pot and documentation update

[ci skip]
This commit is contained in:
Iris Morelle 2020-01-25 15:21:55 -03:00
parent e562f4a07b
commit 9034a38a84
1518 changed files with 807053 additions and 599475 deletions

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[locale]
name="Català"
locale=ca_ES
percent=31
percent=30
[/locale]

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name="Čeština"
sort_name = "Cestina"
locale=cs_CZ
percent=87
percent=88
[/locale]

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@ -1,5 +1,5 @@
[locale]
name="Dansk"
locale=da_DK
percent=28
percent=27
[/locale]

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@ -2,5 +2,5 @@
name="Deutsch"
locale=de_DE
alternates=de_LI, de_LU, de_CH, de_AT
percent=97
percent=91
[/locale]

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@ -2,5 +2,5 @@
name="Ελληνικά (Ellinika)"
sort_name = "Ellinika"
locale=el_GR
percent=32
percent=31
[/locale]

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@ -3,5 +3,5 @@
sort_name = "English [·𐑖𐑭𐑝𐑾𐑯]"
locale=en@shaw
alternates=en_AG@shaw, en_AU@shaw, en_CA@shaw, en_BW@shaw, en_DK@shaw, en_GB@shaw, en_HK@shaw, en_IE@shaw, en_IN@shaw, en_NG@shaw, en_NZ@shaw, en_PH@shaw, en_SG@shaw, en_US@shaw, en_ZA@shaw, en_ZW@shaw
percent=36
percent=35
[/locale]

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@ -2,5 +2,5 @@
name="English [GB]"
locale=en_GB
alternates=en_AG, en_AU, en_BW, en_IE, en_IN, en_NG, en_NZ, en_SG, en_ZA, en_ZW
percent=96
percent=93
[/locale]

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@ -1,5 +1,5 @@
[locale]
name="Esperanto"
locale=eo_XX
percent=20
percent=22
[/locale]

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@ -2,5 +2,5 @@
name="Español"
locale=es_ES
alternates=es_AR, es_BO, es_CL, es_CO, es_CR, es_DO, es_EC, es_GT, es_HN, es_MX, es_NI, es_PA, es_PE, es_PR, es_PY, es_SV, es_US, es_UY, es_VE
percent=96
percent=93
[/locale]

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[locale]
name="Eesti"
locale=et_EE
percent=53
percent=51
[/locale]

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@ -1,5 +1,5 @@
[locale]
name="Euskera"
locale=eu_ES
percent=13
percent=12
[/locale]

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@ -1,5 +1,5 @@
[locale]
name="Suomi"
locale=fi_FI
percent=53
percent=51
[/locale]

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@ -1,5 +1,5 @@
[locale]
name="Français"
locale=fr_FR
percent=95
percent=91
[/locale]

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@ -1,5 +1,5 @@
[locale]
name="Gaeilge"
locale=ga_IE
percent=38
percent=37
[/locale]

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@ -1,5 +1,5 @@
[locale]
name="Gàidhlig"
locale=gd_GB
percent=92
percent=88
[/locale]

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@ -1,5 +1,5 @@
[locale]
name="Galego"
locale=gl_ES
percent=93
percent=88
[/locale]

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@ -2,5 +2,5 @@
name="Ἀρχαία Ἑλληνική (Archaia Hellēnikē)"
sort_name = "Archaia Hellēnikē"
locale=grc_GR
percent=0
percent=4
[/locale]

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@ -3,5 +3,5 @@
sort_name = "Ivrit"
locale=he_IL
dir=rtl
percent=38
percent=36
[/locale]

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@ -1,5 +1,5 @@
[locale]
name="Magyar"
locale=hu_HU
percent=85
percent=81
[/locale]

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@ -1,5 +1,5 @@
[locale]
name="Bahasa Indonesia"
locale=id_ID
percent=53
percent=51
[/locale]

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@ -1,5 +1,5 @@
[locale]
name="Italiano"
locale=it_IT
percent=96
percent=93
[/locale]

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@ -2,5 +2,5 @@
name="日本語 (Nihongo)"
sort_name = "Nihongo"
locale=ja_JP
percent=96
percent=90
[/locale]

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@ -2,5 +2,5 @@
name="한국어 (Hangugeo)"
sort_name = "Hangugeo"
locale=ko_KR
percent=38
percent=52
[/locale]

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@ -1,5 +1,5 @@
[locale]
name="Latina"
locale=la_IT
percent=45
percent=44
[/locale]

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@ -1,5 +1,5 @@
[locale]
name="Lietuvių"
locale=lt_LT
percent=79
percent=75
[/locale]

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@ -1,5 +1,5 @@
[locale]
name="Latviešu"
locale=lv_LV
percent=65
percent=63
[/locale]

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@ -1,5 +1,5 @@
[locale]
name="Norsk bokmål"
locale=nb_NO
percent=29
percent=28
[/locale]

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@ -1,5 +1,5 @@
[locale]
name="Nederlands"
locale=nl_NL
percent=96
percent=91
[/locale]

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@ -1,5 +1,5 @@
[locale]
name="Polski"
locale=pl_PL
percent=87
percent=83
[/locale]

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@ -1,5 +1,5 @@
[locale]
name="Português do Brasil"
locale=pt_BR
percent=77
percent=91
[/locale]

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@ -1,5 +1,5 @@
[locale]
name="Português"
locale=pt_PT
percent=65
percent=63
[/locale]

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@ -1,5 +1,5 @@
[locale]
name="Idioma de la RACV"
locale=racv
percent=29
percent=28
[/locale]

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@ -2,5 +2,5 @@
name="Русский (Russkij)"
sort_name = "Russkij"
locale=ru_RU
percent=90
percent=92
[/locale]

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@ -1,5 +1,5 @@
[locale]
name="Slovenčina"
locale=sk_SK
percent=82
percent=78
[/locale]

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@ -2,5 +2,5 @@
name="Српски"
sort_name = "Srpski"
locale=sr_RS
percent=52
percent=50
[/locale]

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@ -2,5 +2,5 @@
name="Српски (ијекавски)"
sort_name = "Srpski (ijekavski)"
locale=sr_RS@ijekavian
percent=52
percent=50
[/locale]

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@ -1,5 +1,5 @@
[locale]
name="Srpski (ijekavski latinica)"
locale=sr_RS@ijekavianlatin
percent=52
percent=50
[/locale]

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@ -1,5 +1,5 @@
[locale]
name="Srpski (latinica)"
locale=sr_RS@latin
percent=52
percent=50
[/locale]

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@ -1,5 +1,5 @@
[locale]
name="Svenska"
locale=sv_SE
percent=62
percent=60
[/locale]

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@ -1,5 +1,5 @@
[locale]
name="Türkçe"
locale=tr_TR
percent=96
percent=93
[/locale]

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@ -2,5 +2,5 @@
name="Українська (Ukrayinska)"
sort_name="Ukrayins'ka"
locale=uk_UA
percent=94
percent=89
[/locale]

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@ -1,5 +1,5 @@
[locale]
name="Tiếng Việt"
locale=vi_VN
percent=65
percent=62
[/locale]

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@ -2,5 +2,5 @@
name="简体中文 (Jiăntĭ Zhōngwén)"
sort_name = "Jianti Zhongwen"
locale=zh_CN
percent=95
percent=90
[/locale]

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@ -2,5 +2,5 @@
name="繁體中文 (Fántǐ Zhōngwén)"
sort_name = "Fanti Zhongwen"
locale=zh_TW
percent=96
percent=91
[/locale]

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@ -209,7 +209,7 @@ na určený server klientské požadavky. Akceptuje stejné klíče jako
on which user handler is set with the \fBuser_handler\fP key. If no
\fB[user_handler]\fP section is present in the configuration the server will
run without any nick registration service. All additional tables that are
needed for the forum_user_handler to function can be found in
needed for the \fBforum_user_handler\fP to function can be found in
table_definitions.sql in the Wesnoth source repository.
.RS
.TP

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@ -102,6 +102,11 @@ Informationen hierzu verfügbar).
\fB\-\-debug\-lua\fP
Aktiviert einen Debugmechanismus für Lua.
.TP
\fB\-D,\-\-diff\fP\fI\ left\-file\fP\fB\ \fP\fIright\-file\fP
diffs the two WML files; does not preprocess them first (to do that, run
them through \fB\-p\fP first). Outputs the diff as DiffWML on standard output or
to the file indicated by \fI\-\-output\fP.
.TP
\fB\-e[\fP\fIDatei\fP\fB],\ \-\-editor[\fP\fI=Datei\fP\fB]\fP
Den im Spiel integrierten Karteneditor direkt starten. Falls eine \fIDatei\fP
angegeben wurde, verhält es sich wie \fB\-l \-\-load\fP.
@ -198,6 +203,9 @@ Deaktiviert die Musik im Spiel.
\fB\-\-nosound\fP
Deaktiviert jegliche Soundeffekte im Spiel.
.TP
\fB\-\-output\fP\fI\ file\fP
output to the specified file. Applicable to diffing operations.
.TP
\fB\-\-password\fP\fI\ Passwort\fP
Benutzt das angegebene \fIPasswort\fP um sich zu einem Server zu verbinden,
andere Einstellungen werden ignoriert. Ist unsicher.
@ -208,6 +216,11 @@ definiert. Ähnlich zur Option \fB\-\-script\fP, aber die Lua\-Datei soll hierbe
eine Funktion zurpckliefern. Diese wird als Korutine ausgeführt und
regelmäßig aufgerufen.
.TP
\fB\-P,\-\-patch\fP\fI\ base\-file\fP\fB\ \fP\fIpatch\-file\fP
applies a DiffWML patch to a WML file; does not preprocess either of the
files. Outputs the patched WML to standard output or to the file indicated
by \fI\-\-output\fP.
.TP
\fB\-p,\ \-\-preprocess\fP\fI\ Quelldatei/Verzeichnis\fP\fB\ \fP\fIZielverzeichnis\fP
Eine angegebene Datei/Verzeichnis vorverarbeiten. Wenn ein Verzeichnis
angegeben wird, wird dieses basierend auf den bekannten
@ -435,14 +448,12 @@ Im Regelfall ist der Rückgabewert 0. Ein Rückgabewert von 1 weist auf einen
Initialisierungsfehler (SDL, Video, Schriften, usw.) hin. Ein Rückgabewert
von 2 deutet auf einen Fehler mit den Optionen auf der Befehlszeile hin.
.br
Wenn Unit Tests benutzt werden (mittels\fB\ \-u\fP) hat der Rückgabecwert eine
andere Bedeutung. In diesem Fall bedeutet ein Rückgabewert von 0 das
Bestehen der Test, und 1 das scheitern. Ein Rückgabewert von 3 bedeutet zwar
ein Bestehen der Tests, jedoch ist die Datei für die Spielaufzeichnung
kaputt. Ein Rückgabewert von 4 bedeutet dass die Tests bestehen, aber die
Spielaufzeichnung Fehler generiert. Ein Rückgabewert von 2 kennzeichnet eine
Zeitüberschreitung der Tests, wir allerdings nur in Zusammenhang mir der
veralteten \fB\-\-timeout\fP Option benutzt.
When running unit tests (with\fB\ \-u\fP), the exit status is different. An exit
status of 0 indicates that the test passed, and 1 indicates that the test
failed. An exit status of 3 indicates that the test passed, but produced an
invalid replay file. An exit status of 4 indicates that the test passed, but
the replay produced errors. These latter two are only returned if
\fB\-\-noreplaycheck\fP is not passed.
.
.SH AUTOR
.

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@ -219,7 +219,7 @@ bei \fB[redirect]\fP akzeptiert.
on which user handler is set with the \fBuser_handler\fP key. If no
\fB[user_handler]\fP section is present in the configuration the server will
run without any nick registration service. All additional tables that are
needed for the forum_user_handler to function can be found in
needed for the \fBforum_user_handler\fP to function can be found in
table_definitions.sql in the Wesnoth source repository.
.RS
.TP

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@ -96,6 +96,11 @@ mode).
\fB\-\-debug\-lua\fP
enables some Lua debugging mechanisms
.TP
\fB\-D,\-\-diff\fP\fI\ left\-file\fP\fB\ \fP\fIright\-file\fP
diffs the two WML files; does not preprocess them first (to do that, run
them through \fB\-p\fP first). Outputs the diff as DiffWML on standard output or
to the file indicated by \fI\-\-output\fP.
.TP
\fB\-e[\fP\fIfile\fP\fB],\ \-\-editor[\fP\fI=file\fP\fB]\fP
start the in\-game map editor directly. If \fIfile\fP is specified, equivalent
to \fB\-l\fP \fB\-\-load\fP.
@ -186,6 +191,9 @@ don't try to validate replay of unit test. Only relevant when used with
\fB\-\-nosound\fP
runs the game without sounds and music.
.TP
\fB\-\-output\fP\fI\ file\fP
output to the specified file. Applicable to diffing operations.
.TP
\fB\-\-password\fP\fI\ password\fP
uses \fIpassword\fP when connecting to a server, ignoring other
preferences. Unsafe.
@ -195,6 +203,11 @@ preferences. Unsafe.
\fB\-\-script\fP, but Lua file should return a function which will be run as a
co\-routine and periodically woken up with updates.
.TP
\fB\-P,\-\-patch\fP\fI\ base\-file\fP\fB\ \fP\fIpatch\-file\fP
applies a DiffWML patch to a WML file; does not preprocess either of the
files. Outputs the patched WML to standard output or to the file indicated
by \fI\-\-output\fP.
.TP
\fB\-p,\ \-\-preprocess\fP\fI\ source\-file/folder\fP\fB\ \fP\fItarget\-directory\fP
preprocesses a specified file/folder. For each file(s) a plain .cfg file and
a processed .cfg file will be written in specified target directory. If a
@ -318,7 +331,7 @@ uses \fIusername\fP when connecting to a server, ignoring other preferences.
validates a file against the WML schema.
.TP
\fB\-\-validate\-addon\fP\fI\ addon_id\fP
validates the WML of the given addon as you play.
validates the WML of the given add\-on as you play.
.TP
\fB\-\-validate\-core\fP
validates the core WML as you play.
@ -405,8 +418,7 @@ status of 0 indicates that the test passed, and 1 indicates that the test
failed. An exit status of 3 indicates that the test passed, but produced an
invalid replay file. An exit status of 4 indicates that the test passed, but
the replay produced errors. These latter two are only returned if
\fB\-\-noreplaycheck\fP is not passed. An exit status of 2 indicates that the
test timed out, when used with the deprecated \fB\-\-timeout\fP option.
\fB\-\-noreplaycheck\fP is not passed.
.
.SH AUTHOR
.

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@ -211,12 +211,12 @@ as \fB[redirect]\fP.
on which user handler is set with the \fBuser_handler\fP key. If no
\fB[user_handler]\fP section is present in the configuration the server will
run without any nick registration service. All additional tables that are
needed for the forum_user_handler to function can be found in
needed for the \fBforum_user_handler\fP to function can be found in
table_definitions.sql in the Wesnoth source repository.
.RS
.TP
\fBdb_host\fP
The hostname of the database server
The host name of the database server
.TP
\fBdb_name\fP
The name of the database

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@ -101,6 +101,11 @@ el modo de comandos).
\fB\-\-debug\-lua\fP
habilita algunos mecanismos de depuración de Lua
.TP
\fB\-D,\-\-diff\fP\fI\ left\-file\fP\fB\ \fP\fIright\-file\fP
diffs the two WML files; does not preprocess them first (to do that, run
them through \fB\-p\fP first). Outputs the diff as DiffWML on standard output or
to the file indicated by \fI\-\-output\fP.
.TP
\fB\-e[\fP\fIfile\fP\fB],\ \-\-editor[\fP\fI=file\fP\fB]\fP
inicia directamente el editor de mapas del juego. Si \fIarchivo\fP es
especificado, equivale a \fB\-l\fP \fB\-\-load\fP.
@ -196,6 +201,9 @@ cuando se usa con \fB\-u\fP.
\fB\-\-nosound\fP
ejecuta el juego sin sonidos ni música.
.TP
\fB\-\-output\fP\fI\ file\fP
output to the specified file. Applicable to diffing operations.
.TP
\fB\-\-password\fP\fI\ password\fP
utiliza \fIpassword\fP cuando se conecta a un servidor, ignorando otras
preferencias. Método inseguro.
@ -206,6 +214,11 @@ Wesnoth. Similar a \fB\-\-script\fP, pero el fichero Lua debería devolver una
función que se ejecutará como una corutina que se activará periódicamente
con actualizaciones.
.TP
\fB\-P,\-\-patch\fP\fI\ base\-file\fP\fB\ \fP\fIpatch\-file\fP
applies a DiffWML patch to a WML file; does not preprocess either of the
files. Outputs the patched WML to standard output or to the file indicated
by \fI\-\-output\fP.
.TP
\fB\-p,\ \-\-preprocess\fP\fI\ source\-file/folder\fP\fB\ \fP\fItarget\-directory\fP
preprocesa un archivo o carpeta especificados. Por cada archivo, se
generarán en el directorio especificado un archivo .cfg de texto plano y
@ -430,14 +443,12 @@ El estado de salida normal es 0. Un estado de 1 indica un error de
iniciación (SDL, vídeo, fuentes, etc.). Un estado de 2 indica un problema
con las opciones de la línea de comandos.
.br
Al ejecutar testeos de unidades (con \fB\ \-u\fP), el estado de salida es
diferente. Un estado de salida de 0 indica que se ha pasado el test y 1
indica que el test ha fallado. Un estado de salida de 3 indica que se ha
pasado el test pero ha producido un archivo de repetición no válido. Un
estado de salida de 4 indica que se ha pasado el test pero la repetición
genera errores. Estos dos últimos solo son devueltos si no se le pasa
\fB\-\-noreplaycheck\fP. Un estado de salida de 2 indica que ha expirado el
tiempo cuando se usa con la opción obsoleta \fB\-\-timeout\fP.
When running unit tests (with\fB\ \-u\fP), the exit status is different. An exit
status of 0 indicates that the test passed, and 1 indicates that the test
failed. An exit status of 3 indicates that the test passed, but produced an
invalid replay file. An exit status of 4 indicates that the test passed, but
the replay produced errors. These latter two are only returned if
\fB\-\-noreplaycheck\fP is not passed.
.
.SH AUTOR
.

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@ -217,7 +217,7 @@ especificado. Acepta las mismas opciones que \fB[redirect]\fP.
on which user handler is set with the \fBuser_handler\fP key. If no
\fB[user_handler]\fP section is present in the configuration the server will
run without any nick registration service. All additional tables that are
needed for the forum_user_handler to function can be found in
needed for the \fBforum_user_handler\fP to function can be found in
table_definitions.sql in the Wesnoth source repository.
.RS
.TP

