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Laserlicht
2023-09-22 02:21:23 +02:00
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{ {
"vcmi.adventureMap.monsterThreat.title" : "\n\nDiscussion : ", "vcmi.adventureMap.monsterThreat.title" : "\n\nThreat: ",
"vcmi.adventureMap.monsterThreat.levels.0" : "Sans effort", "vcmi.adventureMap.monsterThreat.levels.0" : "Effortless",
"vcmi.adventureMap.monsterThreat.levels.1" : "Très faible", "vcmi.adventureMap.monsterThreat.levels.1" : "Very Weak",
"vcmi.adventureMap.monsterThreat.levels.2" : "Faible", "vcmi.adventureMap.monsterThreat.levels.2" : "Weak",
"vcmi.adventureMap.monsterThreat.levels.3" : "Un peu plus faible", "vcmi.adventureMap.monsterThreat.levels.3" : "A bit weaker",
"vcmi.adventureMap.monsterThreat.levels.4" : "Égal", "vcmi.adventureMap.monsterThreat.levels.4" : "Equal",
"vcmi.adventureMap.monsterThreat.levels.5" : "Un peu plus fort", "vcmi.adventureMap.monsterThreat.levels.5" : "A bit stronger",
"vcmi.adventureMap.monsterThreat.levels.6" : "Fort", "vcmi.adventureMap.monsterThreat.levels.6" : "Strong",
"vcmi.adventureMap.monsterThreat.levels.7" : "Très fort", "vcmi.adventureMap.monsterThreat.levels.7" : "Very Strong",
"vcmi.adventureMap.monsterThreat.levels.8" : "Difficile", "vcmi.adventureMap.monsterThreat.levels.8" : "Challenging",
"vcmi.adventureMap.monsterThreat.levels.9" : "Surpuissant", "vcmi.adventureMap.monsterThreat.levels.9" : "Overpowering",
"vcmi.adventureMap.monsterThreat.levels.10" : "Mortel", "vcmi.adventureMap.monsterThreat.levels.10" : "Deadly",
"vcmi.adventureMap.monsterThreat.levels.11" : "Impossible", "vcmi.adventureMap.monsterThreat.levels.11" : "Impossible",
"vcmi.adventureMap.confirmRestartGame" : "Êtes-vous sûr de vouloir redémarrer le jeu ?", "vcmi.adventureMap.confirmRestartGame" : "Are you sure you want to restart the game?",
"vcmi.adventureMap.noTownWithMarket" : "Il n'y a pas de marchés disponibles !", "vcmi.adventureMap.noTownWithMarket" : "There are no available marketplaces!",
"vcmi.adventureMap.noTownWithTavern" : "Il n'y a pas de villes disponibles avec des tavernes !", "vcmi.adventureMap.noTownWithTavern" : "There are no available towns with taverns!",
"vcmi.adventureMap.spellUnknownProblem" : "Il y a un problème inconnu avec ce sort ! Pas plus d'informations sont disponibles.", "vcmi.adventureMap.spellUnknownProblem" : "There is an unknown problem with this spell! No more information is available.",
"vcmi.adventureMap.playerAttacked" : "Le joueur a été attaqué : %s", "vcmi.adventureMap.playerAttacked" : "Player has been attacked: %s",
"vcmi.adventureMap.moveCostDetails" : "Points de mouvement - Coût : %TURNS tours + %POINTS points, Points restants : %REMAINING", "vcmi.adventureMap.moveCostDetails" : "Movement points - Cost: %TURNS turns + %POINTS points, Remaining points: %REMAINING",
"vcmi.adventureMap.moveCostDetailsNoTurns" : "Points de mouvement - Coût : %POINTS points, Points restants : %REMAINING", "vcmi.adventureMap.moveCostDetailsNoTurns" : "Movement points - Cost: %POINTS points, Remaining points: %REMAINING",
"vcmi.capitalColors.0" : "Rouge", "vcmi.capitalColors.0" : "Red",
"vcmi.capitalColors.1" : "Bleu", "vcmi.capitalColors.1" : "Blue",
"vcmi.capitalColors.2" : "Ocre", "vcmi.capitalColors.2" : "Tan",
"vcmi.capitalColors.3" : "Vert", "vcmi.capitalColors.3" : "Green",
"vcmi.capitalColors.4" : "Orange", "vcmi.capitalColors.4" : "Orange",
"vcmi.capitalColors.5" : "Violet", "vcmi.capitalColors.5" : "Purple",
"vcmi.capitalColors.6" : "Turquoise", "vcmi.capitalColors.6" : "Teal",
"vcmi.capitalColors.7" : "Rose", "vcmi.capitalColors.7" : "Pink",
"vcmi.mainMenu.serverConnecting" : "Connexion...", "vcmi.heroOverview.startingArmy" : "Starting Units",
"vcmi.mainMenu.serverAddressEnter" : "Entrez l'adresse :", "vcmi.heroOverview.warMachine" : "War Machines",
"vcmi.mainMenu.serverClosing" : "Fermeture...", "vcmi.heroOverview.secondarySkills" : "Secondary Skills",
"vcmi.mainMenu.hostTCP" : "Hôte TCP/IP jeu", "vcmi.heroOverview.spells" : "Spells",
"vcmi.mainMenu.joinTCP" : "Rejoindre TCP/IP jeu",
"vcmi.mainMenu.playerName" : "Joueur",
"vcmi.server.errors.existingProcess" : "Un autre processus de serveur VCMI est en cours d'exécution. Veuillez l'arrêter' avant de démarrer un nouveau jeu.", "vcmi.radialWheel.mergeSameUnit" : "Merge same creatures",
"vcmi.server.errors.modsIncompatibility" : "Les mods suivants sont nécessaires pour charger le jeu :", "vcmi.radialWheel.fillSingleUnit" : "Fill with single creatures",
"vcmi.server.confirmReconnect" : "Voulez-vous vous reconnecter à la dernière session ?", "vcmi.radialWheel.splitSingleUnit" : "Split off single creature",
"vcmi.radialWheel.splitUnitEqually" : "Split creatures equally",
"vcmi.radialWheel.moveUnit" : "Move creatures to another army",
"vcmi.radialWheel.splitUnit" : "Split creature to another slot",
"vcmi.settingsMainWindow.generalTab.hover" : "Général", "vcmi.mainMenu.serverConnecting" : "Connecting...",
"vcmi.settingsMainWindow.generalTab.help" : "Passe à l'onglet Options générales, qui contient des paramètres liés au comportement général du client de jeu", "vcmi.mainMenu.serverAddressEnter" : "Enter address:",
"vcmi.settingsMainWindow.battleTab.hover" : "Bataille", "vcmi.mainMenu.serverClosing" : "Closing...",
"vcmi.settingsMainWindow.battleTab.help" : "Passe à l'onglet Options de combat, ce qui permet de configurer le comportement du jeu pendant les batailles", "vcmi.mainMenu.hostTCP" : "Host TCP/IP game",
"vcmi.settingsMainWindow.adventureTab.hover" : "Carte d'aventure", "vcmi.mainMenu.joinTCP" : "Join TCP/IP game",
"vcmi.settingsMainWindow.adventureTab.help" : "Passe à l'onglet Options de carte d'aventure (la carte d'aventure est la section du jeu où les joueurs peuvent contrôler les mouvements de leurs héros)", "vcmi.mainMenu.playerName" : "Player",
"vcmi.systemOptions.videoGroup" : "Paramètres Vidéo", "vcmi.lobby.filename" : "Filename",
"vcmi.systemOptions.audioGroup" : "Paramètres Audio", "vcmi.lobby.creationDate" : "Creation date",
"vcmi.systemOptions.otherGroup" : "Autres Paramètres", // Unused right now
"vcmi.systemOptions.townsGroup" : "Écran de la Ville",
"vcmi.systemOptions.fullscreenBorderless.hover" : "Plein écran (sans bord)", "vcmi.server.errors.existingProcess" : "Another VCMI server process is running. Please terminate it before starting a new game.",
"vcmi.systemOptions.fullscreenBorderless.help" : "{Borderless Fullscreen}\n\nSi sélectionné, VCMI fonctionnera en mode plein écran sans bordure. Dans ce mode, le jeu utilisera toujours la même résolution de le bureau, ignorant la résolution sélectionnée.", "vcmi.server.errors.modsIncompatibility" : "The following mods are required to load the game:",
"vcmi.systemOptions.fullscreenExclusive.hover" : "Plein écran (exclusif)", "vcmi.server.confirmReconnect" : "Do you want to reconnect to the last session?",
