6860 lines
298 KiB
Text
6860 lines
298 KiB
Text
# #-#-#-#-# wesnoth-help.cpp.pot (PACKAGE VERSION) #-#-#-#-#
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# SOME DESCRIPTIVE TITLE.
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# Copyright (C) YEAR Wesnoth development team
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# This file is distributed under the same license as the PACKAGE package.
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# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
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#
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#, fuzzy
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msgid ""
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msgstr ""
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"Project-Id-Version: PACKAGE VERSION\n"
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"Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n"
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"POT-Creation-Date: 2018-03-27 04:26+0300\n"
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"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
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"Last-Translator: 家庭的の人 <kateitekino_hito@yahoo.co.jp>, 2018\n"
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"Language-Team: Japanese (https://www.transifex.com/wesnoth-jp/teams/60513/"
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"ja/)\n"
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"Language: ja\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=1; plural=0;\n"
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#. [time]: id=underground
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#: data/campaigns/Heir_To_The_Throne/utils/httt_utils.cfg:495
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#: data/core/macros/schedules.cfg:109
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msgid "Underground"
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msgstr "地下"
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#. [berserk]: id=berserk
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#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:659
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#: data/campaigns/Under_the_Burning_Suns/scenarios_old/03_Stirring_in_the_Night.cfg:657
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#: data/core/macros/abilities.cfg:274
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msgid "berserk"
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msgstr "狂戦"
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#. [berserk]: id=berserk
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#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:661
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#: data/campaigns/Under_the_Burning_Suns/scenarios_old/03_Stirring_in_the_Night.cfg:659
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#: data/core/macros/abilities.cfg:275
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msgid ""
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"Whether used offensively or defensively, this attack presses the engagement "
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"until one of the combatants is slain, or 30 rounds of attacks have occurred."
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msgstr ""
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"攻撃時または防御時に狂戦武器が使用された場合、どちらかのユニットが倒れるまで"
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"戦い続けます。ただし、30 回分の戦いが行われた場合は終了します。"
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#. [chance_to_hit]: id=magical
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#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:670
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#: data/campaigns/Under_the_Burning_Suns/scenarios_old/03_Stirring_in_the_Night.cfg:668
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#: data/core/macros/abilities.cfg:359
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msgid "magical"
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msgstr "魔法"
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#. [chance_to_hit]: id=magical
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#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:672
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#: data/campaigns/Under_the_Burning_Suns/scenarios_old/03_Stirring_in_the_Night.cfg:670
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#: data/core/macros/abilities.cfg:360
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msgid ""
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"This attack always has a 70% chance to hit regardless of the defensive "
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"ability of the unit being attacked."
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msgstr "敵ユニットの回避率を無視して、70% の確率で命中します。"
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#. [firststrike]: id=firststrike
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#: data/campaigns/Under_the_Burning_Suns/scenarios_old/03_Stirring_in_the_Night.cfg:679
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#: data/core/macros/abilities.cfg:404
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msgid "first strike"
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msgstr "先制"
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#. [firststrike]: id=firststrike
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#: data/campaigns/Under_the_Burning_Suns/scenarios_old/03_Stirring_in_the_Night.cfg:681
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#: data/core/macros/abilities.cfg:405
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msgid ""
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"This unit always strikes first with this attack, even if they are defending."
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msgstr "防御時であっても、先に攻撃を開始します。"
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:16
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#: data/core/macros/abilities.cfg:10
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msgid "heals +4"
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msgstr "回復 +4"
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:17
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#: data/core/macros/abilities.cfg:11
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msgid "female^heals +4"
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msgstr "回復 +4"
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:18
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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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"隣接する自軍・同盟軍のユニットをターン開始時に 4HP 回復します。\n"
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"\n"
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"回復対象のユニットが毒状態であれば、回復の代わりに毒によるダメージを防止する"
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"ことができます。\n"
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"ただし、ユニットの解毒を行うことはできません。解毒したければ、村か治療ユニッ"
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"トを使用してください。"
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:39
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#: data/core/macros/abilities.cfg:28
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msgid "heals +8"
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msgstr "回復 +8"
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:40
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#: data/core/macros/abilities.cfg:29
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msgid "female^heals +8"
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msgstr "回復 +8"
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:41
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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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"薬草と魔法を組み合わせることで、自軍・同盟軍のユニットを素早く回復します。\n"
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"\n"
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"回復対象のユニットを 1 ターンに 8HP 回復します。回復対象が毒状態の場合は、毒"
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"のダメージを防止します。\n"
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"ただし、解毒を行うことはできません。解毒したければ、村か治療ユニットを使用し"
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"てください。"
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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 "マップ・シナリオエディタ"
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#. [topic]: id=editor_brush
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#: data/core/editor/help.cfg:13
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msgid "Editor Brush"
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msgstr "エディタブラシ"
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#. [topic]: id=editor_brush
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#. [topic]: id=editor_clipboard
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#. [topic]: id=editor_tool_label
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#. [topic]: id=editor_tool_item
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#. [topic]: id=editor_tool_village
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#. [topic]: id=editor_tool_unit
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#. [topic]: id=editor_time_schedule
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#. [topic]: id=editor_starting_positions_in_general
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#: data/core/editor/help.cfg:14 data/core/editor/help.cfg:22
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#: data/core/editor/help.cfg:78 data/core/editor/help.cfg:86
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#: data/core/editor/help.cfg:104 data/core/editor/help.cfg:112
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#: data/core/editor/help.cfg:251 data/core/editor/help.cfg:289
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msgid "TODO"
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msgstr "TODO"
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#. [topic]: id=editor_clipboard
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#: data/core/editor/help.cfg:21
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msgid "Terrain Clipboard"
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msgstr "地形のクリップボード"
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#. [topic]: id=editor_tool_paint
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#: data/core/editor/help.cfg:29
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msgid "Paint Tool"
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msgstr "ペイントツール"
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#. [topic]: id=editor_tool_paint
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#: data/core/editor/help.cfg:30
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msgid ""
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"Paint terrain tiles on the map.\n"
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"\n"
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"The paint tool utilizes the brushes and the terrain palette."
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msgstr ""
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"地形タイルをマップ上に描画します。\n"
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"\n"
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"ペイントツールはエディタブラシと地形パレットを利用します。"
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#. [topic]: id=editor_tool_fill
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#: data/core/editor/help.cfg:39
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msgid "Fill Tool"
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msgstr "塗り潰しツール"
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#. [topic]: id=editor_tool_fill
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#: data/core/editor/help.cfg:40
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msgid ""
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"Fill continuous regions of terrain with a different one!\n"
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"\n"
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"The fill tool utilizes the terrain palette."
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msgstr ""
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"同じ地形が続いているエリアを違う地形で塗りつぶします!\n"
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"\n"
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"塗り潰しに使われる地形は、地形パレットのものを利用します。"
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#. [topic]: id=editor_tool_select
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#: data/core/editor/help.cfg:49
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msgid "Select Tool"
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msgstr "選択ツール"
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#. [topic]: id=editor_tool_select
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#: data/core/editor/help.cfg:50
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msgid ""
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"Selects a set of hex fields. The best tool ever!\n"
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"\n"
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"This tool utilizes the brushes."
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msgstr ""
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"複数のヘクスを選択します。素晴らしいツールですよ!\n"
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"\n"
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"このツールはブラシを利用します。"
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#. [topic]: id=editor_tool_paste
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#: data/core/editor/help.cfg:59
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msgid "Paste Tool"
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msgstr "貼り付けツール"
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#. [topic]: id=editor_tool_paste
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#: data/core/editor/help.cfg:60
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msgid "Paste the terrain in the clipboard"
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msgstr "クリップボードに記録されている地形を貼り付けます。"
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#. [topic]: id=editor_tool_starting
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#: data/core/editor/help.cfg:67
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msgid "Starting Tool"
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msgstr "開始地点ツール"
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#. [topic]: id=editor_tool_starting
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#: data/core/editor/help.cfg:68
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msgid ""
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"Defines the side leader starting position\n"
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"\n"
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"This tool sets the side leaders' default starting locations, and named "
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"special locations."
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msgstr ""
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"陣営リーダーの開始地点を定義\n"
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"\n"
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"このツールは、陣営リーダーの開始地点と、名前付きの特別な場所を定義できます。"
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#. [topic]: id=editor_tool_label
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#: data/core/editor/help.cfg:77
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msgid "Label Tool"
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msgstr "ラベルツール"
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#. [topic]: id=editor_tool_item
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#: data/core/editor/help.cfg:85
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msgid "Item Tool"
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msgstr "アイテムツール"
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#. [topic]: id=editor_tool_soundsource
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#: data/core/editor/help.cfg:93
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msgid "Soundsource Tool"
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msgstr "音源ツール"
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#. [topic]: id=editor_tool_soundsource
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#: data/core/editor/help.cfg:94
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msgid ""
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"Places Soundsources on your maps!\n"
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"\n"
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"This tool has not been implemented yet."
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msgstr ""
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"マップ上に音源を設置します!\n"
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"\n"
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"このツールはまだ実装されていません。"
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#. [topic]: id=editor_tool_village
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#: data/core/editor/help.cfg:103
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msgid "Village Ownership Tool"
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msgstr "村の所有権ツール"
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#. [topic]: id=editor_tool_unit
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#: data/core/editor/help.cfg:111
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msgid "Unit Tool"
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msgstr "ユニットツール"
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#. [topic]: id=editor_named_area
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#: data/core/editor/help.cfg:119
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msgid "Named Areas"
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msgstr "名前付き領域"
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#. [topic]: id=editor_named_area
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#: data/core/editor/help.cfg:120
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msgid ""
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"Named Areas are sets of gamefields which can be addressed during scenario "
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"scripting by a given name.\n"
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"\n"
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"It can be used to abstract between the implementation of an effect and the "
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"map specific setting.\n"
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"This is a very powerful mechanism since it allows generic scenario codings "
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"working with different maps providing the needed named locations."
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msgstr ""
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"名前付き領域は名前をつけられたゲームフィールドで、シナリオスクリプト中で参照"
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"できます。\n"
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"\n"
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"効果の実装とマップの特殊設定を抽象化することができます。\n"
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"場所に名前をつけることで、複数の異なるマップで使用できる汎用的なシナリオを実"
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"装することが可能となります。これは非常に強力な仕組みです。"
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#. [topic]: id=editor_playlist
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#: data/core/editor/help.cfg:130
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msgid "Playlist Manager"
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msgstr "プレイリストマネージャー"
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#. [topic]: id=editor_playlist
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#: data/core/editor/help.cfg:131
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msgid ""
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"Saves a list of music tracks defining a random playlist to the scenario.\n"
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"\n"
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"Have a look at the addon server for easy to use additional music tracks."
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msgstr ""
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"複数のBGMを、シナリオ中で使用されるランダムプレイリストとして登録します。\n"
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"\n"
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"アドオンサーバーには追加のBGMアドオンが存在するので、それらを使用するのも良い"
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"でしょう。"
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#. [topic]: id=..editor
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#: data/core/editor/help.cfg:140
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msgid "Map/Scenario Editor"
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msgstr "マップ・シナリオエディタ"
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#. [topic]: id=..editor
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#: data/core/editor/help.cfg:142
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#, fuzzy
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#| msgid ""
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#| "Wesnoth's Map and Scenario Editor allows users to create and edit the "
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#| "maps on which every Wesnoth scenario takes place. It also provides a "
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#| "limited set of features for setting up a basic scenario.\n"
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#| "\n"
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#| "The editor can be launched from the <italic>text='Map Editor'</italic>"
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msgid ""
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"Wesnoth's Map and Scenario Editor allows users to create and edit the maps "
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"on which every Wesnoth scenario takes place. It also provides a limited set "
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"of features for setting up a basic scenario.\n"
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"\n"
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"The editor can be launched from the <i>Map Editor</i>"
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msgstr ""
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"Wesnoth のマップ・シナリオエディタは、シナリオで使用されるマップを作成・変更"
|
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"することができます。また、標準的なシナリオ作成に必要な機能もいくつか備えてい"
|
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"ます。\n"
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"\n"
|
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"エディタはタイトルスクリーンの<italic>text='マップエディタ'</italic>"
|
||
|
||
#. [topic]: id=..editor
|
||
#: data/core/editor/help.cfg:144
|
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#, fuzzy
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#| msgid ""
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||
#| " option at the title screen.\n"
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#| "\n"
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||
#| "<header>text='What you get'</header>"
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msgid ""
|
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" option at the title screen.\n"
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"\n"
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"<big>What you get</big>"
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msgstr ""
|
||
"から起動できます。\n"
|
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"\n"
|
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"<header>text='機能'</header>"
|
||
|
||
#. [topic]: id=..editor
|
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#: data/core/editor/help.cfg:146
|
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msgid ""
|
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"\n"
|
||
"\n"
|
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"• <ref>dst='editor_terrain' text='Terrain Editor'</ref>\n"
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"An easy to use map editor, similar to simple paint applications.\n"
|
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"\n"
|
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"• Scenario Editor\n"
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"\n"
|
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"• <ref>dst='editor_playlist' text='Playlist Manager'</ref>"
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msgstr ""
|
||
"\n"
|
||
"\n"
|
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"• <ref>dst='editor_terrain' text='地形エディタ'</ref>\n"
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"簡単に使用できるマップエディタです。ペイントソフトのように操作できます。\n"
|
||
"\n"
|
||
"• シナリオエディタ\n"
|
||
"\n"
|
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"• <ref>dst='editor_playlist' text='プレイリストマネージャ'</ref>"
|
||
|
||
#. [topic]: id=..editor
|
||
#: data/core/editor/help.cfg:153
|
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msgid ""
|
||
"\n"
|
||
"Predefine the scenario's music track playlist.\n"
|
||
"\n"
|
||
"• Time Schedule Editor\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"シナリオで使用される BGM のプレイリストを定義できます。\n"
|
||
"\n"
|
||
"• タイムスケジュールエディタ\n"
|
||
|
||
#. [topic]: id=..editor
|
||
#: data/core/editor/help.cfg:158
|
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msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• What-you-see-is-what-you-get\n"
|
||
"The editor is not a WYSIWYG application.\n"
|
||
"\n"
|
||
"Because which exact graphic tile represents a terrain in the map depends on "
|
||
"all terrain rules loaded (which is different between the editor and each "
|
||
"other use case) the map won't look exactly the same.\n"
|
||
"\n"
|
||
"• Event handlers and scripting\n"
|
||
"The editor is not a tool to help you scripting the scenario's event "
|
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"handlers.\n"
|
||
"\n"
|
||
"• Infinite Backwards Compatibility\n"
|
||
"The editor can't load maps from versions prior to 1.10.\n"
|
||
"TODO is that true?\n"
|
||
"\n"
|
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msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"• WYSIWYG\n"
|
||
"このエディタは WYSIWYG (見たものがそのまま得られる)ではありません。\n"
|
||
"\n"
|
||
"なぜなら、エディタ上で表示されるグラフィックタイルはマップ中の地形に相当しま"
|
||
"すが、それらは読み込まれた地形ルールに依存しているからです。実際に使用する状"
|
||
"況では、エディタとは地形ルールが異なっている場合があります。\n"
|
||
"\n"
|
||
"• イベントハンドラとスクリプト\n"
|
||
"このエディタにはシナリオのイベントハンドラスクリプトの記述を補助する機能はあ"
|
||
"りません。\n"
|
||
"\n"
|
||
"• 後方互換性\n"
|
||
"このエディタはバージョン1.10以前のマップを読み込むことはできません。\n"
|
||
"TODOは間違っているかも?\n"
|
||
|
||
#. [topic]: id=..editor
|
||
#: data/core/editor/help.cfg:172
|
||
msgid ""
|
||
"\n"
|
||
"• <ref>dst='editor_modes' text='Editing Modes'</ref>\n"
|
||
"• <ref>dst='editor_toolkit' text='Editor Toolkit'</ref>\n"
|
||
"• <ref>dst='editor_palette' text='Editor Palette'</ref>\n"
|
||
"• <ref>dst='editor_brush' text='Editor Brushes'</ref> TODO: not sure if it "
|
||
"needs a topic on its own\n"
|
||
"• <ref>dst='editor_clipboard' text='Editor Clipboard'</ref>"
|
||
msgstr ""
|
||
"\n"
|
||
"• <ref>dst='editor_modes' text='エディタモード'</ref>\n"
|
||
"• <ref>dst='editor_toolkit' text='エディタツールキット'</ref>\n"
|
||
"• <ref>dst='editor_palette' text='エディタパレット'</ref>\n"
|
||
"• <ref>dst='editor_brush' text='エディタブラシ'</ref> TODO:ここに載せるべき"
|
||
"項目ではないかも\n"
|
||
"• <ref>dst='editor_clipboard' text='エディタクリップボード'</ref>"
|
||
|
||
#. [topic]: id=editor_modes
|
||
#: data/core/editor/help.cfg:184
|
||
msgid "Editing Modes"
|
||
msgstr "エディタモード"
|
||
|
||
#. [topic]: id=editor_modes
|
||
#: data/core/editor/help.cfg:185
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Pure Map Mode'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<big>Pure Map Mode</big>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='ピュアマップモード'</header>"
|
||
|
||
#. [topic]: id=editor_modes
|
||
#: data/core/editor/help.cfg:185
|
||
msgid "The editor features two separate modes of operation:"
|
||
msgstr "このエディタは操作用の2つのモードを持っています。"
|
||
|
||
#. [topic]: id=editor_modes
|
||
#: data/core/editor/help.cfg:187
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Allows only the composing of the terrain map itself and the definition of "
|
||
"leader starting positions."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"地形マップの構築とリーダーの開始地点の定義を行うことができます。"
|
||
|
||
#. [topic]: id=editor_modes
|
||
#: data/core/editor/help.cfg:189
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "How the information is saved depends on the loaded file:\n"
|
||
#| "\n"
|
||
#| "<bold>text='Native'</bold>"
|
||
msgid ""
|
||
"\n"
|
||
"How the information is saved depends on the loaded file:\n"
|
||
"\n"
|
||
"<b>Native</b>"
|
||
msgstr ""
|
||
"\n"
|
||
"情報の保存形式は読み込まれたファイルに依存します。\n"
|
||
"\n"
|
||
"<bold>text='ネイティブ'</bold>"
|
||
|
||
#. [topic]: id=editor_modes
|
||
#: data/core/editor/help.cfg:192
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "A new map or file containing only the arguments to the map_data "
|
||
#| "attribute.\n"
|
||
#| "\n"
|
||
#| "The produced map can be played in the “User Maps” game type at the create "
|
||
#| "multiplayer game dialog if saved to the default directory.\n"
|
||
#| "\n"
|
||
#| "<bold>text='Embedded'</bold>"
|
||
msgid ""
|
||
"\n"
|
||
"A new map or file containing only the arguments to the map_data attribute.\n"
|
||
"\n"
|
||
"The produced map can be played in the “User Maps” game type at the create "
|
||
"multiplayer game dialog if saved to the default directory.\n"
|
||
"\n"
|
||
"<b>Embedded</b>"
|
||
msgstr ""
|
||
"\n"
|
||
"新しいマップか、map_data 属性のみを含むファイルです。\n"
|
||
"\n"
|
||
"作成したマップをデフォルトディレクトリに保存することで、マルチプレイヤーゲー"
|
||
"ム作成ダイアログの「ユーザーマップ」からプレイすることができます。\n"
|
||
"\n"
|
||
"<bold>text='埋め込み'</bold>"
|
||
|
||
#. [topic]: id=editor_modes
|
||
#: data/core/editor/help.cfg:197
|
||
msgid ""
|
||
"\n"
|
||
"Scenario files containing a valid map_data attribute (not a file include) "
|
||
"will be opened in this submode. The editor replaces only the content of "
|
||
"map_data and leaves everything else in the scenario untouched. Maps opened "
|
||
"this way are marked [e] in the Maps menu."
|
||
msgstr ""
|
||
"\n"
|
||
"有効な map_data 属性を含むシナリオファイルはこのモードで開かれます(map_data "
|
||
"属性が別のファイルに保存されており、それをシナリオファイルから読み込んでいる"
|
||
"場合は除きます)。エディタは map_data のコンテンツのみを変更し、シナリオの他"
|
||
"の部分には手を加えません。この方法でマップが開かれた場合、マップメニューに"
|
||
"「e」が表示されます。"
|
||
|
||
#. [topic]: id=editor_modes
|
||
#: data/core/editor/help.cfg:198
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Scenario Mode'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<big>Scenario Mode</big>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='シナリオモード'</header>"
|
||
|
||
#. [topic]: id=editor_modes
|
||
#: data/core/editor/help.cfg:200
|
||
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"
|
||
"シナリオモード時にはユニットツールなどの追加のツールが使用できます。これらの"
|
||
"ツールを使用するには 1 つ以上の陣営が定義されている必要があります。\n"
|
||
"\n"
|
||
"このモード時には、地形データは map_data 属性に格納され、WML が適用できるファ"
|
||
"イルに保存されます。"
|
||
|
||
#. [topic]: id=editor_toolkit
|
||
#: data/core/editor/help.cfg:211
|
||
msgid "Editor Tools"
|
||
msgstr "エディタツール"
|
||
|
||
#. [topic]: id=editor_toolkit
|
||
#: data/core/editor/help.cfg:212
|
||
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"
|
||
msgstr ""
|
||
"エディタにはマップやシナリオを編集するためのツールがいくつかあります。エディ"
|
||
"タ上では、それらのツールの内のどれかが有効になっています。有効になっている"
|
||
"ツールによって、エディタパレットやコンテキストメニューの内容が変化します。\n"
|
||
"\n"
|
||
"提供されているツールの一覧:\n"
|
||
"\n"
|
||
"• <ref>dst='editor_tool_paint' text='ペイントツール'</ref>\n"
|
||
"• <ref>dst='editor_tool_fill' text='塗り潰しツール'</ref>\n"
|
||
"• <ref>dst='editor_tool_select' text='選択ツール'</ref>\n"
|
||
"• <ref>dst='editor_tool_paste' text='貼り付けツール'</ref>\n"
|
||
"• <ref>dst='editor_tool_starting' text='開始地点ツール'</ref>\n"
|
||
"• <ref>dst='editor_tool_label' text='ラベルツール'</ref>\n"
|
||
"• <ref>dst='editor_tool_item' text='アイテムツール'</ref>\n"
|
||
"• <ref>dst='editor_tool_soundsource' text='音源ツール'</ref>\n"
|
||
"• <ref>dst='editor_tool_village' text='村ツール'</ref>\n"
|
||
"• <ref>dst='editor_tool_unit' text='ユニットツール'</ref>\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=editor_terrain
|
||
#: data/core/editor/help.cfg:234
|
||
msgid "Terrain Editor"
|
||
msgstr "地形エディタ"
|
||
|
||
#. [topic]: id=editor_terrain
|
||
#: data/core/editor/help.cfg:235
|
||
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 ""
|
||
"地形エディタの機能については<ref>dst='editor_tool_paint' text='ペイント'</"
|
||
"ref>と<ref>dst='editor_tool_fill' text='塗り潰しツール'</ref>を参照してくださ"
|
||
"い。"
|
||
|
||
#. [topic]: id=editor_masks
|
||
#: data/core/editor/help.cfg:242
|
||
msgid "Editor Mask Usage"
|
||
msgstr "エディタマスクの使い方"
|
||
|
||
#. [topic]: id=editor_masks
|
||
#: data/core/editor/help.cfg:243
|
||
msgid ""
|
||
"Masks can be applied to a base map for reusal in several scenarios playing "
|
||
"at the same locations."
|
||
msgstr ""
|
||
"マスクはベースマップに適用できるもので、同じベースマップを利用している複数の"
|
||
"シナリオで共有することができます。"
|
||
|
||
#. [topic]: id=editor_time_schedule
|
||
#: data/core/editor/help.cfg:250
|
||
msgid "Time Schedule Editor"
|
||
msgstr "タイムスケジュールエディタ"
|
||
|
||
#. [topic]: id=editor_palette
|
||
#: data/core/editor/help.cfg:258
|
||
msgid "Editor Palette"
|
||
msgstr "エディタパレット"
|
||
|
||
#. [topic]: id=editor_palette
|
||
#: data/core/editor/help.cfg:259
|
||
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 ""
|
||
"エディタパレットは現在使用しているツールで利用可能なアイテムを格納していま"
|
||
"す。例えば、ペイントツールの場合は全ての利用可能な地形のリストを表示し、ユ"
|
||
"ニットツールの場合は提供されているユニットのリストが表示されます。"
|
||
|
||
#. [topic]: id=map_format
|
||
#: data/core/editor/help.cfg:266
|
||
msgid "Wesnoth Map Format"
|
||
msgstr "Wesnoth マップフォーマット"
|
||
|
||
#. [topic]: id=map_format
|
||
#: data/core/editor/help.cfg:267
|
||
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 ""
|
||
"Wesnoth のマップは人間でも読むことができるプレーンテキストファイルとして保存"
|
||
"されます。\n"
|
||
"\n"
|
||
"マップファイルはコンマで区切られた地形コード文字列から成り立っています。マッ"
|
||
"プファイルはメモ帳などの一般的なテキストエディタで編集可能です。\n"
|
||
"\n"
|
||
"マップに含まれているその他の情報は、シナリオの各陣営の開始地点のみです。\n"
|
||
"\n"
|
||
"開始地点以外の追加情報(チーム、カスタムイベント、複雑な陣営の設定など)は "
|
||
"WML の中に手動で記述する必要があります。"
|
||
|
||
#. [topic]: id=scenario_format
|
||
#: data/core/editor/help.cfg:280
|
||
msgid "Scenario Format"
|
||
msgstr "シナリオフォーマット"
|
||
|
||
#. [topic]: id=editor_starting_positions_in_general
|
||
#: data/core/editor/help.cfg:288
|
||
msgid "Starting Positions Howto"
|
||
msgstr "開始地点の使い方"
|
||
|
||
#. [section]: id=encyclopedia
|
||
#. [topic]: id=..encyclopedia
|
||
#: data/core/encyclopedia/_main.cfg:5 data/core/encyclopedia/_main.cfg:12
|
||
msgid "Encyclopedia"
|
||
msgstr "事典"
|
||
|
||
#. [topic]: id=..encyclopedia
|
||
#: data/core/encyclopedia/_main.cfg:14
|
||
msgid "<ref>dst='..geography' text='Geography'</ref>"
|
||
msgstr "<ref>dst='..geography' text='地理'</ref>"
|
||
|
||
#. [section]: id=geography
|
||
#. [topic]: id=..geography
|
||
#: data/core/encyclopedia/geography.cfg:12
|
||
#: data/core/encyclopedia/geography.cfg:19
|
||
msgid "Geography"
|
||
msgstr "地理"
|
||
|
||
#. [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 ""
|
||
"<ref>dst='heart_mountains' text='中心山脈'</ref>から東に流れる川で、Listra 川"
|
||
"に合流します。"
|
||
|
||
#. [topic]: id=great_ocean
|
||
#: data/core/encyclopedia/geography.cfg:32
|
||
msgid "Great Ocean"
|
||
msgstr "大洋(Great Ocean)"
|
||
|
||
#. [topic]: id=great_ocean
|
||
#: data/core/encyclopedia/geography.cfg:33
|
||
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 ""
|
||
"<ref>dst='great_continent' text='大陸'</ref>の西に広がり、すべての河川は最終"
|
||
"的に太洋に注ぎ込みます。大洋のはるか西には <ref>dst='morogor' "
|
||
"text='Morogor'</ref> と呼ばれる広大な多島海が存在します。"
|
||
|
||
#. [topic]: id=morogor
|
||
#: data/core/encyclopedia/geography.cfg:38
|
||
msgid "Morogor"
|
||
msgstr "Morogor"
|
||
|
||
#. [topic]: id=morogor
|
||
#: data/core/encyclopedia/geography.cfg:39
|
||
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 ""
|
||
"<ref>dst='great_ocean' text='大洋'</ref>のどこかに存在する多島海で、"
|
||
"<ref>dst='green_isle' text='緑の島'</ref>の東、<ref>dst=great_continent "
|
||
"text='大陸'</ref>の西に位置しています。\n"
|
||
"<ref>dst='..race_drake' text='ドレーク'</ref>たちが主な住人です。\n"
|
||
"また、多島海の中心に位置する島も「 Morogor 」と呼ばれています。"
|
||
|
||
#. [topic]: id=green_isle
|
||
#: data/core/encyclopedia/geography.cfg:46
|
||
msgid "Green Isle"
|
||
msgstr "緑の島(Green Isle)"
|
||
|
||
#. [topic]: id=green_isle
|
||
#: data/core/encyclopedia/geography.cfg:47
|
||
msgid ""
|
||
"A bigger island lying in the <ref>dst='great_ocean' text='Great Ocean'</ref>."
