updated British English translation

This commit is contained in:
Nils Kneuper 2021-01-30 12:00:32 +01:00
parent 7d1811ce1c
commit 6a84cf1c24
5 changed files with 417 additions and 53 deletions

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@ -11,8 +11,8 @@
* Added help topics for the scenario editors tools
* Added documentation about the files written by the editor
### Translations
* Updated translations: Catalan, Chinese (Traditional), French, Portuguese (Brazil),
Spanish
* Updated translations: British English, Catalan, Chinese (Traditional), French,
Portuguese (Brazil), Spanish
### Miscellaneous and Bug Fixes
* Added support to wmlxgettext for double-quote characters in translatable raw strings

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@ -6,7 +6,7 @@ msgstr ""
"Project-Id-Version: wescamp-i 18n\n"
"Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2021-01-02 09:37 UTC\n"
"PO-Revision-Date: 2019-07-08 12:56+1000\n"
"PO-Revision-Date: 2021-01-26 10:48+1100\n"
"Last-Translator: Wedge009 <wedge009@wedge009.net>\n"
"Language-Team: English (British) <http://wiki.wesnoth.org/"
"EnglishGBTranslation>\n"
@ -15,7 +15,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=(n != 1);\n"
"X-Generator: Poedit 2.2.3\n"
"X-Generator: Poedit 2.3\n"
#. [campaign]: id=Dead_Water
#: data/campaigns/Dead_Water/_main.cfg:13
@ -2552,19 +2552,19 @@ msgstr ""
#. [unit]: type=Footpad, id=Lyllan
#: data/campaigns/Dead_Water/scenarios/10_The_Flaming_Sword.cfg:449
msgid "Lyllan"
msgstr ""
msgstr "Lyllan"
#. [unit]: type=Thug, id=Trudd
#: data/campaigns/Dead_Water/scenarios/10_The_Flaming_Sword.cfg:462
msgid "Trudd"
msgstr ""
msgstr "Trudd"
#. [unit]: type=Thug, id=Dorcyn
#. [unit]: type=Footpad, id=Dorcyn
#: data/campaigns/Dead_Water/scenarios/10_The_Flaming_Sword.cfg:475
#: data/campaigns/Dead_Water/scenarios/10_The_Flaming_Sword.cfg:493
msgid "Dorcyn"
msgstr ""
msgstr "Dorcyn"
#. [message]: speaker=Dorcyn
#: data/campaigns/Dead_Water/scenarios/10_The_Flaming_Sword.cfg:501
@ -2814,27 +2814,27 @@ msgstr ""
#. [set_variable]
#: data/campaigns/Dead_Water/scenarios/12_Revenge.cfg:303
msgid "Mal-Necross"
msgstr ""
msgstr "Mal-Necross"
#. [set_variable]
#: data/campaigns/Dead_Water/scenarios/12_Revenge.cfg:327
msgid "Mal-Verloth"
msgstr ""
msgstr "Mal-Verloth"
#. [unit]: type=Merman Fighter, id=Nebthun
#: data/campaigns/Dead_Water/scenarios/12_Revenge.cfg:403
msgid "Nebthun"
msgstr ""
msgstr "Nebthun"
#. [unit]: type=Merman Hunter, id=Jarla
#: data/campaigns/Dead_Water/scenarios/12_Revenge.cfg:416
msgid "Jarla"
msgstr ""
msgstr "Jarla"
#. [unit]: type=Merman Brawler, id=Tabomo
#: data/campaigns/Dead_Water/scenarios/12_Revenge.cfg:429
msgid "Tabomo"
msgstr ""
msgstr "Tabomo"
#. [message]: speaker=Nebthun
#: data/campaigns/Dead_Water/scenarios/12_Revenge.cfg:439
@ -2935,7 +2935,7 @@ msgstr "Absolutely! Bring em on!"
