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+# To change this template, choose Tools | Templates
+# and open the template in the editor.
+
+RandomizerGUI.tpPowerLevelsCB.text=Try to use Pokemon with similar strength?
+RandomizerGUI.starterPokemonPanel.border.title=Starter Pokemon
+RandomizerGUI.spCustomRB.toolTipText=Lets you pick the 3 starter pokemon you want to use.
+RandomizerGUI.spCustomRB.text=Custom
+RandomizerGUI.spUnchangedRB.toolTipText=Don't change the starter Pokemon.
+RandomizerGUI.spUnchangedRB.text=Unchanged
+RandomizerGUI.riRomCodeLabel.text=ROM Code
+RandomizerGUI.wpARCatchEmAllRB.toolTipText=<html>If this is turned on, every random Pokemon chosen to replace an encounter will be one that hasn't been chosen before.<br />This should make sure that every Pokemon is catchable.<br />Once every Pokemon has been chosen the Pokemon choice list will start again from full.
+RandomizerGUI.wpARCatchEmAllRB.text=Catch Em All Mode
+RandomizerGUI.wpARTypeThemedRB.toolTipText=<html>If this is chosen, every encounter area will have only Pokemon of a random type.<br />This may lead to a more realistic experience, or an odd one (e.g. if Fire pokemon are chosen to be in Surfing encounters).
+RandomizerGUI.wpARTypeThemedRB.text=Type Theme Areas
+RandomizerGUI.wildPokemonARulePanel.border.title=Additional Rule
+RandomizerGUI.wpARNoneRB.toolTipText=Don't apply any other rules.
+RandomizerGUI.wpARNoneRB.text=None
+RandomizerGUI.spRandom2EvosRB.toolTipText=<html>Picks 3 random starter Pokemon to be used.<br />These Pokemon must have 2 evolution stages, e.g. be like the starters in the real games.
+RandomizerGUI.spRandom2EvosRB.text=Random (basic Pokemon with 2 evolutions)
+RandomizerGUI.wpUseTimeCB.toolTipText=<html>This affects games that have either seasons or morning/day/night encounter sets.<br />If this is checked, each of these sets will be treated as a separate "area".<br />So you will have to visit each place in morning/day/night, or in each season, to collect the Pokemon.<br />If this isn't checked, all of morning/day/night and all seasons will use the same encounter data.
+RandomizerGUI.wpUseTimeCB.text=Use time-based encounters?
+RandomizerGUI.wpNoLegendariesCB.text=Don't use legendaries?
+RandomizerGUI.tmhmsPanel.border.title=TMs & HMs
+RandomizerGUI.stpRandomTotalRB.toolTipText=<html>Selecting this will replace every static Pokemon encounter, gift or purchase with another random one.<br />In this particular mode, any Pokemon can replace any other Pokemon, so you could get a Mew in the Game Corner.<br />Or fight Magikarp instead of Mewtwo...
+RandomizerGUI.stpRandomTotalRB.text=Random (Completely)
+RandomizerGUI.tmmUnchangedRB.toolTipText=<html>Leave the moves in TMs as they are.<br />If Metronome Only Mode is selected, all TMs are changed to Metronome and this setting has no effect.
+RandomizerGUI.tmmUnchangedRB.text=Unchanged
+RandomizerGUI.tmMovesPanel.border.title=TM Moves
+RandomizerGUI.tmHmCompatPanel.border.title=TM/HM Compatibility
+RandomizerGUI.tmmRandomRB.toolTipText=<html>Give each TM a new move.<br />HM moves are not affected, nor can they be selected to be put in TMs.<br />Each TM will still be unique.<br />If Metronome Only Mode is selected, all TMs are changed to Metronome and this setting has no effect.
+RandomizerGUI.tmmRandomRB.text=Random
+RandomizerGUI.pbsChangesShuffleRB.toolTipText=<html>Shuffle each Pokemon's stats.<br />For example, its base Attack may be swapped with its base Special Attack, etc.<br />This does not make any Pokemon stronger or weaker.
+RandomizerGUI.pbsChangesShuffleRB.text=Shuffle
+RandomizerGUI.pbsChangesRandomEvosRB.toolTipText=<html>Randomises each Pokemon's stats, as long as they fall within the original base stat total.<br />Evolutions of a Pokemon will follow that Pokemon's stat distribution.<br />This could make Pokemon stronger or weaker if they get unlucky or lucky rolls on stats they need.
+RandomizerGUI.pbsChangesRandomEvosRB.text=Random (follow evolutions)
+RandomizerGUI.riRomSupportLabel.text=Support: XXX
+RandomizerGUI.baseStatsPanel.border.title=Pokemon Base Statistics
+RandomizerGUI.pbsChangesUnchangedRB.toolTipText=Don't change Pokemon stats from the base at all.
