From 11cbb71950de271ebdf50344319f55e6231f7fb6 Mon Sep 17 00:00:00 2001 From: Nils Kneuper Date: Sat, 12 May 2018 10:51:14 +0200 Subject: [PATCH] updated British English translation (cherry-picked from commit 488c587f8e5a7732bfec9df86b6efd9a4963b695) --- po/wesnoth-help/en_GB.po | 1039 +++++++++------------------------- po/wesnoth-lib/en_GB.po | 61 +- po/wesnoth-manpages/en_GB.po | 11 +- po/wesnoth-sota/en_GB.po | 13 +- po/wesnoth-tutorial/en_GB.po | 27 +- po/wesnoth-units/en_GB.po | 11 +- po/wesnoth-utbs/en_GB.po | 50 +- po/wesnoth/en_GB.po | 15 +- 8 files changed, 299 insertions(+), 928 deletions(-) diff --git a/po/wesnoth-help/en_GB.po b/po/wesnoth-help/en_GB.po index 4ca4c01414e..6e094204eb6 100644 --- a/po/wesnoth-help/en_GB.po +++ b/po/wesnoth-help/en_GB.po @@ -9,7 +9,7 @@ msgstr "" "Project-Id-Version: en_GB\n" "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n" "POT-Creation-Date: 2018-03-27 04:26+0300\n" -"PO-Revision-Date: 2018-05-06 21:25+1000\n" +"PO-Revision-Date: 2018-05-10 13:32+1000\n" "Last-Translator: Wedge009 \n" "Language-Team: English (British) \n" @@ -327,13 +327,6 @@ msgstr "Map/Scenario Editor" #. [topic]: id=..editor #: data/core/editor/help.cfg:142 -#, fuzzy -#| msgid "" -#| "Wesnoth's Map and Scenario Editor allows users to create and edit the " -#| "maps on which every Wesnoth scenario takes place. It also provides a " -#| "limited set of features for setting up a basic scenario.\n" -#| "\n" -#| "The editor can be launched from the text='Map Editor'" msgid "" "Wesnoth's Map and Scenario Editor allows users to create and edit the maps " "on which every Wesnoth scenario takes place. It also provides a limited set " @@ -345,15 +338,10 @@ msgstr "" "on which every Wesnoth scenario takes place. It also provides a limited set " "of features for setting up a basic scenario.\n" "\n" -"The editor can be launched from the text='Map Editor'" +"The editor can be launched from the Map Editor" #. [topic]: id=..editor #: data/core/editor/help.cfg:144 -#, fuzzy -#| msgid "" -#| " option at the title screen.\n" -#| "\n" -#| "
text='What you get'
" msgid "" " option at the title screen.\n" "\n" @@ -361,7 +349,7 @@ msgid "" msgstr "" " option at the title screen.\n" "\n" -"
text='What you get'
" +"What you get" #. [topic]: id=..editor #: data/core/editor/help.cfg:146 @@ -464,11 +452,6 @@ msgstr "Editing Modes" #. [topic]: id=editor_modes #: data/core/editor/help.cfg:185 -#, fuzzy -#| msgid "" -#| "\n" -#| "\n" -#| "
text='Pure Map Mode'
" msgid "" "\n" "\n" @@ -476,7 +459,7 @@ msgid "" msgstr "" "\n" "\n" -"
text='Pure Map Mode'
" +"Pure Map Mode" #. [topic]: id=editor_modes #: data/core/editor/help.cfg:185 @@ -498,12 +481,6 @@ msgstr "" #. [topic]: id=editor_modes #: data/core/editor/help.cfg:189 -#, fuzzy -#| msgid "" -#| "\n" -#| "How the information is saved depends on the loaded file:\n" -#| "\n" -#| "text='Native'" msgid "" "\n" "How the information is saved depends on the loaded file:\n" @@ -513,20 +490,10 @@ msgstr "" "\n" "How the information is saved depends on the loaded file:\n" "\n" -"text='Native'" +"Native" #. [topic]: id=editor_modes #: data/core/editor/help.cfg:192 -#, fuzzy -#| msgid "" -#| "\n" -#| "A new map or file containing only the arguments to the map_data " -#| "attribute.\n" -#| "\n" -#| "The produced map can be played in the “User Maps” game type at the create " -#| "multiplayer game dialog if saved to the default directory.\n" -#| "\n" -#| "text='Embedded'" msgid "" "\n" "A new map or file containing only the arguments to the map_data attribute.\n" @@ -542,7 +509,7 @@ msgstr "" "The produced map can be played in the “User Maps” game type at the create " "multiplayer game dialog if saved to the default directory.\n" "\n" -"text='Embedded'" +"Embedded" #. [topic]: id=editor_modes #: data/core/editor/help.cfg:197 @@ -561,11 +528,6 @@ msgstr "" #. [topic]: id=editor_modes #: data/core/editor/help.cfg:198 -#, fuzzy -#| msgid "" -#| "\n" -#| "\n" -#| "
text='Scenario Mode'
" msgid "" "\n" "\n" @@ -573,7 +535,7 @@ msgid "" msgstr "" "\n" "\n" -"
text='Scenario Mode'
" +"Scenario Mode" #. [topic]: id=editor_modes #: data/core/editor/help.cfg:200 @@ -1298,21 +1260,6 @@ msgstr "Commands" #. [topic]: id=..introduction #: data/core/help.cfg:97 -#, fuzzy -#| msgid "" -#| "\n" -#| "\n" -#| "text='Battle for Wesnoth' is a turn-based fantasy " -#| "strategy game somewhat unusual among modern strategy games. While other " -#| "games strive for complexity, text='Battle for Wesnoth' " -#| "strives for simplicity of both rules and gameplay. This does not make the " -#| "game simple, however — from these simple rules arise a wealth of " -#| "strategy, making the game easy to learn but a challenge to master.\n" -#| "\n" -#| "The following pages outline all you need to know to play Wesnoth. As you " -#| "play, new information is added to the various categories as you come " -#| "across new aspects of the game. For more detailed information on special " -#| "situations and exceptions, follow the included links." msgid "" "\n" "\n" @@ -1330,12 +1277,12 @@ msgid "" msgstr "" "\n" "\n" -"text='Battle for Wesnoth' is a turn-based fantasy strategy " -"game somewhat unusual among modern strategy games. While other games strive " -"for complexity, text='Battle for Wesnoth' strives for " -"simplicity of both rules and gameplay. This does not make the game simple, " -"however — from these simple rules arise a wealth of strategy, making the " -"game easy to learn but a challenge to master.\n" +"Battle for Wesnoth is a turn-based fantasy strategy game somewhat " +"unusual among modern strategy games. While other games strive for " +"complexity, Battle for Wesnoth strives for simplicity of both rules " +"and gameplay. This does not make the game simple, however — from these " +"simple rules arise a wealth of strategy, making the game easy to learn but a " +"challenge to master.\n" "\n" "The following pages outline all you need to know to play Wesnoth. As you " "play, new information is added to the various categories as you come across " @@ -1349,26 +1296,6 @@ msgstr "About the Game" #. [topic]: id=about_game #: data/core/help.cfg:108 -#, fuzzy -#| msgid "" -#| "The game takes place on a hex-based game field, where your units battle " -#| "against those controlled by the computer, friends who each take turns on " -#| "the same computer (hotseat play), other players on the same network, or " -#| "players worldwide in multiplayer mode.\n" -#| "\n" -#| "Each of these battles is called a text='scenario', which " -#| "can be strung together to make text='campaigns'. Besides " -#| "the campaigns that ship with the game, Wesnoth supports user-made " -#| "content, and the add-on server boasts hundreds of custom maps, campaigns, " -#| "eras, factions, and resources.\n" -#| "\n" -#| "The game also features a human-readable markup called Wesnoth Markup " -#| "Language (WML) to easily allow users to create their own content, as well " -#| "as a fully-featured Map and Scenario Editor for designing your own " -#| "battlefields.\n" -#| "\n" -#| "The text='Battle for Wesnoth' project was begun in 2003, " -#| "and has been worked on by a multitude of volunteers ever since." msgid "" "The game takes place on a hex-based game field, where your units battle " "against those controlled by the computer, friends who each take turns on the " @@ -1393,19 +1320,18 @@ msgstr "" "same computer (hot seat play), other players on the same network, or players " "worldwide in multiplayer mode.\n" "\n" -"Each of these battles is called a text='scenario', which " -"can be strung together to make text='campaigns'. Besides " -"the campaigns that ship with the game, Wesnoth supports user-made content, " -"and the add-on server boasts hundreds of custom maps, campaigns, eras, " -"factions, and resources.\n" +"Each of these battles is called a scenario, which can be strung " +"together to make campaigns. Besides the campaigns that come with the " +"game, Wesnoth supports user-made content, and the add-on server boasts " +"hundreds of custom maps, campaigns, eras, factions, and resources.\n" "\n" "The game also features a human-readable mark-up called Wesnoth Mark-up " "Language (WML) to easily allow users to create their own content, as well as " "a fully-featured Map and Scenario Editor for designing your own " "battlefields.\n" "\n" -"The text='Battle for Wesnoth' project was begun in 2003, " -"and has been worked on by a multitude of volunteers ever since." +"The Battle for Wesnoth project was begun in 2003, and has been worked " +"on by a multitude of volunteers ever since." #. [topic]: id=..units #: data/core/help.cfg:120 @@ -1502,26 +1428,6 @@ msgstr "" #. [topic]: id=..gameplay #: data/core/help.cfg:169 -#, fuzzy -#| msgid "" -#| "Wesnoth is comprised of a series of battles, called " -#| "text='scenarios', that pit your troops against the " -#| "troops of one or more adversaries. Multiple scenarios that follow on from " -#| "each other, telling a story, make up text='campaigns'. " -#| "In a campaign, you often need to play more carefully, preserving your " -#| "best troops for use again in later scenarios.\n" -#| "\n" -#| "The interactive text='Tutorial' introduces the basics of " -#| "Wesnoth gameplay in the context of a scenario. Most material covered in " -#| "the tutorial is explained more in-depth in these pages, so you can always " -#| "refer back here if you forget something.\n" -#| "\n" -#| "After you master the basics, try out a beginner campaign, such as " -#| "text='Heir to the Throne' or text='The South " -#| "Guard'. A full list of installed campaigns can be found via the " -#| "text='Campaign' option on the main menu. As Wesnoth can be " -#| "quite challenging, you may wish to start on easy before progressing to " -#| "higher difficulties." msgid "" "Wesnoth is comprised of a series of battles, called scenarios, that " "pit your troops against the troops of one or more adversaries. Multiple " @@ -1540,35 +1446,35 @@ msgid "" "be quite challenging, you may wish to start on easy before progressing to " "higher difficulties." msgstr "" -"Wesnoth is comprised of a series of battles, called " -"text='scenarios', that pit your troops against the troops " -"of one or more adversaries. Multiple scenarios that follow on from each " -"other, telling a story, make up text='campaigns'. In a " -"campaign, you often need to play more carefully, preserving your best troops " -"for use again in later scenarios.\n" +"Wesnoth is comprised of a series of battles, called scenarios, that " +"pit your troops against the troops of one or more adversaries. Multiple " +"scenarios that follow on from each other, telling a story, make up " +"campaigns. In a campaign, you often need to play more carefully, " +"preserving your best troops for use again in later scenarios.\n" "\n" -"The interactive text='Tutorial' introduces the basics of " -"Wesnoth game-play in the context of a scenario. Most material covered in the " -"tutorial is explained more in-depth in these pages, so you can always refer " -"back here if you forget something.\n" +"The interactive Tutorial introduces the basics of Wesnoth game-play " +"in the context of a scenario. Most material covered in the tutorial is " +"explained more in-depth in these pages, so you can always refer back here if " +"you forget something.