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The Paper Marbling Kit Materials, Techniques, Projects Chronicle BooksJane Dickinson Acts of Light The World of Emily Dickinson Little Brown & Co (T)?Emily Dickinson?Jane Langton? Sephardic Studies in the University Fairleigh Dickinson Univ Pr?Jane S. Gerber? The Private Correspondence of Jane Lady Cornwallis Bacon, 1613-1644 Fairleigh Dickinson Univ Pr?Jane Lady Cornwallis Bacon?Joanna Moody? Testament of Time Selected Objects from the Collections of Palestinian Antiquities of the Museum of Art and Archaeology, University of Missouri--Columbia Fairleigh Dickinson Univ Pr?Andrea Berlin?Marcus L. Rautman?Jane C. Biers?J. J. Dobbins?Steven J. Friesen?Sharon C. Herbert?Benton Kidd?Albert, Jr. Leonard?Kate Mackay?Gloria S. Merker? Dickinson Stragegies of Limitation Univ of Massachusetts Pr?Jane Donahue Eberwein? All About Trees (Question and Answer Book (Troll Associates).) Troll Communications?Jane DickinsonAnthony D Adamo? Dickinson Strategies of Limitation Univ of Massachusetts Pr?Jane Donahue Eberwein? Acts of Light Bulfinch Press,U.S.?Emily Dickinson?Nancy Ekholm Burkert?Jane Langton? Wonders of Water (Question and Answer Books Series) Troll Communications?Jane DickinsonRex Schneider? Emily Dickinson Is Dead Gollancz?Jane Langton? Emily Dickinson Is Dead Gollancz?Jane Langton? All About Trees (Question and Answer Book (Troll Associates).) Troll Communications Llc?Jane DickinsonAnthony D Adamo? Emily Dickinson Is Dead (Linford Mystery Library (Large Print)) Linford?Jane Langton? Emily Dickinson Is Dead St Martins Pr?Jane Langton? Emily Dickinson Is Dead Penguin USA (a)(Mm)?Jane Langton? Herschel V. Jones The Imprint of a Great Collector Univ of Minnesota Pr?Lisa Dickinson Michaux?Marla J. Kinney?Jane Immler Satowski? An Emily Dickinson Encyclopedia Greenwood Pub Group?Jane Donahue Eberwein? Stop Whining And Start Winning 8 Surefire Ways for Women to Thrive In Business Plume?Molly Dickinson Shepard?Jane K. Stimmler? From Origin to Ecology Nature and the Poetry of W.S. Merwin Fairleigh Dickinson Univ Pr?Jane Frazier? Delivering Curriculum Pathways in Mathematics Mathematics in Education & Industry Schools Project?Roger Porkess?Tandi Clausen-May?Paul Dickinson?Charlie Stripp?Frank Eade?Doug French?Gerald William Goodall?David Holland?Jane Imrie?Michael Ling? James Starkey/Seumas O'Sullivan A Critical Biography Fairleigh Dickinson Univ Pr?Jane Russell? Agua Y Sus Maravillas/Wonders of Water Bt Bound?Jane DickinsonRex Schneider?
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ip_morale|Morale ip_morale_text|Morale represents the ability and willingness of the troops in a party to summon up the endurancebraveryand discipline they need to face the stresses of battle and the march. It is not the same thing as the troops' happiness. Elite troops may grumble and whine about the hardships of campaigning -- but then stand together as one when the arrows start to fly. On the other handa commander who gives his men everything they want may find that they grow softand waiver before the enemy's charge.^^ Morale's greatest impact is on a party's behavior in battledetermining how aggressively troops engage the enemyand how likely they are to break and run if they perceive the tide of battle turning against them. Morale also affects a party's march speedas a less motivated party will move more slowlyas the men are not pushing themselves to their physical limitand pause more frequentlyas it waits for stragglers to catch up. Finallya party with very low morale will start to suffer desertions.^^ Some factors that affect morale are intuitive. For examplea charismatic commander with a reputation for winning battles can infuse his or her men with a sense of confidence. Leaders who give their men well ample and varied supplies of foodand pay them on time demonstrate that they care about their troops' welfareand are less likely to lead them into disaster.^^ Other factors are less intuitive -- particularly those related to a party's sense of group cohesion. In a small tight-knit partyfor examplemen will often fight hard against daunting odds to avoid showing cowardice before their comrades-in-arms. A large party on the other hand may see its cohesion strainedas the commander has less time to supervise the menlisten to their grievancesand resolve their disputes. Frequent battles will strengthen the bonds between menwhile long periods without combat will see the troops become bored and quarrelsome.^^ The morale reportaccessibly by hitting the 'reports' button will give the player a sense of the factors affecting his or her men's morale. ip_economy|Economy ip_economy_text|Towns and villages in Calradia need a wide variety of goods for their populations to remain healthy and productive. First in importance is food. Grain is the staple crop of Calradiabut people also need fat and protein in the form of meatfishor cheese. It takes almost as much work to preserve meat as to produce it in the first placeso salt is also in high demand. After food comes clothing heavy woollighter linens or luxurious velvet. Finallypeople need the tools of their trade ironwarepotteryleatherwareandof course armsarmorand horses for war.