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https://w.atwiki.jp/vocaloidenglishlyric/pages/524.html
【Tags Bousou-P GAiA Len Luka Rin tA A】 Original Music title ANTI THE∞HOLiC Romaji music title ANTI THE∞HOLiC Lyrics written by GAiA Music written, Voice edited by cosMo \ 暴走P (Bousou-P) Music arranged by cosMo \ 暴走P (Bousou-P) Singer(s) 巡音ルカ (Megurine Luka), 鏡音リン (Kagamine Rin), Chorus by 鏡音レン (Kagamine Len) Click here for the original Japanese Lyrics English Lyrics (translated by blacksaingrain): Now! Don t we start telling the real from the false of the future? Ah! Don t be fooled by the alchemy telling you a tall story of eternity The beginning was an unquenchable desire awoken by loss Though I re-treaded, reorganized and converted, the end is still there with variability The king of devils who ruled the night ended for single-hearted compunction The god modeled with melted taboo was gone into oblivion The self of electronic parallel collapsed for being pulled by the arm of star-core =Those were nothing but deviations that wandered off the rule of life Even the gods who preside over lives are to vanish away someday The theories, the formulas Everything would be reversed Ah! Even if a life is shammed and marked in the world Ah! It would disappear, doing expiations of transgression one and another What we obtained was not an extension It was a parallel ray that would penetrate through the past, the future and the present time (Lalala...) Both haves and have-nots are to reach the end of the way someday As we stopped at the dead end and depended on the locus, what folly we did was autonomy The promised peace would be all chewed up by boredom The diva "the culture" that weaves the zero "the birth" and the disappearance is a feigned recurrence The transmigratory romance would fall by the slander of random-digits-demon =Those are nothing but escapes that ignored off the rule built by time Even the gods who preside over time cannot escape The fates, the truths Everything is a rewritable; even the qualities, the oppressions, the impeachments, the disparities and the momentums... are, sinalio Ah! The circular ring that closed up the admired past is Ah! A fragile short circuit that would burn out someday We forgot how unreasonable the world is! Getting out of the ring, we face the perfect answer Now! Shatter the key that is telling what the world is Now! Put an end to the fake loop that is as good as a corpse We ll hope and wait for the ones who would be set free from the historical chains and follow us Romaji lyrics (transliterated by blacksaingrain): Saa! Hajimeyou ka mirai no shingan kantei wo Aa! Damasareruna usobuku renkinjutsu ni Hajimari wa shitsubou ni yobisamasareta shinen Yarinaoshi kuminaoshi katashi kaedo kakan ni yorisou shuuen Yoru wo suberu mamono no ou wa hitagokoro no kashaku ni tsuie Tokashita kinki de katadorishi kami wa boukyaku no kanata e Denshi no heiretsu jiga wa seisuu no ude ni hikare houraku Shosen wa seimei no RULE itsudatsushita meisou Inochi ayatsuru kamigami de sae izure kiesaru Kotowari koushiki Subete wa uragaesareru Aa! Sekai ni shirushi itsuwari fushite mo Aa! Hakai no tsumishiro tsuminagara ni kakikieru Motometa no wa enchousen de wa nai Kako mirai ima wo tsuranuku RAY (Lalala) Motsu mono motazaru mono mo itsuka itaru michi no hate Ikidomari tachidomari kiseki tayori jisetsu to iu gu okasu Yakusokusareta antei wa kentai ga subete kuraitsukusu Tanjou shoushitsu orinasu bunka wa misekake no junkan Rinne no renaitan wa ransuu akuma no zankou ni ochiru Shosen wa toki kakeshi RULE mokusatsushita tonsou Toki wo ayatsuru kamigami de sae nogarerarenai Unmei shinjitsu Subete wa kakikae kanou no Shishitsu yokuatsu sakushu dangai kakusa kiun... sura Shinario Aa! Agameta kako wo tojita enkan wa Aa! Yagate yakikiru hakanai tanraku kairo Wasureteita sekai to iu rifujin Wa wo nuke mamieru risou no kai Saa! Sekai wo kataru kagi wo funsaishi Saa! Shikai to mimagou Fake Roop ni shuushifu wo Rekishi no kusari kara tokihanatareta Warera ni tsuzuku mono tachi wo nozomi matou [cosMo, Bousou-P, BousouP, GAiA]
https://w.atwiki.jp/wowwiki/pages/128.html
#ref error :ご指定のページがありません。ページ名を確認して再度指定してください。 Leatherworking #ref error :ご指定のページがありません。ページ名を確認して再度指定してください。 Leatherworking [#w06fc34a] Leatherworkingについて [#v920d782] 上位Leatherへの変換 [#zb1af08d] Leatherworking生産品の一部 [#q8c48792] Trainer List [#x6575a3e] Sub-class [#t8cd840a] Elemental Leatherworking [#z031b303] Dragonscale Leatherworking [#d9e9122c] Tribal Leatherworking [#i36b8e41] 最終更新日:2007年05月06日 (日) 16時36分52秒 Leatherworkingについて LeatherworkingはDruid、Hunter、Shaman、Rogue向けのLeather/MailのArmorや Armorを強化する各Armor Kitをを作成することができます。 ハイレベルになると3つの専門職へ分岐しより各Class向けに特化した装備を作成できるようになるでしょう。 材料は主に皮を使用するのでSkinningとの組み合わせが良いでしょう。 Leatherworkingは殆どの場合、Blacksmithingと違いアイテムを作成する際に必要なAnvilやハンマーなどと特殊な道具は不要で 必要な材料を持っていればどこでも作成することができます。 上位Leatherへの変換 Leatherworkingは下位の革を組み合わせ1ランク上位の革へと変換することができます。 変換前 変換後 3x Ruined Leather Scraps 1x Light Leather 4x Light Leather 1x Medium Leather 5x Medium Leather 1x Heavy Leather 6x Heavy Leather 1x Thick Leather 6x Thick Leather 1x Rugged Leather 5x Knothide Leather Scraps 1x Knothide Leather 5x Knothide Leather 1x Heavy Knothide Leather Leatherworking生産品の一部 #ref error :ご指定のページがありません。ページ名を確認して再度指定してください。 Light Armor Kit 胸、脚、手、足いずれかの装備にArmor値を+8します。※上位ランクあり。 #ref error :ご指定のページがありません。ページ名を確認して再度指定してください。 Light Leather Quiver 矢筒、通常の物よりも多く収納できます。またBow/Crossbowを撃つ速度が10%上昇します。※上位ランクあり。 #ref error :ご指定のページがありません。ページ名を確認して再度指定してください。 Small Leather Ammo Pouch 弾入れ、通常の物よりも多く収納できます。Gunを撃つ速度が10%上昇します。※上位ランクあり。 #ref error :ご指定のページがありません。ページ名を確認して再度指定してください。 Heavy Leather Ball 革製のボールです。キャッチボールして遊びましょう。 #ref error :ご指定のページがありません。ページ名を確認して再度指定してください。 Stormshroud Armor Leather製のChest。Critical Strike+2%上昇、Dadge+1%上昇が付いています。※Elemental Leatherworkingのみ。 #ref error :ご指定のページがありません。ページ名を確認して再度指定してください。 Black Dragonscale Shoulders Mail製のShoulder。+40 Attack Power上昇の他にFire Resistが付いています。※Dragonscale Leatherworkingのみ。 #ref error :ご指定のページがありません。ページ名を確認して再度指定してください。 Hide of the Wild Healer向けマント、Heal効果が+42されるので人気があります。※Tribal Leatherworkingのみ。 他の生産品はこちらを参考にしてください。 http //www.thottbot.com/?t=Leatherworking Trainer List ランク 必要スキル スキル上限 Req.Lv 備考 Apprentice - 75 5 首都等 Journeyman 50 150 10 首都等 Expert 125 225 20 Darnassus(Ally) Thunder Bluff(Horde) Artisan 200 300 35 HinterlandのAerie Peak(Ally) FalarasのCamp Mojache(Horde) Master 275? 375 50? Honor Hold等(Ally) Thrallmar等(Horde) Sub-class Lv40?(35?) Skill225より、ドラゴンスケイル・エレメンタル・トライバルの3の専門職へ分岐します。 ※スキル獲得クエストはLv55表示(ドラゴンスケイルの場合) ※Lv44,Skill238でクエスト受けられました。thotbotなんかの書き込みと合わせて考えるに、トレイナー3人全員に会ってないとダメなんじゃないか、という気がします。(全てのサブクラスを知った上で選べ、という感じ?) ※Lv41,Skill226でドラゴンスケイルのクエストは受けられました。Tribalのトレーナーには、相手にされず。Elementalのトレーナーには会っていない。(各トレーナーのクエストレベルが違うだけのような気がします) スキル300以降は、各Specialize向けにスキル350、375で高性能の自分専用装備の作り方をそれぞれのトレーナーが教えてくれます(Elemental LWで確認)。これらはすべてBoPで、さらに装備するには対応するSpecializeスキルが必要になります。 Tribal ドルイド向け Alliance FeralasのCaryssia MoonhunterHorde Stranglethorn-Grom gol東の川渡った所のトロル Elemental ローグ(ドルイド)向け Alliance Searing GorgeのSarah TannerHorde Arathi HighlandのBrumn Winterhoof - Stromgarde北、Boulderfistのたまり場近くの丘の上 Dragonscale ハンター/シャーマン向け Alliance AzsharaのPeter GalenHorde BadlandのThorkaf Dragoneye - Uldman裏口の南の方。ドラゴンの谷の入り口右。 Elemental Leatherworking Resist付きの装備が多くあります。Rogue、Feral Druid向きです。 Helm of Fire Gauntlets Of The Sea Living Breastplate - drop; Decaying Horror in Western Plaguelands Living Leggings - drop; Deadwood Shaman in Felwood Living Shoulders - sold; Jangdor Swiftstrider and Pratt Mcgrubben in Feralas Shifting Cloak - drop; Knot Thimblejack s Cache in Dire Maul Molten Helm - sold; Lokhtos Darkbargainer of the Thorium Brotherhood Molten Belt - sold; Lokhtos Darkbargainer of the Thorium Brotherhood Stormshroud Armor Set (Rogue、Feral Druid向け) 2 pieces 5% chance of dealing 15 to 25 Lightning damage on a successful melee attack. 3 pieces 2% chance on hit to regain 30 energy. 4 pieces +14 attack power (new in 1.10) Stormshroud Pants (275) - sold; Leonard Porter (A) or Werg Thickblade (H) in limited supply. Stormshroud Armor (285) - drop; Arkkoran Oracles in Azshara Stormshroud Shoulders (295) - drop; Son of Arkkoroc in Azshara Stormshroud Gloves (300) New in 1.10 - drop; of the 4 elementals bosses when elemental invasion is up Volcanic Set Bonus 3 pieces 5% chance of dealing 15 to 25 Fire damage on a successful melee attack. Volcanic Leggings (270) - drop; Firegut Brute in Burning Steppes Volcanic Breastplate (285) - drop; Firebrand Grunt in Blackrock Spire Volcanic Shoulders (300) - drop; Firebrand Legionnaire in Blackrock Spire Dragonscale Leatherworking Dragonscale Armorは全てMailでShamans、Hunter向きです。 Dragonscale Gauntlets (225) - Learned from the Dragonscale Leatherworking Trainer Dragonscale Breastplate (255) - Learned from the Dragonscale Leatherworking Trainer Chromatic Cloak (300) - Possible loot inside Knot Thimblejack s Cache in Dire Maul Chromatic Gauntlets (300) - Sold by Lokhtos Darkbargainer at Revered Reputation with the Thorium Brotherhood Dreamscale Breastplate (300) - Sold by Aendel Windspear at Exalted Reputation with the Cenarion Circle Red Dragonscale Breastplate (300) - Random drop off of General Drakkisath in Blackrock Spire Black Dragonscale Set 2 pieces Improves your chance to hit by 1%. 3 pieces Improves your chance to get a critical strike by 2%. 4 pieces +10 Fire resistance. Black Dragonscale Breastplate (290) - Sold by Plugger Spazzring in Limited Supply Black Dragonscale Boots (300) - Sold by Lokhtos Darkbargainer at Honored Reputation with the Thorium Brotherhood Black Dragonscale Leggings (300) - Random drop off of Anvilrage Captains in Blackrock Depths Black Dragonscale Shoulders (300) - Random drop off of Anvilrage Marshals in Blackrock Depths Blue Dragonscale Set 2 pieces +4 to all resistances. 3 pieces Increases damage and healing done by magical spells and effects by up to 28. Blue Dragonscale Breastplate (285) - Sold by Blimo Gadgetspring in Limited Supply Blue Dragonscale Shoulders (295) - Random drop off of Cliff Breakers in Azshara Blue Dragonscale Leggings (300) - Learned from the Dragonscale Leatherworking Trainer Green Dragonscale Set 2 pieces 3 mana every 5 seconds. 3 pieces Allows 15% of your mana regeneration to continue while casting. Green Dragonscale Breastplate (260) - Sold by Masat T andr in Limited Supply Green Dragonscale Leggings (270) - Random drop off of the Murk Worms in The Temple of Atal Hakkar Green Dragonscale Gauntlets (280) - Learned from the Dragonscale Leatherworking Trainer Tribal Leatherworking IntelligenceとStaminaの付いた装備が多くDruid向き、Devilsaur SetはRogueにも良いでしょう。 Wolfshead Helm (225) - Learned from Tribal LW Trainer Feathered Breastplate (250) - Learned from Tribal LW Trainer Chimeric Gloves (265) - Recipe sold by Blimo Gadgetspring in Azshara. Chimeric Boots (275) - Random world drop. Chimeric Leggings (280) - Random world drop. Chimeric Vest (290) - Random world drop. Frostsaber Boots (275) - Recipe sold by Qia in Winterspring. Frostsaber Leggings (285) - Drops from Winterfall Den Watchers in Winterspring. Frostsaber Gloves (295) - Drops from Winterfall Totemics in Winterspring. Frostsaber Tunic (300) - Drops from Winterfall Ursa in Winterspring. Warbear Harness (275) - Recipe sold by Meilosh at Friendly Reputation with the Timbermaw Hold Warbear Woolies (285) - Recipe sold by Meilosh at Friendly Reputation with the Timbermaw Hold Corehound Boots (295) - Recipe sold by Lokhtos Darkbargainer at Friendly Reputation with the Thorium Brotherhood Corehound Belt (300) - Recipe sold by Lokhtos Darkbargainer at Revered Reputation with the Thorium Brotherhood Hide of the Wild (300) - Epic drop from Knot Thimblejack s Cache in Dire Maul Ironfeather Set 2 pieces Increases damage and healing done by magical spells and effects by up to 20. Ironfeather Breastplate (290) - Rare drop from Vilebranch Hideskinners in The Hinterlands Ironfeather Shoulders (270) - Recipe sold by Gigget Zipcoil in The Hinterlands Devilsaur Set 2 pieces Improves your chance to hit by 2%. Devilsaur Leggings (300) - Drops from Oozes in Un Goro Crater. Devilsaur Gauntlets (290) - Recipe sold by Nergal in Un Goro Crater.
https://w.atwiki.jp/warband/pages/342.html
qstr_You_have_equipped_an_item_restricted_for|You have equipped an item restricted for this race. It will be returned to your inventory once you enter the world map, or destroyed if you lack inventory space. qstr_Restricted_Item|Restricted Item qstr_{reg1}.0|{reg1}.0 qstr_{reg1}.00{reg2}|{reg1}.00{reg2} qstr_{reg1}.0{reg2}|{reg1}.0{reg2} qstr_{reg1}.{reg2}|{reg1}.{reg2} qstr_v{s1}_|v{s1} qstr_Next_Page|Next Page qstr_Continue...|Continue... qstr_Candidate_#1 _{s1}|Candidate #1 {s1} qstr_Candidate_#2 _{s1}|Candidate #2 {s1} qstr_{s3}_of_{s4}_wishes_to_select_a_new_mars|{s3} of {s4} wishes to select a new marshall and invites his vassals for a counsel. {s1} and {s2} are the likely candidates. qstr_Who_do_you_wish_to_support?|Who do you wish to support? qstr_{s1}_gives_his_support_to_{s2}.|{s1} gives his support to {s2}. qstr_Number_of_Supporters _{reg0}|Number of Supporters {reg0} qstr_{s2}_has_heard_his_vassals__counsel._He_|{s2} has heard his vassals' counsel. He selects {s1} as the marshall of {s3}. qstr_Action|Action qstr_Mount|Mount qstr_Attack_Type|Attack Type qstr_Stand_Ground|Stand Ground qstr_Charge|Charge qstr_Follow_Me|Follow Me qstr_Hold_This_Position|Hold This Position qstr_Spread_Out|Spread Out qstr_Stand_Closer|Stand Closer qstr_Fall_Back|Fall Back qstr_Advance|Advance qstr_Dismount|Dismount qstr_Fire_At_Will|Fire At Will qstr_Hold_Your_Fire|Hold Your Fire qstr_Use_Blunt_Weapons|Use Blunt Weapons qstr_Use_Any_Weapon|Use Any Weapon qstr_Ready|Ready qstr_Wounded|Wounded qstr_Dead|Dead qstr_Number_of_men_knocked_down _{reg1}|Number of men knocked down {reg1} qstr_Number_of_men_left _{reg1}|Number of men left {reg1} qstr_Opponents_Beaten _{reg1}|Opponents Beaten {reg1} qstr_Opponents_Remaining _{reg1}|Opponents Remaining {reg1} qstr_Remain_in_retirement.|Remain in retirement. qstr_Go_back_to_the_adventuring.|Go back to the adventuring. qstr_You_have_retired_at_level_{reg4}_after_{|You have retired at level {reg4} after {reg5} days of adventuring. qstr_Effect_on_Score|Effect on Score qstr_Settlements_owned_by_you _{reg0}|Settlements owned by you {reg0} qstr_Friendly_Settlements _{reg0}|Friendly Settlements {reg0} qstr_Hostile_Settlements _{reg0}|Hostile Settlements {reg0} qstr_Friendly_Lords _{reg0}|Friendly Lords {reg0} qstr_Enemy_Lords _{reg0}|Enemy Lords {reg0} qstr_Victories _{reg0}|Victories {reg0} qstr_Defeats _{reg0}|Defeats {reg0} qstr_Quests_Completed _{reg0}|Quests Completed {reg0} qstr_Companions_Found _{reg0}|Companions Found {reg0} qstr_Companions_Lost/Departed _{reg0}|Companions Lost/Departed {reg0} qstr_Wealth _{reg0}_aurums|Wealth {reg0} aurums qstr_Inventory _{reg0}_aurums|Inventory {reg0} aurums qstr_Renown _{reg0}|Renown {reg0} qstr_Experience _{reg0}|Experience {reg0} qstr_Days_Passed _{reg0}|Days Passed {reg0} qstr_Difficulty _{reg0}%|Difficulty {reg0}% qstr_TOTAL_SCORE _{reg0}|TOTAL SCORE {reg0} qstr_unknown_yet|unknown yet qstr_tomorrow|tomorrow qstr_Next_Payday _{s22}|Next Payday {s22} qstr_{s0}__{s50}_|{s0} ({s50}) qstr_None|None qstr_Wages_for_{s0}__you_pay_{reg7}_aurums_ |Wages for {s0} (you pay {reg7} aurums) qstr_Staff |Staff qstr_Collection_date_should_encourage_acccura|Collection date should encourage acccurate counting qstr_Collection_date_causes_large_inaccuracie|Collection date causes large inaccuracies when counting qstr_Collection_date_causes_moderate_inaccura|Collection date causes moderate inaccuracies when counting qstr_Collection_date_causes_some_inaccuracies|Collection date causes some inaccuracies when counting qstr_Collection_date_has_given_your_people_ti|Collection date has given your people time to pay their taxes qstr_Earlier_cash |Earlier cash qstr_New_cash |New cash qstr_Done|Done qstr_Name _{s1}^Level _{reg1}|Name {s1}^Level {reg1} qstr_{s1}^HP _{reg1}/{reg2}|{s1}^HP {reg1}/{reg2} qstr_{s1}|{s1} qstr_Weapon_upgrade_settings |Weapon upgrade settings qstr_Apply_to_everyone|Apply to everyone qstr_Upgrade_armor_|Upgrade armor qstr_Upgrade_horse_|Upgrade horse qstr_Select_your_domestic_policy|Select your domestic policy qstr_Centralization |Centralization qstr_Aristocracy |Aristocracy qstr_Serfdom |Serfdom qstr_Mercantilism |Mercantilism qstr_High_centralization_reduces_tax_ineffici|High centralization reduces tax inefficiency for the king and raises it for vassals. This will interfere with the relations between the ruler and the vassals. qstr_High_aristocracy_will_improve_the_relati|High aristocracy will improve the relations between the ruler and the vassals. The vassals will be able to raise bigger armies, but it will decrease trade. qstr_High_serfdom_reduces_tax_inefficiency_fo|High serfdom reduces tax inefficiency for the ruler and vassals. Vassals can maintain a bigger army but troops will lose morale quicker. qstr_Mercantilistic_policies_maximize_exports|Mercantilistic policies maximize exports while minimizing imports, and increase government regulation of the industry. qstr_Cancel|Cancel qstr_Dictate_the_peace_terms|Dictate the peace terms qstr_Select_the_castle_and_the_amount_of_mone|Select the castle and the amount of money and check the boxes to activate the demand. The demands are combined if both boxes are checked. qstr_1000_aurums|1000 aurums qstr__Faction_Relations_Report_| Faction Relations Report qstr__Return_to_menu_| Return to menu qstr_Your_kingdom|Your kingdom qstr_Player^Relation|Player^Relation qstr_War|War qstr_Casus_Belli|Casus Belli qstr_Peace|Peace qstr_Truce|Truce qstr_Alliance|Alliance qstr_Defense|Defense qstr_Trade|Trade qstr_{reg59?{reg59}_days }|{reg59?{reg59} days } qstr_{reg61}|{reg61} qstr_{s9}|{s9} qstr_Loyal|Loyal qstr_Devoted|Devoted qstr_Fond|Fond qstr_Gracious|Gracious qstr_Friendly|Friendly qstr_Supportive|Supportive qstr_Favorable|Favorable qstr_Cooperative|Cooperative qstr_Accepting|Accepting qstr_Indifferent|Indifferent qstr_Suspicious|Suspicious qstr_Grumbling|Grumbling qstr_Hostile|Hostile qstr_Resentful|Resentful qstr_Angry|Angry qstr_Hateful|Hateful qstr_Revengeful|Revengeful qstr_Vengeful|Vengeful qstr_{reg1}|{reg1} qstr_{s3}|{s3} qstr_{reg61}_{reg58?_{reg58}_U__ }Centers|{reg61} {reg58?({reg58} U) }Centers qstr_{reg62}_Caravans|{reg62} Caravans qstr_{reg60}_{reg59?_{reg59}_P__ }Lords|{reg60} {reg59?