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https://w.atwiki.jp/wnt0/pages/38.html
http //www.dofactory.com/Patterns/PatternMemento.aspx のC#コードをC++にした Structural example #include iostream #include string using namespace std; class Memento { private string _state; protected friend class Originator; Memento(const string state) { _state = state; } // Gets or sets state string getState() { return _state; } }; class Originator { private string _state; public // Property string getState() { return _state; } void setState(const string value) { _state = value; cout "State = " _state endl; } // Creates memento Memento* CreateMemento() { return new Memento(_state); } // Restores original state void SetMemento(Memento *memento) { cout "Restoring state..." endl; setState(memento- getState()); } }; class Caretaker { private Memento *_memento; public Caretaker() { _memento = NULL; } ~Caretaker() { if (_memento != NULL) { delete _memento; } } void setMemento(Memento *memento) { _memento = memento; } Memento* getMemento() { return _memento; } }; //////// int main() { Originator *o = new Originator; o- setState("ON"); // Store internal state Caretaker *c = new Caretaker; c- setMemento(o- CreateMemento()); // Continue changing originator o- setState("OFF"); // Restore saved state o- SetMemento(c- getMemento()); delete c; delete o; return 0; } Real World example #include iostream #include string using namespace std; // The Memento class class Memento { private string _name; string _phone; double _budget; public friend class SalesProspect; // Constructor Memento(const string name, const string phone, double budget) { _name = name; _phone = phone; _budget = budget; } // Gets or sets name string getName() { return _name; } void setName(const string name) { _name = name; } // Gets or sets phone string getPhone() { return _phone; } void setPhone(const string phone) { _phone = phone; } // Gets or sets budget double getBudget() { return _budget; } void setBudget(double budget) { _budget = budget; } }; // The Originator class class SalesProspect { private string _name; string _phone; double _budget; public // Gets or sets name string getName() { return _name; } void setName(const string name) { _name = name; cout "Name " _name endl; } // Gets or sets phone string getPhone() { return _phone; } void setPhone(const string phone) { _phone = phone; cout "Phone " _phone endl; } // Gets or sets budget double getBudget() { return _budget; } void setBudget(double budget) { _budget = budget; cout "Budget " _budget endl; } // Stores memento Memento *SaveMemento() { cout endl; cout "Saving state --" endl; return new Memento(_name, _phone, _budget); } // Restores memento void RestoreMemento(Memento *memento) { cout endl; cout "Restoreing state --" endl; setName(memento- getName()); setPhone(memento- getPhone()); setBudget(memento- getBudget()); } }; // The Caretaker class class ProspectMemory { private Memento *_memento; public ProspectMemory() { _memento = NULL; } ~ProspectMemory() { if (_memento) { delete _memento; } } // Property Memento* getMemento() { return _memento; } void setMemento(Memento *memento) { _memento = memento; } }; // Entry point into console application. int main() { SalesProspect *s = new SalesProspect;// prospect 見込み s- setName("Noel van Halen"); s- setPhone("(412) 256-0990"); s- setBudget(25000.0);// budget 予算 // Store internal state ProspectMemory *m = new ProspectMemory; m- setMemento(s- SaveMemento()); // Continue changing originator s- setName("Leo Welch"); s- setPhone("(310) 209-7111"); s- setBudget(1000000.0); // Restore saved state s- RestoreMemento(m- getMemento()); delete s; delete m; // Wait for user return 0; } 参考サイト デザインパターンを“喩え話”で分かり易く理解する http //www.netlaputa.ne.jp/~hijk/study/oo/designpattern.html TECHSCORE http //www.techscore.com/tech/DesignPattern/index.html/ Programing Place http //www.geocities.jp/ky_webid/index_old.html デザインパターンの骸骨たち http //www002.upp.so-net.ne.jp/ys_oota/mdp/
https://w.atwiki.jp/stokunaga/pages/17.html
International Conferences 1. M. Yagi, S. Tokunaga, T. Ueda, S.-I. Itoh, M. Azumi, K. Itoh, T. S. Hahm and P. H. Diamond, “Transport Simulation based on Global Turbulence Code”, US-Japan JIFT Workshop on Integrated Modeling Integrated Modeling of Multi-Scale Physics in Fusion Plasmas II, ORNL, TN, USA, January 2007 2. S. Tokunaga, S.-I. Itoh, M. Yagi, M. Azumi, “Multi-scale transport simulation with ion temperature gradient driven drift wave turbulence” 12th Numerical Experirment of Tokamak meeting, Kyoto, Japan, March 2007 (Poster) 3. S. Tokunaga, M. Yagi, S.-I. Itoh and M. Azumi, “Multi-scale transport simulation with ion temperature gradient driven drift wave turbulence”, The 2nd Japan-Korea Workshop on Theory and Simulation of Magnetic Fusion Plasmas with 6th Burning Plasma Simulation Initiative (BPSI) meeting, Fukuoka, Japan, August 2007 (Oral) 4. S. Tokunaga, M. Yagi, S.-I. Itoh and K. Itoh, “Non-local turbulent effect on internal transport barrier collapse in reversed shear configuration”, 11th IAEA technical meeting on H-mode Physics and Transport Barriers, L5-A1, Tsukuba, Japan, September 2007 (Oral) 5. S. Tokunaga, M. Yagi, S.-I. Itoh and K. Itoh, “Non-local turbulent effect on internal transport barrier collapse in reversed shear configuration”, 11th IAEA technical meeting on H-mode Physics and Transport Barriers, P5-13, Tsukuba, Japan, September 2007 (Poster) 6. S. Tokunaga, M. Yagi, S.-I. Itoh, K. Itoh, 9th Cross Strait Symposium, Pohang, Korea, November 2007 (Poster) 7. S. Tokunaga, M. Yagi, S.-I. Itoh and K. Itoh, “Multi-scale transport simulation research with ion temperature gradient driven drift wave turbulence and toroidal momentum source” 13th Numerical Experirment of Tokamak meeting, Kyoto, Japan, March 2008 (Poster) 8. S. Tokunaga, M. Yagi, S.-I. Itoh and K. Itoh, 2nd ITER International Summer School, Fukuoka, Japan, July 2008 (Poster) 9. S. Tokunaga, M. Yagi, S.-I. Itoh and K. Itoh, “Multi-scale transport simulation of internal transport barrier formation and collapse” 22nd IAEA Fusion Energy Conference, TH/P8-19, Geneva, Switzerland, October 2008 (Poster)  10. S. Tokunaga, M. Yagi, S.-I. Itoh and K. Itoh, “Toroidal momentum source profile effect on internal transport barrier collapse” 7th Burning Plasma Simulation Initiative, Fukuoka, Japan, December 2008 (Oral) 11. S. Tokunaga, M. Yagi, S.-I. Itoh and K. Itoh, “Toroidal momentum source effect on turbulence evolution” 14th Numerical Experirment of Tokamak meeting, Kyoto, Japan, March 2009 (Poster) 12. S. Tokunaga, M. Yagi, S.-I. Itoh and K. Itoh, “Safety factor profile dependence of turbulent structure formation in relevant to internal transport barrier relaxation” 4th IAEA-TM on the Theory of Plasma Instabilities, P2-01, Kyoto, Japan, May 2009 (Poster) 13. S. Tokunaga, M. Yagi, S.-I. Itoh and K. Itoh, “Global Transport Simulation with Radial Electric Field Source”, Asia Plasma and Fusion Association 2009 and Asia-Pacific Plasma Theory Conference 2009, Aomori, Japan, October 2009 (Poster) 14. S. Tokunaga, M. Yagi, S.-I. Itoh and K. Itoh, “Global Transport Simulation with Radial Electric Field Source”, US-Japan JIFT Workshop 2009 on “Advanced Simulation Methods in Plasma Physics”, Toki, Japan, December 2009 (Oral) 15. M. Yagi, S. Tokunaga, S.-I. Itoh and K. Itoh, “Off-resonance mode and poloidal flow shear effect on ITB formation”, US-Japan WS on Hierarchical Self-Organization of Turbulence and Flows in Plasmas, Oceans and Atmospheres, San Diego, US, March 2010 16. S. Tokunaga, M. Yagi, S.-I. Itoh, K. Itoh, S. S. Kim, Hogun Jhang, P. H. Diamond “Contrastive gyro-fluid simulation study of ITB formation” 5th Japan-Korea Workshop on Theory and Simulation of Magnetic Fusion Plasmas , Pohang, Korea, July 2010 (Oral) 17. S. Tokunaga, M. Yagi, S.-I. Itoh and K. Itoh, “Multi-scale transport simulation of ITG turbulence in reversed shear plasma”, 1st WCI symposium, Jeju, Korea, September 2010 (Oral) 18. S. Tokunaga, M. Yagi, S.-I. Itoh and K. Itoh, “Equilibrium flow shear and magnetic shear effect on zonal flow generation and toroidal mode coupling” 23rd IAEA Fusion Energy Conference, TH/P8-05, Daejeon, Korea, October 2010 (Poster) 19. S. Tokunaga, M. Yagi, S.-I. Itoh and K. Itoh, P. H. Diamond, “Analysis of interaction mechanism of off-resonant mode in reversed shear plasma”, 52nd Annual Meeting of the APS Division of Plasma Physics, TP9.101, Chicago, IL, USA, November 2010 (Poster)  20. Hogun Jhang, S. Tokunaga, S. S. Kim, P. H. Diamond “Role of intrinsic and external torque in ion profile de-stiffening and transport barrier formation A gyrofluid simulation study”, Joint EU-US Transport Task Force Workshop, Mom II, San Diego, USA, April 2011 21. S. Tokunaga, Hogun Jhang, S. S. Kim, P. H. Diamond, “Avalanching heat transport in steady state internal transport barriers with reversed magnetic shear”, 1st Asia Pacific Transport Working Group (APTWG) International Conference, B-P9, Toki, Japan, June 2011 (Poster) 22. Hogun Jhang, S. Tokunaga, S. S. Kim, P. H. Diamond “Role of intrinsic and external torque in the improvement of ion thermal confinement and internal transport barrier formation” 1st Asia Pacific Transport Working Group (APTWG) International Conference, PLI-3, Toki, Japan, June 2011 23. Hogun Jhang, S. S. Kim, S. Tokunaga, P. H. Diamond “Dynamics of and avalanching transport in internal transport barriers with reversed magnetic shear” 13th International Workshop on H-mode Physics and Transport Barriers, P5. 12, Oxford, UK, October 2011 24. S. Tokunaga, Hogun Jhang, S. S. Kim, P. H. Diamond, “Analysis of avalanches originated in q-minimum region”, Japan-US JIFT workshop on "Hierarchical Self-Organization of Turbulence and flows in Plasmas, Oceans and Atmospheres", Domestic Conferences 1. 徳永晋介、伊藤早苗、矢木雅敏、安積正史、 “イオン温度勾配駆動型ドリフト波乱流の非線形シミュレーション”、 第23回プラズマ・核融合学会年会、29aC30P, 筑波大、2006年11月 (Poster) 2. 徳永晋介、矢木雅敏、伊藤早苗、安積正史、 “グローバルITG乱流コードを用いた輸送シミュレーション”、 第五回核燃焼プラズマ統合コード研究会、九州大、2006年12月 (Oral) 3. 徳永晋介、伊藤早苗、矢木雅敏、安積正史、 “イオン温度勾配駆動型ドリフト波乱流の非線形シミュレーション”、 第10回プラズマ・核融合学会九州沖縄山口支部会、九州大、2006年12月 (Poster)  4. 矢木雅敏、徳永晋介、安積正史、伊藤早苗、伊藤公孝、 “Global ITGコードを用いた輸送シミュレーション” プラズマ・核融合研究におけるHigh Performance Computingワークショップ、大型シミュレーシ ョン研究会、2007年1月 5. 徳永晋介、矢木雅敏、伊藤早苗、伊藤公孝、 “トカマクプラズマにおける内部輸送障壁形成と崩壊のマルチスケール輸送シミュレーション” 第57回理論応用力学講演会、日本学術会議、2008年6月 (Oral) 6. 徳永晋介、矢木雅敏、伊藤早苗、伊藤公孝 、 “Multi-scale transport simulation of internal transport barrier formation and collapse”、 第8回核燃焼プラズマ統合コード研究会、九州大、2009年12月 (Oral)