^^Most agricultural products are produced in the villageswhile artisans in the towns specialize in manufactured or artisanal goods like fabrics or ironware. Alsodifferent resources can be found in different parts of the country. Consequentlythe key to prosperity in Calradia is trade -- both between the villages and the townsand between the major towns themselves.^^When trade flowsgoods will be available and affordablethe population of a center will be healthy and energeticand migrants will flock from the nearby regions. The center will produce moreconsume moreand be able to contribute more in taxes to their lords. When trade dries uptowns and villages will see their workers flee to seek work elsewhereand economic activity will drift to a stand-still. Thusit is in the interests of rulers to protect trade routes from the hazards of war and banditry. A smart merchanthowevermay want to seek out towns which have become isolated from the rest of the landas he or she may be able to turn a tidy profit from the resulting price imbalances.^^Because villagers usually plan to take their goods to market in townsvillage markets will be rather quiet placesand villagers will buy cheap and sell dear. Serious merchants will stick to the towns to make a profitalthough some parties may decide to make a quick stop in a village to acquire supplies.^^A player who wants to know about the factors affecting a region's prosperity can speak to the guildmaster of the local town. Other information can be gleaned from passers-byalthough they might not know very much outside of their own particular trade. ip_courtship|Courtship ip_courtship_text|Players may wish to marry into one of Calradia's noble families. Marriage is not necessary for a player to rise in power and staturebut it does provide players with an opportunity to improve their relation with lords and establish a claim to the throne.^^Marriage requirements will be different for males and females. A male character will usually need to pursue a traditional path of courtship. He should establish a reputation in Calradian aristocratic societyget on good terms with his bride's parents or guardiansand then woo the lady according to local custom. If a player grows impatienthe may attempt to take a shortcut -- but there will be consequences in his relations with other lords.^^A male character should keep in mind that other lords will be competing with him for the affections of the kingdom's ladies. Alsoa lady's tastes are unpredictableand a player may also find that the object of his love does not love him in return. Romancein Calradia as elsewheredoes not always prosper. Of coursea player may resort to otherless gentlemanly means of winning a lady's heartbut againthat will have a serious impact on his reputation.^^To get started on the path of courtshipa male player should try to get involved in the social life of the Calradian aristocracy attending feasts and tournaments. Alsowandering troubadours and poets can serve as a useful repository of information on courtshipand keep the player up to date about the latest gossip.^^Female characters can also marry -- but they should keep in mind that Calradian society is very traditionalandas adventurersthey have chosen a very unconventional path for a woman. A female character may have to look for a while to find a lord who is open-minded enough to marry her.^^On the bright sidea female character does not have to go through the elaborate rituals of courtshipand she also may gain more from a marriage than her male counterpart. For a woman adventurermarriage can be a quick path to power -- and an unscrupulous character may be able to use her husband as a tool of her political ambitions. ip_politics|Politics ip_politics_text|The realms of Calradiaalthough they represent different culturesall adhere to the same basic political system feudalism. Feudalism is based on the relationships between individuals the oaths of loyalty given by a vassal to his or her liege. In exchange for this oaththe vassal will usually receive a fiefa parcel of land whose income will be used by the vassal to raise troops to support the liege in time of war. A liege also has an obligation to protect his vassalsand to treat them justly.^^This is how it works in theoryanyway. In practicevassals will not always work in their factions' interestsparticular as they are often quarreling with one another. Nobles have different personalitiesand sometimes those personalities clash. Orperhaps two nobles were once friendsbut fell out over in the aftermath of a setback or a defeat -- or because they both were wooing the same lady. Jealousies will also surface as they vie for the favor of the king -- perhaps over newly conquered landsor over who will be given the coveted office of marshalthe lord in charge of organizing large-scale campaigns.^^When one realm in Calradia makes war on anotherthe political unity of the each kingdom is as important as the quality or number of its soldiers in determining the outcome. In a cohesive kingdom nobles will join together in a large force to sweep their opponents before them. In a kingdom divided by petty quarrelslords will fail to respond to the marshal's summonsor drift away to attend to their own business if a campaign is not going well. A faction's political cohesion will also impact warfare when campaigns are not in progress. In a divided factionlords will be less likely to join together on raids and patrolsand come to each other's defense.