"vcmi.systemOptions.fullscreenExclusive.help" : "{Fullscreen}\n\nSi sélectionné, VCMI s'exécutera en mode plein écran exclusif. Dans ce mode, le jeu modifiera la résolution du moniteur en résolution sélectionnée.",
"vcmi.systemOptions.resolutionButton.hover" : "Résolution : %wx%h",
"vcmi.systemOptions.resolutionButton.help" : "{Select Resolution}\n\nChanger la résolution d'écran dans le jeu.",
"vcmi.systemOptions.resolutionMenu.hover" : "Sélectionner la résolution",
"vcmi.systemOptions.resolutionMenu.help" : "Changer la résolution d'écran dans le jeu.",
"vcmi.systemOptions.scalingButton.hover" : "Échelle d'interface : %p%",
"vcmi.systemOptions.scalingButton.help" : "{Interface Scaling}\n\nChanger l'échelle de l'interface dans le jeu",
"vcmi.systemOptions.scalingMenu.hover" : "Sélectionner la mise à l'échelle de l'interface",
"vcmi.systemOptions.scalingMenu.help" : "Changer la mise à l'échelle de l'interface dans le jeu.",
"vcmi.systemOptions.longTouchButton.hover" : "Intervalle de touche long : %d ms", // Translation note: "ms" = "milliseconds"
"vcmi.systemOptions.longTouchButton.help" : "{Long Touch Interval}\n\nAu moment d'utiliser l'écran tactile, les fenêtres contextuelles apparaîtront après avoir touché l'écran pour une durée spécifiée, en millisecondes",
"vcmi.systemOptions.longTouchMenu.hover" : "Sélectionner l'intervalle de touche long",
"vcmi.systemOptions.longTouchMenu.help" : "Changer la durée de l'intervalle de touche long.",
"vcmi.systemOptions.longTouchMenu.entry" : "%d millisecondes",
"vcmi.systemOptions.framerateButton.hover" : "Afficher les FPS",
"vcmi.systemOptions.framerateButton.help" : "{Show FPS}\n\nAfficher/masquer le compteur de Frames Par Seconde dans le coin de la fenêtre du jeu",
"vcmi.adventureOptions.infoBarPick.hover" : "Afficher les messages dans le panneau d'information", "vcmi.settingsMainWindow.generalTab.hover" : "General",
"vcmi.adventureOptions.infoBarPick.help" : "{Show Messages in Info Panel}\n\nAutant que possible, les messages de jeu de la visite des objets de la carte seront affichés dans le panneau d'informations, au lieu de faire apparaître dans une fenêtre séparée.", "vcmi.settingsMainWindow.generalTab.help" : "Switches to General Options tab, which contains settings related to general game client behavior.",
"vcmi.adventureOptions.numericQuantities.hover" : "Dénombrement de créatures", "vcmi.settingsMainWindow.battleTab.hover" : "Battle",
"vcmi.adventureOptions.numericQuantities.help" : "{Numeric Creature Quantities}\n\nAfficher les estimation de nombre de créatures ennemies au format numérique A-B.", "vcmi.settingsMainWindow.battleTab.help" : "Switches to Battle Options tab, which allows configuring game behavior during battles.",
"vcmi.adventureOptions.forceMovementInfo.hover" : "Toujours afficher le coût de mouvement", "vcmi.settingsMainWindow.adventureTab.hover" : "Adventure Map",
"vcmi.adventureOptions.forceMovementInfo.help" : "{Always Show Movement Cost}\n\nToujours afficher les données des points de mouvement dans les informations sur la barre d'état (au lieu de les voir que pen maintenant la touche alt).", "vcmi.settingsMainWindow.adventureTab.help" : "Switches to Adventure Map Options tab (adventure map is the section of the game where players can control the movements of their heroes).",
"vcmi.adventureOptions.showGrid.hover" : "Afficher la grille",
"vcmi.adventureOptions.showGrid.help" : "{Show Grid}\n\nMontrer la superposition de la grille, mettant en évidence les frontières entre les carreaux de carte d'aventure.", "vcmi.systemOptions.videoGroup" : "Video Settings",
"vcmi.adventureOptions.borderScroll.hover" : "Défilement de bord", "vcmi.systemOptions.audioGroup" : "Audio Settings",
"vcmi.adventureOptions.borderScroll.help" : "{Border Scrolling}\n\nFait défiler la carte aventure lorsque le curseur est sur le bord de la fenêtre. Peut être désactivé en maintenant la touche Ctrl.", "vcmi.systemOptions.otherGroup" : "Other Settings", // unused right now
"vcmi.systemOptions.townsGroup" : "Town Screen",
"vcmi.systemOptions.fullscreenBorderless.hover" : "Fullscreen (borderless)",
"vcmi.systemOptions.fullscreenBorderless.help" : "{Borderless Fullscreen}\n\nIf selected, VCMI will run in borderless fullscreen mode. In this mode, game will always use same resolution as desktop, ignoring selected resolution.",
"vcmi.systemOptions.fullscreenExclusive.hover" : "Fullscreen (exclusive)",
"vcmi.systemOptions.fullscreenExclusive.help" : "{Fullscreen}\n\nIf selected, VCMI will run in exclusive fullscreen mode. In this mode, game will change resolution of monitor to selected resolution.",
"vcmi.systemOptions.resolutionButton.hover" : "Resolution: %wx%h",
"vcmi.systemOptions.resolutionButton.help" : "{Select Resolution}\n\nChange in-game screen resolution.",
"vcmi.systemOptions.resolutionMenu.hover" : "Select Resolution",
"vcmi.systemOptions.resolutionMenu.help" : "Change in-game screen resolution.",
"vcmi.systemOptions.scalingButton.hover" : "Interface Scaling: %p%",
"vcmi.systemOptions.scalingButton.help" : "{Interface Scaling}\n\nChanges scaling of in-game interface.",
"vcmi.systemOptions.scalingMenu.hover" : "Select Interface Scaling",
"vcmi.systemOptions.scalingMenu.help" : "Change in-game interface scaling.",
"vcmi.systemOptions.longTouchButton.hover" : "Long Touch Interval: %d ms", // Translation note: "ms" = "milliseconds"
"vcmi.systemOptions.longTouchButton.help" : "{Long Touch Interval}\n\nWhen using touchscreen, popup windows will appear after touching screen for specified duration, in milliseconds.",
"vcmi.systemOptions.longTouchMenu.hover" : "Select Long Touch Interval",
"vcmi.systemOptions.longTouchMenu.help" : "Change duration of long touch interval.",
"vcmi.systemOptions.longTouchMenu.entry" : "%d milliseconds",
"vcmi.systemOptions.framerateButton.hover" : "Show FPS",
"vcmi.systemOptions.framerateButton.help" : "{Show FPS}\n\nToggle the visibility of the Frames Per Second counter in the corner of the game window.",
"vcmi.systemOptions.hapticFeedbackButton.hover" : "Haptic feedback",
"vcmi.systemOptions.hapticFeedbackButton.help" : "{Haptic feedback}\n\nToggle the haptic feedback on touch inputs.",
"vcmi.adventureOptions.infoBarPick.hover" : "Show Messages in Info Panel",
"vcmi.adventureOptions.infoBarPick.help" : "{Show Messages in Info Panel}\n\nWhenever possible, game messages from visiting map objects will be shown in the info panel, instead of popping up in a separate window.",
"vcmi.adventureOptions.numericQuantities.hover" : "Numeric Creature Quantities",
"vcmi.adventureOptions.numericQuantities.help" : "{Numeric Creature Quantities}\n\nShow the approximate quantities of enemy creatures in the numeric A-B format.",
"vcmi.adventureOptions.forceMovementInfo.hover" : "Always Show Movement Cost",
"vcmi.adventureOptions.forceMovementInfo.help" : "{Always Show Movement Cost}\n\nAlways show movement points data in status bar information (Instead of viewing it only while you hold down ALT key).",
