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[Wesnoth-cvs-commits] wesnoth/po/es wesnoth.po wesnoth-tdh.po


From: Isaac Clerencia
Subject: [Wesnoth-cvs-commits] wesnoth/po/es wesnoth.po wesnoth-tdh.po
Date: Mon, 06 Sep 2004 14:02:38 -0400

CVSROOT:        /cvsroot/wesnoth
Module name:    wesnoth
Branch:         
Changes by:     Isaac Clerencia <address@hidden>        04/09/06 17:57:36

Modified files:
        po/es          : wesnoth.po wesnoth-tdh.po 

Log message:
        Updated Spanish translation

CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/es/wesnoth.po.diff?tr1=1.2&tr2=1.3&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/es/wesnoth-tdh.po.diff?tr1=1.3&tr2=1.4&r1=text&r2=text

Patches:
Index: wesnoth/po/es/wesnoth-tdh.po
diff -u wesnoth/po/es/wesnoth-tdh.po:1.3 wesnoth/po/es/wesnoth-tdh.po:1.4
--- wesnoth/po/es/wesnoth-tdh.po:1.3    Mon Sep  6 15:48:01 2004
+++ wesnoth/po/es/wesnoth-tdh.po        Mon Sep  6 17:57:36 2004
@@ -214,7 +214,7 @@
 
 #: data/scenarios/The_Dark_Hordes/Confrontation.cfg:85
 msgid "I see that your puny kingdom marshalls its troops at last."
-msgstr "Veo que tu ridículo reino utiliza generales por fin."
+msgstr "Veo que tu ridículo reino ha organizado sus tropas por fin."
 
 #: data/scenarios/The_Dark_Hordes/Confrontation.cfg:90
 msgid ""
@@ -806,7 +806,8 @@
 "Dwarves did not delve here, and we shunned the nameless dread we felt."
 msgstr ""
 "Nah, mi señor. Estos túneles estaban más inundados la última vez que 
estuve "
-"aquí. Los enanos no moran aquí, y temimos alguna amenaza sin nombre."
+"aquí. Los enanos no excavaron en esta zona, y temimos alguna amenaza sin "
+"nombre."
 
 #: data/scenarios/The_Dark_Hordes/Underground_Pool.cfg:210
 msgid "If there is anything to dread here, it is me. Now, onward!"
Index: wesnoth/po/es/wesnoth.po
diff -u wesnoth/po/es/wesnoth.po:1.2 wesnoth/po/es/wesnoth.po:1.3
--- wesnoth/po/es/wesnoth.po:1.2        Sat Sep  4 10:42:48 2004
+++ wesnoth/po/es/wesnoth.po    Mon Sep  6 17:57:36 2004
@@ -5,10 +5,10 @@
 #
 msgid ""
 msgstr ""
-"Project-Id-Version: Battle for Wesnoth 0.8.3-CVS\n"
+"Project-Id-Version: Battle for Wesnoth 0.8.4-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2004-09-04 11:52+0200\n"
-"PO-Revision-Date: 2004-08-28 22:30+0200\n"
+"POT-Creation-Date: 2004-09-05 18:26+0200\n"
+"PO-Revision-Date: 2004-09-06 17:30+0200\n"
 "Last-Translator: David Martínez Moreno <address@hidden>\n"
 "Language-Team:  none\n"
 "MIME-Version: 1.0\n"
@@ -851,8 +851,71 @@
 "connected to the keep your leader is on."
 msgstr ""
 
+#: data/scenarios/tutorial/tutorial1.cfg:73
+msgid "Recruit a unit"
+msgstr "Reclutar una unidad"
+
 #: data/scenarios/tutorial/tutorial1.cfg:79
 msgid "Excellent! You have recruited an Elvish Fighter."
+msgstr "Excelente! Has reclutado un "
+
+#: data/scenarios/tutorial/tutorial1.cfg:81
+#: data/scenarios/tutorial/tutorial1.cfg:101
+#: data/scenarios/tutorial/tutorial1.cfg:136
+#: data/scenarios/tutorial/tutorial1.cfg:164
+#: data/scenarios/tutorial/tutorial1.cfg:182
+#: data/scenarios/tutorial/tutorial1.cfg:206
+msgid "What do I do next?"
+msgstr "¿Qué hago ahora?"
+
+#: data/scenarios/tutorial/tutorial1.cfg:83
+msgid "How do I recruit units?"
+msgstr "¿Cómo recluto unidades?"
+
+#: data/scenarios/tutorial/tutorial1.cfg:83
+msgid ""
+"To recruit a unit, right click on the castle tile on which you wish to "
+"recruit the unit. Then select Recruit, or just hold your cursor over the "
+"tile and press 'Ctrl-R'. Next, select the type of unit that you want to "
+"recruit, and select 'Ok'. In order to recruit faster, you can use 'Ctrl-"
+"Shift-R' to re-recruit the last type of unit you recruited."
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial1.cfg:84
+msgid ""
+"A leader is a unit that can recruit. This means that when the leader is on a "
+"keep, he can recruit units on the surrounding castle tiles. Leaders are "
+"usually powerful units that each side only controls one of. Also, your "
+"leader is usually the first unit that your side controls, and starts on a "
+"keep. You can select your leader quickly by pressing 'l'. If your leader "
+"dies, you lose the game. You can win most scenarios by defeating all enemy "
+"leaders."
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial1.cfg:84
+msgid "What's a leader?"
+msgstr "¿Qué es un líder?"
+
+#: data/scenarios/tutorial/tutorial1.cfg:85
+msgid "How should I choose what kind of units to recruit?"
+msgstr "¿Cómo elijo qué tipo de unidades reclutar?"
+
+#: data/scenarios/tutorial/tutorial1.cfg:85
+msgid ""
+"You have to carefully review their skills, which are displayed to the left "
+"of the unit selection box,  and cost, which is displayed after the name of "
+"the unit. You will learn more about these statistics throughout the tutorial."
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial1.cfg:86
+msgid "What happens when I recruit a unit?"
+msgstr "¿Qué pasa cuando recluto una unidad?"
+
+#: data/scenarios/tutorial/tutorial1.cfg:86
+msgid ""
+"When you recruit a unit, it appears at full health on a castle tile of your "
+"choice. It also receives two traits, which will be discussed later. It "
+"cannot move or attack until you end your turn."
 msgstr ""
 