#. [unit]: type=$type_3, id=Carallcyn
#: data/campaigns/Dead_Water/scenarios/12_Revenge.cfg:618
msgid "Carallcyn"
msgstr ""
msgstr "Carallcyn"
#. [message]: speaker=Carallcyn
#: data/campaigns/Dead_Water/scenarios/12_Revenge.cfg:624

View file

@ -9,7 +9,7 @@ msgstr ""
"Project-Id-Version: en_GB\n"
"Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2021-01-16 16:38+0300\n"
"PO-Revision-Date: 2020-08-31 11:32+1000\n"
"PO-Revision-Date: 2021-01-26 10:54+1100\n"
"Last-Translator: Wedge009 <wedge009@wedge009.net>\n"
"Language-Team: English (British) <http://wiki.wesnoth.org/"
"EnglishGBTranslation>\n"
@ -102,10 +102,8 @@ msgstr "Terrain Editor"
#. [section]: id=editor_mode_scenario
#. [topic]: id=..editor_mode_scenario
#: data/core/editor/help.cfg:20 data/core/editor/help.cfg:269
#, fuzzy
#| msgid "Map/Scenario Editor"
msgid "Scenario Editor"
msgstr "Map/Scenario Editor"
msgstr "Scenario Editor"
#. [topic]: id=editor_tool_paint
#: data/core/editor/help.cfg:28
@ -131,26 +129,41 @@ msgid ""
"\n"
"The selected brush changes the size of the tool:"
msgstr ""
"Paint terrain tiles on the map.\n"
"\n"
"The paint tool uses the brush sizes and the terrain palette.\n"
"\n"
"<bold>text='Keyboard Modifiers'</bold>\n"
"\n"
"• Shift+mouse click: If a base terrain is selected, change the base without "
"changing the overlay. If an overlay is selected, change the overlay without "
"changing the base.\n"
"• Control+mouse click: Select the terrain under the mouse cursor, as if it "
"had been selected on the terrain palette (picks up both base and overlay).\n"
"\n"
"<bold>text='Brush Sizes'</bold>\n"
"\n"
"The selected brush changes the size of the tool:"
#. [topic]: id=editor_tool_paint
#: data/core/editor/help.cfg:41
msgid "Paint single hexes."
msgstr ""
msgstr "Paint single hexes."
#. [topic]: id=editor_tool_paint
#: data/core/editor/help.cfg:42
msgid "Paint seven hexes at a time."
msgstr ""
msgstr "Paint seven hexes at a time."
#. [topic]: id=editor_tool_paint
#: data/core/editor/help.cfg:43
msgid "Paint nineteen hexes at a time."
msgstr ""
msgstr "Paint nineteen hexes at a time."
#. [topic]: id=editor_tool_paint
#: data/core/editor/help.cfg:44 data/core/editor/help.cfg:45
msgid "Paint three hexes in a line."
msgstr ""
msgstr "Paint three hexes in a line."
#. [topic]: id=editor_tool_fill
#: data/core/editor/help.cfg:52
@ -172,6 +185,17 @@ msgid ""
"• Control+mouse click: Select the terrain under the mouse cursor, as if it "
"had been selected on the terrain palette (picks up both base and overlay)."
msgstr ""
"Fill continuous regions of terrain with a different one.\n"
"\n"
"The fill tool uses the terrain palette.\n"
"\n"
"<bold>text='Keyboard Modifiers'</bold>\n"
"\n"
"• Shift+mouse click: If a base terrain is selected, change the base without "
"changing the overlay. If an overlay is selected, change the overlay without "
"changing the base.\n"
"• Control+mouse click: Select the terrain under the mouse cursor, as if it "
"had been selected on the terrain palette (picks up both base and overlay)."
#. [topic]: id=editor_tool_select
#: data/core/editor/help.cfg:67
@ -194,31 +218,43 @@ msgid ""
"\n"
"The selected brush changes the size of the tool:"
msgstr ""
"Selects a set of hex fields, for use with with the cut, copy and fill-"
"selection buttons below the menu bar.\n"
"\n"
"<bold>text='Keyboard Modifiers'</bold>\n"
"\n"
"• Shift+mouse click: Magic Wand mode, select the hex under the mouse "
"cursor, and adjoining hexes of the same terrain type.\n"
"• Control+mouse click: Unselect hexes.\n"
"\n"
"<bold>text='Brush Sizes'</bold>\n"
"\n"
"The selected brush changes the size of the tool:"
#. [topic]: id=editor_tool_select
#: data/core/editor/help.cfg:78
msgid "Select single hexes."
msgstr ""
msgstr "Select single hexes."
#. [topic]: id=editor_tool_select
#: data/core/editor/help.cfg:79
msgid "Select seven hexes at a time."
msgstr ""
msgstr "Select seven hexes at a time."
#. [topic]: id=editor_tool_select
#: data/core/editor/help.cfg:80
msgid "Select nineteen hexes at a time."
msgstr ""
msgstr "Select nineteen hexes at a time."
#. [topic]: id=editor_tool_select
#: data/core/editor/help.cfg:81 data/core/editor/help.cfg:82
msgid "Select three hexes in a line."
msgstr ""
msgstr "Select three hexes in a line."
