# The Battle for Wesnoth - Traditional Chinese Translations # Copyright (C) 2005-2020 Wesnoth development team # This file is distributed under the same license as the Battle for Wesnoth package. # 楊綮銘 , 2008. # 曾筠鈞 , 2018. # 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: 2022-05-31 09:41+0800\n" "Last-Translator: 李信融 \n" "Language-Team: Wesnoth Traditional Chinese Team\n" "Language: zh_TW\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 3.0.1\n" "X-Poedit-SourceCharset: UTF-8\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 "不死" #. [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 "無畏" #. [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 "" "當一個單位被瘟疫攻撃殺死,這個單位會變成一個行屍,成為進行瘟疫攻撃單位的戰" "友。不過這對不死族或在村莊中的單位不起作用。" #. [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 "治療 +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 "治療 +4" # 「of our turn」應為「of its side's turn」會比較正確一點。 #. [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 "" "允許這個單位在其陣營的回合開始時,治療鄰近的同盟單位。\n" "\n" "被這個治療者照顧的單位每回合恢復最多4點生命值,或是阻止毒素在該回合發作。\n" "中毒的單位不能被治療者治癒其毒素,必須尋求村莊或是能治癒的單位的照顧。" #. [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 "這個單位有基本治療以及減緩脫水的能力。" #. [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 "治療 +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 "治療 +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 "" "這個單位將魔法與藥草療法結合在一起,能以比一般戰場上可能有的最快速度還快的速" "度來治療單位。\n" "\n" "被這個治療者照顧的單位每回合恢復最多8點生命值,或是阻止毒素在該回合發作。\n" "中毒的單位不能被治療者治癒其毒素,必須尋求村莊或是能治癒的單位的照顧。" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:70 msgid "heals +12" msgstr "治療 +12" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:71 msgid "female^heals +12" msgstr "治療 +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 "" "這個單位將魔法與藥草療法結合在一起,能以比一般戰場上可能有的最快速度還快的速" "度來治療單位。\n" "\n" "被這個治療者照顧的單位每回合恢復最多12點生命值,或是阻止毒素在該回合發作。\n" "中毒的單位不能被治療者治癒其毒素,必須尋求村莊或是能治癒的單位的照顧。" #. [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 "這個單位有治療那些在他附近的單位的能力,也能減緩脫水、治癒他們的毒。" #. [trait]: id=healthy #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:11 #: data/core/macros/traits.cfg:229 msgid "Always rest heals" msgstr "總是休息治療" #. [hides]: id=ambush #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:14 #: data/core/macros/abilities.cfg:282 msgid "ambush" msgstr "埋伏" #. [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 "衝鋒" #. [hides]: id=concealment #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:29 #: data/core/macros/abilities.cfg:343 msgid "concealment" msgstr "隱藏" #. [heals]: id=curing #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:32 #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:68 #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:137 #: data/core/macros/abilities.cfg:61 msgid "cures" msgstr "治癒" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:35 #: src/help/help_topic_generators.cpp:739 msgid "Defense" msgstr "防禦力" #. [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 "食屍" #. [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 "這個單位每次殺死一個沒有對瘟疫免疫的單位,就會增加1點生命值上限。" #: 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 "平地" #: 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 "冰雪" #. [trait]: id=healthy #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:74 #: data/core/macros/traits.cfg:227 msgid "healthy" msgstr "健壯" #: 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 "領導" #. [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 "精準" #: 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 "夜行" #. [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 "恢復" #: 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 "游撃" #. [slow]: id=slow #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:116 #: data/core/macros/abilities.cfg:453 msgid "slows" msgstr "緩速" #. [resistance]: id=steadfast #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:119 #: data/core/macros/abilities.cfg:130 msgid "steadfast" msgstr "堅守" # 這用來表示幫助中單位頁的「傷害×次數」那行。 #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:122 #: src/help/help_topic_generators.cpp:619 msgid "Strikes" msgstr "傷害×次數" #. [hides]: id=submerge #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:125 #: data/core/macros/abilities.cfg:363 msgid "submerge" msgstr "潛水" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:128 msgid "Swamp" msgstr "沼澤" #. [teleport]: id=teleport #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:131 #: data/core/macros/abilities.cfg:250 msgid "teleport" msgstr "傳送" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:140 msgid "Village" msgstr "村莊" #. [section]: id=editor #: data/core/editor/help.cfg:5 msgid "Map and Scenario Editor" msgstr "地圖及章節編輯器" #. [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 "地形編輯器" #. [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 "章節編輯器" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:28 msgid "Paint Tool" msgstr "繪圖工具" # 描述不清的地方就不照翻了。 #. [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 "" "在地圖上繪製地形。\n" "\n" "地形調色盤上可以選擇要繪製的地形,而繪製的範圍則可以透過筆刷的樣式來改變。\n" "\n" "text='鍵盤輔助按鍵'\n" "\n" "• shift + 左鍵:如果基礎地形被選擇了,則只改變基礎層而不改變覆蓋層。如果覆蓋" "層被選擇了,則只改變覆蓋層而不改變基礎層。\n" "• ctrl + 左鍵或右鍵:自動在地形調色盤上選擇滑鼠游標下的地形(包含基礎層和覆蓋" "層)。\n" "\n" "text='筆刷大小'\n" "\n" "筆刷的樣式會改變筆刷的作用範圍:" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:41 msgid "Paint single hexes." msgstr "繪製單一格子。" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:42 msgid "Paint seven hexes at a time." msgstr "一次繪製7個格子。" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:43 msgid "Paint nineteen hexes at a time." msgstr "一次繪製19個格子。" #. [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 "一次繪製一行3個格子。" #. [topic]: id=editor_tool_fill #: data/core/editor/help.cfg:52 msgid "Fill Tool" msgstr "填充工具" # 描述不清的地方就不照翻了。 #. [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 "" "用不一樣的地形填充連續的地形區域。\n" "\n" "地形調色盤上可以選擇要繪製的地形。\n" "\n" "text='鍵盤輔助按鍵'\n" "\n" "• shift + 左鍵:如果基礎地形被選擇了,則只改變基礎層而不改變覆蓋層。如果覆蓋" "層被選擇了,則只改變覆蓋層而不改變基礎層。\n" "• ctrl + 左鍵或右鍵:自動在地形調色盤上選擇滑鼠游標下的地形(包含基礎層和覆蓋" "層)。" #. [topic]: id=editor_tool_select #: data/core/editor/help.cfg:67 msgid "Select Tool" msgstr "選取工具" # 描述不清的地方就不照翻了。 #. [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 "" "選取一系列的格子區域,用於選單列下方的剪下、複製、粘貼工具、填滿選取區域等按" "鈕。\n" "\n" "text='鍵盤輔助按鍵'\n" "\n" "• shift + 左鍵:「魔術棒」模式,一次選取連續的地形區域。\n" "• ctrl + 左鍵:取消選取。\n" "\n" "text='筆刷大小'\n" "\n" "筆刷的樣式會改變筆刷的作用範圍:" #. [topic]: id=editor_tool_select #: data/core/editor/help.cfg:78 msgid "Select single hexes." msgstr "選取單一格子。" #. [topic]: id=editor_tool_select #: data/core/editor/help.cfg:79 msgid "Select seven hexes at a time." msgstr "一次選取7個格子。" #. [topic]: id=editor_tool_select #: data/core/editor/help.cfg:80 msgid "Select nineteen hexes at a time." msgstr "一次選取19個格子。" #. [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 "一次選取一行3個格子。" #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:89 msgid "Clipboard and Paste Tool" msgstr "剪貼簿和粘貼工具" # 描述不清的地方就不照翻了。 #. [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 "" "旋轉、翻轉以及貼上剪貼簿中的地形\n" "\n" "格子可以使用dst='editor_tool_select' text='選取工具'來選取,並將它" "們剪下或是複製到剪貼簿中。\n" "\n" "粘貼工具會顯示出被複製進剪貼簿中的格子框線,按下滑鼠左鍵就可以將剪貼簿中的地" "形貼至框線表示出來的範圍中。如果不小心貼錯了,使用 ctrl + z 或是遊戲中的還原" "按鍵來還原操作。\n" "\n" "粘貼工具也有一些剪貼簿操作功能:" #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:97 msgid "Rotate clockwise by 60°." msgstr "順時鐘旋轉60°。" #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:98 msgid "Rotate counter-clockwise by 60°." msgstr "逆時鐘旋轉60°。" #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:99 msgid "Flip horizontally" msgstr "水平翻轉" #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:100 msgid "Flip vertically" msgstr "垂直翻轉" #. [topic]: id=editor_tool_starting #: data/core/editor/help.cfg:107 msgid "Starting Locations Tool" msgstr "起始點工具" # 描述不清的地方就不照翻了。 #. [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 "" "定義陣營首領的起始位置。\n" "\n" "這個工具用來設定陣營首領預設的起始位置,以及自行命名的特殊位置。這兩種位置在" "dst='..editor_mode_terrain' text='地形編輯器'dst='.." "editor_mode_scenario' text='章節編輯器模式'中會被啟用。位置名稱會以清單" "的形式顯示於編輯器調色盤中,在地圖上按下滑鼠左鍵可以將選擇的位置名稱放置於格" "子上,每個位置只能被放在一個格子上,每個格子也最多只能有一個位置名稱。\n" "\n" "要新增自行命名的特殊位置,按下在編輯器調色盤底部的「增加」,然後輸入名稱。這" "個名稱必須以英文字母為開頭,只能包含英文字母、數字和底線。\n" "\n" "要讓超過九個隊伍在同一張地圖中,可以按下「增加」然後輸入一個數字。例如輸入" "「10」,介面上就會將它顯示成「玩家 10」。" #. [topic]: id=editor_terrain_overlays #: data/core/editor/help.cfg:127 msgid "Editor Terrain-Overlay Graphics" msgstr "編輯器地形覆蓋層圖形" #. [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 "" "地圖在編輯器中的通常與它們在遊戲中的看起來相似。有一些例外情況,那就是在編輯" "器中使用了不同的圖形。此處描述的所有覆蓋層都可以在地形調色盤的「特殊」群組中" "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='移動覆蓋層'\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 無法" "通過(Impassable)和無法行走(Unwalkable)\n" "\n" "雖然在編輯器中很容易注意到,但它們在遊戲中是不可見的,因此它們建立的混合地形" "看起來像基本地形。它們會建立一個混合地形,移動消耗分別設置為「無法通過」或" "「無法行走」。" # 不照翻。 # 不確定這裡的blocked是什麼意思。 #. [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='主堡/城堡覆蓋層'\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" "加入主堡/城堡覆蓋層到可以通過的格子上能允許單位被招募到這個格子上。主堡能允許" "首領在上面進行招募。\n" "\n" "這些可以被加到無法通過的格子上來連接城堡到一個看起來被分割(透過無法通過的" "牆)的主堡。用它也可以做到建立出一個主堡和塔樓間有綠地的風格的城堡,然而這個" "需要連接的格子被佔用以防單位被招募到它們上面。" #. [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='村莊覆蓋層'\n" "\n" "src='terrain/grass/green.png~BLIT(terrain/village/village-overlay-" "editor.png~O(0.5))' align=here box=yes\n" "\n" "這個可以將任意的基本地形轉成村莊,提供收入和治療。" #. [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='假的戰場黑幕'\n" "\n" "src=terrain/void/shroud-editor.png align=left box=yes\n" "\n" "假的戰場黑幕看起來像未被探索過的區域,即便在章節中戰場黑幕被禁用且玩家的單位" "可以看到這個格子。" #. [topic]: id=editor_deprecated_overlay #: data/core/editor/help.cfg:170 msgid "Deprecated Terrain" msgstr "廢棄地形" # 不照翻。 #. [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桃紅「D」(廢棄用)\n" "\n" "被廢棄的地形代碼會顯示出這個。舉例來說:\n" "• dst='terrain_fungus_grove_old' text='代碼為「^Uf」的純種蘑菇林地形',\n" "• 代碼為「Xol」的點燃的石牆,這個被廢棄是因為有幾個牆現在支援「^Efs」壁燈裝" "飾。\n" "\n" "這些地形的幫助頁面也許只有在編輯器內會顯示額外的文字,描述廢棄原因以及建議的" "替代作法。" #. [topic]: id=editor_tool_label #: data/core/editor/help.cfg:186 msgid "Label Tool" msgstr "標籤工具" #. [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 "" "在地圖上放置文字標籤。\n" "\n" "• 滑鼠左鍵將會開啟一個對話框來建立一個新的標籤或是編輯現存的標籤。\n" "• 滑鼠右鍵用來刪除。\n" "• 使用滑鼠左鍵拖曳標籤來移動。\n" "\n" "這個工具只能用於章節模式。標籤的顯示會以WML的text='[label]'" "標籤來實作。" #. [topic]: id=editor_tool_scenery #: data/core/editor/help.cfg:202 msgid "Item Tool (Scenery Tool)" msgstr "項目工具(章節工具)" #. [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 "" "項目工具允許放置像是風車、書架、獨石柱等裝飾品。多個項目可以被放置在同一個格" "子上。\n" "\n" "text='備註:'這個工具並不支援項目的移除,也不支援復原。目前放錯" "東西的話只能藉由編輯產生出來的WML檔案來修正。\n" "\n" "這個工具只能在章節模式中使用,裝飾品不屬於地形的一部分,是在章節中實作的,透" "過WML的text='[item]'標籤。" #. [topic]: id=editor_tool_village #: data/core/editor/help.cfg:216 msgid "Village Ownership Tool" msgstr "村莊所有權工具" # 為了描述更清楚一點,不照翻。 #. [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 "" "這個工具能指派章節開始時村莊的所有權。村莊必須藉由" "dst='editor_tool_paint' text='繪圖工具'先被放置到地形上。\n" "\n" "• 滑鼠左鍵會將村莊指派給目前選擇的陣營。\n" "• 滑鼠右鍵會將村莊不被任何陣營佔領。\n" "\n" "這個工具只能在章節模式中使用,所有權的資訊是藉由新增WML的" "text='[village]'標籤到適當的text='[side]'上" "來儲存的。" #. [topic]: id=editor_tool_unit #: data/core/editor/help.cfg:231 msgid "Unit Tool" msgstr "單位工具" #. [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 "" "放置屬於目前被選取的陣營的單位。\n" "\n" "• 滑鼠左鍵可以放置單位。\n" "• 用滑鼠左鍵進行拖曳可以移動已經被放置的單位。\n" "• 當格子上含有單位時,有多種操作會被加至滑鼠右鍵選單。\n" "\n" "這個工具只能在章節模式中使用,它會新增WML的text='[unit]'標籤" "到適當的text='[side]'上。" #. [topic]: id=editor_named_area #: data/core/editor/help.cfg:247 msgid "Named Areas" msgstr "命名地區" #. [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 "" "這個工具會建立一系列可以被用在WML腳本的標準位置過濾器(這個概念在Wiki中被詳細" "解釋)中的格子,藉由在過濾器的text='area='屬性中使用時代的" "ID。例如:\n" "\n" "• 指派一個時段給這一系列的格子\n" "• 過濾這個系列的格子,當有單位移動到它們之上時,就觸發事件\n" "\n" "使用這個工具:\n" "• 使用dst='editor_tool_select' text='選取工具'來選取格子\n" "• 在地區選單中,選擇「新增地區」\n" "• 然後在地區選單中,選擇「儲存選取的地區」\n" "• 然後在地區選單中,選擇「重新命名選取的地區」,接著設定一個名字作為地區的名" "稱。\n" "\n" "這個工具只能在章節模式中使用,它會新增WML的text='[time_area]'標籤到章節。雖然標籤的名稱暗示著時間,但它現在更加泛用,並不一定是要改" "變地區中的時段才使用它。" #. [topic]: id=editor_playlist #: data/core/editor/help.cfg:269 msgid "Playlist Manager" msgstr "播放清單管理器" #. [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 "" "將編輯器所找到的音軌顯示為清單,帶著核選方塊來啟用它們。\n" "\n" "這個工具只能在章節模式中使用,它會新增WML的text='[music]'標" "籤到章節。" #. [topic]: id=..editor #: data/core/editor/help.cfg:280 msgid "Map/Scenario Editor" msgstr "地圖/章節編輯器" # 最後面的警告不照翻。 #. [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 "" "韋諾的地圖和章節編輯器允許使用者建立並編輯每個韋諾章節所使用的地圖。它也提供" "了一系列有限的功能來設置出一個基本的章節。\n" "\n" "這個編輯器可以從標題畫面的「地圖編輯器」選項來被啟動。\n" "\n" "
text='編輯模式'
\n" "\n" "這個編輯器擁有兩種操作模式:地形模式和章節模式。\n" "\n" "
text='編輯模式'
與簡易的繪圖應用軟體類似,有著" "dst='editor_tool_paint' text='繪圖工具'、" "dst='editor_tool_fill' text='填充工具'、" "dst='editor_tool_select' text='選取工具'、" "dst='editor_tool_paste' text='粘貼工具'。它也有著用來設定首領的" "dst='editor_tool_starting' text='起始點工具'。\n" "\n" "
text='章節模式'
有著編輯模式中可使用得到的工具,還支援增加" "dst='editor_tool_label' text='標籤'、" "dst='editor_tool_scenery' text='章節項目'、" "dst='editor_tool_unit' text='單位',此外能指派章節開始時的" "dst='editor_tool_village' text='村莊擁有權'。另外還有" "dst='editor_playlist' text='播放清單管理器'可以處理音樂。" #. [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「不會」得到什麼'
\n" "\n" "• 所見即所得\n" "\n" "這個編輯器並非所見即所得的應用軟體。\n" "\n" "在遊戲中,地圖不會看起來一模一樣,因為這個取決於地形的規則。舉例來說,當許多" "山脈格子聚在一起,地形規則將會嘗試組合它們為一個大的山脈範圍,以大的圖形來涵" "蓋多個格子。\n" "\n" "• 事件處理程序和腳本\n" "這個編輯器不是幫助你撰寫事件處理程序的腳本的工具。\n" "\n" "• 無限的向下相容性\n" "編輯器可以讀取大多數來自於舊版韋諾的地圖,但並非全部。1.3.2版以及其之後的地圖" "通常會被支援,除非他們用到韋諾已經不再維護的地形。來自於模組有用到它們自己的" "地形的地圖將會需要該模組來告訴編輯器它們的地形。" #. [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 "" "這個地形編輯器的功能,與簡易的繪圖應用軟體類似。\n" "\n" "右手邊的邊欄從上到下包含:小地圖、工具箱(查看工具各自的頁面)、工具選項、" "dst='editor_palette' text='調色盤'。\n" "\n" "想要開始,就參考dst='editor_tool_paint' text='繪圖工具'的頁面。" #. [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 "" "章節編輯模式新增對一些地圖相關的WML功能的支援,像是地區和章節項目。大部分的章" "節仍將需要使用一個不同的工具來撰寫額外的WML,因為章節編輯器並不支援章節事件腳" "本的編輯。" #. [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='檢查編輯器是否是章節模式'
\n" "\n" "你可以藉由查看選單列來檢查編輯器正處於哪個模式。\n" "\n" "• 在章節模式中,「地區」和「陣營」選單是啟用的。\n" "• 在地形模式中,「地區」和「陣營」選單是禁用的,而呈灰色。" #. [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='進入章節模式'
\n" "\n" "要於章節模式中開始一個新的地圖,在「檔案」選單中選擇「新增章節」。\n" "\n" "如果你已經正在地形模式編輯地圖了,在「檔案」選單中選擇「儲存章節至」。\n" "\n" "要載入由章節編輯器建立的地圖,在「檔案」選單中選擇「載入地圖」,然後選擇「." "cfg」檔案(不是「.map」檔案)。" #. [topic]: id=..editor_mode_scenario #: data/core/editor/help.cfg:342 msgid "" "
text='The files: .map and .cfg'
