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Revision: 10 ;By Codr Menu_File=File Menu_File_Open=Open Menu_File_SavePokemon=Save Pokmon (from tabs) Menu_File_Save=Save [save file] Menu_File_SaveAs=Save [save file]

as... Menu_Options=Options Menu_Options_TargetGame=Target game Menu_Options_AutoUpdateCheck=Check for updates on startup Menu_Options_AutoUpdatePokedex=Update Pokdex on Set Menu_Options_BackupOnSave=Backup on save Menu_Options_DisableCharmap=Disable character map Menu_Options_DisableHelp=Disable help Menu_Tools=Tools Menu_Tools_ResetControls=Reset controls Menu_Tools_CodeGenerator=Code Generator Menu_Tools_PIDFinder=PID Finder Menu_Tools_Pokedex=Pokdex Menu_Tools_CGear=C-Gear Background Menu_Tools_ExtractFromCode=Extract Pokmon from code Menu_Tools_SavegameEditor=Savegame Editor Menu_Language=Language Menu_Help=Help Menu_Help_UpdatesAndFeedback=Updates and feedback Menu_Help_Versions=Version changes Menu_Help_About=About Tab_Main=Main Tab_Main_PIDFinder=F Tab_Main_Nickname=Nickname Tab_Main_Experience=Experience Tab_Main_Level_Abbreviated=L Tab_Main_HeldItem=Held item Tab_Main_Happiness=Happiness Tab_Main_Form=Form Tab_Main_Country=Country Tab_Main_Origin=Origin Tab_Main_ShinyLeaf=Shiny leaf Tab_Main_Egg=Egg Tab_Main_Pokerus=Pokrus Tab_Main_Ability_Blank=Blank Tab_Met=Met Tab_Met_MatchingTrainerInfo=Matching trainer information Tab_Met_Game=Game Tab_Met_Location=Location Tab_Met_Ball=Ball Tab_Met_Level=Level Tab_Met_Date=Date Tab_Met_Encounter=Encounter Tab_Met_FatefulEncounter=Fateful encounter Tab_Met_AsEgg=As egg Tab_Met_HatchConditions=Hatch conditions

Tab_Stats=Stats Tab_Stats_IV=IV Tab_Stats_EV=EV Tab_Stats_Stat=Stat Tab_Stats_ManualStats=Manual stats Tab_Stats_EVTotal=EV total Tab_Stats_RandomizeIVs=Randomize IVs Tab_Stats_RandomizeEVs=Randomize EVs Tab_Stats_ContestStats=Contest stats Tab_Stats_Cool=Cool Tab_Stats_Beauty=Beauty Tab_Stats_Cute=Cute Tab_Stats_Smart=Smart Tab_Stats_Tough=Tough Tab_Stats_Sheen=Sheen Tab_Attacks=Attacks Tab_Attacks_PP=PP Tab_Attacks_PPUps=PP Ups Tab_Misc=OT/Misc Tab_Misc_TrainerInformation=Trainer information Tab_Misc_ID=ID Tab_Misc_OT=OT Tab_Misc_GenerateShinyID=Generate shiny ID Tab_Misc_FromSave=Load from save file Tab_Misc_ExtraBytes=Extra bytes Tab_Misc_Markers=Markers Tab_Misc_Circle=Circle Tab_Misc_Triangle=Triangle Tab_Misc_Square=Square Tab_Misc_Heart=Heart Tab_Misc_Star=Star Tab_Misc_Diamond=Diamond Tab_Misc_Ribbons=Ribbons MainDialog_Box=Box MainDialog_Selected=Selected SavePrompt_Title=Save file SavePrompt_Text=Unable to determine the save file game. Select from the list be low to force it to be treated as being from a particular game. IconMenu_ViewData=View data IconMenu_Set=Set IconMenu_SendTo=Send to IconMenu_Delete=Delete IconMenu_SelectAll=Select all IconMenu_DeselectAll=Deselect all IconMenu_DeleteAll=Delete all ;---------------------------------------------------------------------------------CodeGenerator_ActivationButtons=Activation buttons CodeGenerator_Type1=Type 1 CodeGenerator_Type2=Type 2 CodeGenerator_GenerateCodesFor=Generate codes for CodeGenerator_PartyCount=Party count

