# #-#-#-#-# wesnoth-help.cpp.pot (PACKAGE VERSION) #-#-#-#-# # SOME DESCRIPTIVE TITLE. # Copyright (C) YEAR Wesnoth development team # This file is distributed under the same license as the PACKAGE package. # FIRST AUTHOR , YEAR. # # Translators: # h22, 2021 # RatArmy, 2022 # #, fuzzy msgid "" msgstr "" "Project-Id-Version: PACKAGE VERSION\n" "Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n" "POT-Creation-Date: 2023-04-02 09:55-0500\n" "PO-Revision-Date: 2021-06-26 08:31+0000\n" "Last-Translator: RatArmy, 2022\n" "Language-Team: Japanese (https://app.transifex.com/wesnoth-jp/teams/60513/" "ja/)\n" "Language: ja\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=1; plural=0;\n" #. [time]: id=underground #. [editor_times]: id=underground #: data/campaigns/Heir_To_The_Throne/utils/httt_utils.cfg:500 #: data/core/editor/time-of-day.cfg:41 data/core/macros/schedules.cfg:113 msgid "Underground" msgstr "地下" #. [label] #. [trait]: id=undead #: data/campaigns/Secrets_of_the_Ancients/gui/zombie_recruit_dialog.cfg:185 #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:134 #: data/core/macros/traits.cfg:55 msgid "undead" msgstr "アンデッド" #. [label] #. [trait]: id=fearless #: data/campaigns/Secrets_of_the_Ancients/gui/zombie_recruit_dialog.cfg:198 #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:41 #: data/core/macros/traits.cfg:252 data/core/macros/traits.cfg:269 msgid "fearless" msgstr "勇敢" #. [label] #. [plague]: id=SotA_plague, type=null # prevents normal corpse, and allows SotA code to handle it #. [plague]: id=plague({TYPE}), type={TYPE} #. [plague]: id=plague, type=Walking Corpse #: data/campaigns/Secrets_of_the_Ancients/gui/zombie_recruit_dialog.cfg:248 #: data/campaigns/Secrets_of_the_Ancients/utils/zombie-utils.cfg:6 #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:98 #: data/core/macros/abilities.cfg:430 data/core/macros/abilities.cfg:441 msgid "plague" msgstr "疫病" #. [plague]: id=SotA_plague, type=null # prevents normal corpse, and allows SotA code to handle it #. [plague]: id=plague, type=Walking Corpse #: data/campaigns/Secrets_of_the_Ancients/utils/zombie-utils.cfg:7 #: data/core/macros/abilities.cfg:442 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。" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:16 #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:65 #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:68 #: data/core/macros/abilities.cfg:9 msgid "heals +4" msgstr "回復 +4" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:17 #: data/core/macros/abilities.cfg:10 msgid "female^heals +4" msgstr "回復 +4" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:18 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" "A poisoned unit cannot be cured of its poison by a healer, and must seek the " "care of a village or a unit that can cure." 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、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" "トを使用してください。" #. [heals]: id=healing #. [heals] #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:22 #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:61 #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:91 msgid "This unit is capable of basic healing and slowing dehydration." msgstr "このユニットには基本的な回復能力と脱水症状を遅らせる能力があります。" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:40 #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:32 #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:71 #: data/core/macros/abilities.cfg:35 msgid "heals +8" msgstr "回復 +8" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:41 #: data/core/macros/abilities.cfg:36 msgid "female^heals +8" msgstr "回復 +8" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:42 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" "A poisoned unit cannot be cured of its poison by a healer, and must seek the " "care of a village or a unit that can cure." 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、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" "てください。" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:70 msgid "heals +12" msgstr "回復 +12" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:71 msgid "female^heals +12" msgstr "回復 +12" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:72 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 12 HP per turn, or stop " "poison from taking effect for that turn.\n" "A poisoned unit cannot be cured of its poison by a healer, and must seek the " "care of a village or a unit that can cure." 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 12HP 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、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" "てください。" #. [heals] #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:97 msgid "" "This unit is capable of healing those around it, slowing dehydration, 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する他、脱水症状を遅らせ、毒を治療" "することができます。" #. [trait]: id=healthy #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:11 #: data/core/macros/traits.cfg:229 msgid "Always rest heals" msgstr "常時休息回復" #. [hides]: id=ambush #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:14 #: data/core/macros/abilities.cfg:282 msgid "ambush" msgstr "伏兵" #. [damage]: id=backstab #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:17 #: data/core/macros/abilities.cfg:410 msgid "backstab" msgstr "奇襲" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:20 msgid "Castle" msgstr "城" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:23 msgid "Cave" msgstr "洞窟" #. [damage]: id=charge #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:26 #: data/core/macros/abilities.cfg:528 msgid "charge" msgstr "突撃" #. [hides]: id=concealment #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:29 #: data/core/macros/abilities.cfg:343 msgid "concealment" msgstr "潜伏" #. [heals]: id=curing #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:32 #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:68 #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:137 #: data/core/macros/abilities.cfg:61 msgid "cures" msgstr "治療" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:35 #: src/help/help_topic_generators.cpp:739 msgid "Defense" msgstr "回避" #. [drains]: id=drains #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:38 #: data/core/macros/abilities.cfg:555 msgid "drains" msgstr "生命吸収" #. [dummy]: id=feeding #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:44 #: data/core/macros/abilities.cfg:384 msgid "feeding" msgstr "摂食" #. [dummy]: id=feeding #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:47 #: data/core/macros/abilities.cfg:386 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。" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:50 #: data/lua/feeding.lua:31 data/lua/feeding.lua:44 msgid "+1 max HP" msgstr "最大 HP +1" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:53 msgid "firststrike" msgstr "先制" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:56 msgid "Flat" msgstr "平地" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:59 msgid "Forest" msgstr "森" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:62 msgid "Frozen" msgstr "凍土" #. [trait]: id=healthy #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:74 #: data/core/macros/traits.cfg:227 msgid "healthy" msgstr "壮健" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:77 msgid "Hills" msgstr "丘" #. [illuminates]: id=illumination #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:80 #: data/core/macros/abilities.cfg:235 msgid "illuminates" msgstr "照明" #. [leadership]: id=leadership #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:83 #: data/core/macros/abilities.cfg:199 msgid "leadership" msgstr "統率" #. [chance_to_hit]: id=magical #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:86 #: data/core/macros/abilities.cfg:504 msgid "magical" msgstr "魔法" #. [chance_to_hit]: id=marksman #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:89 #: data/core/macros/abilities.cfg:475 msgid "marksman" msgstr "精密" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:92 msgid "Mushroom Grove" msgstr "キノコの森" #. [hides]: id=nightstalk #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:95 #: data/core/macros/abilities.cfg:323 data/core/macros/abilities.cfg:324 msgid "nightstalk" msgstr "隠密" #. [poison]: id=poison #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:101 #: data/core/macros/abilities.cfg:577 msgid "poison" msgstr "毒" #. [regenerate]: id=regenerates #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:104 #: data/core/macros/abilities.cfg:94 msgid "regenerates" msgstr "再生" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:107 #: src/help/help_topic_generators.cpp:700 msgid "Resistances" msgstr "耐性" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:110 msgid "Sand" msgstr "砂地" #. [skirmisher]: id=skirmisher #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:113 #: data/core/macros/abilities.cfg:219 msgid "skirmisher" msgstr "散兵" #. [slow]: id=slow #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:116 #: data/core/macros/abilities.cfg:453 msgid "slows" msgstr "遅化" #. [resistance]: id=steadfast #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:119 #: data/core/macros/abilities.cfg:130 msgid "steadfast" msgstr "装甲" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:122 #: src/help/help_topic_generators.cpp:619 msgid "Strikes" msgstr "攻撃回数" #. [hides]: id=submerge #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:125 #: data/core/macros/abilities.cfg:363 msgid "submerge" msgstr "潜水" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:128 msgid "Swamp" msgstr "沼地" #. [teleport]: id=teleport #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:131 #: data/core/macros/abilities.cfg:250 msgid "teleport" msgstr "瞬間移動" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:140 msgid "Village" msgstr "村" #. [section]: id=editor #: data/core/editor/help.cfg:5 msgid "Map and Scenario Editor" msgstr "マップ・シナリオエディタ" #. [section]: id=editor_mode_terrain #. [topic]: id=..editor_mode_terrain #: data/core/editor/help.cfg:13 data/core/editor/help.cfg:312 msgid "Terrain Editor" msgstr "地形エディタ" #. [section]: id=editor_mode_scenario #. [topic]: id=..editor_mode_scenario #: data/core/editor/help.cfg:20 data/core/editor/help.cfg:324 msgid "Scenario Editor" msgstr "シナリオエディタ" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:28 msgid "Paint Tool" msgstr "ペイントツール" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:29 msgid "" "Paint terrain tiles on the map.\n" "\n" "The paint tool utilizes the brush sizes and the terrain palette.\n" "\n" "text='Keyboard Modifiers'\n" "\n" "• Shift+mouse click: If a base terrain is selected, change the base without " "changing the overlay. If an overlay is selected, change the overlay without " "changing the base.\n" "• Control+mouse click: Select the terrain under the mouse cursor, as if it " "had been selected on the terrain palette (picks up both base and overlay).\n" "\n" "text='Brush Sizes'\n" "\n" "The selected brush changes the size of the tool:" msgstr "" "マップ上に地形タイルをペイントします。\n" "\n" "ペイントツールではブラシサイズと地形パレットを活用します。\n" "\n" "text='修飾キー'\n" "\n" "• Shift+マウスクリック:ベース地形が選択されている場合、オーバーレイを変更せ" "ずにベースを変更します。オーバーレイが選択されている場合、ベースを変更せずに" "オーバーレイを変更します。\n" "• Control+マウスクリック:マウスカーソル下の地形をパレットで選択します。ベー" "スとオーバーレイの両方が対象です。\n" "\n" "text='ブラシサイズ'\n" "\n" "ブラシを選択するとツールのサイズが変更されます:" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:41 msgid "Paint single hexes." msgstr "一つのヘクスをペイントします。" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:42 msgid "Paint seven hexes at a time." msgstr "一度に7ヘクスをペイントします。" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:43 msgid "Paint nineteen hexes at a time." msgstr "一度に19ヘクスをペイントします。" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:44 data/core/editor/help.cfg:45 msgid "Paint three hexes in a line." msgstr "直線状に3ヘクスをペイントします。" #. [topic]: id=editor_tool_fill #: data/core/editor/help.cfg:52 msgid "Fill Tool" msgstr "塗り潰しツール" #. [topic]: id=editor_tool_fill #: data/core/editor/help.cfg:53 msgid "" "Fill continuous regions of terrain with a different one.\n" "\n" "The fill tool utilizes the terrain palette.\n" "\n" "text='Keyboard Modifiers'\n" "\n" "• Shift+mouse click: If a base terrain is selected, change the base without " "changing the overlay. If an overlay is selected, change the overlay without " "changing the base.\n" "• Control+mouse click: Select the terrain under the mouse cursor, as if it " "had been selected on the terrain palette (picks up both base and overlay)." msgstr "" "連続した同一地形を別の地形で塗り潰します。\n" "\n" "塗り潰しツールは地形パレットを活用します。\n" "\n" "text='修飾キー'\n" "\n" "• Shift+マウスクリック:ベース地形が選択されている場合、オーバーレイに変更を" "加えることなくベースのみを変更します。オーバーレイが選択されている場合、ベー" "スに変更を加えることなくオーバーレイのみを変更します。\n" "• Control+マウスクリック:マウスカーソル下の地形をパレットで選択します。ベー" "スとオーバーレイの両方が対象となります。" #. [topic]: id=editor_tool_select #: data/core/editor/help.cfg:67 msgid "Select Tool" msgstr "選択ツール" #. [topic]: id=editor_tool_select #: data/core/editor/help.cfg:68 msgid "" "Selects a set of hex fields, for use with with the cut, copy and fill-" "selection buttons below the menu bar.\n" "\n" "text='Keyboard Modifiers'\n" "\n" "• Shift+mouse click: ‘Magic Wand’ mode, select the hex under the mouse " "cursor, and adjoining hexes of the same terrain type.\n" "• Control+mouse click: Unselect hexes.\n" "\n" "text='Brush Sizes'\n" "\n" "The selected brush changes the size of the tool:" msgstr "" "ヘクスの集合を選択します。選択した領域はメニューバーの「切り取り」「コピー」" "「選択領域の塗り潰し」ボタンで利用できます。\n" "\n" "text='修飾キー'\n" "\n" "• Shift+マウスクリック:「マジックワンド」モード。マウスカーソル下のヘクスお" "よび、繋がっている同じ地形タイプのヘクス郡を選択します。\n" "• Control+マウスクリック:ヘクスの選択を解除します。\n" "\n" "text='ブラシサイズ'\n" "\n" "ブラシを選択するとツールのサイズが変更されます:" #. [topic]: id=editor_tool_select #: data/core/editor/help.cfg:78 msgid "Select single hexes." msgstr "一つのヘクスを選択します。" #. [topic]: id=editor_tool_select #: data/core/editor/help.cfg:79 msgid "Select seven hexes at a time." msgstr "一度に7ヘクスを選択します。" #. [topic]: id=editor_tool_select #: data/core/editor/help.cfg:80 msgid "Select nineteen hexes at a time." msgstr "一度に19ヘクスを選択します。" #. [topic]: id=editor_tool_select #: data/core/editor/help.cfg:81 data/core/editor/help.cfg:82 msgid "Select three hexes in a line." msgstr "直線状に3ヘクスを選択します。" #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:89 msgid "Clipboard and Paste Tool" msgstr "クリップボードと貼り付けツール" #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:90 msgid "" "Rotate, flip and paste the terrain in the clipboard\n" "\n" "Hexes can be cut or copied to the clipboard using the " "dst='editor_tool_select' text='Select Tool'.\n" "\n" "The paste tool shows an outline of the clipboard, which can be pasted with a " "mouse-click. Only the outline is shown, but mistakes can be corrected with " "the undo function, which is bound to both Control+Z and to the same key as " "the in-game undo function.\n" "\n" "The paste tool also has some clipboard-manipulation functions:" msgstr "" "クリップボード中の地形を回転、反転、貼り付けします。\n" "\n" "ヘクスをクリップボードに切り取りまたはコピーするには" "dst='editor_tool_select' text='選択ツール'を使用します。\n" "\n" "貼り付けツールではクリップボードの外形が表示され、マウスクリックによってそれ" "を貼り付けることができます。外形が表示されている場合に限り、Control+Zかゲー" "ム時のアンドゥキーを押すことでミスを取り消すことができます。\n" "\n" "また、貼り付けツールはクリップボードを操作する機能を持っています:" #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:97 msgid "Rotate clockwise by 60°." msgstr "時計回りに60度回転させます。" #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:98 msgid "Rotate counter-clockwise by 60°." msgstr "半時計回りに60度回転させます。" #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:99 msgid "Flip horizontally" msgstr "水平方向に反転させます。" #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:100 msgid "Flip vertically" msgstr "垂直方向に反転させます。" #. [topic]: id=editor_tool_starting #: data/core/editor/help.cfg:107 msgid "Starting Locations Tool" msgstr "開始地点ツール" #. [topic]: id=editor_tool_starting #: data/core/editor/help.cfg:109 msgid "" "Defines the side leader starting position.\n" "\n" "This tool sets the side leaders’ default starting locations, and named " "special locations. Both types of location are enabled in both dst='.." "editor_mode_terrain' text='Terrain Editor' and dst='.." "editor_mode_scenario' text='Scenario Editor' modes. The location names " "are shown as a list in the editor palette, clicking on the map will place " "that name on a hex, each location can only be placed on a single hex, and " "the editor will only allow one location per hex.\n" "\n" "To add named special locations, click “Add” at the bottom of the editor " "palette, and enter the name. These names must start with a letter and may " "contain numbers and underscores.\n" "\n" "More than nine teams can be added to a map, by clicking “Add” and entering a " "number, for example “10”. The UI will automatically show this as “Player " "10”.\n" "\n" "Named locations can be accessed from WML using the Standard Location " "Filter’s text='location_id='. Player starts can also be " "accessed from WML using text='location_id=1', " "text='location_id=2', etc — use only the number, without " "adding “Player ” in front of the number.\n" "\n" "text='Keyboard Modifiers'\n" "\n" "• Control+mouse click on a hex that already has a location: select that " "location for placing with a subsequent mouse click, as if it was selected in " "the editor palette." msgstr "" "陣営のリーダーの開始地点を定義します。\n" "\n" "陣営のリーダーの標準の開始地点および名前付き特殊地点を設定します。 それらの地" "点はdst='..editor_mode_terrain' text='地形エディタ'dst='.." "editor_mode_scenario' text='シナリオエディタ'のどちらのモードでも利用で" "きます。 各地点の名前の一覧はエディタパレットに表示され、マップをクリックする" "とその名前をヘクス上に設置できます。 1つの地点は1ヘクスにしか設定できず、1ヘ" "クスには1つの地点しか設定できません。\n" "\n" "名前付き特殊地点を追加するには、エディタパレットの下部にある「追加」をクリッ" "クして名前を入力します。名前はアルファベットの小文字で始まり、アルファベット" "および数値とアンダースコアを含めることができます。\n" "\n" "10以上のチームをマップに追加するには、「追加」をクリックしてから数値(例:" "10)を入力します。 すると、UIによって自動的に「プレイヤー 10」として表示され" "ます。\n" "\n" "名前付き地点は標準地点フィルタ(Standard Location Filter)" "text='location_id='を使うことで WML からアクセスできます。各" "プレイヤーのスタート地点は text='location_id=1'、" "text='location_id=2'のように数字のみを指定することで WML か" "らアクセスできます。\n" "\n" "text='修飾キー'\n" "\n" "• 地点設定済みのヘクス上でCtrl+マウスクリック:エディタパレットでその地点を" "選択した状態となり、もう一度クリックで地点を移動できます。" #. [topic]: id=editor_terrain_overlays #: data/core/editor/help.cfg:127 msgid "Editor Terrain-Overlay Graphics" msgstr "エディタの地形オーバーレイグラフィック" #. [topic]: id=editor_terrain_overlays #: data/core/editor/help.cfg:128 msgid "" "editor^Maps generally look similar in the editor to their appearance in the " "game. There are a few exceptions, where different graphics are used in the " "editor; all the overlays described here are found in the terrain palette’s " "“special” group." msgstr "" "一般的には、エディタとゲーム中でのマップの見た目は同じになるはずです。しかし" "いくつかの例外があり、それらはエディタ上では異なる見た目で表示されます。それ" "らはオーバーレイと呼ばれ、地形パレットだと「特殊地形」グループに分類されてい" "ます。" #. [topic]: id=editor_terrain_overlays #. The images here have text, while they could be translated I assume editor-only images won’t be. #. In English the text is “IO” for impassable and “UO” for unwalkable. #: data/core/editor/help.cfg:133 msgid "" "editor^text='Movement Overlays'\n" "\n" "src='terrain/grass/green.png~BLIT(terrain/impassable-editor." "png~O(0.5))' align=here box=yes src='terrain/grass/green." "png~BLIT(terrain/unwalkable-editor.png~O(0.5))' align=here box=yes " "Impassable and Unwalkable\n" "\n" "While easily noticeable in the editor, these are invisible in the game, so " "the mixed terrains created by them look like the base terrain. They create a " "mixed terrain with the movement costs set to “impassable” or “unwalkable” " "respectively." msgstr "" "text='移動のオーバーレイ'\n" "\n" "src='terrain/grass/green.png~BLIT(terrain/impassable-editor." "png~O(0.5))' align=here box=yes src='terrain/grass/green." "png~BLIT(terrain/unwalkable-editor.png~O(0.5))' align=here box=yes 通行" "不能と歩行不能\n" "\n" "エディタ上ではわかりやすく表示されていますがゲーム中では不可視となります。そ" "のため、他の地形と複合させるとゲーム中ではベースにした地形と同じ見た目で表示" "されます。これらのオーバーレイを複合した地形は移動コストが「通行不能」または" "「歩行不能」となります。" #. [topic]: id=editor_terrain_overlays #. The images here have text, while they could be translated I assume editor-only images won’t be. #. In English these images are the literal text “Castle overlay” and “Keep overlay”. #: data/core/editor/help.cfg:142 msgid "" "editor^text='Castle Overlays'\n" "\n" "src='terrain/grass/green.png~BLIT(terrain/castle/castle-overlay-editor." "png~O(0.5))' align=here box=yes src='terrain/grass/green." "png~BLIT(terrain/castle/keep-overlay-editor.png~O(0.5))' align=here box=yes\n" "\n" "Adding either of these overlays to a passable hex allows units to be " "recruited onto a hex. The keep also allows a leader to recruit from there.\n" "\n" "These can be added to an impassable hex to connect a castle to a visually-" "separate keep through an impassable wall. It’s also possible to create a " "castle that seems to have grassland between the keep and towers, however " "this requires the connecting hexes to be occupied or blocked to prevent " "units being recruited onto them." msgstr "" "text='城のオーバーレイ'\n" "\n" "src='terrain/grass/green.png~BLIT(terrain/castle/castle-overlay-editor." "png~O(0.5))' align=here box=yes src='terrain/grass/green." "png~BLIT(terrain/castle/keep-overlay-editor.png~O(0.5))' align=here box=yes\n" "\n" "これらのオーバーレイを複合した通行可能なヘクス上ではユニットを雇用できるよう" "になります。主塔のオーバーレイではさらにリーダーを配置することで雇用ができる" "ようになります。\n" "\n" "通行不能なヘクスにこれらを複合することで、視覚的に離れた箇所の城どうしを通行" "不能な壁を通して繋ぐことができます。また、主塔の間を草原で繋いだ城を構築する" "ことも可能ですが、この場合には繋ぎ目となっているヘクス上で雇用できないように" "するために、それらを占拠するか立ち入りを禁止しなければなりません。" #. [topic]: id=editor_terrain_overlays #. The image here has text, while it could be translated I assume editor-only images won’t be. #. In English this image is the literal text “Village overlay”. #: data/core/editor/help.cfg:153 msgid "" "editor^text='Village Overlay'\n" "\n" "src='terrain/grass/green.png~BLIT(terrain/village/village-overlay-" "editor.png~O(0.5))' align=here box=yes\n" "\n" "This turns any base terrain into a village, providing income and healing." msgstr "" "text='村のオーバーレイ'\n" "\n" "src='terrain/grass/green.png~BLIT(terrain/village/village-overlay-" "editor.png~O(0.5))' align=here box=yes\n" "\n" "複合した地形を村として扱い、収入の獲得と回復の機能を持たせます。" #. [topic]: id=editor_terrain_overlays #. The image is an “S” on a solid black background. #: data/core/editor/help.cfg:161 msgid "" "editor^text='Fake Shroud'\n" "\n" "src=terrain/void/shroud-editor.png align=left box=yes\n" "\n" "Fake Shroud looks like an unexplored area, even in scenarios that have " "shroud disabled and even when the player’s units can see the hex." msgstr "" "text='フェイクの幕'\n" "\n" "src=terrain/void/shroud-editor.png align=left box=yes\n" "\n" "シナリオの設定上は幕が無効化されている場合であっても、フェイクの幕は未探索の" "領域として中が見えなくなります。