"vcmi.adventureOptions.showGrid.hover" : "Show Grid",
"vcmi.adventureOptions.showGrid.help" : "{Show Grid}\n\nShow the grid overlay, highlighting the borders between adventure map tiles.",
"vcmi.adventureOptions.borderScroll.hover" : "Border Scrolling",
"vcmi.adventureOptions.borderScroll.help" : "{Border Scrolling}\n\nScroll adventure map when cursor is adjacent to window edge. Can be disabled by holding down CTRL key.",
"vcmi.adventureOptions.infoBarCreatureManagement.hover" : "Info Panel Creature Management",
"vcmi.adventureOptions.infoBarCreatureManagement.help" : "{Info Panel Creature Management}\n\nAllows rearranging creatures in info panel instead of cycling between default components.",
"vcmi.adventureOptions.leftButtonDrag.hover" : "Left Click Drag Map",
"vcmi.adventureOptions.leftButtonDrag.help" : "{Left Click Drag Map}\n\nWhen enabled, moving mouse with left button pressed will drag adventure map view.",
"vcmi.adventureOptions.mapScrollSpeed1.hover": "", "vcmi.adventureOptions.mapScrollSpeed1.hover": "",
"vcmi.adventureOptions.mapScrollSpeed5.hover": "", "vcmi.adventureOptions.mapScrollSpeed5.hover": "",
"vcmi.adventureOptions.mapScrollSpeed6.hover": "", "vcmi.adventureOptions.mapScrollSpeed6.hover": "",
"vcmi.adventureOptions.mapScrollSpeed1.help": "Régler la vitesse de défilement de la carte sur très lent", "vcmi.adventureOptions.mapScrollSpeed1.help": "Set the map scrolling speed to very slow.",
"vcmi.adventureOptions.mapScrollSpeed5.help": "Régler la vitesse de défilement de la carte très rapide", "vcmi.adventureOptions.mapScrollSpeed5.help": "Set the map scrolling speed to very fast.",
"vcmi.adventureOptions.mapScrollSpeed6.help": "Régler la vitesse de défilement de la carte sur instantanément.", "vcmi.adventureOptions.mapScrollSpeed6.help": "Set the map scrolling speed to instantaneous.",
"vcmi.battleOptions.queueSizeLabel.hover": "Afficher l'ordre de fil de tour", "vcmi.battleOptions.queueSizeLabel.hover": "Show Turn Order Queue",
"vcmi.battleOptions.queueSizeNoneButton.hover": "Désactivé", "vcmi.battleOptions.queueSizeNoneButton.hover": "OFF",
"vcmi.battleOptions.queueSizeAutoButton.hover": "AUTO", "vcmi.battleOptions.queueSizeAutoButton.hover": "AUTO",
"vcmi.battleOptions.queueSizeSmallButton.hover": "PETITE", "vcmi.battleOptions.queueSizeSmallButton.hover": "SMALL",
"vcmi.battleOptions.queueSizeBigButton.hover": "GRANDE", "vcmi.battleOptions.queueSizeBigButton.hover": "BIG",
"vcmi.battleOptions.queueSizeNoneButton.help": "Ne pas afficher l'ordre de fil de tour", "vcmi.battleOptions.queueSizeNoneButton.help": "Do not display Turn Order Queue.",
"vcmi.battleOptions.queueSizeAutoButton.help": "Ajuster automatiquement la taille de l'ordre de fil de tour en fonction de la résolution du jeu (la PETITE taille est utilisée lorsque vous jouez au jeu sur une hauteur de résolution inférieure à 700 pixels, la GRANDE taille est utilisée au sinon)", "vcmi.battleOptions.queueSizeAutoButton.help": "Automatically adjust the size of the turn order queue based on the game's resolution(SMALL size is used when playing the game on a resolution with a height lower than 700 pixels, BIG size is used otherwise).",
"vcmi.battleOptions.queueSizeSmallButton.help": "Régler la taille de l'ordre de fil de tour sur PETITE", "vcmi.battleOptions.queueSizeSmallButton.help": "Sets turn order queue size to SMALL.",
"vcmi.battleOptions.queueSizeBigButton.help": "Régler la taille de l'ordre de fil de tour à GRANDE (non prise en charge si la hauteur de la résolution du jeu est inférieure à 700 pixels)", "vcmi.battleOptions.queueSizeBigButton.help": "Sets turn order queue size to BIG (not supported if game resolution height is less than 700 pixels).",
"vcmi.battleOptions.animationsSpeed1.hover": "", "vcmi.battleOptions.animationsSpeed1.hover": "",
"vcmi.battleOptions.animationsSpeed5.hover": "", "vcmi.battleOptions.animationsSpeed5.hover": "",
"vcmi.battleOptions.animationsSpeed6.hover": "", "vcmi.battleOptions.animationsSpeed6.hover": "",
"vcmi.battleOptions.animationsSpeed1.help": "Régler la vitesse d'animation très lente", "vcmi.battleOptions.animationsSpeed1.help": "Set animation speed to very slow.",
"vcmi.battleOptions.animationsSpeed5.help": "Régler la vitesse d'animation très rapide", "vcmi.battleOptions.animationsSpeed5.help": "Set animation speed to very fast.",
"vcmi.battleOptions.animationsSpeed6.help": "Régler la vitesse d'animation sur instantané", "vcmi.battleOptions.animationsSpeed6.help": "Set animation speed to instantaneous.",
"vcmi.battleOptions.movementHighlightOnHover.hover": "Mise en surbrillance du mouvement au survol", "vcmi.battleOptions.movementHighlightOnHover.hover": "Movement Highlight on Hover",
"vcmi.battleOptions.movementHighlightOnHover.help": "{Movement Highlight on Hover}\n\nMettre en surbrillance la plage de mouvement de l'unité lorsque vous la survolez.", "vcmi.battleOptions.movementHighlightOnHover.help": "{Movement Highlight on Hover}\n\nHighlight unit's movement range when you hover over it.",
"vcmi.battleOptions.rangeLimitHighlightOnHover.hover": "Afficher les limites de portée pour les tireurs", "vcmi.battleOptions.rangeLimitHighlightOnHover.hover": "Show range limits for shooters",
"vcmi.battleOptions.rangeLimitHighlightOnHover.help": "{Show range limits for shooters on Hover}\n\nAfficher les limites de portée du tireur lorsque vous le survolez.", "vcmi.battleOptions.rangeLimitHighlightOnHover.help": "{Show range limits for shooters on Hover}\n\nShow shooter's range limits when you hover over it.",
"vcmi.battleOptions.skipBattleIntroMusic.hover": "Ignorer la musique d'introduction", "vcmi.battleOptions.showStickyHeroInfoWindows.hover": "Show heroes statistics windows",
"vcmi.battleOptions.skipBattleIntroMusic.help": "{Skip Intro Music}\n\nAutoriser les actions pendant la musique d'intro qui joue au début de chaque bataille", "vcmi.battleOptions.showStickyHeroInfoWindows.help": "{Show heroes statistics windows}\n\nPermanently toggle on heroes statistics windows that show primary stats and spell points.",
"vcmi.battleWindow.pressKeyToSkipIntro" : "Appuyez sur n'importe quelle touche pour commencer la bataille immédiatement", "vcmi.battleOptions.skipBattleIntroMusic.hover": "Skip Intro Music",
"vcmi.battleOptions.skipBattleIntroMusic.help": "{Skip Intro Music}\n\nAllow actions during the intro music that plays at the beginning of each battle.",
"vcmi.battleWindow.damageEstimation.melee" : "Attaque %CREATURE (%DAMAGE).", "vcmi.battleWindow.pressKeyToSkipIntro" : "Press any key to start battle immediately",
"vcmi.battleWindow.damageEstimation.meleeKills" : "Attaque %CREATURE (%DAMAGE, %KILLS).", "vcmi.battleWindow.damageEstimation.melee" : "Attack %CREATURE (%DAMAGE).",
