Merge 2006-07-24T06:23:31Z!okyada@gmail.com, 2006-07-24T08:35:33Z!lari.nieminen@iki.fi and 2006-07-24T08:58:29Z!lari.nieminen@iki.fi into trunk

This commit is contained in:
Isaac Clerencia Perez 2006-07-24 11:58:03 +00:00
commit f6006b0413
38 changed files with 1335 additions and 702 deletions

View file

@ -14,7 +14,8 @@
cost=12
usage=fighter
unit_description= _ "While often viewed as inferior to their land loving counterparts, Sea Orcs represent a great leap for all goblinoids as they have adapted to aquatic environments. With their curved swords they are competent fighters, although their lack of a ranged attack and poor defence on land do represent strategic weaknesses."
die_sound=orc-small-die.wav
die_sound={SOUND_LIST:ORC_SMALL_DIE}
{DEFENSE_ANIM "units/sea-orc-defend.png" "units/sea-orc.png" {SOUND_LIST:ORC_SMALL_HIT} }
[attack]
name=sword
icon=attacks/sword-orcish.png
@ -61,5 +62,4 @@
[/frame]
[/animation]
[/attack]
{DEFENSE_ANIM "units/sea-orc-defend.png" "units/sea-orc.png" orc-small-hit.wav }
[/unit]

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@ -4,8 +4,8 @@
name= _ "Dark Assassin"
race=orc
image=orcish-nightstalker.png
{DEFENSE_ANIM_FILTERED "orcish-nightstalker-defend-melee.png" orcish-nightstalker.png orc-small-hit.wav range=melee}
{DEFENSE_ANIM_FILTERED "orcish-nightstalker-defend-ranged.png" orcish-nightstalker.png orc-small-hit.wav range=ranged}
{DEFENSE_ANIM_FILTERED "orcish-nightstalker-defend-melee.png" orcish-nightstalker.png {SOUND_LIST_ORC_SMALL_HIT} range=melee}
{DEFENSE_ANIM_FILTERED "orcish-nightstalker-defend-ranged.png" orcish-nightstalker.png {SOUND_LIST_ORC_SMALL_HIT} range=ranged}
profile=portraits/cloaked.png
hitpoints=52
movement_type=elusivefoot

View file

@ -4,8 +4,8 @@
name= _ "Dark Assassin"
race=orc
image=orcish-nightstalker.png
{DEFENSE_ANIM_FILTERED "orcish-nightstalker-defend-melee.png" orcish-nightstalker.png orc-small-hit.wav range=melee}
{DEFENSE_ANIM_FILTERED "orcish-nightstalker-defend-ranged.png" orcish-nightstalker.png orc-small-hit.wav range=ranged}
{DEFENSE_ANIM_FILTERED "orcish-nightstalker-defend-melee.png" orcish-nightstalker.png {SOUND_LIST_ORC_SMALL_HIT} range=melee}
{DEFENSE_ANIM_FILTERED "orcish-nightstalker-defend-ranged.png" orcish-nightstalker.png {SOUND_LIST_ORC_SMALL_HIT} range=ranged}
profile=portraits/cloaked.png
hitpoints=60
movement_type=elusivefoot

View file

@ -4,8 +4,8 @@
name= _ "Dark Assassin"
race=orc
image=orcish-nightstalker.png
{DEFENSE_ANIM_FILTERED "orcish-nightstalker-defend-melee.png" orcish-nightstalker.png orc-small-hit.wav range=melee}
{DEFENSE_ANIM_FILTERED "orcish-nightstalker-defend-ranged.png" orcish-nightstalker.png orc-small-hit.wav range=ranged}
{DEFENSE_ANIM_FILTERED "orcish-nightstalker-defend-melee.png" orcish-nightstalker.png {SOUND_LIST_ORC_SMALL_HIT} range=melee}
{DEFENSE_ANIM_FILTERED "orcish-nightstalker-defend-ranged.png" orcish-nightstalker.png {SOUND_LIST_ORC_SMALL_HIT} range=ranged}
profile=portraits/cloaked.png
hitpoints=68
movement_type=elusivefoot

View file

@ -74,6 +74,18 @@ lich-hit-1.ogg,lich-hit-2.ogg #enddef
#define SOUND_LIST:NAGA_HIT
naga-hit-1.ogg,naga-hit-2.ogg,naga-hit-3.ogg #enddef
#define SOUND_LIST:ORC_HIT
orc-hit-1.ogg,orc-hit-2.ogg,orc-hit-3.ogg,orc-hit-4.ogg #enddef
#define SOUND_LIST:ORC_DIE
orc-die-1.ogg,orc-die-2.ogg,orc-die-3.ogg #enddef
#define SOUND_LIST:ORC_SMALL_HIT
orc-small-hit-1.ogg,orc-small-hit-2.ogg,orc-small-hit-3.ogg,orc-small-hit-4.ogg #enddef
#define SOUND_LIST:ORC_SMALL_DIE
orc-small-die-1.ogg,orc-small-die-2.ogg #enddef
#define SOUND_LIST:ZOMBIE_WEAK_HIT
zombie-hit-4.ogg,zombie-hit-5.ogg,zombie-hit-6.ogg #enddef

