update British English translation
This commit is contained in:
parent
78a446c590
commit
c7d234d53a
3 changed files with 192 additions and 135 deletions
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@ -3,7 +3,7 @@ msgstr ""
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"Project-Id-Version: Battle for Wesnoth 0.8.11+cvs\n"
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"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
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"POT-Creation-Date: 2005-08-01 13:27+0200\n"
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"PO-Revision-Date: 2005-07-18 21:59+0200\n"
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"PO-Revision-Date: 2005-08-07 19:48+0200\n"
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"Last-Translator: ott <ott@gaon.net>\n"
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"Language-Team: en_GB\n"
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"MIME-Version: 1.0\n"
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@ -72,9 +72,8 @@ msgid "The map already exists. Do you want to overwrite it?"
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msgstr "The map already exists. Do you want to overwrite it?"
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#: src/editor/editor.cpp:405
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#, fuzzy
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msgid "Player "
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msgstr "Player"
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msgstr "Player "
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#: src/editor/editor.cpp:408
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msgid "Which Player?"
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@ -236,48 +235,47 @@ msgstr "BG"
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#: src/mapgen_dialog.cpp:94
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msgid "Map Generator"
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msgstr ""
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msgstr "Map Generator"
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#: src/mapgen_dialog.cpp:99
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#, fuzzy
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msgid "Players:"
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msgstr "Player"
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msgstr "Players:"
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#: src/mapgen_dialog.cpp:102
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msgid "Number of Hills:"
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msgstr ""
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msgstr "Number of Hills:"
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#: src/mapgen_dialog.cpp:103
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msgid "Max Hill Size:"
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msgstr ""
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msgstr "Max Hill Size:"
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#: src/mapgen_dialog.cpp:104
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msgid "Villages:"
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msgstr ""
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msgstr "Villages:"
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#: src/mapgen_dialog.cpp:105
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msgid "Landform:"
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msgstr ""
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msgstr "Landform:"
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#: src/mapgen_dialog.cpp:211
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msgid "Roads Between Castles"
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msgstr ""
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msgstr "Roads Between Castles"
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#: src/mapgen_dialog.cpp:268
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msgid "/1000 tiles"
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msgstr ""
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msgstr "/1000 tiles"
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#: src/mapgen_dialog.cpp:273
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msgid "Coastal"
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msgstr ""
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msgstr "Coastal"
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#: src/mapgen_dialog.cpp:273
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msgid "Inland"
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msgstr ""
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msgstr "Inland"
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#: src/mapgen_dialog.cpp:273
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msgid "Island"
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msgstr ""
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msgstr "Island"
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#: src/widgets/file_chooser.cpp:37
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msgid "Delete File"
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@ -3,7 +3,7 @@ msgstr ""
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"Project-Id-Version: Battle for Wesnoth 0.8.11+cvs\n"
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"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
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"POT-Creation-Date: 2005-08-01 13:27+0200\n"
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"PO-Revision-Date: 2005-07-18 21:57+0200\n"
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"PO-Revision-Date: 2005-08-07 19:47+0200\n"
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"Last-Translator: ott <ott@gaon.net>\n"
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"Language-Team: en_GB\n"
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"MIME-Version: 1.0\n"
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@ -336,13 +336,12 @@ msgid "Reverse Time Graphics"
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msgstr "Reverse Time Graphics"
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#: src/preferences.cpp:901
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#, fuzzy
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msgid "Sound effects"
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msgstr "Show Haloing Effects"
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msgstr "Sound effects"
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#: src/preferences.cpp:902
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msgid "Music"
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msgstr ""
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msgstr "Music"
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#: src/preferences.cpp:904
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msgid "Music Volume:"
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@ -362,7 +361,7 @@ msgstr "Scroll Speed:"
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#: src/preferences.cpp:922
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msgid "Sound effects on/off"
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msgstr ""
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msgstr "Sound effects on/off"
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#: src/preferences.cpp:926
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msgid "Change the sound effects volume"
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@ -370,7 +369,7 @@ msgstr "Change the sound effects volume"
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#: src/preferences.cpp:929
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msgid "Music on/off"
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msgstr ""
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msgstr "Music on/off"
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#: src/preferences.cpp:933
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msgid "Change the music volume"
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@ -3,7 +3,7 @@ msgstr ""
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"Project-Id-Version: Battle for Wesnoth 0.8.11+cvs\n"
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"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
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"POT-Creation-Date: 2005-08-01 13:09+0200\n"
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"PO-Revision-Date: 2005-07-29 22:28+0200\n"
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"PO-Revision-Date: 2005-08-07 19:46+0200\n"
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"Last-Translator: ott <ott@gaon.net>\n"
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"Language-Team: en_GB\n"
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"MIME-Version: 1.0\n"
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@ -14,15 +14,15 @@ msgstr ""
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#: data/amla.cfg:8
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msgid "Max HP bonus +{HP_ADVANCE}"
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msgstr ""
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msgstr "Max HP bonus +{HP_ADVANCE}"
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#: data/amla.cfg:21
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msgid "Full Heal"
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msgstr ""
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msgstr "Full Heal"
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#: data/fonts.cfg:4
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msgid "Vera.ttf,Bepa-Roman.ttf,FreeSans.ttf,sazanami-gothic.ttf"
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msgstr "Vera.ttf,Bepa-Roman.ttf,FreeSans.ttf,sazanami-gothic.ttf"
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msgstr "Vera.ttf,Bepa-Roman.ttf,FreeSans.ttf"
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#: data/game.cfg:25
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msgid "Binary Saves"
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@ -71,7 +71,6 @@ msgstr ""
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"will be listed under this topic as you encounter them."
