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Updated Chinese translation
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CVS HEAD:
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* language and i18n:
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* updated translations:
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* British English, Catalan, Dutch, German, Swedish
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* British English, Catalan, Chinese, Dutch, German, Swedish
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* fixed help description of income and upkeep (#13565)
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* updated several unit descriptions
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* document that Woses receive no traits (#13630)
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@ -1,17 +1,76 @@
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# translation of wesnoth.po to
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# Chinese translations for Battle for Wesnoth package.
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# Copyright (C) 2005 Wesnoth development team
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# This file is distributed under the same license as the Battle for Wesnoth package.
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# Automatically generated, 2005.
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# Lim Choon Kiat <lim@singindustry.com>, 2005.
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# , 2005.
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# , 2005.
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# , 2005.
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#
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msgid ""
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msgstr ""
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"Project-Id-Version: wesnoth\n"
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"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
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"POT-Creation-Date: 2005-07-03 14:53+0200\n"
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"PO-Revision-Date: 2005-05-18 18:21+0800\n"
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"Last-Translator: Lim Choon Kiat <lim@singindustry.com>\n"
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"Language-Team: <zh@li.org>\n"
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"PO-Revision-Date: 2005-07-09 09:53+0800\n"
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"Last-Translator: \n"
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"Language-Team: <en@li.org>\n"
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"MIME-Version: 1.0\n"
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"Content-Type: text/plain; charset=UTF-8\n"
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"Content-Transfer-Encoding: 8bit\n"
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@ -26,8 +85,9 @@ msgid "Binary Saves"
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msgstr ""
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#: data/game.cfg:37
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#, fuzzy
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msgid "Show Combat"
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msgstr ""
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msgstr "战斗"
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#: data/help.cfg:10 data/help.cfg:53 data/help.cfg:59
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msgid "Introduction"
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@ -178,6 +238,10 @@ msgid ""
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"standard 20 gold and presents you with a list of all surviving units from "
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"previous scenarios."
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msgstr ""
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"\n"
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"\n"
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"在接下来的场景,您可宣回早些场景的生还者。宣将除了宣将一律20金币以外,有如征"
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"兵,呈现您早些场景的生还者。"
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#: data/help.cfg:87
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msgid ""
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@ -187,10 +251,14 @@ msgid ""
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"require money to support. See <ref>dst=income_and_upkeep text='Income and "
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"Upkeep'</ref> for more information."
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msgstr ""
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"\n"
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"\n"
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"要记得,每个单位不止要金币征或宣,还需要维持费。可观"
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"<ref>dst=income_and_upkeep text='收入与维持费'</ref>"
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#: data/help.cfg:92 src/help.cpp:1196
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msgid "Movement"
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msgstr ""
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msgstr "移动单位"
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#: data/help.cfg:93
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msgid ""
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@ -201,6 +269,9 @@ msgid ""
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"number of turns required to reach it, and clicking will cause the unit to "
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"move towards it by the fastest route over this and subsequent turns."
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msgstr ""
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"魏诺的单位移动很简单。只需选你要的单位,再选目的地就行。当单位被选时,该单位"
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"可移动的范围就会亮起来,而进不了的地区就变灰色。将电鼠越过灰色地区,抵达目的"
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"地的步数就会显示出来。选此格子就会在最短的路线抵达目的地。"
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#: data/help.cfg:95
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msgid ""
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@ -216,6 +287,13 @@ msgid ""
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"it, selecting Unit Description, and then look at <italic>text='Terrain "
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"Modifiers'</italic>."