CodeGenerator_SelectedPokemon=Selected Pokmon CodeGenerator_Pokedex=Pokdex CodeGenerator_Export=Export CodeGenerator_Generate=Generate CodeGenerator_Copy=Copy CodeGenerator_AB_Up=Up CodeGenerator_AB_Down=Down CodeGenerator_AB_Left=Left CodeGenerator_AB_Right=Right CodeGenerator_XML_Press=Press CodeGenerator_XML_AlwaysOn=Always on CodeGenerator_PartialCard=Partial card ;---------------------------------------------------------------------------------PIDFinder_Title=PID Finder PIDFinder_IVs=IVs PIDFinder_Method_Abbreviated=M PIDFinder_Nature=Nature PIDFinder_Characteristic=Characteristic PIDFinder_Lists_Either=Either PIDFinder_Lists_Any=Any PIDFinder_Search=Search PIDFinder_Search_Stop=Stop PIDFinder_Progress=Progress PIDFinder_Progress_NotActive=Not active PIDFinder_ChainedShiny=Chained shiny PIDFinder_ChainedShiny_Abbreviated=CS ;---------------------------------------------------------------------------------Pokedex_Features=Features Pokedex_Obtained=Obtained Pokedex_National=National Pokedex_Multilingual=Multilingual Pokedex_FormViewer=Form viewer Pokedex_Search=Search Pokedex_HabitatViewer=Habitat viewer Pokedex_SortByNumber=Sort by number Pokedex_Seen=Seen Pokedex_Caught=Caught Pokedex_NotSeen=Not seen Pokedex_Languages=Languages Pokedex_Genders=Genders Pokedex_Forms=Forms Pokedex_SeenNone=Seen none Pokedex_SeenAll=Seen all Pokedex_CaughtAllOwned=Caught all owned Pokedex_CaughtNone=Caught none Pokedex_CaughtAll=Caught all ;---------------------------------------------------------------------------------MysteryGift=Mystery Gift MysteryGift_DialogTitle=Mystery Gifts MysteryGift_Title=Title MysteryGift_WonderCard=Wonder Card

MysteryGift_Slot=Slot MysteryGift_Type=Type MysteryGift_ToTabs=To tabs MysteryGift_Used=Used MysteryGift_ID=ID MysteryGift_Item=Item MysteryGift_Power=Power MysteryGift_Game=Game MysteryGift_EggLocation=Egg location MysteryGift_Attack=Attack MysteryGift_PartialCardData=Partial card data MysteryGift_OTGift=OT = gift MysteryGift_OTPlayer=OT = player MysteryGift_Description=Description MysteryGift_Icons=Icons MysteryGift_ShareCount=Share count MysteryGift_GamesLimitedTo=Games limited to MysteryGift_Rule=Rule MysteryGift_Seal=Seal MysteryGift_Accessory=Accessory MysteryGift_ManaphyEgg=Manaphy Egg MysteryGift_PoketchApplication=Poktch Application MysteryGift_PokewalkerArea=Pokwalker Area MysteryGift_UsedWonderCardIDs=Used Wonder Card IDs MysteryGift_ClearAll=Clear all MysteryGift_Add=Add MysteryGift_File=File MysteryGift_Possible=Possible MysteryGift_CardUsed=Card has been used. ;---------------------------------------------------------------------------------Items_DialogTitle=Items Items_Count=Count Items_SetCount=Set count Items_Check=Check Items_Uncheck=Uncheck Items_CheckAll=Check all bags Items_UncheckAll=Uncheck all bags ;---------------------------------------------------------------------------------CodeInput_Title=Input code CodeInput_Invalid=Invalid code ;---------------------------------------------------------------------------------Charmap_Index=Index ;---------------------------------------------------------------------------------About=About About_CreatedBy=Created by About_Thanks=Thanks go out to the following:\n* Those who have donated to keep m e motivated and show support\n* X-Act\n* mingot\n* Sabresite\n* SCV\n* Guested\n * Bond697\n* xfr\n* http//projectpokemon.org\n* http//bulbapedia.bulbagarden.net

\n* www.psypokes.com\n* Posters on the projectpokemon.org forums for feedback an d bug reports\n\nPokmon 1995-2011 Nintendo/Creatures Inc./GAME FREAK inc. Pokmon and all respective names are trademarks of Nintendo. ;---------------------------------------------------------------------------------UpdatesTitle=Update UpdatesAvailable=The following updates are available UpdatesAvailable2=Download now? UpdatesAvailable3=Note: PokeGen will be restarted upon completion due to the pro gram update. Update_Revision=revision Update_Current=Current Update_Fail=Update failed. Close any instances of PokeGen and try again. Update_Restart=PokeGen needs to restart in order to complete the update process. Update_DownloadProgress=Download progress Update_Downloading=Downloading Update_LanguageFile=language file ;---------------------------------------------------------------------------------Savegame_StatsEditor=Savegame Info Editor ;---------------------------------------------------------------------------------Stats_HP=HP Stats_Attack=Attack Stats_Defense=Defense Stats_SAttack=S. Attack Stats_SDefense=S. Defense Stats_Speed=Speed Stats_HP_Abbreviated=HP Stats_Attack_Abbreviated=At Stats_Defense_Abbreviated=De Stats_SAttack_Abbreviated=SA Stats_SDefense_Abbreviated=SD Stats_Speed_Abbreviated=Sp ShinyLeaf_Crown=Crown ShinyLeaf_Crown_Abbreviated=C Gender_Male=Male Gender_Female=Female Gender_Genderless=Genderless Game_ColosseumXD=Colosseum/XD Game_Sapphire=Sapphire Game_Ruby=Ruby Game_Emerald=Emerald Game_FireRed=Fire Red Game_LeafGreen=Leaf Green Languages_English=English Languages_Japanese=Japanese Languages_French=French Languages_German=German Languages_Italian=Italian

