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From my bag-patimento- サークル:鋲の人 Number Track Name Arranger Original Works Original Tune Length 01 光に満ちた10年前 米※ 東方永夜抄 蠢々秋月 ~ Mooned Insect [04 25] 02 断片的な100年前 米※ 東方永夜抄 幻視の夜 ~ Ghostly Eyes [03 21] 03 今でも覚えてる1000年前 米※ 東方永夜抄 千年幻想郷 ~ History of the Moon [04 47] 04 明日の夢 米※ 東方紅魔郷 U.N.オーエンは彼女なのか? [03 22] 05 古典的な西洋建築 米※ 東方紅魔郷 U.N.オーエンは彼女なのか? [02 02] 06 愛する事を誉れとして 米※ 東方紅魔郷 月時計 ~ ルナ・ダイアル [03 56] 07 未完成マリーサ 米※ 東方封魔録 恋色マジック [02 34] 東方幻想郷 星の器 ~Casket of Star 08 フォールストロベリー 米※ 秋霜玉 フォルスストロベリー [02 55] 09 ファンタティスカリ・ネクロ 米※ 東方妖々夢 ネクロファンタジア [03 58] 10 優しい死神 米※ 東方花映塚 彼岸帰航 ~ Riverside View [03 00] 11 綺麗な月の心は想像より綺麗? 米※ 東方夢時空 永遠の満月 [02 21] 12 ほおずきみたいに紅い魂 米※ 東方紅魔郷 ほおずきみたいに紅い魂 [02 57] 13 東へ 米※ 東方封魔録 博麗 ~ Eastern Wind [02 55] 14 裏切りの少女 米※ 東方怪綺談 裏切りの少女 ~ Judas Kiss [01 43] 15 魔女達の舞踏会 米※ 秋霜玉 魔女達の舞踏会 ~ Magus [01 47] 16 夢幻嗜好 米※ ZUN 夢幻回廊 [02 52] 17 睡眠中の恐怖氏の午後 米※ 東方幻想郷 眠れる恐怖 ~ Sleeping Terror [03 18] 18 あの日と同じ味がした 米※ 東方紅魔郷 おてんば恋娘 [02 40] 詳細 博麗神社例大祭4(2007/05/20)にて頒布 イベント価格:500円 ショップ価格:630円 レビュー 名前 コメント
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https //ja.wikipedia.org/wiki/FRUSTRATION_(曲) https //48pedia.org/FRUSTRATION
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URBAN A-ban 衣食住と娯楽、ワーキングを一つの区画に纏めようとした政府企画(西遠市メガンティプロジェクト)の象徴である巨大建造物。 建築作業が内装を残すのみという段階で、プロジェクト責任者と建築業者の間で癒着問題が発覚し、作業がストップしてしまっている。 ふゆほたるを巡る怜治とかなたの戦闘や、漁夫の利を狙った茶深とオゥルの策謀のせいで全面炎上・一部半壊してしまった。
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2chTimes / 2chTimes Web http //2chtimes.com/ 自己紹介 2chTimesのTwitterボット。定期的に2ちゃんねるのニュース+系各板を走査し、分速20レスを超えているスレッドの情報を配信。 タグ 2ch 最近のつぶやき 新着記事は見つかりませんでした。 最終更新 2009/08/18 22 20 28
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Sprin Batchの基本構成 job ・・・ジョブの実行単位。コマンドライン、javaのコード上から呼び出される単位。 ┣step ・・・ジョブ内の処理の単位。このステップ毎に条件分岐・リスタート・並行処理の制御が可能。 ┃┃ 1つのジョブ内に複数指定可能。 ┃┗tasklet・・・・論理的な実行単位であるstepに紐づく物理的な処理単位。 ┃ ┃ readerなどの下位のbeanをhandlingする。 ┃ ┃ chunkの処理を行うChunkOrientedTasklet、コマンドライン入力を行うSystemCommandTaskletなど。 ┃ ┃ stepを実現するためにフレームワークが規定しているhandler群のイメージ?? ┃ ┗chunk ・・・・データ※(以下item)のコミット単位。 ┃ ┣reader・・・itemの入力を行うクラスを定義する。 ┃ ┣prosessor・・・読み込んだitemへの編集処理を行うクラスを定義する。 ┃ ┣writer・・・読み込んだitemの出力処理を行うクラスを定義する。 ┃ ┗skippable ・・・ジョブ内の各要素にて例外が発生しても処理をスキップし、 ┃ 次のitemの処理を続ける例外を定義する。 ┗listeners ・・・ジョブ内の各要素(step~skippable)の処理前後に行う処理を定義する。 ※Spring Batch では入出力データの事を"item"として記述しているため本稿もそれにならう。 上記をxmlで記述した場合 01 !-- bean定義 -- 02 job id="Batch1" xmlns="http //www.springframework.org/schema/batch" 03 step id="step1" parent="faultTolerantStep" 04 tasklet transaction-manager="transactionManager" 05 chunk reader="batch1ItemReader" processor="batch1Processor" 06writer="batch1Writer" commit-interval="1" skip-limit="100" 07 skippable-exception-classes 08 include class="com.example.batch.exception.Batch1SkipException" / 09 include class="org.springframework.dao.DataIntegrityViolationException" / 10 /skippable-exception-classes 11 listeners 12 listener ref="batch1ItemListener" / 13 /listeners 14 /chunk 15 /tasklet 16 /step 17 listeners 18 listener ref="batch1JobExecutionListener" / 19 /listeners 20 /job 21 !-- 以下のbean定義は省略 -- 02行目,20行目:jobを定義。id属性の定義内容がJobidとなり、コマンドラインなどからの呼び出し時に指定される。 03行目,16行目:stepを定義。parent属性は基底クラスのようなもの。 例ではbean faultTolerantStepに指定したproperty情報を引き継いでいる。 04行目,15行目:taskletを定義。transaction-manager属性は詳細確認中。 05~06,14行目:chunkを定義。reader,processor,writerのbeanを指定。commit-intervalなどコミットに関する情報を定義。 07行目,10行目:skippableを定義。処理中指定されたExceptionが発生したitemをスキップし、後続のitemの処理を行う。 11行目-13行目:step内で起動するlistenersを定義。afterRead,onReadErrorなど各要素の前後、例外発生時に実行される処理を定義できる。 17行目-19行目:job内で起動するlistenersを定義。ジョブの実行前後に実行される処理を定義できる。
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Love Timer らふたいまあ【登録タグ:VOCALOID emon(Tes.) 曲 曲ら 曲らふ 鏡音リン】 曲情報 作詞:emon(Tes.) 作曲:emon(Tes.) 編曲:emon(Tes.) 唄:鏡音リン ジャンル・作品:VOCALOID カラオケ動画情報 オフボーカルワイプあり コメント 名前 コメント
