#include "global.h"
#include "battle.h"
#include "battle_message.h"
#include "constants/battle_string_ids.h"
#include "constants/moves.h"
#include "text.h"
#include "string_util.h"
#include "constants/items.h"
#include "constants/trainers.h"
#include "event_data.h"
#include "link.h"
#include "item.h"
#include "window.h"
#include "palette.h"
#include "battle_controllers.h"
#include "battle_setup.h"
#include "menu.h"
#include "recorded_battle.h"
#include "international_string_util.h"
#include "battle_frontier_2.h"

struct BattleWindowText
{
    u8 fillValue;
    u8 fontId;
    u8 x;
    u8 y;
    u8 letterSpacing;
    u8 lineSpacing;
    u8 speed;
    u8 fgColor;
    u8 bgColor;
    u8 shadowColor;
};

extern u8 gUnknown_0203C7B4;

extern const u8 gMoveNames[MOVES_COUNT][13];
extern const u8 gTrainerClassNames[][13];
extern const u16 gUnknown_08D85620[];

// strings
extern const u8 gText_PkmnBoxSomeonesPCFull[];
extern const u8 gText_PkmnBoxLanettesPCFull[];
extern const u8 gText_PkmnTransferredSomeonesPC[];
extern const u8 gText_PkmnTransferredLanettesPC[];

extern u8 GetFrontierBrainTrainerClass(void); // battle_frontier_2
extern u8 GetFrontierOpponentClass(u16 trainerId); // battle_tower
extern u8 GetTrainerHillOpponentClass(u16 trainerId); // pokenav
extern u8 GetEreaderTrainerClassId(void); // battle_tower
extern void CopyFrontierBrainTrainerName(u8 *txtPtr); // battle_frontier_2
extern void GetTrainerHillTrainerName(u8 *txtPtr, u16 trainerId); // pokenav
extern void GetEreaderTrainerName(u8 *txtPtr);
extern void CopyTrainerHillTrainerText(u8 arg0, u16 trainerId); // pokenav
extern void GetFrontierTrainerName(u8 *dst, u16 trainerId);

// this file's functions
static void ChooseMoveUsedParticle(u8 *textPtr);
static void ChooseTypeOfMoveUsedString(u8 *dst);
static void ExpandBattleTextBuffPlaceholders(const u8 *src, u8 *dst);

// EWRAM vars
static EWRAM_DATA u8 sBattlerAbilities[MAX_BATTLERS_COUNT] = {0};
EWRAM_DATA struct BattleMsgData *gBattleMsgDataPtr = NULL;

// const rom data
// todo: make some of those names less vague: attacker/target vs pkmn, etc.

