約 3,548,571 件
https://w.atwiki.jp/dominions4/pages/95.html
概要 Ermorの第二の滅亡によって、古代帝国の残滓であるSceleriaにはようやく希望が訪れました。 死者への恐怖は拭い去られ、死霊の軍団はもはや必要ありませんでした。 その代わりに、Soullessは単純労働に用いられるようになりました。 しかし、Thaumaturgはその興味を他に向け、一般市民は不満を抱き始めました。 いくらかのSoullessの奴隷はまだ土地を耕していましたが、Thaumaturgが民のために奴隷を蘇らせる気がないことから、一般市民は見捨てられたと感じていました。 王国を動かし続けるため、Thaumaturgは奴隷を供給せねばならないという要求はなされました。 対立は拡大し、最終的にThaumaturgは途方もなく傲慢な行為を以って、この問題を永久に解決することを決定しました。 王国のすべてのThaumaturgは大きな式典でCommunionに加わり、彼らの下等なる魂を冥界への門を開く儀式に注ぎました。これにより、死者は労働者や農民として現世に望んで戻ると期待していました。 ある意味では、儀式は成功しました。 門は開かれました。しかし、Thaumaturgの下等なる魂は引き裂かれ、門へと吸い込まれました。 そして門から出てきたのは、死者の使用人ではなく、霊体の軍団兵と影でした。 現在、この地は徐々に衰え、闇の神の支配圏へと落ちつつあります。 幽霊と霊体の軍団兵はかつて彼らのものだった地を取り戻そうとし、かつてのThaumaturgの砕かれた魂は、影と栄えある過去の記憶を呼び集めています。 種族 幽霊と影。食料不要、水中に侵入可能 軍事 霊体の軍団兵、幽霊、影、引き剥がされた魂の大群 魔法 死、星、多少の風、水 聖職者 強力、不死性。影や霊を召喚可能 支配力 幽霊や影を召喚。住人を殺害 要塞技術 レベル3(Citadel) 初期宝石 死8or15or22(ゲーム全体設定の税収倍率依存) 魔法土地 Campus Sceleris 指揮官 名称 コスト 制限 雇用条件 解説 Shadow Tribune 0g,0r 自動生産 寺院 聖職者:レベル1の聖職者。指揮上限80、アンデッド指揮80、マップ移動力3 兵士 名称 コスト 制限 雇用条件 解説 Dispossessed Spirit 0g,0r 自動生産 郊外 軽歩兵:敵を麻痺させる現世を離れ損ねた霊。HPは1しかない。統制不能。死体がないと出てこない Shadow Soldier 0g,0r 自動生産 寺院and地上 軽歩兵:敵を麻痺させる影の世界に囚われた霊。闇の中でより強力。マップ移動力3 Shadow Soldier 0g,0r 自動生産 寺院and水中 軽歩兵:AtlantianのShadow。HPがちょっぴり高い以外の違いはない。マップ移動力3 Shadow Triton 0g,0r 自動生産 寺院and水中 軽歩兵:TritonのShadow。戦闘時の移動が早い以外の違いはない。マップ移動力3 Shade Beast 0g,0r 自動生産 寺院 軽歩兵:有毒な牙を持ち、殺した敵をゾンビ化させる影の世界の犬。闇の中でより強力。水中は苦手。マップ移動力3 Shade 0g,0r 自動生産 寺院 軽歩兵:敵の筋力を永久に低下させる攻撃を行う影の世界の住人。闇の中でより強力。マップ移動力3 Ghost 0g,0r 自動生産 寺院 軽歩兵:生命力吸収攻撃を行う霊。敵を恐怖させる。水中戦はやや苦手。マップ移動力3 Apparition 0g,0r 自動生産 寺院 軽歩兵:敵を病気にする攻撃を行い、近付くだけでも病気を伝染させる霊。マップ移動力3 Spectral Velite 0g,0r 自動生産 寺院and要塞 軽歩兵:実体のない槍と手槍、盾を持つ霊。攻撃は魔法武器扱いだが、抵抗もされる。マップ移動力3 Spectral Hastatus 0g,0r 自動生産 寺院and要塞 軽歩兵:実体のない槍と手槍、盾を持つ霊。よりHPや戦闘技能が高い。マップ移動力3 Spectral Principe 0g,0r 自動生産 寺院and要塞 軽歩兵:実体のない剣と手槍、盾を持つ霊。HPや戦闘技能がさらに上がり、接近戦の攻撃力も上がっている。マップ移動力3 Spectral Triarius 0g,0r 自動生産 寺院and要塞 軽歩兵:実体のない長槍と盾を持つ霊。防御力0とはいえ、HPが高い上に霊体の回避と長槍の迎撃とかなりしぶとい Praetorian Spectre 0g,0r 自動生産 寺院and要塞 軽歩兵:実体のない剣と盾を持つ霊。高いHPと戦闘技能を持ち、生前と同じく護衛も得意 Spectral Standard 0g,0r 自動生産 寺院and要塞 軽歩兵:実体のない剣と手槍、盾、軍旗を持つ霊。HPや戦闘技能は平凡だが、敵に恐怖を与える。マップ移動力3 地方守備隊 種別 指揮官 兵士 備考 全域下位 Lemur Acolyte Spectral Velite 10 Spectral Hastatus 10 地上上位 Shadow Tribune Spectral Principe 10 魔法技能 条件 名称 固定 変動 備考 自動生産or召喚 Shadow Tribune 1 Sacred 召喚 Lemur Senator 2 Sacred 召喚 Lemur Consul 3 Sacred 召喚 Lemur Acolyte 11 Sacred 召喚 Lemur Thaumaturg 122 Sacred 召喚 Grand Lemur 233 +1 100% Sacred 固有魔法 領域 使用 名称 主属性 副属性 宝石 解説 Conjuration Lv0 儀式 Revive Shadow Tribune 1 8 下級聖職者である護民官の霊Shadow Tribuneを召喚します Conjuration Lv0 儀式 Revive Lemur Centurion 1 5 優れた指揮能力を持つ霊Lemur Centurionを召喚します Conjuration Lv0 儀式 Revive Lemur Senator 2 15 聖職者である元老院議員の霊Lemur Senatorを召喚します Conjuration Lv0 儀式 Revive Lemur Consul 3 25 高位聖職者であり不死性を持つ執政官の霊Lemur Consulを召喚します Conjuration Lv0 儀式 Revive Lemur Acolyte 2 15 死の魔法を使う下級聖職者の霊Lemur Acolyteを召喚します Conjuration Lv0 儀式 Revive Lemur Thaumaturg 3 30 死と星の魔法を使い不死性も持つ聖職者の霊Lemur Thaumaturgを召喚します Conjuration Lv0 儀式 Revive Grand Lemur 3 50 死と星を中心とした魔法を使い不死性も持つ高位聖職者の霊Grand Lemurを召喚します Divine Lv0 戦闘 Unholy Command 1 敵のアンデッド1体を支配しようと試みます Divine Lv0 戦闘 Unholy Protection 1 小範囲の味方アンデッドの魔法抵抗を向上させます Divine Lv0 戦闘 Unholy Blessing 1 小範囲の神聖なアンデッドに祝福を与えます Divine Lv0 戦闘 Unholy Power 1 小範囲の味方アンデッドの攻撃技能と移動速度を向上させます Divine Lv0 戦闘 Anathema 2 小範囲の敵の神聖なユニットに永続する呪いをかけ、負傷率を増加させます Divine Lv0 戦闘 Unholy Protection 2 一定範囲の味方アンデッドの魔法抵抗を向上させます Divine Lv0 戦闘 Unholy Blessing 2 一定範囲の神聖なアンデッドに祝福を与えます Divine Lv0 戦闘 Unholy Power 3 一定範囲の味方アンデッドの攻撃技能と移動速度を向上させます Divine Lv0 戦闘 Unholy Blessing 3 すべての神聖なアンデッドに祝福を与えます Divine Lv0 戦闘 Protection of the Shadelands 3 すべての味方アンデッドの魔法抵抗を向上させます Divine Lv0 戦闘 Power of the Shadelands 4 すべての味方アンデッドの攻撃技能と移動速度を向上させます ※通常のDivine系魔法はすべて使用不可 前作からの変更点 前作のLate Age ErmorからSoul Gateのテーマを分離し、単一の国として独立 パッチ変更点 4.03 人口が0であっても、1だけは守備隊を雇用可能になった(Lemur Acolyteが現れるので、自動生産の兵が即撤退に陥らない) コメント 名前 コメント
https://w.atwiki.jp/simai/pages/1003.html
What is simai's Notation? Location of Note Numbers Chart Definition and Ending Definition of BPM Length of NotesHow to Define the BPM How to Define the Length Divider TAP HOLD SLIDE (Basics Shapes) SLIDE (Multiple Chaining)Multiple SLIDE Chaining SLIDE TOUCH, TOUCH HOLD, Firework EffectTOUCH TOUCH HOLD Firework Effect EACH EX Notes Other NotationsChange Normal TAP to Star-shaped TAP Change Star-shaped TAP to Normal TAP Notations of Pseudo-TAP HOLD and Pseudo-TOUCH TOUCH HOLD Pseudo EACH SLIDE without Star-shaped TAP ※BREAK's notation is summarized in the description of TAP, HOLD, and SLIDE. What is simai's Notation? simai's notation was created by Celeca in 2013 for denoting the various types of notes appeared in maimai in plain text. By using combinations of half-width alphanumeric characters according to the rules explained below, any maimai charts can be accurately denoted using only plain text theoretically. This notation was first used in simai, a chart simulator for maimai which was first released on February 5, 2013, by Celeca. Since then, various simulators inspired by maimai have been created by volunteers, and the simai's notation has often