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#: data/help.cfg:61
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#, fuzzy
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msgid ""
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"\n"
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"\n"
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@ -84,28 +83,26 @@ msgstr ""
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"\n"
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"\n"
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"Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
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"among modern strategy games. While other games strive for complexity, both "
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"in rules and gameplay, Battle for Wesnoth strives for simplicity of rules "
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"and gameplay. This does not make the game simple, however - from these "
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"simple rules arise a wealth of strategy, making the game easy to learn but a "
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"challenge to master."
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"among modern strategy games. While other games strive for complexity, Battle "
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"for Wesnoth strives for simplicity of both rules and gameplay. This does not "
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"make the game simple, however - from these simple rules arise a wealth of "
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"strategy, making the game easy to learn but a challenge to master."
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#: data/help.cfg:66
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msgid "Fundamentals of Gameplay"
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msgstr "Fundamentals of Gameplay"
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#: data/help.cfg:67
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#, fuzzy
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msgid ""
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"These pages outline all you need to know to play Battle for Wesnoth. They "
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"cover how to play and the basic mechanics behind the game. For more detailed "
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"information on special situations and exceptions, please follow the links "
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"included."
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msgstr ""
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"This page outlines all you need to know to play Battle for Wesnoth. It "
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"covers how to play and the basic mechanics behind the game. Keep in mind "
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"that this is just an outline - for special exceptions and situations, please "
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"follow the links included."
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"These pages outline all you need to know to play Battle for Wesnoth. They "
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"cover how to play and the basic mechanics behind the game. For more detailed "
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"information on special situations and exceptions, please follow the links "
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"included."
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#: data/help.cfg:69
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msgid ""
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@ -128,21 +125,20 @@ msgstr ""
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"be quite challenging, you may wish to start on <italic>text=Easy</italic>."
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#: data/help.cfg:72
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#, fuzzy
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msgid ""
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"While playing, keep in mind that if you mouse-over many items in the game, "
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"such as the information displayed in the status pane, a brief description "
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"will be shown explaining that item. This is especially useful when you "
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"encounter new <ref>dst=abilities text=abilities</ref> for the first time."
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msgstr ""
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"While playing, keep in mind that if you mouse-over many items on the menu "
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"bar to the right, a brief description will pop up explaining each item. This "
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"is especially useful when you encounter new abilities for the first time."
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"While playing, keep in mind that if you mouse-over many items in the game, "
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"such as the information displayed in the status pane, a brief description "
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"will be shown explaining each item. This is especially useful when you "
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"encounter new <ref>dst=abilities text=abilities</ref> for the first time."
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#: data/help.cfg:77
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#, fuzzy
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msgid "About the Game"
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msgstr "Quit the game"
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msgstr "About the game"
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#: data/help.cfg:78
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msgid ""
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@ -154,6 +150,13 @@ msgid ""
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"If your computer has a connection to the Internet, you can play against "
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"other people across the Internet."
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msgstr ""
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"The game takes place over a series of battles, called scenarios. Each "
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"scenario pits your troops against the troops of one or more adversaries. You "
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"can play against the computer, or with friends who each take turns sitting "
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"at the computer (hotseat play). If your computer is connected to a computer "
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"network, you can also play against other people connected to that network. "
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"If your computer has a connection to the Internet, you can play against "
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"other people across the Internet."
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#: data/help.cfg:80
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msgid ""
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@ -165,6 +168,13 @@ msgid ""
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"need to reach a destination, to rescue someone, to solve a puzzle, or just "
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"to survive a certain number of turns."
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msgstr ""
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"\n"
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"\n"
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"Each scenario has some objectives, shown as the scenario starts. These "
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"objectives list what you need to do to win, and what you should do to avoid "
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"losing. Often the objective is to defeat all enemies, but other times you "
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"need to reach a destination, to rescue someone, to solve a puzzle, or just "
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"to survive a certain number of turns."
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#: data/help.cfg:82
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msgid ""
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@ -175,13 +185,18 @@ msgid ""
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"preserving your best troops so that they can be used again in later "
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"scenarios in the campaign."
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msgstr ""
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"\n"
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"\n"
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"Campaigns consist of multiple scenarios that follow on from each other, "
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"telling a story. In a campaign, you often need to play more carefully, "
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"preserving your best troops so that they can be used again in later "
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"scenarios in the campaign."