|
||
msgstr "<ref>dst='great_ocean' text='大洋'</ref>に存在する大きな島です。"
|
||
|
||
#. [topic]: id=old_continent
|
||
#: data/core/encyclopedia/geography.cfg:52
|
||
msgid "Old Continent"
|
||
msgstr "旧大陸(Old Continent)"
|
||
|
||
#. [topic]: id=old_continent
|
||
#: data/core/encyclopedia/geography.cfg:53
|
||
msgid ""
|
||
"Lies to the west of <ref>dst='morogor' text='Morogor'</ref> across the "
|
||
"<ref>dst='great_ocean' text='Great Ocean'</ref>."
|
||
msgstr ""
|
||
"<ref>dst='morogor' text='Morogor'</ref> から見て<ref>dst='great_ocean' "
|
||
"text='大洋'</ref>の向こう側の西方に横たわっています。"
|
||
|
||
#. [topic]: id=great_continent
|
||
#: data/core/encyclopedia/geography.cfg:58
|
||
msgid "Great Continent"
|
||
msgstr "大陸(Great Continent)"
|
||
|
||
#. [topic]: id=great_continent
|
||
#: data/core/encyclopedia/geography.cfg:59
|
||
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 ""
|
||
"<ref>dst='kingdom_wesnoth' text='Wesnoth 王国'</ref>が存在する大陸であり、そ"
|
||
"の西岸はすべて<ref>dst='great_ocean' text='大洋'</ref>です。"
|
||
|
||
#. [topic]: id=irdya
|
||
#: data/core/encyclopedia/geography.cfg:64
|
||
msgid "Irdya"
|
||
msgstr "Irdya"
|
||
|
||
#. [topic]: id=irdya
|
||
#: data/core/encyclopedia/geography.cfg:65
|
||
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 ""
|
||
"<ref>dst='kingdom_wesnoth' text='Wesnoth 王国'</ref>がある世界全体の名前で"
|
||
"す。しかしながら、この単語「 Irdya 」はこの時代には非常にまれにしか使用され"
|
||
"ず、通常人々は「世界」とだけ呼ぶか、詩的表現として「広い緑の世界」と言いまし"
|
||
"た。"
|
||
|
||
#. [topic]: id=kingdom_wesnoth
|
||
#: data/core/encyclopedia/geography.cfg:70
|
||
msgid "Kingdom of Wesnoth"
|
||
msgstr "Wesnoth 王国(Kingdom of Wesnoth)"
|
||
|
||
#. [topic]: id=kingdom_wesnoth
|
||
#: data/core/encyclopedia/geography.cfg:71
|
||
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 Great "
|
||
"River to the north, the shore of the Great Ocean to the west, the Aethenwood "
|
||
"to the <ref>dst='southwest_elven_lands' text='southwest'</ref>, and the "
|
||
"Bitter Swamp to the southeast (lower right corner of the main map).\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."
|
||
msgstr ""
|
||
"Wesnoth 王国は<ref>dst='great_continent' text='大陸'</ref>北部の中央に位置し"
|
||
"ています。ほとんどの Wesnoth のキャンペーンでは Wesnoth 王国が舞台となりま"
|
||
"す。Wesnoth 王国の国境は、北は大いなる川(Great River)、西は大洋の海岸、"
|
||
"<ref>dst='southwest_elven_lands' text='南西'</ref>は Aethenwood、南東は地図の"
|
||
"右下の角にある苦痛の湿地(Bitter Swamp)までとなります。\n"
|
||
"\n"
|
||
"Aethen 川(Aethen River)を越えると Tahn 砦が存在し、その南を Wesnoth 人が開"
|
||
"拓しています。地図外の南の地域には密林が広がっており、Aethenwood はその一部だ"
|
||
"と考えられています。\n"
|
||
"\n"
|
||
"<header>text='主要な都市:'</header>\n"
|
||
" • Weldyn:Wesnothの首都です。\n"
|
||
" • Aldril:真珠の入江(Bay of Pearls)に面する都市です。\n"
|
||
" • 黒水港(Blackwater Port):真珠の入り江の南にある都市です。\n"
|
||
" • Carcyn:灰色森と大いなる川の間に位置する都市です。\n"
|
||
" • Dan’Tonk:Wesnoth で最大の都市で、Wesnoth の中心、Weldyn の北西に位置し"
|
||
"ています。\n"
|
||
" • Soradoc:Wesnoth で最北の前哨基地であり、大いなる川と Weldyn 川の水量を"
|
||
"管理しています。\n"
|
||
" • Tahn 砦(Fort Tahn):Wesnoth で最南の前哨基地で、Aethen 川を渡る南北の"
|
||
"道を管理しています。\n"
|
||
" • Tath:Dan’Tonk の北にある重要な都市です。茶色丘陵の東や Abez の浅瀬の北"
|
||
"に広がる荒野の住人を威嚇しています。\n"
|
||
"\n"
|
||
"\n"
|
||
"<header>text='有名な土地:'</header>\n"
|
||
" • グリフォンの山(Gryphon Mountain):伝説的な生き物、グリフォンの住処で"
|
||
"す。\n"
|
||
" • Abez の浅瀬(Ford of Abez):大いなる川に存在する浅瀬で、いつもは "
|
||
"Wesnoth 軍によって管理されています。\n"
|
||
" • Weldyn 川(Weldyn River):大いなる川の支流であり、南に向かって伸びてい"
|
||
"ます。\n"
|
||
" • 中央大平原(Great Central Plain):Weldyn、Dan’Tonk、Tahn 砦で囲まれた"
|
||
"地域です。この平原は Wesnoth の穀倉地帯で、人口の大半がここに集中していま"
|
||
"す。\n"
|
||
" • Dulatus 丘陵(Dulatus Hills):中央大平原に接している、起伏のある丘陵で"
|
||
"す。Wesnoth の家畜と農産物の大半を生産しています。\n"
|
||
" • 茶色丘陵(Brown Hills):人口が少なく、時として非常に危険な、グリフォン"
|
||
"の山を取り巻いている不毛地帯です。\n"
|
||
" • 馬平原(Horse Plains):大いなる川のすぐ南に広がるやや起伏のある平原で"
|
||
"す。西の Glyn の森、東の Weldyn 川で区切られ、南では中央大平原に溶け込んでい"
|
||
"ます。強力なクランの本拠地で、 Wesnoth でもっとも優秀な馬はここで生産されま"
|
||
"す。\n"
|
||
" • Estmark 丘陵(Estmark Hills):大いなる川の南方かつ Weldyn 川の東方の広"
|
||
"大な地域です。その最北の部分かつ Weldyn 川沿いには Wesnoth 人が入植しています"
|
||
"が、その地域への王国の支配は不安定で略奪が横行しています。\n"
|
||
" • Glyn の森(Glyn’s Forest):Haldric II 世の息子の一人にちなんで名付けら"
|
||
"れた、王家の森(Royal Forest)として知られる森です。\n"
|
||
" • 灰色森(Gray Woods):Wesnoth の荒野の中心に位置する大きな森で、Carcyn "
|
||
"と Aldril の間に位置し、幽霊が出ると噂されています。"
|
||
|
||
#. [topic]: id=elensefar
|
||
#: data/core/encyclopedia/geography.cfg:100
|
||
msgid "Elensefar"
|
||
msgstr "Elensefar"
|
||
|
||
#. [topic]: id=elensefar
|
||
#: data/core/encyclopedia/geography.cfg:101
|
||
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 Great River 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 "
|
||
"<ref>dst='great_river' text='Great River'</ref> 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."
|
||
msgstr ""
|
||
"Elensefar は、ある時は <ref>dst='kingdom_wesnoth' text='Wesnoth 王国'</ref>の"
|
||
"一地方であり、またある時は独立国、そしてまたある時は Wesnoth と緩やかな条約を"
|
||
"結んだ同盟国となる地域です。北は大いなる川、東はあいまいに定められた Wesnoth "
|
||
"との国境、南は真珠の入り江、西は<ref>dst='great_ocean' text='大洋'</ref>がそ"
|
||
"れぞれ Elensefar の領域を区切っています。Elensefar についてのより詳しい情報"
|
||
"は、Wesnoth の歴史を参照してください。\n"
|
||
"\n"
|
||
"<header>text='主要な都市:'</header>\n"
|
||
" • Elensefar:<ref>dst='great_river' text='大いなる川'</ref>の三角州上の島"
|
||
"に位置する首都です。\n"
|
||
" • Carcyn:Wesnoth と Elensefar の国境線上の都市で、Wesnoth との領土争いが"
|
||
"起きています。\n"
|
||
" \n"
|
||
"<header>text='有名な土地:'</header>\n"
|
||
" • <ref>dst='great_river' text='大いなる川'</ref>:この付近では川幅が広"
|
||
"く、渡るには船が必要です。."
|
||
|
||
#. [topic]: id=northlands
|
||
#: data/core/encyclopedia/geography.cfg:113
|
||
msgid "Northlands"
|
||
msgstr "北の大地(Northlands)"
|
||
|
||
#. [topic]: id=northlands
|
||
#: data/core/encyclopedia/geography.cfg:114
|
||
#, 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='Great 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 Elensefar, 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"
|
||
#| " • Heart Mountains: A virtually impassable barrier between the river "
|
||
#| "country and the Northern Plains.\n"
|
||
#| " • Heartfangs: the particularly forbidding stretch of high peaks "
|
||
#| "southwest of Lake Vrug and north of the Forest of Wesmere. The most "
|
||
#| "inhospitable and dangerous portion of the Heart Mountains; only hermits, "
|
||
#| "madmen, and mages live there.\n"
|
||
#| " • Swamp of Dread: a very large bog located between the Heart "
|
||
#| "Mountains and the Great River. A notoriously dangerous place.\n"
|
||
#| " • Lake Vrug: A large mountain lake whose river carves the only "
|
||
#| "pathway through the Northern Mountains.\n"
|
||
#| " • Arkan-thoria: The river 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"
|
||
#| " • Great River: The origin of this river is somewhere in the east of "
|
||
#| "the northern lands."
|
||
msgid ""
|
||
"There is no government of the Northlands. Various groups of orcs, dwarves, "
|
||
"barbarian men and even elves populate the region. The northern and eastern "
|
||
"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='Great 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 Elensefar, 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"
|
||
" • Heart Mountains: A virtually impassable barrier between the river "
|
||
"country and the Northern Plains.\n"
|
||
" • Heartfangs: the particularly forbidding stretch of high peaks "
|
||
"southwest of Lake Vrug and north of the Forest of Wesmere. The most "
|
||
"inhospitable and dangerous portion of the Heart Mountains; only hermits, "
|
||
"madmen, and mages live there.\n"
|
||
" • Swamp of Dread: a very large bog located between the Heart Mountains "
|
||
"and the Great River. A notoriously dangerous place.\n"
|
||
" • Lake Vrug: A large mountain lake whose river carves the only pathway "
|
||
"through the Northern Mountains.\n"
|
||
" • Arkan-thoria: The river 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 "
|
||
"the elves. Their capitol, Elensiria, has only seldom been visited by "
|
||
"humans.\n"
|
||
" • Great River: The origin of this river is somewhere in the east of the "
|
||
"northern lands."
|
||
msgstr ""
|
||
"北の大地を統一する政府はありません。オークやドワーフ、野蛮人、エルフなどがそ"
|
||
"れぞれ集団を作って住んでいます。北と東の境界線は不明瞭ですが、南は"
|
||
"<ref>dst='great_river' text='大いなる川'</ref>、西は<ref>dst='great_ocean' "
|
||
"text='大洋'</ref>が境界線です。\n"
|
||
"\n"
|
||
"<header>text='主要な都市:'</header>\n"
|
||
" • Glamdrol:オークの一部族の首都です。\n"
|
||
" • Wesmere:エルフの評議会、Ka’lian が開かれる場所です。\n"
|
||
" • ドワーフの戸口(Dwarven Doors):人間とドワーフが入り混じって居住している"
|
||
"街で、中心山脈の南斜面にある Knalga 地域に位置します。交易の中心地です。\n"
|
||
" • Dallben と Delwyn:人間の村であり、最初は Wesnoth 黄金時代に大いなる川を"
|
||
"渡った入植者によって建設されました。Elensefar 北東にこれらの村は存在していま"
|
||
"したが、今は放棄されて森林地帯となっており、Wesmere のエルフからは Annuvin 地"
|
||
"方と呼ばれています。\n"
|
||
"\n"
|
||
"<header>text='有名な土地:'</header>\n"
|
||
" • 中心山脈(Heart Mountains):川沿いの地方と北部平原の間にあるほとんど通行"
|
||
"不能な障壁です。\n"
|
||
" • 山脈の牙(Heartfangs):特に険しい一連の高峰の山頂です。それは Vrug 湖の南"
|
||
"西で Wesmere の森の北に位置します。中心山脈の中でも人を寄せ付けない危険な場所"
|
||
"で、世捨て人や狂人、魔法使いだけが住み着いています。\n"
|
||
" • 恐怖の沼地(Swamp of Dread):中心山脈と大いなる川の間にある広大な沼地で"
|
||
"す。悪名高い危険な場所です。\n"
|
||
" • Vrug 湖(Lake Vrug):周囲を山岳に囲まれた大きな湖で、そこから流れ出す川は"
|
||
"北部の山岳地帯に唯一の交通路を作っています。\n"
|
||
" • Arkan-thoria:Vrug 湖から流れ出す川です。これはエルフの名称であり、人間は "
|
||
"Longlier と呼びます。\n"
|
||
" • Listra 川(River Listra):大いなる川の北から南に流れる支流で Arkan-"
|
||
"thoria の流れを飲み込んでいます。\n"
|
||
" • Lintanir の森(Lintanir Forest):北部大森林(Great Northern Forest)の一"
|
||
"部を構成する森です。北部大森林は非常に広大な森で、東と北の境界線はエルフだけ"
|
||
"が知っています。エルフたちの首都である Elensiria に人間が入ることはめったにあ"
|
||
"りません。\n"
|
||
" • 大いなる川(Great River):この川の源流は、北の土地の東部にあると思われま"
|
||
"す。"
|
||
|
||
#. [topic]: id=southwest_elven_lands
|
||
#: data/core/encyclopedia/geography.cfg:135
|
||
msgid "Southwest Elven Lands"
|
||
msgstr "南西のエルフ王国(Southwest Elven Lands)"
|
||
|
||
#. [topic]: id=southwest_elven_lands
|
||
#: data/core/encyclopedia/geography.cfg:136
|
||
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."
|
||
msgstr ""
|
||
"南の森のエルフは北部のエルフとは隔絶した暮らしを営んでおり、よそ者との関係も"
|
||
"良好とは言えません。彼らの住む領域は、西は<ref>dst='great_ocean' text='大"
|
||
"洋'</ref>、南から南西は黒の川(Black River)、北は Wesnoth、東は Kerlath 州"
|
||
"(Kerlath Province)によって区切られています。\n"
|
||
"\n"
|
||
"<header>text='主要な都市:'</header>\n"
|
||
" • 不明\n"
|
||
"\n"
|
||
"<header>text='有名な土地:'</header>\n"
|
||
" • Aethen の森(Aethenwood):南部で最大の森で、南のはるか遠くまで広がって"
|
||
"おり、<ref>dst='..race_elf' text='エルフ族'</ref>の故郷でもあります。Aethen "
|
||
"の森の南部は Kerlath の住人から南の森(Southwood)と呼ばれていますが、エルフ"
|
||
"族はそのような区別をしていません。\n"
|
||
" • 黒の森(Black Forest):ほとんど情報の無い、古代の森です。遠い昔にはエ"
|
||
"ルフ族が住んでいました。"
|
||
|
||
#. [topic]: id=heart_mountains
|
||
#: data/core/encyclopedia/geography.cfg:148
|
||
msgid "Heart Mountains"
|
||
msgstr "中心山脈(Heart Mountains)"
|
||
|
||
#. [topic]: id=heart_mountains
|
||
#: data/core/encyclopedia/geography.cfg:149
|
||
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 ""
|
||
"<ref>dst='arkan_thoria' text='Arkan-thoria'</ref> 周辺地域と"
|
||
"<ref>dst='far_north' text='北部平原'</ref>の間にある、通行不能なほど険しい"
|
||
"山々です。"
|
||
|
||
#. [topic]: id=far_north
|
||
#: data/core/encyclopedia/geography.cfg:154
|
||
msgid "Far North"
|
||
msgstr "極北(Far North)"
|
||
|
||
#. [topic]: id=far_north
|
||
#: data/core/encyclopedia/geography.cfg:155
|
||
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"
|
||
msgstr ""
|
||
"極めて寒く、交通の不便な土地ですが、「極北」は古くからオーク連合(Orcish "
|
||
"Clannate)が存在する場所です。<ref>dst='heart_mountains' text='中心山脈'</"
|
||
"ref>(オークは Haggid-Dargor と呼び何の利点もないのに所有権を主張している)の"
|
||
"北に広がっています。その東部にかけてはオーク連合から離れた未統一の各部族が野"
|
||
"生草原(Wild Steppe)に散在しています。彼らは人間の野蛮人と手を組みハイエルフ"
|
||
"(High Elves:人間たちには北部エルフ(North Elves)として知られる)との間で北"
|
||
"部平原を巡って衝突しています。ハイエルフはさらに東に住んでおり、そこには彼ら"
|
||
"の広大な王国が存在すると言われています。\n"
|
||
"\n"
|
||
"<header>text='主要な都市:'</header>\n"
|
||
" • Barag Gor:オーク連合の重要な都市\n"
|
||
" • Bitok\n"
|
||
" • Borstep\n"
|
||
" • Farzi\n"
|
||
" • Lmarig\n"
|
||
" • Melmog\n"
|
||
" • Prestim\n"
|
||
" • Tirigaz\n"
|
||
" • Dorest:最も北にある人間の都市\n"
|
||
"\n"
|
||
"<header>text='有名な土地:'</header>\n"
|
||
" • 黒い湿地帯(Black Marshes)\n"
|
||
" • Dorth 山脈(Mountains of Dorth)\n"
|
||
" • Haag 山脈(Mountains of Haag)\n"
|
||
" • 緑の森(Greenwood)\n"
|
||
" • 静寂の森(Silent Forest)\n"
|
||
" • Thelien の森(Forest of Thelien)\n"
|
||
" • Oumph 川(River Oumph)\n"
|
||
" • Bork 川(River Bork)\n"
|
||
" • 凍てつく荒野(Frosty Wastes)\n"
|
||
" • 不毛の平野(Barren Plains)"
|
||
|
||
#. [section]: id=schedule
|
||
#: data/core/help.cfg:10
|
||
msgid "Time of Day Schedule"
|
||
msgstr "時刻スケジュール"
|
||
|
||
#. [section]: id=introduction
|
||
#. [topic]: id=..introduction
|
||
#: data/core/help.cfg:17 data/core/help.cfg:96
|
||
msgid "Introduction"
|
||
msgstr "はじめに"
|
||
|
||
#. [section]: id=gameplay
|
||
#. [topic]: id=..gameplay
|
||
#: data/core/help.cfg:23 data/core/help.cfg:168
|
||
msgid "Gameplay"
|
||
msgstr "ゲームの遊び方"
|
||
|
||
#. [section]: id=traits_section
|
||
#. [topic]: id=..traits_section
|
||
#: data/core/help.cfg:29 data/core/help.cfg:391
|
||
msgid "Traits"
|
||
msgstr "特性"
|
||
|
||
#. [section]: id=units
|
||
#. [topic]: id=..units
|
||
#: data/core/help.cfg:37 data/core/help.cfg:119
|
||
msgid "Units"
|
||
msgstr "ユニット"
|
||
|
||
#. [section]: id=abilities_section
|
||
#. [topic]: id=..abilities_section
|
||
#: data/core/help.cfg:46 data/core/help.cfg:139
|
||
msgid "Abilities"
|
||
msgstr "能力"
|
||
|
||
#. [section]: id=weapon_specials
|
||
#. [topic]: id=..weapon_specials
|
||
#: data/core/help.cfg:54 data/core/help.cfg:148
|
||
msgid "Weapon Specials"
|
||
msgstr "特殊武器"
|
||
|
||
#. [section]: id=eras_section
|
||
#. [topic]: id=..eras_section
|
||
#: data/core/help.cfg:62 data/core/help.cfg:128
|
||
msgid "Eras"
|
||
msgstr "時代"
|
||
|
||
#. [section]: id=terrains_section
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:71 data/core/help.cfg:406
|
||
msgid "Terrains"
|
||
msgstr "地形"
|
||
|
||
#. [section]: id=addons
|
||
#. [topic]: id=..addons
|
||
#: data/core/help.cfg:79 data/core/help.cfg:459
|
||
msgid "Add-ons"
|
||
msgstr "アドオン"
|
||
|
||
#. [section]: id=commands
|
||
#. [topic]: id=..commands
|
||
#: data/core/help.cfg:85 data/core/help.cfg:526
|
||
msgid "Commands"
|
||
msgstr "コマンド"
|
||
|
||
#. [topic]: id=..introduction
|
||
#: data/core/help.cfg:97
|
||
#, fuzzy
|
||
#| 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 arise 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."
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<i>Battle for Wesnoth</i> is a turn-based fantasy strategy game somewhat "
|
||
"unusual among modern strategy games. While other games strive for "
|
||
"complexity, <i>Battle for Wesnoth</i> strives for simplicity of both rules "
|
||
"and gameplay. This does not make the game simple, however — from these "
|
||
"simple rules arise 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='Battle for Wesnoth'</italic> は、現代的なストラテジーゲームとは"
|
||
"一風異なる、ファンタジー風のターン制ストラテジーゲームです。他のゲームが複雑"
|
||
"になっていった一方で、<italic>text='Battle for Wesnoth'</italic> はルールと"
|
||
"ゲームプレイの両方がシンプルとなるように開発されてきました。これは単純でつま"
|
||
"らないゲームという意味ではなく — シンプルなルールが豊富な戦術を生み、学ぶのが"
|
||
"簡単でも奥深いゲームとなっているのです。\n"
|
||
"\n"
|
||
"ここには Wesnoth をプレイするために必要な情報が全て記されています。ゲームをプ"
|
||
"レイしていくに連れて、様々なカテゴリの新しい情報が追加されていきます。それら"
|
||
"によって、新しいゲームの要素を発見することができるでしょう。より詳細な情報を"
|
||
"知りたければ、ページに含まれているリンクを参照すると良いでしょう。"
|
||
|
||
#. [topic]: id=about_game
|
||
#: data/core/help.cfg:107
|
||
msgid "About the Game"
|
||
msgstr "このゲームについて"
|
||
|
||
#. [topic]: id=about_game
|
||
#: data/core/help.cfg:108
|
||
#, fuzzy
|
||
#| 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."
|
||
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 <i>scenario</i>, which can be strung "
|
||
"together to make <i>campaigns</i>. 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 <i>Battle for Wesnoth</i> project was begun in 2003, and has been worked "
|
||
"on by a multitude of volunteers ever since."
|
||
msgstr ""
|
||
"このゲームではフィールドがヘクス(hex:六角形)で表現されており、ユニットたち"
|
||
"はヘクスでできたフィールド上で戦います。また、このゲームはシングルプレイだけ"
|
||
"でなく、マルチプレイにも対応しています。1 台のコンピューターで友達と交互に操"
|
||
"作を行って対戦したり(ホットシートプレイ)、コンピューターが操作する敵と対戦"
|
||
"したり、同じネットワーク上だけでなく世界中のプレイヤーと対戦することもできま"
|
||
"す。\n"
|
||
"\n"
|
||
"このゲームではひとつひとつの戦いを<italic>text='シナリオ(scenario)'</"
|
||
"italic>と呼び、複数の連続したシナリオをまとめたものを<italic>text='キャンペー"
|
||
"ン(campaign)'</italic>と呼びます。また、最初から用意されているキャンペーン"
|
||
"に加えて、Wesnoth ではユーザーメイドコンテンツ(UMC)がサポートされています。"
|
||
"UMC はカスタムマップ(custom map)やキャンペーン、時代(era)、党派"
|
||
"(faction)、素材集(resource)といった種類に分かれており、アドオンサーバー上"
|
||
"では数百以上ものUMCが公開されています。\n"
|
||
"\n"
|
||
"このゲームは Wesnoth Markup Language(WML)と呼ばれる人間でも読めるマークアッ"
|
||
"プ言語を特徴としており、WML を使うことで UMC を楽に作ることができます。それだ"
|
||
"けでなく、機能が豊富なマップ・シナリオエディタによってあなた自身が戦場をデザ"
|
||
"インすることもできます。\n"
|
||
"\n"
|
||
"<italic>text='Battle for Wesnoth'</italic> は2003年に開発が始まり、多くのボラ"
|
||
"ンティアの人々によって支えられてきました。"
|
||
|
||
#. [topic]: id=..units
|
||
#: data/core/help.cfg:120
|
||
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 ""
|
||
"Wesnoth をプレイすると、数多くのユニット(unit)と出会うことになるでしょう。"
|
||
"ここには、プレイ中に発見したユニットの一覧が表示されます。キャンペーンやマル"
|
||
"チプレイヤーシナリオで新しいユニットを見つけると、そのユニットが属する種族の"
|
||
"項目に追加されます。それぞれのページにはユニットの説明やステータス、武器、耐"
|
||
"性、移動力、回避率が記録されていおり、それらのページはいつでも確認することが"
|
||
"できます。\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=..eras_section
|
||
#: data/core/help.cfg:129
|
||
msgid ""
|
||
"A faction is a collection of units and leaders. Factions are assigned to "
|
||
"sides in multiplayer games.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"党派(faction)は複数のユニットとリーダーユニットを集めたものです。マルチプレ"
|
||
"イヤーゲームではそれぞれの陣営に党派が割り当てられます。\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=..eras_section
|
||
#: data/core/help.cfg:131
|
||
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 ""
|
||
"時代(era)は複数の党派を集めたもので、それぞれの党派どうしを戦わせることを意"
|
||
"図して作られています。ゲームに最初から付属している時代だけでなく、ユーザーが"
|
||
"作成したたくさんの党派(もしくは時代)のアドオンを利用できます。\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=..abilities_section
|
||
#: data/core/help.cfg:140
|
||
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 ""
|
||
"ある種のユニットは他のユニットに影響を与える能力(ability)を持ちます。ここに"
|
||
"は、これまでに見つけた能力の一覧が表示されます。それぞれの能力のページには、"
|
||
"能力に関する説明や、その能力を持つ(発見済みの)ユニットの一覧が表示されま"
|
||
"す。\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=..weapon_specials
|
||
#: data/core/help.cfg:149
|
||
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 ""
|
||
"一部の武器は特殊な能力を備えており、特殊武器(weapon special)と呼ばれます。"
|
||
"ここには、これまでに見つけた特殊武器の一覧が表示されています。それぞれのペー"
|
||
"ジには特殊武器の説明と、それを持つ(発見済みの)ユニットの一覧が表示されま"
|
||
"す。\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=.unknown_unit
|
||
#: data/core/help.cfg:158
|
||
msgid "Unknown Unit"
|
||
msgstr "未知のユニット"
|
||
|
||
#. [topic]: id=.unknown_unit
|
||
#: data/core/help.cfg:159
|
||
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"
|
||
"このユニットに関しては、まだ詳しく分かっていません。ゲーム中で遭遇すること"
|
||
"で、ユニットの詳細を確認できるようになります。"
|
||
|
||
#. [topic]: id=..gameplay
|
||
#: data/core/help.cfg:169
|
||
#, fuzzy
|
||
#| 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."
|
||
msgid ""
|
||
"Wesnoth is comprised of a series of battles, called <i>scenarios</i>, 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 "
|
||
"<i>campaigns</i>. In a campaign, you often need to play more carefully, "
|
||
"preserving your best troops for use again in later scenarios.\n"
|
||
"\n"
|
||
"The interactive <b>Tutorial</b> 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 <i>Heir to "
|
||
"the Throne</i> or <i>The South Guard</i>. A full list of installed campaigns "
|
||
"can be found via the <b>Campaign</b> option on the main menu. As Wesnoth can "
|
||
"be quite challenging, you may wish to start on easy before progressing to "
|
||
"higher difficulties."
|
||
msgstr ""
|
||
"Wesnoth は一連の戦いをまとめた<italic>text='シナリオ(scenario)'</italic>と"
|
||
"呼ばれるものから成り立っており、シナリオではあなたの軍隊を敵の軍隊と戦わせま"
|
||
"す。また、連続した複数のシナリオを集め、ストーリー性を持たせたものを"
|
||
"<italic>text='キャンペーン(campaign)'</italic>と呼びます。キャンペーンで"
|
||
"は、最高の兵士たちを後のシナリオまで生存させるために、より慎重にプレイする必"
|
||
"要があるでしょう。\n"
|
||
"\n"
|
||
"<bold>text='チュートリアル'</bold>では、Wesnoth の基本をシナリオをプレイする"
|
||
"ことで学べます。チュートリアルで学ぶ内容については、ヘルプ内のページでより詳"
|
||
"細な情報を確認できます。ですので、もし忘れてしまうことがあれば、ヘルプを参照"
|
||
"してください。\n"
|
||
"\n"
|
||
"基本をマスターした後は、<italic>text='王位継承者(Heir to the Throne)'</"
|
||
"italic>や<italic>text='南部防衛隊(The South Guard)'</italic>といった、初心"
|
||
"者向けのキャンペーンをプレイしてみましょう。遊ぶことができるキャンペーンの一"
|
||
"覧は、メインメニューの<bold>text='キャンペーン'</bold>から確認できます。"
|
||
"Wesnoth は奥深いゲームですので、高難易度に進む前に簡単なものからプレイするこ"
|
||
"とになるでしょう。"
|
||
|
||
#. [topic]: id=..gameplay
|
||
#: data/core/help.cfg:176
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Fundamentals of Gameplay'</header>\n"
|
||
#| "\n"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<big>Fundamentals of Gameplay</big>\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='ゲームプレイの基礎'</header>\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=..gameplay
|
||
#: data/core/help.cfg:176
|
||
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 ""
|
||
"ゲームのプレイ中、アイテム上にマウスカーソルを合わせると、ステータスパネルに"
|
||
"情報が表示されます。それによって、アイテムの簡単な説明を確認することができま"
|
||
"す。例えば未知の<ref>dst='..abilities_section' text='能力'</ref>のように、新"
|
||
"たな要素を見つけた時にこの機能が役に立つでしょう。"
|
||
|
||
#. [topic]: id=victory_and_defeat
|
||
#: data/core/help.cfg:188
|
||
msgid "Victory and Defeat"
|
||
msgstr "勝利と敗北"
|
||
|
||
#. [topic]: id=victory_and_defeat
|
||
#: data/core/help.cfg:189
|
||
#, fuzzy
|
||
#| 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."