been used as their chart notation. While Celeca will be closing simai to the public on February 5, 2023, there are still a certain number of users who use simai's notation, which is why Celeca decided to create this page. Although some simulators may have extended/further developed simai's notation in their implementation, only the notation rules officially defined as "simai's notation" are listed here. For those who want to create a simulator supporting simai's notation, it is recommended to make the simulator able to handle the notation rules on this page. Also, if you make such a simulator, Celeca would appreciate it if you could inform Celeca, who has the rights to the simai's notation. Although it is not necessary to inform, Celeca would be glad to hear from you. Location of Note Numbers First, please look at the image below. ⑧① ⑦ ② ⑥ ③ ⑤④ This shows the numbered location of maimai's buttons and sensor areas. They are numbered 1 to 8 in clockwise order. For sensor areas, each numbered location is further divided into 4 alphabet-numbered sensor areas as explained later. These numbers are used to represent notes' position, so be sure to remember this. Chart Definition and Ending A chart in simai's notation is composed by a series of commas and note notations. Every comma occupies a certain length of time. For example, when a comma has a length of 1 second and there are 10 commas in the chart, the chart will have a total length of (10 × 1s =) 10 seconds. In this case, 【1,1,1,1,1,1,1,1,1,1,1,1,1,】 represents a chart with 10 TAP notes at BUTTON-1, in the density of 1 note per second. Once the chart definition has begun, the chart can be defined using commas and note notations. However, for dealing with songs beginning with a fade-in section, a large number of commas would be needed. To save the efforts, there is a parameter which determines how many seconds should pass since the music begins playing when the chart begins at the first comma of the chart. In simai, this is determined by the parameter "first". Since the timing of the beginning of the chart should be determined precisely and accurately, a number with decimal places such as 1.234 seconds is usually used. If "first" is 1.234 seconds, then the same 【1,1,1,1,1,1,1,1,1,1,1,】 chart will have 10 TAP notes at BUTTON-1 at 1.234, 2.234, 3.234, ..., and 10.234 seconds, respectively, after the music begins playing. Just as a real sheet music has an ending notation, an ending should be defined in simai's notation, otherwise the music may continue playing endlessly. ※In simai, when the chart definition is longer than the length of the MP3, the chart still ends when the MP3 is played to the end The end of a chart is denoted by an "E". If "first" is 1.234 seconds and the chart definition is 【1,1,1,1,1,1,1,1,1,1,1,1,1,E】, the chart progresses until 10.234 seconds, as described above, and since the last comma also has a length of 1 second, the chart ends at 11.234 seconds. A chart definition in simai's notation is a long string with a large number of commas and note notations and then an "E" at the end. Line breaks, spaces, and tabs can be inserted in the middle of this string for better readability. These characters are ignored when the chart definition is being parsed. Definition of BPM Length of Notes In the previous examples, a comma has the length of 1 second. Although the following example has a BPM which make the calculation difficult on purpose, the length of a 16th note at 174 BPM is 0.08620689655 seconds. If such length is assigned to every comma, notes with the length of a 16th note at BPM 174 can be placed correctly. However, it would be troublesome to calculate this manually every time. The per-comma length can be changed by adjusting the BPM and/or the length divider by using the following notations. How to Define the BPM (120) Input the BPM value and enclose it in a pair of round brackets. Since the BPM value should be accurate, a number with decimal places can be used. How to Define the Length Divider {2} Input the dividing value and enclose it in a pair of curly brackets. E.g., "{4}" specifies the per-comma length to be a quarter note, "{8}" to be an 8th note, and "{1}" to be the whole note. A number with decimal places can be used but should be avoided because it may cause confusions. The BPM must be defined before the length divider. Because the length of notes cannot be calculated unless the BPM value is defined, when these two parameters are defined together, the length divider should come after the BPM. E.g., 【(120){2}】 specifies the per-comma length to be a half note at 120 BPM (exactly 1 second). If the BPM value is B and the length divider is T, the per-comma length can be calculated using the following formula Per-comma length = 240 / B / T (seconds). Depending on the music, there might be cases where charting to a special sound effect or so with unknown BPM is attempted or matching the vocals precisely is desired. In these cases, 【{#0.35}】, for example, can be used, and the per-comma length after this will become 0.35 seconds. When this notation is used, the per-comma length is already determined, so there is no need to specify the length divider. These two parameters can be defined anywhere when necessary. TAP From here on, note notations which can be added before a comma will be explained. TAP is the most basic note type in maimai. TAP's notation is very simple and is denoted by a button number followed by a comma. TAP that occurs at BUTTON-1 ... 