\n" "\n" -"After you master the basics, try out a beginner campaign, such as " -"text='Heir to the Throne' or text='The South " -"Guard'. A full list of installed campaigns can be found via the " -"text='Campaign' option on the main menu. As Wesnoth can be " +"After you master the basics, try a beginner campaign, such as Heir to the " +"Throne or The South Guard. A full list of installed campaigns can " +"be found via the Campaign option on the main menu. As Wesnoth can be " "quite challenging, you may wish to start on easy before progressing to " "higher difficulties." #. [topic]: id=..gameplay #: data/core/help.cfg:176 -#, fuzzy -#| msgid "Fundamentals of Gameplay" msgid "" "\n" "\n" "Fundamentals of Gameplay\n" "\n" -msgstr "Fundamentals of Gameplay" +msgstr "" +"\n" +"\n" +"Fundamentals of Gameplay\n" +"\n" #. [topic]: id=..gameplay #: data/core/help.cfg:176 @@ -1592,15 +1498,6 @@ msgstr "Victory and Defeat" #. [topic]: id=victory_and_defeat #: data/core/help.cfg:189 -#, fuzzy -#| msgid "" -#| "\n" -#| "\n" -#| "When you win a scenario, the map grays over and the text='End " -#| "Turn' button changes to text='End Scenario'. You can " -#| "now do things like changing your save options or (if you are in a " -#| "multiplayer game) chatting with other players before pressing that button " -#| "to advance." msgid "" "\n" "\n" @@ -1611,22 +1508,13 @@ msgid "" msgstr "" "\n" "\n" -"When you win a scenario, the map greys over and the text='End Turn' button changes to text='End Scenario'. You can now do " -"things like changing your save options or (if you are in a multiplayer game) " -"chatting with other players before pressing that button to advance." +"When you win a scenario, the map greys over and the End Turn button " +"changes to End Scenario. You can now do things like changing your " +"save options or (if you are in a multiplayer game) chatting with other " +"players before pressing that button to advance." #. [topic]: id=victory_and_defeat #: data/core/help.cfg:189 -#, fuzzy -#| msgid "" -#| "Pay careful attention to the text='Objectives' pop-up box at " -#| "the beginning of each scenario. In most scenarios, you will achieve " -#| "victory by killing all enemy leaders ; likewise, the death of your own " -#| "leader generally results in defeat. However, some scenarios may have " -#| "other victory objectives, such as getting your leader to a designated " -#| "point, rescuing an ally, solving a puzzle, or holding out against a siege " -#| "until a certain number of turns have elapsed." msgid "" "Pay careful attention to the Objectives pop-up box at the beginning " "of each scenario. In most scenarios, you will achieve victory by killing all " @@ -1636,13 +1524,13 @@ msgid "" "puzzle, or holding out against a siege until a certain number of turns have " "elapsed." msgstr "" -"Pay careful attention to the text='Objectives' pop-up box at " -"the beginning of each scenario. In most scenarios, you will achieve victory " -"by killing all enemy leaders ; likewise, the death of your own leader " -"generally results in defeat. However, some scenarios may have other victory " -"objectives, such as getting your leader to a designated point, rescuing an " -"ally, solving a puzzle, or holding out against a siege until a certain " -"number of turns have elapsed." +"Pay careful attention to the Objectives pop-up box at the beginning " +"of each scenario. In most scenarios, you will achieve victory by killing all " +"enemy leaders; likewise, the death of your own leader generally results in " +"defeat. However, some scenarios may have other victory objectives, such as " +"getting your leader to a designated point, rescuing an ally, solving a " +"puzzle, or holding against a siege until a certain number of turns have " +"elapsed." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:198 @@ -1668,19 +1556,6 @@ msgstr "" #. [topic]: id=recruit_and_recall #: data/core/help.cfg:199 -#, fuzzy -#| msgid "" -#| "Each side begins with one leader in their keep. At the start of any " -#| "battle, and at times during it, you will need to recruit dst='.." -#| "units' text='units' into your army. To recruit, you must have your " -#| "leader (for instance, Konrad in the text='Heir to the Throne' campaign) on the keep hex of a dst='terrain_castle' " -#| "text='castle'. Then you may recruit by either choosing " -#| "text='Recruit' from the menu or right-clicking on a hex and " -#| "selecting text='Recruit'. This brings up the recruit menu, " -#| "which lists units available for recruitment, along with their gold cost. " -#| "Click on a unit to see its statistics, then press the OK button to " -#| "recruit it." msgid "" "Each side begins with one leader in their keep. At the start of any battle, " "and at times during it, you will need to recruit dst='..units' " @@ -1695,13 +1570,12 @@ msgstr "" "Each side begins with one leader in their keep. At the start of any battle, " "and at times during it, you will need to recruit dst='..units' " "text='units' into your army. To recruit, you must have your leader " -"(for instance, Konrad in the text='Heir to the Throne' " -"campaign) on the keep hex of a dst='terrain_castle' text='castle'. Then you may recruit by either choosing text='Recruit' " -"from the menu or right-clicking on a hex and selecting text='Recruit'. This brings up the recruit menu, which lists units available for " -"recruitment, along with their gold cost. Click on a unit to see its " -"statistics, then press the OK button to recruit it." +"(for instance, Konrad in the Heir to the Throne campaign) on the keep " +"hex of a dst='terrain_castle' text='castle'. Then you may recruit " +"by either choosing Recruit from the menu or right-clicking on a hex " +"and selecting Recruit. This brings up the recruit menu, which lists " +"units available for recruitment, along with their gold cost. Click on a unit " +"to see its statistics, then press the Recruit button to recruit it." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:201 @@ -1774,12 +1648,6 @@ msgstr "" #. [topic]: id=income_and_upkeep #: data/core/help.cfg:215 -#, fuzzy -#| msgid "" -#| "In Wesnoth, it is not enough simply to recruit units and fight. You must " -#| "watch your gold as well, especially in campaigns, where you can carry " -#| "extra gold over from one scenario to the next. There are two aspects to " -#| "this; text='income' and text='upkeep'." msgid "" "In Wesnoth, it is not enough simply to recruit units and fight. You must " "watch your gold as well, especially in campaigns, where you can carry extra " @@ -1789,7 +1657,7 @@ msgstr "" "In Wesnoth, it is not enough simply to recruit units and fight. You must " "watch your gold as well, especially in campaigns, where you can carry extra " "gold over from one scenario to the next. There are two aspects to this; " -"text='income' and text='upkeep'." +"income and upkeep." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:217 @@ -1829,16 +1697,6 @@ msgstr "" #. [topic]: id=income_and_upkeep #: data/core/help.cfg:221 -#, fuzzy -#| msgid "" -#| "\n" -#| "\n" -#| "There are two important exceptions to upkeep: units with the loyal trait " -#| "and leaders never incur upkeep. Units you begin the scenario with (such " -#| "as Delfador), or units who join you during a scenario (such as the " -#| "horseman in the second scenario of text='Heir to the Throne') will usually have the text='loyal' trait. The " -#| "unit you are playing (such as Konrad) will almost always be a leader." msgid "" "\n" "\n" @@ -1854,9 +1712,9 @@ msgstr "" "There are two important exceptions to upkeep: units with the loyal trait and " "leaders never incur upkeep. Units you begin the scenario with (such as " "Delfador), or units who join you during a scenario (such as the horseman in " -"the second scenario of text='Heir to the Throne') will " -"usually have the text='loyal' trait. The unit you are " -"playing (such as Konrad) will almost always be a leader." +"the second scenario of Heir to the Throne) will usually have the " +"loyal trait. The unit you are playing (such as Konrad) will almost " +"always be a leader." #. [topic]: id=hitpoints #: data/core/help.cfg:230 @@ -1865,24 +1723,16 @@ msgstr "Hit-Points and Experience" #. [topic]: id=hitpoints #: data/core/help.cfg:231 -#, fuzzy -#| msgid "" -#| "Each unit has a certain number of text='hitpoints' (HP). " -#| "If the hitpoints of a unit drop below 1, the unit dies. Each unit also " -#| "has a certain number of text='experience points' (XP). A " -#| "freshly recruited unit starts with no experience points, and gains " -#| "experience by fighting enemies." msgid "" "Each unit has a certain number of hitpoints (HP). If the hitpoints of " "a unit drop below 1, the unit dies. Each unit also has a certain number of " "experience points (XP). A freshly recruited unit starts with no " "experience points, and gains experience by fighting enemies." msgstr "" -"Each unit has a certain number of text='hit-points' (HP). " -"If the hit-points of a unit drop below 1, the unit dies. Each unit also has " -"a certain number of text='experience points' (XP). A " -"freshly recruited unit starts with no experience points, and gains " -"experience by fighting enemies." +"Each unit has a certain number of hit-points (HP). If the hit-points " +"of a unit drop below 1, the unit dies. Each unit also has a certain number " +"of experience points (XP). A freshly recruited unit starts with no " +"experience points, and gains experience by fighting enemies." #. [topic]: id=hitpoints #: data/core/help.cfg:235 @@ -1945,21 +1795,6 @@ msgstr "" #. [topic]: id=advancement #: data/core/help.cfg:247 -#, fuzzy -#| msgid "" -#| "\n" -#| "\n" -#| "While most units have three levels, not all do. Occasional units (such as " -#| "dst='unit_Mage' text='magi') may have four. Once a unit has " -#| "reached its maximum level, it may have an text='After Maximum " -#| "Level Advancement' (AMLA) available to it. The AMLA will modify " -#| "the unit each time the unit reaches the experience goal, but the unit " -#| "will remain the same level. The typical AMLA effect is for the unit to " -#| "raise the maximum HP by 3 and full-heal it. The first AMLA will normally " -#| "be reached with 150 XP gained (120 XP for intelligent units). However, " -#| "gaining an AMLA becomes progressively harder for each AMLA the unit " -#| "receives, and so it is usually more useful to try to advance your lower " -#| "level units." msgid "" "\n" "\n" @@ -1978,12 +1813,12 @@ msgstr "" "\n" "While most units have three levels, not all do. Occasional units (such as " "dst='unit_Mage' text='magi') may have four. Once a unit has " -"reached its maximum level, it may have an text='After Maximum Level " -"Advancement' (AMLA) available to it. The AMLA will modify the unit " -"each time the unit reaches the experience goal, but the unit will remain the " -"same level. The typical AMLA effect is for the unit to raise the maximum HP " -"by 3 and full-heal it. The first AMLA will normally be reached with 150 XP " -"gained (120 XP for intelligent units). However, gaining an AMLA becomes " +"reached its maximum level, it may have an After Maximum Level " +"Advancement (AMLA) available to it. The AMLA will modify the unit each " +"time the unit reaches the experience goal, but the unit will remain the same " +"level. The typical AMLA effect is for the unit to raise the maximum HP by 3 " +"and full-heal it. The first AMLA will normally be reached with 150 XP gained " +"(120 XP for intelligent units). However, gaining an AMLA becomes " "progressively harder for