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} .not_in_card { border-bottom dashed 1px #D0D0D0; } .tooltip { display flex; visibility hidden; position absolute; top -42.5px; left 0; width 275px; min-height 20px; max-height 100px; padding 10px; border-radius 5px; background-color #555; align-items center; color #FFF; font-size 85%; line-height 20px; text-align center; white-space nowrap; opacity 0; transition 0.7s; -webkit-user-select none; -moz-user-select none; -ms-user-select none; user-select none; } .inaudible .tooltip { top -68.5px; } span hover + .tooltip { visibility visible; top -47.5px; opacity 0.8; transition 0.3s; } .inaudible span hover + .tooltip { top -73.5px; } .not_in_card span.hide { top -42.5px; opacity 0; transition 0.7s; } .inaudible .img { display inline-block; width 3.45em; height 1.25em; margin-right 4px; margin-bottom -3.5px; margin-left 4px; background-image url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2971/7/Inaudible.png); background-size contain; background-repeat no-repeat; } .not_in_card after, .inaudible .img after { content ; 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const rPagename = /(?=^|.*
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URL https //www.thepaperpilot.org/advent/ 作成者 thepaperpilot プラットフォーム HTML オフライン進行 無 クリスマスシーズンによくある「アドベントカレンダー」をテーマにしたゲーム。 順次タブが追加されていく形式で作成され、2022年12月24日に完成した。 仕様上、12月以外に遊ぶと注意書きが表示される。 プルダウンメニューから月数・日数を無視する項目を選択すると開始できる。 ゲームの流れ 各タブ解説 コメント ゲームの流れ Dec 1を開けよう 与えられた目標をクリア 次の日付がアンロック! 24日分のコンテンツをクリアできるかな? 各タブ解説 Dec 1Trees Dec 2Workshop Dec 3Coal Dec 4Elves Dec 5Paper Dec 6Boxes Dec 7Metal Dec 8Cloth Dec 9Oil Dec 10Plastic Dec 11Dyes Dec 12Management Dec 13Management Dec 14Letters Dec 15Wrapping Paper Dec 16Ribbons Dec 17Toys Dec 18The Factory Dec 19The Factory Dec 20The Factory Dec 21Reindeer Dec 22Sleigh Dec 23Routing Dec 24Packing the Sleigh 青背景は後になってから解禁されるアップグレード。 Dec 1 - Trees 最初から解禁。伐採と植林を繰り返して、Logを入手していく。 「Cut trees」をクリックすると、Treeを伐採し、LogとSaplingを手に入れる。 「Plant trees」をクリックすると、Saplingを植林し、Treeに変換する。 アップグレード 名前 価格(logs) 効果 Wooden Fingers 10 Cut treesの効果 +1 Leafy Fingers 10 Plant treesの効果 +1 Automated Knives 25 1秒ごとにTree1個を伐採 Automated Knives 25 1秒ごとにSapling1個をTree1個に変換 Research I 40 Treeから得られるLog +25%2行目のアップグレードを解禁 Sharper Fingers 50 Cut treesの待ち時間を半減 Greener Fingers 50 Plantt treesの待ち時間を半減 Smart Knives 150 Cut treesを行うたび、自動Cut1秒分のTreeを伐採 Smart Spades 150 Plant treesを行うたび、自動Plant1秒分のSaplingを植林 Research II 300 Treeから得られるLog +25%3行目のアップグレードを解禁 Generic Cutters 200 Treeを自動伐採 +1/秒 Generic Planters 200 Saplingを自動植林 +0.5/秒 Expand Forest 500 SaplingとTreeの合計数の上限 +10 3行目のアップグレードは繰り返し購入可能。 Logを延べ10,000個入手するとDec 2が解禁される。 Dec 2 - Workshop 前日解禁されたLogを使ってWorkshopの基礎(Foundation)を作っていく。 必要なLogの個数は徐々に増えていく。 完成度が一定以上になるごとに、Tree、Sapling、Logに関するボーナスを得られる。 当面の間は完成度は100%が上限であるが、13日目には1000%、17日目には1200%、 そして19日目以降は青天井になる。 マイルストーン 目標 ボーナス 備考 1% Workshopの完成度1%につき、Treeから得られるLog +5% 10% Workshopの完成度5%につき、Treeを自動伐採 +1/秒 20% Workshopの完成度5%につき、Saplingを自動植林 +1/秒 30% Treeの自動伐採の効果が倍増 40% Saplingの自動植林の効果が倍増 50% Treeから得られるLog ×2 75% Workshopの完成度2%につき、TreeとSaplingの合計数 +1 100% Treeから得られるLog ^1.2 解禁当初は100%が上限 200% 1%のマイルストーンの効果が「Workshopの完成度2%につき、Log獲得量 ×1.05(乗算)」に変更される 13日目に解禁 400% Workshopの完成度10%につき、Metalの獲得量 +10% 600% Workshopの完成度10%につき、Oilの獲得量 +10% 800% Workshopの完成度10%につき、Plasticの獲得量 +10% 1000% PaperとBoxの獲得量 ×2Clothの各種アクションの効果 ×2 1200% Drill Power ×4 17日目に解禁 1200% Coalの所持量に応じて、Energyの上限が上昇 19日目に解禁 WorkshopのFoundationを100%にするとDec 3が解禁される。 Dec 3 - Coal Logを燃やしてCoalを入手する。 装置 名前 価格 効果 解禁条件 Small Fire 10,000×? Log -1,000 Log/秒+0.1 Coal/秒+50 Ash/秒 最初から Bonfire 10 Small Fire -10,000 Log/秒+10 Coal/秒+1,000 Ash/秒 アップグレード「Bigger Fires」で解禁 Charcoal Kiln 1e7×(1.1^購入回数) Log -1e6 Log/秒+10,000 Coal/秒+10,000 Ash/秒 アップグレード「Efficient Fires」で解禁 Coal Drill 10×(1.15^購入回数) Metal +5e7 Coal/秒 Dec 7のアップグレード「Coal Drilling」で解禁 それぞれの装置は繰り返し購入可能。 アップグレード 名前 価格 効果 備考 Warmer Cutters 5 Coal Treeの自動伐採速度 ×2 Warmer Planters 5 Coal Saplingの自動植林速度 ×2 Ashy Soil 5,000 Ash Log獲得量 ×1.25 Bigger Fires 10 Small Fire 「Bonfire」を解禁 Dedicated Cutter Heater 250 Coal Heated Cuttersの効果が倍増 Dedicated Planter Heater 250 Coal Heated Plantersの効果が倍増 Mulched Soil 1e5 Log1e5 Ash Fertilized Soilの効果が倍増 Efficient Fires 1e7 Log 「Charcoal Kiln」を解禁 Efficient Crucibles 1e19 Coal Dec 7の自動Smeltingの速度 ×2Smeltingで得られるOre ×3 Dec 9のマイルストーンで解禁 Arsonist Assistance 1e45 Coal Ashの生産量 ×(2^(Lv5以上のElfの数)) 13日目のマイルストーンで解禁 Refined Coal 1e50 Coal Refineryの所持数に応じて、Ashの獲得量が増加 Colored Fire 1e55 Coal Green Dyeの所持数に応じて、 Heated Cutters 自動伐採 +25% 繰り返し購入可能 Heated Planters 自動植林 +25% Fertilized Soil Woodから得られるLog +25% Coalを合計10,000,000個入手するとDec 4が解禁される。 Dec 4 - Elves Coalを使用して、アップグレード購入を自動化するElfを雇うことができる。 ただし、雇うごとにDec1~3の進捗がリセットされる。 序盤はGeneric Planterがボトルネックになりがちなので、初回購入はIvyを推奨。 名前 価格(Coal) 効果 解禁条件 Holly 1e6 × 4^(Elf所持数) Dec 1のアップグレード「Generic Cutters」を自動購入 最初から Ivy Dec 1のアップグレード「Generic Planters」を自動購入 Hope Dec 1のアップグレード「Expand Forest」を自動購入 Jack Dec 3のアップグレード「Heated Cutters」を自動購入 Mary Dec 3のアップグレード「Heated Planters」を自動購入 Noel Dec 3のアップグレード「Fertilized Soil」を自動購入 Joy Dec 3のアップグレード「Small Fire」を自動購入 Faith Dec 3のアップグレード「Bonfire」を自動購入 Snowball Dec 3のアップグレード「Charcoal Kiln」を自動購入 Star 1e21 ×(4^Elf所持数) 各種Paperアップグレードを自動購入 Dec 10のアップグレード「Paper Elf Recruitment」を購入 Bell 各種Boxアップグレードを自動購入 Dec 10のアップグレード「Box Elf Recruitment」を購入 Gingersnap 各種Clothアップグレードを自動購入 Dec 10のアップグレードCloth Elf Recruitment」を購入 Pepeprmint 1e36 ×(4^Elf所持数) Coal Drillを自動購入 13日目のマイルストーンで解禁 Frosty Oil関連の各種Drillを自動購入 Cocoa Oil Pump・Burner・Smelterを自動購入 Twinkle Metal関連のアップグレードを自動購入 Carol 1e36 ×(4^Elf所持数) Red, Yellow, Blue Dyeを自動購入 15日目のマイルストーンで解禁 Tinsel - Plasticアップグレードを自動購入 17日目のチャレンジで解禁 自動購入は共通で、リソースを消費せずにアップグレードを購入することができる。 マイルストーン 所持数 ボーナス 1 Elf所持数に応じて、「Cut trees」「Plant trees」の待ち時間が減少 2 Dec 1の「Research I」「Research II」が失われなくなる 3 Coal獲得量 ×1.25 4 Treeから得られるLog ×2 5 TreeとSaplingの合計数の上限 ×2 6 各Elfの自動購入速度 ×2 7 Dec 2の進捗がリセットされなくなる 8 TreeとSaplingの合計数の上限 ×2 9 Elf購入時、Dec 1の上2行のアップグレードがリセットされなくなる 10 各Elfの自動購入速度 ×2 11 Elf購入時、Dec 3アップグレードがリセットされなくなる 12 Coal獲得量 ×2 Elfを6人獲得するとDec 5が解禁される。 Dec 5 - Papers LogとAshから、Paperを作ることができる。 Paperは、前日のElvesの効果を高めるための「本」を作るために使用できる。 Paperはしばらくの間手動で作成しなければいけないが、Dec 10以降で自動化可能になる。 アップグレード 名前 価格 効果 解禁条件 Shepherding for Dummies 1e8 Paper Clothの各アクションの効果 ×2 Dec 12のアップグレード「Plastic Scissors」で解禁 Guide to drilling 1e9 Paper Drilling Power ×2 Oil and where to find it 1e10 Paper Oil獲得量 ×2 Paper Burning 1e36 Paper Paperの所持量に応じて、Ashの獲得量が増加 13日目のマイルストーンで解禁 Book Cheapener 1e38 Paper Bookのコストを軽減 Un-Processing 1e40 Paper Logの獲得量 ^1.05 Book 価格 効果 解禁条件 Now You're Logging 100×(5^購入回数) Paper 「Generic Cutters」の自動購入速度 ×1.1「Generic Cutters」の価格増加を低減 該当Elfを所持 The Man Who Planted Trees 「Generic Planters」の自動購入速度 ×1.1「Generic Planters」の価格増加を低減 Logjam 「Expand Forest」の自動購入速度 ×1.1「Expand Forest」の価格増加を低減 Fahrenheit 451 「Heated Cutters」の自動購入速度 ×1.1「Heated Cutters」の価格増加を低減 Tillamook Burn Country 「Heated Planters」の自動購入速度 ×1.1「Heated Planters」の価格増加を低減 The Garden Tree's Handbook 「Fertilized Soil」の自動購入速度 ×1.1「Fertilized Soil」の価格増加を低減 Firestarter 「Small Fire」の自動購入速度 ×1.1「Smill Fire」の価格増加を低減 An arsonist's Guidto Writer's Homes in New England 「Bonfire」の自動購入速度 ×1.1「Bonfire」の価格増加を低減 Little Fires Everywhere 「Kiln」の自動購入速度 ×1.1「Kiln」の価格増加を低減 The Book Thief ? Bookアップグレードの自動購入速度 ×1.1Bookアップグレードの価格増加を低減 12日目のマイルストーンで解禁 Not a box Boxアップグレードの自動購入速度 ×1.1Boxアップグレードの価格増加を低減 Fuzze Bee and Friends Clothアップグレードの自動購入速度 ×1.1Clothアップグレードの価格増加を低減 Deep in the Earth ? Coal Drillの自動購入速度 ×1.1Coal Drillの価格増加を低減 13日目のマイルストーンで解禁 Deep in the Earth Oil Drill類の自動購入速度 ×1.1Oil Drill類の価格増加を低減 Burning teh Midnight Oil Oil Pump, Burner, Smelterの自動購入速度 ×1.1↑の価格増加を低減 Physical Metallurgy Metalアップグレードの自動購入速度 ×1.1Metalアップグレードの価格増加を低減 Arts and Crafts ? Primery Dyeの自動購入速度 ×1.1Primery Dyeの価格増加を低減 15日目のマイルストーンで解禁 Natural Dying ? Secondary Dyeの自動購入速度 ×1.1Secondary Dyeの価格増加を低減 16日目のマイルストーンで解禁 One Platic Bag 10×(5^購入回数) Paper Plasticアップグレードの自動購入速度 ×1.1Plasticアップグレードの価格増加を低減 17日目のチャレンジで解禁 Paperを5000集めるとDec 6が解禁される。 Dec 6 - Boxes Logを消費してBoxを作成する。 Boxはしばらくの間手動で作成しなければいけないが、Dec 10以降で自動化可能になる。 アップグレード 名前 価格 効果 解禁条件 Carry logs in boxes 100 Box Logの生産量 ×2 最初から Carry ash in boxes 1,000 Box Ashの生産量 ×2 Carry coal in boxes 10,000 Box Coalの生産量 ×2 Carry ore in boxes 1e8 Box Oreの生産量 ×2 Dec 10のアップグレード「Plastic Level」により解禁 Carry ore in boxes 1e9 Box Metal Ingotの生産量 ×2 Carry ore in boxes 1e10 Box Plasticの生産量 ×2 Carry cloth in boxes 1e28 Box Clothの各アクションの効果 ×2 Dec 13のマイルストーンで解禁 Carry dye in boxes 1e29 Box 各種Dyeの獲得量 ×2全てのDyeの所持量がリセットされる Carry experience in boxes??? 1e30 Box ElfのXPの獲得量 ×2 Carry more logs 100×(3^購入回数) Box Logの生産量 +50% Carry more ash 1,000×(5^購入回数) Box Ashの生産量 +50% Carry more coal 10,000×(7^購入回数) Box Coalの生産量 +50% Carry more ore Oreの生産量 +50% 13日目のマイルストーンで解禁 Carry more metal Metalの生産量 +50% Carry more plastic Plasticの生産量 +50% Carry presents in boxes 1e87×(2^購入回数) Box Presentの入手量が増加 20日目のアップグレードで解禁 Boxを50,000個作成するとDec 7が解禁される。 Dec 7 - Metal 解禁後、自動でMiningが行われ、Oreが手に入るようになる(初期状態では10秒ごとに1個)。 Ore 1個+Coal 1e10個からMetal ingotを0.1個作ることができる。 