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

  1. 驼峰命名法(Java/Unity C#等):动词+核心对象+属性,例:triggerOnCriticalHit()
  2. 下划线命名法(Python/C++等):动词+核心对象+属性,例:trigger_on_critical_hit()
  3. 布尔变量:is+触发条件/状态,例:isTriggeredOnCrit

(二)避坑指南

  1. 术语统一性:“暴击”固定用Critical Hit/Strike,不用Critical Attack;“治疗”用Healing,不用Treatment
  2. 主动/被动区分:“造成伤害”用Dealing/Inflicting Damage,“受到伤害”用Taking/Receiving Damage
  3. 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