9346 lines
345 KiB
Text
9346 lines
345 KiB
Text
# European Portuguese translations for Battle for Wesnoth
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# Copyright (C) 2005-2014 Wesnoth development team
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# This file is distributed under the same license as the Battle for Wesnoth package.
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# trewe <sjrs456@yahoo.fr>, 2014
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msgid ""
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msgstr ""
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"Project-Id-Version: Battle for Wesnoth 1.12 (wesnoth-help)\n"
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"Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n"
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"POT-Creation-Date: 2024-09-17 21:18-0500\n"
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"PO-Revision-Date: 2020-02-14 20:16+0000\n"
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"Last-Translator: trewe <sjrs456@yandex.com>\n"
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"Language-Team: wesn-pt-trans <wesn-pt-trans-users@lists.sourceforge.net>\n"
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"Language: pt_PT\n"
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"MIME-Version: 1.0\n"
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"Content-Type: text/plain; charset=UTF-8\n"
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"Content-Transfer-Encoding: 8bit\n"
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"Plural-Forms: nplurals=2; plural=(n != 1);\n"
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"X-Generator: Poedit 2.3\n"
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#
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#. [time]: id=underground
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#. [editor_times]: id=underground
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#: data/campaigns/Heir_To_The_Throne/utils/httt_utils.cfg:500
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#: data/core/editor/time-of-day.cfg:41 data/core/macros/schedules.cfg:113
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msgid "Underground"
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msgstr "Subterrâneo"
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#
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#. [label]
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#. [trait]: id=undead
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#: data/campaigns/Secrets_of_the_Ancients/gui/zombie_recruit_dialog.cfg:183
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#: data/core/macros/traits.cfg:55
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msgid "undead"
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msgstr "morto-vivo"
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#
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#. [label]
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#. [chance]
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#. [trait]: id=fearless
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#: data/campaigns/Secrets_of_the_Ancients/gui/zombie_recruit_dialog.cfg:196
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#: data/campaigns/World_Conquest/resources/data/training.cfg:285
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#: data/core/macros/traits.cfg:252 data/core/macros/traits.cfg:269
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msgid "fearless"
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msgstr "corajoso"
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#
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#. [label]
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#. [plague]: id=SotA_plague, type=null # prevents normal corpse, and allows SotA code to handle it
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#. [plague]: id=plague({TYPE}), type={TYPE}
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#. [plague]: id=plague, type=Walking Corpse
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#: data/campaigns/Secrets_of_the_Ancients/gui/zombie_recruit_dialog.cfg:244
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#: data/campaigns/Secrets_of_the_Ancients/utils/zombie-utils.cfg:6
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:48
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#: data/core/macros/weapon_specials.cfg:41
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#: data/core/macros/weapon_specials.cfg:52
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msgid "plague"
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msgstr "praga"
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#
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#. [plague]: id=SotA_plague, type=null # prevents normal corpse, and allows SotA code to handle it
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#. [plague]: id=plague, type=Walking Corpse
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#: data/campaigns/Secrets_of_the_Ancients/utils/zombie-utils.cfg:7
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#: data/core/macros/weapon_specials.cfg:53
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msgid ""
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"When a unit is killed by a Plague attack, that unit is replaced with a "
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"Walking Corpse on the same side as the unit with the Plague attack. This "
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"doesn’t work on Undead or units in villages."
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msgstr ""
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"Quando uma unidade é morta por um ataque de “Praga”, ela é substituída por "
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"um Cadáver Ambulante, pertencente a mesma equipa da unidade que a atacou com "
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"a Praga. Esta habilidade não funciona em Mortos-Vivos ou unidades em aldeias."
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#
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#. [resistance]: id=garak_steadfast
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#. [resistance]: id=steadfast
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#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:703
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#: data/core/macros/abilities.cfg:130
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msgid "steadfast"
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msgstr "Inabalável"
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#
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#. [resistance]: id=garak_steadfast
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#. [resistance]: id=steadfast
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#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:704
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#: data/core/macros/abilities.cfg:131
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msgid "female^steadfast"
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msgstr "inabalável"
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#
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#. [illuminates]: id=illumination_song_verse
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#. [illuminates]: id=illumination
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:343
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:344
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#: data/core/macros/abilities.cfg:238
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msgid "female^illuminates"
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msgstr "iluminação"
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#
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:674
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#: data/core/macros/abilities.cfg:9
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msgid "heals +4"
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msgstr "sarar +4"
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#
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:675
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#: data/core/macros/abilities.cfg:10
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msgid "female^heals +4"
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msgstr "sarar +4"
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#
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:676
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msgid ""
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"Allows the unit to heal adjacent allied units at the beginning of our turn.\n"
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"\n"
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"A unit cared for by this healer may heal up to 4 HP per turn, or stop poison "
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"from taking effect for that turn.\n"
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"A poisoned unit cannot be cured of its poison by a healer, and must seek the "
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"care of a village or a unit that can cure."
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msgstr ""
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"Permite à unidade sarar as feridas de aliados adjacentes no início do seu "
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"turno.\n"
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"\n"
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"Uma unidade tratada por alguém com esta habilidade pode recuperar até 4 "
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"pontos de vida (PV) por turno, ou não sofrer os efeitos de envenenamento "
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"durante este turno.\n"
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"Uma unidade envenenada não terá o veneno removido por alguém com esta "
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"habilidade. Precisará procurar uma aldeia, ou uma unidade com a habilidade "
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"“curar”."
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#
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#. [heals]: id=healing
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#. [heals]
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:680
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:719
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:749
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#, fuzzy
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#| msgid " This unit is capable of basic healing."
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msgid "This unit is capable of basic healing and slowing dehydration."
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msgstr ""
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" Esta unidade é capaz de sarar um pouco as feridas à aqueles ao seu redor."
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#
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:698
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#: data/core/macros/abilities.cfg:35
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msgid "heals +8"
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msgstr "sarar +8"
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#
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:699
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#: data/core/macros/abilities.cfg:36
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msgid "female^heals +8"
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msgstr "sarar +8"
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#
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:700
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msgid ""
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"This unit combines herbal remedies with magic to heal units more quickly "
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"than is normally possible on the battlefield.\n"
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"\n"
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"A unit cared for by this healer may heal up to 8 HP per turn, or stop poison "
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"from taking effect for that turn.\n"
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"A poisoned unit cannot be cured of its poison by a healer, and must seek the "
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"care of a village or a unit that can cure."
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msgstr ""
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"Esta unidade combina ervas medicinais com um pouco de magia, para sarar as "
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"feridas das unidades mais rapidamente do que normalmente é possível no campo "
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"de batalha.\n"
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"\n"
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"Uma unidade tratada por alguém com esta habilidade pode recuperar até 8 "
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"pontos de vida (PV) por turno, ou não sofrer os efeitos de envenenamento "
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"durante este turno.\n"
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"Uma unidade envenenada não terá o veneno removido por alguém com esta "
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"habilidade. Precisará procurar uma aldeia, ou uma unidade com a habilidade "
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"“curar”."
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#
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:728
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#, fuzzy
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#| msgid "heals +4"
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msgid "heals +12"
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msgstr "sarar +4"
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#
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:729
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#, fuzzy
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#| msgid "female^heals +4"
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msgid "female^heals +12"
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msgstr "sarar +4"
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#
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:730
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#, fuzzy
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#| msgid ""
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#| "This unit combines herbal remedies with magic to heal units more quickly "
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#| "than is normally possible on the battlefield.\n"
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#| "\n"
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#| "A unit cared for by this healer may heal up to 8 HP per turn, or stop "
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#| "poison from taking effect for that turn.\n"
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#| "A poisoned unit cannot be cured of its poison by a healer, and must seek "
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#| "the care of a village or a unit that can cure."
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msgid ""
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"This unit combines herbal remedies with magic to heal units more quickly "
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"than is normally possible on the battlefield.\n"
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"\n"
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"A unit cared for by this healer may heal up to 12 HP per turn, or stop "
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"poison from taking effect for that turn.\n"
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"A poisoned unit cannot be cured of its poison by a healer, and must seek the "
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"care of a village or a unit that can cure."
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msgstr ""
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"Esta unidade combina ervas medicinais com um pouco de magia, para sarar as "
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"feridas das unidades mais rapidamente do que normalmente é possível no campo "
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"de batalha.\n"
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"\n"
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"Uma unidade tratada por alguém com esta habilidade pode recuperar até 8 "
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"pontos de vida (PV) por turno, ou não sofrer os efeitos de envenenamento "
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"durante este turno.\n"
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"Uma unidade envenenada não terá o veneno removido por alguém com esta "
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"habilidade. Precisará procurar uma aldeia, ou uma unidade com a habilidade "
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"“curar”."
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#
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#. [heals]
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:755
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#, fuzzy
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#| msgid ""
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#| " This unit is capable of healing those around it, and curing them of "
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#| "poison."
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msgid ""
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"This unit is capable of healing those around it, slowing dehydration, and "
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"curing them of poison."
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msgstr ""
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" Esta unidade é capaz de curar aqueles ao seu redor, e também de remover "
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"veneno."
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#
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#. [artifact]
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#. [chance]
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#. [teleport]: id=teleport
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#: data/campaigns/World_Conquest/resources/data/artifacts.cfg:699
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#: data/campaigns/World_Conquest/resources/data/training.cfg:785
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#: data/core/macros/abilities.cfg:253
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msgid "teleport"
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msgstr "trespasse"
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#
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#. [artifact]
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#. [regenerate]: id=regenerates
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#: data/campaigns/World_Conquest/resources/data/artifacts.cfg:760
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:54
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#: data/core/macros/abilities.cfg:94
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msgid "regenerates"
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msgstr "regeneração"
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#
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#. [chance]
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#. [trait]: id=healthy
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#: data/campaigns/World_Conquest/resources/data/training.cfg:257
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#: data/core/macros/traits.cfg:229
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msgid "Always rest heals"
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msgstr "Descansar sempre cura"
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#
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#. [chance]
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#. [damage]: id=backstab
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#: data/campaigns/World_Conquest/resources/data/training.cfg:438
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#: data/core/macros/weapon_specials.cfg:21
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msgid "backstab"
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msgstr "golpe sorrateiro"
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#
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#. [chance]
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#. [dummy]: id=feeding
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#: data/campaigns/World_Conquest/resources/data/training.cfg:500
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#: data/core/macros/abilities.cfg:389
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msgid "feeding"
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msgstr "canibalismo"
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#
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#. [chance]
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#. [leadership]: id=leadership
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#: data/campaigns/World_Conquest/resources/data/training.cfg:527
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#: data/core/macros/abilities.cfg:199
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msgid "leadership"
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msgstr "liderança"
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#
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#. [hides]: id=ambush
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:12
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#: data/core/macros/abilities.cfg:285
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msgid "ambush"
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msgstr "emboscada"
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:15
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msgid "Castle"
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msgstr ""
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:18
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msgid "Cave"
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msgstr ""
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#
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#. [hides]: id=concealment
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:21
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#: data/core/macros/abilities.cfg:348
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msgid "concealment"
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msgstr "camuflagem"
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#
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#. [drains]: id=drains
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:24
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#: data/core/macros/weapon_specials.cfg:166
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msgid "drains"
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msgstr "drenar"
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#
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:27
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#, fuzzy
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#| msgid "first strike"
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msgid "firststrike"
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msgstr "iniciativa"
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:30
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msgid "Forest"
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msgstr ""
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:33
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msgid "Frozen"
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msgstr ""
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:36
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msgid "Hills"
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msgstr ""
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#
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#. [chance_to_hit]: id=marksman
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:39
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#: data/core/macros/weapon_specials.cfg:86
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msgid "marksman"
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msgstr "precisão"
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:42
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msgid "Mushroom Grove"
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msgstr ""
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#
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#. [hides]: id=nightstalk
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:45
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#: data/core/macros/abilities.cfg:328 data/core/macros/abilities.cfg:329
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msgid "nightstalk"
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msgstr "discrição nocturna"
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#
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#. [poison]: id=poison
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:51
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#: data/core/macros/weapon_specials.cfg:188
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msgid "poison"
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msgstr "veneno"
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:57
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msgid "Sand"
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msgstr ""
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#
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#. [skirmisher]: id=skirmisher
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:60
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#: data/core/macros/abilities.cfg:219
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msgid "skirmisher"
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msgstr "escaramuçador"
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#
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#. [slow]: id=slow
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:63
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#: data/core/macros/weapon_specials.cfg:64
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msgid "slows"
|
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msgstr "atrasar"
|
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|
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:66
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msgid "Swamp"
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msgstr ""
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|
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#
|
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#. [heals]: id=curing
|
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:69
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#: data/core/macros/abilities.cfg:61
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msgid "cures"
|
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msgstr "curar"
|
||
|
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#. [section]: id=editor
|
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#: data/core/editor/help.cfg:5
|
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msgid "Map and Scenario Editor"
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msgstr "Editor de Cenário e Mapa"
|
||
|
||
#
|
||
#. [section]: id=editor_mode_terrain
|
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#. [topic]: id=..editor_mode_terrain
|
||
#: data/core/editor/help.cfg:13 data/core/editor/help.cfg:377
|
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msgid "Terrain Editor"
|
||
msgstr "Editor de Terreno"
|
||
|
||
#. [section]: id=editor_mode_scenario
|
||
#. [topic]: id=..editor_mode_scenario
|
||
#: data/core/editor/help.cfg:20 data/core/editor/help.cfg:389
|
||
#, fuzzy
|
||
#| msgid "Map/Scenario Editor"
|
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msgid "Scenario Editor"
|
||
msgstr "Editor de Mapa/Cenário"
|
||
|
||
#. [topic]: id=editor_tool_paint
|
||
#: data/core/editor/help.cfg:28
|
||
msgid "Paint Tool"
|
||
msgstr "Ferramenta de desenho"
|
||
|
||
#. [topic]: id=editor_tool_paint
|
||
#: data/core/editor/help.cfg:29
|
||
msgid ""
|
||
"Paint terrain tiles on the map.\n"
|
||
"\n"
|
||
"The paint tool utilizes the brush sizes and the terrain palette.\n"
|
||
"\n"
|
||
"<bold>text='Keyboard Modifiers'</bold>\n"
|
||
"\n"
|
||
"• Shift+mouse click: If a base terrain is selected, change the base without "
|
||
"changing the overlay. If an overlay is selected, change the overlay without "
|
||
"changing the base.\n"
|
||
"• Control+mouse click: Select the terrain under the mouse cursor, as if it "
|
||
"had been selected on the terrain palette (picks up both base and overlay).\n"
|
||
"\n"
|
||
"<bold>text='Brush Sizes'</bold>\n"
|
||
"\n"
|
||
"The selected brush changes the size of the tool:"
|
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msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_paint
|
||
#: data/core/editor/help.cfg:41
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||
msgid "Paint single hexes."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_paint
|
||
#: data/core/editor/help.cfg:42
|
||
msgid "Paint seven hexes at a time."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_paint
|
||
#: data/core/editor/help.cfg:43
|
||
msgid "Paint nineteen hexes at a time."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_paint
|
||
#: data/core/editor/help.cfg:44 data/core/editor/help.cfg:45
|
||
msgid "Paint three hexes in a line."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_fill
|
||
#: data/core/editor/help.cfg:52
|
||
msgid "Fill Tool"
|
||
msgstr "Ferramenta de encher"
|
||
|
||
#. [topic]: id=editor_tool_fill
|
||
#: data/core/editor/help.cfg:53
|
||
msgid ""
|
||
"Fill continuous regions of terrain with a different one.\n"
|
||
"\n"
|
||
"The fill tool utilizes the terrain palette.\n"
|
||
"\n"
|
||
"<bold>text='Keyboard Modifiers'</bold>\n"
|
||
"\n"
|
||
"• Shift+mouse click: If a base terrain is selected, change the base without "
|
||
"changing the overlay. If an overlay is selected, change the overlay without "
|
||
"changing the base.\n"
|
||
"• Control+mouse click: Select the terrain under the mouse cursor, as if it "
|
||
"had been selected on the terrain palette (picks up both base and overlay)."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_select
|
||
#: data/core/editor/help.cfg:67
|
||
msgid "Select Tool"
|
||
msgstr "Ferramenta de seleção"
|
||
|
||
#. [topic]: id=editor_tool_select
|
||
#: data/core/editor/help.cfg:68
|
||
msgid ""
|
||
"Selects a set of hex fields, for use with with the cut, copy and fill-"
|
||
"selection buttons below the menu bar.\n"
|
||
"\n"
|
||
"<bold>text='Keyboard Modifiers'</bold>\n"
|
||
"\n"
|
||
"• Shift+mouse click: ‘Magic Wand’ mode, select the hex under the mouse "
|
||
"cursor, and adjoining hexes of the same terrain type.\n"
|
||
"• Control+mouse click: Unselect hexes.\n"
|
||
"\n"
|
||
"<bold>text='Brush Sizes'</bold>\n"
|
||
"\n"
|
||
"The selected brush changes the size of the tool:"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_select
|
||
#: data/core/editor/help.cfg:78
|
||
msgid "Select single hexes."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_select
|
||
#: data/core/editor/help.cfg:79
|
||
msgid "Select seven hexes at a time."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_select
|
||
#: data/core/editor/help.cfg:80
|
||
msgid "Select nineteen hexes at a time."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_select
|
||
#: data/core/editor/help.cfg:81 data/core/editor/help.cfg:82
|
||
msgid "Select three hexes in a line."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_paste
|
||
#: data/core/editor/help.cfg:89
|
||
msgid "Clipboard and Paste Tool"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_paste
|
||
#: data/core/editor/help.cfg:90
|
||
msgid ""
|
||
"Rotate, flip and paste the terrain in the clipboard\n"
|
||
"\n"
|
||
"Hexes can be cut or copied to the clipboard using the "
|
||
"<ref>dst='editor_tool_select' text='Select Tool'</ref>.\n"
|
||
"\n"
|
||
"The paste tool shows an outline of the clipboard, which can be pasted with a "
|
||
"mouse-click. Only the outline is shown, but mistakes can be corrected with "
|
||
"the undo function, which is bound to both Control+Z and to the same key as "
|
||
"the in-game undo function.\n"
|
||
"\n"
|
||
"The paste tool also has some clipboard-manipulation functions:"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_paste
|
||
#: data/core/editor/help.cfg:97
|
||
msgid "Rotate clockwise by 60°."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_paste
|
||
#: data/core/editor/help.cfg:98
|
||
msgid "Rotate counter-clockwise by 60°."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_paste
|
||
#: data/core/editor/help.cfg:99
|
||
msgid "Flip horizontally"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_paste
|
||
#: data/core/editor/help.cfg:100
|
||
msgid "Flip vertically"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_starting
|
||
#: data/core/editor/help.cfg:107
|
||
#, fuzzy
|
||
#| msgid "Starting Positions Howto"
|
||
msgid "Starting Locations Tool"
|
||
msgstr "Definição de posições iniciais"
|
||
|
||
#. [topic]: id=editor_tool_starting
|
||
#. the parts about "10" being shown as "Player 10" use the translatable string "Player $side_num" in the wesnoth-editor textdomain
|
||
#: data/core/editor/help.cfg:110
|
||
msgid ""
|
||
"Defines the side leader starting position.\n"
|
||
"\n"
|
||
"This tool sets the side leaders’ default starting locations, and named "
|
||
"special locations. Both types of location are enabled in both <ref>dst='.."
|
||
"editor_mode_terrain' text='Terrain Editor'</ref> and <ref>dst='.."
|
||
"editor_mode_scenario' text='Scenario Editor'</ref> modes. The location names "
|
||
"are shown as a list in the editor palette, clicking on the map will place "
|
||
"that name on a hex, each location can only be placed on a single hex, and "
|
||
"the editor will only allow one location per hex.\n"
|
||
"\n"
|
||
"To add named special locations, click “Add” at the bottom of the editor "
|
||
"palette, and enter the name. These names must start with a letter and may "
|
||
"contain numbers and underscores.\n"
|
||
"\n"
|
||
"More than nine teams can be added to a map, by clicking “Add” and entering a "
|
||
"number, for example “10”. The UI will automatically show this as “Player "
|
||
"10”.\n"
|
||
"\n"
|
||
"Named locations can be accessed from WML using the Standard Location "
|
||
"Filter’s <italic>text='location_id='</italic>. Player starts can also be "
|
||
"accessed from WML using <italic>text='location_id=1'</italic>, "
|
||
"<italic>text='location_id=2'</italic>, etc — use only the number, without "
|
||
"adding “Player ” in front of the number.\n"
|
||
"\n"
|
||
"<bold>text='Keyboard Modifiers'</bold>\n"
|
||
"\n"
|
||
"• Control+mouse click on a hex that already has a location: select that "
|
||
"location for placing with a subsequent mouse click, as if it was selected in "
|
||
"the editor palette."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_overlays
|
||
#: data/core/editor/help.cfg:128
|
||
msgid "Editor Terrain-Overlay Graphics"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_overlays
|
||
#: data/core/editor/help.cfg:129
|
||
msgid ""
|
||
"editor^Maps generally look similar in the editor to their appearance in the "
|
||
"game. There are a few exceptions, where different graphics are used in the "
|
||
"editor; all the overlays described here are found in the terrain palette’s "
|
||
"“special” group."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_overlays
|
||
#. The images here have text, while they could be translated I assume editor-only images won’t be.
|
||
#. In English the text is “IO” for impassable and “UO” for unwalkable.
|
||
#: data/core/editor/help.cfg:134
|
||
msgid ""
|
||
"editor^<bold>text='Movement Overlays'</bold>\n"
|
||
"\n"
|
||
"<img>src='terrain/grass/green.png~BLIT(terrain/impassable-editor."
|
||
"png~O(0.5))' align=here box=yes</img> <img>src='terrain/grass/green."
|
||
"png~BLIT(terrain/unwalkable-editor.png~O(0.5))' align=here box=yes</img> "
|
||
"Impassable and Unwalkable\n"
|
||
"\n"
|
||
"While easily noticeable in the editor, these are invisible in the game, so "
|
||
"the mixed terrains created by them look like the base terrain. They create a "
|
||
"mixed terrain with the movement costs set to “impassable” or “unwalkable” "
|
||
"respectively."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_overlays
|
||
#. The images here have text, while they could be translated I assume editor-only images won’t be.
|
||
#. In English these images are the literal text “Castle overlay” and “Keep overlay”.
|
||
#: data/core/editor/help.cfg:143
|
||
msgid ""
|
||
"editor^<bold>text='Castle Overlays'</bold>\n"
|
||
"\n"
|
||
"<img>src='terrain/grass/green.png~BLIT(terrain/castle/castle-overlay-editor."
|
||
"png~O(0.5))' align=here box=yes</img> <img>src='terrain/grass/green."
|
||
"png~BLIT(terrain/castle/keep-overlay-editor.png~O(0.5))' align=here box=yes</"
|
||
"img>\n"
|
||
"\n"
|
||
"Adding either of these overlays to a passable hex allows units to be "
|
||
"recruited onto a hex. The keep also allows a leader to recruit from there.\n"
|
||
"\n"
|
||
"These can be added to an impassable hex to connect a castle to a visually-"
|
||
"separate keep through an impassable wall. It’s also possible to create a "
|
||
"castle that seems to have grassland between the keep and towers, however "
|
||
"this requires the connecting hexes to be occupied or blocked to prevent "
|
||
"units being recruited onto them."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_overlays
|
||
#. The image here has text, while it could be translated I assume editor-only images won’t be.
|
||
#. In English this image is the literal text “Village overlay”.
|
||
#: data/core/editor/help.cfg:154
|
||
msgid ""
|
||
"editor^<bold>text='Village Overlay'</bold>\n"
|
||
"\n"
|
||
"<img>src='terrain/grass/green.png~BLIT(terrain/village/village-overlay-"
|
||
"editor.png~O(0.5))' align=here box=yes</img>\n"
|
||
"\n"
|
||
"This turns any base terrain into a village, providing income and healing."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_overlays
|
||
#. The image is an “S” on a solid black background.
|
||
#: data/core/editor/help.cfg:162
|
||
msgid ""
|
||
"editor^<bold>text='Fake Shroud'</bold>\n"
|
||
"\n"
|
||
"<img>src=terrain/void/shroud-editor.png align=left box=yes</img>\n"
|
||
"\n"
|
||
"Fake Shroud looks like an unexplored area, even in scenarios that have "
|
||
"shroud disabled and even when the player’s units can see the hex."
|
||
msgstr ""
|
||
|
||
#
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:172
|
||
#, fuzzy
|
||
#| msgid "Terrain Editor"
|
||
msgid "Terrain Elevation Graphics"
|
||
msgstr "Editor de Terreno"
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:173
|
||
msgid ""
|
||
"A cosmetic elevation effect that looks a little different in the editor than "
|
||
"in the game due to visual aids in the editor; all the overlays described "
|
||
"here are found in the terrain palette’s “elevation” group."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:176
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<bold>text='Advanced'</bold>"
|
||
msgid "editor^<bold>text='Direct Overlays'</bold>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<bold>text='Avançado'</bold>"
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:178
|
||
msgid ""
|
||
"Bluffs and Gulch\n"
|
||
"\n"
|
||
"The bluffs, gulches, and similar variations are much like a standard terrain "
|
||
"overlay, and can simply be used that way. However, for larger areas of the "
|
||
"map, where you will want to allow the use of other overlay terrains, you "
|
||
"will want to combine these with the “markers” described in the next section."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:183
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<bold>text='Advanced'</bold>"
|
||
msgid "editor^<bold>text='Elevation Floodfill'</bold>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<bold>text='Avançado'</bold>"
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:185
|
||
msgid "Raised elevation on-map marker"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:186
|
||
msgid ""
|
||
"Raised elevation editor palette icon\n"
|
||
"\n"
|
||
"To make a patch of terrain higher or lower, and still be able to use other "
|
||
"overlay terrains such as trees, you will need to use these markers. Placing "
|
||
"one of these arrows on the map will flood-fill the map with a color-coded "
|
||
"haze; neither the haze nor the arrow will be visible in game. The hazed area "
|
||
"will have a border ledge, making it look higher or lower than the adjacent "
|
||
"tiles.\n"
|
||
"\n"
|
||
"There are two high markers and two low markers, so it is possible to make "
|
||
"terraces of up to five levels (lowest, lower, normal, higher, highest). "
|
||
"Placing a high region next to a low region does not result in larger "
|
||
"cliffs.\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:193
|
||
msgid ""
|
||
"editor^<bold>text='How to Use'</bold>\n"
|
||
"\n"
|
||
"The marker arrows are not very useful by themselves, but the bluffs/gulch-"
|
||
"type terrains can be used to contain the floodfilled area.\n"
|
||
"\n"
|
||
"An example use case would be:\n"
|
||
"1. Select the Bluffs (^Qhh) from the editor palette and use single-hex "
|
||
"paint tool to outline a big blob over an empty, all-grass map.\n"
|
||
"2. Place a Marker High (^_mh) arrow on a tile inside the blob (not on the "
|
||
"Bluffs border).\n"
|
||
"3. The blob should all be raised now, and as long as you don't overwrite "
|
||
"the Marker or Bluffs overlays, you can add other terrain overlays as "
|
||
"needed.\n"
|
||
"\n"
|
||
"The graphics used to represent the ledge borders are determined by the base "
|
||
"terrain.\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:204
|
||
msgid ""
|
||
"editor^<format>text='Note for UMC authors: The flood-filled tiles do not "
|
||
"have their terrain codes changed, or any other properties affected, so "
|
||
"filtering a location by elevation is not simple.' italic='yes' font_size=10 "
|
||
"</format>"
|
||
msgstr ""
|
||
|
||
#
|
||
#. [topic]: id=editor_deprecated_overlay
|
||
#: data/core/editor/help.cfg:210
|
||
#, fuzzy
|
||
#| msgid "Terrains"
|
||
msgid "Deprecated Terrain"
|
||
msgstr "Terrenos"
|
||
|
||
#. [topic]: id=editor_deprecated_overlay
|
||
#. The main reason for choosing “D” is that the hole in the middle of the letter makes it easier to see which terrain is underneath it. This uses a hardcoded image and doesn’t expect the image to be translated.
|
||
#. The Xol and ^Efs terrains’ help pages aren’t given hyperlinks, because they both have hide_help enabled. Even when on a map with Xol on it, ctrl+t will show the hidden page but the ref still won’t link to it.
|
||
#: data/core/editor/help.cfg:213
|
||
msgid ""
|
||
"editor^<img>src='terrain/grass/green.png~BLIT(terrain/deprecated-editor."
|
||
"png)' align=left box=yes</img>The magenta ‘D’ (for “Deprecated”).\n"
|
||
"\n"
|
||
"This is shown in the editor over deprecated terrain codes. Examples are:\n"
|
||
"• the <ref>dst='terrain_fungus_grove_old' text='“^Uf” mushroom terrain'</"
|
||
"ref>,\n"
|
||
"• the “Xol” Lit Stone Wall, which is deprecated because several wall "
|
||
"terrains now support the “^Efs” Sconce embellishment.\n"
|
||
"\n"
|
||
"The help pages for these terrains may have additional text that’s only shown "
|
||
"in the editor, describing the deprecation and the recommended replacements."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_label
|
||
#: data/core/editor/help.cfg:226
|
||
msgid "Label Tool"
|
||
msgstr "Ferramenta de legendas"
|
||
|
||
#. [topic]: id=editor_tool_label
|
||
#: data/core/editor/help.cfg:227
|
||
msgid ""
|
||
"Put text labels on the map.\n"
|
||
"\n"
|
||
"• Left-click will open a dialog box to create a new label or edit an "
|
||
"existing one.\n"
|
||
"• Right-click deletes.\n"
|
||
"• Drag-and-drop with the left mouse button moves labels.\n"
|
||
"\n"
|
||
"This tool is only available in Scenario Mode; the decorations are "
|
||
"implemented in the scenario using WML’s <italic>text='[label]'</italic> tag."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_scenery
|
||
#: data/core/editor/help.cfg:242
|
||
msgid "Item Tool (Scenery Tool)"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_scenery
|
||
#: data/core/editor/help.cfg:243
|
||
msgid ""
|
||
"The Item Tool allows placing decorations such as windmills, bookcases and "
|
||
"monoliths. Multiple items can be placed on the same hex.\n"
|
||
"\n"
|
||
"• Left-click will place a decoration on the clicked hex.\n"
|
||
"• Right-click will remove the decoration.\n"
|
||
"\n"
|
||
"<bold>text='Note:'</bold> the tool doesn’t support undo.\n"
|
||
"\n"
|
||
"This tool is only available in Scenario Mode; the decorations are not part "
|
||
"of the terrain and are implemented in the scenario using WML’s "
|
||
"<italic>text='[item]'</italic> tag."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_village
|
||
#: data/core/editor/help.cfg:259
|
||
msgid "Village Ownership Tool"
|
||
msgstr "Ferramenta de controlo de aldeias"
|
||
|
||
#. [topic]: id=editor_tool_village
|
||
#: data/core/editor/help.cfg:260
|
||
msgid ""
|
||
"This tool assigns ownership of villages at the start of a scenario. The "
|
||
"villages must first be placed on the terrain with the "
|
||
"<ref>dst='editor_tool_paint' text='Paint Tool'</ref>.\n"
|
||
"\n"
|
||
"• Left-click will assign the village to the currently-selected side.\n"
|
||
"• Right-click will set the village back to unowned.\n"
|
||
"\n"
|
||
"This tool is only available in Scenario Mode; ownership information is "
|
||
"stored by adding WML <italic>text='[village]'</italic> tags to the "
|
||
"appropriate <italic>text='[side]'</italic>."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_unit
|
||
#: data/core/editor/help.cfg:274
|
||
msgid "Unit Tool"
|
||
msgstr "Ferramenta de unidades"
|
||
|
||
#. [topic]: id=editor_tool_unit
|
||
#: data/core/editor/help.cfg:275
|
||
msgid ""
|
||
"Place units belonging to the currently-selected side.\n"
|
||
"\n"
|
||
"• Left-click will place a unit.\n"
|
||
"• Left drag-and-drop will move an already-placed unit.\n"
|
||
"• Various operations are added to the right-click menu when the hex contains "
|
||
"a unit.\n"
|
||
"\n"
|
||
"This tool is only available in Scenario Mode; it adds WML "
|
||
"<italic>text='[unit]'</italic> tags to the appropriate "
|
||
"<italic>text='[side]'</italic>."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_named_area
|
||
#: data/core/editor/help.cfg:290
|
||
msgid "Named Areas"
|
||
msgstr "Áreas definidas"
|
||
|
||
#. [topic]: id=editor_named_area
|
||
#: data/core/editor/help.cfg:291
|
||
msgid ""
|
||
"This tool creates sets of tiles that can be used in WML scripts’ Standard "
|
||
"Location Filters (a concept explained in detail on the Wiki), by using the "
|
||
"area’s id in the filter’s <italic>text='area='</italic> attribute. For "
|
||
"example:\n"
|
||
"\n"
|
||
"• assigning a local time zone to this set of hexes\n"
|
||
"• filtering the set of hexes which trigger an event when a unit moves on to "
|
||
"them\n"
|
||
"\n"
|
||
"To use the tool:\n"
|
||
"\n"
|
||
"• select hexes using the <ref>dst='editor_tool_select' text='select tool'</"
|
||
"ref>\n"
|
||
"• in the Areas menu, select Add New Area\n"
|
||
"• then in the Areas menu, select Save Selection to Area\n"
|
||
"• then in the Areas menu, select Rename Selected Area and choose a name for "
|
||
"the area\n"
|
||
"\n"
|
||
"This tool is only available in Scenario Mode; it adds WML "
|
||
"<italic>text='[time_area]'</italic> tags to the scenario. Although the tag’s "
|
||
"name implies time, it is now more generic and can be used for other purposes "
|
||
"without needing to change the time-of-day schedule in the area."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_playlist
|
||
#: data/core/editor/help.cfg:312
|
||
msgid "Playlist Manager"
|
||
msgstr "Lista de reprodução"
|
||
|
||
#. [topic]: id=editor_playlist
|
||
#: data/core/editor/help.cfg:313
|
||
msgid ""
|
||
"Shows a list of music tracks known to the editor, with toggle-boxes to "
|
||
"enable them.\n"
|
||
"\n"
|
||
"This tool is only available in Scenario Mode; it adds WML "
|
||
"<italic>text='[music]'</italic> tags to the scenario."
|
||
msgstr ""
|
||
|
||
#
|
||
#. [topic]: id=editor_addon_id
|
||
#: data/core/editor/help.cfg:324
|
||
#, fuzzy
|
||
#| msgid "Using Add-ons"
|
||
msgid "Change Add-on ID"
|
||
msgstr "Usando Extras"
|
||
|
||
#. [topic]: id=editor_addon_id
|
||
#: data/core/editor/help.cfg:325
|
||
msgid ""
|
||
"Allows changing the ID of an add-on, which is the name of the folder it’s "
|
||
"in. This will only rename that folder and update any references to it in the "
|
||
"_main.cfg file. Any other place will need to be updated manually."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_pbl_editor
|
||
#: data/core/editor/help.cfg:334
|
||
msgid "Add-on Publishing Editor"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_pbl_editor
|
||
#: data/core/editor/help.cfg:335
|
||
msgid ""
|
||
"Allows setting up an add-on’s _server.pbl file, which is required for "
|
||
"publishing an add-on to the add-ons server for other players to download. "
|
||
"The Validate button will check whether all required fields have valid values."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..editor
|
||
#: data/core/editor/help.cfg:343
|
||
msgid "Map/Scenario Editor"
|
||
msgstr "Editor de Mapa/Cenário"
|
||
|
||
#. [topic]: id=..editor
|
||
#: data/core/editor/help.cfg:344
|
||
msgid ""
|
||
"Wesnoth’s Map and Scenario Editor allows users to create and edit the maps "
|
||
"on which every Wesnoth scenario takes place. It also provides a limited set "
|
||
"of features for setting up a basic scenario as well as initializing an add-"
|
||
"on which can be used to distribute the scenarios you create.\n"
|
||
"\n"
|
||
"The editor can be launched from the <italic>text='Map Editor'</italic> "
|
||
"option at the title screen.\n"
|
||
"\n"
|
||
"<header>text='Editing Modes'</header>\n"
|
||
"\n"
|
||
"The editor features two modes of operation: terrain mode and scenario mode.\n"
|
||
"\n"
|
||
"The <ref>dst='..editor_mode_terrain' text='Terrain Mode'</ref> is similar to "
|
||
"a simple paint application, with tools to <ref>dst='editor_tool_paint' "
|
||
"text='paint'</ref>, <ref>dst='editor_tool_fill' text='fill'</ref>, "
|
||
"<ref>dst='editor_tool_select' text='select (and copy)'</ref>, and "
|
||
"<ref>dst='editor_tool_paste' text='paste'</ref>. It also has the tool for "
|
||
"setting the leaders’ <ref>dst='editor_tool_starting' text='starting "
|
||
"locations'</ref>.\n"
|
||
"\n"
|
||
"The <ref>dst='..editor_mode_scenario' text='Scenario Mode'</ref>, in "
|
||
"addition to the tools available in terrain mode, adds support for adding "
|
||
"<ref>dst='editor_tool_label' text='labels'</ref>, "
|
||
"<ref>dst='editor_tool_scenery' text='scenery items'</ref>, "
|
||
"<ref>dst='editor_tool_unit' text='units'</ref> in addition to the leader, "
|
||
"and assigning <ref>dst='editor_tool_village' text='village ownership'</ref> "
|
||
"at the start of the scenario. There’s also a <ref>dst='editor_playlist' "
|
||
"text='playlist manager'</ref> for the music."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..editor
|
||
#: data/core/editor/help.cfg:356
|
||
msgid ""
|
||
"In either mode, you will be prompted to choose an add-on to use for the "
|
||
"scenarios you create. This can be an existing add-on or a brand new add-on. "
|
||
"If you choose to use a brand new add-on, then the add-on will have all the "
|
||
"required files and folders automatically created as well as a default ID "
|
||
"assigned. Unless you are editing an already existing map file, using "
|
||
"scenario mode is required in order for your maps to be selectable during "
|
||
"game creation."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..editor
|
||
#: data/core/editor/help.cfg:358
|
||
msgid ""
|
||
"<header>text='What you do *not* get'</header>\n"
|
||
"\n"
|
||
"• Exactly the same map rendering as in-game\n"
|
||
"\n"
|
||
"The map won’t look exactly the same in the game as it does in the editor, "
|
||
"because this depends on the terrain rules. For example, when many mountain "
|
||
"hexes are clustered together the terrain rules will try to combine them into "
|
||
"mountain ranges and large graphics spanning multiple hexes.\n"
|
||
"\n"
|
||
"• Event handlers and scripting\n"
|
||
"\n"
|
||
"The editor is not a tool to help you scripting the scenario’s event "
|
||
"handlers.\n"
|
||
"\n"
|
||
"• Infinite Backwards Compatibility\n"
|
||
"\n"
|
||
"The editor can load most maps from older versions of Wesnoth, but not all. "
|
||
"Maps from 1.3.2 and later will normally be supported, unless they use "
|
||
"terrains which are no longer in mainline Wesnoth. Maps from add-ons which "
|
||
"have their own terrains will need that add-on to tell the editor about their "
|
||
"terrains."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..editor_mode_terrain
|
||
#: data/core/editor/help.cfg:378
|
||
msgid ""
|
||
"The terrain editor’s functionality is similar to a simple paint "
|
||
"application.\n"
|
||
"\n"
|
||
"The right-hand sidebar contains, from top to bottom, the mini-map, the "
|
||
"toolkit (see the pages for each tool), tool options, and "
|
||
"<ref>dst='editor_palette' text='Palette'</ref>.\n"
|
||
"\n"
|
||
"When saved using “Save Map As” and saving to the default directory, the "
|
||
"resulting map can be found in the “Custom Maps” game type of the multiplayer "
|
||
"“Create Game” dialog."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..editor_mode_scenario
|
||
#: data/core/editor/help.cfg:390
|
||
msgid ""
|
||
"The scenario editor mode adds support for some map-related WML features, "
|
||
"such as areas and scenery items. Most scenarios will still require "
|
||
"additional WML to be written using a different tool; the scenario editor "
|
||
"does not support scripting the scenario’s events."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..editor_mode_scenario
|
||
#: data/core/editor/help.cfg:392
|
||
msgid ""
|
||
"<header>text='Checking whether the editor is in scenario mode'</header>\n"
|
||
"\n"
|
||
"You can check which mode the editor is in by looking at the menu bar.\n"
|
||
"\n"
|
||
"• In scenario mode the “Areas” and “Side” menus are enabled.\n"
|
||
"• In terrain-only mode the “Areas” and “Side” menus are grayed-out."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..editor_mode_scenario
|
||
#: data/core/editor/help.cfg:399
|
||
msgid ""
|
||
"<header>text='Entering scenario mode'</header>\n"
|
||
"\n"
|
||
"To start a new map in scenario mode, choose “New Scenario” from the “File” "
|
||
"menu.\n"
|
||
"\n"
|
||
"If you’re already editing a map in terrain mode, use “Save Scenario As” from "
|
||
"the “File” menu; this will switch to scenario mode.\n"
|
||
"\n"
|
||
"To load a map that was created in the scenario editor, use “Load Map” from "
|
||
"the “File” menu, and select the .cfg file (not a .map file)."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..editor_mode_scenario
|
||
#: data/core/editor/help.cfg:407
|
||
msgid ""
|
||
"<header>text='The files: .map and .cfg'</header>\n"
|
||
"\n"
|
||
"The map editor saves one file when in terrain mode (a .map) or two files "
|
||
"when in scenario mode (both a .map and a .cfg).\n"
|
||
"\n"
|
||
"Loading a .cfg file has different results depending on the contents of the ."
|
||
"cfg file. For .cfg files that were created by the scenario editor, it will "
|
||
"open the .cfg in the scenario editor. However, for .cfg files that cannot be "
|
||
"opened by the scenario editor, the editor will attempt to find the "
|
||
"scenario's map data and open the corresponding .map file in terrain-only "
|
||
"mode, as if the .map file was chosen in the file selector. It is recommended "
|
||
"in those cases to simply load the .map file directly instead."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_separate_events_file
|
||
#: data/core/editor/help.cfg:419
|
||
msgid "Using a separate file for WML events"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_separate_events_file
|
||
#: data/core/editor/help.cfg:420
|
||
msgid ""
|
||
"When loading a .cfg file, the scenario editor understands files created by "
|
||
"the scenario editor, but is likely to have difficulty with files that have "
|
||
"been edited by hand.\n"
|
||
"\n"
|
||
"One option is to create a separate WML file, also with the .cfg extension, "
|
||
"which uses the WML preprocessor to include the editor-created file. This "
|
||
"separate file contains both the [scenario] tag and any hand-edited WML such "
|
||
"as events. With this workflow, the add-on’s file structure could look like "
|
||
"this:\n"
|
||
"\n"
|
||
"<header>text='Example'</header>\n"
|
||
"If your add-on will only be used on 1.18 and later, it is instead "
|
||
"recommended to use the new include_file attribute to load a .cfg file "
|
||
"containing additional WML into the scenario.\n"
|
||
"\n"
|
||
"• _main.cfg:\n"
|
||
" ◦ use “[binary_path]” to add add-on’s directories to the binary path, "
|
||
"which makes “map_file” search the “maps” directory\n"
|
||
"• maps/first.map\n"
|
||
" ◦ this is the .map file created by the scenario editor when saving in "
|
||
"scenario mode\n"
|
||
"• scenarios/other.cfg\n"
|
||
" ◦ this is the .cfg file containing everything that the scenario editor "
|
||
"doesn't understand\n"
|
||
"• scenarios/first.cfg\n"
|
||
" ◦ inside the [scenario] element, use “map_file=\"first.map\"” to load the "
|
||
"map file\n"
|
||
" ◦ inside the [scenario] element, use “include_file=\"other.cfg\"” to load "
|
||
"the additional cfg file"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_masks
|
||
#: data/core/editor/help.cfg:443
|
||
msgid "Editor Mask Usage"
|
||
msgstr "Editor de Utilização de Máscaras"
|
||
|
||
#. [topic]: id=editor_masks
|
||
#: data/core/editor/help.cfg:444
|
||
msgid ""
|
||
"Masks can be applied to a base map for reusal in several scenarios playing "
|
||
"at the same locations."
|
||
msgstr ""
|
||
"Pode-se aplicar máscaras a uma mapa base para reutilização em vários "
|
||
"cenários que aconteçam nas mesmas localizações."
|
||
|
||
#. [topic]: id=editor_time_schedule
|
||
#. Time of Day and Schedule Editor, please use a short string as it will be used in the left-hand pane of the help browser
|
||
#: data/core/editor/help.cfg:452
|
||
#, fuzzy
|
||
#| msgid "Time Schedule Editor"
|
||
msgid "ToD and Schedule Editor"
|
||
msgstr "Editor do Tempo do Dia"
|
||
|
||
#. [topic]: id=editor_time_schedule
|
||
#: data/core/editor/help.cfg:453
|
||
msgid ""
|
||
"This button at the top-right of the screen accesses the time-of-day preview "
|
||
"and the schedule editor.\n"
|
||
"\n"
|
||
"In terrain mode, this displays the map as it will be recolored at different "
|
||
"times of day.\n"
|
||
"\n"
|
||
"In scenario mode, the button accesses an editor for individual schedules for "
|
||
"<ref>dst='editor_named_area' text='time areas'</ref>."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_palette
|
||
#: data/core/editor/help.cfg:464
|
||
msgid "Editor Palette"
|
||
msgstr "Paleta de Editor"
|
||
|
||
#. [topic]: id=editor_palette
|
||
#. the “Player 1”, “Player 2”, ... list is translated using "Player $side_num" in the wesnoth-editor textdomain
|
||
#: data/core/editor/help.cfg:466
|
||
msgid ""
|
||
"The editor palette contains the applicable items you may use with the "
|
||
"currently selected tool. For example, the Paint tool will display a full "
|
||
"list of all available terrains, and the unit tool will provide a list of "
|
||
"available units. When using the Starting Locations Tool, the palette changes "
|
||
"to a list of “Player 1”, “Player 2”, etc.\n"
|
||
"\n"
|
||
"<bold>text='Filter'</bold>\n"
|
||
"\n"
|
||
"There is a filter function to show only a subset of the available items — "
|
||
"this is the leftmost of the four buttons at the top of the palette, and the "
|
||
"graphic changes depending on what is selected. Examples:"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_palette
|
||
#: data/core/editor/help.cfg:471
|
||
msgid "Show all kinds of terrain"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_palette
|
||
#: data/core/editor/help.cfg:472
|
||
msgid "Show only water terrains"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_palette
|
||
#: data/core/editor/help.cfg:473
|
||
msgid "Show only villages"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_map_format
|
||
#: data/core/editor/help.cfg:485
|
||
msgid "Wesnoth Map Format"
|
||
msgstr "Formato de Mapa Wesnoth"
|
||
|
||
#. [topic]: id=editor_map_format
|
||
#: data/core/editor/help.cfg:486
|
||
msgid "Wesnoth stores its maps in human readable plain text files."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_map_format
|
||
#: data/core/editor/help.cfg:488
|
||
msgid ""
|
||
"<header>text='Native'</header>\n"
|
||
"\n"
|
||
"A map file consists of rows with comma separated terrain code strings. The "
|
||
"only non-terrain information provided by the map syntax is the set of "
|
||
"locations created by the <ref>dst='editor_tool_starting' text='Starting "
|
||
"Locations Tool'</ref>. The files can be edited with a general purpose text "
|
||
"editor like notepad.\n"
|
||
"\n"
|
||
"These files can be used directly for multiplayer games, the number of "
|
||
"players is automatically determined by the number of starting positions. "
|
||
"When saved in the default directory, the map can be found in the “Custom "
|
||
"Maps” game type of the multiplayer “Create Game” dialog; you may need to "
|
||
"refresh the cache (press F5 on the title screen) before a newly-created map "
|
||
"appears.\n"
|
||
"\n"
|
||
"These files can be used in a scenario’s .cfg file, with the scenario’s WML "
|
||
"providing additional information such as teams, custom events, and complex "
|
||
"side setups. The .cfg file loads the map file with either of:\n"
|
||
"\n"
|
||
"• map_file=maps/01_First_Map.map <italic>text='— supported since Wesnoth "
|
||
"1.14'</italic>\n"
|
||
"• map_data=\"{maps/01_First_Map.map}\" <italic>text='— a WML preprocessor "
|
||
"include'</italic>\n"
|
||
"\n"
|
||
"The <italic>text='map_file'</italic> method is preferred over using a "
|
||
"preprocessor include."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_map_format
|
||
#: data/core/editor/help.cfg:501
|
||
msgid ""
|
||
"<header>text='Embedded'</header>\n"
|
||
"\n"
|
||
"The map data can stored as part of a scenario’s .cfg file, directly in the "
|
||
"<italic>text='map_data'</italic> attribute. In other words, in the place "
|
||
"that the preprocessor would include it when using the preprocessor-include "
|
||
"method.\n"
|
||
"\n"
|
||
"<header>text='Using Embedded Format in Terrain Mode'</header>\n"
|
||
"\n"
|
||
"If you are editing the map and not using the Scenario Mode support, then "
|
||
"it’s trivial to move the data to a native map file before opening it in the "
|
||
"editor. This conversion is recommended — the editor supports editing the "
|
||
"content of map_data while leaving everything else in the file untouched, but "
|
||
"this is rarely-used code. Maps opened this way are marked (E) in the Window "
|
||
"menu."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_map_format
|
||
#: data/core/editor/help.cfg:509
|
||
msgid ""
|
||
"<header>text='Files created by the Scenario Editor'</header>\n"
|
||
"\n"
|
||
"In scenario mode, the editor saves the scenario data as a .cfg file and the "
|
||
"map data as a separate .map file. The scenario then references the .map file "
|
||
"via map_file. When loading a .cfg file, the scenario editor understands "
|
||
"files created by the scenario editor itself, but is likely to have "
|
||
"difficulty with files that have been edited by hand; problems can be avoided "
|
||
"by <ref>dst='editor_separate_events_file' text='using a separate .cfg file'</"
|
||
"ref> for the hand-edited parts."