アップグレード 名前 価格 効果 備考 A Simple Pickaxe 0.10 Metal ingot Miningに要する時間が半分になる Crucible 1 Metal ingot 獲得Metal ingot ×5 Coal Drilling - Dec 3でアップグレードを解禁 Industrial Furnace 50 Metal ingot1e11 Coal Metal→Metal ingotの変換効率 ×2 Efficient Drills 1e5 Metal ingot CoalとOreの生産量 ×2 Dec 9のマイルストーンで解禁 Mining Drill 10 Metal ingot Mining速度 ×2.5(最初の1つのみ有効)獲得Metal Ingot +1/cycle Industrial Crucible 10 Metal ingot Metal Ingot自動作成 +10/秒 Hotter Forges 1e12 Coal 獲得Metal +25% Metalを25,000個作成するとDec 8が解禁される。 Dec 8 - Cloth 羊から羊毛を刈り取り、それを織物に変換していく。 「Breed sheep」をクリックすると、Sheepの数を1体増やす。 「Shear sheep」をクリックすると、羊から羊毛を刈り取り、Woolを1個手に入れることができる。ただし一度に刈り取れるWoolの個数はSheepの頭数を超えない。 「Spinning wool」をクリックすると、WoolをClothに変換する。 アップグレード 名前 価格 効果 解禁条件 Build more pens 1e14×(1.5^購入回数) Log 「Breed sheep」で得られるSheepの数 +1 最初から Make stronger shears 1e4×(1.4^購入回数) Metal ingot 「Shear sheep」で得られるWoolの数 +1 Learn how to spin 1e6×(1.3^購入回数) Paper 「Spinning wool」で変換できるWoolの数 +1 Felt-Gripped Axe 1000 Cloth Logの生産量 ×10 Dec 10のアップグレード「Plastic Cane」により解禁 Felt-Gripped Pick 2000 Cloth Coalの生産量 ×4 Felt Elbow Pads 4000 Cloth Paperの生産量 ×10 Lumberjack Plaid 200 Sheep Saplingの植林速度 ×2 「Lumberjack Jeans」を購入 Mining Helmet 300 Sheep Coalの生産量 ×3 「Mining overalls」を購入 Scholar's jacket 400 Sheep Paperの生産量 ×2 「Scholar's slacks」を購入 Lumberjack Jeans 150 Wool Treeの伐採速度 ×2 「Lumberjack boots」を購入 Mining overalls 225 Wool Coalの生産量 ×2 「Mining boots」を購入 Scholar's slacks 200 Wool Paperの生産量 ×2 「Scholar's shoes」を購入 Lumberjack boots 100 Cloth Logの生産量 ×4 Mining boots 150 Cloth Ashの生産量 ×4 Scholar's shoes 200 Cloth Paperの生産量 ×2 Clothを1,000個作成するとDec 9が解禁される。 Dec 9 - Oil 油井を掘り、原油を入手する。 油井が深くなるにつれて採掘が遅くなっていくので、Drill Powerを上げて対抗することになる。 掘った深さに応じてボーナスが得られる。 装置 名前 価格 効果 解禁条件 Heavy Drill 25,000×(1.3^購入回数) Metal ingot -1e14 Coal/秒+1 Drill power 最初から Heavy Drill Drill 100,000×(2^購入回数) Metal ingot Heavy Drillの効果 ^(log(個数+e)) 油井を60m以上採掘 Heavy Extractor 200,000×(8^購入回数) Metal ingot Drill Power ÷3Coal生産量 ×2Ore生産量×1.2 油井を1000m以上採掘 Oil Pump 2,000,000×? Metal ingot Coal消費量 ×5Oil +(Drill系装置)/秒 Wellの深さが1000m以上 Oil Burner 100×(2^購入回数) Oil Oil -(稼働数^2)/秒Coal消費 -1e19×(Oli Burner稼働数^3)/秒 Oilを100以上生産 Oil Smelter 1e7×(10^購入回数) Metal ingot Oil -100×(稼働数^2)/秒Smelting Speed +100% Oilを10,000以上生産 アップグレード 名前 価格 効果 解禁条件 Coal Drill Synergy 1e18 Coal Drill Power +(Mining Drill所持数×4)% Wellの深さが10m以上 Metal Drill Synergy 150,000 Meta l Ingot Drill Power +(Mining Drill所持数×4)% Coal Drill Upgrade 1e20 Coal Drill Power +(6×log10(Coal所持量))% Metal Drill Upgrade 1,500,000 Metal ingot Drill Power +(10×log10(Coal所持量))% Drill Oil 100 Oil 上記4つのアップグレードの効果 +(0.1×Heavy Drill所持数)% Oil the Oil 100 Oil Oil生産量 ×2 Oilを500以上生産 Oil the Mining Drills 500 Oil Metal Ingot獲得量 ×2Metal Ingot生産に必要なCoal ^2 Blaster Burner 1,500 Oil Metal Ingot獲得量 +(Oil Burner所持数×100)% Oil Intergration 25,000 Oil Oil PumpのCoal消費量補正を×(5^稼働数)から×(4^稼働数)に減らす Be One with the Oil 50,000 Oil Oil総生産量に応じて、Oli関連の建物に購入に必要なMetal Ingotを低減 Dye Synergy I 1e13 Oil Red Dyeの所持量に応じて、Yellow Dyeの獲得量が増加 13日目のマイルストーンで解禁 Orange-colored boxes 1e14 Oil Orange Dyeの2番目の効果が向上 Colorful Plastic 1e15 Oil Orange, Green, Purple Dyeの所持数に応じて、Plasticの獲得量が増加 Dye Snyergy II 1e16 Oil Blue Dyeの所持量に応じて、Red dyeの獲得量が増加 The Ultimate Metal Dye 1e17 Oil Red, Yellow, Blue Dyeの所持数に応じて、Smelting速度が増加 マイルストーン 深さ ボーナス 5m Depth Depth1mにつき、Coalの生産量 +25% 10m Depth Drill用のアップグレードを解禁 25m Depth Depth1mにつき、Oreの生産量 +5% 60m Depth 装置「Heavy Drill Drill」を解禁 150m Depth CoalとMetalのアップグレードを解禁 350m Depth Drill用のアップグレードを解禁 1000m Depth 装置「Heavy Extractor」を解禁 100 Total Oil 装置「Oil Burner」を解禁 500 Total Oil Oil Pump用アップグレードを解禁 10,000 Total Oil 装置「Oil Smelter」を解禁 Oilを250,000採掘するとDec 10が解禁される。 Dec 10 - Plastic 石油からプラスチックを作る。 装置 名前 価格 効果 解禁条件 Refirenry 1e7×(1.2^購入回数) Metal ingots -100 Oil/秒+1 Plastic/秒 最初から アップグレード 名前 価格 効果 解禁条件 Plastic Scissors 25 Plastic ※ Paperのアップグレードを解禁 最初から Plastic Level Boxesのアップグレードを解禁 Plastic Cane Clothのアップグレードを解禁 Paper Elf Recruitment 25 Plastic ※ Plasticの生産量 ×2Elvesのアップグレードを解禁 「Plastic Scissors」を購入 Box Elf Recruitment 「Plastic Level」を購入 Cloth Elf 「Plastic Cane」を購入 Plastic Printing Press 100×(1.3^購入回数) Plastic 毎秒、現在作成可能なPaper量の1%を獲得 「Paper Elf Recruitment」を購入 Plastic Box Folder 100×(1.3^購入回数) Plastic 毎秒、現在作成可能なBox量の1%を獲得 「Box Elf Recruitment」を購入 Plastic Shepherd 100×(1.3^購入回数) Plastic Clothのアクションの効果 +10% 「Cloth Elf」を購入 上2行のアップグレードは、1つ購入するごとに、他のアップグレードの価格が5倍になっていく。 最後のひとつを購入するためには78,125 Plasticが必要 Plasticを250,000個作成するとDec 11が解禁される。 Dec 11 - Dyes LogとOilからDyeを作る。 Dyeのうち、Red, Yellow, Blueを「Primary Dye」、Orange, Green, Purpleを「Secondary Dye」と呼ぶ。 アップグレード アップグレードを購入するごとに、そのアップグレードのコストに含まれている各種Dyeの個数がリセットされる。 名前 価格 効果 解禁条件 Red Dye Chambers 2e18×? Log5e5×(1+購入回数÷10)^2 Oil Red Dyeを獲得Oil Pumpの効果が向上 最初から解禁 (Ribbonチャレンジクリア後)Drill Powerを増加 Yellow Dye Chambers 1e18×? Log1e6×(1+購入回数÷10)^2 Oil Yellow Dyeを獲得PaperとPlasticの生産量が増加 (Ribbonチャレンジクリア後)Clothアクションの効果が上昇 Blue Dye Chambers 5e17×? Log2e6×(1+購入回数÷10)^2 Oil Blue Dyeを獲得TreeとSaplingの合計数が上昇 (Ribbonチャレンジクリア後)Plasticアップグレードのコストを低減 Orange Dye Chambers 15×(1+購入回数÷10)^2 Red Dye10×(1+購入回数÷10)^2 Yellow Dye Red DyeとYellow Dyeの作成数が増加Boxアップグレードのコストを低減 最初から解禁 Green Dye Chambers 15×(1+購入回数÷10)^2 Yellow Dye10×(1+購入回数÷10)^2 Blue Dye Yellow DyeとBlue Dyeの作成数が増加Kiln synergyの効果が増加 Purple Dye Chambers 15×(1+購入回数÷10)^2 Blue Dye10×(1+購入回数÷10)^2 Red Dye Blue DyeとRed Dyeの作成数が増加Smelting Speedが増加OreあたりのMetal Ingot作成数 が増加 Black Dye Chambers ? Log? Oil Oilの獲得量が増加 17日目のマイルストーンで解禁 White Dye Chambers ? Log? Oil Plasticの獲得量が増加 19日目のアップグレードで解禁 Glistening Paint 1,500 Red Dye OreあたりのMetal Ingot作成数 ×log10(Cloth) Wetter Dyes 2,000 Yellow Dye Primery Dyeの入手量 ×2 Is Blue Dye just Water? 1,000 Blue Dye Log生産量 ×log10(Auto Cutting Amount) De Louvre 6,000 Red Dye Refinery購入回数に応じて、Smeltingの速度が上昇 「Glistening Paint」を購入 Golden Wash 5,000 Yellow Dye Dye Chamberの購入に必要なOilの量が半減 Wetter Dyes」を購入 Hydrophobia 7,500 Blue Dye Red Dyeの効果 ^1.5 Is Blue Dye just Water?」を購入 Denser Spectrum 5e30 Coal Secondary Dyeの効果 ^1.2Green Dyeの2番目の効果 ^2 上6つのアップグレードを全て購入 Dyeの合計所持数が60,000以上になるとDec 12が解禁される。 Dec 12 / Dec 13 - Management Elfに教育を施し、その性能を向上させる。12日目と13日目で共通のタブを用いる。 性能を向上させるためには、まずは「Build a School」を購入する必要がある。 Build a Schoolの購入後、「Focus」アクションが使用可能になる。 これは使用してから10秒間、ランダムな3体のElfの獲得経験値効率が上昇する(レベル上限に達したElfも選ばれることがある)。 Focusの効果の強さは、使用した瞬間の下部にあるバーの倍率で決まる。可能な限り右に来た瞬間を見計らって使用するのが吉。 アップグレード 名前 価格 効果 解禁条件 Build a School 1e21×? Log1e32 ×(2e3^購入回数) Coal1e18×(2e3^購入回数) Paper1e13×? Box1e12×(4^購入回数) Metal Ingot1e4×(10^購入回数) Cloth1e6×(4^購入回数) Plastic1e4×(購入回数+1) Red Dyeを所持1e4×(購入回数+1) Yellow Dyeを所持1e4×(購入回数+1) Blue Dyeを所持 Elfの最大レベル +1 「Teach the Elves」を購入 Build a Classroom 1e21×? Log1e18×? Paper1e13×? Box1e12×? Metal Ingot Elfのレベルアップ速度が上昇 「Add a Classroom?」を購入 Teach the Elves 1e21 Log 「Build a School」を解禁 最初から Add a Classroom? 1e13 Box 「Build a Classroom」を解禁 ↑のアップグレードを購入 Advanced Training 1e25 Box Elfの獲得経験値×2 13日目以降 Focus Booster 1e25 Log Focus時の獲得経験値 ×2 「Build a School」を購入 Focus Buffer 1e28 Log Focusの対象となるElf +1 Focus Upgraded 1e15 Log Focusのクールダウンを減少 Focus Improver 1e34 Log Focusの倍率を決定するバーが遅くなる GingersnapをLv5以上にする Focus Improver 1e35 Log Focus Improver 1e36 Log Focusの対象となるElf +1 マイルストーン + 長いので折りたたみ Elf Lv ボーナス Holly 1 Generic Cutterの所持数に応じて、獲得Logが上昇 2 Generic Cutterの自動購入速度が無制限になる 3 Clothの各種アクション効率 ×log10(Generic Cutter所持数 +10) 4 Woodの自動伐採速度 ×(目標を完了した日数^1.1) 5 Elf「Frosty」をアンロック Ivy 1 Generic Planterの効率 ×2 2 Generic Planterの自動購入速度が無制限になる 3 植林速度 ×2^(log10(Tree^0.2)) 4 Generic Planterのコスト ÷10 5 自動伐採速度と自動植林速度のうち、より遅い方がより早い方と同速になる Hope 1 Forest Size ×(1秒あたりの自動植林数^0.99) 2 Expand Forestの自動購入速度が無制限になる 3 Workshopの完成度の上限が1000%に増加 4 Elf「Peppermint」をアンロック 5 Workshopのコスト ^0.99 Jack 1 アップグレード「Fahrenheit 451」の効果が、Heated Cutterに二重にかかるようになる 2 Coalの獲得量 ^1.1 3 JackとJoyの自動購入速度が無制限になる 4 Oilの獲得量 ×√(Elfのレベル合計) 5 Elf「Cocoa」をアンロック Mary 1 アップグレード「Tillamook Burn Country」の効果が、Heated Planterに二重にかかるようになる 2 Metalの獲得量 ^1.1 3 MaryとFaithの自動購入速度が無制限になる 4 Generic Planterの自動植林速度 ×2 5 自動Smelting Speed ×√(Elfの総XP) Noel 1 Logの獲得量 ×√(Elfのレベル合計) 2 アップグレード「The Garden Tree's Handbook」の効果が、Feltilized Soilに二重にかかるようになる 3 Coal Drillのコスト ÷(1+ln(Log所持数)) 4 Oil Refineryのコスト -(Plastic所持数^2) 5 Elf「Twinkle」をアンロック Joy 1 Small Fireの個数を参照するアップグレードが、Bonfireの個数も(補正を受けた上で)数えるようになる 2 Ashの獲得量 ^1.1 3 Coal Drillの効果 ×2 4 Heavy Drillの所持数に応じて、Metalの獲得量が増加 5 Industrial Crucibleの効果 ^1.1 Faith 1 Bonfireの効果 ×5 2 Ashの獲得量 ^1.1 3 Coal Drillの効果 ×2 4 Heavy Drillの所持数に応じて、Oilの獲得量が増加 5 Industrial Crucibleの効果 ^1.1 Snowball 1 Kilnの効果 ×5 2 Ashの獲得量 ^1.1 3 Coal Drillの効果 ×2 4 Heavy Extractorの所持数に応じて、Plasticの獲得量が増加 5 Industrial Crucibleの効果 ^1.1 Star 1 Bookの購入回数に応じて、Bookアップグレードのコストを低減 2 Pullの作成に要求されるAshの量 ÷10 3 Bookのアップグレードの価格増加率を低減 4 ElfのXP獲得量 ×2 5 Holly~Snowballまでの9体のElfがLv5以上であれば、無償のBook各アップグレード +5 Bell 1 Boxアップグレードの購入回数に応じて、その行のBoxアップグレードのレベルにボーナス 2 Boxの獲得量 ^1.1 3 Boxアップグレードの価格増加率を低減 4 新たなBoxアップグレードを解禁 5 新たなBoxアップグレードを解禁 Gingersnap 1 Cloth所持数に応じて、Dyeの獲得量が増加 2 Clothの各種アクション効率 ×log10(Dye合計数 +10) 3 Clothの各種アクション効率 ×2獲得Dye ×2全てのDye所持量がリセットされる 4 Orange, Green, Purple Dyeの1番目の効果 ^1.1Red, Yellow, BlueのDyeの所持量がリセットされる 5 Focus関連の新たなアップグレードを解禁 Peppermint 1 Coal Drillの効果 ^2 → ^2.5 2 Coal所持量に応じて、Coalの獲得量が増加 3 Coal Drillの価格 ÷10 4 新たなCoalアップグレードを解禁 5 Wellの深さに応じて、Coal獲得量が増加 Frosty 1 Oil所持量に応じて、StarとBellの獲得XPが増加 2 Oil Pumpの価格 ÷10 3 Oil Burnerの性能の計算式において、Oil Burnerの所持数が1.5倍として扱われる 4 Heavy Drill Drillの計算式の ^ln の代わりに ^log2.5 を用いる 5 Paperのアップグレードを解禁 Cocoa 1 Depthに応じて、Oilの獲得量が増加 2 Oilの所持量に応じて、Drill Powerが増加 3 Oil獲得量 ×2、Drill Power ×2 4 Plasticの生産速度 ×5 5 Oilのアップグレードを解禁 Twinkle 1 SchoolがMetalの獲得量も増加させる 2 自動Smelting Speed ×(1.25^TwinkleのLv) 3 自動Smeltingの効率 ×3 4 Metal関連のアップグレードの価格 ÷10 5 Wellの深さに応じて、Metal関連の装置のコストが減少 Carol 1 Primary Dyeの獲得量 ×2 2 Secondary Dyeの獲得量 ×2 3 Primary Dyeの自動購入速度が無制限になる 4 Secondary Dyeの購入時、Primary Dyeを消費しなくなる 5 Secondary Dyeの自動購入速度が無制限になる Tinsel 1 Plasticの獲得量 ×2 2 各Plasticアップグレードの計算式において、購入回数に √(他のPlasticアップグレード購入回数) を加える 3 RefineryがOilを消費しなくなる 4 Plasticの獲得量 +(Refineryの個数)% 5 Tinselの自動購入速度が無制限になる Jingle 1 自動Packing Speed ×2 2 Elf Assistantの数に応じて、Packing Speedが増加 3 24日目のMilestone達成数に応じて、Packing Speedが増加 4 「Build a loader」を自動購入 5 Packing Speedの効果が、Loaderにも僅かに及ぶようになる Elfのレベルを合計36まで上げるとDec 13が解禁される。 