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Route the last hardcoded UI labels through the Strings catalog
Wrap the battle stat box, the PC quantity footer and the dex metric labels in Strings() (SummaryMenu -- and MoveEffects since #811 -- already do this); give the battle menu a 'battle' lookup context so a translation can shorten FIGHT/ITEM/RUN independently of the pause menu; align the metric dex rows with the imperial ones and make the No. prefix translatable; make the title menu's recolor zone follow Menu's auto-grown width; honor the declared-but-unread boot.title seam, drawing an explicit versionRibbon as one centered piece. With an empty catalog every path is pixel-identical to vanilla.
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@@ -424,7 +424,7 @@ function StatBox:draw()
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{ Strings("SPEED"), s.speed },
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{ Strings("SPECIAL"), s.special } }
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for i, r in ipairs(rows) do
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Font.draw(r[1], 88, 24 + (i - 1) * 16)
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Font.draw(Strings(r[1]), 88, 24 + (i - 1) * 16)
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Font.draw(("%3d"):format(r[2]), 128, 32 + (i - 1) * 16)
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end
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love.graphics.setColor(1, 1, 1, 1)
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@@ -5587,9 +5587,9 @@ function BattleState:drawTextArea()
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-- -- next to FIGHT (9,14) for the first 80 frames, then ITEM (9,16)
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Font.drawBox(8, 12, 12, 6)
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love.graphics.setColor(0, 0, 0, 1)
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Font.draw(Strings("FIGHT"), 80, 112)
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Font.draw(Strings("FIGHT", "battle"), 80, 112)
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Font.drawCode(0xE1, 128, 112); Font.drawCode(0xE2, 136, 112)
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Font.draw(Strings("ITEM"), 80, 128); Font.draw(Strings("RUN"), 128, 128)
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Font.draw(Strings("ITEM", "battle"), 80, 128); Font.draw(Strings("RUN", "battle"), 128, 128)
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Font.drawCode(0xED, 72, (self.demoTimer or 0) <= 80 and 112 or 128)
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elseif self.phase == "menu" then
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local col = (self.menuIndex - 1) % 2
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@@ -5599,7 +5599,7 @@ function BattleState:drawTextArea()
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-- THROW ROCK RUN" from (2,14)
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Font.drawBox(0, 12, 20, 6)
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Font.draw(Strings("BALLx"), 16, 112); Font.draw(Strings("BAIT"), 112, 112)
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Font.draw(Strings("THROW ROCK"), 16, 128); Font.draw(Strings("RUN"), 112, 128)
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Font.draw(Strings("THROW ROCK"), 16, 128); Font.draw(Strings("RUN", "battle"), 112, 128)
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-- DisplayBattleMenu .safariLeftColumn / .safariRightColumn print
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-- wNumSafariBalls at hlcoord 7,14 with `lb bc, 1, 2` -- one byte, two
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-- digits, space padded -- right after the "BALLx" label at columns
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@@ -5610,9 +5610,9 @@ function BattleState:drawTextArea()
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-- BATTLE_MENU_TEMPLATE: box (8,12)-(19,17), "FIGHT <PK><MN> /
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-- ITEM RUN" from (10,14); cursor columns 9 / 15
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Font.drawBox(8, 12, 12, 6)
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Font.draw(Strings("FIGHT"), 80, 112)
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Font.draw(Strings("FIGHT", "battle"), 80, 112)
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Font.drawCode(0xE1, 128, 112); Font.drawCode(0xE2, 136, 112)
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Font.draw(Strings("ITEM"), 80, 128); Font.draw(Strings("RUN"), 128, 128)
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Font.draw(Strings("ITEM", "battle"), 80, 128); Font.draw(Strings("RUN", "battle"), 128, 128)
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Font.drawCode(0xED, (col == 0 and 72 or 120), 112 + row * 16)
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end
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elseif self.phase == "moveSelect" then
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