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Warhammer Online - Melee Combat Mechanics こちら INTRODUCTION Based on my experiences in WoW, I developed a passion for simulating combat, especially melee combat. Finding the gear combinations for attaining my character’s maximum Damage Per Second (DPS) was the foundation of those exercises on both my rogue Discoepfeand and my shaman Disquette. The information in this post is intended to be the foundation for those people who wish to do the same in Warhammer Age of Reckoning (WAR). DPS AND THEORYCRAFTING IN WAR WAR, for better or worse, is primarily a PvP (or RvR, actually) game at heart. As a result, sustained DPS is often not going to be the concern of the players, who will instead be focused on burst damage as much as sustained damage. There are, however, some high-end PvE aspects that the developer (Mythic Entertainment) has alluded to. I don’t particularly care how useful this information is to the “average RvR player”, to be quite frank. My desire in this game isn’t to gain knowledge for the purpose of using it as Mythic intended, but simply to know and explain it for those who might care about the PvE portions of the game. As might be evident from my writing style, I’m getting older and am finding happiness in different things than I used to. As such, this blog is here for my own edification, and if you don’t like it or my motivations, feel free to stop reading - I’ll never know the difference ;-) So, with that all out of the way… BASIC STATS TO KNOW 1. Strength - this increases your auto-attack melee dps, all other things remaining the same, by 0.1 dps per strength. 2. Toughness - this stat, which both players and mobs have as a characteristic, is the inverse of strength (with respect to damage - your strength also effects your target’s chance to parry your attacks. That’s irrelevant for this post). Explicitly, it reduces the dps done to you by 0.1 dps / toughness. 3. Weapon DPS - the damage per second inherent in every weapon. It’s interesting to note that WAR is not like WoW - there is no variability from hit to hit. It’s all a mathematical formula with no randomness to the outcome of each hit. Crits may be an exception (I haven’t started work on them yet). 4. Weapon Speed - how many seconds it takes for each auto-attack swing of your weapon. OTHER BASICS TO KNOW Your combat log will show not only the damage you did, but also how much was mitigated by armor. As an example, you might see the following Your attack hits Evil Ogre for 80 damage. (20 mitigated) Very Important Disclaimer!!! So far the formulas I’m comfortable sharing in this post have proved to be accurate within 1 point of damage in all the testing I’ve done. I cannot, however, say without a doubt that these are the formulas being used. The best thing we can do is test for ourselves and draw our own conclusions. Having other people confirm these formulas via in-game testing would be nifty, so drop me a line if you do so. ON TO THE SHOW! Basic Attack Damage when single-wielding Your auto-attack damage is calculated by a fairly simple formula. We’ll use some of those stats we covered earlier. I’ll use the following variable names Strength Str Target’s Tougness Tou Strength Bonus StrBon (I’m going to use this so as to simplify the way the formulas look. So far I haven’t found any damage calculations which use Str but not Tou, or vice versa, and when they’re used together, so far they’ve always been seen in the form Str-Tou). Weapon DPS Wdps Weapon Speed Wspeed Armor Mitigation % Armor Please note - throughout this whole post I’ll just be using a single term for armor. Weapon Skill affects armor penetration. That’s a very uninteresting stat for me, as it’s essentially a linear effect. A fully accurate formula would use (ArmorMitigation = TargetArmor%*(1-WeaponSkillArmorPenetration%). If you’re writing a calculator, be sure to include that term, but this thing is complicated enough without that uninteresting term to