Converted more apostrophes; ran pofix.

This commit is contained in:
Steven Panek 2010-06-29 21:26:06 +00:00
parent 75d97d2f3e
commit 9c74e7292e
457 changed files with 1846 additions and 1839 deletions

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@ -526,7 +526,7 @@ _f , _f , _f , _f , _f , _f
[/filter]
# The chest looks funny if it's floating on top of the Death
# Knight's tent, so we'll put it at the second unit's feet
# Knight's tent, so we'll put it at the second units feet
# (or, well, tail)
[item]
x=$second_unit.x

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@ -210,7 +210,7 @@
[and]
x=$scorp_x
y=$scorp_y
radius=8 # Too close to the player's keep
radius=8 # Too close to the players keep
[/and]
[/or]
[/have_location]

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@ -186,7 +186,7 @@
[/filter_second]
[message]
speaker=Delfador
message=_ "Their blood sheds as readily as any man's."
message=_ "Their blood sheds as readily as any mans."
[/message]
[message]
speaker=Leollyn

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@ -286,7 +286,7 @@
[objectives]
side=1
[objective]
description=_ "All the player's units must reach the tunnel. Then Delfador."
description=_ "All the players units must reach the tunnel. Then Delfador."
condition=win
[/objective]
[objective]

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@ -410,7 +410,7 @@
{CLEAR_VARIABLE freed_prisoner}
[/event]
# this makes a random guard kill their prisoner whenever one of the player's
# this makes a random guard kill their prisoner whenever one of the players
# units dies
[event]
name=die

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@ -341,7 +341,7 @@
[/message]
[message]
speaker=Delfador
message= _ "(sigh) I have been spoiled by years of genteel living among your kind, Kalenz. An elf's capacity for introspection and serenity is exceeded only by his ferocity and passion in battle."
message= _ "(sigh) I have been spoiled by years of genteel living among your kind, Kalenz. An elfs capacity for introspection and serenity is exceeded only by his ferocity and passion in battle."
[/message]
[message]
speaker=Delfador

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@ -18,8 +18,8 @@
description= _ "Shhhh! The Gryphon is sleeping! You'd better not wake it up!"
{DEFENSE_ANIM "units/gryphon-sleeping.png" "units/gryphon-sleeping.png" groan.wav}
#
# Note: do not set this unit's movement to zero (causes weird infinite movement behavior)
# Also, do not remove this unit's attack (causes game to crash)
# Note: do not set this units movement to zero (causes weird infinite movement behavior)
# Also, do not remove this units attack (causes game to crash)
# Finally, make sure the movement costs are >1 for any terrain it is placed next to
#
[movement_costs]

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@ -424,7 +424,7 @@
name=start
[message]
speaker=narrator
message= _ "In this scenario, you may change the behavior of an allied side's AI using a context menu brought up by clicking on the allied side's leader."
message= _ "In this scenario, you may change the behavior of an allied sides AI using a context menu brought up by clicking on the allied sides leader."
image=wesnoth-icon.png
[/message]

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@ -124,7 +124,7 @@
[event]
name=last breath
# Second_unit (on kalenz's side) kills unit (on landar's side);
# both came from the player's recall list and so have fought
# both came from the players recall list and so have fought
# side by side.
[filter]
role=landar_loyal

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@ -71,7 +71,7 @@
{DEFAULT_SCHEDULE}
next_scenario=infested_caves
# Define player's side. Recruits only peasants and woodsmen.
# Define players side. Recruits only peasants and woodsmen.
[side]
type=Peasant
id=Tallin

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@ -26,7 +26,7 @@
story= _ "The lich-mages sent forth gryphons to scout out the number, formation and deployment of the orcish forces, and to seek allies as well."
[/part]
[part]
story= _ "One day a gryphon came screeching into the caves with the news that a large elvish force approached from the east. Messages were quickly dispatched to the elves asking their purpose. The haughty reply was that their purpose was none of any dwarf's or human's business, and that all would be well-advised to stay in their holes when the elves passed near."
story= _ "One day a gryphon came screeching into the caves with the news that a large elvish force approached from the east. Messages were quickly dispatched to the elves asking their purpose. The haughty reply was that their purpose was none of any dwarf's or humans business, and that all would be well-advised to stay in their holes when the elves passed near."
[/part]
[part]
story= _ "Before the humans and dwarves could respond to this message, another gryphon arrived with the news that the orcs were holding an elvish sorceress prisoner in the castle of Bitterhold, less than a days march distant to the northwest. The castle had attracted notice because it had been recently rebuilt and manned by a unit known to include some of the hardiest and toughest of veteran orcs."

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@ -335,7 +335,7 @@
# Check if Eryssa is alive. If yes place her at the helm of side 9;
# if not, younger lich assumes command and elves are scrubbed from
# the side's recall list.
# the sides recall list.
[recall]
id=Eryssa
[/recall]

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@ -981,7 +981,7 @@
x=15-20
y=15-20
size=4
#passages to both the troll's chamber and the player's chamber
#passages to both the troll's chamber and the players chamber
[passage]
destination=player
width=2

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@ -16,7 +16,7 @@
# the stinger is that if Marth Tak dies, you lose. The opponent,
# Gothras, leads a large force of chaotic humans. This should be
# a medium-sized but serious fight. The only terrain feature
# fixed by storyline is a west-to-east road; player's troops
# fixed by storyline is a west-to-east road; players troops
# should start near its west end, enemy near the east.
[side]

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@ -9,7 +9,7 @@
turns=35 # BALANCE
# The map should be thematically something like a reflection of the one
# for "At The East Gate", but on a larger scale. The player's
# for "At The East Gate", but on a larger scale. The players
# encampment should be at the west edge. Kal Kartha will be
# represented by an underground keep (the West Gate) set into
# high mountains at the east edge of the map.

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@ -601,7 +601,7 @@
# We defer activating the two subordinate liches in
# the sealed cave section until this point because we
# don't want the whole cave section to be already
# flooded with monsters when the player's troops enter
# flooded with monsters when the players troops enter
# it. Ideally, we'd like the player to collide with
# an expanding wave of monsters from the lich to the
# west, and then possibly get hit from behind by

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@ -213,7 +213,7 @@
[/label]
# shroud MUST be removed in prestart for the label
# info to get updated correctly before the player's
# info to get updated correctly before the players
# turn
[remove_shroud]
side=1
@ -287,7 +287,7 @@
# Rewriten message -> explains new dehydration rules
[message]
speaker=narrator
message= _ "During the daytime (Dawn, Morning, Mid-day, Afternoon, and Dusk) at the beginning of each your turns, every unit in a sand, road, rubble or sand dune hex will suffer from thirst. Each turn of thirst reduces a unit's attack damage and causes $dehydration_loss hitpoints of damage. Only by being cared for by a healer or refreshing at an oasis (any shallow water hex) at the start of your turn will your units regain full attack strength."
message= _ "During the daytime (Dawn, Morning, Mid-day, Afternoon, and Dusk) at the beginning of each your turns, every unit in a sand, road, rubble or sand dune hex will suffer from thirst. Each turn of thirst reduces a units attack damage and causes $dehydration_loss hitpoints of damage. Only by being cared for by a healer or refreshing at an oasis (any shallow water hex) at the start of your turn will your units regain full attack strength."
image=wesnoth-icon.png
[/message]
@ -361,7 +361,7 @@
# ill effects, but it cannot receive any healing on this turn either. Basically,
# dehydration works just like poison.
#
# Each turn of dehydration lowers the unit's attack damage by 1 point and
# Each turn of dehydration lowers the units attack damage by 1 point and
# decreases hitpoints by -$dehydration_loss.
#define APPLY_DEHYDRATION_EFFECT FILTER
[store_unit]
@ -427,7 +427,7 @@
[/if]
{NEXT j}
# unit's hitpoints drop by $dehydration_loss, but cannot kill it
# units hitpoints drop by $dehydration_loss, but cannot kill it
[if]
[variable]
name=dehydrating_units[$i].hitpoints

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@ -563,7 +563,7 @@
# Event 1: goblins appear in nearby foothills
# ambushes player at start of player's turn after player invades hills
# ambushes player at start of players turn after player invades hills
# in EASY there aren't enough goblins, they just flee
# first rectangle x 30-40 y 28-35
@ -618,7 +618,7 @@
[/if]
[/event]
# at end of player's turn, check to see if he has entered hills,
# at end of players turn, check to see if he has entered hills,
# if so, erase flag and create goblins
[event]
name=side turn

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@ -617,7 +617,7 @@
[/set_variable]
[/event]
# at start of player's next turn, blow charges and destroy wall
# at start of players next turn, blow charges and destroy wall
[event]
name=new turn
@ -2489,7 +2489,7 @@
id=Troll Wand
name= _ "Emerald Wand of Poison"
description= _ "This wand makes this unit's melee attacks deal poison damage."
description= _ "This wand makes this units melee attacks deal poison damage."
[effect]
apply_to=attack

