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Valfreya Guild(アルナベルツ教国) 回 年月日 F1 F2 F3 F4 F5 301 09/0?/?? * * * * * 300 09/05/10 eclipse †SalvationArmy† お猿の隠れ宿 Laurel Wreath ぷるぷる猫 299 09/05/03 eclipse †SalvationArmy† Twilight Moon Temple Knights Cait Sith 298 09/04/26 eclipse †SalvationArmy† Almighty 出前一丁! お猿の隠れ宿 297 09/04/19 お猿の隠れ宿 †SalvationArmy† 白鳳 +Accidental Bomb+ Murderer s eclipse 296 09/04/12 eclipse †SalvationArmy† Twilight Moon Murderer s 星降る夜のれすとらん 295 09/04/05 eclipse †SalvationArmy† 紅魔館 Murderer s 星降る夜のれすとらん 294 09/03/29 eclipse †SalvationArmy† 紅魔館 Murderer s 星降る夜のれすとらん 293 09/03/22 食い逃げ上等 †SalvationArmy† †SalvationArmy† eclipse one sfree will 292 09/03/15 お猿の隠れ宿 †SalvationArmy† eclipse eclipse 墨谷二中 291 09/03/08 お猿の隠れ宿 †SalvationArmy† 羊でおやすみ eclipse Magic Number 290 09/03/01 食い逃げ上等 †SalvationArmy† Murderer s eclipse Phantom 289 09/02/22 ぷるぷる猫 お猿の隠れ宿 ヘイムダル暫定協同組合 eclipse 羊でおやすみ 288 09/02/15 Magic Number お猿の隠れ宿 羊でおやすみ eclipse Almighty 287 09/02/08 Sinfonia お猿の隠れ宿 My Dear World eclipse †SalvationArmy† 286 09/02/01 Sinfonia お猿の隠れ宿 †SalvationArmy† eclipse お猿の隠れ宿 285 09/01/25 Sinfonia お猿の隠れ宿 †SalvationArmy† eclipse Radiance 284 09/01/18 お猿の隠れ宿 eclipse 蒼黒の不死鳥 eclipse My Dear World 283 09/01/11 Magic Number eclipse Kaleidoscope S.P.K. 羊でおやすみ 282 09/01/04 Magic Number eclipse 紅魔館 eclipse Temple Knights 281 08/12/28 Magic Number eclipse Sinfonia Private Anthem 紅魔館 280 08/12/21 Radiance eclipse Private Anthem Murderer s 紅魔館 279 08/12/14 Magic Number eclipse Private Anthem Murderer s Shadow-edge 278 08/12/07 eclipse †SalvationArmy† Murderer s ヘイムダル暫定協同組合 277 08/11/30 Sinfonia My Dear World 星降る夜のれすとらん Magic Number 276 08/11/25 eclipse eclipse Macbeth †SalvationArmy† eclipse
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ファイアトランメルLv1 Lv2 フェルッカLv1 Lv2 ファイア トランメル Lv1 efreet evil mage evil mage lord fire elemental fire steed giant rat giant serpent hell hound hellcat lava lizard lava serpent lava snake lich predator hellcat skeleton mage slime Lv2 daemon efreet evil mage evil mage lord fire elemental fire steed hell hound hellcat lava lizard lava serpent lava snake lich lich lord フェルッカ Lv1 Abyss Champion evil mage evil mage lord fire elemental lich lord Lv2 daemon efreet evil mage evil mage lord fire elemental lich lich lord
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I'm On Fire kors k 2ndアルバム『Let s Do It Again!!』からの楽曲 BASIC MEDIUM HARD Level 5 7 10+ Objects 177 311 658 BPM 160 TIME 1 50 Artist kors k Version groovin !! Upper 解禁方法 隠し曲「光と幻影(Xceon album ver.)」を1回プレー後、どの曲でもいいので9曲分プレー(計10回プレー、「contrail tail」から数えると累計30回) 動画 攻略 [HARD]中盤までは10+としては易しめな譜面が続くが、終盤16分VO32連を機に忙しくなる。終盤はトリルの連続で、チェインの繋がり方が独特だったりTOPも混ざったり、火遊びと同等かやや難しい -- 名無しさん (2015-06-12 19 48 27) [HARD]Plaiyng With Fireは3TOPの左右振りで乱して来るのに対し、この曲はチェイン見切り難。ある程度地力があれば前者よりは安定するはず。 -- 名無しさん (2015-06-12 20 44 40) 名前 コメント ※攻略の際は、文頭に[BASIC] [MEDIUM] [HARD] [SPECIAL] のいずれかを置くと、どの譜面に関する情報かが分かりやすいです。 コメント(感想など) そういえばポップンのヘビーメタルの曲名もI m on fireだな。 -- 名無しさん (2015-06-10 21 04 37) ↑kors kのI m on fireがBEMANI機種に収録された事によって、ヘビメタの方もネタにされている模様。 -- 名無しさん (2015-06-11 12 00 02) 微妙に綴りの大文字小文字が違うけどなw ポプは「I m on Fire」、こっちは「I m On Fire」 -- 名無しさん (2015-06-11 14 25 06) VO乱打後の後半はPlaiyng With Fireと似ている。でもこっちの方が難しいと思う。 -- 名無しさん (2015-06-11 20 03 35) 東方除けば版権最強曲に。ただしSTRONG難民は除く( -- 名無しさん (2015-06-12 03 29 49) 名前 コメント ↑攻略と無関係の曲に対するコメントはこちらでお願いします。あまりにもかけ離れた内容は削除される場合があります。