【1,】 TAP that occurs at BUTTON-5 ... 【5,】 To change a TAP into a BREAK TAP, add a "b" before the comma, e.g., 【1b,】, 【5b,】. HOLD To place a HOLD, in addition to the button number, how long the button should be held down should also be specified. For example, for a hold to be held down for the length of a half note at 174 BPM, its held-down length would be 0.68965517241...... seconds. However, as with the BPM example above, this is also troublesome to calculate manually every time. If the current BPM is 174, then 【(174)】 has already been placed before. What is missing is the length divider, 【one half note】. The held-down length is written as 【[2 1]】 in simai's notation. The number before the colon denotes the length divider (half note), and the number after colon denotes the multiplier of the length divider (1×). Hence the total held-down length of such HOLD note is (1 × half note =) one half note. This way of denoting the length parameter is used in both HOLD and SLIDE. In the actual notation, a button number is specified, an "h" is specified after the button number to make it clear that the note is a HOLD, and then the held-down length is be specified after both of them. HOLD that occurs at BUTTON-5 with the held-down length of one half note ... 【5h[2 1],】 This is the basic notation. However, there might be cases where it is more convenient to specify the held-down length to be an exact number of seconds. HOLD that occurs at BUTTON-4 with a held-down length of 5.678 seconds ... 【4h[#5.678],】 HOLD that occurs at BUTTON-4 with a held-down length of one half note at 150 BPM ... 【4h[150#2 1],】 To change a HOLD into a BREAK HOLD, add a "b" after the "h" like 【5hb[2 1],】. It does not matter whether the "h" and the "b" are swapped, as in 【5bh[2 1],】. SLIDE (Basics Shapes) To place a SLIDE, many parameters should be specified, such as the starting and ending button numbers, how they are to be connected with the arrow track, and how long the tracing star is to move. Although SLIDE has gone through remarkable development in the history of maimai, and many features have been implemented to it, this section only describes the basic notation and the shapes of SLIDE. The format of SLIDE's basic notation is a combination of 【starting point, shape of track, ending point, and tracing length】. BUTTON-1 to BUTTON-4, straight shape, tracing length of 3 8th notes ... 【1-4[8 3],】 The 【[8 3]】 part at the end of the notation is specified using the same concept as the held-down length described for HOLD. For SLIDE, there is a waiting time after the approaching star-shaped TAP reaches the judgment line and before the tracing star actually begins to move. Specifically, it is one beat at the current BPM. The tracing length of the SLIDE and the waiting time for the tracing star to start moving can be directly specified in seconds as follows Status ... BUTTON-1 to BUTTON-4, straight shape, 120 BPM Waiting time is one beat at 160 BPM, tracing length is three 8th notes at 160 BPM ... 【1-4[160#8 3],】 Waiting time is one beat at 160 BPM, tracing length is 2 seconds ... 【1-4[160#2],】 Waiting time is 3 seconds, tracing length is 1.5 seconds ... 【1-4[3##1.5],】 Waiting time is 3 seconds, tracing length is three 8th notes at current BPM ... 【1-4[3##8 3],】 Waiting time is 3 seconds, tracing length is three 8th notes at 160 BPM ... 【1-4[3##160#8 3],】 The arrow track of a SLIDE has many possible shapes. "-" ... Straight shape Connects the start to the end in a straight line. " ", " ", "^" ... Arc shape Connects the start to the end along the circled judgment line. If the direction of travel is to the right, use " ". If left, use " ". If the distance is shorter than half the circle, "^" can be used and thinking of the direction is thus not needed. "v" ... v-shape Connects the start to the end through the screen center as the turning point in two straight lines. "p", "q" ... p-shape, q-shape Connects the start to the end while curving around the screen center. "s", "z" ... Thunderbolt shape Connects the start to the end with three short lines in the shape of a thunderbolt symbol (⚡). "pp", "qq" ... Grand p-shape, Grand q-shape Connects the start to the end while curving along an imaginary circle which is tangent to both the screen center and the circled judgment line. "V" ... Grand v-shape Connects the start to the end through a middle turning point in two straight lines. The line connecting the start to the middle turning point is always a short straight line. "w" ... Fan shape Connects the start to three ends in an expanding track in a shape similar to a folding hand fan. Three tracing stars going to each end are spawn for this SLIDE shape. For the "V" SLIDEs, the middle turning point is specified by an extra button number in addition to the button numbers of the starting and ending points. Starting point is BUTTON-1, turning point is BUTTON-3, ending point is BUTTON-5 ... 