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@ -629,7 +629,7 @@
[/set_variable]
[/event]
# at start of player's next turn, blow charges and destroy wall
# at start of players next turn, blow charges and destroy wall
[event]
name=new turn
@ -1607,7 +1607,7 @@
# (2-3 level 1 tentacles appear every turn that player
# is in 27-30,13-16) Give warning when player reaches edge of ledge
# tentacles appear at start of player's turn
# tentacles appear at start of players turn
[event]
name=moveto

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@ -623,7 +623,7 @@
image=wesnoth-icon.png
[/message]
# here we store the player's actual gold and set it to 100 instead,
# here we store the players actual gold and set it to 100 instead,
# since otherwise they might be unable to recruit or recall due to
# lack of gold
[store_side]

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@ -623,7 +623,7 @@
image=wesnoth-icon.png
[/message]
# here we store the player's actual gold and set it to 100 instead,
# here we store the players actual gold and set it to 100 instead,
# since otherwise they might be unable to recruit or recall due to
# lack of gold
[store_side]

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@ -160,7 +160,7 @@
recruitment_pattern=scout
# keep undead away from player's base
# keep undead away from players base
# option 1 is to avoid x=1-19 (let them enter cave but not
# sneak around behind base)
# option 2 is to avoid x=1-25 (lets them get near cave
@ -3153,7 +3153,7 @@
# Kill old unit which couldnt move and
# Just replace with new version of unit
# since new golem is on player's side, it is
# since new golem is on players side, it is
# no longer allied with undead
[removeitem]
@ -4263,7 +4263,7 @@
# the first time any unit moves into target area, I am sure there will
# be an empty spot adjacent to the unit.
# Event 14.5 Player discovers human's chest of gold at cave mouth
# Event 14.5 Player discovers humans chest of gold at cave mouth
[event]
name=moveto
@ -5006,7 +5006,7 @@
# tells Kaleh that Durstrag plans to send for reinforcements
# Since last turn Kaleh got teleported to (18,19) he can't have moved
# very far. If Kaleh is on player's keep hex (which is probable) then
# very far. If Kaleh is on players keep hex (which is probable) then
# teleport Nym right next to him. If he's in northern part of entrance cave
# put her in center of cave. Else assume he's at edge of southern cave and
# put her near him. I could just teleport Nym directly onto Kaleh's

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@ -2913,7 +2913,7 @@
note={EARLY_FINISH_BONUS_NOTE}+{NEW_GOLD_CARRYOVER_NOTE_40}
[/objectives]
# allow player's elves to recruit units again
# allow players elves to recruit units again
# same code as start of scenario
[if]

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@ -366,7 +366,7 @@
[message]
speaker=Eloh
message= _ "So, the elf's puny friends think they can save him. But you are too late. He is already mine!"
message= _ "So, the elfs puny friends think they can save him. But you are too late. He is already mine!"
[/message]
[removeitem]

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@ -255,7 +255,7 @@
[/filter_self]
name= _ "sustenance"
description= _ "Sustenance:
This unit's resistances are increased by 20% in daylight, on defense and attack. Vulnerabilities are not affected."
This units resistances are increased by 20% in daylight, on defense and attack. Vulnerabilities are not affected."
affect_self=yes
[/resistance]
[/abilities]

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@ -141,7 +141,7 @@ This unit is unknown for the moment. You must discover it in the game to be allo
title= _ "Fundamentals of Gameplay"
text= _ "These pages outline all you need to know to play <italic>text='Battle for Wesnoth'</italic>. They cover how to play and the basic mechanics behind the game. As you play the game, new information is added to these pages as you come across new aspects of the game. For more detailed information on special situations and exceptions, please follow the links included." + _"
To begin with, it's best to click the <italic>text=Tutorial</italic> button at the main menu. This will take you to the interactive tutorial, which will teach you the basics of Wesnoth. After this, it is recommended that you play the Heir to the Throne campaign first — click <italic>text=Campaign</italic> then <italic>text='Heir to the Throne'</italic>. As <italic>text='Battle for Wesnoth'</italic> can be quite challenging, you may wish to start on <italic>text=Easy</italic>." + "
To begin with, its best to click the <italic>text=Tutorial</italic> button at the main menu. This will take you to the interactive tutorial, which will teach you the basics of Wesnoth. After this, it is recommended that you play the Heir to the Throne campaign first — click <italic>text=Campaign</italic> then <italic>text='Heir to the Throne'</italic>. As <italic>text='Battle for Wesnoth'</italic> can be quite challenging, you may wish to start on <italic>text=Easy</italic>." + "
<img>src=help/tooltip.png align=right float=yes</img>" +
_"While playing, keep in mind that if you mouse-over many items in the game, such as the information displayed in the status pane, a brief description will be shown explaining each item. This is especially useful when you encounter new <ref>dst='..abilities_section' text='abilities'</ref> for the first time."
@ -211,7 +211,7 @@ Units not only cost gold to Recruit or Recall, they also require money to suppor
[topic]
id=movement
title= _ "Movement"
text="<img>src=help/moving1.png align=left float=yes</img>" + "<img>src=help/moving2.png align=left float=yes</img>" + _ "Movement in <italic>text='Battle for Wesnoth'</italic> 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." + _"
text="<img>src=help/moving1.png align=left float=yes</img>" + "<img>src=help/moving2.png align=left float=yes</img>" + _ "Movement in <italic>text='Battle for Wesnoth'</italic> 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 units 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 units movement, but will still allow it to attack." + _"
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 <italic>text='Terrain Modifiers'</italic>." + _"
@ -225,9 +225,9 @@ To see where the enemy can move to during their next turn, press Ctrl-v or Cmd-v
[topic]
id=shroud_and_fog
title= _ "Shroud and Fog of War"
text= _ "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).
text= _ "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 turns move (ignoring zones of control and enemy units).
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 perserve your ability to undo movement."
Normally you can undo a units 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 perserve your ability to undo movement."
[/topic]
#wmllint: markcheck on
@ -243,7 +243,7 @@ The attacker gets the first strike, then the defender retaliates. Each strike ei
<header>text='Chance to hit'</header>" + _"
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 <italic>text='Terrain Modifiers'</italic>. 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." + _"
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 <italic>text='Terrain Modifiers'</italic>. 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 elfs chance of hitting the attacker in return depends on what terrain the attacker is in." + _"
There are two exceptions to this rule: <ref>dst='weaponspecial_magical' text='Magical attacks'</ref> and <ref>dst='weaponspecial_marksman' text='Marksmen'</ref>. 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." + _"
@ -354,7 +354,7 @@ There are two important exceptions to Upkeep: units with the Loyal trait and lea
id=..traits_section
title= _ "Traits"
generator="contents:traits_section"
text= _ "Most units have two traits. However, Undead units are assigned the single trait 'Undead', and Woses do not receive any traits. Traits are modifications that change a unit's attributes slightly. They are usually randomly assigned to a unit when it is recruited." + _"
text= _ "Most units have two traits. However, Undead units are assigned the single trait 'Undead', and Woses do not receive any traits. Traits are modifications that change a units attributes slightly. They are usually randomly assigned to a unit when it is recruited." + _"
The traits that are available to all non-Undead units are <ref>dst='traits_intelligent' text='Intelligent'</ref>, <ref>dst='traits_quick' text='Quick'</ref>, <ref>dst='traits_resilient' text='Resilient'</ref>, and <ref>dst='traits_strong' text='Strong'</ref>." + _"
@ -407,7 +407,7 @@ While useful for any close-combat unit, Strong is most effective for units who h
title= _"Loyal"
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." + _"
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."
During campaigns, certain units may opt to join the players 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."
[/topic]
[topic]
@ -467,7 +467,7 @@ Thick-bodied and clumsy, slow individuals of goblins and other species take a mo
[topic]
id=..terrains
title= _ "Terrains"
text= _ "Game maps feature a variety of terrains that affect both unit movement and a unit's defensive capability in combat.
text= _ "Game maps feature a variety of terrains that affect both unit movement and a units defensive capability in combat.
"
generator="contents:terrains"
@ -551,7 +551,7 @@ Most units make do with 30% defense in swamps. Mermen, Naga, and Saurians all ge
title= _ "Shallow Water"
text= "<img>src=terrain/water/coast.png align=left box=no</img>
" + _ "Shallow water represents any body of water deep enough to come up to roughly a man's waist. This is enough to slow down nearly anyone and leave them wide open to attack. Dwarves, given that the water reaches up almost to their heads, have an extremely hard time of this. The exception is any race whose bodies naturally lend themselves to swimming, for which they receive a considerable defensive bonus and full movement.
" + _ "Shallow water represents any body of water deep enough to come up to roughly a mans waist. This is enough to slow down nearly anyone and leave them wide open to attack. Dwarves, given that the water reaches up almost to their heads, have an extremely hard time of this. The exception is any race whose bodies naturally lend themselves to swimming, for which they receive a considerable defensive bonus and full movement.
Most units make do with 20 to 30% defense in shallow water, whereas both Naga and Mermen enjoy 60%."
[/topic]
@ -563,7 +563,7 @@ Most units make do with 20 to 30% defense in shallow water, whereas both Naga an
title= _ "Deep Water"
text= "<img>src=terrain/water/ocean.png align=left box=no</img>
" + _ "Deep water represents any body of water deep enough to cover a man's head. Most units cannot enter deep water: it is the domain of units which can either fly, or are exceptionally strong swimmers.
" + _ "Deep water represents any body of water deep enough to cover a mans head. Most units cannot enter deep water: it is the domain of units which can either fly, or are exceptionally strong swimmers.
Mermen and Naga both receive 50% defense in deep water, with full movement."
[/topic]
@ -841,7 +841,7 @@ Create a unit of the specified type on the selected hex.
Toggle fog/shroud for the current side.
" + "<header>text=':gold <amount>'</header>" + _"
Adds the specified amount to the current side's gold.
Adds the specified amount to the current sides gold.
" + "<header>text=':n'</header>" + _"
Immediately advances to the next scenario in a campaign.

