# The Battle for Wesnoth - Simplified Chinese Translations # Copyright (C) 2005-2022 Wesnoth development team # This file is distributed under the same license as the Battle for Wesnoth package. # # Translators and their initial years of participation: # jan2xue <75jan@163.com>, 2005. # Huang Huan , 2005. # Dionysus(unicon) , 2007. # sylecn , 2009. # CloudiDust , 2010. # Dugucloud , 2010. # Yifan , 2015. # msgid "" msgstr "" "Project-Id-Version: wesnoth-1.16\n" "Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n" "POT-Creation-Date: 2023-04-02 09:55-0500\n" "PO-Revision-Date: 2023-09-10 08:31+0800\n" "Last-Translator: CloudiDust \n" "Language-Team: Wesnoth Simplified Chinese Team\n" "Language: zh_CN\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n>1;\n" "X-Generator: Poedit 3.3.2\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 "亡灵" #. [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 "无惧" #. [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 "瘟疫" #. [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 "" "当一个单位被瘟疫攻击杀死时,该单位将变成行尸,并与进行瘟疫攻击的单位属于同一" "阵营。这对亡灵或在村庄中的单位不起作用。" #. [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 "疗伤+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 "疗伤+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 "" "允许此单位在己方回合开始时对相邻的友方单位进行疗伤。\n" "\n" "此疗伤者所治疗的单位每回合最多能恢复4点生命值,或阻止毒药在该回合发作。\n" "中毒的单位不能由疗伤者疗毒,只能进入村庄疗毒,或者由拥有疗毒能力的单位疗毒。" #. [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 "此单位有基本的疗伤能力,并能减缓脱水。" #. [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 "疗伤+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 "疗伤+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 "" "此单位将魔法与草药混合使用以在战场上对单位进行疗伤,比通常可能的速度快得" "多。\n" "\n" "此疗伤者所治疗的单位每回合最多能恢复8点生命值,或阻止毒药在该回合发作。\n" "中毒的单位不能由疗伤者疗毒,只能进入村庄疗毒,或者由拥有疗毒能力的单位疗毒。" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:70 msgid "heals +12" msgstr "疗伤+12" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:71 msgid "female^heals +12" msgstr "疗伤+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 "" "此单位将魔法与草药混合使用以在战场上对单位进行疗伤,比通常可能的速度快得" "多。\n" "\n" "此疗伤者所治疗的单位每回合最多能恢复12点生命值,或阻止毒药在该回合发作。\n" "中毒的单位不能由疗伤者疗毒,只能进入村庄疗毒,或者由拥有疗毒能力的单位疗毒。" #. [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 "此单位可以对周围的单位疗伤,减缓脱水,并疗毒。" #. [trait]: id=healthy #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:11 #: data/core/macros/traits.cfg:229 msgid "Always rest heals" msgstr "总是能获得休息疗伤效果" #. [hides]: id=ambush #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:14 #: data/core/macros/abilities.cfg:282 msgid "ambush" msgstr "伏击" #. [damage]: id=backstab #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:17 #: data/core/macros/abilities.cfg:410 msgid "backstab" msgstr "背刺" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:20 msgid "Castle" msgstr "城堡" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:23 msgid "Cave" msgstr "洞穴" #. [damage]: id=charge #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:26 #: data/core/macros/abilities.cfg:528 msgid "charge" msgstr "冲锋" #. [hides]: id=concealment #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:29 #: data/core/macros/abilities.cfg:343 msgid "concealment" msgstr "隐蔽" #. [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 "疗毒" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:35 #: src/help/help_topic_generators.cpp:739 msgid "Defense" msgstr "防御" #. [drains]: id=drains #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:38 #: data/core/macros/abilities.cfg:555 msgid "drains" msgstr "吸血" #. [dummy]: id=feeding #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:44 #: data/core/macros/abilities.cfg:384 msgid "feeding" msgstr "食尸" #. [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 "" "此单位每杀死一个单位就会获得1点额外的最大生命值,除非被杀死的单位免疫瘟疫。" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:50 #: data/lua/feeding.lua:31 data/lua/feeding.lua:44 msgid "+1 max HP" msgstr "+1最大生命值" #: 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 "平原" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:59 msgid "Forest" msgstr "森林" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:62 msgid "Frozen" msgstr "冻原" #. [trait]: id=healthy #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:74 #: data/core/macros/traits.cfg:227 msgid "healthy" msgstr "康健" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:77 msgid "Hills" msgstr "丘陵" #. [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 "领导" #. [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 "精准" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:92 msgid "Mushroom Grove" msgstr "蘑菇林" #. [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 "夜遁" #. [poison]: id=poison #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:101 #: data/core/macros/abilities.cfg:577 msgid "poison" msgstr "毒素" #. [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 "抗性" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:110 msgid "Sand" msgstr "沙地" #. [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 "减速" #. [resistance]: id=steadfast #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:119 #: data/core/macros/abilities.cfg:130 msgid "steadfast" msgstr "坚定" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:122 #: src/help/help_topic_generators.cpp:619 msgid "Strikes" msgstr "打击次数" #. [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 "沼泽" #. [teleport]: id=teleport #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:131 #: data/core/macros/abilities.cfg:250 msgid "teleport" msgstr "传送" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:140 msgid "Village" msgstr "村庄" #. [section]: id=editor #: data/core/editor/help.cfg:5 msgid "Map and Scenario Editor" msgstr "地图与场景编辑器" #. [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 "地形编辑器" #. [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 "场景编辑器" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:28 msgid "Paint Tool" msgstr "绘制工具" #. [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 "" "在地图上绘制地形贴片。\n" "\n" "绘画工具会使用笔刷尺寸和地形调色板设定。\n" "\n" "text='键盘修饰符'\n" "\n" "• Shift+鼠标点击:如果选择了基础地形,则改变基础地形而不改变覆盖层。如果选择" "了覆盖层,则改变覆盖层而不改变基础地形。\n" "• Control+鼠标点击:选择鼠标光标下的地形,与在地形调色板上选择该地形等价(同" "时拾取基础地形和覆盖层)。\n" "\n" "text='画笔大小'\n" "\n" "选定的笔刷尺寸会改变工具的大小:" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:41 msgid "Paint single hexes." msgstr "绘制单格。" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:42 msgid "Paint seven hexes at a time." msgstr "一次绘制七格。" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:43 msgid "Paint nineteen hexes at a time." msgstr "一次绘制十九格。" #. [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 "绘制一直线上的三格。" #. [topic]: id=editor_tool_fill #: data/core/editor/help.cfg:52 msgid "Fill Tool" msgstr "填充工具" #. [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 "" "用不同的地形填充连续的地形区域。\n" "\n" "填充工具会使用地形调色板设定。\n" "\n" "text='键盘修饰符'\n" "\n" "• Shift+鼠标点击:如果选择了基础地形,则改变基础地形而不改变覆盖层。如果选择" "了覆盖层,则改变覆盖层而不改变基础地形。\n" "• Control+鼠标点击:选择鼠标光标下的地形,与在地形调色板上选择该地形等价(同" "时拾取基础和覆盖层)。" #. [topic]: id=editor_tool_select #: data/core/editor/help.cfg:67 msgid "Select Tool" msgstr "选取工具" #. [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 "" "选择一组六角格,与菜单栏下的剪切、复制和填充选择区域按钮一起使用。\n" "\n" "text='键盘修饰符'\n" "\n" "• Shift+鼠标点击:“魔杖”模式,选择鼠标光标下的六角格,以及相同地形类型的相邻" "六角格。\n" "• Control+鼠标点击:取消选择。\n" "\n" "text='笔刷大小'\n" "\n" "选定的笔刷尺寸会改变工具的大小:" #. [topic]: id=editor_tool_select #: data/core/editor/help.cfg:78 msgid "Select single hexes." msgstr "选择单格。" #. [topic]: id=editor_tool_select #: data/core/editor/help.cfg:79 msgid "Select seven hexes at a time." msgstr "一次选择七格。" #. [topic]: id=editor_tool_select #: data/core/editor/help.cfg:80 msgid "Select nineteen hexes at a time." msgstr "一次选择十九格。" #. [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 "选择一直线上的三格。" #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:89 msgid "Clipboard and Paste Tool" msgstr "剪贴板和粘贴工具" #. [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 "" "旋转、翻转和粘贴剪贴板中的地形\n" "\n" "可以使用dst='editor_tool_select' text='选择工具'将六角格剪切或复制" "到剪贴板。\n" "\n" "粘贴工具会显示剪贴板中内容的轮廓,可以用鼠标点击来粘贴。显示的内容只有轮廓," "但可以用撤销功能来纠正错误,该功能绑定在Control+Z键上,同时也绑定在和游戏中的" "撤销功能相同的键位上。\n" "\n" "粘贴工具也有一些剪贴板操作功能:" #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:97 msgid "Rotate clockwise by 60°." msgstr "顺时针旋转60°。" #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:98 msgid "Rotate counter-clockwise by 60°." msgstr "逆时针旋转60°。" #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:99 msgid "Flip horizontally" msgstr "水平翻转" #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:100 msgid "Flip vertically" msgstr "垂直翻转" #. [topic]: id=editor_tool_starting #: data/core/editor/help.cfg:107 msgid "Starting Locations Tool" msgstr "起始位置工具" #. [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 "" "定义各阵营首领的的起始位置。\n" "\n" "此工具用于设置各阵营首领的默认起始位置,以及具名的特殊位置。在dst='..." "editor_mode_terrain' text='地形编辑器'dst='..." "editor_mode_scenario' text='场景编辑器'模式下,这两种类型的位置都启用" "了。位置名称在编辑器调色板中显示为一个列表,点击地图将把该名称放置于六角格" "上。每个位置只能放在一个六角格上,而且编辑器只允许每个六角格上最多有一个位" "置。\n" "\n" "要添加具名的特殊位置,请点击编辑器调色板底部的“添加”,并输入名称。这些名称必" "须以字母开头,可以包含数字和下划线。\n" "\n" "通过点击“添加”并输入数字,例如“10”,可以在一张地图上添加9个以上的队伍。UI中会" "将该队伍自动显示为 \"玩家10\"。\n" "\n" "具名位置可以在WML中使用标准位置过滤器的text='location_id='来" "访问。玩家起始位置也可以在WML中使用text='location_id=1'," "text='location_id=2'等来访问——只使用数字,而不在数字前面添" "加“玩家”。\n" "\n" "text='键盘修饰符'\n" "\n" " •Control+鼠标点击已经含有位置的六角格:选择该格中的位置,用于在下次鼠标点击" "时进行放置,与在编辑器调色板中选择该位置等价。" #. [topic]: id=editor_terrain_overlays #: data/core/editor/help.cfg:127 msgid "Editor Terrain-Overlay Graphics" msgstr "编辑器地形遮罩图形" #. [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 "" "通常,在编辑器中的地图,看起来与在游戏中是相似的。不过也有例外,此时编辑器中" "使用的图形与游戏中是不同的。此处描述的遮罩都可以在地形调色板的“特殊”组中找" "到。" #. [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='移动遮罩'\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 不可" "通过地形和不可步行地形\n" "\n" "虽然在编辑器里很容易注意到,但在游戏中,这些地形是不可见的,所以,用它们创建" "出来的混合地形看起来和基础地形一样。它们所创建的混合地形,其上的移动消耗分别" "设置为“不可通过”和“不可步行”。" #. [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='城堡遮罩'\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" "将这两种遮罩之一放置到可以通过的六角格上,就能允许在该格上征募单位。主楼也允" "许首领在该格上进行征募。\n" "\n" "这些遮罩也可以加到不可通过的六角格之上,这样就能将城堡格通过不可通过的墙链接" "到视觉上不相邻的主楼上。还可以创造出在主楼和塔楼之间似乎有草地的城堡,不过这" "就要求用于连接的六角格被占用或阻挡,以免有单位被征募到这些格子上。" #. [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='村庄遮罩'\n" "\n" "src='terrain/grass/green.png~BLIT(terrain/village/village-overlay-" "editor.png~O(0.5))' align=here box=yes\n" "\n" "这将把任何基本地形转变为村庄,可提供收入和治疗。" #. [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='伪战场黑幕'\n" "\n" "src=terrain/void/shroud-editor.png align=left box=yes\n" "\n" "伪战场黑幕看上去就是一片未探索的区域,哪怕是在禁用黑幕的场景中,哪怕玩家的单" "位可以看到该六角格。" #. [topic]: id=editor_deprecated_overlay #: data/core/editor/help.cfg:170 msgid "Deprecated Terrain" msgstr "废弃地形" #. [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 洋红色的“D” (代表“废弃(Deprecated)”).\n" "\n" "在编辑器中,这显示在已废弃的地形代码之上。例如:\n" "• dst='terrain_fungus_grove_old' text='“^Uf”蘑菇地形',\n" "• “Xol”被照亮的石墙,由于多种墙类地形现在已支持“^Efs”墙上灯座,因此“被照亮的" "石墙”被废弃了。\n" "\n" "这些地形的帮助页面上也许还有额外的只在编辑器中显示的文本,其中说明了废弃情况" "以及推荐的替代品。" #. [topic]: id=editor_tool_label #: data/core/editor/help.cfg:186 msgid "Label Tool" msgstr "标签工具" #. [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 "" "在地图上放置文字标签。\n" "\n" "• 左键单击将打开对话框,以创建新标签或编辑现有标签。\n" "• 右键单击可以删除。\n" "• 鼠标左键拖放可以移动标签。\n" "\n" "此工具只在场景模式中可用。装饰物则使用WML的text='[label]'标" "签在场景中实现。" #. [topic]: id=editor_tool_scenery #: data/core/editor/help.cfg:202 msgid "Item Tool (Scenery Tool)" msgstr "物品工具(景色工具)" #. [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 "" "物品工具可以放置风车、书柜和巨石等装饰物。多个物品可以放置在同一个六角格" "上。\n" "\n" "text='注意:'此工具不支持删除已经放置的物品,也不支持撤销。目前" "只能通过编辑生成的WML文件来修复错误。\n" "\n" "此工具只在场景模式中可用。装饰物不是地形的一部分,而是使用WML的" "text='[item]'标签在场景中实现。" #. [topic]: id=editor_tool_village #: data/core/editor/help.cfg:216 msgid "Village Ownership Tool" msgstr "村庄所有权工具" #. [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 "" "此工具在剧情开始时分配村庄的所有权。村庄必须首先用" "dst='editor_tool_paint' text='绘制工具'放置在地形上。\n" "\n" "• 左键单击将把村庄分配到当前选择的阵营。\n" "• 右键单击将把村庄重新设置为无主状态。\n" "\n" "此工具只在场景模式中可用。所有权信息是通过在WML中适当的" "text='[side]'标签中添加text='[village]'标签" "来存储的。" #. [topic]: id=editor_tool_unit #: data/core/editor/help.cfg:231 msgid "Unit Tool" msgstr "单位工具" #. [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 "" "放置属于当前选择的阵营的单位。\n" "\n" "• 左键单击将放置单位。\n" "• 左键拖放将移动已放置的单位。\n" "• 当六角格中包含单位时,各种操作将被添加到该格的右键菜单中。\n" "\n" "这个工具只在场景模式中可用。它会将WML的text='[unit]'标签添加" "到适当的text='[side]'下。" #. [topic]: id=editor_named_area #: data/core/editor/help.cfg:247 msgid "Named Areas" msgstr "具名区域" #. [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 "" "此工具在WML脚本的标准位置过滤器的text='area='属性中使用区域" "的id,以创建可以用于此类过滤器的贴片组。(Wiki上有关于标准位置过滤器这一概念" "的详细说明。)例如:\n" "\n" "• 为此组六角格指定本地时区\n" "• 筛选出当角色移动到其上时会触发事件的六角格组\n" "\n" "如何使用此工具:\n" "\n" "- 使用dst='editor_tool_select' text='select tool'选择六角格。\n" "- 在“区域”菜单中,选择“添加新区域”\n" "- 然后在“区域”菜单中,选择“保存选中范围到区域”\n" "- 然后在“区域”菜单中,选择“重命名所选区域”并为该区域选择名称。\n" "\n" "此工具只在场景模式中可用。它将WML的text='[time_area]'标签添" "加到场景中。虽然标签名字暗示了时间,但它现在更通用,可用于其他目的,而不需要" "改变该区域的时段安排。" #. [topic]: id=editor_playlist #: data/core/editor/help.cfg:269 msgid "Playlist Manager" msgstr "播放列表管理器" #. [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 "" "显示编辑器中已知的音乐曲目列表,并含有用于启用这些曲目的切换框。\n" "\n" "此工具只在场景模式中可用。它会将WML的text='[music]'标签添加" "到场景中。" #. [topic]: id=..editor #: data/core/editor/help.cfg:280 msgid "Map/Scenario Editor" msgstr "地图/场景编辑器" #. [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 "" "韦诺的地图和场景编辑器允许用户创建和编辑地图。韦诺的所有场景都在这些地图上发" "生。它还提供了一套有限的功能来设置基本场景。\n" "\n" "编辑器可以从标题界面的text='地图编辑器'选项中启动。\n" "\n" "
text='编辑模式'