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@ -16,7 +16,8 @@
cost=14
usage=archer
unit_description= _ "Orcish Archers are considered by many of their fellow orcs to be a lesser caste of warrior, for attacking their enemies from a distance. However, since most orcs won't learn how to handle a bow, he is an indispensable part of the orcish army."
die_sound=orc-small-die.wav
die_sound={SOUND_LIST:ORC_SMALL_DIE}
{DEFENSE_ANIM "units/orcs/archer-defend.png" "units/orcs/archer.png" {SOUND_LIST:ORC_SMALL_HIT} }
[death]
[frame]
begin=0
@ -64,7 +65,6 @@
image="units/orcs/archer-death-9.png"
[/frame]
[/death]
{DEFENSE_ANIM "units/orcs/archer-defend.png" "units/orcs/archer.png" orc-small-hit.wav }
[attack]
name=dagger
icon=attacks/dagger-orcish.png

View file

@ -17,8 +17,8 @@
unit_description= _ "Though some consider it cowardly to use, poison is a weapon favored by orcs, especially those weak of frame. Orcish assassins, who use it on throwing knives, are typically a bit frail, although surprisingly nimble. Though rarely the ones who deal the killing blow, their tactics are a considerable aid to their larger and more brutal kin.
Special Notes:"+{SPECIAL_NOTES_POISON}
die_sound=orc-small-die.wav
{DEFENSE_ANIM "units/orcs/assassin-defend.png" "units/orcs/assassin.png" orc-small-hit.wav }
die_sound={SOUND_LIST:ORC_SMALL_DIE}
{DEFENSE_ANIM "units/orcs/assassin-defend.png" "units/orcs/assassin.png" {SOUND_LIST:ORC_SMALL_HIT} }
[attack]
name=dagger
icon=attacks/dagger-orcish.png

View file

@ -15,8 +15,8 @@
cost=26
usage=archer
unit_description= _ "Orcish Crossbowmen try to compensate for their lack of skill with the raw power of their weapon. While they are not as effective as the Elvish Marksmen in long-range combat, they are sturdier and can handle themselves a little better than the Elves in close combat."
die_sound=orc-small-die.wav
{DEFENSE_ANIM "units/orcs/xbowman-defend.png" "units/orcs/xbowman.png" orc-small-hit.wav }
die_sound={SOUND_LIST:ORC_DIE}
{DEFENSE_ANIM "units/orcs/xbowman-defend.png" "units/orcs/xbowman.png" {SOUND_LIST:ORC_HIT} }
[attack]
name=short sword
icon=attacks/sword-orcish.png

View file

@ -16,8 +16,8 @@
cost=12
usage=fighter
unit_description= _ "Orcish Grunts form the core of the orcish forces. Although slower than human or elven fighters, Grunts can deliver much more powerful blows, and take more hits before falling."
get_hit_sound=orc-hit.wav
die_sound=orc-die.wav
get_hit_sound={SOUND_LIST:ORC_HIT}
die_sound={SOUND_LIST:ORC_DIE}
[defend]
[frame]
begin=-150

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@ -18,8 +18,8 @@
unit_description= _ "Orcish Leaders are the chiefs of their tribe. They make the important decisions and lead their people into battle. They carry a bow out of necessity, but are much more skilled with the sword; all in all, they are powerful fighters. Their natural leadership skills make them very precious in battle: if the Leader is lost, so is the battle.
Special Notes:"+{SPECIAL_NOTES_LEADERSHIP}
die_sound=orc-die.wav
{DEFENSE_ANIM "units/orcs/leader-defend.png" "units/orcs/leader.png" orc-hit.wav }
die_sound={SOUND_LIST:ORC_DIE}
{DEFENSE_ANIM "units/orcs/leader-defend.png" "units/orcs/leader.png" {SOUND_LIST:ORC_HIT} }
[abilities]
{ABILITY_LEADERSHIP_LEVEL_1}
[/abilities]

View file

@ -17,8 +17,8 @@
unit_description= _ "Orcish Rulers are the chiefs of their tribe. They make the important decisions and lead their people into battle. They carry a bow out of necessity, but are much more skilled with the sword; all in all, they are powerful fighters. Their natural leadership skills make them very precious in battle: if the Ruler is lost, so is the battle.
Special Notes:"+{SPECIAL_NOTES_LEADERSHIP}
die_sound=orc-die.wav
{DEFENSE_ANIM "units/orcs/ruler-defend.png" "units/orcs/ruler.png" orc-hit.wav }
die_sound={SOUND_LIST:ORC_DIE}
{DEFENSE_ANIM "units/orcs/ruler-defend.png" "units/orcs/ruler.png" {SOUND_LIST:ORC_HIT} }
[abilities]
{ABILITY_LEADERSHIP_LEVEL_2}
[/abilities]