 #: data/scenarios/tutorial/tutorial1.cfg:92
@@ -862,8 +925,37 @@
 "corner."
 msgstr ""
 
+#: data/scenarios/tutorial/tutorial1.cfg:94
+msgid "End your turn"
+msgstr "Termina tu turno"
+
 #: data/scenarios/tutorial/tutorial1.cfg:99
 msgid "You have successfully ended your turn."
+msgstr "Has concluido tu turno con éxito."
+
+#: data/scenarios/tutorial/tutorial1.cfg:103
+msgid "How do I end my turn?"
+msgstr "¿Cómo termino mi turno?"
+
+#: data/scenarios/tutorial/tutorial1.cfg:103
+msgid ""
+"One way to end your turn is to press 'Alt-E'. Alternatively, you can right-"
+"click and select End Turn, or select the End Turn button in the lower-right "
+"hand corner."
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial1.cfg:104
+msgid "What happens when I end my turn?"
+msgstr "¿Qué sucede cuando termino mi turno?"
+
+#: data/scenarios/tutorial/tutorial1.cfg:104
+msgid ""
+"When you end your turn, it becomes another side's turn and only that side "
+"has the right to move, until that side ends its turn. After all sides end "
+"their turns, the next turn begins. This has various effects, including "
+"causing all units to regain their full movement potential. The number of the "
+"current turn is displayed on the status bar next to the image of a flag. "
+"When this number exceeds the maximum number of turns, you lose the game."
 msgstr ""
 
 #: data/scenarios/tutorial/tutorial1.cfg:110
@@ -873,6 +965,10 @@
 "next to the Elvish Shaman, Merle."
 msgstr ""
 
+#: data/scenarios/tutorial/tutorial1.cfg:112
+msgid "Move your Elvish Fighter next to Merle"
+msgstr ""
+
 #: data/scenarios/tutorial/tutorial1.cfg:134
 msgid ""
 "Excellent! You have successfully moved your Elvish Fighter. However, since "
@@ -880,6 +976,52 @@
 "this is called the 'zone of control'."
 msgstr ""
 
+#: data/scenarios/tutorial/tutorial1.cfg:138
+msgid "How far can my Elvish Fighter move?"
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial1.cfg:138
+msgid ""
+"Your Elvish Fighter begins with a certain number of move points each turn; "
+"this is called his speed. When your Elvish Fighter moves along a path, each "
+"hex he goes through costs him move points; this includes his destination. "
+"When you select your Elvish Fighter, all hexes he can't move onto within one "
+"turn will be shaded. If the destination is far enough away that he needs "
+"more than one turn to reach it, a number will appear showing how many turns "
+"it will take him. Clicking on a far-away space will set the unit on a course "
+"for that space, which means it automatically moves as far as it can towards "
+"that space every turn. If you accidentally set a unit on a course, select it "
+"twice to remove the course."
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial1.cfg:139
+msgid ""
+"A unit's zone of control is the location consisting of all hexes the unit is "
+"adjacent to. Units cannot move through opponent's zones of control; they can "
+"only move into it. When they do this, they lose all of their remaining "
+"movement. Zones of control can be used to block enemies from reaching your "
+"weak and wounded units."
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial1.cfg:139
+msgid "What's the zone of control?"
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial1.cfg:140
+msgid "How do I tell who is allied and who is an enemy?"
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial1.cfg:140
+msgid ""
+"Units you control have a green, yellow, or red energy circle above their "
+"health bar, the green vertical bar next to them. Units with full movement "
+"have green: ones with some movement yellow, ones with no movement red. Units "
+"controlled by the enemy do not have an energy circle. Allied units you do "
+"not control, like me, have a blue energy circle. Also, the option 'Show Team "
+"Colors', in Preferences, causes the color of a unit's controller is "
+"displayed as a disc below the unit."
+msgstr ""
+
 #: data/scenarios/tutorial/tutorial1.cfg:146
 msgid ""
 "Now, you need to attack with your fighter. To attack, first select a unit, "
@@ -887,8 +1029,59 @@
 "then see the attack options box, where you must select an attack to use."
 msgstr ""
 