また、プレイヤーのユニットの視界に入った場合" "にも中は見えないままです。" #. [topic]: id=editor_deprecated_overlay #: data/core/editor/help.cfg:170 msgid "Deprecated Terrain" msgstr "非推奨の地形" #. [topic]: id=editor_deprecated_overlay #. The main reason for choosing “D” is that the hole in the middle of the letter makes it easier to see which terrain is underneath it. This uses a hardcoded image and doesn’t expect the image to be translated. #. The Xol and ^Efs terrains’ help pages aren’t given hyperlinks, because they both have hide_help enabled. Even when on a map with Xol on it, ctrl+t will show the hidden page but the ref still won’t link to it. #: data/core/editor/help.cfg:173 msgid "" "editor^src='terrain/grass/green.png~BLIT(terrain/deprecated-editor." "png)' align=left box=yesThe magenta ‘D’ (for “Deprecated”).\n" "\n" "This is shown in the editor over deprecated terrain codes. Examples are:\n" "• the dst='terrain_fungus_grove_old' text='“^Uf” mushroom terrain',\n" "• the “Xol” Lit Stone Wall, which is deprecated because several wall " "terrains now support the “^Efs” Sconce embellishment.\n" "\n" "The help pages for these terrains may have additional text that’s only shown " "in the editor, describing the deprecation and the recommended replacements." msgstr "" "src='terrain/grass/green.png~BLIT(terrain/deprecated-editor.png)' " "align=left box=yes赤紫の「D」(「Deprecated:非推奨、廃止予定」)。\n" "\n" "非推奨の地形コードを使用している場合にエディタ上で表示されます。例:\n" "• dst='terrain_fungus_grove_old' text='「^Uf」キノコ地形'\n" "• 「Xol」照らされた石壁。いくつかの石壁地形は「^Efs」燭台装飾をサポートするよ" "うになったため、こちらは非推奨となりました。\n" "\n" "これらの地形のヘルプページにはエディタでのみ表示される追加のテキストが用意さ" "れている場合があり、そこには非推奨の理由や推奨される置換先が記されています。" #. [topic]: id=editor_tool_label #: data/core/editor/help.cfg:186 msgid "Label Tool" msgstr "ラベルツール" #. [topic]: id=editor_tool_label #: data/core/editor/help.cfg:187 msgid "" "Put text labels on the map.\n" "\n" "• Left-click will open a dialog box to create a new label or edit an " "existing one.\n" "• Right-click deletes.\n" "• Drag-and-drop with the left mouse button moves labels.\n" "\n" "This tool is only available in Scenario Mode; the decorations are " "implemented in the scenario using WML’s text='[label]' tag." msgstr "" "テキストラベルをマップ上に設置します。\n" "\n" "• 左クリックで新規ラベルの作成または既存ラベルの編集を行うためのダイアログ" "ボックスを開きます。\n" "• 右クリックで消去します。\n" "• 左マウスボタンでドラッグアンドドロップを行うことで、ラベルを移動します。\n" "\n" "このツールはシナリオモードでのみ利用可能です。ラベルの装飾は WML の " "text='[label]' タグとしてシナリオに実装されます。" #. [topic]: id=editor_tool_scenery #: data/core/editor/help.cfg:202 msgid "Item Tool (Scenery Tool)" msgstr "アイテムツール(舞台装置ツール)" #. [topic]: id=editor_tool_scenery #: data/core/editor/help.cfg:203 msgid "" "The Item Tool allows placing decorations such as windmills, bookcases and " "monoliths. Multiple items can be placed on the same hex.\n" "\n" "text='Note:' the tool doesn’t support deleting items once " "placed, nor does it support undo. Mistakes can currently only be fixed by " "editing the generated WML file.\n" "\n" "This tool is only available in Scenario Mode; the decorations are not part " "of the terrain and are implemented in the scenario using WML’s " "text='[item]' tag." msgstr "" "アイテムツールは風車、本棚やモノリスなどの装飾を設置します。複数のアイテムを" "同じヘクスに設置することも可能です。\n" "\n" "text='メモ:'このツールでは設置したアイテムの削除はサポートされ" "ておらず、アンドゥすることもできません。ミスを修正するには、生成された WML " "ファイルを直接編集してください。\n" "\n" "このツールはシナリオモードでのみ利用可能です。装飾は地形の一部ではなく、 WML " "の text='[item]' タグによってシナリオに実装されます。" #. [topic]: id=editor_tool_village #: data/core/editor/help.cfg:216 msgid "Village Ownership Tool" msgstr "村の所有権ツール" #. [topic]: id=editor_tool_village #: data/core/editor/help.cfg:217 msgid "" "This tool assigns ownership of villages at the start of a scenario. The " "villages must first be placed on the terrain with the " "dst='editor_tool_paint' text='Paint Tool'.\n" "\n" "• Left-click will assign the village to the currently-selected side.\n" "• Right-click will set the village back to unowned.\n" "\n" "This tool is only available in Scenario Mode; ownership information is " "stored by adding WML text='[village]' tags to the " "appropriate text='[side]'." msgstr "" "シナリオ開始時の村の所有権を割り当てます。村はdst='editor_tool_paint' " "text='ペイントツール'で設置済みである必要があります。\n" "\n" "• 左クリックで村を選択中の陣営に割り当てます。\n" "• 右クリックで村の所有権を取り消します。\n" "\n" "このツールはシナリオモードでのみ利用可能です。所有権は WML の " "text='[village]' タグとして、適切な text='[side]' に追加されます。" #. [topic]: id=editor_tool_unit #: data/core/editor/help.cfg:231 msgid "Unit Tool" msgstr "ユニットツール" #. [topic]: id=editor_tool_unit #: data/core/editor/help.cfg:232 msgid "" "Place units belonging to the currently-selected side.\n" "\n" "• Left-click will place a unit.\n" "• Left drag-and-drop will move an already-placed unit.\n" "• Various operations are added to the right-click menu when the hex contains " "a unit.\n" "\n" "This tool is only available in Scenario Mode; it adds WML " "text='[unit]' tags to the appropriate " "text='[side]'." msgstr "" "選択中の陣営に所属するユニットを設置します。\n" "\n" "• 左クリックでユニットを設置します。\n" "• 左ボタンでドラッグアンドドロップをすることで、設置済みのユニットを移動しま" "す。\n" "• ヘクス上のユニットを右クリックするとメニューが開き、様々な操作を行えま" "す。\n" "\n" "このツールはシナリオモードでのみ利用可能です。text='[unit]' WML タグを適切な text='[side]' に追加します。" #. [topic]: id=editor_named_area #: data/core/editor/help.cfg:247 msgid "Named Areas" msgstr "名前付き領域" #. [topic]: id=editor_named_area #: data/core/editor/help.cfg:248 msgid "" "This tool create sets of tiles that can be used in WML scripts’ Standard " "Location Filters (a concept explained in detail on the Wiki), by using the " "area’s id in the filter’s text='area=' attribute. For " "example:\n" "\n" "• assigning a local time zone to this set of hexes\n" "• filtering the set of hexes which trigger an event when a unit moves on to " "them\n" "\n" "To use the tool:\n" "\n" "• select hexes using the dst='editor_tool_select' text='select tool'\n" "• in the Areas menu, select Add New Area\n" "• then in the Areas menu, select Save Selection to Area\n" "• then in the Areas menu, select Rename Selected Area and choose a name for " "the area\n" "\n" "This tool is only available in Scenario Mode; it adds WML " "text='[time_area]' tags to the scenario. Although the tag’s " "name implies time, it is now more generic and can be used for other purposes " "without needing to change the time-of-day schedule in the area." msgstr "" "WML の標準位置フィルタ(Standard Location Filters。コンセプトの詳細は Wiki を" "ご覧ください)から利用可能なヘクスの集合(領域)を作成するツールです。フィル" "タからは text='area=' 属性で id を指定することで領域を参照で" "きます。下記は使用例です:\n" "\n" "• 一部のヘクスに局所的な時刻ルールを割り当てる。\n" "• 領域内にユニットが移動するとイベントをトリガーする。\n" "\n" "使い方:\n" "\n" "• dst='editor_tool_select' text='選択ツール'でヘクスを選択しま" "す。\n" "• 「領域」メニューで「新たな領域の追加」を選択します。\n" "• 「領域」メニューで「選択部分を領域として保存」を選択します。\n" "• 「領域」メニューで「選択領域のリネーム」を選択し、領域の名前を入力しま" "す。\n" "\n" "このツールはシナリオモードでのみ利用可能で、シナリオに WML " "text='[time_area]' タグを追加します。タグの名前に time が含" "まれてはいますが、時刻スケジュールを変更する以外の用途にも使用可能です。" #. [topic]: id=editor_playlist #: data/core/editor/help.cfg:269 msgid "Playlist Manager" msgstr "プレイリストマネージャー" #. [topic]: id=editor_playlist #: data/core/editor/help.cfg:270 msgid "" "Shows a list of music tracks known to the editor, with toggle-boxes to " "enable them.\n" "\n" "This tool is only available in Scenario Mode; it adds WML " "text='[music]' tags to the scenario." msgstr "" "エディタが把握している曲の一覧を表示し、トグルボックスで有効・無効を切り替え" "ます。\n" "\n" "このツールはシナリオモードでのみ利用可能です。WML text='[music]' タグをシナリオに追加します。" #. [topic]: id=..editor #: data/core/editor/help.cfg:280 msgid "Map/Scenario Editor" msgstr "マップ・シナリオエディタ" #. [topic]: id=..editor #: data/core/editor/help.cfg:281 msgid "" "Wesnoth’s Map and Scenario Editor allows users to create and edit the maps " "on which every Wesnoth scenario takes place. It also provides a limited set " "of features for setting up a basic scenario.\n" "\n" "The editor can be launched from the text='Map Editor' " "option at the title screen.\n" "\n" "
text='Editing Modes'
\n" "\n" "The editor features two modes of operation: terrain mode and scenario mode.\n" "\n" "The dst='..editor_mode_terrain' text='Terrain Mode' is similar to " "a simple paint application, with tools to dst='editor_tool_paint' " "text='paint', dst='editor_tool_fill' text='fill', " "dst='editor_tool_select' text='select (and copy)', and " "dst='editor_tool_paste' text='paste'. It also has the tool for " "setting the leaders’ dst='editor_tool_starting' text='starting " "locations'.\n" "\n" "The dst='..editor_mode_scenario' text='Scenario Mode', in " "addition to the tools available in terrain mode, adds support for adding " "dst='editor_tool_label' text='labels', " "dst='editor_tool_scenery' text='scenery items', " "dst='editor_tool_unit' text='units' in addition to the leader, " "and assigning dst='editor_tool_village' text='village ownership' " "at the start of the scenario. There’s also a dst='editor_playlist' " "text='playlist manager' for the music." msgstr "" "Wesnoth のマップ・シナリオエディタによってシナリオの舞台となるマップの作成と" "編集を行えます。また、基本的なシナリオをセットアップするための一部の機能も備" "えています。\n" "\n" "タイトルスクリーンのtext='マップエディタ' オプションから起動" "できます。\n" "\n" "
text='エディタモード'
\n" "\n" "エディタには地形モードとシナリオモードの2つの操作モードがあります。\n" "\n" "dst='..editor_mode_terrain' text='地形モード'はシンプルなペイント" "アプリケーションに似ており、 dst='editor_tool_paint' text='ペイント'dst='editor_tool_fill' text='塗り潰し'、" "dst='editor_tool_select' text='選択(とコピー)'、" "dst='editor_tool_paste' text='貼り付け'ツールを備えています。ま" "た、リーダーの dst='editor_tool_starting' text='開始地点'を設定す" "るツールも備えています。\n" "\n" "dst='..editor_mode_scenario' text='シナリオモード'では、地形モード" "で使用できるツールに加えて、dst='editor_tool_label' text='ラベル'dst='editor_tool_scenery' text='舞台装置'、リーダーを含めた" "dst='editor_tool_unit' text='ユニット'の追加をサポートし、シナリオ" "開始時のdst='editor_tool_village' text='村の所有権'を割り当てるこ" "ともできます。. また、BGM用のdst='editor_playlist' text='プレイリストマ" "ネージャー' も利用できます." #. [topic]: id=..editor #: data/core/editor/help.cfg:293 msgid "" "
text='What you do *not* get'
\n" "\n" "• Exactly the same map rendering as in-game\n" "\n" "The map won’t look exactly the same in the game as it does in the editor, " "because this depends on the terrain rules. For example, when many mountain " "hexes are clustered together the terrain rules will try to combine them into " "mountain ranges and large graphics spanning multiple hexes.\n" "\n" "• Event handlers and scripting\n" "\n" "The editor is not a tool to help you scripting the scenario’s event " "handlers.\n" "\n" "• Infinite Backwards Compatibility\n" "\n" "The editor can load most maps from older versions of Wesnoth, but not all. " "Maps from 1.3.2 and later will normally be supported, unless they use " "terrains which are no longer in mainline Wesnoth. Maps from add-ons which " "have their own terrains will need that add-on to tell the editor about their " "terrains." msgstr "" "
text='エディタではできないこと'
\n" "\n" "• ゲームと全く同じマップレンダリング \n" "\n" "地形ルールに依存するため、エディタとゲーム中では全く同じ表示が得られるわけで" "はありません。例えば、多数の山ヘクスが集合している場合、地形ルールによって山" "脈としてまとめられて複数のヘクスにまたがる大きなグラフィックとして描画されま" "す。\n" "\n" "• イベントハンドラとスクリプト記述 \n" "\n" "エディタはシナリオのイベントハンドラの記述をサポートするツールではありませ" "ん。 \n" "\n" "• 永続的な後方互換性\n" "エディタは古い Wesnoth のマップのほとんどを読み込むことができますが、全てを読" "み込めるわけではありません。Wesnoth のメインラインに現存する地形のみを使用し" "ているのであれば、1.3.2以降のマップを読み込むことができます。アドオンに含まれ" "ていて独自の地形を使用しているマップであれば、地形の情報をエディタに読み込む" "ためにそのアドオンが必要となります。" #. [topic]: id=..editor_mode_terrain #: data/core/editor/help.cfg:313 msgid "" "The terrain editor’s functionality is similar to a simple paint " "application.\n" "\n" "The right-hand sidebar contains, from top to bottom, the mini-map, the " "toolkit (see the pages for each tool), tool options, and " "dst='editor_palette' text='Palette'.\n" "\n" "When saved using “Save Map As” and saving to the default directory, the " "resulting map can be found in the “Custom Maps” game type of the multiplayer " "“Create Game” dialog." msgstr "" "地形エディタの機能はシンプルなペイントアプリケーションに似ています。\n" "\n" "右側のサイドバーには上から順に、ミニマップ、ツールキット(各ツールのページを" "ご覧ください)、ツールオプション、dst='editor_palette' text='パレット'が表示されます。\n" "\n" "「名前を付けてマップを保存」で標準のディレクトリに保存すると、「マルチプレイ" "ヤー」ダイアログでゲームの種類に「カスタムマップ」を選択することによって保存" "したマップを読み込むことができます。" #. [topic]: id=..editor_mode_scenario #: data/core/editor/help.cfg:325 msgid "" "The scenario editor mode adds support for some map-related WML features, " "such as areas and scenery items. Most scenarios will still require " "additional WML to be written using a different tool; the scenario editor " "does not support scripting the scenario’s events." msgstr "" "シナリオエディタモードでは、領域や舞台装置などのマップ関連の WML 機能のサポー" "トが追加されます。 シナリオエディタではシナリオイベントのスクリプト記述をサ" "ポートしていないため、シナリオを完成させるには別のツールを使って追加の WML を" "記述する必要があるでしょう。" #. [topic]: id=..editor_mode_scenario #: data/core/editor/help.cfg:327 msgid "" "
text='Checking whether the editor is in scenario mode'
\n" "\n" "You can check which mode the editor is in by looking at the menu bar.\n" "\n" "• In scenario mode the “Areas” and “Side” menus are enabled.\n" "• In terrain-only mode the “Areas” and “Side” menus are grayed-out." msgstr "" "
text='エディタがシナリオモードか確認'
\n" "\n" "エディタの現在のモードはメニューバーで確認できます。\n" "\n" "• シナリオモードでは「領域」「陣営」メニューが有効となります。\n" "• 地形モードでは「領域」「陣営」メニューがグレーアウトします。" #. [topic]: id=..editor_mode_scenario #: data/core/editor/help.cfg:334 msgid "" "
text='Entering scenario mode'
\n" "\n" "To start a new map in scenario mode, choose “New Scenario” from the “File” " "menu.\n" "\n" "If you’re already editing a map in terrain mode, use “Save Scenario As” from " "the “File” menu; this will switch to scenario mode.\n" "\n" "To load a map that was created in the scenario editor, use “Load Map” from " "the “File” menu, and select the .cfg file (not a .map file)." msgstr "" "
text='シナリオモードへの切り替え'
\n" "\n" "新しいマップをシナリオモードで作成する場合は、「ファイル」メニューから「新し" "いシナリオ」を選択してください。\n" "\n" "地形モードでマップを編集中の場合は、「ファイル」メニューから「名前を付けてシ" "ナリオを保存」を選択するとシナリオモードに切り替えることができます。\n" "\n" "シナリオエディタで作成されたマップを読み込むには、「ファイル」メニューから" "「マップ読み込み」を選択し、(.mapファイルではなく).cfgファイルを選択してく" "ださい。" #. [topic]: id=..editor_mode_scenario #: data/core/editor/help.cfg:342 msgid "" "
text='The files: .map and .cfg'
\n" "\n" "The map editor saves exactly one file, either a .map (for terrain mode) or " "a .cfg (for scenario mode). In scenario mode the terrain map is saved inside " "the .cfg file; there is no separate .map file. If you start editing in " "terrain mode and then switch to scenario mode then an old .map file might " "remain, but this is not updated by the scenario editor.\n" "\n" "Loading a .cfg file has different results depending on the contents of the ." "cfg file. For .cfg files that were created by the scenario editor, it will " "open the .cfg in the scenario editor. However, for .cfg files that use a " "separate .map file (which can't be created by the scenario editor), the " "editor may follow the link and open the corresponding .map in terrain-only " "mode, as if the .map file was chosen in the file selector." msgstr "" "
text='.mapファイルと.cfgファイル'
\n" "\n" "マップエディタは .map (地形モード)か .cfg (シナリオモード)のいずれかの" "ファイルを保存します。シナリオモードでは、地形マップは .cfg ファイルの内部に" "保存されるため、 .map ファイルが別に生成されることはありません。地形モードで" "編集を始めた後にシナリオモードに切り替えた場合には古い .map ファイルが残って" "いるかもしれませんが、シナリオエディタによってそのファイルが更新されることは" "ありません。\n" "\n" ".cfg ファイルの読み込みはその中身によって異なる結果をもたらします。シナリオエ" "ディタで作成された .cfg ファイルであれば、 .cfg ファイルがシナリオエディタに" "よって開かれます。しかし、別の .map ファイルを使用する .cfgファイルの場合(シ" "ナリオエディタがこのタイプを生成することはありません)は、エディタは .cfg " "ファイルの内部のリンクを辿って .map ファイルを地形モードで開きます。" #. [topic]: id=editor_separate_events_file #: data/core/editor/help.cfg:354 msgid "Using a separate file for WML events" msgstr "WML イベントのファイルを分割" #. [topic]: id=editor_separate_events_file #: data/core/editor/help.cfg:355 msgid "" "When loading a .cfg file, the scenario editor understands files created by " "the scenario editor, but is likely to have difficulty with files that have " "been edited by hand.\n" "\n" "Files created by the scenario editor omit the opening [scenario] and closing " "[/scenario] tags. If you are creating a campaign (or other add-on), then " "those tags need to be added; there is more detail about this in the " "dst='editor_map_format' text='map file format' documentation.\n" "\n" "One workflow is to create a separate WML file, also with the .cfg extension, " "which uses the WML preprocessor to include the editor-created file. This " "separate file contains both the [scenario] tag and any hand-edited WML such " "as events. With this workflow, the add-on’s file structure could look like " "this:\n" "\n" "
text='For Wesnoth 1.14'
\n" "\n" "• _main.cfg:\n" " ◦ use “{./scenarios}” to include the “scenarios” directory\n" "• maps/map_from_01.cfg\n" " ◦ this is the file created by the scenario editor\n" "• scenarios/01_Forest.cfg, instead of the opening [scenario] tag put in " "these four lines:\n" " ◦ [scenario]\n" " ◦ {~add-ons/NAME_OF_ADD_ON/maps/map_from_01.cfg}\n" " ◦ [/scenario]\n" " ◦ [+scenario]\n" "\n" "The first three of those lines insert the scenario-generated file inside a " "[scenario] tag. The ‘+’ sign on the fourth line means that two scenario tags " "will be combined, with attributes in the second one overriding attributes in " "the first one.\n" "\n" "
text='1.16 and later'
\n" "\n" "If your add-on will only be used on 1.16 and later, there are new features " "to load .cfg files via map_file, and to avoid repeating the add-on’s name " "within the .cfg files.\n" "\n" "• _main.cfg:\n" " ◦ use “[binary_path]” to add add-on’s directories to the binary path, " "which makes “map_file” search the “maps” directory.\n" " ◦ use “{./scenarios}” to include the “scenarios” directory\n" "• maps/map_from_01.cfg\n" " ◦ this is the file created by the scenario editor\n" "• scenarios/01_Forest.cfg\n" " ◦ inside the [scenario] element, use “map_file=\"map_from_01.cfg\"” to " "load that file" msgstr "" ".cfg ファイルを読み込むとき、シナリオエディタはそのファイルがシナリオエディタ" "によって作られたものであれば正常に読み込めますが、そうでない場合(人の手が加" "わっている場合)には正常に読み込めないことがあります\n" "\n" "シナリオエディタで作成されたファイルは [scenario] 開始タグと [/scenario] 終了" "タグを含んでいません。キャンペーン(またはその他のアドオン)を作る場合、それ" "らのタグは必要となります。詳細はdst='editor_map_format' text='マップファ" "イルフォーマット'に記載されています。 \n" "\n" "エディタで作成したファイルを WML プリプロセッサを使って読み込む、分割された " "WML ファイル(.cfg)を作ることがワークフローの1つとなります。 この分割された" "ファイルは [scenario] タグとイベントなどの手製の WML の両方を含みます。この" "ワークフローによって、アドオンのファイル構造は次のようになります:\n" "\n" "
text='Wesnoth 1.14 向け'
\n" "\n" "• _main.cfg:\n" " ◦ 「{./scenarios}」 によって「scenarios」ディレクトリを読み込みます。\n" "• maps/map_from_01.cfg\n" " ◦ シナリオエディタによって作成されるファイルです。\n" "• scenarios/01_Forest.cfg、[scenario]開始タグのかわりに以下の4行を設置しま" "す:\n" " ◦ [scenario]\n" " ◦ {~add-ons/NAME_OF_ADD_ON/maps/map_from_01.cfg}\n" " ◦ [/scenario]\n" " ◦ [+scenario]\n" "\n" "最初の3行はシナリオエディタで生成されたファイルを [scenario] タグの内部に挿" "入しています。4行目の「+」記号は2つの scenario タグを、最初のタグの属性で後の" "タグの属性を上書きしつつ結合することを示します。\n" "\n" "
text='1.16 以降'
\n" "\n" "アドオンが 1.16 以降でのみ使用される場合は、map_file を使用して .cfg を読み込" "む新しい機能が利用できます。また、 .cfg ファイル中にアドオン名を繰り返し記述" "するのを避けることができます。\n" "\n" "• _main.cfg:\n" " ◦ 「[binary_path]」によってアドオンのディレクトリをバイナリパスに追加するこ" "とで、 「map_file」が「maps」ディレクトリを検索できるようにします。\n" " ◦ 「{./scenarios}」によって「scenarios」ディレクトリを読み込みます。\n" "• maps/map_from_01.cfg\n" " ◦ シナリオエディタによって作成されたファイルです。\n" "• scenarios/01_Forest.cfg\n" " ◦ [scenario]要素の中に、「map_file=\"map_from_01.cfg\"」でファイルを読み込" "みます。" #. [topic]: id=editor_masks #: data/core/editor/help.cfg:393 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:394 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 #. Time of Day and Schedule Editor, please use a short string as it will be used in the left-hand pane of the help browser #: data/core/editor/help.cfg:402 msgid "ToD and Schedule Editor" msgstr "時刻・スケジュールエディタ" #. [topic]: id=editor_time_schedule #: data/core/editor/help.cfg:403 msgid "" "This button at the top-right of the screen accesses the time-of-day preview " "and the schedule editor.\n" "\n" "In terrain mode, this displays the map as it will be recolored at different " "times of day.\n" "\n" "In scenario mode, the button accesses an editor for individual schedules for " "dst='editor_named_area' text='time areas'." msgstr "" "画面の右上にあるこのボタンから時刻のプレビューとスケジュールエディタにアクセ" "スできます。\n" "\n" "地形モードでは、このボタンで選択した時刻通りにマップの表示が切り替わりま" "す。\n" "\n" "シナリオモードでは、dst='editor_named_area' text='時刻領域'ごとの" "スケジュールエディタを開きます。" #. [topic]: id=editor_palette #: data/core/editor/help.cfg:414 msgid "Editor Palette" msgstr "エディタパレット" #. [topic]: id=editor_palette #. the “Player 1”, “Player 2”, ... list is translated using "Player $side_num" in the wesnoth-editor textdomain #: data/core/editor/help.cfg:416 msgid "" "The editor palette contains the applicable items you may use with the " "currently selected tool. For example, the Paint tool will display a full " "list of all available terrains, and the unit tool will provide a list of " "available units. When using the Starting Locations Tool, the palette changes " "to a list of “Player 1”, “Player 2”, etc.\n" "\n" "text='Filter'\n" "\n" "There is a filter function to show only a subset of the available items — " "this is the leftmost of the four buttons at the top of the palette, and the " "graphic changes depending on what is selected. Examples:" msgstr "" "エディタパレットには現在選択しているツールで適用できるアイテムが含まれていま" "す。例えば、ペイントツールでは利用可能な地形の一覧が表示され、ユニットツール" "では利用可能なユニットの一覧が表示されます。開始地点ツールでは「プレイヤー1」" "「プレイヤー2」といったプレイヤーの一覧が表示されます。\n" "\n" "text='フィルター'\n" "\n" "利用可能なアイテムを絞り込むにはフィルター機能が使用できます。フィルタを呼び" "出すにはパレットの最上部にある4つのボタンのうち、左端のボタンを選択します。" "また、選択したフィルタによってボタンのグラフィックは変化します。例:" #. [topic]: id=editor_palette #: data/core/editor/help.cfg:421 msgid "Show all kinds of terrain" msgstr "全ての地形を表示" #. [topic]: id=editor_palette #: data/core/editor/help.cfg:422 msgid "Show only water terrains" msgstr "水地形のみ表示" #. [topic]: id=editor_palette #: data/core/editor/help.cfg:423 msgid "Show only villages" msgstr "村のみ表示" #. [topic]: id=editor_map_format #: data/core/editor/help.cfg:435 msgid "Wesnoth Map Format" msgstr "Wesnoth マップフォーマット" #. [topic]: id=editor_map_format #: data/core/editor/help.cfg:436 msgid "Wesnoth stores its maps in human readable plain text files." msgstr "" "Wesnoth はマップを人間にも読めるプレーンテキストファイルとして格納します。" #. [topic]: id=editor_map_format #: data/core/editor/help.cfg:438 msgid "" "
text='Native'
\n" "\n" "A map file consists of rows with comma separated terrain code strings. The " "only non-terrain information provided by the map syntax is the set of " "locations created by the dst='editor_tool_starting' text='Starting " "Locations Tool'. The files can be edited with a general purpose text " "editor like notepad.\n" "\n" "These files can be used directly for multiplayer games, the number of " "players is automatically determined by the number of starting positions. " "When saved in the default directory, the map can be found in the “Custom " "Maps” game type of the multiplayer “Create Game” dialog; you may need to " "refresh the cache (press F5 on the title screen) before a newly-created map " "appears.\n" "\n" "These files can be used in a scenario’s .cfg file, with the scenario’s WML " "providing additional information such as teams, custom events, and complex " "side setups. The .cfg file loads the map file with either of:\n" "\n" "• map_file=maps/01_First_Map.map text='— supported since Wesnoth " "1.14'\n" "• map_data=\"{maps/01_First_Map.map}\" text='— a WML preprocessor " "include'\n" "\n" "The text='map_file' method is preferred over using a " "preprocessor include." msgstr "" "