each AMLA the unit receives, and so it is usually " "more useful to try to advance your lower level units." @@ -1994,19 +1829,6 @@ msgstr "Movement" #. [topic]: id=movement #: data/core/help.cfg:257 -#, fuzzy -#| msgid "" -#| "\n" -#| "\n" -#| "Each unit has a certain number of movement points which are used up when " -#| "moving into a new hex, depending on the Terrain of that particular hex. " -#| "For instance, grassland nearly always costs 1 movement point to enter. " -#| "Exactly how many movement points are spent entering a hex depends on the " -#| "unit type — in forest, elvish units only spend 1 movement point, most " -#| "human and orc units spend 2, while horsemen spend 3. You can learn how " -#| "many movement points a unit requires to enter a certain terrain type by " -#| "right-clicking on it, selecting text='Unit Description', and " -#| "then looking at text='Terrain Modifiers'." msgid "" "\n" "\n" @@ -2029,26 +1851,11 @@ msgstr "" "in forest, elvish units only spend 1 movement point, most human and orc " "units spend 2, while horsemen spend 3. You can learn how many movement " "points a unit requires to enter a certain terrain type by right-clicking on " -"it, selecting text='Unit Description', and then looking at " -"text='Terrain Modifiers'." +"it, selecting Unit Description, and then looking at Terrain " +"Modifiers." #. [topic]: id=movement #: data/core/help.cfg:257 -#, fuzzy -#| msgid "" -#| "Movement in text='Battle for Wesnoth' is simple. Click " -#| "on the unit you wish to move to select it, then click on the hex you wish " -#| "to move it to. When a unit is selected, everywhere it can move this turn " -#| "will be highlighted, and all other hexes on the map are made dull. " -#| "Mousing over a highlighted hex shows the defense rating the unit would " -#| "have if you moved it to that hex. Mousing over a dull hex will also show " -#| "the number of turns required to reach it, and clicking will cause the " -#| "unit to move towards it by the fastest route over this and subsequent " -#| "turns. If you don’t use up all of a unit’s movement when you first move a " -#| "unit, you may move it again. This is useful when having two units switch " -#| "places. Attacking with a unit will use up its movement. Ending a move in " -#| "a village you don’t already own will also use up a unit’s movement, but " -#| "will still allow it to attack." msgid "" "Movement in Battle for Wesnoth is simple. Click on the unit you wish " "to move to select it, then click on the hex you wish to move it to. When a " @@ -2063,33 +1870,21 @@ msgid "" "movement. Ending a move in a village you don’t already own will also use up " "a unit’s movement, but will still allow it to attack." msgstr "" -"Movement in text='Battle for Wesnoth' is simple. Click on " -"the unit you wish to move to select it, then click on the hex you wish to " -"move it to. When a unit is selected, everywhere it can move this turn will " -"be highlighted, and all other hexes on the map are made dull. Hovering the " -"mouse cursor over a highlighted hex shows the defence rating the unit would " -"have if you moved it to that hex. Hovering the mouse cursor over a dull hex " -"will also show the number of turns required to reach it, and clicking will " -"cause the unit to move towards it by the fastest route over this and " -"subsequent turns. If you don’t use up all of a unit’s movement when you " -"first move a unit, you may move it again. This is useful when having two " -"units switch places. Attacking with a unit will use up its movement. Ending " -"a move in a village you don’t already own will also use up a unit’s " -"movement, but will still allow it to attack." +"Movement in Battle for Wesnoth is simple. Click on the unit you wish " +"to move to select it, then click on the hex you wish to move it to. When a " +"unit is selected, everywhere it can move this turn will be highlighted, and " +"all other hexes on the map are made dull. Hovering over a highlighted hex " +"shows the defence rating the unit would have if you moved it to that hex. " +"Hovering over a dull hex will also show the number of turns required to " +"reach it, and clicking will cause the unit to move towards it by the fastest " +"route over this and subsequent turns. If you don’t use all of a unit’s " +"movement points when you first move a unit, you may move it again. This is " +"useful when having two units switch places. Attacking with a unit will use " +"up its movement. Ending a move in a village you don’t already own will also " +"use up a unit’s movement, but will still allow it to attack." #. [topic]: id=movement #: data/core/help.cfg:259 -#, fuzzy -#| msgid "" -#| "\n" -#| "\n" -#| "Another thing to keep in mind while moving is text='zones of " -#| "control'. Each unit — except for level 0 units — generates a " -#| "zone of control in the hexes immediately surrounding it, and any enemy " -#| "unit entering those hexes immediately ends its movement. Learning how to " -#| "use zones of control to your advantage is an important part of Wesnoth, " -#| "as only dst='ability_skirmisher' text='skirmishers' can ignore " -#| "zones of control." msgid "" "\n" "\n" @@ -2103,11 +1898,11 @@ msgid "" msgstr "" "\n" "\n" -"Another thing to keep in mind while moving is text='zones of " -"control'. Each unit — except for level 0 units — generates a zone " -"of control in the hexes immediately surrounding it, and any enemy unit " -"entering those hexes immediately ends its movement. Learning how to use " -"zones of control to your advantage is an important part of Wesnoth, as only " +"Another thing to keep in mind while moving is zones of control. Each " +"unit — except for level 0 units — generates a zone of control in the hexes " +"immediately surrounding it, and any enemy unit entering those hexes " +"immediately ends its movement. Learning how to use zones of control to your " +"advantage is an important part of Wesnoth, as only " "dst='ability_skirmisher' text='skirmishers' can ignore zones of " "control." @@ -2133,28 +1928,6 @@ msgstr "Shroud and Fog of War" #. [topic]: id=shroud_and_fog #: data/core/help.cfg:271 -#, fuzzy -#| msgid "" -#| "In some scenarios, parts of the map will be hidden from you. There are " -#| "two mechanisms that can be used separately or together. The " -#| "text='shroud' hides both the terrain and any units at a " -#| "location. However, once it is cleared, you can always see that location. " -#| "The text='fog of war' only hides units and ownership of " -#| "villages (other than by you or your allies). The fog of war is cleared " -#| "temporarily when you have units nearby, but returns when they leave. Both " -#| "the shroud and the fog of war are cleared by units. Each unit clears " -#| "locations adjacent to those within one turn’s move (ignoring zones of " -#| "control and enemy units).\n" -#| "\n" -#| "Normally you can undo a unit’s movement, as long as an event with a " -#| "randomized result has not occurred, such as combat or recruitment (as " -#| "most units receive random traits when recruited). Exploring hidden " -#| "terrain by clearing shroud or fog will also prevent undos to a previous " -#| "state. You may wish to activate text='Delay Shroud Updates' " -#| "in the actions menu. This will prevent units from clearing shroud or fog " -#| "until the next randomized event or a manual update via text='Update " -#| "Shroud Now' (or the end of your turn) and thereby preserve your " -#| "ability to undo movement." msgid "" "In some scenarios, parts of the map will be hidden from you. There are two " "mechanisms that can be used separately or together. The shroud hides " @@ -2176,13 +1949,12 @@ msgid "" "thereby preserve your ability to undo movement." msgstr "" "In some scenarios, parts of the map will be hidden from you. There are two " -"mechanisms that can be used separately or together. The " -"text='shroud' hides both the terrain and any units at a " -"location. However, once it is cleared, you can always see that location. The " -"text='fog of war' only hides units and ownership of " -"villages (other than by you or your allies). The fog of war is cleared " -"temporarily when you have units nearby, but returns when they leave. Both " -"the shroud and the fog of war are cleared by units. Each unit clears " +"mechanisms that can be used separately or together. The shroud hides " +"both the terrain and any units at a location. However, once it is cleared, " +"you can always see that location. The fog of war only hides units and " +"ownership of villages (other than by you or your allies). The fog of war is " +"cleared temporarily when you have units nearby, but returns when they leave. " +"Both the shroud and the fog of war are cleared by units. Each unit clears " "locations adjacent to those within one turn’s move (ignoring zones of " "control and enemy units).\n" "\n" @@ -2190,11 +1962,10 @@ msgstr "" "randomized result has not occurred, such as combat or recruitment (as most " "units receive random traits when recruited). Exploring hidden terrain by " "clearing shroud or fog will also prevent undos to a previous state. You may " -"wish to activate text='Delay Shroud Updates' in the actions " -"menu. This will prevent units from clearing shroud or fog until the next " -"randomized event or a manual update via text='Update Shroud Now' (or the end of your turn) and thereby preserve your ability to undo " -"movement." +"wish to activate Delay Shroud Updates in the actions menu. This will " +"prevent units from clearing shroud or fog until the next randomized event or " +"a manual update via Update Shroud Now (or the end of your turn) and " +"thereby preserve your ability to undo movement." #. [topic]: id=combat #: data/core/help.cfg:280 @@ -2203,11 +1974,6 @@ msgstr "Combat" #. [topic]: id=combat #: data/core/help.cfg:281 -#, fuzzy -#| msgid "" -#| "\n" -#| "\n" -#| "
text='Order and Number of Strikes'
" msgid "" "\n" "\n" @@ -2215,23 +1981,10 @@ msgid "" msgstr "" "\n" "\n" -"
text='Order and Number of Strikes'
" +"Order and Number of Strikes" #. [topic]: id=combat #: data/core/help.cfg:281 -#, fuzzy -#| msgid "" -#| "Combat in text='Battle for Wesnoth' always takes place " -#| "between units in adjacent hexes. Click on your unit, and click on the " -#| "enemy you want to attack: your unit will move towards the enemy unit, and " -#| "when they are next to each other, combat will begin. The attacker and " -#| "defender alternate strikes until each has used their allotted number of " -#| "strikes. The attacker chooses one of its weapons to attack with, and the " -#| "defender retaliates with one of its attacks of the same type. There are " -#| "two types of attacks: text='melee', which usually " -#| "involves weapons such as swords, axes or fangs; and " -#| "text='ranged', which usually involves weapons such as " -#| "bows, spears and fireballs." msgid "" "Combat in Battle for Wesnoth always takes place between units in " "adjacent hexes. Click on your unit, and click on the enemy you want to " @@ -2244,16 +1997,16 @@ msgid "" "and ranged, which usually involves weapons such as bows, spears and " "fireballs." msgstr "" -"Combat in text='Battle for Wesnoth' always takes place " -"between units in adjacent hexes. Click on your unit, and click on the enemy " -"you want to attack: your unit will move towards the enemy unit, and when " -"they are next to each other, combat will begin. The attacker and defender " -"alternate strikes until each has used their allotted number of strikes. The " -"attacker chooses one of its weapons to attack with, and the defender " -"retaliates with one of its attacks of the same type. There are two types of " -"attacks: text='melee', which usually involves weapons such " -"as swords, axes or fangs; and text='ranged', which usually " -"involves weapons such as bows, spears and fireballs." +"Combat in Battle for Wesnoth always takes place between units in " +"adjacent hexes. Click on your unit, and click on the enemy you want to " +"attack: your unit will move towards the enemy unit, and when they are next " +"to each other, combat will begin. The attacker and defender alternate " +"strikes until each has used their allotted number of strikes. The attacker " +"chooses one of its weapons to attack with, and the defender retaliates with " +"one of its attacks of the same type. There are two types of attacks: " +"melee, which usually involves weapons such as swords, axes or fangs; " +"and ranged, which usually involves weapons such as bows, spears and " +"fireballs." #. [topic]: id=combat #: data/core/help.cfg:283 @@ -2280,11 +2033,6 @@ msgstr "" #. [topic]: id=combat #: data/core/help.cfg:285 -#, fuzzy -#| msgid "" -#| "\n" -#| "\n" -#| "
