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1.
Dialogue and Narration
对话(Dialogue)与念白(Narration)
Translated and reviewed by Huang Junjie
Located in ../../source/dialogue.rst:5
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.
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。
Translated and reviewed by Huang Junjie
Located in ../../source/dialogue.rst:7
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 shaken at the same time.
最后一种形式由字串和包含了转场特效的子句组成。在这种情况下,字串的显示和屏幕抖动特效会同时进行。
Translated and reviewed by Huang Junjie
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
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Contributors to this translation: Hanming Wu, Huang Junjie.