\n" "\n" "编辑器有两种操作模式:地形模式和场景模式。\n" "\n" "dst='..editor_mode_terrain' text='地形模式'类似于一个简单的绘图应" "用,有dst='editor_tool_paint' text='绘制'、" "dst='editor_tool_fill' text='填充'dst='editor_tool_select' " "text='选择(和复制)'以及dst='editor_tool_paste' text='粘贴'" "等工具。它也有工具用于设置首领的'dst='editor_tool_starting' text='起始位" "置'。\n" "\n" "dst='..editor_mode_scenario' text='场景模式',除了地形模式中的工具" "外,还增加了对添加dst='editor_tool_label' text='标签'、" "dst='editor_tool_scenery' text='场景物品'、" "dst='editor_tool_unit' text='单位'的支持,而不只是对添加首领的支" "持。此外,也支持在场景开始时指定dst='editor_tool_village' text='村庄所有" "权'。还有一个dst='editor_playlist' text='播放列表管理器'用于" "音乐。" #. [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='你得*不*到的东西'
\n" "\n" "• 与游戏中完全一致的地图渲染\n" "\n" "地图在游戏中的样子不会和编辑器中的完全一样,因为这取决于地形规则。例如,当许" "多山地格聚集在一起时,地形规则会试图将它们组合成山脉和横跨多格的大图形。\n" "\n" "• 事件处理器和脚本\n" "\n" "此编辑器不是用于帮助你编写场景中的事件处理器的工具。\n" "\n" "• 无限的向后兼容性\n" "\n" "此编辑器可以加载旧版本韦诺中的大部分地图,但不是全部。通常可以支持1.3.2及以后" "版本的地图,除非它们使用的地形不再存在于韦诺主线中。若地图来自于自身含有附加" "地形的附加组件,则需要该附加组件将自身的附加地形信息告知编辑器。" #. [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 "" "地形编辑器的功能类似于一个简单的绘图应用。\n" "\n" "右侧边栏从上到下包含迷你地图、工具箱(见每个工具的单独页面)、工具选项和" "dst='editor_palette' text='调色板'。\n" "\n" "当使用“地图另存为”并保存到默认目录时,生成的地图可以在多人游戏“创建游戏”对话" "框的“自定义地图”游戏类型中找到。" #. [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 "" "场景编辑器模式增加了对一些与地图有关的WML特性的支持,如区域和场景物品。在大多" "数场景中,仍然需要使用另外的工具编写额外的WML。场景编辑器不支持对场景中的事件" "编写脚本。" #. [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='检查编辑器是否处于场景模式'
\n" "\n" "你可以通过查看菜单栏来检查编辑器处于哪个模式。\n" "\n" "• 在场景模式下“区域”和“阵营”菜单是启用的。\n" "• 在纯地形模式下,“区域”和“阵营”菜单是灰色的。" #. [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='进入场景模式'
\n" "\n" "要在场景模式下开启一张新地图,请选择“文件 ”菜单中的“新场景”。\n" "\n" "如果你正在地形模式下编辑地图,请使用“文件”菜单中的“场景另存为”,这将切换到场" "景模式。\n" "\n" "要载入在场景编辑器中创建的地图,请使用“文件”菜单中的“载入地图”,并选择.cfg文" "件(不是.map文件)。" #. [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='文件:.map和.cfg'
\n" "\n" "地图编辑器只保存一个文件,要么是.map(用于地形模式),要么是.cfg(用于场景模" "式)。在场景模式下,地形图被保存在.cfg文件中,而没有单独的.map文件。如果你在" "地形模式下开始编辑,然后切换到场景模式,那么旧的.map文件可能会保留下来,但场" "景编辑器不会更新这个文件。\n" "\n" "根据.cfg文件的内容,载入.cfg文件会产生不同的结果。对于由场景编辑器创建的.cfg" "文件,则会在场景编辑器中打开该文件。然而,对于使用单独的.map文件(这类文件不" "能由场景编辑器创建)的.cfg文件,编辑器可能会跟随链接并在仅地形模式下打开相应" "的.map,就像在文件选择器中选择了.map文件一样。" #. [topic]: id=editor_separate_events_file #: data/core/editor/help.cfg:354 msgid "Using a separate file for WML events" msgstr "为WML事件使用单独的文件" #. [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 "" "当加载.cfg文件时,场景编辑器能解析由场景编辑器创建的文件,但对手工编辑过的文" "件可能存在解析上的困难。\n" "\n" "由场景编辑器创建的文件省略了开头的[scenario]和结尾的[/scenario]标签。如果你正" "在创建战役(或其他附加组件),那么需要添加这些标签。在" "dst='editor_map_format' text='地图文件格式'文档中有更多关于这方面" "的细节。\n" "\n" "一种典型的工作流如下:创建一个单独的WML文件,这个文件也是以.cfg为扩展名的,文" "件中使用WML预处理器来包含编辑器创建的文件。这个单独的文件同时包含了[scenario]" "标签和全部手工编辑的WML(如事件)。使用这一工作流时,附加组件的文件结构可能是" "这样的:\n" "\n" "
text='针对韦诺1.14'
\n" "\n" "• _main.cfg:\n" " ◦ 使用 \"{./scenarios}\"来包含“scenarios”目录\n" "• maps/map_from_01.cfg\n" " ◦ 这是由场景编辑器创建的文件\n" "• scenarios/01_Forest.cfg,此文件不使用典型的[scenario]标签开头,而是包含这四" "行:\n" " ◦ [scenario]\n" " ◦ {~add-ons/NAME_OF_ADD_ON/maps/map_from_01.cfg}\n" " ◦ [/scenario]\n" " ◦ [+scenario]\n" "\n" "其中前三行在[scenario]标签内插入场景编辑器生成的文件。第四行的'+'号意味着两个" "场景标签将被合并,第二个标签中的属性将覆盖第一个标签中的属性。\n" "\n" "
text='1.16及以后'
\n" "\n" "如果你的附加组件只用于1.16及以后的版本中,则可以通过map_file载入.cfg文件,这" "些新功能可以避免在.cfg文件中重复附加组件的名字。\n" "\n" "• _main.cfg:\n" " ◦ 使用“[binary_path]”将附加组件目录添加到二进制文件路径中,这样一" "来,“map_file”将搜索“maps”目录\n" " ◦ 使用“{./scenarios}”来包含“scenarios”目录\n" "• maps/map_from_01.cfg\n" " ◦ 这是由场景编辑器创建的文件\n" "• scenarios/01_Forest.cfg\n" " ◦ 在[scenario]元素中,使用“map_file=\"map_from_01.cfg”来加载该文件" #. [topic]: id=editor_masks #: data/core/editor/help.cfg:393 msgid "Editor Mask Usage" msgstr "编辑器遮罩用法" #. [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 "遮罩可以用于基础地图上,以便于在多个发生于同一位置的场景里重用。" #. [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 "时段和日程编辑器" #. [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 "" "这个位于屏幕右上方的按钮用于访问时段预览和日程编辑器。\n" "\n" "在地形模式中,它显示不同时段对应的着色效果下的地图。\n" "\n" "在情景模式中,此按钮用于访问日程编辑器,该编辑器可编辑各" "dst='editor_named_area' text='时间区域'的自有日程表。" #. [topic]: id=editor_palette #: data/core/editor/help.cfg:414 msgid "Editor Palette" msgstr "编辑器调色板" #. [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 "" "编辑器调色板包含了可作用于当前选择的工具的项目。例如,绘制工具将显示所有可用" "地形的完整列表,而单位工具将提供可用单位的列表。当使用起始位置工具时,调色板" "会变成 \"玩家1\"、\"玩家2 \"等的列表。\n" "\n" "text='过滤器'\n" "\n" "调色板具有过滤功能,可以只显示可用项目的一个子集——这是调色板顶部四个按钮中最" "左边的一个,其图形会根据选择的内容而改变。例如:" #. [topic]: id=editor_palette #: data/core/editor/help.cfg:421 msgid "Show all kinds of terrain" msgstr "显示所有类型的地形" #. [topic]: id=editor_palette #: data/core/editor/help.cfg:422 msgid "Show only water terrains" msgstr "只显示水地形" #. [topic]: id=editor_palette #: data/core/editor/help.cfg:423 msgid "Show only villages" msgstr "只显示村庄" #. [topic]: id=editor_map_format #: data/core/editor/help.cfg:435 msgid "Wesnoth Map Format" msgstr "韦诺地图格式" #. [topic]: id=editor_map_format #: data/core/editor/help.cfg:436 msgid "Wesnoth stores its maps in human readable plain text files." msgstr "韦诺将其地图存储在人类可读的纯文本文件中。" #. [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='原生'
\n" "\n" "地图文件由多行带逗号分隔的地形代码字符串组成。地图语法提供的唯一非地形信息是" "由dst='editor_tool_starting' text='起始位置工具'创建的位置集。这些" "文件可以用通用的文本编辑器(如记事本)进行编辑。\n" "\n" "这些文件可以直接用于多人游戏,玩家的数量由起始位置的数量自动决定。保存在默认" "目录下时,可以在多人游戏“创建游戏”对话框的“自定义地图”游戏类型中找到该地图。" "可能需要刷新缓存(在标题界面上按F5)后,新创建的地图才会出现。\n" "\n" "这些文件可以在场景的.cfg文件中使用,而场景的WML则提供额外的信息,如队伍、自定" "义事件和复杂的阵营设置。在.cfg文件中加载地图文件时,可以选择以下任一种语" "法:\n" "\n" "- map_file=maps/01_First_Map.map text='——自韦诺1.14起支持'\n" "- map_data=\"{maps/01_First_Map.map}\"text='—— WML预处理器的包含指令'\n" "\n" "优先使用text='map_file'语法,而不是预处理器包含。" #. [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='嵌入'
\n" "\n" "地图数据可以作为场景的.cfg文件的一部分,直接存储在text='map_data'属性中。换句话说,就是直接写在“预处理器包含”方法中" "\"{maps/01_First_Map.map}\"的位置。\n" "\n" "
text='在地形模式中使用嵌入格式'
\n" "\n" "如果你正在编辑地图,并且并没有使用场景模式,那么在编辑器中打开文件之前,可以" "很容易地将数据转移到原生地图文件中。建议进行这种转换——编辑器支持编辑map_data" "的内容,而不触动文件中的其他内容,但这是很少使用的代码。以这种方式打开的地图" "在“窗口”菜单中被标记为(E)。" #. [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='由场景编辑器创建的文件'
\n" "\n" "在场景模式中,编辑器将数据保存为内嵌地图数据的.cfg文件。当加载.cfg文件时,场" "景编辑器能解析由场景编辑器自己创建的文件,但对那些被手工编辑过的文件可能存在" "解析上的困难。通过dst='editor_separate_events_file' text='使用单独的.cfg" "文件'来存储手工编辑的部分,这一问题可以解决。" #. [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='哪些场景文件使用[scenario]标签'
\n" "\n" "由场景编辑器创建的文件中含有WML场景元素应该包含的内容,但不包括开头的" "[scenario]和结尾的[/scenario]标签。对于用户数据文件夹的editor/scenarios子文件" "夹中的每个.cfg文件,游戏会自动尝试从其中加载场景,以包括在“自定义场景”列表中" "——加载失败的文件会被忽略。在此文件夹中,每个文件都是一个单独的项目——未能被解" "析为场景的文件会被忽略,而且文件中不能包含[scenario][/scenario]标签。\n" "\n" "当场景是战役或其他附加组件的一部分时,情况则相反。通常情况下,每个场景都有自" "己的.cfg文件,但这不必要——一个附加组件中的所有WML都会被预处理器合并,无论附加" "组件是否被写成多个独立的文件都无所谓。引擎需要[scenario]...[/scenario](或" "[multiplayer]...[/multiplayer])标签来知道哪些WML是哪个场景的一部分。" #. [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 "深层地下" #. [editor_times]: id=indoors #. [time]: id=indoors #: data/core/editor/time-of-day.cfg:53 data/core/macros/schedules.cfg:104 msgid "Indoors" msgstr "室内" #. [section]: id=encyclopedia #. [topic]: id=..encyclopedia #: data/core/encyclopedia/_main.cfg:5 data/core/encyclopedia/_main.cfg:12 msgid "Encyclopedia" msgstr "大百科" #. [topic]: id=..encyclopedia #: data/core/encyclopedia/_main.cfg:14 msgid "" "dst='..calendar' text='Calendar'\n" "dst='..geography' text='Geography'" msgstr "" "dst='..calendar' text='历法'\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 "历法" #. [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 "" "韦诺历法中每年都由12个月组成。这些月份依次是:\n" "\n" "白火月\n" "渗血月\n" "播种月\n" "深根月\n" "星华月\n" "棘女月\n" "峰星月\n" "燃火月\n" "静种月\n" "死神月\n" "冰华月\n" "黑火月\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 "阿坎-索丽亚" #. [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 "" "发源于dst='heart_mountains' text='心之山脉',并向东流入利斯特拉河" "的河流。" #. [topic]: id=great_river #: data/core/encyclopedia/geography.cfg:32 msgid "Great River" msgstr "泰河" #. [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 "" "泰河构成了dst='kingdom_wesnoth' text='韦诺王国'与" "dst='northlands' text='北陆'的边界。它在dst='elensefar' " "text='埃仁撒伐'流入dst='great_ocean' text='泰洋'。" #. [topic]: id=great_ocean #: data/core/encyclopedia/geography.cfg:38 msgid "Great Ocean" msgstr "泰洋" #. [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 "" "位于dst='great_continent' text='泰陆'之西,一切河流终将汇入的所" "在。泰洋的极西面是称为dst='morogor' text='莫罗戈'的巨大群岛。" #. [topic]: id=morogor #: data/core/encyclopedia/geography.cfg:44 msgid "Morogor" msgstr "莫罗戈" #. [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 "" "群岛,位于dst='great_ocean' text='泰洋'中的某处,在" "dst='green_isle' text='绿岛' 之东,dst=great_continent " "text='泰陆'之西。\n" "此地居住的主要是dst='..race_drake' text='龙人'。\n" "群岛的中心岛也被称为“莫罗戈”。" #. [topic]: id=green_isle #: data/core/encyclopedia/geography.cfg:52 msgid "Green Isle" msgstr "绿岛" #. [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='泰洋'中较大的一个岛。" #. [topic]: id=old_continent #: data/core/encyclopedia/geography.cfg:58 msgid "Old Continent" msgstr "旧陆" #. [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 "" "在dst='morogor' text='莫罗戈'的西面,与它隔着" "dst='great_ocean' text='泰洋'相望。" #. [topic]: id=great_continent #: data/core/encyclopedia/geography.cfg:64 msgid "Great Continent" msgstr "泰陆" #. [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='韦诺王国'所在的。其西海岸被" "dst='great_ocean' text='泰洋'所包围。" #. [topic]: id=irdya #: data/core/encyclopedia/geography.cfg:70 msgid "Irdya" msgstr "伊迪亚" #. [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='韦诺'王国所在的世界的名字叫做“伊迪" "亚”。然而,在主地图所描述的时代里,这个名字很少被提起。人们通常只是说“世界”," "或者更诗意一些,“宽广而翠绿的世界”。" #. [topic]: id=kingdom_wesnoth #: data/core/encyclopedia/geography.cfg:76 msgid "Kingdom of Wesnoth" msgstr "韦诺王国" #. [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 "" "韦诺王国位于dst='great_continent' text='泰陆'的中北部。绝大部分主" "线战役围绕此地展开。北面的dst='great_river' text='泰河',西面的" "dst='great_ocean' text='泰洋'海岸," "dst='southwest_elven_lands' text='西南面'的艾森丛林,以及东南面的" "苦涩沼泽为它在地图上划定了疆界。\n" "\n" "在艾森河之上,塔恩要塞之南,是韦诺的一块边疆领地。其南部以茂密的大森林(地图" "上未标注)为界,艾森丛林可以视作是这一大森林最北边的突出部分。\n" "\n" "
text='著名城市:'
\n" " • 维尔帝:韦诺的首都。\n" " • 艾迪尔:珍珠湾中的城市。\n" " • 黑水港:珍珠湾南方的城市。\n" " • 卡辛:位于灰色丛林和泰河之间。\n" " • 丹·冬克:韦诺的最大城市,位于王国的正中,紧靠在维尔帝的西北面。\n" " • 索拉多克:位于韦诺极北边境的哨所,扼守着维尔帝河与泰河的交汇点。\n" " • 塔恩要塞:位于韦诺极南边境的哨所,控制着横跨艾森河的南北方向的通路。\n" " • 塔斯:位于丹·冬克北方的重要的要塞都市,固守着棕色丘陵以东、雅碧滩以北的" "蛮荒地区。\n" "\n" "
text='著名地貌:'
\n" " • 狮鹫山:传说中的狮鹫的家园。\n" " • 雅碧滩:泰河狭窄的一部分,通常在韦诺军队的控制之下。\n" " • 维尔帝河:泰河的支流,一直向南流去。\n" " • 中央大平原:以维尔帝、丹·冬克和塔恩要塞为界的区域,这里是韦诺的粮食主产" "区,绝大部分人口居住于此。\n" " • 杜拉图斯丘陵:位于中央大平原边界之上的延绵不断的丘陵,这里蓄养着韦诺的" "大部分家畜,也滋养着其农业。\n" " • 棕色丘陵:位于狮鹫山周围的荒地,没有什么人口,有时会十分危险。\n" " • 骏马平原:泰河西面紧靠的延绵不绝的平原,西至格林之森,东至维尔帝河,而" "其南部边域则融入了中央大平原。这里是强大的氏族的家园,韦诺最优良的骏马在此饲" "育。\n" " • 东界丘陵:位于泰河以南维尔帝河以东的巨大隆起。其最北边最靠近维尔帝河的" "区域,曾多次有过韦诺人定居。但王国对此地的控制充其量只能说是无力的,而贼党却" "四处横行。\n" " • 格林之森:有时被称作皇家森林,是以哈德里克二世的一个儿子的名字来命名" "的。\n" " • 灰色丛林:位于韦诺荒野的中心位置的大森林,在卡辛和艾迪尔之间,通常被认" "为是个闹鬼的地方。" #. [topic]: id=elensefar #: data/core/encyclopedia/geography.cfg:106 msgid "Elensefar" msgstr "埃仁撒伐" #. [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 "" "埃仁撒伐有时是dst='kingdom_wesnoth' text='韦诺'的一个省,有时是一" "个独立的国家,还有时和韦诺缔结条约组成联邦。 其领土北面以泰河为界,东面与韦诺" "由一条不甚严谨的国境线分隔开,南面直到珍珠湾,而西面则是" "dst='great_ocean' text='泰洋'。在韦诺的历史记载中有更多相关的信" "息。\n" "\n" "
text='著名城市:'
\n" " • 埃仁撒伐:都城,位于dst='great_river' text='泰河'三角洲的一" "个岛上。\n" " • 卡辛:位于韦诺-埃仁撒伐边境的城市,两国对此城之归属有争议。\n" "
text='著名地貌:'
\n" " • dst='great_river' text='泰河':泰河的这一河段十分宽阔,只有" "船只才能横渡。" #. [topic]: id=northlands #: data/core/encyclopedia/geography.cfg:119 msgid "Northlands" msgstr "北陆" #. [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 "" "北陆并没有政府存在。各路兽人、矮人、野蛮人甚至精灵居住于此。北陆的北方和东方" "边界并不明确,而南方边界是dst='great_river' text='泰河',西方边界" "是dst='great_ocean' text='泰洋'。\n" "\n" "
text='著名城市'
\n" " • 戈拉姆多:一个兽人部落的首都。\n" " • 韦弥尔:卡·利安——精灵大评议会所在地。\n" " • 矮人之门:心之山脉南部纳尔迦区域中的一个人类和矮人混居的城镇,是主要的" "贸易中心。\n" " • 达尔本和德尔文:人类村庄,是由韦诺黄金时代的大扩张中渡过泰河的移民们所" "建造的,现在已经废弃。埃仁撒伐东北面的森林区域,也就是这些村庄所在的地方,被" "人类称为安努文省,但精灵却称此地为韦弥尔。\n" "\n" "
text='著名地貌:'