"vcmi.battleWindow.damageEstimation.ranged" : "Tir sur %CREATURE (%SHOTS, %DAMAGE).", "vcmi.battleWindow.damageEstimation.meleeKills" : "Attack %CREATURE (%DAMAGE, %KILLS).",
"vcmi.battleWindow.damageEstimation.rangedKills" : "Tir sur %CREATURE (%SHOTS, %DAMAGE, %KILLS).", "vcmi.battleWindow.damageEstimation.ranged" : "Shoot %CREATURE (%SHOTS, %DAMAGE).",
"vcmi.battleWindow.damageEstimation.shots" : "%d tirs restants", "vcmi.battleWindow.damageEstimation.rangedKills" : "Shoot %CREATURE (%SHOTS, %DAMAGE, %KILLS).",
"vcmi.battleWindow.damageEstimation.shots.1" : "%d tir restant", "vcmi.battleWindow.damageEstimation.shots" : "%d shots left",
"vcmi.battleWindow.damageEstimation.damage" : "%d dégâts", "vcmi.battleWindow.damageEstimation.shots.1" : "%d shot left",
"vcmi.battleWindow.damageEstimation.damage.1" : "%d dégâts", "vcmi.battleWindow.damageEstimation.damage" : "%d damage",
"vcmi.battleWindow.damageEstimation.kills" : "%d va mourir", "vcmi.battleWindow.damageEstimation.damage.1" : "%d damage",
"vcmi.battleWindow.damageEstimation.kills.1" : "%d va mourir", "vcmi.battleWindow.damageEstimation.kills" : "%d will perish",
"vcmi.battleWindow.damageEstimation.kills.1" : "%d will perish",
"vcmi.battleResultsWindow.applyResultsLabel" : "Appliquer le résultat de la bataille", "vcmi.battleResultsWindow.applyResultsLabel" : "Apply battle result",
"vcmi.otherOptions.availableCreaturesAsDwellingLabel.hover" : "Afficher les créatures disponibles", "vcmi.otherOptions.availableCreaturesAsDwellingLabel.hover" : "Show Available Creatures",
"vcmi.otherOptions.availableCreaturesAsDwellingLabel.help" : "{Show Available Creatures}\n\nAfficher le nombre de créatures disponibles au recrutement au lieu de leur croissance dans le résumé de la ville (coin inférieur gauche de l'écran de la ville).", "vcmi.otherOptions.availableCreaturesAsDwellingLabel.help" : "{Show Available Creatures}\n\nShow the number of creatures available to purchase instead of their growth in town summary (bottom-left corner of town screen).",
"vcmi.otherOptions.creatureGrowthAsDwellingLabel.hover" : "Afficher la croissance hebdomadaire des créatures", "vcmi.otherOptions.creatureGrowthAsDwellingLabel.hover" : "Show Weekly Growth of Creatures",
"vcmi.otherOptions.creatureGrowthAsDwellingLabel.help" : "{Show Weekly Growth of Creatures}\n\nAfficher la croissance hebdomadaire des créatures au lieu de la quantité disponible dans le résumé de la ville (coin inférieur gauche de l'écran de la ville).", "vcmi.otherOptions.creatureGrowthAsDwellingLabel.help" : "{Show Weekly Growth of Creatures}\n\nShow creatures' weekly growth instead of available amount in town summary (bottom-left corner of town screen).",
"vcmi.otherOptions.compactTownCreatureInfo.hover": "Infos compactes sur la créature", "vcmi.otherOptions.compactTownCreatureInfo.hover": "Compact Creature Info",
"vcmi.otherOptions.compactTownCreatureInfo.help": "{Compact Creature Info}\n\nAfficher des informations plus petites pour les créatures de la ville dans le résumé de la ville (coin inférieur gauche de l'écran de la ville).", "vcmi.otherOptions.compactTownCreatureInfo.help": "{Compact Creature Info}\n\nShow smaller information for town creatures in town summary (bottom-left corner of town screen).",
"vcmi.townHall.missingBase" : "Le bâtiment de base %s doit être construit avant", "vcmi.townHall.missingBase" : "Base building %s must be built first",
"vcmi.townHall.noCreaturesToRecruit" : "Il n'y a aucune créature à recruter !", "vcmi.townHall.noCreaturesToRecruit" : "There are no creatures to recruit!",
"vcmi.townHall.greetingManaVortex" : "Alors que vous approchez du %s, votre corps est rempli d'une nouvelle énergie. Vous avez doublé vos points de sort normaux.", "vcmi.townHall.greetingManaVortex" : "As you near the %s your body is filled with new energy. You have doubled your normal spell points.",
"vcmi.townHall.greetingKnowledge" : "Vous étudiez les glyphes sur le %s et découvrez le fonctionnement de diverses magies (+1 Connaissance).", "vcmi.townHall.greetingKnowledge" : "You study the glyphs on the %s and gain insight into the workings of various magics (+1 Knowledge).",
"vcmi.townHall.greetingSpellPower" : "Le %s vous apprend de nouvelles façons de concentrer vos pouvoirs magiques (+1 Pouvoir).", "vcmi.townHall.greetingSpellPower" : "The %s teaches you new ways to focus your magical powers (+1 Power).",
"vcmi.townHall.greetingExperience" : "Une visite au %s vous apprend de nombreuses nouvelles compétences (+1000 Expérience).", "vcmi.townHall.greetingExperience" : "A visit to the %s teaches you many new skills (+1000 Experience).",
"vcmi.townHall.greetingAttack" : "Un peu de temps passé au %s vous permet d'apprendre des compétences de combat plus efficaces (+1 compétence d'attaque).", "vcmi.townHall.greetingAttack" : "Some time spent at the %s allows you to learn more effective combat skills (+1 Attack Skill).",
"vcmi.townHall.greetingDefence" : "En passant du temps dans le %s, les guerriers expérimentés qui s'y trouvent vous enseignent des compétences défensives supplémentaires (+1 Défense).", "vcmi.townHall.greetingDefence" : "Spending time in the %s, the experienced warriors therein teach you additional defensive skills (+1 Defense).",
"vcmi.townHall.hasNotProduced" : "Le %s n'a encore rien produit.", "vcmi.townHall.hasNotProduced" : "The %s has not produced anything yet.",
"vcmi.townHall.hasProduced" : "Le %s a produit %d %s cette semaine.", "vcmi.townHall.hasProduced" : "The %s produced %d %s this week.",
"vcmi.townHall.greetingCustomBonus" : "%s vous offre +%d %s%s", "vcmi.townHall.greetingCustomBonus" : "%s gives you +%d %s%s",
"vcmi.townHall.greetingCustomUntil" : " jusqu'à la prochaine bataille.", "vcmi.townHall.greetingCustomUntil" : " until next battle.",
"vcmi.townHall.greetingInTownMagicWell" : "%s a restauré vos points de sort au maximum.", "vcmi.townHall.greetingInTownMagicWell" : "%s has restored your spell points to maximum.",
"vcmi.logicalExpressions.anyOf" : "L'un des éléments suivants :", "vcmi.logicalExpressions.anyOf" : "Any of the following:",
"vcmi.logicalExpressions.allOf" : "Tous les éléments suivants :", "vcmi.logicalExpressions.allOf" : "All of the following:",
"vcmi.logicalExpressions.noneOf" : "Aucun des éléments suivants :", "vcmi.logicalExpressions.noneOf" : "None of the following:",
"vcmi.heroWindow.openCommander.hover" : "Ouvrir la fenêtre d'informations du commandant", "vcmi.heroWindow.openCommander.hover" : "Open commander info window",
"vcmi.heroWindow.openCommander.help" : "Affiche des détails sur le commandant de ce héros", "vcmi.heroWindow.openCommander.help" : "Shows details about the commander of this hero.",
"vcmi.heroWindow.openBackpack.hover" : "Open artifact backpack window",
"vcmi.heroWindow.openBackpack.help" : "Opens window that allows easier artifact backpack management.",