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@ -98,7 +98,7 @@ The unit will heal itself 8 HP per turn. If it is poisoned, it will remove the p
name= _ "steadfast"
female_name= _ "female^steadfast"
description= _ "Steadfast:
This unit's resistances are doubled, up to a maximum of 50%, when defending. Vulnerabilities are not affected."
This units resistances are doubled, up to a maximum of 50%, when defending. Vulnerabilities are not affected."
affect_self=yes
active_on=defense
[/resistance]

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@ -8,7 +8,7 @@ Special Notes:"#enddef
_" Spirits have very unusual resistances to damage, and move quite slowly over open water."#enddef
#define SPECIAL_NOTES_ARCANE
_" This unit's arcane attack deals tremendous damage to magical creatures, and even some to mundane creatures."#enddef
_" This units arcane attack deals tremendous damage to magical creatures, and even some to mundane creatures."#enddef
#define SPECIAL_NOTES_HEALS
_" This unit is capable of basic healing."#enddef
@ -29,7 +29,7 @@ _" The steadiness of this unit reduces damage from some attacks, but only while
_" 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."#enddef
#define SPECIAL_NOTES_SKIRMISHER
_" This unit's skill at skirmishing allows it to ignore enemies' zones of control and thus move unhindered around them."#enddef
_" This units skill at skirmishing allows it to ignore enemies' zones of control and thus move unhindered around them."#enddef
#define SPECIAL_NOTES_ILLUMINATES
_" Illumination increases the lighting level in adjacent areas."#enddef
@ -38,7 +38,7 @@ _" Illumination increases the lighting level in adjacent areas."#enddef
_" This unit can use one move to teleport between any two empty villages controlled by its side."#enddef
#define SPECIAL_NOTES_AMBUSH
_" In woodlands, this unit's ambush skill renders it invisible to enemies unless it is immediately adjacent or has revealed itself by attacking."#enddef
_" In woodlands, this units ambush skill renders it invisible to enemies unless it is immediately adjacent or has revealed itself by attacking."#enddef
#define SPECIAL_NOTES_NIGHTSTALK
_" This unit is able to hide at night, leaving no trace of its presence."#enddef
@ -68,7 +68,7 @@ _" This unit is able to slow its enemies, halving their movement speed and attac
_" The ability to turn the living to stone makes this unit extremely dangerous."#enddef
#define SPECIAL_NOTES_MARKSMAN
_" This unit's marksmanship gives it a high chance of hitting targeted enemies, but only on the attack."#enddef
_" This units marksmanship gives it a high chance of hitting targeted enemies, but only on the attack."#enddef
#define SPECIAL_NOTES_MAGICAL
_" The unit has magical attacks, which always have a high chance of hitting an opponent."#enddef
@ -83,7 +83,7 @@ _" Using a charging attack doubles both damage dealt and received; this does not
_" During battle, this unit can drain life from victims to renew its own health."#enddef
#define SPECIAL_NOTES_FIRSTSTRIKE
_" The length of this unit's weapon allows it to strike first in melee, even in defense."#enddef
_" The length of this units weapon allows it to strike first in melee, even in defense."#enddef
#define SPECIAL_NOTES_POISON
_" The victims of this unit's poison will continually take damage until they can be cured in town or by a unit which cures."#enddef
_" The victims of this units poison will continually take damage until they can be cured in town or by a unit which cures."#enddef

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@ -172,11 +172,11 @@
source= _ "― Sir Kaylan, 498YW"
[/tip]
[tip]
text= _ "Instead of leveling up, high-level units gain an 'After Maximum Level Advancement' (AMLA), which usually increases the unit's maximum hitpoints by three and full-heals them. This is much less than the normal benefits gained from advancing a level, so it is generally more useful to try to advance your lower-level units instead."
text= _ "Instead of leveling up, high-level units gain an 'After Maximum Level Advancement' (AMLA), which usually increases the units maximum hitpoints by three and full-heals them. This is much less than the normal benefits gained from advancing a level, so it is generally more useful to try to advance your lower-level units instead."
source= _ "― The Wesnoth Tactical Guide"
[/tip]
[tip]
text= _ "On maps where 'Shroud' or 'Fog of War' has been enabled, a unit's sightlines are limited by its maximum movement. Remember this when deciding what unit is best to scout specific types of terrain."
text= _ "On maps where 'Shroud' or 'Fog of War' has been enabled, a units sightlines are limited by its maximum movement. Remember this when deciding what unit is best to scout specific types of terrain."
source= _ "― The Wesnoth Tactical Guide"
[/tip]
[tip]

View File

@ -623,7 +623,7 @@ msgstr ""
#. [message]: speaker=Delfador
#: data/campaigns/Delfadors_Memoirs/scenarios/04_Leollyn.cfg:189
msgid "Their blood sheds as readily as any man's."
msgid "Their blood sheds as readily as any mans."
msgstr ""
#. [message]: speaker=Leollyn
@ -3391,7 +3391,7 @@ msgstr ""
#. [objective]: condition=win
#: data/campaigns/Delfadors_Memoirs/scenarios/18_The_Portal_of_Doom.cfg:289
msgid "All the player's units must reach the tunnel. Then Delfador."
msgid "All the players units must reach the tunnel. Then Delfador."
msgstr ""
#. [message]: id=Delfador

View File

@ -623,7 +623,7 @@ msgstr ""
#. [message]: speaker=Delfador
#: data/campaigns/Delfadors_Memoirs/scenarios/04_Leollyn.cfg:189
msgid "Their blood sheds as readily as any man's."
msgid "Their blood sheds as readily as any mans."
msgstr ""
#. [message]: speaker=Leollyn
@ -3378,7 +3378,7 @@ msgstr ""
#. [objective]: condition=win
#: data/campaigns/Delfadors_Memoirs/scenarios/18_The_Portal_of_Doom.cfg:289
msgid "All the player's units must reach the tunnel. Then Delfador."
msgid "All the players units must reach the tunnel. Then Delfador."
msgstr ""
#. [message]: id=Delfador

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@ -623,7 +623,7 @@ msgstr ""
#. [message]: speaker=Delfador
#: data/campaigns/Delfadors_Memoirs/scenarios/04_Leollyn.cfg:189
msgid "Their blood sheds as readily as any man's."
msgid "Their blood sheds as readily as any mans."
msgstr ""
#. [message]: speaker=Leollyn
@ -3379,7 +3379,7 @@ msgstr ""
#. [objective]: condition=win
#: data/campaigns/Delfadors_Memoirs/scenarios/18_The_Portal_of_Doom.cfg:289
msgid "All the player's units must reach the tunnel. Then Delfador."
msgid "All the players units must reach the tunnel. Then Delfador."
msgstr ""
#. [message]: id=Delfador

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@ -623,7 +623,7 @@ msgstr ""
#. [message]: speaker=Delfador
#: data/campaigns/Delfadors_Memoirs/scenarios/04_Leollyn.cfg:189
msgid "Their blood sheds as readily as any man's."
msgid "Their blood sheds as readily as any mans."
msgstr ""
#. [message]: speaker=Leollyn
@ -3392,7 +3392,7 @@ msgstr ""
#. [objective]: condition=win
#: data/campaigns/Delfadors_Memoirs/scenarios/18_The_Portal_of_Doom.cfg:289
msgid "All the player's units must reach the tunnel. Then Delfador."
msgid "All the players units must reach the tunnel. Then Delfador."
msgstr ""
#. [message]: id=Delfador

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@ -623,7 +623,7 @@ msgstr ""
#. [message]: speaker=Delfador
#: data/campaigns/Delfadors_Memoirs/scenarios/04_Leollyn.cfg:189
msgid "Their blood sheds as readily as any man's."
msgid "Their blood sheds as readily as any mans."
msgstr ""
#. [message]: speaker=Leollyn
@ -3378,7 +3378,7 @@ msgstr ""
#. [objective]: condition=win
#: data/campaigns/Delfadors_Memoirs/scenarios/18_The_Portal_of_Doom.cfg:289
msgid "All the player's units must reach the tunnel. Then Delfador."
msgid "All the players units must reach the tunnel. Then Delfador."
msgstr ""
#. [message]: id=Delfador

