# #-#-#-#-# wesnoth.cpp.po (Battle for Wesnoth VERSION) #-#-#-#-#
# Slovenian translations for Battle for Wesnoth package.
# Copyright (C) 2004 Wesnoth development team
# This file is distributed under the same license as the Battle for Wesnoth package.
# Automatically generated, 2004.
msgid ""
msgstr ""
"Project-Id-Version: smart-sl\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2005-09-14 23:24+0200\n"
"PO-Revision-Date: 2005-08-07 22:54+0200\n"
"Last-Translator: lynx\n"
"Language-Team: <sl@li.org>\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=4; plural=(n%100==1 ? 0 : n%100==2 ? 1 : n%100==3 || n"
"%100==4 ? 2 : 3);\n"
"X-Generator: KBabel 1.9\n"
#: data/amla.cfg:8
msgid "Max HP bonus +"
msgstr "Največji HP bonus +"
#: data/amla.cfg:22
msgid "Full Heal"
msgstr "Popolna ozdravitev"
#: data/fonts.cfg:6
msgid "DejaVuSans.ttf,FreeSans.ttf,sazanami-gothic.ttf,gkai00mp.ttf"
msgstr "DejaVuSans.ttf,FreeSans.ttf,sazanami-gothic.ttf,gkai00mp.ttf"
#: data/game.cfg:27
msgid "Binary Saves"
msgstr "Binarni shranjeni položaji"
#: data/game.cfg:34
msgid "Show Combat"
msgstr "Prikaži boj"
#: data/help.cfg:9
msgid "Introduction"
msgstr "Uvod"
#: data/help.cfg:15
msgid "Gameplay"
msgstr "Igra"
#: data/help.cfg:21 src/playturn.cpp:2249
msgid "Traits"
msgstr "Značilnosti"
#: data/help.cfg:29 src/playturn.cpp:1791
msgid "Units"
msgstr "Enote"
#: data/help.cfg:35
msgid "Abilities"
msgstr "Sposobnosti"
#: data/help.cfg:42
msgid "Weapon Specials"
msgstr "Posebnosti orožij"
#: data/help.cfg:48
msgid "Terrains"
msgstr "Vrste terena"
#: data/help.cfg:54 data/help.cfg:60 data/help.cfg:246
msgid "Overview"
msgstr "Pregled"
#: data/help.cfg:55
msgid ""
"Certain units have abilities that either directly affect other units, or "
"have an impact on how the unit interacts with other units. These abilities "
"will be listed under this topic as you encounter them."
msgstr ""
"Določene enote imajo sposobnosti, ki ali neposredno vplivajo na druge enote "
"ali pa spremenijo njeno interakcijo z njimi. Te sposobnosti so naštete v "
"nadaljevanju."
#: data/help.cfg:63
msgid ""
"\n"
"\n"
"Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
"among modern strategy games. While other games strive for complexity, Battle "
"for Wesnoth strives for simplicity of both rules and gameplay. This does not "
"make the game simple, however - from these simple rules arise a wealth of "
"strategy, making the game easy to learn but a challenge to master."
msgstr ""
"\n"
"\n"
"Battle for Wesnoth je fantazijska potezna strategija, ki je rahlo drugačna "
"od drugih modernih strateških iger. Medtem ko si druge igre prizadevajo za "
"zapletenost, si Battle for Wesnoth prizadeva za preprostost pravil in "
"igranja. To pa igre ne naredi preproste - njena preprosta pravila omogočajo "
"cel kup strategij, kar jo naredi lahko priučljivo, a težko za zaobvladati."
#: data/help.cfg:68
msgid "Fundamentals of Gameplay"
msgstr "Osnove igranja"
#: data/help.cfg:69
msgid ""
"These pages outline all you need to know to play Battle for Wesnoth. 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."
msgstr ""
"Te strani vsebuje splošen pregled vsega, kar potrebujete za igranje Battle "
"for Wesnoth. Pokrivajo razlago igre in njene osnovne mehanizme. Med igranjem "
"bodo dodani novi podatki, ko enkrat odkrijete kaj novega. Za izjeme in "
"posebne situacije, prosimo sledite predlaganim povezavam."
#: data/help.cfg:71
msgid ""
"\n"
"\n"
"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 Battle for Wesnoth can "
"be quite challenging, you may wish to start on <italic>text=Easy</italic>."
msgstr ""
"\n"
"\n"
"Za začetek je najbolje, da v glavnem meniju kliknete na gumb "
"<italic>text=Vodič</italic>. Ta vas bo popeljal do interaktivnega vodiča, ki "
"vas bo naučil osnov Wesnotha. Potem vam predlagamo, da začnete z igranjem "
"kampanje Prestolonaslednik - kliknite na <italic>text=Kampanje</italic> in "
"potem še na <italic>text='Prestolonaslednik'</italic>. Ker zna biti Battle "
"for Wesnoth kar zahteven, bo najbolje, da začnete na <italic>text=Lahki</"
"italic> težavnostni stopnji."