【1V35】 Every SLIDE has a constant tracing speed from the start to the end. To change the track of a SLIDE into a BREAK SLIDE, add a "b" after the "]" like 【1-4[8 3]b,】. The allowed positions of the ending point relative to the starting point are restricted by the shape of the SLIDE. The following table lists the possible combinations of starting and ending points of each SLIDE shape where the arrow track of the SLIDE can be drawn normally. SLIDE (Multiple Chaining) Multiple SLIDE Multiple SLIDE refers to a SLIDE note with two or more arrow tracks stating from a single star-shaped TAP. Each SLIDE arrow track is specified with its own set of parameters, since every set of parameters may be different for each SLIDE arrow track, except that the starting point is the same. The tracing speed can be different for each SLIDE arrow track, but these SLIDE arrow tracks are treated as EACH because their tracing stars begin to move at the same time. BUTTON-1 to BUTTON-4, straight shape, tracing length of 3 4th notes, plus BUTTON-1 to BUTTON-6, arc shape, tracing length of 5 8th notes ... 【1-4[4 3]*-6[8 5],】 After the starting button number at the beginning of the note notation, there is no need to repeat that button number. An "*" can be added after the second SLIDE arrow track to specify the third arrow track and so on. Chaining SLIDE Chaining SLIDE is a SLIDE note which composes of multiple SLIDE arrow tracks with their starting and ending points joined together and is treated as a single SLIDE arrow track. For example, the 【1V75】 arrow track is internally two SLIDE arrow tracks (【1-7】 and 【7-5】) combined into one. However, the combination is not limited to the grand V-shapes but can be any shape and two or more SLIDE arrow tracks joined together. No matter how long the chaining SLIDE is, the tracing speed is calculated from the tracing length to be a constant from the start to the end of tracing. BUTTON-1 to BUTTON-4 with straight shape, BUTTON-4 to BUTTON-7 with q-shape, BUTTON-7 to BUTTON-2 with straight shape, tracing length of two whole notes ... 【1-4q7-2[1 2],】 Specify a series of button numbers and SLIDE shapes and then specify the tracing length at the end. In the case of this SLIDE, the tracing star continues tracing at a constant speed from BUTTON-1 until it reaches BUTTON-2. However, there might be cases where different tracing lengths are desired for some of the SLIDE arrow tracks. In such cases, the tracing length for each SLIDE arrow track can be specified like 【1-4[2 1]q7[2 1]-2[1 1],】. However, be sure to specify the tracing speed for all individual SLIDE arrow tracks. Otherwise, an error may occur. To change it to BREAK SLIDE, add a "b" after the "]", which the same as for regular SLIDE. It is not possible to make only a section of chaining SLIDE into BREAK SLIDE. A chaining SLIDE note can only be either a normal SLIDE or a complete BREAK SLIDE. Therefore, even when different tracing speeds can be specified for some of the SLIDE arrow tracks, the "b" can be added only after the last "]". TOUCH, TOUCH HOLD, Firework Effect TOUCH In maimai DX series, there are 34 sensor areas on the screen which the player can touch. All of these can handle contact events, and SLIDEs require the contact events to be made in a specific order. Since maimai DX, there have been new types of notes that require directly touching the sensor. They are TOUCH and TOUCH HOLD. The sensor areas are also divided into five major groups Group A, located adjacent to the buttons; Group B, located between Group A and the center of screen; Group C, which is in charge of the center; Group D, which fills the space between the areas of Group A; and Group E, located slightly inward from Group D and adjacent to Group B. Group C is in the center and has 2 sensor areas, while each of the other groups has 8 sensor areas which are numbered in clockwise order. The following diagram shows the approximate location and positioning of the sensors. To place a TOUCH, the sensor number of the desired location is denoted in the same way as TAP. TOUCH that occurs at SENSOR-B1 ... 【B1,】 TOUCH that occurs at SENSOR-D4 ... 【D4,】 The sensor in the center is divided into two areas, C1 and C2. However, no TOUCHes appear separately for each of them, instead a TOUCH appears in the middle of the areas. Therefore, a TOUCH that occurs in the center can be denoted as 【C,】 without numbering. Denoting this as either 【C1,】 or 【C2,】 causes no errors and is treated the same as 【C,】. TOUCH HOLD TOUCH HOLD is a note that requires the sensor to be pressed and held. It is counted as "HOLD" in the play result. The awarded score is also the same as HOLD. This notation is a direct combination of TOUCH and HOLD. Just simply replace the button number of a HOLD with a sensor number. TOUCH HOLD that occurs at SENSOR-C with held-down length of 3 4th notes ... 