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"When you win a scenario, the map grays over and the <b>End Turn</b> button "
|
||
"changes to <b>End Scenario</b>. 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"
|
||
"シナリオに勝利したとき、マップが灰色に覆われ、「<bold>text='ターン終了'</"
|
||
"bold>」ボタンが「<bold>text='シナリオ終了'</bold>」に変わるでしょう。シナリオ"
|
||
"終了ボタンを押す前に、ゲームの保存オプションを変更したり、(マルチプレイヤー"
|
||
"ゲームの場合には)ほかのプレイヤーとチャットしたりできます。"
|
||
|
||
#. [topic]: id=victory_and_defeat
|
||
#: data/core/help.cfg:189
|
||
#, fuzzy
|
||
#| 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."
|
||
msgid ""
|
||
"Pay careful attention to the <b>Objectives</b> 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 ""
|
||
"シナリオ開始時に表示される<bold>text='目標'</bold>に注意しましょう。ほとんど"
|
||
"のシナリオでは、全ての敵リーダーを倒すことで勝利、プレイヤー側のリーダーが死"
|
||
"ぬと敗北となります。しかし一部のシナリオでは、勝利条件が違う場合があります。"
|
||
"例を挙げると、リーダーを特定の場所に移動させる、同盟軍を助ける、パズルを解"
|
||
"く、指定のターン数耐える、といったものがあります。"
|
||
|
||
#. [topic]: id=recruit_and_recall
|
||
#: data/core/help.cfg:198
|
||
msgid "Recruiting and Recalling"
|
||
msgstr "雇用と召還"
|
||
|
||
#. [topic]: id=recruit_and_recall
|
||
#: data/core/help.cfg:199
|
||
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"
|
||
"城ヘクスで右クリックをして「雇用」を選択すると、新しいユニットがそのヘクスに"
|
||
"出現します。選択したヘクスが空いていなければ、主搭の周りの他の空きヘクスに出"
|
||
"現します。つまり、城の空いているヘクスだけユニットを雇用することができます。"
|
||
"また、雇用するときには所持金より多くのゴールドを消費することはできません。"
|
||
|
||
#. [topic]: id=recruit_and_recall
|
||
#: data/core/help.cfg:199
|
||
#, fuzzy
|
||
#| 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."
|
||
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 <i>Heir to the Throne</i> campaign) on the keep "
|
||
"hex of a <ref>dst='terrain_castle' text='castle'</ref>. Then you may recruit "
|
||
"by either choosing <b>Recruit</b> from the menu or right-clicking on a hex "
|
||
"and selecting <b>Recruit</b>. 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 OK button to recruit it."
|
||
msgstr ""
|
||
"ゲームは各陣営のリーダーが主塔上に配置された状態でスタートします。開戦時や戦"
|
||
"いの最中には、<ref>dst='..units' text='ユニット'</ref>を雇用する必要があるで"
|
||
"しょう。雇用を行うには、リーダー(キャンペーンの 1 つ<italic>text='王位継承"
|
||
"者'</italic>を例に挙げると、Konrad)が<ref>dst='terrain_castle' text='城'</"
|
||
"ref>の中にある主塔ヘクス上に存在しなければなりません。そして、メニューから"
|
||
"<bold>text='雇用'</bold>を選ぶか、ヘクス上で右クリックして<bold>text='雇用'</"
|
||
"bold>を選択してください。雇用メニューが開き、雇用可能なユニットのリストと必要"
|
||
"なゴールドが表示されます。さらに、ユニットをクリックするとそのユニットの情報"
|
||
"が表示され、<bold>text='雇用'</bold>ボタンを押すとそのユニットが雇用されま"
|
||
"す。"
|
||
|
||
#. [topic]: id=recruit_and_recall
|
||
#: data/core/help.cfg:201
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Recruited units come with two random <ref>dst='..traits_section' "
|
||
"text='traits'</ref> which modify their statistics."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"雇用されたユニットは<ref>dst='..traits_section' text='特性'</ref>の中から 2 "
|
||
"つをランダムに獲得します。特性は、ユニットの能力を変化させます。"
|
||
|
||
#. [topic]: id=recruit_and_recall
|
||
#: data/core/help.cfg:203
|
||
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"
|
||
"キャンペーンでは、以前のシナリオの生存者を召還することもできます。召還をメ"
|
||
"ニューから選択すると、以前のシナリオの生存者一覧が表示されます。そして、通常"
|
||
"は 20 ゴールドを支払うことで選択したユニットを呼び出すことができます。"
|
||
|
||
#. [topic]: id=recruit_and_recall
|
||
#: data/core/help.cfg:205
|
||
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"
|
||
"雇用と召還だけでなく、ユニットの維持にもゴールドが必要となります。詳しくは、"
|
||
"<ref>dst='income_and_upkeep' text='収入と維持'</ref>を参照してください。"
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:214
|
||
msgid "Income and Upkeep"
|
||
msgstr "収入と維持費"
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:215
|
||
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. (In general "
|
||
"this is configurable but in campaigns it is almost always one gold per "
|
||
"village.) 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"
|
||
"収入は単純です。まず、ターンあたり 2 ゴールドの基本収入を得ることができます。"
|
||
"また、所持している村 1 つにつき、毎ターン 1 ゴールドの追加収入を得ることがで"
|
||
"きます。従って、村を 10 個持っているなら、毎ターン 12 ゴールド得ることになり"
|
||
"ます。ただし、シナリオの設定によっては、村あたりの収入は 1 ゴールドでない場合"
|
||
"もあります。これらの収入から、次に説明する維持費が引かれます。"
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:215
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "In Wesnoth, it is not enough simply to recruit units and fight. You must "
|
||
#| "watch your gold as well, especially in campaigns, where you can carry "
|
||
#| "extra gold over from one scenario to the next. There are two aspects to "
|
||
#| "this; <italic>text='income'</italic> and <italic>text='upkeep'</italic>."
|
||
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; "
|
||
"<i>income</i> and <i>upkeep</i>."
|
||
msgstr ""
|
||
"Wesnoth において、ユニットの雇用と戦闘はそれほど単純ではありません。なぜな"
|
||
"ら、ゴールドの管理が必要となるためです。特にキャンペーンでは余ったゴールドを"
|
||
"次のシナリオに持ち越せるため、ゴールドの管理がより重要となります。ゴールドを"
|
||
"管理するためには、<italic>text='収入'</italic>と<italic>text='維持費'</"
|
||
"italic>を理解しなければなりません。"
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:217
|
||
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"
|
||
"維持費も割合単純です。各ユニットは、そのレベルに等しい維持費が必要となりま"
|
||
"す。しかし、所有している村の数の分、維持費は免除されます。ユニットレベルの合"
|
||
"計が所有している村の数を超えた場合は、毎ターンその超過分のゴールドを払う必要"
|
||
"があります。例えば、12 体のレベル 1 ユニットと 10 個の村がある場合には、維持"
|
||
"費としてターン毎に 2 ゴールド払うことになります。"
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:219
|
||
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"
|
||
"維持費は収入から差し引かれるため、ユニットレベルの合計が 12 で 10 個の村の場"
|
||
"合には、差し引き合計の収入は毎ターン 10 ゴールドとなります。"
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:221
|
||
#, fuzzy
|
||
#| 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."
|
||
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 <i>Heir to the Throne</i>) will usually have the "
|
||
"<i>loyal</i> trait. The unit you are playing (such as Konrad) will almost "
|
||
"always be a leader."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"維持費には重要な例外が 2 つあります。リーダーと「忠義」特性を持つユニットには"
|
||
"維持費がかかりません。シナリオの最初からいるユニット(Delfador など)や、シナ"
|
||
"リオの途中で加わるユニット(<italic>text='王位継承者'</italic>の二番目のシナ"
|
||
"リオでの騎兵など)は、通常この<italic>text='忠義'</italic>特性を持っていま"
|
||
"す。あなたがプレイしているユニット(Konrad など)はほとんどの場合リーダーで"
|
||
"しょう。"
|
||
|
||
#. [topic]: id=hitpoints
|
||
#: data/core/help.cfg:230
|
||
msgid "Hitpoints and Experience"
|
||
msgstr "ヒットポイントと経験値"
|
||
|
||
#. [topic]: id=hitpoints
|
||
#: data/core/help.cfg:231
|
||
#, fuzzy
|
||
#| 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."
|
||
msgid ""
|
||
"Each unit has a certain number of <i>hitpoints</i> (HP). If the hitpoints of "
|
||
"a unit drop below 1, the unit dies. Each unit also has a certain number of "
|
||
"<i>experience points</i> (XP). A freshly recruited unit starts with no "
|
||
"experience points, and gains experience by fighting enemies."
|
||
msgstr ""
|
||
"各ユニットはヒットポイント(HP)を持っています。ユニットの HP が 1 より小さく"
|
||
"なると、ユニットは死んでしまいます。また、各ユニットは経験値(XP)も持ってい"
|
||
"ます。新しく雇用されたユニットの XP は 0 ですが、敵と戦うことで貯まっていきま"
|
||
"す。"
|
||
|
||
#. [topic]: id=hitpoints
|
||
#: data/core/help.cfg:235
|
||
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 ""
|
||
"HP と XP はステータスペインに 2 つの数字(現在の値と、ユニットがもつ最大値)"
|
||
"を使って表示されます。"
|
||
|
||
#. [topic]: id=hitpoints
|
||
#: data/core/help.cfg:237
|
||
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 ""
|
||
"ユニットの隣に表示されているのは HP バーです。HP バーは緑、黄、赤のいずれかの"
|
||
"色をしています。1 以上の XP を持つユニットは青い XP バーが表示されます。XP "
|
||
"バーが白くなったユニットはもうすぐ<ref>dst='advancement' text='レベルアッ"
|
||
"プ'</ref>できます。"
|
||
|
||
#. [topic]: id=advancement
|
||
#: data/core/help.cfg:244
|
||
msgid "Advancement"
|
||
msgstr "レベルアップ"
|
||
|
||
#. [topic]: id=advancement
|
||
#: data/core/help.cfg:245
|
||
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"
|
||
"ユニットがレベルアップに必要な XP は決まっています(ただし、「知的」特性を持"
|
||
"つユニットなら通常より 20% 少なくて済みます)。ユニットの XP が必要な値に達す"
|
||
"ると、そのユニットは直ちにレベルアップし、HP が最大まで回復します。レベルアッ"
|
||
"プ先が複数あれば、レベルアップ先の選択を行う必要があります。"
|
||
|
||
#. [topic]: id=advancement
|
||
#: data/core/help.cfg:245
|
||
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 ""
|
||
"戦闘を行った際に、敵・味方双方のユニットが生き残ったのなら、それらのユニット"
|
||
"は戦闘相手のレベルと等しい経験値(XP)を得ます。もし敵ユニットを倒したのな"
|
||
"ら、そのユニットはより多くの経験値を得ます(レベル 0 なら 4、レベル 1 なら "
|
||
"8、レベル 2 なら 16、レベル 3 なら 24、)。つまり、レベル 0 を除けば、敵ユ"
|
||
"ニットのレベル x 8 の経験値を獲得できます。"
|
||
|
||
#. [topic]: id=advancement
|
||
#: data/core/help.cfg:247
|
||
#, fuzzy
|
||
#| 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."
|
||
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 <i>After Maximum Level "
|
||
"Advancement</i> (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"
|
||
"ほとんどのユニットはレベル 3 までレベルアップできますが、そうでないユニットも"
|
||
"います。一部のユニットはレベル 4 までレベルアップできます(例:"
|
||
"<ref>dst='unit_Mage' text='魔術師'</ref>)。一度ユニットが最高レベルに達する"
|
||
"と、最高位後昇進(AMLA:After Maximum Level Advancement)が有効になります。ユ"
|
||
"ニットの XP が目標値に到達する度に、AMLA はユニットを強化しますがレベルは変化"
|
||
"しません。一般的な AMLA の効果は、最大 HP を 3 増加させるとともに完全に回復さ"
|
||
"せることです。最初の AMLA には通常 150 XP (知的ユニットは 120 XP)必要となり"
|
||
"ます。しかし、ユニットが AMLA を受ける度に、AMLA に必要な XP は増加していきま"
|
||
"す。そのため、大抵の場合はより低レベルのユニットをレベルアップさせる方が良い"
|
||
"でしょう。"
|
||
|
||
#. [topic]: id=movement
|
||
#: data/core/help.cfg:256
|
||
msgid "Movement"
|
||
msgstr "移動"
|
||
|
||
#. [topic]: id=movement
|
||
#: data/core/help.cfg:257
|
||
#, fuzzy
|
||
#| 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>."
|
||
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 <b>Unit Description</b>, and then looking at <b>Terrain "
|
||
"Modifiers</b>."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"各ユニットは一定の移動力を持ち、他のヘクスに移動するときには移動力が消費され"
|
||
"ます。消費される移動力の値は、そのヘクスの地形に依存します。例えば草原の場合"
|
||
"だと、必要な移動力は 1 であることがほとんどです。また、消費される移動力はヘク"
|
||
"スの地形だけでなく、ユニットの種類に依存します。森ではエルフユニットが消費す"
|
||
"る移動力は 1 ですが、ほとんどの人間とオークは 2 を消費し、乗馬ユニットでは 3 "
|
||
"消費します。各地形に対する消費移動力を知りたければ、ユニットを右クリックして"
|
||
"<bold>text='ユニット解説'</bold>を選択してから<italic>text='地形効果'</"
|
||
"italic>の項目を見てください。"
|
||
|
||
#. [topic]: id=movement
|
||
#: data/core/help.cfg:257
|
||
#, fuzzy
|
||
#| 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."
|
||
msgid ""
|
||
"Movement in <i>Battle for Wesnoth</i> 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 ""
|
||
"<italic>text='Battle for Wesnoth'</italic> でのユニット移動は単純です。動かし"
|
||
"たいユニットをクリックして、向かわせたい場所のヘクスをクリックするだけです。"
|
||
"ユニットが選択されると、そのターンで移動可能な全てのヘクスがハイライトされ、"
|
||
"その他全てのヘクスは薄暗くなります。ハイライトされたヘクスの上にマウスを乗せ"
|
||
"ると、そのヘクスに移動した時の回避率が表示されます。薄暗いヘクスの上にマウス"
|
||
"カーソルをあわせると、回避率と合わせてそこに到り着くのに必要なターン数が表示"
|
||
"されます。その状態でクリックすると、ユニットは最速の経路を通って、複数のター"
|
||
"ンに渡って移動します。ユニットを移動させた後も、ユニットに移動力が残っていれ"
|
||
"ば再び移動することができます。そのため、2 体のユニットの位置を交換する時に"
|
||
"は、複数回ユニットを移動させることになるでしょう。また、ユニットは攻撃を行う"
|
||
"と、移動力を全て消費することになります。未所有の村ヘクスの上にユニットが移動"
|
||
"した際にも、移動力を全て消費することになります。しかし、移動力が 0 になったと"
|
||
"しても、まだ攻撃を行っていなければ、攻撃することは可能です。"
|
||
|
||
#. [topic]: id=movement
|
||
#: data/core/help.cfg:259
|
||
#, fuzzy
|
||
#| 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_skirmisher' text='skirmishers'</ref> can ignore "
|
||
#| "zones of control."
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Another thing to keep in mind while moving is <i>zones of control</i>. 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_skirmisher' text='skirmishers'</ref> can ignore zones of "
|
||
"control."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"移動に関して言えば、<italic>text='支配領域(ZOC:Zones Of Control)'</italic>"
|
||
"に注意する必要があるでしょう。レベル 0 以外のユニットは、周囲 1 ヘクスに ZOC "
|
||
"を持ちます。ZOC に敵ユニットが踏み込んだ場合、敵ユニットは残りの移動力を全て"
|
||
"消費します。ZOC を有効活用することは、Wesnothをプレイする上で非常に重要です。"
|
||
"なお、<ref>dst='ability_skirmisher' text='散兵'</ref>能力を持つユニットは "
|
||
"ZOC の影響を受けません。"
|
||
|
||
#. [topic]: id=movement
|
||
#: data/core/help.cfg:261
|
||
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"
|
||
"次のターンに敵が移動可能な範囲を確認するには、Ctrl-v か Cmd-v を押して下さ"
|
||
"い。また、Ctrl-b か Cmd-b を押すと、自軍ユニットがいないと仮定した場合の、敵"
|
||
"の移動可能な範囲が表示されます。"
|
||
|
||
#. [topic]: id=shroud_and_fog
|
||
#: data/core/help.cfg:270
|
||
msgid "Shroud and Fog of War"
|
||
msgstr "幕と戦雲(霧)"
|
||
|
||
#. [topic]: id=shroud_and_fog
|
||
#: data/core/help.cfg:271
|
||
#, fuzzy
|
||
#| 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."
|
||
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 <i>shroud</i> hides "
|
||
"both the terrain and any units at a location. However, once it is cleared, "
|
||
"you can always see that location. The <i>fog of war</i> 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 <b>Delay Shroud Updates</b> in the actions menu. This will "
|
||
"prevent units from clearing shroud or fog until the next randomized event or "
|
||
"a manual update via <b>Update Shroud Now</b> (or the end of your turn) and "
|
||
"thereby preserve your ability to undo movement."
|
||
msgstr ""
|
||
"いくつかのシナリオでは、マップの一部が隠されています。これには"
|
||
"<italic>text='幕'</italic>と<italic>text='戦雲(霧)'</italic>の 2 つの仕組み"
|
||
"があり、それぞれ別々に使われることも、一緒に使われることもあります。幕は地形"
|
||
"とユニットを全て隠してしまいます。しかしながら、幕が一度取り除かれれば、その"
|
||
"位置の地形やユニットは常に見えるようになります。霧はユニットと(自軍か同盟軍"
|
||
"以外の)村の所有権を隠します。霧はあなたのユニットが近くにいるときには一時的"
|
||
"に晴れますが、離れればまた元に戻ります。幕と霧はユニットによって取り除くこと"
|
||
"ができます。それぞれのユニットの、1 ターンで移動できる範囲の幕と霧が取り除か"
|
||
"れます。ただし、この際の「移動できる範囲」は、敵ユニットとその ZOC を無視した"
|
||
"ものとなります。\n"
|
||
"\n"
|
||
"ランダムな結果が起こる、戦闘や雇用(ほとんどのユニットは雇用されるときにラン"
|
||
"ダムな特性を得ます)などの行動を行わなければ、通常はユニットの移動をアンドゥ"
|
||
"(取り消し)できます。移動した際に幕や霧を取り除いた場合でも、アンドゥを行え"
|
||
"なくなります。そのような場合は、アクションメニューの<bold>text='幕の更新を遅"
|
||
"らせる'</bold>が役に立つかもしれません。この機能を有効にすると、次のランダム"
|
||
"な結果が起こるイベントか、<bold>text='幕を今すぐ更新する'</bold>をクリックす"
|
||
"る(あるいはターンを終了する)までの間、ユニットを動かしても幕や霧を取り除か"
|
||
"なくなります。これによって、幕や霧があっても移動のアンドゥを行うことができま"
|
||
"す。"
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:280
|
||
msgid "Combat"
|
||
msgstr "戦闘"
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:281
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Order and Number of Strikes'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<big>Order and Number of Strikes</big>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='攻撃の順序と回数'</header>"
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:281
|
||
#, fuzzy
|
||
#| 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."
|
||
msgid ""
|
||
"Combat in <i>Battle for Wesnoth</i> 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: "
|
||
"<i>melee</i>, which usually involves weapons such as swords, axes or fangs; "
|
||
"and <i>ranged</i>, which usually involves weapons such as bows, spears and "
|
||
"fireballs."
|
||
msgstr ""
|
||
"<italic>text='Battle for Wesnoth'</italic> における戦闘は、隣接するヘクスにい"
|
||
"るユニットどうしで行われます。自軍のユニットをクリックして、攻撃したい敵ユ"
|
||
"ニットをクリックすると、自軍ユニットは敵ユニットに向かって移動し、隣接した時"
|
||
"に戦闘が始まります。攻撃側と防御側は交互に攻撃を行い、それぞれの武器に定めら"
|
||
"れている攻撃回数が尽きるまで攻撃を続けます。攻撃側は使用する武器の 1 つを選択"
|
||
"してから攻撃を開始し、防御側は同じタイプの武器を使って反撃します。武器には 2 "
|
||
"つのタイプがあります。剣や斧、刀などを使う<italic>text='近接'</italic>と、矢"
|
||
"や槍、火の玉などを飛ばす<italic>text='遠隔'</italic>です。"
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:283
|
||
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"
|
||
"まず攻撃側が先制攻撃を行い、次に防御側が反撃します。各攻撃は、命中すると一定"
|
||
"のダメージを与えますが、外れることもあります。攻撃と反撃はどちらかのユニット"
|
||
"が攻撃回数を使い切るまで交互に行われます。攻撃回数はユニットによって異なり、"
|
||
"例えば 5×4 の剣での攻撃をもつエルフの戦士は、5 ダメージを与える攻撃を 4 回行"
|
||
"います。一方で、 9×2 をもつオークの兵卒は、一撃で 9 ダメージを与えますが 2 回"
|
||
"しか攻撃できません。"
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:285
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Chance to Hit'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<big>Chance to Hit</big>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='命中率'</header>"
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:287
|
||
#, fuzzy
|
||
#| 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."
