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https://w.atwiki.jp/sing-sh/pages/294.html
希望へ向う譚詩曲[Long Version] < > 04 13~ 暗闇 → やみ 04 16~ 希望 → ひかり 05 43~ 季節 → とき 05 46~ 未来 → あした 06 52~ 『BRAVERY DEFAULT』 07 03~ 『BRAVERY DEFAULT』 07 33~ 譚詩曲 → バラッド 07 35~ 『希 望 へ 向 う 譚 詩 曲』 → ひかりへむかうバラッド コメント 名前 コメント すべてのコメントを見る
https://w.atwiki.jp/xbox360score/pages/1634.html
Disney-Pixar Brave 項目数:44 総ポイント:1000 難易度: ~900:★☆☆☆☆ ~1000:★★☆☆☆ (Gaelic hero) Kinect対応ソフトだが、実際に対応しているのはおまけのミニゲームのみで、ゲーム本編&実績解除にKinectは不要。 Gaelic hero以外は難易度不問なので、900Gまでは簡単。 最高難易度で始めれば1周クリア+稼ぎ作業で10時間前後でコンプ可能。 ただし、この場合一部の戦闘が難しめでアクションが苦手だとやや辛いレベル。 Digging in the dirt Find the earth charm.(earth charmを発見する。) 5 Toasty Find the fire charm.(fire charmを発見する。) 10 Ice to see you Find the ice charm.(ice charmを発見する。) 15 Everyone knows it s windy Find the wind charm.(wind charmを発見する。) 20 Ante up Purchase an upgrade.(upgradeを1つ購入する。) 10 Full of power Purchase 15 upgrades.(15種類のupgradeを購入する。) 25 Gotta snag em all Purchase all upgrades.(全てのupgradeを購入する。) 40 Carpet runner Collect a tapestry piece.(tapestryの断片を1つ入手する。) 5 Throw rug Complete a tapestry.(tapestryを1つ完成させる。) 20 Wall to wall carpeting Complete all tapestries.(全てのtapestryを完成させる。) 40 Bowsome Collect a bow.(弓矢を1つ入手する。) 5 Bowlicious Collect all bows.(全ての弓矢を集める。) 25 Swordful Collect a sword.(剣を1本入手する。) 5 Swordtacular Collect all swords.(全ての剣を集める。) 25 My fair lassie Collect an outfit.(衣装を1着入手する。) 10 Clothes horse Collect all outfits.(全ての衣装を集める。) 25 Impressive As Merida, defeat 15 enemies in a row without taking damage.(Meridaを操作時にダメージを受ける事なく15体連続で敵を倒す。) 20 Untouchable As Merida, defeat 30 enemies in a row without taking damage.(Meridaを操作時にダメージを受ける事なく30体連続で敵を倒す。) 40 Heating up Defeat 100 enemies using the fire charm.(fire charmで100体の敵を倒す。) 15 On Fire Defeat 250 enemies using the fire charm.(fire charmで250体の敵を倒す。) 25 Cooling off Defeat 100 enemies using the ice charm.(ice charmで100体の敵を倒す。) 15 Ice cold Defeat 250 enemies using the ice charm.(ice charmで250体の敵を倒す。) 25 Breezy Defeat 100 enemies using the wind charm.(wind charmで100体の敵を倒す。) 15 Hurricane Defeat 250 enemies using the wind charm.(wind charmで250体の敵を倒す。) 25 Tremble Defeat 100 enemies using the earth charm.(earth charmで100体の敵を倒す。) 15 Earthquake Defeat 250 enemies using the earth charm.(earth charmで250体の敵を倒す。) 25 Power hungry Defeat 100 enemies using power attack.(power attackで100体の敵を倒す。) 15 Domination Defeat 250 enemies using power attack.(power attackで250体の敵を倒す。) 25 Charge it up Defeat 100 enemies using charged shot.(charged shotで100体の敵を倒す。) 15 Super bow Defeat 250 enemies using charged shot.(charged shotで250体の敵を倒す。) 25 All bunched up As Merida, defeat 5 enemies with a single charged shot.(Meridaを操作時に1発のcharged shotで5体の敵を倒す。) 25 Mum s the word Defeat 100 enemies as Queen Elinor.(Queen Elinorを操作時に100体の敵を倒す。) 15 Get out of my way As Elinor, charge 5 enemies with a single charge attack.(Elinorを操作時に1回のcharge attackで5体の敵に突撃する。) 25 Ranged only Complete a level without using your sword.(任意の1levelを剣を使わずにクリアする。) 25 Triple H s Solve a triplet puzzle.(triplet puzzleを1つ解く。) 10 Brilliant Solve all triplet puzzles.(全てのtriplet puzzleを解く。) 25 Minimum wage Accumulate a total of 1000 currency.(お金を合計1000貯める。) 15 Affluent Accumulate a total of 5000 currency.(お金を合計5000貯める。) 25 Wealthy Accumulate a total of 15000 currency.(お金を合計15000貯める。) 40 Dirty work Cleanse the first waystone.(waystoneを初めて浄化する。) 5 Taking out the trash Defeat the rock golem guardian.(rock golem guardianを倒す。) 20 Mopping up Defeat the harpy guardian.(harpy guardianを倒す。) 35 Great scot Defeat Mor du.(Mor duを倒す。) 50 Gaelic hero Defeat the game on Brave difficulty, without changing it.(難易度Braveで途中で変更する事なくゲームをクリアする。) 100 全般 大体の実績は普通にゲームを進める過程で勝手に解除されるレベル。 回数系の実績は説明文で特に記述がないものは全て累計。 コレクタブルは簡単な場所に配置されているので、よほどあわてん坊な性格でもなければ見逃すことはないと思われる。逃してもチャプターセレクトで取得状況を確認できるので問題はないだろう。 収集物関連の参考動画 http //www.youtube.com/watch?v=0o0LgFPz_kw チートコード タイトルメニューのExtras → Input codeでA・A・X・Aの順でボタンを押すと弓矢が1つアンロックされる。同様にY・Y・X・Aで剣が1つアンロック。 これらを使っても実績解除への支障はないが、特に強い武器という感じでもないので無理に使う必要はないかも。 Gaelic hero 説明通り途中で難易度変更はダメ。一旦難易度を下げた後にチャプターセレクトでBraveで再クリアしてもダメ。 New gameで難易度Braveで開始して、そのままALLクリアしなくてはならない。 チェックポイントが頻繁に入り、死亡後は体力MAX&Power Attackゲージ引継ぎでリスタートなので 初プレイでBraveでも大部分は何度か死につつも進める程度の難易度だが、 被ダメが全般に高く、一部のボス戦では2,3回喰らうと死んでしまうのが厳しい。 アップグレードが攻撃系ばかりなので、結局自力で回避できないと打開できないのもネック。 難易度の変更はいつでも可能なので、どうしても無理そうならEasyに変更してもそのまま900Gまではすんなり解除できるが、 この実績だけはまたNew gameで一からやり直し(クリア後のステータス引継ぎ等もない)となる事はお忘れなく。 難所1:石巨人(Buried Passageボス) 巨人の投石は爆風にも判定があり避けにくい上に、難易度Braveで喰らうと体力ゲージが半分以上減ってしまう。 投げる前に巨人が唸り声を上げるので、画面外からの投石はこれを合図に避けること。 ジェネレーターから増援ザコがどんどん湧いてくるのでまずはこれらを処理しなくてはならないが、ザコ達の耐久力・攻撃力も高くランダム要素も入るためアドリブで捌くしかない。 フィールドから転落してもダメージは低いので、フィールド端付近で回避がキツそうならタイミング良く飛び降りた方がマシな場合も多い。 ここの敵の弱点は全て風属性だが、風の溜め撃ちは密着しないとダメージ効率が悪く使いづらい。 氷の溜め撃ち(ボス以外は凍らせたままハメ殺せる)と大地の溜め撃ち(遠距離でも安定して削れる)が遠距離戦で有効なので試してみるといい。 それぞれの強化や溜め時間の短縮も買えばさらに楽になるだろう。 難所2:炎の猪(最終面ボスラッシュ2戦目) 突進が避けづらく、軌跡上にダメージ床が残るのも厄介。 増援ザコは無限湧きではないものの、打ち止めを狙うならかなりの数を倒さなくてはならない。 炎系のザコは氷属性で普通に倒し、あしらいやすい木人ザコを倒さず放置して(氷の溜め撃ちで足止めも有効)ボスに集中攻撃するとよい。 石巨人戦と同様、キツイ状況では飛び降りる選択肢があるのも忘れずに。 Ranged only 剣攻撃(Xボタン)を使わずに任意のチャプターをクリアすれば解除。 素振りでもダメ。とはいえ、弓矢が強いゲームなので剣を使わずともクリアは余裕で可能。 Minimum wage / Affluent / Wealthy 所持金ではなく獲得額の累計なので、貯め込まずにどんどん買い物をしても大丈夫。 Gotta snag em all 1周クリア分だけでは全然コインが足りない為、稼ぎが必要になる。 ゲームクリア後に難易度をEasyに下げて、最終面のラスボスまで普通に進める。 ラスボス連戦はボス本体を無視して取り巻きの雑魚のみを打ち止めになるまで倒し続ける(Easyなら被ダメが低くゴリ押しでもまず死なない)。 これで1周30分程度で5,000~6,000は稼げ、5~6周もすれば全購入分に到達するだろう。 未解除のキル系実績はこの稼ぎ中に順次解除していけばいい。
https://w.atwiki.jp/fairyfantasia0/
FairyFantasia最新作!! DMM初!!ゲーム内でコミックが読める!! FairaFantasiaの世界より過去の世界で物語は紡がれる…。 君は伝説の戦士となり妖精の国を救うのだ!! 今度はなんとコミックがゲーム内で読めちゃう!?可愛い妖精と一緒に世界の謎を解き明かそう!! 臨場感あふれる超エロコミックバトルゲームここに再誕!!! このwikiはDMMが提供するアダルトソーシャルゲーム「Fairy Fantasia0」の攻略wikiです。
https://w.atwiki.jp/bukkitdevelop/
このページは、Bukkitプラグインを開発したい人、開発中の人に向けた開発支援情報を『個人的』に発信しているサイトです。 Bukkitの情報 Bukkit Documentation github CraftBukkit github Bukkit プラグインの開発 Bukkitのプラグインは、BukkitのプラグインマネージャーにListenerインターフェースをインプリメントしたクラスを登録することで機能します。~ Bukkitからプラグインへの呼び出しはCIにより動的にロードされ呼び出されます。リスナーが該当するイベントを処理するメソッドを定義していない場合はBukkitはそのプラグインへのリスナーメソッドの呼び出しをおこないません。 ビルド方法 mavenを使っているためコマンドの実行により簡単にコンパイル・ビルドを行う事ができます。 「mvn compile」でアーティファクトのコンパイルを行う事ができます。 「mvn package」でアーティファクトのビルドを行います。packageを指定した場合のビルドは、コンパイル・テスト・パッケージングまでを行います。 mvn compile [INFO] Scanning for projects... [INFO] [INFO] ------------------------------------------------------------------------ [INFO] Building Bukkit 1.0.0 [INFO] ------------------------------------------------------------------------ [INFO] [INFO] --- maven-resources-plugin 2.5 resources (default-resources) @ BukkitStudyKit --- [debug] execute contextualize [WARNING] Using platform encoding (UTF-8 actually) to copy filtered resources, i.e. build is platform dependent! [INFO] Copying 1 resource [INFO] [INFO] --- maven-compiler-plugin 2.0.2 compile (default-compile) @ BukkitStudyKit --- [INFO] Compiling 2 source files to /home/atachimiko/bukkit/BukkitStudyKit/target/classes [INFO] ------------------------------------------------------------------------ [INFO] BUILD SUCCESS [INFO] ------------------------------------------------------------------------ [INFO] Total time 3.297s [INFO] Finished at Mon Feb 01 18 03 23 JST 2013 [INFO] Final Memory 8M/21M [INFO] ------------------------------------------------------------------------ mvn package [INFO] Scanning for projects... [INFO] [INFO] ------------------------------------------------------------------------ [INFO] Building BukkitStudyKit 1.0.0 [INFO] ------------------------------------------------------------------------ [INFO] [INFO] --- maven-resources-plugin 2.5 resources (default-resources) @ BukkitStudyKit --- [debug] execute contextualize [WARNING] Using platform encoding (UTF-8 actually) to copy filtered resources, i.e. build is platform dependent! [INFO] Copying 1 resource [INFO] [INFO] --- maven-compiler-plugin 2.0.2 compile (default-compile) @ BukkitStudyKit --- [INFO] Nothing to compile - all classes are up to date [INFO] [INFO] --- maven-resources-plugin 2.5 testResources (default-testResources) @ BukkitStudyKit --- [debug] execute contextualize [WARNING] Using platform encoding (UTF-8 actually) to copy filtered resources, i.e. build is platform dependent! [INFO] skip non existing resourceDirectory /home/atachimiko/bukkit/BukkitStudyKit/src/test/resources [INFO] [INFO] --- maven-compiler-plugin 2.0.2 testCompile (default-testCompile) @ BukkitStudyKit --- [INFO] No sources to compile [INFO] [INFO] --- maven-surefire-plugin 2.10 test (default-test) @ BukkitStudyKit --- [INFO] No tests to run. [INFO] Surefire report directory /home/atachimiko/bukkit/BukkitStudyKit/target/surefire-reports T E S T S Results Tests run 0, Failures 0, Errors 0, Skipped 0 [INFO] [INFO] --- maven-jar-plugin 2.3.2 jar (default-jar) @ BukkitStudyKit --- [INFO] Building jar /home/atachimiko/bukkit/BukkitStudyKit/target/BukkitStudyKit-1.0.0.jar [INFO] ------------------------------------------------------------------------ [INFO] BUILD SUCCESS [INFO] ------------------------------------------------------------------------ [INFO] Total time 1.637s [INFO] Finished at Mon Feb 11 19 01 10 JST 2013 [INFO] Final Memory 5M/15M [INFO] ------------------------------------------------------------------------
https://w.atwiki.jp/nwnnwn/pages/20.html
ジャスパーAIのOnSpawnに入るスクリプトの翻訳。 性能は高いがOnSpawn以外難しくて弄れないのが難 /************************ [On Spawn] ******************************************* Filename j_ai_onspawn or nw_c2_default9 ******************** [On Spawn] ******************************************* This file contains options that will determine some AI behaviour, and a lot of toggles for turning things on/off. A big read, but might be worthwhile. The documentation is actually fully in the readme files, under the name "On Spawn.html", under "AI File Explanations". The order of the options - Important Spawn Settings N/A - Targeting Fleeing (AI_TARGETING_FLEE_MASTER) - Fighting Spells (AI_COMBAT_MASTER) - Other Combat - Healing, Skills Bosses (AI_OTHER_COMBAT_MASTER) - Other - Death corpses, minor things (AI_OTHER_MASTER) - User Defined (AI_UDE_MASTER) - Shouts N/A - Default Bioware settings (WP s, Anims)(NW_GENERIC_MASTER) The OnSpawn file is a settings file. These things are set onto a creature, to define cirtain actions. If more than one creature has this script, they all use the settings, unless If/Else statements are used somehow. There is also the process of setting any spells/feats availible, and hiding and walk waypoints are started. Other stuff - Targeting is imporant -D - If you delete this script, there is a template for the On Spawn file in the zip it came in, for use in the "scripttemplate" directory. ************************* [History] ******************************************** Note I have removed - Default "Teleporting" and exit/return (this seemed bugged anyway, or useless) - Spawn in animation. This can be, of course, re-added. - Day/night posting. This is uneeded, with a changed walk waypoints that does it automatically. Changes from 1.0-1.2 - All constants names are changed, I am afraid. - Added Set/Delete/GetAIInteger/Constant/Object. This makes sure that the AI doesn t ever interfere with other things - it pre-fixes all stored things with AI_INTEGER_ (and so on) ************************* [Workings] ******************************************* Note You can do without all the comments (it may be that you don t want the extra KB it adds or something, although it does not at all slow down a module) so as long as you have these at the end AI_SetUpEndOfSpawn(); DelayCommand(2.0, SpawnWalkWayPoints()); Oh, and the include file (Below, "j_inc_spawnin") must be at the top like here. Also recommended is the AI_INTELLIGENCE and AI_MORALE being set (if not using custom AI). ************************* [Arguments] ****************************************** Arguments GetIsEncounterCreature ************************* [On Spawn] ******************************************/ // Treasure Includes - See end of spawn for uncomment options. //#include "nw_o2_coninclude" // Uncomment this if you want default NwN Treasure - Uses line "GenerateNPCTreasure()" at the end of spawn. // - This generates random things from the default pallet based on the creatures level + race //#include "x0_i0_treasure" // Uncomment this if you want the SoU Treasure - Uses line "CTG_GenerateNPCTreasure()" at the end of spawn. // - This will spawn treasure based on chests placed in the module. See "x0_i0_treasure" for more information. // This is required for all spawn in options! #include "j_inc_spawnin" void main() { /************************ [Important Spawn Settings] **************************/ SetAIInteger(AI_INTELLIGENCE, 10); // クリーチャーの頭の良さ // Intelligence value of the creauture. Can be 1-10, read readme s for help. SetAIInteger(AI_MORALE, 10); // 士気、これが-1以下になるとクリーチャーは逃げ出す // Will save (See readme). Remember -1 or below means they always flee. //SetCustomAIFileName("CUSTOM_AI_FILE"); // カスタムAIファイル。これが設定されてるとアニメーションのみ適用される。 // Sets our custom AI file. Really, only animation settings will apply when this is set. // - Can sort actions against a imputted target (EG On Percieved enemy) by // "GetLocalObject(OBJECT_SELF, "AI_TEMP_SET_TARGET");" /************************ [Important Spawn Settings] **************************/ /************************ [Targeting] ****************************************** 攻撃対象を選ぶ時の設定 All targeting settings. ************************* [Targeting] *****************************************/ //SetSpawnInCondition(AI_FLAG_TARGETING_LIKE_LOWER_HP, AI_TARGETING_FLEE_MASTER); // 最もHPの低い敵を攻撃するようになる // We only attack the lowest current HP. //SetSpawnInCondition(AI_FLAG_TARGETING_LIKE_LOWER_AC, AI_TARGETING_FLEE_MASTER); // 最もACの低い敵を攻撃するようになる // We only attack the lowest AC (as in 1.2). //SetSpawnInCondition(AI_FLAG_TARGETING_LIKE_LOWER_HD, AI_TARGETING_FLEE_MASTER); // 最もヒットダイスの低い敵を攻撃するようになる // Target the lowest hit dice //SetSpawnInCondition(AI_FLAG_TARGETING_LIKE_MAGE_CLASSES, AI_TARGETING_FLEE_MASTER); // 一番近いメイジかソーサラーに向かうようになる // We go straight for mages/sorcerors. Nearest one. //SetSpawnInCondition(AI_FLAG_TARGETING_LIKE_ARCHERS, AI_TARGETING_FLEE_MASTER); // 一番近い飛び道具を持ってる相手に向かうようになる // We go for the nearest enemy with a ranged weapon equipped. //SetSpawnInCondition(AI_FLAG_TARGETING_LIKE_PCS, AI_TARGETING_FLEE_MASTER); // 一番近いPCに向かうようになる(乱戦用? // We go for the nearest seen PC enemy. //SetAIConstant(AI_FAVOURED_ENEMY_RACE, RACIAL_TYPE_HUMAN); // 最も近い特定種族を攻撃するようになる、RACIALタイプで人種を選べる // 人間の肉が好きなクリーチャーとか作れそう // The AI attacks the nearest enemy, seen, of this race. Use the RACIAL_* constants. //SetAIConstant(AI_FAVOURED_ENEMY_CLASS, CLASS_TYPE_BARD); // 最も近い特定クラスを攻撃するようになる、CLASSタイプでクラスを選べる // ウィザードを一番に狙うクリーチャーとか作れそう // The AI attacks the nearest enemy, seen, of this class. Use the CLASS_* constants. // Target changing - see readme for info. //SetAIInteger(AI_MAX_TURNS_TO_ATTACK_ONE_TARGET, 6); // 同じ敵を無条件に攻撃し続ける最大ラウンド数。このRが過ぎると攻撃対象を再チェックする。 // Maximum rounds to attack the current target, before re-checking. // %で攻撃対象を再チェックします、上から物理攻撃、距離、詠唱。 // % Chance to re-set each target type each round (Could result in current target still) //SetAIInteger(AI_MELEE_LAST_TO_NEW_TARGET_CHANCE, 20); //SetAIInteger(AI_RANGED_LAST_TO_NEW_TARGET_CHANCE, 20); //SetAIInteger(AI_SPELL_LAST_TO_NEW_TARGET_CHANCE, 20); //この設定をオンにした場合、PCだけを攻撃するようになる // We only target PC s if there are any in range if this is set //SetSpawnInCondition(AI_FLAG_TARGETING_FILTER_FOR_PC_TARGETS, AI_TARGETING_FLEE_MASTER); // Main explanation of AI_SetAITargetingValues, see the AI readme (spawn file) //注意:例えばTARGETING_ACをオフにした場合、対象のACをチェックしません //(どうも処理を軽くするためにACの値自体を習得しない模様) // - Remember, uncommenting one will just ignore it (so will never check target s // AC without TARGETING_AC on) AI_SetAITargetingValues(TARGETING_MANTALS, TARGET_LOWER, i1, i12); // 呪文の詠唱に対して、対象にされているかボーっとしてる時に反応する // Spell mantals are checked only for the spell target. Either Absense of or got any. AI_SetAITargetingValues(TARGETING_RANGE, TARGET_HIGHER, i2, i9); // Range - very imporant! Basis for all ranged/spell attacks. // 遠距離の飛び道具/呪文攻撃を行う相手を優先的に攻撃する AI_SetAITargetingValues(TARGETING_AC, TARGET_LOWER, i2, i6); // ACは全ての物理攻撃に適用されます。