From f3af4edb40082d8625ea0539faca25a7d5734ab9 Mon Sep 17 00:00:00 2001 From: Nils Kneuper Date: Sun, 5 May 2013 10:44:12 +0200 Subject: [PATCH] updated Chinese (Traditional) translation --- changelog | 3 +- players_changelog | 3 +- po/wesnoth-help/zh_TW.po | 711 ++++++++++++++++++++++----------------- 3 files changed, 400 insertions(+), 317 deletions(-) diff --git a/changelog b/changelog index 92c78165520..10925a3f576 100644 --- a/changelog +++ b/changelog @@ -8,7 +8,8 @@ Version 1.11.2+dev: * Descend into Darkness: * Fix the surviving orc leader starting poisoned after scenario 5. * Language and i18n: - * Updated translations: Indonesian, Portuguese, Russian, Vietnamese + * Updated translations: Chinese (Traditional), Indonesian, Portuguese, + Russian, Vietnamese * User interface: * Fixed (bug #17220): Cursor in gui2 text box now behaves appropriately after text box overflow occurs. diff --git a/players_changelog b/players_changelog index 285da875c3c..68f7eeb784f 100644 --- a/players_changelog +++ b/players_changelog @@ -8,7 +8,8 @@ Version 1.11.2+dev: * Fix the surviving orc leader starting poisoned after scenario 5. * Language and i18n: - * Updated translations: Indonesian, Portuguese, Russian, Vietnamese. + * Updated translations: Chinese (Traditional), Indonesian, Portuguese, + Russian, Vietnamese. * User interface: * Fixed a bug in the cursor positioning in some text entries (bug #17220). diff --git a/po/wesnoth-help/zh_TW.po b/po/wesnoth-help/zh_TW.po index a9d938f5dfc..7943cb0215f 100644 --- a/po/wesnoth-help/zh_TW.po +++ b/po/wesnoth-help/zh_TW.po @@ -7,7 +7,7 @@ msgstr "" "Project-Id-Version: wesnoth1.4\n" "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n" "POT-Creation-Date: 2013-03-24 13:24+0100\n" -"PO-Revision-Date: 2013-02-18 00:26+0800\n" +"PO-Revision-Date: 2013-04-14 21:47+0800\n" "Last-Translator: 楊綮銘 \n" "Language-Team: Chinese/Traditional \n" "Language: \n" @@ -879,6 +879,47 @@ msgstr "北方大陸" #. [topic]: id=northlands #: data/core/encyclopedia/geography.cfg:113 +#, fuzzy +#| msgid "" +#| "There is no government of the Northlands. Various groups of orcs, " +#| "dwarves, barbarian men and even elves populate the region. The northern " +#| "and eastern borders are not defined, the southern border is the " +#| "dst='great_river' text='Great River', and the western border " +#| "is the dst='great_ocean' text='Great Ocean'.\n" +#| "\n" +#| " • Notable cities:\n" +#| " ◦ Glamdrol: An Orcish tribal capital\n" +#| " ◦ Romyr: Another Orcish tribal capital\n" +#| " ◦ Wesmere: The location of the Ka’lian — the Elvish Council\n" +#| " ◦ Dwarven Doors: A mixed human/dwarven town in the region of " +#| "Knalga in the southern Heart Mountains. A major trade center.\n" +#| " ◦ Dallben and Delwyn: Human villages originally built by " +#| "settlers who crossed the Great River during Wesnoth’s Golden Age " +#| "expansion. Now abandoned. The forested area northeast of Elensefar, where " +#| "these villages were located, was named the Annuvin province by men but " +#| "was known by the elves as Wesmere.\n" +#| "\n" +#| " • Notable land features:\n" +#| " ◦ Heart Mountains: A virtually impassable barrier between the " +#| "river country and the Northern Plains.\n" +#| " ◦ Heartfangs: the particularly forbidding stretch of high peaks " +#| "southwest of Lake Vrug and north of the Forest of Wesmere. The most " +#| "inhospitable and dangerous portion of the Heart Mountains; only hermits, " +#| "madmen, and mages live there.\n" +#| " ◦ Swamp of Dread: a very large bog located between the Heart " +#| "Mountains and the Great River. A notoriously dangerous place.\n" +#| " ◦ Lake Vrug: A large mountain lake whose river carves the only " +#| "pathway through the Northern Mountains\n" +#| " ◦ Arkan-thoria: The river than comes out of Lake Vrug. This is " +#| "the elvish name; among humans it is called Longlier.\n" +#| " ◦ River Listra: The south-running tributary of the Great River " +#| "into which the Arkan-thoria empties.\n" +#| " ◦ Lintanir Forest: The southernmost portion of the Great " +#| "Northern Forest, a gigantic wood whose eastern and northern boundaries " +#| "are known only the elves. Their capitol, Elensiria, has only seldom been " +#| "visited by humans.\n" +#| " ◦ Great River: The origin of this river is somewhere in the " +#| "east of the northern lands" msgid "" "There is no government of the Northlands. Various groups of orcs, dwarves, " "barbarian men and even elves populate the region. The northern and eastern " @@ -919,6 +960,33 @@ msgid "" " ◦ Great River: The origin of this river is somewhere in the east " "of the northern lands" msgstr "" +"北方大陸沒有政府存在。各個族群的獸人、矮人、野蠻人甚至是精靈都居住於此。北邊" +"和東邊的邊界並不明顯,而南邊邊界至dst='great_river' text='大河'," +"西方邊界至dst='great_ocean' text='大洋'。\n" +"\n" +" • 主要城市:\n" +" ◦ 革蘭多:一個獸人的部落。\n" +" ◦ 羅密爾:另一個獸人的部落。\n" +" ◦ 韋斯彌爾:卡·利安的所在地 — 精靈大長老議會\n" +" ◦ 矮人之門:位於山嶺之心南方柯內革領土中住著人類與矮人的一個城鎮。" +"是主要貿易中心。\n" +" ◦ 達爾本與德爾文:是韋諾在黃金時代的擴張而越過大河所建造的人類村" +"莊。現在已經荒廢。艾倫索法東北邊的森林區域,是這些村莊的位置,之前被稱為安紐" +"芬省但現在精靈稱這裡為韋斯彌爾。\n" +"\n" +" • 著名地點:\n" +" ◦ 山嶺之心:沿河村莊與北方平原之間的一座幾乎無法穿越的山脈。\n" +" ◦ 獠牙之心:位於弗格湖南面跟韋斯彌爾森林北面的一座特別令人害怕的山" +"峰。是整個山嶺之心中最荒涼且最危險的區域;只有隱士、瘋子和法師住在那。\n" +" ◦ 恐懼沼澤:位於山嶺之心跟大河之間的一個巨大沼澤。出了名危險的地" +"方。\n" +" ◦ 弗格湖:河流貫穿北方山脈的高山湖泊。\n" +" ◦ 阿肯-索里亞:弗格湖的下游。名稱為精靈語;意思是綿長的河。\n" +" ◦ 麗絲翠河:阿肯-索里亞流向此河後南流至大河。\n" +" ◦ 靈坦尼爾森林:北方大森林的最南端,其東面和北面的邊界只有精靈才知" +"道在哪的巨大叢林。精靈議會的所在地,艾仁瑟瑞亞,只有少數的人類曾經到過此" +"地。\n" +" ◦ 大河:其源頭來自北方大陸的東方遠處。" #. [topic]: id=southwest_elven_lands #: data/core/encyclopedia/geography.cfg:134 @@ -962,6 +1030,8 @@ msgid "" "text='river' country and the dst='far_north' text='Northern " "Plains'." msgstr "" +"一座位於dst='arkan_thoria' text='阿肯-索里亞'河與" +"dst='far_north' text='北方平原'之間幾乎無法穿越的山脈。" #. [topic]: id=far_north #: data/core/encyclopedia/geography.cfg:151 @@ -970,6 +1040,40 @@ msgstr "北極" #. [topic]: id=far_north #: data/core/encyclopedia/geography.cfg:152 +#, fuzzy +#| msgid "" +#| "Cold, harsh, and inaccessible, the Far North is the ancestral home of the " +#| "Orcish Clannate. It lies north of the dst='heart_mountains' " +#| "text='Heart Mountains', which the Orcs call the Haggid-Dargor and " +#| "claim (without merit) as their own. To the east lie the Unaligned Tribes " +#| "of the Wild Steppe, who fell out of the control of the Clannate, instead " +#| "roaming with wild human barbarians and clashing with the High Elves of " +#| "the North Plains (known as North Elves in human lands). The High Elves " +#| "themselves reside further east, where it is rumored they rule a vast " +#| "kingdom.