467
doc/man/fr/wesnoth.6 Normal file
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@ -0,0 +1,467 @@
.\" This program is free software; you can redistribute it and/or modify
.\" it under the terms of the GNU General Public License as published by
.\" the Free Software Foundation; either version 2 of the License, or
.\" (at your option) any later version.
.\"
.\" This program is distributed in the hope that it will be useful,
.\" but WITHOUT ANY WARRANTY; without even the implied warranty of
.\" MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
.\" GNU General Public License for more details.
.\"
.\" You should have received a copy of the GNU General Public License
.\" along with this program; if not, write to the Free Software
.\" Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
.\"
.
.\"*******************************************************************
.\"
.\" This file was generated with po4a. Translate the source file.
.\"
.\"*******************************************************************
.TH WESNOTH 6 2018 wesnoth "Bataille pour Wesnoth"
.
.SH NOM
wesnoth \- Bataille pour Wesnoth, un jeu fantasy de stratégie tour par tour
.
.SH SYNOPSIS
.
\fBwesnoth\fP [\fIOPTIONS\fP] [\fICHEMIN_VERS_DONNEES\fP]
.
.SH DESCRIPTION
.
Bataille pour \fBWesnoth\fP est un jeu de stratégie tour par tour dans un
univers de fantasy.
Venez à bout de tous les chefs ennemis en utilisant les unités adéquates et
en gérant au mieux votre or et vos villages. Chaque unité a ses forces et
ses faiblesses\ ; pour gagner, déployez vos troupes de façon optimale tout en
empêchant vos adversaires de faire de même. En gagnant de l'expérience, les
unités acquièrent de nouvelles compétences et deviennent plus
puissantes. Jouez dans votre langue favorite, et testez votre habileté
contre une intelligence artificielle élaborée ou rejoignez la grande
communauté des joueurs en ligne de Wesnoth. Créez vos propres unités, vos
scénarios ou vos campagnes et partagez\-les avec le reste du monde.
.
.SH OPTIONS
.
.TP
\fB\-\-all\-translations\fP
Affiche toutes les traductions dans le menu du jeu, même si elles sont
jugées insuffisamment complètes.
.TP
\fB\-\-bunzip2\fP\fI\ fichier_d'entrée.bz2\fP
Décompresse un fichier, normalement au format bzip2, en un fichier sans
l'extension .bz2. \fIfichier_d'entrée.bz2\fP sera effacé.
.TP
\fB\-\-bzip2\fP\fI\ fichier_d'entrée\fP
Compresse un fichier au format bzip2 et le place dans
\fIfichier_d'entrée.bz2\fP, puis efface \fIfichier_d'entrée\fP.
.TP
\fB\-c[\fP\fIid_campagne\fP\fB],\ \-\-campaign[\fP\fI=id_campagne\fP\fB]\fP
Va directement à la campagne identifiée par \fIidentifiant campagne\fP. Un menu
de sélection apparaîtra si aucun identifiant n'a été indiqué.
.TP
\fB\-\-campaign\-difficulty[\fP\fI=difficulté\fP\fB]\fP
La difficulté de la campagne spécifiée (de 1 à max). Si la difficulté n'est
pas spécifiée, le menu de sélection de difficulté apparaîtra.
.TP
\fB\-\-campaign\-scenario\fP\fI\ id_scénario\fP
L'identifiant du scénario de la campagne spécifiée. La valeur par défaut est
le premier scénario.
.TP
\fB\-c, \-\-campaign\-skip\-story\fP
Skip [story] screens and dialog through the end of the \fBstart\fP event.
.TP
\fB\-\-clock\fP
Ajoute une option affichant une horloge pour tester les affichages dépendant
du temps.
.TP
\fB\-\-config\-dir\fP\fI\ nom\fP
Déprécié, utilisez \fB\-\-userdata\-dir\fP.
.TP
\fB\-\-config\-path\fP
Déprécié, utilisez \fB\-\-userdata\-path\fP
.TP
\fB\-\-core\fP\fI\ id_core\fP
Remplace le noyau chargé par celui spécifié par l'identifiant.
.TP
\fB\-\-data\-dir\fP\fI\ répertoire\fP
Remplace le répertoire data par celui spécifié
.TP
\fB\-\-data\-path\fP
Affiche le nom du répertoire de données et quitte le programme.
.TP
\fB\-d, \-\-debug\fP
Active des options supplémentaires pour la ligne de commande dans le jeu (se
reporter au Wiki\ : https://www.wesnoth.org/wiki/CommandMode pour plus
d'informations).
.TP
\fB\-\-debug\-lua\fP
active certains mécanismes de débogage pour Lua.
.TP
\fB\-D,\-\-diff\fP\fI\ left\-file\fP\fB\ \fP\fIright\-file\fP
diffs the two WML files; does not preprocess them first (to do that, run
them through \fB\-p\fP first). Outputs the diff as DiffWML on standard output or
to the file indicated by \fI\-\-output\fP.
.TP
\fB\-e[\fP\fIfile\fP\fB],\ \-\-editor[\fP\fI=fichier\fP\fB]\fP
Lance directement l'éditeur de carte. Si \fIfichier\fP est utilisé, équivaut à
\fB\-l\fP \fB\-\-load\fP.
.TP
\fB\-\-fps\fP
Affiche, dans un angle de l'écran, le nombre actuel d'images par seconde du
jeu.
.TP
\fB\-f, \-\-fullscreen\fP
Lance le jeu en mode plein écran.
.TP
\fB\-\-gunzip\fP\fI\ fichier_d'entrée.gz\fP
Décompresse une sauvegarde, normalement au format gzip, en un fichier sans
l'extension .gz. \fIfichier_d'entrée.gz\fP sera effacé.
.TP
\fB\-\-gzip\fP\fI\ fichier_d'entrée\fP
Compresse une sauvegarde au format gzip et la place dans
\fIfichier_d'entrée.gz\fP, puis efface \fIfichier_d'entrée\fP.
.TP
\fB\-h, \-\-help\fP
Affiche un résumé des options de ligne de commande sur la sortie standard et
quitte le programme.
.TP
\fB\-l,\ \-\-load\fP\fI\ fichier\fP
Charge la sauvegarde \fIfichier\fP à partir du répertoire par défaut du jeu.
Si les options \fB\-e\fP ou \fB\-\-editor\fP sont aussi utilisées, l'éditeur est
lancé en ouvrant la carte située dans \fIfichier\fP. Si c'est un répertoire,
l'éditeur commence par demander de choisir une carte.
.TP
\fB\-L,\ \-\-language\fP\fI\ langue\fP
Utilise la langue \fIlangue\fP (symbole) pour cette session. Exemple :
\fB\-\-language fr_FR@latin\fP
.TP
\fB\-\-log\-\fP\fIniveau\fP\fB=\fP\fIdomaine1\fP\fB,\fP\fIdomaine2\fP\fB,\fP\fI...\fP
Définit le niveau d'alerte du journal. \fBall\fP permet de suivre tous les
niveaux de journalisation. Niveaux disponibles : \fBerror\fP,\ \fBwarning\fP,\ \fBinfo\fP,\ \fBdebug\fP, \ \fBnone\fP. Le niveau par défaut \fBwarning\fP est utilisé
par la plupart des journaux, mais \fBdeprecation\fP utilise « none » par défaut
sauf si combiné à l'option \fB\-d\fP.
.TP
\fB\-\-log\-precise\fP
Affiche les horodatages avec plus de précision dans le fichier de
journalisation.
.TP
\fB\-\-log\-strict\fP
Positionne le niveau strict pour ce journal. Tout message journalisé avec ce
niveau ou plus sévère causera l'échec du test unitaire, quelque soit le
résultat du jeu. Uniquement utile avec l'option \fB\-u\fP.
.TP
\fB\-\-logdomains[\fP\fI=filtre\fP\fB]\fP
Liste les types de journaux définis (uniquement ceux contenant \fIfiltre\fP si
l'option est utilisée) et quitte
.TP
\fB\-\-max\-fps\fP\fI\ ips\fP
Nombre d'images par seconde que le jeu peut afficher. La valeur doit être
comprise entre \fB1\fP et \fB1000\fP, la valeur par défaut est celle du
rafraîchissement de l'écran.
.TP
\fB\-m, \-\-multiplayer\fP
Lance un jeu multijoueurs. Des options supplémentaires peuvent être
utilisées avec \fB\-\-multiplayer\fP\ comme expliqué ci\-dessous.
.TP
\fB\-\-mp\-test\fP
Charge les scénarios de test multijoueurs.
.TP
\fB\-\-new\-widgets\fP
there is a new WIP widget toolkit, this option enables it. This is very
experimental, don't fill bug reports since most are known. Parts of the
library are deemed stable and will work without this switch.
.TP
\fB\-\-nodelay\fP
runs the game without any delays for graphic benchmarking. This is
automatically enabled by \fB\-\-nogui\fP.
Lance le jeu sans pause pour mesurer les performances graphiques. Cette
option est activée automatiquement par \fB\-\-nogui\fP.
.TP
\fB\-\-noaddons\fP
Désactive le chargement des extensions utilisateurs.
.TP
\fB\-\-nocache\fP
Désactive le cache des données de jeu.
.TP
\fB\-\-nogui\fP
Lance le jeu sans IHM. Uniquement disponible en combinaison de
\fB\-\-multiplayer\fP, \fB\-\-screenshot\fP ou \fB\-\-plugin\fP.
.TP
\fB\-\-nomusic\fP
Lance le jeu sans musique.
.TP
\fB\-\-noreplaycheck\fP
Ne tente pas de valider le rejeu des tests unitaires. Uniquement utile avec
l'option \fB\-u\fP.
.TP
\fB\-\-nosound\fP
Lance le jeu sans son ni musique.
.TP
\fB\-\-output\fP\fI\ file\fP
output to the specified file. Applicable to diffing operations.
.TP
\fB\-\-password\fP\fI\ mot de passe\fP
Utilise \fImot de passe\fP lors de la connexion à un serveur, en ignorant
d'autres préférences. Dangereux.
.TP
\fB\-\-plugin\fP\fI\ script\fP
(experimental) load a \fIscript\fP which defines a Wesnoth plugin. Similar to
\fB\-\-script\fP, but Lua file should return a function which will be run as a
coroutine and periodically woken up with updates.
.TP
\fB\-P,\-\-patch\fP\fI\ base\-file\fP\fB\ \fP\fIpatch\-file\fP
applies a DiffWML patch to a WML file; does not preprocess either of the
files. Outputs the patched WML to standard output or to the file indicated
by \fI\-\-output\fP.
.TP
\fB\-p,\ \-\-preprocess\fP\fI\ fichier/dossier\fP\fB\ \fP\fIrépertoire cible\fP
Prétraite un fichier/dossier spécifié. Pour chaque fichier(s) un fichier
brut .cfg et un fichier traité .cfg sera écrit dans le répertoire cible
spécifié. Si un dossier est spécifié, il sera prétraité récursivement à
partir des règles de prétraitement connues. Les macros standards contenues
dans « data/core/macros » seront prétraitées avant les ressources
spécifiées. Exemple : \fB\-p ~/wesnoth/data/campaigns/tutorial ~/result.\fP Pour
plus de détails concernant le prétraitement visiter :
https://wiki.wesnoth.org/PreprocessorRef#Command\-line_preprocessor.
.TP
\fB\-\-preprocess\-defines=\fP\fIDEFINITION1\fP\fB,\fP\fIDEFINITION2\fP\fB,\fP\fI...\fP
Une liste séparée par des virgules de définitions pour être utilisée par la
commande \fB\-\-preprocess\fP. Si \fBSKIP_CORE\fP est définie dans la liste le
répertoire « data/core » ne sera pas prétraité.
.TP
\fB\-\-preprocess\-input\-macros\fP\fI\ fichier source\fP
Utilisé uniquement par la commande \fB\-\-preprocess\fP. Spécifie un fichier qui
contient des \fB[définition pour préprocesseur]\fP à inclure avant le
prétraitement.
.TP
\fB\-\-preprocess\-output\-macros[\fP\fI=fichier cible\fP\fB]\fP
Utilisé uniquement par la commande \fB\-\-preprocess\fP. La sortie des macros
prétraitées sera envoyée dans le fichier cible. Si le fichier n'est pas
spécifié, la sortie sera envoyée dans «\ _MACROS_.cfg\ » situé dans le
répertoire cible de la commande du préprocesseur. Cette commande doit être
saisie avant \fB\-\-preprocess\fP.
.TP
\fB\-\-proxy\fP
active l'utilisation d'un proxy pour les connexions au réseau.
.TP
\fB\-\-proxy\-address\fP\fI\ addresse\fP
indique l'\fIaddresse\fP du proxy.
.TP
\fB\-\-proxy\-port\fP\fI\ port\fP
indique le \fIport\fP du proxy.
.TP
\fB\-\-proxy\-user\fP\fI\ nom d'utilisateur\fP
indique le \fInom d'utilisateur\fP du proxy.
.TP
\fB\-\-proxy\-password\fP\fI\ mot de passe\fP
indique le \fImot de passe\fP du proxy.
.TP
\fB\-r\ \fP\fIX\fP\fBx\fP\fIY\fP\fB,\ \-\-resolution\fP\ \fIX\fP\fBx\fP\fIY\fP
Définit la résolution de l'écran. Exemple\ : \fB\-r\fP \fB800x600\fP.
.TP
\fB\-\-render\-image\fP\fI\ image\fP\fB\ \fP\fIsortie\fP
takes a valid wesnoth 'image path string' with image path functions, and
outputs to a .png file. Image path functions are documented at
https://wiki.wesnoth.org/ImagePathFunctionWML.
.TP
\fB\-R,\ \-\-report\fP
Initialise les répertoires du jeu, affiche les informations de compilation
pour les rapports de bogues, puis quitte.
.TP
\fB\-\-rng\-seed\fP\fI\ nombre\fP
Initialise le générateur de nombre aléatoire avec le nombre
\fInombre\fP. Exemple : \fB\-\-rng\-seed\fP \fB0\fP
.TP
\fB\-\-screenshot\fP\fI\ carte\fP\fB\ \fP\fIsortiee\fP
Sauvegarde une capture d'écran de \fIcarte\fP vers \fIsortie\fP sans initialiser
d'écran.
.TP
\fB\-\-script\fP\fI\ fichier_d'entrée\fP
(experimental) \fIfile\fP containing a Lua script to control the client.
.TP
\fB\-s[\fP\fIhôte\fP\fB],\ \-\-server[\fP\fI=hôte\fP\fB]\fP
se connecte à un hôte prédéfini s'il existe, sinon tente de se connecter au
premier serveur paramétré dans les préférences. Exemple\ : \fB\-\-server\fP
\fBserver.wesnoth.org\fP.
.TP
\fB\-\-showgui\fP
Lance le jeu avec une IHM, surpassant toute utilisation implicite de
\fB\-\-nogui\fP.
.TP
\fB\-\-strict\-validation\fP
Les erreurs de validation sont traitées comme des erreurs fatales.
.TP
\fB\-t[\fP\fIidentifiant scénario\fP\fB],\ \-\-test[\fP\fI=identifiant scénario\fP\fB]\fP
Lance un petit scénario de test. Ce scénario devrait être définit avec un
tag WML \fB[test]\fP. Celui par défaut est \fB[test]\fP. Une démonstration de la
fonctionnalité \fB[micro_ai]\fP peut être lancé avec \fBmicro_ai_test\fP.
Implique \fB\-\-nogui\fP.
.TP
\fB\-\-translations\-over\fP\fI\ pourcentage\fP
Définit à \fIpour cent\fP la limite pour déterminer si une traduction est jugée
suffisamment complète pour être affichée dans la liste des langues du
jeu. Les valeurs valides sont comprises entre 0 et 100.
.TP
\fB\-u,\ \-\-unit\fP\fI\ identifiant de scénario\fP
Lance le scénario de test indiqué comme un test unitaire. Implique
\fB\-\-nogui\fP.
.TP
\fB\-\-unsafe\-scripts\fP
makes the \fBpackage\fP package available to lua scripts, so that they can load
arbitrary packages. Do not do this with untrusted scripts! This action gives
lua the same permissions as the wesnoth executable.
.TP
\fB\-S,\-\-use\-schema\fP\fI\ path\fP
sets the WML schema for use with \fB\-V,\-\-validate\fP.
.TP
\fB\-\-userconfig\-dir\fP\fI\ nom\fP
Définit le répertoire de configuration de l'utilisateur à \fInom\fP dans $HOME
ou dans "Mes Documents\eMes Jeux" pour Windows. Vous pouvez aussi indiquer
un chemin absolu pour un dossier de configuration situé en dehors de $HOME
ou de "Mes Documents\eMes Jeux". Sous Windows, il est possible d'indiquer un
répertoire relatif au répertoire de travail du processus, en utilisant un
chemin commençant par ".\e" ou "..\e". Sous X11 le répertoire par défaut est
$XDG_CONFIG_HOME ou $HOME/.config/wesnoth. Sur les autres systèmes le
répertoire par défaut est le répertoire de données.
.TP
\fB\-\-userconfig\-path\fP
Affiche le nom du répertoire de configuration utilisateur et quitte le
programme.
.TP
\fB\-\-userdata\-dir\fP\fI\ nom\fP
Définit le répertoire de données à \fInom\fP dans $HOME ou dans "Mes
Documents\eMes Jeux" pour Windows. Vous pouvez aussi indiquer un chemin
absolu pour un répertoire de données situé en dehors de $HOME ou de "Mes
Documents\eMes Jeux". Sous Windows, il est possible d'indiquer un répertoire
relatif au répertoire de travail du processus, en utilisant un chemin
commençant par ".\e" ou "..\e".
.TP
\fB\-\-userdata\-path\fP
Affiche le nom du répertoire de données et quitte le programme.
.TP
\fB\-\-username\fP\fI\ nom d'utilisateur\fP
Utilise \fInom d'utilisateur\fP lors de la connexion à un serveur, en ignorant
d'autres préférences.
.TP
\fB\-\-validate\fP\fI\ path\fP
validates a file against the WML schema.
.TP
\fB\-\-validate\-addon\fP\fI\ addon_id\fP
validates the WML of the given addon as you play.
.TP
\fB\-\-validate\-core\fP
validates the core WML as you play.
.TP
\fB\-\-validate\-schema \ path\fP
validates a file as a WML schema.
.TP
\fB\-\-validcache\fP
Suppose que le cache est valide (risqué).
.TP
\fB\-v, \-\-version\fP
Affiche le numéro de version et quitte le programme.
.TP
\fB\-w, \-\-windowed\fP
Lance le jeu dans une fenêtre séparée.
.TP
\fB\-\-with\-replay\fP
Rejoue la partie chargée avec l'option \fB\-\-load\fP.
.
.SH "Options pour \-\-multiplayer"
.
Les options spécifiques au mode multijoueur sont marquées d'un
\fInombre\fP. \fInombre\fP doit être remplacé par un numéro de joueur. Il s'agit
souvent de 1 ou de 2, mais cela dépend du nombre possible de joueurs pour le
scénario choisi.
.TP
\fB\-\-ai\-config\fP\fI\ nombre\fP\fB:\fP\fIvaleur\fP
Sélectionne un fichier de configuration pour l'IA de cette faction.
.TP
\fB\-\-algorithm\fP\fI\ nombre\fP\fB:\fP\fIvaleur\fP
Sélectionne un algorithme non standard pour ce camp contrôlé par
l'IA. L'algorithme est définit par un tag \fB[ai]\fP, qui peut un de ceux du
noyau définit dans « data/ai/ais » or « data/ai/dev », ou bien un algorithme
définit par une extension. Les valeurs disponibles inclues : \fBidle_ai\fP et
\fBexperimental_ai\fP.
.TP
\fB\-\-controller\fP\fI\ nombre\fP\fB:\fP\fIvaleur\fP
Sélectionne le type de joueur de ce camp. Valeurs possibles\ : \fBhuman\fP,
\fBai\fP et \fBnull\fP.
.TP
\fB\-\-era\fP\fI\ valeur\fP
Utilisez cette option pour jouer à l'ère sélectionnée au lieu de l'ère \fBPar
défaut\fP. Cette ère est sélectionnée par un identifiant. Les ères standard
sont décrites dans le fichier \fBdata/multiplayer.cfg\fP.
.TP
\fB\-\-exit\-at\-end\fP
Quitte le programme à la fin du scénario, sans afficher le message
victoire/défaite qui nécessite un clic sur « Fin du scénario » de la part du
joueur. Utilisable pour permettre une mesure par script des performances.
.TP
\fB\-\-ignore\-map\-settings\fP
Ne pas utiliser les paramètres de la carte mais les valeurs par défaut.
.TP
\fB\-\-label\fP\fI\ label\fP
positionne le \fIlabel\fP pour les IA.
.TP
\fB\-\-multiplayer\-repeat\fP\fI\ valeur\fP
Répète une partie multijoueur \fIvaleur\fP fois. Il est préférable d'utiliser
\fB\-\-nogui\fP pour une analyse comparative scriptée.
.TP
\fB\-\-parm\fP\fI\ nombre\fP\fB:\fP\fInom\fP\fB:\fP\fIvaleur\fP
Ajoute des paramètres spécifiques à ce camp. Ces paramètres dépendent des
options utilisées avec \fB\-\-controller\fP et \fB\-\-algorithm\fP. Ne devrait être
utile qu'aux personnes expérimentant leur propre IA (documentation
incomplète).
.TP
\fB\-\-scenario\fP\fI\ valeur\fP
Sélectionne un scénario multijoueur par son identifiant. Celui par défaut
est\ : \fBmultiplayer_The_Freelands\fP.
.TP
\fB\-\-side\fP\fI\ nombre\fP\fB:\fP\fIvaleur\fP
Permet de sélectionner une faction. Cette faction est choisie par
identifiant. Les factions sont décrites dans le fichier
\fBdata/multiplayer.cfg\fP.
.TP
\fB\-\-turns\fP\fI\ valeur\fP
Définit le nombre de tours du scénario. Par défaut, il n'y a pas de limite.
.
.SH "STATUT DE SORTIE"
.
Le statut de sortie normal est 0. Un code de sortie de 1 indique une erreur
(SDL, vidéo, police, etc.). Un code de sortie de 2 indique une erreur avec
les options de ligne de commande.
.br
When running unit tests (with\fB\ \-u\fP), the exit status is different. An exit
status of 0 indicates that the test passed, and 1 indicates that the test
failed. An exit status of 3 indicates that the test passed, but produced an
invalid replay file. An exit status of 4 indicates that the test passed, but
the replay produced errors. These latter two are only returned if
\fB\-\-noreplaycheck\fP is not passed.
.
.SH AUTEUR
.
Écrit par David White <davidnwhite@verizon.net>.
.br
Édité par Nils Kneuper <crazy\-ivanovic@gmx.net>, ott
<ott@gaon.net> et Soliton <soliton.de@gmail.com>.
.br
Ce manuel a été à l'origine écrit par Cyril Bouthors
<cyril@bouthors.org>.
.br
Rendez\-vous sur la page d'accueil officielle\ : https://www.wesnoth.org/
.
.SH COPYRIGHT
.
Copyright \(co 2003\-2018 David White <davidnwhite@verizon.net>
.br
Ceci est un logiciel libre\ ; ce logiciel est sous la licence GPL version 2,
comme définie par la Free Software Foundation. Il n'offre AUCUNE GARANTIE, y
compris\ en ce qui concerne la COMMERCIABILITÉ et la CONFORMITÉ À UNE
UTILISATION PARTICULIÈRE.
.
.SH "VOIR AUSSI"
.
\fBwesnothd\fP(6)

View file

@ -215,7 +215,7 @@ comme \fB[redirect]\fP.
on which user handler is set with the \fBuser_handler\fP key. If no
\fB[user_handler]\fP section is present in the configuration the server will
run without any nick registration service. All additional tables that are
needed for the forum_user_handler to function can be found in
needed for the \fBforum_user_handler\fP to function can be found in
table_definitions.sql in the Wesnoth source repository.
.RS
.TP

View file

@ -218,7 +218,7 @@ claves que \fB[redirect]\fP.
on which user handler is set with the \fBuser_handler\fP key. If no
\fB[user_handler]\fP section is present in the configuration the server will
run without any nick registration service. All additional tables that are
needed for the forum_user_handler to function can be found in
needed for the \fBforum_user_handler\fP to function can be found in
table_definitions.sql in the Wesnoth source repository.
.RS
.TP

View file

@ -101,6 +101,11 @@ informazioni sulla shell di comando).
\fB\-\-debug\-lua\fP
abilita alcuni meccanismi di debug Lua
.TP
\fB\-D,\-\-diff\fP\fI\ left\-file\fP\fB\ \fP\fIright\-file\fP
diffs the two WML files; does not preprocess them first (to do that, run
them through \fB\-p\fP first). Outputs the diff as DiffWML on standard output or
to the file indicated by \fI\-\-output\fP.
.TP
\fB\-e[\fP\fIfile\fP\fB],\ \-\-editor[\fP\fI=file\fP\fB]\fP
avvia il gioco direttamente dalleditor per le partite. Se \fIfile\fP è
specificato, equivale a \fB\-l\fP \fB\-\-load\fP.
@ -197,6 +202,9 @@ insieme allopzione \fB\-u\fP.
\fB\-\-nosound\fP
esegue il gioco senza suono e musica.
.TP
\fB\-\-output\fP\fI\ file\fP
output to the specified file. Applicable to diffing operations.
.TP
\fB\-\-password\fP\fI\ password\fP
utilizza \fIpassword\fP per la connessione ad un server, ignorando le altre
scelte. Opzione non sicura.
@ -207,6 +215,11 @@ a \fB\-\-script\fP, ma il file Lua dovrebbe restituire un funzione che verrà
eseguita come una coroutine e periodicamente risvegliata con gli
aggiornamenti.
.TP
\fB\-P,\-\-patch\fP\fI\ base\-file\fP\fB\ \fP\fIpatch\-file\fP
applies a DiffWML patch to a WML file; does not preprocess either of the
files. Outputs the patched WML to standard output or to the file indicated
by \fI\-\-output\fP.
.TP
\fB\-p,\ \-\-preprocess\fP\fI\ file/cartella sorgente\fP\fB\ \fP\fIcartella destinazione\fP
pre\-processa uno specifico file/cartella. Per ogni file, saranno scritti
nella directory destinazione specificata un file .cfg piatto e un file .cfg
@ -382,8 +395,8 @@ algoritmo definito da una estensione. Valori possibili sono anche:
\fBidle_ai\fP and \fBexperimental_ai\fP.
.TP
\fB\-\-controller\fP\fI\ numero\fP\fB:\fP\fIvalore\fP
selects the controller for this side. Available values: \fBhuman\fP, \fBai\fP and
\fBnull\fP.
seleziona il tipo di controllo per questa squadra. Valori disponibili:
\fBhuman\fP , \fBai\fP e \fBnull\fP.
.TP
\fB\-\-era\fP\fI\ valore\fP
usa questa opzione per giocare nellera selezionata invece che in quella
@ -429,15 +442,12 @@ Il normale stato di uscita è 0. Uno stato di uscita pari a 1 indica un
errore di inizializzazione (SDL, video, fonts, ecc.). Uno stato di uscita
pari a 2 indica un errore con le opzioni della linea di comando.
.br
Quando si eseguono test unità (con\fB\ \-u\fP), i valori di uscita sono
diversi. Uno stato di uscita 0 indica che il test è positivo, 1 indica che
il test è fallito. Una uscita con valore 3 indica che il test è riuscito, ma
ha prodotto un file di replay non valido. Uno stato di uscita con valore 4
indica che il test è riuscito, ma che il replay produce errori. Questi due
ultimi stati vengono restituiti soltanto se il parametro \fB\-\-noreplaycheck\fP
non viene utilizzato. Uno stato di uscita con valore 2 indica che il test ha
esaurito il tempo massimo a disposizione, quando viene utilizzata lopzione
\fB\-\-timeout\fP (deprecata).
When running unit tests (with\fB\ \-u\fP), the exit status is different. An exit
status of 0 indicates that the test passed, and 1 indicates that the test
failed. An exit status of 3 indicates that the test passed, but produced an
invalid replay file. An exit status of 4 indicates that the test passed, but
the replay produced errors. These latter two are only returned if
\fB\-\-noreplaycheck\fP is not passed.
.
.SH AUTORE
.

View file

@ -218,7 +218,7 @@ parole chiave di \fB[redirect]\fP.
on which user handler is set with the \fBuser_handler\fP key. If no
\fB[user_handler]\fP section is present in the configuration the server will
run without any nick registration service. All additional tables that are
needed for the forum_user_handler to function can be found in
needed for the \fBforum_user_handler\fP to function can be found in
table_definitions.sql in the Wesnoth source repository.
.RS
.TP

View file

@ -183,7 +183,7 @@ Y (年) で %d は数字。もし時間修飾子がない場合は分(m)が指
on which user handler is set with the \fBuser_handler\fP key. If no
\fB[user_handler]\fP section is present in the configuration the server will
run without any nick registration service. All additional tables that are
needed for the forum_user_handler to function can be found in
needed for the \fBforum_user_handler\fP to function can be found in
table_definitions.sql in the Wesnoth source repository.
.RS
.TP

View file

@ -1,436 +0,0 @@
.\" This program is free software; you can redistribute it and/or modify
.\" it under the terms of the GNU General Public License as published by
.\" the Free Software Foundation; either version 2 of the License, or
.\" (at your option) any later version.
.\"
.\" This program is distributed in the hope that it will be useful,
.\" but WITHOUT ANY WARRANTY; without even the implied warranty of
.\" MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
.\" GNU General Public License for more details.
.\"
.\" You should have received a copy of the GNU General Public License
.\" along with this program; if not, write to the Free Software
.\" Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
.\"
.
.\"*******************************************************************
.\"
.\" This file was generated with po4a. Translate the source file.
.\"
.\"*******************************************************************
.TH WESNOTH 6 2018 wesnoth "Mūšis dėl Vesnoto"
.
.SH PAVADINIMAS
wesnoth \- Mūšis dėl Vesnoto, ėjimais pagrįstas fantastinis strateginis
žaidimas
.
.SH REZIUMĖ
.
\fBwesnoth\fP [\fIPARAMETRAI\fP] [\fIKELIAS_IKI_DUOMENŲ\fP]
.
.SH APRAŠYMAS
.
Mūšis dėl \fBVesnoto\fP yra ėjimais pagrįstas fantastinis strateginis žaidimas.
Nugalėkite visus priešų vadus naudodami gerai parinktą karių rinkinį,
rūpindamiesi savo aukso ir kaimų resursais. Visi kariai turi savo
stipriąsias ir silpnąsias puses; kad nugalėtumėte, pasinaudokite geriausiais
savo pajėgų privalumais, neleisdami to paties padaryti priešams. Kariams
įgaunant patirties, jie įgyja naujų galimybių ir tampa galingesni. Žaiskite
savo gimtąja kalba ir išbandykite savo meistriškumą prieš protingą
kompiuterinį priešininką arba prisijunkite prie didelės Vesnoto tinklo
žaidėjų bendruomenės. Kurkite savo paties karius, scenarijus ar kampanijas
ir dalinkitės jais su kitais.
.
.SH PARAMETRAI
.
.TP
\fB\-\-all\-translations\fP
Rodyti visus vertimus žaidimo kalbų pasirinkimo sąraše, net jei jie
nepakankamai užbaigti.
.TP
\fB\-\-bunzip\fP\fI\ failas.bz2\fP
išspaudžia failą, kuris turi būti bzip2 formatu ir išsaugo jį be .bz2
plėtinio. \fIfailas.bz2\fP bus pašalintas.
.TP
\fB\-\-bzip\fP\fI\ failas\fP
suspaudžia failą bzip2 formatu, išsaugo kaip \fIfailas\fP.bz2 ir pašalina
\fIfailas\fP.
.TP
\fB\-c[\fP\fIkampanijos_id\fP\fB],\ \-\-campaign[\fP\fI=kampanijos_id\fP\fB]\fP
eina tiesiai į kampaniją, kurios id yra \fIkampanijos_id\fP. Pasirinkimo meniu
bus rodomas, jei id nenurodytas.
.TP
\fB\-\-campaign\-difficulty[\fP\fI=sunkumas\fP\fB]\fP
Nurodytos kampanijos sudėtingumo lygis (nuo 1 iki maksimalaus). Jei
nenurodyta, bus rodomas kampanijos sudėtingumo pasirinkimo dialogas.
.TP
\fB\-\-campaign\-scenario\fP\fI\ scenarijaus_id\fP
Scenarijaus id iš pasirinktos kampanijos. Pirmas scenarijus paleidžiamas
pagal nutylėjimą.
.TP
\fB\-\-campaign\-skip\-story\fP
Skip [story] screens and dialog through the end of the \fBstart\fP event.
.TP
\fB\-\-clock\fP
Adds the option to show a clock for testing the drawing timer.
.TP
\fB\-\-config\-dir\fP\fI\ pavadinimas\fP
Nebenaudojama, naudokite \fB\-\-userdata\-dir\fP.
.TP
\fB\-\-config\-path\fP
Nebenaudojama, naudokite \fB\-\-userdata\-path\fP.
.TP
\fB\-\-core\fP\fI\ branduolio_id\fP
overrides the loaded core with the one whose id is specified.
.TP
\fB\-\-data\-dir\fP\fI\ aplankas\fP
naudoja nurodytą duomenų aplanką
.TP
\fB\-\-data\-path\fP
išveda duomenų aplanko kelią ir išeina.
.TP
\fB\-d, \-\-debug\fP
įjungia papildomas komandinio režimo opcijas žaidimo metu (daugiau
informacijos apie komandinį režimą rasite viki puslapyje šiuo adresu:
https://www.wesnoth.org/wiki/CommandMode)
.TP
\fB\-\-debug\-lua\fP
įgalina kai kuriuos Lua derinimo mechanizmus
.TP
\fB\-e[\fP\fIfailas\fP\fB],\ \-\-editor[\fP\fI=failas\fP\fB]\fP
tiesiogiai paleidžia integruotą žemėlapių redaktorių. Jei nurodytas
\fIfailas\fP, tai yra ekvivalentu \fB\-l \-\-load\fP.
.TP
\fB\-\-fps\fP
ekrano kampe parodo tuo metu veikiančio žaidimo kadrų skaičių per sekundę.
.TP
\fB\-f, \-\-fullscreen\fP
paleidžia žaidimą viso ekrano režimu.
.TP
\fB\-\-gunzip\fP\fI\ failas.gz\fP
išspaudžia failą, kuris turi būti gzip formatu ir išsaugo jį be .gz
plėtinio. \fIinfile.gz\fP bus pašalintas.
.TP
\fB\-\-gzip\fP\fI\ failas\fP
suspaudžia failą gzip formatu, išsaugo kaip \fIinfile\fP.gz ir pašalina
\fIinfile\fP.
.TP
\fB\-h, \-\-help\fP
išveda komandinės eilutės parametrų santrauką į standartinį išvedimą ir
išeina.
.TP
\fB\-l,\ \-\-load\fP\fI\ failas\fP
loads the savegame \fIfile\fP from the standard save game directory. If the
\fB\-e\fP or \fB\-\-editor\fP option is used as well, starts the editor with the map
from \fIfile\fP open. If it is a directory, the editor will start with a load
map dialog opened there.
.TP
\fB\-L,\ \-\-language\fP\fI\ kalba\fP
naudoja \fIkalbos\fP (simbolį) šiai sesijai. Pavyzdžiui: \fB\-\-language
lt_LT@utf8\fP
.TP
\fB\-\-log\-\fP\fIlygis\fP\fB=\fP\fIdomenas1\fP\fB,\fP\fIdomenas2\fP\fB,\fP\fI...\fP
sets the severity level of the log domains. \fBall\fP can be used to match any
log domain. Available levels: \fBerror\fP,\ \fBwarning\fP,\ \fBinfo\fP,\ \fBdebug\fP,\ \fBnone\fP. By default the \fBwarning\fP level is used for most domains, but
\fBdeprecation\fP defaults to \fBnone\fP unless combined with the \fB\-d\fP option.
.TP
\fB\-\-log\-precise\fP
shows the timestamps in the logfile with more precision.
.TP
\fB\-\-log\-strict\fP
sets the strict level of the logger. Any messages sent to log domains of
this level or more severe will cause the unit test to fail regardless of the
victory result. Only relevant when used with \fB\-u\fP.
.TP
\fB\-\-logdomains[\fP\fI=filtras\fP\fB]\fP
lists defined log domains (only the ones containing \fIfilter\fP if used) and
exits
.TP
\fB\-\-max\-fps\fP\fI\ fps\fP
kadrų per sekundę skaičius, kurį gali parodyti žaidimas, vertė turi būti
tarp \fB1\fP ir \fB1000\fP, numatyta vertė yra monitoriaus atnaujinimo dažnis.
.TP
\fB\-m, \-\-multiplayer\fP
paleidžia daugelio žaidėjų žaidimą. Yra papildomų parametrų, kurie gali būti
naudojami kartu su \fB\-\-multiplayer\fP, kaip paaiškinta žemiau.
.TP
\fB\-\-mp\-test\fP
įkelia bandomuosius dž scenarijus.
.TP
\fB\-\-new\-widgets\fP
there is a new WIP widget toolkit, this option enables it. This is very
experimental, don't fill bug reports since most are known. Parts of the
library are deemed stable and will work without this switch.
.TP
\fB\-\-nodelay\fP
paleidžia žaidimą be jokių užlaikymų grafikos testavimui. Tai yra
automatiškai įgalinta naudojant \fB\-\-nogui\fP.
.TP
\fB\-\-noaddons\fP
išjungia naudotojo priedų įkėlimą.
.TP
\fB\-\-nocache\fP
išjungia žaidimo duomenų podėlį.
.TP
\fB\-\-nogui\fP
paleidžia žaidimą be grafinės aplinkos. Prieinama tik kartu su
\fB\-\-multiplayer\fP arba \fB\-\-screenshot\fP arba \fB\-\-plugin\fP.
.TP
\fB\-\-nomusic\fP
paleidžia žaidimą be muzikos.
.TP
\fB\-\-noreplaycheck\fP
don't try to validate replay of unit test. Only relevant when used with
\fB\-u\fP.
.TP
\fB\-\-nosound\fP
paleidžia žaidimą be garsų ir muzikos.
.TP
\fB\-\-password\fP\fI\ slaptažodis\fP
naudoja \fIslaptažodį\fP jungiantis prie serverio, nepaisant kitų
nustatymų. Nesaugu.
.TP
\fB\-\-plugin\fP\fI\ skriptas\fP
(experimental) load a \fIscript\fP which defines a Wesnoth plugin. Similar to
\fB\-\-script\fP, but Lua file should return a function which will be run as a
coroutine and periodically woken up with updates.
.TP
\fB\-p,\ \-\-preprocess\fP\fI\ šaltinio failas/aplankas\fP\fB\ \fP\fIišvesties\-aplankas\fP
preprocesses a specified file/folder. For each file(s) a plain .cfg file and
a processed .cfg file will be written in specified target directory. If a
folder is specified, it will be preprocessed recursively based on the known
preprocessor rules. The common macros from the "data/core/macros" directory
will be preprocessed before the specified resources. Example: \fB\-p
~/wesnoth/data/campaigns/tutorial ~/result.\fP For details regarding the
preprocessor visit:
https://wiki.wesnoth.org/PreprocessorRef#Command\-line_preprocessor.
.TP
\fB\-\-preprocess\-defines=\fP\fIAPIBRĖŽIMAS1\fP\fB,\fP\fIAPIBRĖŽIMAS2\fP\fB,\fP\fI...\fP
comma separated list of defines to be used by the \fB\-\-preprocess\fP
command. If \fBSKIP_CORE\fP is in the define list the "data/core" directory
won't be preprocessed.
.TP
\fB\-\-preprocess\-input\-macros\fP\fI\ šaltinio failas\fP
used only by the \fB\-\-preprocess\fP command. Specifies a file that contains
\fB[preproc_define]\fPs to be included before preprocessing.
.TP
\fB\-\-preprocess\-output\-macros[\fP\fI=išvesties failas\fP\fB]\fP
used only by the \fB\-\-preprocess\fP command. Will output all preprocessed
macros in the target file. If the file is not specified the output will be
file '_MACROS_.cfg' in the target directory of preprocess's command. The
output file can be passed to \fB\-\-preprocess\-input\-macros\fP. This switch
should be typed before the \fB\-\-preprocess\fP command.
.TP
\fB\-\-proxy\fP
naudoja įgaliotąjį serverį tinklo ryšiams.
.TP
\fB\-\-proxy\-address\fP\fI\ adresas\fP
nurodo įgaliotojo serverio \fIadresą\fP.
.TP
\fB\-\-proxy\-port\fP\fI\ prievadas\fP
nurodo įgaliotojo serverio \fIprievadą\fP.
.TP
\fB\-\-proxy\-user\fP\fI\ naudotojo vardas\fP
nurodo įgaliotojo serverio \fInaudotojo vardą\fP.
.TP
\fB\-\-proxy\-password\fP\fI\ slaptažodis\fP
nurodo įgaliotojo serverio \fIslaptažodį\fP.
.TP
\fB\-r\ \fP\fIX\fP\fBx\fP\fIY\fP\fB,\ \-\-resolution\ \fP\fIX\fP\fBx\fP\fIY\fP
nustato ekrano raišką. Pavyzdžiui: \fB\-r\fP \fB800x600\fP.
.TP
\fB\-\-render\-image\fP\fI\ paveikslėlis\fP\fB\ \fP\fIišvestis\fP
takes a valid wesnoth 'image path string' with image path functions, and
outputs to a .png file. Image path functions are documented at
https://wiki.wesnoth.org/ImagePathFunctionWML.
.TP
\fB\-R,\ \-\-report\fP
initializes game directories, prints build information suitable for use in
bug reports, and exits.
.TP
\fB\-\-rng\-seed\fP\fI\ skaičius\fP
seeds the random number generator with \fInumber\fP. Example: \fB\-\-rng\-seed\fP
\fB0\fP.
.TP
\fB\-\-screenshot\fP\fI\ žemėlapis\fP\fB\ \fP\fIišvestis\fP
nepaleidžiant ekrano išsaugo \fIžemėlapio\fP ekranvaizdį į \fIišvestį\fP.
.TP
\fB\-\-script\fP\fI\ failas\fP
(experimental) \fIfile\fP containing a Lua script to control the client.
.TP
\fB\-s[\fP\fImazgas\fP\fB],\ \-\-server[\fP\fI=mazgas\fP\fB]\fP
connects to the specified host if any, otherwise connect to the first server
in preferences. Example: \fB\-\-server\fP \fBserver.wesnoth.org\fP.
.TP
\fB\-\-showgui\fP
paleidžia žaidimą su grafine aplinka, ignoruojant bet kokį pagal nutylėjimą
pridėtą \fB\-\-nogui\fP.
.TP
\fB\-\-strict\-validation\fP
patvirtinimo klaidos laikomos lemtingomis.
.TP
\fB\-t[\fP\fIscenarijaus_id\fP\fB],\ \-\-test[\fP\fI=scenarijaus_id\fP\fB]\fP
runs the game in a small test scenario. The scenario should be one defined
with a \fB[test]\fP WML tag. The default is \fBtest\fP. A demonstration of the
\fB[micro_ai]\fP feature can be started with \fBmicro_ai_test\fP. Implies
\fB\-\-nogui\fP.
.TP
\fB\-\-translations\-over\fP\fI\ procentas\fP
Set the standard for deeming a translation is complete enough to show in the
in\-game language list to \fIpercent\fP. Valid values are 0 to 100.
.TP
\fB\-u,\ \-\-unit\fP\fI\ scenarijaus\-id\fP
runs the specified test scenario as a unit test. Implies \fB\-\-nogui\fP.
.TP
\fB\-\-unsafe\-scripts\fP
makes the \fBpackage\fP package available to lua scripts, so that they can load
arbitrary packages. Do not do this with untrusted scripts! This action gives
lua the same permissions as the wesnoth executable.
.TP
\fB\-S,\-\-use\-schema\fP\fI\ path\fP
sets the WML schema for use with \fB\-V,\-\-validate\fP.
.TP
\fB\-\-userconfig\-dir\fP\fI\ pavadinimas\fP
nustato naudotojo konfigūracijos aplanką į \fIpavadinimas\fP esantį $HOME arba
„Mano dokumentai\eMano žaidimai“ Windows sistemoje. Taip pat galite nurodyti
pilną kelią iki konfigūracijos aplanko, jeigu jis nėra $HOME ar „Mano
dokumentai\eMano žaidimai“ aplankuose. Windows sistemoje taip pat galima
nurodyti aplanką santykinai nuo proceso darbinio aplanko naudojant „.\e
arba „..\e“. X11 sistemoje numatytas kelias yra $XDG_CONFIG_HOME arba
$HOME/.config/wesnoth, kitose sistemose naudotojo duomenų kelias.
.TP
\fB\-\-userconfig\-path\fP
išveda naudotojo konfigūracijos aplanko kelią ir išeina.
.TP
\fB\-\-userdata\-dir\fP\fI\ pavadinimas\fP
nustato naudotojo duomenų aplanką į \fIname\fP esantį $HOME arba „Mano
dokumentai\eMano žaidimai“ Windows sistemoje. Taip pat galite nurodyti pilną
kelią iki duomenų aplanko, jeigu jis nėra $HOME ar „Mano dokumentai\eMano
žaidimai“ aplankuose. Windows sistemoje taip pat galima nurodyti aplanką
santykinai nuo proceso darbinio aplanko naudojant „.\e“ arba „..\e“.
.TP
\fB\-\-userdata\-path\fP
išveda naudotojo duomenų aplanko kelią ir išeina.
.TP
\fB\-\-username\fP\fI\ naudotojo vardas\fP
naudoja \fInaudojo vardą\fP jungiantis prie serverio, nepaisant kitų nustatymų.
.TP
\fB\-\-validate\fP\fI\ path\fP
validates a file against the WML schema.
.TP
\fB\-\-validate\-addon\fP\fI\ addon_id\fP
validates the WML of the given addon as you play.
.TP
\fB\-\-validate\-core\fP
validates the core WML as you play.
.TP
\fB\-\-validate\-schema \ path\fP
validates a file as a WML schema.
.TP
\fB\-\-validcache\fP
daro prielaidą, kad podėlis yra tinkamas. (pavojinga)
.TP
\fB\-v, \-\-version\fP
parodo versijos numerį ir išsijungia.
.TP
\fB\-w, \-\-windowed\fP
paleidžia žaidimą lango režimu.
.TP
\fB\-\-with\-replay\fP
pakartoja žaidimą įkeltą su \fB\-\-load\fP parinktimi.
.
.SH "\-\-multiplayer parinktys"
.
Daugelio žaidėjų opcijos, skirtos kažkuriai vienai pusei, žymimos
\fInumeriu\fP. \fInumerį\fP pakeiskite tikruoju žaidėjo numeriu. Dažniausiai tai
bus 1 arba 2, bet gali būti ir daugiau, priklausomai nuo galimo žaidėjų
skaičiaus scenarijuje.
.TP
\fB\-\-ai\-config\fP\fI\ numeris\fP\fB:\fP\fIvertė\fP
selects a configuration file to load for the AI controller for this side.
.TP
\fB\-\-algorithm\fP\fI\ numeris\fP\fB:\fP\fIvertė\fP
selects a non\-standard algorithm to be used by the AI controller for this
side. The algorithm is defined by an \fB[ai]\fP tag, which can be a core one
either in "data/ai/ais" or "data/ai/dev" or an algorithm defined by an
addon. Available values include: \fBidle_ai\fP and \fBexperimental_ai\fP.
.TP
\fB\-\-controller\fP\fI\ numeris\fP\fB:\fP\fIvertė\fP
selects the controller for this side. Available values: \fBhuman\fP, \fBai\fP and
\fBnull\fP.
.TP
\fB\-\-era\fP\fI\ vertė\fP
naudokite šią parinktį, kad žaistumėte pasirinktoje eroje vietoj
\fBNumatytos\fP eros. Era yra parenkama pagal id. Eros aprašytos
\fBdata/multiplayer/eras.cfg\fP faile.
.TP
\fB\-\-exit\-at\-end\fP
išeina pasibaigus scenarijui be pergalės/pralaimėjimo dialogo rodymo, kuris
paprastai reikalauja naudotojui nuspausti Baigti scenarijų. Tai taip pat
naudojama automatiniam testavimui.
.TP
\fB\-\-ignore\-map\-settings\fP
nenaudoti žemėlapio nustatymų, vietoj to naudoti numatytus nustatymus.
.TP
\fB\-\-label\fP\fI\ žymė\fP
nustato DI \fIžymę\fP.
.TP
\fB\-\-multiplayer\-repeat\fP\fI\ vertė\fP
repeats a multiplayer game \fIvalue\fP times. Best to use with \fB\-\-nogui\fP for
scriptable benchmarking.
.TP
\fB\-\-parm\fP\fI\ numeris\fP\fB:\fP\fIpavadinimas\fP\fB:\fP\fIvertė\fP
nustato papildomus šios pusės parametrus. Šis parametras priklauso nuo
opcijų, panaudotų su \fB\-\-controller\fP ir \fB\-\-algorithm\fP. Jis turėtų būti
naudingas tik žmonėms, kuriantiems nuosavą DI. (dar pilnai nedokumentuota)
.TP
\fB\-\-scenario\fP\fI\ vertė\fP
parenka kelių žaidėjų scenarijų pagal id. Numatytas scenarijaus id yra
\fBmultiplayer_The_Freelands\fP.
.TP
\fB\-\-side\fP\fI\ numeris\fP\fB:\fP\fIvertė\fP
selects a faction of the current era for this side. The faction is chosen by
an id. Factions are described in the data/multiplayer.cfg file.
.TP
\fB\-\-turns\fP\fI\ vertė\fP
nustato ėjimų skaičių pasirinktam scenarijui. Pagal nutylėjimą ėjimų
skaičius neapribotas.
.
.SH "IŠĖJIMO BŪSENA"
.
Normali išėjimo būsena yra 0. Išėjimo būsena lygi 1 nurodo (SDL, video,
šriftų ir t.t.) paleidimo klaidą. Išėjimo būsena lygi 2 nurodo klaidą
komandinės eilutės parametruose.
.br
When running unit tests (with\fB\ \-u\fP), the exit status is different. An exit
status of 0 indicates that the test passed, and 1 indicates that the test
failed. An exit status of 3 indicates that the test passed, but produced an
invalid replay file. An exit status of 4 indicates that the test passed, but
the replay produced errors. These latter two are only returned if
\fB\-\-noreplaycheck\fP is not passed. An exit status of 2 indicates that the
test timed out, when used with the deprecated \fB\-\-timeout\fP option.
.
.SH AUTORIUS
.
Parašė David White <davidnwhite@verizon.net>.
.br
Redagavo Nils Kneuper <crazy\-ivanovic@gmx.net>, ott
<ott@gaon.net> ir Soliton <soliton.de@gmail.com>.
.br
Šį dokumentacijos puslapį iš pradžių parašė Cyril Bouthors
<cyril@bouthors.org>.
.br
Aplankykite oficialų puslapį: https://www.wesnoth.org/
.
.SH COPYRIGHT
.
Copyright \(co 2003\-2018 David White <davidnwhite@verizon.net>
.br
Tai yra laisva programa; ši programa licencijuota Free Software Foundation
(Laisvos programinės įrangos fondo) paskelbta GPL 2 versija. Nėra JOKIOS
garantijos; netgi PERKAMUMO ar TINKAMUMO KONKRETIEMS TIKSLAMS.
.
.SH "TAIP PAT ŽIŪRĖKITE"
.
\fBwesnothd\fP(6)