\n" " • 心之山脉:北方平原与河滩之间的一道几乎无法逾越的天险。\n" " • 心之利齿:瓦格湖西南部,韦弥尔森林北部的那些特别让人望而生畏的高峰,是" "整个心之山脉中最危险的最不适合居住的区域;只有隐士、疯子和法师定居于此。\n" " • 恐惧沼泽:心之山脉和泰河之间的非常巨大的沼泽,因危险而恶名昭著的地" "方。\n" " • 瓦格湖: 广阔的高山湖,其引出的河流雕琢出了穿过北方山脉的唯一一条通" "路。\n" " • 阿坎-索丽亚:从瓦格湖中流出的河。这是精灵语名称。人类称其为“绵长之" "河”。\n" " • 利斯特拉河:泰河的支流,向南方流淌着,阿坎-索利亚注入此河。\n" " • 林塔尼尔森林:北方大森林的最南边的部分,是巨大的丛林。其东面和北面的边" "界究竟在何方,只有精灵们才知道。其首都,埃仁希利亚,只有屈指可数的人类到访" "过。\n" " • 泰河:泰河的源头在北陆东方的某处。" #. [topic]: id=southwest_elven_lands #: data/core/encyclopedia/geography.cfg:141 msgid "Southwest Elven Lands" msgstr "西南精灵领地" #. [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 "" "树精灵和北方精灵是不同的,他们之间只有断断续续的联系,树精灵和大部分其他国家" "之间的联系也是如此。其领地以dst='great_ocean' text='泰洋'为西界," "以黑河为南及东南界,以韦诺为北界,柯拉斯行省为东界。\n" "\n" "
text='著名城市:'
\n" " • 未知。\n" "
text='著名地貌:'
\n" " • 艾森丛林:西方最大的森林,一直向西延伸至很远的地方,那里是dst='.." "race_elf' text='精灵'的家园。尽管精灵们对此不加分辨,但森林的南边部分被" "柯拉斯的居民们称为南林。\n" " • 黑色森林:一片古老的森林,人们对其知之甚少,很久以前,那里就被精灵们放" "弃了。" #. [topic]: id=heart_mountains #: data/core/encyclopedia/geography.cfg:154 msgid "Heart Mountains" msgstr "心之山脉" #. [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 "" "一道位于dst='arkan_thoria' text='河' 滩和dst='far_north' " "text='北方平原'之间的几乎无法逾越的天险。" #. [topic]: id=far_north #: data/core/encyclopedia/geography.cfg:160 msgid "Far North" msgstr "极北之地" #. [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 "" "寒冷、严酷、遥不可及的极北是兽人大部落的故乡。它位于" "dst='heart_mountains' text='心之山脉'的北方。兽人们称此山脉为“哈吉" "德-达戈”并(很不要脸地)宣称那是他们的领地。极北的东面是“荒原的不结盟部落”," "他们脱离了大部落的控制,转而和野蛮的人类结伴游荡,与北方平原的高等精灵(人类" "称为“北方精灵”)兵刃相见。高等精灵们则居住在更加偏东的地方,传言说他们在那儿" "统治着一个广袤的王国。\n" "\n" "
text='著名城市:'
\n" " • 霸拉戈·高,兽人大评议会所在的城市\n" " • 毕脱克\n" " • 博步\n" " • 伐兹\n" " • 玛里戈\n" " • 梅莫戈\n" " • 普雷斯提姆\n" " • 提里嘎兹\n" " • 多雷斯特:最北端的人类城市\n" "\n" "
text='著名地貌:'
\n" " • 黑色沼泽\n" " • 多斯山脉\n" " • 哈戈山脉\n" " • 绿林\n" " • 寂静森林\n" " • 瑟利恩森林\n" " • 欧沐河\n" " • 伯克河\n" " • 寒霜荒野\n" " • 荒芜平原" #. [section]: id=schedule #: data/core/help.cfg:10 msgid "Time of Day Schedule" msgstr "时段日程" #. [section]: id=introduction #. [topic]: id=..introduction #: data/core/help.cfg:17 data/core/help.cfg:95 msgid "Introduction" msgstr "入门介绍" #. [section]: id=gameplay #. [topic]: id=..gameplay #: data/core/help.cfg:23 data/core/help.cfg:167 msgid "Gameplay" msgstr "游戏玩法" #. #-#-#-#-# 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 "特质" #. [section]: id=units #. [topic]: id=..units #: data/core/help.cfg:37 data/core/help.cfg:118 msgid "Units" msgstr "单位" #. [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 "武器特效" #. [section]: id=eras_section #. [topic]: id=..eras_section #: data/core/help.cfg:62 data/core/help.cfg:127 msgid "Eras" msgstr "时代" #. [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 "附加组件" #. [section]: id=commands #. [topic]: id=..commands #: data/core/help.cfg:84 data/core/help.cfg:672 msgid "Commands" msgstr "命令" #. [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='韦诺之战'是一款回合制奇幻策略游戏,它在诸多当代策略游戏之" "中是有点不寻常的。其他游戏着力于变得更加复杂,而text='韦诺之战'" "却醉心于简单的规则与玩法,不过这并不会使游戏变得简陋——从简单的规则中可以演化" "出丰富的策略,使得本游戏易于上手,难于精通。\n" "\n" "以下页面概述了你游玩韦诺时需要知道的一切。当你游玩并接触到游戏中的新内容时," "新的信息会加入到各个分类中。若要查阅有关于特殊状况与例外情况的详细信息,请点" "击页面中包含的链接。" #. [topic]: id=about_game #: data/core/help.cfg:106 msgid "About the Game" msgstr "关于游戏" #. [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 "" "本游戏在六角格组成的战场上发生。在多人模式中,你的单位将与计算机、在同一计算" "机上轮流操作的朋友们(热座玩法)、同一网络上的其他玩家或者世界范围内的其他玩" "家所操作的单位作战。\n" "\n" "每一场这样的战斗都称为一个text='场景',场景可以连接起来成为" "text='战役'。除了游戏自带的战役之外,韦诺也支持用户自制的内容," "而附加组件服务器上有着数百个自定义地图、时代、派系和资源。\n" "\n" "游戏也使用了称为韦诺标记语言(WML)的人类可读的标记语言,以供用户很容易地创建" "自己的内容,同时也提供了全功能的地图和场景编辑器,以供你设计自己的战场。\n" "\n" "text='韦诺之战'项目始于2003年,之后,大量志愿者在此项目上进行了" "工作。" #. [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 "" "这一部分将会列出所有你在探索韦诺世界的过程中发现的单位。当你在战役或多人场景" "中见到新单位时,它们会按种族被添加到这里,之后你随时可以阅览相关页面。每个单" "位的信息页面会提供它的单位描述、血量造价、攻击闪避、抗性以及移动能力等数" "据。\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 "派系是单位和首领的集合。在多人游戏中,派系指派给各阵营。\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 "" "时代是用于互相征伐的派系的集合。除了游戏自带的主线时代以外,附加组件中提供了" "很多用户自制的派系。\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 "" "某些单位拥有能力,可以直接影响其他单位,或影响此单位与其他单位的互动。当你遇" "到这些能力时,它们将被列入此部分中。每一页都会提供对能力效果的描述,并列出哪" "些(已发现的)单位拥有此能力。\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 "" "某些攻击方式拥有与众不同的特效,可以令其进攻变得更有效。每当你在战役或多人场" "景中看到一种新的武器特效时,它会被加入到这个列表中。有闲心时你随时可以浏览相" "关页面。每页会提供关于武器特效的描述,并列出哪些(已发现的)单位拥有这种特" "效。\n" "\n" #. [topic]: id=.unknown_unit #: data/core/help.cfg:157 msgid "Unknown Unit" msgstr "未知单位" #. [topic]: id=.unknown_unit #: data/core/help.cfg:158 msgid "" "\n" "\n" "This unit is unknown for the moment. You must discover it in the game to be " "allowed to see its description." msgstr "" "\n" "\n" "现在此单位还是未知的。你必须在游戏中发现它之后才能看到对它的描述。" #. [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 "" "韦诺是由一系列战斗组成的,这称为text='场景',在这些场景中你的军" "队将对战一个或多个敌手的军队。多个连续的场景,讲述同一个故事,便组成了" "text='战役'。在战役中,你通常需要更小心地游玩,保存好你最强大的" "部队,以在之后的场景中再次使用。\n" "\n" "交互式的text='教程'通过作战场景介绍了韦诺的基本玩法。教程中所涉" "及的材料在这些帮助页面中有更深入的解释,因此当你遗忘某些内容时,总可以回来参" "考这些页面。\n" "\n" "当你掌握了基本玩法之后,就可以试试看初心者战役,例如text='王座继承人'或是text='南疆卫队'。已安装的战役的完整列表,可以通过主菜单" "中的text='战役'选项来找到。韦诺很可能会充满挑战性,因此你或许会" "希望从简单的开始,再过渡到更高的难度。\n" "\n" "战役按照 text='级别'text='难度'来分组。例如," "text='王座继承人'是“新手”级别,可以在三个难度之中择一进行游" "玩:“初心者”、“普通”和“挑战”。“级别”表明了该战役所假定的玩家对游戏机制(如" "dst='movement' text='控制区域'dst='time_of_day' text='时" "段')的熟习程度。而“难度”表明了战役中的场景对一位老手会有多大挑战:难度" "越高,胜利之前的阻碍会越多,而要克服阻碍则需要更高超的游玩技术。例如,在更高" "的难度下,敌方可能有更高的收入、更高级的单位、更多的城堡格,诸如此类。" #. [topic]: id=..gameplay #: data/core/help.cfg:177 msgid "" "\n" "\n" "
text='Fundamentals of Gameplay'
\n" "\n" msgstr "" "\n" "\n" "
text='游戏基本玩法'
\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 "" "在游戏时请牢记,你可以将鼠标悬停在游戏中的物件上,如状态面板中的信息上,这样" "便会显示出一条简短的描述以解释每一个物件。这一功能在你第一次遇到新的" "dst='..abilities_section' text='能力'时非常有用。" #. [topic]: id=victory_and_defeat #: data/core/help.cfg:189 msgid "Victory and Defeat" msgstr "胜利与失败" #. [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" "当你在场景中获胜后,地图将变为灰色,而text='结束回合'按钮会变成" "text='结束场景'。在按下该按钮继续之前,你可以做些别的事,例如改" "变游戏存档选项,或者(在多人游戏中)和其他玩家交谈。" #. [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 "" "特别要注意每幕场景开始前弹出的text='任务目标'窗口。在大多数场景" "中,杀死所有的敌方首领你就能取得胜利;类似地,你自己首领的死亡通常意味着失" "败。然而,有些场景可能有其他胜利目标,例如,让你的首领到达指定位置,救出某" "人,或者解决一个迷题,或者在被围攻时坚守城池直到撑过一定回合数。" #. [topic]: id=recruit_and_recall #: data/core/help.cfg:199 msgid "Recruiting and Recalling" msgstr "征募与召回" #. [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" "如果你是右击城堡格后选择征募的,那么新的单位将出现在该格内。否则,新兵将出现" "在主楼旁的某一个空格里。你最多只能征募与城堡内空格数相同个数的单位,并且在招" "募时,你的总花费不能超出你所拥有的金币数量。" #. [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 "" "游戏开始时,每一阵营都有一位首领在城堡主楼里。在战斗开始时,以及战斗过程中," "你需要征募dst='..units' text='单位'到你的部队里。要想征募单位,你" "的首领(例如text='王座继承人'战役中的科纳德)必须位于" "dst='terrain_castle' text='城堡'的主楼格上。而后你可以在菜单中选择" "text='征募'或右键点击六角格并选择text='征募'。此时" "会弹出征募菜单,其中列出了所有可供征募的单位和所花费金币枚数。点击一个单位可" "以查看其能力数据,然后点击text='征募'按钮就可将其征募。" #. [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" "招募来的单位具有两项随机的dst='..traits_section' text='特质',对其" "数据有影响。" #. [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" "在以后的战役中,你也可以召回早先战斗中的生还者。召回一律花费20金币。在召回时" "你将看到一张先前场景中全部生还单位的列表。" #. [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" "\n" "单位不仅仅需要花费金币来征募或召回,还需要金钱来进行维护。参见" "dst='income_and_upkeep' text='收入与维护费用'以获取更多信息。" #. [topic]: id=income_and_upkeep #: data/core/help.cfg:215 msgid "Income and Upkeep" msgstr "收入和维护费用" #. [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" "收入这一概念很简单。每回合你都会得到2金币的基本收入。你所占领的每个村庄每回合" "也会给你1金币的额外收入。因此如果你占领了十个村庄,每回合就会有12金币的收入。" "你的维护费用将从该收入中扣除,详细说明见下。" #. [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 "" "在韦诺中,仅仅征募单位并战斗是不够的。你还得注意你的金币,特别是在战役中,因" "为可以将多余的金币携带到下一场景。影响金币数量的主要是两个方面:" "text='收入'text='维护费用'." #. [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" "维护费用这一概念也相当简单。每个单位都需要支付与其等级相等的维护费用。你所能" "免费供给的单位的等级之和与你所拥有的村庄数量相同。然而,单位等级之和每超过你" "所拥有的村庄数一级,你就得每回合支付一金币的维护费用。例如,如果你拥有十二个" "一级的单位和十个村庄,那就得每回合支付两金币的维护费用。" #. [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" "维护费用将从你的收入中扣除。所以,在有等级总和为十二的单位和十个村庄的情况" "下,最终你的收入将会是每回合10金币。" #. [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" "通常来说,基本收入,每回合每座村庄提供的收入,以及每座村庄可以支持的单位等级" "数,是可以配置的。但在战役中,这些值几乎总是如上所述。text='状态表'对话框的text='场景设置'标签页显示了当前场景中的这些值。" #. [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" "维护费用的支付规则中有两个重要的例外:即具有忠诚特质的单位以及首领不需要支付" "维护费用。每幕场景开始时你所拥有的单位(比如黎伐多),或在场景中加入己方的单" "位(如在text='王座继承人'第二场景中加入的骑手)通常都具有" "text='忠诚'特质。而你所扮演的角色(如科纳德)几乎总是一位首领。" #. [topic]: id=hitpoints #: data/core/help.cfg:237 msgid "Hitpoints and Experience" msgstr "生命值与经验值" #. [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 "" "每个单位都有一定数量的生命值(HP)。如果单位的生命值降到1以下,它就会死掉。每" "个单位也拥有一定的经验值(XP)。新征募的单位在开始时没有经验值,他们通过与敌" "人战斗来获得经验值。" #. [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 "" "生命值和经验值都会在状态面板上分别以两个数字来表示(当前值和该单位所能拥有的" "最大值)。" #. [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 "" "生命值也通过单位旁边的能量条来显示。能量条可能是绿色、黄色或红色。至少有1点经" "验值的单位拥有一条蓝色经验条,当单位就快dst='advancement' text='升级'时,经验条会变为白色。" #. [topic]: id=advancement #: data/core/help.cfg:251 msgid "Advancement" msgstr "升级" #. [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" "所有单位都需要获得一定的经验值才能升级(具有聪慧特质的单位所需的经验值减少" "20%)。 一旦获得足够的经验值,他们就会立刻升级,同时生命值完全回复。在有些情" "况下,你将可以选择一个升级选项。" #. [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 "" "如果两个单位在战斗之后都存活下来,他们都能得到相当于对手等级的经验值。但如果" "一个单位在战斗中杀死了另一个,则能得到多得多的经验值——0级单位提供4点,1级单位" "8点,2级单位16点,3级单位24点,依此类推。" #. [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" "尽管大多数单位有三个等级,但并非都是如此。有些单位(例如dst='unit_Mage' " "text='法师')能升到四级。单位升到最高级以后,可以获得text='满级奖" "励'(AMLA)。AMLA会在单位获得所需经验值后改变单位属性,但等级不变。典" "型的AMLA效果是增加3点最大生命值并补满血。通常情况下,单位会在获得150点经验值" "(聪慧单位是120点)后得到第一次AMLA。不过,以后每次获得AMLA的难度逐渐变大,所" "以尝试让你的低等级单位升级通常会更有用。" #. [topic]: id=movement #: data/core/help.cfg:263 msgid "Movement" msgstr "移动" #. [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" "每个单位都有一定的移动点数,这些点数将在移动到新的六角格中时被消耗掉,其消耗" "量取决于目标格的地形。例如,进入草地几乎总是耗费1点移动点数。进入特定六角格所" "耗费的移动点数取决于单位种类——在森林里,精灵族单位只需花费1点移动点数,绝大多" "数人类和兽人单位花费2点,而骑兵则要花费3点。如要获悉某个单位进入某个地形所需" "的移动点数,只需右击该单位,选择text='单位描述',然后阅读" "text='地形影响'部分。" #. [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='韦诺之战'中单位的移动很简单。只需点击选中你想要移动的单" "位,再点击目的地就行了。当单位被选中时,该单位在本回合可移动的范围就会以高亮" "显示,而本回合无法到达的区域则会暗下去。移动鼠标到高亮显示的六角格里,该单位" "在目的地的闪避率便会显示出来。移动鼠标到暗六角格上还会显示要到达那里所需的回" "合数,点击该六角格会让单位以最佳的路线移动,并在接下来的几回合中到达目的地。" "如果你没有用完本回合中某单位所有的移动点数,则还可以继续移动他。当你要交换两" "个单位的位置时,这是很有用的。如果命令单位进行攻击,则将耗尽他的移动点数。当" "单位进入一个你还没有占领的村庄时也会耗尽所有的移动点数,但他仍然能够攻击。" #. [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" "移动时,你还需要记住text='控制区域'这一概念。每个单位都会在紧邻" "自身的六角格中产生控制区域,敌军若进入那些六角格,将立即无法继续移动。学习如" "何利用控制区域,是游玩韦诺时的一个要点。只有dst='ability_skirmisher' " "text='散兵'可以忽略控制区域的影响。" #. [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" "按下Ctrl-v或Cmd-v就可以查看敌人下回合能移动到的区域。按下Ctrl-b或Cmd-b可以显" "示在你的部队不影响敌人移动的情况下,他们可以移动到的区域。" #. [topic]: id=shroud_and_fog #: data/core/help.cfg:277 msgid "Shroud and Fog of War" msgstr "战场黑幕与战争迷雾" #. [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 "" "某些场景的部分地图是不可见的,这背后有两种机理,可以分开或一同作用。" "text='战场黑幕'会隐藏某位置的地形和任何单位。然而,一旦清除黑幕" "之后,你将总是能看见该位置。text='战争迷雾'只会隐藏单位,以及村" "庄的归属(除了属于你或者你的盟友的村庄之外)。当迷雾附近有你的单位时,它会暂" "时消失,而当他们离去后则会再次笼罩。黑幕和迷雾都可以被单位所清除。单位清除黑" "幕或迷雾的范围,是其在一回合内可以移动到的区域,再加上与这一区域紧临的一圈六" "角格(忽略控制区域和敌方单位的影响)。\n" "\n" "通常你可以撤销单位的移动,只要没有发生会产生随机结果的事件即可,比如战斗和征" "募(大多数单位被征募时都会获得随机的特质)。为了探索被隐藏的地形而清除黑幕或" "迷雾的行动,也将阻止你撤销回之前的状态。你也许会希望激活行动菜单中的" "text='暂缓刷新黑幕'功能,该功能将阻止单位清除黑幕或者迷雾,直到" "下一个随机事件发生,或者使用text='立即刷新黑幕'进行手动刷新,或" "者你的回合结束为止。如此一来,你就可以保留撤销移动的能力了。" #. [topic]: id=shroud_and_fog #: data/core/help.cfg:282 msgid "
text='Multiplayer and undo'
" msgstr "
text='多人游戏与撤销'
" #. [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 "" "在多人游戏中,已经发送至网络的棋步是不能撤销的。游戏会延迟发送数据,试图保留" "你的撤销能力。当与队友讨论时,请记住,其他玩家通常看到的是最后一次战斗或揭开" "迷雾时的场景快照。聊天信息和地图标签会被立即发送,然而它们并不会导致可撤销的" "动作被发送。" #. [topic]: id=saveload #: data/core/help.cfg:291 msgid "Save-loading" msgstr "存档-载入大法" #. [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 "" "随机数是韦诺的一部分,攻击可能会失败,单位可能会因运气不佳而死亡——这些都是预" "期中游戏的组成部分。回到上一个回合并尝试不同的策略,是本游戏的学习过程的一部" "分。但我们建议在读取存档后,不要只是重复相同的策略并期望这一回的运气能好一点" "儿。" #. [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 "" "游戏的挑战之一在于找到保护你的英雄的手段。小风险会迅速累积成大风险:如果你有" "五个重要单位,而且每个单位每回合只有1%的死亡几率,你可以text='期望'大约每20回合会有一个重要单位死亡。因此,你很少能在重要单位不死亡的前提下" "通过场景。" #. [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 "" "你的非英雄单位遇到的风险也会由小变大。虽然故事和对话通常旨在让你与你的部队建" "立一些情感联系,但游戏机制却鼓励你记住这只是一个游戏——除了在未来的场景中无法" "召回他们之外,让这些单位死亡很少会遭致任何惩罚。你应该根据之后想召回什么部" "队,在战斗计划中进行风险分配。" #. [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 "" "游戏的各个难度级别是在“玩家不会使用存档-载入大法”的假设下进行平衡的。在主线战" "役中,较高的难度通常包含更多的敌人,因此也有更多的经验值。这导致在进行平衡" "时,是假设玩家能够训练足够的部队来补充一些二级或三级单位的损失的。" #. [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 "虽说如此,但这是个游戏。最好的玩法就是你最享受的玩法。" #. [topic]: id=whylost #: data/core/help.cfg:308 msgid "Learning from Losses" msgstr "从失败中学习" #. [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='为什么我在这场景中失败了?'\n" "\n" "韦诺中最困难的部分之一是理解为什么会在场景中失败。" #. [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" "当你刚开始玩时,你可能会有几次失败。这是正常的,也是游戏玩法学习过程中的一部" "分。发生这种情况时,要尝试从错误中吸取教训:观看录像,尝试了解自己做错了什" "么,然后dst='saveload' text='重启场景'并再试一次。" #. [topic]: id=whylost #: data/core/help.cfg:313 msgid "" "\n" "\n" "Some common reasons for losing a scenario are:" msgstr "" "\n" "\n" "失败的常见原因有:" #. [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" "• 在过高的dst='..gameplay' text='难度级别'下游玩战役,尝试在较容易" "的难度下重玩场景。" #. [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" "• 用了糟糕的策略:例如,征募了错误类型的单位,在错误的dst='time_of_day' " "text='时段'战斗,不利用地形特征或单位的特殊能力等等。" #. [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" "• 没注意到线索。通常在战役的故事和对话中会有一些提示,是关于关于困难场景中会" "有什么,以及该如何做好准备的。如果你有一个忠诚的法师在身边,那就花点儿时间听" "他的建议,他可能会救你一命。" #. [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" "• 在前一个场景中勉强取胜。战役通常假定你有一些从上个场景中text='结转的" "金币',同时在你的text='召回列表'中有一些有一定经验的单" "位。(这些概念在教程中有介绍。)如果你赢得了一个场景,但失去了大多数高级单位" "和大部分金币,那么或许在下一个场景里就很难取胜了。即使对一位很有经验的玩家来" "说也是如此。如果发现自己处于这种情况下,那可以尝试回退一两个场景,赢得更有说" "服力一些,或改成更简单的难度来游玩。(但是,请记住,预期中总是会有" "text='一些'损失的,特别是在高难度下。)" #. [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" "• 金币管理不善。在高难度下,金币管理——占领村庄以增加收入,以及利用低级单位和" "新兵来减少开支——变得非常重要。如果使用许多高级单位,你可能会轻松赢得一个场" "景,但却没有足够的金币可以结转到下一个场景里。(这就是\"勉强取胜\"的例子。)" #. [topic]: id=whylost #: data/core/help.cfg:325 msgid "" "\n" "\n" "
