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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.
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针对每个角色使用Character命令进行单独定制。
Translated and reviewed by Huang Junjie
Located in ../../source/dialogue.rst:15
4.
Say Statement
Say语句
Translated and reviewed by Hanming Wu
Located in ../../source/dialogue.rst:22
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:
Translated and reviewed by Huang Junjie
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.
第一种格式只包含字串本身,这种形式用于记叙文,字串就是继续要描写的内容。
Translated and reviewed by Huang Junjie
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.
第二种形式包含两个字串,第一个字串是角色的名字,第二个字串是角色的台词。
Translated and reviewed by Huang Junjie
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.
第三种形式由一个简单表达式和一个字串组成。表达式可以是表示角色的名字的字串,也可以是角色对象。当表达式为角色对象时,Character命令将被用来控制台词的显示风格。
Translated and reviewed by Huang Junjie
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。
Translated and reviewed by Hanming Wu
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.
虽然say语句的具体效果由Character命令控制,常见的say语句效果主要是显示对话并等待玩家点击,然后让该句对话从屏幕上移除。
Translated and reviewed by Huang Junjie
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::
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,需要输入两次。在使用引号时前面需要加上反斜线来防止其被作为字符串的终止符。比如:
Translated and reviewed by Huang Junjie
Located in ../../source/dialogue.rst:61
12.
Defining Character Objects
自定义Character对象命令
Translated and reviewed by Huang Junjie
Located in ../../source/dialogue.rst:72
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Contributors to this translation: Hanming Wu, Huang Junjie.