\n" "\n" "The map editor saves exactly one file, either a .map (for terrain mode) or " "a .cfg (for scenario mode). In scenario mode the terrain map is saved inside " "the .cfg file; there is no separate .map file. If you start editing in " "terrain mode and then switch to scenario mode then an old .map file might " "remain, but this is not updated by the scenario editor.\n" "\n" "Loading a .cfg file has different results depending on the contents of the ." "cfg file. For .cfg files that were created by the scenario editor, it will " "open the .cfg in the scenario editor. However, for .cfg files that use a " "separate .map file (which can't be created by the scenario editor), the " "editor may follow the link and open the corresponding .map in terrain-only " "mode, as if the .map file was chosen in the file selector." msgstr "" "
text='「.map」和「.cfg」檔案'
\n" "\n" "地圖編輯器只會儲存恰好一個檔案,不是「.map」(地形模式)就是「.cfg」(章節模" "式)。在章節模式中,地形地圖會被存在「.cfg」檔案中,沒有分開的「.map」檔案。" "如果你開始使用地形模式進行編輯,然後切換到章節模式,則舊的「.map」檔案應會被" "保留,而不會被章節編輯器更新。\n" "\n" "載入一個「.cfg」檔案會有不同的結果,這與「.cfg」檔案的內容有關。由章節編輯器" "建立的「.cfg」檔案,會將「.cfg」檔案開啟至章節編輯器中。然而,有著分開的「." "map」檔案的「.cfg」檔案(它不是由章節編輯器建立的),編輯器會跟隨檔案的關聯," "在地形模式中開啟對應的「.map」檔案,就好比直接在檔案選取器選取「.map」檔案檔" "案來開啟一樣。" #. [topic]: id=editor_separate_events_file #: data/core/editor/help.cfg:354 msgid "Using a separate file for WML events" msgstr "對WML事件使用一個獨立的檔案" #. [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 "" "當載入一個「.cfg」檔案時,章節編輯器看得懂由章節編輯器建立的檔案,但一旦檔案" "被手動修改,很有可能就會有讀取上的困難。\n" "\n" "由章節編輯器建立的檔案會省略「[scenario]」起始標籤和「[/scenario]」終止標籤。" "如果你正在建立一個戰役(或是其它模組),這些標籤就需要被加入。關於這個在" "dst='editor_map_format' text='地圖檔案格式'文件中有更詳細的說" "明。\n" "\n" "一個流程是建立分開的WML檔案,同樣使用「.cfg」作為副檔名,使用WML預處理器來引" "入編輯者自訂的檔案。這個分開的檔案包含「[scenario]」起始標籤和「[/scenario]」" "終止標籤,以及任何手動編輯的WML,像是事件。藉由這個流程,模組的檔案結構會像是" "下面這個樣子:\n" "\n" "
text='對於 Wesnoth 1.14'
\n" "\n" "• _main.cfg:\n" " ◦ 使用「{./scenarios}」來引入「scenarios」目錄\n" "• maps/map_from_01.cfg\n" " ◦ 這是章節編輯器建立的檔案\n" "• scenarios/01_Forest.cfg, 取代「[scenario]」標籤,放置以下四行:\n" " ◦ [scenario]\n" " ◦ {~add-ons/NAME_OF_ADD_ON/maps/map_from_01.cfg}\n" " ◦ [/scenario]\n" " ◦ [+scenario]\n" "\n" "前三行是用來將章節產生的檔案插入至「[scenario]」標籤裡。第四行使用的「+」符號" "表示兩個「[scenario]」標籤會被合併,第二個標籤中的屬性會覆寫掉第一個標籤。\n" "\n" "
text='對於 Wesnoth 1.16 和之後的版本'
\n" "\n" "如果你的模組將只會被用在1.16 和之後的版本上,有新的透過「map_file」載入「." "cfg」檔案的方式,避免在「.cfg」檔案中重複使用模組名稱。\n" "\n" "• _main.cfg:\n" " ◦使用「[binary_path]」來增加模組的目錄至二進制路徑,這使得「map_file」搜尋" "「maps」目錄\n" " ◦ 使用「{./scenarios}」來引入「scenarios」目錄\n" "• maps/map_from_01.cfg\n" " ◦ 這是章節編輯器建立的檔案\n" "• scenarios/01_Forest.cfg\n" " ◦ 在「[scenario]」標籤中,使用「map_file=\"map_from_01.cfg\"」來載入該檔案" #. [topic]: id=editor_masks #: data/core/editor/help.cfg:393 msgid "Editor Mask Usage" msgstr "編輯器遮罩用法" #. [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 "" "遮罩可以被應用於一個基礎地圖上,以便在其它具有相同位置的章節中重複使用。" #. [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 "時段編輯器" #. [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 "" "這個在螢幕右上角的按鈕可以用來預覽和設定時段。\n" "\n" "在地形模式中,會以不同時段來顯示這張地圖。\n" "\n" "在章節模式中,這個按鈕可以開啟dst='editor_named_area' text='時間地區'編輯器,用來獨立設定時段。" #. [topic]: id=editor_palette #: data/core/editor/help.cfg:414 msgid "Editor Palette" msgstr "編輯器調色盤" #. [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 "" "編輯器調色盤包含你可能會應用到的目前所選取的工具的物件。舉例來說,繪圖工具會" "顯示一個完整可以使用的地形清單,而單位工具會提供可以使用的單位清單。當使用起" "始點工具時,調色盤會變成「玩家 1」、「玩家 2」、……的清單。\n" "\n" "text='過濾器'\n" "\n" "有一個過濾器功能可以只顯示可使用的物件的子集合──即調色盤最上方的四個按鈕中的" "最左邊的那個,而且圖示會根據被選擇的東西而改變。例如:" #. [topic]: id=editor_palette #: data/core/editor/help.cfg:421 msgid "Show all kinds of terrain" msgstr "顯示所有種類的地形" #. [topic]: id=editor_palette #: data/core/editor/help.cfg:422 msgid "Show only water terrains" msgstr "只顯示水的地形" #. [topic]: id=editor_palette #: data/core/editor/help.cfg:423 msgid "Show only villages" msgstr "只顯示村莊" #. [topic]: id=editor_map_format #: data/core/editor/help.cfg:435 msgid "Wesnoth Map Format" msgstr "韋諾地圖格式" #. [topic]: id=editor_map_format #: data/core/editor/help.cfg:436 msgid "Wesnoth stores its maps in human readable plain text files." msgstr "韋諾將它的地圖存成人類可讀的純文字檔案。" #. [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" "一個地圖檔案由使用逗號分隔的地形代碼字串的列組成。地圖語法所提供的唯一不是地" "形的資訊是由起始點工具建立的位置。這個檔案可以被一個泛用的文字編輯器打開編" "輯,像是記事本。\n" "\n" "這些檔案被直接用來進行多人遊戲,玩家的數量自動地以起始位置的數量來決定。當儲" "存在預設的目錄中時,這個地圖可以在多人「建立遊戲」的對跨框的「自訂地圖」遊戲" "類型中被找到。你也許需要刷新快取(在標題畫面中按下F5)來讓新建立的地圖顯示出" "來。\n" "\n" "這些檔案可以被用在章節的「.cfg」檔案中,「.cfg」檔案帶著章節的WML,它提供額外" "的資訊,像是隊伍、自定義事件以及複雜的陣營設定。「.cfg」檔案用以下的方式之一" "讀取地圖檔:\n" "\n" "• map_file=maps/01_First_Map.map text='──從韋諾1.14版本後開始支援'\n" "• map_data=\"{maps/01_First_Map.map}\" text='──包含一個WML的預處理程" "序'\n" "\n" "與包含一個WML的預處理程序的地圖相比,更偏好使用text='map_file'。" # 看不懂「but this is rarely-used code」,不翻譯。 #. [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='內嵌'
\n" "\n" "地圖資料可以作為章節的「.cfg」檔案的一部分來儲存,直接存在" "text='map_data'屬性中。換句話說,當使用包含預處理程序的方法" "時,預處理程序會將這個位置的內容包含進來。\n" "\n" "text='在純地形模式下使用內嵌格式'\n" "\n" "如果你正在編輯地圖並沒使用章節模式支援的話,那要移動資料到原生地圖檔案以在編" "輯器中開啟它是很瑣碎的。這樣的轉換是建議去做的,否則編輯器只會支援編輯" "「map_data」的內容,而檔案中的其它的所有部分都不會去動到。用這樣的方式開啟的" "檔案會在視窗選單上被標示為「(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='由章節編輯器建立的檔案'
\n" "\n" "在章節模式中,編輯器將資料存成一個「.cfg」檔案,其中內嵌了地圖的資料。當載入" "一個「.cfg」檔案時,章節編輯器看得懂由章節編輯器建立的檔案,但一旦檔案被手動" "修改,很有可能就會有讀取上的困難。問題可以藉由" "dst='editor_separate_events_file' text='使用分開的「.cfg」檔案'來" "避免。" #. [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='哪些章節檔案使用「[scenario]」標籤'
\n" "\n" "章節編輯器產生的檔案包含WML章節元素的內容,但沒有包含「[scenario]」起始標籤和" "「[/scenario]」終止標籤。對於每個在使用者資料目錄中「editor」或是" "「scenarios」子目錄下的「.cfg」檔案,遊戲會自動地嘗試從中讀取章節,並將它們包" "含至「自訂章節」清單中(檔案載入失敗的話就會被忽略)。在這個目錄中,每個檔案" "是一個分開的項目──被解析失敗的檔案會被忽略,且檔案必須不能包含「[scenario]」" "和「[/scenario]」標籤。\n" "\n" "另一方面的應用是章節是屬於戰役或是模組的一個部分。一般來說,每個章節都有它自" "己的「.cfg」檔案,但這個並不是必要的──模組中的所有WML將會被預處理器合併,模組" "有沒有被分檔案撰寫並不重要。引擎需要「[scenario]...[/scenario]」(或是" "「[multiplayer]...[/multiplayer]」)標籤來了解WML是屬於哪個章節。" #. [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 "深層地下" #. [editor_times]: id=indoors #. [time]: id=indoors #: data/core/editor/time-of-day.cfg:53 data/core/macros/schedules.cfg:104 msgid "Indoors" msgstr "室內" #. [section]: id=encyclopedia #. [topic]: id=..encyclopedia #: data/core/encyclopedia/_main.cfg:5 data/core/encyclopedia/_main.cfg:12 msgid "Encyclopedia" msgstr "韋諾百科" #. [topic]: id=..encyclopedia #: data/core/encyclopedia/_main.cfg:14 msgid "" "dst='..calendar' text='Calendar'\n" "dst='..geography' text='Geography'" msgstr "" "dst='..calendar' text='曆法'\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 "曆法" #. [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 "" "在韋諾曆法中,一年由12個月組成。按照順序,這些月份是:\n" "\n" "白火\n" "血月\n" "灑種\n" "深根\n" "占卜師花\n" "荊棘樹\n" "巔星\n" "燭火\n" "靜種\n" "死神\n" "雨淞花\n" "黑火\n" "\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 "亞肯-索利亞" #. [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 "" "一條在dst='heart_mountains' text='心之山脈'中發源,向東流至利斯特" "拉的河流。" #. [topic]: id=great_river #: data/core/encyclopedia/geography.cfg:32 msgid "Great River" msgstr "大河" #. [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 "" "大河形成dst='kingdom_wesnoth' text='韋諾王國'與" "dst='northlands' text='北方土地'的邊界。大河從" "dst='elensefar' text='艾倫索法'流入dst='great_ocean' text='大" "洋'。" #. [topic]: id=great_ocean #: data/core/encyclopedia/geography.cfg:38 msgid "Great Ocean" msgstr "大洋" #. [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 "" "位於dst='great_continent' text='大陸'的西方,為所有河流的匯集地。" "大洋的最西端是被稱為dst='morogor' text='摩洛格'的巨大群島。" #. [topic]: id=morogor #: data/core/encyclopedia/geography.cfg:44 msgid "Morogor" msgstr "摩洛格" #. [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 "" "群島,位於dst='great_ocean' text='大洋'之中的某個地方," "dst='green_isle' text='綠島'的東方,dst=great_continent " "text='大陸'的西方。\n" "它主要是dst='..race_drake' text='龍族'在居住。\n" "群島的中心島嶼也被稱為 「摩洛格」。" #. [topic]: id=green_isle #: data/core/encyclopedia/geography.cfg:52 msgid "Green Isle" msgstr "綠島" #. [topic]: id=green_isle #: data/core/encyclopedia/geography.cfg:53 msgid "" "A bigger island lying in the dst='great_ocean' text='Great Ocean'." msgstr "dst='great_ocean' text='大洋'中的一個較大型的島嶼。" #. [topic]: id=old_continent #: data/core/encyclopedia/geography.cfg:58 msgid "Old Continent" msgstr "舊大陸" #. [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 "" "位於dst='morogor' text='摩洛格'西方,在dst='great_ocean' " "text='大洋'的對面。" #. [topic]: id=great_continent #: data/core/encyclopedia/geography.cfg:64 msgid "Great Continent" msgstr "大陸" #. [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='韋諾王國'所在的大陸。西邊海岸被" "dst='great_ocean' text='大洋'環繞。" #. [topic]: id=irdya #: data/core/encyclopedia/geography.cfg:70 msgid "Irdya" msgstr "爾迪亞" #. [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='韋諾'王國所在的世界叫作「爾迪亞」。然" "而,這個名詞在主地圖所描述的時代裡很少被使用。人們通常只會稱「這個世界」,或" "富詩意地稱「廣袤的綠色世界」。" #. [topic]: id=kingdom_wesnoth #: data/core/encyclopedia/geography.cfg:76 msgid "Kingdom of Wesnoth" msgstr "韋諾王國" #. [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 "" "韋諾王國位於dst='great_continent' text='大陸'的北中部。大部分的主" "線戰役圍繞著它展開。北邊的dst='great_river' text='大河'、西邊的" "dst='great_ocean' text='大洋'海岸、" "dst='southwest_elven_lands' text='西南邊'的艾森樹林,以及東南方的" "苦澀沼澤,為它在地圖上畫定了疆界。\n" "\n" "艾森河的上方,塔恩堡壘的南方,是韋諾的邊疆區域。其南方(地圖未標示)以一大片" "茂密的森林為界,而艾森樹林算是這片森林的最北方。\n" "\n" "
text='主要城市:'
\n" " • 維爾丁:韋諾的首都。\n" " • 奧爾德里爾:珍珠灣上的城市。\n" " • 黑水港:珍珠灣南方的城市。\n" " • 卡辛:位於灰森林跟大河中間。\n" " • 丹唐克:韋諾最大的城市,位於王國的中心,就在維爾丁的西北方。\n" " • 索拉達克:韋諾最北部的邊疆哨站,控制著在維爾丁河與大河的交匯處。\n" " • 塔恩堡壘:韋諾最南方的邊疆哨站,控制著橫跨艾森河的南北向道路。\n" " • 塔斯:丹唐克北邊重要的堡壘城市,控制著布朗丘陵東邊以及阿貝茲淺灘周圍的" "蠻荒地區。\n" "\n" "
text='主要地貌:'
\n" " • 獅鷲山:傳說中的獅鷲的家園。\n" " • 阿貝茲淺灘:大河的淺水部分,通常是由韋諾的軍隊控制著。\n" " • 維爾丁河:從大河分出來的支流,朝南方流去。\n" " • 中央大平原:以維爾丁、丹尼斯,以及塔恩堡壘為界的區域,這個平原是韋諾的" "穀物生產地,也是它大部分的人口的家園。\n" " • 杜雷特斯丘陵:這些連綿起伏的丘陵銜接著中央大平原,為韋諾提供了不少飼養" "家畜及農耕用地的空間。\n" " • 布朗丘陵:環繞著獅鷲山的荒地,人口不多,有時非常危險。\n" " • 駿馬平原: 大河南方連綿不絕的平原,以北邊的格林森林,東邊的維爾丁河為" "界,南部併入中央大平原。這裡是強大氏族的家園,韋諾最好的馬也在此飼育。\n" " • 艾斯特馬克丘陵:大河的南邊,維爾丁河的東邊範圍相當大的山丘。最北邊的部" "分,最靠近維爾丁河的地方,在各種不同的時期有韋諾人在那定居,但充其量王國對於" "這裡的控制力微乎其微且盜賊活動頻繁。\n" " • 格林森林:又被稱作王室之森,是以海德瑞克二世的兒子命名的。\n" " • 灰森林:韋諾荒野的核心地帶的森林,位於卡辛跟奧爾德里爾之間,普遍被認為" "是個鬧鬼的地方。" #. [topic]: id=elensefar #: data/core/encyclopedia/geography.cfg:106 msgid "Elensefar" msgstr "艾倫索法" #. [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 "" "艾倫索法有時是dst='kingdom_wesnoth' text='韋諾王國'的一個省,有時" "是一個獨立的國家,而有時會跟韋諾簽署條約結盟。它的北邊邊界是" "dst='great_river' text='大河',東邊邊界是一條與韋諾定義不清的界" "線,南邊邊界是珍珠灣,而西方邊界是dst='great_ocean' text='大洋'。" "在韋諾的歷史描述中可以找到更多資訊。\n" "\n" "
text='主要城市:'
\n" " • 艾倫索法: 首都,位於dst='great_river' text='大河'三角洲的一" "個島上。\n" " • 卡辛:韋諾跟艾倫索法邊界上的一個城市,兩國對此城市的歸屬有爭議。\n" "\n" "
text='主要地貌:'
\n" " • dst='great_river' text='大河':在此刻,它非常寬闊,只有船才" "能渡過它。" #. [topic]: id=northlands #: data/core/encyclopedia/geography.cfg:119 msgid "Northlands" msgstr "北方土地" # 翻譯中Heart Mountains的描述與其獨立單元的描述是一致的,沒有按照這裡的原文翻。 #. [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 "" "北方土地沒有政府存在。各式各樣的半獸人、矮人、野蠻人甚至是精靈的族群居住於" "此。北邊和東邊的邊界並沒有被定義,而南方邊界則是dst='great_river' " "text='大河',西方邊界是dst='great_ocean' text='大洋'。\n" "\n" "
text='主要城市:'
\n" " • 葛蘭多:一個半獸人部落的首都。\n" " • 韋斯米爾:卡連──精靈議會的所在地。\n" " • 矮人之門:在心之山脈南部的納爾迦的領土中的一個混合著人類與矮人的城鎮。" "一個主要貿易中心。\n" " • 達爾本與戴爾文:在韋諾的黃金時代擴張中越過大河的人所建造的人類村莊。現" "在已被廢棄。dst='elensefar' text='艾倫索法'東北邊的森林區域,是這" "些村莊的所在地,之前被人類稱為安努文省,但被精靈稱為韋斯米爾。\n" "\n" "
text='主要地貌:'
\n" " • dst='heart_mountains' text='心之山脈':一條位於" "dst='arkan_thoria' text='亞肯-索利亞'dst='far_north' " "text='遠北'之間幾乎無法穿越的障礙。\n" " • 心之尖牙:位於弗魯格湖南邊跟韋斯米爾森林北邊的那座特別令人害怕的連綿山" "峰。是心之山脈最荒涼且最危險的區域,只有隱士、瘋子和法師住在那。\n" " • 恐懼沼澤:位於心之山脈跟大河之間的一個巨大沼澤。出了名的危險地方。\n" " • 弗魯格湖:一個巨大的山湖,它的河流切割出唯一貫穿北方山脈的道路。\n" " • dst='arkan_thoria' text='亞肯-索利亞':發源自弗魯格湖的河" "流。亞肯-索利亞是精靈起的名稱,人類則稱它綿長河。\n" " • 利斯特拉河:大河的支流,向南流淌,流至亞肯-索利亞流入的地方。\n" " • 林塔尼爾森林:北方大森林的最南部,是一座巨大的樹林,只有精靈才知道其東" "部和北部的邊界。他們的首都,艾倫西里亞,只有被少數人類拜訪過。\n" " • dst='arkan_thoria' text='大河':這條河流的源頭在北方土地東邊" "的某處。" #. [topic]: id=southwest_elven_lands #: data/core/encyclopedia/geography.cfg:141 msgid "Southwest Elven Lands" msgstr "西南方精靈土地" #. [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 "" "木精靈與北方精靈是區隔開來的,他們與大部分的其他國家只有斷斷續續的往來。西邊" "以dst='great_ocean' text='大洋'為界,南邊和東南邊以黑河為界,北邊" "以韋諾的領土為介,而東邊以凱爾萊斯省為介。\n" "\n" "
text='主要城市:'
\n" " • 沒有記載\n" "
text='主要地貌:'
\n" " • 艾森樹林:最大的南部森林,一直向很遠的南方延伸,那裡是dst='.." "race_elf' text='精靈'的家園。雖然精靈們沒有這樣區分,但凱爾萊斯的居民稱" "這個森林的南部為南方樹林。\n" " • 黑森林:一座很少人知道的古老森林,很久以前就被精靈們廢棄了。" #. [topic]: id=heart_mountains #: data/core/encyclopedia/geography.cfg:154 msgid "Heart Mountains" msgstr "心之山脈" #. [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 "" "一條位於dst='arkan_thoria' text='亞肯-索利亞'與" "dst='far_north' text='遠北'之間幾乎無法穿越的障礙。" #. [topic]: id=far_north #: data/core/encyclopedia/geography.cfg:160 msgid "Far North" msgstr "遠北" # 不確定「city home」是什麼東西。 #. [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、嚴酷且難以達到,遠北是半獸人克蘭尼特的故鄉。它位於" "dst='heart_mountains' text='心之山脈'的北方,半獸人稱那為哈吉德-達" "爾格並宣稱(無憑無據)是他們的領土。遠北的東邊是荒蕪草原的沒結盟部落,他們脫" "離了克蘭尼特的控制後,轉而與人類野蠻人一起遊蕩,並與北方平原的高等精靈(人類" "稱為北方精靈)發生衝突。高等精靈們自己居住在更遠的東方,謠言說他們在那統治著" "龐大的王國。\n" "\n" "
text='主要城市:'
\n" " • 巴拉格‧哥爾:一個半獸人議會所在的城市,是半獸人的家園。\n" " • 比托克\n" " • 博爾斯泰普\n" " • 法爾基\n" " • 拉馬里格\n" " • 梅爾莫格\n" " • 普瑞斯提姆\n" " • 特瑞格茲\n" " • 多瑞斯特:一個最北方的人類城市。\n" "\n" "
text='主要地貌:'