+RandomizerGUI.pbsChangesUnchangedRB.text=Unchanged
+RandomizerGUI.spRandomRB.toolTipText=Picks 3 random starter Pokemon to be used.
+RandomizerGUI.spRandomRB.text=Random (completely)
+RandomizerGUI.staticPokemonPanel.border.title=Static Pokemon
+RandomizerGUI.stpUnchangedRB.toolTipText=Static Pokemon remain the same.
+RandomizerGUI.stpUnchangedRB.text=Unchanged
+RandomizerGUI.stpRandomL4LRB.toolTipText=<html>Selecting this will replace every static Pokemon encounter, gift or purchase with another random one.<br />In this particular mode, legendary pokemon will always be swapped for other legendaries.<br />Also, normal non-legendary Pokemon will only be swapped for other non-legendaries.
+RandomizerGUI.stpRandomL4LRB.text=Random (Legendary <-> Legendary & Normal <-> Normal)
+RandomizerGUI.romInfoPanel.border.title=ROM Information
+RandomizerGUI.riRomNameLabel.text=ROM Name
+RandomizerGUI.usePresetsButton.text=Premade Seed
+RandomizerGUI.saveROMButton.text=Randomize (Save)
+RandomizerGUI.trainersPokemonPanel.border.title=Trainers Pokemon
+RandomizerGUI.goUpdateMovesCheckBox.toolTipText=<html>If this is checked, moves will be updated to their Gen 6 stats (power, accuracy, etc) where possible.<br />If you don't like the changes made in Gen6, try the "Legacy" checkbox...<br /><b>This does NOT add the Fairy type! Moves that were changed to Fairy type will keep their Gen 5 types.</b>
+RandomizerGUI.goUpdateMovesCheckBox.text=Update Moves
+RandomizerGUI.tpUnchangedRB.toolTipText=Don't change Trainers' Pokemon at all.
+RandomizerGUI.tpUnchangedRB.text=Unchanged
+RandomizerGUI.goRemoveTradeEvosCheckBox.toolTipText=<html>If this is checked, every evolution that isn't possible to do without trading in the current game will be changed.<br />Some of the types that will be changed are:<ul><li>"Normal" trade evolutions<li>Trade evolutions with another condition, such as held item or Pokemon traded for<li>Day/night evolutions if there isn't day/night in the game<li>Contest-stat evolutions if there aren't contests in the game<li>Location-based evolutions, if those locations don't exist in the game<li>Move-based evolutions, <b>only if you randomize movesets</b></ul>
+RandomizerGUI.goRemoveTradeEvosCheckBox.text=Change Impossible Evos
+RandomizerGUI.goLowerCaseNamesCheckBox.toolTipText=<html>If this is selected, all Pokemon names will be made into Camel Case.<br />e.g. VENUSAUR becomes Venusaur.<br />This looks better in Gen3 games, and OK in Gen1/Gen2 games.
+RandomizerGUI.goLowerCaseNamesCheckBox.text=Lower Case Pokemon Names
+RandomizerGUI.pmsRandomTotalRB.toolTipText=<html>Randomise Pokemon movesets, completely ignoring the type of the move and the Pokemon.<br />Each Pokemon will get at least one reasonably accurate damaging move to begin with.
+RandomizerGUI.pmsRandomTotalRB.text=Random (completely)
+RandomizerGUI.goNationalDexCheckBox.toolTipText=<html>If this is checked then the National Dex will be given to the player at the start of the game with the regular Pokedex.<br />This is only available and necessary for Gen 3 games, where in FRLG National Dex Pokemon can't evolve if you don't have it.
+RandomizerGUI.goNationalDexCheckBox.text=Give National Dex at Start
+RandomizerGUI.title=Universal Pokemon Randomizer
+RandomizerGUI.generalOptionsPanel.border.title=General Options
+RandomizerGUI.goUpdateTypesCheckBox.toolTipText=<html>If this is checked, the type weakness/strengths/immunities will be updated to the current set.<br />For RBY, this means Ghost will be Super Effective against Psychic, among other changes.
+RandomizerGUI.goUpdateTypesCheckBox.text=Update Type Effectiveness
+RandomizerGUI.pmsRandomTypeRB.toolTipText=<html>Randomise Pokemon movesets, preferring moves that are of the type (or one of the types) of the Pokemon.<br />Each Pokemon will get at least one reasonably accurate damaging move to begin with.
+RandomizerGUI.pmsRandomTypeRB.text=Random (preferring same type)
+RandomizerGUI.pmsUnchangedRB.toolTipText=Don't change Pokemon movesets at all.
+RandomizerGUI.pmsUnchangedRB.text=Unchanged
+RandomizerGUI.pokemonMovesetsPanel.border.title=Pokemon Movesets
+RandomizerGUI.ptRandomTotalRB.toolTipText=<html>Randomise Pokemon types completely.<br />Evolutions of a Pokemon are completely separate from that Pokemon, so the type of a Pokemon will likely completely change every evolution.