#. [topic]: id=editor_tool_paste
#: data/core/editor/help.cfg:89
msgid "Clipboard and Paste Tool"
msgstr ""
msgstr "Clipboard and Paste Tool"
#. [topic]: id=editor_tool_paste
#: data/core/editor/help.cfg:90
@ -235,33 +271,42 @@ msgid ""
"\n"
"The paste tool also has some clipboard-manipulation functions:"
msgstr ""
"Rotate, flip and paste the terrain in the clipboard\n"
"\n"
"Hexes can be cut or copied to the clipboard using the "
"<ref>dst='editor_tool_select' text='Select Tool'</ref>.\n"
"\n"
"The paste tool shows an outline of the clipboard, which can be pasted with a "
"mouse-click. Only the outline is shown, but mistakes can be corrected with "
"the undo function, which is bound to both Control+Z and to the same key as "
"the in-game undo function.\n"
"\n"
"The paste tool also has some clipboard-manipulation functions:"
#. [topic]: id=editor_tool_paste
#: data/core/editor/help.cfg:97
msgid "Rotate clockwise by 60°."
msgstr ""
msgstr "Rotate clockwise by 60°."
#. [topic]: id=editor_tool_paste
#: data/core/editor/help.cfg:98
msgid "Rotate counter-clockwise by 60°."
msgstr ""
msgstr "Rotate counter-clockwise by 60°."
#. [topic]: id=editor_tool_paste
#: data/core/editor/help.cfg:99
msgid "Flip horizontally"
msgstr ""
msgstr "Flip horizontally"
#. [topic]: id=editor_tool_paste
#: data/core/editor/help.cfg:100
msgid "Flip vertically"
msgstr ""
msgstr "Flip vertically"
#. [topic]: id=editor_tool_starting
#: data/core/editor/help.cfg:107
#, fuzzy
#| msgid "Starting Positions Howto"
msgid "Starting Locations Tool"
msgstr "Starting Positions How-To"
msgstr "Starting Locations Tool"
#. [topic]: id=editor_tool_starting
#: data/core/editor/help.cfg:109
@ -296,6 +341,35 @@ msgid ""
"location for placing with a subsequent mouse click, as if it was selected in "
"the editor palette."
msgstr ""
"Defines the side leader starting position.\n"
"\n"
"This tool sets the side leaders default starting locations, and named "
"special locations. Both types of location are enabled in both <ref>dst='.."
"editor_mode_terrain' text='Terrain Editor'</ref> and <ref>dst='.."
"editor_mode_scenario' text='Scenario Editor'</ref> modes. The location names "
"are shown as a list in the editor palette, clicking on the map will place "
"that name on a hex, each location can only be placed on a single hex, and "
"the editor will only allow one location per hex.\n"
"\n"
"To add named special locations, click “Add” at the bottom of the editor "
"palette, and enter the name. These names must start with a letter and may "
"contain numbers and underscores.\n"
"\n"
"More than nine teams can be added to a map, by clicking “Add” and entering a "
"number, for example “10”. The UI will automatically show this as “Player "
"10”.\n"
"\n"
"Named locations can be accessed from WML using the Standard Location "
"Filters <italic>text='location_id='</italic>. Player starts can also be "
"accessed from WML using <italic>text='location_id=1'</italic>, "
"<italic>text='location_id=2'</italic>, etc — use only the number, without "
"adding “Player ” in front of the number.\n"
"\n"
"<bold>text='Keyboard Modifiers'</bold>\n"
"\n"
"• Control+mouse click on a hex that already has a location: select that "
"location for placing with a subsequent mouse click, as if it was selected in "
"the editor palette."
#. [topic]: id=editor_tool_label
#: data/core/editor/help.cfg:129
@ -315,11 +389,20 @@ msgid ""
"This tool is only available in Scenario Mode; the decorations are "
"implemented in the scenario using WMLs <italic>text='[label]'</italic> tag."
msgstr ""
"Put text labels on the map.\n"
"\n"
"• Left-click will open a dialogue box to create a new label or edit an "
"existing one.\n"
"• Right-click deletes.\n"
"• Drag-and-drop with the left mouse button moves labels.\n"
"\n"
"This tool is only available in Scenario Mode; the decorations are "
"implemented in the scenario using WMLs <italic>text='[label]'</italic> tag."
#. [topic]: id=editor_tool_scenery
#: data/core/editor/help.cfg:145
msgid "Item Tool (Scenery Tool)"
msgstr ""
msgstr "Item Tool (Scenery Tool)"
#. [topic]: id=editor_tool_scenery
#: data/core/editor/help.cfg:146
@ -335,6 +418,16 @@ msgid ""
"of the terrain and are implemented in the scenario using WMLs "
"<italic>text='[item]'</italic> tag."
msgstr ""
"The Item Tool allows placing decorations such as windmills, bookcases and "
"monoliths. Multiple items can be placed on the same hex.\n"
"\n"
"<bold>text='Note:'</bold> the tool doesnt support deleting items once "
"placed, nor does it support undo. Mistakes can currently only be fixed by "
"editing the generated WML file.\n"
"\n"
"This tool is only available in Scenario Mode; the decorations are not part "
"of the terrain and are implemented in the scenario using WMLs "
"<italic>text='[item]'</italic> tag."
