+# #-#-#-#-# wesnoth-ai.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, 2013
msgstr ""
"Project-Id-Version: Wesnoth-Dev Japanese\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
-"POT-Creation-Date: 2016-07-24 20:29 UTC\n"
-"PO-Revision-Date: 2016-08-04 13:00+0000\n"
+"POT-Creation-Date: 2017-11-17 00:48 UTC\n"
+"PO-Revision-Date: 2017-09-22 20:48+0000\n"
"Last-Translator: RatArmy <broadbarredfirefish@gmail.com>\n"
"Language-Team: Japanese (http://www.transifex.com/wesnoth-jp/wesnoth-dev-japanese/language/ja/)\n"
"MIME-Version: 1.0\n"
msgid "Multiplayer_AI^Experimental AI"
msgstr "Experimental AI"
+#. [ai]: id=idle_ai
+#: data/ai/ais/idle_ai.cfg:4
+msgid "Multiplayer_AI^Dev AI: Idle AI"
+msgstr "Dev AI: Idle AI"
+
#. [ai]: id=ai_default_rca_alternate_recruiting
#: data/ai/dev/ai_default_rca_alternate_recruiting.cfg:10
msgid "Multiplayer_AI^Dev AI: Default AI (RCA) with Alternate Recruiting"
msgid "Multiplayer_AI^Dev AI: Default + Poisoning (Formula AI)"
msgstr "Dev AI: Default + Poisoning (Formula AI)"
-#. [ai]: id=idle_ai
-#: data/ai/dev/idle_ai.cfg:4
-msgid "Multiplayer_AI^Dev AI: Idle AI"
-msgstr "Dev AI: Idle AI"
+#: data/ai/lua/patrol.lua:4
+msgid "Use the Patrols Micro AI instead of patrol.lua."
+msgstr ""
#. [test]: id=The_Elves_Besieged
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:5
msgid "Urug-Telfar"
msgstr "Urug-Telfar"
-#. [side]: id=Vanak, type=Orcish Ruler
#. [side]: type=Orcish Warlord, id=Urug-Telfar
#. [side]: type=Orcish Warlord, id=Knafa-Tan
#. [side]: type=Orcish Warlord, id=Maga-Knafa
+#. [side]: id=Vanak, type=Orcish Ruler
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:98
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:112
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:130
msgid "Whelps"
msgstr ""
-#. [event]
-#. [set_menu_item]: id=m01_end_swarm
#. [set_menu_item]: id=m01_end_animals
+#. [event]
#. [set_menu_item]: id=m04_end_animals
+#. [set_menu_item]: id=m01_end_swarm
#. [set_menu_item]: id=m01_end_wolves
#: data/ai/micro_ais/scenarios/animals.cfg:209
#: data/ai/micro_ais/scenarios/dragon.cfg:48
#: data/ai/micro_ais/scenarios/goto.cfg:382
#: data/ai/micro_ais/scenarios/guardians.cfg:85
-#: data/ai/micro_ais/scenarios/lurkers.cfg:365
+#: data/ai/micro_ais/scenarios/lurkers.cfg:382
#: data/ai/micro_ais/scenarios/patrols.cfg:177
#: data/ai/micro_ais/scenarios/swarm.cfg:66
#: data/ai/micro_ais/scenarios/wolves.cfg:95
#. [event]
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:87
-#: data/ai/micro_ais/scenarios/guardians.cfg:511
+#: data/ai/micro_ais/scenarios/guardians.cfg:514
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:135
msgid "They there! We them get!"
msgstr ""
msgid "Place Side 1 Footpad"
msgstr ""
-#. [set_menu_item]: id=m05_kill_unit
#. [set_menu_item]: id=m02_kill_unit
+#. [set_menu_item]: id=m05_kill_unit
#: data/ai/micro_ais/scenarios/goto.cfg:350
#: data/ai/micro_ais/scenarios/swarm.cfg:113
#: data/ai/micro_ais/scenarios/wolves.cfg:153
msgstr ""
#. [message]: speaker=messenger2
-#: data/ai/micro_ais/scenarios/goto.cfg:533
+#: data/ai/micro_ais/scenarios/goto.cfg:536
msgid ""
"I'll take the route straight through the mountains. It's much shorter than "
"following the trail all the way around in the south."
msgstr ""
#. [message]: speaker=messenger1
-#: data/ai/micro_ais/scenarios/goto.cfg:537
+#: data/ai/micro_ais/scenarios/goto.cfg:540
msgid ""
"You're crazy. It might be shorter as the crow flies, but it will take you forever to get through those mountains.\n"
"\n"
msgstr ""
#. [message]: speaker=unit
-#: data/ai/micro_ais/scenarios/goto.cfg:571
+#: data/ai/micro_ais/scenarios/goto.cfg:574
msgid "I told you so!"
msgstr "だからそう言ったでやすよ!"