text='Unlikely reasons'
" msgstr "" "\n" "\n" "
text='不太可能的原因'
" #. [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" "除了上面列出的常见原因外,还有一些不太可能,但并非完全不可能的原因。它们是:" #. [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" "• 你可能使用了战役开发者没有预料到的策略,最终得到了一队并不适合于攻略下个场" "景的高等级单位。" #. [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" "• 你可能发现了一个只能在第二次或第三次尝试时才可能获胜的场景,这或者是要求玩" "家拥有高于平均水平的运气,或者是期望玩家有先见之明——在意外发生之前就知道会出" "现什么情况。(目前正在讨论,在最高难度下,是否应该期望玩家拥有先见之明。但" "是,要求玩家拥有高于平均水平的运气,那肯定算是个bug。)" #. [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" "• 异常糟糕的运气。攻击命中与否是随机的,所以有可能敌人非常走运,击中了很多" "次,而你非常不幸,击空了很多次。然而,这是非常罕见的情况,除了在最短、最小的" "场景中之外,几乎闻所未闻。事实上,作战失败更可能的原因是,拥有text='高" "于平均水平'的运气却用了text='糟糕'的策略,而不是用了" "text='优秀'的策略而运气却text='低于平均水平'。此" "外,仅仅是运气\"低于平均水平\",并不能成为失败的借口;运气低于平均水平是完全" "正常的,而场景是设计成即使运气低于平均水平也可以获胜的。我们此处所说的“异常糟" "糕的运气”,只是指连续几个回合的非常非常糟糕的运气。" #. [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" "失败时要谨防随意归咎于这些原因中的任何一个。如果你不是资深玩家,那么更可能的" "情况是,你的失败是由上面列出的text='常见'错误之一造成的,并且这" "并不表示战役中存在 bug。但是,如果你仍然认为自己发现了一个bug,那么无论如何," "请报告!" #. [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" "“伤害计算”对话框会显示一些统计数据,可以协助你确定这一场对战里你究竟是非常幸" "运还是非常不幸。但是,阅读统计数据并不能代替观看录像并找出战略失误,或在作战" "的关键时点拥有一小点运气。" #. [topic]: id=combat #: data/core/help.cfg:346 msgid "Combat" msgstr "战斗" #. [topic]: id=combat #: data/core/help.cfg:347 msgid "" "\n" "\n" "
text='Order and Number of Strikes'
" msgstr "" "\n" "\n" "
text='攻击顺序与次数'
" #. [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='韦诺之战'中的战斗总是发生在相邻的两个单位之间。点击你的单" "位,然后再点击你想攻击的敌人:你的单位会向敌人移动,当两个单位相邻时,战斗就" "会开始。进攻方和防御方交替打击对方,直到都用完所分配的打击次数为止。进攻方选" "择一种武器进行攻击,而防御方会使用相同种类的武器进行防御。攻击类型有两种:" "text='近战',使用的武器通常包括剑,斧,或者利齿;text='远" "程',使用的武器通常包括弓,矛以及火球。" #. [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" "进攻方率先进行打击,然后防御方反击。每次打击要么命中,造成一定的伤害,要么击" "偏,完全不造成伤害。打击将反复轮流进行,直到双方都用尽其打击次数为止。单位拥" "有的打击次数是不同的:例如,具有5×4攻击的精灵战士可以打击4次,每次命中敌人将" "造成5点伤害,而具有9×2攻击的兽人步兵只能打击2次(但每次命中敌人会造成9点伤" "害)。" #. [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" "根据其所处的text='地形',每个单位都有一定的几率被命中。这在状态" "面板上会有显示。也可以右击单位,选择text='单位描述',而后查看" "text='地形影响'的内容。例如,许多精灵在森林里都有70%的闪避率,这" "表示进攻方只有30%的几率命中目标。同样地,精灵在反击中命中进攻方的几率取决于进" "攻方所处的地形。" #. [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" "以上规则有两个例外:dst='weaponspecial_magical' text='魔法攻击'和" "dst='weaponspecial_marksman' text='精准射击'。魔法攻击可以无视地" "形,总是有70%的命中率。而精准射击在进攻时也可以无视地形,并最少有60%的命中" "率。" #. [topic]: id=combat #: data/core/help.cfg:357 msgid "" "\n" "\n" "
text=Damage
" msgstr "" "\n" "\n" "
text=伤害
" # sometimes there are quotations in "text='Time of Day'", for example, but sometimes there aren't, as in "text=resistance". what's the difference? and shall i use quotations in a likewise manner in translation? #. [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" "根据攻击类型的不同,每次成功的打击都会造成一定量的基础伤害。例如,具有5×4攻击" "的精灵战士可以造成5点基本伤害。通常有两种因素会对此作出修正:即" "dst='damage_types_and_resistance' text='抗性'和" "dst='time_of_day' text='时段'。欲查看这些因素是如何修正基本伤害" "的,请在攻击选择菜单中选择text='伤害计算'。" #. [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" "有些单位拥有特别的dst='..abilities_section' text='能力',会影响在" "战斗中的伤害输出。最常见的能力是dst='weaponspecial_charge' text='冲锋',当具有冲锋能力的单位进攻时,进攻方和防御方都将输出双倍伤害。" #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:369 msgid "Damage Types and Resistance" msgstr "伤害类型与抗性" #. [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" "抗性的适用规则很简单:如果一个单位对某种伤害类型有40%的抗性,则被该种伤害命中" "时会减少40%的伤害值。一个单位也有可能更易受某种伤害:如果一个单位对某种伤害有" "−100%的抗性,则被该种伤害命中时会增加100%的伤害值。" #. [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 "" "在韦诺中,有三种伤害类型通常属于物理攻击:text='刃器、穿刺和冲击伤害'。此外,还有三种伤害类型通常属于魔法攻击:text='火焰、冰寒和奥术攻" "击'。不同的单位可能对特定的伤害类型具有抗性,从而改变被这些类型的攻击" "命中时受到的伤害。" #. [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" "例如,骷髅对刃器和穿刺伤害具有很高的抗性,但却容易受到冲击和火焰伤害,并且非" "常害怕奥术伤害。" #. [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" "如果某次攻击命中,则至少会造成1点伤害,即使防御方对其伤害类型有100%的抗性时也" "是如此。" #. [topic]: id=orbs #: data/core/help.cfg:382 msgid "Orbs and ellipses" msgstr "状态球与椭圆" #. [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 "" "在一些单位的能量条上方有彩色的指示器,由一个彩色的球体组成(有时还有" "dst='crowns' text='王冠')。" #. [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 "" "状态球显示该单位是否可以移动或攻击。状态和它们的标准颜色是:\n" "• text='绿色'表示单位在本回合还没有移动也还没有攻击。\n" "• text='黄色'表示单位已经移动(或攻击)过,并且仍然可以攻击。它" "也可能还能进一步移动。\n" "• text='红色'表示单位在本回合既不能进一步移动也不能再次攻击" "时。\n" " • 红色也用于“结束单位回合”命令之后,以及,\n" " • 当单位处于多回合移动中(被命令移动到当前回合移动范围之外)时。\n" "• text='红色和黄色'表示单位已经移动(或攻击)过,仍然可以进一步" "移动,但不能再攻击。\n" " • 这一状态可能由于战役特定的事件或能力而出现,例如战役text='灼烧双" "日之下'中的text='脱战'能力。\n" "• text='蓝色'表示友军单位,但在该友军自己的回合内则不使用蓝色" "球。\n" " • 在友军自己的回合中,他们的单位的状态球会显示单位是否还能移动和攻击,但" "是他们的行动,以及状态球的对应变化会延迟显示,正如dst='shroud_and_fog' " "text='战场黑幕和战争迷雾'中所解释的一样。\n" "• 敌方单位通常没有状态球,但是可以在高级首选项“自定义状态球颜色”中启用敌方状" "态球。" #. [topic]: id=orbs #: data/core/help.cfg:407 msgid "
text='Ellipses'
" msgstr "
text='状态椭圆'
" #. [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 "" "每个单位下面的地面上都用其队伍颜色画有一个形状。这被称为“状态椭圆”,尽管有些" "单位的“椭圆”并不是椭圆形的。" #. [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 "" "• 大多数单位拥有一个圆形的状态椭圆。\n" "• 可以发起征募的单位则拥有一颗七芒星。\n" "• dst='crowns' text='英雄单位'拥有一颗较小的七芒星,这些单位不能发" "起征募。\n" "• 没有dst='movement' text='控制区域'的单位的状态椭圆是破碎而只有轮" "廓的。\n" "• 有些战役以零级首领开始。这些单位可以发起征募,但没有控制区域,他们的七芒星" "是破碎而只有轮廓的。" #. [topic]: id=crowns #: data/core/help.cfg:432 msgid "Crowns and loyal markers" msgstr "王冠和忠诚标记" #. [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 "" "有些单位的dst='orbs' text='状态球'上叠加了一个额外标记,在其" "dst='orbs' text='状态椭圆'上也有一个相应的形状:" #. [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 "" "• 首领拥有text='金冠'。\n" "• 英雄拥有text='蓝银冠'。\n" "• 可消耗的首领拥有text='银冠'。\n" "• dst='traits_loyal' text='忠诚单位'拥有text='忠诚图标'。\n" "\n" "在这些类别中,只有首领是内建在基本游戏规则中的。其他的则存在于战役中,这些角" "色构成了叙事的一部分。与他们有关的确切规则是由包含这些角色的战役设定的,而战" "役设定可能会偏离以下标准期望:\n" "\n" "• 任何英雄的死亡都会导致立即失败。\n" "• 虽然可消耗的首领能够发起征募,但他们的死亡并不会导致立即失败。\n" "• 所有这些单位都拥有忠诚特质的主要优点,即他们不需要花费维护费用。\n" "• 失去这些单位中的任何一个,都会造成战役剩余时间内的劣势——假如战役没有立即结" "束的话。\n" "• 这些单位永远不会作为随机征募的对象出现。" #. [topic]: id=time_of_day #: data/core/help.cfg:466 msgid "Time of Day" msgstr "时段" #. [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 "" "时段对某些单位的伤害输出有影响,如下:\n" "\n" "• text='守序'单位昼间伤害+25%,夜间伤害−25%。\n" "• text='混沌'单位夜间伤害+25%,昼间伤害−25%。\n" "• text='中立'单位不受时段的影响。\n" "• text='边缘'单位在晨昏时段伤害+25%。" #. [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" "当前时段可以在状态面板中的小地图看到。在通常的昼夜循环里,上午和下午算作昼" "间,而前半夜和后半夜则算作夜间:\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 "黎明" #. [topic]: id=time_of_day #. [time]: id=morning #: data/core/help.cfg:477 data/core/macros/schedules.cfg:28 msgid "Morning" msgstr "上午" #. [topic]: id=time_of_day #. [time]: id=afternoon #: data/core/help.cfg:478 data/core/macros/schedules.cfg:46 msgid "Afternoon" msgstr "下午" #. [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 "黄昏" #. [topic]: id=time_of_day #. [time]: id=first_watch #: data/core/help.cfg:480 data/core/macros/schedules.cfg:67 msgid "First Watch" msgstr "前半夜" #. [topic]: id=time_of_day #. [time]: id=second_watch #: data/core/help.cfg:481 data/core/macros/schedules.cfg:91 msgid "Second Watch" msgstr "后半夜" #. [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 "请记住,有些场景是发生在地下的,那里永远都是夜间!\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 "有些地下的位置是被照亮的。那里永远都是介于昼夜之间。\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 "有些角色扮演场景发生在室内——这些区域与前述类似,也是介于昼夜之间。\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 "" "最后,具有dst='ability_illuminationilluminates' text='照明'能力和" "单位和诸如dst='terrain_lava' text='熔岩'一类的地形会改变周围的时段" "加成。" #. [topic]: id=healing #: data/core/help.cfg:496 msgid "Healing" msgstr "治疗" #. [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':若某单位在本回合不移动、攻击或被攻击,则会在下回" "合开始时恢复2点生命值。" #. [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 "" "在战斗中,你的单位不可避免地会受到伤害。有几种方法可以治疗你的单位。然而,除" "了休息之外,这些治疗不能叠加;在一个回合中,只有其中之一会生效。" #. [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='村庄':每回合开始时,在村庄或dst='terrain_oasis' " "text='绿洲'里的单位可以回复8点生命值。如果单位中毒了,那么就不回复生命" "值,而是进行疗毒。" #. [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':某些单位(如巨" "魔)每回合会自动回复8点生命值。如果此单位中毒,那么就不回复生命值,而是进行疗" "毒。" #. [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='疗伤单位':有dst='ability_healingheals +4' text='疗" "伤'能力的单位每回合能回复相邻友方单位dst='ability_healingheals " "+4' text='4点'dst='ability_healingheals +8' text='8点'生命" "值,或阻止中毒状态对该单位造成伤害。" #. [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='疗毒单位':有dst='ability_curingcures' text='疗" "毒'能力的单位可以解除全部相邻友方单位的中毒状态(如果此单位还有疗伤能" "力,则疗毒优先于疗伤)。" #. [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='升级': 当一个单位dst='advancement' text='升级'时,它将会完全回复。当你的单位获得足够多的经验值时,升级会立刻发生,而不" "论此时是不是你的回合。" #. [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" "休息可以和其它治疗方式叠加,但是村庄、再生、疗伤和疗毒效果则不能互相叠加:游" "戏会使用最优的治疗方式。最后,单位在过场时会完全治愈。" #. [topic]: id=healing #: data/core/help.cfg:506 msgid "" "\n" "\n" "text='Advanced'" msgstr "" "\n" "\n" "text='高级'" #. [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" "与其他治疗方式不同,疗伤能力并不会在被疗伤的单位的回合起效,而是在疗伤者的回" "合起效。这意味着,当一个单位被属于同一阵营的多名疗伤者包围时,它只会获得一名" "疗伤者的治疗,而当一个单位被属于多个同盟阵营的多名疗伤者包围时,它将在每个阵" "营的回合各被治疗一次。" #. [topic]: id=wrap_up #: data/core/help.cfg:516 msgid "Wrap Up" msgstr "总结" #. [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 "" "韦诺的基础介绍到此结束。你或许想要继续阅读基本策略的相关内容,或熟悉一下" "dst='..traits_section' text='特质'dst='.." "abilities_section' text='能力',不过现在你已经准备万全,可以去玩" "text='王座继承人'战役了。祝你好运,玩得开心!" #. [topic]: id=license #: data/core/help.cfg:522 msgid "License" msgstr "许可证" #. [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" "大多数单位拥有两种特质。然而,地精只拥有一种特质,而亡灵单位总会被指派给唯一" "的特质text='亡灵',有时则还有text='无惧',而树人则" "不会获得任何特质。 " #. [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 "" "特质是对单位属性的小幅修正。通常,特质是在单位被征募时随机指派的。一个单位可" "能获得的特质在很大程度上是由它的text='种族'决定的。" #. [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" "大多数非亡灵单位都可能获得的特质有dst='traits_intelligent' text='聪慧'dst='traits_quick' text='迅捷'dst='traits_resilient' " "text='坚韧'dst='traits_strong' text='强壮'。" #. [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" "精灵还可能获得dst='traits_dextrous' text='灵巧',而矮人可能获得" "dst='traits_healthy' text='康健'。巨魔以及某些人类可能获得" "dst='traits_fearless' text='无惧'。其他可能指派的特质包括" "dst='traits_loyal' text='忠诚', dst='traits_feral' text='野" "生'dst='traits_undead' text='亡灵'。\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" "地形有两种类型:text='基本' and text='混合'。" #. [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 "" "游戏地图中包含了许多不同的地形,这些地形既能影响单位的移动,也能影响单位在战" "斗中的闪避能力。" #. [topic]: id=..terrains_section #: data/core/help.cfg:549 msgid "" "\n" "\n" "
text='Basic Terrain Types'
" msgstr "" "\n" "\n" "
text='基本地形类型'
" #. [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" "基本地形类型包括平原、丘陵、山岭、沙地、水体和沼泽。除了这些之外还有很多别的" "类型——在此页面最后可以找到你已遇到的地形类型的列表。\n" "\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" "对每一种基本地形类型,每个单位都有对应的防御值和移动耗费。这些值列在单位的帮" "助页面中。基本地形类型也可能拥有独特的特性,例如照明效果等。" #. [topic]: id=..terrains_section #: data/core/help.cfg:557 msgid "" "\n" "\n" "
text='Mixed Terrain Types'
" msgstr "" "\n" "\n" "
text='混合地形类型'
" #. [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" "混合地形类型同时拥有多种基本地形类型的特性——当单位移动至混合地形上时,通常会" "获得其基本地形所对应的text='最佳的防御力'text='最差的移" "动力'。例如, text='森林丘陵'text='沙地丘陵'text='洞穴丘陵'都符合这一规则。\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" "一个明显的例外是桥梁地形,例如text='浅水之上的桥梁'、" "text='河滩'text='裂隙之上的桥梁'。人鱼和人类都可" "以轻松通过河滩——在河滩上移动的所有单位都可以享有平原和浅水之中最佳的防御力和" "最佳的移动力,而不是获得两者之中较差的移动力。类似地,不能飞行的单位可以通过" "裂隙之上的桥梁(毫不令人意外)。\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" "陆上村庄通常也可以提供最佳的防御和移动力。这些村庄是混合地形,基于村庄地形类" "型,以及丘陵、沼泽和洞穴地形类型之一。\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" "最后,陆上单位通常不能居住在水中村庄里。因此水中村庄不能为这些单位提供村庄的" "防御和移动加成,而是仅仅被视为普通的水地形格。\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" "将鼠标移动到六角格上并检视(在默认主题下)于右上角显示的地形类型图标,就可以" "看到该格对应的混合地形是由什么基本地形组成的了。" #. [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" "将鼠标移动到六角格上并按下快捷键,或右击并从上下文中选择text='地形描" "述',你就可以看到混合地形所产生的效果了。" #. [topic]: id=..terrains_section #: data/core/help.cfg:579 msgid "" "\n" "\n" "