View file

@ -17,8 +17,8 @@
unit_description= _ "The larger, and often more skilled orcish assassins are called 'Slayers' by their enemies, though this distinction is somewhat unclear. Slayers are fast on their feet, and quite nimble in combat, although they achieve that end by forgoing armor. Their weapon of choice, poison, is a vicious tool, and its common use on the battlefield is often the real cause of orcish supremacy.
Special Notes:"+{SPECIAL_NOTES_POISON}
die_sound=orc-die.wav
{DEFENSE_ANIM "units/orcs/slayer-defend.png" "units/orcs/slayer.png" orc-hit.wav }
die_sound={SOUND_LIST:ORC_DIE}
{DEFENSE_ANIM "units/orcs/slayer-defend.png" "units/orcs/slayer.png" {SOUND_LIST:ORC_HIT} }
[attack]
name=dagger
icon=attacks/dagger-orcish.png

View file

@ -16,8 +16,8 @@
cost=43
usage=archer
unit_description= _ "Slurbowmen have managed to improve their crossbow with the addition of a cranequin and a metal barrel. As a result they are able to launch lead shot with deadly power and accuracy. Although they remain weaker in ranged combat than their Elven and Human counterparts, they still maintain an edge in melee strength and stamina."
die_sound=orc-die.wav
{DEFENSE_ANIM "units/orcs/slurbow-defend.png" "units/orcs/slurbow.png" orc-hit.wav }
die_sound={SOUND_LIST:ORC_DIE}
{DEFENSE_ANIM "units/orcs/slurbow-defend.png" "units/orcs/slurbow.png" {SOUND_LIST:ORC_HIT} }
[attack]
name=short sword
icon=attacks/sword-orcish.png

View file

@ -18,8 +18,8 @@
unit_description= _ "Orcish Sovereigns are the chiefs of their tribe. They make the important decisions and lead their people into battle. They carry a bow out of necessity, but are much more skilled with the sword; all in all, they are powerful fighters. Their natural leadership skills make them very precious in battle: if the Sovereign is lost, so is the battle.
Special Notes:"+{SPECIAL_NOTES_LEADERSHIP}
die_sound=orc-die.wav
{DEFENSE_ANIM "units/orcs/sovereign-defend.png" "units/orcs/sovereign.png" orc-hit.wav }
die_sound={SOUND_LIST:ORC_DIE}
{DEFENSE_ANIM "units/orcs/sovereign-defend.png" "units/orcs/sovereign.png" {SOUND_LIST:ORC_HIT} }
[abilities]
{ABILITY_LEADERSHIP_LEVEL_3}
[/abilities]

View file

@ -16,8 +16,8 @@
cost=48
usage=fighter
unit_description= _ "Only orcs with both great cunning and unsurpassed strength can become Warlords. Masters of the sword, and even possessing some skill with the bow, these beast-warriors lead their brethren with an iron hand."
die_sound=orc-die.wav
{DEFENSE_ANIM "units/orcs/warlord-defend.png" "units/orcs/warlord.png" orc-hit.wav }
die_sound={SOUND_LIST:ORC_DIE}
{DEFENSE_ANIM "units/orcs/warlord-defend.png" "units/orcs/warlord.png" {SOUND_LIST:ORC_HIT} }
[attack]
name=greatsword
icon=attacks/greatsword-orcish.png
@ -39,17 +39,22 @@
[/frame]
[frame]
begin=-100
end=100
end=50
image="units/orcs/warlord-attack-sword-2.png"
sound={SOUND_LIST:MISS}
[/frame]
[frame]
begin=100
end=175
begin=50
end=125
image="units/orcs/warlord-attack-sword-3.png"
[/frame]
[frame]
begin=175
begin=125
end=200
image="units/orcs/warlord-attack-sword-4.png"
[/frame]
[frame]
begin=200
end=225
image="units/orcs/warlord.png"
[/frame]
@ -68,17 +73,22 @@
[/frame]
[frame]
begin=-100
end=100
end=50
image="units/orcs/warlord-attack-sword-2.png"
sound={SOUND_LIST:SWORD_SWISH}
[/frame]
[frame]
begin=100
end=175
begin=50
end=125
image="units/orcs/warlord-attack-sword-3.png"
[/frame]
[frame]
begin=175
begin=125
end=200
image="units/orcs/warlord-attack-sword-4.png"
[/frame]
[frame]
begin=200
end=225
image="units/orcs/warlord.png"
[/frame]

View file

@ -15,8 +15,8 @@
cost=26
usage=fighter
unit_description= _ "Having mastered the art of dual-sword fighting, Orcish Warriors are highly respected among the Orcs, and highly feared by their foes. Their only weakness is their inability to wield the bow."
die_sound=orc-die.wav
{DEFENSE_ANIM "units/orcs/warrior-defend.png" "units/orcs/warrior.png" orc-hit.wav }
die_sound={SOUND_LIST:ORC_DIE}
{DEFENSE_ANIM "units/orcs/warrior-defend.png" "units/orcs/warrior.png" {SOUND_LIST:ORC_HIT} }
[attack]
name=greatsword
icon=attacks/greatsword-orcish.png