static const u8 sText_Trainer1LoseText[] = _("{B_TRAINER1_LOSE_TEXT}");
static const u8 sText_PkmnGainedEXP[] = _("{B_BUFF1} gained{B_BUFF2}\n{B_BUFF3} EXP. Points!\p");
static const u8 sText_EmptyString4[] = _("");
static const u8 sText_ABoosted[] = _(" a boosted");
static const u8 sText_PkmnGrewToLv[] = _("{B_BUFF1} grew to\nLV. {B_BUFF2}!{UNKNOWN_A}\p");
static const u8 sText_PkmnLearnedMove[] = _("{B_BUFF1} learned\n{B_BUFF2}!{UNKNOWN_A}\p");
static const u8 sText_TryToLearnMove1[] = _("{B_BUFF1} is trying to\nlearn {B_BUFF2}.\p");
static const u8 sText_TryToLearnMove2[] = _("But, {B_BUFF1} can’t learn\nmore than four moves.\p");
static const u8 sText_TryToLearnMove3[] = _("Delete a move to make\nroom for {B_BUFF2}?");
static const u8 sText_PkmnForgotMove[] = _("{B_BUFF1} forgot\n{B_BUFF2}.\p");
static const u8 sText_StopLearningMove[] = _("{PAUSE 32}Stop learning\n{B_BUFF2}?");
static const u8 sText_DidNotLearnMove[] = _("{B_BUFF1} did not learn\n{B_BUFF2}.\p");
static const u8 sText_UseNextPkmn[] = _("Use next POKéMON?");
static const u8 sText_AttackMissed[] = _("{B_ATK_NAME_WITH_PREFIX}’s\nattack missed!");
static const u8 sText_PkmnProtectedItself[] = _("{B_DEF_NAME_WITH_PREFIX}\nprotected itself!");
static const u8 sText_AvoidedDamage[] = _("{B_DEF_NAME_WITH_PREFIX} avoided\ndamage with {B_DEF_ABILITY}!");
static const u8 sText_PkmnMakesGroundMiss[] = _("{B_DEF_NAME_WITH_PREFIX} makes GROUND\nmoves miss with {B_DEF_ABILITY}!");
static const u8 sText_PkmnAvoidedAttack[] = _("{B_DEF_NAME_WITH_PREFIX} avoided\nthe attack!");
static const u8 sText_ItDoesntAffect[] = _("It doesn’t affect\n{B_DEF_NAME_WITH_PREFIX}…");
static const u8 sText_AttackerFainted[] = _("{B_ATK_NAME_WITH_PREFIX}\nfainted!\p");
static const u8 sText_TargetFainted[] = _("{B_DEF_NAME_WITH_PREFIX}\nfainted!\p");
static const u8 sText_PlayerGotMoney[] = _("{B_PLAYER_NAME} got ¥{B_BUFF1}\nfor winning!\p");
static const u8 sText_PlayerWhiteout[] = _("{B_PLAYER_NAME} is out of\nusable POKéMON!\p");
static const u8 sText_PlayerWhiteout2[] = _("{B_PLAYER_NAME} whited out!{PAUSE_UNTIL_PRESS}");
static const u8 sText_PreventsEscape[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} prevents\nescape with {B_SCR_ACTIVE_ABILITY}!\p");
static const u8 sText_CantEscape2[] = _("Can’t escape!\p");
static const u8 sText_AttackerCantEscape[] = _("{B_ATK_NAME_WITH_PREFIX} can’t escape!");
static const u8 sText_HitXTimes[] = _("Hit {B_BUFF1} time(s)!");
static const u8 sText_PkmnFellAsleep[] = _("{B_EFF_NAME_WITH_PREFIX}\nfell asleep!");
static const u8 sText_PkmnMadeSleep[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_SCR_ACTIVE_ABILITY}\nmade {B_EFF_NAME_WITH_PREFIX} sleep!");
static const u8 sText_PkmnAlreadyAsleep[] = _("{B_DEF_NAME_WITH_PREFIX} is\nalready asleep!");
static const u8 sText_PkmnAlreadyAsleep2[] = _("{B_ATK_NAME_WITH_PREFIX} is\nalready asleep!");
static const u8 sText_PkmnWasntAffected[] = _("{B_DEF_NAME_WITH_PREFIX}\nwasn’t affected!");
static const u8 sText_PkmnWasPoisoned[] = _("{B_EFF_NAME_WITH_PREFIX}\nwas poisoned!");
static const u8 sText_PkmnPoisonedBy[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_SCR_ACTIVE_ABILITY}\npoisoned {B_EFF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnHurtByPoison[] = _("{B_ATK_NAME_WITH_PREFIX} is hurt\nby poison!");
static const u8 sText_PkmnAlreadyPoisoned[] = _("{B_DEF_NAME_WITH_PREFIX} is already\npoisoned.");
static const u8 sText_PkmnBadlyPoisoned[] = _("{B_EFF_NAME_WITH_PREFIX} is badly\npoisoned!");
static const u8 sText_PkmnEnergyDrained[] = _("{B_DEF_NAME_WITH_PREFIX} had its\nenergy drained!");
static const u8 sText_PkmnWasBurned[] = _("{B_EFF_NAME_WITH_PREFIX} was burned!");
static const u8 sText_PkmnBurnedBy[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_SCR_ACTIVE_ABILITY}\nburned {B_EFF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnHurtByBurn[] = _("{B_ATK_NAME_WITH_PREFIX} is hurt\nby its burn!");
static const u8 sText_PkmnAlreadyHasBurn[] = _("{B_DEF_NAME_WITH_PREFIX} already\nhas a burn.");
static const u8 sText_PkmnWasFrozen[] = _("{B_EFF_NAME_WITH_PREFIX} was\nfrozen solid!");
static const u8 sText_PkmnFrozenBy[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_SCR_ACTIVE_ABILITY}\nfroze {B_EFF_NAME_WITH_PREFIX} solid!");
static const u8 sText_PkmnIsFrozen[] = _("{B_ATK_NAME_WITH_PREFIX} is\nfrozen solid!");
static const u8 sText_PkmnWasDefrosted[] = _("{B_DEF_NAME_WITH_PREFIX} was\ndefrosted!");
static const u8 sText_PkmnWasDefrosted2[] = _("{B_ATK_NAME_WITH_PREFIX} was\ndefrosted!");
static const u8 sText_PkmnWasDefrostedBy[] = _("{B_ATK_NAME_WITH_PREFIX} was\ndefrosted by {B_CURRENT_MOVE}!");
static const u8 sText_PkmnWasParalyzed[] = _("{B_EFF_NAME_WITH_PREFIX} is paralyzed!\nIt may be unable to move!");
static const u8 sText_PkmnWasParalyzedBy[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_SCR_ACTIVE_ABILITY}\nparalyzed {B_EFF_NAME_WITH_PREFIX}!\lIt may be unable to move!");
static const u8 sText_PkmnIsParalyzed[] = _("{B_ATK_NAME_WITH_PREFIX} is paralyzed!\nIt can’t move!");
static const u8 sText_PkmnIsAlreadyParalyzed[] = _("{B_DEF_NAME_WITH_PREFIX} is\nalready paralyzed!");
static const u8 sText_PkmnHealedParalysis[] = _("{B_DEF_NAME_WITH_PREFIX} was\nhealed of paralysis!");
static const u8 sText_PkmnDreamEaten[] = _("{B_DEF_NAME_WITH_PREFIX}’s\ndream was eaten!");
static const u8 sText_StatsWontIncrease[] = _("{B_ATK_NAME_WITH_PREFIX}’s {B_BUFF1}\nwon’t go higher!");
static const u8 sText_StatsWontDecrease[] = _("{B_DEF_NAME_WITH_PREFIX}’s {B_BUFF1}\nwon’t go lower!");
static const u8 sText_TeamStoppedWorking[] = _("Your team’s {B_BUFF1}\nstopped working!");
static const u8 sText_FoeStoppedWorking[] = _("The foe’s {B_BUFF1}\nstopped working!");
static const u8 sText_PkmnIsConfused[] = _("{B_ATK_NAME_WITH_PREFIX} is\nconfused!");
static const u8 sText_PkmnHealedConfusion[] = _("{B_ATK_NAME_WITH_PREFIX} snapped\nout of confusion!");
static const u8 sText_PkmnWasConfused[] = _("{B_EFF_NAME_WITH_PREFIX} became\nconfused!");
static const u8 sText_PkmnAlreadyConfused[] = _("{B_DEF_NAME_WITH_PREFIX} is\nalready confused!");
static const u8 sText_PkmnFellInLove[] = _("{B_DEF_NAME_WITH_PREFIX}\nfell in love!");
static const u8 sText_PkmnInLove[] = _("{B_ATK_NAME_WITH_PREFIX} is in love\nwith {B_SCR_ACTIVE_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnImmobilizedByLove[] = _("{B_ATK_NAME_WITH_PREFIX} is\nimmobilized by love!");
static const u8 sText_PkmnBlownAway[] = _("{B_DEF_NAME_WITH_PREFIX} was\nblown away!");
static const u8 sText_PkmnChangedType[] = _("{B_ATK_NAME_WITH_PREFIX} transformed\ninto the {B_BUFF1} type!");
static const u8 sText_PkmnFlinched[] = _("{B_ATK_NAME_WITH_PREFIX} flinched!");
static const u8 sText_PkmnRegainedHealth[] = _("{B_DEF_NAME_WITH_PREFIX} regained\nhealth!");
static const u8 sText_PkmnHPFull[] = _("{B_DEF_NAME_WITH_PREFIX}’s\nHP is full!");
static const u8 sText_PkmnRaisedSpDef[] = _("{B_ATK_PREFIX2}’s {B_CURRENT_MOVE}\nraised SP. DEF!");
static const u8 sText_PkmnRaisedSpDefALittle[] = _("{B_ATK_PREFIX2}’s {B_CURRENT_MOVE}\nraised SP. DEF a little!");
static const u8 sText_PkmnRaisedDef[] = _("{B_ATK_PREFIX2}’s {B_CURRENT_MOVE}\nraised DEFENSE!");
static const u8 sText_PkmnRaisedDefALittle[] = _("{B_ATK_PREFIX2}’s {B_CURRENT_MOVE}\nraised DEFENSE a little!");
static const u8 sText_PkmnCoveredByVeil[] = _("{B_ATK_PREFIX2}’s party is covered\nby a veil!");
static const u8 sText_PkmnUsedSafeguard[] = _("{B_DEF_NAME_WITH_PREFIX}’s party is protected\nby SAFEGUARD!");
static const u8 sText_PkmnSafeguardExpired[] = _("{B_ATK_PREFIX3}’s party is no longer\nprotected by SAFEGUARD!");
static const u8 sText_PkmnWentToSleep[] = _("{B_ATK_NAME_WITH_PREFIX} went\nto sleep!");
static const u8 sText_PkmnSleptHealthy[] = _("{B_ATK_NAME_WITH_PREFIX} slept and\nbecame healthy!");
static const u8 sText_PkmnWhippedWhirlwind[] = _("{B_ATK_NAME_WITH_PREFIX} whipped\nup a whirlwind!");
static const u8 sText_PkmnTookSunlight[] = _("{B_ATK_NAME_WITH_PREFIX} took\nin sunlight!");
static const u8 sText_PkmnLoweredHead[] = _("{B_ATK_NAME_WITH_PREFIX} lowered\nits head!");
static const u8 sText_PkmnIsGlowing[] = _("{B_ATK_NAME_WITH_PREFIX} is glowing!");
static const u8 sText_PkmnFlewHigh[] = _("{B_ATK_NAME_WITH_PREFIX} flew\nup high!");
static const u8 sText_PkmnDugHole[] = _("{B_ATK_NAME_WITH_PREFIX} dug a hole!");
static const u8 sText_PkmnHidUnderwater[] = _("{B_ATK_NAME_WITH_PREFIX} hid\nunderwater!");
static const u8 sText_PkmnSprangUp[] = _("{B_ATK_NAME_WITH_PREFIX} sprang up!");
static const u8 sText_PkmnSqueezedByBind[] = _("{B_DEF_NAME_WITH_PREFIX} was squeezed by\n{B_ATK_NAME_WITH_PREFIX}’s BIND!");
static const u8 sText_PkmnTrappedInVortex[] = _("{B_DEF_NAME_WITH_PREFIX} was trapped\nin the vortex!");
static const u8 sText_PkmnTrappedBySandTomb[] = _("{B_DEF_NAME_WITH_PREFIX} was trapped\nby SAND TOMB!");
static const u8 sText_PkmnWrappedBy[] = _("{B_DEF_NAME_WITH_PREFIX} was WRAPPED by\n{B_ATK_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnClamped[] = _("{B_ATK_NAME_WITH_PREFIX} CLAMPED\n{B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnHurtBy[] = _("{B_ATK_NAME_WITH_PREFIX} is hurt\nby {B_BUFF1}!");
static const u8 sText_PkmnFreedFrom[] = _("{B_ATK_NAME_WITH_PREFIX} was freed\nfrom {B_BUFF1}!");
static const u8 sText_PkmnCrashed[] = _("{B_ATK_NAME_WITH_PREFIX} kept going\nand crashed!");
const u8 gText_PkmnShroudedInMist[] = _("{B_ATK_PREFIX2} became\nshrouded in MIST!");
static const u8 sText_PkmnProtectedByMist[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} is protected\nby MIST!");
const u8 gText_PkmnGettingPumped[] = _("{B_ATK_NAME_WITH_PREFIX} is getting\npumped!");
static const u8 sText_PkmnHitWithRecoil[] = _("{B_ATK_NAME_WITH_PREFIX} is hit\nwith recoil!");
static const u8 sText_PkmnProtectedItself2[] = _("{B_ATK_NAME_WITH_PREFIX} protected\nitself!");
static const u8 sText_PkmnBuffetedBySandstorm[] = _("{B_ATK_NAME_WITH_PREFIX} is buffeted\nby the sandstorm!");
static const u8 sText_PkmnPeltedByHail[] = _("{B_ATK_NAME_WITH_PREFIX} is pelted\nby HAIL!");
static const u8 sText_PkmnsXWoreOff[] = _("{B_ATK_PREFIX1}’s {B_BUFF1}\nwore off!");
static const u8 sText_PkmnSeeded[] = _("{B_DEF_NAME_WITH_PREFIX} was seeded!");
static const u8 sText_PkmnEvadedAttack[] = _("{B_DEF_NAME_WITH_PREFIX} evaded\nthe attack!");
static const u8 sText_PkmnSappedByLeechSeed[] = _("{B_ATK_NAME_WITH_PREFIX}’s health is\nsapped by LEECH SEED!");
static const u8 sText_PkmnFastAsleep[] = _("{B_ATK_NAME_WITH_PREFIX} is fast\nasleep.");
static const u8 sText_PkmnWokeUp[] = _("{B_ATK_NAME_WITH_PREFIX} woke up!");
static const u8 sText_PkmnUproarKeptAwake[] = _("But {B_SCR_ACTIVE_NAME_WITH_PREFIX}’s UPROAR\nkept it awake!");
static const u8 sText_PkmnWokeUpInUproar[] = _("{B_ATK_NAME_WITH_PREFIX} woke up\nin the UPROAR!");
static const u8 sText_PkmnCausedUproar[] = _("{B_ATK_NAME_WITH_PREFIX} caused\nan UPROAR!");
static const u8 sText_PkmnMakingUproar[] = _("{B_ATK_NAME_WITH_PREFIX} is making\nan UPROAR!");
static const u8 sText_PkmnCalmedDown[] = _("{B_ATK_NAME_WITH_PREFIX} calmed down.");
static const u8 sText_PkmnCantSleepInUproar[] = _("But {B_DEF_NAME_WITH_PREFIX} can’t\nsleep in an UPROAR!");
static const u8 sText_PkmnStockpiled[] = _("{B_ATK_NAME_WITH_PREFIX} STOCKPILED\n{B_BUFF1}!");
static const u8 sText_PkmnCantStockpile[] = _("{B_ATK_NAME_WITH_PREFIX} can’t\nSTOCKPILE any more!");
static const u8 sText_PkmnCantSleepInUproar2[] = _("But {B_DEF_NAME_WITH_PREFIX} can’t\nsleep in an UPROAR!");
static const u8 sText_UproarKeptPkmnAwake[] = _("But the UPROAR kept\n{B_DEF_NAME_WITH_PREFIX} awake!");
static const u8 sText_PkmnStayedAwakeUsing[] = _("{B_DEF_NAME_WITH_PREFIX} stayed awake\nusing its {B_DEF_ABILITY}!");
static const u8 sText_PkmnStoringEnergy[] = _("{B_ATK_NAME_WITH_PREFIX} is storing\nenergy!");
static const u8 sText_PkmnUnleashedEnergy[] = _("{B_ATK_NAME_WITH_PREFIX} unleashed\nenergy!");
static const u8 sText_PkmnFatigueConfusion[] = _("{B_ATK_NAME_WITH_PREFIX} became\nconfused due to fatigue!");
static const u8 sText_PkmnPickedUpItem[] = _("{B_PLAYER_NAME} picked up\n¥{B_BUFF1}!\p");
static const u8 sText_PkmnUnaffected[] = _("{B_DEF_NAME_WITH_PREFIX} is\nunaffected!");
static const u8 sText_PkmnTransformedInto[] = _("{B_ATK_NAME_WITH_PREFIX} transformed\ninto {B_BUFF1}!");
static const u8 sText_PkmnMadeSubstitute[] = _("{B_ATK_NAME_WITH_PREFIX} made\na SUBSTITUTE!");
static const u8 sText_PkmnHasSubstitute[] = _("{B_ATK_NAME_WITH_PREFIX} already\nhas a SUBSTITUTE!");
static const u8 sText_SubstituteDamaged[] = _("The SUBSTITUTE took damage\nfor {B_DEF_NAME_WITH_PREFIX}!\p");
static const u8 sText_PkmnSubstituteFaded[] = _("{B_DEF_NAME_WITH_PREFIX}’s\nSUBSTITUTE faded!\p");
static const u8 sText_PkmnMustRecharge[] = _("{B_ATK_NAME_WITH_PREFIX} must\nrecharge!");
static const u8 sText_PkmnRageBuilding[] = _("{B_DEF_NAME_WITH_PREFIX}’s RAGE\nis building!");
static const u8 sText_PkmnMoveWasDisabled[] = _("{B_DEF_NAME_WITH_PREFIX}’s {B_BUFF1}\nwas disabled!");
static const u8 sText_PkmnMoveDisabledNoMore[] = _("{B_ATK_NAME_WITH_PREFIX} is disabled\nno more!");
static const u8 sText_PkmnGotEncore[] = _("{B_DEF_NAME_WITH_PREFIX} got\nan ENCORE!");
static const u8 sText_PkmnEncoreEnded[] = _("{B_ATK_NAME_WITH_PREFIX}’s ENCORE\nended!");
static const u8 sText_PkmnTookAim[] = _("{B_ATK_NAME_WITH_PREFIX} took aim\nat {B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnSketchedMove[] = _("{B_ATK_NAME_WITH_PREFIX} SKETCHED\n{B_BUFF1}!");
static const u8 sText_PkmnTryingToTakeFoe[] = _("{B_ATK_NAME_WITH_PREFIX} is trying\nto take its foe with it!");
static const u8 sText_PkmnTookFoe[] = _("{B_DEF_NAME_WITH_PREFIX} took\n{B_ATK_NAME_WITH_PREFIX} with it!");
static const u8 sText_PkmnReducedPP[] = _("Reduced {B_DEF_NAME_WITH_PREFIX}’s\n{B_BUFF1} by {B_BUFF2}!");
static const u8 sText_PkmnStoleItem[] = _("{B_ATK_NAME_WITH_PREFIX} stole\n{B_DEF_NAME_WITH_PREFIX}’s {B_LAST_ITEM}!");
static const u8 sText_TargetCantEscapeNow[] = _("{B_DEF_NAME_WITH_PREFIX} can’t\nescape now!");
static const u8 sText_PkmnFellIntoNightmare[] = _("{B_DEF_NAME_WITH_PREFIX} fell into\na NIGHTMARE!");
static const u8 sText_PkmnLockedInNightmare[] = _("{B_ATK_NAME_WITH_PREFIX} is locked\nin a NIGHTMARE!");
static const u8 sText_PkmnLaidCurse[] = _("{B_ATK_NAME_WITH_PREFIX} cut its own HP and\nlaid a CURSE on {B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnAfflictedByCurse[] = _("{B_ATK_NAME_WITH_PREFIX} is afflicted\nby the CURSE!");
static const u8 sText_SpikesScattered[] = _("SPIKES were scattered all around\nthe opponent’s side!");
static const u8 sText_PkmnHurtBySpikes[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} is hurt\nby SPIKES!");
static const u8 sText_PkmnIdentified[] = _("{B_ATK_NAME_WITH_PREFIX} identified\n{B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnPerishCountFell[] = _("{B_ATK_NAME_WITH_PREFIX}’s PERISH count\nfell to {B_BUFF1}!");
static const u8 sText_PkmnBracedItself[] = _("{B_ATK_NAME_WITH_PREFIX} braced\nitself!");
static const u8 sText_PkmnEnduredHit[] = _("{B_DEF_NAME_WITH_PREFIX} ENDURED\nthe hit!");
static const u8 sText_MagnitudeStrength[] = _("MAGNITUDE {B_BUFF1}!");
static const u8 sText_PkmnCutHPMaxedAttack[] = _("{B_ATK_NAME_WITH_PREFIX} cut its own HP\nand maximized ATTACK!");
static const u8 sText_PkmnCopiedStatChanges[] = _("{B_ATK_NAME_WITH_PREFIX} copied\n{B_DEF_NAME_WITH_PREFIX}’s stat changes!");
static const u8 sText_PkmnGotFree[] = _("{B_ATK_NAME_WITH_PREFIX} got free of\n{B_DEF_NAME_WITH_PREFIX}’s {B_BUFF1}!");
static const u8 sText_PkmnShedLeechSeed[] = _("{B_ATK_NAME_WITH_PREFIX} shed\nLEECH SEED!");
static const u8 sText_PkmnBlewAwaySpikes[] = _("{B_ATK_NAME_WITH_PREFIX} blew away\nSPIKES!");
static const u8 sText_PkmnFledFromBattle[] = _("{B_ATK_NAME_WITH_PREFIX} fled from\nbattle!");
static const u8 sText_PkmnForesawAttack[] = _("{B_ATK_NAME_WITH_PREFIX} foresaw\nan attack!");
static const u8 sText_PkmnTookAttack[] = _("{B_DEF_NAME_WITH_PREFIX} took the\n{B_BUFF1} attack!");
static const u8 sText_PkmnChoseXAsDestiny[] = _("{B_ATK_NAME_WITH_PREFIX} chose\n{B_CURRENT_MOVE} as its destiny!");
static const u8 sText_PkmnAttack[] = _("{B_BUFF1}’s attack!");
static const u8 sText_PkmnCenterAttention[] = _("{B_ATK_NAME_WITH_PREFIX} became the\ncenter of attention!");
static const u8 sText_PkmnChargingPower[] = _("{B_ATK_NAME_WITH_PREFIX} began\ncharging power!");
static const u8 sText_NaturePowerTurnedInto[] = _("NATURE POWER turned into\n{B_CURRENT_MOVE}!");
static const u8 sText_PkmnStatusNormal[] = _("{B_ATK_NAME_WITH_PREFIX}’s status\nreturned to normal!");
static const u8 sText_PkmnSubjectedToTorment[] = _("{B_DEF_NAME_WITH_PREFIX} was subjected\nto TORMENT!");
static const u8 sText_PkmnTighteningFocus[] = _("{B_ATK_NAME_WITH_PREFIX} is tightening\nits focus!");
static const u8 sText_PkmnFellForTaunt[] = _("{B_DEF_NAME_WITH_PREFIX} fell for\nthe TAUNT!");
static const u8 sText_PkmnReadyToHelp[] = _("{B_ATK_NAME_WITH_PREFIX} is ready to\nhelp {B_DEF_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnSwitchedItems[] = _("{B_ATK_NAME_WITH_PREFIX} switched\nitems with its opponent!");
static const u8 sText_PkmnObtainedX[] = _("{B_ATK_NAME_WITH_PREFIX} obtained\n{B_BUFF1}.");
static const u8 sText_PkmnObtainedX2[] = _("{B_DEF_NAME_WITH_PREFIX} obtained\n{B_BUFF2}.");
static const u8 sText_PkmnObtainedXYObtainedZ[] = _("{B_ATK_NAME_WITH_PREFIX} obtained\n{B_BUFF1}.\p{B_DEF_NAME_WITH_PREFIX} obtained\n{B_BUFF2}.");
static const u8 sText_PkmnCopiedFoe[] = _("{B_ATK_NAME_WITH_PREFIX} copied\n{B_DEF_NAME_WITH_PREFIX}’s {B_DEF_ABILITY}!");
static const u8 sText_PkmnMadeWish[] = _("{B_ATK_NAME_WITH_PREFIX} made a WISH!");
static const u8 sText_PkmnWishCameTrue[] = _("{B_BUFF1}’s WISH\ncame true!");
static const u8 sText_PkmnPlantedRoots[] = _("{B_ATK_NAME_WITH_PREFIX} planted its roots!");
static const u8 sText_PkmnAbsorbedNutrients[] = _("{B_ATK_NAME_WITH_PREFIX} absorbed\nnutrients with its roots!");
static const u8 sText_PkmnAnchoredItself[] = _("{B_DEF_NAME_WITH_PREFIX} anchored\nitself with its roots!");
static const u8 sText_PkmnWasMadeDrowsy[] = _("{B_ATK_NAME_WITH_PREFIX} made\n{B_DEF_NAME_WITH_PREFIX} drowsy!");
static const u8 sText_PkmnKnockedOff[] = _("{B_ATK_NAME_WITH_PREFIX} knocked off\n{B_DEF_NAME_WITH_PREFIX}’s {B_LAST_ITEM}!");
static const u8 sText_PkmnSwappedAbilities[] = _("{B_ATK_NAME_WITH_PREFIX} swapped abilities\nwith its opponent!");
static const u8 sText_PkmnSealedOpponentMove[] = _("{B_ATK_NAME_WITH_PREFIX} sealed the\nopponent’s move(s)!");
static const u8 sText_PkmnWantsGrudge[] = _("{B_ATK_NAME_WITH_PREFIX} wants the\nopponent to bear a GRUDGE!");
static const u8 sText_PkmnLostPPGrudge[] = _("{B_ATK_NAME_WITH_PREFIX}’s {B_BUFF1} lost\nall its PP due to the GRUDGE!");
static const u8 sText_PkmnShroudedItself[] = _("{B_ATK_NAME_WITH_PREFIX} shrouded\nitself in {B_CURRENT_MOVE}!");
static const u8 sText_PkmnMoveBounced[] = _("{B_ATK_NAME_WITH_PREFIX}’s {B_CURRENT_MOVE}\nwas bounced back by MAGIC COAT!");
static const u8 sText_PkmnWaitsForTarget[] = _("{B_ATK_NAME_WITH_PREFIX} waits for a target\nto make a move!");
static const u8 sText_PkmnSnatchedMove[] = _("{B_DEF_NAME_WITH_PREFIX} SNATCHED\n{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s move!");
static const u8 sText_ElectricityWeakened[] = _("Electricity’s power was\nweakened!");
static const u8 sText_FireWeakened[] = _("Fire’s power was\nweakened!");
static const u8 sText_XFoundOneY[] = _("{B_ATK_NAME_WITH_PREFIX} found\none {B_LAST_ITEM}!");
static const u8 sText_SoothingAroma[] = _("A soothing aroma wafted\nthrough the area!");
static const u8 sText_ItemsCantBeUsedNow[] = _("Items can’t be used now.{PAUSE 64}");
static const u8 sText_ForXCommaYZ[] = _("For {B_SCR_ACTIVE_NAME_WITH_PREFIX},\n{B_LAST_ITEM} {B_BUFF1}");
static const u8 sText_PkmnUsedXToGetPumped[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} used\n{B_LAST_ITEM} to get pumped!");
static const u8 sText_PkmnLostFocus[] = _("{B_ATK_NAME_WITH_PREFIX} lost its\nfocus and couldn’t move!");
static const u8 sText_PkmnWasDraggedOut[] = _("{B_DEF_NAME_WITH_PREFIX} was\ndragged out!\p");
static const u8 sText_TheWallShattered[] = _("The wall shattered!");
static const u8 sText_ButNoEffect[] = _("But it had no effect!");
static const u8 sText_PkmnHasNoMovesLeft[] = _("{B_ACTIVE_NAME_WITH_PREFIX} has no\nmoves left!\p");
static const u8 sText_PkmnMoveIsDisabled[] = _("{B_ACTIVE_NAME_WITH_PREFIX}’s {B_CURRENT_MOVE}\nis disabled!\p");
static const u8 sText_PkmnCantUseMoveTorment[] = _("{B_ACTIVE_NAME_WITH_PREFIX} can’t use the same\nmove in a row due to the TORMENT!\p");
static const u8 sText_PkmnCantUseMoveTaunt[] = _("{B_ACTIVE_NAME_WITH_PREFIX} can’t use\n{B_CURRENT_MOVE} after the TAUNT!\p");
static const u8 sText_PkmnCantUseMoveSealed[] = _("{B_ACTIVE_NAME_WITH_PREFIX} can’t use the\nsealed {B_CURRENT_MOVE}!\p");
static const u8 sText_PkmnMadeItRain[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_SCR_ACTIVE_ABILITY}\nmade it rain!");
static const u8 sText_PkmnRaisedSpeed[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_SCR_ACTIVE_ABILITY}\nraised its SPEED!");
static const u8 sText_PkmnProtectedBy[] = _("{B_DEF_NAME_WITH_PREFIX} was protected\nby {B_DEF_ABILITY}!");
static const u8 sText_PkmnPreventsUsage[] = _("{B_DEF_NAME_WITH_PREFIX}’s {B_DEF_ABILITY}\nprevents {B_ATK_NAME_WITH_PREFIX}\lfrom using {B_CURRENT_MOVE}!");
static const u8 sText_PkmnRestoredHPUsing[] = _("{B_DEF_NAME_WITH_PREFIX} restored HP\nusing its {B_DEF_ABILITY}!");
static const u8 sText_PkmnsXMadeYUseless[] = _("{B_DEF_NAME_WITH_PREFIX}’s {B_DEF_ABILITY}\nmade {B_CURRENT_MOVE} useless!");
static const u8 sText_PkmnChangedTypeWith[] = _("{B_DEF_NAME_WITH_PREFIX}’s {B_DEF_ABILITY}\nmade it the {B_BUFF1} type!");
static const u8 sText_PkmnPreventsParalysisWith[] = _("{B_EFF_NAME_WITH_PREFIX}’s {B_DEF_ABILITY}\nprevents paralysis!");
static const u8 sText_PkmnPreventsRomanceWith[] = _("{B_DEF_NAME_WITH_PREFIX}’s {B_DEF_ABILITY}\nprevents romance!");
static const u8 sText_PkmnPreventsPoisoningWith[] = _("{B_EFF_NAME_WITH_PREFIX}’s {B_DEF_ABILITY}\nprevents poisoning!");
static const u8 sText_PkmnPreventsConfusionWith[] = _("{B_DEF_NAME_WITH_PREFIX}’s {B_DEF_ABILITY}\nprevents confusion!");
static const u8 sText_PkmnRaisedFirePowerWith[] = _("{B_DEF_NAME_WITH_PREFIX}’s {B_DEF_ABILITY}\nraised its FIRE power!");
static const u8 sText_PkmnAnchorsItselfWith[] = _("{B_DEF_NAME_WITH_PREFIX} anchors\nitself with {B_DEF_ABILITY}!");
static const u8 sText_PkmnCutsAttackWith[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_SCR_ACTIVE_ABILITY}\ncuts {B_DEF_NAME_WITH_PREFIX}’s ATTACK!");
static const u8 sText_PkmnPreventsStatLossWith[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_SCR_ACTIVE_ABILITY}\nprevents stat loss!");
static const u8 sText_PkmnHurtsWith[] = _("{B_DEF_NAME_WITH_PREFIX}’s {B_DEF_ABILITY}\nhurt {B_ATK_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnTraced[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} TRACED\n{B_BUFF1}’s {B_BUFF2}!");
static const u8 sText_PkmnsXPreventsBurns[] = _("{B_EFF_NAME_WITH_PREFIX}’s {B_EFF_ABILITY}\nprevents burns!");
static const u8 sText_PkmnsXBlocksY[] = _("{B_DEF_NAME_WITH_PREFIX}’s {B_DEF_ABILITY}\nblocks {B_CURRENT_MOVE}!");
static const u8 sText_PkmnsXBlocksY2[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_SCR_ACTIVE_ABILITY}\nblocks {B_CURRENT_MOVE}!");
static const u8 sText_PkmnsXRestoredHPALittle2[] = _("{B_ATK_NAME_WITH_PREFIX}’s {B_ATK_ABILITY}\nrestored its HP a little!");
static const u8 sText_PkmnsXWhippedUpSandstorm[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_SCR_ACTIVE_ABILITY}\nwhipped up a sandstorm!");
static const u8 sText_PkmnsXIntensifiedSun[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_SCR_ACTIVE_ABILITY}\nintensified the sun’s rays!");
static const u8 sText_PkmnsXPreventsYLoss[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_SCR_ACTIVE_ABILITY}\nprevents {B_BUFF1} loss!");
static const u8 sText_PkmnsXInfatuatedY[] = _("{B_DEF_NAME_WITH_PREFIX}’s {B_DEF_ABILITY}\ninfatuated {B_ATK_NAME_WITH_PREFIX}!");
static const u8 sText_PkmnsXMadeYIneffective[] = _("{B_DEF_NAME_WITH_PREFIX}’s {B_DEF_ABILITY}\nmade {B_CURRENT_MOVE} ineffective!");
static const u8 sText_PkmnsXCuredYProblem[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_SCR_ACTIVE_ABILITY}\ncured its {B_BUFF1} problem!");
static const u8 sText_ItSuckedLiquidOoze[] = _("It sucked up the\nLIQUID OOZE!");
static const u8 sText_PkmnTransformed[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} transformed!");
static const u8 sText_PkmnsXTookAttack[] = _("{B_DEF_NAME_WITH_PREFIX}’s {B_DEF_ABILITY}\ntook the attack!");
const u8 gText_PkmnsXPreventsSwitching[] = _("{B_BUFF1}’s {B_LAST_ABILITY}\nprevents switching!\p");
static const u8 sText_PreventedFromWorking[] = _("{B_DEF_NAME_WITH_PREFIX}’s {B_DEF_ABILITY}\nprevented {B_SCR_ACTIVE_NAME_WITH_PREFIX}’s\l{B_BUFF1} from working!");
static const u8 sText_PkmnsXMadeItIneffective[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_SCR_ACTIVE_ABILITY}\nmade it ineffective!");
static const u8 sText_PkmnsXPreventsFlinching[] = _("{B_EFF_NAME_WITH_PREFIX}’s {B_EFF_ABILITY}\nprevents flinching!");
static const u8 sText_PkmnsXPreventsYsZ[] = _("{B_ATK_NAME_WITH_PREFIX}’s {B_ATK_ABILITY}\nprevents {B_DEF_NAME_WITH_PREFIX}’s\l{B_DEF_ABILITY} from working!");
static const u8 sText_PkmnsXCuredItsYProblem[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_SCR_ACTIVE_ABILITY}\ncured its {B_BUFF1} problem!");
static const u8 sText_PkmnsXHadNoEffectOnY[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_SCR_ACTIVE_ABILITY}\nhad no effect on {B_EFF_NAME_WITH_PREFIX}!");
static const u8 sText_StatSharply[] = _("sharply ");
const u8 gText_StatRose[] = _("rose!");
static const u8 sText_StatHarshly[] = _("harshly ");
static const u8 sText_StatFell[] = _("fell!");
static const u8 sText_PkmnsStatChanged[] = _("{B_ATK_NAME_WITH_PREFIX}’s {B_BUFF1}\n{B_BUFF2}");
const u8 gText_PkmnsStatChanged2[] = _("{B_DEF_NAME_WITH_PREFIX}’s {B_BUFF1}\n{B_BUFF2}");
static const u8 sText_UsingXTheYOfZN[] = _("Using {B_LAST_ITEM}, the {B_BUFF1}\nof {B_SCR_ACTIVE_NAME_WITH_PREFIX} {B_BUFF2}");
static const u8 sText_PkmnsStatChanged3[] = _("{B_ATK_NAME_WITH_PREFIX}’s {B_BUFF1}\n{B_BUFF2}");
static const u8 sText_PkmnsStatChanged4[] = _("{B_DEF_NAME_WITH_PREFIX}’s {B_BUFF1}\n{B_BUFF2}");
static const u8 sText_StatsWontIncrease2[] = _("{B_ATK_NAME_WITH_PREFIX}’s stats won’t\ngo any higher!");
static const u8 sText_StatsWontDecrease2[] = _("{B_DEF_NAME_WITH_PREFIX}’s stats won’t\ngo any lower!");
static const u8 sText_CriticalHit[] = _("A critical hit!");
static const u8 sText_OneHitKO[] = _("It’s a one-hit KO!");
static const u8 sText_123Poof[] = _("{PAUSE 32}1, {PAUSE 15}2, and{PAUSE 15}… {PAUSE 15}… {PAUSE 15}… {PAUSE 15}{PLAY_SE 0x0038}Poof!\p");
static const u8 sText_AndEllipsis[] = _("And…\p");
static const u8 sText_HMMovesCantBeForgotten[] = _("HM moves can’t be\nforgotten now.\p");
static const u8 sText_NotVeryEffective[] = _("It’s not very effective…");
static const u8 sText_SuperEffective[] = _("It’s super effective!");
static const u8 sText_GotAwaySafely[] = _("{PLAY_SE 0x0011}Got away safely!\p");
static const u8 sText_PkmnFledUsingIts[] = _("{PLAY_SE 0x0011}{B_ATK_NAME_WITH_PREFIX} fled\nusing its {B_LAST_ITEM}!\p");
static const u8 sText_PkmnFledUsing[] = _("{PLAY_SE 0x0011}{B_ATK_NAME_WITH_PREFIX} fled\nusing {B_ATK_ABILITY}!\p");
static const u8 sText_WildPkmnFled[] = _("{PLAY_SE 0x0011}Wild {B_BUFF1} fled!");
static const u8 sText_PlayerDefeatedLinkTrainer[] = _("Player defeated\n{B_LINK_OPPONENT1_NAME}!");
static const u8 sText_TwoLinkTrainersDefeated[] = _("Player beat {B_LINK_OPPONENT1_NAME}\nand {B_LINK_OPPONENT2_NAME}!");
static const u8 sText_PlayerLostAgainstLinkTrainer[] = _("Player lost against\n{B_LINK_OPPONENT1_NAME}!");
static const u8 sText_PlayerLostToTwo[] = _("Player lost to {B_LINK_OPPONENT1_NAME}\nand {B_LINK_OPPONENT2_NAME}!");
static const u8 sText_PlayerBattledToDrawLinkTrainer[] = _("Player battled to a draw against\n{B_LINK_OPPONENT1_NAME}!");
static const u8 sText_PlayerBattledToDrawVsTwo[] = _("Player battled to a draw against\n{B_LINK_OPPONENT1_NAME} and {B_LINK_OPPONENT2_NAME}!");
static const u8 sText_WildFled[] = _("{PLAY_SE 0x0011}{B_LINK_OPPONENT1_NAME} fled!");
static const u8 sText_TwoWildFled[] = _("{PLAY_SE 0x0011}{B_LINK_OPPONENT1_NAME} and\n{B_LINK_OPPONENT2_NAME} fled!");
static const u8 sText_NoRunningFromTrainers[] = _("No! There’s no running\nfrom a TRAINER battle!\p");
static const u8 sText_CantEscape[] = _("Can’t escape!\p");
static const u8 sText_DontLeaveBirch[] = _("PROF. BIRCH: Don’t leave me like this!\p");
static const u8 sText_ButNothingHappened[] = _("But nothing happened!");
static const u8 sText_ButItFailed[] = _("But it failed!");
static const u8 sText_ItHurtConfusion[] = _("It hurt itself in its\nconfusion!");
static const u8 sText_MirrorMoveFailed[] = _("The MIRROR MOVE failed!");
static const u8 sText_StartedToRain[] = _("It started to rain!");
static const u8 sText_DownpourStarted[] = _("A downpour started!");
static const u8 sText_RainContinues[] = _("Rain continues to fall.");
static const u8 sText_DownpourContinues[] = _("The downpour continues.");
static const u8 sText_RainStopped[] = _("The rain stopped.");
static const u8 sText_SandstormBrewed[] = _("A sandstorm brewed!");
static const u8 sText_SandstormRages[] = _("The sandstorm rages.");
static const u8 sText_SandstormSubsided[] = _("The sandstorm subsided.");
static const u8 sText_SunlightGotBright[] = _("The sunlight got bright!");
static const u8 sText_SunlightStrong[] = _("The sunlight is strong.");
static const u8 sText_SunlightFaded[] = _("The sunlight faded.");
static const u8 sText_StartedHail[] = _("It started to hail!");
static const u8 sText_HailContinues[] = _("Hail continues to fall.");
static const u8 sText_HailStopped[] = _("The hail stopped.");
static const u8 sText_FailedToSpitUp[] = _("But it failed to SPIT UP\na thing!");
static const u8 sText_FailedToSwallow[] = _("But it failed to SWALLOW\na thing!");
static const u8 sText_WindBecameHeatWave[] = _("The wind turned into a\nHEAT WAVE!");
static const u8 sText_StatChangesGone[] = _("All stat changes were\neliminated!");
static const u8 sText_CoinsScattered[] = _("Coins scattered everywhere!");
static const u8 sText_TooWeakForSubstitute[] = _("It was too weak to make\na SUBSTITUTE!");
static const u8 sText_SharedPain[] = _("The battlers shared\ntheir pain!");
static const u8 sText_BellChimed[] = _("A bell chimed!");
static const u8 sText_FaintInThree[] = _("All affected POKéMON will\nfaint in three turns!");
static const u8 sText_NoPPLeft[] = _("There’s no PP left for\nthis move!\p");
static const u8 sText_ButNoPPLeft[] = _("But there was no PP left\nfor the move!");
static const u8 sText_PkmnIgnoresAsleep[] = _("{B_ATK_NAME_WITH_PREFIX} ignored\norders while asleep!");
static const u8 sText_PkmnIgnoredOrders[] = _("{B_ATK_NAME_WITH_PREFIX} ignored\norders!");
static const u8 sText_PkmnBeganToNap[] = _("{B_ATK_NAME_WITH_PREFIX} began to nap!");
static const u8 sText_PkmnLoafing[] = _("{B_ATK_NAME_WITH_PREFIX} is\nloafing around!");
static const u8 sText_PkmnWontObey[] = _("{B_ATK_NAME_WITH_PREFIX} won’t\nobey!");
static const u8 sText_PkmnTurnedAway[] = _("{B_ATK_NAME_WITH_PREFIX} turned away!");
static const u8 sText_PkmnPretendNotNotice[] = _("{B_ATK_NAME_WITH_PREFIX} pretended\nnot to notice!");
static const u8 sText_EnemyAboutToSwitchPkmn[] = _("{B_TRAINER1_CLASS} {B_TRAINER1_NAME} is\nabout to use {B_BUFF2}.\pWill {B_PLAYER_NAME} change\nPOKéMON?");
static const u8 sText_PkmnLearnedMove2[] = _("{B_ATK_NAME_WITH_PREFIX} learned\n{B_BUFF1}!");
static const u8 sText_PlayerDefeatedLinkTrainerTrainer1[] = _("Player defeated\n{B_TRAINER1_CLASS} {B_TRAINER1_NAME}!\p");
static const u8 sText_CreptCloser[] = _("{B_PLAYER_NAME} crept closer to\n{B_OPPONENT_MON1_NAME}!");
static const u8 sText_CantGetCloser[] = _("{B_PLAYER_NAME} can’t get any closer!");
static const u8 sText_PkmnWatchingCarefully[] = _("{B_OPPONENT_MON1_NAME} is watching\ncarefully!");
static const u8 sText_PkmnCuriousAboutX[] = _("{B_OPPONENT_MON1_NAME} is curious about\nthe {B_BUFF1}!");
static const u8 sText_PkmnEnthralledByX[] = _("{B_OPPONENT_MON1_NAME} is enthralled by\nthe {B_BUFF1}!");
static const u8 sText_PkmnIgnoredX[] = _("{B_OPPONENT_MON1_NAME} completely ignored\nthe {B_BUFF1}!");
static const u8 sText_ThrewPokeblockAtPkmn[] = _("{B_PLAYER_NAME} threw a {POKEBLOCK}\nat the {B_OPPONENT_MON1_NAME}!");
static const u8 sText_OutOfSafariBalls[] = _("{PLAY_SE 0x0049}ANNOUNCER: You’re out of\nSAFARI BALLS! Game over!\p");
static const u8 sText_OpponentMon1Appeared[] = _("{B_OPPONENT_MON1_NAME} appeared!\p");
static const u8 sText_WildPkmnAppeared[] = _("Wild {B_OPPONENT_MON1_NAME} appeared!\p");
static const u8 sText_WildPkmnAppeared2[] = _("Wild {B_OPPONENT_MON1_NAME} appeared!\p");
static const u8 sText_WildPkmnAppearedPause[] = _("Wild {B_OPPONENT_MON1_NAME} appeared!{PAUSE 127}");
static const u8 sText_TwoWildPkmnAppeared[] = _("Wild {B_OPPONENT_MON1_NAME} and\n{B_OPPONENT_MON2_NAME} appeared!\p");
static const u8 sText_Trainer1WantsToBattle[] = _("{B_TRAINER1_CLASS} {B_TRAINER1_NAME}\nwould like to battle!\p");
static const u8 sText_LinkTrainerWantsToBattle[] = _("{B_LINK_OPPONENT1_NAME}\nwants to battle!");
static const u8 sText_TwoLinkTrainersWantToBattle[] = _("{B_LINK_OPPONENT1_NAME} and {B_LINK_OPPONENT2_NAME}\nwant to battle!");
static const u8 sText_Trainer1SentOutPkmn[] = _("{B_TRAINER1_CLASS} {B_TRAINER1_NAME} sent\nout {B_OPPONENT_MON1_NAME}!");
static const u8 sText_Trainer1SentOutTwoPkmn[] = _("{B_TRAINER1_CLASS} {B_TRAINER1_NAME} sent\nout {B_OPPONENT_MON1_NAME} and {B_OPPONENT_MON2_NAME}!");
static const u8 sText_Trainer1SentOutPkmn2[] = _("{B_TRAINER1_CLASS} {B_TRAINER1_NAME} sent\nout {B_BUFF1}!");
static const u8 sText_LinkTrainerSentOutPkmn[] = _("{B_LINK_OPPONENT1_NAME} sent out\n{B_OPPONENT_MON1_NAME}!");
static const u8 sText_LinkTrainerSentOutTwoPkmn[] = _("{B_LINK_OPPONENT1_NAME} sent out\n{B_OPPONENT_MON1_NAME} and {B_OPPONENT_MON2_NAME}!");
static const u8 sText_TwoLinkTrainersSentOutPkmn[] = _("{B_LINK_OPPONENT1_NAME} sent out {B_LINK_OPPONENT_MON1_NAME}!\n{B_LINK_OPPONENT2_NAME} sent out {B_LINK_OPPONENT_MON2_NAME}!");
static const u8 sText_LinkTrainerSentOutPkmn2[] = _("{B_LINK_OPPONENT1_NAME} sent out\n{B_BUFF1}!");
static const u8 sText_LinkTrainerMultiSentOutPkmn[] = _("{B_LINK_SCR_TRAINER_NAME} sent out\n{B_BUFF1}!");
static const u8 sText_GoPkmn[] = _("Go! {B_PLAYER_MON1_NAME}!");
static const u8 sText_GoTwoPkmn[] = _("Go! {B_PLAYER_MON1_NAME} and\n{B_PLAYER_MON2_NAME}!");
static const u8 sText_GoPkmn2[] = _("Go! {B_BUFF1}!");
static const u8 sText_DoItPkmn[] = _("Do it! {B_BUFF1}!");
static const u8 sText_GoForItPkmn[] = _("Go for it, {B_BUFF1}!");
static const u8 sText_YourFoesWeakGetEmPkmn[] = _("Your foe’s weak!\nGet ’em, {B_BUFF1}!");
static const u8 sText_LinkPartnerSentOutPkmnGoPkmn[] = _("{B_LINK_PARTNER_NAME} sent out {B_LINK_PLAYER_MON2_NAME}!\nGo! {B_LINK_PLAYER_MON1_NAME}!");
static const u8 sText_PkmnThatsEnough[] = _("{B_BUFF1}, that’s enough!\nCome back!");
static const u8 sText_PkmnComeBack[] = _("{B_BUFF1}, come back!");
static const u8 sText_PkmnOkComeBack[] = _("{B_BUFF1}, OK!\nCome back!");
static const u8 sText_PkmnGoodComeBack[] = _("{B_BUFF1}, good!\nCome back!");
static const u8 sText_Trainer1WithdrewPkmn[] = _("{B_TRAINER1_CLASS} {B_TRAINER1_NAME}\nwithdrew {B_BUFF1}!");
static const u8 sText_LinkTrainer1WithdrewPkmn[] = _("{B_LINK_OPPONENT1_NAME} withdrew\n{B_BUFF1}!");
static const u8 sText_LinkTrainer2WithdrewPkmn[] = _("{B_LINK_SCR_TRAINER_NAME} withdrew\n{B_BUFF1}!");
static const u8 sText_WildPkmnPrefix[] = _("Wild ");
static const u8 sText_FoePkmnPrefix[] = _("Foe ");
static const u8 sText_EmptyString8[] = _("");
static const u8 sText_FoePkmnPrefix2[] = _("Foe");
static const u8 sText_AllyPkmnPrefix[] = _("Ally");
static const u8 sText_FoePkmnPrefix3[] = _("Foe");
static const u8 sText_AllyPkmnPrefix2[] = _("Ally");
static const u8 sText_FoePkmnPrefix4[] = _("Foe");
static const u8 sText_AllyPkmnPrefix3[] = _("Ally");
static const u8 sText_AttackerUsedX[] = _("{B_ATK_NAME_WITH_PREFIX} used\n{B_BUFF2}");
static const u8 sText_ExclamationMark[] = _("!");
static const u8 sText_ExclamationMark2[] = _("!");
static const u8 sText_ExclamationMark3[] = _("!");
static const u8 sText_ExclamationMark4[] = _("!");
static const u8 sText_ExclamationMark5[] = _("!");
static const u8 sText_HP2[] = _("HP");
static const u8 sText_Attack2[] = _("ATTACK");
static const u8 sText_Defense2[] = _("DEFENSE");
static const u8 sText_Speed[] = _("SPEED");
static const u8 sText_SpAtk2[] = _("SP. ATK");
static const u8 sText_SpDef2[] = _("SP. DEF");
static const u8 sText_Accuracy[] = _("accuracy");
static const u8 sText_Evasiveness[] = _("evasiveness");