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Every unit has a chance of being hit, based on the <i>terrain</i> it is in. "
|
||
"This is shown in the status pane, and may also be found by right-clicking a "
|
||
"unit, selecting <b>Unit Description</b>, and then looking at <b>Terrain "
|
||
"Modifiers</b>. 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"
|
||
"各ユニットは今いる<italic>text='地形'</italic>によって攻撃を回避する確率が決"
|
||
"まります。回避率はステータスペインに表示されますし、そのユニットを右クリック"
|
||
"し、<bold>text='ユニットの解説'</bold>を選択して、<bold>text='地形効果'</"
|
||
"bold>を見ることでもわかります。例えば、エルフの多くは森において 70% の回避率"
|
||
"があるため、攻撃を受ける確率は 30% しかありません。反対に、エルフが攻撃側に反"
|
||
"撃するときの命中率は、攻撃ユニットのいる地形に依存します。"
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:289
|
||
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"
|
||
"このルールには二つの例外があります。<ref>dst='weaponspecial_magical' text='魔"
|
||
"法'</ref>と<ref>dst='weaponspecial_marksman' text='精密'</ref>による攻撃で"
|
||
"す。魔法による攻撃は地形に関係なく命中率は常に 70% になります。精密を持つ攻撃"
|
||
"は、攻撃時に限り、地形に関わらず最低でも 60% の命中率となります。"
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:291
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text=Damage</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='ダメージ'</header>"
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:293
|
||
#, fuzzy
|
||
#| 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."
|
||
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 <b>Damage Calculations</b> in the "
|
||
"attack selection menu."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"各攻撃が命中することによる基本ダメージの量は、ダメージ型に依存します。例え"
|
||
"ば、エルフの戦士の 5×4 の攻撃だと、基本ダメージは 5 ですが、実際のダメージ量"
|
||
"は<ref>dst='damage_types_and_resistance' text='耐性'</ref>と"
|
||
"<ref>dst='time_of_day' text='時刻'</ref>によって変化します。基本ダメージの変"
|
||
"動を確認したければ、攻撃選択ダイアログで<italic>text='ダメージ計算'</italic>"
|
||
"を選択して下さい。"
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:295
|
||
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"
|
||
"一部のユニットは、戦闘時のダメージに影響を与える特殊な<ref>dst='.."
|
||
"abilities_section' text='能力'</ref>を持ちます。一般的な能力の 1 つが、"
|
||
"<ref>dst='weaponspecial_charge' text='突撃'</ref>です。突撃を持つユニットが攻"
|
||
"撃すると、攻撃側と防御側の両方のダメージ量が倍となります。"
|
||
|
||
#. [topic]: id=damage_types_and_resistance
|
||
#: data/core/help.cfg:303
|
||
msgid "Damage Types and Resistance"
|
||
msgstr "ダメージ型と耐性"
|
||
|
||
#. [topic]: id=damage_types_and_resistance
|
||
#: data/core/help.cfg:304
|
||
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"
|
||
"耐性の仕組みは単純です。もしユニットがあるダメージ型に対して 40% の耐性を持っ"
|
||
"ているなら、そのダメージ型の攻撃によるダメージを 40% 軽減します。また、ユニッ"
|
||
"トがあるダメージ型に対しての弱点を持つこともあります。もしユニットがあるダ"
|
||
"メージ型に対して −100% の耐性を持っているなら、その攻撃を受けたときにはダメー"
|
||
"ジが 100% 増加します。"
|
||
|
||
#. [topic]: id=damage_types_and_resistance
|
||
#: data/core/help.cfg:304
|
||
#, fuzzy
|
||
#| 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."
|
||
msgid ""
|
||
"In Wesnoth, there are three types of damage usually associated with physical "
|
||
"attacks: <i>blade, pierce, and impact damage</i>. Additionally, there are "
|
||
"three further types of damage usually associated with magical attacks: "
|
||
"<i>fire, cold, and arcane attacks</i>. Different units may have resistances "
|
||
"which alter the damage which they take from certain damage types."
|
||
msgstr ""
|
||
"Wesnoth には物理攻撃に関連する、<italic>text='斬撃・刺突・打撃'</italic>の 3 "
|
||
"つのダメージ型があります。さらに、魔法攻撃に関連する、<italic>text='火炎・冷"
|
||
"気・秘術'</italic>の 3 つのダメージ型があります。ユニットは各ダメージ型に対し"
|
||
"て耐性を持っており、耐性によって受けるダメージが変化します。"
|
||
|
||
#. [topic]: id=damage_types_and_resistance
|
||
#: data/core/help.cfg:306
|
||
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"
|
||
"例えば、スケルトンは斬撃と刺突に対しては高い耐性を持ちます。しかし、打撃と火"
|
||
"炎には弱く、さらに秘術に対しては非常に脆弱です。"
|
||
|
||
#. [topic]: id=damage_types_and_resistance
|
||
#: data/core/help.cfg:308
|
||
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"
|
||
"攻撃が命中した場合、最低でも 1 ポイントのダメージは必ず与えられます。これは、"
|
||
"たとえ防御側がそのダメージ型に 100% の耐性を持っていても、ということです。"
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:316
|
||
msgid "Orbs"
|
||
msgstr "宝珠"
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:317
|
||
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 ""
|
||
"各ユニットの隣には HP バー(energy bar)が表示されています。そのユニットが自"
|
||
"軍もしくは同盟軍に属している場合、その HP バーの上には宝珠(orb)が表示されま"
|
||
"す。宝珠には複数の色があり、それぞれの色はユニットの状態を表しています。"
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:319
|
||
msgid " green if it hasn’t moved this turn,"
|
||
msgstr "緑色の場合、このターンまだ移動を行っていません。"
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:320
|
||
msgid " yellow if it has moved, but could still move further or attack, or"
|
||
msgstr ""
|
||
"黄色の場合、すでに移動を行っていますが、移動力がまだ余っているか、攻撃を行う"
|
||
"ことができます。"
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:321
|
||
msgid ""
|
||
" red if it can no longer move or attack, or the user ended the unit’s turn."
|
||
msgstr "赤の場合、このターン中はもう移動・攻撃できません。"
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:322
|
||
msgid " blue if the unit is an ally you do not control."
|
||
msgstr "青色の場合は、同盟軍のユニットです。"
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:323
|
||
msgid " Enemy units have no orb on top of their energy bar."
|
||
msgstr "敵ユニットには宝珠は表示されません。"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:330
|
||
msgid "Time of Day"
|
||
msgstr "時刻"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:331
|
||
#, 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"
|
||
"• <b>Lawful</b> units get +25% damage in daytime, and −25% damage at night.\n"
|
||
"• <b>Chaotic</b> units get +25% damage at night, and −25% in daytime.\n"
|
||
"• <b>Neutral</b> units are unaffected by the time of day.\n"
|
||
"• <b>Liminal</b> units get −25% damage during both night and daytime."
|
||
msgstr ""
|
||
"時刻はユニットの与ダメージに次のような影響を与えます。\n"
|
||
"\n"
|
||
"• <bold>text='秩序'</bold>ユニットの与ダメージは、日中は +25%、夜間は -25% と"
|
||
"なります。\n"
|
||
"• <bold>text='混沌'</bold>ユニットの与ダメージは、日中は -25%、夜間は +25% と"
|
||
"なります。\n"
|
||
"• <bold>text='中立'</bold>ユニットは時刻の影響を受けません。\n"
|
||
"• <bold>text='薄明'</bold>ユニットの与ダメージは日中・夜間ともに -25% となり"
|
||
"ます。"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:336
|
||
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"
|
||
"現在の時刻(ゲーム内での時間)はステータスペインにあるミニマップの下に表示さ"
|
||
"れます。通常の日中・夜間の時刻サイクルでは、朝と午後は日中、夜と深夜は夜間と"
|
||
"して扱われます。\n"
|
||
"\n"
|
||
|
||
#. [time]: id=dawn
|
||
#. [time]: id=dawn_hour
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:340 data/core/macros/schedules.cfg:14
|
||
#: data/core/macros/schedules.cfg:275 data/test/maps/pathfind_1.cfg:64
|
||
msgid "Dawn"
|
||
msgstr "夜明け"
|
||
|
||
#. [time]: id=morning
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:341 data/core/macros/schedules.cfg:26
|
||
#: data/test/maps/pathfind_1.cfg:75
|
||
msgid "Morning"
|
||
msgstr "朝"
|
||
|
||
#. [time]: id=afternoon
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:342 data/core/macros/schedules.cfg:44
|
||
#: data/test/maps/pathfind_1.cfg:86
|
||
msgid "Afternoon"
|
||
msgstr "午後"
|
||
|
||
#. [time]: id=dusk
|
||
#. [time]: id=dusk_hour
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:343 data/core/macros/schedules.cfg:53
|
||
#: data/core/macros/schedules.cfg:396 data/test/maps/pathfind_1.cfg:97
|
||
msgid "Dusk"
|
||
msgstr "夕暮れ"
|
||
|
||
#. [time]: id=first_watch
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:344 data/core/macros/schedules.cfg:65
|
||
#: data/test/maps/pathfind_1.cfg:108
|
||
msgid "First Watch"
|
||
msgstr "夜"
|
||
|
||
#. [time]: id=second_watch
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:345 data/core/macros/schedules.cfg:89
|
||
#: data/test/maps/pathfind_1.cfg:119
|
||
msgid "Second Watch"
|
||
msgstr "深夜"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:347
|
||
msgid ""
|
||
"Keep in mind that some scenarios take place underground, where it is "
|
||
"perpetually night!\n"
|
||
msgstr ""
|
||
"いくつかのシナリオでは地下が舞台となります。その場合、常に夜間として扱われる"
|
||
"ので注意しましょう!\n"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:349
|
||
msgid ""
|
||
"Some underground locations are illuminated. They are perpetually "
|
||
"intermediate between day and night.\n"
|
||
msgstr ""
|
||
"地下の一部が明るく照らされていることがあります。その場所は夕暮れや夜明けと同"
|
||
"じように扱われます。\n"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:351
|
||
msgid ""
|
||
"Some role-playing scenarios take place indoors — these regions are similarly "
|
||
"intermediate."
|
||
msgstr ""
|
||
"一部のロールプレイングシナリオでは屋内が舞台となることがあります。その場合、"
|
||
"夕暮れや夜明けと同じように扱われます。"
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:358
|
||
msgid "Healing"
|
||
msgstr "回復"
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:359
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "• <bold>text='Resting'</bold>: A unit which neither moves, attacks, nor "
|
||
#| "is attacked will heal 2 HP in its next turn."
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• <b>Resting</b>: A unit which neither moves, attacks, nor is attacked will "
|
||
"heal 2 HP in its next turn."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"• <bold>text='休息'</bold>:移動や戦闘を行わなかったユニットは、次のターンに "
|
||
"HP が 2 回復します。"
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:359
|
||
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 ""
|
||
"戦闘を行えば、ユニットは傷を負います。ユニットの傷を癒やすにはいくつかの方法"
|
||
"がありますが、それらの効果を重複させることはできません。ただし、休息による回"
|
||
"復は他の回復手段と併用できます。"
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:361
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "• <bold>text='Villages'</bold>: A unit which starts a turn in a village "
|
||
#| "or oasis will heal 8HP. If the unit is poisoned, the poison will be cured "
|
||
#| "instead."
|
||
msgid ""
|
||
"\n"
|
||
"• <b>Villages</b>: A unit which starts a turn in a village or oasis will "
|
||
"heal 8HP. If the unit is poisoned, the poison will be cured instead."
|
||
msgstr ""
|
||
"\n"
|
||
"• <bold>text='村'</bold>:村かオアシスでターンを開始したユニットは、HP が 8 "
|
||
"回復します。もしユニットが毒を受けていれば、回復の代わりに解毒されます。"
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:362
|
||
msgid ""
|
||
"\n"
|
||
"• <ref>dst='ability_regenerates' 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='再生'</ref>:再生を持つユニット(トロ"
|
||
"ルなど)は毎ターン 8 回復します。ユニットが毒に侵されていれば、回復する代わり"
|
||
"に解毒します。"
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:363
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "• <bold>text='Healing units'</bold>: Units with the "
|
||
#| "<ref>dst='ability_heals +4' text='Heals'</ref> ability will heal each "
|
||
#| "allied adjacent unit, usually <ref>dst='ability_heals +4' text='4HP'</"
|
||
#| "ref> or <ref>dst='ability_heals +8' text='8HP'</ref> per turn, or prevent "
|
||
#| "Poison from causing that unit damage."
|
||
msgid ""
|
||
"\n"
|
||
"• <b>Healing units</b>: Units with the <ref>dst='ability_heals +4' "
|
||
"text='Heals'</ref> ability will heal each allied adjacent unit, usually "
|
||
"<ref>dst='ability_heals +4' text='4HP'</ref> or <ref>dst='ability_heals +8' "
|
||
"text='8HP'</ref> per turn, or prevent Poison from causing that unit damage."
|
||
msgstr ""
|
||
"\n"
|
||
"• <bold>text='回復ユニット'</bold>:<ref>dst='ability_heals +4' text='回復'</"
|
||
"ref>能力を持つユニットは周囲の自軍・同盟軍ユニットを回復します。通常は "
|
||
"<ref>dst='ability_heals +4' text='4HP'</ref> か <ref>dst='ability_heals +8' "
|
||
"text='8HP'</ref> を毎ターン回復し、ユニットが毒に侵されていれば回復するかわり"
|
||
"に毒によるダメージを防ぎます(解毒する訳ではありません)。"
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:364
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "• <bold>text='Curing units'</bold>: Units with the "
|
||
#| "<ref>dst='ability_cures' text='cures'</ref> ability will cure Poison in "
|
||
#| "all allied adjacent units (in preference to healing, if it has that "
|
||
#| "ability as well)."
|
||
msgid ""
|
||
"\n"
|
||
"• <b>Curing units</b>: Units with the <ref>dst='ability_cures' 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='治療ユニット'</bold>:<ref>dst='ability_cures' text='治療'</"
|
||
"ref>能力を持つユニットは周囲の自軍・同盟軍のユニットから毒を取り除きます(も"
|
||
"し回復能力も持っていれば、回復よりも治療が優先されます)。"
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:365
|
||
#, fuzzy
|
||
#| 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."
|
||
msgid ""
|
||
"\n"
|
||
"• <b>Advancement</b>: 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 ""
|
||
"\n"
|
||
"• <bold>text='レベルアップ'</bold>:ユニットが<ref>dst='advancement' text='レ"
|
||
"ベルアップ'</ref>する時、ユニットは完全に回復します。例え相手のターンであろう"
|
||
"と、十分な XP が溜まれば、レベルアップによって回復します。"
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:366
|
||
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"
|
||
"休息は他の回復方法と組み合わせることができます。しかし、村・再生・回復・治療"
|
||
"は互いに組み合わせることはできず、最良の効果を持つものが適用されます。また、"
|
||
"次のシナリオに進む際には、ユニットは完全に回復します。"
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:368
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<bold>text='Advanced'</bold>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<b>Advanced</b>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<bold>text='上級編'</bold>"
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:370
|
||
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 ""
|
||
"\n"
|
||
"\n"
|
||
"同じ陣営に属している複数のヒーラーで傷ついたユニットを取り囲んでも、1 回分の"
|
||
"回復効果しかありません。しかし、他の回復手段とは違い、回復能力が発動するのは"
|
||
"回復を受けるユニットのターンではなく、回復能力を持つユニット(ヒーラー)の"
|
||
"ターンとなります。つまり、自軍・同盟軍のそれぞれ陣営の異なるヒーラーを隣接さ"
|
||
"せることで、各ヒーラーのターンに傷ついたユニットを回復することができます。"
|
||
|
||
#. [topic]: id=wrap_up
|
||
#: data/core/help.cfg:378
|
||
msgid "Wrap Up"
|
||
msgstr "おわりに"
|
||
|
||
#. [topic]: id=wrap_up
|
||
#: data/core/help.cfg:379
|
||
#, fuzzy
|
||
#| 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!"
|
||
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 <i>Heir to "
|
||
"the Throne</i> campaign. Have fun, and good luck!"
|
||
msgstr ""
|
||
"これで Wesnoth の基礎は終わりです。引き続き、基本戦術を勉強したり、"
|
||
"<ref>dst='..traits_section' text='特性'</ref>と<ref>dst='.."
|
||
"abilities_section' text='能力'</ref>の解説を読みたい方もいるでしょう。しか"
|
||
"し、これまでに学んだ知識さえあれば、キャンペーン<italic>text='王位継承者'</"
|
||
"italic>を遊ぶには十分です。さあ、ゲームを楽しみましょう!"
|
||
|
||
#. [topic]: id=license
|
||
#: data/core/help.cfg:384
|
||
msgid "License"
|
||
msgstr "ライセンス"
|
||
|
||
#. [topic]: id=..traits_section
|
||
#: data/core/help.cfg:393
|
||
#, fuzzy
|
||
#| 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. "
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Most units have two traits. However, goblins have only one trait, undead "
|
||
"units are always assigned the single trait <i>undead</i> and in some cases "
|
||
"<i>fearless</i>, and woses do not receive any traits. "
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"多くのユニットは 2 つの特性を持ちます。しかし、ゴブリンの持つ特性は 1 つだけ"
|
||
"です。アンデッドユニットは基本的に<italic>text='アンデッド'</italic>特性しか"
|
||
"持ちません(一部のアンデッドユニットは<italic>text='勇敢'</italic>特性を併せ"
|
||
"持ちます)。ウーズは特性を持ちません。"
|
||
|
||
#. [topic]: id=..traits_section
|
||
#: data/core/help.cfg:393
|
||
#, fuzzy
|
||
#| 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>."
|
||
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 <i>race</i>."
|
||
msgstr ""
|
||
"特性はユニットのステータスを少し変化させます。通常、特性はユニットの雇用時に"
|
||
"ランダムに付加されます。ユニットに付加される特性は、一般的にユニットの"
|
||
"<italic>text='種族'</italic>ごとに決まっています。"
|
||
|
||
#. [topic]: id=..traits_section
|
||
#: data/core/help.cfg:395
|
||
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"
|
||
"アンデッドを除くほとんどの種族が持つ特性は\n"
|
||
"<ref>dst='traits_intelligent' text='知的'</ref>、<ref>dst='traits_quick' "
|
||
"text='敏捷'</ref>、<ref>dst='traits_resilient' text='頑強'</ref>、"
|
||
"<ref>dst='traits_strong' text='強力'</ref>です。"
|
||
|
||
#. [topic]: id=..traits_section
|
||
#: data/core/help.cfg:397
|
||
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"
|
||
"エルフは<ref>dst='traits_dextrous' text='器用'</ref>を、ドワーフは"
|
||
"<ref>dst='traits_healthy' text='壮健'</ref>を、それぞれ特性として持つ可能性が"
|
||
"あります。また、トロルと一部の人間は<ref>dst='traits_fearless' text='勇敢'</"
|
||
"ref>を持つ可能性があります。その他の特性としては、<ref>dst='traits_loyal' "
|
||
"text='忠義'</ref>、<ref>dst='traits_feral' text='野生'</ref>、"
|
||
"<ref>dst='traits_undead' text='アンデッド'</ref>などがあります。\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:407
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "Terrains come in two types: <italic>text='basic'</italic> and "
|
||
#| "<italic>text='mixed'</italic>."
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Terrains come in two types: <i>basic</i> and <i>mixed</i>."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"地形には 2 つのタイプがあります。<italic>text='基本地形'</italic>と"
|
||
"<italic>text='複合地形'</italic>です。"
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:407
|
||
msgid ""
|
||
"Game maps feature a variety of terrains that affect both unit movement and a "
|
||
"unit’s defensive capability in combat."
|
||
msgstr ""
|
||
"ゲーム中のマップはさまざまな地形(Terrain)によって構成されています。地形はユ"
|
||
"ニットの移動力と回避率に影響します。"
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:409
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Basic Terrain Types'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<big>Basic Terrain Types</big>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='基本地形'</header>"
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:411
|
||
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 ""
|
||
"\n"
|
||
"\n"
|
||
"平地、丘、山、砂地、水域(浅瀬、深水)、沼地が基本地形(basic terrain types)"
|
||
"に含まれます。また、この他にも数多くの基本地形が存在します。このページの最後"
|
||
"には、これまでに見つけた基本地形の一覧が表示されています。\n"
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:415
|
||
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 ""
|
||
"\n"
|
||
"\n"
|
||
"\n"
|
||
"全てのユニットにはそれぞれの基本地形ごとに回避率と移動コストが定められていま"
|
||
"す。これらの値は、ヘルプ内のユニットのページから確認できます。基本地形は、"
|
||
"「照らされた場所」のように固有の特性を持つ場合があります。"
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:417
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Mixed Terrain Types'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<big>Mixed Terrain Types</big>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='複合地形'</header>"
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:419
|
||
#, fuzzy
|
||
#| 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"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Mixed terrain types share the properties of multiple basic terrain types — "
|
||
"units generally receive the <i>best defense</i> and <i>worst movement</i> of "
|
||
"the underlying basic types when they move onto a mixed type. For example, "
|
||
"this is the case with <i>forested hills</i>, <i>sand hills</i>, and <i>cave "
|
||
"hills</i>.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"複合地形(Mixed terrain types)は複数の基本地形の特性を兼ね備えています。一般"
|
||
"的に、複合地形では、複合されている基本地形の内の<italic>text='高い方の回避"
|
||
"率'</italic>と<italic>text='大きい方の移動コスト'</italic>がユニットに適用さ"
|
||
"れます。複合地形としては、<italic>text='森+丘'</italic>、<italic>text='砂地"
|
||
"+丘'</italic>、<italic>text='洞窟+丘'</italic>などがあります。\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:423
|
||
#, fuzzy
|
||
#| 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"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"One notable exception is bridge terrains, such as <i>bridges over shallow "
|
||
"water</i>, <i>fords</i>, and <i>bridges over chasms</i>. 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 ""
|
||
"\n"
|
||
"\n"
|
||
"複合地形における回避率と移動コストの扱いには、例外が存在します。代表的な例外"
|
||
"としては、<italic>text='浅瀬の橋'</italic>や<italic>text='川瀬'</italic>、"
|
||
"<italic>text='裂け目の橋'</italic>などの橋地形があります。川瀬は平地と浅瀬の"
|
||
"複合地形ですが、移動コストは 2 つの基本地形の内低い方が適用されます。そのた"
|
||
"め、マーフォークや人間など、ほとんどのユニットが高い回避率と移動力を得ること"
|
||
"ができます。同様に、裂け目は歩行ユニットでは通行できませんが、裂け目の橋は歩"
|
||
"行ユニットでも通過することができます。\n"
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:427
|
||
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 ""
|
||
"\n"
|
||
"\n"
|
||
"陸上にある村では、基本的に最高の回避率と移動力を得ることができます。これらの"
|
||
"村は、村地形と、丘・沼地・洞窟などの地形による複合地形です。\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:431
|
||
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 ""
|
||
"\n"
|
||
"\n"
|
||
"水辺の村は、陸上ユニットには適しておらず、村地形による回避率と移動コストの恩"
|
||
"恵を得ることができません。代わりに、単なる水域として扱われます。\n"
|
||
"\n"
|
||
"\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:435
|
||
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 ""
|
||
"\n"
|
||
"\n"
|
||
"複合地形のもとになっている基本地形は、そのヘクス上にマウスカーソルを合わせる"
|
||
"ことで、(標準のテーマでは)画面の右上の地形アイコンから確認できます。"
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:437
|
||
#, fuzzy
|
||
#| 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."
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"You can see what type of behavior the mixed terrain gives by mousing over "
|
||
"its hex and viewing the <i>terrain description</i> by either pressing the "
|
||
"hotkey, or right clicking and selecting from the context menu."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"複合地形の特性が知りたければ、そのヘクス上にマウスカーソルを合わせ、"
|
||
"<italic>text='地形情報'</italic>をホットキーか右クリックから開いてください。"
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:439
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Defense Caps'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<big>Defense Caps</big>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='上限回避率'</header>"
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:441
|
||
#, fuzzy
|
||
#| 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."
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Some units have <i>defense caps</i> for a particular basic terrain type. "
|
||
"These units suffer a penalty on mixed terrains with that type — their "
|
||
"defense cannot exceed the cap."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"一部のユニットは<italic>text='上限回避率'</italic>を一部の地形に対して持って"
|
||
"います。これらのユニットはその地形を含む複合地形では回避率が一定以上に上がる"
|
||
"ことはありません。"
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:443
|
||
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 ""
|
||
"\n"
|
||
"\n"
|
||
"例えば、<ref>text='忠誠軍の竜騎兵' dst='unit_Cavalryman'</ref>は森では30%の上"
|
||
"限回避率を持ちます。そのため、森と丘の複合地形では、丘での40%ではなく森での"
|
||
"30%が回避率として適用されます。"
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:445
|
||
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 ""
|
||
"\n"
|
||
"\n"
|
||
"もしユニットが一部の地形に上限回避率を持っていれば、その地形での回避率は常に"
|
||
"その値となります(上限回避率より高くなることはありません)。"
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:447
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Basic Terrain Types'</header>\n"
|
||
#| "\n"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<big>Basic Terrain Types</big>\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='基本地形'</header>\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=..addons
|
||
#: data/core/help.cfg:460
|
||
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 ""
|
||
"Wesnothエンジンはカスタマイズ性を持ち、プレイヤー自らゲームコンテンツ(新しい"
|
||
"シナリオやキャンペーン、他にもいろいろ)を作ることができる程です。\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:470
|
||
msgid "Using Add-ons"
|
||
msgstr "アドオンの使い方"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:471
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Campaigns and Scenarios'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<big>Campaigns and Scenarios</big>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='キャンペーンとシナリオ'</header>"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:471
|
||
msgid ""
|
||
"The game supports different types of add-on content, which are not all "
|
||
"available in every gameplay mode."
|
||
msgstr ""
|
||
"このゲームは異なる種類のアドオンコンテンツをサポートしており、種類によってそ"
|
||
"のアドオンを有効にできるゲームモードも異なります。"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:473
|
||
#, fuzzy
|
||
#| 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."
|
||
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 <i>Campaigns</i> menu at the "
|
||
"title screen."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"SP(シングルプレイヤー)用のキャンペーンとは、物語に沿って複数のシナリオを集め"
|
||
"たものです。独立したシナリオや通常のキャンペーンはタイトル画面の"
|
||
"<italic>text='キャンペーン'</italic>メニューから遊ぶことができます。"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:475
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Multiplayer Campaigns, Scenarios, and Map Packs'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<big>Multiplayer Campaigns, Scenarios, and Map Packs</big>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='MP(マルチプレイヤー) キャンペーン、シナリオ、マップ集'</header>"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:477
|
||
#, fuzzy
|
||
#| 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."
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<i>Multiplayer</i> 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"
|
||
"<italic>text='MP(マルチプレイヤー)'</italic> ゲームでは完全にカスタマイズさ"
|
||
"れ、動作が記述されたシナリオや特別なデザインをされたキャンペーンを遊ぶことが"
|
||
"できます。別々のMPシナリオをまとめたセットも存在します。"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:479
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Multiplayer Eras and Factions'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<big>Multiplayer Eras and Factions</big>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='MPの時代(MP Era)、党派(MP Faction)'</header>"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:481
|
||
#, fuzzy
|
||
#| 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."
|
||
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 <i>Multiplayer</i> 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"
|
||
"ゲームの中では、様々な種族の生き物たちがお互いに協力し合い、「党派」を築いて"
|
||
"います。党派は共通のテーマに沿ってバランス調整されたセットです。例を挙げれ"
|
||
"ば、Wesnothの主な党派は「標準の時代」に含まれています。\n"
|
||
"\n"
|
||
"<italic>text='マルチプレイヤー'</italic>モードでは、ゲームを作るときに「時"
|
||
"代」を選択することができ、その時代に含まれる党派をそれぞれの陣営に設定するこ"
|
||
"とができます。"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:485
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"You can see what eras you have loaded in the <ref>text='eras' dst='.."
|
||
"eras_section'</ref> of the help."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"現在使用されている時代(era)はヘルプ中の<ref>text='時代' dst='.."
|
||
"eras_section'</ref>から確認できます。"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:487
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<big>Multiplayer Modifications</big>"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:489
|
||
#, fuzzy
|
||
#| 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."