+#: data/scenarios/tutorial/tutorial1.cfg:148
+msgid "Attack Merle"
+msgstr "Ataca a Merle"
+
 #: data/scenarios/tutorial/tutorial1.cfg:162
 msgid "You have successfully attacked Merle."
+msgstr "Has atacado a Merle correctamente."
+
+#: data/scenarios/tutorial/tutorial1.cfg:166
+msgid "Can Merle retaliate from my attack?"
+msgstr "¿Puede Merle devolver mi ataque?"
+
+#: data/scenarios/tutorial/tutorial1.cfg:166
+msgid ""
+"Whenever a unit is attacked, it retaliates with one of their own weapons. "
+"This means that after each blow from the attacker, the defender retaliates "
+"with one blow. This continues until one side runs out of blows, in which "
+"case the other unit continues attacking until its blows are depleted as "
+"well. However, any unit can only retaliate by using a weapon of the same "
+"range as the one used to attack. This means that a ranged attack can only be "
+"countered by a ranged attack and a melee attack can only be countered by a "
+"melee attack. Most units have more powerful melee attacks than ranged, so "
+"units with ranged attacks are useful in that retaliation against them is "
+"less powerful; often there is no retaliation. However ranged units cannot "
+"shoot across multiple hexes; this is one of the distinctive features of "
+"Wesnoth."
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial1.cfg:167
+msgid ""
+"Every attack does a certain amount of damage per hit, and can be used a "
+"certain number of times per battle. These numbers, called the attack's "
+"damage and strike numbers, are displayed in order under the name of the "
+"attack on the unit's status table and next to it on the attack options menu. "
+"To quickly find the maximum damage an attack can inflict, multiply the "
+"damage by the number of strikes. For example, my lightning attack does 14 "
+"damage per blow and has 4 blows, so it can deal up to 56 damage in a single "
+"combat."
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial1.cfg:167
+msgid "How can you tell how powerful a unit's attacks are?"
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial1.cfg:168
+msgid ""
+"Units have the ability to block blows. The chance that a unit has to hit is "
+"based on the defender's skill at defending blows, and is listed on the "
+"attack options menu after the damage and strike numbers for the bow attack."
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial1.cfg:168
+msgid "Will my fighter hit every time when he attacks?"
 msgstr ""
 
 #: data/scenarios/tutorial/tutorial1.cfg:174
@@ -902,20 +1095,93 @@
 "advances to the next level, and becomes more powerful."
 msgstr ""
 
+#: data/scenarios/tutorial/tutorial1.cfg:184
+msgid "What's experience?"
+msgstr "¿Qué es la experiencia?"
+
+#: data/scenarios/tutorial/tutorial1.cfg:184
+msgid ""
+"When a unit fights another unit, it gains experience, denoted 'XP', from the "
+"combat. The amount of experience gained is equal to the opponent's level, "
+"which is usually a representation of that unit's power. However, much more "
+"experience is gained from defeating an enemy unit. The amount of XP gained "
+"from killing an enemy is equal to 8 times the enemy's level."
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial1.cfg:185
+msgid "What happens when a unit advances?"
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial1.cfg:185
+msgid ""
+"When a unit advances, it transforms into a different unit type. This unit "
+"type is dependent on what the unit was originally, but occasionally there "
+"will be more than one choice of what to advance into. Advanced units are "
+"usually more powerful and 1 level higher than they were originally. Also, "
+"when a unit advances, it is healed completely and any handicaps that have "
+"been cast on it are removed. This is known as 'advance-heal'."
+msgstr ""
+
 #: data/scenarios/tutorial/tutorial1.cfg:191
 msgid "Move your fighter onto a village."
 msgstr ""
 
+#: data/scenarios/tutorial/tutorial1.cfg:193
+msgid "Move your fighter onto a village"
+msgstr ""
+
 #: data/scenarios/tutorial/tutorial1.cfg:204
 msgid "Villages heal the units on them."
 msgstr ""
 
+#: data/scenarios/tutorial/tutorial1.cfg:208
+msgid "What happens when a unit moves onto a village?"
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial1.cfg:208
+msgid ""
+"Whenever a unit moves onto a village, he flags the village for his side. "
+"This action takes all of the unit's remaining movement. Villages flagged for "
+"a side give the side several benefits, including giving the side a extra "
+"gold coin every turn, and reducing the total upkeep cost of that side's "
+"units by one. The total number of villages you control is also displayed on "
+"the status bar after the picture of a house. In addition to the economic "
+"benefit of villages, villages can be used in battle. Villages heal the units "
+"on them 8 HP per turn."
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial1.cfg:209
+msgid "How do I heal when there aren't any villages nearby?"
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial1.cfg:209
+msgid ""
+"There are ways to heal even without villages. If a unit does not move or "
+"attack for 1 turn, he heals 2 HP from resting. However if an enemy attacks "
+"him he cannot receive rest-heal. Also, there are some units which heal the "
+"units surrounding them. The Elvish Shaman is one such unit; units next to an "
+"Elvish Shaman are healed 4 HP per turn. Finally, whenever you win a level "
+"all your units are healed fully."
+msgstr ""
+
 #: data/scenarios/tutorial/tutorial1.cfg:215
 msgid ""
 "Now, you must defeat Merle by reducing her to 0 HP or lower. Just attack "
 "repeatedly."
 msgstr ""
 
+#: data/scenarios/tutorial/tutorial1.cfg:217
+msgid "Defeat Merle"
+msgstr "Derrota a Merle"
+
+#: data/scenarios/tutorial/tutorial1.cfg:232
+msgid ""
+"Oops! You moved your leader off of the keep. Remember, when your leader is "
+"not on a keep, you cannot recruit. Also remember that if your leader dies, "
+"you lose. In order to continue the tutorial, I will have to teleport you "
+"back onto your keep."
+msgstr ""
+
 #: data/scenarios/tutorial/tutorial1.cfg:248
 #: data/scenarios/tutorial/tutorial2.cfg:233
 msgid ""
@@ -934,6 +1200,38 @@
 msgid "You have successfully completed the first training scenario."
 msgstr ""
 