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#: data/help.cfg:87
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msgid "Recruiting and Recalling"
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msgstr "Recruiting and Recalling"
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#: data/help.cfg:88
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#, fuzzy
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msgid ""
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"Each side begins with one leader in their keep. At the start of any battle, "
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"and at times during it, you will need to recruit <ref>dst=units text=units</"
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@ -193,14 +208,15 @@ msgid ""
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"units available for recruitment, along with their gold cost. Click on a unit "
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"to see its statistics, then press the recruit button to recruit it."
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msgstr ""
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"At the start of any battle, and at times during it, you will need to recruit "
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"units into your army. To recruit, you must have your leader (Konrad in the "
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"Heir to the Throne campaign) on the Keep square of a Castle. Then you may "
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"recruit by either choosing Recruit from the menu or right-clicking on a hex "
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"and selecting <italic>text=Recruit</italic>. This brings up the recruit "
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"menu, which lists units available for recruitment, along with their gold "
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"cost. Click on a unit to see its statistics to the left, then press the "
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"recruit button to recruit it."
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"Each side begins with one leader in their keep. At the start of any battle, "
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"and at times during it, you will need to recruit <ref>dst=units text=units</"
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"ref> into your army. To recruit, you must have your leader (for instance, "
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"Konrad in the Heir to the Throne campaign) on the Keep square of a "
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"<ref>dst=terrain_castle text=Castle</ref>. Then you may recruit by either "
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"choosing Recruit from the menu or right-clicking on a hex and selecting "
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"<italic>text=Recruit</italic>. This brings up the recruit menu, which lists "
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"units available for recruitment, along with their gold cost. Click on a unit "
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"to see its statistics, then press the recruit button to recruit it."
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#: data/help.cfg:90
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msgid ""
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@ -231,7 +247,6 @@ msgstr ""
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"modify their statistics."
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#: data/help.cfg:94
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#, fuzzy
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msgid ""
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"\n"
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"\n"
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@ -242,12 +257,10 @@ msgstr ""
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"\n"
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"\n"
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"In later scenarios, you may also Recall survivors from earlier battles. "
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"Recalling functions identically to Recruiting, save that recalling costs a "
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"standard 20 gold and presents you with a list of all surviving units from "
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"previous scenarios."
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"Recalling costs a standard 20 gold and presents you with a list of all "
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"surviving units from previous scenarios."
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#: data/help.cfg:96
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#, fuzzy
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msgid ""
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"\n"
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"\n"
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@ -257,14 +270,13 @@ msgid ""
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msgstr ""
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"\n"
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"\n"
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"Keep in mind that units not only cost gold to Recruit or Recall, they also "
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"require money to support. See <ref>dst=income_and_upkeep text='Income and "
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"Upkeep'</ref> for more information."
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"Units not only cost gold to Recruit or Recall, they also require money to "
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"support. See <ref>dst=income_and_upkeep text='Income and Upkeep'</ref> for "
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"more information."
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#: data/help.cfg:101
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#, fuzzy
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msgid "Orbs"
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msgstr "Orcs"
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msgstr "Orbs"
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#: data/help.cfg:111
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msgid ""
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@ -280,13 +292,23 @@ msgid ""
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"\n"
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"Enemy units have no orb on the top of their energy bar."
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msgstr ""
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"On the top of the energy bar shown next to each unit of yours is an orb.\n"
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"This orb is:\n"
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"\n"
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" * green if you control the unit and it hasn't moved this turn,\n"
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" * yellow if you control the unit and it has moved this turn, but could\n"
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" still move further or attack,\n"
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" * red if you control the unit, but it has used all its movement this turn, "
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"or\n"
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" * blue if the unit is an ally you do not control.\n"
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"\n"
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"Enemy units have no orb on the top of their energy bar."
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#: data/help.cfg:116 src/help.cpp:1197
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msgid "Movement"
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msgstr "Movement"
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#: data/help.cfg:117
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#, fuzzy
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msgid ""
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"Movement in Battle for Wesnoth is simple. Click on the unit you wish to move "
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"to select it, then click on the hex you wish to move it to. When a unit is "
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@ -297,15 +319,16 @@ msgid ""
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"clicking will cause the unit to move towards it by the fastest route over "
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"this and subsequent turns."
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msgstr ""
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"Movement in Battle for Wesnoth is simple: Simply click on the unit you wish "
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"to move, then click on the hex you wish to move it to. When a unit is "
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"Movement in Battle for Wesnoth is simple. Click on the unit you wish to move "
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"to select it, then click on the hex you wish to move it to. When a unit is "
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"selected, everywhere it can move this turn will be highlighted, and all "
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"other hexes on the map are made dull. Mousing over a dull hex will show the "
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"number of turns required to reach it, and clicking will cause the unit to "
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"move towards it by the fastest route over this and subsequent turns."