|
||
msgstr ""
|
||
|
||
#
|
||
#. [editor_times]: id=deep_underground
|
||
#. [time]: id=deep_underground
|
||
#: data/core/editor/time-of-day.cfg:47 data/core/macros/schedules.cfg:127
|
||
msgid "Deep Underground"
|
||
msgstr "Subterrâneo Profundo"
|
||
|
||
#
|
||
#. [editor_times]: id=indoors
|
||
#. [time]: id=indoors
|
||
#: data/core/editor/time-of-day.cfg:53 data/core/macros/schedules.cfg:104
|
||
msgid "Indoors"
|
||
msgstr "Interior"
|
||
|
||
#
|
||
#. [section]: id=encyclopedia
|
||
#. [topic]: id=..encyclopedia
|
||
#: data/core/encyclopedia/_main.cfg:5 data/core/encyclopedia/_main.cfg:12
|
||
msgid "Encyclopedia"
|
||
msgstr "Enciclopédia"
|
||
|
||
#
|
||
#. [topic]: id=..encyclopedia
|
||
#: data/core/encyclopedia/_main.cfg:14
|
||
#, fuzzy
|
||
#| msgid "<ref>dst='..geography' text='Geography'</ref>"
|
||
msgid ""
|
||
"<ref>dst='..calendar' text='Calendar'</ref>\n"
|
||
"<ref>dst='..geography' text='Geography'</ref>"
|
||
msgstr "<ref>dst='..geography' text='Geografia'</ref>"
|
||
|
||
#. [section]: id=calendar
|
||
#. [topic]: id=..calendar
|
||
#: data/core/encyclopedia/calendar.cfg:5 data/core/encyclopedia/calendar.cfg:13
|
||
msgid "Calendar"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..calendar
|
||
#: data/core/encyclopedia/calendar.cfg:14
|
||
msgid ""
|
||
"Each year in the Wesnothian calendar is composed of 12 months. These are, in "
|
||
"order:\n"
|
||
"\n"
|
||
"Whitefire\n"
|
||
"Bleeding Moon\n"
|
||
"Scatterseed\n"
|
||
"Deeproot\n"
|
||
"Scryer’s Bloom\n"
|
||
"Thorntress\n"
|
||
"Summit Star\n"
|
||
"Kindlefire\n"
|
||
"Stillseed\n"
|
||
"Reaper’s Moon\n"
|
||
"Verglas Bloom\n"
|
||
"Blackfire\n"
|
||
"\n"
|
||
"The Wesnothian calendar begins with the founding of Wesnoth in the year 1 YW "
|
||
"(Year of Wesnoth). Years before that are counted based on the number of "
|
||
"years before the founding of Wesnoth using BW (Before Wesnoth). After the "
|
||
"Fall of Wesnoth dates use AF (After the Fall)."
|
||
msgstr ""
|
||
|
||
#
|
||
#. [section]: id=geography
|
||
#. [topic]: id=..geography
|
||
#: data/core/encyclopedia/geography.cfg:12
|
||
#: data/core/encyclopedia/geography.cfg:19
|
||
msgid "Geography"
|
||
msgstr "Geografia"
|
||
|
||
#
|
||
#. [topic]: id=arkan_thoria
|
||
#: data/core/encyclopedia/geography.cfg:26
|
||
msgid "Arkan-thoria"
|
||
msgstr "Arkan-thoria"
|
||
|
||
#
|
||
#. [topic]: id=arkan_thoria
|
||
#: data/core/encyclopedia/geography.cfg:27
|
||
msgid ""
|
||
"A river rising in the <ref>dst='heart_mountains' text='Heart Mountains'</"
|
||
"ref> and running east to the Listra."
|
||
msgstr ""
|
||
"Um rio que nasce nas <ref>dst='heart_mountains' text='Montanhas Centrais'</"
|
||
"ref> e desagua a este no rio Listra."
|
||
|
||
#. [topic]: id=great_river
|
||
#: data/core/encyclopedia/geography.cfg:32
|
||
msgid "Great River"
|
||
msgstr "Rio Grande"
|
||
|
||
#
|
||
#. [topic]: id=great_river
|
||
#: data/core/encyclopedia/geography.cfg:33
|
||
msgid ""
|
||
"The Great River forms the boundary between the <ref>dst='kingdom_wesnoth' "
|
||
"text='Kingdom of Wesnoth'</ref> and the <ref>dst='northlands' "
|
||
"text='Northlands'</ref>. It empties to the <ref>dst='great_ocean' "
|
||
"text='ocean'</ref> at <ref>dst='elensefar' text='Elensefar'</ref>."
|
||
msgstr ""
|
||
"O Rio Grande que forma a fronteira entre o <ref>dst='kingdom_wesnoth' "
|
||
"text='Reino de Wesnoth'</ref> e as <ref>dst='northlands' text='Terrs do "
|
||
"Norte'</ref>. Desagua no <ref>dst='great_ocean' text='Grande Oceano'</ref> "
|
||
"em at <ref>dst='elensefar' text='Elensefar'</ref>."
|
||
|
||
#. [topic]: id=great_river
|
||
#: data/core/encyclopedia/geography.cfg:35
|
||
msgid ""
|
||
"The Ford of Abez is a crossing between Wesnoth and the Northlands, and is "
|
||
"the westernmost point where the Great River can be crossed without ships."
|
||
msgstr ""
|
||
|
||
#
|
||
#. [topic]: id=great_ocean
|
||
#: data/core/encyclopedia/geography.cfg:40
|
||
msgid "Great Ocean"
|
||
msgstr "Grande Oceano"
|
||
|
||
#
|
||
#. [topic]: id=great_ocean
|
||
#: data/core/encyclopedia/geography.cfg:41
|
||
msgid ""
|
||
"Lies to the west of the <ref>dst='great_continent' text='continent'</ref> "
|
||
"and all rivers eventually flow to it. Far to the west in the Great Ocean is "
|
||
"a huge archipelago called <ref>dst='morogor' text='Morogor'</ref>."
|
||
msgstr ""
|
||
"Fica à oeste do <ref>dst='great_continent' text='Grande Continente'</ref> e "
|
||
"todos os rios acabam por desaguar nele. No extremo oeste no Grande Oceano "
|
||
"fica um enorme arquipélago chamado de <ref>dst='morogor' text='Morogor'</"
|
||
"ref>."
|
||
|
||
#. [topic]: id=great_ocean
|
||
#. Great Ocean
|
||
#: data/core/encyclopedia/geography.cfg:45
|
||
msgid ""
|
||
"The Drakes once called this ocean the World Ocean. They believe it to extend "
|
||
"in every direction from Morogor until eventually flowing into the abyss as "
|
||
"an immense waterfall at the edge of the world."
|
||
msgstr ""
|
||
|
||
#
|
||
#. [topic]: id=morogor
|
||
#: data/core/encyclopedia/geography.cfg:50
|
||
msgid "Morogor"
|
||
msgstr "Morogor"
|
||
|
||
#
|
||
#. [topic]: id=morogor
|
||
#: data/core/encyclopedia/geography.cfg:51
|
||
msgid ""
|
||
"Archipelago, located somewhere in the <ref>dst='great_ocean' text='Great "
|
||
"Ocean'</ref> east of the <ref>dst='green_isle' text='Green Isle'</ref> and "
|
||
"west of the <ref>dst=great_continent text='Great Continent'</ref>.\n"
|
||
"It is mostly inhabited by <ref>dst='..race_drake' text='drakes'</ref>.\n"
|
||
"The central island of the archipelago is also called ‘Morogor’."
|
||
msgstr ""
|
||
"Um arquipélago, localizado algures no <ref>dst='great_ocean' text='Grande "
|
||
"Oceano'</ref> a oeste da <ref>dst='green_isle' text='Ilha Verde'</ref> e a "
|
||
"este do <ref>dst='great_continent' text='Grande Continente'</ref>.\n"
|
||
"É maioritariamente habitado por <ref>dst='..race_drake' text='dragos'</"
|
||
"ref>.\n"
|
||
"A ilha central deste arquipélago também é chamada de “Morogor”."
|
||
|
||
#. [topic]: id=morogor
|
||
#. Geography of Morogor
|
||
#: data/core/encyclopedia/geography.cfg:57
|
||
msgid ""
|
||
"<header>text='Notable land features:'</header>\n"
|
||
" • Mount Morogor: An active volcanic mountain in the central island of "
|
||
"Morogor."
|
||
msgstr ""
|
||
|
||
#
|
||
#. [topic]: id=green_isle
|
||
#: data/core/encyclopedia/geography.cfg:63
|
||
msgid "Green Isle"
|
||
msgstr "Ilha Verde"
|
||
|
||
#
|
||
#. [topic]: id=green_isle
|
||
#: data/core/encyclopedia/geography.cfg:64
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "A bigger island lying in the <ref>dst='great_ocean' text='Great Ocean'</"
|
||
#| "ref>."
|
||
msgid ""
|
||
"A bigger island lying in the <ref>dst='great_ocean' text='Great Ocean'</"
|
||
"ref>, formerly home to the Islefolk and Wesfolk."
|
||
msgstr ""
|
||
"Uma ilha maior situada no <ref>dst='great_ocean' text='Grande Oceano'</ref>."
|
||
|
||
#. [topic]: id=green_isle
|
||
#. Geography of the Green Isle
|
||
#: data/core/encyclopedia/geography.cfg:68
|
||
msgid ""
|
||
"<header>text='Notable cities:'</header>\n"
|
||
" • Southbay: The capital of the largest Islefolk Kingdom.\n"
|
||
" • Clearwater Port: The second largest Islefolk city and the location of "
|
||
"a major port.\n"
|
||
" • Stormvale: A major Islefolk kingdom once ruled by the ancestors of "
|
||
"Haldric I.\n"
|
||
" • Jevyan’s Haven: The Wesfolk capital and home of the famous lich-lord "
|
||
"Jevyan.\n"
|
||
" • Blackmore: A small Wesfolk settlement."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=green_isle
|
||
#. Geography of the Green Isle
|
||
#: data/core/encyclopedia/geography.cfg:77
|
||
msgid ""
|
||
"<header>text='Notable land features:'</header>\n"
|
||
" • Broken Mountains: A mighty mountain range that cuts through the Green "
|
||
"Isle.\n"
|
||
" • Oldwood: A mysterious wood inhabited by some woses.\n"
|
||
" • Swamp of Esten: A small swamp located east of the Broken Mountains."
|
||
msgstr ""
|
||
|
||
#
|
||
#. [topic]: id=old_continent
|
||
#: data/core/encyclopedia/geography.cfg:85
|
||
msgid "Old Continent"
|
||
msgstr "Velho Continente"
|
||
|
||
#
|
||
#. [topic]: id=old_continent
|
||
#: data/core/encyclopedia/geography.cfg:86
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Lies to the west of <ref>dst='morogor' text='Morogor'</ref> across the "
|
||
#| "<ref>dst='great_ocean' text='Great Ocean'</ref>."
|
||
msgid ""
|
||
"Lies to the west of <ref>dst='morogor' text='Morogor'</ref> and the "
|
||
"<ref>dst='green_isle' text='Green Isle'</ref> across the "
|
||
"<ref>dst='great_ocean' text='Great Ocean'</ref>. It is the original homeland "
|
||
"of both humans and orcs."
|
||
msgstr ""
|
||
"Fica à oeste de <ref>dst='morogor' text='Morogor'</ref> do outro lado do "
|
||
"<ref>dst='great_ocean' text='Grande Oceano'</ref>."
|
||
|
||
#
|
||
#. [topic]: id=great_continent
|
||
#: data/core/encyclopedia/geography.cfg:91
|
||
msgid "Great Continent"
|
||
msgstr "Grande Continente"
|
||
|
||
#
|
||
#. [topic]: id=great_continent
|
||
#: data/core/encyclopedia/geography.cfg:92
|
||
msgid ""
|
||
"The continent on which the <ref>dst='kingdom_wesnoth' text='Kingdom of "
|
||
"Wesnoth'</ref> lies. Its west coast is surrounded by the "
|
||
"<ref>dst='great_ocean' text='Great Ocean'</ref>."
|
||
msgstr ""
|
||
"O continente no qual o <ref>dst='kingdom_wesnoth' text='Reino de Wesnoth'</"
|
||
"ref> se situa. A sua margem ocidental é banhada pelo <ref>dst='great_ocean' "
|
||
"text='Grande Oceano'</ref>."
|
||
|
||
#
|
||
#. [topic]: id=irdya
|
||
#: data/core/encyclopedia/geography.cfg:97
|
||
msgid "Irdya"
|
||
msgstr "Irdya"
|
||
|
||
#
|
||
#. [topic]: id=irdya
|
||
#: data/core/encyclopedia/geography.cfg:98
|
||
msgid ""
|
||
"The name of the world in which the kingdom of <ref>dst='kingdom_wesnoth' "
|
||
"text='Wesnoth'</ref> is situated is ‘Irdya’. This term is, however, only "
|
||
"rarely used in the era depicted by the main map. People normally just say "
|
||
"“the world” or, poetically, “the wide green world”."
|
||
msgstr ""
|
||
"O nome do mundo no qual o reino de <ref>dst='kingdom_wesnoth' "
|
||
"text='Wesnoth'</ref> fica situado é “Irdya”. Este termo porém raramente é "
|
||
"usado na era descrita no mapa principal. O povo normalmente simplesmente "
|
||
"chama-o de “o mundo”, ou, poeticamente, “o mundo vasto e verde”."
|
||
|
||
#
|
||
#. [topic]: id=kingdom_wesnoth
|
||
#: data/core/encyclopedia/geography.cfg:103
|
||
msgid "Kingdom of Wesnoth"
|
||
msgstr "Reino de Wesnoth"
|
||
|
||
#. [topic]: id=kingdom_wesnoth
|
||
#: data/core/encyclopedia/geography.cfg:104
|
||
msgid ""
|
||
"The Kingdom of Wesnoth is located in the north-central portion of the "
|
||
"<ref>dst='great_continent' text='Great Continent'</ref>. Most of the "
|
||
"mainline campaigns revolve around it. It is bounded on the map by the "
|
||
"<ref>dst='great_river' text='Great River'</ref> to the north, the shore of "
|
||
"the <ref>dst='great_ocean' text='ocean'</ref> to the west, the Aethenwood to "
|
||
"the <ref>dst='southwest_elven_lands' text='southwest'</ref>, and the Bitter "
|
||
"Swamp to the southeast.\n"
|
||
"\n"
|
||
"Over the River Aethen, south of Fort Tahn, is a Wesnothian frontier region. "
|
||
"It is bounded to the south (off-map) by dense woods of which the Aethenwood "
|
||
"may be considered a northernmost extension."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=kingdom_wesnoth
|
||
#. Geography of Wesnoth
|
||
#: data/core/encyclopedia/geography.cfg:110
|
||
msgid ""
|
||
"<header>text='Notable cities:'</header>\n"
|
||
" • Weldyn: The capital of Wesnoth.\n"
|
||
" • Aldril: City lying on the Bay of Pearls.\n"
|
||
" • Blackwater Port: City lying south of the Bay of Pearls.\n"
|
||
" • Carcyn: Located between the Grey Woods and the Great River.\n"
|
||
" • Dan’Tonk: Wesnoth’s largest city, located in the center of the "
|
||
"country, just west and north of Weldyn.\n"
|
||
" • Soradoc: The northernmost border outpost of Wesnoth, controls the "
|
||
"confluence of the Weldyn River and the Great River.\n"
|
||
" • Fort Tahn: The southernmost border outpost, controls the north/south "
|
||
"road crossing the River Aethen.\n"
|
||
" • Tath: Important fort city north of Dan’Tonk, exerts control over the "
|
||
"wilderness country around the east of the Brown Hills and north to the Ford "
|
||
"of Abez.\n"
|
||
" • Westin: A small yet important town in Kerlath, a province of Southern "
|
||
"Wesnoth. The old Citadel of Westin can be found there."
|
||
msgstr ""
|
||
|
||
#
|
||
# Weldyn River branches?
|
||
# Or does it flow INTO the great river?
|
||
# \n
|
||
# Makes more sense the later but the first is descripted
|
||
# \n
|
||
# It says first that the great plains are the bread basqueat, but after that it is the Dulatus hills providing most lifestocks... What?
|
||
# \n
|
||
# the heart of the reign of Wesnoth is wilderness?!????
|
||
# (what sort of settlers life there?)
|
||
#. [topic]: id=kingdom_wesnoth
|
||
#. Geography of Wesnoth
|
||
#: data/core/encyclopedia/geography.cfg:123
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "The Kingdom of Wesnoth is located in the north-central portion of the "
|
||
#| "<ref>dst='great_continent' text='Great Continent'</ref>. Most of the "
|
||
#| "mainline campaigns revolve around it. It is bounded on the map by the "
|
||
#| "<ref>dst='great_river' text='Great River'</ref> to the north, the shore "
|
||
#| "of the <ref>dst='great_ocean' text='ocean'</ref> to the west, the "
|
||
#| "Aethenwood to the <ref>dst='southwest_elven_lands' text='southwest'</"
|
||
#| "ref>, and the Bitter Swamp to the southeast.\n"
|
||
#| "\n"
|
||
#| "Over the River Aethen, south of Fort Tahn, is a Wesnothian frontier "
|
||
#| "region. It is bounded to the south (off-map) by dense woods of which the "
|
||
#| "Aethenwood may be considered a northernmost extension.\n"
|
||
#| "\n"
|
||
#| "<header>text='Notable cities:'</header>\n"
|
||
#| " • Weldyn: The capital of Wesnoth.\n"
|
||
#| " • Aldril: City lying on the Bay of Pearls.\n"
|
||
#| " • Blackwater Port: City lying south of the Bay of Pearls.\n"
|
||
#| " • Carcyn: Located between the Grey Woods and the Great River.\n"
|
||
#| " • Dan’Tonk: Wesnoth’s largest city, located in the center of the "
|
||
#| "country, just west and north of Weldyn.\n"
|
||
#| " • Soradoc: The northernmost border outpost of Wesnoth, controls the "
|
||
#| "confluence of the Weldyn River and the Great River.\n"
|
||
#| " • Fort Tahn: The southernmost border outpost, controls the north/"
|
||
#| "south road crossing the River Aethen.\n"
|
||
#| " • Tath: Important fort city north of Dan’Tonk, exerts control over "
|
||
#| "the wilderness country around the east of the Brown Hills and north to "
|
||
#| "the Ford of Abez.\n"
|
||
#| "\n"
|
||
#| "<header>text='Notable land features:'</header>\n"
|
||
#| " • Gryphon Mountain: Home of the fabled Gryphons.\n"
|
||
#| " • Ford of Abez: Shallow part of the Great River, it is usually "
|
||
#| "controlled by Wesnothian forces.\n"
|
||
#| " • Weldyn River: It branches from the Great River and goes south.\n"
|
||
#| " • Great Central Plain: Area bounded by Weldyn, Dan’Tonk, and Fort "
|
||
#| "Tahn, this plain is Wesnoth’s bread basket and home to most of its "
|
||
#| "population.\n"
|
||
#| " • Dulatus Hills: These rolling hills bordering the Great Central "
|
||
#| "Plain provide much of Wesnoth’s livestock and agriculture.\n"
|
||
#| " • Brown Hills: Wasteland surrounding Gryphon Mountain that is not "
|
||
#| "well-populated and occasionally very dangerous.\n"
|
||
#| " • Horse Plains: Region of rolling plains just south of the Great "
|
||
#| "River, bounded by Glyn’s Forest to the west and the River Weldyn to the "
|
||
#| "east; the southern reach merges into the Central Plain. Home of the "
|
||
#| "powerful Clans; the best horses in Wesnoth are bred here.\n"
|
||
#| " • Estmark Hills: Largish range rising south of the Great River and "
|
||
#| "east of the Weldyn River. The northernmost portion, nearest the River "
|
||
#| "Weldyn, has at various times been settled by Wesnothians, but the "
|
||
#| "Kingdom’s control is tenuous at best and banditry is common.\n"
|
||
#| " • Glyn’s Forest: Sometimes known as the Royal Forest, named for one "
|
||
#| "of Haldric II’s sons.\n"
|
||
#| " • Gray Woods: Large forest in the heart of the wilds of Wesnoth, "
|
||
#| "located between Carcyn and Aldril and generally considered to be haunted."
|
||
msgid ""
|
||
"<header>text='Notable land features:'</header>\n"
|
||
" • Gryphon Mountain: Home of the fabled Gryphons.\n"
|
||
" • Ford of Abez: Shallow part of the Great River, it is usually "
|
||
"controlled by Wesnothian forces.\n"
|
||
" • Weldyn River: It branches from the Great River and goes south.\n"
|
||
" • Great Central Plain: Area bounded by Weldyn, Dan’Tonk, and Fort Tahn, "
|
||
"this plain is Wesnoth’s bread basket and home to most of its population.\n"
|
||
" • Dulatus Hills: These rolling hills bordering the Great Central Plain "
|
||
"provide much of Wesnoth’s livestock and agriculture.\n"
|
||
" • Brown Hills: Wasteland surrounding Gryphon Mountain that is not well-"
|
||
"populated and occasionally very dangerous.\n"
|
||
" • Horse Plains: Region of rolling plains just south of the Great River, "
|
||
"bounded by Glyn’s Forest to the west and the River Weldyn to the east; the "
|
||
"southern reach merges into the Central Plain. Home of the powerful Horse "
|
||
"Clans; the best horses in Wesnoth are bred here.\n"
|
||
" • Estmark Hills: Largish range rising south of the Great River and east "
|
||
"of the Weldyn River. The northernmost portion, nearest the River Weldyn, has "
|
||
"at various times been settled by Wesnothians, but the Kingdom’s control is "
|
||
"tenuous at best and banditry is common.\n"
|
||
" • Glyn’s Forest: Sometimes known as the Royal Forest, named for one of "
|
||
"Haldric II’s sons.\n"
|
||
" • Grey Woods: Large forest in the heart of the wilds of Wesnoth, located "
|
||
"between Carcyn and Aldril and generally considered to be haunted.\n"
|
||
" • Isle of Alduin: An important island off the coast of Wesnoth home to "
|
||
"the Great Academy of Magic, where many of Wesnoth’s greatest mages were "
|
||
"trained.\n"
|
||
" • Green Swamp: Large swamp on the banks of the Great River northeast of "
|
||
"the Grey Woods."
|
||
msgstr ""
|
||
"O reino de Wesnoth fica situado na parte norte (central) do "
|
||
"<ref>dst='great_continent' text='Grande Continente'</ref>. A maioria das "
|
||
"campanhas padrão desenrolam-se nele. Faz fronteira com o "
|
||
"<ref>dst='great_river' text='Rio Grande'</ref> ao norte, a costa do "
|
||
"<ref>dst='great_ocean' text='Grande Oceano'</ref> ao ocidente, os Bosques "
|
||
"Aethen para as terras elfas <ref>dst='southwest_elven_lands' text='do "
|
||
"sudoeste'</ref> e o Pântano da Dor ao sudeste (no canto inferior à direita "
|
||
"do mapa principal).\n"
|
||
"\n"
|
||
"\n"
|
||
"Após o rio Aethen, a sul do Forte Tahn, estão zonas fronteiriças. São "
|
||
"limitadas a sul (já fora do mapa) pelos bosques densos dos quais o Bosque "
|
||
"Aethen pode ser considerado como a extensão mais ao norte.\n"
|
||
"\n"
|
||
"<header>text='Principais cidades:'</header>\n"
|
||
" • Weldyn: A capital de Wesnoth.\n"
|
||
" • Aldril: Uma cidade que se situa na Baía das Pérolas.\n"
|
||
" • Porto águanegra: Uma cidade um bocado abaixo da Baía das Pérolas.\n"
|
||
" • Carcyn: Localizado entre os Bosques Escuros e o Rio Grande.\n"
|
||
" • Dan’Tonk: A maior cidade de Wesnoth, mesmo no seu centro, apenas algo "
|
||
"à norte de Weldyn.\n"
|
||
" • Soradoc: O posto de vigia mais a norte, que controla a região onde o "
|
||
"rio Weldyn e o Rio Grande afluem.\n"
|
||
" • Forte Tahn: O posto de vigia mais a sul, que controla a estrada a "
|
||
"atravessar o rio Aethen sentido norte/sul.\n"
|
||
" • Tath: Uma cidade importante a norte de Dan'Tonk, que exerce o controlo "
|
||
"sobre a região selvagem a este das Colinas Pardas e a norte da Passagem de "
|
||
"Abez.\n"
|
||
"\n"
|
||
"<header>text='Principais áreas geográficas:'</header>\n"
|
||
" • Monte Grifo: Lar dos fabulosos grifos.\n"
|
||
" • Passagem de Abez: Uma passagem rasa no Rio Grande importante para o "
|
||
"comércio e normalmente controlada pelas forças de Wesnoth.\n"
|
||
" • Rio Weldyn: Um afluente do Rio Grande que provem do sul.\n"
|
||
" • A Grande Planície Central: Uma região a volta de Weldyn, Dan'Tonk e o "
|
||
"Forte Tahn; esta planície é o celeiro do reino e onde a maioria da população "
|
||
"vive.\n"
|
||
" • Colinas Dulatus: Estas colinas acidentadas a borda da Grande Planície "
|
||
"provêm a maioria dos viveres agricolas para Wesnoth.\n"
|
||
" • Colinas Pardas: Uma região inóspita em torno do Monte Grifo, pouca "
|
||
"habitada e ocasionalmente algo perigosa..\n"
|
||
" • Estepes dos Cavaleiros: Uma vasta estepe mesmo a sul do Rio Grande, "
|
||
"bordada pelo Bosque de Glyn ao oeste e o rio Weldyn ao leste; ao sul torna-"
|
||
"se na Grande Planície. É a pátria das poderosas tribos; e os melhores "
|
||
"cavalos de Wesnoth são criados aqui.\n"
|
||
" • Colinas das Marcas Orientais: Colinas extensas deste a margem sul do "
|
||
"Rio Grande e a leste do rio Weldyn até muito além ao oriente e sul. Na parte "
|
||
"norte, junto ao rio Weldyn, foi várias vezes tentada colonizada por Wesnoth, "
|
||
"orém o poder do reino é escasso e bandidos são comuns.\n"
|
||
" • Bosque de Glyn: As vezes também também conhecidos como Bosque Real, "
|
||
"foram chamados em honra de um filho de Haldric II.\n"
|
||
" • Bosques Escuros: Uma grande floresta no coração do reino de Wesnoth, "
|
||
"localizado entre Carcyn e Aldril, e comummente consideradas assombradas."
|
||
|
||
#
|
||
#. [topic]: id=elensefar
|
||
#: data/core/encyclopedia/geography.cfg:140
|
||
msgid "Elensefar"
|
||
msgstr "Elensefar"
|
||
|
||
#
|
||
#. [topic]: id=elensefar
|
||
#: data/core/encyclopedia/geography.cfg:141
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Elensefar is at times a province of <ref>dst='kingdom_wesnoth' "
|
||
#| "text='Wesnoth'</ref>, at times an independent country, and at times in a "
|
||
#| "treaty federation with Wesnoth. Its borders are the "
|
||
#| "<ref>dst='great_river' text='Great River'</ref> to the north, a loosely "
|
||
#| "defined line with Wesnoth to the east, the Bay of Pearls to the south, "
|
||
#| "and the <ref>dst='great_ocean' text='ocean'</ref> to the west. More "
|
||
#| "information is found in the historical narrative of Wesnoth.\n"
|
||
#| "\n"
|
||
#| "<header>text='Notable cities:'</header>\n"
|
||
#| " • Elensefar: The capital, located on an island in the Great River "
|
||
#| "delta.\n"
|
||
#| " • Carcyn: City on the Wesnoth–Elensefar border, disputed with "
|
||
#| "Wesnoth.\n"
|
||
#| "\n"
|
||
#| "<header>text='Notable land features:'</header>\n"
|
||
#| " • <ref>dst='great_river' text='Great River'</ref>: It is very wide at "
|
||
#| "this point, and only ships can cross it."
|
||
msgid ""
|
||
"Elensefar is at times a province of <ref>dst='kingdom_wesnoth' "
|
||
"text='Wesnoth'</ref>, at times an independent country, and at times in a "
|
||
"treaty federation with Wesnoth. Its borders are the <ref>dst='great_river' "
|
||
"text='Great River'</ref> to the north, a loosely defined line with Wesnoth "
|
||
"to the east, the Bay of Pearls to the south, and the <ref>dst='great_ocean' "
|
||
"text='ocean'</ref> to the west. More information is found in the historical "
|
||
"narrative of Wesnoth."
|
||
msgstr ""
|
||
"Elensefar fora em tempos uma província do <ref>dst='kingdom_wesnoth' "
|
||
"text='reino de Wesnoth'</ref>; umas vezes uma cidade-estado independente "
|
||
"outras uma federação aliada a Wesnoth. As suas fronteiras são o Rio Grande a "
|
||
"norte, uma linha vaga e irregular a leste com Wesnoth, a Baía das Pérolas a "
|
||
"sul e o <ref>dst='great_ocean' text='Oceano'</ref> ao ocidente. Mais "
|
||
"informações podem ser encontradas na história de Wesnoth.\n"
|
||
"\n"
|
||
"<header>text='Principais cidades:'</header>\n"
|
||
" • Elensefar: A capital, localizada numa ilha no meio do delta do "
|
||
"<ref>dst='great_river' text='Rio Grande'</ref>.\n"
|
||
" • Carcyn: Uma cidade na fronteira com Wesnoth, e disputada com esta.\n"
|
||
"<header>text='Principais áreas geográficas:'</header>\n"
|
||
" • <ref>dst='great_river' text='O Rio Grande'</ref>: Já muito perto da "
|
||
"foz, e somente navios podem atravessar aqui."
|
||
|
||
#. [topic]: id=elensefar
|
||
#. Geography of Elensefar area
|
||
#: data/core/encyclopedia/geography.cfg:145
|
||
msgid ""
|
||
"<header>text='Notable cities:'</header>\n"
|
||
" • Elensefar: The capital, located on an island in the Great River "
|
||
"delta.\n"
|
||
" • Carcyn: City on the Wesnoth–Elensefar border, disputed with Wesnoth."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=elensefar
|
||
#: data/core/encyclopedia/geography.cfg:150
|
||
msgid ""
|
||
"<header>text='Notable land features:'</header>\n"
|
||
" • <ref>dst='great_river' text='Great River'</ref>: It is very wide at "
|
||
"this point, and only ships can cross it."
|
||
msgstr ""
|
||
|
||
#
|
||
#. [topic]: id=northlands
|
||
#: data/core/encyclopedia/geography.cfg:156
|
||
msgid "Northlands"
|
||
msgstr "Terras do Norte"
|
||
|
||
#. [topic]: id=northlands
|
||
#: data/core/encyclopedia/geography.cfg:157
|
||
msgid ""
|
||
"The Northlands are filled with unstable clans in endless conflict. It is an "
|
||
"unlawful and perilous place plagued by its cold, icy terrain and constant "
|
||
"war. Various groups of orcs, dwarves, men, gryphons, ogres, and even elves "
|
||
"fight over the region. The northern and eastern borders of the Northlands "
|
||
"are not defined, the southern border is the <ref>dst='great_river' "
|
||
"text='Great River'</ref>, and the western border is the "
|
||
"<ref>dst='great_ocean' text='ocean'</ref>.\n"
|
||
"\n"
|
||
"Yet despite the sheer wilderness above the Northlands, the subterranean "
|
||
"Dwarvish Kingdoms of Knalga and Kal Kartha are exceptions to their chaotic "
|
||
"surroundings, providing both heat and protection to their people. While they "
|
||
"may often be in conflict with orcs and trolls, the heart of Dwarvish "
|
||
"territory is considered relatively safe in comparison."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=northlands
|
||
#. Geography of the Northlands
|
||
#: data/core/encyclopedia/geography.cfg:163
|
||
msgid ""
|
||
"<header>text='Notable cities:'</header>\n"
|
||
" • Glamdrol: An 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 <ref>dst='elensefar' "
|
||
"text='Elensefar'</ref>, where these villages were located, was named the "
|
||
"Annuvin province by men but was known by the elves as Wesmere."
|
||
msgstr ""
|
||
|
||
#
|
||
#. [topic]: id=northlands
|
||
#. Geography of the Northlands
|
||
#: data/core/encyclopedia/geography.cfg:170
|
||
#, 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 "
|
||
#| "<ref>dst='great_river' text='Great River'</ref>, and the western border "
|
||
#| "is the <ref>dst='great_ocean' text='ocean'</ref>.\n"
|
||
#| "\n"
|
||
#| "<header>text='Notable cities:'</header>\n"
|
||
#| " • Glamdrol: An 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 <ref>dst='elensefar' "
|
||
#| "text='Elensefar'</ref>, where these villages were located, was named the "
|
||
#| "Annuvin province by men but was known by the elves as Wesmere.\n"
|
||
#| "\n"
|
||
#| "<header>text='Notable land features:'</header>\n"
|
||
#| " • <ref>dst='heart_mountains' text='Heart Mountains'</ref>: 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"
|
||
#| " • <ref>dst='arkan_thoria' text='Arkan-thoria'</ref>: The river that "
|
||
#| "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 to the elves. Their capital, Elensiria, has only seldom been visited "
|
||
#| "by humans.\n"
|
||
#| " • <ref>dst='great_river' text='Great River'</ref>: The origin of this "
|
||
#| "river is somewhere in the east of the northern lands."
|
||
msgid ""
|
||
"<header>text='Notable land features:'</header>\n"
|
||
" • <ref>dst='heart_mountains' text='Heart Mountains'</ref>: 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"
|
||
" • <ref>dst='arkan_thoria' text='Arkan-thoria'</ref>: The river that "
|
||
"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 "
|
||
"to the elves. Their capital, Elensiria, has only seldom been visited by "
|
||
"humans.\n"
|
||
" • <ref>dst='great_river' text='Great River'</ref>: The origin of this "
|
||
"river is somewhere in the east of the northern lands."
|
||
msgstr ""
|
||
"Não existe governo nas Terras do Norte. Vários grupos de orcs, anões, "
|
||
"bárbaros e até mesmo elfos habitam esta região. As fronteiras ao norte e "
|
||
"leste não são definidas, a do sul é o <ref>dst='great_river' text='Rio "
|
||
"Grande'</ref>, e ao ocidente estende-se o <ref>dst='great_ocean' "
|
||
"text='Grande Oceano'</ref>.\n"
|
||
"\n"
|
||
"<header>text='Principais cidades:'</header>\n"
|
||
" • Glamdrol: A capital das tribos orcs.\n"
|
||
" • Wesmere: A localização do Ka'lian — o conselho elfo.\n"
|
||
" • Portões dos Anões: Uma pequena cidade mista de anões e humanos na "
|
||
"região de Gnalga nas Montanhas Centrais boreais. Famoso pelo seu comércio.\n"
|
||
" • Dallben and Delwyn: Aldeias humanas originalmente construídas por "
|
||
"colonos que atravessaram o Rio Grande durante a expansão de Wesnoth na Era "
|
||
"Dourada. Agora abandonados. As terras florestadas a nordeste de Elensefar, "
|
||
"onde ficavam as aldeias, eram chamadas de Província Annuvin e por Wesmere "
|
||
"pelos Elfos.\n"
|
||
"\n"
|
||
"<header>text='Principais áreas geográficas:'</header>\n"
|
||
" • <ref>dst='heart_mountains' text='Montanhas Centrais'</ref>: Uma "
|
||
"barreira virtualmente impassível entre a região dos rios e o extremo norte.\n"
|
||
" • Garras Nevadas: Uma cordilheira particularmente alta a sudoeste do "
|
||
"Lago Vrug e a norte da floresta de Wesmere. É a região mais inóspita e "
|
||
"perigosa das Montanhas Centrais; só eremitas, loucos e magos ocasionalmente "
|
||
"vão viver aqui.\n"
|
||
" • Pântano do Terror: um odor extremamente vasto localizado entre as "
|
||
"Montanhas Centrais e o Rio Grande, Um lugar notoriamente pueril.\n"
|
||
" • Lago Vrug: Um lago glaciar no meio das Montanhas Centrais, cujo rio é "
|
||
"a única brecha nelas.\n"
|
||
" • <ref>dst='arkan_thoria' text='Arkan-thoria'</ref>: O rio alimentado "
|
||
"pelo Lago Vrug. Este é o nome elfo; os humanos chamam-o de rio Longo.\n"
|
||
" • Rio Listra: Um afluente do Rio Grande (a norte deste) no qual o Arkan-"
|
||
"Thoria desagua.\n"
|
||
" • Floresta Lintanir: A parcela sul da Grande Floresta do Norte, "
|
||
"gigantesca e cujas bordas ao leste e norte nem aos elfos são conhecidos. A "
|
||
"sua capital, Elensiria, raramente é visitada por humanos.\n"
|
||
" • O <ref>dst='great_river' text='Rio Grande'</ref>: A nascente deste rio "
|
||
"fica algures ao oriente das Terras do Norte."
|
||
|
||
#
|
||
#. [topic]: id=southwest_elven_lands
|
||
#: data/core/encyclopedia/geography.cfg:183
|
||
msgid "Southwest Elven Lands"
|
||
msgstr "Terras do sudoeste dos elfos"
|
||
|
||
#
|
||
#. [topic]: id=southwest_elven_lands
|
||
#: data/core/encyclopedia/geography.cfg:184
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "The Wood Elves are separate from those of the north, and have only "
|
||
#| "intermittent relations with them and most other countries. Its borders "
|
||
#| "are the <ref>dst='great_ocean' text='ocean'</ref> to the west, the Black "
|
||
#| "River to the south and southeast, the lands of Wesnoth to the north and "
|
||
#| "the Kerlath province to the east.\n"
|
||
#| "\n"
|
||
#| "<header>text='Notable cities:'</header>\n"
|
||
#| " • None known.\n"
|
||
#| "\n"
|
||
#| "<header>text='Notable land features:'</header>\n"
|
||
#| " • Aethenwood: The largest southern forest, it extends far to the "
|
||
#| "south and is home to <ref>dst='..race_elf' text='elves'</ref>. Although "
|
||
#| "the elves make no such distinction, the southern part of the forest has "
|
||
#| "been named Southwood by denizens of Kerlath.\n"
|
||
#| " • Black Forest: An ancient forest of which very little is known, "
|
||
#| "abandoned by the elves long ago."
|
||
msgid ""
|
||
"The Wood Elves are separate from those of the north, and have only "
|
||
"intermittent relations with them and most other countries. Its borders are "
|
||
"the <ref>dst='great_ocean' text='ocean'</ref> to the west, the Black River "
|
||
"to the south and southeast, the lands of Wesnoth to the north and the "
|
||
"Kerlath province to the east."
|
||
msgstr ""
|
||
"Os elfos dos bosques estão separados dos do norte, e só mantêm relações "
|
||
"esporádicas com eles e a maior parte do mundo. As suas fronteiras são o "
|
||
"<ref>dst='great_ocean' text='Grande Oceano'</ref> a leste, O Rio Negro à sul "
|
||
"e sudoeste, o reino de Wesnoth ao norte e a província de Kerlath à oeste.\n"
|
||
"\n"
|
||
"<header>text='Principais cidades:'</header>\n"
|
||
" • Nada conhecido\n"
|
||
"<header>text='Principais áreas geográficas:'</header>\n"
|
||
" • Bosques Aethen: A maior floresta boreal, estende-se até o sudoeste "
|
||
"(para muito além mostrado no mapa), e é o lar dos <ref>dst='..race_elf' "
|
||
"text='elfos'</ref>. Embora os elvos não fazem tal distinção, a parte "
|
||
"setentrional fora chamada de Bosques do Sul pelos cidadãos de Kerlath.\n"
|
||
" • Floresta Negra: Uma floresta antiga do qual pouco é conhecido e "
|
||
"abandonado pelos elfos há muito tempo."
|
||
|
||
#
|
||
#. [topic]: id=southwest_elven_lands
|
||
#. Geography of the Southwest
|
||
#: data/core/encyclopedia/geography.cfg:188
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "The Wood Elves are separate from those of the north, and have only "
|
||
#| "intermittent relations with them and most other countries. Its borders "
|
||
#| "are the <ref>dst='great_ocean' text='ocean'</ref> to the west, the Black "
|
||
#| "River to the south and southeast, the lands of Wesnoth to the north and "
|
||
#| "the Kerlath province to the east.\n"
|
||
#| "\n"
|
||
#| "<header>text='Notable cities:'</header>\n"
|
||
#| " • None known.\n"
|
||
#| "\n"
|
||
#| "<header>text='Notable land features:'</header>\n"
|
||
#| " • Aethenwood: The largest southern forest, it extends far to the "
|
||
#| "south and is home to <ref>dst='..race_elf' text='elves'</ref>. Although "
|
||
#| "the elves make no such distinction, the southern part of the forest has "
|
||
#| "been named Southwood by denizens of Kerlath.\n"
|
||
#| " • Black Forest: An ancient forest of which very little is known, "
|
||
#| "abandoned by the elves long ago."
|
||
msgid ""
|
||
"<header>text='Notable land features:'</header>\n"
|
||
" • Aethenwood: The largest southern forest, it extends far to the south "
|
||
"and is home to <ref>dst='..race_elf' text='elves'</ref>. Although the elves "
|
||
"make no such distinction, the southern part of the forest has been named "
|
||
"Southwood by denizens of Kerlath."
|
||
msgstr ""
|
||
"Os elfos dos bosques estão separados dos do norte, e só mantêm relações "
|
||
"esporádicas com eles e a maior parte do mundo. As suas fronteiras são o "
|
||
"<ref>dst='great_ocean' text='Grande Oceano'</ref> a leste, O Rio Negro à sul "
|
||
"e sudoeste, o reino de Wesnoth ao norte e a província de Kerlath à oeste.\n"
|
||
"\n"
|
||
"<header>text='Principais cidades:'</header>\n"
|
||
" • Nada conhecido\n"
|
||
"<header>text='Principais áreas geográficas:'</header>\n"
|
||
" • Bosques Aethen: A maior floresta boreal, estende-se até o sudoeste "
|
||
"(para muito além mostrado no mapa), e é o lar dos <ref>dst='..race_elf' "
|
||
"text='elfos'</ref>. Embora os elvos não fazem tal distinção, a parte "
|
||
"setentrional fora chamada de Bosques do Sul pelos cidadãos de Kerlath.\n"
|
||
" • Floresta Negra: Uma floresta antiga do qual pouco é conhecido e "
|
||
"abandonado pelos elfos há muito tempo."
|
||
|
||
#
|
||
#. [topic]: id=heart_mountains
|
||
#: data/core/encyclopedia/geography.cfg:194
|
||
msgid "Heart Mountains"
|
||
msgstr "Montanhas Centrais"
|
||
|
||
#. [topic]: id=heart_mountains
|
||
#. The Whitefang Clan’s primary description is in DiD
|
||
#. Wesnoth 1.9.4 added Haggid-Dargor to the encyclopedia, but it has no other mention in mainline
|
||
#: data/core/encyclopedia/geography.cfg:197
|
||
msgid ""
|
||
"A virtually impassable barrier between the <ref>dst='arkan_thoria' "
|
||
"text='river'</ref> country and the <ref>dst='far_north' text='Northern "
|
||
"Plains'</ref>. The local orcs call them the Haggid-Dargor. The powerful "
|
||
"Whitefang Clan in the region is named after the eastern edge of the "
|
||
"mountains, which they call the Whitefang Mountains for their distinctive "
|
||
"shape."
|
||
msgstr ""
|
||
|
||
#
|
||
#. [topic]: id=far_north
|
||
#: data/core/encyclopedia/geography.cfg:202
|
||
msgid "Far North"
|
||
msgstr "Extremo Norte"
|
||
|
||
#
|
||
#. [topic]: id=far_north
|
||
#: data/core/encyclopedia/geography.cfg:203
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Cold, harsh, and inaccessible, the Far North is the ancestral home of the "
|
||
#| "Orcish Clannate. It lies north of the <ref>dst='heart_mountains' "
|
||
#| "text='Heart Mountains'</ref>, 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"
|
||
#| "<header>text='Notable cities:'</header>\n"
|
||
#| " • Barag Gor, a city home to the Orcish Council\n"
|
||
#| " • Bitok\n"
|
||
#| " • Borstep\n"
|
||
#| " • Farzi\n"
|
||
#| " • Lmarig\n"
|
||
#| " • Melmog\n"
|
||
#| " • Prestim\n"
|
||
#| " • Tirigaz\n"
|
||
#| " • Dorest, the northernmost human city\n"
|
||
#| "\n"
|
||
#| "<header>text='Notable land features:'</header>\n"
|
||
#| " • Black Marshes\n"
|
||
#| " • Mountains of Dorth\n"
|
||
#| " • Mountains of Haag\n"
|
||
#| " • Greenwood\n"
|
||
#| " • Silent Forest\n"
|
||
#| " • Forest of Thelien\n"
|
||
#| " • River Oumph\n"
|
||
#| " • River Bork\n"
|
||
#| " • Frosty Wastes\n"
|
||
#| " • Barren Plains"
|
||
msgid ""
|
||
"Cold, harsh, and inaccessible, the Far North is the ancestral home of the "
|
||
"Orcish Clannate. It lies north of the <ref>dst='heart_mountains' text='Heart "
|
||
"Mountains'</ref>, 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."
|
||
msgstr ""
|
||
"Fria, áspera e inacessível, são estas as estepes do extremo norte, o lar "
|
||
"ancestral dos orcs. Localizam-se a norte das <ref>dst='heart_mountains' "
|
||
"text='Montanhas Centrais'</ref>, as quais os orcs chamam de Haggid-Dargor e "
|
||
"reclamam (sem fundamento) como deles. Ao oriente situam-se as estepes "
|
||
"selvagens, que se libertaram do controlo das tribos, e onde bárbaros humanos "
|
||
"vagueiam em conflito com os elfos nobres boreais (conhecidos como Elfos do "
|
||
"Norte, pelos humanos). Os elfos nobres residem ainda mais ao leste, e é "
|
||
"rumorado que controlam um gigante império.\n"
|
||
"\n"
|
||
"<header>text='Principais cidades:'</header>\n"
|
||
" ◦ Barag Gor, a cidade natal do conselho de guerra dos Orcs\n"
|
||
" ◦ Bitok\n"
|
||
" ◦ Borstep\n"
|
||
" ◦ Farzi\n"
|
||
" ◦ Lmarig\n"
|
||
" ◦ Melmog\n"
|
||
" ◦ Prestim\n"
|
||
" ◦ Tirigaz\n"
|
||
"<header>text='Principais áreas geográficas:'</header>\n"
|
||
" ◦ Pântanos da desolação\n"
|
||
" ◦ Montanhas de Dorth\n"
|
||
" ◦ Montanhas de Haag\n"
|
||
" ◦ Floresta Verde\n"
|
||
" ◦ Floresta Silenciosa\n"
|
||
" ◦ Floresta de Thelien\n"
|
||
" ◦ Rio Oumf\n"
|
||
" ◦ Rio Bork\n"
|
||
" ◦ Estepes Gélidas\n"
|
||
" ◦ Estepes Selvagens"
|
||
|
||
#. [topic]: id=far_north
|
||
#. Geography of the Far North
|
||
#: data/core/encyclopedia/geography.cfg:206
|
||
msgid ""
|
||
"<header>text='Notable cities:'</header>\n"
|
||
" • Barag Gor: A city home to the Orcish Council.\n"
|
||
" • Bitok\n"
|
||
" • Borstep\n"
|
||
" • Farzi\n"
|
||
" • Jotha: A large fortified capital of the local merfolk that lies within "
|
||
"the bay of Jotha.\n"
|
||
" • Lmarig\n"
|
||
" • Melmog\n"
|
||
" • Prestim\n"
|
||
" • Tirigaz: A coastal orcish town that occasionally raids Jotha.\n"
|
||
" • Dorest: The northernmost human city."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=far_north
|
||
#. Geography of the Far North
|
||
#: data/core/encyclopedia/geography.cfg:219
|
||
msgid ""
|
||
"<header>text='Notable land features:'</header>\n"
|
||
" • Desert of Death: An unusually dry desert in the Far North filled with "
|
||
"venomous Sand Scuttlers. It is extremely hot by day yet chilly by night.\n"
|
||
" • Black Marshes: A perilous swamp north of Tirigaz filled with violent "
|
||
"monsters.\n"
|
||
" • Mountains of Dorth: A set of mountains north of the Heart Mountains. "
|
||
"Though nowhere near as dangerous as its southern neighbour, it is "
|
||
"nonetheless deadly to inexperienced travelers.\n"
|
||
" • Mountains of Haag: A group of high mountains inhabited by groups of "
|
||
"orcs, trolls and dwarves.\n"
|
||
" • Greenwood: An elvish forest located near the Lintanir Forest. Some say "
|
||
"it was once connected to it, until groups of savage orcs burned much of the "
|
||
"forest.\n"
|
||
" • Silent Forest: A dense forest inhabited by a few elves, once known as "
|
||
"Gitamoth.\n"
|
||
" • Forest of Thelien: A dense coniferous forest sometimes inhabited by "
|
||
"elves.\n"
|
||
" • River Oumph: A river flowing from the Mountains of Haag to its delta "
|
||
"just south of Bitok.\n"
|
||
" • River Bork: A river of the Far North flowing from a lake next to the "
|
||
"Mourned Hills.\n"
|
||
" • Frosty Wastes: A cold, snowy desert in the far north inhabited only by "
|
||
"the occasional monster.\n"
|
||
" • Barren Plains: A vast, sparsely populated snowy tundra."
|
||
msgstr ""
|
||
|
||
#
|
||
#. [topic]: id=far_south
|
||
#: data/core/encyclopedia/geography.cfg:235
|
||
#, fuzzy
|
||
#| msgid "Far North"
|
||
msgid "Far South"
|
||
msgstr "Extremo Norte"
|
||
|
||
#. [topic]: id=far_south
|
||
#: data/core/encyclopedia/geography.cfg:236
|
||
msgid ""
|
||
"A vast region south of Kerlath home to the Dunefolk Civilization. It is also "
|
||
"inhabited by many local creatures, including the Jinn and Wyverns."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=far_south
|
||
#. Geography of the Far South
|
||
#: data/core/encyclopedia/geography.cfg:240
|
||
msgid ""
|
||
"<header>text='Notable land features:'</header>\n"
|
||
" • Sandy Wastes: A hot desert located south of Kerlath home to various "
|
||
"Dunefolk settlements, as well as nomadic tribes in between. The northern "
|
||
"parts of this desert are home to many treacherous monsters.\n"
|
||
" • Mountains of Peril: A tall and deadly mountain range in the far south "
|
||
"inhabited by bands of vicious barbarians and monsters.\n"
|
||
" • Black Forest: An ancient and likely haunted forest of which very "
|
||
"little is known, believed to have been once inhabited by elves. Those who "
|
||
"enter it seldom return."