+#: data/scenarios/tutorial/tutorial1.cfg:267
+#: data/scenarios/tutorial/tutorial2.cfg:252
+msgid "Hooray!"
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial1.cfg:269
+msgid "How do I know how to complete a scenario? Will you always tell me?"
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial1.cfg:269
+msgid ""
+"Sometimes it is not clear how to win a scenario just by listening to the "
+"dialog. In this case you need to look at the scenario objectives, which "
+"appear after the opening dialog. It can also be accessed by clicking "
+"'Objectives' on the menu. The scenario objectives are a list of victory "
+"conditions and defeat conditions, and if any of the conditions are met, the "
+"level is over. Hopefully, it was a victory condition that was met."
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial1.cfg:270
+msgid "What happens when I win a scenario?"
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial1.cfg:270
+msgid ""
+"When you win a scenario, all of your units survive and are revived to full "
+"health, and you do not have to pay them for the remaining turns. Also, if "
+"your army remains in the area after you win, all villages surrender to you "
+"immediately after you win. However between scenarios, 20% of your gold is "
+"lost."
+msgstr ""
+
 #: data/scenarios/tutorial/tutorial1.cfg:276
 #: data/scenarios/tutorial/tutorial2.cfg:261
 msgid "Do you want to review any of the skills learned on this level?"
@@ -946,6 +1244,11 @@
 msgid "Yes"
 msgstr "Sí"
 
+#: data/scenarios/tutorial/tutorial1.cfg:280
+#: data/scenarios/tutorial/tutorial2.cfg:265
+msgid "I'm done reviewing skills!"
+msgstr ""
+
 #: data/scenarios/tutorial/tutorial1.cfg:297
 msgid ""
 "Although you have completed your first scenario, your training is not yet "
@@ -953,6 +1256,10 @@
 "in a mock battle."
 msgstr ""
 
+#: data/scenarios/tutorial/tutorial2.cfg:3
+msgid "Traits and Specialties"
+msgstr ""
+
 #: data/scenarios/tutorial/tutorial2.cfg:60
 msgid ""
 "Now you will be subject to a more difficult test. You must defeat me in mock "
@@ -989,6 +1296,42 @@
 msgid "You have successfully recalled your Elvish Fighter."
 msgstr ""
 
+#: data/scenarios/tutorial/tutorial2.cfg:88
+#: data/scenarios/tutorial/tutorial2.cfg:102
+#: data/scenarios/tutorial/tutorial2.cfg:117
+#: data/scenarios/tutorial/tutorial2.cfg:131
+#: data/scenarios/tutorial/tutorial2.cfg:145
+#: data/scenarios/tutorial/tutorial2.cfg:159
+#: data/scenarios/tutorial/tutorial2.cfg:173
+#: data/scenarios/tutorial/tutorial2.cfg:206
+msgid "En guarde!"
+msgstr "¡En guardia!"
+
+#: data/scenarios/tutorial/tutorial2.cfg:90
+msgid ""
+"First, you must pay 20 pieces of gold for each unit you recall, regardless "
+"of the type of unit. Other than that, recalled units are basically like "
+"recruited units, except that instead of a new unit appearing, a unit from a "
+"previous scenario will appear."
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial2.cfg:90
+#, fuzzy
+msgid "What happens when I recall a unit?"
+msgstr "¿Qué ha pasado?"
+
+#: data/scenarios/tutorial/tutorial2.cfg:91
+msgid "How should I decide which units to recall?"
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial2.cfg:91
+msgid ""
+"You should usually recall units that have already advanced to the next "
+"level. However, you may also want to recall units that have high experience, "
+"and are thus likely to advance. You should recall units that will be useful "
+"for the scenario you are in; for example in a forest scenario, recall elves."
+msgstr ""
+
 #: data/scenarios/tutorial/tutorial2.cfg:100
 msgid ""
 "You may notice that your units have slightly different statistics than the "
@@ -996,33 +1339,226 @@
 "assigned traits."
 msgstr ""
 
+#: data/scenarios/tutorial/tutorial2.cfg:104
+msgid ""
+"The function of traits is add variety by making units of the same type "
+"different from each other. This is done by randomly assigning each unit "
+"traits when they are recruited. The traits that a unit has are displayed on "
+"the Status Table, and the function of a specific trait can be found by "
+"putting your cursor over that trait."
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial2.cfg:104
+#, fuzzy
+msgid "What do traits do?"
+msgstr "¿Qué es eso?"
+
+#: data/scenarios/tutorial/tutorial2.cfg:105
+msgid ""
+"There are five distinct traits, which have effects ranging from increasing a "
+"unit's hit points to decreasing the amount of XP required to advance. "
+"However all traits are designed to improve unit's power; there are no "
+"'negative' traits. Most units have an equal chance to get any two different "
+"traits when they are recruited."
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial2.cfg:105
+msgid "What kind of traits can my units get?"
+msgstr ""
+
 #: data/scenarios/tutorial/tutorial2.cfg:115
 msgid ""
 "When you recruit and recall units, you lose gold. If this would cause you to "
 "have less than 0 gold, you cannot recruit or recall."
 msgstr ""
 