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"other hexes on the map are made dull. Mousing over a highlighted hex shows "
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"the defence rating the unit would have if you moved it to that hex. Mousing "
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"over a dull hex will also show the number of turns required to reach it, and "
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"clicking will cause the unit to move towards it by the fastest route over "
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"this and subsequent turns."
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#: data/help.cfg:119
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#, fuzzy
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msgid ""
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"\n"
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"\n"
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@ -321,14 +344,14 @@ msgid ""
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msgstr ""
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"\n"
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"\n"
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"Each unit has a certain number of movement points which are expended when "
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"Each unit has a certain number of movement points which are used up when "
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"moving into a new hex, depending on the Terrain of that particular hex. For "
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"instance, grassland nearly always costs 1 movement point to enter. Exactly "
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"how many movement points are spent entering a hex depends on the unit type - "
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"in forest, elvish units only spend 1 movement point, most human and orc "
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"units spend 2, while horsemen spend 3. You can learn how many movement "
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"points a unit requires to enter a certain terrain type by right-clicking on "
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"it, selecting Unit Description, and then look at <italic>text='Terrain "
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"it, selecting Unit Description, and then looking at <italic>text='Terrain "
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"Modifiers'</italic>."
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#: data/help.cfg:121
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@ -359,6 +382,11 @@ msgid ""
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"Cmd-v. Ctrl-b or Cmd-b shows where the enemy could move, if your units were "
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"not on the map to block their progress."
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msgstr ""
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"\n"
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"\n"
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"To see where the enemy can move to during their next turn, press Ctrl-v or "
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"Cmd-v. Ctrl-b or Cmd-b shows where the enemy could move, if your units were "
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"not on the map to block their progress."
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#: data/help.cfg:128
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msgid "Combat"
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@ -376,6 +404,15 @@ msgid ""
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"involves weapons such as swords, axes or fangs; and ranged, which usually "
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"involves weapons such as bows, spears and fireballs."
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msgstr ""
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"Combat in Battle for Wesnoth always takes place between units in adjacent "
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"hexes. Click on your unit, and click on the enemy you want to attack: your "
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"unit will move towards the enemy unit, and when they are next to each other, "
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"combat will begin. The attacker and defender alternate attacks until each "
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"has used their allotted number of attacks. The attacker chooses one of its "
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"weapons to attack with, and the defender retaliates with one of its attacks "
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"of the same type. There are two types of attacks: melee, which usually "
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"involves weapons such as swords, axes or fangs; and ranged, which usually "
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"involves weapons such as bows, spears and fireballs."
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#: data/help.cfg:131
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msgid ""
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@ -388,7 +425,6 @@ msgstr ""
|
|||
"<header>text='Order and number of attacks'</header>"
|
||||
|
||||
#: data/help.cfg:133
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"\n"
|
||||
"\n"
|
||||
|
@ -402,11 +438,13 @@ msgid ""
|
|||
msgstr ""
|
||||
"\n"
|
||||
"\n"
|
||||
"The attacker gets the first attack, then the defender retaliates. This "
|
||||
"continues to alternate until each unit has used up all of its attacks. The "
|
||||
"number of attacks a unit has varies; for instance, an Elvish fighter with a "
|
||||
"5-4 sword attack may make 4 swings each dealing 5 damage, while an Orcish "
|
||||
"Grunt with 9-2 can only make 2 swings (but at 9 damage each)."
|
||||
"The attacker gets the first attack, then the defender retaliates. Each "
|
||||
"attack either hits, doing a given amount of damage, or misses, doing no "
|
||||
"damage at all. Attacks alternate until each unit has used up all of its "
|
||||
"attacks. The number of attacks a unit has varies; for instance, an Elvish "
|
||||
"fighter with a 5-4 attack may attack 4 times, each successful hit dealing 5 "
|
||||
"damage, while an Orcish Grunt with a 9-2 attack can only attack 2 times (but "
|
||||
"at 9 damage for each hit)."
|
||||
|
||||
#: data/help.cfg:135
|
||||
msgid ""
|
||||
|
@ -419,7 +457,6 @@ msgstr ""
|
|||
"<header>text='Chance to hit'</header>"
|
||||
|
||||
#: data/help.cfg:137
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"\n"
|
||||
"\n"
|
||||
|
@ -433,16 +470,15 @@ msgid ""
|
|||
msgstr ""
|
||||
"\n"
|
||||
"\n"
|
||||
"With two exceptions, the chance to hit a unit is based solely on its defence "
|
||||
"rating in the Terrain it is currently standing in. This may be found by "
|
||||
"right-clicking a unit, selecting Unit Description, and then look at "
|
||||
"<italic>text='Terrain Modifiers'</italic>. For instance, many elves have a "
|
||||
"defence rating of 70% in forest, meaning a unit attacking them has only a "
|
||||
"30% chance of hitting them. Conversely, the elf's chance of hitting the "
|
||||
"attacker in return depends on what terrain the attacker is in."