^^If it seems self-defeating for nobles to bicker and quarrel when the enemy is just over the horizonkeep this in mind -- ultimatelya noble's loyalty goes not to a particular faction or culturebut to himself and to his family. If a noble fears that his faction is collapsingor if he is being neglected by his liege he can usually find a reason to withdraw his oath of allegianceand change sides. Players should keep this in mindas they may find that there are opportunities to turn discontented former enemies into allies. ip_character_backgrounds|Character Backgrounds ip_character_backgrounds_text|A player character in Calradia may choose to come from a variety of social backgrounds. This choice will affect not just his or her starting skills and equipmentbut also the course of his or her career as an adventurer.^^War and politics in Calradia are traditionally dominated by male aristocrats. A nobleman player character may find that he is invited into this 'old boys' club' fairly quicklybut women and commoners may face a few extra hurdles on the way. If you choose to start the game as a male nobleman you can think of it as the 'easy' setting. Starting as a noblewoman or a male commoner is somewhat more difficultand starting as a female commoner is probably the most challenging way to begin a game.^^Howeverwomen have some starting advantages. Simply by taking up armsa female warrior will draw attention to herselfand she may find that she can build up her reputation faster than a male. Alsoit is traditionally easier for a woman to marry up the social ladder than it is for a manand a woman may find she can gain more from a strategic marital alliance than her male counterpart.^^Finallykeep in mind that the game does not place any limits on the upward mobility of characters based on their background. Noble or commonmale or femalemarried or unmarried -- anyone can rise to become ruler of all Calradiaif they are sufficiently braveluckyor resourceful. ip_military_campaigns|Military Campaigns ip_military_campaigns_text|When kingdoms in Calradia go to wartheir armies have two basic offensive options. They can try to attack villages and lay waste to the countrysidedamaging their enemy's prestige and economy. Orthey can try to seize and hold castles or townstaking territory This second option can involve longbloody siegesbut will yield more decisive results.^^It is important to note that the realms of Calradia do not field standing armieswhich remain in the field as long as the ruler desires. RatherCalradian realms are protected by feudal levies comprised of the major nobles and their individual retinues. Sometimesthese nobles launch their own private attacks into enemy territorybut the most decisive events will usually take place when the great hosts are assembled. The kingdom's marshala noble appointed by the kingwill summon the host before the campaign and lead them out to battle. Howeverhe should be careful not to keep them in the field too long. Otherwisethe host will begin to disintegrateas the vassals drift off to pursue their own businessand the army will be vulnerable to a counter-attack.^^For this reasonthe rhythm of wars in Calradia often resemble the rhythm of a duel between two individual combatants. One side will gather its strength and seek to land a blow against the enemy's territory. If the marshal spends too little time gathering the vassals he may not be able to do any real damage. If he spends too much timethen the campaign may end before it has even begun. A large realm will have an advantage over a smaller onejust as a brawny combatant has an edge over a smaller foebut a realm's political cohesion can also be a factorjust as a fighter with great stamina can outlast her opponent. Sometimesthe armies of two realms will meet head onresulting in a major battle in which both numbers and morale will decide the outcome.^^Kingdoms will have imperfect intelligence about their enemies. Attacking lords will need to frequently scout enemy territory to determine which fortresses may be vulnerable. An army defending its homeland will benefit from the alarms raised by castles and townswhich broadcast intelligence about enemy movements in the area. Such intelligence will be imprecisehoweverparticularly when it comes to numbers. A defending force which sets out to raise a siege or rescue a village may be able to overwhelm an unprepared attacker -- or it may miscalculateand find that it is the one to be overwhelmed. Attackersin turnmust be careful how far they advance into enemy territorywith aggressive marshals venturing further than cautious ones.^^Players will be expected to join in their faction's military campaigneither by joining the hostor by scouting ahead into enemy territory. Some players may find that their realm's marshal is too cautiousor too aggressivefor their tastes. In this casethey can intrigue with other lords to try to replace the marshalor build support to become the marshal themselves.