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@ -714,7 +714,7 @@ msgstr "Tfuj... to je hnus, jeho pohled se mi vůbec nelíbí..."
#. [message]: speaker=Delfador
#: data/campaigns/Delfadors_Memoirs/scenarios/04_Leollyn.cfg:189
msgid "Their blood sheds as readily as any man's."
msgid "Their blood sheds as readily as any mans."
msgstr "Jejich krev teče stejně jako lidská!"
#. [message]: speaker=Leollyn
@ -3972,7 +3972,7 @@ msgstr ""
#. [objective]: condition=win
#: data/campaigns/Delfadors_Memoirs/scenarios/18_The_Portal_of_Doom.cfg:289
msgid "All the player's units must reach the tunnel. Then Delfador."
msgid "All the players units must reach the tunnel. Then Delfador."
msgstr "Všechny tvé jednotky se musí dostat do tunelu. Delfador jako poslední."
#. [message]: id=Delfador

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@ -718,7 +718,7 @@ msgstr "Uh oh... jeg kan ikke li' det her..."
#. [message]: speaker=Delfador
#: data/campaigns/Delfadors_Memoirs/scenarios/04_Leollyn.cfg:189
msgid "Their blood sheds as readily as any man's."
msgid "Their blood sheds as readily as any mans."
msgstr ""
#. [message]: speaker=Leollyn
@ -3754,7 +3754,7 @@ msgstr ""
#. [objective]: condition=win
#: data/campaigns/Delfadors_Memoirs/scenarios/18_The_Portal_of_Doom.cfg:289
msgid "All the player's units must reach the tunnel. Then Delfador."
msgid "All the players units must reach the tunnel. Then Delfador."
msgstr ""
#. [message]: id=Delfador

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@ -738,7 +738,7 @@ msgstr "Uh, oh... Der Anblick gefällt mir ganz und gar nicht."
#. [message]: speaker=Delfador
#: data/campaigns/Delfadors_Memoirs/scenarios/04_Leollyn.cfg:189
msgid "Their blood sheds as readily as any man's."
msgid "Their blood sheds as readily as any mans."
msgstr "Ihr Blut ist genauso leicht vergossen wie das eines Menschen."
#. [message]: speaker=Leollyn
@ -4158,7 +4158,7 @@ msgstr ""
#. [objective]: condition=win
#: data/campaigns/Delfadors_Memoirs/scenarios/18_The_Portal_of_Doom.cfg:289
msgid "All the player's units must reach the tunnel. Then Delfador."
msgid "All the players units must reach the tunnel. Then Delfador."
msgstr ""
"Alle Einheiten des Spielers müssen den Tunnel erreichen, als Letzter "
"Delfador."

View File

@ -624,7 +624,7 @@ msgstr ""
#. [message]: speaker=Delfador
#: data/campaigns/Delfadors_Memoirs/scenarios/04_Leollyn.cfg:189
msgid "Their blood sheds as readily as any man's."
msgid "Their blood sheds as readily as any mans."
msgstr ""
#. [message]: speaker=Leollyn
@ -3387,7 +3387,7 @@ msgstr ""
#. [objective]: condition=win
#: data/campaigns/Delfadors_Memoirs/scenarios/18_The_Portal_of_Doom.cfg:289
msgid "All the player's units must reach the tunnel. Then Delfador."
msgid "All the players units must reach the tunnel. Then Delfador."
msgstr ""
#. [message]: id=Delfador

View File

@ -630,7 +630,7 @@ msgstr ""
#. [message]: speaker=Delfador
#: data/campaigns/Delfadors_Memoirs/scenarios/04_Leollyn.cfg:189
msgid "Their blood sheds as readily as any man's."
msgid "Their blood sheds as readily as any mans."
msgstr ""
#. [message]: speaker=Leollyn
@ -3385,7 +3385,7 @@ msgstr ""
#. [objective]: condition=win
#: data/campaigns/Delfadors_Memoirs/scenarios/18_The_Portal_of_Doom.cfg:289
msgid "All the player's units must reach the tunnel. Then Delfador."
msgid "All the players units must reach the tunnel. Then Delfador."
msgstr ""
#. [message]: id=Delfador

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@ -709,8 +709,8 @@ msgstr "Uh oh... I dont like the look of this..."
#. [message]: speaker=Delfador
#: data/campaigns/Delfadors_Memoirs/scenarios/04_Leollyn.cfg:189
msgid "Their blood sheds as readily as any man's."
msgstr "Their blood sheds as readily as any man's."
msgid "Their blood sheds as readily as any mans."
msgstr "Their blood sheds as readily as any mans."
#. [message]: speaker=Leollyn
#: data/campaigns/Delfadors_Memoirs/scenarios/04_Leollyn.cfg:193
@ -3983,8 +3983,8 @@ msgstr ""
#. [objective]: condition=win
#: data/campaigns/Delfadors_Memoirs/scenarios/18_The_Portal_of_Doom.cfg:289
msgid "All the player's units must reach the tunnel. Then Delfador."
msgstr "All the player's units must reach the tunnel. Then Delfador."
msgid "All the players units must reach the tunnel. Then Delfador."
msgstr "All the players units must reach the tunnel. Then Delfador."
#. [message]: id=Delfador
#: data/campaigns/Delfadors_Memoirs/scenarios/18_The_Portal_of_Doom.cfg:351

View File

@ -624,7 +624,7 @@ msgstr ""
#. [message]: speaker=Delfador
#: data/campaigns/Delfadors_Memoirs/scenarios/04_Leollyn.cfg:189
msgid "Their blood sheds as readily as any man's."
msgid "Their blood sheds as readily as any mans."
msgstr ""
#. [message]: speaker=Leollyn
@ -3392,7 +3392,7 @@ msgstr ""
#. [objective]: condition=win
#: data/campaigns/Delfadors_Memoirs/scenarios/18_The_Portal_of_Doom.cfg:289
msgid "All the player's units must reach the tunnel. Then Delfador."
msgid "All the players units must reach the tunnel. Then Delfador."
msgstr ""
#. [message]: id=Delfador

View File

@ -718,7 +718,7 @@ msgstr "Uh oh... no me gusta lo que estoy viendo..."
#. [message]: speaker=Delfador
#: data/campaigns/Delfadors_Memoirs/scenarios/04_Leollyn.cfg:189
msgid "Their blood sheds as readily as any man's."
msgid "Their blood sheds as readily as any mans."
msgstr ""
#. [message]: speaker=Leollyn
@ -3754,7 +3754,7 @@ msgstr ""
#. [objective]: condition=win
#: data/campaigns/Delfadors_Memoirs/scenarios/18_The_Portal_of_Doom.cfg:289
msgid "All the player's units must reach the tunnel. Then Delfador."
msgid "All the players units must reach the tunnel. Then Delfador."
msgstr ""
#. [message]: id=Delfador

View File

@ -704,7 +704,7 @@ msgstr "Oioo... See ei meeldi mulle."
#. [message]: speaker=Delfador
#: data/campaigns/Delfadors_Memoirs/scenarios/04_Leollyn.cfg:189
msgid "Their blood sheds as readily as any man's."
msgid "Their blood sheds as readily as any mans."
msgstr "Nende veri voolab nagu igal teisel inimesel."
#. [message]: speaker=Leollyn
@ -3954,7 +3954,7 @@ msgstr ""
#. [objective]: condition=win
#: data/campaigns/Delfadors_Memoirs/scenarios/18_The_Portal_of_Doom.cfg:289
msgid "All the player's units must reach the tunnel. Then Delfador."
msgid "All the players units must reach the tunnel. Then Delfador."
msgstr ""
"Kõik mängija üksused peavad jõudma käikudesse, viimasena neist Delfador."

View File

@ -623,7 +623,7 @@ msgstr ""
#. [message]: speaker=Delfador
#: data/campaigns/Delfadors_Memoirs/scenarios/04_Leollyn.cfg:189
msgid "Their blood sheds as readily as any man's."
msgid "Their blood sheds as readily as any mans."
msgstr ""
#. [message]: speaker=Leollyn
@ -3388,7 +3388,7 @@ msgstr ""
#. [objective]: condition=win
#: data/campaigns/Delfadors_Memoirs/scenarios/18_The_Portal_of_Doom.cfg:289
msgid "All the player's units must reach the tunnel. Then Delfador."
msgid "All the players units must reach the tunnel. Then Delfador."
msgstr ""
#. [message]: id=Delfador

View File

@ -715,7 +715,7 @@ msgstr "Ohoh... En pidä siitä, miltä tämä näyttää..."
#. [message]: speaker=Delfador
#: data/campaigns/Delfadors_Memoirs/scenarios/04_Leollyn.cfg:189
msgid "Their blood sheds as readily as any man's."
msgid "Their blood sheds as readily as any mans."
msgstr "Heidän verensä vuotaa yhtä nopeasti kuin kenen tahansa."
#. [message]: speaker=Leollyn
@ -4029,7 +4029,7 @@ msgstr ""
#. [objective]: condition=win
#: data/campaigns/Delfadors_Memoirs/scenarios/18_The_Portal_of_Doom.cfg:289
msgid "All the player's units must reach the tunnel. Then Delfador."
msgid "All the players units must reach the tunnel. Then Delfador."
msgstr ""
"Kaikkien pelaajan yksiköiden täytyy päästä tunneliin. Sitten Delfadorin."