#: data/help.cfg:74
msgid ""
"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 that item. This is especially useful when you "
"encounter new <ref>dst=abilities text=abilities</ref> for the first time."
msgstr ""
"Zapomnite si, da lahko med igranjem izveste več o mnogih postavkah, recimo v "
"desnem menijskem stolpcu, če čeznje zapeljete z miško. Pokazal se bo oblaček "
"s kratko razlago. To je še posebej koristno, ko se prvič srečate z novimi "
"<ref>dst=abilities text=sposobnostmi</ref>."
#: data/help.cfg:79
msgid "About the Game"
msgstr "O igri"
#: data/help.cfg:80
msgid ""
"The game takes place over a series of battles, called scenarios. Each "
"scenario pits your troops against the troops of one or more adversaries. You "
"can play against the computer, or with friends who each take turns sitting "
"at the computer (hotseat play). If your computer is connected to a computer "
"network, you can also play against other people connected to that network. "
"If your computer has a connection to the Internet, you can play against "
"other people across the Internet."
msgstr ""
"Igra poteka skozi serijo bitk, scenarijev. V vsakem se vaše enote spopadejo "
"z enotami enega ali več nasprotnikov. Igrate lahko proti računalniku ali pa "
"z vašimi prijatelji, tako da se izmenjujete pred računalnikom ('hotseat' "
"igra). Če ste priključeni na mrežo ali internet, lahko igrati proti ljudem z "
"vseh vetrov."
#: data/help.cfg:82
msgid ""
"\n"
"\n"
"Each scenario has some objectives, shown as the scenario starts. These "
"objectives list what you need to do to win, and what you should do to avoid "
"losing. Often the objective is to defeat all enemies, but other times you "
"need to reach a destination, to rescue someone, to solve a puzzle, or just "
"to survive a certain number of turns."
msgstr ""
"\n"
"\n"
"Vsak scenarij ima nekaj ciljev; ti so prikazani ob začetku igre. Povejo vam "
"kaj je potrebno narediti za zmago in kaj da ne izgubite. Pogosto je cilj "
"premagati vse sovražnike, včasih pa je treba kam priti, koga osvoboditi, "
"rešiti uganko ali pa samo preživeti določeno število potez."
#: data/help.cfg:84
msgid ""
"\n"
"\n"
"Campaigns consist of multiple scenarios that follow on from each other, "
"telling a story. In a campaign, you often need to play more carefully, "
"preserving your best troops so that they can be used again in later "
"scenarios in the campaign."
msgstr ""
"\n"
"\n"
"Kampanje so sestavljene iz večih scenarijev, ki si sledijo in pripovedujejo "
"zgodbo. V kampanjah je dostikrat treba igrati bolj previdno in ohranjati "
"najboljše enote, tako da jih lahko uporabite v kasnejših scenarijih."
#: data/help.cfg:89
msgid "Recruiting and Recalling"
msgstr "Novačenje in priklic enot"
#: data/help.cfg:90
msgid ""
"Each side begins with one leader in their keep. At the start of any battle, "
"and at times during it, you will need to recruit <ref>dst=units text=units</"
"ref> into your army. To recruit, you must have your leader (for instance, "
"Konrad in the Heir to the Throne campaign) on the Keep square of a "
"<ref>dst=terrain_castle text=Castle</ref>. Then you may recruit by either "
"choosing Recruit from the menu or right-clicking on a hex and selecting "
"<italic>text=Recruit</italic>. This brings up the recruit menu, which lists "
"units available for recruitment, along with their gold cost. Click on a unit "
"to see its statistics, then press the recruit button to recruit it."
msgstr ""
"Vsaka stran začne z enim voditeljem v svoji trdnjavi. Na začetku in "
"dostikrat med bojem, boste morali novačiti <ref>dst=units text=enote</ref> v "
"svojo vojsko. Za začetek mora biti vodja (Konrad v kampanji "
"Prestolonaslednik) v trdnjavi <ref>dst=terrain_castle text=gradu</ref>. "
"Potem lahko novačite, tako da izberete Novači iz menija ali pa z desnim "
"klikom na željeno ploščo in izbiro <italic>text=Novači</italic>. Prikazal se "
"bo zaslon s seznamom enot na voljo za novačenje, skupaj z njihovo ceno v "
"zlatu. S klikom na enoto se bodo na levi prikazale njene statistike, s "
"pritiskom na gumb Novači pa jo boste pojedli."