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Modifications are optional scenario- and era-independent scripts for "
|
||
"<i>Multiplayer</i> games that can alter the default ruleset in various ways. "
|
||
"You can choose and configure modifications when creating a new game."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Modはシナリオのオプションや、時代に依存しないスクリプトであり、ゲームに様々な"
|
||
"変更を加えることができます。ゲームの作成時にModを選択し、設定することができま"
|
||
"す。"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:491
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text='Creator Resources'</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<big>Creator Resources</big>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='クリエイター用の素材集'</header>"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:493
|
||
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"
|
||
"コンテンツの製作者はアドオンサーバー上にある素材集を、自身のコンテンツの素材"
|
||
"(画像や音楽、コードなど)として利用することができます。素材集はゲーム内で直"
|
||
"接利用されることはありませんが、他のアドオンがそれらを利用しており、アドオン"
|
||
"のインストール時に素材集も必要とされることがあります。"
|
||
|
||
#. [topic]: id=installing_addons
|
||
#: data/core/help.cfg:502
|
||
msgid "Installing Add-ons"
|
||
msgstr "アドオンのインストール"
|
||
|
||
#. [topic]: id=installing_addons
|
||
#: data/core/help.cfg:503
|
||
#, 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 <i>Add-ons</i> "
|
||
"option in the main menu. After connecting to the add-ons server (by default "
|
||
"<i>add-ons.wesnoth.org</i>), 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 <i>upgradable</i> or <i>outdated</i> on the server, their "
|
||
"installed and published versions will be shown in the <i>Version</i> "
|
||
"column.\n"
|
||
"\n"
|
||
"To search for add-ons by keywords, type any relevant terms in any order in "
|
||
"the <b>Filter</b> 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 <b>Options</b> "
|
||
"button in the top-right corner.\n"
|
||
"\n"
|
||
"To install an add-on, select it from the list and click <b>OK</b>, or simply "
|
||
"double-click on the add-on’s title. The <b>Description</b> button provides "
|
||
"you with additional details about the add-on, such as its full description, "
|
||
"installation status, and available languages."
|
||
msgstr ""
|
||
"ユーザ製のアドオンはメインメニューの<italic>text='アドオン'</italic>から取"
|
||
"得・更新を行うことができます。\n"
|
||
"アドオンサーバー (デフォルトでは<italic>text='add-ons.wesnoth.org'</italic>) "
|
||
"に接続すると、サーバー上に存在するダウンロード可能なアドオンのリストが表示さ"
|
||
"れます。\n"
|
||
"\n"
|
||
"アドオンのインストール状況はそれぞれのエントリに表示されます。サーバー上の"
|
||
"<italic>text='更新有り'</italic>か<italic>text='旧バージョン'</italic>のアド"
|
||
"オンは、インストール済みか公開済みのバージョンが<italic>text='バージョン'</"
|
||
"italic>カラムに表示されます。\n"
|
||
"\n"
|
||
"アドオンをキーワードで検索したければ、検索ボックスに適切な単語をスペースで区"
|
||
"切って入力して下さい。また、カラムヘッダをクリックすることでアドオンリストを"
|
||
"ソートすることもできます。特定のカテゴリのアドオンのみを表示したければ、"
|
||
"<bold>text='種類'</bold>ドロップダウンをクリックして下さい。\n"
|
||
"\n"
|
||
"アドオンをインストールしたいなら、リストからそのアドオンを選択してから"
|
||
"<bold>text='+'</bold>ボタンを押すか、アドオンのタイトルをダブルクリックして"
|
||
"下さい。ウィンドウが小さすぎて1行で表示できない場合は、<bold>text='アドオン"
|
||
"の詳細'</bold>ボタンを押すとアドオンの情報 (解説、インストール状況、利用でき"
|
||
"る翻訳) を詳しく見ることができます。"
|
||
|
||
#. [topic]: id=removing_addons
|
||
#: data/core/help.cfg:516
|
||
msgid "Removing Add-ons"
|
||
msgstr "アドオンの削除"
|
||
|
||
#. [topic]: id=removing_addons
|
||
#: data/core/help.cfg:517
|
||
#, fuzzy
|
||
#| 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."
|
||
msgid ""
|
||
"To remove add-ons, choose <b>Remove Add-ons</b> 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 (<i>.pbl</i> 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 ""
|
||
"アドオンを削除するには、アドオンサーバへの接続ダイアログの中の<bold>text='ア"
|
||
"ドオンの削除'</bold>を選択して下さい。インストール済みのアドオンを好きな数だ"
|
||
"け削除することができます。\n"
|
||
"\n"
|
||
"アドオンに公開情報ファイル (<italic>text='.pbl'</italic> ファイル) が添付され"
|
||
"ていた場合、それによってアドオンを削除できないことがあります。そのような場"
|
||
"合、情報ファイルを削除するかアドオン自体を直接あなたのプラットフォームのファ"
|
||
"イルマネージャで削除しなければなりません。"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:532
|
||
msgid "General Commands"
|
||
msgstr "一般的なコマンド"
|
||
|
||
#. [topic]: id=general_commands
|
||
#. [topic]: id=mp_commands
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:534 data/core/help.cfg:577 data/core/help.cfg:615
|
||
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 ""
|
||
"これらのコマンドは「:」を押してコマンドラインを出すか、チャット欄に「/」を打"
|
||
"つことで実行できます (チャット欄は「m」で開けます) 。\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:536
|
||
msgid ""
|
||
"\n"
|
||
"Clear chat messages.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"チャットメッセージを消去します。\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:539
|
||
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"
|
||
"デバッグモード(開発用)を有効にします(マルチプレイヤーでは使用不可)。"
|
||
"<ref>dst=debug_commands text='デバッグモードコマンド'</ref>を参照してくださ"
|
||
"い。\n"
|
||
"デバッグモードはゲームを終了した場合、もしくは :nodebug コマンドで無効になり"
|
||
"ます。\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:543
|
||
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"
|
||
"陣営のプレイヤーを人間と AI のいずれかに設定、もしくは切り替えます。その陣営"
|
||
"を操作しているプレイヤー/クライアントがこのコマンドを実行する必要がありま"
|
||
"す。2 つめの引数が指定されなかった場合、人間と AI の間で切り替えられます。2 "
|
||
"つめのパラメータが「 on 」なら、AI が操作するように設定されます。「 off 」な"
|
||
"ら人間が操作するように設定されます。パラメータを何も指定しなかった場合、現在"
|
||
"プレイ中の陣営とみなされます。\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:546
|
||
msgid ""
|
||
"\n"
|
||
"Display the controller status of a side.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"陣営のコントローラーのステータスを表示する\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:549
|
||
msgid ""
|
||
"\n"
|
||
"Toggle the display of the current frames per second.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"現在のフレームレートの表示を切り換えます。\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:552
|
||
msgid ""
|
||
"\n"
|
||
"Switch a log domain to a different log level.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"ログの範囲を異なるログレベルに切り替えます。\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:555
|
||
msgid ""
|
||
"\n"
|
||
"Redraws the screen and reloads any image files that have been changed.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"画面を再描画し、変更された画像ファイルを再読み込みします。\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:558
|
||
msgid ""
|
||
"\n"
|
||
"Bring up theme selection menu.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"テーマ選択メニューを呼び出します。\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:561
|
||
msgid ""
|
||
"\n"
|
||
"Quit the scenario (without prompting).\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"シナリオを終了します(確認なし)。\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:564
|
||
msgid ""
|
||
"\n"
|
||
"Save the game (without prompting).\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"ゲームを保存します(確認なし)。\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:567
|
||
msgid ""
|
||
"\n"
|
||
"Save the game and quit the scenario (without prompting)."
|
||
msgstr ""
|
||
"\n"
|
||
"ゲームを保存してシナリオを終了します(確認なし)。"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:576
|
||
msgid "Multiplayer Commands"
|
||
msgstr "マルチプレイヤーコマンド"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:579
|
||
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"
|
||
"マルチプレイヤーゲームでそのユーザー名に使われている IP アドレスからの参加を"
|
||
"禁止し、ユーザーの接続を切ります。ゲーム中に存在していないユーザーでもサー"
|
||
"バー上にいれば使用可能です。(当然その際に追い出されはしません)\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:582
|
||
#, fuzzy
|
||
#| 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"
|
||
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 <b>Scenario Settings</b> dialog "
|
||
"(Press the <b>More</b> button in the <b>Status Table</b> (alt+s by default) "
|
||
"to get there.). The host can change control of any side.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"陣営(ここに陣営の番号を入れる)を操作する人をユーザー名(ここにプレイヤーも"
|
||
"しくは観戦者のニックネームを入れる)に変更します。どの陣営がどのプレイヤーに"
|
||
"属しているかは「シナリオ設定」ダイアログで確認することができます(「ステータ"
|
||
"ス表」(デフォルトでは alt+s )の「次」ボタンを押すことによって表示されま"
|
||
"す)。ホストはどの陣営の操作権でも変更できます。\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:585
|
||
msgid ""
|
||
"\n"
|
||
"Launch a dialog to assist the host in changing the human controllers of "
|
||
"sides.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"人間がコントロールする陣営をホストが変更するためのダイアログを表示します。\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:588
|
||
msgid ""
|
||
"\n"
|
||
"Toggle the idle state for a side. The host may make a side idle after a "
|
||
"network disconnection.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"陣営の待機状態を切り替えます。ネットワークが切断された場合、ホストは陣営を待"
|
||
"機状態にする必要があるでしょう。\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:591
|
||
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"
|
||
"マルチプレイヤーでユーザーの接続を切ります。接続を切られたユーザーはゲームに"
|
||
"再び加わることができます。陣営の操作を変更したい場合は、代わりに :control コ"
|
||
"マンドを使用してください。\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:594
|
||
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"
|
||
"プライベートメッセージを送ります。同じゲーム内でいずれかの陣営を操作していな"
|
||
"いプレイヤーにはメッセージを送ることができません。\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:597
|
||
msgid ""
|
||
"\n"
|
||
"Mute a specific observer. If no username is supplied the muted usernames are "
|
||
"displayed.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"指定した観戦者が発言できないようにします。ユーザー名が指定されなかった場合は"
|
||
"発言できないユーザー名が表示されます。\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:600
|
||
msgid ""
|
||
"\n"
|
||
"Toggle muting/silencing of all observers on/off.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"すべての観戦者が発言できないようにするかどうかを切り替えます。\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:603
|
||
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"
|
||
"マルチプレイヤーゲームでそのユーザー名に使われている IP アドレスからの参加禁"
|
||
"止を解除します。そのユーザーがゲーム中にいる必要はありませんが、サーバー上に"
|
||
"存在しなければなりません。\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:606
|
||
msgid ""
|
||
"\n"
|
||
"Unmute a specific observer. If no username is supplied the list of muted "
|
||
"observers is cleared."
|
||
msgstr ""
|
||
"\n"
|
||
"指定した観戦者の発言禁止を解除します。ユーザー名が指定されなかった場合は発言"
|
||
"禁止ユーザーの一覧が消去されます。"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:614
|
||
msgid "Debug Mode Commands"
|
||
msgstr "デバッグモードコマンド"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:617
|
||
msgid ""
|
||
"\n"
|
||
"Brings up a menu for choosing a scenario to immediately advance to in a "
|
||
"campaign.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"移動するキャンペーン中のシナリオを選択するメニューを立ち上げます。\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:620
|
||
msgid ""
|
||
"\n"
|
||
"Create a unit of the specified type on the selected hex.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"指定されたタイプのユニットを選択されたヘクスに作成します。\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:623
|
||
msgid ""
|
||
"\n"
|
||
"Toggle fog/shroud for the current side.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"プレイ中の陣営の霧/幕を切り換えます。\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:626
|
||
msgid ""
|
||
"\n"
|
||
"Adds the specified amount to the current side’s gold.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"指定された量のゴールドをプレイ中の陣営に追加します。\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:629
|
||
msgid ""
|
||
"\n"
|
||
"Immediately advances to the next scenario in a campaign.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"キャンペーン中の次のシナリオへ移動します。\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:632
|
||
msgid ""
|
||
"\n"
|
||
"Manually set a gamestate variable to value.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"ゲームの状態をあらわす変数を手入力で指定された値に設定します。\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:635
|
||
msgid ""
|
||
"\n"
|
||
"Show a gamestate variable.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"ゲームの状態をあらわす変数を表示します。\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:638
|
||
msgid ""
|
||
"\n"
|
||
"Manually fire the specified event.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"指定されたイベントを手動で起こします。\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:641
|
||
msgid ""
|
||
"\n"
|
||
"Modifies the specified property of the selected unit. Example: :unit "
|
||
"hitpoints=100\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"選択されたユニットの指定されたプロパティを変更します。例: :unit "
|
||
"hitpoints=100\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:644
|
||
msgid ""
|
||
"\n"
|
||
"Makes the selected unit level up N times. Example: :unit advances=2"
|
||
msgstr ""
|
||
"\n"
|
||
"選択されたユニットを N 回レベルアップさせます。例: :unit advances=2"
|
||
|
||
#. [heals]: id=healing
|
||
#: data/core/macros/abilities.cfg:12
|
||
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 ""
|
||
"隣接する自軍・同盟軍のユニットをターン開始時に 4HP 回復します。 \n"
|
||
"\n"
|
||
"回復対象のユニットが毒状態であれば、回復の代わりに毒によるダメージを防止する"
|
||
"ことができます。 \n"
|
||
"ただし、この能力によってユニットの解毒を行うことはできません。その影響を遅ら"
|
||
"せるだけです。"
|
||
|
||
#. [heals]: id=healing
|
||
#: data/core/macros/abilities.cfg:30
|
||
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 ""
|
||
"薬草と魔法を組み合わせることで、自軍・同盟軍のユニットを素早く回復します。\n"
|
||
"\n"
|
||
" 回復対象のユニットを 1 ターンに 8HP 回復します。回復対象が毒状態の場合は、毒"
|
||
"のダメージを防止します。\n"
|
||
"ただし、この能力によってユニットの解毒を行うことはできません。その影響を遅ら"
|
||
"せるだけです。"
|
||
|
||
#. [heals]: id=curing
|
||
#: data/core/macros/abilities.cfg:47
|
||
msgid "cures"
|
||
msgstr "治療"
|
||
|
||
#. [heals]: id=curing
|
||
#: data/core/macros/abilities.cfg:48
|
||
msgid "female^cures"
|
||
msgstr "治療"
|
||
|
||
#. [heals]: id=curing
|
||
#: data/core/macros/abilities.cfg:49
|
||
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 ""
|
||
"治療者は、毒を受けたユニットを治療することができます。ただし、毒から治療され"
|
||
"たそのターン内には、さらなる回復は受けられません。"
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:70
|
||
msgid "regenerates"
|
||
msgstr "再生"
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:71
|
||
msgid "female^regenerates"
|
||
msgstr "再生"
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:72
|
||
msgid ""
|
||
"The unit will heal itself 8 HP per turn. If it is poisoned, it will remove "
|
||
"the poison instead of healing."
|
||
msgstr ""
|
||
"このユニットはターンごとに自身の HP を 8 回復します。毒を受けているなら、回復"
|
||
"する代わりに毒を取り除きます。"
|
||
|
||
#. [resistance]: id=steadfast
|
||
#: data/core/macros/abilities.cfg:91
|
||
msgid "steadfast"
|
||
msgstr "装甲"
|
||
|
||
#. [resistance]: id=steadfast
|
||
#: data/core/macros/abilities.cfg:92
|
||
msgid "female^steadfast"
|
||
msgstr "装甲"
|
||
|
||
#. [resistance]: id=steadfast
|
||
#: data/core/macros/abilities.cfg:93
|
||
msgid ""
|
||
"This unit’s resistances are doubled, up to a maximum of 50%, when defending. "
|
||
"Vulnerabilities are not affected."
|
||
msgstr ""
|
||
"防御時、このユニットの耐性は最大で 50% まで倍増します。弱点には影響がありませ"
|
||
"ん。"
|
||
|
||
#. [leadership]: id=leadership
|
||
#: data/core/macros/abilities.cfg:106
|
||
msgid "leadership"
|
||
msgstr "統率"
|
||
|
||
#. [leadership]: id=leadership
|
||
#: data/core/macros/abilities.cfg:107
|
||
msgid "female^leadership"
|
||
msgstr "統率"
|
||
|
||
#. [leadership]: id=leadership
|
||
#: data/core/macros/abilities.cfg:108
|
||
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 ""
|
||
"このユニットは隣接した自軍ユニットを指揮し、それらがうまく戦えるようにしま"
|
||
"す。\n"
|
||
"\n"
|
||
"隣接している低レベルの自軍ユニットは戦闘時により多くのダメージを与えるように"
|
||
"なります。このユニットとのレベルの差に応じて、与えるダメージが 25% ずつ増加し"
|
||
"ます。"
|
||
|
||
#. [skirmisher]: id=skirmisher
|
||
#: data/core/macros/abilities.cfg:125
|
||
msgid "skirmisher"
|
||
msgstr "散兵"
|
||
|
||
#. [skirmisher]: id=skirmisher
|
||
#: data/core/macros/abilities.cfg:126
|
||
msgid "female^skirmisher"
|
||
msgstr "散兵"
|
||
|
||
#. [skirmisher]: id=skirmisher
|
||
#: data/core/macros/abilities.cfg:127
|
||
msgid ""
|
||
"This unit is skilled in moving past enemies quickly, and ignores all enemy "
|
||
"Zones of Control."
|
||
msgstr ""
|
||
"このユニットは敵のそばを素早く移動するという能力を持ち、すべての敵の支配領域"
|
||
"(ZOC)を無視できます。"
|
||
|
||
#. [illuminates]: id=illumination
|
||
#: data/core/macros/abilities.cfg:140
|
||
msgid "illuminates"
|
||
msgstr "照明"
|
||
|
||
#. [illuminates]: id=illumination
|
||
#: data/core/macros/abilities.cfg:141
|
||
msgid "female^illuminates"
|
||
msgstr "照明"
|
||
|
||
#. [illuminates]: id=illumination
|
||
#: data/core/macros/abilities.cfg:142
|
||
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 ""
|
||
"このユニットは周囲を明るく照らし、秩序ユニットを有利に、混沌ユニットを不利に"
|
||
"します。\n"
|
||
"\n"
|
||
"すべての隣接ユニットは、夜には夕方、夕方には昼であるかのように戦うことになり"
|
||
"ます。"
|
||
|
||
#. [teleport]: id=teleport
|
||
#: data/core/macros/abilities.cfg:154
|
||
msgid "teleport"
|
||
msgstr "瞬間移動"
|
||
|
||
#. [teleport]: id=teleport
|
||
#: data/core/macros/abilities.cfg:155
|
||
msgid "female^teleport"
|
||
msgstr "瞬間移動"
|
||
|
||
#. [teleport]: id=teleport
|
||
#: data/core/macros/abilities.cfg:156
|
||
msgid ""
|
||
"This unit may teleport between any two empty villages owned by its side "
|
||
"using one of its moves."
|
||
msgstr ""
|
||
"このユニットは移動力を 1 使うことで、その陣営が所有する誰もいない 2 つの村の"
|
||
"間を瞬間移動することができます。"
|
||
|
||
#. [hides]: id=ambush
|
||
#: data/core/macros/abilities.cfg:185
|
||
msgid "ambush"
|
||
msgstr "伏兵"
|
||
|
||
#. [hides]: id=ambush
|
||
#: data/core/macros/abilities.cfg:186
|
||
msgid "female^ambush"
|
||
msgstr "伏兵"
|
||
|
||
#. [hides]: id=ambush
|
||
#: data/core/macros/abilities.cfg:187
|
||
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 ""
|
||
"このユニットは森に隠れることができます。そのため、森にいれば敵に見つかること"
|
||
"はありません。\n"
|
||
"\n"
|
||
"このユニットが森にいるときは、このユニットを見つけることはできません。ただ"
|
||
"し、敵ユニットが隣接している場合を除きます。伏兵中のユニットに遭遇した敵ユ"
|
||
"ニットは、残りの移動力を全て失います。"
|
||
|
||
#. [hides]: id=nightstalk
|
||
#: data/core/macros/abilities.cfg:204 data/core/macros/abilities.cfg:205
|
||
msgid "nightstalk"
|
||
msgstr "隠密"
|
||
|
||
#. [hides]: id=nightstalk
|
||
#: data/core/macros/abilities.cfg:206
|
||
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 ""
|
||
"このユニットは夜間は見えなくなります。\n"
|
||
"\n"
|
||
"このユニットは夜には見つけることはできません。ただい、敵がこのユニットの隣に"
|
||
"いる場合を除きます。隠密中のユニットに遭遇した敵ユニットは残りの移動力を全て"
|
||
"失います。"
|
||
|
||
#. [hides]: id=concealment
|
||
#: data/core/macros/abilities.cfg:223
|
||
msgid "concealment"
|
||
msgstr "潜伏"
|
||
|
||
#. [hides]: id=concealment
|
||
#: data/core/macros/abilities.cfg:224
|
||
msgid "female^concealment"
|
||
msgstr "潜伏"
|
||
|
||
#. [hides]: id=concealment
|
||
#: data/core/macros/abilities.cfg:225
|
||
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."
|
||
msgstr ""
|
||
"このユニットは村(水域の村は除く)に隠れることができます。隠れている間は敵に"
|
||
"は見つからず、そのユニットの隣に来るまでは気づくことすらできません。\n"
|
||
"\n"
|
||
"このユニットが村にいる間は、敵からは不可視になります。ただし、隣に敵ユニット"
|
||
"がいる場合は無効となります。潜伏ユニットを見つけた敵ユニットは、そのターン中"
|
||
"の残り移動力を全て失います。"
|
||
|
||
#. [hides]: id=submerge
|
||
#: data/core/macros/abilities.cfg:242
|
||
msgid "submerge"
|
||
msgstr "潜水"
|
||
|
||
#. [hides]: id=submerge
|
||
#: data/core/macros/abilities.cfg:243
|
||
msgid "female^submerge"
|
||
msgstr "潜水"
|
||
|
||
#. [hides]: id=submerge
|
||
#: data/core/macros/abilities.cfg:244
|
||
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 ""
|
||
"このユニットは水中深くに隠れることができ、敵に見つからなくなります。\n"
|
||
"\n"
|
||
"このユニットが深い水中にいるときは、このユニットを視認することはできません。"
|
||
"敵がこのユニットの隣にいる場合を除いて。潜水中のユニットと遭遇した敵ユニット"
|
||
"は残りの移動力を全て失います。"
|
||
|
||
#. [dummy]: id=feeding
|
||
#: data/core/macros/abilities.cfg:261
|
||
msgid "feeding"
|
||
msgstr "摂食"
|
||
|
||
#. [dummy]: id=feeding
|
||
#: data/core/macros/abilities.cfg:262
|
||
msgid "female^feeding"
|
||
msgstr "摂食"
|
||
|
||
#. [dummy]: id=feeding
|
||
#: data/core/macros/abilities.cfg:263
|
||
msgid ""
|
||
"This unit gains 1 hitpoint added to its maximum whenever it kills a unit, "
|
||
"except units that are immune to plague."
|
||
msgstr "このユニットは生きているユニットを殺すことで最大HPが 1 増加します。"
|
||
|
||
#. [damage]: id=backstab
|
||
#: data/core/macros/abilities.cfg:285
|
||
msgid "backstab"
|
||
msgstr "奇襲"
|
||
|
||
#. [damage]: id=backstab
|
||
#: data/core/macros/abilities.cfg:286
|
||
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 ""
|
||
"攻撃時に限り、もし「攻撃対象」の反対側に「攻撃対象に敵対するユニット」が存在"
|
||
"し、「攻撃対象に敵対するユニット」が能力を奪われて(石化や麻痺など)いない場"
|
||
"合、この攻撃は倍のダメージとなります。"
|
||
|
||
#. [plague]: id=plague({TYPE}), type={TYPE}
|
||
#. [plague]: id=plague, type=Walking Corpse
|
||
#: data/core/macros/abilities.cfg:304 data/core/macros/abilities.cfg:315
|
||
msgid "plague"
|
||
msgstr "疫病"
|
||
|
||
#. [plague]: id=plague({TYPE}), type={TYPE}
|
||
#: data/core/macros/abilities.cfg:305
|
||
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 ""
|
||
"疫病攻撃によって倒されたユニットは、疫病攻撃を仕掛けたユニットの陣営に属する"
|
||
"ユニットによって置き換えられます。疫病は、アンデッドユニットや村にいるユニッ"
|
||
"トには効果がありません。"
|
||
|
||
#. [plague]: id=plague, type=Walking Corpse
|
||
#: data/core/macros/abilities.cfg:316
|
||
msgid ""
|
||
"When a unit is killed by a Plague attack, that unit is replaced with a "
|
||
"Walking Corpse on the same side as the unit with the Plague attack. This "
|
||
"doesn’t work on Undead or units in villages."
|
||
msgstr ""
|
||
"疫病攻撃によってユニットが倒された場合は、そのユニットは攻撃ユニットと同じ陣"
|
||
"営の歩く死体に置き換えられます。この攻撃はアンデッドや村にいるユニットには効"
|
||
"果がありません。"
|
||
|
||
#. [slow]: id=slow
|
||
#: data/core/macros/abilities.cfg:326
|
||
msgid "slows"
|
||
msgstr "遅化"
|
||
|
||
#. [slow]: id=slow
|
||
#: data/core/macros/abilities.cfg:327
|
||
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 ""
|
||
"この攻撃は、ターンが終わるまでターゲットを遅くします。遅化は攻撃によるダメー"
|
||
"ジを半減させ、遅化されたユニットの移動コストを倍にします。遅化を受けたユニッ"
|
||
"トは、選択するとサイドバーの情報にカタツムリのアイコンが表示されます。"
|
||
|
||
#. [petrifies]: id=petrifies
|
||
#: data/core/macros/abilities.cfg:336
|
||
msgid "petrifies"
|
||
msgstr "石化"
|
||
|
||
#. [petrifies]: id=petrifies
|
||
#: data/core/macros/abilities.cfg:337
|
||
msgid ""
|
||
"This attack petrifies the target, turning it to stone. Units that have been "
|
||
"petrified may not move or attack."
|
||
msgstr ""
|
||
"この攻撃は標的を石化させ、石へと変えます。石化したユニットは移動や攻撃はでき"
|
||
"ません。"
|
||
|
||
#. [chance_to_hit]: id=marksman
|
||
#: data/core/macros/abilities.cfg:346
|
||
msgid "marksman"
|
||
msgstr "精密"
|
||
|
||
#. [chance_to_hit]: id=marksman
|
||
#: data/core/macros/abilities.cfg:347
|
||
msgid ""
|
||
"When used offensively, this attack always has at least a 60% chance to hit."
|
||
msgstr "攻撃時に限り、この武器は命中率の最低値が60%になります。"
|
||
|
||
#. [swarm]: id=swarm
|
||
#: data/core/macros/abilities.cfg:371
|
||
msgid "swarm"
|
||
msgstr "群れ"
|
||
|
||
#. [swarm]: id=swarm
|
||
#: data/core/macros/abilities.cfg:372
|
||
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 ""
|
||
"ユニットが傷ついているとこの攻撃の回数が減少します。攻撃回数はそのユニットが"
|
||
"持つ HP と最大 HP の割合に比例します。例えばユニットの HP がその最大 HP の "
|
||
"3/4 だった場合、攻撃回数も 3/4 になります。"
|
||
|
||
#. [damage]: id=charge
|
||
#: data/core/macros/abilities.cfg:381
|
||
msgid "charge"
|
||
msgstr "突撃"
|
||
|
||
#. [damage]: id=charge
|
||
#: data/core/macros/abilities.cfg:382
|
||
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 ""
|
||
"攻撃時に限り、この武器は敵へ与えるダメージが倍となりますが、敵の反撃によって"
|
||
"受けるダメージも倍となります。"
|
||
|
||
#. [drains]: id=drains
|
||
#: data/core/macros/abilities.cfg:394
|
||
msgid "drains"
|
||
msgstr "生命吸収"
|
||
|
||
#. [drains]: id=drains
|
||
#: data/core/macros/abilities.cfg:395
|
||
msgid ""
|
||
"This unit drains health from living units, healing itself for half the "
|
||
"amount of damage it deals (rounded down)."