|
||
msgstr ""
|
||
|
||
#. [section]: id=schedule
|
||
#: data/core/help.cfg:10
|
||
msgid "Time of Day Schedule"
|
||
msgstr "Tempo de dia"
|
||
|
||
#
|
||
#. [section]: id=introduction
|
||
#. [topic]: id=..introduction
|
||
#: data/core/help.cfg:17 data/core/help.cfg:95
|
||
msgid "Introduction"
|
||
msgstr "Introdução"
|
||
|
||
#
|
||
#. [section]: id=gameplay
|
||
#. [topic]: id=..gameplay
|
||
#: data/core/help.cfg:23 data/core/help.cfg:167
|
||
msgid "Gameplay"
|
||
msgstr "Regras"
|
||
|
||
#
|
||
#. #-#-#-#-# wesnoth-help.wml.pot (PACKAGE VERSION) #-#-#-#-#
|
||
#. [section]: id=traits_section
|
||
#. [topic]: id=..traits_section
|
||
#: data/core/help.cfg:29 data/core/help.cfg:539
|
||
#: src/help/help_topic_generators.cpp:492
|
||
#: src/help/help_topic_generators.cpp:515
|
||
msgid "Traits"
|
||
msgstr "Caraterísticas"
|
||
|
||
#
|
||
#. [section]: id=units
|
||
#. [topic]: id=..units
|
||
#: data/core/help.cfg:37 data/core/help.cfg:118
|
||
msgid "Units"
|
||
msgstr "Unidades"
|
||
|
||
#
|
||
#. [section]: id=abilities_section
|
||
#. [topic]: id=..abilities_section
|
||
#: data/core/help.cfg:46 data/core/help.cfg:138
|
||
msgid "Abilities"
|
||
msgstr "Habilidades"
|
||
|
||
#
|
||
#. [section]: id=weapon_specials
|
||
#. [topic]: id=..weapon_specials
|
||
#: data/core/help.cfg:54 data/core/help.cfg:147
|
||
msgid "Weapon Specials"
|
||
msgstr "Efeitos das Armas"
|
||
|
||
#. [section]: id=eras_section
|
||
#. [topic]: id=..eras_section
|
||
#: data/core/help.cfg:62 data/core/help.cfg:127
|
||
msgid "Eras"
|
||
msgstr "Eras"
|
||
|
||
#
|
||
#. [section]: id=terrains_section
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:70 data/core/help.cfg:554
|
||
msgid "Terrains"
|
||
msgstr "Terrenos"
|
||
|
||
#
|
||
#. [section]: id=addons
|
||
#. [topic]: id=..addons
|
||
#: data/core/help.cfg:78 data/core/help.cfg:607
|
||
msgid "Add-ons"
|
||
msgstr "Extras"
|
||
|
||
#
|
||
#. [section]: id=commands
|
||
#. [topic]: id=..commands
|
||
#: data/core/help.cfg:84 data/core/help.cfg:680
|
||
msgid "Commands"
|
||
msgstr "Comandos"
|
||
|
||
#
|
||
#. [topic]: id=..introduction
|
||
#: data/core/help.cfg:96
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<italic>text='Battle for Wesnoth'</italic> is a turn-based fantasy strategy "
|
||
"game somewhat unusual among modern strategy games. While other games strive "
|
||
"for complexity, <italic>text='Battle for Wesnoth'</italic> strives for "
|
||
"simplicity of both rules and gameplay. This does not make the game simple, "
|
||
"however — from these simple rules arises a wealth of strategy, making the "
|
||
"game easy to learn but a challenge to master.\n"
|
||
"\n"
|
||
"The following pages outline all you need to know to play Wesnoth. As you "
|
||
"play, new information is added to the various categories as you come across "
|
||
"new aspects of the game. For more detailed information on special situations "
|
||
"and exceptions, follow the included links."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<italic>text='A Batalha por Wesnoth'</italic> é um jogo de estratégia "
|
||
"baseado em turnos um pouco diferente de outros jogos modernos da mesma "
|
||
"categoria. Enquanto os outros jogos competem pela complexidade, tanto das "
|
||
"regras quanto dos elementos de jogo, “A Batalha por Wesnoth” procura a "
|
||
"simplicidade nestes elementos. Isso, porém, não deixa o jogo em si simples — "
|
||
"pois destas regras simples surgem várias estratégias, fazendo do jogo algo "
|
||
"fácil de se aprender, mas um desafio para dominar.\n"
|
||
"\n"
|
||
"As seguintes páginas mostram as regras básicas do jogo.A medida que jogares "
|
||
"novas informações serão adicionados aos tópicos de ajuda nos aspetos do "
|
||
"jogo. Para informações detalhadas em situações especiais e excepções, "
|
||
"simplesmente segue os atalhos incluídos."
|
||
|
||
#
|
||
#. [topic]: id=about_game
|
||
#: data/core/help.cfg:106
|
||
msgid "About the Game"
|
||
msgstr "Sobre o Jogo"
|
||
|
||
#. [topic]: id=about_game
|
||
#: data/core/help.cfg:107
|
||
msgid ""
|
||
"The game takes place on a hex-based game field, where your units battle "
|
||
"against those controlled by the computer, friends who each take turns on the "
|
||
"same computer (hotseat play), other players on the same network, or players "
|
||
"worldwide in multiplayer mode.\n"
|
||
"\n"
|
||
"Each of these battles is called a <italic>text='scenario'</italic>, which "
|
||
"can be strung together to make <italic>text='campaigns'</italic>. Besides "
|
||
"the campaigns that ship with the game, Wesnoth supports user-made content, "
|
||
"and the add-on server boasts hundreds of custom maps, campaigns, eras, "
|
||
"factions, and resources.\n"
|
||
"\n"
|
||
"The game also features a human-readable markup called Wesnoth Markup "
|
||
"Language (WML) to easily allow users to create their own content, as well as "
|
||
"a fully-featured Map and Scenario Editor for designing your own "
|
||
"battlefields.\n"
|
||
"\n"
|
||
"The <italic>text='Battle for Wesnoth'</italic> project was begun in 2003, "
|
||
"and has been worked on by a multitude of volunteers ever since."
|
||
msgstr ""
|
||
|
||
#
|
||
#. [topic]: id=..units
|
||
#: data/core/help.cfg:119
|
||
msgid ""
|
||
"This section will list all the units you discover as you explore the world "
|
||
"of Wesnoth. When you see a new unit during a campaign or multiplayer "
|
||
"scenario it will be added to its race’s subsection; you can then view its "
|
||
"page any time you wish. A unit’s page will provide a general description, "
|
||
"its statistics, attacks, resistances, and movement and defense values.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"Esta seção irá listar todas as unidades que descobrires ao explorar o mundo "
|
||
"de Wesnoth. Quando veres uma nova unidade numa campanha ou cenário em rede, "
|
||
"ela será adicionada a seção da sua raça; podes aceder a esta página sempre "
|
||
"que quiseres. A página da unidade irá mostrar uma descrição geral, "
|
||
"estatísticas, ataques, resistências, e valores de movimento e defesa.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=..eras_section
|
||
#: data/core/help.cfg:128
|
||
msgid ""
|
||
"A faction is a collection of units and leaders. Factions are assigned to "
|
||
"sides in multiplayer games.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..eras_section
|
||
#: data/core/help.cfg:130
|
||
msgid ""
|
||
"An era is a collection of factions, intended to be played against one "
|
||
"another. Besides the mainline eras that come with the game, many user-made "
|
||
"factions are available from add-ons.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#
|
||
#. [topic]: id=..abilities_section
|
||
#: data/core/help.cfg:139
|
||
msgid ""
|
||
"Certain units have abilities that either directly affect other units or have "
|
||
"an impact on how the unit interacts with other units. These abilities will "
|
||
"be listed under this section as you encounter them. Each page will provide a "
|
||
"description of what the ability does and which (currently discovered) units "
|
||
"have it.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"Certas unidades têm habilidades de afetar directamente outras unidades ou de "
|
||
"ter influência de como a unidade interage com outras. Estas habilidades "
|
||
"estarão listadas aqui conforme encontra-as. Cada página irá conter uma "
|
||
"descrição de o que esta habilidade faz e quais (já descobertas) unidades a "
|
||
"têm.\n"
|
||
"\n"
|
||
|
||
#
|
||
#. [topic]: id=..weapon_specials
|
||
#: data/core/help.cfg:148
|
||
msgid ""
|
||
"Some weapons have special features that increase the effectiveness of "
|
||
"attacking with them. When you see a new weapon special during a campaign or "
|
||
"multiplayer scenario it will be added to this list; you can then view its "
|
||
"page any time you wish. Each page will provide a description of what the "
|
||
"weapon special does and which (currently discovered) units have it.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"Algumas armas têm efeitos especiais que aumentam a sua efectividade ao "
|
||
"atacar com elas. Quando vires uma nova especialidade de arma numa campanha "
|
||
"ou cenário em rede, irá ser adicionada a esta lista; podes aceder a esta "
|
||
"página sempre que quiseres. Cada página irá mostrar uma descrição do que uma "
|
||
"arma com esta especialidade fará e que unidades (já descobertas) a têm.\n"
|
||
"\n"
|
||
|
||
#
|
||
#. [topic]: id=.unknown_unit
|
||
#: data/core/help.cfg:157
|
||
msgid "Unknown Unit"
|
||
msgstr "Unidade Desconhecida"
|
||
|
||
#
|
||
#. [topic]: id=.unknown_unit
|
||
#: data/core/help.cfg:158
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"This unit is unknown for the moment. You must discover it in the game to be "
|
||
"allowed to see its description."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"De momento esta unidade ainda é desconhecida. Precisas de encontrar-a dentro "
|
||
"do jogo para poder ver a sua descrição."
|
||
|
||
#. [topic]: id=..gameplay
|
||
#: data/core/help.cfg:168
|
||
msgid ""
|
||
"Wesnoth is comprised of a series of battles, called "
|
||
"<italic>text='scenarios'</italic>, that pit your troops against the troops "
|
||
"of one or more adversaries. Multiple scenarios that follow on from each "
|
||
"other, telling a story, make up <italic>text='campaigns'</italic>. In a "
|
||
"campaign, you often need to play more carefully, preserving your best troops "
|
||
"for use again in later scenarios.\n"
|
||
"\n"
|
||
"The interactive <bold>text='Tutorial'</bold> introduces the basics of "
|
||
"Wesnoth gameplay in the context of a scenario. Most material covered in the "
|
||
"tutorial is explained more in-depth in these pages, so you can always refer "
|
||
"back here if you forget something.\n"
|
||
"\n"
|
||
"After you master the basics, try out a beginner campaign, such as "
|
||
"<italic>text='Heir to the Throne'</italic> or <italic>text='The South "
|
||
"Guard'</italic>. A full list of installed campaigns can be found via the "
|
||
"<bold>text='Campaign'</bold> option on the main menu. As Wesnoth can be "
|
||
"quite challenging, you may wish to start on easy before progressing to "
|
||
"higher difficulties.\n"
|
||
"\n"
|
||
"Campaigns are grouped by <italic>text='level'</italic> and "
|
||
"<italic>text='difficulty'</italic>. For example, <italic>text='Heir to the "
|
||
"Throne'</italic> is ‘Novice’ level, and is playable at three difficulties: "
|
||
"‘Beginner’, ‘Normal’, and ‘Challenging’. The level of a campaign indicates "
|
||
"what degree of proficiency in the game mechanics (such as "
|
||
"<ref>dst='movement' text='zones of control'</ref> and <ref>dst='time_of_day' "
|
||
"text='time of day'</ref>) is assumed. The difficulty indicates how "
|
||
"challenging the scenarios will be to a veteran player: at higher "
|
||
"difficulties, the obstacles to victory will be higher and overcoming them "
|
||
"will require more skillful play. For example, at higher difficulties the "
|
||
"enemy may have higher incomes, higher-level units, more castle hexes, and so "
|
||
"on."
|
||
msgstr ""
|
||
|
||
#
|
||
#. [topic]: id=..gameplay
|
||
#: data/core/help.cfg:177
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Fundamentals of Gameplay'</header>\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Fundamentos do Jogo'</header>\n"
|
||
"\n"
|
||
|
||
#
|
||
#. [topic]: id=..gameplay
|
||
#: data/core/help.cfg:177
|
||
msgid ""
|
||
"While playing, keep in mind that you can mouse-over many items in the game, "
|
||
"such as the information displayed in the status pane, to see a brief "
|
||
"description explaining each item. This is especially useful when you "
|
||
"encounter new elements, such as <ref>dst='..abilities_section' "
|
||
"text='abilities'</ref>, for the first time."
|
||
msgstr ""
|
||
"Enquanto estiveres a jogar, tenha em mente que se passares o rato sobre os "
|
||
"vários itens no jogo, como por exemplo a informação que é exibida no painel "
|
||
"de estado, uma breve descrição será mostrada explicando aquele item. Isto é "
|
||
"especialmente útil quando encontrares novas <ref>dst='..abilities_section' "
|
||
"text='habilidades'</ref> pela primeira vez."
|
||
|
||
#
|
||
#. [topic]: id=victory_and_defeat
|
||
#: data/core/help.cfg:189
|
||
msgid "Victory and Defeat"
|
||
msgstr "Vitória e Derrota"
|
||
|
||
#. [topic]: id=victory_and_defeat
|
||
#: data/core/help.cfg:190
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"When you win a scenario, the map grays over and the <bold>text='End Turn'</"
|
||
"bold> button changes to <bold>text='End Scenario'</bold>. You can now do "
|
||
"things like changing your save options or (if you are in a multiplayer game) "
|
||
"chatting with other players before pressing that button to advance."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Quando vences um cenário, o mapa vai ficar todo cinzento e o botão "
|
||
"<bold>text='Terminar Turno'</bold> vai mudar para <bold>text='Terminar "
|
||
"Cenário'</bold>. Neste momento podes fazer coisas como mudar as tuas opções "
|
||
"de gravação ou (se estiveres num jogo em rede) conversar com os outros "
|
||
"jogadores antes de pressionar o botão para avançar."
|
||
|
||
#
|
||
#. [topic]: id=victory_and_defeat
|
||
#: data/core/help.cfg:190
|
||
msgid ""
|
||
"Pay careful attention to the <bold>text='Objectives'</bold> pop-up box at "
|
||
"the beginning of each scenario. In most scenarios, you will achieve victory "
|
||
"by killing all enemy leaders ; likewise, the death of your own leader "
|
||
"generally results in defeat. However, some scenarios may have other victory "
|
||
"objectives, such as getting your leader to a designated point, rescuing an "
|
||
"ally, solving a puzzle, or holding out against a siege until a certain "
|
||
"number of turns have elapsed."
|
||
msgstr ""
|
||
"Presta melhor atenção para a janela flutuante de <bold>text='Objetivos'</"
|
||
"bold> no começo de cada cenário. Normalmente vais vencer ao derrotar todos "
|
||
"os líderes inimigos, e serás derrotado se o teu líder morrer. Mas os "
|
||
"cenários podem ter outros objetivos — levar o teu líder para um determinado "
|
||
"ponto, digamos, ou resgatar alguém, ou resolver um enigma, ou aguentar um "
|
||
"cerco até um certo número de turnos passarem."
|
||
|
||
#
|
||
#. [topic]: id=recruit_and_recall
|
||
#: data/core/help.cfg:199
|
||
msgid "Recruiting and Recalling"
|
||
msgstr "Recrutando e Convocando"
|
||
|
||
#
|
||
#. [topic]: id=recruit_and_recall
|
||
#: data/core/help.cfg:200
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"If you right-clicked on a castle hex and selected recruit, the new unit will "
|
||
"appear in that hex. Otherwise, it will appear in a free hex near the keep. "
|
||
"You may only recruit as many units as you have free hexes in your castle, "
|
||
"and you cannot spend more gold than you actually have on recruiting."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Se tiveres clicado com o botão direito num hexágono do castelo e selecionado "
|
||
"recrutar, a nova unidade irá aparecer neste mesmo hexágono. De outra "
|
||
"maneira, ela irá aparecer num hexágono livre perto da torre. Podes recrutar "
|
||
"tantas unidades quanto hexágonos tiveres livres no teu castelo e não podes "
|
||
"gastar mais ouro do o que tens quando estiveres a recrutar."
|
||
|
||
#. [topic]: id=recruit_and_recall
|
||
#: data/core/help.cfg:200
|
||
msgid ""
|
||
"Each side begins with one leader in their keep. At the start of any battle, "
|
||
"and at times during it, you will need to recruit <ref>dst='..units' "
|
||
"text='units'</ref> into your army. To recruit, you must have your leader "
|
||
"(for instance, Konrad in the <italic>text='Heir to the Throne'</italic> "
|
||
"campaign) on the keep hex of a <ref>dst='..terrain_castle' text='castle'</"
|
||
"ref>. Then you may recruit by either choosing <bold>text='Recruit'</bold> "
|
||
"from the menu or right-clicking on a hex and selecting <bold>text='Recruit'</"
|
||
"bold>. This brings up the recruit menu, which lists units available for "
|
||
"recruitment, along with their gold cost. Click on a unit to see its "
|
||
"statistics, then press the <bold>text='Recruit'</bold> button to recruit it."
|
||
msgstr ""
|
||
"Cada equipa começa com um líder numa torre. No começo de qualquer batalha e "
|
||
"algumas vezes durante ela, irás precisar de recrutar <ref>dst='..units' "
|
||
"text='Unidades'</ref> para o teu exército. Para recrutares, tens de ter o "
|
||
"teu líder (por exemplo Conrado na campanha <italic>text='Herdeiro ao Trono'</"
|
||
"italic>) no hexágono da torre de um <ref>dst='terrain_castle' "
|
||
"text='Castelo'</ref>. Daí poderás recrutar usando o menu ou clicando com o "
|
||
"botão direito num hexágono e selecionando <bold>text='Recrutar'</bold>. Isso "
|
||
"irá trazer o menu de recrutamento, que lista as unidades disponíveis para "
|
||
"recrutamento e o seu custo em ouro. Clica numa unidade para ver as suas "
|
||
"estatísticas, e depois aperte o botão recrutar para recrutar-a."
|
||
|
||
#
|
||
#. [topic]: id=recruit_and_recall
|
||
#: data/core/help.cfg:202
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Recruited units come with two random <ref>dst='..traits_section' "
|
||
"text='traits'</ref> which modify their statistics."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Unidades recrutadas vêm com duas <ref>dst='..traits_section' "
|
||
"text='Caraterísticas'</ref> aleatórias que modificam as suas estatísticas."
|
||
|
||
#
|
||
#. [topic]: id=recruit_and_recall
|
||
#: data/core/help.cfg:204
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"In later scenarios, you may also Recall survivors from earlier battles. "
|
||
"Recalling costs a standard 20 gold and presents you with a list of all "
|
||
"surviving units from previous scenarios."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Em cenários posteriores, também podes convocar sobreviventes de batalhas "
|
||
"anteriores. Uma convocação custa 20 peças de ouro e apresenta-te com uma "
|
||
"lista de todas as unidades sobreviventes dos cenários anteriores."
|
||
|
||
#
|
||
#. [topic]: id=recruit_and_recall
|
||
#: data/core/help.cfg:206
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Units not only cost gold to Recruit or Recall, they also require money to "
|
||
"support. See <ref>dst='income_and_upkeep' text='income and upkeep'</ref> for "
|
||
"more information."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Unidades não custam apenas o ouro necessário para recrutar-as ou convocar-"
|
||
"as, também requerem ouro para a sua manutenção. Veja "
|
||
"<ref>dst='income_and_upkeep' text='Rendimento e Manutenção'</ref> para mais "
|
||
"informações."
|
||
|
||
#
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:215
|
||
msgid "Income and Upkeep"
|
||
msgstr "Rendimento e Manutenção"
|
||
|
||
#
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:216
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Income is simple. You have a base income of 2 gold per turn. For every "
|
||
"village you control, you gain one additional gold each turn. Thus, if you "
|
||
"have ten villages, you would normally gain 12 gold each turn. Your upkeep "
|
||
"costs are subtracted from this income, as detailed below."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Rendimento é simples. Tens uma receita básica de 2 peças de ouro por turno. "
|
||
"Por cada aldeia que controlares, ganharás mais 1 peça de ouro a cada turno. "
|
||
"Assim, se tiveres 10 aldeias, normalmente receberias 12 peças de ouro por "
|
||
"turno. O teu custo de Manutenção existente é subtraído deste rendimento, "
|
||
"conforme descrito abaixo."
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:216
|
||
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; "
|
||
"<italic>text='income'</italic> and <italic>text='upkeep'</italic>."
|
||
msgstr ""
|
||
"Em Wesnoth, não basta simplesmente recrutar unidades e lutar. Também "
|
||
"precisas de controlar o teu ouro, especialmente nas campanhas, onde podes "
|
||
"carregar o teu lucro de um cenário para o próximo. Há dois aspectos "
|
||
"envolvidos nisto: Rendimento e Manutenção."
|
||
|
||
#
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:220
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
|
||
"to its level. You can support as many levels worth of units as you have "
|
||
"villages, without paying any upkeep. However, for each level of unit beyond "
|
||
"the number of villages you have, you must pay one gold per turn. For "
|
||
"example, if you have twelve level one units and ten villages, you would have "
|
||
"to pay two gold each turn in upkeep."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"O cálculo do custo de Manutenção também é bem simples. Cada unidade requer "
|
||
"uma quantidade de peças de ouro igual ao seu nível. Além disso, não precisas "
|
||
"de pagar uma quantidade de níveis de unidades equivalente ao número de "
|
||
"aldeias que possuíres. Em outras palavras, para cada nível de unidade além "
|
||
"do número de aldeias que possuíres, deverás pagar uma peça de ouro por "
|
||
"turno. Por exemplo, se possuíres 12 unidades de nível um, e 10 aldeias, "
|
||
"terás de pagar 2 peças de ouro por turno em manutenção."
|
||
|
||
#
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:222
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Upkeep costs are subtracted from your income, so in the case of twelve "
|
||
"levels of units and ten villages, your resultant Income would be 10 gold per "
|
||
"turn."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Os gastos com a Manutenção de unidades são subtraídos do teu Rendimento, de "
|
||
"maneira que se tiveres, por exemplo, 12 níveis de unidades e 10 aldeias, a "
|
||
"receita líquida seria de 10 peças de ouro por turno."
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:226
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"In general, the base income, the amount of gold you get per village per "
|
||
"turn, and the number of unit levels each village can support are "
|
||
"configurable, but in campaigns they are almost always the values described "
|
||
"above. The <italic>text='Scenario Settings'</italic> tab of the "
|
||
"<italic>text='Status Table'</italic> dialog shows the values for the current "
|
||
"scenario."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:228
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"There are two important exceptions to upkeep: units with the loyal trait and "
|
||
"leaders never incur upkeep. Units you begin the scenario with (such as "
|
||
"Delfador), or units who join you during a scenario (such as the horseman in "
|
||
"the second scenario of <italic>text='Heir to the Throne'</italic>) will "
|
||
"usually have the <italic>text='loyal'</italic> trait. The unit you are "
|
||
"playing (such as Konrad) will almost always be a leader."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Existe uma excepção importante para a regra de manutenção: unidades com a "
|
||
"caraterística Leal nunca requerem manutenção. As unidades com as quais "
|
||
"começas o jogo (como Delfador), ou unidades que se juntam a ti durante um "
|
||
"cenário (como o Escudeiro no segundo cenário de <italic>text='O Herdeiro do "
|
||
"Trono'</italic>) normalmente possuirão a caraterística Leal. A unidade com a "
|
||
"qual jogas (como Conrado) quase sempre será um líder."
|
||
|
||
#
|
||
#. [topic]: id=hitpoints
|
||
#: data/core/help.cfg:237
|
||
msgid "Hitpoints and Experience"
|
||
msgstr "Pontos de Vida e Experiência"
|
||
|
||
#. [topic]: id=hitpoints
|
||
#: data/core/help.cfg:238
|
||
msgid ""
|
||
"Each unit has a certain number of <italic>text='hitpoints'</italic> (HP). If "
|
||
"the hitpoints of a unit drop below 1, the unit dies. Each unit also has a "
|
||
"certain number of <italic>text='experience points'</italic> (XP). A freshly "
|
||
"recruited unit starts with no experience points, and gains experience by "
|
||
"fighting enemies."
|
||
msgstr ""
|
||
"Cada unidade possui uma certa quantidade de <italic>text='Pontos de Vida'</"
|
||
"italic> (PV). Se os PV de uma unidade caem abaixo de 1, a unidade morre. "
|
||
"Cada unidade também possui um certo número de <italic>text='pontos de "
|
||
"eXPeriência'</italic> (XP). Uma unidade recém recrutada começa sem nenhuma "
|
||
"experiência, mas ganha alguma ao lutar contra adversários."
|
||
|
||
#
|
||
#. [topic]: id=hitpoints
|
||
#: data/core/help.cfg:242
|
||
msgid ""
|
||
"The hitpoints and experience points are both indicated in the status pane "
|
||
"using two numbers (the current value and the maximum value the unit can "
|
||
"have)."
|
||
msgstr ""
|
||
"Os pontos de vida e experiência são ambos indicados no painel de estado "
|
||
"usando dois números (o valor atual e o valor máximo que uma unidade pode "
|
||
"ter)."
|
||
|
||
#
|
||
#. [topic]: id=hitpoints
|
||
#: data/core/help.cfg:244
|
||
msgid ""
|
||
"The hitpoints are also indicated by an energy bar next to each unit, which "
|
||
"is green, yellow or red. A unit with at least 1 experience point has a blue "
|
||
"experience bar, which turns white as the unit is about to "
|
||
"<ref>dst='advancement' text='advance'</ref>."
|
||
msgstr ""
|
||
"Os pontos de vida também são indicados por uma barra de energia ao lado de "
|
||
"cada unidade, que é verde, amarela ou vermelha. Uma unidade com pelo menos 1 "
|
||
"ponto de experiência possui uma barra de experiência azul, que se torna "
|
||
"branca conforme a unidade está perto de <ref>dst='advancement' "
|
||
"text='avançar'</ref>."
|
||
|
||
#. [topic]: id=advancement
|
||
#: data/core/help.cfg:251
|
||
msgid "Advancement"
|
||
msgstr "Promoção"
|
||
|
||
#
|
||
#. [topic]: id=advancement
|
||
#: data/core/help.cfg:252
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Units have a certain amount of experience required to advance (this is 20% "
|
||
"less for units with the Intelligent trait). Once they achieve this amount, "
|
||
"they immediately advance to the next level, healing fully in the process. In "
|
||
"some cases, you will be given a choice of advancement options."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Unidades têm uma certa quantidade de pontos de experiência necessários para "
|
||
"avançarem (com menos 20% para unidades com a caraterística Inteligente). "
|
||
"Quando alcancem essa quantidade, imediatamente avançam para o próximo nível, "
|
||
"curando-se completamente no processo. Em alguns casos, poderás escolher como "
|
||
"a unidade avançará."
|
||
|
||
#
|
||
#. [topic]: id=advancement
|
||
#: data/core/help.cfg:252
|
||
msgid ""
|
||
"If both units survive a combat, they gain a number of experience points "
|
||
"equal to the level of the unit they’re fighting. If a unit kills another in "
|
||
"combat, however, it gains much more experience — 4 for a level 0 unit, 8 for "
|
||
"level 1, 16 for level 2, 24 for level 3, and so forth."
|
||
msgstr ""
|
||
"Se ambas as unidades sobreviverem um combate, elas ganham um número de "
|
||
"pontos de experiência igual ao nível da unidade com a qual lutaram. Se uma "
|
||
"unidade derrota outra em combate, porém, ela ganhará muito mais experiência "
|
||
"— 4 por uma unidade de nível 0, 8 por uma unidade de nível 1, 16 para nível "
|
||
"2, 24 para nível 3, e assim por diante."
|
||
|
||
#. [topic]: id=advancement
|
||
#: data/core/help.cfg:254
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"While most units have three levels, not all do. Occasional units (such as "
|
||
"<ref>dst='unit_Mage' text='magi'</ref>) may have four. Once a unit has "
|
||
"reached its maximum level, it may have an <italic>text='After Maximum Level "
|
||
"Advancement'</italic> (AMLA) available to it. The AMLA will modify the unit "
|
||
"each time the unit reaches the experience goal, but the unit will remain the "
|
||
"same level. The typical AMLA effect is for the unit to raise the maximum HP "
|
||
"by 3 and full-heal it. The first AMLA will normally be reached with 150 XP "
|
||
"gained (120 XP for intelligent units). However, gaining an AMLA becomes "
|
||
"progressively harder for each AMLA the unit receives, and so it is usually "
|
||
"more useful to try to advance your lower level units."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Enquanto a maioria das unidades possuem três níveis, nem todas têm. Algumas "
|
||
"unidades (como os <ref>dst='unit_Mage' text='Magos'</ref>) podem ter quatro. "
|
||
"Após uma unidade alcançar o seu nível máximo, pode ter também “Avanço Além "
|
||
"do Nível Máximo” (AANM) disponível para ela. O AANM modificará a unidade "
|
||
"cada vez que alcançar os pontos de experiência necessários, mas a unidade "
|
||
"continuará contando como se fosse do mesmo nível. O efeito mais comum do "
|
||
"AANM é de a unidade ganhar mais 3 pontos de vida. O primeiro AANM é recebido "
|
||
"normalmente quando se ganha 150 pontos de experiência (120 para unidades "
|
||
"inteligentes). Depois disso, ganhar um AANM torna-se cada vez mais difícil, "
|
||
"de maneira que em geral é mais útil tentar avançar unidades de nível mais "
|
||
"baixo."
|
||
|
||
#
|
||
#. [topic]: id=movement
|
||
#: data/core/help.cfg:263
|
||
msgid "Movement"
|
||
msgstr "Movimento"
|
||
|
||
#. [topic]: id=movement
|
||
#: data/core/help.cfg:264
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Each unit has a certain number of movement points which are used up when "
|
||
"moving into a new hex, depending on the Terrain of that particular hex. For "
|
||
"instance, grassland nearly always costs 1 movement point to enter. Exactly "
|
||
"how many movement points are spent entering a hex depends on the unit type — "
|
||
"in forest, elvish units only spend 1 movement point, most human and orc "
|
||
"units spend 2, while horsemen spend 3. You can learn how many movement "
|
||
"points a unit requires to enter a certain terrain type by right-clicking on "
|
||
"it, selecting <bold>text='Unit Description'</bold>, and then looking at "
|
||
"<bold>text='Terrain Modifiers'</bold>."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Cada unidade tem um certo número de pontos de movimento, que são gastos "
|
||
"enquanto ela se move para um novo hexágono dependendo do tipo de terreno "
|
||
"deste mesmo hexágono. Por exemplo, planície quase sempre custa 1 ponto de "
|
||
"movimento para entrar. Quantos pontos de movimentos são gastos exactamente "
|
||
"depende do tipo de unidade — na floresta, unidades elfas gastam apenas 1 "
|
||
"ponto de movimento, a maioria das unidades humanas e orcs gastam 2, enquanto "
|
||
"cavaleiros gastam 3. Podes descobrir quantos pontos de movimento uma unidade "
|
||
"precisa para entrar num certo tipo de terreno clicando com o botão direito "
|
||
"nela, selecionando “Descrição da Unidade” e vendo por: "
|
||
"<bold>text='Modificadores de Terreno'</bold>."
|
||
|
||
#. [topic]: id=movement
|
||
#: data/core/help.cfg:264
|
||
msgid ""
|
||
"Movement in <italic>text='Battle for Wesnoth'</italic> is simple. Click on "
|
||
"the unit you wish to move to select it, then click on the hex you wish to "
|
||
"move it to. When a unit is selected, everywhere it can move this turn will "
|
||
"be highlighted, and all other hexes on the map are made dull. Mousing over a "
|
||
"highlighted hex shows the defense rating the unit would have if you moved it "
|
||
"to that hex. Mousing over a dull hex will also show the number of turns "
|
||
"required to reach it, and clicking will cause the unit to move towards it by "
|
||
"the fastest route over this and subsequent turns. If you don’t use up all of "
|
||
"a unit’s movement when you first move a unit, you may move it again. This is "
|
||
"useful when having two units switch places. Attacking with a unit will use "
|
||
"up its movement. Ending a move in a village you don’t already own will also "
|
||
"use up a unit’s movement, but will still allow it to attack."
|
||
msgstr ""
|
||
"O movimento em “A Batalha por Wesnoth” é simples. Clica na unidade que "
|
||
"desejas mover para selecionar-a, depois clique no hexágono para o qual "
|
||
"desejas que ela vá. Quando uma unidade está selecionada, todos os locais "
|
||
"onde ela se pode mover nesse turno ficarão destacados e todos os outros "
|
||
"hexágonos do mapa ficam escuros. Ao passar o rato sobre um hexágono "
|
||
"destacado mostra o nível de defesa que a unidade terá se ela se mover para "
|
||
"este. Ao passar o rato sobre um hexágono escuro irá mostrar o número de "
|
||
"turnos necessários para chegar a este, e clicando nele fará com que a "
|
||
"unidade se mova em direção a este através da melhor rota possível neste e "
|
||
"nos turnos seguintes. Se não utilizares todo o movimento de uma unidade "
|
||
"quando mover-a, podes continuar a mover-a neste turno. Isso é útil quando "
|
||
"precisares de duas unidades de trocar de lugar. Atacar com uma unidade gasta "
|
||
"todo o seu movimento. Mover para uma aldeia que ainda não controlas também "
|
||
"gasta todo o movimento, mas ainda permite que a unidade possa atacar."
|
||
|
||
#
|
||
#. [topic]: id=movement
|
||
#: data/core/help.cfg:266
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Another thing to keep in mind while moving is <italic>text='zones of "
|
||
"control'</italic>. Each unit — except for level 0 units — generates a zone "
|
||
"of control in the hexes immediately surrounding it, and any enemy unit "
|
||
"entering those hexes immediately ends its movement. Learning how to use "
|
||
"zones of control to your advantage is an important part of Wesnoth, as only "
|
||
"<ref>dst='ability_skirmisherskirmisher' text='skirmishers'</ref> can ignore "
|
||
"zones of control."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Outra coisa para manter em mente ao movimentar são as <italic>text='zonas de "
|
||
"controlo'</italic>. Cada unidade gera uma zona de controlo nos hexágonos "
|
||
"imediatamente em volta dela, e qualquer unidade inimiga que entra nesses "
|
||
"hexágonos tem imediatamente o seu movimento parado. Aprender como usar as "
|
||
"zonas de controlo para a tua vantagem é uma parte importante de Wesnoth, já "
|
||
"que apenas unidades com a habilidade <ref>dst='ability_skirmisher' "
|
||
"text='Escaramuçador'</ref> podem ignorar estas zonas."
|
||
|
||
#
|
||
#. [topic]: id=movement
|
||
#: data/core/help.cfg:268
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"To see where the enemy can move to during their next turn, press Ctrl-v or "
|
||
"Cmd-v. Ctrl-b or Cmd-b shows where the enemy could move, if your units were "
|
||
"not on the map to block their progress."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Para ver para onde uma unidade inimiga pode-se mover durante o seu turno, "
|
||
"pressione Ctrl-v ou Cmd-v. Ctrl-b ou Cmd-b mostra onde os inimigos poderiam "
|
||
"mover-se, se as tuas unidades não estivessem no mapa para bloquear o seu "
|
||
"progresso."
|
||
|
||
#. [topic]: id=vision
|
||
#: data/core/help.cfg:277
|
||
msgid "Vision"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=vision
|
||
#: data/core/help.cfg:278
|
||
msgid ""
|
||
"Vision determines how far a unit can see on the map. Normally, a unit’s "
|
||
"vision range is calculated as its movement range plus one hex. Certain units "
|
||
"with unique vision capabilities deviate from this rule and have vision cost "
|
||
"independent of movement range."
|
||
msgstr ""
|
||
|
||
#
|
||
#. [topic]: id=shroud_and_fog
|
||
#: data/core/help.cfg:285
|
||
msgid "Shroud and Fog of War"
|
||
msgstr "Sombra e Névoa de Guerra"
|
||
|
||
#. [topic]: id=shroud_and_fog
|
||
#: data/core/help.cfg:286
|
||
msgid ""
|
||
"In some scenarios, parts of the map will be hidden from you. There are two "
|
||
"mechanisms that can be used separately or together. The "
|
||
"<italic>text='shroud'</italic> hides both the terrain and any units at a "
|
||
"location. However, once it is cleared, you can always see that location. The "
|
||
"<italic>text='fog of war'</italic> only hides units and ownership of "
|
||
"villages (other than by you or your allies). The fog of war is cleared "
|
||
"temporarily when you have units nearby, but returns when they leave. Both "
|
||
"the shroud and the fog of war are cleared by units. Each unit clears "
|
||
"locations adjacent to those within one turn’s move (ignoring zones of "
|
||
"control and enemy units).\n"
|
||
"\n"
|
||
"Normally you can undo a unit’s movement, as long as an event with a "
|
||
"randomized result has not occurred, such as combat or recruitment (as most "
|
||
"units receive random traits when recruited). Exploring hidden terrain by "
|
||
"clearing shroud or fog will also prevent undos to a previous state. You may "
|
||
"wish to activate <bold>text='Delay Shroud Updates'</bold> in the actions "
|
||
"menu. This will prevent units from clearing shroud or fog until the next "
|
||
"randomized event or a manual update via <bold>text='Update Shroud Now'</"
|
||
"bold> (or the end of your turn) and thereby preserve your ability to undo "
|
||
"movement."
|
||
msgstr ""
|
||
"Em certos cenários, partes do mapa estarão escondidas a ti. Há dois "
|
||
"mecanismos para isso, que podem ocorrer separadamente ou em conjunto. A "
|
||
"<italic>text='sombra'</italic> esconde tanto o terreno como quaisquer "
|
||
"unidades nestes terrenos. Porém, uma vez que esta seja removida de um "
|
||
"local, poderás sempre ver-o. O <italic>text='nevoeiro de guerra'</italic> "
|
||
"apenas esconde as unidades e o identificador de posse das aldeias (excepto "
|
||
"as tuas próprias e dos teus aliados). O Nevoeiro de Guerra é temporariamente "
|
||
"removido quando tens unidades próximas, mas retorna quando estas se afastam. "
|
||
"Tanto a Sombra como o Nevoeiro de Guerra são removidas com a presença de "
|
||
"unidades. Cada unidade pode “ver” uma distância equivalente ao seu movimento "
|
||
"num turno (ignorando zonas de controlo e unidades inimigas).\n"
|
||
"\n"
|
||
"Normalmente podes desfazer o movimento de uma unidade, desde que não haja "
|
||
"ocorrido um evento com resultado aleatório, como um combate ou recrutamento "
|
||
"(porque a maioria das unidades recebem caraterísticas aleatórias quando "
|
||
"recrutadas). Além disso, explorar locais escondidos pela Sombra ou Nevoeiro "
|
||
"de Guerra também impedirá que um movimento possa ser desfeito. Se quiseres "
|
||
"evitar isso, ativa a opção <bold>text='atrasar atualização do nevoeiro'</"
|
||
"bold> no menu de ações. Isto impedirá que as unidades removam o Nevoeiro ou "
|
||
"a Sombra até o próximo evento aleatório, ou até que uma atualização manual "
|
||
"ocorra, via o comando <bold>text='atualizar nevoeiro agora'</bold>, ou o fim "
|
||
"do teu turno. Isto preservará a tua habilidade em desfazer movimentos."
|
||
|
||
#. [topic]: id=shroud_and_fog
|
||
#: data/core/help.cfg:290
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Multiplayer Eras and Factions'</header>"
|
||
msgid "<header>text='Multiplayer and undo'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Eras e Fações dos Jogos em Rede'</header>"
|
||
|
||
#. [topic]: id=shroud_and_fog
|
||
#: data/core/help.cfg:292
|
||
msgid ""
|
||
"In multiplayer games, moves that have been sent to the network can’t be "
|
||
"undone; the game delays sending data to try to preserve your undo ability. "
|
||
"When discussing with teammates, remember that the other players are usually "
|
||
"looking at a snapshot from the time of the last combat or fog-revealing "
|
||
"move. Chat messages and map labels are sent immediately, however they don’t "
|
||
"cause the undoable moves to be sent."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=saveload
|
||
#: data/core/help.cfg:299
|
||
msgid "Save-loading"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=saveload
|
||
#: data/core/help.cfg:300
|
||
msgid ""
|
||
"Random numbers are part of Wesnoth, attacks can fail and units can die due "
|
||
"to bad luck — this is an expected part of the game. Going back to a previous "
|
||
"turn to try a different strategy is a part of learning the game, but we "
|
||
"recommend against reloading merely to try the same strategy again while "
|
||
"hoping for better luck."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=saveload
|
||
#: data/core/help.cfg:302
|
||
msgid ""
|
||
"One of the challenges of the game is to work out how to protect your heroes. "
|
||
"Small risks quickly build up: if you have five important units, and they "
|
||
"each have just a 1% chance of death each turn, you can "
|
||
"<italic>text='expect'</italic> one of them to die about every 20 turns. So, "
|
||
"you’ll rarely make it through a scenario without having it happen."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=saveload
|
||
#: data/core/help.cfg:305
|
||
msgid ""
|
||
"Small risks build up for your non-hero units too. While the story and "
|
||
"dialogue usually aim to give you some emotional bond with your troops, the "
|
||
"game mechanics reward remembering that it’s just a game — there is rarely "
|
||
"any penalty for letting these units die, other than being unable to recall "
|
||
"them in future scenarios. Your battle plan should distribute the risks based "
|
||
"on which troops you want to recall later."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=saveload
|
||
#: data/core/help.cfg:307
|
||
msgid ""
|
||
"The difficulty levels are balanced assuming that the player won’t save-load. "
|
||
"In the mainline campaigns, harder difficulties generally have more enemies "
|
||
"and thus more experience points available; this leads to them being balanced "
|
||
"assuming that the player will be able to train enough troops to cope with "
|
||
"losing some level two or level three units."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=saveload
|
||
#: data/core/help.cfg:309
|
||
msgid ""
|
||
"That said, it’s a game; the best way to play it is whichever way gives you "
|
||
"the most enjoyment."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:316
|
||
msgid "Learning from Losses"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:317
|
||
msgid ""
|
||
"<italic>text='Why did I lose that scenario?'</italic>\n"
|
||
"\n"
|
||
"One of the most difficult parts of Wesnoth is understanding why a scenario "
|
||
"was lost."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:319
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"When you first start playing, you will probably lose some scenarios. That is "
|
||
"normal, and is part of learning the game. When that happens, try to learn "
|
||
"from your mistakes: watch the replay, try to understand what you did wrong, "
|
||
"then <ref>dst='saveload' text='restart the scenario'</ref> and try again."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:321
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Some common reasons for losing a scenario are:"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:323
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• Playing a campaign at too high a <ref>dst='..gameplay' text='difficulty "
|
||
"level'</ref>. Try restarting the scenario at an easier difficulty."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:325
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• Playing a poor strategy: for example, recruiting the wrong types of units, "
|
||
"fighting at the wrong <ref>dst='time_of_day' text='time of day'</ref>, not "
|
||
"taking advantage of terrain features or units’ special abilities, and so on."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:327
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• Missing clues. Often there will be hints in the campaign’s story and "
|
||
"dialog about what to expect from a difficult scenario and how to prepare for "
|
||
"it. If you have a loyal mage on your side, take the time to listen to its "
|
||
"advice; it may save your life."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:329
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• Barely scraping a victory in a previous scenario. Campaigns generally "
|
||
"assume that you will have some <italic>text='carryover gold'</italic> and "
|
||
"some experienced units on your <italic>text='recall list.'</italic> (These "
|
||
"concepts are explained in the tutorial.) If you win a scenario but lose most "
|
||
"of your experienced units and much of your gold, the following scenario may "
|
||
"be very difficult to beat, even for a more experienced player. If you find "
|
||
"yourself in this situation, you may try to go back a scenario or two and win "
|
||
"them more convincingly, or change to an easier difficulty. (However, "
|
||
"remember that <italic>text='some'</italic> losses are expected, particularly "
|
||
"at higher difficulties.)"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:331
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• Poor gold management. At higher difficulties, managing gold — capturing "
|
||
"villages to increase the income, and using low-level units and fresh "
|
||
"recruits to reduce the spending — becomes important. If you use many high-"
|
||
"level units, you might win a scenario easily but have not enough gold "
|
||
"carryover for the next scenario. (This would be an example of “barely "
|
||
"scraping a victory”.)"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:333
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Unlikely reasons'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Razões Improváveis'</header>"
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:335
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"In addition to the common reasons, listed above, there are a few other "
|
||
"reasons which are unlikely, though not impossible. They are:"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:337
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• You may have played a strategy that the campaign developer did not "
|
||
"anticipate, and ended up with a set of high-level units not suitable for the "
|
||
"next scenario."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:339
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• You may have found a scenario that can only be won on the second or third "
|
||
"time through, whether by requiring above-average luck or by expecting the "
|
||
"players to have foreknowledge — to know what surprises are coming up before "
|
||
"they happen. (It is under discussion whether foreknowledge is expected at "
|
||
"the highest difficulties. Requiring above-average luck, however, would "
|
||
"qualify as a bug.)"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:341
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• Unusually-bad luck. Whether an attack hits or misses is random, so it "
|
||
"could happen that the enemy was very lucky and had many hits, while you were "
|
||
"very unlucky and had many misses. However, this is a very rare occurrence, "
|
||
"virtually unheard of in all but the shortest, smallest scenarios. In fact, "
|
||
"losses are more commonly caused by playing a <italic>text='bad'</italic> "
|
||
"strategy despite having <italic>text='above-average'</italic> luck, than by "
|
||
"playing a <italic>text='good'</italic> strategy but having "
|
||
"<italic>text='below-average'</italic> luck. Moreover, merely having “below-"
|
||
"average” luck does not excuse a loss; having below-average luck is perfectly "
|
||
"normal, and scenarios are designed to be winnable even with below-average "
|
||
"luck. It is only exceedingly bad luck, over multiple turns, that we mean "
|
||
"here."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:343
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Be wary of attributing a loss to any of these reasons. If you are not a "
|
||
"veteran player, it is far more likely that your loss was caused by one of "
|
||
"the <italic>text='common'</italic> errors, listed above, and is not "
|
||
"indicative of a bug in the campaign. However, if you still think you found a "
|
||
"bug, then by all means, report it!"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:345
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"The “Damage Calculations” dialog shows some statistics that can help "
|
||
"determine whether a match was very lucky or very unlucky. However, reading "
|
||
"the statistics is no substitute to watching the replay and looking for "
|
||
"strategic mistakes, or small bits of luck at critical points in the "
|
||
"engagement."
|
||
msgstr ""
|
||
|
||
#
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:354
|
||
msgid "Combat"
|
||
msgstr "Combate"
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:355
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Order and Number of Strikes'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Ordem e número de golpes'</header>"
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:355
|
||
msgid ""
|
||
"Combat in <italic>text='Battle for Wesnoth'</italic> always takes place "
|
||
"between units in adjacent hexes. Click on your unit, and click on the enemy "
|
||
"you want to attack: your unit will move towards the enemy unit, and when "
|
||
"they are next to each other, combat will begin. The attacker and defender "
|
||
"alternate strikes until each has used their allotted number of strikes. The "
|
||
"attacker chooses one of its weapons to attack with, and the defender "
|
||
"retaliates with one of its attacks of the same type. There are two types of "
|
||
"attacks: <italic>text='melee'</italic>, which usually involves weapons such "
|
||
"as swords, axes or fangs; and <italic>text='ranged'</italic>, which usually "
|
||
"involves weapons such as bows, spears and fireballs."
|
||
msgstr ""
|
||
"Os Combates na <italic>text='Batalha por Wesnoth'</italic> dão-se sempre "
|
||
"entre unidades em hexágonos adjacentes. Clique na tua unidade e clique na "
|
||
"unidade inimiga que queres atacar: A tua unidade irá mover-se em direção à "
|
||
"unidade inimiga e quando estiverem lado a lado, o combate irá começar. O "
|
||
"atacante e o defensor alternam golpes até cada um ter usado o seu número de "
|
||
"golpes total. O atacante escolhe uma das suas armas para atacar e o defensor "
|
||
"retalia com um dos seus ataques do mesmo alcance. Ataques podem ter como "
|
||
"alcance: curto, que geralmente envolve com armas como espadas, machados ou "
|
||
"garras, e longo, que normalmente envolve com armas como arcos, lanças e "
|
||
"bolas de fogo."
|
||
|
||
#
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:357
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"The attacker gets the first strike, then the defender retaliates. Each "
|
||
"strike either hits, doing a given amount of damage, or misses, doing no "
|
||
"damage at all. Strikes alternate until each unit has used up all of its "
|
||
"strikes. The number of strikes a unit has varies; for instance, an elvish "
|
||
"fighter with a 5×4 attack may strike 4 times, each successful strike dealing "
|
||
"5 damage, while an orcish grunt with a 9×2 attack can only strike twice (but "
|
||
"at 9 damage for each hit)."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"O atacante dará o primeiro golpe e depois o defensor retalia. Cada golpe, ou "
|
||
"acerta dando um certo número de pontos de danos, ou erra, não causando "
|
||
"nenhum dano. Golpes são alternados entre os combatentes até que uma unidade "
|
||
"tenha usado todos os seus golpes. O número de golpes que uma unidade tem "
|
||
"varia; por exemplo, um Soldado Elfo com um ataque de 5-4 pode golpear 4 "
|
||
"vezes, com cada golpe que acertar causando 5 de dano, enquanto um Bruto Orco "
|
||
"com um ataque de 9-2 pode golpear apenas duas vezes (mas com 9 de dano por "
|
||
"cada)."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:359
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Chance to Hit'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Hipótese de Acertar'</header>"
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:361
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Every unit has a chance of being hit, based on the <italic>text='terrain'</"
|
||
"italic> it is in. This is shown in the status pane, and may also be found by "
|
||
"right-clicking a unit, selecting <bold>text='Unit Description'</bold>, and "
|
||
"then looking at <bold>text='Terrain Modifiers'</bold>. For instance, many "
|
||
"elves have a defense 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."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Cada unidade tem uma hipótese em ser acertada dependendo do terreno em que "
|
||
"se encontra. Isso é mostrado no painel de estado, e também pode ser visto "
|
||
"clicando numa unidade com o botão direito, selecionando “Descrição da "
|
||
"Unidade”, e vendo em <italic>text='Modificadores de Terreno'</italic>. Por "
|
||
"exemplo, muitos elfos possuem um nível de defesa de 70% em florestas, "
|
||
"significa que, uma unidade que as ataca terá apenas uma hipótese de 30% em "
|
||
"acertar. Em contrapartida, a hipótese do elfo acertar o atacante depende do "
|
||
"terreno em que o atacante estiver."
|
||
|
||
#
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:363
|
||
msgid ""
|
||
"\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, "
|
||
"regardless of terrain, and, when used offensively, marksmen always have at "
|
||
"least a 60% chance to hit, regardless of terrain."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Existem duas excepções para esta regra: <ref>dst='weaponspecial_magical' "
|
||
"text='Ataques Mágicos'</ref> e <ref>dst='weaponspecial_marksman' "
|
||
"text='Precisão'</ref>. Ataques mágicos sempre têm uma hipótese de 70% de "
|
||
"acertar, independentemente do terreno. Unidades com “Precisão”, quando "
|
||
"atacam, têm uma hipótese de pelo menos 60% em acertar, independentemente do "
|
||
"terreno."
|
||
|
||
#
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:365
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text=Damage</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Dano'</header>"
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:367
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Each strike which hits causes a base amount of damage depending on the "
|
||
"attack 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 <bold>text='Damage Calculations'</"
|
||
"bold> in the attack selection menu."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Cada golpe que acertar causa uma quantidade base de dano dependendo do tipo "
|
||
"do ataque. Por exemplo, um Soldado Elfo com um ataque de 5-4 causa 5 de "
|
||
"dano. Isso normalmente é modificado por duas coisas: "
|
||
"<ref>dst='damage_types_and_resistance' text='Resistência'</ref> e "
|
||
"<ref>dst='time_of_day' text='Tempo do Dia'</ref>. Para ver o quanto o dano "
|
||
"base é modificado pelas circunstâncias, selecione <italic>text='Cálculo de "
|
||
"Dano'</italic> no menu de seleção de ataque."
|
||
|
||
#
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:369
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"A few units have special <ref>dst='..abilities_section' 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."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Algumas unidades possuem <ref>dst='..abilities_section' text='habilidades'</"
|
||
"ref> especiais que afetam o dano dado em combate. A mais comum destas é "
|
||
"<ref>dst='weaponspecial_charge' text='Investida'</ref>, que dobra o dano "
|
||
"dado tanto pelo atacante quanto pelo defensor quando a unidade com esta "
|
||
"ataca."
|
||
|
||
#
|
||
#. [topic]: id=damage_types_and_resistance
|
||
#: data/core/help.cfg:377
|
||
msgid "Damage Types and Resistance"
|
||
msgstr "Tipos de Dano e Resistência"
|
||
|
||
#
|
||
#. [topic]: id=damage_types_and_resistance
|
||
#: data/core/help.cfg:378
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"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."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Resistências funcionam de maneira bem simples: Se uma unidade possui 40% de "
|
||
"resistência contra um tipo de dano, então irá sofrer menos 40% de dano "
|
||
"quando atingida por aquele tipo de ataque. Também é possível que uma unidade "
|
||
"seja vulnerável contra algum tipo de dano. Se uma unidade tem—100% de "
|
||
"resistência contra um tipo de dano, irá sofrer mais 100% de dano quando "
|
||
"atingida por este tipo de ataque."
|
||
|
||
#. [topic]: id=damage_types_and_resistance
|
||
#: data/core/help.cfg:378
|
||
msgid ""
|
||
"In Wesnoth, there are three types of damage usually associated with physical "
|
||
"attacks: <italic>text='blade, pierce, and impact damage'</italic>. "
|
||
"Additionally, there are three further types of damage usually associated "
|
||
"with magical attacks: <italic>text='fire, cold, and arcane attacks'</"
|
||
"italic>. Different units may have resistances which alter the damage which "
|
||
"they take from certain damage types."
|
||
msgstr ""
|
||
"Em Wesnoth, existem três tipos de dano que normalmente são associados com "
|
||
"ataques físicos: <italic>text='corte, perfurante e impacto'</italic>. "
|
||
"Adicionalmente, existem três outros tipos de danos normalmente associados "
|
||
"com ataques mágicos: <italic>text='Fogo, Gelado e Arcano'</italic>. Algumas "
|
||
"unidades têm resistências que alteram a quantidade de dano que elas recebem "
|
||
"de certos tipos de ataques."
|
||
|
||
#
|
||
#. [topic]: id=damage_types_and_resistance
|
||
#: data/core/help.cfg:380
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"For example, skeletons are highly resistant to blade and pierce damage, but "
|
||
"are vulnerable to impact and fire damage, and extremely vulnerable to arcane "
|
||
"damage."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Por exemplo, Esqueletos são bastante resistentes contra Corte e Perfurante, "
|
||
"mas são vulneráveis contra Impacto e Fogo, e são extremamente vulneráveis "
|
||
"contra Arcano."
|
||
|
||
#
|
||
#. [topic]: id=damage_types_and_resistance
|
||
#: data/core/help.cfg:382
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"If a strike 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."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Se um golpe conseguir acertar, irá sempre causar pelo menos 1 ponto de dano. "
|
||
"Isso aplica-se mesmo se o defensor tenha 100% de resistência contra o tipo "
|
||
"de dano."