"vcmi.commanderWindow.artifactMessage" : "Voulez-vous rendre cet artefact au héros ?", "vcmi.commanderWindow.artifactMessage" : "Do you want to return this artifact to the hero?",
"vcmi.creatureWindow.showBonuses.hover" : "Passer en vue bonus", "vcmi.creatureWindow.showBonuses.hover" : "Switch to bonuses view",
"vcmi.creatureWindow.showBonuses.help" : "Afficher tous les bonus actifs du commandant", "vcmi.creatureWindow.showBonuses.help" : "Display all active bonuses of the commander.",
"vcmi.creatureWindow.showSkills.hover" : "Passer à la vue des compétences", "vcmi.creatureWindow.showSkills.hover" : "Switch to skills view",
"vcmi.creatureWindow.showSkills.help" : "Afficher toutes les compétences apprises du commandant", "vcmi.creatureWindow.showSkills.help" : "Display all learned skills of the commander.",
"vcmi.creatureWindow.returnArtifact.hover" : "Remettre l'artefact", "vcmi.creatureWindow.returnArtifact.hover" : "Return artifact",
"vcmi.creatureWindow.returnArtifact.help" : "Cliquez sur ce bouton pour remettre l'artefact dans le sac à dos du héros", "vcmi.creatureWindow.returnArtifact.help" : "Click this button to return the artifact to the hero's backpack.",
"vcmi.questLog.hideComplete.hover" : "Masquer les quêtes terminées", "vcmi.questLog.hideComplete.hover" : "Hide complete quests",
"vcmi.questLog.hideComplete.help" : "Masquer toutes les quêtes terminées", "vcmi.questLog.hideComplete.help" : "Hide all completed quests.",
"vcmi.randomMapTab.widgets.randomTemplate" : "(Random)",
"vcmi.randomMapTab.widgets.templateLabel" : "Template",
"vcmi.randomMapTab.widgets.teamAlignmentsButton" : "Setup...",
"vcmi.randomMapTab.widgets.teamAlignmentsLabel" : "Team Alignments",
"vcmi.randomMapTab.widgets.roadTypesLabel" : "Road Types",
"vcmi.optionsTab.widgets.chessFieldBase.help" : "{Extra timer}\n\nStarts counting down when the {turn timer} reaches zero. It is set only once at the beginning of the game. When this timer reaches zero, the player's turn ends.",
"vcmi.optionsTab.widgets.chessFieldTurn.help" : "{Turn timer}\n\nStarts counting down when the player starts their turn on the adventure map. It is reset to its initial value at the start of each turn. Any unused turn time will be added to the {Extra timer} if it is in use.",
"vcmi.optionsTab.widgets.chessFieldBattle.help" : "{Battle timer}\n\nCounts down during battles when the {stack timer} reaches zero. It is reset to its initial value at the start of each battle. If the timer reaches zero, the currently active stack will defend.",
"vcmi.optionsTab.widgets.chessFieldCreature.help" : "{Stack timer}\n\nStarts counting down when the player is selecting an action for the current stack during battle. It resets to its initial value after the stack's action is completed.",
"vcmi.optionsTab.widgets.labelTimer" : "Timer",
"vcmi.optionsTab.widgets.timerModeSwitch.classic" : "Classic timer",
"vcmi.optionsTab.widgets.timerModeSwitch.chess" : "Chess timer",
"vcmi.randomMapTab.widgets.templateLabel" : "Modèle",
"vcmi.randomMapTab.widgets.teamAlignmentsButton" : "Configuration...",
"vcmi.randomMapTab.widgets.teamAlignmentsLabel" : "Alignements d'équipe",
"vcmi.randomMapTab.widgets.roadTypesLabel" : "Types de routes",
// Custom victory conditions for H3 campaigns and HotA maps // Custom victory conditions for H3 campaigns and HotA maps
"vcmi.map.victoryCondition.daysPassed.toOthers" : "L'ennemi a réussi à survivre jusqu'à ce jour. La victoire est à eux !", "vcmi.map.victoryCondition.daysPassed.toOthers" : "The enemy has managed to survive till this day. Victory is theirs!",
"vcmi.map.victoryCondition.daysPassed.toSelf" : "Félicitations ! Vous avez réussi à survivre. La victoire est à vous !", "vcmi.map.victoryCondition.daysPassed.toSelf" : "Congratulations! You have managed to survive. Victory is yours!",
"vcmi.map.victoryCondition.eliminateMonsters.toOthers" : "L'ennemi a vaincu tous les monstres qui sévissent sur cette terre et revendique la victoire !", "vcmi.map.victoryCondition.eliminateMonsters.toOthers" : "The enemy has defeated all of the monsters plaguing this land and claims victory!",
"vcmi.map.victoryCondition.eliminateMonsters.toSelf" : "Félicitations ! Vous avez vaincu tous les monstres qui affligent ce pays et vous pouvez revendiquer la victoire !", "vcmi.map.victoryCondition.eliminateMonsters.toSelf" : "Congratulations! You have defeated all of the monsters plaguing this land and can claim victory!",
"vcmi.map.victoryCondition.collectArtifacts.message" : "Acquérir trois artefacts", "vcmi.map.victoryCondition.collectArtifacts.message" : "Acquire Three Artifacts",
"vcmi.map.victoryCondition.angelicAlliance.toSelf" : "Félicitations ! Tous vos ennemis ont été vaincus et vous avez l'alliance angélique ! La victoire est à vous !", "vcmi.map.victoryCondition.angelicAlliance.toSelf" : "Congratulations! All your enemies have been defeated and you have Angelic Alliance! Victory is yours!",
"vcmi.map.victoryCondition.angelicAlliance.message" : "Vaincre tous les ennemis et créer une alliance angélique", "vcmi.map.victoryCondition.angelicAlliance.message" : "Defeat All Enemies and create Angelic Alliance",
// few strings from WoG used by vcmi // few strings from WoG used by vcmi
"vcmi.stackExperience.description" : D é t a i l s d e P i l e d ' E x p é r i e n c e «\n\nType de créature ................ : %s\nRang d'expérience ............... : %s (%i)\nPoints d'expérience ............. : %i\nPoints d'XP au rang suivant ..... : %i\nExpérience maximum par bataille . : %i%% (%i)\nNb de créatures dans la pile .... : %i\nMaximum de nouvelles recrues\n sans perdre le rang actuel ..... : %i\nMultiplicateur d'expérience ..... : %.2f\nMultiplicateur d'amélioration ... : %.2f\nExpérience après le rang 10 ..... : %i\nMaximum de Nouvelles Recrues pour\n rester au Rang 10 si\n l'Expérience Maximum ........... : %i", "vcmi.stackExperience.description" : S t a c k E x p e r i e n c e D e t a i l s «\n\nCreature Type ................... : %s\nExperience Rank ................. : %s (%i)\nExperience Points ............... : %i\nExperience Points to Next Rank .. : %i\nMaximum Experience per Battle ... : %i%% (%i)\nNumber of Creatures in stack .... : %i\nMaximum New Recruits\n without losing current Rank .... : %i\nExperience Multiplier ........... : %.2f\nUpgrade Multiplier .............. : %.2f\nExperience after Rank 10 ........ : %i\nMaximum New Recruits to remain at\n Rank 10 if at Maximum Experience : %i",
"vcmi.stackExperience.rank.0" : "Basique", "vcmi.stackExperience.rank.0" : "Basic",
"vcmi.stackExperience.rank.1" : "Novice", "vcmi.stackExperience.rank.1" : "Novice",
"vcmi.stackExperience.rank.2" : "Formé", "vcmi.stackExperience.rank.2" : "Trained",
"vcmi.stackExperience.rank.3" : "Qualifié", "vcmi.stackExperience.rank.3" : "Skilled",
"vcmi.stackExperience.rank.4" : "Éprouvé", "vcmi.stackExperience.rank.4" : "Proven",
"vcmi.stackExperience.rank.5" : "Vétéran", "vcmi.stackExperience.rank.5" : "Veteran",