Elfのレベルを合計80まで上げるとDec 14が解禁される。 Dec 14 - Letters 「Process Letters」を手動で行い、手紙を作成する。 Letterを作成した数に応じて、Process Letterの効率が上がっていく。 アップグレード 名前 価格 効果 解禁条件 Sorting Machine 1e21 ×(10^購入回数) Metal Ingot Process Lettersのクールダウンが減少 最初から Plastic Bins 1e9 ×(1.5^購入回数) Plastic Letterの作成速度が増加 Printed Labels 1e38 ×(3^購入回数) Paper Letterの作成速度が増加 マイルストーン Letter作成数 ボーナス 100 Mining Speed ×(2^このマイルストーンの達成数) 1000 Blue Dyeの所持数に応じて、Mineの効率画像化 10,000 Letterの作成数に応じて、Process Lettersの効果が増加 100,000 Industrial Crucibleの所持数に応じて、Industrial Crucibleの効果が増加 Letterを合計100万通作成するとDec 15が解禁される。 Dec 15 - Wrapping Paper Wrapping Paper(包装紙)を作る。 Wrapping Paperを作成するためには一定以上のDyeを所持している必要がある(消費しない)。 この日になって初めて、他のゲームの「チャレンジ」のようなシステムが登場する。 包装紙 名前 所持Dye 効果 解禁条件 Christmas Wrapping Paper 300,000×(1.5^所持数) Red Dye Woodの獲得量が増加 最初から Rainbow Wrapping Paper 100,000×(1.7^所持数) Red, Yellow, Blue Dye100×(1.3^所持数) Orange, Green, Purple Dye Coalアップグレードのコストが減少 Jazzy Wrapping Paper 300×(1.2^所持数) Orange, Purple Dye 自動Smelting速度が上昇 Sunshine Wrapping Paper 200,000×(1.6^所持数) Red, Yellow Dye200×(1.25^所持数) Orange Dye Paper獲得量が増加 Ocean Wrapping Paper 200,000×(1.6^所持数) Blue Dye200×(1.25^所持数) Green, Purple Dye Boxアップグレードのコストが減少 Beach Wrapping Paper 300,000×(1.5^所持数) Yellow, Blue Dye Workshopのコストが減少 チャレンジ 名前 必要包装紙 達成条件 ボーナス Begin Decorating Trees 130 チャレンジ専用の進捗で1日目をクリア ・Treeを伐採するとSaplingが2個発生する・TreeとSaplingの合計数に応じてLogの獲得量が増加 Begin Decorating Workshop 136 ↑の進捗を引き継いで2日目をクリア Workshopの完成度を上げるためにWoodを消費しなくてよくなる(所持だけでよくなる) Stop Decorating Coal 140 ↑の進捗を引き継いで3日目をクリア Small Fireのコスト増加が劇的に遅くなる Begin Decorating Paper 143 ↑の進捗を引き継いで5日目をクリア(初期6体のElfを所持した状態で始まる) Pulpの作成にAshが不要になる Begin Decorating Boxes 147 ↑の進捗を引き継いで6日目をクリア(追加の3体のElfを所持した状態で始まる) Box所持数を参照するアップグレードの効果計算式において、Boxアップグレードの購入回数が2乗として扱われる Begin Decorating Metal 150 ↑の進捗を引き継いで7日目をクリア MiningとSmeltingのうち、より遅い方がより早い方に合わせられる 達成ボーナスはそれぞれ「チャレンジ内の特別ボーナスが、チャレンジ外でも有効になる」といったもの。 マイルストーン 包装紙 ボーナス 80 Elf「Carol」を解禁 6番目のチャレンジをクリアするとDec 16が解禁される。 Dec 16 - Ribbons 「Make Ribbon」を行いリボンを作る。 コストとして1e9 Clothが必要となり、実行回数に応じて追加の染料が必要になる。 1本目:(1e13×Ribbon所持数) Red Dye 2本目:(1e13×Ribbon所持数) Yellow Dye 3本目:(1e13×Ribbon所持数) Blue Dye 4本目:(2e6×Ribbon所持数) Orange Dye 5本目:(2e6×Ribbon所持数) Green Dye 6本目:(2e6×Ribbon所持数) Purple Dye 7本目以降は再びRed Dye、Yellow Dyeとループ。 11本目以降は必要なDyeの量が上記計算式の (Ribbon所持数÷10) 倍になる。 チャレンジ 名前 必要リボン 達成条件 ボーナス Begin Decorating Cloth 1 チャレンジ専用の進捗で8日目をクリア ・Clothアクションが全ての項目を同時に実行できるようになる・「Spin Wool」アクションがWoolを消費しなくなる Begin Decorating Oil 3 ↑の進捗を引き継いで9日目をクリア ・Oil関連の装置のリソース消費がなくなる・Oil BurnerがCoalを産出するようになる Begin Decorating Plastic 6 ↑の進捗を引き継いで10日目をクリア ・Elf「Pinsel」をアンロック Begin Decorating Dyes 10 ↑の進捗を引き継いで11日目をクリア ・Red, Yellow, Blue Dyeに新たな効果を追加 Begin Decorating Letters 15 ↑の進捗を引き継いで14日目をクリア ・Letter作成回数に応じて、Letetr作成量が更に増加・Letter作成回数に応じて、Process Lettersのクールダウンが減少 マイルストーン Ribbons ボーナス 5 エルフ「Carol」が、Orange, Green, Purple Dyeを自動購入する 10 Bookアップグレード「Natural Dying」を解禁 5番目のチャレンジをクリアするとDec 17が解禁される。 Dec 17 - Toys おもちゃを作る。 「Make Clothes」は、ClothとDyeからClothesを作成、 「Make Wooden Blocks」は、LogからWooden Blockを作成、 「Make Trucks」は、MetalとPlasticからTruckを作成する。 アップグレード 名前 価格 効果 解禁条件 Make Clothes 1e12×(Clothes所持数+1) Cloth2e14×(Clothes所持数+1) 各Primary Dye Clothes +1 最初から Make Wooden Blocks 1e64×((Wooden Block所持数+1)^5) Logs Wooden Block +1 Make Trucks 1e43×((Truck所持数+1)^3) Metal1e14×(Truck所持数+1) Plastic Truck +1 Load logs onto trucks 10 Truck Logの獲得量 ×2 最初から Give elves clothes to wear 30 Clothes Clothesの所持量に応じて、Oreの獲得量が増加 Build wooden towers 15 Wooden Block Workshopの完成度の上限 +200% マイルストーン Toy所持数 ボーナス 備考 10 各Toyの作成コスト ÷(Workshopの完成度(%)÷100) 100 Black Dyeを解禁 200 Beach wrapping paperの効果が向上 350 OilとPlasticの獲得量 ×50 750 Wheel CrafterによるWheel作成数 ×2 18日目以降 1500 FactroyのEnergy上限 ×1.4 3000 Clothesの所持量に応じて、Logの獲得量が増加 6000 FactoryのEnergyの上限 ×1.4 Clothes、Wooden Block、Truckを合計500個作るとDec 19が解禁される。 Dec 18, 19, 20 - The Factory おもちゃを作るための工場の生産ラインを整える。 19日目には「Teddy Bear」「Shovel and Pail」「Game Console」の3種類のおもちゃが加わり、合計6種類になる。 20日目には、更に「Present」のおもちゃが加わる。 アップグレードを持つ「Dashboard」タブと、工場のラインを作成する「Factory」タブがある。 使用可能なEnergyの量はCoalの所持量に依存する。 アップグレード 名前 価格 効果 解禁条件 Train elves to make clothes 32×(2^購入回数) Clothes Factoryの効率が上昇 最初から Train elves to make wooden blocks 32×(2^購入回数) Wooden Block Train elves to make toy trucks 32×(2^購入回数) Truck Train elves to make bears 32×(2^購入回数) Bear Factoryの効率が上昇 19日目以降 Train elves to make shovel and pails 32×(2^購入回数) S P Train elves to make consoles 32×(2^購入回数) Console Expand Factory 1e72×(1e4^購入回数) Log Factoryを縦横に1マスずつ拡張Workshopの完成度上限 +100% 19日目以降 Oil Fuel 1e23×(10^購入回数) Oil Energyの上限 +10 Carry toys in boxes 1e80×(100^購入回数) Box Factoryの効率が上昇 Carry boxes in... presents? 1000×? Presents Box獲得量 ×(1.5^購入回数) 20日目以降 Sawmill Efficiency 1e75×(5^x) Log Sawmillの効率 ×2 19日目以降 News Ticker 1e89×(5^x) Paper Paper所持量に応じて、Factoryの効率が上昇 Haul wood in trucks 1000×(1.2^x) Truck Truckの所持数に応じて、Logの獲得量が上昇 Diamond-tipped drills 1e53×(3^x) Metal Ingot Drill Power ^1.2 Larger wood pieces 2000×(1.2^x) Wooden Block Wooden Blockの生産量 ×3 Colorful clothes 1e16×(3^x) Red Dye Dye Producerの効率 ×4 Improved plastic 1e17×(2^x) Plastic Plastic Producerの効率 ×4 Capitalium 1e22×(1.15^x) Oil Consoleの生産量 ×1.5 Brighter work rooms 1e130×(5^x) Coal 未使用のEnergyに応じて、Factoryの効率が上昇 Colorful teddy bears 1e15×(1.4^x) Blue Dye Teddy Bearの生産量 ×2 New Colors 1e6×(1.5^x) Black Dye White Dyeを解禁 Carry ticks in boxes 3e80×(3^x) Box Factoryの効率 ×1.5 Factory eXPerience 100 Present Factoryを縦横に5マスずつ拡張 20日目以降 Burn some logs 300 Present Logの所持量に応じて、Energyの上限が増加 Faster Elf Training 1000 Present Presentの所持量に応じて、「Train elves to …」系アップグレードの効果が向上 Carrying mhore stuff in boxes 5000 Present Boxアップグレードを2つ追加 Better Presents 10000 Present Present makerの生産効率が向上 With a bow 1e7 Present Ribbonの所持数に応じて、Presentの獲得量が増加 19日目に解禁されるアップグレード群は、ひとつ購入するごとに他の価格が上昇していく。 それぞれのおもちゃを750個ずつ所持しているとDec 19が解禁される。 それぞれのおもちゃを1500個ずつ所持しているとDec 20が解禁される。 Presentを合計8e9個ずつ所持しているとDec 21が解禁される。 Dec 21 - Reindeer トナカイに餌をあげる アップグレード 名前 効果 解禁条件 Dasher Logの生産量 +100% 最初から Dancer Coalの生産量 +10% Prancer Paperの生産量 +10% Vixen Boxの生産量 +10% Coment Metalの生産量 +10% Cupid Clothアクションの効率 +10% Donner Oilの生産量 +1% Blitzen Plasticの生産量 +10% Rudolph Dyeの生産量 +1% アップグレード 名前 価格 効果 解禁条件 Sawdust 1e97 Log Feed回数が2倍として扱われる 最初から Pile of coal 1e167 Coal Feed速度 ×2 Guide to Reindeer Handling 1e117 Paper Focusの対象 +1 Carry food in boxes 1e102 Box Focusの最大倍率 ×2 Metal clapper 1e67 Metal Ingot Focusの対象 +最大2 Focus bar padding 1e20 Cloth Focusバーの動きが遅くなる Oil can do that? 4e25 Oil Focusされず10秒経過すると、自動的にFocusを行う Automated feeder 1e22 Plastic Focus対象となったReindeerのFeedを自動化 Colorful food 75,000,000 White Dye Reindeerの効果 ^1.1 延べ1500回Feedを行うとDec 22が解禁される。 Dec 22 - Sleigh ソリを修復する。 修復を行うためには 1e97×(1.2^修復度(%)) Log 1e67×(1.1^修復度(%)) Metal 1e22×(1.05^修復度(%)) Plastic を所持している必要がある(消費しない)。 100%まで引き上げるためには6.90e104 Log、1.25e71 Metal、1.25e24 Plasticが必要になる。 マイルストーン 修復度 ボーナス 1% Sleighの修復度1%につき、OreからMetalへの変換効率 +5% 10% Sleighの修復度5%につき、Woodの獲得量 +5% 20% Sleighの修復度5%につき、Plasticの獲得量 +5% 30% Metal関連の自動アクションの効果が倍増 40% Plasticの獲得量 ×4 50% Logの獲得量 ×5 75% Sleighの修復度2%につき、追加のRefineryを40個獲得 100% OreからMetalへの変換効率 ^1.2 ソリの修復度が100%になるとDec 23が解禁される。 Dec 23 - Routing プレゼントを届けるための最適ルートを探すため、「最短経路問題」を解く。 最初はノード数3から始まり、問題を1つ解くごとにノードが増えていく。 「Perform X units of work」を押すと、ルート探索を早める。 「Remove a redundant route(略)」を押すと、ルート構成を1つ即座に計算して、計算の進行を早める。 8を超えると 代わりに、Metal、Game Console、Classroom、Factoryを使ってアップグレードできるようになる。 マイルストーン Solved ボーナス 1 計算速度 ×(2^Solved回数) 2 そのCityで計算したルートの数に応じて、「Perform X units of work」の効率が上昇 3 Solved回数に応じて、「Remove(略)」のクールタイムが減少 4 その問題で除外されたルートの数に応じて、自動速度が上昇 5 ノード数を1削減 6 ノードの重みが減少1tickに探索可能なルートの数が無制限になる 7 1,000 各Cityが毎分1個のClassroomを生成する 5,000 Elfのレベル上限がなくなるElfの合計レベルに応じてSolvedの獲得量が増加 25,000 Factoryの速度 ×(log10(Solved回数)-3) 80,000 Game Consoleの生産量 ×6 300,000 Factoryの効率 ×(Warehouse配置数+1) 600,000 Oilの生産量 ×4 1,000,000 Solving速度 ×(Factory tick rate÷100) 5,000,000回SolvedするとDec 24が解禁される。 Dec 24 - Packing the Sleigh 全ての準備は整った。プレゼントを積み込もう! ただし袋のサイズの問題があり、最初は上手く詰めることができない。 「最初から詰め直し」を3回行って、4回目でようやく成功することになる。 アップグレード 名前 価格 効果 Hire an elf assistant 10×(1.2^購入回数) Packed present Elf「Jingle」をアンロック Build a loader 1e70×(1.2^購入回数) Metal ingot1e25×(1.2^購入回数) Oil Packed presents +1000/秒 Communal Assistance 1e8 Packed Present Elfの合計レベル1につき、「Hire an elf assistant」の効果 +5% Spare Bows 2e9 Packed Present 「Hire an elf assistant」の効果 ×(1.02^Ribbon所持数) Loading Assistans 5e9 Packed presents Elfの効果 +5/秒 DIY 1e10 Packed presents 手動Packingの効果 +(自動Packing2秒分) An Elf's Elf 1000 Packed present Elf assistantを自動購入 Heavy machinery 1e6 Packed present 「Build a loader」を解禁 マイルストーン Packed present ボーナス 25 Treeの生産量 ^1.25 120 Boxの生産量 +10% 600 Woolの生産量 ×10 2,000 Drill Power ×3 10,000 自動Packed present生産 ×log(Present) 14,000 Coal生産装置の価格増加ペースを半減 69,200 Ore1個あたりから生産されるMetal Ingot ^1.5 340,000 Wrapping Paperの効果 ×2 1,670,000 Ore mining speedに応じて、Ore生産量が増加 8,320,000 Ribbonに必要なDyeのコストを半減 40,400,000 Secondary Dyeの2番目の効果 ×2 199,000,000 Paperの生産量 ×10 977,000,000 Primary Dyeの生産量 ×5 4.2e9 Focusの対象となるElfを手動で選択可能になる Packed Presentが8e9に達すると、晴れてゲームクリアとなる。 コメント これまじで神ゲー (2024-02-04 21 20 53) 18日目のFactoryがなにしていいかサッパリ 画面壊れてる? (2024-03-14 19 37 19) 画面壊れてる件、ChromeからEdgeに変えたら解決しました (2024-03-15 17 56 16) 多分同じ現象起こってたけど、クッキー削除で正常に(セーブデータ消えるので、クッキー消すならテキストセーブ残してから) (2024-03-19 17 01 59) コメント
https://w.atwiki.jp/ksii201110/pages/13.html
OpenCLの環境設定ができました。 名前 コメント
https://w.atwiki.jp/wowgamer/pages/4.html
