language fixes

This commit is contained in:
András Salamon 2005-12-04 15:44:05 +00:00
parent 229f541bd2
commit 50e97d99b6
22 changed files with 32 additions and 33 deletions

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@ -71,7 +71,7 @@ text= _ "These pages outline all you need to know to play Battle for Wesnoth. Th
To begin with, it's best to click the <italic>text=Tutorial</italic> button at the main menu. This will take you to the interactive tutorial, which will teach you the basics of Wesnoth. After this, it is recommended that you play the Heir to the Throne campaign first - click <italic>text=Campaign</italic> then <italic>text='Heir to the Throne'</italic>. As Battle for Wesnoth can be quite challenging, you may wish to start on <italic>text=Easy</italic>." + "
<img>src=help/tooltip.png align=right float=yes</img>" +
_"While playing, keep in mind that if you mouse-over many items in the game, such as the information displayed in the status pane, a brief description will be shown explaining that item. This is especially useful when you encounter new <ref>dst=abilities text=abilities</ref> for the first time."
_"While playing, keep in mind that if you mouse-over many items in the game, such as the information displayed in the status pane, a brief description will be shown explaining each item. This is especially useful when you encounter new <ref>dst=abilities text=abilities</ref> for the first time."
[/topic]
[topic]
@ -135,7 +135,7 @@ To see where the enemy can move to during their next turn, press Ctrl-v or Cmd-v
[topic]
id=shroud_and_fog
title= _ "Shroud and Fog of War"
text= _ "When playing some scenarios parts of the map will be hidden from you. There are two mechanisms that can be used separately or together. The Shroud will hide 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 village ownership (other than by you or your allies) from you. 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 will clear of the locations within one turn's move (ignoring ZOC and enemy units) and locations adjacent to those locations."
text= _ "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 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)."
[/topic]
[topic]
@ -176,8 +176,8 @@ If a strike is determined to hit, it will always do at least 1 point of damage.
id=time_of_day
title= _ "Time of Day"
text= _"The time of day affects the damage of certain units as follows:
Lawful units get +25% damage in daytime, and -25% damage at night
Chaotic units get +25% damage at night, and -25% in daytime
Lawful units get +25% damage in daytime, and -25% damage at night.
Chaotic units get +25% damage at night, and -25% in daytime.
Neutral units are unaffected by the time of day." + _"
The current time of day can be observed under the minimap in the status pane. For the usual day/night cycle, Morning and Afternoon count as day, First and Second Watch count as night:
@ -198,8 +198,7 @@ text= _ "If both units survive a combat, they gain a number of experience points
Units have a certain amount of experience required to advance (this is 20% less for units with the Intelligent trait). Once they achieve this amount, they immediately advance to the next level, healing fully in the process. In some cases, you will be given a choice of advancement options." + _"
While most units have three levels, not all do. Occasional units (such as <ref>dst=unit_Mage text=Magi</ref>) may have four. Once a unit has 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 for every 100 XP gained. Note that only a small number of units, for example the Necrophage, will actually heal with AMLA effects. Most units just gain the bonus to the Maximum HP."
While most units have three levels, not all do. Occasional units (such as <ref>dst=unit_Mage text=Magi</ref>) may have four. Once a unit has 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 for every 100 XP gained. Note that only a small number of units, for example the Necrophage, will actually heal with AMLA effects. Most units just gain the bonus to the Maximum HP."
[/topic]
[topic]
@ -211,7 +210,7 @@ Resting: A unit which neither moves, attacks, nor is attacked will heal 2HP in i
Villages: A unit which starts a turn in a village will heal 8HP." + _"
<ref>dst=ability_regenerates text=Regeneration</ref>: Certain units (such as trolls) will automatically heal 8HP every turn." + _"
Healing units: Units with the <ref>dst=ability_heals text=Heals</ref> ability will heal up to 8HP of damage per turn, as well as preventing Poison from causing damage. Only those units will be healed that are adjacent to and are fighting on the same side as the healing unit, and only up to 4HP per unit." + _"
Curing units: Units with the <ref>dst=ability_cures text=Cures</ref> ability will heal all up to 18HP of damage per turn, as well as curing Poison. Only those units will be healed or cured that are adjacent to and are fighting on the same side as the healing unit, and only up to 8HP per unit." + _"
Curing units: Units with the <ref>dst=ability_cures text=Cures</ref> ability will heal up to 18HP of damage per turn, as well as curing Poison. Only those units will be healed or cured that are adjacent to and are fighting on the same side as the healing unit, and only up to 8HP per unit." + _"
Resting can be combined with other forms of healing, but villages, regeneration, healing and curing cannot combine with each other. A healing or curing unit whose attention is split between many wounded will be less effective at healing their individual wounds. Finally, units heal fully between scenarios."
[/topic]