const u8 * const gStatNamesTable[] =
{
    sText_HP2, sText_Attack2, sText_Defense2,
    sText_Speed, sText_SpAtk2, sText_SpDef2,
    sText_Accuracy, sText_Evasiveness
};

static const u8 sText_PokeblockWasTooSpicy[] = _("was too spicy!");
static const u8 sText_PokeblockWasTooDry[] = _("was too dry!");
static const u8 sText_PokeblockWasTooSweet[] = _("was too sweet!");
static const u8 sText_PokeblockWasTooBitter[] = _("was too bitter!");
static const u8 sText_PokeblockWasTooSour[] = _("was too sour!");

const u8 * const gPokeblockWasTooXStringTable[] =
{
    sText_PokeblockWasTooSpicy, sText_PokeblockWasTooDry,
    sText_PokeblockWasTooSweet, sText_PokeblockWasTooBitter,
    sText_PokeblockWasTooSour
};

static const u8 sText_PlayerUsedItem[] = _("{B_PLAYER_NAME} used\n{B_LAST_ITEM}!");
static const u8 sText_WallyUsedItem[] = _("WALLY used\n{B_LAST_ITEM}!");
static const u8 sText_Trainer1UsedItem[] = _("{B_TRAINER1_CLASS} {B_TRAINER1_NAME}\nused {B_LAST_ITEM}!");
static const u8 sText_TrainerBlockedBall[] = _("The TRAINER blocked the BALL!");
static const u8 sText_DontBeAThief[] = _("Don’t be a thief!");
static const u8 sText_ItDodgedBall[] = _("It dodged the thrown BALL!\nThis POKéMON can’t be caught!");
static const u8 sText_YouMissedPkmn[] = _("You missed the POKéMON!");
static const u8 sText_PkmnBrokeFree[] = _("Oh, no!\nThe POKéMON broke free!");
static const u8 sText_ItAppearedCaught[] = _("Aww!\nIt appeared to be caught!");
static const u8 sText_AarghAlmostHadIt[] = _("Aargh!\nAlmost had it!");
static const u8 sText_ShootSoClose[] = _("Shoot!\nIt was so close, too!");
static const u8 sText_GotchaPkmnCaught[] = _("Gotcha!\n{B_OPPONENT_MON1_NAME} was caught!{UNKNOWN_A}{PLAY_BGM MUS_KACHI22}\p");
static const u8 sText_GotchaPkmnCaught2[] = _("Gotcha!\n{B_OPPONENT_MON1_NAME} was caught!{UNKNOWN_A}{PLAY_BGM MUS_KACHI22}{PAUSE 127}");
static const u8 sText_GiveNicknameCaptured[] = _("Give a nickname to the\ncaptured {B_OPPONENT_MON1_NAME}?");
static const u8 sText_PkmnSentToPC[] = _("{B_OPPONENT_MON1_NAME} was sent to\n{B_PC_CREATOR_NAME} PC.");
static const u8 sText_Someones[] = _("someone’s");
static const u8 sText_Lanettes[] = _("LANETTE’s");
static const u8 sText_PkmnDataAddedToDex[] = _("{B_OPPONENT_MON1_NAME}’s data was\nadded to the POKéDEX.\p");
static const u8 sText_ItIsRaining[] = _("It is raining.");
static const u8 sText_SandstormIsRaging[] = _("A sandstorm is raging.");
static const u8 sText_BoxIsFull[] = _("The BOX is full!\nYou can’t catch any more!\p");
static const u8 sText_EnigmaBerry[] = _("ENIGMA BERRY");
static const u8 sText_BerrySuffix[] = _(" BERRY");
static const u8 sText_PkmnsItemCuredParalysis[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_LAST_ITEM}\ncured paralysis!");
static const u8 sText_PkmnsItemCuredPoison[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_LAST_ITEM}\ncured poison!");
static const u8 sText_PkmnsItemHealedBurn[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_LAST_ITEM}\nhealed its burn!");
static const u8 sText_PkmnsItemDefrostedIt[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_LAST_ITEM}\ndefrosted it!");
static const u8 sText_PkmnsItemWokeIt[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_LAST_ITEM}\nwoke it from its sleep!");
static const u8 sText_PkmnsItemSnappedOut[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_LAST_ITEM}\nsnapped it out of confusion!");
static const u8 sText_PkmnsItemCuredProblem[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_LAST_ITEM}\ncured its {B_BUFF1} problem!");
static const u8 sText_PkmnsItemNormalizedStatus[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_LAST_ITEM}\nnormalized its status!");
static const u8 sText_PkmnsItemRestoredHealth[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_LAST_ITEM}\nrestored health!");
static const u8 sText_PkmnsItemRestoredPP[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_LAST_ITEM}\nrestored {B_BUFF1}’s PP!");
static const u8 sText_PkmnsItemRestoredStatus[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_LAST_ITEM}\nrestored its status!");
static const u8 sText_PkmnsItemRestoredHPALittle[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s {B_LAST_ITEM}\nrestored its HP a little!");
static const u8 sText_ItemAllowsOnlyYMove[] = _("{B_LAST_ITEM} allows the\nuse of only {B_CURRENT_MOVE}!\p");
static const u8 sText_PkmnHungOnWithX[] = _("{B_DEF_NAME_WITH_PREFIX} hung on\nusing its {B_LAST_ITEM}!");
const u8 gText_EmptyString3[] = _("");
static const u8 sText_YouThrowABallNowRight[] = _("You throw a BALL now, right?\nI… I’ll do my best!");

