# #-#-#-#-# wesnoth-help.cpp.pot (PACKAGE VERSION) #-#-#-#-# # SOME DESCRIPTIVE TITLE. # Copyright (C) YEAR Wesnoth development team # This file is distributed under the same license as the PACKAGE package. # # Translators: # Automatically generated, 2005 # MATSUMOTO Yuji , 2005 # OOTA, Masato , 2015 # RatArmy , 2015-2018 # S.Suto, 2016 # suto3, 2016 # suto3, 2017 # suto3, 2016 # tamanegi, 2017 # yma , 2011 # 家庭的の人 , 2017 msgid "" msgstr "" "Project-Id-Version: Wesnoth-Dev Japanese\n" "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n" "POT-Creation-Date: 2018-04-29 05:43 UTC\n" "PO-Revision-Date: 2018-04-29 05:46+0000\n" "Last-Translator: RatArmy \n" "Language-Team: Japanese (http://www.transifex.com/wesnoth-jp/wesnoth-dev-japanese/language/ja/)\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Language: ja\n" "Plural-Forms: nplurals=1; plural=0;\n" #. [time]: id=underground #: data/campaigns/Heir_To_The_Throne/utils/httt_utils.cfg:495 #: data/core/macros/schedules.cfg:109 msgid "Underground" msgstr "地下" #. [berserk]: id=berserk #: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:660 #: data/core/macros/abilities.cfg:274 msgid "berserk" msgstr "狂戦" #. [berserk]: id=berserk #: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:662 #: data/core/macros/abilities.cfg:275 msgid "" "Whether used offensively or defensively, this attack presses the engagement " "until one of the combatants is slain, or 30 rounds of attacks have occurred." msgstr "攻撃時または防御時に狂戦武器が使用された場合、どちらかのユニットが倒れるまで戦い続けます。ただし、30 回分の戦いが行われた場合は終了します。" #. [chance_to_hit]: id=magical #: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:671 #: data/core/macros/abilities.cfg:359 msgid "magical" msgstr "魔法" #. [chance_to_hit]: id=magical #: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:673 #: data/core/macros/abilities.cfg:360 msgid "" "This attack always has a 70% chance to hit regardless of the defensive " "ability of the unit being attacked." msgstr "敵ユニットの回避率を無視して、70% の確率で命中します。" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:16 #: data/core/macros/abilities.cfg:10 msgid "heals +4" msgstr "回復 +4" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:17 #: data/core/macros/abilities.cfg:11 msgid "female^heals +4" msgstr "回復 +4" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:18 msgid "" "Allows the unit to heal adjacent allied units at the beginning of our turn.\n" "\n" "A unit cared for by this healer may heal up to 4 HP per turn, or stop poison from taking effect for that turn.\n" "A poisoned unit cannot be cured of its poison by a healer, and must seek the care of a village or a unit that can cure." msgstr "隣接する自軍・同盟軍のユニットをターン開始時に 4HP 回復します。\n\n回復対象のユニットが毒状態であれば、回復の代わりに毒によるダメージを防止することができます。\nただし、ユニットの解毒を行うことはできません。解毒したければ、村か治療ユニットを使用してください。" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:39 #: data/core/macros/abilities.cfg:28 msgid "heals +8" msgstr "回復 +8" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:40 #: data/core/macros/abilities.cfg:29 msgid "female^heals +8" msgstr "回復 +8" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:41 msgid "" "This unit combines herbal remedies with magic to heal units more quickly than is normally possible on the battlefield.\n" "\n" "A unit cared for by this healer may heal up to 8 HP per turn, or stop poison from taking effect for that turn.\n" "A poisoned unit cannot be cured of its poison by a healer, and must seek the care of a village or a unit that can cure." msgstr "薬草と魔法を組み合わせることで、自軍・同盟軍のユニットを素早く回復します。\n\n回復対象のユニットを 1 ターンに 8HP 回復します。回復対象が毒状態の場合は、毒のダメージを防止します。\nただし、解毒を行うことはできません。解毒したければ、村か治療ユニットを使用してください。" #. [section]: id=editor #: data/core/editor/help.cfg:5 msgid "Map and Scenario Editor" msgstr "マップ・シナリオエディタ" #. [topic]: id=editor_brush #: data/core/editor/help.cfg:13 msgid "Editor Brush" msgstr "エディタブラシ" #. [topic]: id=editor_brush #. [topic]: id=editor_clipboard #. [topic]: id=editor_tool_label #. [topic]: id=editor_tool_item #. [topic]: id=editor_tool_village #. [topic]: id=editor_tool_unit #. [topic]: id=editor_time_schedule #. [topic]: id=editor_starting_positions_in_general #: data/core/editor/help.cfg:14 data/core/editor/help.cfg:22 #: data/core/editor/help.cfg:78 data/core/editor/help.cfg:86 #: data/core/editor/help.cfg:104 data/core/editor/help.cfg:112 #: data/core/editor/help.cfg:251 data/core/editor/help.cfg:289 msgid "TODO" msgstr "TODO" #. [topic]: id=editor_clipboard #: data/core/editor/help.cfg:21 msgid "Terrain Clipboard" msgstr "地形のクリップボード" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:29 msgid "Paint Tool" msgstr "ペイントツール" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:30 msgid "" "Paint terrain tiles on the map.\n" "\n" "The paint tool utilizes the brushes and the terrain palette." msgstr "地形タイルをマップ上に描画します。\n\nペイントツールはエディタブラシと地形パレットを利用します。" #. [topic]: id=editor_tool_fill #: data/core/editor/help.cfg:39 msgid "Fill Tool" msgstr "塗り潰しツール" #. [topic]: id=editor_tool_fill #: data/core/editor/help.cfg:40 msgid "" "Fill continuous regions of terrain with a different one!\n" "\n" "The fill tool utilizes the terrain palette." msgstr "同じ地形が続いているエリアを違う地形で塗りつぶします!\n\n塗り潰しに使われる地形は、地形パレットのものを利用します。" #. [topic]: id=editor_tool_select #: data/core/editor/help.cfg:49 msgid "Select Tool" msgstr "選択ツール" #. [topic]: id=editor_tool_select #: data/core/editor/help.cfg:50 msgid "" "Selects a set of hex fields. The best tool ever!\n" "\n" "This tool utilizes the brushes." msgstr "複数のヘクスを選択します。素晴らしいツールですよ!\n\nこのツールはブラシを利用します。" #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:59 msgid "Paste Tool" msgstr "貼り付けツール" #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:60 msgid "Paste the terrain in the clipboard" msgstr "クリップボードに記録されている地形を貼り付けます。" #. [topic]: id=editor_tool_starting #: data/core/editor/help.cfg:67 msgid "Starting Tool" msgstr "開始地点ツール" #. [topic]: id=editor_tool_starting #: data/core/editor/help.cfg:68 msgid "" "Defines the side leader starting position\n" "\n" "This tool sets the side leaders' default starting locations, and named special locations." msgstr "陣営リーダーの開始地点を定義\n\nこのツールは、陣営リーダーの開始地点と、名前付きの特別な場所を定義できます。" #. [topic]: id=editor_tool_label #: data/core/editor/help.cfg:77 msgid "Label Tool" msgstr "ラベルツール" #. [topic]: id=editor_tool_item #: data/core/editor/help.cfg:85 msgid "Item Tool" msgstr "アイテムツール" #. [topic]: id=editor_tool_soundsource #: data/core/editor/help.cfg:93 msgid "Soundsource Tool" msgstr "音源ツール" #. [topic]: id=editor_tool_soundsource #: data/core/editor/help.cfg:94 msgid "" "Places Soundsources on your maps!\n" "\n" "This tool has not been implemented yet." msgstr "マップ上に音源を設置します!\n\nこのツールはまだ実装されていません。" #. [topic]: id=editor_tool_village #: data/core/editor/help.cfg:103 msgid "Village Ownership Tool" msgstr "村の所有権ツール" #. [topic]: id=editor_tool_unit #: data/core/editor/help.cfg:111 msgid "Unit Tool" msgstr "ユニットツール" #. [topic]: id=editor_named_area #: data/core/editor/help.cfg:119 msgid "Named Areas" msgstr "名前付き領域" #. [topic]: id=editor_named_area #: data/core/editor/help.cfg:120 msgid "" "Named Areas are sets of gamefields which can be addressed during scenario scripting by a given name.\n" "\n" "It 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 codings working with different maps providing the needed named locations." msgstr "名前付き領域は名前をつけられたゲームフィールドで、シナリオスクリプト中で参照できます。\n\n効果の実装とマップの特殊設定を抽象化することができます。\n場所に名前をつけることで、複数の異なるマップで使用できる汎用的なシナリオを実装することが可能となります。これは非常に強力な仕組みです。" #. [topic]: id=editor_playlist #: data/core/editor/help.cfg:130 msgid "Playlist Manager" msgstr "プレイリストマネージャー" #. [topic]: id=editor_playlist #: data/core/editor/help.cfg:131 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 "複数のBGMを、シナリオ中で使用されるランダムプレイリストとして登録します。\n\nアドオンサーバーには追加のBGMアドオンが存在するので、それらを使用するのも良いでしょう。" #. [topic]: id=..editor #: data/core/editor/help.cfg:140 msgid "Map/Scenario Editor" msgstr "マップ・シナリオエディタ" #. [topic]: id=..editor #: data/core/editor/help.cfg:142 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 Map Editor" msgstr "" #. [topic]: id=..editor #: data/core/editor/help.cfg:144 msgid "" " option at the title screen.\n" "\n" "What you get" msgstr "" #. [topic]: id=..editor #: data/core/editor/help.cfg:146 msgid "" "\n" "\n" "• dst='editor_terrain' text='Terrain Editor'\n" "An easy to use map editor, similar to simple paint applications.\n" "\n" "• Scenario Editor\n" "\n" "• dst='editor_playlist' text='Playlist Manager'" msgstr "\n\n• dst='editor_terrain' text='地形エディタ'\n簡単に使用できるマップエディタです。ペイントソフトのように操作できます。\n\n• シナリオエディタ\n\n• dst='editor_playlist' text='プレイリストマネージャ'" #. [topic]: id=..editor #: data/core/editor/help.cfg:153 msgid "" "\n" "Predefine the scenario's music track playlist.\n" "\n" "• Time Schedule Editor\n" "\n" msgstr "\nシナリオで使用される BGM のプレイリストを定義できます。\n\n• タイムスケジュールエディタ\n" #. [topic]: id=..editor #: data/core/editor/help.cfg:158 msgid "" "\n" "\n" "• What-you-see-is-what-you-get\n" "The editor is not a WYSIWYG application.\n" "\n" "Because which exact graphic tile represents a terrain in the map depends on all terrain rules loaded (which is different between the editor and each other use case) the map won't look exactly the same.\n" "\n" "• Event handlers and scripting\n" "The editor is not a tool to help you scripting the scenario's event handlers.\n" "\n" "• Infinite Backwards Compatibility\n" "The editor can't load maps from versions prior to 1.10.\n" "TODO is that true?\n" "\n" msgstr "\n\n• WYSIWYG\nこのエディタは WYSIWYG (見たものがそのまま得られる)ではありません。\n\nなぜなら、エディタ上で表示されるグラフィックタイルはマップ中の地形に相当しますが、それらは読み込まれた地形ルールに依存しているからです。実際に使用する状況では、エディタとは地形ルールが異なっている場合があります。\n\n• イベントハンドラとスクリプト\nこのエディタにはシナリオのイベントハンドラスクリプトの記述を補助する機能はありません。\n\n• 後方互換性\nこのエディタはバージョン1.10以前のマップを読み込むことはできません。\nTODOは間違っているかも?\n" #. [topic]: id=..editor #: data/core/editor/help.cfg:172 msgid "" "\n" "• dst='editor_modes' text='Editing Modes'\n" "• dst='editor_toolkit' text='Editor Toolkit'\n" "• dst='editor_palette' text='Editor Palette'\n" "• dst='editor_brush' text='Editor Brushes' TODO: not sure if it needs a topic on its own\n" "• dst='editor_clipboard' text='Editor Clipboard'" msgstr "\n• dst='editor_modes' text='エディタモード'\n• dst='editor_toolkit' text='エディタツールキット'\n• dst='editor_palette' text='エディタパレット'\n• dst='editor_brush' text='エディタブラシ' TODO:ここに載せるべき項目ではないかも\n• dst='editor_clipboard' text='エディタクリップボード'" #. [topic]: id=editor_modes #: data/core/editor/help.cfg:184 msgid "Editing Modes" msgstr "エディタモード" #. [topic]: id=editor_modes #: data/core/editor/help.cfg:185 msgid "" "\n" "\n" "Pure Map Mode" msgstr "" #. [topic]: id=editor_modes #: data/core/editor/help.cfg:185 msgid "The editor features two separate modes of operation:" msgstr "このエディタは操作用の2つのモードを持っています。" #. [topic]: id=editor_modes #: data/core/editor/help.cfg:187 msgid "" "\n" "\n" "Allows only the composing of the terrain map itself and the definition of leader starting positions." msgstr "\n\n地形マップの構築とリーダーの開始地点の定義を行うことができます。" #. [topic]: id=editor_modes #: data/core/editor/help.cfg:189 msgid "" "\n" "How the information is saved depends on the loaded file:\n" "\n" "Native" msgstr "" #. [topic]: id=editor_modes #: data/core/editor/help.cfg:192 msgid "" "\n" "A new map or file containing only the arguments to the map_data attribute.\n" "\n" "The produced map can be played in the “User Maps” game type at the create multiplayer game dialog if saved to the default directory.\n" "\n" "Embedded" msgstr "" #. [topic]: id=editor_modes #: data/core/editor/help.cfg:197 msgid "" "\n" "Scenario files containing a valid map_data attribute (not a file include) will be opened in this submode. The editor replaces only the content of map_data and leaves everything else in the scenario untouched. Maps opened this way are marked [e] in the Maps menu." msgstr "\n有効な map_data 属性を含むシナリオファイルはこのモードで開かれます(map_data 属性が別のファイルに保存されており、それをシナリオファイルから読み込んでいる場合は除きます)。エディタは map_data のコンテンツのみを変更し、シナリオの他の部分には手を加えません。この方法でマップが開かれた場合、マップメニューに「e」が表示されます。" #. [topic]: id=editor_modes #: data/core/editor/help.cfg:198 msgid "" "\n" "\n" "Scenario Mode" msgstr "" #. [topic]: id=editor_modes #: data/core/editor/help.cfg:200 msgid "" "\n" "\n" "The Scenario mode allows several extra tools to be used, such as the Unit tool. At least one side must be defined in order to use these tools, however.\n" "\n" "In this mode, terrain data is stored in the map_data attribute and saved into a file with any applicable WML." msgstr "\n\nシナリオモード時にはユニットツールなどの追加のツールが使用できます。これらのツールを使用するには 1 つ以上の陣営が定義されている必要があります。\n\nこのモード時には、地形データは map_data 属性に格納され、WML が適用できるファイルに保存されます。" #. [topic]: id=editor_toolkit #: data/core/editor/help.cfg:211 msgid "Editor Tools" msgstr "エディタツール" #. [topic]: id=editor_toolkit #: data/core/editor/help.cfg:212 msgid "" "The editor provides several tools for editing your maps and scenarios. At all times, one of the editor tools is active. The active tool's context determines the content of the editor palette and context menu.\n" "\n" "These following tools are provided:\n" "\n" "• 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 Tool'\n" "• dst='editor_tool_label' text='Label Tool'\n" "• dst='editor_tool_item' text='Item Tool'\n" "• dst='editor_tool_soundsource' text='Soundsource Tool'\n" "• dst='editor_tool_village' text='Village Tool'\n" "• dst='editor_tool_unit' text='Unit Tool'\n" "\n" msgstr "エディタにはマップやシナリオを編集するためのツールがいくつかあります。エディタ上では、それらのツールの内のどれかが有効になっています。有効になっているツールによって、エディタパレットやコンテキストメニューの内容が変化します。\n\n提供されているツールの一覧:\n\n• dst='editor_tool_paint' text='ペイントツール'\n• dst='editor_tool_fill' text='塗り潰しツール'\n• dst='editor_tool_select' text='選択ツール'\n• dst='editor_tool_paste' text='貼り付けツール'\n• dst='editor_tool_starting' text='開始地点ツール'\n• dst='editor_tool_label' text='ラベルツール'\n• dst='editor_tool_item' text='アイテムツール'\n• dst='editor_tool_soundsource' text='音源ツール'\n• dst='editor_tool_village' text='村ツール'\n• dst='editor_tool_unit' text='ユニットツール'\n\n" #. [topic]: id=editor_terrain #: data/core/editor/help.cfg:234 msgid "Terrain Editor" msgstr "地形エディタ" #. [topic]: id=editor_terrain #: data/core/editor/help.cfg:235 msgid "" "The terrain editor's functionality is covered by the " "dst='editor_tool_paint' text='Paint' and " "dst='editor_tool_fill' text='Fill Tool'." msgstr "地形エディタの機能についてはdst='editor_tool_paint' text='ペイント'dst='editor_tool_fill' text='塗り潰しツール'を参照してください。" #. [topic]: id=editor_masks #: data/core/editor/help.cfg:242 msgid "Editor Mask Usage" msgstr "エディタマスクの使い方" #. [topic]: id=editor_masks #: data/core/editor/help.cfg:243 msgid "" "Masks can be applied to a base map for reusal in several scenarios playing " "at the same locations." msgstr "マスクはベースマップに適用できるもので、同じベースマップを利用している複数のシナリオで共有することができます。" #. [topic]: id=editor_time_schedule #: data/core/editor/help.cfg:250 msgid "Time Schedule Editor" msgstr "タイムスケジュールエディタ" #. [topic]: id=editor_palette #: data/core/editor/help.cfg:258 msgid "Editor Palette" msgstr "エディタパレット" #. [topic]: id=editor_palette #: data/core/editor/help.cfg:259 msgid "" "The editor palette contains the applicable items you may use with the " "currently selected tool. For example, the Paint tool will display a full " "list of all available terrains, and the unit tool will provide a list of " "available units." msgstr "エディタパレットは現在使用しているツールで利用可能なアイテムを格納しています。例えば、ペイントツールの場合は全ての利用可能な地形のリストを表示し、ユニットツールの場合は提供されているユニットのリストが表示されます。" #. [topic]: id=map_format #: data/core/editor/help.cfg:266 msgid "Wesnoth Map Format" msgstr "Wesnoth マップフォーマット" #. [topic]: id=map_format #: data/core/editor/help.cfg:267 msgid "" "Wesnoth stores its maps in human readable plain text files.\n" "\n" "A map file consists of rows with comma separated terrain code strings. The files can be edited with a general purpose text editor like notepad.\n" "\n" "The only additional information provided by the map syntax are the starting positions of the scenario's sides.\n" "\n" "Additional information, such as teams, custom events, and complex side setups still need to be manually coded in WML." msgstr "Wesnoth のマップは人間でも読むことができるプレーンテキストファイルとして保存されます。\n\nマップファイルはコンマで区切られた地形コード文字列から成り立っています。マップファイルはメモ帳などの一般的なテキストエディタで編集可能です。\n\nマップに含まれているその他の情報は、シナリオの各陣営の開始地点のみです。\n\n開始地点以外の追加情報(チーム、カスタムイベント、複雑な陣営の設定など)は WML の中に手動で記述する必要があります。" #. [topic]: id=scenario_format #: data/core/editor/help.cfg:280 msgid "Scenario Format" msgstr "シナリオフォーマット" #. [topic]: id=editor_starting_positions_in_general #: data/core/editor/help.cfg:288 msgid "Starting Positions Howto" msgstr "開始地点の使い方" #. [section]: id=encyclopedia #. [topic]: id=..encyclopedia #: data/core/encyclopedia/_main.cfg:5 data/core/encyclopedia/_main.cfg:12 msgid "Encyclopedia" msgstr "事典" #. [topic]: id=..encyclopedia #: data/core/encyclopedia/_main.cfg:14 msgid "dst='..geography' text='Geography'" msgstr "dst='..geography' text='地理'" #. [section]: id=geography #. [topic]: id=..geography #: data/core/encyclopedia/geography.cfg:12 #: data/core/encyclopedia/geography.cfg:19 msgid "Geography" msgstr "地理" #. [topic]: id=arkan_thoria #: data/core/encyclopedia/geography.cfg:26 msgid "Arkan-thoria" msgstr "Arkan-thoria" #. [topic]: id=arkan_thoria #: data/core/encyclopedia/geography.cfg:27 msgid "" "A river rising in the dst='heart_mountains' text='Heart " "Mountains' and running east to the Listra." msgstr "dst='heart_mountains' text='中心山脈'から東に流れる川で、Listra 川に合流します。" #. [topic]: id=great_ocean #: data/core/encyclopedia/geography.cfg:32 msgid "Great Ocean" msgstr "大洋(Great Ocean)" #. [topic]: id=great_ocean #: data/core/encyclopedia/geography.cfg:33 msgid "" "Lies to the west of the dst='great_continent' text='continent' " "and all rivers eventually flow to it. Far to the west in the Great Ocean is " "a huge archipelago called dst='morogor' text='Morogor'." msgstr "dst='great_continent' text='大陸'の西に広がり、すべての河川は最終的に太洋に注ぎ込みます。大洋のはるか西には dst='morogor' text='Morogor' と呼ばれる広大な多島海が存在します。" #. [topic]: id=morogor #: data/core/encyclopedia/geography.cfg:38 msgid "Morogor" msgstr "Morogor" #. [topic]: id=morogor #: data/core/encyclopedia/geography.cfg:39 msgid "" "Archipelago, located somewhere in the dst='great_ocean' text='Great Ocean' east of the dst='green_isle' text='Green Isle' and west of the dst=great_continent text='Great Continent'.\n" "It is mostly inhabited by dst='..race_drake' text='drakes'.\n" "The central island of the archipelago is also called ‘Morogor’." msgstr "dst='great_ocean' text='大洋'のどこかに存在する多島海で、dst='green_isle' text='緑の島'の東、dst=great_continent text='大陸'の西に位置しています。\ndst='..race_drake' text='ドレーク'たちが主な住人です。