^^Most wars are of limited duration. A king who goes to war willfor the sake of honorfeel obligated to pursue the conflict for a short while. Howeverunless he is soundly beating his enemy. he may soon start looking for a way out of the conflictlest he leave himself vulnerable to an attack by a third party. Calradia's rulers are keenly aware that today's ally may be tomorrow's enemyand vice versa. ip_crap|Crap ip_crap_text|A player character in Calradia may choose to come from a variety of social backgrounds. This choice will affect not just his or her starting skills and equipmentbut also the course of his or her career as an adventurer.^^War and politics in Calradia are traditionally dominated by male aristocrats. A nobleman player character may find that he is invited into this 'old boys' club' fairly quicklybut women and commoners may face a few extra hurdles on the way. If you choose to start the game as a male noblemanyou can think of it as the 'easy' setting. Starting as a noblewoman or a male commoner is somewhat more difficultand starting as a female commoner is probably the most challenging way to begin a game.^^Howeverwomen have some starting advantages. Simply by taking up armsa female warrior will draw attention to herselfand she may find that she can build up her reputation faster than a male. Alsoit is traditionally easier for a woman to marry up the social ladder than it is for a manand a woman may find she can gain more from a strategic marital alliance than her male counterpart.^^Finallykeep in mind that the game does not place any limits on the upward mobility of characters based on their background. Noble or commonmale or femalemarried or unmarried -- anyone can rise to become ruler of all Calradiaif they are sufficiently braveluckyor resourceful.
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Harbor Master 項目数:20 総ポイント:200 ☆Windows Phone7用タイトル Explorer Play every level 5 Perfectionist Play a game of at least 50 points without any warnings 10 Privateer Sink 50 pirates 5 Davy Jones Sink 100 pirates 10 Kraken Cracker Scare off 50 monsters 5 Calamari King Scare off 100 monsters 10 Pacifist Score over 50 on Cannon Beach without killing any pirates 10 Animal Lover Score over 50 on Monster Cove without killing any monsters 10 Are We There Yet? Keep a boat on the screen for 3 minutes 5 Multitasker Have 10 boats on the screen at the same time 5 Impatient Score at least 25 points on Fast Forward 5 Fast and Furious Score at least 50 points on Fast Forward 10 Speed Demon Score at least 100 points on Fast Forward 15 Captain Score 25 on any map 5 Ocean Veteran Score 100 on any map 10 Old Salt Score 200 on any map 15 Admiral Score 500 on any map 25 Long Haul Ship 1000 lifetime cargo units 5 Circumnavigator Ship 10000 lifetime cargo units 10 Harbor Master Ship 50000 lifetime cargo units 25
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What s this? I wrote a library that supports the graphic rendering using viewport. For Android developers, the regular way to access viewport is through the OpenGL ES. But it is mainly intended for 3D graphics. And it also means you have to learn OpenGL programming, which is quite different from that of Java graphics. I had tried to make life easier for the light-use of the viewport on Android. Viewport-and-window is a standard technique in the computer graphics. You define graphic objects in the virtual ground plane (world coordinate) and the set the window. When is perceived through this window is rendered in the viewport of the device screen. For further detail, please take a look at a web page like this. This video demonstrates what can be done with this library. You can download this example code from the link. Of course, this is a very simple example, mainly intended for serving sample code. You can do much more complex things building on this example. Download How to use The two key components are ViewportedView and DrawNode. ViewportedView provides the world coordinate while DrawNode represents the graphic objects therein. ViewportedView The application using ViewportedView will create its own View extending ViewportedView. Take a look at VpvExampleView.java in the download package to see how it is used. ViewportedView roughly provides three things. 1. Model for the ground plane and window 2. Window control based on the touch gestures 3. Notification of the touch gestures 1 is provided through DrawWindow class. ViewportedView instantiates one instance of DrawWindow as it is instantiated. DrawWindow maintains where in the world coordinate (we call it a ground plane) the window is and how large. It also provides the set of functions that translates coordinates between the ground plane and view port. 2 means the size and location of the window are updated in reaction of the touch gesture. As shown in the video, the screen slides to the right as finger swipes to the left. Since my Xperia doesn t support multi-touch, I couldn t implement the pinch zoom (though it should be easy to do so) 3 allows application use the touch gesture. The plain View detects more primitive touch events like up, down, and move. ViewportedView processes them and detects tap, press, slide, and flick. The application view gets this information by overriding onTouch() function. Normally, the slide and flick