text='Defense Caps'
" msgstr "" "\n" "\n" "
text='防御力上限'
" #. [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" "有些单位在特定的基本地形类型上有text='防御力上限'。当这些单位位" "于以此地形类型为基本类型的混合地形上时,这些单位会遭受惩罚——他们的防御力不能" "超过该上限。" #. [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" "例如,text='保王党骑兵' dst='unit_Cavalryman'在森林中的防御为30%," "同时,在森林中有防御力上限。因此,在森林丘陵上,他的防御为30%,而不是40%,因" "为混合防御力不能超过上限。" #. [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" "如果一个单位在某种地形上有防御力上限,那么这一上限总是和它在该地形上的防御相" "同(而不可能更高)。" #. [topic]: id=..terrains_section #: data/core/help.cfg:587 msgid "" "\n" "\n" "
text='Basic Terrain Types'
\n" "\n" msgstr "" "\n" "\n" "
text='基本地形类型'
\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 "" "韦诺引擎的高度可定制性使得玩家能够创造他们自己的游戏内容。除了新的场景,新的" "战役以外,还有很多未被打包进官方文件的游戏内容。\n" "\n" #. [topic]: id=using_addons #: data/core/help.cfg:610 msgid "Using Add-ons" msgstr "使用附加组件" #. [topic]: id=using_addons #: data/core/help.cfg:611 msgid "" "\n" "\n" "
text='Campaigns and Scenarios'
" msgstr "" "\n" "\n" "
text=战役和场景
" #. [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 "游戏支持各种类型的附加组件内容,分别适用于不同的游戏模式。" #. [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" "单人战役是讲述同一个故事的一系列场景的集合。独幕场景(如果被设计成这样玩的" "话)和常规战役都可以在标题画面中的text='战役'菜单中选取。" #. [topic]: id=using_addons #: data/core/help.cfg:615 msgid "" "\n" "\n" "
text='Multiplayer Campaigns, Scenarios, and Map Packs'
" msgstr "" "\n" "\n" "
text='多人游戏战役,场景和地图包'
" #. [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='多人游戏'能够以自定义的脚本场景或者甚至是专门设计的战役的" "形式进行。网上也有许多多人游戏场景可供下载。" #. [topic]: id=using_addons #: data/core/help.cfg:619 msgid "" "\n" "\n" "
text='Multiplayer Eras and Factions'
" msgstr "" "\n" "\n" "
text='多人游戏时代与阵营'
" #. [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" "不同种族的生物们相互合作,组成阵营,以供玩家在游戏中使用。各阵营根据平衡性和" "主题被组合成套,比如韦诺的主要阵营都被包括在了默认时代中。\n" "在text='多人游戏'模式中,你在创建新游戏时可以选择时代,然后各玩" "家可以在开始大厅中从该时代所提供的选项中选取他们的阵营。" #. [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" "你可以在帮助中的text='时代' dst='..eras_section'小节查看你已载入的" "时代。" #. [topic]: id=using_addons #: data/core/help.cfg:627 msgid "" "\n" "\n" "
text='Modifications'
" msgstr "" "\n" "\n" "
text='模组'
" #. [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" "模组是独立于场景和时代的可选脚本,它们可以修改默认游戏规则的各个方面。在创建" "新游戏时,你可以选择和配置模组。" #. [topic]: id=using_addons #: data/core/help.cfg:631 msgid "" "\n" "\n" "
text='Cores'
" msgstr "" "\n" "\n" "
text='核心'
" #. [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" "核心可以使得韦诺之战的完全转化成为可能。核心可以替换韦诺的所有内容:当载入不" "同的核心时,常规单位和地形等等都不会存在。\n" "\n" "核心允许制作者开发出明显不同的游戏体验:例如,二战战役,甚至是完全不同的游" "戏,只要这游戏可以使用六角格和某种类型的“单位”来表示即可。" #. [topic]: id=using_addons #: data/core/help.cfg:637 msgid "" "\n" "\n" "
text='Creator Resources'
" msgstr "" "\n" "\n" "
text='制作者资源'
" #. [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" "内容制作者们可以使用附加组件服务器上的资源包,利用其中的图像、音乐和代码等材" "料来丰富他们自己的游戏内容。尽管这些资源包并非为了在游戏直接使用而设计,其他" "一些附加组件可能会调用它们。因此,在下载那些附加组件时会建议或要求下载对应的" "资源包。" #. [topic]: id=installing_addons #: data/core/help.cfg:648 msgid "Installing Add-ons" msgstr "安装附加组件" #. [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 "" "通过主菜单中的text='附加组件'选项,玩家可以下载或者更新用户自制" "的附加组件。连接到附加组件服务器后(默认为text='add-ons.wesnoth.org'),你可以看到一份可供下载的组件列表。\n" "\n" "在每个条目下显示了该组件的安装状态。对于服务器中text='可升级的'" "或者text='已过期的'的附加组件,它们的所安装版本号和最新版本号都" "会被列在text='版本'栏中。\n" "\n" "要通过关键字搜索组件,只需要在搜索框中键入任何相关条目,并以空格隔开即可。你" "也可以通过点击各栏的顶端来为附加组件排序。通过点击右上角的text='类型'下拉框,你也可以让游戏只显示特定类别的附加组件。\n" "\n" "要安装某个附加组件,只需从列表中选取他,并点击text='+'按钮,或者" "双击附加组件的标题。 text='附加组件细节' 按钮可以提供关于该附加" "组件的一些更多的细节,比如其完整描述、安装状态以及可用的翻译。" #. [topic]: id=removing_addons #: data/core/help.cfg:662 msgid "Removing Add-ons" msgstr "移除附加组件" #. [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 "" "要移除附加组件,选择附加组件服务器连接对话中的 text='移除附加组件' 选项。你可以从中勾选想要移除的附加组件。\n" "\n" "如果附加组件中包含了发布信息(text='.pbl文件')的话,你将无法移除" "它。\n" "这样设计是为了避免文件的意外损失。如果必要的话,你可以在文件管理器中手动删除" "信息文件和附加组件。" #. [topic]: id=general_commands #: data/core/help.cfg:678 msgid "General Commands" msgstr "常规命令" #. [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 "" "这些命令有两种输入方法:一是通过命令行输入,请在命令前加上“:”(如此处所示);" "二是通过聊天窗口输入,请在命令前加上“/”(请先按“m”键来打开聊天窗口)。\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" "类似于“fps”命令,但同时也会强制进行全局重绘,而不是只重绘有变化的部分。\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:684 msgid "" "\n" "Clear chat messages.\n" "\n" msgstr "" "\n" "清除聊天信息。\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" "开启调试模式(不能用于多人游戏)。请参阅dst='debug_commands' text='调试" "模式命令'。\n" "退出游戏或输入 :nodebug 将关闭调试模式。\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" "将阵营控制权在人类和AI之间切换。第二个参数可以是“off”,以使该阵营处于人类控制" "之下;“on”,以观察AI的行动;或“full”,使AI的回合变得和另一个玩家的回合相似" "(即不能观察其行动)。如果没有提供第二个参数,则将在“on”和“off”之间切换。如果" "没有提供参数,默认为切换当前活动阵营的控制权。\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:694 msgid "" "\n" "Display the controller status of a side.\n" "\n" msgstr "" "\n" "显示一方的控制权状态。\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" "开/关“每秒帧数”(FPS)的显示。并将这些值写入用户数据目录中的一个文件里。\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" "将一个日志域切换到不同的日志级别。\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" "重绘屏幕并重新读取所有被更改过的图片。\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:706 msgid "" "\n" "Bring up theme selection menu.\n" "\n" msgstr "" "\n" "弹出主题选择菜单。\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:709 msgid "" "\n" "Quit the scenario (without prompting).\n" "\n" msgstr "" "\n" "退出场景(无确认提示)。\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:712 msgid "" "\n" "Save the game (without prompting).\n" "\n" msgstr "" "\n" "保存游戏(无确认提示)。\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:715 msgid "" "\n" "Save the game and quit the scenario (without prompting)." msgstr "" "\n" "保存游戏并退出场景(无确认提示)。" #. [topic]: id=mp_commands #: data/core/help.cfg:723 msgid "Multiplayer Commands" msgstr "多人游戏命令" #. [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" "在多人游戏中根据某个用户名所使用的IP地址来封禁该用户,并把他踢出游戏。可以对" "并不在游戏过程中但在服务器上的用户使用。(当然这时他们是不会被踢出游戏" "的。)\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" "将某一阵营的控制权(此处输入该阵营的编号)赋予某个用户(此处输入玩家或观察者" "的昵称)。你可以在text='场景设置'对话框中查看哪个玩家控制着哪个" "阵营(在text='状态表'中按text='更多'按钮即可,默认快" "捷键是alt+s)。主机可以改变任何阵营的控制权。\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" "启动对话,帮助主机改变各方的控制权\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" "开关一个阵营的空闲状态。在网络断线后,主机可以将一个阵营设为空闲。\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" "从多人游戏中踢出某个用户。他们可以重新进入加入游戏。如果你只是希望改变他所控" "制的阵营,请使用 :control 命令。\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" "向一名用户发送私人消息。在游戏进行中,向正控制着同一场游戏中的某个阵营的玩家" "发送私人消息是不可能的。\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" "将一个指定的观察者禁言。如果没有指定用户名,则显示被禁言的观察者的列表。\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" "对所有观察者禁言/取消禁言。\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" "在多人游戏中解封使用这一用户名的用户的IP地址。可以对并不在游戏过程中但在服务" "器上的用户使用。\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" "对一个指定的观察者取消禁言。如果没有指定用户名,则解禁所有被禁言的观察者。" #. [topic]: id=debug_commands #: data/core/help.cfg:761 msgid "Debug Mode Commands" msgstr "调试模式命令" #. [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" "在战役中弹出菜单,以选择一幕场景立即进入。\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" "在所选的六角格中创建指定类型的单位。\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:770 msgid "" "\n" "Toggle fog/shroud for the current side.\n" "\n" msgstr "" "\n" "为当前阵营开关战争迷雾或战场黑幕。\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" "为当前阵营添加指定数量的金币。\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" "立即进入该战役的下一幕场景。\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:779 msgid "" "\n" "Manually set a gamestate variable to value.\n" "\n" msgstr "" "\n" "手动设置一个游戏变量的值。\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:782 msgid "" "\n" "Show a gamestate variable.\n" "\n" msgstr "" "\n" "显示一个游戏变量。\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:785 msgid "" "\n" "Manually fire the specified event.\n" "\n" msgstr "" "\n" "手动触发指定的事件。\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" "改变被选定单位的指定属性。例如::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" "使被选定单位连升N级。例如::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 "" "允许此单位在己方回合开始时对相邻的友方单位进行疗伤。\n" "\n" "此疗伤者所治疗的单位每回合最多能恢复4点生命值,或阻止毒性在该回合发作。\n" "然而,此能力不能对中毒的单位进行疗毒,只能拖延毒性的发作而已。" #. [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 "" "此单位将魔法与草药混合使用以在战场上治疗单位,比通常可能的速度快得多。\n" "\n" "此疗伤者所治疗的单位每回合最多能恢复8点生命值,或阻止毒性在该回合发作。\n" "然而,此能力不能对中毒的单位进行疗毒,只能拖延毒性的发作而已。" #. [heals]: id=curing #: data/core/macros/abilities.cfg:62 msgid "female^cures" msgstr "疗毒" #. [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 "疗毒者可以解除单位的中毒状态,虽然该单位在被疗毒的回合将不能被疗伤。" #. [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 "" "此单位可以每回合回复自身8点生命值。如果中了毒,那么就疗毒,而不是疗伤。" #. [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 "" "此单位可以每回合回复自身4点生命值。如果中了毒,那么就疗毒,而不是疗伤。" #. [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 "此单位能够治疗自己,但效果不如驻扎在村庄里时的治疗效果。" #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:131 msgid "female^steadfast" msgstr "坚定" # not very sure about "vulnerabilities are not affected" #. [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 "当进行防御时,此单位具有双倍抗性,最高50%。此单位的弱点不受影响。" #. [chance_to_hit]: id=diversion #: data/core/macros/abilities.cfg:145 msgid "diversion" msgstr "分神" #. [chance_to_hit]: id=diversion #: data/core/macros/abilities.cfg:146 msgid "female^diversion" msgstr "分神" #. [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 "" "如果敌人被此单位和其他对其怀有敌意的单位前后包夹,此单位就可以让目标分神,让" "其命中率下降20%。" #. [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 "" "如果目标被此单位和其他对其怀有敌意的单位前后包夹,此单位就可以让目标分神,让" "其命中率下降。" #. [leadership]: id=leadership #: data/core/macros/abilities.cfg:200 msgid "female^leadership" msgstr "领导" #. [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 "" "此单位可以在战斗中领导其他部队。\n" "\n" "同一阵营中所有相邻的比此单位低级的单位,每相差一个等级,就会多造成25%的伤害。" #. [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 "此单位擅长于从敌人旁边迅速通过,且能忽略所有敌人单位的控制区域。" #. [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 "" "此单位照亮附近的区域,使守序单位更好地战斗,而使混沌单位的表现变差。\n" "\n" "如果现在是夜间,那么与此单位相邻的单位会像在黄昏时那样战斗,如果现在是黄昏," "那么他们会像在白天时那样战斗。" #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:251 msgid "female^teleport" msgstr "传送" #. [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 "" "此单位可以花费一次移动机会,在任意两个属于此单位所属阵营的无人驻守的村庄之间" "传送。" #. [hides]: id=ambush #: data/core/macros/abilities.cfg:283 msgid "female^ambush" msgstr "伏击" #. [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 "" "此单位可以隐藏在森林里,不会被敌人发觉。\n" "\n" "当此单位在森林里时,敌人看不见他,除非敌方有单位与他相邻。第一个发现此单位的" "敌方单位将立刻丧失其剩余的全部行动点数。" #. [hides]: id=burrow #: data/core/macros/abilities.cfg:302 msgid "burrow" msgstr "潜地" #. [hides]: id=burrow #: data/core/macros/abilities.cfg:303 msgid "female^burrow" msgstr "潜地" #. [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 "" "此单位若在休息(在一回合中没有行动),则可以隐藏在森林或沙地里,不会被敌方发" "觉。\n" "\n" "当此单位在森林或沙地里休息时,敌方看不见他,除非敌方有单位与他相邻。第一个发" "现此单位的敌方单位将立刻丧失其剩余的全部移动点数。" #. [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 "" "此单位在晚上将变为隐形。\n" "\n" "敌方单位在晚上看不见此单位,除非敌军有单位与他相邻。第一个发现此单位的敌方单" "位将立刻丧失其剩余的全部行动点数。" #. [hides]: id=concealment #: data/core/macros/abilities.cfg:344 msgid "female^concealment" msgstr "隐蔽" #. [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 "" "此单位可以隐藏在村庄里(水中村庄除外)而不会被敌人发觉,除了那些与他相邻的敌" "人之外。\n" "\n" "当此单位在村庄里时,敌人看不见他,除非敌方有单位与他相邻。第一个发现此单位的" "敌方单位将立刻丧失其剩余的全部行动点数。" #. [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 "" "此单位可以潜入深水,不会被敌人发觉。\n" "\n" "当此单位在深水里时,敌人看不见他,除非敌方有单位与他相邻。第一个发现此单位的" "敌方单位将立刻丧失其剩余的全部行动点数。" #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:385 msgid "female^feeding" msgstr "食尸" #. [berserk]: id=berserk #: data/core/macros/abilities.cfg:398 msgid "berserk" msgstr "狂暴" #. [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 "" "不论是在进攻还是防御时,此攻击都会使作战双方维持战斗状态,直到其中一方被杀," "或者恶斗三十回合为止。" #. [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 "" "在用于进攻时,如果目标的另一面(与进攻方相对)紧邻着与目标敌对的单位,且该单" "位具有战斗力(没有被石化或者被别的方式麻痹)时,此攻击将造成双倍伤害。" #. [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 "" "当一个单位被瘟疫攻击杀死时,该单位将变成与进行瘟疫攻击的单位属于同一阵营的单" "位,并与进行瘟疫攻击的单位属于同一阵营。这对亡灵或在村庄中的单位不起作用。" #. [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 "" "此攻击将使目标减速,直到本回合结束。减速攻击使目标的攻击伤害减半,而移动消耗" "则加倍。被减速的单位被选中时,其侧边栏信息中会显示一个蜗牛图标。" #. [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 "此攻击将使目标石化,也就是把他变成石头。被石化的单位将不能移动或攻击。" #. [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 "当用于进攻时,此攻击总是至少有60%的几率会命中。" #. [chance_to_hit]: id=deflect #: data/core/macros/abilities.cfg:489 msgid "deflect" msgstr "偏转" #. [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 "当用于防御时,此攻击将使得对手的命中率下降10%。" #. [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 "此单位的防御技巧减少了敌方的攻击成功率。" #. [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 "此攻击无视被攻击单位的防御能力,而总是拥有70%的命中率。" #. [swarm]: id=swarm #: data/core/macros/abilities.cfg:517 msgid "swarm" msgstr "群击" #. [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 "" "这种攻击的打击次数随着此单位的伤势递减,其打击次数与此单位当前生命值所占最大" "生命值的比重成正比。