text='ネイティブ'
\n" "\n" "コンマで地形コード(文字列)の列から構成されたマップファイルです。地形以外で" "マップのシンタックスによって提供されている情報は、" "dst='editor_tool_starting' text='開始地点ツール'によって設定された" "地点のみです。これらのファイルはメモ帳のような一般的なテキストエディタで編集" "可能です。\n" "\n" "これらのファイルはマルチプレイヤーゲームで直接使用でき、プレイヤー数は開始地" "点の数から自動で決定されます。標準のディレクトリに保存されている場合、マルチ" "プレイヤーの「ゲームの作成」ダイアログの「カスタムマップ」中に表示されます。" "ただし、新しく作成されたマップを読み込むにはキャッシュを更新する(タイトル画" "面でF5を押す)必要があるかもしれません。\n" "\n" "これらのファイルはシナリオの .cfg ファイルの中で使用でき、シナリオの WML に" "よってチーム、カスタムイベント、複雑な陣営設定などの情報を追加できます。 ." "cfg ファイルは次のいずれかによってマップを読み込みます:\n" "\n" "• map_file=maps/01_First_Map.map text='— Wesnoth 1.14 以降でサポー" "ト'\n" "• map_data=\"{maps/01_First_Map.map}\" text='— WML プリプロセッサ イ" "ンクルード'\n" "\n" "プリプロセッサ インクルードよりもtext='map_file'方式を使用す" "ることを推奨します。" #. [topic]: id=editor_map_format #: data/core/editor/help.cfg:451 msgid "" "
text='Embedded'
\n" "\n" "The map data can stored as part of a scenario’s .cfg file, directly in the " "text='map_data' attribute. In other words, in the place " "that the preprocessor would include it when using the preprocessor-include " "method.\n" "\n" "
text='Using Embedded Format in Terrain Mode'
\n" "\n" "If you are editing the map and not using the Scenario Mode support, then " "it’s trivial to move the data to a native map file before opening it in the " "editor. This conversion is recommended — the editor supports editing the " "content of map_data while leaving everything else in the file untouched, but " "this is rarely-used code. Maps opened this way are marked (E) in the Window " "menu." msgstr "" "
text='埋め込み'
\n" "\n" "マップデータはシナリオの .cfg ファイルの一部として、text='map_data' 属性の中に保存されます。言い換えれば、プリプロセッサ インクルード方式" "を使用した場合にプリプロセッサがマップを読み込む場所のことです。\n" "\n" "
text='地形モードでの埋め込みフォーマットの使用'
\n" "\n" "シナリオモードのサポートを使用せずマップを編集している場合、データをネイティ" "ブマップファイルに変換するのは簡単です。この場合、変換しておくことが推奨され" "ます。エディタはファイルの他の部分に影響を与えずに map_data の中身を編集する" "機能をサポートしていますが、この機能は滅多に使用されません。埋め込み方式で読" "み込まれた場合にはウィンドウメニューに「E」が表示されます。" #. [topic]: id=editor_map_format #: data/core/editor/help.cfg:459 msgid "" "
text='Files created by the Scenario Editor'
\n" "\n" "In scenario mode, the editor saves the data as a .cfg file with embedded map " "data. When loading a .cfg file, the scenario editor understands files " "created by the scenario editor itself, but is likely to have difficulty with " "files that have been edited by hand; problems can be avoided by " "dst='editor_separate_events_file' text='using a separate .cfg file' for the hand-edited parts." msgstr "" "
text='シナリオエディタで作成されたファイル'
\n" "\n" "シナリオモードでは .cfg ファイルにマップデータを埋め込んだ形式で保存します。" "シナリオエディタは、もともとシナリオエディタで作成された .cfg ファイルを読み" "込むことはできますが、シナリオエディタ以外で編集されたファイルは正常に読み込" "めない場合があります。その手の問題は手動で編集した箇所の" "dst='editor_separate_events_file' text='.cfg ファイルを分割'するこ" "とで回避できます。" #. [topic]: id=editor_map_format #: data/core/editor/help.cfg:463 msgid "" "
text='Which scenario files use the [scenario] tag'
\n" "\n" "Files created by the scenario editor have the contents of a WML scenario " "element, but don’t include the opening [scenario] and closing [/scenario] " "tags. For each .cfg file in the userdata folder’s editor/scenarios " "subfolder, the game will automatically try to load a scenario from it to " "include in the “Custom Scenarios” list (files that fail to load are " "ignored). In this folder each file is a separate item - files that fail to " "parse as a scenario are ignored, and files must not contain the [scenario][/" "scenario] tags.\n" "\n" "The opposite applies when a scenario is part of a campaign or other add-on. " "Typically each scenario has its own .cfg file, however this is unnecessary - " "all of the WML in an add-on will be combined by the preprocessor, it doesn’t " "matter whether the add-on is written as separate files or not. The engine " "needs the [scenario]...[/scenario] (or [multiplayer]...[/multiplayer]) tags " "to know which WML is part of each scenario." msgstr "" "
text='どのシナリオファイルが [scenario] タグを使用しているか'\n" "\n" "シナリオエディタで作成されたファイルは WML シナリオ要素を含みますが、" "[scenario] 開始タグと [/scenario] 終了タグを含みません。ユーザーデータフォル" "ダの editor/scenarios サブフォルダの中にある各 .cfg ファイルについては、ゲー" "ムは「カスタムシナリオ」一覧に自動的に読み込まれます(読み込みに失敗した場合" "は無視されます)。このフォルダでは各ファイルは独立したアイテムとなり、シナリ" "オとして読み込めないファイルは無視され、ファイルに[scenario][/scenario] タグ" "を含めてはいけません。\n" "\n" "キャンペーンや他のアドオンの一部となるシナリオはその逆が適用されます。一般的" "にはシナリオは個別の .cfg ファイルを持ちますが、アドオンの中の WML ファイルは" "プリプロセッサによって結合されるため、ファイルが分割されているかどうかは問題" "とはなりません。そのかわりに WML のどの箇所がシナリオとなっているのかをエンジ" "ンが識別するために、[scenario]...[/scenario] (または [multiplayer]...[/" "multiplayer])タグが必要となります。" #. [editor_times]: id=deep_underground #. [time]: id=deep_underground #: data/core/editor/time-of-day.cfg:47 data/core/macros/schedules.cfg:127 msgid "Deep Underground" msgstr "深い地下" #. [editor_times]: id=indoors #. [time]: id=indoors #: data/core/editor/time-of-day.cfg:53 data/core/macros/schedules.cfg:104 msgid "Indoors" msgstr "屋内" #. [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 "" "dst='..calendar' text='Calendar'\n" "dst='..geography' text='Geography'" msgstr "" "dst='..calendar' text='暦'\n" "dst='..geography' text='地理'" #. [section]: id=calendar #. [topic]: id=..calendar #: data/core/encyclopedia/calendar.cfg:5 data/core/encyclopedia/calendar.cfg:13 msgid "Calendar" msgstr "暦" #. [topic]: id=..calendar #: data/core/encyclopedia/calendar.cfg:14 msgid "" "Each year in the Wesnoth calendar is composed of 12 months. These are, in " "order:\n" "\n" "Whitefire\n" "Bleeding Moon\n" "Scatterseed\n" "Deeproot\n" "Scryer’s Bloom\n" "Thorntress\n" "Summit Star\n" "Kindlefire\n" "Stillseed\n" "Reaper’s Moon\n" "Verglas Bloom\n" "Blackfire\n" "\n" msgstr "" "Wesnoth の暦において、1 年は 12 ヶ月で構成されており、以下の順になっていま" "す:\n" "\n" "白炎(Whitefire)\n" "血月(Bleeding Moon)\n" "蒔種(Scatterseed)\n" "深根(Deeproot)\n" "占華(Scryer’s Bloom)\n" "茨女(Thorntress)\n" "頂星(Summit Star)\n" "起炎(Kindlefire)\n" "眠種(Stillseed)\n" "穫月(Reaper's Moon)\n" "氷華(Verglas Bloom)\n" "黒炎(Blackfire)\n" "\n" #. [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 dst='heart_mountains' text='Heart Mountains' and running east to the Listra." msgstr "" "dst='heart_mountains' text='中心山脈'から東に流れる川で、Listra 川" "に合流します。" #. [topic]: id=great_river #: data/core/encyclopedia/geography.cfg:32 msgid "Great River" msgstr "大いなる川" #. [topic]: id=great_river #: data/core/encyclopedia/geography.cfg:33 msgid "" "The Great River forms the boundary between the dst='kingdom_wesnoth' " "text='Kingdom of Wesnoth' and the dst='northlands' " "text='Northlands'. It empties to the dst='great_ocean' " "text='ocean' at dst='elensefar' text='Elensefar'." msgstr "" "大いなる川(The Great River)はdst='kingdom_wesnoth' text='Wesnoth王国' " "dst='northlands' text='北の大地'の境界を成しています.最終" "的に,dst='elensefar' text='Elensefar'にてdst='great_ocean' " "text='大洋' に流れ込みます." #. [topic]: id=great_ocean #: data/core/encyclopedia/geography.cfg:38 msgid "Great Ocean" msgstr "大洋(Great Ocean)" #. [topic]: id=great_ocean #: data/core/encyclopedia/geography.cfg:39 msgid "" "Lies to the west of the dst='great_continent' text='continent' " "and all rivers eventually flow to it. Far to the west in the Great Ocean is " "a huge archipelago called dst='morogor' text='Morogor'." msgstr "" "dst='great_continent' text='大陸'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 dst='morogor' " "text='Morogor' 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:44 msgid "Morogor" msgstr "Morogor" #. [topic]: id=morogor #: data/core/encyclopedia/geography.cfg:45 msgid "" "Archipelago, located somewhere in the dst='great_ocean' text='Great " "Ocean' east of the dst='green_isle' text='Green Isle' and " "west of the dst=great_continent text='Great Continent'.\n" "It is mostly inhabited by dst='..race_drake' text='drakes'.\n" "The central island of the archipelago is also called ‘Morogor’." msgstr "" "dst='great_ocean' text='大洋'のどこかに存在する多島海で、" "dst='green_isle' text='緑の島'の東、dst=great_continent " "text='大陸'の西に位置しています。\n" "dst='..race_drake' text='ドレーク'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:52 msgid "Green Isle" msgstr "緑の島(Green Isle)" #. [topic]: id=green_isle #: data/core/encyclopedia/geography.cfg:53 msgid "" "A bigger island lying in the dst='great_ocean' text='Great Ocean'." msgstr "dst='great_ocean' text='大洋'に存在する大きな島です。" #. [topic]: id=old_continent #: data/core/encyclopedia/geography.cfg:58 msgid "Old Continent" msgstr "旧大陸(Old Continent)" #. [topic]: id=old_continent #: data/core/encyclopedia/geography.cfg:59 msgid "" "Lies to the west of dst='morogor' text='Morogor' across the " "dst='great_ocean' text='Great Ocean'." msgstr "" "dst='morogor' text='Morogor' から見てdst='great_ocean' " "text='大洋'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:64 msgid "Great Continent" msgstr "大陸(Great Continent)" #. [topic]: id=great_continent #: data/core/encyclopedia/geography.cfg:65 msgid "" "The continent on which the dst='kingdom_wesnoth' text='Kingdom of " "Wesnoth' lies. Its west coast is surrounded by the " "dst='great_ocean' text='Great Ocean'." msgstr "" "dst='kingdom_wesnoth' text='Wesnoth 王国'が存在する大陸であり、そ" "の西岸はすべてdst='great_ocean' text='大洋'です。" #. [topic]: id=irdya #: data/core/encyclopedia/geography.cfg:70 msgid "Irdya" msgstr "Irdya" #. [topic]: id=irdya #: data/core/encyclopedia/geography.cfg:71 msgid "" "The name of the world in which the kingdom of dst='kingdom_wesnoth' " "text='Wesnoth' 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 "" "dst='kingdom_wesnoth' text='Wesnoth 王国'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:76 msgid "Kingdom of Wesnoth" msgstr "Wesnoth 王国(Kingdom of Wesnoth)" #. [topic]: id=kingdom_wesnoth #: data/core/encyclopedia/geography.cfg:77 msgid "" "The Kingdom of Wesnoth is located in the north-central portion of the " "dst='great_continent' text='Great Continent'. Most of the " "mainline campaigns revolve around it. It is bounded on the map by the " "dst='great_river' text='Great River' to the north, the shore of " "the dst='great_ocean' text='ocean' to the west, the Aethenwood to " "the dst='southwest_elven_lands' text='southwest', and the Bitter " "Swamp to the southeast.\n" "\n" "Over the River Aethen, south of Fort Tahn, is a Wesnothian frontier region. " "It is bounded to the south (off-map) by dense woods of which the Aethenwood " "may be considered a northernmost extension.\n" "\n" "
text='Notable cities:'
\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" "
text='Notable land features:'
\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" " • Grey 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dst='great_continent' text='大陸'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dst='great_river' text='大いなる川(Great " "River)'、西はdst='great_ocean' text='大洋の海岸'、" "dst='southwest_elven_lands' text='南西'は Aethenwood、南東は苦痛の" "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" "
text='主要な都市:'
\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" "
text='有名な土地:'
\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(Grey 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:106 msgid "Elensefar" msgstr "Elensefar" #. [topic]: id=elensefar #: data/core/encyclopedia/geography.cfg:107 msgid "" "Elensefar is at times a province of dst='kingdom_wesnoth' " "text='Wesnoth', at times an independent country, and at times in a " "treaty federation with Wesnoth. Its borders are the dst='great_river' " "text='Great River' to the north, a loosely defined line with Wesnoth " "to the east, the Bay of Pearls to the south, and the dst='great_ocean' " "text='ocean' to the west. More information is found in the historical " "narrative of Wesnoth.\n" "\n" "
text='Notable cities:'
\n" " • Elensefar: The capital, located on an island in the Great River " "delta.\n" " • Carcyn: City on the Wesnoth–Elensefar border, disputed with Wesnoth.\n" "\n" "
text='Notable land features:'
\n" " • dst='great_river' text='Great River': It is very wide at " "this point, and only ships can cross it." msgstr "" "Elensefar は、ある時は dst='kingdom_wesnoth' text='Wesnoth 王国'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dst='great_river' text='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" "dst='great_ocean' text='大洋'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" "
text='主要な都市:'
\n" " • Elensefar:dst='great_river' text='大いなる川'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" "
text='有名な土地:'
\n" " • 大いなる川: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:119 msgid "Northlands" msgstr "北の大地(Northlands)" #. [topic]: id=northlands #: data/core/encyclopedia/geography.cfg:120 msgid "" "There is no government of the Northlands. Various groups of orcs, dwarves, " "barbarian men and even elves populate the region. The northern and eastern " "borders are not defined, the southern border is the dst='great_river' " "text='Great River', and the western border is the " "dst='great_ocean' text='ocean'.\n" "\n" "
text='Notable cities:'
\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 dst='elensefar' " "text='Elensefar', where these villages were located, was named the " "Annuvin province by men but was known by the elves as Wesmere.\n" "\n" "
text='Notable land features:'
\n" " • dst='heart_mountains' text='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" " • dst='arkan_thoria' text='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" " • dst='great_river' text='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" "dst='great_river' text='大いなる川'、西はdst='great_ocean' " "text='大洋'が境界線です。\n" "\n" "
text='主要な都市:'
\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、dst='heart_mountains' text='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。dst='elensefar' text='Elensefar' の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" "
text='有名な土地:'
\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" "• dst='arkan_thoria' text='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" "• dst='great_river' text='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:141 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:142 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 dst='great_ocean' text='ocean' 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" "
text='Notable cities:'
\n" " • None known.\n" "\n" "
text='Notable land features:'
\n" " • Aethenwood: The largest southern forest, it extends far to the south " "and is home to dst='..race_elf' text='elves'. 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dst='great_ocean' text='大" "洋'、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" "
text='主要な都市:'
\n" " • 不明\n" "\n" "
text='有名な土地:'
\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、dst='..race_elf' text='エルフ族'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:154 msgid "Heart Mountains" msgstr "中心山脈(Heart Mountains)" #. [topic]: id=heart_mountains #: data/core/encyclopedia/geography.cfg:155 msgid "" "A virtually impassable barrier between the dst='arkan_thoria' " "text='river' country and the dst='far_north' text='Northern " "Plains'." msgstr "" "dst='arkan_thoria' text='Arkan-thoria' 周辺地域と" "dst='far_north' text='北部平原'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:160 msgid "Far North" msgstr "極北(Far North)" #. [topic]: id=far_north #: data/core/encyclopedia/geography.cfg:161 msgid "" "Cold, harsh, and inaccessible, the Far North is the ancestral home of the " "Orcish Clannate. It lies north of the dst='heart_mountains' text='Heart " "Mountains', which the Orcs call the Haggid-Dargor and claim (without " "merit) as their own. To the east lie the Unaligned Tribes of the Wild " "Steppe, who fell out of the control of the Clannate, instead roaming with " "wild human barbarians and clashing with the High Elves of the North Plains " "(known as North Elves in human lands). The High Elves themselves reside " "further east, where it is rumored they rule a vast kingdom.\n" "\n" "
text='Notable cities:'
\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" "
text='Notable land features:'
\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。dst='heart_mountains' text='中心山脈'(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" "
text='主要な都市:'
\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" "
text='有名な土地:'
\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:95 msgid "Introduction" msgstr "はじめに" #. [section]: id=gameplay #. [topic]: id=..gameplay #: data/core/help.cfg:23 data/core/help.cfg:167 msgid "Gameplay" msgstr "ゲームの遊び方" #. #-#-#-#-# wesnoth-help.wml.pot (PACKAGE VERSION) #-#-#-#-# #. [section]: id=traits_section #. [topic]: id=..traits_section #: data/core/help.cfg:29 data/core/help.cfg:531 #: src/help/help_topic_generators.cpp:476 #: src/help/help_topic_generators.cpp:499 msgid "Traits" msgstr "特性" #. [section]: id=units #. [topic]: id=..units #: data/core/help.cfg:37 data/core/help.cfg:118 msgid "Units" msgstr "ユニット" #. [section]: id=abilities_section #. [topic]: id=..abilities_section #: data/core/help.cfg:46 data/core/help.cfg:138 msgid "Abilities" msgstr "能力" #. [section]: id=weapon_specials #. [topic]: id=..weapon_specials #: data/core/help.cfg:54 data/core/help.cfg:147 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:127 msgid "Eras" msgstr "時代" #. [section]: id=terrains_section #. [topic]: id=..terrains_section #: data/core/help.cfg:70 data/core/help.cfg:546 msgid "Terrains" msgstr "地形" #. [section]: id=addons #. [topic]: id=..addons #: data/core/help.cfg:78 data/core/help.cfg:599 msgid "Add-ons" msgstr "アドオン" #. [section]: id=commands #. [topic]: id=..commands #: data/core/help.cfg:84 data/core/help.cfg:672 msgid "Commands" msgstr "コマンド" #. [topic]: id=..introduction #: data/core/help.cfg:96 msgid "" "\n" "\n" "text='Battle for Wesnoth' is a turn-based fantasy strategy " "game somewhat unusual among modern strategy games. While other games strive " "for complexity, text='Battle for Wesnoth' strives for " "simplicity of both rules and gameplay. This does not make the game simple, " "however — from these simple rules arises a wealth of strategy, making the " "game easy to learn but a challenge to master.\n" "\n" "The following pages outline all you need to know to play Wesnoth. As you " "play, new information is added to the various categories as you come across " "new aspects of the game. For more detailed information on special situations " "and exceptions, follow the included links." msgstr "" "\n" "\n" "text='Battle for Wesnoth' は、現在主流となっているストラテ" "ジーゲームとは趣がやや異なる、ファンタジー世界を舞台としたターン制のストラテ" "ジーゲームです。他のゲームが複雑さを志向しているのに対し、" "text='Battle for Wesnoth' はルールとプレイの両面で単純さを志" "向しています。ただし、それはゲーム自体が単純だということではありません。— シ" "ンプルなルールは、戦術の豊富さを生み出すとともに、入門が容易でありながら、極" "めるには努力を要するという奥深さをもたらしています。\n" "\n" "続くページには、Wesnoth をプレイする上で習得しなければならない知識の要点が述" "べられています。プレイを進めながら、このゲームの新たな様相に遭遇する度に、" "様々なカテゴリーの新たな情報を得られるようになっています。特殊な状況や例外に" "ついての詳細な情報が必要な場合は、ページに含まれるリンクを参照してください。" #. [topic]: id=about_game #: data/core/help.cfg:106 msgid "About the Game" msgstr "このゲームについて" #. [topic]: id=about_game #: data/core/help.cfg:107 msgid "" "The game takes place on a hex-based game field, where your units battle " "against those controlled by the computer, friends who each take turns on the " "same computer (hotseat play), other players on the same network, or players " "worldwide in multiplayer mode.\n" "\n" "Each of these battles is called a text='scenario', which " "can be strung together to make text='campaigns'. 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 text='Battle for Wesnoth' 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text='シナリオ(scenario)'と呼び、複数の連続したシナリオをまとめたものをtext='キャンペー" "ン(campaign)'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" "text='Battle for Wesnoth' 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:119 msgid "" "This section will list all the units you discover as you explore the world " "of Wesnoth. When you see a new unit during a campaign or multiplayer " "scenario it will be added to its race’s subsection; you can then view its " "page any time you wish. A unit’s page will provide a general description, " "its statistics, attacks, resistances, and movement and defense values.\n" "\n" msgstr "" "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:128 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:130 msgid "" "An era is a collection of factions, intended to be played against one " "another. Besides the mainline eras that come with the game, many user-made " "factions are available from add-ons.\n" "\n" msgstr "" "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:139 msgid "" "Certain units have abilities that either directly affect other units or have " "an impact on how the unit interacts with other units. These abilities will " "be listed under this section as you encounter them. Each page will provide a " "description of what the ability does and which (currently discovered) units " "have it.\n" "\n" msgstr "" "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:148 msgid "" "Some weapons have special features that increase the effectiveness of " "attacking with them. When you see a new weapon special during a campaign or " "multiplayer scenario it will be added to this list; you can then view its " "page any time you wish. Each page will provide a description of what the " "weapon special does and which (currently discovered) units have it.\n" "\n" msgstr "" "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:157 msgid "Unknown Unit" msgstr "未知のユニット" #. [topic]: id=.unknown_unit #: data/core/help.cfg:158 msgid "" "\n" "\n" "This unit is unknown for the moment. You must discover it in the game to be " "allowed to see its description." msgstr "" "\n" "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:168 msgid "" "Wesnoth is comprised of a series of battles, called " "text='scenarios', 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 text='campaigns'. In a " "campaign, you often need to play more carefully, preserving your best troops " "for use again in later scenarios.\n" "\n" "The interactive text='Tutorial' 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 " "text='Heir to the Throne' or text='The South " "Guard'. A full list of installed campaigns can be found via the " "text='Campaign' option on the main menu. As Wesnoth can be " "quite challenging, you may wish to start on easy before progressing to " "higher difficulties.\n" "\n" "Campaigns are grouped by text='level' and " "text='difficulty'. For example, text='Heir to the " "Throne' is ‘Novice’ level, and is playable at three difficulties: " "‘Beginner’, ‘Normal’, and ‘Challenging’. The level of a campaign indicates " "what degree of proficiency in the game mechanics (such as " "dst='movement' text='zones of control' and dst='time_of_day' " "text='time of day') is assumed. The difficulty indicates how " "challenging the scenarios will be to a veteran player: at higher " "difficulties, the obstacles to victory will be higher and overcoming them " "will require more skillful play. For example, at higher difficulties the " "enemy may have higher incomes, higher-level units, more castle hexes, and so " "on." msgstr "" "Wesnoth は一連の戦いをまとめたtext='シナリオ(scenario)'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" "text='キャンペーン(campaign)'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" "text='チュートリアル'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、text='王位継承者(Heir to the Throne)'text='南部防衛隊(The South Guard)'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text='キャンペーン'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。\n" "\n" "キャンペーンはtext='レベル' text='難易度' でグループ分けされています。例えば、text='王位継承者' は「初級」レベルで、「初心者」「挑戦的」「ノーマル」の 3 つの難易度で" "プレイできます。レベルは必要とされるテクニック(例えば dst='movement' " "text='支配領域(ZOC)'dst='time_of_day' text='時刻' な" "ど)のレベルを示しています。難易度は、ベテランのプレイヤーからするとそのキャ" "ンペーンはどれほどの難しさなのかを示しています。高難易度では勝利を阻む障壁は" "より高くなり、それを越えるためにはより熟練したプレイが必要となります。例え" "ば、難易度の高さに応じて敵に現れる変化として、収入の増加、ユニットの高レベル" "化、城ヘクスの増加などがあります。" #. [topic]: id=..gameplay #: data/core/help.cfg:177 msgid "" "\n" "\n" "