"vcmi.stackExperience.rank.6" : "Adepte", "vcmi.stackExperience.rank.6" : "Adept",
"vcmi.stackExperience.rank.7" : "Expert", "vcmi.stackExperience.rank.7" : "Expert",
"vcmi.stackExperience.rank.8" : "Élite", "vcmi.stackExperience.rank.8" : "Elite",
"vcmi.stackExperience.rank.9" : "Maître", "vcmi.stackExperience.rank.9" : "Master",
"vcmi.stackExperience.rank.10" : "As", "vcmi.stackExperience.rank.10" : "Ace",
"core.bonus.ADDITIONAL_ATTACK.name": "Double frappe", "core.bonus.ADDITIONAL_ATTACK.name": "Double Strike",
"core.bonus.ADDITIONAL_ATTACK.description": "Attaque deux fois", "core.bonus.ADDITIONAL_ATTACK.description": "Attacks twice",
"core.bonus.ADDITIONAL_RETALIATION.name": "Représailles supplémentaires", "core.bonus.ADDITIONAL_RETALIATION.name": "Additional retaliations",
"core.bonus.ADDITIONAL_RETALIATION.description": "Peut riposter ${val} fois de plus", "core.bonus.ADDITIONAL_RETALIATION.description": "May retaliate ${val} extra times",
"core.bonus.AIR_IMMUNITY.name": "Immunité aérienne", "core.bonus.AIR_IMMUNITY.name": "Air immunity",
"core.bonus.AIR_IMMUNITY.description": "Immunisé contre tous les sorts de l'école de magie de l'Air", "core.bonus.AIR_IMMUNITY.description": "Immune to all spells from the school of Air magic",
"core.bonus.ATTACKS_ALL_ADJACENT.name": "Attaque tout autour", "core.bonus.ATTACKS_ALL_ADJACENT.name": "Attack all around",
"core.bonus.ATTACKS_ALL_ADJACENT.description": "Attaque tous les ennemis adjacents", "core.bonus.ATTACKS_ALL_ADJACENT.description": "Attacks all adjacent enemies",
"core.bonus.BLOCKS_RETALIATION.name": "Pas de représailles", "core.bonus.BLOCKS_RETALIATION.name": "No retaliation",
"core.bonus.BLOCKS_RETALIATION.description": "L'ennemi ne peut pas riposter", "core.bonus.BLOCKS_RETALIATION.description": "Enemy cannot retaliate",
"core.bonus.BLOCKS_RANGED_RETALIATION.name": "Pas de représailles à distance", "core.bonus.BLOCKS_RANGED_RETALIATION.name": "No ranged retaliation",
"core.bonus.BLOCKS_RANGED_RETALIATION.description": "L'ennemi ne peut pas riposter en utilisant une attaque à distance", "core.bonus.BLOCKS_RANGED_RETALIATION.description": "Enemy cannot retaliate by using a ranged attack",
"core.bonus.CATAPULT.name": "Catapulte", "core.bonus.CATAPULT.name": "Catapult",
"core.bonus.CATAPULT.description": "Attaque les murs de siège", "core.bonus.CATAPULT.description": "Attacks siege walls",
"core.bonus.CHANGES_SPELL_COST_FOR_ALLY.name": "Réduire le coût de lancement (${val})", "core.bonus.CHANGES_SPELL_COST_FOR_ALLY.name": "Reduce Casting Cost (${val})",
"core.bonus.CHANGES_SPELL_COST_FOR_ALLY.description": "Réduit le coût d'incantation du héros de ${val}", "core.bonus.CHANGES_SPELL_COST_FOR_ALLY.description": "Reduces the spellcasting cost for the hero by ${val}",
"core.bonus.CHANGES_SPELL_COST_FOR_ENEMY.name": "Amortisseur magique (${val})", "core.bonus.CHANGES_SPELL_COST_FOR_ENEMY.name": "Magic Damper (${val})",
"core.bonus.CHANGES_SPELL_COST_FOR_ENEMY.description": "Augmente le coût d'incantation des sorts ennemis de ${val}", "core.bonus.CHANGES_SPELL_COST_FOR_ENEMY.description": "Increases spellcasting cost of enemy spells by ${val}",
"core.bonus.CHARGE_IMMUNITY.name": "Immunisé contre la charge", "core.bonus.CHARGE_IMMUNITY.name": "Immune to Charge",
"core.bonus.CHARGE_IMMUNITY.description": "Immunisé contre la charge du cavalier et du champion", "core.bonus.CHARGE_IMMUNITY.description": "Immune to Cavalier's and Champion's Charge",
"core.bonus.DARKNESS.name": "Couverture de ténèbres", "core.bonus.DARKNESS.name": "Darkness cover",
"core.bonus.DARKNESS.description": "Crée un linceul de ténèbres avec un rayon de ${val}", "core.bonus.DARKNESS.description": "Creates a shroud of darkness with a ${val} radius",
"core.bonus.DEATH_STARE.name": "Regard mortel (${val}%)", "core.bonus.DEATH_STARE.name": "Death Stare (${val}%)",
"core.bonus.DEATH_STARE.description": "A ${val}% de chances de tuer une seule créature", "core.bonus.DEATH_STARE.description": "Has a ${val}% chance to kill a single creature",
"core.bonus.DEFENSIVE_STANCE.name": "Bonus de défense", "core.bonus.DEFENSIVE_STANCE.name": "Defense Bonus",
"core.bonus.DEFENSIVE_STANCE.description": "+${val} Défense en défense", "core.bonus.DEFENSIVE_STANCE.description": "+${val} Defense when defending",
"core.bonus.DESTRUCTION.name": "Destruction", "core.bonus.DESTRUCTION.name": "Destruction",
"core.bonus.DESTRUCTION.description": "A ${val} % de chances de tuer des unités supplémentaires après l'attaque", "core.bonus.DESTRUCTION.description": "Has ${val}% chance to kill extra units after attack",
"core.bonus.DOUBLE_DAMAGE_CHANCE.name": "Coup mortel", "core.bonus.DOUBLE_DAMAGE_CHANCE.name": "Death Blow",
"core.bonus.DOUBLE_DAMAGE_CHANCE.description": "A ${val}% de chances d'infliger des dégâts de base doublés en attaquant", "core.bonus.DOUBLE_DAMAGE_CHANCE.description": "Has a ${val}% chance of dealing double base damage when attacking",
"core.bonus.DRAGON_NATURE.name": "Dragon", "core.bonus.DRAGON_NATURE.name": "Dragon",
"core.bonus.DRAGON_NATURE.description": "La créature a une nature de dragon", "core.bonus.DRAGON_NATURE.description": "Creature has a Dragon Nature",
"core.bonus.EARTH_IMMUNITY.name": "Immunité terrestre", "core.bonus.EARTH_IMMUNITY.name": "Earth immunity",
"core.bonus.EARTH_IMMUNITY.description": "Immunisé contre tous les sorts de l'école de magie de la Terre", "core.bonus.EARTH_IMMUNITY.description": "Immune to all spells from the school of Earth magic",
"core.bonus.ENCHANTER.name": "Enchanteur", "core.bonus.ENCHANTER.name": "Enchanter",
"core.bonus.ENCHANTER.description": "Peut lancer en masse ${subtype.spell} à chaque tour", "core.bonus.ENCHANTER.description": "Can cast mass ${subtype.spell} every turn",
"core.bonus.ENCHANTED.name": "Enchanté", "core.bonus.ENCHANTED.name": "Enchanted",
"core.bonus.ENCHANTED.description": "Affecté par ${subtype.spell} permanent", "core.bonus.ENCHANTED.description": "Affected by permanent ${subtype.spell}",
"core.bonus.ENEMY_DEFENCE_REDUCTION.name": "Ignorer la défense (${val}%)", "core.bonus.ENEMY_DEFENCE_REDUCTION.name": "Ignore Defense (${val}%)",
"core.bonus.ENEMY_DEFENCE_REDUCTION.description": "Lors de l'attaque, ${val}% de la défense du défenseur est ignorée", "core.bonus.ENEMY_DEFENCE_REDUCTION.description": "When attacking, ${val}% of the defender's defense is ignored",
"core.bonus.FIRE_IMMUNITY.name": "Immunité au feu", "core.bonus.FIRE_IMMUNITY.name": "Fire immunity",
"core.bonus.FIRE_IMMUNITY.description": "Immunisé contre tous les sorts de l'école de magie du Feu", "core.bonus.FIRE_IMMUNITY.description": "Immune to all spells from the school of Fire magic",
"core.bonus.FIRE_SHIELD.name": "Bouclier de feu (${val}%)", "core.bonus.FIRE_SHIELD.name": "Fire Shield (${val}%)",
"core.bonus.FIRE_SHIELD.description": "Reflète une partie des dégâts de mêlée", "core.bonus.FIRE_SHIELD.description": "Reflects part of melee damage",