|
||
msgstr ""
|
||
"このユニットは生者から生命力を奪って、与えたダメージの半分(切り下げ)だけ自"
|
||
"分の HP を回復させます。"
|
||
|
||
#. [poison]: id=poison
|
||
#: data/core/macros/abilities.cfg:414
|
||
msgid "poison"
|
||
msgstr "毒"
|
||
|
||
#. [poison]: id=poison
|
||
#: data/core/macros/abilities.cfg:415
|
||
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 ""
|
||
"毒攻撃は生物に有効です。毒を受けたユニットは毎ターン8HPを失い、解毒するかHPが"
|
||
"1になるまで毒の効果は続きます。毒のみでユニットが死ぬことはありません。"
|
||
|
||
#. [advancement]: id=amla_default
|
||
#: data/core/macros/amla.cfg:10
|
||
msgid "Max HP bonus +3, Max XP +20%"
|
||
msgstr "最大 HP ボーナス +3、最大 XP +20%"
|
||
|
||
#. [time]: id=midday
|
||
#. [time]: id=midday_hour
|
||
#: data/core/macros/schedules.cfg:35 data/core/macros/schedules.cfg:329
|
||
msgid "Midday"
|
||
msgstr "昼の 12 時"
|
||
|
||
#. [time]: id=midnight
|
||
#. [time]: id=midnight_hour
|
||
#: data/core/macros/schedules.cfg:77 data/core/macros/schedules.cfg:191
|
||
msgid "Midnight"
|
||
msgstr "夜の 12 時"
|
||
|
||
#. [time]: id=indoors
|
||
#: data/core/macros/schedules.cfg:101
|
||
msgid "Indoors"
|
||
msgstr "屋内"
|
||
|
||
#. [time]: id=deep_underground
|
||
#: data/core/macros/schedules.cfg:121
|
||
msgid "Deep Underground"
|
||
msgstr "深い地下"
|
||
|
||
#. [time]: id=second_watch_hour1
|
||
#: data/core/macros/schedules.cfg:203
|
||
msgid "Second Watch — First Hour"
|
||
msgstr "深夜(1)"
|
||
|
||
#. [time]: id=second_watch_hour2
|
||
#: data/core/macros/schedules.cfg:215
|
||
msgid "Second Watch — Second Hour"
|
||
msgstr "深夜(2)"
|
||
|
||
#. [time]: id=second_watch_hour3
|
||
#: data/core/macros/schedules.cfg:227
|
||
msgid "Second Watch — Third Hour"
|
||
msgstr "深夜(3)"
|
||
|
||
#. [time]: id=second_watch_hour4
|
||
#: data/core/macros/schedules.cfg:239
|
||
msgid "Second Watch — Fourth Hour"
|
||
msgstr "深夜(4)"
|
||
|
||
#. [time]: id=second_watch_hour5
|
||
#: data/core/macros/schedules.cfg:251
|
||
msgid "Second Watch — Fifth Hour"
|
||
msgstr "深夜(5)"
|
||
|
||
#. [time]: id=second_watch_hour6
|
||
#: data/core/macros/schedules.cfg:263
|
||
msgid "Second Watch — Sixth Hour"
|
||
msgstr "深夜(6)"
|
||
|
||
#. [time]: id=morning_hour1
|
||
#: data/core/macros/schedules.cfg:287
|
||
msgid "Morning — First Hour"
|
||
msgstr "朝(1)"
|
||
|
||
#. [time]: id=morning_hour2
|
||
#: data/core/macros/schedules.cfg:299
|
||
msgid "Morning — Second Hour"
|
||
msgstr "朝(2)"
|
||
|
||
#. [time]: id=morning_hour3
|
||
#: data/core/macros/schedules.cfg:311
|
||
msgid "Morning — Third Hour"
|
||
msgstr "朝(3)"
|
||
|
||
#. [time]: id=morning_hour4
|
||
#: data/core/macros/schedules.cfg:320
|
||
msgid "Morning — Fourth Hour"
|
||
msgstr "朝(4)"
|
||
|
||
#. [time]: id=afternoon_hour1
|
||
#: data/core/macros/schedules.cfg:338
|
||
msgid "Afternoon — First Hour"
|
||
msgstr "午後(1)"
|
||
|
||
#. [time]: id=afternoon_hour2
|
||
#: data/core/macros/schedules.cfg:347
|
||
msgid "Afternoon — Second Hour"
|
||
msgstr "午後(2)"
|
||
|
||
#. [time]: id=afternoon_hour3
|
||
#: data/core/macros/schedules.cfg:356
|
||
msgid "Afternoon — Third Hour"
|
||
msgstr "午後(3)"
|
||
|
||
#. [time]: id=afternoon_hour4
|
||
#: data/core/macros/schedules.cfg:365
|
||
msgid "Afternoon — Fourth Hour"
|
||
msgstr "午後(4)"
|
||
|
||
#. [time]: id=afternoon_hour5
|
||
#: data/core/macros/schedules.cfg:374
|
||
msgid "Afternoon — Fifth Hour"
|
||
msgstr "午後(5)"
|
||
|
||
#. [time]: id=afternoon_hour6
|
||
#: data/core/macros/schedules.cfg:385
|
||
msgid "Afternoon — Sixth Hour"
|
||
msgstr "午後(6)"
|
||
|
||
#. [time]: id=first_watch_hour1
|
||
#: data/core/macros/schedules.cfg:408
|
||
msgid "First Watch — First Hour"
|
||
msgstr "夜(1)"
|
||
|
||
#. [time]: id=first_watch_hour2
|
||
#: data/core/macros/schedules.cfg:420
|
||
msgid "First Watch — Second Hour"
|
||
msgstr "夜(2)"
|
||
|
||
#. [time]: id=first_watch_hour3
|
||
#: data/core/macros/schedules.cfg:432
|
||
msgid "First Watch — Third Hour"
|
||
msgstr "夜(3)"
|
||
|
||
#. [time]: id=first_watch_hour4
|
||
#: data/core/macros/schedules.cfg:444
|
||
msgid "First Watch — Fourth Hour"
|
||
msgstr "夜(4)"
|
||
|
||
#. [time]: id=dawn1
|
||
#: data/core/macros/schedules.cfg:498
|
||
msgid "First Dawn"
|
||
msgstr "最初の夜明け"
|
||
|
||
#. [time]: id=dawn2
|
||
#: data/core/macros/schedules.cfg:509
|
||
msgid "Second Dawn"
|
||
msgstr "二度目の夜明け"
|
||
|
||
#. [time]: id=morning1
|
||
#: data/core/macros/schedules.cfg:520
|
||
msgid "First Morning"
|
||
msgstr "最初の朝"
|
||
|
||
#. [time]: id=morning2
|
||
#: data/core/macros/schedules.cfg:532
|
||
msgid "Second Morning"
|
||
msgstr "二度目の朝"
|
||
|
||
#. [time]: id=midday1
|
||
#: data/core/macros/schedules.cfg:544
|
||
msgid "First Midday"
|
||
msgstr "最初の昼"
|
||
|
||
#. [time]: id=midday2
|
||
#: data/core/macros/schedules.cfg:556
|
||
msgid "Second Midday"
|
||
msgstr "二度目の昼"
|
||
|
||
#. [time]: id=afternoon1
|
||
#: data/core/macros/schedules.cfg:568
|
||
msgid "First Afternoon"
|
||
msgstr "最初の午後"
|
||
|
||
#. [time]: id=afternoon2
|
||
#: data/core/macros/schedules.cfg:580
|
||
msgid "Second Afternoon"
|
||
msgstr "二度目の午後"
|
||
|
||
#. [time]: id=dusk1
|
||
#: data/core/macros/schedules.cfg:592
|
||
msgid "First Dusk"
|
||
msgstr "最初の夕暮れ"
|
||
|
||
#. [time]: id=dusk2
|
||
#: data/core/macros/schedules.cfg:603
|
||
msgid "Second Dusk"
|
||
msgstr "二度目の夕暮れ"
|
||
|
||
#. [time]: id=short_dark
|
||
#: data/core/macros/schedules.cfg:614
|
||
msgid "The Short Dark"
|
||
msgstr "短い夜"
|
||
|
||
#. [time]: id=long_dark1
|
||
#: data/core/macros/schedules.cfg:626
|
||
msgid "The Long Dark (1)"
|
||
msgstr "長い夜(1)"
|
||
|
||
#. [time]: id=long_dark2
|
||
#: data/core/macros/schedules.cfg:638
|
||
msgid "The Long Dark (2)"
|
||
msgstr "長い夜(2)"
|
||
|
||
#. [time]: id=long_dark3
|
||
#: data/core/macros/schedules.cfg:652
|
||
msgid "The Long Dark (3)"
|
||
msgstr "長い夜(3)"
|
||
|
||
#. [time]: id=long_dark4
|
||
#: data/core/macros/schedules.cfg:664
|
||
msgid "The Long Dark (4)"
|
||
msgstr "長い夜(4)"
|
||
|
||
#: data/core/macros/special-notes.cfg:3
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Special Notes:"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"特記事項:"
|
||
|
||
#: data/core/macros/special-notes.cfg:8
|
||
msgid ""
|
||
" Spirits have very unusual resistances to damage, and move quite slowly over "
|
||
"open water."
|
||
msgstr ""
|
||
" 霊魂はダメージに対して飛び抜けた耐性があり、水の上をきわめてゆっくりと移動し"
|
||
"ます。"
|
||
|
||
#: data/core/macros/special-notes.cfg:11
|
||
msgid ""
|
||
" This unit’s arcane attack deals tremendous damage to magical creatures, and "
|
||
"even some to mundane creatures."
|
||
msgstr ""
|
||
" このユニットの秘術による攻撃は魔法で作られた者に著しいダメージを与えます。 "
|
||
"またこの世の生物にさえもかなりのダメージを与えます。"
|
||
|
||
#: data/core/macros/special-notes.cfg:14
|
||
msgid " This unit is capable of basic healing."
|
||
msgstr " このユニットには簡易な回復能力があります。"
|
||
|
||
#: data/core/macros/special-notes.cfg:17
|
||
msgid " This unit is capable of rapid healing."
|
||
msgstr " このユニットには簡易な回復能力があります。"
|
||
|
||
#: data/core/macros/special-notes.cfg:20
|
||
msgid ""
|
||
" This unit is capable of healing those around it, and curing them of poison."
|
||
msgstr ""
|
||
" このユニットはその周りにいるユニットを回復し、毒を治療することができます。"
|
||
|
||
#: data/core/macros/special-notes.cfg:23
|
||
msgid ""
|
||
" This unit is capable of neutralizing the effects of poison in units around "
|
||
"it."
|
||
msgstr " このユニットは周りにいるユニットの毒を中和する能力があります。"
|
||
|
||
#: data/core/macros/special-notes.cfg:26
|
||
msgid ""
|
||
" This unit regenerates, which allows it to heal as though always stationed "
|
||
"in a village."
|
||
msgstr ""
|
||
" このユニットは再生能力があり、これによって常に村にいるかのように回復すること"
|
||
"ができます。"
|
||
|
||
#: data/core/macros/special-notes.cfg:29
|
||
msgid ""
|
||
" The steadiness of this unit reduces damage from some attacks, but only "
|
||
"while defending."
|
||
msgstr ""
|
||
" このユニットの堅実さのおかげで、ある種の攻撃によるダメージを減らすことができ"
|
||
"ます。しかし、防御時のみです。"
|
||
|
||
#: data/core/macros/special-notes.cfg:32
|
||
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 ""
|
||
" このユニットの統率力により、隣接する同一陣営のユニットは戦闘においてより大き"
|
||
"なダメージを与えることができます。これはより下位レベルのユニットにのみ適用さ"
|
||
"れます。"
|
||
|
||
#: data/core/macros/special-notes.cfg:35
|
||
msgid ""
|
||
" This unit’s skill at skirmishing allows it to ignore enemies’ zones of "
|
||
"control and thus move unhindered around them."
|
||
msgstr ""
|
||
" このユニットの散兵能力により、敵の支配領域を無視することができます。そのた"
|
||
"め、敵に囲まれても移動が妨害されることはありません。"
|
||
|
||
#: data/core/macros/special-notes.cfg:38
|
||
msgid " Illumination increases the lighting level in adjacent areas."
|
||
msgstr " 照明は隣接する領域を明るくします。"
|
||
|
||
#: data/core/macros/special-notes.cfg:41
|
||
msgid ""
|
||
" This unit can use one move to teleport between any two empty villages "
|
||
"controlled by its side."
|
||
msgstr ""
|
||
" このユニットは 1 回の移動を使用して、その陣営に支配されている誰もいない 2 つ"
|
||
"の村の間を瞬間移動することができます。"
|
||
|
||
#: data/core/macros/special-notes.cfg:44
|
||
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 ""
|
||
" 森林地では、このユニットの伏兵能力によって敵から見えなくなります。すぐ隣にい"
|
||
"るか、攻撃することによって自らあらわれた場合を除いて。"
|
||
|
||
#: data/core/macros/special-notes.cfg:47
|
||
msgid " This unit is able to hide at night, leaving no trace of its presence."
|
||
msgstr ""
|
||
" このユニットは夜間に隠れることができ、ユニットが存在したという痕跡をまったく"
|
||
"残しません。"
|
||
|
||
#: data/core/macros/special-notes.cfg:50
|
||
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 ""
|
||
" このユニットは村(水中の村を除く)の中に隠れることができ、敵から見えなくなり"
|
||
"ます。敵の隣にいる場合を除いて。"
|
||
|
||
#: data/core/macros/special-notes.cfg:53
|
||
msgid ""
|
||
" This unit can move unseen in deep water, requiring no air from the surface."
|
||
msgstr ""
|
||
" このユニットは深海では目に触れることなく移動することができます。水面から空気"
|
||
"を得る必要もありません。"
|
||
|
||
#: data/core/macros/special-notes.cfg:56
|
||
msgid ""
|
||
" This unit gains 1 hitpoint added to its maximum whenever it kills a living "
|
||
"unit."
|
||
msgstr " このユニットは生きているユニットを殺すことで最大HPが 1 増加します。"
|
||
|
||
#: data/core/macros/special-notes.cfg:59
|
||
msgid ""
|
||
" Whenever its berserk attack is used, this unit continues to push the attack "
|
||
"until either it or its enemy lies dead."
|
||
msgstr ""
|
||
" このユニットの狂戦攻撃が使われた場合、このユニットはそのユニット自身か敵が倒"
|
||
"れるまで攻撃し続けます。"
|
||
|
||
#: data/core/macros/special-notes.cfg:62
|
||
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 ""
|
||
" 攻撃時に標的のユニットの反対側にそのユニットの敵がいれば、奇襲を食らわせ、倍"
|
||
"のダメージを与えるでしょう。"
|
||
|
||
#: data/core/macros/special-notes.cfg:65
|
||
msgid ""
|
||
" Foes who lose their life to the plague will rise again in unlife, unless "
|
||
"they are standing on a village."
|
||
msgstr ""
|
||
" 疫病で命を落とした敵は、死者としてよみがえるでしょう。村の上に立っていない限"
|
||
"りは。"
|
||
|
||
#: data/core/macros/special-notes.cfg:68
|
||
msgid ""
|
||
" This unit is able to slow its enemies, halving their movement speed and "
|
||
"attack damage until they end a turn."
|
||
msgstr ""
|
||
" このユニットは敵を遅くすることができ、敵のターンが終わるまでの間、敵の移動速"
|
||
"度と攻撃ダメージを半減させることができます。"
|
||
|
||
#: data/core/macros/special-notes.cfg:71
|
||
msgid ""
|
||
" The ability to turn the living to stone makes this unit extremely dangerous."
|
||
msgstr ""
|
||
" 生物を石に変えてしまう能力を持っているため、このユニットはきわめて危険です。"
|
||
|
||
#: data/core/macros/special-notes.cfg:74
|
||
msgid ""
|
||
" This unit’s marksmanship gives it a high chance of hitting targeted "
|
||
"enemies, but only on the attack."
|
||
msgstr ""
|
||
" このユニットの精密な攻撃は目標とされた敵に高い確率で命中します。しかし、攻撃"
|
||
"側の場合だけです。"
|
||
|
||
#: data/core/macros/special-notes.cfg:77
|
||
msgid ""
|
||
" This unit has magical attacks, which always have a high chance of hitting "
|
||
"an opponent."
|
||
msgstr ""
|
||
" このユニットは魔法攻撃を保有し、その攻撃は常に高い確率で敵に命中します。"
|
||
|
||
#: data/core/macros/special-notes.cfg:80
|
||
msgid ""
|
||
" The swarming attacks of this unit become less deadly whenever its members "
|
||
"are wounded."
|
||
msgstr ""
|
||
" このユニットの群れによる攻撃はそのメンバーが傷つくと壊滅的に弱くなります。"
|
||
|
||
#: data/core/macros/special-notes.cfg:83
|
||
msgid ""
|
||
" Using a charging attack doubles both damage dealt and received; this does "
|
||
"not affect defensive retaliation."
|
||
msgstr ""
|
||
" 突撃を使うことで、与えるダメージ、受けるダメージ共に倍となります。これは防御"
|
||
"側での反撃には影響しません。"
|
||
|
||
#: data/core/macros/special-notes.cfg:86
|
||
msgid ""
|
||
" During battle, this unit can drain life from victims to renew its own "
|
||
"health."
|
||
msgstr ""
|
||
" 戦闘中、このユニットは犠牲者から体力を奪い、自身の健康を回復することができま"
|
||
"す。"
|
||
|
||
#: data/core/macros/special-notes.cfg:89
|
||
msgid ""
|
||
" The length of this unit’s weapon allows it to strike first in melee, even "
|
||
"in defense."
|
||
msgstr ""
|
||
" このユニットの武器の長さのおかげで、たとえ防御時であっても、近接戦では先に攻"
|
||
"撃します。"
|
||
|
||
#: data/core/macros/special-notes.cfg:92
|
||
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 ""
|
||
" このユニットの毒による犠牲者は、村か治療能力のあるユニットによって治療される"
|
||
"まで継続的にダメージを受けるでしょう。"
|
||
|
||
#: data/core/macros/special-notes.cfg:95
|
||
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 ""
|
||
"このユニットは特定の地形に対して上限回避率を持ちます。その地形を含む複合地形"
|
||
"では、上限回避率以上の回避率を得ることができません。"
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:8
|
||
msgid "loyal"
|
||
msgstr "忠義"
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:9
|
||
msgid "female^loyal"
|
||
msgstr "忠義"
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:10
|
||
msgid "Zero upkeep"
|
||
msgstr "維持費なし"
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:11
|
||
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"
|
||
"キャンペーンの間、ある種のユニットは自分自身の意思でプレイヤーの指揮下に入る"
|
||
"ことを選択します。これらのユニットは忠義特性を持つとされます。彼等は召還され"
|
||
"る際には支払いが必要ですが、維持費は全くかかりません。これは長いキャンペーン"
|
||
"の間に金の貯えが不足した時などには、貴重なものとなります。この特性は雇用され"
|
||
"たユニットには決して与えられないため、このようなユニットを解雇したり、愚かな"
|
||
"死に追いやることは、とても知恵が無いといえます。"
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:11
|
||
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 ""
|
||
"忠義ユニットには維持費がかかりません。ほとんどのユニットは、各ターンの終了時"
|
||
"に、そのレベルに等しい維持費がかかりますが、忠義ユニットにはこの費用がかかり"
|
||
"ません。"
|
||
|
||
#. [trait]: id=undead
|
||
#: data/core/macros/traits.cfg:25
|
||
msgid "undead"
|
||
msgstr "アンデッド"
|
||
|
||
#. [trait]: id=undead
|
||
#: data/core/macros/traits.cfg:26
|
||
msgid "female^undead"
|
||
msgstr "アンデッド"
|
||
|
||
#. [trait]: id=undead
|
||
#. [trait]: id=mechanical
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:27 data/core/macros/traits.cfg:53
|
||
#: data/core/macros/traits.cfg:79
|
||
msgid "Immune to drain, poison, and plague"
|
||
msgstr "吸収、毒、疫病への耐性"
|
||
|
||
#. [trait]: id=undead
|
||
#: data/core/macros/traits.cfg:28
|
||
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"
|
||
"アンデッドのユニットは基本的に唯一の特性として「<italic>text='アンデッド'</"
|
||
"italic>」を持っています。アンデッドのユニットは再び戦うために甦った死んだ肉体"
|
||
"であるため、毒は全く効きません。このため、攻撃において毒を使う敵を相手にする"
|
||
"場合に、貴重な存在となります。"
|
||
|
||
#. [trait]: id=undead
|
||
#: data/core/macros/traits.cfg:28
|
||
msgid ""
|
||
"<italic>text='Undead'</italic> units are immune to poison, drain, and plague."
|
||
msgstr ""
|
||
"アンデッドユニットは毒に免疫があります。同様に、生命吸収や疫病は彼らには効き"
|
||
"ません。"
|
||
|
||
#. [trait]: id=mechanical
|
||
#: data/core/macros/traits.cfg:51
|
||
msgid "mechanical"
|
||
msgstr "機械"
|
||
|
||
#. [trait]: id=mechanical
|
||
#: data/core/macros/traits.cfg:52
|
||
msgid "female^mechanical"
|
||
msgstr "機械"
|
||
|
||
#. [trait]: id=mechanical
|
||
#: data/core/macros/traits.cfg:54
|
||
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"
|
||
"機械ユニットは基本的に唯一の特性として「<italic>text='機械'</italic>」を持っ"
|
||
"ています。機械ユニットは本当に生きているわけではないため、生命吸収、毒、疫病"
|
||
"は全く効きません。"
|
||
|
||
#. [trait]: id=mechanical
|
||
#: data/core/macros/traits.cfg:54
|
||
msgid ""
|
||
"<italic>text='Mechanical'</italic> units are immune to poison, drain, and "
|
||
"plague."
|
||
msgstr ""
|
||
"機械ユニットは毒に免疫があります。同様に、生命吸収や疫病は彼らには効きませ"
|
||
"ん。"
|
||
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:77
|
||
msgid "elemental"
|
||
msgstr "精霊"
|
||
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:78
|
||
msgid "female^elemental"
|
||
msgstr "精霊"
|
||
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:80
|
||
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"
|
||
"精霊ユニットは基本的に唯一の特性として「<italic>text='精霊'</italic>」を持っ"
|
||
"ています。精霊ユニットはエネルギーから成る存在のため、生命吸収、毒、疫病は全"
|
||
"く効きません。"
|
||
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:80
|
||
msgid ""
|
||
"<italic>text='Elemental'</italic> units are immune to poison, drain, and "
|
||
"plague."
|
||
msgstr ""
|
||
"精霊ユニットは毒に免疫があります。同様に、生命吸収や疫病は彼らには効きませ"
|
||
"ん。"
|
||
|
||
#. [trait]: id=strong
|
||
#: data/core/macros/traits.cfg:102
|
||
msgid "strong"
|
||
msgstr "強力"
|
||
|
||
#. [trait]: id=strong
|
||
#: data/core/macros/traits.cfg:103
|
||
msgid "female^strong"
|
||
msgstr "強力"
|
||
|
||
#. [trait]: id=strong
|
||
#: data/core/macros/traits.cfg:104
|
||
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"
|
||
"全ての接近戦ユニットにとって便利ですが、特に「強力」は、エルフの戦士のような"
|
||
"多い攻撃回数をもつユニットで最大の効果があります。わずかな追加ダメージによっ"
|
||
"て、傷つけるだけの攻撃をとどめの一撃へと変えるような場合、強力なユニットは大"
|
||
"変便利です。"
|
||
|
||
#. [trait]: id=strong
|
||
#: data/core/macros/traits.cfg:104
|
||
msgid ""
|
||
"<italic>text='Strong'</italic> units do 1 more damage for every successful "
|
||
"strike in melee combat, and have 1 additional hitpoint."
|
||
msgstr ""
|
||
"<italic>text='強力'</italic>ユニットは近接攻撃のダメージが1増加し、最大HPも1"
|
||
"回復します。"
|
||
|
||
#. [trait]: id=dextrous
|
||
#: data/core/macros/traits.cfg:123
|
||
msgid "dextrous"
|
||
msgstr "器用"
|
||
|
||
#. [trait]: id=dextrous
|
||
#: data/core/macros/traits.cfg:124
|
||
msgid "female^dextrous"
|
||
msgstr "器用"
|
||
|
||
#. [trait]: id=dextrous
|
||
#: data/core/macros/traits.cfg:125
|
||
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"
|
||
"器用はエルフにのみ備わっている特性です。エルフの者達は不思議な優雅さをもち、"
|
||
"弓を扱うことに非常に才能があることで知られています。しかしながら、ある者は同"
|
||
"胞を上回る天性の才能を与えられています。これらのエルフは一矢毎に追加のダメー"
|
||
"ジポイントを与えることができます。"
|
||
|
||
#. [trait]: id=dextrous
|
||
#: data/core/macros/traits.cfg:125
|
||
msgid ""
|
||
"<italic>text='Dextrous'</italic> units do 1 more damage for every successful "
|
||
"strike in ranged combat."
|
||
msgstr "器用なユニットは遠隔戦での各命中毎に1多いダメージを与えます。"
|
||
|
||
#. [trait]: id=quick
|
||
#: data/core/macros/traits.cfg:140
|
||
msgid "quick"
|
||
msgstr "敏捷"
|
||
|
||
#. [trait]: id=quick
|
||
#: data/core/macros/traits.cfg:141
|
||
msgid "female^quick"
|
||
msgstr "敏捷"
|
||
|
||
#. [trait]: id=quick
|
||
#: data/core/macros/traits.cfg:142
|
||
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"
|
||
"敏捷は、特にトロルや重歩兵のような動きの遅いユニットで、最も注目に値する特性"
|
||
"です。「敏捷」特性をもつユニットはしばしば荒い地形において素晴らしく増加した"
|
||
"機動力があるため、あなたの軍隊を配備する時に考慮すべきです。また敏捷なユニッ"
|
||
"トは、この特性を持たないユニットよりも頑丈ではないため、激戦地を保持し続ける"
|
||
"ことには向いていません。"
|
||
|
||
#. [trait]: id=quick
|
||
#: data/core/macros/traits.cfg:142
|
||
msgid ""
|
||
"<italic>text='Quick'</italic> units have 1 extra movement point, but 5% less "
|
||
"hitpoints than usual."
|
||
msgstr ""
|
||
"<italic>text='敏捷'</italic>ユニットは移動力が1増えますが、最大HPが通常よりも"
|
||
"5%減少します。"
|
||
|
||
#. [trait]: id=intelligent
|
||
#: data/core/macros/traits.cfg:160
|
||
msgid "intelligent"
|
||
msgstr "知的"
|
||
|
||
#. [trait]: id=intelligent
|
||
#: data/core/macros/traits.cfg:161
|
||
msgid "female^intelligent"
|
||
msgstr "知的"
|
||
|
||
#. [trait]: id=intelligent
|
||
#: data/core/macros/traits.cfg:162
|
||
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"
|
||
"知的なユニットは次のレベルへと早く進むため、キャンペーンの開始時には大変便利"
|
||
"です。最高位後昇進(AMLA)はレベルアップほど重要な変化ではないため、キャン"
|
||
"ペーンの後半では知的はそれほど有用ではなくなります。もし多くの最高レベルユ"
|
||
"ニットがいるなら、より望ましい特性をもつユニットを召還したほうがよいかもしれ"
|
||
"ません。"
|
||
|
||
#. [trait]: id=intelligent
|
||
#: data/core/macros/traits.cfg:162
|
||
msgid "Intelligent units require 20% less experience than usual to advance."
|
||
msgstr ""
|
||
"知的なユニットは通常よりもレベルアップに必要な経験が 20% 少なく済みます。"
|
||
|
||
#. [trait]: id=resilient
|
||
#: data/core/macros/traits.cfg:176
|
||
msgid "resilient"
|
||
msgstr "頑強"
|
||
|
||
#. [trait]: id=resilient
|
||
#: data/core/macros/traits.cfg:177
|
||
msgid "female^resilient"
|
||
msgstr "頑強"
|
||
|
||
#. [trait]: id=resilient
|
||
#: data/core/macros/traits.cfg:178
|
||
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"
|
||
"頑強なユニットはキャンペーンの全ての段階において便利であり、全てのユニットに"
|
||
"とって便利な特性です。少ないHPで良い回避率や高い耐性の組み合わせをもつような"
|
||
"ユニットには、回復力は特性としてしばしば非常に助けとなります。頑強なユニット"
|
||
"は、敵に対して戦略的な拠点を保持する上で、特に便利となります。"
|
||
|
||
#. [trait]: id=resilient
|
||
#: data/core/macros/traits.cfg:178
|
||
msgid ""
|
||
"<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and "
|
||
"gain 1 more per level."
|
||
msgstr ""
|
||
"<italic>text='頑強'</italic>ユニットは最大HPが(4+ユニットのレベル)増加しま"
|
||
"す。"
|
||
|
||
#. [trait]: id=healthy
|
||
#: data/core/macros/traits.cfg:197
|
||
msgid "healthy"
|
||
msgstr "壮健"
|
||
|
||
#. [trait]: id=healthy
|
||
#: data/core/macros/traits.cfg:198
|
||
msgid "female^healthy"
|
||
msgstr "壮健"
|
||
|
||
#. [trait]: id=healthy
|
||
#: data/core/macros/traits.cfg:199
|
||
msgid "Always rest heals"
|
||
msgstr "常時休息回復"
|
||
|
||
#. [trait]: id=healthy
|
||
#: data/core/macros/traits.cfg:200
|
||
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 ""
|
||
"\n"
|
||
"\n"
|
||
"<italic>text='壮健'</italic>ユニットは最大HPが(1+ユニットのレベル)増加しま"
|
||
"す。さらに、前のターンに戦闘を行っていなければ、毎ターンHPが2回復します。"
|
||
|
||
#. [trait]: id=healthy
|
||
#: data/core/macros/traits.cfg:200
|
||
msgid ""
|
||
"Renowned for their vitality, some dwarves are sturdier than others and can "
|
||
"rest even when traveling."