text='Fundamentals of Gameplay'
\n" "\n" msgstr "" "\n" "\n" "
text='ゲームプレイの基礎'
\n" "\n" #. [topic]: id=..gameplay #: data/core/help.cfg:177 msgid "" "While playing, keep in mind that you can mouse-over many items in the game, " "such as the information displayed in the status pane, to see a brief " "description explaining each item. This is especially useful when you " "encounter new elements, such as dst='..abilities_section' " "text='abilities', 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dst='..abilities_section' text='能力'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:189 msgid "Victory and Defeat" msgstr "勝利と敗北" #. [topic]: id=victory_and_defeat #: data/core/help.cfg:190 msgid "" "\n" "\n" "When you win a scenario, the map grays over and the text='End Turn' button changes to text='End Scenario'. 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、「text='ターン終了'」ボタンが「text='シナリオ終了'」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:190 msgid "" "Pay careful attention to the text='Objectives' 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text='目標'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:199 msgid "Recruiting and Recalling" msgstr "雇用と召還" #. [topic]: id=recruit_and_recall #: data/core/help.cfg:200 msgid "" "\n" "\n" "If you right-clicked on a castle hex and selected recruit, the new unit will " "appear in that hex. Otherwise, it will appear in a free hex near the keep. " "You may only recruit as many units as you have free hexes in your castle, " "and you cannot spend more gold than you actually have on recruiting." msgstr "" "\n" "\n" "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:200 msgid "" "Each side begins with one leader in their keep. At the start of any battle, " "and at times during it, you will need to recruit dst='..units' " "text='units' into your army. To recruit, you must have your leader " "(for instance, Konrad in the text='Heir to the Throne' " "campaign) on the keep hex of a dst='..terrain_castle' text='castle'. Then you may recruit by either choosing text='Recruit' " "from the menu or right-clicking on a hex and selecting text='Recruit'. 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 text='Recruit' 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、dst='..units' text='ユニット'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text='王位継承" "者'を例に挙げると、Konrad)がdst='terrain_castle' text='城'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" "text='雇用'を選ぶか、ヘクス上で右クリックしてtext='雇用'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、text='雇用'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:202 msgid "" "\n" "\n" "Recruited units come with two random dst='..traits_section' " "text='traits' which modify their statistics." msgstr "" "\n" "\n" "雇用されたユニットはdst='..traits_section' text='特性'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:204 msgid "" "\n" "\n" "In later scenarios, you may also Recall survivors from earlier battles. " "Recalling costs a standard 20 gold and presents you with a list of all " "surviving units from previous scenarios." msgstr "" "\n" "\n" "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:206 msgid "" "\n" "\n" "Units not only cost gold to Recruit or Recall, they also require money to " "support. See dst='income_and_upkeep' text='income and upkeep' 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、" "dst='income_and_upkeep' text='収入と維持'を参照してください。" #. [topic]: id=income_and_upkeep #: data/core/help.cfg:215 msgid "Income and Upkeep" msgstr "収入と維持費" #. [topic]: id=income_and_upkeep #: data/core/help.cfg:216 msgid "" "\n" "\n" "Income is simple. You have a base income of 2 gold per turn. For every " "village you control, you gain one additional gold each turn. Thus, if you " "have ten villages, you would normally gain 12 gold each turn. Your upkeep " "costs are subtracted from this income, as detailed below." msgstr "" "\n" "\n" "収入は単純です。まず、ターンあたり 2 ゴールドの基準収入を得ることができます。" "また、所有している村 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、仮に 10 個の村を所有しているとすれば、通常は毎ターン 12 ゴー" "ルドを得ることになります。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:216 msgid "" "In Wesnoth, it is not enough simply to recruit units and fight. You must " "watch your gold as well, especially in campaigns, where you can carry extra " "gold over from one scenario to the next. There are two aspects to this; " "text='income' and text='upkeep'." 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、text='収入'text='維持費'を理解しなければなりません。" #. [topic]: id=income_and_upkeep #: data/core/help.cfg:220 msgid "" "\n" "\n" "Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal " "to its level. You can support as many levels worth of units as you have " "villages, without paying any upkeep. However, for each level of unit beyond " "the number of villages you have, you must pay one gold per turn. For " "example, if you have twelve level one units and ten villages, you would have " "to pay two gold each turn in upkeep." msgstr "" "\n" "\n" "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:222 msgid "" "\n" "\n" "Upkeep costs are subtracted from your income, so in the case of twelve " "levels of units and ten villages, your resultant Income would be 10 gold per " "turn." msgstr "" "\n" "\n" "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:226 msgid "" "\n" "\n" "In general, the base income, the amount of gold you get per village per " "turn, and the number of unit levels each village can support are " "configurable, but in campaigns they are almost always the values described " "above. The text='Scenario Settings' tab of the " "text='Status Table' dialog shows the values for the current " "scenario." msgstr "" "\n" "\n" "一般論としては、基準収入、ターン毎に1つの村から得られる収入、1つの村が支える" "ことができるユニットのレベル数は設定を変更することが可能ですが、キャンペーン" "においては、ほとんど常に上述の各数値と一致します。「ステータステーブル」の" "「シナリオ設定」タブのダイアログで、現在のシナリオにおける各数値を確認できま" "す。" #. [topic]: id=income_and_upkeep #: data/core/help.cfg:228 msgid "" "\n" "\n" "There are two important exceptions to upkeep: units with the loyal trait and " "leaders never incur upkeep. Units you begin the scenario with (such as " "Delfador), or units who join you during a scenario (such as the horseman in " "the second scenario of text='Heir to the Throne') will " "usually have the text='loyal' 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(text='王位継承者'の二番目のシナ" "リオでの騎兵など)は、通常このtext='忠義'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:237 msgid "Hitpoints and Experience" msgstr "ヒットポイントと経験値" #. [topic]: id=hitpoints #: data/core/help.cfg:238 msgid "" "Each unit has a certain number of text='hitpoints' (HP). If " "the hitpoints of a unit drop below 1, the unit dies. Each unit also has a " "certain number of text='experience points' (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:242 msgid "" "The hitpoints and experience points are both indicated in the status pane " "using two numbers (the current value and the maximum value the unit can " "have)." msgstr "" "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:244 msgid "" "The hitpoints are also indicated by an energy bar next to each unit, which " "is green, yellow or red. A unit with at least 1 experience point has a blue " "experience bar, which turns white as the unit is about to " "dst='advancement' text='advance'." 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dst='advancement' text='レベルアッ" "プ'できます。" #. [topic]: id=advancement #: data/core/help.cfg:251 msgid "Advancement" msgstr "レベルアップ" #. [topic]: id=advancement #: data/core/help.cfg:252 msgid "" "\n" "\n" "Units have a certain amount of experience required to advance (this is 20% " "less for units with the Intelligent trait). Once they achieve this amount, " "they immediately advance to the next level, healing fully in the process. In " "some cases, you will be given a choice of advancement options." msgstr "" "\n" "\n" "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:252 msgid "" "If both units survive a combat, they gain a number of experience points " "equal to the level of the unit they’re fighting. If a unit kills another in " "combat, however, it gains much more experience — 4 for a level 0 unit, 8 for " "level 1, 16 for level 2, 24 for level 3, and so forth." msgstr "" "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:254 msgid "" "\n" "\n" "While most units have three levels, not all do. Occasional units (such as " "dst='unit_Mage' text='magi') may have four. Once a unit has " "reached its maximum level, it may have an text='After Maximum Level " "Advancement' (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:" "dst='unit_Mage' text='魔術師')。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:263 msgid "Movement" msgstr "移動" #. [topic]: id=movement #: data/core/help.cfg:264 msgid "" "\n" "\n" "Each unit has a certain number of movement points which are used up when " "moving into a new hex, depending on the Terrain of that particular hex. For " "instance, grassland nearly always costs 1 movement point to enter. Exactly " "how many movement points are spent entering a hex depends on the unit type — " "in forest, elvish units only spend 1 movement point, most human and orc " "units spend 2, while horsemen spend 3. You can learn how many movement " "points a unit requires to enter a certain terrain type by right-clicking on " "it, selecting text='Unit Description', and then looking at " "text='Terrain Modifiers'." 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" "text='ユニット解説'を選択してからtext='地形効果'の項目を見てください。" #. [topic]: id=movement #: data/core/help.cfg:264 msgid "" "Movement in text='Battle for Wesnoth' 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 "" "text='Battle for Wesnoth' 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:266 msgid "" "\n" "\n" "Another thing to keep in mind while moving is text='zones of " "control'. 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 " "dst='ability_skirmisherskirmisher' text='skirmishers' can ignore " "zones of control." msgstr "" "\n" "\n" "移動に関して言えば、text='支配領域(ZOC:Zones Of Control)'" "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、dst='ability_skirmisherskirmisher' text='散兵'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:268 msgid "" "\n" "\n" "To see where the enemy can move to during their next turn, press Ctrl-v or " "Cmd-v. Ctrl-b or Cmd-b shows where the enemy could move, if your units were " "not on the map to block their progress." msgstr "" "\n" "\n" "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:277 msgid "Shroud and Fog of War" msgstr "幕と戦雲(霧)" #. [topic]: id=shroud_and_fog #: data/core/help.cfg:278 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 " "text='shroud' hides both the terrain and any units at a " "location. However, once it is cleared, you can always see that location. The " "text='fog of war' 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 text='Delay Shroud Updates' in the actions " "menu. This will prevent units from clearing shroud or fog until the next " "randomized event or a manual update via text='Update Shroud Now' (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" "text='幕'text='戦雲(霧)'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text='幕の更新を遅" "らせる'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、text='幕を今すぐ更新する'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=shroud_and_fog #: data/core/help.cfg:282 msgid "
text='Multiplayer and undo'
" msgstr "
text='マルチプレイヤーとアンドゥ'
" #. [topic]: id=shroud_and_fog #: data/core/help.cfg:284 msgid "" "In multiplayer games, moves that have been sent to the network can’t be " "undone; the game delays sending data to try to preserve your undo ability. " "When discussing with teammates, remember that the other players are usually " "looking at a snapshot from the time of the last combat or fog-revealing " "move. Chat messages and map labels are sent immediately, however they don’t " "cause the undoable moves to be sent." msgstr "" "マルチプレイヤーゲームでは、ネットワークで送信された移動はアンドゥできませ" "ん。そのため、なるだけアンドゥ可能な状態を保つようにデータの送信に待機をかけ" "ています。チームメイトと作戦会議をする時には、他のプレイヤーは最後に戦闘また" "は霧払いを行ったタイミングの戦場を見ていることを考慮してください。チャットと" "マップラベルはすぐに送信されますが、それらを送ってもアンドゥできなくなるわけ" "ではありません。" #. [topic]: id=saveload #: data/core/help.cfg:291 msgid "Save-loading" msgstr "保存&再開" #. [topic]: id=saveload #: data/core/help.cfg:292 msgid "" "Random numbers are part of Wesnoth, attacks can fail and units can die due " "to bad luck — this is an expected part of the game. Going back to a previous " "turn to try a different strategy is a part of learning the game, but we " "recommend against reloading merely to try the same strategy again while " "hoping for better luck." msgstr "" "乱数は Wesnoth を形作る重要な要素です。運が悪ければ攻撃は外れますし、ユニット" "が死ぬこともありますが、それはこのゲームでは予期しうることの1つです。前の" "ターンに戻り別の戦術を試みることはゲームの習熟につながりますが、幸運を願いつ" "つひたすらに同じ戦術を繰り返すことはお勧めしません。" #. [topic]: id=saveload #: data/core/help.cfg:294 msgid "" "One of the challenges of the game is to work out how to protect your heroes. " "Small risks quickly build up: if you have five important units, and they " "each have just a 1% chance of death each turn, you can " "text='expect' one of them to die about every 20 turns. So, " "you’ll rarely make it through a scenario without having it happen." msgstr "" "このゲームの課題の1つは、いかにしてヒーローユニットを守り抜くかということで" "す。小さなリスクでも、重なり合えばすぐに大きなリスクに増大します。仮に5つの" "重要なユニットを持っているとしましょう。各ターンに死ぬ確率がそれぞれ1%に過" "ぎなかったとしても、約20ターン毎にその1つが死ぬ可能性があることを" "text='予想'することができます。そのため、重要なユニットを全" "く失わずにシナリオをやり通すことはかなり難しいことだと言えるでしょう。" #. [topic]: id=saveload #: data/core/help.cfg:297 msgid "" "Small risks build up for your non-hero units too. While the story and " "dialogue usually aim to give you some emotional bond with your troops, the " "game mechanics reward remembering that it’s just a game — there is rarely " "any penalty for letting these units die, other than being unable to recall " "them in future scenarios. Your battle plan should distribute the risks based " "on which troops you want to recall later." msgstr "" "リスクの増大はヒーロー以外のユニットについても同様です。ストーリーや会話は大" "抵、自軍のユニットに愛着を抱かせるように設定されていますが、それは単なるゲー" "ムに過ぎないということも心に留めておきましょう。これらのユニットを死なせたと" "しても、以降のシナリオで召還できなくなるということを除けば、ペナルティーはほ" "とんどありません。どのユニットを後々召還したいと望むかを基準にしてリスクの配" "分をするように戦闘計画を立てると良いでしょう。" #. [topic]: id=saveload #: data/core/help.cfg:299 msgid "" "The difficulty levels are balanced assuming that the player won’t save-load. " "In the mainline campaigns, harder difficulties generally have more enemies " "and thus more experience points available; this leads to them being balanced " "assuming that the player will be able to train enough troops to cope with " "losing some level two or level three units." msgstr "" "難易度はプレイヤーがセーブとロードをしないことを前提にしてバランスが調整され" "ています。メインラインのキャンペーンにおいては、高難易度になるにつれて敵が多" "くなるのが一般的であり、そのためより多くの経験値を得ることが可能になります。" "結果として、レベル2やレベル3のユニットをいくつか失ったとしても、それに対処" "できるだけの十分なユニットを育成することが可能になるようにバランスが調整され" "ているということになります。" #. [topic]: id=saveload #: data/core/help.cfg:301 msgid "" "That said, it’s a game; the best way to play it is whichever way gives you " "the most enjoyment." msgstr "" "とは言え、これはゲームです。あなたが最も楽しめるプレイ方法であれば、それがど" "んなものであれ、最良のプレイ方法だと言えます。" #. [topic]: id=whylost #: data/core/help.cfg:308 msgid "Learning from Losses" msgstr "敗北から学ぶこと" #. [topic]: id=whylost #: data/core/help.cfg:309 msgid "" "text='Why did I lose that scenario?'\n" "\n" "One of the most difficult parts of Wesnoth is understanding why a scenario " "was lost." msgstr "" "text='なぜ敗北したのか?'\n" "\n" "Wesnoth において最も難しいことのひとつは、敗北した理由を理解することです。" #. [topic]: id=whylost #: data/core/help.cfg:311 msgid "" "\n" "\n" "When you first start playing, you will probably lose some scenarios. That is " "normal, and is part of learning the game. When that happens, try to learn " "from your mistakes: watch the replay, try to understand what you did wrong, " "then dst='saveload' text='restart the scenario' and try again." msgstr "" "\n" "\n" "プレイをし始めると、恐らくいくつかのシナリオで敗北を経験することになるでしょ" "う。それは通常のことであり、このゲームについて学ぶ上で不可欠な要素です。敗北" "してしまった時は、失敗から学ぶようにするといいでしょう。リプレイを見て、何が" "誤りだったのかを理解するように努め、dst='saveload' text='シナリオを再" "開'して、再挑戦してみましょう。" #. [topic]: id=whylost #: data/core/help.cfg:313 msgid "" "\n" "\n" "Some common reasons for losing a scenario are:" msgstr "" "\n" "\n" "敗北の一般的な原因には以下のようなものがあります:" #. [topic]: id=whylost #: data/core/help.cfg:315 msgid "" "\n" "\n" "• Playing a campaign at too high a dst='..gameplay' text='difficulty " "level'. Try restarting the scenario at an easier difficulty." msgstr "" "\n" "\n" "・高すぎるdst='..gameplay' text='難易度'でプレイしている。難易度を" "下げてシナリオを再開してみましょう。" #. [topic]: id=whylost #: data/core/help.cfg:317 msgid "" "\n" "\n" "• Playing a poor strategy: for example, recruiting the wrong types of units, " "fighting at the wrong dst='time_of_day' text='time of day', not " "taking advantage of terrain features or units’ special abilities, and so on." msgstr "" "\n" "\n" "・戦略が拙い:例えば、「誤ったタイプのユニットを雇用している」「戦闘する" "dst='time_of_day' text='時刻'を誤っている」「地形効果やユニットの" "特殊能力を有効に活用していない」などが考えられます。" #. [topic]: id=whylost #: data/core/help.cfg:319 msgid "" "\n" "\n" "• Missing clues. Often there will be hints in the campaign’s story and " "dialog about what to expect from a difficult scenario and how to prepare for " "it. If you have a loyal mage on your side, take the time to listen to its " "advice; it may save your life." msgstr "" "\n" "\n" "・手がかりを見逃している。キャンペーンのストーリーや会話に注意しましょう。難" "しいシナリオにおいて予期されることや、それに備えておくべきことについてのヒン" "トが含まれていることがしばしばあります。忠義の特性を持った魔術師があなたの陣" "営にいる場合は、その助言に耳を傾けることに時間を割きましょう。それがあなたの" "命を救うかもしれません。" #. [topic]: id=whylost #: data/core/help.cfg:321 msgid "" "\n" "\n" "• Barely scraping a victory in a previous scenario. Campaigns generally " "assume that you will have some text='carryover gold' and " "some experienced units on your text='recall list.' (These " "concepts are explained in the tutorial.) If you win a scenario but lose most " "of your experienced units and much of your gold, the following scenario may " "be very difficult to beat, even for a more experienced player. If you find " "yourself in this situation, you may try to go back a scenario or two and win " "them more convincingly, or change to an easier difficulty. (However, " "remember that text='some' losses are expected, particularly " "at higher difficulties.)" msgstr "" "\n" "\n" "・それ以前のシナリオが辛勝だった。キャンペーンでは一般的に、いくらかの" "text='引き継いだゴールド'text='召還リスト'中の熟練したユニットが存在することを想定しています。(これらの概念は" "チュートリアルで解説されています。)もしもあるシナリオで勝利しても、熟練した" "ユニットのほとんどを失ったり、ゴールドを使いすぎてしまった場合は、それに続く" "シナリオで勝利するのが難しくなるかもしれません。それは、経験を積んだプレイ" "ヤーにとっても同様です。このような状況に陥ったことに気付いたら、1つか2つ前" "のシナリオに戻って余裕のある勝ち方をするか、より低い難易度に変更しましょう。" "(ただし、text='多少の'損耗は覚悟しなければならないことに留" "意しておきましょう。特に高い難易度においては。)" #. [topic]: id=whylost #: data/core/help.cfg:323 msgid "" "\n" "\n" "• Poor gold management. At higher difficulties, managing gold — capturing " "villages to increase the income, and using low-level units and fresh " "recruits to reduce the spending — becomes important. If you use many high-" "level units, you might win a scenario easily but have not enough gold " "carryover for the next scenario. (This would be an example of “barely " "scraping a victory”.)" msgstr "" "\n" "\n" "・ゴールドの管理が甘い。高い難易度においては、ゴールドの管理 — 村を確保して収" "入を上げること、低レベルのユニットや新兵などを使用して消費を抑えることなど — " "が重要となります。高レベルのユニットを多数使用すれば、1つのシナリオを容易に" "勝利することができるかもしれませんが、次のシナリオに十分なゴールドを引き継ぐ" "ことができなくなります。(これは「辛勝」の1つの例であると言えるでしょう。)" #. [topic]: id=whylost #: data/core/help.cfg:325 msgid "" "\n" "\n" "
text='Unlikely reasons'
" msgstr "" "\n" "\n" "
text='ありそうもない理由'
" #. [topic]: id=whylost #: data/core/help.cfg:327 msgid "" "\n" "\n" "In addition to the common reasons, listed above, there are a few other " "reasons which are unlikely, though not impossible. They are:" msgstr "" "\n" "\n" "上記のよくある理由に加えて、他の理由が存在しないわけでもありません:" #. [topic]: id=whylost #: data/core/help.cfg:329 msgid "" "\n" "\n" "• You may have played a strategy that the campaign developer did not " "anticipate, and ended up with a set of high-level units not suitable for the " "next scenario." msgstr "" "\n" "\n" "・キャンペーンの開発者の想定外の戦略によって、次のシナリオにふさわしくない高" "レベルユニットの集団とともにシナリオを終えた。" #. [topic]: id=whylost #: data/core/help.cfg:331 msgid "" "\n" "\n" "• You may have found a scenario that can only be won on the second or third " "time through, whether by requiring above-average luck or by expecting the " "players to have foreknowledge — to know what surprises are coming up before " "they happen. (It is under discussion whether foreknowledge is expected at " "the highest difficulties. Requiring above-average luck, however, would " "qualify as a bug.)" msgstr "" "\n" "\n" "・2~3回に一度しか勝てない、幸運や事前知識が必要となるシナリオに阻まれる。" "(最高難易度においては、事前知識を前提とするかどうかは議論中です。しかし、幸" "運が必要となるシナリオについては、バグかもしれません)" #. [topic]: id=whylost #: data/core/help.cfg:333 msgid "" "\n" "\n" "• Unusually-bad luck. Whether an attack hits or misses is random, so it " "could happen that the enemy was very lucky and had many hits, while you were " "very unlucky and had many misses. However, this is a very rare occurrence, " "virtually unheard of in all but the shortest, smallest scenarios. In fact, " "losses are more commonly caused by playing a text='bad' " "strategy despite having text='above-average' luck, than by " "playing a text='good' strategy but having " "text='below-average' luck. Moreover, merely having “below-" "average” luck does not excuse a loss; having below-average luck is perfectly " "normal, and scenarios are designed to be winnable even with below-average " "luck. It is only exceedingly bad luck, over multiple turns, that we mean " "here." msgstr "" "\n" "\n" "・かなりの不運。攻撃の成否は乱数に依存しているため、敵が幸運に恵まれて攻撃を" "多数ヒットさせたり、自軍の攻撃がことごとくはずれることも起こり得ます。しか" "し、これは非常にレアなケースであり、非常に短いシナリオでも無ければまず起こり" "ません。事実として、text='悪い戦略'text='幸運'の組み合わせよりもtext='良い戦略'text='不" "運'の方が損失は少ないことが多いです。さらには、「不運」は損失の言い" "訳にはなりません。多少の不運はよくあることであり、シナリオはそれを前提として" "設計されているためです。敗北の原因となるのは、極めて不運な状態が複数ターンに" "渡って発生することです。" #. [topic]: id=whylost #: data/core/help.cfg:335 msgid "" "\n" "\n" "Be wary of attributing a loss to any of these reasons. If you are not a " "veteran player, it is far more likely that your loss was caused by one of " "the text='common' errors, listed above, and is not " "indicative of a bug in the campaign. However, if you still think you found a " "bug, then by all means, report it!" msgstr "" "\n" "\n" "これらの理由による損失には気を付けてください。あなたが熟練のプレイヤーでなけ" "れば、上記のtext='よくある'ミスによって損失が発生した可能性" "が高く、その場合はキャンペーンのバグではありません。しかし、それらを考慮した" "上でバグを見つけたのならば、ぜひ報告してください!" #. [topic]: id=whylost #: data/core/help.cfg:337 msgid "" "\n" "\n" "The “Damage Calculations” dialog shows some statistics that can help " "determine whether a match was very lucky or very unlucky. However, reading " "the statistics is no substitute to watching the replay and looking for " "strategic mistakes, or small bits of luck at critical points in the " "engagement." msgstr "" "\n" "\n" "「ダメージ計算」ダイアログが表示する統計情報は、戦闘の結果がどれほど幸運/不" "運であったかを判断する助けとなります。しかし、統計情報を見るよりは、リプレイ" "を見て戦略ミスを探したり、重要な戦闘時の運を確認することの方が重要でしょう。" #. [topic]: id=combat #: data/core/help.cfg:346 msgid "Combat" msgstr "戦闘" #. [topic]: id=combat #: data/core/help.cfg:347 msgid "" "\n" "\n" "