\n" +#| "\n" +#| " • Notable cities:\n" +#| " ◦ Barag Gor, a city home to the Orcish Council\n" +#| " ◦ Bitok\n" +#| " ◦ Borstep\n" +#| " ◦ Castelfrang\n" +#| " ◦ Farzi\n" +#| " ◦ Festog\n" +#| " ◦ Grisbi\n" +#| " ◦ Lmarig\n" +#| " ◦ Melmog\n" +#| " ◦ Prestim\n" +#| " ◦ Tirigaz\n" +#| " • Notable land features:\n" +#| " ◦ Swamp of Desolation\n" +#| " ◦ Mountains of Dorth\n" +#| " ◦ Mountains of Haag\n" +#| " ◦ Green Forest\n" +#| " ◦ Silent Forest\n" +#| " ◦ Forest of Thelien\n" +#| " ◦ River Oumph\n" +#| " ◦ River Bork\n" +#| " ◦ Wild Steppe" msgid "" "Cold, harsh, and inaccessible, the Far North is the ancestral home of the " "Orcish Clannate. It lies north of the dst='heart_mountains' text='Heart " @@ -1002,6 +1106,34 @@ msgid "" " ◦ Frosty Wastes\n" " ◦ Barren Plains" msgstr "" +"寒冷、嚴酷且遙不可及,北極是獸人克蘭尼的故鄉。位於dst='heart_mountains' " +"text='山嶺之心'的北方,獸人稱那為海德-戴爾格並宣稱是他們的領土。北極的" +"東邊則是荒原裡的非結盟部落,他們脫離了克蘭尼的控制後,進而與遊蕩的野蠻人類結" +"伴對抗北方平原的高等精靈(人類稱為北方精靈)。高等精靈則居住在更加偏遠的東" +"方,傳說他們在那統治著廣大的國家。\n" +"\n" +" • 主要城市:\n" +" ◦ 巴拉格:一個獸人長老所在的部落。\n" +" ◦ 比托克\n" +" ◦ 博司泰普\n" +" ◦ 卡斯托爾法蘭\n" +" ◦ 法刃\n" +" ◦ 法斯特\n" +" ◦ 格里斯比\n" +" ◦ 艾莫瑞\n" +" ◦ 麥莫\n" +" ◦ 普里斯提姆\n" +" ◦ 特瑞格茲\n" +" • 著名地點:\n" +" ◦ 荒蕪沼澤\n" +" ◦ 多斯山\n" +" ◦ 哈革山\n" +" ◦ 綠森林\n" +" ◦ 寂靜森林\n" +" ◦ 瑟立恩森林\n" +" ◦ 歐蟒河\n" +" ◦ 博克河\n" +" ◦ 荒原" #. [section]: id=introduction #. [topic]: id=..introduction @@ -1377,7 +1509,7 @@ msgstr "黃色表示該單位已經移動過,但可以繼續移動或是攻擊 #: data/core/help.cfg:191 msgid "" " red if it can no longer move or attack, or the user ended the unit’s turn." -msgstr "" +msgstr "紅色表示該單位不能移動,或玩家已經結束了這一回合。" #. [topic]: id=orbs #: data/core/help.cfg:192 @@ -1476,7 +1608,7 @@ msgstr "" "text='韋諾之戰'中移動單位很簡單。只需點選您想要移動的士兵," "再點選目的地就行了。當該單位被選中時,該單位在本回合可移動的範圍就會顯示出" "來,而本回合無法到達的區域則顯示為灰色。移動滑鼠到顯示的格子裡,該單位在目的" -"地的防禦值便會顯示出來。移動滑鼠到灰色區域還會顯示要到達那裏所需的回合數,點" +"地的閃避值便會顯示出來。移動滑鼠到灰色區域還會顯示要到達那裡所需的回合數,點" "選這個目的地會讓該單位以最佳的路線移動,並在接下來的幾回合中繼續到達目的地。" "如果您没有用完本回合中某單位所有的移動數,您還是可以繼續移動本單位。當您要交" "换兩個單位的位置時這是非常有效的。但攻撃敵人單位會用完所有的移動數。當您的單" @@ -1632,12 +1764,11 @@ msgstr "" "依照所在的text='地形',每個單位都有一定的幾率被撃中。這在狀" "態面板上會有資訊,對一個單位並點選右鍵,選擇text='單位描述',這" "裡可以看到text='地形影響'的資訊。例如,許多精靈在森林裏都有70%的" -"閃避幾率,這表示攻撃者只有30%的機會命中他們。同様的,該精靈在反撃中撃中攻撃者" -"的幾率取决於攻撃者所處的地形。" +"閃避率,這表示攻撃者只有30%的機會命中他們。同様的,該精靈在反撃中撃中攻撃者的" +"幾率取决於攻撃者所處的地形。" #. [topic]: id=combat #: data/core/help.cfg:246 -#, fuzzy msgid "" "\n" "\n" @@ -1649,9 +1780,9 @@ msgid "" msgstr "" "\n" "\n" -"以上規則有兩個例外:dst=weaponspecial_magical text='魔法攻撃'和" -"dst=weaponspecial_marksman text=精準射撃。“魔法攻撃”可以無視地形," -"總是有70%的命中幾率,而精準射撃在進攻中也無視地形,且最少有60%的命中幾率。" +"以上規則有兩個例外:dst='weaponspecial_magical' text='魔法攻撃'和" +"dst='weaponspecial_marksman' text='精準射撃'。魔法攻撃可以無視地" +"形,且有70%的命中率,而精準射撃在進攻中也無視地形,且最少有60%的命中率。" #. [topic]: id=combat #: data/core/help.cfg:248 @@ -1666,7 +1797,6 @@ msgstr "" #. [topic]: id=combat #: data/core/help.cfg:250 -#, fuzzy msgid "" "\n" "\n" @@ -1682,13 +1812,12 @@ msgstr "" "\n" "根據攻撃類型的不同,每次成功攻撃會造成一定量的基礎傷害。例如,精靈戰士5-4的攻" "撃可以造成5點的基本傷害。兩種情况會對此作出修正:即" -"dst=damage_types_and_resistance text=抗性dst=time_of_day " -"text='時刻'。欲查看詳細的基本傷害修正,請在攻撃選擇菜單中選擇" -"text='傷害計算'。" +"dst='damage_types_and_resistance' text='抗性'和" +"dst='time_of_day' text='時刻'。您可以查閱更詳細的傷害修正數據,請" +"在攻撃選單中選擇text='傷害計算'。" #. [topic]: id=combat #: data/core/help.cfg:252 -#, fuzzy msgid "" "\n" "\n" @@ -1699,9 +1828,9 @@ msgid "" msgstr "" "\n" "\n" -"少數單位擁有特別的dst=abilities text=能力,會影響在戰鬥中的傷害。" -"通常擁有dst=weaponspecial_charge text=衝鋒能力的單位會使戰鬥中的進" -"攻方和防守方都輸出雙倍的傷害。" +"少數單位所擁有的特殊dst='..abilities_section' text='能力'會影響在" +"戰鬥中的傷害。擁有dst='weaponspecial_charge' text='衝鋒'能力的單位" +"會使戰鬥中的進攻方和防守方都輸出雙倍的傷害。" #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:260 @@ -1710,7 +1839,6 @@ msgstr "傷害種類和抗性" #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:261 -#, fuzzy msgid "" "\n" "\n" @@ -1723,12 +1851,11 @@ msgstr "" "\n" "\n" "抗性的原理很簡單:如果一個單位對某種傷害有40%的抗性,則被撃中時减少40%的傷" -"害。一個單位也有可能更易受某種傷害。如果一個單位對某種傷害有-100%的抗性,則被" -"撃中時增加100%的傷害。" +"害。一個單位也有可能更容易受到某種傷害。如果一個單位對某種傷害有-100%的抗性," +"則被撃中時增加100%的傷害。" #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:261 -#, fuzzy msgid "" "In Wesnoth, there are three types of damage usually associated with physical " "attacks: text='blade, pierce, and impact damage'. " @@ -1737,12 +1864,12 @@ msgid "" "italic>. Different units may have resistances which alter the damage which " "they take from certain damage types." msgstr "" -"在韋諾裏,物理傷害通常有三種:劍刃,穿刺和衝撃傷害。此外,還有三種魔法攻撃:" -"火焰,寒冷和秘法攻撃。不同的單位對不同的傷害有不同的抗性。" +"在韋諾裡,通常物理傷害有三種:text='劍刃,穿刺和衝撃傷害'。" +"此外,還有三種魔法攻撃:text='火焰,寒冷和秘法攻撃'。不同的" +"單位有著不同的抗性所以在遇到不同的攻擊類型時也會有不同的傷害。" #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:263 -#, fuzzy msgid "" "\n" "\n" @@ -1752,8 +1879,8 @@ msgid "" msgstr "" "\n" "\n" -"例如,骷髏對劍刃和穿刺有較高的抗性。但容易受到衝撃和火焰傷害,並且非常怕秘法" -"傷害。" +"例如,骷髏對劍刃和穿刺有較高的抗性。但被衝撃和火焰攻擊傷害很大,並且非常怕秘" +"法攻擊。" #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:265 @@ -1766,7 +1893,7 @@ msgid "" msgstr "" "\n" "\n" -"每次成功的攻撃都至少會造成1點的傷害,即使防禦者對這種攻撃有100%的抗性。" +"每次成功的攻撃至少會造成1點的傷害,即使防禦者對這種攻撃有100%的抗性。" #. [topic]: id=time_of_day #: data/core/help.cfg:273 @@ -1775,7 +1902,6 @@ msgstr "時刻" #. [topic]: id=time_of_day #: data/core/help.cfg:274 -#, fuzzy msgid "" "The time of day affects the damage of certain units as follows:\n" " Lawful units get +25% damage in daytime, and −25% damage at night.\n" @@ -1783,14 +1909,14 @@ msgid "" " Neutral units are unaffected by the time of day.\n" " Liminal units get −25% damage during both night and daytime." msgstr "" -"時間對不同種類的單位的攻撃强度有不同的影響,具體如下:\n" -" 守序單位在白天 +25% 攻撃,晚上 −25% 攻撃。\n" -" 渾沌單位在晚上 +25% 攻撃,白天 −25% 攻撃。\n" -" 中立單位不受時間的影響。" +"時間對不同種類的單位也會影響攻撃强度:\n" +" 守序單位的攻擊力在白天+25%,晚上−25%。\n" +" 渾沌單位的攻擊力在晚上+25%,白天−25%。\n" +" 中立單位則不受時間的影響。