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@ -12,7 +12,7 @@ msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.8-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2006-07-01 14:03+0200\n"
"PO-Revision-Date: 2006-07-12 05:17+0900\n"
"PO-Revision-Date: 2006-07-24 09:22+0900\n"
"Last-Translator: naoki iimura <amatubu@gmail.com>\n"
"Language-Team: Japanese Translation Team\n"
"MIME-Version: 1.0\n"
@ -73,12 +73,13 @@ msgid "cures"
msgstr "治癒"
#: data/abilities.cfg:44
#, fuzzy
msgid ""
"Cures:\n"
"A curer can cure a unit of poison, although that unit will receive no "
"additional healing on the turn it is cured of the poison."
msgstr "治療:\n"
msgstr ""
"治癒:\n"
"治癒者は、毒を受けたユニットを治癒することができる。ただし、毒から治療されたそのターン内には、さらなる回復は受けられない。"
#: data/abilities.cfg:57
msgid "regenerates"
@ -99,14 +100,13 @@ msgid "steadfast"
msgstr "装甲"
#: data/abilities.cfg:76
#, fuzzy
msgid ""
"Steadfast:\n"
"This unit's resistances are doubled, up to a maximum of 50%, when defending. "
"Vulnerabilities are not affected."
msgstr ""
"不動:\n"
"防御時、このユニットの抵抗力は最大で50%まで倍になります。"
"防御時、このユニットの抵抗力は最大で50%まで倍増します。弱点には影響がありません。"
#: data/abilities.cfg:87 data/abilities.cfg:107 data/abilities.cfg:139
#: data/abilities.cfg:183 data/abilities.cfg:239
@ -138,15 +138,13 @@ msgid "skirmisher"
msgstr "散兵"
#: data/abilities.cfg:306
#, fuzzy
msgid ""
"Skirmisher:\n"
"This unit is skilled in moving past enemies quickly, and ignores all enemy "
"Zones of Control."
msgstr ""
"散兵:\n"
"このユニットは敵のそばを素早く移動することができ、 すべての敵の支配ゾーンを無"
"視できます。"
"このユニットは敵のそばを素早く移動するという能力を持ち、すべての敵の支配ゾーンを無視できます。"
#: data/abilities.cfg:317
msgid "illuminates"
@ -220,12 +218,10 @@ msgstr ""
"て、 夜には敵ユニットはこのユニットが見えないし攻撃できません。"
#: data/abilities.cfg:378 data/abilities.cfg:383
#, fuzzy
msgid "submerge"
msgstr "突き刺し"
msgstr "潜水"
#: data/abilities.cfg:382 data/abilities.cfg:387
#, fuzzy
msgid ""
"Submerge:\n"
"This unit can hide in deep water, and remain undetected by its enemies.\n"
@ -234,12 +230,10 @@ msgid ""
"for any turn immediately after this unit has attacked, or if there are enemy "
"units next to this unit."
msgstr ""
"伏兵:\n"
"このユニットはに隠れることができ、 敵に見つからなくなります。\n"
"潜水:\n"
"このユニットは水中深くに隠れることができ、 敵に見つからなくなります。\n"
"\n"
"このユニットが森にいるときは、 このユニットが攻撃した直後のターンか、 敵がこ"
"のユニットの隣にいる場合を除いて、 敵ユニットはこのユニットが見えないし攻撃で"
"きません。"
"このユニットが深い水中にいるときは、このユニットが攻撃した直後のターンか、敵がこのユニットの隣にいる場合を除いて、敵のユニットはこのユニットを見たり攻撃したりできません。"
#: data/abilities.cfg:405
msgid "berserk"
@ -584,9 +578,8 @@ msgid "Contributors"
msgstr "貢献者"
#: data/about.cfg:530
#, fuzzy
msgid "Bots"
msgstr "+ボット"
msgstr "ボット"
#: data/amla.cfg:9
msgid ", MAX XP +25%"
@ -881,9 +874,8 @@ msgstr ""
#: data/campaigns/Eastern_Invasion/units/Mounted_Warrior.cfg:34
#: data/units/Orcish_Ruler.cfg:33 data/units/Orcish_Sovereign.cfg:34
#: data/units/Orcish_Warlord.cfg:29 data/units/Orcish_Warrior.cfg:28
#, fuzzy
msgid "greatsword"
msgstr "剣"
msgstr "剣"
#: data/campaigns/Eastern_Invasion/units/Skeletal_Dragon.cfg:3
msgid "Skeletal Dragon"
@ -923,9 +915,8 @@ msgstr "かぎ爪"
#: data/campaigns/The_Rise_Of_Wesnoth.cfg:25
#: data/campaigns/The_South_Guard.cfg:29 data/campaigns/Two_Brothers.cfg:27
#: data/campaigns/Under_the_Burning_Suns.cfg:32
#, fuzzy
msgid "Current Maintainer"
msgstr "現在の目標:"
msgstr "現在の管理者"