+#: data/scenarios/tutorial/tutorial2.cfg:119
+msgid "How much gold do my units cost?"
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial2.cfg:119
+msgid ""
+"You need to pay each unit you recruit or recall gold when you recruit it. "
+"The cost of recruiting a unit is displayed under the unit's name. The cost "
+"of recalling a unit is always 20 gold. A unit also costs gold for each turn "
+"it is under your control. This cost, called 'upkeep', is equal to the level "
+"of the unit. However, units you do not recruit or recall such as your leader "
+"do not cost any gold at all. The total upkeep cost of your units is "
+"displayed on the status bar at the top after a picture of gold and then a "
+"red arrow."
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial2.cfg:120
+msgid "How do I get gold?"
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial2.cfg:120
+msgid ""
+"You begin each level with a percentage of gold from the previous level. If "
+"this is less than 100 gold, you begin with 100 gold instead. The amount of "
+"gold you have is displayed on the status bar after the picture of gold. "
+"After the start of a scenario, you receive 2 gold every turn. Since you "
+"usually need more gold than that, you should flag villages, which give you 1 "
+"gold per turn."
+msgstr ""
+
 #: data/scenarios/tutorial/tutorial2.cfg:129
 msgid ""
 "The sun is setting over Wesnoth. The time of day affects how much damage "
 "units of different alignments can inflict upon each other."
 msgstr ""
 
+#: data/scenarios/tutorial/tutorial2.cfg:133
+msgid ""
+"There are 3 alignments: Lawful, Neutral, and Chaotic. There are also 3 times "
+"of day: day, twilight, and night. During day, units of the alignment Lawful, "
+"such as humans, do 25% more damage, while Chaotic units such as undead do "
+"25% less. At night it is reversed. During twilight, all units do their "
+"normal damage. Neutral units such as elves are unaffected by day and night."
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial2.cfg:133
+msgid "What are the different alignments and times of day?"
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial2.cfg:134
+msgid "How do I know what time of day it is?"
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial2.cfg:134
+msgid ""
+"The times of day usually progress in a sequence: dawn- identical to "
+"twilight, morning- day, evening- day, dusk- twilight, first-watch- night, "
+"second-watch- night, then repeat. This is represented by the sun and moon "
+"which each rise in the east and set in the west. However some scenarios have "
+"a different sequence, such as underground where it is perpetually night. You "
+"can find out the current time of day by looking at the Status Table."
+msgstr ""
+
 #: data/scenarios/tutorial/tutorial2.cfg:143
 msgid "Each hex has a terrain, which gives the hex distinctive properties."
 msgstr ""
 
+#: data/scenarios/tutorial/tutorial2.cfg:147
+msgid ""
+"Two terrains have properties which have already been described; namely "
+"villages and castle. However the properties of most terrains are more "
+"subtle, and have to do with the advantages and disadvantages different units "
+"have when they move onto them. The first property of a terrain is the number "
+"of move points it takes each unit to move through the hex. The second "
+"property is the defense that the terrain gives units standing on it. This is "
+"a percentage which determines the unit's chance to be hit on that terrain. "
+"For example; elves have 70% defense on grass, and are therefore hit 30% of "
+"the time."
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial2.cfg:147
+msgid "What are the different properties that terrains have?"
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial2.cfg:148
+msgid "How do I find out the properties of a specific terrain?"
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial2.cfg:148
+msgid ""
+"To find out the properties of a terrain with respect to a specific unit, "
+"right-click on the unit, select Unit Description, then select Terrain "
+"Modifiers. To find out which terrain is on a particular hex, move your "
+"cursor over that hex and look in the upper-right hand corner of the screen. "
+"This will display, in order, the name of the terrain, then the coordinates "
+"of the hex, then the selected unit's defense, then the number of move points "
+"it will cost the selected unit to move through that hex."
+msgstr ""
+
 #: data/scenarios/tutorial/tutorial2.cfg:157
 msgid ""
 "Each attack has a damage type which affects how much damage different units "
 "take from that attack."
 msgstr ""
 
+#: data/scenarios/tutorial/tutorial2.cfg:161
+msgid ""
+"Each unit has a certain resistance against each attack type. This resistance "
+"is a percentage which is subtracted from the damage of opponent's weapons of "
+"that type. For example, if an Elvish Scout is attacked by an Elvish Archer, "
+"the archer does 20% more damage than normal, since Elvish Scouts have -20% "
+"resistance to pierce. This bonus/penalty is calculated additively with other "
+"bonuses/penalties like time of day, so two -50% penalties would add up to -"
+"100%."
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial2.cfg:161
+msgid "How does resistance affect attack damage?"
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial2.cfg:162
+msgid ""
+"There are 6 different damage types: blade, pierce, impact, fire, cold, and "
+"holy. Heavily armored units have high resistance to the physical types: "
+"blade, pierce, and impact, but low resistance to the magical types: fire and "
+"cold. All living units have resistance to holy while undead are extremely "
+"weak to it. To find out a specific unit's resistance, right-click on the "
+"unit, select Unit Description, then select Resistance."
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial2.cfg:162
+msgid "What are the different damage types?"
+msgstr ""
+
 #: data/scenarios/tutorial/tutorial2.cfg:171
 msgid ""
 "Many units have a specialty which changes the rules of play in some way."
 msgstr ""
 