+RandomizerGUI.ptRandomTotalRB.text=Random (completely)
+RandomizerGUI.ptRandomFollowEvosRB.toolTipText=<html>Randomise the types of each Pokemon, but make most evolutions copy the base Pokemon (except perhaps adding an extra secondary type).<br />Evolutions that don't copy types are the Eeveelutions, among others.
+RandomizerGUI.ptRandomFollowEvosRB.text=Random (follow evolutions)
+RandomizerGUI.ptUnchangedRB.toolTipText=Doesn't change Pokemon types at all.
+RandomizerGUI.ptUnchangedRB.text=Unchanged
+RandomizerGUI.pokemonTypesPanel.border.title=Pokemon Types
+RandomizerGUI.pbsChangesRandomTotalRB.toolTipText=<html>Randomises each Pokemon's stats, as long as they fall within the original base stat total.<br />Evolutions of a Pokemon will be completely separate from that Pokemon, so evolving a Pokemon will make its stats drastically change.<br />This could make Pokemon stronger or weaker if they get unlucky or lucky rolls on stats they need.
+RandomizerGUI.pbsChangesRandomTotalRB.text=Random (completely)
+RandomizerGUI.thcRandomTotalRB.toolTipText=<html>Randomise the TMs and HMs that each Pokemon can learn.<br />Each TM or HM will have a 50% chance of being learnable regardless of type.
+RandomizerGUI.thcRandomTotalRB.text=Random (completely)
+RandomizerGUI.openROMButton.text=Open ROM
+RandomizerGUI.thcUnchangedRB.toolTipText=<html>Every Pokemon will be able to learn the same TMs that it could before.<br />Note that this applies even if you change the TM moves, which could lead to some odd combinations.
+RandomizerGUI.thcUnchangedRB.text=Unchanged
+RandomizerGUI.thcRandomTypeRB.toolTipText=<html>Randomise the TMs and HMs that each Pokemon can learn.<br />Each TM or HM will have:<br />A 90% chance of being learnable if the Pokemon has it as (one of) its type(s).<br />A 50% chance of being learnable if the move is Normal and the Pokemon isn't.<br />A 25% chance otherwise.
+RandomizerGUI.thcRandomTypeRB.text=Random (prefer same type)
+RandomizerGUI.wpUnchangedRB.toolTipText=Don't change Wild Pokemon at all.
+RandomizerGUI.wpUnchangedRB.text=Unchanged
+RandomizerGUI.wpRandomRB.toolTipText=<html>Completely randomise Wild Pokemon in every area.<br />This should mean that there are many different Pokemon in each area.
+RandomizerGUI.wpRandomRB.text=Random
+RandomizerGUI.wpArea11RB.toolTipText=<html>Each Pokemon in a given encounter area will be replaced by another Pokemon in every slot it appears in.<br />This will make each area have a handful of random Pokemon.
+RandomizerGUI.wpArea11RB.text=Area 1-to-1 Mapping
+RandomizerGUI.wpGlobalRB.toolTipText=<html>Every place a certain Pokemon appears in, it will be replaced by another set Pokemon.<br />This mode doesn't support any other rules except similar strength because it is too restrictive on its own.
+RandomizerGUI.wpGlobalRB.text=Global 1-to-1 Mapping
+RandomizerGUI.tpNoLegendariesCB.text=Don't use legendaries?
+RandomizerGUI.tpRivalCarriesStarterCB.toolTipText=<html>If this is selected, the rival will have their starter in every team they battle you with, evolved if it is far enough through.<br />The rest of their team will be chosen in the same way as every other trainer.
+RandomizerGUI.tpRivalCarriesStarterCB.text=Rival carries starter through game?
+RandomizerGUI.wildPokemonPanel.border.title=Wild Pokemon
+RandomizerGUI.tpTypeThemedRB.toolTipText=<html>Pick a type for each trainer and give them random Pokemon in that type.<br />Certain groups of trainers, such as the trainers in each gym, will all be given the same (random) type.
+RandomizerGUI.tpTypeThemedRB.text=Type Themed
+RandomizerGUI.tpRandomRB.toolTipText=Randomise Trainers' Pokemon completely.
+RandomizerGUI.tpRandomRB.text=Random
+RandomizerGUI.tpTypeWeightingCB.toolTipText=<html>If this is checked, the number of trainers with each type will roughly match up to the number of Pokemon with that type.<br />This should reduce repetition of Pokemon, but may lead to a lot of trainers with the same type in a row.
+RandomizerGUI.tpTypeWeightingCB.text=Weight types by # of Pokemon with them?