#: data/help.cfg:92
msgid ""
"\n"
"\n"
"If you right-clicked on a castle hex and selected recruit, the new unit will "
"appear in that square. Otherwise, it will appear in a free square near the "
"keep. You may only recruit as many units as you have free hexes in your "
"castle, and you cannot spend more gold than you actually have on recruiting."
msgstr ""
"\n"
"\n"
"Če ste enoto novačili preko pojavnega menija, se bo ta pojavila na tisti "
"plošči, kjer ste desno-kliknili. Drugače se bo pojavila v poljubnem prosti "
"plošči zraven trdnjave. Novačite lahko samo toliko enot, kolikor je prostih "
"plošč v gradu (okoli trdnjave) in porabite lahko samo toliko zlata, kolikor "
"ga imate."
#: data/help.cfg:94
msgid ""
"\n"
"\n"
"Recruited units come with two random <ref>dst=traits text=Traits</ref> which "
"modify their statistics."
msgstr ""
"\n"
"\n"
"Nove enote imajo dve naključni <ref>dst=traits text=Značilnosti</ref>, ki "
"spremenijo njihove statistike."
#: data/help.cfg:96
msgid ""
"\n"
"\n"
"In later scenarios, you may also Recall survivors from earlier battles. "
"Recalling costs a standard 20 gold and presents you with a list of all "
"surviving units from previous scenarios."
msgstr ""
"\n"
"\n"
"V kasnejših scenarijih boste lahko priklicali preživele iz prejšnjih bitk. "
"Priklicovanje vedno stane 20 kosov zlata in prikaže seznam preživelih enot "
"iz prejšnjih scenarijev."
#: data/help.cfg:98
msgid ""
"\n"
"\n"
"Units not only cost gold to Recruit or Recall, they also require money to "
"support. See <ref>dst=income_and_upkeep text='Income and Upkeep'</ref> for "
"more information."
msgstr ""
"\n"
"\n"
"Ne pozabite da enote ne stanejo le toliko zlata kolikor ga je potrebno za "
"njihovo novačenje ali priklic, ampak potrebujejo tudi plače. Poglejte si "
"<ref>dst=income_and_upkeep text='Prihodki in Plače'</ref>."
#: data/help.cfg:103
msgid "Orbs"
msgstr "Krogle"
#: data/help.cfg:104
msgid ""
"On top of the energy bar shown next to each unit of yours is an orb. For "
"units you control, this orb is:"
msgstr ""
"Na vrhu črte, ki kaže zdravje enote, je krogla. Za enote pod vašim nadzorom "
"je krogla:"
#: data/help.cfg:105
msgid "green if it hasn't moved this turn,"
msgstr "zelena, če se enota to potezo še ni premaknila,"
#: data/help.cfg:106
msgid "yellow if it has moved, but could still move further or attack, or"
msgstr "rumena, če se je, ampak bi se še lahko ali pa lahko napade, ali pa"
#: data/help.cfg:107
msgid "red if it has used all its movement this turn."
msgstr "rdeča, če je porabila že vse gibalne točke za to potezo."
#: data/help.cfg:108
msgid "The orb is blue if the unit is an ally you do not control."
msgstr "Krogla je modra, če je enota zavezniška."
#: data/help.cfg:109
msgid "Enemy units have no orb on top of their energy bar."
msgstr "Sovražne enote pa nimajo krogle."
#: data/help.cfg:114
msgid "Hitpoints and Experience"
msgstr "Zdravje in izkušnje"
#: data/help.cfg:115
msgid ""
"Each unit has a certain number of hitpoints (HP). If the hitpoints of a unit "
"drop below 1, the unit dies. Each unit also has a certain number of "
"experience points (XP). A freshly recruited unit starts with no experience "
"points, and gains experience by fighting enemies."
msgstr ""
"Vsaka enota ima določeno količino zdravja (HP). Če pade pod ena, enota umre. "
"Vsaka enota ima tudi določeno število izkušenjskih točk (XP). Nove enote jih "
"nimajo še nič in jih pridobijo z bojem."
#: data/help.cfg:119
msgid ""
"The hitpoints and experience points are both indicated in the status pane "
"using two numbers (the current value and the maximum value the unit can "
"have)."
msgstr ""
"Zdravje in izkušenje so oboje prikazane v statusnem meniju z dvema "
"številkama (trenutna in največja možna vrednost)."