\nまた、多島海の中心に位置する島も「 Morogor 」と呼ばれています。" #. [topic]: id=green_isle #: data/core/encyclopedia/geography.cfg:46 msgid "Green Isle" msgstr "緑の島(Green Isle)" #. [topic]: id=green_isle #: data/core/encyclopedia/geography.cfg:47 msgid "" "A bigger island lying in the dst='great_ocean' text='Great " "Ocean'." msgstr "dst='great_ocean' text='大洋'に存在する大きな島です。" #. [topic]: id=old_continent #: data/core/encyclopedia/geography.cfg:52 msgid "Old Continent" msgstr "旧大陸(Old Continent)" #. [topic]: id=old_continent #: data/core/encyclopedia/geography.cfg:53 msgid "" "Lies to the west of dst='morogor' text='Morogor' across the " "dst='great_ocean' text='Great Ocean'." msgstr "dst='morogor' text='Morogor' から見てdst='great_ocean' text='大洋'の向こう側の西方に横たわっています。" #. [topic]: id=great_continent #: data/core/encyclopedia/geography.cfg:58 msgid "Great Continent" msgstr "大陸(Great Continent)" #. [topic]: id=great_continent #: data/core/encyclopedia/geography.cfg:59 msgid "" "The continent on which the dst='kingdom_wesnoth' text='Kingdom of " "Wesnoth' lies. Its west coast is surrounded by the " "dst='great_ocean' text='Great Ocean'." msgstr "dst='kingdom_wesnoth' text='Wesnoth 王国'が存在する大陸であり、その西岸はすべてdst='great_ocean' text='大洋'です。" #. [topic]: id=irdya #: data/core/encyclopedia/geography.cfg:64 msgid "Irdya" msgstr "Irdya" #. [topic]: id=irdya #: data/core/encyclopedia/geography.cfg:65 msgid "" "The name of the world in which the kingdom of dst='kingdom_wesnoth' " "text='Wesnoth' is situated is ‘Irdya’. This term is, however, only " "rarely used in the era depicted by the main map. People normally just say " "“the world” or, poetically, “the wide green world”." msgstr "dst='kingdom_wesnoth' text='Wesnoth 王国'がある世界全体の名前です。しかしながら、この単語「 Irdya 」はこの時代には非常にまれにしか使用されず、通常人々は「世界」とだけ呼ぶか、詩的表現として「広い緑の世界」と言いました。" #. [topic]: id=kingdom_wesnoth #: data/core/encyclopedia/geography.cfg:70 msgid "Kingdom of Wesnoth" msgstr "Wesnoth 王国(Kingdom of Wesnoth)" #. [topic]: id=kingdom_wesnoth #: data/core/encyclopedia/geography.cfg:71 msgid "" "The Kingdom of Wesnoth is located in the north-central portion of the dst='great_continent' text='Great Continent'. Most of the mainline campaigns revolve around it. It is bounded on the map by the Great River to the north, the shore of the Great Ocean to the west, the Aethenwood to the dst='southwest_elven_lands' text='southwest', and the Bitter Swamp to the southeast (lower right corner of the main map).\n" "\n" "Over the River Aethen, south of Fort Tahn, is a Wesnothian frontier region. It is bounded to the south (off-map) by dense woods of which the Aethenwood may be considered a northernmost extension.\n" "\n" "
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" " • Gray Woods: Large forest in the heart of the wilds of Wesnoth, located between Carcyn and Aldril and generally considered to be haunted." msgstr "Wesnoth 王国はdst='great_continent' text='大陸'北部の中央に位置しています。ほとんどの Wesnoth のキャンペーンでは Wesnoth 王国が舞台となります。Wesnoth 王国の国境は、北は大いなる川(Great River)、西は大洋の海岸、dst='southwest_elven_lands' text='南西'は Aethenwood、南東は地図の右下の角にある苦痛の湿地(Bitter Swamp)までとなります。\n\nAethen 川(Aethen River)を越えると Tahn 砦が存在し、その南を Wesnoth 人が開拓しています。地図外の南の地域には密林が広がっており、Aethenwood はその一部だと考えられています。\n\n
text='主要な都市:'
\n • Weldyn:Wesnothの首都です。\n • Aldril:真珠の入江(Bay of Pearls)に面する都市です。\n • 黒水港(Blackwater Port):真珠の入り江の南にある都市です。\n • Carcyn:灰色森と大いなる川の間に位置する都市です。\n • Dan’Tonk:Wesnoth で最大の都市で、Wesnoth の中心、Weldyn の北西に位置しています。\n • Soradoc:Wesnoth で最北の前哨基地であり、大いなる川と Weldyn 川の水量を管理しています。\n • Tahn 砦(Fort Tahn):Wesnoth で最南の前哨基地で、Aethen 川を渡る南北の道を管理しています。\n • Tath:Dan’Tonk の北にある重要な都市です。茶色丘陵の東や Abez の浅瀬の北に広がる荒野の住人を威嚇しています。\n\n\n
text='有名な土地:'
\n • グリフォンの山(Gryphon Mountain):伝説的な生き物、グリフォンの住処です。\n • Abez の浅瀬(Ford of Abez):大いなる川に存在する浅瀬で、いつもは Wesnoth 軍によって管理されています。\n • Weldyn 川(Weldyn River):大いなる川の支流であり、南に向かって伸びています。\n • 中央大平原(Great Central Plain):Weldyn、Dan’Tonk、Tahn 砦で囲まれた地域です。この平原は Wesnoth の穀倉地帯で、人口の大半がここに集中しています。\n • Dulatus 丘陵(Dulatus Hills):中央大平原に接している、起伏のある丘陵です。Wesnoth の家畜と農産物の大半を生産しています。\n • 茶色丘陵(Brown Hills):人口が少なく、時として非常に危険な、グリフォンの山を取り巻いている不毛地帯です。\n • 馬平原(Horse Plains):大いなる川のすぐ南に広がるやや起伏のある平原です。西の Glyn の森、東の Weldyn 川で区切られ、南では中央大平原に溶け込んでいます。強力なクランの本拠地で、 Wesnoth でもっとも優秀な馬はここで生産されます。\n • Estmark 丘陵(Estmark Hills):大いなる川の南方かつ Weldyn 川の東方の広大な地域です。その最北の部分かつ Weldyn 川沿いには Wesnoth 人が入植していますが、その地域への王国の支配は不安定で略奪が横行しています。\n • Glyn の森(Glyn’s Forest):Haldric II 世の息子の一人にちなんで名付けられた、王家の森(Royal Forest)として知られる森です。\n • 灰色森(Gray Woods):Wesnoth の荒野の中心に位置する大きな森で、Carcyn と Aldril の間に位置し、幽霊が出ると噂されています。" #. [topic]: id=elensefar #: data/core/encyclopedia/geography.cfg:100 msgid "Elensefar" msgstr "Elensefar" #. [topic]: id=elensefar #: data/core/encyclopedia/geography.cfg:101 msgid "" "Elensefar is at times a province of dst='kingdom_wesnoth' text='Wesnoth', at times an independent country, and at times in a treaty federation with Wesnoth. Its borders are the Great River to the north, a loosely defined line with Wesnoth to the east, the Bay of Pearls to the south, and the 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 dst='great_river' text='Great River' delta.\n" " • Carcyn: City on the Wesnoth–Elensefar border, disputed with Wesnoth.\n" "\n" "
text='Notable land features:'
\n" " • dst='great_river' text='Great River': It is very wide at this point, and only ships can cross it." msgstr "Elensefar は、ある時は dst='kingdom_wesnoth' text='Wesnoth 王国'の一地方であり、またある時は独立国、そしてまたある時は Wesnoth と緩やかな条約を結んだ同盟国となる地域です。北は大いなる川、東はあいまいに定められた Wesnoth との国境、南は真珠の入り江、西はdst='great_ocean' text='大洋'がそれぞれ Elensefar の領域を区切っています。Elensefar についてのより詳しい情報は、Wesnoth の歴史を参照してください。\n\n
text='主要な都市:'
\n • Elensefar:dst='great_river' text='大いなる川'の三角州上の島に位置する首都です。\n • Carcyn:Wesnoth と Elensefar の国境線上の都市で、Wesnoth との領土争いが起きています。\n \n
text='有名な土地:'
\n • dst='great_river' text='大いなる川':この付近では川幅が広く、渡るには船が必要です。." #. [topic]: id=northlands #: data/core/encyclopedia/geography.cfg:113 msgid "Northlands" msgstr "北の大地(Northlands)" #. [topic]: id=northlands #: data/core/encyclopedia/geography.cfg:114 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='Great 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 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" " • Heart Mountains: A virtually impassable barrier between the river country and the Northern Plains.\n" " • Heartfangs: the particularly forbidding stretch of high peaks southwest of Lake Vrug and north of the Forest of Wesmere. The most inhospitable and dangerous portion of the Heart Mountains; only hermits, madmen, and mages live there.\n" " • Swamp of Dread: a very large bog located between the Heart Mountains and the Great River. A notoriously dangerous place.\n" " • Lake Vrug: A large mountain lake whose river carves the only pathway through the Northern Mountains.\n" " • Arkan-thoria: The river that comes out of Lake Vrug. This is the elvish name; among humans it is called Longlier.\n" " • River Listra: The south-running tributary of the Great River into which the Arkan-thoria empties.\n" " • Lintanir Forest: The southernmost portion of the Great Northern Forest, a gigantic wood whose eastern and northern boundaries are known only the elves. Their capitol, Elensiria, has only seldom been visited by humans.\n" " • Great River: The origin of this river is somewhere in the east of the northern lands." msgstr "北の大地を統一する政府はありません。オークやドワーフ、野蛮人、エルフなどがそれぞれ集団を作って住んでいます。北と東の境界線は不明瞭ですが、南はdst='great_river' text='大いなる川'、西はdst='great_ocean' text='大洋'が境界線です。\n\n
text='主要な都市:'
\n • Glamdrol:オークの一部族の首都です。\n • Wesmere:エルフの評議会、Ka’lian が開かれる場所です。\n • ドワーフの戸口(Dwarven Doors):人間とドワーフが入り混じって居住している街で、中心山脈の南斜面にある Knalga 地域に位置します。交易の中心地です。\n • Dallben と Delwyn:人間の村であり、最初は Wesnoth 黄金時代に大いなる川を渡った入植者によって建設されました。Elensefar 北東にこれらの村は存在していましたが、今は放棄されて森林地帯となっており、Wesmere のエルフからは Annuvin 地方と呼ばれています。\n\n
text='有名な土地:'
\n • 中心山脈(Heart Mountains):川沿いの地方と北部平原の間にあるほとんど通行不能な障壁です。\n • 山脈の牙(Heartfangs):特に険しい一連の高峰の山頂です。それは Vrug 湖の南西で Wesmere の森の北に位置します。中心山脈の中でも人を寄せ付けない危険な場所で、世捨て人や狂人、魔法使いだけが住み着いています。\n • 恐怖の沼地(Swamp of Dread):中心山脈と大いなる川の間にある広大な沼地です。悪名高い危険な場所です。\n • Vrug 湖(Lake Vrug):周囲を山岳に囲まれた大きな湖で、そこから流れ出す川は北部の山岳地帯に唯一の交通路を作っています。\n • Arkan-thoria:Vrug 湖から流れ出す川です。これはエルフの名称であり、人間は Longlier と呼びます。\n • Listra 川(River Listra):大いなる川の北から南に流れる支流で Arkan-thoria の流れを飲み込んでいます。\n • Lintanir の森(Lintanir Forest):北部大森林(Great Northern Forest)の一部を構成する森です。北部大森林は非常に広大な森で、東と北の境界線はエルフだけが知っています。エルフたちの首都である Elensiria に人間が入ることはめったにありません。\n • 大いなる川(Great River):この川の源流は、北の土地の東部にあると思われます。" #. [topic]: id=southwest_elven_lands #: data/core/encyclopedia/geography.cfg:135 msgid "Southwest Elven Lands" msgstr "南西のエルフ王国(Southwest Elven Lands)" #. [topic]: id=southwest_elven_lands #: data/core/encyclopedia/geography.cfg:136 msgid "" "The Wood Elves are separate from those of the north, and have only intermittent relations with them and most other countries. Its borders are the dst='great_ocean' text='Ocean' to the west, the Black River to the south and southeast, the lands of Wesnoth to the north and the Kerlath province to the east.\n" "\n" "
text='Notable cities:'
\n" " • None known.\n" "\n" "
text='Notable land features:'
\n" " • Aethenwood: The largest southern forest, it extends far to the south and is home to dst='..race_elf' text='elves'. Although the elves make no such distinction, the southern part of the forest has been named Southwood by denizens of Kerlath.\n" " • Black Forest: An ancient forest of which very little is known, abandoned by the elves long ago." msgstr "南の森のエルフは北部のエルフとは隔絶した暮らしを営んでおり、よそ者との関係も良好とは言えません。彼らの住む領域は、西はdst='great_ocean' text='大洋'、南から南西は黒の川(Black River)、北は Wesnoth、東は Kerlath 州(Kerlath Province)によって区切られています。\n\n
text='主要な都市:'
\n • 不明\n\n
text='有名な土地:'
\n • Aethen の森(Aethenwood):南部で最大の森で、南のはるか遠くまで広がっており、dst='..race_elf' text='エルフ族'の故郷でもあります。Aethen の森の南部は Kerlath の住人から南の森(Southwood)と呼ばれていますが、エルフ族はそのような区別をしていません。\n • 黒の森(Black Forest):ほとんど情報の無い、古代の森です。遠い昔にはエルフ族が住んでいました。" #. [topic]: id=heart_mountains #: data/core/encyclopedia/geography.cfg:148 msgid "Heart Mountains" msgstr "中心山脈(Heart Mountains)" #. [topic]: id=heart_mountains #: data/core/encyclopedia/geography.cfg:149 msgid "" "A virtually impassable barrier between the dst='arkan_thoria' " "text='river' country and the dst='far_north' text='Northern " "Plains'." msgstr "dst='arkan_thoria' text='Arkan-thoria' 周辺地域とdst='far_north' text='北部平原'の間にある、通行不能なほど険しい山々です。" #. [topic]: id=far_north #: data/core/encyclopedia/geography.cfg:154 msgid "Far North" msgstr "極北(Far North)" #. [topic]: id=far_north #: data/core/encyclopedia/geography.cfg:155 msgid "" "Cold, harsh, and inaccessible, the Far North is the ancestral home of the Orcish Clannate. It lies north of the dst='heart_mountains' text='Heart Mountains', which the Orcs call the Haggid-Dargor and claim (without merit) as their own. To the east lie the Unaligned Tribes of the Wild Steppe, who fell out of the control of the Clannate, instead roaming with wild human barbarians and clashing with the High Elves of the North Plains (known as North Elves in human lands). The High Elves themselves reside further east, where it is rumored they rule a vast kingdom.\n" "\n" "
text='Notable cities:'
\n" " • Barag Gor, a city home to the Orcish Council\n" " • Bitok\n" " • Borstep\n" " • Farzi\n" " • Lmarig\n" " • Melmog\n" " • Prestim\n" " • Tirigaz\n" " • Dorest, the northernmost human city\n" "\n" "
text='Notable land features:'
\n" " • Black Marshes\n" " • Mountains of Dorth\n" " • Mountains of Haag\n" " • Greenwood\n" " • Silent Forest\n" " • Forest of Thelien\n" " • River Oumph\n" " • River Bork\n" " • Frosty Wastes\n" " • Barren Plains" msgstr "極めて寒く、交通の不便な土地ですが、「極北」は古くからオーク連合(Orcish Clannate)が存在する場所です。dst='heart_mountains' text='中心山脈'(オークは Haggid-Dargor と呼び何の利点もないのに所有権を主張している)の北に広がっています。その東部にかけてはオーク連合から離れた未統一の各部族が野生草原(Wild Steppe)に散在しています。彼らは人間の野蛮人と手を組みハイエルフ(High Elves:人間たちには北部エルフ(North Elves)として知られる)との間で北部平原を巡って衝突しています。ハイエルフはさらに東に住んでおり、そこには彼らの広大な王国が存在すると言われています。\n\n
text='主要な都市:'
\n • Barag Gor:オーク連合の重要な都市\n • Bitok\n • Borstep\n • Farzi\n • Lmarig\n • Melmog\n • Prestim\n • Tirigaz\n • Dorest:最も北にある人間の都市\n\n
text='有名な土地:'
\n • 黒い湿地帯(Black Marshes)\n • Dorth 山脈(Mountains of Dorth)\n • Haag 山脈(Mountains of Haag)\n • 緑の森(Greenwood)\n • 静寂の森(Silent Forest)\n • Thelien の森(Forest of Thelien)\n • Oumph 川(River Oumph)\n • Bork 川(River Bork)\n • 凍てつく荒野(Frosty Wastes)\n • 不毛の平野(Barren Plains)" #. #-#-#-#-# wesnoth-help.wml.pot (PACKAGE VERSION) #-#-#-#-# #. [section]: id=schedule #: data/core/help.cfg:10 src/help/topic_generators.cpp:239 #: src/help/topic_generators.cpp:259 msgid "Time of Day Schedule" msgstr "時刻スケジュール" #. [section]: id=introduction #. [topic]: id=..introduction #: data/core/help.cfg:17 data/core/help.cfg:96 msgid "Introduction" msgstr "はじめに" #. [section]: id=gameplay #. [topic]: id=..gameplay #: data/core/help.cfg:23 data/core/help.cfg:168 msgid "Gameplay" msgstr "ゲームの遊び方" #. #-#-#-#-# wesnoth-help.wml.pot (PACKAGE VERSION) #-#-#-#-# #. [section]: id=traits_section #. [topic]: id=..traits_section #: data/core/help.cfg:29 data/core/help.cfg:391 #: src/help/topic_text_generators.cpp:480 #: src/help/topic_text_generators.cpp:504 msgid "Traits" msgstr "特性" #. [section]: id=units #. [topic]: id=..units #: data/core/help.cfg:37 data/core/help.cfg:119 msgid "Units" msgstr "ユニット" #. [section]: id=abilities_section #. [topic]: id=..abilities_section #: data/core/help.cfg:46 data/core/help.cfg:139 msgid "Abilities" msgstr "能力" #. [section]: id=weapon_specials #. [topic]: id=..weapon_specials #: data/core/help.cfg:54 data/core/help.cfg:148 msgid "Weapon Specials" msgstr "特殊武器" #. [section]: id=eras_section #. [topic]: id=..eras_section #: data/core/help.cfg:62 data/core/help.cfg:128 msgid "Eras" msgstr "時代" #. [section]: id=terrains_section #. [topic]: id=..terrains_section #: data/core/help.cfg:70 data/core/help.cfg:406 msgid "Terrains" msgstr "地形" #. [section]: id=addons #. [topic]: id=..addons #: data/core/help.cfg:79 data/core/help.cfg:459 msgid "Add-ons" msgstr "アドオン" #. [section]: id=commands #. [topic]: id=..commands #: data/core/help.cfg:85 data/core/help.cfg:526 msgid "Commands" msgstr "コマンド" #. [topic]: id=..introduction #: data/core/help.cfg:97 msgid "" "\n" "\n" "Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual among modern strategy games. While other games strive for complexity, Battle for Wesnoth strives for simplicity of both rules and gameplay. This does not make the game simple, however — from these simple rules arise a wealth of strategy, making the game easy to learn but a challenge to master.\n" "\n" "The following pages outline all you need to know to play Wesnoth. As you play, new information is added to the various categories as you come across new aspects of the game. For more detailed information on special situations and exceptions, follow the included links." msgstr "" #. [topic]: id=about_game #: data/core/help.cfg:107 msgid "About the Game" msgstr "このゲームについて" #. [topic]: id=about_game #: data/core/help.cfg:108 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 scenario, which can be strung together to make 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 Battle for Wesnoth project was begun in 2003, and has been worked on by a multitude of volunteers ever since." msgstr "" #. [topic]: id=..units #: data/core/help.cfg:120 msgid "" "This section will list all the units you discover as you explore the world of Wesnoth. When you see a new unit during a campaign or multiplayer scenario it will be added to its race’s subsection; you can then view its page any time you wish. A unit’s page will provide a general description, its statistics, attacks, resistances, and movement and defense values.\n" "\n" msgstr "Wesnoth をプレイすると、数多くのユニット(unit)と出会うことになるでしょう。ここには、プレイ中に発見したユニットの一覧が表示されます。キャンペーンやマルチプレイヤーシナリオで新しいユニットを見つけると、そのユニットが属する種族の項目に追加されます。それぞれのページにはユニットの説明やステータス、武器、耐性、移動力、回避率が記録されていおり、それらのページはいつでも確認することができます。\n\n" #. [topic]: id=..eras_section #: data/core/help.cfg:129 msgid "" "A faction is a collection of units and leaders. Factions are assigned to sides in multiplayer games.\n" "\n" msgstr "党派(faction)は複数のユニットとリーダーユニットを集めたものです。マルチプレイヤーゲームではそれぞれの陣営に党派が割り当てられます。\n\n" #. [topic]: id=..eras_section #: data/core/help.cfg:131 msgid "" "An era is a collection of factions, intended to be played against one another. Besides the mainline eras that come with the game, many user-made factions are available from add-ons.\n" "\n" msgstr "時代(era)は複数の党派を集めたもので、それぞれの党派どうしを戦わせることを意図して作られています。ゲームに最初から付属している時代だけでなく、ユーザーが作成したたくさんの党派(もしくは時代)のアドオンを利用できます。\n\n" #. [topic]: id=..abilities_section #: data/core/help.cfg:140 msgid "" "Certain units have abilities that either directly affect other units or have an impact on how the unit interacts with other units. These abilities will be listed under this section as you encounter them. Each page will provide a description of what the ability does and which (currently discovered) units have it.\n" "\n" msgstr "ある種のユニットは他のユニットに影響を与える能力(ability)を持ちます。ここには、これまでに見つけた能力の一覧が表示されます。それぞれの能力のページには、能力に関する説明や、その能力を持つ(発見済みの)ユニットの一覧が表示されます。\n\n" #. [topic]: id=..weapon_specials #: data/core/help.cfg:149 msgid "" "Some weapons have special features that increase the effectiveness of attacking with them. When you see a new weapon special during a campaign or multiplayer scenario it will be added to this list; you can then view its page any time you wish. Each page will provide a description of what the weapon special does and which (currently discovered) units have it.\n" "\n" msgstr "一部の武器は特殊な能力を備えており、特殊武器(weapon special)と呼ばれます。ここには、これまでに見つけた特殊武器の一覧が表示されています。それぞれのページには特殊武器の説明と、それを持つ(発見済みの)ユニットの一覧が表示されます。\n\n" #. [topic]: id=.unknown_unit #: data/core/help.cfg:158 msgid "Unknown Unit" msgstr "未知のユニット" #. [topic]: id=.unknown_unit #: data/core/help.cfg:159 msgid "" "\n" "\n" "This unit is unknown for the moment. You must discover it in the game to be allowed to see its description." msgstr "\nこのユニットに関しては、まだ詳しく分かっていません。ゲーム中で遭遇することで、ユニットの詳細を確認できるようになります。" #. [topic]: id=..gameplay #: data/core/help.cfg:169 msgid "" "Wesnoth is comprised of a series of battles, called 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 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 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 Heir to the Throne or The South Guard. A full list of installed campaigns can be found via the Campaign option on the main menu. As Wesnoth can be quite challenging, you may wish to start on easy before progressing to higher difficulties." msgstr "" #. [topic]: id=..gameplay #: data/core/help.cfg:176 msgid "" "\n" "\n" "Fundamentals of Gameplay\n" "\n" msgstr "" #. [topic]: id=..gameplay #: data/core/help.cfg:176 msgid "" "While playing, keep in mind that you can mouse-over many items in the game, " "such as the information displayed in the status pane, to see a brief " "description explaining each item. This is especially useful when you " "encounter new elements, such as dst='..abilities_section' " "text='abilities', for the first time." msgstr "ゲームのプレイ中、アイテム上にマウスカーソルを合わせると、ステータスパネルに情報が表示されます。