|
||||
"Every unit has a chance of being hit, based on the Terrain it is in. This is "
|
||||
"shown in the status pane, and may also be found by right-clicking a unit, "
|
||||
"selecting Unit Description, and then looking at <italic>text='Terrain "
|
||||
"Modifiers'</italic>. For instance, many elves have a defence rating of 70% "
|
||||
"in forest, so a unit attacking them has only a 30% chance of hitting. "
|
||||
"Conversely, the elf's chance of hitting the attacker in return depends on "
|
||||
"what terrain the attacker is in."
|
||||
|
||||
#: data/help.cfg:139
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"\n"
|
||||
"\n"
|
||||
|
@ -453,6 +489,7 @@ msgid ""
|
|||
"least a 60% chance to hit, regardless of terrain."
|
||||
msgstr ""
|
||||
"\n"
|
||||
"\n"
|
||||
"There are two exceptions to this rule: <ref>dst=weaponspecial_magical "
|
||||
"text='Magical attacks'</ref> and <ref>dst=weaponspecial_marksman "
|
||||
"text=Marksmen</ref>. Magical attacks always have a 70% chance to hit, "
|
||||
|
@ -470,7 +507,6 @@ msgstr ""
|
|||
"<header>text=Damage</header>"
|
||||
|
||||
#: data/help.cfg:143
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"\n"
|
||||
"\n"
|
||||
|
@ -484,14 +520,13 @@ msgstr ""
|
|||
"\n"
|
||||
"\n"
|
||||
"Each blow which hits causes a base amount of damage depending on the attack "
|
||||
"type. For instance, an Elvish Fighter with a 5-4 sword attack causes a base "
|
||||
"of 5 damage. This is usually modified by two things: "
|
||||
"<ref>dst=damage_types_and_resistance text=Resistance</ref> and "
|
||||
"<ref>dst=time_of_day text='Time of Day'</ref>, both of which are explained "
|
||||
"below."
|
||||
"type. For instance, an Elvish Fighter with a 5-4 attack does 5 base damage. "
|
||||
"This is usually modified by two things: <ref>dst=damage_types_and_resistance "
|
||||
"text=Resistance</ref> and <ref>dst=time_of_day text='Time of Day'</ref>. To "
|
||||
"see how base damage is modified by the circumstances, select "
|
||||
"<italic>text='Damage Calculations'</italic> in the attack selection menu."
|
||||
|
||||
#: data/help.cfg:145
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"\n"
|
||||
"\n"
|
||||
|
@ -502,10 +537,10 @@ msgid ""
|
|||
msgstr ""
|
||||
"\n"
|
||||
"\n"
|
||||
"A few units have special abilities which affect damage dealt in combat. The "
|
||||
"most common of these is <ref>dst=weaponspecial_charge text=Charge</ref>, "
|
||||
"which doubles the damage dealt by both attacker and defender when the unit "
|
||||
"with Charge attacks."
|
||||
"A few units have special <ref>dst=abilities text=abilities</ref> which "
|
||||
"affect damage dealt in combat. The most common of these is "
|
||||
"<ref>dst=weaponspecial_charge text=Charge</ref>, which doubles the damage "
|
||||
"dealt by both attacker and defender when the unit with Charge attacks."
|
||||
|
||||
#: data/help.cfg:150
|
||||
msgid "Damage Types and Resistance"
|
||||
|
@ -526,7 +561,6 @@ msgstr ""
|
|||
"damage which they take from certain damage types."
|
||||
|
||||
#: data/help.cfg:153
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"\n"
|
||||
"\n"
|
||||
|
@ -538,11 +572,11 @@ msgid ""
|
|||
msgstr ""
|
||||
"\n"
|
||||
"\n"
|
||||
"Resistances work very simply: If a unit has 40% resistance against a damage "
|
||||
"type, then they will suffer 40% less damage when hit with that damage type. "
|
||||
"It is also possible for a unit to have weakness; if a unit has -100% "
|
||||
"resistance against a damage type, it will suffer 100% more damage when hit "
|
||||
"by that type."
|
||||
"Resistances work very simply: if a unit has 40% resistance against a damage "
|
||||
"type, then it will suffer 40% less damage when hit with that damage type. It "
|
||||
"is also possible for a unit to be vulnerable against some damage types. If a "
|
||||
"unit has -100% resistance against a damage type, it will suffer 100% more "
|
||||
"damage when hit by that type."
|
||||
|
||||
#: data/help.cfg:155
|
||||
msgid ""
|
||||
|
@ -566,6 +600,11 @@ msgid ""
|
|||
"damage. This applies even if the defender has 100% resistance to the damage "
|
||||
"type."
|
||||
msgstr ""
|
||||
"\n"
|
||||
"\n"
|
||||
"If an attack is determined to hit, it will always do at least 1 point of "
|
||||
"damage. This applies even if the defender has 100% resistance to the damage "
|
||||
"type."
|
||||
|
||||
#: data/help.cfg:162
|
||||
msgid "Time of Day"
|
||||
|
@ -681,7 +720,6 @@ msgstr ""
|
|||
"some cases, you will be given a choice of advancement options."