Horde/20/23/The Barrens 原文 Speak with Senani Thunderheart at Splintertree Post, Ashenvale. Your strength impresses me, class . Your willingness to embrace the hunt gives me confidence that you could move on to bigger game... and bigger challenges. The forests of Ashenvale represent a vast untamed wild that the Horde seeks to impose its own will upon, both politically and spiritually. If you seek to prove yourself in an unproven land, seek the guidance of Senani Thunderheart in Splintertree Post. The outpost is due north of the path leading from the Barrens. Start Jorn Skyseer The Barrens Map Ends at Senani Thunderheart Ashenvale
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第10回配信(2007年07月11日) 夕陽を見ながら聴きたい曲 ランキング 順位 曲名 キャラクター アーティスト 収録CD 1 Happy Time 月森蓮土浦梁太郎志水桂一火原和樹柚木梓馬 谷山紀章伊藤健太郎福山潤森田成一岸尾大輔 金色のコルダ divertimento 2 夕虹の淡き秘めごと 源泉水 保志総一朗 遙かなる時空の中で2 3キャラクターコレクション2天の玄武 3 サウダージ~郷愁~ ルヴァ 関俊彦 TVアニメ「恋する天使アンジェリーク」キャラクターソング Vol.4 ルヴァ 4 宵闇と秋風の薫物合を 彰紋 宮田幸季 遙かなる時空の中で2 3キャラクターコレクション3地の朱雀 5 紫紺の火道 ヒュウガ 小野大輔 ネオ アンジェリーク~My First Lady~ 6 火群の地平線 平勝真 関智一 遙かなる時空の中で2 3キャラクターコレクション1地の青龍 7 One day s memory 土浦梁太郎 伊藤健太郎 金色のコルダ fantasmagoria 8 黄昏~愛しさが降り積もる~ ジュリアス 速水奨 アンジェリーク 永遠のヴァカンスVol.1~La Mer~ 9 そしてお前に出逢えただけで… イサト 高橋直純 遙かなる時空の中で2スペシャルうしろ向きじれっ隊 10 Take it easy 金澤紘人 石川英郎 金色のコルダ~espressivo2~ 関連商品 金色のコルダ~divertimento~ 遙かなる時空の中で2 3 キャラクターコレクション2 TVアニメ「恋する天使アンジェリーク」キャラクターCD Vol.4
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Control Panel Reference SynthEyes has the following control panels · Summary Panel · Rotoscope Control Panel · Feature Control Panel · Tracking Control Panel. · Lens Control Panel. · Solver Control Panel. · Coordinate System Control Panel. · 3-D Control Panel. · Lighting Control Panel. · Flex/Curve Control Panel. Select via the control panel selection portion of the main toolbar. The Graph Editor icon appears in the toolbar area to indicate a nominal workflow, but it launches a floating window. Additional panels are described below · Add Many Trackers Dialog · Advanced Features · Clean Up Trackers · Coalesce Nearby Trackers · Curve tracking control · Finalize Trackers · Fine-Tuning Panel · Green-screen control · Hard and Soft Lock Controls · Hold Tracker Preparation Tool · Image Preparation · Spinal Editing Control The shot-setup dialog is described in the sectionOpening the Shot. Spinners SynthEyes uses spinners, the stacked triangles on the right of the following graphic ( ), to permit easy adjustment of numeric fields on the control panels. The spinner control provides the following features · Click either triangle to increase or decrease the value in steps, · Drag within the control to smoothly increase and decrease the value, · Turns red on key frames, · Right-click to remove a key, or if none, to reset to a predefined value, · Shift-drag or -click to change the value much more rapidly, · Control-drag or -click to change the value slowly for fine-tuning. Tool Bar New, Open, Save, Undo, Redo. Buttons. Standard Windows (only). Use the Undo/Redo menu items instead to see what function will be undone or redone. (Control Panel buttons). Changes the active control panel. Forward/Backward (/). Button. Changes the current playback and tracking direction. Reset Time. Button. Resets the timebar so that the entire shot is visible. Fill. Button. The camera viewport is reset so that the entire image becomes visible. Shift-fill sets the zoom to 1 1 horizontally. Viewport Configuration Select. List box. Selects the viewport configuration. Use the viewport manager on the Window menu to modify or add configurations. Camera01. Active camera/object. Click to cycle through the cameras and objects. Play Bar Rewind Button. Rewind back to the beginning of the shot. Back Key Button. Go backwards to the previous key of the selected tracker or object. Frame Number. Numeric Field. Sequential frame number, starting at zero or at 1 if selected on thepreferences. Forward Key Button. Go forward to the next key of the selected tracker or object. To End Button. Go to the last frame of the shot. Frame Backwards. Button. Go backwards one frame. Auto-repeats. Play/Stop/. Button. Begin playing the shot, forwards or backwards, at the rate specified on the View menu. Frame Forward. Button. Go forwards one frame. Auto-repeats. Summary Panel Auto.(the big green one)Run the entire match-move process create features(blips), generate trackers, and solve. If no shot has been set up yet, you will be prompted for that first, so this is truly a one-stop button. See alsoSubmit for Batch. Motion Profile.Select one of several profiles reflecting the kinds of motion the image makes. UseCrash Panfor when the camera spins quickly, for example, to be able to keep up. Or useGentle Motionfor faster processing when the camera/image moves only slightly each frame. Green Screen.Brings up thegreen-screencontrol dialog. Zoom Lens.Check this box if the camera zooms. On Tripod.Check this box if the camera was on a tripod. Hold.Animated Button. Use to create hold regions to handle shots with amix of normal and tripod-modesections. Fine-tune.Performs an extra stage of re-tracking between the initial feature tracking and the solve. Thisfine-tuning passcan improve the sub-pixel stability of the trackers on some shots. Settings.Launches the settings panel for fine-tuning. Run Auto-tracker.Runs the automatic tracking stage, then stops. Solve.Runs the solver. Not solved.This field will show the overall scene error, in horizontal pixels, after solving. Coords(共同作用).Initiates a mode where 3 trackers can be clicked to define a coordinate system. After the third, you will have the opportunity to re-solve the scene to apply the new settings. Same as *3 on the Coordinate System panel. 3つのトラッカーが座標系を定めるためにクリックすることができるモードを始めます。 第3の後、新しいセッティングを適用するためにシーンを再解析することがあると思います。 座標系パネルの*3と同じです。 Master Solution Reset ().Clear any existing solution points and object paths. Rotoscope Control Panel The roto panel controls the assignment of a shot s blips to cameras or objects. The roto mask can also be written as an alpha channel or RGB image using the image preprocessor. Spline/Object List. An ordered list of splines and the camera or object they are assigned to. The default Spline1 is a rectangle containing the entire image. A feature is automatically assigned to the camera/object of thelastspline in the list that contains the feature. Double-click a spline to rename it as desired. Camera/Object Selector. Drop-down list. Use to set the camera/object of the spline selected in the Spline/Object List. You can also selectGarbageto set the spline as a garbage matte. Show this spline. Checkbox. Turn on and off to show or hide the selected spline. Also see the View/Only Selected Splines menu item. Key all CPs if any. Checkbox. When on, moving any control point will place a key on all control points for that frame. This can help make keyframing more predictable for some splines. Enable. Button. Animatable spline enable. Create Circle. Lets you drag out circular splines. Create Box. Lets you drag out rectangular splines. Magic Wand. Lets you click out arbitrarily-shaped splines with many control points. Delete. Deletes the currently-selected spline. Move Up. Push button. Moves the selected spline up in the Spline/Object List, making it lower priority. Move Down. Push button. Moves the selected spline down in the Spline/Object List, making it higher priority. Shot Alpha Levels. Integer spinner. Sets the number of levels in the alpha channel for the shot. For example, select 2 for an alpha channel containing only 0 or 1(255), which you can then assign to a camera or moving object. Object Alpha Level. Spinner. Sets the alpha level assigned to thecurrentcamera or object. For example, with 2 alpha levels, you might assign level 0 to the camera, and 1 to a moving object. The alpha channel is used to assign a feature only if it is not contained in any of the splines. Import Tracker to CP. Button. When activated, select a tracker then click on a spline control point. The tracker s path will be imported as keys onto the control point. Feature Control Panel Motion Profile.Select one of several profiles reflecting the kinds of motion the image makes. UseCrash Panfor when the camera spins quickly, for example, to be able to keep up. Or useGentle Motionfor faster processing when the camera/image moves only slightly each frame. Clear all blips.Clears the blips from all frames. Use to save disk space after blips have been peeled to trackers. Blips this frame. Push button. Calculates features (blips) for this frame. Blips playback range. Push button. Calculates features for the playback range of frames. Blips all frames. Push button. Calculates features for the entire shot. Displays the frame number while calculating. Once started, can’t be interrupted! Delete. Button. Clears the skip frame channel from this frame to the end of the shot, or the entire shot if Shift is down when clicked. Skip Frame. Checkbox. When set, this frame will be ignored during automatic tracking and solving. Use (sparingly) for occasional bad frames during explosions or actors blocking the entire view. Camera paths are spline interpolated on skipped frames. Advanced. Push button. Brings up a panel with additional control parameters. Link frames. Push button. Blips from each frame in the shot are linked to those on the prior frame (depending on tracking direction). Useful after changes in splines or alpha channels. Peel. Mode button. When on, clicking on a blip adds a matching tracker, which will be utilized by the solving process. Use on needed features that were not selected by the automatic tracking system. Peel All. Push button. Causes all features to be examined and possibly converted to trackers. To Golden. Push button. Marks the currently-selected trackers as “golden,” so that they won’t be deleted by the Delete Leaden button. Delete Leaden. Push button. Deletes all trackers, except those marked as “golden.” All manually-added trackers are automatically golden, plus