|
||
msgstr ""
|
||
"ドワーフは生命力の強い種族です。その中でも特に頑丈な者は、旅の途中であっても"
|
||
"傷が癒えてしまいます。"
|
||
|
||
#. [trait]: id=fearless
|
||
#: data/core/macros/traits.cfg:222 data/core/macros/traits.cfg:239
|
||
msgid "fearless"
|
||
msgstr "勇敢"
|
||
|
||
#. [trait]: id=fearless
|
||
#: data/core/macros/traits.cfg:223 data/core/macros/traits.cfg:240
|
||
msgid "female^fearless"
|
||
msgstr "勇敢"
|
||
|
||
#. [trait]: id=fearless
|
||
#: data/core/macros/traits.cfg:224 data/core/macros/traits.cfg:241
|
||
msgid "Fights normally during unfavorable times of day/night"
|
||
msgstr "昼/夜の不利な時間帯でも通常通りに戦います"
|
||
|
||
#. [trait]: id=fearless
|
||
#: data/core/macros/traits.cfg:225 data/core/macros/traits.cfg:242
|
||
msgid "Aversion to light and dark holds no sway over these brave individuals."
|
||
msgstr "勇敢な者にとっては、光や闇が嫌いであってもそれに怯むことはありません。"
|
||
|
||
#. [trait]: id=feral
|
||
#: data/core/macros/traits.cfg:255
|
||
msgid "feral"
|
||
msgstr "野生"
|
||
|
||
#. [trait]: id=feral
|
||
#: data/core/macros/traits.cfg:256
|
||
msgid "female^feral"
|
||
msgstr "野生"
|
||
|
||
#. [trait]: id=feral
|
||
#: data/core/macros/traits.cfg:257
|
||
msgid "Receives only 50% defense in land-based villages"
|
||
msgstr "陸にある村では回避率が50%になってしまいます"
|
||
|
||
#. [trait]: id=feral
|
||
#: data/core/macros/traits.cfg:258
|
||
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 ""
|
||
"知性に劣った野生動物にとって繊細な存在である住居を使って身を隠すのは簡単では"
|
||
"ありません。その結果、「野生」ユニットは陸にある村の元の地形にかかわらず最大"
|
||
"50%の回避率しか得られません。"
|
||
|
||
#. [trait]: id=weak
|
||
#: data/core/macros/traits.cfg:274
|
||
msgid "weak"
|
||
msgstr "非力"
|
||
|
||
#. [trait]: id=weak
|
||
#: data/core/macros/traits.cfg:275
|
||
msgid "female^weak"
|
||
msgstr "非力"
|
||
|
||
#. [trait]: id=weak
|
||
#: data/core/macros/traits.cfg:276
|
||
msgid ""
|
||
"Units with the <italic>text='weak'</italic> trait receive a 1 point decrease "
|
||
"in hitpoints and melee damage."
|
||
msgstr ""
|
||
"<italic>text='非力'</italic>ユニットは近接攻撃のダメージと最大HPが1ずつ減少し"
|
||
"ます。"
|
||
|
||
#. [trait]: id=slow
|
||
#: data/core/macros/traits.cfg:293
|
||
msgid "slow"
|
||
msgstr "鈍重"
|
||
|
||
#. [trait]: id=slow
|
||
#: data/core/macros/traits.cfg:294
|
||
msgid "female^slow"
|
||
msgstr "鈍重"
|
||
|
||
#. [trait]: id=slow
|
||
#: data/core/macros/traits.cfg:295
|
||
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"
|
||
"ゴブリンやその他の種族の肥満体で不器用で足の遅い個体は移動力にペナルティを受"
|
||
"けますが、その代わりにわずかに耐久力が上昇します。"
|
||
|
||
#. [trait]: id=slow
|
||
#: data/core/macros/traits.cfg:295
|
||
msgid ""
|
||
"<italic>text='Slow'</italic> units have 1 less movement point but 5% more "
|
||
"hitpoints."
|
||
msgstr ""
|
||
"<italic>text='鈍重'</italic> ユニットは移動力が1減少しますが、最大HPが5%増加"
|
||
"します。"
|
||
|
||
#. [trait]: id=dim
|
||
#: data/core/macros/traits.cfg:313
|
||
msgid "dim"
|
||
msgstr "凡愚"
|
||
|
||
#. [trait]: id=dim
|
||
#: data/core/macros/traits.cfg:314
|
||
msgid "female^dim"
|
||
msgstr "凡愚"
|
||
|
||
#. [trait]: id=dim
|
||
#: data/core/macros/traits.cfg:315
|
||
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"
|
||
"凡愚は、ゴブリンやその他の劣った種族には非常に一般的な特性です。これらの種族"
|
||
"が劣っているのには複数の理由がありますが、これはその一つです。"
|
||
|
||
#. [trait]: id=dim
|
||
#: data/core/macros/traits.cfg:315
|
||
msgid ""
|
||
"Units with trait <italic>text='dim'</italic> suffer a 20% increase in "
|
||
"experience required to advance."
|
||
msgstr ""
|
||
"凡愚の特性を持ったユニットは、レベルアップに必要な経験値が 20% 増加します。"
|
||
|
||
#. [trait]: id=aged
|
||
#: data/core/macros/traits.cfg:329
|
||
msgid "aged"
|
||
msgstr "老化"
|
||
|
||
#. [trait]: id=aged
|
||
#: data/core/macros/traits.cfg:330
|
||
msgid "female^aged"
|
||
msgstr "老化"
|
||
|
||
#. [trait]: id=aged
|
||
#: data/core/macros/traits.cfg:331
|
||
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 ""
|
||
"<italic>text='老化'</italic>ユニットは最大HPが8減少し、さらに移動力と近接攻撃"
|
||
"のダメージがそれぞれ1ずつ減少します。"
|
||
|
||
#: data/core/units.cfg:11
|
||
#, fuzzy
|
||
#| 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."
|
||
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 ""
|
||
"オークにとっては強さこそが重要であるのですが、強く育つ者は決して多くはありま"
|
||
"せん。ゴブリン(Goblin)は、見た目こそ違うのですが、オークと血を分けた兄弟で"
|
||
"あり、同じ種族なのです。他の種族では、一度に生まれる子供は一人か二人ですが、"
|
||
"オークは一度に多くの子供を生みます。オークが急激に増えるのはこのためです。一"
|
||
"度に生まれた兄弟のうち、「真のオーク」となるまで強く育つ者は一人か二人ほど"
|
||
"で、それより弱い者たちは劣ったオークとなります。残りのさらに小さく弱い者たち"
|
||
"はゴブリンとなる定めなのです。オークの新生児の階級は明白であるため、強者は弱"
|
||
"者の立場を決定します。強者は多くの食料を手にし、より強くなるのですが、弱者は"
|
||
"その逆となるのです。"
|
||
|
||
#. [race]: id=bats
|
||
#: data/core/units.cfg:46
|
||
msgid "race^Bat"
|
||
msgstr "コウモリ"
|
||
|
||
#. [race]: id=bats
|
||
#: data/core/units.cfg:47
|
||
msgid "race+female^Bat"
|
||
msgstr "コウモリ"
|
||
|
||
#. [race]: id=bats
|
||
#: data/core/units.cfg:48
|
||
msgid "race^Bats"
|
||
msgstr "コウモリ"
|
||
|
||
#. [race]: id=bats
|
||
#: data/core/units.cfg:49
|
||
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 ""
|
||
"コウモリには様々な姿形や大きさがあり、大部分の完全に無害なものは昆虫や小動物"
|
||
"をエサにしています。人間や他種族にとって彼らの家畜と同様により大きくやっかい"
|
||
"な種類のコウモリが脅威となることが知られています。特にコウモリの集団と遭遇し"
|
||
"た場合には。通常は夜間に、彼らの暗い場所を好む性質を利用して捕らえられ(必要"
|
||
"なら飼育され)ます。"
|
||
|
||
#. [race]: id=drake
|
||
#: data/core/units.cfg:58
|
||
msgid "race^Drake"
|
||
msgstr "ドレーク"
|
||
|
||
#. [race]: id=drake
|
||
#: data/core/units.cfg:59
|
||
msgid "race+female^Drake"
|
||
msgstr "ドレーク族"
|
||
|
||
#. [race]: id=drake
|
||
#: data/core/units.cfg:60
|
||
msgid "race^Drakes"
|
||
msgstr "ドレーク"
|
||
|
||
#. [race]: id=drake
|
||
#: data/core/units.cfg:61
|
||
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. The only technology "
|
||
"drakes value is armor- and weapon-smithing, and neither know or need other "
|
||
"science and culture besides this. However, 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."
|
||
msgstr ""
|
||
"ドレーク(Drake)は大きな体と翼を持ち、火を吹くことができる生き物で、その姿は"
|
||
"まるでドラゴンのようです。一般的に、大人のドレークは身長3mほどで、体重は人間"
|
||
"と馬の合計よりもさらに重いです。ドレークの皮膚は硬い鱗で覆われており、刺突と"
|
||
"冷気を除くほとんどの物理攻撃に耐性を持ちます。ほとんどのドレークは飛行能力を"
|
||
"有しており、長距離を素早く旅することができます。しかし、重い体重と巨大な体が"
|
||
"飛行能力を制限しており、空中では少し不格好になります。ドレークは丘や山、森林"
|
||
"を高度とスピードを得るための離着陸点として活用します。ドレークの敵にとっては"
|
||
"幸いなことに、ドレークは不器用で、戦闘時には素早く動くことはできません。その"
|
||
"体の大きさも相まって、ドレークたちは大きな的となってしまいます。\n"
|
||
"\n"
|
||
"ドレークは本質的には魔法生物であり、体内の神秘的な炎が命を保っています。戦死"
|
||
"したドレークを見ればこのことは簡単に確認できます。ドレークが死ぬ時には体内の"
|
||
"炎が解き放たれて、死体を焼きつくして灰にしてしまいます。体内の炎は冷気攻撃に"
|
||
"非常に弱く、弱点となります。ドレークは魔法生物であるにも関わらず、魔法を操る"
|
||
"力を持ちません。ドレークは体内の魔法によって炎を吐き、生きているわけですが、"
|
||
"魔法を意図的に操ることはできません。\n"
|
||
"\n"
|
||
"<header>text='社会'</header>\n"
|
||
"ドレークは好戦的な種族であり、ドレークの社会は「教養のある軍人のようだ」と述"
|
||
"べるのが適切でしょう。ドレークの中心的な部族は少数の熟練した戦士たちによって"
|
||
"構成されています。彼らは尊敬されており(単に恐れられている場合もあります)、"
|
||
"力によって社会を支配しています。全てのドレークは厳格な支配制度の中で地位を得"
|
||
"ることを求められています。格上の者には従い、格下の者には命令するのです。支配"
|
||
"者たるエリートとなるには、格上の者に挑み、一対一で打ち倒すしかありません。支"
|
||
"配制度の階級はこのようにして成り立っているのです。仲間を騙すことは例外無く臆"
|
||
"病な行為として扱われ、受けいれられることはありません。\n"
|
||
"\n"
|
||
"ドレークの好戦的な性質と縄張り意識から、彼らは縄張りを荒らす者は許しません。"
|
||
"しかし、縄張りを重要視するからこそ、他の種族やその領土を侵略することは滅多に"
|
||
"ありません。その代わり、彼らは人気のない領域に縄張りを持っています。ドレーク"
|
||
"は主に縄張りの近くにある低地で狩った大きな獲物を食べますが、子供や階級の低い"
|
||
"ドレークは洞窟で栽培された苔やキノコを食べることが知られています。ドレークが"
|
||
"評価する技術は防具や武器の鍛造だけであり、他の科学や文化は知りもしませんし、"
|
||
"必要とすらしません。しかし、彼らが作成した数少ない道具は他に並ぶものがないほ"
|
||
"ど良い品であり、それに比肩するのはドワーフの鍛造所で作られた最高の品だけで"
|
||
"す。\n"
|
||
"\n"
|
||
"ドレークは卵から孵化し、通常20〜30年生きます。ドレークは戦死こそがもっとも良"
|
||
"い死に方だと考えています。他の種族の長老たちとは違い、ドレークは歳をとるほど"
|
||
"より攻撃的に、無謀になっていきます。おそらく、英雄たちの伝説の中に自らの名前"
|
||
"を刻もうとしているのでしょう。\n"
|
||
"\n"
|
||
"<header>text='地理'</header>\n"
|
||
"ドレークは<ref>dst='great_ocean' text='大洋'</ref>にある<ref>dst='morogor' "
|
||
"text='Morogor'</ref>と呼ばれる火山島群を起源としています。人口の増加と島々の"
|
||
"沈下から、ドレークの集団は<ref>dst='great_continent' text='大陸'</ref>に向"
|
||
"かって行きました。ドレークは火口の近くにある洞窟に住むことを好み、そこで卵や"
|
||
"子供、鍛造品を守ります。ドレークは生まれつき温かい場所を好みますが、比較的寒"
|
||
"冷な場所にも耐えることができ、極北の山々にも生息しています。"
|
||
|
||
#. [race]: id=dwarf
|
||
#: data/core/units.cfg:94
|
||
msgid "race^Dwarf"
|
||
msgstr "ドワーフ"
|
||
|
||
#. [race]: id=dwarf
|
||
#: data/core/units.cfg:95
|
||
msgid "race+female^Dwarf"
|
||
msgstr "ドワーフ"
|
||
|
||
#. [race]: id=dwarf
|
||
#: data/core/units.cfg:96
|
||
msgid "race^Dwarves"
|
||
msgstr "ドワーフ"
|
||
|
||
#. [race]: id=dwarf
|
||
#: data/core/units.cfg:97
|
||
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 ""
|
||
"ドワーフ族は、抗夫、鍛冶屋、商人、戦士として有名な種族です。エルフ族とトロル"
|
||
"族に次いで、大陸で三番目に古い種族であると考えられており、彼らの近年の歴史は"
|
||
"謎に覆われています。人々が洞窟を通って地下の世界から出現した頃の長く忘れられ"
|
||
"た時代が伝説で語られています。彼らが現れる以前の生活や、地上に現れた理由に関"
|
||
"しては何も知られていませんが、それ以来、彼らは大陸の歴史の不可欠な一部分と"
|
||
"なっています。地下から現れてから間もなく、ドワーフ族は土地の先住民であるエル"
|
||
"フ族と衝突を起こしました。元々の争いの理由が何であったかは歴史の中に失われま"
|
||
"したが、それから二つの種族は数十年の平和な期間を間に挟んだ長い戦争を三回行い"
|
||
"ました。その戦争の間、ドワーフ族は南部の深い森からエルフ族を追い出すことはで"
|
||
"きなかったものの、何とか大陸北部の丘陵と山岳に居場所を固めることはできまし"
|
||
"た。これが現在北の大地として知られている地域です。以来、彼らは途方もない要塞"
|
||
"を構築して、彼らの領地の山と岩の中奥深くに住み着いています。\n"
|
||
"\n"
|
||
"おそらくその孤立によって、ドワーフ族は一般的に他の種族の大部分、特にエルフ族"
|
||
"に対しては疑い深いか、敵対的な態度を取ります。この態度の一つの例外は人間に対"
|
||
"してです。これは Haldric I 世の時代、人間とオーク族が大陸にたどり着いた時点に"
|
||
"までさかのぼることができます。ドワーフ族はある種の人間、大抵は反体制派の人間"
|
||
"と Wesnoth 王国から来た無法者ですが、彼らが北の大地の特定の地域に住むのを許可"
|
||
"し始めました。その動機は驚くようなものではありません。彼らの個人的な苦境がド"
|
||
"ワーフ族の初期の迫害の歴史を思い出させ、連帯感を引き出すようなものだったから"
|
||
"です。ドワーフ族はまたこれらの排斥された者たちと手を組むことで得るものが多く"
|
||
"ありました。ドワーフ自身が住むのを好まない場所、平原、森林、沼地へ彼らを住ま"
|
||
"わせて、それらの土地の防衛から解放されたのです。\n"
|
||
"\n"
|
||
"ドワーフ族は人間の基準からは小さい姿をしていますが、決して脆弱というわけでは"
|
||
"ありません。ドワーフの戦士は丈夫さと力強さを兼ね備えており、戦いにおける勇気"
|
||
"は大陸中で尊敬されています。更にドワーフ族は計算高さと華麗な職人芸で知られて"
|
||
"います。ドワーフの鍛冶屋はその危険な武器と重い防具で有名です。彼らの装備は品"
|
||
"質で匹敵するものがなく、おそらく釣り合うのはドレークの武具師が作るものくらい"
|
||
"でしょう。彼らの知性と詮索好きな性質により、大陸で最も技術的に進歩した種族と"
|
||
"なりました。彼らの最も有名であり、また恐れられている発見は、火や火花にさらし"
|
||
"た時に巨大な爆発を起こす不思議な粉末です。あるドワーフの戦士は小さな物体を恐"
|
||
"ろしい速度で投げつけるのにこの粉末を使います。技術に傾倒しているため、多くの"
|
||
"ドワーフは魔法使いを疑いがちです。しかしながらルーンを刻みつけることで、ある"
|
||
"種の魔術を使う者もいます。ルーン細工師と呼ばれる彼らは、物品に魔法をかけてそ"
|
||
"の性質の一面を増大させるのに彫刻を使用します。"
|
||
|
||
#. [race]: id=elf
|
||
#: data/core/units.cfg:114
|
||
msgid "race^Elf"
|
||
msgstr "エルフ"
|
||
|
||
#. [race]: id=elf
|
||
#: data/core/units.cfg:115
|
||
msgid "race+female^Elf"
|
||
msgstr "エルフ"
|
||
|
||
#. [race]: id=elf
|
||
#: data/core/units.cfg:116
|
||
msgid "race^Elves"
|
||
msgstr "エルフ"
|
||
|
||
#. [race]: id=elf
|
||
#: data/core/units.cfg:118
|
||
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 ""
|
||
"人間族に比べると、エルフ族は若干背が高く、より機敏ですがあまりたくましくはあ"
|
||
"りません。彼らはわずかに先の尖った耳を持ち、皮膚は青白く、通常は金髪です。エ"
|
||
"ルフ族が非常に長い寿命を持つこと以外は人間族とエルフ族の違いはほとんどないと"
|
||
"言ってもよいでしょう。ほとんどの場合、病気や事故、戦争などによって命が奪われ"
|
||
"ることがなければ、2 世紀半もの間生きます。エルフ族の中には高い魔法の才能を"
|
||
"持った者がおり、さらに 1 世紀の間生きることが知られていますが、ほとんどのエル"
|
||
"フは 250 から 300 歳の間のどこかで、肉体的に弱くなっていき、その後すぐに(通"
|
||
"常は 1、2 年以内に)死にます。\n"
|
||
"\n"
|
||
"エルフ族は生まれつきわずかですが魔法を身につけています。ほとんどの者は直接魔"
|
||
"法を導くことができませんが、魔法が潜在的に備わっていることにより、彼らは感覚"
|
||
"が鋭く、寿命が長いのです。多くのエルフは射撃や隠密といった魔法を原動力とする"
|
||
"才能を持っていて、ほとんどの普通の生き物をにとっては驚くべきことをやってのけ"
|
||
"ます。この能力を巧みにより一般的に使うエルフたちは、この能力を使うことにおい"
|
||
"て本当に並外れたものになります。多くの者は彼らに与えられた能力を他の者を回復"
|
||
"させるために使用することを選びます。\n"
|
||
"\n"
|
||
"少数のエルフは、魔法と神秘の道を遠く深く冒険し、冷えた鉄の存在に鋭敏になり、"
|
||
"燃え上がることもできます。遠い昔はそのようなことが一般的であったことがエルフ"
|
||
"族の伝承に暗示されています。\n"
|
||
"\n"
|
||
"エルフ族は彼らの能力や技能を磨くために多くの時間を費やします。魔法能力に熟練"
|
||
"していない者はたいてい肉体的な技能を磨くことに時間を費やします。その結果、エ"
|
||
"ルフ族は弓を使うことを得意としており、これは戦争においておそらく最も重要な手"
|
||
"段となります。ほとんどのエルフ族の軍隊は弓を所持しており、他の種族たちは速度"
|
||
"においても正確さにおいても彼らの射手に対抗することはできません。また、すべて"
|
||
"のエルフは荒らされていない自然に対する愛情を共有しています。彼らはたいてい開"
|
||
"けた植物に覆われていない場所に不安を感じます。このため彼らは、南西部の "
|
||
"Aethenwood や北西部の Wesmere、あるいは南端に Lintanir の森がある北部の大森林"
|
||
"といったような大陸の森に主に居住します。\n"
|
||
"\n"
|
||
"エルフ族は大陸の中で最年長の種族です。トロルという例外の可能性を除けば。彼ら"
|
||
"の居住地の多くは全く古びていませんが、明らかに千年以上存在しています。"
|
||
|
||
#. [race]: id=falcon, description=
|
||
#: data/core/units.cfg:135
|
||
msgid "race^Falcon"
|
||
msgstr "鷹"
|
||
|
||
#. [race]: id=falcon, description=
|
||
#: data/core/units.cfg:136
|
||
msgid "race+female^Falcon"
|
||
msgstr "鷹"
|
||
|
||
#. [race]: id=falcon, description=
|
||
#: data/core/units.cfg:137
|
||
msgid "race^Falcons"
|
||
msgstr "鷹"
|
||
|
||
#. [race]: id=goblin
|
||
#: data/core/units.cfg:148
|
||
msgid "race^Goblin"
|
||
msgstr "ゴブリン"
|
||
|
||
#. [race]: id=goblin
|
||
#: data/core/units.cfg:149
|
||
msgid "race+female^Goblin"
|
||
msgstr "ゴブリン"
|
||
|
||
#. [race]: id=goblin
|
||
#: data/core/units.cfg:150
|
||
msgid "race^Goblins"
|
||
msgstr "ゴブリン"
|
||
|
||
#. [race]: id=goblin
|
||
#: data/core/units.cfg:151
|
||
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"
|
||
"ゴブリンはちっぽけかつ非常に脆弱であり、人間の子供の身長に達するのも珍しいこ"
|
||
"とです。\n"
|
||
"\n"
|
||
"ゴブリンは生まれながらにして一生彼らの大きな親族の半奴隷および戦闘では犠牲覚"
|
||
"悟で敵にぶつけられることが決まっています。彼らはこの悲劇的な運命の代わりに次"
|
||
"のことを生きがいにしています。それは、彼らが非常に数多いことと彼らの兄弟の"
|
||
"オークがゴブリンに多くを依存していることに気づいていることです。ゴブリンは"
|
||
"オークが必要とする作業の大半をこなします。唯一の例外は真のオークの力任せの強"
|
||
"さを必要とすることです。その時、オーク族は彼らの武勇を証明します。"
|
||
|
||
#. [race]: id=gryphon
|
||
#: data/core/units.cfg:168
|
||
msgid "race^Gryphon"
|
||
msgstr "グリフォン"
|
||
|
||
#. [race]: id=gryphon
|
||
#: data/core/units.cfg:169
|
||
msgid "race+female^Gryphon"
|
||
msgstr "グリフォン"
|
||
|
||
#. [race]: id=gryphon
|
||
#: data/core/units.cfg:170
|
||
msgid "race^Gryphons"
|
||
msgstr "グリフォン"
|
||
|
||
#. [race]: id=gryphon
|
||
#: data/core/units.cfg:171
|
||
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 ""
|
||
"グリフォンは大きく、力強い獣であり、陸上の捕食者と空の猛禽類の性質をあわせ"
|
||
"持っています。時折勇敢にもグリフォンを飼いならしその背に乗る者もいますが、グ"
|
||
"リフォンは縄張り意識が強く攻撃的で、彼らの巣を守っています。\n"
|
||
"\n"
|
||
"グリフォンは非常に重いのにも関わらず、空を飛んでいます。このことは何世紀にも"
|
||
"渡って議論されてきましたが、グリフォンの起源と共に謎のままです。"
|
||
|
||
#. [race]: id=human
|
||
#: data/core/units.cfg:189
|
||
msgid "race^Human"
|
||
msgstr "人間"
|
||
|
||
#. [race]: id=human
|
||
#: data/core/units.cfg:190
|
||
msgid "race+female^Human"
|
||
msgstr "人間"
|
||
|
||
#. [race]: id=human
|
||
#: data/core/units.cfg:191
|
||
msgid "race^Humans"
|
||
msgstr "人間"
|
||
|
||
#. [race]: id=human
|
||
#: data/core/units.cfg:192
|
||
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 ""
|
||
"人間という種族は非常に多様です。彼らは元々旧大陸からやってきたのですが、人間"
|
||
"たちは世界中に広がり、多くの異なった文化や種族へと別れていきました。彼らは他"
|
||
"の生き物のように魔法を身につけてはいませんが、人間は魔法を使うことを学ぶこと"
|
||
"ができ、ほとんどのほかの者たちよりも多くの種類を学ぶことができます。彼らは多"
|
||
"才であること、意欲があることを除けば特別な能力や才能があるわけではありませ"
|
||
"ん。しばしば他の種族と争いますが、ときにエルフ族やドワーフ族といったあまり好"
|
||
"戦的でないと同盟を結ぶことがあります。彼らのうちあまり用心深くない者たちは"
|
||
"オークの傭兵を雇うことも恐れたりはしません。彼らには天敵はいませんが、大多数"
|
||
"の人間は、すべての種族のほとんどの者と同じく、本能的にアンデッドを嫌います。"
|
||
"人間はエルフ族よりも背が低いですが、ドワーフ族よりは背が高いです。彼らの皮膚"
|
||
"の色は、ほとんど白色から焦げ茶色までさまざまです。\n"
|
||
"\n"
|
||
"<header>text='王位の臣民'</header>\n"
|
||
"人間には多くの異なるグループが存在していますが、大陸に住む彼らの大多数は "
|
||
"Wesnoth の王位の統治下にあります。人間は最初、西部の大洋を隔てた遠くの地、緑"
|
||
"の島から大陸に現れ、すぐに内陸の都市 Weldyn に首都を設立しました。その後の数"
|
||
"世紀以上に渡り、彼らは大陸の全域に数多くの都市を築きました。Wesnoth の王位に"
|
||
"よって派遣された兵士が国を守り、知られている世界の中で最も組織立った軍隊が形"
|
||
"作られています。その戦士は中心部の州からきた者たちで、そこではすべての男性は"
|
||
"若いうちに徴兵されています。\n"
|
||
"\n"
|
||
"<header>text='クランの一員たち'</header>\n"
|
||
"Wesnoth の東部の州は、クラン(氏族、一族)の祖国として知られており、西部のよ"
|
||
"り文明化した州に比べ、その地形はより開けた平地となだらかに起伏した丘で構成さ"
|
||
"れています。これらの州は騎乗のクランの本拠地であり、彼らは Wesnoth の王位と同"
|
||
"盟しているものの、彼らは独立して活動しており、独自性を保っています。ある者は"
|
||
"これらの州を、防衛の代わりに食料や兵士を届ける属国の州と考えています。他の者"
|
||
"は Wesnoth の西部の州と対等の立場だと考えています。ともかく、東部の州には西"
|
||
"部 Wesnoth のような徴兵制はありません。戦いに備えて鍛えることは、クランにとっ"
|
||
"ては生活の一部です。親たちは子供たちに幼少の頃から馬に乗り、戦い、弓を射るこ"
|
||
"とを教えます。概して、クランの戦士たちは文明化した戦士たちよりも組織立ってい"
|
||
"ません。これらのグループの長所と短所は互いに補完しあいます。"
|
||
|
||
#. [race]: id=dunefolk
|
||
#: data/core/units.cfg:207
|
||
msgid "race^Dunefolk Human"
|
||
msgstr "デューンフォーク(人間)"
|
||
|
||
#. [race]: id=dunefolk
|
||
#: data/core/units.cfg:208
|
||
msgid "race+female^Dunefolk Human"
|
||
msgstr "デューンフォーク(人間)"
|
||
|
||
#. [race]: id=dunefolk
|
||
#: data/core/units.cfg:209
|
||
msgid "race+plural^Dunefolk"
|
||
msgstr "デューンフォーク"
|
||
|
||
#. [race]: id=dunefolk
|
||
#: data/core/units.cfg:210
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "An offshoot of a forgotten nomadic civilization, the Dunefolk humans 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."