#. [topic]: id=editor_tool_village
#: data/core/editor/help.cfg:159
@ -355,6 +448,16 @@ msgid ""
"stored by adding WML <italic>text='[village]'</italic> tags to the "
"appropriate <italic>text='[side]'</italic>."
msgstr ""
"This tool assigns ownership of villages at the start of a scenario. The "
"villages must first be placed on the terrain with the "
"<ref>dst='editor_tool_paint' text='Paint Tool'</ref>.\n"
"\n"
"• Left-click will assign the village to the currently-selected side.\n"
"• Right-click will set the village back to unowned.\n"
"\n"
"This tool is only available in Scenario Mode; ownership information is "
"stored by adding WML <italic>text='[village]'</italic> tags to the "
"appropriate <italic>text='[side]'</italic>."
#. [topic]: id=editor_tool_unit
#: data/core/editor/help.cfg:174
@ -375,6 +478,16 @@ msgid ""
"<italic>text='[unit]'</italic> tags to the appropriate "
"<italic>text='[side]'</italic>."
msgstr ""
"Place units belonging to the currently-selected side.\n"
"\n"
"• Left-click will place a unit.\n"
"• Left drag-and-drop will move an already-placed unit.\n"
"• Various operations are added to the right-click menu when the hex contains "
"a unit.\n"
"\n"
"This tool is only available in Scenario Mode; it adds WML "
"<italic>text='[unit]'</italic> tags to the appropriate "
"<italic>text='[side]'</italic>."
#. [topic]: id=editor_named_area
#: data/core/editor/help.cfg:190
@ -407,6 +520,28 @@ msgid ""
"name implies time, it is now more generic and can be used for other purposes "
"without needing to change the time-of-day schedule in the area."
msgstr ""
"This tool create sets of tiles that can be used in WML scripts Standard "
"Location Filters (a concept explained in detail on the Wiki), by using the "
"areas id in the filters <italic>text='area='</italic> attribute. For "
"example:\n"
"\n"
"• assigning a local time zone to this set of hexes\n"
"• filtering the set of hexes which trigger an event when a unit moves on to "
"them\n"
"\n"
"To use the tool:\n"
"\n"
"• select hexes using the <ref>dst='editor_tool_select' text='select tool'</"
"ref>\n"
"• in the Areas menu, select Add New Area\n"
"• then in the Areas menu, select Save Selection to Area\n"
"• then in the Areas menu, select Rename Selected Area and choose a name for "
"the area\n"
"\n"
"This tool is only available in Scenario Mode; it adds WML "
"<italic>text='[time_area]'</italic> tags to the scenario. Although the tags "
"name implies time, it is now more generic and can be used for other purposes "
"without needing to change the time-of-day schedule in the area."
#. [topic]: id=editor_playlist
#: data/core/editor/help.cfg:212
@ -422,6 +557,11 @@ msgid ""
"This tool is only available in Scenario Mode; it adds WML "
"<italic>text='[music]'</italic> tags to the scenario."
msgstr ""
"Shows a list of music tracks known to the editor, with toggle-boxes to "
"enable them.\n"
"\n"
"This tool is only available in Scenario Mode; it adds WML "
"<italic>text='[music]'</italic> tags to the scenario."
#. [topic]: id=..editor
#: data/core/editor/help.cfg:223
@ -463,6 +603,37 @@ msgid ""
"it is one of the main blockers for the 1.16 release, however in 1.14 its "
"quality is far below that of the game and the terrain mode."
msgstr ""
"Wesnoths 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 <italic>text='Map Editor'</italic> "
"option at the title screen.\n"
"\n"
"<header>text='Editing Modes'</header>\n"
"\n"
"The editor features two modes of operation: terrain mode and scenario mode.\n"
"\n"
"The <ref>dst='..editor_mode_terrain' text='Terrain Mode'</ref> is similar to "
"a simple paint application, with tools to <ref>dst='editor_tool_paint' "
"text='paint'</ref>, <ref>dst='editor_tool_fill' text='fill'</ref>, "
"<ref>dst='editor_tool_select' text='select (and copy)'</ref>, and "
"<ref>dst='editor_tool_paste' text='paste'</ref>. It also has the tool for "
"setting the leaders <ref>dst='editor_tool_starting' text='starting "
"locations'</ref>.\n"
"\n"
"The <ref>dst='..editor_mode_scenario' text='Scenario Mode'</ref>, in "
"addition to the tools available in terrain mode, adds support for adding "
"<ref>dst='editor_tool_label' text='labels'</ref>, "
"<ref>dst='editor_tool_scenery' text='scenery items'</ref>, "
"<ref>dst='editor_tool_unit' text='units'</ref> in addition to the leader, "
"and assigning <ref>dst='editor_tool_village' text='village ownership'</ref> "
"at the start of the scenario. Theres also a <ref>dst='editor_playlist' "
"text='playlist manager'</ref> for the music.\n"
"\n"
"<bold>text='Warning: the Scenario Mode is buggy in 1.14.'</bold> Improving "
"it is one of the main blockers for the 1.16 release, however in 1.14 its "
"quality is far below that of the game and the terrain mode."