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.\" This program is free software; you can redistribute it and/or modify
.\" it under the terms of the GNU General Public License as published by
.\" the Free Software Foundation; either version 2 of the License, or
.\" (at your option) any later version.
.\"
.\" This program is distributed in the hope that it will be useful,
.\" but WITHOUT ANY WARRANTY; without even the implied warranty of
.\" MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
.\" GNU General Public License for more details.
.\"
.\" You should have received a copy of the GNU General Public License
.\" along with this program; if not, write to the Free Software
.\" Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
.\"
.
.\"*******************************************************************
.\"
.\" This file was generated with po4a. Translate the source file.
.\"
.\"*******************************************************************
.TH WESNOTH 6 2018 wesnoth "Battle for Wesnoth"
.
.SH NOME
wesnoth \- Battle for Wesnoth, um jogo de fantasia e estratégia em turnos
.
.SH SINOPSE
.
\fBwesnoth\fP [\fIOPÇÕES\fP] [\fICAMINHO_PARA_DATA\fP]
.
.SH DESCRIÇÃO
.
Battle for \fBWesnoth\fP é um jogo de fantasia e estratégia em turnos.
Derrote todos os líderes inimigos fazendo uso de tropas variadas escolhidas
a dedo e faça bom uso de seu ouro e suas aldeias. Todas as unidades possuem
seus pontos fortes e fracos. Para obter a vitória, posicione suas tropas em
posições vantajosas e evite que seus oponentes façam o mesmo. Conforme
unidades adquirem experiência, elas adquirem novas habilidades e se tornam
mais fortes. Jogue na sua língua e teste suas habilidades contra o
computador ou se junte a comunidade de jogadores online. Crie suas próprias
unidades, cenários e campanhas e compartilhe\-os com os outros.
.
.SH OPÇÕES
.
.TP
\fB\-\-all\-translations\fP
Mostra todas as traduções na lista de seleção de línguas do jogo, mesmo que
elas não sejam consideradas como suficientemente completas.
.TP
\fB\-\-bunzip2\fP\fI\ infile.bz2\fP
descomprime um arquivo que deve estar no formato bzip2 e guarda\-o sem o
sufixo .bz2. O \fIinfile.bz2\fP será removido.
.TP
\fB\-\-bzip2\fP\fI\ infile\fP
comprime um arquivo em formato bzip2 , guarda\-o como \fIinfile\fP.bz2 e remove
o \fIinfile\fP.
.TP
\fB\-c[\fP\fIid_campaign\fP\fB],\ \-\-campaign[\fP\fI=id_campaign\fP\fB]\fP
vai diretamente para a campanha com o id \fIid_campaign\fP. Um menu de seleção
aparecerá se nenhum id for especificado.
.TP
\fB\-\-campaign\-difficulty[\fP\fI=difficulty\fP\fB]\fP
A dificuldade da campanha especificada (1 é a maior). Se nada for
especificado, uma tela aparecerá para que a dificuldade seja selecionada.
.TP
\fB\-\-campaign\-scenario\fP\fI\ id_scenario\fP
O id do cenário da campanha especificada. O padrão é o primeiro cena´rio.
.TP
\fB\-\-campaign\-skip\-story\fP
Pula as [história] janelas e diálogos ate o fim pelo \fBstart\fP evento.
.TP
\fB\-\-clock\fP
Adiciona a opção para mostrar um relógio para testar o cronômetro.
.TP
\fB\-\-config\-dir\fP\fI\ name\fP
Deprecated, usa \fB\-\-userdata\-dir\fP.
.TP
\fB\-\-config\-path\fP
Deprecated, usa \fB\-\-userdata\-path\fP.
.TP
\fB\-\-core\fP\fI\ id_core\fP
sobrescreve o core carregado com o id do core especificado.
.TP
\fB\-\-data\-dir\fP\fI\ directory\fP
sobrescreve o diretório de data com o que foi especificado
.TP
\fB\-\-data\-path\fP
imprime o caminho do diretória de data e sai.
.TP
\fB\-d, \-\-debug\fP
habilita opções adicionais para o modo de comando dentro do jogo (veja a
wiki em http://www.wesnoth.org/wiki/CommandMode para mais informações sobre
o modo de comando).
.TP
\fB\-\-debug\-lua\fP
habilita alguns mecanismos de deb da Lua
.TP
\fB\-D,\-\-diff\fP\fI\ left\-file\fP\fB\ \fP\fIright\-file\fP
diffs the two WML files; does not preprocess them first (to do that, run
them through \fB\-p\fP first). Outputs the diff as DiffWML on standard output or
to the file indicated by \fI\-\-output\fP.
.TP
\fB\-e[\fP\fIfile\fP\fB],\ \-\-editor[\fP\fI=file\fP\fB]\fP
abre diretamente o editor de mapas do jogo. Se \fIfile\fP é especificado, fica
equivalente a \fB\-l\fP \fB\-\-load\fP.
.TP
\fB\-\-fps\fP
exibe o número de frames por segundo do jogo num canto da tela.
.TP
\fB\-f, \-\-fullscreen\fP
executa o jogo em modo tela cheia.
.TP
\fB\-\-gunzip\fP\fI\ infile.gz\fP
descomprime um arquivo que está em formato gzip e armazena\-o sem o sufixo
\&.gz. O arquivo \fIinfile.gz\fP é então removido.
.TP
\fB\-\-gzip\fP\fI\ infile\fP
comprime um arquivo em formato gzip, guarda\-o como \fIinfile\fP.gz e remove
\fIinfile\fP.
.TP
\fB\-h, \-\-help\fP
exibe um resumo das opções de linha de comando para saída padrão, e sai.
.TP
\fB\-l,\ \-\-load\fP\fI\ file\fP
carreja o savegame \fIfile\fP da pasta padrão do diretório do jogo. se a opção
\fB\-e\fP ou \fB\-\-editor\fP também foi usada, inicia o editor com o mapa do \fIfile\fP
aberto. se for um diretório, o editor iniciará com uma janela para escolher
qual mapa carregar.
.TP
\fB\-L,\ \-\-language\fP\fI\ lang\fP
usa língua \fIlang\fP (símbolo) essa sessão. Exemplo: \fB\-\-language
ang_GB@latin\fP
.TP
\fB\-\-log\-\fP\fIlevel\fP\fB=\fP\fIdomain1\fP\fB,\fP\fIdomain2\fP\fB,\fP\fI...\fP
ajusta o nível de gravidade dos log domains. \fBall\fP pode ser usado para
combinar com qualquer domínio de log. Níveis disponíveis: \fBerror\fP,\ \fBwarning\fP,\ \fBinfo\fP,\ \fBdebug\fP. Por padrão o nível \fBwarning\fP é usado para
a maioria dos domains, mas \fBdeprecation\fP vai para por padrão \fBnone\fP a não
ser que seja combinado com a opção \fB\-d\fP.
.TP
\fB\-\-log\-precise\fP
mostra as timestamps nos logfiles com mais precisão.
.TP
\fB\-\-log\-strict\fP
define o nível strict para o logger. Qualquer mensagem enviada para os log
domains deste nível, ou de níveis mais severos, fará com que o teste de
unidade falhe independentemente do resultado da vitória. Apenas relevante
quando usado juto de \fB\-u\fP.
.TP
\fB\-\-logdomains[\fP\fI=filter\fP\fB]\fP
lista dos log domains definidos (apenas os que contêm \fIfilter\fP se usad0) e
sai
.TP
\fB\-\-max\-fps\fP\fI\ fps\fP
o número de frames por segundo que o jogo pode mostrr, o valor deve estar
entre \fB1\fP e \fB1000\fP, o valor padrão é igual a taxa de atualização do
monitor.
.TP
\fB\-m, \-\-multiplayer\fP
executa um jogo multiplayer . Há opções adicionais que podem ser usadas
juntamente com \fB\-\-multiplayer\fP conforme explicado abaixo.
.TP
\fB\-\-mp\-test\fP
carrega os cenários mp de teste.
.TP
\fB\-\-new\-widgets\fP
há um novo kit de ferramentas widget experimental, esta opção
habilita\-o. Isto é muito experimental, portanto não relate bugs pois a
maioria deles já são conhecidos. Partes da biblioteca são consideradas
estáveis e funcionarão sem esta troca.
.TP
\fB\-\-nodelay\fP
executa o jogo sem atrasos para benchmark de gráficos. Isto é ativado
automaticamente pela opção \fB\-\-nogui\fP.
.TP
\fB\-\-noaddons\fP
desabilida o carregamento de addons de usuários.
.TP
\fB\-\-nocache\fP
desabilida o cache de dados do jogo.
.TP
\fB\-\-nogui\fP
roda o jogo sem a GUI. Só está disponível em combinação com \fB\-\-multiplayer\fP
ou \fB\-\-screenshot\fP ou \fB\-\-plugin\fP.
.TP
\fB\-\-nomusic\fP
roda o jogo sem música.
.TP
\fB\-\-noreplaycheck\fP
não tente validar os replays de teste de unidade. Apenas relevante quando
usado com \fB\-u\fP.
.TP
\fB\-\-nosound\fP
roda o jogo sem sons e música.
.TP
\fB\-\-output\fP\fI\ file\fP
output to the specified file. Applicable to diffing operations.
.TP
\fB\-\-password\fP\fI\ password\fP
usa \fIpassword\fP quando conectar a um servidor, ignorando as outras
preferências. Perigoso.
.TP
\fB\-\-plugin\fP\fI\ script\fP
(experimental)carrega um \fIscript\fP que define um plugin para o
wesnoth. Identico ao \fB\-\-script\fP, mas arquivos Lua devem retornar uma função
que irá agir como uma co\-rotina e periodicamente despertar com atualizações.
.TP
\fB\-P,\-\-patch\fP\fI\ base\-file\fP\fB\ \fP\fIpatch\-file\fP
applies a DiffWML patch to a WML file; does not preprocess either of the
files. Outputs the patched WML to standard output or to the file indicated
by \fI\-\-output\fP.
.TP
\fB\-p,\ \-\-preprocess\fP\fI\ source\-file/folder\fP\fB\ \fP\fItarget\-directory\fP
pré\-processa um arquivo/pasta específico. Cada cada arquivo(s) um arquivo de
texto simples .cfg e um arquivo processado .cfg serão escritos no diretório
alvo especificado. Se uma pasta for especificada, ele será pré\-processado
recursivmente com base nas regras conhecidas d pré\-processador. Os macros
comuns do diretório "data/core/macros" serão pré\-processados antes dos
recursos especificados. Exemplo: \fB\-p ~/wesnoth/data/campaigns/tutorial
~/result.\fP Para mais detalhes sobre o Pré\-processador, visite:
https://wiki.wesnoth.org/PreprocessorRef#Command\-line_preprocessor.
.TP
\fB\-\-preprocess\-defines=\fP\fIDEFINE1\fP\fB,\fP\fIDEFINE2\fP\fB,\fP\fI...\fP
vírgula separada lista as definições para serem usadas pelo \fB\-\-preprocess\fP
comando. Se \fBSKIP_CORE\fP estiver na lista de definição, o diretório
"data/core" não será pré\-processado.
.TP
\fB\-\-preprocess\-input\-macros\fP\fI\ source\-file\fP
usado apenas pelo comando \fB\-\-preprocess\fP. Específica um arquivo que
contenha \fB[preproc_define]\fP para ser incluido antes do processamento.
.TP
\fB\-\-preprocess\-output\-macros[\fP\fI=target\-file\fP\fB]\fP
usado apenas pelo comando \fB\-\-preprocess\fP. Will output all preprocessed
macros no arquivo alvo. Se o arquivo não for especificado, o resultado será
arquvio '_MACROS_.cfg' no diretório alvo do comando do pré\-processador. O
arquivo resultante pode ser passado para \fB\-\-preprocess\-input\-macros\fP. Esta
opção deve ser digitada antes do comando \fB\-\-preprocess\fP.
.TP
\fB\-\-proxy\fP
permite a utilização de proxy para conexões em rede.
.TP
\fB\-\-proxy\-address\fP\fI\ address\fP
especifica o \fIaddress\fP da proxy.
.TP
\fB\-\-proxy\-port\fP\fI\ port\fP
especifica a \fIport\fP da proxy.
.TP
\fB\-\-proxy\-user\fP\fI\ username\fP
especifica \fIusername\fP para logar no proxy.
.TP
\fB\-\-proxy\-password\fP\fI\ password\fP
especifica \fIpassword\fP para logar no proxy.
.TP
\fB\-r\ \fP\fIX\fP\fBx\fP\fIY\fP\fB,\ \-\-resolution\ \fP\fIX\fP\fBx\fP\fIY\fP
define a resolução da tela. Exemplo: \fB\-r\fP \fB800x600\fP.
.TP
\fB\-\-render\-image\fP\fI\ image\fP\fB\ \fP\fIoutput\fP
pega um 'caminho de string de imagem' válido de wesnoth com função de
caminho de imagem, e produz um arquivo .png. As funções do caminho de imagem
são documentados na página https://wiki.wesnoth.org/ImagePathFunctionWML.
.TP
\fB\-R,\ \-\-report\fP
inicia os diretórios do jogo, imprime informações da build para bug reports
e depois sai.
.TP
\fB\-\-rng\-seed\fP\fI\ number\fP
preenche o gerador de números aleatórios com \fInumber\fP. Exemplo:
\fB\-\-rng\-seed\fP \fB0\fP.
.TP
\fB\-\-screenshot\fP\fI\ map\fP\fB\ \fP\fIoutput\fP
salva uma screenshot de \fImap\fP para \fIoutput\fP sem iniciar a tela.
.TP
\fB\-\-script\fP\fI\ file\fP
(experimental) \fIfile\fP contem um script Lua para controlar o cliente.
.TP
\fB\-s[\fP\fIhost\fP\fB],\ \-\-server[\fP\fI=host\fP\fB]\fP
conecta com o host especificado, caso um tenha sido especificado. Caso
contrário, conecta ao primeiro servidor nas preferências. Exemplo:
\fB\-\-server\fP \fBserver.wesnoth.org\fP.
.TP
\fB\-\-showgui\fP
roda o jogo sem GUI, substituindo qualquer \fB\-\-nogui\fP implícito.
.TP
\fB\-\-strict\-validation\fP
erros de validação são tratados como erros fatais.
.TP
\fB\-t[\fP\fIscenario_id\fP\fB],\ \-\-test[\fP\fI=scenario_id\fP\fB]\fP
roda o jogo num pequeno cenário de teste. Este cenário deve ser definido com
uma \fB[test]\fP WML tag. O padrão é \fBtest\fP. Uma demonstração da
\fB[micro_ai]\fP pode ser iniciada por \fBmicro_ai_test\fP. Implica \fB\-\-nogui\fP.
.TP
\fB\-\-translations\-over\fP\fI\ percent\fP
Define o padrão para considerar uma tradução como completa o suficiente para
aparecer na lista de línguas dentro do jogo para \fIpercent\fP. Valores entre
0 e 100.
.TP
\fB\-u,\ \-\-unit\fP\fI\ scenario\-id\fP
roda o cenário teste especificado como um teste de unidade. Implica
\fB\-\-nogui\fP.
.TP
\fB\-\-unsafe\-scripts\fP
torna o pacote \fBpackage\fP disponível para scripts lua, permitindo que eles
possam carregar pacotes arbitrários. Não use isso com scripts não
confiáveis! Esta ação faz dá ao lua o mesmo nível de permissão que o
executável do wesnoth.
.TP
\fB\-S,\-\-use\-schema\fP\fI\ path\fP
configura o WML schema para ser usado com \fB\-V,\-\-validate\fP.
.TP
\fB\-\-userconfig\-dir\fP\fI\ name\fP
define o diretório das configurações do usuário para \fIname\fP em $HOME ou "My
Documents\eMy Games" para windows. Você também pode especificar um caminho
absoluto para este diretório fora da $HOME ou "My Documents\eMy Games". No
Windows também é possível especificar um diretório relativo ao processode
trabalho ao usar um caminho que comece com ".\e" ou "..\e". Sob X11 o
padrão é $XDG_CONFIG_HOME ou $HOME/.config/wesnoth, em outros sistemas para
o caminho dos dados do usuário.
.TP
\fB\-\-userconfig\-path\fP
imprime o caminho da pasta de configurações de usuário e sai.
.TP
\fB\-\-userdata\-dir\fP\fI\ name\fP
define o diretório dos dados do usuário para \fIname\fP em $HOME ou "My
Documents\eMy Games" para windows. Você também pode especificar um caminho
absoluto para este diretório fora da $HOME ou "My Documents\eMy Games". No
Windows também é possível especificar um diretório relativo ao processode
trabalho ao usar um caminho que comece com ".\e" ou "..\e".
.TP
\fB\-\-userdata\-path\fP
imprime o caminho da data do usuário e sai.
.TP
\fB\-\-username\fP\fI\ username\fP
usa \fIusername\fP ao conectar num servidor, ignorando outras preferências.
.TP
\fB\-\-validate\fP\fI\ path\fP
valida um arquivo contra um WML schema.
.TP
\fB\-\-validate\-addon\fP\fI\ addon_id\fP
validates the WML of the given addon as you play.
.TP
\fB\-\-validate\-core\fP
valida o core WML enquanto você joga.
.TP
\fB\-\-validate\-schema \ path\fP
valida um arquivo como WML schema.
.TP
\fB\-\-validcache\fP
assume que o cache é válido. (perigoso)
.TP
\fB\-v, \-\-version\fP
mostra o número da versão e sai.
.TP
\fB\-w, \-\-windowed\fP
roda o jogo no modo de janela.
.TP
\fB\-\-with\-replay\fP
recomeça o jogo carregado com a opção \fB\-\-load\fP.
.
.SH "Opções para \-\-multiplayer"
.
As opções específicas para times em modo multijogador estão marcadas com
<número>. <número> deve ser substituido pelo número de um
time. Normalmente esse número é 1 ou 2, mas isso depende do número de
jogadores permitidos no cenário escolhido.
.TP
\fB\-\-ai\-config\fP\fI\ number\fP\fB:\fP\fIvalue\fP
seleciona um arquivo de configuração para carregar para a AI que controla
esse lado.
.TP
\fB\-\-algorithm\fP\fI\ number\fP\fB:\fP\fIvalue\fP
seleciona um algorismo não padrão para ser usado para o controlador da AI
deste lado. O algorismo é definido por uma \fB[ai]\fP tag, que pode ser uma
core ou na "data/ai/ais" ou "data/ai/dev" ou um algorismo definido por um
addon. Valores disponíveis incluem: \fBidle_ai\fP e \fBexperimental_ai\fP.
.TP
\fB\-\-controller\fP\fI\ number\fP\fB:\fP\fIvalue\fP
escolhe o controlador para este lado. Valores disponíveis: \fBhuman\fP, \fBai\fP e
\fBnull\fP.
.TP
\fB\-\-era\fP\fI\ value\fP
use esta opção para jogar na era selecionada, ao invés da era
\fBPadrão\fP. Você escolhe a era pelo identificador (id). As eras disponíveis
estão descritas no arquivo \fBdata/multiplayer/era.cfg\fP.
.TP
\fB\-\-exit\-at\-end\fP
sai quando o cenário terminar, sem mostrar a tela de de vitória/derrota que
normalmente requer que o usuário aperte o botão de Terminar Cenário. Isto
também é usado para scripts de benchmark.
.TP
\fB\-\-ignore\-map\-settings\fP
não usa as configurações do mapa, mas sim os valores padrões.
.TP
\fB\-\-label\fP\fI\ label\fP
define o \fIlabel\fP para AIs.
.TP
\fB\-\-multiplayer\-repeat\fP\fI\ value\fP
repete um jogo multiplayer \fIvalue\fP vezes. Melhor usado com o comando
\fB\-\-nogui\fP para montar benchmarks.
.TP
\fB\-\-parm\fP\fI\ number\fP\fB:\fP\fIname\fP\fB:\fP\fIvalue\fP
configura parâmetros adicionais para este lado. Este parâmetro depende das
opções usadas com \fB\-\-controller\fP e \fB\-\-algorithm\fP. Só é de utilidade para
quem quer criar sua própria AI. (ainda não está documentado por completo)
.TP
\fB\-\-scenario\fP\fI\ value\fP
seleciona um cenário multiplayer pelo seu id. O id padrão de cenário é
\fBmultiplayer_The_Freelands\fP.
.TP
\fB\-\-side\fP\fI\ number\fP\fB:\fP\fIvalue\fP
seleciona uma facção da era atual para este lado. A facção é escolhida pelo
seu id. As facções estão descritas no arquivo data/multiplayer.cfg.
.TP
\fB\-\-turns\fP\fI\ value\fP
define o número de turnos para o cenário escolhido. Por padrão não há turno
limite.
.
.SH "STATUS DE SAÍDA"
.
O status de saída normal é 0. Um status de saída 1 indica que um (SDL,
vídeo, fontes, etc) erro de inicialização. Um status de saída 2 indica um
erro com as opções de linha de comando.
.br
When running unit tests (with\fB\ \-u\fP), the exit status is different. An exit
status of 0 indicates that the test passed, and 1 indicates that the test
failed. An exit status of 3 indicates that the test passed, but produced an
invalid replay file. An exit status of 4 indicates that the test passed, but
the replay produced errors. These latter two are only returned if
\fB\-\-noreplaycheck\fP is not passed.
.
.SH AUTOR
.
Escrito por David White <davidnwhite@verizon.net>.
.br
Editado por Nils Kneuper <crazy\-ivanovic@gmx.net>, ott
<ott@gaon.net> e Soliton <soliton@sonnenkinder.org>.
.br
Esta página do manual foi escrita originalmente por Cyril bouthors
<cyril@bouthors.org>.
.br
Visite a página oficial: http://www.wesnoth.org/
.
.SH COPYRIGHT
.
Copyright \(co 2003\-2018 David White <davidnwhite@verizon.net>
.br
Este Software é Gratuito; este software é licenciado sob a versão GPL 2,
conforme publicada pela Free Software Foundation. Não há NENHUMA garantia;
nem mesmo para COMERCIALIZAÇÃO ou ADEQUAÇÃO PARA UM PROPÓSITO EM PARTICULAR.
.
.SH "VEJA TAMBÉM"
.
\fBwesnothd\fP(6)