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:390
|
||
msgid "Orbs and ellipses"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:391
|
||
msgid ""
|
||
"There are colored indicators above the energy bars of some units, consisting "
|
||
"of a colored orb (and sometimes a <ref>dst='crowns' text='crown'</ref>)."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=orbs
|
||
#. The help page has a set of images above this paragraph, in the same order as the bullet points
|
||
#: data/core/help.cfg:403
|
||
msgid ""
|
||
"The orbs show whether the unit can move or attack. The statuses and their "
|
||
"standard colors are:\n"
|
||
"• <bold>text='Green'</bold> if it has neither moved nor attacked this turn.\n"
|
||
"• <bold>text='Yellow'</bold> if it has moved (or attacked), and can still "
|
||
"attack. It might still be able to move further too.\n"
|
||
"• <bold>text='Red'</bold> if it can neither move further nor attack again "
|
||
"this turn.\n"
|
||
" • Red is also used after the ‘end unit turn’ command, and,\n"
|
||
" • when a unit is in the middle of a multi-turn move (has been told to "
|
||
"move further than it can in the current turn).\n"
|
||
"• <bold>text='Red and yellow'</bold> if it has moved (or attacked), can "
|
||
"still move further, but it can no longer attack.\n"
|
||
" • This can happen due to campaign-specific events or abilities, for "
|
||
"example the <italic>text='disengage'</italic> ability in the campaign "
|
||
"<italic>text='Under the Burning Suns'</italic>.\n"
|
||
"• <bold>text='Blue'</bold> for allied units, except during that ally’s own "
|
||
"turn.\n"
|
||
" • During the ally’s own turn, their units will be shown with the colors "
|
||
"showing whether the units can still move and attack; however their moves, "
|
||
"and the corresponding orb changes, are delayed as explained in "
|
||
"<ref>dst='shroud_and_fog' text='Shroud and Fog of War'</ref>.\n"
|
||
"• Enemy units normally don’t have orbs, however these can be enabled in the "
|
||
"advanced preference “Customize orb colors”."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:415
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Cores'</header>"
|
||
msgid "<header>text='Ellipses'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Suplementos'</header>"
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:418
|
||
msgid ""
|
||
"A team-colored shape is drawn on the ground under each unit. This is called "
|
||
"the “ellipse”, although some units’ ellipses are not elliptical."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=orbs
|
||
#. The help page has a set of images above this paragraph, in the same order as the bullet points
|
||
#: data/core/help.cfg:429
|
||
msgid ""
|
||
"• Most units have a circular ellipse.\n"
|
||
"• Units that can recruit have a seven-pointed star.\n"
|
||
"• <ref>dst='crowns' text='Hero units'</ref> have a smaller variant of the "
|
||
"seven-pointed star, these units can’t recruit.\n"
|
||
"• Units without a <ref>dst='movement' text='zone of control'</ref> have a "
|
||
"broken outline version of the shape.\n"
|
||
"• Some campaigns start with a level zero leader. Able to recruit but lacking "
|
||
"a ZoC, these units have a broken outline version of the seven-pointed star."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=crowns
|
||
#: data/core/help.cfg:440
|
||
msgid "Crowns and loyal markers"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=crowns
|
||
#: data/core/help.cfg:441
|
||
msgid ""
|
||
"Some units have an additional marker superimposed on their <ref>dst='orbs' "
|
||
"text='orb'</ref>, and a corresponding shape to their <ref>dst='orbs' "
|
||
"text='ellipses'</ref>:"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=crowns
|
||
#. The help page has a set of images above this paragraph, in the same order as the first set of bullet points, showing what the "loyal icon" is and the difference between "silver" and "blueish-silver".
|
||
#: data/core/help.cfg:456
|
||
msgid ""
|
||
"• Leaders are shown with a <bold>text='gold crown'</bold>.\n"
|
||
"• Heroes have a <bold>text='blueish-silver crown'</bold>.\n"
|
||
"• Expendable leaders are shown with a <bold>text='silver crown'</bold>.\n"
|
||
"• <ref>dst='traits_loyal' text='Loyal units'</ref> have the "
|
||
"<bold>text='loyal icon'</bold>.\n"
|
||
"\n"
|
||
"Of these categories, only leaders are built into the basic game rules. The "
|
||
"others are found in campaigns, and are characters that form part of the "
|
||
"narration. The exact rules for them are set by their campaign, which might "
|
||
"deviate from these standard expectations about them:\n"
|
||
"\n"
|
||
"• The death of any hero leads to immediate defeat.\n"
|
||
"• The death of an expendable leader doesn’t lead to immediate defeat, even "
|
||
"though they can recruit.\n"
|
||
"• All of these units have the main advantage of the loyal trait, that they "
|
||
"cost no upkeep.\n"
|
||
"• Losing any of these units causes a disadvantage for the remainder of the "
|
||
"campaign, assuming it doesn’t end immediately.\n"
|
||
"• These units will never occur as random recruits."
|
||
msgstr ""
|
||
|
||
#
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:474
|
||
msgid "Time of Day"
|
||
msgstr "Tempo do Dia"
|
||
|
||
#
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:475
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "The time of day affects the damage of certain units as follows:\n"
|
||
#| "\n"
|
||
#| "• <bold>text='Lawful'</bold> units get +25% damage in daytime, and −25% "
|
||
#| "damage at night.\n"
|
||
#| "• <bold>text='Chaotic'</bold> units get +25% damage at night, and −25% in "
|
||
#| "daytime.\n"
|
||
#| "• <bold>text='Neutral'</bold> units are unaffected by the time of day.\n"
|
||
#| "• <bold>text='Liminal'</bold> units get −25% damage during both night and "
|
||
#| "daytime."
|
||
msgid ""
|
||
"The time of day affects the damage of certain units as follows:\n"
|
||
"\n"
|
||
"• <bold>text='Lawful'</bold> units get +25% damage in daytime, and −25% "
|
||
"damage at night.\n"
|
||
"• <bold>text='Chaotic'</bold> units get +25% damage at night, and −25% in "
|
||
"daytime.\n"
|
||
"• <bold>text='Neutral'</bold> units are unaffected by the time of day.\n"
|
||
"• <bold>text='Liminal'</bold> units get +25% damage during twilight."
|
||
msgstr ""
|
||
"O tempo de dia afeta o dano das unidades do modo seguinte:\n"
|
||
"\n"
|
||
"• Unidades <bold>text='diurnas'</bold> têm um bónus de 25% de dia e uma "
|
||
"penalidade de 25% à noite.\n"
|
||
"• Unidades <bold>text='noturnas'</bold> têm um bónus de 25% à noite e uma "
|
||
"penalidade de 25% de dia.\n"
|
||
"• Unidades <bold>text='neutras'</bold> não são afetadas pelo tempo do dia.\n"
|
||
"• Unidades <bold>text='limiares'</bold> provocam -25% de dano durante o dia "
|
||
"e de noite."
|
||
|
||
#
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:480
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"The current time of day can be observed under the minimap in the status "
|
||
"pane. For the usual day/night cycle, morning and afternoon count as day, "
|
||
"first and second watch count as night:\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"A hora do dia pode ser vista debaixo do mini-mapa no painel de estado. Para "
|
||
"o ciclo dia/noite, Manhã e Tarde contam como dia, Primeira e Segunda Vigia "
|
||
"como noite:\n"
|
||
"\n"
|
||
|
||
#
|
||
#. [topic]: id=time_of_day
|
||
#. [time]: id=dawn
|
||
#. [time]: id=dawn_hour
|
||
#: data/core/help.cfg:484 data/core/macros/schedules.cfg:16
|
||
#: data/core/macros/schedules.cfg:290
|
||
msgid "Dawn"
|
||
msgstr "Madrugada"
|
||
|
||
#
|
||
#. [topic]: id=time_of_day
|
||
#. [time]: id=morning
|
||
#: data/core/help.cfg:485 data/core/macros/schedules.cfg:28
|
||
msgid "Morning"
|
||
msgstr "Manhã"
|
||
|
||
#
|
||
#. [topic]: id=time_of_day
|
||
#. [time]: id=afternoon
|
||
#: data/core/help.cfg:486 data/core/macros/schedules.cfg:46
|
||
msgid "Afternoon"
|
||
msgstr "Tarde"
|
||
|
||
#
|
||
#. [topic]: id=time_of_day
|
||
#. [time]: id=dusk
|
||
#. [time]: id=dusk_hour
|
||
#: data/core/help.cfg:487 data/core/macros/schedules.cfg:55
|
||
#: data/core/macros/schedules.cfg:411
|
||
msgid "Dusk"
|
||
msgstr "Crépusculo"
|
||
|
||
#
|
||
#. [topic]: id=time_of_day
|
||
#. [time]: id=first_watch
|
||
#: data/core/help.cfg:488 data/core/macros/schedules.cfg:67
|
||
msgid "First Watch"
|
||
msgstr "Primeira Vigia"
|
||
|
||
#
|
||
#. [topic]: id=time_of_day
|
||
#. [time]: id=second_watch
|
||
#: data/core/help.cfg:489 data/core/macros/schedules.cfg:91
|
||
msgid "Second Watch"
|
||
msgstr "Segunda Vigia"
|
||
|
||
#
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:491
|
||
msgid ""
|
||
"Keep in mind that some scenarios take place underground, where it is "
|
||
"perpetually night!\n"
|
||
msgstr ""
|
||
"Lembra-te que alguns cenários desenrolam-se no subterrâneo, onde reina noite "
|
||
"perpetua!\n"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:493
|
||
msgid ""
|
||
"Some underground locations are illuminated. They are perpetually "
|
||
"intermediate between day and night.\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:495
|
||
msgid ""
|
||
"Some role-playing scenarios take place indoors — these regions are similarly "
|
||
"intermediate.\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:497
|
||
msgid ""
|
||
"Finally, units with the <ref>dst='ability_illuminationilluminates' "
|
||
"text='illuminates'</ref> ability and terrain features such as "
|
||
"<ref>dst='terrain_lava' text='lava'</ref> change the time of day bonus "
|
||
"around them."
|
||
msgstr ""
|
||
|
||
#
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:504
|
||
msgid "Healing"
|
||
msgstr "Curando"
|
||
|
||
#
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:505
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• <bold>text='Resting'</bold>: A unit which neither moves, attacks, nor is "
|
||
"attacked will heal 2 HP in its next turn."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"• <bold>text='Descansar'</bold>: Uma unidade que não se mova, ataque, ou "
|
||
"seja atacada irá curar 2 pontos de vida (PV) no seu próximo turno."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:505
|
||
msgid ""
|
||
"In combat, your units will inevitably take damage. There are several ways to "
|
||
"heal your units. However, with the exception of resting, these do not stack; "
|
||
"only one can occur per turn."
|
||
msgstr ""
|
||
|
||
#
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:507
|
||
msgid ""
|
||
"\n"
|
||
"• <bold>text='Villages'</bold>: A unit which starts a turn in a village or "
|
||
"<ref>dst='terrain_oasis' text='oasis'</ref> will heal 8HP. If the unit is "
|
||
"poisoned, the poison will be cured instead."
|
||
msgstr ""
|
||
"\n"
|
||
"• <bold>text='Aldeias'</bold>: Uma unidade que começa o turno numa aldeia ou "
|
||
"numa oásis curará 8 PV. Se a unidade estiver envenenada curara o veneno em "
|
||
"vez."
|
||
|
||
#
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:508
|
||
msgid ""
|
||
"\n"
|
||
"• <ref>dst='ability_regeneratesregenerates' text='Regeneration'</ref>: "
|
||
"Certain units (such as trolls) will automatically heal 8HP every turn. If "
|
||
"the unit is poisoned, the poison will be cured instead."
|
||
msgstr ""
|
||
"\n"
|
||
"• <ref>dst='ability_regenerates' text='Regeneração'</ref>: Certas unidades "
|
||
"(como os trogloditas) automaticamente curarão 8 PV a cada turno. Se a "
|
||
"unidade estiver envenenada curara o veneno em vez."
|
||
|
||
#
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:509
|
||
msgid ""
|
||
"\n"
|
||
"• <bold>text='Healing units'</bold>: Units with the "
|
||
"<ref>dst='ability_healingheals +4' text='Heals'</ref> ability will heal each "
|
||
"allied adjacent unit, usually <ref>dst='ability_healingheals +4' text='4HP'</"
|
||
"ref> or <ref>dst='ability_healingheals +8' text='8HP'</ref> per turn, or "
|
||
"prevent Poison from causing that unit damage."
|
||
msgstr ""
|
||
"\n"
|
||
"• <bold>text='Sarar Unidades'</bold>: Unidades com a habilidade "
|
||
"<ref>dst='ability_heals +4' text='Sarar'</ref> podem tratar unidades aliadas "
|
||
"que estejam adjacentes, normalmente recuperando <ref>dst='ability_heals +4' "
|
||
"text='4 PV'</ref> ou <ref>dst='ability_heals +8' text='8 PV'</ref> por "
|
||
"turno, ou evitam que o Veneno cause dano."
|
||
|
||
#
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:510
|
||
msgid ""
|
||
"\n"
|
||
"• <bold>text='Curing units'</bold>: Units with the "
|
||
"<ref>dst='ability_curingcures' text='cures'</ref> ability will cure Poison "
|
||
"in all allied adjacent units (in preference to healing, if it has that "
|
||
"ability as well)."
|
||
msgstr ""
|
||
"\n"
|
||
"• <bold>text='Curar Unidades'</bold>: Unidades com a habilidade "
|
||
"<ref>dst='ability_cures' text='Curar'</ref> removerão o efeito de Veneno de "
|
||
"todas as unidades aliadas que estejam adjacentes (ao invés de usar a "
|
||
"habilidade “sarar”, caso possua ambas)."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:511
|
||
msgid ""
|
||
"\n"
|
||
"• <bold>text='Advancement'</bold>: When a unit <ref>dst='advancement' "
|
||
"text='advances'</ref>, it will heal fully. This can happen as soon as your "
|
||
"unit gains enough experience, whether it is your turn or not."
|
||
msgstr ""
|
||
|
||
#
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:512
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Resting can be combined with other forms of healing, but villages, "
|
||
"regeneration, healing and curing cannot combine with each other: the best "
|
||
"option will be used. Finally, units heal fully between scenarios."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"O descanso pode ser combinado com outras formas de recuperação, mas o efeito "
|
||
"de aldeias, regeneração, sarar e cura não podem ser combinados entre si: "
|
||
"Apenas o melhor deles será utilizado. Além disso, as unidades recuperarão-se "
|
||
"completamente de um cenário para o outro."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:514
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<bold>text='Advanced'</bold>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<bold>text='Avançado'</bold>"
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:516
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Unlike other forms of healing, the heals ability will not take effect on the "
|
||
"healed unit’s turn, but on the healer’s turn. This means that while a unit "
|
||
"surrounded by several healers on the same side will only receive healing "
|
||
"from one healer per turn, a unit surrounded by healers from several allied "
|
||
"sides will be healed once on each of said allied sides’ turns."
|
||
msgstr ""
|
||
|
||
#
|
||
#. [topic]: id=wrap_up
|
||
#: data/core/help.cfg:524
|
||
msgid "Wrap Up"
|
||
msgstr "Conclusão"
|
||
|
||
#. [topic]: id=wrap_up
|
||
#: data/core/help.cfg:525
|
||
msgid ""
|
||
"This concludes the fundamentals of Wesnoth. You might want to read up on "
|
||
"basic strategy, or familiarize yourself with <ref>dst='..traits_section' "
|
||
"text='traits'</ref> and <ref>dst='..abilities_section' text='abilities'</"
|
||
"ref>, but you now know everything you need to know to play the "
|
||
"<italic>text='Heir to the Throne'</italic> campaign. Have fun, and good luck!"
|
||
msgstr ""
|
||
"Assim concluímos os fundamentos de Wesnoth. Talvez queiras ler mais sobre "
|
||
"estratégia básica, ou familiarizar-te com <ref>dst='..traits_section' "
|
||
"text='Caraterísticas'</ref> e <ref>dst='..abilities_section' "
|
||
"text='Habilidades'</ref>, mas já sabes tudo o que precisas para jogar a "
|
||
"campanha “O Herdeiro do Trono”. Divirta-te, e boa sorte!"
|
||
|
||
#
|
||
#. [topic]: id=license
|
||
#: data/core/help.cfg:530
|
||
msgid "License"
|
||
msgstr "Licença"
|
||
|
||
#
|
||
#. [topic]: id=..traits_section
|
||
#: data/core/help.cfg:541
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Most units have two traits. However, goblins have only one trait, undead "
|
||
"units are always assigned the single trait <italic>text='undead'</italic> "
|
||
"and in some cases <italic>text='fearless'</italic>, and woses do not receive "
|
||
"any traits. "
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"A maioria das unidades têm duas caraterísticas. Porém, morto-vivos recebem "
|
||
"uma única caraterística 'Morto-Vivo', e Silvanos não recebem nenhuma. "
|
||
"Caraterísticas são modificações leves nos atributos das unidades. "
|
||
"Normalmente são escolhidas aleatoriamente quando a unidade é recrutada."
|
||
|
||
#. [topic]: id=..traits_section
|
||
#: data/core/help.cfg:541
|
||
msgid ""
|
||
"Traits are modifications that change a unit’s attributes slightly. They are "
|
||
"usually randomly assigned to a unit when it is recruited. The traits "
|
||
"available to a unit are largely determined by its <italic>text='race'</"
|
||
"italic>."
|
||
msgstr ""
|
||
|
||
#
|
||
#. [topic]: id=..traits_section
|
||
#: data/core/help.cfg:543
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"The traits that are available to most non‐undead units are "
|
||
"<ref>dst='traits_intelligent' text='intelligent'</ref>, "
|
||
"<ref>dst='traits_quick' text='quick'</ref>, <ref>dst='traits_resilient' "
|
||
"text='resilient'</ref>, and <ref>dst='traits_strong' text='strong'</ref>."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"As caraterísticas que estão disponíveis para as unidades não morto-vivas são "
|
||
"<ref>dst='traits_intelligent' text='Inteligente'</ref>, "
|
||
"<ref>dst='traits_quick' text='Veloz'</ref>, <ref>dst='traits_resilient' "
|
||
"text='Resistente'</ref>, e <ref>dst='traits_strong' text='Forte'</ref>."
|
||
|
||
#
|
||
#. [topic]: id=..traits_section
|
||
#: data/core/help.cfg:545
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Elves may also receive <ref>dst='traits_dextrous' text='dextrous'</ref>, and "
|
||
"dwarves may receive <ref>dst='traits_healthy' text='healthy'</ref>. Trolls "
|
||
"and certain humans may receive <ref>dst='traits_fearless' text='fearless'</"
|
||
"ref>. Other traits which may be assigned include <ref>dst='traits_loyal' "
|
||
"text='loyal'</ref>, <ref>dst='traits_feral' text='feral'</ref> and "
|
||
"<ref>dst='traits_undead' text='undead'</ref>.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Elfos podem ainda receber <ref>dst='traits_dextrous' text='Hábil'</ref>, "
|
||
"anões <ref>dst='traits_healthy' text='saudável'</ref>. Trogloditas e alguns "
|
||
"humanos poderão ter a caraterística <ref>dst='traits_fearless' "
|
||
"text='corajoso'</ref>. Outras caraterísticas especiais incluem "
|
||
"<ref>dst='traits_loyal' text='Leal'</ref>, <ref>dst='traits_feral' "
|
||
"text='feral'</ref> e <ref>dst='traits_undead' text='Morto-Vivo'</ref>.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:555
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Terrains come in two types: <italic>text='basic'</italic> and "
|
||
"<italic>text='mixed'</italic>."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:555
|
||
msgid ""
|
||
"Game maps feature a variety of terrains that affect both unit movement and a "
|
||
"unit’s defensive capability in combat."
|
||
msgstr ""
|
||
"Mapas do jogo possuem uma variedade de terrenos que afetam tanto o movimento "
|
||
"quanto a capacidade de defesa em combate da unidade."
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:557
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Basic Terrain Types'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Tipos de terreno básicos'</header>"
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:559
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Basic terrain types include Flat, Hills, Mountains, Sands, Water and Swamps. "
|
||
"There are many more besides these — a list of the terrain types you have "
|
||
"discovered can be found at the end of this page.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:563
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Every unit has a defense rating and a movement cost for each of the basic "
|
||
"terrain types, and these values are listed in the unit’s help page. Basic "
|
||
"terrain types may have unique properties like illumination effects as well."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:565
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Mixed Terrain Types'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Tipos de terreno mistos'</header>"
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:567
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Mixed terrain types share the properties of multiple basic terrain types — "
|
||
"units generally receive the <italic>text='best defense'</italic> and "
|
||
"<italic>text='worst movement'</italic> of the underlying basic types when "
|
||
"they move onto a mixed type. For example, this is the case with "
|
||
"<italic>text='forested hills'</italic>, <italic>text='sand hills'</italic>, "
|
||
"and <italic>text='cave hills'</italic>.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:571
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"One notable exception is bridge terrains, such as <italic>text='bridges over "
|
||
"shallow water'</italic>, <italic>text='fords'</italic>, and "
|
||
"<italic>text='bridges over chasms'</italic>. Fords are easily passable to "
|
||
"both merfolk and humans — all units moving on a ford enjoy the best defense "
|
||
"and best movement out of flat and shallow water, rather than the worse "
|
||
"movement of the two. Similarly, bridges over chasms are passable to "
|
||
"nonfliers (unsurprisingly).\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:575
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Land-based villages generally give the best defense and movement as well. "
|
||
"These villages are mixed terrains, based on the village terrain type, "
|
||
"together with hill, swamp, and cave, respectively.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:579
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Finally, water villages are generally inhospitable to land units, and do not "
|
||
"give defense or movement benefits associated with the village terrain type. "
|
||
"Instead, they count only as water tiles.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:583
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"You can see what basic types a mixed terrain is comprised of by mousing over "
|
||
"its hex and checking the terrain type icons displayed in the upper right "
|
||
"(under the default theme)."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:585
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"You can see what type of behavior the mixed terrain gives by mousing over "
|
||
"its hex and viewing the <italic>text='terrain description'</italic> by "
|
||
"either pressing the hotkey, or right clicking and selecting from the context "
|
||
"menu."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:587
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Defense Caps'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Limites de defesa'</header>"
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:589
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Some units have <italic>text='defense caps'</italic> for a particular basic "
|
||
"terrain type. These units suffer a penalty on mixed terrains with that type "
|
||
"— their defense cannot exceed the cap."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:591
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"For example, the <ref>text='Loyalist Cavalryman' dst='unit_Cavalryman'</ref> "
|
||
"has a defense rating of 30% on forests, and a defense cap for forests. Thus, "
|
||
"on forested hills, he has a defense rating of 30% rather than 40%, because "
|
||
"the mixed rating cannot exceed the cap."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:593
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"If a unit has a defense cap for some terrain, it is always the same as its "
|
||
"defense rating on that terrain (it cannot be larger)."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:595
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Basic Terrain Types'</header>\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Tipos de terreno básicos'</header>\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=..addons
|
||
#: data/core/help.cfg:608
|
||
msgid ""
|
||
"The degree of customization offered by the Wesnoth engine allows players to "
|
||
"create their own game content, including new scenarios, campaigns, and much "
|
||
"more beyond what is offered in the official content bundled with the game.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"O grau de personalização que é oferecido pelo motor de jogo de Wesnoth "
|
||
"permite para qualquer um criar a sua própria modificação, sejam cenários, "
|
||
"campanhas, mapas; envolvendo o jogador para muito além do que é oferecido no "
|
||
"pacote oficial do jogo.\n"
|
||
"\n"
|
||
|
||
#
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:618
|
||
msgid "Using Add-ons"
|
||
msgstr "Usando Extras"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:619
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Campaigns and Scenarios'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Campanhas e Cenários'</header>"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:619
|
||
msgid ""
|
||
"The game supports different types of add-on content, which are not all "
|
||
"available in every gameplay mode."
|
||
msgstr ""
|
||
"O jogo suporta vários tipos de suplementos, e nem todos estão disponíveis em "
|
||
"todos os modos de jogo."
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:621
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Single-player campaigns are collections of scenarios that fit together to "
|
||
"tell a story. Both stand-alone scenarios—if intended to be played as such—"
|
||
"and regular campaigns are available from the <italic>text='Campaigns'</"
|
||
"italic> menu at the title screen."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Campanhas são coleções de cenários que encaixam-se para contar uma história. "
|
||
"Tanto cenários únicos — se forem projectados para serem jogados assim — e "
|
||
"campanhas regulares podem ser acedidos com um simples clique em "
|
||
"<italic>text='Campanhas'</italic> no menu inicial."
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:623
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Multiplayer Campaigns, Scenarios, and Map Packs'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Pacotes de mapas, Cenários e Campanhas em rede'</header>"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:625
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<italic>text='Multiplayer'</italic> games can be played in fully customized, "
|
||
"scripted scenarios or even specially designed campaigns. There are also "
|
||
"packs providing sets of individual multiplayer scenarios."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Jogos <italic>text='em rede'</italic> podem ser jogados em cenários "
|
||
"totalmente adaptados e codificados, ou até em campanhas especialmente "
|
||
"designadas para isto. Também existem pacotes de cenários em rede individuais "
|
||
"que não estão ligados a uma campanha."
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:627
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Multiplayer Eras and Factions'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Eras e Fações dos Jogos em Rede'</header>"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:629
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"For gameplay purposes, various races of creatures in the world cooperate "
|
||
"with each other in factions. Factions are grouped in balanced sets with a "
|
||
"common theme; for example, the main factions of Wesnoth can be found in the "
|
||
"included Default Era.\n"
|
||
"\n"
|
||
"In <italic>text='Multiplayer'</italic> mode, you can choose an era when "
|
||
"creating a new game, and players can pick from the available factions for "
|
||
"that era when setting up their sides and teams."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Para o propósito do jogo, as várias raças das criaturas no mundo cooperam "
|
||
"juntamente em fações. Fações são agrupados em moldes balanceados com um tema "
|
||
"comum; por exemplo, as fações principais de Wesnoth podem ser encontradas na "
|
||
"Era Padrão.\n"
|
||
"\n"
|
||
"No modo <italic>text='em rede'</italic>, podes escolher uma era quando "
|
||
"criares uma nova partida, e os jogadores poderão selecionar as fações "
|
||
"disponiveis com aquela era quando iniciarem as suas equipas."
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:633
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"You can see what eras you have loaded in the <ref>text='eras' dst='.."
|
||
"eras_section'</ref> of the help."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:635
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Modifications'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Modificações'</header>"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:637
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Modifications are optional scenario- and era-independent scripts that can "
|
||
"alter the default ruleset in various ways. You can choose and configure "
|
||
"modifications when creating a new game."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Modificações são independentes dos cenários e eras que podem modificar as "
|
||
"regras normais do jogo por vários meios. Podes escolher e configurar "
|
||
"qualquer um quando criares uma nova partida."
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:639
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Cores'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Suplementos'</header>"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:641
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Cores enable total conversion of The Battle for Wesnoth. A core can replace "
|
||
"all the content in Wesnoth: when a different core is loaded, the regular "
|
||
"units, terrains and the like do not exist.\n"
|
||
"\n"
|
||
"Cores allow a significantly different game experience: for example, a World "
|
||
"War II campaign, or even a different game altogether, as long as it can be "
|
||
"represented as a hexagonal map with ’units’ in some way."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:645
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Creator Resources'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Suplementos de Criação'</header>"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:647
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Content authors can use resource packs available on the add-ons server to "
|
||
"enrich their own content with existing assets such as images, music, and "
|
||
"code. These are not generally intended for direct use in-game; however, "
|
||
"other playable add-ons may depend on them and suggest or require their "
|
||
"installation during download."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Autores dos suplementos podem usar pacotes de recursos disponíveis no "
|
||
"servidor para enriquecer o seu próprio conteúdo com imagens, música, e "
|
||
"código. Geralmente não são para uso para o utilizador final e não podem ser "
|
||
"usados no jogo por si; porém, outros suplementos poderão depender neles e "
|
||
"sugerir ou requerer a sua instalação."
|
||
|
||
#
|
||
#. [topic]: id=installing_addons
|
||
#: data/core/help.cfg:656
|
||
msgid "Installing Add-ons"
|
||
msgstr "Instalando Extras"
|
||
|
||
#. [topic]: id=installing_addons
|
||
#: data/core/help.cfg:657
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "User-made add-ons can be obtained and updated through the "
|
||
#| "<italic>text='Add-ons'</italic> option in the main menu. After connecting "
|
||
#| "to the add-ons server (by default <italic>text='add-ons.wesnoth.org'</"
|
||
#| "italic>), you will be presented with a list of add-ons available on the "
|
||
#| "server for downloading.\n"
|
||
#| "\n"
|
||
#| "The installation status for each add-on is shown below each entry. For "
|
||
#| "add-ons that are <italic>text='upgradable'</italic> or "
|
||
#| "<italic>text='outdated'</italic> on the server, their installed and "
|
||
#| "published versions will be shown in the <italic>text='Version'</italic> "
|
||
#| "column.\n"
|
||
#| "\n"
|
||
#| "To search for add-ons by keywords, type any relevant terms in any order "
|
||
#| "in the search box, separated by spaces. You can also sort the add-on list "
|
||
#| "by clicking the column headers. It is also possible to choose to only "
|
||
#| "display add-ons of specific categories by clicking on the "
|
||
#| "<bold>text='Type'</bold> dropdown.\n"
|
||
#| "\n"
|
||
#| "To install an add-on, select it from the list and click the "
|
||
#| "<bold>text='+'</bold> icon, or simply double-click on the add-on’s title. "
|
||
#| "If the window is too small to show them inline, the <bold>text='Addon "
|
||
#| "Details'</bold> button provides you with additional details about the add-"
|
||
#| "on, such as its full description, installation status, and available "
|
||
#| "translations."
|
||
msgid ""
|
||
"User-made add-ons can be obtained and updated through the <italic>text='Add-"
|
||
"ons'</italic> option in the main menu. After connecting to the add-ons "
|
||
"server (by default <italic>text='add-ons.wesnoth.org'</italic>), you will be "
|
||
"presented with a list of add-ons available on the server for downloading.\n"
|
||
"\n"
|
||
"The installation status for each add-on is shown below each entry. For add-"
|
||
"ons that are <italic>text='upgradable'</italic> or <italic>text='outdated'</"
|
||
"italic> on the server, their installed and published versions will be shown "
|
||
"in the <italic>text='Version'</italic> column.\n"
|
||
"\n"
|
||
"To search for add-ons by keywords, type any relevant terms in any order in "
|
||
"the search box, separated by spaces. You can also sort the add-on list by "
|
||
"clicking the column headers. It is also possible to choose to only display "
|
||
"add-ons of specific categories by clicking on the <bold>text='Type'</bold> "
|
||
"dropdown.\n"
|
||
"\n"
|
||
"To install an add-on, select it from the list and click the <bold>text='+'</"
|
||
"bold> icon, or simply double-click on the add-on’s title. If the window is "
|
||
"too small to show them inline, the <bold>text='Add-on Details'</bold> button "
|
||
"provides you with additional details about the add-on, such as its full "
|
||
"description, installation status, and available translations."
|
||
msgstr ""
|
||
"Extras feitos por outros utilizadores podem ser obtidos e atualizados "
|
||
"através da opção <italic>text='Extras'</italic> no menu inicial. Depois de "
|
||
"ligar ao servidor (por predefinição <italic>text='add-ons.wesnoth.org'</"
|
||
"italic>), terás uma lista de todos os extras disponíveis neste servidor.\n"
|
||
"\n"
|
||
"O estado de instalação para cada extra será mostrado por baixo de cada. Para "
|
||
"suplementos que são <italic>text='atualizáveis'</italic> ou "
|
||
"<italic>text='obsoletos'</italic> no servidor, as suas versões tanto antigas "
|
||
"como novas serão mostradas na coluna <italic>text='Versão'</italic>.\n"
|
||
"\n"
|
||
"Para pesquisares por novos extras ao utilizar palavras chave, escreva-as na "
|
||
"caixa do <bold>text='Filtro'</bold>, separados por espaço e em qualquer "
|
||
"ordem. Também podes ordenar a lista de suplementos ao clicar no cabeçalho "
|
||
"das colunas. Também é possível escolher para mostrar apenas os extras de um "
|
||
"tipo especifico ao clicar na opção <bold>text='Opções'</bold> no canto topo "
|
||
"direito.\n"
|
||
"\n"
|
||
"Para instalar um extra, seleciona-o da lista e clica em "
|
||
"<bold>text='Confirmar'</bold>, ou simplesmente faça duplo-clique no seu "
|
||
"titulo. A opção <bold>text='Descrição'</bold> provem-te com detalhes "
|
||
"adicionais sobre aquele extra, assim como a sua descrição completa, estado "
|
||
"de instalação, e idiomas disponíveis."
|
||
|
||
#
|
||
#. [topic]: id=removing_addons
|
||
#: data/core/help.cfg:670
|
||
msgid "Removing Add-ons"
|
||
msgstr "Removendo Extras"
|
||
|
||
#. [topic]: id=removing_addons
|
||
#: data/core/help.cfg:671
|
||
msgid ""
|
||
"To remove add-ons, choose <bold>text='Remove Add-ons'</bold> in the add-ons "
|
||
"server connection dialog. You will be presented with options to remove any "
|
||
"number of add-ons you currently have installed.\n"
|
||
"\n"
|
||
"It is not possible to remove add-ons for which there is publishing "
|
||
"information (<italic>text='.pbl'</italic> files) attached, in order to "
|
||
"prevent its accidental loss. If necessary, you must manually delete the "
|
||
"information files or the add-ons themselves using a file manager provided by "
|
||
"your platform."
|
||
msgstr ""
|
||
"Para removeres um suplemento, cique em <bold>text='Remover Suplemento'</"
|
||
"bold> no diálogo de conexão ao servidor. Irás ver opções para remover "
|
||
"qualquer número de suplementos que tenhas de momento instalado.\n"
|
||
"\n"
|
||
"Mas não poderás remover suplementos para os quais tens informações de "
|
||
"publicação (ficheiros <italic>text='.pbl'</italic>) anexadas, para prevenir "
|
||
"uma perda acidental dos dados. Terás de remover manualmente estes ficheiros "
|
||
"ou suplementos."
|
||
|
||
#
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:686
|
||
msgid "General Commands"
|
||
msgstr "Comandos Gerais"
|
||
|
||
#
|
||
#. [topic]: id=general_commands
|
||
#. [topic]: id=mp_commands
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:687 data/core/help.cfg:732 data/core/help.cfg:770
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "These commands can either be issued via the command line by prefixing "
|
||
#| "them with ':' (as shown here) or via the chat by prefixing them with "
|
||
#| "'/' (press 'm' first to open the chat line).\n"
|
||
#| "\n"
|
||
msgid ""
|
||
"These commands can either be issued via the command line by prefixing them "
|
||
"with ‘:’ (as shown here) or via the chat by prefixing them with ‘/’ (press "
|
||
"‘m’ first to open the chat line).\n"
|
||
"\n"
|
||
msgstr ""
|
||
"Estes comandos podem ser ou mandados por via da linha de comandos ao "
|
||
"prefixar-os com “:” (como mostrado aqui) ou por via do chat ao prefixar-os "
|
||
"com “/” (carrega “m” primeiro para abrir o chat).\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:689
|
||
msgid ""
|
||
"\n"
|
||
"Similar to the ‘fps’ command, but also forces everything to redraw instead "
|
||
"of only things that have changed.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:692
|
||
msgid ""
|
||
"\n"
|
||
"Clear chat messages.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Limpa o histórico das mensagens.\n"
|
||
"\n"
|
||
|
||
#
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:695
|
||
msgid ""
|
||
"\n"
|
||
"Switch debug mode on (does not work in multiplayer). See "
|
||
"<ref>dst='debug_commands' text='debug mode commands'</ref>.\n"
|
||
"Debug mode is turned off by quitting the game or :nodebug.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Liga o modo de depuração (não funciona em jogos de rede). Veja os "
|
||
"<ref>dst='debug_commands' text='comandos de depuração'</ref>.\n"
|
||
"O modo de depuração será desligado ao sair do jogo ou com o comando “:"
|
||
"nodebug”.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:699
|
||
msgid ""
|
||
"\n"
|
||
"Switch a side between human and AI control. The second parameter can be "
|
||
"‘off’ to bring the side under human control, ‘on’ to watch the AI make its "
|
||
"moves, or ‘full’ to make the AI’s turn behave similarly to another player‘s "
|
||
"turn. If no second parameter is supplied, it toggles between ‘on’ and ‘off’. "
|
||
"Defaults to toggling the currently active side if no parameters are "
|
||
"supplied.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:702
|
||
msgid ""
|
||
"\n"
|
||
"Display the controller status of a side.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Mostra como é controlado a equipa.\n"
|
||
"\n"
|
||
|
||
#
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:705
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "Toggle the display of the current frames per second.\n"
|
||
#| "\n"
|
||
msgid ""
|
||
"\n"
|
||
"Toggle the display of the current frames per second. Also writes these "
|
||
"values to a file in the userdata directory.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Liga/Desliga o mostrador do número de frames por segundo.\n"
|
||
"\n"
|
||
|
||
#
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:708
|
||
msgid ""
|
||
"\n"
|
||
"Switch a log domain to a different log level.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Muda o domínio de log para um nível diferente.\n"
|
||
"\n"
|
||
|
||
#
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:711
|
||
msgid ""
|
||
"\n"
|
||
"Redraws the screen and reloads any image files that have been changed.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Recarrega quaisquer imagens que tenham mudado.\n"
|
||
"\n"
|
||
|
||
#
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:714
|
||
msgid ""
|
||
"\n"
|
||
"Bring up theme selection menu.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Traz à toa o menu de seleção dos temas.\n"
|
||
"\n"
|
||
|
||
#
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:717
|
||
msgid ""
|
||
"\n"
|
||
"Quit the scenario (without prompting).\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Sai do cenário atual (sem aviso).\n"
|
||
"\n"
|
||
|
||
#
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:720
|
||
msgid ""
|
||
"\n"
|
||
"Save the game (without prompting).\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Guarda a partida atual (sem aviso).\n"
|
||
"\n"
|
||
|
||
#
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:723
|
||
msgid ""
|
||
"\n"
|
||
"Save the game and quit the scenario (without prompting)."
|
||
msgstr ""
|
||
"\n"
|
||
"Guarda a partida atual e termina o cenário (sem aviso)."
|
||
|
||
#
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:731
|
||
msgid "Multiplayer Commands"
|
||
msgstr "Comandos em Rede"
|
||
|
||
#
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:734
|
||
msgid ""
|
||
"\n"
|
||
"Ban a user in a multiplayer game by the IP address used by that username and "
|
||
"kick him. Can be used on users not in the game but on the server. (Of course "
|
||
"they won’t be kicked then.)\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Expulsa um utilizador de uma partida especifica, com base do seu endereço "
|
||
"IP. Pode ser usado a todos no servidor não só os na partida (fazendo com que "
|
||
"seja-lhes impossível entrar nesta).\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:737
|
||
msgid ""
|
||
"\n"
|
||
"Change the controller for side (write here the number of the side) to "
|
||
"username (write here the nickname of the player or observer). You can check "
|
||
"what side belongs to which player in the <bold>text='Scenario Settings'</"
|
||
"bold> dialog (Press the <bold>text='More'</bold> button in the "
|
||
"<bold>text='Status Table'</bold> (alt+s by default) to get there.). The host "
|
||
"can change control of any side.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Passa o controlo de uma equipa (escreva aqui o número dela) a um utilizador "
|
||
"(e escreve aqui o nome deste). Podes verificar a que equipa cada jogador "
|
||
"pertence nas <bold>text='Configurações do Cenário'</bold> (ao premir em "
|
||
"<bold>text='Mais'</bold>) na <bold>text='Tabela de Estado'</bold> (o atalho "
|
||
"Alt+s, por predefinição)). O hospedeiro pode mudar o controlo de qualquer "
|
||
"equipa a qualquer altura.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:740
|
||
msgid ""
|
||
"\n"
|
||
"Launch a dialog to assist the host in changing the human controllers of "
|
||
"sides.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Abre um diálogo que permite alterar o controlo das equipas.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:743
|
||
msgid ""
|
||
"\n"
|
||
"Toggle the idle state for a side. The host may make a side idle after a "
|
||
"network disconnection.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Alterna o estado ocioso da equipa. O anfitrião poderá mudar uma equipa para "
|
||
"ser controlado por ninguém após uma desconexão de rede.\n"
|
||
"\n"
|
||
|
||
#
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:746
|
||
msgid ""
|
||
"\n"
|
||
"Kick a user in multiplayer. They will be able to rejoin the game. If you "
|
||
"just want to change control of their side(s) use the :control command "
|
||
"instead.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Expulsa um utilizador do servidor. Mas poderão a entrar novamente. Se "
|
||
"simplesmente queres mudar o controlo da(s) sua(s) equipa(s) usa o comando “:"
|
||
"control”.\n"
|
||
"\n"
|
||
|
||
#
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:749
|
||
msgid ""
|
||
"\n"
|
||
"Send a private message to a user. When in a game, it is not possible to send "
|
||
"private messages to players who are currently controlling a side in the same "
|
||
"game.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Envia uma mensagem privada a um utilizador. Se estiver a jogar uma partida, "
|
||
"não será possível enviar para todos aqueles que atualmente controlam uma "
|
||
"equipa nesta partida.\n"
|
||
"\n"
|
||
|
||
#
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:752
|
||
msgid ""
|
||
"\n"
|
||
"Mute a specific observer. If no username is supplied the muted usernames are "
|
||
"displayed.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Cala um observador. Se nenhum nome for referido os observadores “mudos” "
|
||
"serão mostrados.\n"
|
||
"\n"
|
||
|
||
#
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:755
|
||
msgid ""
|
||
"\n"
|
||
"Toggle muting/silencing of all observers on/off.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Liga e desliga o silenciamento dos observadores.\n"
|
||
"\n"
|
||
|
||
#
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:758
|
||
msgid ""
|
||
"\n"
|
||
"Unban a user in a multiplayer game by the IP address used by that username. "
|
||
"Can be used on users not in the game but on the server.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Readmite um utilizador numa partida em rede, usando o endereço IP deste. "
|
||
"Pode ser utilizado para todos no servidor, não só os na partida.\n"
|
||
"\n"
|
||
|
||
#
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:761
|
||
msgid ""
|
||
"\n"
|
||
"Unmute a specific observer. If no username is supplied the list of muted "
|
||
"observers is cleared."
|
||
msgstr ""
|
||
"\n"
|
||
"Permite falar um observador. Se nenhum nome de usuário for referido todos os "
|
||
"observadores podem falar de novo."
|
||
|
||
#
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:769
|
||
msgid "Debug Mode Commands"
|
||
msgstr "Comandos do modo de Depuração"
|
||
|
||
#
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:772
|
||
msgid ""
|
||
"\n"
|
||
"Brings up a menu for choosing a scenario to immediately advance to in a "
|
||
"campaign.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Mostra um menu para escolher um cenário para o qual avançar imediatamente "
|
||
"numa campanha.\n"
|
||
"\n"
|
||
|
||
#
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:775
|
||
msgid ""
|
||
"\n"
|
||
"Create a unit of the specified type on the selected hex.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Cria uma unidade do tipo especificado no hexágono selecionado.\n"
|
||
"\n"
|
||
|
||
#
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:778
|
||
msgid ""
|
||
"\n"
|
||
"Toggle fog/shroud for the current side.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Liga/Desliga o nevoeiro/escuridão para a equipa atual..\n"
|
||
"\n"
|
||
|
||
#
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:781
|
||
msgid ""
|
||
"\n"
|
||
"Adds the specified amount to the current side’s gold.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Adiciona a quantidade especificada de ouro à equipa atual.\n"
|
||
"\n"
|
||
|
||
#
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:784
|
||
msgid ""
|
||
"\n"
|
||
"Immediately advances to the next scenario in a campaign.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Avança imediatamente para o próximo cenário numa campanha.\n"
|
||
"\n"
|
||
|
||
#
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:787
|
||
msgid ""
|
||
"\n"
|
||
"Manually set a gamestate variable to value.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Configura uma variável do jogo para um valor dado manualmente.\n"
|
||
"\n"
|
||
|
||
#
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:790
|
||
msgid ""
|
||
"\n"
|
||
"Show a gamestate variable.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Mostra uma variável do jogo.\n"
|
||
"\n"
|
||
|
||
#
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:793
|
||
msgid ""
|
||
"\n"
|
||
"Manually fire the specified event.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Inicia o evento especificado manualmente.\n"
|
||
"\n"
|
||
|
||
#
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:796
|
||
msgid ""
|
||
"\n"
|
||
"Modifies the specified property of the selected unit. Example: :unit "
|
||
"hitpoints=100\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Modifica a propriedade especial da unidade selecionada. Exemplo: :unit "
|
||
"hitpoints=100\n"
|
||
"\n"
|
||
|
||
#
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:799
|
||
msgid ""
|
||
"\n"
|
||
"Makes the selected unit level up N times. Example: :unit advances=2"
|
||
msgstr ""
|
||
"\n"
|
||
"Faz a unidade selecionada subir N níveis. Exemplo: :unit advances=2"
|
||
|
||
#
|
||
#. [heals]: id=healing
|
||
#: data/core/macros/abilities.cfg:11
|
||
msgid ""
|
||
"Allows the unit to heal adjacent allied units at the beginning of our turn.\n"
|
||
"\n"
|
||
"A unit cared for by this healer may heal up to 4 HP per turn, or stop poison "
|
||
"from taking effect for that turn.\n"
|
||
"This ability will not cure an affected unit of poison, however, only delay "
|
||
"its effect."