text='Chance to Hit'
" msgid "" "\n" "\n" @@ -2292,22 +2040,10 @@ msgid "" msgstr "" "\n" "\n" -"
text='Chance to Hit'
" +"Chance to Hit" #. [topic]: id=combat #: data/core/help.cfg:287 -#, fuzzy -#| msgid "" -#| "\n" -#| "\n" -#| "Every unit has a chance of being hit, based on the " -#| "text='terrain' it is in. This is shown in the status " -#| "pane, and may also be found by right-clicking a unit, selecting " -#| "text='Unit Description', and then looking at " -#| "text='Terrain Modifiers'. For instance, many elves have a " -#| "defense rating of 70% in forest, so a unit attacking them has only a 30% " -#| "chance of hitting. Conversely, the elf’s chance of hitting the attacker " -#| "in return depends on what terrain the attacker is in." msgid "" "\n" "\n" @@ -2321,13 +2057,13 @@ msgid "" msgstr "" "\n" "\n" -"Every unit has a chance of being hit, based on the text='terrain' it is in. This is shown in the status pane, and may also be found by " -"right-clicking a unit, selecting text='Unit Description', and " -"then looking at text='Terrain Modifiers'. For instance, many " -"elves have a defence rating of 70% in forest, so a unit attacking them has " -"only a 30% chance of hitting. Conversely, the elf’s chance of hitting the " -"attacker in return depends on what terrain the attacker is in." +"Every unit has a chance of being hit, based on the terrain it is in. " +"This is shown in the status pane, and may also be found by right-clicking a " +"unit, selecting Unit Description, and then looking at Terrain " +"Modifiers. For instance, many elves have a defence rating of 70% in " +"forest, so a unit attacking them has only a 30% chance of hitting. " +"Conversely, the elf’s chance of hitting the attacker in return depends on " +"what terrain the attacker is in." #. [topic]: id=combat #: data/core/help.cfg:289 @@ -2361,17 +2097,6 @@ msgstr "" #. [topic]: id=combat #: data/core/help.cfg:293 -#, fuzzy -#| msgid "" -#| "\n" -#| "\n" -#| "Each strike which hits causes a base amount of damage depending on the " -#| "attack type. For instance, an elvish fighter with a 5×4 attack does 5 " -#| "base damage. This is usually modified by two things: " -#| "dst='damage_types_and_resistance' text='resistance' and " -#| "dst='time_of_day' text='time of day'. To see how base damage " -#| "is modified by the circumstances, select text='Damage " -#| "Calculations' in the attack selection menu." msgid "" "\n" "\n" @@ -2390,8 +2115,8 @@ msgstr "" "damage. This is usually modified by two things: " "dst='damage_types_and_resistance' text='resistance' and " "dst='time_of_day' text='time of day'. To see how base damage is " -"modified by the circumstances, select text='Damage Calculations' in the attack selection menu." +"modified by the circumstances, select Damage Calculations in the " +"attack selection menu." #. [topic]: id=combat #: data/core/help.cfg:295 @@ -2436,14 +2161,6 @@ msgstr "" #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:304 -#, fuzzy -#| msgid "" -#| "In Wesnoth, there are three types of damage usually associated with " -#| "physical attacks: text='blade, pierce, and impact damage'. Additionally, there are three further types of damage usually " -#| "associated with magical attacks: text='fire, cold, and arcane " -#| "attacks'. Different units may have resistances which alter the " -#| "damage which they take from certain damage types." msgid "" "In Wesnoth, there are three types of damage usually associated with physical " "attacks: blade, pierce, and impact damage. Additionally, there are " @@ -2452,11 +2169,10 @@ msgid "" "which alter the damage which they take from certain damage types." msgstr "" "In Wesnoth, there are three types of damage usually associated with physical " -"attacks: text='blade, pierce, and impact damage'. " -"Additionally, there are three further types of damage usually associated " -"with magical attacks: text='fire, cold, and arcane attacks'. Different units may have resistances which alter the damage which " -"they take from certain damage types." +"attacks: blade, pierce, and impact damage. Additionally, there are " +"three further types of damage usually associated with magical attacks: " +"fire, cold, and arcane attacks. Different units may have resistances " +"which alter the damage which they take from certain damage types." #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:306 @@ -2536,17 +2252,6 @@ msgstr "Time of Day" #. [topic]: id=time_of_day #: data/core/help.cfg:331 -#, fuzzy -#| msgid "" -#| "The time of day affects the damage of certain units as follows:\n" -#| "\n" -#| "• text='Lawful' units get +25% damage in daytime, and −25% " -#| "damage at night.\n" -#| "• text='Chaotic' units get +25% damage at night, and −25% in " -#| "daytime.\n" -#| "• text='Neutral' units are unaffected by the time of day.\n" -#| "• text='Liminal' units get −25% damage during both night and " -#| "daytime." msgid "" "The time of day affects the damage of certain units as follows:\n" "\n" @@ -2557,13 +2262,10 @@ msgid "" msgstr "" "The time of day affects the damage of certain units as follows:\n" "\n" -"• text='Lawful' units get +25% damage in daytime, and −25% " -"damage at night.\n" -"• text='Chaotic' units get +25% damage at night, and −25% in " -"daytime.\n" -"• text='Neutral' units are unaffected by the time of day.\n" -"• text='Liminal' units get −25% damage during both night and " -"daytime." +"• Lawful units get +25% damage in daytime, and −25% damage at night.\n" +"• Chaotic units get +25% damage at night, and −25% in daytime.\n" +"• Neutral units are unaffected by the time of day.\n" +"• Liminal units get −25% damage during both night and daytime." #. [topic]: id=time_of_day #: data/core/help.cfg:336 @@ -2660,12 +2362,6 @@ msgstr "Healing" #. [topic]: id=healing #: data/core/help.cfg:359 -#, fuzzy -#| msgid "" -#| "\n" -#| "\n" -#| "• text='Resting': A unit which neither moves, attacks, nor " -#| "is attacked will heal 2 HP in its next turn." msgid "" "\n" "\n" @@ -2674,8 +2370,8 @@ msgid "" msgstr "" "\n" "\n" -"• text='Resting': A unit which neither moves, attacks, nor is " -"attacked will heal 2 HP in its next turn." +"• Resting: A unit which neither moves, attacks, nor is attacked will " +"heal 2 HP in its next turn." #. [topic]: id=healing #: data/core/help.cfg:359 @@ -2690,21 +2386,14 @@ msgstr "" #. [topic]: id=healing #: data/core/help.cfg:361 -#, fuzzy -#| msgid "" -#| "\n" -#| "• text='Villages': A unit which starts a turn in a village " -#| "or oasis will heal 8HP. If the unit is poisoned, the poison will be cured " -#| "instead." msgid "" "\n" "• Villages: A unit which starts a turn in a village or oasis will " "heal 8HP. If the unit is poisoned, the poison will be cured instead." msgstr "" "\n" -"• text='Villages': A unit which starts a turn in a village or " -"oasis will heal 8HP. If the unit is poisoned, the poison will be cured " -"instead." +"• Villages: A unit which starts a turn in a village or oasis will " +"heal 8HP. If the unit is poisoned, the poison will be cured instead." #. [topic]: id=healing #: data/core/help.cfg:362 @@ -2721,14 +2410,6 @@ msgstr "" #. [topic]: id=healing #: data/core/help.cfg:363 -#, fuzzy -#| msgid "" -#| "\n" -#| "• text='Healing units': Units with the " -#| "dst='ability_heals +4' text='Heals' ability will heal each " -#| "allied adjacent unit, usually dst='ability_heals +4' text='4HP' or dst='ability_heals +8' text='8HP' per turn, or prevent " -#| "Poison from causing that unit damage." msgid "" "\n" "• Healing units: Units with the dst='ability_heals +4' " @@ -2737,20 +2418,13 @@ msgid "" "text='8HP' per turn, or prevent Poison from causing that unit damage." msgstr "" "\n" -"• text='Healing units': Units with the dst='ability_heals " -"+4' text='Heals' ability will heal each allied adjacent unit, usually " +"• Healing units: Units with the dst='ability_heals +4' " +"text='Heals' ability will heal each allied adjacent unit, usually " "dst='ability_heals +4' text='4HP' or dst='ability_heals +8' " "text='8HP' per turn, or prevent Poison from causing that unit damage." #. [topic]: id=healing #: data/core/help.cfg:364 -#, fuzzy -#| msgid "" -#| "\n" -#| "• text='Curing units': Units with the " -#| "dst='ability_cures' text='cures' ability will cure Poison in " -#| "all allied adjacent units (in preference to healing, if it has that " -#| "ability as well)." msgid "" "\n" "• Curing units: Units with the dst='ability_cures' text='cures'text='Curing units': Units with the dst='ability_cures' " -"text='cures' ability will cure Poison in all allied adjacent units (in " -"preference to healing, if it has that ability as well)." +"• Curing units: Units with the dst='ability_cures' text='cures' ability will cure Poison in all allied adjacent units (in preference to " +"healing, if it has that ability as well)." #. [topic]: id=healing #: data/core/help.cfg:365 -#, fuzzy -#| msgid "" -#| "\n" -#| "• text='Advancement': When a unit dst='advancement' " -#| "text='advances', it will heal fully. This can happen as soon as " -#| "your unit gains enough experience, whether it is your turn or not." msgid "" "\n" "• Advancement: When a unit dst='advancement' text='advances'text='Advancement'