any automatically-added ones you previously converted to golden. This button lets you strip out automatically-added trackers. Tracking Control Panel The tracker panel has two variations with different sizes for the tracker view area, and slightly different button locations. The wider version gives a better view of the interior of the panel, especially on high-resolution displays. The smaller version is a more compact layout that reduces mouse motion, and because of the reduced size, is better for use on laptops. Select the desired version using theWider tracker-view panelpreference. Tracker Interior View. Shows its interior---the inner box of the tracker.Left Mouse Drag the tracker location.Middle Scroll Advance the current frame, tracking as you go.Right Mouse Add or remove a position key at the current frame. Or, cancel a drag in progress. Create. Mode Button. When turned on, depressing the left mouse button in the camera view creates new trackers. When off, the left mouse button selects and moves trackers. Delete. Button (also Delete key). Deletes the selected tracker. Finish. Button. Brings up the finalize dialog box, allowing final filtering and gap filtering as a tracker is locked down. Lock. Button. Non-animated enable, turn on when tracker is complete; will then be locked. Tracker Type.,,,. Button. Toggles the tracker type among normal match-mode, dark spot, bright spot, or symmetric spot. Direction. Button. Configures the tracker for backwards tracking it will only track when playing or stepping backwards. Enable. Button. Animated control turns tracker on or off. Turn off when tracker gets blocked by some thing, turn back on when it becomes visible again. Contrast. Number-less spinner. Enhances contrast in the Tracker Interior View window. Bright. Number-less spinner. Turns up the Tracker Interior View brightness. Color. Rectangular swatch. Sets the display color of the tracker for the camera, perspective, and 3-D views. Now. Button. Adds a tracker position key at the present location and frame. Right-click to remove a position key. Shift-right-click to truncate, removing all following keys. Key. Spinner tells SynthEyes to automatically add a key after this many frames, to keep the tracker on track. Key Smooth. Spinner. Tracker s path will be smoothed for this many frames before each key, so there is no glitch due to re-setting a key. Name. Edit field. Adjust the tracker s name to describe what it s tracking. Pos. H and V spinners. Tracker s horizontal and vertical position, from –1 to +1. You can delete a key (border is red) by right-clicking. Shift-right-clicking will truncate the tracker after this frame. Size. Size and aspect spinners. Size and aspect ratio (horizontal divided by vertical size) of the interior portion of the tracker. Search. H and V spinners. Horizontal and vertical size of the region (excluding the actual interior) that SynthEyes will search for the tracker around its position in the preceding frame. Preceding implies lower-numbered for forward tracking, higher-numbered for backward tracking. Weight. Spinner. Defaults to 1.0. Multiplier that helps determine the weight given to the 2-D data for each frame from this tracker. Higher values cause a closer match, lower values allow a sloppier match.WARNING This control is for experts and should be used judiciously and infrequently. It is easy to use it to mathematically destabilize the solving process, so that you will not get a valid solution at all. Keep near 1. Also see ZWTs below. Exact. For use after a scene has already been solved set the tracker s 2-D position to the exact re-projected location of the tracker s 3-D position. A quick fix for spurious or missing data points, do not overuse. See the section onfiltering and filling gaps. Note applied to a zero-weighted-tracker, error will not become zero because the ZWT will re-calculate using the new 2-D position, yielding a different 3-D and then 2-D position. F n.nnnhpix.(display field, right of Exact button) Shows the distance, in horizontal pixels, between the 2-D tracker location and the re-projected 3-D tracker location. Valid only if the tracker has been solved. ZWT. When on, the tracker s weight is internally set to zero—it is a zero-weighted-tracker (ZWT), which does not affect the camera or object s path at all. As a consequence, its 3-D position can be continually calculated as you update the 2-D track or change the camera or object path, or field of view. The Weight spinner of a ZWT will be disabled, because the weight is internally forced to zero and special processing engaged. The grayed-out displayed value will be the original weight, which will be restored if ZWT mode is turned off. T n.nnnhpix.(display field, right of ZWT button) Shows the total error, in horizontal pixels, for the solved tracker. This is the same error as from the Coordinate System panel. It updates dynamically during tracking of a zero-weighted tracker. Lens Control Panel Field of View. Spinner. Field of view, in degrees, on this frame. Focal Length. Spinner. Focal length, computed using the current Back Plate Width on Scene Settings. Provided for illustration only. Add/Remove Key., Button. Add or remove a key to the field of view (focal length) track at this frame. Known. Radio Button. Field of view is already known (typically from an earlier run) and is taken from the field of view seed track. May be fixed or zooming. You will be asked if you want to copy the solved FOV track to the seed FOV track—do that if you want to lock down the solved FOV. Fixed, Unknown. Radio Button. Field of view is unknown, but did not zoom during the shot. Fixed, with Estimate. Radio Button. Camera did not zoom, and a reasonable estimate of the field of view is available and has been set into the beginning of the lens seed track. This mode can make solving slightly faster and more robust.Important verify that you know, and have entered, the correct plate size before using any on-setfocal lengthvalues. A correct on-set focal length with an incorrect plate size makes the focal length useless, and this setting harmful. Zooming, Unknown. Radio Button. Field of view zoomed during shot. Lens Distortion. Spinner. Show/change the lens distortion coefficient. Calculate Distortion. Checkbox. When checked, SynthEyes will calculate the lens distortion coefficient. You should have plenty of well-distributed trackers in your shot. Add Line. Checkbox. Adds an alignment line to the image that you can line up with a straight line in the image, adjust the lens distortion to match, and/or use it for tripod or lock-off scene alignment. Kill Line. Checkbox. Removes the selected alignment line (the delete key also does this). Control-click to delete all the alignment lines at once. Axis Type. Drop-down list. Not oriented, if the line is only there for lens distortion determination, parallel to one of the three axes, along one of the three (XYZ) axes, or along one of the three axes, with the length specified by the spinner. Configures the line for alignment. - . Button. Swaps an alignment line end for end. The direction of a line is significant and displayed only for on-axis lines. Length. Spinner. Sets the length of the line to control overall scene sizing during alignment. Only a single line, which must be on-axis, can have a length. Atnnnf.Button. Shows(not set)if no alignment lines have been configured. This button shows the (single) frame on which alignment lines have been defined and alignment will take place; clicking the button takes you to this frame. Set each time you change an alignment line, or right-click the button to set it to the current frame. Align!Button. Aligns the scene to match the alignment lines defined—on the frame given by theAt…button. Other frames are adjusted correspondingly. To sequence through all the possible solutions,control-click this button. Solver Control Panel Go!Button. Starts the solving process, after tracking is complete. Master Reset. Button. Resets all cameras/objects and the trackers on them, though all Disabled camera/objects are left untouched. Control-click to clear the seed path, and optionally the seed FOV (after confirmation). Error. Number display. Root-mean-square error, in horizontal pixels, of all trackers associated with this object or tracker. Seeding Method.Upper drop-down list controlling the way the solver begins its solving process, chosen from the following methods Auto. List Item. Selects the automatic seeding(initial estimation) process, for a camera that physically moves during the shot. Refine. List item. Resumes a previous solving cycle, generally after changes in trackers or coordinate systems. Tripod. List Item. Use when the camera pans, tilts, and zooms, but does not move. Refine Tripod. List item. Resumes a previous solving cycle, but indicates that the camera was mounted on a tripod. Indirect. List Item. Use for camera/objects which will be seeded from links to other camera/objects, for example, a DV shot indirectly seeded from digital camera stills. Individual. List Item. Use for motion capture. The object s trackers are solved individually to determine their path, using the same feature on other “Individual” objects; the corresponding trackers are linked in one direction. Points. List Item. Seed from seed points, set up from the 3-D trackers panel. Use with on-set measurement data, or afterSet Allon the Coordinate Panel. You should still configure coordinate system constraints with this mode some hard locks and/or distance constraints. Path. List Item. Uses the camera/object s seed path as a seed, for example, from a previous solution or a motion-controlled camera. Disabled. List Item. This camera/object