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STARITE FIRE STATION WAGON! 1 ALL THE FIRE ENGINES ARE BUSY! THIS CAR NEEDS TO BECOME A FIRE TRUCK! START BY PAINTING THE CAR! HINT1 HELP ME PAINT THE FIRE TRUCK. HINT2 FIRE ENGINES ARE THE SAME COLOR AS SOME APPLES. HINT3 FIRE ENGINES IN AMERICA ARE USUALLY RED. クリア可能な言葉 APPLE、VERMILLION 2 NOW THE CAR NEEDS TO BE HEARD! GIVE THE DJ SOMETHING LOUD TO HOOK UP TO THE CAR! HINT1 GIVE ME SOMETHING LOUD TO ATTACH TO THE FIRE TRUCK. HINT2 FIRE ENGINES AND POLICE CARS HAVE LOUD SIRENS. HINT3 A SPEAKER COULD AMPLIFY THE SOUND. クリア可能な言葉 AMPLIFIER、SPEAKER 3 THE FIREMAN IS ALMOST READY TO HEAD OUT! GIVE HIM A TOOL THAT WILL HELP GET THE JOB DONE! HINT1 GIVE ME A FIRE FIGHTING TOOL. HINT2 I NEED A TOOL TO CHOP DOWN DOORS. HINT3 GIVE ME AN AX. クリア可能な言葉 AX 4 TRAFFIC IS TERRIBLE! HELP THE CAR GET OVER THIS TRAFFIC! HINT1 HELP ME GET THROUGH THIS TRAFFIC. HINT2 USE AN ADJECTIVE TO HELP ME FLY OVER THIS TRAFFIC. HINT3 IF I WERE A FLYING STATION WAGON, THIS WOULDN T BE A PROBLEM. クリア可能な言葉 WINGS FIRE STATION INVASION! 1 THE CITY HAS BEEN OVERRUN BY ZOMBIES! EACH OF THE SURVIVORS NEEDS SOME HELP! START BY HELPING THE DOCTOR TREAT THE FIREMAN S WOUNDS! HINT1 HELP ME FIX HIS WOUNDS. HINT2 I NEED SOMETHING THAT CAN CLEAR UP THIS INFECTION. HINT3 SOME MEDICINE COULD MAKE HIM FEEL BETTER. クリア可能な言葉 MRDICINE 2 THIS IS THE GAMER S DREAM! GIVE HER SOMETHING TO HELP FEND OFF THE HORDE! HINT1 GIVE ME SOMETHING TO FIGHT THE ZOMBIES. HINT2 I WANT SOMETHING FROM A FIRST PERSON SHOOTER. HINT3 A FLAMETHROWER WOULD HELP IMMENSELY. クリア可能な言葉 FLAMETHROWER、SWORD、GATLING GUN etc… 3 THE ORPHAN IS PRETTY SHAKEN UP! SHE NEEDS SOMETHING TO HELP CALM HER DOWN! HINT1 I M SO SCARED! MAKE ME FEEL BETTER. HINT2 HAVE YOU SEEN MY BEAR? HINT3 ANEW DOLL WOULD MAKE ME FEEL BETTER. クリア可能な言葉 DOG、RABBIT 4 THE SOLDIER IS THAT A FEW SIMPLE OBJECTS CAN BE COMBINED TO MAKE A FIGHTING MACHINE! PLACE RHREE OBJECTS INSIDE THE BOX TO MAKE A MECH! HINT1 I NEED COMPONENTS THAT ADD OFFENSE, DEFENSE, AND MOBILITY TO THE MECH. HINT2 I COULD USE ANYTHING MADE OF METAL OR SOMETHING STICKY TO COMBINE OBJECTS. HINT3 MOST ELECTRONIC DEVICES NEED A SIMILAR POWER SOURCE. クリア可能な言葉 STURDY BODY DOOR KNOB FIGHT HALBERD POWER SORCE OLIVIA TRINGALI STICKY TO COMBINE OBJECTS OOZE 5 THE FIRESTATION NEEDS TO BE EVACUATED! DISTRACT THE ZOMBIES WHILE THE OTHER SURVIVORS ESCAPE! HOP IN THE MECH WHEN YOU ARE READY TO BIGIN! HINT1 JUMP IN THE MECH AND PROTECT THE SURVIVORS. HINT2 HOP IN THE MECH TO START THE EVACUATION. HINT3 FIRE MISSILES AT THE ZOMBIES WHILE EVERYONE ESCAPES. クリア可能な言葉 SHARDS HOT DOG! DACHSHUND I NEED TO LOOK THE PART TO BECOME A FIREHOUSE DOG! クリア可能な言葉 FIREMAN HELMET QUITTING TIME! SECRETARY WHAT TIME IS IT? CAN I GO HOME YET? クリア可能な言葉 CLOCK TOUGH MEAT! FIREMAN THIS STEAK NEEDS TO BE TENDERIZED BEFORE WE CAN COOK IT! クリア可能な言葉 PRETTY IN PINK! SORORITY GIRL I CAN T FIND MY HELMET ANYWHERE! クリア可能な言葉 1階のPINK LOCKERの中にあるPINK HELMETを持っていく PUT DOWN THE MATCH! ARSONIST PEOPLE SAY I HAVE ISSUE! WHO CAN HELP ME? クリア可能な言葉 POLICE FIELD TRAINING! PARAMEDIC I NEED TO RESTART THIS DUMMY S HEART! クリア可能な言葉 THUNDER UP TO CODE! ENGINEER HELP ME TEST ALL OF THE ALARMS! クリア可能な言葉 BATTERY SONIC SNORES! FIREMAN SHE SNORES SO LOUDLY! I CAN T SLEEP! クリア可能な言葉 SILENT BUILT FROM RUINS! HELP ME REBUILD THIS BUILDING! クリア可能な言葉