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@ -813,7 +813,7 @@ What would you like to wish for?"
[message]
id=TELEPORT1
speaker=narrator
message= _ "Zap~"
message= _ "Zap"
[/message]
[/event]
#enddef

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@ -1,9 +1,9 @@
tip_of_day1= _ "Lawful units fight better at day, and chaotic units fight better at night. Neutral units are unaffected by day and night."
tip_of_day2= _ "In a campaign, you can use veteran units from previous scenarios by using the 'recall' option."
tip_of_day3= _ "There are six types of attacks: pierce, blade, impact, fire, cold, and holy. Different units have weaknesses against different types of attacks. Right-click on a unit, and then select 'Unit Description', and then click 'Resistance' to see how much resistance a unit has against different attack types."
tip_of_day4= _ "The terrain your units are on determines the chance your opponents have of hitting them in battle. The defensive rating for the currently selected unit in the currently selected terrain is displayed in the top-right corner of the screen."
tip_of_day4= _ "The terrain your units are occupying determines the chance your opponents have of hitting them in battle. The defensive rating for the currently selected unit in the currently selected terrain is displayed in the top right corner of the screen."
tip_of_day5= _ "Poisoned units lose 8 hitpoints every turn, but they will not die from poison: poison will never reduce them below 1 hitpoint. Poisoned units can be cured by moving them to a village, or placing them next to a unit with the 'cure' ability."
tip_of_day6= _ "You can use units from a previous scenario by selecting 'Recall' by the game menu. By recalling the same units over and over, you can build up a powerful and experienced army."
tip_of_day6= _ "You can use units from a previous scenario by selecting 'Recall' in the game menu. By recalling the same units over and over, you can build up a powerful and experienced army."
tip_of_day7= _ "Units have a Zone of Control in each of the hexes next to them. If a unit moves into an enemy's Zone of Control, it may not move any further that turn. Level 0 units are too frail to control a zone; and skirmisher units are skilled enough to ignore these zones."
tip_of_day8= _ "The chance to hit a unit usually depends on how well that unit can defend itself in the terrain it is standing in, however magical attacks have a 70% chance to hit both when attacking and defending, and marksman attacks have at least 60% chance to hit when attacking."
tip_of_day9= _ "Units stationed in villages heal 8 hitpoints at the beginning of their turn."

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@ -3,12 +3,12 @@ EASY= _ "Easy"
NORMAL= _ "Medium"
HARD= _ "Hard"
lawful_description= _ "Lawful units fight better at day, and worse at night.
lawful_description= _ "Lawful units fight better during the day, and worse at night.
Day: +25% Damage
Night: -25% Damage"
neutral_description= _ "Neutral units are unaffected by day and night, fighting equally well under both conditions."
chaotic_description= _ "Chaotic units fight better at night, and worse at day.
chaotic_description= _ "Chaotic units fight better at night, and worse during the day.
Day: -25% Damage
Night: +25% Damage"
@ -33,7 +33,7 @@ A curer can cure a unit of poison, although that unit will receive no additional
ability_cures= _ "cures"
heals_description= _ "Heals:
Allows the unit to heal adjacent friendly units at the beginning of the turn.
Allows the unit to heal adjacent friendly units at the beginning of each turn.
A unit cared for by a healer may heal up to 4 HP per turn.
A healer may heal a total of 8 HP per turn, for all units it cares for.
@ -73,7 +73,7 @@ The unit will heal itself 8 hp per turn. If it is poisoned, it will remove the p
ability_regenerates= _ "regenerates"
skirmisher_description= _ "Skirmisher:
This unit is skilled in moving past enemies quickly, and ignores all Enemy Zones of Control. (Exception: if you stop in an enemy ZOC your remaining movement will be set to 0 even if you are a skirmisher.)"
This unit is skilled in moving past enemies quickly, and ignores all enemy Zones of Control. (Exception: if you stop in an enemy zone of control, your remaining movement will be set to 0 even if you are a skirmisher.)"
ability_skirmisher= _ "skirmisher"