is disabled and will not be solved for. Directional Hint. Second drop-down list. Gives a hint to speed the initial estimation process, or to help select the correct solution, or to specify camera timing for “Individual” objects. Chosen from the following for Automatic objects Automatic. List Item. In automatic seeding mode, SynthEyes can be given a hint as to the general direction of motion of the camera to save time. With the automatic button checked, it doesn’t need such a hint. Left. List Item. The camera moved generally to its left. Right. List Item. The camera moved generally to its right. Up. List Item. The camera moved generally upwards. Down. List Item. The camera moved generally downwards. Push In. List Item. The camera moved forward (different than zooming in!). Pull Back. List Item. The camera moved backwards (different than zooming out!). Camera Timing Setting. The following items are displayed when “Individual” is selected as the object solving mode. They actually apply to the entire shot, not just the particular object. Sync Locked. List Item. The shot is either the main timing reference, or is locked to it (ie, gen-locked video camera). Crystal Sync. List Item. The camera has a crystal-controlled frame rate (ie a video camera at exactly 29.97 Hz), but it may be up to a frame out of synchronization because it is not actually locked. Loosely Synced. List item. The camera s frame rate may vary somewhat from nominal, and will be determined relative the reference. Notably, a mechanical film camera. Slow but sure. Checkbox. When checked, SynthEyes looks especially hard (and longer) for the best initial solution. Constrain. Checkbox for experts. When on, constraints set up using the coordinate system panel are applied rigorously, modifying the tracker positions. When off, constraints are used to position, size, and orient the solution, without deforming it. Seealignment vs constraints. Hold.Animated Button. Use to create hold regions to handle shots with amix of normal and tripod-modesections. Begin. Spinner and checkbox. Numeric display shows an initial frame used by SynthEyes during automatic estimation. With the checkbox checked, you can override the begin frame solution. Either manually or automatically, the camera should have panned or tilted only about 30 degrees. If the camera does something wild between the automatically-selected frames, or if their data is particularly unreliable for some reason, you can manually select the frames instead. The selected frame will be selected as you adjust this, and the number of frames in common shown on the status line. End. Spinner and checkbox. Numeric display shows a final frame used by SynthEyes during automatic estimation. With the checkbox checked, you can override the end frame solution. World size. Spinner. Rough estimate of the size of the scene, including the trackers and motion of the camera. Transition Frms. Spinner. When trackers first become usable or are about to become unusable, SynthEyes gradually reduces their impact on the solution, to maintain an undetectable transition. The value specifies how many frames to spread the transition over. Filter Frms. Spinner. Controls post-solving path filtering. If this control is set to 3, say, then each frame s camera position is a (weighted) average of its position within 3 frames earlier and 3 frames later in the sequence. A larger number creates a smoother path, butincreaseserrors. Overall Weight. Spinner. Defaults to 1.0. Multiplier that helps determine the weight given to the data for each frame from this object s trackers. Lower values allow a sloppier match, higher values cause a closer match, for example, on a high-resolution calibration sequence consisting of only a few frames.WARNING This control is for experts and should be used judiciously and infrequently. It is easy to use it to mathematically destabilize the solving process, so that you will not get a valid solution at all. Keep near 1. More. Button. Brings up or takes down the Hard and Soft Lock Controls dialog. Axis Locks. 7 Buttons. When enabled, the corresponding axis of the current camera or object is constrained to match the corresponding value from the seed path. These constraints are enforced either loosely after solving, with Constrain off, or tightly during solving, with Constrain on. See the section onConstraining Camera or Object Position. Animated. Right-click to remove a key on the current frame. L/R. Left/right axis (ie X) F/B. Front/back axis (Y or Z) U/D. Up/down axis (Z in Z-up or Y in Y-up) FOV. Camera field of view (available/relevant only for Zoom cameras) Pan. Pan angle around ground plane Tilt. Tilt angle up or down from ground plane Roll. Roll angle from vertical Never convert to Far.Normally, SynthEyes monitors trackers during 3-D solves, and automatically converts trackers to Far if they are found to be too far away. This strategy backfires if the shot has very little perspective to start with, as most trackers can be converted to far. Use this checkbox if you wish to try obtaining a 3-D solve for your nearly-a-tripod shot. Coordinate System Control Panel Tracker Name. Edit. Shows the name of selected tracker, or change it to describe what it is tracking. Camera/Object. Drop-down list. Shows what object or camera the tracker is associated with; change it to move the tracker to a different object or camera on the same shot (or, you can clone it there for special situations). Entries beginning with asterisk(*) are on a different shot with the same aspect and length; trackers may be moved there, though this may adversely affect constraints, lights, etc. *3. Button. Starts and controls three-point coordinate setup mode. Click it once to begin, then click on origin, on-axis, and on-plane trackers in the camera view, 3-D viewports, or perspective window. The button will sequence through Or, LR, FB, and Pl to indicate which tracker should be clicked next. Click this button to skip from LR (left/right) to FB (front/back), or to skip setting other trackers. After the third tracker, you will have the opportunity to re-solve the scene to apply the new settings. Seed Lock Group X, Y, Z.Buttons. Multi-choice buttons flip between X, X+, X-; Y, Y+, Y-; and Z, Z+,Z- respectively. These buttons control which possible coordinate-system solution is selected when there are several possibilities. Only significant when the tracker is locked on one or two axes. X, Y, Z. Spinners. An initial position used as a guess at the start of solving (if seed checkbox on), and/or a position to which the tracker is locked, depending on the Lock Type list. Seed. Mode button. When on, the X/Y/Z location will be used to help estimate camera/object position at the start of solving, if Points seeding mode is selected. Peg. Mode button. If on, and the Solver panel s Constrain checkbox is on, the tracker will be pegged exactly, as selected by the Lock Type. Otherwise, the solver may modify the constraints to minimize overall error. See documentation for details and limitations. Far. Mode button. Turn on if the tracker is far from the camera. Example If the camera moved 10 feet during the shot, turn on for any point 10,000 feet or more away. Far points are on the horizon, and their distance can not be estimated. This button states yourwish, SynthEyes may solve a tracker as far anyway, if it is determined to have too little perspective. Lock Type. Drop-down list. Has no effect if Unlocked. The other settings tell SynthEyes to force one or more tracker position coordinates to 0 or the corresponding seed axis value. Use to lock the tracker to the origin, the floor, a wall, a known measured position, etc. See the section onLock Mode Details. If you select several trackers, some with targets, some without, this list will be empty—right-click the Target Point button to clear it. Target Point. Button. Use to set up links between trackers. Select one tracker, click the Target Point button to select the target tracker by name. Or, ALT-click (Mac Command-Left-Click) the target tracker in the camera view or 3-D viewport. If the trackers are on the same camera/object, the Distance spinner activates to control the desired distance between the trackers. You can also lock one or more of their coordinates to be identical, forcing them parallel to the same axis or plane. If the trackers are on different camera/objects, you have created a link the two trackers will be forced to the same location during solving. If two trackers track the same feature, but one tracker is on a DV shot, the other on digital camera stills, use the link to make them have the same location. Right-click to remove an existing target tracker. Dist. Spinner. Sets the desired distance between two trackers on the same object. Solved. X, Y, Z numbers. After solving, the final tracker location. Error. Number. After solving, the root-mean-square error between this tracker s predicted and actual positions. If the error exceeds 1 pixel, look for tracking problems using the Tracker Graph window. [FAR]. This will show up after the error value, if the tracker has been solved as far. Set Seed. Button. After solving, sets the computed location up as the seed location for later solver passes using Points mode. All. Button. Sets up all solved trackers as seeds for subsequent passes. Exportable. Checkbox. Uncheck this box to tell savvy export scripts not to export this tracker. For example, exporting to a compositor, you may want only a half dozen of a hundred or two automatically-generated trackers to be exported and create a new layer in the compositor. Non-exportable points are shown in a different color, somewhat closer to that of the background. 