それによって、アイテムの簡単な説明を確認することができます。例えば未知のdst='..abilities_section' text='能力'のように、新たな要素を見つけた時にこの機能が役に立つでしょう。" #. [topic]: id=victory_and_defeat #: data/core/help.cfg:188 msgid "Victory and Defeat" msgstr "勝利と敗北" #. [topic]: id=victory_and_defeat #: data/core/help.cfg:189 msgid "" "\n" "\n" "When you win a scenario, the map grays over and the End Turn button changes to 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 "" #. [topic]: id=victory_and_defeat #: data/core/help.cfg:189 msgid "" "Pay careful attention to the 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 "" #. [topic]: id=recruit_and_recall #: data/core/help.cfg:198 msgid "Recruiting and Recalling" msgstr "雇用と召還" #. [topic]: id=recruit_and_recall #: data/core/help.cfg:199 msgid "" "\n" "\n" "If you right-clicked on a castle hex and selected recruit, the new unit will appear in that hex. Otherwise, it will appear in a free hex near the keep. You may only recruit as many units as you have free hexes in your castle, and you cannot spend more gold than you actually have on recruiting." msgstr "\n\n城ヘクスで右クリックをして「雇用」を選択すると、新しいユニットがそのヘクスに出現します。選択したヘクスが空いていなければ、主搭の周りの他の空きヘクスに出現します。つまり、城の空いているヘクスだけユニットを雇用することができます。また、雇用するときには所持金より多くのゴールドを消費することはできません。" #. [topic]: id=recruit_and_recall #: data/core/help.cfg:199 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 Heir to the Throne campaign) on the keep" " hex of a dst='terrain_castle' text='castle'. Then you may " "recruit by either choosing Recruit from the menu or right-clicking on" " a hex and selecting 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 OK button to recruit it." msgstr "" #. [topic]: id=recruit_and_recall #: data/core/help.cfg:201 msgid "" "\n" "\n" "Recruited units come with two random dst='..traits_section' text='traits' which modify their statistics." msgstr "\n\n雇用されたユニットはdst='..traits_section' text='特性'の中から 2 つをランダムに獲得します。特性は、ユニットの能力を変化させます。" #. [topic]: id=recruit_and_recall #: data/core/help.cfg:203 msgid "" "\n" "\n" "In later scenarios, you may also Recall survivors from earlier battles. Recalling costs a standard 20 gold and presents you with a list of all surviving units from previous scenarios." msgstr "\n\nキャンペーンでは、以前のシナリオの生存者を召還することもできます。召還をメニューから選択すると、以前のシナリオの生存者一覧が表示されます。そして、通常は 20 ゴールドを支払うことで選択したユニットを呼び出すことができます。" #. [topic]: id=recruit_and_recall #: data/core/help.cfg:205 msgid "" "\n" "\n" "Units not only cost gold to Recruit or Recall, they also require money to support. See dst='income_and_upkeep' text='income and upkeep' for more information." msgstr "\n雇用と召還だけでなく、ユニットの維持にもゴールドが必要となります。詳しくは、dst='income_and_upkeep' text='収入と維持'を参照してください。" #. [topic]: id=income_and_upkeep #: data/core/help.cfg:214 msgid "Income and Upkeep" msgstr "収入と維持費" #. [topic]: id=income_and_upkeep #: data/core/help.cfg:215 msgid "" "\n" "\n" "Income is simple. You have a base income of 2 gold per turn. For every village you control, you gain one additional gold each turn. (In general this is configurable but in campaigns it is almost always one gold per village.) Thus, if you have ten villages, you would normally gain 12 gold each turn. Your upkeep costs are subtracted from this income, as detailed below." msgstr "\n\n収入は単純です。まず、ターンあたり 2 ゴールドの基本収入を得ることができます。また、所持している村 1 つにつき、毎ターン 1 ゴールドの追加収入を得ることができます。従って、村を 10 個持っているなら、毎ターン 12 ゴールド得ることになります。ただし、シナリオの設定によっては、村あたりの収入は 1 ゴールドでない場合もあります。これらの収入から、次に説明する維持費が引かれます。" #. [topic]: id=income_and_upkeep #: data/core/help.cfg:215 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; " "income and upkeep." msgstr "" #. [topic]: id=income_and_upkeep #: data/core/help.cfg:217 msgid "" "\n" "\n" "Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal to its level. You can support as many levels worth of units as you have villages, without paying any upkeep. However, for each level of unit beyond the number of villages you have, you must pay one gold per turn. For example, if you have twelve level one units and ten villages, you would have to pay two gold each turn in upkeep." msgstr "\n\n維持費も割合単純です。各ユニットは、そのレベルに等しい維持費が必要となります。しかし、所有している村の数の分、維持費は免除されます。ユニットレベルの合計が所有している村の数を超えた場合は、毎ターンその超過分のゴールドを払う必要があります。例えば、12 体のレベル 1 ユニットと 10 個の村がある場合には、維持費としてターン毎に 2 ゴールド払うことになります。" #. [topic]: id=income_and_upkeep #: data/core/help.cfg:219 msgid "" "\n" "\n" "Upkeep costs are subtracted from your income, so in the case of twelve levels of units and ten villages, your resultant Income would be 10 gold per turn." msgstr "\n\n維持費は収入から差し引かれるため、ユニットレベルの合計が 12 で 10 個の村の場合には、差し引き合計の収入は毎ターン 10 ゴールドとなります。" #. [topic]: id=income_and_upkeep #: data/core/help.cfg:221 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 Heir to the Throne) will usually have the loyal trait. The unit you are playing (such as Konrad) will almost always be a leader." msgstr "" #. [topic]: id=hitpoints #: data/core/help.cfg:230 msgid "Hitpoints and Experience" msgstr "ヒットポイントと経験値" #. [topic]: id=hitpoints #: data/core/help.cfg:231 msgid "" "Each unit has a certain number of hitpoints (HP). If the hitpoints of" " a unit drop below 1, the unit dies. Each unit also has a certain number of " "experience points (XP). A freshly recruited unit starts with no " "experience points, and gains experience by fighting enemies." msgstr "" #. [topic]: id=hitpoints #: data/core/help.cfg:235 msgid "" "The hitpoints and experience points are both indicated in the status pane " "using two numbers (the current value and the maximum value the unit can " "have)." msgstr "HP と XP はステータスペインに 2 つの数字(現在の値と、ユニットがもつ最大値)を使って表示されます。" #. [topic]: id=hitpoints #: data/core/help.cfg:237 msgid "" "The hitpoints are also indicated by an energy bar next to each unit, which " "is green, yellow or red. A unit with at least 1 experience point has a blue " "experience bar, which turns white as the unit is about to " "dst='advancement' text='advance'." msgstr "ユニットの隣に表示されているのは HP バーです。HP バーは緑、黄、赤のいずれかの色をしています。1 以上の XP を持つユニットは青い XP バーが表示されます。XP バーが白くなったユニットはもうすぐdst='advancement' text='レベルアップ'できます。" #. [topic]: id=advancement #: data/core/help.cfg:244 msgid "Advancement" msgstr "レベルアップ" #. [topic]: id=advancement #: data/core/help.cfg:245 msgid "" "\n" "\n" "Units have a certain amount of experience required to advance (this is 20% less for units with the Intelligent trait). Once they achieve this amount, they immediately advance to the next level, healing fully in the process. In some cases, you will be given a choice of advancement options." msgstr "\n\nユニットがレベルアップに必要な XP は決まっています(ただし、「知的」特性を持つユニットなら通常より 20% 少なくて済みます)。ユニットの XP が必要な値に達すると、そのユニットは直ちにレベルアップし、HP が最大まで回復します。レベルアップ先が複数あれば、レベルアップ先の選択を行う必要があります。" #. [topic]: id=advancement #: data/core/help.cfg:245 msgid "" "If both units survive a combat, they gain a number of experience points " "equal to the level of the unit they’re fighting. If a unit kills another in " "combat, however, it gains much more experience — 4 for a level 0 unit, 8 for" " level 1, 16 for level 2, 24 for level 3, and so forth." msgstr "戦闘を行った際に、敵・味方双方のユニットが生き残ったのなら、それらのユニットは戦闘相手のレベルと等しい経験値(XP)を得ます。もし敵ユニットを倒したのなら、そのユニットはより多くの経験値を得ます(レベル 0 なら 4、レベル 1 なら 8、レベル 2 なら 16、レベル 3 なら 24、)。つまり、レベル 0 を除けば、敵ユニットのレベル x 8 の経験値を獲得できます。" #. [topic]: id=advancement #: data/core/help.cfg:247 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 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 "" #. [topic]: id=movement #: data/core/help.cfg:256 msgid "Movement" msgstr "移動" #. [topic]: id=movement #: data/core/help.cfg:257 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 Unit Description, and then looking at Terrain Modifiers." msgstr "" #. [topic]: id=movement #: data/core/help.cfg:257 msgid "" "Movement in 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 "" #. [topic]: id=movement #: data/core/help.cfg:259 msgid "" "\n" "\n" "Another thing to keep in mind while moving is 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_skirmisher' text='skirmishers' can ignore zones of control." msgstr "" #. [topic]: id=movement #: data/core/help.cfg:261 msgid "" "\n" "\n" "To see where the enemy can move to during their next turn, press Ctrl-v or Cmd-v. Ctrl-b or Cmd-b shows where the enemy could move, if your units were not on the map to block their progress." msgstr "\n\n次のターンに敵が移動可能な範囲を確認するには、Ctrl-v か Cmd-v を押して下さい。また、Ctrl-b か Cmd-b を押すと、自軍ユニットがいないと仮定した場合の、敵の移動可能な範囲が表示されます。" #. [topic]: id=shroud_and_fog #: data/core/help.cfg:270 msgid "Shroud and Fog of War" msgstr "幕と戦雲(霧)" #. [topic]: id=shroud_and_fog #: data/core/help.cfg:271 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 shroud hides both the terrain and any units at a location. However, once it is cleared, you can always see that location. The 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 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 Update Shroud Now (or the end of your turn) and thereby preserve your ability to undo movement." msgstr "" #. [topic]: id=combat #: data/core/help.cfg:280 msgid "Combat" msgstr "戦闘" #. [topic]: id=combat #: data/core/help.cfg:281 msgid "" "\n" "\n" "Order and Number of Strikes" msgstr "" #. [topic]: id=combat #: data/core/help.cfg:281 msgid "" "Combat in 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: " "melee, which usually involves weapons such as swords, axes or fangs; " "and ranged, which usually involves weapons such as bows, spears and " "fireballs." msgstr "" #. [topic]: id=combat #: data/core/help.cfg:283 msgid "" "\n" "\n" "The attacker gets the first strike, then the defender retaliates. Each strike either hits, doing a given amount of damage, or misses, doing no damage at all. Strikes alternate until each unit has used up all of its strikes. The number of strikes a unit has varies; for instance, an elvish fighter with a 5×4 attack may strike 4 times, each successful strike dealing 5 damage, while an orcish grunt with a 9×2 attack can only strike twice (but at 9 damage for each hit)." msgstr "\n\nまず攻撃側が先制攻撃を行い、次に防御側が反撃します。各攻撃は、命中すると一定のダメージを与えますが、外れることもあります。攻撃と反撃はどちらかのユニットが攻撃回数を使い切るまで交互に行われます。攻撃回数はユニットによって異なり、例えば 5×4 の剣での攻撃をもつエルフの戦士は、5 ダメージを与える攻撃を 4 回行います。一方で、 9×2 をもつオークの兵卒は、一撃で 9 ダメージを与えますが 2 回しか攻撃できません。" #. [topic]: id=combat #: data/core/help.cfg:285 msgid "" "\n" "\n" "Chance to Hit" msgstr "" #. [topic]: id=combat #: data/core/help.cfg:287 msgid "" "\n" "\n" "Every unit has a chance of being hit, based on the terrain it is in. This is shown in the status pane, and may also be found by right-clicking a unit, selecting Unit Description, and then looking at 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 "" #. [topic]: id=combat #: data/core/help.cfg:289 msgid "" "\n" "\n" "There are two exceptions to this rule: dst='weaponspecial_magical' text='magical attacks' and dst='weaponspecial_marksman' text='marksmen'. Magical attacks always have a 70% chance to hit, regardless of terrain, and, when used offensively, marksmen always have at least a 60% chance to hit, regardless of terrain." msgstr "\n\nこのルールには二つの例外があります。dst='weaponspecial_magical' text='魔法'dst='weaponspecial_marksman' text='精密'による攻撃です。魔法による攻撃は地形に関係なく命中率は常に 70% になります。精密を持つ攻撃は、攻撃時に限り、地形に関わらず最低でも 60% の命中率となります。" #. [topic]: id=combat #: data/core/help.cfg:291 msgid "" "\n" "\n" "Damage" msgstr "" #. [topic]: id=combat #: data/core/help.cfg:293 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 Damage Calculations in the attack selection menu." msgstr "" #. [topic]: id=combat #: data/core/help.cfg:295 msgid "" "\n" "\n" "A few units have special dst='..abilities_section' text='abilities' which affect damage dealt in combat. The most common of these is dst='weaponspecial_charge' text='charge', which doubles the damage dealt by both attacker and defender when the unit with charge attacks." msgstr "\n\n一部のユニットは、戦闘時のダメージに影響を与える特殊なdst='..abilities_section' text='能力'を持ちます。一般的な能力の 1 つが、dst='weaponspecial_charge' text='突撃'です。突撃を持つユニットが攻撃すると、攻撃側と防御側の両方のダメージ量が倍となります。" #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:303 msgid "Damage Types and Resistance" msgstr "ダメージ型と耐性" #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:304 msgid "" "\n" "\n" "Resistances work very simply: if a unit has 40% resistance against a damage type, then it will suffer 40% less damage when hit with that damage type. It is also possible for a unit to be vulnerable against some damage types. If a unit has −100% resistance against a damage type, it will suffer 100% more damage when hit by that type." msgstr "\n\n耐性の仕組みは単純です。もしユニットがあるダメージ型に対して 40% の耐性を持っているなら、そのダメージ型の攻撃によるダメージを 40% 軽減します。また、ユニットがあるダメージ型に対しての弱点を持つこともあります。もしユニットがあるダメージ型に対して −100% の耐性を持っているなら、その攻撃を受けたときにはダメージが 100% 増加します。" #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:304 msgid "" "In Wesnoth, there are three types of damage usually associated with physical" " attacks: blade, pierce, and impact damage. Additionally, there are " "three further types of damage usually associated with magical attacks: " "fire, cold, and arcane attacks. Different units may have resistances " "which alter the damage which they take from certain damage types." msgstr "" #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:306 msgid "" "\n" "\n" "For example, skeletons are highly resistant to blade and pierce damage, but are vulnerable to impact and fire damage, and extremely vulnerable to arcane damage." msgstr "\n\n例えば、スケルトンは斬撃と刺突に対しては高い耐性を持ちます。しかし、打撃と火炎には弱く、さらに秘術に対しては非常に脆弱です。" #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:308 msgid "" "\n" "\n" "If a strike is determined to hit, it will always do at least 1 point of damage. This applies even if the defender has 100% resistance to the damage type." msgstr "\n\n攻撃が命中した場合、最低でも 1 ポイントのダメージは必ず与えられます。これは、たとえ防御側がそのダメージ型に 100% の耐性を持っていても、ということです。" #. [topic]: id=orbs #: data/core/help.cfg:316 msgid "Orbs" msgstr "宝珠" #. [topic]: id=orbs #: data/core/help.cfg:317 msgid "" "On top of the energy bar shown next to each unit of yours is an orb. For " "units you control, this orb is:" msgstr "各ユニットの隣には HP バー(energy bar)が表示されています。そのユニットが自軍もしくは同盟軍に属している場合、その HP バーの上には宝珠(orb)が表示されます。宝珠には複数の色があり、それぞれの色はユニットの状態を表しています。" #. [topic]: id=orbs #: data/core/help.cfg:319 msgid " green if it hasn’t moved this turn," msgstr "緑色の場合、このターンまだ移動を行っていません。" #. [topic]: id=orbs #: data/core/help.cfg:320 msgid " yellow if it has moved, but could still move further or attack, or" msgstr "黄色の場合、すでに移動を行っていますが、移動力がまだ余っているか、攻撃を行うことができます。" #. [topic]: id=orbs #: data/core/help.cfg:321 msgid "" " red if it can no longer move or attack, or the user ended the unit’s turn." msgstr "赤の場合、このターン中はもう移動・攻撃できません。" #. [topic]: id=orbs #: data/core/help.cfg:322 msgid " blue if the unit is an ally you do not control." msgstr "青色の場合は、同盟軍のユニットです。" #. [topic]: id=orbs #: data/core/help.cfg:323 msgid " Enemy units have no orb on top of their energy bar." msgstr "敵ユニットには宝珠は表示されません。" #. [topic]: id=time_of_day #: data/core/help.cfg:330 msgid "Time of Day" msgstr "時刻" #. [topic]: id=time_of_day #: data/core/help.cfg:331 msgid "" "The time of day affects the damage of certain units as follows:\n" "\n" "• Lawful units get +25% damage in daytime, and −25% damage at night.\n" "• Chaotic units get +25% damage at night, and −25% in daytime.\n" "• Neutral units are unaffected by the time of day.\n" "• Liminal units get −25% damage during both night and daytime." msgstr "" #. [topic]: id=time_of_day #: data/core/help.cfg:336 msgid "" "\n" "\n" "The current time of day can be observed under the minimap in the status pane. For the usual day/night cycle, morning and afternoon count as day, first and second watch count as night:\n" "\n" msgstr "\n\n現在の時刻(ゲーム内での時間)はステータスペインにあるミニマップの下に表示されます。通常の日中・夜間の時刻サイクルでは、朝と午後は日中、夜と深夜は夜間として扱われます。\n\n" #. [time]: id=dawn #. [time]: id=dawn_hour #. [topic]: id=time_of_day #: data/core/help.cfg:340 data/core/macros/schedules.cfg:14 #: data/core/macros/schedules.cfg:275 data/test/maps/pathfind_1.cfg:64 msgid "Dawn" msgstr "夜明け" #. [time]: id=morning #. [topic]: id=time_of_day #: data/core/help.cfg:341 data/core/macros/schedules.cfg:26 #: data/test/maps/pathfind_1.cfg:75 msgid "Morning" msgstr "朝" #. [time]: id=afternoon #. [topic]: id=time_of_day #: data/core/help.cfg:342 data/core/macros/schedules.cfg:44 #: data/test/maps/pathfind_1.cfg:86 msgid "Afternoon" msgstr "午後" #. [time]: id=dusk #. [time]: id=dusk_hour #. [topic]: id=time_of_day #: data/core/help.cfg:343 data/core/macros/schedules.cfg:53 #: data/core/macros/schedules.cfg:396 data/test/maps/pathfind_1.cfg:97 msgid "Dusk" msgstr "夕暮れ" #. [time]: id=first_watch #. [topic]: id=time_of_day #: data/core/help.cfg:344 data/core/macros/schedules.cfg:65 #: data/test/maps/pathfind_1.cfg:108 msgid "First Watch" msgstr "夜" #. [time]: id=second_watch #. [topic]: id=time_of_day #: data/core/help.cfg:345 data/core/macros/schedules.cfg:89 #: data/test/maps/pathfind_1.cfg:119 msgid "Second Watch" msgstr "深夜" #. [topic]: id=time_of_day #: data/core/help.cfg:347 msgid "" "Keep in mind that some scenarios take place underground, where it is " "perpetually night!\n" msgstr "いくつかのシナリオでは地下が舞台となります。その場合、常に夜間として扱われるので注意しましょう!\n" #. [topic]: id=time_of_day #: data/core/help.cfg:349 msgid "" "Some underground locations are illuminated. They are perpetually " "intermediate between day and night.\n" msgstr "地下の一部が明るく照らされていることがあります。その場所は夕暮れや夜明けと同じように扱われます。\n" #. [topic]: id=time_of_day #: data/core/help.cfg:351 msgid "" "Some role-playing scenarios take place indoors — these regions are similarly" " intermediate." msgstr "一部のロールプレイングシナリオでは屋内が舞台となることがあります。その場合、夕暮れや夜明けと同じように扱われます。" #. [topic]: id=healing #: data/core/help.cfg:358 msgid "Healing" msgstr "回復" #. [topic]: id=healing #: data/core/help.cfg:359 msgid "" "\n" "\n" "• Resting: A unit which neither moves, attacks, nor is attacked will heal 2 HP in its next turn." msgstr "" #. [topic]: id=healing #: data/core/help.cfg:359 msgid "" "In combat, your units will inevitably take damage. There are several ways to" " heal your units. However, with the exception of resting, these do not " "stack; only one can occur per turn." msgstr "戦闘を行えば、ユニットは傷を負います。