// early declaration of strings
static const u8 sText_PkmnIncapableOfPower[];
static const u8 sText_GlintAppearsInEye[];
static const u8 sText_PkmnGettingIntoPosition[];
static const u8 sText_PkmnBeganGrowlingDeeply[];
static const u8 sText_PkmnEagerForMore[];
static const u8 sText_DefeatedOpponentByReferee[];
static const u8 sText_LostToOpponentByReferee[];
static const u8 sText_TiedOpponentByReferee[];
static const u8 sText_QuestionForfeitMatch[];
static const u8 sText_ForfeitedMatch[];
static const u8 sText_Trainer1WinText[];
static const u8 sText_Trainer2WinText[];
static const u8 sText_TwoInGameTrainersDefeated[];
static const u8 sText_Trainer2LoseText[];

const u8 * const gBattleStringsTable[BATTLESTRINGS_COUNT] =
{
    sText_Trainer1LoseText, // 12
    sText_PkmnGainedEXP, // 13
    sText_PkmnGrewToLv, // 14
    sText_PkmnLearnedMove, // 15
    sText_TryToLearnMove1, // 16
    sText_TryToLearnMove2, // 17
    sText_TryToLearnMove3, // 18
    sText_PkmnForgotMove, // 19
    sText_StopLearningMove, // 20
    sText_DidNotLearnMove, // 21
    sText_PkmnLearnedMove2, // 22
    sText_AttackMissed, // 23
    sText_PkmnProtectedItself, // 24
    sText_StatsWontIncrease2, // 25
    sText_AvoidedDamage, // 26
    sText_ItDoesntAffect, // 27
    sText_AttackerFainted, // 28
    sText_TargetFainted, // 29
    sText_PlayerGotMoney, // 30
    sText_PlayerWhiteout, // 31
    sText_PlayerWhiteout2, // 32
    sText_PreventsEscape, // 33
    sText_HitXTimes, // 34
    sText_PkmnFellAsleep, // 35
    sText_PkmnMadeSleep, // 36
    sText_PkmnAlreadyAsleep, // 37
    sText_PkmnAlreadyAsleep2, // 38
    sText_PkmnWasntAffected, // 39
    sText_PkmnWasPoisoned, // 40
    sText_PkmnPoisonedBy, // 41
    sText_PkmnHurtByPoison, // 42
    sText_PkmnAlreadyPoisoned, // 43
    sText_PkmnBadlyPoisoned, // 44
    sText_PkmnEnergyDrained, // 45
    sText_PkmnWasBurned, // 46
    sText_PkmnBurnedBy, // 47
    sText_PkmnHurtByBurn, // 48
    sText_PkmnWasFrozen, // 49
    sText_PkmnFrozenBy, // 50
    sText_PkmnIsFrozen, // 51
    sText_PkmnWasDefrosted, // 52
    sText_PkmnWasDefrosted2, // 53
    sText_PkmnWasDefrostedBy, // 54
    sText_PkmnWasParalyzed, // 55
    sText_PkmnWasParalyzedBy, // 56
    sText_PkmnIsParalyzed, // 57
    sText_PkmnIsAlreadyParalyzed, // 58
    sText_PkmnHealedParalysis, // 59
    sText_PkmnDreamEaten, // 60
    sText_StatsWontIncrease, // 61
    sText_StatsWontDecrease, // 62
    sText_TeamStoppedWorking, // 63
    sText_FoeStoppedWorking, // 64
    sText_PkmnIsConfused, // 65
    sText_PkmnHealedConfusion, // 66
    sText_PkmnWasConfused, // 67
    sText_PkmnAlreadyConfused, // 68
    sText_PkmnFellInLove, // 69
    sText_PkmnInLove, // 70
    sText_PkmnImmobilizedByLove, // 71
    sText_PkmnBlownAway, // 72
    sText_PkmnChangedType, // 73
    sText_PkmnFlinched, // 74
    sText_PkmnRegainedHealth, // 75
    sText_PkmnHPFull, // 76
    sText_PkmnRaisedSpDef, // 77
    sText_PkmnRaisedDef, // 78
    sText_PkmnCoveredByVeil, // 79
    sText_PkmnUsedSafeguard, // 80
    sText_PkmnSafeguardExpired, // 81
    sText_PkmnWentToSleep, // 82
    sText_PkmnSleptHealthy, // 83
    sText_PkmnWhippedWhirlwind, // 84
    sText_PkmnTookSunlight, // 85
    sText_PkmnLoweredHead, // 86
    sText_PkmnIsGlowing, // 87
    sText_PkmnFlewHigh, // 88
    sText_PkmnDugHole, // 89
    sText_PkmnSqueezedByBind, // 90
    sText_PkmnTrappedInVortex, // 91
    sText_PkmnWrappedBy, // 92
    sText_PkmnClamped, // 93
    sText_PkmnHurtBy, // 94
    sText_PkmnFreedFrom, // 95
    sText_PkmnCrashed, // 96
    gText_PkmnShroudedInMist, // 97
    sText_PkmnProtectedByMist, // 98
    gText_PkmnGettingPumped, // 99
    sText_PkmnHitWithRecoil, // 100
    sText_PkmnProtectedItself2, // 101
    sText_PkmnBuffetedBySandstorm, // 102
    sText_PkmnPeltedByHail, // 103
    sText_PkmnSeeded, // 104
    sText_PkmnEvadedAttack, // 105
    sText_PkmnSappedByLeechSeed, // 106
    sText_PkmnFastAsleep, // 107
    sText_PkmnWokeUp, // 108
    sText_PkmnUproarKeptAwake, // 109
    sText_PkmnWokeUpInUproar, // 110
    sText_PkmnCausedUproar, // 111
    sText_PkmnMakingUproar, // 112
    sText_PkmnCalmedDown, // 113
    sText_PkmnCantSleepInUproar, // 114
    sText_PkmnStockpiled, // 115
    sText_PkmnCantStockpile, // 116
    sText_PkmnCantSleepInUproar2, // 117
    sText_UproarKeptPkmnAwake, // 118
    sText_PkmnStayedAwakeUsing, // 119
    sText_PkmnStoringEnergy, // 120
    sText_PkmnUnleashedEnergy, // 121
    sText_PkmnFatigueConfusion, // 122
    sText_PkmnPickedUpItem, // 123
    sText_PkmnUnaffected, // 124
    sText_PkmnTransformedInto, // 125
    sText_PkmnMadeSubstitute, // 126
    sText_PkmnHasSubstitute, // 127
    sText_SubstituteDamaged, // 128
    sText_PkmnSubstituteFaded, // 129
    sText_PkmnMustRecharge, // 130
    sText_PkmnRageBuilding, // 131
    sText_PkmnMoveWasDisabled, // 132
    sText_PkmnMoveIsDisabled, // 133
    sText_PkmnMoveDisabledNoMore, // 134
    sText_PkmnGotEncore, // 135
    sText_PkmnEncoreEnded, // 136
    sText_PkmnTookAim, // 137
    sText_PkmnSketchedMove, // 138
    sText_PkmnTryingToTakeFoe, // 139
    sText_PkmnTookFoe, // 140
    sText_PkmnReducedPP, // 141
    sText_PkmnStoleItem, // 142
    sText_TargetCantEscapeNow, // 143
    sText_PkmnFellIntoNightmare, // 144
    sText_PkmnLockedInNightmare, // 145
    sText_PkmnLaidCurse, // 146
    sText_PkmnAfflictedByCurse, // 147
    sText_SpikesScattered, // 148
    sText_PkmnHurtBySpikes, // 149
    sText_PkmnIdentified, // 150
    sText_PkmnPerishCountFell, // 151
    sText_PkmnBracedItself, // 152
    sText_PkmnEnduredHit, // 153
    sText_MagnitudeStrength, // 154
    sText_PkmnCutHPMaxedAttack, // 155
    sText_PkmnCopiedStatChanges, // 156
    sText_PkmnGotFree, // 157
    sText_PkmnShedLeechSeed, // 158
    sText_PkmnBlewAwaySpikes, // 159
    sText_PkmnFledFromBattle, // 160
    sText_PkmnForesawAttack, // 161
    sText_PkmnTookAttack, // 162
    sText_PkmnAttack, // 163
    sText_PkmnCenterAttention, // 164
    sText_PkmnChargingPower, // 165
    sText_NaturePowerTurnedInto, // 166
    sText_PkmnStatusNormal, // 167
    sText_PkmnHasNoMovesLeft, // 168
    sText_PkmnSubjectedToTorment, // 169
    sText_PkmnCantUseMoveTorment, // 170
    sText_PkmnTighteningFocus, // 171
    sText_PkmnFellForTaunt, // 172
    sText_PkmnCantUseMoveTaunt, // 173
    sText_PkmnReadyToHelp, // 174
    sText_PkmnSwitchedItems, // 175
    sText_PkmnCopiedFoe, // 176
    sText_PkmnMadeWish, // 177
    sText_PkmnWishCameTrue, // 178
    sText_PkmnPlantedRoots, // 179
    sText_PkmnAbsorbedNutrients, // 180
    sText_PkmnAnchoredItself, // 181
    sText_PkmnWasMadeDrowsy, // 182
    sText_PkmnKnockedOff, // 183
    sText_PkmnSwappedAbilities, // 184
    sText_PkmnSealedOpponentMove, // 185
    sText_PkmnCantUseMoveSealed, // 186
    sText_PkmnWantsGrudge, // 187
    sText_PkmnLostPPGrudge, // 188
    sText_PkmnShroudedItself, // 189
    sText_PkmnMoveBounced, // 190
    sText_PkmnWaitsForTarget, // 191
    sText_PkmnSnatchedMove, // 192
    sText_PkmnMadeItRain, // 193
    sText_PkmnRaisedSpeed, // 194
    sText_PkmnProtectedBy, // 195
    sText_PkmnPreventsUsage, // 196
    sText_PkmnRestoredHPUsing, // 197
    sText_PkmnChangedTypeWith, // 198
    sText_PkmnPreventsParalysisWith, // 199
    sText_PkmnPreventsRomanceWith, // 200
    sText_PkmnPreventsPoisoningWith, // 201
    sText_PkmnPreventsConfusionWith, // 202
    sText_PkmnRaisedFirePowerWith, // 203
    sText_PkmnAnchorsItselfWith, // 204
    sText_PkmnCutsAttackWith, // 205
    sText_PkmnPreventsStatLossWith, // 206
    sText_PkmnHurtsWith, // 207
    sText_PkmnTraced, // 208
    sText_StatSharply, // 209
    gText_StatRose, // 210
    sText_StatHarshly, // 211
    sText_StatFell, // 212
    sText_PkmnsStatChanged, // 213
    gText_PkmnsStatChanged2, // 214
    sText_PkmnsStatChanged3, // 215
    sText_PkmnsStatChanged4, // 216
    sText_CriticalHit, // 217
    sText_OneHitKO, // 218
    sText_123Poof, // 219
    sText_AndEllipsis, // 220
    sText_NotVeryEffective, // 221
    sText_SuperEffective, // 222
    sText_GotAwaySafely, // 223
    sText_WildPkmnFled, // 224
    sText_NoRunningFromTrainers, // 225
    sText_CantEscape, // 226
    sText_DontLeaveBirch, // 227
    sText_ButNothingHappened, // 228
    sText_ButItFailed, // 229
    sText_ItHurtConfusion, // 230
    sText_MirrorMoveFailed, // 231
    sText_StartedToRain, // 232
    sText_DownpourStarted, // 233
    sText_RainContinues, // 234
    sText_DownpourContinues, // 235
    sText_RainStopped, // 236
    sText_SandstormBrewed, // 237
    sText_SandstormRages, // 238
    sText_SandstormSubsided, // 239
    sText_SunlightGotBright, // 240
    sText_SunlightStrong, // 241
    sText_SunlightFaded, // 242
    sText_StartedHail, // 243
    sText_HailContinues, // 244
    sText_HailStopped, // 245
    sText_FailedToSpitUp, // 246
    sText_FailedToSwallow, // 247
    sText_WindBecameHeatWave, // 248
    sText_StatChangesGone, // 249
    sText_CoinsScattered, // 250
    sText_TooWeakForSubstitute, // 251
    sText_SharedPain, // 252
    sText_BellChimed, // 253
    sText_FaintInThree, // 254
    sText_NoPPLeft, // 255
    sText_ButNoPPLeft, // 256
    sText_PlayerUsedItem, // 257
    sText_WallyUsedItem, // 258
    sText_TrainerBlockedBall, // 259
    sText_DontBeAThief, // 260
    sText_ItDodgedBall, // 261
    sText_YouMissedPkmn, // 262
    sText_PkmnBrokeFree, // 263
    sText_ItAppearedCaught, // 264
    sText_AarghAlmostHadIt, // 265
    sText_ShootSoClose, // 266
    sText_GotchaPkmnCaught, // 267
    sText_GotchaPkmnCaught2, // 268
    sText_GiveNicknameCaptured, // 269
    sText_PkmnSentToPC, // 270
    sText_PkmnDataAddedToDex, // 271
    sText_ItIsRaining, // 272
    sText_SandstormIsRaging, // 273
    sText_CantEscape2, // 274
    sText_PkmnIgnoresAsleep, // 275
    sText_PkmnIgnoredOrders, // 276
    sText_PkmnBeganToNap, // 277
    sText_PkmnLoafing, // 278
    sText_PkmnWontObey, // 279
    sText_PkmnTurnedAway, // 280
    sText_PkmnPretendNotNotice, // 281
    sText_EnemyAboutToSwitchPkmn, // 282
    sText_CreptCloser, // 283
    sText_CantGetCloser, // 284
    sText_PkmnWatchingCarefully, // 285
    sText_PkmnCuriousAboutX, // 286
    sText_PkmnEnthralledByX, // 287
    sText_PkmnIgnoredX, // 288
    sText_ThrewPokeblockAtPkmn, // 289
    sText_OutOfSafariBalls, // 290
    sText_PkmnsItemCuredParalysis, // 291
    sText_PkmnsItemCuredPoison, // 292
    sText_PkmnsItemHealedBurn, // 293
    sText_PkmnsItemDefrostedIt, // 294
    sText_PkmnsItemWokeIt, // 295
    sText_PkmnsItemSnappedOut, // 296
    sText_PkmnsItemCuredProblem, // 297
    sText_PkmnsItemRestoredHealth, // 298
    sText_PkmnsItemRestoredPP, // 299
    sText_PkmnsItemRestoredStatus, // 300
    sText_PkmnsItemRestoredHPALittle, // 301
    sText_ItemAllowsOnlyYMove, // 302
    sText_PkmnHungOnWithX, // 303
    gText_EmptyString3, // 304
    sText_PkmnsXPreventsBurns, // 305
    sText_PkmnsXBlocksY, // 306
    sText_PkmnsXRestoredHPALittle2, // 307
    sText_PkmnsXWhippedUpSandstorm, // 308
    sText_PkmnsXPreventsYLoss, // 309
    sText_PkmnsXInfatuatedY, // 310
    sText_PkmnsXMadeYIneffective, // 311
    sText_PkmnsXCuredYProblem, // 312
    sText_ItSuckedLiquidOoze, // 313
    sText_PkmnTransformed, // 314
    sText_ElectricityWeakened, // 315
    sText_FireWeakened, // 316
    sText_PkmnHidUnderwater, // 317
    sText_PkmnSprangUp, // 318
    sText_HMMovesCantBeForgotten, // 319
    sText_XFoundOneY, // 320
    sText_PlayerDefeatedLinkTrainerTrainer1, // 321
    sText_SoothingAroma, // 322
    sText_ItemsCantBeUsedNow, // 323
    sText_ForXCommaYZ, // 324
    sText_UsingXTheYOfZN, // 325
    sText_PkmnUsedXToGetPumped, // 326
    sText_PkmnsXMadeYUseless, // 327
    sText_PkmnTrappedBySandTomb, // 328
    sText_EmptyString4, // 329
    sText_ABoosted, // 330
    sText_PkmnsXIntensifiedSun, // 331
    sText_PkmnMakesGroundMiss, // 332
    sText_YouThrowABallNowRight, // 333
    sText_PkmnsXTookAttack, // 334
    sText_PkmnChoseXAsDestiny, // 335
    sText_PkmnLostFocus, // 336
    sText_UseNextPkmn, // 337
    sText_PkmnFledUsingIts, // 338
    sText_PkmnFledUsing, // 339
    sText_PkmnWasDraggedOut, // 340
    sText_PreventedFromWorking, // 341
    sText_PkmnsItemNormalizedStatus, // 342
    sText_Trainer1UsedItem, // 343
    sText_BoxIsFull, // 344
    sText_PkmnAvoidedAttack, // 345
    sText_PkmnsXMadeItIneffective, // 346
    sText_PkmnsXPreventsFlinching, // 347
    sText_PkmnAlreadyHasBurn, // 348
    sText_StatsWontDecrease2, // 349
    sText_PkmnsXBlocksY2, // 350
    sText_PkmnsXWoreOff, // 351
    sText_PkmnRaisedDefALittle, // 352
    sText_PkmnRaisedSpDefALittle, // 353
    sText_TheWallShattered, // 354
    sText_PkmnsXPreventsYsZ, // 355
    sText_PkmnsXCuredItsYProblem, // 356
    sText_AttackerCantEscape, // 357
    sText_PkmnObtainedX, // 358
    sText_PkmnObtainedX2, // 359
    sText_PkmnObtainedXYObtainedZ, // 360
    sText_ButNoEffect, // 361
    sText_PkmnsXHadNoEffectOnY, // 362
    sText_TwoInGameTrainersDefeated, // 363
    sText_Trainer2LoseText, // 364
    sText_PkmnIncapableOfPower, // 365
    sText_GlintAppearsInEye, // 366
    sText_PkmnGettingIntoPosition, // 367
    sText_PkmnBeganGrowlingDeeply, // 368
    sText_PkmnEagerForMore, // 369
    sText_DefeatedOpponentByReferee, // 370
    sText_LostToOpponentByReferee, // 371
    sText_TiedOpponentByReferee, // 372
    sText_QuestionForfeitMatch, // 373
    sText_ForfeitedMatch, // 374
    gText_PkmnTransferredSomeonesPC, // 375
    gText_PkmnTransferredLanettesPC, // 376
    gText_PkmnBoxSomeonesPCFull, // 377
    gText_PkmnBoxLanettesPCFull, // 378
    sText_Trainer1WinText, // 379
    sText_Trainer2WinText, // 380
};

const u16 gMissStringIds[] =
{
    STRINGID_ATTACKMISSED, STRINGID_PKMNPROTECTEDITSELF,
    STRINGID_PKMNAVOIDEDATTACK, STRINGID_AVOIDEDDAMAGE,
    STRINGID_PKMNMAKESGROUNDMISS
};

const u16 gNoEscapeStringIds[] =
{
    STRINGID_CANTESCAPE, STRINGID_DONTLEAVEBIRCH, STRINGID_PREVENTSESCAPE,
    STRINGID_CANTESCAPE2, STRINGID_ATTACKERCANTESCAPE
};

const u16 gMoveWeatherChangeStringIds[] =
{
    STRINGID_STARTEDTORAIN, STRINGID_DOWNPOURSTARTED, STRINGID_BUTITFAILED,
    STRINGID_SANDSTORMBREWED, STRINGID_SUNLIGHTGOTBRIGHT, STRINGID_STARTEDHAIL
};

const u16 gSandStormHailContinuesStringIds[] =
{
    STRINGID_SANDSTORMRAGES, STRINGID_HAILCONTINUES
};

const u16 gSandStormHailDmgStringIds[] =
{
    STRINGID_PKMNBUFFETEDBYSANDSTORM, STRINGID_PKMNPELTEDBYHAIL
};

const u16 gSandStormHailEndStringIds[] =
{
    STRINGID_SANDSTORMSUBSIDED, STRINGID_HAILSTOPPED
};

const u16 gRainContinuesStringIds[] =
{
    STRINGID_RAINCONTINUES, STRINGID_DOWNPOURCONTINUES, STRINGID_RAINSTOPPED
};

const u16 gProtectLikeUsedStringIds[] =
{
    STRINGID_PKMNPROTECTEDITSELF2, STRINGID_PKMNBRACEDITSELF, STRINGID_BUTITFAILED
};

const u16 gReflectLightScreenSafeguardStringIds[] =
{
    STRINGID_BUTITFAILED, STRINGID_PKMNRAISEDDEF, STRINGID_PKMNRAISEDDEFALITTLE,
    STRINGID_PKMNRAISEDSPDEF, STRINGID_PKMNRAISEDSPDEFALITTLE, STRINGID_PKMNCOVEREDBYVEIL
};

const u16 gLeechSeedStringIds[] =
{
    STRINGID_PKMNSEEDED, STRINGID_PKMNEVADEDATTACK,
    STRINGID_ITDOESNTAFFECT, STRINGID_PKMNSAPPEDBYLEECHSEED, STRINGID_ITSUCKEDLIQUIDOOZE,
};

const u16 gRestUsedStringIds[] =
{
    STRINGID_PKMNWENTTOSLEEP, STRINGID_PKMNSLEPTHEALTHY
};

const u16 gUproarOverTurnStringIds[] =
{
    STRINGID_PKMNMAKINGUPROAR, STRINGID_PKMNCALMEDDOWN
};

const u16 gStockpileUsedStringIds[] =
{
    STRINGID_PKMNSTOCKPILED, STRINGID_PKMNCANTSTOCKPILE,
};

const u16 gWokeUpStringIds[] =
{
    STRINGID_PKMNWOKEUP, STRINGID_PKMNWOKEUPINUPROAR
};

const u16 gSwallowFailStringIds[] =
{
    STRINGID_FAILEDTOSWALLOW, STRINGID_PKMNHPFULL
};

const u16 gUproarAwakeStringIds[] =
{
    STRINGID_PKMNCANTSLEEPINUPROAR2, STRINGID_UPROARKEPTPKMNAWAKE, STRINGID_PKMNSTAYEDAWAKEUSING
};

const u16 gStatUpStringIds[] =
{
    STRINGID_PKMNSSTATCHANGED, STRINGID_PKMNSSTATCHANGED2, STRINGID_STATSWONTINCREASE,
    STRINGID_EMPTYSTRING3, STRINGID_USINGXTHEYOFZN, STRINGID_PKMNUSEDXTOGETPUMPED
};

const u16 gStatDownStringIds[] =
{
    STRINGID_PKMNSSTATCHANGED3, STRINGID_PKMNSSTATCHANGED4, STRINGID_STATSWONTDECREASE, STRINGID_EMPTYSTRING3
};

const u16 gFirstTurnOfTwoStringIds[] =
{
    STRINGID_PKMNWHIPPEDWHIRLWIND, STRINGID_PKMNTOOKSUNLIGHT, STRINGID_PKMNLOWEREDHEAD, STRINGID_PKMNISGLOWING,
    STRINGID_PKMNFLEWHIGH, STRINGID_PKMNDUGHOLE, STRINGID_PKMNHIDUNDERWATER, STRINGID_PKMNSPRANGUP
};

const u16 gWrappedStringIds[] =
{
    STRINGID_PKMNSQUEEZEDBYBIND, STRINGID_PKMNWRAPPEDBY, STRINGID_PKMNTRAPPEDINVORTEX,
    STRINGID_PKMNCLAMPED, STRINGID_PKMNTRAPPEDINVORTEX, STRINGID_PKMNTRAPPEDBYSANDTOMB
};