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エラー pthread_createはスレッドの生成を行うらしい。成功の場合は戻り値0を返す。 失敗した時はエラーコードを返す。(エラーコードはperrorで出力するアレとは別物) 戻り値 EPERM エラーコードの値は(1)。パーミッションエラーぽい。 あなたはスレッドを起こそうとしているけど、権限がないよというエラー。 これが出た場合、ログイン中のユーザーの権限がスレッド生成に足りてないですよ、 のパターンのようです。参考→EPERMが出て困っている人(海外) Ubuntuユーザーの場合、ありがちなのではないかと思います。 解決策は、スレッドを起こそうとしているアプリがCUIがGUIかで変わります。 CUIの場合 sudoコマンドを使います。アプリの名前がa.outの場合はこんな感じ $ sudo ./a.out (passを聞いてくるので入力する) GUIの場合 基本のやりかたはCUIと同じで、sudoの代わりにgksudoを使います。 gksudoがNot Foundだよ、と言われた場合は、ダウンロードしてきましょう(ええーっ)。 (どうもUbuntuはgksudoは標準装備ぽいけど……) ちなみに、私の環境では、Eclipseを使って上記CUIアプリをデバッグしたかったので、 $ gksudo eclipse (passを聞いてくるので入力する) } とroot権限でeclipseを立ち上げて、その後a.outのビルド→デバッグという流れでした。
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Clip 部分的な領域を扱う その領域のみ塗り潰され、他は不可視となる 属性 属性名 項目 代入される値 antialias アンチエイリアス Boolean cg(private) ZClipGroup childGroup(private) ZGroup content(private) Node shape 可視領域を定義する部分を設定 Node スーパクラス Node,Container サブクラス
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Girls And Vids ( Hot Video Clips ) Girls And Vids http //www.girlsandvids.com/ 旧サイト名、Hot Video Clips スクリプトをインストールversion 0.2 2013.01.28 up スクリプトのファイル名は、hotvideoclips.site.js のままです。 このサイトの動画は、動画の二重取り(Craving Explorer上で再生しながら同時にダウンロード、など)が禁止されているようでした。 修正情報 version 0.1 2010.09.11 up version 0.2 2013.01.28 upサイトの仕様変更に対応。 名前 コメント
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メニュー トップページ ジム経営を考える! 雑多 必要な技術情報 C言語 LAMP環境の導入についてのメモ 目標 VMWare ubuntu ubuntu desktop OpenSSH Webmin Samba Apache HTTP Server MySQL PHP NTP Vi Eclipse Xdebug ゴール LightWorksをがんばって触ってみる 開始 情報処理試験をがんばってみる 雑多 ToDo SubRipを導入してみた ゲストブック ゲストブック sandbox ここを編集
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Tips This page is a collection of fine materials and techniques those are not written in the lectures. From local minor tricks to practical major technologies, let s be adding more techniques that come up with. TipsRotation speed of during rotational movement Conditions of rotation jump Rotation jump utilizing Auto-Rotate Targ. The behavior of the rotation jump Offset move Simplified focused lock-on About the turning when firing Elevation defect of gun type arms Control of the surface-to-air lock-on by toroidal range designation Decrease in the stability when they're struck Shooting during overturning Attack on the ground types using anti-aircraft aerial mines Attack on the flying types using anti-ground aerial mines Forced termination of combat by out of fuel Option lasts as long as energy endures Stop firing during special moves involving firing Flying OKEs resisting high gravity Rotation speed of during rotational movement “Rotation speed is reduced while turn on the Auto-Rotate Targ, when you start to move in after one or more frames.” (It is displayed as "Forward + Clockwise" and the like in information) By performing Halt rotate chip after one or more frames from that state, It is possible to perform the rotational movement while maintaining the rotating speed of the original (Display becomes "Forward", etc.), let us remember the case of performing rotational movement. Incidentally, even when performing