ユニットの傷を癒やすにはいくつかの方法がありますが、それらの効果を重複させることはできません。ただし、休息による回復は他の回復手段と併用できます。" #. [topic]: id=healing #: data/core/help.cfg:361 msgid "" "\n" "• Villages: A unit which starts a turn in a village or oasis will heal 8HP. If the unit is poisoned, the poison will be cured instead." msgstr "" #. [topic]: id=healing #: data/core/help.cfg:362 msgid "" "\n" "• dst='ability_regenerates' 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_regenerates' text='再生':再生を持つユニット(トロルなど)は毎ターン 8 回復します。ユニットが毒に侵されていれば、回復する代わりに解毒します。" #. [topic]: id=healing #: data/core/help.cfg:363 msgid "" "\n" "• Healing units: Units with the dst='ability_heals +4' text='Heals' ability will heal each allied adjacent unit, usually dst='ability_heals +4' text='4HP' or dst='ability_heals +8' text='8HP' per turn, or prevent Poison from causing that unit damage." msgstr "" #. [topic]: id=healing #: data/core/help.cfg:364 msgid "" "\n" "• Curing units: Units with the dst='ability_cures' text='cures' ability will cure Poison in all allied adjacent units (in preference to healing, if it has that ability as well)." msgstr "" #. [topic]: id=healing #: data/core/help.cfg:365 msgid "" "\n" "• 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 "" #. [topic]: id=healing #: data/core/help.cfg:366 msgid "" "\n" "\n" "Resting can be combined with other forms of healing, but villages, regeneration, healing and curing cannot combine with each other: the best option will be used. Finally, units heal fully between scenarios." msgstr "\n\n休息は他の回復方法と組み合わせることができます。しかし、村・再生・回復・治療は互いに組み合わせることはできず、最良の効果を持つものが適用されます。また、次のシナリオに進む際には、ユニットは完全に回復します。" #. [topic]: id=healing #: data/core/help.cfg:368 msgid "" "\n" "\n" "Advanced" msgstr "" #. [topic]: id=healing #: data/core/help.cfg:370 msgid "" "\n" "\n" "Unlike other forms of healing, the heals ability will not take effect on the healed unit’s turn, but on the healer’s turn. This means that while a unit surrounded by several healers on the same side will only receive healing from one healer per turn, a unit surrounded by healers from several allied sides will be healed once on each of said allied sides’ turns." msgstr "\n\n同じ陣営に属している複数のヒーラーで傷ついたユニットを取り囲んでも、1 回分の回復効果しかありません。しかし、他の回復手段とは違い、回復能力が発動するのは回復を受けるユニットのターンではなく、回復能力を持つユニット(ヒーラー)のターンとなります。つまり、自軍・同盟軍のそれぞれ陣営の異なるヒーラーを隣接させることで、各ヒーラーのターンに傷ついたユニットを回復することができます。" #. [topic]: id=wrap_up #: data/core/help.cfg:378 msgid "Wrap Up" msgstr "おわりに" #. [topic]: id=wrap_up #: data/core/help.cfg:379 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 Heir to the Throne campaign. Have fun, and good luck!" msgstr "" #. [topic]: id=license #: data/core/help.cfg:384 msgid "License" msgstr "ライセンス" #. [topic]: id=..traits_section #: data/core/help.cfg:393 msgid "" "\n" "\n" "Most units have two traits. However, goblins have only one trait, undead units are always assigned the single trait undead and in some cases fearless, and woses do not receive any traits. " msgstr "" #. [topic]: id=..traits_section #: data/core/help.cfg:393 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 race." msgstr "" #. [topic]: id=..traits_section #: data/core/help.cfg:395 msgid "" "\n" "\n" "The traits that are available to most non‐undead units are dst='traits_intelligent' text='intelligent', dst='traits_quick' text='quick', dst='traits_resilient' text='resilient', and dst='traits_strong' text='strong'." msgstr "\n\nアンデッドを除くほとんどの種族が持つ特性は\ndst='traits_intelligent' text='知的'dst='traits_quick' text='敏捷'dst='traits_resilient' text='頑強'dst='traits_strong' text='強力'です。" #. [topic]: id=..traits_section #: data/core/help.cfg:397 msgid "" "\n" "\n" "Elves may also receive dst='traits_dextrous' text='dextrous', and dwarves may receive dst='traits_healthy' text='healthy'. Trolls and certain humans may receive dst='traits_fearless' text='fearless'. Other traits which may be assigned include dst='traits_loyal' text='loyal', dst='traits_feral' text='feral' and dst='traits_undead' text='undead'.\n" "\n" msgstr "\n\nエルフはdst='traits_dextrous' text='器用'を、ドワーフはdst='traits_healthy' text='壮健'を、それぞれ特性として持つ可能性があります。また、トロルと一部の人間はdst='traits_fearless' text='勇敢'を持つ可能性があります。その他の特性としては、dst='traits_loyal' text='忠義'dst='traits_feral' text='野生'dst='traits_undead' text='アンデッド'などがあります。\n\n" #. [topic]: id=..terrains_section #: data/core/help.cfg:407 msgid "" "\n" "\n" "Terrains come in two types: basic and mixed." msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:407 msgid "" "Game maps feature a variety of terrains that affect both unit movement and a" " unit’s defensive capability in combat." msgstr "ゲーム中のマップはさまざまな地形(Terrain)によって構成されています。地形はユニットの移動力と回避率に影響します。" #. [topic]: id=..terrains_section #: data/core/help.cfg:409 msgid "" "\n" "\n" "Basic Terrain Types" msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:411 msgid "" "\n" "\n" "Basic terrain types include Flat, Hills, Mountains, Sands, Water and Swamps. There are many more besides these — a list of the terrain types you have discovered can be found at the end of this page.\n" "\n" msgstr "\n\n平地、丘、山、砂地、水域(浅瀬、深水)、沼地が基本地形(basic terrain types)に含まれます。また、この他にも数多くの基本地形が存在します。このページの最後には、これまでに見つけた基本地形の一覧が表示されています。\n" #. [topic]: id=..terrains_section #: data/core/help.cfg:415 msgid "" "\n" "\n" "Every unit has a defense rating and a movement cost for each of the basic terrain types, and these values are listed in the unit’s help page. Basic terrain types may have unique properties like illumination effects as well." msgstr "\n\n\n全てのユニットにはそれぞれの基本地形ごとに回避率と移動コストが定められています。これらの値は、ヘルプ内のユニットのページから確認できます。基本地形は、「照らされた場所」のように固有の特性を持つ場合があります。" #. [topic]: id=..terrains_section #: data/core/help.cfg:417 msgid "" "\n" "\n" "Mixed Terrain Types" msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:419 msgid "" "\n" "\n" "Mixed terrain types share the properties of multiple basic terrain types — units generally receive the best defense and worst movement of the underlying basic types when they move onto a mixed type. For example, this is the case with forested hills, sand hills, and cave hills.\n" "\n" msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:423 msgid "" "\n" "\n" "One notable exception is bridge terrains, such as bridges over shallow water, fords, and 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 "" #. [topic]: id=..terrains_section #: data/core/help.cfg:427 msgid "" "\n" "\n" "Land-based villages generally give the best defense and movement as well. These villages are mixed terrains, based on the village terrain type, together with hill, swamp, and cave, respectively.\n" "\n" msgstr "\n\n陸上にある村では、基本的に最高の回避率と移動力を得ることができます。これらの村は、村地形と、丘・沼地・洞窟などの地形による複合地形です。\n\n" #. [topic]: id=..terrains_section #: data/core/help.cfg:431 msgid "" "\n" "\n" "Finally, water villages are generally inhospitable to land units, and do not give defense or movement benefits associated with the village terrain type. Instead, they count only as water tiles.\n" "\n" msgstr "\n\n水辺の村は、陸上ユニットには適しておらず、村地形による回避率と移動コストの恩恵を得ることができません。代わりに、単なる水域として扱われます。\n\n\n\n" #. [topic]: id=..terrains_section #: data/core/help.cfg:435 msgid "" "\n" "\n" "You can see what basic types a mixed terrain is comprised of by mousing over its hex and checking the terrain type icons displayed in the upper right (under the default theme)." msgstr "\n\n複合地形のもとになっている基本地形は、そのヘクス上にマウスカーソルを合わせることで、(標準のテーマでは)画面の右上の地形アイコンから確認できます。" #. [topic]: id=..terrains_section #: data/core/help.cfg:437 msgid "" "\n" "\n" "You can see what type of behavior the mixed terrain gives by mousing over its hex and viewing the terrain description by either pressing the hotkey, or right clicking and selecting from the context menu." msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:439 msgid "" "\n" "\n" "Defense Caps" msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:441 msgid "" "\n" "\n" "Some units have 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 "" #. [topic]: id=..terrains_section #: data/core/help.cfg:443 msgid "" "\n" "\n" "For example, the text='Loyalist Cavalryman' dst='unit_Cavalryman' has a defense rating of 30% on forests, and a defense cap for forests. Thus, on forested hills, he has a defense rating of 30% rather than 40%, because the mixed rating cannot exceed the cap." msgstr "\n\n例えば、text='忠誠軍の竜騎兵' dst='unit_Cavalryman'は森では30%の上限回避率を持ちます。そのため、森と丘の複合地形では、丘での40%ではなく森での30%が回避率として適用されます。" #. [topic]: id=..terrains_section #: data/core/help.cfg:445 msgid "" "\n" "\n" "If a unit has a defense cap for some terrain, it is always the same as its defense rating on that terrain (it cannot be larger)." msgstr "\n\nもしユニットが一部の地形に上限回避率を持っていれば、その地形での回避率は常にその値となります(上限回避率より高くなることはありません)。" #. [topic]: id=..terrains_section #: data/core/help.cfg:447 msgid "" "\n" "\n" "Basic Terrain Types\n" "\n" msgstr "" #. [topic]: id=..addons #: data/core/help.cfg:460 msgid "" "The degree of customization offered by the Wesnoth engine allows players to create their own game content, including new scenarios, campaigns, and much more beyond what is offered in the official content bundled with the game.\n" "\n" msgstr "Wesnothエンジンはカスタマイズ性を持ち、プレイヤー自らゲームコンテンツ(新しいシナリオやキャンペーン、他にもいろいろ)を作ることができる程です。\n\n" #. [topic]: id=using_addons #: data/core/help.cfg:470 msgid "Using Add-ons" msgstr "アドオンの使い方" #. [topic]: id=using_addons #: data/core/help.cfg:471 msgid "" "\n" "\n" "Campaigns and Scenarios" msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:471 msgid "" "The game supports different types of add-on content, which are not all " "available in every gameplay mode." msgstr "このゲームは異なる種類のアドオンコンテンツをサポートしており、種類によってそのアドオンを有効にできるゲームモードも異なります。" #. [topic]: id=using_addons #: data/core/help.cfg:473 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 Campaigns menu at the title screen." msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:475 msgid "" "\n" "\n" "Multiplayer Campaigns, Scenarios, and Map Packs" msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:477 msgid "" "\n" "\n" "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 "" #. [topic]: id=using_addons #: data/core/help.cfg:479 msgid "" "\n" "\n" "Multiplayer Eras and Factions" msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:481 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 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 "" #. [topic]: id=using_addons #: data/core/help.cfg:485 msgid "" "\n" "\n" "You can see what eras you have loaded in the text='eras' dst='..eras_section' of the help." msgstr "\n\n現在使用されている時代(era)はヘルプ中のtext='時代' dst='..eras_section'から確認できます。" #. [topic]: id=using_addons #: data/core/help.cfg:487 msgid "" "\n" "\n" "Multiplayer Modifications" msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:489 msgid "" "\n" "\n" "Modifications are optional scenario- and era-independent scripts for Multiplayer games that can alter the default ruleset in various ways. You can choose and configure modifications when creating a new game." msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:491 msgid "" "\n" "\n" "Creator Resources" msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:493 msgid "" "\n" "\n" "Content authors can use resource packs available on the add-ons server to enrich their own content with existing assets such as images, music, and code. These are not generally intended for direct use in-game; however, other playable add-ons may depend on them and suggest or require their installation during download." msgstr "\n\nコンテンツの製作者はアドオンサーバー上にある素材集を、自身のコンテンツの素材(画像や音楽、コードなど)として利用することができます。素材集はゲーム内で直接利用されることはありませんが、他のアドオンがそれらを利用しており、アドオンのインストール時に素材集も必要とされることがあります。" #. [topic]: id=installing_addons #: data/core/help.cfg:502 msgid "Installing Add-ons" msgstr "アドオンのインストール" #. [topic]: id=installing_addons #: data/core/help.cfg:503 msgid "" "User-made add-ons can be obtained and updated through the Add-ons option in the main menu. After connecting to the add-ons server (by default 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 upgradable or outdated on the server, their installed and published versions will be shown in the Version column.\n" "\n" "To search for add-ons by keywords, type any relevant terms in any order in the Filter 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 Options button in the top-right corner.\n" "\n" "To install an add-on, select it from the list and click OK, or simply double-click on the add-on’s title. The Description button provides you with additional details about the add-on, such as its full description, installation status, and available languages." msgstr "" #. [topic]: id=removing_addons #: data/core/help.cfg:516 msgid "Removing Add-ons" msgstr "アドオンの削除" #. [topic]: id=removing_addons #: data/core/help.cfg:517 msgid "" "To remove add-ons, choose 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 (.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 "" #. [topic]: id=general_commands #: data/core/help.cfg:532 msgid "General Commands" msgstr "一般的なコマンド" #. [topic]: id=general_commands #. [topic]: id=mp_commands #. [topic]: id=debug_commands #: data/core/help.cfg:534 data/core/help.cfg:577 data/core/help.cfg:615 msgid "" "These commands can either be issued via the command line by prefixing them with ':' (as shown here) or via the chat by prefixing them with '/' (press 'm' first to open the chat line).\n" "\n" msgstr "これらのコマンドは「:」を押してコマンドラインを出すか、チャット欄に「/」を打つことで実行できます (チャット欄は「m」で開けます) 。\n" #. [topic]: id=general_commands #: data/core/help.cfg:536 msgid "" "\n" "Clear chat messages.\n" "\n" msgstr "\nチャットメッセージを消去します。\n\n" #. [topic]: id=general_commands #: data/core/help.cfg:539 msgid "" "\n" "Switch debug mode on (does not work in multiplayer). See dst='debug_commands' text='debug mode commands'.\n" "Debug mode is turned off by quitting the game or :nodebug.\n" "\n" msgstr "\nデバッグモード(開発用)を有効にします(マルチプレイヤーでは使用不可)。dst=debug_commands text='デバッグモードコマンド'を参照してください。\nデバッグモードはゲームを終了した場合、もしくは :nodebug コマンドで無効になります。\n\n" #. [topic]: id=general_commands #: data/core/help.cfg:543 msgid "" "\n" "Set or toggle player on side between human and AI player. The player/client who controls that side needs to issue this command. If no second parameter is supplied, toggle between human and AI. If it is ‘on’, set an AI controller. If it is ‘off’ set a human controller. Defaults to the currently active side if no parameter is supplied.\n" "\n" msgstr "\n陣営のプレイヤーを人間と AI のいずれかに設定、もしくは切り替えます。その陣営を操作しているプレイヤー/クライアントがこのコマンドを実行する必要があります。2 つめの引数が指定されなかった場合、人間と AI の間で切り替えられます。2 つめのパラメータが「 on 」なら、AI が操作するように設定されます。「 off 」なら人間が操作するように設定されます。パラメータを何も指定しなかった場合、現在プレイ中の陣営とみなされます。\n\n" #. [topic]: id=general_commands #: data/core/help.cfg:546 msgid "" "\n" "Display the controller status of a side.\n" "\n" msgstr "\n陣営のコントローラーのステータスを表示する\n\n" #. [topic]: id=general_commands #: data/core/help.cfg:549 msgid "" "\n" "Toggle the display of the current frames per second.\n" "\n" msgstr "\n現在のフレームレートの表示を切り換えます。\n\n" #. [topic]: id=general_commands #: data/core/help.cfg:552 msgid "" "\n" "Switch a log domain to a different log level.\n" "\n" msgstr "\nログの範囲を異なるログレベルに切り替えます。\n\n" #. [topic]: id=general_commands #: data/core/help.cfg:555 msgid "" "\n" "Redraws the screen and reloads any image files that have been changed.\n" "\n" msgstr "\n画面を再描画し、変更された画像ファイルを再読み込みします。\n\n" #. [topic]: id=general_commands #: data/core/help.cfg:558 msgid "" "\n" "Bring up theme selection menu.\n" "\n" msgstr "\nテーマ選択メニューを呼び出します。\n\n" #. [topic]: id=general_commands #: data/core/help.cfg:561 msgid "" "\n" "Quit the scenario (without prompting).\n" "\n" msgstr "\nシナリオを終了します(確認なし)。\n\n" #. [topic]: id=general_commands #: data/core/help.cfg:564 msgid "" "\n" "Save the game (without prompting).\n" "\n" msgstr "\nゲームを保存します(確認なし)。\n\n" #. [topic]: id=general_commands #: data/core/help.cfg:567 msgid "" "\n" "Save the game and quit the scenario (without prompting)." msgstr "\nゲームを保存してシナリオを終了します(確認なし)。" #. [topic]: id=mp_commands #: data/core/help.cfg:576 msgid "Multiplayer Commands" msgstr "マルチプレイヤーコマンド" #. [topic]: id=mp_commands #: data/core/help.cfg:579 msgid "" "\n" "Ban a user in a multiplayer game by the IP address used by that username and kick him. Can be used on users not in the game but on the server. (Of course they won’t be kicked then.)\n" "\n" msgstr "\nマルチプレイヤーゲームでそのユーザー名に使われている IP アドレスからの参加を禁止し、ユーザーの接続を切ります。ゲーム中に存在していないユーザーでもサーバー上にいれば使用可能です。(当然その際に追い出されはしません)\n\n" #. [topic]: id=mp_commands #: data/core/help.cfg:582 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 Scenario Settings dialog (Press the More button in the Status Table (alt+s by default) to get there.). The host can change control of any side.\n" "\n" msgstr "" #. [topic]: id=mp_commands #: data/core/help.cfg:585 msgid "" "\n" "Launch a dialog to assist the host in changing the human controllers of sides.\n" "\n" msgstr "\n人間がコントロールする陣営をホストが変更するためのダイアログを表示します。\n\n" #. [topic]: id=mp_commands #: data/core/help.cfg:588 msgid "" "\n" "Toggle the idle state for a side. The host may make a side idle after a network disconnection.\n" "\n" msgstr "\n陣営の待機状態を切り替えます。ネットワークが切断された場合、ホストは陣営を待機状態にする必要があるでしょう。\n\n" #. [topic]: id=mp_commands #: data/core/help.cfg:591 msgid "" "\n" "Kick a user in multiplayer. They will be able to rejoin the game. If you just want to change control of their side(s) use the :control command instead.\n" "\n" msgstr "\nマルチプレイヤーでユーザーの接続を切ります。接続を切られたユーザーはゲームに再び加わることができます。陣営の操作を変更したい場合は、代わりに :control コマンドを使用してください。\n\n" #. [topic]: id=mp_commands #: data/core/help.cfg:594 msgid "" "\n" "Send a private message to a user. When in a game, it is not possible to send private messages to players who are currently controlling a side in the same game.\n" "\n" msgstr "\nプライベートメッセージを送ります。同じゲーム内でいずれかの陣営を操作していないプレイヤーにはメッセージを送ることができません。\n\n" #. [topic]: id=mp_commands #: data/core/help.cfg:597 msgid "" "\n" "Mute a specific observer. If no username is supplied the muted usernames are displayed.\n" "\n" msgstr "\n指定した観戦者が発言できないようにします。ユーザー名が指定されなかった場合は発言できないユーザー名が表示されます。\n\n" #. [topic]: id=mp_commands #: data/core/help.cfg:600 msgid "" "\n" "Toggle muting/silencing of all observers on/off.\n" "\n" msgstr "\nすべての観戦者が発言できないようにするかどうかを切り替えます。\n\n" #. [topic]: id=mp_commands #: data/core/help.cfg:603 msgid "" "\n" "Unban a user in a multiplayer game by the IP address used by that username. Can be used on users not in the game but on the server.\n" "\n" msgstr "\nマルチプレイヤーゲームでそのユーザー名に使われている IP アドレスからの参加禁止を解除します。そのユーザーがゲーム中にいる必要はありませんが、サーバー上に存在しなければなりません。