are consumed by ViewportedView for moving window. To use those gestures, the application must first call lockViewport(). DrawNode DrawNode is an abstract class representing the graphic object. It holds the coordinate / metric of the node and provides the draw method. For the sake of convenience, I m using the term node to refer graphic object. But this doesn t imply the node has to be a simple circular node like it is in the example. It maybe a text box. It may be a bitmap. Or, it may be a complex combination of shapes. It just needs to be implemented in the draw() function. In the download package, BubbleNode and CtrlNode are the example of such graphic objects extending DrawNode. BubbleNode implements the yellow nodes sitting around in the ground pane. Their location on the viewport depends on the window; therefore, they hold the ground plane coordinate (getX() will return the coordinate in the ground plane). See how the coordinate is converted in the draw() function. CtrlNode implements the zoom button on the bottom-right hand corner. Their location is fixed on the viewport; therefore, they hold the viewport coordinate (getX() will return the coordinate in the viewport). See how its draw() implementation differs from that of BubbleNode. In the ViewportedView example, BubbleNodes are stored in DrawNodeList while CtrlNodes are stored in the regular array. Besides proving a storage, DrawNodeList is able to create the list of nodes visible in the current window -- getNodesToDraw(). If the node is not visible (i.e. outside of the current window frame), there is no need to actually render that node. On the other hand, CtrlNode is a static object on the screen, which is anyway rendered all the time. And since it holds viewport coordinate, getNodesToDraw() won t work anyway. 名前 コメント すべてのコメントを見る
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Energy Indicators for Sustainable Development Guidelines And Methodologies Guidelines And Methodologies United Nations Pubns? UnitedNationsPubns? ユーズドブック(洋書)-Business&Investing? ユーズドブック(洋書)-Engineering Subjects-Business&Investing-Economics-Development&Growth? Subjects-Business&Investing-Economics-SustainableDevelopment? Subjects-Business&Investing-Economics-NaturalResources Subjects-Engineering-Nuclear? Subjects-Nonfiction-Economics-Development&Growth? Subjects-Nonfiction-Economics-SustainableDevelopment? Subjects-Nonfiction-Economics-NaturalResources Subjects-Professional&Technical-Engineering-Nuclear? Subjects-Professional&Technical-Accounting&Finance-Economics-Development&Growth? Subjects-Professional&Technical-Accounting&Finance-Economics-SustainableDevelopment? Subjects-Professional&Technical-Accounting&Finance-Economics-NaturalResources Subjects-Professional&Technical-ProfessionalScience-Physics-Energy? Subjects-Science-General Subjects-Science-Physics-Energy? 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|Battle|Tutorial| E.C.編 Durandal Simulator 01|02|03|04|05|06|07|08|09|10|11|12 南米編 U.S.N. Simulator 01|02|03|04|05|06|07|08|09|10|11|12 Durandal Simulator 11マップ 敵 Durandal Simulator 11 デュランダル 戦術研究シミュレーター#11 天候 晴れ 時間 昼 勝利条件 敵全滅 敗北条件 味方全滅 初回クリア時、「ジラーニⅡ :ヴァンツァー」入手 マップ 地形 進入不可 木 平地(0°≦傾斜≦15°) 砂地 岩地 浅瀬 平地(4脚移動不可) 段差 平地(15°<傾斜≦30°) 砂地(15°<傾斜≦30°) 岩地(15°<傾斜≦30°) 深瀬 平地(4脚移動可) 段差(柵など) 平地(30°<傾斜≦45°) 砂地(30°<傾斜≦45°) 岩地(30°<傾斜≦45°) マップ X 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 Y 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 ▼ 補給コンテナ投下地点(HP=1400) 敵ユニットリンク設定 アタックリンク:[支援機]―→ | ディフェンスリンク:[支援機]―→ 敵ユニット動作敵ユニットは基本的に、ダメージを受けるか、接近すると行動を開始する 敵ユニット その他行動条件 1 2 3 1 / 2 1ターン目に行動開始 - - 3 / 4 1 or 2が撃破されると行動開始 - - 5 / 6 ダメージを受けた機体を回復 - - 7 / 8 - - - 9 12 or 13のBodyのHPが約1/3以下になると行動開始 8のBodyのHPが約2/3以下になると行動開始 8のArmのHPが約1/2以下になると行動開始 10 - - - 11 14 or 15のBodyのHPが約1/3以下になると行動開始 10のBodyのHPが約2/3以下になると行動開始 10のArmのHPが約1/2以下になると行動開始 12 9のBodyのHPが約1/3以下になると行動開始 13のBodyのHPが約2/3以下になると行動開始 13のArmのHPが約1/2以下になると行動開始 13 9のBodyのHPが約1/3以下になると行動開始 12のBodyのHPが約2/3以下になると行動開始 12のArmのHPが約1/2以下になると行動開始 14 11のBodyのHPが約1/3以下になると行動開始 15のBodyのHPが約2/3以下になると行動開始 15のArmのHPが約1/2以下になると行動開始 15 / 16 - - - パーツのHPが一定値になった敵ユニットは、リペアバックパック装備機(5 / 6)の方へ移動して、HPを回復しようとする。Body:約50%未満、Arm:約30%未満、Legs:約50%未満 上へ 敵 No. Name UNIT PILOT PARTS WEAPONS SUPPORT 獲得 Lv. Speed MG 武器熟練度 SKILLS Name Body HPNow / Max Weapon 1 Weapon 2 Weapon 3 Weapon 4 Atk. 金 Body Eva. Evasion SG L Arm 武器種 Def. L Arm APNow / Max AP Charge RF R Arm 攻撃属性 ITEMS R Arm BZ Legs Dmg.(Dmg. Cut) Legs BP Systems Resist MS Type Move × 経験値(基準) Armor Attack RK BP 機能(AP) AP Move GR 攻撃回数 Link ML Range EP(基準) BP CN HIt% / Area / Homing 1 Autopilot 10 2 MG 1 No Skills AH88 Seagull AH88 Seagull 1300 / 1300 AH88 MS AH88 MG AH88 MS L Hand 金 560 0% 9% SG 1 ----- MS MG MS L Hand 11 / 11 11 RF 0 ----- No Items BZ 0 ----- 90×1 20×10 90×1 -- Systems 0% MS 0 6 ∞ ∞ ∞ 経験値 100 Attack 0% RK 0 ----- 6 5 6 Move 0% GR 0 ×1 ×2 ×1 Link 0% ML 0 6-8 1-4 6-8 EP 12 BP 0% CN 0 72%-69% 80%-75% 72%-69% 2 Autopilot 10 2 MG 1 No Skills AH88 Seagull AH88 Seagull 1300 / 1300 AH88 MS AH88 MG AH88 MS L Hand 金 560 0% 9% SG 1 ----- MS MG MS L Hand 11 / 11 11 RF 0 ----- No Items BZ 0 ----- 90×1 20×10 90×1 -- Systems 0% MS 0 6 ∞ ∞ ∞ 経験値 100 Attack 0% RK 0 ----- 6 5 6 Move 0% GR 0 ×1 ×2 ×1 Link 0% ML 0 6-8 1-4 6-8 EP 12 BP 0% CN 0 72%-69% 80%-75% 