View File

@ -747,7 +747,7 @@ msgstr "Oh oh... Je n'aime pas la tournure que ça prend..."
#. [message]: speaker=Delfador
#: data/campaigns/Delfadors_Memoirs/scenarios/04_Leollyn.cfg:189
#, fuzzy
msgid "Their blood sheds as readily as any man's."
msgid "Their blood sheds as readily as any mans."
msgstr ""
"Leur sang se déverse aussi facilement que celui de n'importe quel homme."
@ -4345,7 +4345,7 @@ msgstr ""
#. [objective]: condition=win
#: data/campaigns/Delfadors_Memoirs/scenarios/18_The_Portal_of_Doom.cfg:289
#, fuzzy
msgid "All the player's units must reach the tunnel. Then Delfador."
msgid "All the players units must reach the tunnel. Then Delfador."
msgstr ""
"Toutes les unités du joueur doivent atteindre le tunnel. Puis Delfador."

View File

@ -623,7 +623,7 @@ msgstr ""
#. [message]: speaker=Delfador
#: data/campaigns/Delfadors_Memoirs/scenarios/04_Leollyn.cfg:189
msgid "Their blood sheds as readily as any man's."
msgid "Their blood sheds as readily as any mans."
msgstr ""
#. [message]: speaker=Leollyn
@ -3378,7 +3378,7 @@ msgstr ""
#. [objective]: condition=win
#: data/campaigns/Delfadors_Memoirs/scenarios/18_The_Portal_of_Doom.cfg:289
msgid "All the player's units must reach the tunnel. Then Delfador."
msgid "All the players units must reach the tunnel. Then Delfador."
msgstr ""
#. [message]: id=Delfador

View File

@ -718,7 +718,7 @@ msgstr "Oh oh... Non che me gusta nada como pinta isto..."
#. [message]: speaker=Delfador
#: data/campaigns/Delfadors_Memoirs/scenarios/04_Leollyn.cfg:189
msgid "Their blood sheds as readily as any man's."
msgid "Their blood sheds as readily as any mans."
msgstr "O seu sangue derrámase coa mesma facilidade que a dos homes."
#. [message]: speaker=Leollyn
@ -4024,7 +4024,7 @@ msgstr ""
#. [objective]: condition=win
#: data/campaigns/Delfadors_Memoirs/scenarios/18_The_Portal_of_Doom.cfg:289
msgid "All the player's units must reach the tunnel. Then Delfador."
msgid "All the players units must reach the tunnel. Then Delfador."
msgstr "Todas as unidades do xogador deben entrar no túnel. Logo Delfador."
#. [message]: id=Delfador

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@ -624,7 +624,7 @@ msgstr ""
#. [message]: speaker=Delfador
#: data/campaigns/Delfadors_Memoirs/scenarios/04_Leollyn.cfg:189
msgid "Their blood sheds as readily as any man's."
msgid "Their blood sheds as readily as any mans."
msgstr ""
#. [message]: speaker=Leollyn
@ -3389,7 +3389,7 @@ msgstr ""
#. [objective]: condition=win
#: data/campaigns/Delfadors_Memoirs/scenarios/18_The_Portal_of_Doom.cfg:289
msgid "All the player's units must reach the tunnel. Then Delfador."
msgid "All the players units must reach the tunnel. Then Delfador."
msgstr ""
#. [message]: id=Delfador

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@ -625,7 +625,7 @@ msgstr ""
#. [message]: speaker=Delfador
#: data/campaigns/Delfadors_Memoirs/scenarios/04_Leollyn.cfg:189
msgid "Their blood sheds as readily as any man's."
msgid "Their blood sheds as readily as any mans."
msgstr ""
#. [message]: speaker=Leollyn
@ -3380,7 +3380,7 @@ msgstr ""
#. [objective]: condition=win
#: data/campaigns/Delfadors_Memoirs/scenarios/18_The_Portal_of_Doom.cfg:289
msgid "All the player's units must reach the tunnel. Then Delfador."
msgid "All the players units must reach the tunnel. Then Delfador."
msgstr ""
#. [message]: id=Delfador

View File

@ -709,7 +709,7 @@ msgstr "Uh, óó... Nem tetszik a látvány..."
#. [message]: speaker=Delfador
#: data/campaigns/Delfadors_Memoirs/scenarios/04_Leollyn.cfg:189
msgid "Their blood sheds as readily as any man's."
msgid "Their blood sheds as readily as any mans."
msgstr "Az ő vérük is csak úgy ömlik, mint az embereké."
#. [message]: speaker=Leollyn
@ -3996,7 +3996,7 @@ msgstr ""
#. [objective]: condition=win
#: data/campaigns/Delfadors_Memoirs/scenarios/18_The_Portal_of_Doom.cfg:289
msgid "All the player's units must reach the tunnel. Then Delfador."
msgid "All the players units must reach the tunnel. Then Delfador."
msgstr "Minden egységed eléri az alagutat. Utoljára Delfador is."
#. [message]: id=Delfador

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@ -623,7 +623,7 @@ msgstr ""
#. [message]: speaker=Delfador
#: data/campaigns/Delfadors_Memoirs/scenarios/04_Leollyn.cfg:189
msgid "Their blood sheds as readily as any man's."
msgid "Their blood sheds as readily as any mans."
msgstr ""
#. [message]: speaker=Leollyn
@ -3378,7 +3378,7 @@ msgstr ""
#. [objective]: condition=win
#: data/campaigns/Delfadors_Memoirs/scenarios/18_The_Portal_of_Doom.cfg:289
msgid "All the player's units must reach the tunnel. Then Delfador."
msgid "All the players units must reach the tunnel. Then Delfador."
msgstr ""
#. [message]: id=Delfador

View File

@ -623,7 +623,7 @@ msgstr ""
#. [message]: speaker=Delfador
#: data/campaigns/Delfadors_Memoirs/scenarios/04_Leollyn.cfg:189
msgid "Their blood sheds as readily as any man's."
msgid "Their blood sheds as readily as any mans."
msgstr ""
#. [message]: speaker=Leollyn
@ -3378,7 +3378,7 @@ msgstr ""
#. [objective]: condition=win
#: data/campaigns/Delfadors_Memoirs/scenarios/18_The_Portal_of_Doom.cfg:289
msgid "All the player's units must reach the tunnel. Then Delfador."
msgid "All the players units must reach the tunnel. Then Delfador."
msgstr ""
#. [message]: id=Delfador

View File

@ -718,7 +718,7 @@ msgstr "Uh oh... non mi piace l'aspetto di questo..."
#. [message]: speaker=Delfador
#: data/campaigns/Delfadors_Memoirs/scenarios/04_Leollyn.cfg:189
msgid "Their blood sheds as readily as any man's."
msgid "Their blood sheds as readily as any mans."
msgstr "Il loro sangue si versa facilmente come quello di qualsiasi uomo."
#. [message]: speaker=Leollyn
@ -4032,7 +4032,7 @@ msgstr ""
#. [objective]: condition=win
#: data/campaigns/Delfadors_Memoirs/scenarios/18_The_Portal_of_Doom.cfg:289
msgid "All the player's units must reach the tunnel. Then Delfador."
msgid "All the players units must reach the tunnel. Then Delfador."
msgstr ""
"Tutte le unità del giocatore devono raggiungere il tunnel. Poi Delfador."

View File

@ -718,7 +718,7 @@ msgstr "う、おお……嫌なこの目つきだ……"
#. [message]: speaker=Delfador
#: data/campaigns/Delfadors_Memoirs/scenarios/04_Leollyn.cfg:189
msgid "Their blood sheds as readily as any man's."
msgid "Their blood sheds as readily as any mans."
msgstr "奴等の血は人間と同じぐらい容易に流れるぞ。"
#. [message]: speaker=Leollyn
@ -4035,7 +4035,7 @@ msgstr ""
#. [objective]: condition=win
#: data/campaigns/Delfadors_Memoirs/scenarios/18_The_Portal_of_Doom.cfg:289
msgid "All the player's units must reach the tunnel. Then Delfador."
msgid "All the players units must reach the tunnel. Then Delfador."
msgstr "すべてのユニットをトンネルに移動する。 最後にDelfador。"
#. [message]: id=Delfador

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@ -624,7 +624,7 @@ msgstr ""
#. [message]: speaker=Delfador
#: data/campaigns/Delfadors_Memoirs/scenarios/04_Leollyn.cfg:189
msgid "Their blood sheds as readily as any man's."
msgid "Their blood sheds as readily as any mans."
msgstr ""
#. [message]: speaker=Leollyn
@ -3380,7 +3380,7 @@ msgstr ""
#. [objective]: condition=win
#: data/campaigns/Delfadors_Memoirs/scenarios/18_The_Portal_of_Doom.cfg:289
msgid "All the player's units must reach the tunnel. Then Delfador."
msgid "All the players units must reach the tunnel. Then Delfador."
msgstr ""
#. [message]: id=Delfador