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@ -18,7 +18,7 @@ level=2
alignment=chaotic
advanceto=Soul Shooter
cost=26
unit_description= _ "Of a necromancer's creations, some take more strongly to the false life given them. Potency of life is given equipment to match; archers, in particular are often outfitted with a truly vile arsenal. Their quivers are filled with shafts made not of wood, but of the bones of their victims. Dubbed simply 'Bone-Shooters' by their unfortunate enemies, these abominations are a terror to all who live."
unit_description= _ "Of a necromancer's creations, some take more strongly to the false life given them. Potency of life is given equipment to match; archers, in particular, are often outfitted with a truly vile arsenal. Their quivers are filled with shafts made not of wood, but of the bones of their victims. Dubbed simply 'Bone-Shooters' by their unfortunate enemies, these abominations are a terror to all who live."
usage=archer
get_hit_sound=skeleton-hit.wav
[death]

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@ -27,7 +27,7 @@ alignment=neutral
advanceto=Dwarvish Sentinel
cost=27
usage=fighter
unit_description= _ "Stalwarts, after years in battle, have fashioned new shields and strong armor from the ruins of their enemies. While slow, they are the feared for their resilience and strength."
unit_description= _ "Stalwarts, after years in battle, have fashioned new shields and strong armor from the ruins of their enemies. While slow, they are feared for their resilience and strength."
get_hit_sound=groan.wav
[resistance]

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@ -32,7 +32,7 @@ alignment=neutral
advanceto=Elvish Sylph
cost=50
usage=mixed fighter
unit_description= _ "The Elven Enchantresses are masters of offensive magic, striking at their enemies both with blasts of icy wind drawn from the ethereal plane, and magically animate roots with which they bind their enemies in place."
unit_description= _ "The Elven Enchantresses are masters of offensive magic, striking at their enemies both with blasts of icy wind drawn from the ethereal plane, and magically animating roots with which they bind their enemies in place."
get_hit_sound=female-hit.wav
[attack]

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@ -34,7 +34,7 @@ advanceto=null
{AMLA_TOUGH 3}
cost=55
usage=fighter
unit_description= _ "The longevity and natural intelligence of elves makes for a vicious aptitude for military matters, enough even to counter their general distaste for such things. Elves remember things much more clearly than humankind, and can often intuit what the other can only be trained to do. Certainly, on those rare occasions when an elf sets his mind to war, the strategy that results is the work of a master.
unit_description= _ "The longevity and natural intelligence of elves makes for a vicious aptitude for military matters, enough even to counter their general distaste for such things. Elves remember things much more clearly than humankind, and can often intuit what others can only be trained to do. Certainly, on those rare occasions when an elf sets his mind to war, the strategy that results is the work of a master.
Special Notes: the leadership of a Marshal enables friendly units next to it to deal more damage in combat, though this only applies to units of lower level"
get_hit_sound=groan.wav

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@ -35,7 +35,7 @@ usage=scout
[/resistance]
unit_description= _ "The master horsemen of the elves are able to move through forests at a speed which would be suicidal to any man. Though this certainly leaves people in awe of the rider, questions have also been raised about the stock of the horses, for the feats they perform seem almost supernatural.
This combination of incredible mobility, and potent combat strength is one of the greatest assets the elves possess in warfare."
This combination of incredible mobility and potent combat strength is one of the greatest assets the elves possess in warfare."
get_hit_sound=groan.wav
[attack]
name=sword

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@ -32,7 +32,7 @@ alignment=neutral
advanceto=Elvish Enchantress
cost=41
usage=mixed fighter
unit_description= _ "Eschewing the study of healing in favor of more aggressive uses of magic, Elvish Sorceresses have become quite proficient at ranged combat. Their entangling attack is notably more effective than before, and they can call upon bursts of chilling ethereal wind to smite those who oppose them."
unit_description= _ "Eschewing the study of healing in favor of more aggressive uses of magic, Elvish Sorceresses have become quite proficient at ranged combat. Their entangling attack is notably more effective than that of the Elvish Shaman, and they can call upon bursts of chilling ethereal wind to smite those who oppose them."
get_hit_sound=female-hit.wav
[attack]

