刺对手。如果\n比对手先出手攻击,招式的\n威力会变成2倍", + effect: "用带电的喙啄刺对手。\n如果比对手先出手攻击,招式的威力会变成2倍", }, "fishiousRend": { name: "鳃咬", - effect: "用坚硬的腮咬住对手。如果\n比对手先出手攻击,招式的\n威力会变成2倍", + effect: "用坚硬的腮咬住对手。\n如果比对手先出手攻击,招式的威力会变成2倍", }, "courtChange": { name: "换场", - effect: "用神奇的力量交换双方的场\n地效果", + effect: "用神奇的力量交换双方的场地效果", }, "maxFlare": { name: "极巨火爆", - effect: "极巨化宝可梦使出的火属性\n攻击。可在5回合内让日照\n变得强烈", + effect: "极巨化宝可梦使出的火属性攻击。\n可在5回合内让日照变得强烈", }, "maxFlutterby": { name: "极巨虫蛊", - effect: "极巨化宝可梦使出的虫属性\n攻击。会降低对手的特攻", + effect: "极巨化宝可梦使出的虫属性攻击。\n会降低对手的特攻", }, "maxLightning": { name: "极巨闪电", - effect: "极巨化宝可梦使出的电属性\n攻击。可在5回合内将脚下\n变成电气场地", + effect: "极巨化宝可梦使出的电属性攻击。\n可在5回合内将脚下变成电气场地", }, "maxStrike": { name: "极巨攻击", - effect: "极巨化宝可梦使出的一般属\n性攻击。会降低对手的速度", + effect: "极巨化宝可梦使出的一般属性攻击。\n会降低对手的速度", }, "maxKnuckle": { name: "极巨拳斗", - effect: "极巨化宝可梦使出的格斗属\n性攻击。会提高我方的攻击", + effect: "极巨化宝可梦使出的格斗属性攻击。\n会提高我方的攻击", }, "maxPhantasm": { name: "极巨幽魂", - effect: "极巨化宝可梦使出的幽灵属\n性攻击。会降低对手的防御", + effect: "极巨化宝可梦使出的幽灵属性攻击。\n会降低对手的防御", }, "maxHailstorm": { name: "极巨寒冰", - effect: "极巨化宝可梦使出的冰属性\n攻击。在5回合内会下雪", + effect: "极巨化宝可梦使出的冰属性攻击。\n在5回合内会下雪", }, "maxOoze": { name: "极巨酸毒", - effect: "极巨化宝可梦使出的毒属性\n攻击。会提高我方的特攻", + effect: "极巨化宝可梦使出的毒属性攻击。\n会提高我方的特攻", }, "maxGeyser": { name: "极巨水流", - effect: "极巨化宝可梦使出的水属性\n攻击。可在5回合内降下大\n雨", + effect: "极巨化宝可梦使出的水属性攻击。\n可在5回合内降下大雨", }, "maxAirstream": { name: "极巨飞冲", - effect: "极巨化宝可梦使出的飞行属\n性攻击。会提高我方的速度", + effect: "极巨化宝可梦使出的飞行属性攻击。\n会提高我方的速度", }, "maxStarfall": { name: "极巨妖精", - effect: "极巨化宝可梦使出的妖精属\n性攻击。可在5回合内将脚\n下变成薄雾场地", + effect: "极巨化宝可梦使出的妖精属性攻击。\n可在5回合内将脚下变成薄雾场地", }, "maxWyrmwind": { name: "极巨龙骑", - effect: "极巨化宝可梦使出的龙属性\n攻击。会降低对手的攻击", + effect: "极巨化宝可梦使出的龙属性攻击。\n会降低对手的攻击", }, "maxMindstorm": { name: "极巨超能", - effect: "极巨化宝可梦使出的超能力\n属性攻击。可在5回合内将\n脚下变成精神场地", + effect: "极巨化宝可梦使出的超能力属性攻击。\n可在5回合内将脚下变成精神场地", }, "maxRockfall": { name: "极巨岩石", - effect: "极巨化宝可梦使出的岩石属\n性攻击。可在5回合内卷起\n沙暴", + effect: "极巨化宝可梦使出的岩石属性攻击。\n可在5回合内卷起沙暴", }, "maxQuake": { name: "极巨大地", - effect: "极巨化宝可梦使出的地面属\n性攻击。会提高我方的特防", + effect: "极巨化宝可梦使出的地面属性攻击。\n会提高我方的特防", }, "maxDarkness": { name: "极巨恶霸", - effect: "极巨化宝可梦使出的恶属性\n攻击。会降低对手的特防", + effect: "极巨化宝可梦使出的恶属性攻击。\n会降低对手的特防", }, "maxOvergrowth": { name: "极巨草原", - effect: "极巨化宝可梦使出的草属性\n攻击。可在5回合内将脚下\n变成青草场地", + effect: "极巨化宝可梦使出的草属性攻击。\n可在5回合内将脚下变成青草场地", }, "maxSteelspike": { name: "极巨钢铁", - effect: "极巨化宝可梦使出的钢属性\n攻击。会提高我方的防御", + effect: "极巨化宝可梦使出的钢属性攻击。\n会提高我方的防御", }, "clangorousSoul": { name: "魂舞烈音爆", - effect: "削减少许自己的HP,使所\n有能力都提高", + effect: "削减少许自己的HP,\n使所有能力都提高", }, "bodyPress": { name: "扑击", - effect: "用身体撞向对手进行攻击。\n防御越高,给予的伤害就越\n高", + effect: "用身体撞向对手进行攻击。\n防御越高,给予的伤害就越高", }, "decorate": { name: "装饰", - effect: "通过装饰,大幅提高对方的\n攻击和特攻", + effect: "通过装饰,大幅提高对方的攻击和特攻", }, "drumBeating": { name: "鼓击", - effect: "用鼓点来控制鼓的根部进行\n攻击,从而降低对手的速度", + effect: "用鼓点来控制鼓的根部进行攻击,\n从而降低对手的速度", }, "snapTrap": { name: "捕兽夹", - effect: "使用捕兽夹,在4~5回合\n内,夹住对手进行攻击", + effect: "使用捕兽夹,在4~5回合内,\n夹住对手进行攻击", }, "pyroBall": { name: "火焰球", - effect: "点燃小石子,形成火球攻击\n对手。有时会使对手陷入灼\n伤状态", + effect: "点燃小石子,形成火球攻击对手。\n有时会使对手陷入灼伤状态", }, "behemothBlade": { name: "巨兽斩", @@ -3127,99 +3127,99 @@ export const move: MoveTranslationEntries = { }, "behemothBash": { name: "巨兽弹", - effect: "将全身变化为坚固的盾,猛\n烈地撞向对手进行攻击", + effect: "将全身变化为坚固的盾,\n猛烈地撞向对手进行攻击", }, "auraWheel": { name: "气场轮", - effect: "用储存在颊囊里的能量进行\n攻击,并提高自己的速度。\n其属性会随着莫鲁贝可的样\n子而改变", + effect: "用储存在颊囊里的能量进行攻击,\n并提高自己的速度。其属性会随着\n莫鲁贝可的样子而改变", }, "breakingSwipe": { name: "广域破坏", - effect: "用坚韧的尾巴猛扫对手进行\n攻击,从而降低对手的攻击", + effect: "用坚韧的尾巴猛扫对手进行攻击,\n从而降低对手的攻击", }, "branchPoke": { name: "木枝突刺", - effect: "使用尖锐的树枝刺向对手进\n行攻击", + effect: "使用尖锐的树枝刺向对手进行攻击", }, "overdrive": { name: "破音", - effect: "奏响吉他和贝斯,释放出发\n出巨响的剧烈震动攻击对手", + effect: "奏响吉他和贝斯,释放出发出巨响\n的剧烈震动攻击对手", }, "appleAcid": { name: "苹果酸", - effect: "使用从酸苹果中提取出来的\n酸性液体进行攻击。降低对\n手的特防", + effect: "使用从酸苹果中提取出来的酸性液\n体进行攻击。降低对手的特防", }, "gravApple": { name: "万有引力", - effect: "从高处落下苹果,给予对手\n伤害。可降低对手的防御", + effect: "从高处落下苹果,给予对手伤害。\n可降低对手的防御", }, "spiritBreak": { name: "灵魂冲击", - effect: "用足以让对手一蹶不振的气\n势进行攻击。会降低对手的\n特攻", + effect: "用足以让对手一蹶不振的气势进行攻击。\n会降低对手的特攻", }, "strangeSteam": { name: "神奇蒸汽", - effect: "喷出烟雾攻击对手。有时会\n使对手混乱", + effect: "喷出烟雾攻击对手。有时会使对手混乱", }, "lifeDew": { name: "生命水滴", - effect: "喷洒出神奇的水,回复自己\n和场上同伴的HP", + effect: "喷洒出神奇的水,回复自己和场上\n同伴的HP", }, "obstruct": { name: "拦堵", - effect: "完全抵挡对手的攻击。连续\n使出则容易失败。一旦触碰,\n防御就会大幅降低", + effect: "完全抵挡对手的攻击。\n连续使出则容易失败。一旦触碰,\n防御就会大幅降低", }, "falseSurrender": { name: "假跪真撞", - effect: "装作低头认错的样子,用凌\n乱的头发进行突刺。攻击必\n定会命中", + effect: "装作低头认错的样子,\n用凌乱的头发进行突刺。攻击必定会命中", }, "meteorAssault": { name: "流星突击", - effect: "大力挥舞粗壮的茎进行攻击。\n但同时自己也会被晃晕,\n下一回合自己将无法动弹", + effect: "大力挥舞粗壮的茎进行攻击。\n但同时自己也会被晃晕,下一回合自己\n将无法动弹", }, "eternabeam": { name: "无极光束", - effect: "无极汰那变回原来的样子后,\n发动的最强攻击。下一回\n合自己将无法动弹", + effect: "无极汰那变回原来的样子后,\n发动的最强攻击。下一回合自己将无法动弹", }, "steelBeam": { name: "铁蹄光线", - effect: "将从全身聚集的钢铁化为光\n束,激烈地发射出去。自己\n也会受到伤害", + effect: "将从全身聚集的钢铁化为光束,\n激烈地发射出去。自己也会受到伤害", }, "expandingForce": { name: "广域战力", - effect: "利用精神力量攻击对手。在\n精神场地上威力会有所提高,\n能对所有对手造成伤害", + effect: "利用精神力量攻击对手。\n在精神场地上威力会有所提高,\n能对所有对手造成伤害", }, "steelRoller": { name: "铁滚轮", - effect: "在破坏场地的同时攻击对手。\n如果脚下没有任何场地状\n态存在,使出此招式时便会\n失败", + effect: "在破坏场地的同时攻击对手。\n如果脚下没有任何场地状态存在,\n使出此招式时便会失败", }, "scaleShot": { name: "鳞射", - effect: "发射鳞片进行攻击。连续攻\n击2~5次。速度会提高但\n防御会降低", + effect: "发射鳞片进行攻击。连续攻击2~5次。\n速度会提高但防御会降低", }, "meteorBeam": { name: "流星光束", - effect: "第1回合聚集宇宙之力提高\n特攻,第2回合攻击对手", + effect: "第1回合聚集宇宙之力提高特攻,\n第2回合攻击对手", }, "shellSideArm": { name: "臂贝武器", - effect: "从物理攻击和特殊攻击中选\n择可造成较多伤害的方式进\n行攻击。有时会让对手陷入\n中毒状态", + effect: "从物理攻击和特殊攻击中选择可造\n成较多伤害的方式进行攻击。\n有时会让对手陷入中毒状态", }, "mistyExplosion": { name: "薄雾炸裂", - effect: "对自己周围的所有宝可梦进\n行攻击,但使出后,自己会\n陷入昏厥。在薄雾场地上,\n招式威力会提高", + effect: "对自己周围的所有宝可梦进行攻击,\n但使出后,自己会陷入昏厥。\n在薄雾场地上,招式威力会提高", }, "grassyGlide": { name: "青草滑梯", - effect: "仿佛在地面上滑行般地攻击\n对手。在青草场地上,必定\n能够先制攻击", + effect: "仿佛在地面上滑行般地攻击对手。\n在青草场地上,必定能够先制攻击", }, "risingVoltage": { name: "电力上升", - effect: "用从地面升腾而起的电击进\n行攻击。当对手处于电气场\n地上时,招式威力会变成2\n倍", + effect: "用从地面升腾而起的电击进行攻击。\n当对手处于电气场地上时,\n招式威力会变成2倍", }, "terrainPulse": { name: "大地波动", - effect: "借助场地的力量进行攻击。\n视使出招式时场地状态不同,\n招式的属性和威力会有所\n变化", + effect: "借助场地的力量进行攻击。\n视使出招式时场地状态不同,\n招式的属性和威力会有所变化", }, "skitterSmack": { name: "爬击", @@ -3227,19 +3227,19 @@ export const move: MoveTranslationEntries = { }, "burningJealousy": { name: "妒火", - effect: "用嫉妒的能量攻击对手。会\n让在该回合内能力有所提高\n的宝可梦陷入灼伤状态", + effect: "用嫉妒的能量攻击对手。\n会让在该回合内能力有所提高的宝可梦陷入\n灼伤状态", }, "lashOut": { name: "泄愤", - effect: "攻击对手以发泄对其感到的\n恼怒情绪。如果在该回合内\n自身能力遭到降低,招式的\n威力会变成2倍", + effect: "攻击对手以发泄对其感到的恼怒情绪。\n如果在该回合内自身能力遭到降低,\n招式的威力会变成2倍", }, "poltergeist": { name: "灵骚", - effect: "操纵对手的持有物进行攻击。\n当对手没有携带道具时,\n使出此招式时便会失败", + effect: "操纵对手的持有物进行攻击。\n当对手没有携带道具时,使出此招式时\n便会失败", }, "corrosiveGas": { name: "腐蚀气体", - effect: "用具有强酸性的气体包裹住\n自己周围所有的宝可梦,并\n融化其所携带的道具", + effect: "用具有强酸性的气体包裹住自己周\n围所有的宝可梦,并融化其所携带的道具", }, "coaching": { name: "指导", @@ -3247,7 +3247,7 @@ export const move: MoveTranslationEntries = { }, "flipTurn": { name: "快速折返", - effect: "在攻击之后急速返回,和后\n备宝可梦进行替换", + effect: "在攻击之后急速返回,\n和后备宝可梦进行替换", }, "tripleAxel": { name: "三旋击", @@ -3259,71 +3259,71 @@ export const move: MoveTranslationEntries = { }, "scorchingSands": { name: "热沙大地", - effect: "将滚烫的沙子砸向对手进行\n攻击。有时会让对手陷入灼\n伤状态", + effect: "将滚烫的沙子砸向对手进行攻击。\n有时会让对手陷入灼伤状态", }, "jungleHealing": { name: "丛林治疗", - effect: "与丛林融为一体,回复自己\n和场上同伴的HP和状态", + effect: "与丛林融为一体,回复自己和场上\n同伴的HP和状态", }, "wickedBlow": { name: "暗冥强击", - effect: "将恶之流派修炼至大成的猛\n烈一击。必定会击中要害", + effect: "将恶之流派修炼至大成的猛烈一击。\n必定会击中要害", }, "surgingStrikes": { name: "水流连打", - effect: "将水之流派修炼至大成的仿\n若行云流水般的3次连击。\n必定会击中要害", + effect: "将水之流派修炼至大成的仿若行云\n流水般的3次连击。必定会击中要害", }, "thunderCage": { name: "雷电囚笼", - effect: "将对手困在电流四溅的囚笼\n中,在4~5回合内进行攻\n击", + effect: "将对手困在电流四溅的囚笼中,\n在4~5回合内进行攻击", }, "dragonEnergy": { name: "巨龙威能", - effect: "把生命力转换为力量攻击对\n手。自己的HP越少,招式\n的威力越小", + effect: "把生命力转换为力量攻击对手。\n自己的HP越少,招式的威力越小", }, "freezingGlare": { name: "冰冷视线", - effect: "从双眼发射精神力量进行攻\n击。有时会让对手陷入冰冻\n状态", + effect: "从双眼发射精神力量进行攻击。\n有时会让对手陷入冰冻状态", }, "fieryWrath": { name: "怒火中烧", - effect: "将愤怒转化为火焰般的气场\n进行攻击。有时会使对手畏\n缩", + effect: "将愤怒转化为火焰般的气场进行攻击。\n有时会使对手畏缩", }, "thunderousKick": { name: "雷鸣蹴击", - effect: "以雷电般的动作戏耍对手的\n同时使出脚踢。可降低对手\n的防御", + effect: "以雷电般的动作戏耍对手的同时使出脚踢。\n可降低对手的防御", }, "glacialLance": { name: "雪矛", - effect: "向对手投掷掀起暴风雪的冰\n矛进行攻击", + effect: "向对手投掷掀起暴风雪的冰矛进行攻击", }, "astralBarrage": { name: "星碎", - effect: "用大量的小灵体向对手发起\n攻击", + effect: "用大量的小灵体向对手发起攻击", }, "eerieSpell": { name: "诡异咒语", - effect: "用强大的精神力量攻击。让\n对手最后使用的招式减少3\nPP", + effect: "用强大的精神力量攻击。\n让对手最后使用的招式减少3PP", }, "direClaw": { name: "克命爪", - effect: "以破灭之爪进行攻击。有时\n还会让对手陷入中毒、麻痹\n、睡眠之中的一种状态", + effect: "以破灭之爪进行攻击。\n有时还会让对手陷入中毒、麻痹、睡眠之中的\n一种状态", }, "psyshieldBash": { name: "屏障猛攻", - effect: "让意念的能量覆盖全身,撞\n向对手进行攻击。会提高自\n己的防御", + effect: "让意念的能量覆盖全身,\n撞向对手进行攻击。会提高自己的防御", }, "powerShift": { name: "力量转换", - effect: "将自己的攻击与防御互相交\n换", + effect: "将自己的攻击与防御互相交换", }, "stoneAxe": { name: "岩斧", - effect: "用岩石之斧进行攻击。散落\n的岩石碎片会飘浮在对手周\n围", + effect: "用岩石之斧进行攻击。\n散落的岩石碎片会飘浮在对手周围", }, "springtideStorm": { name: "阳春风暴", - effect: "用交织着爱与恨的烈风席卷\n对手进行攻击。有时会降低\n对手的攻击", + effect: "用交织着爱与恨的烈风席卷对手进行攻击。\n有时会降低对手的攻击", }, "mysticalPower": { name: "神秘之力", @@ -3331,7 +3331,7 @@ export const move: MoveTranslationEntries = { }, "ragingFury": { name: "大愤慨", - effect: "在2~3回合内,一边放出\n火焰,一边疯狂乱打。大闹\n一番后自己会陷入混乱", + effect: "在2~3回合内,一边放出火焰,\n一边疯狂乱打。