"core.bonus.FIRST_STRIKE.name": "Premier coup", "core.bonus.FIRST_STRIKE.name": "First Strike",
"core.bonus.FIRST_STRIKE.description": "Cette créature riposte avant d'être attaquée", "core.bonus.FIRST_STRIKE.description": "This creature retaliates before being attacked",
"core.bonus.FEAR.name": "Peur", "core.bonus.FEAR.name": "Fear",
"core.bonus.FEAR.description": "Provoque la peur sur une pile ennemie", "core.bonus.FEAR.description": "Causes Fear on an enemy stack",
"core.bonus.FEARLESS.name": "Intrépide", "core.bonus.FEARLESS.name": "Fearless",
"core.bonus.FEARLESS.description": "Immunité à la peur", "core.bonus.FEARLESS.description": "Immune to Fear ability",
"core.bonus.FLYING.name": "Vol", "core.bonus.FLYING.name": "Fly",
"core.bonus.FLYING.description": "Vole en se déplaçant (ignore les obstacles)", "core.bonus.FLYING.description": "Flies when moving (ignores obstacles)",
"core.bonus.FREE_SHOOTING.name": "Tirer de près", "core.bonus.FREE_SHOOTING.name": "Shoot Close",
"core.bonus.FREE_SHOOTING.description": "Peut utiliser des attaques à distance au corps à corps", "core.bonus.FREE_SHOOTING.description": "Can use ranged attacks at melee range",
"core.bonus.GARGOYLE.name": "Gargouille", "core.bonus.GARGOYLE.name": "Gargoyle",
"core.bonus.GARGOYLE.description": "Ne peut pas être réanimé ou soigné", "core.bonus.GARGOYLE.description": "Cannot be raised or healed",
"core.bonus.GENERAL_DAMAGE_REDUCTION.name": "Réduit les dégâts (${val}%)", "core.bonus.GENERAL_DAMAGE_REDUCTION.name": "Reduce Damage (${val}%)",
"core.bonus.GENERAL_DAMAGE_REDUCTION.description": "Réduit les dégâts physiques des attaques à distance ou de mêlée", "core.bonus.GENERAL_DAMAGE_REDUCTION.description": "Reduces physical damage from ranged or melee attacks",
"core.bonus.HATE.name": "teste ${subtype.creature}", "core.bonus.HATE.name": "Hates ${subtype.creature}",
"core.bonus.HATE.description": "Inflige ${val} % de dégâts supplémentaires à ${subtype.creature}", "core.bonus.HATE.description": "Does ${val}% more damage to ${subtype.creature}",
"core.bonus.HEALER.name": "Guérisseur", "core.bonus.HEALER.name": "Healer",
"core.bonus.HEALER.description": "Soigne les unités alliées", "core.bonus.HEALER.description": "Heals allied units",
"core.bonus.HP_REGENERATION.name": "Régénération", "core.bonus.HP_REGENERATION.name": "Regeneration",
"core.bonus.HP_REGENERATION.description": "Soigne ${val} points de vie à chaque tour", "core.bonus.HP_REGENERATION.description": "Heals ${val} hit points every round",
"core.bonus.JOUSTING.name": "Charge de champion", "core.bonus.JOUSTING.name": "Champion charge",
"core.bonus.JOUSTING.description": "+${val}% de dégâts pour chaque hexagone parcouru", "core.bonus.JOUSTING.description": "+${val}% damage for each hex travelled",
"core.bonus.KING.name": "Roi", "core.bonus.KING.name": "King",
"core.bonus.KING.description": "Vulnérable au niveau POURFENDEUR ${val} ou supérieur", "core.bonus.KING.description": "Vulnerable to SLAYER level ${val} or higher",
"core.bonus.LEVEL_SPELL_IMMUNITY.name": "Immunité aux sorts 1-${val}", "core.bonus.LEVEL_SPELL_IMMUNITY.name": "Spell immunity 1-${val}",
"core.bonus.LEVEL_SPELL_IMMUNITY.description": "Immunisé aux sorts de niveaux 1-${val}", "core.bonus.LEVEL_SPELL_IMMUNITY.description": "Immune to spells of levels 1-${val}",
"core.bonus.LIMITED_SHOOTING_RANGE.name" : "Portée de tir limitée", "core.bonus.LIMITED_SHOOTING_RANGE.name" : "Limited shooting range",
"core.bonus.LIMITED_SHOOTING_RANGE.description" : "Impossible de cibler des unités plus loin que ${val} hexagones", "core.bonus.LIMITED_SHOOTING_RANGE.description" : "Unable to target units farther than ${val} hexes",
"core.bonus.LIFE_DRAIN.name": "Durée de vie du drain (${val}%)", "core.bonus.LIFE_DRAIN.name": "Drain life (${val}%)",
"core.bonus.LIFE_DRAIN.description": "Draine ${val}% des dégâts infligés", "core.bonus.LIFE_DRAIN.description": "Drains ${val}% of damage dealt",
"core.bonus.MANA_CHANNELING.name": "Chaîne magique ${val}%", "core.bonus.MANA_CHANNELING.name": "Magic Channel ${val}%",
"core.bonus.MANA_CHANNELING.description": "Donne à votre héros ${val}% du mana pensé par l'ennemi", "core.bonus.MANA_CHANNELING.description": "Gives your hero ${val}% of the mana spent by the enemy",
"core.bonus.MANA_DRAIN.name": "Drain de mana", "core.bonus.MANA_DRAIN.name": "Mana Drain",
"core.bonus.MANA_DRAIN.description": "Draine ${val} mana à chaque tour", "core.bonus.MANA_DRAIN.description": "Drains ${val} mana every turn",
"core.bonus.MAGIC_MIRROR.name": "Miroir magique (${val}%)", "core.bonus.MAGIC_MIRROR.name": "Magic Mirror (${val}%)",
"core.bonus.MAGIC_MIRROR.description": "A ${val} % de chances de rediriger un sort offensif vers une unité ennemie", "core.bonus.MAGIC_MIRROR.description": "Has a ${val}% chance to redirect an offensive spell to an enemy unit",
"core.bonus.MAGIC_RESISTANCE.name": "Résistance magique (${val}%)", "core.bonus.MAGIC_RESISTANCE.name": "Magic Resistance (${val}%)",
"core.bonus.MAGIC_RESISTANCE.description": "A ${val}% de chances de résister à un sort ennemi", "core.bonus.MAGIC_RESISTANCE.description": "Has a ${val}% chance to resist an enemy spell",
"core.bonus.MIND_IMMUNITY.name": "Immunité contre les sorts de l'esprit", "core.bonus.MIND_IMMUNITY.name": "Mind Spell Immunity",
"core.bonus.MIND_IMMUNITY.description": "Immunisé contre les sorts de type Mental", "core.bonus.MIND_IMMUNITY.description": "Immune to Mind-type spells",
"core.bonus.NO_DISTANCE_PENALTY.name": "Aucune pénalité de distance", "core.bonus.NO_DISTANCE_PENALTY.name": "No distance penalty",
"core.bonus.NO_DISTANCE_PENALTY.description": "Inflige des dégâts complets à n'importe quelle distance", "core.bonus.NO_DISTANCE_PENALTY.description": "Does full damage at any distance",
"core.bonus.NO_MELEE_PENALTY.name": "Aucune pénalité de mêlée", "core.bonus.NO_MELEE_PENALTY.name": "No melee penalty",
"core.bonus.NO_MELEE_PENALTY.description": "La créature n'a pas de pénalité de mêlée", "core.bonus.NO_MELEE_PENALTY.description": "Creature has no Melee Penalty",
"core.bonus.NO_MORALE.name": "Moral neutre", "core.bonus.NO_MORALE.name": "Neutral Morale",
"core.bonus.NO_MORALE.description": "La créature est immunisée contre les effets de moral", "core.bonus.NO_MORALE.description": "Creature is immune to morale effects",
"core.bonus.NO_WALL_PENALTY.name": "Aucune pénalité de mur", "core.bonus.NO_WALL_PENALTY.name": "No wall penalty",
"core.bonus.NO_WALL_PENALTY.description": "Dégâts complets pendant le siège", "core.bonus.NO_WALL_PENALTY.description": "Full damage during siege",
"core.bonus.NON_LIVING.name": "Non vivant", "core.bonus.NON_LIVING.name": "Non living",
"core.bonus.NON_LIVING.description": "Immunité à de nombreux effets", "core.bonus.NON_LIVING.description": "Immunity to many effects",