|
||
msgstr ""
|
||
"Permite à unidade sarar as feridas de aliados adjacentes no início do seu "
|
||
"turno.\n"
|
||
"\n"
|
||
"Uma unidade tratada por alguém com esta habilidade pode recuperar até 4 "
|
||
"pontos de vida (PV) por turno, ou não sofrer os efeitos de envenenamento "
|
||
"durante este turno.\n"
|
||
"Uma unidade envenenada não terá o veneno removido por alguém com esta "
|
||
"habilidade. Precisará procurar uma aldeia, ou uma unidade com a habilidade "
|
||
"“curar”."
|
||
|
||
#
|
||
#. [heals]: id=healing
|
||
#: data/core/macros/abilities.cfg:37
|
||
msgid ""
|
||
"This unit combines herbal remedies with magic to heal units more quickly "
|
||
"than is normally possible on the battlefield.\n"
|
||
"\n"
|
||
"A unit cared for by this healer may heal up to 8 HP per turn, or stop poison "
|
||
"from taking effect for that turn.\n"
|
||
"This ability will not cure an affected unit of poison, however, only delay "
|
||
"its effect."
|
||
msgstr ""
|
||
"Esta unidade combina ervas medicinais com um pouco de magia, para sarar as "
|
||
"feridas das unidades mais rapidamente do que normalmente é possível no campo "
|
||
"de batalha.\n"
|
||
"\n"
|
||
"Uma unidade tratada por alguém com esta habilidade pode recuperar até 8 "
|
||
"pontos de vida (PV) por turno, ou não sofrer os efeitos de envenenamento "
|
||
"durante este turno.\n"
|
||
"Uma unidade envenenada não terá o veneno removido por alguém com esta "
|
||
"habilidade. Precisará procurar uma aldeia, ou uma unidade com a habilidade "
|
||
"“curar”."
|
||
|
||
#
|
||
#. [heals]: id=curing
|
||
#: data/core/macros/abilities.cfg:62
|
||
msgid "female^cures"
|
||
msgstr "curar"
|
||
|
||
#
|
||
#. [heals]: id=curing
|
||
#: data/core/macros/abilities.cfg:63
|
||
msgid ""
|
||
"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 ""
|
||
"Um curandeiro pode remover o envenenamento de uma unidade, porém essa "
|
||
"unidade não recuperará pontos de vida no turno em que o veneno for removido."
|
||
|
||
#
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:95
|
||
msgid "female^regenerates"
|
||
msgstr "regeneração"
|
||
|
||
#
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:96
|
||
msgid ""
|
||
"The unit will heal itself 8 HP per turn. If it is poisoned, it will remove "
|
||
"the poison instead of healing."
|
||
msgstr ""
|
||
"A unidade irá curar 8 pontos de vida (PV) por turno. Se envenenada, removerá "
|
||
"o veneno ao invés de curar-se."
|
||
|
||
#
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:108
|
||
#, fuzzy
|
||
#| msgid "regenerates"
|
||
msgid "regenerates +4"
|
||
msgstr "regeneração"
|
||
|
||
#
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:109
|
||
#, fuzzy
|
||
#| msgid "female^regenerates"
|
||
msgid "female^regenerates +4"
|
||
msgstr "regeneração"
|
||
|
||
#
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:110
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "The unit will heal itself 8 HP per turn. If it is poisoned, it will "
|
||
#| "remove the poison instead of healing."
|
||
msgid ""
|
||
"The unit will heal itself 4 HP per turn. If it is poisoned, it will remove "
|
||
"the poison instead of healing."
|
||
msgstr ""
|
||
"A unidade irá curar 8 pontos de vida (PV) por turno. Se envenenada, removerá "
|
||
"o veneno ao invés de curar-se."
|
||
|
||
#
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:111
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit regenerates, which allows it to heal as though always "
|
||
#| "stationed in a village."
|
||
msgid ""
|
||
"This unit heals itself each turn, though not as much as if stationed in a "
|
||
"village."
|
||
msgstr ""
|
||
" Esta unidade regenera, o que lhe permite curar-se como se sempre estivesse "
|
||
"numa aldeia."
|
||
|
||
#
|
||
#. [resistance]: id=steadfast
|
||
#: data/core/macros/abilities.cfg:132
|
||
msgid ""
|
||
"This unit’s resistances are doubled, up to a maximum of 50%, when defending. "
|
||
"Vulnerabilities are not affected."
|
||
msgstr ""
|
||
"A resistência desta unidade é dobrada, até um máximo de 50%, quando estiver "
|
||
"a defender-se Vulnerabilidades não são afetadas."
|
||
|
||
#. [chance_to_hit]: id=diversion
|
||
#: data/core/macros/abilities.cfg:145
|
||
msgid "diversion"
|
||
msgstr ""
|
||
|
||
#
|
||
#. [chance_to_hit]: id=diversion
|
||
#: data/core/macros/abilities.cfg:146
|
||
#, fuzzy
|
||
#| msgid "female^leadership"
|
||
msgid "female^diversion"
|
||
msgstr "liderança"
|
||
|
||
#
|
||
#. [chance_to_hit]: id=diversion
|
||
#: data/core/macros/abilities.cfg:147
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " If there is an enemy of the target on the opposite side of the target "
|
||
#| "while attacking it, this unit may backstab, inflicting double damage by "
|
||
#| "creeping around behind that enemy."
|
||
msgid ""
|
||
"If there is an enemy of the target on the opposite side of the target, this "
|
||
"unit diverts the target’s attention and reduces its chance to hit by 20%."
|
||
msgstr ""
|
||
" Se houver um inimigo do alvo do lado oposto do alvo, esta unidade pode "
|
||
"realizar um ataque sorrateiro, que causa o dobro do dano ao golpear o "
|
||
"adversário pelas costas."
|
||
|
||
#
|
||
#. [chance_to_hit]: id=diversion
|
||
#: data/core/macros/abilities.cfg:148
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " If there is an enemy of the target on the opposite side of the target "
|
||
#| "while attacking it, this unit may backstab, inflicting double damage by "
|
||
#| "creeping around behind that enemy."
|
||
msgid ""
|
||
"If there is an enemy of the target on the opposite side of the target while "
|
||
"attacking it, this unit diverts the target’s attention and reduces its "
|
||
"chance to hit."
|
||
msgstr ""
|
||
" Se houver um inimigo do alvo do lado oposto do alvo, esta unidade pode "
|
||
"realizar um ataque sorrateiro, que causa o dobro do dano ao golpear o "
|
||
"adversário pelas costas."
|
||
|
||
#
|
||
#. [leadership]: id=leadership
|
||
#: data/core/macros/abilities.cfg:200
|
||
msgid "female^leadership"
|
||
msgstr "liderança"
|
||
|
||
#. [leadership]: id=leadership
|
||
#: data/core/macros/abilities.cfg:201
|
||
msgid ""
|
||
"This unit can lead other troops in battle.\n"
|
||
"\n"
|
||
"All adjacent lower-level units from the same side deal 25% more damage for "
|
||
"each difference in level."
|
||
msgstr ""
|
||
|
||
#
|
||
#. [skirmisher]: id=skirmisher
|
||
#: data/core/macros/abilities.cfg:220
|
||
msgid "female^skirmisher"
|
||
msgstr "escaramuçadora"
|
||
|
||
#
|
||
#. [skirmisher]: id=skirmisher
|
||
#: data/core/macros/abilities.cfg:221
|
||
msgid ""
|
||
"This unit is skilled in moving past enemies quickly, and ignores all enemy "
|
||
"Zones of Control."
|
||
msgstr ""
|
||
"Esta unidade é capaz de passar facilmente por entre os adversários, e ignora "
|
||
"todas as Zonas de Controlo inimigas."
|
||
|
||
#
|
||
#. [illuminates]: id=illumination
|
||
#: data/core/macros/abilities.cfg:237
|
||
msgid "illuminates"
|
||
msgstr "iluminação"
|
||
|
||
#
|
||
#. [illuminates]: id=illumination
|
||
#: data/core/macros/abilities.cfg:239
|
||
msgid ""
|
||
"This unit illuminates the surrounding area, making lawful units fight "
|
||
"better, and chaotic units fight worse.\n"
|
||
"\n"
|
||
"Any units adjacent to this unit will fight as if it were dusk when it is "
|
||
"night, and as if it were day when it is dusk."
|
||
msgstr ""
|
||
"Esta unidade ilumina a área ao seu redor, fazendo unidades diurnas a lutarem "
|
||
"melhor, e unidades nocturnas a lutarem pior.\n"
|
||
"\n"
|
||
"Quaisquer unidades adjacentes a esta unidade lutarão como se fosse de "
|
||
"madrugada quando for noite, e como se fosse dia se estiver madrugada ou "
|
||
"amanhecer."
|
||
|
||
#
|
||
#. [teleport]: id=teleport
|
||
#: data/core/macros/abilities.cfg:254
|
||
msgid "female^teleport"
|
||
msgstr "trespasse"
|
||
|
||
#
|
||
#. [teleport]: id=teleport
|
||
#: data/core/macros/abilities.cfg:255
|
||
msgid ""
|
||
"This unit may teleport between any two empty villages owned by its side "
|
||
"using one of its moves."
|
||
msgstr ""
|
||
"Esta unidade pode mover-se entre duas aldeias vazias e aliadas com um dos "
|
||
"seus movimentos."
|
||
|
||
#
|
||
#. [hides]: id=ambush
|
||
#: data/core/macros/abilities.cfg:286
|
||
msgid "female^ambush"
|
||
msgstr "emboscada"
|
||
|
||
#
|
||
#. [hides]: id=ambush
|
||
#: data/core/macros/abilities.cfg:287
|
||
msgid ""
|
||
"This unit can hide in forest, and remain undetected by its enemies.\n"
|
||
"\n"
|
||
"Enemy units cannot see this unit while it is in forest, except if they have "
|
||
"units next to it. Any enemy unit that first discovers this unit immediately "
|
||
"loses all its remaining movement."
|
||
msgstr ""
|
||
"Esta unidade pode-se esconder na floresta, e manter-se escondida dos seus "
|
||
"inimigos.\n"
|
||
"\n"
|
||
"Unidades inimigas não podem ver ou atacar esta unidade quando ela está numa "
|
||
"floresta, excepto se houverem unidades inimigas próximas à esta unidade. A "
|
||
"primeira unidade inimiga que encontrar esta unidade imediatamente perde todo "
|
||
"o resto do seu movimento."
|
||
|
||
#. [hides]: id=burrow
|
||
#: data/core/macros/abilities.cfg:306
|
||
msgid "burrow"
|
||
msgstr ""
|
||
|
||
#
|
||
#. [hides]: id=burrow
|
||
#: data/core/macros/abilities.cfg:307
|
||
#, fuzzy
|
||
#| msgid "female^slow"
|
||
msgid "female^burrow"
|
||
msgstr "lenta"
|
||
|
||
#
|
||
#. [hides]: id=burrow
|
||
#: data/core/macros/abilities.cfg:308
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "This unit can hide in forest, and remain undetected by its enemies.\n"
|
||
#| "\n"
|
||
#| "Enemy units cannot see this unit while it is in forest, except if they "
|
||
#| "have units next to it. Any enemy unit that first discovers this unit "
|
||
#| "immediately loses all its remaining movement."
|
||
msgid ""
|
||
"This unit can hide in forest or sand if it is resting (has not moved for a "
|
||
"turn), and remain undetected by its enemies.\n"
|
||
"\n"
|
||
"Enemy units cannot see this unit while it is resting in forest or sand, "
|
||
"except if they have units next to it. Any enemy unit that first discovers "
|
||
"this unit immediately loses all its remaining movement."
|
||
msgstr ""
|
||
"Esta unidade pode-se esconder na floresta, e manter-se escondida dos seus "
|
||
"inimigos.\n"
|
||
"\n"
|
||
"Unidades inimigas não podem ver ou atacar esta unidade quando ela está numa "
|
||
"floresta, excepto se houverem unidades inimigas próximas à esta unidade. A "
|
||
"primeira unidade inimiga que encontrar esta unidade imediatamente perde todo "
|
||
"o resto do seu movimento."
|
||
|
||
#
|
||
#. [hides]: id=nightstalk
|
||
#: data/core/macros/abilities.cfg:330
|
||
msgid ""
|
||
"The unit becomes invisible during night.\n"
|
||
"\n"
|
||
"Enemy units cannot see this unit at night, except if they have units next to "
|
||
"it. Any enemy unit that first discovers this unit immediately loses all its "
|
||
"remaining movement."
|
||
msgstr ""
|
||
"A unidade torna-se invisível à noite.\n"
|
||
"\n"
|
||
"Unidades inimigas não podem ver ou atacar esta unidade à noite, excepto se "
|
||
"estiverem adjacente a ela. A primeira unidade inimiga que encontrar esta "
|
||
"unidade perde todo o resto de seu movimento."
|
||
|
||
#
|
||
#. [hides]: id=concealment
|
||
#: data/core/macros/abilities.cfg:349
|
||
msgid "female^concealment"
|
||
msgstr "camuflagem"
|
||
|
||
#
|
||
#. [hides]: id=concealment
|
||
#: data/core/macros/abilities.cfg:350
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "This unit can hide in villages (with the exception of water villages), "
|
||
#| "and remain undetected by its enemies, except by those standing next to "
|
||
#| "it.\n"
|
||
#| "\n"
|
||
#| "Enemy units cannot see this unit while it is in a village, except if they "
|
||
#| "have units next to it. Any enemy unit that first discovers this unit "
|
||
#| "immediately loses all its remaining movement."
|
||
msgid ""
|
||
"This unit can hide in villages, and remain undetected by its enemies, except "
|
||
"by those standing next to it.\n"
|
||
"\n"
|
||
"Enemy units cannot see this unit while it is in a village, except if they "
|
||
"have units next to it. Any enemy unit that first discovers this unit "
|
||
"immediately loses all its remaining movement."
|
||
msgstr ""
|
||
"Esta unidade pode esconder-se em aldeias (com excepção das aldeias "
|
||
"aquáticas), e manter-se quase indetectável aos inimigos, excepto aqueles que "
|
||
"estiverem ao seu lado.\n"
|
||
"\n"
|
||
"Unidades inimigas não podem ver esta unidade quando está numa aldeia, "
|
||
"excepto se tiverem unidades adjacentes a ela. Qualquer unidade inimiga que "
|
||
"descobrir a existência desta unidade perde imediatamente todo o seu "
|
||
"movimento."
|
||
|
||
#
|
||
#. [hides]: id=submerge
|
||
#: data/core/macros/abilities.cfg:368
|
||
msgid "submerge"
|
||
msgstr "submergir"
|
||
|
||
#
|
||
#. [hides]: id=submerge
|
||
#: data/core/macros/abilities.cfg:369
|
||
msgid "female^submerge"
|
||
msgstr "submergir"
|
||
|
||
#
|
||
#. [hides]: id=submerge
|
||
#: data/core/macros/abilities.cfg:370
|
||
msgid ""
|
||
"This unit can hide in deep water, and remain undetected by its enemies.\n"
|
||
"\n"
|
||
"Enemy units cannot see this unit while it is in deep water, except if they "
|
||
"have units next to it. Any enemy unit that first discovers this unit "
|
||
"immediately loses all its remaining movement."
|
||
msgstr ""
|
||
"Esta unidade pode-se esconder em águas profundas, e manter-se indetectável "
|
||
"aos seus inimigos.\n"
|
||
"\n"
|
||
"Unidades inimigas não podem ver esta unidade quando está em águas profundas, "
|
||
"a não ser que tenham alguma unidade adjacente a ela. Qualquer unidade "
|
||
"inimiga que descubra a posição desta unidade perderá imediatamente todo o "
|
||
"seu movimento."
|
||
|
||
#
|
||
#. [dummy]: id=feeding
|
||
#: data/core/macros/abilities.cfg:390
|
||
msgid "female^feeding"
|
||
msgstr "canibalismo"
|
||
|
||
#
|
||
#. [dummy]: id=feeding
|
||
#: data/core/macros/abilities.cfg:391
|
||
msgid ""
|
||
"This unit gains 1 hitpoint added to its maximum whenever it kills a unit, "
|
||
"except units that are immune to plague."
|
||
msgstr ""
|
||
"Esta unidade ganha 1 ponto de vida acrescentado ao seu máximo sempre que "
|
||
"matar uma unidade viva que não seja imune à praga."
|
||
|
||
#
|
||
#. [advancement]: id=amla_default
|
||
#: data/core/macros/amla.cfg:10
|
||
msgid "Max HP bonus +3, Max XP +20%"
|
||
msgstr "Bónus Máximo de PV +3, XP Máxima +20%"
|
||
|
||
#
|
||
#. [time]: id=midday
|
||
#. [time]: id=midday_hour
|
||
#: data/core/macros/schedules.cfg:37 data/core/macros/schedules.cfg:344
|
||
msgid "Midday"
|
||
msgstr "Meio-dia"
|
||
|
||
#
|
||
#. [time]: id=midnight
|
||
#. [time]: id=midnight_hour
|
||
#: data/core/macros/schedules.cfg:79 data/core/macros/schedules.cfg:206
|
||
msgid "Midnight"
|
||
msgstr "Meia-noite"
|
||
|
||
#
|
||
#. [time]: id=second_watch_hour1
|
||
#: data/core/macros/schedules.cfg:218
|
||
msgid "Second Watch — First Hour"
|
||
msgstr "Segunda Vigia — Primeira Hora"
|
||
|
||
#
|
||
#. [time]: id=second_watch_hour2
|
||
#: data/core/macros/schedules.cfg:230
|
||
msgid "Second Watch — Second Hour"
|
||
msgstr "Segunda Vigia — Segunda Hora"
|
||
|
||
#
|
||
#. [time]: id=second_watch_hour3
|
||
#: data/core/macros/schedules.cfg:242
|
||
msgid "Second Watch — Third Hour"
|
||
msgstr "Segunda Vigia — Terceira Hora"
|
||
|
||
#
|
||
#. [time]: id=second_watch_hour4
|
||
#: data/core/macros/schedules.cfg:254
|
||
msgid "Second Watch — Fourth Hour"
|
||
msgstr "Segunda Vigia — Quarta Hora"
|
||
|
||
#
|
||
#. [time]: id=second_watch_hour5
|
||
#: data/core/macros/schedules.cfg:266
|
||
msgid "Second Watch — Fifth Hour"
|
||
msgstr "Segunda Vigia — Quinta Hora"
|
||
|
||
#
|
||
#. [time]: id=second_watch_hour6
|
||
#: data/core/macros/schedules.cfg:278
|
||
msgid "Second Watch — Sixth Hour"
|
||
msgstr "Segunda Vigia — Sexta Hora"
|
||
|
||
#
|
||
#. [time]: id=morning_hour1
|
||
#: data/core/macros/schedules.cfg:302
|
||
msgid "Morning — First Hour"
|
||
msgstr "Manhã — Primeira Hora"
|
||
|
||
#
|
||
#. [time]: id=morning_hour2
|
||
#: data/core/macros/schedules.cfg:314
|
||
msgid "Morning — Second Hour"
|
||
msgstr "Manhã — Segunda Hora"
|
||
|
||
#
|
||
#. [time]: id=morning_hour3
|
||
#: data/core/macros/schedules.cfg:326
|
||
msgid "Morning — Third Hour"
|
||
msgstr "Manhã — Terceira Hora"
|
||
|
||
#
|
||
#. [time]: id=morning_hour4
|
||
#: data/core/macros/schedules.cfg:335
|
||
msgid "Morning — Fourth Hour"
|
||
msgstr "Manhã — Quarta Hora"
|
||
|
||
#
|
||
#. [time]: id=afternoon_hour1
|
||
#: data/core/macros/schedules.cfg:353
|
||
msgid "Afternoon — First Hour"
|
||
msgstr "Tarde — Primeira Hora"
|
||
|
||
#
|
||
#. [time]: id=afternoon_hour2
|
||
#: data/core/macros/schedules.cfg:362
|
||
msgid "Afternoon — Second Hour"
|
||
msgstr "Tarde — Segunda Hora"
|
||
|
||
#
|
||
#. [time]: id=afternoon_hour3
|
||
#: data/core/macros/schedules.cfg:371
|
||
msgid "Afternoon — Third Hour"
|
||
msgstr "Tarde — Terceira Hora"
|
||
|
||
#
|
||
#. [time]: id=afternoon_hour4
|
||
#: data/core/macros/schedules.cfg:380
|
||
msgid "Afternoon — Fourth Hour"
|
||
msgstr "Tarde — Quarta Hora"
|
||
|
||
#
|
||
#. [time]: id=afternoon_hour5
|
||
#: data/core/macros/schedules.cfg:389
|
||
msgid "Afternoon — Fifth Hour"
|
||
msgstr "Tarde — Quinta Hora"
|
||
|
||
#
|
||
#. [time]: id=afternoon_hour6
|
||
#: data/core/macros/schedules.cfg:400
|
||
msgid "Afternoon — Sixth Hour"
|
||
msgstr "Tarde — Sexta Hora"
|
||
|
||
#
|
||
#. [time]: id=first_watch_hour1
|
||
#: data/core/macros/schedules.cfg:423
|
||
msgid "First Watch — First Hour"
|
||
msgstr "Primeira Vigia — Primeira Hora"
|
||
|
||
#
|
||
#. [time]: id=first_watch_hour2
|
||
#: data/core/macros/schedules.cfg:435
|
||
msgid "First Watch — Second Hour"
|
||
msgstr "Primeira Vigia — Segunda Hora"
|
||
|
||
#
|
||
#. [time]: id=first_watch_hour3
|
||
#: data/core/macros/schedules.cfg:447
|
||
msgid "First Watch — Third Hour"
|
||
msgstr "Primeira Vigia — Terceira Hora"
|
||
|
||
#
|
||
#. [time]: id=first_watch_hour4
|
||
#: data/core/macros/schedules.cfg:459
|
||
msgid "First Watch — Fourth Hour"
|
||
msgstr "Primeira Vigia — Quarta Hora"
|
||
|
||
#. [time]: id=dawn1
|
||
#: data/core/macros/schedules.cfg:514
|
||
msgid "First Dawn"
|
||
msgstr "Primeira Madrugada"
|
||
|
||
#. [time]: id=dawn2
|
||
#: data/core/macros/schedules.cfg:525
|
||
msgid "Second Dawn"
|
||
msgstr "Segunda Madrugada"
|
||
|
||
#. [time]: id=morning1
|
||
#: data/core/macros/schedules.cfg:536
|
||
msgid "First Morning"
|
||
msgstr "Primeira Manhã"
|
||
|
||
#. [time]: id=morning2
|
||
#: data/core/macros/schedules.cfg:548
|
||
msgid "Second Morning"
|
||
msgstr "Segunda Manhã"
|
||
|
||
#. [time]: id=midday1
|
||
#: data/core/macros/schedules.cfg:560
|
||
msgid "First Midday"
|
||
msgstr "Primeira Meio-dia"
|
||
|
||
#. [time]: id=midday2
|
||
#: data/core/macros/schedules.cfg:572
|
||
msgid "Second Midday"
|
||
msgstr "Segundo Meio-dia"
|
||
|
||
#. [time]: id=afternoon1
|
||
#: data/core/macros/schedules.cfg:584
|
||
msgid "First Afternoon"
|
||
msgstr "Primeira Tarde"
|
||
|
||
#. [time]: id=afternoon2
|
||
#: data/core/macros/schedules.cfg:596
|
||
msgid "Second Afternoon"
|
||
msgstr "Segunda Tarde"
|
||
|
||
#. [time]: id=dusk1
|
||
#: data/core/macros/schedules.cfg:608
|
||
msgid "First Dusk"
|
||
msgstr "Primeiro Crépusculo"
|
||
|
||
#. [time]: id=dusk2
|
||
#: data/core/macros/schedules.cfg:619
|
||
msgid "Second Dusk"
|
||
msgstr "Segundo Crépusculo"
|
||
|
||
#. [time]: id=short_dark
|
||
#: data/core/macros/schedules.cfg:630
|
||
msgid "The Short Dark"
|
||
msgstr "A longa escuridão"
|
||
|
||
#. [time]: id=long_dark1
|
||
#: data/core/macros/schedules.cfg:642
|
||
msgid "The Long Dark (1)"
|
||
msgstr "A longa escuridão (1)"
|
||
|
||
#. [time]: id=long_dark2
|
||
#: data/core/macros/schedules.cfg:654
|
||
msgid "The Long Dark (2)"
|
||
msgstr "A longa escuridão (2)"
|
||
|
||
#. [time]: id=long_dark3
|
||
#: data/core/macros/schedules.cfg:666
|
||
msgid "The Long Dark (3)"
|
||
msgstr "A longa escuridão (3)"
|
||
|
||
#. [time]: id=long_dark4
|
||
#: data/core/macros/schedules.cfg:680
|
||
msgid "The Long Dark (4)"
|
||
msgstr "A longa escuridão (4)"
|
||
|
||
#
|
||
#: data/core/macros/special-notes.cfg:9
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " Spirits have very unusual resistances to damage, and move quite slowly "
|
||
#| "over open water."
|
||
msgid ""
|
||
"Spirits have very unusual resistances to damage, and move quite slowly over "
|
||
"open water."
|
||
msgstr ""
|
||
" Espíritos possuem resistências incomuns ao dano, e movem-se lentamente "
|
||
"sobre a água."
|
||
|
||
#
|
||
#: data/core/macros/special-notes.cfg:12
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit’s arcane attack deals tremendous damage to magical creatures, "
|
||
#| "and even some to mundane creatures."
|
||
msgid ""
|
||
"This unit’s arcane attack deals tremendous damage to magical creatures, and "
|
||
"even some to mundane creatures."
|
||
msgstr ""
|
||
" O ataque arcano desta unidade causa uma grande quantidade de dano a "
|
||
"criaturas mágicas, e mesmo a criaturas mundanas."
|
||
|
||
#
|
||
#: data/core/macros/special-notes.cfg:19
|
||
#, fuzzy
|
||
#| msgid " This unit is capable of basic healing."
|
||
msgid "This unit is capable of basic healing."
|
||
msgstr ""
|
||
" Esta unidade é capaz de sarar um pouco as feridas à aqueles ao seu redor."
|
||
|
||
#
|
||
#: data/core/macros/special-notes.cfg:22
|
||
#, fuzzy
|
||
#| msgid " This unit is capable of rapid healing."
|
||
msgid "This unit is capable of rapid healing."
|
||
msgstr ""
|
||
" Esta unidade é capaz de sarar rapidamente as feridas à aqueles ao seu redor."
|
||
|
||
#
|
||
#: data/core/macros/special-notes.cfg:25
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit is capable of healing those around it, and curing them of "
|
||
#| "poison."
|
||
msgid ""
|
||
"This unit is capable of healing those around it, and curing them of poison."
|
||
msgstr ""
|
||
" Esta unidade é capaz de curar aqueles ao seu redor, e também de remover "
|
||
"veneno."
|
||
|
||
#
|
||
#: data/core/macros/special-notes.cfg:28
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit is capable of neutralizing the effects of poison in units "
|
||
#| "around it."
|
||
msgid ""
|
||
"This unit is capable of neutralizing the effects of poison in units around "
|
||
"it."
|
||
msgstr ""
|
||
" Esta unidade é capaz de neutralizar o efeito de veneno nas unidades ao seu "
|
||
"redor."
|
||
|
||
#
|
||
#: data/core/macros/special-notes.cfg:31
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit regenerates, which allows it to heal as though always "
|
||
#| "stationed in a village."
|
||
msgid ""
|
||
"This unit regenerates, which allows it to heal as though always stationed in "
|
||
"a village."
|
||
msgstr ""
|
||
" Esta unidade regenera, o que lhe permite curar-se como se sempre estivesse "
|
||
"numa aldeia."
|
||
|
||
#
|
||
#: data/core/macros/special-notes.cfg:34
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " The steadiness of this unit reduces damage from some attacks, but only "
|
||
#| "while defending."
|
||
msgid ""
|
||
"The steadiness of this unit reduces damage from some attacks, but only while "
|
||
"defending."
|
||
msgstr ""
|
||
" O posicionamento firme desta unidade reduz o dano causado por alguns "
|
||
"ataques, mas apenas quando está a defender-se."
|
||
|
||
#
|
||
#: data/core/macros/special-notes.cfg:37
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " The leadership of this unit enables adjacent units of the same side to "
|
||
#| "deal more damage in combat, though this only applies to units of lower "
|
||
#| "level."
|
||
msgid ""
|
||
"The leadership of this unit enables adjacent units of the same side to deal "
|
||
"more damage in combat, though this only applies to units of lower level."
|
||
msgstr ""
|
||
" A habilidade de liderança desta unidade faz com que unidades aliadas "
|
||
"adjacentes a ela causem mais dano em combate. Isto só se aplica, porém, a "
|
||
"unidades de nível mais baixo."
|
||
|
||
#
|
||
#: data/core/macros/special-notes.cfg:40
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit’s skill at skirmishing allows it to ignore enemies’ zones of "
|
||
#| "control and thus move unhindered around them."
|
||
msgid ""
|
||
"This unit’s skill at skirmishing allows it to ignore enemies’ zones of "
|
||
"control and thus move unhindered around them."
|
||
msgstr ""
|
||
" A habilidade de escaramuça desta unidade permite-lhe ignorar as zonas de "
|
||
"controlo dos inimigos, de maneira a poder mover-se livremente por entre eles."
|
||
|
||
#
|
||
#: data/core/macros/special-notes.cfg:43
|
||
#, fuzzy
|
||
#| msgid " Illumination increases the lighting level in adjacent areas."
|
||
msgid "Illumination increases the lighting level in adjacent areas."
|
||
msgstr ""
|
||
" A habilidade de iluminação aumenta o nível de luminosidade nas regiões "
|
||
"adjacentes."
|
||
|
||
#
|
||
#: data/core/macros/special-notes.cfg:46
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit can use one move to teleport between any two empty villages "
|
||
#| "controlled by its side."
|
||
msgid ""
|
||
"This unit can use one move to teleport between any two empty villages "
|
||
"controlled by its side."
|
||
msgstr ""
|
||
" Esta unidade pode mover-se entre quaisquer duas aldeias aliadas usando um "
|
||
"ponto de movimento."
|
||
|
||
#
|
||
#: data/core/macros/special-notes.cfg:49
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " In woodlands, this unit’s ambush skill renders it invisible to enemies "
|
||
#| "unless it is immediately adjacent or has revealed itself by attacking."
|
||
msgid ""
|
||
"In woodlands, this unit’s ambush skill renders it invisible to enemies "
|
||
"unless it is immediately adjacent or has revealed itself by attacking."
|
||
msgstr ""
|
||
" Em florestas, a habilidade de emboscada desta unidade torna-a invisível aos "
|
||
"inimigos, a não ser que um deles esteja adjacente à unidade, ou que ela se "
|
||
"tenha revelado, ao atacar."
|
||
|
||
#
|
||
#: data/core/macros/special-notes.cfg:52
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit is able to hide at night, leaving no trace of its presence."
|
||
msgid "This unit is able to hide at night, leaving no trace of its presence."
|
||
msgstr ""
|
||
" Esta unidade pode-se esconder à noite, sem deixar traço da sua presença."
|
||
|
||
#
|
||
#: data/core/macros/special-notes.cfg:55
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit can hide in villages (with the exception of water villages), "
|
||
#| "and remain undetected by its enemies, except by those standing next to it."
|
||
msgid ""
|
||
"This unit can hide in villages (with the exception of water villages), and "
|
||
"remain undetected by its enemies, except by those standing next to it."
|
||
msgstr ""
|
||
" Esta unidade pode-se ocultar em aldeias (com excepção de aldeias aquáticas) "
|
||
"e permanecer invisível para os seus inimigos, excepto para aqueles que estão "
|
||
"adjacentes."
|
||
|
||
#
|
||
#: data/core/macros/special-notes.cfg:58
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit can move unseen in deep water, requiring no air from the "
|
||
#| "surface."
|
||
msgid ""
|
||
"This unit can move unseen in deep water, requiring no air from the surface."
|
||
msgstr ""
|
||
" Esta unidade pode-se mover despercebida em águas profundas, sem precisar "
|
||
"voltar à superfície para respirar."
|
||
|
||
#
|
||
#: data/core/macros/special-notes.cfg:61
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit gains 1 hitpoint added to its maximum whenever it kills a "
|
||
#| "living unit."
|
||
msgid ""
|
||
"This unit gains 1 hitpoint added to its maximum whenever it kills a living "
|
||
"unit."
|
||
msgstr ""
|
||
" Esta unidade ganha 1 ponto de vida acrescentado ao seu máximo sempre que "
|
||
"matar uma unidade viva."
|
||
|
||
#
|
||
#: data/core/macros/special-notes.cfg:64
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " Whenever its berserk attack is used, this unit continues to push the "
|
||
#| "attack until either it or its enemy lies dead."
|
||
msgid ""
|
||
"Whenever its berserk attack is used, this unit continues to push the attack "
|
||
"until either it or its enemy lies dead."
|
||
msgstr ""
|
||
" Sempre que o seu ataque raivoso é usado, esta unidade continuará a atacar "
|
||
"até que ela ou o seu adversário esteja morto."
|
||
|
||
#
|
||
#: data/core/macros/special-notes.cfg:67
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " If there is an enemy of the target on the opposite side of the target "
|
||
#| "while attacking it, this unit may backstab, inflicting double damage by "
|
||
#| "creeping around behind that enemy."
|
||
msgid ""
|
||
"If there is an enemy of the target on the opposite side of the target while "
|
||
"attacking it, this unit may backstab, inflicting double damage by creeping "
|
||
"around behind that enemy."
|
||
msgstr ""
|
||
" Se houver um inimigo do alvo do lado oposto do alvo, esta unidade pode "
|
||
"realizar um ataque sorrateiro, que causa o dobro do dano ao golpear o "
|
||
"adversário pelas costas."
|
||
|
||
#
|
||
#: data/core/macros/special-notes.cfg:70
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " Foes who lose their life to the plague will rise again in unlife, unless "
|
||
#| "they are standing on a village."
|
||
msgid ""
|
||
"Foes who lose their life to the plague will rise again in unlife, unless "
|
||
"they are standing on a village."
|
||
msgstr ""
|
||
" Oponentes que sejam mortos pela praga levantarão-se novamente para lutar "
|
||
"como mortos-vivos, a menos que estejam numa aldeia."
|
||
|
||
#
|
||
#: data/core/macros/special-notes.cfg:73
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " Foes who lose their life to the plague will rise again in unlife, unless "
|
||
#| "they are standing on a village."
|
||
msgid ""
|
||
"Foes who lose their life to certain horrors of nature become nourishment for "
|
||
"a rapidly growing larva, unless they are standing in a village."
|
||
msgstr ""
|
||
" Oponentes que sejam mortos pela praga levantarão-se novamente para lutar "
|
||
"como mortos-vivos, a menos que estejam numa aldeia."
|
||
|
||
#
|
||
#: data/core/macros/special-notes.cfg:76
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit is able to slow its enemies, halving their movement speed and "
|
||
#| "attack damage until they end a turn."
|
||
msgid ""
|
||
"This unit is able to slow its enemies, halving their movement speed and "
|
||
"attack damage until they end a turn."
|
||
msgstr ""
|
||
" Esta unidade é capaz de deixar os seus inimigos atrasados, dividindo o seu "
|
||
"movimento e dano de ataque à metade até o fim do seu turno."
|
||
|
||
#
|
||
#: data/core/macros/special-notes.cfg:79
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " The ability to turn the living to stone makes this unit extremely "
|
||
#| "dangerous."
|
||
msgid ""
|
||
"The ability to turn the living to stone makes this unit extremely dangerous."
|
||
msgstr ""
|
||
" A habilidade de transformar os vivos em pedra torna esta unidade "
|
||
"extremamente perigosa."
|
||
|
||
#
|
||
#: data/core/macros/special-notes.cfg:82
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit’s marksmanship gives it a high chance of hitting targeted "
|
||
#| "enemies, but only on the attack."
|
||
msgid ""
|
||
"This unit’s marksmanship gives it a high chance of hitting targeted enemies, "
|
||
"but only on the attack."
|
||
msgstr ""
|
||
" A habilidade de precisão desta unidade dá-lhe uma alta hipótese de acertar "
|
||
"nos inimigos, mas apenas quando está a atacar."
|
||
|
||
#
|
||
#: data/core/macros/special-notes.cfg:85
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit has magical attacks, which always have a high chance of "
|
||
#| "hitting an opponent."
|
||
msgid ""
|
||
"This unit has magical attacks, which always have a high chance of hitting an "
|
||
"opponent."
|
||
msgstr ""
|
||
" Os ataques desta unidade são mágicos, e têm sempre uma enorme hipótese de "
|
||
"acertar um oponente."
|
||
|
||
#
|
||
#: data/core/macros/special-notes.cfg:88
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " The swarming attacks of this unit become less deadly whenever its "
|
||
#| "members are wounded."
|
||
msgid ""
|
||
"The swarming attacks of this unit become less deadly whenever its members "
|
||
"are wounded."
|
||
msgstr ""
|
||
" Os ataques de enxame desta unidade tornam-se menos perigosos a medida que "
|
||
"ela é ferida."
|
||
|
||
#
|
||
#: data/core/macros/special-notes.cfg:91
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " Using a charging attack doubles both damage dealt and received; this "
|
||
#| "does not affect defensive retaliation."
|
||
msgid ""
|
||
"Using a charging attack doubles both damage dealt and received; this does "
|
||
"not affect defensive retaliation."
|
||
msgstr ""
|
||
" Usar um ataque de investida dobra tanto o dano causado como o recebido; "
|
||
"Isso não se aplica para contra-ataques defensivos."
|
||
|
||
#
|
||
#: data/core/macros/special-notes.cfg:94
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " During battle, this unit can drain life from victims to renew its own "
|
||
#| "health."
|
||
msgid ""
|
||
"During battle, this unit can drain life from victims to renew its own health."
|
||
msgstr ""
|
||
" Durante a batalha, esta unidade pode drenar a força vital das suas vítimas, "
|
||
"recuperando a sua própria energia."
|
||
|
||
#
|
||
#: data/core/macros/special-notes.cfg:97
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " The length of this unit’s weapon allows it to strike first in melee, "
|
||
#| "even in defense."
|
||
msgid ""
|
||
"The length of this unit’s weapon allows it to strike first in melee, even in "
|
||
"defense."
|
||
msgstr ""
|
||
" O comprimento da arma desta unidade permite-lhe atacar primeiro em combate "
|
||
"corpo a corpo, mesmo quando está a defender-se."
|
||
|
||
#
|
||
#: data/core/macros/special-notes.cfg:100
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " The victims of this unit’s poison will continually take damage until "
|
||
#| "they can be cured in town or by a unit which cures."
|
||
msgid ""
|
||
"The victims of this unit’s poison will continually take damage until they "
|
||
"can be cured in town or by a unit which cures."
|
||
msgstr ""
|
||
" As vítimas do veneno desta unidade irão continuar tomar danos até que "
|
||
"possam ser curadas numa aldeia ou por uma unidade com habilidades curar."
|
||
|
||
#: data/core/macros/special-notes.cfg:103
|
||
msgid ""
|
||
"This unit has a defense cap on certain terrain types — it cannot achieve a "
|
||
"higher defense rating on mixed terrains with such terrain types."
|
||
msgstr ""
|
||
|
||
#. User-visible string, but only shown in the help pages of UMC units that haven't yet been updated to the 1.16 special notes format.
|
||
#. Don't use markup in this, because it's shown by both Pango (in the sidebar's tooltips) and the GUI1 help browser (for unit descriptions).
|
||
#: data/core/macros/special-notes.cfg:122
|
||
msgid ""
|
||
"Special Notes (1.14-style, please update to the new list format to avoid "
|
||
"duplicates):"
|
||
msgstr ""
|
||
|
||
#
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:12
|
||
msgid "loyal"
|
||
msgstr "leal"
|
||
|
||
#
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:13
|
||
msgid "female^loyal"
|
||
msgstr "leal"
|
||
|
||
#
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:14
|
||
msgid "Zero upkeep"
|
||
msgstr "Manutenção zero"
|
||
|
||
#
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:15
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"During campaigns, certain units may opt to join the player’s forces of their "
|
||
"own volition. These units are marked with the loyal trait. Although they may "
|
||
"require payment to be recalled, they never incur any upkeep costs. This can "
|
||
"make them invaluable during a long campaign, when gold is in short supply. "
|
||
"This trait is never given to recruited units, so it may be unwise to dismiss "
|
||
"such units or to send them to a foolish death."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Durante as campanhas, certas unidades podem optar por se aliar as tuas "
|
||
"forças pela sua própria vontade. Estas unidades são marcadas como “Leais”. "
|
||
"Embora possam precisar de pagamento para serem convocadas, nunca têm custo "
|
||
"de manutenção. Isto pode fazer-as muito valiosas durante uma campanha longa, "
|
||
"quando o ouro fica escasso. Esta caraterística nunca é dada a unidades "
|
||
"recrutadas, por isso pode ser estupidez dispensar-as ou enviar-as à morte "
|
||
"certa."
|
||
|
||
#
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:15
|
||
msgid ""
|
||
"<italic>text='Loyal'</italic> 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 ""
|
||
"Unidades <italic>text='Leais'</italic> não têm gastos. Muitas unidades têm "
|
||
"um custo de manutenção ao fim de cada turno, o qual é equivalente ao seu "
|
||
"nível, mas as unidades “Leais” não."
|
||
|
||
#
|
||
#. [trait]: id=undead
|
||
#: data/core/macros/traits.cfg:56
|
||
msgid "female^undead"
|
||
msgstr "morto-viva"
|
||
|
||
#
|
||
#. [trait]: id=undead
|
||
#. [trait]: id=mechanical
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:57 data/core/macros/traits.cfg:83
|
||
#: data/core/macros/traits.cfg:109
|
||
msgid "Immune to drain, poison, and plague"
|
||
msgstr "Imune a drenar vida, veneno e praga"
|
||
|
||
#
|
||
#. [trait]: id=undead
|
||
#: data/core/macros/traits.cfg:58
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Undead units generally have undead as their only trait. Since undead units "
|
||
"are the bodies of the dead, risen to fight again, poison has no effect upon "
|
||
"them. This can make them invaluable in dealing with foes who use poison in "
|
||
"conjunction with their attacks."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Morto-Vivos geralmente têm “Morto-Vivo” como a sua única caraterística. Como "
|
||
"já estão mortas, veneno não tem efeito contra elas. Isto pode ser valioso "
|
||
"quando lidar com unidades que usam veneno junto com os seus ataques."
|
||
|
||
#
|
||
#. [trait]: id=undead
|
||
#: data/core/macros/traits.cfg:58
|
||
msgid ""
|
||
"<italic>text='Undead'</italic> units are immune to poison, drain, and plague."
|
||
msgstr ""
|
||
"Unidades <italic>text='Morto-Vivas'</italic> são imunes a veneno. Drenar e "
|
||
"Praga também não têm efeito nelas."
|
||
|
||
#
|
||
#. [trait]: id=mechanical
|
||
#: data/core/macros/traits.cfg:81
|
||
msgid "mechanical"
|
||
msgstr "mecânico"
|
||
|
||
#
|
||
#. [trait]: id=mechanical
|
||
#: data/core/macros/traits.cfg:82
|
||
msgid "female^mechanical"
|
||
msgstr "mecânica"
|
||
|
||
#
|
||
#. [trait]: id=mechanical
|
||
#: data/core/macros/traits.cfg:84
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Mechanical units generally have mechanical as their only trait. Since "
|
||
"mechanical units don’t really have life, drain, poison, and plague have no "
|
||
"effect upon them."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Unidades mecânicas em geral têm “Mecânico” como a sua única caraterística. "
|
||
"Como essas unidades não são seres vivos, drenar vida, veneno e praga não tem "
|
||
"efeito nelas."
|
||
|
||
#
|
||
#. [trait]: id=mechanical
|
||
#: data/core/macros/traits.cfg:84
|
||
msgid ""
|
||
"<italic>text='Mechanical'</italic> units are immune to poison, drain, and "
|
||
"plague."
|
||
msgstr ""
|
||
"Unidades <italic>text='mecânicas'</italic> são imunes a veneno. Além disso, "
|
||
"Dreno e Praga também não tem efeito nelas."
|
||
|
||
#
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:107
|
||
msgid "elemental"
|
||
msgstr "elementar"
|
||
|
||
#
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:108
|
||
msgid "female^elemental"
|
||
msgstr "elementar"
|
||
|
||
#
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:110
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Elemental units generally have elemental as their only trait. Since "
|
||
"elemental units are energy-based beings, drain, poison, and plague have no "
|
||
"effect upon them."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Unidades elementares em geral têm “Elementar” como a sua única "
|
||
"caraterística. Como essas unidades são seres baseados de energia, drenar "
|
||
"vida, veneno e praga não tem efeito nelas."
|
||
|
||
#
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:110
|
||
msgid ""
|
||
"<italic>text='Elemental'</italic> units are immune to poison, drain, and "
|
||
"plague."
|
||
msgstr ""
|
||
"Unidades <italic>text='elementares'</italic> são imunes a veneno. Além "
|
||
"disso, Dreno e Praga também não tem efeito nelas."
|
||
|
||
#
|
||
#. [trait]: id=strong
|
||
#: data/core/macros/traits.cfg:132
|
||
msgid "strong"
|
||
msgstr "forte"
|
||
|
||
#
|
||
#. [trait]: id=strong
|
||
#: data/core/macros/traits.cfg:133
|
||
msgid "female^strong"
|
||
msgstr "forte"
|
||
|
||
#
|
||
#. [trait]: id=strong
|
||
#: data/core/macros/traits.cfg:134
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"While useful for any close-combat unit, strong is most effective for units "
|
||
"who have a high number of swings such as the elvish fighter. Strong units "
|
||
"can be very useful when a tiny bit of extra damage is all that is needed to "
|
||
"turn a damaging stroke into a killing blow."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Enquanto útil para qualquer unidade de combate corpo-a-corpo, “Forte” é mais "
|
||
"efectivo para unidades com alto número de ataques como o Soldado Élfo. "
|
||
"Unidades Fortes são úteis quando precisas de um pouco de dano extra para "
|
||
"transformar um ataque numa morte certa."
|
||
|
||
#
|
||
#. [trait]: id=strong
|
||
#: data/core/macros/traits.cfg:134
|
||
msgid ""
|
||
"<italic>text='Strong'</italic> units do 1 more damage for every successful "
|
||
"strike in melee combat, and have 1 additional hitpoint."
|
||
msgstr ""
|
||
"Unidades <italic>text='Fortes'</italic> causam mais 1 ponto de dano por cada "
|
||
"golpe que acertam em combate corpo a corpo e têm mais 1 ponto de vida (PV)."
|
||
|
||
#
|
||
#. [trait]: id=dextrous
|
||
#: data/core/macros/traits.cfg:153
|
||
msgid "dextrous"
|
||
msgstr "hábil"
|
||
|
||
#
|
||
#. [trait]: id=dextrous
|
||
#: data/core/macros/traits.cfg:154
|
||
msgid "female^dextrous"
|
||
msgstr "hábil"
|
||
|
||
#
|
||
#. [trait]: id=dextrous
|
||
#: data/core/macros/traits.cfg:155
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Dextrous is a trait possessed only by elves. The elven people are known for "
|
||
"their uncanny grace, and their great facility with the bow. Some, however, "
|
||
"are gifted with natural talent that exceeds their brethren. These elves "
|
||
"inflict an additional point of damage with each arrow."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"“Hábil” é uma caraterística só possuída pelos Elfos. O povo Elfo é conhecido "
|
||
"pela sua graça e facilidade com o arco. Alguns, contudo, recebem um talento "
|
||
"natural que excede a sua irmandade. Estes elfos causam 1 ponto adicional de "
|
||
"dano com cada flecha."
|
||
|
||
#
|
||
#. [trait]: id=dextrous
|
||
#: data/core/macros/traits.cfg:155
|
||
msgid ""
|
||
"<italic>text='Dextrous'</italic> units do 1 more damage for every successful "
|
||
"strike in ranged combat."
|
||
msgstr ""
|
||
"Unidades <italic>text='Hábeis'</italic> têm mais 1 ponto de dano por cada "
|
||
"golpe bem sucedido no combate a distância."
|
||
|
||
#
|
||
#. [trait]: id=quick
|
||
#: data/core/macros/traits.cfg:170
|
||
msgid "quick"
|
||
msgstr "veloz"
|
||
|
||
#
|
||
#. [trait]: id=quick
|
||
#: data/core/macros/traits.cfg:171
|
||
msgid "female^quick"
|
||
msgstr "veloz"
|
||
|
||
#
|
||
#. [trait]: id=quick
|
||
#: data/core/macros/traits.cfg:172
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Quick is the most noticeable trait, particularly in slower moving units such "
|
||
"as trolls or heavy infantry. Units with the quick trait often have greatly "
|
||
"increased mobility in rough terrain, which can be important to consider when "
|
||
"deploying your forces. Also, quick units aren’t quite as tough as units "
|
||
"without this trait and are subsequently less good at holding contested "
|
||
"positions."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Veloz é a mais notável caraterística, principalmente em unidades mais "
|
||
"lentas, como trogloditas ou infantaria pesada. Unidades Velozes têm uma "
|
||
"grande mobilidade em terrenos difíceis, e isso pode ser importante quando "
|
||
"considerares mover as tuas forças. Por outro lado, essas unidades não são "
|
||
"tão fortes comparadas com outras unidades sem esta caraterística, "
|
||
"subsequentemente não são as melhores para ficarem em posições importantes."
|
||
|
||
#
|
||
#. [trait]: id=quick
|
||
#: data/core/macros/traits.cfg:172
|
||
msgid ""
|
||
"<italic>text='Quick'</italic> units have 1 extra movement point, but 5% less "
|
||
"hitpoints than usual."
|
||
msgstr ""
|
||
"Unidades <italic>text='Velozes'</italic> têm 1 ponto de movimento extra, mas "
|
||
"5% menos de pontos de vida (PV) que o normal."