例如,一个生命值只剩下最大值的3/4的单位,其打击次数也只有" "峰值的3/4。" #. [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 "" "用于进攻时,此攻击将对目标造成双倍伤害,但目标的反击也会使此单位受到双倍伤" "害。" #. [damage]: id=absorb #: data/core/macros/abilities.cfg:542 msgid "absorb" msgstr "吸收" #. [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 "此攻击使单位处于良好的防御体势,可以吸收敌人攻击造成的部分伤害。" #. [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 "此单位可以格挡敌人的打击,使其被击中时受到的伤害减少。" #. [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 "" "此单位从活体单位身上吸取体力,使得自身的生命值回复所造成伤害的一半(向下舍" "入)。" #. [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 "此单位使用此攻击时,总是能率先攻击,即使是在防御时也不例外。" #. [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 "" "此攻击使活体目标中毒。中毒单位每回合失去8点生命值,直到他们被治愈或生命值降到" "1。仅仅靠毒素本身是不足以杀死一个单位的。" #. [advancement]: id=amla_default #: data/core/macros/amla.cfg:10 msgid "Max HP bonus +3, Max XP +20%" msgstr "最大生命值奖励+3,最大经验值+20%" #. [time]: id=midday #. [time]: id=midday_hour #: data/core/macros/schedules.cfg:37 data/core/macros/schedules.cfg:344 msgid "Midday" msgstr "正午" #. [time]: id=midnight #. [time]: id=midnight_hour #: data/core/macros/schedules.cfg:79 data/core/macros/schedules.cfg:206 msgid "Midnight" msgstr "午夜" #. [time]: id=second_watch_hour1 #: data/core/macros/schedules.cfg:218 msgid "Second Watch — First Hour" msgstr "后半夜 — 第一小时" #. [time]: id=second_watch_hour2 #: data/core/macros/schedules.cfg:230 msgid "Second Watch — Second Hour" msgstr "后半夜 — 第二小时" #. [time]: id=second_watch_hour3 #: data/core/macros/schedules.cfg:242 msgid "Second Watch — Third Hour" msgstr "后半夜 — 第三小时" #. [time]: id=second_watch_hour4 #: data/core/macros/schedules.cfg:254 msgid "Second Watch — Fourth Hour" msgstr "后半夜 — 第四小时" #. [time]: id=second_watch_hour5 #: data/core/macros/schedules.cfg:266 msgid "Second Watch — Fifth Hour" msgstr "后半夜 — 第五小时" #. [time]: id=second_watch_hour6 #: data/core/macros/schedules.cfg:278 msgid "Second Watch — Sixth Hour" msgstr "后半夜 — 第六小时" #. [time]: id=morning_hour1 #: data/core/macros/schedules.cfg:302 msgid "Morning — First Hour" msgstr "上午 — 第一小时" #. [time]: id=morning_hour2 #: data/core/macros/schedules.cfg:314 msgid "Morning — Second Hour" msgstr "上午 — 第二小时" #. [time]: id=morning_hour3 #: data/core/macros/schedules.cfg:326 msgid "Morning — Third Hour" msgstr "上午 — 第三小时" #. [time]: id=morning_hour4 #: data/core/macros/schedules.cfg:335 msgid "Morning — Fourth Hour" msgstr "上午 — 第四小时" #. [time]: id=afternoon_hour1 #: data/core/macros/schedules.cfg:353 msgid "Afternoon — First Hour" msgstr "下午 — 第一小时" #. [time]: id=afternoon_hour2 #: data/core/macros/schedules.cfg:362 msgid "Afternoon — Second Hour" msgstr "下午 — 第二小时" #. [time]: id=afternoon_hour3 #: data/core/macros/schedules.cfg:371 msgid "Afternoon — Third Hour" msgstr "下午 — 第三小时" #. [time]: id=afternoon_hour4 #: data/core/macros/schedules.cfg:380 msgid "Afternoon — Fourth Hour" msgstr "下午 — 第四小时" #. [time]: id=afternoon_hour5 #: data/core/macros/schedules.cfg:389 msgid "Afternoon — Fifth Hour" msgstr "下午 — 第五小时" #. [time]: id=afternoon_hour6 #: data/core/macros/schedules.cfg:400 msgid "Afternoon — Sixth Hour" msgstr "下午 — 第六小时" #. [time]: id=first_watch_hour1 #: data/core/macros/schedules.cfg:423 msgid "First Watch — First Hour" msgstr "前半夜 — 第一小时" #. [time]: id=first_watch_hour2 #: data/core/macros/schedules.cfg:435 msgid "First Watch — Second Hour" msgstr "前半夜 — 第二小时" #. [time]: id=first_watch_hour3 #: data/core/macros/schedules.cfg:447 msgid "First Watch — Third Hour" msgstr "前半夜 — 第三小时" #. [time]: id=first_watch_hour4 #: data/core/macros/schedules.cfg:459 msgid "First Watch — Fourth Hour" msgstr "前半夜 — 第四小时" #. [time]: id=dawn1 #: data/core/macros/schedules.cfg:514 msgid "First Dawn" msgstr "第一个黎明" #. [time]: id=dawn2 #: data/core/macros/schedules.cfg:525 msgid "Second Dawn" msgstr "第二个黎明" #. [time]: id=morning1 #: data/core/macros/schedules.cfg:536 msgid "First Morning" msgstr "第一个清晨" #. [time]: id=morning2 #: data/core/macros/schedules.cfg:548 msgid "Second Morning" msgstr "第二个清晨" #. [time]: id=midday1 #: data/core/macros/schedules.cfg:560 msgid "First Midday" msgstr "第一个正午" #. [time]: id=midday2 #: data/core/macros/schedules.cfg:572 msgid "Second Midday" msgstr "第二个正午" #. [time]: id=afternoon1 #: data/core/macros/schedules.cfg:584 msgid "First Afternoon" msgstr "第一个下午" #. [time]: id=afternoon2 #: data/core/macros/schedules.cfg:596 msgid "Second Afternoon" msgstr "第二个下午" #. [time]: id=dusk1 #: data/core/macros/schedules.cfg:608 msgid "First Dusk" msgstr "第一个黄昏" #. [time]: id=dusk2 #: data/core/macros/schedules.cfg:619 msgid "Second Dusk" msgstr "第二个黄昏" #. [time]: id=short_dark #: data/core/macros/schedules.cfg:630 msgid "The Short Dark" msgstr "短夜" #. [time]: id=long_dark1 #: data/core/macros/schedules.cfg:642 msgid "The Long Dark (1)" msgstr "长夜(1)" #. [time]: id=long_dark2 #: data/core/macros/schedules.cfg:654 msgid "The Long Dark (2)" msgstr "长夜(2)" #. [time]: id=long_dark3 #: data/core/macros/schedules.cfg:666 msgid "The Long Dark (3)" msgstr "长夜(3)" #. [time]: id=long_dark4 #: data/core/macros/schedules.cfg:680 msgid "The Long Dark (4)" msgstr "长夜(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 "特别备注:" #: data/core/macros/special-notes.cfg:16 msgid "" "Spirits have very unusual resistances to damage, and move quite slowly over " "open water." msgstr "亡魂们对伤害具有相当不寻常的抗性,但在开阔的水面上移动得很慢。" #: 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 "此单位的奥术攻击对魔法造物将造成巨大的伤害,对某些凡间的生物也是如此。" #: data/core/macros/special-notes.cfg:26 msgid "This unit is capable of basic healing." msgstr "此单位能够简单疗伤。" #: data/core/macros/special-notes.cfg:29 msgid "This unit is capable of rapid healing." msgstr "此单位能够迅速疗伤。" #: data/core/macros/special-notes.cfg:32 msgid "" "This unit is capable of healing those around it, and curing them of poison." msgstr "此单位能够为周围的单位疗伤,并解除中毒状态。" #: data/core/macros/special-notes.cfg:35 msgid "" "This unit is capable of neutralizing the effects of poison in units around " "it." msgstr "此单位能够解除周围单位的中毒状态。" #: data/core/macros/special-notes.cfg:38 msgid "" "This unit regenerates, which allows it to heal as though always stationed in " "a village." msgstr "此单位能够再生,这让它能够像一直驻扎在村庄里一样得到治疗。" #: data/core/macros/special-notes.cfg:41 msgid "" "The steadiness of this unit reduces damage from some attacks, but only while " "defending." msgstr "" "此单位的坚忍不拔使得它遭到某些攻击时受到的伤害下降,但这只在防御时有效。" #: 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 "" "此单位的领导能力使得相邻的本阵营单位在战斗中造成更多的伤害,虽然这只对比此单" "位等级低的单位有效。" #: 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 "" "此单位的散兵作战能力使其能够忽略敌方控制区域,因而能毫无阻碍地在他们身边移" "动。" #: data/core/macros/special-notes.cfg:50 msgid "Illumination increases the lighting level in adjacent areas." msgstr "照明能力会提升相邻区域的明亮程度。" #: 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 "" "此单位可以花费一次移动机会,在任意两个属于本阵营的无人驻守的村庄之间传送。" #: 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 "" "在树林中,此单位的伏击技能让敌人无法察觉到其存在,除非敌人与其紧邻,或者此单" "位在攻击时暴露了自己。" #: data/core/macros/special-notes.cfg:59 msgid "This unit is able to hide at night, leaving no trace of its presence." msgstr "此单位能够在夜晚隐匿身形,不留蛛丝马迹。" #: 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 "" "此单位可以隐藏在村庄里(水中村庄除外)而不会被敌人发觉,除了那些与它相邻的敌" "人之外。" #: data/core/macros/special-notes.cfg:65 msgid "" "This unit can move unseen in deep water, requiring no air from the surface." msgstr "此单位不需要呼吸水面上的空气,可以在深水中移动而不被发现。" #: data/core/macros/special-notes.cfg:68 msgid "" "This unit gains 1 hitpoint added to its maximum whenever it kills a living " "unit." msgstr "此单位每杀死一个活体单位,其最大生命值就会增加1点。" #: 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 "无论何时,只要此单位使用狂暴攻击,就将不停战斗,直到自己或敌方死亡。" #: 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 "" "如果目标被此单位和其他对其怀有敌意的单位前后包夹,此单位就可以悄悄绕到敌人背" "后并背刺之,造成双倍伤害。" #: 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 "因瘟疫而丧生的敌人将重生为亡灵,除非他们在丧生前驻扎在村庄里。" #: 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 "" "此单位能够使敌人减速,让他们的移动速度和攻击伤害都减半,直到他们的回合结束。" #: data/core/macros/special-notes.cfg:83 msgid "" "The ability to turn the living to stone makes this unit extremely dangerous." msgstr "把活人变成石头的能力使得此单位变得极其危险。" #: 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 "此单位的精准射术让它有很高的几率命中被瞄准的敌人,但只有在进攻时有效。" #: data/core/macros/special-notes.cfg:89 msgid "" "This unit has magical attacks, which always have a high chance of hitting an " "opponent." msgstr "此单位拥有魔法攻击,该攻击总是有很高的几率能命中对手。" #: data/core/macros/special-notes.cfg:92 msgid "" "The swarming attacks of this unit become less deadly whenever its members " "are wounded." msgstr "当此单位的成员受伤时,他们的成群攻击就不那么致命了。" #: 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 "冲锋攻击时,输出和受到的伤害都加倍。防守反击则不受此影响。" #: data/core/macros/special-notes.cfg:98 msgid "" "During battle, this unit can drain life from victims to renew its own health." msgstr "作战时,此单位能够从受害者身上吸取生命以补充自己的体力。" #: 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 "此单位的武器长度使得他在近战中可以先发制人,甚至在防御时也是如此。" #: 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 "" "此单位的毒素的受害者们将持续受到伤害,直到他们在城镇中疗毒,或者被拥有疗毒能" "力的单位疗毒为止。" #: 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 "" "此单位在某些地形类型上有防御力上限——在以这些地形类型为基本类型的混合地形上," "此单位不能获得更高的防御值。" #. [trait]: id=loyal #: data/core/macros/traits.cfg:12 msgid "loyal" msgstr "忠诚" #. [trait]: id=loyal #: data/core/macros/traits.cfg:13 msgid "female^loyal" msgstr "忠诚" #. [trait]: id=loyal #: data/core/macros/traits.cfg:14 msgid "Zero upkeep" msgstr "零维护费用" #. [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" "在战役中,一些单位会自愿加入玩家的阵营。这些单位都有忠诚特质作为其标志。虽然" "召回他们需要付费,但却不需要维护费用。在漫长的战役中,金币短缺,这种特质真是" "不可多得。招募而来的单位永远都不会有这种特质,所以解散这样的单位或让他们去白" "白送死或许是很不聪明的做法。" #. [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 "" "text='忠诚'单位不需要维护费用。大多数单位在每回合结束时都需要花" "费维护费用,该费用与他们的等级相等。而忠诚单位不会增加这笔开销。" #. [trait]: id=undead #: data/core/macros/traits.cfg:56 msgid "female^undead" msgstr "亡灵" #. [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 "免疫吸血、毒素和瘟疫" #. [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" "亡灵单位通常只拥有亡灵这一种特质。亡灵单位通常是些被召唤起来再次战斗的尸体," "因此毒素对它们不起作用。这使得它们在与那些善于用毒的对手作战时的价值无法估" "量。" #. [trait]: id=undead #: data/core/macros/traits.cfg:58 msgid "" "text='Undead' units are immune to poison, drain, and plague." msgstr "text='亡灵'单位对毒素免疫,而吸血与瘟疫对它们同样无效。" #. [trait]: id=mechanical #: data/core/macros/traits.cfg:81 msgid "mechanical" msgstr "机械" #. [trait]: id=mechanical #: data/core/macros/traits.cfg:82 msgid "female^mechanical" msgstr "机械" #. [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" "机械单位通常只拥有机械这一种特质。由于机械单位并不真的拥有生命,所以吸血、毒" "素和瘟疫对它们不起作用。" #. [trait]: id=mechanical #: data/core/macros/traits.cfg:84 msgid "" "text='Mechanical' units are immune to poison, drain, and " "plague." msgstr "text='机械'单位对毒素免疫,而吸血与瘟疫对它们同样无效。" #. [trait]: id=elemental #: data/core/macros/traits.cfg:107 msgid "elemental" msgstr "元素" #. [trait]: id=elemental #: data/core/macros/traits.cfg:108 msgid "female^elemental" msgstr "元素" #. [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" "元素单位通常只拥有text='元素'这一种特质。由于元素单位是由纯能量" "组成的存在,所以吸血、毒素和瘟疫对它们不起作用。" #. [trait]: id=elemental #: data/core/macros/traits.cfg:110 msgid "" "text='Elemental' units are immune to poison, drain, and " "plague." msgstr "text='元素' 单位对毒素免疫,而吸血与瘟疫对它们同样无效。" #. [trait]: id=strong #: data/core/macros/traits.cfg:132 msgid "strong" msgstr "强壮" #. [trait]: id=strong #: data/core/macros/traits.cfg:133 msgid "female^strong" msgstr "强壮" #. [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" "虽然对任何近战单位都有用,但强壮这一特质对于像精灵战士这样攻击次数多的单位是" "最有效的。当仅仅一点点额外的伤害便能让一次普通攻击变成致命一击时,强壮单位的" "价值便完全体现出来了。" #. [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='强壮'单位在近战中每次成功的攻击都将造成1点额外伤害,并且这" "种单位具有1点额外生命值。" #. [trait]: id=dextrous #: data/core/macros/traits.cfg:153 msgid "dextrous" msgstr "灵巧" #. [trait]: id=dextrous #: data/core/macros/traits.cfg:154 msgid "female^dextrous" msgstr "灵巧" #. [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" "灵巧是精灵独有的特质。精灵以其不同寻常的优雅与善用弓箭而闻名。甚而,有些精灵" "天赋异禀,远远胜过自己的同胞。这些精灵每次用箭攻击都会造成1点的额外伤害。" #. [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 "text='灵巧'单位每次成功的远程攻击都将造成1点的额外伤害。" #. [trait]: id=quick #: data/core/macros/traits.cfg:170 msgid "quick" msgstr "迅捷" #. [trait]: id=quick #: data/core/macros/traits.cfg:171 msgid "female^quick" msgstr "迅捷" #. [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" "迅捷是最容易察觉的特质,特别是对移动很慢的单位而言,比如巨魔或重甲步兵。具有" "迅捷特质的单位在恶劣地形上的机动性经常大为提升,在部署你的部队时这是需要考虑" "的重要因素。但迅捷单位不如没有该特质的单位强壮,因而在守卫炮火连天的阵地时没" "有那些单位好用。" #. [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='迅捷'单位有1点额外的移动点数,但是比通常单位要少5%的生命" "值。" #. [trait]: id=intelligent #: data/core/macros/traits.cfg:190 msgid "intelligent" msgstr "聪慧" #. [trait]: id=intelligent #: data/core/macros/traits.cfg:191 msgid "female^intelligent" msgstr "聪慧" #. [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" "text='聪慧'单位在战役的开始阶段非常有用,因为他们能更快地升到高" "等级。