|
||||
|
||||
#: data/help.cfg:193
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"\n"
|
||||
"\n"
|
||||
|
@ -690,8 +728,8 @@ msgid ""
|
|||
msgstr ""
|
||||
"\n"
|
||||
"\n"
|
||||
"Keep in mind that while most units have three levels, not all do, and that "
|
||||
"occasional units (such as <ref>dst=unit_Mage text=Magi</ref>) may have four."
|
||||
"While most units have three levels, not all do. Occasional units (such as "
|
||||
"<ref>dst=unit_Mage text=Magi</ref>) may have four."
|
||||
|
||||
#: data/help.cfg:198
|
||||
msgid "Healing"
|
||||
|
@ -1248,7 +1286,6 @@ msgid "Swamp"
|
|||
msgstr "Swamp"
|
||||
|
||||
#: data/help.cfg:360
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Swamps represent any sort of wetlands. Swamps slow down nearly everyone, and "
|
||||
"inhibit their ability to defend themselves. An exception to this is any race "
|
||||
|
@ -1262,8 +1299,8 @@ msgstr ""
|
|||
"Swamps represent any sort of wetlands. Swamps slow down nearly everyone, and "
|
||||
"inhibit their ability to defend themselves. An exception to this is any race "
|
||||
"bodily skilled in navigating water; these receive both full movement and a "
|
||||
"defensive bonus. Those that make their living in the wetlands are also "
|
||||
"adept at using this terrain for cover.\n"
|
||||
"defensive bonus. Those that make their living in the wetlands are also adept "
|
||||
"at using this terrain for cover.\n"
|
||||
"\n"
|
||||
"Most units make do with 30% defence in swamps. Mermen, Naga, and Saurians "
|
||||
"all generally enjoy 60%."
|
||||
|
@ -1478,6 +1515,10 @@ msgid ""
|
|||
"is concerned, only units capable of flying over canyons can cross this "
|
||||
"terrain."
|
||||
msgstr ""
|
||||
"A canyon is a gorge in the ground, leading to depths unknown. Canyons are "
|
||||
"noted for sheer walls which would take days to traverse. As far as gameplay "
|
||||
"is concerned, only units capable of flying over canyons can cross this "
|
||||
"terrain."
|
||||
|
||||
#: data/help.cfg:469 data/terrain.cfg:472
|
||||
msgid "Lava"
|
||||
|
@ -1489,6 +1530,9 @@ msgid ""
|
|||
"terrain can only be crossed by those units capable of flying a considerable "
|
||||
"distance above it."
|
||||
msgstr ""
|
||||
"The dangers inherent in trying to walk on lava are fairly obvious. This "
|
||||
"terrain can only be crossed by those units capable of flying a considerable "
|
||||
"distance above it."
|
||||
|
||||
#: data/help.cfg:476 data/terrain.cfg:462
|
||||
msgid "River Ford"
|
||||
|
@ -1503,6 +1547,12 @@ msgid ""
|
|||
"choosing whichever one offers the best defensive and movement bonuses for "
|
||||
"the unit on it."
|
||||
msgstr ""
|
||||
"When a river happens to be extremely shallow, passing over it is a trivial "
|
||||
"matter for land based units. Moreover, any creature best adapted to swimming "
|
||||
"has full mobility even at such places in the river. As far as gameplay is "
|
||||
"concerned, a river ford is treated as either grassland or shallow water, "
|
||||
"choosing whichever one offers the best defensive and movement bonuses for "
|
||||
"the unit on it."
|
||||
|
||||
#: data/items.cfg:264
|
||||
msgid ""
|
||||
|
@ -4381,7 +4431,6 @@ msgid "Arch Mage"
|
|||
msgstr "Arch Mage"
|
||||
|
||||
#: data/units/Arch_Mage.cfg:24
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"The title of Arch Mage is conferred only after a lifetime of study and "
|
||||
"achievement to match. Arch Magi are often employed in positions of "
|
||||
|
@ -4409,7 +4458,7 @@ msgstr ""
|
|||
"tend to frown upon.\n"
|
||||
"\n"
|
||||
"Though not trained for any sort of combat, if need arises an Arch Mage can "
|
||||
"unleash the full power of the magic arts, something which is not to be taken "
|
||||
"unleash the full power of their art, something which is not to be taken "
|
||||
"lightly.\n"
|
||||
"\n"
|
||||
"Special Notes: the arch mage's fireballs are magical, and always have a high "
|
||||
|
@ -4661,9 +4710,8 @@ msgid "mace"
|
|||
msgstr "mace"
|
||||
|
||||
#: data/units/Battle_Princess.cfg:3
|
||||
#, fuzzy
|
||||
msgid "female^Battle Princess"
|
||||
msgstr "Outlaw Princess"
|
||||
msgstr "female^Battle Princess"
|
||||
|
||||
#: data/units/Battle_Princess.cfg:22 data/units/Battle_Princess.cfg:76
|
||||
msgid "leadership,skirmisher"
|
||||
|
@ -4862,7 +4910,6 @@ msgid "Bowman"
|
|||
msgstr "Bowman"
|
||||
|
||||
#: data/units/Bowman.cfg:18
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"The use of archery in shooting something other than game was seen from its "
|
||||
"inception, and archers have been indispensable in warfare since time "
|
||||
|
@ -4871,7 +4918,7 @@ msgid ""
|
|||
"and are very common on the battlefield."