大闹一番后自己会\n陷入混乱", }, "waveCrash": { name: "波动冲", @@ -3339,474 +3339,474 @@ export const move: MoveTranslationEntries = { }, "chloroblast": { name: "叶绿爆震", - effect: "将自己的叶绿素凝聚起来后\n放出去进行攻击。自己也会\n受到伤害", + effect: "将自己的叶绿素凝聚起来后放出去\n进行攻击。自己也会受到伤害", }, "mountainGale": { name: "冰山风", - effect: "将冰山般巨大的冰块砸向对\n手进行攻击。有时会使对手\n畏缩", + effect: "将冰山般巨大的冰块砸向对手进行攻击。\n有时会使对手畏缩", }, "victoryDance": { name: "胜利之舞", - effect: "激烈地跳起唤来胜利的舞蹈,\n提高自己的攻击、防御和\n速度", + effect: "激烈地跳起唤来胜利的舞蹈,\n提高自己的攻击、防御和速度", }, "headlongRush": { name: "突飞猛扑", - effect: "向对手使出灌注了全心全力\n的撞击。自己的防御和特防\n会降低", + effect: "向对手使出灌注了全心全力的撞击。\n自己的防御和特防会降低", }, "barbBarrage": { name: "毒千针", - effect: "用无数的毒针进行攻击。有\n时还会让对手陷入中毒状态。\n攻击处于中毒状态的对手\n时,威力会变成2倍", + effect: "用无数的毒针进行攻击。\n有时还会让对手陷入中毒状态。\n攻击处于中毒状态的对手时,威力会变成2倍", }, "esperWing": { name: "气场之翼", - effect: "用经过气场强化的翅膀撕裂\n对手。容易击中要害。会提\n高自己的速度", + effect: "用经过气场强化的翅膀撕裂对手。\n容易击中要害。会提高自己的速度", }, "bitterMalice": { name: "冤冤相报", - effect: "用令人毛骨悚然的怨念进行\n攻击。会降低对手的攻击", + effect: "用令人毛骨悚然的怨念进行攻击。\n会降低对手的攻击", }, "shelter": { name: "闭关", - effect: "将皮肤变得坚硬如铁盾,从\n而大幅提高自己的防御", + effect: "将皮肤变得坚硬如铁盾,\n从而大幅提高自己的防御", }, "tripleArrows": { name: "三连箭", - effect: "使出一记腿技后同时发射3\n箭。有时会降低对手的防御\n或使对手畏缩。容易击中要\n害", + effect: "使出一记腿技后同时发射3箭。\n有时会降低对手的防御或使对手畏缩。\n容易击中要害", }, "infernalParade": { name: "群魔乱舞", - effect: "用无数的火球进行攻击。有\n时会让对手陷入灼伤状态。\n攻击处于异常状态的对手时,\n威力会变成2倍", + effect: "用无数的火球进行攻击。\n有时会让对手陷入灼伤状态。攻击处于异常\n状态的对手时,威力会变成2倍", }, "ceaselessEdge": { name: "秘剑・千重涛", - effect: "用贝壳之剑进行攻击。散落\n的贝壳碎片会散落在对手脚\n下成为撒菱", + effect: "用贝壳之剑进行攻击。\n散落的贝壳碎片会散落在对手脚下成为撒菱", }, "bleakwindStorm": { name: "枯叶风暴", - effect: "用足以让身心都止不住颤抖\n的冰冷狂风进行攻击。有时\n会降低对手的速度", + effect: "用足以让身心都止不住颤抖的冰冷\n狂风进行攻击。有时会降低对手的速度", }, "wildboltStorm": { name: "鸣雷风暴", - effect: "呼唤雷云引起风暴,用雷与\n风进行激烈的攻击。有时会\n让对手陷入麻痹状态", + effect: "呼唤雷云引起风暴,用雷与风进行\n激烈的攻击。有时会让对手陷入麻痹状态", }, "sandsearStorm": { name: "热沙风暴", - effect: "用灼热的沙子和强烈的风席\n卷对手进行攻击。有时会让\n对手陷入灼伤状态", + effect: "用灼热的沙子和强烈的风席卷对手\n进行攻击。有时会让对手陷入灼伤状态", }, "lunarBlessing": { name: "新月祈祷", - effect: "向新月献上祈祷,回复自己\n和场上同伴的HP和状态", + effect: "向新月献上祈祷,回复自己和场上\n同伴的HP和状态", }, "takeHeart": { name: "勇气填充", - effect: "鼓起冲劲,治愈自己的异常\n状态,同时提高自己的特攻\n和特防", + effect: "鼓起冲劲,治愈自己的异常状态,\n同时提高自己的特攻和特防", }, "gMaxWildfire": { name: "超极巨深渊灭焰", - effect: "超极巨化的喷火龙使出的火\n属性攻击。可在4回合内给\n予对手伤害", + effect: "超极巨化的喷火龙使出的火属性攻击。\n可在4回合内给予对手伤害", }, "gMaxBefuddle": { name: "超极巨蝶影蛊惑", - effect: "超极巨化的巴大蝶使出的虫\n属性攻击。会让对手陷入中\n毒、麻痹或睡眠状态", + effect: "超极巨化的巴大蝶使出的虫属性攻击。\n会让对手陷入中毒、麻痹或睡眠状态", }, "gMaxVoltCrash": { name: "超极巨万雷轰顶", - effect: "超极巨化的皮卡丘使出的电\n属性攻击。会让对手陷入麻\n痹状态", + effect: "超极巨化的皮卡丘使出的电属性攻击。\n会让对手陷入麻痹状态", }, "gMaxGoldRush": { name: "超极巨特大金币", - effect: "超极巨化的喵喵使出的一般\n属性攻击。会让对手陷入混\n乱状态,并可获得金钱", + effect: "超极巨化的喵喵使出的一般属性攻击。\n会让对手陷入混乱状态,\n并可获得金钱", }, "gMaxChiStrike": { name: "超极巨会心一击", - effect: "超极巨化的怪力使出的格斗\n属性攻击。会变得容易击中\n要害", + effect: "超极巨化的怪力使出的格斗属性攻击。\n会变得容易击中要害", }, "gMaxTerror": { name: "超极巨幻影幽魂", - effect: "超极巨化的耿鬼使出的幽灵\n属性攻击。会踩住对手的影\n子,让其无法被替换", + effect: "超极巨化的耿鬼使出的幽灵属性攻击。\n会踩住对手的影子,\n让其无法被替换", }, "gMaxResonance": { name: "超极巨极光旋律", - effect: "超极巨化的拉普拉斯使出的\n冰属性攻击。可在5回合内\n减弱受到的伤害", + effect: "超极巨化的拉普拉斯使出的冰属性攻击。\n可在5回合内减弱受到的伤害", }, "gMaxCuddle": { name: "超极巨热情拥抱", - effect: "超极巨化的伊布使出的一般\n属性攻击。会让对手陷入着\n迷状态", + effect: "超极巨化的伊布使出的一般属性攻击。\n会让对手陷入着迷状态", }, "gMaxReplenish": { name: "超极巨资源再生", - effect: "超极巨化的卡比兽使出的一\n般属性攻击。会让吃掉的树\n果再生", + effect: "超极巨化的卡比兽使出的一般属性攻击。\n会让吃掉的树果再生", }, "gMaxMalodor": { name: "超极巨臭气冲天", - effect: "超极巨化的灰尘山使出的毒\n属性攻击。会让对手陷入中\n毒状态", + effect: "超极巨化的灰尘山使出的毒属性攻击。\n会让对手陷入中毒状态", }, "gMaxStonesurge": { name: "超极巨岩阵以待", - effect: "超极巨化的暴噬龟使出的水\n属性攻击。会发射无数锐利\n的岩石", + effect: "超极巨化的暴噬龟使出的水属性攻击。\n会发射无数锐利的岩石", }, "gMaxWindRage": { name: "超极巨旋风袭卷", - effect: "超极巨化的钢铠鸦使出的飞\n行属性攻击。可消除反射壁\n和光墙", + effect: "超极巨化的钢铠鸦使出的飞行属性攻击。\n可消除反射壁和光墙", }, "gMaxStunShock": { name: "超极巨异毒电场", - effect: "超极巨化的颤弦蝾螈使出的\n电属性攻击。会让对手陷入\n中毒或麻痹状态", + effect: "超极巨化的颤弦蝾螈使出的电属性攻击。\n会让对手陷入中毒或麻痹状态", }, "gMaxFinale": { name: "超极巨幸福圆满", - effect: "超极巨化的霜奶仙使出的妖\n精属性攻击。可回复我方的\nHP", + effect: "超极巨化的霜奶仙使出的妖精属性攻击。\n可回复我方的HP", }, "gMaxDepletion": { name: "超极巨劣化衰变", - effect: "超极巨化的铝钢龙使出的龙\n属性攻击。可减少对手最后\n使用的招式的PP", + effect: "超极巨化的铝钢龙使出的龙属性攻击。\n可减少对手最后使用的招式的PP", }, "gMaxGravitas": { name: "超极巨天道七星", - effect: "超极巨化的以欧路普使出的\n超能力属性攻击。在5回合\n内重力会产生变化", + effect: "超极巨化的以欧路普使出的超能力\n属性攻击。在5回合内重力会产生变化", }, "gMaxVolcalith": { name: "超极巨炎石喷发", - effect: "超极巨化的巨炭山使出的岩\n石属性攻击。可在4回合内\n给予对手伤害", + effect: "超极巨化的巨炭山使出的岩石属性攻击。\n可在4回合内给予对手伤害", }, "gMaxSandblast": { name: "超极巨沙尘漫天", - effect: "超极巨化的沙螺蟒使出的地\n面属性攻击。在4~5回合\n内会狂刮沙暴", + effect: "超极巨化的沙螺蟒使出的地面属性攻击。\n在4~5回合内会狂刮沙暴", }, "gMaxSnooze": { name: "超极巨睡魔降临", - effect: "超极巨化的长毛巨魔使出的\n恶属性攻击。会通过打大哈\n欠让对手产生睡意", + effect: "超极巨化的长毛巨魔使出的恶属性攻击。\n会通过打大哈欠让对手产生睡意", }, "gMaxTartness": { name: "超极巨酸不溜丢", - effect: "超极巨化的苹裹龙使出的草\n属性攻击。会降低对手的闪\n避率", + effect: "超极巨化的苹裹龙使出的草属性攻击。\n会降低对手的闪避率", }, "gMaxSweetness": { name: "超极巨琼浆玉液", - effect: "超极巨化的丰蜜龙使出的草\n属性攻击。会治愈我方的异\n常状态", + effect: "超极巨化的丰蜜龙使出的草属性攻击。\n会治愈我方的异常状态", }, "gMaxSmite": { name: "超极巨天谴雷诛", - effect: "超极巨化的布莉姆温使出的\n妖精属性攻击。会让对手陷\n入混乱状态", + effect: "超极巨化的布莉姆温使出的妖精属性攻击。\n会让对手陷入混乱状态", }, "gMaxSteelsurge": { name: "超极巨钢铁阵法", - effect: "超极巨化的大王铜象使出的\n钢属性攻击。会发射无数锐\n利的刺", + effect: "超极巨化的大王铜象使出的钢属性攻击。\n会发射无数锐利的刺", }, "gMaxMeltdown": { name: "超极巨液金熔击", - effect: "超极巨化的美录梅塔使出的\n钢属性攻击。会让对手无法\n连续使出相同的招式", + effect: "超极巨化的美录梅塔使出的钢属性攻击。\n会让对手无法连续使出相同的招式", }, "gMaxFoamBurst": { name: "超极巨激漩泡涡", - effect: "超极巨化的巨钳蟹使出的水\n属性攻击。会大幅降低对手\n的速度", + effect: "超极巨化的巨钳蟹使出的水属性攻击。\n会大幅降低对手的速度", }, "gMaxCentiferno": { name: "超极巨百火焚野", - effect: "超极巨化的焚焰蚣使出的火\n属性攻击。可在4~5回合\n内将对手困在火焰中", + effect: "超极巨化的焚焰蚣使出的火属性攻击。\n可在4~5回合内将对手困在火焰中", }, "gMaxVineLash": { name: "超极巨灰飞鞭灭", - effect: "超极巨化的妙蛙花使出的草\n属性攻击。可在4回合内给\n予对手伤害", + effect: "超极巨化的妙蛙花使出的草属性攻击。\n可在4回合内给予对手伤害", }, "gMaxCannonade": { name: "超极巨水炮轰灭", - effect: "超极巨化的水箭龟使出的水\n属性攻击。可在4回合内给\n予对手伤害", + effect: "超极巨化的水箭龟使出的水属性攻击。\n可在4回合内给予对手伤害", }, "gMaxDrumSolo": { name: "超极巨狂擂乱打", - effect: "超极巨化的轰擂金刚猩使出\n的草属性攻击。不会受到对\n手特性的干扰", + effect: "超极巨化的轰擂金刚猩使出的草属性攻击。\n不会受到对手特性的干扰", }, "gMaxFireball": { name: "超极巨破阵火球", - effect: "超极巨化的闪焰王牌使出的\n火属性攻击。不会受到对手\n特性的干扰", + effect: "超极巨化的闪焰王牌使出的火属性攻击。\n不会受到对手特性的干扰", }, "gMaxHydrosnipe": { name: "超极巨狙击神射", - effect: "超极巨化的千面避役使出的\n水属性攻击。不会受到对手\n特性的干扰", + effect: "超极巨化的千面避役使出的水属性攻击。\n不会受到对手特性的干扰", }, "gMaxOneBlow": { name: "超极巨夺命一击", - effect: "超极巨化的武道熊师使出的\n恶属性攻击。是可以无视极\n巨防壁的一击", + effect: "超极巨化的武道熊师使出的恶属性攻击。\n是可以无视极巨防壁的一击", }, "gMaxRapidFlow": { name: "超极巨流水连击", - effect: "超极巨化的武道熊师使出的\n水属性攻击。是可以无视极\n巨防壁的连击", + effect: "超极巨化的武道熊师使出的水属性攻击。\n是可以无视极巨防壁的连击", }, "teraBlast": { name: "太晶爆发", - effect: "太晶化时,会放出太晶属性\n的能量攻击。比较自己的攻\n击和特攻,用数值相对较高\n的一项给予对方伤害。(其\n他属性)/用攻击和特攻数\n值较高的一项给予伤害。对\n正处于太晶化的对手效果绝\n佳。自己的攻击和特攻会降\n低。(星晶", + effect: "太晶化时,会放出太晶属性的能量攻击。\n比较自己的攻击和特攻,\n用数值相对较高的一项给予对方伤害。\n(其他属性)/用攻击和特攻数\n值较高的一项给予伤害。\n对正处于太晶化的对手效果绝佳。\n自己的攻击和特攻会降低。(星晶", }, "silkTrap": { name: "线阱", - effect: "用丝设置陷阱。防住对方攻\n击的同时,能够降低所接触\n到的对手的速度", + effect: "用丝设置陷阱。防住对方攻击的同时,\n能够降低所接触到的对手的速度", }, "axeKick": { name: "下压踢", - effect: "将踢起的脚跟往下劈向对手\n进行攻击。有时会使对手混\n乱。如果劈偏则自己会受到\n伤害", + effect: "将踢起的脚跟往下劈向对手进行攻击。\n有时会使对手混乱。\n如果劈偏则自己会受到伤害", }, "lastRespects": { name: "扫墓", - effect: "为了化解伙伴的悔恨而进行\n攻击。被打倒的我方宝可梦\n越多,招式的威力越高", + effect: "为了化解伙伴的悔恨而进行攻击。\n被打倒的我方宝可梦越多,\n招式的威力越高", }, "luminaCrash": { name: "琉光冲激", - effect: "放出连精神都能影响到的奇\n妙怪光进行攻击。会大幅降\n低对方的特防", + effect: "放出连精神都能影响到的奇妙怪光\n进行攻击。会大幅降低对方的特防", }, "orderUp": { name: "上菜", - effect: "以潇洒的身手进行攻击。若\n口中有米立龙,会按其样子\n提高能力", + effect: "以潇洒的身手进行攻击。\n若口中有米立龙,会按其样子提高能力", }, "jetPunch": { name: "喷射拳", - effect: "将激流覆盖于拳头,以肉眼\n无法辨识的速度打出拳击。\n必定能够先制攻击", + effect: "将激流覆盖于拳头,以肉眼无法辨\n识的速度打出拳击。必定能够先制攻击", }, "spicyExtract": { name: "辣椒精华", - effect: "放出极为辛辣的精华。对手\n的攻击会大幅提高,防御会\n大幅降低", + effect: "放出极为辛辣的精华。\n对手的攻击会大幅提高,防御会大幅降低", }, "spinOut": { name: "疾速转轮", - effect: "通过往腿上增加负荷,以激\n烈的旋转给予对手伤害。自\n己的速度会大幅降低", + effect: "通过往腿上增加负荷,\n以激烈的旋转给予对手伤害。自己的速度会大幅降低", }, "populationBomb": { name: "鼠数儿", - effect: "伙伴们会纷纷赶来集合,以\n群体行动给予对手攻击。连\n续命中1~10次", + effect: "伙伴们会纷纷赶来集合,\n以群体行动给予对手攻击。连续命中1~10次", }, "iceSpinner": { name: "冰旋", - effect: "脚上覆盖薄冰,旋转着撞击\n对手。通过旋转的动作破坏\n场地", + effect: "脚上覆盖薄冰,旋转着撞击对手。\n通过旋转的动作破坏场地", }, "glaiveRush": { name: "巨剑突击", - effect: "有勇无谋的舍身突击。使出\n招式后,对手的攻击必定会\n命中,且伤害会变成2倍", + effect: "有勇无谋的舍身突击。使出招式后,\n对手的攻击必定会命中,\n且伤害会变成2倍", }, "revivalBlessing": { name: "复生祈祷", - effect: "通过以慈爱之心祈祷,让陷\n入昏厥的后备宝可梦以回复\n一半HP的状态复活", + effect: "通过以慈爱之心祈祷,\n让陷入昏厥的后备宝可梦以回复一半HP的状态复活", }, "saltCure": { name: "盐腌", - effect: "使对手陷入盐腌状态,每回\n合给予对手伤害。对手为钢\n或水属性时会更痛苦", + effect: "使对手陷入盐腌状态,\n每回合给予对手伤害。对手为钢或水属性时会更痛苦", }, "tripleDive": { name: "三连钻", - effect: "以默契的跳跃溅起水花击向\n对手。连续3次给予伤害", + effect: "以默契的跳跃溅起水花击向对手。\n连续3次给予伤害", }, "mortalSpin": { name: "晶光转转", - effect: "通过旋转来攻击对手。可以\n摆脱绑紧、紧束、寄生种子\n等招式。还能让对手陷入中\n毒状态", + effect: "通过旋转来攻击对手。\n可以摆脱绑紧、紧束、寄生种子等招式。\n还能让对手陷入中毒状态", }, "doodle": { name: "描绘", - effect: "把握并映射出对手的本质,\n让自己和同伴宝可梦的特性\n变得和对手相同", + effect: "把握并映射出对手的本质,\n让自己和同伴宝可梦的特性变得和对手相同", }, "filletAway": { name: "甩肉", - effect: "削减自己的HP,大幅提高\n攻击和特攻以及速度", + effect: "削减自己的HP,大幅提高攻击和\n特攻以及速度", }, "kowtowCleave": { name: "仆刀", - effect: "下跪让对手大意后发起袭击\n劈向对手。攻击必定会命中", + effect: "下跪让对手大意后发起袭击劈向对手。\n攻击必定会命中", }, "flowerTrick": { name: "千变万花", - effect: "将做了手脚的花束扔向对手\n进行攻击。必定会命中,且\n会击中要害", + effect: "将做了手脚的花束扔向对手进行攻击。\n必定会命中,且会击中要害", }, "torchSong": { name: "闪焰高歌", - effect: "如唱歌一样喷出熊熊燃烧的\n火焰烧焦对手。会提高自己\n的特攻", + effect: "如唱歌一样喷出熊熊燃烧的火焰烧焦对手。