#: data/help.cfg:120
msgid ""
"The hitpoints are also indicated by an energy bar next to each unit, which "
"is green, yellow or red. A unit with at least 1 experience point has a blue "
"experience bar, which turns white as the unit is about to "
"<ref>dst=experience_and_advancement text=advance</ref>."
msgstr ""
"Zdravje kaže tudi črta poleg vsake enote, ki je zelene, rumene ali rdeče "
"barve, Enota z vsaj eno izkušenjsko točko ima modro izkušenjsko črto, ki se "
"obarva belo, ko je enota tik pred <ref>dst=experience_and_advancement "
"text=napredovanjem</ref>."
#: data/help.cfg:125 src/help.cpp:1199
msgid "Movement"
msgstr "Premikanje"
#: data/help.cfg:126
msgid ""
"Movement in Battle for Wesnoth is simple. Click on the unit you wish to move "
"to select it, then click on the hex you wish to move it to. When a unit is "
"selected, everywhere it can move this turn will be highlighted, and all "
"other hexes on the map are made dull. Mousing over a highlighted hex shows "
"the defense rating the unit would have if you moved it to that hex. Mousing "
"over a dull hex will also show the number of turns required to reach it, and "
"clicking will cause the unit to move towards it by the fastest route over "
"this and subsequent turns."
msgstr ""
"Premikanje v Battle for Wesnoth je preprosto: samo kliknite na enoto, ki jo "
"želite premakniti in potem še na ploščo kamor hočete da gre. Ko je enota "
"izbrana, bodo vse plošče, kamor lahko gre, osvetljene, vse ostale pa motne. "
"Če miško premaknete na osvetljeno ploščo, se bo prikazala obramba, ki bi jo "
"enota tam imela. Če pa miško premaknete na motno ploščo, se bo prikazalo še "
"število potrebnih potez, da jo enota doseže. Ob kliku se bo enota začela "
"premikati proti njej po najhitrejši poti in tako tudi nadaljevala v naslednji"
"(h) potezah."
#: data/help.cfg:128
msgid ""
"\n"
"\n"
"Each unit has a certain number of movement points which are used up when "
"moving into a new hex, depending on the Terrain of that particular hex. For "
"instance, grassland nearly always costs 1 movement point to enter. Exactly "
"how many movement points are spent entering a hex depends on the unit type - "
"in forest, elvish units only spend 1 movement point, most human and orc "
"units spend 2, while horsemen spend 3. You can learn how many movement "
"points a unit requires to enter a certain terrain type by right-clicking on "
"it, selecting Unit Description, and then looking at <italic>text='Terrain "
"Modifiers'</italic>."
msgstr ""
"\n"
"\n"
"Vsaka enota ima določeno število gibalnih točk, ki se porabljajo ob "
"premikanju v novo ploščo, odvisno od vrste terena tiste plošče. Na primer, "
"za prehod v stepo je skoraj vedno potrebna samo ena gibalna točka. Točno "
"število porabljenih točk za določen prehod je odvisno od tipa enote - v "
"gozdu Vilini porabijo samo eno točko, večina ljudi in orkov dve, konjeniki "
"celo tri. Točno porabo lahko izveste, če desno-kliknete na enoto, izberete "
"Opis Enote in si potem pogledate <italic>text='Terenske Prikrojevalce'</"
"italic>."
#: data/help.cfg:130
msgid ""
"\n"
"\n"
"Another thing to keep in mind while moving is Zones of Control. Each unit "
"generates a zone of control in the hexes immediately surrounding it, and any "
"enemy unit entering those hexes immediately ends its movement. Learning how "
"to use zones of control to your advantage is an important part of Wesnoth, "
"as only <ref>dst=ability_skirmisher text='Skirmishers'</ref> can ignore "
"zones of control."
msgstr ""
"\n"
"\n"
"Še ena zadeva, ki je ne smemo pozabiti so območja nadzora. Vsaka enota "
"ustvarja območje nadzora v vseh šestih okoliških ploščah in vsak sovražnik, "
"ki v njega vstopi, takoj konča svoje premikanje. Priučitev, kako območja "
"nadzora uporabiti v svoj prid, je pomemben del Wesnotha, ker jih lahko "
"kršijo samo <ref>dst=ability_skirmisher text='Izogibalci'</ref>."
#: data/help.cfg:132
msgid ""
"\n"
"\n"
"To see where the enemy can move to during their next turn, press Ctrl-v or "
"Cmd-v. Ctrl-b or Cmd-b shows where the enemy could move, if your units were "
"not on the map to block their progress."
msgstr ""
"\n"
"\n"
"Da bi videli kam se lahko premakne sovražnik v naslednji potezi, pritisnite "
"Ctrl-v (Cmd-v). Ctrl-b (Cmd-b) prikaže kam bi se lahko premaknile, če na "
"karti ne bi bilo vaših enot, ki jim ovirajo pot."