#. [message]: speaker=leader5
-#: data/ai/micro_ais/scenarios/goto.cfg:581
+#: data/ai/micro_ais/scenarios/goto.cfg:584
msgid ""
"Men, head down to the River Fort and get your orders from Sergeant Aethubry."
" I want each and every one of you to report to him before going east to "
msgstr ""
#. [message]: speaker=leader6
-#: data/ai/micro_ais/scenarios/goto.cfg:590
+#: data/ai/micro_ais/scenarios/goto.cfg:593
msgid ""
"Hah, that's that pencil pusher Gadoc for you! Men, I want you to move toward"
" the River Fort as well, but it's good enough for one of you to report to "
msgstr ""
#. [message]: speaker=unit
-#: data/ai/micro_ais/scenarios/goto.cfg:608
+#: data/ai/micro_ais/scenarios/goto.cfg:611
msgid ""
"$unit.language_name $unit.name from Lieutenant Gadoc's squadron reporting "
"for duty, sir."
msgstr ""
#. [message]: speaker=fort_commander
-#: data/ai/micro_ais/scenarios/goto.cfg:624
+#: data/ai/micro_ais/scenarios/goto.cfg:627
msgid "Ready to fight those saurians, soldier?"
msgstr ""
#. [message]: speaker=unit
-#: data/ai/micro_ais/scenarios/goto.cfg:628
+#: data/ai/micro_ais/scenarios/goto.cfg:631
msgid "Yes, sir."
msgstr "はい、教官殿。"
#. [message]: speaker=fort_commander
-#: data/ai/micro_ais/scenarios/goto.cfg:636
+#: data/ai/micro_ais/scenarios/goto.cfg:639
msgid ""
"Very good, $unit.language_name. Now go help your comrade get rid of that "
"saurian infestation in the swamps."
msgstr ""
#. [message]: speaker=fort_commander
-#: data/ai/micro_ais/scenarios/goto.cfg:644
+#: data/ai/micro_ais/scenarios/goto.cfg:647
msgid "Maybe if I ignore them, they'll just go away?"
msgstr ""
#. [message]: speaker=unit
-#: data/ai/micro_ais/scenarios/goto.cfg:663
+#: data/ai/micro_ais/scenarios/goto.cfg:666
msgid "Lieutenant Senvan's men reporting for duty, sir."
msgstr ""
#. [message]: speaker=fort_commander
-#: data/ai/micro_ais/scenarios/goto.cfg:667
+#: data/ai/micro_ais/scenarios/goto.cfg:670
msgid ""
"Ah, Lieutenant Senvan... Is every single one of you going to bother me "
"individually as well?"
msgstr ""
#. [message]: speaker=unit
-#: data/ai/micro_ais/scenarios/goto.cfg:671
+#: data/ai/micro_ais/scenarios/goto.cfg:674
msgid ""
"No, sir. Lieutenant Senvan ordered us to head into battle as soon as I have "
"reported to you."
msgstr ""
#. [message]: speaker=fort_commander
-#: data/ai/micro_ais/scenarios/goto.cfg:675
+#: data/ai/micro_ais/scenarios/goto.cfg:678
msgid ""
"Well, that's a relief. Somebody knows how to use his ... I mean, very well, off you go then.\n"
"\n"
msgstr ""
#. [message]: speaker=fort_commander
-#: data/ai/micro_ais/scenarios/goto.cfg:677
+#: data/ai/micro_ais/scenarios/goto.cfg:680
msgid ""
"I wouldn't say anything negative about one of my superior officers now, "
"would I?"
msgstr ""
#. [message]: type=Vampire Bat
-#: data/ai/micro_ais/scenarios/goto.cfg:715
+#: data/ai/micro_ais/scenarios/goto.cfg:718
msgid "We've all made it to the corners, let's get back together again."
msgstr ""
#. [message]: type=Vampire Bat
-#: data/ai/micro_ais/scenarios/goto.cfg:756
+#: data/ai/micro_ais/scenarios/goto.cfg:759
msgid "We're back together, let's head out to the corners again."