({reg59} P) }Lords qstr_How_will_your_male_vassals_be_known?|How will your male vassals be known? qstr_How_will_your_female_vassals_be_known?|How will your female vassals be known? qstr_Use_the_Titles_Entered_Above.|Use the Titles Entered Above. qstr_Use_Default_Titles__Lord/Lady_.|Use Default Titles (Lord/Lady). qstr_Sell_items_automatically_when_leaving |Sell items automatically when leaving qstr_Price_limit_for_auto_sell |Price limit for auto-sell qstr_Item_types_for_auto_sell |Item types for auto-sell qstr_Select_all|Select all qstr_Select_invert|Select invert qstr_Buy_food_automatically_when_leaving |Buy food automatically when leaving qstr_*|* qstr__Courtships_in_progress_| Courtships in progress qstr__Known_Lords_by_Relation_| Known Lords by Relation qstr__Character_ _Companions_| Character Companions qstr__Done_| Done qstr_Your_supporters|Your supporters qstr_Tolrania|Tolrania qstr_Reich_Des_Drachen|Reich Des Drachen qstr_Drahara|Drahara qstr_Maccavia|Maccavia qstr_Elintor|Elintor qstr_Hakkon_Empire|Hakkon Empire qstr_Realm_Of_The_Falcon|Realm Of The Falcon qstr_The_Valahir_Clan|The Valahir Clan qstr_Kaikoth_Confederation|Kaikoth Confederation qstr_Geldar|Geldar qstr_Cretas_ _Illica_Alliance|Cretas Illica Alliance qstr_Kuu_lan_Horde|Kuu-lan Horde qstr_Bakhal_Giants|Bakhal Giants qstr_Sut_Giants|Sut Giants qstr_Aroulo_Ojibwakan|Aroulo Ojibwakan qstr_Zann_Dynasty|Zann Dynasty qstr_All_Factions|All Factions qstr_What_will_your_party_be_known_as?|What will your party be known as? qstr_By_the_name_entered_above.|By the name entered above. qstr_Simply_by_my_name _{s5}.|Simply by my name {s5}. qstr_Weapons|Weapons qstr_Armors|Armors qstr_Others|Others qstr_This_area_of_{s1}_can_best_be_described_|This area of {s1} can best be described as the very core of the town.^^ You can almost see the strings that are being pulled from here, the money that comes and goes at seemingly endless rates. Here you can buy the land that is cultivated outside the towns gates and benefit from the ones working hard. Of course you might not have the aurums required to do so, but the moneylenders are known to have some spare change. qstr_{reg1}_people_live_in_{s1}._There_are_cu|{reg1} people live in {s1}. There are currently {reg2} acres of land available for cultivation to provide them with food and other goods. You own {reg3} acres of land in this town. You currently owe the moneylenders of {s1} {reg4} aurums. The interest rate is 20% and the contract period amounts to 2 weeks. If you don't manage to pay off your debt until the deadline, the interest is raised to 40%. Buying an existing acre costs {reg9} aurums, while it sells for {reg10} aurums. Building a new one requires {reg11} aurums. The rent paid to landowners currently accumulates to {reg13} aurums per acre every week and has to be collected in the town. Land won't be rented if a town is already well supplied. qstr_Choose_how_many_acres_you_wish_to_buy_ |Choose how many acres you wish to buy qstr_0|0 qstr_Buy_Land|Buy Land qstr_Choose_how_much_money_you_wish_to_borrow|Choose how much money you wish to borrow qstr_Borrow|Borrow qstr_Choose_how_many_acres_you_wish_to_sell_ |Choose how many acres you wish to sell qstr_Sell_Land|Sell Land qstr_Pay_off_your_debt_ |Pay off your debt qstr_Make_Payment|Make Payment qstr_{reg5}|{reg5} qstr_You_cant_buy_0_acres_of_land.|You cant buy 0 acres of land. qstr_{reg6}|{reg6} qstr_You_cant_borrow_0_aurums.|You cant borrow 0 aurums. qstr_{reg7}|{reg7} qstr_You_cant_sell_0_acres_of_land.|You cant sell 0 acres of land. qstr_{reg8}|{reg8} qstr_You_cant_pay_back_0_aurums.|You cant pay back 0 aurums. qstr_Town|Town qstr_Acres|Acres qstr_Owned|Owned qstr_Expected_Biweekly|Expected Biweekly qstr_Assets|Assets qstr_Debt|Debt qstr_Deadline|Deadline qstr_{reg2}|{reg2} qstr_{reg3}|{reg3} qstr_{reg4}|{reg4} qstr_Reset_Inventory|Reset Inventory qstr_This_is_the_gambling_screen._Hold_down_c|This is the gambling screen. Hold down control key while clicking on an item to purchase or sell it. qstr_Money _{s1}|Money {s1} qstr_You_don_t_have_enough_money.|You don't have enough money. qstr_He_don_t_have_enough_money.|He don't have enough money. qstr_Merchant_Ledger|Merchant Ledger qstr_____Assessed_Profit_by_Subtitle_Here| Assessed Profit by Subtitle Here qstr_{s0}_products_from_{s1} |{s0}, products from {s1} qstr_^{s1}_sold_in_{s2}_would_earn_{reg0}_aur|^{s1} sold in {s2} would earn {reg0} aurums.{s3} qstr___Assessed_Profit_by_Log_Entry_Date| Assessed Profit by Log Entry Date qstr_^{s1}_sold_in_{s2}_would_earn_{reg0}_auru|^{s1} sold in {s2} would earn {reg0} aurums (as of {s0}).{s3} qstr_Production_in_{s1}|Production in {s1} qstr_Assessed_Profit_by_Town_of_Production|Assessed Profit by Town of Production qstr_^{s1}_purchased_in_{s2}_would_earn_{reg0|^{s1} purchased in {s2} would earn {reg0} aurums (as of {s0}).{s3} qstr_Demand_in_{s1}|Demand in {s1} qstr_Assessed_Profit_by_Town_of_Demand|Assessed Profit by Town of Demand qstr_^Buy_in _{s1}___sell_in _{s2}_for_{reg0}|^Buy in {s1} - sell in {s2} for {reg0} aurums profit (as of {s0}).{s3} qstr_Supply_and_Demand_of_{s1}|Supply and Demand of {s1} qstr_____Assessed_Profit_by_Trade_Good| Assessed Profit by Trade Good qstr_Trim_ledger_entries_older_than _________|Trim ledger entries older than days qstr_Remove_entries.|Remove entries. qstr_Trim_ledger_entries_covering_the_followi|Trim ledger entries covering the following trade good qstr_Use_slider_to_choose_item|Use slider to choose item qstr_Trim_ledger_entries_for_goods_tied_to_th|Trim ledger entries for goods tied to this town qstr_Use_slider_to_choose_town|Use slider to choose town qstr_Remove_entries__Production_.|Remove entries (Production). qstr_Remove_entries__Demand_.|Remove entries (Demand). qstr_Trim_ledger_entries_with_less_than _____|Trim ledger entries with less than aurums profit qstr_Ask_about_the_potential_profit_of_the_fo|Ask about the potential profit of the following items^ every time you assess prices in a marketplace qstr____________Log_Entry_Options| Log Entry Options qstr_Add_Note|Add Note qstr_Clear_Notes|Clear Notes qstr_Use_a_/\__caret__for_a_line_break.|Use a /\ (caret) for a line break. qstr_Chronological_Log|Chronological Log qstr_Production_Towns|Production Towns qstr_Purchasing_Towns|Purchasing Towns qstr_Trade_Goods|Trade Goods qstr_Manage_Ledger|Manage Ledger qstr_{s1}^+{s0}|{s1}^+{s0} qstr_{reg0}_entries_removed_from_ledger.|{reg0} entries removed from ledger. qstr_Faction_color_of_{s0} |Faction color of {s0} qstr_Red |Red qstr_Green |Green qstr_Blue |Blue qstr__| qstr_HTML_code _{s0}|HTML code {s0} qstr_Default|Default qstr_Randomize|Randomize qstr_Factions|Factions qstr_Show_towns|Show towns qstr_Show_castles|Show castles qstr_Show_villages|Show villages qstr_Tip _move_the_mouse_onto_the_black_block|Tip move the mouse onto the black blocks to show their names. qstr_The_World_Map|The World Map qstr_Keys_Configuration|Keys Configuration qstr_Press_Esc_to^^Disable_a_key|Press Esc to^^Disable a key qstr_OK|OK qstr_Reset|Reset qstr_Disable_all|Disable all qstr_Press_a_key|Press a key qstr_What_will_your_settlement_be_known_as?|What will your settlement be known as? qstr_Settlement|Settlement qstr_Simply_by_the_name_of_{s5}.|Simply by the name of {s5}. qstr_Developer_Menu|Developer Menu qstr_Get_soldiers__50_|Get soldiers (50) qstr_Give_soldiers|Give soldiers qstr_Cosplay_as...|Cosplay as... qstr_Companions_as_Player|Companions as Player qstr_Companions_Cosplay|Companions Cosplay qstr_Get_MaFSs|Get MaFSs qstr_Get_MiFSs|Get MiFSs qstr_Get_Reinforcements|Get Reinforcements qstr_Get_All_Enterprises|Get All Enterprises qstr_Get_Clothing|Get Clothing qstr_Get_Light_Armor|Get Light Armor qstr_Get_Medium_Armor|Get Medium Armor qstr_Get_Medium+_Armor|Get Medium+ Armor qstr_Get_Heavy_Armor|Get Heavy Armor qstr_Get_Very_Heavy_Armor|Get Very Heavy Armor qstr_Get_Footwear|Get Footwear qstr_Get_Gloves+New_Items|Get Gloves+New Items qstr_Get_Light_HG|Get Light HG qstr_Get_Medium_HG|Get Medium HG qstr_Get_Heavy_HG|Get Heavy HG qstr_Get_Very_Heavy_HG|Get Very Heavy HG qstr_Get_Very_Heavy_HG_2|Get Very Heavy HG 2 qstr_Get_Dwarven_Armor|Get Dwarven Armor qstr_Get_DwHe_+_TTL_Arm.|Get DwHe + TTL Arm. qstr_Get_Giant_Armor|Get Giant Armor qstr_Get_Goods|Get Goods qstr_Get_Shields_1|Get Shields 1 qstr_Get_Shields_2|Get Shields 2 qstr_Get_Bows+Arrows|Get Bows+Arrows qstr_Get_Xb+B_ThrWs_Knives_RSs|Get Xb+B, ThrWs, Knives, RSs qstr_Get_1H_Swords|Get 1H Swords qstr_Get_1H_Swords_2|Get 1H Swords 2 qstr_Get_1H_Axes|Get 1H Axes qstr_Get_1H_Maces_+_GWs|Get 1H Maces + GWs qstr_Get_Bastard_Weapons|Get Bastard Weapons qstr_Get_2H_Swords|Get 2H Swords qstr_Get_2H_Axes+Maces|Get 2H Axes+Maces qstr_Get_Lances+Pikes|Get Lances+Pikes qstr_Get_Other_Polearms|Get Other Polearms qstr_Get_Mounts_1|Get Mounts 1 qstr_Get_Mounts_2|Get Mounts 2 qstr_Get_Mounts_3|Get Mounts 3 qstr_Get_Locked_Items|Get Locked Items qstr_Get_Locked_Items_2|Get Locked Items 2 qstr_Get_M/U_Civ._Cl.|Get M/U Civ. Cl. qstr_Get_Other_Civ._Cl.|Get Other Civ. Cl. qstr_Give_Sold._As_Pris.|Give Sold. As Pris. qstr_Get_Companions_+_GF_Lords|Get Companions + GF Lords qstr_Get_Lords_etc.|Get Lords etc. qstr_Get_Civilians|Get Civilians qstr_Get_etc.|Get etc. qstr_Return|Return qstr_General_Goods_Merchant|General Goods Merchant qstr_Horse_Merchant|Horse Merchant qstr_Armourer|Armourer qstr_Weaponsmith|Weaponsmith qstr_Head_Armor _{reg58}|Head Armor {reg58} qstr_Body_Armor _{reg59}|Body Armor {reg59} qstr_Leg_Armor _{reg60}|Leg Armor {reg60} qstr_Weight _{reg61}|Weight {reg61} qstr_Outfit|Outfit qstr_Arms|Arms qstr_{s1}_s_money _{reg58}_aurums|{s1}'s money {reg58} aurums qstr_Your_money _{reg59}_aurums|Your money {reg59} aurums qstr_Deal!|Deal! qstr_Sell_Before|Sell Before qstr_Sell_After|Sell After qstr_You_don_t_have_enough_money!|You don't have enough money! qstr_The_merchant_doesn_t_have_enough_money!|The merchant doesn't have enough money! qstr_The_merchant_s_inventory_is_full!|The merchant's inventory is full! qstr_Your_inventory_is_full!|Your inventory is full! qstr_You_have_to_select_an_item_that_will_be_|You have to select an item that will be the beginning/end of your selling queue! qstr_You_have_to_select_only_1_item_that_will|You have to select only 1 item that will be the beginning/end of your selling queue! qstr_{s2}_was_sold_to_{s1}_for_{reg0}|{s2} was sold to {s1} for {reg0} qstr_A_total_of_{reg0}_items_were_sold_for_a_|A total of {reg0} items were sold for a total price of {reg1}. qstr_What_will_this_place_be_known_as?|What will this place be known as? qstr_Simply_by _{s5}.|Simply by {s5}. qstr_F4___Complex_formations|F4 - Complex formations qstr_F7___Memorize_div._placement|F7 - Memorize div. placement qstr_F8___Default_division_placement|F8 - Default division placement qstr_F4___Ranks|F4 - Ranks qstr_F5___Shield_Wall|F5 - Shield Wall qstr_F6___Wedge|F6 - Wedge qstr_F7___Square|F7 - Square qstr_F8___No_Formation|F8 - No Formation qstr_General_Options|General Options qstr_Sort_Parties |Sort Parties qstr_Sort_Player_Fiefs |Sort Player Fiefs qstr_Sort_AI_Prisoners |Sort AI Prisoners qstr_Sort_Player_Prisoners |Sort Player Prisoners qstr_Use_Old_Random_Scenes|Use Old Random Scenes qstr_Companion_Options|Companion Options qstr_Disable_Companions__complaints |Disable Companions' complaints qstr_Companions_in_Every_Tavern |Companions in Every Tavern qstr_Battle_Options|Battle Options qstr_Disable_Advanced_Horse_Archer_AI|Disable Advanced Horse Archer AI qstr_Disable_Healing_Abilities_for_both_the_P|Disable Healing Abilities for both the Player and AI qstr_Do_Not_Force_Cavalry_To_Mount |Do Not Force Cavalry To Mount qstr_Reassign_Soldiers_To_Appropriate_Categor|Reassign Soldiers To Appropriate Categories qstr_Disable_War_Cries|Disable War Cries qstr_Enable_Leaf_Bomb_DMG_Notifications|Enable Leaf Bomb DMG Notifications qstr_Battle_Overview_Map |Battle Overview Map qstr_Disable_Battle_Advantage |Disable Battle Advantage qstr_Reinforcement_Waves |Reinforcement Waves qstr_Reinforcement_Threshold_Multiplier |Reinforcement Threshold Multiplier qstr_Reinforcement_Amount_Multiplier |Reinforcement Amount Multiplier qstr_Over_world_Options|Over-world Options qstr_Wait_Time_Multiplier |Wait Time Multiplier qstr_Center_Waiting_Time |Center Waiting Time qstr_Disable_Ships|Disable Ships qstr_Enable_Old_Trade_Screen|Enable Old Trade Screen qstr_Disable_Freelancer_Upgrades |Disable Freelancer Upgrades qstr_Enable_Freelancer|Enable Freelancer qstr_Enable_Adventurers__Guild|Enable Adventurers' Guild qstr_Highlight_Captured_Lords |Highlight Captured Lords qstr_Highlight_Besieges |Highlight Besieges qstr_Ignore_Village_Alerts |Ignore Village Alerts qstr_Ignore_Marshal_Tasks |Ignore Marshal Tasks qstr_Ignore_Weekly_Financial_Report |Ignore Weekly Financial Report qstr_Ignore_Weekly_Budget |Ignore Weekly Budget qstr_Ignore_Faction_Declaration_Notifications|Ignore Faction Declaration Notifications qstr_Traveller_in_Every_Tavern |Traveller in Every Tavern qstr_Disable_Debug_Messages |Disable Debug Messages qstr_Zann_Invasion_Date |Zann Invasion Date qstr_Diplomacy_Options|Diplomacy Options qstr_Horse_speed_limitation |Horse speed limitation qstr_Terrain_advantage_in_Autocalc_battles |Terrain advantage in Autocalc battles qstr_Lords_returning_from_exile |Lords returning from exile qstr___Disabled__|- Disabled - qstr_Enabled|Enabled qstr_Frequent|Frequent qstr_Diplomacy_AI_changes |Diplomacy AI changes qstr_Low|Low qstr_Medium|Medium qstr_High/Experimental|High/Experimental qstr_Diplomacy_economic_changes |Diplomacy economic changes qstr_Anti_woman_prejudice_level |Anti-woman prejudice level qstr_High|High qstr_Formations_Options|Formations Options qstr_Allow_Formation_Rotation |Allow Formation Rotation qstr_Anxious_AI_Defenders |Anxious AI Defenders qstr_Silverstag_Mod_Toggle_Options|Silverstag Mod Toggle Options qstr_Disable_village_allies |Disable village allies qstr_Siege_Options|Siege Options qstr_Charge_On_Death |Charge On Death qstr_Unlimited_Siege_Reinforcements |Unlimited Siege Reinforcements qstr_Enable_Siege_Reassignments_while_Attacki|Enable Siege Reassignments while Attacking qstr_Enable_Siege_Reassignments_while_Defendi|Enable Siege Reassignments while Defending qstr_Reassign_Ranged_Infantry_To |Reassign Ranged Infantry To qstr_Reassign_Ranged_Cavalry_To |Reassign Ranged Cavalry To qstr_Reassign_Ammo_Exhausted_Archers_To |Reassign Ammo Exhausted Archers To qstr_Reassign_Ammo_Exhausted_Horse_Archers_To|Reassign Ammo Exhausted Horse Archers To qstr_Perisno^Options|Perisno^Options qstr_Faction_Colors|Faction Colors qstr_You_must_enable_NPC_party_sorting_for_pl|You must enable NPC party sorting for player fief sorting to take effect. qstr_If_Enabled_party_sorting_will_be_turned_|If Enabled, party sorting will be turned on.^^This will sort all NPC parties (including garrisons), as well as allow the possibility of sorting player fiefs. Player's party cannot be sorted because it inevitably causes an engine bug!^^Default = Enabled qstr_If_Enabled_all_garrisons_in_player_fiefs|If Enabled, all garrisons in player fiefs will be sorted automatically (Must enable party sorting)^^Default = Disabled qstr_If_Enabled_all_parties_will_have_their_p|If Enabled, all parties will have their prisoners sorted automatically every 12 hours. Can cause lag.^^Default = Enabled. qstr_If_Enabled_the_player_s_party_will_have_|If Enabled, the player's party will have their prisoners sorted automatically every 12 hours^^Default = Enabled. qstr_If_Enabled_will_use_Native_random_scene_|If Enabled, will use Native random scene generator (80-degree slopes included).^^Default = Disabled qstr_Disabling_NPC_Complaints_will_mute_your_|Disabling NPC Complaints will mute your companion's complaints about each other or your decisions. While disabled, companions will not leave the party regardless of how they feel about your leadership. qstr_Enabling_this_will_force_all_companions_|Enabling this will force all companions to appear in every tavern you enter. qstr_Disables_improved_AI_for_horse_archers.^|Disables improved AI for horse archers.^^Default = Disabled qstr_If_Enabled_the_player_and_the_AI_can_no_|If Enabled, the player and the AI can no longer use First Aid or Battlecry.^^Default = Disabled qstr_If_Disabled_cavalry_will_not_dismount_in|If Disabled, cavalry will not dismount in crowds (drawback - when dehorsed, riders will rather passively look for a new horse).^^Default = Disabled qstr_When_Enabled_during_field_battles_it_wil|When Enabled, during field battles it will reassign archers without ammo to infantry, horse archers without ammo to cavalry, cavalry without horses to infantry etc. - the same way it reassigns them for the AI or when your character gets knocked out. It only affects the (primary) first 4 divisions. ^^Default = Disabled qstr_When_Enabled_soldiers_will_shout_faction|When Enabled, soldiers will shout faction-specific warcries during battles.^^Default = Disabled qstr_If_enabled_shows_you_damage_notification|If enabled, shows you damage notifications when using leaf bombs. When hitting large crowds of enemies they will usually be so numerous they will kill the log. If disabled, it doesn't show any DMG notifications for leaf bombs at all. Alas, there is no third way.^^Default = Disabled qstr_When_enabled_a_small_transparent_map_of_|When enabled a small transparent map of the current battle will appear in the upper right corner of the combat screen.^^If unchecked, this will not appear. qstr_If_enabled_you_will_always_have_equal__o|If enabled, you will always have equal (or mostly equal) troops on the field compared to the enemies and vice versa.^^Default = Disabled qstr_This_sets_the_maximum_number_of_reinforc|This sets the maximum number of reinforcement waves.^^Default = 6 qstr_This_sets_the_threshold_for_troops_befor|This sets the threshold for troops before a reinforcement is spawned.^^The actual threshold will depend on battle advantage and battle size options^^Default = 6 qstr_This_sets_the_number_of_troops_that_appe|This sets the number of troops that appear in each reinforcement wave.^^The actual amount depends on battle advantage and battle size options^^Is not limited by battle size options^^Default = 5 qstr_This_sets_the_time_multiplier_while_rest|This sets the time multiplier while resting and waiting.