\n\n" #. [topic]: id=mp_commands #: data/core/help.cfg:606 msgid "" "\n" "Unmute a specific observer. If no username is supplied the list of muted observers is cleared." msgstr "\n指定した観戦者の発言禁止を解除します。ユーザー名が指定されなかった場合は発言禁止ユーザーの一覧が消去されます。" #. [topic]: id=debug_commands #: data/core/help.cfg:614 msgid "Debug Mode Commands" msgstr "デバッグモードコマンド" #. [topic]: id=debug_commands #: data/core/help.cfg:617 msgid "" "\n" "Brings up a menu for choosing a scenario to immediately advance to in a campaign.\n" "\n" msgstr "\n移動するキャンペーン中のシナリオを選択するメニューを立ち上げます。\n\n" #. [topic]: id=debug_commands #: data/core/help.cfg:620 msgid "" "\n" "Create a unit of the specified type on the selected hex.\n" "\n" msgstr "\n指定されたタイプのユニットを選択されたヘクスに作成します。\n\n" #. [topic]: id=debug_commands #: data/core/help.cfg:623 msgid "" "\n" "Toggle fog/shroud for the current side.\n" "\n" msgstr "\nプレイ中の陣営の霧/幕を切り換えます。\n\n" #. [topic]: id=debug_commands #: data/core/help.cfg:626 msgid "" "\n" "Adds the specified amount to the current side’s gold.\n" "\n" msgstr "\n指定された量のゴールドをプレイ中の陣営に追加します。\n\n" #. [topic]: id=debug_commands #: data/core/help.cfg:629 msgid "" "\n" "Immediately advances to the next scenario in a campaign.\n" "\n" msgstr "\nキャンペーン中の次のシナリオへ移動します。\n\n" #. [topic]: id=debug_commands #: data/core/help.cfg:632 msgid "" "\n" "Manually set a gamestate variable to value.\n" "\n" msgstr "\nゲームの状態をあらわす変数を手入力で指定された値に設定します。\n\n" #. [topic]: id=debug_commands #: data/core/help.cfg:635 msgid "" "\n" "Show a gamestate variable.\n" "\n" msgstr "\nゲームの状態をあらわす変数を表示します。\n\n" #. [topic]: id=debug_commands #: data/core/help.cfg:638 msgid "" "\n" "Manually fire the specified event.\n" "\n" msgstr "\n指定されたイベントを手動で起こします。\n\n" #. [topic]: id=debug_commands #: data/core/help.cfg:641 msgid "" "\n" "Modifies the specified property of the selected unit. Example: :unit hitpoints=100\n" "\n" msgstr "\n選択されたユニットの指定されたプロパティを変更します。例: :unit hitpoints=100\n\n" #. [topic]: id=debug_commands #: data/core/help.cfg:644 msgid "" "\n" "Makes the selected unit level up N times. Example: :unit advances=2" msgstr "\n選択されたユニットを N 回レベルアップさせます。例: :unit advances=2" #. [heals]: id=healing #: data/core/macros/abilities.cfg:12 msgid "" "Allows the unit to heal adjacent allied units at the beginning of our turn.\n" "\n" "A unit cared for by this healer may heal up to 4 HP per turn, or stop poison from taking effect for that turn.\n" "This ability will not cure an affected unit of poison, however, only delay its effect." msgstr "隣接する自軍・同盟軍のユニットをターン開始時に 4HP 回復します。 \n\n回復対象のユニットが毒状態であれば、回復の代わりに毒によるダメージを防止することができます。 \nただし、この能力によってユニットの解毒を行うことはできません。その影響を遅らせるだけです。" #. [heals]: id=healing #: data/core/macros/abilities.cfg:30 msgid "" "This unit combines herbal remedies with magic to heal units more quickly than is normally possible on the battlefield.\n" "\n" "A unit cared for by this healer may heal up to 8 HP per turn, or stop poison from taking effect for that turn.\n" "This ability will not cure an affected unit of poison, however, only delay its effect." msgstr "薬草と魔法を組み合わせることで、自軍・同盟軍のユニットを素早く回復します。\n\n 回復対象のユニットを 1 ターンに 8HP 回復します。回復対象が毒状態の場合は、毒のダメージを防止します。\nただし、この能力によってユニットの解毒を行うことはできません。その影響を遅らせるだけです。" #. [heals]: id=curing #: data/core/macros/abilities.cfg:47 msgid "cures" msgstr "治療" #. [heals]: id=curing #: data/core/macros/abilities.cfg:48 msgid "female^cures" msgstr "治療" #. [heals]: id=curing #: data/core/macros/abilities.cfg:49 msgid "" "A curer can cure a unit of poison, although that unit will receive no " "additional healing on the turn it is cured of the poison." msgstr "治療者は、毒を受けたユニットを治療することができます。ただし、毒から治療されたそのターン内には、さらなる回復は受けられません。" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:70 msgid "regenerates" msgstr "再生" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:71 msgid "female^regenerates" msgstr "再生" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:72 msgid "" "The unit will heal itself 8 HP per turn. If it is poisoned, it will remove " "the poison instead of healing." msgstr "このユニットはターンごとに自身の HP を 8 回復します。毒を受けているなら、回復する代わりに毒を取り除きます。" #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:91 msgid "steadfast" msgstr "装甲" #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:92 msgid "female^steadfast" msgstr "装甲" #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:93 msgid "" "This unit’s resistances are doubled, up to a maximum of 50%, when defending." " Vulnerabilities are not affected." msgstr "防御時、このユニットの耐性は最大で 50% まで倍増します。弱点には影響がありません。" #. [leadership]: id=leadership #: data/core/macros/abilities.cfg:106 msgid "leadership" msgstr "統率" #. [leadership]: id=leadership #: data/core/macros/abilities.cfg:107 msgid "female^leadership" msgstr "統率" #. [leadership]: id=leadership #: data/core/macros/abilities.cfg:108 msgid "" "This unit can lead your own units that are next to it, making them fight better.\n" "\n" "Adjacent own units of lower level will do more damage in battle. When a unit adjacent to, of a lower level than, and on the same side as a unit with Leadership engages in combat, its attacks do 25% more damage times the difference in their levels." msgstr "このユニットは隣接した自軍ユニットを指揮し、それらがうまく戦えるようにします。\n\n隣接している低レベルの自軍ユニットは戦闘時により多くのダメージを与えるようになります。このユニットとのレベルの差に応じて、与えるダメージが 25% ずつ増加します。" #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:125 msgid "skirmisher" msgstr "散兵" #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:126 msgid "female^skirmisher" msgstr "散兵" #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:127 msgid "" "This unit is skilled in moving past enemies quickly, and ignores all enemy " "Zones of Control." msgstr "このユニットは敵のそばを素早く移動するという能力を持ち、すべての敵の支配領域(ZOC)を無視できます。" #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:140 msgid "illuminates" msgstr "照明" #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:141 msgid "female^illuminates" msgstr "照明" #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:142 msgid "" "This unit illuminates the surrounding area, making lawful units fight better, and chaotic units fight worse.\n" "\n" "Any units adjacent to this unit will fight as if it were dusk when it is night, and as if it were day when it is dusk." msgstr "このユニットは周囲を明るく照らし、秩序ユニットを有利に、混沌ユニットを不利にします。\n\nすべての隣接ユニットは、夜には夕方、夕方には昼であるかのように戦うことになります。" #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:154 msgid "teleport" msgstr "瞬間移動" #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:155 msgid "female^teleport" msgstr "瞬間移動" #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:156 msgid "" "This unit may teleport between any two empty villages owned by its side " "using one of its moves." msgstr "このユニットは移動力を 1 使うことで、その陣営が所有する誰もいない 2 つの村の間を瞬間移動することができます。" #. [hides]: id=ambush #: data/core/macros/abilities.cfg:185 msgid "ambush" msgstr "伏兵" #. [hides]: id=ambush #: data/core/macros/abilities.cfg:186 msgid "female^ambush" msgstr "伏兵" #. [hides]: id=ambush #: data/core/macros/abilities.cfg:187 msgid "" "This unit can hide in forest, and remain undetected by its enemies.\n" "\n" "Enemy units cannot see this unit while it is in forest, except if they have units next to it. Any enemy unit that first discovers this unit immediately loses all its remaining movement." msgstr "このユニットは森に隠れることができます。そのため、森にいれば敵に見つかることはありません。\n\nこのユニットが森にいるときは、このユニットを見つけることはできません。ただし、敵ユニットが隣接している場合を除きます。伏兵中のユニットに遭遇した敵ユニットは、残りの移動力を全て失います。" #. [hides]: id=nightstalk #: data/core/macros/abilities.cfg:204 data/core/macros/abilities.cfg:205 msgid "nightstalk" msgstr "隠密" #. [hides]: id=nightstalk #: data/core/macros/abilities.cfg:206 msgid "" "The unit becomes invisible during night.\n" "\n" "Enemy units cannot see this unit at night, except if they have units next to it. Any enemy unit that first discovers this unit immediately loses all its remaining movement." msgstr "このユニットは夜間は見えなくなります。\n\nこのユニットは夜には見つけることはできません。ただい、敵がこのユニットの隣にいる場合を除きます。隠密中のユニットに遭遇した敵ユニットは残りの移動力を全て失います。" #. [hides]: id=concealment #: data/core/macros/abilities.cfg:223 msgid "concealment" msgstr "潜伏" #. [hides]: id=concealment #: data/core/macros/abilities.cfg:224 msgid "female^concealment" msgstr "潜伏" #. [hides]: id=concealment #: data/core/macros/abilities.cfg:225 msgid "" "This unit can hide in villages (with the exception of water villages), and remain undetected by its enemies, except by those standing next to it.\n" "\n" "Enemy units cannot see this unit while it is in a village, except if they have units next to it. Any enemy unit that first discovers this unit immediately loses all its remaining movement." msgstr "このユニットは村(水域の村は除く)に隠れることができます。隠れている間は敵には見つからず、そのユニットの隣に来るまでは気づくことすらできません。\n\nこのユニットが村にいる間は、敵からは不可視になります。ただし、隣に敵ユニットがいる場合は無効となります。潜伏ユニットを見つけた敵ユニットは、そのターン中の残り移動力を全て失います。" #. [hides]: id=submerge #: data/core/macros/abilities.cfg:242 msgid "submerge" msgstr "潜水" #. [hides]: id=submerge #: data/core/macros/abilities.cfg:243 msgid "female^submerge" msgstr "潜水" #. [hides]: id=submerge #: data/core/macros/abilities.cfg:244 msgid "" "This unit can hide in deep water, and remain undetected by its enemies.\n" "\n" "Enemy units cannot see this unit while it is in deep water, except if they have units next to it. Any enemy unit that first discovers this unit immediately loses all its remaining movement." msgstr "このユニットは水中深くに隠れることができ、敵に見つからなくなります。\n\nこのユニットが深い水中にいるときは、このユニットを視認することはできません。敵がこのユニットの隣にいる場合を除いて。潜水中のユニットと遭遇した敵ユニットは残りの移動力を全て失います。" #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:261 msgid "feeding" msgstr "摂食" #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:262 msgid "female^feeding" msgstr "摂食" #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:263 msgid "" "This unit gains 1 hitpoint added to its maximum whenever it kills a unit, " "except units that are immune to plague." msgstr "このユニットは生きているユニットを殺すことで最大HPが 1 増加します。" #. [damage]: id=backstab #: data/core/macros/abilities.cfg:285 msgid "backstab" msgstr "奇襲" #. [damage]: id=backstab #: data/core/macros/abilities.cfg:286 msgid "" "When used offensively, this attack deals double damage if there is an enemy " "of the target on the opposite side of the target, and that unit is not " "incapacitated (turned to stone or otherwise paralyzed)." msgstr "攻撃時に限り、もし「攻撃対象」の反対側に「攻撃対象に敵対するユニット」が存在し、「攻撃対象に敵対するユニット」が能力を奪われて(石化や麻痺など)いない場合、この攻撃は倍のダメージとなります。" #. [plague]: id=plague({TYPE}), type={TYPE} #. [plague]: id=plague, type=Walking Corpse #: data/core/macros/abilities.cfg:304 data/core/macros/abilities.cfg:315 msgid "plague" msgstr "疫病" #. [plague]: id=plague({TYPE}), type={TYPE} #: data/core/macros/abilities.cfg:305 msgid "" "When a unit is killed by a Plague attack, that unit is replaced with a unit " "on the same side as the unit with the Plague attack. This doesn’t work on " "Undead or units in villages." msgstr "疫病攻撃によって倒されたユニットは、疫病攻撃を仕掛けたユニットの陣営に属するユニットによって置き換えられます。疫病は、アンデッドユニットや村にいるユニットには効果がありません。" #. [plague]: id=plague, type=Walking Corpse #: data/core/macros/abilities.cfg:316 msgid "" "When a unit is killed by a Plague attack, that unit is replaced with a " "Walking Corpse on the same side as the unit with the Plague attack. This " "doesn’t work on Undead or units in villages." msgstr "疫病攻撃によってユニットが倒された場合は、そのユニットは攻撃ユニットと同じ陣営の歩く死体に置き換えられます。この攻撃はアンデッドや村にいるユニットには効果がありません。" #. [slow]: id=slow #: data/core/macros/abilities.cfg:326 msgid "slows" msgstr "遅化" #. [slow]: id=slow #: data/core/macros/abilities.cfg:327 msgid "" "This attack slows the target until it ends a turn. Slow halves the damage " "caused by attacks and the movement cost for a slowed unit is doubled. A unit" " that is slowed will feature a snail icon in its sidebar information when it" " is selected." msgstr "この攻撃は、ターンが終わるまでターゲットを遅くします。遅化は攻撃によるダメージを半減させ、遅化されたユニットの移動コストを倍にします。遅化を受けたユニットは、選択するとサイドバーの情報にカタツムリのアイコンが表示されます。" #. [petrifies]: id=petrifies #: data/core/macros/abilities.cfg:336 msgid "petrifies" msgstr "石化" #. [petrifies]: id=petrifies #: data/core/macros/abilities.cfg:337 msgid "" "This attack petrifies the target, turning it to stone. Units that have been " "petrified may not move or attack." msgstr "この攻撃は標的を石化させ、石へと変えます。石化したユニットは移動や攻撃はできません。" #. [chance_to_hit]: id=marksman #: data/core/macros/abilities.cfg:346 msgid "marksman" msgstr "精密" #. [chance_to_hit]: id=marksman #: data/core/macros/abilities.cfg:347 msgid "" "When used offensively, this attack always has at least a 60% chance to hit." msgstr "攻撃時に限り、この武器は命中率の最低値が60%になります。" #. [swarm]: id=swarm #: data/core/macros/abilities.cfg:371 msgid "swarm" msgstr "群れ" #. [swarm]: id=swarm #: data/core/macros/abilities.cfg:372 msgid "" "The number of strikes of this attack decreases when the unit is wounded. The" " number of strikes is proportional to the percentage of its of maximum HP " "the unit has. For example a unit with 3/4 of its maximum HP will get 3/4 of " "the number of strikes." msgstr "ユニットが傷ついているとこの攻撃の回数が減少します。攻撃回数はそのユニットが持つ HP と最大 HP の割合に比例します。例えばユニットの HP がその最大 HP の 3/4 だった場合、攻撃回数も 3/4 になります。" #. [damage]: id=charge #: data/core/macros/abilities.cfg:381 msgid "charge" msgstr "突撃" #. [damage]: id=charge #: data/core/macros/abilities.cfg:382 msgid "" "When used offensively, this attack deals double damage to the target. It " "also causes this unit to take double damage from the target’s counterattack." msgstr "攻撃時に限り、この武器は敵へ与えるダメージが倍となりますが、敵の反撃によって受けるダメージも倍となります。" #. [drains]: id=drains #: data/core/macros/abilities.cfg:394 msgid "drains" msgstr "生命吸収" #. [drains]: id=drains #: data/core/macros/abilities.cfg:395 msgid "" "This unit drains health from living units, healing itself for half the " "amount of damage it deals (rounded down)." msgstr "このユニットは生者から生命力を奪って、与えたダメージの半分(切り下げ)だけ自分の HP を回復させます。" #. [firststrike]: id=firststrike #: data/core/macros/abilities.cfg:404 msgid "first strike" msgstr "先制" #. [firststrike]: id=firststrike #: data/core/macros/abilities.cfg:405 msgid "" "This unit always strikes first with this attack, even if they are defending." msgstr "防御時であっても、先に攻撃を開始します。" #. [poison]: id=poison #: data/core/macros/abilities.cfg:414 msgid "poison" msgstr "毒" #. [poison]: id=poison #: data/core/macros/abilities.cfg:415 msgid "" "This attack poisons living targets. Poisoned units lose 8 HP every turn " "until they are cured or are reduced to 1 HP. Poison cannot, of itself, kill " "a unit." msgstr "毒攻撃は生物に有効です。毒を受けたユニットは毎ターン8HPを失い、解毒するかHPが1になるまで毒の効果は続きます。毒のみでユニットが死ぬことはありません。" #. [advancement]: id=amla_default #: data/core/macros/amla.cfg:10 msgid "Max HP bonus +3, Max XP +20%" msgstr "最大 HP ボーナス +3、最大 XP +20%" #. [time]: id=midday #. [time]: id=midday_hour #: data/core/macros/schedules.cfg:35 data/core/macros/schedules.cfg:329 msgid "Midday" msgstr "昼の 12 時" #. [time]: id=midnight #. [time]: id=midnight_hour #: data/core/macros/schedules.cfg:77 data/core/macros/schedules.cfg:191 msgid "Midnight" msgstr "夜の 12 時" #. [time]: id=indoors #: data/core/macros/schedules.cfg:101 msgid "Indoors" msgstr "屋内" #. [time]: id=deep_underground #: data/core/macros/schedules.cfg:121 msgid "Deep Underground" msgstr "深い地下" #. [time]: id=second_watch_hour1 #: data/core/macros/schedules.cfg:203 msgid "Second Watch — First Hour" msgstr "深夜(1)" #. [time]: id=second_watch_hour2 #: data/core/macros/schedules.cfg:215 msgid "Second Watch — Second Hour" msgstr "深夜(2)" #. [time]: id=second_watch_hour3 #: data/core/macros/schedules.cfg:227 msgid "Second Watch — Third Hour" msgstr "深夜(3)" #. [time]: id=second_watch_hour4 #: data/core/macros/schedules.cfg:239 msgid "Second Watch — Fourth Hour" msgstr "深夜(4)" #. [time]: id=second_watch_hour5 #: data/core/macros/schedules.cfg:251 msgid "Second Watch — Fifth Hour" msgstr "深夜(5)" #. [time]: id=second_watch_hour6 #: data/core/macros/schedules.cfg:263 msgid "Second Watch — Sixth Hour" msgstr "深夜(6)" #. [time]: id=morning_hour1 #: data/core/macros/schedules.cfg:287 msgid "Morning — First Hour" msgstr "朝(1)" #. [time]: id=morning_hour2 #: data/core/macros/schedules.cfg:299 msgid "Morning — Second Hour" msgstr "朝(2)" #. [time]: id=morning_hour3 #: data/core/macros/schedules.cfg:311 msgid "Morning — Third Hour" msgstr "朝(3)" #. [time]: id=morning_hour4 #: data/core/macros/schedules.cfg:320 msgid "Morning — Fourth Hour" msgstr "朝(4)" #. [time]: id=afternoon_hour1 #: data/core/macros/schedules.cfg:338 msgid "Afternoon — First Hour" msgstr "午後(1)" #. [time]: id=afternoon_hour2 #: data/core/macros/schedules.cfg:347 msgid "Afternoon — Second Hour" msgstr "午後(2)" #. [time]: id=afternoon_hour3 #: data/core/macros/schedules.cfg:356 msgid "Afternoon — Third Hour" msgstr "午後(3)" #. [time]: id=afternoon_hour4 #: data/core/macros/schedules.cfg:365 msgid "Afternoon — Fourth Hour" msgstr "午後(4)" #. [time]: id=afternoon_hour5 #: data/core/macros/schedules.cfg:374 msgid "Afternoon — Fifth Hour" msgstr "午後(5)" #. [time]: id=afternoon_hour6 #: data/core/macros/schedules.cfg:385 msgid "Afternoon — Sixth Hour" msgstr "午後(6)" #. [time]: id=first_watch_hour1 #: data/core/macros/schedules.cfg:408 msgid "First Watch — First Hour" msgstr "夜(1)" #. [time]: id=first_watch_hour2 #: data/core/macros/schedules.cfg:420 msgid "First Watch — Second Hour" msgstr "夜(2)" #. [time]: id=first_watch_hour3 #: data/core/macros/schedules.cfg:432 msgid "First Watch — Third Hour" msgstr "夜(3)" #. [time]: id=first_watch_hour4 #: data/core/macros/schedules.cfg:444 msgid "First Watch — Fourth Hour" msgstr "夜(4)" #. [time]: id=dawn1 #: data/core/macros/schedules.cfg:498 msgid "First Dawn" msgstr "最初の夜明け" #. [time]: id=dawn2 #: data/core/macros/schedules.cfg:509 msgid "Second Dawn" msgstr "二度目の夜明け" #. [time]: id=morning1 #: data/core/macros/schedules.cfg:520 msgid "First Morning" msgstr "最初の朝" #. [time]: id=morning2 #: data/core/macros/schedules.cfg:532 msgid "Second Morning" msgstr "二度目の朝" #. [time]: id=midday1 #: data/core/macros/schedules.cfg:544 msgid "First Midday" msgstr "最初の昼" #. [time]: id=midday2 #: data/core/macros/schedules.cfg:556 msgid "Second Midday" msgstr "二度目の昼" #. [time]: id=afternoon1 #: data/core/macros/schedules.cfg:568 msgid "First Afternoon" msgstr "最初の午後" #. [time]: id=afternoon2 #: data/core/macros/schedules.cfg:580 msgid "Second Afternoon" msgstr "二度目の午後" #. [time]: id=dusk1 #: data/core/macros/schedules.cfg:592 msgid "First Dusk" msgstr "最初の夕暮れ" #. [time]: id=dusk2 #: data/core/macros/schedules.cfg:603 msgid "Second Dusk" msgstr "二度目の夕暮れ" #. [time]: id=short_dark #: data/core/macros/schedules.cfg:614 msgid "The Short Dark" msgstr "短い夜" #. [time]: id=long_dark1 #: data/core/macros/schedules.cfg:626 msgid "The Long Dark (1)" msgstr "長い夜(1)" #. [time]: id=long_dark2 #: data/core/macros/schedules.cfg:638 msgid "The Long Dark (2)" msgstr "長い夜(2)" #. [time]: id=long_dark3 #: data/core/macros/schedules.cfg:652 msgid "The Long Dark (3)" msgstr "長い夜(3)" #. [time]: id=long_dark4 #: data/core/macros/schedules.cfg:664 msgid "The Long Dark (4)" msgstr "長い夜(4)" #: data/core/macros/special-notes.cfg:3 msgid "" "\n" "\n" "Special Notes:" msgstr "\n\n特記事項:" #: data/core/macros/special-notes.cfg:8 msgid "" " Spirits have very unusual resistances to damage, and move quite slowly over" " open water." msgstr " 霊魂はダメージに対して飛び抜けた耐性があり、水の上をきわめてゆっくりと移動します。" #: data/core/macros/special-notes.cfg:11 msgid "" " This unit’s arcane attack deals tremendous damage to magical creatures, and" " even some to mundane creatures." msgstr " このユニットの秘術による攻撃は魔法で作られた者に著しいダメージを与えます。 