msgstr ""
#. [command]
#. [set_menu_item]: id=m01_guardian
-#: data/ai/micro_ais/scenarios/guardians.cfg:422
-#: data/ai/micro_ais/scenarios/guardians.cfg:428
+#: data/ai/micro_ais/scenarios/guardians.cfg:425
+#: data/ai/micro_ais/scenarios/guardians.cfg:431
msgid "Standard WML Guardian"
msgstr ""
#. [command]
-#: data/ai/micro_ais/scenarios/guardians.cfg:428
+#: data/ai/micro_ais/scenarios/guardians.cfg:431
msgid ""
"This is the built-in WML guardian coded using 'ai_special=guardian'. These "
"guardians attack if there is an enemy within their movement range, otherwise"
#. [command]
#. [set_menu_item]: id=m02_return
-#: data/ai/micro_ais/scenarios/guardians.cfg:433
-#: data/ai/micro_ais/scenarios/guardians.cfg:439
+#: data/ai/micro_ais/scenarios/guardians.cfg:436
+#: data/ai/micro_ais/scenarios/guardians.cfg:442
msgid "Return Guardian"
msgstr ""
#. [command]
-#: data/ai/micro_ais/scenarios/guardians.cfg:439
+#: data/ai/micro_ais/scenarios/guardians.cfg:442
msgid ""
"A 'return guardian' is a variation of the standard Wesnoth guardian. It has an assigned guard position (GP) to which it returns after attacks on approaching enemies:\n"
"- If at GP with no enemy in reach, do nothing.\n"
#. [command]
#. [set_menu_item]: id=m03_home
-#: data/ai/micro_ais/scenarios/guardians.cfg:449
-#: data/ai/micro_ais/scenarios/guardians.cfg:455
+#: data/ai/micro_ais/scenarios/guardians.cfg:452
+#: data/ai/micro_ais/scenarios/guardians.cfg:458
msgid "Home Guard"
msgstr ""
#. [command]
-#: data/ai/micro_ais/scenarios/guardians.cfg:455
+#: data/ai/micro_ais/scenarios/guardians.cfg:458
msgid ""
"A 'home guard' is a variant on the 'guardian' AI special. With this variant, the unit has an assigned 'home' location, and will return there if not involved in combat and if not going to a village, whether for healing or to capture it this turn. (By contrast, the standard guardian AI will cause the unit to stay where it last attacked.) This differs from 'return guardian' in that a home guard will press the attack, possibly getting drawn quite far from 'home', rather than returning after each attack. (It can also be lured away by a string of closely-placed villages, but that is something a map builder can control.)\n"
"This also demonstrates how to combine candidate actions from Formula AI and Lua AI in one side. The home guard is written in Formula AI, while the return and stationed guardians and the cowards are written in Lua AI. In addition the non-guardian units of the side follow the default AI behavior."
#. [command]
#. [set_menu_item]: id=m04_stationed
-#: data/ai/micro_ais/scenarios/guardians.cfg:461
-#: data/ai/micro_ais/scenarios/guardians.cfg:467
+#: data/ai/micro_ais/scenarios/guardians.cfg:464
+#: data/ai/micro_ais/scenarios/guardians.cfg:470
msgid "Stationed Guardian"
msgstr ""
#. [command]
-#: data/ai/micro_ais/scenarios/guardians.cfg:467
+#: data/ai/micro_ais/scenarios/guardians.cfg:470
msgid ""
"A 'stationed guardian' is another variation of the standard Wesnoth guardian with a somewhat more complex behavior than that of the 'return guardian'. Two positions are defined for it, a 'station' and a 'guarded location', as well as a 'distance'. The behavior is as follows:\n"
"- If no enemy is within 'distance' of the guard's current position, do nothing.\n"
#. [command]
#. [set_menu_item]: id=m05_coward
-#: data/ai/micro_ais/scenarios/guardians.cfg:478
-#: data/ai/micro_ais/scenarios/guardians.cfg:484
+#: data/ai/micro_ais/scenarios/guardians.cfg:481
+#: data/ai/micro_ais/scenarios/guardians.cfg:487
msgid "Coward"
msgstr ""
#. [command]
-#: data/ai/micro_ais/scenarios/guardians.cfg:484
+#: data/ai/micro_ais/scenarios/guardians.cfg:487
msgid ""
"Cowards are units that, like guardians, sit around doing nothing until an enemy comes into range. Unlike guardians, however, they run away once enemies approach. Applications might be wild animals, unarmed civilians getting in the way of a battle, etc. The coward macro can be called with two optional locations, 'seek' and 'avoid':\n"
"- If neither is given, the coward retreats to the position farthest away from the approaching enemies.\n"
#. [command]
#. [set_menu_item]: id=m06_zone
-#: data/ai/micro_ais/scenarios/guardians.cfg:493
-#: data/ai/micro_ais/scenarios/guardians.cfg:499
+#: data/ai/micro_ais/scenarios/guardians.cfg:496
+#: data/ai/micro_ais/scenarios/guardians.cfg:502
msgid "Zone Guardian"
msgstr ""
#. [command]
-#: data/ai/micro_ais/scenarios/guardians.cfg:499
+#: data/ai/micro_ais/scenarios/guardians.cfg:502
msgid ""
"A zone guardian is a unit that, as the name says, guards a zone. It moves randomly inside this zone until an enemy enters it (or a separately defined enemy zone, see below). Applications might be the defense of a castle or a nesting area. The zone macro can be called with an optional enemy zone:\n"
"- If not specified, the zone guard attacks any enemy coming inside its guard zone.\n"
msgstr ""
#. [event]
-#: data/ai/micro_ais/scenarios/guardians.cfg:510
+#: data/ai/micro_ais/scenarios/guardians.cfg:513
msgid "Kraahhh!!!!"