#: data/campaigns/Heir_To_The_Throne/units/Battle_Princess.cfg:3
#: data/campaigns/Heir_To_The_Throne/units/Battle_Princess.cfg:129
@ -952,9 +943,8 @@ msgstr ""
#: data/units/Human_Loyalist_Duelist.cfg:76
#: data/units/Human_Loyalist_Fencer.cfg:81
#: data/units/Human_Loyalist_Master_at_Arms.cfg:28
#, fuzzy
msgid "sabre"
msgstr "突き刺し"
msgstr "サーベル"
#: data/campaigns/Heir_To_The_Throne/units/Battle_Princess.cfg:235
#: data/campaigns/Heir_To_The_Throne/units/Commander.cfg:282
@ -1593,9 +1583,8 @@ msgid "mace"
msgstr "メイス"
#: data/campaigns/The_Rise_Of_Wesnoth/units/Wose_Sapling.cfg:3
#, fuzzy
msgid "Wose Sapling"
msgstr "回復"
msgstr "ウーズの若木"
#: data/campaigns/The_Rise_Of_Wesnoth/units/Wose_Sapling.cfg:31
#, fuzzy
@ -1659,9 +1648,8 @@ msgstr "接触"
#: data/campaigns/The_South_Guard/units/Demilich.cfg:43
#: data/units/Undead_Necro_Ancient_Lich.cfg:86
#: data/units/Undead_Necro_Lich.cfg:85
#, fuzzy
msgid "chill tempest"
msgstr "冷気の嵐"
msgstr "冷気の嵐"
#: data/campaigns/Under_the_Burning_Suns/units/Elyssa_Arch_Mage.cfg:4
#: data/units/Human_Mage_Arch.cfg:167
@ -1882,14 +1870,13 @@ msgid "Hard"
msgstr "難しい"
#: data/english.cfg:9
#, fuzzy
msgid ""
"Lawful units fight better during the day, and worse at night.\n"
"\n"
"Day: +25% Damage\n"
"Night: -25% Damage"
msgstr ""
"秩序ユニットは 戦いにおいて、 日中強く、 夜間に弱くなる。\n"
"秩序ユニットは戦いにおいて、日中強く、夜間に弱くなる。\n"
"\n"
"日中: +25% ダメージ\n"
"夜間: -25% ダメージ"
@ -1902,14 +1889,13 @@ msgstr ""
"中立ユニットは、 昼夜の影響を受けず、 どちらの条件下でも 同じ強さで戦う。"
#: data/english.cfg:14
#, fuzzy
msgid ""
"Chaotic units fight better at night, and worse during the day.\n"
"\n"
"Day: -25% Damage\n"
"Night: +25% Damage"
msgstr ""
"混沌ユニットは 戦いにおいて、 夜間強く、 日中に弱くなる。\n"
"混沌ユニットは 戦いにおいて、夜間強く、日中に弱くなる。\n"
"\n"
"日中: -25% ダメージ\n"
"夜間: +25% ダメージ"
@ -2676,16 +2662,15 @@ msgid "Time of Day"
msgstr "時刻"
#: data/help.cfg:192
#, 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"
" Chaotic units get +25% damage at night, and -25% in daytime.\n"
" Neutral units are unaffected by the time of day."
msgstr ""
"時刻は、次のように特定のユニットのダメージに影響します\n"
" 秩序ユニットは昼間はダメージ+25%、夜間はダメージ-25%。\n"
" 混沌ユニットは夜間はダメージ+25%、昼間はダメージ-25%。\n"
"時刻は、次のように特定のユニットのダメージに影響します\n"
" 秩序ユニットは昼間は+25%のダメージ、夜間は-25%のダメージを得る。\n"
" 混沌ユニットは夜間は+25%のダメージ、昼間は-25%のダメージを得る。\n"
" 中立ユニットは時間の影響を受けない。"
#: data/help.cfg:195
@ -3091,9 +3076,8 @@ msgid "Resilient"
msgstr "頑強"
#: data/help.cfg:291
#, fuzzy
msgid "Resilient units have 10% +3 more HP than usual."
msgstr "頑強なユニットは通常よりHPが7多い。"
msgstr "頑強なユニットは通常より 10% + 3 だけHPが多い。"
#: data/help.cfg:293
msgid ""
@ -3117,13 +3101,10 @@ msgid "Strong"
msgstr "強力"
#: data/help.cfg:299
#, fuzzy
msgid ""
"Strong units do 1 more damage for every successful strike in melee combat, "
"and have 1 more HP."
msgstr ""
"強力なユニットは、格闘時に1ポイント余分にダメージを与え、通常より2多いHPを持"
"つ。"
msgstr "強力なユニットは、格闘時に各命中毎に 1多いダメージを与え、 1 多いHPを持つ。"
#: data/help.cfg:301
msgid ""
@ -3175,7 +3156,6 @@ msgstr ""
"は、とても知恵がないといえる。"
#: data/help.cfg:314
#, fuzzy
msgid "trait^Undead"
msgstr "アンデッド"
@ -3204,10 +3184,9 @@ msgid "Dextrous"
msgstr "器用"
#: data/help.cfg:323
#, fuzzy
msgid ""
"Dextrous units do 1 more damage for every successful strike in ranged combat."
msgstr "器用なユニットは弓を用いた攻撃で命中する度に +1のダメージを与える。"
msgstr "器用なユニットは投射戦での各命中毎に 1多いダメージを与える。"