\n" +"特殊單位的攻擊力在白天跟晚上都−25%。" #. [topic]: id=time_of_day #: data/core/help.cfg:278 -#, fuzzy msgid "" "\n" "\n" @@ -1800,8 +1926,8 @@ msgid "" msgstr "" "\n" "\n" -"當前時刻顯示在螢幕右側中間位置,位於小地圖下方。在普通的晝夜循環模式下,上午" -"和下午是白天,前半夜和後半夜是晚上:\n" +"當下的時間顯示在螢幕右側中間位置,位於小地圖的下方。在普通的晝夜循環模式下," +"上午和下午是白天,夜晚和凌晨是晚上:\n" #. [time]: id=dawn #. [time]: id=dawn_hour @@ -1884,7 +2010,6 @@ msgstr "" #. [topic]: id=experience_and_advancement #: data/core/help.cfg:298 -#, fuzzy msgid "" "\n" "\n" @@ -1901,12 +2026,12 @@ msgid "" msgstr "" "\n" "\n" -"大多數兵種有三個級別,但也有例外。有些單位(例如dst=unit_Mage text=法師" -")能升到四級。單位升到最高級以後,有可能會得到滿級奬勵(AMLA)。AMLA會" -"在單位達到升級所需經驗值後修改單位屬性,但等級不變。典型的AMLA作用是增加3點最" -"大生命值並補滿血。通常情况下,單位會在獲得100點經驗值(聰慧單位是80點)後獲得" -"第一次AMLA。不過,以後每次獲得AMLA的難度逐漸變大,所以讓您的低等級單位升級一" -"般會更有用處。" +"大多數兵種有三個級別,但也有例外。有些單位(例如dst='unit_Mage' text='法" +"師')能升到四級。單位升到最高級以後,有可能會得到text='滿級奬" +"勵'(AMLA)。AMLA會在單位達到升級所需經驗值後修改單位屬性,但等級不" +"變。典型的AMLA作用是增加3點最大生命值並補滿血。通常情况下,單位會在獲得150點" +"經驗值(聰慧單位是120點)後獲得第一次AMLA。不過,以後每次獲得AMLA的難度會逐漸" +"變大,所以讓您的低等級單位升級一般會更有用處。" #. [topic]: id=healing #: data/core/help.cfg:307 @@ -1915,7 +2040,6 @@ msgstr "治療" #. [topic]: id=healing #: data/core/help.cfg:308 -#, fuzzy msgid "" "\n" "\n" @@ -1924,7 +2048,8 @@ msgid "" msgstr "" "\n" "\n" -"休息: 單位在本回合不移動、攻撃或被攻撃,則會在下回合恢復2點生命值。" +"text='休息': 該單位在本回合不移動、攻撃或被攻撃,則會在下回" +"合恢復2點生命值。" #. [topic]: id=healing #: data/core/help.cfg:308 @@ -1963,7 +2088,6 @@ msgstr "" #. [topic]: id=healing #: data/core/help.cfg:312 -#, fuzzy msgid "" "\n" "text='Healing units': Units with the " @@ -1973,12 +2097,11 @@ msgid "" "from causing that unit damage." msgstr "" "\n" -"治療單位:有dst=ability_heals text=治療能力的單位每回合能恢復相鄰" -"盟軍單位4點或8點的生命值,或阻止毒藥發作。" +"text='治療單位':有dst='ability_heals +4' text='治療'能力的單位每回合能恢復相鄰盟軍單位4點或8點的生命值,或阻止毒藥發作。" #. [topic]: id=healing #: data/core/help.cfg:313 -#, fuzzy msgid "" "\n" "text='Curing units': Units with the " @@ -1987,8 +2110,9 @@ msgid "" "well)." msgstr "" "\n" -"治癒單位:有dst=ability_cures text=治癒能力的單位可以治癒盟軍相鄰" -"單位的中毒效果(如過本單位還有治療能力,則治癒優先於治療)。" +"text='治癒單位':有dst='ability_cures' text='治癒'能力的單位可以治癒相鄰盟軍單位的中毒效果(如過該單位還有治療能力,則以治" +"療為優先)。" #. [topic]: id=healing #: data/core/help.cfg:314 @@ -2011,7 +2135,6 @@ msgstr "收入和支出" #. [topic]: id=income_and_upkeep #: data/core/help.cfg:324 -#, fuzzy msgid "" "\n" "\n" @@ -2024,25 +2147,25 @@ msgid "" msgstr "" "\n" "\n" -"收入這個概念很簡單。每回合您都會得到2金幣的基本收入。您所占領的每個村莊每回合" -"也會給您1個金幣的額外收入。因此如果您占領了十個村莊,每回合就會有12個金幣的收" -"入。支出由您的收入來支付。以下是詳細信息。" +"收入規則很簡單。每回合您都會得到2個金幣的基本收入。您所占領的每個村莊每回合也" +"會給您1個金幣的額外收入。(這個數值是可以更動的,但在戰役中都是1個金幣)因此" +"如果您占領了十個村莊,每回合就會有12個金幣的收入。支出則由您的收入來支付。以" +"下是詳細信息。" #. [topic]: id=income_and_upkeep #: data/core/help.cfg:324 -#, fuzzy msgid "" "In Wesnoth, it is not enough simply to recruit units and fight. You must " "watch your gold as well, especially in campaigns, where you can carry extra " "gold over from one scenario to the next. There are two aspects to this; " "text='income' and text='upkeep'." msgstr "" -"韋諾中,僅僅招募並戰鬥是不夠的。您得注意您的金幣,特別是在戰役中,您能將多餘" -"的金幣攜帶到下一幕。影響金幣的主要是兩個方面:收入和支出。" +"在韋諾中,只有招募單位並戰鬥是不夠的。您得注意您的營運,特別是在戰役中,您能" +"將多餘的金幣攜帶到下一個任務。影響金幣主要是兩個方面:text='收入'text='支出'。" #. [topic]: id=income_and_upkeep #: data/core/help.cfg:326 -#, fuzzy msgid "" "\n" "\n" @@ -2055,14 +2178,13 @@ msgid "" msgstr "" "\n" "\n" -"支出也相當簡單。每單位每等級都有一定的支出。只要有夠多的村莊就能支持多等級" -"text=級數總合的單位,而不需要支出。然而,單位等級之和每超過" -"您所擁有的村莊數1級,您就得每回合支付1金幣的費用。例如,如果您有十二個一級的" -"單位和十個村莊,您就得支付每回合2個金幣的費用。" +"支出規則也相當簡單。每單位每等級都有一定的支出。只要有很多的村莊就能抵銷很高" +"等級的單位,而不需要支出金幣。然而,所有單位的等級總和每超過您所擁有的村莊數1" +"級,您就得每回合支付1個金幣的費用。例如,如果您有12個等級一的單位和10個村莊," +"您就得每回合支付2個金幣。" #. [topic]: id=income_and_upkeep #: data/core/help.cfg:328 -#, fuzzy msgid "" "\n" "\n" @@ -2072,12 +2194,11 @@ msgid "" msgstr "" "\n" "\n" -"支出由您的收入來支付,所以在有等級總合為12的單位和十個村莊的情况下,最後您的" -"收入將會是每回合10個金幣。" +"支出由您的收入來支付,所以在單位等級總合為12和10個村莊的情况下,最後您的收入" +"將會是每回合10個金幣。" #. [topic]: id=income_and_upkeep #: data/core/help.cfg:330 -#, fuzzy msgid "" "\n" "\n" @@ -2089,9 +2210,12 @@ msgid "" "playing (such as Konrad) will almost always be a leader." msgstr "" "\n" -"費用的支付規則中有一個重要的例外:即具有忠誠特質的單位不需支付費用。每一幕開" -"始時您擁有的單位(比如康拉德或迪法多),或在場景中加入己方的單位(如在“王位繼" -"承者”第二幕中加入的騎兵)通常都具有忠誠特質。" +"\n" +"費用的支付規則中有一個重要的例外:具有忠誠特質的單位不需支付費用。每個任務開" +"始時您擁有的單位(像是迪法多),或在戰役中加入己方的單位(如在" +"text='王位繼承者'第二個任務中加入的騎兵)通常都具有" +"text='忠誠'特質。而您所扮演的角色(像是康拉德)通常是位領" +"袖。" #. [topic]: id=wrap_up #: data/core/help.cfg:338 @@ -2100,7 +2224,6 @@ msgstr "總結" #. [topic]: id=wrap_up #: data/core/help.cfg:339 -#, fuzzy msgid "" "This concludes the fundamentals of Wesnoth. You might want to read up on " "basic strategy, or familiarize yourself with dst='..traits_section' " @@ -2109,8 +2232,9 @@ msgid "" "text='Heir to the Throne' campaign. Have fun, and good luck!" msgstr "" "韋諾之戰的基本規則就此結束。您可能需要閲讀基本的遊戲策略,或再熟悉一下" -"dst=traits text=特質dst=abilities text=能力。現在您已" -"經有足夠的能力去玩《王位繼承者》這個戰役了。祝您好運,玩得開心!" +"dst='..traits_section' text='特質'dst='.." +"abilities_section' text='能力'。現在您已經有足夠的知識去玩" +"text='王位繼承者'這個戰役了。希望您玩得開心,祝您好運!" #. [topic]: id=about #: data/core/help.cfg:344 @@ -2124,7 +2248,6 @@ msgstr "授權" #. [topic]: id=..traits_section #: data/core/help.cfg:359 -#, fuzzy msgid "" "\n" "\n" @@ -2135,25 +2258,25 @@ msgid "" msgstr "" "\n" "\n" -"除了不死族之外所有可能的特質是:dst=traits_intelligent text=聰慧," -"dst=traits_quick text=迅捷dst=traits_resilient text=堅韌dst=traits_strong text=强壯。" +"除了不死族之外,其他單位有可能獲得的特質是:dst='traits_intelligent' " +"text='聰慧', dst='traits_quick' text='敏捷', " +"dst='traits_resilient' text='韌性', 和 dst='traits_strong' " +"text='強壯'。" #. [topic]: id=..traits_section #: data/core/help.cfg:359 -#, fuzzy msgid "" "Most units have two traits. However, undead units are assigned the single " "trait text='undead', and woses do not receive any traits. " "Traits are modifications that change a unit’s attributes slightly. They are " "usually randomly assigned to a unit when it is recruited." msgstr "" -"大多數單位有兩種特質。然而,不死族只有一種特質,即“不死”。’和樹人則没有任何特" -"質。特質會細微的修正單位的屬性。通常招募的單位會獲得隨機的特質。" +"大多數單位有兩種特質。但是,不死族只有一種特質,就是text='不死'。而樹人則没有任何特質。特質將會微妙地修正該單位的屬性。通常被招募的單" +"位會隨機獲得特質。" #. [topic]: id=..traits_section #: data/core/help.cfg:361 -#, fuzzy msgid "" "\n" "\n" @@ -2164,7 +2287,7 @@ msgid "" msgstr "" "\n" "\n" -"單位能獲得的其它特質是:dst=traits_dextrous text=靈巧," +"單位能獲得的其它特質則是:dst='traits_dextrous' text='靈敏'," "dst=traits_loyal text=忠誠,和dst=traits_undead text=不死 。