further expand these large formulas. Thanks to Wodin and Hermit for pointing out that I shouldn’t leave this out all together without and explanation! Damage per Attack Dmg (I’m specifying this so that it’s not confused with Damage per Second). Dmg = ((StrBon/10) + Wdps)*(Wspeed)*(1-Armor) Let’s do an example! Let’s say you’re a White Lion, fighting a Vicious Spider (made up name) and the actors have the following stats White Lion Str 350 Spider Tou 250 White Lion Wdps 25 White Lion Wspeed 2.0 seconds / swing (thanks for catching this labeling error, DPS_squared) Spider Armor Mitigation 15% (Incidentally, this is about half of what is typical for even con’d mobs) Using our formula above, each melee auto-attack will do… Dmg = (((Str - Tou)/10) + Wdps)*(Wspeed)*(1-Armor) Dmg = (((350-250)/10) + 25)*2.0*(1-15%) Dmg = ((100/10) + 25)*2.0*85% Dmg = (10+25)*2*0.85 Dmg = 59.5 This will appear in your combat log as Your attack hits Vicious Spider for 59 damage. (11 mitigated) Ok, so what’s happening here? Lots of interesting things! To wit 1. Rounding - It should come as no surprise that WAR, like other MMOs, rounds abilities to whole numbers for display purposes. This does not mean that the game doesn’t process fractions - I’ve seen one of my HoTs tick for varying amounts, sometimes 268, sometimes 267, which I can only imagine is the game keeping track of the fractions internally in the server (or perhaps the client, I don’t know). 2. There are two forms of damage mitigation, but you’re only seeing one explicitly - Only the armor mitigation shows up in the display window, but remember that the target’s toughness is also factoring in to reduce the damage. Calculating Mob Damage Reduction You might ask how to figure out the opponent’s armor and toughness values. I sure needed to know that in order to reverse-engineer the more complicated attack types. Let’s go through that process (Hey, I spent the hours to figure out how to calculate these, so you’re gonna read about it p ) Armor - this was the easy one. For every auto attack, on every character, it was pretty straightforward to see that comparing the amount mitigated in the combat log to the damage done always had the same ratio when all else remained the same (target mob, your str, weapon, etc). And that’s that! Ok, except for crits, which I keep coming back to as being special. Other blogs or articles will probably cover how that is working in game at the moment. Toughness - this was the harder one. The first thing is to realize that mobs have this! Coming from WoW where the only mitigation stat against physical attacks was armor, I had to expand my horizons a bit to understand that this was not only present, but was *invisible* (ooooh, ahhhhh). What I mean by that is that it doesn’t show in the mitigation portion of the combat log. However, if you do a few tests on mobs, you find that regardless of your weapon dps, your strenght, your weapon speed, etc, you are constantly hitting the mob for a consistent amount less than you would expect if you used just strength in a simple calculation.You might find it helpful, if you want to do dps testing for yourself, to have a set of guidelines to follow for calculating a mob’s toughness. Here’s what you do - look at your stats, auto attack a mob, and back into the toughness using the following procedure 1. Record your Str, Wdps, and Wspeed 2. Auto attack the mob, and add the mitigated and non-mitigated portions together. For instance, for the combat log entry Your attack hits Vicious Spider for 59 damage. (11 mitigated), The number you would want to record is 59+11 = 70. We’ll call this number TDmg (for Total Damage, including armor mitigation) 3. Use the formula below, which you can re-create yourself by undoing the process we used above if you like to prove things out to yourself tou = 10*((((0.1*Str + Wdps)*Wspeed)-TDmg)/Wspeed) That