#: data/help.cfg:325
msgid ""
@ -3518,7 +3497,7 @@ msgstr ""
#: data/help.cfg:467 data/terrain.cfg:343
msgid "Rockbound Cave"
msgstr ""
msgstr "岩に囲まれた洞窟"
#: data/help.cfg:472
msgid ""
@ -3534,9 +3513,8 @@ msgid ""
msgstr ""
#: data/help.cfg:477
#, fuzzy
msgid "Illuminated Cave"
msgstr "照"
msgstr "照らされた洞窟"
#: data/help.cfg:482
msgid ""
@ -3609,19 +3587,15 @@ msgstr ""
#: data/help.cfg:516 data/terrain.cfg:429
msgid "Chasm"
msgstr ""
msgstr "深い割目"
#: data/help.cfg:518
#, fuzzy
msgid ""
"A chasm is a gorge in the ground, leading to depths unknown. Chasms are "
"noted for sheer walls which would take days to traverse. As far as gameplay "
"is concerned, only units capable of flying over chasms can cross this "
"terrain."
msgstr ""
"渓谷は未知の深さへ導く地面の割れ目です。通過するのに何日もかかる垂直に切り"
"立った壁になっています。ゲームプレイに関して言えば、渓谷を飛び越えられる能力"
"を持ったユニットのみがこの地形を通過できます。"
msgstr "深い割目は未知の深さへ導く地面の割れ目です。通過するのに何日もかかる垂直に切り立った壁になっています。ゲームプレイに関して言えば、深い割目を飛び越えられる能力を持ったユニットのみがこの地形を通過できます。"
#: data/help.cfg:523 data/terrain.cfg:436
msgid "Lava"
@ -3699,9 +3673,8 @@ msgstr ""
"す。"
#: data/help.cfg:553
#, fuzzy
msgid "General commands"
msgstr "将軍"
msgstr "一般的なコマンド"
#: data/help.cfg:555
msgid ""
@ -4310,9 +4283,8 @@ msgid "Draw! Final score: $redscore-$bluescore"
msgstr "引き分け! 最終スコアは $redscore-$bluescore"
#: data/scenarios/multiplayer/3p_Island_of_the_Horatii.cfg:5
#, fuzzy
msgid "3p - Island of the Horatii"
msgstr "4P - 丘の王"
msgstr "3P - Horatiiの島"
#: data/scenarios/multiplayer/3p_Island_of_the_Horatii.cfg:6
#, fuzzy
@ -4653,9 +4625,8 @@ msgid "Underground"
msgstr "地下"
#: data/schedules.cfg:98 data/schedules.cfg:109
#, fuzzy
msgid "Deep Underground"
msgstr "地下"
msgstr "深い地下"
#: data/special-notes.cfg:2
msgid ""
@ -4843,9 +4814,8 @@ msgid "Brown"
msgstr "茶"
#: data/team_colors.cfg:52
#, fuzzy
msgid "Teal"
msgstr "チーム"
msgstr "青緑"
#: data/terrain.cfg:11 src/multiplayer_create.cpp:67
#: src/multiplayer_lobby.cpp:361 src/multiplayer_lobby.cpp:367
@ -4885,9 +4855,8 @@ msgid "Cave Lit"
msgstr "照らされた洞窟"
#: data/terrain.cfg:414
#, fuzzy
msgid "Impassable Mountains"
msgstr "砂の山"
msgstr "通れない山"
#: data/terrain.cfg:445
msgid "Great Tree"
@ -5016,28 +4985,19 @@ msgstr ""
"る。"
#: data/tips.cfg:5
#, fuzzy
msgid ""
"Poisoned units lose 8 hitpoints every turn, but they will not die from "
"poison: poison will never reduce them below 1 hitpoint. Poisoned units can "
"be cured by moving them to a village, or placing them next to a unit with "
"the 'cures' ability."
msgstr ""
"毒を受けているユニットは 毎ターン8ヒットポイント失うが、 毒で死ぬことはな"
"い。 つまり毒で1ヒットポイント未満に 下がることはない。 毒を受けたユニット"
"は、 村の上か、 「治癒」能力をもつ ユニットの隣に置くことで、 治癒することが"
"できる。"
msgstr "毒を受けているユニットは 毎ターン 8ヒットポイント失うが、毒で死ぬことはない。つまり、毒で 1ヒットポイント未満に下がることはない。毒を受けたユニットは、村か、「治癒」能力をもつユニットの隣に置くことで、治癒することができる。"
#: data/tips.cfg:6
#, fuzzy
msgid ""
"You can use units from a previous scenario by selecting 'Recall' in the game "
"menu. By recalling the same units over and over, you can build up a powerful "
"and experienced army."
msgstr ""
"ゲームメニューの「召還」を 選択することで、 前のシナリオからのユニットを 使う"
"ことができる。 同じユニットを何度も何度も召還することで、 強力で経験を積んだ"
"軍隊を 築き上げることが可能となる。"
msgstr "ゲームメニューの「召還」を選択することで、前のシナリオからのユニットを使うことができる。同じユニットを何度も何度も召還することで、強力で経験を積んだ軍隊を築き上げることが可能となる。"
#: data/tips.cfg:7
msgid ""
@ -5070,13 +5030,10 @@ msgstr ""