+RandomizerGUI.tpPowerLevelsCB.toolTipText=<html>If this is checked, the random Pokemon that replaces each Pokemon will be of similar power to the original.<br />However, preserving other rules such as type theming has precedence over this, so weaker or stronger Pokemon will be chosen if there are no other Pokemon available.
+RandomizerGUI.tnRandomizeCB.toolTipText=<html>Check this to randomize trainers' names when you fight them.<br />For RBY, this only includes the Gym Leaders and Elite 4, as no-one else has names.<br />For every other game this will replace the names of each individual trainer.
+RandomizerGUI.tnRandomizeCB.text=Randomize Trainer Names
+RandomizerGUI.tcnRandomizeCB.text=Randomize Trainer Class Names
+RandomizerGUI.tcnRandomizeCB.toolTipText=<html>Check this to randomize the class names to new names (e.g. "Youngster" could become "Misfit").
+RandomizerGUI.aboutButton.text=About
+RandomizerGUI.cantWriteConfigFile=WARNING: The randomizer is unable to write its config file to the directory it is in.\nThis means that it will probably be unable to save the randomized ROMs it creates.\nPlease run the randomizer from a directory where you can write files.\nYou can try to use the randomizer as-is, but it will probably not work and the auto-updater will be disabled.
+RandomizerGUI.copyNameFilesDialog.text=You appear to have customized name files in the config directory left over from an old version of the randomizer.\nWould you like these files to be copied to the main program directory so they are used in this version?
+RandomizerGUI.copyNameFilesDialog.title=Copy custom names?
+RandomizerGUI.copyNameFilesFailed=At least one file was not able to be copied.
+RandomizerGUI.configFileMissing=The file %s is missing from the configuration and so this program cannot start.\nPlease make sure you extract the program from the ZIP file before running it.
+RandomizerGUI.noRomLoaded=NO ROM LOADED
+RandomizerGUI.loadingText=Loading...
+RandomizerGUI.savingText=Saving...
+RandomizerGUI.loadFailed=There was an unhandled exception trying to load your ROM.\nA log file containing some details has been saved to %s.\nPlease include this file in any bug reports you do.
+RandomizerGUI.loadFailedNoLog=There was an unhandled exception trying to load your ROM.
+RandomizerGUI.unreadableRom=Could not read %s from disk.\nPlease ensure you have read access to the ROM you're trying to open.
+RandomizerGUI.tooShortToBeARom=%s appears to be a blank or nearly blank file.\nCheck to make sure you're opening the right file.
+RandomizerGUI.openedZIPfile=%s is a ZIP archive, not a ROM.\nYou should extract it and try to randomize the actual ROM file inside.
+RandomizerGUI.openedRARfile=%s is a RAR archive, not a ROM.\nYou should extract it and try to randomize the actual ROM file inside.
+RandomizerGUI.openedIPSfile=%s is an IPS patch, not a ROM.\nYou should apply it to a ROM first before trying to randomize the result.
+RandomizerGUI.unsupportedRom=Could not load %s - it's not a supported ROM.
+RandomizerGUI.romSupportPrefix=Support:
+RandomizerGUI.processFailed=There was an unhandled exception trying to process your ROM.\nA log file containing some details has been saved to %s.\nPlease include this file in any bug reports you do.
+RandomizerGUI.processFailedNoLog=There was an unhandled exception trying to process your ROM.
+RandomizerGUI.raceModeRequirements=You can't use Race Mode without randomizing either the wild Pokemon or the trainer Pokemon.\nReview this and try again.
+RandomizerGUI.pokeLimitNotChosen=You enabled the option to limit the Pokemon that appear, but didn't choose any to allow.\nSelect some by clicking on the "Limit Pokemon" button and try again.
+RandomizerGUI.presetFailTrainerClasses=Can't use this preset because you have a different set of random trainer class names to the creator.\nHave them make you a rndp file instead.
+RandomizerGUI.presetFailTrainerNames=Can't use this preset because you have a different set of random trainer names to the creator.\nHave them make you a rndp file instead.
+RandomizerGUI.presetFailNicknames=Can't use this preset because you have a different set of random nicknames to the creator.\nHave them make you a rndp file instead.
+RandomizerGUI.starterUnavailable=Could not set one of the custom starters from the settings file because it does not exist in this generation.
+RandomizerGUI.saveFailedIO=There was an unhandled exception trying to save your ROM to disk.\nA log file containing some details has been saved to %s.\nPlease include this file in any bug reports you do.
+RandomizerGUI.saveFailedIONoLog=There was an unhandled exception trying to save your ROM to disk.
+RandomizerGUI.raceModeCheckValuePopup=Your check value for the race is:\n%08X\nDistribute this along with the preset file, if you're the race maker!\nIf you received this in a race, compare it to the value the race maker gave.
+RandomizerGUI.saveLogDialog.text=Do you want to save a log file of the randomization performed?\nThis may allow you to gain an unfair advantage, do not do so if you are doing something like a race.