\n会提高自己的特攻", }, "aquaStep": { name: "流水旋舞", - effect: "以盈盈欲滴的轻快步伐戏耍\n对手并给予其伤害。会提高\n自己的速度", + effect: "以盈盈欲滴的轻快步伐戏耍对手并\n给予其伤害。会提高自己的速度", }, "ragingBull": { name: "怒牛", - effect: "狂怒暴牛的猛烈冲撞。招式\n的属性随形态改变,光墙和\n反射壁等招式也能破坏", + effect: "狂怒暴牛的猛烈冲撞。\n招式的属性随形态改变,光墙和反射壁等招式\n也能破坏", }, "makeItRain": { name: "淘金潮", - effect: "扔出大量硬币攻击。自己的\n特攻会降低,战斗后还可以\n拿到钱", + effect: "扔出大量硬币攻击。自己的特攻会降低,\n战斗后还可以拿到钱", }, "psyblade": { name: "精神剑", - effect: "用无形的利刃劈开对手。处\n于电气场地时,招式威力会\n变成1.5倍", + effect: "用无形的利刃劈开对手。\n处于电气场地时,招式威力会变成1.5倍", }, "hydroSteam": { name: "水蒸气", - effect: "将煮得翻滚的开水猛烈地喷\n向对手。日照强烈时,招式\n威力不但不会降低,还会变\n成1.5倍", + effect: "将煮得翻滚的开水猛烈地喷向对手。\n日照强烈时,招式威力不但不会降低,\n还会变成1.5倍", }, "ruination": { name: "大灾难", - effect: "引发毁灭性的灾厄,使对手\n的HP减半", + effect: "引发毁灭性的灾厄,使对手的HP减半", }, "collisionCourse": { name: "全开猛撞", - effect: "边变形边凶暴地落下,并引\n发起古老的大爆炸。若针对\n到弱点,威力会进一步", + effect: "边变形边凶暴地落下,\n并引发起古老的大爆炸。若针对到弱点,\n威力会进一步", }, "electroDrift": { name: "闪电猛冲", - effect: "边变形边高速奔走,并以未\n知的电击贯穿对手。若针对\n到弱点,威力会进一步", + effect: "边变形边高速奔走,并以未知的电\n击贯穿对手。若针对到弱点,\n威力会进一步", }, "shedTail": { name: "断尾", - effect: "削减自己的HP,制造分身\n后会返回,并和后备宝可梦\n进行替换", + effect: "削减自己的HP,制造分身后会返回,\n并和后备宝可梦进行替换", }, "chillyReception": { name: "冷笑话", - effect: "留下冷场的冷笑话后,和后\n备宝可梦进行替换。在5回\n合内会下雪", + effect: "留下冷场的冷笑话后,\n和后备宝可梦进行替换。在5回合内会下雪", }, "tidyUp": { name: "大扫除", - effect: "将撒菱、隐形岩、黏黏网、\n毒菱、替身全部扫除掉。自\n己的攻击和速度会提高", + effect: "将撒菱、隐形岩、黏黏网、毒菱、\n替身全部扫除掉。自己的攻击和速\n度会提高", }, "snowscape": { name: "雪景", - effect: "在5回合内会下雪。冰属性\n的防御会提高", + effect: "在5回合内会下雪。冰属性的防御会提高", }, "pounce": { name: "虫扑", - effect: "飞扑向对手攻击。会降低对\n手的速度", + effect: "飞扑向对手攻击。会降低对手的速度", }, "trailblaze": { name: "起草", - effect: "跳出草丛进行攻击。通过轻\n快的步伐会提高自己的速度", + effect: "跳出草丛进行攻击。通过轻快的步\n伐会提高自己的速度", }, "chillingWater": { name: "泼冷水", - effect: "泼洒冰冷得足以让对手失去\n活力的水进行攻击。会降低\n对手的攻击", + effect: "泼洒冰冷得足以让对手失去活力的\n水进行攻击。会降低对手的攻击", }, "hyperDrill": { name: "强力钻", - effect: "急速旋转尖锐的身体部位贯\n穿对手。可以无视守住和看\n穿等招式", + effect: "急速旋转尖锐的身体部位贯穿对手。\n可以无视守住和看穿等招式", }, "twinBeam": { name: "双光束", - effect: "从两眼发射出神奇的光线攻\n击。连续2次给予伤害", + effect: "从两眼发射出神奇的光线攻击。\n连续2次给予伤害", }, "rageFist": { name: "愤怒之拳", - effect: "将愤怒化为力量攻击。受到\n攻击的次数越多,招式的威\n力越高", + effect: "将愤怒化为力量攻击。\n受到攻击的次数越多,招式的威力越高", }, "armorCannon": { name: "铠农炮", - effect: "熊熊燃烧自己的铠甲,将其\n做成炮弹射出攻击。自己的\n防御和特防会降低", + effect: "熊熊燃烧自己的铠甲,\n将其做成炮弹射出攻击。自己的防御和特防会降低", }, "bitterBlade": { name: "悔念剑", - effect: "将对世间的留恋聚集于剑尖,\n并斩击对手。可以回复给\n予对手伤害的一半HP", + effect: "将对世间的留恋聚集于剑尖,\n并斩击对手。可以回复给予对手伤害的\n一半HP", }, "doubleShock": { name: "电光双击", - effect: "将全身所有的电力放出,给\n予对手大大的伤害。自己的\n电属性将会消失", + effect: "将全身所有的电力放出,\n给予对手大大的伤害。自己的电属性将会消失", }, "gigatonHammer": { name: "巨力锤", - effect: "连同身体转起巨大的锤子进\n行攻击。这个招式无法连续\n使出2次", + effect: "连同身体转起巨大的锤子进行攻击。\n这个招式无法连续使出2次", }, "comeuppance": { name: "复仇", - effect: "使出招式前,将最后受到的\n招式的伤害大力返还给对手", + effect: "使出招式前,将最后受到的招式的\n伤害大力返还给对手", }, "aquaCutter": { name: "水波刀", - effect: "如刀刃般喷射出加压的水切\n开对手。容易击中要害", + effect: "如刀刃般喷射出加压的水切开对手。\n容易击中要害", }, "blazingTorque": { name: "灼热暴冲", - effect: "攻击目标造成伤害,\n有30%的几率使目标陷入\n灼伤状态。", + effect: "攻击目标造成伤害,有30%的几\n率使目标陷入灼伤状态。", }, "wickedTorque": { name: "黑暗暴冲", - effect: "攻击目标造成伤害,\n有30%的几率使目标陷入\n睡眠状态。", + effect: "攻击目标造成伤害,有30%的几\n率使目标陷入睡眠状态。", }, "noxiousTorque": { name: "剧毒暴冲", - effect: "攻击目标造成伤害,\n有30%的几率使目标陷入\n中毒状态。", + effect: "攻击目标造成伤害,有30%的几\n率使目标陷入中毒状态。", }, "combatTorque": { name: "格斗暴冲", - effect: "攻击目标造成伤害,\n有30%的几率使目标陷入\n麻痹状态。此招式可以命中\n幽灵属性的宝可梦。", + effect: "攻击目标造成伤害,有30%的几\n率使目标陷入麻痹状态。\n此招式可以命中幽灵属性的宝可梦。", }, "magicalTorque": { name: "魔法暴冲", - effect: "攻击目标造成伤害,\n有30%的几率使目标陷入\n混乱状态。", + effect: "攻击目标造成伤害,有30%的几\n率使目标陷入混乱状态。", }, "bloodMoon": { name: "血月", - effect: "从赤红如血的满月发射出全\n部的气势。这个招式无法连\n续使出2次", + effect: "从赤红如血的满月发射出全部的气势。\n这个招式无法连续使出2次", }, "matchaGotcha": { name: "刷刷茶炮", - effect: "发射经搅拌的茶的大炮,可\n以回复给予对手伤害的一半\nHP,有时会让对手陷入灼\n伤状态", + effect: "发射经搅拌的茶的大炮,\n可以回复给予对手伤害的一半HP,\n有时会让对手陷入灼伤状态", }, "syrupBomb": { name: "糖浆炸弹", - effect: "使粘稠的麦芽糖浆爆炸,让\n对手陷入满身糖状态,在3\n回合内持续降低其速度", + effect: "使粘稠的麦芽糖浆爆炸,\n让对手陷入满身糖状态,在3回合内持续降\n低其速度", }, "ivyCudgel": { name: "棘藤棒", - effect: "用缠有藤蔓的棍棒殴打。属\n性会随所戴的面具而改变。\n容易击中要害", + effect: "用缠有藤蔓的棍棒殴打。\n属性会随所戴的面具而改变。容易击中要害", }, "electroShot": { name: "电光束", - effect: "第1回合收集电力提高特攻,\n第2回合将高压的电力发\n射出去。下雨天气时能立刻\n发射", + effect: "第1回合收集电力提高特攻,\n第2回合将高压的电力发射出去。\n下雨天气时能立刻发射", }, "teraStarstorm": { name: "晶光星群", - effect: "照射出结晶的力量来驱逐敌\n人。太乐巴戈斯在星晶形态\n下使出时,能对所有对手造\n成伤害", + effect: "照射出结晶的力量来驱逐敌人。\n太乐巴戈斯在星晶形态下使出时,\n能对所有对手造成伤害", }, "fickleBeam": { name: "随机光", - effect: "发射光线进行攻击。有时其\n他的头也会合力发射镭射,\n让招式威力变成2倍", + effect: "发射光线进行攻击。有时其他的头\n也会合力发射镭射,让招式威力变成2倍", }, "burningBulwark": { name: "火焰守护", - effect: "用超高温的体毛防住对手攻\n击的同时,让接触到自己的\n对手灼伤", + effect: "用超高温的体毛防住对手攻击的同时,\n让接触到自己的对手灼伤", }, "thunderclap": { name: "迅雷", - effect: "可以比对手先使出电击进行\n攻击。对手使出的招式如果\n不是攻击招式则会失败", + effect: "可以比对手先使出电击进行攻击。\n对手使出的招式如果不是攻击招式\n则会失败", }, "mightyCleave": { name: "强刃攻击", - effect: "用积蓄在头部的光来斩切对\n手。可以无视守护进行攻击", + effect: "用积蓄在头部的光来斩切对手。\n可以无视守护进行攻击", }, "tachyonCutter": { name: "迅子利刃", - effect: "接连发射出粒子的利刃,连\n续2次给予伤害。攻击必定\n会命中", + effect: "接连发射出粒子的利刃,\n连续2次给予伤害。攻击必定会命中", }, "hardPress": { name: "硬压", - effect: "用手臂或钳子压迫对手。对\n手剩余的HP越多,威力越\n大", + effect: "用手臂或钳子压迫对手。\n对手剩余的HP越多,威力越大", }, "dragonCheer": { name: "龙声鼓舞", - effect: "以龙之鼓舞提高士气,让我\n方的招式变得容易击中要害。\n对龙属性的鼓舞效果会更\n强", + effect: "以龙之鼓舞提高士气,\n让我方的招式变得容易击中要害。\n对龙属性的鼓舞效果会更强", }, "alluringVoice": { name: "魅诱之声", - effect: "用天使般的歌声攻击对手。\n会让此回合内能力有提高的\n宝可梦陷入混乱状态", + effect: "用天使般的歌声攻击对手。\n会让此回合内能力有提高的宝可梦陷入混乱状态", }, "temperFlare": { name: "豁出去", - effect: "以自暴自弃的气势进行攻击。\n如果上一回合招式没有命\n中,威力就会翻倍", + effect: "以自暴自弃的气势进行攻击。\n如果上一回合招式没有命中,\n威力就会翻倍", }, "supercellSlam": { name: "闪电强袭", - effect: "让身体带电后压向对手。如\n果没有命中则自己会受到伤\n害", + effect: "让身体带电后压向对手。\n如果没有命中则自己会受到伤害", }, "psychicNoise": { name: "精神噪音", - effect: "用令对手不舒服的音波进行\n攻击。让对手在2回合内无\n法通过招式、特性或携带的\n道具回复HP", + effect: "用令对手不舒服的音波进行攻击。\n让对手在2回合内无法通过招式、\n特性或携带的道具回复HP", }, "upperHand": { name: "快手还击", - effect: "察觉到对手的动作后用掌根\n攻击,让对手畏缩。如果对\n手使出的招式不是先制攻击,\n则会失败", + effect: "察觉到对手的动作后用掌根攻击,\n让对手畏缩。如果对手使出的招式\n不是先制攻击,则会失败", }, "malignantChain": { name: "邪毒锁链", - effect: "用由毒形成的锁链缠住对手\n注入毒素加以侵蚀。有时会\n让对手陷入剧毒状态", + effect: "用由毒形成的锁链缠住对手注入毒\n素加以侵蚀。有时会让对手陷入剧毒状态", } } as const; diff --git a/src/locales/zh_CN/splash-messages.ts b/src/locales/zh_CN/splash-messages.ts index 1cf59635551..35551cf1163 100644 --- a/src/locales/zh_CN/splash-messages.ts +++ b/src/locales/zh_CN/splash-messages.ts @@ -1,37 +1,37 @@ import { SimpleTranslationEntries } from "#app/interfaces/locales"; export const splashMessages: SimpleTranslationEntries = { - "battlesWon": "胜利场数!", - "joinTheDiscord": "加入Discord!", - "infiniteLevels": "无限等级!", - "everythingStacks": "叠加一切!", - "optionalSaveScumming": "可选SL!", - "biomes": "35种生态!", - "openSource": "开源!", - "playWithSpeed": "五倍速游玩!", - "liveBugTesting": "即时漏洞测试!", - "heavyInfluence": "深受雨中冒险2影响!", - "pokemonRiskAndPokemonRain": "宝可梦雨中冒险!", - "nowWithMoreSalt": "增加33%的盐!", - "infiniteFusionAtHome": "家庭版无限融合!", - "brokenEggMoves": "超模的蛋招式!", - "magnificent": "华丽!", - "mubstitute": "替身!", - "thatsCrazy": "疯狂!", - "oranceJuice": "橙汁!", - "questionableBalancing": "值得质疑的平衡性!", - "coolShaders": "炫酷的着色器!", - "aiFree": "不含AI!", - "suddenDifficultySpikes": "突然上升的难度曲线!", - "basedOnAnUnfinishedFlashGame": "基于未完成的flash游戏!", - "moreAddictiveThanIntended": "比预期的更上瘾!", - "mostlyConsistentSeeds": "多数情况下一致的种子!", - "achievementPointsDontDoAnything": "成就点没有任何用处!", - "youDoNotStartAtLevel": "你不能从2000级开始!", - "dontTalkAboutTheManaphyEggIncident": "禁止谈论玛纳霏蛋事件!", - "alsoTryPokengine": "也试试Pokéngine!", - "alsoTryEmeraldRogue": "也试试绿宝石肉鸽!", - "alsoTryRadicalRed": "也试试激进红!", - "eeveeExpo": "伊布博览会!", - "ynoproject": "YNOproject!", + "battlesWon": "场胜利!", + "joinTheDiscord": "加入Discord!", + "infiniteLevels": "等级无限!", + "everythingStacks": "道具全部叠加!", + "optionalSaveScumming": "可用SL大法!", + "biomes": "35种地区!", + "openSource": "开源!", + "playWithSpeed": "请五倍速游玩!", + "liveBugTesting": "随时修复BUG!", + "heavyInfluence": "深受雨中冒险2影响!", + "pokemonRiskAndPokemonRain": "雨中宝可梦冒险!", + "nowWithMoreSalt": "增加33%的盐!", + "infiniteFusionAtHome": "无限融合家庭版!", + "brokenEggMoves": "超模的蛋招式!", + "magnificent": "华丽!", + "mubstitute": "替身!", + "thatsCrazy": "疯狂!", + "oranceJuice": "橙汁!", + "questionableBalancing": "游戏平衡性存疑!", + "coolShaders": "炫酷的配色!", + "aiFree": "不含AI!", + "suddenDifficultySpikes": "难度会突然飙升!", + "basedOnAnUnfinishedFlashGame": "基于未完成的Flash游戏!", + "moreAddictiveThanIntended": "比你想象的更上瘾!", + "mostlyConsistentSeeds": "随机数种子基本固定!", + "achievementPointsDontDoAnything": "成就点数没有任何用处!", + "youDoNotStartAtLevel": "你不能第一关就改个2000级!", + "dontTalkAboutTheManaphyEggIncident": "别再提玛纳霏蛋事件了!", + "alsoTryPokengine": "也玩玩看Pokéngine!", + "alsoTryEmeraldRogue": "也玩玩看绿宝石肉鸽!", + "alsoTryRadicalRed": "也玩玩看激进红!", + "eeveeExpo": "伊布博览会!", + "ynoproject": "Yume Nikki 页游项目!", } as const; diff --git a/src/locales/zh_CN/starter-select-ui-handler.ts b/src/locales/zh_CN/starter-select-ui-handler.ts index fe9e48be79d..059358078f4 100644 --- a/src/locales/zh_CN/starter-select-ui-handler.ts +++ b/src/locales/zh_CN/starter-select-ui-handler.ts @@ -22,7 +22,7 @@ export const starterSelectUiHandler: SimpleTranslationEntries = { "nature": "性格:", "eggMoves": "蛋招式", "addToParty": "加入队伍", - "toggleIVs": "切换个体值", + "toggleIVs": "显示个体", "manageMoves": "管理招式", "manageNature": "管理性格", "useCandies": "使用糖果", diff --git a/src/locales/zh_CN/status-effect.ts b/src/locales/zh_CN/status-effect.ts new file mode 100644 index 00000000000..b9df1733bc1 --- /dev/null +++ b/src/locales/zh_CN/status-effect.ts @@ -0,0 +1,67 @@ +import { StatusEffectTranslationEntries } from "#app/interfaces/locales.js"; + +export const statusEffect: StatusEffectTranslationEntries = { + none: { + name: "无", + description: "", + obtain: "", + obtainSource: "", + activation: "", + overlap: "", + heal: "" + }, + poison: { + name: "中毒", + description: "中毒", + obtain: "{{pokemonNameWithAffix}}中毒了!", + obtainSource: "{{pokemonNameWithAffix}}因{{sourceText}}中毒了!", + activation: "{{pokemonNameWithAffix}}受到了毒的伤害!", + overlap: "{{pokemonNameWithAffix}}已经中毒了!", + heal: "{{pokemonNameWithAffix}}中的毒彻底清除了!" + }, + toxic: { + name: "剧毒", + description: "中毒", + obtain: "{{pokemonNameWithAffix}}中了剧毒!", + obtainSource: "{{pokemonNameWithAffix}}因{{sourceText}}中了剧毒!", + activation: "{{pokemonNameWithAffix}}受到了毒的伤害!", + overlap: "{{pokemonNameWithAffix}}已经中毒了!", + heal: "{{pokemonNameWithAffix}}中的毒彻底清除了!" + }, + paralysis: { + name: "麻痹", + description: "麻痹", + obtain: "{{pokemonNameWithAffix}}麻痹了,很难使出招式!", + obtainSource: "{{pokemonNameWithAffix}}被{{sourceText}}麻痹了,很难使出招式!", + activation: "{{pokemonNameWithAffix}}因身体麻痹而无法行动!", + overlap: "{{pokemonNameWithAffix}}已经麻痹了!", + heal: "{{pokemonNameWithAffix}}的麻痹治愈了!" + }, + sleep: { + name: "睡眠", + description: "睡眠", + obtain: "{{pokemonNameWithAffix}}睡着了!", + obtainSource: "{{pokemonNameWithAffix}}因{{sourceText}}睡着了!", + activation: "{{pokemonNameWithAffix}}正在呼呼大睡。", + overlap: "{{pokemonNameWithAffix}}已经睡着了!", + heal: "{{pokemonNameWithAffix}}醒了!" + }, + freeze: { + name: "冰冻", + description: "冰冻", + obtain: "{{pokemonNameWithAffix}}冻住了!", + obtainSource: "{{pokemonNameWithAffix}}因{{sourceText}}冻住了!", + activation: "{{pokemonNameWithAffix}}因冻住了而无法行动!", + overlap: "{{pokemonNameWithAffix}}已经冻住了!", + heal: "{{pokemonNameWithAffix}}治愈了冰冻状态!" + }, + burn: { + name: "灼伤", + description: "灼伤", + obtain: "{{pokemonNameWithAffix}}被灼伤了!", + obtainSource: "{{pokemonNameWithAffix}}因{{sourceText}}被灼伤了!", + activation: "{{pokemonNameWithAffix}}受到了灼伤的伤害!", + overlap: "{{pokemonNameWithAffix}}已经被灼伤了!", + heal: "{{pokemonNameWithAffix}}的灼伤治愈了!" + }, +} as const; diff --git a/src/locales/zh_TW/battle.ts b/src/locales/zh_TW/battle.ts index 553e37dbab6..077933c46d6 100644 --- a/src/locales/zh_TW/battle.ts +++ b/src/locales/zh_TW/battle.ts @@ -51,6 +51,7 @@ export const battle: SimpleTranslationEntries = { "runAwayCannotEscape": "你無法逃脫!", "escapeVerbSwitch": "切換", "escapeVerbFlee": "逃跑", + "stealEatBerry": "{{pokemonName}} stole and ate\n{{targetName}}'s {{berryName}}!", "notDisabled": "{{moveName}} 不再被禁用!", "turnEndHpRestore": "{{pokemonName}}'s HP was restored.", "hpIsFull": "{{pokemonName}}'s\nHP is full!", @@ -128,5 +129,5 @@ export const battle: SimpleTranslationEntries = { "battlerTagsSaltCuredOnAdd": "{{pokemonNameWithAffix}} 陷入了鹽腌狀態!", "battlerTagsSaltCuredLapse": "{{pokemonNameWithAffix}} 受到了{{moveName}}的傷害!", "battlerTagsCursedOnAdd": "{{pokemonNameWithAffix}}削減了自己的體力,並詛咒了{{pokemonName}}!", - "battlerTagsCursedLapse": "{{pokemonNameWithAffix}}正受到詛咒!" + "battlerTagsCursedLapse": "{{pokemonNameWithAffix}}正受到詛咒!", } as const; diff --git a/src/locales/zh_TW/config.ts b/src/locales/zh_TW/config.ts index 1cbb4e6e2c1..688f3b47033 100644 --- a/src/locales/zh_TW/config.ts +++ b/src/locales/zh_TW/config.ts @@ -35,13 +35,14 @@ import { pokemonInfoContainer } from "./pokemon-info-container"; import { saveSlotSelectUiHandler } from "./save-slot-select-ui-handler"; import { splashMessages } from "./splash-messages"; import { starterSelectUiHandler } from "./starter-select-ui-handler"; +import { statusEffect } from "./status-effect"; import { titles, trainerClasses, trainerNames } from "./trainers"; import { tutorial } from "./tutorial"; import { voucher } from "./voucher"; import { weather } from "./weather"; import { partyUiHandler } from "./party-ui-handler"; -import { settings } from "#app/locales/zh_TW/settings.js"; -import { common } from "#app/locales/zh_TW/common.js"; +import { settings } from "./settings.js"; +import { common } from "./common.js"; export const zhTwConfig = { ability: ability, @@ -82,6 +83,7 @@ export const zhTwConfig = { settings: settings, splashMessages: splashMessages, starterSelectUiHandler: starterSelectUiHandler, + statusEffect: statusEffect, titles: titles, trainerClasses: trainerClasses, trainerNames: trainerNames, diff --git a/src/locales/zh_TW/status-effect.ts b/src/locales/zh_TW/status-effect.ts new file mode 100644 index 00000000000..1a402ac30fd --- /dev/null +++ b/src/locales/zh_TW/status-effect.ts @@ -0,0 +1,67 @@ +import { StatusEffectTranslationEntries } from "#app/interfaces/locales.js"; + +export const statusEffect: StatusEffectTranslationEntries = { + none: { + name: "None", + description: "", + obtain: "", + obtainSource: "", + activation: "", + overlap: "", + heal: "" + }, + poison: { + name: "Poison", + description: "poisoning", + obtain: "{{pokemonNameWithAffix}}\nwas poisoned!", + obtainSource: "{{pokemonNameWithAffix}}\nwas poisoned by {{sourceText}}!", + activation: "{{pokemonNameWithAffix}} is hurt\nby poison!", + overlap: "{{pokemonNameWithAffix}} is\nalready poisoned!", + heal: "{{pokemonNameWithAffix}} was\ncured of its poison!" + }, + toxic: { + name: "Toxic", + description: "poisoning", + obtain: "{{pokemonNameWithAffix}}\nwas badly poisoned!", + obtainSource: "{{pokemonNameWithAffix}}\nwas badly poisoned by {{sourceText}}!", + activation: "{{pokemonNameWithAffix}} is hurt\nby poison!", + overlap: "{{pokemonNameWithAffix}} is\nalready poisoned!", + heal: "{{pokemonNameWithAffix}} was\ncured of its poison!" + }, + paralysis: { + name: "Paralysis", + description: "paralysis", + obtain: "{{pokemonNameWithAffix}} was paralyzed,\nIt may be unable to move!", + obtainSource: "{{pokemonNameWithAffix}} was paralyzed by {{sourceText}},\nIt may be unable to move!", + activation: "{{pokemonNameWithAffix}} is paralyzed!\nIt can't move!", + overlap: "{{pokemonNameWithAffix}} is\nalready paralyzed!", + heal: "{{pokemonNameWithAffix}} was\nhealed of paralysis!" + }, + sleep: { + name: "Sleep", + description: "sleep", + obtain: "{{pokemonNameWithAffix}}\nfell asleep!", + obtainSource: "{{pokemonNameWithAffix}}\nfell asleep from {{sourceText}}!", + activation: "{{pokemonNameWithAffix}} is fast asleep.", + overlap: "{{pokemonNameWithAffix}} is\nalready asleep!", + heal: "{{pokemonNameWithAffix}} woke up!" + }, + freeze: { + name: "Freeze", + description: "freezing", + obtain: "{{pokemonNameWithAffix}}\nwas frozen solid!", + obtainSource: "{{pokemonNameWithAffix}}\nwas frozen solid by {{sourceText}}!", + activation: "{{pokemonNameWithAffix}} is\nfrozen solid!", + overlap: "{{pokemonNameWithAffix}} is\nalready frozen!", + heal: "{{pokemonNameWithAffix}} was\ndefrosted!" + }, + burn: { + name: "Burn", + description: "burn", + obtain: "{{pokemonNameWithAffix}}\nwas burned!", + obtainSource: "{{pokemonNameWithAffix}}\nwas burned by {{sourceText}}!", + activation: "{{pokemonNameWithAffix}} is hurt\nby its burn!", + overlap: "{{pokemonNameWithAffix}} is\nalready burned!", + heal: "{{pokemonNameWithAffix}} was\nhealed of its burn!" + }, +} as const; diff --git a/src/modifier/modifier-type.ts b/src/modifier/modifier-type.ts index 151758da246..d8ec0072bd4 100644 --- a/src/modifier/modifier-type.ts +++ b/src/modifier/modifier-type.ts @@ -45,7 +45,6 @@ type NewModifierFunc = (type: ModifierType, args: any[]) => Modifier; export class ModifierType { public id: string; - public generatorId: string; public localeKey: string; public iconImage: string; public group: string; @@ -102,7 +101,7 @@ export class ModifierType { if (!pool.hasOwnProperty(tier)) { continue; } - if (pool[tier].find(m => (m as WeightedModifierType).modifierType.id === (this.generatorId || this.id))) { + if (pool[tier].find(m => (m as WeightedModifierType).modifierType.id === this.id)) { return (this.tier = tier); } } @@ -133,7 +132,6 @@ export class ModifierTypeGenerator extends ModifierType { generateType(party: Pokemon[], pregenArgs?: any[]) { const ret = this.genTypeFunc(party, pregenArgs); if (ret) { - ret.generatorId = ret.id; ret.id = this.id; ret.setTier(this.tier); } @@ -554,7 +552,7 @@ export class SpeciesStatBoosterModifierType extends PokemonHeldItemModifierType const item = SpeciesStatBoosterModifierTypeGenerator.items[key]; super(`modifierType:SpeciesBoosterItem.