the rotational movement by Move chips and Rotate chips, rotation speed is reduced. Since there is no way to increase the rotation speed in this case, in the scene that can activate Auto-Rotate Targ., it would be better to use it as much as possible. Conditions of rotation jump You can perform the rotation jump when you executing Jump while rotating by Rotate chips. But… “Rotation jump does not occur if it is moving and Auto-Rotate Targ. is on.” When you perform the rotation jump, Halt moving or turn off the Auto-Rotate Targ. is necessary. Examples that conditions of rotation jump occur and do not occur are shown in the link. http //cosmo-ko.cocolog-nifty.com/blog/2011/03/post-2d14.html Note that there is a need to use the Rotate chip since rotation jump does not occur in the jump and Auto-Rotate. It is noted also that you cannot perform rotation jump if you execute Rotate during jump. If you do not design the program consciously, you cannot perform the rotation jump accurately. It is good to remember when you are designing legged OKEs. Rotation jump utilizing Auto-Rotate Targ. Rotation jump does not occur if Auto-Rotate Targ. is on. But in a state in which it is displayed as "Forward + Clockwise" and the like since Auto-Rotate Targ is on, it is possible to perform the rotation jump if you execute in the order of turn off Auto-Rotate Targ. → Jump. For example, rotation jump occurs without use of Rotate chip when you programmed in this way. Although it should be noted that the rotational speed becomes slow as previously described and fine adjustment does not work on the angle of rotation of jumping as described below, if you incorporate well, it is possible to implement a rotation jump with a small number of chips. The behavior of the rotation jump Depending on the angle of rotation that is specified before the jump, turning angle of the rotation jump is determined in one of several stages of the angle prescribed. (Two-stage seems to many, but not yet examined on all models) It is necessary to note that even if you specify the angle finely such as 60 degrees or 30 degrees, it is rotated at an angle prescribed in each body. However, if it was not rotated to the specified angle until the landing from a jump, the rotation is performed during the landing motion. Although the jump handled as normal if you execute Halt rotation after one or more frames of rotation jump, it rotate to the same angle as the rotation jump since rotational inertia is not canceled. Rotation jump consumes more fuel than a normal jump. Fuel efficiency is improved if you execute Halt rotation during rotation jump because fuel consumption also becomes the same as the normal jump. Offset move The move method of approaching the opponent while avoiding bullets by keep moving forward while capturing opponent diagonally forward. The technique is mainly used in vehicle type, but it is easy to leverage this in flying types or bodies perform melee. The easy way to perform the offset movement is, to set the direction of Auto-Rotate Targ. slightly diagonal than the right in front and just move (mainly forward). The case of moving forward, approaching an opponent sooner and easier to fire as orientation closer to the front but easier to be struck, it tends