\n" " • 黑色沼澤\n" " • 多爾斯山脈\n" " • 哈格山脈\n" " • 綠樹林\n" " • 寂靜森林\n" " • 瑟麗恩森林\n" " • 昂弗河\n" " • 博克河\n" " • 寒霜荒野\n" " • 荒蕪平原" #. [section]: id=schedule #: data/core/help.cfg:10 msgid "Time of Day Schedule" msgstr "時段" #. [section]: id=introduction #. [topic]: id=..introduction #: data/core/help.cfg:17 data/core/help.cfg:95 msgid "Introduction" msgstr "介紹" #. [section]: id=gameplay #. [topic]: id=..gameplay #: data/core/help.cfg:23 data/core/help.cfg:167 msgid "Gameplay" msgstr "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 "特質" #. [section]: id=units #. [topic]: id=..units #: data/core/help.cfg:37 data/core/help.cfg:118 msgid "Units" msgstr "單位" #. [section]: id=abilities_section #. [topic]: id=..abilities_section #: data/core/help.cfg:46 data/core/help.cfg:138 msgid "Abilities" msgstr "技能" #. [section]: id=weapon_specials #. [topic]: id=..weapon_specials #: data/core/help.cfg:54 data/core/help.cfg:147 msgid "Weapon Specials" msgstr "攻擊效果" #. [section]: id=eras_section #. [topic]: id=..eras_section #: data/core/help.cfg:62 data/core/help.cfg:127 msgid "Eras" msgstr "時代" #. [section]: id=terrains_section #. [topic]: id=..terrains_section #: data/core/help.cfg:70 data/core/help.cfg:546 msgid "Terrains" msgstr "地形" #. [section]: id=addons #. [topic]: id=..addons #: data/core/help.cfg:78 data/core/help.cfg:599 msgid "Add-ons" msgstr "模組" #. [section]: id=commands #. [topic]: id=..commands #: data/core/help.cfg:84 data/core/help.cfg:672 msgid "Commands" msgstr "指令" # 「new aspects of the game」直翻的話是「新的遊戲層級」,英文雖然慣用這樣的說法,但翻成中文會看不懂這在寫什麼,所以不照翻。 # 不懂「special situations and exceptions」在指什麼,不照翻。 #. [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='韋諾之戰'是一個回合制奇幻風格的策略遊戲,與許多現代的" "策略遊戲不盡相同。雖然其它遊戲講求複雜性,text='韋諾之戰'卻" "講究規則與玩法的簡易性。然而這並不會讓遊戲變得簡單。因為從這些簡單的規則中可" "以產生出豐富的策略,使得這個遊戲易學難精。\n" "\n" "以下頁面概述你遊玩韋諾所需要知道的一切。在你玩的時候,隨著你的遊戲進展,新的" "資訊會被加至各個分類中。有關特殊名詞的更詳細資訊,可以點擊文中包含的連結。" #. [topic]: id=about_game #: data/core/help.cfg:106 msgid "About the Game" msgstr "關於遊戲" #. [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 "" "本遊戲在六角格子組成的戰場上進行,在戰場上,你的單位會與電腦、用一台電腦輪流" "玩的朋友(單機多人)、區網的其他玩家或是多人模式裡世界各地的玩家所操控的單位" "對戰。\n" "\n" "每一場這樣的對戰都稱為text='章節',章節可以串起來成為" "text='戰役'。除了遊戲內建的戰役之外,韋諾也支援玩家自製的內" "容,模組伺服器上有著數百個自製地圖、戰役、時代、派系和資源。\n" "\n" "本遊戲也以能讓玩家輕鬆地創造出他們自己的遊戲內容的人類可讀的標記語言──韋諾標" "記式語言(WML)以及讓玩家設計他們自己的戰場的全功能地圖和章節編輯器為特色。\n" "\n" "text='韋諾之戰'專案開始於2003年,之後一直有大量的志願者致力" "於此。" # 這裡的「statistics」就是字面上的意思,即「a collection of information shown in numbers」,不翻成「統計」。 # 為求工整「A unit’s page」不翻成「一個單位的頁面」。 #. [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 "" "這個單元將會列出所有你在探索韋諾世界的過程中發現的單位。當你在戰役中或多人章" "節中發現新的單位時,他將會被加至他的種族的分類中,之後你就可以隨時瀏覽他的頁" "面。每個單位的頁面都會顯示這個單位的概述,以及他的數值,即攻擊、抗性、移動力" "和防禦力數值。\n" "\n" # 敘述不清,不照翻。 #. [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 "" "一個派系是由多種單位組成,其中較高等的單位負責擔任首領。在多人遊戲中,每個陣" "營都必須選擇一個派系來扮演。選擇的派系會決定該陣營的首領單位以及可招募的單位" "類型。\n" # 敘述不清,不照翻。 #. [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 "" "每個時代能用的派系不一樣,或者派系的單位組成會不一樣。玩家要扮演一個派系來與" "其他派系戰鬥。除了遊戲內建的主線時代之外,模組中有很多玩家自製的派系能用。\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 "" "某些單位擁有會影響到其他單位或對該單位與其他單位的互動有影響的技能。當你遇到" "這些技能時,它們會被列在這個單元。每個頁面都會提供該技能有什麼作用的敘述,以" "及列出有哪些單位(目前已經發現的)擁有該技能。\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 "" "某些攻擊招數擁有特殊效果,使用它們可以增加攻擊的效益。當你在戰役或多人章節裡" "看見新的攻擊效果時,它將會被新增至這個清單,之後你就可以隨時瀏覽它的頁面。每" "個頁面都會提供該攻擊效果有什麼作用的敘述,以及列出有哪些單位(目前已經發現" "的)擁有該攻擊效果。\n" "\n" #. [topic]: id=.unknown_unit #: data/core/help.cfg:157 msgid "Unknown Unit" msgstr "未知的單位" #. [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" "目前這個單位是未知的。你必須在遊戲中發現他才能看到他的敘述。" # Turotial的章節現在不只一個了,所以「in the context of a scenario」不照翻。 #. [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 "" "韋諾是由一系列稱為text='章節'的戰鬥所組成的,它使你的部隊與" "一個或多個敵方的部隊對戰。彼此接續的多個章節,講述著一個故事,組成" "text='戰役'。在戰役中,你通常需要玩得更加小心,保護好你最強" "的部隊以在之後的章節再次使用。\n" "\n" "互動式的text='新手教學'在幾個章節中介紹韋諾的基本玩法。新手教學" "包含的內容在這些頁面都有更深入的解釋,所以你隨時可以回來參閱,如果你忘記一些" "的話。\n" "\n" "在你熟悉基礎之後,試試看一個新手等級的戰役吧,像是text='王位繼承人'text='南疆哨所'。已安裝的戰役的完整清單可以透過主選" "單上的text='戰役'選項來找到。韋諾可能會相當有挑戰性,因此你或許" "會希望在進行更高的難度之前先從簡單的下手。\n" "\n" "戰役按照text='等級'text='難度'來分類。例" "如text='王位繼承人'是「新手」等級,可以在三個難度中選一個來" "進行遊戲,有「初學者」、「普通」及「挑戰」。戰役的等級表示它所假設的玩家對遊" "戲機制(像dst='movement' text='控制區域'dst='time_of_day' " "text='時段')的熟練程度。難度表示章節對老練的玩家有多大的挑戰,在愈高的" "難度下,獲得勝利的阻礙就會愈高,且克服阻礙也會需要更高超的技術。例如,在愈高" "的難度下,敵人也許會有更高的收入、更高等級的單位、更多的城堡格子,諸如此類。" #. [topic]: id=..gameplay #: data/core/help.cfg:177 msgid "" "\n" "\n" "
text='Fundamentals of Gameplay'
\n" "\n" msgstr "" "\n" "\n" "
text='基本玩法'
\n" "\n" #. [topic]: id=..gameplay #: data/core/help.cfg:177 msgid "" "While playing, keep in mind that you can mouse-over many items in the game, " "such as the information displayed in the status pane, to see a brief " "description explaining each item. This is especially useful when you " "encounter new elements, such as dst='..abilities_section' " "text='abilities', for the first time." msgstr "" "在遊玩時,請記住,在遊戲中,要查看每個項目的簡短描述,你可以將滑鼠游標移動到" "該項目上,關於該項目的資訊就會被顯示在狀態面板上,許多項目都可以這樣做。當你" "第一次遇到一個新的東西,像是dst='..abilities_section' text='技能'" "時,這個功能特別有用。" #. [topic]: id=victory_and_defeat #: data/core/help.cfg:189 msgid "Victory and Defeat" msgstr "勝利與失敗" # 不確定「changing your save options」是什麼意思,不照翻。 #. [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" "當你贏得一個章節時,地圖會變灰,而text='結束回合'按鈕會變成" "text='結束章節'。在按下那個按鈕繼續之前,你此時可以做些像是更改" "遊戲偏好設定,或是(如果你是在一場多人連線遊戲中)與其他玩家聊天之類的事情。" #. [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 "" "請注意每個章節開始時出現的text='目標'彈出框。在大部分的章節中," "藉由殺掉所有敵方首領,你將達成勝利,同樣地,你的首領的死亡通常會導致戰敗。然" "而,有些章節或許有其它的勝利目標,像是讓你的首領到達指定的地點、營救盟友、解" "謎或是在抵抗圍攻直到已經過了一定的回合數量。" #. [topic]: id=recruit_and_recall #: data/core/help.cfg:199 msgid "Recruiting and Recalling" msgstr "招募與招回" #. [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" "如果你在城堡的格子上按下滑鼠右鍵再選招募,新的單位將出現在那個格子裡。否則," "新單位將會出現在主堡附近的空格裡。你只能招募與你城堡中的空格數量相同的單位" "量,且在招募時你無法花費比你所實際擁有的金幣還多的金幣。" # 「choosing text='Recruit' from the menu」這裡的menu是指Actions menu。 #. [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 "" "每一方的陣營在一開始會有一個首領在他們的主堡上。在戰鬥開始時,或是戰鬥的過程" "中,你將會需要招募dst='..units' text='單位'至你的軍隊中。要進行招" "募,你必須將首領(例如,在text='王位繼承人'中就是康拉德)置" "於一個dst='..terrain_castle' text='城堡'的主堡的格子上。然後你可以" "藉由在動作選單中選擇text='招募'或是在格子上按下滑鼠右鍵然後選擇" "text='招募'來進行招募。這會出現招募選單,它列出了所有可以招募的" "單位和他們的金幣成本。點擊一個單位來查看他的數值,然後按下text='招募'按鈕就可招募他。" #. [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" "招募到的單位伴隨著兩個隨機dst='..traits_section' text='特質',會影" "響到他們的數值。" # 原文的最後一句順序反過來了。 #. [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" "在往後的章節中,你也可以從先前的戰鬥中招回倖存者。進行招回時會向你顯示出一個" "在先前章節中所有存活下來的單位的清單。招回一律花費20枚金幣。" #. [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" "單位不只需要花費金幣去招募或招回,他們還需要錢來維持。參考" "dst='income_and_upkeep' text='收入與支出'以獲得更多資訊。" #. [topic]: id=income_and_upkeep #: data/core/help.cfg:215 msgid "Income and Upkeep" msgstr "收入與支出" # 「one additional gold each turn」這個不一定是1枚金幣,敘述有點不清楚,所以翻譯時加了括號補充說明。 #. [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" "收入很簡單。每回合你擁有2枚金幣的基本收入。對於每個你佔領的村莊,你在每回合可" "以得到一筆額外的金幣(通常是1枚金幣)。因此,如果你擁有十個村莊,一般來說,你" "可以在每回合獲得12枚金幣。你的支出會由這筆收入來扣,詳情如下。" #. [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 "" "在韋諾中,只有招募單位並戰鬥是不夠的。你必須得注意你的金幣,特別是在戰役中。" "在戰役中你能將多餘的金幣從一個章節帶到下一個章節。對此有兩個方面:" "text='收入'text='支出'。" #. [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" "支出也相當簡單。每個單位需要與他等級相等的支出。你可以維持與你擁有的村莊數量" "一樣多的單位的等級,而不需要支付維護費。然而,對於每個你所擁有的超出村莊數量" "的單位等級,你必須在每回合支付1枚金幣。例如,如果你擁有十二個等級1的單位和十" "個村莊,你每回合就得花費2枚金幣作為維護費用。" #. [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" "你的支出會由你的收入來扣,所以在單位等級總合為十二和十個村莊的情况下,你的最" "後收入會是每回合10枚金幣。" #. [topic]: id=income_and_upkeep #: data/core/help.cfg:226 msgid "" "\n" "\n" "In general, the base income, the amount of gold you get per village per " "turn, and the number of unit levels each village can support are " "configurable, but in campaigns they are almost always the values described " "above. The text='Scenario Settings' tab of the " "text='Status Table' dialog shows the values for the current " "scenario." msgstr "" "\n" "\n" "一般來說,基本收入,即你在每回合於每座村莊所拿的金幣數量,以及每座村莊可以維" "持的單位等級數量,這兩項數值是可以調整的。但在戰役中,它們總是上述所述的值。" "在text='狀態表單'中的text='章節設定'分頁裡" "會顯示目前章節所設定的值。" #. [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" "\n" "對於支出有兩個重要的例外:具有忠誠特質的單位以及首領絕對不收維護費用。你開始" "章節時所擁有的單位(像是迪法多),或在章節中加入你的單位(如在" "text='王位繼承人'第二個章節中加入的輕騎兵)通常具有" "text='忠誠'特質。你所扮演的單位(像是康拉德)幾乎總是一位首" "領。" #. [topic]: id=hitpoints #: data/core/help.cfg:237 msgid "Hitpoints and Experience" msgstr "生命值與經驗值" # 由於翻譯不使用「HP」、「XP」等字眼,所以將「(HP)」、「(XP)」省略掉。 #. [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 "" "每個單位都有固定的text='生命值'。如果一個單位的生命值低於1," "該單位就會死亡。每個單位也都有固定的text='經驗值'。新招募的" "單位一開始沒有經驗值,藉由與敵人戰鬥,他會獲得經驗值。" #. [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 "" "生命值和經驗值都會在狀態面板上以兩個數值的形式顯示出來(目前的數值和此單位最" "大可擁有的數值)。" #. [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 "" "生命值也在單位旁邊以能量條的形式被顯示出來。能量條可能是綠色、黃色或紅色。至" "少有1點經驗值的單位擁有一條藍色的經驗條,當該單位快dst='advancement' " "text='升級'時,經驗條會變成白色。" #. [topic]: id=advancement #: data/core/help.cfg:251 msgid "Advancement" msgstr "升級" #. [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" "單位需要獲得一定的經驗值來升級(有聰慧特質的單位降低20%的需求經驗)。一旦他們" "達到這個量,他們就會立即升到下一個等級,並在過程中補滿生命。有些情況下,會給" "你升級選項來選。" #. [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 "" "如果兩個單位在戰鬥之後都存活下來,他們都能得相同於他們對戰的單位的等級的經驗" "值數量。如果一個單位在戰鬥中殺死另一個,他會獲得更多的經驗值──0級單位有4點,1" "級單位有8點,2級單位有16點,3級單位有24點,依此類推。" # 「While most units have three levels, not all do.」有語病,不照翻。 #. [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" "大多數的單位有三個等級,而有些單位(例如dst='unit_Mage' text='法師')可能有四個以上。一旦單位升到最高級以後,他可能會得到適用於他的" "text='滿級奬勵'。滿級奬勵會每次在單位達到升級所需經驗值後," "修改單位屬性,但單位將保持在相同等級。對於該單位來說,典型的滿級奬勵是增加3點" "最大生命值並將其補滿血。第一次的滿級獎勵通常要獲得150點經驗值(聰慧單位是120" "點)來達到。不過,以後每次單位獲得滿級獎勵,要再獲得滿級獎勵就會變得更加困" "難,因此嘗試升級你較低等級的單位通常更有用。" #. [topic]: id=movement #: data/core/help.cfg:263 msgid "Movement" msgstr "移動" #. [topic]: id=movement #: data/core/help.cfg:264 msgid "" "\n" "\n" "Each unit has a certain number of movement points which are used up when " "moving into a new hex, depending on the Terrain of that particular hex. For " "instance, grassland nearly always costs 1 movement point to enter. Exactly " "how many movement points are spent entering a hex depends on the unit type — " "in forest, elvish units only spend 1 movement point, most human and orc " "units spend 2, while horsemen spend 3. You can learn how many movement " "points a unit requires to enter a certain terrain type by right-clicking on " "it, selecting text='Unit Description', and then looking at " "text='Terrain Modifiers'." msgstr "" "\n" "\n" "每個單位各自擁有固定的移動點數,這些數值會在移動到不同的格子時被消耗掉,消耗" "的點數取決於那個特定的格子的地形。舉個例子,一般總是需要消耗1點移動點數來進入" "草地。進入一個格子確切要花費多少的移動點數取決於單位的類型──在森林裡,精靈單" "位只花費1點移動點數,人類和半獸人單位花費2點,而騎兵花費3點。要了解一個單位進" "入某個地形需要花費多少移動點數,你可以在單位上面按下滑鼠右鍵,選擇" "text='單位描述',然後查看text='地形影響'。" #. [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 "" "在text='韋諾之戰'中移動單位很簡單。點選你想要移動的單位,然" "後在你想要他移動到的格子上點擊滑鼠左鍵就行了。當一個單位被選中時,任何這個回" "合可移動到的格子會被高亮顯示,而地圖上所有其它的格子則會變得暗淡。移動滑鼠到" "高亮的格子上會顯示出如果你把該單位移動到那個格子時他的防禦率。移動滑鼠到暗淡" "的格子上會顯示出抵達那個格子所需要的回合數,點擊格子會使該單位在接下來的回合" "以最快的路線往那個格子移動。如果你在你移動單位時沒有用完該單位的移動點數,你" "可以再次移動他。當你要交換兩個單位的位置時,這是很有用的。使用一個單位攻擊敵" "人會用完他的移動點數。移動的目的地是在一個你還沒佔領村莊也會用光該單位的移動" "點數,但他仍然能發動攻擊。" #. [topic]: id=movement #: data/core/help.cfg:266 msgid "" "\n" "\n" "Another thing to keep in mind while moving is text='zones of " "control'. Each unit — except for level 0 units — generates a zone " "of control in the hexes immediately surrounding it, and any enemy unit " "entering those hexes immediately ends its movement. Learning how to use " "zones of control to your advantage is an important part of Wesnoth, as only " "dst='ability_skirmisherskirmisher' text='skirmishers' can ignore " "zones of control." msgstr "" "\n" "\n" "移動時你還需要考慮到text='控制區域'。每個單位──除了等級0的單" "位──會在他周圍的格子上產生一個控制區域,任何進入那些格子的敵人會立即耗盡移動" "點數。學習如何利用控制區域來成為你的優勢,是韋諾的一個重要的部分,因為只" "dst='ability_skirmisherskirmisher' text='游撃'可以忽視控制區域。" #. [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" "要查看敵人在他們下一個回合中可以移動到哪,按下 ctrl + v 或是 cmd + v。ctrl + " "b 或是 cmd + b 則可以顯示假如你的單位沒有在地圖上擋到敵人的去路,敵人可以移動" "到哪。" #. [topic]: id=shroud_and_fog #: data/core/help.cfg:277 msgid "Shroud and Fog of War" msgstr "戰場黑幕與戰爭迷霧" # 「Each unit clears locations adjacent to those within one turn’s move」寫得有點怪怪的,不照翻。 #. [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 "" "在一些章節中,部分的地圖將對你隱藏。有兩種機制可獨立或共同被用在這方面。" "text='戰場黑幕'會隱藏地形及在某個位置上的任何單位。然而,一" "旦它被清除,你就永遠可以看到那些位置。text='戰爭迷霧'只有隱" "藏單位和村莊(敵對村莊)的所有權。當你的單位在戰爭迷霧附近時,它就會暫時被清" "除,但當單位離開時,它就會回歸。戰場黑幕及戰爭迷霧兩者都可以被單位清除。每個" "單位對它們的清除範圍是其一個回合所能移動到區域,再另外加上一格的距離(忽略控" "制區域及敵方單位)。\n" "\n" "一般來說,你可以還原單位的移動,只要沒有發生會產生隨機結果的事件,例如戰鬥或" "招募(因為大多數單位在被招募時會隨機獲得特質)。藉由清除戰場黑幕或是戰爭迷霧" "來探索隱藏的地形也無法還原到先前的狀態。你也許會想要啟用在動作選單中的" "text='暫緩刷新戰場黑幕'。這將避免清除戰場黑幕或是戰爭迷霧,直到" "下一個隨機事件或是使用text='立即刷新戰場黑幕'來手動刷新(或結束" "這一回合),藉此保留你還原移動的能力。" #. [topic]: id=shroud_and_fog #: data/core/help.cfg:282 msgid "
text='Multiplayer and undo'
" msgstr "
text='多人與還原'
" #. [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 "" "在多人連線遊戲中,已經被傳送至網路的操作無法被還原。遊戲會延遲傳送資料來嘗試" "保留你的還原能力。當與隊友們討論時,記得其他玩家通常正在看著上次戰鬥或是揭露" "迷霧時的戰局。聊天訊息和地圖標籤會被立刻傳送,然而它們並不會使還能被還原的操" "作被傳送。" #. [topic]: id=saveload #: data/core/help.cfg:291 msgid "Save-loading" msgstr "儲存載入大法" # 為了描述更清楚一點,不照翻。 #. [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 "" "隨機性是韋諾之戰遊戲的一部分,臉黑的你,攻擊可能會失敗,而單位也可能會死亡──" "不過這本來就是玩這遊戲應該要預料到的部分。載入之前的回合然後嘗試使用不一樣的" "策略,是學習玩這個遊戲的一個方法。但我們建議玩家們不要為了求得更好的運氣,在" "重來時又再次使用相同的策略。" # 為了描述更清楚一點,不照翻。 #. [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 "" "這個遊戲的其中一個挑戰就是要想出如何保護你的英雄。小風險累積得很快,舉例來" "說:如果你有五個重要的單位,而他們在每回合只有1%的死亡機率,那麼你可以" "text='預期'大約每20個回合,他們之中會死掉一個。所以,你很少" "能在不讓他們死亡的情況下完成一個章節。" # 為了描述更清楚一點,不照翻。 # 看不懂「the game mechanics reward remembering that it’s just a game」。 #. [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 "" "對於非英雄單位來說,小風險也累積得很快。雖然故事和對話通常使你對你的部隊萌生" "情感,但這只是個遊戲──讓這些單位死亡很少會有懲罰,不過就是沒辦法在未來的章節" "中招回他們罷了。你的戰鬥計劃應該要基於你之後想要招回的部隊來分散風險。" # 為了描述更清楚一點,不照翻。 #. [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 "" "遊戲難度是建立於玩家沒有使用儲存載入大法來玩的前提上,算是平衡的。在主線戰役" "中,更困難的難度通常有著更多的敵人,因此也會有更多的經驗點數。假設玩家能夠藉" "此訓練出足夠多的部隊,承受得起一些等級2和等級3的單位的損失,這些難度仍算是平" "衡的。" #. [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 "" "話雖如此,它是一個遊戲。無論是哪種遊玩方式,只要能夠帶給你最多愉悅,它就是最" "好的方式。" #. [topic]: id=whylost #: data/core/help.cfg:308 msgid "Learning from Losses" msgstr "從失敗中學習" #. [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='為什麼我會輸掉這個章節?'\n" "\n" "韋諾最難的部分之一就是了解為什麼會輸掉章節。" #. [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" "當你第一次開始遊玩,你可能會輸掉一些章節。這正常的,也是學習這個遊戲的過程。" "當它發生時,嘗試從你的錯誤中學習,查看遊戲錄影,嘗試了解你做了什麼錯誤的動" "作,然後dst='saveload' text='重新開始這個章節'再試一次。" #. [topic]: id=whylost #: data/core/help.cfg:313 msgid "" "\n" "\n" "Some common reasons for losing a scenario are:" msgstr "" "\n" "\n" "一些常見的輸掉章節的原因有:" #. [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" "• 以太高的dst='..gameplay' text='難度'來玩一場戰役。嘗試以更簡單的" "難度來重新開始章節。" #. [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" "• 用不好的策略來玩。例如,招募錯誤的單位類型、在錯誤的dst='time_of_day' " "text='時段'戰鬥、沒有利用地形特色或是單位的特殊技能,諸如此類。" # 看不太懂「what to expect from a difficult scenario」,不照翻。 #. [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" "• 漏掉線索。通常這些線索會被提示在戰役的故事和對話中,它們會指出接下來會遇到" "什麼樣的危險,以及要如何為它做準備。如果你的陣營裡有忠誠的法師,花點時間聽聽" "看他的建議,那也許能拯救你的命。" # 「 win them more convincingly」不好翻譯,不照翻。 #. [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" "• 在上一個章節中勉強贏得勝利。戰役一般假設你會有一些text='帶走的金" "幣'以及一些有經驗的單位在你的招回清單中。(這些觀念在新手教學中有解" "釋)如果你贏了一場章節但失去大部分的有經驗的單位,接下來的章節也許會非常難以" "戰勝,甚至對於一個更有經驗的玩家也是如此。如果你發現你處在這種狀況下,你可能" "要嘗試回去前一個章節或是前兩個章節來以更好的方式贏得勝利,或是改用一個更簡單" "的難度。(然而,記得text='有些'犧牲是被預期的,尤其是在更高" "的難度下)" #. [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" "• 糟糕的金幣管理。在更高的難度下,管理金幣──佔領村莊以增加收入,以及使用低等" "級的單位和新兵來減少開支──變得很重要。如果你使用許多高等級的單位,也許你能夠" "輕易地贏得一個章節,但不會有足夠多的金幣帶到下一個章節。(這就是「勉強贏得勝" "利」的一個例子。)" #. [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" "除了上面列出的常見原因之外,還有一些其他不太可能的原因,不過也並不是完全不可" "能。它們是:" #. [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" "• 也許你用了戰役開發者也沒預料到的策略來遊玩,而導致一系列的高等級單位都不適" "用於接下來的章節。" # 為了描述更清楚一點,不照翻。 #. [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" "• 你也許已經找到一個只能至少玩過兩、三次才能獲勝的章節,因為它可能會需要高於" "平均的運氣,或者玩家需要預先知道接下來會從哪出現什麼。(在高難度下,玩家是否" "需要預先知道接下來會發生的事,這點還在討論中。不過需要高於平均的運氣,可以被" "認為是一個腳本臭蟲。)" # 最後一句不知道在寫什麼,不照翻。 #. [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" "• 異常的壞運氣。攻擊命中或不命中是隨機的,所以也許會發生敵人非常幸運,命中了" "很多次,而你非常不幸,不命中很多次的情況。不過,這個非常罕見,除非是最短、最" "小的章節,不然幾乎沒有聽說過。事實上,比起以text='好的'策略" "來玩,但是有text='平均以下'的運氣,失敗比較常是由於以" "text='不好的'的策略來玩而造成的。何況,僅僅以「平均以下」的" "運氣不能為失敗作辯解,運氣低於平均是完全正常的,而且章節被設計成就算運氣低於" "平均也還是能贏。只有在多個回合期間發生的平均以下的運氣,才稱得上是真正的壞運" "氣。" #. [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" "小心地將失敗歸因於這些原因。如果你不是一個老練的玩家,非常有可能你的失敗是由" "上面列出的text='常見的'原因造成的,並不表示戰役中存在著臭" "蟲。然而,如果你仍然認為你找到臭蟲,也沒問題,回報它吧!" # 不確定「or small bits of luck at critical points in the engagement」的意思,不照翻。 #. [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" "「傷害計算」對話框顯示出一些分析,它可以幫助確定一個交戰是非常幸運的還是非常" "不幸的。然而,閱讀分析並不能替代觀看遊戲錄影並尋找策略上的錯誤,也不能使你在" "交戰的關鍵時刻獲得一點運氣。" #. [topic]: id=combat #: data/core/help.cfg:346 msgid "Combat" msgstr "戰鬥" #. [topic]: id=combat #: data/core/help.cfg:347 msgid "" "\n" "\n" "