View File

@ -633,7 +633,7 @@ msgstr ""
#. [message]: speaker=Delfador
#: data/campaigns/Delfadors_Memoirs/scenarios/04_Leollyn.cfg:189
msgid "Their blood sheds as readily as any man's."
msgid "Their blood sheds as readily as any mans."
msgstr ""
#. [message]: speaker=Leollyn
@ -3395,7 +3395,7 @@ msgstr ""
#. [objective]: condition=win
#: data/campaigns/Delfadors_Memoirs/scenarios/18_The_Portal_of_Doom.cfg:289
msgid "All the player's units must reach the tunnel. Then Delfador."
msgid "All the players units must reach the tunnel. Then Delfador."
msgstr ""
#. [message]: id=Delfador

View File

@ -680,7 +680,7 @@ msgstr "Ojoi... Man tai nepatinka..."
#. [message]: speaker=Delfador
#: data/campaigns/Delfadors_Memoirs/scenarios/04_Leollyn.cfg:189
msgid "Their blood sheds as readily as any man's."
msgid "Their blood sheds as readily as any mans."
msgstr ""
#. [message]: speaker=Leollyn
@ -3463,7 +3463,7 @@ msgstr ""
#. [objective]: condition=win
#: data/campaigns/Delfadors_Memoirs/scenarios/18_The_Portal_of_Doom.cfg:289
msgid "All the player's units must reach the tunnel. Then Delfador."
msgid "All the players units must reach the tunnel. Then Delfador."
msgstr "Visi priešo daliniai turi pasiekti tunelį. Tada Delfadoras."
#. [message]: id=Delfador

View File

@ -625,7 +625,7 @@ msgstr ""
#. [message]: speaker=Delfador
#: data/campaigns/Delfadors_Memoirs/scenarios/04_Leollyn.cfg:189
msgid "Their blood sheds as readily as any man's."
msgid "Their blood sheds as readily as any mans."
msgstr ""
#. [message]: speaker=Leollyn
@ -3380,7 +3380,7 @@ msgstr ""
#. [objective]: condition=win
#: data/campaigns/Delfadors_Memoirs/scenarios/18_The_Portal_of_Doom.cfg:289
msgid "All the player's units must reach the tunnel. Then Delfador."
msgid "All the players units must reach the tunnel. Then Delfador."
msgstr ""
#. [message]: id=Delfador

View File

@ -623,7 +623,7 @@ msgstr ""
#. [message]: speaker=Delfador
#: data/campaigns/Delfadors_Memoirs/scenarios/04_Leollyn.cfg:189
msgid "Their blood sheds as readily as any man's."
msgid "Their blood sheds as readily as any mans."
msgstr ""
#. [message]: speaker=Leollyn
@ -3378,7 +3378,7 @@ msgstr ""
#. [objective]: condition=win
#: data/campaigns/Delfadors_Memoirs/scenarios/18_The_Portal_of_Doom.cfg:289
msgid "All the player's units must reach the tunnel. Then Delfador."
msgid "All the players units must reach the tunnel. Then Delfador."
msgstr ""
#. [message]: id=Delfador

View File

@ -623,7 +623,7 @@ msgstr ""
#. [message]: speaker=Delfador
#: data/campaigns/Delfadors_Memoirs/scenarios/04_Leollyn.cfg:189
msgid "Their blood sheds as readily as any man's."
msgid "Their blood sheds as readily as any mans."
msgstr ""
#. [message]: speaker=Leollyn
@ -3378,7 +3378,7 @@ msgstr ""
#. [objective]: condition=win
#: data/campaigns/Delfadors_Memoirs/scenarios/18_The_Portal_of_Doom.cfg:289
msgid "All the player's units must reach the tunnel. Then Delfador."
msgid "All the players units must reach the tunnel. Then Delfador."
msgstr ""
#. [message]: id=Delfador

View File

@ -624,7 +624,7 @@ msgstr ""
#. [message]: speaker=Delfador
#: data/campaigns/Delfadors_Memoirs/scenarios/04_Leollyn.cfg:189
msgid "Their blood sheds as readily as any man's."
msgid "Their blood sheds as readily as any mans."
msgstr ""
#. [message]: speaker=Leollyn
@ -3393,7 +3393,7 @@ msgstr ""
#. [objective]: condition=win
#: data/campaigns/Delfadors_Memoirs/scenarios/18_The_Portal_of_Doom.cfg:289
msgid "All the player's units must reach the tunnel. Then Delfador."
msgid "All the players units must reach the tunnel. Then Delfador."
msgstr ""
#. [message]: id=Delfador

View File

@ -624,7 +624,7 @@ msgstr ""
#. [message]: speaker=Delfador
#: data/campaigns/Delfadors_Memoirs/scenarios/04_Leollyn.cfg:189
msgid "Their blood sheds as readily as any man's."
msgid "Their blood sheds as readily as any mans."
msgstr ""
#. [message]: speaker=Leollyn
@ -3393,7 +3393,7 @@ msgstr ""
#. [objective]: condition=win
#: data/campaigns/Delfadors_Memoirs/scenarios/18_The_Portal_of_Doom.cfg:289
msgid "All the player's units must reach the tunnel. Then Delfador."
msgid "All the players units must reach the tunnel. Then Delfador."
msgstr ""
#. [message]: id=Delfador

View File

@ -720,7 +720,7 @@ msgstr "O-o... Nie podoba mi się to..."
#. [message]: speaker=Delfador
#: data/campaigns/Delfadors_Memoirs/scenarios/04_Leollyn.cfg:189
msgid "Their blood sheds as readily as any man's."
msgid "Their blood sheds as readily as any mans."
msgstr "Ich krew przelewa się tak samo łatwo, jak ludzką."
#. [message]: speaker=Leollyn
@ -4026,7 +4026,7 @@ msgstr ""
#. [objective]: condition=win
#: data/campaigns/Delfadors_Memoirs/scenarios/18_The_Portal_of_Doom.cfg:289
msgid "All the player's units must reach the tunnel. Then Delfador."
msgid "All the players units must reach the tunnel. Then Delfador."
msgstr "Wszystkie jednostki muszą wejść do tunelu, a po nich Delfador."
#. [message]: id=Delfador

View File

@ -624,7 +624,7 @@ msgstr ""
#. [message]: speaker=Delfador
#: data/campaigns/Delfadors_Memoirs/scenarios/04_Leollyn.cfg:189
msgid "Their blood sheds as readily as any man's."
msgid "Their blood sheds as readily as any mans."
msgstr ""
#. [message]: speaker=Leollyn
@ -3379,7 +3379,7 @@ msgstr ""
#. [objective]: condition=win
#: data/campaigns/Delfadors_Memoirs/scenarios/18_The_Portal_of_Doom.cfg:289
msgid "All the player's units must reach the tunnel. Then Delfador."
msgid "All the players units must reach the tunnel. Then Delfador."
msgstr ""
#. [message]: id=Delfador

View File

@ -624,7 +624,7 @@ msgstr ""
#. [message]: speaker=Delfador
#: data/campaigns/Delfadors_Memoirs/scenarios/04_Leollyn.cfg:189
msgid "Their blood sheds as readily as any man's."
msgid "Their blood sheds as readily as any mans."
msgstr ""
#. [message]: speaker=Leollyn
@ -3393,7 +3393,7 @@ msgstr ""
#. [objective]: condition=win
#: data/campaigns/Delfadors_Memoirs/scenarios/18_The_Portal_of_Doom.cfg:289
msgid "All the player's units must reach the tunnel. Then Delfador."
msgid "All the players units must reach the tunnel. Then Delfador."
msgstr ""
#. [message]: id=Delfador

View File

@ -623,7 +623,7 @@ msgstr ""
#. [message]: speaker=Delfador
#: data/campaigns/Delfadors_Memoirs/scenarios/04_Leollyn.cfg:189
msgid "Their blood sheds as readily as any man's."
msgid "Their blood sheds as readily as any mans."
msgstr ""
#. [message]: speaker=Leollyn
@ -3378,7 +3378,7 @@ msgstr ""
#. [objective]: condition=win
#: data/campaigns/Delfadors_Memoirs/scenarios/18_The_Portal_of_Doom.cfg:289
msgid "All the player's units must reach the tunnel. Then Delfador."
msgid "All the players units must reach the tunnel. Then Delfador."
msgstr ""
#. [message]: id=Delfador

View File

@ -623,7 +623,7 @@ msgstr ""
#. [message]: speaker=Delfador
#: data/campaigns/Delfadors_Memoirs/scenarios/04_Leollyn.cfg:189
msgid "Their blood sheds as readily as any man's."
msgid "Their blood sheds as readily as any mans."
msgstr ""
#. [message]: speaker=Leollyn
@ -3379,7 +3379,7 @@ msgstr ""
#. [objective]: condition=win
#: data/campaigns/Delfadors_Memoirs/scenarios/18_The_Portal_of_Doom.cfg:289
msgid "All the player's units must reach the tunnel. Then Delfador."
msgid "All the players units must reach the tunnel. Then Delfador."
msgstr ""
#. [message]: id=Delfador