Languages_Spanish=Spanish Languages_Korean=Korean Common_Cancel=Cancel Common_OK=OK Common_PID=PID Common_Species=Species Common_Nature=Nature Common_Ability=Ability Common_Shiny=Shiny Common_Error=Error Common_None=None Common_Gender=Gender Common_Unknown=Unknown Common_HiddenPower=Hidden Power Common_Yes=Yes Common_No=No Common_All=All Common_LeftEnclosure=( Common_RightEnclosure=) Common_Space= Common_Normal=Normal Common_Language=language Common_Party=Party Common_Invalid=Invalid Common_Random=Random Common_Unlimited=Unlimited Common_Question=Question Misc_GameSwitchWithSave=Changing the target game will close the save file. Cont inue? Error_IntegerNumber=You can only enter positive integer numbers here. Error_PIDFinder_HiddenPower=Hidden Power's power cannot exceed 70. Error_IVs=IVs cannot exceed 31. Error_EVs=EVs cannot exceed 255. Error_Stats=Stats cannot exceed 65535. Error_ContestStats=Contest stats cannot exceed 255. Error_NoSaveFile=You must load a save file before you can save one. Error_Experience=Experience cannot exceed 1,640,000. Error_Happiness=Happiness cannot exceed 255. Error_Level_Low=Level cannot be less than 1. Error_Level_High=Level cannot exceed 100. Error_Met_Level=Level cannot exceed 127. Error_PP=PP cannot exceed 255. Error_ID=ID values cannot exceed 65535. Error_PID=The PID cannot exceed 4294967295. Error_Bytes=Bytes cannot exceed 255. Error_InvalidChar=Invalid character. Error_NameLength=Length limit reached. Error_EscapeSequence=Invalid escape sequence. Error_UnableToOpen=Unable to open Error_FileSize=This file's size doesn't match any of the supported types. Error_UnableToOpenSaveFile=Unable to open save file Error_InvalidSaveFile=Invalid save file Error_DUCFile=The currently open save file isn't a DUC save file. You can save it with the extension ".duc", but it'll still be in the regular save format, not DUC format. Continue? Error_ForWriting=for writing Error_UnableToCreateOrWriteBackup=Unable to create/write to backup file

Error_FailedToWrite=Failed to write to Error_UnableToWrite=Unable to write to Error_LanguageFileNotFound=Language file not found Error_IncompleteLanguageFile=Language file is incomplete. Strings haven't been loaded. Error_PartyCount_High=The party count can't exceed 6. Error_PartyCount_Low=The party count can't be lower than 1. Error_G4CardToG5=Generation 4 cards cannot be inserted into generation 5 games. Error_G5CardToG4=Generation 5 cards cannot be inserted into generation 4 games. Error_SaveStateLoad=Unable to load save state. Error_SaveStateGame=Unable to determine save state game. Error_CGearFileSize=C-Gear background image files must be 9728 bytes. Error_SaveStateMismatch=This save state doesn't match the game/language chosen. LoadSave_Save=save LoadSave_Save_Capital=Save LoadSave_File=file LoadSave_Files=files LoadSave_Encrypted=encrypted LoadSave_Supported=Supported files LoadSave_PC=PC LoadSave_Party=party LoadSave_Byte=byte LoadSave_Backup=Backup LoadSave_AllFiles=All files LoadSave_MysteryGiftFiles=Mystery Gift files LoadSave_MysteryGift_PartialCard=Partial Wonder Card (G4) LoadSave_MysteryGift_WonderCard_G4=Wonder Card (G4) LoadSave_MysteryGift_WonderCard_G5=Wonder Card (G5) LoadSave_CGearBackgrounds=C-Gear background images LoadSave_CGearBackground=C-Gear background image Encounter_1=Egg/Pal Park/Event/Honey tree/Shaymin Encounter_2=Rock Smash Encounter_3=Tall grass/Darkrai Encounter_4=Dialga/Palkia Encounter_5=Cave/Hall of Origin/Giratina Encounter_6=Caught in water Encounter_7=Caught in a building Encounter_8=Great Marsh/Safari Zone Encounter_9=Starter/Fossil Encounter_10=Distortion World Encounter_11=Starter/Bebe's Eevee/Fossil (Platinum only?) Ribbon_Champion=Champion Ribbon Ribbon_Cool=Cool Ribbon Ribbon_CoolSuper=Cool Ribbon Super Ribbon_CoolHyper=Cool Ribbon Hyper Ribbon_CoolMaster=Cool Ribbon Master Ribbon_Beauty=Beauty Ribbon Ribbon_BeautySuper=Beauty Ribbon Super Ribbon_BeautyHyper=Beauty Ribbon Hyper Ribbon_BeautyMaster=Beauty Ribbon Master Ribbon_Cute=Cute Ribbon Ribbon_CuteSuper=Cute Ribbon Super Ribbon_CuteHyper=Cute Ribbon Hyper Ribbon_CuteMaster=Cute Ribbon Master Ribbon_Smart=Smart Ribbon Ribbon_SmartSuper=Smart Ribbon Super Ribbon_SmartHyper=Smart Ribbon Hyper