72%-69% 3 Autopilot 10 2 MG 1 No Skills AH88 Seagull AH88 Seagull 1300 / 1300 AH88 MS AH88 MG AH88 MS L Hand 金 560 0% 9% SG 1 ----- MS MG MS L Hand 11 / 11 11 RF 0 ----- No Items BZ 0 ----- 90×1 20×10 90×1 -- Systems 0% MS 0 6 ∞ ∞ ∞ 経験値 100 Attack 0% RK 0 ----- 6 5 6 Move 0% GR 0 ×1 ×2 ×1 Link 0% ML 0 6-8 1-4 6-8 EP 12 BP 0% CN 0 72%-69% 80%-75% 72%-69% 4 Autopilot 10 2 MG 1 No Skills AH88 Seagull AH88 Seagull 1300 / 1300 AH88 MS AH88 MG AH88 MS L Hand 金 560 0% 9% SG 1 ----- MS MG MS L Hand 11 / 11 11 RF 0 ----- No Items BZ 0 ----- 90×1 20×10 90×1 -- Systems 0% MS 0 6 ∞ ∞ ∞ 経験値 100 Attack 0% RK 0 ----- 6 5 6 Move 0% GR 0 ×1 ×2 ×1 Link 0% ML 0 6-8 1-4 6-8 EP 12 BP 0% CN 0 72%-69% 80%-75% 72%-69% No. Name UNIT PILOT PARTS WEAPONS SUPPORT 獲得 Lv. Speed MG 武器熟練度 SKILLS Name Body HPNow / Max L Hand R Hand L Shoulder R Shoulder Atk. 金 Body Eva. Evasion SG L Arm 武器種 Def. L Arm APNow / Max AP Charge RF R Arm 攻撃属性 ITEMS R Arm BZ Legs Dmg.(Dmg. Cut) Legs BP Systems Resist MS Type Move × 経験値(基準) Armor Attack RK BP 機能(AP) AP Move GR 攻撃回数 Link ML Range EP(基準) BP CN HIt% / Area / Homing 5 Autopilot 11 5 MG 0 Revenge ⅡDouble Punch Ⅰ Zhelanie Ⅱ Zhelanie Ⅱ 1100 / 1100 Almaz Almaz L Hand 金 252 12% 12% SG 0 Zhelanie Ⅱ 550 / 550 KN KN L Hand 50 15 / 15 15 RF 0 Zhelanie Ⅱ 550 / 550 No Items 50 BZ 0 Zhelanie Ⅱ 730 / 730 120×1 120×1 88 Repair Systems 80% MS 0 2Legs 8 ∞ ∞ 経験値 100 Attack 0% RK 0 RP2-Prelude Range:1-3Repair:300(1)Rebirth:150(2)Remove:(1)×Attack 1 1 Move 30% GR 0 ×1 ×1 Link 20% ML 3 1-1 1-1 EP 18 BP 60% CN 0 100%-100% 100%-100% 6 Autopilot 11 5 MG 0 Revenge ⅡDouble Punch Ⅰ Zhelanie Ⅱ Zhelanie Ⅱ 1100 / 1100 Almaz Almaz L Hand 金 252 12% 12% SG 0 Zhelanie Ⅱ 550 / 550 KN KN L Hand 50 15 / 15 15 RF 0 Zhelanie Ⅱ 550 / 550 No Items 50 BZ 0 Zhelanie Ⅱ 730 / 730 120×1 120×1 88 Repair Systems 80% MS 0 2Legs 8 ∞ ∞ 経験値 100 Attack 0% RK 0 RP2-Prelude Range:1-3Repair:300(1)Rebirth:150(2)Remove:(1)×Attack 1 1 Move 30% GR 0 ×1 ×1 Link 20% ML 3 1-1 1-1 EP 18 BP 60% CN 0 100%-100% 100%-100% 7 Autopilot 11 2 MG 0 Tackle Ⅱ Oborona Ⅱ Oborona Ⅱ 1600 / 1600 Volna Volna Wildgoose L Hand 金 554 0% 6% SG 0 Oborona Ⅱ 800 / 800 KN KN RK L Hand 70 24 / 24 23 RF 0 Oborona Ⅱ 800 / 800 No Items 70 BZ 0 Oborona Ⅱ 1070 / 1070 90×1 90×1 368×1 112 Jetpack Systems 30% MS 0 2Legs 4 ∞ ∞ 3 経験値 100 Attack 40% RK 3 JP2-Plover Move:4(2)Wait:0 1 1 14 Move 0% GR 3 ×1 ×1 ×1 Link 0% ML 2 1-1 1-1 8-12 EP 15 BP 0% CN 0 100%-100% 100%-100% 3 8 Autopilot 12 5 MG 0 Blast Shot ⅡTerror Shot Ⅱ Vyzov Ⅱ Vyzov Ⅱ 860 / 860 IGUCHI Type 502 L Hand 金 280 2% 6% SG 0 Vyzov Ⅱ 430 / 430 RF L Hand 84 16 / 16 16 RF 3 Vyzov Ⅱ 430 / 430 No Items 84 BZ 2 Vyzov Ⅱ 570 / 570 240×1 70 Jetpack Systems 30% MS 3 2Legs 4 20 経験値 100 Attack 40% RK 0 JP33-Drossel Move:7(2)Wait:1 6 Move 0% GR 0 ×1 Link 30% ML 0 1-8 EP 18 BP 0% CN 3 95%-76% 9 Autopilot 12 5 MG 0 Blast Shot ⅡTerror Shot Ⅱ Vyzov Ⅱ Vyzov Ⅱ 860 / 860 IGUCHI Type 502 L Hand 金 280 2% 6% SG 0 Vyzov Ⅱ 430 / 430 RF L Hand 84 16 / 16 16 RF 3 Vyzov Ⅱ 430 / 430 No Items 84 BZ 2 Vyzov Ⅱ 570 / 570 240×1 70 Jetpack Systems 30% MS 3 2Legs 4 20 経験値 100 Attack 40% RK 0 JP33-Drossel Move:7(2)Wait:1 6 Move 0% GR 0 ×1 Link 30% ML 0 1-8 EP 18 BP 0% CN 3 95%-76% 10 Autopilot 12 5 MG 0 Blast Shot ⅡTerror Shot Ⅱ Vyzov Ⅱ Vyzov Ⅱ 860 / 860 IGUCHI Type 502 L Hand 金 280 2% 6% SG 0 Vyzov Ⅱ 430 / 430 RF L Hand 84 16 / 16 16 RF 3 Vyzov Ⅱ 430 / 430 No Items 84 BZ 2 Vyzov Ⅱ 570 / 570 240×1 70 Jetpack Systems 30% MS 3 2Legs 4 20 経験値 100 Attack 40% RK 0 JP33-Drossel Move:7(2)Wait:1 6 Move 0% GR 0 ×1 Link 30% ML 0 1-8 EP 18 BP 0% CN 3 95%-76% 11 Autopilot 12 5 MG 0 Blast Shot ⅡTerror Shot Ⅱ Vyzov Ⅱ Vyzov Ⅱ 860 / 860 IGUCHI Type 502 L Hand 金 280 2% 6% SG 0 Vyzov Ⅱ 430 / 430 RF L Hand 84 16 / 16 16 RF 3 Vyzov Ⅱ 430 / 430 No Items 84 BZ 2 Vyzov Ⅱ 570 / 570 240×1 70 Jetpack Systems 30% MS 3 2Legs 4 20 経験値 100 Attack 40% RK 0 JP33-Drossel Move:7(2)Wait:1 6 Move 0% GR 0 ×1 Link 30% ML 0 1-8 EP 18 BP 0% CN 3 95%-76% 12 Autopilot 12 5 MG 3 Blast Shot ⅡPanic Shot Ⅰ Vyzov Ⅱ Vyzov Ⅱ 860 / 860 Be-11 R Hand 金 280 2% 6% SG 0 Vyzov Ⅱ 430 / 430 BZ R Hand 84 18 / 18 18 RF 0 Vyzov Ⅱ 430 / 430 No Items 84 BZ 3 Vyzov Ⅱ 570 / 570 140×1+50×4 70 Jetpack Systems 80% MS 3 2Legs 4 20 経験値 100 Attack 80% RK 3 JP33-Drossel Move:7(2)Wait:1 6 Move 0% GR 0 ×1 Link 40% ML 0 1-8 EP 18 BP 0% CN 3 70%-39% 13 Autopilot 12 5 MG 3 Blast Shot ⅡPanic Shot Ⅰ Vyzov Ⅱ Vyzov Ⅱ 860 / 860 Be-11 R Hand 金 280 2% 6% SG 0 Vyzov Ⅱ 430 / 430 BZ R Hand 84 18 / 18 18 RF 0 Vyzov Ⅱ 430 / 430 No Items 84 BZ 3 Vyzov Ⅱ 570 / 570 140×1+50×4 70 Jetpack Systems 80% MS 3 2Legs 4 20 経験値 100 Attack 80% RK 3 JP33-Drossel Move:7(2)Wait:1 6 Move 0% GR 0 ×1 Link 40% ML 0 1-8 EP 18 BP 0% CN 3 70%-39% 14 Autopilot 12 5 MG 3 Blast Shot ⅡPanic Shot Ⅰ Vyzov Ⅱ Vyzov Ⅱ 860 / 860 Be-11 R Hand 金 280 2% 6% SG 0 Vyzov Ⅱ 430 / 430 BZ R Hand 84 18 / 18 18 RF 0 Vyzov Ⅱ 430 / 430 No Items 84 BZ 3 Vyzov Ⅱ 570 / 570 140×1+50×4 70 Jetpack Systems 80% MS 3 2Legs 4 20 経験値 100 Attack 80% RK 3 JP33-Drossel Move:7(2)Wait:1 6 Move 0% GR 0 ×1 Link 40% ML 0 1-8 EP 18 BP 0% CN 3 70%-39% 15 Autopilot 12 5 MG 3 Blast Shot ⅡPanic Shot Ⅰ Vyzov Ⅱ Vyzov Ⅱ 860 / 860 Be-11 R Hand 金 280 2% 6% SG 0 Vyzov Ⅱ 430 / 430 BZ R Hand 84 18 / 18 18 RF 0 Vyzov Ⅱ 430 / 430 No Items 84 BZ 3 Vyzov Ⅱ 570 / 570 140×1+50×4 70 Jetpack Systems 80% MS 3 2Legs 4 20 経験値 100 Attack 80% RK 3 JP33-Drossel Move:7(2)Wait:1 6 Move 0% GR 0 ×1 Link 40% ML 0 1-8 EP 18 BP 0% CN 3 70%-39% 16 Autopilot 11 2 MG 0 Tackle Ⅱ Oborona Ⅱ Oborona Ⅱ 1600 / 1600 Volna Volna Wildgoose L Hand 金 554 0% 6% SG 0 Oborona Ⅱ 800 / 800 KN KN RK L Hand 70 24 / 24 23 RF 0 Oborona Ⅱ 800 / 800 No Items 70 BZ 0 Oborona Ⅱ 1070 / 1070 90×1 90×1 368×1 112 Jetpack Systems 30% MS 0 2Legs 4 ∞ ∞ 3 経験値 100 Attack 40% RK 3 JP2-Plover Move:4(2)Wait:0 1 1 14 Move 0% GR 3 ×1 ×1 ×1 Link 0% ML 2 1-1 1-1 8-12 EP 15 BP 0% CN 0 100%-100% 100%-100% 3 上へ