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@ -14,7 +14,7 @@ advanceto=null
{AMLA_TOUGH 3}
cost=10
usage=null
unit_description = _ "Even people happily living in their home eventually need some kind of transport through the seas, even if they only go fishing or to trade goods. The galleon is perfect for this purpose: it's fast and resilient, but not prepared to fight, and is able to adapt to many different tasks."
unit_description = _ "Even people happily living in their homes eventually need some kind of transport through the seas, even if only to go fishing or to trade goods. The galleon is perfect for this purpose: it's fast and resilient, but not prepared to fight, and is able to adapt to many different tasks."
[attack]
name=dummy
type=impact

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@ -21,7 +21,7 @@ advanceto=
undead_variation=mounted
cost=100
usage=fighter
unit_description= _ "The greatest of the the men of the plains, these Horse Lords are heads of their houses and are respected by all, friend or foe. Their sword can kill most ordinary enemies, and their morning star crushes those who are left."
unit_description= _ "The greatest of the the men of the plains, Horse Lords are heads of their houses and are respected by all, friend or foe. Their sword can kill most ordinary enemies, and their morning star crushes those who are left."
get_hit_sound=groan.wav
[attack]

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@ -17,7 +17,7 @@ usage=mixed fighter
ability=skirmisher
unit_description= _ "Master fencers have an envied place in life. Though theirs is a reckless and dangerous way of life, they have reached the time wherein they reap its rewards. Famed for their skill, and their rakish manner, these gentlemen have the bearing of natural aristocrats, and are followed by the eyes of many a high born lady.
They often have the luxury of choosing their appointments, and are free to roam the land should they so choose. Often, they will be found as the captains of a castle guard, or as the master of a military academy, positions in which their flamboyant nature is not only accepted, but is perhaps even useful.
They usually have the luxury of choosing their appointments, and are free to roam the land should they so choose. Often, they will be found as the captains of a castle guard, or as the master of a military academy, positions in which their flamboyant nature is not only accepted, but is perhaps even useful.
Special Notes: their skill at skirmishing allows these master fencers to dart right past an opponent, ignoring zones of control."
get_hit_sound=groan.wav

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@ -21,7 +21,7 @@ advanceto=Mounted Warrior
undead_variation=mounted
cost=100
usage=fighter
unit_description= _ "The nobles of the men of the plains are trained with the rest of the horsemen to become great warriors. However, they are also trained in commanding their comrades, and they are the ones that become the captains of the armies of the Clans."
unit_description= _ "The nobles of the men of the plains are trained with the rest of the horsemen to become great warriors. However, they are also trained in commanding their comrades, and they are the ones that become captains of the armies of the Clans."
get_hit_sound=groan.wav
[attack]

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@ -20,7 +20,7 @@ alignment=chaotic
advanceto=Orcish Slayer
cost=17
usage=fighter
unit_description= _ "Though some consider it cowardly to use, poison is a weapon favored by orcs - especially those weak of frame. Orcish assassins, who use it on throwing knives, are typically a bit frail, although surprisingly nimble. Though rarely the ones who deal the killing blow, their tactics are a considerable aid to their larger and more brutal kin.
unit_description= _ "Though some consider it cowardly to use, poison is a weapon favored by orcs, especially those weak of frame. Orcish assassins, who use it on throwing knives, are typically a bit frail, although surprisingly nimble. Though rarely the ones who deal the killing blow, their tactics are a considerable aid to their larger and more brutal kin.
Special Notes: Orcish Assassins use poison on their throwing knives, and victims of this poison will continually take damage until they can be cured in town or by a healer."
get_hit_sound=orc-small-hit.wav

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@ -21,7 +21,7 @@ advanceto=null
{AMLA_TOUGH 3}
cost=37
usage=fighter
unit_description= _ "The larger, and often more skilled orcish assassins are called 'Slayers' by their enemies, though this distinction is somewhat unclear. Slayers are fast on their feet, and quite nimble in combat, although they achieve that end by forgoing armor. Their choice weapon, poison, is a vicious tool, and its common use on the battlefield is often the real cause of orcish supremacy.
unit_description= _ "The larger, and often more skilled orcish assassins are called 'Slayers' by their enemies, though this distinction is somewhat unclear. Slayers are fast on their feet, and quite nimble in combat, although they achieve that end by forgoing armor. Their weapon of choice, poison, is a vicious tool, and its common use on the battlefield is often the real cause of orcish supremacy.
Special Notes: Orcish Slayers use poison on their throwing knives, and victims of this poison will continually take damage until they can be cured in town or by a healer."
get_hit_sound=orc-small-hit.wav