: When a unit dst='advancement' " -"text='advances', it will heal fully. This can happen as soon as your " -"unit gains enough experience, whether it is your turn or not." +"• Advancement: When a unit dst='advancement' text='advances', it will heal fully. This can happen as soon as your unit gains enough " +"experience, whether it is your turn or not." #. [topic]: id=healing #: data/core/help.cfg:366 @@ -2798,11 +2466,6 @@ msgstr "" #. [topic]: id=healing #: data/core/help.cfg:368 -#, fuzzy -#| msgid "" -#| "\n" -#| "\n" -#| "text='Advanced'" msgid "" "\n" "\n" @@ -2810,7 +2473,7 @@ msgid "" msgstr "" "\n" "\n" -"text='Advanced'" +"Advanced" #. [topic]: id=healing #: data/core/help.cfg:370 @@ -2838,14 +2501,6 @@ msgstr "Wrap Up" #. [topic]: id=wrap_up #: data/core/help.cfg:379 -#, fuzzy -#| msgid "" -#| "This concludes the fundamentals of Wesnoth. You might want to read up on " -#| "basic strategy, or familiarize yourself with dst='..traits_section' " -#| "text='traits' and dst='..abilities_section' text='abilities', but you now know everything you need to know to play the " -#| "text='Heir to the Throne' campaign. Have fun, and good " -#| "luck!" msgid "" "This concludes the fundamentals of Wesnoth. You might want to read up on " "basic strategy, or familiarize yourself with dst='..traits_section' " @@ -2853,11 +2508,11 @@ msgid "" "ref>, but you now know everything you need to know to play the Heir to " "the Throne campaign. Have fun, and good luck!" msgstr "" -"This concludes the fundamentals of Wesnoth. You might want to read up on " +"This concludes the fundamentals of Wesnoth. You might want to read about " "basic strategy, or familiarize yourself with dst='..traits_section' " "text='traits' and dst='..abilities_section' text='abilities', but you now know everything you need to know to play the " -"text='Heir to the Throne' campaign. Have fun, and good luck!" +"ref>, but you now know everything you need to know to play the Heir to " +"the Throne campaign. Have fun, and good luck!" #. [topic]: id=license #: data/core/help.cfg:384 @@ -2866,14 +2521,6 @@ msgstr "Licence" #. [topic]: id=..traits_section #: data/core/help.cfg:393 -#, fuzzy -#| msgid "" -#| "\n" -#| "\n" -#| "Most units have two traits. However, goblins have only one trait, undead " -#| "units are always assigned the single trait text='undead' " -#| "and in some cases text='fearless', and woses do not " -#| "receive any traits. " msgid "" "\n" "\n" @@ -2884,18 +2531,11 @@ msgstr "" "\n" "\n" "Most units have two traits. However, goblins have only one trait, undead " -"units are always assigned the single trait text='undead' " -"and in some cases text='fearless', and woses do not receive " -"any traits. " +"units are always assigned the single trait undead and in some cases " +"fearless, and woses do not receive any traits. " #. [topic]: id=..traits_section #: data/core/help.cfg:393 -#, fuzzy -#| msgid "" -#| "Traits are modifications that change a unit’s attributes slightly. They " -#| "are usually randomly assigned to a unit when it is recruited. The traits " -#| "available to a unit are largely determined by its text='race'." msgid "" "Traits are modifications that change a unit’s attributes slightly. They are " "usually randomly assigned to a unit when it is recruited. The traits " @@ -2903,8 +2543,7 @@ msgid "" msgstr "" "Traits are modifications that change a unit’s attributes slightly. They are " "usually randomly assigned to a unit when it is recruited. The traits " -"available to a unit are largely determined by its text='race'." +"available to a unit are largely determined by its race." #. [topic]: id=..traits_section #: data/core/help.cfg:395 @@ -2948,12 +2587,6 @@ msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:407 -#, fuzzy -#| msgid "" -#| "\n" -#| "\n" -#| "Terrains come in two types: text='basic' and " -#| "text='mixed'." msgid "" "\n" "\n" @@ -2961,8 +2594,7 @@ msgid "" msgstr "" "\n" "\n" -"Terrains come in two types: text='basic' and " -"text='mixed'." +"Terrains come in two types: basic and mixed." #. [topic]: id=..terrains_section #: data/core/help.cfg:407 @@ -2975,11 +2607,6 @@ msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:409 -#, fuzzy -#| msgid "" -#| "\n" -#| "\n" -#| "
text='Basic Terrain Types'
" msgid "" "\n" "\n" @@ -2987,7 +2614,7 @@ msgid "" msgstr "" "\n" "\n" -"
text='Basic Terrain Types'
" +"Basic Terrain Types" #. [topic]: id=..terrains_section #: data/core/help.cfg:411 @@ -3023,11 +2650,6 @@ msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:417 -#, fuzzy -#| msgid "" -#| "\n" -#| "\n" -#| "
text='Mixed Terrain Types'
" msgid "" "\n" "\n" @@ -3035,21 +2657,10 @@ msgid "" msgstr "" "\n" "\n" -"
text='Mixed Terrain Types'
" +"Mixed Terrain Types" #. [topic]: id=..terrains_section #: data/core/help.cfg:419 -#, fuzzy -#| msgid "" -#| "\n" -#| "\n" -#| "Mixed terrain types share the properties of multiple basic terrain types " -#| "— units generally receive the text='best defense' and " -#| "text='worst movement' of the underlying basic types when " -#| "they move onto a mixed type. For example, this is the case with " -#| "text='forested hills', text='sand hills', and text='cave hills'.\n" -#| "\n" msgid "" "\n" "\n" @@ -3063,27 +2674,14 @@ msgstr "" "\n" "\n" "Mixed terrain types share the properties of multiple basic terrain types — " -"units generally receive the text='best defence' and " -"text='worst movement' of the underlying basic types when " -"they move on to a mixed type. For example, this is the case with " -"text='forested hills', text='sand hills', " -"and text='cave hills'.\n" +"units generally receive the best defence and worst movement of " +"the underlying basic types when they move onto a mixed type. For example, " +"this is the case with forested hills, sand hills, and cave " +"hills.\n" "\n" #. [topic]: id=..terrains_section #: data/core/help.cfg:423 -#, fuzzy -#| msgid "" -#| "\n" -#| "\n" -#| "One notable exception is bridge terrains, such as text='bridges " -#| "over shallow water', text='fords', and " -#| "text='bridges over chasms'. Fords are easily passable to " -#| "both merfolk and humans — all units moving on a ford enjoy the best " -#| "defense and best movement out of flat and shallow water, rather than the " -#| "worse movement of the two. Similarly, bridges over chasms are passable to " -#| "nonfliers (unsurprisingly).\n" -#| "\n" msgid "" "\n" "\n" @@ -3097,13 +2695,12 @@ msgid "" msgstr "" "\n" "\n" -"One notable exception is bridge terrains, such as text='bridges over " -"shallow water', text='fords', and " -"text='bridges over chasms'. Fords are easily passable to " -"both merfolk and humans — all units moving on a ford enjoy the best defence " -"and best movement out of flat and shallow water, rather than the worse " -"movement of the two. Similarly, bridges over chasms are passable to non-" -"fliers (unsurprisingly).\n" +"One notable exception is bridge terrains, such as bridges over shallow " +"water, fords, and bridges over chasms. Fords are easily " +"passable to both merfolk and humans — all units moving on a ford enjoy the " +"best defence and best movement out of flat and shallow water, rather than " +"the worse movement of the two. Similarly, bridges over chasms are passable " +"to non-fliers (unsurprisingly).\n" "\n" #. [topic]: id=..terrains_section @@ -3157,14 +2754,6 @@ msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:437 -#, fuzzy -#| msgid "" -#| "\n" -#| "\n" -#| "You can see what type of behavior the mixed terrain gives by mousing over " -#| "its hex and viewing the text='terrain description' by " -#| "either pressing the hotkey, or right clicking and selecting from the " -#| "context menu." msgid "" "\n" "\n" @@ -3174,18 +2763,12 @@ msgid "" msgstr "" "\n" "\n" -"You can see what type of behaviour the mixed terrain gives by hovering the " -"mouse over its hex and viewing the text='terrain description' by either pressing the hotkey, or right-clicking and selecting from " -"the context menu." +"You can see what type of behaviour the mixed terrain gives by hovering over " +"its hex and viewing the terrain description by either pressing the " +"hot-key, or right-clicking and selecting from the context menu." #. [topic]: id=..terrains_section #: data/core/help.cfg:439 -#, fuzzy -#| msgid "" -#| "\n" -#| "\n" -#| "
text='Defense Caps'
" msgid "" "\n" "\n" @@ -3193,17 +2776,10 @@ msgid "" msgstr "" "\n" "\n" -"
text='Defence Caps'
" +"Defence Caps" #. [topic]: id=..terrains_section #: data/core/help.cfg:441 -#, fuzzy -#| msgid "" -#| "\n" -#| "\n" -#| "Some units have text='defense caps' for a particular " -#| "basic terrain type. These units suffer a penalty on mixed terrains with " -#| "that type — their defense cannot exceed the cap." msgid "" "\n" "\n" @@ -3213,9 +2789,9 @@ msgid "" msgstr "" "\n" "\n" -"Some units have text='defence caps' for a particular basic " -"terrain type. These units suffer a penalty on mixed terrains with that type " -"— their defence cannot exceed the cap." +"Some units have defence caps for a particular basic terrain type. " +"These units suffer a penalty on mixed terrains with that type — their " +"defence cannot exceed the cap." #. [topic]: id=..terrains_section #: data/core/help.cfg:443 @@ -3249,12 +2825,6 @@ msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:447 -#, fuzzy -#| msgid "" -#| "\n" -#| "\n" -#| "
text='Basic Terrain Types'
\n" -#| "\n" msgid "" "\n" "\n" @@ -3263,7 +2833,7 @@ msgid "" msgstr "" "\n" "\n" -"
text='Basic Terrain Types'
\n" +"Basic Terrain Types\n" "\n" #. [topic]: id=..addons @@ -3286,11 +2856,6 @@ msgstr "Using Add-ons" #. [topic]: id=using_addons #: data/core/help.cfg:471 -#, fuzzy -#| msgid "" -#| "\n" -#| "\n" -#| "
text='Campaigns and Scenarios'
" msgid "" "\n" "\n" @@ -3298,7 +2863,7 @@ msgid "" msgstr "" "\n" "\n" -"
text='Campaigns and Scenarios'
" +"Campaigns and Scenarios" #. [topic]: id=using_addons #: data/core/help.cfg:471 @@ -3311,14 +2876,6 @@ msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:473 -#, fuzzy -#| msgid "" -#| "\n" -#| "\n" -#| "Single-player campaigns are collections of scenarios that fit together to " -#| "tell a story. Both stand-alone scenarios—if intended to be played as such—" -#| "and regular campaigns are available from the text='Campaigns' menu at the title screen." msgid "" "\n" "\n" @@ -3331,16 +2888,11 @@ msgstr "" "\n" "Single-player campaigns are collections of scenarios that fit together to " "tell a story. Both stand-alone scenarios—if intended to be played as such—" -"and regular campaigns are available from the text='Campaigns' menu at the title screen." +"and regular campaigns are available from the Campaigns menu at the " +"title screen." #. [topic]: id=using_addons #: data/core/help.cfg:475 -#, fuzzy -#| msgid "" -#| "\n" -#| "\n" -#| "
text='Multiplayer Campaigns, Scenarios, and Map Packs'
" msgid "" "\n" "\n" @@ -3348,17 +2900,10 @@ msgid "" msgstr "" "\n" "\n" -"
text='Multiplayer Campaigns, Scenarios, and Map Packs'
" +"Multiplayer Campaigns, Scenarios, and Map Packs" #. [topic]: id=using_addons #: data/core/help.cfg:477 -#, fuzzy -#| msgid "" -#| "\n" -#| "\n" -#| "text='Multiplayer' games can be played in fully " -#| "customized, scripted scenarios or even specially designed campaigns. " -#| "There are also packs providing sets of individual multiplayer scenarios." msgid "" "\n" "\n" @@ -3368,17 +2913,12 @@ msgid "" msgstr "" "\n" "\n" -"text='Multiplayer' games can be played in fully customized, " -"scripted scenarios or even specially designed campaigns. There are also " -"packs providing sets of individual multiplayer scenarios." +"Multiplayer games can be played in fully customized, scripted " +"scenarios or even specially designed campaigns. There are also packs " +"providing sets of individual multiplayer scenarios." #. [topic]: id=using_addons #: data/core/help.cfg:479 -#, fuzzy -#| msgid "" -#| "\n" -#| "\n" -#| "
text='Multiplayer Eras and Factions'
" msgid "" "\n" "\n" @@ -3386,22 +2926,10 @@ msgid "" msgstr "" "\n" "\n" -"
text='Multiplayer Eras and Factions'