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msgstr ""
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"\n"
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"\n"
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"每个单位有个自固定的步数。这些步数将在移进不同的地形时被分析。举个例子,几乎"
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"每次进入草地时,只消耗1步数。进入其他格子的消费在于单位-例如进入森林把,精灵"
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"只消耗1步数,人类和半兽妖消耗2步数,而骑士则消耗3步数。如要获悉某个单位进入某"
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"个地形的步数消耗,只需左选单位,再选《描述单位》,然后阅读<italic>text='地形"
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"改造'</italic>。"
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#: data/help.cfg:97
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msgid ""
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@ -228,10 +306,15 @@ msgid ""
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"as only <ref>dst=ability_skirmisher text='Skirmishers'</ref> can ignore "
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"zones of control."
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msgstr ""
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"\n"
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"\n"
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"移动时,要警记的是“区域控制权”。每个单位都控制他旁边周围的格子,导致敌军如进"
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"入那些格子,就马上没有步数。学习如何利用区域控制权,是玩魏诺的一个重点,应"
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"为,只有<ref>dst=ability_skirmisher text='行刺者'</ref>不受区域控制权的影响。"
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#: data/help.cfg:102
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msgid "Combat"
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msgstr ""
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msgstr "战斗"
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#: data/help.cfg:103
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msgid ""
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@ -242,6 +325,9 @@ msgid ""
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"Combat is relatively straightforward; the attacker and defender alternate "
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"attacks until each has used their allotted number of attacks."
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msgstr ""
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"“魏诺之战”有两种战式,近击和远击,都只能在双方站在个旁,才能进行。近击的武器"
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"通常是剑、斧或爪,远击通用武器有弓箭、枪或火球。站式很直接,进攻者和防卫者个"
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"轮流攻打对方,直到个方的攻打次数消耗掉。"
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#: data/help.cfg:105
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msgid ""
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@ -249,6 +335,9 @@ msgid ""
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"\n"
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"<header>text='Order and number of attacks'</header>"
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msgstr ""
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"\n"
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"\n"
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"<header>text='攻打次序与次数'</header>"
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#: data/help.cfg:107
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msgid ""
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@ -260,6 +349,11 @@ msgid ""
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"5-4 sword attack may make 4 swings each dealing 5 damage, while an Orcish "
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"Grunt with 9-2 can only make 2 swings (but at 9 damage each)."
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msgstr ""
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"\n"
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"\n"
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"进攻者有权先攻击,然后防卫者反击。此攻击、反击次序继续到个方消耗全部的攻打数"
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"量。不同的单位有不同的攻打数量。举个例子,精灵战士5-4剑击可打4次,每次击中损"
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"敌5分,而半兽妖孺9-2可打2次(但每次击中损敌9分)。"
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#: data/help.cfg:109
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msgid ""
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@ -267,6 +361,9 @@ msgid ""
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"\n"
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"<header>text='Chance to hit'</header>"
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msgstr ""
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"\n"
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"\n"
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"<header>text='击中的比例'</header>"
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#: data/help.cfg:111
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msgid ""
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"30% chance of hitting them. Conversely, the elf's chance of hitting the "
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"attacker in return depends on what terrain the attacker is in."
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msgstr ""
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"\n"
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"\n"
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"除了两个特别因素以外,击中敌方的比例,全靠他所立地形的防卫能力。要阅读此资料"
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"只需左选单位,再选《描述单位》,然后阅读<italic>text='地形改造'</italic>。举"
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"个例子,精灵大多数在森林里有70%防卫力,这表示进攻者只有30%击中能力。同样"
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"的,此精灵击中进攻者的可能性,在于进攻者所立的地形。"
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#: data/help.cfg:112
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msgid ""
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"regardless of terrain, and, when used offensively, Marksmen always have at "
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"least a 60% chance to hit, regardless of terrain."
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msgstr ""
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"\n"
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"有两个例外的因素:<ref>dst=weaponspecial_magical text='圣术攻击'</ref> 和 "
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"<ref>dst=weaponspecial_marksman text=神枪手</ref>。‘圣术攻击’不论什么地形,都"
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"有70%击中能力,而神枪手如是宣战者,也不论什么地形,有最少60%的击中能力。"
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#: data/help.cfg:114
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msgid ""
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