【Ch[4 3],】 While TOUCH has appeared in all 34 sensor areas since DX FESTiVAL, TOUCH HOLD has only appeared on the C sensor since DX classic, at least until DX UNiVERSE PLUS. However, in simai's notation, TOUCH HOLD can appear anywhere if the sensor number is specified to be not C. Firework Effect Firework effect refers to the rainbow-colored radial effect that appears as if fireworks are spreading from a certain location when a specific TOUCH is touched. Since there was no official name for this effect at the time DX classic was launched, 3simai used the name "firework effect" for convenience. To enable firework effect, add an "f" after the sensor number. TOUCH that occurs at SENSOR-B7 with firework effect ... 【B7f,】 TOUCH HOLD that occurs at SENSOR-C with held-down length of two whole notes with firework effect ... 【Chf[1 2],】 In the case of TOUCH HOLD, when "h" for HOLD and "f" for FIREWORK effect are specified together, either "hf" or "fh" is fine. EACH If two or more notes occur at exactly the same time, they are treated as an EACH (BOTH). In the case of SLIDEs, even if their tracing length are different, they are still considered to be an EACH if their tracing stars begin to move at the same time. The notes treated as part of an EACH change their color to yellow, except for BREAK notes. An EACH is denoted by placing each composing note and separating each of them with a "/". TAP at BUTTON-1 and HOLD at BUTTON-8 with held-down length of one half note ... 【1/8h[2 1],】 Their order does not matter, so the notation 【8h[2 1]/1,】 works fine. However, for SLIDEs, for example, in 【1-4[8 1]/2-6[8 1],】, 【1-4[8 1]】 will be displayed as if it occurred before 【2-6[8 1]】. In other words, the SLIDE defined earlier will be displayed as if it occurred earlier. Three or more elements are also treated as an EACH and can be denoted as note A / note B / note C ... Only EACHes composing of only non-BREAK TAPs can be denoted like 【12】 without the "/". The "/" between each note cannot be omitted even if there is only a single non-TAP or BREAK note within the EACH. EX Notes TAP, HOLD, and BREAK can be specified as EX notes. EX notes are judged to be CRITICAL PERFECT if they are hit within the timing window of GOOD or better. Simulators that support only the autoplay mode always hit notes within the timing window of CRITICAL PERFECT regardless of the notes' EX setting. However, Celeca have defined the notation because demands are expected for the needs of reproducing official charts and/or charting for simulators that react to player's input. To change a note into an EX note, add an "x" in the similar manner for changing the notes into BREAKs. EX-TAP at BUTTON-1 ... 【1x,】 EX-HOLD at BUTTON-3 ... 【3hx[α β],】 EX-BREAK at BUTTON-5 ... 【5bx,】 EX-BREAK HOLD at BUTTON-7 ... 【7bxh[α β],】 When two or more of "x", "h", and "b" characters are specified together, they can be specified in any order. Other Notations The notations listed below allow charters to create special charts more easily, such as the UTAGE charts appeared in MURASAKi version. Change Normal TAP to Star-shaped TAP A BUTTON-1 TAP is denoted as 【1,】. But if a "$" is appended and denoted as 【1$,】, it changes into a star-shaped TAP that would appear if a SLIDE were placed. This can be used in conjunction with a BREAK TAP or an EX-TAP. When two or more of "$", "b", and "x" characters are specified together, they can be specified in any order. Also, if two "$" are stacked to form "$$", the star-shaped TAP rotates. Currently, the rotation speed of the star-shaped TAP is a pre-defined constant. Change Star-shaped TAP to Normal TAP When a SLIDE is described as 【1-5[8 1],】, the BUTTON-1 TAP automatically changes into a star-shaped TAP, but if a "@" is appended to the star-shaped TAP as in 【1@-5[8 1],】, this star-shaped TAP changes back into a normal TAP. The SLIDE is processed as usual, so the SLIDE arrow track appears to start from the normal TAP. This can be used in conjunction with a BREAK TAP or an EX-TAP too. When two or more of "@", "b", and "x" characters are specified together, they can be specified in any order. Notations of Pseudo-TAP HOLD and Pseudo-TOUCH TOUCH HOLD Assuming there is a HOLD denoted by 【3h[1 1],】, if its held-down length is shortened to the limit, the required held-down length becomes instant, and the visual length of the HOLD shrinks as well, giving it the appearance of a hexagonal TAP. Although such a HOLD can be denoted like 【3h[1000 1],】, it can be easily denoted by removing the held-down length notation like 【3h,】. The same notation can be used for TOUCH HOLD. For example, a TOUCH HOLD denoted as 【Ch,】 gives a judgment instantly when hit. This can be used to denote a pseudo TAP or pseudo TOUCH. Note that this notation is treated internally as if 【[1280 1]】 were specified. It is because the held-down length of such notes is implied to be set to the