^^Default = 5 qstr_This_sets_how_many_hours_you_will_spend_|This sets how many hours you will spend while resting at a town or village.^^Default = 24^^24 Hours = 1 Day^168 Hours = 1 Week^336 Hours = 2 Weeks^504 Hours = 3 Weeks^672 Hours = 4 Weeks qstr_When_Enabled_parties__icons_change_into_|When Enabled, parties' icons change into ships when they traverse bodies of water (rather performance-unfriendly), otherwise they just walk across water.^^Default = Enabled qstr_When_Enabled_uses_Native_trade_screen_wi|When Enabled, uses Native trade screen without new buttons.^^Default = Disabled qstr_Turn_this_on_if_you_want_to_prevent_your|Turn this on if you want to prevent yourself from ranking up while you are freelancing. For example if you are enlisted with Elintor and want to remain as an Elintoran Scout, enable this to stop yourself from being forced to upgrade. qstr_Enable_Freelancer_minimod_to_play_it._It|Enable Freelancer minimod to play it. It was reported to be bugged so do it at your own risk.^^Default = Disabled qstr_Enable_Adventurers__Guild_and_their_ques|Enable Adventurers' Guild and their questline.^^Default = Enabled^^ qstr_When_enabled_captured_lords_from_any_fac|When enabled, captured lords from any faction will be highlighted yellow. qstr_When_enabled_every_time_a_garrison_has_b|When enabled, every time a garrison has been besieged it will be highlighted yellow. qstr_When_enabled_you_will_ignore_notificatio|When enabled, you will ignore notifications from your kingdom's villages whenever they are under attack. qstr_When_enabled_marshal_tasks_will_no_longe|When enabled, marshal tasks will no longer inform you via a full screen display. You will instead receive a message at the bottom. qstr_When_enabled_you_will_no_longer_receive_|When enabled, you will no longer receive a weekly Financial reports on landowning. qstr_When_enabled_you_will_no_longer_receive_a|When enabled, you will no longer receive a weekly Budget reports. qstr_Prevents_most_overworld_Faction_based_no|Prevents most overworld Faction-based notifications from interrupting your gameplay, which usually involves factions going to war, peace, etc.^^Default = Disabled qstr_Teleports_a_traveller_into_any_tavern_yo|Teleports a traveller into any tavern you enter. qstr_Only_matters_if_you_have_cheats_on._Enab|Only matters if you have cheats on. Enable this to prevent most debug messages. qstr_After_this_date_the_Zann_will_invade__DO|After this date, the Zann will invade (DO NOT SET IT TO AN EARLIER DATE THAN 35 DAYS FROM CURRENT DAY)^^Default = 156 qstr_When_enabled_this_causes_horses_to_trave|When enabled, this causes horses to travel slower as they take damage. qstr_Ticked_autocalculated_battles_give_advan|Ticked, autocalculated battles give advantage to factions on their home terrain. Unticked, as in Native and auto-battles are only based on party size and troop levels. qstr_Allows_exiled_lords_to_be_pardoned_after|Allows exiled lords to be pardoned after a time and rejoin a faction to prevent 'lord-drain' in the late game. qstr_Low ^^___Center_points_for_fief_allocati|Low ^^ - Center points for fief allocation are calculated (villages 1 / castles 2 / towns 3) instead of (villages 1 / castles 1 / towns 2).^^ - For qst rescue prisoner and qst offer gift, the relatives that can be a target of the quest have been extended to include uncles and aunts and in-laws.^^ - Alterations to script calculate troop score for center (these changes currently are only relevant during claimant quests).^^ - When picking a new faction, lords are more likely to return to their original faction (except when that's the faction they're being exiled from), if the ordinary conditions for rejoining are met. A lord's decision may also be influenced by his relations with other lords in the various factions, instead of just his relations with the faction leaders.^^Medium ^^ - Some changes for lord relation gains/losses when fiefs are allocated.^^ - Kings overrule lords slightly less frequently on faction issues.^^ - In deciding who to support for a fief, minor parameter changes for certain personalities. Some lords will still give priority to fiefless lords or to the lord who conquered the center if they have a slightly negative relation (normally the cutoff is 0 for all personalities).^^ - When a lord can't find any good candidates for a fief under the normal rules, instead of automatically supporting himself he uses a weighted scoring scheme.^^ - In various places where 'average renown * 3/2' appears, an alternate calculation is sometimes used.^^High ^^ - The 'renown factor' when an NPC lord or the player courts and NPC lady is adjusted by the prestige of the lady's guardian.^^ - When a faction has fiefless lords and no free fiefs left, under some circumstances the king will redistribute a village he owns.^^ qstr_Low ^^___Caravan_trade_benefits_both_the|Low ^^ - Caravan trade benefits both the source and the destination^^ - When the player surrenders, there is a chance his personal equipment will not be looted, based on who accepted the surrender and the difficulty setting. (This is meant to address a gameplay issue. In the first 700 days or so, there is no possible benefit to surrendering rather than fighting to the last man.) Also, a bug that made it possible for books etc. to be looted was corrected.^^ - AI caravans take into consideration distance when choosing their next destination and will be slightly more like to visit their own faction. This strategy is mixed with the Native one, so the trade pattern will differ but not wildly.^^ - Scale town merchant gold by prosperity (up to a maximum 40% change).^^ - Food prices increase in towns that have been under siege for at least 48 hours.^^ - In towns the trade penalty script has been tweaked to make it more efficient to sell goods to merchants specializing in them.^^Medium ^^ - Food consumption increases in towns as prosperity increases.^^ Consumption also increases with garrison sizes.^^ - Lords' looting skill affects how much gold they take from the player when they defeat him.^^ - Lords' leadership skill modifies their troop wage costs the same way it does for the player.^^ - The player can lose gold when his fiefs are looted, like lords.^^ - The same way that lord party sizes increase as the player progresses, mercenary party sizes also increase to maintain their relevance. (The rate is the same as for lords a 1.25% increase per level.)^^ - If the player has a kingdom of his own, his spouse will receive part of the bonus that ordinarily would be due a liege. The extent of this bonus depends on the number of fiefs the players holds. This bonus is non-cumulative with the marshall bonus.^^ - Attrition is inflicted on NPC-owned centers if they can't pay wages, but only above a certain threshold.^^ - Strangers cannot acquire enterprises (enforced at 1 instead of at 0, so you have to do something).^^High - The total amount of weekly bonus gold awarded to kings in Calradia remains constant as kings go into exile, their bonuses are divided among the remaining kings.^^ - If lord's run a personal gold surplus after party wages, the extra is divided among the lord and his garrisons budgets (each castle and town has its own pool of funds to pay for soldiers) on the basis of whether the lord is low on gold or any of his fortresses are. (If none are low on gold, the lord takes everything, like before.)^^ - The honor loss from an offense depends in part on the player's honor at the time. The purer the reputation, the greater the effect of a single disagrace.^^ - Raiding change village gold lost is removed from uncollected taxes before the balance (if any) is removed from the lord.^^ - Cash for prisoners qstr_Disabled_levels_the_playing_field_for_fe|Disabled levels the playing-field for female player characters. Default as in Native. High increases the sexism/anti-woman prejudice of the medieval setting for female player characters. qstr_If_enabled_this_allows_your_formations_t|If enabled, this allows your formations to pivot to face the center of the enemy's party.^^Default = Enabled qstr_If_enabled_the_AI_Defenders_will_charge_|If enabled, the AI Defenders will charge out after a period of time.^^Default = Enabled qstr_When_enabled_this_prevents_villagers_fro|When enabled, this prevents villagers from joining your side while you're defending their village. qstr_If_Enabled_your_units_will_break_formati|If Enabled, your units will break formation and charge when you die.^^Default = Enabled qstr_Enabling_this_will_revert_Perisno_s_sieg|Enabling this will revert Perisno's sieges back to how they used to be. Reinforcements will continuously spawn, which may result in very long sieges. You should enable this anyway if you have made any adjustments to the Reinforcements numbers.^^Default = Disabled. qstr_Enabling_this_will_allow_the_lower_optio|Enabling this will allow the lower options to trigger. Can be a potential performance issue.^^Default = Disabled. qstr_Any_Infantry_that_spawn_with_a_bow_or_cr|Any Infantry that spawn with a bow or crossbow will be reassigned to this group.^^Default = 0^^0 = Infantry^^1 = Archers^^2 = Cavalry^^3 = Horse Archers^^4 = Companions qstr_Any_Cavalry_that_spawn_with_a_bow_or_cro|Any Cavalry that spawn with a bow or crossbow will be reassigned to this group.^^Default = 2^^0 = Infantry^^1 = Archers^^2 = Cavalry^^3 = Horse Archers^^4 = Companions qstr_Any_Archers_that_run_out_of_arrows_will_|Any Archers that run out of arrows will be assigned to this group.^^Default = 1^^0 = Infantry^^1 = Archers^^2 = Cavalry^^3 = Horse Archers^^4 = Companions qstr_Any_Horse_Archers_that_run_out_of_arrows|Any Horse Archers that run out of arrows will be assigned to this group.^^Default = 3^^0 = Infantry^^1 = Archers^^2 = Cavalry^^3 = Horse Archers^^4 = Companions qstr_CURRENT_COMMANDER_S_REPORT!|CURRENT COMMANDER'S REPORT! qstr_Your_Commander _{s19}|Your Commander {s19} qstr_Commander_Relation _{reg0}|Commander Relation {reg0} qstr_Enlisted_Faction _{s20}|Enlisted Faction {s20} qstr_Current_Rank _{s21}|Current Rank {s21} qstr_N/A|N/A qstr_Experience_to_next_promotion _{s1}|Experience to next promotion {s1} qstr_Days_in_service _{reg20}|Days in service {reg20} qstr_Current_Wage _{reg23}_aurums.|Current Wage {reg23} aurums. qstr_Next_Pay/Promotion_day _{s25}|Next Pay/Promotion day {s25} qstr_Army_size _{reg26}|Army size {reg26} qstr_Commander_s_Army|Commander's Army qstr_General_Information _|General Information qstr_Armor_Rating |Armor Rating qstr_Level |Level qstr_{reg21}|{reg21} qstr_Melee_Rating |Melee Rating qstr_Health |Health qstr_{reg0}|{reg0} qstr_Ranged_Rating |Ranged Rating qstr_Ranged |Ranged qstr_Yes|Yes qstr_No|No qstr_Mounted |Mounted qstr_Base_Wages |Base Wages qstr_Current_Wages |Current Wages qstr_Attributes |Attributes qstr_Strength |Strength qstr_Intelligence |Intelligence qstr_Agility |Agility qstr_Charisma |Charisma qstr_Skills |Skills qstr_Iron_Flesh |Iron Flesh qstr_Tactics |Tactics qstr_Power_Strike |Power Strike qstr_Path_Finding |Path-Finding qstr_Power_Throw |Power Throw qstr_Spotting |Spotting qstr_Power_Draw |Power Draw qstr_Inventory_Management |Inventory Management qstr_Weapon_Master |Weapon Master qstr_Wound_Treatment |Wound Treatment qstr_Shield |Shield qstr_Surgery |Surgery qstr_Athletics |Athletics qstr_First_Aid |First Aid qstr_Riding |Riding qstr_Engineer |Engineer qstr_Horse_Archery |Horse Archery qstr_Persuasion |Persuasion qstr_Looting |Looting qstr_Prisoner_Management |Prisoner Management qstr_Foraging |Foraging qstr_Leadership |Leadership qstr_Trainer |Trainer qstr_Trade |Trade qstr_Tracking |Tracking qstr_Weapon_Proficiencies |Weapon Proficiencies qstr_One_Handed |One Handed qstr_Archery |Archery qstr_Two_Handed |Two Handed qstr_Crossbows |Crossbows qstr_Polearms |Polearms qstr_Throwing |Throwing qstr_Equipment |Equipment qstr_HHG _{s22}|HHG {s22} qstr_Spouse |Spouse qstr_Player_Faction|Player Faction qstr_{s21}|{s21} qstr_Faction_Design^by_Perisno|Faction Design^by Perisno qstr_TIER_{reg21}|TIER {reg21} qstr_Outlaws|Outlaws qstr_Neutrals|Neutrals qstr_Mercenaries|Mercenaries qstr_Church_of_Faith|Church of Faith qstr_Lymbard|Lymbard qstr_Klymorians|Klymorians qstr_Bandit_Camp_Leaders|Bandit Camp Leaders qstr_Other_Religious_Troops|Other Religious Troops qstr_Player_Mercenaries_and_HHG|Player Mercenaries and HHG qstr_Perisno_Maidens_and_Religious_Troops|Perisno Maidens and Religious Troops qstr_Monarchs_and_Pretenders|Monarchs and Pretenders qstr_Companions|Companions qstr_All_Monarchs|All Monarchs qstr_Female_Perisno_Troops|Female Perisno Troops qstr_Perisno_Pilgrims|Perisno Pilgrims qstr_Female_Perisno_Pilgrims|Female Perisno Pilgrims qstr_Male_Mercenaries|Male Mercenaries qstr_Female_Mercenaries|Female Mercenaries qstr_Female_Troops|Female Troops qstr_Border_Patrol|Border Patrol qstr_Freelancer_Guild_Troops|Freelancer Guild Troops qstr_Bandits|Bandits qstr_Player_s_Mercenaries|Player's Mercenaries qstr_Mosoru|Mosoru qstr_Illica_Falki|Illica Falki qstr_Wolf_Knights|Wolf Knights qstr_Lymbard_Knights|Lymbard Knights qstr_Eagle_Knights|Eagle Knights qstr_Slave_Rebels|Slave Rebels qstr_Klymorian_Konqunites|Klymorian Konqunites qstr_Change_The_First_Word_For_All|Change The First Word For All qstr__other_words_will_be_reset_to_default!_|(other words will be reset to default!) qstr_{s1}^HP _{reg0}|{s1}^HP {reg0} qstr_{s3}^STR _{reg1}^INT _{reg2}^^Skills |{s3}^STR {reg1}^INT {reg2}^^Skills qstr_{s3}^Power_Strike _{reg1}^Power_Draw _{r|{s3}^Power Strike {reg1}^Power Draw {reg2}^Power Throw {reg3}^Horse Archery {reg4}^^Weapon Proficiencies qstr_{s3}^1_Hand_Wpns _{reg1}^2_Hand_Wpns _{r|{s3}^1 Hand Wpns {reg1}^2 Hand Wpns {reg2}^Polearms {reg3} qstr_{s4}^AGI _{reg1}^CHA _{reg2}^^|{s4}^AGI {reg1}^CHA {reg2}^^ qstr_{s4}^Ironflesh _{reg1}^Athletics _{reg2}|{s4}^Ironflesh {reg1}^Athletics {reg2}^Shield {reg3}^Riding {reg4}^^ qstr_{s4}^Archery _{reg1}^Crossbows _{reg2}^T|{s4}^Archery {reg1}^Crossbows {reg2}^Throwing {reg3} qstr_{s4}|{s4} qstr_Equipments _|Equipments qstr_Singular_Name |Singular Name qstr_Plural_Name |Plural Name qstr_Choose_Your_Gender|Choose Your Gender qstr_Man|Man qstr_Woman|Woman qstr_Information |Information qstr_Choose_Your_Race|Choose Your Race qstr_Human|Human qstr_Naphali|Naphali qstr_Dwarf|Dwarf qstr_Giant|Giant qstr_Race_Information |Race Information qstr_Background|Background qstr_Where_were_you_born?|Where were you born? qstr_A_land_far_from_Perisno.__default_|A land far from Perisno. (default) qstr_A_cold_island_far_to_the_north.|A cold island far to the north. qstr_A_small_village_on_Perisno_s_western_coa|A small village on Perisno's western coast. qstr_Karnoth_the_capital_of_the_Dwarven_Kingd|Karnoth, the capital of the Dwarven Kingdom. qstr_Who_was_your_father?|Who was your father? qstr_An_impoverished_noble|An impoverished noble qstr_A_travelling_merchant|A travelling merchant qstr_A_veteran_warrior|A veteran warrior qstr_A_hunter|A hunter qstr_A_simple_messanger|A simple messanger qstr_A_thief|A thief qstr_A_religious_zealot|A religious zealot qstr_What_did_you_enjoy_as_a_child?|What did you enjoy as a child? qstr__You_can_read_your_character_s_story^on_|(You can read your character's story^on the 'Review' page) qstr_Swimming|Swimming qstr_Shooting|Shooting qstr_Riding|Riding qstr_Scouting|Scouting qstr_Reading|Reading qstr_Crafting|Crafting qstr_Stealing|Stealing qstr_What_was_your_first_adult_job?|What was your first adult job? qstr_An_army_recruit__M_|An army recruit (M) qstr_An_army_recruit__F_|An army recruit (F) qstr_A_bounty_hunter|A bounty hunter qstr_A_bandit|A bandit qstr_A_smith|A smith qstr_A_physician|A physician qstr_A_spy|A spy qstr_A_squire|A squire qstr_A_lady_in_waiting|A lady-in-waiting qstr_Why_did_you_begin_adventuring?|Why did you begin adventuring? qstr_For_personal_revenge|For personal revenge qstr_Because_I_lost_a_loved_one|Because I lost a loved one qstr_Because_of_wanderlust|Because of wanderlust qstr_Because_I_was_forced_out_of_my_home|Because I was forced out of my home qstr_For_money_and_power|For money and power qstr_To_learn_more_about_the_old_Kingdom_of_P|To learn more about the old Kingdom of Perisno qstr_Because_of_a_strange_accident|Because of a strange accident qstr_Stats |Stats qstr_Str|Str qstr_Agi|Agi qstr_Int|Int qstr_Cha|Cha qstr_Gold|Gold qstr_Renown|Renown qstr_One_Handed|One Handed qstr_Two_Handed|Two Handed qstr_Polearms|Polearms qstr_Bows|Bows qstr_Crossbows|Crossbows qstr_Throwing|Throwing qstr_Biography|Biography qstr_Crafting_armor_is_very_memory_intensive!|Crafting armor is very memory intensive! You risk running into black texture issues or straight up having a runtime error!^^Use this menu carefully. Try scrolling slowly. You may have to reduce your texture details if you are running into issues. qstr_WARNING|WARNING qstr_Armor_Crafting|Armor Crafting qstr_Return_to_menu|Return to menu qstr_Race |Race qstr_male_Giants|male Giants qstr_male_Dwarves|male Dwarves qstr_default|default qstr_Type |Type qstr_shields|shields qstr_gloves|gloves qstr_footwear|footwear qstr_headgear|headgear qstr_body_armor|body armor qstr__custom_gloves_cannot_be_worn_without_cu|(custom gloves cannot be worn without custom body armor) qstr__alas_male_Dwarves_and_Giants_can_t_use_|(alas, male Dwarves and Giants can't use custom gloves) qstr__custom_footwear_cannot_be_worn_without_|(custom footwear cannot be worn without custom body armor) qstr__R___rigged__separate_assortment__N___no|(R - rigged (separate assortment), N - normal, CB - covers beard, CH - covers head) qstr_Kind |Kind qstr_light|light qstr_medium|medium qstr_heavy|heavy qstr_Design|Design qstr_Category|Category qstr_Stats|Stats qstr_Base_Version|Base Version qstr_Thick_Version|Thick Version qstr_Reinforced_Version|Reinforced Version qstr_Lordly_Version|Lordly Version qstr_Light^_Weight_{reg2}^STR_Req_{reg3}_|Light^(Weight {reg2},^STR Req {reg3}) qstr_Medium^_Weight_{reg2}^STR_Req_{reg3}_|Medium^(Weight {reg2},^STR Req {reg3}) qstr_Heavy^_Weight_{reg2}^STR_Req_{reg3}_|Heavy^(Weight {reg2},^STR Req {reg3}) qstr_R_|R, qstr_CB_|CB, qstr_CH_|CH, qstr_N_|N, qstr_{s1}{s2}Light^_Weight_{reg2}^STR_Req_{re|{s1}{s2}Light^(Weight {reg2},^STR Req {reg3}) qstr_{s1}{s2}Med^_Weight_{reg2}^STR_Req_{reg3|{s1}{s2}Med^(Weight {reg2},^STR Req {reg3}) qstr_{s1}{s2}Heavy^_Weight_{reg2}^STR_Req_{re|{s1}{s2}Heavy^(Weight {reg2},^STR Req {reg3}) qstr_Light^_Weight_{reg2}^SH_Req_{reg3}_|Light^(Weight {reg2},^SH Req {reg3}) qstr_Medium^_Weight_{reg2}^SH_Req_{reg3}_|Medium^(Weight {reg2},^SH Req {reg3}) qstr_Heavy^_Weight_{reg2}^SH_Req_{reg3}_|Heavy^(Weight {reg2},^SH Req {reg3}) qstr_HP _{reg3}^ARM _{reg4}^WD _{reg5}^SP _{r|HP {reg3}^ARM {reg4}^WD {reg5}^SP {reg6} qstr_HA _{reg3}^BA _{reg4}^LA _{reg5}|HA {reg3}^BA {reg4}^LA {reg5} qstr_Req. _Engineer_{reg3}^{reg4}_aurums.