text='Order and Number of Strikes'
" msgstr "" "\n" "\n" "
text='攻撃順序與次數'
" # 由於weapon在英文中可以同時指「武器」以及「攻擊技能」,所以翻譯時不能將「火球」這種魔法技能併入「武器」當中。 #. [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 "" "在text='韋諾之戰'中的戰鬥總是發生在相鄰的兩個單位之間。點選" "你的單位,然後再點選你想攻撃的敵人。你的單位將會向敵人移動,而當他們與敵人單" "位相鄰時,戰鬥就會開始。攻撃者和防禦者交替攻擊,直到他們用完他們各自被規定的" "攻擊次數。攻撃者選擇一種攻擊招數進行攻撃,防禦者會使用相應的攻擊招數種類進行" "反擊。攻擊種類有兩種:text='近戰',通常涉及到劍、斧和尖齒之" "類的武器;以及text='遠程',通常涉及到弓和矛之類的武器,或是" "火球等魔法。" #. [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" "進攻者率先攻撃,然後防禦者反撃。每次攻撃不是命中,造成一定的傷害,就是失誤," "完全不造成傷害。攻撃將輪流進行,直到單位用盡其攻撃次數為止。不同的單位有不同" "的攻擊次數。舉個例子,精靈戰士使用5×4的攻擊可以攻撃4次,每次成功的攻擊會造成5" "點傷害,半獸人蠻兵使用9×2的攻擊只能攻擊2次(但每次撃中會造成9點傷害)。" #. [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" "根據他所在的text='地形',每個單位都有被擊中的機率。這被顯示" "在狀態面板上,也可以藉由在一個單位上按下滑鼠右鍵,選擇text='單位描述',然後查看text='地形影響'來了解它。例如,許多精靈在森林裡有" "70%的防禦率,所以攻擊他們的單位只會有30%的命中率。反過來說,精靈在反擊時命中" "攻擊者的機率取決於攻擊者所處的地形。" #. [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" "這個規則有兩個例外:dst='weaponspecial_magical' text='魔法攻撃'和" "dst='weaponspecial_marksman' text='精準'。魔法攻撃永遠有70%的命中" "率,無視地形。而當被用於進攻時,精準總是有至少60%的命中率,無視地形。" #. [topic]: id=combat #: data/core/help.cfg:357 msgid "" "\n" "\n" "
text=Damage
" msgstr "" "\n" "\n" "
text=傷害
" # 由於原文敘述有點不清楚,所以不照翻。 #. [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" "每次命中的攻擊所造成真正傷害量取決於傷害類型。例如,精靈戰士的5×4攻撃有5點的" "基本傷害,但真正的傷害會被兩種東西影響:" "dst='damage_types_and_resistance' text='抗性'和" "dst='time_of_day' text='時段'。要查看真正的傷害是如何在這些條件下" "被計算,就在攻撃選單中選擇text='傷害計算'。" #. [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" "少數單位所擁有的特殊dst='..abilities_section' text='技能'會影響在" "戰鬥中所造成的傷害。其中最常見的是dst='weaponspecial_charge' text='衝" "鋒',當單位進行衝鋒攻擊時,它會使攻擊者和防禦者雙方所造成的傷害變成兩" "倍。" #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:369 msgid "Damage Types and Resistance" msgstr "傷害種類和抗性" #. [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" "抗性的原理很簡單,如果一個單位對某種傷害類型有40%的抗性,那麼當他被這種傷害類" "型的攻擊擊中時,所受的傷害會减少40%。一個單位也有可能更容易受到某種傷害。如果" "一個單位對某種傷害類型有100%的抗性,當他被這種傷害類型的攻擊擊中時,所受的傷" "害會增加100%。" #. [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 "" "在韋諾裡,與物理攻擊有關的傷害類型通常是這三種:text='劍刃、穿刺和衝" "撃'。此外,與魔法攻擊有關的傷害類型通常還有這三種:text='火" "焰、寒冷和秘法'。不同的單位也許有著不同的抗性,抗性會改變他們從某種" "傷害類型中受到的傷害。" #. [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,骷髏對劍刃和穿刺傷害有很高的抗性,但對衝撃和火焰傷害則顯得脆弱,而且極" "易受到秘法傷害。" #. [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" "如果一次的攻擊被判定為擊中,它將永遠造成至少1點的傷害。即使防禦者對於這種傷害" "類型有100%的抗性也是適用這點。" #. [topic]: id=orbs #: data/core/help.cfg:382 msgid "Orbs and ellipses" msgstr "狀態球和彩色圓環" # 為了描述更清楚一點,不照翻。 #. [topic]: id=orbs #: data/core/help.cfg:383 msgid "" "There are colored indicators above the energy bars of some units, consisting " "of a colored orb (and sometimes a dst='crowns' text='crown')." msgstr "" "一些單位的生命條上方會顯示出特定顏色的球體或是dst='crowns' text='王冠',有時候兩個都會顯示出來。" # 為了描述更清楚一點,不照翻。 #. [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 "" "球體的顏色表示這個單位是否可以移動,顏色的意義列表如下:\n" "• text='綠色':單位在這個回合尚未移動且也無發動攻擊。\n" "• text='黃色':單位在這個回合已經移動或是發動攻擊,且可以再發動" "攻擊。單位也可能可以再進行移動。\n" "• text='紅色':單位在這個回合已經不能再移動或是發動攻擊了。\n" " • 紅色也被用於「結束回合」的指令之後,以及當單位正處於需要多個回合的才能" "完成的移動中(即被下了移動到目前的回合所剩的移動點數無法移動到的位置的命" "令)。\n" "• text='紅色和黃色':單位在這個回合已經移動或是發動攻擊,且可以" "再進行移動。\n" " • 這個可能會是戰役特製的事件或是技能,例如text='在灼燒的太陽下'戰役的text='脫離'技能。\n" "• text='藍色':表示同盟陣營的單位。\n" " • 在同盟陣營自己的回合中,他們的單位的狀態球會顯示顏色來表示這些單位是否" "仍可以移動和攻擊。他們的移動,以及對應的狀態球變化,則在" "dst='shroud_and_fog' text='戰場黑幕與戰爭迷霧'頁面中被解釋。\n" "• • 敵人的單位通常沒有狀態球,不過它可以在進階設定的「自訂狀態球顏色」中被啟" "用。" #. [topic]: id=orbs #: data/core/help.cfg:407 msgid "
text='Ellipses'
" msgstr "彩色圓環" #. [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 "" "隊伍顏色的圖形被繪製在每個單位的下方的地面上。這個東西稱為「彩色圓環」,雖然" "某些單位的彩色圓環不是圓的。" # 為了描述更清楚一點,不照翻。 #. [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 "" "• 大多數的單位都有一個彩色圓環。\n" "• 可以進行招募的單位的彩色圓環是一個七角星。\n" "• dst='crowns' text='英雄單位'有一個像是七角星的彩色圓環,但這些單" "位不能進行招募。\n" "• 沒有dst='movement' text='控制區域'的單位有一個破碎版本的彩色圓" "環。\n" "• 有些戰役以0級首領開場。這些單位能夠進行招募,但是沒有dst='movement' " "text='控制區域',他們有一個破碎版本的七角星彩色圓環。" #. [topic]: id=crowns #: data/core/help.cfg:432 msgid "Crowns and loyal markers" msgstr "王冠和忠誠標誌" #. [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 "" "某些單位有額外的標誌疊在他們的dst='orbs' text='狀態球'上," "dst='orbs' text='彩色圓環'也會有相應的圖形:" #. [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 "" "• 首領會顯示出一個text='小金冠'。\n" "• 英雄擁有一個text='淡藍色的小銀冠'.\n" "• 可犧牲的首領顯示出一個text='小銀冠'.\n" "• dst='traits_loyal' text='忠誠單位'擁有text='忠誠圖示'.\n" "\n" "在這些分類中,只有首領被內建於基本的遊戲規則中。其他的可在戰役中被找到,他們" "是構成故事一部分的配角。確切的規則是由他們所在戰役所設置的,戰役也許不會遵照" "以下這些關於他們的標準期望:\n" "\n" "• 任何英雄的死亡立刻導致戰敗。\n" "• 可犧牲的首領的死亡不會導致立即的戰敗,即使他們可以進行招募。\n" "• 所有這些單位擁有忠誠特質的主要優點,即不用負擔任何維護費用。\n" "• 失去任何這些單位,假設戰役沒有立即結束,對戰役的接下來的進展會造成不利的影" "響。\n" "• 這些單位絕對不會作為新兵出現。" #. [topic]: id=time_of_day #: data/core/help.cfg:466 msgid "Time of Day" msgstr "時段" #. [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 "" "一天的時段會影響某些單位的傷害,如下:\n" "\n" "• text='守序'單位在白天 +25% 傷害,在夜間 -25% 傷害。\n" "• text='渾沌'單位在夜間 +25% 傷害,在白天 -25% 傷害。\n" "• text='中立l'單位不受時段影響。\n" "• text='邊緣'單位在晨昏 +25% 傷害。" #. [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" "當下的時段可以在小地圖下方的狀態面板中看到。在普通的晝夜循環模式下,上午和下" "午是白天,夜晚和凌晨是夜間:\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 "夜晚" #. [topic]: id=time_of_day #. [time]: id=second_watch #: data/core/help.cfg:481 data/core/macros/schedules.cfg:91 msgid "Second Watch" msgstr "凌晨" #. [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 "請記住,有些章節在地下進行,那裡永遠是晚上!\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。那邊永遠是介於日夜之間。\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 "有些角色扮演的章節在室內進行──那邊類似日夜之間。\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 "" "最後,擁有dst='ability_illuminationilluminates' text='照明'技能的" "單位及像是dst='terrain_lava' text='熔岩'這一類的地形會改變其周圍的" "時段加成。" #. [topic]: id=healing #: data/core/help.cfg:496 msgid "Healing" msgstr "治療" #. [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':不移動、攻撃或被攻撃的單位將會在下一回合恢復2點生" "命值。" # 為了描述更清楚一點,不照翻。 #. [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 "" "在戰鬥中,你的單位難免會受到傷害。有數種方法可以治療你的單位。不過,除了休息" "之外,這些方法不能被重疊使用。每回合遊戲會自動選用一種治療量最多方法來治療。" #. [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='村莊':在村莊或dst='terrain_oasis' text='綠洲'中開始一個回合的單位,將恢復8點生命值。如果該單位中毒了,則以治癒中毒作為" "替代。" #. [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='恢復':某些單位(例如" "巨魔)會自動地在每回合恢復8點生命值。如果該單位中毒了,則以治癒中毒作為替代。" #. [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='治療單位':有dst='ability_healingheals +4' text='治" "療'技能的單位能治療每個相鄰的同盟單位,通常是一個回合恢復" "dst='ability_healingheals +4' text='4點生命值'或" "dst='ability_healingheals +8' text='8點生命值',或防止毒素對單位造" "成傷害。" #. [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='治癒單位':有dst='ability_curingcures' text='治" "癒'技能的單位能治癒所有相鄰的同盟單位的毒素(如果該單位還有治療技能,則" "以治癒優先)。" #. [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='升級':當一個單位dst='advancement' text='升級'時,他將會恢復所有生命。只要你的單位獲得足夠的經驗值,這就會發生,不論是" "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" "休息能和其它治療方式結合,但是村莊、恢復、治療和治愈則不能互相叠加。最好的治" "療方式會自動被遊戲使用。最後,單位會在章節之間恢復所有生命。" #. [topic]: id=healing #: data/core/help.cfg:506 msgid "" "\n" "\n" "text='Advanced'" msgstr "" "\n" "\n" "text='進階'" #. [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" "與其它治療方式不同,治療技能不會在被治療的單位的回合生效,而是在治療者的回合" "生效。這表示被同一個陣營的數名治療者包圍的單位,每回合只會得到一名治療者的治" "療,而被數個同盟陣營的數名治療者包圍的單位,會在各陣營的回合中各被治療一次。" #. [topic]: id=wrap_up #: data/core/help.cfg:516 msgid "Wrap Up" msgstr "總結" #. [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 "" "韋諾之戰的基礎說明就此結束。你可能會想閲讀基本的遊戲策略,或再使自己熟悉一下" "dst='..traits_section' text='特質'dst='.." "abilities_section' text='技能',不過你現在已經掌握了所有你玩" "text='王位繼承人'這個戰役所需要的知識了。玩得愉快,祝你好" "運!" #. [topic]: id=license #: data/core/help.cfg:522 msgid "License" msgstr "授權" # 由於是中文,句子最後不加空格。 #. [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" "大多數單位有兩種特質。然而,地精只擁有一種特質。亡靈單位也總是只有一種特質," "不是text='不死'就是text='無畏'。樹人則不會" "得到任何特質。" #. [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 "" "特質會略為改變一個單位的屬性。當一個單位被招募時,遊戲通常會隨機分配特質給" "他。一個單位可用的特質很大程度上是由他的text='種族'來決定" "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" "除了亡靈之外,其他單位可以獲得的特質是:dst='traits_intelligent' " "text='聰慧'dst='traits_quick' text='敏捷'、" "dst='traits_resilient' text='堅韌'dst='traits_strong' " "text='強壯'。" #. [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" "精靈也許還能獲得dst='traits_dextrous' text='靈敏',而矮人也許還能" "獲得dst='traits_healthy' text='健壯'。巨魔及某些人類也許還能獲得" "dst='traits_fearless' text='無畏'。其它還有可能被分配到的特質包括" "dst='traits_loyal' text='忠誠'dst='traits_feral' text='野" "性'dst=traits_undead text='不死' 。\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" "地形有兩種類型:text='基礎'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 "" "遊戲地圖以各式各樣的地形為特色,這些地形既能影響單位的移動,也能影響單位在戰" "鬥中的防禦能力。" #. [topic]: id=..terrains_section #: data/core/help.cfg:549 msgid "" "\n" "\n" "
text='Basic Terrain Types'
" msgstr "" "\n" "\n" "
text='基礎地形類型'
" #. [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" "基礎地形類型包括平原、丘陵、山脈、沙地、水面及沼澤。除了這一些之外還有很多種-" "在頁面下方你可以查閱你已探索到的地形清單。\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" "每個單位對每個基礎地形類型都有一個防禦率以及移動成本,而這些數值都被列在單位" "的幫助頁面。基礎地形類型可能會有獨特的性質,例如照明效果等等。" #. [topic]: id=..terrains_section #: data/core/help.cfg:557 msgid "" "\n" "\n" "
text='Mixed Terrain Types'
" msgstr "" "\n" "\n" "
text='混合地形類型'
" #. [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" "混合地形類型共享著多種基礎地形類型的性質──當單位移動至一個混合地形上時,他們" "通常會獲得其含有的基礎地形類型的text='最佳防禦力'和" "text='最差移動力'。例如:text='森林丘陵'、" "text='沙地丘陵'text='洞穴丘陵'就是這種情" "況。\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" "一個明顯的例外是橋樑地形,例如text='淺水上的橋樑'、" "text='淺灘'text='深坑上的橋樑'。人魚及人" "類可以輕鬆通過淺灘──所有在淺灘上移動的單位享有出於平地和淺水的最佳防禦力和最" "佳移動力,而不是得到兩者之中較差的移動力。同樣地,不能飛行的單位也可以通過深" "坑上的橋樑(不意外)。\n" "\n" #. [topic]: id=..terrains_section #: data/core/help.cfg:567 msgid "" "\n" "\n" "Land-based villages generally give the best defense and movement as well. " "These villages are mixed terrains, based on the village terrain type, " "together with hill, swamp, and cave, respectively.\n" "\n" msgstr "" "\n" "\n" "陸地上的村莊通常也可以提供最佳的防禦力及移動力。這些村莊是混合地形,基於村莊" "地形類型以及丘陵、沼澤和洞穴地形類型之一。\n" "\n" # 為了描述更清楚一點,不照翻。 #. [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" "最後,對於陸地單位來說,水中村莊通常是不適合居住的。而水中村莊也不能提供村莊" "地形類型該有的防禦力或是移動力的優勢,它只會用其所在的水的地形類型來計算防禦" "力和移動力。\n" "\n" # 為了描述更清楚一點,不照翻。 #. [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" "你可以將游標移動到混合地形的格子上,並檢查顯示在小地圖下方的地形類型圖示,來" "查看組成它的基礎地形類型是什麼。" #. [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" "你可以將滑鼠移動到混合地形的格子上,並按下快速鍵或是利用滑鼠右鍵選單瀏覽" "text='地形描述',來查看它給予怎麼樣的行為。" #. [topic]: id=..terrains_section #: data/core/help.cfg:579 msgid "" "\n" "\n" "
text='Defense Caps'
" msgstr "" "\n" "\n" "
text='防禦力上限'
" #. [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" "有些單位對於特定的基礎地形有text='防禦力上限'。這些單位在有" "這樣的地形的混合地形上會遭受懲罰──他們的防禦力不能超過上限。" # 為了描述更清楚一點,不照翻。 #. [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='親皇派的騎兵' dst='unit_Cavalryman'在森林中的防禦率為" "30%,而且他在森林中有防禦力上限。因此,在森林丘陵上,他的防禦率為森林的30%," "而不是森林與丘陵兩者中最大的40%,因為混合地形的防禦率不能超過防禦率上限。" #. [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" "如果一個單位在某種地形上有閃避率上限,這個上限值總是會和他在該地形上的防禦率" "相同(上限值不會更高)。" #. [topic]: id=..terrains_section #: data/core/help.cfg:587 msgid "" "\n" "\n" "
text='Basic Terrain Types'
\n" "\n" msgstr "" "\n" "\n" "
text='基礎地形類型'
\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 "" "韋諾遊戲引擎的高自製性允許玩家們創造他們自己的遊戲內容,包括新章節、戰役及更" "多超出這個遊戲附帶的官方內容中所提供的東西。\n" "\n" #. [topic]: id=using_addons #: data/core/help.cfg:610 msgid "Using Add-ons" msgstr "使用模組" #. [topic]: id=using_addons #: data/core/help.cfg:611 msgid "" "\n" "\n" "
text='Campaigns and Scenarios'
" msgstr "" "\n" "\n" "
text='戰役與章節'
" #. [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 "遊戲支援不同類型的模組,但不是每個遊戲模式都可以使用這些模組。" #. [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" "單人戰役是由一批拼合在一起敘述一個故事的章節。獨立章節──如果被設計要這樣玩的" "話──和正規戰役都可以在標題畫面中的text='戰役'選單中找到。" #. [topic]: id=using_addons #: data/core/help.cfg:615 msgid "" "\n" "\n" "
text='Multiplayer Campaigns, Scenarios, and Map Packs'
" msgstr "" "\n" "\n" "
text='多人戰役、章節與地圖包'
" # 不確定最後一句的意思。 #. [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='多人遊戲'能以完全自定義的腳本章節或甚至是精心設計的戰" "役的形式來遊玩。也有提供一系列的獨特的多人章節的模組。" #. [topic]: id=using_addons #: data/core/help.cfg:619 msgid "" "\n" "\n" "
text='Multiplayer Eras and Factions'
" msgstr "" "\n" "\n" "
text='多人時代與派系'
" # 「Factions are grouped in balanced sets with a common theme」以及後面的舉例意思模糊,不照翻。 #. [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" "遊戲設定上,世界上的各種種族的生物以派系的形式互相合作。每個派系的組成都是互" "相平衡的,而且都有個共同的主題。例如,預設時代的親皇派就是由一群奉公守法的人" "類單位組成,不過士兵以近戰攻擊為主,所以親皇派中還有遠程攻擊強大的法師存" "在。\n" "\n" "在text='多人'模式中,當你在建立新遊戲時可以選擇一個時代,然" "後玩家在設定他們的陣營和隊伍的時候,就可以從該時代下可用的派系中挑選派系。" #. [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" "你可以在幫助的text='時代' dst='..eras_section'裡查看你已經載入的時" "代。" #. [topic]: id=using_addons #: data/core/help.cfg:627 msgid "" "\n" "\n" "
text='Modifications'
" msgstr "" "\n" "\n" "
text='模組'