|
||
|
||
#
|
||
#. [trait]: id=intelligent
|
||
#: data/core/macros/traits.cfg:190
|
||
msgid "intelligent"
|
||
msgstr "inteligente"
|
||
|
||
#
|
||
#. [trait]: id=intelligent
|
||
#: data/core/macros/traits.cfg:191
|
||
msgid "female^intelligent"
|
||
msgstr "inteligente"
|
||
|
||
#
|
||
#. [trait]: id=intelligent
|
||
#: data/core/macros/traits.cfg:192
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<italic>text='Intelligent'</italic> units are very useful at the beginning "
|
||
"of a campaign as they can advance to higher levels more quickly. Later in "
|
||
"campaigns Intelligent is not quite as useful because the <italic>text='After "
|
||
"Maximum Level Advancement'</italic> (AMLA) is not as significant a change as "
|
||
"advancing a level. If you have many ‘maximum level’ units you may wish to "
|
||
"recall units with more desirable traits."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Unidades <italic>text='Inteligentes'</italic> são muito úteis no começo de "
|
||
"campanhas uma vez que podem avançar para níveis mais altos mais rapidamente. "
|
||
"Mais tarde, já não são tão úteis porque após chegar ao Nível Máximo de "
|
||
"Experiência (AMLA) não é significativo avançar de nível. Se possuíres muitas "
|
||
"unidades no 'nível máximo', deves convocar unidades com outras "
|
||
"caraterísticas."
|
||
|
||
#
|
||
#. [trait]: id=intelligent
|
||
#: data/core/macros/traits.cfg:192
|
||
msgid "Intelligent units require 20% less experience than usual to advance."
|
||
msgstr ""
|
||
"Unidades inteligentes precisam menos 20% de experiência do que o normal para "
|
||
"avançar."
|
||
|
||
#
|
||
#. [trait]: id=resilient
|
||
#: data/core/macros/traits.cfg:206
|
||
msgid "resilient"
|
||
msgstr "resistente"
|
||
|
||
#
|
||
#. [trait]: id=resilient
|
||
#: data/core/macros/traits.cfg:207
|
||
msgid "female^resilient"
|
||
msgstr "resistente"
|
||
|
||
#
|
||
#. [trait]: id=resilient
|
||
#: data/core/macros/traits.cfg:208
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Resilient units can be useful at all stages of a campaign, and this is a "
|
||
"useful trait for all units. Resilient is often most helpful as a trait when "
|
||
"it occurs in a unit that has some combination of low hitpoints, good "
|
||
"defense, or high resistances. Resilient units are especially useful for "
|
||
"holding strategic positions against opponents."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Unidades “Resistentes” podem ser úteis em qualquer parte de uma campanha, e "
|
||
"isto é útil em qualquer unidade. “Resistência” é especialmente útil em "
|
||
"unidades com alguma combinação de baixo pontos de vida (PV), boa defesa ou "
|
||
"alta resistência. Unidades “resistentes” são úteis para assegurar posições "
|
||
"estratégicas contra os teus oponentes."
|
||
|
||
#
|
||
#. [trait]: id=resilient
|
||
#: data/core/macros/traits.cfg:208
|
||
msgid ""
|
||
"<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and "
|
||
"gain 1 more per level."
|
||
msgstr ""
|
||
"Unidades <italic>text='Resistentes'</italic> têm mais 4 pontos de vida (PV) "
|
||
"e mais 1 PV por nível do que o normal."
|
||
|
||
#
|
||
#. [trait]: id=healthy
|
||
#: data/core/macros/traits.cfg:227
|
||
msgid "healthy"
|
||
msgstr "saudável"
|
||
|
||
#
|
||
#. [trait]: id=healthy
|
||
#: data/core/macros/traits.cfg:228
|
||
msgid "female^healthy"
|
||
msgstr "saudável"
|
||
|
||
#. [trait]: id=healthy
|
||
#: data/core/macros/traits.cfg:230
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<italic>text='Healthy'</italic> units have 1 additional hitpoint, and gain 1 "
|
||
"more per level. They will also heal 2 hitpoints each turn, regardless of "
|
||
"whether they engaged in combat the turn before."
|
||
msgstr ""
|
||
|
||
#
|
||
#. [trait]: id=healthy
|
||
#: data/core/macros/traits.cfg:230
|
||
msgid ""
|
||
"Renowned for their vitality, some dwarves are sturdier than others and can "
|
||
"rest even when traveling."
|
||
msgstr ""
|
||
"Conhecidos pela sua vitalidade, alguns anões são mais resistentes do que "
|
||
"outros, e recuperam mais rapidamente mesmo durante longas caminhadas."
|
||
|
||
#
|
||
#. [trait]: id=fearless
|
||
#: data/core/macros/traits.cfg:253 data/core/macros/traits.cfg:270
|
||
msgid "female^fearless"
|
||
msgstr "corajosa"
|
||
|
||
#
|
||
#. [trait]: id=fearless
|
||
#: data/core/macros/traits.cfg:254 data/core/macros/traits.cfg:271
|
||
msgid "Fights normally during unfavorable times of day/night"
|
||
msgstr "Luta sem penalidades de noite ou dia"
|
||
|
||
#
|
||
#. [trait]: id=fearless
|
||
#: data/core/macros/traits.cfg:255 data/core/macros/traits.cfg:272
|
||
msgid "Aversion to light and dark holds no sway over these brave individuals."
|
||
msgstr ""
|
||
"A luz e a escuridão não têm efeitos negativos nestes indivíduos corajosos."
|
||
|
||
#
|
||
#. [trait]: id=feral
|
||
#: data/core/macros/traits.cfg:285
|
||
msgid "feral"
|
||
msgstr "feroz"
|
||
|
||
#
|
||
#. [trait]: id=feral
|
||
#: data/core/macros/traits.cfg:286
|
||
msgid "female^feral"
|
||
msgstr "feroz"
|
||
|
||
#
|
||
#. [trait]: id=feral
|
||
#: data/core/macros/traits.cfg:287
|
||
msgid "Receives only 50% defense in land-based villages"
|
||
msgstr "Recebe apenas uma defesa de 50% em aldeias terrestres."
|
||
|
||
#
|
||
#. [trait]: id=feral
|
||
#: data/core/macros/traits.cfg:288
|
||
msgid ""
|
||
"Dwellings of sentient beings are not easily used for cover by feral "
|
||
"creatures of low intelligence. As a result, <italic>text='feral'</italic> "
|
||
"units receive a maximum of 50% defense in any land-based village regardless "
|
||
"of base terrain."
|
||
msgstr ""
|
||
"Habitações de seres conscientes não são facilmente utilizados para cobrir "
|
||
"pelas criaturas selvagens menos inteligentes. Como resultado, unidades "
|
||
"<italic>text='ferozes'</italic> recebem um máximo de 50% de defesa em "
|
||
"qualquer aldeia terrestre, independentemente do terreno base."
|
||
|
||
#
|
||
#. [trait]: id=weak
|
||
#: data/core/macros/traits.cfg:304
|
||
msgid "weak"
|
||
msgstr "fraco"
|
||
|
||
#
|
||
#. [trait]: id=weak
|
||
#: data/core/macros/traits.cfg:305
|
||
msgid "female^weak"
|
||
msgstr "fraca"
|
||
|
||
#
|
||
#. [trait]: id=weak
|
||
#: data/core/macros/traits.cfg:306
|
||
msgid ""
|
||
"Units with the <italic>text='weak'</italic> trait receive a 1 point decrease "
|
||
"in hitpoints and melee damage."
|
||
msgstr ""
|
||
"As unidades com a caraterística <italic>text='Fraco'</italic> recebem menos "
|
||
"1 pontos de vida (PV) e no dano corpo a corpo."
|
||
|
||
#
|
||
#. [trait]: id=slow
|
||
#: data/core/macros/traits.cfg:323
|
||
msgid "slow"
|
||
msgstr "lento"
|
||
|
||
#
|
||
#. [trait]: id=slow
|
||
#: data/core/macros/traits.cfg:324
|
||
msgid "female^slow"
|
||
msgstr "lenta"
|
||
|
||
#
|
||
#. [trait]: id=slow
|
||
#: data/core/macros/traits.cfg:325
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Thick-bodied and clumsy, slow individuals of goblins and other species take "
|
||
"a movement penalty but are compensated for it with a slight increase in "
|
||
"endurance."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Grossos e desajeitados, gnomos lentos e outras espécies têm uma penalidade "
|
||
"de movimento, mas são compensados com um suave acréscimo na resistência."
|
||
|
||
#
|
||
#. [trait]: id=slow
|
||
#: data/core/macros/traits.cfg:325
|
||
msgid ""
|
||
"<italic>text='Slow'</italic> units have 1 less movement point but 5% more "
|
||
"hitpoints."
|
||
msgstr ""
|
||
"As unidades <italic>text='lentas'</italic> têm menos 1 ponto de movimento, "
|
||
"mas mais 5% de pontos de vida (PV)."
|
||
|
||
#
|
||
#. [trait]: id=dim
|
||
#: data/core/macros/traits.cfg:343
|
||
msgid "dim"
|
||
msgstr "asno"
|
||
|
||
#
|
||
#. [trait]: id=dim
|
||
#: data/core/macros/traits.cfg:344
|
||
msgid "female^dim"
|
||
msgstr "asna"
|
||
|
||
#
|
||
#. [trait]: id=dim
|
||
#: data/core/macros/traits.cfg:345
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Dim is a trait all too common in goblins and other lesser species. There are "
|
||
"reasons these species are lesser, and this is one of them."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Asno é uma caraterística comum entre gnomos e outras espécies menores. Há "
|
||
"várias razões por essas espécies serem menores, e esta é uma delas."
|
||
|
||
#
|
||
#. [trait]: id=dim
|
||
#: data/core/macros/traits.cfg:345
|
||
msgid ""
|
||
"Units with trait <italic>text='dim'</italic> suffer a 20% increase in "
|
||
"experience required to advance."
|
||
msgstr ""
|
||
"Unidades com a caraterística <italic>text='Asno'</italic> precisam de mais "
|
||
"20% de experiência para evoluir."
|
||
|
||
#
|
||
#. [trait]: id=aged
|
||
#: data/core/macros/traits.cfg:359
|
||
msgid "aged"
|
||
msgstr "idoso"
|
||
|
||
#
|
||
#. [trait]: id=aged
|
||
#: data/core/macros/traits.cfg:360
|
||
msgid "female^aged"
|
||
msgstr "idosa"
|
||
|
||
#
|
||
#. [trait]: id=aged
|
||
#: data/core/macros/traits.cfg:361
|
||
msgid ""
|
||
"Units with the <italic>text='aged'</italic> trait have 8 hitpoints less and "
|
||
"suffer from a 1 point decrease in movement and melee damage."
|
||
msgstr ""
|
||
"Unidades com a caraterística <italic>text='idoso'</italic> têm uma "
|
||
"penalidade de 8 pontos de vida e menos 1 ponto de movimento e dano à curta "
|
||
"distância."
|
||
|
||
#
|
||
#. [berserk]: id=berserk
|
||
#: data/core/macros/weapon_specials.cfg:9
|
||
msgid "berserk"
|
||
msgstr "raiva"
|
||
|
||
#
|
||
#. [berserk]: id=berserk
|
||
#: data/core/macros/weapon_specials.cfg:10
|
||
msgid ""
|
||
"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 ""
|
||
"Sempre que usado ofensivamente ou defensivamente, este ataque mantém o "
|
||
"combate até que um dos combatentes morra, ou 30 rondas de combate passaram."
|
||
|
||
#
|
||
#. [damage]: id=backstab
|
||
#: data/core/macros/weapon_specials.cfg:22
|
||
msgid ""
|
||
"When used offensively, this attack deals double damage if there is an enemy "
|
||
"of the target on the opposite side of the target, and that unit is not "
|
||
"incapacitated (turned to stone or otherwise paralyzed)."
|
||
msgstr ""
|
||
"Este ataque causa o dobro de dano se uma unidade inimiga do alvo estiver do "
|
||
"lado oposto deste, e se essa unidade não estiver incapacitada (p.ex. "
|
||
"transformada em pedra)."
|
||
|
||
#
|
||
#. [plague]: id=plague({TYPE}), type={TYPE}
|
||
#: data/core/macros/weapon_specials.cfg:42
|
||
msgid ""
|
||
"When a unit is killed by a Plague attack, that unit is replaced with a unit "
|
||
"on the same side as the unit with the Plague attack. This doesn’t work on "
|
||
"Undead or units in villages."
|
||
msgstr ""
|
||
"Quando uma unidade é morta por um ataque de “Praga”, ela é substituída por "
|
||
"um Cadáver Ambulante, pertencente a mesma equipa da unidade que a atacou com "
|
||
"a Praga. Esta habilidade não funciona em Mortos-Vivos ou unidades em aldeias."
|
||
|
||
#
|
||
#. [slow]: id=slow
|
||
#: data/core/macros/weapon_specials.cfg:65
|
||
msgid ""
|
||
"This attack slows the target until it ends a turn. Slow halves the damage "
|
||
"caused by attacks and the movement cost for a slowed unit is doubled. A unit "
|
||
"that is slowed will feature a snail icon in its sidebar information when it "
|
||
"is selected."
|
||
msgstr ""
|
||
"Este ataque deixa o alvo lento até o fim do seu turno. Atrasar divide o dano "
|
||
"dos ataques do alvo por dois, e o seu custo de movimento é dobrado. Uma "
|
||
"unidade atrasada terá um ícone com um caracol nas informações da barra "
|
||
"lateral quando for selecionada."
|
||
|
||
#
|
||
#. [petrifies]: id=petrifies
|
||
#: data/core/macros/weapon_specials.cfg:75
|
||
msgid "petrifies"
|
||
msgstr "petrificar"
|
||
|
||
#
|
||
#. [petrifies]: id=petrifies
|
||
#: data/core/macros/weapon_specials.cfg:76
|
||
msgid ""
|
||
"This attack petrifies the target, turning it to stone. Units that have been "
|
||
"petrified may not move or attack."
|
||
msgstr ""
|
||
"Este ataque transforma o alvo em pedra. Unidades petrificadas não se podem "
|
||
"mover ou atacar."
|
||
|
||
#
|
||
#. [chance_to_hit]: id=marksman
|
||
#: data/core/macros/weapon_specials.cfg:87
|
||
msgid ""
|
||
"When used offensively, this attack always has at least a 60% chance to hit."
|
||
msgstr ""
|
||
"Quando usado ofensivamente, este ataque sempre tem uma hipótese de pelo "
|
||
"menos 60% de acertar."
|
||
|
||
#. [chance_to_hit]: id=deflect
|
||
#: data/core/macros/weapon_specials.cfg:100
|
||
msgid "deflect"
|
||
msgstr ""
|
||
|
||
#
|
||
#. [chance_to_hit]: id=deflect
|
||
#: data/core/macros/weapon_specials.cfg:101
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "When used offensively, this attack always has at least a 60% chance to "
|
||
#| "hit."
|
||
msgid ""
|
||
"When used defensively, this attack reduces the opponent’s chance to hit by "
|
||
"10%."
|
||
msgstr ""
|
||
"Quando usado ofensivamente, este ataque sempre tem uma hipótese de pelo "
|
||
"menos 60% de acertar."
|
||
|
||
#. [chance_to_hit]: id=deflect
|
||
#: data/core/macros/weapon_specials.cfg:102
|
||
msgid ""
|
||
"This unit’s defensive techniques reduce the chance of a successful enemy "
|
||
"attack."
|
||
msgstr ""
|
||
|
||
#
|
||
#. [chance_to_hit]: id=magical
|
||
#: data/core/macros/weapon_specials.cfg:115
|
||
msgid "magical"
|
||
msgstr "mágico"
|
||
|
||
#
|
||
#. [chance_to_hit]: id=magical
|
||
#: data/core/macros/weapon_specials.cfg:116
|
||
msgid ""
|
||
"This attack always has a 70% chance to hit regardless of the defensive "
|
||
"ability of the unit being attacked."
|
||
msgstr ""
|
||
"Este ataque sempre tem uma hipótese de 70% em acertar, não importando a "
|
||
"habilidade defensiva da unidade a ser atacada."
|
||
|
||
#
|
||
#. [swarm]: id=swarm
|
||
#: data/core/macros/weapon_specials.cfg:128
|
||
msgid "swarm"
|
||
msgstr "enxame"
|
||
|
||
#
|
||
#. [swarm]: id=swarm
|
||
#: data/core/macros/weapon_specials.cfg:129
|
||
msgid ""
|
||
"The number of strikes of this attack decreases when the unit is wounded. The "
|
||
"number of strikes is proportional to the percentage of its of maximum HP the "
|
||
"unit has. For example a unit with 3/4 of its maximum HP will get 3/4 of the "
|
||
"number of strikes."
|
||
msgstr ""
|
||
"O número de golpes deste ataque diminui quando a unidade é ferida. O número "
|
||
"de golpes é proporcional à quantidade atual de pontos de vida (PV) da "
|
||
"unidade em relação com os seus pontos de vida máximos. Por exemplo, uma "
|
||
"unidade com 3/4 dos seus PV máximo terá 3/4 do número total de golpes."
|
||
|
||
#
|
||
#. [damage]: id=charge
|
||
#: data/core/macros/weapon_specials.cfg:139
|
||
msgid "charge"
|
||
msgstr "investida"
|
||
|
||
#
|
||
#. [damage]: id=charge
|
||
#: data/core/macros/weapon_specials.cfg:140
|
||
msgid ""
|
||
"When used offensively, this attack deals double damage to the target. It "
|
||
"also causes this unit to take double damage from the target’s counterattack."
|
||
msgstr ""
|
||
"Este ataque causa o dobro de dano ao alvo. Ele também faz com que esta "
|
||
"unidade tome o dobro de dano no contra-ataque do alvo."
|
||
|
||
#. [damage]: id=absorb
|
||
#: data/core/macros/weapon_specials.cfg:153
|
||
msgid "absorb"
|
||
msgstr ""
|
||
|
||
#. [damage]: id=absorb
|
||
#: data/core/macros/weapon_specials.cfg:154
|
||
msgid ""
|
||
"This attack puts the unit in good defensive position, and it absorbs some of "
|
||
"the damage dealt by an enemy strike."
|
||
msgstr ""
|
||
|
||
#. [damage]: id=absorb
|
||
#: data/core/macros/weapon_specials.cfg:155
|
||
msgid ""
|
||
"This unit can block enemy strikes, so that it takes reduced damage when hit."
|
||
msgstr ""
|
||
|
||
#
|
||
#. [drains]: id=drains
|
||
#: data/core/macros/weapon_specials.cfg:167
|
||
msgid ""
|
||
"This unit drains health from living units, healing itself for half the "
|
||
"amount of damage it deals (rounded down)."
|
||
msgstr ""
|
||
"Esta unidade drena a energia de unidades vivas, recuperando um número de "
|
||
"pontos de vida igual a metade do dano que ela causa (arredondado para baixo)."
|
||
|
||
#
|
||
#. [firststrike]: id=firststrike
|
||
#: data/core/macros/weapon_specials.cfg:177
|
||
msgid "first strike"
|
||
msgstr "iniciativa"
|
||
|
||
#
|
||
#. [firststrike]: id=firststrike
|
||
#: data/core/macros/weapon_specials.cfg:178
|
||
msgid ""
|
||
"This unit always strikes first with this attack, even if they are defending."
|
||
msgstr ""
|
||
"Esta unidade sempre ataca primeiro com este ataque, mesmo que esteja a "
|
||
"defender-se."
|
||
|
||
#
|
||
#. [poison]: id=poison
|
||
#: data/core/macros/weapon_specials.cfg:189
|
||
msgid ""
|
||
"This attack poisons living targets. Poisoned units lose 8 HP every turn "
|
||
"until they are cured or are reduced to 1 HP. Poison cannot, of itself, kill "
|
||
"a unit."
|
||
msgstr ""
|
||
"Este ataque envenena alvos vivos. Unidades envenenadas perdem 8 pontos de "
|
||
"vida (PV) cada turno até que sejam curadas ou fiquem só com 1 ponto de vida "
|
||
"(PV). O veneno não pode, por si, matar uma unidade."
|
||
|
||
#. [stun]: id=stun
|
||
#: data/core/macros/weapon_specials.cfg:199
|
||
msgid "stun"
|
||
msgstr ""
|
||
|
||
#. [stun]: id=stun
|
||
#: data/core/macros/weapon_specials.cfg:200
|
||
msgid ""
|
||
"This attack hits so hard that the opponent is dazed and can no longer "
|
||
"enforce a zone of control. The effect wears off on the opponent’s next turn."
|
||
msgstr ""
|
||
|
||
#
|
||
#. [stun]: id=stun
|
||
#: data/core/macros/weapon_specials.cfg:201
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit is able to slow its enemies, halving their movement speed and "
|
||
#| "attack damage until they end a turn."
|
||
msgid ""
|
||
"This unit is able to stun its enemies, disrupting their zones of control."
|
||
msgstr ""
|
||
" Esta unidade é capaz de deixar os seus inimigos atrasados, dividindo o seu "
|
||
"movimento e dano de ataque à metade até o fim do seu turno."
|
||
|
||
#. [damage_type]: id=arcane_damage
|
||
#: data/core/macros/weapon_specials.cfg:208
|
||
msgid "arcane"
|
||
msgstr ""
|
||
|
||
#. [damage_type]: id=arcane_damage
|
||
#: data/core/macros/weapon_specials.cfg:209
|
||
msgid ""
|
||
"This attack combines the arcane type with the type of weapon used so that "
|
||
"resistance to the arcane type does not penalize the user."
|
||
msgstr ""
|
||
|
||
#. [damage_type]: id=arcane_damage
|
||
#: data/core/macros/weapon_specials.cfg:210
|
||
msgid ""
|
||
"This unit can use the arcane type when the opponent is particularly "
|
||
"sensitive to it in relation to the weapon on which it is applied."
|
||
msgstr ""
|
||
|
||
#: data/core/units.cfg:4
|
||
msgid ""
|
||
"Despite orcs’ reliance on raw strength, few of their children are destined "
|
||
"to grow to possess any. Goblins are, despite their appearance, born as "
|
||
"siblings to the orcs and members of the same race. While other races usually "
|
||
"bear children singly or in pairs, orcs will have large litters of children "
|
||
"all at once, causing their populations to explode. Within any litter, there "
|
||
"will be only one or two who grow to the strength of a “true orc”, a few who "
|
||
"are born slightly smaller and weaker, and the rest, often a full half of any "
|
||
"litter, are much weaker and destined to be goblins. Almost as newborns the "
|
||
"class system of orcish society is visible, with the weak put in their place "
|
||
"by their stronger siblings. The stronger ones will routinely grab most of "
|
||
"the food and thus grow stronger still, while their weaker siblings do not."
|
||
msgstr ""
|
||
|
||
#
|
||
#. [race]: id=bats
|
||
#: data/core/units.cfg:39
|
||
msgid "race^Bat"
|
||
msgstr "Morcego"
|
||
|
||
#
|
||
#. [race]: id=bats
|
||
#: data/core/units.cfg:40
|
||
msgid "race+female^Bat"
|
||
msgstr "Morcego"
|
||
|
||
#
|
||
#. [race]: id=bats
|
||
#: data/core/units.cfg:41
|
||
msgid "race^Bats"
|
||
msgstr "Morcegos"
|
||
|
||
#
|
||
#. [race]: id=bats
|
||
#: data/core/units.cfg:42
|
||
msgid ""
|
||
"Bats come in many shapes and sizes, and most are fairly harmless, feeding on "
|
||
"insects and other small animals. The larger and more vicious breeds are "
|
||
"known to pose a threat to humans and other races as well as their livestock, "
|
||
"especially when encountered in groups. Typically nocturnal, they are often "
|
||
"kept (and occasionally tamed) by those who share their love of the night."
|
||
msgstr ""
|
||
"Morcegos vêm em muitos formas e tamanhos, e a maioria são bastante "
|
||
"inofensivos, alimentam-se de insectos e outros pequenos animais. As raças "
|
||
"maiores e mais cruéis são conhecidas por representar uma ameaça para os "
|
||
"humanos e outras raças, bem como o gado, especialmente quando encontrado em "
|
||
"grupos. Tipicamente nocturnos, são frequentemente mantidos (e, "
|
||
"ocasionalmente, domesticados) por aqueles que compartilham o seu amor da "
|
||
"noite."
|
||
|
||
#
|
||
#. [race]: id=cats
|
||
#: data/core/units.cfg:49
|
||
#, fuzzy
|
||
#| msgid "race^Bat"
|
||
msgid "race^Cat"
|
||
msgstr "Morcego"
|
||
|
||
#
|
||
#. [race]: id=cats
|
||
#: data/core/units.cfg:50
|
||
#, fuzzy
|
||
#| msgid "race+female^Bat"
|
||
msgid "race+female^Cat"
|
||
msgstr "Morcego"
|
||
|
||
#
|
||
#. [race]: id=cats
|
||
#: data/core/units.cfg:51
|
||
#, fuzzy
|
||
#| msgid "race^Bats"
|
||
msgid "race^Cats"
|
||
msgstr "Morcegos"
|
||
|
||
#. [race]: id=cats
|
||
#: data/core/units.cfg:52
|
||
msgid ""
|
||
"Big cats are nimble, solitary predators that can cause trouble for any "
|
||
"farmer or hunter that encounter them. The cats that hunt rodents and drive "
|
||
"away lone wolves are tolerated by civilized folk, but some big cats are "
|
||
"considered terrifying monsters."
|
||
msgstr ""
|
||
|
||
#
|
||
#. [race]: id=drake
|
||
#: data/core/units.cfg:61
|
||
msgid "race^Drake"
|
||
msgstr "Drago"
|
||
|
||
#
|
||
#. [race]: id=drake
|
||
#: data/core/units.cfg:62
|
||
msgid "race+female^Drake"
|
||
msgstr "Draga"
|
||
|
||
#
|
||
#. [race]: id=drake
|
||
#: data/core/units.cfg:63
|
||
msgid "race^Drakes"
|
||
msgstr "Dragos"
|
||
|
||
#. [race]: id=drake
|
||
#: data/core/units.cfg:64
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Drakes are large, winged and fire-breathing creatures, reminiscent of "
|
||
#| "true dragons. On average, an adult drake stands around three meters tall "
|
||
#| "and easily weighs more than a man and a horse combined. Their skin is "
|
||
#| "made up of hard scales, resistant to most physical strikes except "
|
||
#| "piercing and cold damage. Most drakes are capable of true flight and can "
|
||
#| "travel long distances quickly. However, their sheer weight and bulk "
|
||
#| "limits their flight ability somewhat, making them ungainly in the air. "
|
||
#| "Where possible, they make use of terrain features such as hills, "
|
||
#| "mountains and trees as launch points in order to gain greater height and "
|
||
#| "speed. Fortunately for their enemies, they are still quite clumsy "
|
||
#| "creatures and surprisingly slow in combat. This, combined with their "
|
||
#| "large size, renders them easy targets for those who dare attack them.\n"
|
||
#| "\n"
|
||
#| "Drakes are inherently magical creatures, with a mysterious internal fire "
|
||
#| "fueling their very lives. This can easily be witnessed when one of their "
|
||
#| "kind perishes in combat; its internal fire is released, burning their "
|
||
#| "remains in to ashes. Their internal fire is also their greatest weakness; "
|
||
#| "it makes them extremely vulnerable to cold attacks. Despite their magical "
|
||
#| "nature, drakes are incapable of channeling magic in a controlled manner. "
|
||
#| "While the magic imbued within a drake’s body enables it to spit fire and "
|
||
#| "gives it life, they have no willful control over the functions of this "
|
||
#| "magic.\n"
|
||
#| "\n"
|
||
#| "<header>text='Society'</header>\n"
|
||
#| "Drakes are a relatively warlike race and their societies can be best "
|
||
#| "described as cultured martial societies. The core of a drake tribe is a "
|
||
#| "small group of veteran warriors headed by a mutually respected — or "
|
||
#| "simply feared — dominant who rules the society with an iron fist. Every "
|
||
#| "drake is expected to earn their place in the strict hierarchy, to obey "
|
||
#| "their superiors and command their inferiors. Entry to the ruling elite is "
|
||
#| "only possible through challenging and defeating a superior in single "
|
||
#| "combat, which is the way the hierarchy within the elite itself is "
|
||
#| "established. The use of deception of any kind towards any fellow drake "
|
||
#| "is, without exception, seen as cowardly and unacceptable.\n"
|
||
#| "\n"
|
||
#| "While their warlike nature and sense of territory drives them to defend "
|
||
#| "their territories savagely, drakes rarely invade or trespass on areas "
|
||
#| "already occupied by the other major races. Instead, they settle in "
|
||
#| "unpopulated areas to establish their own territory there. They primarily "
|
||
#| "feed on large game they hunt in the lowlands around their homes, but "
|
||
#| "hatchlings and lower caste drakes are known to feed also on certain kinds "
|
||
#| "of moss and fungi they cultivate deep in their caverns. Drakes value "
|
||
#| "armor- and weapon-smithing, but neither know nor need other science and "
|
||
#| "culture besides this. Nonetheless, the few implements they do fashion are "
|
||
#| "almost unrivaled in quality, only matched by those produced in the finest "
|
||
#| "Dwarvish foundries.\n"
|
||
#| "\n"
|
||
#| "Drakes hatch from eggs and usually live naturally between 20 to 30 years. "
|
||
#| "Death in battle is the most preferred way for a drake to leave this "
|
||
#| "world. Unlike the elder members of other races, drakes naturally grow "
|
||
#| "more aggressive and reckless towards the ends of their natural lives, "
|
||
#| "perhaps to help ensure their place in the heroic legends of their kind.\n"
|
||
#| "\n"
|
||
#| "<header>text='Geography'</header>\n"
|
||
#| "Drakes originated from an archipelago of volcanic islands called "
|
||
#| "<ref>dst='morogor' text='Morogor'</ref> in the <ref>dst='great_ocean' "
|
||
#| "text='Great Ocean'</ref>. A combination of population pressure and the "
|
||
#| "subsidence of many of their home islands has caused colonies of drakes to "
|
||
#| "spread to the <ref>dst='great_continent' text='Great Continent'</ref>. "
|
||
#| "Drakes tend to make their homes in mountain caverns near volcanoes to "
|
||
#| "protect their eggs, hatchings and forges. While drakes naturally prefer "
|
||
#| "warmth, their internal fire is more than capable of sustaining them even "
|
||
#| "in a relatively cold climate, a feature which has allowed them to "
|
||
#| "populate even some of the mountains of the far north of the Great "
|
||
#| "Continent."
|
||
msgid ""
|
||
"Drakes are large, winged and fire-breathing creatures, reminiscent of true "
|
||
"dragons. On average, an adult drake stands around three meters tall and "
|
||
"easily weighs more than a man and a horse combined. Their skin is made up of "
|
||
"hard scales, resistant to most physical strikes except piercing and cold "
|
||
"damage. Most drakes are capable of true flight and can travel long distances "
|
||
"quickly. However, their sheer weight and bulk limits their flight ability "
|
||
"somewhat, making them ungainly in the air. Where possible, they make use of "
|
||
"terrain features such as hills, mountains and trees as launch points in "
|
||
"order to gain greater height and speed. Fortunately for their enemies, their "
|
||
"large size renders them easy targets for those who dare attack them.\n"
|
||
"\n"
|
||
"Drakes are inherently magical creatures, with a mysterious internal fire "
|
||
"fueling their very lives. This can easily be witnessed when one of their "
|
||
"kind perishes in combat; its internal fire is released, burning their "
|
||
"remains into ashes. Their internal fire is also their greatest weakness; it "
|
||
"makes them extremely vulnerable to cold attacks. Despite their magical "
|
||
"nature, drakes are incapable of channeling magic in a controlled manner. "
|
||
"While the magic imbued within a drake’s body enables it to spit fire and "
|
||
"gives it life, they have no willful control over the functions of this "
|
||
"magic.\n"
|
||
"\n"
|
||
"<header>text='Society'</header>\n"
|
||
"Drakes are a relatively warlike race and their societies can be best "
|
||
"described as cultured martial societies. The core of a drake tribe is a "
|
||
"small group of veteran warriors headed by a mutually respected — or simply "
|
||
"feared — dominant who rules the society with an iron fist. Every drake is "
|
||
"expected to earn their place in the strict hierarchy, to obey their "
|
||
"superiors and command their inferiors. Entry to the ruling elite is only "
|
||
"possible through challenging and defeating a superior in single combat, "
|
||
"which is the way the hierarchy within the elite itself is established. The "
|
||
"use of deception of any kind towards any fellow drake is, without exception, "
|
||
"seen as cowardly and unacceptable.\n"
|
||
"\n"
|
||
"While their warlike nature and sense of territory drives them to defend "
|
||
"their territories savagely, drakes rarely invade or trespass on areas "
|
||
"already occupied by the other major races. Instead, they settle in "
|
||
"unpopulated areas to establish their own territory there. They primarily "
|
||
"feed on large game they hunt in the lowlands around their homes, but "
|
||
"hatchlings and lower caste drakes are known to feed also on certain kinds of "
|
||
"moss and fungi they cultivate deep in their caverns. Drakes value armor- and "
|
||
"weapon-smithing, but neither know nor need other science and culture besides "
|
||
"this. Nonetheless, the few implements they do fashion are almost unrivaled "
|
||
"in quality, only matched by those produced in the finest Dwarvish "
|
||
"foundries.\n"
|
||
"\n"
|
||
"Drakes hatch from eggs and may live naturally for several decades, although "
|
||
"some have been known to survive for longer. However, death in battle is the "
|
||
"most preferred way for a drake to leave this world. As such, most drakes do "
|
||
"not live to see the end of their natural lifespan.\n"
|
||
"\n"
|
||
"<header>text='Geography'</header>\n"
|
||
"Drakes originated from an archipelago of volcanic islands called "
|
||
"<ref>dst='morogor' text='Morogor'</ref> in the <ref>dst='great_ocean' "
|
||
"text='Great Ocean'</ref>. A combination of population pressure and the "
|
||
"subsidence of many of their home islands has caused colonies of drakes to "
|
||
"spread to the <ref>dst='great_continent' text='Great Continent'</ref>. "
|
||
"Drakes tend to make their homes in mountain caverns near volcanoes to "
|
||
"protect their eggs, hatchings and forges. While drakes naturally prefer "
|
||
"warmth, their internal fire is more than capable of sustaining them even in "
|
||
"a relatively cold climate, a feature which has allowed them to populate even "
|
||
"some of the mountains of the far north of the Great Continent."
|
||
msgstr ""
|
||
"Dragos são criaturas de grande porte, com asas e cuspidores de fogo, que "
|
||
"assemelham-se aos dragões verdadeiros. Em média, um adulto drago fica ao "
|
||
"redor de três metros de altura e pesa facilmente mais do que um homem e um "
|
||
"cavalo juntos. A sua pele é composta por escamas duras, resistentes a "
|
||
"maioria dos a ataques físicos, salvo perfurantes e danos causados pelo frio. "
|
||
"A maioria dos dragos são capazes de voar e pode viajar longas distâncias "
|
||
"rapidamente. No entanto, o seu peso enorme e volume limita a sua capacidade "
|
||
"de voo um pouco, tornando-os desajeitados no ar. Sempre que possível, "
|
||
"recorram às caraterísticas de terreno, tais como colinas, montanhas e "
|
||
"árvores como pontos de lançamento, a fim de obter maior altura e velocidade. "
|
||
"Felizmente para os seus inimigos, ainda são criaturas bastante desajeitadas "
|
||
"e surpreendentemente lento em combate. Isto, combinado com o seu grande "
|
||
"tamanho, torna-os alvos fáceis para aqueles que ousam atacar-os.\n"
|
||
"\n"
|
||
"Dragos são inerente-mente criaturas mágicas, com um misterioso fogo interno "
|
||
"abastecendo as suas próprias vidas. Isso pode facilmente ser testemunhado "
|
||
"quando um da sua espécie morre em combate, o seu fogo interno é liberado, "
|
||
"queimando os seus restos mortais a cinzas. O seu fogo interno é também a sua "
|
||
"maior fraqueza, que os torna extremamente vulneráveis a ataques de frio. "
|
||
"Apesar da sua natureza mágica, dragos são incapazes de canalizar magia de "
|
||
"uma maneira controlada. Embora a magia impregnada no corpo de um drago "
|
||
"permite a ele cuspir fogo e lhe dá vida, não têm controlo sobre as suas "
|
||
"funções deliberadas desta magia.\n"
|
||
"\n"
|
||
"<header>text='Sociedade'</header>\n"
|
||
"Dragos são uma raça relativamente guerreira e as suas sociedades podem ser "
|
||
"melhor descrito como sociedades de cultura marcial. O núcleo de uma tribo "
|
||
"drago é um pequeno grupo de guerreiros chefiado por um veterano respeitado "
|
||
"mutuamente — ou simplesmente temido — dominante que governa a sociedade com "
|
||
"um punho de ferro. Cada drago deve para ganhar o seu lugar na hierarquia "
|
||
"rígida, obedecer os seus superiores e comandar os seus inferiores. A entrada "
|
||
"para a elite governante só é possível através do desafio e derrota de um "
|
||
"superior num combate individual, que é a forma como a hierarquia dentro da "
|
||
"própria elite está estabelecida. O uso de fraude de qualquer tipo em relação "
|
||
"a qualquer drago companheiro é, sem excepção, visto como covarde e "
|
||
"inaceitável.\n"
|
||
"\n"
|
||
"Embora a sua natureza guerreira e sentido de território leva-os a defender "
|
||
"os seus territórios brutalmente, dragos raramente invadem ou trespassam "
|
||
"áreas já ocupadas por outras raças maiores. Em vez disso, instalam-se em "
|
||
"áreas despovoadas para estabelecer o seu próprio território . Essencialmente "
|
||
"alimentam-se de animais grandes que caçam nas planícies em torno das suas "
|
||
"casas, mas crias e dragos de castas menores também são conhecidos de se "
|
||
"alimentar de certos de musgos e fungos que cultivam profundo nas suas "
|
||
"cavernas. A única tecnologia de valor é a armadura e forja de armas, e nem "
|
||
"sabem ou precisam de outra ciência e cultura para além desta. No entanto, a "
|
||
"implementação que poucos fazem são quase inigualável em qualidade, apenas "
|
||
"acompanhado por aqueles produzidos nas melhores fundições dos Anões.\n"
|
||
"\n"
|
||
"Dragos são eclodidos de ovos e geralmente vivem naturalmente entre 20 a 30 "
|
||
"anos. A morte em batalha é a forma mais preferida para um drago deixar este "
|
||
"mundo. Ao contrário dos membros mais velhos de outras raças, crescem "
|
||
"naturalmente mais agressivos e imprudentes no fim das suas vidas naturais, "
|
||
"talvez para ajudar a garantir o seu lugar nas lendas heróicas da sua "
|
||
"espécie.\n"
|
||
"\n"
|
||
"<header>text='Geografia'</header>\n"
|
||
"Os Dragos são provenientes de um arquipélago de ilhas vulcânicas chamada "
|
||
"<ref>dst='morogor' text='Morogor'</ref> na <ref>dst='great_ocean' "
|
||
"text='Grande Oceano'</ref>. A combinação de pressão populacional e da "
|
||
"subsidência de muitas das ilhas tem causado que colónias de dragos se "
|
||
"espalhassem para o <ref>dst='great_continent' text='Grande Continente'</"
|
||
"ref>. Dragos tendem a fazer as suas casas em cavernas de montanha perto de "
|
||
"vulcões para proteger os seus ovos, crias e forjas. Embora naturalmente "
|
||
"preferem o calor, o fogo interno é mais do que capaz de sustentá-los, mesmo "
|
||
"num clima relativamente frio, uma caraterística que lhes permitiu povoar até "
|
||
"mesmo algumas das montanhas do extremo norte do Grande Continente."
|
||
|
||
#
|
||
#. [race]: id=dwarf
|
||
#: data/core/units.cfg:97
|
||
msgid "race^Dwarf"
|
||
msgstr "Anão"
|
||
|
||
#
|
||
#. [race]: id=dwarf
|
||
#: data/core/units.cfg:98
|
||
msgid "race+female^Dwarf"
|
||
msgstr "Anã"
|
||
|
||
#
|
||
#. [race]: id=dwarf
|
||
#: data/core/units.cfg:99
|
||
msgid "race^Dwarves"
|
||
msgstr "Anões"
|
||
|
||
#
|
||
#. [race]: id=dwarf
|
||
#: data/core/units.cfg:100
|
||
msgid ""
|
||
"The dwarves are a race famed for their miners, blacksmiths, merchants and "
|
||
"warriors. Considered as the third oldest race on the great continent after "
|
||
"the elves and trolls, their early history is shrouded in mystery. Legends "
|
||
"tell of a time long forgotten when their people began emerging from their "
|
||
"underground world through caves. Nothing is known about their life prior to "
|
||
"their arrival, or their reasons for entering the surface world, but they "
|
||
"have been an integral part of the history of the continent since. Soon after "
|
||
"their emergence from the underground, the dwarves entered into conflict with "
|
||
"the original inhabitants of the land, the elves. The original reason for "
|
||
"their dispute has been lost to history, but the two races have since fought "
|
||
"three long wars, interrupted by a few decades of peace. During these wars "
|
||
"the dwarves could not dislodge the elves from the deep forests in the south, "
|
||
"but managed to consolidate their position in hills and the mountains in the "
|
||
"north of the continent, known now as the Northlands. Since then they have "
|
||
"constructed fantastic fortifications and settlements deep within the "
|
||
"mountains and crags of their territory.\n"
|
||
"\n"
|
||
"Possibly due to their isolation, the dwarves are generally distrustful or "
|
||
"hostile towards most other races, particularly the elves. The single "
|
||
"exception to this temperament is towards humans. This could be traced back "
|
||
"to the era of Haldric I and the arrival of humans and orcs to the continent. "
|
||
"At this point the dwarves began allowing some humans, mostly dissidents and "
|
||
"outlaws from the Kingdom of Wesnoth, to settle in certain areas of the "
|
||
"Northlands. Their motivation was unsurprising. The plight of these "
|
||
"individuals reminded the dwarves of their early history of persecution, "
|
||
"eliciting a sense of solidarity. The dwarves also had much to gain in "
|
||
"forming a bond with these outcasts. They would settle in areas where dwarves "
|
||
"disliked living themselves; plains, forests, and swamps, freeing them from "
|
||
"defending these areas.\n"
|
||
"\n"
|
||
"Dwarves are of small stature by human measure, but they are by no means "
|
||
"fragile. Their warriors, tough and powerful are both feared and respected "
|
||
"throughout the continent for their prowess in battle. In addition, dwarves "
|
||
"are known for their calculating intellects and superb craftsmanship. Dwarven "
|
||
"smiths are renowned for their deadly weapons and heavy armor. These "
|
||
"accouterments are unrivaled in quality, possibly only matched by those "
|
||
"produced by drake armorers. Their intelligence and natural inquisitiveness "
|
||
"has also made them the most technically advanced race on the continent. One "
|
||
"of their most famous, and feared, discoveries was a mysterious powder that "
|
||
"produces an immense explosion when exposed to fire or sparks. Certain dwarf "
|
||
"warriors use this powder to hurl small objects at tremendous speeds. Given "
|
||
"their technological inclinations, many dwarves tend to distrust magic users. "
|
||
"However, some practice a form of magic based on the engraving of runes. "
|
||
"Called runesmiths, they use these carvings to enchant items in order to "
|
||
"augment certain aspects of their natures."
|
||
msgstr ""
|
||
"Os anões são uma raça famosa pelos seus mineiros, ferreiros, mercadores e "
|
||
"guerreiros. Considerada a terceira raça mais velha do grande continente, "
|
||
"depois dos elfos e trogloditas, o início da sua história é envolta em lendas "
|
||
"misteriosas num tempo há muito esquecido, quando este povo começara a surgir "
|
||
"das cavernas subterrâneas. Nada é sabido sobre a sua vida antes da chegada, "
|
||
"ou a razão para terem ido para a superfície, mas tornaram-se parte essencial "
|
||
"da história do continente desde então. Logo que emergiram do subsolo, os "
|
||
"anões entraram em conflito com os habitantes originais da terra: os elfos. A "
|
||
"razão original para esta disputa perdeu-se no tempo, mas as duas raças "
|
||
"entraram, desde então, em três longas guerras, interrompidas por algumas "
|
||
"décadas de paz. Durante estas guerras os anões não conseguiram desalojar os "
|
||
"elfos das florestas profundas ao sul, mas cuidaram de consolidar a sua "
|
||
"posição nas colinas e montanhas no norte do continente, conhecidas agora "
|
||
"como as Terras do Norte. Desde então construíram fortificações fantásticas e "
|
||
"povoações nas profundezas das montanhas e nos penhascos do seu território.\n"
|
||
"\n"
|
||
"Possivelmente devido ao seu isolamento, os anões geralmente são "
|
||
"desconfiados, e até hostis, com as outras raças, particularmente os elfos. A "
|
||
"única excepção a esse temperamento é para os humanos. Que pode ser datado "
|
||
"deste a chegada dos humanos ao continente, liderados por Haldric I, que "
|
||
"coincidiu com a chegada dos orcs. Os anões começam a aproximar-se dos "
|
||
"humanos, principalmente os dissidentes e marginalizados do Reino de Wesnoth, "
|
||
"que peregrinavam até as Terras do Norte. Entretanto, essa aproximação não "
|
||
"era surpreendente, visto que os anões viam naquelas pobres criaturas, "
|
||
"esquecidas pelos iguais, a própria história de perseguição que sofriam. Os "
|
||
"anões tinham, também, muito a ganhar com essa parceria, visto que poderiam "
|
||
"habitar locais que os anões não gostavam: planícies, florestas e pântanos, "
|
||
"libertando os anões do compromisso de defender tais áreas.\n"
|
||
"\n"
|
||
"Anões são de pequena estatura para padrões humanos, mas não são, de forma "
|
||
"alguma, frágeis. Os seus guerreiros, resistentes e potentes, são temidos e "
|
||
"respeitados em todo o continente pelas suas proezas em batalha. Além disso, "
|
||
"os anões são conhecidos pelas suas capacidades de cálculo e pela sua "
|
||
"magníficas perícia no trabalho com ferramentas. Ferreiros anões são famosos "
|
||
"pelas suas armas mortais e armaduras pesadas. Estes apetrechos não têm "
|
||
"comparação, e, possivelmente, apenas comparáveis àqueles produzidos por "
|
||
"armeiros dragos. A sua inteligência e curiosidade natural, também os fazem a "
|
||
"raça mais tecnicamente avançada do continente. Uma das suas mais famosas, e "
|
||
"temidas, descobertas fora um pó misterioso, que produz uma imensa explosão "
|
||
"quando exposto ao fogo ou faíscas. Alguns guerreiros anões usam este pó para "
|
||
"atirar pequenos objetos em velocidades tremendas. Dadas as suas inclinações "
|
||
"tecnológicas e científicas, muitos anões tendem a desconfiar da magia. No "
|
||
"entanto, alguns praticam uma forma de magia com base na gravação de runas. "
|
||
"Chamados de mestres das runas, usam essas gravuras para encantar itens, a "
|
||
"fim de aumentar certos aspetos da sua natureza."
|
||
|
||
#
|
||
#. [race]: id=elf
|
||
#: data/core/units.cfg:117
|
||
msgid "race^Elf"
|
||
msgstr "Elfo"
|
||
|
||
#
|
||
#. [race]: id=elf
|
||
#: data/core/units.cfg:118
|
||
msgid "race+female^Elf"
|
||
msgstr "Elfa"
|
||
|
||
#
|
||
#. [race]: id=elf
|
||
#: data/core/units.cfg:119
|
||
msgid "race^Elves"
|
||
msgstr "Elfos"
|
||
|
||
#. [race]: id=elf
|
||
#: data/core/units.cfg:121
|
||
msgid ""
|
||
"Compared to humans, elves are somewhat taller, more agile but less sturdy. "
|
||
"They have slightly pointy ears, pale skin and usually blond hair. Few "
|
||
"differences between humans and elves are more pronounced than the Elves’ "
|
||
"unusually long life — most, unless claimed by illness, accident or war, live "
|
||
"at least a full two centuries. While some elves possessing a high magical "
|
||
"aptitude have been known to live longer, most elves begin to grow physically "
|
||
"frail at some point between 250 and 300 years of age and pass away rapidly "
|
||
"thereafter.\n"
|
||
"\n"
|
||
"Most elves share an intense affection for unspoiled nature and find "
|
||
"themselves uncomfortable in open, unvegetated places. They live primarily in "
|
||
"the forests of the Great Continent, the Aethenwood in the southwest, Wesmere "
|
||
"in the northwest, and the great northern woods of which the Lintanir Forest "
|
||
"is the southernmost edge.\n"
|
||
"\n"
|
||
"Elves are the eldest race of the continent, with the possible exception of "
|
||
"trolls. Many of their settlements cannot be reliably dated, undoubtedly "
|
||
"having existed for several millennia.\n"
|
||
"\n"
|
||
"<header>text='Magic'</header>\n"
|
||
"While elves are fundamentally different creatures than the fabled fair folk, "
|
||
"their magic has some connection to the faerie and is the source of their "
|
||
"unusually keen senses as well as their long lives. Elven magic is split "
|
||
"between two different paths, one focused on manipulation of the mundane or "
|
||
"natural world, and one focused on divination into the arcane plane. More "
|
||
"common is the the way of corporeal alteration, which has more tangible "
|
||
"effects than its antithesis in the arcane. Though elven nature magic is ill-"
|
||
"suited toward combat, its potent ability to harness earthly energies to "
|
||
"nurture and protect is the primary reason for the effectiveness of elven "
|
||
"healing as well as the beauty and vitality of their forests.\n"
|
||
"\n"
|
||
"Those who follow the mystic path are also well-regarded by other elves, but "
|
||
"their motives and abilities are often unclear to those outside of their "
|
||
"order. Some who venture far down the path of mysticism take on more faerie-"
|
||
"like traits, gaining extraordinary insight and longevity, but also becoming "
|
||
"sensitive to and even burned by the presence of cold iron.\n"
|
||
"\n"
|
||
"<header>text='Culture'</header>\n"
|
||
"Elves spend much of their time honing their talents and skills. Those not "
|
||
"adept at the magical arts typically devote their time honing their physical "
|
||
"skills, often for sporting purposes. As a result, elves excel at archery, a "
|
||
"craft that is readily and effectively applied to warfare. Elves are also "
|
||
"renowned musicians, particularly skilled at wind and plucked string "
|
||
"instruments in small ensembles. The Aeolian harps of the Aethenwood, for "
|
||
"example, are crafted from the fine wood of Elven yew trees and are legendary "
|
||
"for their soft, gentle tone.\n"
|
||
"\n"
|
||
"<header>text='Society'</header>\n"
|
||
"Elvish society is roughly divided into three factions: a pseudo-military "
|
||
"faction responsible for defending their forests, peaceful civilians who are "
|
||
"usually craftsmen and artists, and healers and mystics who maintain the "
|
||
"elves’ connection to the faerie. Responsible for governing these different "
|
||
"aspects is the nobility, who are treated as servants to the broader social "
|
||
"order, rather than as strict rulers of their people. The process for "
|
||
"selecting these nobles differs between the various elven conclaves, with the "
|
||
"governing council of Wesmere — the Ka’lian — being elected and the nobility "
|
||
"in Lintanir usually being inherited.\n"
|
||
"\n"
|
||
"In times of strife, the hierarchy of command becomes more adaptable, with "
|
||
"the ordinary aristocracy deferring to more war-minded marshals. By "
|
||
"tradition, in both Wesmere and Lintanir, an enchantress from the order of "
|
||
"elven mystics is also called upon to facilitate the transition of power."