またこの世の生物にさえもかなりのダメージを与えます。" #: data/core/macros/special-notes.cfg:14 msgid " This unit is capable of basic healing." msgstr " このユニットには簡易な回復能力があります。" #: data/core/macros/special-notes.cfg:17 msgid " This unit is capable of rapid healing." msgstr " このユニットには簡易な回復能力があります。" #: data/core/macros/special-notes.cfg:20 msgid "" " This unit is capable of healing those around it, and curing them of poison." msgstr " このユニットはその周りにいるユニットを回復し、毒を治療することができます。" #: data/core/macros/special-notes.cfg:23 msgid "" " This unit is capable of neutralizing the effects of poison in units around " "it." msgstr " このユニットは周りにいるユニットの毒を中和する能力があります。" #: data/core/macros/special-notes.cfg:26 msgid "" " This unit regenerates, which allows it to heal as though always stationed " "in a village." msgstr " このユニットは再生能力があり、これによって常に村にいるかのように回復することができます。" #: data/core/macros/special-notes.cfg:29 msgid "" " The steadiness of this unit reduces damage from some attacks, but only " "while defending." msgstr " このユニットの堅実さのおかげで、ある種の攻撃によるダメージを減らすことができます。しかし、防御時のみです。" #: data/core/macros/special-notes.cfg:32 msgid "" " The leadership of this unit enables adjacent units of the same side to deal" " more damage in combat, though this only applies to units of lower level." msgstr " このユニットの統率力により、隣接する同一陣営のユニットは戦闘においてより大きなダメージを与えることができます。これはより下位レベルのユニットにのみ適用されます。" #: data/core/macros/special-notes.cfg:35 msgid "" " This unit’s skill at skirmishing allows it to ignore enemies’ zones of " "control and thus move unhindered around them." msgstr " このユニットの散兵能力により、敵の支配領域を無視することができます。そのため、敵に囲まれても移動が妨害されることはありません。" #: data/core/macros/special-notes.cfg:38 msgid " Illumination increases the lighting level in adjacent areas." msgstr " 照明は隣接する領域を明るくします。" #: data/core/macros/special-notes.cfg:41 msgid "" " This unit can use one move to teleport between any two empty villages " "controlled by its side." msgstr " このユニットは 1 回の移動を使用して、その陣営に支配されている誰もいない 2 つの村の間を瞬間移動することができます。" #: data/core/macros/special-notes.cfg:44 msgid "" " In woodlands, this unit’s ambush skill renders it invisible to enemies " "unless it is immediately adjacent or has revealed itself by attacking." msgstr " 森林地では、このユニットの伏兵能力によって敵から見えなくなります。すぐ隣にいるか、攻撃することによって自らあらわれた場合を除いて。" #: data/core/macros/special-notes.cfg:47 msgid " This unit is able to hide at night, leaving no trace of its presence." msgstr " このユニットは夜間に隠れることができ、ユニットが存在したという痕跡をまったく残しません。" #: data/core/macros/special-notes.cfg:50 msgid "" " This unit can hide in villages (with the exception of water villages), and " "remain undetected by its enemies, except by those standing next to it." msgstr " このユニットは村(水中の村を除く)の中に隠れることができ、敵から見えなくなります。敵の隣にいる場合を除いて。" #: data/core/macros/special-notes.cfg:53 msgid "" " This unit can move unseen in deep water, requiring no air from the surface." msgstr " このユニットは深海では目に触れることなく移動することができます。水面から空気を得る必要もありません。" #: data/core/macros/special-notes.cfg:56 msgid "" " This unit gains 1 hitpoint added to its maximum whenever it kills a living " "unit." msgstr " このユニットは生きているユニットを殺すことで最大HPが 1 増加します。" #: data/core/macros/special-notes.cfg:59 msgid "" " Whenever its berserk attack is used, this unit continues to push the attack" " until either it or its enemy lies dead." msgstr " このユニットの狂戦攻撃が使われた場合、このユニットはそのユニット自身か敵が倒れるまで攻撃し続けます。" #: data/core/macros/special-notes.cfg:62 msgid "" " If there is an enemy of the target on the opposite side of the target while" " attacking it, this unit may backstab, inflicting double damage by creeping " "around behind that enemy." msgstr " 攻撃時に標的のユニットの反対側にそのユニットの敵がいれば、奇襲を食らわせ、倍のダメージを与えるでしょう。" #: data/core/macros/special-notes.cfg:65 msgid "" " Foes who lose their life to the plague will rise again in unlife, unless " "they are standing on a village." msgstr " 疫病で命を落とした敵は、死者としてよみがえるでしょう。村の上に立っていない限りは。" #: data/core/macros/special-notes.cfg:68 msgid "" " This unit is able to slow its enemies, halving their movement speed and " "attack damage until they end a turn." msgstr " このユニットは敵を遅くすることができ、敵のターンが終わるまでの間、敵の移動速度と攻撃ダメージを半減させることができます。" #: data/core/macros/special-notes.cfg:71 msgid "" " The ability to turn the living to stone makes this unit extremely " "dangerous." msgstr " 生物を石に変えてしまう能力を持っているため、このユニットはきわめて危険です。" #: data/core/macros/special-notes.cfg:74 msgid "" " This unit’s marksmanship gives it a high chance of hitting targeted " "enemies, but only on the attack." msgstr " このユニットの精密な攻撃は目標とされた敵に高い確率で命中します。しかし、攻撃側の場合だけです。" #: data/core/macros/special-notes.cfg:77 msgid "" " This unit has magical attacks, which always have a high chance of hitting " "an opponent." msgstr " このユニットは魔法攻撃を保有し、その攻撃は常に高い確率で敵に命中します。" #: data/core/macros/special-notes.cfg:80 msgid "" " The swarming attacks of this unit become less deadly whenever its members " "are wounded." msgstr " このユニットの群れによる攻撃はそのメンバーが傷つくと壊滅的に弱くなります。" #: data/core/macros/special-notes.cfg:83 msgid "" " Using a charging attack doubles both damage dealt and received; this does " "not affect defensive retaliation." msgstr " 突撃を使うことで、与えるダメージ、受けるダメージ共に倍となります。これは防御側での反撃には影響しません。" #: data/core/macros/special-notes.cfg:86 msgid "" " During battle, this unit can drain life from victims to renew its own " "health." msgstr " 戦闘中、このユニットは犠牲者から体力を奪い、自身の健康を回復することができます。" #: data/core/macros/special-notes.cfg:89 msgid "" " The length of this unit’s weapon allows it to strike first in melee, even " "in defense." msgstr " このユニットの武器の長さのおかげで、たとえ防御時であっても、近接戦では先に攻撃します。" #: data/core/macros/special-notes.cfg:92 msgid "" " The victims of this unit’s poison will continually take damage until they " "can be cured in town or by a unit which cures." msgstr " このユニットの毒による犠牲者は、村か治療能力のあるユニットによって治療されるまで継続的にダメージを受けるでしょう。" #: data/core/macros/special-notes.cfg:95 msgid "" " This unit has a defense cap on certain terrain types — it cannot achieve a " "higher defense rating on mixed terrains with such terrain types." msgstr "このユニットは特定の地形に対して上限回避率を持ちます。その地形を含む複合地形では、上限回避率以上の回避率を得ることができません。" #. [trait]: id=loyal #: data/core/macros/traits.cfg:8 msgid "loyal" msgstr "忠義" #. [trait]: id=loyal #: data/core/macros/traits.cfg:9 msgid "female^loyal" msgstr "忠義" #. [trait]: id=loyal #: data/core/macros/traits.cfg:10 msgid "Zero upkeep" msgstr "維持費なし" #. [trait]: id=loyal #: data/core/macros/traits.cfg:11 msgid "" "\n" "\n" "During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death." msgstr "\n\nキャンペーンの間、ある種のユニットは自分自身の意思でプレイヤーの指揮下に入ることを選択します。これらのユニットは忠義特性を持つとされます。彼等は召還される際には支払いが必要ですが、維持費は全くかかりません。これは長いキャンペーンの間に金の貯えが不足した時などには、貴重なものとなります。この特性は雇用されたユニットには決して与えられないため、このようなユニットを解雇したり、愚かな死に追いやることは、とても知恵が無いといえます。" #. [trait]: id=loyal #: data/core/macros/traits.cfg:11 msgid "" "text='Loyal' units don’t incur upkeep. Most units incur an " "upkeep cost at the end of every turn, which is equal to their level. Loyal " "units do not incur this cost." msgstr "忠義ユニットには維持費がかかりません。ほとんどのユニットは、各ターンの終了時に、そのレベルに等しい維持費がかかりますが、忠義ユニットにはこの費用がかかりません。" #. [trait]: id=undead #: data/core/macros/traits.cfg:25 msgid "undead" msgstr "アンデッド" #. [trait]: id=undead #: data/core/macros/traits.cfg:26 msgid "female^undead" msgstr "アンデッド" #. [trait]: id=undead #. [trait]: id=mechanical #. [trait]: id=elemental #: data/core/macros/traits.cfg:27 data/core/macros/traits.cfg:53 #: data/core/macros/traits.cfg:79 msgid "Immune to drain, poison, and plague" msgstr "吸収、毒、疫病への耐性" #. [trait]: id=undead #: data/core/macros/traits.cfg:28 msgid "" "\n" "\n" "Undead units generally have undead as their only trait. Since undead units are the bodies of the dead, risen to fight again, poison has no effect upon them. This can make them invaluable in dealing with foes who use poison in conjunction with their attacks." msgstr "\n\nアンデッドのユニットは基本的に唯一の特性として「text='アンデッド'」を持っています。アンデッドのユニットは再び戦うために甦った死んだ肉体であるため、毒は全く効きません。このため、攻撃において毒を使う敵を相手にする場合に、貴重な存在となります。" #. [trait]: id=undead #: data/core/macros/traits.cfg:28 msgid "" "text='Undead' units are immune to poison, drain, and " "plague." msgstr "アンデッドユニットは毒に免疫があります。同様に、生命吸収や疫病は彼らには効きません。" #. [trait]: id=mechanical #: data/core/macros/traits.cfg:51 msgid "mechanical" msgstr "機械" #. [trait]: id=mechanical #: data/core/macros/traits.cfg:52 msgid "female^mechanical" msgstr "機械" #. [trait]: id=mechanical #: data/core/macros/traits.cfg:54 msgid "" "\n" "\n" "Mechanical units generally have mechanical as their only trait. Since mechanical units don’t really have life, drain, poison, and plague have no effect upon them." msgstr "\n\n機械ユニットは基本的に唯一の特性として「text='機械'」を持っています。機械ユニットは本当に生きているわけではないため、生命吸収、毒、疫病は全く効きません。" #. [trait]: id=mechanical #: data/core/macros/traits.cfg:54 msgid "" "text='Mechanical' units are immune to poison, drain, and " "plague." msgstr "機械ユニットは毒に免疫があります。同様に、生命吸収や疫病は彼らには効きません。" #. [trait]: id=elemental #: data/core/macros/traits.cfg:77 msgid "elemental" msgstr "精霊" #. [trait]: id=elemental #: data/core/macros/traits.cfg:78 msgid "female^elemental" msgstr "精霊" #. [trait]: id=elemental #: data/core/macros/traits.cfg:80 msgid "" "\n" "\n" "Elemental units generally have elemental as their only trait. Since elemental units are energy-based beings, drain, poison, and plague have no effect upon them." msgstr "\n\n精霊ユニットは基本的に唯一の特性として「text='精霊'」を持っています。精霊ユニットはエネルギーから成る存在のため、生命吸収、毒、疫病は全く効きません。" #. [trait]: id=elemental #: data/core/macros/traits.cfg:80 msgid "" "text='Elemental' units are immune to poison, drain, and " "plague." msgstr "精霊ユニットは毒に免疫があります。同様に、生命吸収や疫病は彼らには効きません。" #. [trait]: id=strong #: data/core/macros/traits.cfg:102 msgid "strong" msgstr "強力" #. [trait]: id=strong #: data/core/macros/traits.cfg:103 msgid "female^strong" msgstr "強力" #. [trait]: id=strong #: data/core/macros/traits.cfg:104 msgid "" "\n" "\n" "While useful for any close-combat unit, strong is most effective for units who have a high number of swings such as the elvish fighter. Strong units can be very useful when a tiny bit of extra damage is all that is needed to turn a damaging stroke into a killing blow." msgstr "\n\n全ての接近戦ユニットにとって便利ですが、特に「強力」は、エルフの戦士のような多い攻撃回数をもつユニットで最大の効果があります。わずかな追加ダメージによって、傷つけるだけの攻撃をとどめの一撃へと変えるような場合、強力なユニットは大変便利です。" #. [trait]: id=strong #: data/core/macros/traits.cfg:104 msgid "" "text='Strong' units do 1 more damage for every successful " "strike in melee combat, and have 1 additional hitpoint." msgstr "text='強力'ユニットは近接攻撃のダメージが1増加し、最大HPも1回復します。" #. [trait]: id=dextrous #: data/core/macros/traits.cfg:123 msgid "dextrous" msgstr "器用" #. [trait]: id=dextrous #: data/core/macros/traits.cfg:124 msgid "female^dextrous" msgstr "器用" #. [trait]: id=dextrous #: data/core/macros/traits.cfg:125 msgid "" "\n" "\n" "Dextrous is a trait possessed only by elves. The elven people are known for their uncanny grace, and their great facility with the bow. Some, however, are gifted with natural talent that exceeds their brethren. These elves inflict an additional point of damage with each arrow." msgstr "\n\n器用はエルフにのみ備わっている特性です。エルフの者達は不思議な優雅さをもち、弓を扱うことに非常に才能があることで知られています。しかしながら、ある者は同胞を上回る天性の才能を与えられています。これらのエルフは一矢毎に追加のダメージポイントを与えることができます。" #. [trait]: id=dextrous #: data/core/macros/traits.cfg:125 msgid "" "text='Dextrous' units do 1 more damage for every successful" " strike in ranged combat." msgstr "器用なユニットは遠隔戦での各命中毎に1多いダメージを与えます。" #. [trait]: id=quick #: data/core/macros/traits.cfg:140 msgid "quick" msgstr "敏捷" #. [trait]: id=quick #: data/core/macros/traits.cfg:141 msgid "female^quick" msgstr "敏捷" #. [trait]: id=quick #: data/core/macros/traits.cfg:142 msgid "" "\n" "\n" "Quick is the most noticeable trait, particularly in slower moving units such as trolls or heavy infantry. Units with the quick trait often have greatly increased mobility in rough terrain, which can be important to consider when deploying your forces. Also, quick units aren’t quite as tough as units without this trait and are subsequently less good at holding contested positions." msgstr "\n\n敏捷は、特にトロルや重歩兵のような動きの遅いユニットで、最も注目に値する特性です。「敏捷」特性をもつユニットはしばしば荒い地形において素晴らしく増加した機動力があるため、あなたの軍隊を配備する時に考慮すべきです。また敏捷なユニットは、この特性を持たないユニットよりも頑丈ではないため、激戦地を保持し続けることには向いていません。" #. [trait]: id=quick #: data/core/macros/traits.cfg:142 msgid "" "text='Quick' units have 1 extra movement point, but 5% less" " hitpoints than usual." msgstr "text='敏捷'ユニットは移動力が1増えますが、最大HPが通常よりも5%減少します。" #. [trait]: id=intelligent #: data/core/macros/traits.cfg:160 msgid "intelligent" msgstr "知的" #. [trait]: id=intelligent #: data/core/macros/traits.cfg:161 msgid "female^intelligent" msgstr "知的" #. [trait]: id=intelligent #: data/core/macros/traits.cfg:162 msgid "" "\n" "\n" "text='Intelligent' units are very useful at the beginning of a campaign as they can advance to higher levels more quickly. Later in campaigns Intelligent is not quite as useful because the text='After Maximum Level Advancement' (AMLA) is not as significant a change as advancing a level. If you have many ‘maximum level’ units you may wish to recall units with more desirable traits." msgstr "\n\n知的なユニットは次のレベルへと早く進むため、キャンペーンの開始時には大変便利です。最高位後昇進(AMLA)はレベルアップほど重要な変化ではないため、キャンペーンの後半では知的はそれほど有用ではなくなります。もし多くの最高レベルユニットがいるなら、より望ましい特性をもつユニットを召還したほうがよいかもしれません。" #. [trait]: id=intelligent #: data/core/macros/traits.cfg:162 msgid "Intelligent units require 20% less experience than usual to advance." msgstr "知的なユニットは通常よりもレベルアップに必要な経験が 20% 少なく済みます。" #. [trait]: id=resilient #: data/core/macros/traits.cfg:176 msgid "resilient" msgstr "頑強" #. [trait]: id=resilient #: data/core/macros/traits.cfg:177 msgid "female^resilient" msgstr "頑強" #. [trait]: id=resilient #: data/core/macros/traits.cfg:178 msgid "" "\n" "\n" "Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents." msgstr "\n\n頑強なユニットはキャンペーンの全ての段階において便利であり、全てのユニットにとって便利な特性です。少ないHPで良い回避率や高い耐性の組み合わせをもつようなユニットには、回復力は特性としてしばしば非常に助けとなります。頑強なユニットは、敵に対して戦略的な拠点を保持する上で、特に便利となります。" #. [trait]: id=resilient #: data/core/macros/traits.cfg:178 msgid "" "text='Resilient' units have an additional 4 hitpoints, and " "gain 1 more per level." msgstr "text='頑強'ユニットは最大HPが(4+ユニットのレベル)増加します。" #. [trait]: id=healthy #: data/core/macros/traits.cfg:197 msgid "healthy" msgstr "壮健" #. [trait]: id=healthy #: data/core/macros/traits.cfg:198 msgid "female^healthy" msgstr "壮健" #. [trait]: id=healthy #: data/core/macros/traits.cfg:199 msgid "Always rest heals" msgstr "常時休息回復" #. [trait]: id=healthy #: data/core/macros/traits.cfg:200 msgid "" "\n" "\n" "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\ntext='壮健'ユニットは最大HPが(1+ユニットのレベル)増加します。さらに、前のターンに戦闘を行っていなければ、毎ターンHPが2回復します。" #. [trait]: id=healthy #: data/core/macros/traits.cfg:200 msgid "" "Renowned for their vitality, some dwarves are sturdier than others and can " "rest even when traveling." msgstr "ドワーフは生命力の強い種族です。その中でも特に頑丈な者は、旅の途中であっても傷が癒えてしまいます。" #. [trait]: id=fearless #: data/core/macros/traits.cfg:222 data/core/macros/traits.cfg:239 msgid "fearless" msgstr "勇敢" #. [trait]: id=fearless #: data/core/macros/traits.cfg:223 data/core/macros/traits.cfg:240 msgid "female^fearless" msgstr "勇敢" #. [trait]: id=fearless #: data/core/macros/traits.cfg:224 data/core/macros/traits.cfg:241 msgid "Fights normally during unfavorable times of day/night" msgstr "昼/夜の不利な時間帯でも通常通りに戦います" #. [trait]: id=fearless #: data/core/macros/traits.cfg:225 data/core/macros/traits.cfg:242 msgid "Aversion to light and dark holds no sway over these brave individuals." msgstr "勇敢な者にとっては、光や闇が嫌いであってもそれに怯むことはありません。" #. [trait]: id=feral #: data/core/macros/traits.cfg:255 msgid "feral" msgstr "野生" #. [trait]: id=feral #: data/core/macros/traits.cfg:256 msgid "female^feral" msgstr "野生" #. [trait]: id=feral #: data/core/macros/traits.cfg:257 msgid "Receives only 50% defense in land-based villages" msgstr "陸にある村では回避率が50%になってしまいます" #. [trait]: id=feral #: data/core/macros/traits.cfg:258 msgid "" "Dwellings of sentient beings are not easily used for cover by feral " "creatures of low intelligence. As a result, text='feral' " "units receive a maximum of 50% defense in any land-based village regardless " "of base terrain." msgstr "知性に劣った野生動物にとって繊細な存在である住居を使って身を隠すのは簡単ではありません。その結果、「野生」ユニットは陸にある村の元の地形にかかわらず最大50%の回避率しか得られません。" #. [trait]: id=weak #: data/core/macros/traits.cfg:274 msgid "weak" msgstr "非力" #. [trait]: id=weak #: data/core/macros/traits.cfg:275 msgid "female^weak" msgstr "非力" #. [trait]: id=weak #: data/core/macros/traits.cfg:276 msgid "" "Units with the text='weak' trait receive a 1 point decrease" " in hitpoints and melee damage." msgstr "text='非力'ユニットは近接攻撃のダメージと最大HPが1ずつ減少します。" #. [trait]: id=slow #: data/core/macros/traits.cfg:293 msgid "slow" msgstr "鈍重" #. [trait]: id=slow #: data/core/macros/traits.cfg:294 msgid "female^slow" msgstr "鈍重" #. [trait]: id=slow #: data/core/macros/traits.cfg:295 msgid "" "\n" "\n" "Thick-bodied and clumsy, slow individuals of goblins and other species take a movement penalty but are compensated for it with a slight increase in endurance." msgstr "\n\nゴブリンやその他の種族の肥満体で不器用で足の遅い個体は移動力にペナルティを受けますが、その代わりにわずかに耐久力が上昇します。" #. [trait]: id=slow #: data/core/macros/traits.cfg:295 msgid "" "text='Slow' units have 1 less movement point but 5% more " "hitpoints." msgstr "text='鈍重' ユニットは移動力が1減少しますが、最大HPが5%増加します。" #. [trait]: id=dim #: data/core/macros/traits.cfg:313 msgid "dim" msgstr "凡愚" #. [trait]: id=dim #: data/core/macros/traits.cfg:314 msgid "female^dim" msgstr "凡愚" #. [trait]: id=dim #: data/core/macros/traits.cfg:315 msgid "" "\n" "\n" "Dim is a trait all too common in goblins and other lesser species. There are reasons these species are lesser, and this is one of them." msgstr "\n\n凡愚は、ゴブリンやその他の劣った種族には非常に一般的な特性です。