"村に駐留したユニットは、 そのターンの開始時に、 8ヒットポイント回復する。"
#: data/tips.cfg:10
#, fuzzy
msgid ""
"Units rest if they do not move or attack during their turn. They will "
"recover 2 hitpoints at the beginning of their next turn."
msgstr ""
"ターン内に移動や攻撃をしない ユニットは、 自分の次のターンの開始時に 2ヒット"
"ポイント回復する。"
msgstr "自分のターンの間に移動や攻撃をしないと、ユニットは休むことになる。そのユニットは、次のターンの開始時に 2ヒットポイント回復する。"
#: data/tips.cfg:11
msgid ""
@ -5130,10 +5087,9 @@ msgstr ""
"覚悟のユニットを送るのも 良い考えかもしれない。"
#: data/tips.cfg:17
#, fuzzy
msgid ""
"Do not be afraid to retreat and regroup; it is often the key to victory."
msgstr "退却や再編成を怖れてはいけない。 それは、 しばしば勝利への鍵となる。"
msgstr "退却や再編成することを怖れてはいけない。それは、しばしば勝利への鍵となる。"
#: data/tips.cfg:18
#, fuzzy
@ -5160,13 +5116,10 @@ msgstr ""
"そこから雇うことができるように してくれるかもしれない。"
#: data/tips.cfg:20
#, fuzzy
msgid ""
"Skeletons are resistant to piercing and bladed attacks but vulnerable to "
"impact, fire, and holy attacks."
msgstr ""
"スケルトンは、突き刺しや刃物での攻撃に耐性があるが、衝突、炎、神聖な攻撃には"
"弱い。"
msgstr "スケルトンは、突き刺しや刃物での攻撃に耐性があるが、衝突、炎、神聖な攻撃には弱い。"
#: data/tips.cfg:21
msgid ""
@ -5637,10 +5590,7 @@ msgid ""
"foes.\n"
"\n"
"Special Notes:"
msgstr ""
"飛行ドレークは真の大空の王です。武器としてその推進力と火炎のブレスを使用し"
"て、多くの者に死をもたらしました。彼らは軽快に急降下して敵を襲うことができ、"
"誰にも止められないうちに遠くに離れることができます。"
msgstr "飛行ドレークは真の大空の王です。武器としてその推進力と火炎のブレスを使用して、多くの者に死をもたらしました。彼らは軽快に急降下して敵を襲うことができ、誰にも止められないうちに遠くに離れることができます。"
#: data/units/Drake_Slasher.cfg:3
msgid "Drake Slasher"
@ -5707,16 +5657,15 @@ msgid "Dwarvish Berserker"
msgstr "ドワーフの熟練狂戦士"
#: data/units/Dwarvish_Berserker.cfg:19
#, fuzzy
msgid ""
"Dwarves are an ancient race of powerful fighters. Their Berserkers forget "
"all defense in exchange for massive damage against their enemies.\n"
"\n"
"Special Notes:"
msgstr ""
"ドワーフは古代の種族であり、強力な戦士です。熟練狂戦士は完全に防御を忘れるこ"
"とで、強大なダメージを敵に与えることができます。一度戦闘が開始したら、熟練狂"
"戦士は貪欲に攻撃し、敵か自分のどちらかが斃れて死ぬまで攻撃を続けます。"
"ドワーフは、強力な戦士である古代の種族です。彼等の狂戦士は、敵に対して強大なダメージを与えることと引き換えに、全ての防御を忘れてしまいます。\n"
"\n"
"特記事項:"
#: data/units/Dwarvish_Berserker.cfg:37 data/units/Dwarvish_Ulfserker.cfg:37
msgid "berserker frenzy"
@ -9813,9 +9762,8 @@ msgid "Connect to Server"
msgstr "サーバへの接続"
#: src/game.cpp:857
#, fuzzy
msgid "You will now connect to a server to download add-ons."
msgstr "キャンペーンをダウンロードするために キャンペーンサーバに接続します。"
msgstr "アドオンをダウンロードするために、サーバに接続します。"
#: src/game.cpp:858
msgid "Server: "
@ -9827,7 +9775,7 @@ msgstr "ホストに接続できませんでした。"
#: src/game.cpp:879
msgid "Asking for list of add-ons"
msgstr ""
msgstr "アドオンの一覧を要求中"
#: src/game.cpp:892
msgid "Error communicating with the server."
@ -9969,7 +9917,7 @@ msgstr "ログイン: "
msgid ""
"The login name you chose is too long, please use a login with less than 18 "
"characters"
msgstr ""
msgstr "あなたが選んだログイン名は長すぎます。 18文字未満のログイン名を使用して下さい。"
#: src/game.cpp:1203 src/playcampaign.cpp:107 src/playcampaign.cpp:321
msgid "The game could not be loaded: "
@ -10104,41 +10052,32 @@ msgid "or"
msgstr "あるいは"
#: src/help.cpp:1395
#, fuzzy
msgid "This terrain acts as $terrains for movement purposes."
msgstr "この地形は、移動や防御において $terrains として作用します。"
msgstr "この地形は、移動目的では $terrains として作用します。"
#: src/help.cpp:1397 src/help.cpp:1421
msgid "The terrain with the best modifier is chosen automatically."
msgstr "最良の修正をもつ地形が、 自動的に選択されます。"
#: src/help.cpp:1399 src/help.cpp:1423