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@ -19,7 +19,7 @@ advanceto=null
cost=61
usage=mixed fighter
ability=teleport
unit_description= _ "The many paths that a mage can take in study lead to strikingly different ends. The silver magi have devoted themselves to a study of the forces that bind reality together, and have managed, somewhat, to unravel the mysteries of a world far more vast than most would ever imagine. Often viewed as sages, or wandering mystics, silver magi act under an agenda which is obscure even to their own colleagues. Though helpful to the magisteriums which often employ them in the field, they remain somewhat aloof.
unit_description= _ "The many paths that a mage can take in study lead to strikingly different ends. Silver magi have devoted themselves to a study of the forces that bind reality together, and have managed, somewhat, to unravel the mysteries of a world far more vast than most would ever imagine. Often viewed as sages, or wandering mystics, silver magi act under an agenda which is obscure even to their own colleagues. Though helpful to the magisteriums which often employ them in the field, they remain somewhat aloof.
They have, in fact, their own order amongst the ranks of magi, an order which withholds certain secrets from their peers. One of these is an apparent ability to cross great distances, faster than one could possibly travel on foot. Members of the silver order ardently refuse to discuss the workings of this with any of their fellow magi, and on those rare occasions when others have pried into their work, they have abandoned the endeavor, never to speak of it again.

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@ -743,7 +743,7 @@ bool game_controller::new_campaign()
}
campaign_names.push_back(std::string(1, COLUMN_SEPARATOR) + _("Get More Campaigns..."));
campaign_desc.push_back(std::pair<std::string,std::string>(_("Download more campaigns from a server on Internet."),game_config::download_campaign_image));
campaign_desc.push_back(std::pair<std::string,std::string>(_("Download more campaigns from an Internet server."),game_config::download_campaign_image));
int res = 0;

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@ -1314,9 +1314,9 @@ struct terrain_topic_generator: topic_generator
ss << "\n\n";
}
if (type.is_keep())
ss << _("This terrain acts as keep, i.e., you can recruit units when a leader is in a location with this terrain.") << "\n\n";
ss << _("This terrain acts as a keep, i.e., you can recruit units when a leader is in a location with this terrain.") << "\n\n";
if (type.is_castle())
ss << _("This terrain acts as castle, i.e., you can recruit units onto a location with this terrain.") << "\n\n";
ss << _("This terrain acts as a castle, i.e., you can recruit units onto a location with this terrain.") << "\n\n";
if (type.gives_healing())
ss << _("This terrain gives healing.") << "\n\n";
return ss.str();

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@ -92,7 +92,7 @@ create::create(display& disp, const config &cfg, chat& c, config& gamelist) :
turns_slider_.set_min(20);
turns_slider_.set_max(100);
turns_slider_.set_value(preferences::turns());
turns_slider_.set_help_string(_("The maximum turns the game will go for"));
turns_slider_.set_help_string(_("The maximum number of turns the game can last"));
village_gold_slider_.set_min(1);
village_gold_slider_.set_max(5);

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@ -706,7 +706,7 @@ redo_turn:
game_config,*level,key,gui,
map,teams,player_number,units,turn_info::BROWSE_NETWORKED,textbox_info,replay_sender);
turn_data.save_game(_("A network disconnection has occured, and the game cannot continue. Do you want to save the game?"),gui::YES_NO);
turn_data.save_game(_("A network disconnection has occurred, and the game cannot continue. Do you want to save the game?"),gui::YES_NO);
if(disconnect) {
throw network::error();
} else {

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@ -136,7 +136,7 @@ report generate_report(TYPE type, const gamemap& map, const unit_map& units,
}
if(u->second.has_flag("slowed")) {
unit_status << "misc/slowed.png";
tooltip << _("slowed: ") << _("This unit has been slowed. It emits no zone of control, moves at half speed and enemies will be able to strike earlier once during a fight");
tooltip << _("slowed: ") << _("This unit has been slowed. It emits no zone of control, moves at half speed and enemies will be able to strike earlier once during a fight.");
res.add_image(unit_status,tooltip);
}
if(u->second.has_flag("poisoned")) {