これらの種族が劣っているのには複数の理由がありますが、これはその一つです。" #. [trait]: id=dim #: data/core/macros/traits.cfg:315 msgid "" "Units with trait text='dim' suffer a 20% increase in " "experience required to advance." msgstr "凡愚の特性を持ったユニットは、レベルアップに必要な経験値が 20% 増加します。" #. [trait]: id=aged #: data/core/macros/traits.cfg:329 msgid "aged" msgstr "老化" #. [trait]: id=aged #: data/core/macros/traits.cfg:330 msgid "female^aged" msgstr "老化" #. [trait]: id=aged #: data/core/macros/traits.cfg:331 msgid "" "Units with the text='aged' trait have 8 hitpoints less and " "suffer from a 1 point decrease in movement and melee damage." msgstr "text='老化'ユニットは最大HPが8減少し、さらに移動力と近接攻撃のダメージがそれぞれ1ずつ減少します。" #: data/core/units.cfg:11 msgid "" "Despite orcs' reliance on raw strength, few of their children are destined " "to grow to possess any. Goblins are, despite their appearance, born as " "siblings to the orcs and members of the same race. While other races usually" " bear children singly or in pairs, orcs will have large litters of children " "all at once, causing their populations to explode. Within any litter, there " "will be only one or two who grow to the strength of a \"true orc\", a few " "who are born slightly smaller and weaker, and the rest, often a full half of" " any litter, are much weaker and destined to be goblins. Almost as newborns " "the class system of orcish society is visible, with the weak put in their " "place by their stronger siblings. The stronger ones will routinely grab most" " of the food and thus grow stronger still, while their weaker siblings do " "not." msgstr "オークにとっては強さこそが重要であるのですが、強く育つ者は決して多くはありません。ゴブリン(Goblin)は、見た目こそ違うのですが、オークと血を分けた兄弟であり、同じ種族なのです。他の種族では、一度に生まれる子供は一人か二人ですが、オークは一度に多くの子供を生みます。オークが急激に増えるのはこのためです。一度に生まれた兄弟のうち、「真のオーク」となるまで強く育つ者は一人か二人ほどで、それより弱い者たちは劣ったオークとなります。残りのさらに小さく弱い者たちはゴブリンとなる定めなのです。オークの新生児の階級は明白であるため、強者は弱者の立場を決定します。強者は多くの食料を手にし、より強くなるのですが、弱者はその逆となるのです。" #. [race]: id=bats #: data/core/units.cfg:46 msgid "race^Bat" msgstr "コウモリ" #. [race]: id=bats #: data/core/units.cfg:47 msgid "race+female^Bat" msgstr "コウモリ" #. [race]: id=bats #: data/core/units.cfg:48 msgid "race^Bats" msgstr "コウモリ" #. [race]: id=bats #: data/core/units.cfg:49 msgid "" "Bats come in many shapes and sizes, and most are fairly harmless, feeding on" " insects and other small animals. The larger and more vicious breeds are " "known to pose a threat to humans and other races as well as their livestock," " especially when encountered in groups. Typically nocturnal, they are often " "kept (and occasionally tamed) by those who share their love of the night." msgstr "コウモリには様々な姿形や大きさがあり、大部分の完全に無害なものは昆虫や小動物をエサにしています。人間や他種族にとって彼らの家畜と同様により大きくやっかいな種類のコウモリが脅威となることが知られています。特にコウモリの集団と遭遇した場合には。通常は夜間に、彼らの暗い場所を好む性質を利用して捕らえられ(必要なら飼育され)ます。" #. [race]: id=drake #: data/core/units.cfg:58 msgid "race^Drake" msgstr "ドレーク" #. [race]: id=drake #: data/core/units.cfg:59 msgid "race+female^Drake" msgstr "ドレーク族" #. [race]: id=drake #: data/core/units.cfg:60 msgid "race^Drakes" msgstr "ドレーク" #. [race]: id=drake #: data/core/units.cfg:61 msgid "" "Drakes are large, winged and fire-breathing creatures, reminiscent of true dragons. On average, an adult drake stands around three meters tall and easily weighs more than a man and a horse combined. Their skin is made up of hard scales, resistant to most physical strikes except piercing and cold damage. Most drakes are capable of true flight and can travel long distances quickly. However, their sheer weight and bulk limits their flight ability somewhat, making them ungainly in the air. Where possible, they make use of terrain features such as hills, mountains and trees as launch points in order to gain greater height and speed. Fortunately for their enemies, they are still quite clumsy creatures and surprisingly slow in combat. This, combined with their large size, renders them easy targets for those who dare attack them.\n" "\n" "Drakes are inherently magical creatures, with a mysterious internal fire fueling their very lives. This can easily be witnessed when one of their kind perishes in combat; its internal fire is released, burning their remains in to ashes. Their internal fire is also their greatest weakness; it makes them extremely vulnerable to cold attacks. Despite their magical nature, drakes are incapable of channeling magic in a controlled manner. While the magic imbued within a drake’s body enables it to spit fire and gives it life, they have no willful control over the functions of this magic.\n" "\n" "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. The only technology drakes value is armor- and weapon-smithing, and neither know or need other science and culture besides this. However, the few implements they do fashion are almost unrivaled in quality, only matched by those produced in the finest Dwarvish foundries.\n" "\n" "Drakes hatch from eggs and usually live naturally between 20 to 30 years. Death in battle is the most preferred way for a drake to leave this world. Unlike the elder members of other races, drakes naturally grow more aggressive and reckless towards the ends of their natural lives, perhaps to help ensure their place in the heroic legends of their kind.\n" "\n" "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 "" #. [race]: id=dwarf #: data/core/units.cfg:94 msgid "race^Dwarf" msgstr "ドワーフ" #. [race]: id=dwarf #: data/core/units.cfg:95 msgid "race+female^Dwarf" msgstr "ドワーフ" #. [race]: id=dwarf #: data/core/units.cfg:96 msgid "race^Dwarves" msgstr "ドワーフ" #. [race]: id=dwarf #: data/core/units.cfg:97 msgid "" "The dwarves are a race famed for their miners, blacksmiths, merchants and warriors. Considered as the third oldest race on the great continent after the elves and trolls, their early history is shrouded in mystery. Legends tell of a time long forgotten when their people began emerging from their underground world through caves. Nothing is known about their life prior to their arrival, or their reasons for entering the surface world, but they have been an integral part of the history of the continent since. Soon after their emergence from the underground, the dwarves entered into conflict with the original inhabitants of the land, the elves. The original reason for their dispute has been lost to history, but the two races have since fought three long wars, interrupted by a few decades of peace. During these wars the dwarves could not dislodge the elves from the deep forests in the south, but managed to consolidate their position in hills and the mountains in the north of the continent, known now as the Northlands. Since then they have constructed fantastic fortifications and settlements deep within the mountains and crags of their territory.\n" "\n" "Possibly due to their isolation, the dwarves are generally distrustful or hostile towards most other races, particularly the elves. The single exception to this temperament is towards humans. This could be traced back to the era of Haldric I and the arrival of humans and orcs to the continent. At this point the dwarves began allowing some humans, mostly dissidents and outlaws from the Kingdom of Wesnoth, to settle in certain areas of the Northlands. Their motivation was unsurprising. The plight of these individuals reminded the dwarves of their early history of persecution, eliciting a sense of solidarity. The dwarves also had much to gain in forming a bond with these outcasts. They would settle in areas where dwarves disliked living themselves; plains, forests, and swamps, freeing them from defending these areas.\n" "\n" "Dwarves are of small stature by human measure, but they are by no means fragile. Their warriors, tough and powerful are both feared and respected throughout the continent for their prowess in battle. In addition, dwarves are known for their calculating intellects and superb craftsmanship. Dwarven smiths are renowned for their deadly weapons and heavy armor. These accouterments are unrivaled in quality, possibly only matched by those produced by drake armorers. Their intelligence and natural inquisitiveness has also made them the most technically advanced race on the continent. One of their most famous, and feared, discoveries was a mysterious powder that produces an immense explosion when exposed to fire or sparks. Certain dwarf warriors use this powder to hurl small objects at tremendous speeds. Given their technological inclinations, many dwarves tend to distrust magic users. However some practice a form of magic based on the engraving of runes. Called runesmiths, they use these carvings to enchant items in order to augment certain aspects of their natures." msgstr "ドワーフ族は、抗夫、鍛冶屋、商人、戦士として有名な種族です。エルフ族とトロル族に次いで、大陸で三番目に古い種族であると考えられており、彼らの近年の歴史は謎に覆われています。人々が洞窟を通って地下の世界から出現した頃の長く忘れられた時代が伝説で語られています。彼らが現れる以前の生活や、地上に現れた理由に関しては何も知られていませんが、それ以来、彼らは大陸の歴史の不可欠な一部分となっています。地下から現れてから間もなく、ドワーフ族は土地の先住民であるエルフ族と衝突を起こしました。元々の争いの理由が何であったかは歴史の中に失われましたが、それから二つの種族は数十年の平和な期間を間に挟んだ長い戦争を三回行いました。その戦争の間、ドワーフ族は南部の深い森からエルフ族を追い出すことはできなかったものの、何とか大陸北部の丘陵と山岳に居場所を固めることはできました。これが現在北の大地として知られている地域です。以来、彼らは途方もない要塞を構築して、彼らの領地の山と岩の中奥深くに住み着いています。\n\nおそらくその孤立によって、ドワーフ族は一般的に他の種族の大部分、特にエルフ族に対しては疑い深いか、敵対的な態度を取ります。この態度の一つの例外は人間に対してです。これは Haldric I 世の時代、人間とオーク族が大陸にたどり着いた時点にまでさかのぼることができます。ドワーフ族はある種の人間、大抵は反体制派の人間と Wesnoth 王国から来た無法者ですが、彼らが北の大地の特定の地域に住むのを許可し始めました。その動機は驚くようなものではありません。彼らの個人的な苦境がドワーフ族の初期の迫害の歴史を思い出させ、連帯感を引き出すようなものだったからです。ドワーフ族はまたこれらの排斥された者たちと手を組むことで得るものが多くありました。ドワーフ自身が住むのを好まない場所、平原、森林、沼地へ彼らを住まわせて、それらの土地の防衛から解放されたのです。\n\nドワーフ族は人間の基準からは小さい姿をしていますが、決して脆弱というわけではありません。ドワーフの戦士は丈夫さと力強さを兼ね備えており、戦いにおける勇気は大陸中で尊敬されています。更にドワーフ族は計算高さと華麗な職人芸で知られています。ドワーフの鍛冶屋はその危険な武器と重い防具で有名です。彼らの装備は品質で匹敵するものがなく、おそらく釣り合うのはドレークの武具師が作るものくらいでしょう。彼らの知性と詮索好きな性質により、大陸で最も技術的に進歩した種族となりました。彼らの最も有名であり、また恐れられている発見は、火や火花にさらした時に巨大な爆発を起こす不思議な粉末です。あるドワーフの戦士は小さな物体を恐ろしい速度で投げつけるのにこの粉末を使います。技術に傾倒しているため、多くのドワーフは魔法使いを疑いがちです。しかしながらルーンを刻みつけることで、ある種の魔術を使う者もいます。ルーン細工師と呼ばれる彼らは、物品に魔法をかけてその性質の一面を増大させるのに彫刻を使用します。" #. [race]: id=elf #: data/core/units.cfg:114 msgid "race^Elf" msgstr "エルフ" #. [race]: id=elf #: data/core/units.cfg:115 msgid "race+female^Elf" msgstr "エルフ" #. [race]: id=elf #: data/core/units.cfg:116 msgid "race^Elves" msgstr "エルフ" #. [race]: id=elf #: data/core/units.cfg:118 msgid "" "Compared to humans, elves are somewhat taller, more agile but less sturdy. They have slightly pointy ears, pale skin and usually blond hair. Few differences between humans and elves are more pronounced than the Elves’ unusually long life — most, unless claimed by illness, accident or war, live a full two and a half centuries. While some elves possessing a high magical aptitude have been known to live an additional full century, most elves begin to grow physically frail at some point between 250 and 300 years of age and pass away rapidly (generally within a year or two) thereafter.\n" "\n" "Elves are naturally imbued with magic to a small degree. Though most are unable to channel it directly, its latent presence gives them their keen senses and long life. Many elves have magic-driven talents such as marksmanship or stealth, allowing them to achieve tasks that most normal beings would find astonishing. Those elves that learn to wield this power in more general ways can become truly formidable in its use. Many choose to use their gift to heal others.\n" "\n" "A few elves, venturing far down the paths of magic and mysticism, become sensitive to the presence of cold iron and can even be burned by it. Elvish legend hints that this was more common in the far past.\n" "\n" "Elves spend much of their time honing their talents and skills. Those not adept at the magical arts typically devote their time honing their physical skills. As a result, elves excel at archery, which is perhaps their most important method of warfare. Most elvish troops carry a bow and no other race can rival their archers in speed and accuracy. All elves also share an intense affection for unspoiled nature. They often feel uncomfortable in open unvegetated spaces. They live primarily in the forests of the Great Continent; the Aethenwood in the southwest, Wesmere in the northwest, and the great northern woods of which the Lintanir Forest is the southernmost edge.\n" "\n" "Elves are the eldest race of the continent, with the possible exception of trolls. Many of their settlements cannot be reliably dated, undoubtedly having existed for over a millennium." msgstr "人間族に比べると、エルフ族は若干背が高く、より機敏ですがあまりたくましくはありません。彼らはわずかに先の尖った耳を持ち、皮膚は青白く、通常は金髪です。エルフ族が非常に長い寿命を持つこと以外は人間族とエルフ族の違いはほとんどないと言ってもよいでしょう。ほとんどの場合、病気や事故、戦争などによって命が奪われることがなければ、2 世紀半もの間生きます。エルフ族の中には高い魔法の才能を持った者がおり、さらに 1 世紀の間生きることが知られていますが、ほとんどのエルフは 250 から 300 歳の間のどこかで、肉体的に弱くなっていき、その後すぐに(通常は 1、2 年以内に)死にます。\n\nエルフ族は生まれつきわずかですが魔法を身につけています。ほとんどの者は直接魔法を導くことができませんが、魔法が潜在的に備わっていることにより、彼らは感覚が鋭く、寿命が長いのです。多くのエルフは射撃や隠密といった魔法を原動力とする才能を持っていて、ほとんどの普通の生き物をにとっては驚くべきことをやってのけます。この能力を巧みにより一般的に使うエルフたちは、この能力を使うことにおいて本当に並外れたものになります。多くの者は彼らに与えられた能力を他の者を回復させるために使用することを選びます。\n\n少数のエルフは、魔法と神秘の道を遠く深く冒険し、冷えた鉄の存在に鋭敏になり、燃え上がることもできます。遠い昔はそのようなことが一般的であったことがエルフ族の伝承に暗示されています。\n\nエルフ族は彼らの能力や技能を磨くために多くの時間を費やします。魔法能力に熟練していない者はたいてい肉体的な技能を磨くことに時間を費やします。その結果、エルフ族は弓を使うことを得意としており、これは戦争においておそらく最も重要な手段となります。ほとんどのエルフ族の軍隊は弓を所持しており、他の種族たちは速度においても正確さにおいても彼らの射手に対抗することはできません。また、すべてのエルフは荒らされていない自然に対する愛情を共有しています。彼らはたいてい開けた植物に覆われていない場所に不安を感じます。このため彼らは、南西部の Aethenwood や北西部の Wesmere、あるいは南端に Lintanir の森がある北部の大森林といったような大陸の森に主に居住します。\n\nエルフ族は大陸の中で最年長の種族です。トロルという例外の可能性を除けば。彼らの居住地の多くは全く古びていませんが、明らかに千年以上存在しています。" #. [race]: id=falcon, description= #: data/core/units.cfg:135 msgid "race^Falcon" msgstr "鷹" #. [race]: id=falcon, description= #: data/core/units.cfg:136 msgid "race+female^Falcon" msgstr "鷹" #. [race]: id=falcon, description= #: data/core/units.cfg:137 msgid "race^Falcons" msgstr "鷹" #. [race]: id=goblin #: data/core/units.cfg:148 msgid "race^Goblin" msgstr "ゴブリン" #. [race]: id=goblin #: data/core/units.cfg:149 msgid "race+female^Goblin" msgstr "ゴブリン" #. [race]: id=goblin #: data/core/units.cfg:150 msgid "race^Goblins" msgstr "ゴブリン" #. [race]: id=goblin #: data/core/units.cfg:151 msgid "" "\n" "\n" "Goblins are puny and quite frail, rarely growing past the size and stature of a human child.\n" "\n" "Goblins are born into a lifetime of near-slavery to their larger kin, and used as sword-fodder in battle. They thrive in spite of their tragic fate; in part because they are so very numerous, and also because their brother orcs are well aware how dependent they are on the goblins. They perform the bulk of manual labor needed by the orcs, with the sole exception of jobs that require the brute strength of true orcs. Those the orcs revel in as proof of their prowess." msgstr "\n\nゴブリンはちっぽけかつ非常に脆弱であり、人間の子供の身長に達するのも珍しいことです。\n\nゴブリンは生まれながらにして一生彼らの大きな親族の半奴隷および戦闘では犠牲覚悟で敵にぶつけられることが決まっています。彼らはこの悲劇的な運命の代わりに次のことを生きがいにしています。それは、彼らが非常に数多いことと彼らの兄弟のオークがゴブリンに多くを依存していることに気づいていることです。ゴブリンはオークが必要とする作業の大半をこなします。唯一の例外は真のオークの力任せの強さを必要とすることです。その時、オーク族は彼らの武勇を証明します。" #. [race]: id=gryphon #: data/core/units.cfg:168 msgid "race^Gryphon" msgstr "グリフォン" #. [race]: id=gryphon #: data/core/units.cfg:169 msgid "race+female^Gryphon" msgstr "グリフォン" #. [race]: id=gryphon #: data/core/units.cfg:170 msgid "race^Gryphons" msgstr "グリフォン" #. [race]: id=gryphon #: data/core/units.cfg:171 msgid "" "Gryphons are broad, powerful beasts with traits shared from both terrestrial predators and birds of prey. While occasionally tamed and ridden by the daring, gryphons are very territorial and aggressive, particularly regarding their nests.\n" "\n" "The means by which gryphons are able to fly despite their great weight has been a source of debate for centuries, but it remains as mysterious as their origins." msgstr "グリフォンは大きく、力強い獣であり、陸上の捕食者と空の猛禽類の性質をあわせ持っています。時折勇敢にもグリフォンを飼いならしその背に乗る者もいますが、グリフォンは縄張り意識が強く攻撃的で、彼らの巣を守っています。\n\nグリフォンは非常に重いのにも関わらず、空を飛んでいます。このことは何世紀にも渡って議論されてきましたが、グリフォンの起源と共に謎のままです。" #. [race]: id=human #: data/core/units.cfg:189 msgid "race^Human" msgstr "人間" #. [race]: id=human #: data/core/units.cfg:190 msgid "race+female^Human" msgstr "人間" #. [race]: id=human #: data/core/units.cfg:191 msgid "race^Humans" msgstr "人間" #. [race]: id=human #: data/core/units.cfg:192 msgid "" "The race of men is an extremely diverse one. Although they originally came from the Old Continent, men have spread all over the world and split into many different cultures and races. Although they are not imbued with magic like other creatures, humans can learn to wield it and are able to learn more types than most others. They have no extra special abilities or aptitudes except their versatility and drive. While often at odds with other races, they can occasionally form alliances with the less aggressive races such as elves and dwarves. The less scrupulous among them do not shrink back from hiring orcish mercenaries, either. They have no natural enemies, although the majority of men, like most people of all races, have an instinctive dislike of the undead. Men are shorter than the elves, but taller still than dwarves. Their skin color can vary, from almost white to dark brown.\n" "\n" "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" "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 "" #. [race]: id=dunefolk #: data/core/units.cfg:207 msgid "race^Dunefolk Human" msgstr "デューンフォーク(人間)" #. [race]: id=dunefolk #: data/core/units.cfg:208 msgid "race+female^Dunefolk Human" msgstr "デューンフォーク(人間)" #. [race]: id=dunefolk #: data/core/units.cfg:209 msgid "race+plural^Dunefolk" msgstr "デューンフォーク" #. [race]: id=dunefolk #: data/core/units.cfg:210 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 moreso than other races.