|Req. Engineer {reg3},^{reg4} aurums. qstr_Craft|Craft qstr_Choose_a_prototype_for_the_current_armor|Choose a prototype for the current armor qstr_You_successfully_crafted_this_armor!|You successfully crafted this armor! qstr__near_{s10}| near {s10} qstr_Your_recruiter_who_was_commissioned_to_r|Your recruiter who was commissioned to recruit {reg10} recruits to {s13} has been defeated{s10}! qstr_Your_caravan_sending_{s12}_to_{s13}_has_|Your caravan sending {s12} to {s13} has been defeated{s10}! qstr_Your_messenger_on_the_way_to_{s13}_has_b|Your messenger on the way to {s13} has been defeated{s10}! qstr_randomly|randomly qstr_Your_soldiers_patrolling_{s13}_have_been|Your soldiers patrolling {s13} have been defeated{s10} by {s11}! qstr_A_scout_trying_to_gather_information_abo|A scout trying to gather information about {s13} has been slain{s10}! qstr_{s1}_of_{s3}_was_defeated_in_battle_but_|{s1} of {s3} was defeated in battle but managed to escape. qstr_{s1}_is_now_a_prisoner_of_{s2}.|{s1} is now a prisoner of {s2}. qstr_^Age _unknown|^Age unknown qstr_^Age _{reg1}|^Age {reg1} qstr_{s54}_is_a_claimant_to_the_throne_of_{s5|{s54} is a claimant to the throne of {s56}. qstr_nowhere|nowhere qstr_{s57}_and_{s58}|{s57} and {s58} qstr_{reg3?She He}|{reg3?She He} qstr_unknown|unknown qstr_{reg26}|{reg26} qstr_The_town_of_{s50}|The town of {s50} qstr_The_village_of_{s50}_near_{s52}|The village of {s50} near {s52} qstr_{s51}_belongs_to_{s1}_of_{s2}_and_is_whe|{s51} belongs to {s1} of {s2}, and is where you make your court.^ qstr_{s51}_belongs_to_{s1}_of_{s2}_and_is_wher|{s51} belongs to {s1} of {s2}, and is where {reg0?she he} makes {reg0?her his} court.^ qstr_{s51}_belongs_to_{s1}_of_{s2}_and_is_where|{s51} belongs to {s1} of {s2}, and is where {reg0?she he} makes {reg0?her his} home.^ qstr_{s51}_belongs_to_{s1}_of_{s2}.^|{s51} belongs to {s1} of {s2}.^ qstr_{s51}_belongs_to_{s2}_but_has_not_yet_be|{s51} belongs to {s2} but has not yet been granted to a lord.^ qstr_{s51}_belongs_to_{s2}.^|{s51} belongs to {s2}.^ qstr_{s2}Its_market_town_is_{s8}.^|{s2}Its market town is {s8}.^ qstr_{s7}_and_{s8}|{s7} and {s8} qstr_{s2}It_has_no_villages.^|{s2}It has no villages.^ qstr_{s2}{reg0?Its_villages_are Its_village_i|{s2}{reg0?Its villages are Its village is} {s8}.^ qstr_{s2}Its_prosperity_is _{s50}|{s2}Its prosperity is {s50} qstr_noone|noone qstr_{s9}_and_{s10}|{s9} and {s10} qstr_{s5}_has_been_defeated!|{s5} has been defeated! qstr_{s7}_opened_the_gate|{s7} opened the gate qstr_{s7}_closed_the_gate|{s7} closed the gate qstr_{s0}|{s0} qstr_Remaining_amount __{reg59}/{reg60}_|Remaining amount ({reg59}/{reg60}) qstr_Requires_Power_Draw _{reg60}|Requires Power Draw {reg60} qstr_Requires_Power_Throw _{reg60}|Requires Power Throw {reg60} qstr_Requires_Riding _{reg60}|Requires Riding {reg60} qstr_Requires_Shield _{reg60}|Requires Shield {reg60} qstr_Requires_Strength _{reg60}|Requires Strength {reg60} qstr_Can_knock_down|Can knock down qstr_+{reg1}_to_party_morale|+{reg1} to party morale qstr_Requires_{reg1}_intelligence_to_read|Requires {reg1} intelligence to read qstr_Reading_Progress _{reg1}%|Reading Progress {reg1}% qstr_wound_treament|wound treament qstr_trainer|trainer qstr_surgery|surgery qstr_trade|trade qstr_+1_to_{s1}_while_in_inventory|+1 to {s1} while in inventory qstr_Made_by_Dwarves_for_Dwarf_men!|Made by Dwarves for Dwarf men! qstr_Made_by_humans_for_humans!|Made by humans for humans! qstr_Made_by_Giants_for_male_Giants!|Made by Giants for male Giants! qstr_A_frying_pan._Deals_3x_damage_when_used_|A frying pan. Deals 3x damage when used by a woman against a man. qstr_A_cast_iron_frying_pan._Small_but_durabl|A cast iron frying pan. Small, but durable. qstr_Missile_Speed _{reg1}|Missile Speed {reg1} qstr_Forged_by_Master_Blacksmith_Einsvarth^im|Forged by Master Blacksmith Einsvarth,^imbued with element of fire.^Its blade brings flame upon the battlefield,^slices its opponent in half like 'hot' knife through butter. qstr_Deals_double_damage_to_all_heroes.|Deals double damage to all heroes. qstr_Fell_from_the_sky_as_a_meteorite^forged_|Fell from the sky as a meteorite,^forged in the fire mountain by the Sky King.^This is the sword of the Chosen One. qstr_The_long_lost_treasure_of_Nisaynian_peop|The long lost treasure of Nisaynian people,^a relic sword that gets sharper with time.^It holds the symbol of a true ruler, said to^have once belonged to the first ruler of Nisaynia.^Damage has increased by {reg0}c. qstr_There_is_no_understanding_of_what_this_s|There is no understanding of what this sword is or from whence it came.^It gives off a fearsome aura, is very heavy^despite its looks and certainly is a monstrous weapon.^Recovers health per hit qstr_The_sword_wielded_by_Giulien_during_the_|The sword wielded by Giulien during the Battle^for Enlightenment. It glows with the blessing of the^Lord of Faith, seeking to cut down every last Grazir.^Deals 130% damage to Grazir troops qstr_Created_from_Ventrilien_Shards_by_the_Ar|Created from Ventrilien Shards by the Arcane Scientists,^these weapons were wielded by the Arcane Defenders to fight the^Klymorian empire, and their vicious beasts.^Not implemented yet qstr_Old_rusted_but_strangely_as_light_as_a_f|Old, rusted, but strangely as light as a feather.^The lack of care for this weapon is obvious.^It seems as if you can still hear the voices of those^who were silenced forever by this eerie spear. qstr_Passed_down_for_generations_Krysanna_s_f|Passed down for generations, Krysanna's family heirloom.^The older sister of Eleison. qstr_Empress_Tofu_s_Developer_Weapon.|Empress Tofu's Developer Weapon. qstr_Not_yet_implemented._Effects_are_not_rep|Not yet implemented. Effects are not representative of its actual release. qstr_Passed_down_for_generations_Kaiyrithe_s_|Passed down for generations, Kaiyrithe's family heirloom.^The younger sister of Requiem. qstr_Teyva_s_relinquisher._Forged_from_the_de|Teyva's relinquisher. Forged from the desert^in which she protects. qstr_Move_here|Move here qstr_View_notes|View notes qstr_Estimate_Potential_Party_Size|Estimate Potential Party Size qstr_CHEAT _Get_Daily_Wage|CHEAT Get Daily Wage qstr_Estimate_Party_Strength|Estimate Party Strength qstr_CHEAT _Get_Normal_Party_s_Weekly_Wage|CHEAT Get Normal Party's Weekly Wage qstr_CHEAT _Give_10000_XP|CHEAT Give 10000 XP qstr_CHEAT _Give_5000000_XP|CHEAT Give 5000000 XP qstr_DANGEROUS_CHEAT _Remove_This_Party|DANGEROUS CHEAT Remove This Party qstr_Relation_report_for_this_party_s_faction|Relation report for this party's faction qstr_Accompany|Accompany qstr_Ideal_Party_Size_is_{reg0}.|Ideal Party Size is {reg0}. qstr_Daily_payment_is_{reg0}.|Daily payment is {reg0}. qstr_Cashed_daily_net_income_is_{reg0}.|Cashed daily net income is {reg0}. qstr_Estimated_party_strength_on_current_terr|Estimated party strength on current terrain = {reg0} points qstr_STR_=_{reg0}|STR = {reg0} qstr_Weekly_wage_=_{reg0}|Weekly wage = {reg0} qstr_{s1} _{reg0}|{s1} {reg0} qstr_killed|killed qstr_wounded|wounded qstr_{s0}^TOTAL _{reg3}__{s2}_|{s0}^TOTAL {reg3} ({s2}) qstr_^None|^None qstr_nothing|nothing qstr_{reg0}_village{reg1?s }|{reg0} village{reg1?s } qstr_{reg0}_castle{reg1?s }|{reg0} castle{reg1?s } qstr_{reg0}_castle{reg1?s }_and_{s0}|{reg0} castle{reg1?s } and {s0} qstr_{reg0}_town{reg1?s }|{reg0} town{reg1?s } qstr_{reg0}_town{reg1?s }_and_{s0}|{reg0} town{reg1?s } and {s0} qstr_{reg0}_town{reg1?s }_{s0}|{reg0} town{reg1?s }, {s0} qstr_Your_opponents_are_ready_for_the_fight.|Your opponents are ready for the fight. qstr_Try_to_destroy_as_many_targets_as_you_ca|Try to destroy as many targets as you can. You have two and a half minutes to clear the track. qstr_Stay_behind_the_line_on_the_ground_and_s|Stay behind the line on the ground and shoot the targets. Try not to waste any shots. qstr_Battle_Advantage_=_{reg0}.|Battle Advantage = {reg0}. qstr_{s9}_wants_you_to_resume_following_his_a|{s9} wants you to resume following his army until further notice. qstr_Enlisted_as_a_{s5}_in_the_party_of_{s13}|Enlisted as a {s5} in the party of {s13} of {s14}. qstr_{s5}_of_the_{s7}_has_taken_ownership_of_|{s5} of the {s7} has taken ownership of {s4}. qstr_{s4}_has_been_awarded_to_{s5}_of_the_{s7|{s4} has been awarded to {s5} of the {s7}. qstr__Being_Raided_|(Being Raided) qstr__Looted_|(Looted) qstr__Under_Siege_|(Under Siege) qstr_The_village_of_{s1}_has_been_looted_by_{|The village of {s1} has been looted by {s2}. qstr_{s3}_is_no_longer_under_siege.|{s3} is no longer under siege. qstr_Small_bands_of_enemies_spotted_near_{s1}|Small bands of enemies spotted near {s1}. qstr_Enemy_patrols_spotted_near_{s1}.|Enemy patrols spotted near {s1}. qstr_Medium_sized_group_of_enemies_spotted_ne|Medium-sized group of enemies spotted near {s1}. qstr_Significant_group_of_enemies_spotted_nea|Significant group of enemies spotted near {s1}. qstr_Army_of_enemies_spotted_near_{s1}.|Army of enemies spotted near {s1}. qstr_Large_army_of_enemies_spotted_near_{s1}.|Large army of enemies spotted near {s1}. qstr_Great_host_of_enemies_spotted_near_{s1}.|Great host of enemies spotted near {s1}. qstr__{s10}_of_{s13}_recruits_{s11}_{s12}_in_| {s10} of {s13} recruits {s11} {s12} in {s14} qstr_{s1}_has_been_besieged_by_{s2}_of_{s3}.|{s1} has been besieged by {s2} of {s3}. qstr_{s5}_Mercenary_Guards|{s5} Mercenary Guards qstr__{s1}__{s11} _{s14}|({s1}) {s11} {s14} qstr_{s14}__{s21}_|{s14} ({s21}) qstr_{s5}_has_the_greatest_support_among_the_|{s5} has the greatest support among the lords of the {s4} to be the next marshall. {s0} is indisposed and cannot overrule their choice. qstr_{s5}_has_the_greatest_support_among_the_l|{s5} has the greatest support among the lords of the {s4} to receive {s1}. {s0} is indisposed and cannot overrule their choice. qstr_{s5}_has_the_greatest_support_among_the_lo|{s5} has the greatest support among the lords of the {s4} to be the next marshall, but {s0} overrules their choice. qstr_{s5}_has_the_greatest_support_among_the_lor|{s5} has the greatest support among the lords of the {s4} to receive {s1}, but {s0} overrules their choice. qstr_{s1}_is_the_new_marshal_of_{s2}.|{s1} is the new marshal of {s2}. qstr_You_gained_{reg12}_renown.|You gained {reg12} renown. qstr_You_lose_{reg12}_renown.|You lose {reg12} renown. qstr_Your_relation_with_{s1}_has_improved_by_|Your relation with {s1} has improved by {reg0}. It is now {reg4}. qstr_Your_relation_with_{s1}_has_deteriorated|Your relation with {s1} has deteriorated by {reg0}. It is now {reg4}. qstr_You_gained_{reg0}_honour.|You gained {reg0} honour. qstr_You_lost_{reg0}_honour.|You lost {reg0} honour. qstr_People_of_the_Realm_Of_The_Falcon_are_ap|People of the Realm Of The Falcon are appalled at your decision and are leaving your kingdom. qstr_{s1}_has_declared_war_against_{s2}.|{s1} has declared war against {s2}. qstr_{s0}_is_laying_siege_to_{s1}.|{s0} is laying siege to {s1}. qstr_{s0}_is_patrolling_around_{s1}.|{s0} is patrolling around {s1}. qstr_{s0}_is_raiding_around_{s1}.|{s0} is raiding around {s1}. qstr_{s0}_is_engaging_{s1}.|{s0} is engaging {s1}. qstr_{s0}_is_accompanying_{s1}.|{s0} is accompanying {s1}. qstr_{s0}_is_screening_the_advance_of_{s1}.|{s0} is screening the advance of {s1}. qstr_{s0}_is_trading_with_{s1}.|{s0} is trading with {s1}. qstr_{s0}_is_retreating_to_{s1}.|{s0} is retreating to {s1}. qstr_{s0}_is_visiting_{s1}.|{s0} is visiting {s1}. qstr_{s1}_and_{s2}_have_made_peace_with_each_|{s1} and {s2} have made peace with each other. qstr_{s2}_{reg3?was is_currently}_at_{s3}.|{s2} {reg3?was is currently} at {s3}. qstr_{s2}_{reg3?was is}_travelling_to_{s3}_an|{s2} {reg3?was is} travelling to {s3} and {reg4?she he} {reg3?was should be} close to {s4}{reg3? at the moment}. qstr_{s2}_{reg3?was is}_travelling_to_{s3}_and|{s2} {reg3?was is} travelling to {s3} and {reg4?she he} {reg3?was should be} between {s4} and {s1}{reg3? at the moment}. qstr_{s2}_{reg3?was is}_in_the_field_and_{reg|{s2} {reg3?was is} in the field and {reg4?she he} {reg3?was should be} close to {s3}{reg3? at the moment}. qstr_{s2}_{reg3?was is}_in_the_field_and_{reg4|{s2} {reg3?was is} in the field and {reg4?she he} {reg3?was should be} between {s3} and {s1}{reg3? at the moment}. qstr_{s2}_{reg3?was is}_being_held_captive_at|{s2} {reg3?was is} being held captive at {s3}. qstr_{s2}_{reg3?was has_been}_taken_captive_b|{s2} {reg3?was has been} taken captive by {reg4?her his} enemies. qstr_{reg3?{s2}_s_location_was_unknown I_don_|{reg3?{s2}'s location was unknown I don't know where {s2} is}. qstr_{s6}_has_joined_your_party.|{s6} has joined your party. qstr_Hold_LEFT_or_RIGHT_CONTROL_and_press_NUM|Hold LEFT or RIGHT CONTROL and press NUM1/Up Arrow to store 10000 aurums in this fief's treasury or NUM2/Down Arrow to withdraw 10000 aurums (50000 aurums if holding down shift). Press NUM3 to switch on/off this fief accumulating money from rents/tariffs/enterprises instead of sending them to you. qstr_Player_s_distance_to_target_pos_is_{reg3|Player's distance to target pos is {reg3} qstr_You_now_owe_{reg2}_aurums_to_{s1}.|You now owe {reg2} aurums to {s1}. qstr_You_have_deserted_from_the_party_of_{s13|You have deserted from the party of {s13}! qstr_Notice!|Notice! qstr_Total_friends_STR_=_{reg3}_main_party_ST|Total friends STR = {reg3}, main party STR = {reg5}, total enemy STR = {reg4} qstr_BS_bonus_=_{reg3}.|BS bonus = {reg3}. qstr_Renown_value_for_this_battle_is_{reg8}.|Renown value for this battle is {reg8}. qstr_You_have_a_bad_reputation_here!|You have a bad reputation here! qstr_You_are_attacked_by_a_group_of_angry_loc|You are attacked by a group of angry locals! qstr_You_have_run_into_a_trap!|You have run into a trap! qstr_You_are_attacked_by_a_group_of_bandits!|You are attacked by a group of bandits! qstr_Your_party_consumed_{reg1}_units_of_food|Your party consumed {reg1} units of food{reg4?, {reg4} from foraging }({reg2} days left). Due to the amount of foraging your party has done, your morale boosts! qstr_Your_party_consumed_{reg1}_units_of_food{|Your party consumed {reg1} units of food{reg4?, {reg4} from foraging }({reg2} days left). qstr_{s2}_managed_to_forage_{reg4}_units_of_f|{s2} managed to forage {reg4} units of food to compliment supplies. qstr_Holding|Holding qstr_Following|Following qstr_Charging|Charging qstr_Advancing|Advancing qstr_Falling_Back|Falling Back qstr_Standing_Closer|Standing Closer qstr_Spreading_Out|Spreading Out qstr_Standing|Standing qstr_Free|Free qstr_Any_Weapon|Any Weapon qstr_Blunt_Weapons|Blunt Weapons qstr_Your_soldiers_patrolling_{s6}_disbanded_|Your soldiers patrolling {s6} disbanded because you left the faction! qstr_{s1}_Rebels|{s1} Rebels qstr_Given_by _{s62}|Given by {s62} qstr_Given_on _{s60}|Given on {s60} qstr_You_have_{reg0}_days_to_finish_this_ques|You have {reg0} days to finish this quest. qstr_This_quest_has_been_concluded._Talk_to_{|This quest has been concluded. Talk to {s59} to finish it. qstr_The_quest_is_complete._The_customer_is_s|The quest is complete. The customer is satisfied. Talk to the Chevalier of Fortune Michael Enigmatic or Knight of Fortune Alik Grizzled or Adventuress Melanie Comely or Meadbrewer. qstr_The_quest_is_complete._The_customer_is_sa|The quest is complete. The customer is satisfied. Talk to the Chevalier of Fortune Michael Enigmatic or Knight of Fortune Alik Grizzled or Adventuress Melanie Comely. qstr_This_quest_has_been_successfully_complet|This quest has been successfully completed. Talk to {s59} to claim your reward. qstr_This_quest_has_failed._Talk_to_the_Cheva|This quest has failed. Talk to the Chevalier of Fortune Michael Enigmatic or Knight of Fortune Alik Grizzled or Adventuress Melanie Comely or Meadbrewer to explain the situation. qstr_This_quest_has_failed._Talk_to_the_Cheval|This quest has failed. Talk to the Chevalier of Fortune Michael Enigmatic or Knight of Fortune Alik Grizzled or Adventuress Melanie Comely to explain the situation. qstr_This_quest_has_failed._Talk_to_{s59}_to_|This quest has failed. Talk to {s59} to explain the situation. qstr_At_the_time_quest_was_given ^{s1}|At the time quest was given ^{s1} qstr_{s5}_has_a_strength_of_{reg1}_men_in_tot|{s5} has a strength of {reg1} men in total. qstr_The_last_time_you_saw_{reg1?her him}_{s1|The last time you saw {reg1?her him}, {s1} qstr_The_last_time_you_heard_about_{reg1?her |The last time you heard about {reg1?her him}, {s1} qstr_Current_garrison_consists_of_{reg5}_men.|Current garrison consists of {reg5} men.