might need an example to make sure I got my parentheses right! Let’s use the spider example from above. Remember from before, that White Lion Str 350 White Lion Wdps 25 White Lion Wspeed 2.0 seconds / swing Spider Armor Mitigation 15% (this is completely unnecessary information for this calculation) Add to that our two new data points Mitigated Damage 11 Final Actual Damage to Mob 59 TDmg = 70 (the 2 lines above added together) Let’s calculate it out using the formulas shown above tou = 10*((((0.1*Str + Wdps)*Wspeed)-TDmg)/Wspeed) tou = 10*(*1)/Wspeed) tou = 10*((((35+25)*2.0)-70)/2) tou = 10*((120-70)/2) tou = 250 Yay, it works! It matches the toughness we had in the assumptions used for the first example. If you’re theorycrafting/testing dps on mobs, build this formula into a spreadsheet - you’re going to use it a lot ;-) Calculation Damage of Special Attacks (Note I haven’t looked at special attack damage while dual-wielding. This only works for single wielding at the moment) (Edit for Update! Erdrick figured out the Dmg for special attacks while dual-wielding, yay!) Unlike DAoC, and like some classes in WoW, WAR intertwines special attacks with your auto attack, as opposed to having a queue’ing system. As a result of not using a queue system, Mythic did something very smart for calculating special attack damage - they treat the weapon speed for the damage calculations as if it were the speed of the ability. Most special abilities are instant. Since each instant attack invokes the global cooldown of 1.5 seconds, 1.5 is the speed value used for most specials, whether you’re using a big 2 hander or a quick dagger. This is in contrast to WoW in which weapon speeds are normalized for instant attacks by their type (2.4 for swords, 1.7 for daggers, 3.something for 2 handers). Another wrinkle thrown into the special attack calculations is that strength counts for twice as much! Above we noted that, per the character screen, each point of Str added 0.1 dps to your attacks. Also per the character screen, you will see that for special abilities, each point of Str adds 0.2 dps. What the character screen does not tell you is that your opponent’s toughness mitigation is also doubled per point. This makes things very convenient for us, as that doubling for both means that we can continue using our meta-stat StrBon (Your strength - Your target’s toughness) Now we have two facts that help us calculate the damage - weapon speed of 1.5 (usually) and StrBonus doubling - but we need more. MORE BLOOD FOR THE BLOOD GOD! First, we have the ability’s damage itself. An ability may something like “A cruel blow which does 63 damage to your target and causes it to hate you greatly”. Second, we have the special attack weapon dps modifier. This modifier, from my testing, is set to 150%. This means that if your weapon was 100dps, the damage of your special attack would be increased by 150 due to its weapon dps. As noted by EasymodeX in the comments section, that’s equal to the multiplier for strength, which is a pleasing number - it again is the swing time of an instant attack. So, let’s put that all together into a formula that captures these different facts. We’ll use the term Admg to refer to any extra damage you get from the special attack, per its tooltip, and we’ll use the term Sdmg to refer to the total damage of your special attacks after all the calculations are done. Sdmg = (((StrBon/10)*2 + Wdps)*1.5 + Admg)*(1-armor) (single wield only) (note that Wspeed doesn’t factor in here - the special ability damage calculation is completely weapon-speed-free. You’ll be seeing this fact referred to again later in this post.) As usual, let’s do an example so you can see it working. Assume the following White Lion Str 323 Spider Tou 264 White Lion Wdps 51 White Lion Admg 62 Spider Armor Mitigation 15% Sdmg = ((StrBon/10)*2*1.5 + Wdps*150% + Admg)*(1-Armor) Sdmg = (((323-264)/10)*3 + 51*150% + 62) * (1 - 15%) Sdmg = (5.9*3 + 76.5 + 62) * 0.85 Sdmg = 156.2 * 0.85 Sdmg = Your special attack hits Vicious Spider for 133 damage. (23 mitigated) Update as indicated above, big thanks to Erdrick for figuring out special damage while single *or* dual wielding. That dude has more patience than me, that’s for sure D Here it is Sdmg = ((StrBon/10)*2*1.5 + MHdps*150% + OFdps*52.5%+ Admg)*(1-Armor) (Update on 9/18/08 - OFdps coefficient may be 67.5% now. I’ll have to check when I have a reasonably high level dual-wielder. Right now I only have a WP) Alrighty, I hope that’s all clear, because the next formula (the last in this article) is the real doozy. Or maybe it’s not. But the fact is, it was horrible trying to figure it the next formula, and I had a victory beer when I finally got it working. However, even though it has so far been within 1 damage of actual tests each time I’ve done this, it looks so odd that I don’t have 100% confidence in its accuracy. I do have enough confidence in it to post it, and hopefully it stands up to further testing. If it doesn’t, so be it, and I’ll be very open to seeing a more accurate formula. So then, without further ado, let’s talk about… Off-Hand Damage, when it happens, and how it’s calculated Mythic has taken a novel (to me at least) approach to the mechanics of dual-wielding melee weapons. Instead of the off-hand weapon always swinging as it does in WoW, the chance for the off-hand weapon to swing is a simple proc from the main hand. A certain percentage of the time when the main hand hits, the offhand will also hit as an auto-attack. I don’t know what that percentage is. It’s probably documented somewhere, and if not, that’s a trivial task to empirically determine the proc chance (probably, who knows if they threw in something odd in the determination). The part that I cared about was how to calculate how much damage each off-hand swing would cause when one did happen. So then why go into the proc-chance explanation? It is because that concept is intrinsic to understanding how and why the off-hand damage is what it is. In contrast to the other sections, I’m going to start us off with the damage formula, and then explain it after the fact. First, however, we need some new terminology to add to our stable of stats Our current familiar stats Strength Str Target’s Tougness Tou Strength Bonus StrBon Armor Mitigation % Armor Off-Hand Damage per Attack OHDmg Our new stats Off-Hand Weapon DPS OHWdps Off-Hand Weapon Speed OHWspeed Main-Hand Weapon Speed MHWspeed Off-Hand Weapon DPS penalty OHWPen Off-Hand Strength penalty OHSPen Alrighty, so here’s the formula OHDmg / (1 - Armor) = (StrBon*OHSPen/10)*OHWSpeed (MHWSpeed-OHWSpeed)*OHWdps OHWdps*OHWSpeed*OHWPen) ZOMG! I thought I was going to cry figuring that out. 4 seriously. At this point, you have to take on faith that through trial and error and a few beers, I figured out the following constant values, and that they’re correct OHWPen = 0.9 OHSPen = 0.5 By now, you know what comes next - An Example! Let’s lay out the relevant stats… Str 391 Tou 291 StrBon 100 (Remember, this is just Str - Tou) Armor 15% OHWdps 38.0 OHWspeed 2.2 MHWspeed 2.6 OHWPen 0.9 OHSPen 0.5 OHDmg / (1 - Armor) = (StrBon*OHSPen/10)*OHWSpeed (MHWSpeed-OHWSpeed)*OHWdps OHWdps*OHWSpeed*OHWPen OHDmg / (1 - 0.15) = (100*0.5/10)*2.2 (2.6-2.2)*38.0 38.0*2.2*0.9 OHDmg / (1 - 0.15) = (100*0.5/10)*2.2 (2.6-2.2)*38.0 38.0*2.2*0.9 OHDmg / (0.85) = 5*2.2 + 0.4*38.0 + 38.0*2.2*0.9 OHDmg / (0.85) = 11 + 15.2 + 75.2 OHDmg = 101.4 * 0.85 OHDmg = Your special attack hits Vicious Spider for 86 damage. (15 mitigated) hey. HEY. HEY!!!!! Wake up! You still with me??? Ok, good, we’re almost done. I want to explain what’s happening with the formula above so you can have a sense of how well thought out Mythic’s offhand damage mechanic is. First, as we discovered