\n" "\n" @@ -2176,7 +2299,6 @@ msgstr "聰慧" #. [topic]: id=traits_intelligent #: data/core/help.cfg:372 -#, fuzzy msgid "" "\n" "\n" @@ -2189,10 +2311,10 @@ msgid "" msgstr "" "\n" "\n" -"擁有聰慧特質的單位在一個戰役的開始非常有用,因為他們能很快的升到高等級。在戰" -"役的後期擁有聰慧特質的單位並不是很有用,因為滿級奬勵(AMLA)與升級低等級單位" -"相比效果並不顯著。如果您有很多達到“滿級”的單位,你也許希望招募那些有有用特質" -"的單位。" +"擁有text='聰慧'的單位在戰役的初期非常有用,因為他們能很快速" +"地升級。在戰役的後期擁有聰慧特質的單位並不是很有用,因為text='滿級奬" +"勵'(AMLA)與升級低等級單位相比效果並不顯著。如果您有很多達到“滿" +"級”的單位,您也許可以招回那些更有用特質的單位。" #. [topic]: id=traits_intelligent #: data/core/help.cfg:372 @@ -2202,11 +2324,10 @@ msgstr "擁有聰慧特質的單位每次升級所需的經驗值比通常情况 #. [topic]: id=traits_quick #: data/core/help.cfg:379 msgid "Quick" -msgstr "迅捷" +msgstr "敏捷" #. [topic]: id=traits_quick #: data/core/help.cfg:380 -#, fuzzy msgid "" "\n" "\n" @@ -2219,22 +2340,23 @@ msgid "" msgstr "" "\n" "\n" -"迅捷是最顯著的特質,特別是對移動很慢的單位,如巨魔或重甲步兵。擁有迅捷特質的" -"單位在惡劣的地形上有更好的機動性,在部署您的部隊時這是一個要點。但擁有迅捷特" +"敏捷是最顯著的特質,特別是對移動很慢的單位,如巨魔或重甲步兵。擁有敏捷特質的" +"單位在惡劣的地形上有更好的機動性,在部署您的部隊時這是一個要點。但擁有敏捷特" "質的單位不如没有該特質的單位强壯,在守衛重要地形時没有那些單位好。" #. [topic]: id=traits_quick #: data/core/help.cfg:380 -#, fuzzy msgid "" "text='Quick' units have 1 extra movement point, but 5% less " "HP than usual." -msgstr "擁有迅捷特質的單位有1點移動點數奬勵,但是會减少5%的生命值。" +msgstr "" +"擁有text='敏捷'的單位會多1點的移動點數,但是會减少5%的生命" +"值。" #. [topic]: id=traits_resilient #: data/core/help.cfg:387 msgid "Resilient" -msgstr "堅韌" +msgstr "韌性" #. [topic]: id=traits_resilient #: data/core/help.cfg:388 @@ -2249,17 +2371,18 @@ msgid "" msgstr "" "\n" "\n" -"擁有堅韌特質的單位在戰役的很多階段都非常有用,並且這是一個對所有單位都有用的" -"特質。堅韌特質對擁有較低的生命值、較高的防禦能力或較高抗性的單位特別有用。擁" -"有堅韌特質的單位通常用來占據戰略有利地形。" +"擁有韌性特質的單位在戰役的很多階段都非常有用,並且這是一個對所有單位都有用的" +"特質。韌性對擁有較低的生命值、較高的防禦能力或較高抗性的單位特別有用。擁有韌" +"性特質的單位通常用來占據戰略有利地形。" #. [topic]: id=traits_resilient #: data/core/help.cfg:388 -#, fuzzy msgid "" "text='Resilient' units have 4 HP plus 1 HP per level more " "than usual." -msgstr "堅韌特質的單位每升1級多加1點HP,並有天生的額外4點生命值。" +msgstr "" +"擁有text='韌性'的單位會多4點生命值,且每次升級比一般單位多加" +"1點的生命值。" #. [topic]: id=traits_strong #: data/core/help.cfg:395 @@ -2268,7 +2391,6 @@ msgstr "強壯" #. [topic]: id=traits_strong #: data/core/help.cfg:396 -#, fuzzy msgid "" "\n" "\n" @@ -2279,19 +2401,17 @@ msgid "" msgstr "" "\n" "\n" -"在那些近戰單位中,强壯是普遍有效的特質。對於像精靈戰士這様攻撃次數多的單位則" -"最有效。有時候僅僅是多幾點傷害輸出,成功的攻撃就變成了致命一撃,這就是擁有强" -"壯特質的單位的作用。" +"強壯是適合近戰單位用的特質,像精靈戰士這様攻撃次數多的單位最有效。有時候僅僅" +"是多幾點的傷害輸出,但有時成功的攻撃就變成了致命一撃。" #. [topic]: id=traits_strong #: data/core/help.cfg:396 -#, fuzzy msgid "" "text='Strong' units do 1 more damage for every successful " "strike in melee combat, and have 1 more HP." msgstr "" -"擁有强壯特質的單位擁有1點額外的生命值,在近戰中每回合成功攻撃後造成1點的額外" -"傷害。" +"擁有text='強壯'的單位會多1點生命值,且在近戰成功擊中後多造成" +"1點的傷害。" #. [topic]: id=traits_fearless #: data/core/help.cfg:403 @@ -2301,7 +2421,7 @@ msgstr "無畏" #. [topic]: id=traits_fearless #: data/core/help.cfg:404 msgid "Aversion to light and dark holds no sway over these brave individuals." -msgstr "擁有無畏特質的單位的攻撃力不會因為白天或黑夜時段的不適而下降。" +msgstr "擁有無畏的單位的攻撃力不會因為白天或黑夜時段的不適而下降。" #. [topic]: id=traits_feral #: data/core/help.cfg:409 @@ -2317,7 +2437,7 @@ msgid "" "of base terrain." msgstr "" "對於低智商的野生動物而言,人工的建築物並不容易作為自己的掩蔽物。所以,擁有" -"text='野性'特質的單位在村莊最多只有50%的回避率。" +"text='野性'特質的單位在村莊最多只有50%的閃避率。" #. [topic]: id=traits_loyal #: data/core/help.cfg:415 @@ -2326,7 +2446,6 @@ msgstr "忠誠" #. [topic]: id=traits_loyal #: data/core/help.cfg:416 -#, fuzzy msgid "" "\n" "\n" @@ -2340,20 +2459,19 @@ msgstr "" "\n" "\n" "在戰役中,一些單位會自己選擇加入玩家陣營。這些單位都有忠誠特質,即使招募他們" -"需要付費,但却不需要支出費用。在漫長的戰役中,金幣短缺,這種特質真是不可多" -"得。新招募的單位永遠都不會有這種特質,所以應避免解雇忠誠單位,或讓他們去送" -"死。" +"需要付費,但卻不需要支出費用。在漫長的戰役中,金幣短缺,這種特質的單位真是不" +"可多得。新招募的單位永遠都不會有這種特質,所以應避免解雇忠誠特質的單位,或讓" +"他們去送死。" #. [topic]: id=traits_loyal #: data/core/help.cfg:416 -#, fuzzy msgid "" "text='Loyal' units don’t incur upkeep. Most units incur an " "upkeep cost at the end of every turn, which is equal to their level. Loyal " "units do not incur this cost." msgstr "" -"擁有忠誠特質的單位不需要維護費用。大多數單位每回合結束後根據其等級而需要相應" -"的維護費用。忠誠特質的單位不需要。" +"擁有text='忠誠'的單位不需要支付費用。大多數的單位每回合結束" +"後會依據其等級而需要所相當的費用。而擁有忠誠特質的單位則不需要。" #. [topic]: id=traits_undead #: data/core/help.cfg:423 @@ -2362,7 +2480,6 @@ msgstr "不死" #. [topic]: id=traits_undead #: data/core/help.cfg:424 -#, fuzzy msgid "" "\n" "\n" @@ -2373,16 +2490,14 @@ msgid "" msgstr "" "\n" "\n" -"擁有不死特質的單位往往只擁有這一特質。擁有不死特質的單位通常身體已死而被召唤" -"出來戰鬥,毒素對他們没影響。因而他們與那些善於用毒的對手作戰時的價值無法估" -"量。" +"擁有不死的單位只擁有這一項特質。擁有不死特質的單位通常身體已死而被召唤出來戰" +"鬥,所以毒素傷害對他們没影響。這使他們有利與那些善於使用毒素傷害的對手戰鬥。" #. [topic]: id=traits_undead #: data/core/help.cfg:424 -#, fuzzy msgid "" "text='Undead' units are immune to poison, drain, and plague." -msgstr "擁有不死特質的單位免疫毒素,吸血和瘟疫。" +msgstr "擁有text='不死'的單位免疫毒素、吸血和瘟疫。" #. [topic]: id=traits_mechanical #: data/core/help.cfg:431 @@ -2391,7 +2506,6 @@ msgstr "機械" #. [topic]: id=traits_mechanical #: data/core/help.cfg:432 -#, fuzzy msgid "" "\n" "\n" @@ -2401,16 +2515,15 @@ msgid "" msgstr "" "\n" "\n" -"一般來説機械單位只有‘機械’這一項特質。由於機械單位並不是真的擁有生命,所以吸" -"血、毒素和瘟疫對他們不起作用" +"擁有不死的單位只擁有這一項特質。由於機械單位並不是真的擁有生命,所以吸血、毒" +"素和瘟疫對他們不起作用" #. [topic]: id=traits_mechanical #: data/core/help.cfg:432 -#, fuzzy msgid "" "text='Mechanical' units are immune to poison, drain, and " "plague." -msgstr "擁有機械特質的單位免疫毒素、吸血和瘟疫也不起作用。" +msgstr "擁有text='機械'的單位免疫毒素、吸血和瘟疫。" #. [topic]: id=traits_elemental #: data/core/help.cfg:439 @@ -2436,16 +2549,15 @@ msgstr "" msgid "" "text='Elemental' units are immune to poison, drain, and " "plague." -msgstr "擁有text='元素'特質的單位免疫毒素、吸血和瘟疫。" +msgstr "擁有text='元素'的單位免疫毒素、吸血和瘟疫。" #. [topic]: id=traits_dextrous #: data/core/help.cfg:447 msgid "Dextrous" -msgstr "靈巧" +msgstr "靈敏" #. [topic]: id=traits_dextrous #: data/core/help.cfg:448 -#, fuzzy msgid "" "\n" "\n" @@ -2457,15 +2569,16 @@ msgstr "" "\n" "\n" "靈敏是精靈特有的特質。精靈以其優雅的風度和善用弓箭而聞名。然而,有些天賦秉异" -"的精靈超過了他們的兄弟。這些精靈每次用箭攻撃都會造成1點的額外傷害。" +"的精靈脫穎而出。這些精靈每次用箭攻撃都會造成1點的額外傷害。" #. [topic]: id=traits_dextrous #: data/core/help.cfg:448 -#, fuzzy msgid "" "text='Dextrous' units do 1 more damage for every successful " "strike in ranged combat." -msgstr "擁有靈敏特質的單位每次成功遠程攻撃後造成1點的額外傷害。" +msgstr "" +"擁有text='靈敏'的單位每次用遠距離攻撃擊中後會造成1點的額外傷" +"害。" #. [topic]: id=traits_healthy #: data/core/help.cfg:455 @@ -2474,7 +2587,6 @@ msgstr "活力" #. [topic]: id=traits_healthy #: data/core/help.cfg:456 -#, fuzzy msgid "" "\n" "\n" @@ -2484,8 +2596,9 @@ msgid "" msgstr "" "\n" "\n" -"活力特質讓單位擁有2點附加生命值,並且在每回合未戰鬥的回合之後恢復額外2點生命" -"值." +"擁有text='活力'的單位額外附加1點生命值,而每升一級也多1點生" +"命值,並且在每個未戰鬥的回合結束後恢復額外2點生命值。