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.\" This program is free software; you can redistribute it and/or modify
.\" it under the terms of the GNU General Public License as published by
.\" the Free Software Foundation; either version 2 of the License, or
.\" (at your option) any later version.
.\"
.\" This program is distributed in the hope that it will be useful,
.\" but WITHOUT ANY WARRANTY; without even the implied warranty of
.\" MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
.\" GNU General Public License for more details.
.\"
.\" You should have received a copy of the GNU General Public License
.\" along with this program; if not, write to the Free Software
.\" Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
.\"
.
.\"*******************************************************************
.\"
.\" This file was generated with po4a. Translate the source file.
.\"
.\"*******************************************************************
.TH WESNOTHD 6 2018 wesnothd "Battle for Wesnoth multiplayer daemon de rede"
.
.SH NOME
.
wesnothd \- Battle \fBWesnoth\fP multiplayer daemon de rede
.
.SH SINOPSE
.
\fBwesnothd\fP [\|\fB\-dv\fP\|] [\|\fB\-c\fP \fIpath\fP\|] [\|\fB\-p\fP \fIport\fP\|] [\|\fB\-t\fP
\fInumber\fP\|] [\|\fB\-T\fP \fInumber\fP\|]
.br
\fBwesnothd\fP \fB\-V\fP
.
.SH DESCRIÇÃO
.
Gerencia jogos multiplayer de Battle for Wesnoth. Veja
http://www.wesnoth.org/wiki/ServerAdministration para saber quais comandos o
servidor aceita via o cliente do jogo (/query ...) ou via fifo.
.
.SH OPÇÕES
.
.TP
\fB\-c\ \fP\fIpath\fP\fB,\ \-\-config\fP\fI\ path\fP
diz a wesnothd onde achar o arquivo de configuração a ser usado. Veja a
seção \fBSERVER CONFIG\fP abaixo para a sintaxe. Você pode recarregar a
configuração enviando SIGHUP para o processo do servidor.
.TP
\fB\-d, \-\-daemon\fP
roda o wesnothd como um daemon.
.TP
\fB\-h, \-\-help\fP
explica o que as opções de linha de comando fazem.
.TP
\fB\-\-log\-\fP\fIlevel\fP\fB=\fP\fIdomain1\fP\fB,\fP\fIdomain2\fP\fB,\fP\fI...\fP
define o nível de gravidade do log domain. \fBall\fP pode ser usado para
igualar qualquer log domain. Níveis disponíveis: \fBerror\fP,\ \fBwarning\fP,\ \fBinfo\fP,\ \fBdebug\fP. O nível \fBerror\fP é utilizado como padrão e o \fBinfo\fP
nível para o \fBserver\fP domain.
.TP
\fB\-p\ \fP\fIport\fP\fB,\ \-\-port\fP\fI\ port\fP
conecta o servidor à porta escolhida. Se nenhuma porta for escolhida, a
porta \fB15000\fP será usada.
.TP
\fB\-t\ \fP\fInumber\fP\fB,\ \-\-threads\fP\fI\ number\fP
define a quantidade máxima de threads trabalhando para E/S em rede em espera
para n (padrão: \fB5\fP,\ max:\ \fB30\fP).
.TP
\fB\-T\ \fP\fInumber\fP\fB,\ \-\-max\-threads\fP\fI\ number\fP
define o número máximo de threads de trabalho que serão criadas. Se \fB0\fP ser
definido, não haverá limites (padrão: \fB0\fP).
.TP
\fB\-V, \-\-version\fP
mostra o número da versão e sai.
.TP
\fB\-v, \-\-verbose\fP
liga o debug do log.
.
.SH "CONFIGURAÇAO DO SERVIDOR"
.
.SS "A sintaxe geral é:"
.
.P
[\fItag\fP]
.IP
\fIkey\fP="\fIvalue\fP"
.IP
\fIkey\fP="\fIvalue\fP,\fIvalue\fP,..."
.P
[/\fItag\fP]
.
.SS "Chaves globais:"
.
.TP
\fBallow_remote_shutdown\fP
Se definido como \fBno\fP (padrão), shut_down e pedidos para reiniciar são
ignorados a não ser que venham do fifo. Mude\-o para \fByes\fP para permiter
desligamento remoto via /query por um administrador.
.TP
\fBban_save_file\fP
Caminho completo ou relativo para um arquivo (comprimido com gzip) que o
servior pode ler e escrever. Bans serão salvos para este arquivo e lidos
novamente quando o servidor for ligado.
.TP
\fBcompress_stored_rooms\fP
Determina se o arquivo rooms deve ser lido e escrito em forma compactada. O
padrão é \fByes\fP.
.TP
\fBconnections_allowed\fP
O número de conexões permitidas do mesmo IP. \fB0\fP para infinito. (padrão:
\fB5\fP)
.TP
\fBdisallow_names\fP
Nomes/apelidos que não são aceitos pelo servidor. \fB*\fP e \fB?\fP de
caracteres\-curinga são suportados. Veja \fBglob\fP(7) para mais detalhes. Os
valores padrão (usados se nada for especificado) são:
\fB*admin*,*admln*,*server*,ai,ai?,computer,human,network,player\fP.
.TP
\fBfifo_path\fP
O caminho para o fifo em que você pode ecoar comandos do servidor (o mesmo
que /query ... do wesnoth). Se não especificado, o padrão é o caminho da
compilação (padrão: \fB/var/run/socket/wesnothd/socket\fP).
.TP
\fBmax_messages\fP
O número de mensagens permitidas em \fBmessages_time_period\fP. (padrão: \fB4\fP)
.TP
\fBmessages_time_period\fP
O período de tempo (em segundos) do flooding de mensagens ser
detectado. (padrão: \fB10\fP segundos)
.TP
\fBmotd\fP
A mensagem do dia.
.TP
\fBnew_room_policy\fP
Determina quem pode criar novas salas no servidor. Os valores disponíveis
são \fBeveryone\fP, \fBregistered\fP, \fBadmin\fP e \fBnobody\fP, edá permissão para,
respectivamente, todos, apenas usuários registrados, administradores, ou
desabilita que novas salas sejam criadas. O valor padrão é \fBeveryone\fP.
.TP
\fBpasswd\fP
A senha usada para ganhar privilégios dec admnistrador. (via \fB/query
admin\fP\fIpassword\fP).
.TP
\fBreplay_save_path\fP
O diretório onde o servidor armazena replays de jogos. (não esqueça de botar
no final /!) O padrão é `' que o diretório wesnothd foi iniciado.
.TP
\fBrestart_command\fP
O comando que o servidor usa para começar um novo processo de servidor via o
comando \fBrestart\fP. (Só pode ser dado via fifo. Veja a configuração
\fBallow_remote_shutdown\fP.)
.TP
\fBroom_save_file\fP
Caminho para um arquivo onde as informações de room devem ser
guardadas. Este arquivo é lido quando o servidor começa e escrito depois. Se
em branco ou não definidas, rooms não são carregadas e nem salvas.
.TP
\fBsave_replays\fP
Define se o servidor gravará automaticamente os replays dos jogos. (padrão:
\fBfalse\fP)
.TP
\fBversions_accepted\fP
Uma lista separada por vírgulas das versões de strings que serão aceitas
pelo servidor. \fB*\fP e \fB?\fP de caracteres\-curinga são suportados. (o padrão
é a versão correspondente do wesnoth)
.br
Exemplo: \fBversions_accepted="*"\fP aceita qualquer versão do string.
.TP
\fBdeny_unregistered_login\fP
Whether to prevent users who are not registered with the \fBuser_handler\fP
being used from logging in. (default: false)
.
.SS "Tags Globais:"
.
.P
\fB[redirect]\fP Uma tag para especificar um servidor ao qual redirecionar
certas versões de clientes.
.RS
.TP
\fBhost\fP
O endereço do servidor para o qual redirecionar.
.TP
\fBport\fP
A porta para a qual se conectar.
.TP
\fBversion\fP
Uma lista separada por vírgulas de versões para redirecionar. Se comporta do
mesmo modo que \fBversions_accepted\fP em relação a caracteres\-curinga.
.RE
.P
\fB[ban_time]\fP Uma tag para definir palavras chaves para bans temporários.
.RS
.TP
\fBnome\fP
O nome usado como referência para o tempo de ban.
.TP
\fBtime\fP
A definição da duração do tempo. O formato é: %d[%s[%d%s[...]]] onde %s é s
(segundos), m (minutos), h (horas), D (dias), M (meses) ou A (anos) e %d é
um número. Se nenhum modificador de tempo for dado, minutos (m) são
assumidos. Exemplo: \fBtime="1D12h30m"\fP resulta num tempo de banimento de 1
dia, 12 horas e 30 minutos.
.RE
.P
\fB[proxy]\fP Uma tag para dizer ao servidor para agir como uma proxy e enviar
as requisições dos clientes conectados para o servidor especificado.
Aceita as mesmas chaves que \fB[redirect]\fP.
.RE
.P
\fB[user_handler]\fP Configures the user handler. Available keys vary depending
on which user handler is set with the \fBuser_handler\fP key. If no
\fB[user_handler]\fP section is present in the configuration the server will
run without any nick registration service. All additional tables that are
needed for the \fBforum_user_handler\fP to function can be found in
table_definitions.sql in the Wesnoth source repository.
.RS
.TP
\fBdb_host\fP
The hostname of the database server
.TP
\fBdb_name\fP
The name of the database
.TP
\fBdb_user\fP
The name of the user under which to log into the database
.TP
\fBdb_password\fP
This user's password
.TP
\fBdb_users_table\fP
The name of the table in which your phpbb forums saves its user data. Most
likely this will be <table\-prefix>_users (e.g. phpbb3_users).
.TP
\fBdb_extra_table\fP
The name of the table in which wesnothd will save its own data about users.
.TP
\fBdb_game_info_table\fP
The name of the table in which wesnothd will save its own data about games.
.TP
\fBdb_game_player_info_table\fP
The name of the table in which wesnothd will save its own data about the
players in a game.
.TP
\fBdb_game_modification_info_table\fP
The name of the table in which wesnothd will save its own data about the
modifications used in a game.
.TP
\fBdb_user_group_table\fP
The name of the table in which your phpbb forums saves its user group
data. Most likely this will be <table\-prefix>_user_group
(e.g. phpbb3_user_group).
.TP
\fBmp_mod_group\fP
The ID of the forum group to be considered as having moderation authority.
.RE
.
.SH "STATUS DE SAÍDA"
.
O status de saída normal é 0 quando o server tiver fechado corretamente. Um
status de saída de 2 indica um erro nas opções das linahs de comando.
.
.SH AUTOR
.
Escrito por David White <davidnwhite@verizon.net>. Editado por Nils
Kneuper <crazy\-ivanovic@gmx.net>, ott <ott@gaon.net>,
Soliton <soliton.de@gmail.com> e Thomas Baumhauer
<thomas.baumhauer@gmail.com>. Esta página do manual foi
originalmente escrita por Cyril Bouthors <cyril@bouthors.org>.
.br
Visite a página oficial: http://www.wesnoth.org/
.
.SH COPYRIGHT
.
Copyright \(co 2003\-2018 David White <davidnwhite@verizon.net>
.br
Este Software é Gratuito; este software é licenciado sob a versão GPL 2,
conforme publicada pela Free Software Foundation. Não há NENHUMA garantia;
nem mesmo para COMERCIALIZAÇÃO ou ADEQUAÇÃO PARA UM PROPÓSITO EM PARTICULAR.
.
.SH "VEJA TAMBÉM"
.
\fBwesnoth\fP(6)

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.\" This program is free software; you can redistribute it and/or modify
.\" it under the terms of the GNU General Public License as published by
.\" the Free Software Foundation; either version 2 of the License, or
.\" (at your option) any later version.
.\"
.\" This program is distributed in the hope that it will be useful,
.\" but WITHOUT ANY WARRANTY; without even the implied warranty of
.\" MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
.\" GNU General Public License for more details.
.\"
.\" You should have received a copy of the GNU General Public License
.\" along with this program; if not, write to the Free Software
.\" Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
.\"
.
.\"*******************************************************************
.\"
.\" This file was generated with po4a. Translate the source file.
.\"
.\"*******************************************************************
.TH WESNOTH 6 2018 wesnoth "Vesnot Savaşı"
.
.SH İSİM
wesnoth \- Vesnot Savaşı, sırayla oynanan kurgusal bir strateji oyunu
.
.SH KULLANIM
.
\fBwesnoth\fP [\fIseçenekler\fP] [\fIdata_dizini\fP]
.
.SH AÇIKLAMA
.
\fBVesnot Savaşı\fP, sırayla oynanan kurgusal bir strateji oyunudur.
Oyunda iyi seçilmiş bir asker kadrosu kullanılarak tüm düşman liderleri
yenilmeye çalışılır. Bunun için köyler ve altın kaynak olarak
kullanılır. Bütün birimlerin kendilerine özgü kuvvetli ve zayıf yetenekleri
vardır. Kazanmak için kuvvetlerinizi düşmana karşı üstünlük sağlayacak
yerlere konuşlandırmalısınız. Birimler deneyim kazandıkça yeni yetenekler
kazanır ve daha güçlü hale gelirler. Oyunu kendi dilinizde oynayabilir,
yeteneklerinizi bilgisayara karşı veya çevrimiçi oyunculara karşı
sınayabilirsiniz. Kendi özel birimlerinizi, senaryolarınızı veya
seferberliklerinizi yazabilir ve bunları başkaları ile paylaşabilirsiniz.
.
.SH SEÇENEKLER
.
.TP
\fB\-\-all\-translations\fP
Oyun içi dil seçim listesindeki tüm çevirileri yeterli olmasalar bile,
gösterir.
.TP
\fB\-\-bunzip2\fP\fI\ dosya.bz2\fP
bzip2 biçemli bir dosyanın sıkıştırmasını açar ve .bz2 uzantısız olarak
kaydeder. \fIdosya.bz2\fP dosyasını da siler.
.TP
\fB\-\-bzip2\fP\fI\ dosya\fP
bir dosyayı \fIdosya\fP.gz adıyla sıkıştırarak kaydeder ve \fIdosya\fPyı siler.
.TP
\fB\-c[\fP\fIseferberlik\fP\fB],\ \-\-campaign[\fP\fI=seferberlik\fP\fB]\fP
\fIseferberlik\fP kimliği ile doğrudan seferberliğe gider. Kimlik
belirtilmemişse bir seçim menüsü görünecektir.
.TP
\fB\-\-campaign\-difficulty[\fP\fI=zorluk\fP\fB]\fP
Belirtilen seferberliğin zorluğu (1 \- azami). Belirtilmezse, seferberlik
zorluğu seçim gereci görünür.
.TP
\fB\-\-campaign\-scenario\fP\fI\ senaryo\fP
belirtilen seferberlikteki senaryonun kimliği. Belirtilmezse ilk senaryo
öntanımlıdır.
.TP
\fB\-\-campaign\-skip\-story\fP
olayların \fBbaşlangıcındaki\fP [hikaye} ekranlarını atlar.
.TP
\fB\-\-clock\fP
çizim zamanlayıcısını denerken saati göstermek için bu seçeneği ekler.
.TP
\fB\-\-config\-dir\fP\fI\ isim\fP
Kullanım dışı, yerine \fB\-\-userdata\-dir\fP kullanın.
.TP
\fB\-\-config\-path\fP
Kullanım dışı, yerine \fB\-\-userdata\-path\fP kullanın.
.TP
\fB\-\-core\fP\fI\ çekirdek\fP
kimliği belirtilen çekirdek yüklü olanın yerine geçer.
.TP
\fB\-\-data\-dir\fP\fI\ dizin\fP
data dizini olarak belirtilen dizin kullanılır.
.TP
\fB\-\-data\-path\fP
data dizininin yolunu basar ve çıkar.
.TP
\fB\-d, \-\-debug\fP
oyun içi ek komut kipi seçeneklerini etkin kılar (komut kipi hakkında bilgi
edinmek için http://www.wesnoth.org/wiki/CommandMode adresine bakınız).
.TP
\fB\-\-debug\-lua\fP
bazı Lua hata ayıklama mekanizmalarını etkinleştirir.
.TP
\fB\-D,\-\-diff\fP\fI\ left\-file\fP\fB\ \fP\fIright\-file\fP
diffs the two WML files; does not preprocess them first (to do that, run
them through \fB\-p\fP first). Outputs the diff as DiffWML on standard output or
to the file indicated by \fI\-\-output\fP.
.TP
\fB\-e[\fP\fIdosya\fP\fB],\ \-\-editor[\fP\fI=dosya\fP\fB]\fP
oyun içi harita düzenleticisini doğrudan başlatır. \fIdosya\fP belirtilmezse
\fB\-l\fP veya \fB\-\-load\fP kullanılmış varsayılır.
.TP
\fB\-\-fps\fP
çalışmakta olan oyunda ekranın saniyede kaç kere yeniden çizildiğini ekranın
bir köşesinde gösterir.
.TP
\fB\-f, \-\-fullscreen\fP
oyunu tam ekran çalıştırır.
.TP
\fB\-\-gunzip\fP\fI\ girdi\-dosyası.gz\fP
Gzipli bir dosyanın sıkıştırmasını açar ve .gz uzantısız olarak
kaydeder. \fIdosya.gz\fP dosyasını da siler.
.TP
\fB\-\-gzip\fP\fI\ girdi\-dosyası\fP
Bir dosyayı \fIdosya\fP.gz adıyla sıkıştırarak kaydeder ve \fIdosya\fPyı siler.
.TP
\fB\-h, \-\-help\fP
Komut satırı seçeneklerini standart çıktıya listeler ve çıkar.
.TP
\fB\-l,\ \-\-load\fP\fI\ dosya\fP
kayıtlı oyun dosyası \fIdosya\fP, standart oyun kayıt dizininden yüklenir. Eğer
\fB\-e\fP veya \fB\-\-editor\fP seçeneği de kullanılmışsa \fIdosya\fP'ya ait harita,
harita düzenleyicide açılır. Düzenleyici başlatıldığında harita yükleme
diyaloguyla açılır.
.TP
\fB\-L,\ \-\-language\fP\fI\ lisan\fP
geçerli oturumda \fIlisan\fP (dilin resmi sembolü) ile belirtilen dil
kullanılır. Örnek: \fB\-\-language ang_GB@latin\fP
.TP
\fB\-\-log\-\fP\fIseviye\fP\fB=\fP\fIalan1\fP\fB,\fP\fIalan2\fP\fB,\fP\fI...\fP
Günlük kayıt alanlarının önem seviyelerini ayarlar. Bütün günlük alanlarını
kapsamak üzere \fBall\fP belirtilebilir. Olası önem seviyeleri: \fBerror\fP,\ \fBwarning\fP,\ \fBinfo\fP,\ \fBdebug\fP,\ \fBnone\fP. Çoğu sunucu \fBwarning\fP öntanımlı
değerini kullanır, fakat \fB\-d\fP seçeneği ile birlikte kullanılmadıkça
\fBdeprecation\fP için \fBnone\fP öntanımlıdır.
.TP
\fB\-\-log\-precise\fP
günlük dosyasında zaman damgaları daha ayrıntılı gösterilir.
.TP
\fB\-\-log\-strict\fP
günlük iletilerinin önem seviyesi. Günlük alanlarına gönderilen bu ve daha
önemli seviyelerdeki iletiler, zafer sonucuna bakılmaksızın birim
sınamalarının başarısız olmasında sebep olur. Sadece \fB\-u\fP ile
kullanıldığında etkin olur.
.TP
\fB\-\-logdomains[\fP\fI=süzgeç\fP\fB]\fP
tanımlı günlük alanlarını listeler ve çıkar (bir \fIsüzgeç\fP belirtilmişse
sadece belirtilenleri içerir).
.TP
\fB\-\-max\-fps\fP\fI\ sayı\fP
oyun sırasında ekrana her saniye çizilen kare sayısıdır. Değer \fB1\fP ile
\fB1000\fParasında olmalıdır. Monitörün tazeleme hızı öntanımlıdır.
.TP
\fB\-m, \-\-multiplayer\fP
bir çok oyunculu oyunu çalıştırır. \fB\-\-multiplayer\fP ile birlikte, aşağıda
ıklanan seçenekler belirtilebilir.
.TP
\fB\-\-mp\-test\fP
çok oyunculu deneme senaryosu yükler.
.TP
\fB\-\-new\-widgets\fP
Yeni bir WIP gereci araçkutusu varsa bu seçenek onu etkin kılar. Çok
deneysel olduğundan ve hataların çoğu bilindiğinden bir hata raporu
doldurmayın. Kütüphanenin bölümleri kararlı sayılır ve bu anahtar olmadan da
çalışacaktır.
.TP
\fB\-\-nodelay\fP
çizgesel başarımı ölçümlemek amacıyla oyunu gecikmeler olmaksızın
çalıştırır. Bu seçenek \fB\-\-nogui\fP seçeneği tarafından kendiliğinden etkin
kılınır.
.TP
\fB\-\-noaddons\fP
kullanıcı eklentilerinin yüklenmesini iptal eder.
.TP
\fB\-\-nocache\fP
Oyun verisinin belleklenmesini iptal eder.
.TP
\fB\-\-nogui\fP
oyunu GUI olmadan çalıştırır. Sadece \fB\-\-multiplayer\fP, \fB\-\-screenshot\fP veya
\fB\-\-plugin\fP seçeneklerinden biri ile birlikte çalışır.
.TP
\fB\-\-nomusic\fP
oyunu müziksiz çalıştırır.
.TP
\fB\-\-noreplaycheck\fP
birim sınamalarının yinelenmesi doğrulanmaya çalışılmaz. Yalnız \fB\-u\fP ile
kullanıldığında çalışır.
.TP
\fB\-\-nosound\fP
oyunu sesler ve müzikler olmaksızın çalıştırır.
.TP
\fB\-\-output\fP\fI\ file\fP
output to the specified file. Applicable to diffing operations.
.TP
\fB\-\-password\fP\fI\ parola\fP
\fIparola\fP bir sunucuya bağlanırken diğer tercihler yoksayılarak
kullanılır. Güvenli değildir.
.TP
\fB\-\-plugin\fP\fI\ betik\fP
(deneysel) bir wesnoth eklentisini tanımlayan bir \fIbetik\fP
yükler. \fB\-\-script\fP gibidir, ancak Lua dosyası, bir alt yordam olarak
çalıştırılacak ve periyodik olarak güncellemelerle uyanacak bir işlev
döndürmelidir.
.TP
\fB\-P,\-\-patch\fP\fI\ base\-file\fP\fB\ \fP\fIpatch\-file\fP
applies a DiffWML patch to a WML file; does not preprocess either of the
files. Outputs the patched WML to standard output or to the file indicated
by \fI\-\-output\fP.
.TP
\fB\-p,\ \-\-preprocess\fP\fI\ kaynak\-dosya/dizin\fP\fB\ \fP\fIhedef\-dizin\fP
belirtilen bir dosya/dizini önceden işler. Her dosya için bir düz metin .cfg
dosyası ve işlenmiş bir .cfg dosyası belirtilen hedef dizine
yazılacaktır. Bir dizin belirtilirse, bilinen önişlemci kurallarına
dayanarak ardışık olarak önişlem ugulanır. "gata/core/macros" dizinindeki
ortak makrolar, belirtilen kaynaklardan önce önişleme tabi tutulur. Örnek:
\fB\-p ~ /wesnoth/data/campaigns/tutorial ~ /result\fP Önişlemci ile ilgili
ayrıntılar için
https://wiki.wesnoth.org/PreprocessorRef#Command\-line_preprocessor adresine
balınız.
.TP
\fB\-\-preprocess\-defines=\fP\fITANIM1\fP\fB,\fP\fITANIM2\fP\fB,\fP\fI...\fP
\fB\-\-preprocess\fP seçeneği tarafından kullanılacak tanımların virgülle
ayrılmış listesi. Eğer \fBSKIP_CORE\fP tanım listesinde ise "data/core"
dizinine önişlem uygulanmaz.
.TP
\fB\-\-preprocess\-input\-macros\fP\fI\ kaynak\-dosya\fP
sadece \fB\-\-preprocess\fP seçeneği tarafından kullanılır. Önişleme başlamadan
önce eklenecek \fB[önişlem_tanım]\fPlarını içeren dosyayı belirtir.
.TP
\fB\-\-preprocess\-output\-macros[\fP\fI=hedef\-dosya\fP\fB]\fP
sadece \fB\-\-preprocess\fP seçeneğiyle kullanılır. Önişlemden geçmiş tüm
makroları hedef dosyaya çıktılar. Eğer dosya belirtilmemişse, çıktılama
önişlem seçeneğinin hedef dizinindeki '_MACROS_.cfg' dosyasına
yapılır. Çıktı dosyası \fB\-\-preprocess\-input\-macros\fP seçeneğine
aktarılabilir. Bu seçenek komut satırında \fB\-\-preprocess\fP seçeneğinden önce
yer almalıdır.
.TP
\fB\-\-proxy\fP
ağ bağlatıları için vekil kullanımını etkin kılar.
.TP
\fB\-\-proxy\-address\fP\fI\ adres\fP
vekil sunucu için \fIadres\fP belirtir.
.TP
\fB\-\-proxy\-port\fP\fI\ port\fP
vekil sunucu için \fIport\fP belirtir.
.TP
\fB\-\-proxy\-user\fP\fI\ kullanıcı\fP
vekil sunucuya oturum açacak \fIkullanıcı\fP belirtilir.
.TP
\fB\-\-proxy\-password\fP\fI\ parola\fP
vekil sunucuya oturum açacak \fIparola\fP belirtilir.
.TP
\fB\-r\ \fP\fIX\fP\fBx\fP\fIY\fP\fB,\ \-\-resolution\ \fP\fIX\fP\fBx\fP\fIY\fP
ekran çözünürlüğünü ayarlar. Örnek: \fB\-r\fP \fB800x600\fP.
.TP
\fB\-\-render\-image\fP\fI\ resim\fP\fB\ \fP\fIçıktı\fP
resim yolu işlevleri için geçerli bir wesnoth 'resim yolu dizesi' alır ve
bir .png dosyasına çıktılar. Resim yolu işlevleri
https://wiki.wesnoth.org/ImagePathFunctionWML adresinde belgelenmiştir.
.TP
\fB\-R,\ \-\-report\fP
oyun dizinlerini ilklendirir, hata raporlarında kullanıma uygun derleme
bilgileri basar ve çıkar.
.TP
\fB\-\-rng\-seed\fP\fI\ sayı\fP
rasgele sayı üretecini \fIsayı\fP ile tohumlar. Örnek: \fB\-\-rng\-seed\fP \fB0\fP.
.TP
\fB\-\-screenshot\fP\fI\ harita\fP\fB\ \fP\fIçıktı\fP
ekranı ilklendirmeksizin \fIharita\fP ekran görüntüsünü \fIçıktı\fP dosyasına
yazar.
.TP
\fB\-\-script\fP\fI\ dosya\fP
istemciyi yönetecek Lua betiğini içeren \fIdosya\fP (deneyseldir).
.TP
\fB\-s[\fP\fIkonak\fP\fB],\ \-\-server[\fP\fI=konak\fP\fB]\fP
varsa belirtilen sunucuya, yoksa tercihlerde belirtilen ilk sunucuya
bağlanılır. Örnek: \fB\-\-server\fP \fBserver.wesnoth.org\fP.
.TP
\fB\-\-showgui\fP
\fB\-\-nogui\fP seçeneğini örtük olarak geçersiz kılarak oyunu GUI ile
çalıştırır.
.TP
\fB\-\-strict\-validation\fP
doğrulama hatalarını ölümcül hatalar haline getirir.
.TP
\fB\-t[\fP\fIsenaryo\fP\fB],\ \-\-test[\fP\fI=senaryo\fP\fB]\fP
küçük bir deneme senaryosu çalıştırır. Senaryo bir \fB[deneme]\fP WML etiketi
ile tanımlanmalıdır. \fBtest\fP öntanımlıdır. \fB[micro_ai]\fP yapay zekasının bir
deneme gösterimi \fBmicro_ai_test\fP ile başlatılabilir. Seçenek \fB\-\-nogui\fP
seçeneğini örtük olarak uygular.
.TP
\fB\-\-translations\-over\fP\fI\ yüzde\fP
oyun içi dil listesinde göstermek için standart çeviri tamamlanma oranını
\fIyüzde\fP ile belirtilen değere ayarlar. Geçerli değerler 0 ile 100
arasındadır.
.TP
\fB\-u,\ \-\-unit\fP\fI\ senaryo\fP
birim sınaması olarak belirtilen deneme senaryosunu çalıştırır. Örtük olarak
\fB\-\-nogui\fP uygular.
.TP
\fB\-\-unsafe\-scripts\fP
\fBpaket\fPi Lua betiklerinde kullanılabilir kılar, böylece keyfi paketler
yüklenebilir. Güvenilmez betiklerle kullanmayın! Bu işlem Lua betiğine
wesnoth çalıştırılabiliri ile aynı yetkileri sağlar.
.TP
\fB\-S,\-\-use\-schema\fP\fI\ path\fP
sets the WML schema for use with \fB\-V,\-\-validate\fP.
.TP
\fB\-\-userconfig\-dir\fP\fI\ isim\fP
kullanıcı yapılandırma dizini olarak *n*x türevlerinde $HOME, windows'ta
"Belgelerim\eOyunlarım" dizini altında \fIisim\fP dizini kullanılır. Ayrıca,
$HOME veya "Belgelerim\eOyunlarım" dışında bir yapılandırma dizinini de
mutlak yolunu belirtmek suretiyle kullanabilirsiniz. Windows'ta ayrıca, yolu
".\e" veya "..\e" ile başlatarak sürecin çalışma dizinine göreli bir dosya
yolu da belirtebilirsiniz. X11 altında bu, öntanımlı olarak $XDG_CONFIG_HOME
veya $HOME/.config/wesnoth olup diğer sistemlerde kullanıcı verisi
dizinidir.
.TP
\fB\-\-userconfig\-path\fP
Kullanıcı yapılandırma dizininin yolunu basar ve çıkar.
.TP
\fB\-\-userdata\-dir\fP\fI\ dizin\fP
kullanıcı verisi dizini olarak *n*x türevlerinde $HOME, windows'ta
"Belgelerim\eOyunlarım" dizini altında \fIisim\fP dizini kullanılır. Ayrıca,
$HOME veya "Belgelerim\eOyunlarım" dışında bir kullanıcı verisi dizinini de
mutlak yolunu belirtmek suretiyle kullanabilirsiniz. Windows'ta ayrıca, yolu
".\e" veya "..\e" ile başlatarak sürecin çalışma dizinine göreli bir dosya
yolu da belirtebilirsiniz
.TP
\fB\-\-userdata\-path\fP
kullanıcı verileri dizininin yolunu basar ve çıkar.
.TP
\fB\-\-username\fP\fI\ kullanıcı\fP
bir sunucuya bağlanırken \fIkullanıcı\fP diğer tercihler yoksayılarak
kullanılır.
.TP
\fB\-\-validate\fP\fI\ path\fP
validates a file against the WML schema.
.TP
\fB\-\-validate\-addon\fP\fI\ addon_id\fP
validates the WML of the given addon as you play.
.TP
\fB\-\-validate\-core\fP
validates the core WML as you play.
.TP
\fB\-\-validate\-schema \ path\fP
validates a file as a WML schema.
.TP
\fB\-\-validcache\fP
önbelleğin geçerli olduğu varsayılır. (tehlikeli)
.TP
\fB\-v, \-\-version\fP
sürüm numarasını gösterir ve çıkar.
.TP
\fB\-w, \-\-windowed\fP
oyunu pencereli kipte çalıştırır.
.TP
\fB\-\-with\-replay\fP
\fB\-\-load\fP seçeneğiyle yüklenen oyun tekrar oynatılır.
.
.SH "\-\-multiplayer ile belirtilebilecek seçenekler"
.
Taraf belirtilen çok oyunculu seçenekleri \fItaraf\fP ile imlenmiştir. \fItaraf\fP
yerine ilgili tarafın numarası yazılır. Seçilen senaryodaki olası oyuncu
sayısına bağlı olmakla birlikte bu im genellikle 1 veya 2 olur.
.TP
\fB\-\-ai\-config\fP\fI\ taraf\fP\fB:\fP\fIdeğer\fP
belirtilen tarafın yapay zeka denetleyicisi için yüklenecek yapılandırma
dosyasını seçer.
.TP
\fB\-\-algorithm\fP\fI\ sayı\fP\fB:\fP\fIdeğer\fP
YZ denetleyicisi tarafından belirtilen taraf için kullanılacak standartdışı
bir algoritma seçer. Algoritma, "data/ai/ais" veya "data/ai/dev" altındaki
bir çekirdek ya da bir eklenti tarafından tanımlanmış bir algoritmadaki bir
\fB[ai]\fP etiketi ile tanımlanır. Mevcut değerler şunlardır: \fBidle_ai\fP ve
\fBexperimental_ai\fP.
.TP
\fB\-\-controller\fP\fI\ sayı\fP\fB:\fP\fIdeğer\fP
tarafı kimin oynayacağı belirtilir. Olası değerler: \fBhuman\fP. \fBai\fP ve
\fBnull\fP. (sırayla insan, yapay zeka ve hiçbiri).
.TP
\fB\-\-era\fP\fI\ değer\fP
Bu seçenek oyunu öntanımlı (\fBDefault\fP) çağ yerine \fIdeğer\fP ile belirtilen
çağda oynamak için kullanılır. Çağ bir kimlik ile belirtilir. Çağlar
\fBdata/multiplayer/eras.cfg\fP dosyasında tanımlanmıştır.
.TP
\fB\-\-exit\-at\-end\fP
oyuncunun tıklamasını gerektiren zafer/yenilgi penceresi gösterilmeden
senaryo bitiminde oyundan çıkılır. Bu ayrıca betikli başarım ölçümlemesi
yapılırken de kullanılır.
.TP
\fB\-\-ignore\-map\-settings\fP
harita ayarları yerine öntanımlı değerler kullanılır.
.TP
\fB\-\-label\fP\fI\ etiket\fP
yapay zekalar için \fIetiket\fP belirtir.
.TP
\fB\-\-multiplayer\-repeat\fP\fI\ değer\fP
bir çok oyunculu oyunun \fIdeğer\fP kere tekrarlar. Betikli başarım ölçümlemesi
için en iyi sonuç \fB\-\-nogui\fP seçeneğiyle birlikte alınır.
.TP
\fB\-\-parm\fP\fItaraf\fP\fB=\fP\fIisim\fP\fB:\fP\fIdeğer\fP
tarafla ilgili ek değiştirgeleri ayarlar. Bu değiştirgeler \fB\-\-controller\fP
ve \fB\-\-algorithm\fP seçenekleriyle ilgilidir. Sadece kendi saldırı arayüzünü
tasarlamak isteyen kişilerin işine yarar. (Yeterince iyi belgelenmemiştir.)
.TP
\fB\-\-scenario\fP\fI\ değer\fP
kimliği belirtilen çok oyunculu senaryoyu seçer. Öntanımlı senaryo kimliği
\fBmultiplayer_The_Freelands\fP'dır.
.TP
\fB\-\-side\fP\fI\ taraf\fP\fB:\fP\fIdeğer\fP
Bu taraf için geçerli çağdan birlik seçmek için kullanılır. Birlikler
kimlikleriyle belirtilirler. Birlikler \fBdata/multiplayer.cfg\fP dosyasında
tanımlanmıştır.
.TP
\fB\-\-turns\fP\fI\ değer\fP
seçilen senaryonun el sayısını sınırlamak için kullanılır. Öntanımlı olarak
el sınırı yoktur.
.
.SH "ÇIKIŞ DURUMU"
.
Normal çıkış durumu 0'dır. 1 çıkış durumu bir (SDL, video, fontlar, vb.)
ilklendirme hatasını gösterir. 2 çıkış durumu, komut satırı seçeneklerinde
hata olduğunu gösterir.
.br
When running unit tests (with\fB\ \-u\fP), the exit status is different. An exit
status of 0 indicates that the test passed, and 1 indicates that the test
failed. An exit status of 3 indicates that the test passed, but produced an
invalid replay file. An exit status of 4 indicates that the test passed, but
the replay produced errors. These latter two are only returned if
\fB\-\-noreplaycheck\fP is not passed.
.
.SH YAZAN
.
David White <davidnwhite@verizon.net> tarafından yazılmıştır.
.br
Nils Kneuper <crazy\-ivanovic@gmx.net>, ott <ott@gaon.net> ve
Soliton <soliton.de@gmail.com> tarafından yeniden düzenlenmiştir.
.br
Bu kılavuz sayfası ilk defa Cyril Bouthors <cyril@bouthors.org>
tarafından yazılmış ve Nilgün Belma Bugüner <nilgun@belgeler.org>
tarafından Türkçeye çevrilmiştir.
.br
oyunun ana sayfasını ziyaret etmeyi unutmayın: http://www.wesnoth.org/
.
.SH "TELİF HAKKI"
.
Copyright © 2003\-2019 David White <davidnwhite@verizon.net>
.br
Bu bir özgür yazılımdır; GNU Genel Kamu Lisansının 2. sürümünün (GPLv2)
koşullarına bağlı kalarak kopyalarını yeniden dağıtabilirsiniz. Yasaların
izin verdiği ölçüde hiçbir garantisi yoktur; hatta SATILABİLİRLİĞİ veya
ŞAHSİ KULLANIMINIZA UYGUNLUĞU için bile garanti verilmez.
.
.SH "İLGİLİ BELGELER"
.
\fBwesnothd\fP(6)