" +"Multiplayer Eras and Factions" #. [topic]: id=using_addons #: data/core/help.cfg:481 -#, fuzzy -#| msgid "" -#| "\n" -#| "\n" -#| "For gameplay purposes, various races of creatures in the world cooperate " -#| "with each other in factions. Factions are grouped in balanced sets with a " -#| "common theme; for example, the main factions of Wesnoth can be found in " -#| "the included Default Era.\n" -#| "\n" -#| "In text='Multiplayer' mode, you can choose an era when " -#| "creating a new game, and players can pick from the available factions for " -#| "that era when setting up their sides and teams." msgid "" "\n" "\n" @@ -3416,14 +2944,14 @@ msgid "" msgstr "" "\n" "\n" -"For gameplay purposes, various races of creatures in the world co-operate " +"For game-play purposes, various races of creatures in the world co-operate " "with each other in factions. Factions are grouped in balanced sets with a " "common theme; for example, the main factions of Wesnoth can be found in the " "included Default Era.\n" "\n" -"In text='Multiplayer' mode, you can choose an era when " -"creating a new game, and players can pick from the available factions for " -"that era when setting up their sides and teams." +"In Multiplayer mode, you can choose an era when creating a new game, " +"and players can pick from the available factions for that era when setting " +"up their sides and teams." #. [topic]: id=using_addons #: data/core/help.cfg:485 @@ -3440,11 +2968,6 @@ msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:487 -#, fuzzy -#| msgid "" -#| "\n" -#| "\n" -#| "
text='Multiplayer Modifications'
" msgid "" "\n" "\n" @@ -3452,18 +2975,10 @@ msgid "" msgstr "" "\n" "\n" -"
text='Multiplayer Modifications'
" +"Modifications" #. [topic]: id=using_addons #: data/core/help.cfg:489 -#, fuzzy -#| msgid "" -#| "\n" -#| "\n" -#| "Modifications are optional scenario- and era-independent scripts for " -#| "text='Multiplayer' games that can alter the default " -#| "ruleset in various ways. You can choose and configure modifications when " -#| "creating a new game." msgid "" "\n" "\n" @@ -3473,18 +2988,12 @@ msgid "" msgstr "" "\n" "\n" -"Modifications are optional scenario- and era-independent scripts for " -"text='Multiplayer' games that can alter the default rule-" -"set in various ways. You can choose and configure modifications when " -"creating a new game." +"Modifications are optional scenario- and era-independent scripts that can " +"alter the default rule-set in various ways. You can choose and configure " +"modifications when creating a new game." #. [topic]: id=using_addons #: data/core/help.cfg:491 -#, fuzzy -#| msgid "" -#| "\n" -#| "\n" -#| "
text='Creator Resources'
" msgid "" "\n" "\n" @@ -3492,7 +3001,7 @@ msgid "" msgstr "" "\n" "\n" -"
text='Creator Resources'
" +"Creator Resources" #. [topic]: id=using_addons #: data/core/help.cfg:493 @@ -3520,31 +3029,6 @@ msgstr "Installing Add-ons" #. [topic]: id=installing_addons #: data/core/help.cfg:503 -#, fuzzy -#| msgid "" -#| "User-made add-ons can be obtained and updated through the " -#| "text='Add-ons' option in the main menu. After connecting " -#| "to the add-ons server (by default text='add-ons.wesnoth.org'), you will be presented with a list of add-ons available on the " -#| "server for downloading.\n" -#| "\n" -#| "The installation status for each add-on is shown below each entry. For " -#| "add-ons that are text='upgradable' or " -#| "text='outdated' on the server, their installed and " -#| "published versions will be shown in the text='Version' " -#| "column.\n" -#| "\n" -#| "To search for add-ons by keywords, type any relevant terms in any order " -#| "in the text='Filter' box, separated by spaces. You can also " -#| "sort the add-on list by clicking the column headers. It is also possible " -#| "to choose to only display add-ons of specific categories by clicking on " -#| "the text='Options' button in the top-right corner.\n" -#| "\n" -#| "To install an add-on, select it from the list and click text='OK', or simply double-click on the add-on’s title. The " -#| "text='Description' button provides you with additional " -#| "details about the add-on, such as its full description, installation " -#| "status, and available languages." msgid "" "User-made add-ons can be obtained and updated through the Add-ons " "option in the main menu. After connecting to the add-ons server (by default " @@ -3567,27 +3051,26 @@ msgid "" "you with additional details about the add-on, such as its full description, " "installation status, and available languages." msgstr "" -"User-made add-ons can be obtained and updated through the text='Add-" -"ons' option in the main menu. After connecting to the add-ons " -"server (by default text='add-ons.wesnoth.org'), you will be " -"presented with a list of add-ons available on the server for downloading.\n" +"User-made add-ons can be obtained and updated through the Add-ons " +"option in the main menu. After connecting to the add-ons server (by default " +"add-ons.wesnoth.org), you will be presented with a list of add-ons " +"available on the server for downloading.\n" "\n" "The installation status for each add-on is shown below each entry. For add-" -"ons that are text='upgradable' or text='outdated' on the server, their installed and published versions will be shown " -"in the text='Version' column.\n" +"ons that are upgradable or outdated on the server, their " +"installed and published versions will be shown in the Version " +"column.\n" "\n" "To search for add-ons by keywords, type any relevant terms in any order in " -"the text='Filter' box, separated by spaces. You can also sort " -"the add-on list by clicking the column headers. It is also possible to " -"choose to only display add-ons of specific categories by clicking on the " -"text='Options' button in the top-right corner.\n" +"the Filter box, separated by spaces. You can also sort the add-on " +"list by clicking the column headers. It is also possible to choose to only " +"display add-ons of specific categories by clicking on the Options " +"button in the top-right corner.\n" "\n" -"To install an add-on, select it from the list and click text='OK', or simply double-click on the add-on’s title. The " -"text='Description' button provides you with additional details " -"about the add-on, such as its full description, installation status, and " -"available languages." +"To install an add-on, select it from the list and click OK, or simply " +"double-click on the add-on’s title. The Description button provides " +"you with additional details about the add-on, such as its full description, " +"installation status, and available languages." #. [topic]: id=removing_addons #: data/core/help.cfg:516 @@ -3596,17 +3079,6 @@ msgstr "Removing Add-ons" #. [topic]: id=removing_addons #: data/core/help.cfg:517 -#, fuzzy -#| msgid "" -#| "To remove add-ons, choose text='Remove Add-ons' in the add-" -#| "ons server connection dialog. You will be presented with options to " -#| "remove any number of add-ons you currently have installed.\n" -#| "\n" -#| "It is not possible to remove add-ons for which there is publishing " -#| "information (text='.pbl' files) attached, in order to " -#| "prevent its accidental loss. If necessary, you must manually delete the " -#| "information files or the add-ons themselves using a file manager provided " -#| "by your platform." msgid "" "To remove add-ons, choose Remove Add-ons in the add-ons server " "connection dialog. You will be presented with options to remove any number " @@ -3617,15 +3089,14 @@ msgid "" "loss. If necessary, you must manually delete the information files or the " "add-ons themselves using a file manager provided by your platform." msgstr "" -"To remove add-ons, choose text='Remove Add-ons' in the add-ons " -"server connection dialog. You will be presented with options to remove any " -"number of add-ons you currently have installed.\n" +"To remove add-ons, choose Remove Add-ons in the add-ons server " +"connection dialog. You will be presented with options to remove any number " +"of add-ons you currently have installed.\n" "\n" "It is not possible to remove add-ons for which there is publishing " -"information (text='.pbl' files) attached, in order to " -"prevent its accidental loss. If necessary, you must manually delete the " -"information files or the add-ons themselves using a file manager provided by " -"your platform." +"information (.pbl files) attached, in order to prevent its accidental " +"loss. If necessary, you must manually delete the information files or the " +"add-ons themselves using a file manager provided by your platform." #. [topic]: id=general_commands #: data/core/help.cfg:532 @@ -3798,16 +3269,6 @@ msgstr "" # 2 full stops #. [topic]: id=mp_commands #: data/core/help.cfg:582 -#, fuzzy -#| msgid "" -#| "\n" -#| "Change the controller for side (write here the number of the side) to " -#| "username (write here the nickname of the player or observer). You can " -#| "check what side belongs to which player in the text='Scenario " -#| "Settings' dialog (Press the text='More' button in the " -#| "text='Status Table' (alt+s by default) to get there.). The " -#| "host can change control of any side.\n" -#| "\n" msgid "" "\n" "Change the controller for side (write here the number of the side) to " @@ -3818,12 +3279,11 @@ msgid "" "\n" msgstr "" "\n" -"Change the controller for side (write here the number of the side) to " -"username (write here the nickname of the player or observer). You can check " -"what side belongs to which player in the text='Scenario Settings' dialog (Press the text='More' button in the " -"text='Status Table' (alt+s by default) to get there.). The host " -"can change control of any side.\n" +"Change the controller for side (write here the number of the side) to user " +"name (write here the nickname of the player or observer). You can check what " +"side belongs to which player in the Scenario Settings dialog (Press " +"the More button in the Status Table (alt+s by default) to get " +"there.). The host can change control of any side.\n" "\n" #. [topic]: id=mp_commands @@ -6139,6 +5599,59 @@ msgid "" "The origins of this tradition likely lie in the heritage of the Dunefolk's " "distant past in the exotic far corners of Irdya." msgstr "" +" An offshoot of a forgotten nomadic civilization, the Dunefolk lay claim to " +"the river valleys and oases of the Sandy Wastes. How they came to inhabit " +"this far corner of the Great Continent is unknown. Their legends tell of " +"many long and perilous travels through far-flung lands, but the true origin " +"of their people is a topic of endless and heated debate among even the most " +"erudite of their scholars.\n" +"\n" +"Whatever their origin, the Dunefolk have thrived. Bustling cities stand " +"proudly in the largest fertile regions. Skilled artisans, fine smiths, and " +"wealthy merchants form the backbone of the urban economy. Each of these " +"cities also enjoys a degree of independence less common in the more " +"centralized nations to the north, many even maintaining their own standing " +"armies. In times of need, however, each and all rally to a higher authority " +"designated to protect the superior interest of the nation.\n" +"\n" +"Those who have not settled in these urban centres still adhere to the " +"lifestyle of their ancestors, roaming the dunes and leading their herds from " +"one watering hole to another. They are most active during the early hours of " +"dawn and the onset of dusk, when the wastelands are neither too hot nor too " +"cold. Their skill at moving through the sands is excellent even by Dunefolk " +"standards. Although sometimes regarded with contempt by their city " +"counterparts, they provide an invaluable service as mobile, light troops in " +"war, or as escorts for trading caravans during times of peace.