他們在中毒時所受的傷害也" +"會減少四分之一。" #. [topic]: id=traits_healthy #: data/core/help.cfg:456 @@ -2497,7 +2610,7 @@ msgstr "矮人們以活力著稱,有些强壯的矮人甚至可以在移動同 #. [topic]: id=traits_dim #: data/core/help.cfg:463 msgid "Dim" -msgstr "幽暗" +msgstr "愚蠢" #. [topic]: id=traits_dim #: data/core/help.cfg:464 @@ -2509,21 +2622,21 @@ msgid "" msgstr "" "\n" "\n" -"幽暗特質在地精等稀有種族中很常見。這些種族之所以数量較少是有原因的,幽暗特質" -"便是其中之一。" +"愚蠢特質在地精等稀有種族中很常見。這些種族之所以数量較少是有原因的,愚蠢便是" +"其中之一。" #. [topic]: id=traits_dim #: data/core/help.cfg:464 -#, fuzzy msgid "" "Units with trait text='dim' suffer a 20% increase in " "experience required to advance." -msgstr "具有幽暗特質的單位升級所需的經驗值比一般單位多20%。" +msgstr "" +"擁有text='愚蠢'的單位必須比一般單位多20%的經驗值才能升級。" #. [topic]: id=traits_slow #: data/core/help.cfg:471 msgid "Slow" -msgstr "緩速" +msgstr "緩慢" #. [topic]: id=traits_slow #: data/core/help.cfg:472 @@ -2536,15 +2649,13 @@ msgid "" msgstr "" "\n" "\n" -"體型龐大笨拙,地精和其它種族中的慢速在移动上受到限制,但在耐力上得到少許補" -"償。" +"體型龐大且笨拙,地精和其它種族在移動上受到限制,但在耐力上得到少許的補償。" #. [topic]: id=traits_slow #: data/core/help.cfg:472 -#, fuzzy msgid "" "text='Slow' units have −1 movement but 5% more hitpoints." -msgstr "擁有緩速特質的單位少1點移動點數奬勵,但是會多5%的生命值。" +msgstr "擁有緩慢的單位少1點移動點數奬勵,但是會多5%的生命值。" #. [topic]: id=traits_weak #: data/core/help.cfg:479 @@ -2553,11 +2664,10 @@ msgstr "虛弱" #. [topic]: id=traits_weak #: data/core/help.cfg:480 -#, fuzzy msgid "" "Units with trait text='weak' get a −1 increment in " "hitpoints and melee damage." -msgstr "擁有虛弱特質的單位,攻擊次數和近戰傷害各-1。" +msgstr "擁有text='虛弱'的單位,生命值和近戰傷害各-1。" #. [topic]: id=traits_aged #: data/core/help.cfg:485 @@ -2570,8 +2680,8 @@ msgid "" "Units with trait text='aged' get a −8 increment in " "hitpoints and a −1 increment in movement and melee damage." msgstr "" -"擁有text='年長'特質的單位減八點生命值,移動點數和近戰傷害各" -"減一點。" +"擁有text='年長'的單位減八點生命值,移動點數和近戰傷害各減一" +"點。" #. [topic]: id=..terrains #: data/core/help.cfg:492 @@ -2591,7 +2701,6 @@ msgstr "平原" #. [topic]: id=terrain_flat #: data/core/help.cfg:504 -#, fuzzy msgid "" "text='Grassland' represents open plains, whether " "cultivated, cut back for grazing, or wild. Being open ground, grassland is " @@ -2601,11 +2710,11 @@ msgid "" "\n" "Most units have defense of 30 to 40% on grassland." msgstr "" -"草原代表了開闊的平原地形,無論是開墾過的,為放牧修剪過的,還是荒凉的。正因為" -"寬闊,在草原上移動是很迅速的,但也很難進行有效防禦。一般來説,適合平原作戰的" -"單位是騎兵或那些需要開闊地帶的單位。\n" +"text='草原'代表了開闊的平原地形,無論是開墾過的,放牧修剪過" +"的,還是荒凉的。正因為寬闊,在草原上移動是很迅速的,但也很難進行有效防禦。一" +"般來説,適合平原作戰的單位是騎兵或那些需要寬廣環境的單位。\n" "\n" -"大多數單位在草原上有30%到40%的閃避幾率。" +"大多數單位在草原上有30%到40%的閃避率。" #. [topic]: id=terrain_road #: data/core/help.cfg:515 @@ -2614,15 +2723,15 @@ msgstr "道路" #. [topic]: id=terrain_road #: data/core/help.cfg:518 -#, fuzzy msgid "" "text='Roads' are beaten paths of dirt, formed by many " "travelers passing over them. As far as gameplay is concerned, roads behave " "as dst='terrain_flat' text='flat' terrain.\n" "\n" msgstr "" -"道路是有許許多多旅行者在鬆軟的泥土上行走時踩出來的。就遊戲而言,道路和" -"dst=terrain_grassland text=草原没有兩様。" +"text='道路'是許多旅行者在鬆軟的泥土上行走時踩出來的。就遊戲" +"而言,道路和dst='terrain_flat' text='平原'没有兩様。\n" +"\n" #. [topic]: id=terrain_forest #: data/core/help.cfg:527 @@ -2631,7 +2740,6 @@ msgstr "森林" #. [topic]: id=terrain_forest #: data/core/help.cfg:530 -#, fuzzy msgid "" "text='Forests' represent any woodland with significant " "undergrowth, enough to hinder passage. Though they slow nearly everyone " @@ -2649,14 +2757,15 @@ msgid "" "Dwarves generally receive only 30% defense in forests.\n" "\n" msgstr "" -"森林地形代表任何生有茂密下層植被的林區,這種地形足以减緩移動速度。雖然幾乎减" -"慢了所有兵種的移動,但是防禦性就比在開闊地帶好。然而,騎兵在森林裏行進艱難," -"叢林隱秘帶來的一點優勢也就此化為烏有。這些對精靈却不適用,叢林不僅不影響他們" -"的移動速度,還帶來可觀的防禦加乘。矮人是另一種例外,雖然他們奮力穿越森利時速" -"度不受什麽影響,但是完全不熟悉地形導致他們得不到任何防禦加乘。\n" +"text='森林'代表任何生有茂密下層植被的林區,這種地形足以减緩" +"移動速度。雖然幾乎減慢了所有單位的移動,但是防禦性就比在寬廣環境來的好。然" +"而,騎兵在森林裡行進是艱難的,叢林的隱密優勢也沒有什麼太大的效用。但這些對精" +"靈正好相反,叢林不僅不影響他們的移動速度,還帶來可觀的防禦加乘。矮人則是另一" +"種例外,雖然他們奮力穿越森利時速度不受什麽影響,但是完全不熟悉地形導致他們得" +"不到任何防禦加乘。\n" "\n" -"大多數單位在森林中有50%的閃避率,但騎兵僅僅有40%。精靈(即使是騎兵)享有60%到" -"70%的閃避率。矮人在森林中的閃避率通常只有30%。\n" +"大多數單位在森林中有50%的閃避率,但騎兵僅只有30%。精靈則有60%到70%的閃避率。" +"矮人在森林中通常只有30%。\n" "\n" #. [topic]: id=terrain_hills @@ -2666,7 +2775,6 @@ msgstr "丘陵" #. [topic]: id=terrain_hills #: data/core/help.cfg:545 -#, fuzzy msgid "" "text='Hills' represent any reasonably rough terrain, with " "enough dips and rises in the ground to provide some cover. Hills are " @@ -2679,11 +2787,12 @@ msgid "" "40%. Dwarves enjoy 60% defense in hills.\n" "\n" msgstr "" -"丘陵地帶由適度崎嶇的地形組成,並有足够的溝壑來形成保護帶。大部分部隊想穿越丘" -"陵都有難度,矮人,巨魔和獸人則因為非常熟悉地形,所以速度不受影響。騎兵在丘陵" -"中行進艱難,那一點防禦也因此化為烏有。\n" +"text='丘陵'由適度崎嶇的地形組成,並有足夠的高低差來形成保護" +"帶。大部分部隊想穿越丘陵都有難度,矮人、巨魔和獸人則因為非常熟悉地形,所以速" +"度不受影響。騎兵在丘陵中行進艱難,防禦性也起不了作用。\n" +"\n" +"在丘陵大多數單位有50%的閃避率,不過騎兵被限制在40%,而矮人則有60%。\n" "\n" -"在丘陵地帶大多數單位有50%的閃避幾率,不過騎兵則被限制在40%,而矮人却享有60%。" #. [topic]: id=terrain_mountains #: data/core/help.cfg:556 @@ -2692,7 +2801,6 @@ msgstr "山嶺" #. [topic]: id=terrain_mountains #: data/core/help.cfg:559 -#, fuzzy msgid "" "text='Mountains' are steep enough that units often have to " "climb over obstacles to move. By this nature, they provide a considerable " @@ -2704,11 +2812,12 @@ msgid "" "\n" "Most units receive about 60% defense in mountains, whereas Dwarves enjoy 70%." msgstr "" -"山嶺很陡峭,部隊有時不得不爬過種種障礙才能前進。正是因此,山嶺對大部分部隊的" -"防禦有利,但也阻礙他們由此通過。大多數騎兵根本無法進入山嶺;然而,精靈騎兵是" -"個例外,地精狼騎士也是一様。矮人和巨魔最熟悉多山的地形,因此可以暢通無阻。\n" +"text='山嶺'很陡峭,部隊有時不得不爬過重重障礙才能前進。正是" +"因此,山嶺對大部分的單位提供有效的防禦性,但也減緩了他們由此通過的速度。大多" +"數騎兵根本無法進入山嶺;但是,精靈騎兵是個例外,地精狼騎士也是一様。矮人和巨" +"魔最熟悉山區的地形,因此可以暢行無阻。\n" "\n" -"在山嶺中大多數單位有60%的閃避幾率,而矮人則有70%。" +"在山嶺中大多數單位有60%的閃避率,而矮人則有70%。" #. [topic]: id=terrain_swamp_water #: data/core/help.cfg:568 @@ -2717,7 +2826,6 @@ msgstr "沼澤" #. [topic]: id=terrain_swamp_water #: data/core/help.cfg:571 -#, fuzzy msgid "" "text='Swamps' represent any sort of wetlands. Swamps slow " "down nearly everyone, and inhibit their ability to defend themselves. An " @@ -2728,20 +2836,19 @@ msgid "" "Most units make do with 30% defense in swamps. Mermen, naga, and saurians " "all generally enjoy 60%." msgstr "" -"沼澤地形代表了多種濕地地貌,幾乎所有單位在沼澤裏速度都會下降,防禦也會降低。" -"不過,任何天生適應水中環境的種族都是例外;他們在沼澤裏行動自如,還能獲得防禦" -"加乘。