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.\" This program is free software; you can redistribute it and/or modify
.\" it under the terms of the GNU General Public License as published by
.\" the Free Software Foundation; either version 2 of the License, or
.\" (at your option) any later version.
.\"
.\" This program is distributed in the hope that it will be useful,
.\" but WITHOUT ANY WARRANTY; without even the implied warranty of
.\" MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
.\" GNU General Public License for more details.
.\"
.\" You should have received a copy of the GNU General Public License
.\" along with this program; if not, write to the Free Software
.\" Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
.\"
.
.\"*******************************************************************
.\"
.\" This file was generated with po4a. Translate the source file.
.\"
.\"*******************************************************************
.TH WESNOTHD 6 2018 wesnothd "Vesnot Savaşı çok oyunculu ağ sunucusu"
.
.SH İSİM
.
wesnothd \- \fBVesnot Savaşı\fP çok oyunculu ağ sunucusu
.
.SH KULLANIM
.
\fBwesnothd\fP [\|\fB\-dv\fP\|] [\|\fB\-c\fP \fIdosya\-yolu\fP\|] [\|\fB\-p\fP \fIport\fP\|]
[\|\fB\-t\fP \fIsayı\fP\|] [\|\fB\-T\fP \fIsayı\fP\|]
.br
\fBwesnothd\fP \fB\-V\fP
.
.SH AÇIKLAMA
.
Vesnot Savaşı çok oyunculu oyunlarını yönetir. wesnoth istemcisinden veya
soket üzerinden hangi komutların (/query ...) kabul edildiğini öğrenmek için
http://www.wesnoth.org/wiki/ServerAdministration adresine bakınız.
.
.SH SEÇENEKLER
.
.TP
\fB\-c\ \fP\fIdosya\-yolu\fP\fB,\ \-\-config\fP\fI\ dosya\-yolu\fP
wesnothd'ye yapılandırma dosyasını bulacağı yeri söyler. Sözdizimi için
aşağıdaki \fBSUNUCU YAPILANDIRMASI\fP bölümüne bakınız. Artalan sürecine SIGHUP
sinyali göndererek yapılandırmayı yeniden yükleyebilirsiniz.
.TP
\fB\-d, \-\-daemon\fP
wesnothd'yi bir artalan süreci olarak çalıştırır.
.TP
\fB\-h, \-\-help\fP
komut satırı seçeneklerini basar ve çıkar.
.TP
\fB\-\-log\-\fP\fIseviye\fP\fB=\fP\fIalan1\fP\fB,\fP\fIalan2\fP\fB,\fP\fI...\fP
günlük kayıt alanlarının önem seviyelerini ayarlar. Bütün günlük alanlarını
kapsamak üzere \fBall\fP belirtilebilir. Olası önem seviyeleri: \fBerror\fP,\ \fBwarning\fP,\ \fBinfo\fP,\ \fBdebug\fP. \fBerror\fP seviyesi öntanımlıdır ve \fBserver\fP
alanı için \fBinfo\fP seviyesi kullanılır.
.TP
\fB\-p\ \fP\fIport\fP\fB,\ \-\-port\fP\fI\ port\fP
sunucunun belirtilen portu dinlemesini sağlar. Bir port belirtilmezse
\fB15000\fP öntanımlıdır.
.TP
\fB\-t\ \fP\fIsayı\fP\fB,\ \-\-threads\fP\fI\ sayı\fP
ağa G/Ç için bekleyen iş evrelerinin azami sayısını belirler. (\fB5\fP
öntanımlıdır. En çok \fB30\fP belirtilebilir.)
.TP
\fB\-T\ \fP\fIsayı\fP\fB,\ \-\-max\-threads\fP\fI\ sayı\fP
Oluşturulacak iş evrelerinin azami sayısını belirler. \fB0\fP bir sınır
olmadığını belirtir ve öntanımlıdır.
.TP
\fB\-V, \-\-version\fP
sürüm numarasını gösterir ve çıkar.
.TP
\fB\-v, \-\-verbose\fP
hata ayıklama günlüğünü açar.
.
.SH "SUNUCU YAPILANDIRMASI"
.
.SS "Genel sözdizimi:"
.
.P
[\fIetiket\fP]
.IP
\fIanahtar\fP="\fIdeğer\fP"
.IP
\fIanahtar\fP="\fIdeğer\fP,\fIdeğer\fP,..."
.P
[/\fIetiket\fP]
.
.SS "Genel anahtarlar:"
.
.TP
\fBallow_remote_shutdown\fP
Değer olarak \fBno\fP (öntanımlı) belirtilirse, kapatma ve yeniden başlatma
istekleri, fifo'dan gelmedikçe dikkate alınmaz. Bir yönetici tarafından bir
/query komutuyla uzaktan kapatmaya izin vermek için değer olarak \fByes\fP
verin.
.TP
\fBban_save_file\fP
Sunucunun okuyup yazabildiği bir (gzip sıkıştırmalı) dosyanın göreli veya
tam yolu. Sunucuya girişi yasaklanan oyuncular bu dosyaya kaydedilir ve
sunucu başlatılırken okunur.
.TP
\fBcompress_stored_rooms\fP
rooms dosyasının sıkıştırılmış haliyle okunup yazılabillmesini
belirler. Öntanımlı değer \fByes\fP'tir.
.TP
\fBconnections_allowed\fP
Aynı IP adresinden izin verilen bağlantı sayısı. \fB0\fP sonsuz anlamına
gelir. (\fB5\fP öntanımlıdır)
.TP
\fBdisallow_names\fP
sunucu tarafından kabul edilmeyen isimler/rumuzlar. Dosya ismi kalıp
karakterlerinden \fB*\fP ve \fB?\fP desteklenmektedir. Daha ayrıntılı bilgi için
\fBglob\fP(7) sayfasına bakınız. Öntanımlı (bir şey belirtilmezse kullanılacak)
değerler: \fB*admin*,*admln*,*server*,ai,ai?,computer,human,network,player\fP.
.TP
\fBfifo_path\fP
sunucu komutlarının yansılandığı fifo yolu (oyun içinde /query ... ile aynı)
Yol belirtilmezse derleme sırasında belirtilen yol
(\fB/var/run/wesnothd/socket\fP) öntanımlıdır.
.TP
\fBmax_messages\fP
\fBmessages_time_period\fP süresince izin verilen ileti sayısı. \fB4\fP
öntanımlıdır.
.TP
\fBmessages_time_period\fP
Saldırı olarak algılanmayacak ileti sayısının geçebileceği süre (saniye
cinsinden). \fB10\fP saniye öntanımlıdır.
.TP
\fBmotd\fP
Günün sözü.
.TP
\fBnew_room_policy\fP
Sunucuda yeni odaları kimin oluşturacağını belirler. Kullanılabilir
değerler, \fBeveryone\fP, \fBregistered\fP, \fBadmin\fP ve \fBnobody\fP olup bu yetki
sırasıyla herkese, kayıtlı kullanıcılara, yöneticilere verilir veya hiç oda
oluşturulmaz. Ötanımlı değer: \fBeveryone\fP.
.TP
\fBpasswd\fP
yönetici yetkilerini kazanmak için kullanılacak parola. (kullanım: \fB/query
admin \fP\fIparola\fP).
.TP
\fBreplay_save_path\fP
Sunucunun oyun tekrarlarını sakladığı dizin. (dizini bir / ile sonlandırmayı
unutmayın!) wesnothd'nin başlatıldığı dizin anlamına gelen `' öntanımlıdır.
.TP
\fBrestart_command\fP
\fBrestart\fP komutu üzerinden yeni bir sunucu süreci başlatmak için sunucunun
kullanacağı komut. (Sadece fifo üzerinden
kullanılabilir. \fBallow_remote_shutdown\fP ayarına bakınız.)
.TP
\fBroom_save_file\fP
Oda bilgisinin saklanacağı dosyanın yolu. Bu dosya sunucu başlatılırken
okunur ve sonrasında yazılır. Boşsa veya hiç yoksa hiçbir oda yüklenmez ve
saklanmaz.
.TP
\fBsave_replays\fP
Sunucunun oyun tekrarlarını özdevinimli olarak kaydedip kaydetmeyeceğini
belirler. (Öntanımlı değeri: \fBfalse\fP)
.TP
\fBversions_accepted\fP
sunucu tarafından kabul edilen sürüm dizgelerinin virgül ayraçlı
listesi. Dosya ismi kalıp karakterlerinden \fB*\fP ve
\fB?\fPdesteklenmektedir. (kurulu wesnoth sürümü öntanımlıdır.)
.br
Örnek: \fBversions_accepted="*"\fP her sürüm dizgesi kabul edilir.
.TP
\fBdeny_unregistered_login\fP
Whether to prevent users who are not registered with the \fBuser_handler\fP
being used from logging in. (default: false)
.
.SS "Genel etiketler:"
.
.P
\fB[redirect]\fP Belli istemci sürümlerinin yönlendirileceği sunucuların
belirtildiği etiket.
.RS
.TP
\fBhost\fP
Yönlendirilecek sunucunun adresi.
.TP
\fBport\fP
Bağlanılacak port.
.TP
\fBversion\fP
Yönlendirilecek sürümlerin virgül ayraçlı listesi. Dosya kalıbı karakterleri
bakımından \fBversions_accepted\fP ile aynı yöntem kullanılır.
.RE
.P
\fB[ban_time]\fP Geçici sunucuya giriş yasağı süresi için uygun sözcüklerin
tanımlandığı etiket.
.RS
.TP
\fBname\fP
Yasaklama süresine atfedilen isim.
.TP
\fBtime\fP
Zaman uzunluğu tanımı. Biçemi: %d[%s[%d%s[...]]]
Burada %s yerine \fBs\fP (saniye), \fBm\fP (dakika), \fBh\fP (saat), \fBD\fP (gün), \fBM\fP
(ay), \fBY\fP (yıl); %d yerine de bir sayı belirtilebilir. Bir zaman birimi
belirteci kullanılmamışsa dakika (m) öntanımlıdır. Örneğin time="1D12h30m"
belirtilmişse 1 gün 12 saat 30 dakikalık yasak süresi konmuş olur.
.RE
.P
\fB[proxy]\fP Sunucuya bir vekil sunucu gibi çalışacağını ve bağlanan
istemcilerin isteklerini belirtilen sunucuya yönelteceğini söyleyen
etiket. \fB[redirect]\fP için kullanılan değişkenler kullanılır.
.RE
.P
\fB[user_handler]\fP Configures the user handler. Available keys vary depending
on which user handler is set with the \fBuser_handler\fP key. If no
\fB[user_handler]\fP section is present in the configuration the server will
run without any nick registration service. All additional tables that are
needed for the \fBforum_user_handler\fP to function can be found in
table_definitions.sql in the Wesnoth source repository.
.RS
.TP
\fBdb_host\fP
The hostname of the database server
.TP
\fBdb_name\fP
The name of the database
.TP
\fBdb_user\fP
The name of the user under which to log into the database
.TP
\fBdb_password\fP
This user's password
.TP
\fBdb_users_table\fP
The name of the table in which your phpbb forums saves its user data. Most
likely this will be <table\-prefix>_users (e.g. phpbb3_users).
.TP
\fBdb_extra_table\fP
The name of the table in which wesnothd will save its own data about users.
.TP
\fBdb_game_info_table\fP
The name of the table in which wesnothd will save its own data about games.
.TP
\fBdb_game_player_info_table\fP
The name of the table in which wesnothd will save its own data about the
players in a game.
.TP
\fBdb_game_modification_info_table\fP
The name of the table in which wesnothd will save its own data about the
modifications used in a game.
.TP
\fBdb_user_group_table\fP
The name of the table in which your phpbb forums saves its user group
data. Most likely this will be <table\-prefix>_user_group
(e.g. phpbb3_user_group).
.TP
\fBmp_mod_group\fP
The ID of the forum group to be considered as having moderation authority.
.RE
.
.SH "ÇIKIŞ DURUMU"
.
Sunucu düzgün kapandığında çıkış durumu 0'dır. Çıkış durumu 2, komut satırı
seçeneklerinde bir hata olduğunu gösterir.
.
.SH YAZAN
.
David White <davidnwhite@verizon.net> tarafından yazılmış, Nils
Kneuper <crazy\-ivanovic@gmx.net>, ott <ott@gaon.net>,
Soliton <soliton.de@gmail.com> ve Thomas Baumhauer
<thomas.baumhauer@gmail.com> tarafından düzenlenmiştir. Bu kılavuz
sayfası ilk defa Cyril Bouthors <cyril@bouthors.org> tarafından
yazılmış Nilgün Belma Bugüner <nilgun@belgeler.org> tarafından
Türkçeye çevrilmiştir.
.br
oyunun ana sayfasını ziyaret etmeyi unutmayın: http://www.wesnoth.org/
.
.SH "TELİF HAKKI"
.
Copyright © 2003\-2019 David White <davidnwhite@verizon.net>
.br
Bu bir özgür yazılımdır; GNU Genel Kamu Lisansının 2. sürümünün (GPLv2)
koşullarına bağlı kalarak kopyalarını yeniden dağıtabilirsiniz. Yasaların
izin verdiği ölçüde hiçbir garantisi yoktur; hatta SATILABİLİRLİĞİ veya
ŞAHSİ KULLANIMINIZA UYGUNLUĞU için bile garanti verilmez.
.
.SH "İLGİLİ BELGELER"
.
\fBwesnoth\fP(6)

View file

@ -81,6 +81,11 @@ wesnoth \- 韦诺之战Battle for Wesnoth一个回合制奇幻策略游
\fB\-\-debug\-lua\fP
启用一些Lua调试机制
.TP
\fB\-D,\-\-diff\fP\fI\ left\-file\fP\fB\ \fP\fIright\-file\fP
diffs the two WML files; does not preprocess them first (to do that, run
them through \fB\-p\fP first). Outputs the diff as DiffWML on standard output or
to the file indicated by \fI\-\-output\fP.
.TP
\fB\-e[\fP\fIfile\fP\fB],\ \-\-editor[\fP\fI=file\fP\fB]\fP
直接启动游戏内置的地图编辑器。如果指定了\fIfile\fP,则和 \fB\-l\fP \fB\-\-load\fP.等价。
.TP
@ -151,6 +156,9 @@ wesnoth \- 韦诺之战Battle for Wesnoth一个回合制奇幻策略游
\fB\-\-nosound\fP
以无音乐和音效的方式运行游戏。
.TP
\fB\-\-output\fP\fI\ file\fP
output to the specified file. Applicable to diffing operations.
.TP
\fB\-\-password\fP\fI\ password\fP
在连接服务器时使用 \fIpassword\fP ,忽略其他首选项。不安全。
.TP
@ -158,6 +166,11 @@ wesnoth \- 韦诺之战Battle for Wesnoth一个回合制奇幻策略游
(试验性)读取定义了韦诺插件的
\fIscript\fP。与\fB\-\-script\fP类似但Lua文件应返回一个函数该函数将作为协程运行并周期性地使用更新地参数唤起。
.TP
\fB\-P,\-\-patch\fP\fI\ base\-file\fP\fB\ \fP\fIpatch\-file\fP
applies a DiffWML patch to a WML file; does not preprocess either of the
files. Outputs the patched WML to standard output or to the file indicated
by \fI\-\-output\fP.
.TP
\fB\-p,\ \-\-preprocess\fP\fI\ source\-file/folder\fP\fB\ \fP\fItarget\-directory\fP
预处理指定的文件/文件夹。针对每个文件,一个未处理的.cfg文件和一个处理过的.cfg文件会被写入指定的目标目录中。如果指定的是个文件夹那么将根据已知的预处理器规则递归地预处理之。“data/core/macros”目录中的常用宏会在指定的资源之前被预处理。例如
\fB\-p ~/wesnoth/data/campaigns/tutorial ~/result.\fP
@ -289,8 +302,7 @@ validates a file as a WML schema.
\fBexperimental_ai\fP
.TP
\fB\-\-controller\fP\fI\ number\fP\fB:\fP\fIvalue\fP
selects the controller for this side. Available values: \fBhuman\fP, \fBai\fP and
\fBnull\fP.
选择该阵营的控制者。可选值有:\fBhuman\fP\fBai\fP\fBnull\fP
.TP
\fB\-\-era\fP\fI\ value\fP
使用这个选项来选择一个时代以代替\fB默认\fP时代。所选时代由id确定。时代信息在\fBdata/multiplayer/eras.cfg\fP文件中描述。
@ -323,9 +335,12 @@ selects the controller for this side. Available values: \fBhuman\fP, \fBai\fP an
.
正常退出时的状态码为0。退出状态码1代表发生了SDL、视频、字体等初始化错误。退出状态码2代表命令行选项中有错误。
.br
运行单元测试(使用 \fB\ \-u\fP
退出状态码是不同的。退出状态码0代表测试通过而1代表测试失败。退出状态码3代表测试通过但生成了无效的录像文件。退出状态码4代表测试通过但录像中产生了错误。后两个状态码仅在不传入
\fB\-\-noreplaycheck\fP 参数时才会返回。当与已废弃的 \fB\-\-timeout\fP 选项共同使用时退出状态码2代表测试超时。
When running unit tests (with\fB\ \-u\fP), the exit status is different. An exit
status of 0 indicates that the test passed, and 1 indicates that the test
failed. An exit status of 3 indicates that the test passed, but produced an
invalid replay file. An exit status of 4 indicates that the test passed, but
the replay produced errors. These latter two are only returned if
\fB\-\-noreplaycheck\fP is not passed.
.
.SH 作者
.

View file

@ -177,7 +177,7 @@ being used from logging in. (default: false)
on which user handler is set with the \fBuser_handler\fP key. If no
\fB[user_handler]\fP section is present in the configuration the server will
run without any nick registration service. All additional tables that are
needed for the forum_user_handler to function can be found in
needed for the \fBforum_user_handler\fP to function can be found in
table_definitions.sql in the Wesnoth source repository.
.RS
.TP

View file

@ -83,6 +83,11 @@ Deprecated, use \fB\-\-userdata\-path\fP.
\fB\-\-debug\-lua\fP
開啟一些 Lua 偵錯機制
.TP
\fB\-D,\-\-diff\fP\fI\ left\-file\fP\fB\ \fP\fIright\-file\fP
diffs the two WML files; does not preprocess them first (to do that, run
them through \fB\-p\fP first). Outputs the diff as DiffWML on standard output or
to the file indicated by \fI\-\-output\fP.
.TP
\fB\-e[\fP\fIfile\fP\fB],\ \-\-editor[\fP\fI=file\fP\fB]\fP
啟動遊戲內建的地圖編輯器。如果指定 \fIfile\fP,則等同 \fB\-l\fP \fB\-\-load\fP
.TP
@ -154,6 +159,9 @@ Bug。部分確認為穩定的功能即使不開啟此功能也會啟用。
\fB\-\-nosound\fP
以無音樂和音效的方式啟動游戲。
.TP
\fB\-\-output\fP\fI\ file\fP
output to the specified file. Applicable to diffing operations.
.TP
\fB\-\-password\fP\fI\ password\fP
當連線伺服器時使用 \fIpassword\fP,忽略其他偏好設定。不安全。
.TP
@ -161,6 +169,11 @@ Bug。部分確認為穩定的功能即使不開啟此功能也會啟用。
(實驗性)讀取一個定義韋諾插件的 \fIscript\fP。與 \fB\-\-script\fP 相似,但 Lua
文件應該傳回一個函數,該函數將運行且週期性地喚醒並更新。
.TP
\fB\-P,\-\-patch\fP\fI\ base\-file\fP\fB\ \fP\fIpatch\-file\fP
applies a DiffWML patch to a WML file; does not preprocess either of the
files. Outputs the patched WML to standard output or to the file indicated
by \fI\-\-output\fP.
.TP
\fB\-p,\ \-\-preprocess\fP\fI\ source\-file/folder\fP\fB\ \fP\fItarget\-directory\fP
預先處理指定的檔案/資料夾。每個檔案未處理及已處理的 .cfg
檔將會寫入於指定的目標目錄中。如果指定的是資料夾,將會按照處理規則預先處理。"data/core/macros"
@ -294,8 +307,7 @@ validates a file as a WML schema.
"data/ai/dev",或是模組裡的演算法。可選擇的值包含 \fBidle_ai\fP\fBexperimental_ai\fP
.TP
\fB\-\-controller\fP\fI\ number\fP\fB:\fP\fIvalue\fP
selects the controller for this side. Available values: \fBhuman\fP, \fBai\fP and
\fBnull\fP.
選擇這個陣營的控制者。可選值有:\fBhuman\fP\fBai\fP\fBnull\fP
.TP
\fB\-\-era\fP\fI\ value\fP
使用這個選項選擇一個模式來代替 \fBDefault\fP 模式。所選模式由 ID 決定。模式在 \fBdata/multiplayer/eras.cfg\fP
@ -330,8 +342,12 @@ selects the controller for this side. Available values: \fBhuman\fP, \fBai\fP an
.
正常退出時的狀態碼為0。狀態碼1代表發生了SDL、視訊、字型等初始化錯誤。狀態碼2代表指令行選項中有錯誤。
.br
當執行單位測試(使用 \fB\ \-u\fP狀態碼會不同。狀態碼0表示通過測試狀態碼1表示測試失敗。狀態碼3表示通過測試但無法建立回放檔案。狀態碼4表示測試通過但回放檔案錯誤。後兩個狀態碼只有在
\fB\-\-noreplaycheck\fP 不通過的情況下返回。狀態碼2是測試時間逾時當與 \fB\-\-timeout\fP 使用時才會出現。
When running unit tests (with\fB\ \-u\fP), the exit status is different. An exit
status of 0 indicates that the test passed, and 1 indicates that the test
failed. An exit status of 3 indicates that the test passed, but produced an
invalid replay file. An exit status of 4 indicates that the test passed, but
the replay produced errors. These latter two are only returned if
\fB\-\-noreplaycheck\fP is not passed.
.
.SH 作者
.