msgstr ""
#. [event]
-#: data/ai/micro_ais/scenarios/guardians.cfg:513
+#: data/ai/micro_ais/scenarios/guardians.cfg:516
msgid ""
"Gryphons of the High Plains, look at all these enemies. They don't behave normally. Most of them don't move at all unless we get close. Let's check out how they react to us.\n"
"\n"
msgstr ""
#. [objectives]
-#: data/ai/micro_ais/scenarios/guardians.cfg:522
+#: data/ai/micro_ais/scenarios/guardians.cfg:525
msgid "Move the Gryphons around to explore how the guardians react"
msgstr ""
#. [objective]: condition=win
-#: data/ai/micro_ais/scenarios/guardians.cfg:524
+#: data/ai/micro_ais/scenarios/guardians.cfg:527
#: data/ai/micro_ais/scenarios/patrols.cfg:233
msgid "Defeat all enemy units"
msgstr ""
#. [objective]: condition=win
-#: data/ai/micro_ais/scenarios/guardians.cfg:528
+#: data/ai/micro_ais/scenarios/guardians.cfg:531
msgid "Move Kraa to the signpost"
msgstr ""
#. [objective]: condition=lose
-#: data/ai/micro_ais/scenarios/guardians.cfg:532
+#: data/ai/micro_ais/scenarios/guardians.cfg:535
msgid "Death of Kraa"
msgstr ""
#. [note]
-#: data/ai/micro_ais/scenarios/guardians.cfg:536
+#: data/ai/micro_ais/scenarios/guardians.cfg:539
msgid ""
"Check out the right-click menu options for information on each guardian type"
msgstr ""
#. [event]
-#: data/ai/micro_ais/scenarios/guardians.cfg:591
+#: data/ai/micro_ais/scenarios/guardians.cfg:594
msgid ""
"Gryphons of the High Plains, it is time to return to said plains. Follow me."
msgstr ""
msgstr ""
#. [test]: id=lurkers
-#: data/ai/micro_ais/scenarios/lurkers.cfg:172
+#: data/ai/micro_ais/scenarios/lurkers.cfg:184
msgid "Lurkers of the Swamp"
msgstr ""
#. [side]: id=Pekzs, type=Saurian Soothsayer
-#: data/ai/micro_ais/scenarios/lurkers.cfg:186
+#: data/ai/micro_ais/scenarios/lurkers.cfg:198
msgid "Pekzs"
msgstr ""
#. [side]: id=Pekzs, type=Saurian Soothsayer
-#: data/ai/micro_ais/scenarios/lurkers.cfg:192
+#: data/ai/micro_ais/scenarios/lurkers.cfg:204
msgid "team_name^Pekzs"
msgstr ""
#. [side]: type=Saurian Oracle
-#: data/ai/micro_ais/scenarios/lurkers.cfg:208
+#: data/ai/micro_ais/scenarios/lurkers.cfg:220
msgid "Micro AI Lurkers (saurians, stationary)"
msgstr ""
#. [side]: type=Saurian Oracle
-#: data/ai/micro_ais/scenarios/lurkers.cfg:224
+#: data/ai/micro_ais/scenarios/lurkers.cfg:236
msgid "Micro AI Lurkers (saurians, wanderers)"
msgstr ""
#. [side]: type=Naga Warrior
-#: data/ai/micro_ais/scenarios/lurkers.cfg:240
+#: data/ai/micro_ais/scenarios/lurkers.cfg:252
msgid "Micro AI Lurkers (nagas)"
msgstr ""
#. [side]: type=Saurian Oracle
-#: data/ai/micro_ais/scenarios/lurkers.cfg:256
+#: data/ai/micro_ais/scenarios/lurkers.cfg:268
msgid "WML Lurkers (saurians)"
msgstr ""
#. [side]: type=Saurian Oracle
-#: data/ai/micro_ais/scenarios/lurkers.cfg:272
+#: data/ai/micro_ais/scenarios/lurkers.cfg:284
msgid "Formula AI Lurkers (saurians)"
msgstr ""
#. [set_menu_item]: id=m01_menu_lurker2
-#: data/ai/micro_ais/scenarios/lurkers.cfg:370
+#: data/ai/micro_ais/scenarios/lurkers.cfg:387
msgid "Place a Side 2 lurker"
msgstr ""