那些生活在沼澤地的生物也能將其化為天然防禦掩體。\n" +"text='沼澤'代表著任何濕地的地形,幾乎所有單位在沼澤中速度都" +"會下降,防禦也會降低。不過,天生適應水中環境的種族是例外;他們在沼澤裡行動自" +"如,還能獲得防禦加乘。那些生活在沼澤地的生物也能將其化為天然防禦屏障。\n" "\n" -"在沼澤中大多數單位有30%的閃避幾率,魚人,納迦和蜥蜴人通常則有60%。" +"在沼澤中大多數單位有30%的閃避率,魚人,納迦和蜥蜴人通常則有60%。" #. [topic]: id=terrain_shallow_water #: data/core/help.cfg:580 msgid "Shallow Water" -msgstr "淺水" +msgstr "淺灘" #. [topic]: id=terrain_shallow_water #: data/core/help.cfg:583 -#, fuzzy msgid "" "text='Shallow water' represents any body of water deep " "enough to come up to roughly a man’s waist. This is enough to slow down " @@ -2754,11 +2861,11 @@ msgid "" "Most units make do with 20 to 30% defense in shallow water, whereas both " "naga and mermen enjoy 60%." msgstr "" -"淺水指的是任何水深及腰的水域。這已足夠减慢幾乎所有單位的速度,並讓他們暴露在" -"敵人的攻撃之下。淺水會淹過矮人的頭頂,讓他們非常難受。那些天生會游泳的種族則" -"是例外,他們在淺水裏行動自如,還能獲得防禦加乘。\n" +"淺灘指的是任何水深及腰的水域。這已足夠減慢所有單位的速度,並讓他們暴露在敵人" +"的攻撃之下。淺灘會淹過矮人的頭頂,讓他們非常難受。那些天生會游泳的種族則例" +"外,他們在淺灘中行動自如,還能獲得防禦加乘。\n" "\n" -"在淺水中大多數單位有20%到30%的閃避幾率,但納迦和魚人則有60%。" +"在淺灘中大多數單位有20%到30%的閃避率,但納迦和魚人則有60%。" #. [topic]: id=terrain_deep_water #: data/core/help.cfg:592 @@ -2767,7 +2874,6 @@ msgstr "深水" #. [topic]: id=terrain_deep_water #: data/core/help.cfg:595 -#, fuzzy msgid "" "text='Deep water' represents any body of water deep enough " "to cover a man’s head. Most units cannot enter deep water: it is the domain " @@ -2775,19 +2881,18 @@ msgid "" "\n" "Mermen and naga both receive 50% defense in deep water, with full movement." msgstr "" -"深水指的是所有能淹過成人頭頂的水域。大多數單位不能進入深水。這是那些會飛或游" -"泳技術高超的單位的領地。\n" +"text='深水'指的是所有能淹過成人頭頂的水域。大多數單位不能進" +"入深水。這是那些會飛或游泳技術高超單位的領地。\n" "\n" -"在深水中魚人和納迦都有50%的閃避幾率,並且能自由移動。" +"在深水中魚人和納迦都有50%的閃避率,並且能自由移動。" #. [topic]: id=terrain_frozen #: data/core/help.cfg:604 msgid "Frozen" -msgstr "冰凍的" +msgstr "凍原" #. [topic]: id=terrain_frozen #: data/core/help.cfg:607 -#, fuzzy msgid "" "text='Frozen' terrain represents any flat area that is " "covered by snow or ice. Most units are slowed down on it, and have a harder " @@ -2796,10 +2901,11 @@ msgid "" "\n" "Most units have 20 to 40% defense in frozen terrain." msgstr "" -"雪地是上凍的平原,既有永久的(如冰凍苔原),也有暫時的(被雪覆蓋的草原)。大" -"多數單位會由於雪的影響减慢行進速度,並且很難作有效的自我防禦。\n" +"text='凍原'指的是任何雪地或是被冰凍的土地。大多數的單位會由" +"於雪的影響而減慢速度,並且很難做有效的防禦。特別是水中單位,即使他們能在水裡" +"呼吸,也無法在冰裡生存。\n" "\n" -"在雪地大多數單位有20%到40%的閃避幾率。" +"在雪地大多數的單位有20%到40%的閃避率。" #. [topic]: id=terrain_castle #: data/core/help.cfg:616 @@ -2808,7 +2914,6 @@ msgstr "城堡" #. [topic]: id=terrain_castle #: data/core/help.cfg:619 -#, fuzzy msgid "" "text='Castles' are any sort of permanent fortification. " "Nearly all units receive a considerable bonus to their defense by being " @@ -2820,11 +2925,12 @@ msgid "" "Most units have about 60% defense in a castle.\n" "\n" msgstr "" -"城堡指的是任何形式的永久性防禦建築。幾乎所有駐扎在城堡内的單位都會獲得防禦奬" -"勵,並能自由移動。城堡的防禦能力在於駐扎其中的單位,如果城堡空格中没有單位," -"敵人就能很輕易的溜進城堡,與城堡中的守軍獲得相同的防守加乘。\n" +"text='城堡'指的是任何的永久性防禦建築。幾乎所有駐守在城堡内" +"的單位都會獲得防禦奬勵,並能自由移動。城堡的防禦能力在於駐守在其中的單位,如" +"果城堡空格中没有單位,敵人就能很輕易的溜進城堡,與城堡中的守軍獲得相同的閃避" +"加乘。\n" "\n" -"在城堡中大多數單位有大约60%的閃避幾率。\n" +"在城堡中大多數單位都有60%的閃避率。\n" "\n" #. [topic]: id=terrain_sand @@ -2834,7 +2940,6 @@ msgstr "沙地" #. [topic]: id=terrain_sand #: data/core/help.cfg:635 -#, fuzzy msgid "" "The instability of text='sand' makes it harder for most " "units to cross, and leaves them wide open to attack. In contrast, the wide " @@ -2843,10 +2948,10 @@ msgid "" "\n" "Most units receive 20 to 40% defense in sand." msgstr "" -"沙地的不穩定性使得大多數單位很難穿過,而且很容易受到攻撃。相比之下,那些長着" -"大脚或蛇形身軀的類蜥蜴單位則能在沙地裏相當自由的移動。\n" +"text='沙地'的不穩定性使得大多數單位很難穿越,而且很容易受到" +"攻撃。相較之下,那些長著大腳或蛇形身軀的類蜥蜴單位則能在沙地裡自由的移動。\n" "\n" -"在沙地中大多數單位獲得20%到40%的閃避幾率。" +"在沙地中大多數單位有20%到40%的閃避率。" #. [topic]: id=terrain_desert #: data/core/help.cfg:644 @@ -2855,14 +2960,13 @@ msgstr "沙漠" #. [topic]: id=terrain_desert #: data/core/help.cfg:647 -#, fuzzy msgid "" "text='Deserts' have a somewhat different composition than " "small sand pits or beaches, however for gameplay purposes they are " "identical. See dst='terrain_sand' text='sand'." msgstr "" -"沙漠不同於小型沙地或沙灘,然而在遊戲中,它們是一様的。參見" -"dst=terrain_sand text=沙地。" +"text='沙漠'不同於小型沙地或沙灘,但在遊戲中,它們是相同的。" +"請參考dst=terrain_sand text=沙地。" #. [topic]: id=terrain_cave #: data/core/help.cfg:654 @@ -2871,7 +2975,6 @@ msgstr "洞穴" #. [topic]: id=terrain_cave #: data/core/help.cfg:657 -#, fuzzy msgid "" "text='Cave' terrain represents any underground cavern with " "enough room for a unit to pass. Most units are wholly unfamiliar with the " @@ -2883,11 +2986,12 @@ msgid "" "\n" "Most units receive 20 to 40% defense in caves, whereas dwarves have 50%." msgstr "" -"洞穴代表任何足以容許單位通過的地下地形。大多數單位不熟悉地形,應此速度和防禦" -"都會受負面影響。矮人和巨魔是洞穴中的主要居民,穿行於這類地形之中也相對的輕巧" -"一些。憑借自身矮小的特點,矮人在這類地形中穿行時占盡優勢。\n" +"text='洞穴'代表任何可以讓單位通過的地下地形。大多數的單位不" +"熟悉此地形,因此速度和防禦都會受影響。矮人和巨魔是洞穴中的主要居民,對於在這" +"種地形中活動也相對的容易。而憑借自身矮小的特點,矮人在這類地形中移動也占盡優" +"勢。偶爾也會有dst='terrain_illuminated_cave' text='明亮'的洞穴。\n" "\n" -"大部分兵種在洞穴中有20%到40%的閃避幾率,而矮人則有50%。" +"大部分單位在洞穴中有20%到40%的閃避率,而矮人則有50%。" #. [topic]: id=terrain_rockbound_cave #: data/core/help.cfg:666 @@ -2896,7 +3000,6 @@ msgstr "岩石洞穴" #. [topic]: id=terrain_rockbound_cave #: data/core/help.cfg:669 -#, fuzzy msgid "" "text='Rockbound cave' terrain is formed by the action of " "water and wind, carrying erosive particles that carve the rock. It resembles " @@ -2910,12 +3013,13 @@ msgid "" "Most units have about 50% defense in rocky caves, whereas cavalry are " "limited to 40%. Dwarves enjoy 60% defense in rockbound caves." msgstr "" -"岩石洞穴這種地形是由攜帶腐蝕性粒子的水和風侵蝕而成的。它類似於凹凸不平的地下" -"洞穴,降低了大部分兵種在其中的移動效率,不過防守却因此得到增强。矮人和巨魔是" -"洞穴中的主要居民,穿行於這類地形之中也相對的輕巧一些。憑借自身矮小的特點,矮" -"人在這類地形中穿行時占盡優勢。\n" +"text='岩石洞穴'這種地形是經由水和風的長期侵蝕而形成。它像是" +"凹凸不平的地下洞穴,這種地形影響了大部分單位的移動速度,不過防守卻因此得到補" +"強。矮人和巨魔是洞穴中的主要居民,穿梭在這類地形之中也相對的輕巧一些。憑借自" +"身矮小的特點,矮人在這裡行動時占盡優勢。偶爾也會有" +"dst='terrain_illuminated_cave' text='明亮'的洞穴。\n" "\n" -"大部分兵種在岩石洞穴中有50%的閃避幾率;騎兵只有40%,而矮人則有60%。" +"大部分的單位在岩石洞穴中有50%的閃避率,騎兵只有40%。