View File

@ -708,7 +708,7 @@ msgstr "О-хо-хо... Не нравится мне, как это выгляд
#. [message]: speaker=Delfador
#: data/campaigns/Delfadors_Memoirs/scenarios/04_Leollyn.cfg:189
msgid "Their blood sheds as readily as any man's."
msgid "Their blood sheds as readily as any mans."
msgstr "Их кровь льется так же легко, как и людская."
#. [message]: speaker=Leollyn
@ -3951,7 +3951,7 @@ msgstr "(гномам) Быстрее, назад в туннель! Я оста
#. [objective]: condition=win
#: data/campaigns/Delfadors_Memoirs/scenarios/18_The_Portal_of_Doom.cfg:289
msgid "All the player's units must reach the tunnel. Then Delfador."
msgid "All the players units must reach the tunnel. Then Delfador."
msgstr "Все бойцы игрока должны достигнуть тоннеля, затем — Делфадор."
#. [message]: id=Delfador

View File

@ -626,7 +626,7 @@ msgstr ""
#. [message]: speaker=Delfador
#: data/campaigns/Delfadors_Memoirs/scenarios/04_Leollyn.cfg:189
msgid "Their blood sheds as readily as any man's."
msgid "Their blood sheds as readily as any mans."
msgstr ""
#. [message]: speaker=Leollyn
@ -3397,7 +3397,7 @@ msgstr ""
#. [objective]: condition=win
#: data/campaigns/Delfadors_Memoirs/scenarios/18_The_Portal_of_Doom.cfg:289
msgid "All the player's units must reach the tunnel. Then Delfador."
msgid "All the players units must reach the tunnel. Then Delfador."
msgstr ""
#. [message]: id=Delfador

View File

@ -625,7 +625,7 @@ msgstr ""
#. [message]: speaker=Delfador
#: data/campaigns/Delfadors_Memoirs/scenarios/04_Leollyn.cfg:189
msgid "Their blood sheds as readily as any man's."
msgid "Their blood sheds as readily as any mans."
msgstr ""
#. [message]: speaker=Leollyn
@ -3393,7 +3393,7 @@ msgstr ""
#. [objective]: condition=win
#: data/campaigns/Delfadors_Memoirs/scenarios/18_The_Portal_of_Doom.cfg:289
msgid "All the player's units must reach the tunnel. Then Delfador."
msgid "All the players units must reach the tunnel. Then Delfador."
msgstr ""
#. [message]: id=Delfador

View File

@ -630,7 +630,7 @@ msgstr ""
#. [message]: speaker=Delfador
#: data/campaigns/Delfadors_Memoirs/scenarios/04_Leollyn.cfg:189
msgid "Their blood sheds as readily as any man's."
msgid "Their blood sheds as readily as any mans."
msgstr ""
#. [message]: speaker=Leollyn
@ -3385,7 +3385,7 @@ msgstr ""
#. [objective]: condition=win
#: data/campaigns/Delfadors_Memoirs/scenarios/18_The_Portal_of_Doom.cfg:289
msgid "All the player's units must reach the tunnel. Then Delfador."
msgid "All the players units must reach the tunnel. Then Delfador."
msgstr ""
#. [message]: id=Delfador

View File

@ -630,7 +630,7 @@ msgstr ""
#. [message]: speaker=Delfador
#: data/campaigns/Delfadors_Memoirs/scenarios/04_Leollyn.cfg:189
msgid "Their blood sheds as readily as any man's."
msgid "Their blood sheds as readily as any mans."
msgstr ""
#. [message]: speaker=Leollyn
@ -3385,7 +3385,7 @@ msgstr ""
#. [objective]: condition=win
#: data/campaigns/Delfadors_Memoirs/scenarios/18_The_Portal_of_Doom.cfg:289
msgid "All the player's units must reach the tunnel. Then Delfador."
msgid "All the players units must reach the tunnel. Then Delfador."
msgstr ""
#. [message]: id=Delfador

View File

@ -630,7 +630,7 @@ msgstr ""
#. [message]: speaker=Delfador
#: data/campaigns/Delfadors_Memoirs/scenarios/04_Leollyn.cfg:189
msgid "Their blood sheds as readily as any man's."
msgid "Their blood sheds as readily as any mans."
msgstr ""
#. [message]: speaker=Leollyn
@ -3385,7 +3385,7 @@ msgstr ""
#. [objective]: condition=win
#: data/campaigns/Delfadors_Memoirs/scenarios/18_The_Portal_of_Doom.cfg:289
msgid "All the player's units must reach the tunnel. Then Delfador."
msgid "All the players units must reach the tunnel. Then Delfador."
msgstr ""
#. [message]: id=Delfador

View File

@ -630,7 +630,7 @@ msgstr ""
#. [message]: speaker=Delfador
#: data/campaigns/Delfadors_Memoirs/scenarios/04_Leollyn.cfg:189
msgid "Their blood sheds as readily as any man's."
msgid "Their blood sheds as readily as any mans."
msgstr ""
#. [message]: speaker=Leollyn
@ -3385,7 +3385,7 @@ msgstr ""
#. [objective]: condition=win
#: data/campaigns/Delfadors_Memoirs/scenarios/18_The_Portal_of_Doom.cfg:289
msgid "All the player's units must reach the tunnel. Then Delfador."
msgid "All the players units must reach the tunnel. Then Delfador."
msgstr ""
#. [message]: id=Delfador

View File

@ -715,7 +715,7 @@ msgstr "Hoppsan... Jag tycker inte om det här..."
#. [message]: speaker=Delfador
#: data/campaigns/Delfadors_Memoirs/scenarios/04_Leollyn.cfg:189
msgid "Their blood sheds as readily as any man's."
msgid "Their blood sheds as readily as any mans."
msgstr ""
#. [message]: speaker=Leollyn
@ -3765,7 +3765,7 @@ msgstr ""
#. [objective]: condition=win
#: data/campaigns/Delfadors_Memoirs/scenarios/18_The_Portal_of_Doom.cfg:289
msgid "All the player's units must reach the tunnel. Then Delfador."
msgid "All the players units must reach the tunnel. Then Delfador."
msgstr ""
#. [message]: id=Delfador

View File

@ -623,7 +623,7 @@ msgstr ""
#. [message]: speaker=Delfador
#: data/campaigns/Delfadors_Memoirs/scenarios/04_Leollyn.cfg:189
msgid "Their blood sheds as readily as any man's."
msgid "Their blood sheds as readily as any mans."
msgstr ""
#. [message]: speaker=Leollyn
@ -3378,7 +3378,7 @@ msgstr ""
#. [objective]: condition=win
#: data/campaigns/Delfadors_Memoirs/scenarios/18_The_Portal_of_Doom.cfg:289
msgid "All the player's units must reach the tunnel. Then Delfador."
msgid "All the players units must reach the tunnel. Then Delfador."
msgstr ""
#. [message]: id=Delfador

View File

@ -719,7 +719,7 @@ msgstr "Uh oh... Bunun görünüşünü sevmedim..."
#. [message]: speaker=Delfador
#: data/campaigns/Delfadors_Memoirs/scenarios/04_Leollyn.cfg:189
msgid "Their blood sheds as readily as any man's."
msgid "Their blood sheds as readily as any mans."
msgstr "Bunların kanı da en az insanların ki kadar kırmızı."
#. [message]: speaker=Leollyn
@ -4053,7 +4053,7 @@ msgstr ""
#. [objective]: condition=win
#: data/campaigns/Delfadors_Memoirs/scenarios/18_The_Portal_of_Doom.cfg:289
msgid "All the player's units must reach the tunnel. Then Delfador."
msgid "All the players units must reach the tunnel. Then Delfador."
msgstr ""
"Oyuncunun tüm birimleri tünele girdikten sonra en son Delfador girmeli."

View File

@ -727,7 +727,7 @@ msgstr "Ôi không...Tôi không thích cái cảnh như vậy đâu..."
#. [message]: speaker=Delfador
#: data/campaigns/Delfadors_Memoirs/scenarios/04_Leollyn.cfg:189
msgid "Their blood sheds as readily as any man's."
msgid "Their blood sheds as readily as any mans."
msgstr "Máu chúng chảy cũng dễ dàng như bất cứ con người nào."
#. [message]: speaker=Leollyn
@ -4002,7 +4002,7 @@ msgstr ""
#. [objective]: condition=win
#: data/campaigns/Delfadors_Memoirs/scenarios/18_The_Portal_of_Doom.cfg:289
msgid "All the player's units must reach the tunnel. Then Delfador."
msgid "All the players units must reach the tunnel. Then Delfador."
msgstr ""
#. [message]: id=Delfador

View File

@ -641,7 +641,7 @@ msgstr ""
#. [message]: speaker=Delfador
#: data/campaigns/Delfadors_Memoirs/scenarios/04_Leollyn.cfg:189
msgid "Their blood sheds as readily as any man's."
msgid "Their blood sheds as readily as any mans."
msgstr ""
#. [message]: speaker=Leollyn
@ -3396,7 +3396,7 @@ msgstr ""
#. [objective]: condition=win
#: data/campaigns/Delfadors_Memoirs/scenarios/18_The_Portal_of_Doom.cfg:289
msgid "All the player's units must reach the tunnel. Then Delfador."
msgid "All the players units must reach the tunnel. Then Delfador."
msgstr ""
#. [message]: id=Delfador