+#: data/scenarios/tutorial/tutorial2.cfg:175
+msgid ""
+"Each specialty does something different; that's the whole point of a "
+"specialty. To find a description of a unit's specialty, put your cursor over "
+"the name of the specialty."
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial2.cfg:175
+msgid "What do specialties do?"
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial2.cfg:176
+msgid ""
+"The specialties a unit gets are determined by the unit type; for example all "
+"generals have the specialty leadership. There are two kinds of specialties: "
+"abilities, and attack specials. Abilities apply to units while attack "
+"specials only apply to one of the unit's attacks."
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial2.cfg:176
+msgid "Which units get specialties?"
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial2.cfg:177
+msgid ""
+"There are many different specialties, and learning about them is one of the "
+"interesting parts of playing Wesnoth. The two most common specialties are "
+"called 'magical' and 'leadership'. Magical attacks have a 70% chance of "
+"hitting enemies regardless of what terrain they are on. Units do more damage "
+"while next to a unit of higher level with leadership."
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial2.cfg:177
+msgid "What kinds of specialties can my units get?"
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial2.cfg:178
+msgid "How do I use specialties?"
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial2.cfg:178
+msgid ""
+"To use a specialty, you just have to move and/or attack with your units in a "
+"way which triggers the specialty. For example, in order to use leadership, "
+"you must move a unit with leadership next to another unit, then attack with "
+"the other unit."
+msgstr ""
+
 #: data/scenarios/tutorial/tutorial2.cfg:195
 msgid ""
 "Some objects change the statistics of the unit that triggered them. One of "
@@ -1030,6 +1566,32 @@
 "To see his new combat statistics, look at the Status Table."
 msgstr ""
 
+#: data/scenarios/tutorial/tutorial2.cfg:202
+msgid "This potion increases the damage of all the drinker's attacks by four."
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial2.cfg:208
+msgid ""
+"The objects you encounter are put in by the scenario designer, so they vary "
+"from campaign to campaign. In Heir to the Throne, most objects give the unit "
+"who picks them up a new weapon. However there are usually not that many "
+"objects in a campaign."
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial2.cfg:208
+msgid "What kind of objects am I likely to encounter?"
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial2.cfg:209
+msgid "How long do these objects last?"
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial2.cfg:209
+msgid ""
+"Most objects are permanent changes to the unit that receives them. However a "
+"few objects, such as holy water, last only until the remainder of the level."
+msgstr ""
+
 #: data/scenarios/tutorial/tutorial2.cfg:223
 msgid ""
 "Remember to try to prevent the enemy from capturing villages, and to "
@@ -1044,20 +1606,32 @@
 "multiplayer."
 msgstr ""
 
-#: data/scenarios/tutorial/utils.cfg:11
-msgid "That was explained well! But.."
+#: data/scenarios/tutorial/tutorial2.cfg:254
+msgid "How do I play a campaign?"
 msgstr ""
 
-#: data/scenarios/tutorial/utils.cfg:13
-msgid "{END_MESSAGE}"
+#: data/scenarios/tutorial/tutorial2.cfg:254
+msgid ""
+"To begin a campaign, run Wesnoth, select 'Campaign', select which campaign "
+"to play, then select Easy, Normal, or Hard. Heir to the Throne is the "
+"suggested for newcomers to Wesnoth."
 msgstr ""
 
-#: data/scenarios/tutorial/utils.cfg:21
-msgid "{QUESTION}"
+#: data/scenarios/tutorial/tutorial2.cfg:255
+msgid "How do I play multiplayer?"
 msgstr ""
 
-#: data/scenarios/tutorial/utils.cfg:25
-msgid "{ANSWER}"
+#: data/scenarios/tutorial/tutorial2.cfg:255
+msgid ""
+"To play Wesnoth against other people, select 'Multiplayer'. If you have the "
+"latest development version of Wesnoth, select 'Join Official Server'. "
+"However, if you have version 1.0, select 'Join Game', then type in 'server."
+"wesnoth.org'. This will connect you to the official Wesnoth server, where "
+"you can join a game by selecting it, then selecting 'Join Game'."
+msgstr ""
+
+#: data/scenarios/tutorial/utils.cfg:11
+msgid "That was explained well! But.."
 msgstr ""
 
 #: data/scenarios/tutorial/utils.cfg:44
@@ -2170,8 +2744,8 @@
 
 #: data/units/Assassin.cfg:16 data/units/Duelist.cfg:16
 #: data/units/Fencer.cfg:16 data/units/Outlaw_Princess.cfg:17
-#: data/units/Rogue.cfg:16 data/units/Saurian.cfg:16
-#: data/units/Saurian_Warrior.cfg:16
+#: data/units/Rogue.cfg:16 data/units/Saurian.cfg:17
+#: data/units/Saurian_Warrior.cfg:17
 msgid "skirmisher"
 msgstr "hostigador"
 
@@ -2461,10 +3035,10 @@
 #: data/units/Orcish_Shaman.cfg:69 data/units/Orcish_Shaman.cfg:112
 #: data/units/Orcish_Sovereign.cfg:43 data/units/Orcish_Warlord.cfg:30
 #: data/units/Paladin.cfg:42 data/units/Peasant.cfg:21
-#: data/units/Peasant.cfg:35 data/units/Pikeman.cfg:20
+#: data/units/Peasant.cfg:34 data/units/Pikeman.cfg:20
 #: data/units/Pirate_Galleon.cfg:62 data/units/Poacher.cfg:42
-#: data/units/Saurian.cfg:20 data/units/Saurian.cfg:37
-#: data/units/Saurian_Warrior.cfg:20 data/units/Saurian_Warrior.cfg:37
+#: data/units/Saurian.cfg:21 data/units/Saurian.cfg:38
+#: data/units/Saurian_Warrior.cfg:21 data/units/Saurian_Warrior.cfg:38
 #: data/units/Sea_Hag.cfg:21 data/units/Sea_Serpent.cfg:20
 #: data/units/Sergeant.cfg:39 data/units/Skeleton_Archer.cfg:41
 #: data/units/Soul_Shooter.cfg:38 data/units/Spearman.cfg:20
@@ -2556,9 +3130,9 @@
 #: data/units/Drake_Guard.cfg:22 data/units/Drake_Slasher.cfg:52
 #: data/units/Dwarvish_Guardsman.cfg:38 data/units/Dwarvish_Guardsman.cfg:52
 #: data/units/Dwarvish_Stalwart.cfg:38 data/units/Dwarvish_Stalwart.cfg:52
-#: data/units/Horseman.cfg:20 data/units/Saurian.cfg:18
-#: data/units/Saurian.cfg:35 data/units/Saurian_Warrior.cfg:18
-#: data/units/Saurian_Warrior.cfg:35 data/units/Spearman.cfg:19
+#: data/units/Horseman.cfg:20 data/units/Saurian.cfg:19
+#: data/units/Saurian.cfg:36 data/units/Saurian_Warrior.cfg:19
+#: data/units/Saurian_Warrior.cfg:36 data/units/Spearman.cfg:19
 #: data/units/Spearman.cfg:32
 msgid "spear"
 msgstr "lanza"
@@ -2803,7 +3377,7 @@
 