length of a 1280th note in the official fan book sold by SEGA. Pseudo EACH When denoting two TAPs that are almost but not exactly simultaneous, the notes in the nearby section would needed be very fine-tuned in this way {96} 1,2,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, {8} ~~~~~~ In the above example, the 96th note length divider was used for the timing gap, and specifying the notes to be closer to each other would be even harder. When strictly reproducing an official chart, this made it infeasible, and when creating a fan-made chart, this could be troublesome. In this case, 【1`2,】 can be used. It makes the BUTTON-2 TAP placed only slightly later than the BUTTON-1 TAP but still almost simultaneous. The BUTTON-2 TAP is processed internally as a TAP that is 1 millisecond later than the BUTTON-1 TAP. Since they are not exactly simultaneous to become a part of an EACH, the two TAPs do not turn yellow and do not count as an EACH on the play result. For example, in 【1`2`3/4,】, a BUTTON-2 TAP is placed 1 millisecond after the BUTTON-1 TAP, and an EACH composing of a BUTTON-3 TAP and a BUTTON-4 TAP is placed another 1 millisecond after the BUTTON-2 TAP. Note that, the "`" symbol can be entered by holding down Shift and pressing the "@" key right to the "P" key on a JIS layout keyboard and also by directly pressing the "`" key left to the "1" key on a US or UK layout keyboard. SLIDE without Star-shaped TAP When a SLIDE is placed, a star-shaped TAP normally always appears and approaches to the SLIDE's starting point, but this approaching star-shaped TAP can be eliminated. Assume that there is a SLIDE denoted by 【1-5[2 1],】. The tracing star fades in before starting to move ... 【1?-5[2 1],】 The tracing star does not fade in and suddenly appears when it begins to move ... 【1!-5[2 1],】 In both cases, the SLIDE arrow track fades in and the approaching star-shaped TAP does not appear. For creating a chart that letters, symbols, etc. are drawn using SLIDEs, it is recommended to use "?" to make it clear where to start tracing. For creating a chart with single-stroke SLIDEs, using "!" is recommended to avoid displaying extra stars on the screen. [pseudoEach] backtick (`) is located to the left of "1" on a US/UK layout keyboard. Its Alt code is 96. Alternatively you can copy and paste... -- cubruce1103 (2023-02-13 02 35 50) 名前 コメント
https://w.atwiki.jp/trpg_summary/pages/2831.html
2022 1~6月 + クリックすると開きます 7~12月 + クリックすると開きます 11/21:PL #ゆるてっとemotional クトゥルフ神話TRPG emotional アイドルを救え
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Dear Friend, I Mr RULPHUS WILLIAMS I am in charge of auditing and accounting section of ECO BANK in West Africa Accra Ghana with due respect and regard. I have decided to contact you on a business transaction that will be very beneficial to both of us at the end of the transaction.We had a foreign client Mr Hans Bennett.who deposited a huge sum of money (US$9.5million) with our bank. As it may interest you to know,please forgive my indignation if it might offend without your prior consent through this channel, I need a reliable honest and trust worthy person to entrust this business with i was simply inspired and motivated to pick your contact I know you are capable to champion in business of such magnitude without any problem. Eventually, this client was among the victims of EGYPT AIR BOEING 767 FLIGHT NO.990 that crashed on the 31-10-1999 in U.S.A but, since then we have not had any body coming for the claims as the next of kin. A situation I have monitored closely with my position in the bank. Now, having monitored this deposit and managed it over the years before his death, and hence nobody has showed up as the next of kin for the past SIX year plus, I have removed the file to my private vault. I now solicit for your assistance to present you as the next of kin as every other arrangement has being concluded by me and I am only waiting for a foreigner to enable me move the fund to his account. This does not have any risk attached to it as all the internal documentations will be handled by me if interest i need your full information (1) Full Name (2) Phone and Fax (3) House Address (4) Marital status (5) country of Origin (6) Passport No Therefore request you to confirm your interest by a return message and I will furnish you with details. Your interest will be negotiable before we commence the operation. I look forward to hearing from you. (rulphus1@live.com) My Regards, Mr RULPHUS WILLIAMS コメント 名前 カウンタ 今日 - 昨日 - 累計 - Wiki内検索 検索 and or 更新履歴(Wiki全体) 取得中です。 リンク元(時系列/このページのみ) 申し訳ありませんが、recent_page_ref プラグインは提供を終了し、ご利用いただけません。 リンク元(累計/このページのみ) #ref_list リンク元(時系列/Wiki全体) 申し訳ありませんが、recent_ref プラグインは提供を終了し、ご利用いただけません。 リンク元(累計/Wiki全体) #ref_list
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2022 1~6月 + クリックすると開きます 7~12月 + クリックすると開きます 11/21:PL #ゆるてっとemotional クトゥルフ神話TRPG emotional アイドルを救え
https://w.atwiki.jp/dominions4/pages/93.html