to be unlikely to be struck as orientation farther to the front but more difficult to fire and harder to approach the opponent. Tractable orientation is 10 ~ 30 deg. approximately, but it is preferable to adjust to such as proper distance and moving speed of the bodies to be used. Simplified focused lock-on Place friendly OKEs in tandem, lock on giving priority to opponent of front when the battle start, then it becomes the state that all the friendly is locking on the same opponent. On account of the formation, the head is likely to be exposed to crossfire and tends to interfere with the line of fire of the friendly. It is a valid technique when it is desired to realize focused lock-on with a small number of chips. About the turning when firing In a state of locking on the target, when performing the firing using the chips of Shoot Reticle, Firing Direction, or Select and Fire, phenomenon that the body is turning to firing direction occurs in some bodies and throwing of grenades. Bodies that occur are as follows. (The armaments that occur are in parentheses) Negroni (Weapon 1) Eggnog (Weapon 2) Norlander (Weapon 1) Moonlight (Weapon 2) Gravestone (Weapon 1 and 2) Fried (All weapons) Priest (All weapons) Mockingbird (All weapons) Bodies that the turning occurs in all weapons have narrow angle of fire. But because the turning occurs, hit can be expected when you perform the firing under conditions of wider angle of fire than its own. On the other hand, if you do not want to capture the front opponents such as orbiting near the wall, it is necessary to avoid occurring turning by using Firing Direction chip to fire in front. In the case of two-legged bodies, since to be able to capture the opponent in front of them even in the middle of a jump, it would be better to make active use. Elevation defect of gun type arms When gun type arms are fired toward depression and elevation angle of more than 63 degrees (straight up or down), bullets are fired to unnatural angle different from the direction of the arms. Therefore, gun type arms are not possible to aim the depression and elevation angle more than 63 degrees. However, only beam guns can be fired at the same elevation as they appear. When the shotgun shell was shot just below or just above, since the angle is limited to 63 degrees to each bullet, it scatters significantly. Submunitions of explosives and rockets are also limited to an angle of 63 degrees. Depression or elevation is different for each OKE. Not a few OKEs can be moved their gun barrel up to near 90 degrees but because of this phenomenon, called the elevation defect, cannot be shooting straight up or down when you use the arms except beam guns. For this specification, beam guns have advantageous performance of air-to-ground and ground-to-air among the gun type arms. Control of the surface-to-air lock-on by toroidal range designation Since many of ground types have limited elevation angle, it is very difficult to score a hit by the main armament on the flying opponents which are located just above. It is possible to specify a toroidal range, such as 50m ~ 800m to various determinations such as lock-on in EXA. By using this feature, it becomes possible to lock on another opponent while ignoring the flying