Ribbon_SmartMaster=Smart Ribbon Master Ribbon_Tough=Tough Ribbon Ribbon_ToughSuper=Tough Ribbon Super Ribbon_ToughHyper=Tough Ribbon Hyper Ribbon_ThoughMaster=Tough Ribbon Master Ribbon_Winning=Winning Ribbon Ribbon_Victory=Victory Ribbon Ribbon_Artist=Artist Ribbon Ribbon_Effort=Effort Ribbon Ribbon_Marine=Marine Ribbon Ribbon_Land=Land Ribbon Ribbon_Sky=Sky Ribbon Ribbon_Country=Country Ribbon Ribbon_National=National Ribbon Ribbon_Earth=Earth Ribbon Ribbon_World=World Ribbon Ribbon_SinnohChamp=Sinnoh Champ Ribbon Ribbon_Cool_Super=Cool Ribbon (Super) Ribbon_CoolGreat_Super=Cool Ribbon Great (Super) Ribbon_CoolUltra_Super=Cool Ribbon Ultra (Super) Ribbon_CoolMaster_Super=Cool Ribbon Master (Super) Ribbon_Beauty_Super=Beauty Ribbon (Super) Ribbon_BeautyGreat_Super=Beauty Ribbon Great (Super) Ribbon_BeautyUltra_Super=Beauty Ribbon Ultra (Super) Ribbon_BeautyMaster_Super=Beauty Ribbon Master (Super) Ribbon_Cute_Super=Cute Ribbon (Super) Ribbon_CuteGreat_Super=Cute Ribbon Great (Super) Ribbon_CuteUltra_Super=Cute Ribbon Ultra (Super) Ribbon_CuteMaster_Super=Cute Ribbon Master (Super) Ribbon_Smart_Super=Smart Ribbon (Super) Ribbon_SmartGreat_Super=Smart Ribbon Great (Super) Ribbon_SmartUltra_Super=Smart Ribbon Ultra (Super) Ribbon_SmartMaster_Super=Smart Ribbon Master (Super) Ribbon_Tough_Super=Tough Ribbon (Super) Ribbon_ToughGreat_Super=Tough Ribbon Great (Super) Ribbon_ToughUltra_Super=Tough Ribbon Ultra (Super) Ribbon_ToughMaster_Super=Tough Ribbon Master (Super) Ribbon_Ability=Ability Ribbon Ribbon_GreatAbility=Great Ability Ribbon Ribbon_DoubleAbility=Double Ability Ribbon Ribbon_MultiAbility=Multi Ability Ribbon Ribbon_PairAbility=Pair Ability Ribbon Ribbon_WorldAbility=World Ability Ribbon Ribbon_Alert=Alert Ribbon Ribbon_Shock=Shock Ribbon Ribbon_Downcast=Downcast Ribbon Ribbon_Careless=Careless Ribbon Ribbon_Relax=Relax Ribbon Ribbon_Snooze=Snooze Ribbon Ribbon_Smile=Smile Ribbon Ribbon_Gorgeous=Gorgeous Ribbon Ribbon_Royal=Royal Ribbon Ribbon_GorgeousRoyal=Gorgeous Royal Ribbon Ribbon_Footprint=Footprint Ribbon Ribbon_Record=Record Ribbon Ribbon_History=History Ribbon Ribbon_Legend=Legend Ribbon Ribbon_Red=Red Ribbon Ribbon_Green=Green Ribbon Ribbon_Blue=Blue Ribbon