3-D Control Panel Creation Mesh Type. Drop-down. Selects the type of object created by the Create Tool. Create Tool. Mode button. Clicking in a 3-D viewport creates the mesh object listed on the creation mesh type list, such as a pyramid or Earthling. Most mesh objects require two drag sequences to set the position, size, and scale. Note that mesh objects are different than objects created with the Shot Menu s Add Moving Object button. Moving objects can have trackers associated with them, but are themselves null objects. Mesh objects have a mesh, but no trackers. Often you will create a moving object and its trackers, then add a mesh object(s) to it after solving to check the track. Object name. Editable drop-down. The name of the object selected in the 3-D or camera viewports. Changeable. Delete. Button. Deletes the selected object. Lock Selection. Mode button. Locks the selection in the 3-D viewport to prevent inadvertent reselection when moving objects. World/Object. Mode button. Switches between the usual world coordinate system, and the object coordinate system where everything else is displayed relative to the current object or camera, as selected by the shot menu. Lets you add a mesh aligned to an object easily. Move Tool. Mode button. Dragging an object in the 3-D viewport moves it. Rotate Tool. Mode button. Dragging an object in the 3-D viewport rotates it about the axis coming up out of the screen. Scale Tool. Mode button. Dragging an object in the 3-D viewport scales it uniformly. Use the spinners to change each axis individually. Make/Remove Key., Button. Adds or removes a key at the current frame for the currently-selected object. Show/Hide. Button. Show or hide the selected mesh object. Object color. Color Swatch. Object color, click to change. X/Y/Z Values. Spinners. Display X, Y, or Z position, rotation or scale values, depending on the currently-selected tool. Size. Spinner. This is an overall size spinner, use it when the Scale Tool is selected to change all three axis scales in lockstep. Whole. Button. When moving a solved object, normally it moves only for the current frame, allowing you to tweak particular frames. If you turn on Whole, moving the object moves the entire path, so you can adjust your coordinate system without using locks. If you do this, you should set up some locks subsequently and switch to Point or Path seeding, or you will have to readjust the path again if you re-solve.Hint Whole mode has some rules to decide whether or not to affect meshes. To force it to include all meshes in the action, turn onWhole affects mesheson the 3-D viewport and perspective window s right-click menu. Blast. Button. Writes the entire solved history onto the object s seed path, so it can be used for path seeding mode. Reset. Button. Clears the object s solved path, exposing the seed path. Cast Shadows. (Mesh) Object should cast a shadow in the perspective window. Catch Shadows. (Mesh) Object should catch shadows in the perspective window. Back Faces. Draw the both sides of faces, not only the front. Invert Normals. Make the mesh normals point the other way from their imported values. Lighting Control Panel New Light. Button. Click to create a new light in the scene. Delete Light. Button. Delete the light in the selected-light drop-down list. Selected Light. Drop-down list. Shows the select light, and lets you change its name, or select a different one. Far-away light. When checked, light is a distant, directional, light. When off, light is a nearby spotlight or omnidirectional(point) light. Compute over frames This, All, Lock. In the (normal) This mode, the light s position is computed for each frame independently. In the All or Lock mode, the light s position is averaged over all the frames in the sequence. In the All mode, this calculation is performed repeatedly for “live updates.” In the Lock mode, the calculation occurs only when clicking the Lock button. New Ray. Button. Creates a new ray on the selected light. Delete Ray. Button. Delete the selected ray. Previous Ray ( ). Button. Switch to the previous lower-numbered ray on the selected light. Ray Number. Text field. Shows something like 1/3 to indicate ray 1 of 3 for this light. Next Ray ( ). Button. Switch to the next higher ray on the selected light. Selected Ray Source. Mode button. When lit up, click a tracker in the camera view or any 3-D view to mark it as one point on the ray. Target. Mode button. When lit up, click a tracker in the camera view or any 3-D view to mark it as one point on the ray. If the source and target trackers are the same, it is a reflected-highlight tracking setup, and the Target button will show “(highlight).” For highlight tracking to be functional, there must be a mesh object for the tracker to reflect from. Distance. Spinner. When only a single ray to a nearby light is available, use this spinner to adjust the distance to the light. Leave at zero the rest of the time. Flex/Curve Control Panel Theflex/curvecontrol panel handles both object types, which are used to determine the 3-D position/shape of a curve in 3-D, even if it has no discernable point features. If you select a curve, the parameters of its parent flex (if any) will be shown in the flex section of the dialog. New Flex. Creates and selects a new flex. Left-click successively in a 3-D view or the perspective view to lay down a series of control points. Right-click to end. Delete Flex. Deletes the selected flex (even if it was a curve that was initially clicked). Flex Name List. Lists all the flexes in the scene, allowing you to select a flex, or change its name. Moving Object List. If the flex is parented to a moving object, it is shown here. Normally, “(world)” will be listed. Show this 3-D flex. Controls whether the flex is seen in the viewports or not. Clear. Clears any existing 3-D solution for the flex, so that the flex s initial seed control points may be seen and changed. Solve. Solves for the 3-D position and shape of the flex. The control points disappear, and the solved shape becomes visible. All. Causes all the flexes to be solved simultaneously. Pixel error. Root-mean-square (~average) error in the solved flex, in horizontal pixels. Count. The number of points that will be solved for along the length of the flex. Stiffness. Controls the relative importance of keeping the flex stiff and straight versus reproducing each detail in the curves. Stretch. Relative importance of (not) being stretchy. Endiness. (yes, made this up) Relative importance of exactly meeting the end-point specification. New Curve. Begins creating a new curve—click on a series of points in the camera view. Delete. Deletes the curve. Curve NameList.Shows the currently-selected curves name among a list of all the curves attached to the current flex, or all the unconnected curves if this one is not connected. Parent Flex List.Shows the parent flex of this curve, among all of the flexes. Show.Controls whether or not the curve is shown in the viewport. Enable.Animated checkbox indicating whether the curve should be enabled or not on the current frame. For example, turn it off after the curve goes off-screen, or if the curve is occluded by something that prevents its correct position from being determined. Key all.When on, changing one control point will add a key on all of them. Rough.Select several trackers, turn this button on, then click a curve to use the trackers to roughly position the curve throughout the length of the shot. Truncate.Kills all the keys off the tracker from the current frame to the end of the shot. Tune.Snaps the curve exactly onto the edge underneath it, on the current frame. All.Brings up theCurve Tracking Controldialog, which allows this curve, or all the curves, to be tracked throughout an entire range of frames.
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クラス:BASIC モデルっぽい飛行機:J-10 殲撃十型(Wikipedia) RFJ10 THE J10 IS A MULTIROLE, TACTICAL FIGHTER KNOWN AS THE "VIGOROUS DRAGON" IN THE WEST. 機体特性 攻撃力:5.6 防御力:4.6 機動力:3.7 探知能力:2.2 信頼性:5.0 その他 最大速度:1496MPH 上昇限度:- フレア:5発 RFJ10D A CUSTOMIZED VERSION OF THE J10 THAT SACRIFICES RELIABILITY AND STRUCTURE FOR IMPROVED FIRE-POWER. 機体特性 攻撃力:6.2 防御力:4.0 機動力:3.5 探知能力:2.6 信頼性:3.6 その他 最大速度:1496MPH 上昇限度:- フレア:5発 RFJ10A A J10 VARIANT WITH IMPROVED ARMORING AND RELIABILITY MAKING IT BETTER FOR DEEP ENEMY TERRITORY MISSIONS. 機体特性 攻撃力:5.3 防御力:5.8 機動力:3.5 探知能力:2.6 信頼性:6.4 その他 最大速度:1496MPH 上昇限度:- フレア:5発 名前 コメント
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入手方法 詳説・特徴 関連リンク Blood of Corruption Amber Amulet ステータス要求値:LEVEL20 +(20-30) to StrengthStrengthに+(20-30) Grants Level 10 Gluttony of Elements Skillレベル10のGluttony of Elementsが使用可能になる Adds 19 to 43 Chaos Damage to Attacksアタックに19~43のChaos追加ダメージ -(10-5)% to all Elemental Resistances全エレメンタル耐性-(10-5)% +(17-29)% to Chaos ResistanceChaos耐性+(17-29)% --Corrputed--頽廃している In my dream, a voice spoke to me. It said My reach knows no bounds.All that is pure is destined to rot.All that lives is destined to serve. - Doryani, Queen s Thaumaturgist 入手方法 カード等のドロップ以外の入手方法 アイテム 必要数 備考 The Poet 9 Tear of Purity 1 一定確率で変化 Vaal Orb 1 Jack in the Box 4 Arrogance of the Vaal 8 詳説・特徴 Gluttony of ElementsはVaalスキルとして扱われ、Vaalソウルを消費する。 Gluttony of Elements 貯められる回数 1回消費ソウル量 100ソウル取得阻害時間 14秒 Base duration is 5 seconds基本持続時間は5秒 Taking Elemental Damage instead heals you and Nearby Alliesあなたと近くの味方はエレメンタルダメージを受ける代わりに回復するようになる You and Nearby Allies cannot gain Vaal Soulsあなたと近くの味方はVaalソウルが得られなくなる Modifiers to Buff Duration also apply to this Skill s Soul Gain Preventionバフ時間への修正はスキルのソウル取得阻害時間にも影響する You and nearby allies are Immune to Cursesあなたと近くの味方はカースに対して無敵 関連リンク 英wiki https //pathofexile.gamepedia.com/Blood_of_Corruption Unique Amulets 一覧