+RandomizerGUI.saveLogDialog.title=Save Log?
+RandomizerGUI.logSaveFailed=Could not save log file!
+RandomizerGUI.logSaved=Log file saved to\n%s.log
+RandomizerGUI.randomizationDone=Randomization Complete. You can now play!
+RandomizerGUI.saveFailed=There was an unhandled exception trying to save your ROM.\nA log file containing some details has been saved to %s.\nPlease include this file in any bug reports you do.
+RandomizerGUI.saveFailedNoLog=There was an unhandled exception trying to save your ROM.
+RandomizerGUI.cantOverwriteDS=You cannot overwrite the original ROM when you save a DS randomization.\nPlease choose a different filename.
+RandomizerGUI.noUpdates=No new updates found.
+RandomizerGUI.settingsFileOlder=This settings file is for an old randomizer version.\nYou should make a new file.
+RandomizerGUI.settingsFileNewer=This settings file is for a newer randomizer version.\nYou should upgrade your randomizer.
+RandomizerGUI.invalidSettingsFile=Settings file is not valid.
+RandomizerGUI.settingsLoaded=Settings loaded from %s.
+RandomizerGUI.settingsLoadFailed=Settings file load failed. Please try again.
+RandomizerGUI.settingsSaveFailed=Settings file save failed. Please try again.
+RandomizerGUI.abilitiesPanel.border.title=Pokemon Abilities
+RandomizerGUI.paUnchangedRB.text=Unchanged
+RandomizerGUI.paUnchangedRB.toolTipText=Don't change Pokemon abilities from the base at all.
+RandomizerGUI.wpCatchRateCB.text=Set minimum catch rate?
+RandomizerGUI.wpCatchRateCB.toolTipText=<html>If this is selected, every Pokemon in the game with a catch rate below a certain level will have its catch rate increased.<br />This means that if you throw a Poke Ball at a Pokemon weakened to red, it should have at least a 25-30% chance of catching it.<br />Legendaries only get half this chance (about 15% at low health), except for legendaries that were already easier to catch like Mew.
+RandomizerGUI.paWonderGuardCB.text=Allow Wonder Guard?
+RandomizerGUI.paWonderGuardCB.toolTipText=<html>If this is checked, Wonder Guard will be able to be chosen as any Pokemon's ability.<br />This can lead to some very overpowered/broken Pokemon.<br />USE WITH CAUTION!
+RandomizerGUI.paRandomizeRB.toolTipText=<html>Give each Pokemon new abilities.<br />Each Pokemon will have a base ability, and a 50% chance of having a 2nd ability different from the first.<br />(50% of the species will have this ability if it is made).<br />In Generation 5 games, each Pokemon will also receive a new random "Dream World" ability.<br />Pokemon such as Shedinja which have Wonder Guard as their ability will keep it to maintain balance.
+RandomizerGUI.paRandomizeRB.text=Randomize
+RandomizerGUI.mtMovesPanel.border.title=Move Tutor Moves
+RandomizerGUI.mtmUnchangedRB.toolTipText=<html>Leave the moves taught by tutors as they are.<br />If Metronome Only Mode is selected, all Move Tutors are changed to Metronome and this setting has no effect.
+RandomizerGUI.mtmUnchangedRB.text=Unchanged
+RandomizerGUI.mtmRandomRB.toolTipText=<html>Give each move tutor slot a new move.<br />Each Move Tutor move will still be unique, and they will not overlap with TM/HM moves.<br />If Metronome Only Mode is selected, all Move Tutors are changed to Metronome and this setting has no effect.
+RandomizerGUI.mtmRandomRB.text=Random
+RandomizerGUI.mtCompatPanel.border.title=Move Tutor Compatibility
+RandomizerGUI.mtcUnchangedRB.toolTipText=<html>Every Pokemon will be able to learn the same move tutor moves that it could before.<br />Note that this applies even if you randomize the moves, which could lead to some odd combinations.
+RandomizerGUI.mtcUnchangedRB.text=Unchanged
+RandomizerGUI.mtcRandomTypeRB.text=Random (prefer same type)
+RandomizerGUI.mtcRandomTypeRB.toolTipText=<html>Randomise the Move Tutor moves that each Pokemon can learn.<br />Each move will have:<br />A 90% chance of being learnable if the Pokemon has it as (one of) its type(s).<br />A 50% chance of being learnable if the move is Normal and the Pokemon isn't.<br />A 25% chance otherwise.
+RandomizerGUI.mtcRandomTotalRB.text=Random (completely)
+RandomizerGUI.mtcRandomTotalRB.toolTipText=<html>Randomise the Move Tutor moves that each Pokemon can learn.<br />Each move will have a 50% chance of being learnable regardless of type.