#: data/help.cfg:137
msgid "Combat"
msgstr "Boj"
#: data/help.cfg:138
msgid ""
"Combat in Battle for Wesnoth always takes place between units in adjacent "
"hexes. Click on your unit, and click on the enemy you want to attack: your "
"unit will move towards the enemy unit, and when they are next to each other, "
"combat will begin. The attacker and defender alternate strikes until each "
"has used their allotted number of strikes. The attacker chooses one of its "
"weapons to attack with, and the defender retaliates with one of its attacks "
"of the same type. There are two types of attacks: melee, which usually "
"involves weapons such as swords, axes or fangs; and ranged, which usually "
"involves weapons such as bows, spears and fireballs."
msgstr ""
"Boj v Battle for Wesnoth vedno poteka med enotami, ki so na sosednjih "
"ploščah. Kliknite na vašo enoto in potem še na sovražnika, ki ga želite "
"napasti. Vaša enota se bo premaknila proti sovražniku in ko sta enkrat "
"skupaj, se bo začel boj. Napadalec in branitelj si izmenjujeta napade, "
"dokler oba ne porabita njunega dodeljenega števila napadov. Napadalec izbere "
"enega od svojih orožij in napade, branitelj pa vrne udarec s svojim podobnim "
"orožjem. Obstajata dve vrsti napadov, na blizu, kjer so ponavadi vpletena "
"orožja kot so meč, sekira ali čekani, in na daljavo, kjer so ponavadi "
"vpleteni lok, kopje in ognjena krogla."
#: data/help.cfg:140
msgid ""
"\n"
"\n"
"<header>text='Order and number of strikes'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Vrstni red in števlo napadov'</header>"
#: data/help.cfg:142
msgid ""
"\n"
"\n"
"The attacker gets the first strike, then the defender retaliates. Each "
"strike either hits, doing a given amount of damage, or misses, doing no "
"damage at all. Strikes alternate until each unit has used up all of its "
"strikes. The number of strikes a unit has varies; for instance, an Elvish "
"fighter with a 5-4 attack may strike 4 times, each successful strike dealing "
"5 damage, while an Orcish Grunt with a 9-2 attack can only strike twice (but "
"at 9 damage for each hit)."
msgstr ""
"\n"
"\n"
"Napadalec izvede prvi napad, sledi mu branitelj. Vsak udarec ali zadane in "
"naredi škodo ali pa zgreši in ne povzroči nobene škode. To se ponavlja, "
"dokler oba ne porabita svojega števila napadov. Število napadov je različno "
"od enote do enote. Na primer, Vilinski bojevnik s 5-4 mečem, lahko štirikrat "
"zamahne (vsak zadetek naredi 5 škode), medtem ko Orkovski grobijan z 9-2 "
"dobi samo 2 zamaha (vsak po 9 škode)."
#: data/help.cfg:144
msgid ""
"\n"
"\n"
"<header>text='Chance to hit'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Verjetnost zadetka'</header>"
#: data/help.cfg:146
msgid ""
"\n"
"\n"
"Every unit has a chance of being hit, based on the Terrain it is in. This is "
"shown in the status pane, and may also be found by right-clicking a unit, "
"selecting Unit Description, and then looking at <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."
msgstr ""
"\n"
"\n"
"Verjetnost da bo enota zadeta je odvisna samo od terena kjer trenutno je. To "
"piše v statusni vrstici, lahko pa ugotovite tudi, tako da desno-kliknete na "
"enoto, izberete Opis Enote in potem pogledate <italic>text='Terenske "
"Prikrojevalce'</italic>. Na primer, vilini imajo 60% obrambo v gozdu, kar "
"pomeni, da ima enota, ki jih napada, le 40% možnosti, da jih zadene. "
"Obratno, vilinčeva možnost da zadane napadalca nazaj, je odvisna od terena "
"na katerem ta stoji."
#: data/help.cfg:148
msgid ""
"\n"
"\n"
"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."
msgstr ""
"\n"
"Obstajata dve izjemi temu pravilu: <ref>dst=weaponspecial_magical "
"text='Čarobni napadi'</ref> in <ref>dst=weaponspecial_marksman "
"text=Ostrostrelci</ref>. Čarobni napadi imajo vedno 70% možnost da zadanejo, "
"neglede na teren. Podobno imajo ostrostrelci, kadar napadajo, vedno vsaj 60% "
"možnost da zadanejo, neglede na teren."