 #: data/units/Drake_Beak.cfg:37 data/units/Drake_Petit.cfg:37
 msgid "beak"
-msgstr ""
+msgstr "pico"
 
 #: data/units/Drake_Burner.cfg:3
 msgid "Drake Burner"
@@ -2915,7 +3489,6 @@
 msgstr "Enano berserker"
 
 #: data/units/Dwarvish_Berserker.cfg:16
-#, fuzzy
 msgid ""
 "Dwarves are an ancient race of powerful fighters. Their Berserkers forgo all "
 "defense in exchange for massive damage against their enemies. Once a battle "
@@ -2923,10 +3496,10 @@
 "attack until either they or their enemy lies dead."
 msgstr ""
 "Los enanos son una antigua raza de poderosos luchadores. Sus berserkers "
-"pueden manejar un hacha de batalla de manera mortal, o entrar en un estado "
-"de locura y frenesí que debilitará sus defensas, pero duplicará el poder 
de "
-"sus ataques. Además, la presencia de los grandes berserkers inspira al resto 
"
-"de tropas menos experimentadas, dando mayor eficacia a sus ataques."
+"olvidan toda forma de defensa en combate a cambio de infligir cantidades "
+"masivas de daño con sus ataques. Una vez que entran en batalla, los "
+"berserkers enanos atacan ferozmente y sin descanso hasta que ellos o sus "
+"enemigos caen muertos."
 
 #: data/units/Dwarvish_Berserker.cfg:33 data/units/Dwarvish_Ulfserker.cfg:33
 msgid "berserker frenzy"
@@ -2938,14 +3511,14 @@
 
 #: data/units/Dwarvish_Dragonguard.cfg:3
 msgid "Dwarvish Dragonguard"
-msgstr ""
+msgstr "Guardia del Dragón enano"
 
 #: data/units/Dwarvish_Dragonguard.cfg:16
 msgid ""
 "The guardians of the great dwarvish cities, they blast at their enemies "
 "using fire from what are called dragonstaffs. They are the chief possessors "
 "of arcane Dwarvish technology."
-msgstr ""
+msgstr "Son los guardianes de las grandes ciudadelas enanas. "
 
 #: data/units/Dwarvish_Dragonguard.cfg:28
 #: data/units/Dwarvish_Dragonguard.cfg:46
@@ -3188,16 +3761,15 @@
 msgstr "cura"
 
 #: data/units/Elvish_Druid.cfg:19
-#, fuzzy
 msgid ""
 "Elvish Druids are powerful masters of the forest. Brilliant at ensnaring "
 "unwary opponents, they also use the herbs of the forest to heal allies. "
 "Druids are excellent supporting units in any Elvish army."
 msgstr ""
-"El Druida Elfo es un poderoso maestro del bosque. Brillante a la hora de "
-"poner trampas a sus oponentes despistados, también sabe utilizar las hierbas 
"
-"para curar a sus aliados. El Druida es una excelente unidad de soporte para "
-"cualquier ejército Élfico."
+"El druida elfo es un poderoso señor del bosque. Brillante a la hora de poner 
"
+"trampas a sus oponentes despistados, también sabe utilizar las hierbas para "
+"curar a sus aliados. El druida es una excelente unidad de soporte para "
+"cualquier ejército élfico."
 
 #: data/units/Elvish_Druid.cfg:41 data/units/Elvish_Shyde.cfg:50
 msgid "ensnare"
@@ -3241,9 +3813,8 @@
 "hábil con el arco."
 
 #: data/units/Elvish_High_Lord.cfg:3
-#, fuzzy
 msgid "Elvish High Lord"
-msgstr "Señor elfo"
+msgstr "Alto Señor elfo"
 
 #: data/units/Elvish_High_Lord.cfg:17
 #, fuzzy
@@ -4391,8 +4962,8 @@
 "of superior forces."
 msgstr ""
 
-#: data/units/Peasant.cfg:20 data/units/Peasant.cfg:34
-msgid "Pitch Fork"
+#: data/units/Peasant.cfg:20 data/units/Peasant.cfg:33
+msgid "pitchfork"
 msgstr ""
 
 #: data/units/Pikeman.cfg:3
@@ -5084,20 +5655,19 @@
 
 #: src/about.cpp:95
 msgid "+Music"
-msgstr ""
+msgstr "+Música"
 
 #: src/about.cpp:102
-#, fuzzy
 msgid "+Scenario Designers"
-msgstr "Objetivos del escenario"
+msgstr "+Diseñadores de escenarios"
 