^Has food stock for {reg6} days. qstr_Very_Poor|Very Poor qstr_Poor|Poor qstr_Average|Average qstr_Rich|Rich qstr_Very_Rich|Very Rich qstr_Scouts_report_that_the_Horde_of_Moshowki|Scouts report that the Horde of Moshowki is heading to {s3}. qstr_Scouts_report_that_the_Horde_of_Sine_is_|Scouts report that the Horde of Sine is heading to {s3}. qstr_Scouts_report_that_the_Horde_of_Shun_Ha_|Scouts report that the Horde of Shun Ha is heading to {s3}. qstr_Scouts_report_that_the_Horde_of_Jin_is_h|Scouts report that the Horde of Jin is heading to {s3}. qstr_Manor|Manor qstr_A_manor_lets_you_rest_at_the_village_and|A manor lets you rest at the village and pay your troops half wages while you rest. qstr_Mill|Mill qstr_A_mill_increases_village_prosperity_by_5|A mill increases village prosperity by 5%. qstr_Well|Well qstr_A_well_increases_village_prosperity_by_5|A well increases village prosperity by 5%. qstr_Watch_Tower|Watch Tower qstr_A_watch_tower_lets_the_villagers_raise_a|A watch tower lets the villagers raise alarm earlier. The time it takes for enemies to loot the village increases by 50%. qstr_Guard_Post|Guard Post qstr_A_guard_post_allows_the_villagers_to_be_|A guard post allows the villagers to be accompanied by a small mercenary party to ensure safe travels. This also allows mercenaries to defend the village during infestations and raids. qstr_School|School qstr_A_shool_increases_the_loyality_of_the_vi|A shool increases the loyality of the villagers to you by +1 every month. qstr_Academy|Academy qstr_An_academy_grants_your_villagers_the_pot|An academy grants your villagers the potential for a higher education. +1 more relation every month and prevents negative events from happening to your village. qstr_Messenger_Post|Messenger Post qstr_A_messenger_post_lets_the_inhabitants_se|A messenger post lets the inhabitants send you a message whenever enemies are nearby, even if you are far away from here. qstr_Prison_Tower|Prison Tower qstr_A_prison_tower_reduces_the_chance_of_cap|A prison tower reduces the chance of captives held here running away successfully. qstr_Palisade|Palisade qstr_A_palisade_is_a_simple_wooden_wall_aroun|A palisade is a simple wooden wall around the village that helps protect from enemies. The time it takes for enemies to loot the village increases by 25%. qstr_Caltrops|Caltrops qstr_Caltrops_are_set_around_the_village_when|Caltrops are set around the village when enemies are sighted. It prevents horses from being used in the attack, but it also prevents them from being used in the defense. qstr_Merchant_Guild_Hall|Merchant Guild Hall qstr_Build_it_to_please_the_merchant_communit|Build it to please the merchant community and engage in trade enterprises. Increases the town prosperity every week. qstr_University|University qstr_Build_it_to_increase_and_spread_knowledg|Build it to increase and spread knowledge in your name. Increases your renown and town/s relation every week. qstr_Blacksmith|Blacksmith qstr_A_blacksmith_refills_your_and_your_troop|A blacksmith refills your and your troops ammo every minute during a defensive siege. qstr_Caravan_Escort_Outpost|Caravan Escort Outpost qstr_A_caravan_escort_outpost_sends_30_extra_|A caravan escort outpost sends 30 extra mercenaries with any caravan that originates from the town, more than enough to defend from the wandering mercenary war parties. qstr_Bookstore|Bookstore qstr_A_bookstore_adds_a_random_weekly_selecti|A bookstore adds a random weekly selection of books to the goods vendor. qstr_Festival_Square|Festival Square qstr_A_festival_square_allows_the_town_to_hav|A festival square allows the town to have a regular bazaar and hold monthly festivals. The loyalty of a town increases monthly and party morale increases for every day spent in town. qstr_Mercenary_Guild|Mercenary Guild qstr_A_mercenary_guild_is_established_in_town|A mercenary guild is established in town, opening up the doors to mercenary work for the locals. You will also be able to recruit them into your party. qstr_Prosperity_of_{s2}_has_changed_from_{s3}|Prosperity of {s2} has changed from {s3} to {s4}. qstr_{s4}_looks_upset.|{s4} looks upset. qstr_your_party|your party qstr_{reg0?One_of_your_prisoners_ }{s1}_of_{s|{reg0?One of your prisoners, }{s1} of {s3} has escaped from captivity! qstr_You_brought_{reg3}_heads_of_cattle_to_{s|You brought {reg3} heads of cattle to {s1}. qstr_I_heard_that_there_will_be_a_tournament_|I heard that there will be a tournament in {s62} soon. qstr_I_heard_some_people_say_they_don_t_belie|I heard some people say they don't believe {s6} is really dead. qstr_I_heard_a_traveller_say_that_he_came_acr|I heard a traveller say that he came across {s6} while journeying outside these lands. qstr_I_heard_that_{s6}_intends_to_raise_an_ar|I heard that {s6} intends to raise an army and seize the throne from {s61}. qstr_I_heard_that_one_can_buy_{s62}_very_chea|I heard that one can buy {s62} very cheap at {s63}. qstr_I_heard_that_they_pay_a_very_high_price_|I heard that they pay a very high price for {s62} at {s63}. qstr_martial_2|martial 2 qstr_martial|martial qstr_quarrelsome_2|quarrelsome 2 qstr_quarrelsome|quarrelsome qstr_selfrighteous_2|selfrighteous 2 qstr_selfrighteous|selfrighteous qstr_cunning_2|cunning 2 qstr_cunning|cunning qstr_debauched_2|debauched 2 qstr_debauched|debauched qstr_goodnatured_2|goodnatured 2 qstr_goodnatured|goodnatured qstr_upstanding_2|upstanding 2 qstr_upstanding|upstanding qstr_Relation_with_faction_leader _{reg0}|Relation with faction leader {reg0} qstr_Relation_with_faction _{reg0}|Relation with faction {reg0} qstr_two_days_ago|two days ago qstr_Falcons|Falcons qstr_Valahir|Valahir qstr_Kaikoth|Kaikoth qstr_Geldarin|Geldarin qstr_Cretas|Cretas qstr_Kuu_lans|Kuu-lans qstr_Bakhals|Bakhals qstr_Sut|Sut qstr_Aroulians|Aroulians qstr_Venetoran|Venetoran qstr_Zannese|Zannese qstr_You_gain_right_to_rule.|You gain right to rule. qstr_You_lose_right_to_rule.|You lose right to rule. qstr_{s0}^{s1}|{s0}^{s1} qstr_{reg0}_aurums_added_to_treasury.|{reg0} aurums added to treasury. qstr_{reg0}_aurums_removed_from_the_treasury_|{reg0} aurums removed from the treasury of {s26}. qstr_{s1}_and_{s2}_have_entered_into_an_allia|{s1} and {s2} have entered into an alliance with each other. qstr_{s1}_and_{s2}_have_concluded_a_defensive|{s1} and {s2} have concluded a defensive pact with each other. qstr_{s1}_and_{s2}_have_concluded_a_trade_agr|{s1} and {s2} have concluded a trade agreement with each other. qstr_{s1}_and_{s2}_have_concluded_a_non_aggre|{s1} and {s2} have concluded a non aggression pact with each other. qstr_{s5}_Patrol|{s5} Patrol qstr_Transfer_to_{s5}|Transfer to {s5} qstr_{s5}_scout|{s5} scout qstr_{s4}_has_returned_from_exile_seeking_ref|{s4} has returned from exile, seeking refuge with {s6} of {s5}. qstr_{s4}_has_been_granted_a_pardon_by_{s6}_o|{s4} has been granted a pardon by {s6} of {s5} and has returned from exile. qstr_Given_the_way_things_stand_between_us_at|Given the way things stand between us at the moment, {playername}, I would not consider it prudent to enter into such an arrangement. qstr_{playername}_I_am_grateful_to_you_but_in|{playername}, I am grateful to you, but in the eyes of the people you do not have sufficient legitimacy as a potential co-ruler. Marrying you would undermine my own claim to the throne. qstr_{playername}_I_know_that_if_it_were_not_|{playername}, I know that if it were not for you I would not sit on this throne, but your name is little renowned in Perisno. Marrying you would be perceived as an uneven match and would call into question my own claim to the throne. qstr_{playername}_I_am_grateful_for_your_assi|{playername}, I am grateful for your assistance in regaining my rightful throne, but you do not have sufficient personal holdings to be a suitable match for me. It would be an uneven partnership. qstr_{playername}_I_am_grateful_to_you_but_if|{playername}, I am grateful to you, but if I were to accept at this time I would risk offending powerful lords such as {s15}, who may consider themselves to have honor equal to or greater than your own. qstr_{playername}_I_am_grateful_to_you_but_if_|{playername}, I am grateful to you, but if I were to accept at this time I would risk offending great lords such as {s15}, who may consider themselves to have honor equal to or greater than your own. qstr_{playername}_while_I_am_grateful_to_you_|{playername}, while I am grateful to you, I must confess I am fond of {s15}. qstr_Our_realm_has_too_few_vassals.__In_the_c|Our realm has too few vassals. In the current precarious state of the affairs I must use the lure of a potential political alliance to attract new vassals, and cannot yet be seen to commit to any single {reg65?suitor candidate}. qstr_Because_I_have_insufficient_personal_hol|Because I have insufficient personal holdings compared to {s15}, if I entered into such an arrangement I would risk appearing to be a puppet, throwing the stability of the realm into jeopardy. qstr_Because_my_personal_holdings_are_insuffi|Because my personal holdings are insufficiently large compared to other lords of the {s14}, if I entered into such an arrangement I would risk appearing to be a puppet, throwing the stability of the realm into jeopardy. qstr_I_am_grateful_to_you_{playername}_but_yo|I am grateful to you, {playername}, but you have too many enemies among the lords of the {s14} for your proposal to be politically viable. If I were to accept, there might be a revolt. qstr_You_have_engendered_too_much_controversy|You have engendered too much controversy recently, {playername} . If I were to accept at this time, there might be a revolt among the lords of the {s14}. Let us speak of this later when the furor has died down. qstr_If_you_desire_to_lead_the_{s14}_alongsid|If you desire to lead the {s14} alongside me, gather support among my vassals to become marshall, and demonstrate to them your abilities as a war leader. qstr_Our_realm_has_lost_too_much_territory.__|Our realm has lost too much territory. We once held {s1} but now only hold {s0}. In the current precarious state of affairs I must retain the possibility of a political alliance to use as a bargaining chip with the other sovereigns, so I yet be seen to commit to any single {reg65?suitor candidate}. Restore the {s14} to its former glory, and I will gladly have you rule beside me as my {husband/wife}. qstr_{s0}_{reg0?have has}_been_lost_to_foreig|{s0} {reg0?have has} been lost to foreign hands. Restore the {s14} to its rightful boundaries, and I will gladly have you rule beside me as my {husband/wife}. qstr_You_have_only_been_marshall_for_{reg0}_{|You have only been marshall for {reg0} {reg1?days day}. Let us speak of this after you have held the post for at least two weeks. qstr_If_not_for_you_I_would_not_sit_on_this_t|If not for you I would not sit on this throne, {playername}. When we started our long walk, few people had the courage to support me. And fewer still would be willing to put their lives at risk for my cause. But you didn't hesitate for a moment in throwing yourself at my enemies. We have gone through a lot together, and with God's help, we prevailed. I will gladly accept you as both my {husband/wife} and co-ruler of the {s14}. qstr_You_sold_{reg1}_{reg3?items item}_to_{s0|You sold {reg1} {reg3?items item} to {s0} and gained {reg0} {reg3?aurums aurum}. qstr_You_sold_{reg1}_{reg3?items item}_to_the|You sold {reg1} {reg3?items item} to the {s0} and gained {reg0} {reg3?aurums aurum}. qstr_You_have_bought_{reg2}_{reg4?kinds kind}|You have bought {reg2} {reg4?kinds kind} of food and lost {reg1} {reg3?aurums aurum}. qstr_You_sold_{reg2}_{reg4?kinds kind}_of_rot|You sold {reg2} {reg4?kinds kind} of rotten food and gained {reg1} {reg3?aurums aurum}. qstr_axe|axe qstr_spear|spear qstr_bow|bow qstr_sword|sword qstr_axes|axes qstr_spears|spears qstr_bows|bows qstr_swords|swords qstr_swing_my_axe|swing my axe qstr_lift_my_spear|lift my spear qstr_loose_my_arrows|loose my arrows qstr_swing_my_sword|swing my sword qstr_sultan|sultan qstr_khans|khans qstr_sultans|sultans qstr_kings|kings qstr_lord|lord qstr_lords|lords qstr_goatherd|goatherd qstr_swineherd|swineherd qstr_stable_{reg33?girl boy}|stable {reg33?girl boy} qstr_shepherd_{reg33?girl boy}|shepherd {reg33?girl boy} qstr_kvass|kvass qstr_kumis|kumis qstr_mead|mead qstr_wine|wine qstr_You_attempt_to_collect_all_your_funds_bu|You attempt to collect all your funds, but realize you still have {reg0} aurums in debt to pay. qstr_You_have_successfully_withdrawn_all_the_|You have successfully withdrawn all the funds from your treasuries and assets, but you paid some debt in the process. qstr_You_have_no_funds_to_be_withdrawn.|You have no funds to be withdrawn. qstr_You_have_successfully_withdrawn_all_the_f|You have successfully withdrawn all the funds from your treasuries and assets. qstr_{reg0?Y y}ou|{reg0?Y y}ou qstr_{reg0?M m}yself|{reg0?M m}yself qstr_{reg0?O o}ur_{s1}_{s0}|{reg0?O o}ur {s1} {s0} qstr_{reg0?M m}y_{s1}_{s0}|{reg0?M m}y {s1} {s0} qstr_{reg0?Y y}our_{s1}_{s0}|{reg0?Y y}our {s1} {s0} qstr_{s2} _{reg3}_{reg4}_days|{s2} {reg3}, {reg4} days qstr_{s4} _{reg4}|{s4} {reg4} qstr_{s1}_gathering_support_|{s1}(gathering support) qstr_{s1}__intelligence_|{s1} (intelligence) qstr_{s1}__ambassy_|{s1} (ambassy) qstr_{s1}__minister|{s1} (minister qstr_{s1}__under_arms_|{s1} (under arms) qstr_{s1}__attempting_to_rejoin_|{s1} (attempting to rejoin) qstr_{s1}__separated_after_battle_|{s1} (separated after battle) qstr__knows_of_you.| knows of you. qstr__has_no_opinion_about_you.| has no opinion about you. qstr_{s57}_and_{s50}|{s57} and {s50} qstr_Perisno.|Perisno. qstr_sworn_man|sworn man qstr_ruler|ruler qstr_free_man|free man qstr_{s1}_Renown _{reg40}_Controversy _{reg41|{s1} Renown {reg40}, Controversy {reg41}^Honor {reg42}, Right to rule {reg43}^You are a {s44} of {s45}^{reg45?{reg46?Your liege, {s46},{s47} You are the ruler of {s45}} }^^Friends ^Enemies ^^Fiefs ^ {reg50?{s50} no fief} qstr_{s1}{s2}_{reg46?Reputed_to_be_{s42} }^Re|{s1}{s2} {reg46?Reputed to be {s42} }^Renown {reg40}, Controversy {reg41} {reg46?Impatience {reg43} }^{s44} noble of the {s45}^{reg46?Liege {s46}, Relation {reg47} Ruler of the {s45}}^^{reg48?Currently prisoner of the {s48} }^Days since last meeting {reg49}^^Fiefs {reg51?(was promised a fief) } ^ {reg50?{s50} no fief} qstr_conventional|conventional qstr_adventurous|adventurous qstr_otherwordly|otherwordly qstr_ambitious|ambitious qstr_moralist|moralist qstr_just_met|just met qstr_admirer|admirer qstr_promised|promised qstr_breakup|breakup qstr_Heroic_{s50}|Heroic {s50} qstr_Allegoric_{s50}|Allegoric {s50} qstr_Comic_{s50}|Comic {s50} qstr_Mystic_{s50}|Mystic {s50} qstr_Tragic_{s50}|Tragic {s50} qstr_{s1}{s2}_Controversy _{reg41}^Reputation|{s1}{s2} Controversy {reg41}^Reputation {s42}, Courtship state {s43}^Belongs to the {s45}^{reg46?Her father, {s46} Her guardian, {s46}}{s47}^Allowed to visit {reg45?yes no} {reg48?Betrothed to {s48} }^^Days since last meeting {reg49}^^Poems ^ {reg50?{s50} no poem heard} qstr_Gathering_support|Gathering support qstr_Gathering_intelligence_in_the_{s66}|Gathering intelligence in the {s66} qstr_Ambassy_to_{s66}|Ambassy to {s66} qstr_Minister|Minister qstr_none|none qstr_{s1}_{s2}^Reputation _{s42}^Born_at_{s43|{s1}, {s2}^Reputation {s42}^Born at {s43}^Contact in {s44} of the {s45}.^^{reg48?Currently prisoner of the {s48} }^Days since last talked to {reg49}^^Current mission ^ {s50}{reg50?, back in {reg50} days. } qstr_{s1}^|{s1}^ qstr_{s0}_Trade_Ledger_Array|{s0} Trade Ledger Array qstr_Hard_Mode _Setting_damage_to_player_to_m|Hard Mode Setting damage to player to maximum qstr_Hard_Mode _Setting_damage_to_allies_to_m|Hard Mode Setting damage to allies to maximum qstr_Hard_Mode _Setting_combat_speed_to_maxim|Hard Mode Setting combat speed to maximum qstr_Hard_Mode _Setting_campaign_AI_to_maximu|Hard Mode Setting campaign AI to maximum qstr_Hard_Mode _Setting_combat_AI_to_maximum|Hard Mode Setting combat AI to maximum qstr_#|# qstr_{s0}{s1}|{s0}{s1} qstr_Best_threat_of_{s4}_has_value_level_of_{|Best threat of {s4} has value level of {reg1} qstr_No_center_found_to_defend|No center found to defend qstr_DEBUG_ _attack_of_{s8}_is_{reg0}_{reg11}|DEBUG attack of {s8} is {reg0}({reg11}), prs {reg7}, pow {reg8}, dis {reg9}, lst {reg10} qstr_You_don_t_understand_why_you_failed.|You don't understand why you failed. qstr_You_understand_why_you_failed_and_so_gai|You understand why you failed, and so gain {reg6} extra experience from your failure. qstr_{s2}{s1}_|{s2}{s1}, qstr__The_following_food_items_were_destroyed| The following food items were destroyed or looted {s2}. qstr__A_pack_horse_has_ran_off!!| A pack horse has ran off!! qstr__Some_tools_have_been_broken_or_misplace| Some tools have been broken or misplaced. qstr__{reg3}| {reg3} qstr_avoid_melee|avoid melee qstr_stand_and_fight|stand and fight qstr_Everyone|Everyone qstr_Disabled|Disabled qstr_Undefined!|Undefined! qstr_Morale_of_your_troops_wavers!|Morale of your troops wavers! qstr_Morale_of_your_enemies_wavers!|Morale of your enemies wavers! qstr_You_lost_{reg1}_experience_points.|You lost {reg1} experience points. qstr_Armor_was_assessed._The_quality_of_this_|Armor was assessed. The quality of this soldier is {reg1}%. qstr_Horses_were_assessed._The_quality_of_thi|Horses were assessed. The quality of this soldier is {reg1}%. qstr_Shields_were_assessed._The_quality_of_th|Shields were assessed. The quality of this soldier is {reg1}%. qstr_Bows_were_assessed._The_quality_of_this_|Bows were assessed. The quality of this soldier is {reg1}%. qstr_Crossbows_were_assessed._The_quality_of_|Crossbows were assessed. The quality of this soldier is {reg1}%. qstr_Throwing_weapons_were_assessed._The_qual|Throwing weapons were assessed. The quality of this soldier is {reg1}%. qstr_Melee_weapons_were_assessed._The_quality|Melee weapons were assessed. The quality of this soldier is {reg1}%. The limit is 150%. qstr_Melee_weapons_were_assessed._The_quality_|Melee weapons were assessed. The quality of this soldier is {reg1}%. The limit is 120%. qstr__{reg50}{reg51}_|({reg50},{reg51}) qstr_Galwe_Incendirim_Crossbows_and_Galwe_Exp|Galwe Incendirim Crossbows and Galwe Explosive Bolts must be used together! qstr_You_cannot_equip_Tolranian_Incendirim_Cr|You cannot equip Tolranian Incendirim Crossbow without Tolranian Explosive Bolts and vice versa! qstr_Each_dialogue_is_tied_to_your_attributes|Each dialogue is tied to your attributes! Repeating the same option will reduce its effectiveness. The scale is between 0 to 10 and begins on 5. If you reach 10, you succeed! If you fall to 0, you fail!^^Option 1 STR^Option 2 AGI^Option 3 INT^Option 4 CHA qstr_Welcome_to_the_Perisno_Persuasion_Check!|Welcome to the Perisno Persuasion Check! qstr___{reg0}%_Success_| ({reg0}% Success) qstr_Hmm..._I_don_t_know.|Hmm... I don't know. qstr_I_just_want_to_be_a_free_man.|I just want to be a free man. qstr_Please_why_can_t_people_just_leave_me_al|Please, why can't people just leave me alone? qstr_No..._You_re_bluffing!|No... You're bluffing! qstr_Surely?_I_doubt_that.|Surely? I doubt that. qstr_Hmm..._Perhaps.|Hmm... Perhaps. qstr_You_might_be_right._Surely_some_men_will|You might be right. Surely some men will wish to not do battle. qstr_I_have_the_upperhand_here._I_don_t_belie|I have the upperhand here. I don't believe you are convincing enough. qstr_Attempting_to_snake_your_way_out_of_this|Attempting to snake your way out of this one? qstr_I_think_you_ll_have_to_try_harder_than_t|I think you'll have to try harder than that. qstr_That_doesn_t_sound_right.|That doesn't sound right. qstr_I_m_not_sure_if_I_m_convinced.|I'm not sure if I'm convinced. qstr_Krysanna_would_not_be_happy_about_this.|Krysanna would not be happy about this. qstr_Mhm.|Mhm. qstr_...Mhm.|...Mhm. qstr_Mhm...|Mhm... qstr_A_messenger_rides_up_to_you_and_tells_yo|A messenger rides up to you and tells you that your income has arrived. qstr_A_messenger_rides_up_to_you_and_tells_you|A messenger rides up to you and tells you that your income has arrived, but you had debt to pay. qstr_DEBUG__GPU_ _Label__{s31}__stored_in_slo|DEBUG (GPU) Label '{s31}' stored in slot {reg32}, value {reg31}. qstr___{reg1}_{reg2}__|( {reg1}, {reg2} ) qstr_array[{reg0}]_created|array[{reg0}] created qstr_array[{reg0}]_destroyed|array[{reg0}] destroyed qstr_array_p_shift_range_array={reg21}_start_|array p shift range array={reg21}, start index={reg22}, end index={reg23}, shift offset={reg24}, default value={reg25} qstr_While_equipped _Eagle_Eye|While equipped Eagle Eye qstr_+_2_Spotting_+_1_Path_finding|+ 2 Spotting, + 1 Path-finding qstr_While_equipped _Noble_Enchantment|While equipped Noble Enchantment qstr_+_3_Ironflesh|+ 3 Ironflesh qstr_While_equipped _Fleetsole|While equipped Fleetsole qstr_+_2_Athletics|+ 2 Athletics qstr_While_equipped _Hound|While equipped Hound qstr_+_2_Foraging_+_1_Path_finding|+ 2 Foraging, + 1 Path-finding qstr_While_equipped _Cat|While equipped Cat qstr_+_2_Foraging_+_2_Path_finding|+ 2 Foraging, + 2 Path-finding qstr_While_equipped _Royal_Enchantment|While equipped Royal Enchantment qstr_+_4_Ironflesh|+ 4 Ironflesh qstr_While_equipped _Advanced_Enchantment|While equipped Advanced Enchantment qstr_+_2_Ironflesh|+ 2 Ironflesh qstr_While_equipped _Goat|While equipped Goat qstr_While_in_possession _Merchant|While in possession Merchant qstr_+_2_Trade_+_2_Inventory_Management|+ 2 Trade, + 2 Inventory Management qstr_While_equipped _Simple_Enchantment|While equipped Simple Enchantment qstr_+_1_Ironflesh|+ 1 Ironflesh qstr_While_equipped _Peddler|While equipped Peddler qstr_+_1_Trade_+_1_Inventory_Management|+ 1 Trade, + 1 Inventory Management qstr_While_equipped _Nurses_Aid|While equipped Nurses Aid qstr_+_1_Wound_Treatment_+_1_Surgery|+ 1 Wound Treatment, + 1 Surgery