Ribbon_Festival=Festival Ribbon Ribbon_Carnival=Carnival Ribbon Ribbon_Classic=Classic Ribbon Ribbon_Premier=Premier Ribbon Ribbon_BattleChampion=Battle Champion Ribbon Ribbon_RegionalChampion=Regional Champion Ribbon Ribbon_NationalChampion=National Champion Ribbon Ribbon_Event=Event Ribbon Ribbon_WorldChampion=World Champion Ribbon Ribbon_Birthday=Birthday Ribbon Ribbon_Special=Special Ribbon Ribbon_Souvenir=Souvenir Ribbon Ribbon_Wishing=Wishing Ribbon ;Control=Title\dDescription Tooltip_Main_PID=PID\dA hidden value that every Pokmon has. It determines multip le characteristics of a Pokmon, such as gender, nature, and shininess.\n\nIf you leave this editbox empty, a random PID will be produced for you that matches all of the criteria you specify. Note that this PID isn't generated by any means t hat any of the games use. Tooltip_Main_PIDFinder=Find PID\dThis button opens a dialog that allows you to s earch for PIDs based on a set of IVs, nature, gender, and shininess. In order t o get a "legal" Pokmon, you must use a valid PID. This tool will help you to obt ain one. Tooltip_Main_Species=Species\dThe Pokmon to generate. Tooltip_Main_Nickname=Nickname\dThe Pokmon's nickname. When editing this, a char acter map will pop up that allows you to see what the known characters in-game l ook like. You can double click on any of these to insert the escape sequence (\ \xxxx) needed to produce that character.\nCharacters with a blue box in the char acter map have no visible pixels in-game. The blue box represents how wide the character is.\n\nWhen loading Pokmon data, escape sequences portraying all 11 cha racters aren't always displayed. If 0xFFFF followed by any number of 0x0000 cha racters is found, the characters from 0xFFFF and on aren't displayed.\nWhen savi ng Pokmon data, if 11 characters aren't provided, 0xFFFF is appended with 0x0000 after until 11 characters have been written. Tooltip_Main_Nicknamed=Nicknamed\dA flag in the Pokmon data that indicates whethe r or not the Pokmon's nickname was manually set. Tooltip_Main_Experience=Experience\dA Pokmon's level is determined by the amount of experience points it has. The level editbox to the right will update with th e level the Pokmon will be based on the experience value you've entered. Tooltip_Main_Level=Level\dEditing this will change the experience points on the left needed to be exactly at this level. Tooltip_Main_Nature=Nature\dThe nature of a Pokmon can affect its stats. Below i s a list of how each nature affects stats:\nA=Attack, D=Defense, S=Speed, SA=Spe cial Attack, SD=Special Defense\nLonely: +A -D\nBrave: +A -S\nAdamant: +A -SA\nN aughty: +A -SD\nBold: +D -A\nRelaxed: +D -S\nImpish: +D -SA\nLax: +D -SD\nTimid: +S -A\nHasty: +S -D\nJolly: +S -SA\nNaive: +S -SD\nModest: +SA -A\nMild: +SA -D \nQuiet: +SA -S\nRash: +SA -SD\nCalm: +SD -A\nGentle: +SD -D\nSassy: +SD -S\nCar eful: +SD -SA\nBashful: No change\nDocile: No change\nHardy: No change\nQuirky: No change\nSerious: No change Tooltip_Main_HeldItem=Held item\dAn item the Pokmon will be carrying with it. Yo u can take this item off of it in-game. Tooltip_Main_Happiness=Happiness/steps to hatch an egg\dValid values: 0-255\n\nI f the Pokmon is being generated as an egg, this value represents the number of st eps it'll take to hatch the egg. It's not the exact number of steps. The happi ness value is multiplied by 256 to get the number of steps required. Tooltip_Main_Ability=Ability\dThis can be set to any ability in the game, regard less of the Pokmon. It doesn't need to match the PID's ability number either. O bviously using an ability that a Pokmon normally can't have will make it "illegal

". Tooltip_Main_AbilityValue=Ability value\dWhen a PID is automatically generated f or you (that is, the PID editbox is left blank), this combobox will specify whic h ability the PID represents. Tooltip_Main_Form=Form\dSome Pokmon have alternate forms. If the species you sel ect has more than one form, it'll become selectable here. Tooltip_Main_Country=Country\dIndicates where the Pokmon originated. If you spec ify a region that's different from the game you're playing, the Pokmon gains incr eased experience. Tooltip_Main_Origin=Origin\dThe game in which the Pokmon is caught.\n\nThe only t hings I know of that this affects are the display of the Pokball in the summary a nd the displayed met location when the Pokmon is set as met in Pal Park. For the Pokball, if the origin is Heart Gold or Soul Silver, it'll allow the Pokball to b e displayed as one of the apricorn balls. Tooltip_Main_ShinyLeaf=Shiny leaf\dA special indicator on the Pokmon's summary. Tooltip_Main_Gender=Gender\dIndicates the Pokmon's gender. Tooltip_Main_Egg=Egg\dChecking this will result in the Pokmon being in an egg. T he amount of time it takes to hatch is dependent on the happiness value.\n\nHavi ng this set will result in the "As egg" checkbox forcibly being set in the "Met" tab. You also can't set hatch conditions while this is checked. Tooltip_Main_Pokerus=Pokrus\dThe Pokrus causes the Pokmon to gain EVs at an increas ed rate. It can also spread to other Pokmon while the virus has remaining days.\ n\nThis value has two parts. The first is a random value picked by the game tha t literally has no meaning aside from "has virus" (1-15) or "doesn't have virus" (0). All "has virus" values are treated exactly the same by the games. The se cond value represents the number of days the Pokmon can retain the "active" virus . Tooltip_Main_Shiny=Shiny\dAll Pokmon have an alternate color scheme that can be u sed. It's very rare to normally find a Pokmon that's shiny.\n\nIf you specify a PID, the original trainer IDs must match properly in order for the Pokmon to be s hiny. You can use the "Generate shiny IDs" button to create IDs that match. Th is checkbox will be checked/unchecked automatically to indicate whether or not t he IDs match. ;-----------------------------------------------------------------------------------------------------------------------Tooltip_Met_MatchingTrainerInfo=Matching trainer information\d(This is only appl icable to eggs.) Checking this will tell PokeGen to treat location data as if th e trainer data of the Pokemon matches the trainer data in the save file. If the y don't match, egg location data is interpreted differently by the game. Tooltip_Met_Game=Game\dThe game in which this Pokmon was met.\n\nLocations and ba ll types will be limited to only those available in the game you select.\n\nDue to limitations in the way location data is stored, this won't always accurately represent which game the Pokmon was met in when loading Pokmon data. Saving is al ways correct, however. Tooltip_Met_Location=Location\dThe location where the Pokmon was obtained. Note that there are locations that don't exist in Diamond/Pearl/Platinum. You can se t it to one of these locations, but it'll show up in those games as "Mystery Zon e" or "Faraway Place". Tooltip_Met_Ball=Ball\dThe ball that appears in the Pokmon's summary. Tooltip_Met_Level=Level\dValid values: 0-127\n\nThe level the Pokmon was obtained at. Tooltip_Met_Date=Date\dThe date that the Pokmon was obtained. Tooltip_Met_Encounter=Encounter\dAs far as I know, this doesn't affect anything in-game, but is needed for "legality" purposes. Tooltip_Met_FatefulEncounter=Fateful encounter\dAdds a line to the summary indic ating that it was a "fateful encounter". This is apparently needed by some (if not all) Pokmon in order to trigger special in-game events. Tooltip_Met_AsEgg=As egg\dCheck this to make the Pokmon appear as if it was obtai

