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5.
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::
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。 ::
Translated by Koichi Akabe
Located in ../../source/dialogue.rst:24
6.
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.
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
Translated and reviewed by akakyouryuu
Located in ../../source/dialogue.rst:38
7.
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.
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。
Translated and reviewed by akakyouryuu
Located in ../../source/dialogue.rst:42
8.
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.
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。
Translated and reviewed by akakyouryuu
Located in ../../source/dialogue.rst:46
9.
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.
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。
Translated by Koichi Akabe
Located in ../../source/dialogue.rst:51
10.
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.
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。
Translated by akakyouryuu
Located in ../../source/dialogue.rst:56
11.
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::
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 ::
Translated by Koichi Akabe
Located in ../../source/dialogue.rst:61
12.
Defining Character Objects
Character オブジェクトの定義
Translated and reviewed by akakyouryuu
Located in ../../source/dialogue.rst:72
13.
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::
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 ::
Translated and reviewed by akakyouryuu
Located in ../../source/dialogue.rst:74
14.
Once this is done, the character can be used in a say statement::
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::
Translated and reviewed by akakyouryuu
Located in ../../source/dialogue.rst:83
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Contributors to this translation: Koichi Akabe, akakyouryuu.