#. [topic]: id=..editor
#: data/core/editor/help.cfg:238
@ -489,6 +660,27 @@ msgid ""
"have their own terrains will need that add-on to tell the editor about their "
"terrains."
msgstr ""
"<header>text='What you do *not* get'</header>\n"
"\n"
"• Exactly the same map rendering as in-game\n"
"\n"
"The map wont look exactly the same in the game as it does in the editor, "
"because this depends on the terrain rules. For example, when many mountain "
"hexes are clustered together the terrain rules will try to combine them into "
"mountain ranges and large graphics spanning multiple hexes.\n"
"\n"
"• Event handlers and scripting\n"
"\n"
"The editor is not a tool to help you scripting the scenarios event "
"handlers.\n"
"\n"
"• Infinite Backwards Compatibility\n"
"\n"
"The editor can load most maps from older versions of Wesnoth, but not all. "
"Maps from 1.3.2 and later will normally be supported, unless they use "
"terrains which are no longer in mainline Wesnoth. Maps from add-ons which "
"have their own terrains will need that add-on to tell the editor about their "
"terrains."
#. [topic]: id=..editor_mode_terrain
#: data/core/editor/help.cfg:258
@ -504,6 +696,16 @@ msgid ""
"resulting map can be found in the “User Maps” game type of the multiplayer "
"“Create Game” dialog."
msgstr ""
"The terrain editors functionality is similar to a simple paint "
"application.\n"
"\n"
"The right-hand side-bar contains, from top to bottom, the mini-map, the "
"toolkit (see the pages for each tool), tool options, and "
"<ref>dst='editor_palette' text='Palette'</ref>.\n"
"\n"
"When saved using “Save Map As” and saving to the default directory, the "
"resulting map can be found in the “User Maps” game type of the multiplayer "
"“Create Game” dialogue."
#. [topic]: id=..editor_mode_scenario
#: data/core/editor/help.cfg:270
@ -513,6 +715,10 @@ msgid ""
"additional WML to be written using a different tool; the scenario editor "
"does not support scripting the scenarios events."
msgstr ""
"The scenario editor mode adds support for some map-related WML features, "
"such as areas and scenery items. Most scenarios will still require "
"additional WML to be written using a different tool; the scenario editor "
"does not support scripting the scenarios events."
#. [topic]: id=..editor_mode_scenario
#: data/core/editor/help.cfg:272
@ -524,6 +730,12 @@ msgid ""
"• In scenario mode the “Areas” and “Side” menus are enabled.\n"
"• In terrain-only mode the “Areas” and “Side” menus are grayed-out."
msgstr ""
"<header>text='Checking whether the editor is in scenario mode'</header>\n"
"\n"
"You can check which mode the editor is in by looking at the menu bar.\n"
"\n"
"• In scenario mode the “Areas” and “Side” menus are enabled.\n"
"• In terrain-only mode the “Areas” and “Side” menus are greyed-out."
#. [topic]: id=..editor_mode_scenario
#: data/core/editor/help.cfg:279
@ -536,6 +748,13 @@ msgid ""
"If youre already editing a map in terrain mode, use “Save Scenario As” from "
"the “File” menu; this will switch to scenario mode."
msgstr ""
"<header>text='Entering scenario mode'</header>\n"
"\n"
"To start a new map in scenario mode, choose “New Scenario” from the “File” "
"menu.\n"
"\n"
"If youre already editing a map in terrain mode, use “Save Scenario As” from "
"the “File” menu; this will switch to scenario mode."
#. [topic]: id=..editor_mode_scenario
#: data/core/editor/help.cfg:287
@ -555,11 +774,25 @@ msgid ""
"editor may follow the link and open the corresponding .map in terrain-only "
"mode, as if the .map file was chosen in the file selector."
msgstr ""
"<header>text='The files: .map and .cfg'</header>\n"
"\n"
"The map editor saves exactly one file, either a .map (for terrain mode) or "
"a .cfg (for scenario mode). In scenario mode the terrain map is saved inside "
"the .cfg file; there is no separate .map file. If you start editing in "
"terrain mode and then switch to scenaro mode then an old .map file might "
"remain, but this is not updated by the scenario editor.\n"
"\n"
"Loading a .cfg file has different results depending on the contents of the ."