${key}`, key.toLowerCase(), (type, args) => new Modifiers.SpeciesStatBoosterModifier(type, (args[0] as Pokemon).id, item.stats, item.multiplier, item.species)); - this.id = this.key = key; + this.key = key; } getPregenArgs(): any[] { @@ -1742,7 +1740,7 @@ export function regenerateModifierPoolThresholds(party: Pokemon[], poolType: Mod let i = 0; pool[t].reduce((total: integer, modifierType: WeightedModifierType) => { const weightedModifierType = modifierType as WeightedModifierType; - const existingModifiers = party[0].scene.findModifiers(m => (m.type.generatorId || m.type.id) === weightedModifierType.modifierType.id, poolType === ModifierPoolType.PLAYER); + const existingModifiers = party[0].scene.findModifiers(m => m.type.id === weightedModifierType.modifierType.id, poolType === ModifierPoolType.PLAYER); const itemModifierType = weightedModifierType.modifierType instanceof ModifierTypeGenerator ? weightedModifierType.modifierType.generateType(party) : weightedModifierType.modifierType; @@ -1755,7 +1753,7 @@ export function regenerateModifierPoolThresholds(party: Pokemon[], poolType: Mod : weightedModifierType.weight as integer : 0; if (weightedModifierType.maxWeight) { - const modifierId = weightedModifierType.modifierType.generatorId || weightedModifierType.modifierType.id; + const modifierId = weightedModifierType.modifierType.id; tierModifierIds.push(modifierId); const outputWeight = useMaxWeightForOutput ? weightedModifierType.maxWeight : weight; modifierTableData[modifierId] = { weight: outputWeight, tier: parseInt(t), tierPercent: 0, totalPercent: 0 }; diff --git a/src/modifier/modifier.ts b/src/modifier/modifier.ts index b680cdd41c4..0b339906cc5 100644 --- a/src/modifier/modifier.ts +++ b/src/modifier/modifier.ts @@ -9,7 +9,7 @@ import { addTextObject, TextStyle } from "../ui/text"; import { Type } from "../data/type"; import { EvolutionPhase } from "../evolution-phase"; import { FusionSpeciesFormEvolution, pokemonEvolutions, pokemonPrevolutions } from "../data/pokemon-evolutions"; -import { getPokemonMessage } from "../messages"; +import {getPokemonMessage, getPokemonNameWithAffix} from "../messages"; import * as Utils from "../utils"; import { TempBattleStat } from "../data/temp-battle-stat"; import { getBerryEffectFunc, getBerryPredicate } from "../data/berry"; @@ -2116,14 +2116,38 @@ export class SwitchEffectTransferModifier extends PokemonHeldItemModifier { } } +/** + * Abstract class for held items that steal other Pokemon's items. + * @see {@linkcode TurnHeldItemTransferModifier} + * @see {@linkcode ContactHeldItemTransferChanceModifier} + */ export abstract class HeldItemTransferModifier extends PokemonHeldItemModifier { constructor(type: ModifierType, pokemonId: integer, stackCount?: integer) { super(type, pokemonId, stackCount); } + /** + * Determines the targets to transfer items from when this applies. + * @param args\[0\] the {@linkcode Pokemon} holding this item + * @returns the opponents of the source {@linkcode Pokemon} + */ + getTargets(args: any[]): Pokemon[] { + const pokemon = args[0]; + + return pokemon instanceof Pokemon + ? pokemon.getOpponents() + : []; + } + + /** + * Steals an item from a set of target Pokemon. + * This prioritizes high-tier held items when selecting the item to steal. + * @param args \[0\] The {@linkcode Pokemon} holding this item + * @returns true if an item was stolen; false otherwise. + */ apply(args: any[]): boolean { const pokemon = args[0] as Pokemon; - const opponents = pokemon.getOpponents(); + const opponents = this.getTargets(args); if (!opponents.length) { return false; @@ -2180,6 +2204,11 @@ export abstract class HeldItemTransferModifier extends PokemonHeldItemModifier { abstract getTransferMessage(pokemon: Pokemon, targetPokemon: Pokemon, item: ModifierTypes.ModifierType): string; } +/** + * Modifier for held items that steal items from the enemy at the end of + * each turn. + * @see {@linkcode modifierTypes[MINI_BLACK_HOLE]} + */ export class TurnHeldItemTransferModifier extends HeldItemTransferModifier { constructor(type: ModifierType, pokemonId: integer, stackCount?: integer) { super(type, pokemonId, stackCount); @@ -2210,6 +2239,12 @@ export class TurnHeldItemTransferModifier extends HeldItemTransferModifier { } } +/** + * Modifier for held items that add a chance to steal items from the target of a + * successful attack. + * @see {@linkcode modifierTypes[GRIP_CLAW]} + * @see {@linkcode HeldItemTransferModifier} + */ export class ContactHeldItemTransferChanceModifier extends HeldItemTransferModifier { private chance: number; @@ -2219,6 +2254,20 @@ export class ContactHeldItemTransferChanceModifier extends HeldItemTransferModif this.chance = chancePercent / 100; } + /** + * Determines the target to steal items from when this applies. + * @param args\[0\] The {@linkcode Pokemon} holding this item + * @param args\[1\] The {@linkcode Pokemon} the holder is targeting with an attack + * @returns The target (args[1]) stored in array format for use in {@linkcode HeldItemTransferModifier.apply} + */ + getTargets(args: any[]): Pokemon[] { + const target = args[1]; + + return target instanceof Pokemon + ? [ target ] + : []; + } + matchType(modifier: Modifier): boolean { return modifier instanceof ContactHeldItemTransferChanceModifier; } @@ -2469,7 +2518,7 @@ export class EnemyStatusEffectHealChanceModifier extends EnemyPersistentModifier apply(args: any[]): boolean { const target = (args[0] as Pokemon); if (target.status && Phaser.Math.RND.realInRange(0, 1) < (this.chance * this.getStackCount())) { - target.scene.queueMessage(getPokemonMessage(target, getStatusEffectHealText(target.status.effect))); + target.scene.queueMessage(getStatusEffectHealText(target.status.effect, getPokemonNameWithAffix(target))); target.resetStatus(); target.updateInfo(); return true; diff --git a/src/phases.ts b/src/phases.ts index b14a84526c7..df7314e6285 100644 --- a/src/phases.ts +++ b/src/phases.ts @@ -2781,12 +2781,12 @@ export class MovePhase extends BattlePhase { } if (activated) { - this.scene.queueMessage(getPokemonMessage(this.pokemon, getStatusEffectActivationText(this.pokemon.status.effect))); + this.scene.queueMessage(getStatusEffectActivationText(this.pokemon.status.effect, getPokemonNameWithAffix(this.pokemon))); this.scene.unshiftPhase(new CommonAnimPhase(this.scene, this.pokemon.getBattlerIndex(), undefined, CommonAnim.POISON + (this.pokemon.status.effect - 1))); doMove(); } else { if (healed) { - this.scene.queueMessage(getPokemonMessage(this.pokemon, getStatusEffectHealText(this.pokemon.status.effect))); + this.scene.queueMessage(getStatusEffectHealText(this.pokemon.status.effect, getPokemonNameWithAffix(this.pokemon))); this.pokemon.resetStatus(); this.pokemon.updateInfo(); } @@ -2966,7 +2966,7 @@ export class MoveEffectPhase extends PokemonPhase { })).then(() => { applyPostAttackAbAttrs(PostAttackAbAttr, user, target, this.move.getMove(), hitResult).then(() => { if (this.move.getMove() instanceof AttackMove) { - this.scene.applyModifiers(ContactHeldItemTransferChanceModifier, this.player, user, target.getFieldIndex()); + this.scene.applyModifiers(ContactHeldItemTransferChanceModifier, this.player, user, target); } resolve(); }); @@ -3095,7 +3095,7 @@ export class MoveEffectPhase extends PokemonPhase { applyBattleStatMultiplierAbAttrs(BattleStatMultiplierAbAttr, user, BattleStat.ACC, accuracyMultiplier, this.move.getMove()); const evasionMultiplier = new Utils.NumberHolder(1); - applyBattleStatMultiplierAbAttrs(BattleStatMultiplierAbAttr, this.getTarget(), BattleStat.EVA, evasionMultiplier); + applyBattleStatMultiplierAbAttrs(BattleStatMultiplierAbAttr, target, BattleStat.EVA, evasionMultiplier); accuracyMultiplier.value /= evasionMultiplier.value; @@ -3506,7 +3506,7 @@ export class ObtainStatusEffectPhase extends PokemonPhase { } pokemon.updateInfo(true); new CommonBattleAnim(CommonAnim.POISON + (this.statusEffect - 1), pokemon).play(this.scene, () => { - this.scene.queueMessage(getPokemonMessage(pokemon, getStatusEffectObtainText(this.statusEffect, this.sourceText))); + this.scene.queueMessage(getStatusEffectObtainText(this.statusEffect, getPokemonNameWithAffix(pokemon), this.sourceText)); if (pokemon.status.isPostTurn()) { this.scene.pushPhase(new PostTurnStatusEffectPhase(this.scene, this.battlerIndex)); } @@ -3515,7 +3515,7 @@ export class ObtainStatusEffectPhase extends PokemonPhase { return; } } else if (pokemon.status.effect === this.statusEffect) { - this.scene.queueMessage(getPokemonMessage(pokemon, getStatusEffectOverlapText(this.statusEffect))); + this.scene.queueMessage(getStatusEffectOverlapText(this.statusEffect, getPokemonNameWithAffix(pokemon))); } this.end(); } @@ -3535,7 +3535,7 @@ export class PostTurnStatusEffectPhase extends PokemonPhase { applyAbAttrs(BlockStatusDamageAbAttr, pokemon, cancelled); if (!cancelled.value) { - this.scene.queueMessage(getPokemonMessage(pokemon, getStatusEffectActivationText(pokemon.status.effect))); + this.scene.queueMessage(getStatusEffectActivationText(pokemon.status.effect, getPokemonNameWithAffix(pokemon))); let damage: integer = 0; switch (pokemon.status.effect) { case StatusEffect.POISON: @@ -4757,7 +4757,7 @@ export class PokemonHealPhase extends CommonAnimPhase { } if (this.healStatus && lastStatusEffect && !hasMessage) { - this.scene.queueMessage(getPokemonMessage(pokemon, getStatusEffectHealText(lastStatusEffect))); + this.scene.queueMessage(getStatusEffectHealText(lastStatusEffect, getPokemonNameWithAffix(pokemon))); } if (!healOrDamage && !lastStatusEffect) { diff --git a/src/system/modifier-data.ts b/src/system/modifier-data.ts index d79206d89df..6f169280da1 100644 --- a/src/system/modifier-data.ts +++ b/src/system/modifier-data.ts @@ -5,7 +5,6 @@ import { GeneratedPersistentModifierType, ModifierTypeGenerator, getModifierType export default class ModifierData { private player: boolean; private typeId: string; - private typeGeneratorId: string; private typePregenArgs: any[]; private args: any[]; private stackCount: integer; @@ -16,7 +15,6 @@ export default class ModifierData { const sourceModifier = source instanceof PersistentModifier ? source as PersistentModifier : null; this.player = player; this.typeId = sourceModifier ? sourceModifier.type.id : source.typeId; - this.typeGeneratorId = sourceModifier ? sourceModifier.type.generatorId : source.typeGeneratorId; if (sourceModifier) { if ("getPregenArgs" in source.type) { this.typePregenArgs = (source.type as GeneratedPersistentModifierType).getPregenArgs(); @@ -38,7 +36,6 @@ export default class ModifierData { try { let type = typeFunc(); type.id = this.typeId; - type.generatorId = this.typeGeneratorId; if (type instanceof ModifierTypeGenerator) { type = (type as ModifierTypeGenerator).generateType(this.player ? scene.getParty() : scene.getEnemyField(), this.typePregenArgs); diff --git a/src/test/abilities/sand_veil.test.ts b/src/test/abilities/sand_veil.test.ts new file mode 100644 index 00000000000..221d48d3ca1 --- /dev/null +++ b/src/test/abilities/sand_veil.test.ts @@ -0,0 +1,83 @@ +import Phaser from "phaser"; +import { afterEach, beforeAll, beforeEach, describe, expect, test, vi } from "vitest"; +import GameManager from "../utils/gameManager"; +import * as Overrides from "#app/overrides"; +import { Species } from "#enums/species"; +import { Abilities } from "#enums/abilities"; +import { Moves } from "#enums/moves"; +import { getMovePosition } from "../utils/gameManagerUtils"; +import { CommandPhase, MoveEffectPhase, MoveEndPhase } from "#app/phases.js"; +import { BattleStat } from "#app/data/battle-stat.js"; +import { WeatherType } from "#app/data/weather.js"; +import { BattleStatMultiplierAbAttr, allAbilities } from "#app/data/ability.js"; + +const TIMEOUT = 20 * 1000; + +describe("Abilities - Sand Veil", () => { + let phaserGame: Phaser.Game; + let game: GameManager; + + beforeAll(() => { + phaserGame = new Phaser.Game({ + type: Phaser.HEADLESS, + }); + }); + + afterEach(() => { + game.phaseInterceptor.restoreOg(); + }); + + beforeEach(() => { + game = new GameManager(phaserGame); + vi.spyOn(Overrides, "DOUBLE_BATTLE_OVERRIDE", "get").mockReturnValue(true); + vi.spyOn(Overrides, "MOVESET_OVERRIDE", "get").mockReturnValue([Moves.SPLASH]); + vi.spyOn(Overrides, "OPP_SPECIES_OVERRIDE", "get").mockReturnValue(Species.MEOWSCARADA); + vi.spyOn(Overrides, "OPP_ABILITY_OVERRIDE", "get").mockReturnValue(Abilities.INSOMNIA); + vi.spyOn(Overrides, "OPP_MOVESET_OVERRIDE", "get").mockReturnValue([Moves.TWISTER, Moves.TWISTER, Moves.TWISTER, Moves.TWISTER]); + vi.spyOn(Overrides, "STARTING_LEVEL_OVERRIDE", "get").mockReturnValue(100); + vi.spyOn(Overrides, "OPP_LEVEL_OVERRIDE", "get").mockReturnValue(100); + vi.spyOn(Overrides, "WEATHER_OVERRIDE", "get").mockReturnValue(WeatherType.SANDSTORM); + }); + + test( + "ability should increase the evasiveness of the source", + async () => { + await game.startBattle([Species.SNORLAX, Species.BLISSEY]); + + const leadPokemon = game.scene.getPlayerField(); + leadPokemon.forEach(p => expect(p).toBeDefined()); + + const enemyPokemon = game.scene.getEnemyField(); + enemyPokemon.forEach(p => expect(p).toBeDefined()); + + vi.spyOn(leadPokemon[0], "getAbility").mockReturnValue(allAbilities[Abilities.SAND_VEIL]); + + const sandVeilAttr = allAbilities[Abilities.SAND_VEIL].getAttrs(BattleStatMultiplierAbAttr)[0]; + vi.spyOn(sandVeilAttr, "applyBattleStat").mockImplementation( + (pokemon, passive, battleStat, statValue, args) => { + if (battleStat === BattleStat.EVA && game.scene.arena.weather?.weatherType === WeatherType.SANDSTORM) { + statValue.value *= -1; // will make all attacks miss + return true; + } + return false; + } + ); + + expect(leadPokemon[0].hasAbility(Abilities.SAND_VEIL)).toBe(true); + expect(leadPokemon[1].hasAbility(Abilities.SAND_VEIL)).toBe(false); + + game.doAttack(getMovePosition(game.scene, 0, Moves.SPLASH)); + + await game.phaseInterceptor.to(CommandPhase); + + game.doAttack(getMovePosition(game.scene, 1, Moves.SPLASH)); + + await game.phaseInterceptor.to(MoveEffectPhase, false); + + await game.phaseInterceptor.to(MoveEndPhase, false); + + expect(leadPokemon[0].hp).toBe(leadPokemon[0].getMaxHp()); + expect(leadPokemon[1].hp).toBeLessThan(leadPokemon[1].getMaxHp()); + }, TIMEOUT + ); +}); diff --git a/src/test/abilities/steely_spirit.test.ts b/src/test/abilities/steely_spirit.test.ts new file mode 100644 index 00000000000..e9c673a102a --- /dev/null +++ b/src/test/abilities/steely_spirit.test.ts @@ -0,0 +1,115 @@ +import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest"; +import Phaser from "phaser"; +import GameManager from "#app/test/utils/gameManager"; +import * as overrides from "#app/overrides"; +import { Species } from "#enums/species"; +import { Moves } from "#enums/moves"; +import { getMovePosition } from "#app/test/utils/gameManagerUtils"; +import Pokemon, { PlayerPokemon } from "#app/field/pokemon.js"; +import Move, { allMoves } from "#app/data/move.js"; +import { NumberHolder } from "#app/utils.js"; +import { allAbilities, applyPreAttackAbAttrs, UserFieldMoveTypePowerBoostAbAttr } from "#app/data/ability.js"; +import { Abilities } from "#app/enums/abilities.js"; + +describe("Abilities - Steely Spirit", () => { + let phaserGame: Phaser.Game; + let game: GameManager; + const steelySpiritMultiplier = 1.5; + const moveToCheck = Moves.IRON_HEAD; + + beforeAll(() => { + phaserGame = new Phaser.Game({ + type: Phaser.HEADLESS, + }); + }); + + afterEach(() => { + game.phaseInterceptor.restoreOg(); + }); + + beforeEach(() => { + game = new GameManager(phaserGame); + vi.spyOn(overrides, "DOUBLE_BATTLE_OVERRIDE", "get").mockReturnValue(true); + vi.spyOn(overrides, "OPP_SPECIES_OVERRIDE", "get").mockReturnValue(Species.MAGIKARP); + vi.spyOn(overrides, "MOVESET_OVERRIDE", "get").mockReturnValue([Moves.IRON_HEAD, Moves.SPLASH]); + vi.spyOn(overrides, "OPP_MOVESET_OVERRIDE", "get").mockReturnValue([Moves.SPLASH, Moves.SPLASH, Moves.SPLASH, Moves.SPLASH]); + }); + + it("increases Steel-type moves used by the user and its allies", async () => { + await game.startBattle([Species.MAGIKARP, Species.PERRSERKER]); + const perserrker = game.scene.getPlayerField()[1]; + + vi.spyOn(perserrker, "getAbility").mockReturnValue(allAbilities[Abilities.STEELY_SPIRIT]); + + expect(perserrker.hasAbility(Abilities.STEELY_SPIRIT)).toBe(true); + + game.doAttack(getMovePosition(game.scene, 0, moveToCheck)); + game.doAttack(getMovePosition(game.scene, 1, Moves.SPLASH)); + + const mockedMovePower = getMockedMovePower(game.scene.getEnemyPokemon(), perserrker, allMoves[moveToCheck]); + + expect(mockedMovePower).toBe(allMoves[moveToCheck].power * steelySpiritMultiplier); + }); + + it("stacks if multiple users with this ability are on the field.", async () => { + await game.startBattle([Species.PERRSERKER, Species.PERRSERKER]); + + game.scene.getPlayerField().forEach(p => { + vi.spyOn(p, "getAbility").mockReturnValue(allAbilities[Abilities.STEELY_SPIRIT]); + }); + + expect(game.scene.getPlayerField().every(p => p.hasAbility(Abilities.STEELY_SPIRIT))).toBe(true); + + game.doAttack(getMovePosition(game.scene, 0, moveToCheck)); + game.doAttack(getMovePosition(game.scene, 1, Moves.SPLASH)); + + const mockedMovePower = getMockedMovePower(game.scene.getEnemyPokemon(), game.scene.getPlayerPokemon(), allMoves[moveToCheck]); + + expect(mockedMovePower).toBe(allMoves[moveToCheck].power * Math.pow(steelySpiritMultiplier, 2)); + }); + + it("does not take effect when suppressed", async () => { + await game.startBattle([Species.MAGIKARP, Species.PERRSERKER]); + const perserrker = game.scene.getPlayerField()[1]; + + vi.spyOn(perserrker, "getAbility").mockReturnValue(allAbilities[Abilities.STEELY_SPIRIT]); + expect(perserrker.hasAbility(Abilities.STEELY_SPIRIT)).toBe(true); + + perserrker.summonData.abilitySuppressed = true; + + expect(perserrker.hasAbility(Abilities.STEELY_SPIRIT)).toBe(false); + expect(perserrker.summonData.abilitySuppressed).toBe(true); + + game.doAttack(getMovePosition(game.scene, 0, moveToCheck)); + game.doAttack(getMovePosition(game.scene, 1, Moves.SPLASH)); + + const mockedMovePower = getMockedMovePower(game.scene.getEnemyPokemon(), perserrker, allMoves[moveToCheck]); + + expect(mockedMovePower).toBe(allMoves[moveToCheck].power); + }); +}); + +/** + * Calculates the mocked power of a move. + * Note this does not consider other damage calculations + * except the power multiplier from Steely Spirit. + * + * @param defender - The defending Pokémon. + * @param attacker - The attacking Pokémon. + * @param move - The move being used by the attacker. + * @returns The adjusted power of the move. + */ +const getMockedMovePower = (defender: Pokemon, attacker: Pokemon, move: Move) => { + const powerHolder = new NumberHolder(move.power); + + /** + * Check if pokemon has the specified ability and is in effect. + * See Pokemon.hasAbility {@linkcode Pokemon.hasAbility} + */ + if (attacker.hasAbility(Abilities.STEELY_SPIRIT)) { + const alliedField: Pokemon[] = attacker instanceof PlayerPokemon ? attacker.scene.getPlayerField() : attacker.scene.getEnemyField(); + alliedField.forEach(p => applyPreAttackAbAttrs(UserFieldMoveTypePowerBoostAbAttr, p, this, move, powerHolder)); + } + + return powerHolder.value; +}; diff --git a/src/test/account.spec.ts b/src/test/account.spec.ts new file mode 100644 index 00000000000..28e48ce9933 --- /dev/null +++ b/src/test/account.spec.ts @@ -0,0 +1,74 @@ +import * as battleScene from "#app/battle-scene.js"; +import { describe, expect, it, vi } from "vitest"; +import { initLoggedInUser, loggedInUser, updateUserInfo } from "../account"; +import * as utils from "../utils"; + +describe("account", () => { + describe("initLoggedInUser", () => { + it("should set loggedInUser to Guest and