ned as an egg. If "Egg" is checked on the main tab, you won't be able to set ha tch conditions or uncheck this control. Tooltip_Met_HatchGame=Hatch game\dThe game this Pokmon hatched in.\n\nLocations w ill be limited to only those available in the game you select.\n\nDue to limitat ions in the way location data is stored, this won't always accurately represent which game the Pokmon was met in when loading Pokmon data. Saving is always corre ct, however. Tooltip_Met_HatchLocation=Hatch location\dThe location where the Pokmon hatched. Tooltip_Met_HatchDate=Hatch date\dThe date that the Pokmon hatched. ;-----------------------------------------------------------------------------------------------------------------------Tooltip_Stats_NameText=Stats\dHover over the IV or EV editboxes for explanations of what these values are. Tooltip_Stats_IVs=IVs\dValid values: 0-31\n\nThese are values which determine th e highest possible value each stat can achieve.\n\nIf you're trying to generate a "legal" Pokmon, the IVs need to match the PID properly. You can use the PID fi nder to accomplish this. Tooltip_Stats_EVs=EVs\dValid values: 0-255\n\nAfter each Pokmon you defeat, the p articipants are awarded EV points based on the species of the opponent. These p oints, similar to IVs, determine how high the stat is. The difference here is t hat EVs can legitimately only go up to 510 total. The game allows you to set th em all to 255 if you want, however. Tooltip_Stats_Actual=Stat\dThe stat that results from the given IV/EVs for the P okmon. This is the stat that will appear in-game on the summary.\n\nYou can set these to custom values by checking "Manual stats". Read its tooltip for more in formation.\n\nValid values: 0-65535 Tooltip_Stats_ManualStats=Manual stats\dChecking this will allow you to set the stat values to whatever you choose. This is only applicable to party Pokemon. The stats will be reset to what they're supposed to be when the Pokemon is place d in the PC. Tooltip_Stats_EVTotal=EV total\dThis is the sum of all 6 EVs. The games don't n ormally allow the EV total to exceed 510, so if you're trying to go for a "legal " Pokmon, make sure this number doesn't go beyond 510. Tooltip_Stats_HiddenPower=Hidden Power\dHidden Power is an attack which has a di fferent type and power based on the IVs of a Pokmon. The type and power are disp layed here. Tooltip_Stats_Characteristic=Characteristic\dThe Pokmon summary has a line of tex t which changes based on the highest IV. If there are multiple IVs that're the same value, and the highest of all the IVs, the PID is used to determine the tex t. If no PID is given on the main tab, this text can't be determined beforehand , as the PID is randomly generated upon creation of the Pokmon. Tooltip_Stats_Contest=Contest stats\dValid values: 0-255 ;-----------------------------------------------------------------------------------------------------------------------Tooltip_Attacks_PP=PP\dValid values: 0-255\n\nThese normally can't go over 64, b ut the game allows them to go up to 255. ;-----------------------------------------------------------------------------------------------------------------------Tooltip_Misc_OTGender=Original trainer gender\dIndicates the gender of the origi nal trainer of the Pokmon. Tooltip_Misc_OTID=Original trainer ID\dThe first editbox is the visible number o f the original trainer's ID. The second is the hidden (secret) ID.\n\nBoth of t hese must match your current trainer IDs (along with the trainer name matching y ours) in order for the game to consider the Pokmon yours. If they don't match, t