text='Order and Number of Strikes'
" msgstr "" "\n" "\n" "
text='攻撃の順序と回数'
" #. [topic]: id=combat #: data/core/help.cfg:347 msgid "" "Combat in text='Battle for Wesnoth' 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: text='melee', which usually involves weapons such " "as swords, axes or fangs; and text='ranged', which usually " "involves weapons such as bows, spears and fireballs." msgstr "" "text='Battle for Wesnoth' 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text='近接'と、矢" "や槍、火の玉などを飛ばすtext='遠隔'です。" #. [topic]: id=combat #: data/core/help.cfg:349 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:351 msgid "" "\n" "\n" "
text='Chance to Hit'
" msgstr "" "\n" "\n" "
text='命中率'
" #. [topic]: id=combat #: data/core/help.cfg:353 msgid "" "\n" "\n" "Every unit has a chance of being hit, based on the text='terrain' it is in. This is shown in the status pane, and may also be found by " "right-clicking a unit, selecting text='Unit Description', and " "then looking at text='Terrain Modifiers'. 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text='地形'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、text='ユニットの解説'を選択して、text='地形効果'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:355 msgid "" "\n" "\n" "There are two exceptions to this rule: dst='weaponspecial_magical' " "text='magical attacks' and dst='weaponspecial_marksman' " "text='marksmen'. 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。dst='weaponspecial_magical' text='魔" "法'dst='weaponspecial_marksman' text='精密'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:357 msgid "" "\n" "\n" "
text=Damage
" msgstr "" "\n" "\n" "
text='ダメージ'
" #. [topic]: id=combat #: data/core/help.cfg:359 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: " "dst='damage_types_and_resistance' text='resistance' and " "dst='time_of_day' text='time of day'. To see how base damage is " "modified by the circumstances, select text='Damage Calculations' 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dst='damage_types_and_resistance' text='耐性'と" "dst='time_of_day' text='時刻'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text='ダメージ計算'" "を選択して下さい。" #. [topic]: id=combat #: data/core/help.cfg:361 msgid "" "\n" "\n" "A few units have special dst='..abilities_section' text='abilities' which affect damage dealt in combat. The most common of these is " "dst='weaponspecial_charge' text='charge', 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dst='.." "abilities_section' text='能力'を持ちます。一般的な能力の 1 つが、" "dst='weaponspecial_charge' text='突撃'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:369 msgid "Damage Types and Resistance" msgstr "ダメージ型と耐性" #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:370 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:370 msgid "" "In Wesnoth, there are three types of damage usually associated with physical " "attacks: text='blade, pierce, and impact damage'. " "Additionally, there are three further types of damage usually associated " "with magical attacks: text='fire, cold, and arcane attacks'. 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、text='斬撃・刺突・打撃'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、text='火炎・冷" "気・秘術'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:372 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:374 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:382 msgid "Orbs and ellipses" msgstr "宝珠と楕円" #. [topic]: id=orbs #: data/core/help.cfg:383 msgid "" "There are colored indicators above the energy bars of some units, consisting " "of a colored orb (and sometimes a dst='crowns' text='crown')." msgstr "" "一部のユニットには、HPバーの上部に色のついた宝珠(と場合によっては" "dst='crowns' text='冠')が表示されます。" #. [topic]: id=orbs #. The help page has a set of images above this paragraph, in the same order as the bullet points #: data/core/help.cfg:395 msgid "" "The orbs show whether the unit can move or attack. The statuses and their " "standard colors are:\n" "• text='Green' if it has neither moved nor attacked this turn.\n" "• text='Yellow' if it has moved (or attacked), and can still " "attack. It might still be able to move further too.\n" "• text='Red' if it can neither move further nor attack again " "this turn.\n" " • Red is also used after the ‘end unit turn’ command, and,\n" " • when a unit is in the middle of a multi-turn move (has been told to " "move further than it can in the current turn).\n" "• text='Red and yellow' if it has moved (or attacked), can " "still move further, but it can no longer attack.\n" " • This can happen due to campaign-specific events or abilities, for " "example the text='disengage' ability in the campaign " "text='Under the Burning Suns'.\n" "• text='Blue' for allied units, except during that ally’s own " "turn.\n" " • During the ally’s own turn, their units will be shown with the colors " "showing whether the units can still move and attack; however their moves, " "and the corresponding orb changes, are delayed as explained in " "dst='shroud_and_fog' text='Shroud and Fog of War'.\n" "• Enemy units normally don’t have orbs, however these can be enabled in the " "advanced preference “Customize orb colors”." msgstr "" "宝珠はユニットが移動または攻撃できるかどうかを示します。示す状態とその色は以" "下の通りです。\n" "• text='緑':このターン攻撃および移動を行っていません。\n" "• text='黄':移動(または攻撃)済みですが、まだ攻撃可能です。ま" "た、さらに移動可能な場合もあります。\n" "• text='赤':このターンの移動および攻撃はできません。\n" " • また、「ターン終了」コマンドの後にも赤となります。\n" " • 複数ターンにまたがる移動の途中にも赤となります。\n" "• text='赤と黄':移動(または攻撃)済みで、もう攻撃はできません" "が、移動はできます。\n" " • この状況はキャンペーン独自のイベントや能力によって発生することがありま" "す。例えば、キャンペーンtext='燃える太陽の下で'の" "text='離脱'能力です。\n" "• text='青'は同盟軍のユニットですが、同盟軍のターン中は例外で" "す。\n" " • 同盟軍のターン中、同盟軍のユニットは移動・攻撃が可能かどうかによって色" "が変化します。ただし、移動による色の変化はdst='shroud_and_fog' text='戦" "場の幕と霧'で説明する通り遅延する場合があります。\n" "• 敵ユニットは通常宝珠を持ちませんが、上級設定の「宝珠の色のカスタマイズ」で" "有効化することもできます。" #. [topic]: id=orbs #: data/core/help.cfg:407 msgid "
text='Ellipses'
" msgstr "
text='「楕円」'
" #. [topic]: id=orbs #: data/core/help.cfg:410 msgid "" "A team-colored shape is drawn on the ground under each unit. This is called " "the “ellipse”, although some units’ ellipses are not elliptical." msgstr "" "所属する陣営の色で塗られた図形が各ユニットの下の地面に表示されます。一部のユ" "ニットは楕円形ではありませんが、これは「楕円(ellipse)」と呼ばれるものです。" #. [topic]: id=orbs #. The help page has a set of images above this paragraph, in the same order as the bullet points #: data/core/help.cfg:421 msgid "" "• Most units have a circular ellipse.\n" "• Units that can recruit have a seven-pointed star.\n" "• dst='crowns' text='Hero units' have a smaller variant of the " "seven-pointed star, these units can’t recruit.\n" "• Units without a dst='movement' text='zone of control' have a " "broken outline version of the shape.\n" "• Some campaigns start with a level zero leader. Able to recruit but lacking " "a ZoC, these units have a broken outline version of the seven-pointed star." msgstr "" "・ほとんどのユニットは楕円形が表示されます。\n" "・雇用をすることができるユニットは星形が表示されます。\n" "・ dst='crowns' text='ヒーロー'の場合は、小さな星形が表示され、こ" "れらのユニットは雇用ができません。\n" "・dst='movement' text='支配領域(ZOC)'を持たないユニットは、縁が" "破線で描かれます。\n" "・キャンペーンによっては、リーダーがレベル0で開始するものがあります。雇用は" "できますが、支配領域(ZOC)を持たないため、破線で縁取られた星形が表示されま" "す。" #. [topic]: id=crowns #: data/core/help.cfg:432 msgid "Crowns and loyal markers" msgstr "冠と忠義マーカー" #. [topic]: id=crowns #: data/core/help.cfg:433 msgid "" "Some units have an additional marker superimposed on their dst='orbs' " "text='orb', and a corresponding shape to their dst='orbs' " "text='ellipses':" msgstr "" "一部のユニットはdst='orbs' text='宝珠'の上に重なる追加のマーカー" "と、それに対応する形のdst='orbs' text='「楕円」'を持ちます。" #. [topic]: id=crowns #. The help page has a set of images above this paragraph, in the same order as the first set of bullet points, showing what the "loyal icon" is and the difference between "silver" and "blueish-silver". #: data/core/help.cfg:448 msgid "" "• Leaders are shown with a text='gold crown'.\n" "• Heroes have a text='blueish-silver crown'.\n" "• Expendable leaders are shown with a text='silver crown'.\n" "• dst='traits_loyal' text='Loyal units' have the " "text='loyal icon'.\n" "\n" "Of these categories, only leaders are built into the basic game rules. The " "others are found in campaigns, and are characters that form part of the " "narration. The exact rules for them are set by their campaign, which might " "deviate from these standard expectations about them:\n" "\n" "• The death of any hero leads to immediate defeat.\n" "• The death of an expendable leader doesn’t lead to immediate defeat, even " "though they can recruit.\n" "• All of these units have the main advantage of the loyal trait, that they " "cost no upkeep.\n" "• Losing any of these units causes a disadvantage for the remainder of the " "campaign, assuming it doesn’t end immediately.\n" "• These units will never occur as random recruits." msgstr "" "• リーダーはtext='金の冠'。\n" "• ヒーローはtext='青銀の冠'。\n" "• エクスペンダブルリーダーはtext='銀の冠'。\n" "• dst='traits_loyal' text='忠義ユニット'text='忠義アイコ" "ン'。\n" "\n" "これらの分類のうち、ゲームの基本ルールに関わるのはリーダーのみです。その他は" "キャンペーンで登場し、物語を構成するキャラクターに付与されます。それらの付与" "ルールはそのキャンペーンによって決められており、キャンペーンごとに異なるもの" "のおおよそ次の規則に従っています。\n" "\n" "• ヒーローの死は敗北となります。\n" "• エクスペンダブルリーダーは雇用を行うことができますが、彼らの死は敗北とはな" "りません。\n" "• 上記のユニットは全て忠義特性の利点を持っており、維持費がかかりません。\n" "• 上記のユニットを失うとキャンペーンで不利となっていきます。\n" "• 上記のユニットは雇用によって発生しません。" #. [topic]: id=time_of_day #: data/core/help.cfg:466 msgid "Time of Day" msgstr "時刻" #. [topic]: id=time_of_day #: data/core/help.cfg:467 msgid "" "The time of day affects the damage of certain units as follows:\n" "\n" "• text='Lawful' units get +25% damage in daytime, and −25% " "damage at night.\n" "• text='Chaotic' units get +25% damage at night, and −25% in " "daytime.\n" "• text='Neutral' units are unaffected by the time of day.\n" "• text='Liminal' units get +25% damage during twilight." 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" "• text='秩序'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" "• text='混沌'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" "• text='中立'ユニットは時刻の影響を受けません。\n" "• text='薄明'ユニットの与ダメージは夜明け・夕暮れに +25% となり" "ます。" #. [topic]: id=time_of_day #: data/core/help.cfg:472 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" #. [topic]: id=time_of_day #. [time]: id=dawn #. [time]: id=dawn_hour #: data/core/help.cfg:476 data/core/macros/schedules.cfg:16 #: data/core/macros/schedules.cfg:290 msgid "Dawn" msgstr "夜明け" #. [topic]: id=time_of_day #. [time]: id=morning #: data/core/help.cfg:477 data/core/macros/schedules.cfg:28 msgid "Morning" msgstr "朝" #. [topic]: id=time_of_day #. [time]: id=afternoon #: data/core/help.cfg:478 data/core/macros/schedules.cfg:46 msgid "Afternoon" msgstr "午後" #. [topic]: id=time_of_day #. [time]: id=dusk #. [time]: id=dusk_hour #: data/core/help.cfg:479 data/core/macros/schedules.cfg:55 #: data/core/macros/schedules.cfg:411 msgid "Dusk" msgstr "夕暮れ" #. [topic]: id=time_of_day #. [time]: id=first_watch #: data/core/help.cfg:480 data/core/macros/schedules.cfg:67 msgid "First Watch" msgstr "夜" #. [topic]: id=time_of_day #. [time]: id=second_watch #: data/core/help.cfg:481 data/core/macros/schedules.cfg:91 msgid "Second Watch" msgstr "深夜" #. [topic]: id=time_of_day #: data/core/help.cfg:483 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:485 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:487 msgid "" "Some role-playing scenarios take place indoors — these regions are similarly " "intermediate.\n" 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。\n" #. [topic]: id=time_of_day #: data/core/help.cfg:489 msgid "" "Finally, units with the dst='ability_illuminationilluminates' " "text='illuminates' ability and terrain features such as " "dst='terrain_lava' text='lava' change the time of day bonus " "around them." msgstr "" "そして、dst='ability_illuminationilluminates' text='照明' の能力を" "持つユニットや、dst='terrain_lava' text='溶岩'のような地形は周囲の" "ユニットの時刻ボーナスを変化させます。" #. [topic]: id=healing #: data/core/help.cfg:496 msgid "Healing" msgstr "回復" #. [topic]: id=healing #: data/core/help.cfg:497 msgid "" "\n" "\n" "• text='Resting': A unit which neither moves, attacks, nor is " "attacked will heal 2 HP in its next turn." msgstr "" "\n" "\n" "• text='休息':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:497 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:499 msgid "" "\n" "• text='Villages': A unit which starts a turn in a village or " "dst='terrain_oasis' text='oasis' will heal 8HP. If the unit is " "poisoned, the poison will be cured instead." msgstr "" "\n" "• text='村':村かdst='terrain_oasis' text='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:500 msgid "" "\n" "• dst='ability_regeneratesregenerates' text='Regeneration': " "Certain units (such as trolls) will automatically heal 8HP every turn. If " "the unit is poisoned, the poison will be cured instead." msgstr "" "\n" "• dst='ability_regeneratesregenerates' text='再生':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:501 msgid "" "\n" "• text='Healing units': Units with the " "dst='ability_healingheals +4' text='Heals' ability will heal each " "allied adjacent unit, usually dst='ability_healingheals +4' text='4HP' or dst='ability_healingheals +8' text='8HP' per turn, or " "prevent Poison from causing that unit damage." msgstr "" "\n" "• text='回復ユニット'dst='ability_healingheals +4' " "text='回復'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 dst='ability_healingheals +4' text='4HP' か " "dst='ability_healingheals +8' text='8HP' 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:502 msgid "" "\n" "• text='Curing units': Units with the " "dst='ability_curingcures' text='cures' ability will cure Poison " "in all allied adjacent units (in preference to healing, if it has that " "ability as well)." msgstr "" "\n" "• text='治療ユニット'dst='ability_curingcures' text='治" "療'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:503 msgid "" "\n" "• text='Advancement': When a unit dst='advancement' " "text='advances', it will heal fully. This can happen as soon as your " "unit gains enough experience, whether it is your turn or not." msgstr "" "\n" "• text='レベルアップ':ユニットがdst='advancement' text='レ" "ベルアップ'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:504 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:506 msgid "" "\n" "\n" "text='Advanced'" msgstr "" "\n" "\n" "text='上級編'" #. [topic]: id=healing #: data/core/help.cfg:508 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:516 msgid "Wrap Up" msgstr "おわりに" #. [topic]: id=wrap_up #: data/core/help.cfg:517 msgid "" "This concludes the fundamentals of Wesnoth. You might want to read up on " "basic strategy, or familiarize yourself with dst='..traits_section' " "text='traits' and dst='..abilities_section' text='abilities', but you now know everything you need to know to play the " "text='Heir to the Throne' 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、" "dst='..traits_section' text='特性'dst='.." "abilities_section' text='能力'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text='王位継承者'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:522 msgid "License" msgstr "ライセンス" #. [topic]: id=..traits_section #: data/core/help.cfg:533 msgid "" "\n" "\n" "Most units have two traits. However, goblins have only one trait, undead " "units are always assigned the single trait text='undead' " "and in some cases text='fearless', 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text='アンデッド'特性しか" "持ちません(一部のアンデッドユニットはtext='勇敢'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:533 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 text='race'." 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" "text='種族'ごとに決まっています。" #. [topic]: id=..traits_section #: data/core/help.cfg:535 msgid "" "\n" "\n" "The traits that are available to most non‐undead units are " "dst='traits_intelligent' text='intelligent', " "dst='traits_quick' text='quick', dst='traits_resilient' " "text='resilient', and dst='traits_strong' text='strong'." 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" "dst='traits_intelligent' text='知的'dst='traits_quick' " "text='敏捷'dst='traits_resilient' text='頑強'、" "dst='traits_strong' text='強力'です。" #. [topic]: id=..traits_section #: data/core/help.cfg:537 msgid "" "\n" "\n" "Elves may also receive dst='traits_dextrous' text='dextrous', and " "dwarves may receive dst='traits_healthy' text='healthy'. Trolls " "and certain humans may receive dst='traits_fearless' text='fearless'. Other traits which may be assigned include dst='traits_loyal' " "text='loyal', dst='traits_feral' text='feral' and " "dst='traits_undead' text='undead'.\n" "\n" msgstr "" "\n" "\n" "エルフはdst='traits_dextrous' text='器用'を、ドワーフは" "dst='traits_healthy' text='壮健'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dst='traits_fearless' text='勇敢'を持つ可能性があります。その他の特性としては、dst='traits_loyal' " "text='忠義'dst='traits_feral' text='野生'、" "dst='traits_undead' text='アンデッド'などがあります。\n" "\n" #. [topic]: id=..terrains_section #: data/core/help.cfg:547 msgid "" "\n" "\n" "Terrains come in two types: text='basic' and " "text='mixed'." msgstr "" "\n" "\n" "地形には 2 つのタイプがあります。text='基本地形'と" "text='複合地形'です。" #. [topic]: id=..terrains_section #: data/core/help.cfg:547 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:549 msgid "" "\n" "\n" "
text='Basic Terrain Types'
" msgstr "" "\n" "\n" "
text='基本地形'
" #. [topic]: id=..terrains_section #: data/core/help.cfg:551 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:555 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:557 msgid "" "\n" "\n" "
text='Mixed Terrain Types'
" msgstr "" "\n" "\n" "
text='複合地形'
" #. [topic]: id=..terrains_section #: data/core/help.cfg:559 msgid "" "\n" "\n" "Mixed terrain types share the properties of multiple basic terrain types — " "units generally receive the text='best defense' and " "text='worst movement' of the underlying basic types when " "they move onto a mixed type. For example, this is the case with " "text='forested hills', text='sand hills', " "and text='cave hills'.\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text='高い方の回避" "率'text='大きい方の移動コスト'がユニットに適用さ" "れます。複合地形としては、text='森+丘'text='砂地" "+丘'text='洞窟+丘'などがあります。\n" "\n" #. [topic]: id=..terrains_section #: data/core/help.cfg:563 msgid "" "\n" "\n" "One notable exception is bridge terrains, such as text='bridges over " "shallow water', text='fords', and " "text='bridges over chasms'. 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、text='浅瀬の橋'text='川瀬'、" "text='裂け目の橋'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:567 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:571 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:575 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:577 msgid "" "\n" "\n" "You can see what type of behavior the mixed terrain gives by mousing over " "its hex and viewing the text='terrain description' 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、" "text='地形情報'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:579 msgid "" "\n" "\n" "
text='Defense Caps'
" msgstr "" "\n" "\n" "
text='上限回避率'
" #. [topic]: id=..terrains_section #: data/core/help.cfg:581 msgid "" "\n" "\n" "Some units have text='defense caps' 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text='上限回避率'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:583 msgid "" "\n" "\n" "For example, the text='Loyalist Cavalryman' dst='unit_Cavalryman' " "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、text='忠誠軍の竜騎兵' dst='unit_Cavalryman'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:585 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:587 msgid "" "\n" "\n" "
text='Basic Terrain Types'
\n" "\n" msgstr "" "\n" "\n" "
text='基本地形'
\n" "\n" #. [topic]: id=..addons #: data/core/help.cfg:600 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:610 msgid "Using Add-ons" msgstr "アドオンの使い方" #. [topic]: id=using_addons #: data/core/help.cfg:611 msgid "" "\n" "\n" "
text='Campaigns and Scenarios'
" msgstr "" "\n" "\n" "
text='キャンペーンとシナリオ'
" #. [topic]: id=using_addons #: data/core/help.cfg:611 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:613 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 text='Campaigns' 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" "text='キャンペーン'メニューから遊ぶことができます。" #. [topic]: id=using_addons #: data/core/help.cfg:615 msgid "" "\n" "\n" "
text='Multiplayer Campaigns, Scenarios, and Map Packs'
" msgstr "" "\n" "\n" "
text='MP(マルチプレイヤー) キャンペーン、シナリオ、マップ集'
" #. [topic]: id=using_addons #: data/core/help.cfg:617 msgid "" "\n" "\n" "text='Multiplayer' 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" "text='MP(マルチプレイヤー)' 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:619 msgid "" "\n" "\n" "
text='Multiplayer Eras and Factions'
" msgstr "" "\n" "\n" "
text='MPの時代(MP Era)、党派(MP Faction)'
" #. [topic]: id=using_addons #: data/core/help.cfg:621 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 text='Multiplayer' 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" "text='マルチプレイヤー'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:625 msgid "" "\n" "\n" "You can see what eras you have loaded in the text='eras' dst='.." "eras_section' of the help." msgstr "" "\n" "\n" "現在使用されている時代(era)はヘルプ中のtext='時代' dst='.." "eras_section'から確認できます。" #. [topic]: id=using_addons #: data/core/help.cfg:627 msgid "" "\n" "\n" "
text='Modifications'
" msgstr "" "\n" "\n" "
text='Mod'
" #. [topic]: id=using_addons #: data/core/help.cfg:629 msgid "" "\n" "\n" "Modifications are optional scenario- and era-independent scripts that can " "alter the default ruleset in various ways. You can choose and configure " "modifications when creating a new game." msgstr "" "\n" "\n" "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:631 msgid "" "\n" "\n" "