低い相手を狙う。 // AC is used for all phisical attacks. Lower targets lower (By default). AI_SetAITargetingValues(TARGETING_SAVES, TARGET_LOWER, i2, i4); // 呪文による攻撃に反応する。 // Used for spell attacks. Saves are sorta a AC versus spells. // Phisical protections. Used by spells, ranged and melee. // ジャスパーは単純に(HPの低い)戦士か、メイジを(優先的に!)狙います。 // Jasperre - simple check if we are a fighter (hit lower phisicals) or a //mage (attack higher!) if(GetBaseAttackBonus(OBJECT_SELF) ((GetHitDice(OBJECT_SELF)/2) + 1)) { // Fighter/Clerics (It is over a mages BAB + 1 (IE 0.5 BAB/Level) target lower AI_SetAITargetingValues(TARGETING_PHISICALS, TARGET_LOWER, i2, i6); } else { // Mages target higher (so dispel/elemental attack those who fighters // cannot hit as much). (the lowest BAB, under half our hit dice in BAB) AI_SetAITargetingValues(TARGETING_PHISICALS, TARGET_HIGHER, i1, i5); } // Base attack bonus. Used for spells and phisical attacks. Checked with GetBaseAttackBonus. AI_SetAITargetingValues(TARGETING_BAB, TARGET_LOWER, i1, i4); // Hit dice - how powerful in levels the enemy is. Used for all checks. AI_SetAITargetingValues(TARGETING_HITDICE, TARGET_LOWER, i1, i3); //AI_SetAITargetingValues(TARGETING_HP_PERCENT, TARGET_LOWER, i1, i3); //AI_SetAITargetingValues(TARGETING_HP_CURRENT, TARGET_LOWER, i1, i3); //AI_SetAITargetingValues(TARGETING_HP_MAXIMUM, TARGET_LOWER, i1, i3); // The HP s are the last thing to choose a target with. /************************ [Targeting] *****************************************/ /************************ [Fleeing] ******************************************** 逃走 - ここで逃げる条件のオンオフを行う。 Fleeing - these are toggled on/off by FEARLESS flag. 知力3以下のクリーチャーはただ走って逃げ、4以上なら仲間の所に行くか逃げないでしょう。 3 or under intelligence will just run away. 4 or more will know where allies are, and if there are none, will not run. ************************* [Fleeing] *******************************************/ SetSpawnInCondition(AI_FLAG_FLEEING_FEARLESS, AI_TARGETING_FLEE_MASTER); // 逃げません。これがセットされているとスクリプトは終了します。 // Forces them to not flee. This may be set with AI_SetMaybeFearless at the end. //SetSpawnInCondition(AI_FLAG_FLEEING_NEVER_FIGHT_IMPOSSIBLE_ODDS, AI_TARGETING_FLEE_MASTER); // これがオンになっていると8ヒットダイス以上の敵からは逃れようとします // This will make the creature never fight against impossible odds (8HD+ different) //SetSpawnInCondition(AI_FLAG_FLEEING_TURN_OFF_GROUP_MORALE, AI_TARGETING_FLEE_MASTER); // これはどんな種類のグループ士気もオフにします。 // This turns OFF any sort of group morale bonuses. //SetAIInteger(AMOUNT_OF_HD_DIFFERENCE_TO_CHECK, -2); // 敵のヒットダイスがこの範囲なら士気チェックをしません // If enemy is within this amount of HD, we do not check morale. //SetAIInteger(BASE_MORALE_SAVE, 20); // Base DC of the will save. It is set to 20 + HD difference - Morale - Group morale mod. //SetAIInteger(HP_PERCENT_TO_CHECK_AT, 80); // 士気チェックを行うHP%、勝てない敵と判断する訳ではありません // %HP needed to be at to check morale. This doesn t affect "Never fight impossible odds" //SetSpawnInCondition(AI_FLAG_FLEEING_NO_OVERRIDING_HP_AMOUNT, AI_TARGETING_FLEE_MASTER); // This will turn off overriding HP checks. AI may decide to run even // not at the %HP above, this turns the checks off. //SetAIInteger(AI_DAMAGE_AT_ONCE_FOR_MORALE_PENALTY, GetMaxHitPoints()/6); // 最大HPの6分の1のダメージを受けると士気が下がります。 // Damage needed to be done at once to get a massive morale penalty (Below) //SetAIInteger(AI_DAMAGE_AT_ONCE_PENALTY, 6); // 上記の設定がオンになっている場合の、士気を減少させる値 // Penalty for the above, set for some time to negativly affect morale. Added to save DC for fleeing. //SetSpawnInCondition(AI_FLAG_FLEEING_FLEE_TO_NEAREST_NONE_SEEN, AI_TARGETING_FLEE_MASTER); // (?)セットすると逃げる時もっとも近い仲間の所へ行き、連れて戻ってくる // If set, just runs to nearest non-seen ally, and removes the loop for a good group of allies to run to. //SetSpawnInCondition(AI_FLAG_FLEEING_FLEE_TO_OBJECT, AI_TARGETING_FLEE_MASTER); // 設定すると下記のタグを持つ最も近いオブジェクトまで逃走するでしょう // They will flee to the nearest object of the tag below, if set. //SetLocalString(OBJECT_SELF, AI_FLEE_OBJECT, "BOSS_TAG_OR_WHATEVER"); // 上記の設定を使う場合は、これを設定する必要があるでしょう // This needs setting if the above is to work. /************************ [Fleeing] *******************************************/ /************************ [Combat - Fighters] ********************************** Fighter (Phiscal attacks, really) specific stuff - disarmed weapons, better at hand to hand, and archer behaviour. ************************* [Combat - Fighters] *********************************/ SetSpawnInCondition(AI_FLAG_COMBAT_PICK_UP_DISARMED_WEAPONS, AI_COMBAT_MASTER); // 何も装備して無い場合、武器を探して装備します // This sets to pick up weapons which are disarmed. //SetAIInteger(AI_RANGED_WEAPON_RANGE, 3); // これは遠距離武器を使用しているクリーチャーが近距離武器に持ち帰る距離です // This is the range at which they go into melee (from using a ranged weapon). Default is 3 or 5. //SetSpawnInCondition(AI_FLAG_COMBAT_BETTER_AT_HAND_TO_HAND, AI_COMBAT_MASTER); // 物凄い勢いで突っ込んで欲しい時はセットして下さい // Set if you want them to move forwards into HTH sooner. Will always // if the enemy is a mage/archer, else % based on range. //SetSpawnInCondition(AI_FLAG_COMBAT_ARCHER_ATTACKING, AI_COMBAT_MASTER); // 射手用の設定で、もし味方の支援があるなら後方に逃走して射撃します // For archers. If they have ally support, they d rather move back shoot then go into HTH. //SetSpawnInCondition(AI_FLAG_COMBAT_ARCHER_ALWAYS_MOVE_BACK, AI_COMBAT_MASTER); // これは強制的に攻撃者から逃走させて弓を打たせます。殴りあう機械はごく僅かになるでしょう // This forces the move back from attackers, and shoot bows. Very small chance to go melee. //SetSpawnInCondition(AI_FLAG_COMBAT_ARCHER_ALWAYS_USE_BOW, AI_COMBAT_MASTER); // いかなるときも弓を使うようになります // This will make the creature ALWAYs use any bows it has. ALWAYS. //SetSpawnInCondition(AI_FLAG_COMBAT_NO_GO_FOR_THE_KILL, AI_COMBAT_MASTER); // 死に掛けて倒れてるPCやHPの低いPCを狙うようになります // これはAIレベルが9~10の範囲でしか適用されません // Turns off any attempts to kill dying PCs, or attack low hit point people. // This is only ever attempted at 9 or 10 intelligence anyway. /************************ [Combat - Fighters] *********************************/ /************************ [Combat - Spell Casters] ***************************** スペルキャスターAIはかなり改良され、全てのスペルから無作為に選ぶようになりました。 マジックミサイルの代わりにネガティブエナジーレイを打つこともあります。 Spellcaster AI has been improved significantly. As well as adding all new spells, now spellcasters more randomly choose spells from the same level (EG they may choose not to cast magic missile, and cast negative energy ray instead). カウンタースペル、早い段階での強化、チートスペル、ディスペル、スペルトリガー、 長射程呪文による先制攻撃、耐性呪文、AOEセッティングなどのオプションも含まれます。 There are also options here for counterspelling, fast buffing, Cheat cast spells, dispelling, spell triggers, long ranged spells first, immunity toggles, and AOE settings. ************************* [Combat - Spell Casters] ****************************/ //SetSpawnInCondition(AI_FLAG_COMBAT_LONGER_RANGED_SPELLS_FIRST, AI_COMBAT_MASTER); // 呪文を唱えるのに移動しなくて良い場合は詠唱します。 // 長射程、中射程、短射程の順に唱えます(敵が僕のところに来ない時だけね!) // Casts spells only if the caster would not move into range to cast them. // IE long range spells, then medium, then short (unless the enemy comes to us!) //SetSpawnInCondition(AI_FLAG_COMBAT_FLAG_FAST_BUFF_ENEMY, AI_COMBAT_MASTER); // 敵が40m以内に入った段階で味方に強化魔法を使う。 // When an enemy comes in 40M, we fast-cast many defensive spells, as if prepared. //SetSpawnInCondition(AI_FLAG_COMBAT_SUMMON_FAMILIAR, AI_COMBAT_MASTER); // バッジャーかバットを使い間として呼び出す。 // The caster summons thier familiar/animal companion. Either a nameless Bat or Badger respectivly. //カウンタースペル/ディスペル // Counterspelling/Dispelling... // これらのチェックは対象クラスが20M以内に入った場合に作動します // It checks for these classes within the 20M counterspell range. //SetSpawnInCondition(AI_FLAG_COMBAT_COUNTER_SPELL_ARCANE, AI_COMBAT_MASTER); // 秘術呪文使い(ウィザード/ソーサラー)に対してカウンタースペルを試みます // If got dispels, it counterspells Arcane (Mage/Sorceror) spellcasters. //SetSpawnInCondition(AI_FLAG_COMBAT_COUNTER_SPELL_DIVINE, AI_COMBAT_MASTER); // 神聖呪文使い(クレリック/ドルイド)に対してカウンタースペルを試みます // If got dispels, it counterspells Divine (Cleric/Druid) spellcasters. //SetSpawnInCondition(AI_FLAG_COMBAT_COUNTER_SPELL_ONLY_IN_GROUP, AI_COMBAT_MASTER); // おすすめ、5人以上の仲間が居るときだけカウンタースペルを試みます // Recommended. Only counterspells with 5+ allies in group. //SetSpawnInCondition(AI_FLAG_COMBAT_DISPEL_MAGES_MORE, AI_COMBAT_MASTER); // Targets seen mages to dispel, else uses normal spell target. SetSpawnInCondition(AI_FLAG_COMBAT_DISPEL_IN_ORDER, AI_COMBAT_MASTER); // 何時でもディスペルを行う訳ではなく、幾つかの重要な呪文を優先して解除を行い、他を遅らせます。 // This will make the mage not dispel just anything all the time, but important (spell-stopping) // things first, others later, after some spells. If off, anything is dispelled. // AOE s(恐らく味方を巻き込むタイプの範囲攻撃) //SetSpawnInCondition(AI_FLAG_COMBAT_NEVER_HIT_ALLIES, AI_COMBAT_MASTER); // 優先される設定、味方に当てないように範囲攻撃を使う // Override toggle. Forces to never cast AOE s if it will hit an ally + harm them. //SetSpawnInCondition(AI_FLAG_COMBAT_AOE_DONT_MIND_IF_THEY_SURVIVE, AI_COMBAT_MASTER); // 打っても生き残りそうな仲間なら、目標ごと爆破します。(訳者とそっくりだ(笑) // Allies who will survive the blast are ignored for calculating best target. //SetAIInteger(AI_AOE_ALLIES_LOWEST_IN_AOE, 3); // デフォルト3、この数より巻き込みそうなら止めます。 // Defualt 3. If amount of allies in blast radius are equal or more then // this, then that location is ignored. //SetAIInteger(AI_AOE_HD_DIFFERENCE, -8); // デフォルト-8、これよりヒットダイスの低い仲間は無視して打ちます // Very weak allies (who are not comparable to us) are ignored if we would hit them. // For these 2, if neither are set, the AI will choose AOE more if there are // lots of enemies, or singles if there are not many. //SetSpawnInCondition(AI_FLAG_COMBAT_SINGLE_TARGETING, AI_COMBAT_MASTER); // 単体向けスペルを優先して使うでしょう // For Same-level spells, single target spells are used first. //SetSpawnInCondition(AI_FLAG_COMBAT_MANY_TARGETING, AI_COMBAT_MASTER); // 範囲攻撃スペルを優先して使うでしょう // For Same-level spells, AOE spells are used first. SetSpawnInCondition(AI_FLAG_COMBAT_IMPROVED_INSTANT_DEATH_SPELLS, AI_COMBAT_MASTER); // 敵がセーブに失敗しそうなら即死スペルを使うでしょう // A few Death spells may be cast top-prioritory if the enemy will always fail saves. SetSpawnInCondition(AI_FLAG_COMBAT_IMPROVED_SUMMON_TARGETING, AI_COMBAT_MASTER); // 対象に攻撃魔法を使うより、サモンクリーチャーを優先して使うでしょう // Will use a better target to summon a creature at (EG Ranged attacker) SetSpawnInCondition(AI_FLAG_COMBAT_IMPROVED_IMMUNITY_CHECKING, AI_COMBAT_MASTER); // 耐性チェックをします、賢さ7以上の場合。 // Turns On "GetIsImmune" checks. Auto on for 7+ Intel. SetSpawnInCondition(AI_FLAG_COMBAT_IMPROVED_SPECIFIC_SPELL_IMMUNITY, AI_COMBAT_MASTER); // グローブ系魔法が防ぐスペルレベルをチェックします。 // Turns On checks for Globes levels of spells. Auto on for 9+ Intel. //SetSpawnInCondition(AI_FLAG_COMBAT_MORE_ALLY_BUFFING_SPELLS, AI_COMBAT_MASTER); // とにかく強化魔法を優先して使用します // This will make the caster buff more allies - or, in fact, use spells // to buff allies which they might have not used before. //SetSpawnInCondition(AI_FLAG_COMBAT_USE_ALL_POTIONS, AI_COMBAT_MASTER); // 戦う前に全ての強化ポーションを使用します // Uses all buffing spells before melee. //SetAICheatCastSpells(SPELL_MAGIC_MISSILE, SPELL_ICE_DAGGER, SPELL_HORIZIKAULS_BOOM, SPELL_MELFS_ACID_ARROW, SPELL_NEGATIVE_ENERGY_RAY, SPELL_FLAME_ARROW); // 特別な設定、メイジはいつもこのセットの魔法を使います。 // Special Mages cast for ever with this set. // Spell triggers //SetSpellTrigger(SPELLTRIGGER_NOT_GOT_FIRST_SPELL, FALSE, 1, SPELL_PREMONITION); // This is just an example. See readme for more info. /************************ [Combat - Spell Casters] ****************************/ /************************ [Combat - Dragons] *********************************** 私はドラゴン好きですが、NWNでの彼らは多くの能力を失っています。 これは彼らにそれらの能力を与えるためのものです。 I have a fondness for dragons - in NWN they are deprived of many abilities. Here are some new ones for your enjoyment! Switches and flying for ANYTHING! -) ************************* [Combat - Dragons] **********************************/ //SetSpawnInCondition(AI_FLAG_COMBAT_NO_WING_BUFFET, AI_COMBAT_MASTER); //これはドラゴンに翼の強化を与えます、詳細はReadme。 //This sets so there is no Dragon wing buffet. Readme has details of it. //SetAIInteger(AI_DRAGON_FREQUENCY_OF_BUFFET, 3); // ドラゴンが飛ぶ最小間隔。デフォルトは3Rに一回。 // Min. Amount of Rounds between each buffet. See readme for counter defaults. Def 3 //SetAIInteger(AI_DRAGON_FREQUENCY_OF_BREATH, 3); // ドラゴンがブレスを使用する最小間隔、デフォルトは3。 // Min. Amount of Rounds between each breath use. See readme for counter defaults. Def 3 // Default checks for dragon flying automatic turning on of flying. if(GetLevelByClass(CLASS_TYPE_DRAGON) || GetRacialType(OBJECT_SELF) == RACIAL_TYPE_DRAGON) { SetSpawnInCondition(AI_FLAG_COMBAT_FLYING, AI_COMBAT_MASTER); // これはクラスにドラゴンをもっているか、種族がドラゴンの種族は全て飛ぶようにします。 // This turns ON combat flying. I think anything winged looks A-OK. See readme for info. } /************************ [Combat - Dragons] **********************************/ /************************ [Combat Other - Healers/Healing] ********************* 治療時の振る舞いについて~聖職者に限るものではない。 Healing behaviour - not specifically clerics. See readme. ************************* [Combat Other - Healers/Healing] ********************/ //SetSpawnInCondition(AI_FLAG_OTHER_COMBAT_HEAL_AT_PERCENT_NOT_AMOUNT, AI_OTHER_COMBAT_MASTER); // これが設定されると怪我をするとすぐに治療するようになります。 // if this is set, we ignore the amount we need to be damaged, as long // as we are under AI_HEALING_US_PERCENT. //SetAIInteger(AI_HEALING_US_PERCENT, 50); // HPが何%まで減ったら治療を開始するか。 // % of HP we need to be at until we heal us at all. Default 50 //SetAIInteger(AI_HEALING_ALLIES_PERCENT, 60); // 仲間のHPが何%まで減ったら治療を開始するか。 // % of HP allies would need to be at to heal them Readme = info. Default 60 SetSpawnInCondition(AI_FLAG_OTHER_COMBAT_WILL_RAISE_ALLIES_IN_BATTLE, AI_OTHER_COMBAT_MASTER); // リザレクションやレイズデッドを使用する // Turns on rasing dead with Resurrection/Raise dead. //SetSpawnInCondition(AI_FLAG_OTHER_COMBAT_NO_CURING, AI_OTHER_COMBAT_MASTER); // 全ての回復をオフにします // This turns off all healing. //SetSpawnInCondition(AI_FLAG_OTHER_COMBAT_ONLY_CURE_SELF, AI_OTHER_COMBAT_MASTER); // 味方を治療しなくなります // This turns off ally healing. //SetSpawnInCondition(AI_FLAG_OTHER_COMBAT_ONLY_RESTORE_SELF, AI_OTHER_COMBAT_MASTER); // 味方を蘇生しなくなります // This turns off ally restoring (Remove/Restoration). //SetSpawnInCondition(AI_FLAG_OTHER_COMBAT_USE_BAD_HEALING_SPELLS, AI_OTHER_COMBAT_MASTER); // これは強制的に治療をさせます // This forces all cure spells to be used, check readme. //SetAIInteger(SECONDS_BETWEEN_STATUS_CHECKS, 30); // 動けない状態になったら指定秒の間、何もしないようにします。 // Seconds between when we loop everyone for bad effects like Fear/stun ETC. If not set, done each round. //SetSpawnInCondition(AI_FLAG_OTHER_COMBAT_GIVE_POTIONS_TO_HELP, AI_OTHER_COMBAT_MASTER); // 治療を必要とする仲間にポーションを与えます // ActionGiveItem standard healing potion s to allies who need them, if they possess them. /************************ [Combat Other - Healers/Healing] ********************/ /************************ [Combat Other - Skills] ****************************** ここで設定されていない技能は使ったり使わなかったりします。 