" #. [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" "模組是獨立於章節和時代的可選腳本,腳本可以改變各方面的預設規則。你在建立新遊" "戲時,可以選擇並設定模組。" #. [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" "核心使韋諾之戰的完全轉變成為可能。核心可以替換韋諾的所有內容。當載入不一樣的" "核心時,正規單位、地形以及其他之類的東西都不會存在。\n" "\n" "核心允許一個明顯不同的遊戲體驗,例如,二次世界大戰的戰役或甚至是一個完全不同" "的遊戲,只要它在一定程度上可以被表示成六角格子地圖以及「單位」就可以。" #. [topic]: id=using_addons #: data/core/help.cfg:637 msgid "" "\n" "\n" "
text='Creator Resources'
" msgstr "" "\n" "\n" "
text='創作者資源'
" #. [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" "內容創作者們可以使用模組伺服器上可得到的資源包中現存的資源,像是圖片、音樂及" "代碼等等來豐富他們自己的作品。這些東西通常並不打算被直接用在遊戲中。然而,其" "它可玩的模組也許會相依於它們,並在下載時建議或要求它們的安裝。" #. [topic]: id=installing_addons #: data/core/help.cfg:648 msgid "Installing Add-ons" msgstr "安裝模組" # 「show them inline」意思模糊,不照翻。 #. [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 "" "透過主選單中的text='模組'選項,玩家自製的模組可以被找到。在" "連線到模組伺服器(預設為 text='add-ons.wesnoth.org')之後," "你將可以看到一份伺服器上可以下載的模組清單。\n" "\n" "每個模組的安裝狀態都會被顯示在個別的條目下面。對於伺服器上的text='可" "更新'或是text='已過期'的模組,它們被安裝和被發佈的" "版本將會被顯示在text='版本'欄位中。\n" "\n" "要以關鍵字搜尋模組,就在搜尋欄中以任意順序輸入任意數量的關鍵字,並以空格分" "隔。你也可以藉由點擊欄位標題來排序模組清單。也可以藉由點擊text='類型'下拉式選單,來選擇只顯示特定類別的模組。\n" "\n" "要安裝模組,從清單中選擇該模組並點擊text='+'圖示,或簡單地在模組" "的標題上點擊兩下滑鼠左鍵。如果視窗太小以至於無法完整地將模組的資訊顯示出來," "text='模組詳細資訊'按鈕提供你關於這個模組的額外細節,像是完整描" "述、安裝狀態,以及可以使用的翻譯。" #. [topic]: id=removing_addons #: data/core/help.cfg:662 msgid "Removing Add-ons" msgstr "移除模組" # 「prevent its accidental loss」不太好翻,不照翻。 #. [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 "" "要移除模組,在模組伺服器連線對話框中選擇text='移除模組'。你將會" "看到一些選項來移除任意數量的你目前已經安裝的模組。\n" "\n" "有發佈資訊(text='.pbl')的模組無法被移除,為了避免創作者們" "不小心移除它們。如果有必要,你必須使用你的平台所提供的檔案瀏覽器來手動刪除訊" "息檔案或是模組本身。" #. [topic]: id=general_commands #: data/core/help.cfg:678 msgid "General Commands" msgstr "一般指令" # 為了描述更清楚一點,不照翻。 #. [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 "" "按下鍵盤的 shift + ; 快速鍵來開啟命令列,就可以送出這些指令,輸入指令時不必輸" "入前綴的冒號「:」。或者可以按下「m」來開啟聊天訊息列,然後將指令前綴的冒號替" "換為「/」,就能在聊天訊息列輸入指令。這兩種指令輸入方式支援的指令是不一樣" "的。\n" "\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" "與「fps」指令類似,但它同時強制所有東西重新繪製,而不是只有發生改變的那些。\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:684 msgid "" "\n" "Clear chat messages.\n" "\n" msgstr "" "\n" "清除聊天訊息。\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" "開啟偵錯模式(在多人連線遊戲中無效)。參閱dst=debug_commands text='偵錯" "模式指令'。\n" "退出遊戲或使用 :nodebug 可以關閉偵錯模式。\n" "\n" # 為了描述更清楚一點,不照翻。 #. [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" "切換一個陣營要交給人類還是AI來控制。第二個參數可以是「off」,把陣營交給人類來" "控制;「on」把陣營交給AI來控制,但玩家會進入AI的視角;「full」把陣營交給AI來" "控制,玩家不會進入AI的視角。如果沒有提供第二個參數,那就會在「on」和「off」之" "間切換。如果沒有提供第一個參數,會預設切換目前正在動作的陣營。\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:694 msgid "" "\n" "Display the controller status of a side.\n" "\n" msgstr "" "\n" "顯示一個陣營的控制者狀態。\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" "切換顯示目前的每秒影格數。同時將這些數值寫進存放在使用者資料目錄內的一個檔案" "中。\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" "將一個日誌域切換到不同的等級。\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" "重新繪製螢幕畫面並重新載入任何已經被改變的圖片檔案。\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:706 msgid "" "\n" "Bring up theme selection menu.\n" "\n" msgstr "" "\n" "開啟主題選單。\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:709 msgid "" "\n" "Quit the scenario (without prompting).\n" "\n" msgstr "" "\n" "結束章節(無提示視窗)。\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:712 msgid "" "\n" "Save the game (without prompting).\n" "\n" msgstr "" "\n" "儲存遊戲(無提示視窗)。\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:715 msgid "" "\n" "Save the game and quit the scenario (without prompting)." msgstr "" "\n" "儲存遊戲並退出章節(無提示視窗)。" #. [topic]: id=mp_commands #: data/core/help.cfg:723 msgid "Multiplayer Commands" msgstr "多人連線遊戲指令" #. [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" "在多人連線遊戲中以玩家名稱封禁該位玩家的IP,並將將他踢出遊戲。可以對沒加入遊" "戲裡但在伺服器上的玩家使用(當然他們屆時不會被踢掉)。\n" "\n" # 這裡的巢狀括號很詭異,所以翻譯時已經把括號的內容展開了。 #. [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" "替陣營改變其控制者(將陣營的號碼寫在這裡)給某個玩家名稱(將玩家或是旁觀者的" "名稱的號碼寫在這裡)。你可以在text='狀態表單'(預設快速鍵 alt + " "s)中按下text='更多'按鈕來開啟text='章節設定'對話" "框,並在其中檢查哪個陣營屬於哪個玩家。房長可以改變任何陣營的控制權。\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" "開啟一個對話框來協助房長改變各陣營的人類控制者。\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" "切換一個陣營的空閒狀態。在網路斷線之後,房長也許會讓一個陣營閒置。\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" "在多人連線中踢出一名玩家。他們還可以重新加入遊戲。如果你只是想要改變他們陣營" "的控制權,就改用 :control 指令。\n" "\n" # 為了描述更清楚一點,不照翻。 #. [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" "傳送私人訊息給一名玩家。在遊戲進行時,玩家們無法傳送私人訊息給同一場遊戲中其" "他不同陣營的玩家。\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" "使一個指定的旁觀者禁言。如果没有提供玩家名稱,則顯示被禁言的旁觀者的名單。\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" "切換所有旁觀者可以/不可以發言。\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" "在多人連線遊戲中以玩家名稱解除封禁該位玩家的IP。可以對沒加入遊戲裡但在伺服器" "上的玩家使用。\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" "允許一個指定的觀察者可以發言。如果没有提供玩家名稱,則所有被禁言的觀察者都可" "以發言了。" #. [topic]: id=debug_commands #: data/core/help.cfg:761 msgid "Debug Mode Commands" msgstr "偵錯模式指令" # 為了描述更清楚一點,不照翻。 #. [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" "開啟一個選單來選擇戰役中的一個章節,遊戲會立刻從你所選的章節重新開始。\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" "在選取的格子上創造指定類型的單位。\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:770 msgid "" "\n" "Toggle fog/shroud for the current side.\n" "\n" msgstr "" "\n" "切換目前陣營的戰場黑幕/戰爭迷霧。\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" "添加指定數量的金幣給目前的陣營。\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" "立即前往戰役的下一個章節。\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:779 msgid "" "\n" "Manually set a gamestate variable to value.\n" "\n" msgstr "" "\n" "手動設置一個遊戲狀態變數的值。\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:782 msgid "" "\n" "Show a gamestate variable.\n" "\n" msgstr "" "\n" "顯示一個遊戲狀態變數。\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:785 msgid "" "\n" "Manually fire the specified event.\n" "\n" msgstr "" "\n" "手動觸發指定的事件。\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" "修改被選取的單位的指定屬性。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" "讓被選擇的單位連續升N級。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 "" "允許這個單位在每回合開始時治療相鄰的同盟單位。\n" "\n" "被這個治療者照顧的單位每回合恢復最多4點生命值,或是阻止毒素在該回合發作。\n" "不過這個技能將不會治癒中毒的單位,只能延緩它的發作。" #. [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 "" "這個單位將魔法與藥草療法結合在一起,能以比一般戰場上可能有的最快速度還快的速" "度來治療單位。\n" "\n" "被這個治療者照顧的單位每回合恢復最多8點生命值,或是阻止毒素在該回合發作。\n" "不過這個技能將不會治癒中毒的單位,只能延緩它的發作。" #. [heals]: id=curing #: data/core/macros/abilities.cfg:62 msgid "female^cures" msgstr "治癒" #. [heals]: id=curing #: data/core/macros/abilities.cfg:63 msgid "" "A curer can cure a unit of poison, although that unit will receive no " "additional healing on the turn it is cured of the poison." msgstr "" "治癒者可以治癒中毒的單位,不過在該單位被治癒中毒的回合中,他將不會得到額外的" "生命治療。" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:95 msgid "female^regenerates" msgstr "恢復" #. [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 "" "這個單位每回合恢復自身8點生命值。如果他中毒了,他會以移除中毒效果代替治療。" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:108 msgid "regenerates +4" msgstr "恢復 +4" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:109 msgid "female^regenerates +4" msgstr "恢復 +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 "" "這個單位每回合恢復自身4點生命值。如果他中毒了,他會以移除中毒效果代替治療。" #. [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 "這個單位每回合治療他自己,不過治療量不比駐紮在村莊時多。" #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:131 msgid "female^steadfast" msgstr "堅守" #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:132 msgid "" "This unit’s resistances are doubled, up to a maximum of 50%, when defending. " "Vulnerabilities are not affected." msgstr "防守時,這個單位的抗性加倍,上限為50%。弱點不會被影響。" #. [chance_to_hit]: id=diversion #: data/core/macros/abilities.cfg:145 msgid "diversion" msgstr "牽制" #. [chance_to_hit]: id=diversion #: data/core/macros/abilities.cfg:146 msgid "female^diversion" msgstr "牽制" #. [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 "" "如果目標的對面有也有目標的敵人,這個單位會分散目標的注意力,使目標的命中率下" "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 "" "如果在攻擊目標時,目標的對面有也有目標的敵人,這個單位會分散目標的注意力,下" "降目標的命中率。" #. [leadership]: id=leadership #: data/core/macros/abilities.cfg:200 msgid "female^leadership" msgstr "領導" #. [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 "" "這個單位可以在戰鬥中領導其它部隊。\n" "\n" "所有相鄰的較低等級的同盟單位每差一個等級,他的攻擊就能多造成25%的傷害。" #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:220 msgid "female^skirmisher" msgstr "游撃" #. [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 "這個單位能熟練地迅速穿越敵人,並忽略所有敵人的控制區域。" #. [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 "" "這個單位照亮周圍的區域,使守序單位戰鬥得更好,渾沌單位戰鬥得更差。\n" "\n" "任何鄰接這個單位的單位,在夜間時彷彿是在黄昏,而在黃昏時彷彿是在白天。" #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:251 msgid "female^teleport" msgstr "傳送" #. [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 "這個單位能在任何兩個同陣營的空村莊間使用一個移動點數來進行傳送。" #. [hides]: id=ambush #: data/core/macros/abilities.cfg:283 msgid "female^ambush" msgstr "埋伏" #. [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 "" "這個單位可以埋伏在森林中,而仍不被他的敵人察覺。\n" "\n" "當這個單位在森林中時,敵方單位不能看到這個單位,除非敵方有單位在這個單位的旁" "邊。任何首次發現這個單位的敵方單位,會立刻失去所有他剩下的移動點數。" #. [hides]: id=burrow #: data/core/macros/abilities.cfg:302 msgid "burrow" msgstr "挖洞" #. [hides]: id=burrow #: data/core/macros/abilities.cfg:303 msgid "female^burrow" msgstr "挖洞" #. [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 "" "這個單位如果他正在休息的話(已有一個回合沒有移動),可以埋伏在森林或是沙地" "中,而仍不被他的敵人察覺。\n" "\n" "當這個單位在森林或是沙地中時,敵方單位不能看到這個單位,除非敵方有單位在這個" "單位的旁邊。任何首次發現這個單位的敵方單位,會立刻失去所有他剩下的移動點數。" #. [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 "" "這個單位在夜間會變得不可見。\n" "\n" "敵方單位不能在夜間看到這個單位,除非敵方有單位在這個單位的旁邊。任何首次發現" "這個單位的敵方單位,會立刻失去所有他剩下的移動點數。" #. [hides]: id=concealment #: data/core/macros/abilities.cfg:344 msgid "female^concealment" msgstr "隱藏" #. [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 "" "這個單位可以隱藏在村莊中(水中村莊除外),而仍不被他的敵人察覺,除了那些站在" "這個單位的旁邊的敵人。\n" "\n" "當這個單位在村莊中時,敵方單位不能看到這個單位,除非敵方有單位在這個單位的旁" "邊。任何首次發現這個單位的敵方單位,會立刻失去所有他剩下的移動點數。" #. [hides]: id=submerge #: data/core/macros/abilities.cfg:364 msgid "female^submerge" msgstr "潛水" #. [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 "" "這個單位可以藏在深水中,而仍不被他的敵人察覺。\n" "\n" "當這個單位在深水中時,敵方單位不能看到這個單位,除非敵方有單位在這個單位的旁" "邊。任何首次發現這個單位的敵方單位,會立刻失去所有他剩下的移動點數。" #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:385 msgid "female^feeding" msgstr "食屍" #. [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 "" "不管是用來進攻還是反擊,這種攻擊會強制雙方交戰,直到其中有一方被殺害,或者已" "經發動了30輪攻擊。" #. [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 "" "當被用於進攻時,如果目標的對面有也有目標的敵人,且不處於無行動能力的狀態(被" "石化或麻痹),則這種攻擊可造成雙倍傷害。" #. [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 "" "當一個單位被瘟疫攻撃殺死,這個單位會成為進行瘟疫攻撃單位的戰友。不過這對不死" "族或在村莊中的單位不起作用。" #. [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 "" "這種攻撃會減慢目標的動作,直到他結束一個回合。緩速使攻擊造成的傷害減半,被緩" "速的單位的移動成本也會變成兩倍。當被緩速的單位被選中時,會在側邊資訊欄顯示蝸" "牛圖示。" #. [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 "這種攻擊會把目標變成石頭。被石化的單位不能移動或者攻擊。" #. [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 "當被用於進攻時,這種攻擊總是至少有60%的命中率。" #. [chance_to_hit]: id=deflect #: data/core/macros/abilities.cfg:489 msgid "deflect" msgstr "偏轉" #. [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 "當被用於防守時,這種攻擊總是至少有60%的命中率。" #. [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 "這個單位的防禦技巧會減少敵人攻擊的成功率。" #. [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 "這種攻擊總是有70%的命中率,不管被攻擊的單位的防禦能力。" #. [swarm]: id=swarm #: data/core/macros/abilities.cfg:517 msgid "swarm" msgstr "連擊" #. [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 "" "當這個單位受傷時,這種攻擊的攻擊次數會減少。攻擊次數與這個單位擁有的最大生命" "值的百分比成比例。例如,一個擁有3/4的最大生命值的單位,會得到3/4倍的攻擊次" "數。" #. [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 "" "當被用於進攻時,這種攻擊會使目標遭受雙倍傷害。它也會造成這個單位要承受來自於" "目標的反擊的雙倍傷害。" #. [damage]: id=absorb #: data/core/macros/abilities.cfg:542 msgid "absorb" msgstr "減輕" #. [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 "這個攻擊會讓單位處於良好的防守位置,它能夠減輕一些敵人攻擊造成的傷害。" #. [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 "這個單位可以阻擋敵人的攻擊,使其擊中時造成的較少的傷害。" #. [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 "" "這個單位會從活著的單位吸取生命,使自己恢復自己所造成的傷害的一半的生命點數。" "(無條件捨去)" #. [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 "這個單位總是能優先發動這種攻擊,即便他正在防守。" #. [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 "" "這種攻擊會使活著的單位中毒。中毒的單位每回合減少8點生命值,直到他們被治癒,或" "者生命值被扣到剩下1。