|
||||
msgstr ""
|
||||
"The use of archery in shooting something other than game was seen from its "
|
||||
"inception, and archers have had indispensable use in warfare since time "
|
||||
"inception, and archers have been indispensable in warfare since time "
|
||||
"immemorial. Usually of humble origins, hailing from the peasantry or the odd "
|
||||
"woodsman, bowmen have reasonable prowess with both a bow and a short sword, "
|
||||
"and are very common on the battlefield."
|
||||
|
@ -5516,9 +5563,8 @@ msgstr ""
|
|||
#: data/units/Drake_Slasher.cfg:25 data/units/Drake_Slasher.cfg:43
|
||||
#: data/units/Drake_Warden.cfg:27 data/units/Drake_Warden.cfg:45
|
||||
#: data/units/Halbardier.cfg:29 data/units/Halbardier.cfg:70
|
||||
#, fuzzy
|
||||
msgid "halberd"
|
||||
msgstr "Halberdier"
|
||||
msgstr "halberd"
|
||||
|
||||
#: data/units/Drake_Slasher.cfg:46 data/units/Drake_Warden.cfg:48
|
||||
#: data/units/Goblin_Impaler.cfg:28 data/units/Halbardier.cfg:35
|
||||
|
@ -6525,6 +6571,19 @@ msgid ""
|
|||
"poison will continually take damage until they can be cured in town or by a "
|
||||
"healer."
|
||||
msgstr ""
|
||||
"Only those who have delved into the circles of necromancy know what must be "
|
||||
"done to turn a person into a ghoul, and it is a secret they are not "
|
||||
"telling. Whatever unspeakable rites they have performed, the result is a "
|
||||
"beast that knows nothing of its days as a human being, a creature that "
|
||||
"shambles about as naked as the day it was born, and gorges itself on the "
|
||||
"flesh of the dead.\n"
|
||||
"\n"
|
||||
"It is because of such things that necromancy is condemned with an almost "
|
||||
"primal hatred.\n"
|
||||
"\n"
|
||||
"Special Notes: A ghoul's claws are covered in poison, and victims of this "
|
||||
"poison will continually take damage until they can be cured in town or by a "
|
||||
"healer."
|
||||
|
||||
#: data/units/Giant_Mudcrawler.cfg:3
|
||||
msgid "Giant Mudcrawler"
|
||||
|
@ -6812,7 +6871,6 @@ msgid "Halberdier"
|
|||
msgstr "Halberdier"
|
||||
|
||||
#: data/units/Halbardier.cfg:26
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"A halberd is a difficult and very heavy weapon to use, but powerful in the "
|
||||
"hands of an expert. It is also much more flexible than the spear from which "
|
||||
|
@ -6841,7 +6899,7 @@ msgstr ""
|
|||
"However, a halberd is notably more expensive to craft than a spear, and in "
|
||||
"the hands of a novice, much less effective. In the armies of Wesnoth, it is "
|
||||
"customary only to grant these weapons to veteran pikemen, who have proven "
|
||||
"their skill to employ them properly on the field of war.\n"
|
||||
"that they have the skill to employ them properly on the field of war.\n"
|
||||
"\n"
|
||||
"Special Notes: the length of their weapon allows a halberdier to strike "
|
||||
"first in melee, even in defense."
|
||||
|
@ -6851,7 +6909,6 @@ msgid "Heavy Infantryman"
|
|||
msgstr "Heavy Infantryman"
|
||||
|
||||
#: data/units/Heavy_Infantryman.cfg:15
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Heavy infantry are an unusual choice for outfitting troops. They are very "
|
||||
"difficult to send afield in war, and are typically useful only in the "
|
||||
|
@ -6862,8 +6919,8 @@ msgid ""
|
|||
"in the weight of the metal, and the great care that must be taken of it, but "
|
||||
"in certain situations, these troops are well worth the trade-offs."
|
||||
msgstr ""
|
||||
"Heavy infantry are a somewhat anomalous choice for outfitting troops. They "
|
||||
"are very difficult to send afield in war, and are useful mostly only in the "
|
||||
"Heavy infantry are an unusual choice for outfitting troops. They are very "
|
||||
"difficult to send afield in war, and are typically useful only in the "
|
||||
"defence of the city or castle in which they are stationed. Clad head to toe "
|
||||
"in full plate, and armed with large maces, heavy infantry excel at their "
|
||||
"sole purpose of melee combat. A few of them in the center of a line will "
|
||||
|
@ -7091,7 +7148,6 @@ msgid "Longbowman"
|
|||
msgstr "Longbowman"
|
||||
|
||||
#: data/units/Longbowman.cfg:19
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Longbows are forbidden to beginning archers simply by merit of physical law. "
|
||||
"It takes great strength to draw one, and the added range and power are "
|
||||
|
@ -7103,7 +7159,7 @@ msgstr ""
|
|||
"It takes great strength to draw one, and the added range and power are "
|
||||
"useless unless one has good aim with the weapon, a gift that beginners "
|
||||
"certainly lack. Longbowmen carry their weaponry as a badge of pride, and "
|
||||
"most bowmen look to the day they can progress to using one."