+RandomizerGUI.mtNoExistLabel.text=This game does not have any Move Tutors, or they are not randomizable yet.
+RandomizerGUI.moveTutorsPanel.border.title=Move Tutors
+RandomizerGUI.raceModeCB.text=Race Mode
+RandomizerGUI.raceModeCB.toolTipText=<html>Select this to enable certain things which are useful for a speedrun race of the ROM you create.<br />The ability to save a log file will be disabled, and a check value will be generated.<br />You can send this value around with the preset file to ensure that everyone has the same ROM to race with.
+RandomizerGUI.otherOptionsPanel.border.title=Other Options
+RandomizerGUI.tpNoEarlyShedinjaCB.text=No Early Wonder Guard?
+RandomizerGUI.tpNoEarlyShedinjaCB.toolTipText=<html>Pokemon such as Shedinja, with the ability "Wonder Guard", are a pain to run into early on when you can't damage them.<br />Selecting this option will make sure that no trainers are given these Pokemon under level 20.<br />By the time you are fighting level 20 trainers you can reasonably be expected to have a counter for each type.
+RandomizerGUI.randomizeHollowsCB.text=Randomize Hidden Hollows
+RandomizerGUI.randomizeHollowsCB.toolTipText=<html>Checking this randomizes the Pokemon you see in Hidden Hollows.<br />For now, at least, the items remain the same.<br />Hidden Hollows, and consequently this option, are only available in Black2/White2.
+RandomizerGUI.brokenMovesCB.text=No Game-Breaking Moves
+RandomizerGUI.brokenMovesCB.toolTipText=<html>Checking this checkbox will stop moves that can break early/late games being available in randomized movesets, TMs or Move Tutors.<br />In first generation games, Dragon Rage, SonicBoom, Spore, and every OHKO move are banned.<br />In second generation onwards, only SonicBoom and Dragon Rage are banned (because OHKO moves and sleep are a LOT less broken).
+RandomizerGUI.loadQSButton.toolTipText=<html>Clicking this button allows you to load predefined settings from a file.<br />If the file was created with a game which has less randomization options<br />than the one you are randomizing now, those options will be set to "Unchanged"/Off.<br />If you load from a newer game, everything that isn't supported will be ignored.
+RandomizerGUI.loadQSButton.text=Load Settings
+RandomizerGUI.saveQSButton.text=Save Settings
+RandomizerGUI.saveQSButton.toolTipText=<html>Clicking this will allow you to save the current randomization settings as a file.<br />You can then load these settings when you are randomizing any ROM.<br />The way in which ROMs with more or less features than the current one<br /> are handled is described when you hover over the "Load Settings" button.
+RandomizerGUI.wpARSimilarStrengthRB.text=Similar Strength
+RandomizerGUI.wpARSimilarStrengthRB.toolTipText=<html>If this is checked, the random Pokemon that replaces each Pokemon will be of similar power to the original.<br />However, preserving other rules such as 1-1 maps has precedence over this, so weaker or stronger Pokemon will be chosen if there are no other Pokemon available.<br />This option is not available alongside Type Themes or Catch-em-All because the Pokemon pool would be too limited in some cases.
+RandomizerGUI.pmsMetronomeOnlyRB.text=Metronome Only Mode
+RandomizerGUI.pmsMetronomeOnlyRB.toolTipText=<html>Where possible, every Pok\u00e9mon in the entire game will have Metronome as its only move,<br /> with the PP boosted to 40 to make it possible to complete fights without always using Struggle.<br />Does not currently apply to non-standard battles such as the Battle Tower/Frontier or the PWT.
+RandomizerGUI.inGameTradesPanel.border.title=In-Game Trades
+RandomizerGUI.fieldItemsPanel.border.title=Field Items
+RandomizerGUI.igtUnchangedRB.text=Unchanged
+RandomizerGUI.igtUnchangedRB.toolTipText=In-game trades remain the same.
+RandomizerGUI.igtGivenOnlyRB.text=Randomize Given Pokemon Only
+RandomizerGUI.igtGivenOnlyRB.toolTipText=<html>Selecting this will randomize the Pokemon you receive from each in-game trade,<br />but the Pokemon requested by the NPC in exchange will remain the same.
+RandomizerGUI.igtBothRB.text=Randomize both Requested & Given Pokemon
+RandomizerGUI.igtBothRB.toolTipText=<html>Selecting this will replace both the Pokemon you receive from an in-game trade and the Pokemon required to do the trade.
+RandomizerGUI.fiUnchangedRB.toolTipText=Items on the ground and hidden items remain the same.
+RandomizerGUI.fiUnchangedRB.text=Unchanged
+RandomizerGUI.fiShuffleRB.toolTipText=<html>Selecting this will take the full set of items that can be picked up from item balls, as well as hidden items,<br />and randomize their order so each item appears in a new place.<br />Key items are left in their original location and glitch items are excluded.<br />This stops item balls containing seriously overpowered items, but more powerful items may be available early on.<br />TMs will remain in the same item balls, but the numbers of the TMs in them will be shuffled among the set.