|
||
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 ""
|
||
"忘れ去られた遊牧文明を起源とする、デューンフォーク(Dunefok)は「砂の荒れ地"
|
||
"(Sandy Waste)」にある河谷とオアシスの領有権を主張しています。デューンフォー"
|
||
"クがどのようにして大陸の果てに住み着いたのかは不明です。デューンフォークの伝"
|
||
"説は広範囲に及ぶ長く危険な旅を伝えていますが、デューンフォークの正しい起源に"
|
||
"ついては学者たちの間で終わりのない熱い議論が繰り広げられています。\n"
|
||
"\n"
|
||
"デューンフォークの起源がどうであれ、彼らは繁栄しており、主要な都市は広大で肥"
|
||
"沃な土地にそびえ立っています。熟練した職人や優れた鍛冶屋、裕福な商人が都市経"
|
||
"済の根幹をなしています。北の中央政権制の国家と比べると、各都市は独立していま"
|
||
"す。しかし、より高位の機関から指示があり、国家の利益を守らねばならないときに"
|
||
"は、各都市は団結します。\n"
|
||
"\n"
|
||
"都市の中央に住んでいないものたちはいまだに先祖のライフスタイルを守っており、"
|
||
"砂丘を放浪して家畜を水場から他の水場へと移動させます。彼らは夜明けの早い時刻"
|
||
"と夕暮れの始まりに最も活発になります。これらの時間帯には、荒野は暑すぎず寒す"
|
||
"ぎないためです。デューンフォークの常識を基準としても、彼らの砂漠を移動する技"
|
||
"術は素晴らしいものです。都市の仲間からはときおり侮蔑の目で見られはするのです"
|
||
"が、貴重な移動手段や、素早い兵士、交易キャラバンの護衛など、彼らは様々なシー"
|
||
"ンで役に立ちます。\n"
|
||
"\n"
|
||
"デューンフォークの交易や探検向きの性質から、都市には巨額の富が集まります。そ"
|
||
"のため、他の種族からは称賛と嫉妬の目で見られます。相互に利益がもたらされるた"
|
||
"め、周辺のナーガの部族とは誠実な関係が築かれています。しかし、よそ者には厳し"
|
||
"いドレークやエルフなどの種族にとってはデューンフォークの探検は度が過ぎるもの"
|
||
"であり、特に領土の境界線では警戒されます。山岳地帯でトロルに奇襲を受けるのは"
|
||
"キャラバンにとっては珍しいことではなく、想像のできないほどの宝が洞窟に隠され"
|
||
"ていると噂されています。\n"
|
||
"\n"
|
||
"過酷な環境に何世紀も暮らしていた結果、世界の理解を深めることを通して、合理的"
|
||
"な研究の方法を編み出しています。薬草の知識は兵士や労働者の健康管理に役立って"
|
||
"いますし、錬金術の知識は炎を操って危険な武器とすることを可能としています。ま"
|
||
"た、分析の手法は魔法からかけ離れており、合理性の観点から、魔法はコントロール"
|
||
"が効かず、予測不能で、信頼性が無いものと考えています。そのため、デューン"
|
||
"フォークは他の種族よりもさらに降霊術や闇の魔術を嫌悪しています。\n"
|
||
"\n"
|
||
"デューンフォークの好奇心旺盛で探索好きな性質は、軍の強さも支えています。"
|
||
"デューンフォークの軍は俊敏な兵士や騎甲兵、重歩兵を備えているだけでなく、鋭敏"
|
||
"な技術知識を持ちます。技術知識は敵に対する大きなアドバンテージとなるのです。"
|
||
"しかし、デューンフォークと対峙する際にもっとも恐ろしいのは、彼らが操る奇妙か"
|
||
"つ獰猛な獣たちです。威厳あるロック鳥や目を引くワイバーンなど、生物との共闘に"
|
||
"よって戦闘に大きな多様性が生まれています。生物を操る伝統の起源は、デューン"
|
||
"フォークの祖先が Irdya の辺境に暮らしていたころの遺産なのかもしれません。"
|
||
|
||
#. [race]: id=lizard, description=
|
||
#: data/core/units.cfg:231
|
||
msgid "race^Saurian"
|
||
msgstr "トカゲ"
|
||
|
||
#. [race]: id=lizard, description=
|
||
#: data/core/units.cfg:232
|
||
msgid "race+female^Saurian"
|
||
msgstr "トカゲ"
|
||
|
||
#. [race]: id=lizard, description=
|
||
#: data/core/units.cfg:233
|
||
msgid "race^Saurians"
|
||
msgstr "トカゲ"
|
||
|
||
#. [race]: id=mechanical
|
||
#: data/core/units.cfg:243
|
||
msgid "race^Mechanical"
|
||
msgstr "機械"
|
||
|
||
#. [race]: id=mechanical
|
||
#: data/core/units.cfg:244
|
||
msgid "race+plural^Mechanical"
|
||
msgstr "機械"
|
||
|
||
#. [race]: id=mechanical
|
||
#: data/core/units.cfg:245
|
||
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 ""
|
||
"その起源には関係なく、「機械」という単語は知性ある存在によって作られた人工物"
|
||
"を意味します。ほとんどの機械は自ら動くことも思考することもありませんが、ある"
|
||
"物は魔法的な力によってそうします。"
|
||
|
||
#. [race]: id=merman
|
||
#: data/core/units.cfg:254
|
||
msgid "race^Merman"
|
||
msgstr "マーフォーク"
|
||
|
||
#. [race]: id=merman
|
||
#: data/core/units.cfg:255
|
||
msgid "race^Mermaid"
|
||
msgstr "マーフォーク"
|
||
|
||
#. [race]: id=merman
|
||
#: data/core/units.cfg:256
|
||
#, fuzzy
|
||
#| msgid "race^Merman"
|
||
msgid "race^Mermen"
|
||
msgstr "マーフォーク"
|
||
|
||
#. [race]: id=merman
|
||
#: data/core/units.cfg:258
|
||
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 ""
|
||
"人間と魚を合体させたような存在であるマーフォークは両者の特徴を兼備する謎の種"
|
||
"族です。彼らは強力な尾を持ち、すべての水中または水上で高速な移動が可能です。"
|
||
"一方、器用な手と知性を持ち高度な道具作りの技能も持ちます。生まれつき水の環境"
|
||
"によく適応しているので、マーフォークは水中でも空気中でも何の苦労もなく呼吸で"
|
||
"きます。よって陸地でも生存自体はできますが、やはり彼らは水域で非常に敏捷かつ"
|
||
"機敏なので、水域から遠く離れた陸地ではめったに見られません。彼らは乾燥した土"
|
||
"地では全体的に動きにくく不器用で、特に荒地や森を乗り越えるため非常に苦労する"
|
||
"ので、典型的には、彼らは乾燥した土地を嫌います。"
|
||
|
||
#. [race]: id=monster
|
||
#: data/core/units.cfg:266
|
||
msgid "race^Monster"
|
||
msgstr "モンスター"
|
||
|
||
#. [race]: id=monster
|
||
#: data/core/units.cfg:267
|
||
msgid "race+female^Monster"
|
||
msgstr "モンスター"
|
||
|
||
#. [race]: id=monster
|
||
#: data/core/units.cfg:268
|
||
msgid "race^Monsters"
|
||
msgstr "モンスター"
|
||
|
||
#. [race]: id=monster
|
||
#: data/core/units.cfg:269
|
||
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 ""
|
||
"「モンスター」という単語は多くの恐るべき猛獣の総称です。それらは洞窟・荒野・"
|
||
"海の深みそして世界の他気候の場所に出没します。また、それらは物語や悪夢的な言"
|
||
"い伝えに出現していることも多いのです。"
|
||
|
||
#. [race]: id=naga
|
||
#: data/core/units.cfg:276
|
||
msgid "race^Naga"
|
||
msgstr "ナーガ"
|
||
|
||
#. [race]: id=naga
|
||
#: data/core/units.cfg:277
|
||
msgid "race^Nagini"
|
||
msgstr "ナーガ"
|
||
|
||
#. [race]: id=naga
|
||
#: data/core/units.cfg:278
|
||
msgid "race^Nagas"
|
||
msgstr "ナーガ"
|
||
|
||
#. [race]: id=naga
|
||
#: data/core/units.cfg:279
|
||
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 ""
|
||
"ナーガ族は大陸で最も遅く発見された種族の一つです。これには彼らのよそ者嫌いの"
|
||
"性質と変った生態が影響しています。ナーガ族は水域でまともな機動力を発揮できる"
|
||
"数少ない種族の一つです。これによって、彼らは陸の住人に邪魔されることなく、ほ"
|
||
"ぼ世界全体への交通路を効果的に確保できますし、地上からの攻撃を避けることもで"
|
||
"きます。しかし、彼らは真の海洋生物ではなく水中で呼吸することができないので、"
|
||
"深い水底に潜ることはできません。沿岸部に居住していることは、深海の住人から攻"
|
||
"撃された際に陸地への逃げ道を彼らに与えていますし、足や翼や馬で移動する者から"
|
||
"攻撃された場合には海に逃げ込むことができます。ナーガの体はいくぶん脆弱です"
|
||
"が、しばしば彼らは敵よりも高速で機敏です。彼らはマーフォークと生活圏が重なる"
|
||
"部分があるので、ときどき争いますが、結局ナーガ族は開けた水面より沼や川を好み"
|
||
"ます。"
|
||
|
||
#. [race]: id=ogre
|
||
#: data/core/units.cfg:287
|
||
msgid "race^Ogre"
|
||
msgstr "オーガ"
|
||
|
||
#. [race]: id=ogre
|
||
#: data/core/units.cfg:288
|
||
msgid "race+female^Ogre"
|
||
msgstr "オーガ"
|
||
|
||
#. [race]: id=ogre
|
||
#: data/core/units.cfg:289
|
||
msgid "race^Ogres"
|
||
msgstr "オーガ"
|
||
|
||
#. [race]: id=ogre
|
||
#: data/core/units.cfg:290
|
||
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 ""
|
||
"オーガは野性的で文明を持たない種族であり、主に大陸の荒れ地に暮らしています。"
|
||
"肉体的に、彼らは人間やオークに似ていますが、より大きく強い体をもちます。未成"
|
||
"熟なものでさえ、人間の男性よりも大きいのです。オーガは人口の多い地域では信用"
|
||
"が無く、通常それらを避けるか、彼らに力づくで追い払われます。その代わり、文明"
|
||
"の外れにある山脈に潜んでおり、空腹の山賊オーガは旅人やキャラバンの脅威となっ"
|
||
"ています。オーガは特に賢くも素早くもありませんが、彼らの頑強さと強さは他の種"
|
||
"族の軍隊にとっては価値のあるものです。特に、オーガの凶暴性を気にしない冷酷な"
|
||
"司令官には高く評価されます。彼らの生態や社会については詳しくは分かっていませ"
|
||
"ん。彼らがそのようなものを本当に持っているとしたらですが。しかし、彼らは狼や"
|
||
"他の獣と共に攻撃をすることがあるようです。これが協力関係なのか、家畜化なの"
|
||
"か、それとも単なる日和見主義なのかは分かっていません。"
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:298
|
||
msgid "race^Orc"
|
||
msgstr "オーク"
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:299
|
||
msgid "race+female^Orc"
|
||
msgstr "オーク"
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:300
|
||
msgid "race^Orcs"
|
||
msgstr "オーク"
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:301
|
||
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 ""
|
||
"一見すると、オークは半人半獣です。オークは人間より背が高く、強靭かつ頑強で"
|
||
"す。また、オークは生まれつき好戦的で、残虐かつ凶暴です。オークの血は人間より"
|
||
"も暗く濃くなっており、衛生面や外見にはほとんどこだわりを持ちません。オークは"
|
||
"仲間にすら暴力的であるにも関わらず、群れようとする性質があります。オークは決"
|
||
"して単独では長旅をせず、孤立した数人の集団で過ごすようなことはありません。\n"
|
||
"\n"
|
||
"<header>text='社会'</header>\n"
|
||
"オークはほとんど全員が部族またはクランの一員です。共通の憎悪を塗り替えるほど"
|
||
"強大な、彼らの存在や繁栄を脅かす共通の敵がいない限り、通常、近隣の部族間の関"
|
||
"係は暴力的です。時には一人の強い族長が出現し、脅しによって一族を従わせ、複数"
|
||
"の部族を率いることが時々あります。平和な時のオークの部族は、次の武装衝突に備"
|
||
"えて自身を強化することにのみ注力しがちです。オーク族には粗野な、通常は血を"
|
||
"使った、筆記の仕組みがあると知られています。最も一般的な使われ方は、部族の"
|
||
"リーダー間での侮辱もしくは脅迫の交換ですが。\n"
|
||
"\n"
|
||
"オークの社会はほとんど強さにのみ基づいています。力が正義を作り、リーダーが"
|
||
"人々を率いて生き延びるのは、誰かがその称号を奪うまでです。部族の長となり得る"
|
||
"者たちの間で、権力の絶え間ない闘争が煮えていきます。歴史的にはいくつか目を引"
|
||
"く例外があるものの、オークのリーダーがその地位のために殺害されるまで、ほんの"
|
||
"数年以上生きて絶対的な権威を享受するのは極めてまれです。オークは名誉を示す特"
|
||
"定の作法を持ちません。生の強さが力を誇示する望ましい手段となっているのは明ら"
|
||
"かです。暗殺や、毒殺、不意打ちは完全に自分自身の目標を先へ進めるために取れる"
|
||
"手段です。\n"
|
||
"\n"
|
||
"オークは大抵の場合田園地帯に、しばしば小さな丘や山岳地帯に、時には洞窟に生息"
|
||
"しています。作物を育てたり家畜を飼ったりはしませんが、彼らはその身体能力と残"
|
||
"忍さの結果として有能な狩人です。彼らは大勢いるので、比較的短期間で、その地域"
|
||
"のげっ歯類より大きいものは事実上すべて狩りつくしてしまえます。このことと不安"
|
||
"定な統率により、オークの部族は半ば遊牧的な生活になってしまいがちで、一ヶ所に"
|
||
"長く居つくことはありません。より大きな部族は何年も、あるいは何十年も特定の地"
|
||
"域に堅固に定住し、ほとんど都市のような大きな野営地を建設することもあります"
|
||
"が、それでも大群衆を移住させる必要ができた時には、彼らは簡単にそれを取り壊し"
|
||
"て放棄してしまいます。\n"
|
||
"\n"
|
||
"最高齢として知られるオークは大体 50 から 60 歳ですが、戦争もしくは親族の一人"
|
||
"の手で終わりを迎える前に二十年から三十年を越えて生きる個体はごくわずかしかい"
|
||
"ません。最年長のオークはしばしば呪術師であり、彼らの種族ほとんどから信頼でき"
|
||
"る中立的な立場とみなされる恐らく唯一の存在です。この風習の起源は不明ですが、"
|
||
"呪術師はオークの社会に直接貢献はせず、ただ助言者 - 別にオークが寛容に扱うよう"
|
||
"なものではありませんが - として振舞います。呪術師とその他大部分のオークは様々"
|
||
"な点で正反対です。彼らはしばしば肉体的に衰えており、比較的脆弱で戦闘技能に欠"
|
||
"けています。\n"
|
||
"\n"
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:312
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Orcs who were not the strongest of their litter tend to specialize in other "
|
||
"skills, like archery or assassination."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"同族の強者には及ばないオークは、弓術や暗殺といった他のスキルを磨きます。"
|
||
|
||
#. [race]: id=troll
|
||
#: data/core/units.cfg:321
|
||
msgid "race^Troll"
|
||
msgstr "トロル"
|
||
|
||
#. [race]: id=troll
|
||
#: data/core/units.cfg:322
|
||
msgid "race+female^Troll"
|
||
msgstr "トロル"
|
||
|
||
#. [race]: id=troll
|
||
#: data/core/units.cfg:323
|
||
msgid "race^Trolls"
|
||
msgstr "トロル"
|
||
|
||
#. [race]: id=troll
|
||
#: data/core/units.cfg:324
|
||
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."
|
||
msgstr ""
|
||
"トロル族は太古の種族であり、大陸に居住していたことが知られる種族の中では最古"
|
||
"のものです。彼らは大きく、鈍重で、単純な精神と極めて長い寿命を持ち、深い洞窟"
|
||
"の中か高い山々の頂上で過ごします。トロル族の最も特徴的な性質は、彼らを中から"
|
||
"支え、そして癒す、内に秘めた生命力です。その結果、彼らは既知のあらゆる生物の"
|
||
"大部分とは相当かけ離れた生活を過ごします。トロル族が本当に必要とするものは少"
|
||
"しだけです。食料と水は少ししか必要とせず、従って、彼らに敵対するものから身を"
|
||
"守るのに加えて、追跡するような気はわずかしか持ち合わせていません。翻ってこの"
|
||
"ことは、彼らが何かを心配するようなことは滅多に無く、彼らの時間の多くを睡眠と"
|
||
"黙想に費やすことを意味します。トロル族は自然との不思議な結び付きを持っていま"
|
||
"す。彼らはエルフ族のするような命のあるものとの繋がりを持たず、代わりに大地や"
|
||
"石と繋がっています。彼らはまた、彼らを取り囲む環境にいくらか好奇心があり、多"
|
||
"くの幼い子供ですら旅をして世界を見ることを楽しみます。トロルは成長するにつれ"
|
||
"て、ますます消極的になり、周囲への興味を徐々に失っていく傾向があります。そし"
|
||
"て静かで馴染みのある故郷の洞窟の片隅で眠りに費やす時間が多くなります。これは"
|
||
"彼らが最終的にこの世を去り、彼らの肉体がひとりでにゆっくりと命を持たない石像"
|
||
"に変わっていくまで続きます。\n"
|
||
"\n"
|
||
"トロル族は多くの者から残虐な怪物の種族であるとみなされます。この共通した誤解"
|
||
"は、軍に加わるようトロルを説得するオーク族によって、一部永続的なものとなって"
|
||
"います。彼らはむしろ単純で、他の種族の方法を理解しないか、時々彼らを見分ける"
|
||
"ことすらできます。オークの部隊がトロルのグループに対し、彼らに加わることで彼"
|
||
"らを狩っていたものへの復讐を強いることができるようになると説得するのは通常簡"
|
||
"単です。この新兵は以前トロルの敵であったかどうかに関わらず、オーク族が現在衝"
|
||
"突している相手に攻撃するよう指示されます。そして誤解されたトロル族の敵が更に"
|
||
"溜まっていくのです。最も一般的なトロル族の敵はドワーフ族であり、二つの種族の"
|
||
"間には激しい憎悪が存在しています。\n"
|
||
"\n"
|
||
"<header>text='地理'</header>\n"
|
||
"トロル族はドワーフ族がそこに移り住むよりも前から、大陸の山々に居住してきまし"
|
||
"た。トロル族は Wesnoth の北と東の山脈に広く見られます。それにオークの大軍が通"
|
||
"るところならどこでも。"
|
||
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:344
|
||
msgid "race^Undead"
|
||
msgstr "アンデッド"
|
||
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:345
|
||
msgid "race+female^Undead"
|
||
msgstr "アンデッド"
|
||
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:346
|
||
msgid "race+plural^Undead"
|
||
msgstr "アンデッド"
|
||
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:347
|
||
#, 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. 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 mermen 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 ""
|
||
"アンデッドは本来1つの種族ではありませんが、しばしばそのように扱われます。ほと"
|
||
"んど全ての生物の死体が、熟練したネクロマンサーの手により、動き出して不死とな"
|
||
"ります。アンデッドは自然界には存在しない、意思の無い構造物であり、何の疑問も"
|
||
"無く製作者に従います。降霊術の大きな謎の1つは、ネクロマンサーは手を加えてない"
|
||
"のにも関わらず、その構造物が維持されることです。アンデッドはネクロマンサーの"
|
||
"継続的な命令や支えを必要とせず、主の命にしたがって自動的に動き続けます。ごく"
|
||
"稀に、数カ月に一度、ネクロマンサーは創造物のメンテナンスを必要とするようで"
|
||
"す。\n"
|
||
"\n"
|
||
"降霊術を行うのはほとんどが人間です。魔術の才のあるエルフやマーフォークの伝説"
|
||
"にさえ、闇の魔術を探求した者についてはほとんど伝えられていません。それは、降"
|
||
"霊術を行うには相当な適応力と柔軟な精神が必要になるためだと言われています。そ"
|
||
"れらの性質は一般的に人間に見られるものなのです。ほとんどのネクロマンサーに"
|
||
"とっての最終的な目標は、生命を保ちつつ吹き込む魔法を自身に掛けて、どんな代償"
|
||
"を払ってでも自身の魂と心を保ち、死を逃れることです。\n"
|
||
"\n"
|
||
"<header>text='地理'</header> 多くのアンデッドの支配者たちが大陸に到着したの"
|
||
"は Haldric I 世の後であり、それ以前にはエルフ族もドワーフ族もアンデッドについ"
|
||
"てまったく聞いたことがありませんでした。"
|
||
|
||
#. [race]: id=wolf, description=
|
||
#: data/core/units.cfg:360
|
||
msgid "race^Wolf"
|
||
msgstr "狼"
|
||
|
||
#. [race]: id=wolf, description=
|
||
#: data/core/units.cfg:361
|
||
msgid "race+female^Wolf"
|
||
msgstr "狼"
|
||
|
||
#. [race]: id=wolf, description=
|
||
#: data/core/units.cfg:362
|
||
msgid "race^Wolves"
|
||
msgstr "狼"
|
||
|
||
#. [race]: id=wose
|
||
#: data/core/units.cfg:372
|
||
msgid "race^Wose"
|
||
msgstr "ウーズ"
|
||
|
||
#. [race]: id=wose
|
||
#: data/core/units.cfg:373
|
||
msgid "race^Woses"
|
||
msgstr "ウーズ"
|
||
|
||
#. [race]: id=wose
|
||
#: data/core/units.cfg:374
|
||
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 deeper "
|
||
"connection to the woodlands 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 ""
|
||
"この世界においては、力強いウーズたちは森の奥底にすんでいます。訓練された者で"
|
||
"なければ、ウーズは奇妙な形をした立派な木にしか見えません。森の守護者として、"
|
||
"ウーズはエルフよりも強い森との繋がりを持っています。ウーズは平和的な種族です"
|
||
"が、彼らが世話をする古代の森を乱す者がいれば自然の怒りを買うことになります。"
|
||
"ウーズは動きの遅い生物で、時の流れにも邪魔されることなく、一つの場所に何世紀"
|
||
"も立っていることもあります。\n"
|
||
"\n"
|
||
"ウーズ自身は魔法を扱うことはありませんが、彼らは妖精との深い繋がりを持ってい"
|
||
"ます。神秘の力(最も強力なエルフが生涯を捧げることで身につけることができる"
|
||
"力)を信仰するエルフの学者によると、この太古の種族について分かっていることと"
|
||
"言えば、ウーズは固有の生き物だということです。ウーズは木に似ていますが、彼ら"
|
||
"の先祖は木とは異なります。ウーズはこの世界で最古の生物の一種だと考えられてお"
|
||
"り、彼らの住む森よりもさらに古く、妖精の力が彼らに森の番人としての使命を与え"
|
||
"ていると言うのです。\n"
|
||
"\n"
|
||
"ウーズは戦いを好まず、戦闘に慣れていません。しかし、森の領土を守るためならば"
|
||
"見境の無い暴力を振るうでしょう。ウーズの動きは鈍く、森林の外では隙だらけで"
|
||
"す。妖精と近しい関係にあるために、彼らは秘術に敏感です。強固な木肌によって彼"
|
||
"らは物理攻撃を殆ど受け付けませんが、その代わりに炎が弱点となっています。ウー"
|
||
"ズは平和的で鈍重な性質を持っていますが、厚い樹皮と妖精の力を利用した高い再生"
|
||
"力によって敵の猛攻を耐えしのぎ、敵を粉砕することができます。森の住処にいると"
|
||
"き、ウーズは木々の間に隠れることで、熟練したエルフの斥候ですらも待ち伏せるこ"
|
||
"とができます。\n"
|
||
"\n"
|
||
"ウーズの生涯は良く分かっていませんが、この太古の種族は何百年と生きる間に大き"
|
||
"く育ちます。ウーズは戦場で死なない限り、寿命が尽きることは無いのかもしれませ"
|
||
"ん。彼らは衛兵のように何世紀も立っているだけで満足し、文明世界に無関心です。"
|
||
"住処である自然世界と森を守るためだけに奮起するのです。"
|
||
|
||
#: data/lua/feeding.lua:31 data/lua/feeding.lua:44
|
||
msgid "+1 max HP"
|
||
msgstr "最大 HP +1"
|
||
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Modifications'</header>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Mod'</header>"
|
||
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Cores'</header>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='コア'</header>"
|
||
|
||
#~ 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 ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "コアは Battle for Wesnoth の全てを変えることを可能にします。コアいよっ"
|
||
#~ "て、 Wesnoth の全ての内容を変えられます。つまり、異なるコアがロードされた"
|
||
#~ "場合、通常のユニット、地形に類するものは存在しなくなります。\n"
|
||
#~ "\n"
|
||
#~ "コアは全く異なるゲーム体験をもたらします。異なるゲーム体験とは、ヘクスマッ"
|
||
#~ "プと「ユニット」を用いて何らかの形で表現することさえできるものであれば、た"
|
||
#~ "とえば、第二次世界大戦のキャンペーン、あるいはそれ以上に異なるゲームも含む"
|
||
#~ "ものです。"
|
||
|
||
#~ 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 ""
|
||
#~ "鷹は猛禽類の一種であり、並外れた速度で知られています。他の猛禽類と比べる"
|
||
#~ "と、体重が軽く爪もそれほど強力ではありませんが、そのかわり嘴を使って獲物を"
|
||
#~ "殺します。鋭い目と人に慣れやすい性質によって鷹は人間に良く知られており、貴"
|
||
#~ "族のスポーツや遊牧民の狩りに利用されます。また、戦場でも鷹は役割を持つこと"
|
||
#~ "があります。友軍と敵を区別するように訓練され、軍隊を支援します。"
|
||
|
||
#~ msgid "This race does not have a description yet."
|
||
#~ msgstr "この種族の説明はまだありません。"
|
||
|
||
#~ msgid "race^Merfolk"
|
||
#~ msgstr "マーフォーク"
|
||
|
||
#~ 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 ""
|
||
#~ "狼(Wolf)はイヌ科の肉食動物で、自然の中ではよく見かけられます。狼は素早く"
|
||
#~ "てタフな生き物であり、たとえ一匹でも市民や未熟な兵士を殺傷するには十分な能"
|
||
#~ "力を持っています。しかし、狼には群れをなして組織的に行動する習性があり、旅"
|
||
#~ "人にとっては非常に危険です。狼は文明から離れて暮らしていますが、ときおり家"
|
||
#~ "畜を狩るために近づいてくることもあります。"
|
||
|
||
#~ msgid "Close"
|
||
#~ msgstr "閉じる"
|
||
|
||
#~ msgid "The Battle for Wesnoth Help"
|
||
#~ msgstr "The Battle for Wesnoth ヘルプ"
|
||
|
||
#~ msgid "Parse error when parsing help text: "
|
||
#~ msgstr "ヘルプ文書を解析中にエラー:"
|