lastSessionSlot to -1", () => { + initLoggedInUser(); + + expect(loggedInUser.username).toBe("Guest"); + expect(loggedInUser.lastSessionSlot).toBe(-1); + }); + }); + + describe("updateUserInfo", () => { + it("should set loggedInUser to Guest if bypassLogin is true", async () => { + vi.spyOn(battleScene, "bypassLogin", "get").mockReturnValue(true); + + const [success, status] = await updateUserInfo(); + + expect(success).toBe(true); + expect(status).toBe(200); + expect(loggedInUser.username).toBe("Guest"); + expect(loggedInUser.lastSessionSlot).toBe(-1); + }); + + it("should fetch user info from the API if bypassLogin is false", async () => { + vi.spyOn(battleScene, "bypassLogin", "get").mockReturnValue(false); + vi.spyOn(utils, "apiFetch").mockResolvedValue( + new Response( + JSON.stringify({ + username: "test", + lastSessionSlot: 99, + }), + { + status: 200, + } + ) + ); + + const [success, status] = await updateUserInfo(); + + expect(success).toBe(true); + expect(status).toBe(200); + expect(loggedInUser.username).toBe("test"); + expect(loggedInUser.lastSessionSlot).toBe(99); + }); + + it("should handle resolved API errors", async () => { + vi.spyOn(battleScene, "bypassLogin", "get").mockReturnValue(false); + vi.spyOn(utils, "apiFetch").mockResolvedValue( + new Response(null, { status: 401 }) + ); + + const [success, status] = await updateUserInfo(); + + expect(success).toBe(false); + expect(status).toBe(401); + }); + + it("should handle rejected API errors", async () => { + const consoleErrorSpy = vi.spyOn(console, "error"); + vi.spyOn(battleScene, "bypassLogin", "get").mockReturnValue(false); + vi.spyOn(utils, "apiFetch").mockRejectedValue(new Error("Api failed!")); + + const [success, status] = await updateUserInfo(); + + expect(success).toBe(false); + expect(status).toBe(500); + expect(consoleErrorSpy).toHaveBeenCalled(); + }); + }); +}); diff --git a/src/test/items/grip_claw.test.ts b/src/test/items/grip_claw.test.ts new file mode 100644 index 00000000000..ae621770da6 --- /dev/null +++ b/src/test/items/grip_claw.test.ts @@ -0,0 +1,75 @@ +import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest"; +import Phase from "phaser"; +import GameManager from "#app/test/utils/gameManager"; +import * as overrides from "#app/overrides"; +import { Moves } from "#app/enums/moves.js"; +import { Species } from "#app/enums/species.js"; +import { BerryType } from "#app/enums/berry-type.js"; +import { Abilities } from "#app/enums/abilities.js"; +import { getMovePosition } from "../utils/gameManagerUtils"; +import { CommandPhase, MoveEndPhase, SelectTargetPhase } from "#app/phases.js"; +import { BattlerIndex } from "#app/battle.js"; +import { allMoves } from "#app/data/move.js"; + +const TIMEOUT = 20 * 1000; // 20 seconds + +describe("Items - Grip Claw", () => { + let phaserGame: Phaser.Game; + let game: GameManager; + + beforeAll(() => { + phaserGame = new Phase.Game({ + type: Phaser.HEADLESS, + }); + }); + + afterEach(() => { + game.phaseInterceptor.restoreOg(); + }); + + beforeEach(() => { + game = new GameManager(phaserGame); + + vi.spyOn(overrides, "DOUBLE_BATTLE_OVERRIDE", "get").mockReturnValue(true); + vi.spyOn(overrides, "MOVESET_OVERRIDE", "get").mockReturnValue([ Moves.POPULATION_BOMB, Moves.SPLASH ]); + vi.spyOn(overrides, "STARTING_HELD_ITEMS_OVERRIDE", "get").mockReturnValue([{name: "GRIP_CLAW", count: 5}, {name: "MULTI_LENS", count: 3}]); + vi.spyOn(overrides, "OPP_SPECIES_OVERRIDE", "get").mockReturnValue(Species.SNORLAX); + vi.spyOn(overrides, "ABILITY_OVERRIDE", "get").mockReturnValue(Abilities.KLUTZ); + vi.spyOn(overrides, "OPP_MOVESET_OVERRIDE", "get").mockReturnValue([ Moves.SPLASH, Moves.SPLASH, Moves.SPLASH, Moves.SPLASH ]); + vi.spyOn(overrides, "OPP_HELD_ITEMS_OVERRIDE", "get").mockReturnValue([ + {name: "BERRY", type: BerryType.SITRUS, count: 2}, + {name: "BERRY", type: BerryType.LUM, count: 2} + ]); + vi.spyOn(overrides, "STARTING_LEVEL_OVERRIDE", "get").mockReturnValue(100); + vi.spyOn(overrides, "OPP_LEVEL_OVERRIDE", "get").mockReturnValue(100); + + vi.spyOn(allMoves[Moves.POPULATION_BOMB], "accuracy", "get").mockReturnValue(100); + }); + + it( + "should only steal items from the attack target", + async () => { + await game.startBattle([Species.PANSEAR, Species.ROWLET, Species.PANPOUR, Species.PANSAGE, Species.CHARMANDER, Species.SQUIRTLE]); + + const playerPokemon = game.scene.getPlayerField(); + playerPokemon.forEach(p => expect(p).toBeDefined()); + + const enemyPokemon = game.scene.getEnemyField(); + enemyPokemon.forEach(p => expect(p).toBeDefined()); + + const enemyHeldItemCt = enemyPokemon.map(p => p.getHeldItems.length); + + game.doAttack(getMovePosition(game.scene, 0, Moves.POPULATION_BOMB)); + + await game.phaseInterceptor.to(SelectTargetPhase, false); + game.doSelectTarget(BattlerIndex.ENEMY); + + await game.phaseInterceptor.to(CommandPhase, false); + game.doAttack(getMovePosition(game.scene, 1, Moves.SPLASH)); + + await game.phaseInterceptor.to(MoveEndPhase, false); + + expect(enemyPokemon[1].getHeldItems.length).toBe(enemyHeldItemCt[1]); + }, TIMEOUT + ); +}); diff --git a/src/test/items/toxic_orb.test.ts b/src/test/items/toxic_orb.test.ts index 6aacfd0e5e7..64dc3191d88 100644 --- a/src/test/items/toxic_orb.test.ts +++ b/src/test/items/toxic_orb.test.ts @@ -15,6 +15,7 @@ import {StatusEffect} from "#app/data/status-effect"; import { Abilities } from "#enums/abilities"; import { Moves } from "#enums/moves"; import { Species } from "#enums/species"; +import i18next, { initI18n } from "#app/plugins/i18n"; describe("Items - Toxic orb", () => { @@ -48,6 +49,8 @@ describe("Items - Toxic orb", () => { }); it("TOXIC ORB", async() => { + initI18n(); + i18next.changeLanguage("en"); const moveToUse = Moves.GROWTH; await game.startBattle([ Species.MIGHTYENA, diff --git a/src/test/lokalisation/status-effect.test.ts b/src/test/lokalisation/status-effect.test.ts new file mode 100644 index 00000000000..b4267ea7b8b --- /dev/null +++ b/src/test/lokalisation/status-effect.test.ts @@ -0,0 +1,300 @@ +import { beforeAll, describe, afterEach, expect, it, vi } from "vitest"; +import { + StatusEffect, + getStatusEffectActivationText, + getStatusEffectDescriptor, + getStatusEffectHealText, + getStatusEffectObtainText, + getStatusEffectOverlapText, +} from "#app/data/status-effect"; +import i18next, { ParseKeys } from "i18next"; + +const tMock = (key: ParseKeys) => key; +const pokemonName = "PKM"; +const sourceText = "SOURCE"; + +describe("status-effect", () => { + beforeAll(() => { + i18next.init(); + }); + + describe("NONE", () => { + const statusEffect = StatusEffect.NONE; + + it("should return the obtain text", () => { + vi.spyOn(i18next, "t").mockImplementation(tMock); + + const text = getStatusEffectObtainText(statusEffect, pokemonName); + expect(text).toBe("statusEffect:none.obtain"); + + const emptySourceText = getStatusEffectObtainText(statusEffect, pokemonName, ""); + expect(emptySourceText).toBe("statusEffect:none.obtain"); + }); + + it("should return the source-obtain text", () => { + vi.spyOn(i18next, "t").mockImplementation(tMock); + + const text = getStatusEffectObtainText(statusEffect, pokemonName, sourceText); + expect(text).toBe("statusEffect:none.obtainSource"); + + const emptySourceText = getStatusEffectObtainText(statusEffect, pokemonName, ""); + expect(emptySourceText).not.toBe("statusEffect:none.obtainSource"); + }); + + it("should return the activation text", () => { + vi.spyOn(i18next, "t").mockImplementation(tMock); + const text = getStatusEffectActivationText(statusEffect, pokemonName); + expect(text).toBe("statusEffect:none.activation"); + }); + + it("should return the overlap text", () => { + vi.spyOn(i18next, "t").mockImplementation(tMock); + const text = getStatusEffectOverlapText(statusEffect, pokemonName); + expect(text).toBe("statusEffect:none.overlap"); + }); + + it("should return the heal text", () => { + vi.spyOn(i18next, "t").mockImplementation(tMock); + const text = getStatusEffectHealText(statusEffect, pokemonName); + expect(text).toBe("statusEffect:none.heal"); + }); + + it("should return the descriptor", () => { + vi.spyOn(i18next, "t").mockImplementation(tMock); + const text = getStatusEffectDescriptor(statusEffect); + expect(text).toBe("statusEffect:none.description"); + }); + }); + + describe("POISON", () => { + const statusEffect = StatusEffect.POISON; + + it("should return the obtain text", () => { + vi.spyOn(i18next, "t").mockImplementation(tMock); + + const text = getStatusEffectObtainText(statusEffect, pokemonName); + expect(text).toBe("statusEffect:poison.obtain"); + + const emptySourceText = getStatusEffectObtainText(statusEffect, pokemonName, ""); + expect(emptySourceText).toBe("statusEffect:poison.obtain"); + }); + + it("should return the activation text", () => { + vi.spyOn(i18next, "t").mockImplementation(tMock); + const text = getStatusEffectActivationText(statusEffect, pokemonName); + expect(text).toBe("statusEffect:poison.activation"); + }); + + it("should return the descriptor", () => { + vi.spyOn(i18next, "t").mockImplementation(tMock); + const text = getStatusEffectDescriptor(statusEffect); + expect(text).toBe("statusEffect:poison.description"); + }); + + it("should return the heal text", () => { + vi.spyOn(i18next, "t").mockImplementation(tMock); + const text = getStatusEffectHealText(statusEffect, pokemonName); + expect(text).toBe("statusEffect:poison.heal"); + }); + + it("should