|
||
msgstr ""
|
||
|
||
#. [race]: id=falcon
|
||
#: data/core/units.cfg:147
|
||
msgid "race^Falcon"
|
||
msgstr "Falcão"
|
||
|
||
#. [race]: id=falcon
|
||
#: data/core/units.cfg:148
|
||
msgid "race+female^Falcon"
|
||
msgstr "Falcoa"
|
||
|
||
#. [race]: id=falcon
|
||
#: data/core/units.cfg:149
|
||
msgid "race^Falcons"
|
||
msgstr "Falcões"
|
||
|
||
#. [race]: id=falcon
|
||
#: data/core/units.cfg:150
|
||
msgid ""
|
||
"Falcons are birds of prey, noted for their exceptional speed and agility. "
|
||
"Lighter and with less powerful talons than other raptors, falcons instead "
|
||
"favor the use of their beak to kill their targets. Their keen eye and "
|
||
"capacity for domestication makes them a populous and well-known creature, "
|
||
"used both by nobles in sport, and by nomads or tribes who find them useful "
|
||
"in hunting for food. Falcons occasionally find a role on the field of war as "
|
||
"well, with certain falconers training their birds to distinguish between "
|
||
"friend and foe, making them a useful asset to aid in an army’s charge."
|
||
msgstr ""
|
||
|
||
#
|
||
#. [race]: id=goblin
|
||
#: data/core/units.cfg:158
|
||
msgid "race^Goblin"
|
||
msgstr "Gnomo"
|
||
|
||
#
|
||
#. [race]: id=goblin
|
||
#: data/core/units.cfg:159
|
||
msgid "race+female^Goblin"
|
||
msgstr "Gnomo"
|
||
|
||
#
|
||
#. [race]: id=goblin
|
||
#: data/core/units.cfg:160
|
||
msgid "race^Goblins"
|
||
msgstr "Gnomos"
|
||
|
||
#
|
||
#. [race]: id=goblin
|
||
#: data/core/units.cfg:161
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Goblins are puny and quite frail, rarely growing past the size and stature "
|
||
"of a human child.\n"
|
||
"\n"
|
||
"Goblins are born into a lifetime of near-slavery to their larger kin, and "
|
||
"used as sword-fodder in battle. They thrive in spite of their tragic fate; "
|
||
"in part because they are so very numerous, and also because their brother "
|
||
"orcs are well aware how dependent they are on the goblins. They perform the "
|
||
"bulk of manual labor needed by the orcs, with the sole exception of jobs "
|
||
"that require the brute strength of true orcs. Those the orcs revel in as "
|
||
"proof of their prowess."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Gnomos são, apesar da sua aparência, nascidos como irmãos dos orcs e os "
|
||
"membros da mesma raça. Enquanto outras raças normalmente têm filhos "
|
||
"solitários ou em pares, os orcs têm ninhadas grandes de todos os filhos de "
|
||
"uma só vez, fazendo com que as suas populações expludam rapidamente. Dentro "
|
||
"de uma ninhada, haverá apenas um ou dois orcs verdadeiros, que vão crescer "
|
||
"para o tamanho e a força da sua raça. Uns poucos irão ser meio-orcs, "
|
||
"notavelmente mais fracos do que os seus irmãos mais velhos, e relegados a "
|
||
"papéis secundários em combate, como o tiro com arco. O resto, muitas vezes, "
|
||
"metade de um total de mais de uma ninhada, será formada por gnomos. Gnomos "
|
||
"são insignificantes e bastante frágeis, raramente crescem além do tamanho e "
|
||
"estatura de uma criança humana. Gnomos são levam uma vida de escravidão "
|
||
"perto dos seus parentes maiores, e deitados fora na batalha. Prosperam, "
|
||
"apesar do seu trágico destino, em parte porque são tão numerosos, e também "
|
||
"porque os seus irmãos orcs estão bem conscientes quão dependentes são "
|
||
"deles.\n"
|
||
"\n"
|
||
"Os gnomos executam a maior parte da mão-de-obra necessária para os orcs, com "
|
||
"exceção dos postos de trabalho que exigem a força bruta de orcs verdadeiros. "
|
||
"A eles os orcs deleitam-se como provas das suas proezas."
|
||
|
||
#
|
||
#. [race]: id=gryphon
|
||
#: data/core/units.cfg:178
|
||
msgid "race^Gryphon"
|
||
msgstr "Grifo"
|
||
|
||
#
|
||
#. [race]: id=gryphon
|
||
#: data/core/units.cfg:179
|
||
msgid "race+female^Gryphon"
|
||
msgstr "Grifo"
|
||
|
||
#
|
||
#. [race]: id=gryphon
|
||
#: data/core/units.cfg:180
|
||
msgid "race^Gryphons"
|
||
msgstr "Grifos"
|
||
|
||
#. [race]: id=gryphon
|
||
#: data/core/units.cfg:181
|
||
msgid ""
|
||
"Gryphons are broad, powerful beasts with traits shared from both terrestrial "
|
||
"predators and birds of prey. While occasionally tamed and ridden by the "
|
||
"daring, gryphons are very territorial and aggressive, particularly regarding "
|
||
"their nests.\n"
|
||
"\n"
|
||
"The means by which gryphons are able to fly despite their great weight has "
|
||
"been a source of debate for centuries, but it remains as mysterious as their "
|
||
"origins."
|
||
msgstr ""
|
||
|
||
#
|
||
#. [race]: id=horse
|
||
#: data/core/units.cfg:191
|
||
#, fuzzy
|
||
#| msgid "race^Wose"
|
||
msgid "race^Horse"
|
||
msgstr "Silvano"
|
||
|
||
#
|
||
#. [race]: id=horse
|
||
#: data/core/units.cfg:192
|
||
#, fuzzy
|
||
#| msgid "race+female^Ogre"
|
||
msgid "race+female^Horse"
|
||
msgstr "Ogre"
|
||
|
||
#
|
||
#. [race]: id=horse
|
||
#: data/core/units.cfg:193
|
||
#, fuzzy
|
||
#| msgid "race^Woses"
|
||
msgid "race^Horses"
|
||
msgstr "Silvanos"
|
||
|
||
#. [race]: id=horse
|
||
#: data/core/units.cfg:194
|
||
msgid ""
|
||
"Domesticated horses come in many shapes and sizes, from mighty war chargers, "
|
||
"to sturdy draught horses or agile stock horses. While they are more fragile "
|
||
"than many beasts, their speed and cunning allow feral horses to thrive in "
|
||
"the wild, alongside their wild brethren.\n"
|
||
"\n"
|
||
"Horses have been an important part of many civilizations, so it is not "
|
||
"surprising that there are many myths and stories centered around them. "
|
||
"Winged horses, man-horse hybrids, and ghost horses have made their way into "
|
||
"written history, though few can honestly claim to have seen such things."
|
||
msgstr ""
|
||
|
||
#
|
||
#. [race]: id=human
|
||
#: data/core/units.cfg:211
|
||
msgid "race^Human"
|
||
msgstr "Humano"
|
||
|
||
#
|
||
#. [race]: id=human
|
||
#: data/core/units.cfg:212
|
||
msgid "race+female^Human"
|
||
msgstr "Humana"
|
||
|
||
#
|
||
#. [race]: id=human
|
||
#: data/core/units.cfg:213
|
||
msgid "race^Humans"
|
||
msgstr "Humanos"
|
||
|
||
#
|
||
#. [race]: id=human
|
||
#: data/core/units.cfg:214
|
||
msgid ""
|
||
"The race of men is an extremely diverse one. Although they originally came "
|
||
"from the Old Continent, men have spread all over the world and split into "
|
||
"many different cultures and races. Although they are not imbued with magic "
|
||
"like other creatures, humans can learn to wield it and are able to learn "
|
||
"more types than most others. They have no extra special abilities or "
|
||
"aptitudes except their versatility and drive. While often at odds with other "
|
||
"races, they can occasionally form alliances with the less aggressive races "
|
||
"such as elves and dwarves. The less scrupulous among them do not shrink back "
|
||
"from hiring orcish mercenaries, either. They have no natural enemies, "
|
||
"although the majority of men, like most people of all races, have an "
|
||
"instinctive dislike of the undead. Men are shorter than the elves, but "
|
||
"taller still than dwarves. Their skin color can vary, from almost white to "
|
||
"dark brown.\n"
|
||
"\n"
|
||
"<header>text='Subjects of the Crown'</header>\n"
|
||
"Many different groups of men exist, but the majority of them on the Great "
|
||
"Continent live under the rule of the Crown of Wesnoth. The humans first "
|
||
"appeared on the Great Continent from a land far across the ocean to the "
|
||
"West, the Green Isle, and soon established their capital at the inland city "
|
||
"of Weldyn. Over the following centuries they have built up a number cities "
|
||
"across the continent. The soldiers from the Crown of Wesnoth protect the "
|
||
"country, forming the most organized military force in the known world. Its "
|
||
"warriors come from the main provinces, where all men are conscripted at an "
|
||
"early age.\n"
|
||
"\n"
|
||
"<header>text='The Clansmen'</header>\n"
|
||
"The eastern provinces of Wesnoth, known as the Clan Homelands, have a "
|
||
"geography consisting of more open plains and rolling hills than the western, "
|
||
"more civilized provinces. They are home to the Horse Clans, who are allied "
|
||
"with the Crown of Wesnoth but operate independently and maintain their own "
|
||
"identity. Some consider them to be a tributary state, which sends food and "
|
||
"soldiers to Crown in exchange for protection. Others say they are on equal "
|
||
"footing with the western half of Wesnoth. In any case, the eastern provinces "
|
||
"do not have a conscript army the way Western Wesnoth does. Training for "
|
||
"fighting is part of the way of life of the Clans; the parents teach the "
|
||
"children to ride horses, fight and shoot a bow from an early age. In "
|
||
"general, the Clan warriors are less organized than the civilized fighters, "
|
||
"and the strengths and weaknesses of these groups complement each other."
|
||
msgstr ""
|
||
"A raça humana é extremamente diversificada. Embora originalmente tenham "
|
||
"vindo do Velho Continente, os homens estão espalhados por todo o mundo e "
|
||
"divididos em muitas culturas e raças diferentes. Embora não sejam imbuídos "
|
||
"de magia como as outras criaturas, os humanos podem aprender a controlá-la e "
|
||
"podem aprender mais tipos que a maioria das outras raças. Não têm "
|
||
"habilidades especiais extras ou aptidões extraordinárias, excepto a sua "
|
||
"versatilidade e energia. Embora muitas vezes em contradição com outras "
|
||
"raças, podem, ocasionalmente, formar alianças com as raças menos agressivas, "
|
||
"como os elfos e anões. E até os menos escrupulosos entre eles não hesitam em "
|
||
"contratar mercenários orcs. Não têm inimigos naturais, embora a maioria dos "
|
||
"homens, como a maioria das pessoas de todas as raças, tenham uma aversão "
|
||
"instintiva aos morto-vivos. Os humanos são mais baixos que os elfos, mas "
|
||
"mais altos que os anões. A sua cor da pele pode variar desde quase branca ao "
|
||
"castanho-escuro.\n"
|
||
"\n"
|
||
"<header>text='Súbditos da Coroa'</header>\n"
|
||
"Existem vários grupos humanos, mas a maioria dos que vivem no Grande "
|
||
"Continente estão sob o comando da Coroa de Wesnoth. Os humanos chegaram ao "
|
||
"continente de uma terra longe no oceano a Oeste, a Ilha Verde, e logo "
|
||
"estabeleceram a sua capital na cidade de Weldyn. Nos séculos subsequentes "
|
||
"fundaram numerosas cidades através do continente. Os soldados do Reino de "
|
||
"Wesnoth protegem o país, formando a força militar mais organizada no mundo "
|
||
"conhecido. Os seus guerreiros provêm das diversas províncias, deonde são "
|
||
"recrutados ainda jovens.\n"
|
||
"\n"
|
||
"<header>text='As Tribos'</header>\n"
|
||
"As províncias orientais de Wesnoth, conhecidas como “A Terra das Tribos”, "
|
||
"têm uma geografia com mais planícies e colinas que a parte ocidental, que "
|
||
"possui mais cidades. São lar das tribos dos Cavaleiros, que são aliados da "
|
||
"Coroa, mas são autónomos e mantêm a sua própria identidade. Alguns "
|
||
"consideram-os parte de um estado tributário, visto que enviam rações e "
|
||
"soldados ao Reino em troca de proteção. Outros consideram-os iguais à metade "
|
||
"ocidental de Wesnoth. Como seja, a parte oriental não recruta um exército "
|
||
"como o ocidente faz. O treino para o combate faz parte do dia-a-dia das "
|
||
"tribos, e os pais ensinam aos filhos a cavalgar, lutar e usar um arco desde "
|
||
"cedo. Em geral, os guerreiros das tribos são menos organizados que o "
|
||
"combatentes civilizados, porém as forças e fraquezas fazem com que um grupo "
|
||
"complemente o outro."
|
||
|
||
#
|
||
#. [race]: id=dunefolk
|
||
#: data/core/units.cfg:229
|
||
msgid "race^Dunefolk Human"
|
||
msgstr "Habitante das Dunas"
|
||
|
||
#
|
||
#. [race]: id=dunefolk
|
||
#: data/core/units.cfg:230
|
||
msgid "race+female^Dunefolk Human"
|
||
msgstr "Habitante das Dunas"
|
||
|
||
#
|
||
#. [race]: id=dunefolk
|
||
#: data/core/units.cfg:231
|
||
msgid "race+plural^Dunefolk"
|
||
msgstr "Povo das Dunas"
|
||
|
||
#. [race]: id=dunefolk
|
||
#: data/core/units.cfg:233
|
||
msgid ""
|
||
"An offshoot of a forgotten nomadic civilization, the Dunefolk lay claim to "
|
||
"the river valleys and oases of the Sandy Wastes. How they came to inhabit "
|
||
"this far corner of the Great Continent is unknown. Their legends tell of "
|
||
"many long and perilous travels through far-flung lands, but the true origin "
|
||
"of their people is a topic of endless and heated debate among even the most "
|
||
"erudite of their scholars.\n"
|
||
"\n"
|
||
"Whatever their origin, the Dunefolk have thrived. Bustling cities stand "
|
||
"proudly in the largest fertile regions. Skilled artisans, fine smiths, and "
|
||
"wealthy merchants form the backbone of the urban economy. Each of these "
|
||
"cities also enjoys a degree of independence less common in the more "
|
||
"centralized nations to the north, many even maintaining their own standing "
|
||
"armies. In times of need, however, each and all rally to a higher authority "
|
||
"designated to protect the superior interest of the nation.\n"
|
||
"\n"
|
||
"Those who have not settled in these urban centers still adhere to the "
|
||
"lifestyle of their ancestors, roaming the dunes and leading their herds from "
|
||
"one watering hole to another. They are most active during the early hours of "
|
||
"dawn and the onset of dusk, when the wastelands are neither too hot nor too "
|
||
"cold. Their skill at moving through the sands is excellent even by Dunefolk "
|
||
"standards. Although sometimes regarded with contempt by their city "
|
||
"counterparts, they provide an invaluable service as mobile, light troops in "
|
||
"war, or as escorts for trading caravans during times of peace.\n"
|
||
"\n"
|
||
"The Dunefolk’s inclination towards trade and exploration has allowed their "
|
||
"cities to amass immense fortunes, a fact regarded both with admiration and "
|
||
"envy by other races. Mutual interests have fostered cordial relations with "
|
||
"neighboring Naga tribes, but more secretive races such as Drakes and Elves "
|
||
"have always considered Dunefolk expeditions to be too intrusive, especially "
|
||
"when they venture close to territorial boundaries. It is not uncommon for "
|
||
"caravans to fall prey to troll ambushes in the mountains, something that has "
|
||
"given rise to countless tales of unimaginable treasure amassed in hidden "
|
||
"caves.\n"
|
||
"\n"
|
||
"As a result of living in hostile environments for centuries, the Dunefolk "
|
||
"have developed rational methods of enquiry through which they continue to "
|
||
"improve their understanding of the world. Their study of herbal medicine "
|
||
"keeps their warriors and workers fresh and healthy. Their knowledge of "
|
||
"alchemy allows them to tame fire and wield it as a deadly weapon in battle. "
|
||
"At the same time, this analytical mindset has distanced them from magical "
|
||
"arts; to the rational mind, magic is uncontrollable, unpredictable, and "
|
||
"hence unreliable. For this reason, the Dunefolk especially loathe the "
|
||
"perversions of necromancy and the dark arts, even more so than other races.\n"
|
||
"\n"
|
||
"The Dunefolk’s inquisitive and explorative nature does not preclude military "
|
||
"strength. Not only do they field nimble light troops, cataphracts, and "
|
||
"heavily armored infantry, but their keen knowledge of technology grants them "
|
||
"a decisive advantage over their opponents. When facing the Dunefolk in "
|
||
"battle, however, the most fearsome sight is certainly their deployment of "
|
||
"ferocious and bizarre beasts. From the majestic Roc to the imposing Wyvern, "
|
||
"their synergy with these creatures allows for great versatility in combat. "
|
||
"The origins of this tradition likely lie in the heritage of the Dunefolk’s "
|
||
"distant past in the exotic far corners of Irdya."
|
||
msgstr ""
|
||
|
||
#
|
||
#. [race]: id=lizard
|
||
#: data/core/units.cfg:254
|
||
msgid "race^Saurian"
|
||
msgstr "Réptil"
|
||
|
||
#
|
||
#. [race]: id=lizard
|
||
#: data/core/units.cfg:255
|
||
msgid "race+female^Saurian"
|
||
msgstr "Réptil"
|
||
|
||
#
|
||
#. [race]: id=lizard
|
||
#: data/core/units.cfg:256
|
||
msgid "race^Saurians"
|
||
msgstr "Répteis"
|
||
|
||
#. [race]: id=lizard
|
||
#: data/core/units.cfg:257
|
||
msgid ""
|
||
"Saurians are lizard-like creatures. Smaller and more slender than humans, "
|
||
"they rarely stand taller than a ten year old child, though from tip of snout "
|
||
"to end of tail a Saurian can be as long as the average man is tall. Light "
|
||
"and nimble, the warriors prefer to fight as they hunt — slipping through "
|
||
"enemy lines to target the weak and the injured while evading their "
|
||
"attackers.\n"
|
||
"\n"
|
||
"<header>text='Society'</header>\n"
|
||
"Saurians are very mysterious creatures due to their tendency to live in "
|
||
"areas inhospitable to others, such as swamps. Fatalistic in the extreme, "
|
||
"Saurians believe all the events in a life can be predicted by the use of a "
|
||
"complex form of astrology.\n"
|
||
"\n"
|
||
"Saurian culture is sharply segregated between the genders. Within each "
|
||
"gender the members compete, and through skill, determination, and reputation "
|
||
"establish a clear pecking order, with a chief at the top. On those occasions "
|
||
"when the two genders interact they do not contest for dominance; instead, "
|
||
"the situation determines the dominant gender. The chief of the males is "
|
||
"alpha within the clan's village or encampment while the chief of females is "
|
||
"dominant anywhere else. This continues down the rank structure with each "
|
||
"male or female being dominant over any member of the opposite gender with "
|
||
"lower rank and submitting to members of the opposite gender with higher "
|
||
"rank.\n"
|
||
"\n"
|
||
"The segregation and alternating gender-dominance of Saurian society is an "
|
||
"outgrowth of their clearly defined gender roles. It is the responsibility of "
|
||
"the female to hunt and find food, skills which ultimately train them to be "
|
||
"warriors: the skirmishers, flankers, and ambushers other races so fear. "
|
||
"Males, meanwhile, are responsible for guarding the clutch — the eggs left by "
|
||
"the females. While this leaves time for the males to develop and hone the "
|
||
"arts of astrology, healing, and magic, it also exposes them to significant "
|
||
"danger, as they are stationary targets for a Saurian clan’s number one enemy "
|
||
"— other Saurian clans.\n"
|
||
"\n"
|
||
"New Saurian clans are started when the proper astrological signs are read. "
|
||
"Called a “hatching,” each female indicated by the conjunction selects a "
|
||
"group of individuals with lower rank and leave their source clan. Frequently "
|
||
"all females with a specific trait will be indicated, causing multiple clans "
|
||
"to “hatch” at the same time. Selection is a simple process: no group leaving "
|
||
"can be larger than any other, all the groups together cannot be larger than "
|
||
"the group being left, and higher ranking allows a female to overrule another "
|
||
"female’s choice of who they take.\n"
|
||
"\n"
|
||
"Because of their rapid population growth, frequent splits in clans, and the "
|
||
"fact that cannibalism is not taboo, violence is one of the defining features "
|
||
"of Saurian life. This limits the growth of the Saurian culture to fits and "
|
||
"starts, as much of their knowledge is passed by oral tradition and their "
|
||
"possessions must be mobile.\n"
|
||
"\n"
|
||
"<header>text='Geography'</header>\n"
|
||
"Saurians can live in many different areas, though swamps are by far their "
|
||
"most common habitat.\n"
|
||
"\n"
|
||
"<header>text='Biology'</header>\n"
|
||
"Saurians live spectacularly short lives by comparison to most of the other "
|
||
"races of Wesnoth, reaching full adulthood within three years and often dying "
|
||
"by the time they are 10 to 15 years old. By far, the most common cause of "
|
||
"death is violence. Saurian females produce clutches of about 20 eggs roughly "
|
||
"once a year, which creates constant population pressure and would stress "
|
||
"most carnivores’ food supply. Hunters and scavengers, Saurians have "
|
||
"extremely strong jaws and have a very powerful digestive system with highly "
|
||
"acidic fluids, making them capable of eating and digesting all of their prey "
|
||
"including skin, teeth, horns and bones. Further, they have no aversion to "
|
||
"eating carrion and even committing cannibalism, which are both regular "
|
||
"occurrences."
|
||
msgstr ""
|
||
|
||
#
|
||
#. [race]: id=mechanical
|
||
#: data/core/units.cfg:283
|
||
msgid "race^Mechanical"
|
||
msgstr "Mecânico"
|
||
|
||
#
|
||
#. [race]: id=mechanical
|
||
#: data/core/units.cfg:284
|
||
msgid "race+plural^Mechanical"
|
||
msgstr "Mecânicos"
|
||
|
||
#
|
||
#. [race]: id=mechanical
|
||
#: data/core/units.cfg:285
|
||
msgid ""
|
||
"Animated neither by natural life nor by necromancy, the term "
|
||
"<italic>text='mechanical'</italic> describes a created artifact of an "
|
||
"intelligent being. Most mechanical things neither move nor think on their "
|
||
"own, but some do so as a result of magical enchantment."
|
||
msgstr ""
|
||
"Animados nem pela vida natural, nem pela necrómancia o termo "
|
||
"<italic>text='mecânico'</italic> descreve um artefacto criado por um ser "
|
||
"inteligente. A maior parte das coisas mecânicas não se move nem pensa por "
|
||
"conta própria, mas alguns fazem isso como resultado do encantamento mágico."
|
||
|
||
#
|
||
#. [race]: id=merman
|
||
#: data/core/units.cfg:294
|
||
msgid "race^Merman"
|
||
msgstr "Ondim"
|
||
|
||
#
|
||
#. [race]: id=merman
|
||
#: data/core/units.cfg:295
|
||
msgid "race^Mermaid"
|
||
msgstr "Ondina"
|
||
|
||
#
|
||
#. [race]: id=merman
|
||
#: data/core/units.cfg:296
|
||
msgid "race^Merfolk"
|
||
msgstr "Aquáticos"
|
||
|
||
#
|
||
#. [race]: id=merman
|
||
#: data/core/units.cfg:298
|
||
msgid ""
|
||
"Something like a fusion between humans and fish, the merfolk are an "
|
||
"enigmatic race with both piscine and humanoid attributes. They have strong "
|
||
"tails that lend themselves to quick movement in any watery environment while "
|
||
"their dextrous hands and intelligent minds allow fine craftsmanship and "
|
||
"toolmaking. Semi-aquatic by nature, merfolk can breathe both water and air "
|
||
"without difficulty. Despite being able to survive on land, they are much "
|
||
"quicker and more agile in the water and will rarely be found far from the "
|
||
"ocean. They are typically wary of dry land, as they are awkward and clumsy "
|
||
"there and they struggle greatly to move over rough or forested terrain."
|
||
msgstr ""
|
||
"Algo como uma fusão entre humanos e peixes, os aquáticos são uma raça "
|
||
"enigmática com ambos os atributos humanóide e piscatória. Têm caudas fortes "
|
||
"que prestam a um movimento rápido em qualquer ambiente aquático, enquanto as "
|
||
"suas mãos hábeis e mentes inteligentes permitem um bom artesanato e "
|
||
"fabricação de ferramentas. Semi-aquáticos por natureza, aquáticos podem "
|
||
"respirar água e ar sem dificuldade. Apesar de serem capazes de sobreviver em "
|
||
"terra, são muito mais rápidos e mais ágeis na água e raramente serão "
|
||
"encontrados muito longe do oceano. São tipicamente cauteloso em terra seca, "
|
||
"como são desajeitados e atrapalhados aí e esforçam-se muito por se mover em "
|
||
"terrenos acidentados ou florestais."
|
||
|
||
#
|
||
#. [race]: id=monster
|
||
#: data/core/units.cfg:306
|
||
msgid "race^Monster"
|
||
msgstr "Monstro"
|
||
|
||
#
|
||
#. [race]: id=monster
|
||
#: data/core/units.cfg:307
|
||
msgid "race+female^Monster"
|
||
msgstr "Monstro"
|
||
|
||
#
|
||
#. [race]: id=monster
|
||
#: data/core/units.cfg:308
|
||
msgid "race^Monsters"
|
||
msgstr "Monstros"
|
||
|
||
#
|
||
#. [race]: id=monster
|
||
#: data/core/units.cfg:309
|
||
msgid ""
|
||
"The term “monster” incorporates many hideous beasts that haunt the caves, "
|
||
"wilderness, ocean depths, and other climes of the world. They figure largely "
|
||
"in the tales and nightmares of its denizens, as well."
|
||
msgstr ""
|
||
"O termo “monstro” incorpora muitos animais horríveis que assombram as "
|
||
"cavernas, desertos, profundezas do oceano, e outros climas do mundo. Também "
|
||
"figuram em grande parte nos contos e pesadelos de seus habitantes."
|
||
|
||
#
|
||
#. [race]: id=naga
|
||
#: data/core/units.cfg:316
|
||
msgid "race^Naga"
|
||
msgstr "Naga"
|
||
|
||
#
|
||
#. [race]: id=naga
|
||
#: data/core/units.cfg:317
|
||
msgid "race^Nagini"
|
||
msgstr "Nagini"
|
||
|
||
#
|
||
#. [race]: id=naga
|
||
#: data/core/units.cfg:318
|
||
msgid "race^Nagas"
|
||
msgstr "Nagas"
|
||
|
||
#
|
||
#. [race]: id=naga
|
||
#: data/core/units.cfg:319
|
||
msgid ""
|
||
"The serpentine nagas are one of the least understood races of the Great "
|
||
"Continent. Part of this is due to their xenophobic nature and part is due to "
|
||
"their alien environment. Nagas are one of the few races capable of any "
|
||
"meaningful mobility in water, giving them access to a whole world "
|
||
"effectively forbidden to land dwellers and further separating them from the "
|
||
"terrestrial beings that they shun. Still, they are not true creatures of the "
|
||
"sea, and their inability to breathe water leaves them in trepidation of the "
|
||
"abyss. Living in coastal areas gives them an escape route on land against "
|
||
"denizens of the deep while keeping them out of reach of those who travel by "
|
||
"foot, wing, and hoof. Although nagas are somewhat frail in form, they are "
|
||
"often faster and more nimble than their opponents. They sometimes find "
|
||
"themselves at odds with merfolk when their territories overlap, but overall "
|
||
"nagas tend to favor swamps and rivers as much as open water."
|
||
msgstr ""
|
||
"Os nagas serpentinas são uma das menos compreendidas raças do Grande "
|
||
"Continente. Parte disso é devido à sua natureza xenófoba e parte é devido ao "
|
||
"seu ambiente alienígena. Nagas são uma das raças capazes de uma mobilidade "
|
||
"significativa na água, dando-lhes acesso a um mundo efectivamente proibido a "
|
||
"habitantes de terra o que os ainda mais separa dos seres terrestres que "
|
||
"evitam. Ainda assim, não são verdadeiras criaturas do mar, e a sua "
|
||
"incapacidade de respirar água deixa-os ao temor do abismo. Vivem em áreas "
|
||
"costeiras que lhes confere uma rota de fuga em terra contra habitantes das "
|
||
"profundezas, mantendo-se fora do alcance de quem viaja a pé, asa, ou casco. "
|
||
"Embora nagas são um tanto frágeis na forma, são muitas vezes mais rápido e "
|
||
"mais ágeis do que os seus adversários. Às vezes encontram-se em desacordo "
|
||
"com aquáticos quando os seus territórios se sobrepõem, mas nagas tendem a "
|
||
"favorecer pântanos e rios, tanto quanto em águas abertas."
|
||
|
||
#
|
||
#. [race]: id=ogre
|
||
#: data/core/units.cfg:327
|
||
msgid "race^Ogre"
|
||
msgstr "Ogre"
|
||
|
||
#
|
||
#. [race]: id=ogre
|
||
#: data/core/units.cfg:328
|
||
msgid "race+female^Ogre"
|
||
msgstr "Ogre"
|
||
|
||
#
|
||
#. [race]: id=ogre
|
||
#: data/core/units.cfg:329
|
||
msgid "race^Ogres"
|
||
msgstr "Ogres"
|
||
|
||
#. [race]: id=ogre
|
||
#: data/core/units.cfg:330
|
||
msgid ""
|
||
"Ogres are a wild and uncivilized race who dwell mainly in the wilderness of "
|
||
"the Great Continent. Physically, they resemble humans and orcs but are "
|
||
"larger and stronger. Even their adolescents are more than a match for most "
|
||
"men. Ogres are distrusted in many populated areas and usually either avoid "
|
||
"them or are driven out by force. Instead, they lurk the mountainous areas on "
|
||
"the edges of civilization, where hungry ogre bandits provide a constant "
|
||
"threat to travelers and caravans. While ogres are not particularly "
|
||
"intelligent or quick, their toughness and physical strength make them a "
|
||
"valuable asset in the armies of other races. They are especially valued by "
|
||
"more ruthless commanders who don’t mind the ogres’ brutality. Little is "
|
||
"known about their biology or society, if they can truly be said to have one, "
|
||
"but they are said to attack alongside wolves and other beasts. Whether this "
|
||
"is a sign of cooperation, domestication, or simply mutual opportunism is not "
|
||
"known."
|
||
msgstr ""
|
||
"Ogres são uma raça selvagem e não civilizada que habita principalmente na "
|
||
"região selvagem do Grande Continente. Fisicamente, assemelham-se aos humanos "
|
||
"e orcs, mas são maiores e mais fortes. Até mesmo os seus jovens são pêra "
|
||
"doce para a maioria dos homens. Ogres desconfiam da maioria das áreas "
|
||
"povoadas e, geralmente, ou evitam-as ou são expulsos à força. Em vez disso, "
|
||
"espreitam as zonas montanhosas nas bordas da civilização, onde bandidos "
|
||
"ogres famintos proporcionam uma ameaça constante aos viajantes e caravanas. "
|
||
"Enquanto os ogres não são particularmente inteligentes ou rápidos, a sua "
|
||
"tenacidade e força física fazem deles um recurso valioso dos exércitos de "
|
||
"outras raças. São especialmente valorizados pelos mais cruéis comandantes "
|
||
"que não se importam da brutalidade dos ogres. Pouco se sabe sobre a sua "
|
||
"biologia ou sociedade, se se pode realmente dizer que têm uma, mas deles é "
|
||
"dito que atacam ao lado de lobos e outros animais. Se isto é um sinal de "
|
||
"cooperação, domesticação, ou simplesmente oportunismo mútuo não é conhecido."
|
||
|
||
#
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:338
|
||
msgid "race^Orc"
|
||
msgstr "Orc"
|
||
|
||
#
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:339
|
||
msgid "race+female^Orc"
|
||
msgstr "Orc"
|
||
|
||
#
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:340
|
||
msgid "race^Orcs"
|
||
msgstr "Orcs"
|
||
|
||
#
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:341
|
||
msgid ""
|
||
"In appearance, orcs resemble humans but with some bestial features. They are "
|
||
"taller, sturdier and stronger than humans. They are warlike, savage, and "
|
||
"cruel by nature. Their blood is darker and thicker than that of humans, and "
|
||
"they have little care for personal hygiene or their personal appearance. "
|
||
"Although Orcs are violent even among themselves, they are pack-oriented; an "
|
||
"orc never travels alone or lives in groups smaller than half a dozen.\n"
|
||
"\n"
|
||
"<header>text='Society'</header>\n"
|
||
"Almost every orc is a member of a tribe or a clan. Relations between "
|
||
"neighboring tribes are usually violent, except in cases of a mutual enemy "
|
||
"threatens their existence or prospects of great plunder override mutual "
|
||
"animosity. Occasionally, a single strong chieftain may emerge to lead "
|
||
"multiple tribes from time to time, usually through intimidation of "
|
||
"followers. An orc tribe in times of peace tends to focus almost solely on "
|
||
"strengthening itself in preparation for the next armed conflict. Orcs are "
|
||
"known to possess a crude system of writing — usually in blood — although "
|
||
"it’s most commonly used to trade insults or threats among tribal leaders.\n"
|
||
"\n"
|
||
"Orc societies are based on little else but strength; might makes right, and "
|
||
"a leader leads and survives only as long as no one manages to wrest the "
|
||
"title from him. A constant struggle for power simmers among potential tribal "
|
||
"chiefs. An orcish leader rarely lives more than a handful of years to enjoy "
|
||
"his absolute authority before being killed for his position — although "
|
||
"history knows some notable exceptions. Orcs hold no particular honor code "
|
||
"and while indisputable raw strength is usually the preferred method of "
|
||
"displaying power, assassination, poisoning and backstabbing are completely "
|
||
"viable means to further one’s own goals.\n"
|
||
"\n"
|
||
"Orcs mostly live in rural areas, often in foothills or mountainous regions, "
|
||
"sometimes in caves. They grow no crops nor keep livestock, but are competent "
|
||
"hunters as a result of their physical stature and brutality. Due to their "
|
||
"large numbers they are capable of hunting an area virtually clean of "
|
||
"anything larger than rodents in relatively short period of time. Due to this "
|
||
"and their unstable leadership, orcish tribes tend to lead a semi-nomadic "
|
||
"lifestyle, never settling in one region for too long. The larger tribes may "
|
||
"establish themselves firmly in an area for years or even decades and build "
|
||
"large encampments almost resembling cities, but even these are easily "
|
||
"dismantled and abandoned if there is a need to relocate the horde.\n"
|
||
"\n"
|
||
"The oldest known orcs have been around 50 to 60 years of age, but very few "
|
||
"individuals ever live to see over two or three decades before meeting their "
|
||
"end either in war or by the hand of one of their kin. The oldest orcs are "
|
||
"often shamans, which are perhaps the only ones most of their kind sees as "
|
||
"being trustworthy and neutral. The origins of this custom are unknown, as "
|
||
"the shamans do not directly contribute much to orcish societies but only act "
|
||
"as advisors — not something orcs tend to otherwise tolerate. Shamans are in "
|
||
"many ways the opposite of most other orcs: they are often physically "
|
||
"withered and frail in comparison and lack skill in battle.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"Na aparência, orcs são metade homens, metade feras. São mais altos, mais "
|
||
"resistentes e mais fortes que os humanos. São guerreiros, selvagens e cruéis "
|
||
"por natureza. O seu sangue é mais escuro e mais grosso do que o de humanos "
|
||
"normais e têm pouco cuidado para a higiene pessoal ou da sua aparência "
|
||
"pessoal. Embora Orcs sejam violentos, mesmo entre si, são orientados em "
|
||
"bloco; um orc nunca viaja muito ou vive sozinho em grupos menores do que uma "
|
||
"meia dúzia.\n"
|
||
"\n"
|
||
"<header>text='Sociedade'</header>\n"
|
||
"Quase todos dos orcs é um membro de uma tribo ou um clã. Relações entre "
|
||
"tribos vizinhas são geralmente violentos, salvo em caso de um inimigo comum "
|
||
"ameaçar a sua existência ou a perspectiva de pilhagem grande substituem a "
|
||
"animosidade mútua. Ocasionalmente, um chefe único forte podem emergir para "
|
||
"liderar múltiplas tribos ao longo do tempo, geralmente por meio de "
|
||
"intimidação dos seguidores. Uma tribo orc em tempos de paz tende-se a "
|
||
"concentrar quase exclusivamente sobre o reforço para preparação para o "
|
||
"próximo conflito armado. Orcs são conhecidas por possuir um sistema bruto de "
|
||
"escrever — normalmente no sangue — embora seja mais comummente usado para "
|
||
"insultos comerciais ou ameaças entre os líderes tribais.\n"
|
||
"\n"
|
||
"As sociedades de orcs não se baseiam em outra coisa senão a força; o poder "
|
||
"faz o direito, e um líder conduz e sobrevive apenas enquanto ninguém "
|
||
"consegue tomar o título dele. Uma luta constante pelo poder fervilha entre "
|
||
"potenciais chefes tribais. Um líder orc raramente vive mais do que um "
|
||
"punhado de anos para desfrutar da sua autoridade absoluta antes de ser morto "
|
||
"pela sua posição — embora a história conhece algumas excepções notáveis. "
|
||
"Orcs não detêm código de honra particular e enquanto a força é "
|
||
"indiscutivelmente o método preferido de exibir poder, assassinato, "
|
||
"envenenamento e traição são meios completamente viáveis para promover as "
|
||
"suas próprias metas.\n"
|
||
"\n"
|
||
"Orcs vivem principalmente em áreas rurais, muitas vezes em encostas ou "
|
||
"regiões montanhosas, às vezes em cavernas. Crescem sem culturas nem têm "
|
||
"gado, mas são caçadores competentes, como resultado da sua estatura física e "
|
||
"brutalidade. Devido ao seu grande número são capazes de caçar uma área "
|
||
"praticamente limpa de qualquer coisa maior do que roedores num período "
|
||
"relativamente curto de tempo. Devido a isso e a sua liderança instável, as "
|
||
"tribos orc tendem a levar um estilo de vida semi-nómada, nunca se "
|
||
"estabelecendo numa região por muito tempo. As tribos maiores podem "
|
||
"estabelecer-se firmemente numa área por anos ou mesmo décadas e construir "
|
||
"acampamentos grandes quase assemelhando-se à cidades, mas mesmo estes são "
|
||
"facilmente desmontado e abandonados se houver uma necessidade de mudar o "
|
||
"local da horda.\n"
|
||
"\n"
|
||
"Os mais antigos orcs conhecidos têm sido cerca de 50 a 60 anos de idade, mas "
|
||
"muito poucos nunca viveram para ver mais de duas ou três décadas antes de "
|
||
"encontrar o seu fim seja na guerra ou pela mão de um dos seus parentes. Os "
|
||
"mais antigos dos orcs são muitas vezes os xamãs, que são talvez os únicos "
|
||
"que a maioria da sua espécie vê como sendo confiável e neutro. As origens "
|
||
"deste costume são desconhecidos, como os xamãs não directamente contribuem "
|
||
"muito para as sociedades orc mas apenas agem como conselheiros — não algo "
|
||
"orcs tendem a tolerar outra forma. Xamãs são, em muitos aspectos o oposto da "
|
||
"maioria dos outros orcs: eles são freqüentemente fisicamente murchos e "
|
||
"frágeis e falta-lhes a habilidade em batalha. Apesar da sua dependência da "
|
||
"força bruta, a qual quase todos os orcs estão destinados a aumentar para ter "
|
||
"qualquer. Muitos orcs nascem menores e mais fracos do que o resto, e os "
|
||
"recém-nascidos já são quase como colocados no seu lugar pelos seus irmãos "
|
||
"mais fortes. Os mais fortes, rotineiramente, pegam a maioria dos alimentos "
|
||
"e, assim, crescem ainda mais forte, enquanto os seus irmãos mais fracos não. "
|
||
"Muitos destes indivíduos tendem a se especializar em outras habilidades, "
|
||
"como tiro com arco ou o assassinato.\n"
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:352
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Orcs who were not the strongest of their litter tend to specialize in other "
|
||
"skills, like archery or assassination."
|
||
msgstr ""
|
||
|
||
#
|
||
#. [race]: id=raven
|
||
#: data/core/units.cfg:361
|
||
#, fuzzy
|
||
#| msgid "race^Dwarves"
|
||
msgid "race^Raven"
|
||
msgstr "Anões"
|
||
|
||
#
|
||
#. [race]: id=raven
|
||
#: data/core/units.cfg:362
|
||
#, fuzzy
|
||
#| msgid "race+female^Drake"
|
||
msgid "race+female^Raven"
|
||
msgstr "Draga"
|
||
|
||
#
|
||
#. [race]: id=raven
|
||
#: data/core/units.cfg:363
|
||
#, fuzzy
|
||
#| msgid "race^Dwarves"
|
||
msgid "race^Ravens"
|
||
msgstr "Anões"
|
||
|
||
#. [race]: id=raven
|
||
#: data/core/units.cfg:364
|
||
msgid ""
|
||
"Ravens are general scavengers, often associating with hunters or predators "
|
||
"in the hope of sharing in the kill. They do not have the powerful beak or "
|
||
"claws of the gryphons or raptors, but can still be a threat because of their "
|
||
"intelligence and ability to recognize any advantage.\n"
|
||
"\n"
|
||
"In the aftermath of a battle, the dead and wounded are a banquet for ravens, "
|
||
"thus ravens are a nuisance for allies of the defeated but are seen by some "
|
||
"victors as part of martial ceremonies. The violence and large numbers that "
|
||
"characterize both orcs and humans bring these races into constant "
|
||
"interaction with ravens in this context. For this reason, the birds have "
|
||
"become characters in fables, parables, and superstitions related to war.\n"
|
||
"\n"
|
||
"As intelligent scavengers, ravens do not need war dead to survive. Some "
|
||
"farmers struggle to keep ravens away from freshly sown seeds, but others are "
|
||
"happy to have them around as sentries."
|
||
msgstr ""
|
||
|
||
#
|
||
#. [race]: id=troll
|
||
#: data/core/units.cfg:375
|
||
msgid "race^Troll"
|
||
msgstr "Troglodita"
|
||
|
||
#
|
||
#. [race]: id=troll
|
||
#: data/core/units.cfg:376
|
||
msgid "race+female^Troll"
|
||
msgstr "Troglodita"
|
||
|
||
#
|
||
#. [race]: id=troll
|
||
#: data/core/units.cfg:377
|
||
msgid "race^Trolls"
|
||
msgstr "Trogloditas"
|
||
|
||
#
|
||
#. [race]: id=troll
|
||
#: data/core/units.cfg:378
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Trolls are ancient creatures, one of the oldest known races known to "
|
||
#| "inhabit the Great Continent. They are large, slow, simple-minded, and "
|
||
#| "live extremely long lives inside deep caves or atop high mountains. The "
|
||
#| "most unique characteristic of trolls is an internal vitality that "
|
||
#| "sustains and heals them from within. As a result they live very different "
|
||
#| "lives from almost any known creature. Trolls have few real needs: they "
|
||
#| "require little food or water, and thus they have little incentive to "
|
||
#| "pursue much besides protection from those who are hostile towards them. "
|
||
#| "This in turn means they rarely have to worry about anything and can spend "
|
||
#| "much of their time sleeping or in contemplation. Trolls have a curious "
|
||
#| "affinity with nature. They do not relate with living things like elves "
|
||
#| "do, but instead with earth and stone. They are also somewhat curious of "
|
||
#| "their surroundings and many younger whelps even enjoy traveling and "
|
||
#| "seeing the world. As trolls grow older they tend to become increasingly "
|
||
#| "passive, gradually losing interest in their environment and spending more "
|
||
#| "of their time sleeping in a quiet, familiar corner of their home cave. "
|
||
#| "This is until they finally pass away as their bodies themselves slowly "
|
||
#| "turn into lifeless statues of stone.\n"
|
||
#| "\n"
|
||
#| "Trolls are seen by many as being little more than yet another race of "
|
||
#| "savage monsters. This common misconception is in part perpetuated by orcs "
|
||
#| "to persuade trolls to join their armies. Because they are rather simple "
|
||
#| "and do not understand the ways of other races or sometimes cannot even "
|
||
#| "tell them apart, it is usually easy for an orcish band to convince a "
|
||
#| "group of trolls that by joining them they get to exact revenge on those "
|
||
#| "that have before hunted them. These new recruits are then directed to "
|
||
#| "attack whoever the orcs themselves are currently in conflict with, "
|
||
#| "whether previously a foe of the trolls or not, accumulating even more "
|
||
#| "enemies for the misled trolls. The most common enemy of trolls are "
|
||
#| "dwarves, and the animosity between these two races is ancient.\n"
|
||
#| "\n"
|
||
#| "<header>text='Geography'</header>\n"
|
||
#| "Trolls have inhabited the mountains of the Great Continent longer than "
|
||
#| "the dwarves who migrated there. Trolls are a common sight on the mountain "
|
||
#| "ranges north and east of Wesnoth, and wherever Orcish hordes travel."
|
||
msgid ""
|
||
"Trolls are ancient creatures, one of the oldest known races known to inhabit "
|
||
"the Great Continent. They are large, slow, simple, and live extremely long "
|
||
"lives inside deep caves or atop high mountains. The most unique "
|
||
"characteristic of trolls is an internal vitality that sustains and heals "
|
||
"them from within. As a result they live very different lives from almost any "
|
||
"known creature. Trolls have few real needs: they require little food or "
|
||
"water, and thus they have little incentive to pursue much besides protection "
|
||
"from those who are hostile towards them. This in turn means they rarely have "
|
||
"to worry about anything and can spend much of their time sleeping or in "
|
||
"contemplation. Trolls have a curious affinity with nature. They do not "
|
||
"relate with living things like elves do, but instead with earth and stone. "
|
||
"They are also somewhat curious of their surroundings and many younger whelps "
|
||
"even enjoy traveling and seeing the world. As trolls grow older they tend to "
|
||
"become increasingly passive, gradually losing interest in their environment "
|
||
"and spending more of their time sleeping in a quiet, familiar corner of "
|
||
"their home cave. This is until they finally pass away as their bodies "
|
||
"themselves slowly turn into lifeless statues of stone.\n"
|
||
"\n"
|
||
"Trolls are seen by many as being little more than yet another race of savage "
|
||
"monsters. This common misconception is in part perpetuated by orcish "
|
||
"successes in persuading trolls to join their armies. Because they are rather "
|
||
"simple and do not understand the ways of other races or sometimes cannot "
|
||
"even tell them apart, it is usually easy for an orcish band to convince a "
|
||
"group of trolls that by joining them they get to exact revenge on those that "
|
||
"have before hunted them. These new recruits are then directed to attack "
|
||
"whoever the orcs themselves are currently in conflict with, whether "
|
||
"previously a foe of the trolls or not, accumulating even more enemies for "
|
||
"the misled trolls. The most common enemy of trolls are dwarves, and the "
|
||
"animosity between these two races is ancient.\n"
|
||
"\n"
|
||
"<header>text='Geography'</header>\n"
|
||
"Trolls have inhabited the mountains of the Great Continent longer than the "
|
||
"dwarves who migrated there. Trolls are a common sight on the mountain ranges "
|
||
"north and east of Wesnoth, and wherever Orcish hordes travel."
|
||
msgstr ""
|
||
"Os trogloditas são criaturas ancestrais, uma das raças mais conhecidas que "
|
||
"se conhece no Grande Continente. São grandes, lentos, de raciocino simples, "
|
||
"e vivem exceptuais longas vidas dntro de cavernas profundas ou no topo das "
|
||
"Montanhas. A caraterística que claramente sobressalta é a sua vitalidade "
|
||
"interna que os sustenta e cura. Como resultado vivem bastante diferentes de "
|
||
"quaisquer outra traça conhecida. Os trogloditas contentam-se com pouco: só "
|
||
"comida e água, e portanto raramente perseguem os seus adversários se não for "
|
||
"para proteção. Mas também significa que quase nunca cobiçam qualquer coisa e "
|
||
"irão estar na maior parte a dormir ou a contemplar o mundo ao redor. Os "
|
||
"trogloditas têm uma curiosa afinidade com a natureza. Não se relacionam "
|
||
"tanto com ela como os elfos, mas têm grande admiração pelas rochas e a "
|
||
"terra. São igualmente bastantes curiosos e as crias mais jovens gostam de "
|
||
"viajar e conhecer o mundo vasto. Mas assim como envelhecem tornam-se cada "
|
||
"vez mais passivos, e gradualmente perdem o seu interesse pelo meio ambiente "
|
||
"e ficam mais tempo a dormir num canto tranquilo, calmo e familiar da sua "
|
||
"caverna natal. E este estado prolonga-se porventura até que os seus corpos "
|
||
"tornam-se estátuas sem vida.\n"
|
||
"\n"
|
||
"Trogloditas geralmente são vistos pelos outros por pouco mais que bestas "
|
||
"selvagens e estúpidas. O que em parte provem do facto que os orcs conseguem "
|
||
"persuadir-os a juntar-se nas suas batalhas. Porque são bastantes simples no "
|
||
"seu raciocino e não percebem o modo de viver das outras raças (e as vezes "
|
||
"nem se apercebem), normalmente é fácil aos orcs enganar-os e enviar-os para "
|
||
"o campo de batalha para vingarem todas as maldades que os oponentes tenham "
|
||
"feito aos trogloditas. Estes novos recrutas são enviados a quem quer que "
|
||
"seja que os orcs estão a combater, seja adversário do trogloditas ou não, o "
|
||
"que até leva a fazer mais inimigos dos trogloditas. Os inimigos mais comuns "
|
||
"deles são os anões, e as disputas entre estas duas raças antigas é "
|
||
"lendária.\n"
|
||
"\n"
|
||
"<header>text='Geografia'</header>\n"
|
||
"Os trogloditas já vivem nas montanhas do Grande Continente por muito mais "
|
||
"tempo que os anões que só migraram mais tarde para lá. Trogloditas são "
|
||
"bastantes comuns nas montanhas do norte e leste de Wesnoth, e aonde os orcs "
|
||
"poderão estar."