 #: src/about.cpp:111
 msgid "+Packagers"
-msgstr ""
+msgstr "+Empaquetadores"
 
 #: src/about.cpp:119
 msgid "+Miscellaneous"
-msgstr ""
+msgstr "+Varios"
 
 #: src/about.cpp:125
 msgid "+Internationalization Manager"
@@ -5161,15 +5731,15 @@
 
 #: src/about.cpp:210
 msgid "+Spanish Translation"
-msgstr ""
+msgstr "+Traducción española"
 
 #: src/about.cpp:218
 msgid "+Swedish Translation"
-msgstr ""
+msgstr "+Traducción sueca"
 
 #: src/about.cpp:223
 msgid "+Contributors"
-msgstr ""
+msgstr "+Colaboradores"
 
 #: src/about.cpp:231
 msgid "+ Bots"
@@ -5210,7 +5780,7 @@
 
 #: src/actions.cpp:360 src/actions.cpp:478 src/actions.cpp:487
 msgid "Doubled"
-msgstr ""
+msgstr "Doblado"
 
 #: src/actions.cpp:388 src/actions.cpp:523
 msgid "total damage"
@@ -5225,9 +5795,8 @@
 msgstr "debilidad del defensor contra"
 
 #: src/actions.cpp:496
-#, fuzzy
 msgid "Halved"
-msgstr "Guardar como"
+msgstr "A la mitad"
 
 #: src/actions.cpp:703 src/actions.cpp:842 src/display.cpp:878
 #: src/reports.cpp:115
@@ -5280,13 +5849,12 @@
 msgstr "Objetivos no disponibles"
 
 #: src/dialogs.cpp:174
-#, fuzzy
 msgid "Save"
-msgstr "Cueva"
+msgstr "Guardar"
 
 #: src/dialogs.cpp:176
 msgid "Overwrite?"
-msgstr ""
+msgstr "¿Sobreescribir?"
 
 #: src/dialogs.cpp:177
 msgid "Save already exists. Do you want to overwrite it ?"
@@ -5825,9 +6393,8 @@
 msgstr "¿Está seguro de que quieres salir?"
 
 #: src/hotkeys.cpp:358 src/hotkeys.cpp:542
-#, fuzzy
 msgid "Quit?"
-msgstr "Salir"
+msgstr "¿Salir?"
 
 #: src/intro.cpp:87
 msgid "Next"
@@ -6016,9 +6583,8 @@
 msgstr ""
 
 #: src/multiplayer.cpp:497
-#, fuzzy
 msgid "Warning"
-msgstr "Mañana"
+msgstr "Aviso"
 
 #: src/multiplayer_client.cpp:42 src/multiplayer_client.cpp:285
 msgid "Connection timed out"
@@ -6161,9 +6727,8 @@
 msgstr "Jugador/Tipo"
 
 #: src/multiplayer_connect.cpp:363 src/multiplayer_connect.cpp:366
-#, fuzzy
 msgid "Faction"
-msgstr "Acciones"
+msgstr "Bando"
 
 #: src/multiplayer_connect.cpp:373 src/multiplayer_connect.cpp:376
 msgid "Color"
@@ -6309,7 +6874,7 @@
 
 #: src/playturn.cpp:1412 src/playturn.cpp:1426
 msgid "Error"
-msgstr ""
+msgstr "Error"
 
 #: src/playturn.cpp:1412
 msgid ""
@@ -6318,9 +6883,8 @@
 msgstr ""
 
 #: src/playturn.cpp:1423
-#, fuzzy
 msgid "Saved"
-msgstr "Guardar como"
+msgstr "Guardado"
 
 #: src/playturn.cpp:1423
 msgid "The game has been saved"
@@ -8178,9 +8742,6 @@
 #~ msgid "Ruaarrrrrrrr!"
 #~ msgstr "¡Ruaarrrrrrrr!"
 
-#~ msgid "What is that?"
-#~ msgstr "¿Qué es eso?"
-
 #~ msgid ""
 #~ "Creatures of the deep are upon us! This may be very dangerous. Be quick! "
 #~ "We must get to the other side with all haste!"
@@ -8275,9 +8836,6 @@
 #~ msgid "That foolish boy killed himself."
 #~ msgstr "Ese estúpido chuquillo se mató a sí mismo."
 
-#~ msgid "What do you mean?"
-#~ msgstr "¿Qué quieres decir?"
-
 #~ msgid ""
 #~ "I mustered men to fight against the traitor-king, and of course Asheviere "
 #~ "too, for she was behind it all. We were outnumbered, perhaps four to one. "
@@ -8475,9 +9033,6 @@
 #~ msgid "I am not sure of the way. Let me think for a moment."
 #~ msgstr "No estoy seguro. Dame unos minutos para pensarlo."
 
-#~ msgid "En garde!"
-#~ msgstr "¡En guardia!"
-
 #~ msgid "What in the world are you doing here?"
 #~ msgstr "¿Qué demonios estás haciendo aquí ahora?"
 
@@ -10422,9 +10977,6 @@
 #~ "¡No! ¡Delfador ha sido convertido en piedra! ¡Sin él no tenemos "
 #~ "posibilidad alguna de deshacer la magia! ¡Todo está perdido!"
 
-#~ msgid "What happened there?"
-#~ msgstr "¿Qué ha pasado?"
-
 #~ msgid ""
 #~ "These Cockatrices will turn all our troops to stone, as they have the "
 #~ "Orcs if we cannot find a way to undo their power!"




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