#: data/help.cfg:150
msgid ""
"\n"
"\n"
"<header>text=Damage</header>"
msgstr ""
"\n"
"\n"
"<header>text=Škoda</header>"
#: data/help.cfg:152
msgid ""
"\n"
"\n"
"Each strike which hits causes a base amount of damage depending on the "
"attack type. For instance, an Elvish Fighter with a 5-4 attack does 5 base "
"damage. This is usually modified by two things: "
"<ref>dst=damage_types_and_resistance text=Resistance</ref> and "
"<ref>dst=time_of_day text='Time of Day'</ref>. To see how base damage is "
"modified by the circumstances, select <italic>text='Damage Calculations'</"
"italic> in the attack selection menu."
msgstr ""
"\n"
"\n"
"Vsak zadetek povzroči nekaj škode, glede na tip napada. Na primer, Vilinski "
"bojevnik, s 5-4 ostrim napadom, povzroči 5 škode kot osnovo. Na dejansko "
"škodo ponavadi vplivata dva dejavnika: <ref>dst=damage_types_and_resistance "
"text=odpornost</ref> in <ref>dst=time_of_day text='čas dneva'</ref>. Da bi "
"videli kako okoliščine vplivajo na osnovno škodo, v bojnem meniju izberite "
"<italic>text='Izračun škode'</italic>."
#: data/help.cfg:154
msgid ""
"\n"
"\n"
"A few units have special <ref>dst=abilities text=abilities</ref> which "
"affect damage dealt in combat. The most common of these is "
"<ref>dst=weaponspecial_charge text=Charge</ref>, which doubles the damage "
"dealt by both attacker and defender when the unit with Charge attacks."
msgstr ""
"\n"
"\n"
"Nekatere enote imajo posebne <ref>dst=abilities text=sposobnosti</ref>, ki "
"vplivajo na povzročeno škodo. Najbolj pogosta je "
"<ref>dst=weaponspecial_charge text=Naskok</ref>, ki podvoji povzročeno škodo "
"napadalca in branilca, kadar napadalec naskakuje."
#: data/help.cfg:159
msgid "Damage Types and Resistance"
msgstr "Vrste škode in odpornosti"
#: data/help.cfg:160
msgid ""
"In Wesnoth, there are three types of damage usually associated with physical "
"attacks: Blade, Pierce and Impact damage. Additionally, there are three "
"further types of damage usually associated with magical attacks: Fire, Cold "
"and Holy attacks. Different units may have resistances which alter the "
"damage which they take from certain damage types."
msgstr ""
"V igri Wesnoth so trije tipi škode, ki so ponavadi povezani s fizičnimi "
"napadi: oster, koničast in top. Potem so še trije tipi škode, ki pa so "
"ponavadi povezani s čarobnimi napadi: ognjen, mrzel in svet. Različne enote "
"imajo lahko odpornosti, ki spremenijo končno količino škode, ki jo prejmejo "
"od določenega tipa škode."
#: data/help.cfg:162
msgid ""
"\n"
"\n"
"Resistances work very simply: if a unit has 40% resistance against a damage "
"type, then it will suffer 40% less damage when hit with that damage type. It "
"is also possible for a unit to be vulnerable against some damage types. If a "
"unit has -100% resistance against a damage type, it will suffer 100% more "
"damage when hit by that type."
msgstr ""
"\n"
"\n"
"Odpornost deluje povsem preprosto: če ima enota 40% odpornosti na določen "
"tip škode, je bo utrpela 40% manj, če bo zadeta s tistim tipom. Enote imajo "
"lahko tudi slabosti; če ima enota -100% odpornost na določen tip škode, je "
"bo utrpela 100% več, če bo zadeta s tistim tipom."
#: data/help.cfg:164
msgid ""
"\n"
"\n"
"For example, Skeletons are highly resistant to Blade and Pierce damage, but "
"are vulnerable to Impact and Fire damage, and extremely vulnerable to Holy "
"damage."
msgstr ""
"\n"
"\n"
"Za primer, Okostnjaki so zelo odporni na ostro in koničasto škodo, a so "
"ranljivi za topo in ognjeno ter izjemno ranljivi za sveto škodo."
#: data/help.cfg:166
msgid ""
"\n"
"\n"
"If a strike is determined to hit, it will always do at least 1 point of "
"damage. This applies even if the defender has 100% resistance to the damage "
"type."
msgstr ""
"\n"
"\n"
"Če bo udarec zadel, bo vedno naredil vsaj eno točko škode. To velja tudi če "
"ima branitelj 100% odpornost na zadan tip škode."