概要 Arcoscephaleはかつて既知の世界の多くを征服した古き王国です。 数世紀前の王国の没落以来、伝統は人々に唯一残されたものとなりました。 太古のカルトのMisticとPriestessはまだArcoscephaleの王に仕えています。 歩兵隊、騎兵隊は未だ絶望的なほどに古風ですが、新たなる神の目覚めは多少の変化を齎しました。 いくらかの伝統は放棄され、騎兵隊は改良されました。 高い技量を持つ軽装なPhalangiteは、Cardacesやより重装備なHopliteに代わりつつあります。 かつての王たちを援助した賢明なるAstrologerは殺されたか追放されましたが、Sibylと呼ばれる新たな種類の預言者が現れました。 Sibylは一度は強大であった王国を導き、目覚めし神の強い基盤となるための大きな助けとなります。 治療に関する豊富な知識を持つPriestessは、古き王国の全盛期に建設された古代の神殿で訓練されます。 Priestessは神の支配圏内にある州と敵軍を占うことにも長けています。 種族 人間 軍事 重装の槍兵隊、戦象、猿の戦士 魔法 星、緑、火、地、水、多少の死 聖職者 平均的。治療術 支配力 占い(正確で自動的な、支配力内の軍事情報取得) 要塞技術 レベル3(Citadel) 初期宝石 星3、緑1 魔法土地 The Sibylline Caves、The Cerulean Tower、Gymnasium 指揮官 名称 コスト 制限 雇用条件 解説 Scout 25g,4r 要塞 偵察兵:敵地の偵察を担う。森林と山地のサバイバル能力あり Phalangite Commander 75g,19r 要塞 指揮官:標準的な指揮官。指揮上限80 Hoplite Commander 75g,30r 要塞 指揮官:より重装備な指揮官。指揮上限80 Hypaspist Commander 70g,24r 要塞 指揮官:士気が高めの指揮官。指揮上限80 Agema Commander 105g,40r 要塞 指揮官:騎乗した指揮官。指揮上限は平凡だが、配下の士気は高めになる。指揮上限80 Strategos 110g,30r 要塞 指揮官:最上位指揮官。指揮上限120。老齢 Priestess 155g,1r 要塞 聖職者:レベル2の聖職者。緑1の魔法スキルと優れたHealer技能を持ち、支援的な面で活躍する Mystic 120g,1r 要塞 魔術師:星を中心に幅広い魔力を持ち得る魔術師。研究に適している Sibyl 230g,1r 2ターン雇用 首都 聖職者:レベル2の聖職者。星と緑を中心とした魔法スキルも持つ。有能な占師でもある 兵士 名称 コスト 制限 雇用条件 解説 Slinger 7g,2r 要塞 投石兵:安価な射撃兵。軽装の敵に対してはそれなりに有効 Peltast 10g,6r 要塞 軽歩兵:槍と手槍、盾を持つ軽歩兵。牽制に適する Phalangite 13g,19r 要塞 歩兵:長槍と盾を持つ歩兵。Hopliteよりやや軽装だが、行軍が早く隊列を組むのも得意 Hoplite 13g,30r 要塞 重歩兵:長槍と盾を持つ重歩兵。隊列を組んでの分厚い前線構築を得意とする。マップ移動力1 Hypaspist 16g,24r 要塞 重歩兵:槍と盾を持つ重歩兵。役割はHopliteに似ているが、こちらのほうが軽装な代わりに技量は上で行軍も早い Agema Companion 35g,40r 要塞 重騎兵:長剣、突撃槍、盾を持つ騎兵。他国騎士よりやや軽装だが、技量は劣らない。マップ移動力2 War Elephant 100g,62r 要塞 戦象:蹂躙能力を持つサイズ6の軍用動物。防具を与えられており、乗り手が2本の長槍で迎撃も行うため比較的倒されにくい Cerulean Warrior 20g,20r 首都 重歩兵:槌矛と小盾を持つサイズ3のBandar兵。魔法抵抗が低いが、強靭で技量も高い Heart Companion 20g,30r 首都 重歩兵:Sacred。長槍と盾を持つ重歩兵。戦闘力自体は平凡だが神聖な兵としては安価 地方守備隊 種別 指揮官 兵士 備考 地上下位 Phalangite Commander Peltast 10 Phalangite 10 Slinger 10 地上上位 Priestess Hoplite 10 魔法技能 条件 名称 固定 変動 備考 要塞 Priestess 12 Sacred 要塞 Mystic 1 +1 100% +1 50% +1 50% +1 50% 首都 Sibyl 212 +1 100% +1 10% Sacred 固有魔法 領域 使用 名称 主属性 副属性 宝石 解説 Conjuration Lv5 儀式 Monster Boar 3 10 指定した州にMonster Boarを潜伏させ、不安度を増加させます 前作からの変更点 固有魔法Summon Sirrushを喪失した コメント 名前 コメント
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汎用モジュール description memo BAPI_MATERIAL_AVAILABILITY DYNP_VALUES_UPDATE ヘルプ機能で1つまたは複数のDynpro項目に値を設定する場合に使用 F4IF_GET_SHLP_DESCR F4 HELP F4_SEARCH_HELP F4 HELP I_CHANGE_STATUS ユーザステータス更新 RP_PNP_ORGSTRUCTURE 組織のF4HELP RS_TOOL_ACCESS SE16を簡単にプログラムから呼出 SO_NEW_DOCUMENT_SEND_API1 メールの送信
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National PUBG League 2019 Phase 1の予選大会。OGN、PUBG Corp.が運営。対象地域は北米。本戦はアメリカ・ロサンゼルスのOGNスタジオで開催。 大会日程 オンライン予選 2018年12月11~16日 本戦 2019年1月7~13日 日程 1月7日 グループA D 1月8日 グループB C 1月9日 グループA C 1月10日 グループB D 1月11日 グループA B 1月12日 グループC D 1月13日 ファイナル 大会方式 Squad、FPP、エランゲル、ミラマー使用。 ラウンド構成 ステージ 方式 オンライン予選 3~6ラウンドを実施予定。各ラウンド4試合行い上位8チームが次のラウンドに進む、最終ラウンドは8試合行い上位24チームがプレシーズンに進出 プレシーズングループステージ 32チーム参加、8チームずつ4グループに分かれ、2グループを総当たり(A D, B C, A C, B D, A B, C D)、各4試合。上位16チームはファイナル進出とNPL phase 1の出場権を獲得。下位16チームはNPL Contenders phase 1出場権を得る プレシーズンファイナル 4試合実施 ポイントシステム 1キル 16ポイント 順位 pts 順位 pts 1位 400 9位 100 2位 330 10位 80 3位 280 11位 60 4位 240 12位 40 5位 210 13位 30 6位 180 14位 20 7位 150 15位 10 8位 120 16位 0 +サークル設定 サークル設定 Circle Delay Wait Move DPS Shrink Spread Land Ratio 1 90 300 300 0,4 0,35 0,5 0 2 0 140 140 0,6 0,57 0,56 0 3 0 90 140 1 0,6 0,56 0 4 0 80 140 3 0,6 0,56 1 5 0 70 110 5 0,65 0,56 0 6 0 70 100 7 0,65 0,56 0 7 0 70 80 10 0,65 0,56 0 8 0 60 60 15 0,65 0,56 1 9 0 30 120 20 0,001 10 0 賞金 賞金総額100,000USドル 順位 賞金 1位 50,000ドル 2位 20,000ドル 3位 10,000ドル 4位 6,000ドル 5位 5,000ドル 6位 4,000ドル 7位 3,000ドル 8位 2,000ドル 配信 Twitch 参加チーム 本戦 オンライン予選24チーム+招待8チーム (Ghost Gaming、Wildcard Gaming、Cloud9 PUBG、Team Dignitas、Tempo Storm、Team Gates、Team Envy、Why Tempt Fate) グループA チーム プレイヤー Cloud9 PUBG MOODY、PR0PHIE、NERF、KAYMIND Wildcard Gaming TOUMAI、SHARPSHOT、PRIDE、XTREME eUnited DYLHERO、GICE、PISTOLATIME、TAYLORJAY Smokin Aces Red CHERRYPOPPINS、DEFINELEGIT、KR0W、SOAPYLICIOUS Adapt KRISPYER、WO1F、MINIFRIDGE、SOMETHANG Elder Wolves CREAMZIE、DANG、GB69、ZETSENTU Zenith Esports LUSH、KENDO、P4TRON、ROTH GGWP NUISANCE、DEXYBICEPS、BIZNATCH、HEFFAA グループB チーム プレイヤー Ghost Gaming BALLOC、MICCOY、DRASSEL、FROLICER Team Gates LANDOOON、YAXLEY、SMITHY、TONYV Halocline Gaming DUCKK、MACHINEGUNNER、VAKK、ZODYAK Simplicity CZECHSHOOTER、LINKSY、PENTALOL、WOO1Y Leggo Your Ego LORLAX、MARDONES、ZAITUS、ZINITE Check Six GODKU、LOBES、NOTADEVELOPER、PACKS Trifecta FILTHY、HADEZ、SOKO、THEROUS ReinvenT GREGSHOTGG、CILLO、GRISLY、RICHY グループC チーム プレイヤー Tempo Storm ZANPAH、YABOIDRE、MELUKE、SHARKY Team Dignitas PURDYKURTY、UNCIVIL、ADAM、ALOW Lazarus FALECX、SUBZERO、PHOZHU、W0AHH SpaceStation Gaming DMASTER、HWINN、SMURFFFFFFFFFF、VEXYL Don t Let em Getcha CHUBBABUBBA、GODSPEED、MICROFRY、LOSHD Lowkey Esports CH4RLE、GIBMEISTER、RELO、JOKER Denial CARBON、CLOUDTAIL、F1NNA、TETRA Yellow Pike Gaming INVICTUS、1H0G、AMOH、GSOT グループD チーム プレイヤー Why Tempt Fate HYPOC、HETROR、BAHAWAKA、VALLIATE Team Envy VENERATED、CAD3N、PAT_KAPS、INTERROGATE The Happy Campers JAYALLDAYTV、LEAFEYE、ATOM、CHARITY Vicious Gaming DASH、PROTUHGE、SHUHROO、VEAZYY Noble BOOM、EDAKULOUS、FUDGE、WIILL Oxymoron BASHER--、JASONKYS、CLAMB_、JSANK- PlayerOne Esports OOGLEE、DTREATS、UADAVIDX、AGHILA Team