在战役的后期聪慧单位并不是很有用,因为text='满级奖励'" "(AMLA)与升级相比效果并不显著。如果拥有很多达到“满级”的单位,那你也许会希望" "召回那些拥有更有用的特质的单位。" #. [trait]: id=intelligent #: data/core/macros/traits.cfg:192 msgid "Intelligent units require 20% less experience than usual to advance." msgstr "聪慧单位每次升级所需的经验值比通常情况少20%。" #. [trait]: id=resilient #: data/core/macros/traits.cfg:206 msgid "resilient" msgstr "坚韧" #. [trait]: id=resilient #: data/core/macros/traits.cfg:207 msgid "female^resilient" msgstr "坚韧" #. [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" "坚韧单位在战役的整个阶段中都非常有用,并且这是一个对所有单位都有用的特质。坚" "韧特质对拥有较低的生命值、较高的闪避能力或较高抗性的单位特别有帮助。坚韧单位" "在把守战略要害部位方面尤其有用。" #. [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='坚韧'单位有额外的4点生命值,且每升一级增加的生命值也多1" "点。" #. [trait]: id=healthy #: data/core/macros/traits.cfg:228 msgid "female^healthy" msgstr "康健" #. [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='康健'单位拥有1点额外的生命值,并且每升一级再获得额外的1" "点。他们也能每回合回复2点生命值,而不论在前一回合是否参加了战斗。" #. [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 "" "有些矮人以生命力顽强著称,他们比别的矮人更强壮,甚至可以在移动的同时休息。" #. [trait]: id=fearless #: data/core/macros/traits.cfg:253 data/core/macros/traits.cfg:270 msgid "female^fearless" msgstr "无惧" #. [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 "在不适应的时段(昼间/夜间)也能正常作战" #. [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 "对光明或者黑暗的不适绝不可能使这些勇敢的战士动摇。" #. [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 "在陆地村庄里只能拥有50%的闪避率" #. [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 "" "对低智商的野生生物而言,智慧生物的居所并不能很容易地作为自己的掩护。因此," "text='野生'单位在任何一个陆地村庄中都只能获得最高50%的闪避率,而" "不论其下的地形如何。" #. [trait]: id=weak #: data/core/macros/traits.cfg:304 msgid "weak" msgstr "虚弱" #. [trait]: id=weak #: data/core/macros/traits.cfg:305 msgid "female^weak" msgstr "虚弱" #. [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 "拥有text='虚弱'特质的单位,其生命值和近战伤害各减少1点。" #. [trait]: id=slow #: data/core/macros/traits.cfg:323 msgid "slow" msgstr "缓慢" #. [trait]: id=slow #: data/core/macros/traits.cfg:324 msgid "female^slow" msgstr "缓慢" #. [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" "体型庞大而笨拙,地精和其它种族中的慢速个体在移动上受到限制,但在忍耐力上却得" "到了少许补偿。" #. [trait]: id=slow #: data/core/macros/traits.cfg:325 msgid "" "text='Slow' units have 1 less movement point but 5% more " "hitpoints." msgstr "text='缓慢'单位的移动点数少1点,但是生命值多5%。" #. [trait]: id=dim #: data/core/macros/traits.cfg:343 msgid "dim" msgstr "愚笨" #. [trait]: id=dim #: data/core/macros/traits.cfg:344 msgid "female^dim" msgstr "愚笨" #. [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" "愚笨在地精和其他低等种族中是常见得过头的特质。这些种族之所以低等是有原因的," "而这便是其中之一。" #. [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 "" "拥有text='愚笨'特质的单位升级所需的经验值比一般单位多20%。" #. [trait]: id=aged #: data/core/macros/traits.cfg:359 msgid "aged" msgstr "年迈" #. [trait]: id=aged #: data/core/macros/traits.cfg:360 msgid "female^aged" msgstr "年迈" #. [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 "" "拥有text='年迈'特质的单位,其生命值减少8点,移动点数和近战伤害均" "减少1点。" #: 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 "" "尽管兽人依赖蛮力,但他们的子嗣中只有很少的一部分长大后会拥有力量。虽然外表上" "有区别,但地精天生就是兽人的兄弟,是同一种族的成员。其他种族通常只会抚养一个" "或一对孩子,但兽人却会一下子抚养一大窝后代,以至于他们的人口很快便会爆炸。在" "任一窝后代中,只会有一个或两个长大后会拥有“真正的兽人”的力量,有一些出生时便" "会较小较弱,而还剩下的,几乎在任何一窝中都会占一半的数量,他们要弱得多,并注" "定会成为地精。几乎在出生时,兽人社会的阶级制度便会显现,弱小的成员会被更强壮" "的同辈决定自己的地位。强壮的兽人总是会抢得绝大部分食物而长得更加强壮,而他们" "弱小的同辈则不会。" #. [race]: id=bats #: data/core/units.cfg:39 msgid "race^Bat" msgstr "蝙蝠" #. [race]: id=bats #: data/core/units.cfg:40 msgid "race+female^Bat" msgstr "蝙蝠" #. [race]: id=bats #: data/core/units.cfg:41 msgid "race^Bats" msgstr "蝙蝠" #. [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 "" "蝙蝠有多种不同的外形和大小,其中大部分都是基本无害的,只是吃昆虫和其他小动物" "为生。而现已确知,更大更凶残的蝙蝠种群对人类、其他种族以及他们的牲畜而言都是" "一种威胁,尤其是当它们成群袭来时。它们通常在夜间活动,也往往会被那些同样热爱" "夜晚的家伙们收留(有时是被驯养)。" #. [race]: id=drake #: data/core/units.cfg:51 msgid "race^Drake" msgstr "龙人" #. [race]: id=drake #: data/core/units.cfg:52 msgid "race+female^Drake" msgstr "龙人" #. [race]: id=drake #: data/core/units.cfg:53 msgid "race^Drakes" msgstr "龙人" #. [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 "" "龙人是庞大,有翼,喷吐火焰的生物,使人联想到真正的龙。平均而言,成年龙人站起" "来大约有三米高,比一个人加一匹马的总重量还重得多。他们的皮肤由坚硬的鳞片组" "成,对穿刺和冰寒之外的大多数物理攻击都有很高的抗性。大多数龙人都能真正地飞" "行,而且能快速地远距离移动。但龙人巨大的体重和身形似乎有些影响飞行能力,使得" "他们在空中有点儿笨拙。所以他们尽可能地从丘陵、山头或者树上起飞,以获得更高的" "高度和更快的速度。对于他们的敌人来说幸运的是,龙人仍然是很笨拙的生物,在战斗" "中速度出奇地缓慢。这个弱点,再加上大身材,使得对于那些胆敢袭击他们的家伙们而" "言,龙人是很容易对付的目标。\n" "\n" "龙人天生就是魔法生物,正是他们体内的神秘火焰滋养着他们的生命。当一个龙人战士" "在战斗中死去时,这一点很容易就能观察到:逝者体内的火焰会释放出来,将尸体燃烧" "殆尽。体内的火焰也是他们最大的弱点:这使他们极易被冰寒攻击所伤。虽然他们有魔" "力本能,但龙人却不能用可控的方式来使用魔法。尽管龙人体内的魔法使得他们可以吐" "火,也给了他们生命,但他们却不能有意识地控制这魔法的作用。\n" "\n" "
text='社会'
\n" "龙人是一个相对好战的种族,他们的社会可以准确地称为教化后的军事社会。龙人部落" "的核心由一小群经验丰富的老兵组成,并由一位与他们相互尊重的——或者只是相互畏惧" "的——dst='dominant' text='统御者'来领导,他用铁腕统治着龙人社会。龙" "人成员必须在这个严格的层级体系中争取自己的地位,服从上级,指挥下属。进入精英" "统治阶层的唯一可能性是单挑上级并取得胜利,这也是精英们内部层级体系的建立方" "法。针对龙人同胞的任何形式的欺骗,都毫无例外地被视为懦弱而不可接受的。\n" "\n" "虽然龙人好战的天性和对领土的敏感使得他们野蛮地捍卫自己的领地,但他们很少会入" "侵已经被其他主要种族占据的区域。相反,他们会在无人居住的地区定居,并建立自己" "的领地。他们主要猎取家园周边低地中的猎物为食,但刚孵化的幼仔和低等阶层的龙人" "也会在自己的洞穴里培养特定种类的苔藓和真菌,并以此来过活。龙人唯一看重的技术" "是铠甲和武器锻造,他们不知道也不需要除此之外的科学与文化。然而,他们所使用的" "那少数几种用具的质量几乎无可匹敌,只有最好的矮人铸造场的产品才可以比肩。\n" "\n" "龙人是从蛋中孵化出来的,通常有20至30年寿命。战死沙场是龙人最偏爱的离开这个世" "界的方法。和其他种族中的年长者不同的是,很自然地,龙人越接近寿命的极限就会越" "具侵略性而鲁莽,也许是为了奠定自己在部族的英雄传说中的地位吧。\n" "\n" "
text='地理'
\n" "龙人发源于dst='great_ocean' text='泰洋'上的一片称为" "dst='morogor' text='莫罗戈'的火山岛链。人口压力和家乡岛屿的沉降迫" "使他们将殖民地建到了dst='great_continent' text='泰陆'上。龙人倾向" "于把他们的家安在火山附近的山洞中,以保护他们的蛋、幼崽以及铸造场。尽管龙人天" "生就喜欢温暖,但即使是在相对寒冷的气候里,他们体内的火焰也足以维持生命了。这" "一特点使得他们甚至能够在泰陆极北的一些山脉里居住。" #. [race]: id=dwarf #: data/core/units.cfg:87 msgid "race^Dwarf" msgstr "矮人" #. [race]: id=dwarf #: data/core/units.cfg:88 msgid "race+female^Dwarf" msgstr "矮人" #. [race]: id=dwarf #: data/core/units.cfg:89 msgid "race^Dwarves" msgstr "矮人" #. [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 "" "矮人是一个以族中的矿工、铁匠、商人和战士闻名于世的族群,被认为是仅次于精灵和" "巨魔的泰陆上第三古老的种族,他们的早期历史一直被笼罩在各种谜团之中。传说记述" "了那个早已被遗忘的远古年代,他们的族人穿过洞穴,从地下世界来到,而有关他们在" "那之前的生活,一切都并不为人所知,他们来到地表世界的原因也同样是个谜。不过至" "此之后,矮人便成为了整个历史不可或缺的一部分。矮人们从地底世界来到地表后不" "久,便和上的原住民──精灵发生了冲突。这起纷争的真正原因早已流失在历史的长河之" "中,但可以肯定的是,此后两个种族之间爆发了三场旷日持久的战争,其间短暂的和平" "仅仅维系了数十年。漫长的战争期间,矮人始终无法将精灵从南方的密林之中驱离出" "去,但却成功地巩固了他们在北方的山岳地区──也就是如今所称的“北方”的势力范围。" "此后,他们在领地内的山峦崖壁深处构筑起了许多梦幻般的防御工事和居所。\n" "\n" "可能是由于与世隔绝的原因,矮人普遍对别的种族,尤其是精灵感到不堪信任甚至是怀" "有敌意,这一种族思维定势的唯一例外是人类。这可以追溯到哈德里克一世时代,当人" "类和兽人同时来到的时候。当时矮人便开始允许一些人类,主要是来自韦诺王国的政治" "避难者和罪犯,在北方的某些特定区域内安顿下来。矮人们的动机并不让人感到意外," "这些人类当时所处的窘境不禁使矮人们回忆起他们在历史上曾经受到的迫害,这使得他" "们悻悻相惜。矮人们亦从他们和流亡者们之间的纽带关系中获益匪浅。他们会在矮人们" "不喜居住的地区定居下来,例如平原、树林以及沼泽,这让矮人们从防御这些地区的苦" "差事中解脱了出来。\n" "\n" "以人类的标准来衡量,矮人的身材都很短小,但他们一点儿都不脆弱,他们中的战士坚" "韧强悍,整个的人们都对他们在战斗中表现出的高超技艺敬畏有加。除此之外,矮人的" "计算能力和卓越的工匠技术也为人所熟知。矮人铁匠们则因他们打造的致命武器和坚厚" "铠甲而闻名遐迩,这些军械在质量上无与伦比,可能只有龙人军械师的作品才能与之比" "肩。杰出的智慧和天生巨细靡遗一问到底的性格亦使矮人成为上科技最为进步的种族。" "其中最有名也是最为骇人的矮人发明之一便是那一遇上火焰或是火花就能产生剧烈爆炸" "的神秘药粉。某些矮人战士使用这种药粉将小型物体以极高的速度推射出去。由于这种" "对于科技的偏好,许多矮人倾向于不信任那些魔法使用者。但是有一些矮人练习一种以" "雕刻符文为基础的魔法形式,他们被称为符文工匠,并使用这些雕刻来对物件施法,以" "增强它们的某些自然性质。" #. [race]: id=elf #: data/core/units.cfg:107 msgid "race^Elf" msgstr "精灵" #. [race]: id=elf #: data/core/units.cfg:108 msgid "race+female^Elf" msgstr "精灵" #. [race]: id=elf #: data/core/units.cfg:109 msgid "race^Elves" msgstr "精灵" #. [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 "" "与人类相比,精灵有点高,更敏捷,但不那么壮实。他们有略微尖尖的耳朵,苍白的皮" "肤,以及通常是金色的头发。人类和精灵的差异之中,很少有比“精灵异常地长寿”更明" "显的了——除非被疾病、事故或战争夺去生命,否则大多数精灵至少能活满两个世纪。虽" "然有实例表明一些拥有高度魔法天赋的精灵可以活得更久,但大多数精灵在250至300岁" "之间的某个时刻便开始变得身体虚弱,并在此后迅速去世。\n" "\n" "大多数精灵对未受破坏的大自然有着强烈的喜爱,而在开放而没有植被的地方则感到不" "适。他们主要生活在泰陆的森林里:西南的艾森从林,西北的韦弥尔,以及北部的大森" "林。林塔尼尔森林是大森林最南端的边缘部分。\n" "\n" "精灵是泰陆上最古老的种族,巨魔可能是个例外。他们的许多定居点无疑已经存在了几" "个千年,已无法可靠地确定建立日期。\n" "\n" "
text='魔法'
\n" "虽然精灵与传说中的仙灵是根本不同的生物,但他们的魔法与仙灵有某种联系,是他们" "异常敏锐的感觉以及长寿的源泉。精灵的魔法分为两种不同的路径,一种侧重于操纵世" "俗或物质世界,另一种则侧重于奥术位面的占卜。物质变换术是更常见的那一种,比奥" "术界的对立流派有更明显的效果。虽然精灵的自然魔法不适合战斗,但这种利用大地能" "量来进行滋养与守护的强大力量,是精灵拥有高效的治疗能力以及精灵森林美丽而充满" "活力的主要原因。\n" "\n" "那些走上秘术师道路的人也受到其他精灵的尊敬,但他们的动机和能力往往不为教团以" "外的精灵所了解。一些在秘术师道路上走得很远的精灵,会表现出更多类似于仙灵的特" "征。他们会获得非凡的洞察力和寿命,但也会变得对冷铁过敏,甚至会被烧伤。\n" "\n" "
text='文化'
\n" "精灵们花了很多时间来磨练他们的天赋和技能。不擅长魔法技艺的精灵通常会把时间用" "于磨练身体技能,这通常是为了运动目的。因此,精灵擅长射箭。这是一种很容易就能" "有效地应用于战争的技艺。精灵也是著名的音乐家,尤其擅长小型合奏中的吹奏和弹拨" "弦乐器。例如,艾森丛林的伊奥利安竖琴是用精灵紫杉树的优质木材制作的,因其柔和" "的音质而成为传奇。\n" "\n" "
text='社会'
\n" "精灵社会大致分为三个派系:负责保卫森林的准军事派系,通常担任工匠和艺术家的和" "平平民,以及保持精灵与仙灵联系的医者和秘术师。负责管理这些不同派系的是贵族," "他们被视为更广泛的社会秩序的公仆,而不是其人民的严格统治者。挑选这些贵族的过" "程在不同的精灵议会中有所不同,韦弥尔的管理评议会——卡·利安——是选举产生的,而林" "塔尼尔的贵族通常是继承的。\n" "\n" "在纷争时期,指挥层级会适时而变,普通贵族会听命于更有战争意识的元帅。根据传" "统,韦弥尔和林塔尼尔都会召来一位精灵秘术师教团的女附魔师来推动权力的交接。" #. [race]: id=falcon #: data/core/units.cfg:137 msgid "race^Falcon" msgstr "猎鹰" #. [race]: id=falcon #: data/core/units.cfg:138 msgid "race+female^Falcon" msgstr "猎鹰" #. [race]: id=falcon #: data/core/units.cfg:139 msgid "race^Falcons" msgstr "猎鹰" #. [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 "" "猎鹰是一种猛禽,它们以超常的速度与灵敏著称。和其他猛禽相比,猎鹰的爪子较轻," "力量也较弱,它们偏爱使用喙来杀死目标。它们目光敏锐,而又可以驯养,这让它们成" "为了数量众多而闻名遐迩的生物。它们既被贵族们用于体育运动,也被游牧民和部落民" "们使用,他们发现在寻猎食物时,猎鹰十分有用。有时猎鹰也会在战场上占有一席之" "地,有些驯鹰人会训练他们的大鸟,让它们能够辨别敌我,成为部队冲锋时的有效助" "益。" #. [race]: id=goblin #: data/core/units.cfg:150 msgid "race^Goblin" msgstr "地精" #. [race]: id=goblin #: data/core/units.cfg:151 msgid "race+female^Goblin" msgstr "地精" #. [race]: id=goblin #: data/core/units.cfg:152 msgid "race^Goblins" msgstr "地精" #. [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" "地精又小又脆弱,很少能长过人类孩童的身材。\n" "\n" "地精天生就要为那些大号的同类过一辈子近乎于奴隶的生活,在战斗中也被当成炮灰。" "虽然命运悲惨,但地精仍旧欣欣向荣:这一部分是由于他们的数量实在太多,也是因为" "他们的兄弟兽人十分清楚自己是多么需要依靠地精才能存活。地精们负责完成兽人所需" "的大部分体力劳动,只除了那些需要真正兽人的蛮力的工作以外。兽人很陶醉于这类能" "证明自己强大力量的工作。" #. [race]: id=gryphon #: data/core/units.cfg:170 msgid "race^Gryphon" msgstr "狮鹫" #. [race]: id=gryphon #: data/core/units.cfg:171 msgid "race+female^Gryphon" msgstr "狮鹫" #. [race]: id=gryphon #: data/core/units.cfg:172 msgid "race^Gryphons" msgstr "狮鹫" #. [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 "" "狮鹫是身强体大的野兽,同时具有陆上掠食者和掠食鸟的特质。虽然有时会被勇敢者驯" "服并作为坐骑,但狮鹫很有领地意识和侵略性,尤其是涉及到他们的巢穴时。\n" "\n" "虽然狮鹫很重,但还是能够飞行。他们是怎么飞起来的,这一点很多个世纪以来引起了" "很多争论,但却仍然是个谜,正如他们的起源一般。" #. [race]: id=horse #: data/core/units.cfg:183 msgid "race^Horse" msgstr "马" #. [race]: id=horse #: data/core/units.cfg:184 msgid "race+female^Horse" msgstr "马" #. [race]: id=horse #: data/core/units.cfg:185 msgid "race^Horses" msgstr "马" #. [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 "" "驯养的马有许多体型和尺寸,从强大的战争冲锋马,到结实的挽马,或是敏捷的牧畜" "马。虽然比许多野兽更脆弱,但烈马的速度和狡猾让它们在野外和自己的野生弟兄一道" "欣欣向荣。\n" "\n" "马是许多文明的重要组成部分,因此,有许多以马为中心的神话和故事也就不足为奇。" "翼马、人马混血种以及幽灵马都被写进了历史,尽管很少有人真能宣称自己见过这类东" "西。" #. [race]: id=human #: data/core/units.cfg:203 msgid "race^Human" msgstr "人类" #. [race]: id=human #: data/core/units.cfg:204 msgid "race+female^Human" msgstr "人类" #. [race]: id=human #: data/core/units.cfg:205 msgid "race^Humans" msgstr "人类" # TODO this is not checked by sylecn. #. [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 "" "人类是一个充满着多样性的种族。虽然他们最初来自旧陆,但却遍布这个世界,并分裂" "成许多不同的文化和种族。尽管并不像别的生物那样有天生的魔力,但人类同样可以学" "习并掌握魔法,而且比大多数其他种族所能学到的种类更多。他们并没有任何特殊的能" "力或者资质,除了高超的适应能力和毅力。虽然往往与其他种族相处并不融洽,他们也" "偶尔可以和一些不那么有侵略性的种族结盟,比如精灵和矮人。而且人类之中不太谨慎" "的家伙们也不会拒绝雇佣兽族佣兵。他们没有天敌,不过大多数人类和其他所有种族中" "的大部分成员一样本能地厌恶亡灵。人类比精灵矮,但还是比矮人高。他们的皮肤颜色" "各不相同,从近乎白色到深棕色都有。\n" "\n" "
text='王室臣民'
\n" "有许多不同的人类群体存在着,但居住于泰陆上的人类中的绝大部分是在韦诺王室的统" "治下生活。最初来到的人类来自于绿岛,一块远在大洋之西的土地,他们上岸后很快便" "在内陆城市维尔帝建立了首都。在接下来的几个世纪中,人类在各处建立了一些城市。" "韦诺王室的士兵们保卫着这个国家,形成了已知的世界中最有组织的军事力量。战士们" "来自于王国的主要省份,在那里所有的男人都在很小的年纪就被征召入伍。\n" "\n" "
text='氏族成员'
\n" "韦诺的东部省份称被为氏族之乡,那里和西部更文明的省份相比,有着更多开放的平原" "和连绵起伏的丘陵,是马上氏族的家园。他们与韦诺王国结盟,但独立运作,也保持着" "自己的身份。有些人把他们当做附庸国,向王国进贡食物和士兵以换取保护。而其他人" "说他们与韦诺的西半边平起平坐。不管怎么说,东部省份并没有一支像西韦诺那样的由" "义务兵组成的军队。为战斗而训练就是氏族的生活方式:从孩子的幼年开始,父母就教" "导他们骑马、格斗和射箭。一般来说,氏族武士们的组织性要比文明社会的战士们差一" "些,而他们可以互相取长补短。" #. [race]: id=dunefolk #: data/core/units.cfg:221 msgid "race^Dunefolk Human" msgstr "沙丘游民" #. [race]: id=dunefolk #: data/core/units.cfg:222 msgid "race+female^Dunefolk Human" msgstr "沙丘游民" #. [race]: id=dunefolk #: data/core/units.cfg:223 msgid "race+plural^Dunefolk" msgstr "沙丘游民" #. [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 "" "沙丘游民是已被遗忘的游牧文明的分支,他们以沙之荒原的河谷与绿洲为领地。没人知" "道他们是怎么会到泰陆的这一偏僻角落定居的。他们的传说之中,讲到了很多穿越遥远" "之地的漫长而危险的旅程,但即使在他们最为博学的学者之间,关于这一民族真正起源" "的辩论,仍然是火热而没有尽头的。\n" "\n" "不论他们源自何方,沙丘游民都欣欣向荣。熙熙攘攘的城市在最大最丰饶的区域傲立。" "能工巧匠以及富商巨贾构成了城镇经济的主心骨。游民的每座城市都享有在北方那些更" "为中心化的国家里不常见的自主权,很多城市甚至维持着自有的常备军。但在需要之" "时,所有城市都会团结在指定的更高权威周围,以保护国家的利益。\n" "\n" "而那些没有在城镇中心定居的人们仍然遵从着祖先的生存方式,他们在沙丘之上漫游," "将牧群从一个水塘带往另一个水塘。在黎明的头几个小时以及黄昏刚来临时,他们是最" "活跃的,此时荒原既不太热,也不太冷。他们穿越沙地的能力精湛,甚至以沙丘游民的" "标准来说也是如此。虽然有时会被城里的住民们蔑视,但他们作为战争中的轻装机动部" "队,以及和平时的商队护卫,提供了极为宝贵的服务。\n" "\n" "沙丘游民对贸易和探索的喜好使得他们的城市积累了巨量财富,这一事实让其他种族又" "敬又嫉。由于共同的利益,他们与近邻的娜迦部落结成了诚恳的互惠关系,但更为神秘" "的种族,例如龙人和精灵,一直认为沙丘游民的探险队入侵性太强,尤其是当他们跑到" "离领土边界很近的地方时。在深山中,商队经常成为巨魔偷袭的牺牲品,而这也就产生" "了无数传闻,说是有无法想象的珍宝堆积在隐秘的洞穴里。\n" "\n" "几个世纪以来,沙丘游民都生活在恶劣的环境中,因此他们发展出了探究问题的理性方" "法,通过这些方法,他们继续加深着对世界的理解。他们对草药的研究,让战士和工人" "们保持着活力和健康。有关炼金术的知识让他们能够驯服火焰,并在战斗中把火焰当作" "致命的武器来使用。与此同时,这一注重分析的思维方式,让他们和魔法技艺保持着距" "离;对理性的心智而言,魔法不可控制也不可预测,因此也就不可靠。由于这一原因," "沙丘游民特别厌恶扭曲的死灵法术和黑魔法,其程度甚至更甚于其他种族。\n" "\n" "沙丘游民好奇和热爱探究的天性,并不使得他们排斥军事实力。不但是他们能把灵活的" "轻装部队、披甲部队以及重甲步兵派上战场,而且高度发达的技术知识赋予了他们相对" "于对手的决定性优势。然而,当在战斗中面对沙丘游民时,最为可怖的莫过于眼见他们" "派出凶残而奇异的巨兽。从威严的巨鸟到壮美的双足飞龙,与这些生物的协同使得他们" "的战术充满了灵活性。这一传统很可能是起源于沙丘游民的遥远过去,那时他们在伊迪" "亚遥远的异域角落中生活。" #. [race]: id=lizard #: data/core/units.cfg:246 msgid "race^Saurian" msgstr "蜥蜴人" #. [race]: id=lizard #: data/core/units.cfg:247 msgid "race+female^Saurian" msgstr "蜥蜴人" #. [race]: id=lizard #: data/core/units.cfg:248 msgid "race^Saurians" msgstr "蜥蜴人" #. [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 "" "蜥蜴人是形如蜥蜴的生物。他们比人类更小更苗条,很少会比一个十岁小孩更高,虽说" "要是从鼻尖算到尾尖的话,蜥蜴人的身长可以和一个普通人的身高相同。蜥蜴人武士身" "轻矫捷,偏爱以打猎的方式来战斗——溜过敌方的战线,以虚弱和负伤者为目标,并避开" "会攻击他们的人。\n" "\n" "