"cfg file. For .cfg files that were created by the scenario editor, it will "
"open the .cfg in the scenario editor. However, for .cfg files that use a "
"separate .map file (which can't be created by the scenario editor), the "
"editor may follow the link and open the corresponding .map in terrain-only "
"mode, as if the .map file was chosen in the file selector."
#. [topic]: id=editor_separate_events_file
#: data/core/editor/help.cfg:299
msgid "Using a separate file for WML events"
msgstr ""
msgstr "Using a separate file for WML events"
#. [topic]: id=editor_separate_events_file
#: data/core/editor/help.cfg:300
@ -613,6 +846,54 @@ msgid ""
" ◦ inside the [scenario] element, use “map_file=\"map_from_01.cfg\"” to "
"load that file"
msgstr ""
"When loading a .cfg file, the scenario editor understands files created by "
"the scenario editor, but is likely to have difficulty with files that have "
"been edited by hand.\n"
"\n"
"Files created by the scenario editor omit the opening [scenario] and closing "
"[/scenario] tags. If you are creating a campaign (or other add-on), then "
"those tags need to be added; there is more detail about this in the "
"<ref>dst='editor_map_format' text='map file format'</ref> documentation.\n"
"\n"
"One workflow is to create a separate WML file, also with the .cfg extension, "
"which uses the WML preprocessor to include the editor-created file. This "
"separate file contains both the [scenario] tag and any hand-edited WML such "
"as events. With this workflow, the add-ons file structure could look like "
"this:\n"
"\n"
"<header>text='For Wesnoth 1.14'</header>\n"
"\n"
"• _main.cfg:\n"
" ◦ use “{./scenarios}” to include the “scenarios” directory\n"
"• maps/map_from_01.cfg\n"
" ◦ this is the file created by the scenario editor\n"
"• scenarios/01_Forest.cfg, instead of the opening [scenario] tag put in "
"these four lines:\n"
" ◦ [scenario]\n"
" ◦ {~add-ons/NAME_OF_ADD_ON/maps/map_from_01.cfg}\n"
" ◦ [/scenario]\n"
" ◦ [+scenario]\n"
"\n"
"The first three of those lines insert the scenario-generated file inside a "
"[scenario] tag. The + sign on the fourth line means that two scenario tags "
"will be combined, with attributes in the second one overriding attributes in "
"the first one.\n"
"\n"
"<header>text='1.16 and later'</header>\n"
"\n"
"If your add-on will only be used on 1.16 and later, there are new features "
"to load .cfg files via map_file, and to avoid repeating the add-ons name "
"within the .cfg files.\n"
"\n"
"• _main.cfg:\n"
" ◦ use “[binary_path]” to add add-ons directories to the binary path, "
"which makes “map_file” search the “maps” directory.\n"
" ◦ use “{./scenarios}” to include the “scenarios” directory\n"
"• maps/map_from_01.cfg\n"
" ◦ this is the file created by the scenario editor\n"
"• scenarios/01_Forest.cfg\n"
" ◦ inside the [scenario] element, use “map_file=\"map_from_01.cfg\"” to "
"load that file"
#. [topic]: id=editor_masks
#: data/core/editor/help.cfg:338
@ -631,10 +912,8 @@ msgstr ""
#. [topic]: id=editor_time_schedule
#. Time of Day and Schedule Editor, please use a short string as it will be used in the left-hand pane of the help browser
#: data/core/editor/help.cfg:347
#, fuzzy
#| msgid "Time Schedule Editor"
msgid "ToD and Schedule Editor"
msgstr "Time Schedule Editor"
msgstr "ToD and Schedule Editor"
#. [topic]: id=editor_time_schedule
#: data/core/editor/help.cfg:348
@ -648,6 +927,14 @@ msgid ""
"In scenario mode, the button accesses an editor for individual schedules for "
"<ref>dst='editor_named_area' text='time areas'</ref>."
msgstr ""
"This button at the top-right of the screen accesses the time-of-day preview "
"and the schedule editor.\n"
"\n"
"In terrain mode, this displays the map as it will be recoloured at different "
"times of day.\n"
"\n"
"In scenario mode, the button accesses an editor for individual schedules for "
"<ref>dst='editor_named_area' text='time areas'</ref>."