View file

@ -176,7 +176,7 @@ being used from logging in. (default: false)
on which user handler is set with the \fBuser_handler\fP key. If no
\fB[user_handler]\fP section is present in the configuration the server will
run without any nick registration service. All additional tables that are
needed for the forum_user_handler to function can be found in
needed for the \fBforum_user_handler\fP to function can be found in
table_definitions.sql in the Wesnoth source repository.
.RS
.TP

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@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: PACKAGE VERSION\n"
"Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2019-08-27 19:41 UTC\n"
"POT-Creation-Date: 2020-01-25 18:18 UTC\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@ -24,9 +24,9 @@ msgstr ""
msgid "Multiplayer_AI^Default AI (RCA)"
msgstr ""
#. [ai]: id=experimental_ai
#: data/ai/ais/ai_experimental.cfg:9
msgid "Multiplayer_AI^Experimental AI"
#. [ai]: id=ai_default_rca_1_14
#: data/ai/ais/ai_default_rca_1_14.cfg:9
msgid "Multiplayer_AI^1.14 Default AI"
msgstr ""
#. [ai]: id=idle_ai
@ -39,6 +39,11 @@ msgstr ""
msgid "Multiplayer_AI^Dev AI: Default AI (RCA) with Alternate Recruiting"
msgstr ""
#. [ai]: id=experimental_ai
#: data/ai/dev/ai_experimental.cfg:11
msgid "Multiplayer_AI^Experimental AI"
msgstr ""
#. [ai]: id=formula_ai # id is needed to uniquely identify a MP AI, it is not needed in the scenario AI
#: data/ai/dev/formula_ai.cfg:10
msgid "Multiplayer_AI^Dev AI: Default + Experimental Recruitment (Formula AI)"
@ -80,10 +85,10 @@ msgstr ""
msgid "Urug-Telfar"
msgstr ""
#. [side]: id=Vanak, type=Orcish Ruler
#. [side]: type=Orcish Warlord, id=Urug-Telfar
#. [side]: type=Orcish Warlord, id=Knafa-Tan
#. [side]: type=Orcish Warlord, id=Maga-Knafa
#. [side]: id=Vanak, type=Orcish Ruler
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:97
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:111
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:129
@ -252,8 +257,8 @@ msgid ""
"self control of a well trained sheep dog."
msgstr ""
#. [test]: id=animals
#. [event]
#. [test]: id=animals
#: data/ai/micro_ais/scenarios/animals.cfg:27
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:45
msgid "Animals"
@ -264,10 +269,10 @@ msgstr ""
msgid "Rutburt"
msgstr ""
#. [side]: id=Rutburt, type=Outlaw
#. [side]: type=General, id=leader2
#. [side]: type=Lieutenant, id=leader5
#. [side]: type=Lieutenant, id=leader6
#. [side]: id=Rutburt, type=Outlaw
#: data/ai/micro_ais/scenarios/animals.cfg:48
#: data/ai/micro_ais/scenarios/goto.cfg:43
#: data/ai/micro_ais/scenarios/goto.cfg:93
@ -296,8 +301,8 @@ msgstr ""
msgid "Yetis"
msgstr ""
#. [side]
#. [event]
#. [side]
#. [test]: id=wolves
#: data/ai/micro_ais/scenarios/animals.cfg:119
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:48
@ -310,10 +315,10 @@ msgstr ""
msgid "Whelps"
msgstr ""
#. [set_menu_item]: id=m01_end_animals
#. [event]
#. [set_menu_item]: id=m04_end_animals
#. [set_menu_item]: id=m01_end_swarm
#. [set_menu_item]: id=m01_end_animals
#. [set_menu_item]: id=m01_end_wolves
#: data/ai/micro_ais/scenarios/animals.cfg:209
#: data/ai/micro_ais/scenarios/dragon.cfg:48
@ -443,12 +448,12 @@ msgstr ""
msgid "All right, chaps. Those orcs need to be stopped."
msgstr ""
#. [message]: speaker=Big Bad Orc
#. [message]: speaker=Another Bad Orc
#. [message]: speaker=Vanak
#. [message]: speaker=Big Bad Orc
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:93
#: data/ai/micro_ais/scenarios/guardians.cfg:572
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:148
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:142
msgid "They there! We them get!"
msgstr ""
@ -511,8 +516,8 @@ msgid ""
"I may have fallen, but we will continue to defend the pass to the last man!"
msgstr ""
#. [test]: id=dragon
#. [event]
#. [test]: id=dragon
#: data/ai/micro_ais/scenarios/dragon.cfg:5
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:54
msgid "Dragon"
@ -1386,7 +1391,7 @@ msgstr ""
#. [message]: speaker=narrator
#: data/ai/micro_ais/scenarios/lurkers.cfg:474
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:159
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:153
#: data/ai/micro_ais/scenarios/patrols.cfg:238
#: data/ai/micro_ais/scenarios/recruiting.cfg:100
msgid "Notes"
@ -1448,9 +1453,9 @@ msgstr ""
msgid "Vanak"
msgstr ""
#. [event]
#. [side]
#. [unit]: type=Dragoon, id=messenger
#. [event]
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:37
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:73
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:72
@ -1458,34 +1463,34 @@ msgid "Messenger"
msgstr ""
#. [event]
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:131
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:125
msgid "Messenger Waypoint 1"
msgstr ""
#. [event]
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:133
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:127
msgid "Messenger Waypoint 2"
msgstr ""
#. [event]
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:135
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:129
msgid "Messenger Waypoint 3"
msgstr ""
#. [event]
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:138
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:132
msgid "AI moves Messenger here"
msgstr ""
#. [message]: speaker=messenger
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:153
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:147
msgid ""
"Men, I need to get to that signpost in the north, to get the message to our "
"leader. Let's head up there as quickly as we can."
msgstr ""
#. [message]: speaker=narrator
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:160
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:154
msgid ""
"The Messenger Escort AI will try to move the dragoon messenger to the "
"signpost in the north, while protecting him as well as possible with the "
@ -1506,32 +1511,32 @@ msgid ""
msgstr ""
#. [objective]: condition=win
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:173
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:167
msgid "Defeat the messenger"
msgstr ""
#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:177
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:171
msgid "Messenger gets to the signpost"
msgstr ""
#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:181
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:175
msgid "Death of Vanak"
msgstr ""
#. [message]: speaker=messenger
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:197
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:191
msgid "I made it! Now our people will be safe."
msgstr ""
#. [message]: speaker=messenger
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:212
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:206
msgid "Nooo! All is lost. We will never stop the orcs now!"
msgstr ""
#. [test]: id=patrols
#. [event]
#. [test]: id=patrols
#: data/ai/micro_ais/scenarios/patrols.cfg:5
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:75
msgid "Patrols"
@ -1692,8 +1697,8 @@ msgstr ""
msgid "Let's go home, chaps."
msgstr ""
#. [test]: id=protect_unit
#. [event]
#. [test]: id=protect_unit
#: data/ai/micro_ais/scenarios/protect_unit.cfg:5
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:63
msgid "Protect Unit"
@ -2229,76 +2234,81 @@ msgstr ""
#. [message]: speaker=sergeant
#: data/ai/micro_ais/scenarios/simple_attack.cfg:125
msgid "General Grospur, what do we do? These undead will surely wipe us out."
msgid "General Grospur, what do we do? These undead will surely wipe us out."
msgstr ""
#. [message]: speaker=Grospur
#: data/ai/micro_ais/scenarios/simple_attack.cfg:129
msgid ""
"Don't be such a chicken, Sergeant! I have placed units with lots of "
"Dont be such a chicken, Sergeant! I have placed units with lots of "
"experience around the perimeter. The undead will not dare to attack them. "
"And those few that sneak through... we can easily dispose of them once they "
"make it inside.\n"
"make it inside."
msgstr ""
#. [message]: speaker=sergeant
#: data/ai/micro_ais/scenarios/simple_attack.cfg:133
msgid ""
"General Grospur, youre still thinking of Wesnoth 1.12. The default AI is "
"smarter than that now.\n"
"\n"
"<i>In other words, the Wesnoth AI does generally not attack units one XP "
"from leveling if there is no chance of killing the unit with a single "
"attack. However, some of the attacks by the undead are handled by the Simple "
"Attack Micro AI in this scenario. General Grospur might be in for a surprise."
"</i>"
"<i>If youre porting an old scenario, you may find the Simple Attack Micro "
"AI used in a way thats unnecessary since 1.14. The 1.12 AI generally "
"doesnt attack units one XP from leveling if there is no chance of killing "
"the unit with a single attack. One way of making 1.12 do those attacks was "
"to use the Simple Attack Micro AI.</i>"
msgstr ""
#. [message]: speaker=Uralt
#: data/ai/micro_ais/scenarios/simple_attack.cfg:139
msgid ""
"Hahahahaha!! Indeed, my skeletons are smarter than General Grospur. Worse "
"for you, I have given special instruction to my Soulless to attack all your "
"almost-advanced units first. Also watch how those same Soulless will throw "
"themselves mercilessly at your pitiful soldiers after that, saving my more "
"valuable skeleton minions for later. I have taken the term disposable "
"units to a whole new level. Watch in awe!!\n"
"\n"
"<i>Translation: The undead side includes two instances of the Simple Attack "
"Micro AI. The first makes the Soulless attack all units 1 XP from leveling "
"up, such that they can be eliminated afterward. The second executes all "
"remaining attacks possible by Soulless (and Walking Corpses), without regard "
"for their own safety. Only after that does the default Wesnoth attack "
"mechanism kick in to attack with the remaining units (skeletons), and it "
"moves the remaining units with high caution and low aggression.</i>\n"
"\n"
"<i>The difference to the 1.12 version of this demo is that the 1.12 "
"skeletons still had high aggression.</i>"
msgstr ""
#. [objectives]
#: data/ai/micro_ais/scenarios/simple_attack.cfg:135
#: data/ai/micro_ais/scenarios/simple_attack.cfg:147
msgid "Watch the undead take care of business"
msgstr ""
#. [objective]: condition=win
#: data/ai/micro_ais/scenarios/simple_attack.cfg:137
msgid "Don't even try. You can't reach the Lich."
#: data/ai/micro_ais/scenarios/simple_attack.cfg:149
msgid "Dont even try. You cant reach the Lich."
msgstr ""
#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/simple_attack.cfg:141
msgid "Death of the last of Grospur's units"
#: data/ai/micro_ais/scenarios/simple_attack.cfg:153
msgid "Death of the last of Grospurs units"
msgstr ""
#. [note]
#: data/ai/micro_ais/scenarios/simple_attack.cfg:145
#: data/ai/micro_ais/scenarios/simple_attack.cfg:157
msgid "When your leader dies, side leadership passes on to another unit"
msgstr ""
#. [message]: speaker=$second_unit.id
#: data/ai/micro_ais/scenarios/simple_attack.cfg:172
msgid ""
"What the ... ?!? They are not supposed to attack me. That just doesn't "
"happen in Wesnoth!"
msgstr ""
#. [message]: speaker=Uralt
#: data/ai/micro_ais/scenarios/simple_attack.cfg:176
msgid ""
"Hahahahaha!! I have given special instruction to my Soulless to attack all "
"your almost-advanced units first. Also watch how those same Soulless will "
"throw themselves mercilessly at your pitiful soldiers after that, saving my "
"more valuable skeleton minions for later. I have taken the term 'disposable "
"units' to a whole new level. Watch in awe!!\n"
"\n"
"<i>Translation: The undead side includes two instances of the Simple Attack "
"Micro AI. The first makes the Soulless attack all units 1 XP from leveling "
"up, such that they can be eliminated afterward. The second executes all "
"remaining attacks possible by Soulless (and Walking Corpses), without regard "
"for their own safety. Only after that does the default Wesnoth attack "
"mechanism kick in to attack with the remaining units (skeletons).</i>"
msgstr ""
#. [message]: speaker=Uralt
#: data/ai/micro_ais/scenarios/simple_attack.cfg:195
#: data/ai/micro_ais/scenarios/simple_attack.cfg:188
msgid "Rise, minions!"
msgstr ""
#. [message]: speaker=Uralt
#: data/ai/micro_ais/scenarios/simple_attack.cfg:241
msgid "And that's how the undead AI executes total annihilation ..."
#: data/ai/micro_ais/scenarios/simple_attack.cfg:234
msgid "And thats how the undead AI executes total annihilation ..."
msgstr ""
#. [side]

View file

@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: PACKAGE VERSION\n"
"Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2019-08-27 19:41 UTC\n"
"POT-Creation-Date: 2020-01-25 18:18 UTC\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@ -24,9 +24,9 @@ msgstr ""
msgid "Multiplayer_AI^Default AI (RCA)"
msgstr ""
#. [ai]: id=experimental_ai
#: data/ai/ais/ai_experimental.cfg:9
msgid "Multiplayer_AI^Experimental AI"
#. [ai]: id=ai_default_rca_1_14
#: data/ai/ais/ai_default_rca_1_14.cfg:9
msgid "Multiplayer_AI^1.14 Default AI"
msgstr ""
#. [ai]: id=idle_ai
@ -39,6 +39,11 @@ msgstr ""
msgid "Multiplayer_AI^Dev AI: Default AI (RCA) with Alternate Recruiting"
msgstr ""
#. [ai]: id=experimental_ai
#: data/ai/dev/ai_experimental.cfg:11
msgid "Multiplayer_AI^Experimental AI"
msgstr ""
#. [ai]: id=formula_ai # id is needed to uniquely identify a MP AI, it is not needed in the scenario AI
#: data/ai/dev/formula_ai.cfg:10
msgid "Multiplayer_AI^Dev AI: Default + Experimental Recruitment (Formula AI)"
@ -80,10 +85,10 @@ msgstr ""
msgid "Urug-Telfar"
msgstr ""
#. [side]: id=Vanak, type=Orcish Ruler
#. [side]: type=Orcish Warlord, id=Urug-Telfar
#. [side]: type=Orcish Warlord, id=Knafa-Tan
#. [side]: type=Orcish Warlord, id=Maga-Knafa
#. [side]: id=Vanak, type=Orcish Ruler
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:97
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:111
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:129
@ -252,8 +257,8 @@ msgid ""
"self control of a well trained sheep dog."
msgstr ""
#. [test]: id=animals
#. [event]
#. [test]: id=animals
#: data/ai/micro_ais/scenarios/animals.cfg:27
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:45
msgid "Animals"
@ -264,10 +269,10 @@ msgstr ""
msgid "Rutburt"
msgstr ""
#. [side]: id=Rutburt, type=Outlaw
#. [side]: type=General, id=leader2
#. [side]: type=Lieutenant, id=leader5
#. [side]: type=Lieutenant, id=leader6
#. [side]: id=Rutburt, type=Outlaw
#: data/ai/micro_ais/scenarios/animals.cfg:48
#: data/ai/micro_ais/scenarios/goto.cfg:43
#: data/ai/micro_ais/scenarios/goto.cfg:93
@ -296,8 +301,8 @@ msgstr ""
msgid "Yetis"
msgstr ""
#. [side]
#. [event]
#. [side]
#. [test]: id=wolves
#: data/ai/micro_ais/scenarios/animals.cfg:119
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:48
@ -310,10 +315,10 @@ msgstr ""
msgid "Whelps"
msgstr ""
#. [set_menu_item]: id=m01_end_animals
#. [event]
#. [set_menu_item]: id=m04_end_animals
#. [set_menu_item]: id=m01_end_swarm
#. [set_menu_item]: id=m01_end_animals
#. [set_menu_item]: id=m01_end_wolves
#: data/ai/micro_ais/scenarios/animals.cfg:209
#: data/ai/micro_ais/scenarios/dragon.cfg:48
@ -443,12 +448,12 @@ msgstr ""
msgid "All right, chaps. Those orcs need to be stopped."
msgstr ""
#. [message]: speaker=Big Bad Orc
#. [message]: speaker=Another Bad Orc
#. [message]: speaker=Vanak
#. [message]: speaker=Big Bad Orc
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:93
#: data/ai/micro_ais/scenarios/guardians.cfg:572
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:148
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:142
msgid "They there! We them get!"
msgstr ""
@ -511,8 +516,8 @@ msgid ""
"I may have fallen, but we will continue to defend the pass to the last man!"
msgstr ""
#. [test]: id=dragon
#. [event]
#. [test]: id=dragon
#: data/ai/micro_ais/scenarios/dragon.cfg:5
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:54
msgid "Dragon"
@ -1386,7 +1391,7 @@ msgstr ""
#. [message]: speaker=narrator
#: data/ai/micro_ais/scenarios/lurkers.cfg:474
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:159
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:153
#: data/ai/micro_ais/scenarios/patrols.cfg:238
#: data/ai/micro_ais/scenarios/recruiting.cfg:100
msgid "Notes"
@ -1448,9 +1453,9 @@ msgstr ""
msgid "Vanak"
msgstr ""
#. [event]
#. [side]
#. [unit]: type=Dragoon, id=messenger
#. [event]
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:37
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:73
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:72
@ -1458,34 +1463,34 @@ msgid "Messenger"
msgstr ""
#. [event]
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:131
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:125
msgid "Messenger Waypoint 1"
msgstr ""
#. [event]
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:133
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:127
msgid "Messenger Waypoint 2"
msgstr ""
#. [event]
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:135
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:129
msgid "Messenger Waypoint 3"
msgstr ""
#. [event]
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:138
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:132
msgid "AI moves Messenger here"
msgstr ""
#. [message]: speaker=messenger
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:153
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:147
msgid ""
"Men, I need to get to that signpost in the north, to get the message to our "
"leader. Let's head up there as quickly as we can."
msgstr ""
#. [message]: speaker=narrator
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:160
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:154
msgid ""
"The Messenger Escort AI will try to move the dragoon messenger to the "
"signpost in the north, while protecting him as well as possible with the "
@ -1506,32 +1511,32 @@ msgid ""
msgstr ""
#. [objective]: condition=win
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:173
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:167
msgid "Defeat the messenger"
msgstr ""
#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:177
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:171
msgid "Messenger gets to the signpost"
msgstr ""
#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:181
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:175
msgid "Death of Vanak"
msgstr ""
#. [message]: speaker=messenger
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:197
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:191
msgid "I made it! Now our people will be safe."
msgstr ""
#. [message]: speaker=messenger
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:212
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:206
msgid "Nooo! All is lost. We will never stop the orcs now!"
msgstr ""
#. [test]: id=patrols
#. [event]
#. [test]: id=patrols
#: data/ai/micro_ais/scenarios/patrols.cfg:5
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:75
msgid "Patrols"
@ -1692,8 +1697,8 @@ msgstr ""
msgid "Let's go home, chaps."
msgstr ""
#. [test]: id=protect_unit
#. [event]
#. [test]: id=protect_unit
#: data/ai/micro_ais/scenarios/protect_unit.cfg:5
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:63
msgid "Protect Unit"
@ -2229,76 +2234,81 @@ msgstr ""
#. [message]: speaker=sergeant
#: data/ai/micro_ais/scenarios/simple_attack.cfg:125
msgid "General Grospur, what do we do? These undead will surely wipe us out."
msgid "General Grospur, what do we do? These undead will surely wipe us out."
msgstr ""
#. [message]: speaker=Grospur
#: data/ai/micro_ais/scenarios/simple_attack.cfg:129
msgid ""
"Don't be such a chicken, Sergeant! I have placed units with lots of "
"Dont be such a chicken, Sergeant! I have placed units with lots of "
"experience around the perimeter. The undead will not dare to attack them. "
"And those few that sneak through... we can easily dispose of them once they "
"make it inside.\n"
"make it inside."
msgstr ""
#. [message]: speaker=sergeant
#: data/ai/micro_ais/scenarios/simple_attack.cfg:133
msgid ""
"General Grospur, youre still thinking of Wesnoth 1.12. The default AI is "
"smarter than that now.\n"
"\n"
"<i>In other words, the Wesnoth AI does generally not attack units one XP "
"from leveling if there is no chance of killing the unit with a single "
"attack. However, some of the attacks by the undead are handled by the Simple "
"Attack Micro AI in this scenario. General Grospur might be in for a surprise."
"</i>"
"<i>If youre porting an old scenario, you may find the Simple Attack Micro "
"AI used in a way thats unnecessary since 1.14. The 1.12 AI generally "
"doesnt attack units one XP from leveling if there is no chance of killing "
"the unit with a single attack. One way of making 1.12 do those attacks was "
"to use the Simple Attack Micro AI.</i>"
msgstr ""
#. [message]: speaker=Uralt
#: data/ai/micro_ais/scenarios/simple_attack.cfg:139
msgid ""
"Hahahahaha!! Indeed, my skeletons are smarter than General Grospur. Worse "
"for you, I have given special instruction to my Soulless to attack all your "
"almost-advanced units first. Also watch how those same Soulless will throw "
"themselves mercilessly at your pitiful soldiers after that, saving my more "
"valuable skeleton minions for later. I have taken the term disposable "
"units to a whole new level. Watch in awe!!\n"
"\n"
"<i>Translation: The undead side includes two instances of the Simple Attack "
"Micro AI. The first makes the Soulless attack all units 1 XP from leveling "
"up, such that they can be eliminated afterward. The second executes all "
"remaining attacks possible by Soulless (and Walking Corpses), without regard "
"for their own safety. Only after that does the default Wesnoth attack "
"mechanism kick in to attack with the remaining units (skeletons), and it "
"moves the remaining units with high caution and low aggression.</i>\n"
"\n"
"<i>The difference to the 1.12 version of this demo is that the 1.12 "
"skeletons still had high aggression.</i>"
msgstr ""
#. [objectives]
#: data/ai/micro_ais/scenarios/simple_attack.cfg:135
#: data/ai/micro_ais/scenarios/simple_attack.cfg:147
msgid "Watch the undead take care of business"
msgstr ""
#. [objective]: condition=win
#: data/ai/micro_ais/scenarios/simple_attack.cfg:137
msgid "Don't even try. You can't reach the Lich."
#: data/ai/micro_ais/scenarios/simple_attack.cfg:149
msgid "Dont even try. You cant reach the Lich."
msgstr ""
#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/simple_attack.cfg:141
msgid "Death of the last of Grospur's units"
#: data/ai/micro_ais/scenarios/simple_attack.cfg:153
msgid "Death of the last of Grospurs units"
msgstr ""
#. [note]
#: data/ai/micro_ais/scenarios/simple_attack.cfg:145
#: data/ai/micro_ais/scenarios/simple_attack.cfg:157
msgid "When your leader dies, side leadership passes on to another unit"
msgstr ""
#. [message]: speaker=$second_unit.id
#: data/ai/micro_ais/scenarios/simple_attack.cfg:172
msgid ""
"What the ... ?!? They are not supposed to attack me. That just doesn't "
"happen in Wesnoth!"
msgstr ""
#. [message]: speaker=Uralt
#: data/ai/micro_ais/scenarios/simple_attack.cfg:176
msgid ""
"Hahahahaha!! I have given special instruction to my Soulless to attack all "
"your almost-advanced units first. Also watch how those same Soulless will "
"throw themselves mercilessly at your pitiful soldiers after that, saving my "
"more valuable skeleton minions for later. I have taken the term 'disposable "
"units' to a whole new level. Watch in awe!!\n"
"\n"
"<i>Translation: The undead side includes two instances of the Simple Attack "
"Micro AI. The first makes the Soulless attack all units 1 XP from leveling "
"up, such that they can be eliminated afterward. The second executes all "
"remaining attacks possible by Soulless (and Walking Corpses), without regard "
"for their own safety. Only after that does the default Wesnoth attack "
"mechanism kick in to attack with the remaining units (skeletons).</i>"
msgstr ""
#. [message]: speaker=Uralt
#: data/ai/micro_ais/scenarios/simple_attack.cfg:195
#: data/ai/micro_ais/scenarios/simple_attack.cfg:188
msgid "Rise, minions!"
msgstr ""
#. [message]: speaker=Uralt
#: data/ai/micro_ais/scenarios/simple_attack.cfg:241
msgid "And that's how the undead AI executes total annihilation ..."
#: data/ai/micro_ais/scenarios/simple_attack.cfg:234
msgid "And thats how the undead AI executes total annihilation ..."
msgstr ""
#. [side]