#. [set_menu_item]: id=m01_menu_lurker3
-#: data/ai/micro_ais/scenarios/lurkers.cfg:382
+#: data/ai/micro_ais/scenarios/lurkers.cfg:399
msgid "Place a Side 3 lurker"
msgstr ""
#. [set_menu_item]: id=m01_menu_lurker4
-#: data/ai/micro_ais/scenarios/lurkers.cfg:394
+#: data/ai/micro_ais/scenarios/lurkers.cfg:411
msgid "Place a Side 4 lurker"
msgstr ""
#. [set_menu_item]: id=m01_menu_lurker5
-#: data/ai/micro_ais/scenarios/lurkers.cfg:406
+#: data/ai/micro_ais/scenarios/lurkers.cfg:423
msgid "Place a Side 5 lurker"
msgstr ""
#. [set_menu_item]: id=m01_menu_lurker6
-#: data/ai/micro_ais/scenarios/lurkers.cfg:418
+#: data/ai/micro_ais/scenarios/lurkers.cfg:435
msgid "Place a Side 6 lurker"
msgstr ""
#. [event]
-#: data/ai/micro_ais/scenarios/lurkers.cfg:433
+#: data/ai/micro_ais/scenarios/lurkers.cfg:450
msgid ""
"In this scenario we demonstrate the Lurker Micro AI. A lurker is a unit that is capable of moving across most terrains, but that only stops on and attacks from specific terrain. It might also have the ability to hide on this terrain (which is the reason why this is called the Lurker AI).\n"
"\n"
msgstr ""
#. [event]
-#: data/ai/micro_ais/scenarios/lurkers.cfg:438
+#: data/ai/micro_ais/scenarios/lurkers.cfg:455
msgid ""
"Three different lurker behaviors are set up here using the [micro_ai] tag with different parameters:\n"
"\n"
msgstr ""
#. [event]
-#: data/ai/micro_ais/scenarios/lurkers.cfg:448
+#: data/ai/micro_ais/scenarios/lurkers.cfg:465
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:139
#: data/ai/micro_ais/scenarios/patrols.cfg:217
msgid "Notes"
msgstr ""
#. [event]
-#: data/ai/micro_ais/scenarios/lurkers.cfg:448
+#: data/ai/micro_ais/scenarios/lurkers.cfg:465
msgid ""
"You can use the right-click context menu to add additional lurkers.\n"
"\n"
msgstr ""
#. [objectives]
-#: data/ai/micro_ais/scenarios/lurkers.cfg:457
+#: data/ai/micro_ais/scenarios/lurkers.cfg:474
msgid "Watch the lurkers move around and fight them if you want"
msgstr ""
#. [objective]: condition=win
-#: data/ai/micro_ais/scenarios/lurkers.cfg:459
+#: data/ai/micro_ais/scenarios/lurkers.cfg:476
msgid "Defeat all lurkers"
msgstr ""
#. [objective]: condition=win
-#: data/ai/micro_ais/scenarios/lurkers.cfg:463
+#: data/ai/micro_ais/scenarios/lurkers.cfg:480
msgid "Move Pekzs to the signpost"
msgstr ""
#. [objective]: condition=lose
-#: data/ai/micro_ais/scenarios/lurkers.cfg:467
+#: data/ai/micro_ais/scenarios/lurkers.cfg:484
msgid "Death of Pekzs"
msgstr ""
#. [note]
-#: data/ai/micro_ais/scenarios/lurkers.cfg:471
+#: data/ai/micro_ais/scenarios/lurkers.cfg:488
msgid "Right-click on unoccupied swamp hexes to add more lurkers"
msgstr ""
#. [event]
-#: data/ai/micro_ais/scenarios/lurkers.cfg:516
+#: data/ai/micro_ais/scenarios/lurkers.cfg:533
msgid ""
"Zzanksss for helping me wizz zzossse lurkerss. Hope to sssee you again "
"ssometime."
msgid "team_name^Grnk"
msgstr ""
-#. [test]: id=swarm
#. [event]
+#. [test]: id=swarm
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:51
#: data/ai/micro_ais/scenarios/swarm.cfg:5
msgid "Swarm"