text='Cores'
" msgstr "" "\n" "\n" "
text='コア'
" #. [topic]: id=using_addons #: data/core/help.cfg:633 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。" #. [topic]: id=using_addons #: data/core/help.cfg:637 msgid "" "\n" "\n" "
text='Creator Resources'
" msgstr "" "\n" "\n" "
text='クリエイター用の素材集'
" #. [topic]: id=using_addons #: data/core/help.cfg:639 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:648 msgid "Installing Add-ons" msgstr "アドオンのインストール" #. [topic]: id=installing_addons #: data/core/help.cfg:649 msgid "" "User-made add-ons can be obtained and updated through the text='Add-" "ons' option in the main menu. After connecting to the add-ons " "server (by default text='add-ons.wesnoth.org'), 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 text='upgradable' or text='outdated' on the server, their installed and published versions will be shown " "in the text='Version' 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 text='Type' " "dropdown.\n" "\n" "To install an add-on, select it from the list and click the text='+' icon, or simply double-click on the add-on’s title. If the window is " "too small to show them inline, the text='Addon Details' button " "provides you with additional details about the add-on, such as its full " "description, installation status, and available translations." msgstr "" "ユーザ製のアドオンはメインメニューのtext='アドオン'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text='add-ons.wesnoth.org') " "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" "text='更新有り'text='旧バージョン'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text='バージョン'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、" "text='種類'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" "text='+'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、text='アドオン" "の詳細'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:662 msgid "Removing Add-ons" msgstr "アドオンの削除" #. [topic]: id=removing_addons #: data/core/help.cfg:663 msgid "" "To remove add-ons, choose text='Remove Add-ons' 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 (text='.pbl' 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text='ア" "ドオンの削除'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 (text='.pbl' 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:678 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:679 data/core/help.cfg:724 data/core/help.cfg:762 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:681 msgid "" "\n" "Similar to the 'fps' command, but also forces everything to redraw instead " "of only things that have changed.\n" "\n" msgstr "" "\n" "「fps」コマンドと似ていますが、変更が無い箇所も含めた全てを再描画します。\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:684 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:687 msgid "" "\n" "Switch debug mode on (does not work in multiplayer). See " "dst='debug_commands' text='debug mode commands'.\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)。" "dst=debug_commands text='デバッグモードコマンド'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:691 msgid "" "\n" "Switch a side between human and AI control. The second parameter can be " "‘off’ to bring the side under human control, ‘on’ to watch the AI make its " "moves, or ‘full’ to make the AI’s turn behave similarly to another player‘s " "turn. If no second parameter is supplied, it toggles between ‘on’ and ‘off’. " "Defaults to toggling the currently active side if no parameters are " "supplied.\n" "\n" msgstr "" "\n" "陣営のコントロールを人間かAIに切り替えます。2つ目のパラメータを「off」にする" "と人間のコントロールに切り替えます。「on」の場合はAIに切り替えた上でその移動" "を見ることができます。「full」もAIに切り替えますが、移動の視認性は他のプレイ" "ヤーのターンと同じ扱いになります。もし2つ目のパラメータが与えられなければ、" "「on」と「off」を交互に切り替えます。もしパラメータが1つも与えられなければ、" "現在有効な陣営を対象として切り替えを行います。\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:694 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:697 msgid "" "\n" "Toggle the display of the current frames per second. Also writes these " "values to a file in the userdata directory.\n" "\n" msgstr "" "\n" "現在のFPSを表示するかどうかを切り替えます。また、FPSの値はユーザーディレクト" "リ中のファイルに書き込まれます。\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:700 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:703 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:706 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:709 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:712 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:715 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:723 msgid "Multiplayer Commands" msgstr "マルチプレイヤーコマンド" #. [topic]: id=mp_commands #: data/core/help.cfg:726 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:729 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 text='Scenario Settings' dialog (Press the text='More' button in the " "text='Status Table' (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:732 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:735 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:738 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:741 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:744 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:747 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:750 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:753 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:761 msgid "Debug Mode Commands" msgstr "デバッグモードコマンド" #. [topic]: id=debug_commands #: data/core/help.cfg:764 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:767 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:770 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:773 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:776 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:779 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:782 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:785 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:788 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:791 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:11 msgid "" "Allows the unit to heal adjacent allied units at the beginning of our turn.\n" "\n" "A unit cared for by this healer may heal up to 4 HP per turn, or stop poison " "from taking effect for that turn.\n" "This ability will not cure an affected unit of poison, however, only delay " "its effect." msgstr "" "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:37 msgid "" "This unit combines herbal remedies with magic to heal units more quickly " "than is normally possible on the battlefield.\n" "\n" "A unit cared for by this healer may heal up to 8 HP per turn, or stop poison " "from taking effect for that turn.\n" "This ability will not cure an affected unit of poison, however, only delay " "its effect." msgstr "" "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:62 msgid "female^cures" msgstr "治療" #. [heals]: id=curing #: data/core/macros/abilities.cfg:63 msgid "" "A curer can cure a unit of poison, although that unit will receive no " "additional healing on the turn it is cured of the poison." msgstr "" "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:95 msgid "female^regenerates" msgstr "再生" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:96 msgid "" "The unit will heal itself 8 HP per turn. If it is poisoned, it will remove " "the poison instead of healing." msgstr "" "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。" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:108 msgid "regenerates +4" msgstr "再生 +4" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:109 msgid "female^regenerates +4" msgstr "再生 +4" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:110 msgid "" "The unit will heal itself 4 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 4 回復します。毒を受けている場合は、回" "復する代わりに毒を取り除きます。" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:111 msgid "" "This unit heals itself each turn, though not as much as if stationed in a " "village." msgstr "" "このユニットは、村での回復には及びませんが、ターンごとに自身を回復します。" #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:131 msgid "female^steadfast" msgstr "装甲" #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:132 msgid "" "This unit’s resistances are doubled, up to a maximum of 50%, when defending. " "Vulnerabilities are not affected." msgstr "" "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。" #. [chance_to_hit]: id=diversion #: data/core/macros/abilities.cfg:145 msgid "diversion" msgstr "陽動" #. [chance_to_hit]: id=diversion #: data/core/macros/abilities.cfg:146 msgid "female^diversion" msgstr "陽動" #. [chance_to_hit]: id=diversion #: data/core/macros/abilities.cfg:147 msgid "" "If there is an enemy of the target on the opposite side of the target, this " "unit diverts the target’s attention and reduces its chance to hit by 20%." msgstr "" "標的となるユニットの反対側にそのユニットの敵がいれば、このユニットは標的の注" "意をそらし、命中率を 20% 低下させます。" #. [chance_to_hit]: id=diversion #: data/core/macros/abilities.cfg:148 msgid "" "If there is an enemy of the target on the opposite side of the target while " "attacking it, this unit diverts the target's attention and reduces its " "chance to hit." msgstr "" "攻撃時に標的となるユニットの反対側にそのユニットの敵がいれば、このユニットは" "標的の注意をそらし、命中率を低下させます。" #. [leadership]: id=leadership #: data/core/macros/abilities.cfg:200 msgid "female^leadership" msgstr "統率" #. [leadership]: id=leadership #: data/core/macros/abilities.cfg:201 msgid "" "This unit can lead other troops in battle.\n" "\n" "All adjacent lower-level units from the same side deal 25% more damage for " "each difference in level." msgstr "" "このユニットは戦場で兵を指揮します。\n" "\n" "このユニットに隣接する、より低いレベルを持つ同じ陣営のユニットは、このユニッ" "トとのレベル差 x 25% 与ダメージが上昇します。" #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:220 msgid "female^skirmisher" msgstr "散兵" #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:221 msgid "" "This unit is skilled in moving past enemies quickly, and ignores all enemy " "Zones of Control." msgstr "" "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:236 msgid "female^illuminates" msgstr "照明" #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:237 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:251 msgid "female^teleport" msgstr "瞬間移動" #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:252 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:283 msgid "female^ambush" msgstr "伏兵" #. [hides]: id=ambush #: data/core/macros/abilities.cfg:284 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=burrow #: data/core/macros/abilities.cfg:302 msgid "burrow" msgstr "堀潜" #. [hides]: id=burrow #: data/core/macros/abilities.cfg:303 msgid "female^burrow" msgstr "堀潜" #. [hides]: id=burrow #: data/core/macros/abilities.cfg:304 msgid "" "This unit can hide in forest or sand if it is resting (has not moved for a " "turn), and remain undetected by its enemies.\n" "\n" "Enemy units cannot see this unit while it is resting in forest or sand, " "except if they have units next to it. Any enemy unit that first discovers " "this unit immediately loses all its remaining movement." msgstr "" "このユニットは森や砂地で休息(1ターンの間、全く移動しない)をすると、身を隠" "すことができ、敵に見つけられなくなります。\n" "\n" "敵のユニットはこのユニットが森や砂地で休息している間は、姿を見つけることがで" "きません。ただし、隣接している敵ユニットが存在している場合を除きます。このユ" "ニットを初めて発見したユニットは、例外なく直ちに残りの移動力を全て失います。" #. [hides]: id=nightstalk #: data/core/macros/abilities.cfg:325 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:344 msgid "female^concealment" msgstr "潜伏" #. [hides]: id=concealment #: data/core/macros/abilities.cfg:345 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:364 msgid "female^submerge" msgstr "潜水" #. [hides]: id=submerge #: data/core/macros/abilities.cfg:365 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:385 msgid "female^feeding" msgstr "摂食" #. [berserk]: id=berserk #: data/core/macros/abilities.cfg:398 msgid "berserk" msgstr "狂戦" #. [berserk]: id=berserk #: data/core/macros/abilities.cfg:399 msgid "" "Whether used offensively or defensively, this attack presses the engagement " "until one of the combatants is slain, or 30 rounds of attacks have occurred." msgstr "" "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" "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。" #. [damage]: id=backstab #: data/core/macros/abilities.cfg:411 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} #: data/core/macros/abilities.cfg:431 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。" #. [slow]: id=slow #: data/core/macros/abilities.cfg:454 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:464 msgid "petrifies" msgstr "石化" #. [petrifies]: id=petrifies #: data/core/macros/abilities.cfg:465 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:476 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。" #. [chance_to_hit]: id=deflect #: data/core/macros/abilities.cfg:489 msgid "deflect" msgstr "受流" #. [chance_to_hit]: id=deflect #: data/core/macros/abilities.cfg:490 msgid "" "When used defensively, this attack reduces the opponent's chance to hit by " "10%." msgstr "防御時に使用された場合、この攻撃は相手の命中率を 10% 低下させます。" #. [chance_to_hit]: id=deflect #: data/core/macros/abilities.cfg:491 msgid "" "This unit’s defensive techniques reduce the chance of a successful enemy " "attack." msgstr "このユニットの防御技術により、敵の攻撃成功率が低下します。" #. [chance_to_hit]: id=magical #: data/core/macros/abilities.cfg:505 msgid "" "This attack always has a 70% chance to hit regardless of the defensive " "ability of the unit being attacked." 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。" #. [swarm]: id=swarm #: data/core/macros/abilities.cfg:517 msgid "swarm" msgstr "群れ" #. [swarm]: id=swarm #: data/core/macros/abilities.cfg:518 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:529 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。" #. [damage]: id=absorb #: data/core/macros/abilities.cfg:542 msgid "absorb" msgstr "緩衝" #. [damage]: id=absorb #: data/core/macros/abilities.cfg:543 msgid "" "This attack puts the unit in good defensive position, and it absorbs some of " "the damage dealt by an enemy strike." msgstr "" "この攻撃を用いることで防御に有利な体勢となり、敵の打撃によるダメージをある程" "度減少させます。" #. [damage]: id=absorb #: data/core/macros/abilities.cfg:544 msgid "" "This unit can block enemy strikes, so that it takes reduced damage when hit." msgstr "" "このユニットは敵の打撃をブロックすることができ、攻撃を受けた際のダメージが軽" "減されます。" #. [drains]: id=drains #: data/core/macros/abilities.cfg:556 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。" #. [firststrike]: id=firststrike #: data/core/macros/abilities.cfg:566 msgid "first strike" msgstr "先制" #. [firststrike]: id=firststrike #: data/core/macros/abilities.cfg:567 msgid "" "This unit always strikes first with this attack, even if they are defending." msgstr "防御時であっても、先に攻撃を開始します。" #. [poison]: id=poison #: data/core/macros/abilities.cfg:578 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:37 data/core/macros/schedules.cfg:344 msgid "Midday" msgstr "昼の 12 時" #. [time]: id=midnight #. [time]: id=midnight_hour #: data/core/macros/schedules.cfg:79 data/core/macros/schedules.cfg:206 msgid "Midnight" msgstr "夜の 12 時" #. [time]: id=second_watch_hour1 #: data/core/macros/schedules.cfg:218 msgid "Second Watch — First Hour" msgstr "深夜(1)" #. [time]: id=second_watch_hour2 #: data/core/macros/schedules.cfg:230 msgid "Second Watch — Second Hour" msgstr "深夜(2)" #. [time]: id=second_watch_hour3 #: data/core/macros/schedules.cfg:242 msgid "Second Watch — Third Hour" msgstr "深夜(3)" #. [time]: id=second_watch_hour4 #: data/core/macros/schedules.cfg:254 msgid "Second Watch — Fourth Hour" msgstr "深夜(4)" #. [time]: id=second_watch_hour5 #: data/core/macros/schedules.cfg:266 msgid "Second Watch — Fifth Hour" msgstr "深夜(5)" #. [time]: id=second_watch_hour6 #: data/core/macros/schedules.cfg:278 msgid "Second Watch — Sixth Hour" msgstr "深夜(6)" #. [time]: id=morning_hour1 #: data/core/macros/schedules.cfg:302 msgid "Morning — First Hour" msgstr "朝(1)" #. [time]: id=morning_hour2 #: data/core/macros/schedules.cfg:314 msgid "Morning — Second Hour" msgstr "朝(2)" #. [time]: id=morning_hour3 #: data/core/macros/schedules.cfg:326 msgid "Morning — Third Hour" msgstr "朝(3)" #. [time]: id=morning_hour4 #: data/core/macros/schedules.cfg:335 msgid "Morning — Fourth Hour" msgstr "朝(4)" #. [time]: id=afternoon_hour1 #: data/core/macros/schedules.cfg:353 msgid "Afternoon — First Hour" msgstr "午後(1)" #. [time]: id=afternoon_hour2 #: data/core/macros/schedules.cfg:362 msgid "Afternoon — Second Hour" msgstr "午後(2)" #. [time]: id=afternoon_hour3 #: data/core/macros/schedules.cfg:371 msgid "Afternoon — Third Hour" msgstr "午後(3)" #. [time]: id=afternoon_hour4 #: data/core/macros/schedules.cfg:380 msgid "Afternoon — Fourth Hour" msgstr "午後(4)" #. [time]: id=afternoon_hour5 #: data/core/macros/schedules.cfg:389 msgid "Afternoon — Fifth Hour" msgstr "午後(5)" #. [time]: id=afternoon_hour6 #: data/core/macros/schedules.cfg:400 msgid "Afternoon — Sixth Hour" msgstr "午後(6)" #. [time]: id=first_watch_hour1 #: data/core/macros/schedules.cfg:423 msgid "First Watch — First Hour" msgstr "夜(1)" #. [time]: id=first_watch_hour2 #: data/core/macros/schedules.cfg:435 msgid "First Watch — Second Hour" msgstr "夜(2)" #. [time]: id=first_watch_hour3 #: data/core/macros/schedules.cfg:447 msgid "First Watch — Third Hour" msgstr "夜(3)" #. [time]: id=first_watch_hour4 #: data/core/macros/schedules.cfg:459 msgid "First Watch — Fourth Hour" msgstr "夜(4)" #. [time]: id=dawn1 #: data/core/macros/schedules.cfg:514 msgid "First Dawn" msgstr "最初の夜明け" #. [time]: id=dawn2 #: data/core/macros/schedules.cfg:525 msgid "Second Dawn" msgstr "二度目の夜明け" #. [time]: id=morning1 #: data/core/macros/schedules.cfg:536 msgid "First Morning" msgstr "最初の朝" #. [time]: id=morning2 #: data/core/macros/schedules.cfg:548 msgid "Second Morning" msgstr "二度目の朝" #. [time]: id=midday1 #: data/core/macros/schedules.cfg:560 msgid "First Midday" msgstr "最初の昼" #. [time]: id=midday2 #: data/core/macros/schedules.cfg:572 msgid "Second Midday" msgstr "二度目の昼" #. [time]: id=afternoon1 #: data/core/macros/schedules.cfg:584 msgid "First Afternoon" msgstr "最初の午後" #. [time]: id=afternoon2 #: data/core/macros/schedules.cfg:596 msgid "Second Afternoon" msgstr "二度目の午後" #. [time]: id=dusk1 #: data/core/macros/schedules.cfg:608 msgid "First Dusk" msgstr "最初の夕暮れ" #. [time]: id=dusk2 #: data/core/macros/schedules.cfg:619 msgid "Second Dusk" msgstr "二度目の夕暮れ" #. [time]: id=short_dark #: data/core/macros/schedules.cfg:630 msgid "The Short Dark" msgstr "短い夜" #. [time]: id=long_dark1 #: data/core/macros/schedules.cfg:642 msgid "The Long Dark (1)" msgstr "長い夜(1)" #. [time]: id=long_dark2 #: data/core/macros/schedules.cfg:654 msgid "The Long Dark (2)" msgstr "長い夜(2)" #. [time]: id=long_dark3 #: data/core/macros/schedules.cfg:666 msgid "The Long Dark (3)" msgstr "長い夜(3)" #. [time]: id=long_dark4 #: data/core/macros/schedules.cfg:680 msgid "The Long Dark (4)" msgstr "長い夜(4)" #: data/core/macros/special-notes.cfg:6 src/help/help_topic_generators.cpp:185 #: src/help/help_topic_generators.cpp:602 msgid "Special Notes:" msgstr "特記事項:" #: data/core/macros/special-notes.cfg:16 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:19 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" "た通常の生物にさえもある程度のダメージを与えます。" #: data/core/macros/special-notes.cfg:26 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:29 msgid "This unit is capable of rapid healing." msgstr " このユニットには急速な回復能力があります。" #: data/core/macros/special-notes.cfg:32 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:35 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:38 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:41 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:44 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。