he game will treat it as a traded Pokmon. Tooltip_Misc_OTName=Original trainer name\dThe name of the Pokmon's original trai ner. This, along with the IDs and trainer gender, must match exactly to your ch aracter in-game in order for the game to recognize the Pokmon as yours and not on e that was traded to you.\n\nWhen editing this, a character map will pop up that allows you to see what the known characters in-game look like. You can double click on any of these to insert the escape sequence (\\xxxx) needed to produce t hat character.\nCharacters with a blue box in the character map have no visible pixels in-game. The blue box represents how wide the character is.\n\nWhen load ing Pokmon data, escape sequences portraying all 8 characters aren't always displ ayed. If 0xFFFF followed by any number of 0x0000 characters is found, the chara cters from 0xFFFF and on aren't displayed.\nWhen saving Pokmon data, if 8 charact ers aren't provided, 0xFFFF is appended with 0x0000 after until 8 characters hav e been written. Tooltip_Misc_GenerateShinyID=Generate shiny ID\dClicking this will generate a SI D that will result in a Pokmon that's shiny. Shininess is determined by a combin ation of the PID and IDs, so if they don't match in the right way, the Pokmon won 't be shiny. Tooltip_Misc_ExtraBytes=Extra bytes\dValid values: 0-255\n\nPokmon data has some bytes that're either unknown or supposedly unused. You can manually set all of these here. Tooltip_Misc_Markers=Markers\dThese are the markers used in the PC. They're sol ely for organizational purposes as far as I know. Tooltip_Misc_Ribbons=Ribbons\dThese are obtained from contests in-game. Some ar e also from special events outside of the game. The text that special ribbons d isplay can be changed, but I don't know how it's done. ;-----------------------------------------------------------------------------------------------------------------------Tooltip_PIDFinder_IVs=IVs\dThe search starts with these IVs. They'll be changed (if needed) if the polarity isn't set to "=". Tooltip_PIDFinder_Polarity=Polarity\dThese determine how the IV changes if neede d during the search. Plus and minus increase and decrease the stat, while equal s prevents it from changing. If an IV reaches 0 or 31, it's wrapped around to t he opposite value. Tooltip_PIDFinder_Priority=Priority\dWhen a stat needs to be changed, it's done one at a time. Stats with a higher priority value get changed first. (6 gets ch anged before 1, for example.) If multiple stats have the same priority, they're changed from the bottom up based on what you see in the PID finder dialog.\n\nS tats with a polarity setting of "=" ignore priority. Tooltip_PIDFinder_Characteristic=Characteristic\dThe Pokmon summary has a line of text which changes based on the highest IV. If there are multiple IVs that're the same value, and the highest of all the IVs, the PID is used to determine the text. If no PID is given on the main tab, this text can't be determined before hand, as the PID is randomly generated upon creation of the Pokmon. Tooltip_PIDFinder_HiddenPower=Hidden Power\dHidden Power is an attack which has a different type and power based on the IVs of a Pokmon.\n\nChecking this will on ly allow IVs to be selected which produce the specified Hidden Power type and po wer. Tooltip_PIDFinder_HiddenPower_Type=Hidden Power type\dThe type the Hidden Power attack will have. Tooltip_PIDFinder_HiddenPower_Range=Power range\dThis determines how the search is performed on the power value. * means that it'll match any value. Tooltip_PIDFinder_HiddenPower_Power=Power\dThe power of Hidden Power. Tooltip_PIDFinder_Method=Method\dThese simply represent various ways the game ge nerates PIDs.\nMethod 1 is supposedly used for all generation 4 Pokmon.\nMethod 1 0 and 11 are used for event Pokmon. Tooltip_PIDFinder_Shiny=Shiny\dIn order for a Pokmon to be shiny, its PID must ma tch its trainer IDs properly. The IDs used are from the main dialog.\n\nFinding

a PID with method CS will always result in a shiny Pokmon, regardless of this ch eckbox.\n\nChecked - Only include shiny PID matches in the search. The PID is c hecked against your IDs from the main dialog to determine if it'll produce a shi ny Pokmon.\nShaded - Include shiny and non-shiny PIDs.\nUnchecked - Only include non-shiny PIDs. Tooltip_PIDFinder_Species=Species\dThe species is only used here to determine ge nder. Tooltip_PIDFinder_Ability=Ability\dIf a the Pokmon is a species that existed in g eneration 3, only had one ability in generation 3, has a second ability in gener ation 4, and evolves, setting this to 2 will cause the Pokmon to have the second ability upon evolving.\n\nAs far as I know, that's its only purpose. Tooltip_PIDFinder_Search=Search\dStarts the PID search process. The progress wi ll be displayed to the right of this button. Once started, you can stop the sea rch by closing the PID finder or clicking this button again.\n\nWhen the search is stopped, the IVs it left off at will be inserted into the PID finder's IV edi tboxes. Tooltip_PIDFinder_Cancel=Cancel\dCloses the PID finder without selecting a PID. Tooltip_PIDFinder_OK=OK\dCloses the PID finder and fills in the PID, species, an d nature on the Main tab with the values you have selected. The IVs of the PID are also inserted into the IVs section of the Stats tab. ;-----------------------------------------------------------------------------------------------------------------------Tooltip_CodeGenerator_Game=Game\dThe game to generate codes for. Tooltip_CodeGenerator_Language=Language\dThe language of the game to generate co des for. Tooltip_CodeGenerator_ActivationButtons=Activation buttons\dButtons that must be pressed (simultaneously) to activate the codes. Tooltip_CodeGenerator_CodeType=Code type\dThis lets you change the format of the codes. Type 1 is shorter, but may not work on emulators. Type 2 always works on emulators. Both types work fine on hardware. Tooltip_CodeGenerator_PartyCount=Party count\dTo add more Pokmon to your party, c heck this and change it to the appropriate value. Party Pokmon must be contiguou s. That means there must be one in each slot up to the maximum number of party Pokmon set here. If there's one missing, the game may freeze. Tooltip_CodeGenerator_SelectedPokemon=Selected Pokmon\dThis will generate codes f or any selected Pokmon on the main dialog. Tooltip_CodeGenerator_Pokedex=Pokdex\dCheck this to output codes for the Pokdex da ta. The number of codes generated for this is fairly long, so keep that in mind . Also, part of the codes for HG/SS will not work on versions of DeSmuME (an em ulator) prior to revision 3731. Tooltip_CodeGenerator_CodeList=Code list\dThis is just a way to view the codes p rior to copying them. Tooltip_CodeGenerator_Export=Export codes\dClicking this will allow you to save an XML file with all of the code data contained within it. This can be dragged onto the Action Replay code manager to easily put the codes onto its list. Tooltip_CodeGenerator_Generate=Generate\dGenerates the codes. Tooltip_CodeGenerator_Copy=Copy\dCopies the codes to the clipboard, allowing you to paste them elsewhere. ;-----------------------------------------------------------------------------------------------------------------------Tooltip_Pokedex_Features=Features\dSome options here aren't available on some ga mes.\n\nObtained - Whether or not the Pokdex has been obtained.\nNational - Enabl es toggling between national and regional Pokdex modes.\nMultilingual - Allows vi ewing of Pokdex data in other languages.\nForm Viewer - Diamond/Pearl/Platinum re quire this to be set in order to view alternate forms. Tooltip_Pokedex_SortByNumber=Sort by number\dThis will sort the Pokmon list by na