+RandomizerGUI.fiShuffleRB.text=Shuffle
+RandomizerGUI.fiRandomRB.text=Randomize
+RandomizerGUI.fiRandomRB.toolTipText=<html>Selecting this will place a new random item in each item ball & hidden item slot.<br />Key items & glitch items are automatically excluded.<br />This means item balls can contain seriously overpowered items such as Master Balls.<br />TMs will remain in the same item balls, but the numbers of the TMs in them will be randomized, including TMs not usually available from item balls.<br />All TMs will still be available at least once in the game.
+RandomizerGUI.igtRandomNicknameCB.toolTipText=<html>Check this to randomize the nicknames of the Pokemon you receive.<br />The nicknames will be chosen from a predefined list.<br />If there are no more usable nicknames the original nicknames will be kept for the rest of the trades.
+RandomizerGUI.igtRandomNicknameCB.text=Randomize Nicknames
+RandomizerGUI.igtRandomItemCB.text=Randomize Items
+RandomizerGUI.igtRandomItemCB.toolTipText=<html>Check this to give each Pokemon you receive from an ingame trade a random held item.<br />This includes trades that do not normally have a held item on the Pokemon.
+RandomizerGUI.igtRandomIVsCB.toolTipText=<html>Check this to randomize the IVs of the Pokemon you receive from ingame trades.<br />In most games these Pokemon have set IVs, so clicking this randomizes those set IVs.
+RandomizerGUI.igtRandomIVsCB.text=Randomize IVs
+RandomizerGUI.igtRandomOTCB.text=Randomize OTs
+RandomizerGUI.igtRandomOTCB.toolTipText=<html>Check this to randomize the Original Trainer (ID & name) of the Pokemon you receive from trades.<br />The names will be chosen from the same list as trainer names,<br />with names that are too long to be OT names excluded.
+RandomizerGUI.spHeldItemsCB.toolTipText=<html>Checking this will randomize the items held by the starters where possible.<br />In Generation 2 games, each starter will get an individual random item.<br />In Generation 3 games, all the starters will get the same random item.
+RandomizerGUI.spHeldItemsCB.text=Randomize Starter Held Items
+RandomizerGUI.wpHeldItemsCB.toolTipText=<html>Checking this will randomize the items held by Pokemon in the wild, including whether they can have one at all or not.<br />In some cases, these item definitions will also apply to static encounters with legendaries and the like.
+RandomizerGUI.wpHeldItemsCB.text=Randomize held items?
+RandomizerGUI.codeTweaksCB.text=
+RandomizerGUI.codeTweaksCB.toolTipText=<html>Select this to enable the use of certain code tweaks that you can select by clicking the button.<br /><b>If this box isn't checked no tweaks will be applied!</b><br />These are only currently available for English versions of Generation 1/2 games.
+RandomizerGUI.codeTweaksBtn.text=Code Tweaks
+RandomizerGUI.codeTweaksBtn.textWithActive=Code Tweaks (%d)
+RandomizerGUI.pokeLimitCB.text=
+RandomizerGUI.pokeLimitBtn.text=Limit Pokemon
+RandomizerGUI.pokeLimitCB.toolTipText=<html>Select this to allow yourself to limit the Pokemon used by the randomization.<br /><b>If this box isn't checked all Pokemon will be allowed!</b>
+RandomizerGUI.updateSettingsButton.text=Update Settings
+RandomizerGUI.toggleAutoUpdatesMenuItem.text=Toggle AutoUpdate
+RandomizerGUI.manualUpdateMenuItem.text=Check for Update Now
+RandomizerGUI.disableAutoUpdate=Disable Auto Update
+RandomizerGUI.enableAutoUpdate=Enable Auto Update
+RandomizerGUI.autoUpdateDisabled=Auto update disabled.\nTo get new updates you will need to manually look for them or look on the website.
+RandomizerGUI.autoUpdateEnabled=Auto update enabled.\nThe randomizer will check for new updates each time you open it.
+RandomizerGUI.goUpdateMovesLegacyCheckBox.text=Legacy?
+RandomizerGUI.goUpdateMovesLegacyCheckBox.toolTipText=<html>Instead of updating moves to their Gen 6 stats, update them to their Gen 5 stats instead.<br />This is intended for people who used the "Update Moves" function in old randomizers but don't like the new changes.<br />This is available for every game except Gen 5 games where it would be pointless.