#: data/help.cfg:171
msgid "Time of Day"
msgstr "Čas dneva"
#: data/help.cfg:175
msgid ""
"The time of day affects the damage of certain units as follows:\n"
" Lawful units get +25% damage in daytime, and -25% damage at night\n"
" Chaotic units get +25% damage at night, and -25% in daytime\n"
" Neutral units are unaffected by the time of day."
msgstr ""
"Čas dneva vpliva na škodo določenih enot:\n"
"Zakonite enote dobijo podnevi bonus +25% k zadani škodi in -25% ponoči.\n"
"Kaotične enote dobijo ponoči bonus +25% k zadani škodi in -25% podnevi.\n"
"Nevtralne enote delujejo neodvisno od časa dneva."
#: data/help.cfg:178
msgid ""
"\n"
"\n"
"The current time of day can be observed under the minimap in the status "
"pane. For the usual day/night cycle, Morning and Afternoon count as day, "
"First and Second Watch count as night:\n"
msgstr ""
"\n"
"\n"
"Trenutni čas dneva je prikazan pod malo karto na statusnem meniju. Pri "
"običajnem dnevno-nočnem ciklu štejeta jutro in popoldne za dan, Prva in "
"Druga Straža pa za noč:\n"
#: data/help.cfg:178 data/schedules.cfg:5
msgid "Dawn"
msgstr "Zora"
#: data/help.cfg:179 data/schedules.cfg:13 data/schedules.cfg:25
#: data/schedules.cfg:32
msgid "Morning"
msgstr "Jutro"
#: data/help.cfg:180 data/schedules.cfg:42 data/schedules.cfg:49
#: data/schedules.cfg:67
msgid "Afternoon"
msgstr "Popoldne"
#: data/help.cfg:181 data/schedules.cfg:59 data/schedules.cfg:89
#: data/schedules.cfg:111
msgid "Dusk"
msgstr "Mrak"
#: data/help.cfg:182 data/schedules.cfg:79
msgid "First Watch"
msgstr "Prva Straža"
#: data/help.cfg:183 data/schedules.cfg:101
msgid "Second Watch"
msgstr "Druga Straža"
#: data/help.cfg:185
msgid ""
"Keep in mind that some scenarios take place underground, where it is "
"perpetually night!"
msgstr ""
"Ne pozabite, de se nekateri scenariji odvijajo v podzemlju, kjer je večna "
"tema!"
#: data/help.cfg:190
msgid "Experience and Advancement"
msgstr "Izkušnje in napredovanja"
#: data/help.cfg:191
msgid ""
"If both units survive a combat, they gain a number of experience points "
"equal to the level of the unit they're fighting. If a unit kills another in "
"combat, however, it gains much more experience - 4 for a level 0 unit, 8 for "
"level 1, 16 for level 2, 24 for level 3, and so forth."
msgstr ""
"Če obe enoti preživita boj, potem obe dobita nekaj izkustvenih točk, toliko "
"kolikšna je izkustvena stopnja drugega borca. Če pa enota ubije drugo enoto, "
"dobi dosti več izkušenj - 4 za enoto na stopnji 0, 8 za enoto na stopnji 1, "
"16 za enoto na stopnji 2, 24 za enoto na stopnji 3 ..."
#: data/help.cfg:193
msgid ""
"\n"
"\n"
"Units have a certain amount of experience required to advance (this is 20% "
"less for units with the Intelligent trait). Once they achieve this amount, "
"they immediately advance to the next level, healing fully in the process. In "
"some cases, you will be given a choice of advancement options."
msgstr ""
"\n"
"\n"
"Enote potrebujejo določeno število izkušenjskih točk, da lahko napredujejo "
"(20% manj za enote z značilnostjo pameten). Ko jih pridobijoo, takoj "
"napredujejo na naslednjo stopnjo in se hkrati še docela pozdravijo. V "
"nekaterih primerih boste imeli možnost izbire v kaj naj enota napreduje."
#: data/help.cfg:196
msgid ""
"\n"
"\n"
"While most units have three levels, not all do. Occasional units (such as "
"<ref>dst=unit_Mage text=Magi</ref>) may have four. Once a unit has reached "
"its maximum level, it may have an After Maximum Level Advancement (AMLA) "
"available to it.\n"
"The AMLA will modify the unit each time the unit reaches the experience "
"goal, but the unit will remain the same level. The typical AMLA effect is "
"for the unit to raise the maximum HP by 3 for every 100 XP gained. Note that "
"only a small number of units, for example the Necrophage, will actually heal "
"with AMLA effects. Most units just gain the bonus to the Maximum HP."
msgstr ""
"\n"
"\n"
"Večina enot ima tri izkustvene nivoje. Nekatere enote (na primer "
"<ref>dst=unit_Mage text=čarovniki</ref>) jih imajo lahko več. Ko enota "
"enkrat doseže svojo končno stopnjo, ima lahko na voljo še napredovanje po "
"najvišjem nivoju (AMLA).\n"
"AMLA bo nadgradila enoto vsakič ko doseže potrebno število izkušenj, a enota "
"bo ostala na istem izkustvenem nivoju. Tipičen učinek AMLA je da enota dobi "
"tri dodatne HP za vsakih novih 100 XP. Vedite pa, da se bo večini enot le "
"povečal maximum zdravja, le redke se bodo tudi pozdravile (recimo nekrofag)."