ただし、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:47 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(ZOC)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:50 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:53 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、その陣営の支配下にある誰もいない 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:56 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:59 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:62 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:65 msgid "" "This unit can move unseen in deep water, requiring no air from the surface." msgstr "" " このユニットは深水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:68 msgid "" "This unit gains 1 hitpoint added to its maximum whenever it kills a living " "unit." msgstr " このユニットは生物を殺すことで最大HPが 1 増加します。" #: data/core/macros/special-notes.cfg:71 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、自身か敵が倒れるまで攻撃し続けます。" #: data/core/macros/special-notes.cfg:74 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:77 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:80 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:83 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:86 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:89 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:92 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弱体化します。" #: data/core/macros/special-notes.cfg:95 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" "時の反撃には影響しません。" #: data/core/macros/special-notes.cfg:98 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、自身を回復することができます。" #: data/core/macros/special-notes.cfg:101 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:104 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:107 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:12 msgid "loyal" msgstr "忠義" #. [trait]: id=loyal #: data/core/macros/traits.cfg:13 msgid "female^loyal" msgstr "忠義" #. [trait]: id=loyal #: data/core/macros/traits.cfg:14 msgid "Zero upkeep" msgstr "維持費なし" #. [trait]: id=loyal #: data/core/macros/traits.cfg:15 msgid "" "\n" "\n" "During campaigns, certain units may opt to join the player’s forces of their " "own volition. These units are marked with the loyal trait. Although they may " "require payment to be recalled, they never incur any upkeep costs. This can " "make them invaluable during a long campaign, when gold is in short supply. " "This trait is never given to recruited units, so it may be unwise to dismiss " "such units or to send them to a foolish death." msgstr "" "\n" "\n" "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:15 msgid "" "text='Loyal' units don’t incur upkeep. Most units incur an " "upkeep cost at the end of every turn, which is equal to their level. Loyal " "units do not incur this cost." msgstr "" "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:56 msgid "female^undead" msgstr "アンデッド" #. [trait]: id=undead #. [trait]: id=mechanical #. [trait]: id=elemental #: data/core/macros/traits.cfg:57 data/core/macros/traits.cfg:83 #: data/core/macros/traits.cfg:109 msgid "Immune to drain, poison, and plague" msgstr "吸収、毒、疫病への耐性" #. [trait]: id=undead #: data/core/macros/traits.cfg:58 msgid "" "\n" "\n" "Undead units generally have undead as their only trait. Since undead units " "are the bodies of the dead, risen to fight again, poison has no effect upon " "them. This can make them invaluable in dealing with foes who use poison in " "conjunction with their attacks." msgstr "" "\n" "\n" "アンデッドのユニットは基本的に唯一の特性として「text='アンデッド'」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:58 msgid "" "text='Undead' 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:81 msgid "mechanical" msgstr "機械" #. [trait]: id=mechanical #: data/core/macros/traits.cfg:82 msgid "female^mechanical" msgstr "機械" #. [trait]: id=mechanical #: data/core/macros/traits.cfg:84 msgid "" "\n" "\n" "Mechanical units generally have mechanical as their only trait. Since " "mechanical units don’t really have life, drain, poison, and plague have no " "effect upon them." msgstr "" "\n" "\n" "機械ユニットは基本的に唯一の特性として「text='機械'」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:84 msgid "" "text='Mechanical' 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:107 msgid "elemental" msgstr "精霊" #. [trait]: id=elemental #: data/core/macros/traits.cfg:108 msgid "female^elemental" msgstr "精霊" #. [trait]: id=elemental #: data/core/macros/traits.cfg:110 msgid "" "\n" "\n" "Elemental units generally have elemental as their only trait. Since " "elemental units are energy-based beings, drain, poison, and plague have no " "effect upon them." msgstr "" "\n" "\n" "精霊ユニットは基本的に唯一の特性として「text='精霊'」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:110 msgid "" "text='Elemental' 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:132 msgid "strong" msgstr "強力" #. [trait]: id=strong #: data/core/macros/traits.cfg:133 msgid "female^strong" msgstr "強力" #. [trait]: id=strong #: data/core/macros/traits.cfg:134 msgid "" "\n" "\n" "While useful for any close-combat unit, strong is most effective for units " "who have a high number of swings such as the elvish fighter. Strong units " "can be very useful when a tiny bit of extra damage is all that is needed to " "turn a damaging stroke into a killing blow." msgstr "" "\n" "\n" "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:134 msgid "" "text='Strong' units do 1 more damage for every successful " "strike in melee combat, and have 1 additional hitpoint." msgstr "" "text='強力'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:153 msgid "dextrous" msgstr "器用" #. [trait]: id=dextrous #: data/core/macros/traits.cfg:154 msgid "female^dextrous" msgstr "器用" #. [trait]: id=dextrous #: data/core/macros/traits.cfg:155 msgid "" "\n" "\n" "Dextrous is a trait possessed only by elves. The elven people are known for " "their uncanny grace, and their great facility with the bow. Some, however, " "are gifted with natural talent that exceeds their brethren. These elves " "inflict an additional point of damage with each arrow." msgstr "" "\n" "\n" "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:155 msgid "" "text='Dextrous' 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:170 msgid "quick" msgstr "敏捷" #. [trait]: id=quick #: data/core/macros/traits.cfg:171 msgid "female^quick" msgstr "敏捷" #. [trait]: id=quick #: data/core/macros/traits.cfg:172 msgid "" "\n" "\n" "Quick is the most noticeable trait, particularly in slower moving units such " "as trolls or heavy infantry. Units with the quick trait often have greatly " "increased mobility in rough terrain, which can be important to consider when " "deploying your forces. Also, quick units aren’t quite as tough as units " "without this trait and are subsequently less good at holding contested " "positions." msgstr "" "\n" "\n" "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:172 msgid "" "text='Quick' units have 1 extra movement point, but 5% less " "hitpoints than usual." msgstr "" "text='敏捷'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:190 msgid "intelligent" msgstr "知的" #. [trait]: id=intelligent #: data/core/macros/traits.cfg:191 msgid "female^intelligent" msgstr "知的" #. [trait]: id=intelligent #: data/core/macros/traits.cfg:192 msgid "" "\n" "\n" "text='Intelligent' 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 text='After " "Maximum Level Advancement' (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:192 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:206 msgid "resilient" msgstr "頑強" #. [trait]: id=resilient #: data/core/macros/traits.cfg:207 msgid "female^resilient" msgstr "頑強" #. [trait]: id=resilient #: data/core/macros/traits.cfg:208 msgid "" "\n" "\n" "Resilient units can be useful at all stages of a campaign, and this is a " "useful trait for all units. Resilient is often most helpful as a trait when " "it occurs in a unit that has some combination of low hitpoints, good " "defense, or high resistances. Resilient units are especially useful for " "holding strategic positions against opponents." msgstr "" "\n" "\n" "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:208 msgid "" "text='Resilient' units have an additional 4 hitpoints, and " "gain 1 more per level." msgstr "" "text='頑強'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:228 msgid "female^healthy" msgstr "壮健" #. [trait]: id=healthy #: data/core/macros/traits.cfg:230 msgid "" "\n" "\n" "text='Healthy' 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" "text='壮健'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:230 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:253 data/core/macros/traits.cfg:270 msgid "female^fearless" msgstr "勇敢" #. [trait]: id=fearless #: data/core/macros/traits.cfg:254 data/core/macros/traits.cfg:271 msgid "Fights normally during unfavorable times of day/night" msgstr "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:255 data/core/macros/traits.cfg:272 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:285 msgid "feral" msgstr "野生" #. [trait]: id=feral #: data/core/macros/traits.cfg:286 msgid "female^feral" msgstr "野生" #. [trait]: id=feral #: data/core/macros/traits.cfg:287 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:288 msgid "" "Dwellings of sentient beings are not easily used for cover by feral " "creatures of low intelligence. As a result, text='feral' " "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:304 msgid "weak" msgstr "非力" #. [trait]: id=weak #: data/core/macros/traits.cfg:305 msgid "female^weak" msgstr "非力" #. [trait]: id=weak #: data/core/macros/traits.cfg:306 msgid "" "Units with the text='weak' trait receive a 1 point decrease " "in hitpoints and melee damage." msgstr "" "text='非力'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:323 msgid "slow" msgstr "鈍重" #. [trait]: id=slow #: data/core/macros/traits.cfg:324 msgid "female^slow" msgstr "鈍重" #. [trait]: id=slow #: data/core/macros/traits.cfg:325 msgid "" "\n" "\n" "Thick-bodied and clumsy, slow individuals of goblins and other species take " "a movement penalty but are compensated for it with a slight increase in " "endurance." msgstr "" "\n" "\n" "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:325 msgid "" "text='Slow' units have 1 less movement point but 5% more " "hitpoints." msgstr "" "text='鈍重' 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:343 msgid "dim" msgstr "凡愚" #. [trait]: id=dim #: data/core/macros/traits.cfg:344 msgid "female^dim" msgstr "凡愚" #. [trait]: id=dim #: data/core/macros/traits.cfg:345 msgid "" "\n" "\n" "Dim is a trait all too common in goblins and other lesser species. There are " "reasons these species are lesser, and this is one of them." msgstr "" "\n" "\n" "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:345 msgid "" "Units with trait text='dim' 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:359 msgid "aged" msgstr "老化" #. [trait]: id=aged #: data/core/macros/traits.cfg:360 msgid "female^aged" msgstr "老化" #. [trait]: id=aged #: data/core/macros/traits.cfg:361 msgid "" "Units with the text='aged' trait have 8 hitpoints less and " "suffer from a 1 point decrease in movement and melee damage." msgstr "" "text='老化'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:4 msgid "" "Despite orcs’ reliance on raw strength, few of their children are destined " "to grow to possess any. Goblins are, despite their appearance, born as " "siblings to the orcs and members of the same race. While other races usually " "bear children singly or in pairs, orcs will have large litters of children " "all at once, causing their populations to explode. Within any litter, there " "will be only one or two who grow to the strength of a “true orc”, a few who " "are born slightly smaller and weaker, and the rest, often a full half of any " "litter, are much weaker and destined to be goblins. Almost as newborns the " "class system of orcish society is visible, with the weak put in their place " "by their stronger siblings. The stronger ones will routinely grab most of " "the food and thus grow stronger still, while their weaker siblings do not." msgstr "" "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:39 msgid "race^Bat" msgstr "コウモリ" #. [race]: id=bats #: data/core/units.cfg:40 msgid "race+female^Bat" msgstr "コウモリ" #. [race]: id=bats #: data/core/units.cfg:41 msgid "race^Bats" msgstr "コウモリ" #. [race]: id=bats #: data/core/units.cfg:42 msgid "" "Bats come in many shapes and sizes, and most are fairly harmless, feeding on " "insects and other small animals. The larger and more vicious breeds are " "known to pose a threat to humans and other races as well as their livestock, " "especially when encountered in groups. Typically nocturnal, they are often " "kept (and occasionally tamed) by those who share their love of the night." msgstr "" "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:51 msgid "race^Drake" msgstr "ドレーク" #. [race]: id=drake #: data/core/units.cfg:52 msgid "race+female^Drake" msgstr "ドレーク族" #. [race]: id=drake #: data/core/units.cfg:53 msgid "race^Drakes" msgstr "ドレーク" #. [race]: id=drake #: data/core/units.cfg:54 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 into ashes. Their internal fire is also their greatest weakness; it " "makes them extremely vulnerable to cold attacks. Despite their magical " "nature, drakes are incapable of channeling magic in a controlled manner. " "While the magic imbued within a drake’s body enables it to spit fire and " "gives it life, they have no willful control over the functions of this " "magic.\n" "\n" "
text='Society'
\n" "Drakes are a relatively warlike race and their societies can be best " "described as cultured martial societies. The core of a drake tribe is a " "small group of veteran warriors headed by a mutually respected — or simply " "feared — dominant who rules the society with an iron fist. Every drake is " "expected to earn their place in the strict hierarchy, to obey their " "superiors and command their inferiors. Entry to the ruling elite is only " "possible through challenging and defeating a superior in single combat, " "which is the way the hierarchy within the elite itself is established. The " "use of deception of any kind towards any fellow drake is, without exception, " "seen as cowardly and unacceptable.\n" "\n" "While their warlike nature and sense of territory drives them to defend " "their territories savagely, drakes rarely invade or trespass on areas " "already occupied by the other major races. Instead, they settle in " "unpopulated areas to establish their own territory there. They primarily " "feed on large game they hunt in the lowlands around their homes, but " "hatchlings and lower caste drakes are known to feed also on certain kinds of " "moss and fungi they cultivate deep in their caverns. Drakes value armor- and " "weapon-smithing, but neither know nor need other science and culture besides " "this. Nonetheless, the few implements they do fashion are almost unrivaled " "in quality, only matched by those produced in the finest Dwarvish " "foundries.\n" "\n" "Drakes hatch from eggs and usually live naturally between 20 to 30 years. " "Death in battle is the most preferred way for a drake to leave this world. " "Unlike the elder members of other races, drakes naturally grow more " "aggressive and reckless towards the ends of their natural lives, perhaps to " "help ensure their place in the heroic legends of their kind.\n" "\n" "
text='Geography'
\n" "Drakes originated from an archipelago of volcanic islands called " "dst='morogor' text='Morogor' in the dst='great_ocean' " "text='Great Ocean'. A combination of population pressure and the " "subsidence of many of their home islands has caused colonies of drakes to " "spread to the dst='great_continent' text='Great Continent'. " "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" "
text='社会'
\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。ドレークは" "防具や武器の鍛造には価値を見出しますが、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" "
text='地理'
\n" "ドレークはdst='great_ocean' text='大洋'にあるdst='morogor' " "text='Morogor'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dst='great_continent' text='大陸'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:87 msgid "race^Dwarf" msgstr "ドワーフ" #. [race]: id=dwarf #: data/core/units.cfg:88 msgid "race+female^Dwarf" msgstr "ドワーフ" #. [race]: id=dwarf #: data/core/units.cfg:89 msgid "race^Dwarves" msgstr "ドワーフ" #. [race]: id=dwarf #: data/core/units.cfg:90 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:107 msgid "race^Elf" msgstr "エルフ" #. [race]: id=elf #: data/core/units.cfg:108 msgid "race+female^Elf" msgstr "エルフ" #. [race]: id=elf #: data/core/units.cfg:109 msgid "race^Elves" msgstr "エルフ" #. [race]: id=elf #: data/core/units.cfg:111 msgid "" "Compared to humans, elves are somewhat taller, more agile but less sturdy. " "They have slightly pointy ears, pale skin and usually blond hair. Few " "differences between humans and elves are more pronounced than the Elves’ " "unusually long life — most, unless claimed by illness, accident or war, live " "at least a full two centuries. While some elves possessing a high magical " "aptitude have been known to live longer, most elves begin to grow physically " "frail at some point between 250 and 300 years of age and pass away rapidly " "thereafter.\n" "\n" "Most elves share an intense affection for unspoiled nature and find " "themselves uncomfortable in open, unvegetated places. They live primarily in " "the forests of the Great Continent, the Aethenwood in the southwest, Wesmere " "in the northwest, and the great northern woods of which the Lintanir Forest " "is the southernmost edge.\n" "\n" "Elves are the eldest race of the continent, with the possible exception of " "trolls. Many of their settlements cannot be reliably dated, undoubtedly " "having existed for several millennia.\n" "\n" "
text='Magic'
\n" "While elves are fundamentally different creatures than the fabled fair folk, " "their magic has some connection to the faerie and is the source of their " "unusually keen senses as well as their long lives. Elven magic is split " "between two different paths, one focused on manipulation of the mundane or " "natural world, and one focused on divination into the arcane plane. More " "common is the the way of corporeal alteration, which has more tangible " "effects than its antithesis in the arcane. Though elven nature magic is ill-" "suited toward combat, its potent ability to harness earthly energies to " "nurture and protect is the primary reason for the effectiveness of elven " "healing as well as the beauty and vitality of their forests.\n" "\n" "Those who follow the mystic path are also well-regarded by other elves, but " "their motives and abilities are often unclear to those outside of their " "order. Some who venture far down the path of mysticism take on more faerie-" "like traits, gaining extraordinary insight and longevity, but also becoming " "sensitive to and even burned by the presence of cold iron.\n" "\n" "
text='Culture'
\n" "Elves spend much of their time honing their talents and skills. Those not " "adept at the magical arts typically devote their time honing their physical " "skills, often for sporting purposes. As a result, elves excel at archery, a " "craft that is readily and effectively applied to warfare. Elves are also " "renowned musicians, particularly skilled at wind and plucked string " "instruments in small ensembles. The Aeolian harps of the Aethenwood, for " "example, are crafted from the fine wood of Elven yew trees and are legendary " "for their soft, gentle tone.\n" "\n" "
text='Society'
\n" "Elvish society is roughly divided into three factions: a pseudo-military " "faction responsible for defending their forests, peaceful civilians who are " "usually craftsmen and artists, and healers and mystics who maintain the " "elves’ connection to the faerie. Responsible for governing these different " "aspects is the nobility, who are treated as servants to the broader social " "order, rather than as strict rulers of their people. The process for " "selecting these nobles differs between the various elven conclaves, with the " "governing council of Wesmere — the Ka’lian — being elected and the nobility " "in Lintanir usually being inherited.\n" "\n" "In times of strife, the hierarchy of command becomes more adaptable, with " "the ordinary aristocracy deferring to more war-minded marshals. By " "tradition, in both Wesmere and Lintanir, an enchantress from the order of " "elven mystics is also called upon to facilitate the transition of power." msgstr "" "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、少なくとも200年もの間生きます。エルフ族の中には高い魔法の才" "能を持った者がおり、さらに長く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" "ほとんどのエルフは人の手が加わっていない自然に対して強い愛情を共有しており、" "緑の無い開けた場所では快適に過ごせません。南西のAethenwood、北西のWesmere、南" "端がLintanirの森として知られる北部大森林といった、大陸の森にエルフは住んでい" "ます。\n" "\n" "トロルという例外の可能性を除けば、エルフ族は大陸の中で最古の種族です。彼らの" "居住地の多くは全く古びていませんが、間違いなく数千年の歴史があります。\n" "\n" "
text='魔法'
\n" "エルフは伝説的な種族である妖精とは基本的に異なる生物ですが、エルフの魔法はい" "くらか妖精との関連があり、エルフの尋常でなく鋭い感覚と長寿はその魔法を源とし" "ています。エルフの魔法は2種類に大別され、一方は現世や自然の世界を操作すること" "を重視し、もう一方は秘術界での占いを重視しています。両者の違いで一般的なのは" "肉体の変質方法で、物理魔法は対となる秘術よりも明白な効果が表出します。エルフ" "の自然魔法は戦闘には不向きですが、大地のエネルギーを育み守る潜在能力は、エル" "フの回復魔法や美貌、森の生命力の源なのです。\n" "\n" "神秘の道を歩む者たちは他のエルフから非常に尊敬されていますが、彼らの動機や能" "力は外部の者には明かされていないことが多いです。神秘に深く身を投じた者たちは" "より妖精に近い特性や、異常なほどの見識と長寿を持ちますが、冷たい鉄の存在に敏" "感になり、それらに身を焼かれるようになります。\n" "\n" "
text='文化'
\n" "エルフは多くの時間を自身の才能や技術を研鑽することに費やします。魔術に不向き" "な者は肉体的な才能を磨くことに専念し、たいていは狩りを目的とします。その結" "果、エルフは弓術に秀でており、その技は容易く効果的に戦争に応用できます。エル" "フは音楽家としても名高く、特に小さなアンサンブルを弦楽器で演奏するのを得意と" "します。例えば Aethenwood の Aeolian のハープは上質なイチイの木から作られてお" "り、柔らかく優しいトーンで有名です。\n" "\n" "
text='社会'
\n" "エルフの社会には大きく分けて3つ集団が存在します。1つ目は森を守護する責任を持" "つ軍隊のような派閥、2つ目は普段は職人や芸術家として過ごす平和的な市民、3つ目" "は妖精とエルフの繋がりを保つヒーラーや神秘者です。これらの異なる側面を統治す" "る役割を持つのが貴族で、彼らは民を厳格な掟で縛るよりも自身が社会秩序のために" "奉仕することを重視します。これらの貴族を選定するプロセスはそれぞれのエルフの" "秘密会議ごとに異なり、それら秘密会議は Wesmere の評議会、Ka’lian によって統治" "されています。Ka’lian のメンバーは選挙で選ばれ、Lintanir の貴族は通常は世襲制" "です。\n" "\n" "戦争の時代になると指揮系統はより柔軟さを増し、貴族はその権威を戦争に向いた元" "帥たちに譲ります。伝統的に、Wesmere と Lintanir の両方で、エルフの神秘者階級" "から一人の女魔術師が呼ばれ、彼女が権威の移譲を促します。" #. [race]: id=falcon #: data/core/units.cfg:137 msgid "race^Falcon" msgstr "隼" #. [race]: id=falcon #: data/core/units.cfg:138 msgid "race+female^Falcon" msgstr "隼" #. [race]: id=falcon #: data/core/units.cfg:139 msgid "race^Falcons" msgstr "隼" #. [race]: id=falcon #: data/core/units.cfg:140 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 "" "隼(Falcon)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。" #. [race]: id=goblin #: data/core/units.cfg:150 msgid "race^Goblin" msgstr "ゴブリン" #. [race]: id=goblin #: data/core/units.cfg:151 msgid "race+female^Goblin" msgstr "ゴブリン" #. [race]: id=goblin #: data/core/units.cfg:152 msgid "race^Goblins" msgstr "ゴブリン" #. [race]: id=goblin #: data/core/units.cfg:153 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:170 msgid "race^Gryphon" msgstr "グリフォン" #. [race]: id=gryphon #: data/core/units.cfg:171 msgid "race+female^Gryphon" msgstr "グリフォン" #. [race]: id=gryphon #: data/core/units.cfg:172 msgid "race^Gryphons" msgstr "グリフォン" #. [race]: id=gryphon #: data/core/units.cfg:173 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=horse #: data/core/units.cfg:183 msgid "race^Horse" msgstr "馬" #. [race]: id=horse #: data/core/units.cfg:184 msgid "race+female^Horse" msgstr "雌馬" #. [race]: id=horse #: data/core/units.cfg:185 msgid "race^Horses" msgstr "馬" #. [race]: id=horse #: data/core/units.cfg:186 msgid "" "Domesticated horses come in many shapes and sizes, from mighty war chargers, " "to sturdy draught horses or agile stock horses. While they are more fragile " "than many beasts, their speed and cunning allow feral horses to thrive in " "the wild, alongside their wild brethren.\n" "\n" "Horses have been an important part of many civilizations, so it is not " "surprising that there are many myths and stories centered around them. " "Winged horses, man-horse hybrids, and ghost horses have made their way into " "written history, though few can honestly claim to have seen such things." msgstr "" "家畜化された馬は、戦場で突撃兵を乗せる精強な馬から、頑丈な牽引馬や素早い普通" "の馬まで多様な形やサイズを持ちます。それらの馬は他の獣よりも脆くはあります" "が、敏捷性と知性によって、野生の馬たちとともに自然の中で生き延びることもでき" "ます。\n" "\n" "馬は多くの文明で重要な役割を担っており、馬に関する神秘や伝承が多数あるのは当" "然のことです。有翼馬、半人半馬、幽霊馬が文献には登場しますが、実在するかどう" "かは怪しいものです。" #. [race]: id=human #: data/core/units.cfg:203 msgid "race^Human" msgstr "人間" #. [race]: id=human #: data/core/units.cfg:204 msgid "race+female^Human" msgstr "人間" #. [race]: id=human #: data/core/units.cfg:205 msgid "race^Humans" msgstr "人間" #. [race]: id=human #: data/core/units.cfg:206 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" "
text='Subjects of the Crown'
\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" "
text='The Clansmen'
\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" "
text='王位の臣民'
\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" "
text='クランの一員たち'
\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:221 msgid "race^Dunefolk Human" msgstr "デューンフォーク(人間)" #. [race]: id=dunefolk #: data/core/units.cfg:222 msgid "race+female^Dunefolk Human" msgstr "デューンフォーク(人間)" #. [race]: id=dunefolk #: data/core/units.cfg:223 msgid "race+plural^Dunefolk" msgstr "デューンフォーク" #. [race]: id=dunefolk #: data/core/units.cfg:225 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 #: data/core/units.cfg:246 msgid "race^Saurian" msgstr "トカゲ" #. [race]: id=lizard #: data/core/units.cfg:247 msgid "race+female^Saurian" msgstr "トカゲ" #. [race]: id=lizard #: data/core/units.cfg:248 msgid "race^Saurians" msgstr "トカゲ" #. [race]: id=lizard #: data/core/units.cfg:249 msgid "" "Saurians are lizard-like creatures. Smaller and more slender than humans, " "they rarely stand taller than a ten year old child, though from tip of snout " "to end of tail a Saurian can be as long as the average man is tall. Light " "and nimble, the warriors prefer to fight as they hunt — slipping through " "enemy lines to target the weak and the injured while evading their " "attackers.\n" "\n" "