Skills are a part of fighting - EG Taunt. These are mainly on/off switches. A creature will *may* use it if they are not set to "NO_" for the skill. ************************* [Combat Other - Skills] *****************************/ // "NO" - 使わせないためのスイッチです // "NO" - This is for forcing the skill NEVER to be used by the combat AI. //"FORCE" - 無理矢理使わせる為のスイッチです // "FORCE" - This forces it on (and to be used), except if they have no got the skill. //SetSpawnInCondition(AI_FLAG_OTHER_COMBAT_NO_PICKPOCKETING, AI_OTHER_COMBAT_MASTER); //SetSpawnInCondition(AI_FLAG_OTHER_COMBAT_FORCE_PICKPOCKETING, AI_OTHER_COMBAT_MASTER); //SetSpawnInCondition(AI_FLAG_OTHER_COMBAT_NO_TAUNTING, AI_OTHER_COMBAT_MASTER); //SetSpawnInCondition(AI_FLAG_OTHER_COMBAT_FORCE_TAUNTING, AI_OTHER_COMBAT_MASTER); //SetSpawnInCondition(AI_FLAG_OTHER_COMBAT_NO_EMPATHY, AI_OTHER_COMBAT_MASTER); //SetSpawnInCondition(AI_FLAG_OTHER_COMBAT_FORCE_EMPATHY, AI_OTHER_COMBAT_MASTER); //SetSpawnInCondition(AI_FLAG_OTHER_COMBAT_NO_HIDING, AI_OTHER_COMBAT_MASTER); //SetSpawnInCondition(AI_FLAG_OTHER_COMBAT_FORCE_HIDING, AI_OTHER_COMBAT_MASTER); //SetSpawnInCondition(AI_FLAG_OTHER_COMBAT_NO_OPENING_LOCKED_DOORS, AI_OTHER_COMBAT_MASTER); //SetSpawnInCondition(AI_FLAG_OTHER_COMBAT_FORCE_OPENING_LOCKED_DOORS, AI_OTHER_COMBAT_MASTER); //SetSpawnInCondition(AI_FLAG_OTHER_COMBAT_NO_USING_HEALING_KITS, AI_OTHER_COMBAT_MASTER); //SetSpawnInCondition(AI_FLAG_OTHER_COMBAT_NO_PARRYING, AI_OTHER_COMBAT_MASTER); //SetSpawnInCondition(AI_FLAG_OTHER_COMBAT_FORCE_PARRYING, AI_OTHER_COMBAT_MASTER); //SetSpawnInCondition(AI_FLAG_OTHER_COMBAT_NO_SEARCH, AI_OTHER_COMBAT_MASTER); //SetSpawnInCondition(AI_FLAG_OTHER_COMBAT_FORCE_SEARCH, AI_OTHER_COMBAT_MASTER); // - Concentration - special notes in the readme //SetSpawnInCondition(AI_FLAG_OTHER_COMBAT_NO_CONCENTRATION, AI_OTHER_COMBAT_MASTER); //SetSpawnInCondition(AI_FLAG_OTHER_COMBAT_FORCE_CONCENTRATION, AI_OTHER_COMBAT_MASTER); /************************ [Combat Other - Skills] *****************************/ /************************ [Combat Other - Leaders] ***************************** リーダーやボスは幾つかの指示を出して士気を高めたり、 多くの仲間を呼び寄せたりします。 Leaders/Bosses can be set to issue some orders and inspire more morale - and bring a lot of allies to a battle at once! ************************* [Combat Other - Leaders] ****************************/ //SetSpawnInCondition(AI_FLAG_OTHER_COMBAT_GROUP_LEADER, AI_OTHER_COMBAT_MASTER); // 特別なリーダーで、特別な指示を出せます、詳しくはreadmeにて // Special leader. Can issuse some orders. See readme for details. //SetSpawnInCondition(AI_FLAG_OTHER_COMBAT_BOSS_MONSTER_SHOUT, AI_OTHER_COMBAT_MASTER); // ボスの叫び声。一回だけ使う~指定範囲内の全てのクリーチャーを呼び寄せる // Boss shout. 1 time use - calls all creatures in X meters (below) for battle! //SetAIInteger(AI_BOSS_MONSTER_SHOUT_RANGE, 60); // デフォルト60m、1つの床パネルのの広さは60m // Defaults to a 60 M range. This can change it. Note 1 toolset square = 10M. /************************ [Combat Other - Leaders] ****************************/ /************************ [Other - Behaviour/Generic] ************************** これらは全く分類不可能な、一般的な行動です。 This is generic behaviours - alright, really it is all things that cannot really be categorised. ************************* [Other - Behaviour/Generic] *************************/ //SetSpawnInCondition(AI_FLAG_OTHER_NO_CLEAR_ACTIONS_BEFORE_CONVERSATION, AI_OTHER_MASTER); // 喋る時に現在の行動を止めません、座ったまま喋ったりします。 // No ClearAllActions() before BeginConversation. May keep a creature sitting. //SetSpawnInCondition(AI_FLAG_OTHER_NO_POLYMORPHING, AI_OTHER_MASTER); // 変身系呪文を使うのを止めさせる // This will stop all polymorphing spells feats from being used. //SetSpawnInCondition(AI_FLAG_OTHER_CHEAT_MORE_POTIONS, AI_OTHER_MASTER); // HPが少なくなってポーションを持っていない場合、それを作成して使う。インチキ。 // If at low HP, and no potion, create one and use it. //SetAIConstant(AI_POLYMORPH_INTO, POLYMORPH_TYPE_WEREWOLF); // ダメージを受けたとき、設定されているクリーチャーに変身する // Polymorph to this creature when damaged (once, natural effect). //AI_CreateRandomStats(-3, 3, 6); // Create (Effect-applied) random statistics. // ステータスをランダムに上下させる値 //AI_CreateRandomOther(-2, 2, -2, 2, -2, 2, -2, 2); // HP、セービングスロー、ACをランダムに上下させる値 // Create (Effect-applied) random HP, saves, AC. //SetSpawnInCondition(AI_FLAG_OTHER_RETURN_TO_SPAWN_LOCATION, AI_OTHER_MASTER); // 発生位置を記憶して、戦闘が終わったらそこに戻るようにします。 // This will store our spawn location, and then move back there after combat. SetSpawnInCondition(AI_FLAG_OTHER_DONT_RESPOND_TO_EMOTES, AI_OTHER_MASTER); // 敵の全ての喋る動作を無視するでしょう // This will ignore ALL chat by PC s (Enemies) who speak actions in Stars - *Bow* //SetSpawnInCondition(AI_FLAG_OTHER_DONT_SHOUT, AI_OTHER_MASTER); // NPC同士でする見えない会話を止めます(AI的な指令や号令を無視する) // Turns off all silent talking NPC s do to other NPC s. //SetSpawnInCondition(AI_FLAG_OTHER_SEARCH_IF_ENEMIES_NEAR, AI_OTHER_MASTER); // 以下に設定された範囲で、より近い敵に攻撃します // 近づいたら無差別攻撃を行うようなゴーレム用? // Move randomly closer to enemies in range set below. //SetAIInteger(AI_SEARCH_IF_ENEMIES_NEAR_RANGE, 25); // その範囲です // This is the range creatures use, in metres. //SetSpawnInCondition(AI_FLAG_OTHER_ONLY_ATTACK_IF_ATTACKED, AI_OTHER_MASTER); // (?)攻撃された時に一回だけ攻撃する // One shot. We won t instantly attack a creature we see. See readme. //SetAIInteger(AI_DOOR_INTELLIGENCE, 1); // 3つの特別な"ドアに対する行動"設定。readmeを読め。動物向け。 // 3 Special "What to do with Doors" settings. See readme. Good for animals. //SetSpawnInCondition(AI_FLAG_OTHER_REST_AFTER_COMBAT, AI_OTHER_MASTER); // 戦闘が終わった後でクリーチャーは休憩します。体調回復用 // When combat is over, creature rests. Useful for replenising health. //SetSpawnInCondition(AI_FLAG_OTHER_NO_PLAYING_VOICE_CHAT, AI_OTHER_MASTER); //"PlayVoiceChat"のどんな使用も止めます。Custom speakstringsと共に使用します。 // Stops any use of "PlayVoiceChat". Use with Custom speakstrings. /*** Death settings - still under AI_OTHER_MASTER ***/ //AI_SetDeathResRef("Resref Here"); // クリーチャーの体が死によって破壊された時、対象のResrefからクリーチャーを作成します。 // 死んだクリーチャーからレイスを出す時なんかに使えそう // Creates a creature from the string set. Instantly destroys this creatures body on death. //SetAIConstant(AI_DEATH_VISUAL_EFFECT, VFX_FNF_IMPLOSION); // 死んだ時のエフェクト // Fires this visual effect number instantly on death. Use FNF and IMP ones. //SetAIInteger(AI_CORPSE_DESTROY_TIME, 30); // この時間が経過するとNPCの体は粉々に爆砕します。 // Seconds before body finally gets destroyed. Used for Clerical Raise Dead on NPC s. //SetSpawnInCondition(AI_FLAG_OTHER_TURN_OFF_CORPSES, AI_OTHER_MASTER); // これはSetDestroyable()と上のタイマーを無効化します // This turns off the SetDestroyable() usually performed, and the above timer. //SetSpawnInCondition(AI_FLAG_OTHER_USE_BIOWARE_LOOTING, AI_OTHER_MASTER); // 死体が見えなくなるとBiowareが作ったクールなSetLootable()状態にします // Makes the death file use Bioware s cool SetLootable() feature when corpses would disappear. //ラグや立ち遅れ対策、AIのレベルが低いクリーチャー用 //特定の部分を切る事によって馬鹿さ下限を演出したり、 //負荷軽減を行うことが出来ると言う事…かな? /*** Lag and a few performance settings - still under AI_OTHER_MASTER ***/ //SetSpawnInCondition(AI_FLAG_OTHER_LAG_NO_ITEMS, AI_OTHER_MASTER); // クリーチャーはどんな道具も呪文も使用しません // The creature doesn t check for, or use any items that cast spells. //SetSpawnInCondition(AI_FLAG_OTHER_LAG_NO_SPELLS, AI_OTHER_MASTER); // クリーチャーはどんな呪文も使用しません(そして決してチェックしません) //The creature doesn t ever cast spells (and never checks them) //SetSpawnInCondition(AI_FLAG_OTHER_LAG_NO_LISTENING, AI_OTHER_MASTER); // クリーチャーは基本的な叫び声を聞きません // The creature doesn t have SetListening() set. Turns of the basic listening for shouts. //SetSpawnInCondition(AI_FLAG_OTHER_LAG_EQUIP_MOST_DAMAGING, AI_OTHER_MASTER); // (?)装備がダメージを受けた時、2つめの装備を身に着けません // Uses EquipMostDamaging(), like Bioware code. No shield/second weapon equipped. //SetSpawnInCondition(AI_FLAG_OTHER_LAG_NO_CURING_ALLIES, AI_OTHER_MASTER); // これは仲間の治療や状態のチェックを止めるでしょう // This will stop checks for and curing of allies ailments. //SetSpawnInCondition(AI_FLAG_OTHER_LAG_IGNORE_HEARTBEAT, AI_OTHER_MASTER); // ハートビートのチェックを止めるでしょう // Stops the heartbeat running (Except Pre-Heartbeat-event). //SetSpawnInCondition(AI_FLAG_OTHER_LAG_TARGET_NEAREST_ENEMY, AI_OTHER_MASTER); // ターゲッティング設定を無視して、最も近い敵を攻撃するようにする。 // Ignores targeting settings. VERY good for lag/bad AI. Attacks nearest seen enemy. /*** AI Level setting - Do not use AI_LEVEL_DEFAULT at all. ***/ //SetAIConstant(LAG_AI_LEVEL_NO_PC_OR_ENEMY_50M, AI_LEVEL_VERY_LOW); // PCが50m以内に居ない時はAIをすごい馬鹿にします // Changes to this AI setting if there is no enemy or PC in 50M. //SetAIConstant(LAG_AI_LEVEL_YES_PC_OR_ENEMY_50M, AI_LEVEL_LOW); // PCが50m以内に居ない時はAIを馬鹿にします // Changes to this AI setting if there IS an enemy or PC in 50M. //SetAIConstant(LAG_AI_LEVEL_COMBAT, AI_LEVEL_NORMAL); // これは他のより優先します。直接戦闘に召喚する時以外は使わないでください。 // This OVERRIDES others. Only used when a creature is put into combat. /************************ [Other - Behaviour/Generic] *************************/ /************************ [User Defined and Shouts] **************************** The user defined events, set up to fire here. - New "Start combat attack" and "End Combat Attack" events - New "Pre" events. Use these to optionally stop a script from firing under cirtain circumstances as well! (Read nw_c2_defaultd or j_ai_onuserdef) (User Defined Event = UDE) ************************* [User Defined and Shouts] ***************************/ //SetSpawnInCondition(AI_FLAG_UDE_HEARTBEAT_EVENT, AI_UDE_MASTER); // UDE 1001 //SetSpawnInCondition(AI_FLAG_UDE_HEARTBEAT_PRE_EVENT, AI_UDE_MASTER); // UDE 1021 //SetSpawnInCondition(AI_FLAG_UDE_PERCIEVE_EVENT, AI_UDE_MASTER); // UDE 1002 //SetSpawnInCondition(AI_FLAG_UDE_PERCIEVE_PRE_EVENT, AI_UDE_MASTER); // UDE 1022 //SetSpawnInCondition(AI_FLAG_UDE_END_COMBAT_ROUND_EVENT, AI_UDE_MASTER); // UDE 1003 //SetSpawnInCondition(AI_FLAG_UDE_END_COMBAT_ROUND_PRE_EVENT, AI_UDE_MASTER); // UDE 1023 //SetSpawnInCondition(AI_FLAG_UDE_ON_DIALOGUE_EVENT, AI_UDE_MASTER); // UDE 1004 //SetSpawnInCondition(AI_FLAG_UDE_ON_DIALOGUE_PRE_EVENT, AI_UDE_MASTER); // UDE 1024 //SetSpawnInCondition(AI_FLAG_UDE_ATTACK_EVENT, AI_UDE_MASTER);// UDE 1005 //SetSpawnInCondition(AI_FLAG_UDE_ATTACK_PRE_EVENT, AI_UDE_MASTER);// UDE 1025 //SetSpawnInCondition(AI_FLAG_UDE_DAMAGED_EVENT, AI_UDE_MASTER); // UDE 1006 //SetSpawnInCondition(AI_FLAG_UDE_DAMAGED_PRE_EVENT, AI_UDE_MASTER); // UDE 1026 //SetSpawnInCondition(AI_FLAG_UDE_DEATH_EVENT, AI_UDE_MASTER); // UDE 1007 //SetSpawnInCondition(AI_FLAG_UDE_DEATH_PRE_EVENT, AI_UDE_MASTER); // UDE 1027 //SetSpawnInCondition(AI_FLAG_UDE_DISTURBED_EVENT, AI_UDE_MASTER); // UDE 1008 //SetSpawnInCondition(AI_FLAG_UDE_DISTURBED_PRE_EVENT, AI_UDE_MASTER); // UDE 1028 //SetSpawnInCondition(AI_FLAG_UDE_RESTED_EVENT, AI_UDE_MASTER);// UDE 1009 //SetSpawnInCondition(AI_FLAG_UDE_RESTED_PRE_EVENT, AI_UDE_MASTER);// UDE 1029 //SetSpawnInCondition(AI_FLAG_UDE_SPELL_CAST_AT_EVENT, AI_UDE_MASTER); // UDE 1011 //SetSpawnInCondition(AI_FLAG_UDE_SPELL_CAST_AT_PRE_EVENT, AI_UDE_MASTER); // UDE 1031 //SetSpawnInCondition(AI_FLAG_UDE_ON_BLOCKED_EVENT, AI_UDE_MASTER);// UDE 1015 //SetSpawnInCondition(AI_FLAG_UDE_ON_BLOCKED_PRE_EVENT, AI_UDE_MASTER);// UDE 1035 //SetSpawnInCondition(AI_FLAG_UDE_COMBAT_ACTION_EVENT, AI_UDE_MASTER); // UDE 1012 // Fires when we have finnished all combat actions. //SetSpawnInCondition(AI_FLAG_UDE_COMBAT_ACTION_PRE_EVENT, AI_UDE_MASTER); // UDE 1032 // This fires at the start of DetermineCombatRound() *IF they can do an action*. //SetSpawnInCondition(AI_FLAG_UDE_DAMAGED_AT_1_HP, AI_UDE_MASTER); // UDE 1014 // Fires when we are damaged, and are at 1 HP. Use for immortal-flagged creatures. /*** Speakstrings - as it were, said under cirtain conditions % chance each time ***/ //AI_SetSpawnInSpeakArray(AI_TALK_ON_CONVERSATION, 100, 4, "Hello there", "I hope you enjoy your stay", "Do you work here too?", "*Hic*"); // On Conversation - see readme. Replaces BeginConversation(). // Morale //AI_SetSpawnInSpeakArray(AI_TALK_ON_MORALE_BREAK, 100, 3, "No more!", "I m outta here!", "Catch me if you can!"); // Spoken at running point, if they run to a group of allies. //AI_SetSpawnInSpeakArray(AI_TALK_ON_CANNOT_RUN, 100, 3, "Never give up! Never surrender!", "I ve no where to run, so make my day!", "RRRAAAAA!!!"); // Spoken at running point, if they can find no ally to run to, and 4+ Intelligence. See readme //AI_SetSpawnInSpeakValue(AI_TALK_ON_STUPID_RUN, "Ahhhhgggg! NO MORE! Run!!"); // As above, when morale breaks + no ally, but they panic and run from enemy at 3 or less intelligence. // Combat //AI_SetSpawnInSpeakArray(AI_TALK_ON_COMBAT_ROUND_EQUAL, 5, 4, "Come on!", "You won t win!", "We are not equals! I am better!", "Nothing will stop me!"); //AI_SetSpawnInSpeakArray(AI_TALK_ON_COMBAT_ROUND_THEM_OVER_US, 5, 4, "I ll try! try! and try again!", "Tough man, are we?", "Trying out your skills ? Pathetic excuse!", "Nothing good will come from killing me!"); //AI_SetSpawnInSpeakArray(AI_TALK_ON_COMBAT_ROUND_US_OVER_THEM, 5, 4, "My strength is mighty then yours!", "You will definatly die!", "NO chance for you!", "No mercy! Not for YOU!"); // Spoken each DetermineCombatRound. % is /1000. See readme for Equal/Over/Under values. //AI_SetSpawnInSpeakArray(AI_TALK_ON_TAUNT, 100, 3, "You re going down!", "No need to think, let my blade do it for you!", "Time to meet your death!"); // If the creature uses thier skill, taunt, on an enemy this will be said. // Event-driven. //AI_SetSpawnInSpeakArray(AI_TALK_ON_PERCIEVE_ENEMY, 70, 6, "Stand and fight, lawbreaker!", "Don t run from the law!", "I have my orders!", "I am ready for violence!", "CHARGE!", "Time you died!"); // This is said when they see/hear a new enemy, and start attacking them. //AI_SetSpawnInSpeakArray(AI_TALK_ON_DAMAGED, 20, 2, "Ouch, damn you!", "Haha! Nothing will stop me!"); // A random value is set to speak when damaged, and may fire same time as below ones. //AI_SetSpawnInSpeakArray(AI_TALK_ON_PHISICALLY_ATTACKED, 20, 2, "Hah! Mear weapons won t defeat me!", "Pah! You cannot defeat me with such rubbish!"); // This is said when an enemy attacks the creature with a melee/ranged weapon. //AI_SetSpawnInSpeakArray(AI_TALK_ON_HOSTILE_SPELL_CAST_AT, 20, 2, "No one spell will stop me!", "Is that all you have!?!"); // This is said when an enemy attacks the creature with a hostile spell. //AI_SetSpawnInSpeakValue(AI_TALK_ON_DEATH, "Agggggg!"); // This will ALWAYS be said, whenever the creature dies. // Specific potion ones. //AI_SetSpawnInSpeakValue(AI_TALK_WE_PASS_POTION, "Here! Catch!"); // クリーチャーが仲間にポーションを渡す時に喋る内容 // This will be spoken when the creature passes a potion to an ally. See readme. //AI_SetSpawnInSpeakValue(AI_TALK_WE_GOT_POTION, "Got it!"); // (?)多分クリーチャーがポーションを受け取った時に喋る // This will be spoken by the creature we pass the potion too, using AssignCommand(). // Leader ones //AI_SetSpawnInSpeakValue(AI_TALK_ON_LEADER_SEND_RUNNER, "Quickly! We need help!"); // リーダーが仲間を呼ぶときに喋る内容 // This will be said when the leader, if this creature, sends a runner. //AI_SetSpawnInSpeakValue(AI_TALK_ON_LEADER_ATTACK_TARGET, "Help attack this target!"); // リーダーが攻撃対象を指定する時に喋る無いよう // When the leader thinks target X should be attacked, it will say this. /************************ [User Defined and Shouts] ***************************/ /************************ [Bioware Animations/Waypoints/Treasure] ************* All Bioware Stuff. I d check out "x0_c2_spwn_def" for the SoU/Hordes revisions. ************************* [Bioware Animations/Waypoints/Treasure] ************/ // SetSpawnInCondition(NW_FLAG_STEALTH, NW_GENERIC_MASTER); // SetSpawnInCondition(NW_FLAG_SEARCH, NW_GENERIC_MASTER); // ウェイポイントを歩いている間に使う技能、隠密と探索 // Uses said skill while WalkWaypoints() // SetSpawnInCondition(NW_FLAG_DAY_NIGHT_POSTING, NW_GENERIC_MASTER); // 昼と夜で使用するウェイポイントを変える、"nw_i0_generic"の使い方を読もう。 // Separate the NPC s waypoints into day night. See comment in "nw_i0_generic" for use. // SetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS, NW_GENERIC_MASTER); // 近くの友好的なクリーチャーに会話などのアニメーションをする。 // This will cause an NPC to use common animations it possesses, // and use social ones to any other nearby friendly NPCs. // SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS, NW_GENERIC_MASTER); // 上と殆ど同じだけど、ランダムにエリアを彷徨うようになる // Same as above, except NPC will wander randomly around the area. // SetAnimationCondition(NW_ANIM_FLAG_IS_CIVILIZED); // より文明的な動きをします、Readmeを読んでください // Interacts with placeables + More civilized actions. See Readme. // SetAnimationCondition(NW_ANIM_FLAG_CHATTER); // 暇ならランダムでボイスチャットを使うでしょう。 // Will use random voicechats during animations, if Civilized // SetAnimationCondition(NW_ANIM_FLAG_IS_MOBILE_CLOSE_RANGE); // ごく限られた距離でウロウロするでしょう。 // Will move around the area a bit more, if using Immobile Animations. See readme. // Treasure generating. //CTG_GenerateNPCTreasure(); // SoU. Requires "x0_i0_treasure" to be uncommented. See readme. //GenerateNPCTreasure(); // Default NwN. Requires "nw_o2_coninclude" to be uncommented. See readme. /************************ [Bioware Animations/Waypoints/Treasure] ************/ // AI Behaviour. DO NOT CHANGE! DO NOT CHANGE!!! AI_SetUpEndOfSpawn(); // これは以下のイベントを発動させるために、必ず呼ばなければならない。 // This MUST be called. It fires these events // SetUpSpells, SetUpSkillToUse, SetListeningPatterns, SetWeapons, AdvancedAuras. // 必ず呼ぶ事! でないとこのAIは何もしない! // These MUST be called! the AI might fail to work correctly if they don t fire! /************************ [User] *********************************************** This is the ONLY place you should add user things, on spawn, such as visual effects or anything, as it is after SetUpEndOfSpawn. By default, this does have encounter animations on. This is here, so is easily changed -D Be careful otherwise. Notes - SetListening is already set to TRUE, unless AI_FLAG_OTHER_LAG_NO_LISTENING is on. - SetListenPattern s are set from 0 to 7. - You can use the wrappers AI_SpawnInInstantVisual and AI_SpawnInPermamentVisual for visual effects (Instant/Permament as appropriate). ************************* [User] **********************************************/ // ユーザー追加イベントの例 // Example (and default) of user addition // もしクリーチャーがエンカウンターから生まれた場合、適当に動き回るようセットする。 // - If we are from an encounter, set mobile (move around) animations. if(GetIsEncounterCreature()) { SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS, NW_GENERIC_MASTER); } // Leave this in if you use the variable for creature attacks, as for golems. Bioware s code. int nNumber = GetLocalInt(OBJECT_SELF, "CREATURE_VAR_NUMBER_OF_ATTACKS"); if(nNumber 0) { SetBaseAttackBonus(nNumber); } /************************ [User] **********************************************/ // 注意:貴方は本当にこれを取り除くべきではありません。たとえウェイポイントを持たないとしても。 // Note You shouldn t really remove this, even if they have no waypoints. DelayCommand(f2, SpawnWalkWayPoints()); // Delayed walk waypoints, as to not upset instant combat spawning. // This will also check if to change to day/night posts during the walking, no heartbeats. }
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ここでは、各台詞を分かりやすく解説します。 「これなんて言ってるんだろう」が丸分かりに!? 難解・特殊な単熟語・用例には訳注をつけてみます Mission 01 Steel Axe Mission 02 Bird Hunt Mission 03 Red and Black - Alpha Mission 04 Red and Black - Bravo Mission 3 4 Red and Black Mission 05A Capital Defense Mission 05B Capital Defense Mission 06 Desert Dawn Mission 07 Safe Recovery - Alpha Mission 08 Safe Recovery - Bravo Mission 7 8 Safe Recovery Mission 09 Spotlight - Alpha Mission 10 Spotlight - Bravo Mission 9 10 Spotlight Mission 11 Raging Sea Mission 12A Nightwatch Mission 12B Nightwatch 情報収集の妨げになるので、各コメント欄での質問や雑談はご遠慮ください 。 ACE COMBAT X2 - JOINT ASSAULT - 掲示板 Mission 01 Steel Axe ※【E】=English (英語) 【J】=Japanese (日本語) 【A】=Arena (アリーナ) 【B】=Burford (バーフォード) 【S】=Sulejmani (スレイマニ) 【*】=after destroying the aircrafts of the enemies’. (敵機破壊後) 【O】=Oruma (オルマ) 【G】=Gaviria (ガビリア) 【K】=Kiriakov (キリアコフ) ◎briefing (ブリーフィング) 【E】Listen up, Martinez Security M42 Squadron. This is your company leader, Frederick Burford. 【J】マーティネズ・セキュリティー社、M42飛行中隊の諸君。中隊長のフレドリック・バーフォードだ。 【E】Here’s your briefing for the upcoming mission. 【J】これより作戦ブリーフィングを行う。 【E】 It’s a joint show with the Seventh Fleet and SDF , in the Pacific, near the Midway Islands. 【J】太平洋、ミッドウェイ島周辺の海域で、第7艦隊と自衛隊による合同軍事演習が行われる。 SDF 自衛隊。“Self-Defense Force” 【E】Martinez Security has been given special permission to take part in this military exhibition. 【J】我がマーティネズ・セキュリティー社は、この合同軍事演習への特別参加を許された。 【E】This is almost unheard of for a private military company, which speaks well of our reputation. 【J】民間軍事会社(PMC)の参加は異例のことである。我々の普段の働きが評価されたと言えよう。 【E】But I don’t intend on being satisfied with just that. Show them exactly how good we are. 【J】だが……、私はただのお客で終わるつもりはない。彼らに我々の能力を見せ付けてやれ。良いな。 【E】 We also have a new pilot joining the M42. Call sign “Antares.” 【J】また、本作戦よりM42飛行中隊に新たなメンバーが加わる。コールサイン”アンタレス”、アンタレス隊だ。 【E】They say he’s a great pilot with military background. I hope we can put his skills to good use. 【J】軍人時代は優れたパイロットだったと聞いている。我が部隊でも、その能力を存分に発揮して欲しい。 【E】That’s all. Prepare to deploy. 【J】以上だ、出撃準備にかかれ。 ◎selecting the aircraft (機体選択) 【E-B】Antares Squadron, launch! 【J-B】アンタレス隊、出撃! ◎in the mission (ミッション内) 【E-B】Call sign “Antares”, do you copy? This is Burford of AWACS “Canopus.” This’ll be the first working with you, so I’m eager to see what you’ve got. 【J-B】 コールサイン ”アンタレス”。アンタレス、聞こえるか?こちら航空管制機 “カノープス” のバーフォードだ。入社して初のミッションとなるが、君の働きには期待している。 ※do you copy?:この場合のcopyはふつうの用例(写す;印刷する)どおりにそのまま訳すと読めなくなってしまう。copyはアメリカ英語(つまりアメリカ訛りの英語)では((無線の)メッセージなどを〉受信するという意味を持っている。そのため「do you copy?」の訳は「(電波を)受信(コピー)していますか?」つまり「聞いてますか?」と意訳するとよい。ちなみにこれは無線・電話などを使用している時によく使う言い回しで、熟語として覚えてしまっても構わないかもしれない。) 【E-A】Hey there Antares, (someone who was chosen by u) Arena here. I’m going to be your operator. We’re military, but we’re PMC. Let’s do away with the formalities and just kick some ass. With your skill, this’ll be a piece of cake. 【J-A】アンタレス、担当オペレーターの(選択したオペレーター名)アリーナだ。軍隊っつっても、俺たちは民間軍事会社。まあ、仲良くやろうぜ。手始めに、5機の無人戦闘機を破壊してもらう。まぁ、あんたの腕前からすれば、目玉焼きを崩さずにひっくり返すほうがよっぽど……。 【E-S】Hey! 【J-S】おい? 【E-A】Captain Sulejmani, sir! 【J-A】は……はい!スレイマニ大尉! 【E-S】Mission briefs are supposed to be brief. How much hand holding do we need to do? 【J-S】いつまで説明している。うちは赤ん坊でも採用したのか? 【E-B】Easy there, Rigel 1. 【J-B】バーフォード そう言うな。ライジェル1。 【E-S】Hmph, enough talk. Let’s go. 【J-S】ふん、座学は終わりだ。行くぞ。 【E-B】Let’s start with the basics. Lock on to a bandit and destroy it with a missile. (after locking on) When the container is red, you’re locked on target. Now, fire a missile. 【J-B】まずは、基本的な攻撃だ。ロックオンした敵をミサイルで破壊しろ。(ロック後)今だ、ミサイルを発射しろ。コンテナが赤くなればロックオン完了だ。 Bandit:明らかに敵機である機体のことを指す。ちなみにBogeyは国籍不明機または敵機の可能性がある航空機のことであり敵機ではない 【*E-A】Bandit down. 【*J-A】敵機撃墜! 【E-B】Onto the next. 【J-B】よし、次だ。 【E-S】You may want to ease off the throttle! 【J-S】スレイマニ スロットルは慎重に扱え。 【E-A】More bandits approaching. 【J-A】アリーナ 新しい敵のお出ましだ! 【E-B】Get the bandit in firing range. 【J-B】接近し、敵を射程距離内に捉えろ。 【*E-A】UAV destroyed! You’re doing good. Onto the next. 【*J-A】無人戦闘機、撃墜!いいぞ。次だ! 【E-O】Yo, Antares. Nice flying there. I’m Daniel Oruma, of the Rigel Squadron. Pleased to meet you. 【J-O】よう、アンタレス。いい調子だな。俺はライジェル隊のダニエル・オルマ。ま、お互い頑張ろうや。 【E-G】Huh. Of course the hombre’s good. Think about his background. 【J-G】ガビリア ふん、経歴からすれば、当たり前だな。 【E-O】That was Faryd Gavaria. He can be annoying, but he’s got skills. 【J-O】こいつはファリド・ガビリア。バカだが……腕は確かだ。 【E-B】All right, you’ll now be up against multiple bandits. However, your target will be the fighter labeled “TGT” on your sight. 【J-B】よし、次は複数の敵機が出現する。だが狙うのは、コンテナに “TGT” と表示されたターゲット機だけだ。 【*E-A】Target down! Keep it up. Let’s keep going. 【*J-A】ターゲット機 (TGT) 、撃墜!その調子だ。次行くぞ! 【E-K】Took you long enough, Antares. 【J-K】アンタレス。もっと早く墜とせるだろう……? 【E-O】Hey now , Tolya. No need to get in his face. 【J-O】オルマ おい、トーリャ。突っかかんなよ。 【E-S】Lieutenant Kiriakov, this is a mission like any other. 【J-S】スレイマニ:キリアコフ中尉、これも任務だ。 【E-K】Understood. 【J-K】……了解。 【E-B】Bandit has entered combat zone. But it’s currently outside of radar detection. Switch radar to combat airspace. Target has excellent mobility. Standard missile won’t work for this one. Switch weapons and use QAAMs (Quick Maneuver Air-to-Air Missile) to change the bandit down. 