光靠毒素無法殺死單位。" #. [advancement]: id=amla_default #: data/core/macros/amla.cfg:10 msgid "Max HP bonus +3, Max XP +20%" msgstr "最大生命值奬勵 +3,最大經驗值 +20%" #. [time]: id=midday #. [time]: id=midday_hour #: data/core/macros/schedules.cfg:37 data/core/macros/schedules.cfg:344 msgid "Midday" msgstr "中午" #. [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 "凌晨 — 第一個小時" #. [time]: id=second_watch_hour2 #: data/core/macros/schedules.cfg:230 msgid "Second Watch — Second Hour" msgstr "凌晨 — 第二個小時" #. [time]: id=second_watch_hour3 #: data/core/macros/schedules.cfg:242 msgid "Second Watch — Third Hour" msgstr "凌晨 — 第三個小時" #. [time]: id=second_watch_hour4 #: data/core/macros/schedules.cfg:254 msgid "Second Watch — Fourth Hour" msgstr "凌晨 — 第四個小時" #. [time]: id=second_watch_hour5 #: data/core/macros/schedules.cfg:266 msgid "Second Watch — Fifth Hour" msgstr "凌晨 — 第五個小時" #. [time]: id=second_watch_hour6 #: data/core/macros/schedules.cfg:278 msgid "Second Watch — Sixth Hour" msgstr "凌晨 — 第六個小時" #. [time]: id=morning_hour1 #: data/core/macros/schedules.cfg:302 msgid "Morning — First Hour" msgstr "上午 — 第一個小時" #. [time]: id=morning_hour2 #: data/core/macros/schedules.cfg:314 msgid "Morning — Second Hour" msgstr "上午 — 第二個小時" #. [time]: id=morning_hour3 #: data/core/macros/schedules.cfg:326 msgid "Morning — Third Hour" msgstr "上午 — 第三個小時" #. [time]: id=morning_hour4 #: data/core/macros/schedules.cfg:335 msgid "Morning — Fourth Hour" msgstr "上午 — 第四個小時" #. [time]: id=afternoon_hour1 #: data/core/macros/schedules.cfg:353 msgid "Afternoon — First Hour" msgstr "下午 — 第一個小時" #. [time]: id=afternoon_hour2 #: data/core/macros/schedules.cfg:362 msgid "Afternoon — Second Hour" msgstr "下午 — 第二個小時" #. [time]: id=afternoon_hour3 #: data/core/macros/schedules.cfg:371 msgid "Afternoon — Third Hour" msgstr "下午 — 第三個小時" #. [time]: id=afternoon_hour4 #: data/core/macros/schedules.cfg:380 msgid "Afternoon — Fourth Hour" msgstr "下午 — 第四個小時" #. [time]: id=afternoon_hour5 #: data/core/macros/schedules.cfg:389 msgid "Afternoon — Fifth Hour" msgstr "下午 — 第五個小時" #. [time]: id=afternoon_hour6 #: data/core/macros/schedules.cfg:400 msgid "Afternoon — Sixth Hour" msgstr "下午 — 第六個小時" #. [time]: id=first_watch_hour1 #: data/core/macros/schedules.cfg:423 msgid "First Watch — First Hour" msgstr "夜晚 — 第一個小時" #. [time]: id=first_watch_hour2 #: data/core/macros/schedules.cfg:435 msgid "First Watch — Second Hour" msgstr "夜晚 — 第二個小時" #. [time]: id=first_watch_hour3 #: data/core/macros/schedules.cfg:447 msgid "First Watch — Third Hour" msgstr "夜晚 — 第三個小時" #. [time]: id=first_watch_hour4 #: data/core/macros/schedules.cfg:459 msgid "First Watch — Fourth Hour" msgstr "夜晚 — 第四個小時" #. [time]: id=dawn1 #: data/core/macros/schedules.cfg:514 msgid "First Dawn" msgstr "第一個黎明" #. [time]: id=dawn2 #: data/core/macros/schedules.cfg:525 msgid "Second Dawn" msgstr "第二個黎明" #. [time]: id=morning1 #: data/core/macros/schedules.cfg:536 msgid "First Morning" msgstr "第一個上午" #. [time]: id=morning2 #: data/core/macros/schedules.cfg:548 msgid "Second Morning" msgstr "第二個上午" #. [time]: id=midday1 #: data/core/macros/schedules.cfg:560 msgid "First Midday" msgstr "第一個中午" #. [time]: id=midday2 #: data/core/macros/schedules.cfg:572 msgid "Second Midday" msgstr "第二個中午" #. [time]: id=afternoon1 #: data/core/macros/schedules.cfg:584 msgid "First Afternoon" msgstr "第一個下午" #. [time]: id=afternoon2 #: data/core/macros/schedules.cfg:596 msgid "Second Afternoon" msgstr "第二個下午" #. [time]: id=dusk1 #: data/core/macros/schedules.cfg:608 msgid "First Dusk" msgstr "第一個黃昏" #. [time]: id=dusk2 #: data/core/macros/schedules.cfg:619 msgid "Second Dusk" msgstr "第二個黃昏" #. [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 "長夜(1)" #. [time]: id=long_dark2 #: data/core/macros/schedules.cfg:654 msgid "The Long Dark (2)" msgstr "長夜(2)" #. [time]: id=long_dark3 #: data/core/macros/schedules.cfg:666 msgid "The Long Dark (3)" msgstr "長夜(3)" #. [time]: id=long_dark4 #: data/core/macros/schedules.cfg:680 msgid "The Long Dark (4)" msgstr "長夜(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 "特別備註:" #: data/core/macros/special-notes.cfg:16 msgid "" "Spirits have very unusual resistances to damage, and move quite slowly over " "open water." msgstr "靈體對傷害有極不尋常的抗性,且在開闊水域移動得很慢。" #: 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 "" "這個單位的秘法攻擊對魔法生物能造成重大傷害,甚至對某些普通生物也是如此。" #: data/core/macros/special-notes.cfg:26 msgid "This unit is capable of basic healing." msgstr "這個單位有基本治療的能力。" #: data/core/macros/special-notes.cfg:29 msgid "This unit is capable of rapid healing." msgstr "這個單位有快速治療的能力。" #: data/core/macros/special-notes.cfg:32 msgid "" "This unit is capable of healing those around it, and curing them of poison." msgstr "這個單位有治療那些在他附近的單位的能力,也能治癒他們的毒。" #: data/core/macros/special-notes.cfg:35 msgid "" "This unit is capable of neutralizing the effects of poison in units around " "it." msgstr "這個單位有抵消他身邊的單位體內的毒素影響的能力。" #: data/core/macros/special-notes.cfg:38 msgid "" "This unit regenerates, which allows it to heal as though always stationed in " "a village." msgstr "這個單位可以恢復,這使他能總是像在村莊中駐守一樣復原身體。" #: data/core/macros/special-notes.cfg:41 msgid "" "The steadiness of this unit reduces damage from some attacks, but only while " "defending." msgstr "這個單位的穩固性能減少一些攻擊的傷害,但只有在防守時有效。" #: 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 "" "這個單位的領導技能能使鄰接的同陣營單位在戰鬥中造成更多傷害,不過這只適用於更" "低等級的單位。" #: 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 "" "這個單位的游擊技能讓他能忽略敵人的控制區域,因此能不受阻礙地在他們旁邊移動。" #: data/core/macros/special-notes.cfg:50 msgid "Illumination increases the lighting level in adjacent areas." msgstr "照明增加鄰近區域的光照等級。" #: 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 "這個單位可以使用一個移動點數在任意兩個空的同陣營村莊之間傳送。" #: 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 "" "在林地中,這個單位的埋伏技能能使敵人看不到他,除非敵人就緊接在旁或因發動攻撃" "而暴露他自己。" #: data/core/macros/special-notes.cfg:59 msgid "This unit is able to hide at night, leaving no trace of its presence." msgstr "這個單位能夠在夜間隱身,不留下他的存在痕跡。" #: 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 "" "這個單位可以隱藏在村莊中(水中村莊除外),而仍不被他的敵人察覺,除了那些站在" "這個單位的旁邊的敵人。" #: data/core/macros/special-notes.cfg:65 msgid "" "This unit can move unseen in deep water, requiring no air from the surface." msgstr "這個單位可以在深水中不被看見地移動,不需要來自水面上的空氣。" #: data/core/macros/special-notes.cfg:68 msgid "" "This unit gains 1 hitpoint added to its maximum whenever it kills a living " "unit." msgstr "這個單位每次殺死一個活著的單位,就會增加1點生命值上限。" #: 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 "" "無論何時,只要狂暴攻撃被使用了,這個單位就會持續發動進攻,直到他或者他的敵人" "死亡為止。" #: 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 "" "如果在攻擊目標時,目標的對面有也有目標的敵人,這個單位會進行背刺,藉由悄悄繞" "到那名目標的背後來使他遭受雙倍傷害。" #: 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 "" "被瘟疫奪走性命的敵人將會重新以非生的形式再次站起來,除非他們站在村莊上。" #: 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 "" "這個單位能夠緩速他的敵人,使他們的移動速度和攻擊傷害減半,直到他們結束一個回" "合。" #: data/core/macros/special-notes.cfg:83 msgid "" "The ability to turn the living to stone makes this unit extremely dangerous." msgstr "把敵人化為石頭的能力使這個單位變得極度危險。" #: 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 "這個單位的精準給他高度命中目標敵人的機率,但只在進攻時有效。" #: data/core/macros/special-notes.cfg:89 msgid "" "This unit has magical attacks, which always have a high chance of hitting an " "opponent." msgstr "這個單位有魔法攻擊,魔法攻擊總是有高度命中對手的機率。" #: data/core/macros/special-notes.cfg:92 msgid "" "The swarming attacks of this unit become less deadly whenever its members " "are wounded." msgstr "每當這個單位身體部位受傷,牠的連續攻撃就會變得更不致命。" #: 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 "使用衝鋒攻擊會使造成的傷害和受到的傷害加倍,但這不會影響防禦性的反擊。" #: data/core/macros/special-notes.cfg:98 msgid "" "During battle, this unit can drain life from victims to renew its own health." msgstr "戰鬥時,這個單位可以從受害者那吸取生命,來恢復他自己的健康。" #: 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 "" "這個單位的武器的長度,讓他可以在近戰中優先發動攻擊,甚至在防守時也可以。" #: 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 "" "這個單位的毒素攻撃的受害者將持續受到傷害,直到他們能到村莊或者被會治癒的單位" "治好為止。" #: 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 "" "這個單位在某些地形類型上有防禦上限──在具有這種地形類型的混合的地形上,他無法" "獲得更高的防禦率。" #. [trait]: id=loyal #: data/core/macros/traits.cfg:12 msgid "loyal" msgstr "忠誠" #. [trait]: id=loyal #: data/core/macros/traits.cfg:13 msgid "female^loyal" msgstr "忠誠" #. [trait]: id=loyal #: data/core/macros/traits.cfg:14 msgid "Zero upkeep" msgstr "無支出" #. [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" "在戰役中,有些單位可能志願加入玩家的軍隊。這些單位具有忠誠特質。雖然招回忠誠" "單位仍需要金錢支出,但是他們從來不收取任何的維持費用。這會使他們在資金短缺的" "長程戰役裡面極為珍貴。招募的單位絕對不會有這項特質,所以解僱這樣的單位或者派" "他們去送死是不明智的。" #. [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='忠誠'的單位不會收取維護費。大部分的單位在每回合結束時" "會收取一筆與他們的等級相等的維護費用。忠誠單位不收這筆費用。" #. [trait]: id=undead #: data/core/macros/traits.cfg:56 msgid "female^undead" msgstr "不死" #. [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" "亡靈單位通常以不死作為他們唯一的特質。因為亡靈單位是亡者的屍體,再次站起來戰" "鬥,所以毒對他們没有作用。這使得他們在對付把毒素加進攻擊中的敵人時極有用。" #. [trait]: id=undead #: data/core/macros/traits.cfg:58 msgid "" "text='Undead' units are immune to poison, drain, and plague." msgstr "擁有text='不死'特質的單位不受毒、吸血和瘟疫的影響。" #. [trait]: id=mechanical #: data/core/macros/traits.cfg:81 msgid "mechanical" msgstr "機械" #. [trait]: id=mechanical #: data/core/macros/traits.cfg:82 msgid "female^mechanical" msgstr "機械" #. [trait]: id=mechanical #: data/core/macros/traits.cfg:84 msgid "" "\n" "\n" "Mechanical units generally have mechanical as their only trait. Since " "mechanical units don’t really have life, drain, poison, and plague have no " "effect upon them." msgstr "" "\n" "\n" "機械單位通常以機械作為他們唯一的特質。由於機械單位並不是真的擁有生命,所以吸" "血、毒素和瘟疫對它們不起作用。" #. [trait]: id=mechanical #: data/core/macros/traits.cfg:84 msgid "" "text='Mechanical' units are immune to poison, drain, and " "plague." msgstr "擁有text='機械'特質的單位不受毒、吸血和瘟疫的影響。" #. [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" "元素單位通常以元素作為他們唯一的特質。由於元素單位是基於能量的存在,所以吸" "血、毒素和瘟疫對它們不起作用。" #. [trait]: id=elemental #: data/core/macros/traits.cfg:110 msgid "" "text='Elemental' units are immune to poison, drain, and " "plague." msgstr "擁有text='元素'特質的單位不受毒、吸血和瘟疫的影響。" #. [trait]: id=strong #: data/core/macros/traits.cfg:132 msgid "strong" msgstr "強壯" #. [trait]: id=strong #: data/core/macros/traits.cfg:133 msgid "female^strong" msgstr "強壯" #. [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" "雖然強壯對任何近戰單位都很有用,但對於像是精靈戰士這樣具有高攻擊次數的單位來" "說,它是最有效用的。當多出來的一點傷害正是將傷害攻擊轉變為致命一擊所需要的傷" "害量時候,強壯單位會非常有用。" #. [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 "" "擁有text='強壯'特質的單位在近戰中的每次成功擊中的攻擊會多1點" "傷害,也擁有1點額外的生命值。" #. [trait]: id=dextrous #: data/core/macros/traits.cfg:153 msgid "dextrous" msgstr "靈敏" #. [trait]: id=dextrous #: data/core/macros/traits.cfg:154 msgid "female^dextrous" msgstr "靈敏" #. [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" "靈敏是精靈獨有的特質。精靈以他們難以解釋的優雅和對弓箭的才能聞名。然而,一些" "精靈則擁有超越他們的弟兄的天賦。這些精靈的每支箭矢都會多造成1點傷害。" #. [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 "" "擁有text='靈敏'特質的單位在遠程戰鬥中的每次成功擊中的攻擊會" "多1點傷害。" #. [trait]: id=quick #: data/core/macros/traits.cfg:170 msgid "quick" msgstr "敏捷" #. [trait]: id=quick #: data/core/macros/traits.cfg:171 msgid "female^quick" msgstr "敏捷" #. [trait]: id=quick #: data/core/macros/traits.cfg:172 msgid "" "\n" "\n" "Quick is the most noticeable trait, particularly in slower moving units such " "as trolls or heavy infantry. Units with the quick trait often have greatly " "increased mobility in rough terrain, which can be important to consider when " "deploying your forces. Also, quick units aren’t quite as tough as units " "without this trait and are subsequently less good at holding contested " "positions." msgstr "" "\n" "\n" "敏捷是最顯而易見的特質,尤其是對於移動緩慢的單位,比如巨魔或者重裝步兵。擁有" "敏捷特質的單位通常在不平坦的地形有著被大大加強的機動性,當部署你的軍隊時,這" "點需要被慎重地考慮。此外,敏捷單位不像沒有敏捷特質的單位那麼強壯,因此在堅守" "戰火紛飛的位置時比較不好用。" #. [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 "" "擁有text='靈敏'特質的單位有1點額外的移動點數,但比一般單位還" "要少5%的生命值。" #. [trait]: id=intelligent #: data/core/macros/traits.cfg:190 msgid "intelligent" msgstr "聰慧" #. [trait]: id=intelligent #: data/core/macros/traits.cfg:191 msgid "female^intelligent" msgstr "聰慧" #. [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" "聰慧在戰役初期非常有用,因為他們能更快地升到更高的等級。戰役後期則相對不有" "用,因為text='滿級奬勵'並不像提升等級那樣有顯著的變化。如果" "你已經擁有很多「滿級單位」,可以考慮招回一些擁有更有用的特質的單位。" #. [trait]: id=intelligent #: data/core/macros/traits.cfg:192 msgid "Intelligent units require 20% less experience than usual to advance." msgstr "" "擁有text='聰慧'特質的單位升級需要的經驗值比一般單位少20%。" #. [trait]: id=resilient #: data/core/macros/traits.cfg:206 msgid "resilient" msgstr "堅韌" #. [trait]: id=resilient #: data/core/macros/traits.cfg:207 msgid "female^resilient" msgstr "堅韌" #. [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" "堅韌在戰役的每個階段都很有用,而且對所有單位來說,堅韌特質也都很有用。當一個" "單位擁有低生命值、高防禦或是高抗性時,堅韌通常是最有用的特質。堅韌單位用於與" "對手競爭並保持戰略地位時特別有用。" #. [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 "" "擁有text='堅韌'特質的單位有4點額外的生命值,且每次升級會多加" "1點額外的生命值。" #. [trait]: id=healthy #: data/core/macros/traits.cfg:228 msgid "female^healthy" msgstr "健壯" #. [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" "擁有text='健壯'特質的單位有1點額外的生命值,且每次升級會多加" "1點額外的生命值。他們在每個回合也會恢復2點生命值,不管在該回合之前有沒有參與" "戰鬥。" #. [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 "" "一些矮人以他們的生命力聞名,他們比一般矮人更強健,且甚至能在移動的同時休息。" #. [trait]: id=fearless #: data/core/macros/traits.cfg:253 data/core/macros/traits.cfg:270 msgid "female^fearless" msgstr "無畏" # 原文缺少句號。 #. [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 "在不利的時段也能正常作戰。" # 為求工整,不照原文翻。 #. [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 "" "擁有text='無畏'特質的單位就算對光明或黑暗感冒,也不會動搖他" "們。" #. [trait]: id=feral #: data/core/macros/traits.cfg:285 msgid "feral" msgstr "野性" #. [trait]: id=feral #: data/core/macros/traits.cfg:286 msgid "female^feral" msgstr "野性" # 原文缺少句號。 #. [trait]: id=feral #: data/core/macros/traits.cfg:287 msgid "Receives only 50% defense in land-based villages" msgstr "在陸地上的村莊只能獲得50%的防禦。" #. [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 "" "對於低智商的野生動物而言,並不容易利用人工的建築物來掩蔽。所以,擁有" "text='野性'特質的單位在任何陸地上的村莊中,不管基礎地形是什" "麼,最多獲得50%的防禦。" #. [trait]: id=weak #: data/core/macros/traits.cfg:304 msgid "weak" msgstr "虛弱" #. [trait]: id=weak #: data/core/macros/traits.cfg:305 msgid "female^weak" msgstr "虛弱" # 「receive a 1 point decrease」不好翻譯,不照翻。 #. [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 "" "擁有text='虛弱'特質的單位,生命值和近戰傷害都減少1點。" #. [trait]: id=slow #: data/core/macros/traits.cfg:323 msgid "slow" msgstr "緩慢" #. [trait]: id=slow #: data/core/macros/traits.cfg:324 msgid "female^slow" msgstr "緩慢" #. [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" "體型龐大且笨拙,地精和其他種族的緩慢個體在移動上受到限制,但在耐力上得到少許" "的補償。" #. [trait]: id=slow #: data/core/macros/traits.cfg:325 msgid "" "text='Slow' units have 1 less movement point but 5% more " "hitpoints." msgstr "" "擁有text='緩慢'特質的單位會減少1點移動點數,但多出5%的生命" "值。" #. [trait]: id=dim #: data/core/macros/traits.cfg:343 msgid "dim" msgstr "愚蠢" #. [trait]: id=dim #: data/core/macros/traits.cfg:344 msgid "female^dim" msgstr "愚蠢" #. [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" "愚蠢在地精和其他較低等的種族中極為常見。這些種族數量較少是有原因的,愚蠢便是" "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 "" "擁有text='愚蠢'特質的單位升級需要的經驗值比一般單位多20%。" #. [trait]: id=aged #: data/core/macros/traits.cfg:359 msgid "aged" msgstr "年邁" #. [trait]: id=aged #: data/core/macros/traits.cfg:360 msgid "female^aged" msgstr "年邁" #. [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 "" "擁有text='年邁'特質的單位會減少8點生命值、1點移動點數和1點近" "戰傷害。" #: 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 "" "儘管半獸人依賴蠻力,但他們的小孩很少能在長大後擁有力量。雖然地精的外表,他們" "依然是半獸人的兄弟,也是同一種族的成員。其他種族通常只生一個或生兩個,而半獸" "人一次就生一窩,這導致他們人口爆炸。在任何的窩裡,只會有一個或兩個能成長並得" "到「真正的半獸人」力量,有些則出生就較瘦弱,其餘的通常佔了一個窩的一半以上," "他們更加瘦小,注定成為地精。半獸人幾乎在剛出生時,他的社會階級就顯現出來了," "瘦弱的半獸人會被他們較強壯的兄弟取代。較強壯的那些半獸人總是搶到大部分的食物" "而因此長得更加強壯,而比他們更瘦弱的兄弟則只會變得更瘦弱。" #. [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 "" "蝙蝠有許多不同的品種和大小,大多數的蝙蝠是相當無害的,牠們吃昆蟲跟其它小型動" "物。更大、更兇猛的品種被認為會對人類和其他種族造成威脅,對他們的牲畜也是如" "此,尤其是當蝙蝠成群結隊時。通常在夜間活動,牠們也常被那些對夜晚分享他們的愛" "的人收留(且偶爾被馴服)。" #. [race]: id=drake #: data/core/units.cfg:51 msgid "race^Drake" msgstr "龍族" #. [race]: id=drake #: data/core/units.cfg:52 msgid "race+female^Drake" msgstr "龍族" #. [race]: id=drake #: data/core/units.cfg:53 msgid "race^Drakes" msgstr "龍族" #. [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 "" "龍族是巨大、有翅膀且能噴吐火焰的生物,能讓人聯想到真正的龍。平均而言,一個成" "年的龍族站起來有大約三米高,體重很輕易就能超越一個人類和一匹馬的總重。他們的" "皮膚是由硬鱗片組成,能抵抗除了刺穿和寒冷以外大部分的物理攻擊。大多數的龍族有" "真正的飛行能力,且能快速地長途旅行。儘管如此,他們的體重和體型在一定程度上限" "制他們的飛行能力,使他們在空中顯得笨拙。在可能的位置上,他們會利用地形特點," "如丘陵、山地和樹林當作起飛點,以增加更多的的高度和速度。對龍族的敵人來說幸運" "的是,龍族在戰鬥中依然是笨拙的生物,且速度出奇地慢。這點再加上他們龐大的身" "軀,對於敢攻擊他們的人而言,龍族成為容易對付的目標。\n" "\n" "龍族天生是魔法生物,體內的神秘火焰為他們的生命提供動力。這點可以很容易地被見" "識到,當龍族的一個戰士在戰鬥中死亡時,他體內的火焰會被釋放,將遺體燒成灰燼。" "他們的內部火焰也成為他們最大的弱點,使他們對於寒冷攻擊極為脆弱。儘管龍族天生" "是魔法生物,但他們無法用控制的方式引導魔力。雖然龍族體內的魔力使他們能吐出火" "焰並給予他們生命,但他們沒有對這股魔力的用途的隨意控制權。\n" "\n" "