View file

@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: PACKAGE VERSION\n"
"Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2019-08-27 19:41 UTC\n"
"POT-Creation-Date: 2020-01-25 18:18 UTC\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@ -24,9 +24,9 @@ msgstr ""
msgid "Multiplayer_AI^Default AI (RCA)"
msgstr ""
#. [ai]: id=experimental_ai
#: data/ai/ais/ai_experimental.cfg:9
msgid "Multiplayer_AI^Experimental AI"
#. [ai]: id=ai_default_rca_1_14
#: data/ai/ais/ai_default_rca_1_14.cfg:9
msgid "Multiplayer_AI^1.14 Default AI"
msgstr ""
#. [ai]: id=idle_ai
@ -39,6 +39,11 @@ msgstr ""
msgid "Multiplayer_AI^Dev AI: Default AI (RCA) with Alternate Recruiting"
msgstr ""
#. [ai]: id=experimental_ai
#: data/ai/dev/ai_experimental.cfg:11
msgid "Multiplayer_AI^Experimental AI"
msgstr ""
#. [ai]: id=formula_ai # id is needed to uniquely identify a MP AI, it is not needed in the scenario AI
#: data/ai/dev/formula_ai.cfg:10
msgid "Multiplayer_AI^Dev AI: Default + Experimental Recruitment (Formula AI)"
@ -80,10 +85,10 @@ msgstr ""
msgid "Urug-Telfar"
msgstr ""
#. [side]: id=Vanak, type=Orcish Ruler
#. [side]: type=Orcish Warlord, id=Urug-Telfar
#. [side]: type=Orcish Warlord, id=Knafa-Tan
#. [side]: type=Orcish Warlord, id=Maga-Knafa
#. [side]: id=Vanak, type=Orcish Ruler
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:97
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:111
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:129
@ -252,8 +257,8 @@ msgid ""
"self control of a well trained sheep dog."
msgstr ""
#. [test]: id=animals
#. [event]
#. [test]: id=animals
#: data/ai/micro_ais/scenarios/animals.cfg:27
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:45
msgid "Animals"
@ -264,10 +269,10 @@ msgstr ""
msgid "Rutburt"
msgstr ""
#. [side]: id=Rutburt, type=Outlaw
#. [side]: type=General, id=leader2
#. [side]: type=Lieutenant, id=leader5
#. [side]: type=Lieutenant, id=leader6
#. [side]: id=Rutburt, type=Outlaw
#: data/ai/micro_ais/scenarios/animals.cfg:48
#: data/ai/micro_ais/scenarios/goto.cfg:43
#: data/ai/micro_ais/scenarios/goto.cfg:93
@ -296,8 +301,8 @@ msgstr ""
msgid "Yetis"
msgstr ""
#. [side]
#. [event]
#. [side]
#. [test]: id=wolves
#: data/ai/micro_ais/scenarios/animals.cfg:119
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:48
@ -310,10 +315,10 @@ msgstr ""
msgid "Whelps"
msgstr ""
#. [set_menu_item]: id=m01_end_animals
#. [event]
#. [set_menu_item]: id=m04_end_animals
#. [set_menu_item]: id=m01_end_swarm
#. [set_menu_item]: id=m01_end_animals
#. [set_menu_item]: id=m01_end_wolves
#: data/ai/micro_ais/scenarios/animals.cfg:209
#: data/ai/micro_ais/scenarios/dragon.cfg:48
@ -443,12 +448,12 @@ msgstr ""
msgid "All right, chaps. Those orcs need to be stopped."
msgstr ""
#. [message]: speaker=Big Bad Orc
#. [message]: speaker=Another Bad Orc
#. [message]: speaker=Vanak
#. [message]: speaker=Big Bad Orc
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:93
#: data/ai/micro_ais/scenarios/guardians.cfg:572
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:148
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:142
msgid "They there! We them get!"
msgstr ""
@ -511,8 +516,8 @@ msgid ""
"I may have fallen, but we will continue to defend the pass to the last man!"
msgstr ""
#. [test]: id=dragon
#. [event]
#. [test]: id=dragon
#: data/ai/micro_ais/scenarios/dragon.cfg:5
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:54
msgid "Dragon"
@ -1386,7 +1391,7 @@ msgstr ""
#. [message]: speaker=narrator
#: data/ai/micro_ais/scenarios/lurkers.cfg:474
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:159
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:153
#: data/ai/micro_ais/scenarios/patrols.cfg:238
#: data/ai/micro_ais/scenarios/recruiting.cfg:100
msgid "Notes"
@ -1448,9 +1453,9 @@ msgstr ""
msgid "Vanak"
msgstr ""
#. [event]
#. [side]
#. [unit]: type=Dragoon, id=messenger
#. [event]
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:37
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:73
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:72
@ -1458,34 +1463,34 @@ msgid "Messenger"
msgstr ""
#. [event]
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:131
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:125
msgid "Messenger Waypoint 1"
msgstr ""
#. [event]
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:133
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:127
msgid "Messenger Waypoint 2"
msgstr ""
#. [event]
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:135
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:129
msgid "Messenger Waypoint 3"
msgstr ""
#. [event]
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:138
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:132
msgid "AI moves Messenger here"
msgstr ""
#. [message]: speaker=messenger
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:153
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:147
msgid ""
"Men, I need to get to that signpost in the north, to get the message to our "
"leader. Let's head up there as quickly as we can."
msgstr ""
#. [message]: speaker=narrator
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:160
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:154
msgid ""
"The Messenger Escort AI will try to move the dragoon messenger to the "
"signpost in the north, while protecting him as well as possible with the "
@ -1506,32 +1511,32 @@ msgid ""
msgstr ""
#. [objective]: condition=win
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:173
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:167
msgid "Defeat the messenger"
msgstr ""
#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:177
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:171
msgid "Messenger gets to the signpost"
msgstr ""
#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:181
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:175
msgid "Death of Vanak"
msgstr ""
#. [message]: speaker=messenger
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:197
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:191
msgid "I made it! Now our people will be safe."
msgstr ""
#. [message]: speaker=messenger
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:212
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:206
msgid "Nooo! All is lost. We will never stop the orcs now!"
msgstr ""
#. [test]: id=patrols
#. [event]
#. [test]: id=patrols
#: data/ai/micro_ais/scenarios/patrols.cfg:5
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:75
msgid "Patrols"
@ -1692,8 +1697,8 @@ msgstr ""
msgid "Let's go home, chaps."
msgstr ""
#. [test]: id=protect_unit
#. [event]
#. [test]: id=protect_unit
#: data/ai/micro_ais/scenarios/protect_unit.cfg:5
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:63
msgid "Protect Unit"
@ -2229,76 +2234,81 @@ msgstr ""
#. [message]: speaker=sergeant
#: data/ai/micro_ais/scenarios/simple_attack.cfg:125
msgid "General Grospur, what do we do? These undead will surely wipe us out."
msgid "General Grospur, what do we do? These undead will surely wipe us out."
msgstr ""
#. [message]: speaker=Grospur
#: data/ai/micro_ais/scenarios/simple_attack.cfg:129
msgid ""
"Don't be such a chicken, Sergeant! I have placed units with lots of "
"Dont be such a chicken, Sergeant! I have placed units with lots of "
"experience around the perimeter. The undead will not dare to attack them. "
"And those few that sneak through... we can easily dispose of them once they "
"make it inside.\n"
"make it inside."
msgstr ""
#. [message]: speaker=sergeant
#: data/ai/micro_ais/scenarios/simple_attack.cfg:133
msgid ""
"General Grospur, youre still thinking of Wesnoth 1.12. The default AI is "
"smarter than that now.\n"
"\n"
"<i>In other words, the Wesnoth AI does generally not attack units one XP "
"from leveling if there is no chance of killing the unit with a single "
"attack. However, some of the attacks by the undead are handled by the Simple "
"Attack Micro AI in this scenario. General Grospur might be in for a surprise."
"</i>"
"<i>If youre porting an old scenario, you may find the Simple Attack Micro "
"AI used in a way thats unnecessary since 1.14. The 1.12 AI generally "
"doesnt attack units one XP from leveling if there is no chance of killing "
"the unit with a single attack. One way of making 1.12 do those attacks was "
"to use the Simple Attack Micro AI.</i>"
msgstr ""
#. [message]: speaker=Uralt
#: data/ai/micro_ais/scenarios/simple_attack.cfg:139
msgid ""
"Hahahahaha!! Indeed, my skeletons are smarter than General Grospur. Worse "
"for you, I have given special instruction to my Soulless to attack all your "
"almost-advanced units first. Also watch how those same Soulless will throw "
"themselves mercilessly at your pitiful soldiers after that, saving my more "
"valuable skeleton minions for later. I have taken the term disposable "
"units to a whole new level. Watch in awe!!\n"
"\n"
"<i>Translation: The undead side includes two instances of the Simple Attack "
"Micro AI. The first makes the Soulless attack all units 1 XP from leveling "
"up, such that they can be eliminated afterward. The second executes all "
"remaining attacks possible by Soulless (and Walking Corpses), without regard "
"for their own safety. Only after that does the default Wesnoth attack "
"mechanism kick in to attack with the remaining units (skeletons), and it "
"moves the remaining units with high caution and low aggression.</i>\n"
"\n"
"<i>The difference to the 1.12 version of this demo is that the 1.12 "
"skeletons still had high aggression.</i>"
msgstr ""
#. [objectives]
#: data/ai/micro_ais/scenarios/simple_attack.cfg:135
#: data/ai/micro_ais/scenarios/simple_attack.cfg:147
msgid "Watch the undead take care of business"
msgstr ""
#. [objective]: condition=win
#: data/ai/micro_ais/scenarios/simple_attack.cfg:137
msgid "Don't even try. You can't reach the Lich."
#: data/ai/micro_ais/scenarios/simple_attack.cfg:149
msgid "Dont even try. You cant reach the Lich."
msgstr ""
#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/simple_attack.cfg:141
msgid "Death of the last of Grospur's units"
#: data/ai/micro_ais/scenarios/simple_attack.cfg:153
msgid "Death of the last of Grospurs units"
msgstr ""
#. [note]
#: data/ai/micro_ais/scenarios/simple_attack.cfg:145
#: data/ai/micro_ais/scenarios/simple_attack.cfg:157
msgid "When your leader dies, side leadership passes on to another unit"
msgstr ""
#. [message]: speaker=$second_unit.id
#: data/ai/micro_ais/scenarios/simple_attack.cfg:172
msgid ""
"What the ... ?!? They are not supposed to attack me. That just doesn't "
"happen in Wesnoth!"
msgstr ""
#. [message]: speaker=Uralt
#: data/ai/micro_ais/scenarios/simple_attack.cfg:176
msgid ""
"Hahahahaha!! I have given special instruction to my Soulless to attack all "
"your almost-advanced units first. Also watch how those same Soulless will "
"throw themselves mercilessly at your pitiful soldiers after that, saving my "
"more valuable skeleton minions for later. I have taken the term 'disposable "
"units' to a whole new level. Watch in awe!!\n"
"\n"
"<i>Translation: The undead side includes two instances of the Simple Attack "
"Micro AI. The first makes the Soulless attack all units 1 XP from leveling "
"up, such that they can be eliminated afterward. The second executes all "
"remaining attacks possible by Soulless (and Walking Corpses), without regard "
"for their own safety. Only after that does the default Wesnoth attack "
"mechanism kick in to attack with the remaining units (skeletons).</i>"
msgstr ""
#. [message]: speaker=Uralt
#: data/ai/micro_ais/scenarios/simple_attack.cfg:195
#: data/ai/micro_ais/scenarios/simple_attack.cfg:188
msgid "Rise, minions!"
msgstr ""
#. [message]: speaker=Uralt
#: data/ai/micro_ais/scenarios/simple_attack.cfg:241
msgid "And that's how the undead AI executes total annihilation ..."
#: data/ai/micro_ais/scenarios/simple_attack.cfg:234
msgid "And thats how the undead AI executes total annihilation ..."
msgstr ""
#. [side]

View file

@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: PACKAGE VERSION\n"
"Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2019-08-27 19:41 UTC\n"
"POT-Creation-Date: 2020-01-25 18:18 UTC\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@ -25,9 +25,9 @@ msgstr ""
msgid "Multiplayer_AI^Default AI (RCA)"
msgstr ""
#. [ai]: id=experimental_ai
#: data/ai/ais/ai_experimental.cfg:9
msgid "Multiplayer_AI^Experimental AI"
#. [ai]: id=ai_default_rca_1_14
#: data/ai/ais/ai_default_rca_1_14.cfg:9
msgid "Multiplayer_AI^1.14 Default AI"
msgstr ""
#. [ai]: id=idle_ai
@ -40,6 +40,11 @@ msgstr ""
msgid "Multiplayer_AI^Dev AI: Default AI (RCA) with Alternate Recruiting"
msgstr ""
#. [ai]: id=experimental_ai
#: data/ai/dev/ai_experimental.cfg:11
msgid "Multiplayer_AI^Experimental AI"
msgstr ""
#. [ai]: id=formula_ai # id is needed to uniquely identify a MP AI, it is not needed in the scenario AI
#: data/ai/dev/formula_ai.cfg:10
msgid "Multiplayer_AI^Dev AI: Default + Experimental Recruitment (Formula AI)"
@ -81,10 +86,10 @@ msgstr ""
msgid "Urug-Telfar"
msgstr ""
#. [side]: id=Vanak, type=Orcish Ruler
#. [side]: type=Orcish Warlord, id=Urug-Telfar
#. [side]: type=Orcish Warlord, id=Knafa-Tan
#. [side]: type=Orcish Warlord, id=Maga-Knafa
#. [side]: id=Vanak, type=Orcish Ruler
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:97
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:111
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:129
@ -253,8 +258,8 @@ msgid ""
"self control of a well trained sheep dog."
msgstr ""
#. [test]: id=animals
#. [event]
#. [test]: id=animals
#: data/ai/micro_ais/scenarios/animals.cfg:27
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:45
msgid "Animals"
@ -265,10 +270,10 @@ msgstr ""
msgid "Rutburt"
msgstr ""
#. [side]: id=Rutburt, type=Outlaw
#. [side]: type=General, id=leader2
#. [side]: type=Lieutenant, id=leader5
#. [side]: type=Lieutenant, id=leader6
#. [side]: id=Rutburt, type=Outlaw
#: data/ai/micro_ais/scenarios/animals.cfg:48
#: data/ai/micro_ais/scenarios/goto.cfg:43
#: data/ai/micro_ais/scenarios/goto.cfg:93
@ -297,8 +302,8 @@ msgstr ""
msgid "Yetis"
msgstr ""
#. [side]
#. [event]
#. [side]
#. [test]: id=wolves
#: data/ai/micro_ais/scenarios/animals.cfg:119
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:48
@ -311,10 +316,10 @@ msgstr ""
msgid "Whelps"
msgstr ""
#. [set_menu_item]: id=m01_end_animals
#. [event]
#. [set_menu_item]: id=m04_end_animals
#. [set_menu_item]: id=m01_end_swarm
#. [set_menu_item]: id=m01_end_animals
#. [set_menu_item]: id=m01_end_wolves
#: data/ai/micro_ais/scenarios/animals.cfg:209
#: data/ai/micro_ais/scenarios/dragon.cfg:48
@ -444,12 +449,12 @@ msgstr ""
msgid "All right, chaps. Those orcs need to be stopped."
msgstr ""
#. [message]: speaker=Big Bad Orc
#. [message]: speaker=Another Bad Orc
#. [message]: speaker=Vanak
#. [message]: speaker=Big Bad Orc
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:93
#: data/ai/micro_ais/scenarios/guardians.cfg:572
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:148
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:142
msgid "They there! We them get!"
msgstr ""
@ -512,8 +517,8 @@ msgid ""
"I may have fallen, but we will continue to defend the pass to the last man!"
msgstr ""
#. [test]: id=dragon
#. [event]
#. [test]: id=dragon
#: data/ai/micro_ais/scenarios/dragon.cfg:5
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:54
msgid "Dragon"
@ -1387,7 +1392,7 @@ msgstr ""
#. [message]: speaker=narrator
#: data/ai/micro_ais/scenarios/lurkers.cfg:474
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:159
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:153
#: data/ai/micro_ais/scenarios/patrols.cfg:238
#: data/ai/micro_ais/scenarios/recruiting.cfg:100
msgid "Notes"
@ -1449,9 +1454,9 @@ msgstr ""
msgid "Vanak"
msgstr ""
#. [event]
#. [side]
#. [unit]: type=Dragoon, id=messenger
#. [event]
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:37
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:73
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:72
@ -1459,34 +1464,34 @@ msgid "Messenger"
msgstr ""
#. [event]
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:131
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:125
msgid "Messenger Waypoint 1"
msgstr ""
#. [event]
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:133
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:127
msgid "Messenger Waypoint 2"
msgstr ""
#. [event]
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:135
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:129
msgid "Messenger Waypoint 3"
msgstr ""
#. [event]
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:138
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:132
msgid "AI moves Messenger here"
msgstr ""
#. [message]: speaker=messenger
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:153
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:147
msgid ""
"Men, I need to get to that signpost in the north, to get the message to our "
"leader. Let's head up there as quickly as we can."
msgstr ""
#. [message]: speaker=narrator
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:160
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:154
msgid ""
"The Messenger Escort AI will try to move the dragoon messenger to the "
"signpost in the north, while protecting him as well as possible with the "
@ -1507,32 +1512,32 @@ msgid ""
msgstr ""
#. [objective]: condition=win
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:173
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:167
msgid "Defeat the messenger"
msgstr ""
#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:177
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:171
msgid "Messenger gets to the signpost"
msgstr ""
#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:181
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:175
msgid "Death of Vanak"
msgstr ""
#. [message]: speaker=messenger
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:197
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:191
msgid "I made it! Now our people will be safe."
msgstr ""
#. [message]: speaker=messenger
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:212
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:206
msgid "Nooo! All is lost. We will never stop the orcs now!"
msgstr ""
#. [test]: id=patrols
#. [event]
#. [test]: id=patrols
#: data/ai/micro_ais/scenarios/patrols.cfg:5
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:75
msgid "Patrols"
@ -1693,8 +1698,8 @@ msgstr ""
msgid "Let's go home, chaps."
msgstr ""
#. [test]: id=protect_unit
#. [event]
#. [test]: id=protect_unit
#: data/ai/micro_ais/scenarios/protect_unit.cfg:5
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:63
msgid "Protect Unit"
@ -2230,76 +2235,81 @@ msgstr ""
#. [message]: speaker=sergeant
#: data/ai/micro_ais/scenarios/simple_attack.cfg:125
msgid "General Grospur, what do we do? These undead will surely wipe us out."
msgid "General Grospur, what do we do? These undead will surely wipe us out."
msgstr ""
#. [message]: speaker=Grospur
#: data/ai/micro_ais/scenarios/simple_attack.cfg:129
msgid ""
"Don't be such a chicken, Sergeant! I have placed units with lots of "
"Dont be such a chicken, Sergeant! I have placed units with lots of "
"experience around the perimeter. The undead will not dare to attack them. "
"And those few that sneak through... we can easily dispose of them once they "
"make it inside.\n"
"make it inside."
msgstr ""
#. [message]: speaker=sergeant
#: data/ai/micro_ais/scenarios/simple_attack.cfg:133
msgid ""
"General Grospur, youre still thinking of Wesnoth 1.12. The default AI is "
"smarter than that now.\n"
"\n"
"<i>In other words, the Wesnoth AI does generally not attack units one XP "
"from leveling if there is no chance of killing the unit with a single "
"attack. However, some of the attacks by the undead are handled by the Simple "
"Attack Micro AI in this scenario. General Grospur might be in for a surprise."
"</i>"
"<i>If youre porting an old scenario, you may find the Simple Attack Micro "
"AI used in a way thats unnecessary since 1.14. The 1.12 AI generally "
"doesnt attack units one XP from leveling if there is no chance of killing "
"the unit with a single attack. One way of making 1.12 do those attacks was "
"to use the Simple Attack Micro AI.</i>"
msgstr ""
#. [message]: speaker=Uralt
#: data/ai/micro_ais/scenarios/simple_attack.cfg:139
msgid ""
"Hahahahaha!! Indeed, my skeletons are smarter than General Grospur. Worse "
"for you, I have given special instruction to my Soulless to attack all your "
"almost-advanced units first. Also watch how those same Soulless will throw "
"themselves mercilessly at your pitiful soldiers after that, saving my more "
"valuable skeleton minions for later. I have taken the term disposable "
"units to a whole new level. Watch in awe!!\n"
"\n"
"<i>Translation: The undead side includes two instances of the Simple Attack "
"Micro AI. The first makes the Soulless attack all units 1 XP from leveling "
"up, such that they can be eliminated afterward. The second executes all "
"remaining attacks possible by Soulless (and Walking Corpses), without regard "
"for their own safety. Only after that does the default Wesnoth attack "
"mechanism kick in to attack with the remaining units (skeletons), and it "
"moves the remaining units with high caution and low aggression.</i>\n"
"\n"
"<i>The difference to the 1.12 version of this demo is that the 1.12 "
"skeletons still had high aggression.</i>"
msgstr ""
#. [objectives]
#: data/ai/micro_ais/scenarios/simple_attack.cfg:135
#: data/ai/micro_ais/scenarios/simple_attack.cfg:147
msgid "Watch the undead take care of business"
msgstr ""
#. [objective]: condition=win
#: data/ai/micro_ais/scenarios/simple_attack.cfg:137
msgid "Don't even try. You can't reach the Lich."
#: data/ai/micro_ais/scenarios/simple_attack.cfg:149
msgid "Dont even try. You cant reach the Lich."
msgstr ""
#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/simple_attack.cfg:141
msgid "Death of the last of Grospur's units"
#: data/ai/micro_ais/scenarios/simple_attack.cfg:153
msgid "Death of the last of Grospurs units"
msgstr ""
#. [note]
#: data/ai/micro_ais/scenarios/simple_attack.cfg:145
#: data/ai/micro_ais/scenarios/simple_attack.cfg:157
msgid "When your leader dies, side leadership passes on to another unit"
msgstr ""
#. [message]: speaker=$second_unit.id
#: data/ai/micro_ais/scenarios/simple_attack.cfg:172
msgid ""
"What the ... ?!? They are not supposed to attack me. That just doesn't "
"happen in Wesnoth!"
msgstr ""
#. [message]: speaker=Uralt
#: data/ai/micro_ais/scenarios/simple_attack.cfg:176
msgid ""
"Hahahahaha!! I have given special instruction to my Soulless to attack all "
"your almost-advanced units first. Also watch how those same Soulless will "
"throw themselves mercilessly at your pitiful soldiers after that, saving my "
"more valuable skeleton minions for later. I have taken the term 'disposable "
"units' to a whole new level. Watch in awe!!\n"
"\n"
"<i>Translation: The undead side includes two instances of the Simple Attack "
"Micro AI. The first makes the Soulless attack all units 1 XP from leveling "
"up, such that they can be eliminated afterward. The second executes all "
"remaining attacks possible by Soulless (and Walking Corpses), without regard "
"for their own safety. Only after that does the default Wesnoth attack "
"mechanism kick in to attack with the remaining units (skeletons).</i>"
msgstr ""
#. [message]: speaker=Uralt
#: data/ai/micro_ais/scenarios/simple_attack.cfg:195
#: data/ai/micro_ais/scenarios/simple_attack.cfg:188
msgid "Rise, minions!"
msgstr ""
#. [message]: speaker=Uralt
#: data/ai/micro_ais/scenarios/simple_attack.cfg:241
msgid "And that's how the undead AI executes total annihilation ..."
#: data/ai/micro_ais/scenarios/simple_attack.cfg:234
msgid "And thats how the undead AI executes total annihilation ..."
msgstr ""
#. [side]

View file

@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: PACKAGE VERSION\n"
"Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2019-08-27 19:41 UTC\n"
"POT-Creation-Date: 2020-01-25 18:18 UTC\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@ -24,9 +24,9 @@ msgstr ""
msgid "Multiplayer_AI^Default AI (RCA)"
msgstr ""
#. [ai]: id=experimental_ai
#: data/ai/ais/ai_experimental.cfg:9
msgid "Multiplayer_AI^Experimental AI"
#. [ai]: id=ai_default_rca_1_14
#: data/ai/ais/ai_default_rca_1_14.cfg:9
msgid "Multiplayer_AI^1.14 Default AI"
msgstr ""
#. [ai]: id=idle_ai
@ -39,6 +39,11 @@ msgstr ""
msgid "Multiplayer_AI^Dev AI: Default AI (RCA) with Alternate Recruiting"
msgstr ""
#. [ai]: id=experimental_ai
#: data/ai/dev/ai_experimental.cfg:11
msgid "Multiplayer_AI^Experimental AI"
msgstr ""
#. [ai]: id=formula_ai # id is needed to uniquely identify a MP AI, it is not needed in the scenario AI
#: data/ai/dev/formula_ai.cfg:10
msgid "Multiplayer_AI^Dev AI: Default + Experimental Recruitment (Formula AI)"
@ -80,10 +85,10 @@ msgstr ""
msgid "Urug-Telfar"
msgstr ""
#. [side]: id=Vanak, type=Orcish Ruler
#. [side]: type=Orcish Warlord, id=Urug-Telfar
#. [side]: type=Orcish Warlord, id=Knafa-Tan
#. [side]: type=Orcish Warlord, id=Maga-Knafa
#. [side]: id=Vanak, type=Orcish Ruler
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:97
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:111
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:129
@ -252,8 +257,8 @@ msgid ""
"self control of a well trained sheep dog."
msgstr ""
#. [test]: id=animals
#. [event]
#. [test]: id=animals
#: data/ai/micro_ais/scenarios/animals.cfg:27
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:45
msgid "Animals"
@ -264,10 +269,10 @@ msgstr ""
msgid "Rutburt"
msgstr ""
#. [side]: id=Rutburt, type=Outlaw
#. [side]: type=General, id=leader2
#. [side]: type=Lieutenant, id=leader5
#. [side]: type=Lieutenant, id=leader6
#. [side]: id=Rutburt, type=Outlaw
#: data/ai/micro_ais/scenarios/animals.cfg:48
#: data/ai/micro_ais/scenarios/goto.cfg:43
#: data/ai/micro_ais/scenarios/goto.cfg:93
@ -296,8 +301,8 @@ msgstr ""
msgid "Yetis"
msgstr ""
#. [side]
#. [event]
#. [side]
#. [test]: id=wolves
#: data/ai/micro_ais/scenarios/animals.cfg:119
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:48
@ -310,10 +315,10 @@ msgstr ""
msgid "Whelps"
msgstr ""
#. [set_menu_item]: id=m01_end_animals
#. [event]
#. [set_menu_item]: id=m04_end_animals
#. [set_menu_item]: id=m01_end_swarm
#. [set_menu_item]: id=m01_end_animals
#. [set_menu_item]: id=m01_end_wolves
#: data/ai/micro_ais/scenarios/animals.cfg:209
#: data/ai/micro_ais/scenarios/dragon.cfg:48
@ -443,12 +448,12 @@ msgstr ""
msgid "All right, chaps. Those orcs need to be stopped."
msgstr ""
#. [message]: speaker=Big Bad Orc
#. [message]: speaker=Another Bad Orc
#. [message]: speaker=Vanak
#. [message]: speaker=Big Bad Orc
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:93
#: data/ai/micro_ais/scenarios/guardians.cfg:572
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:148
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:142
msgid "They there! We them get!"
msgstr ""
@ -511,8 +516,8 @@ msgid ""
"I may have fallen, but we will continue to defend the pass to the last man!"
msgstr ""
#. [test]: id=dragon
#. [event]
#. [test]: id=dragon
#: data/ai/micro_ais/scenarios/dragon.cfg:5
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:54
msgid "Dragon"
@ -1386,7 +1391,7 @@ msgstr ""
#. [message]: speaker=narrator
#: data/ai/micro_ais/scenarios/lurkers.cfg:474
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:159
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:153
#: data/ai/micro_ais/scenarios/patrols.cfg:238
#: data/ai/micro_ais/scenarios/recruiting.cfg:100
msgid "Notes"
@ -1448,9 +1453,9 @@ msgstr ""
msgid "Vanak"
msgstr ""
#. [event]
#. [side]
#. [unit]: type=Dragoon, id=messenger
#. [event]
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:37
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:73
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:72
@ -1458,34 +1463,34 @@ msgid "Messenger"
msgstr ""
#. [event]
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:131
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:125
msgid "Messenger Waypoint 1"
msgstr ""
#. [event]
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:133
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:127
msgid "Messenger Waypoint 2"
msgstr ""
#. [event]
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:135
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:129
msgid "Messenger Waypoint 3"
msgstr ""
#. [event]
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:138
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:132
msgid "AI moves Messenger here"
msgstr ""
#. [message]: speaker=messenger
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:153
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:147
msgid ""
"Men, I need to get to that signpost in the north, to get the message to our "
"leader. Let's head up there as quickly as we can."
msgstr ""
#. [message]: speaker=narrator
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:160
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:154
msgid ""
"The Messenger Escort AI will try to move the dragoon messenger to the "
"signpost in the north, while protecting him as well as possible with the "
@ -1506,32 +1511,32 @@ msgid ""
msgstr ""
#. [objective]: condition=win
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:173
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:167
msgid "Defeat the messenger"
msgstr ""
#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:177
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:171
msgid "Messenger gets to the signpost"
msgstr ""
#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:181
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:175
msgid "Death of Vanak"
msgstr ""
#. [message]: speaker=messenger
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:197
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:191
msgid "I made it! Now our people will be safe."
msgstr ""
#. [message]: speaker=messenger
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:212
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:206
msgid "Nooo! All is lost. We will never stop the orcs now!"
msgstr ""
#. [test]: id=patrols
#. [event]
#. [test]: id=patrols
#: data/ai/micro_ais/scenarios/patrols.cfg:5
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:75
msgid "Patrols"
@ -1692,8 +1697,8 @@ msgstr ""
msgid "Let's go home, chaps."
msgstr ""
#. [test]: id=protect_unit
#. [event]
#. [test]: id=protect_unit
#: data/ai/micro_ais/scenarios/protect_unit.cfg:5
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:63
msgid "Protect Unit"
@ -2229,76 +2234,81 @@ msgstr ""
#. [message]: speaker=sergeant
#: data/ai/micro_ais/scenarios/simple_attack.cfg:125
msgid "General Grospur, what do we do? These undead will surely wipe us out."
msgid "General Grospur, what do we do? These undead will surely wipe us out."
msgstr ""
#. [message]: speaker=Grospur
#: data/ai/micro_ais/scenarios/simple_attack.cfg:129
msgid ""
"Don't be such a chicken, Sergeant! I have placed units with lots of "
"Dont be such a chicken, Sergeant! I have placed units with lots of "
"experience around the perimeter. The undead will not dare to attack them. "
"And those few that sneak through... we can easily dispose of them once they "
"make it inside.\n"
"make it inside."
msgstr ""
#. [message]: speaker=sergeant
#: data/ai/micro_ais/scenarios/simple_attack.cfg:133
msgid ""
"General Grospur, youre still thinking of Wesnoth 1.12. The default AI is "
"smarter than that now.\n"
"\n"
"<i>In other words, the Wesnoth AI does generally not attack units one XP "
"from leveling if there is no chance of killing the unit with a single "
"attack. However, some of the attacks by the undead are handled by the Simple "
"Attack Micro AI in this scenario. General Grospur might be in for a surprise."
"</i>"
"<i>If youre porting an old scenario, you may find the Simple Attack Micro "
"AI used in a way thats unnecessary since 1.14. The 1.12 AI generally "
"doesnt attack units one XP from leveling if there is no chance of killing "
"the unit with a single attack. One way of making 1.12 do those attacks was "
"to use the Simple Attack Micro AI.</i>"
msgstr ""
#. [message]: speaker=Uralt
#: data/ai/micro_ais/scenarios/simple_attack.cfg:139
msgid ""
"Hahahahaha!! Indeed, my skeletons are smarter than General Grospur. Worse "
"for you, I have given special instruction to my Soulless to attack all your "
"almost-advanced units first. Also watch how those same Soulless will throw "
"themselves mercilessly at your pitiful soldiers after that, saving my more "
"valuable skeleton minions for later. I have taken the term disposable "
"units to a whole new level. Watch in awe!!\n"
"\n"
"<i>Translation: The undead side includes two instances of the Simple Attack "
"Micro AI. The first makes the Soulless attack all units 1 XP from leveling "
"up, such that they can be eliminated afterward. The second executes all "
"remaining attacks possible by Soulless (and Walking Corpses), without regard "
"for their own safety. Only after that does the default Wesnoth attack "
"mechanism kick in to attack with the remaining units (skeletons), and it "
"moves the remaining units with high caution and low aggression.</i>\n"
"\n"
"<i>The difference to the 1.12 version of this demo is that the 1.12 "
"skeletons still had high aggression.</i>"
msgstr ""
#. [objectives]
#: data/ai/micro_ais/scenarios/simple_attack.cfg:135
#: data/ai/micro_ais/scenarios/simple_attack.cfg:147
msgid "Watch the undead take care of business"
msgstr ""
#. [objective]: condition=win
#: data/ai/micro_ais/scenarios/simple_attack.cfg:137
msgid "Don't even try. You can't reach the Lich."
#: data/ai/micro_ais/scenarios/simple_attack.cfg:149
msgid "Dont even try. You cant reach the Lich."
msgstr ""
#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/simple_attack.cfg:141
msgid "Death of the last of Grospur's units"
#: data/ai/micro_ais/scenarios/simple_attack.cfg:153
msgid "Death of the last of Grospurs units"
msgstr ""
#. [note]
#: data/ai/micro_ais/scenarios/simple_attack.cfg:145
#: data/ai/micro_ais/scenarios/simple_attack.cfg:157
msgid "When your leader dies, side leadership passes on to another unit"
msgstr ""
#. [message]: speaker=$second_unit.id
#: data/ai/micro_ais/scenarios/simple_attack.cfg:172
msgid ""
"What the ... ?!? They are not supposed to attack me. That just doesn't "
"happen in Wesnoth!"
msgstr ""
#. [message]: speaker=Uralt
#: data/ai/micro_ais/scenarios/simple_attack.cfg:176
msgid ""
"Hahahahaha!! I have given special instruction to my Soulless to attack all "
"your almost-advanced units first. Also watch how those same Soulless will "
"throw themselves mercilessly at your pitiful soldiers after that, saving my "
"more valuable skeleton minions for later. I have taken the term 'disposable "
"units' to a whole new level. Watch in awe!!\n"
"\n"
"<i>Translation: The undead side includes two instances of the Simple Attack "
"Micro AI. The first makes the Soulless attack all units 1 XP from leveling "
"up, such that they can be eliminated afterward. The second executes all "
"remaining attacks possible by Soulless (and Walking Corpses), without regard "
"for their own safety. Only after that does the default Wesnoth attack "
"mechanism kick in to attack with the remaining units (skeletons).</i>"
msgstr ""
#. [message]: speaker=Uralt
#: data/ai/micro_ais/scenarios/simple_attack.cfg:195
#: data/ai/micro_ais/scenarios/simple_attack.cfg:188
msgid "Rise, minions!"
msgstr ""
#. [message]: speaker=Uralt
#: data/ai/micro_ais/scenarios/simple_attack.cfg:241
msgid "And that's how the undead AI executes total annihilation ..."
#: data/ai/micro_ais/scenarios/simple_attack.cfg:234
msgid "And thats how the undead AI executes total annihilation ..."
msgstr ""
#. [side]