View File

@ -693,7 +693,7 @@ msgstr "啊哦……我不喜欢这样子……"
#. [message]: speaker=Delfador
#: data/campaigns/Delfadors_Memoirs/scenarios/04_Leollyn.cfg:189
msgid "Their blood sheds as readily as any man's."
msgid "Their blood sheds as readily as any mans."
msgstr "他们的血像某些人一样流得快。"
#. [message]: speaker=Leollyn
@ -3471,7 +3471,7 @@ msgstr ""
#. [objective]: condition=win
#: data/campaigns/Delfadors_Memoirs/scenarios/18_The_Portal_of_Doom.cfg:289
msgid "All the player's units must reach the tunnel. Then Delfador."
msgid "All the players units must reach the tunnel. Then Delfador."
msgstr ""
#. [message]: id=Delfador

View File

@ -623,7 +623,7 @@ msgstr ""
#. [message]: speaker=Delfador
#: data/campaigns/Delfadors_Memoirs/scenarios/04_Leollyn.cfg:189
msgid "Their blood sheds as readily as any man's."
msgid "Their blood sheds as readily as any mans."
msgstr ""
#. [message]: speaker=Leollyn
@ -3378,7 +3378,7 @@ msgstr ""
#. [objective]: condition=win
#: data/campaigns/Delfadors_Memoirs/scenarios/18_The_Portal_of_Doom.cfg:289
msgid "All the player's units must reach the tunnel. Then Delfador."
msgid "All the players units must reach the tunnel. Then Delfador."
msgstr ""
#. [message]: id=Delfador

View File

@ -361,7 +361,7 @@ msgstr ""
msgid ""
"Which player should start here? You can use alt and a number key to set the "
"starting position for a player, and del to clear the starting position under "
"the cursor. Pressing a number key by itself will scroll to that player's "
"the cursor. Pressing a number key by itself will scroll to that players "
"starting position."
msgstr ""

View File

@ -376,7 +376,7 @@ msgstr "لاعب"
msgid ""
"Which player should start here? You can use alt and a number key to set the "
"starting position for a player, and del to clear the starting position under "
"the cursor. Pressing a number key by itself will scroll to that player's "
"the cursor. Pressing a number key by itself will scroll to that players "
"starting position."
msgstr ""

View File

@ -367,7 +367,7 @@ msgstr ""
msgid ""
"Which player should start here? You can use alt and a number key to set the "
"starting position for a player, and del to clear the starting position under "
"the cursor. Pressing a number key by itself will scroll to that player's "
"the cursor. Pressing a number key by itself will scroll to that players "
"starting position."
msgstr ""

View File

@ -368,7 +368,7 @@ msgstr "Trieu el jugador"
msgid ""
"Which player should start here? You can use alt and a number key to set the "
"starting position for a player, and del to clear the starting position under "
"the cursor. Pressing a number key by itself will scroll to that player's "
"the cursor. Pressing a number key by itself will scroll to that players "
"starting position."
msgstr ""

View File

@ -350,7 +350,7 @@ msgstr ""
msgid ""
"Which player should start here? You can use alt and a number key to set the "
"starting position for a player, and del to clear the starting position under "
"the cursor. Pressing a number key by itself will scroll to that player's "
"the cursor. Pressing a number key by itself will scroll to that players "
"starting position."
msgstr ""

View File

@ -384,7 +384,7 @@ msgstr "Vyber hráče"
msgid ""
"Which player should start here? You can use alt and a number key to set the "
"starting position for a player, and del to clear the starting position under "
"the cursor. Pressing a number key by itself will scroll to that player's "
"the cursor. Pressing a number key by itself will scroll to that players "
"starting position."
msgstr ""
"Který hráč zde má začínat? Počáteční pozice lze také nastavit klávesami 1-9 "

View File

@ -371,7 +371,7 @@ msgstr ""
msgid ""
"Which player should start here? You can use alt and a number key to set the "
"starting position for a player, and del to clear the starting position under "
"the cursor. Pressing a number key by itself will scroll to that player's "
"the cursor. Pressing a number key by itself will scroll to that players "
"starting position."
msgstr ""

View File

@ -382,7 +382,7 @@ msgstr "Spieler auswählen"
msgid ""
"Which player should start here? You can use alt and a number key to set the "
"starting position for a player, and del to clear the starting position under "
"the cursor. Pressing a number key by itself will scroll to that player's "
"the cursor. Pressing a number key by itself will scroll to that players "
"starting position."
msgstr ""
"Welcher Spieler soll hier starten? Verwendet die Taste »Alt« und eine "

View File

@ -365,7 +365,7 @@ msgstr ""
msgid ""
"Which player should start here? You can use alt and a number key to set the "
"starting position for a player, and del to clear the starting position under "
"the cursor. Pressing a number key by itself will scroll to that player's "
"the cursor. Pressing a number key by itself will scroll to that players "
"starting position."
msgstr ""

View File

@ -374,7 +374,7 @@ msgstr "𐑗𐑵𐑟 𐑐𐑤𐑱𐑻"
msgid ""
"Which player should start here? You can use alt and a number key to set the "
"starting position for a player, and del to clear the starting position under "
"the cursor. Pressing a number key by itself will scroll to that player's "
"the cursor. Pressing a number key by itself will scroll to that players "
"starting position."
msgstr ""
"𐑢𐑦𐑗 𐑐𐑤𐑱𐑻 𐑖𐑫𐑛 𐑕𐑑𐑸𐑑 𐑣𐑽? 𐑿 𐑒𐑨𐑯 𐑿𐑕 Alt 𐑯 𐑩 𐑯𐑳𐑥𐑚𐑻 𐑒𐑰 𐑑 𐑕𐑧𐑑 𐑞 𐑕𐑑𐑸𐑑𐑦𐑙 𐑐𐑩𐑟𐑦𐑖𐑩𐑯 𐑓𐑹 𐑩 "

View File

@ -369,12 +369,12 @@ msgstr "Choose player"
msgid ""
"Which player should start here? You can use alt and a number key to set the "
"starting position for a player, and del to clear the starting position under "
"the cursor. Pressing a number key by itself will scroll to that player's "
"the cursor. Pressing a number key by itself will scroll to that players "
"starting position."
msgstr ""
"Which player should start here? You can use alt and a number key to set the "
"starting position for a player, and del to clear the starting position under "
"the cursor. Pressing a number key by itself will scroll to that player's "
"the cursor. Pressing a number key by itself will scroll to that players "
"starting position."
#: src/gui/dialogs/editor_settings.cpp:166

View File

@ -360,7 +360,7 @@ msgstr ""
msgid ""
"Which player should start here? You can use alt and a number key to set the "
"starting position for a player, and del to clear the starting position under "
"the cursor. Pressing a number key by itself will scroll to that player's "
"the cursor. Pressing a number key by itself will scroll to that players "
"starting position."
msgstr ""

View File

@ -385,7 +385,7 @@ msgstr "Escoja un jugador"
msgid ""
"Which player should start here? You can use alt and a number key to set the "
"starting position for a player, and del to clear the starting position under "
"the cursor. Pressing a number key by itself will scroll to that player's "
"the cursor. Pressing a number key by itself will scroll to that players "
"starting position."
msgstr ""
"¿Qué jugador debería comenzar aquí? Puede utilizar ALT y una tecla numérica "

View File

@ -377,7 +377,7 @@ msgstr "Vali mängija"
msgid ""
"Which player should start here? You can use alt and a number key to set the "
"starting position for a player, and del to clear the starting position under "
"the cursor. Pressing a number key by itself will scroll to that player's "
"the cursor. Pressing a number key by itself will scroll to that players "
"starting position."
msgstr ""
"Milline mängija siit alustab? Vali mängija Alt- ja numbriklahvide abil, Del-"

View File

@ -366,7 +366,7 @@ msgstr ""
msgid ""
"Which player should start here? You can use alt and a number key to set the "
"starting position for a player, and del to clear the starting position under "
"the cursor. Pressing a number key by itself will scroll to that player's "
"the cursor. Pressing a number key by itself will scroll to that players "
"starting position."
msgstr ""

View File

@ -377,7 +377,7 @@ msgstr "Valitse pelaaja"
msgid ""
"Which player should start here? You can use alt and a number key to set the "
"starting position for a player, and del to clear the starting position under "
"the cursor. Pressing a number key by itself will scroll to that player's "
"the cursor. Pressing a number key by itself will scroll to that players "
"starting position."
msgstr ""
"Mikä pelaaja aloittaa tästä? Voit käyttää alt-näppäintä ja numeronäppäimiä "

View File

@ -383,7 +383,7 @@ msgstr "Choisir le joueur"
msgid ""
"Which player should start here? You can use alt and a number key to set the "
"starting position for a player, and del to clear the starting position under "
"the cursor. Pressing a number key by itself will scroll to that player's "
"the cursor. Pressing a number key by itself will scroll to that players "
"starting position."
msgstr ""
"Quel joueur devrait commencer ici ? Appuyez sur ALT et un chiffre pour "

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