【J-B】 敵機が出現した。だが敵は索敵レーダーの範囲外にいる。このターゲット機(TGT) は旋回性能が強化されている。標準のミサイルでは当て辛い。兵装を切り替え、追尾性能の高いQAAM (高機動空対空ミサイル) を使え。 【*E-A】All targets down! 【*J-A】全ターゲット機 (TGT) 撃墜! 【E-B】Impressive, Antares. Next we are scheduled for a joint training session with the Seventh Fleet and Belf-Defense Forces. 【J-B】アンタレス、見事な働きだ。次は第7艦隊、自衛隊との共同訓練に入る。この調子で……。 【E-S】Burford! To the east! 【J-S】バーフォード!東だ! 【E-B】Huh? What’s that? 【J-B】ん?なんだこれは。 【E-A】No response on IFF. Bogeys incoming, possibly hostile. 【J-A】 IFF (敵味方識別装置) に応答無し……。所属不明部隊だと!? 【E-B】To all airborne M42 Units! We’ve got company. Unidentified armed forces have entered our airspace. Their main forces is heading west, but a number of them are engaging our allies here. We’ve ID’ed these bogeys as bandits. Seventh Fleet has asked us to eliminate them. Shoot down all unknown aircraft! 【J-B】M42飛行中の全機に告ぐ!所属不明部隊が当空域に出現した。本体は既に西の空域へ離脱しつつあるが、数機が第7艦隊・自衛隊と交戦を開始した。我々はこの所属不明部隊を敵と認識。第7艦隊の要請を受け、これを排除する。所属不明部隊を全機撃墜せよ! 【E-S】Hey rookie, don’t slow us down now. Let’s go. 【J-S】新入り、足手まといにはなるな。 【E-Seventh Fleet Commander】All units, free to engage. Shoot down all unknown aircraft. 【J-第7艦隊】各員、交戦を許可する!所属不明部隊を撃墜せよ。 【J-A】第七艦隊が攻撃を受けています! 【E-A】Enemy reinforcements approaching. 《欠落部位》Enemy bombers are attacking the Seventh Fleet! (after destroying all bandits) No enemies in sight. 【J-A】新手の出現を確認!《欠落部位》(あえて訳すと、“敵の爆撃機が第七艦隊を攻撃しています!”)(全敵機撃墜後)当空域に敵の反応無し。 【E-B】All bandits down. Good work. The Seventh Fleet and Self-Defense Forces have not taken substantial damage either. Antares, you did good out there. We’re grateful to have you on our team. But just where did those bandits come from? 【J-B】敵の排除に成功した。よくやってくれた。第7艦隊や自衛隊にも、大きな被害は無いようだ。アンタレス、君の働きにも感謝する。しかし、あの部隊は一体……。 【E-A】Colonel, incoming transmission! 【J-A】バーフォード中佐、これを! 【E-B】What? We just received word from the Seventh Fleet .The bandits are heading towards Japan. They’re planning on hitting Tokyo! We need to rendezvous with the Seventh Fleet and help defend the capital! 【J-B】なんだ?第7艦隊より連絡が入った。所属不明部隊の目的は日本の東京……。奴らは東京を襲撃するつもりだ!我が隊はこれより第7艦隊に合流。東京襲撃阻止の作戦に加わる! ◎mission results 【E】Things took a nasty turn for your first mission, but you handled yourself well. 【J】初めてのミッションが、とんだ事態になってしまった。それにも関わらず、非常に良い働きをしてくれた。 【E】Both Rigel and Antares Squadron, good work. However, hostiles are headed for Tokyo. 【J】ライジェル隊、アンタレス隊、両隊とも上出来だ。しかし、敵本体は既に東京を目指して飛び去った。 【E】We can’t rest on your laurels here. We need to stop them from reaching their destination. 【J】休んでいる暇はない。このまま東京を目指す。東京への侵攻を食い止めるんだ。 Mission 02 Bird Hunt Mission 03 Red and Black - Alpha Mission 04 Red and Black - Bravo Mission 3 4 Red and Black Mission 05A Capital Defense Mission 05B Capital Defense Mission 06 Desert Dawn Mission 07 Safe Recovery - Alpha Mission 08 Safe Recovery - Bravo Mission 7 8 Safe Recovery Mission 09 Spotlight - Alpha Mission 10 Spotlight - Bravo Mission 9 10 Spotlight Mission 11 Raging Sea Mission 12A Nightwatch Mission 12B Nightwatch 情報収集の妨げになるので、各コメント欄での質問や雑談はご遠慮ください 。 ACE COMBAT X2 - JOINT ASSAULT - 掲示板
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EXHAUST 選択肢 投票数 投票 詐称 0 強 0 中 1 弱 6 逆詐称 0
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89.0 Generation X KRhyme 95.4 K12 97.6 The Mix 107.77 Mad Decent 106.9 Four 20 103.6 Klassic 102.4 その他 89.0 Generation X +←クリックで表示 アーティスト 曲名 備考 YouTube AWOLNATION Burn It Down レースゲーム"Asphalt8"でもラジオの曲として使用されている Beware of Darkness Howl Black Bananas Rad Times FIDLA No Waves IN FLAMES Deliver Us Lissy Trullie It s Only You, Isn t It 女性ヴォーカル Neon Trees Teenage Sounds Papa Roach STILL SWINGIN Terraplane Sun Get Me Golden The Black Cadillacs Choke The Bronx Along For The Ride The Datsuns System Overload The Features How It Starts WALK THE MOON Tightrope We Were Promised Jetpacks Circles and Squares KRhyme 95.4 +←クリックで表示 アーティスト 曲名 備考 YouTube Atmosphere Until The Nipple s Gone A$AP Rocky Goldie El-P The Full Retard Kendrick Lamar Swimming Pools (Drank) Killer Mike Go! KOVAS Grape Drink Macklemore and Ryan Lewis Gold MGK ft. Cassie Warning Shot Najee The 1 Elevated Pause Caroline Quake City Mobsters Money On My Mind Sum Citypop The Cool Kids ft. Travis Barker Sour Apples Weekend Money Yellow White Weird Donald Trump Walk K12 97.6 +←クリックで表示 アーティスト 曲名 備考 YouTube Alex Metric Prophecies Apashe Eat My Apple Congorock Ivory (Bloody Beetroots Mix) Datsik Bonafide Hustler (Trap VIP) Doctor P Flying Spaghetti Monster Flux Pavillion Blow the Roof Gigamesh All My Life Junkie XL Giraffe Kill Paris Slap Me Nero Promises The Bloody Beetroots The Source (Chaos Confusion) The Knocks and Fred Falke Geronimo Vitalic Stamina Watch the Duck Poppin Off Kirkwood West Speed Ball The Mix 107.77 +←クリックで表示 アーティスト 曲名 備考 YouTube Aerosmith I Don t Wanna Miss a Thing Biz Markie Just A Friend ピアースのロイヤリティミッションにて、ボスとピアースが熱唱する曲その1 Blur Song 2 Cypress Hill Insane in the Brain EMF Unbelievable The Romantics Talking In Your Sleep Haddaway What Is Love 宇宙船での脱出ミッションで流れる曲 Men Without Hats Safety Dance Montell Jordan This Is How We Do It エンディングのダンスシーンで流れる曲 Outkast B.O.B. Paula Abdul Opposites Attract ピアースのロイヤリティミッションにて、ボスとピアースが熱唱する曲その2 Robert Palmer Simply Irresistible Stan Bush The Touch 大団円・パート3のパワーアーマー装備後に流れる曲 The Pharcyde Oh Shit The Presidents of the United States of America Lump Thin Lizzy The Boys Are Back In Town Mad Decent 106.9 +←クリックで表示 アーティスト 曲名 備考 YouTube Bonde do Role (ft. Ce Cile) Brazilian Boys Clockwork Titan Dillon Francis I.D.G.A.F.O.S Dillon Francis (ft. Simon Lord) Messages Diplo (ft. Nicky da B) Express Yourself DJ Snake (ft. Alesia) Bird Machine Djemba Djemba I Just Go ETC!ETC! Brillz Swoop ETC!ETC!, Brillz and Diplo (ft. Whiskey Pete) Bueller GTA (ft. DJ Funk) Booty Bounce Jahan Lennon Can t Ruin My Fun LIZ (ft. RiFF RAFF) Underdogs RiFF RAFF Rookie of the Year 2013 Three Loco Beer Toadally Krossed Out (ft. Riff Raff) Cray Yellow Claw W.O.L.F. Zeds Dead Demons Four 20 103.6 +←クリックで表示 アーティスト 曲名 備考 YouTube Born Jamericans Cease Seckle Charly Black and J Capri Whine and Kotch Delroy Wilson You Never Get Away Dennis Brown Milk and Honey Early B History Of Jamaica Easy Star All-Stars One Likkle Draw Eek-A-Mouse Wa Do Dem Max Romeo Juks Ranking Dread Fattie Boom Boom Super Beagle Dust A Sound Boy Tenor Saw Ring the Alarm The In-Crowd Mango Walk Toots And The Maytals Pressure Drop Wayne Smith Under Mi Sleng Teng Klassic 102.4 +←クリックで表示 アーティスト 曲名 備考 YouTube Johann Strauss II Die Fledermaus, Overture Pyotr Ilyich Tchaikovsky Swan Lake, Op 20 Pyotr Ilyich Tchaikovsky The Nutcracker Suite Overture George Bizet Carmen Suite Aragonaise George Bizet Carmen Suite Les Toreadors George Bizet Habanera, from Carmen Johann Sebastian Bach Toccata and Fugue in D Minor Giuseppe Verdi La Donna e Mobile, from Rigoletto Gioachino Rossini Largo al Factotum, from The Barber of Seville Gustav Holst The Planets Mars Modest Mussorgsky Night On Bare Mountain Ludwig van Beethoven Symphony No. 9 in D Minor Ode To Joy Jacques Offenbach Orpheus in the Underworld Infernal Galop John Philip Sousa The Liberty Bell Johann Strauss Sr. Radetzky March George Frideric Handel Music for the Royal Fireworks Frederic Chopin Grande vaise Brillante in Eb Major その他 +←クリックで表示 アーティスト 曲名 備考 YouTube Scout McMillan Polyhymnia ダップステップガンで使用される曲の一つ (Default)Meet the President Trailerでも使われている Datsik Excision Vindicate ダップステップガンで使用される曲の一つ (PopStar) Malcolm Kirby Jr. Dubstep Gun Theme 3 Music (Industrial) ダップステップガンで使用される曲の一つ (Industrial) Malcolm Kirby Jr. Dubstep Gun Theme 4 Music (Retro) ダップステップガンで使用される曲の一つ (Retro) Dubstep Gun Theme 5 Music (Death Metal) ダップステップガンで使用される曲の一つ (Death Metal) German Theme Oktoberfest Dubstep Gun Theme 6 Music (Polka-Oktoberfest) ダップステップガンで使用される曲の一つ (Polka-Oktoberfest) Laurence Cottle Dubstep Gun Theme 7 Music (Swing-Jazz) ダップステップガンで使用される曲の一つ (Swing-Jazz) Richard Wagner Ritt der Walküre ダップステップガンで使用される曲の一つ (Classical) 不明 Dreamin Dreamin A Plesent Dayの車移動中とミッションクリア時に使用される曲 (50`s jazz)