#. [topic]: id=editor_palette
#: data/core/editor/help.cfg:359
@ -670,21 +957,32 @@ msgid ""
"this is the leftmost of the four buttons at the top of the palette, and the "
"graphic changes depending on what is selected. Examples:"
msgstr ""
"The editor palette contains the applicable items you may use with the "
"currently selected tool. For example, the Paint tool will display a full "
"list of all available terrains, and the unit tool will provide a list of "
"available units. When using the Starting Locations Tool, the palette changes "
"to a list of “Player 1”, “Player 2”, etc.\n"
"\n"
"<bold>text='Filter'</bold>\n"
"\n"
"There is a filter function to show only a subset of the available items — "
"this is the leftmost of the four buttons at the top of the palette, and the "
"graphic changes depending on what is selected. Examples:"
#. [topic]: id=editor_palette
#: data/core/editor/help.cfg:366
msgid "Show all kinds of terrain"
msgstr ""
msgstr "Show all kinds of terrain"
#. [topic]: id=editor_palette
#: data/core/editor/help.cfg:367
msgid "Show only water terrains"
msgstr ""
msgstr "Show only water terrains"
#. [topic]: id=editor_palette
#: data/core/editor/help.cfg:368
msgid "Show only villages"
msgstr ""
msgstr "Show only villages"
#. [topic]: id=editor_map_format
#: data/core/editor/help.cfg:379
@ -694,7 +992,7 @@ msgstr "Wesnoth Map Format"
#. [topic]: id=editor_map_format
#: data/core/editor/help.cfg:380
msgid "Wesnoth stores its maps in human readable plain text files."
msgstr ""
msgstr "Wesnoth stores its maps in human readable plain text files."
#. [topic]: id=editor_map_format
#: data/core/editor/help.cfg:382
@ -726,6 +1024,32 @@ msgid ""
"The <italic>text='map_file'</italic> method is preferred over using a "
"preprocessor include."
msgstr ""
"<header>text='Native'</header>\n"
"\n"
"A map file consists of rows with comma separated terrain code strings. The "
"only non-terrain information provided by the map syntax is the set of "
"locations created by the <ref>dst='editor_tool_starting' text='Starting "
"Locations Tool'</ref>. The files can be edited with a general purpose text "
"editor like notepad.\n"
"\n"
"These files can be used directly for multiplayer games, the number of "
"players is automatically determined by the number of starting positions. "
"When saved in the default directory, the map can be found in the “Custom "
"Maps” game type of the multiplayer “Create Game” dialogue; you may need to "
"refresh the cache (press F5 on the title screen) before a newly-created map "
"appears.\n"
"\n"
"These files can be used in a scenarios .cfg file, with the scenarios WML "
"providing additional information such as teams, custom events, and complex "
"side setups. The .cfg file loads the map file with either of:\n"
"\n"
"• map_file=maps/01_First_Map.map <italic>text='— supported since Wesnoth "
"1.14'</italic>\n"
"• map_data=\"{maps/01_First_Map.map}\" <italic>text='— a WML preprocessor "
"include'</italic>\n"
"\n"
"The <italic>text='map_file'</italic> method is preferred over using a "
"preprocessor include."
#. [topic]: id=editor_map_format
#: data/core/editor/help.cfg:395
@ -746,6 +1070,21 @@ msgid ""
"this is rarely-used code. Maps opened this way are marked (E) in the Window "
"menu."
msgstr ""
"<header>text='Embedded'</header>\n"
"\n"
"The map data can stored as part of a scenarios .cfg file, directly in the "
"<italic>text='map_data'</italic> attribute. In other words, in the place "
"that the preprocessor would include it when using the preprocessor-include "
"method.\n"
"\n"
"<header>text='Using Embedded Format in Terrain Mode'</header>\n"
"\n"
"If you are editing the map and not using the Scenario Mode support, then "
"its trivial to move the data to a native map file before opening it in the "
"editor. This conversion is recommended — the editor supports editing the "
"content of map_data while leaving everything else in the file untouched, but "
"this is rarely-used code. Maps opened this way are marked (E) in the Window "
"menu."
#. [topic]: id=editor_map_format
#: data/core/editor/help.cfg:403
@ -759,6 +1098,14 @@ msgid ""
"<ref>dst='editor_separate_events_file' text='using a separate .cfg file'</"
"ref> for the hand-edited parts."
msgstr ""
"<header>text='Files created by the Scenario Editor'</header>\n"
"\n"
"In scenario mode, the editor saves the data as a .cfg file with embedded map "
"data. When loading a .cfg file, the scenario editor understands files "
"created by the scenario editor itself, but is likely to have difficulty with "
"files that have been edited by hand; problems can be avoided by "
"<ref>dst='editor_separate_events_file' text='using a separate .cfg file'</"
"ref> for the hand-edited parts."