|
||
|
||
#
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:398
|
||
msgid "race^Undead"
|
||
msgstr "Morto-Vivo"
|
||
|
||
#
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:399
|
||
msgid "race+female^Undead"
|
||
msgstr "Morto-Viva"
|
||
|
||
#
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:400
|
||
msgid "race+plural^Undead"
|
||
msgstr "Morto-Vivos"
|
||
|
||
#
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:401
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Undead are not really a single race of creatures, although often treated "
|
||
#| "as such. Almost any dead creature can, by a sufficiently skilled "
|
||
#| "necromancer, be reanimated and rise again in undeath. Undead are for the "
|
||
#| "most part unnatural but mindless constructs, obeying whoever created them "
|
||
#| "without question nor thought. A greater mystery of necromancy is in how "
|
||
#| "constructs are sustained without continuous effort from the necromancer. "
|
||
#| "An undead creature does not require the constant attention of the "
|
||
#| "necromancer to command and sustain, but can work autonomously according "
|
||
#| "to the commands of its master. Only rarely, perhaps once every few "
|
||
#| "months, does the necromancer need to maintain his creation.\n"
|
||
#| "\n"
|
||
#| "Necromancy is almost solely limited to humans. Even the legends of "
|
||
#| "magically apt races like elves and merfolk tell of very few of their kind "
|
||
#| "who have ever delved in the dark arts. It is surmised that necromantic "
|
||
#| "magic requires great adaptability and a flexible mind, extremes of which "
|
||
#| "are most commonly found in humans. The ultimate goal of most necromancers "
|
||
#| "is to turn the same art of preserving and imbuing life upon themselves, "
|
||
#| "to alter themselves at whatever cost, to ultimately escape death by "
|
||
#| "preserving their own mind and spirit.\n"
|
||
#| "\n"
|
||
#| "<header>text='Geography'</header>\n"
|
||
#| "While undead lords arrived on the Great Continent in considerable numbers "
|
||
#| "only in the wake of Haldric I, they were not completely unheard of by "
|
||
#| "elves and dwarves before that."
|
||
msgid ""
|
||
"Undead are not really a single race of creatures, although often treated as "
|
||
"such. Most ordinary creatures can, by a sufficiently skilled necromancer, be "
|
||
"reanimated into constructs of varying character — resurrection of the "
|
||
"physical form often results in a minion that obeys its master without "
|
||
"question, while manifestation of a soul usually produces a servant with at "
|
||
"least a modicum of thought. A great mystery of necromancy is how these "
|
||
"constructs are sustained and controlled without continuous effort from the "
|
||
"necromancer. Most dark magi do not provide constant attention or maintenance "
|
||
"to their creations, instead allowing them a small degree of independence to "
|
||
"function autonomously in line with the provided commands. However, when left "
|
||
"unchecked, some undead gain enough sovereignty to break free from and even "
|
||
"turn on their masters. Accordingly, while even lesser undead require "
|
||
"periodic maintenance, this is especially true for more powerful undead, "
|
||
"particularly greater spirits or death knights, who possess a high degree of "
|
||
"inherent will. In these cases, necromancy becomes a battle of resolve "
|
||
"between mage and minion. The necromancer must maintain a delicate balance "
|
||
"between control over their servants and allotting them free will — the "
|
||
"source of their individual powers.\n"
|
||
"\n"
|
||
"Necromancy is almost solely limited to humans. Even the legends of magically "
|
||
"apt races like elves and merfolk tell of very few of their kind who have "
|
||
"ever delved in the dark arts. It is surmised that necromantic magic requires "
|
||
"great adaptability and a flexible mind, extremes of which are most commonly "
|
||
"found in humans. The ultimate goal of most necromancers is to turn the same "
|
||
"art of preserving and imbuing life upon themselves, to alter themselves at "
|
||
"whatever cost, to ultimately escape death by preserving their own mind and "
|
||
"spirit.\n"
|
||
"\n"
|
||
"<header>text='Geography'</header>\n"
|
||
"While undead lords arrived on the Great Continent in considerable numbers "
|
||
"only in the wake of Haldric I, they were not completely unheard of by elves "
|
||
"and dwarves before that."
|
||
msgstr ""
|
||
"Morto-vivos não são realmente uma única raça de criaturas, embora muitas "
|
||
"vezes tratado como tal. Quase qualquer criatura morta pode, por um "
|
||
"necrómante suficientemente qualificado, ser reanimada e ressuscitada como "
|
||
"mortos-vivos. Mortos-vivos são construtivos na sua maior parte artificiais, "
|
||
"mas irracionais, obedecendo a quem os criou sem questionar ou pensar. O "
|
||
"maior mistério da necrómancia está na forma como as suas construções são "
|
||
"sustentadas sem um esforço contínuo do necrómante. Um morto-vivo não requer "
|
||
"a atenção constante do necrómante para comandar e sustentar, mas pode "
|
||
"funcionar de forma autónoma de acordo com os comandos do seu mestre. Só "
|
||
"raramente, talvez uma vez em alguns meses, tem o necrómante a necessidade de "
|
||
"manter a sua criação.\n"
|
||
"\n"
|
||
"A necrómancia é quase exclusivamente limitada aos humanos. Mesmo as lendas "
|
||
"das raças magicamente aptas como elfos e aquáticos contam de muito poucos da "
|
||
"sua espécie que alguma vez aprofundaram nas artes negras. Supõe-se que a "
|
||
"magia da necrómancia requer uma grande capacidade de adaptação e uma mente "
|
||
"flexível, os extremos os quais são normalmente encontrados em humanos. O "
|
||
"objetivo final da maioria dos necrómantes é transformar a mesma arte de "
|
||
"preservar e imbuindo a vida em si mesmos, alterar-se a qualquer custo, para "
|
||
"finalmente escapar da morte, preservando a sua própria mente e espírito.\n"
|
||
"\n"
|
||
"<header>text='Geografia'</header>\n"
|
||
"Embora os senhores dos morto-vivos chegaram ao Continente Grande em números "
|
||
"consideráveis apenas na esteira da Haldric I, não foram completamente "
|
||
"desconhecidos por elfos e anões antes disso."
|
||
|
||
#
|
||
#. [race]: id=wolf
|
||
#: data/core/units.cfg:414
|
||
msgid "race^Wolf"
|
||
msgstr "Lobo"
|
||
|
||
#
|
||
#. [race]: id=wolf
|
||
#: data/core/units.cfg:415
|
||
msgid "race+female^Wolf"
|
||
msgstr "Loba"
|
||
|
||
#
|
||
#. [race]: id=wolf
|
||
#: data/core/units.cfg:416
|
||
msgid "race^Wolves"
|
||
msgstr "Lobos"
|
||
|
||
#. [race]: id=wolf
|
||
#: data/core/units.cfg:417
|
||
msgid ""
|
||
"Wolves are predatory canines encountered frequently in the wilderness. "
|
||
"Quick, tough, and durable, a solitary wolf suffices to maim or kill "
|
||
"civilians and untrained soldiers with ease, but it is their tendency to "
|
||
"travel in packs and attack in an organized manner that makes them "
|
||
"particularly fearsome to travelers. They tend to stay away from "
|
||
"civilization, though, only occasionally venturing close to prey upon "
|
||
"livestock."
|
||
msgstr ""
|
||
|
||
#
|
||
#. [race]: id=wose
|
||
#: data/core/units.cfg:426
|
||
msgid "race^Wose"
|
||
msgstr "Silvano"
|
||
|
||
#
|
||
#. [race]: id=wose
|
||
#: data/core/units.cfg:427
|
||
msgid "race^Woses"
|
||
msgstr "Silvanos"
|
||
|
||
#
|
||
#. [race]: id=wose
|
||
#: data/core/units.cfg:428
|
||
msgid ""
|
||
"The mighty wose resides within the deepest forests of the known world. To "
|
||
"the untrained eye, the wose appears to be nothing more than an oddly shaped, "
|
||
"yet noble, tree. As guardians of the forest, the woses share a connection to "
|
||
"the woodlands deeper than even the elves’. While the woses are a peaceful "
|
||
"race, disturbance of the ancient forests, which they tend, will incite the "
|
||
"wrath of nature itself. Woses are slow moving creatures that may spend "
|
||
"centuries standing in one location undisturbed by the ebb and flow of time.\n"
|
||
"\n"
|
||
"Although they practice no magic of their own, the woses share a deep "
|
||
"connection to faerie. What little is known of this ancient race comes from "
|
||
"elvish scholars who believe that this mystical power, which the mightiest "
|
||
"elves have dedicated their lives to master, is inherent to the wose. Though "
|
||
"woses resemble them, they share no ancestry with trees. Woses are believed "
|
||
"to be some of the oldest creatures in the world, perhaps even more ancient "
|
||
"than the forests in which they dwell, and it is thought that the power of "
|
||
"faerie has given these beings the eternal task of serving as wardens of the "
|
||
"forest.\n"
|
||
"\n"
|
||
"Woses are not warlike in the least and are ill-accustomed to combat. They "
|
||
"will however respond with indiscriminate violence in defense of their "
|
||
"forested territory. Woses are slow moving and are vulnerable away from the "
|
||
"woodlands. Due to their close connection with faerie, woses are particularly "
|
||
"sensitive to the arcane. The hardwood that makes the wose nigh-impervious to "
|
||
"physical assault has left it grievously vulnerable to flame. Their thick "
|
||
"bark and ability to harness the power of faerie to regenerate quickly when "
|
||
"injured allows the wose to survive an enemy onslaught long enough to respond "
|
||
"with a crushing might belied by its peaceful, plodding nature. Within its "
|
||
"forest home, the wose can disappear amongst the trees and ambush even the "
|
||
"best-trained elvish scout.\n"
|
||
"\n"
|
||
"The life span of the wose is unknown, although the most ancient members of "
|
||
"this race have lived many hundreds of years and have grown to massive "
|
||
"heights. It is thought that unless a wose falls in battle, it will find no "
|
||
"natural end. Content to pass the centuries standing like a sentry, "
|
||
"uninterested in the goings-on of the civilized world, the wose will stir "
|
||
"only to march to the defense of the natural world and the forests it calls "
|
||
"home."
|
||
msgstr ""
|
||
"Os altivos Silvanos residem nas profundezas das florestas do mundo "
|
||
"conhecido. À primeira vista podem confundir-se com árvores de porte algo "
|
||
"peculiar, mas mesmo assim nobres. Como guardiões das florestas têm um maior "
|
||
"conhecimento destas do que os próprios elfos. Enquanto os Silvanos são uma "
|
||
"raça pacífica, disturbar-os na sua floresta ancestral, a qual protegem, será "
|
||
"o mesmo que incentivar a fúria da própria natureza. São criaturas sem "
|
||
"hábitos de pressa podendo passar séculos na mesma localização sem se "
|
||
"importarem pela passagem do tempo.\n"
|
||
"\n"
|
||
"Apesar de não praticarem magia em si, partilham uma ligação intrínseca com o "
|
||
"mundo das fadas. E do pouco que se sabe desta raça antiga provém dos "
|
||
"estudiosos elfos que acreditam que este poder místico, ao qual dedicam uma "
|
||
"vida inteira para o compreender, é inerente dos Silvanos. Apesar de "
|
||
"parecerem com elas, não partilham nenhuma ligação com as árvores. Acredita-"
|
||
"se que os Silvanos sejam uma das raças mais antigas do mundo, talvez até "
|
||
"mais antiga do que as próprias florestas que são os seus lares, e pensa-se "
|
||
"que seja o poder das fadas que os fez de pastores das árvores.\n"
|
||
"\n"
|
||
"Não são guerreiros e aliás, pouco aptos para o combate. Porém irão acudir "
|
||
"com uma violência tremenda na defesa da sua floresta. São lentos e "
|
||
"vulneráveis fora do seu habitat natural que são os bosques selvagens, e "
|
||
"ainda mais por causa da sua natureza parcial de fada são algo sensíveis à "
|
||
"magia arcana. Por outro lado, a sua constituição que se assemelha a madeira "
|
||
"e que os faz extremamente resistentes a ataques físicos, dá-lhes poucas "
|
||
"hipóteses contra as chamas. A sua pele espessa e a sua capacidade de invocar "
|
||
"o poder das fadas para sarar as suas feridas dá-lhes o tempo suficiente para "
|
||
"sobreviver o mais feroz dos ataques inimigos e responder em peso sobre os "
|
||
"seus oponentes incrédulos. Quando entre as árvores das suas florestas "
|
||
"natais, são capazes de camuflarem-se para desaparecer da vista até dos mais "
|
||
"experientes exploradores elfos.\n"
|
||
"\n"
|
||
"Não se sabe nada sobre a idade de um Silvano, e os mais antigos entre eles "
|
||
"já viveram inúmeros séculos e cresceram a alturas impressionantes, pelo que "
|
||
"se crê que se não sucumbirem em batalha, não irão encontrar uma morte "
|
||
"natural. Contentes de passarem os séculos imóveis que nem uma torre de "
|
||
"vigia, sem interesse pelo mundo civilizado, estas criaturas invulgares irão "
|
||
"apenas levantar-se para acudir as suas florestas sob ataque alheio."
|
||
|
||
#
|
||
#. [lua]: action
|
||
#: data/lua/feeding.lua:26 data/lua/feeding.lua:39
|
||
msgid "+1 max HP"
|
||
msgstr "PV max +1"
|
||
|
||
#. [lua]: wesnoth.interface.game_display.unit_status
|
||
#: data/lua/stun.lua:14
|
||
msgid "stunned: This unit is stunned. It cannot enforce its Zone of Control."
|
||
msgstr ""
|
||
|
||
#
|
||
#. [lua]: on_hit
|
||
#: data/lua/stun.lua:24
|
||
#, fuzzy
|
||
#| msgid "female^undead"
|
||
msgid "female^stunned"
|
||
msgstr "morto-viva"
|
||
|
||
#. [lua]: on_hit
|
||
#: data/lua/stun.lua:26
|
||
msgid "stunned"
|
||
msgstr ""
|
||
|
||
#
|
||
#: src/help/help.cpp:207
|
||
msgid "Close"
|
||
msgstr "Fechar"
|
||
|
||
#: src/help/help.cpp:211
|
||
msgid "Help"
|
||
msgstr ""
|
||
|
||
#
|
||
#: src/help/help.cpp:263 src/help/help.cpp:267
|
||
#, fuzzy
|
||
#| msgid "Parse error when parsing help text: "
|
||
msgid "Parse error when parsing help text:"
|
||
msgstr "Erro de formato ao ler o texto de ajuda: "
|
||
|
||
#: src/help/help_topic_generators.cpp:63
|
||
msgid "Best of"
|
||
msgstr ""
|
||
|
||
#: src/help/help_topic_generators.cpp:63
|
||
msgid "Worst of"
|
||
msgstr ""
|
||
|
||
#
|
||
#. TRANSLATORS: in a description of an overlay terrain, the terrain that it's placed on
|
||
#: src/help/help_topic_generators.cpp:94
|
||
#, fuzzy
|
||
#| msgid "Terrains"
|
||
msgid "base terrain"
|
||
msgstr "Terrenos"
|
||
|
||
#: src/help/help_topic_generators.cpp:165
|
||
msgid ""
|
||
"Villages allow any unit stationed therein to heal, or to be cured of poison."
|
||
msgstr ""
|
||
|
||
#. TRANSLATORS: special note for terrains such as the oasis; the only terrain in core with this property heals 8 hp just like a village.
|
||
#. For the single-hitpoint variant, the wording is different because I assume the player will be more interested in the curing-poison part than the minimal healing.
|
||
#: src/help/help_topic_generators.cpp:170
|
||
msgid ""
|
||
"This terrain allows units to be cured of poison, or to heal a single "
|
||
"hitpoint."
|
||
msgid_plural ""
|
||
"This terrain allows units to heal $amount hitpoints, or to be cured of "
|
||
"poison, as if stationed in a village."
|
||
msgstr[0] ""
|
||
msgstr[1] ""
|
||
|
||
#: src/help/help_topic_generators.cpp:177
|
||
msgid ""
|
||
"This terrain is a castle — units can be recruited onto it from a connected "
|
||
"keep."
|
||
msgstr ""
|
||
|
||
#. TRANSLATORS: The "this terrain is a castle" note will also be shown directly above this one.
|
||
#: src/help/help_topic_generators.cpp:181
|
||
msgid ""
|
||
"This terrain is a keep — a leader can recruit from this hex onto connected "
|
||
"castle hexes."
|
||
msgstr ""
|
||
|
||
#. TRANSLATORS: Special note for a terrain, but none of the terrains in mainline do this.
|
||
#: src/help/help_topic_generators.cpp:184
|
||
msgid ""
|
||
"This unusual keep allows a leader to recruit while standing on it, but does "
|
||
"not allow a leader on a connected keep to recruit onto this hex."
|
||
msgstr ""
|
||
|
||
#
|
||
#: src/help/help_topic_generators.cpp:188
|
||
#: src/help/help_topic_generators.cpp:618
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "Special Notes:"
|
||
msgid "Special Notes:"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Notas Especiais:"
|
||
|
||
#
|
||
#. TRANSLATORS: $types is a conjunct list, typical values will be "Castle" or "Flat and Shallow Water".
|
||
#. The terrain names will be hypertext links to the help page of the corresponding terrain type.
|
||
#. There will always be at least 1 item in the list, but unlikely to be more than 3.
|
||
#: src/help/help_topic_generators.cpp:209
|
||
#, fuzzy
|
||
#| msgid "Terrains"
|
||
msgid "Basic terrain type: $types"
|
||
msgid_plural "Basic terrain types: $types"
|
||
msgstr[0] "Terrenos"
|
||
msgstr[1] "Terrenos"
|
||
|
||
#. TRANSLATORS: In the help for a terrain type, for example Dwarven Village is often placed on Cave Floor
|
||
#: src/help/help_topic_generators.cpp:221
|
||
msgid "Typical base terrain: $type"
|
||
msgstr ""
|
||
|
||
#: src/help/help_topic_generators.cpp:227
|
||
msgid "Movement properties: "
|
||
msgstr ""
|
||
|
||
#: src/help/help_topic_generators.cpp:231
|
||
msgid "Defense properties: "
|
||
msgstr ""
|
||
|
||
#: src/help/help_topic_generators.cpp:311
|
||
msgid "Level"
|
||
msgstr ""
|
||
|
||
#: src/help/help_topic_generators.cpp:375
|
||
#, fuzzy
|
||
#| msgid "Advancement"
|
||
msgid "Advances from: "
|
||
msgstr "Promoção"
|
||
|
||
#: src/help/help_topic_generators.cpp:377
|
||
#, fuzzy
|
||
#| msgid "Advancement"
|
||
msgid "Advances to: "
|
||
msgstr "Promoção"
|
||
|
||
#: src/help/help_topic_generators.cpp:406
|
||
msgid "Base unit: "
|
||
msgstr ""
|
||
|
||
#: src/help/help_topic_generators.cpp:411
|
||
msgid "Base units: "
|
||
msgstr ""
|
||
|
||
#: src/help/help_topic_generators.cpp:429
|
||
msgid "Variations: "
|
||
msgstr ""
|
||
|
||
#
|
||
#: src/help/help_topic_generators.cpp:453
|
||
#, fuzzy
|
||
#| msgid "race^Merman"
|
||
msgid "race^Miscellaneous"
|
||
msgstr "Ondim"
|
||
|
||
#: src/help/help_topic_generators.cpp:455
|
||
msgid "Race: "
|
||
msgstr ""
|
||
|
||
#
|
||
#: src/help/help_topic_generators.cpp:525
|
||
#, fuzzy
|
||
#| msgid "Abilities"
|
||
msgid "Abilities: "
|
||
msgstr "Habilidades"
|
||
|
||
#: src/help/help_topic_generators.cpp:551
|
||
msgid "Ability Upgrades: "
|
||
msgstr ""
|
||
|
||
#. TRANSLATORS: This string is used in the help page of a single unit. If the translation
|
||
#. uses spaces, use non-breaking spaces as appropriate for the target language to prevent
|
||
#. unpleasant line breaks (issue #3256).
|
||
#: src/help/help_topic_generators.cpp:581
|
||
msgid "HP:"
|
||
msgstr ""
|
||
|
||
#. TRANSLATORS: This string is used in the help page of a single unit. If the translation
|
||
#. uses spaces, use non-breaking spaces as appropriate for the target language to prevent
|
||
#. unpleasant line breaks (issue #3256).
|
||
#: src/help/help_topic_generators.cpp:585
|
||
msgid "Moves:"
|
||
msgstr ""
|
||
|
||
#. TRANSLATORS: This string is used in the help page of a single unit. If the translation
|
||
#. uses spaces, use non-breaking spaces as appropriate for the target language to prevent
|
||
#. unpleasant line breaks (issue #3256).
|
||
#: src/help/help_topic_generators.cpp:590
|
||
msgid "Vision:"
|
||
msgstr ""
|
||
|
||
#. TRANSLATORS: This string is used in the help page of a single unit. If the translation
|
||
#. uses spaces, use non-breaking spaces as appropriate for the target language to prevent
|
||
#. unpleasant line breaks (issue #3256).
|
||
#: src/help/help_topic_generators.cpp:596
|
||
msgid "Jamming:"
|
||
msgstr ""
|
||
|
||
#. TRANSLATORS: This string is used in the help page of a single unit. If the translation
|
||
#. uses spaces, use non-breaking spaces as appropriate for the target language to prevent
|
||
#. unpleasant line breaks (issue #3256).
|
||
#: src/help/help_topic_generators.cpp:601
|
||
msgid "Cost:"
|
||
msgstr ""
|
||
|
||
#. TRANSLATORS: This string is used in the help page of a single unit. If the translation
|
||
#. uses spaces, use non-breaking spaces as appropriate for the target language to prevent
|
||
#. unpleasant line breaks (issue #3256).
|
||
#: src/help/help_topic_generators.cpp:605
|
||
msgid "Alignment:"
|
||
msgstr ""
|
||
|
||
#. TRANSLATORS: This string is used in the help page of a single unit. It uses
|
||
#. non-breaking spaces to prevent unpleasant line breaks (issue #3256). In the
|
||
#. translation use non-breaking spaces as appropriate for the target language.
|
||
#: src/help/help_topic_generators.cpp:612
|
||
msgid "Required XP:"
|
||
msgstr ""
|
||
|
||
#: src/help/help_topic_generators.cpp:630
|
||
msgid "unit help^Attacks"
|
||
msgstr ""
|
||
|
||
#: src/help/help_topic_generators.cpp:637
|
||
msgid "unit help^Name"
|
||
msgstr ""
|
||
|
||
#: src/help/help_topic_generators.cpp:638
|
||
msgid "Strikes"
|
||
msgstr ""
|
||
|
||
#: src/help/help_topic_generators.cpp:639
|
||
msgid "Range"
|
||
msgstr ""
|
||
|
||
#: src/help/help_topic_generators.cpp:640
|
||
msgid "Type"
|
||
msgstr ""
|
||
|
||
#
|
||
#: src/help/help_topic_generators.cpp:641
|
||
#, fuzzy
|
||
#| msgid "Weapon Specials"
|
||
msgid "Special"
|
||
msgstr "Efeitos das Armas"
|
||
|
||
#: src/help/help_topic_generators.cpp:716
|
||
msgid "Resistances"
|
||
msgstr ""
|
||
|
||
#: src/help/help_topic_generators.cpp:720
|
||
msgid "Attack Type"
|
||
msgstr ""
|
||
|
||
#: src/help/help_topic_generators.cpp:721
|
||
msgid "Resistance"
|
||
msgstr ""
|
||
|
||
#
|
||
#: src/help/help_topic_generators.cpp:751
|
||
#, fuzzy
|
||
#| msgid "Terrain Editor"
|
||
msgid "Terrain Modifiers"
|
||
msgstr "Editor de Terreno"
|
||
|
||
#
|
||
#: src/help/help_topic_generators.cpp:755
|
||
#, fuzzy
|
||
#| msgid "Terrains"
|
||
msgid "Terrain"
|
||
msgstr "Terrenos"
|
||
|
||
#: src/help/help_topic_generators.cpp:756
|
||
msgid "Defense"
|
||
msgstr ""
|
||
|
||
#
|
||
#: src/help/help_topic_generators.cpp:757
|
||
#, fuzzy
|
||
#| msgid "Movement"
|
||
msgid "Movement Cost"
|
||
msgstr "Movimento"
|
||
|
||
#: src/help/help_topic_generators.cpp:761
|
||
msgid "Defense Cap"
|
||
msgstr ""
|
||
|
||
#: src/help/help_topic_generators.cpp:766
|
||
msgid "Vision Cost"
|
||
msgstr ""
|
||
|
||
#: src/help/help_topic_generators.cpp:770
|
||
msgid "Jamming Cost"
|
||
msgstr ""
|
||
|
||
#
|
||
#~ msgid ""
|
||
#~ "A virtually impassable barrier between the <ref>dst='arkan_thoria' "
|
||
#~ "text='river'</ref> country and the <ref>dst='far_north' text='Northern "
|
||
#~ "Plains'</ref>."
|
||
#~ msgstr ""
|
||
#~ "Uma barreira virtualmente impassível entre a região dos "
|
||
#~ "<ref>dst='arkan_thoria' text='rios'</ref> e as <ref>dst='far_north' "
|
||
#~ "text='Planícies do Norte'</ref>."
|
||
|
||
#
|
||
#, fuzzy
|
||
#~| msgid "first strike"
|
||
#~ msgid "first verse"
|
||
#~ msgstr "iniciativa"
|
||
|
||
#, fuzzy
|
||
#~| msgid "Second Dusk"
|
||
#~ msgid "second verse"
|
||
#~ msgstr "Segundo Crépusculo"
|
||
|
||
#
|
||
#~ msgid ""
|
||
#~ "This unit can lead your own units that are next to it, making them fight "
|
||
#~ "better.\n"
|
||
#~ "\n"
|
||
#~ "Adjacent own units of lower level will do more damage in battle. When a "
|
||
#~ "unit adjacent to, of a lower level than, and on the same side as a unit "
|
||
#~ "with Leadership engages in combat, its attacks do 25% more damage times "
|
||
#~ "the difference in their levels."
|
||
#~ msgstr ""
|
||
#~ "Esta unidade pode liderar aliados adjacentes, fazendo-os lutar melhor.\n"
|
||
#~ "\n"
|
||
#~ "Unidades aliadas adjacentes de nível menor do que a unidade líder "
|
||
#~ "causarão mais dano em batalha. Quando uma unidade da mesma equipa, de "
|
||
#~ "nível mais baixo, e adjacente a uma unidade com liderança entra em "
|
||
#~ "combate, os seus ataques têm mais 25%, vezes a diferença de nível, de "
|
||
#~ "dano."
|
||
|
||
#
|
||
#~ msgid "The Battle for Wesnoth Help"
|
||
#~ msgstr "Ajuda da Batalha por Wesnoth"
|
||
|
||
#
|
||
#, fuzzy
|
||
#~| msgid " green if it hasn’t moved this turn,"
|
||
#~ msgid "• <bold>text='Green'</bold> if it hasn’t moved this turn."
|
||
#~ msgstr " verde se a unidade ainda não se moveu neste turno,"
|
||
|
||
#
|
||
#, fuzzy
|
||
#~| msgid " yellow if it has moved, but could still move further or attack, or"
|
||
#~ msgid ""
|
||
#~ "• <bold>text='Yellow'</bold> if it has moved, but could still move "
|
||
#~ "further or attack."
|
||
#~ msgstr ""
|
||
#~ " amarela se já se moveu, mas ainda pode mover mais um pouco ou atacar, ou"
|
||
|
||
#~ msgid "TODO"
|
||
#~ msgstr "PARA FAZER"
|
||
|
||
#~ msgid "Item Tool"
|
||
#~ msgstr "Ferramenta de Itens"
|
||
|
||
#~ msgid ""
|
||
#~ "Saves a list of music tracks defining a random playlist to the scenario.\n"
|
||
#~ "\n"
|
||
#~ "Have a look at the addon server for easy to use additional music tracks."
|
||
#~ msgstr ""
|
||
#~ "Grava uma lista de faixas de música, definindo assim uma lista de músicas "
|
||
#~ "que serão todas de forma aleatória durante o cenário.\n"
|
||
#~ "\n"
|
||
#~ "Encontra no servidor addon mais faixas de música fáceis de implementar."
|
||
|
||
#~ msgid "Editing Modes"
|
||
#~ msgstr "Modos de edição"
|
||
|
||
#~ msgid "Editor Tools"
|
||
#~ msgstr "Ferramentas de edição"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "The editor provides several tools for editing your maps and scenarios. "
|
||
#~| "At all times, one of the editor tools is active. The active tool's "
|
||
#~| "context determines the content of the editor palette and context menu.\n"
|
||
#~| "\n"
|
||
#~| "These following tools are provided:\n"
|
||
#~| "\n"
|
||
#~| "• <ref>dst='editor_tool_paint' text='Paint Tool'</ref>\n"
|
||
#~| "• <ref>dst='editor_tool_fill' text='Fill Tool'</ref>\n"
|
||
#~| "• <ref>dst='editor_tool_select' text='Select Tool'</ref>\n"
|
||
#~| "• <ref>dst='editor_tool_paste' text='Paste Tool'</ref>\n"
|
||
#~| "• <ref>dst='editor_tool_starting' text='Starting Tool'</ref>\n"
|
||
#~| "• <ref>dst='editor_tool_label' text='Label Tool'</ref>\n"
|
||
#~| "• <ref>dst='editor_tool_item' text='Item Tool'</ref>\n"
|
||
#~| "• <ref>dst='editor_tool_soundsource' text='Soundsource Tool'</ref>\n"
|
||
#~| "• <ref>dst='editor_tool_village' text='Village Tool'</ref>\n"
|
||
#~| "• <ref>dst='editor_tool_unit' text='Unit Tool'</ref>\n"
|
||
#~| "\n"
|
||
#~ msgid ""
|
||
#~ "The editor provides several tools for editing your maps and scenarios. At "
|
||
#~ "all times, one of the editor tools is active. The active tool’s context "
|
||
#~ "determines the content of the editor palette and context menu.\n"
|
||
#~ "\n"
|
||
#~ "These tools are available in both terrain-only mode and scenario mode:\n"
|
||
#~ "\n"
|
||
#~ "• <ref>dst='editor_tool_paint' text='Paint Tool'</ref>\n"
|
||
#~ "• <ref>dst='editor_tool_fill' text='Fill Tool'</ref>\n"
|
||
#~ "• <ref>dst='editor_tool_select' text='Select Tool'</ref>\n"
|
||
#~ "• <ref>dst='editor_tool_paste' text='Paste Tool'</ref>\n"
|
||
#~ "• <ref>dst='editor_tool_starting' text='Starting Locations Tool'</ref>\n"
|
||
#~ "\n"
|
||
#~ "These tools are only available in scenario mode:\n"
|
||
#~ "\n"
|
||
#~ "• <ref>dst='editor_tool_label' text='Label Tool'</ref>\n"
|
||
#~ "• <ref>dst='editor_tool_item' text='Item Tool'</ref>\n"
|
||
#~ "• <ref>dst='editor_tool_village' text='Village Tool'</ref>\n"
|
||
#~ "• <ref>dst='editor_tool_unit' text='Unit Tool'</ref>"
|
||
#~ msgstr ""
|
||
#~ "O editor fornece várias ferramentas para editar os teus mapas e cenários. "
|
||
#~ "Uma das ferramentas do editor está sempre activa. O contexto da "
|
||
#~ "ferramenta activa determina o conteúdo da paleta do editor e do menu de "
|
||
#~ "contexto.\n"
|
||
#~ "\n"
|
||
#~ "As seguintes ferramentas estão incluídas:\n"
|
||
#~ "\n"
|
||
#~ "• <ref>dst='editor_tool_paint' text='Ferramenta de desenho'</ref>\n"
|
||
#~ "• <ref>dst='editor_tool_fill' text='Ferramenta de encher'</ref>\n"
|
||
#~ "• <ref>dst='editor_tool_select' text='Ferramenta de seleção'</ref>\n"
|
||
#~ "• <ref>dst='editor_tool_paste' text='Ferramenta de desenho'</ref>\n"
|
||
#~ "• <ref>dst='editor_tool_starting' text='Ferramenta de definição de "
|
||
#~ "posições iniciais'</ref>\n"
|
||
#~ "• <ref>dst='editor_tool_label' text='Ferramenta de legendas'</ref>\n"
|
||
#~ "• <ref>dst='editor_tool_item' text='Ferramenta de itens'</ref>\n"
|
||
#~ "• <ref>dst='editor_tool_soundsource' text='Ferramenta de fonte sonora'</"
|
||
#~ "ref>\n"
|
||
#~ "• <ref>dst='editor_tool_village' text='Ferramenta de controlo de "
|
||
#~ "aldeias'</ref>\n"
|
||
#~ "• <ref>dst='editor_tool_unit' text='Ferramenta de unidades'</ref>\n"
|
||
#~ "\n"
|
||
|
||
#~ msgid "Soundsource Tool"
|
||
#~ msgstr "Ferramenta de fonte sonora"
|
||
|
||
#~ msgid ""
|
||
#~ "Places Soundsources on your maps!\n"
|
||
#~ "\n"
|
||
#~ "This tool has not been implemented yet."
|
||
#~ msgstr ""
|
||
#~ "Posiciona fontes sonoras nos teus mapas!\n"
|
||
#~ "\n"
|
||
#~ "Esta ferramenta ainda não foi implementada."
|
||
|
||
#
|
||
#~ msgid "Orbs"
|
||
#~ msgstr "Esferas"
|
||
|
||
#
|
||
#~ msgid ""
|
||
#~ "On top of the energy bar shown next to each unit of yours is an orb. For "
|
||
#~ "units you control, this orb is:"
|
||
#~ msgstr ""
|
||
#~ "Por cima da barra de energia mostrada ao lado de cada unidade existe uma "
|
||
#~ "esfera. Para as unidades que controlas, essa esfera é:"
|
||
|
||
#
|
||
#~ msgid ""
|
||
#~ " red if it can no longer move or attack, or the user ended the unit’s "
|
||
#~ "turn."
|
||
#~ msgstr ""
|
||
#~ " vermelha se já não se pode nem mover nem atacar, ou o utilizador "
|
||
#~ "terminou o seu turno."
|
||
|
||
#
|
||
#~ msgid " blue if the unit is an ally you do not control."
|
||
#~ msgstr " azul se a unidade é de um aliado que não controlas."
|
||
|
||
#
|
||
#~ msgid " Enemy units have no orb on top of their energy bar."
|
||
#~ msgstr ""
|
||
#~ " Unidades inimigas têm esferas vermelhas por cima das suas barras de "
|
||
#~ "energia."
|
||
|
||
#
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "Set or toggle player on side between human and AI player. The player/"
|
||
#~ "client who controls that side needs to issue this command. If no second "
|
||
#~ "parameter is supplied, toggle between human and AI. If it is ‘on’, set an "
|
||
#~ "AI controller. If it is ‘off’ set a human controller. Defaults to the "
|
||
#~ "currently active side if no parameter is supplied.\n"
|
||
#~ "\n"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "Alterna ou define o controlador da equipa entre Humano e Computador. O "
|
||
#~ "jogador/cliente que controla o lado em questão tem de escolher este "
|
||
#~ "comando.O valor padrão é a da equipa ativa.\n"
|
||
#~ "\n"
|
||
|
||
#
|
||
#~ msgid ""
|
||
#~ "Compared to humans, elves are somewhat taller, more agile but less "
|
||
#~ "sturdy. They have slightly pointy ears, pale skin and usually blond hair. "
|
||
#~ "Few differences between humans and elves are more pronounced than the "
|
||
#~ "Elves’ unusually long life — most, unless claimed by illness, accident or "
|
||
#~ "war, live a full two and a half centuries. While some elves possessing a "
|
||
#~ "high magical aptitude have been known to live an additional full century, "
|
||
#~ "most elves begin to grow physically frail at some point between 250 and "
|
||
#~ "300 years of age and pass away rapidly (generally within a year or two) "
|
||
#~ "thereafter.\n"
|
||
#~ "\n"
|
||
#~ "Elves are naturally imbued with magic to a small degree. Though most are "
|
||
#~ "unable to channel it directly, its latent presence gives them their keen "
|
||
#~ "senses and long life. Many elves have magic-driven talents such as "
|
||
#~ "marksmanship or stealth, allowing them to achieve tasks that most normal "
|
||
#~ "beings would find astonishing. Those elves that learn to wield this power "
|
||
#~ "in more general ways can become truly formidable in its use. Many choose "
|
||
#~ "to use their gift to heal others.\n"
|
||
#~ "\n"
|
||
#~ "A few elves, venturing far down the paths of magic and mysticism, become "
|
||
#~ "sensitive to the presence of cold iron and can even be burned by it. "
|
||
#~ "Elvish legend hints that this was more common in the far past.\n"
|
||
#~ "\n"
|
||
#~ "Elves spend much of their time honing their talents and skills. Those not "
|
||
#~ "adept at the magical arts typically devote their time honing their "
|
||
#~ "physical skills. As a result, elves excel at archery, which is perhaps "
|
||
#~ "their most important method of warfare. Most elvish troops carry a bow "
|
||
#~ "and no other race can rival their archers in speed and accuracy. All "
|
||
#~ "elves also share an intense affection for unspoiled nature. They often "
|
||
#~ "feel uncomfortable in open, unvegetated spaces. They live primarily in "
|
||
#~ "the forests of the Great Continent; the Aethenwood in the southwest, "
|
||
#~ "Wesmere in the northwest, and the great northern woods of which the "
|
||
#~ "Lintanir Forest is the southernmost edge.\n"
|
||
#~ "\n"
|
||
#~ "Elves are the eldest race of the continent, with the possible exception "
|
||
#~ "of trolls. Many of their settlements cannot be reliably dated, "
|
||
#~ "undoubtedly having existed for over a millennium."
|
||
#~ msgstr ""
|
||
#~ "Comparados aos humanos, elfos são um pouco mais altos, mais ágeis e menos "
|
||
#~ "resistentes. Normalmente têm orelhas ligeiramente pontiagudas, pele "
|
||
#~ "pálida e cabelos loiros. Poucas diferenças entre humanos e elfos são tão "
|
||
#~ "acentuadas como a vida anormalmente longa dos Elfos — a maioria, a não "
|
||
#~ "ser reclamada por doença, acidente ou guerra, vive cerca de dois séculos "
|
||
#~ "e meio. Enquanto alguns elfos que possuem uma grande aptidão mágica "
|
||
#~ "conseguem adicionar cerca de um século à sua vida, a maioria de elfos "
|
||
#~ "começa a ficar fisicamente frágil em algum ponto entre os 250 e 300 anos "
|
||
#~ "de idade e morrem rapidamente (geralmente dentro de um ou dois anos) após "
|
||
#~ "isso.\n"
|
||
#~ "\n"
|
||
#~ "Elfos são naturalmente imbuídos de magia num pequeno grau. Embora a "
|
||
#~ "maioria não são capazes de canalizá-la directamente, a sua presença "
|
||
#~ "latente atribui-lhes sentidos aguçados e longa vida. Muitos elfos têm "
|
||
#~ "talentos derivados da magia, como uma mira aguçada ou invisibilidade, "
|
||
#~ "permitindo-lhes realizar tarefas que a maioria dos seres normais jamais "
|
||
#~ "poderia imaginar. Os elfos que aprendem a exercer esse poder de forma "
|
||
#~ "mais geral, podem tornar-se realmente formidáveis na sua utilização. "
|
||
#~ "Muitos optam por usar o seu dom para curar outros.\n"
|
||
#~ "\n"
|
||
#~ "Alguns elfos, aventurando-se profundamente pelos caminhos da magia e do "
|
||
#~ "misticismo, tornam-se sensíveis à presença do ferro frio e podem até ser "
|
||
#~ "queimados por ele. Lendas elfas contam em que como era muito comum num "
|
||
#~ "passado distante.\n"
|
||
#~ "\n"
|
||
#~ "Elfos investem muito tempo a aperfeiçoar os seus talentos e habilidades. "
|
||
#~ "Aqueles que não aderiram às artes mágicas tipicamente devotam o seu tempo "
|
||
#~ "ao aperfeiçoamento das suas capacidades físicas. Como resultado, elfos "
|
||
#~ "dominam a arte do arco e flecha, fazendo com que esta seja a sua "
|
||
#~ "principal arma de guerra. A maioria das tropas elfas carregam um arco e "
|
||
#~ "nenhuma outra raça pode rivalizar com os seus arqueiros em velocidade e "
|
||
#~ "precisão. Todos os elfos também compartilham uma intensa afeição pela "
|
||
#~ "natureza na sua forma inocenta. Muitas vezes sentem-se desconfortáveis em "
|
||
#~ "espaços abertos sem vegetação. Vivem principalmente nas florestas do "
|
||
#~ "grande continente, nos Bosques de Aethen, no sudoeste, em Wesmere no "
|
||
#~ "noroeste, e na grande floresta do norte da qual a Floresta de Lintanir é "
|
||
#~ "a margem sul.\n"
|
||
#~ "\n"
|
||
#~ "Elfos são a mais antiga raça do Continente, com possível exceção dos "
|
||
#~ "trogloditas. Muitos dos seus assentamentos não podem ser datados, mas sem "
|
||
#~ "dúvida existem há milénios."
|
||
|
||
#~ msgid "Editor Brush"
|
||
#~ msgstr "Pincel"
|
||
|
||
#~ msgid "Terrain Clipboard"
|
||
#~ msgstr "Área de transferência do terreno"
|
||
|
||
#~ msgid ""
|
||
#~ "Paint terrain tiles on the map.\n"
|
||
#~ "\n"
|
||
#~ "The paint tool utilizes the brushes and the terrain palette."
|
||
#~ msgstr ""
|
||
#~ "Desenhar peças de terreno no mapa.\n"
|
||
#~ "\n"
|
||
#~ "Esta ferramenta de desenho utiliza os pincéis e a paleta de terrenos."
|
||
|
||
#~ msgid ""
|
||
#~ "Fill continuous regions of terrain with a different one!\n"
|
||
#~ "\n"
|
||
#~ "The fill tool utilizes the terrain palette."
|
||
#~ msgstr ""
|
||
#~ "Enche regiões contínuas de terreno com um terreno diferente!\n"
|
||
#~ "\n"
|
||
#~ "Esta ferramenta de encher utiliza a paleta de terrenos."
|
||
|
||
#~ msgid ""
|
||
#~ "Selects a set of hex fields. The best tool ever!\n"
|
||
#~ "\n"
|
||
#~ "This tool utilizes the brushes."
|
||
#~ msgstr ""
|
||
#~ "Seleciona um conjunto de campos hexagonais. A melhor ferramenta de "
|
||
#~ "sempre!\n"
|
||
#~ "\n"
|
||
#~ "Esta ferramenta utiliza os pincéis."
|
||
|
||
#~ msgid "Paste Tool"
|
||
#~ msgstr "Ferramenta de desenho"
|
||
|
||
#~ msgid "Starting Tool"
|
||
#~ msgstr "Ferramenta de definição de posições iniciais"
|
||
|
||
#~ msgid ""
|
||
#~ "Defines the side leader starting position\n"
|
||
#~ "\n"
|
||
#~ "This tool sets the side leaders' default starting locations, and named "
|
||
#~ "special locations."
|
||
#~ msgstr ""
|
||
#~ "Define a posição inicial do líder de equipa\n"
|
||
#~ "\n"
|
||
#~ "Esta ferramente define as posições iniciais, por defeito, dos líderes de "
|
||
#~ "equipa e de localizações especiais que tenham sido nomeadas."
|
||
|
||
#~ msgid ""
|
||
#~ "Wesnoth's Map and Scenario Editor allows users to create and edit the "
|
||
#~ "maps on which every Wesnoth scenario takes place. It also provides a "
|
||
#~ "limited set of features for setting up a basic scenario.\n"
|
||
#~ "\n"
|
||
#~ "The editor can be launched from the <italic>text='Map Editor'</italic>"
|
||
#~ msgstr ""
|
||
#~ "O Editor de Cenários e Mapas do Wesnoth permite aos utilizadores criarem "
|
||
#~ "e editarem mapas de todos os cenários de Wesnoth. Também permite um "
|
||
#~ "conjunto limitado de ferramentas que permitem criar um cenário básico.\n"
|
||
#~ "\n"
|
||
#~ "O editor pode ser iniciado a partir do <italic>text='Editor de Mapas'</"
|
||
#~ "italic>"
|
||
|
||
#
|
||
#~ msgid ""
|
||
#~ " option at the title screen.\n"
|
||
#~ "\n"
|
||
#~ "<header>text='What you get'</header>"
|
||
#~ msgstr ""
|
||
#~ "opção na tela principal.\n"
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='O que recebes'</header>"
|
||
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Pure Map Mode'</header>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Modo de editor de mapa puro'</header>"
|
||
|
||
#~ msgid "The editor features two separate modes of operation:"
|
||
#~ msgstr "O editor tem dois modos diferentes de funcionamento:"
|
||
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "Allows only the composing of the terrain map itself and the definition of "
|
||
#~ "leader starting positions."
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "Só permite a composição do terreno do mapa em si e a definição das "
|
||
#~ "posições iniciais dos líderes."
|
||
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "How the information is saved depends on the loaded file:\n"
|
||
#~ "\n"
|
||
#~ "<bold>text='Native'</bold>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "A forma como a informação é gravada depende do ficheiro carregado:\n"
|
||
#~ "\n"
|
||
#~ "<bold>text='Nativo'</bold>"
|
||
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Scenario Mode'</header>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Modo de Cenário'</header>"
|
||
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "The Scenario mode allows several extra tools to be used, such as the Unit "
|
||
#~ "tool. At least one side must be defined in order to use these tools, "
|
||
#~ "however.\n"
|
||
#~ "\n"
|
||
#~ "In this mode, terrain data is stored in the map_data attribute and saved "
|
||
#~ "into a file with any applicable WML."
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "O modo de cenário permite o uso de várias ferramentas extra, tais como a "
|
||
#~ "ferramenta de unidades. Porém, pelo menos uma equipa tem de ser definida "
|
||
#~ "para que se possa utilizar estas ferramentas extra.\n"
|
||
#~ "Neste modo, a informação sobre o terreno são guardados no atributo "
|
||
#~ "map_data e gravados num ficheiro com qualquer WML que se aplique."
|
||
|
||
#~ msgid ""
|
||
#~ "The terrain editor's functionality is covered by the "
|
||
#~ "<ref>dst='editor_tool_paint' text='Paint'</ref> and "
|
||
#~ "<ref>dst='editor_tool_fill' text='Fill Tool'</ref>."
|
||
#~ msgstr ""
|
||
#~ "A funcionalidade do editor de terreno consiste nas ferramentas de "
|
||
#~ "<ref>dst='editor_tool_paint' text='desenho'</ref> e de "
|
||
#~ "<ref>dst='editor_tool_fill' text='encher'</ref>."
|
||
|
||
#~ msgid ""
|
||
#~ "The editor palette contains the applicable items you may use with the "
|
||
#~ "currently selected tool. For example, the Paint tool will display a full "
|
||
#~ "list of all available terrains, and the unit tool will provide a list of "
|
||
#~ "available units."
|
||
#~ msgstr ""
|
||
#~ "A paleta de editor contém os itens disponíveis que podes usar com a "
|
||
#~ "ferramenta que tens selecionada presentemente. Por exemplo, com a "
|
||
#~ "ferramenta de desenho a paleta revela a lista completa de todos os "
|
||
#~ "terrenos disponíveis e com a ferramenta de unidades a paleta revela a "
|
||
#~ "lista completa de todas as unidades disponíveis. "
|
||
|
||
#~ msgid ""
|
||
#~ "Wesnoth stores its maps in human readable plain text files.\n"
|
||
#~ "\n"
|
||
#~ "A map file consists of rows with comma separated terrain code strings. "
|
||
#~ "The files can be edited with a general purpose text editor like notepad.\n"
|
||
#~ "\n"
|
||
#~ "The only additional information provided by the map syntax are the "
|
||
#~ "starting positions of the scenario's sides.\n"
|
||
#~ "\n"
|
||
#~ "Additional information, such as teams, custom events, and complex side "
|
||
#~ "setups still need to be manually coded in WML."
|
||
#~ msgstr ""
|
||
#~ "O Wesnoth guarda os seus mapas em ficheiros simples de texto legíveis "
|
||
#~ "para humanos (e não só computadores).\n"
|
||
#~ "\n"
|
||
#~ "Um ficheiro de mapa consiste em linhas, separadas por vírgulas, de "
|
||
#~ "cadeias de caracteres que definem o terreno. Os ficheiros podem ser "
|
||
#~ "editados com um qualquer editor de texto genérico, tal como o Bloco de "
|
||
#~ "Notas.\n"
|
||
#~ "\n"
|
||
#~ "A única informação adicional que é fornecida pela sintaxe do mapa são as "
|
||
#~ "posições iniciais das equipas do cenário.\n"
|
||
#~ "\n"
|
||
#~ "Outra informação, como equipas, eventos personalizados e definições "
|
||
#~ "complexas das equipas, tem de ser programada manualmente em WML (Wesnoth "
|
||
#~ "Markup Language)."
|
||
|
||
#~ msgid "Scenario Format"
|
||
#~ msgstr "Formato de cenário"
|
||
|
||
#~ msgid "This race does not have a description yet."
|
||
#~ msgstr "Esta raça ainda não tem qualquer descrição."
|