View file

@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: PACKAGE VERSION\n"
"Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2019-08-27 19:41 UTC\n"
"POT-Creation-Date: 2020-01-25 18:18 UTC\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@ -24,9 +24,9 @@ msgstr ""
msgid "Multiplayer_AI^Default AI (RCA)"
msgstr ""
#. [ai]: id=experimental_ai
#: data/ai/ais/ai_experimental.cfg:9
msgid "Multiplayer_AI^Experimental AI"
#. [ai]: id=ai_default_rca_1_14
#: data/ai/ais/ai_default_rca_1_14.cfg:9
msgid "Multiplayer_AI^1.14 Default AI"
msgstr ""
#. [ai]: id=idle_ai
@ -39,6 +39,11 @@ msgstr ""
msgid "Multiplayer_AI^Dev AI: Default AI (RCA) with Alternate Recruiting"
msgstr ""
#. [ai]: id=experimental_ai
#: data/ai/dev/ai_experimental.cfg:11
msgid "Multiplayer_AI^Experimental AI"
msgstr ""
#. [ai]: id=formula_ai # id is needed to uniquely identify a MP AI, it is not needed in the scenario AI
#: data/ai/dev/formula_ai.cfg:10
msgid "Multiplayer_AI^Dev AI: Default + Experimental Recruitment (Formula AI)"
@ -80,10 +85,10 @@ msgstr ""
msgid "Urug-Telfar"
msgstr ""
#. [side]: id=Vanak, type=Orcish Ruler
#. [side]: type=Orcish Warlord, id=Urug-Telfar
#. [side]: type=Orcish Warlord, id=Knafa-Tan
#. [side]: type=Orcish Warlord, id=Maga-Knafa
#. [side]: id=Vanak, type=Orcish Ruler
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:97
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:111
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:129
@ -252,8 +257,8 @@ msgid ""
"self control of a well trained sheep dog."
msgstr ""
#. [test]: id=animals
#. [event]
#. [test]: id=animals
#: data/ai/micro_ais/scenarios/animals.cfg:27
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:45
msgid "Animals"
@ -264,10 +269,10 @@ msgstr ""
msgid "Rutburt"
msgstr ""
#. [side]: id=Rutburt, type=Outlaw
#. [side]: type=General, id=leader2
#. [side]: type=Lieutenant, id=leader5
#. [side]: type=Lieutenant, id=leader6
#. [side]: id=Rutburt, type=Outlaw
#: data/ai/micro_ais/scenarios/animals.cfg:48
#: data/ai/micro_ais/scenarios/goto.cfg:43
#: data/ai/micro_ais/scenarios/goto.cfg:93
@ -296,8 +301,8 @@ msgstr ""
msgid "Yetis"
msgstr ""
#. [side]
#. [event]
#. [side]
#. [test]: id=wolves
#: data/ai/micro_ais/scenarios/animals.cfg:119
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:48
@ -310,10 +315,10 @@ msgstr ""
msgid "Whelps"
msgstr ""
#. [set_menu_item]: id=m01_end_animals
#. [event]
#. [set_menu_item]: id=m04_end_animals
#. [set_menu_item]: id=m01_end_swarm
#. [set_menu_item]: id=m01_end_animals
#. [set_menu_item]: id=m01_end_wolves
#: data/ai/micro_ais/scenarios/animals.cfg:209
#: data/ai/micro_ais/scenarios/dragon.cfg:48
@ -443,12 +448,12 @@ msgstr ""
msgid "All right, chaps. Those orcs need to be stopped."
msgstr ""
#. [message]: speaker=Big Bad Orc
#. [message]: speaker=Another Bad Orc
#. [message]: speaker=Vanak
#. [message]: speaker=Big Bad Orc
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:93
#: data/ai/micro_ais/scenarios/guardians.cfg:572
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:148
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:142
msgid "They there! We them get!"
msgstr ""
@ -511,8 +516,8 @@ msgid ""
"I may have fallen, but we will continue to defend the pass to the last man!"
msgstr ""
#. [test]: id=dragon
#. [event]
#. [test]: id=dragon
#: data/ai/micro_ais/scenarios/dragon.cfg:5
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:54
msgid "Dragon"
@ -1386,7 +1391,7 @@ msgstr ""
#. [message]: speaker=narrator
#: data/ai/micro_ais/scenarios/lurkers.cfg:474
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:159
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:153
#: data/ai/micro_ais/scenarios/patrols.cfg:238
#: data/ai/micro_ais/scenarios/recruiting.cfg:100
msgid "Notes"
@ -1448,9 +1453,9 @@ msgstr ""
msgid "Vanak"
msgstr ""
#. [event]
#. [side]
#. [unit]: type=Dragoon, id=messenger
#. [event]
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:37
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:73
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:72
@ -1458,34 +1463,34 @@ msgid "Messenger"
msgstr ""
#. [event]
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:131
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:125
msgid "Messenger Waypoint 1"
msgstr ""
#. [event]
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:133
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:127
msgid "Messenger Waypoint 2"
msgstr ""
#. [event]
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:135
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:129
msgid "Messenger Waypoint 3"
msgstr ""
#. [event]
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:138
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:132
msgid "AI moves Messenger here"
msgstr ""
#. [message]: speaker=messenger
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:153
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:147
msgid ""
"Men, I need to get to that signpost in the north, to get the message to our "
"leader. Let's head up there as quickly as we can."
msgstr ""
#. [message]: speaker=narrator
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:160
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:154
msgid ""
"The Messenger Escort AI will try to move the dragoon messenger to the "
"signpost in the north, while protecting him as well as possible with the "
@ -1506,32 +1511,32 @@ msgid ""
msgstr ""
#. [objective]: condition=win
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:173
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:167
msgid "Defeat the messenger"
msgstr ""
#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:177
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:171
msgid "Messenger gets to the signpost"
msgstr ""
#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:181
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:175
msgid "Death of Vanak"
msgstr ""
#. [message]: speaker=messenger
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:197
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:191
msgid "I made it! Now our people will be safe."
msgstr ""
#. [message]: speaker=messenger
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:212
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:206
msgid "Nooo! All is lost. We will never stop the orcs now!"
msgstr ""
#. [test]: id=patrols
#. [event]
#. [test]: id=patrols
#: data/ai/micro_ais/scenarios/patrols.cfg:5
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:75
msgid "Patrols"
@ -1692,8 +1697,8 @@ msgstr ""
msgid "Let's go home, chaps."
msgstr ""
#. [test]: id=protect_unit
#. [event]
#. [test]: id=protect_unit
#: data/ai/micro_ais/scenarios/protect_unit.cfg:5
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:63
msgid "Protect Unit"
@ -2229,76 +2234,81 @@ msgstr ""
#. [message]: speaker=sergeant
#: data/ai/micro_ais/scenarios/simple_attack.cfg:125
msgid "General Grospur, what do we do? These undead will surely wipe us out."
msgid "General Grospur, what do we do? These undead will surely wipe us out."
msgstr ""
#. [message]: speaker=Grospur
#: data/ai/micro_ais/scenarios/simple_attack.cfg:129
msgid ""
"Don't be such a chicken, Sergeant! I have placed units with lots of "
"Dont be such a chicken, Sergeant! I have placed units with lots of "
"experience around the perimeter. The undead will not dare to attack them. "
"And those few that sneak through... we can easily dispose of them once they "
"make it inside.\n"
"make it inside."
msgstr ""
#. [message]: speaker=sergeant
#: data/ai/micro_ais/scenarios/simple_attack.cfg:133
msgid ""
"General Grospur, youre still thinking of Wesnoth 1.12. The default AI is "
"smarter than that now.\n"
"\n"
"<i>In other words, the Wesnoth AI does generally not attack units one XP "
"from leveling if there is no chance of killing the unit with a single "
"attack. However, some of the attacks by the undead are handled by the Simple "
"Attack Micro AI in this scenario. General Grospur might be in for a surprise."
"</i>"
"<i>If youre porting an old scenario, you may find the Simple Attack Micro "
"AI used in a way thats unnecessary since 1.14. The 1.12 AI generally "
"doesnt attack units one XP from leveling if there is no chance of killing "
"the unit with a single attack. One way of making 1.12 do those attacks was "
"to use the Simple Attack Micro AI.</i>"
msgstr ""
#. [message]: speaker=Uralt
#: data/ai/micro_ais/scenarios/simple_attack.cfg:139
msgid ""
"Hahahahaha!! Indeed, my skeletons are smarter than General Grospur. Worse "
"for you, I have given special instruction to my Soulless to attack all your "
"almost-advanced units first. Also watch how those same Soulless will throw "
"themselves mercilessly at your pitiful soldiers after that, saving my more "
"valuable skeleton minions for later. I have taken the term disposable "
"units to a whole new level. Watch in awe!!\n"
"\n"
"<i>Translation: The undead side includes two instances of the Simple Attack "
"Micro AI. The first makes the Soulless attack all units 1 XP from leveling "
"up, such that they can be eliminated afterward. The second executes all "
"remaining attacks possible by Soulless (and Walking Corpses), without regard "
"for their own safety. Only after that does the default Wesnoth attack "
"mechanism kick in to attack with the remaining units (skeletons), and it "
"moves the remaining units with high caution and low aggression.</i>\n"
"\n"
"<i>The difference to the 1.12 version of this demo is that the 1.12 "
"skeletons still had high aggression.</i>"
msgstr ""
#. [objectives]
#: data/ai/micro_ais/scenarios/simple_attack.cfg:135
#: data/ai/micro_ais/scenarios/simple_attack.cfg:147
msgid "Watch the undead take care of business"
msgstr ""
#. [objective]: condition=win
#: data/ai/micro_ais/scenarios/simple_attack.cfg:137
msgid "Don't even try. You can't reach the Lich."
#: data/ai/micro_ais/scenarios/simple_attack.cfg:149
msgid "Dont even try. You cant reach the Lich."
msgstr ""
#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/simple_attack.cfg:141
msgid "Death of the last of Grospur's units"
#: data/ai/micro_ais/scenarios/simple_attack.cfg:153
msgid "Death of the last of Grospurs units"
msgstr ""
#. [note]
#: data/ai/micro_ais/scenarios/simple_attack.cfg:145
#: data/ai/micro_ais/scenarios/simple_attack.cfg:157
msgid "When your leader dies, side leadership passes on to another unit"
msgstr ""
#. [message]: speaker=$second_unit.id
#: data/ai/micro_ais/scenarios/simple_attack.cfg:172
msgid ""
"What the ... ?!? They are not supposed to attack me. That just doesn't "
"happen in Wesnoth!"
msgstr ""
#. [message]: speaker=Uralt
#: data/ai/micro_ais/scenarios/simple_attack.cfg:176
msgid ""
"Hahahahaha!! I have given special instruction to my Soulless to attack all "
"your almost-advanced units first. Also watch how those same Soulless will "
"throw themselves mercilessly at your pitiful soldiers after that, saving my "
"more valuable skeleton minions for later. I have taken the term 'disposable "
"units' to a whole new level. Watch in awe!!\n"
"\n"
"<i>Translation: The undead side includes two instances of the Simple Attack "
"Micro AI. The first makes the Soulless attack all units 1 XP from leveling "
"up, such that they can be eliminated afterward. The second executes all "
"remaining attacks possible by Soulless (and Walking Corpses), without regard "
"for their own safety. Only after that does the default Wesnoth attack "
"mechanism kick in to attack with the remaining units (skeletons).</i>"
msgstr ""
#. [message]: speaker=Uralt
#: data/ai/micro_ais/scenarios/simple_attack.cfg:195
#: data/ai/micro_ais/scenarios/simple_attack.cfg:188
msgid "Rise, minions!"
msgstr ""
#. [message]: speaker=Uralt
#: data/ai/micro_ais/scenarios/simple_attack.cfg:241
msgid "And that's how the undead AI executes total annihilation ..."
#: data/ai/micro_ais/scenarios/simple_attack.cfg:234
msgid "And thats how the undead AI executes total annihilation ..."
msgstr ""
#. [side]

View file

@ -14,7 +14,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Battle for Wesnoth\n"
"Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2019-08-27 19:41 UTC\n"
"POT-Creation-Date: 2020-01-25 18:18 UTC\n"
"PO-Revision-Date: 2020-01-25 15:00+0100\n"
"Last-Translator: Martin Hrubý (hrubymar10) <hrubymar10@gmail.com>\n"
"Language-Team: Český <hrubymar10@gmail.com>\n"
@ -30,10 +30,12 @@ msgstr ""
msgid "Multiplayer_AI^Default AI (RCA)"
msgstr "Výchozí UI (RCA)"
#. [ai]: id=experimental_ai
#: data/ai/ais/ai_experimental.cfg:9
msgid "Multiplayer_AI^Experimental AI"
msgstr "Pokusná UI"
#. [ai]: id=ai_default_rca_1_14
#: data/ai/ais/ai_default_rca_1_14.cfg:9
#, fuzzy
#| msgid "Multiplayer_AI^Default AI (RCA)"
msgid "Multiplayer_AI^1.14 Default AI"
msgstr "Výchozí UI (RCA)"
#. [ai]: id=idle_ai
#: data/ai/ais/idle_ai.cfg:4
@ -45,6 +47,11 @@ msgstr "Vývojová UI: Nečinná UI"
msgid "Multiplayer_AI^Dev AI: Default AI (RCA) with Alternate Recruiting"
msgstr "Vývojová UI: Výchozí UI (RCA) s alternativním způsobem verbování"
#. [ai]: id=experimental_ai
#: data/ai/dev/ai_experimental.cfg:11
msgid "Multiplayer_AI^Experimental AI"
msgstr "Pokusná UI"
#. [ai]: id=formula_ai # id is needed to uniquely identify a MP AI, it is not needed in the scenario AI
#: data/ai/dev/formula_ai.cfg:10
msgid "Multiplayer_AI^Dev AI: Default + Experimental Recruitment (Formula AI)"
@ -86,10 +93,10 @@ msgstr "Delfador"
msgid "Urug-Telfar"
msgstr "Urug-Telfar"
#. [side]: id=Vanak, type=Orcish Ruler
#. [side]: type=Orcish Warlord, id=Urug-Telfar
#. [side]: type=Orcish Warlord, id=Knafa-Tan
#. [side]: type=Orcish Warlord, id=Maga-Knafa
#. [side]: id=Vanak, type=Orcish Ruler
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:97
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:111
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:129
@ -334,8 +341,8 @@ msgstr ""
"druhých nevšímají, což ukazuje na neskutečnou schopnost sebeovládání dobře "
"vycvičeného ovčáckého psa."
#. [test]: id=animals
#. [event]
#. [test]: id=animals
#: data/ai/micro_ais/scenarios/animals.cfg:27
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:45
msgid "Animals"
@ -346,10 +353,10 @@ msgstr "Zvířata"
msgid "Rutburt"
msgstr "Rutburt"
#. [side]: id=Rutburt, type=Outlaw
#. [side]: type=General, id=leader2
#. [side]: type=Lieutenant, id=leader5
#. [side]: type=Lieutenant, id=leader6
#. [side]: id=Rutburt, type=Outlaw
#: data/ai/micro_ais/scenarios/animals.cfg:48
#: data/ai/micro_ais/scenarios/goto.cfg:43
#: data/ai/micro_ais/scenarios/goto.cfg:93
@ -378,8 +385,8 @@ msgstr "Pavouci"
msgid "Yetis"
msgstr "Sněžní muži"
#. [side]
#. [event]
#. [side]
#. [test]: id=wolves
#: data/ai/micro_ais/scenarios/animals.cfg:119
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:48
@ -393,10 +400,10 @@ msgid "Whelps"
msgstr "Štěňata"
# !!!!
#. [set_menu_item]: id=m01_end_animals
#. [event]
#. [set_menu_item]: id=m04_end_animals
#. [set_menu_item]: id=m01_end_swarm
#. [set_menu_item]: id=m01_end_animals
#. [set_menu_item]: id=m01_end_wolves
#: data/ai/micro_ais/scenarios/animals.cfg:209
#: data/ai/micro_ais/scenarios/dragon.cfg:48
@ -552,12 +559,12 @@ msgstr "Velký zlý skřřet"
msgid "All right, chaps. Those orcs need to be stopped."
msgstr "Dobře chlapi. Tyhle skřety musíme zastavit."
#. [message]: speaker=Big Bad Orc
#. [message]: speaker=Another Bad Orc
#. [message]: speaker=Vanak
#. [message]: speaker=Big Bad Orc
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:93
#: data/ai/micro_ais/scenarios/guardians.cfg:572
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:148
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:142
msgid "They there! We them get!"
msgstr "Oni tam! My je dostat!"
@ -633,8 +640,8 @@ msgid ""
msgstr ""
"Možná jsem padnul, ale mí vojáci budou bránit průsmyk do posledního muže!"
#. [test]: id=dragon
#. [event]
#. [test]: id=dragon
#: data/ai/micro_ais/scenarios/dragon.cfg:5
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:54
msgid "Dragon"
@ -1595,7 +1602,7 @@ msgstr ""
#. [message]: speaker=narrator
#: data/ai/micro_ais/scenarios/lurkers.cfg:474
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:159
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:153
#: data/ai/micro_ais/scenarios/patrols.cfg:238
#: data/ai/micro_ais/scenarios/recruiting.cfg:100
msgid "Notes"
@ -1677,9 +1684,9 @@ msgstr "Poslova eskorta"
msgid "Vanak"
msgstr "Vanak"
#. [event]
#. [side]
#. [unit]: type=Dragoon, id=messenger
#. [event]
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:37
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:73
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:72
@ -1687,34 +1694,34 @@ msgid "Messenger"
msgstr "Posel"
#. [event]
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:131
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:125
msgid "Messenger Waypoint 1"
msgstr "Poslova zastávka 1"
#. [event]
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:133
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:127
msgid "Messenger Waypoint 2"
msgstr "Poslova zastávka 2"
#. [event]
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:135
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:129
msgid "Messenger Waypoint 3"
msgstr "Poslova zastávka 3"
#. [event]
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:138
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:132
msgid "AI moves Messenger here"
msgstr ""
#. [message]: speaker=messenger
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:153
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:147
msgid ""
"Men, I need to get to that signpost in the north, to get the message to our "
"leader. Let's head up there as quickly as we can."
msgstr ""
#. [message]: speaker=narrator
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:160
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:154
#, fuzzy
#| msgid ""
#| "In this scenario, the AI playing the humans in the east (Langzhar) is "
@ -1759,32 +1766,32 @@ msgstr ""
"Micro_AIs."
#. [objective]: condition=win
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:173
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:167
msgid "Defeat the messenger"
msgstr "Poraz posla"
#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:177
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:171
msgid "Messenger gets to the signpost"
msgstr "Posel se dostane k rozcestníku"
#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:181
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:175
msgid "Death of Vanak"
msgstr "Vanak zemře"
#. [message]: speaker=messenger
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:197
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:191
msgid "I made it! Now our people will be safe."
msgstr "Zvládl jsem to! Teď už budou naši lidé v bezpečí."
#. [message]: speaker=messenger
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:212
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:206
msgid "Nooo! All is lost. We will never stop the orcs now!"
msgstr "Neee ! Vše je ztraceno. Teď už skřety nikdy nezastavíme!"
#. [test]: id=patrols
#. [event]
#. [test]: id=patrols
#: data/ai/micro_ais/scenarios/patrols.cfg:5
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:75
msgid "Patrols"
@ -1989,8 +1996,8 @@ msgstr ""
msgid "Let's go home, chaps."
msgstr "Jdeme domů, chlapi."
#. [test]: id=protect_unit
#. [event]
#. [test]: id=protect_unit
#: data/ai/micro_ais/scenarios/protect_unit.cfg:5
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:63
msgid "Protect Unit"
@ -2630,22 +2637,31 @@ msgstr "Uralt"
#. [message]: speaker=sergeant
#: data/ai/micro_ais/scenarios/simple_attack.cfg:125
msgid "General Grospur, what do we do? These undead will surely wipe us out."
#, fuzzy
#| msgid ""
#| "General Grospur, what do we do? These undead will surely wipe us out."
msgid "General Grospur, what do we do? These undead will surely wipe us out."
msgstr "Generále Grospure, co budeme dělat? Nemrtví nás určitě vyhladí."
#. [message]: speaker=Grospur
#: data/ai/micro_ais/scenarios/simple_attack.cfg:129
#, fuzzy
#| msgid ""
#| "Don't be such a chicken, Sergeant! I have placed units with lots of "
#| "experience around the perimeter. The undead will not dare to attack them. "
#| "And those few that sneak through... we can easily dispose of them once "
#| "they make it inside.\n"
#| "\n"
#| "<i>In other words, the Wesnoth AI does generally not attack units one XP "
#| "from leveling if there is no chance of killing the unit with a single "
#| "attack. However, some of the attacks by the undead are handled by the "
#| "Simple Attack Micro AI in this scenario. General Grospur might be in for "
#| "a surprise.</i>"
msgid ""
"Don't be such a chicken, Sergeant! I have placed units with lots of "
"Dont be such a chicken, Sergeant! I have placed units with lots of "
"experience around the perimeter. The undead will not dare to attack them. "
"And those few that sneak through... we can easily dispose of them once they "
"make it inside.\n"
"\n"
"<i>In other words, the Wesnoth AI does generally not attack units one XP "
"from leveling if there is no chance of killing the unit with a single "
"attack. However, some of the attacks by the undead are handled by the Simple "
"Attack Micro AI in this scenario. General Grospur might be in for a surprise."
"</i>"
"make it inside."
msgstr ""
"Nebuďte takový zbrabělec, Seržante! Umístil jsem po okolí velmi zkušené "
"jednotky. Nemrtví se neodváží na ně zaútočit. A těch několik plíživých "
@ -2656,36 +2672,21 @@ msgstr ""
"jediným útokem. Nicméně některé útoky nemrtvých jsou v tomto tažení řízeny "
"pomocí Simple Attack Mikro UI. Generála Grospura čeká nemilé překvapení.</i>"
#. [objectives]
#: data/ai/micro_ais/scenarios/simple_attack.cfg:135
msgid "Watch the undead take care of business"
msgstr "Sleduj, jak se o to nemrtví postarají"
#. [objective]: condition=win
#: data/ai/micro_ais/scenarios/simple_attack.cfg:137
msgid "Don't even try. You can't reach the Lich."
msgstr "Ani na to nemysli. Nemůžeš se dostat k Lichovi."
#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/simple_attack.cfg:141
msgid "Death of the last of Grospur's units"
msgstr "Smrt poslední z Gospurových jednotek"
#. [note]
#: data/ai/micro_ais/scenarios/simple_attack.cfg:145
msgid "When your leader dies, side leadership passes on to another unit"
msgstr "Když váš velitel zemře, vedení strany se předá jiné jednotce"
#. [message]: speaker=$second_unit.id
#: data/ai/micro_ais/scenarios/simple_attack.cfg:172
#. [message]: speaker=sergeant
#: data/ai/micro_ais/scenarios/simple_attack.cfg:133
msgid ""
"What the ... ?!? They are not supposed to attack me. That just doesn't "
"happen in Wesnoth!"
"General Grospur, youre still thinking of Wesnoth 1.12. The default AI is "
"smarter than that now.\n"
"\n"
"<i>If youre porting an old scenario, you may find the Simple Attack Micro "
"AI used in a way thats unnecessary since 1.14. The 1.12 AI generally "
"doesnt attack units one XP from leveling if there is no chance of killing "
"the unit with a single attack. One way of making 1.12 do those attacks was "
"to use the Simple Attack Micro AI.</i>"
msgstr ""
"Co to ... ?!? Nemají útočit na mě. Takhle to prostě ve Wesnothu nefunguje!"
#. [message]: speaker=Uralt
#: data/ai/micro_ais/scenarios/simple_attack.cfg:176
#: data/ai/micro_ais/scenarios/simple_attack.cfg:139
#, fuzzy
#| msgid ""
#| "Hahahahaha !! I have given special instruction to my Soulless to attack "
@ -2702,18 +2703,23 @@ msgstr ""
#| "default Wesnoth attack mechanism kick in to attack with the remaining "
#| "units (skeletons).</i>"
msgid ""
"Hahahahaha!! I have given special instruction to my Soulless to attack all "
"your almost-advanced units first. Also watch how those same Soulless will "
"throw themselves mercilessly at your pitiful soldiers after that, saving my "
"more valuable skeleton minions for later. I have taken the term 'disposable "
"units' to a whole new level. Watch in awe!!\n"
"Hahahahaha!! Indeed, my skeletons are smarter than General Grospur. Worse "
"for you, I have given special instruction to my Soulless to attack all your "
"almost-advanced units first. Also watch how those same Soulless will throw "
"themselves mercilessly at your pitiful soldiers after that, saving my more "
"valuable skeleton minions for later. I have taken the term disposable "
"units to a whole new level. Watch in awe!!\n"
"\n"
"<i>Translation: The undead side includes two instances of the Simple Attack "
"Micro AI. The first makes the Soulless attack all units 1 XP from leveling "
"up, such that they can be eliminated afterward. The second executes all "
"Micro AI. The first makes the Soulless attack all units 1 XP from leveling "
"up, such that they can be eliminated afterward. The second executes all "
"remaining attacks possible by Soulless (and Walking Corpses), without regard "
"for their own safety. Only after that does the default Wesnoth attack "
"mechanism kick in to attack with the remaining units (skeletons).</i>"
"for their own safety. Only after that does the default Wesnoth attack "
"mechanism kick in to attack with the remaining units (skeletons), and it "
"moves the remaining units with high caution and low aggression.</i>\n"
"\n"
"<i>The difference to the 1.12 version of this demo is that the 1.12 "
"skeletons still had high aggression.</i>"
msgstr ""
"Hahahahaha !! Dal jsem všem svým Tělům bez duše příkaz útočit přednostně na "
"tvoje jednotky těsně před postupem na další úroveň. Sleduj, jak se Těla bez "
@ -2728,14 +2734,40 @@ msgstr ""
"bezpečí. Až potom se spustí běžný útok, který zahrnuje všechny zbývající "
"jednotky (kostlivce).</i>"
#. [objectives]
#: data/ai/micro_ais/scenarios/simple_attack.cfg:147
msgid "Watch the undead take care of business"
msgstr "Sleduj, jak se o to nemrtví postarají"
#. [objective]: condition=win
#: data/ai/micro_ais/scenarios/simple_attack.cfg:149
#, fuzzy
#| msgid "Don't even try. You can't reach the Lich."
msgid "Dont even try. You cant reach the Lich."
msgstr "Ani na to nemysli. Nemůžeš se dostat k Lichovi."
#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/simple_attack.cfg:153
#, fuzzy
#| msgid "Death of the last of Grospur's units"
msgid "Death of the last of Grospurs units"
msgstr "Smrt poslední z Gospurových jednotek"
#. [note]
#: data/ai/micro_ais/scenarios/simple_attack.cfg:157
msgid "When your leader dies, side leadership passes on to another unit"
msgstr "Když váš velitel zemře, vedení strany se předá jiné jednotce"
#. [message]: speaker=Uralt
#: data/ai/micro_ais/scenarios/simple_attack.cfg:195
#: data/ai/micro_ais/scenarios/simple_attack.cfg:188
msgid "Rise, minions!"
msgstr "Povstaňte, mí poddaní!"
#. [message]: speaker=Uralt
#: data/ai/micro_ais/scenarios/simple_attack.cfg:241
msgid "And that's how the undead AI executes total annihilation ..."
#: data/ai/micro_ais/scenarios/simple_attack.cfg:234
#, fuzzy
#| msgid "And that's how the undead AI executes total annihilation ..."
msgid "And thats how the undead AI executes total annihilation ..."
msgstr "A takto UI nemrtvých započíná úplné zničení všeho..."
#. [side]
@ -3122,6 +3154,12 @@ msgstr "Testovací scénář pro Lua UI (starý syntax)"
msgid "Kiressh"
msgstr "Kiressh"
#~ msgid ""
#~ "What the ... ?!? They are not supposed to attack me. That just doesn't "
#~ "happen in Wesnoth!"
#~ msgstr ""
#~ "Co to ... ?!? Nemají útočit na mě. Takhle to prostě ve Wesnothu nefunguje!"
#~ msgid "Use the Patrols Micro AI instead of patrol.lua."
#~ msgstr "Použít Hlídkovou UI místo patrol.lua."

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