#: data/help.cfg:201
msgid "Healing"
msgstr "Zdravljenje"
#: data/help.cfg:202
msgid ""
"In combat, your units will inevitably take damage. When a unit "
"<ref>dst=experience_and_advancement text=advances</ref>, it will heal fully. "
"This can happen as you finish fighting an enemy, whether it is your turn or "
"not. Wesnoth offers several other ways for your units to heal, all of which "
"take place at the beginning of your turn, before you take action."
msgstr ""
"V boju bodo vaše enote slej ko prej utrpele poškodbe. Ko enota "
"<ref>dst=experience_and_advancement text=napreduje</ref>, se bo popolnoma "
"pozdravila. To se lahko zgodi po boju s sovražnikom, ne glede na to čigava "
"poteza je. Wesnoth omogoča več drugih načinov zdravljenja vaših enot, od "
"katerih se vsi zgodijo na začetku vaše poteze, preden karkoli ukrenete."
#: data/help.cfg:204
msgid ""
"\n"
"\n"
"Resting: A unit which neither moves, attacks, nor is attacked will heal 2HP "
"in its next turn."
msgstr ""
"\n"
"\n"
"Počivanje: Enota, ki se niti ne premakne niti ne napade, se bo v naslednji "
"potezi pozdravila za 2HP."
#: data/help.cfg:205
msgid ""
"\n"
"Villages: A unit which starts a turn in a village will heal 8HP."
msgstr ""
"\n"
"Vasi: Enota, ki začne svojo potezo v vasi, se bo pozdravila za 8HP."
#: data/help.cfg:206
msgid ""
"\n"
"<ref>dst=ability_regenerates text=Regeneration</ref>: Certain units (such as "
"trolls) will automatically heal 8HP every turn."
msgstr ""
"\n"
"<ref>dst=ability_regenerates text=Regeneracija</ref>: Določene enote (na "
"primer troli) se bodo vsako potezo samodejno pozdravile za 8HP."
#: data/help.cfg:207
msgid ""
"\n"
"Healing units: Units with the <ref>dst=ability_heals text=Heals</ref> "
"ability will heal up to 8HP of damage per turn, as well as preventing Poison "
"from causing damage. Only those units will be healed that are adjacent to "
"and are fighting on the same side as the healing unit, and only up to 4HP "
"per unit."
msgstr ""
"\n"
"Ranocelniki: Enote s sposobnostjo <ref>dst=ability_heals text='Celi rane'</"
"ref> bo vsako potezo pozdravila vse prijateljske enote v svoji neposredni "
"bližini (6 plošč) za 4HP (skupaj največ 8HP), ali preprečila, da jim škodi "
"strup."
#: data/help.cfg:208
msgid ""
"\n"
"Curing units: Units with the <ref>dst=ability_cures text=Cures</ref> ability "
"will heal all up to 18HP of damage per turn, as well as curing Poison. Only "
"those units will be healed or cured that are adjacent to and are fighting on "
"the same side as the healing unit, and only up to 8HP per unit."
msgstr ""
"\n"
"\n"
"Zdravniki: Enote s sposobnostjo <ref>dst=ability_cures text=Zdravi</ref> bo "
"vsako potezo pozdravila vse prijateljske enote v svoji neposredni bližini (6 "
"plošč) za 8HP (skupaj največ 18HP), ali pa jih ozdravila strupa."
#: data/help.cfg:210
msgid ""
"\n"
"\n"
"Resting can be combined with other forms of healing, but villages, "
"regeneration, healing and curing cannot combine with each other. A healing "
"or curing unit whose attention is split between many wounded will be less "
"effective at healing their individual wounds. Finally, units heal fully "
"between scenarios."
msgstr ""
"\n"
"\n"
"Počivanje se lahko kombinira z ostalimi oblikami zdravljenja, a vplivi vasi, "
"regeneracije in celjenja ran se ne seštevajo. Enota ki zdravi več drugih "
"enot bo manj uspešna pri zdravljenju posameznih ran. Poleg tega se vse enote "
"med scenariji popolnoma pozdravijo."
#: data/help.cfg:215
msgid "Income and Upkeep"
msgstr "Prihodki in plače"
#: data/help.cfg:216
msgid ""
"In Wesnoth, it is not enough simply to recruit units and fight. You must "
<