text='社会'
\n" "蜥蜴人是十分神秘的生物,这是由于他们倾向于生活在其他种族不能生存的地方,比如" "沼泽。他们是极端宿命论者,相信一生中的所有事件都可以使用一种复杂的占星学来预" "测。\n" "\n" "蜥蜴人文化在两性之间壁垒分明。在每一个性别的群落中,成员们互相竞争,通过技" "能、决心和名声,形成清晰的社会等级,并有一位最高等级的酋长。在两性互动的场合" "中,他们并不通过竞争来决定支配权;取而代之的是,具体的情状决定了占有支配地位" "的性别。男性酋长在部落的村庄或是营地是老大,而在所有其他地方,女性酋长都占有" "支配地位。这一区分沿着等级结构向下延伸,每一位男性或女性对异性的低等级者都有" "支配权,而听命于异性的高等级者。\n" "\n" "蜥蜴人社会中两性之间的壁垒以及交错的性别支配结构是他们清晰的性别分工的副产" "物。狩猎并获取食物是女性的责任,这些技能最终将她们训练成为武士:让其他种族胆" "寒的散击士、侧击士、伏击士。与此同时,男性则负责守卫蛋窝——女性所留下的蛋。虽" "说这给男性留下了时间,让他们能够发展并打磨占星学、治疗以及魔法技艺,这也让他" "们暴露在明显的危险之下。这是因为他们是蜥蜴人部落的头号敌人——另一个蜥蜴人部落" "——的静止目标。\n" "\n" "当占到适当的星象时,新的蜥蜴人部落就诞生了。这被称为“孵化”,占卜结果所指定的" "每名女性将选择一群低级个体,并离开他们原来所在的部落。经常出现的情况是,拥有" "某一项特质的所有女性都会被指定,以至于同时会“孵化”多个部落。选择跟随者是一个" "简单的过程:任何一个离开的群落都不能比别的大,而所有离开的群落加起来,不能比" "他们所离开的群落大。同时,如果一名女性比另一名等级高,她就可以否决另一名女性" "对跟随者的选择。\n" "\n" "由于快速的人口扩张和经常性的部落分裂,以及同类相食并非禁忌,暴力是蜥蜴人生活" "中决定性的特点。这限制了蜥蜴人文化的发展,使之断断续续。这是由于他们知识中的" "大部分是口耳相传,而他们的财产必须易于移动。\n" "\n" "
text='地理'
\n" "蜥蜴人可以在很多不同的地域生存,虽说至今为止沼泽是他们最常见的栖息地。\n" "\n" "
text='生物学'
\n" "相比韦诺的大多数其他种族而言,蜥蜴人的寿命及其短。他们在三岁时就已完全成年," "在10到15岁时就往往会死亡。至今为止,最常见的死因是暴力。女性蜥蜴人一年生一窝" "蛋,大约20个,这造成了持续性的人口压力,会让大多数食肉生物的食物供应紧张。蜥" "蜴人是猎手和拾荒者,他们拥有极其强大的口部和富含强酸的消化系统,让他们能够吃" "下并消化猎物的全部组分,包括皮肤、牙齿、角和骨头。更进一步的是,他们不忌讳食" "腐,甚至还会同类相食。这两者都是很常见的。" #. [race]: id=mechanical #: data/core/units.cfg:275 msgid "race^Mechanical" msgstr "机械" #. [race]: id=mechanical #: data/core/units.cfg:276 msgid "race+plural^Mechanical" msgstr "机械" #. [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 "" "术语text='机械'描述了一种由智慧生物创造出来的加工品,它们既不是" "由自然的生命,也不是由死灵术来驱动的。大多数机械物体都不会自主移动或者思考," "但有一些会由于魔法影响而能够如此。" #. [race]: id=merman #: data/core/units.cfg:286 msgid "race^Merman" msgstr "人鱼" #. [race]: id=merman #: data/core/units.cfg:287 msgid "race^Mermaid" msgstr "人鱼" #. [race]: id=merman #: data/core/units.cfg:288 msgid "race^Merfolk" msgstr "人鱼" #. [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 "" "人鱼似乎是人和鱼的混合体,是一个同时具有鱼类和人类特性的神秘种族。他们拥有强" "壮的尾巴,可以在任何水域中快速移动,而灵巧的手和聪慧的心让他们拥有了高超的技" "艺和制造工具的能力。人鱼天生就是半水生的,他们可以毫无困难地呼吸水或者空气。" "虽然能够在陆地上存活,但他们在水中要敏捷灵巧得多,也几乎不会在远离大洋的地方" "被发现。人鱼通常会很小心干燥的陆地,因为在那儿他们会变得十分笨拙。而通过起伏" "的地形或林地,对他们而言也是一件天大的苦差。" #. [race]: id=monster #: data/core/units.cfg:298 msgid "race^Monster" msgstr "怪物" #. [race]: id=monster #: data/core/units.cfg:299 msgid "race+female^Monster" msgstr "怪物" #. [race]: id=monster #: data/core/units.cfg:300 msgid "race^Monsters" msgstr "怪物" #. [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 "" "术语“怪物”中包含了很多可怕的野兽。它们经常出没于洞穴、荒野、大洋深处以及世界" "的其他地方,同样地,也经常出没于世界住民的传说和梦魇之中。" #. [race]: id=naga #: data/core/units.cfg:308 msgid "race^Naga" msgstr "娜迦" #. [race]: id=naga #: data/core/units.cfg:309 msgid "race^Nagini" msgstr "娜迦" #. [race]: id=naga #: data/core/units.cfg:310 msgid "race^Nagas" msgstr "娜迦" #. [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 "" "蛇形的娜迦是泰陆上最不被了解的种族之一。这一部分是由于他们害怕外族的天性,一" "部分是由于他们赖以生存的异域。娜迦是仅有的几个确实称得上能够在水中移动的种族" "之一。这让他们能够探访陆地居民事实上无法接触的世界,也让他们进一步远离了他们" "所想要躲开的陆生生物。然而,他们并不是真正的海洋生物,无法在水中呼吸,因而十" "分害怕深渊。娜迦居住在海岸区域,当来自海洋深处的威胁到来时,便有了逃脱的路" "径,同时,这也让他们免受靠脚、翅膀或者蹄子来行动的生物的打扰。虽然娜迦的体格" "稍显脆弱,但却常常比对手们更快更敏捷。有时,当他们的领地和人鱼的重叠之时,双" "方便会冲突起来,但总的来说娜迦对沼泽以及河流的偏爱程度和对开放水域的偏爱程度" "是一样的。" #. [race]: id=ogre #: data/core/units.cfg:319 msgid "race^Ogre" msgstr "食人魔" #. [race]: id=ogre #: data/core/units.cfg:320 msgid "race+female^Ogre" msgstr "食人魔" #. [race]: id=ogre #: data/core/units.cfg:321 msgid "race^Ogres" msgstr "食人魔" #. [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 "" "食人魔是野蛮而未开化的种族,主要居住在泰陆的荒野之中。在体格上,他们长得很像" "人类和兽人,但体型更大也更强壮。就连少年食人魔都要比大多数人都来得壮实。食人" "魔在许多人口众多的地方都不受信任,因此常常会避开这些区域,或者被强行赶出去。" "他们转而蛰伏于文明边缘的山区之中,在这些地方,饥饿的食人魔土匪对旅行者和商队" "造成了持续性的威胁。虽然食人魔们并不特别聪慧或者敏捷,但强壮的身躯和强大的力" "量使得他们成为了其他种族军队中的重要一员。他们特别受到那些残忍的指挥官们的偏" "爱,这些人根本不在意食人魔的暴虐。关于他们的生理特性和社会结构,人们所知甚少" "——如果真的可以认为他们有一个社会的话——但有人说他们会和狼以及其他野兽一起发动" "袭击。尚不清楚这究竟标志着合作、驯化,还是单纯的相互利用。" #. [race]: id=orc #: data/core/units.cfg:330 msgid "race^Orc" msgstr "兽人" #. [race]: id=orc #: data/core/units.cfg:331 msgid "race+female^Orc" msgstr "兽人" #. [race]: id=orc #: data/core/units.cfg:332 msgid "race^Orcs" msgstr "兽人" #. [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 "" "从外表上看,兽人长得像人类,但又拥有一些野兽的特质。他们比人类更高更壮,而且" "天性好战,野蛮而残酷。他们的血液比人类更黑更浓,而且很不在意个人卫生以及形" "象。尽管兽人是一种甚至对自己人都很暴力的生物,但他们还是成群生活:一个兽人永" "远不会独自旅行很远,或在少于六人的群体中生活。\n" "\n" "
text='社会'
\n" "几乎每个兽人都是一个部落或氏族的成员。邻近部落之间的关系通常充满着暴力,但当" "共同的敌人威胁他们的生存或者似乎要大加劫掠时,他们也会暂时压下相互之间的敌" "意。有时候,一位强大的酋长会出现并领导多个部落,他们通常是通过恐吓追随者而做" "到这一点的。在和平时期,一个兽人部落往往把几乎所有的精力都集中于加强自身,为" "下次武装冲突做准备。兽人拥有原始的书写系统─——通常是血书——虽然这最常用于在部落" "领袖之间交换侮辱性或者威胁性的言辞。\n" "\n" "兽人社会几乎只依赖强力。力量就是正义,只有当没有人能够从首领那里抢走头衔时," "他们才能领导自己的部落,也才能活着。持续不断的权力斗争在潜在的部落酋长之间沸" "腾着。在被夺权者杀死之前,一个兽人首领很少能多活几年以享受自己的绝对权威──尽" "管历史上也有几个著名的例外。兽人没有特定的荣誉信条,虽说不可质疑的强大蛮力是" "显示实力的常用手段,但为了达成个人的目的,行刺、下毒或者背后捅刀子也都是完全" "可行的。\n" "\n" "兽人几乎都生活在野外,在山脚下的丘陵地带或者多山的区域,有时候也会在洞穴里。" "他们既不种植作物也不饲养家畜,但身材和残忍的本性让他们成了很在行的猎手。拜他" "们庞大的数量所赐,兽人能够在相对很短的时间里把一大片地区内比啮齿动物体型大的" "猎物几乎都打个精光。由于这一原因,也由于领导权不稳定的缘故,兽人部落往往采用" "半游牧的生活方式,不会在一个区域里待太久。较大的部落可以在一个地区内建立牢固" "的势力范围,延续多年甚至几十年,并建造起几乎可以和城市媲美的大型宿营地。但如" "果有迁移部落的必要,那么甚至这些宿营地都是可以轻易拆除并抛弃的。\n" "\n" "已知最年长的兽人可以活到五、六十岁,但是只有极少数个体能活过二、三十年,其间" "他们大有可能死在战场上或者同族人手里。最年长的兽人多数是萨满,因为他们或许是" "唯一被同类认为值得信赖而保持中立的人。这种风俗的起源不得而知,因为萨满并不直" "接为兽人社会做出多少贡献,而只是扮演顾问的角色──这并不是兽人们通常会容忍的行" "为。从很多方面来讲,萨满都是大多数其他兽人的对立面:相比较而言,他们的身体常" "常是干瘦而虚弱的,而且缺乏战斗能力。\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" "在窝中并非最强壮的兽人倾向于专精其他的技能,例如射术或者暗杀。" #. [race]: id=troll #: data/core/units.cfg:353 msgid "race^Troll" msgstr "巨魔" #. [race]: id=troll #: data/core/units.cfg:354 msgid "race+female^Troll" msgstr "巨魔" #. [race]: id=troll #: data/core/units.cfg:355 msgid "race^Trolls" msgstr "巨魔" #. [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 "" "巨魔是远古生物,已知的在定居的最古老种族。他们庞大,缓慢,思维简单,寿命极为" "长久,深居洞穴之中或着高居山峰之上。巨魔最独特的特征是体内的某种生命力,能够" "自内而外地支撑并治疗他们。其结果是他们的生活方式和大多数已知生物都不同。巨魔" "只有很少的实际需求:他们几乎不需要食物和水,因此除了保护自己不受恶意人士伤害" "之外,没什么动机去追求其他事物。这反过来就表示他们几乎不需要担心任何事,而可" "以把大量的时间花在睡觉或者沉思上。巨魔对大自然有一种特别的好奇心。他们并不像" "精灵那样与活着的事物有联系,而是和土地与岩石有联结。他们对周遭的事物也有点好" "奇,很多幼崽甚至乐于旅行,乐于亲眼看世界。随着巨魔渐渐长大,他们也倾向于变得" "越来越消极,逐渐对环境失去了兴趣,而把更多的时间用于在自家洞穴某个熟悉的角落" "里睡觉,直到身体缓慢地变成无生命的石像,他们也就最终逝去了。\n" "\n" "巨魔常常被很多人认为不过是又一个野蛮的怪物种族而已。这种常见的误解顽固不化的" "原因之一,是兽人常常能成功劝说巨魔加入他们的军队。巨魔的思维很简单,不理解其" "他种族的生存之道,有时甚至都不能把他们区分开来,因此兽人战团想要说服巨魔通常" "是很容易的。而巨魔们也就相信,加入兽人部队之后就可以向那些曾经追捕过自己的人" "复仇了。接着这些新兵就被派去攻击任何正与兽人们起冲突的人,不管他们原本是不是" "巨魔的敌人。于是对被误导的巨魔来说,敌人越来越多了。巨魔们最常见的敌人是矮" "人,这两个种族之间的敌意可以上溯到上古时期。\n" "\n" "
text='地理'
\n" "在矮人们移居到泰陆的山脉里之前,巨魔们就已经在这些地方定居了。巨魔在韦诺北方" "和东方的山脉里很常见,在兽人部落经过的地方也是如此。" #. [race]: id=undead #: data/core/units.cfg:376 msgid "race^Undead" msgstr "亡灵" #. [race]: id=undead #: data/core/units.cfg:377 msgid "race+female^Undead" msgstr "亡灵" #. [race]: id=undead #: data/core/units.cfg:378 msgid "race+plural^Undead" msgstr "亡灵" #. [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 "" "亡灵事实上并不是一个单一的种族,尽管经常被当成是这样。几乎任何死去的生物都可" "以被一个足够强大的死灵法师唤起并成为亡灵。亡灵基本上是非自然而没有心智的存" "在,只听从创造它们的人的命令,从不会质疑,也不懂得思考。死灵术的不可思议之" "一,便是在死灵法师并没有持续地施法的情况下,这些存在是如何维持自身的。大多数" "黑暗法师并不会持续关注与维护自己的创造物,而是赋予它们一些自主权,让它们自动" "地按照给出的命令来行动。不过,在不受约束的情况下,有些亡灵的自主意识变得很" "强,会脱离主人的控制,甚至与主人为敌。因此,低级亡灵需要周期性的维护,而更强" "的亡灵更是如此,尤其是强大的灵魂或是死亡骑士——它们拥有很强的内在意志。在这些" "情况下,死灵术变成了法师与仆从之间的意志对抗。死灵法师必须在控制仆从和赋予它" "们自由意志之间维持微妙的平衡——仆从的自由意志是它们自身力量的来源。\n" "\n" "死灵术几乎只有人类才会研习。就连有魔法倾向的种族,比如精灵和人鱼的传说中,都" "几乎没有他们的族人研习黑魔法的记载。有人推测说,死灵术需要非常好的适应能力以" "及灵活的思维,而在这些方面超常的个体在人类之中最最常见。大多数死灵法师的终极" "目标是将这种保留和注入生命的技艺用在自己身上。他们改变自身以逃脱死亡,不论付" "出什么代价,都要将自己的心智和灵魂保留下来。\n" "\n" "
text='地理'
\n" "虽然直到哈德里克一世的时代,才开始有大批亡灵领主到达泰陆,但在那之前,精灵和" "矮人们并非没有听说过他们。" #. [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 "" "狼是在野外时常能碰到的犬科猎食者。它们迅捷、强壮、耐力强,一匹孤狼就足以轻易" "地重伤或者杀死平民和未经训练的士兵,但真正让它们变得对旅行者而言十分可怕的原" "因,便是它们倾向于成群行动以及进行有组织进攻。不过,它们也倾向于呆在远离文明" "之处,只是不时地冒险接近以捕猎牲畜。" #. [race]: id=wose #: data/core/units.cfg:404 msgid "race^Wose" msgstr "树人" #. [race]: id=wose #: data/core/units.cfg:405 msgid "race^Woses" msgstr "树人" #. [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 "" "强大的树人们居住在已知世界的森林最深处。在外行人眼里,树人看起来只不过是颗长" "得奇怪却高贵的树而已。作为森林的守护者,树人们与林地间有种很深的联系,即使精" "灵也不能与他们相比。尽管树人们是个和平的种族,但是对森林的侵扰行为会激起他们" "的怒火。树人是移动缓慢的生物,他们有时甚至会在同一个位置站上几个世纪,巍然不" "动,任由时间流逝。\n" "\n" "尽管树人本身并不使用魔法,但是树人与仙境之间有很深的联系。对于这个古老种族仅" "有的一点知识来自于精灵学者们,他们相信树人天生就拥有这种即使是最强大的精灵也" "得耗尽一生才能掌握的神秘力量。尽管树人长得很像树,但是他们并非从树木演化而" "来。人们相信树人是世界上最古老的种族之一,可能甚至比他们所居住的森林还要古" "老。人们认为是仙境的力量赋予了树人们作为森林守护者的永恒任务。\n" "\n" "树人并不是好战的种族,他们也非常不适应战斗。但是,为了守卫他们的森林领土,他" "们会不由分说地使用暴力。树人们移动缓慢,而且离开林地后会变得非常脆弱。因为他" "们与仙境的联系,树人们对于奥术特别敏感。它们难以被物理攻击穿透的树皮在火焰面" "前也特别的脆弱。他们厚厚的树皮和驾驭仙境力量的能力使他们能够在受伤时快速的恢" "复,这使得他们能够在敌人的猛攻中存活很久,给了他们用压倒性的巨力进行还击的机" "会。在他们的森林家园里,树人隐藏在树木间,伏击即使是受过最好训练的精灵哨" "探。\n" "\n" "树人的寿命不为人知。不过这个种族中最古老的成员们已经生活了数百年,并且生长出" "了硕大的身躯。人们猜测树人只会在战斗中殒命,而不会自然的寿终正寝。树人们乐得" "像个哨兵那样一动不动的站着,坐看一个个世纪流逝。他们对于文明世界中的事情丝毫" "不感兴趣,只有到了需要保卫自然和守护森林家园的时候他们才会参和进来。" #: src/help/help.cpp:213 msgid "Close" msgstr "关闭" #: src/help/help.cpp:216 msgid "Help" msgstr "帮助" #: src/help/help.cpp:270 src/help/help.cpp:274 msgid "Parse error when parsing help text:" msgstr "分析帮助文本时出现分析错误:" #: src/help/help_topic_generators.cpp:65 msgid "Best of" msgstr "最佳" #: src/help/help_topic_generators.cpp:65 msgid "Worst of" msgstr "最差" #: src/help/help_topic_generators.cpp:162 msgid "" "Villages allow any unit stationed therein to heal, or to be cured of poison." msgstr "村庄治疗任何驻扎在内的单位,或疗毒。" #. 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 $amount hitpoints, or to be cured of " "poison, as if stationed in a village." msgstr[0] "此地形为单位疗毒,或回复1点生命值。" msgstr[1] "此地形让单位回复$amount|点生命值,或疗毒,就如同驻扎在村庄里一样。" #: src/help/help_topic_generators.cpp:174 msgid "" "This terrain is a castle — units can be recruited onto it from a connected " "keep." msgstr "此地形是城堡地形——单位可以从相连的主楼处征募到此地形上。" #. 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 "此地形是主楼地形——首领可以从此六角格征募单位到相连的城堡六角格上。" #. 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 "" "此特殊主楼允许首领在站立于此处时进行征募,但不允许相连主楼上的首领征募单位到" "此六角格上。" #: src/help/help_topic_generators.cpp:194 msgid "Base Terrain: " msgstr "基础地形:" #: src/help/help_topic_generators.cpp:214 msgid "Movement properties: " msgstr "移动特性:" #: src/help/help_topic_generators.cpp:218 msgid "Defense properties: " msgstr "防御特性:" #: src/help/help_topic_generators.cpp:298 msgid "Level" msgstr "等级" #: src/help/help_topic_generators.cpp:359 msgid "Advances from: " msgstr "升级自:" #: src/help/help_topic_generators.cpp:361 msgid "Advances to: " msgstr "升级为:" #: src/help/help_topic_generators.cpp:390 msgid "Base unit: " msgstr "基础单位:" #: src/help/help_topic_generators.cpp:395 msgid "Base units: " msgstr "基础单位:" #: src/help/help_topic_generators.cpp:413 msgid "Variations: " msgstr "变种:" #: src/help/help_topic_generators.cpp:437 msgid "race^Miscellaneous" msgstr "杂项" #: src/help/help_topic_generators.cpp:439 msgid "Race: " msgstr "种族:" #: src/help/help_topic_generators.cpp:509 msgid "Abilities: " msgstr "能力:" #: src/help/help_topic_generators.cpp:535 msgid "Ability Upgrades: " msgstr "能力升级:" #. 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 "生命:" #. 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 "移动:" #. 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 "视野:" #. 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 "干扰:" #. 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 "费用:" #. 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 "立场:" #. 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 "所需经验:" #: src/help/help_topic_generators.cpp:611 msgid "unit help^Attacks" msgstr "攻击手段" #: src/help/help_topic_generators.cpp:618 msgid "unit help^Name" msgstr "名称" #: src/help/help_topic_generators.cpp:620 msgid "Range" msgstr "射程" #: src/help/help_topic_generators.cpp:621 msgid "Type" msgstr "类型" #: src/help/help_topic_generators.cpp:622 msgid "Special" msgstr "特攻" #: src/help/help_topic_generators.cpp:704 msgid "Attack Type" msgstr "攻击类型" #: src/help/help_topic_generators.cpp:705 msgid "Resistance" msgstr "抗性" #: src/help/help_topic_generators.cpp:734 msgid "Terrain Modifiers" msgstr "地形修正" #: src/help/help_topic_generators.cpp:738 msgid "Terrain" msgstr "地形" #: src/help/help_topic_generators.cpp:740 msgid "Movement Cost" msgstr "移动消耗" #: src/help/help_topic_generators.cpp:744 msgid "Defense Cap" msgstr "防御上限" #: src/help/help_topic_generators.cpp:749 msgid "Vision Cost" msgstr "视野消耗" #: src/help/help_topic_generators.cpp:753 msgid "Jamming Cost" msgstr "干扰消耗"