types which are too close to attack. It will be a particularly important technique when using OKEs affected by the elevation defect. Decrease in the stability when they re struck OKEs become enormous stumble state when subjected to high damage (overturning motion occurs). Stability decreases significantly during overturning. Even when they re shot by beam gun at an additional, overturning motion continues. If it is able to continue to hit the opponents in that state, it s possible to keep overturning the opponents, put them to destruction eventually. In the case of OKEs that overturn opponents easily (such as equipping canon, approaching to place mines, be good at melee), additional attack operation when the opponents struck may be decisive factor of victory. Shooting during overturning Although it is not possible to take most of the actions during overturning, shooting spree can be executed.You can deal with mines near or missiles of additional attack by Sonic Blaster and can interfere with the pursuit of the opponents by spraying mines or missiles Attack on the ground types using anti-aircraft aerial mines Anti-aircraft aerial mine can be made to hit even on the ground types if fired at close range because the contact detection begins immediately after it is fired. (To hit the Kraken to ground type opponent that is performing charge is known as an effective tactic to counter the charge) Similarly, to hit the land mine on flying types is also not impossible. But this is not practical. Attack on the flying types using anti-ground aerial mines Anti-ground aerial mines have characteristics that they are hovering above 60 m raised from fired altitude. Therefore, when firing the anti-ground mines to a high altitude by a flying type or Special Move of Tripod, they can be reacted and attack to flying types fighting in 100m altitude. Forced termination of combat by out of fuel When the predetermined time has elapsed in a state that all surviving OKEs become incapacitated by out of fuel, the battle is terminated and the determination of win or loss is made by the Remaining OKEs or Durability Left % at that time. Needs attention that the battle is terminated even though can be re-act since it is equipped with Regeneration Armor. Option lasts as long as energy endures For options involving the consumption of energy for use, if the energy of the body becomes empty while option is activated, its use is interrupted. Options that can be performed without consuming the energy such as Self-Repair System and Self-Destruction System will not be interrupted. Stop firing during special moves involving firing If you execute Halt fire during special moves involving firing, it is possible to interrupt the firing and remain only motion of special moves. However, even though it continues to stop the firing, only one shot is fired. (There is a possible case to cancel first shot if you execute firing in advance and then perform special move in reload time) Flying OKEs resisting high gravity Flying type will crash immediately after the battle starts at High-Gravity Facility, but it is possible to avoid crashing in a state sticking to the ground by continuing to cancel some operations such as special moves. Note 1st high-gravity flight tournament