\n" "\n" "The Dunefolk's inquisitive and explorative nature does not preclude military strength. Not only do they field nimble light troops, cataphracts, and heavily armored infantry, but their keen knowledge of technology grants them a decisive advantage over their opponents. When facing the Dunefolk in battle, however, the most fearsome sight is certainly their deployment of ferocious and bizarre beasts. From the majestic Roc to the imposing Wyvern, their synergy with these creatures allows for great versatility in combat. The origins of this tradition likely lie in the heritage of the Dunefolk's distant past in the exotic far corners of Irdya." msgstr "" #. [race]: id=lizard, description= #: data/core/units.cfg:231 msgid "race^Saurian" msgstr "トカゲ" #. [race]: id=lizard, description= #: data/core/units.cfg:232 msgid "race+female^Saurian" msgstr "トカゲ" #. [race]: id=lizard, description= #: data/core/units.cfg:233 msgid "race^Saurians" msgstr "トカゲ" #. [race]: id=mechanical #: data/core/units.cfg:243 msgid "race^Mechanical" msgstr "機械" #. [race]: id=mechanical #: data/core/units.cfg:244 msgid "race+plural^Mechanical" msgstr "機械" #. [race]: id=mechanical #: data/core/units.cfg:245 msgid "" "Animated neither by natural life nor by necromancy, the term " "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 "" #. [race]: id=merman #: data/core/units.cfg:254 msgid "race^Merman" msgstr "マーフォーク" #. [race]: id=merman #: data/core/units.cfg:255 msgid "race^Mermaid" msgstr "マーフォーク" #. [race]: id=merman #: data/core/units.cfg:256 msgid "race^Merfolk" msgstr "" #. [race]: id=merman #: data/core/units.cfg:258 msgid "" "Something like a fusion between humans and fish, the merfolk are an " "enigmatic race with both piscine and humanoid attributes. They have strong " "tails that lend themselves to quick movement in any watery environment while" " their dextrous hands and intelligent minds allow fine craftsmanship and " "toolmaking. Semi-aquatic by nature, merfolk can breathe both water and air " "without difficulty. Despite being able to survive on land, they are much " "quicker and more agile in the water and will rarely be found far from the " "ocean. They are typically wary of dry land, as they are awkward and clumsy " "there and they struggle greatly to move over rough or forested terrain." msgstr "人間と魚を合体させたような存在であるマーフォークは両者の特徴を兼備する謎の種族です。彼らは強力な尾を持ち、すべての水中または水上で高速な移動が可能です。一方、器用な手と知性を持ち高度な道具作りの技能も持ちます。生まれつき水の環境によく適応しているので、マーフォークは水中でも空気中でも何の苦労もなく呼吸できます。よって陸地でも生存自体はできますが、やはり彼らは水域で非常に敏捷かつ機敏なので、水域から遠く離れた陸地ではめったに見られません。彼らは乾燥した土地では全体的に動きにくく不器用で、特に荒地や森を乗り越えるため非常に苦労するので、典型的には、彼らは乾燥した土地を嫌います。" #. [race]: id=monster #: data/core/units.cfg:266 msgid "race^Monster" msgstr "モンスター" #. [race]: id=monster #: data/core/units.cfg:267 msgid "race+female^Monster" msgstr "モンスター" #. [race]: id=monster #: data/core/units.cfg:268 msgid "race^Monsters" msgstr "モンスター" #. [race]: id=monster #: data/core/units.cfg:269 msgid "" "The term “monster” incorporates many hideous beasts that haunt the caves, " "wilderness, ocean depths, and other climes of the world. They figure largely" " in the tales and nightmares of its denizens, as well." msgstr "「モンスター」という単語は多くの恐るべき猛獣の総称です。それらは洞窟・荒野・海の深みそして世界の他気候の場所に出没します。また、それらは物語や悪夢的な言い伝えに出現していることも多いのです。" #. [race]: id=naga #: data/core/units.cfg:276 msgid "race^Naga" msgstr "ナーガ" #. [race]: id=naga #: data/core/units.cfg:277 msgid "race^Nagini" msgstr "ナーガ" #. [race]: id=naga #: data/core/units.cfg:278 msgid "race^Nagas" msgstr "ナーガ" #. [race]: id=naga #: data/core/units.cfg:279 msgid "" "The serpentine nagas are one of the least understood races of the Great " "Continent. Part of this is due to their xenophobic nature and part is due to" " their alien environment. Nagas are one of the few races capable of any " "meaningful mobility in water, giving them access to a whole world " "effectively forbidden to land dwellers and further separating them from the " "terrestrial beings that they shun. Still, they are not true creatures of the" " sea, and their inability to breathe water leaves them in trepidation of the" " abyss. Living in coastal areas gives them an escape route on land against " "denizens of the deep while keeping them out of reach of those who travel by " "foot, wing, and hoof. Although nagas are somewhat frail in form, they are " "often faster and more nimble than their opponents. They sometimes find " "themselves at odds with merfolk when their territories overlap, but overall " "nagas tend to favor swamps and rivers as much as open water." msgstr "ナーガ族は大陸で最も遅く発見された種族の一つです。これには彼らのよそ者嫌いの性質と変った生態が影響しています。ナーガ族は水域でまともな機動力を発揮できる数少ない種族の一つです。これによって、彼らは陸の住人に邪魔されることなく、ほぼ世界全体への交通路を効果的に確保できますし、地上からの攻撃を避けることもできます。しかし、彼らは真の海洋生物ではなく水中で呼吸することができないので、深い水底に潜ることはできません。沿岸部に居住していることは、深海の住人から攻撃された際に陸地への逃げ道を彼らに与えていますし、足や翼や馬で移動する者から攻撃された場合には海に逃げ込むことができます。ナーガの体はいくぶん脆弱ですが、しばしば彼らは敵よりも高速で機敏です。彼らはマーフォークと生活圏が重なる部分があるので、ときどき争いますが、結局ナーガ族は開けた水面より沼や川を好みます。" #. [race]: id=ogre #: data/core/units.cfg:287 msgid "race^Ogre" msgstr "オーガ" #. [race]: id=ogre #: data/core/units.cfg:288 msgid "race+female^Ogre" msgstr "オーガ" #. [race]: id=ogre #: data/core/units.cfg:289 msgid "race^Ogres" msgstr "オーガ" #. [race]: id=ogre #: data/core/units.cfg:290 msgid "" "Ogres are a wild and uncivilized race who dwell mainly in the wilderness of " "the Great Continent. Physically, they resemble humans and orcs but are " "larger and stronger. Even their adolescents are more than a match for most " "men. Ogres are distrusted in many populated areas and usually either avoid " "them or are driven out by force. Instead, they lurk the mountainous areas on" " the edges of civilization, where hungry ogre bandits provide a constant " "threat to travelers and caravans. While ogres are not particularly " "intelligent or quick, their toughness and physical strength make them a " "valuable asset in the armies of other races. They are especially valued by " "more ruthless commanders who don’t mind the ogres’ brutality. Little is " "known about their biology or society, if they can truly be said to have one," " but they are said to attack alongside wolves and other beasts. Whether this" " is a sign of cooperation, domestication, or simply mutual opportunism is " "not known." msgstr "オーガは野性的で文明を持たない種族であり、主に大陸の荒れ地に暮らしています。肉体的に、彼らは人間やオークに似ていますが、より大きく強い体をもちます。未成熟なものでさえ、人間の男性よりも大きいのです。オーガは人口の多い地域では信用が無く、通常それらを避けるか、彼らに力づくで追い払われます。その代わり、文明の外れにある山脈に潜んでおり、空腹の山賊オーガは旅人やキャラバンの脅威となっています。オーガは特に賢くも素早くもありませんが、彼らの頑強さと強さは他の種族の軍隊にとっては価値のあるものです。特に、オーガの凶暴性を気にしない冷酷な司令官には高く評価されます。彼らの生態や社会については詳しくは分かっていません。彼らがそのようなものを本当に持っているとしたらですが。しかし、彼らは狼や他の獣と共に攻撃をすることがあるようです。これが協力関係なのか、家畜化なのか、それとも単なる日和見主義なのかは分かっていません。" #. [race]: id=orc #: data/core/units.cfg:298 msgid "race^Orc" msgstr "オーク" #. [race]: id=orc #: data/core/units.cfg:299 msgid "race+female^Orc" msgstr "オーク" #. [race]: id=orc #: data/core/units.cfg:300 msgid "race^Orcs" msgstr "オーク" #. [race]: id=orc #: data/core/units.cfg:301 msgid "" "In appearance, orcs resemble humans but with some bestial features. They are taller, sturdier and stronger than humans. They are warlike, savage, and cruel by nature. Their blood is darker and thicker than that of humans, and they have little care for personal hygiene or their personal appearance. Although Orcs are violent even among themselves, they are pack-oriented; an orc never travels alone or lives in groups smaller than half a dozen.\n" "\n" "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 "" #. [race]: id=orc #: data/core/units.cfg:312 msgid "" "\n" "\n" "Orcs who were not the strongest of their litter tend to specialize in other skills, like archery or assassination." msgstr "\n\n同族の強者には及ばないオークは、弓術や暗殺といった他のスキルを磨きます。" #. [race]: id=troll #: data/core/units.cfg:321 msgid "race^Troll" msgstr "トロル" #. [race]: id=troll #: data/core/units.cfg:322 msgid "race+female^Troll" msgstr "トロル" #. [race]: id=troll #: data/core/units.cfg:323 msgid "race^Trolls" msgstr "トロル" #. [race]: id=troll #: data/core/units.cfg:324 msgid "" "Trolls are ancient creatures, one of the oldest known races known to inhabit the Great Continent. They are large, slow, simple-minded, and live extremely long lives inside deep caves or atop high mountains. The most unique characteristic of trolls is an internal vitality that sustains and heals them from within. As a result they live very different lives from almost any known creature. Trolls have few real needs: they require little food or water, and thus they have little incentive to pursue much besides protection from those who are hostile towards them. This in turn means they rarely have to worry about anything and can spend much of their time sleeping or in contemplation. Trolls have a curious affinity with nature. They do not relate with living things like elves do, but instead with earth and stone. They are also somewhat curious of their surroundings and many younger whelps even enjoy traveling and seeing the world. As trolls grow older they tend to become increasingly passive, gradually losing interest in their environment and spending more of their time sleeping in a quiet, familiar corner of their home cave. This is until they finally pass away as their bodies themselves slowly turn into lifeless statues of stone.\n" "\n" "Trolls are seen by many as being little more than yet another race of savage monsters. This common misconception is in part perpetuated by orcs to persuade trolls to join their armies. Because they are rather simple and do not understand the ways of other races or sometimes cannot even tell them apart, it is usually easy for an orcish band to convince a group of trolls that by joining them they get to exact revenge on those that have before hunted them. These new recruits are then directed to attack whoever the orcs themselves are currently in conflict with, whether previously a foe of the trolls or not, accumulating even more enemies for the misled trolls. The most common enemy of trolls are dwarves, and the animosity between these two races is ancient.\n" "\n" "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 "" #. [race]: id=undead #: data/core/units.cfg:344 msgid "race^Undead" msgstr "アンデッド" #. [race]: id=undead #: data/core/units.cfg:345 msgid "race+female^Undead" msgstr "アンデッド" #. [race]: id=undead #: data/core/units.cfg:346 msgid "race+plural^Undead" msgstr "アンデッド" #. [race]: id=undead #: data/core/units.cfg:347 msgid "" "Undead are not really a single race of creatures, although often treated as such. Almost any dead creature can, by a sufficiently skilled necromancer, be reanimated and rise again in undeath. Undead are for the most part unnatural but mindless constructs, obeying whoever created them without question nor thought. A greater mystery of necromancy is in how constructs are sustained without continuous effort from the necromancer. An undead creature does not require the constant attention of the necromancer to command and sustain, but can work autonomously according to the commands of its master. Only rarely, perhaps once every few months, does the necromancer need to maintain his creation.\n" "\n" "Necromancy is almost solely limited to humans. Even the legends of magically apt races like elves and merfolk tell of very few of their kind who have ever delved in the dark arts. It is surmised that necromantic magic requires great adaptability and a flexible mind, extremes of which are most commonly found in humans. The ultimate goal of most necromancers is to turn the same art of preserving and imbuing life upon themselves, to alter themselves at whatever cost, to ultimately escape death by preserving their own mind and spirit.\n" "\n" "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 "" #. [race]: id=wolf, description= #: data/core/units.cfg:360 msgid "race^Wolf" msgstr "狼" #. [race]: id=wolf, description= #: data/core/units.cfg:361 msgid "race+female^Wolf" msgstr "狼" #. [race]: id=wolf, description= #: data/core/units.cfg:362 msgid "race^Wolves" msgstr "狼" #. [race]: id=wose #: data/core/units.cfg:372 msgid "race^Wose" msgstr "ウーズ" #. [race]: id=wose #: data/core/units.cfg:373 msgid "race^Woses" msgstr "ウーズ" #. [race]: id=wose #: data/core/units.cfg:374 msgid "" "The mighty wose resides within the deepest forests of the known world. To the untrained eye, the wose appears to be nothing more than an oddly shaped, yet noble, tree. As guardians of the forest, the woses share a deeper connection to the woodlands than even the elves. While the woses are a peaceful race, disturbance of the ancient forests, which they tend, will incite the wrath of nature itself. Woses are slow moving creatures that may spend centuries standing in one location undisturbed by the ebb and flow of time.\n" "\n" "Although they practice no magic of their own, the woses share a deep connection to faerie. What little is known of this ancient race comes from elvish scholars who believe that this mystical power, which the mightiest elves have dedicated their lives to master, is inherent to the wose. Though woses resemble them, they share no ancestry with trees. Woses are believed to be some of the oldest creatures in the world, perhaps even more ancient than the forests in which they dwell, and it is thought that the power of faerie has given these beings the eternal task of serving as wardens of the forest.\n" "\n" "Woses are not warlike in the least and are ill-accustomed to combat. They will however respond with indiscriminate violence in defense of their forested territory. Woses are slow moving and are vulnerable away from the woodlands. Due to their close connection with faerie, woses are particularly sensitive to the arcane. The hardwood that makes the wose nigh-impervious to physical assault has left it grievously vulnerable to flame. Their thick bark and ability to harness the power of faerie to regenerate quickly when injured allows the wose to survive an enemy onslaught long enough to respond with a crushing might belied by its peaceful, plodding nature. Within its forest home, the wose can disappear amongst the trees and ambush even the best-trained elvish scout.\n" "\n" "The life span of the wose is unknown, although the most ancient members of this race have lived many hundreds of years and have grown to massive heights. It is thought that unless a wose falls in battle, it will find no natural end. Content to pass the centuries standing like a sentry, uninterested in the goings-on of the civilized world, the wose will stir only to march to the defense of the natural world and the forests it calls home." msgstr "この世界においては、力強いウーズたちは森の奥底にすんでいます。訓練された者でなければ、ウーズは奇妙な形をした立派な木にしか見えません。森の守護者として、ウーズはエルフよりも強い森との繋がりを持っています。ウーズは平和的な種族ですが、彼らが世話をする古代の森を乱す者がいれば自然の怒りを買うことになります。ウーズは動きの遅い生物で、時の流れにも邪魔されることなく、一つの場所に何世紀も立っていることもあります。\n\nウーズ自身は魔法を扱うことはありませんが、彼らは妖精との深い繋がりを持っています。神秘の力(最も強力なエルフが生涯を捧げることで身につけることができる力)を信仰するエルフの学者によると、この太古の種族について分かっていることと言えば、ウーズは固有の生き物だということです。ウーズは木に似ていますが、彼らの先祖は木とは異なります。ウーズはこの世界で最古の生物の一種だと考えられており、彼らの住む森よりもさらに古く、妖精の力が彼らに森の番人としての使命を与えていると言うのです。\n\nウーズは戦いを好まず、戦闘に慣れていません。しかし、森の領土を守るためならば見境の無い暴力を振るうでしょう。ウーズの動きは鈍く、森林の外では隙だらけです。妖精と近しい関係にあるために、彼らは秘術に敏感です。強固な木肌によって彼らは物理攻撃を殆ど受け付けませんが、その代わりに炎が弱点となっています。ウーズは平和的で鈍重な性質を持っていますが、厚い樹皮と妖精の力を利用した高い再生力によって敵の猛攻を耐えしのぎ、敵を粉砕することができます。森の住処にいるとき、ウーズは木々の間に隠れることで、熟練したエルフの斥候ですらも待ち伏せることができます。\n\nウーズの生涯は良く分かっていませんが、この太古の種族は何百年と生きる間に大きく育ちます。ウーズは戦場で死なない限り、寿命が尽きることは無いのかもしれません。彼らは衛兵のように何世紀も立っているだけで満足し、文明世界に無関心です。住処である自然世界と森を守るためだけに奮起するのです。" #: data/lua/feeding.lua:31 data/lua/feeding.lua:44 msgid "+1 max HP" msgstr "最大 HP +1" #: src/help/section_generators.cpp:67 src/help/topic_generators.cpp:388 #: src/help/topic_text_generators.cpp:451 msgid "race^Miscellaneous" msgstr "" #: src/help/topic_generators.cpp:138 msgid "Units with this ability" msgstr "" #: src/help/topic_generators.cpp:216 msgid "Units with this special attack" msgstr "" #: src/help/topic_generators.cpp:238 msgid "Only available during a scenario." msgstr "" #: src/help/topic_generators.cpp:252 msgid "Lawful Bonus:" msgstr "" #: src/help/topic_generators.cpp:254 msgid "Schedule" msgstr "" #: src/help/topic_generators.cpp:314 msgid "No description available." msgstr "" #: src/help/topic_generators.cpp:320 msgid "Availability: Must-have" msgstr "" #: src/help/topic_generators.cpp:322 msgid "Availability: Unavailable" msgstr "" #: src/help/topic_generators.cpp:398 msgid "Alignment:" msgstr "" #: src/help/topic_generators.cpp:398 src/help/topic_generators.cpp:462 msgid "Alignments:" msgstr "" #: src/help/topic_generators.cpp:402 msgid "Units of this race" msgstr "" #: src/help/topic_generators.cpp:457 msgid "Races:" msgstr "" #: src/help/topic_generators.cpp:466 msgid "Leaders" msgstr "" #: src/help/topic_generators.cpp:474 msgid "Recruits" msgstr "" #: src/help/topic_generators.cpp:508 msgid "Era:" msgstr "" #: src/help/topic_generators.cpp:516 msgid "Factions" msgstr "" #: src/help/topic_text_generators.cpp:57 msgid "Yes" msgstr "" #: src/help/topic_text_generators.cpp:58 msgid "No" msgstr "" #: src/help/topic_text_generators.cpp:66 msgid "Best of" msgstr "" #: src/help/topic_text_generators.cpp:68 msgid "Worst of" msgstr "" #: src/help/topic_text_generators.cpp:203 msgid "Base Terrain: " msgstr "" #: src/help/topic_text_generators.cpp:224 msgid "Movement properties: " msgstr "" #: src/help/topic_text_generators.cpp:229 msgid "Defense properties: " msgstr "" #: src/help/topic_text_generators.cpp:310 msgid "Level" msgstr "" #: src/help/topic_text_generators.cpp:374 msgid "Advances from: " msgstr "" #: src/help/topic_text_generators.cpp:376 msgid "Advances to: " msgstr "" #: src/help/topic_text_generators.cpp:404 msgid "Base unit: " msgstr "" #: src/help/topic_text_generators.cpp:409 msgid "Base units: " msgstr "" #: src/help/topic_text_generators.cpp:427 msgid "Variations: " msgstr "" #: src/help/topic_text_generators.cpp:453 msgid "Race: " msgstr "" #: src/help/topic_text_generators.cpp:514 msgid "Abilities: " msgstr "" #: src/help/topic_text_generators.cpp:532 msgid "Ability Upgrades: " msgstr "" #: src/help/topic_text_generators.cpp:550 msgid "HP: " msgstr "" #: src/help/topic_text_generators.cpp:550 msgid "Moves: " msgstr "" #: src/help/topic_text_generators.cpp:552 msgid "Vision: " msgstr "" #: src/help/topic_text_generators.cpp:555 msgid "Jamming: " msgstr "" #: src/help/topic_text_generators.cpp:557 msgid "Alignment: " msgstr "" #: src/help/topic_text_generators.cpp:557 msgid "Cost: " msgstr "" #: src/help/topic_text_generators.cpp:560 msgid "Required XP: " msgstr "" #: src/help/topic_text_generators.cpp:569 msgid "unit help^Attacks" msgstr "" #: src/help/topic_text_generators.cpp:575 msgid "unit help^Name" msgstr "" #: src/help/topic_text_generators.cpp:576 msgid "Type" msgstr "" #: src/help/topic_text_generators.cpp:577 msgid "Strikes" msgstr "" #: src/help/topic_text_generators.cpp:578 msgid "Range" msgstr "" #: src/help/topic_text_generators.cpp:579 msgid "Special" msgstr "" #: src/help/topic_text_generators.cpp:642 msgid "Resistances" msgstr "" #: src/help/topic_text_generators.cpp:645 msgid "Attack Type" msgstr "" #: src/help/topic_text_generators.cpp:646 msgid "Resistance" msgstr "" #: src/help/topic_text_generators.cpp:676 msgid "Terrain Modifiers" msgstr "" #: src/help/topic_text_generators.cpp:679 msgid "Terrain" msgstr "" #: src/help/topic_text_generators.cpp:680 msgid "Defense" msgstr "" #: src/help/topic_text_generators.cpp:681 msgid "Movement Cost" msgstr "" #: src/help/topic_text_generators.cpp:686 msgid "Defense Cap" msgstr "" #: src/help/topic_text_generators.cpp:691 msgid "Vision Cost" msgstr "" #: src/help/topic_text_generators.cpp:695 msgid "Jamming Cost" msgstr ""