"core.bonus.RANDOM_SPELLCASTER.name": "Lanceur de sorts aléatoire", "core.bonus.RANDOM_SPELLCASTER.name": "Random spellcaster",
"core.bonus.RANDOM_SPELLCASTER.description": "Peut lancer un sort aléatoire", "core.bonus.RANDOM_SPELLCASTER.description": "Can cast random spell",
"core.bonus.RANGED_RETALIATION.name": "Représailles à distance", "core.bonus.RANGED_RETALIATION.name": "Ranged retaliation",
"core.bonus.RANGED_RETALIATION.description": "Peut effectuer une contre-attaque à distance", "core.bonus.RANGED_RETALIATION.description": "Can perform ranged counterattack",
"core.bonus.RECEPTIVE.name": "Réceptif", "core.bonus.RECEPTIVE.name": "Receptive",
"core.bonus.RECEPTIVE.description": "Pas d'immunité aux sorts amicaux", "core.bonus.RECEPTIVE.description": "No Immunity to Friendly Spells",
"core.bonus.REBIRTH.name": "Renaissance (${val}%)", "core.bonus.REBIRTH.name": "Rebirth (${val}%)",
"core.bonus.REBIRTH.description": "${val}% de la pile augmentera après la mort", "core.bonus.REBIRTH.description": "${val}% of stack will rise after death",
"core.bonus.RETURN_AFTER_STRIKE.name": "Attaque et retour", "core.bonus.RETURN_AFTER_STRIKE.name": "Attack and Return",
"core.bonus.RETURN_AFTER_STRIKE.description": "Revient après une attaque au corps à corps", "core.bonus.RETURN_AFTER_STRIKE.description": "Returns after melee attack",
"core.bonus.SHOOTER.name": "Distance", "core.bonus.SHOOTER.name": "Ranged",
"core.bonus.SHOOTER.description": "La créature peut tirer", "core.bonus.SHOOTER.description": "Creature can shoot",
"core.bonus.SHOOTS_ALL_ADJACENT.name": "Tirer tout autour", "core.bonus.SHOOTS_ALL_ADJACENT.name": "Shoot all around",
"core.bonus.SHOOTS_ALL_ADJACENT.description": "Les attaques à distance de cette créature touchent toutes les cibles dans une petite zone", "core.bonus.SHOOTS_ALL_ADJACENT.description": "This creature's ranged attacks strike all targets in a small area",
"core.bonus.SOUL_STEAL.name": "Vol d'âme", "core.bonus.SOUL_STEAL.name": "Soul Steal",
"core.bonus.SOUL_STEAL.description": "Gagne ${val} nouvelles créatures pour chaque ennemi tué", "core.bonus.SOUL_STEAL.description": "Gains ${val} new creatures for each enemy killed",
"core.bonus.SPELLCASTER.name": "Lanceur de sorts", "core.bonus.SPELLCASTER.name": "Spellcaster",
"core.bonus.SPELLCASTER.description": "Peut lancer ${subtype.spell}", "core.bonus.SPELLCASTER.description": "Can cast ${subtype.spell}",
"core.bonus.SPELL_AFTER_ATTACK.name": "Lancer après l'attaque", "core.bonus.SPELL_AFTER_ATTACK.name": "Cast After Attack",
"core.bonus.SPELL_AFTER_ATTACK.description": "A ${val}% de chances de lancer ${subtype.spell} après avoir attaqué", "core.bonus.SPELL_AFTER_ATTACK.description": "Has a ${val}% chance to cast ${subtype.spell} after it attacks",
"core.bonus.SPELL_BEFORE_ATTACK.name": "Lancer avant l'attaque", "core.bonus.SPELL_BEFORE_ATTACK.name": "Cast Before Attack",
"core.bonus.SPELL_BEFORE_ATTACK.description": "A ${val}% de chances de lancer ${subtype.spell} avant qu'il n'attaque", "core.bonus.SPELL_BEFORE_ATTACK.description": "Has a ${val}% chance to cast ${subtype.spell} before it attacks",
"core.bonus.SPELL_DAMAGE_REDUCTION.name": "Résistance aux sorts", "core.bonus.SPELL_DAMAGE_REDUCTION.name": "Spell Resistance",
"core.bonus.SPELL_DAMAGE_REDUCTION.description": "Dégâts des sorts réduits de ${val}%.", "core.bonus.SPELL_DAMAGE_REDUCTION.description": "Damage from spells reduced by ${val}%.",
"core.bonus.SPELL_IMMUNITY.name": "Immunité aux sorts", "core.bonus.SPELL_IMMUNITY.name": "Spell immunity",
"core.bonus.SPELL_IMMUNITY.description": "Immunisé contre ${subtype.spell}", "core.bonus.SPELL_IMMUNITY.description": "Immune to ${subtype.spell}",
"core.bonus.SPELL_LIKE_ATTACK.name": "Attaque semblable à un sort", "core.bonus.SPELL_LIKE_ATTACK.name": "Spell-like attack",
"core.bonus.SPELL_LIKE_ATTACK.description": "Attaque avec ${subtype.spell}", "core.bonus.SPELL_LIKE_ATTACK.description": "Attacks with ${subtype.spell}",
"core.bonus.SPELL_RESISTANCE_AURA.name": "Aura de résistance", "core.bonus.SPELL_RESISTANCE_AURA.name": "Aura of Resistance",
"core.bonus.SPELL_RESISTANCE_AURA.description": "Les piles à proximité obtiennent ${val}% de résistance magique", "core.bonus.SPELL_RESISTANCE_AURA.description": "Nearby stacks get ${val}% magic resistance",
"core.bonus.SUMMON_GUARDIANS.name": "Invoquer des gardiens", "core.bonus.SUMMON_GUARDIANS.name": "Summon guardians",
"core.bonus.SUMMON_GUARDIANS.description": "Au début de la bataille, invoque ${subtype.creature} (${val}%)", "core.bonus.SUMMON_GUARDIANS.description": "At the start of battle summons ${subtype.creature} (${val}%)",
"core.bonus.SYNERGY_TARGET.name": "Synergique", "core.bonus.SYNERGY_TARGET.name": "Synergizable",
"core.bonus.SYNERGY_TARGET.description": "Cette créature est vulnérable à l'effet de synergie", "core.bonus.SYNERGY_TARGET.description": "This creature is vulnerable to synergy effect",
"core.bonus.TWO_HEX_ATTACK_BREATH.name": "Souffle", "core.bonus.TWO_HEX_ATTACK_BREATH.name": "Breath",
"core.bonus.TWO_HEX_ATTACK_BREATH.description": "Attaque de souffle (portée de 2 hexagones)", "core.bonus.TWO_HEX_ATTACK_BREATH.description": "Breath Attack (2-hex range)",
"core.bonus.THREE_HEADED_ATTACK.name": "Attaque à trois têtes", "core.bonus.THREE_HEADED_ATTACK.name": "Three-headed attack",
"core.bonus.THREE_HEADED_ATTACK.description": "Attaque trois unités adjacentes", "core.bonus.THREE_HEADED_ATTACK.description": "Attacks three adjacent units",
"core.bonus.TRANSMUTATION.name": "Transmutation", "core.bonus.TRANSMUTATION.name": "Transmutation",
"core.bonus.TRANSMUTATION.description": "${val}% de chances de transformer l'unité attaquée en un type différent", "core.bonus.TRANSMUTATION.description": "${val}% chance to transform attacked unit to a different type",
"core.bonus.UNDEAD.name": "Morts-vivants", "core.bonus.UNDEAD.name": "Undead",
"core.bonus.UNDEAD.description": "La créature est un mort-vivant", "core.bonus.UNDEAD.description": "Creature is Undead",
"core.bonus.UNLIMITED_RETALIATIONS.name": "Représailles illimitées", "core.bonus.UNLIMITED_RETALIATIONS.name": "Unlimited retaliations",
"core.bonus.UNLIMITED_RETALIATIONS.description": "Peut riposter contre un nombre illimité d'attaques", "core.bonus.UNLIMITED_RETALIATIONS.description": "Can retaliate against an unlimited number of attacks",
"core.bonus.WATER_IMMUNITY.name": "Immunité à l'eau", "core.bonus.WATER_IMMUNITY.name": "Water immunity",
"core.bonus.WATER_IMMUNITY.description": "Immunisé contre tous les sorts de l'école de magie de l'Eau", "core.bonus.WATER_IMMUNITY.description": "Immune to all spells from the school of Water magic",
"core.bonus.WIDE_BREATH.name": "Large souffle", "core.bonus.WIDE_BREATH.name": "Wide breath",
"core.bonus.WIDE_BREATH.description": "Attaque à souffle large (plusieurs hexagones)" "core.bonus.WIDE_BREATH.description": "Wide breath attack (multiple hexes)"
} }