Translations by Huang Junjie

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

145 of 45 results
1.
Dialogue and Narration
2017-02-24
对话(Dialogue)与念白(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.
2017-02-24
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,我们把对话和念白统称为对话)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.
2017-02-24
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。
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::
2017-02-24
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.
2017-02-24
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。
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.
2017-02-24
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。
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.
2017-02-24
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。
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.
2017-02-24
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。
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::
2017-02-24
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:
12.
Defining Character Objects
2017-02-24
自定义Character对象命令
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::
2017-02-24
通过在say语句中使用自定义Character,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语句将一个角色赋予一个变量,比如:
14.
Once this is done, the character can be used in a say statement::
2017-02-24
这样就可以在say语句中使用该角色了:
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.
2017-02-24
Define语句将会执行一个表达式并给执行结果赋予一个名字。如果不是出在init区块中,那么便会自动在优先级为0的init块中执行。
17.
Creates and returns a Character object, which controls the look and feel of dialogue and narration.
2017-02-24
创建并返回一个角色对象,控制对话和念白内容的显示风格。
18.
`name`
2017-02-24
`name`
19.
If a string, the name of the character for dialogue. When `name` is ``None``, display of the name is omitted, as for narration.
2017-02-24
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,也就用于显示念白内容。
20.
`kind`
2017-02-24
`kind`
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.
2017-02-24
**关联图像** 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。
23.
`image`
2017-02-24
`image`
24.
A string giving the image tag that is linked with this character.
2017-02-24
与该角色相关联的图像的标签字串。
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.
2017-02-24
**语音标记** 如果给一个角色分配一个语音标签(Tag),那么可以在游戏选项界面选择播放或屏蔽相关的语音。
26.
`voice_tag`
2017-02-24
`voice_tag`
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.
2017-02-24
**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。
29.
`what_prefix`
2017-02-24
`what_prefix`
30.
A string that is prepended to the dialogue being spoken before it is shown.
2017-02-24
将该字串接在台词前面并一起显示出来。
31.
`what_suffix`
2017-02-24
`what_suffix`
32.
A string that is appended to the dialogue being spoken before it is shown.
2017-02-24
将该字串接在台词后面并一起显示出来。
33.
`who_prefix`
2017-02-24
`who_prefix`
34.
A string that is prepended to the name of the character before it is shown.
2017-02-24
将该字串接在角色名称前面并一起显示出来。
35.
`who_suffix`
2017-02-24
`who_suffix`
36.
A string that is appended to the name of the character before it is shown.
2017-02-24
将该字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.
2017-02-24
**改变名字的显示风格** 控制名字的显示风格。
38.
`dynamic`
2017-02-24
`dynamic`
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.
2017-02-24
如果该值为True,那么参数`name`应该是一个包含python表达式的字串,在每一行台词的前面将该字串运行的结果显示出来,作为该角色的名字。
40.
**Controlling Interactions.** These options control if the dialogue is displayed, if an interaction occurs, and the mode that is entered upon display.
2017-02-24
**控制交互** 这些选项控制着屏幕上对话是否显示,是否发生交互,以及是否显示进入的模式。
41.
`condition`
2017-02-24
`condition`
42.
If given, this should be a string containing a python expression. If the expression is false, the dialogue does not occur, as if the say statement did not happen.
2017-02-24
若存在,它将是一个包含Python表达式的字串。若表达式值为false,则对话不显示,如同say语句从未出现。
43.
`interact`
2017-02-24
`interact`
44.
If true, the default, an interaction occurs whenever the dialogue is shown. If false, an interaction will not occur, and additional elements can be added to the screen.
2017-02-24
若为true,默认情况下,无论对话在何时显示都触发交互。若为ralse,交互则不触发,而附加元素可以添加到屏幕上。
45.
`mode`
2017-02-24
`mode`
46.
A string giving the mode to enter when this character speaks. See the section on :ref:`modes <modes>` for more details.
2017-02-24
控制说话角色进入的模式的字串。参阅:ref:`modes <modes>`获得更多信息。
47.
`callback`
2017-02-24
`callback`
48.
A function that is called when events occur while the character is speaking. See the section on :ref:`character-callbacks` fore more information.
2017-02-24
根据角色说话时发生的事件调用的函数。请参见 :ref:`character-callbacks`查看更多详情。
49.
**Click-to-continue.** A click-to-continue indicator is displayed once all the text has finished displaying, to prompt the user to advance.
2017-02-24
**点击继续** 点击继续控件会在文本完成显示时出现一次,告示用户继续前进。
50.
`ctc`
2017-02-24
`ctc`