const u16 gMistUsedStringIds[] =
{
    STRINGID_PKMNSHROUDEDINMIST, STRINGID_BUTITFAILED
};

const u16 gFocusEnergyUsedStringIds[] =
{
    STRINGID_PKMNGETTINGPUMPED, STRINGID_BUTITFAILED
};

const u16 gTransformUsedStringIds[] =
{
    STRINGID_PKMNTRANSFORMEDINTO, STRINGID_BUTITFAILED
};

const u16 gSubsituteUsedStringIds[] =
{
    STRINGID_PKMNMADESUBSTITUTE, STRINGID_TOOWEAKFORSUBSTITUTE
};

const u16 gGotPoisonedStringIds[] =
{
    STRINGID_PKMNWASPOISONED, STRINGID_PKMNPOISONEDBY
};

const u16 gGotParalyzedStringIds[] =
{
    STRINGID_PKMNWASPARALYZED, STRINGID_PKMNWASPARALYZEDBY
};

const u16 gFellAsleepStringIds[] =
{
    STRINGID_PKMNFELLASLEEP, STRINGID_PKMNMADESLEEP,
};

const u16 gGotBurnedStringIds[] =
{
    STRINGID_PKMNWASBURNED, STRINGID_PKMNBURNEDBY
};

const u16 gGotFrozenStringIds[] =
{
    STRINGID_PKMNWASFROZEN, STRINGID_PKMNFROZENBY
};

const u16 gGotDefrostedStringIds[] =
{
    STRINGID_PKMNWASDEFROSTED2, STRINGID_PKMNWASDEFROSTEDBY
};

const u16 gKOFailedStringIds[] =
{
    STRINGID_ATTACKMISSED, STRINGID_PKMNUNAFFECTED
};

const u16 gAttractUsedStringIds[] =
{
    STRINGID_PKMNFELLINLOVE, STRINGID_PKMNSXINFATUATEDY
};

const u16 gLeechSeedDrainStringIds[] =
{
    STRINGID_PKMNENERGYDRAINED, STRINGID_ITSUCKEDLIQUIDOOZE
};

const u16 gSportsUsedStringIds[] =
{
    STRINGID_ELECTRICITYWEAKENED, STRINGID_FIREWEAKENED
};

const u16 gPartyStatusHealStringIds[] =
{
    STRINGID_BELLCHIMED, STRINGID_BELLCHIMED, STRINGID_BELLCHIMED, STRINGID_BELLCHIMED,
    // interesting how there are four instances of the same string
    STRINGID_SOOTHINGAROMA
};

const u16 gFutureMoveUsedStringIds[] =
{
    STRINGID_PKMNFORESAWATTACK, STRINGID_PKMNCHOSEXASDESTINY
};

const u16 gBallEscapeStringIds[] =
{
    STRINGID_PKMNBROKEFREE, STRINGID_ITAPPEAREDCAUGHT, STRINGID_AARGHALMOSTHADIT, STRINGID_SHOOTSOCLOSE
};

const u16 gWeatherContinuesStringIds[] =
{
    STRINGID_ITISRAINING, STRINGID_ITISRAINING, STRINGID_ITISRAINING,
    STRINGID_ITISRAINING, STRINGID_ITISRAINING, STRINGID_ITISRAINING,
    STRINGID_ITISRAINING, STRINGID_ITISRAINING, STRINGID_SANDSTORMISRAGING,
    STRINGID_ITISRAINING, STRINGID_ITISRAINING, STRINGID_ITISRAINING,
    STRINGID_SUNLIGHTSTRONG, STRINGID_ITISRAINING, STRINGID_ITISRAINING, STRINGID_ITISRAINING
};

const u16 gInobedientStringIds[] =
{
    STRINGID_PKMNLOAFING, STRINGID_PKMNWONTOBEY, STRINGID_PKMNTURNEDAWAY,
    STRINGID_PKMNPRETENDNOTNOTICE, STRINGID_PKMNINCAPABLEOFPOWER
};

const u16 gSafariGetNearStringIds[] =
{
    STRINGID_CREPTCLOSER, STRINGID_CANTGETCLOSER
};

const u16 gSafariPokeblockResultStringIds[] =
{
    STRINGID_PKMNCURIOUSABOUTX, STRINGID_PKMNENTHRALLEDBYX, STRINGID_PKMNIGNOREDX
};

const u16 gTrainerItemCuredStatusStringIds[] =
{
    STRINGID_PKMNSITEMSNAPPEDOUT, STRINGID_PKMNSITEMCUREDPARALYSIS, STRINGID_PKMNSITEMDEFROSTEDIT,
    STRINGID_PKMNSITEMHEALEDBURN, STRINGID_PKMNSITEMCUREDPOISON, STRINGID_PKMNSITEMWOKEIT
};

const u16 gBerryEffectStringIds[] =
{
    STRINGID_PKMNSITEMCUREDPROBLEM, STRINGID_PKMNSITEMNORMALIZEDSTATUS
};

const u16 gBRNPreventionStringIds[] =
{
    STRINGID_PKMNSXPREVENTSBURNS, STRINGID_PKMNSXPREVENTSYSZ, STRINGID_PKMNSXHADNOEFFECTONY
};

const u16 gPRLZPreventionStringIds[] =
{
    STRINGID_PKMNPREVENTSPARALYSISWITH, STRINGID_PKMNSXPREVENTSYSZ, STRINGID_PKMNSXHADNOEFFECTONY
};

const u16 gPSNPreventionStringIds[] =
{
    STRINGID_PKMNPREVENTSPOISONINGWITH, STRINGID_PKMNSXPREVENTSYSZ, STRINGID_PKMNSXHADNOEFFECTONY
};

const u16 gItemSwapStringIds[] =
{
    STRINGID_PKMNOBTAINEDX, STRINGID_PKMNOBTAINEDX2, STRINGID_PKMNOBTAINEDXYOBTAINEDZ
};

const u16 gFlashFireStringIds[] =
{
    STRINGID_PKMNRAISEDFIREPOWERWITH, STRINGID_PKMNSXMADEYINEFFECTIVE
};

const u16 gCaughtMonStringIds[] =
{
    STRINGID_PKMNTRANSFERREDSOMEONESPC, STRINGID_PKMNTRANSFERREDLANETTESPC, STRINGID_PKMNBOXSOMEONESPCFULL, STRINGID_PKMNBOXLANETTESPCFULL,
};

const u16 gTrappingMoves[] =
{
    MOVE_BIND, MOVE_WRAP, MOVE_FIRE_SPIN, MOVE_CLAMP, MOVE_WHIRLPOOL, MOVE_SAND_TOMB, 0xFFFF
};

const u8 gText_PkmnIsEvolving[] = _("What?\n{STR_VAR_1} is evolving!");
const u8 gText_CongratsPkmnEvolved[] = _("Congratulations! Your {STR_VAR_1}\nevolved into {STR_VAR_2}!{UNKNOWN_A}\p");
const u8 gText_PkmnStoppedEvolving[] = _("Huh? {STR_VAR_1}\nstopped evolving!\p");
const u8 gText_EllipsisQuestionMark[] = _("……?\p");
const u8 gText_WhatWillPkmnDo[] = _("What will\n{B_ACTIVE_NAME_WITH_PREFIX} do?");
const u8 gText_WhatWillPkmnDo2[] = _("What will\n{B_PLAYER_NAME} do?");
const u8 gText_WhatWillWallyDo[] = _("What will\nWALLY do?");
const u8 gText_LinkStandby[] = _("{PAUSE 16}Link standby…");
const u8 gText_BattleMenu[] = _("FIGHT{CLEAR_TO 56}BAG\nPOKéMON{CLEAR_TO 56}RUN");
const u8 gText_SafariZoneMenu[] = _("BALL{CLEAR_TO 56}{POKEBLOCK}\nGO NEAR{CLEAR_TO 56}RUN");
const u8 gText_MoveInterfacePP[] = _("PP ");
const u8 gText_MoveInterfaceType[] = _("TYPE/");
const u8 gText_MoveInterfacePpType[] = _("{PALETTE 5}{COLOR_HIGHLIGHT_SHADOW DYNAMIC_COLOR4 DYNAMIC_COLOR5 DYNAMIC_COLOR6}PP\nTYPE/");
const u8 gText_MoveInterfaceDynamicColors[] = _("{PALETTE 5}{COLOR_HIGHLIGHT_SHADOW DYNAMIC_COLOR4 DYNAMIC_COLOR5 DYNAMIC_COLOR6}");
const u8 gText_WhichMoveToForget4[] = _("{PALETTE 5}{COLOR_HIGHLIGHT_SHADOW DYNAMIC_COLOR4 DYNAMIC_COLOR5 DYNAMIC_COLOR6}Which move should\nbe forgotten?");
const u8 gText_BattleYesNoChoice[] = _("{PALETTE 5}{COLOR_HIGHLIGHT_SHADOW DYNAMIC_COLOR4 DYNAMIC_COLOR5 DYNAMIC_COLOR6}Yes\nNo");
const u8 gText_BattleSwitchWhich[] = _("{PALETTE 5}{COLOR_HIGHLIGHT_SHADOW DYNAMIC_COLOR4 DYNAMIC_COLOR5 DYNAMIC_COLOR6}Switch\nwhich?");
const u8 gText_BattleSwitchWhich2[] = _("{PALETTE 5}{COLOR_HIGHLIGHT_SHADOW DYNAMIC_COLOR4 DYNAMIC_COLOR5 DYNAMIC_COLOR6}");
const u8 gText_BattleSwitchWhich3[] = _("{UP_ARROW}");
const u8 gText_BattleSwitchWhich4[] = _("{ESCAPE 4}");
const u8 gText_BattleSwitchWhich5[] = _("-");

static const u8 sText_HP[] = _("HP");
static const u8 sText_Attack[] = _("ATTACK");
static const u8 sText_Defense[] = _("DEFENSE");
static const u8 sText_SpAtk[] = _("SP. ATK");
static const u8 sText_SpDef[] = _("SP. DEF");

const u8 * const gStatNamesTable2[] =
{
    sText_HP, sText_SpAtk, sText_Attack,
    sText_SpDef, sText_Defense, sText_Speed
};

const u8 gText_SafariBalls[] = _("{HIGHLIGHT DARK_GREY}SAFARI BALLS");
const u8 gText_SafariBallLeft[] = _("{HIGHLIGHT DARK_GREY}Left: $" "{HIGHLIGHT DARK_GREY}");
const u8 gText_Sleep[] = _("sleep");
const u8 gText_Poison[] = _("poison");
const u8 gText_Burn[] = _("burn");
const u8 gText_Paralysis[] = _("paralysis");
const u8 gText_Ice[] = _("ice");
const u8 gText_Confusion[] = _("confusion");
const u8 gText_Love[] = _("love");
const u8 gText_SpaceAndSpace[] = _(" and ");
const u8 gText_CommaSpace[] = _(", ");
const u8 gText_Space2[] = _(" ");
const u8 gText_ScrollTextUp[] = _("\l");
const u8 gText_NewLine[] = _("\n");
const u8 gText_Are[] = _("are");
const u8 gText_Are2[] = _("are");
const u8 gText_BadEgg[] = _("Bad EGG");
const u8 gText_BattleWallyName[] = _("WALLY");
const u8 gText_Win[] = _("{HIGHLIGHT TRANSPARENT}Win");
const u8 gText_Loss[] = _("{HIGHLIGHT TRANSPARENT}Loss");
const u8 gText_Draw[] = _("{HIGHLIGHT TRANSPARENT}Draw");
static const u8 sText_SpaceIs[] = _(" is");
static const u8 sText_ApostropheS[] = _("’s");

static const u8 sATypeMove_Table[][17] =
{
    _("a NORMAL move"),
    _("a FIGHTING move"),
    _("a FLYING move"),
    _("a POISON move"),
    _("a GROUND move"),
    _("a ROCK move"),
    _("a BUG move"),
    _("a GHOST move"),
    _("a STEEL move"),
    _("a ??? move"),
    _("a FIRE move"),
    _("a WATER move"),
    _("a GRASS move"),
    _("an ELECTRIC move"),
    _("a PSYCHIC move"),
    _("an ICE move"),
    _("a DRAGON move"),
    _("a DARK move")
};

const u8 gText_BattleTourney[] = _("BATTLE TOURNEY");
static const u8 sText_Round1[] = _("Round 1");
static const u8 sText_Round2[] = _("Round 2");
static const u8 sText_Semifinal[] = _("Semifinal");
static const u8 sText_Final[] = _("Final");

const u8 *const gRoundsStringTable[] =
{
    sText_Round1,
    sText_Round2,
    sText_Semifinal,
    sText_Final
};

const u8 gText_TheGreatNewHope[] = _("The great new hope!\p");
const u8 gText_WillChampinshipDreamComeTrue[] = _("Will the championship dream come true?!\p");
const u8 gText_AFormerChampion[] = _("A former CHAMPION!\p");
const u8 gText_ThePreviousChampion[] = _("The previous CHAMPION!\p");
const u8 gText_TheUnbeatenChampion[] = _("The unbeaten CHAMPION!\p");
const u8 gText_PlayerMon1Name[] = _("{B_PLAYER_MON1_NAME}");
const u8 gText_Vs[] = _("VS");
const u8 gText_OpponentMon1Name[] = _("{B_OPPONENT_MON1_NAME}");
const u8 gText_Mind[] = _("Mind");
const u8 gText_Skill[] = _("Skill");
const u8 gText_Body[] = _("Body");
const u8 gText_Judgement[] = _("{B_BUFF1}{CLEAR 13}Judgment{CLEAR 13}{B_BUFF2}");
static const u8 sText_TwoTrainersSentPkmn[] = _("{B_TRAINER1_CLASS} {B_TRAINER1_NAME} sent\nout {B_OPPONENT_MON1_NAME}!\p{B_TRAINER2_CLASS} {B_TRAINER2_NAME} sent\nout {B_OPPONENT_MON2_NAME}!");
static const u8 sText_Trainer2SentOutPkmn[] = _("{B_TRAINER2_CLASS} {B_TRAINER2_NAME} sent\nout {B_BUFF1}!");
static const u8 sText_TwoTrainersWantToBattle[] = _("{B_TRAINER1_CLASS} {B_TRAINER1_NAME} and\n{B_TRAINER2_CLASS} {B_TRAINER2_NAME}\lwant to battle!\p");
static const u8 sText_InGamePartnerSentOutZGoN[] = _("{B_PARTNER_CLASS} {B_PARTNER_NAME} sent\nout {B_PLAYER_MON2_NAME}!\lGo, {B_PLAYER_MON1_NAME}!");
static const u8 sText_TwoInGameTrainersDefeated[] = _("{B_TRAINER1_CLASS} {B_TRAINER1_NAME} and\n{B_TRAINER2_CLASS} {B_TRAINER2_NAME}\lwere defeated!\p");
static const u8 sText_Trainer2LoseText[] = _("{B_TRAINER2_LOSE_TEXT}");
static const u8 sText_PkmnIncapableOfPower[] = _("{B_ATK_NAME_WITH_PREFIX} appears incapable\nof using its power!");
static const u8 sText_GlintAppearsInEye[] = _("A glint appears in\n{B_SCR_ACTIVE_NAME_WITH_PREFIX}’s eyes!");
static const u8 sText_PkmnGettingIntoPosition[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} is getting into\nposition!");
static const u8 sText_PkmnBeganGrowlingDeeply[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} began growling deeply!");
static const u8 sText_PkmnEagerForMore[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} is eager for more!");

const u16 gStringIds_85CCF0A[] =
{
    STRINGID_GLINTAPPEARSINEYE, STRINGID_PKMNGETTINGINTOPOSITION,
    STRINGID_PKMNBEGANGROWLINGDEEPLY, STRINGID_PKMNEAGERFORMORE
};

static const u8 sText_RefIfNothingIsDecided[] = _("REFEREE: If nothing is decided in\n3 turns, we will go to judging!");
static const u8 sText_RefThatsIt[] = _("REFEREE: That’s it! We will now go to\njudging to determine the winner!");
static const u8 sText_RefJudgeMind[] = _("REFEREE: Judging category 1, Mind!\nThe POKéMON showing the most guts!\p");
static const u8 sText_RefJudgeSkill[] = _("REFEREE: Judging category 2, Skill!\nThe POKéMON using moves the best!\p");
static const u8 sText_RefJudgeBody[] = _("REFEREE: Judging category 3, Body!\nThe POKéMON with the most vitality!\p");
static const u8 sText_RefJudgement1[] = _("REFEREE: Judgment: {B_BUFF1} to {B_BUFF2}!\nThe winner is {B_PLAYER_NAME}’s {B_PLAYER_MON1_NAME}!\p");
static const u8 sText_RefJudgement2[] = _("REFEREE: Judgment: {B_BUFF1} to {B_BUFF2}!\nThe winner is {B_TRAINER1_NAME}’s {B_OPPONENT_MON1_NAME}!\p");
static const u8 sText_RefJudgement3[] = _("REFEREE: Judgment: 3 to 3!\nWe have a draw!\p");
static const u8 sText_DefeatedOpponentByReferee[] = _("{B_PLAYER_MON1_NAME} defeated the opponent\n{B_OPPONENT_MON1_NAME} in a REFEREE’s decision!");
static const u8 sText_LostToOpponentByReferee[] = _("{B_PLAYER_MON1_NAME} lost to the opponent\n{B_OPPONENT_MON1_NAME} in a REFEREE’s decision!");
static const u8 sText_TiedOpponentByReferee[] = _("{B_PLAYER_MON1_NAME} tied the opponent\n{B_OPPONENT_MON1_NAME} in a REFEREE’s decision!");
static const u8 sText_RefCommenceBattle[] = _("REFEREE: {B_PLAYER_MON1_NAME} VS {B_OPPONENT_MON1_NAME}!\nCommence battling!");

const u8 * const gRefereeStringsTable[] =
{
    sText_RefIfNothingIsDecided,
	sText_RefThatsIt,
	sText_RefJudgeMind,
	sText_RefJudgeSkill,
	sText_RefJudgeBody,
	sText_RefJudgement1,
	sText_RefJudgement2,
	sText_RefJudgement3,
	sText_RefCommenceBattle,
};

static const u8 sText_QuestionForfeitMatch[] = _("Would you like to forfeit the match\nand quit now?");
static const u8 sText_ForfeitedMatch[] = _("{B_PLAYER_NAME} forfeited the match!");
static const u8 sText_Trainer1WinText[] = _("{B_TRAINER1_WIN_TEXT}");
static const u8 sText_Trainer2WinText[] = _("{B_TRAINER2_WIN_TEXT}");
static const u8 sText_Trainer1Fled[] = _( "{PLAY_SE 0x0011}{B_TRAINER1_CLASS} {B_TRAINER1_NAME} fled!");
static const u8 sText_PlayerLostAgainstTrainer1[] = _("Player lost against\n{B_TRAINER1_CLASS} {B_TRAINER1_NAME}!");
static const u8 sText_PlayerBattledToDrawTrainer1[] = _("Player battled to a draw against\n{B_TRAINER1_CLASS} {B_TRAINER1_NAME}!");
const u8 gText_RecordBattleToPass[] = _("Would you like to record your battle\non your FRONTIER PASS?");
const u8 gText_BattleRecordedOnPass[] = _("{B_PLAYER_NAME}’s battle result was recorded\non the FRONTIER PASS.");
static const u8 sText_LinkTrainerWantsToBattlePause[] = _("{B_LINK_OPPONENT1_NAME}\nwants to battle!{PAUSE 49}");
static const u8 sText_TwoLinkTrainersWantToBattlePause[] = _("{B_LINK_OPPONENT1_NAME} and {B_LINK_OPPONENT2_NAME}\nwant to battle!{PAUSE 49}");

// This is four lists of moves which use a different attack string in Japanese
// to the default. See the documentation for ChooseTypeOfMoveUsedString for more detail.
static const u16 sGrammarMoveUsedTable[] =
{
    MOVE_SWORDS_DANCE, MOVE_STRENGTH, MOVE_GROWTH,
    MOVE_HARDEN, MOVE_MINIMIZE, MOVE_SMOKESCREEN,
    MOVE_WITHDRAW, MOVE_DEFENSE_CURL, MOVE_EGG_BOMB,
    MOVE_SMOG, MOVE_BONE_CLUB, MOVE_FLASH, MOVE_SPLASH,
    MOVE_ACID_ARMOR, MOVE_BONEMERANG, MOVE_REST, MOVE_SHARPEN,
    MOVE_SUBSTITUTE, MOVE_MIND_READER, MOVE_SNORE,
    MOVE_PROTECT, MOVE_SPIKES, MOVE_ENDURE, MOVE_ROLLOUT,
    MOVE_SWAGGER, MOVE_SLEEP_TALK, MOVE_HIDDEN_POWER,
    MOVE_PSYCH_UP, MOVE_EXTREME_SPEED, MOVE_FOLLOW_ME,
    MOVE_TRICK, MOVE_ASSIST, MOVE_INGRAIN, MOVE_KNOCK_OFF,
    MOVE_CAMOUFLAGE, MOVE_ASTONISH, MOVE_ODOR_SLEUTH,
    MOVE_GRASS_WHISTLE, MOVE_SHEER_COLD, MOVE_MUDDY_WATER,
    MOVE_IRON_DEFENSE, MOVE_BOUNCE, 0,