|
||||
"most bowmen look forward to the day they can begin using one."
|
||||
|
||||
#: data/units/Lord.cfg:3 data/units/Lord.cfg:82
|
||||
msgid "Lord"
|
||||
|
@ -7188,7 +7244,6 @@ msgid "illuminates,cures"
|
|||
msgstr "illuminates,cures"
|
||||
|
||||
#: data/units/Mage_of_Light.cfg:35
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"After years of experience, the most devout of white magi are bestowed with "
|
||||
"vast spiritual powers. By strict devotion to the path of the light, they can "
|
||||
|
@ -7205,9 +7260,9 @@ msgid ""
|
|||
"also have the power of Illumination, which increases the lighting level in "
|
||||
"the area adjacent to the mage."
|
||||
msgstr ""
|
||||
"After years of experience, the most devout of white magi have access to vast "
|
||||
"spiritual powers. By strict devotion to the path of the light, they can call "
|
||||
"upon its aid to chase away the shadows of the night.\n"
|
||||
"After years of experience, the most devout of white magi are bestowed with "
|
||||
"vast spiritual powers. By strict devotion to the path of the light, they can "
|
||||
"call upon its aid to chase away the shadows of the night.\n"
|
||||
"\n"
|
||||
"Following a strict code of piety and honour, these men and women work "
|
||||
"tirelessly to bring life and order to the troubled world in which they "
|
||||
|
@ -7598,7 +7653,6 @@ msgid "Necrophage"
|
|||
msgstr "Necrophage"
|
||||
|
||||
#: data/units/Necrophage.cfg:20
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Driven ravenous by an unholy hunger for dead flesh, Necrophages attack their "
|
||||
"hoped-for food with beast-like ferocity. When they are sated with the flesh "
|
||||
|
@ -7610,9 +7664,13 @@ msgid ""
|
|||
"by a healer."
|
||||
msgstr ""
|
||||
"Driven ravenous by an unholy hunger for dead flesh, Necrophages attack their "
|
||||
"hoped-for food with poisonous claws. When they are sated with the flesh of "
|
||||
"their victims, they simply shrug off all damage sustained as if they had "
|
||||
"been freshly summoned, to begin their search for flesh again."
|
||||
"hoped-for food with beast-like ferocity. When they are sated with the flesh "
|
||||
"of their victims, they simply shrug off all damage sustained as if they had "
|
||||
"been freshly summoned, to begin their search for flesh again.\n"
|
||||
"\n"
|
||||
"Special Notes: A Necrophage's claws are covered in poison, and victims of "
|
||||
"this poison will continually take damage until they can be cured in town or "
|
||||
"by a healer."
|
||||
|
||||
#: data/units/Nightgaunt.cfg:3
|
||||
msgid "Nightgaunt"
|
||||
|
@ -8706,7 +8764,6 @@ msgid "Thief"
|
|||
msgstr "Thief"
|
||||
|
||||
#: data/units/Thief.cfg:20 data/units/Thief.cfg:123
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"For as long as anyone can remember, the members of the various 'guilds' of "
|
||||
"rat-catchers that spring up in any larger city have had a curious practice "
|
||||
|
@ -8726,7 +8783,11 @@ msgstr ""
|
|||
"is a bold thing to do, as their profession often delves into less-than-legal "
|
||||
"enterprises. Thieves have many skills, and by necessity are both light on "
|
||||
"their feet, and good with knives. They happily employ less-than-honourable "
|
||||
"tactics in combat, seeing little purpose in a "
|
||||
"tactics in combat, seeing little purpose in a 'fair fight'.\n"
|
||||
"\n"
|
||||
"Special Notes: while a unit with the same allegiance as the thief distracts "
|
||||
"an enemy, the thief may backstab, inflicting double damage, by creeping "
|
||||
"around behind that enemy."
|
||||
|
||||
#: data/units/Thief.cfg:106
|
||||
msgid "female^Thief"
|
||||
|
@ -10331,9 +10392,8 @@ msgid "Map"
|
|||
msgstr "Map"
|
||||
|
||||
#: src/multiplayer_lobby.cpp:30
|
||||
#, fuzzy
|
||||
msgid "Settings"
|
||||
msgstr "Settings..."
|
||||
msgstr "Settings"
|
||||
|
||||
#: src/multiplayer_lobby.cpp:30
|
||||
msgid "Status"
|
||||
|
|
Loading…
Add table
Reference in a new issue