\n" +"\n" +"The Dunefolk's inclination towards trade and exploration has allowed their " +"cities to amass immense fortunes, a fact regarded both with admiration and " +"envy by other races. Mutual interests have fostered cordial relations with " +"neighbouring Naga tribes, but more secretive races such as Drakes and Elves " +"have always considered Dunefolk expeditions to be too intrusive, especially " +"when they venture close to territorial boundaries. It is not uncommon for " +"caravans to fall prey to troll ambushes in the mountains, something that has " +"given rise to countless tales of unimaginable treasure amassed in hidden " +"caves.\n" +"\n" +"As a result of living in hostile environments for centuries, the Dunefolk " +"have developed rational methods of enquiry through which they continue to " +"improve their understanding of the world. Their study of herbal medicine " +"keeps their warriors and workers fresh and healthy. Their knowledge of " +"alchemy allows them to tame fire and wield it as a deadly weapon in battle. " +"At the same time, this analytical mindset has distanced them from magical " +"arts; to the rational mind, magic is uncontrollable, unpredictable, and " +"hence unreliable. For this reason, the Dunefolk especially loathe the " +"perversions of necromancy and the dark arts, even more so than other races.\n" +"\n" +"The Dunefolk's inquisitive and exploratory nature does not preclude military " +"strength. Not only do they field nimble light troops, cataphracts, and " +"heavily armoured infantry, but their keen knowledge of technology grants " +"them a decisive advantage over their opponents. When facing the Dunefolk in " +"battle, however, the most fearsome sight is certainly their deployment of " +"ferocious and bizarre beasts. From the majestic Roc to the imposing Wyvern, " +"their synergy with these creatures allows for great versatility in combat. " +"The origins of this tradition likely lie in the heritage of the Dunefolk's " +"distant past in the exotic far corners of Irdya." #. [race]: id=lizard, description= #: data/core/units.cfg:231 @@ -6574,32 +6087,6 @@ msgstr "Undead" # it'stext='Geography'\n" -#| "While undead lords arrived on the Great Continent in considerable numbers " -#| "only in the wake of Haldric I, they were not completely unheard of by " -#| "elves and dwarves before that." msgid "" "Undead are not really a single race of creatures, although often treated as " "such. Almost any dead creature can, by a sufficiently skilled necromancer, " @@ -6638,8 +6125,8 @@ msgstr "" "need to maintain his creation.\n" "\n" "Necromancy is almost solely limited to humans. Even the legends of magically " -"apt races like elves and merfolk tell of very few of their kind who have " -"ever delved in the dark arts. It is surmised that necromantic magic requires " +"apt races like elves and mermen tell of very few of their kind who have ever " +"delved in the dark arts. It is surmised that necromantic magic requires " "great adaptability and a flexible mind, extremes of which are most commonly " "found in humans. The ultimate goal of most necromancers is to turn the same " "art of preserving and imbuing life upon themselves, to alter themselves at " diff --git a/po/wesnoth-lib/en_GB.po b/po/wesnoth-lib/en_GB.po index ecee4e31fab..507ee34e43b 100644 --- a/po/wesnoth-lib/en_GB.po +++ b/po/wesnoth-lib/en_GB.po @@ -8,7 +8,7 @@ msgstr "" "Project-Id-Version: en_GB\n" "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n" "POT-Creation-Date: 2018-03-27 04:26+0300\n" -"PO-Revision-Date: 2018-05-06 21:28+1000\n" +"PO-Revision-Date: 2018-05-10 13:35+1000\n" "Last-Translator: Wedge009 \n" "Language-Team: English (British) \n" @@ -1651,15 +1651,6 @@ msgstr "Sands" #. [terrain_type]: id=reef #: data/core/terrain.cfg:2824 -#, fuzzy -#| msgid "" -#| "text='Coastal reefs' are shallows formed by stone, coral " -#| "and sand.\n" -#| "This provides most land units with a more steady footing and defensive " -#| "positions than wading in shallow water normally would and also grants " -#| "most water-dwelling races an exceptionally high defense.\n" -#| "\n" -#| "Merfolk and Naga both receive 70% defense on coastal reefs." msgid "" "text='Coastal reefs' are shallows formed by stone, coral " "and sand.\n" @@ -1675,7 +1666,7 @@ msgstr "" "positions than wading in shallow water normally would and also grants most " "water-dwelling races an exceptionally high defence.\n" "\n" -"Merfolk and Naga both receive 70% defence on coastal reefs." +"Mermen and Naga both receive 70% defence on coastal reefs." #. [terrain_type]: id=hills #: data/core/terrain.cfg:2838 @@ -1702,17 +1693,6 @@ msgstr "" #. [terrain_type]: id=swamp_water #: data/core/terrain.cfg:2853 -#, fuzzy -#| msgid "" -#| "text='Swamps' represent any sort of wetlands.\n" -#| "Swamps slow down nearly everyone, and inhibit their ability to defend " -#| "themselves. An exception to this is any race bodily skilled in navigating " -#| "water; these receive both full movement and a defensive bonus. Those that " -#| "make their living in the wetlands are also adept at using this terrain " -#| "for cover.\n" -#| "\n" -#| "Most units make do with 30% defense in swamps. Merfolk, naga, and " -#| "saurians all generally enjoy 60%." msgid "" "text='Swamps' represent any sort of wetlands.\n" "Swamps slow down nearly everyone, and inhibit their ability to defend " @@ -1731,23 +1711,11 @@ msgstr "" "make their living in the wetlands are also adept at using this terrain for " "cover.\n" "\n" -"Most units make do with 30% defence in swamps. Merfolk, naga, and saurians " +"Most units make do with 30% defence in swamps. Mermen, naga, and saurians " "all generally enjoy 60%." #. [terrain_type]: id=shallow_water #: data/core/terrain.cfg:2866 -#, fuzzy -#| msgid "" -#| "text='Shallow water' represents any body of water deep " -#| "enough to come up to roughly a man’s waist. This is enough to slow down " -#| "nearly anyone and leave them wide open to attack. Dwarves, given that the " -#| "water reaches up almost to their heads, have an extremely hard time of " -#| "this. The exception is any race whose bodies naturally lend themselves to " -#| "swimming, for which they receive a considerable defensive bonus and full " -#| "movement.\n" -#| "\n" -#| "Most units make do with 20 to 30% defense in shallow water, whereas both " -#| "naga and merfolk enjoy 60%." msgid "" "text='Shallow water' represents any body of water deep " "enough to come up to roughly a man’s waist. This is enough to slow down " @@ -1769,7 +1737,7 @@ msgstr "" "movement.\n" "\n" "Most units make do with 20 to 30% defence in shallow water, whereas both " -"naga and merfolk enjoy 60%." +"naga and mermen enjoy 60%." #. [terrain_type]: id=castle #: data/core/terrain.cfg:2881 @@ -1817,15 +1785,6 @@ msgstr "" #. [terrain_type]: id=deep_water #: data/core/terrain.cfg:2907 -#, fuzzy -#| msgid "" -#| "text='Deep water' represents any body of water deep " -#| "enough to cover a man’s head.\n" -#| "Most units cannot enter deep water: it is the domain of units which can " -#| "either fly, or are exceptionally strong swimmers.\n" -#| "\n" -#| "Merfolk and naga both receive 50% defense in deep water, with full " -#| "movement." msgid "" "text='Deep water' represents any body of water deep enough " "to cover a man’s head.\n" @@ -1839,7 +1798,7 @@ msgstr "" "Most units cannot enter deep water: it is the domain of units which can " "either fly, or are exceptionally strong swimmers.\n" "\n" -"Merfolk and naga both receive 50% defence in deep water, with full movement." +"Mermen and naga both receive 50% defence in deep water, with full movement." #. [terrain_type]: id=flat #: data/core/terrain.cfg:2918 data/core/terrain.cfg:2919 @@ -2010,12 +1969,12 @@ msgstr "Search" #. [label]: id=no_options_notice #: data/gui/macros/custom_options_tree.cfg:26 -#, fuzzy -#| msgid "Configure settings for the selected custom modifications." msgid "" "There are no custom options available for the selected era, game, or " "modification." -msgstr "Configure settings for the selected custom modifications." +msgstr "" +"There are no custom options available for the selected era, game, or " +"modification." #. [button]: id=reset_option_values #. [button]: id=btn_reset_hotkeys @@ -6823,10 +6782,8 @@ msgid "Continue Network Game" msgstr "Continue Network Game" #: src/hotkey/hotkey_command.cpp:106 -#, fuzzy -#| msgid "Available at titlescreen" msgid "Quit to Titlescreen" -msgstr "Available at title screen" +msgstr "Quit to Title Screen" #: src/hotkey/hotkey_command.cpp:107 msgid "Set Team Label" diff --git a/po/wesnoth-manpages/en_GB.po b/po/wesnoth-manpages/en_GB.po index fe4fb725093..e266151b5fc 100644 --- a/po/wesnoth-manpages/en_GB.po +++ b/po/wesnoth-manpages/en_GB.po @@ -10,7 +10,7 @@ msgid "" msgstr "" "Project-Id-Version: en_GB\n" "POT-Creation-Date: 2018-02-12 20:02+0300\n" -"PO-Revision-Date: 2018-05-06 21:30+1000\n" +"PO-Revision-Date: 2018-05-10 13:35+1000\n" "Last-Translator: Wedge009 \n" "Language-Team: English (British) \n" @@ -356,12 +356,6 @@ msgstr "B<--log->IB<=>IB<,>IB<,>I<...>" #. type: Plain text #: doc/man/wesnoth.6:138 -#, fuzzy -#| msgid "" -#| "sets the severity level of the log domains. B can be used to match " -#| "any log domain. Available levels: B,\\ B,\\ B,\\ " -#| "B. By default the B level is used and the B level " -#| "for the B domain." msgid "" "sets the severity level of the log domains. B can be used to match any " "log domain. Available levels: B,\\ B,\\ B,\\ " @@ -369,8 +363,7 @@ msgid "" msgstr "" "sets the severity level of the log domains. B can be used to match any " "log domain. Available levels: B,\\ B,\\ B,\\ " -"B. By default the B level is used and the B level for " -"the B domain." +"B. By default the B level is used." #. type: TP #: doc/man/wesnoth.6:138 diff --git a/po/wesnoth-sota/en_GB.po b/po/wesnoth-sota/en_GB.po index 08e429fb7cc..9619a25edef 100644 --- a/po/wesnoth-sota/en_GB.po +++ b/po/wesnoth-sota/en_GB.po @@ -1592,10 +1592,8 @@ msgstr "Capture every village" #. [unit]: type=Shadow #: data/campaigns/Secrets_of_the_Ancients/scenarios/08_Carcyn.cfg:92 -#, fuzzy -#| msgid "Vash-Gorn" msgid "Vash Gorn" -msgstr "Vash-Gorn" +msgstr "Vash Gorn" #. [unit]: type=Mage, id=Wynran #: data/campaigns/Secrets_of_the_Ancients/scenarios/08_Carcyn.cfg:114 @@ -2054,19 +2052,14 @@ msgstr "" #. [message]: speaker=Ras-Tabahn #: data/campaigns/Secrets_of_the_Ancients/scenarios/10_Merfolk_Revenge.cfg:507 -#, fuzzy -#| msgid "" -#| "This is going to cost us, but I want to keep some gold around for " -#| "emergencies — I think 50 is about right. Help me collect some. (Cough, " -#| "cough)" msgid "" "This is going to cost us, but I want to keep some gold around for " "emergencies — I think 50 is about right. You kids help me collect some. " "(Cough, cough)" msgstr "" "This is going to cost us, but I want to keep some gold around for " -"emergencies — I think 50 is about right. Help me collect some. (Cough, " -"cough)" +"emergencies — I think 50 is about right. You kids help me collect some. " +"(Cough, cough)" #. [message]: speaker=Carcyn #: data/campaigns/Secrets_of_the_Ancients/scenarios/10_Merfolk_Revenge.cfg:511 diff --git a/po/wesnoth-tutorial/en_GB.po b/po/wesnoth-tutorial/en_GB.po index 84850d0668e..6e1361f74dd 100644 --- a/po/wesnoth-tutorial/en_GB.po +++ b/po/wesnoth-tutorial/en_GB.po @@ -9,7 +9,7 @@ msgstr "" "Project-Id-Version: en_GB\n" "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n" "POT-Creation-Date: 2018-03-17 18:31 UTC\n" -"PO-Revision-Date: 2018-05-06 21:32+1000\n" +"PO-Revision-Date: 2018-05-10 13:37+1000\n" "Last-Translator: Wedge009 \n" "Language-Team: English (British) \n" @@ -186,17 +186,13 @@ msgstr "" #. [event] #: data/campaigns/tutorial/scenarios/01_Tutorial_part_1.cfg:230 -#, fuzzy -#| msgid "Move Konrad next to Delfador" msgid "Move Konrad next to Delfador." -msgstr "Move Konrad next to Delfador" +msgstr "Move Konrad next to Delfador." #. [event] #: data/campaigns/tutorial/scenarios/01_Tutorial_part_1.cfg:232 -#, fuzzy -#| msgid "Move Li’sar next to Delfador" msgid "Move Li’sar next to Delfador." -msgstr "Move Li’sar next to Delfador" +msgstr "Move Li’sar next to Delfador." #. [message]: speaker=student #: data/campaigns/tutorial/scenarios/01_Tutorial_part_1.cfg:249 @@ -269,11 +265,6 @@ msgstr "Attacking" #. [message]: speaker=narrator #: data/campaigns/tutorial/scenarios/01_Tutorial_part_1.cfg:340 -#, fuzzy -#| msgid "" -#| "To attack the quintain, first select the attacker (Konrad), then the " -#| "target (the quintain). You will see an attack description. Click " -#| "Attack when you’re ready." msgid "" "To attack the quintain, first select the attacker (Konrad), then the target " "(the quintain). You will see an attack description. When you click OKAttack when you’re ready." msgid "" "To attack the quintain, first select the attacker (Li’sar), then the target " "(the quintain). You will see an attack description. When you click OKScenario Objectives in " -#| "Menu." msgid "" "In this scenario, you only need to defeat the orc leader to win. Victory " "conditions for a scenario are given under Scenario Objectives in " @@ -1687,7 +1668,7 @@ msgid "" msgstr "" "In this scenario, you only need to defeat the orc leader to win. Victory " "conditions for a scenario are given under Scenario Objectives in " -"Menu." +"Menu)." #. [message]: speaker=narrator #: data/campaigns/tutorial/scenarios/02_Tutorial_part_2.cfg:712 diff --git a/po/wesnoth-units/en_GB.po b/po/wesnoth-units/en_GB.po index c8353434075..207df6c6001 100644 --- a/po/wesnoth-units/en_GB.po +++ b/po/wesnoth-units/en_GB.po @@ -9,7 +9,7 @@ msgstr "" "Project-Id-Version: en_GB\n" "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n" "POT-Creation-Date: 2018-03-27 01:27 UTC\n" -"PO-Revision-Date: 2018-05-06 21:32+1000\n" +"PO-Revision-Date: 2018-05-10 13:37+1000\n" "Last-Translator: Wedge009 \n" "Language-Team: English (British) \n" @@ -4586,13 +4586,6 @@ msgstr "Mermaid Priestess" #. [unit_type]: id=Mermaid Priestess, race=merman #: data/core/units/merfolk/Priestess.cfg:21 -#, fuzzy -#| msgid "" -#| "Among merfolk, mysticism is generally left to the mermaids, who are more " -#| "inclined to it. It is they who dedicate themselves to the ideal of " -#| "bringing peace and life to the world, and to the arts which make that " -#| "possible. Their piety also grants them certain powers, allowing them to " -#| "guard their people against magical or unnatural things." msgid "" "Among mermen, mysticism is generally left to the mermaids, who are more " "inclined to it. It is they who dedicate themselves to the ideal of bringing " @@ -4600,7 +4593,7 @@ msgid "" "piety also grants them certain powers, allowing them to guard their people " "against magical or unnatural things." msgstr "" -"Among merfolk, mysticism is generally left to the mermaids, who are more " +"Among mermen, mysticism is generally left to the mermaids, who are more " "inclined to it. It is they who dedicate themselves to the ideal of bringing " "peace and life to the world, and to the arts which make that possible. Their " "piety also grants them certain powers, allowing them to guard their people " diff --git a/po/wesnoth-utbs/en_GB.po b/po/wesnoth-utbs/en_GB.po index 86713159408..74dbbc82fb8 100644 --- a/po/wesnoth-utbs/en_GB.po +++ b/po/wesnoth-utbs/en_GB.po @@ -9,7 +9,7 @@ msgstr "" "Project-Id-Version: en_GB\n" "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n" "POT-Creation-Date: 2018-02-12 17:02 UTC\n" -"PO-Revision-Date: 2018-05-06 21:33+1000\n" +"PO-Revision-Date: 2018-05-10 13:38+1000\n" "Last-Translator: Wedge009 \n" "Language-Team: English (British) \n" @@ -672,10 +672,8 @@ msgstr "Eloshi" #. [event] #: data/campaigns/Under_the_Burning_Suns/scenarios/01_The_Morning_After.cfg:408 #: data/campaigns/Under_the_Burning_Suns/scenarios_old/01_The_Morning_After.cfg:413 -#, fuzzy -#| msgid "Illuvin" msgid "Illuvia" -msgstr "Illuvin" +msgstr "Illuvia" #. [event] #: data/campaigns/Under_the_Burning_Suns/scenarios/01_The_Morning_After.cfg:413 @@ -700,10 +698,8 @@ msgstr "Jorazan" #. [event]: role=Rocky Horror, role=Rocky Horror, role=Rocky Horror, role=Rocky Horror, role=Rocky Horror, role=Rocky Horror, role=Rocky Horror #: data/campaigns/Under_the_Burning_Suns/scenarios/01_The_Morning_After.cfg:519 #: data/campaigns/Under_the_Burning_Suns/scenarios_old/01_The_Morning_After.cfg:524 -#, fuzzy -#| msgid "Zyar" msgid "Zyara" -msgstr "Zyar" +msgstr "Zyara" #. [message]: speaker=unit #: data/campaigns/Under_the_Burning_Suns/scenarios/01_The_Morning_After.cfg:526 @@ -954,10 +950,8 @@ msgstr "We can only hope that hunting party returns soon." #. [message]: speaker=unit #: data/campaigns/Under_the_Burning_Suns/scenarios/01_The_Morning_After.cfg:849 #: data/campaigns/Under_the_Burning_Suns/scenarios_old/01_The_Morning_After.cfg:854 -#, fuzzy -#| msgid "Hey, Nisen, the rocks have stopped falling. You can come out now!" msgid "Hey, Nisa, the rocks have stopped falling. You can come out now!" -msgstr "Hey, Nisen, the rocks have stopped falling. You can come out now!" +msgstr "Hey, Nisa, the rocks have stopped falling. You can come out now!" #. [event] #: data/campaigns/Under_the_Burning_Suns/scenarios/01_The_Morning_After.cfg:852 @@ -1042,16 +1036,12 @@ msgstr "" #. [message]: speaker=Garak #: data/campaigns/Under_the_Burning_Suns/scenarios/01_The_Morning_After.cfg:1080 #: data/campaigns/Under_the_Burning_Suns/scenarios_old/01_The_Morning_After.cfg:1084 -#, fuzzy -#| msgid "" -#| "Bah, I’ve fought these dark cultists before. They can be killed just like " -#| "anyone else, and our riders can easily defeat their skeleton armies." msgid "" "Bah, I’ve fought these dark cultists before. They can be killed just like " "anyone else, and our elvish hunters can easily defeat their skeleton armies." msgstr "" "Bah, I’ve fought these dark cultists before. They can be killed just like " -"anyone else, and our riders can easily defeat their skeleton armies." +"anyone else, and our elvish hunters can easily defeat their skeleton armies." #. [message]: speaker=Kaleh #: data/campaigns/Under_the_Burning_Suns/scenarios/01_The_Morning_After.cfg:1085 @@ -2770,19 +2760,14 @@ msgstr "" #. [message]: speaker=Zhul #: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:634 #: data/campaigns/Under_the_Burning_Suns/scenarios_old/03_Stirring_in_the_Night.cfg:632 -#, fuzzy -#| msgid "" -#| "I bless you with the light that will come, I bless you with the memory " -#| "and the promise. Lay down your shield, champion, and let your blade shine " -#| "in the dark." msgid "" "I bless you champion with the light that will come, I bless you with the " "memory and the promise. Lay down your bow, champion, and let your sword " "shine in the dark." msgstr "" -"I bless you with the light that will come, I bless you with the memory and " -"the promise. Lay down your shield, champion, and let your blade shine in the " -"dark." +"I bless you champion with the light that will come, I bless you with the " +"memory and the promise. Lay down your bow, champion, and let your sword " +"shine in the dark." #. [message]: speaker=Garak #: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:737 @@ -5060,10 +5045,8 @@ msgstr "What by the names of my forefathers are they?" #. [message]: speaker=first_dwarf #: data/campaigns/Under_the_Burning_Suns/scenarios/05_A_Subterranean_Struggle.cfg:1266 #: data/campaigns/Under_the_Burning_Suns/scenarios_old/05_A_Subterranean_Struggle.cfg:1265 -#, fuzzy -#| msgid "Wait a minute... Vacuous eyes, pointy ears — they must be elves." msgid "Wait a minute... Blond hair, pointy ears — they must be elves." -msgstr "Wait a minute... Vacuous eyes, pointy ears — they must be elves." +msgstr "Wait a minute... Blond hair, pointy ears — they must be elves." #. [message]: speaker=second_dwarf #: data/campaigns/Under_the_Burning_Suns/scenarios/05_A_Subterranean_Struggle.cfg:1271 @@ -8404,19 +8387,14 @@ msgstr "Huh? Elves?" #. [message]: speaker=Bellerin #: data/campaigns/Under_the_Burning_Suns/scenarios/08_Out_of_the_Frying_Pan.cfg:953 #: data/campaigns/Under_the_Burning_Suns/scenarios_old/08_Out_of_the_Frying_Pan.cfg:951 -#, fuzzy -#| msgid "" -#| "Yeah, just like my old grandmam used to tell us: pointy ears, those " -#| "shifty eyes, hearts as hard as a hermit crab’s shell. It must be an " -#| "invasion! They must have started the flood!" msgid "" "Yeah, just like my old grandmam used to tell us: pointy ears, pale hair, " "those shifty eyes, hearts as hard as a hermit crab’s shell. It must be an " "invasion! They must have started the flood!" msgstr "" -"Yeah, just like my old grandmam used to tell us: pointy ears, those shifty " -"eyes, hearts as hard as a hermit crab’s shell. It must be an invasion! They " -"must have started the flood!" +"Yeah, just like my old grandmam used to tell us: pointy ears, pale hair, " +"those shifty eyes, hearts as hard as a hermit crab’s shell. It must be an " +"invasion! They must have started the flood!" #. [set_variable] #: data/campaigns/Under_the_Burning_Suns/scenarios/08_Out_of_the_Frying_Pan.cfg:958 @@ -18914,10 +18892,8 @@ msgstr "stunned" #. [unstore_unit] #: data/campaigns/Under_the_Burning_Suns/utils/kaleh-abilities.cfg:29 -#, fuzzy -#| msgid "female^Desert Hunter" msgid "female^stunned" -msgstr "Desert Hunter" +msgstr "stunned" #. [part] #: data/campaigns/Under_the_Burning_Suns/utils/storytxt.cfg:6 diff --git a/po/wesnoth/en_GB.po b/po/wesnoth/en_GB.po index 0c11e4649c5..5f2a52cca5b 100644 --- a/po/wesnoth/en_GB.po +++ b/po/wesnoth/en_GB.po @@ -9,7 +9,7 @@ msgstr "" "Project-Id-Version: en_GB\n" "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n" "POT-Creation-Date: 2018-03-27 04:27+0300\n" -"PO-Revision-Date: 2018-05-06 21:22+1000\n" +"PO-Revision-Date: 2018-05-10 12:28+1000\n" "Last-Translator: Wedge009 \n" "Language-Team: English (British) \n" @@ -7449,14 +7449,8 @@ msgid "Save and abort game" msgstr "Save and abort game" #: src/playturn.cpp:283 -#, fuzzy -#| msgid "" -#| "$player who controlled side $side_drop has left the game. What do you " -#| "want to do?" msgid "$player has left the game. What do you want to do?" -msgstr "" -"$player who controlled side $side_drop has left the game. What do you want " -"to do?" +msgstr "$player has left the game. What do you want to do?" #: src/quit_confirmation.cpp:59 msgid "Quit" @@ -8034,11 +8028,8 @@ msgid "A unit was created using debug mode during $player’s turn" msgstr "A unit was created using debug mode during $player’s turn" #: src/synced_user_choice.cpp:326 -#, fuzzy -#| msgid "waiting for $desc from side $sides" -#| msgid_plural "waiting for $desc from sides $sides" msgid "waiting for $desc from side(s) $sides" -msgstr "waiting for $desc from side $sides" +msgstr "waiting for $desc from side(s) $sides" #: src/terrain/terrain.cpp:181 msgid "Allied village"