游戏相关术语的中英文翻译
游戏核心术语中英翻译规范文档
一、战斗时序触发类
(一)伤害相关
| 中文术语 | 核心译法 | 界面简洁版 | 编程函数名(驼峰) | 适用场景 |
|---|---|---|---|---|
| 造成伤害后触发 | Trigger After Dealing Damage | Post-Damage Dealt Trigger | triggerAfterDealingDamage() | 技能/普攻额外效果逻辑 |
| 造成伤害前触发 | Trigger Before Dealing Damage | Pre-Damage Dealt Trigger | triggerBeforeDealingDamage() | 暴击加成、属性穿透等前置逻辑 |
| 受到伤害前 | Before Taking Damage | Pre-Damage Taken | beforeTakingDamage(变量) | 开发逻辑判断、规则描述 |
| 受到伤害前触发 | Trigger Before Taking Damage | Pre-Damage Taken Trigger | triggerBeforeTakingDamage() | 减伤、护盾等前置效果 |
| 暴击时触发 | Trigger on Critical Hit | Trigger on Crit | triggerOnCriticalHit() | 暴击联动额外效果 |
(二)治疗相关
| 中文术语 | 核心译法 | 界面简洁版 | 编程函数名(驼峰) | 适用场景 |
|---|---|---|---|---|
| 治疗前 | Before Healing | Pre-Healing | beforeHealing() | 治疗加成、前置判定逻辑 |
| 治疗后 | After Healing | Post-Healing | afterHealing() | 增益叠加、后续触发逻辑 |
| 被治疗前 | Before Being Healed | Pre-Healing Received | beforeBeingHealed() | 减伤、驱散等前置逻辑 |
| 被治疗后 | After Being Healed | Post-Healing Received | afterBeingHealed() | 增益叠加、后续触发逻辑 |
(三)其他时序
| 中文术语 | 核心译法 | 界面简洁版 | 编程函数名(驼峰) | 适用场景 |
|---|---|---|---|---|
| 投掷骰子后 | After Rolling the Dice | Post-Dice Roll | afterRollingTheDice() | 伤害判定、奖励触发 |
| 执行召唤行为 | Execute the Summoning | Summon Activation | executeSummoning() | 随从/怪兽召唤逻辑 |
二、核心机制类
| 中文术语 | 核心译法 | 场景化译法 | 编程变量名(驼峰) | 适用场景 |
|---|---|---|---|---|
| 仇恨值 | Threat Value / Aggro | Hate Value(早期游戏) | threatValue | 敌方目标选择优先级 |
| 阵营 | Faction / Camp | Faction Alignment(含立场) | faction | 角色势力归属划分 |
| 快捷键 | Hotkey / Shortcut Key | Quick Key(口语化) | hotkey | 快速操作按键设置 |
| 血量改变 | HP Change / Health Change | HP Increase/Decrease(分方向) | hpChange | 生命值数值变动统计 |
| 战斗记录 | Battle Log / Combat Record | Combat History(历史查询) | battleLog | 战斗过程/数据追溯 |
三、统计数据类
| 中文术语 | 核心译法 | 完整逻辑译法 | 编程函数名(驼峰) | 适用场景 |
|---|---|---|---|---|
| 友方总伤害 | Ally Total Damage | Total Damage Dealt by Allies | allyTotalDamage | 友方团队伤害统计 |
| 敌方总伤害 | Enemy Total Damage | Total Damage Dealt by Enemies | enemyTotalDamage | 敌方团队伤害统计 |
四、操作交互类
| 中文术语 | 核心译法 | 界面提示版 | 编程函数名(驼峰) | 适用场景 |
|---|---|---|---|---|
| 对选中对象使用道具 | Use Item on Selected Target | Apply Item to Selected Object | useItemOnSelectedTarget() | 道具生效目标操作 |
| 选择使用道具的对象 | Select Target for Item Use | Choose Object to Use Item On | selectTargetForItemUse() | 道具目标挑选流程 |
五、开发命名规范
(一)命名规则
- 驼峰命名法(Java/Unity C#等):动词+核心对象+属性,例:triggerOnCriticalHit()
- 下划线命名法(Python/C++等):动词+核心对象+属性,例:trigger_on_critical_hit()
- 布尔变量:is+触发条件/状态,例:isTriggeredOnCrit
(二)避坑指南
- 术语统一性:“暴击”固定用Critical Hit/Strike,不用Critical Attack;“治疗”用Healing,不用Treatment
- 主动/被动区分:“造成伤害”用Dealing/Inflicting Damage,“受到伤害”用Taking/Receiving Damage
- 介词准确性:“对……使用”用on/to,例:Use Item on Selected Target,不用for
武侠/仙侠游戏开发 核心术语中英对照表
| 中文术语 | 英文核心译法 | 适用场景说明 | 代码命名示例 |
|---|---|---|---|
| 丹药 | Elixir(核心) Pill(基础丸状) Dan(拼音保留) |
高阶修炼丹药用Elixir,基础回血/解毒丸用Pill,国风核心设定用Dan(如Golden Dan) | ElixirData/HealthRecoveryPill |