text='社會結構'
\n" "龍族是相對好戰的種族,其社會是最能被描述為有文化的軍事社會。龍族部落的核心是" "一小群久經沙場的勇士,他們以一個互相尊重──或僅是畏懼──的支配者為首,這些核心" "龍族以鐵腕來統治這個社會。每個龍族都期望能在嚴格的階級制度中爭取他們的地位," "服從上級,以及指揮下屬。進入管理階層的唯一可能的途徑是挑戰上級,並在一次的交" "戰中擊敗他,這也是管理階層內部階級的建立方式。對龍族同胞使用任何形式的欺騙都" "毫無例外地被視為懦弱及不可接受的。\n" "\n" "雖然龍族的好戰天性和對領土的敏感性驅使他們會野蠻地保衛他們的領土,但他們很少" "會侵略或擅闖已經被其他主要的種族佔據的區域。作為替代,他們在無人居住的區域定" "居,並在那建立他們自己的領土。他們主要以在自家附近的低地的獵到的巨型獵物為" "食,但幼崽和及較低階級的龍族被認為也會以在自己洞穴深處裡栽培的苔蘚和菌類為" "食。龍族重視鎧甲與武器的工藝,但他們不知道也不需要除此之外的科學及文化。儘管" "如此,他們做的幾款武器在品質上幾乎無人能及,只有在最好的矮人鍛造場生產出來的" "那些才能與之匹敵。\n" "\n" "龍族是卵生的,通常能自然地活20到30年。對龍族來說,戰死是離開世界最偏好的方" "式。不像其他種族的年長者,龍族愈接近他們的自然壽命的盡頭,就天生地變得更有侵" "略性且更魯莽,也許是為了幫助奠定他們在他們的種族的英雄傳說中的地位。\n" "\n" "
text='地理'
\n" "龍族源自dst='great_ocean' text='大洋'裡被稱為dst='morogor' " "text='摩洛格'的火山群島。人口壓力和他們家鄉島嶼的下沉造成了一些龍族群落" "分散到dst='great_continent' text='大陸'。龍族傾向在火山旁的山洞中" "建立他們的家園以保護、孵話、孕育他們的蛋。雖然龍族天生偏好溫暖,但即使在相當" "寒冷的氣候下,他們的內部火焰足以能維持他們的生命。這一特點讓他們甚至能夠居住" "在大陸的極北的一些山脈。" #. [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 "" "矮人以他們的礦工、鐵匠、商人和勇士而聞名。他們被認為是大陸上僅次於精靈及巨魔" "的第三古老的種族,他們的早期歷史是個謎團。傳説很久之前他們開始透過洞穴從他們" "的地下世界中現身。關於他們到來之前的生活沒有人知道,以及他們進入地表世界的原" "因,但從那之後他們一直是大陸的歷史上不可或缺的一環。在他們從地底現身不久後," "他們和這片土地上的原住民──精靈發生衝突。紛爭的原因已在歷史上遺失,但兩族此後" "打了三次的長期戰爭,被數十年的和平打斷。在這些戰爭裡,矮人始終無法把精靈從南" "部的森林深處驅逐出去,但成功鞏固了他們在北方丘陵及山脈中的地位,現在那裡被稱" "為北方土地。從那時起,他們在他們的領地的山脈及峭壁深處建造了令人驚嘆的防禦工" "事及居所。\n" "\n" "可能是由於他們的孤僻,矮人一般對於大部分的其他種族是不信任的,或是具有敵意," "尤其是對精靈。對於這種性格唯一例外的是人類。這可以追溯到海德洛克一世以及人類" "和半獸人來到這個大陸的時代。當時矮人便開始允許一些人類,主要是來自韋諾王國的" "異議人士及罪犯,讓他們在北方土地的某些地區定居下來。矮人的動機並不令人意外。" "這些人類的困境使矮人回憶起他們早期的迫害歷史,引起團結感。矮人在與這些被拋棄" "者形成連繫的過程中也得到很多。被拋棄者會在矮人自己不喜歡居住的區域定居下來," "例如平原、森林和沼澤,使矮人不需要防禦這些區域。\n" "\n" "以人類的標準來看,矮人個子矮小,但他們絕不脆弱。他們健壯且強大的勇士因其在戰" "鬥中的高超技藝被整個大陸敬畏。除此之外,矮人的計算才智及精湛工藝也聲名遠播。" "矮人工匠以他們的致命武器及重甲而聞名。這些裝備在品質上沒有對手,可能只有那些" "來自龍族製甲師的作品才可匹敵。他們的智慧及與生俱來的好奇心也讓他們成為大陸上" "科技最先進的種族。他們最有名也是最可怕的發現之一,就是當暴露在火裡或火花中就" "會產生巨大爆炸的神秘粉末。某些矮人勇士利用這些粉末將小型物體以極快的速度射" "出。由於他們的科技發展,許多矮人趨向於質疑魔法的使用者。不過,有一些矮人鑽研" "以符文雕刻為基礎的魔法形式。他們被稱作符文工匠,會利用這些雕刻來對物品附魔以" "增強它們的特性。" #. [race]: id=elf #: data/core/units.cfg:107 msgid "race^Elf" msgstr "精靈" #. [race]: id=elf #: data/core/units.cfg:108 msgid "race+female^Elf" msgstr "精靈" #. [race]: id=elf #: data/core/units.cfg:109 msgid "race^Elves" msgstr "精靈" # 魔法的段落寫得很難理解,不照翻。 # 「fair folk」應該是想寫「fairy folk」。 # 不確定「in small ensembles」是要表達什麼。 # 「conclaves」應該是想寫「enclaves」。 # 「with the governing council ...」、「with the ordinary aristocracy」都是長串名詞子句,不好翻譯,不照翻。 #. [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 "" "與人類相比,精靈更高了一點,更敏捷但比較不強壯。他們有對略尖的耳朵,蒼白的皮" "膚,且通常一頭金髮。人類和精靈的差異很少比精靈的億長長的生命更明顯,除非被疾" "病、意外或是戰爭奪去生命,不然大部分的精靈能活至少足足兩個世紀。雖然有些擁有" "很高的魔法天賦的精靈一直被認為活得更久,但大多數的精靈會在250到300歲之間開始" "在生理上變得脆弱,之後便很快地去世。\n" "\n" "大部分的精靈同樣都對未受破壞的自然有著濃厚的感情,並發現他們自己在開闊且無植" "被的地方會覺得不自在。他們主要住在大陸的森林中,像是西南部的艾森樹林,像是西" "北部的韋斯米爾,以及北方大森林,林塔尼爾森林就在北方大森林的最南端。\n" "\n" "精靈是大陸最老的種族,巨魔可能除外。許多他們的定居點無法被可靠地確定年代,但" "無疑地它們已經存在己千年了。\n" "\n" "
text='魔法'
\n" "雖然精靈和傳說中的妖精是根本上的不同,但他們的魔法與仙境有點關聯,仙境也是他" "們異常敏銳的感官和他們長壽的源頭。精靈魔法會分歧成兩條路線,一條專注在操縱自" "然或物質的世界,一條專注在進入秘法次元進行占卜。比較常見的是前者,比起後者," "它更具有實質的效果。雖然精靈天生的魔法不適合用來戰鬥,但它的能力在於控制世間" "的能量,這股能量能用來滋養他們的森林、保護家園,且能達到治療的功效。\n" "\n" "那些走神祕道路的精靈們也被其他精靈很大地推崇,但他們的動機和能力時常對那些他" "們階級之外的精靈來說並不清楚。一些冒險深入神祕道路的精靈們表現出更多仙靈般的" "特徵,獲得超凡的洞察力和壽命,但也變得對冷鐵的存在很過敏,甚至還會被它燒" "灼。\n" "\n" "
text='文化'
\n" "精靈花費許多他們的時間磨練他們的才能和技能。那些不適合魔法技藝的精靈一般會把" "他們的時間用於磨練他們的身體技能,通常是為了體育競技為目的。因此,精靈擅長於" "弓術,這項技藝也很容易且有效地被應用於戰爭。精靈也是有名的音樂家,尤其擅長管" "樂器和撥絃樂器,並會組成小樂團。例如,艾森樹林的風鳴琴,是用靈的杉樹的優質木" "材製作而成,並以它們的細膩柔和的音色享有盛名。\n" "\n" "
text='社會'
\n" "精靈的社會被粗略地分為三個派系:負責防禦他們的森林的偽軍事派系、通常為工匠或" "是藝術家的和平平民、維持精靈與仙境連繫的治療者和神祕主義者。負責管理這些不同" "層面的精靈是貴族,他們被視為更廣大社會秩序的僕人,而不是作為他們的族人的嚴厲" "統治者。選出這些貴族的程序在不同精靈領地間是不同的,好比韋斯米爾的管理議會──" "卡連──是被選出來的,而林塔尼爾的貴族地位則通常是被繼承而來的。\n" "\n" "在鬥爭時期,指揮的階級制度會變得更加適應,好比普通的貴族會服從更有戰爭意識的" "元帥。按照傳統,在韋斯米爾和林塔尼爾中,一個來自於精靈神祕主義者階級的女附魔" "師也會被招來促使權力的轉變。" #. [race]: id=falcon #: data/core/units.cfg:137 msgid "race^Falcon" msgstr "獵鷹" #. [race]: id=falcon #: data/core/units.cfg:138 msgid "race+female^Falcon" msgstr "獵鷹" #. [race]: id=falcon #: data/core/units.cfg:139 msgid "race^Falcons" msgstr "獵鷹" #. [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 "" "獵鷹是一種猛禽,以牠們特有的速度與敏捷著稱。和其他猛禽相比,獵鷹較輕且有著力" "量比較弱的爪。牠們的銳利目光以及能被馴養的能力使牠們成為數量眾多且眾所皆知的" "生物,經常被貴族用來競技,也被遊牧者或部落發現牠們在狩獵食物方面很好用。獵鷹" "偶爾也會上戰場,有些馴鷹師會訓練他們的獵鷹分辨敵我,使他們成為一個能在軍隊的" "掌管下進行支援的有用資產。" #. [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" # 最後一句很模糊,不照翻。 #. [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" "地精矮小且相當脆弱,很少會長到超過一個人類兒童的身型。\n" "\n" "地精出生就要為他們那些體形更大的親族過近乎奴隸的一生,在戰鬥中被用作炮灰。即" "便他們的悲慘命運,地精仍然茁壯成長著。部分是因為他們數量眾多,也因為他們的兄" "弟半獸人們清楚地知道他們有多仰賴地精。他們執行半獸人所需的大量體力勞動,儘除" "了那些需要真正的半獸人的蠻力的工作,即半獸人們特別喜歡做得那些能夠證明他們的" "力量的工作。" #. [race]: id=gryphon #: data/core/units.cfg:170 msgid "race^Gryphon" msgstr "獅鷲" #. [race]: id=gryphon #: data/core/units.cfg:171 msgid "race+female^Gryphon" msgstr "獅鷲" #. [race]: id=gryphon #: data/core/units.cfg:172 msgid "race^Gryphons" msgstr "獅鷲" #. [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 "" "獅鷲是體寬、強大的野獸,同時具有陸地上的掠食者以及猛禽的特徵。雖然有時被馴服" "並被大膽的人騎,但獅鷲是非常具有地盤性且具有攻擊性的,尤其是牽涉到牠們的鳥巢" "時。\n" "\n" "儘管獅鷲的巨大體重,牠們還是能夠飛行,牠們的飛行方法在幾個世紀以來一直是一個" "爭論的原因,但這仍然是個謎團,就像牠們的起源一樣。" #. [race]: id=horse #: data/core/units.cfg:183 msgid "race^Horse" msgstr "馬" #. [race]: id=horse #: data/core/units.cfg:184 msgid "race+female^Horse" msgstr "馬" #. [race]: id=horse #: data/core/units.cfg:185 msgid "race^Horses" msgstr "馬" #. [race]: id=horse #: data/core/units.cfg:186 msgid "" "Domesticated horses come in many shapes and sizes, from mighty war chargers, " "to sturdy draught horses or agile stock horses. While they are more fragile " "than many beasts, their speed and cunning allow feral horses to thrive in " "the wild, alongside their wild brethren.\n" "\n" "Horses have been an important part of many civilizations, so it is not " "surprising that there are many myths and stories centered around them. " "Winged horses, man-horse hybrids, and ghost horses have made their way into " "written history, though few can honestly claim to have seen such things." msgstr "" "馴養的馬有多種模樣和大小,從強大的戰爭衝鋒戰馬,到健壯的役馬或是敏捷的牧馬。" "雖然牠們比許多野獸要脆弱得多,但牠們的速度和靈活度允許野生的馬群在野外茁壯成" "長。\n" "\n" "馬在許多文明中一直扮演著重要的一環,所以有很多圍繞著牠們的迷思和故事也不足為" "奇。飛馬、人馬、幽靈馬已經被人們接受而寫入歷史,雖然只有少數人可以誠實地聲稱" "他們有看過這樣的生物。" #. [race]: id=human #: data/core/units.cfg:203 msgid "race^Human" msgstr "人類" #. [race]: id=human #: data/core/units.cfg:204 msgid "race+female^Human" msgstr "人類" #. [race]: id=human #: data/core/units.cfg:205 msgid "race^Humans" msgstr "人類" # 看不太懂最後一段的最後一句的邏輯,都已經切成東部和西部來探討了,是要怎麼優缺點相互彌補,而且在總結時只提到氏族的缺點,優點在哪?所以不照翻。 #. [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 "" "人類的種族是非常多元的。雖然他們是來自於舊大陸,但人類已經分散至世界各地,分" "成不同文化及不同種族。即使他們不像其他生物被灌輸魔法,但人類們可以學習使用" "它,也可以比其他種族學會更多不同類型的魔法。除了他們的適應能力和幹勁,他們沒" "有額外特別的能力或天賦。雖然常常與其他種族意見相左,但有時還是能跟較不具有攻" "擊性的種族結為聯盟,例如精靈和矮人。他們之中較不正直的人也不會因僱用半獸人傭" "兵而退縮。他們沒有天敵,不過大部分的人類,就其他種族的成員一樣,有著天生不喜" "歡亡靈的性質。人類比精靈矮,但仍比矮人高。他們的膚色可以改變,從白色到深棕色" "幾乎都有。\n" "\n" "
text='王室成員'
\n" "大陸上有不同的人類群體存在著,但其中大部分生活在韋諾王室的統治下。人類最初出" "現在大陸是來自於海的西方對面的一座島──綠島,之後便迅速地在內陸城市維爾丁建立" "了他們的首都。往後的幾個世紀中,他們在大陸各處建立了多個城市。韋諾之王的士兵" "們保衛國家,他們組成已知的世界中最有組織的軍隊。它的勇士們來自主要省份,在些" "地方,所有男人在很小的時候就被徵召入伍。\n" "\n" "
text='氏族'
\n" "韋諾東部的省份被稱為氏族的家鄉,比西部更文明的省分還擁有更多的遼闊平原以及連" "綿起伏的丘陵的地形組成。它們是馬背氏族的家園,與韋諾王室結盟,但獨立運作且保" "有他們自己的特徵。有些人認爲他們是會對王室進貢食物和士兵以換取保護的一個附庸" "國。而有些人說他們與韋諾西半部的人有相等地位。再說,這些東部的省份的確沒有像" "西部韋諾那樣的一支徵召軍隊。備戰是氏族生活的一部分,父母從小就教小孩騎馬、戰" "鬥和用弓射擊。雖然氏族的勇士比起文明的戰士較沒組織性,不過當他們兩方合作時," "他們還是能夠互相配合。" #. [race]: id=dunefolk #: data/core/units.cfg:221 msgid "race^Dunefolk Human" msgstr "沙丘之民" #. [race]: id=dunefolk #: data/core/units.cfg:222 msgid "race+female^Dunefolk Human" msgstr "沙丘之民" #. [race]: id=dunefolk #: data/core/units.cfg:223 msgid "race+plural^Dunefolk" msgstr "沙丘之民" #. [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 "" "沙丘之民是一個被遺忘的遊牧民族的分支,他們宣稱擁有沙之荒原的河谷與綠洲。沒人" "知道他們是如何來到大陸的這個偏僻角落定居的。他們的傳說提到穿越遙遠之地的漫長" "且危險的旅程,但他們的族人的真正起源是他們的學者──甚至是最博學的學者──之中的" "一個永無止盡且熱門的辯論主題。\n" "\n" "不管他們的來源,沙丘之民已經蓬勃發展起來了。繁華的城市在最大的肥沃地區中傲然" "屹立。熟練的工匠、傑出的鐵匠、富有的商人組成城市經濟的支柱。這些城市中的每個" "也都享有一定程度的自主權,這在北方集權的國家很少見,許多城市甚至有自己的軍" "隊。然而,在需要的時候,所有城市集結起來組成一個更高級的權力機構,其被指派保" "護整個國家的最高利益。\n" "\n" "那些尚未在這些城市中心定居的人依舊是遵循著他們祖先的生活方式,在沙丘上遊牧," "並領導牲口從一個水源地到另一個。在清晨及黃昏,荒漠不是太熱也不是太冷的時後," "他們是最有活力的。他們在沙上移動的能力很卓越,甚至以沙丘之民的標準來看也是如" "此。雖然有時會被住在城市的居民輕視,但他們能提供一個非常有用的服務,即在戰爭" "時作為機動輕型的部隊,或是在和平時作為貿易旅隊的護衛。\n" "\n" "沙丘之民對於貿易和探索的偏好使他們的城市能累積大量財富,這是被其他種族極為羨" "慕和嫉妒的事實。共同利益促進了與鄰近的迦納部落的友好關係,但如龍族及精靈這樣" "比較神秘的種族總是認為沙漠遊民的探索非常具有侵略性,特別是當他們冒險靠近領土" "邊界時。對於旅隊來說,在山上被巨魔伏擊並非不常見,這類事件也引起無數隱秘山洞" "中有無法想像的寶藏的傳聞。\n" "\n" "由於在惡劣環境下生活幾個世紀,沙丘之民已經發展出合理的探索方式,透過這樣的方" "式他們持續改善他們對世界的了解。他們對藥草醫學的研究,使勇士與工人能保持活力" "與健康。他們對煉金術的知識,使他們能馴服火焰,並在戰鬥中運用它作為攻擊手段。" "同時,這種分析的思維模式已經使他們遠離魔法。對於理性的思維來說,魔法是不可控" "制的、不可預測的及不可靠的。因此,沙丘之民特別厭惡死靈法術的顛覆常理和黑魔" "法,程度更勝其他種族。\n" "\n" "沙丘之民好奇的和探究未知的天性並不會讓他們排斥軍事力量。他們不只把靈活輕便的" "部隊、裝甲騎兵和重裝甲步兵投入戰場,他們豐富的科技知識還賦予他們相對於對手的" "決定性優勢。然而,在戰鬥中面對沙丘之民時,最令人恐懼的情景肯定是他們對凶殘的" "奇珍異獸的運用。從雄偉的鵬到威風凜凜的飛龍,他們與這些生物的協同效應在戰鬥時" "能有多種變化性。這個傳統的起源可能在於沙丘之民在爾迪亞奇異的遙遠角落的遙遠的" "過去的傳承。" #. [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 "" "蜥蜴人是類似蜥蜴的生物。他們比人類更小更苗條,很少比一個十歲的小孩站立得更" "高,雖然從鼻尖到尾端,蜥蜴人可以比人類平均身高更高。這些勇士身輕如燕,偏好以" "打獵的方式來戰鬥──溜過敵人戰線來瞄準脆弱及受傷的敵人,同時躲避他們的攻擊" "者。\n" "\n" "
text='社會'
\n" "蜥蜴人是非常神祕的生物,由於他們傾向於生活在對其他生物來說不適合居住的區域," "例如沼澤。蜥蜴人是極端的宿命主義者,他們相信生命中所有的事件都可以被一種複雜" "的占星術形式預測。\n" "\n" "蜥蜴人文化在兩性之間被明顯區隔。在每一個性別中,成員們互相競爭,透過技能、決" "心和名聲建立清楚的社會等級,並有一位站在頂端的族長。在那些兩性互動的場合中," "他們不會為了支配而競爭,取而代之的是,狀況決定出有支配地位的性別。男性族長在" "氏族的村莊或是營地中是老大,而女性族長在任何的地方都有支配地位。這個方式繼續" "沿著階級結構往下延伸,每個男性或女性對任何低階及的異性都有支配力,並向服從於" "更高階級的異性成員。\n" "\n" "蜥蜴人社會的性別分離政策和交錯的性別支配方式是因他清晰定義性別角色所自然發展" "出來的結果。狩獵和尋找食物是女性的責任,這些技能最終將她們訓練成讓其他總族如" "此懼怕的勇士,例如:游擊兵、側擊兵和伏擊兵,而男性則負責守衛女性生下的那窩" "蛋。雖然這給男性留下時間來發展並磨鍊占星、治療和魔法的技藝,但這也讓他們暴露" "給重大的危險,因為他們是一個蜥蜴人氏族的頭號敵人──其他的蜥蜴人氏族──的固定目" "標。\n" "\n" "當讀到適當的星象時,新的蜥蜴人氏族就誕生了。被稱為「孵化」,每個被星辰排列所" "指定的女性會選擇一群較低階級的個體,並離開他們原來的氏族。擁有某項特定特質的" "所有女性經常都會被指定,造成同時「孵化」多個氏族。選擇是一個簡單的過程,任何" "一個離開的群體都不能比其他的更大,所有群體不能比正要離開的群體更大,且更高的" "階級允許一位女性否決另一位為女性對其所選的蜥蜴人的選擇。\n" "\n" "由於他們人口的快速增長、頻繁的氏族分裂,以及同類相食不是禁忌的事實,暴力是蜥" "蜴人生活的主要特點之一。這限制蜥蜴人文化的發展,使發展斷斷續續,因為許多他們" "的知識是口耳相傳,且他們的財產必須是可以移動的。\n" "\n" "
text='地理'
\n" "蜥蜴人可以在許多不同的區域生存,不過沼澤顯然是他們最普遍的棲息地。\n" "\n" "
text='生理'
\n" "比起韋諾的大部分的其他種族,蜥蜴人的壽命非常短,三歲時進入成年期,且往往在他" "們10到15歲時就死亡。顯然,最常見的死亡原因是暴力。蜥蜴人的女性大概一年生出一" "窩蛋,大約20個,這造成持續性的人口壓力,會使大部分的食肉生物的供應緊張。蜥蜴" "人是獵人和食腐者,蜥蜴人擁有極強的口部和富含強酸的一個非常強大的消化系統,使" "他們能夠吃下並消化他們的獵物的所有部分,包括皮膚、牙齒、角和骨頭。而且,他們" "並不厭惡食用腐肉,甚至還會同類相食,這兩者都是常會發生的事。" #. [race]: id=mechanical #: data/core/units.cfg:275 msgid "race^Mechanical" msgstr "機械" #. [race]: id=mechanical #: data/core/units.cfg:276 msgid "race+plural^Mechanical" msgstr "機械" #. [race]: id=mechanical #: data/core/units.cfg:277 msgid "" "Animated neither by natural life nor by necromancy, the term " "text='mechanical' describes a created artifact of an " "intelligent being. Most mechanical things neither move nor think on their " "own, but some do so as a result of magical enchantment." msgstr "" "它們既不由自然生命,也不由巫術所控制,text='機械'這詞描述著" "由智慧生物所創造出來的製造物。大部分的機械不會自行移動或是思考,但有些會因魔" "法而這樣做。" #. [race]: id=merman #: data/core/units.cfg:286 msgid "race^Merman" msgstr "人魚" #. [race]: id=merman #: data/core/units.cfg:287 msgid "race^Mermaid" msgstr "人魚" #. [race]: id=merman #: data/core/units.cfg:288 msgid "race^Merfolk" msgstr "人魚" #. [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 "" "人魚是某種像是人和魚的混合的生物,他們是具有魚類及人類特徵的神祕種族。他們擁" "有強壯的尾巴,使他們自己可以在任何的水的環境中快速移動,同時他們的靈巧雙手和" "聰明頭腦能允許精良的工藝技術和工具製作。人魚天生是半水生的,他們可以毫無困難" "地在水中或是空氣中呼吸。儘管能夠在陸地上生存,但他們在水中更快更敏捷,而且很" "少會在遠離海洋的地方被發現。他們通常會警惕乾燥的陸地,因為他們在那裡會顯得笨" "拙,且在高低起伏或森林的地形上移動也會讓他們非常吃力。" #. [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 "" "「怪物」這詞包含著許多出沒在山洞、荒野、海洋深處及世界的其它地方的可怕野獸。" "他們在世界上的居民的故事和的噩夢中很大程度上也是重要的部分。" #. [race]: id=naga #: data/core/units.cfg:308 msgid "race^Naga" msgstr "納迦" #. [race]: id=naga #: data/core/units.cfg:309 msgid "race^Nagini" msgstr "納吉尼" #. [race]: id=naga #: data/core/units.cfg:310 msgid "race^Nagas" msgstr "納迦" #. [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 "" "蛇態的納迦是大陸中最少被人認識的種族之一。一部分的原因是他們排外的天性,另一" "部分的原因是他們格格不入的生活環境。納迦是少數能在水中移動自如的種族之一,這" "讓他們能夠有效率進入陸地生物無法進入的地方,並且將他們與他們逃避的陸生生物分" "開。儘管如此,他們仍不是真正的海洋生物,他們無法在水中呼吸使他們壟罩在深淵的" "恐懼之中。生活在沿岸區域,能給從他們一個從深海生物手中逃到陸地上的路線,同時" "也讓他們遠離那些用腳、翅膀或蹄來移動的傢伙。雖然納迦在體格方面有些脆弱,但他" "們往往比他們的對手更加迅速及靈活。他們有時會發覺他們自己處在與人魚的衝突當" "中,當他們的領地重疊時,但\n" "\n" "陸地讓他們能逃離深海生物的威脅,水路讓他們能遠離那些有腳、有翼及有蹄的傢伙。" "雖然納迦的體型有些薄弱,但他們往往比對手更佳敏捷及靈活。納迦有時生活領域會跟" "人魚重疊,但大致上他們偏愛沼澤和河流的數量跟偏愛開闊水域的數量傾向於一樣。" #. [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 "" "食人魔是野蠻且不文明的種族,主要居住於大陸的荒野中。身體上,他們長的像人類和" "獸人,但更大更強壯。即使是他們的幼崽也比大多數的人類來的龐大。食人魔在許多人" "口稠密的地區不被信任,通常不是避開他們就是把他們趕走。作為替代,他們潛伏於城" "市邊緣的山區,在那裡,飢餓的食人魔土匪對旅行者及旅隊帶來持續的威脅。雖然食人" "魔並不特別聰明或敏捷,但他們的健壯和身體力量使得他們成為其他種族的軍隊裡一項" "有用的資產。食人魔特別受到較殘暴的指揮官重視,而那些指揮官也不介意食人魔的野" "蠻行為。關於他們的生理和社會鮮為人知,如果他們真的能夠說是有一個社會的話,不" "過據說他們會與野狼和其他野獸一起發動進攻。但這是否是合作、馴化或是單純的互相" "利用的一個跡象就不得而知了。" #. [race]: id=orc #: data/core/units.cfg:330 msgid "race^Orc" msgstr "半獸人" #. [race]: id=orc #: data/core/units.cfg:331 msgid "race+female^Orc" msgstr "半獸人" #. [race]: id=orc #: data/core/units.cfg:332 msgid "race^Orcs" msgstr "半獸人" #. [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 "" "外觀上,半獸人長得像人類但一些野獸般的特徵。他們比人類更高、更結實、更強壯。" "他們天生好戰、野蠻、殘暴。他們的血比人類的還要更黑更濃,他們幾乎不在乎個人衛" "生或個人外貌。雖然半獸人很暴力,而且就算對待他們自己人也是如此,但他們是群居" "導向,他們從來不單獨旅行或生活在人數少於六人的團體裡。\n" "\n" "
text='社會'
\n" "幾乎每個半獸人都是某個部落或是某個氏族的成員。鄰近部落群的關係往往是暴力的," "除非在凌駕於他們彼此之間的敵意之上,會威脅到他們的存在的共同敵人或有能大幹一" "票的前景的情況下。有時,會有個強大的族長出現,他們時常帶領著多個部落,通常是" "藉著追隨者的畏懼來帶領的。在和平時期,半獸人的部落往往會幾乎完全專注在強化自" "身上,為下一次的武裝衝突做準備。半獸人被認為擁有一套粗糙的書寫系統──通常是用" "血寫字──雖然它最常被用來在部落首領們之間交換侮辱或威脅訊息。\n" "\n" "半獸人的社會幾乎全是建立在力量之上,力量就是真理。部落由一個領導者領導,只要" "沒有人設法成功奪走他的頭銜,首領就會繼續存活並領導下去。持續不斷的權力鬥爭在" "潛在的部落族長之間蘊釀。一個半獸人領導者在被殺掉奪位前,幾乎沒有幾年能好好地" "享受他的絕對權力──不過歷史上還是有些著名的例外。半獸人不遵守特定的榮譽準則," "雖然毋庸置疑的蠻力通常是他們展現實力的偏好方式,但暗殺、毒害和背刺也是實現目" "標的可行手段。\n" "\n" "半獸人主要居住於鄉村地區,通常是丘陵或是山區中,有時是洞穴裡。他們不種莊稼也" "不養牲畜,但由於他們的身材和殘暴,他們是不錯的獵人。因為他們的龐大數量,他們" "能夠在相當短的時間內將一個地區的任何大於齧齒動物的生物獵捕到手。也由於這個和" "他們不穩定的領導,半獸人部落往往伴遊牧的生活,從不會在一個區域定居太久。更大" "型的部落可能會在一個區域建立定居數年或甚至是數十年,並建立幾乎就像城市一樣的" "大型營地,就算是這些,它們還是會輕易地被拆除並被廢棄,如果有需要遷移群落的" "話。\n" "\n" "已知最老的半獸人已有50到60歲,但很少有個體能在戰爭中迎向他們的終點或是死於他" "們的其中一個親族之手之前,活超過二、三十年。最老的半獸人通常是薩滿,他們也許" "是大多數半獸人中唯依值得信任且中立的那些。這個慣例的來源無人知道,因為薩滿不" "會對半獸人社會直接貢獻,只會扮演顧問──這往往不是半獸人完全無法容忍的角色。薩" "滿在許多方面上與大部分其他的半獸人相反,他們通常身體乾瘦且比較脆弱,而且也缺" "乏戰鬥技能。\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" "在他們的窩中不是最強壯的半獸人們傾向於專精其它的技能,像是弓術或是暗殺。" #. [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 "" "巨魔是古老的生物,是最古老的被認為居住在大陸上的已知種族之一。他們體型巨大、" "行動緩慢、單純且非常長壽地住在深邃的洞穴或是高山山頂上。巨魔最獨特的特徵是他" "們有內在的活力,能夠維持他們生命且從內治療自己。因此他們與幾乎任何已知的生物" "過著非常不同的生活。巨魔沒有什麼真正的需求,他們只需要很少的食物或水,因此," "他們沒有多少動力去追求那麼多,除了防禦那些對他們有敵意的敵人。這反過來意味著" "他們幾乎不必煩惱任何事情,可以花大部分他們的時間去睡覺或發呆。巨魔與自然有一" "種奇特的親和力。他們不像精靈會跟活物有連繫,而是與泥土和石頭互動。他們對環境" "有一定程度的好奇心,許多較年輕的巨魔幼崽甚至享受旅行及探索世界。當巨魔變老," "他們傾向變得愈來愈被動,漸漸失去對他們環境的興趣,會花更多的時間在他們稱之為" "家的山洞的一個安靜且熟悉的角落睡覺。巨魔會如此生活著,直到他們最終去世,同時" "他們的身體會漸漸地變成無生命的石頭雕像。\n" "\n" "許多人認為巨魔不過是另一種野蠻的怪物而已。這常見的誤解部分是因半獸人說服巨魔" "加入他們的軍隊的成功所造成的。因為巨魔相當單純,而且不瞭解其他種族的行事作" "風,有時候甚至無法分辨它們,半獸人通常能很輕易地以加入他們他們就對那些曾經獵" "殺過他們的人展開報復為由來說服一個巨魔團。之後這些新成員會直接攻擊現在跟半獸" "人有衝突的族群,不管之前是不是巨魔的敵人,以至於為被誤導的巨魔積累更多的敵" "人。巨魔最常見的敵人是矮人,這兩個種族之間的敵意是很古老的。\n" "\n" "