#. [topic]: id=editor_map_format
#: data/core/editor/help.cfg:407
@ -781,6 +1128,23 @@ msgid ""
"needs the [scenario]...[/scenario] (or [multiplayer]...[/multiplayer]) tags "
"to know which WML is part of each scenario."
msgstr ""
"<header>text='Which scenario files use the [scenario] tag'</header>\n"
"\n"
"Files created by the scenario editor have the contents of a WML scenario "
"element, but dont include the opening [scenario] and closing [/scenario] "
"tags. For each .cfg file in the userdata folders editor/scenarios "
"subfolder, the game will automatically try to load a scenario from it to "
"include in the “Custom Scenarios” list (files that fail to load are "
"ignored). In this folder each file is a separate item - files that fail to "
"parse as a scenario are ignored, and files must not contain the [scenario][/"
"scenario] tags.\n"
"\n"
"The opposite applies when a scenario is part of a campaign or other add-on. "
"Typically each scenario has its own .cfg file, however this is unnecessary - "
"all of the WML in an add-on will be combined by the preprocessor, it doesnt "
"matter whether the add-on is written as separate files or not. The engine "
"needs the [scenario]...[/scenario] (or [multiplayer]...[/multiplayer]) tags "
"to know which WML is part of each scenario."
#. [editor_times]: id=deep_underground
#. [time]: id=deep_underground
@ -1866,8 +2230,8 @@ msgstr ""
"turn, and the number of unit levels each village can support are "
"configurable, but in campaigns they are almost always the values described "
"above. The <italic>text='Scenario Settings'</italic> tab of the "
"<italic>text='Status Table'</italic> dialog shows the values for the current "
"scenario."
"<italic>text='Status Table'</italic> dialogue shows the values for the "
"current scenario."
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:228
@ -3715,7 +4079,7 @@ msgid ""
"your platform."
msgstr ""
"To remove add-ons, choose <bold>text='Remove Add-ons'</bold> in the add-ons "
"server connection dialog. You will be presented with options to remove any "
"server connection dialogue. 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 "
@ -3909,7 +4273,7 @@ msgstr ""
"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 <bold>text='Scenario Settings'</"
"bold> dialog (Press the <bold>text='More'</bold> button in the "
"bold> dialogue (Press the <bold>text='More'</bold> button in the "
"<bold>text='Status Table'</bold> (alt+s by default) to get there.). The host "
"can change control of any side.\n"
"\n"
@ -3923,7 +4287,7 @@ msgid ""
"\n"
msgstr ""
"\n"
"Launch a dialog to assist the host in changing the human controllers of "
"Launch a dialogue to assist the host in changing the human controllers of "
"sides.\n"
"\n"
@ -4509,7 +4873,7 @@ msgid ""
msgstr ""
"This attack slows the target until it ends a turn. Slow halves the damage "
"caused by attacks and the movement cost for a slowed unit is doubled. A unit "
"that is slowed will feature a snail icon in its sidebar information when it "
"that is slowed will feature a snail icon in its side-bar information when it "
"is selected."
#. [petrifies]: id=petrifies

View file

@ -6,7 +6,7 @@ msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.11+cvs\n"
"Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2021-01-02 09:38 UTC\n"
"PO-Revision-Date: 2020-08-13 15:42+1000\n"
"PO-Revision-Date: 2021-01-26 10:55+1100\n"
"Last-Translator: Wedge009 <wedge009@wedge009.net>\n"
"Language-Team: English (British) <http://wiki.wesnoth.org/"
"EnglishGBTranslation>\n"
@ -2296,7 +2296,7 @@ msgstr "Shan Taum"
#. [side]: type=Orcish Warlord, id=Shan Taum
#: data/campaigns/Son_Of_The_Black_Eye/scenarios/09_Shan_Taum_the_Smug.cfg:69
msgid "Rivals"
msgstr ""
msgstr "Rivals"
#. [part]
#: data/campaigns/Son_Of_The_Black_Eye/scenarios/09_Shan_Taum_the_Smug.cfg:77

View file

@ -9,7 +9,7 @@ msgstr ""
"Project-Id-Version: en_GB\n"
"Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2021-01-02 09:38 UTC\n"
"PO-Revision-Date: 2020-01-13 18:13+1100\n"
"PO-Revision-Date: 2021-01-26 10:56+1100\n"
"Last-Translator: Wedge009 <wedge009@wedge009.net>\n"
"Language-Team: English (British) <http://wiki.wesnoth.org/"
"EnglishGBTranslation>\n"
@ -18,7 +18,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=(n != 1);\n"
"X-Generator: Poedit 2.2.4\n"
"X-Generator: Poedit 2.3\n"
#. [lua]: wml_actions.select_character
#: data/campaigns/tutorial/lua/character_selection.lua:25
@ -2281,7 +2281,7 @@ msgid ""
"<big>Click a mouse button or press the spacebar to continue...</big>"
msgstr ""
"\n"
"<big>Click a mouse button or press the spacebar to continue...</big>"
"<big>Click a mouse button or press the space bar to continue...</big>"
#~ msgid ""
#~ "Certain unit types have special <i>abilities</i>. Unlike traits, which "