    MOVE_TELEPORT, MOVE_RECOVER, MOVE_BIDE, MOVE_AMNESIA,
    MOVE_FLAIL, MOVE_TAUNT, MOVE_BULK_UP, 0,

    MOVE_MEDITATE, MOVE_AGILITY, MOVE_MIMIC, MOVE_DOUBLE_TEAM,
    MOVE_BARRAGE, MOVE_TRANSFORM, MOVE_STRUGGLE, MOVE_SCARY_FACE,
    MOVE_CHARGE, MOVE_WISH, MOVE_BRICK_BREAK, MOVE_YAWN,
    MOVE_FEATHER_DANCE, MOVE_TEETER_DANCE, MOVE_MUD_SPORT,
    MOVE_FAKE_TEARS, MOVE_WATER_SPORT, MOVE_CALM_MIND, 0,

    MOVE_POUND, MOVE_SCRATCH, MOVE_VICE_GRIP,
    MOVE_WING_ATTACK, MOVE_FLY, MOVE_BIND, MOVE_SLAM,
    MOVE_HORN_ATTACK, MOVE_WRAP, MOVE_THRASH, MOVE_TAIL_WHIP,
    MOVE_LEER, MOVE_BITE, MOVE_GROWL, MOVE_ROAR,
    MOVE_SING, MOVE_PECK, MOVE_ABSORB, MOVE_STRING_SHOT,
    MOVE_EARTHQUAKE, MOVE_FISSURE, MOVE_DIG, MOVE_TOXIC,
    MOVE_SCREECH, MOVE_METRONOME, MOVE_LICK, MOVE_CLAMP,
    MOVE_CONSTRICT, MOVE_POISON_GAS, MOVE_BUBBLE,
    MOVE_SLASH, MOVE_SPIDER_WEB, MOVE_NIGHTMARE, MOVE_CURSE,
    MOVE_FORESIGHT, MOVE_CHARM, MOVE_ATTRACT, MOVE_ROCK_SMASH,
    MOVE_UPROAR, MOVE_SPIT_UP, MOVE_SWALLOW, MOVE_TORMENT,
    MOVE_FLATTER, MOVE_ROLE_PLAY, MOVE_ENDEAVOR, MOVE_TICKLE,
    MOVE_COVET, 0
};

static const u8 sDummyWeirdStatusString[] = {EOS, EOS, EOS, EOS, EOS, EOS, EOS, EOS, 0, 0};

static const struct BattleWindowText sTextOnWindowsInfo_Normal[] =
{
	{ // 0
		.fillValue = 0xFF,
		.fontId = 1,
		.x = 0,
		.y = 1,
		.letterSpacing = 0,
		.lineSpacing = 0,
		.speed = 1,
		.fgColor = 1,
		.bgColor = 15,
		.shadowColor = 6,
	},
	{ // 1
		.fillValue = 0xFF,
		.fontId = 1,
		.x = 1,
		.y = 1,
		.letterSpacing = 0,
		.lineSpacing = 0,
		.speed = 0,
		.fgColor = 1,
		.bgColor = 15,
		.shadowColor = 6,
	},
	{ // 2
		.fillValue = 0xEE,
		.fontId = 1,
		.x = 0,
		.y = 1,
		.letterSpacing = 0,
		.lineSpacing = 0,
		.speed = 0,
		.fgColor = 13,
		.bgColor = 14,
		.shadowColor = 15,
	},
	{ // 3
		.fillValue = 0xEE,
		.fontId = 7,
		.x = 0,
		.y = 1,
		.letterSpacing = 0,
		.lineSpacing = 0,
		.speed = 0,
		.fgColor = 13,
		.bgColor = 14,
		.shadowColor = 15,
	},
	{ // 4
		.fillValue = 0xEE,
		.fontId = 7,
		.x = 0,
		.y = 1,
		.letterSpacing = 0,
		.lineSpacing = 0,
		.speed = 0,
		.fgColor = 13,
		.bgColor = 14,
		.shadowColor = 15,
	},
	{ // 5
		.fillValue = 0xEE,
		.fontId = 7,
		.x = 0,
		.y = 1,
		.letterSpacing = 0,
		.lineSpacing = 0,
		.speed = 0,
		.fgColor = 13,
		.bgColor = 14,
		.shadowColor = 15,
	},
	{ // 6
		.fillValue = 0xEE,
		.fontId = 7,
		.x = 0,
		.y = 1,
		.letterSpacing = 0,
		.lineSpacing = 0,
		.speed = 0,
		.fgColor = 13,
		.bgColor = 14,
		.shadowColor = 15,
	},
	{ // 7
		.fillValue = 0xEE,
		.fontId = 7,
		.x = 0,
		.y = 1,
		.letterSpacing = 0,
		.lineSpacing = 0,
		.speed = 0,
		.fgColor = 12,
		.bgColor = 14,
		.shadowColor = 11,
	},
	{ // 8
		.fillValue = 0xEE,
		.fontId = 1,
		.x = 0,
		.y = 1,
		.letterSpacing = 0,
		.lineSpacing = 0,
		.speed = 0,
		.fgColor = 13,
		.bgColor = 14,
		.shadowColor = 15,
	},
	{ // 9
		.fillValue = 0xEE,
		.fontId = 1,
		.x = 2,
		.y = 1,
		.letterSpacing = 0,
		.lineSpacing = 0,
		.speed = 0,
		.fgColor = 12,
		.bgColor = 14,
		.shadowColor = 11,
	},
	{ // 10
		.fillValue = 0xEE,
		.fontId = 7,
		.x = 0,
		.y = 1,
		.letterSpacing = 0,
		.lineSpacing = 0,
		.speed = 0,
		.fgColor = 13,
		.bgColor = 14,
		.shadowColor = 15,
	},
	{ // 11
		.fillValue = 0xEE,
		.fontId = 7,
		.x = 0,
		.y = 1,
		.letterSpacing = 0,
		.lineSpacing = 0,
		.speed = 0,
		.fgColor = 13,
		.bgColor = 14,
		.shadowColor = 15,
	},
	{ // 12
		.fillValue = 0xEE,
		.fontId = 1,
		.x = 0,
		.y = 1,
		.letterSpacing = 0,
		.lineSpacing = 0,
		.speed = 0,
		.fgColor = 13,
		.bgColor = 14,
		.shadowColor = 15,
	},
	{ // 13
		.fillValue = 0xEE,
		.fontId = 1,
		.x = 0,
		.y = 1,
		.letterSpacing = 0,
		.lineSpacing = 0,
		.speed = 0,
		.fgColor = 13,
		.bgColor = 14,
		.shadowColor = 15,
	},
	{ // 14
		.fillValue = 0x0,
		.fontId = 1,
		.x = 32,
		.y = 1,
		.letterSpacing = 0,
		.lineSpacing = 0,
		.speed = 0,
		.fgColor = 1,
		.bgColor = 0,
		.shadowColor = 2,
	},
	{ // 15
		.fillValue = 0xEE,
		.fontId = 1,
		.x = -1,
		.y = 1,
		.letterSpacing = 0,
		.lineSpacing = 0,
		.speed = 0,
		.fgColor = 13,
		.bgColor = 14,
		.shadowColor = 15,
	},
	{ // 16
		.fillValue = 0xEE,
		.fontId = 1,
		.x = -1,
		.y = 1,
		.letterSpacing = 0,
		.lineSpacing = 0,
		.speed = 0,
		.fgColor = 13,
		.bgColor = 14,
		.shadowColor = 15,
	},
	{ // 17
		.fillValue = 0xEE,
		.fontId = 1,
		.x = -1,
		.y = 1,
		.letterSpacing = 0,
		.lineSpacing = 0,
		.speed = 0,
		.fgColor = 13,
		.bgColor = 14,
		.shadowColor = 15,
	},
	{ // 18
		.fillValue = 0xEE,
		.fontId = 1,
		.x = -1,
		.y = 1,
		.letterSpacing = 0,
		.lineSpacing = 0,
		.speed = 0,
		.fgColor = 13,
		.bgColor = 14,
		.shadowColor = 15,
	},
	{ // 19
		.fillValue = 0xEE,
		.fontId = 1,
		.x = -1,
		.y = 1,
		.letterSpacing = 0,
		.lineSpacing = 0,
		.speed = 0,
		.fgColor = 13,
		.bgColor = 14,
		.shadowColor = 15,
	},
	{ // 20
		.fillValue = 0xEE,
		.fontId = 1,
		.x = -1,
		.y = 1,
		.letterSpacing = 0,
		.lineSpacing = 0,
		.speed = 0,
		.fgColor = 13,
		.bgColor = 14,
		.shadowColor = 15,
	},
	{ // 21
		.fillValue = 0x0,
		.fontId = 1,
		.x = -1,
		.y = 1,
		.letterSpacing = 0,
		.lineSpacing = 0,
		.speed = 0,
		.fgColor = 1,
		.bgColor = 0,
		.shadowColor = 6,
	},
	{ // 22
		.fillValue = 0x0,
		.fontId = 1,
		.x = -1,
		.y = 1,
		.letterSpacing = 0,
		.lineSpacing = 0,
		.speed = 0,
		.fgColor = 1,
		.bgColor = 0,
		.shadowColor = 6,
	},
	{ // 23
		.fillValue = 0x0,
		.fontId = 1,
		.x = -1,
		.y = 1,
		.letterSpacing = 0,
		.lineSpacing = 0,
		.speed = 0,
		.fgColor = 1,
		.bgColor = 0,
		.shadowColor = 6,
	},
};

static const struct BattleWindowText sTextOnWindowsInfo_Arena[] =
{
	{ // 0
		.fillValue = 0xFF,
		.fontId = 1,
		.x = 0,
		.y = 1,
		.letterSpacing = 0,
		.lineSpacing = 0,
		.speed = 1,
		.fgColor = 1,
		.bgColor = 15,
		.shadowColor = 6,
	},
	{ // 1
		.fillValue = 0xFF,
		.fontId = 1,
		.x = 1,
		.y = 1,
		.letterSpacing = 0,
		.lineSpacing = 0,
		.speed = 0,
		.fgColor = 1,
		.bgColor = 15,
		.shadowColor = 6,
	},
	{ // 2
		.fillValue = 0xEE,
		.fontId = 1,
		.x = 0,
		.y = 1,
		.letterSpacing = 0,
		.lineSpacing = 0,
		.speed = 0,
		.fgColor = 13,
		.bgColor = 14,
		.shadowColor = 15,
	},
	{ // 3
		.fillValue = 0xEE,
		.fontId = 7,
		.x = 0,
		.y = 1,
		.letterSpacing = 0,
		.lineSpacing = 0,
		.speed = 0,
		.fgColor = 13,
		.bgColor = 14,
		.shadowColor = 15,
	},
	{ // 4
		.fillValue = 0xEE,
		.fontId = 7,
		.x = 0,
		.y = 1,
		.letterSpacing = 0,
		.lineSpacing = 0,
		.speed = 0,
		.fgColor = 13,
		.bgColor = 14,
		.shadowColor = 15,
	},
	{ // 5
		.fillValue = 0xEE,
		.fontId = 7,
		.x = 0,
		.y = 1,
		.letterSpacing = 0,
		.lineSpacing = 0,
		.speed = 0,
		.fgColor = 13,
		.bgColor = 14,
		.shadowColor = 15,
	},
	{ // 6
		.fillValue = 0xEE,
		.fontId = 7,
		.x = 0,
		.y = 1,
		.letterSpacing = 0,
		.lineSpacing = 0,
		.speed = 0,
		.fgColor = 13,
		.bgColor = 14,
		.shadowColor = 15,
	},
	{ // 7
		.fillValue = 0xEE,
		.fontId = 7,
		.x = 0,
		.y = 1,
		.letterSpacing = 0,
		.lineSpacing = 0,
		.speed = 0,
		.fgColor = 12,
		.bgColor = 14,
		.shadowColor = 11,
	},
	{ // 8
		.fillValue = 0xEE,
		.fontId = 1,
		.x = 0,
		.y = 1,
		.letterSpacing = 0,
		.lineSpacing = 0,
		.speed = 0,
		.fgColor = 13,
		.bgColor = 14,
		.shadowColor = 15,
	},
	{ // 9
		.fillValue = 0xEE,
		.fontId = 1,
		.x = 2,
		.y = 1,
		.letterSpacing = 0,
		.lineSpacing = 0,
		.speed = 0,
		.fgColor = 12,
		.bgColor = 14,
		.shadowColor = 11,
	},
	{ // 10
		.fillValue = 0xEE,
		.fontId = 7,
		.x = 0,
		.y = 1,
		.letterSpacing = 0,
		.lineSpacing = 0,
		.speed = 0,
		.fgColor = 13,
		.bgColor = 14,
		.shadowColor = 15,
	},
	{ // 11
		.fillValue = 0xEE,
		.fontId = 7,
		.x = 0,
		.y = 1,
		.letterSpacing = 0,
		.lineSpacing = 0,
		.speed = 0,
		.fgColor = 13,
		.bgColor = 14,
		.shadowColor = 15,
	},
	{ // 12
		.fillValue = 0xEE,
		.fontId = 1,
		.x = 0,
		.y = 1,
		.letterSpacing = 0,
		.lineSpacing = 0,
		.speed = 0,
		.fgColor = 13,
		.bgColor = 14,
		.shadowColor = 15,
	},
	{ // 13
		.fillValue = 0xEE,
		.fontId = 1,
		.x = 0,
		.y = 1,
		.letterSpacing = 0,
		.lineSpacing = 0,
		.speed = 0,
		.fgColor = 13,
		.bgColor = 14,
		.shadowColor = 15,
	},
	{ // 14
		.fillValue = 0x0,
		.fontId = 1,
		.x = 32,
		.y = 1,
		.letterSpacing = 0,
		.lineSpacing = 0,
		.speed = 0,
		.fgColor = 1,
		.bgColor = 0,
		.shadowColor = 2,
	},
	{ // 15
		.fillValue = 0xEE,
		.fontId = 1,
		.x = -1,
		.y = 1,
		.letterSpacing = 0,
		.lineSpacing = 0,
		.speed = 0,
		.fgColor = 1,
		.bgColor = 14,
		.shadowColor = 15,
	},
	{ // 16
		.fillValue = 0xEE,
		.fontId = 1,
		.x = -1,
		.y = 1,
		.letterSpacing = 0,
		.lineSpacing = 0,
		.speed = 0,
		.fgColor = 13,
		.bgColor = 14,
		.shadowColor = 15,
	},
	{ // 17
		.fillValue = 0xEE,
		.fontId = 1,
		.x = -1,
		.y = 1,
		.letterSpacing = 0,
		.lineSpacing = 0,
		.speed = 0,
		.fgColor = 13,
		.bgColor = 14,
		.shadowColor = 15,
	},
	{ // 18
		.fillValue = 0xEE,
		.fontId = 1,
		.x = -1,
		.y = 1,
		.letterSpacing = 0,
		.lineSpacing = 0,
		.speed = 0,
		.fgColor = 13,
		.bgColor = 14,
		.shadowColor = 15,
	},
	{ // 19
		.fillValue = 0xEE,
		.fontId = 1,
		.x = -1,
		.y = 1,
		.letterSpacing = 0,
		.lineSpacing = 0,
		.speed = 0,
		.fgColor = 13,
		.bgColor = 14,
		.shadowColor = 15,
	},
	{ // 20
		.fillValue = 0xEE,
		.fontId = 1,
		.x = -1,
		.y = 1,
		.letterSpacing = 0,
		.lineSpacing = 0,
		.speed = 0,
		.fgColor = 13,
		.bgColor = 14,
		.shadowColor = 15,
	},
	{ // 21
		.fillValue = 0xEE,
		.fontId = 1,
		.x = -1,
		.y = 1,
		.letterSpacing = 0,
		.lineSpacing = 0,
		.speed = 0,
		.fgColor = 13,
		.bgColor = 14,
		.shadowColor = 15,
	},
	{ // 22
		.fillValue = 0x11,
		.fontId = 1,
		.x = 0,
		.y = 1,
		.letterSpacing = 0,
		.lineSpacing = 0,
		.speed = 1,
		.fgColor = 2,
		.bgColor = 1,
		.shadowColor = 3,
	},
};

static const struct BattleWindowText *const sBattleTextOnWindowsInfo[] =
{
    sTextOnWindowsInfo_Normal, sTextOnWindowsInfo_Arena
};

static const u8 sRecordedBattleTextSpeeds[] = {8, 4, 1, 0};

// code
void BufferStringBattle(u16 stringID)
{
    s32 i;
    const u8 *stringPtr = NULL;

    gBattleMsgDataPtr = (struct BattleMsgData*)(&gBattleBufferA[gActiveBattler][4]);
    gLastUsedItem = gBattleMsgDataPtr->lastItem;
    gLastUsedAbility = gBattleMsgDataPtr->lastAbility;
    gBattleScripting.battler = gBattleMsgDataPtr->scrActive;
    *(&gBattleStruct->field_52) = gBattleMsgDataPtr->unk1605E;
    *(&gBattleStruct->hpScale) = gBattleMsgDataPtr->hpScale;
    gPotentialItemEffectBattler = gBattleMsgDataPtr->itemEffectBattler;
    *(&gBattleStruct->stringMoveType) = gBattleMsgDataPtr->moveType;

    for (i = 0; i < MAX_BATTLERS_COUNT; i++)
    {
        sBattlerAbilities[i] = gBattleMsgDataPtr->abilities[i];
    }
    for (i = 0; i < TEXT_BUFF_ARRAY_COUNT; i++)
    {
        gBattleTextBuff1[i] = gBattleMsgDataPtr->textBuffs[0][i];
        gBattleTextBuff2[i] = gBattleMsgDataPtr->textBuffs[1][i];
        gBattleTextBuff3[i] = gBattleMsgDataPtr->textBuffs[2][i];
    }