https://w.atwiki.jp/legendofnorrath/pages/21.html
Update 1.61 for September 4th, 2007 ******************************************************************* Update Fixes Game Play - Fix for Infernal Sacrament prematurely closing its reveal window if there was a response to one of the units played. Deck Builder - Deckbuilder wizard no longer locks up when you don’t have many cards - Test draw will no longer crash if you click on a card. Scenarios - Scenarios 6, 10, 13, 14 – Added description that you also lose if the named card is discarded from your hand. UI - Added a match sort drop down to the lobbies - Foil cards now always appear after their original in the Collection Manager - Statistics dialog colors now consistent across tabs - Friends dialog updates when a buddy is added - Trade window no longer showing grayed out cards for “their” collection in trade. - Posted trade dialog size increased - Posted trades will no longer bounce back to the top of the list whenever a new posted trade is added or one is removed. - Posted trades will now self delete if a player no longer owns a card in that posted trade - Card zoom has been added to trade. - Cursors will now correctly update when you hover over a card. - Memory usage reduced throughout Legends of Norrath
https://w.atwiki.jp/asakuriseries/pages/202.html
The Scoundrel Edward s Story(ならず者:エドワードのストーリー) 1 - THE SCRAPPY YOUNG WELSHMAN(けんか好きなウェールズの若者) 2 - IN DEFENSE OF ROSE(ローズを救う) 3 - AT HOME TO MISTER SCANDAL(Mr.スキャンダルの家へ) 4 - IT'S NOT ABOUT NEED(そんな必要なんてない) 5 - DISASTER AT CAPE BONAVISTA(ボナビスタ岬での災難) 6 - CHASING THE ASSASSIN(アサシンを追う) 7 - IDENTITY THEFT(成り済まし) 8 - THE AIR ON THE OPEN SEA(大海原の空気) 9 - DO NOT GO GENTLY…(見捨てないでくれ…) [部分編集] 1 - THE SCRAPPY YOUNG WELSHMAN(けんか好きなウェールズの若者) Swansea // Wales // 1693-03-10 スウォンジー // ウェールズ // 1693-03-10 Edward James Kenway was born on 10 March 1693 in Swansea. エドワード・ジェームズ・ケンウェイは、1693年3月10日にスウォンジーで生まれた。 His father was Bernard Kenway of Manchester and his mother was Linette Hopkins of Cardiff. At the age of ten, the Kenway family moved to a farm just outside of Bristol. 彼の父親はマンチェスターのバーナード・ケンウェイで、母親はカーディフのライネット・ホプキンス。10歳のとき、ケンウェイの一家はブリストル郊外の農場に移住する。 Although his parents were proud of their modest, but honest lifestyle, the move affected Edward s mood and he became more and more rebellious. 彼の両親は親切で正直なライフスタイルを誇りに思っていたが、その傾向はエドワードの気性に影響を与え、彼はますます反抗的になった。 By the age of 16, Edward spent as much time away from the farm as possible, getting into trouble in the excitement of the city and its rough company. エドワードは16歳になり、多くの時間を農園から離れて過ごしていたが、そのうち荒くれた者たちとの付き合いと街のもめ事に関わるようになり、街にとって悩みの種となった。 ▲ [部分編集] 2 - IN DEFENSE OF ROSE(ローズを救う) Alveston // England // 1711 アルヴェストン // イングランド // 1711 In his cups at the Auld Shillagh pub, Edward noticed that three of his enemies, Tom Cobleigh, his son Seth, and a man named Julian, were happily getting a young maid very drunk, with less than honest intentions. When they dragged her out of the pub, Edward followed them and confronted them in the street. オールドシュレイラのパブでエドワードが杯を傾けている時、トム・ゴブレー、その息子のセス、ジュリアンと呼ばれる男の3人の天敵が、首尾よく捕まえたらしい若いメイドを酔わせているところを目にする。 彼女をパブから引きずるように連れ出そうとする彼らを見たエドワードは、3人の後をつけ立ち向かった。 While he knew he was outnumbered, Edward spotted a rider approaching in the distance, and attempted to stall for time in the hopes that the stranger would come to his aid. Although he landed the first strike, Edward was quickly overwhelmed by the three men and received a sound thrashing. 相手の数が多いことを知ったエドワードは、遠くから近づいてくる見知らぬ人物からの援護を願い、時間を稼ごうとした。 最初の一撃を受け流したエドワードが、3人の素早さに圧倒されるなか、鞭打ちの音が鳴り響いた。 As expected, the rider arrived and intervened, but it was not a man, rather a woman of some social stature. She quickly sent the Cobleighs running, and introduced herself as Caroline Scott, whose family lived on Hawkins Lane in Bristol. 待ちに待った馬の乗り手が助けにきたが、それは男ではなく、より社会的身分の高いと思われる女性であった。 彼女は素早くコブレーを追い立て、自分はキャロライン・スコットで、家族はブリストルのホーキンズ・レーンに住んでいると自己紹介した。 She thanked Edward for looking out for the young woman, who was her family s maid, Rose. Edward asked if he could see her again when he was more presentable, but Caroline informed him that her father wouldn t approve. 彼女は、エドワードが彼女の家族のメイドであるこの若い女性を救ったことに対し礼を言った。 エドワードは、自分の見栄えがもう少し良いときにもう一度会うことができないかと訪ねたが、キャロラインは自分の父がそれを許さないだろうと伝えた。 However, it was too late, Edward Kenway was already smitten with Caroline Scott of Hawkins Lane. しかし時既に遅し、エドワード・ケンウェイはホーキンス・レーンのキャロライン・スコットにすでに心奪われていた。 ▲ [部分編集] 3 - AT HOME TO MISTER SCANDAL(Mr.スキャンダルの家へ) Bristol // England // 1711 ブリストル // イングランド // 1711 Edward Kenway s marriage to Caroline Scott was the scandal of Bristol, as she had spurned a life of luxury for a common farmer. Caroline s parents attended the wedding, though only her mother seemed truly happy. エドワード・ケンウェイと贅沢な生活を投げ出し、結婚したキャロライン・スコットはブリストル中で注目の的となった。 キャロラインの両親は結婚式を欠席したが、彼女の母だけはこれを本当に喜んだという。 Edward and his new bride moved to an outbuilding on the family farm. The shack had a badly-thatched roof and walls made of packed mud. エドワードと彼の新しい花嫁は、家族の農場を離れて引っ越した。 移り住んだのは、ひどい草でふかれた屋根と泥を塗り固められて作られた壁でできた小屋であった。 Dismayed at his lack of prospects to take care of his new bride, Edward began to frequent the inns again, but rather than reliving the mischievous days of his youth, he sank deep into despair and deeper into bottles. エドワードは新しい花嫁を養える見込みがない自分に失望し、癒しを求め青春期の災いをむしかえすように再び酒場を転々とし始めたが、絶望はむしろ酒瓶よりも深く沈み込んでいった。 Edward felt that his only hope to provide the life he felt Caroline deserved was to become a privateer, but Caroline was not keen on the idea. エドワードは、彼女の生活を支える唯一の希望が私掠船員になることだと考えたが、キャロラインはこの考えに賛成できなかった。 ▲ [部分編集] 4 - IT S NOT ABOUT NEED(そんな必要なんてない) Bristol // England // 1712 ブリストル // イングランド // 1712 Caroline Scott asked her husband Edward Kenway if privateering was dangerous. キャロライン・スコットは夫であるエドワード・ケンウェイに私掠船は危険ではないかと訪ねた。 Edward confirmed the danger, but stressed that the rewards were worth it, vowing that it would elevate their lives from their current modest conditions, in a way that service in the King s Navy would not. エドワードはもちろん危険だと話し、しかし、王立海軍の仕事では得られなかった報酬を得ることができ、それには命をかける価値があると強調した。 Caroline reluctantly allowed Edward to pursue this dream, but made him promise that he wouldn t be away for longer than two years. キャロラインは、エドワードがこの夢を追い求めるのをしぶしぶ許したが、2年以上長くは続けないことを約束させた。 ▲ [部分編集] 5 - DISASTER AT CAPE BONAVISTA(ボナビスタ岬での災難) Cape Bonavista // Cuba // 1715-06ボナビスタ岬 // キューバ // 1715-06 Against Blackbeard s advice, Edward decided to serve on a ship under the command of Captain Bramah. They were attacked by the Royal Navy, and Edward spotted a mysterious hooded figure on one of the British ships. エドワードは、黒髭の助言でブラマー船長の指揮する船に乗船することを決める。 彼らはイギリス王立海軍の襲撃を受け、そのさなかエドワードは英国船の一つにフードをかぶった奇妙な人影を目撃する。 Edward returned fire, and managed to destroy some of the attacking vessels, but the hooded stranger appeared on deck and killed Captain Bramah with a blade mounted on his wrist. The man made for Edward, but before they could clash, the ship s magazine caught fire and exploded, sending Edward into the water. エドワードは応戦し、攻撃してくる船をなんとか破壊することに成功するも、フードをかぶった見知らぬ人物がデッキに現れ、手首に取り付けたブレードでブラマー船長は殺されてしまう。 フードの男が振り向き、エドワードは応戦しようとしたが二人がぶつかるより早く、船の火薬庫が爆発し、その衝撃がエドワードを海に吹き飛ばした。 ▲ [部分編集] 6 - CHASING THE ASSASSIN(アサシンを追う) Cape Bonavista // Cuba // 1715-06 ボナビスタ岬 // キューバ // 1715-06 Edward surfaced among flaming wreckage and swam to the beach and collapsed, exhausted but happy to be alive. He was also amused to see the hooded attacker also washed ashore, nursing a wound in his stomach. エドワードは炎上した残骸が浮き沈みする中、海岸まで泳ぎつき倒れ込み、消耗しきってはいたがまだ生きていることに安堵した。 フードをかぶった襲撃者もまた陸に流れついたようで、彼は胃のあたりをしきりに押さえていた。 The wounded man asked Edward to take him to Havana, offering money. Edward mocked him, and the man pulled a gun, but it misfired due to wet gunpowder. The man ran away into the jungle, and warned Edward that he would kill him if he followed. 負傷したその男はエドワードに金を払うからハバナまで連れて行くよう求めた。 エドワードが彼を嘲けると、男は銃を引き抜き撃とうとしたが、火薬が湿っていて不発になってしまった。 男はジャングルのほうへ逃げ、追いかけてきたら殺すとエドワードに警告した。 Edward chased him through the island and caught up to him in a clearing. After a brief sword fight, Edward killed the man. エドワードは島の中で彼を追いかけ、開けた場所で彼を捕まえる。 短い決闘の後にエドワードはその男を倒した。 ▲ [部分編集] 7 - IDENTITY THEFT(成り済まし) Cape Bonavista // Cuba // 1715-06 ボナビスタ岬 // キューバ // 1715-06 Edward searched the corpse of the hooded man and found a satchel containing a crystal cube, several strange maps, and a letter. エドワードが、フードをかぶった男の死体を調べると、水晶のキューブ、いくつかの奇妙な地図、小物入れに入った手紙が見つかった。 The letter was addressed to a Duncan Walpole from the Governor of Cuba, Laureano Torres y Ayala, and stated that although Torres wouldn t recognize Walpole by sight, he would know him by his distinctive clothing, made famous by Walpole s secret order. Torres also promised a reward, if the items in Walpole s possession were delivered in order to further his own secret cause. その手紙は、ダンカン・ウォルポールからキューバの総統であるラウレアーノ・トーレスへ宛てて書かれたもので、トーレスとウォルポールの間に面識はなく、極秘任務で動くウォールポールの衣装を見れば彼だと分かること。 また、ウォルポールの所持品は、秘密を引き出すために重要なもので、手渡していただけた場合、報酬を約束するとも書かれていた。 Edward decided to assume Walpole s identity to collect the reward. He gathered up Walpole s belongings into the stachel, but tossed the damaged wrist blade into the sand. エドワードは、ウォルポールの姿を引き継ぎ報酬のため、彼の所持品を集めはじめたが、破損した手首のブレードは砂の上に投げ捨ててしまった。 Edward set out for Havana in the dead man s clothes. エドワードは死んだ男の服を身にまとい、ハバナへ向けて出発した。 ▲ [部分編集] 8 - THE AIR ON THE OPEN SEA(大海原の空気) Cape Bonavista // Cuba // 1715-06 ボナビスタ岬 // キューバ // 1715-06 Edward saw a schooner in a nearby bay. He also saw British soldiers who were accusing a merchant of piracy, threatening to commandeer his ship. エドワードは近くの湾でスクーナーを見つける。 また、彼はイギリス兵たちが商人らしき人物を海賊行為のかどで捕らえ、彼の船を徴発すると脅しているのを目にする。 One of the merchant s crew tried to make a run for it and was shot dead. Edward leapt into action, killed the soldiers and saved the merchant. 商人の乗組員の一人がそれを恐れて飛び出したが、射殺されてしまった。 エドワードは行動に移ると、兵士を倒しその商人を救出する。 While grateful, the merchant lamented the death of the ship s captain, as he had no clue how to sail his own vessel. Edward introduced himself as Duncan, a man on a secret mission from King George, and offered to pilot the vessel. 彼に感謝した商人だったが、船長は死んでしまっており、自分の船を走らせる方法を失い落胆していた。 そこでエドワードは、自身をジョージ王から秘密任務を請け負ったダンカン・ウォルポールだと自己紹介し、船の操舵師になることを申し出る。 The merchant s name was Stede Bonnet, who was relieved to learn that “Duncan” was not a pirate as he first suspected. Both men were bound for Havana, and Edward was soon behind the wheel of Stede s schooner. 商人の名はスティード・ボネットといい、最初はダンカンを海賊ではと疑った彼だが、そうではいと知ると安心したようであった。 お互いにハバナへ行くところだったと知った二人は、すぐにボネットのスクーナーへ乗り込み、エドワードは舵輪を手に取った。 The merchant told Edward that he owned a small plantation and made a living selling sugar cane, molasses, and rum, and wondered if he would attract attention from pirates. Edward chided him, saying that no pirate alive would turn his back on a keg of rum. ボネットは、自分が農園を所有し、サトウキビ、糖蜜、ラム酒を売って生計を立てているが、やはり海賊から注意を引くのかとエドワードに疑問をぶつけた。 それに対しエドワードは、真に生きる海賊がラム酒に背を向ける訳がないとたしなめた。 As they made for the open sea, Stede marveled at Edward s natural ability for sailing and combat. 大海原に出ると、ボネットは、航海と海上戦術において天賦の才を発揮するエドワードに驚嘆した。 ▲ [部分編集] 9 - DO NOT GO GENTLY…(見捨てないでくれ…) Ocracoke // USA // 1718-11-22 オクラコーク // USA // 1718-11-22 Edward awoke on Great Inagua, and was chastised by James Kidd for stubbornly chasing riches instead of nobler goals. グレート・イナグアで目を覚ましたエドワードは、崇高な大義ではなく、頑に富のみを追い求め続ける様に見かねたジェームズ・キッドから制裁を受けた。 Edward took the Jackdaw and sailed to Ocracoke. He found Charles Vane berating Ed Thatch for deserting the pirate life. その後エドワードは、ジャック・ドー号でオクラコークに向け出向。 オクラコークで彼は、海賊としての誇りを捨てようとするエドワード・サッチを罵倒するチャールズ・ヴェインを発見する。 Thatch was pleased to see Edward, but told him that his decision to stay on the island was final. He told Kenway that Bartholomew Roberts was working on a slave ship called the Princess, before inviting him to celebrate his retirement. サッチは、エドワードとの再会を喜んだが、島で生活するという決定は最終的な判断だったと語りかけた。 また、サッチは、バーソロミュー・ロバーツがこの引退式を祝う前、プリンセス号と呼ばれる奴隷船で働いていたらしいことをエドワードに話した。 Edward noticed a man acting strangely and followed him back to a group of Royal Navy guards. Too late, he realized the Royal Navy was there to eradicate Thatch. A signal went out, and several ships began to shell the harbor. 話を聞く最中、エドワードは王立海軍の警備兵のもとへ戻ろうとする不振な男に気づく。 エドワードはイギリス海軍がサッチを根絶やしにするため、近くに潜んでいることに気づくが、それはあまりにも遅すぎた。 Edward and his men boarded a Man-of-War. Despite an intense battle, Thatch was killed, and Edward thrown overboard. Edward made it to the Jackdaw and escaped to the open sea, mourning the death of his old friend. 信号弾が発射され、何隻かの船が砲撃を始めたため、エドワードと海賊たちは戦いへと繰り出した。 激しい抵抗にも関わらず、サッチは殺害され、エドワードは船外へと投出されてしまった。 ▲
https://w.atwiki.jp/dmori/pages/31.html
source_text = description * description = module ||= UDP module = module name_of_module list_of_ports ? ; module_item * endmodule ||= macromodule name_of_module list_of_ports ? ; module_item * endmodule name_of_module = IDENTIFIER list_of_ports = ( port , port * ) port = port_expression ? ||= . name_of_port ( port_expression ? ) port_expression = port_reference ||= { port_reference , port_reference * } port_reference = name_of_variable ||= name_of_variable [ constant_expression ] ||= name_of_variable [ constant_expression constant_expression ] name_of_port = IDENTIFIER name_of_variable = IDENTIFIER module_item = parameter_declaration ||= input_declaration ||= output_declaration ||= inout_declaration ||= net_declaration ||= reg_declaration ||= time_declaration ||= integer_declaration ||= real_declaration ||= event_declaration ||= gate_declaration ||= UDP_instantiation ||= module_instantiation ||= parameter_override ||= continuous_assign ||= specify_block ||= initial_statement ||= always_statement ||= task ||= function UDP = primitive name_of_UDP ( name_of_variable , name_of_variable * ) ; UDP_declaration + UDP_initial_statement ? table_definition endprimitive name_of_UDP = IDENTIFIER UDP_declaration = output_declaration ||= reg_declaration ||= input_declaration UDP_initial_statement = initial output_terminal_name = init_val ; init_val = 1 b0 ||= 1 b1 ||= 1 bx ||= 1 bX ||= 1 B0 ||= 1 B1 ||= 1 Bx ||= 1 BX ||= 1 ||= 0 output_terminal_name = name_of_variable table_definition = table table_entries endtable table_entries = combinational_entry + ||= sequential_entry + combinational_entry = level_input_list OUTPUT_SYMBOL ; sequential_entry = input_list state next_state ; input_list = level_input_list ||= edge_input_list level_input_list = LEVEL_SYMBOL + edge_input_list = LEVEL_SYMBOL * edge LEVEL_SYMBOL * edge = ( LEVEL_SYMBOL LEVEL_SYMBOL ) ||= EDGE_SYMBOL state = LEVEL_SYMBOL next_state = OUTPUT_SYMBOL ||= - (リテラルハイフン) OUTPUT_SYMBOL 0 1 x X LEVEL_SYMBOL 0 1 x X ? b B EDGE_SYMBOL r R f F p P n N * task = task name_of_task ; tf_declaration * statement_or_null endtask name_of_task = IDENTIFIER function = function range_or_type ? name_of_function ; tf_declaration + statement endfunction range_or_type = range ||= integer ||= real name_of_function = IDENTIFIER tf_declaration = parameter_declaration ||= input_declaration ||= output_declaration ||= inout_declaration ||= reg_declaration ||= time_declaration ||= integer_declaration ||= real_declaration 2. Declarations parameter_declaration = parameter list_of_param_assignments ; list_of_param_assignments = param_assignment , param_assignment * param_assignment = identifier = constant_expression input_declaration = input range ? list_of_variables ; output_declaration = output range ? list_of_variables ; inout_declaration = inout range ? list_of_variables ; net_declaration = NETTYPE expandrange ? delay ? list_of_variables ; ||= trireg charge_strength ? expandrange ? delay ? list_of_variables ; ||= NETTYPE drive_strength ? expandrange ? delay ? list_of_assignments ; NETTYPE keywords wire tri tri1 supply0 wand triand tri0 supply1 wor trior trireg expandrange = range ||= scalared range ||= vectored range reg_declaration = reg range ? list_of_register_variables ; time_declaration = time list_of_register_variables ; integer_declaration = integer list_of_register_variables ; real_declaration = real list_of_variables ; event_declaration = event name_of_event , name_of_event * ; continuous_assign = assign drive_strength ? delay ? list_of_assignments ; ||= NETTYPE drive_strength ? expandrange ? delay ? list_of_assignments ; parameter_override = defparam list_of_param_assignments ; list_of_variables = name_of_variable , name_of_variable * name_of_variable = IDENTIFIER list_of_register_variables = register_variable , register_variable * register_variable = name_of_register ||= name_of_memory [ constant_expression constant_expression ] name_of_register = IDENTIFIER name_of_memory = IDENTIFIER name_of_event = IDENTIFIER charge_strength = ( small ) ||= ( medium ) ||= ( large ) drive_strength = ( STRENGTH0 , STRENGTH1 ) ||= ( STRENGTH1 , STRENGTH0 ) STRENGTH0 keywords supply0 strong0 pull0 weak0 highz0 STRENGTH1 keywords supply1 strong1 pull1 weak1 highz1 range = [ constant_expression constant_expression ] list_of_assignments = assignment , assignment * 3. Primitive Instances gate_declaration = GATETYPE drive_strength ? delay ? gate_instance , gate_instance * ; GATETYPE keywords and nand or nor xor xnor buf bufif0 bufif1 not notif0 notif1 pulldown pullup nmos rnmos pmos rpmos cmos rcmos tran rtran tranif0 rtranif0 tranif1 rtranif1 delay = # number ||= # identifier ||= # ( mintypmax_expression , mintypmax_expression ? , mintypmax_expression ?) gate_instance = name_of_gate_instance ? ( terminal , terminal * ) name_of_gate_instance = IDENTIFIER range ? UDP_instantiation = name_of_UDP drive_strength ? delay ? UDP_instance , UDP_instance * ; name_of_UDP = IDENTIFIER UDP_instance = name_of_UDP_instance ? ( terminal , terminal * ) name_of_UDP_instance = IDENTIFIER range ? terminal = expression ||= IDENTIFIER 4. Module Instantiations module_instantiation = name_of_module parameter_value_assignment ? module_instance , module_instance * ; name_of_module = IDENTIFIER parameter_value_assignment = # ( expression , expression * ) module_instance = name_of_instance ( list_of_module_connections ? ) name_of_instance = IDENTIFIER range ? list_of_module_connections = module_port_connection , module_port_connection * ||= named_port_connection , named_port_connection * module_port_connection = expression ||= NULL NULL = たとえば、次の例でもよい。 (a, b, , d) named_port_connection = . IDENTIFIER ( expression ) 5. Behavioral Statements initial_statement = initial statement always_statement = always statement statement_or_null = statement ||= ; statement = blocking_assignment ; ||= non_blocking_assignment ; ||= if ( expression ) statement_or_null ||= if ( expression ) statement_or_null else statement_or_null ||= case ( expression ) case_item + endcase ||= casez ( expression ) case_item + endcase ||= casex ( expression ) case_item + endcase ||= forever statement ||= repeat ( expression ) statement ||= while ( expression ) statement ||= for ( assignment ; expression ; assignment ) statement ||= delay_or_event_control statement_or_null ||= wait ( expression ) statement_or_null ||= - name_of_event ; ||= seq_block ||= par_block ||= task_enable ||= system_task_enable ||= disable name_of_task ; ||= disable name_of_block ; ||= assign assignment ; ||= deassign lvalue ; ||= force assignment ; ||= release lvalue ; assignment = lvalue = expression blocking_assignment = lvalue = expression ||= lvalue = delay_or_event_control expression ; non_blocking_assignment = lvalue = expression ||= lvalue = delay_or_event_control expression ; (メモリに対するEVENT_CONTROLは、未サポート、Multi-NamedEventは未サポート) delay_or_event_control = delay_control ||= event_control ||= repeat ( expression ) event_control case_item = expression , expression * statement_or_null ||= default statement_or_null ||= default statement_or_null seq_block = begin statement * end ||= begin name_of_block block_declaration * statement * end par_block = fork statement * join ||= fork name_of_block block_declaration * statement * join name_of_block = IDENTIFIER block_declaration = parameter_declaration ||= reg_declaration ||= integer_declaration ||= real_declaration ||= time_declaration ||= event_declaration task_enable = name_of_task ||= name_of_task ( expression , expression * ) ; system_task_enable = name_of_system_task ; ||= name_of_system_task ( expression , expression * ) ; name_of_system_task = $ system_identifier SYSTEM_IDENTIFIER An IDENTIFIER 6. Specify Section specify_block = specify specify_item * endspecify specify_item = specparam_declaration ||= path_declaration ||= level_sensitive_path_declaration ||= edge_sensitive_path_declaration ||= system_timing_check ||= sdpd specparam_declaration = specparam list_of_param_assignments ; list_of_param_assignments = param_assignment , param_assignment * param_assignment = identifier = constant_expression path_declaration = path_description = path_delay_value ; path_description = ( specify_input_terminal_descriptor = specify_output_terminal_descriptor ) ||= ( list_of_path_inputs * list_of_path_outputs ) list_of_path_inputs = specify_input_terminal_descriptor , specify_input_terminal_descriptor * list_of_path_outputs = specify_output_terminal_descriptor , specify_output_terminal_descriptor * specify_input_terminal_descriptor = input_identifier ||= input_identifier [ constant_expression ] ||= input_identifier [ constant_expression constant_expression ] specify_output_terminal_descriptor = output_identifier ||= output_identifier [ constant_expression ] ||= output_identifier [ constant_expression constant_expression ] input_identifier = the IDENTIFIER of a module input or inout terminal output_identifier = the IDENTIFIER of a module output or inout terminal. path_delay_value = path_delay_expression ||= ( path_delay_expression , path_delay_expression ) ||= ( path_delay_expression , path_delay_expression , path_delay_expression ) ||= ( path_delay_expression , path_delay_expression , path_delay_expression , path_delay_expression , path_delay_expression , path_delay_expression ) ||= ( path_delay_expression , path_delay_expression , path_delay_expression , path_delay_expression , path_delay_expression , path_delay_expression , path_delay_expression , path_delay_expression , path_delay_expression , path_delay_expression , path_delay_expression , path_delay_expression ) path_delay_expression = mintypmax_expression system_timing_check = $setup( timing_check_event , timing_check_event , timing_check_limit , notify_register ? ) ; ||= $hold( timing_check_event , timing_check_event , timing_check_limit , notify_register ? ) ; ||= $period( controlled_timing_check_event , timing_check_limit , notify_register ? ) ; ||= $width( controlled_timing_check_event , timing_check_limit , constant_expression , notify_register ? ) ; ||= $skew( timing_check_event , timing_check_event , timing_check_limit , notify_register ? ) ; ||= $recovery( controlled_timing_check_event , timing_check_event , timing_check_limit , notify_register ? ) ; ||= $setuphold( timing_check_event , timing_check_event , timing_check_limit , timing_check_limit , notify_register ? ) ; timing_check_event = timing_check_event_control ? specify_terminal_descriptor timing_check_condition ? specify_terminal_descriptor = specify_input_terminal_descriptor ||= specify_output_terminal_descriptor controlled_timing_check_event = timing_check_event_control specify_terminal_descriptor timing_check_condition ? timing_check_event_control = posedge ||= negedge ||= edge_control_specifier edge_control_specifier = edge [ edge_descriptor , edge_descriptor *] edge_descriptor = 01 ||= 10 ||= 0x ||= x1 ||= 1x ||= x0 timing_check_condition = scalar_timing_check_condition ||= ( scalar_timing_check_condition ) scalar_timing_check_condition = scalar_expression ||= ~ scalar_expression ||= scalar_expression == scalar_constant ||= scalar_expression === scalar_constant ||= scalar_expression != scalar_constant ||= scalar_expression !== scalar_constant scalar_expression 1ビットのネットまたは、vector netのビットセレクト. timing_check_limit = expression scalar_constant = 1 b0 ||= 1 b1 ||= 1 B0 ||= 1 B1 ||= b0 ||= b1 ||= B0 ||= B1 ||= 1 ||= 0 notify_register = identifier level_sensitive_path_declaration = if ( conditional_port_expression ) ( specify_input_terminal_descriptor polarity_operator ? = specify_output_terminal_descriptor ) = path_delay_value ; ||= if ( conditional_port_expression ) ( list_of_path_inputs polarity_operator ? * list_of_path_outputs ) = path_delay_value ; (Note 次のシンボルは、トークン) * = conditional_port_expression = port_reference ||= UNARY_OPERATOR port_reference ||= port_reference BINARY_OPERATOR port_reference polarity_operator = + ||= - edge_sensitive_path_declaration = if ( expression ) ? ( edge_identifier ? specify_input_terminal_descriptor = ( specify_output_terminal_descriptor polarity_operator ? data_source_expression )) = path_delay_value ; ||= if ( expression ) ? ( edge_identifier ? specify_input_terminal_descriptor * ( list_of_path_outputs polarity_operator ? data_source_expression )) = path_delay_value ; data_source_expression edge_identifier = posedge ||= negedge sdpd =if( sdpd_conditional_expression ) path_description = path_delay_value ; sdpd_conditional_expresssion = expression BINARY_OPERATOR expression ||= UNARY_OPERATOR expression 7. Expressions lvalue = identifier ||= identifier [ expression ] ||= identifier [ constant_expression constant_expression ] ||= concatenation constant_expression = expression mintypmax_expression = expression ||= expression expression expression expression = primary ||= UNARY_OPERATOR primary ||= expression BINARY_OPERATOR expression ||= expression QUESTION_MARK expression expression ||= STRING UNARY_OPERATOR tokens + - ! ~ ~ | ^| ^ ~^ BINARY_OPERATOR tokens + - * / % == != === !== || = = | ^ ^~ QUESTION_MARK ? STRING " " で囲まれた一行のテキスト primary = number ||= identifier ||= identifier [ expression ] ||= identifier [ constant_expression constant_expression ] ||= concatenation ||= multiple_concatenation ||= function_call ||= ( mintypmax_expression ) number = DECIMAL_NUMBER ||= UNSIGNED_NUMBER ? BASE UNSIGNED_NUMBER ||= DECIMAL_NUMBER . UNSIGNED_NUMBER ||= DECIMAL_NUMBER . UNSIGNED_NUMBER ? E DECIMAL_NUMBER ||= DECIMAL_NUMBER . UNSIGNED_NUMBER ? e DECIMAL_NUMBER DECIMAL_NUMBER = 0123456789_の集合体 +-が前にあってもよい UNSIGNED_NUMBER = 0123456789_の集合体 NUMBER decimal, hexadecimal, octal または binary 表現が可能。+または -で始まってもよい。 BASE は d, h, o, or bのいずれかで、10進、16進、8進、2進に対応する。数字はベースに対応した次の文字セット 0123456789abcdefABCDEFxXzZ? BASE tokens b B o O d D h H concatenation = { expression , expression * } multiple_concatenation = { expression { expression , expression * } } function_call = name_of_function ( expression , expression * ) ||= name_of_system_function ( expression , expression * ) ||= name_of_system_function name_of_function = identifier name_of_system_function = $ SYSTEM_IDENTIFIER 8. General comment = short_comment ||= long_comment short_comment = // comment_text END-OF-LINE long_comment =/* comment_text */ comment_text = コメントテキストは0以上のASCII characters identifier = IDENTIFIER . IDENTIFIER * (ピリオドは、空白スペースの前後にあってはならない。) IDENTIFIER 識別子は、文字、数字、 ($), アンダースコア (_)の連続文字列。 ただし始まりは文字かアンダースコアであること。大文字と小文字は違った識別子と解釈される。 エスケープ文字列は、印刷可能なASCIIキャラクタを含むことが出来る。 delay = # number ||= # identifier ||= # ( mintypmax_expression , mintypmax_expression ? , mintypmax_expression ?) delay_control = # number ||= # identifier ||= # ( mintypmax_expression ) event_control = @ identifier ||= @ ( event_expression ) event_expression = expression ||= posedge scalar_event_expression ||= negedge scalar_event_expression ||= event_expression or event_expression scalar_event_expression 1ビットのEVENT表現
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Nayuki Uniform,where s my uniform? Yuichi Where the heck am I? Nayuki Oh, I really don t have time for this. Nayuki Uniform, uniform. Oh, good morning, Yuichi. Yuichi Do you have to make such a ruckus this early? Nayuki No, no, that s not right. You re supporsed to say good morning back to me, OK? Yuichi Fine. Good morning. Nayuki Perfect. Now wasn t that much better?Oh, Yuichi, have you seen my uniform anywhere? Yuichi I thought that Akiko said she was gonna wash it for you, didn t she? Nayuki Oh! Yuichi (No big loss)?, it s the dorkiest uniform ever. Nayuki It s not dorky! Yuichi Whatever dork. Nayuki I found it. It was in a laundry like you said. Yuichi Glad I could be some use. Nayuki It s still a bit damp, though. Yuichi Well then, why don t you put it under the kotatsu? That should dry it pretty quick like. Uh... You know?Nayuki But, if I put it under there it s gonna get all wrinkled, won t it?Yuichi Smart people don t wear wet clothes.Nayuki Well, I guess I d rather be unwise than wrinkled.Yuichi Aren t you still on winter break untill tomorrow? Nayuki Yeah! But I ve got to go to school for club stuff. I m team captain, you know?Yuichi Oh, yeah, you mentioned something about that yesterday.Nayuki Yup, it s for the track team.Yuichi So, you re captain of the track team, aren t you? Nayuki Yuk, it s more wet than I thought.Yuichi Aren t you supporsed to be there pretty soon?Nayuki Uh-huh. I know, I know, I ve got to hurry up.Akiko Nayuki!Yuichi Huh?Akiko It s so late already. Are you sure you re going to make it on time?Nayuki I will, if I can do a hundred meters dush in under seven seconds.Yuichi It have to be a world record.Akiko Be careful, honey.Yuichi Can I ask what that s for?Akiko What? This thing?Yuichi Oh, I was thinking it... Never mind.Nayuki Alright, see you guys later!Yuichi Hey, Nayuki!Nayuki Ah?Yuichi Can you maybe show me around town when you get back later?Nayuki Uh-huh, I d be happy to, if that s what you really wanna do.Yuichi Yeah, I think I would.Nayuki Then it settled. I ll see you later.Akiko Be sure to watch out for cars now.
https://w.atwiki.jp/chex/pages/336.html
Underworld / 冥界 Basic Information Type Multi-Legged Durabilty 1200p OKE Weight 7620kg Payload 23200kg Payload in Engine Power 150% 34800kg On-Board Arms 3 Weapon 1 Assault Gun, Beam Gun, Electromagnetic Pulse Gun, Napalm Gun, Shell, Shotgun Weapon 2 Rocket Launcher(S12/M6/L3) , Missile Launcher(S12/M6/L3), Land Mine Dispenser(6), Aerial Mine Dispenser(6), Special Launcher(Sonic Blaster(12),the others(6)) Weapon 3 Land Mine Dispenser(8), Aerial Mine Dispenser(8), Flying Decoy(8) On-Board Options 4 On-Board Energy 2600GJ 520kg On-Board Energy in its rate 150% 3900GJ 780kg Heat Resist 3000P Attack Attack Low Hit downward by right hand. Attack High Hit horizontally by right hand. Attack Far Hit by right hand jumping forward. Special Move Number Name Summary 1 Forward Right Jump About 70 deg. rotation to left jumping forward right. 2 Forward Left Jump The converse of 1. 3 Strafe Backward Shot with weapon1 from about 30 deg. right to about 30 deg. left centering the front. Feature A multi-legged OKE balanced in the points of firepower, durability, mobility etc. The durability and stability are especially high level, moreover the jump capacity is very gut. This OKE can equip such weapons as shotgun, launcher and mine, so no problem about width of selecting weapons. The payload is high too, so if you make this OKE’s armor thickness thick, you can design this OKE with balance. This OKE’s capacity is totally high level, but, in other words, has a weak point to have no topping advantage. This OKE is not do well such tactics as enforcing his advantage on opponents, and tends to be one step behind when opponents attack positively. Therefore you need to take measures in designing for this OKE to be able to deal with various OKEs. It depends on you whether for this OKE to be almighty or common. And this OKE is often compared with Arachne. Arachne can equip weapon1 with cannon and weapon3 with launcher, so in the point of firepower Arachne is superior to Underworld. In other points Underworld is conversely superior to Arachne. Often Observed Styles Shotgun Underworld A style fight in middle-range with shotgun.
https://w.atwiki.jp/naobe/pages/42.html
OpenSourceに戻る バージョンと標準 Tomcatバージョン servlet jsp 6.0 2.4 2.0 5.5 2.3 2.0 ソースプログラム http //tomcat.apache.org/download-60.cgi Tomcat6.0.3.5ソース解読 苦労しました。大筋は合っていると思う。 Tomcat解読.xls 起動 Bootstrap#startからCatalina#startを呼び出す。Server#startを実行し、Server.xmlで設定したポート番号でsocketのstreamからreadする。readした文字が"SHUTDOWN"なら停止処理を実行する。 server.xmlからデフォルトのポート番号は、8005になる。 Server port="8005" shutdown="SHUTDOWN" public class Catalina extends Embedded { public void start() { ((Lifecycle) getServer()).start(); if (await) { await(); stop(); } public void await() { getServer().await(); } public final class StandardServer public void await() { awaitSocket = new ServerSocket(port, 1, InetAddress.getByName("localhost")); while (!stopAwait) { ServerSocket serverSocket = awaitSocket; Socket socket = null; StringBuilder command = new StringBuilder(); try { InputStream stream = null; socket = serverSocket.accept(); socket.setSoTimeout(10 * 1000); // Ten seconds stream = socket.getInputStream(); // Read a set of characters from the socket int expected = 1024; // Cut off to avoid DoS attack while (expected shutdown.length()) { if (random == null) random = new Random(); expected += (random.nextInt() % 1024); } while (expected 0) { int ch = -1; try { ch = stream.read(); } catch (IOException e) { log.warn("StandardServer.await read ", e); ch = -1; } if (ch 32) // Control character or EOF terminates loop break; command.append((char) ch); expected--; } // Match against our command string boolean match = command.toString().equals(shutdown); if (match) { break; } } 停止 Bootstrap#stopServerからCatalina#stopServerを呼び出す。 ソースは以下になっている。Serverのポート番号からソケットを作成して、"SHUTDOWN"という文字を送信している。 public class Catalina extends Embedded { public void stopServer(String[] arguments) { ・・・・ s = getServer(); try { if (s.getPort() 0) { String hostAddress = InetAddress.getByName("localhost").getHostAddress(); Socket socket = new Socket(hostAddress, getServer().getPort()); OutputStream stream = socket.getOutputStream(); String shutdown = s.getShutdown();// "SHUTDOWN" for (int i = 0; i shutdown.length(); i++) stream.write(shutdown.charAt(i)); stream.flush(); stream.close(); socket.close(); } else { log.error(sm.getString("catalina.stopServer")); System.exit(1); } } catch (IOException e) { log.error("Catalina.stop ", e); System.exit(1); } レルム レルムとは、ユーザ、パスワード、ロールをまとめたもの。ユーザDBのエントリに相当する。UserDatabaseRealm、JDBCレルム、DataSourceレルム、JNDIレルムがある。web.xmlのセキュリティ設定で制限されたURLをアクセスするときに認証するためのユーザ、パスワード、ロールを定義したもの。web.xmlでは、URLとHTTPメソッドに対してロールを割り当てる。 UserDatabaseRealm JNDIを介してアクセスするがデフォルトでは$CATALINA_BASE/conf/tomcat-user.xmlを使う。 $CATALINA_BASE/conf/server.xmlに以下を設定する。 Realm className="org.apache.catalina.realm.UserDatabaseRealm" resourceName="UserDatabase"/ Engine 直下に設定すると、Tomcat内の全ての仮想ホストで共通の設定になる Host 直下に設定すると、仮想ホスト内で共通の設定になる。 Context 直下に設定すると、WEBアプリケーション内で共通の設定になる。 web.xmlで制限をかけたURLにアクセスすると、認証(BASIC,DIGEST,FORM)を行う。 認証に成功すると、ユーザを内部に保管して、指定したURLに移動する。 BASIC認証の場合は、ブラウザを閉じる(TCPコネクションclose ?)までユーザをキャッシュする(認証を行わない)。 FORM認証の場合は、セッションタイムアウトになるまでユーザをキャッシュする。キャッシュされたユーザはセッションの直列化をまたがって保存されない(APサーバ停止によるセッションの保管のことでしょう)。 