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5.
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The say statement is used for dialogue and narration. Since it's almost always the most frequently used statement in Ren'Py scripts, the say statement has a syntax that minimizes the overhead in writing it. Some example say statements are::
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say ステートメントは、台詞やナレーションに使われます。これは Ren'Py スクリプトで最も多く使われるステートメントですから、say ステートメントの構文は最小限の負荷で書けます。say ステートメントの例です。 ::
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Translated by
Koichi Akabe
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Located in
../../source/dialogue.rst:24
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6.
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The first form of the say statement consists of a string by itself. This form is used for narration, with the narration being the contents of the string.
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say ステートメントの最初の形式は、1 つの文字列だけ構成されています。この形式はナレーションに使われ、この文字列がナレーションの内容です
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Translated and reviewed by
akakyouryuu
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Located in
../../source/dialogue.rst:38
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7.
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The second form consists of two strings. The first string is the name of the character who is speaking, and the second is the dialogue being spoken.
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第二の形式は、2 つの文字列で構成されます。最初の文字列は話者の名前で、二番目が話される台詞です。
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Translated and reviewed by
akakyouryuu
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Located in
../../source/dialogue.rst:42
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8.
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The third form consists of a simple expression followed by a string. The simple expression should evaluate to either a string giving a character name, or a Character object. In the latter case, the character object is used to control how the dialogue is shown.
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第三の形式は、単純式とその後の文字列で構成されます。ここでの単純式は、キャラクター名の文字列または Character オブジェクトであるべきです。後者では、その Character オブジェクトが台詞の見た目の制御に使われます。
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Translated and reviewed by
akakyouryuu
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Located in
../../source/dialogue.rst:46
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9.
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The final form consists of a string and a with clause which has a transition. In this case, the string is shown and a screen is shaked at the same time.
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最後の形式は文字列とトランジション付きの with 節で出来ており、文字列の表示とスクリーンの揺れが同時に起こります。
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Translated by
Koichi Akabe
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Located in
../../source/dialogue.rst:51
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10.
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Although the precise details of what a say statement does is controlled by the character object used, the usual effect of a say statement is to display dialogue on the screen until the user clicks to dismiss it, then to remove that dialogue on the screen.
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say ステートメントの詳細な動作は使われる Character オブジェクトによって制御されますが、say ステートメントは通常、台詞をスクリーンに表示し、ユーザーがクリックしたら台詞をスクリーンから取り除きます。
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Translated by
akakyouryuu
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Located in
../../source/dialogue.rst:56
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11.
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Certain characters have special meaning to Ren'Py, and so can't be used in dialogue strings. The ``{`` character begins a text tag, and the ``[`` character begins a substitution. To use them in dialogue, double them. It may also be necessary to precede a quote with a backslash to prevent it from closing the string. For example::
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文字の中には Ren'Py で特別な意味を持ち、それゆえ台詞の文字列で使えないものがあります。 ``{`` 文字はテキストタグを開始し、 ``[`` 文字は置換を開始します。これらを台詞中で使うには、2 つ重ねてください。また、クオートが文字列を閉じてしまうのを防ぐには、バックスラッシュを前置しなければなりません。例 ::
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Translated by
Koichi Akabe
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Located in
../../source/dialogue.rst:61
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12.
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Defining Character Objects
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Character オブジェクトの定義
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Translated and reviewed by
akakyouryuu
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Located in
../../source/dialogue.rst:72
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13.
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By creating a Character object and using it in a say statement, you can customize the look (and to some extent, the behavior) of dialogue. Characters are created by using the define statement to assign a Character to a variable. For example::
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Character オブジェクトを作成し、これを say ステートメントで使うと、会話文の見た目 (ある程度の動作も) を変更できます。キャラクターは、define ステートメントを使って変数に Character を代入して作成できます。例 ::
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Translated and reviewed by
akakyouryuu
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Located in
../../source/dialogue.rst:74
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14.
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Once this is done, the character can be used in a say statement::
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これでそのキャラクターを say ステートメントで使えます::
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Translated and reviewed by
akakyouryuu
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Located in
../../source/dialogue.rst:83
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