text='Society'
\n" "Saurians are very mysterious creatures due to their tendency to live in " "areas inhospitable to others, such as swamps. Fatalistic in the extreme, " "Saurians believe all the events in a life can be predicted by the use of a " "complex form of astrology.\n" "\n" "Saurian culture is sharply segregated between the genders. Within each " "gender the members compete, and through skill, determination, and reputation " "establish a clear pecking order, with a chief at the top. On those occasions " "when the two genders interact they do not contest for dominance; instead, " "the situation determines the dominant gender. The chief of the males is " "alpha within the clan's village or encampment while the chief of females is " "dominant anywhere else. This continues down the rank structure with each " "male or female being dominant over any member of the opposite gender with " "lower rank and submitting to members of the opposite gender with higher " "rank.\n" "\n" "The segregation and alternating gender-dominance of Saurian society is an " "outgrowth of their clearly defined gender roles. It is the responsibility of " "the female to hunt and find food, skills which ultimately train them to be " "warriors: the skirmishers, flankers, and ambushers other races so fear. " "Males, meanwhile, are responsible for guarding the clutch — the eggs left by " "the females. While this leaves time for the males to develop and hone the " "arts of astrology, healing, and magic, it also exposes them to significant " "danger, as they are stationary targets for a Saurian clan's number one enemy " "— other Saurian clans.\n" "\n" "New Saurian clans are started when the proper astrological signs are read. " "Called a “hatching,” each female indicated by the conjunction selects a " "group of individuals with lower rank and leave their source clan. Frequently " "all females with a specific trait will be indicated, causing multiple clans " "to “hatch” at the same time. Selection is a simple process: no group leaving " "can be larger than any other, all the groups together cannot be larger than " "the group being left, and higher ranking allows a female to overrule another " "female's choice of who they take.\n" "\n" "Because of their rapid population growth, frequent splits in clans, and the " "fact that cannibalism is not taboo, violence is one of the defining features " "of Saurian life. This limits the growth of the Saurian culture to fits and " "starts, as much of their knowledge is passed by oral tradition and their " "possessions must be mobile.\n" "\n" "
text='Geography'
\n" "Saurians can live in many different areas, though swamps are by far their " "most common habitat.\n" "\n" "
text='Biology'
\n" "Saurians live spectacularly short lives by comparison to most of the other " "races of Wesnoth, reaching full adulthood within three years and often dying " "by the time they are 10 to 15 years old. By far, the most common cause of " "death is violence. Saurian females produce clutches of about 20 eggs roughly " "once a year, which creates constant population pressure and would stress " "most carnivores' food supply. Hunters and scavengers, Saurians have " "extremely strong jaws and have a very powerful digestive system with highly " "acidic fluids, making them capable of eating and digesting all of their prey " "including skin, teeth, horns and bones. Further, they have no aversion to " "eating carrion and even committing cannibalism, which are both regular " "occurrences." msgstr "" "トカゲ族(saurians)は爬虫類(lizard)のような生物です。体高は人間族よりも小" "さく細身で、10歳程度の子どもより高くなることはまれですが、鼻先から尾の先ま" "での長さは、平均的な人間族の男性の身長と同程度の長さになります。軽量で素早い" "トカゲ族の戦士は、狩りをするような戦い方を好みます。即ち、敵陣をすり抜け、迎" "撃を巧みにかわし、弱いものや負傷者を標的にします。\n" "\n" "
text='社会'
\n" "トカゲ族は、他の種族にとって生活しにくい地域、 例えば湿地などを好んで棲息する" "性質があるため、 その生態はほとんど明らかになっていません。 極度の運命論者で" "あるトカゲ族は、 天体の位置関係を観測することで、 生涯に起こり得るすべての事" "象が予見できると信じています。\n" "\n" "トカゲ族の文化は、性別による明確なすみ分けがあります。雌雄それぞれの性集団内" "部で競い合い、各々が持つスキル、決断力、周囲からの評価によって、序列が明確に" "決まります。両性が交流する場面においては、雌雄どちらが主導権を握るかをめぐっ" "て争うことはなく、その時の状況によって主導的な性が決まります。一族の村や野営" "地においては、雄のリーダーが権限を持ち、それ以外の場所では雌のリーダーが権限" "を持ちます。この階級構造は全階級に及び、それぞれ自分よりも下位の異性を支配" "し、上位の異性に従います。\n" "\n" "トカゲ族の社会における、このすみ分けと交替可能な優越性は、明確に定められた性" "役割から派生したものです。雌は狩猟と食物の確保に責任を持ち、そのスキルは、戦" "士、散兵、側兵、伏兵としてのスキルにもなり得るため、他の種族にとっての脅威と" "なります。一方、雄は雌が産み落とした卵を保護する責任を持ちます。それにより、" "雌は占星術、治療、魔法を洗練させる時間を持てるのですが、それは同時に、彼らが" "危険に曝される要因ともなります。トカゲ族にとって最大の敵である、他の血族から" "の攻撃において、確実に標的とされるためです。\n" "\n" "トカゲ族が新しい血族を作る時期は、占星術師がコンジャンクション(conjunction)" "と呼ばれる天体の重なりを読み取ることにより決定されます。その兆候が現れると" "「ハッチング(hatching)」と呼ばれる行動が促され、コンジャンクションによって" "指名された雌が、下位の者からメンバーを選んでグループを作り、出身の部族を去り" "ます。特別な形質を持った雌は、しばしば同時に複数の部族に対して「ハッチング」" "を行います。選抜は以下のような単純なプロセスで行われます。・新しいグループの" "中に、他のグループより大きいグループがあってはならない。・新しいグループの全" "体が、残されるグループより大きくなってはならない。・上位の雌は他の雌の選択を" "覆すことができる。\n" "\n" " 個体数の増加速度が急速であること、頻繁な部族の分裂、共食いがタブーではないこ" "となどにより、暴力はトカゲ族の生態を特徴づけるもののひとつです。このことによ" "り、トカゲ族の文化は持続的に発展することができず、知識は口頭伝承に留まり、所" "有財産は持ち運び可能なものに限られます。\n" "\n" "
text='地理'
\n" "トカゲ族の棲息地としては、湿地帯が最も一般的ですが、 その他の多様な地域におい" "ても、 生存できないというわけではありません。\n" "\n" "
text='生態'
\n" "トカゲ族は Wesnoth の他の種族と比べると、極めて寿命が短い種族です。 3年で完" "全な成体となり、多くは10歳から15歳で死にます。 死因で最も一般的なのは、暴" "力です。 トカゲ族の雌はおよそ1年に1度、約20個の卵を産ます。 それにより、" "常に人口圧が生じるため、 絶えず食肉の確保に追われることになります。 生きた獲" "物を狙うハンターでありながら、 死体をあさることもあるトカゲ族は、極めて強い顎" "を持ち、 強酸性の消化液による非常に強い消化力を持つため、皮、歯、角、 骨を含" "む全ての部位を食べ、消化することができます。さらに、 彼らは腐肉を食べることを" "嫌悪せず、共食いさえも厭いません。 それらはどちらも日常的に見られる光景で" "す。 " #. [race]: id=mechanical #: data/core/units.cfg:275 msgid "race^Mechanical" msgstr "機械" #. [race]: id=mechanical #: data/core/units.cfg:276 msgid "race+plural^Mechanical" msgstr "機械" #. [race]: id=mechanical #: data/core/units.cfg:277 msgid "" "Animated neither by natural life nor by necromancy, the term " "text='mechanical' 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:286 msgid "race^Merman" msgstr "マーフォーク" #. [race]: id=merman #: data/core/units.cfg:287 msgid "race^Mermaid" msgstr "マーフォーク" #. [race]: id=merman #: data/core/units.cfg:288 msgid "race^Merfolk" msgstr "マーフォーク" #. [race]: id=merman #: data/core/units.cfg:290 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:298 msgid "race^Monster" msgstr "モンスター" #. [race]: id=monster #: data/core/units.cfg:299 msgid "race+female^Monster" msgstr "モンスター" #. [race]: id=monster #: data/core/units.cfg:300 msgid "race^Monsters" msgstr "モンスター" #. [race]: id=monster #: data/core/units.cfg:301 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:308 msgid "race^Naga" msgstr "ナーガ" #. [race]: id=naga #: data/core/units.cfg:309 msgid "race^Nagini" msgstr "ナーガ" #. [race]: id=naga #: data/core/units.cfg:310 msgid "race^Nagas" msgstr "ナーガ" #. [race]: id=naga #: data/core/units.cfg:311 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:319 msgid "race^Ogre" msgstr "オーガ" #. [race]: id=ogre #: data/core/units.cfg:320 msgid "race+female^Ogre" msgstr "オーガ" #. [race]: id=ogre #: data/core/units.cfg:321 msgid "race^Ogres" msgstr "オーガ" #. [race]: id=ogre #: data/core/units.cfg:322 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:330 msgid "race^Orc" msgstr "オーク" #. [race]: id=orc #: data/core/units.cfg:331 msgid "race+female^Orc" msgstr "オーク" #. [race]: id=orc #: data/core/units.cfg:332 msgid "race^Orcs" msgstr "オーク" #. [race]: id=orc #: data/core/units.cfg:333 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" "
text='Society'
\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" "
text='社会'
\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:344 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:353 msgid "race^Troll" msgstr "トロル" #. [race]: id=troll #: data/core/units.cfg:354 msgid "race+female^Troll" msgstr "トロル" #. [race]: id=troll #: data/core/units.cfg:355 msgid "race^Trolls" msgstr "トロル" #. [race]: id=troll #: data/core/units.cfg:356 msgid "" "Trolls are ancient creatures, one of the oldest known races known to inhabit " "the Great Continent. They are large, slow, simple, and live extremely long " "lives inside deep caves or atop high mountains. The most unique " "characteristic of trolls is an internal vitality that sustains and heals " "them from within. As a result they live very different lives from almost any " "known creature. Trolls have few real needs: they require little food or " "water, and thus they have little incentive to pursue much besides protection " "from those who are hostile towards them. This in turn means they rarely have " "to worry about anything and can spend much of their time sleeping or in " "contemplation. Trolls have a curious affinity with nature. They do not " "relate with living things like elves do, but instead with earth and stone. " "They are also somewhat curious of their surroundings and many younger whelps " "even enjoy traveling and seeing the world. As trolls grow older they tend to " "become increasingly passive, gradually losing interest in their environment " "and spending more of their time sleeping in a quiet, familiar corner of " "their home cave. This is until they finally pass away as their bodies " "themselves slowly turn into lifeless statues of stone.\n" "\n" "Trolls are seen by many as being little more than yet another race of savage " "monsters. This common misconception is in part perpetuated by orcish " "successes in persuading trolls to join their armies. Because they are rather " "simple and do not understand the ways of other races or sometimes cannot " "even tell them apart, it is usually easy for an orcish band to convince a " "group of trolls that by joining them they get to exact revenge on those that " "have before hunted them. These new recruits are then directed to attack " "whoever the orcs themselves are currently in conflict with, whether " "previously a foe of the trolls or not, accumulating even more enemies for " "the misled trolls. The most common enemy of trolls are dwarves, and the " "animosity between these two races is ancient.\n" "\n" "
text='Geography'
\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、単純で、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。この誤解は、オー" "ク族がトロル族を軍に引き入れたために根付いてしまっています。トロル族は単純な" "性格をしており、他の種族の生き方を理解できないか、そもそも他の種族どうしの区" "別をつけることすらできません。そのため、敵への復讐心を煽ることによって、オー" "ク族は簡単にトロルを味方に付けることができるのです。オークに徴兵されたトロル" "は、それが本当にトロル族の敵であるかどうかに関わらず、オーク族にとっての敵を" "攻撃するよう指示されます。そして、トロル族への誤解がさらに深まっていくので" "す。最も一般的なトロル族の敵はドワーフ族であり、彼らは互いに激しく憎みあって" "います。\n" "\n" "
text='地理'
\n" "トロル族はドワーフ族が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:376 msgid "race^Undead" msgstr "アンデッド" #. [race]: id=undead #: data/core/units.cfg:377 msgid "race+female^Undead" msgstr "アンデッド" #. [race]: id=undead #: data/core/units.cfg:378 msgid "race+plural^Undead" msgstr "アンデッド" #. [race]: id=undead #: data/core/units.cfg:379 msgid "" "Undead are not really a single race of creatures, although often treated as " "such. Most ordinary creatures can, by a sufficiently skilled necromancer, be " "reanimated into constructs of varying character — resurrection of the " "physical form often results in a minion that obeys its master without " "question, while manifestation of a soul usually produces a servant with at " "least a modicum of thought. A great mystery of necromancy is how these " "constructs are sustained and controlled without continuous effort from the " "necromancer. Most dark magi do not provide constant attention or maintenance " "to their creations, instead allowing them a small degree of independence to " "function autonomously in line with the provided commands. However, when left " "unchecked, some undead gain enough sovereignty to break free from and even " "turn on their masters. Accordingly, while even lesser undead require " "periodic maintenance, this is especially true for more powerful undead, " "particularly greater spirits or death knights, who possess a high degree of " "inherent will. In these cases, necromancy becomes a battle of resolve " "between mage and minion. The necromancer must maintain a delicate balance " "between control over their servants and allotting them free will — the " "source of their individual powers.\n" "\n" "Necromancy is almost solely limited to humans. Even the legends of magically " "apt races like elves and merfolk tell of very few of their kind who have " "ever delved in the dark arts. It is surmised that necromantic magic requires " "great adaptability and a flexible mind, extremes of which are most commonly " "found in humans. The ultimate goal of most necromancers is to turn the same " "art of preserving and imbuing life upon themselves, to alter themselves at " "whatever cost, to ultimately escape death by preserving their own mind and " "spirit.\n" "\n" "
text='Geography'
\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" "んどの一般的な生物は、熟練したネクロマンサーの手により、その性格を変化させた" "構造物として再び動き出します。この物理的な復活の結果生み出されるのは主人に何" "の疑問もなく従う奴隷で、魂の名残はごく僅かに表出するのみです。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。闇の魔術に長けた魔術師は創造物へのメンテナンスを行っておらず、そ" "の代わりにそれらに多少の自立性を持たせるため命令を与えています。しかし、しば" "らくそれが行われていないと、一部のアンデッドは主人から離れるほどの意思を持つ" "ことがあります。そのため、弱いアンデッドであっても定期的なチェックが必要であ" "り、死の騎士や偉大な魂などの生前の意思を保つ特に強大なアンデッドでは必須とな" "ります。これらのケースでは、降霊術では主人と奴隷の間での闘争が生じます。意思" "はアンデッドの力の源であるため、ネクロマンサーは奴隷の制御と意思の割当のバラ" "ンス調整を必ず行わなければなりません。\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" "
text='地理'
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 #: data/core/units.cfg:392 msgid "race^Wolf" msgstr "狼" #. [race]: id=wolf #: data/core/units.cfg:393 msgid "race+female^Wolf" msgstr "狼" #. [race]: id=wolf #: data/core/units.cfg:394 msgid "race^Wolves" msgstr "狼" #. [race]: id=wolf #: data/core/units.cfg:395 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。" #. [race]: id=wose #: data/core/units.cfg:404 msgid "race^Wose" msgstr "ウーズ" #. [race]: id=wose #: data/core/units.cfg:405 msgid "race^Woses" msgstr "ウーズ" #. [race]: id=wose #: data/core/units.cfg:406 msgid "" "The mighty wose resides within the deepest forests of the known world. To " "the untrained eye, the wose appears to be nothing more than an oddly shaped, " "yet noble, tree. As guardians of the forest, the woses share a connection to " "the woodlands deeper than even the elves’. While the woses are a peaceful " "race, disturbance of the ancient forests, which they tend, will incite the " "wrath of nature itself. Woses are slow moving creatures that may spend " "centuries standing in one location undisturbed by the ebb and flow of time.\n" "\n" "Although they practice no magic of their own, the woses share a deep " "connection to faerie. What little is known of this ancient race comes from " "elvish scholars who believe that this mystical power, which the mightiest " "elves have dedicated their lives to master, is inherent to the wose. Though " "woses resemble them, they share no ancestry with trees. Woses are believed " "to be some of the oldest creatures in the world, perhaps even more ancient " "than the forests in which they dwell, and it is thought that the power of " "faerie has given these beings the eternal task of serving as wardens of the " "forest.\n" "\n" "Woses are not warlike in the least and are ill-accustomed to combat. They " "will however respond with indiscriminate violence in defense of their " "forested territory. Woses are slow moving and are vulnerable away from the " "woodlands. Due to their close connection with faerie, woses are particularly " "sensitive to the arcane. The hardwood that makes the wose nigh-impervious to " "physical assault has left it grievously vulnerable to flame. Their thick " "bark and ability to harness the power of faerie to regenerate quickly when " "injured allows the wose to survive an enemy onslaught long enough to respond " "with a crushing might belied by its peaceful, plodding nature. Within its " "forest home, the wose can disappear amongst the trees and ambush even the " "best-trained elvish scout.\n" "\n" "The life span of the wose is unknown, although the most ancient members of " "this race have lived many hundreds of years and have grown to massive " "heights. It is thought that unless a wose falls in battle, it will find no " "natural end. Content to pass the centuries standing like a sentry, " "uninterested in the goings-on of the civilized world, the wose will stir " "only to march to the defense of the natural world and the forests it calls " "home." msgstr "" "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。" #: src/help/help.cpp:213 msgid "Close" msgstr "閉じる" #: src/help/help.cpp:216 msgid "Help" msgstr "ヘルプ" #: src/help/help.cpp:270 src/help/help.cpp:274 msgid "Parse error when parsing help text:" msgstr "ヘルプテキストをパース中にエラーが発生しました:" #: src/help/help_topic_generators.cpp:65 msgid "Best of" msgstr "次のうち良い方:" #: src/help/help_topic_generators.cpp:65 msgid "Worst of" msgstr "次のうち悪い方:" #: src/help/help_topic_generators.cpp:162 msgid "" "Villages allow any unit stationed therein to heal, or to be cured of poison." msgstr "村に留まる限りユニットは回復または解毒されます。" #. TRANSLATORS: special note for terrains such as the oasis; the only terrain in core with this property heals 8 hp just like a village. #. For the single-hitpoint variant, the wording is different because I assume the player will be more interested in the curing-poison part than the minimal healing. #: src/help/help_topic_generators.cpp:167 msgid "" "This terrain allows units to be cured of poison, or to heal a single " "hitpoint." msgid_plural "" "This terrain allows units to heal $amount hitpoints, or to be cured of " "poison, as if stationed in a village." msgstr[0] "" "この地形は村と同様にユニットを滞在させることでHPを $amount 回復するか解毒を行" "えます。" #: src/help/help_topic_generators.cpp:174 msgid "" "This terrain is a castle — units can be recruited onto it from a connected " "keep." msgstr "この地形は城です。繋がっている主塔から城の上にユニットを雇用できます。" #. TRANSLATORS: The "this terrain is a castle" note will also be shown directly above this one. #: src/help/help_topic_generators.cpp:178 msgid "" "This terrain is a keep — a leader can recruit from this hex onto connected " "castle hexes." msgstr "" "この地形は主塔です。リーダーはここから繋がっている城ヘクスの上で雇用を行えま" "す。" #. TRANSLATORS: Special note for a terrain, but none of the terrains in mainline do this. #: src/help/help_topic_generators.cpp:181 msgid "" "This unusual keep allows a leader to recruit while standing on it, but does " "not allow a leader on a connected keep to recruit onto this hex." msgstr "" "この少々変わった主塔の上にいる間リーダーは雇用を行えますが、この主塔に繋がっ" "ている別の主塔からこのヘクス上にユニットを雇用することはできません。" #: src/help/help_topic_generators.cpp:194 msgid "Base Terrain: " msgstr "ベース地形:" #: src/help/help_topic_generators.cpp:214 msgid "Movement properties: " msgstr "移動特性:" #: src/help/help_topic_generators.cpp:218 msgid "Defense properties: " msgstr "回避特性:" #: src/help/help_topic_generators.cpp:298 msgid "Level" msgstr "レベル" #: src/help/help_topic_generators.cpp:359 msgid "Advances from: " msgstr "レベルアップ元:" #: src/help/help_topic_generators.cpp:361 msgid "Advances to: " msgstr "レベルアップ先:" #: src/help/help_topic_generators.cpp:390 msgid "Base unit: " msgstr "ベースユニット:" #: src/help/help_topic_generators.cpp:395 msgid "Base units: " msgstr "ベースユニット:" #: src/help/help_topic_generators.cpp:413 msgid "Variations: " msgstr "バリエーション:" #: src/help/help_topic_generators.cpp:437 msgid "race^Miscellaneous" msgstr "その他" #: src/help/help_topic_generators.cpp:439 msgid "Race: " msgstr "種族:" #: src/help/help_topic_generators.cpp:509 msgid "Abilities: " msgstr "能力:" #: src/help/help_topic_generators.cpp:535 msgid "Ability Upgrades: " msgstr "能力のアップグレード:" #. TRANSLATORS: This string is used in the help page of a single unit. If the translation #. uses spaces, use non-breaking spaces as appropriate for the target language to prevent #. unpleasant line breaks (issue #3256). #: src/help/help_topic_generators.cpp:565 msgid "HP:" msgstr "HP:" #. TRANSLATORS: This string is used in the help page of a single unit. If the translation #. uses spaces, use non-breaking spaces as appropriate for the target language to prevent #. unpleasant line breaks (issue #3256). #: src/help/help_topic_generators.cpp:569 msgid "Moves:" msgstr "移動力:" #. TRANSLATORS: This string is used in the help page of a single unit. If the translation #. uses spaces, use non-breaking spaces as appropriate for the target language to prevent #. unpleasant line breaks (issue #3256). #: src/help/help_topic_generators.cpp:574 msgid "Vision:" msgstr "視界:" #. TRANSLATORS: This string is used in the help page of a single unit. If the translation #. uses spaces, use non-breaking spaces as appropriate for the target language to prevent #. unpleasant line breaks (issue #3256). #: src/help/help_topic_generators.cpp:580 msgid "Jamming:" msgstr "ジャミング:" #. TRANSLATORS: This string is used in the help page of a single unit. If the translation #. uses spaces, use non-breaking spaces as appropriate for the target language to prevent #. unpleasant line breaks (issue #3256). #: src/help/help_topic_generators.cpp:585 msgid "Cost:" msgstr "コスト: " #. TRANSLATORS: This string is used in the help page of a single unit. If the translation #. uses spaces, use non-breaking spaces as appropriate for the target language to prevent #. unpleasant line breaks (issue #3256). #: src/help/help_topic_generators.cpp:589 msgid "Alignment:" msgstr "アラインメント:" #. TRANSLATORS: This string is used in the help page of a single unit. It uses #. non-breaking spaces to prevent unpleasant line breaks (issue #3256). In the #. translation use non-breaking spaces as appropriate for the target language. #: src/help/help_topic_generators.cpp:596 msgid "Required XP:" msgstr "必要 XP:" #: src/help/help_topic_generators.cpp:611 msgid "unit help^Attacks" msgstr "攻撃" #: src/help/help_topic_generators.cpp:618 msgid "unit help^Name" msgstr "名前" #: src/help/help_topic_generators.cpp:620 msgid "Range" msgstr "射程" #: src/help/help_topic_generators.cpp:621 msgid "Type" msgstr "種類" #: src/help/help_topic_generators.cpp:622 msgid "Special" msgstr "特殊" #: src/help/help_topic_generators.cpp:704 msgid "Attack Type" msgstr "ダメージ型" #: src/help/help_topic_generators.cpp:705 msgid "Resistance" msgstr "耐性" #: src/help/help_topic_generators.cpp:734 msgid "Terrain Modifiers" msgstr "地形効果" #: src/help/help_topic_generators.cpp:738 msgid "Terrain" msgstr "地形" #: src/help/help_topic_generators.cpp:740 msgid "Movement Cost" msgstr "移動コスト" #: src/help/help_topic_generators.cpp:744 msgid "Defense Cap" msgstr "上限回避率" #: src/help/help_topic_generators.cpp:749 msgid "Vision Cost" msgstr "視界コスト" #: src/help/help_topic_generators.cpp:753 msgid "Jamming Cost" msgstr "ジャミングコスト"