+RandomizerGUI.pbsStandardEXPCurvesCB.text=Standardize EXP Curves
+RandomizerGUI.pbsStandardEXPCurvesCB.toolTipText=<html>When this is selected, every Pokemon's EXP curve will be changed to one of the following:<ul><li>Medium Fast (1,000,000 EXP to Level 100) if it isn't a legendary<li>Slow (1,250,000 EXP to Level 100) if it is.</ul>This will cause Pokemon to be better or worse based more on their stats/moves/type rather than the difficulty of leveling them.<br /><b>WARNING: This will break trade compatibility with ROMs that don't have this option enabled. Use with caution.</b>
+GenerationLimitDialog.includePokemonHeader.text=Include Pokemon from:
+GenerationLimitDialog.relatedPokemonHeader.text=... and related Pokemon from:
+GenerationLimitDialog.gen1CB.text=Generation 1
+GenerationLimitDialog.gen2CB.text=Generation 2
+GenerationLimitDialog.gen3CB.text=Generation 3
+GenerationLimitDialog.gen4CB.text=Generation 4
+GenerationLimitDialog.gen5CB.text=Generation 5
+GenerationLimitDialog.okButton.text=OK
+GenerationLimitDialog.gen2Short=Gen 2
+GenerationLimitDialog.gen4Short=Gen 4
+GenerationLimitDialog.gen1Short=Gen 1
+GenerationLimitDialog.gen3Short=Gen 3
+GenerationLimitDialog.title=Choose Pokemon to allow
+GenerationLimitDialog.cancelButton.text=Cancel
+GenerationLimitDialog.warningRomHackLabel.text=<html><center>WARNING: This functionality will NOT work correctly with ROM hacks<br /> that change the available Pokemon or add new ones!</center>
+AboutDialog.linkLabel.text=<html><a href="http://pokehacks.dabomstew.com/randomizer">http://pokehacks.dabomstew.com/randomizer</a>
+AboutDialog.titleLabel.text=Universal Pokemon Randomizer 1.6.1-dev
+AboutDialog.title=About
+AboutDialog.ackLabel.text=Based on research by various sources; see Acknowledgements
+AboutDialog.authorLabel.text=Created by Dabomstew
+AboutDialog.okButton.text=OK
+CodeTweaksDialog.headerLabel.text=Choose tweaks to enable...
+CodeTweaksDialog.bwPatchCB.text=B/W Exp Patch
+CodeTweaksDialog.bwPatchCB.toolTipText=<html>Select this to patch the game you are randomizing to use the Black/White new XP gain system.<br />This system gives EXP in a different way, rewarding players for beating higher level Pokemon with lower levels.<br />This is currently available only for English R/B/Y and G/S/C.
+CodeTweaksDialog.nerfXAccCB.text=Nerf X Accuracy
+CodeTweaksDialog.nerfXAccCB.toolTipText=<html>X Accuracy in Generation 1 games is a pretty broken item, given that it gives 100% accuracy to any and all moves used.<br />Apply this code tweak to stop X Accuracy from working on sleep moves, trapping moves & one-hit KO moves.<br />Doing this means that the player cannot use X Accuracy and lock the opponents into infinite sleep/Wrap, nor can they just use one-hit KO moves on everything.<br />Applying this patch will also remove the one-hit KO moves from the "broken moves" list if you use that option, since they aren't really broken without X Accuracy.<br /><b>Credit to Mountebank for this patch.</b>
+CodeTweaksDialog.critRateFixCB.text="Fix" Crit Rate
+CodeTweaksDialog.critRateFixCB.toolTipText=<html>Selecting this option will "fix" Generation 1's critical hit rate to be the same as the other games (1/16), instead of being based on Speed.<br />Focus Energy and Dire Hit will also be fixed to increase crit rate instead of decreasing it.<br />"High crit rate" moves such as Slash will have double the normal crit chance, like in later games.
+CodeTweaksDialog.title=Code Tweaks
+CodeTweaksDialog.okButton.text=OK
+CodeTweaksDialog.cancelButton.text=Cancel
+PresetMakeDialog.doneButton.text=Done
+PresetMakeDialog.jLabel5.text=Alternatively you can produce a file which contains this data which you can then send to people.
+PresetMakeDialog.jLabel3.text=Random Seed:
+PresetMakeDialog.jLabel2.text=Below are the settings you can give to other people to produce the same randomization as you just did.
+PresetMakeDialog.jLabel4.text=Config String:
+PresetMakeDialog.jLabel1.text=Your game has been successfully randomized!
+PresetMakeDialog.title=Randomization Completed - Seed Details
+PresetMakeDialog.produceFileButton.text=Produce File
+RandomizerGUI.pms4MovesCB.toolTipText=<html>Check this to make sure every Pokemon gets 4 moves at level 1, instead of them keeping their original move count.<br />This ensures that every Pokemon you catch will have a full moveset.<br />This is now available for all supported games.
+RandomizerGUI.pms4MovesCB.text=Every Pokemon starts with 4 moves?