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TIMER ScriptVOTE COUNTER ScriptGrammarian DutiesTable Topics Master Do s and Don tsEvaluatior Do s and Don tsJargonsTIMER My job as the Timer is to keep track of the time each table topic speaker, prepared speaker, and evaluator spends. The timing starts with the first verbal or non-verbal form of communication with the audience. Each table topic speaker is given two minutes. I will raise the green card when the speaker has spoken for one minute, the amber card at one minute and 30, and the red at two minutes. The speaker must wind up his or her remarks within 30 seconds after the red card, although it will remain displayed until the speech is concluded. Any speaker who speaks for less than one minute or more than two minutes 30 is eligible for awards. Each evaluator is given three minutes. The timing is two minute, two minute and 30, and three minutes. followed by the 30-seconds leeway after red. Timing for each prepared speaker depends on his or her project. For today the first three speakers will speak for four to six minutes, and the fans will be raised at four, five, and six. The fourth speaker will speak for eight to ten minutes and the timing will be eight, nine, and ten followed by 30-seconds leeway. (I also time one minute of silence between prepared speeches, for you to write feedback to prepared speakers. I will report the result of timing at the end of each session.) Timer s Report First speaker (Name) spoke for 1minute 30 (seconds) Second speaker (Name) ...VOTE COUNTER My role as vote counter is to count the number of votes after each session to choose the best speaker of the session. Please fill in your ballot and cast it in these boxes. I will tally the vote and pass the results to TMOD. At the end of the meeting, TMOD announces the Best Table Topics Speaker, the Best Evaluator, and the Best Prepared Speaker. All speakers, please do your best.Grammarian Duties Records grammatical errors and nice expressions made during the meeting and report.Makes a GRAHCO report toward the end of the meeting.Table Topics Master * First state your table topics question, and then assign. This allows audience to get involved as they think they might be assigned. * Create topics that are short and answerable. * Whenever possible don t offer Table Topics participation to scheduled speakers so that they can concentrate on their roles Evaluator Here are tips to help your evaluation * Contact your assigned speaker prior to the meeting to know the title, the project number and the objectives of the speaker s project. Evaluators often request the speech script in advance. * Make your evaluation based on the objectives of the speech.. * Evaluations that is all praise is called a white Wash. Try to find at least one suggestion for improvement no matter how good the speech is. * Your evaluation is only your opinion. Avoid expressions that sound authoritative such as you should have , We thought and Why did you . More honest and suitable expressions are I think and I felt . * Always remember to show respect to the speaker, and conclude your evaluation in a positive and upbeat tone. Give your evaluation in a manner that the speaker feels encouraged. * Your evaluation is intended for the improvement of the speaker. Don t make it an opportunity to create your own speech , embarras the person or boast your knowledge.JARGONSSAA reads surgent at arms . This officer welcomes guests at the door and arrange for venue, meal reservations and cancellations.TM reads toastmaster and not tea em . When you call a member during a meeting, say toastmaster so and so .Vote counter handles ballots used at regular meetings. Only one name is written in this ballot used to choose the best table topics speaker, best evaluater and best prepared speaker respectively. Tally counter handles tally sheets used at contests. The first, second, and third best speakers are written in each sheet used by contest judges and the results are tallied. Therefore the sheet is called a tally sheet, and not a ballot, and the role is called the Tally counter. The information on this Web site is for the sole use of Toastmasters’members, for Toastmasters business only. It is not to be used for solicitation and distribution of non-Toastmasters materials or information. (c) 2005-2010 Aoyama Lunch Toastmasters Club The names Toastmasters International , Toastmasters and the Toastmasters International emblem are trademarks protected in the United States, Canada and other countries where Toastmasters Clubs exist. Unauthorized use is strictly prohibited.
https://w.atwiki.jp/pocketplanes/pages/160.html