而矮人則有60%。" #. [topic]: id=terrain_illuminated_cave #: data/core/help.cfg:678 @@ -2924,7 +3028,6 @@ msgstr "明亮的洞穴" #. [topic]: id=terrain_illuminated_cave #: data/core/help.cfg:681 -#, fuzzy msgid "" "Rare patches of the underground world are illuminated by light from the " "surface shining down into the gloomy darkness. This provides an attack bonus " @@ -2932,10 +3035,9 @@ msgid "" "other regards this terrain is functionally identical to normal " "dst='terrain_cave' text='cave terrains'." msgstr "" -"明亮的洞穴是指地面上的光綫能照射到的一小片洞穴。這為守序單位提供了攻撃加乘," -"並移除了渾沌單位的攻撃加乘。就其他方面來説,天光的洞穴與其它洞穴並無二致。\n" -"\n" -"大部分兵種在洞穴中的閃避幾率在20%至40%之間,矮人則有50%。" +"明亮的洞穴是指地面上的光線能照射到的洞穴裡頭。這為守序單位提供了攻撃加乘,並" +"移除了渾沌單位的攻撃加乘。就其他方面來説,明亮的洞穴與其他" +"dst='terrain_cave' text='洞穴地形'並無兩樣。" #. [topic]: id=terrain_fungus #: data/core/help.cfg:688 @@ -2944,7 +3046,6 @@ msgstr "蘑菇林" #. [topic]: id=terrain_fungus #: data/core/help.cfg:691 -#, fuzzy msgid "" "text='Mushroom groves' are vast underground forests of " "giant mushrooms, which thrive in the damp darkness. Most units have trouble " @@ -2956,12 +3057,13 @@ msgid "" "Most units receive 50% to 60% defense in mushroom groves, whereas cavalry " "receive only 20%." msgstr "" -"蘑菇林是由巨型蘑菇形成的廣大的地下森林,在潮濕黑暗之處生長繁盛。大部分兵種通" -"過對布滿松軟的小蘑菇的地面都面露難色,不過那些巨大的蘑菇柄給他們提供了充足的" -"保護。騎兵則仿佛身陷泥潭,在作戰時完全失去了自由移動的能力。不死族的兵種自然" -"而然對腐敗感到親切,所以他們在蘑菇林裏的表現也很不錯。\n" +"text='蘑菇林'是由廣闊的巨大蘑菇所形成的地下森林,適合在潮濕" +"黑暗的地方生長。大部分的單位對於佈滿鬆軟的蘑菇地面都帶有不便,不過那些巨大的" +"蘑菇梗卻給他們提供了充足的防護。騎兵則像是身陷泥潭一樣在作戰時完全失去了移動" +"的能力。而不死族的單位對這些自然的腐敗物感到舒適,所以他們在蘑菇林裡的戰力也" +"相當不錯。\n" "\n" -"大部分兵種在蘑菇林中的閃避率在50%至60%之間,騎兵則只有20%。" +"大部分單位在蘑菇林中的閃避率在50%至60%之間,騎兵則只有20%。" #. [topic]: id=terrain_village #: data/core/help.cfg:700 @@ -2970,7 +3072,6 @@ msgstr "村莊" #. [topic]: id=terrain_village #: data/core/help.cfg:703 -#, fuzzy msgid "" "text='Villages' represent any group of buildings, human or " "otherwise. Almost all units, even cavalry, have an easy time navigating " @@ -2983,21 +3084,21 @@ msgid "" "40%.\n" "\n" msgstr "" -"村莊指的是人類或其它種族的建築群。通常所有單位,即使是騎兵,也能很輕易的通過" -"村莊,並且大多數駐扎在村莊中的單位會獲得防禦加乘。村莊提供給各個單位治療創傷" -"的資源。在村莊内的單位每回合恢復8點生命值,或治愈中毒效果。\n" +"text='村莊'指的是人類或其它種族的建築物。通常所有單位,即使" +"是騎兵,也能很輕易的進入村莊,而且大多數駐防在村莊中的單位都會獲得防禦加乘。" +"村莊提供各個單位治療創傷的資源。在村莊内的單位每回合可恢復8點生命值,或治癒中" +"毒效果。\n" "\n" -"在村莊中大多數單位有50%到60%的閃避率,但騎兵則只有40%。\n" +"在村莊中大多數單位有50%到60%的閃避率,但騎兵只有40%。\n" "\n" #. [topic]: id=terrain_water_village #: data/core/help.cfg:716 msgid "Submerged Village" -msgstr "水中的村莊" +msgstr "水中村莊" #. [topic]: id=terrain_water_village #: data/core/help.cfg:719 -#, fuzzy msgid "" "text='Submerged villages' are the homes of merfolk and " "nagas. While water-dwelling creatures are at home here, land-dwellers have a " @@ -3009,27 +3110,27 @@ msgid "" "Merfolk and nagas have 60% defense in submerged villages, whereas land based " "units usually have a low defense." msgstr "" -"水中村莊是納迦和人魚的家. 水中的生靈視此為家園,陸地的居民在這裏戰鬥移動十分困" -"難. 當然,像任何村莊一様,這裏也提供治愈創傷的設施. 在此處,單位每回合可以回復8" -"點生命值(或療毒). \n" +"text='水中村莊'是納迦和人魚的家。水中的生物視此為家園,陸地" +"的居民在這裏戰鬥移動十分困難。當然,像任何村莊一様,這裏也提供治療的資源。在" +"村莊内的單位每回合可恢復8點生命值,或治癒中毒效果。 \n" "\n" -"納迦和人魚在水中村莊有60%的閃避率, 然而陸地為家的單位只得到較低程度的保護." +"納迦和人魚在水中村莊有60%的閃避率,然而陸上單位只得到較低的保護。" #. [topic]: id=terrain_unwalkable #: data/core/help.cfg:728 msgid "Unwalkable" -msgstr "無法行走的" +msgstr "無法通過的深淵" #. [topic]: id=terrain_unwalkable #: data/core/help.cfg:731 -#, fuzzy msgid "" "text='Unwalkable terrain' covers any chasm or gorge which, " "as the name implies, cannot be crossed simply by walking. Chasms are noted " "for sheer walls which would take days to traverse. As far as gameplay is " "concerned, only units capable of flying can cross this terrain." msgstr "" -"深淵是平地上的凹陷,深不可測。深淵有着陡峭的山壁以至於要花費許多天才能通過。" +"text='無法行走的深淵'包括所有的深淵跟峽谷,正如名稱所提示" +"的,這些地形是無法步行通過的。深淵有著陡峭的山壁以至於要花費許多天才能通過。" "在遊戲中,只有那些能飛過峽谷的單位可以通過這種地形。" #. [topic]: id=terrain_lava @@ -3039,7 +3140,6 @@ msgstr "熔岩" #. [topic]: id=terrain_lava #: data/core/help.cfg:741 -#, fuzzy msgid "" "The dangers inherent in trying to walk on text='lava' are " "fairly obvious. As far as movement is concerned, lava is equivalent to " @@ -3049,9 +3149,10 @@ msgid "" "immediately above it. This provides an attack bonus for lawful units and " "removes the attack bonus from chaotic units." msgstr "" -"穿越熔岩是一件非常危險的事。這種地形只有那些能飛得相當高的單位才可以通過。熔" -"岩發射出光輝,照亮了它的上空。這位守序單位提供了攻撃加乘,同時消除了渾沌單位" -"的攻撃加乘。" +"想穿越text='熔岩'是一件非常危險的事。在地形方面,熔岩和" +"dst='terrain_unwalkable' text='無法行走的深淵'相同,只有那些能飛得" +"相當高的單位才可以通過。熔岩發射出光輝,照亮了它的上空。這為守序單位提供了攻" +"撃加乘,同時消除了渾沌單位的攻撃加乘。" #. [topic]: id=terrain_ford #: data/core/help.cfg:748 @@ -3069,17 +3170,16 @@ msgid "" "the unit on it." msgstr "" "有時一些河流正好特別淺,陸軍可以很容易的通過。而任何最適應於游泳的生物在這裏" -"也能自由移動。就遊戲而言,河灘相當於草原或淺水,遊戲會自動選擇對單位防守和移" +"也能自由移動。就遊戲而言,河灘相當於草原或淺灘,遊戲會自動選擇對單位防守和移" "動最有利的一種。" #. [topic]: id=terrain_reef #: data/core/help.cfg:758 msgid "Coastal Reef" -msgstr "礁石" +msgstr "珊瑚礁" #. [topic]: id=terrain_reef #: data/core/help.cfg:761 -#, fuzzy msgid "" "text='Coastal reefs' are shallows formed by stone, coral " "and sand. This provides most land units with a more steady footing and " @@ -3088,10 +3188,11 @@ msgid "" "\n" "Mermen and Naga both receive 70% defense on coastal reefs." msgstr "" -"礁石是由石頭、珊瑚和泥沙組成的淺灘。這為大部分路地單位提供比浅水更好的支撑和" -"防御。同時為水生種族提供特别的高防御。\n" +"text='珊瑚礁'是由石頭、珊瑚和泥沙組成的海域。這種地形提供大" +"部分的陸地單位比浅灘還要好的支撐點和防御性。同時為水中單位提供特别的高防御" +"性。\n" "\n" -"魚人和納迦在礁石上都有70%的防御。" +"魚人和納迦在珊瑚礁裡有70%的閃避率。" #. [topic]: id=terrain_bridge #: data/core/help.cfg:770 @@ -3100,7 +3201,6 @@ msgstr "橋梁" #. [topic]: id=terrain_bridge #: data/core/help.cfg:774 -#, fuzzy msgid "" "To those capable of building one, the ability to lay a " "text='bridge' offers a liberation from the fickle nature of " @@ -3114,17 +3214,18 @@ msgid "" "occupying the bridge hex. Note that a swimming unit and a land unit are not " "capable of occupying a bridge hex at the same time." msgstr "" -"對於能造橋的人來説,橋的存在意味着把自己從變化多端的水路中解放了出來。但這並" -"不能保證脚的乾燥舒適——在寒冷的季節這可不是件小事。\n" +"淺灘常常隨著水位的變化而若隱若現,對於有造橋能力的人來説,text='橋'的存在意味著自己已逃離變化多端的水域。不能讓自己的腳趾保持乾燥舒適,在" +"寒冷的季節裡這可不是件小事。\n" "\n" "無論是適應陸路還是適應水路的人,橋都是理想的地形。在遊戲中,橋相當於草原或淺" -"水,遊戲會自動選擇對單位防守和移動最有利的一種。注意,游泳單位和陸地單位不能" +"水,遊戲會自動選擇對單位防守和移動最有利的一種。