Kru LATAA、MYSTERY、WALDOE、ZHNARK 大会結果 グループステージ 順位 チーム 順位PTS キルPTS 合計 1位 Simplicity 2590 1552 4142 2位 Ghost Gaming 2400 1104 3504 3位 Why Tempt Fate 2220 1232 3452 4位 Team Envy 2070 1328 3398 5位 eUnited 2070 1280 3350 6位 Shoot To Kill 2170 1104 3274 7位 Cloud9 1890 1056 2946 8位 Wildcard Gaming 2130 704 2834 9位 Adapt 2100 688 2788 10位 SpaceStation Gaming 2090 656 2746 11位 Oxymoron 2020 720 2740 12位 Noble 1650 992 2642 13位 Tempo Storm 1750 800 2550 14位 Vicious Gaming 1890 592 2482 15位 Smokin Aces 1750 672 2422 16位 Lazarus 1600 800 2400 17位 Team Kru 1700 672 2372 18位 GGWP 1790 496 2286 19位 Trifecta 1820 464 2284 20位 Denial Esports 1580 672 2252 21位 Zenith Esports 1670 576 2246 22位 The Happy Campers 1680 496 2176 23位 Check Six 1600 560 2160 24位 Team Gates 1630 528 2158 25位 ReinvenT 1330 640 1970 26位 Don t Let em Getcha 1540 416 1956 27位 Halocline Gaming 910 448 1358 28位 Yellow Pike Gaming 1130 224 1354 29位 Lowkey Esports 920 288 1208 30位 Elder Wolves 870 304 1174 31位 PlayerOne Esports 740 384 1124 32位 Leggo Your Ego 700 240 940 ファイナル 順位 チーム 順位PTS キルPTS 合計 1位 Tempo Storm 1004 544 1548 2位 Wildcard Gaming 1084 192 1276 3位 Why Tempt Fate 772 288 1060 4位 Simplicity 716 288 1004 5位 Adapt 770 128 898 6位 Lazarus 670 208 878 7位 Oxymoron 760 96 856 8位 Smokin Aces 560 240 800 9位 Ghost Gaming 450 256 706 10位 Cloud9 470 224 694 11位 Shoot To Kill 490 160 650 12位 Noble 510 112 622 13位 SpaceStation Gaming 360 256 616 14位 Team Envy 260 288 548 15位 Vicious Gaming 270 160 430 16位 eUnited 90 16 106 外部リンク OGN公式 予選公式 公式アナウンス
https://w.atwiki.jp/pubgpro/pages/338.html
PUBG JAPAN SERIES βリーグ Phase2への入れ替え戦。 開催日 2018年6月9,10日 配信 Youtube OPENREC PeriScope 大会方式 1日3試合、合計6試合。1日目終了後、ポイントをもとにグループA、Bを再編成し、2日目を行う。2日日目終了時点でグループA、Bをあわせたランキングを作り上位6チームがPUBG JAPAN SERIES βリーグ2 Phase 2 Class 2の出場権を得る。 各日のラウンド構成 ラウンド マップ モード 1R エランゲル FPP 2R ミラマー TPP 3R エランゲル TPP +ポイントシステム 順位 ポイント 1位 500pt 2位 400pt 3位 350pt 4位 310pt 5位 270pt 6位 250pt 7位 230pt 8位 210pt 9位 190pt 10位 170pt 11位 150pt 12位 140pt 13位 130pt 14位 120pt 15位 110pt 16位 100pt 17位 100pt 18位 100pt 19位 100pt 20位 100pt 1キル 5pt 参加チーム グループA チーム プレイヤー Rahxephon RAH_siberia、RAH_Marioooo、RAH_kirihiko、RAH_AreAre TEAM Wizard WZD_amayadori、WZD_KTM_JPN、WZD_JaGao、WZD_WhiteTiger PNG ADELIAE PNG_Relaive_PNG_Jinmaru_PNG_dtds、PNG_Hek7or Violet ravens Vir_vissdonn、Vir_Hyralz、Vir_NEET、Vir_KYN4 V3 Turtles V3T_Giepie、V3T_KanameGIV、V3T_Mackey_V3T_Wakkan TheHorizon Th_Harkua、Th_Crash_Fever、Th_Cakemen、Th_Refle ELGAME Fortissimo EFF_nekosasi、EFF_Laft01、EFF_BestRiven、EFF_Re4per Oracle Begin OCB_Aku-656、OCB_NINNNIKUN、OCB_Harigane3、OCB_Ai-DeAL Lily Stars Gaming LSG_kuma_t、LSG_Skylark、LSG_SpicyHoro、LSG_ttrumba GrimNight REDCELL GNR_masukun、GNR_1RoHa、GNR_relto、GNR_xSerapH AniMa AM_kuromaru、AM_Kzz2z、AM_Vapp、AM_Shamutea Accent+ act_4mu1、act_RONX、act_leon41、act_jexxxa BlitzeN BZN_MomijixD、BZN_Gusokujiro、BZN_Lemon_Chi、BZN_Degurechaf ARANZAN ARZ_kreamer、ARZ_rennywolf、ARZ_dendeeen、ARZ_rengooh Afflict 4Cible A4C_Alice_A4C_Pepe12、A4C_babukichi、A4C_Quattro Ark5 Mistral Mst_sousyan、Mst_Asanon、Mst_Nanamr、Mst_fysis Requish Req_Lycer、Reg_myygawng、Reg_monkey、Reg_Spheld Marshmallow MSM_Kokoron、MSM_Aris、MSM_PyPiy、MSM_maccyan DetonatioN Gaming Team2 DN2_mimote、DN2_karnakaze、DN2_ssee、DN2_Kakuoo HANAGUMI STRELITZIA HNS_Assail、HNS_Glaser、HNS_EINaaas、HNS_SeroZy4 グループB チーム プレイヤー PUBGRU Savage PRS_mckch、PRS_OOKAMI、PRS_Z-E-B-R-A、PRS_TIMEprdx Owl of Minerva owl_redjoo5050、owl_Raz-O、owl_Xcubek、owl_Miyukinio BAN GUN BANG BAN Concrete BAN_aukaid、BAN_tokuda33、BAN_wehehehe BUONO Erbacia BNE_WIRU、BNE_Kazunarin、BNE_omega110、BNE_yodamaru D_Rabbit DRB_Yuuzio、DRB_SeNa_k、DRB_ApollOJPN、DRB_Crap_hy HANAGUMI LAUREL HNL_pikaotu、HNL_sidestep、HNL_YNKing、HNL_SYACHIM Unlimited Hounds ULH_Chino、ULH_folutia、ULH_Suketyobin、ULH_THE-F1N4L Team PeChanko PCK_Alan_Walker、PCK_R3_ONZ_PCK_V1ore、PCK_pekoapple9 Creatives Acquire CRA_Aruvin、CRA_SyoGoo、CRA_RAIDENXD、CRA_BeRcy High Voltage HV_Leiden、HV_NaoNobu、HV_toro0520、HV_DaXc Nsp Nsp_AnadesX、Nsp_Homujp、Nsp_otomedayo、Nsp_Rivaaal Kw.Berserk KwB_L4svegas、KwB_AFKer、KwB_afraidgg、KwB_sanashi Shell Shl_canun、ShI_NILL-A-、Shl_arikun、Shl_Titorjohn Cluster Amaryllis CLA_tapihina00、CLA_MAKU0211、CLA_choco66、CLA_himajinn PENTAGRAM Navillera PGN_Pepper、PGN_Odenkunn、PGN_PKMN、PGN_timatin Unlimited Nexus ULN_shibaf、ULN_Ba_Nana、ULN_moronSWAG、ULN_aisakiJP Hypnos Hyp_unico69、Hyp_ONNNNO、Hyp_oLvF、Hyp_cameko ELGAME Arpeggio ELA_Nejoh、ELA_kaede_ELA_takashiTWT、ELA_KARIKUN Strinngs Absorb Gamini SAG_SeFi4、SAG_Llennnnn_SAG_puru-nmiki、SAG_Dauntleroy 大会結果 最終結果 順位 チーム ポイント 1位 Kw.Berserk 2045 2位 PENTAGRAM Navillera 1935 3位 High Voltage 1920 4位 Rahxephon 1860 5位 PUBGRU Savage 1790 6位 PNG ADELIAE 1785 7位 Nsp 1780 8位 V3 Turtles 1705 9位 Hypnos 1700 10位 DetonatioN Gaming Team2 1620 11位 Marshmallow 1570 12位 GrimNight REDCELL 1545 13位 Accent 1540 14位 ELGAME Fortissimo 1505 15位 TEAM Wizard 1495 16位 Unlimited Nexus 1485 17位 Afflict 4Cible 1475 18位 BAN GUN BANG BAN 1305 19位 Unlimited Hounds 1305 20位 AniMa 1295 注・21〜39位は未発表 外部リンク 大会公式 大会規約
https://w.atwiki.jp/nostradamus/pages/490.html
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