text='地理'
\n" "巨魔已經居住在大陸的山脈,比遷移到那的矮人還久。韋諾的北部和東部山地上,巨魔" "是常見的景象。巨魔也會在半獸人群行經的地方出沒。" #. [race]: id=undead #: data/core/units.cfg:376 msgid "race^Undead" msgstr "亡靈" #. [race]: id=undead #: data/core/units.cfg:377 msgid "race+female^Undead" msgstr "亡靈" #. [race]: id=undead #: data/core/units.cfg:378 msgid "race+plural^Undead" msgstr "亡靈" # 不太確定「constructs of varying character」的意思,不照翻。 # 不太確定「the legends of magically apt races」的意思,不照翻。 # 「in the wake of」 = 「because of」 #. [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 "" "亡靈並不是真正的一種生物的種族,不過通常會被當成這樣。大部分普通的生物能被擁" "有足夠技能的死靈法師重新賦予活力,成為各種不同的製造物──身體形式的復活通常會" "做出一個毫無異議遵從他的主人的嘍囉,而靈魂的形式通常製造出至少有一點思想的僕" "人。死靈法術的一個巨大的奧秘是如何在沒有死靈法師持續投入努力的情況下維持並控" "制這些製造物。大部分的黑暗法師不用對他們的製造物提供持續的關注或是維護,取而" "代之的是,使他們具有某種程度的獨立性,可以按照提供的指令自主地運作。然而,當" "丟著他們不管時,一些亡靈會獲得足夠的自主權,掙脫束縛,甚至向他們的主人反擊。" "所以,雖然甚至更少有亡靈需要持續性的維護,但對於更強大的亡靈特別需要這樣做," "尤其是擁有高度自我意志的更強大的靈體或是死亡騎士。在這些情況下,死靈法術變成" "一個法師和嘍囉之間的決戰。死靈法師必須在控制他們的僕人和分配僕人的自由意志──" "僕人各自力量的來源──之間維持著一個微妙的平衡。\n" "\n" "死靈法術幾乎只限於人類。即便像是精靈和人魚這樣適合修煉魔法的種族,其傳說也描" "述他們種族很少有人曾經涉獵過黑魔法。人們猜測死靈魔法需要巨大的適應能力和一個" "變通的頭腦,這些的極端特質最常在人類中被找到。大多數死靈魔法師的終極目標是將" "這種保留和注入生命的相同技術用在他們自己身上,不計一切代價地改變他們自己,藉" "由保存自己的心智和靈魂最終逃過死亡。\n" "\n" "
text='地理'
\n" "雖然只因海德瑞克一世才有大量的亡靈領主來到大陸,但精靈及矮人們在那之前就聽說" "過他們了。" #. [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 "" "狼是在野外常能遇到的獵食性的犬類。迅速、強壯且耐力強,一隻狼足以重傷或殺死平" "民及未經訓練的士兵,但他們成群結隊的習性以及有組織的襲擊才是使牠們令旅行者們" "特別害怕的原因。不過,牠們傾向於遠離文明,只是偶爾會冒險靠近,以狩獵牲畜。" #. [race]: id=wose #: data/core/units.cfg:404 msgid "race^Wose" msgstr "樹人" #. [race]: id=wose #: data/core/units.cfg:405 msgid "race^Woses" msgstr "樹人" #. [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 "" "巨大的樹人居住在已知世界的森林的最深處。對於未經訓練的眼睛,樹人看起來不過只" "是奇形怪狀,但宏偉的樹。作為樹林的守護者,樹人們對森林地都有著比精靈們所有的" "還更深刻的連繫。雖然樹人是個和平的種族,但對於他們所照護的古老樹林的打擾,將" "會激起大自然本身的憤怒。樹人是移動緩慢的生物,他們也許會花上數個世紀待在一個" "不受時間流動所干擾的地點。\n" "\n" "雖然樹人們本身不使用魔法,但他們與仙境有很深的連結。對於這個古老種族僅有的一" "些資訊來自於精靈學者們,他們相信樹人天生就擁有這種即使是最強大的精靈,也要耗" "盡一生才能掌握的神秘力量。儘管樹人很像樹,但他們跟樹沒有共同的祖先。樹人被認" "為是世界上的其中一個最古老的生物,也許甚至比他們居住的森林還要更古老,有人認" "為是仙境的力量給予這些生物作為森林的守護者的永恆任務。\n" "\n" "樹人絲毫不好戰,也不慣於戰鬥。然而,他們會在保衛他們森林領地方面毫不猶豫地使" "用暴力來回應。樹人移動緩慢,且離開樹林地是很脆弱的。由於他們與仙境密切的連" "結,樹人對秘法特別敏感。使樹人幾乎不會受到物理攻擊的影響的堅硬樹身,使樹人面" "對火焰會受到嚴重傷害。他們厚厚的樹皮,以及能運用仙境的力量在受傷時快速恢復的" "能力,讓樹人能在敵人的猛攻之下存活足夠長的時間,來以壓碎反擊。這些能力也許被" "他們的和平、緩慢的性格給掩飾了。在自己的樹林裡,樹人可以消失在樹林間,並伏擊" "甚至受過最佳訓練的精靈斥侯。\n" "\n" "樹人的壽命是未知的,但這個種族最古老的成員已經存活幾百年,並長到非常高的高" "度。有人認為除非樹人在戰鬥中死亡,不然他將達不到他自然的生命終點。樹人們滿足" "於像哨兵一樣站著渡過好幾世紀,對於文明世界的發展不感興趣,他們只有在前去保護" "大自然和他們稱之為家的森林時才會動起來。" #: src/help/help.cpp:213 msgid "Close" msgstr "關閉" #: src/help/help.cpp:216 msgid "Help" msgstr "幫助" #: src/help/help.cpp:270 src/help/help.cpp:274 msgid "Parse error when parsing help text:" msgstr "解析幫助文本時語法錯誤:" #: src/help/help_topic_generators.cpp:65 msgid "Best of" msgstr "最佳於" #: src/help/help_topic_generators.cpp:65 msgid "Worst of" msgstr "最差於" #: src/help/help_topic_generators.cpp:162 msgid "" "Villages allow any unit stationed therein to heal, or to be cured of poison." msgstr "村莊允許任何單位駐守進來以進行治療或是治癒毒素。" #. 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] "這個地形允許單位治癒毒素,或是恢復 1 點生命值。" msgstr[1] "" "這個地形允許單位治癒毒素,或是恢復 $amount hitpoints 點生命值,就像是駐守在一" "個村莊裡。" # 為了解釋更淺顯易懂一些,不照翻。 #: src/help/help_topic_generators.cpp:174 msgid "" "This terrain is a castle — units can be recruited onto it from a connected " "keep." msgstr "這個地形是一個城堡,單位可以從相鄰的主堡被招募到這個格子上。" #. 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 "這個地形是一個主堡,首領可以在這個格子上招募單位到相鄰的城堡格子上。" # 為了解釋更淺顯易懂一些,不照翻。 #. 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 "" "這個不尋常的主堡可以讓首領站在上面時進行招募,但是不允許首領在相鄰的主堡上將" "單位招募到這個格子上。" #: src/help/help_topic_generators.cpp:194 msgid "Base Terrain: " msgstr "基礎地形:" #: src/help/help_topic_generators.cpp:214 msgid "Movement properties: " msgstr "移動性質:" #: src/help/help_topic_generators.cpp:218 msgid "Defense properties: " msgstr "防禦性質:" #: src/help/help_topic_generators.cpp:298 msgid "Level" msgstr "等級" #: src/help/help_topic_generators.cpp:359 msgid "Advances from: " msgstr "升級自:" #: src/help/help_topic_generators.cpp:361 msgid "Advances to: " msgstr "升級成:" #: src/help/help_topic_generators.cpp:390 msgid "Base unit: " msgstr "基本單位:" #: src/help/help_topic_generators.cpp:395 msgid "Base units: " msgstr "基本單位:" #: src/help/help_topic_generators.cpp:413 msgid "Variations: " msgstr "變體:" #: src/help/help_topic_generators.cpp:437 msgid "race^Miscellaneous" msgstr "其它" #: src/help/help_topic_generators.cpp:439 msgid "Race: " msgstr "種族:" #: src/help/help_topic_generators.cpp:509 msgid "Abilities: " msgstr "技能:" #: src/help/help_topic_generators.cpp:535 msgid "Ability Upgrades: " msgstr "技能升級:" #. 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 "生命值:" #. TRANSLATORS: This string is used in the help page of a single unit. If the translation #. uses spaces, use non-breaking spaces as appropriate for the target language to prevent #. unpleasant line breaks (issue #3256). #: src/help/help_topic_generators.cpp:569 msgid "Moves:" msgstr "移動點數:" #. TRANSLATORS: This string is used in the help page of a single unit. If the translation #. uses spaces, use non-breaking spaces as appropriate for the target language to prevent #. unpleasant line breaks (issue #3256). #: src/help/help_topic_generators.cpp:574 msgid "Vision:" msgstr "視野:" #. 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 "干擾:" #. 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 "價格:" #. 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 "立場:" #. 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 "升級所需經驗值:" #: src/help/help_topic_generators.cpp:611 msgid "unit help^Attacks" msgstr "攻擊招數" #: src/help/help_topic_generators.cpp:618 msgid "unit help^Name" msgstr "名稱" #: src/help/help_topic_generators.cpp:620 msgid "Range" msgstr "範圍" #: src/help/help_topic_generators.cpp:621 msgid "Type" msgstr "傷害類型" #: src/help/help_topic_generators.cpp:622 msgid "Special" msgstr "特殊效果" # 雖然這邊是寫「Attack Type」,但在說明敘述中大部分是寫damage type,為了避免混淆還是翻成「傷害類型」。 #: src/help/help_topic_generators.cpp:704 msgid "Attack Type" msgstr "傷害類型" #: src/help/help_topic_generators.cpp:705 msgid "Resistance" msgstr "抗性" #: src/help/help_topic_generators.cpp:734 msgid "Terrain Modifiers" msgstr "地形影響" #: src/help/help_topic_generators.cpp:738 msgid "Terrain" msgstr "地形" #: src/help/help_topic_generators.cpp:740 msgid "Movement Cost" msgstr "移動成本" #: src/help/help_topic_generators.cpp:744 msgid "Defense Cap" msgstr "防禦上限" #: src/help/help_topic_generators.cpp:749 msgid "Vision Cost" msgstr "視野成本" #: src/help/help_topic_generators.cpp:753 msgid "Jamming Cost" msgstr "干擾成本" # 「your own units」應換成「its own side's units」會比較正確。 #~ msgid "" #~ "This unit can lead your own units that are next to it, making them fight " #~ "better.\n" #~ "\n" #~ "Adjacent own units of lower level will do more damage in battle. When a " #~ "unit adjacent to, of a lower level than, and on the same side as a unit " #~ "with Leadership engages in combat, its attacks do 25% more damage times " #~ "the difference in their levels." #~ msgstr "" #~ "這個單位可以領導旁邊同樣屬於他的陣營的單位,使他們戰鬥得更好。\n" #~ "\n" #~ "等級較低的鄰近同陣營單位能在戰鬥中對敵人造成更多的傷害。一個較低等級的單位" #~ "鄰接一個帶有領導技能的同陣營單位,當他在交戰時,他們每差一個等級,他的攻擊" #~ "就能多造成25%的傷害。" #~ msgid "TODO" #~ msgstr "待補" #~ msgid "Item Tool" #~ msgstr "物件工具" # 描述不清的地方就不照翻了。 #~ msgid "" #~ "This tool can create [time_area]s, unlike the name suggests these do not " #~ "need to have a specific time zone assigned to them.\n" #~ " [time_area]s are sets of tiles which can be addressed during scenario " #~ "scripting by their id. [time_area]s can optionally have a custom\n" #~ " time zone assigned to them. The simplest way to address a [time_area] " #~ "via scenario scripting is the `area=` attribute in standard location " #~ "filters.\n" #~ "\n" #~ "This tool can be used to abstract between the implementation of an effect " #~ "and the map specific setting.\n" #~ "This is a very powerful mechanism since it allows generic scenario code " #~ "to work with different maps providing the needed named locations." #~ msgstr "" #~ "這個工具可以建立「time_area」,不像它的名稱暗示得那樣,這些地區不一定要被" #~ "指定一個特定的晝夜時間。\n" #~ "「time_area」是一系列的格子,可以在撰寫章節腳本時藉由它們的ID來定址。" #~ "「time_area」可以選擇性地擁有一個客製的晝夜時間指派給它們。\n" #~ "最簡單透過章節腳本定址一個「time_area」的方式是在標準位置過濾器中使用" #~ "「area=」屬性。\n" #~ "\n" #~ "這個工具可以被用來在效果的實作和地圖自帶的設定之間作抽象化。\n" #~ "這是一個非常強力的機制,因位它允許泛用的章節代碼在有提供需要的命名位置的不" #~ "同地圖上運作。" #~ msgid "" #~ "Saves a list of music tracks defining a random playlist to the scenario.\n" #~ "\n" #~ "Have a look at the addon server for easy to use additional music tracks." #~ msgstr "" #~ "儲存著一個音軌清單以製作出一個隨機播放清單供章節使用。\n" #~ "\n" #~ "為了輕鬆取得額外的音軌,可以去查看模組伺服器。" #~ msgid "" #~ "
text='Basic Concepts'
\n" #~ "• dst='editor_modes' text='Editing Modes'\n" #~ "• dst='editor_toolkit' text='Editor Toolkit'\n" #~ "• dst='editor_palette' text='Editor Palette'\n" #~ "• The clipboard is described in the dst='editor_tool_paste' " #~ "text='Paste Tool'" #~ msgstr "" #~ "
text='基本概念'
\n" #~ "• dst='editor_modes' text='編輯模式'\n" #~ "• dst='editor_toolkit' text='編輯器工具'\n" #~ "• dst='editor_palette' text='編輯器調色盤'\n" #~ "• 剪貼簿於dst='editor_tool_paste' text='粘貼工具'中被說明" #~ msgid "Editing Modes" #~ msgstr "編輯模式" # 「User Maps」應為「Custom Maps」。 #~ msgid "" #~ "The editor features two modes of operation:\n" #~ "\n" #~ "
text='Terrain-only Mode'
\n" #~ "\n" #~ "Allows only the composing of the terrain map itself and the definition of " #~ "leader starting positions.\n" #~ "\n" #~ "When saved using “Save Map As” and saving to the default directory, the " #~ "produced map can be found in the “User Maps” game type of the create " #~ "multiplayer game dialog.\n" #~ "\n" #~ "
text='Scenario Mode'
\n" #~ "\n" #~ "The Scenario mode allows several extra tools to be used, such as the Unit " #~ "tool. At least one side must be defined in order to use these tools, " #~ "however.\n" #~ "\n" #~ "In this mode, terrain data is stored in the map_data attribute and saved " #~ "into a file with any applicable WML." #~ msgstr "" #~ "編輯器以下面兩種操作模式為特色:\n" #~ "\n" #~ "
text='純地形模式'
\n" #~ "\n" #~ "只允許地圖本身的地形組成,以及首領起始位置的定義。\n" #~ "\n" #~ "當使用「儲存地圖至」來儲存並存到預設的目錄時,產生出來的地圖可以在多人遊戲" #~ "對話框的「自訂地圖」遊戲類型中被找到。\n" #~ "\n" #~ "
text='章節模式'
\n" #~ "\n" #~ "章節模式允許使用幾個額外的工具,像是單位工具。然而,為了使用這些工具,至少" #~ "必須有一個陣營被定義。\n" #~ "\n" #~ "在這個模式下,地形資料被存放在「map_data」屬性,並與任何可應用的WML一同被" #~ "存在一個檔案中。" #~ msgid "Editor Tools" #~ msgstr "編輯器工具" #~ msgid "" #~ "The editor provides several tools for editing your maps and scenarios. At " #~ "all times, one of the editor tools is active. The active tool’s context " #~ "determines the content of the editor palette and context menu.\n" #~ "\n" #~ "These tools are available in both terrain-only mode and scenario mode:\n" #~ "\n" #~ "• dst='editor_tool_paint' text='Paint Tool'\n" #~ "• dst='editor_tool_fill' text='Fill Tool'\n" #~ "• dst='editor_tool_select' text='Select Tool'\n" #~ "• dst='editor_tool_paste' text='Paste Tool'\n" #~ "• dst='editor_tool_starting' text='Starting Locations Tool'\n" #~ "\n" #~ "These tools are only available in scenario mode:\n" #~ "\n" #~ "• dst='editor_tool_label' text='Label Tool'\n" #~ "• dst='editor_tool_item' text='Item Tool'\n" #~ "• dst='editor_tool_village' text='Village Tool'\n" #~ "• dst='editor_tool_unit' text='Unit Tool'" #~ msgstr "" #~ "編輯器提供幾個用來編輯你的地圖和章節的工具。在任何時刻,都有一個編輯器工具" #~ "處於活躍狀態。該活躍的工具的功能決定了編輯器調色盤和右鍵選單的內容。\n" #~ "\n" #~ "以下工具在純地形模式和章節模式中都是可用的:\n" #~ "• dst='editor_tool_paint' text='繪圖工具'\n" #~ "• dst='editor_tool_fill' text='填充工具'\n" #~ "• dst='editor_tool_select' text='選取工具'\n" #~ "• dst='editor_tool_paste' text='黏貼工具'\n" #~ "• dst='editor_tool_starting' text='起始點工具'\n" #~ "\n" #~ "以下工具只在章節模式中是可用的:\n" #~ "• dst='editor_tool_label' text='標籤工具'\n" #~ "• dst='editor_tool_item' text='物件工具'\n" #~ "• dst='editor_tool_village' text='村莊工具'\n" #~ "• dst='editor_tool_unit' text='單位工具'" #~ msgid "" #~ "text='Using Embedded Format in Scenario Mode'\n" #~ "\n" #~ "TODO: add documentation about the scenario mode." #~ msgstr "" #~ "text='在章節模式下使用內嵌格式'\n" #~ "\n" #~ "待補:新增關於章節模式的文件。" # 為了描述更清楚一點,不照翻。 #~ msgid "" #~ "The orbs show whether the unit can move, and the standard colors are:" #~ msgstr "球體的顏色表示這個單位是否可以移動,顏色的意義列表如下:" #~ msgid "• text='Green' if it hasn’t moved this turn." #~ msgstr "• text='綠色':如果此單位在這個回合還沒被移動。" #~ msgid "" #~ "• text='Yellow' if it has moved, but could still move " #~ "further or attack." #~ msgstr "" #~ "• text='黃色':如果此單位已經移動過了,但仍可以繼續移動或是發" #~ "動攻擊。" # 為了描述更清楚一點,不照翻。 #~ msgid "" #~ "• text='Red' if it can no longer move or attack.\n" #~ " • Red is also used after the ‘end unit turn’ command, and 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)." #~ msgstr "" #~ "• text='紅色':如果此單位不能再移動或是發動攻擊。\n" #~ " • 紅色也被用於「結束回合」的指令之後,以及當單位正處於需要多個回合的才" #~ "能完成的移動中(即被下了移動到目前的回合所剩的移動點數無法移動到的位置的命" #~ "令)。" # 為了描述更清楚一點,不照翻。 #~ msgid "" #~ "• text='Blue' for allied units. During the ally’s own turn, " #~ "their units will be shown with the green/yellow/red colors; however their " #~ "moves, and the corresponding orb changes, are delayed as explained in " #~ "dst='shroud_and_fog' text='Shroud and Fog of War'." #~ msgstr "" #~ "• text='藍色':表示同盟陣營的單位。在同盟陣營自己的回合中,他" #~ "們的單位的狀態球會顯示綠色/黃色/紅色。他們的移動,以及對應的狀態球變化,則" #~ "在dst='shroud_and_fog' text='戰場黑幕與戰爭迷霧'頁面中被解釋。" #~ msgid "" #~ "• Enemy units normally don’t have orbs, however these can be enabled in " #~ "the advanced preference “Customize orb colors”." #~ msgstr "" #~ "• 敵人的單位通常沒有狀態球,不過它可以在進階設定的「自訂狀態球顏色」中被啟" #~ "用。" #~ msgid "This is inactive for now." #~ msgstr "目前這個沒有作用。" #~ msgid "The Battle for Wesnoth Help" #~ msgstr "韋諾之戰說明"