return the overlap text", () => { + vi.spyOn(i18next, "t").mockImplementation(tMock); + const text = getStatusEffectOverlapText(statusEffect, pokemonName); + expect(text).toBe("statusEffect:poison.overlap"); + }); + }); + + describe("TOXIC", () => { + const statusEffect = StatusEffect.TOXIC; + + it("should return the obtain text", () => { + vi.spyOn(i18next, "t").mockImplementation(tMock); + + const text = getStatusEffectObtainText(statusEffect, pokemonName); + expect(text).toBe("statusEffect:toxic.obtain"); + + const emptySourceText = getStatusEffectObtainText(statusEffect, pokemonName, ""); + expect(emptySourceText).toBe("statusEffect:toxic.obtain"); + }); + + it("should return the activation text", () => { + vi.spyOn(i18next, "t").mockImplementation(tMock); + const text = getStatusEffectActivationText(statusEffect, pokemonName); + expect(text).toBe("statusEffect:toxic.activation"); + }); + + it("should return the descriptor", () => { + vi.spyOn(i18next, "t").mockImplementation(tMock); + const text = getStatusEffectDescriptor(statusEffect); + expect(text).toBe("statusEffect:toxic.description"); + }); + + it("should return the heal text", () => { + vi.spyOn(i18next, "t").mockImplementation(tMock); + const text = getStatusEffectHealText(statusEffect, pokemonName); + expect(text).toBe("statusEffect:toxic.heal"); + }); + + it("should return the overlap text", () => { + vi.spyOn(i18next, "t").mockImplementation(tMock); + const text = getStatusEffectOverlapText(statusEffect, pokemonName); + expect(text).toBe("statusEffect:toxic.overlap"); + }); + }); + + describe("PARALYSIS", () => { + const statusEffect = StatusEffect.PARALYSIS; + + it("should return the obtain text", () => { + vi.spyOn(i18next, "t").mockImplementation(tMock); + + const text = getStatusEffectObtainText(statusEffect, pokemonName); + expect(text).toBe("statusEffect:paralysis.obtain"); + + const emptySourceText = getStatusEffectObtainText(statusEffect, pokemonName, ""); + expect(emptySourceText).toBe("statusEffect:paralysis.obtain"); + }); + + it("should return the activation text", () => { + vi.spyOn(i18next, "t").mockImplementation(tMock); + const text = getStatusEffectActivationText(statusEffect, pokemonName); + expect(text).toBe("statusEffect:paralysis.activation"); + }); + + it("should return the descriptor", () => { + vi.spyOn(i18next, "t").mockImplementation(tMock); + const text = getStatusEffectDescriptor(statusEffect); + expect(text).toBe("statusEffect:paralysis.description"); + }); + + it("should return the heal text", () => { + vi.spyOn(i18next, "t").mockImplementation(tMock); + const text = getStatusEffectHealText(statusEffect, pokemonName); + expect(text).toBe("statusEffect:paralysis.heal"); + }); + + it("should return the overlap text", () => { + vi.spyOn(i18next, "t").mockImplementation(tMock); + const text = getStatusEffectOverlapText(statusEffect, pokemonName); + expect(text).toBe("statusEffect:paralysis.overlap"); + }); + }); + + describe("SLEEP", () => { + const statusEffect = StatusEffect.SLEEP; + + it("should return the obtain text", () => { + vi.spyOn(i18next, "t").mockImplementation(tMock); + + const text = getStatusEffectObtainText(statusEffect, pokemonName); + expect(text).toBe("statusEffect:sleep.obtain"); + + const emptySourceText = getStatusEffectObtainText(statusEffect, pokemonName, ""); + expect(emptySourceText).toBe("statusEffect:sleep.obtain"); + }); + + it("should return the activation text", () => { + vi.spyOn(i18next, "t").mockImplementation(tMock); + const text = getStatusEffectActivationText(statusEffect, pokemonName); + expect(text).toBe("statusEffect:sleep.activation"); + }); + + it("should return the descriptor", () => { + vi.spyOn(i18next, "t").mockImplementation(tMock); + const text = getStatusEffectDescriptor(statusEffect); + expect(text).toBe("statusEffect:sleep.description"); + }); + + it("should return the heal text", () => { + vi.spyOn(i18next, "t").mockImplementation(tMock); + const text = getStatusEffectHealText(statusEffect, pokemonName); + expect(text).toBe("statusEffect:sleep.heal"); + }); + + it("should return the overlap text", () => { + vi.spyOn(i18next, "t").mockImplementation(tMock); + const text = getStatusEffectOverlapText(statusEffect, pokemonName); + expect(text).toBe("statusEffect:sleep.overlap"); + }); + }); + + describe("FREEZE", () => { + const statusEffect = StatusEffect.FREEZE; + + it("should return the obtain text", () => { + vi.spyOn(i18next, "t").mockImplementation(tMock); + + const text = getStatusEffectObtainText(statusEffect, pokemonName); + expect(text).toBe("statusEffect:freeze.obtain"); + + const emptySourceText = getStatusEffectObtainText(statusEffect, pokemonName, ""); + expect(emptySourceText).toBe("statusEffect:freeze.obtain"); + }); + + it("should return the activation text", () => { + vi.spyOn(i18next, "t").mockImplementation(tMock); + const text = getStatusEffectActivationText(statusEffect, pokemonName); + expect(text).toBe("statusEffect:freeze.activation"); + }); + + it("should return the descriptor", () => { + vi.spyOn(i18next, "t").mockImplementation(tMock); + const text = getStatusEffectDescriptor(statusEffect); + expect(text).toBe("statusEffect:freeze.description"); + }); + + it("should return the heal text", () => { + vi.spyOn(i18next, "t").mockImplementation(tMock); + const text = getStatusEffectHealText(statusEffect, pokemonName); + expect(text).toBe("statusEffect:freeze.heal"); + }); + + it("should return the overlap text", () => { + vi.spyOn(i18next, "t").mockImplementation(tMock); + const text = getStatusEffectOverlapText(statusEffect, pokemonName); + expect(text).toBe("statusEffect:freeze.overlap"); + }); + }); + + describe("BURN", () => { + const statusEffect = StatusEffect.BURN; + + it("should return the obtain text", () => { + vi.spyOn(i18next, "t").mockImplementation(tMock); + + const text = getStatusEffectObtainText(statusEffect, pokemonName); + expect(text).toBe("statusEffect:burn.obtain"); + + const emptySourceText = getStatusEffectObtainText(statusEffect, pokemonName, ""); + expect(emptySourceText).toBe("statusEffect:burn.obtain"); + }); + + it("should return the activation text", () => { + vi.spyOn(i18next, "t").mockImplementation(tMock); + const text = getStatusEffectActivationText(statusEffect, pokemonName); + expect(text).toBe("statusEffect:burn.activation"); + }); + + it("should return the descriptor", () => { + vi.spyOn(i18next, "t").mockImplementation(tMock); + const text = getStatusEffectDescriptor(statusEffect); + expect(text).toBe("statusEffect:burn.description"); + }); + + it("should return the heal text", () => { + vi.spyOn(i18next, "t").mockImplementation(tMock); + const text = getStatusEffectHealText(statusEffect, pokemonName); + expect(text).toBe("statusEffect:burn.heal"); + }); + + it("should return the overlap text", () => { + vi.spyOn(i18next, "t").mockImplementation(tMock); + const text = getStatusEffectOverlapText(statusEffect, pokemonName); + expect(text).toBe("statusEffect:burn.overlap"); + }); + }); + + afterEach(() => { + vi.resetAllMocks(); + }); +}); diff --git a/src/ui/starter-select-ui-handler.ts b/src/ui/starter-select-ui-handler.ts index db014432b13..d0e644870a1 100644 --- a/src/ui/starter-select-ui-handler.ts +++ b/src/ui/starter-select-ui-handler.ts @@ -2077,9 +2077,7 @@ export default class StarterSelectUiHandler extends MessageUiHandler { this.pokemonHatchedIcon, this.pokemonHatchedCountText ].map(c => c.setVisible(false)); - } else if (species.speciesId === Species.ETERNATUS) { - this.pokemonHatchedIcon.setVisible(false); - this.pokemonHatchedCountText.setVisible(false); + this.pokemonFormText.setY(25); } else { this.pokemonCaughtHatchedContainer.setY(25); this.pokemonShinyIcon.setY(117); @@ -2091,6 +2089,7 @@ export default class StarterSelectUiHandler extends MessageUiHandler { this.pokemonCandyCountText.setText(`x${this.scene.gameData.starterData[species.speciesId].candyCount}`); this.pokemonCandyCountText.setVisible(true); this.pokemonFormText.setVisible(true); + this.pokemonFormText.setY(42); this.pokemonHatchedIcon.setVisible(true); this.pokemonHatchedCountText.setVisible(true); @@ -2367,7 +2366,7 @@ export default class StarterSelectUiHandler extends MessageUiHandler { } else { levelMoves = pokemonSpeciesLevelMoves[species.speciesId]; } - this.speciesStarterMoves.push(...levelMoves.filter(lm => lm[0] <= 5).map(lm => lm[1])); + this.speciesStarterMoves.push(...levelMoves.filter(lm => lm[0] > 0 && lm[0] <= 5).map(lm => lm[1])); if (speciesEggMoves.hasOwnProperty(species.speciesId)) { for (let em = 0; em < 4; em++) { if (this.scene.gameData.starterData[species.speciesId].eggMoves & Math.pow(2, em)) { diff --git a/src/utils.ts b/src/utils.ts index 5a67df314d2..5aa558bae3a 100644 --- a/src/utils.ts +++ b/src/utils.ts @@ -288,8 +288,7 @@ export const isLocal = ( export const localServerUrl = import.meta.env.VITE_SERVER_URL ?? `http://${window.location.hostname}:${window.location.port+1}`; // Set the server URL based on whether it's local or not -export const serverUrl = isLocal ? localServerUrl : ""; -export const apiUrl = isLocal ? serverUrl : "https://api.pokerogue.net"; +export const apiUrl = localServerUrl ?? "https://api.pokerogue.net"; // used to disable api calls when isLocal is true and a server is not found export let isLocalServerConnected = true;