    switch (stringID)
    {
    case STRINGID_INTROMSG: // first battle msg
        if (gBattleTypeFlags & BATTLE_TYPE_TRAINER)
        {
            if (gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_x2000000))
            {
                if (gBattleTypeFlags & BATTLE_TYPE_x800000)
                {
                    stringPtr = sText_TwoTrainersWantToBattle;
                }
                else if (gBattleTypeFlags & BATTLE_TYPE_MULTI)
                {
                    if (gBattleTypeFlags & BATTLE_TYPE_RECORDED)
                        stringPtr = sText_TwoLinkTrainersWantToBattlePause;
                    else
                        stringPtr = sText_TwoLinkTrainersWantToBattle;
                }
                else
                {
                    if (gTrainerBattleOpponent_A == TRAINER_OPPONENT_C00)
                        stringPtr = sText_Trainer1WantsToBattle;
                    else if (gBattleTypeFlags & BATTLE_TYPE_RECORDED)
                        stringPtr = sText_LinkTrainerWantsToBattlePause;
                    else
                        stringPtr = sText_LinkTrainerWantsToBattle;
                }
            }
            else
            {
                if (gBattleTypeFlags & BATTLE_TYPE_INGAME_PARTNER)
                    stringPtr = sText_TwoTrainersWantToBattle;
                else if (gBattleTypeFlags & BATTLE_TYPE_TWO_OPPONENTS)
                    stringPtr = sText_TwoTrainersWantToBattle;
                else
                    stringPtr = sText_Trainer1WantsToBattle;
            }
        }
        else
        {
            if (gBattleTypeFlags & BATTLE_TYPE_LEGENDARY)
                stringPtr = sText_WildPkmnAppeared2;
            else if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE) // interesting, looks like they had something planned for wild double battles
                stringPtr = sText_TwoWildPkmnAppeared;
            else if (gBattleTypeFlags & BATTLE_TYPE_WALLY_TUTORIAL)
                stringPtr = sText_WildPkmnAppearedPause;
            else
                stringPtr = sText_WildPkmnAppeared;
        }
        break;
    case STRINGID_INTROSENDOUT: // poke first send-out
        if (GetBattlerSide(gActiveBattler) == B_SIDE_PLAYER)
        {
            if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
            {
                if (gBattleTypeFlags & BATTLE_TYPE_INGAME_PARTNER)
                    stringPtr = sText_InGamePartnerSentOutZGoN;
                else if (gBattleTypeFlags & BATTLE_TYPE_TWO_OPPONENTS)
                    stringPtr = sText_GoTwoPkmn;
                else if (gBattleTypeFlags & BATTLE_TYPE_MULTI)
                    stringPtr = sText_LinkPartnerSentOutPkmnGoPkmn;
                else
                    stringPtr = sText_GoTwoPkmn;
            }
            else
            {
                stringPtr = sText_GoPkmn;
            }
        }
        else
        {
            if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
            {
                if (gBattleTypeFlags & BATTLE_TYPE_TWO_OPPONENTS)
                    stringPtr = sText_TwoTrainersSentPkmn;
                else if (gBattleTypeFlags & BATTLE_TYPE_x800000)
                    stringPtr = sText_TwoTrainersSentPkmn;
                else if (gBattleTypeFlags & BATTLE_TYPE_MULTI)
                    stringPtr = sText_TwoLinkTrainersSentOutPkmn;
                else if (gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_x2000000))
                    stringPtr = sText_LinkTrainerSentOutTwoPkmn;
                else
                    stringPtr = sText_Trainer1SentOutTwoPkmn;
            }
            else
            {
                if (!(gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_x2000000)))
                    stringPtr = sText_Trainer1SentOutPkmn;
                else if (gTrainerBattleOpponent_A == TRAINER_OPPONENT_C00)
                    stringPtr = sText_Trainer1SentOutPkmn;
                else
                    stringPtr = sText_LinkTrainerSentOutPkmn;
            }
        }
        break;
    case STRINGID_RETURNMON: // sending poke to ball msg
        if (GetBattlerSide(gActiveBattler) == B_SIDE_PLAYER)
        {
            if (*(&gBattleStruct->hpScale) == 0)
                stringPtr = sText_PkmnThatsEnough;
            else if (*(&gBattleStruct->hpScale) == 1 || gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
                stringPtr = sText_PkmnComeBack;
            else if (*(&gBattleStruct->hpScale) == 2)
                stringPtr = sText_PkmnOkComeBack;
            else
                stringPtr = sText_PkmnGoodComeBack;
        }
        else
        {
            if (gTrainerBattleOpponent_A == TRAINER_LINK_OPPONENT || gBattleTypeFlags & BATTLE_TYPE_x2000000)
            {
                if (gBattleTypeFlags & BATTLE_TYPE_MULTI)
                    stringPtr = sText_LinkTrainer2WithdrewPkmn;
                else
                    stringPtr = sText_LinkTrainer1WithdrewPkmn;
            }
            else
            {
                stringPtr = sText_Trainer1WithdrewPkmn;
            }
        }
        break;
    case STRINGID_SWITCHINMON: // switch-in msg
        if (GetBattlerSide(gBattleScripting.battler) == B_SIDE_PLAYER)
        {
            if (*(&gBattleStruct->hpScale) == 0 || gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
                stringPtr = sText_GoPkmn2;
            else if (*(&gBattleStruct->hpScale) == 1)
                stringPtr = sText_DoItPkmn;
            else if (*(&gBattleStruct->hpScale) == 2)
                stringPtr = sText_GoForItPkmn;
            else
                stringPtr = sText_YourFoesWeakGetEmPkmn;
        }
        else
        {
            if (gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_x2000000))
            {
                if (gBattleTypeFlags & BATTLE_TYPE_x800000)
                {
                    if (gBattleScripting.battler == 1)
                        stringPtr = sText_Trainer1SentOutPkmn2;
                    else
                        stringPtr = sText_Trainer2SentOutPkmn;
                }
                else
                {
                    if (gBattleTypeFlags & BATTLE_TYPE_MULTI)
                        stringPtr = sText_LinkTrainerMultiSentOutPkmn;
                    else if (gTrainerBattleOpponent_A == TRAINER_OPPONENT_C00)
                        stringPtr = sText_Trainer1SentOutPkmn2;
                    else
                        stringPtr = sText_LinkTrainerSentOutPkmn2;
                }
            }
            else
            {
                if (gBattleTypeFlags & BATTLE_TYPE_TWO_OPPONENTS)
                {
                    if (gBattleScripting.battler == 1)
                        stringPtr = sText_Trainer1SentOutPkmn2;
                    else
                        stringPtr = sText_Trainer2SentOutPkmn;
                }
                else
                {
                    stringPtr = sText_Trainer1SentOutPkmn2;
                }
            }
        }
        break;
    case STRINGID_USEDMOVE: // pokemon used a move msg
        ChooseMoveUsedParticle(gBattleTextBuff1); // buff1 doesn't appear in the string, leftover from japanese move names

        if (gBattleMsgDataPtr->currentMove >= MOVES_COUNT)
            StringCopy(gBattleTextBuff2, sATypeMove_Table[*(&gBattleStruct->stringMoveType)]);
        else
            StringCopy(gBattleTextBuff2, gMoveNames[gBattleMsgDataPtr->currentMove]);

        ChooseTypeOfMoveUsedString(gBattleTextBuff2);
        stringPtr = sText_AttackerUsedX;
        break;
    case STRINGID_BATTLEEND: // battle end
        if (gBattleTextBuff1[0] & B_OUTCOME_LINK_BATTLE_RAN)
        {
            gBattleTextBuff1[0] &= ~(B_OUTCOME_LINK_BATTLE_RAN);
            if (GetBattlerSide(gActiveBattler) == B_SIDE_OPPONENT && gBattleTextBuff1[0] != B_OUTCOME_DREW)
                gBattleTextBuff1[0] ^= (B_OUTCOME_LOST | B_OUTCOME_WON);

            if (gBattleTextBuff1[0] == B_OUTCOME_LOST || gBattleTextBuff1[0] == B_OUTCOME_DREW)
                stringPtr = sText_GotAwaySafely;
            else if (gBattleTypeFlags & BATTLE_TYPE_MULTI)
                stringPtr = sText_TwoWildFled;
            else
                stringPtr = sText_WildFled;
        }
        else
        {
            if (GetBattlerSide(gActiveBattler) == B_SIDE_OPPONENT && gBattleTextBuff1[0] != B_OUTCOME_DREW)
                gBattleTextBuff1[0] ^= (B_OUTCOME_LOST | B_OUTCOME_WON);

            if (gBattleTypeFlags & BATTLE_TYPE_MULTI)
            {
                switch (gBattleTextBuff1[0])
                {
                case B_OUTCOME_WON:
                    if (gBattleTypeFlags & BATTLE_TYPE_x800000)
                        stringPtr = sText_TwoInGameTrainersDefeated;
                    else
                        stringPtr = sText_TwoLinkTrainersDefeated;
                    break;
                case B_OUTCOME_LOST:
                    stringPtr = sText_PlayerLostToTwo;
                    break;
                case B_OUTCOME_DREW:
                    stringPtr = sText_PlayerBattledToDrawVsTwo;
                    break;
                }
            }
            else if (gTrainerBattleOpponent_A == TRAINER_OPPONENT_C00)
            {
                switch (gBattleTextBuff1[0])
                {
                case B_OUTCOME_WON:
                    stringPtr = sText_PlayerDefeatedLinkTrainerTrainer1;
                    break;
                case B_OUTCOME_LOST:
                    stringPtr = sText_PlayerLostAgainstTrainer1;
                    break;
                case B_OUTCOME_DREW:
                    stringPtr = sText_PlayerBattledToDrawTrainer1;
                    break;
                }
            }
            else
            {
                switch (gBattleTextBuff1[0])
                {
                case B_OUTCOME_WON:
                    stringPtr = sText_PlayerDefeatedLinkTrainer;
                    break;
                case B_OUTCOME_LOST:
                    stringPtr = sText_PlayerLostAgainstLinkTrainer;
                    break;
                case B_OUTCOME_DREW:
                    stringPtr = sText_PlayerBattledToDrawLinkTrainer;
                    break;
                }
            }
        }
        break;
    default: // load a string from the table
        if (stringID >= BATTLESTRINGS_COUNT + BATTLESTRINGS_ID_ADDER)
        {
            gDisplayedStringBattle[0] = EOS;
            return;
        }
        else
        {
            stringPtr = gBattleStringsTable[stringID - BATTLESTRINGS_ID_ADDER];
        }
        break;
    }

    BattleStringExpandPlaceholdersToDisplayedString(stringPtr);
}

u32 BattleStringExpandPlaceholdersToDisplayedString(const u8* src)
{
    BattleStringExpandPlaceholders(src, gDisplayedStringBattle);
}

static const u8* TryGetStatusString(u8 *src)
{
    u32 i;
    u8 status[8];
    u32 chars1, chars2;
    u8* statusPtr;

    memcpy(status, sDummyWeirdStatusString, 8);

    statusPtr = status;
    for (i = 0; i < 8; i++)
    {
        if (*src == EOS)
            break;
        *statusPtr = *src;
        src++;
        statusPtr++;
    }

    chars1 = *(u32*)(&status[0]);
    chars2 = *(u32*)(&status[4]);

    for (i = 0; i < ARRAY_COUNT(gStatusConditionStringsTable); i++)
    {
        if (chars1 == *(u32*)(&gStatusConditionStringsTable[i][0][0])
            && chars2 == *(u32*)(&gStatusConditionStringsTable[i][0][4]))
            return gStatusConditionStringsTable[i][1];
    }
    return NULL;
}

#define HANDLE_NICKNAME_STRING_CASE(battlerId, monIndex)                \
    if (GetBattlerSide(battlerId) != B_SIDE_PLAYER)                     \
    {                                                                   \
        if (gBattleTypeFlags & BATTLE_TYPE_TRAINER)                     \
            toCpy = sText_FoePkmnPrefix;                                \
        else                                                            \
            toCpy = sText_WildPkmnPrefix;                               \
        while (*toCpy != EOS)                                           \
        {                                                               \
            dst[dstID] = *toCpy;                                        \
            dstID++;                                                    \
            toCpy++;                                                    \
        }                                                               \
        GetMonData(&gEnemyParty[monIndex], MON_DATA_NICKNAME, text);    \
    }                                                                   \
    else                                                                \
    {                                                                   \
        GetMonData(&gPlayerParty[monIndex], MON_DATA_NICKNAME, text);   \
    }                                                                   \
    StringGetEnd10(text);                                               \
    toCpy = text;

u32 BattleStringExpandPlaceholders(const u8 *src, u8 *dst)
{
    u32 dstID = 0; // if they used dstID, why not use srcID as well?
    const u8 *toCpy = NULL;
    u8 text[30];
    u8 multiplayerId;
    s32 i;

    if (gBattleTypeFlags & BATTLE_TYPE_x2000000)
        multiplayerId = gUnknown_0203C7B4;
    else
        multiplayerId = GetMultiplayerId();

    while (*src != EOS)
    {
        if (*src == PLACEHOLDER_BEGIN)
        {
            src++;
            switch (*src)
            {
            case B_TXT_BUFF1:
                if (gBattleTextBuff1[0] == B_BUFF_PLACEHOLDER_BEGIN)
                {
                    ExpandBattleTextBuffPlaceholders(gBattleTextBuff1, gStringVar1);
                    toCpy = gStringVar1;
                }
                else
                {
                    toCpy = TryGetStatusString(gBattleTextBuff1);
                    if (toCpy == NULL)
                        toCpy = gBattleTextBuff1;
                }
                break;
            case B_TXT_BUFF2:
                if (gBattleTextBuff2[0] == B_BUFF_PLACEHOLDER_BEGIN)
                {
                    ExpandBattleTextBuffPlaceholders(gBattleTextBuff2, gStringVar2);
                    toCpy = gStringVar2;
                }
                else
                    toCpy = gBattleTextBuff2;
                break;
            case B_TXT_BUFF3:
                if (gBattleTextBuff3[0] == B_BUFF_PLACEHOLDER_BEGIN)
                {
                    ExpandBattleTextBuffPlaceholders(gBattleTextBuff3, gStringVar3);
                    toCpy = gStringVar3;
                }
                else
                    toCpy = gBattleTextBuff3;
                break;
            case B_TXT_COPY_VAR_1:
                toCpy = gStringVar1;
                break;
            case B_TXT_COPY_VAR_2:
                toCpy = gStringVar2;
                break;
            case B_TXT_COPY_VAR_3:
                toCpy = gStringVar3;
                break;
            case B_TXT_PLAYER_MON1_NAME: // first player poke name
                GetMonData(&gPlayerParty[gBattlerPartyIndexes[GetBattlerAtPosition(B_POSITION_PLAYER_LEFT)]],
                           MON_DATA_NICKNAME, text);
                StringGetEnd10(text);
                toCpy = text;
                break;
            case B_TXT_OPPONENT_MON1_NAME: // first enemy poke name
                GetMonData(&gEnemyParty[gBattlerPartyIndexes[GetBattlerAtPosition(B_POSITION_OPPONENT_LEFT)]],
                           MON_DATA_NICKNAME, text);
                StringGetEnd10(text);
                toCpy = text;
                break;
            case B_TXT_PLAYER_MON2_NAME: // second player poke name
                GetMonData(&gPlayerParty[gBattlerPartyIndexes[GetBattlerAtPosition(B_POSITION_PLAYER_RIGHT)]],
                           MON_DATA_NICKNAME, text);
                StringGetEnd10(text);
                toCpy = text;
                break;
            case B_TXT_OPPONENT_MON2_NAME: // second enemy poke name
                GetMonData(&gEnemyParty[gBattlerPartyIndexes[GetBattlerAtPosition(B_POSITION_OPPONENT_RIGHT)]],
                           MON_DATA_NICKNAME, text);
                StringGetEnd10(text);
                toCpy = text;
                break;
            case B_TXT_LINK_PLAYER_MON1_NAME: // link first player poke name
                GetMonData(&gPlayerParty[gBattlerPartyIndexes[gLinkPlayers[multiplayerId].id]],
                           MON_DATA_NICKNAME, text);
                StringGetEnd10(text);
                toCpy = text;
                break;
            case B_TXT_LINK_OPPONENT_MON1_NAME: // link first opponent poke name
                GetMonData(&gEnemyParty[gBattlerPartyIndexes[gLinkPlayers[multiplayerId].id ^ 1]],
                           MON_DATA_NICKNAME, text);
                StringGetEnd10(text);
                toCpy = text;
                break;
            case B_TXT_LINK_PLAYER_MON2_NAME: // link second player poke name
                GetMonData(&gPlayerParty[gBattlerPartyIndexes[gLinkPlayers[multiplayerId].id ^ 2]],
                           MON_DATA_NICKNAME, text);
                StringGetEnd10(text);
                toCpy = text;
                break;
            case B_TXT_LINK_OPPONENT_MON2_NAME: // link second opponent poke name
                GetMonData(&gEnemyParty[gBattlerPartyIndexes[gLinkPlayers[multiplayerId].id ^ 3]],
                           MON_DATA_NICKNAME, text);
                StringGetEnd10(text);
                toCpy = text;
                break;
            case B_TXT_ATK_NAME_WITH_PREFIX_MON1: // attacker name with prefix, only battlerId 0/1
                HANDLE_NICKNAME_STRING_CASE(gBattlerAttacker,
                                            gBattlerPartyIndexes[GetBattlerAtPosition(GET_BATTLER_SIDE(gBattlerAttacker))])
                break;
            case B_TXT_ATK_PARTNER_NAME: // attacker partner name
                if (GetBattlerSide(gBattlerAttacker) == B_SIDE_PLAYER)
                    GetMonData(&gPlayerParty[gBattlerPartyIndexes[GetBattlerAtPosition(GET_BATTLER_SIDE(gBattlerAttacker)) + 2]], MON_DATA_NICKNAME, text);
                else
                    GetMonData(&gEnemyParty[gBattlerPartyIndexes[GetBattlerAtPosition(GET_BATTLER_SIDE(gBattlerAttacker)) + 2]], MON_DATA_NICKNAME, text);