tomcat-users.xmlの設定例 tomcat-users user name="tomcat" password="tomcat" roles="tomcat" / user name="role1" password="tomcat" roles="role1" / user name="both" password="tomcat" roles="tomcat,role1" / /tomcat-users データソース Tomcat6.Xの内部データソースは、org.apache.tomcat.dbcp.dbcp.BasicDataSource。これは、org.apache.commons.dbcp.BasicDataSourceと同じもの。 http //www.flsi.co.jp/Java_text/vol140.htm 参照 設定 項目 内容 親を優先とするクラスローダの移譲 web.xmlのcontextのdelegate属性にtrueを設定する セッションタイムアウト conf/web.xmlのsession-configタグを修正するとすべてのWEBアプリケーションに影響する。WEBアプリケーションのweb.xmlを修正すると、WEBアプリケーションのみ影響する。単位は分。 サーバ化 【参考】 http //miyazaki.ddo.jp/linuxserver/tomcatautostart.html http //www.atmarkit.co.jp/fjava/rensai4/safetomcat_01/safetomcat_01_1.html 【環境】 tomcat バージョン:6.0 OS CentOS 5.5 専用ユーザ作成 #adduser -d tomcatインストールディレクトリ -s /sbin/nologin tomcat 所有者の変更 #chown -R tomcat tomcatインストールディレクトリ #chmod -R g-r,g-w,g-x tomcatインストールディレクトリ JAVA_HOME設定 $TOMCAT_INSTALL/binsetenv.shに以下を設定 JAVA_HOME=JAVAホームディレクトリ JRE_HOME=JAVAホームディレクトリ commons-daemon commons-daemon概要 Javaは、signalに対応していないため、サーバの急なシャットダウンなどのタイミングでサーバリソース(TCP接続、DBとのコネクションなど)の正規の終結処理ができない。CとJavaを組み合わせてこれに対応したもの。UNIXとWindowsで異なるモジュールを提供する。UNIX版は、jsvc。 commons-daemonのインストール http //commons.apache.org/daemon/download_daemon.cgi から以下をダウンロード commons-daemon-1.0.5-src.tar.gz commons-daemon-1.0.5.jar commons-daemon-1.0.5-src.tar.gzを展開し以下を実行。 [hoge@athlon4 tmp]$ cd commons-daemon-1.0.5-src [hoge@athlon4 commons-daemon-1.0.5-src]$ cd src/ [hoge@athlon4 src]$ cd native/ [hoge@athlon4 native]$ cd unix/ [hoge@athlon4 unix]$ sh support/buildconf.sh [hoge@athlon4 unix]$ ./configure *** Current host *** checking build system type... i686-pc-linux-gnu checking host system type... i686-pc-linux-gnu checking cached host system type... ok *** C-Language compilation tools *** checking for gcc... gcc checking for C compiler default output file name... a.out checking whether the C compiler works... yes checking whether we are cross compiling... no checking for suffix of executables... checking for suffix of object files... o checking whether we are using the GNU C compiler... yes checking whether gcc accepts -g... yes checking for gcc option to accept ANSI C... none needed checking for ranlib... ranlib checking for strip... strip *** Host support *** checking C flags dependant on host system type... ok *** Java compilation tools *** checking for sablevm... NONE checking for kaffe... NONE checking for javac... /usr/java/jdk1.6.0_21/bin/javac /usr/java/jdk1.6.0_21/bin/javac checking wether the Java compiler (/usr/java/jdk1.6.0_21/bin/javac) works... yes checking for jar... /usr/java/jdk1.6.0_21/bin/jar gcc flags added checking for cap_init in -lcap... yes *** Writing output files *** configure creating ./config.status config.status creating Makefile config.status creating Makedefs config.status creating native/Makefile *** All done *** Now you can issue "make" [hoge@athlon4 unix]$ make clean (cd native; make clean) make[1] ディレクトリ `/home/hoge/tmp/commons-daemon-1.0.5-src/src/native/unix/native に入ります rm -f arguments.o debug.o dso-dlfcn.o dso-dyld.o help.o home.o java.o location.o replace.o locks.o signals.o ../jsvc jsvc-unix.o libservice.a make[1] ディレクトリ `/home/hoge/tmp/commons-daemon-1.0.5-src/src/native/unix/native から出ます [hoge@athlon4 unix]$ make (cd native; make all) make[1] ディレクトリ `/home/hoge/tmp/commons-daemon-1.0.5-src/src/native/unix/native に入ります gcc -g -O2 -DOS_LINUX -DDSO_DLFCN -DCPU=\"i386\" -Wall -Wstrict-prototypes -DHAVE_LIBCAP -I/usr/java/jdk1.6.0_21/include -I/usr/java/jdk1.6.0_21/include/linux -c jsvc-unix.c -o jsvc-unix.o gcc -g -O2 -DOS_LINUX -DDSO_DLFCN -DCPU=\"i386\" -Wall -Wstrict-prototypes -DHAVE_LIBCAP -I/usr/java/jdk1.6.0_21/include -I/usr/java/jdk1.6.0_21/include/linux -c arguments.c -o arguments.o gcc -g -O2 -DOS_LINUX -DDSO_DLFCN -DCPU=\"i386\" -Wall -Wstrict-prototypes -DHAVE_LIBCAP -I/usr/java/jdk1.6.0_21/include -I/usr/java/jdk1.6.0_21/include/linux -c debug.c -o debug.o gcc -g -O2 -DOS_LINUX -DDSO_DLFCN -DCPU=\"i386\" -Wall -Wstrict-prototypes -DHAVE_LIBCAP -I/usr/java/jdk1.6.0_21/include -I/usr/java/jdk1.6.0_21/include/linux -c dso-dlfcn.c -o dso-dlfcn.o gcc -g -O2 -DOS_LINUX -DDSO_DLFCN -DCPU=\"i386\" -Wall -Wstrict-prototypes -DHAVE_LIBCAP -I/usr/java/jdk1.6.0_21/include -I/usr/java/jdk1.6.0_21/include/linux -c dso-dyld.c -o dso-dyld.o gcc -g -O2 -DOS_LINUX -DDSO_DLFCN -DCPU=\"i386\" -Wall -Wstrict-prototypes -DHAVE_LIBCAP -I/usr/java/jdk1.6.0_21/include -I/usr/java/jdk1.6.0_21/include/linux -c help.c -o help.o gcc -g -O2 -DOS_LINUX -DDSO_DLFCN -DCPU=\"i386\" -Wall -Wstrict-prototypes -DHAVE_LIBCAP -I/usr/java/jdk1.6.0_21/include -I/usr/java/jdk1.6.0_21/include/linux -c home.c -o home.o gcc -g -O2 -DOS_LINUX -DDSO_DLFCN -DCPU=\"i386\" -Wall -Wstrict-prototypes -DHAVE_LIBCAP -I/usr/java/jdk1.6.0_21/include -I/usr/java/jdk1.6.0_21/include/linux -c java.c -o java.o gcc -g -O2 -DOS_LINUX -DDSO_DLFCN -DCPU=\"i386\" -Wall -Wstrict-prototypes -DHAVE_LIBCAP -I/usr/java/jdk1.6.0_21/include -I/usr/java/jdk1.6.0_21/include/linux -c location.c -o location.o gcc -g -O2 -DOS_LINUX -DDSO_DLFCN -DCPU=\"i386\" -Wall -Wstrict-prototypes -DHAVE_LIBCAP -I/usr/java/jdk1.6.0_21/include -I/usr/java/jdk1.6.0_21/include/linux -c replace.c -o replace.o gcc -g -O2 -DOS_LINUX -DDSO_DLFCN -DCPU=\"i386\" -Wall -Wstrict-prototypes -DHAVE_LIBCAP -I/usr/java/jdk1.6.0_21/include -I/usr/java/jdk1.6.0_21/include/linux -c locks.c -o locks.o gcc -g -O2 -DOS_LINUX -DDSO_DLFCN -DCPU=\"i386\" -Wall -Wstrict-prototypes -DHAVE_LIBCAP -I/usr/java/jdk1.6.0_21/include -I/usr/java/jdk1.6.0_21/include/linux -c signals.c -o signals.o ar cr libservice.a arguments.o debug.o dso-dlfcn.o dso-dyld.o help.o home.o java.o location.o replace.o locks.o signals.o ranlib libservice.a gcc jsvc-unix.o libservice.a -ldl -lpthread -lcap -o ../jsvc make[1] ディレクトリ `/home/hoge/tmp/commons-daemon-1.0.5-src/src/native/unix/native から出ます [hoge@athlon4 unix]$ 作成されたjsvcのownerをtomcatに修正して${TOMCAT_HOME}/binにコピー /etc/init.dに起動スクリプト作成 # # source function # . /etc/init.d/functions # # That is for Tomcat-5.0.x (Apache Tomcat/5.0) # # Adapt the following lines to your configuration JAVA_HOME=/usr/java/jdk1.6.0_21 CATALINA_HOME=/opt/apache-tomcat-6.0.29 TOMCAT_USER=tomcat # for multi instances adapt those lines. TMP_DIR=/tmp PID_FILE=/var/run/jsvc.pid LOCKFILE=/var/lock/subsys/tomcat CATALINA_BASE=$CATALINA_HOME CATALINA_OPTS= CLASSPATH=\ $JAVA_HOME/lib/tools.jar \ #$CATALINA_HOME/bin/commons-daemon.jar \ $CATALINA_HOME/bin/commons-daemon-1.0.5.jar \ $CATALINA_HOME/bin/bootstrap.jar case "$1" in start) echo -n "Starting jsvc " # # Start Tomcat # $CATALINA_HOME/bin/jsvc \ -user $TOMCAT_USER \ -home $JAVA_HOME \ -Dcatalina.home=$CATALINA_HOME \ -Dcatalina.base=$CATALINA_BASE \ -Djava.io.tmpdir=$TMP_DIR \ -wait 10 \ -pidfile $PID_FILE \ -outfile $CATALINA_HOME/logs/catalina.out \ -errfile 1 \ $CATALINA_OPTS \ -cp $CLASSPATH \ org.apache.catalina.startup.Bootstrap # # To get a verbose JVM #-verbose \ # To get a debug of jsvc. #-debug \ RETVAL=$? if [ $RETVAL = 0 ]; then echo_success touch $LOCKFILE else echo_failure fi echo ;; stop) # # Stop Tomcat # $CATALINA_HOME/bin/jsvc \ -stop \ -pidfile $PID_FILE \ org.apache.catalina.startup.Bootstrap RETVAL=$? if [ $RETVAL = 0 ]; then echo_success rm -f $PIDFILE $LOCKFILE else echo_failure fi echo ;; *) echo "Usage tomcat start/stop" exit 1;; esac プロセス 上記の設定でjsvcを起動すると、オーナがrootのプロセスとtomcatのプロセスが常駐する。指定のポート番号をlistenしているのは、tomcatのプロセス。 Tomcatのクラスローダ 以下、Tomcat6の場合。 クラスローダ 対象ロケーション 説明 WEBアプリケーション WEB-INF/classes,WEB-INF/lib 他のWEBアプリケーションからは使われないクラスローダ Shared tomcat /shared/lib, tomcat /shared/lib/*.jar。 tomcat /conf/catalina.propertiesのshared.loaderに設定する。設定がなければcommonローダと同じ。 WEBアプリケーションが共用するクラスローダ Catalina tomcat /conf/catalina.propertiesのserver.loaderに設定。設定がなければcommonローダと同じ。 Tomatの実行に使用される。WEBアプリケーションから使えないクラスローダ common tomcat /lib, tomcat /lib/*.jar tomcat /conf/catalina.propertiesのcommon.loaderに設定されている。 TomcatとWEBアプリケーションの両方から使われるクラスローダ 委譲の優先順位 ブートストラップ・クラスローダ システム・クラスローダ Webアプリケーション自身のクラスローダ Commonクラスローダ Sharedクラスローダ WEBアプリケーション Tomcat /webapps下にディレクトリを作成すると、そのディレクトリ名のWEBアプリケーション(コンテキストパスがディレクトリ名)が追加される。 任意のディレクトリをWEBアプリケーションに追加するには、conf/server.xmlに以下を設定。 Server Service Engine Host Context path="/naobe" docBase="c /webapps/naobe" debug="0" reloadable="true" /Context c /webapps/naobe以下のディレクトリ構成は以下。 WEB-INF +-- web.xml +-- classes | +-- パッケージ、クラスファイル +-- lib docBaseは、Tomcatインストールディレクトリからの相対ディレクトリも指定可能。 http //localhost 8080/naobeでWEBアプリケーションを参照できる。
https://w.atwiki.jp/xbox360gta4/pages/885.html
ESCUELA OF THE STREETS(ストリートのエスクエラ) Jay(カメラマン) This is the one,man. we re gonna get a really nice shot of them,it s going to be beautiful. ここだ、キレイに行けばいい画が撮れるぞ。 Jay I mean, you taught them these moves, right? ダンサーの動きは指示したのか? Manny No. いいや。 Jay We wanna make sure that we see them, 確認をしよう。 Manny Okay. わかった。 Jay okay, but we want to see you, too. よし、じゃあ一緒に見てみよう。 Manny Just film it, man. ちゃんと撮ってくれよ。 Jay Okay, well just keep looking at me, but stand over there, okay? 分かった、こっちを見続けてくれ、立ち位置はそのまま、いいな? Manny You mean here? ここでいいのか? Jay Yes. Yes, yes, yes. Very cool...good. そう、そうそうそう、イケてる…いいね。 Manny Okay, go よし、始めるぞ。 Jay Yeah, beautiful, beautiful, alright. おう、いいよいいよ、よし。 Manny You ready for this? 準備はいいか? Jay Yes I am. Turn this way, please? いいぜ。こっちを向いてくれないか? Jay The this way. Yeah. Looking at me. こっちだ。そう。こっちを見てくれ。 Manny five, six, seven, and eight. 5,6,7,8。 Jay Good, good, good. Right over here. よし、よし、よし。こっちだ。 Manny (後ろのダンサーに向かって)Let see you work!(カメラに向かって)This way? ちゃんと見せてくれよ!こっちか? Jay Yes, good, good, perfect, cool, cool, cool. そうだ、いいね、カンペキ、最高にクール。 Manny So how do I look, man? 俺はどう映るんだ? Jay You look, good. 問題ない。 Manny Do I look gay? ゲイみたいになってないな? Jay No, no, not at all. It s a very manly kind of dancing. いやいや、全く。男前な踊りだよ。 Manny Okay, so here we go them...yeah... OK、始めるぞ…イェア Manny See, it s the streets man, but people gotta understand the struggles... 見てくれ、これがストリートだ、そして戦いだ、理解してくれ Manny for real, you know what I m saying? 俺が何を言うべきか分かるだろう? Manny They gotta understand the struggles, yeah... 戦いを分かり合うべきなんだよ、イェア Mallorie Niko! ニコ! Mallorie This is my boyfriend s cousin, the guy I was telling you about, Niko. この人が私のボーイフレンドの従兄弟、以前に話してたニコよ。 Mallorie How s my Roman doing, anyway? ローマンはどうしてる? Niko For a guy just lost his home and his business and who now has a price on his head? 家も仕事も消え失せて、賞金首にもなってるが、 Niko Pretty good. 元気だよ。 Mallorie I love his optimism. 彼の前向きさは好きよ。 Mallorie So, Niko. this is Manny - we grew up toghther. それで、ニコ。彼がマニー、幼なじみなの。 Manny Hey, yeah, yeah, yeah. Whassup, man? Streets, man. ヘイ、ヨウヨウヨウ調子どうだ?街だぜ Niko Hi. よう。 Jay Hi. よう。 Mallorie This is the guy I told about... この人が前話した、 Mallorie who beat up those thungs in Broker? ブローカーの連中をやっつけた男。 Manny Yeah? Great! Listen, Mallorie, would you, un, マジか?すげえな!なあ聞いてくれ、マロリー。すまないが、あぁ… Manny give us a litlle space please? Thanks. 少し間をくれないか?悪いな。 Mallorie Alright, alright... はいはい、分かった分かった… Manny Ok, yeah, great, so, eh, so you know streets take no prisoners, right? OK、よし、それで、ああ、この街は状況が最悪なんだ、分かるか? Manny But, you know, kids need hope. だが、分かるよな。子どもたちは希望を欲しているんだ。 Manny You know what I m saying? 言いたいことは分かるよな? Niko Not really. あまり。 Manny Yeah, well, you know, sometimes you gotta break some omelets to make some eggs, you know what I m saying? ああ、つまり、何だ、「オムレツを割らなきゃ卵はできない」、分かるか? Niko Okay.And? ハイハイ、それで? Manny Yeah, well, you know, we gotta clean up some eggs, brother. それで、俺らはその卵を片付けるんだ、兄弟。 Manny We gonna clean em up. 俺達で片付けるんだ。 Manny Yeah, here, right here.turn around, man, right here. そうだ、こっりだ、こっちを見てくれ、こっちを向くんだ、こっちだ。 Jay Here Manny Escuela is rapping with a street accomplice. マニー・エクスエラがストリートの相棒と語り合っています。 Jay about cleaning up the streets of Bohan. ボーハンの街の清掃について。 Manny Yeah! そうだ! Niko Tuen that off. カメラを止めろ。 Jay trying to reform their neighbourhood. あたりの再生を試みようと… Manny Wait! 待て! Jay Hey, hey! please, what are you doing? Hey! My... おい、おい!おい、何をしてるんだ、おい!俺の… Manny Hey, hold on a second, man!Wha... ヘイ、ちょっと待て!ちょ… Jay cam... カメ… Jay Manny! マニー! Niko Sorry. すまない。 Manny Ok everyone, that ll be all for today, thats was great. OK、お前ら。今日はここまでだ。良かったよ。 Manny Thank you veru much, that ll be all for today, thanks a lot. 本当にありがとう、今日は終わりだ、ありがとうよ。 Manny (ニコに向かって)What are you doing? 何をしてんだテメェ? Niko What were you saying? 何言ってんだテメェ? Manny We gotta some of these dealers off the streets, man, you know? 俺らで密売人共を片付けるんだよ、分かるよな? Manny And I want them to know it was me, man. そして俺が片付けたと認めてもらうんだよ。 Niko Fine, just don t point the camera at me when you re doing it. 分かったよ、だが俺をカメラに映すんじゃねえよ。 Manny that s my testimony, man. これが俺の証拠になるんだよ。 Manny Look, brother, will you help? Please? なあ、兄弟、力を貸してくれよ?な? Manny Look, I got money. I got... I got money. 報酬は出す…報酬は…ちゃんと出す。 Niko In which case you ve got help. それなら乗ってやるよ。 Manny Good! Alright, hey, how s the camera? よし!そうだ、へい、カメラは? Jay It s not good. ダメだ。 Manny Wh...What do you mean it s no good? ど、どれくらいダメなんだ? Manny Can you tape us...? テープとかじゃダメか…? Jay Just don t even... カンペキにダメだ… Manny Okay. そうか。 Manny Alright, okay, well listen, look...here s what were gonna do... 分かった、よし、聞いてくれ。これから手順を説明する。 Manny We re gonna get all these dealers off the streets and we re gonna kick their ass and they re gonna know it was me... 俺達は売人共を全部蹴散らし、ヤツらを追い出す、そして俺の行動が見られる… ~外に出る~ Manny Yo, we need a car if we re gonna clean these streets. よう、ヤツらを片付けるには車がいるぞ。 指示 "Get in a vehicle with Manny." 乗り物にマニーと共に乗り込め。 Manny Last I heard these was up on Grand Boulevard.Let s go take a look, man. 最後にヤツらがいるのを見たのはグランドブルバードだ。ヤツらを探しに行くぞ。 指示 "Go to the dealer s place with Manny." マニーとともに売人共のところへ行け。 Manny So you and Mallorie is tight,hun? She and your cousin is together now. それでマロリーとはどうなんだ、なあ?彼女とお前の従兄弟が付き合ってるらしいな。 Manny I love that girl,man,I love her, man. Your cousin better not be messing with her head. 俺は彼女が好きだ、彼女が好きなんだ。お前の従兄弟が遊びだったらタダじゃおかねえぞ。 Manny He going to propose, right? He s going to make an honest woman of her, right? プロポーズもするのか?結婚もするってんだよな? Niko I think that s as much of a decision of Mallorie s as it is Roman s. どう判断してるかはマロリーとローマン次第だろ。 Niko I don t know if he s grown up enough to make a good husband.What s it to you anyway? 幼なじみだからっていい夫になるとは限らないだろう。それがお前に関係あるのか? Niko I didn t know you and Mallorie was that close. マロリーとお前の関係も俺には関わりのないことだ。 Manny Shit, man.Manny s close to everyone who grew up on the streets of South Bohan, man. ったくよ、マニーは俺達と共にサウスボーハンのストリートで育ったんだよ。 Manny They my people, alright? 俺らは同士なんだ、分かるか? Niko Sure. あぁ。 (売人の車を発見) Manny The dealer and his drug wagon are up there. Pull up behind and we wait. 売人とヤクの車があった。後ろについて待つぞ。 (移動開始) Manny There he be. We gots to follow him to them other teeches, man. 行ったぞ、ヤツらに付いて行けば他のヤツらも見つかるだろう。 Manny They be sucking the damn life out of these streets. ストリートに寄生するクソ野郎どもめ。 指示 Follow the dealer to the meet, don t let him know you re following him. 売人を尾行しろ 尾行していることに気づかれるな。 Niko You know, when I was stalking this girl in Europe, I found that two cars lengths was the best distant. そういえば女性をつけるには車二台分の距離を取るのがベストだってヨーロッパで気づいたんだよ。 Manny You Know, these streets is mine,man! I can feel them flowing through my veins. この街はオレたちのモンだ!俺の血からそう感じるぜ。 Niko You sound like you got something else in your veins. 不整脈の間違いなんじゃないか? Manny I ain t touched that shit in years. Who you been talking to, man? もうずっと触ってないぜ、誰と話してると思ってやがる? Manny I m crean, man.Serene. Fucking Serene. 俺はクリーンだ。きれいサッパリだよ。 Niko Oh, I m sorry. ああ、そりゃあ悪かった。 Manny You ever thought about doing some TV? You might be able to get a series off the back of mine, you know? テレビに出たいとは思ったことないか?俺ならお前を出してやれるかもしれないぜ。 Manny Niko Bellic Street Justice, bro! "ニコ・ベリック 正義の使者"だ! Niko Not really my scene. 俺の出番はなさそうだな。 Manny Just wait til you see your face on screen, man. Maybe you change your mind then! 画面に出てる姿を見てみろ、きっと考えが変わると思うぜ! Niko (Yeah,)I always wanted to be a well-known idiot. (あぁ、)ずっと人気者のバカにはなりたかったよ。 Manny People say to me, "Manny why you do this? Why you want to clean up the streets so bad? What s your passion?" 人々が俺に言うんだ、「何でそんなことするんだ?なぜストリートの悪を追い払おうと?何がそうさせるんだ?」 Niko Do you tell them"To get famous."? 「人気になりたかったから」とでも言うのか? Manny It s for love, man.They know me coz l help people, man.I m all love for these streets. 愛だよ、メン。俺は人々に協力したいんだよ。俺はストリートに愛を捧げているんだ。 Manny Looks like he about to stop yo. You best pull up behind him, man. 止まるみたいだぜ、ヨオ。ヤツらの後ろに止めるんだ。 指示 Park behind the dealer. 売人の後ろに止めろ。 (到着) Manny Follow him into that warehouse and get rid of the dealers. ヤツらのあとについて屋内へ入って、売人を片付けてこい。 Niko I thought you were going to clean up the streets? お前が片付けるんじゃないのかよ? Manny Hey, the message is what s important, man. It don t matter who give it. ヘイ、メッセージが大事なんだろ。誰がやったかじゃあない。 Manny I for one ain t in this shit for the ego trip. カッコつけのためにやってるわけじゃねえんだ。 Manny You talking my money, aren t you? Be my voice.I m gonna go back and get Jay. お前はカネのためだろ?俺の声になれ。俺は戻ってジェイを連れてくる。 指示 The dealer went into the warehouse, get him. 売人は倉庫に入った、ヤツを倒せ。 指示 Wipe out all the dealers. 売人を殲滅しろ。 Dealer Cut him up, boys. コイツを殺せ。 左上Tips To immediately equip weapons use quick swap. Hold LB(L2) and pless a direction on cursol(十字キーのマーク). 武器を素早く交換できる。LB(L2)を押しながら十字キーを押せ。 左上Tips Each direction on cursol will bring up a different type of weapon. それぞれカーソルによって違う武器を選べる。 左上Tips Press → for projectives, press ↓ for shot guns, press ← for pistols, and press ↑ to switch assault rifle and submachine gun. →を押すと投擲武器、↓でショットガン、←で拳銃、↑で小銃・SMGに変更だ。 (全員撃破) 指示 Leave the warehouse. 倉庫から出ろ。 (カメラに映ったマニー、それを映すジェイ。) Jay The fearsome street warrior outside the site of another gandland massacre.Oh... 勇敢なストリート戦士がギャングの虐殺現場の外に居ます。 Manny Yeah... sright... ああ…そうだ… Jay Cut. カット。 Manny Okay. OK。 Niko What? なんだ? Jay Oh, oh, oh, oh. オウ、オウオウオウ。 Jay Could you walk out there just one more time? We need to get the shot just right. もっかい歩いてきてくれるか?ちゃんと撮影したいんだ。 Manny Oh, yeah, yeah, that s a good idea. おお、いいね、いいね、いいアイディアだ。 Niko I can put my foot through your face if you like. お気に召すならお前の顔に蹴りを入れていいんだぞ。 Niko I don t mind doing that again and again until I get it right. ちゃんと撮れるってなら何度でも何度でもやってやろうか。 Manny, Oh, oh, easy, easy Niko. おい、おい落ち着け、落ち着くんだニコ。 Manny, Hey did it look good? Huh? Was it a good mixture of that sadness and resolve? ヘイ、撮れたか?なあ?悲しみと決意に満ちた表情をよ? Jay You looked great. しっかり撮れてるぜ。 Manny; Great, yeah, let s do it. いいね、よし、始めるか。 Jay Okay from the top? OK始めからか? (呆れてその場を離れるニコ) Manny Yeah right here.Wait...where are you going? そうだ、最初からだ。待て…どこへ行くんだ? Jay More senseless death and the police aren t even here yet. 警察すら居ない無慈悲な死の現場に来ています。 Jay "Help" has only name on the streets of South Bohan - Manny Escuela. サウスボーハンストリート唯一の「救済」といえる名前 - マニー・エスクエラ。 Manny That s right, follow me, but be prepared,Street life are nt pretty. そうだ、ついてこい、だが注意しろ、ストリートの人生はそんなに甘くないぞ。