tional number, rather than by name. Tooltip_Pokedex_Pokemon=Pokmon\dThe species of the Pokmon to view/modify Pokdex dat a for. Tooltip_Pokedex_Seen=Seen\dDetermines whether or not the Pokmon has been seen. T his must be checked in order for it to be marked as caught. Tooltip_Pokedex_Caught=Caught\dCheck to mark the Pokmon as having been caught. Tooltip_Pokedex_Languages=Languages\dThese determine the languages of games you' ve seen Pokmon from. With the multilanguage feature enabled in the Pokdex, you'll be able to view descriptions in other languages. (Only 14 for Diamond/Pearl.) Tooltip_Pokedex_Normal=Normal\dGenders and forms below will represent the non-sh iny versions. Tooltip_Pokedex_Shiny=Shiny\dGenders and forms below will represent the shiny ve rsions. Tooltip_Pokedex_Genders=Genders\dAvailable genders for the species will be liste d here. For generation 4 games, the order they appear in the seen list determin es the order they were seen.\n\nRight clicking a gender in the seen list (for ge neration 5) will mark that gender as the last selected one. (Parentheses denote the selected gender.) Tooltip_Pokedex_Forms=Forms\dOnly certain Pokmon have alternate forms. Like gend ers, the order they appear in for generation 4 games determines the order they w ere seen. The top form is the one that's displayed in the Pokdex list.\n\nRight clicking a form in the seen list (for Black/White) will mark that form as the la st selected one. The last selected form is the one that shows up in the Pokdex l ist. (Parentheses denote the selected form.) Tooltip_Pokedex_SeenNone=Seen none\dMarks all Pokmon as unseen. Tooltip_Pokedex_SeenAll=Seen all\dMarks all Pokmon as seen, including all forms a nd all languages. Tooltip_Pokedex_CaughtAllOwned=Caught all owned\dThis will mark all Pokmon curren tly loaded into the party and box slots in the main dialog as having been seen a nd caught. Tooltip_Pokedex_CaughtNone=Caught none\dMarks all Pokmon as not having been caugh t. Tooltip_Pokedex_CaughtAll=Caught all\dMarks all Pokmon as having been caught. Si nce it's required for having been caught, this also marks all Pokmon as seen, inc luding all languages and forms. ;-----------------------------------------------------------------------------------------------------------------------Tooltip_MysteryGifts_IDs=IDs\dEvery Wonder Card has a unique ID. When you obtai n a card, the ID is recorded in your save file, indicating that you've gotten it before. Tooltip_MysteryGifts_Slot=Slot\dThese slots represent Wonder Cards in your save file. Tooltip_MysteryGifts_Export=Export\dSave the Wonder Card data to a file. Tooltip_MysteryGifts_ToTabs=To tabs\dGeneration 4 only. This lets you view the Pokmon data associated with a Wonder Card. The data is only a PREVIEW, it's not intended to allow you to "extract" a Pokmon from the card. Tooltip_MysteryGifts_ToSave=To save\dCopy the loaded Wonder Card to the currentl y selected save file slot. Tooltip_MysteryGifts_WCFile=Wonder Card file\dThis area lets you view the data o f a Wonder Card file without actually inserting it into a save file slot. ;-----------------------------------------------------------------------------------------------------------------------Tooltip_Items_Checkbox=Code selection\dThese checkboxes indicate which item slot s codes will be generated for.

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