HILO [ヒロ] HILO は NORTH AMERICA に位置する人口約 0.1 millionの都市。 HILO Airportは Class 1 の空港。 “THE SUMMIT OF MAUNA KEA NEAR HILO PROVIDES THE CLEAREST VIEW OF THE SKIES OF ANY LOCATION ON EARTH FOR OPTICAL TELESCOPES.” 開港(coins) 1500coins 宣伝(coins) 11500coins レベル1 レベル2 レベル3 アップグレードコスト(coins) - 3000 4500 LAYOVERS 5 10 15 廃港時の払戻(coins) 750 2250 4500 空港 一覧 AFRICA [アフリカ] AL FASHIR・ALGIERS・BAMAKO・BEIRA・BENGHAZI・CAIRO・CAPE TOWN・CASABLANCA・DAKAR・DJIBOUTI・DURBAN・HARARE・IN SALAH・JOHANNESBURG・JUBA・KADUNA・KAMPALA・KANANGA・KHARTOUM・KINSHASA・KISANGANI・LAGOS・LILONGWE・LIVINGSTONE・LOBITO・MAHAJANGA・MOGADISHU・MOMBASA・MONROVIA・NAIROBI・PORT ELIZABETH・PORT SUDAN・TIMBUKTU・TRIPOLI・WINDHOEK・ZANZIBAR ASIA [アジア] ADEN・AHMEDABAD・ANADYR・BAGHDAD・BANGALORE・BANGKOK・BEIJING・BUTWAL・CEBU・CHENGDU・DELHI・DHAKA・GUANGZHOU・HANOI・HARBIN・HONG KONG・HYDERABAD・ISTANBUL・JAKARTA・JERUSALEM・KABUL・KANDAHAR・KARACHI・KOLKATA・KUCHING・KUWAIT CITY・LHASA・MAGADAN・MANILA・MUMBAI・MUSCAT・NAGASAKI・NANPING・NORILSK・NOVOSIBIRSK・OSAKA・PADANG・PALU・PEVEK・PORT MORESBY・RANGOON・RIYADH・SAPPORO・SENDAI・SEOUL・SHANGHAI・SHENYANG・SINGAPORE・TAIPEI・TEHRAN・TIKSI・TOKYO・ULAN BATOR・URUMQI・VLADIVOSTOK・XI AN・XINING・YAKUTSK・YINCHUAN EUROPE [ヨーロッパ] AMSTERDAM・ATHENS・BARCELONA・BEIRUT・BELFAST・BELGRADE・BERGEN・BERLIN・BERN・BORDEAUX・BRUSSELS・BUCHAREST・COPENHAGEN・CORDOBA(SPAIN)・GLASGOW・HAMMERFEST・HELSINKI・KIEV・LISBON・LONDON・LULEA・LYON・MADRID・MANCHESTER・MINSK・MOSCOW・MUNICH・MURMANSK・NAPLES・OSLO・OULU・PARIS・PERM・PRAGUE・REYKJAVIK・RIGA・ROME・ST.PETERSBURG・STOCKHOLM・TBILISI・TRONDHEIM・VENICE・VIENNA・VOLGOGRAD・WARSAW NORTH AMERICA [北アメリカ] ANCHORAGE・ATLANTA・BARROW・BISMARCK・BOSTON・CALGARY・CANCUN・CHARLESTON・CHICAGO・CHIHUAHUA・CINCINNATI・DALLAS・DENVER・DETROIT・EDMONTON・FAIRBANKS・GOOSE BAY・GUATEMALA・HAVANA・HILO・HONOLULU・HOUSTON・INUVIK・IQALUIT・JUNEAU・KANSAS CITY・KETCHIKAN・LAS VEGAS・LOS ANGELES・MEXICO CITY・MIAMI・MINNEAPOLIS・MONTERREY・MONTREAL・NEW ORLEANS・NEW YORK・NOME・NUUK・OAXACA・ORLANDO・OTTAWA・PANAMA CITY・PHILADELPHIA・PHOENIX・PORTLAND・QUEBEC・SALT LAKE CITY・SAN DIEGO・SAN FRANCISCO・SAN JOSE・SANTO DOMINGO・SASKATOON・SEATTLE・SPOKANE・ST.LOUIS・THUNDER BAY・TORONTO・VANCOUVER・WASHINGTON DC・WHITEHORSE・WINNIPEG・YELLOWKNIFE SOUTH AMERICA [南アメリカ] ARAGUAINA・ASUNCION・BARILOCHE・BELEM・BOGOTA・BRASILIA・BUENOS AIRES・CAMPO GRANDE・CARACAS・CORDOBA(ARGENTINA)・CUIABA・CUZCO・EASTER ISLAND・FORTALEZA・GEORGETOWN・IQUITOS・LA PAZ・LIMA・MANAUS・PORTO VELHO・PUNTA ARENAS・QUITO・RECIFE・RIO DE JANEIRO・SALVADOR・SANTIAGO・SAO PAULO・TERESINA OCEANIA [オセアニア] ADELAIDE・ALICE SPRINGS・AUCKLAND・BRISBANE・BROKEN HILL・BROOME・CAIRNS・CHRISTCHURCH・DARWIN・GERALDTON・HOBART・KALGOORLIE・KATHERINE・MELBOURNE・MOUNT ISA・NEWMAN・PERTH・PORT HEDLAND・ROCKHAMPTON・SYDNEY・WELLINGTON
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NORILSK [ノリリスク] NORILSK は ASIA に位置する人口約 0.17 millionの都市。 NORILSK Airportは Class 1 の空港。 “THE NICKEL DEPOSITS OF NORILSK-TALNAKH ARE THE LARGEST NICKEL-COPPER-PALLADIUM DEPOSITS IN THE WORLD.” OPEN(coins) 1875coins 宣伝(coins) 11875coins レベル1 レベル2 レベル3 アップグレードコスト(coins) - 3750 5625 LAYOVERS 5 10 15 CLOSE時の払戻(coins) 937 2812 5625 空港 一覧 AFRICA [アフリカ] AL FASHIR・ALGIERS・BAMAKO・BEIRA・BENGHAZI・CAIRO・CAPE TOWN・CASABLANCA・DAKAR・DJIBOUTI・DURBAN・HARARE・IN SALAH・JOHANNESBURG・JUBA・KADUNA・KAMPALA・KANANGA・KHARTOUM・KINSHASA・KISANGANI・LAGOS・LILONGWE・LIVINGSTONE・LOBITO・MAHAJANGA・MOGADISHU・MOMBASA・MONROVIA・NAIROBI・PORT ELIZABETH・PORT SUDAN・TIMBUKTU・TRIPOLI・WINDHOEK・ZANZIBAR ASIA [アジア] ADEN・AHMEDABAD・ANADYR・BAGHDAD・BANGALORE・BANGKOK・BEIJING・BUTWAL・CEBU・CHENGDU・DELHI・DHAKA・GUANGZHOU・HANOI・HARBIN・HONG KONG・HYDERABAD・ISTANBUL・JAKARTA・JERUSALEM・KABUL・KANDAHAR・KARACHI・KOLKATA・KUCHING・KUWAIT CITY・LHASA・MAGADAN・MANILA・MUMBAI・MUSCAT・NAGASAKI・NANPING・NORILSK・NOVOSIBIRSK・OSAKA・PADANG・PALU・PEVEK・PORT MORESBY・RANGOON・RIYADH・SAPPORO・SENDAI・SEOUL・SHANGHAI・SHENYANG・SINGAPORE・TAIPEI・TEHRAN・TIKSI・TOKYO・ULAN BATOR・URUMQI・VLADIVOSTOK・XI AN・XINING・YAKUTSK・YINCHUAN EUROPE [ヨーロッパ] AMSTERDAM・ATHENS・BARCELONA・BEIRUT・BELFAST・BELGRADE・BERGEN・BERLIN・BERN・BORDEAUX・BRUSSELS・BUCHAREST・COPENHAGEN・CORDOBA(SPAIN)・GLASGOW・HAMMERFEST・HELSINKI・KIEV・LISBON・LONDON・LULEA・LYON・MADRID・MANCHESTER・MINSK・MOSCOW・MUNICH・MURMANSK・NAPLES・OSLO・OULU・PARIS・PERM・PRAGUE・REYKJAVIK・RIGA・ROME・ST.PETERSBURG・STOCKHOLM・TBILISI・TRONDHEIM・VENICE・VIENNA・VOLGOGRAD・WARSAW NORTH AMERICA [北アメリカ] ANCHORAGE・ATLANTA・BARROW・BISMARCK・BOSTON・CALGARY・CANCUN・CHARLESTON・CHICAGO・CHIHUAHUA・CINCINNATI・DALLAS・DENVER・DETROIT・EDMONTON・FAIRBANKS・GOOSE BAY・GUATEMALA・HAVANA・HILO・HONOLULU・HOUSTON・INUVIK・IQALUIT・JUNEAU・KANSAS CITY・KETCHIKAN・LAS VEGAS・LOS ANGELES・MEXICO CITY・MIAMI・MINNEAPOLIS・MONTERREY・MONTREAL・NEW ORLEANS・NEW YORK・NOME・NUUK・OAXACA・ORLANDO・OTTAWA・PANAMA CITY・PHILADELPHIA・PHOENIX・PORTLAND・QUEBEC・SALT LAKE CITY・SAN DIEGO・SAN FRANCISCO・SAN JOSE・SANTO DOMINGO・SASKATOON・SEATTLE・SPOKANE・ST.LOUIS・THUNDER BAY・TORONTO・VANCOUVER・WASHINGTON DC・WHITEHORSE・WINNIPEG・YELLOWKNIFE SOUTH AMERICA [南アメリカ] ARAGUAINA・ASUNCION・BARILOCHE・BELEM・BOGOTA・BRASILIA・BUENOS AIRES・CAMPO GRANDE・CARACAS・CORDOBA(ARGENTINA)・CUIABA・CUZCO・EASTER ISLAND・FORTALEZA・GEORGETOWN・IQUITOS・LA PAZ・LIMA・MANAUS・PORTO VELHO・PUNTA ARENAS・QUITO・RECIFE・RIO DE JANEIRO・SALVADOR・SANTIAGO・SAO PAULO・TERESINA OCEANIA [オセアニア] ADELAIDE・ALICE SPRINGS・AUCKLAND・BRISBANE・BROKEN HILL・BROOME・CAIRNS・CHRISTCHURCH・DARWIN・GERALDTON・HOBART・KALGOORLIE・KATHERINE・MELBOURNE・MOUNT ISA・NEWMAN・PERTH・PORT HEDLAND・ROCKHAMPTON・SYDNEY・WELLINGTON