Translations by Hanming Wu

Hanming Wu has submitted the following strings to this translation. Contributions are visually coded: currently used translations, unreviewed suggestions, rejected suggestions.

130 of 30 results
1.
Dialogue and Narration
2013-12-07
对话(dialogue)和记叙(narration)
2.
Text is fundamental to visual novels, and generally quite important to storytelling-based games. This text may consist of dialogue labeled with the character that is saying it, and narration, which does not have a speaker. (For convenience, we will lump both dialogue and narration together as dialogue, except where the differences are important.) It's also important that the user be able to customize the look of dialogue to suit their game.
2013-12-07
文字是视觉小说的基础,对于侧重剧情的游戏来讲也是很重要的。文字可能由角色及其台词、以及第三人称的记叙组成。(为了方便起见,我们把对话和记叙统称为对话)让用户能够定制对话的外观风格,以适应他们的游戏也是很重要的。
3.
In Ren'Py, most dialogue is written using say statements. The look of dialogue may be customized on a per-character basis by using Character objects.
2013-12-07
在Ren'Py中,大多数对话都是通过say语句表现的。对话文字的外观可以在角色对象中定制。
4.
Say Statement
2013-12-07
Say语句
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::
2013-12-12
Say语句主要用于对话和叙述,它可能是Ren'Py脚本中使用最频繁的语句了,Say语句的语法简洁,达到事半功倍的效果。下面是一些say语句的例子::
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.
2013-12-12
第一种格式只包含一个字符串,这种形式重要应用与记叙文,字符串就是继续描写的内容。
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.
2013-12-12
第二种形式包含两个字符串,第一个字符串是角色的名字,第二个字符串是角色的台词。
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.
2013-12-13
第三种形式由一个简单的表达式和一个字符串组成。表达式可以是表示角色的名字的字符串,也可以是角色对象。当表达式为角色对象时,角色对象将被用来控制台词的显示风格。
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.
2013-12-21
最后一种形式由一个字符串和包含过渡效果的with子句组成。在这个例子中,显示文本的同时屏幕会发生震动。
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.
2013-12-21
虽然say语句的具体效果由角色对象控制,常见的say语句效果主要是显示对话并等待玩家点击,玩家点击意味着翻过当前这一页,Ren'Py会将对话文本从屏幕移除。
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::
2013-12-21
某些特定的字符对Ren'Py有特殊的意义,所以不能用在对话的文本中。比如"{"作为文本标签(text tag)的起始字符;"["提示后面的字符串是一个变量名,实际显示时会显示变量的值。如果要在对话中使用这些特殊的字符的话,需要两个一起使用。在使用引号时前面需要需要加上反斜线来防止其被作为字符串的终止符。比如::
12.
Defining Character Objects
2013-12-21
定义角色对象
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::
2013-12-21
通过在say语句中使用自定义角色对象,可以定制对话的显示风格(还可以在一定程度上定义其行为)。可以用define语句将一个角色赋给一个变量,比如::
14.
Once this is done, the character can be used in a say statement::
2013-12-21
这样就可以在say语句中使用该角色了::
15.
Character is a python function, that takes a large number of keyword arguments. These keyword arguments control the behavior of the character.
2013-12-12
Character是一个python函数,它可以带入很多参数,这些参数能够控制角色的行为。
16.
The define statement causes its expression to be evaluated, and assigned to the supplied name. If not inside an init block, the define statement will automatically be run with init priority 0.
2013-12-12
Define语句将会执行一个表达式并给执行结果赋一个名字。如果不是出在init代码块中,那么便会自动在优先级为0的init代码块中执行。
17.
Creates and returns a Character object, which controls the look and feel of dialogue and narration.
2013-12-12
创建并返回一个角色对象,该对象控制对话和记叙的显示风格。
19.
If a string, the name of the character for dialogue. When `name` is ``None``, display of the name is omitted, as for narration.
2013-12-12
用一个字符串来表示该角色说话时显示的名字。当`name`为``None``时,将不会显示角色的名字,就好像记叙一样。
21.
The Character to base this Character off of. When used, the default value of any argument not supplied to this Character is the value of that argument supplied to `kind`. This can be used to define a template character, and then copy that character with changes.
2013-12-12
指定一个角色模板,当时用这个变量时,没有赋值的属性都会和由‘kind’指定的角色的相应属性保持一致。可以先定义一个角色模板,然后在模板的基础上进行修改。
22.
**Linked Image** An image tag may be associated with a Character. This allows a say statement involving this character to display an image with the tag, and also allows Ren'Py to automatically select a side image to show when this character speaks.
2013-12-12
**Linked Image**可以将角色与一个图像标记关联起来。这样可以在调用say语句时显示一张有该标签的图像,也可以在角色说话时让Ren'Py自动为其选择一个头像并显示出来。
24.
A string giving the image tag that is linked with this character.
2013-12-12
与该角色相关联的图像的标签字符串。
25.
**Voice Tag** If a voice tag is assign to a Character, the voice files that are associated with it, can be muted or played in the preference screen.
2013-12-12
**语音标记**如果给一个角色分配一个语音标记,那么可以在游戏选项界面选择播放或关掉相关的语音。
27.
A String that enables the voice file assosiated with the Character to be muted or played in the 'voice' channel.
2013-12-12
将该有该标签的语音文件与角色相关联的,使其可以在‘voice’声道播放,也可以保持静音。
28.
**Prefixes and Suffixes.** These allow a prefix and suffix to be applied to the name of the character, and to the text being shown. This can be used, for example, to add quotes before and after each line of dialogue.
2013-12-12
**前缀和后缀**可以给角色名字加上前缀和后缀,并和名字一起显示出来。可以用来在台词前后加上引号。
30.
A string that is prepended to the dialogue being spoken before it is shown.
2013-12-12
将该字符串接在台词前面并一起显示出来。
32.
A string that is appended to the dialogue being spoken before it is shown.
2013-12-12
将该字符串接在台词后面并一起显示出来。
34.
A string that is prepended to the name of the character before it is shown.
2013-12-12
将该字符串接在角色名称前面并一起显示出来。
36.
A string that is appended to the name of the character before it is shown.
2013-12-12
将该字符串接在角色名称后面并一起显示出来。
37.
**Changing Name Display.** These options help to control the display of the name.
2013-12-12
**改变名字的显示风格**这个选项可以控制名字的显示风格。
39.
If true, then `name` should be a string containing a python expression. That string will be evaluated before each line of dialogue, and the result used as the name of the character.
2013-12-12
如果该值为真,那么参数`name`应该是一个包含python表达式的字符串,在每一行台词的前面将该字符串运行的结果显示出来,作为该角色的名字。