#, fuzzy
msgid "The terrain with the worst modifier is chosen automatically."
msgstr "最良の修正をもつ地形が、 自動的に選択されます。"
msgstr "最悪の修正をもつ地形が、自動的に選択されます。"
#: src/help.cpp:1419
#, fuzzy
msgid "This terrain acts as $terrains for defense purposes."
msgstr "この地形は、移動や防御において $terrains として作用します。"
msgstr "この地形は、防御目的では $terrains として作用します。"
#: src/help.cpp:1427
#, fuzzy
msgid ""
"This terrain acts as a keep, i.e., you can recruit units when a leader is in "
"a location with this terrain."
msgstr ""
"この地形は主塔のように作用します。 すなわち、リーダーがこの地形をもつ地点にい"
"れば、 ユニットを雇うことができます。"
msgstr "この地形は主塔の役割をもつ。すなわち、リーダーがこの地形をもつ地点にいると、ユニットを雇うことができます。"
#: src/help.cpp:1429
#, fuzzy
msgid ""
"This terrain acts as a castle, i.e., you can recruit units onto a location "
"with this terrain."
msgstr ""
"このは城の役割をもつ。 すなわち この地形の場所において ユニットを雇うことがで"
"きる。"
msgstr "この地形は城の役割をもつ。すなわち、この地形をもつ地点でユニットを雇うことができます。"
#: src/help.cpp:1431
msgid "This terrain gives healing."
@ -10373,13 +10312,12 @@ msgid "You are separated from your soldiers and may not recall them"
msgstr "あなたは 戦士達から離れてしまい、 彼等を召還することはできない。"
#: src/menu_events.cpp:680
#, fuzzy
msgid ""
"There are no troops available to recall\n"
"(You must have veteran survivors from a previous scenario)"
msgstr ""
"召還可能な部隊がありません\n"
"(経験の積んだ生存者が前のシナリオにいなければなりません)"
"(以前のシナリオからの労連な生存者がいなければなりません)"
#: src/menu_events.cpp:687
msgid "Level"
@ -10507,14 +10445,12 @@ msgid "Expected Battle Result (hp)"
msgstr ""
#: src/mouse_events.cpp:301
#, fuzzy
msgid " resistance vs "
msgstr "抵抗力"
msgstr "抵抗力:"
#: src/mouse_events.cpp:302
#, fuzzy
msgid " vulnerability vs "
msgstr "攻撃側の以下の攻撃に対する受けやすさ:"
msgstr "弱点:"
#: src/mouse_events.cpp:312
msgid "Slowed"
@ -10606,7 +10542,7 @@ msgstr "マルチプレイヤー側は見つからない"
#: src/multiplayer_connect.cpp:64 src/multiplayer_connect.cpp:273
#: src/multiplayer_connect.cpp:365
msgid "Normal"
msgstr ""
msgstr "ノーマル"
#: src/multiplayer_connect.cpp:269 src/multiplayer_connect.cpp:361
#: src/multiplayer_wait.cpp:406 src/multiplayer_wait.cpp:411 src/unit.cpp:2499
@ -10709,7 +10645,6 @@ msgid "Cannot find era $era"
msgstr "$era の時代が見つかりません"
#: src/multiplayer_connect.cpp:1187
#, fuzzy
msgid ""
"Victory:\n"
"@Defeat enemy leader(s)"
@ -10727,7 +10662,7 @@ msgstr "ゲームの作成"
#: src/multiplayer_create.cpp:48
msgid "Time limit"
msgstr ""
msgstr "制限時間"
#: src/multiplayer_create.cpp:61
msgid "Name of game:"
@ -10767,9 +10702,8 @@ msgid "Settings..."
msgstr "設定..."
#: src/multiplayer_create.cpp:106
#, fuzzy
msgid "The maximum number of turns the game can last"
msgstr "ゲームが進むことのできる最大ターン数"
msgstr "ゲームが続けられる最大ターン数"
#: src/multiplayer_create.cpp:109
msgid "Enables user time limit"
@ -10870,9 +10804,8 @@ msgid "Reservoir: "
msgstr "サーバ: "
#: src/multiplayer_create.cpp:327
#, fuzzy
msgid "Action Bonus: "
msgstr "行動"
msgstr "行動ボーナス: "
#: src/multiplayer_create.cpp:334
msgid "Village Gold: "
@ -11131,11 +11064,10 @@ msgid "invisible: "
msgstr "姿が見えない: "
#: src/reports.cpp:135
#, fuzzy
msgid ""
"This unit has been slowed. It will only deal half its normal damage when "
"attacking."
msgstr "このユニットは石になってしまいました。移動や攻撃はできません。"
msgstr "このユニットは遅くなってしまいました。攻撃時に通常の半分のダメージしか与えられません。"
#: src/reports.cpp:135
msgid "slowed: "

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