注意,水中單位和陸地單位不能" "同時占領同一座橋。" #. [topic]: id=terrain_impassable #: data/core/help.cfg:783 msgid "Impassable" -msgstr "無法通過的山嶺" +msgstr "無法通過的山脈" #. [topic]: id=terrain_impassable #: data/core/help.cfg:786 @@ -3343,7 +3444,6 @@ msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:867 -#, fuzzy msgid "" "\n" "Switch debug mode on (does not work in multiplayer). See " @@ -3352,9 +3452,9 @@ msgid "" "\n" msgstr "" "\n" -"開啟調試模式(在多人對戰中無效)。查看dst=debug_commands text='調試模式" -"可用命令'。\n" -"要關閉調試模式可以使用 :nodebug 或者退出遊戲。\n" +"開啟偵錯模式(在多人對戰中無效)。請參閱dst=debug_commands text='偵錯模" +"式指令'。\n" +"退出遊戲或使用 :nodebug 可以關閉偵錯模式。\n" "\n" #. [topic]: id=general_commands @@ -3471,7 +3571,6 @@ msgstr "" #. [topic]: id=mp_commands #: data/core/help.cfg:907 -#, fuzzy msgid "" "\n" "Change the controller for side (write here the number of the side) to " @@ -3483,9 +3582,10 @@ msgid "" "\n" msgstr "" "\n" -"將某一方的控制權(在這裏輸入第n方的號碼)賦予某個玩家(在這裏輸入玩家或觀察者" -"的id)。您可以通過'場景設置'對話框(在'狀態列表'中按'更多'按鈕)查看誰控制着哪" -"一方。\n" +"將某一方的控制權(在這裏輸入第N方的號碼)賦予某個玩家(在這裏輸入玩家或觀察者" +"的ID)。您可以透過text='任務設定'的對話框查看哪個玩家控制著哪一" +"方(在text='狀態列表'中按text='更多'按鈕(預設快速鍵" +"alt+s))。主機可以改變任何一方的控制權。\n" "\n" #. [topic]: id=mp_commands @@ -3674,6 +3774,8 @@ msgid "" "\n" "Makes the selected unit level up N times. Example: :unit advances=2" msgstr "" +"\n" +"讓被選擇的單位連續升 N 級。例如::unit advances=2" #. [heals]: id=curing #: data/core/macros/abilities.cfg:49 @@ -4098,7 +4200,7 @@ msgstr "" #. [slow]: id=slow #: data/core/macros/abilities.cfg:608 msgid "slows" -msgstr "减速" +msgstr "緩慢" #. [slow]: id=slow #: data/core/macros/abilities.cfg:609 @@ -4115,9 +4217,9 @@ msgid "" "that is slowed will feature a snail icon in its sidebar information when it " "is selected." msgstr "" -"减速:\n" -"本攻撃减緩目標的動作,直到本回合結束。减速攻撃使目標的攻撃减半,移動速度也减" -"半(向上舍入)。" +"緩速:\n" +"本攻撃減慢目標的動作,直到本回合結束。緩速攻撃使目標的攻撃减半,移動點數也减" +"半。被緩速的單位,側邊訊息會顯示蝸牛的圖示。" #. [petrifies]: id=petrifies #: data/core/macros/abilities.cfg:618 @@ -4435,15 +4537,13 @@ msgstr "本單位游撃能力使其能够忽視敵人的控制區域,隨意繞 #: data/core/macros/special-notes.cfg:38 msgid " Illumination increases the lighting level in adjacent areas." -msgstr "'照明'能力增加相鄰區域的亮度。" +msgstr "照明能力增加相鄰區域的亮度。" #: data/core/macros/special-notes.cfg:41 msgid "" " This unit can use one move to teleport between any two empty villages " "controlled by its side." -msgstr "" -"傳送:\n" -"這個士兵可以在兩個友軍村莊之间傳送,僅耗費一點的移動力。" +msgstr "這個士兵可以在兩個友軍村莊之间傳送,僅耗費一點的移動力。" #: data/core/macros/special-notes.cfg:44 msgid "" @@ -4503,8 +4603,8 @@ msgid "" " This unit is able to slow its enemies, halving their movement speed and " "attack damage until they end a turn." msgstr "" -"本單位的'减速'攻撃能够减緩敵人的行動,使其移動速度和攻撃輸出减半,直到本回合" -"結束。" +"本單位的緩速攻撃能夠減慢敵人的行動,使其移動速度和攻撃輸出减半,直到本回合結" +"束。" #: data/core/macros/special-notes.cfg:71 msgid "" @@ -4548,8 +4648,8 @@ msgid "" " The length of this unit’s weapon allows it to strike first in melee, even " "in defense." msgstr "" -"本單位'毒素'攻撃的受害者將受到持續傷害,直到他們移入村莊或被擁有治愈能力的單" -"位治好為止。" +"本單位毒素攻撃的受害者將受到持續傷害,直到他們移入村莊或被擁有治癒能力的單位" +"治好為止。" #: data/core/macros/special-notes.cfg:92 msgid "" @@ -4615,32 +4715,32 @@ msgstr "元素" #. [trait]: id=strong #: data/core/macros/traits.cfg:90 msgid "strong" -msgstr "强壯" +msgstr "強壯" #. [trait]: id=strong #: data/core/macros/traits.cfg:91 msgid "female^strong" -msgstr "强壯" +msgstr "強壯" #. [trait]: id=dextrous #: data/core/macros/traits.cfg:108 msgid "dextrous" -msgstr "靈巧" +msgstr "靈敏" #. [trait]: id=dextrous #: data/core/macros/traits.cfg:109 msgid "female^dextrous" -msgstr "靈巧" +msgstr "靈敏" #. [trait]: id=quick #: data/core/macros/traits.cfg:122 msgid "quick" -msgstr "迅捷" +msgstr "敏捷" #. [trait]: id=quick #: data/core/macros/traits.cfg:123 msgid "female^quick" -msgstr "迅捷" +msgstr "敏捷" #. [trait]: id=intelligent #: data/core/macros/traits.cfg:139 @@ -4705,7 +4805,7 @@ msgstr "野性" #. [trait]: id=feral #: data/core/macros/traits.cfg:216 msgid "Receives only 50% defense in land-based villages" -msgstr "在村莊只有50%回避值" +msgstr "在村莊只有50%閃避率" #. [trait]: id=weak #: data/core/macros/traits.cfg:232 @@ -4730,12 +4830,12 @@ msgstr "緩速" #. [trait]: id=dim #: data/core/macros/traits.cfg:267 msgid "dim" -msgstr "幽暗" +msgstr "愚蠢" #. [trait]: id=dim #: data/core/macros/traits.cfg:268 msgid "female^dim" -msgstr "幽暗" +msgstr "愚蠢" #. [trait]: id=aged #: data/core/macros/traits.cfg:280 @@ -4771,6 +4871,10 @@ msgid "" "especially when encountered in groups. Typically nocturnal, they are often " "kept (and occasionally tamed) by those who share their love of the night." msgstr "" +"蝙蝠有許多不同的品種和大小,大多數的蝙蝠都是友善的,牠們只會吃昆蟲跟小型動" +"物。現在已經得知有更大更兇猛的蝙蝠會攻擊人類及其他種族跟牲畜,尤其是牠們成群" +"結隊時。通常在夜間出沒,牠們也常被喜歡在夜裡活動的傢伙們收留(偶爾會被馴" +"服)。" #. [race]: id=drake #: data/core/units.cfg:54 @@ -5158,6 +5262,9 @@ msgid "" "intelligent being. Most mechanical things neither move nor think on their " "own, but some do so as a result of magical enchantment." msgstr "" +"它們不來自大自然也不由巫術所控制,text='機械'這詞代表著由高" +"等生物所創造出來的物品。大部分的機械都不會自己移動或是思考,但有些會被魔法所" +"控制之類的。" #. [race]: id=merman #: data/core/units.cfg:208 @@ -5210,6 +5317,8 @@ msgid "" "wilderness, ocean depths, and other climes of the world. They figure largely " "in the tales and nightmares of its denizens, as well." msgstr "" +"怪物這詞包含了很多藏匿在山洞、荒野、海洋及世界各地的可怕野獸。他們的身影也常" +"出沒於居民的故事及惡夢之中。" #. [race]: id=naga #: data/core/units.cfg:230 @@ -5664,7 +5773,7 @@ msgstr "地形" #: src/help.cpp:1609 msgid "Defense" -msgstr "閃避幾率" +msgstr "閃避率" #: src/help.cpp:1610 msgid "Movement Cost" @@ -5710,34 +5819,6 @@ msgstr "韋諾之戰說明" msgid "Parse error when parsing help text: " msgstr "分析幫助文本時語法錯誤: " -#~ msgid "" -#~ "Berserk:\n" -#~ "Whether used offensively or defensively, this attack presses the " -#~ "engagement until one of the combatants is slain, or 30 rounds of attacks " -#~ "have occurred." -#~ msgstr "" -#~ "狂暴:\n" -#~ "不論選擇進攻或者防守,狂暴的效力都將持續到三十次交戰之後或者一方倒下為止。" - -#~ msgid "" -#~ "Magical:\n" -#~ "This attack always has a 70% chance to hit regardless of the defensive " -#~ "ability of the unit being attacked." -#~ msgstr "" -#~ "魔法:\n" -#~ "無論目標防禦能力為何,此攻擊永遠有百分之七十的機會對敵人造成傷害。" - -#~ msgid "firststrike" -#~ msgstr "先發制人" - -#~ msgid "" -#~ "First Strike:\n" -#~ "This unit always strikes first with this attack, even if they are " -#~ "defending." -#~ msgstr "" -#~ "先發制人:\n" -#~ "即使在守勢之中,該單位永遠先攻擊敵人。" - #~ msgid "" #~ "Some weapons have special features that increase the effectiveness of " #~ "attacking with them.\n"