                StringGetEnd10(text);
                toCpy = text;
                break;
            case B_TXT_ATK_NAME_WITH_PREFIX: // attacker name with prefix
                HANDLE_NICKNAME_STRING_CASE(gBattlerAttacker, gBattlerPartyIndexes[gBattlerAttacker])
                break;
            case B_TXT_DEF_NAME_WITH_PREFIX: // target name with prefix
                HANDLE_NICKNAME_STRING_CASE(gBattlerTarget, gBattlerPartyIndexes[gBattlerTarget])
                break;
            case B_TXT_EFF_NAME_WITH_PREFIX: // effect battlerId name with prefix
                HANDLE_NICKNAME_STRING_CASE(gEffectBattler, gBattlerPartyIndexes[gEffectBattler])
                break;
            case B_TXT_ACTIVE_NAME_WITH_PREFIX: // active battlerId name with prefix
                HANDLE_NICKNAME_STRING_CASE(gActiveBattler, gBattlerPartyIndexes[gActiveBattler])
                break;
            case B_TXT_SCR_ACTIVE_NAME_WITH_PREFIX: // scripting active battlerId name with prefix
                HANDLE_NICKNAME_STRING_CASE(gBattleScripting.battler, gBattlerPartyIndexes[gBattleScripting.battler])
                break;
            case B_TXT_CURRENT_MOVE: // current move name
                if (gBattleMsgDataPtr->currentMove >= MOVES_COUNT)
                    toCpy = sATypeMove_Table[gBattleStruct->stringMoveType];
                else
                    toCpy = gMoveNames[gBattleMsgDataPtr->currentMove];
                break;
            case B_TXT_LAST_MOVE: // originally used move name
                if (gBattleMsgDataPtr->originallyUsedMove >= MOVES_COUNT)
                    toCpy = sATypeMove_Table[gBattleStruct->stringMoveType];
                else
                    toCpy = gMoveNames[gBattleMsgDataPtr->originallyUsedMove];
                break;
            case B_TXT_LAST_ITEM: // last used item
                if (gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_x2000000))
                {
                    if (gLastUsedItem == ITEM_ENIGMA_BERRY)
                    {
                        if (!(gBattleTypeFlags & BATTLE_TYPE_MULTI))
                        {
                            if ((gBattleScripting.multiplayerId != 0 && (gPotentialItemEffectBattler & BIT_SIDE))
                                || (gBattleScripting.multiplayerId == 0 && !(gPotentialItemEffectBattler & BIT_SIDE)))
                            {
                                StringCopy(text, gEnigmaBerries[gPotentialItemEffectBattler].name);
                                StringAppend(text, sText_BerrySuffix);
                                toCpy = text;
                            }
                            else
                            {
                                toCpy = sText_EnigmaBerry;
                            }
                        }
                        else
                        {
                            if (gLinkPlayers[gBattleScripting.multiplayerId].id == gPotentialItemEffectBattler)
                            {
                                StringCopy(text, gEnigmaBerries[gPotentialItemEffectBattler].name);
                                StringAppend(text, sText_BerrySuffix);
                                toCpy = text;
                            }
                            else
                                toCpy = sText_EnigmaBerry;
                        }
                    }
                    else
                    {
                        CopyItemName(gLastUsedItem, text);
                        toCpy = text;
                    }
                }
                else
                {
                    CopyItemName(gLastUsedItem, text);
                    toCpy = text;
                }
                break;
            case B_TXT_LAST_ABILITY: // last used ability
                toCpy = gAbilityNames[gLastUsedAbility];
                break;
            case B_TXT_ATK_ABILITY: // attacker ability
                toCpy = gAbilityNames[sBattlerAbilities[gBattlerAttacker]];
                break;
            case B_TXT_DEF_ABILITY: // target ability
                toCpy = gAbilityNames[sBattlerAbilities[gBattlerTarget]];
                break;
            case B_TXT_SCR_ACTIVE_ABILITY: // scripting active ability
                toCpy = gAbilityNames[sBattlerAbilities[gBattleScripting.battler]];
                break;
            case B_TXT_EFF_ABILITY: // effect battlerId ability
                toCpy = gAbilityNames[sBattlerAbilities[gEffectBattler]];
                break;
            case B_TXT_TRAINER1_CLASS: // trainer class name
                if (gBattleTypeFlags & BATTLE_TYPE_SECRET_BASE)
                    toCpy = gTrainerClassNames[GetSecretBaseTrainerClass()];
                else if (gTrainerBattleOpponent_A == TRAINER_OPPONENT_C00)
                    toCpy = gTrainerClassNames[sub_8068BB0()];
                else if (gTrainerBattleOpponent_A == TRAINER_FRONTIER_BRAIN)
                    toCpy = gTrainerClassNames[GetFrontierBrainTrainerClass()];
                else if (gBattleTypeFlags & BATTLE_TYPE_FRONTIER)
                    toCpy = gTrainerClassNames[GetFrontierOpponentClass(gTrainerBattleOpponent_A)];
                else if (gBattleTypeFlags & BATTLE_TYPE_TRAINER_HILL)
                    toCpy = gTrainerClassNames[GetTrainerHillOpponentClass(gTrainerBattleOpponent_A)];
                else if (gBattleTypeFlags & BATTLE_TYPE_EREADER_TRAINER)
                    toCpy = gTrainerClassNames[GetEreaderTrainerClassId()];
                else
                    toCpy = gTrainerClassNames[gTrainers[gTrainerBattleOpponent_A].trainerClass];
                break;
            case B_TXT_TRAINER1_NAME: // trainer1 name
                if (gBattleTypeFlags & BATTLE_TYPE_SECRET_BASE)
                {
                    for (i = 0; i < (s32) ARRAY_COUNT(gBattleResources->secretBase->trainerName); i++)
                        text[i] = gBattleResources->secretBase->trainerName[i];
                    text[i] = EOS;
                    ConvertInternationalString(text, gBattleResources->secretBase->language);
                    toCpy = text;
                }
                else if (gTrainerBattleOpponent_A == TRAINER_OPPONENT_C00)
                {
                    toCpy = gLinkPlayers[multiplayerId ^ BIT_SIDE].name;
                }
                else if (gTrainerBattleOpponent_A == TRAINER_FRONTIER_BRAIN)
                {
                    CopyFrontierBrainTrainerName(text);
                    toCpy = text;
                }
                else if (gBattleTypeFlags & BATTLE_TYPE_FRONTIER)
                {
                    GetFrontierTrainerName(text, gTrainerBattleOpponent_A);
                    toCpy = text;
                }
                else if (gBattleTypeFlags & BATTLE_TYPE_TRAINER_HILL)
                {
                    GetTrainerHillTrainerName(text, gTrainerBattleOpponent_A);
                    toCpy = text;
                }
                else if (gBattleTypeFlags & BATTLE_TYPE_EREADER_TRAINER)
                {
                    GetEreaderTrainerName(text);
                    toCpy = text;
                }
                else
                {
                    toCpy = gTrainers[gTrainerBattleOpponent_A].trainerName;
                }
                break;
            case B_TXT_LINK_PLAYER_NAME: // link player name
                toCpy = gLinkPlayers[multiplayerId].name;
                break;
            case B_TXT_LINK_PARTNER_NAME: // link partner name
                toCpy = gLinkPlayers[GetBattlerMultiplayerId(BATTLE_PARTNER(gLinkPlayers[multiplayerId].id))].name;
                break;
            case B_TXT_LINK_OPPONENT1_NAME: // link opponent 1 name
                toCpy = gLinkPlayers[GetBattlerMultiplayerId(BATTLE_OPPOSITE(gLinkPlayers[multiplayerId].id))].name;
                break;
            case B_TXT_LINK_OPPONENT2_NAME: // link opponent 2 name
                toCpy = gLinkPlayers[GetBattlerMultiplayerId(BATTLE_PARTNER(BATTLE_OPPOSITE(gLinkPlayers[multiplayerId].id)))].name;
                break;
            case B_TXT_LINK_SCR_TRAINER_NAME: // link scripting active name
                toCpy = gLinkPlayers[GetBattlerMultiplayerId(gBattleScripting.battler)].name;
                break;
            case B_TXT_PLAYER_NAME: // player name
                if (gBattleTypeFlags & BATTLE_TYPE_RECORDED)
                    toCpy = gLinkPlayers[0].name;
                else
                    toCpy = gSaveBlock2Ptr->playerName;
                break;
            case B_TXT_TRAINER1_LOSE_TEXT: // trainerA lose text
                if (gBattleTypeFlags & BATTLE_TYPE_FRONTIER)
                {
                    CopyFrontierTrainerText(FRONTIER_LOSE_TEXT, gTrainerBattleOpponent_A);
                    toCpy = gStringVar4;
                }
                else if (gBattleTypeFlags & BATTLE_TYPE_TRAINER_HILL)
                {
                    CopyTrainerHillTrainerText(4, gTrainerBattleOpponent_A);
                    toCpy = gStringVar4;
                }
                else
                {
                    toCpy = GetTrainerALoseText();
                }
                break;
            case B_TXT_TRAINER1_WIN_TEXT: // trainerA win text
                if (gBattleTypeFlags & BATTLE_TYPE_FRONTIER)
                {
                    CopyFrontierTrainerText(FRONTIER_WIN_TEXT, gTrainerBattleOpponent_A);
                    toCpy = gStringVar4;
                }
                else if (gBattleTypeFlags & BATTLE_TYPE_TRAINER_HILL)
                {
                    CopyTrainerHillTrainerText(3, gTrainerBattleOpponent_A);
                    toCpy = gStringVar4;
                }
                break;
            case B_TXT_26: // ?
                HANDLE_NICKNAME_STRING_CASE(gBattleScripting.battler, *(&gBattleStruct->field_52))
                break;
            case B_TXT_PC_CREATOR_NAME: // lanette pc
                if (FlagGet(FLAG_SYS_PC_LANETTE))
                    toCpy = sText_Lanettes;
                else
                    toCpy = sText_Someones;
                break;
            case B_TXT_ATK_PREFIX2:
                if (GetBattlerSide(gBattlerAttacker) == B_SIDE_PLAYER)
                    toCpy = sText_AllyPkmnPrefix2;
                else
                    toCpy = sText_FoePkmnPrefix3;
                break;
            case B_TXT_DEF_PREFIX2:
                if (GetBattlerSide(gBattlerTarget) == B_SIDE_PLAYER)
                    toCpy = sText_AllyPkmnPrefix2;
                else
                    toCpy = sText_FoePkmnPrefix3;
                break;
            case B_TXT_ATK_PREFIX1:
                if (GetBattlerSide(gBattlerAttacker) == B_SIDE_PLAYER)
                    toCpy = sText_AllyPkmnPrefix;
                else
                    toCpy = sText_FoePkmnPrefix2;
                break;
            case B_TXT_DEF_PREFIX1:
                if (GetBattlerSide(gBattlerTarget) == B_SIDE_PLAYER)
                    toCpy = sText_AllyPkmnPrefix;
                else
                    toCpy = sText_FoePkmnPrefix2;
                break;
            case B_TXT_ATK_PREFIX3:
                if (GetBattlerSide(gBattlerAttacker) == B_SIDE_PLAYER)
                    toCpy = sText_AllyPkmnPrefix3;
                else
                    toCpy = sText_FoePkmnPrefix4;
                break;
            case B_TXT_DEF_PREFIX3:
                if (GetBattlerSide(gBattlerTarget) == B_SIDE_PLAYER)
                    toCpy = sText_AllyPkmnPrefix3;
                else
                    toCpy = sText_FoePkmnPrefix4;
                break;
            case B_TXT_TRAINER2_CLASS:
                if (gBattleTypeFlags & BATTLE_TYPE_FRONTIER)
                    toCpy = gTrainerClassNames[GetFrontierOpponentClass(gTrainerBattleOpponent_B)];
                else if (gBattleTypeFlags & BATTLE_TYPE_TRAINER_HILL)
                    toCpy = gTrainerClassNames[GetTrainerHillOpponentClass(gTrainerBattleOpponent_B)];
                else
                    toCpy = gTrainerClassNames[gTrainers[gTrainerBattleOpponent_B].trainerClass];
                break;
            case B_TXT_TRAINER2_NAME:
                if (gBattleTypeFlags & BATTLE_TYPE_FRONTIER)
                {
                    GetFrontierTrainerName(text, gTrainerBattleOpponent_B);
                    toCpy = text;
                }
                else if (gBattleTypeFlags & BATTLE_TYPE_TRAINER_HILL)
                {
                    GetTrainerHillTrainerName(text, gTrainerBattleOpponent_B);
                    toCpy = text;
                }
                else
                {
                    toCpy = gTrainers[gTrainerBattleOpponent_B].trainerName;
                }
                break;
            case B_TXT_TRAINER2_LOSE_TEXT:
                if (gBattleTypeFlags & BATTLE_TYPE_FRONTIER)
                {
                    CopyFrontierTrainerText(FRONTIER_LOSE_TEXT, gTrainerBattleOpponent_B);
                    toCpy = gStringVar4;
                }
                else if (gBattleTypeFlags & BATTLE_TYPE_TRAINER_HILL)
                {
                    CopyTrainerHillTrainerText(4, gTrainerBattleOpponent_B);
                    toCpy = gStringVar4;
                }
                else
                {
                    toCpy = GetTrainerBLoseText();
                }
                break;
            case B_TXT_TRAINER2_WIN_TEXT:
                if (gBattleTypeFlags & BATTLE_TYPE_FRONTIER)
                {
                    CopyFrontierTrainerText(FRONTIER_WIN_TEXT, gTrainerBattleOpponent_B);
                    toCpy = gStringVar4;
                }
                else if (gBattleTypeFlags & BATTLE_TYPE_TRAINER_HILL)
                {
                    CopyTrainerHillTrainerText(3, gTrainerBattleOpponent_B);
                    toCpy = gStringVar4;
                }
                break;
            case B_TXT_PARTNER_CLASS:
                toCpy = gTrainerClassNames[GetFrontierOpponentClass(gPartnerTrainerId)];
                break;
            case B_TXT_PARTNER_NAME:
                GetFrontierTrainerName(text, gPartnerTrainerId);
                toCpy = text;
                break;
            }

            // missing if (toCpy != NULL) check
            while (*toCpy != EOS)
            {
                dst[dstID] = *toCpy;
                dstID++;
                toCpy++;
            }
            if (*src == B_TXT_TRAINER1_LOSE_TEXT || *src == B_TXT_TRAINER2_LOSE_TEXT
                || *src == B_TXT_TRAINER1_WIN_TEXT || *src == B_TXT_TRAINER2_WIN_TEXT)
            {
                dst[dstID] = EXT_CTRL_CODE_BEGIN;
                dstID++;
                dst[dstID] = 9;
                dstID++;
            }
        }
        else
        {
            dst[dstID] = *src;
            dstID++;
        }
        src++;
    }

    dst[dstID] = *src;
    dstID++;

    return dstID;
}

static void ExpandBattleTextBuffPlaceholders(const u8 *src, u8 *dst)
{
    u32 srcID = 1;
    u32 value = 0;
    u8 text[12];
    u16 hword;

    *dst = EOS;
    while (src[srcID] != B_BUFF_EOS)
    {
        switch (src[srcID])
        {
        case B_BUFF_STRING: // battle string
            hword = T1_READ_16(&src[srcID + 1]);
            StringAppend(dst, gBattleStringsTable[hword - BATTLESTRINGS_ID_ADDER]);
            srcID += 3;
            break;
        case B_BUFF_NUMBER: // int to string
            switch (src[srcID + 1])
            {
            case 1:
                value = src[srcID + 3];
                break;
            case 2:
                value = T1_READ_16(&src[srcID + 3]);
                break;
            case 4:
                value = T1_READ_32(&src[srcID + 3]);
                break;
            }
            ConvertIntToDecimalStringN(dst, value, 0, src[srcID + 2]);
            srcID += src[srcID + 1] + 3;
            break;
        case B_BUFF_MOVE: // move name
            StringAppend(dst, gMoveNames[T1_READ_16(&src[srcID + 1])]);
            srcID += 3;
            break;
        case B_BUFF_TYPE: // type name
            StringAppend(dst, gTypeNames[src[srcID + 1]]);
            srcID += 2;
            break;
        case B_BUFF_MON_NICK_WITH_PREFIX: // poke nick with prefix
            if (GetBattlerSide(src[srcID + 1]) == B_SIDE_PLAYER)
            {
                GetMonData(&gPlayerParty[src[srcID + 2]], MON_DATA_NICKNAME, text);
            }
            else
            {
                if (gBattleTypeFlags & BATTLE_TYPE_TRAINER)
                    StringAppend(dst, sText_FoePkmnPrefix);
                else
                    StringAppend(dst, sText_WildPkmnPrefix);

                GetMonData(&gEnemyParty[src[srcID + 2]], MON_DATA_NICKNAME, text);
            }
            StringGetEnd10(text);
            StringAppend(dst, text);
            srcID += 3;
            break;
        case B_BUFF_STAT: // stats
            StringAppend(dst, gStatNamesTable[src[srcID + 1]]);
            srcID += 2;
            break;
        case B_BUFF_SPECIES: // species name
            GetSpeciesName(dst, T1_READ_16(&src[srcID + 1]));
            srcID += 3;
            break;
        case B_BUFF_MON_NICK: // poke nick without prefix
            if (GetBattlerSide(src[srcID + 1]) == B_SIDE_PLAYER)
                GetMonData(&gPlayerParty[src[srcID + 2]], MON_DATA_NICKNAME, dst);
            else
                GetMonData(&gEnemyParty[src[srcID + 2]], MON_DATA_NICKNAME, dst);
            StringGetEnd10(dst);
            srcID += 3;
            break;
        case B_BUFF_NEGATIVE_FLAVOR: // flavor table
            StringAppend(dst, gPokeblockWasTooXStringTable[src[srcID + 1]]);
            srcID += 2;
            break;
        case B_BUFF_ABILITY: // ability names
            StringAppend(dst, gAbilityNames[src[srcID + 1]]);
            srcID += 2;
            break;
        case B_BUFF_ITEM: // item name
            hword = T1_READ_16(&src[srcID + 1]);
            if (gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_x2000000))
            {
                if (hword == ITEM_ENIGMA_BERRY)
                {
                    if (gLinkPlayers[gBattleScripting.multiplayerId].id == gPotentialItemEffectBattler)
                    {
                        StringCopy(dst, gEnigmaBerries[gPotentialItemEffectBattler].name);
                        StringAppend(dst, sText_BerrySuffix);
                    }
                    else
                    {
                        StringAppend(dst, sText_EnigmaBerry);
                    }
                }
                else
                {
                    CopyItemName(hword, dst);
                }
            }
            else
            {
                CopyItemName(hword, dst);
            }
            srcID += 3;
            break;
        }
    }
}

// Loads one of two text strings into the provided buffer. This is functionally
// unused, since the value loaded into the buffer is not read; it loaded one of
// two particles (either "は" or "の") which works in tandem with ChooseTypeOfMoveUsedString
// below to effect changes in the meaning of the line.
static void ChooseMoveUsedParticle(u8* textBuff)
{
    s32 counter = 0;
    u32 i = 0;

    while (counter != 4)
    {
        if (sGrammarMoveUsedTable[i] == 0)
            counter++;
        if (sGrammarMoveUsedTable[i++] == gBattleMsgDataPtr->currentMove)
            break;
    }

    if (counter >= 0)
    {
        if (counter <= 2)
            StringCopy(textBuff, sText_SpaceIs); // is
        else if (counter <= 4)
            StringCopy(textBuff, sText_ApostropheS); // 's
    }
}

// Appends "!" to the text buffer `dst`. In the original Japanese this looked
// into the table of moves at sGrammarMoveUsedTable and varied the line accordingly.
//
// sText_ExclamationMark was a plain "!", used for any attack not on the list.
// It resulted in the translation "<NAME>'s <ATTACK>!".
//
// sText_ExclamationMark2 was "を つかった！". This resulted in the translation
// "<NAME> used <ATTACK>!", which was used for all attacks in English.
//
// sText_ExclamationMark3 was "した！". This was used for those moves whose
// names were verbs, such as Recover, and resulted in translations like "<NAME>
// recovered itself!".
//
// sText_ExclamationMark4 was "を した！" This resulted in a translation of
// "<NAME> did an <ATTACK>!".
//
// sText_ExclamationMark5 was " こうげき！" This resulted in a translation of
// "<NAME>'s <ATTACK> attack!".
static void ChooseTypeOfMoveUsedString(u8* dst)
{
    s32 counter = 0;
    s32 i = 0;

    while (*dst != EOS)
        dst++;

    while (counter != 4)
    {
        if (sGrammarMoveUsedTable[i] == MOVE_NONE)
            counter++;
        if (sGrammarMoveUsedTable[i++] == gBattleMsgDataPtr->currentMove)
            break;
    }

    switch (counter)
    {
    case 0:
        StringCopy(dst, sText_ExclamationMark);
        break;
    case 1:
        StringCopy(dst, sText_ExclamationMark2);
        break;
    case 2:
        StringCopy(dst, sText_ExclamationMark3);
        break;
    case 3:
        StringCopy(dst, sText_ExclamationMark4);
        break;
    case 4:
        StringCopy(dst, sText_ExclamationMark5);
        break;
    }
}

void BattlePutTextOnWindow(const u8 *text, u8 windowId)
{
    const struct BattleWindowText *textInfo = sBattleTextOnWindowsInfo[gBattleScripting.windowsType];
    bool32 copyToVram;
    struct TextSubPrinter textSubPrinter;
    u8 speed;

    if (windowId & 0x80)
    {
        windowId &= ~(0x80);
        copyToVram = FALSE;
    }
    else
    {
        FillWindowPixelBuffer(windowId, textInfo[windowId].fillValue);
        copyToVram = TRUE;
    }

    textSubPrinter.current_text_offset = text;
    textSubPrinter.windowId = windowId;
    textSubPrinter.fontId = textInfo[windowId].fontId;
    textSubPrinter.x = textInfo[windowId].x;
    textSubPrinter.y = textInfo[windowId].y;
    textSubPrinter.currentX = textSubPrinter.x;
    textSubPrinter.currentY = textSubPrinter.y;
    textSubPrinter.letterSpacing = textInfo[windowId].letterSpacing;
    textSubPrinter.lineSpacing = textInfo[windowId].lineSpacing;
    textSubPrinter.fontColor_l = 0;
    textSubPrinter.fgColor = textInfo[windowId].fgColor;
    textSubPrinter.bgColor = textInfo[windowId].bgColor;
    textSubPrinter.shadowColor = textInfo[windowId].shadowColor;

    if (textSubPrinter.x == 0xFF)
    {
        u32 width = sub_80397C4(gBattleScripting.windowsType, windowId);
        s32 alignX = GetStringCenterAlignXOffsetWithLetterSpacing(textSubPrinter.fontId, textSubPrinter.current_text_offset, width, textSubPrinter.letterSpacing);
        textSubPrinter.x = textSubPrinter.currentX = alignX;
    }

    if (windowId == 0x16)
        gTextFlags.flag_1 = 0;
    else
        gTextFlags.flag_1 = 1;

    if (gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_RECORDED))
        gTextFlags.flag_2 = 1;
    else
        gTextFlags.flag_2 = 0;

    if (windowId == 0 || windowId == 0x16)
    {
        if (gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_x2000000))
            speed = 1;
        else if (gBattleTypeFlags & BATTLE_TYPE_RECORDED)
            speed = sRecordedBattleTextSpeeds[GetTextSpeedInRecordedBattle()];
        else
            speed = GetPlayerTextSpeed();

        gTextFlags.flag_0 = 1;
    }
    else
    {
        speed = textInfo[windowId].speed;
        gTextFlags.flag_0 = 0;
    }

    AddTextPrinter(&textSubPrinter, speed, NULL);

    if (copyToVram)
    {
        PutWindowTilemap(windowId);
        CopyWindowToVram(windowId, 3);
    }
}

void SetPpNumbersPaletteInMoveSelection(void)
{
    struct ChooseMoveStruct *chooseMoveStruct = (struct ChooseMoveStruct*)(&gBattleBufferA[gActiveBattler][4]);
    const u16 *palPtr = gUnknown_08D85620;
    u8 var = GetCurrentPpToMaxPpState(chooseMoveStruct->currentPp[gMoveSelectionCursor[gActiveBattler]],
                         chooseMoveStruct->maxPp[gMoveSelectionCursor[gActiveBattler]]);

    gPlttBufferUnfaded[92] = palPtr[(var * 2) + 0];
    gPlttBufferUnfaded[91] = palPtr[(var * 2) + 1];

    CpuCopy16(&gPlttBufferUnfaded[92], &gPlttBufferFaded[92], sizeof(u16));
    CpuCopy16(&gPlttBufferUnfaded[91], &gPlttBufferFaded[91], sizeof(u16));
}

u8 GetCurrentPpToMaxPpState(u8 currentPp, u8 maxPp)
{
    if (maxPp == currentPp)
    {
        return 3;
    }
    else if (maxPp <= 2)
    {
        if (currentPp > 1)
            return 3;
        else
            return 2 - currentPp;
    }
    else if (maxPp <= 7)
    {
        if (currentPp > 2)
            return 3;
        else
            return 2 - currentPp;
    }
    else
    {
        if (currentPp == 0)
            return 2;
        if (currentPp <= maxPp / 4)
            return 1;
        if (currentPp > maxPp / 2)
            return 3;
    }

    return 0;
}