| 神兵 | Divine Weapon(核心) Mythic Weapon(神话级) Celestial Weapon(仙级) |
通用神兵用Divine Weapon,西方奇幻题材用Mythic Weapon,仙侠仙器用Celestial Weapon | DivineWeaponManager/MythicSword |
| 内功 | Internal Energy(核心) Internal Force(战斗劲力) Qi(拼音真气) |
内功系统总称用Internal Energy,战斗内劲输出用Internal Force,国风文案用Qi | InternalEnergyManual/InternalForceAttack |
| 生效后即销毁 | Destroy immediately after taking effect(核心) Destroy on activation(道具触发) Remove immediately upon effect application(buff移除) |
实体道具用Destroy,无实体buff用Remove,主动触发道具用on activation | destroyAfterEffect/DestroyOnActivation() |
| 重新构建属性数据 | Rebuild Attribute Data(核心) Recalculate Attribute Data(数值计算) Refresh Attribute Data(UI刷新) |
数据结构重构用Rebuild,数值变动计算用Recalculate,轻量UI同步用Refresh | RebuildAttributeData()/RecalculateTotalAttributeValue() |
| 战力 | Combat Power(核心) Battle Rating(评级制) Fighting Strength(武侠风) |
通用综合战力用Combat Power,排行榜评级用Battle Rating,武侠剧情文案用Fighting Strength | float CombatPower/CalculateCombatPower() |
| 战力头衔 | Combat Power Title(核心) Battle Rating Title(评级头衔) Power Title(简化版) |
与Combat Power搭配用Combat Power Title,评级制战力用Battle Rating Title | CombatPowerTitleData/GetCurrentTitle() |
| 八维属性 | Eight-Dimensional Attributes(核心) Eight Core Attributes(简化版) Eight Primary Stats(西方RPG风) |
系统名称用Eight-Dimensional Attributes,海外版本用Eight Primary Stats | enum EightDimensionalAttributes |
| 内功攻击力伤害 | Internal Attack Damage(核心) Internal Force Damage(内劲驱动) |
通用内功伤害计算用Internal Attack Damage,强调内劲爆发用Internal Force Damage | CalculateInternalAttackDamage() |
| 外功攻击力伤害 | Physical Attack Damage(核心) Melee Attack Damage(近战专属) Weapon Attack Damage(武器加持) |
通用外功伤害用Physical Attack Damage,近战拳脚/刀剑用Melee Attack Damage | float PhysicalAttackDamage |
| 内功防御伤害 | Internal Defense Damage Mitigation(核心) Internal Defense Damage Reduction(百分比减免) Damage Absorbed by Internal Defense(伤害吸收) |
伤害减免量计算用Mitigation,百分比加成用Reduction,战斗日志展示用Absorbed | CalculateInternalDefenseMitigation() |
| 外功防御伤害 | Physical Defense Damage Mitigation(核心) Physical Defense Damage Reduction(百分比减免) Damage Absorbed by Physical Defense(伤害吸收) |
通用外功防御减免用Physical Defense Mitigation,近战防御用Melee Defense替代 | float PhysicalDefenseMitigation |
| 附带属性伤害 | Bonus Attribute Damage(核心) Attached Attribute Damage(绑定攻击) Secondary Attribute Damage(次要伤害) |
通用额外属性伤害用Bonus,武器附魔绑定用Attached,区别主伤害用Secondary | WeaponEnchantData.BonusAttributeDamage |
| 叠加属性伤害 | Stackable Attribute Damage(可叠加特性) Stacked Attribute Damage(已叠加总量) Cumulative Attribute Damage(持续累积) |
描述伤害特性用Stackable,计算总量用Stacked,持续DoT伤害用Cumulative | StackableAttributeDamageData/GetTotalStackedAttributeDamage() |
| 内劲 | Internal Force(核心) Inner Strength(爆发威力) Vital Energy(生命能量) |
战斗属性用Internal Force,技能爆发文案用Inner Strength,剧情心法用Vital Energy | float InternalForce/InternalForceBurst() |
| 罡气 | Aura of Might(核心) Steel Aura(防御护体) Gangqi(拼音+注释) |
通用罡气属性用Aura of Might,防御护盾用Steel Aura,国风核心设定用Gangqi(加注释) | enum AuraOfMightType/SteelAuraActive |