before, note that your special attacks aren’t diminished by using a fast weapon since special attacks don’t factor weapon speed into the damage calculations. Since off-hand weapon swings are procs of main-hand attacks, Mythic wanted to make sure that people didn’t abuse this mechanic by having a really fast main-hand to proc a hard hitting slow off-hand. Thus, they prorate the damage of your off-hand attacks by the difference between it and your main-hand weapon speed. The part of the calculation where you see this is in the term (MHWSpeed-OHWSpeed)*OHWdps. The first term in the formula is also interesting in that you see Mythic halving the Strength bonus compared to a main-hand attack. Both that, and the last term of the formula (in which you see that Mythic has reduced the standard (weapon dps * weapon speed) by 10%) seem to be their attempt to tune the offhand damage to whatever internal goals they have. That’s my guess, at least, because it’s pretty damn complicated if that isn’t why they made this monstrosity of an off-hand-auto-attack-damage-calculation! Conclusion Melee DPS calculations in WAR are not nearly as simple as one might expect at first glance. While even these very primal calculations are relatively complex, there are even more complex formulas that will need to be developed to explain things such as off-hand crit damage. And finally, I must reiterate These formulas are my attempt at matching up mathematical formulas with observed results in WAR. I cannot guarantee that any of these are correct. However, they match up with my in game experiences so far. I guess this is then end of my first blog post EVAR! If you have any comments or questions, feel free to post them in the response section (assuming it works, we’ll see if i get this blog thing figured out or not) ;-) Disquette (Shaman, Disciple of Khaine, and ElitistJerks.com forum member)
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@rem -------------------------------------------------- @rem 日付月のファイル作成 @rem test004.bat AAA → AAA20130701121329SSS.bat @set F_DIR=C \Users\noboru\Documents\dev\trunk\dos\aaa01 @set SUB_SYS=SSS @set /P DATE_NEW= test004_date.bat @rem echo %DATE_NEW% @set YYYYMMDDHHMMSS=%DATE_NEW ~0,4%%DATE_NEW ~5,2%%DATE_NEW ~8,2%_%time ~0,2%%time ~3,2%%time ~6,2%%time ~9,2% @rem echo %YYYYMMDDHHMMSS =0% @type nul %F_DIR%\%1%YYYYMMDDHHMMSS =0%%SUB_SYS%.dat @rem -------------------------------------------------- @rem 日付を翌日に更新 @rem test005.bat 2013/01/01 @echo WScript.Echo DateAdd("d",1,WScript.Arguments(0)) tmp.vbs @set /P DATE_OLD= test004_date.bat @for /F "delims=" %%A in ( cscript //Nologo tmp.vbs %DATE_OLD% ) do @set DATE_NEW=%%A @echo %DATE_NEW% test004_date.bat @rem -------------------------------------------------- @rem ファイルを復元 @rem test006.bat @set F_DIR=C \Users\noboru\Documents\dev\trunk\dos\aaa01 @set T_DIR=C \Users\noboru\Documents\dev\trunk\dos\aaa02 @set DATE=20130107 @set SUB_SYS=SSS @set FILE_LIST=test006.lst @del %FILE_LIST% @dir /a-d /s /b %F_DIR%\*%DATE%*%SUB_SYS%.dat %FILE_LIST% @for /F "delims=" %%A in ( %FILE_LIST% ) do @( copy %%A %T_DIR% del %%A )
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Urban Life(楽) 曲名 アーティスト フォルダ 難易度 BPM NOTES/FA(SA) その他 Urban Life Sota Fujimori A3 楽5 133 193 / 14 COURSE TRIAL STREAM VOLTAGE AIR FREEZE CHAOS 31 22 14 20 0 楽譜面(5) / 踊譜面(11) / 激譜面(15) / 鬼譜面(-) 属性 譜面 https //livedoor.blogimg.jp/yanmar195/imgs/c/c/cc6fd168.png 譜面動画 https //www.youtube.com/watch?v=lLdiV5ZjYwo (x3.25, NOTE) 解説 2023/11/22追加。COURSE TRIALの「PIANO MELODY」コース(ランキング集計期間2023/11/22 10 00~2023/12/20 15 00)で解禁可能。 初代ノスタルジアからの移植曲。 名前 コメント コメント(私的なことや感想はこちら) 名前 コメント
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Battlestations Midway (バトルステーションズ: ミッドウェイ) 二次大戦もののアクション+RTS。艦船・潜水艦・航空機など、あらゆるユニットを操縦可能。アクションが苦手な人はユニットの直接操縦はせずに純粋にRTSとして楽しむこともできるし、その場合は操作も簡単。一見難しそうで、実は意外と間口が広いゲームのようだ。 デモ版では最大8人までのオンライン対戦が可能。ダウンロードは北米タグのみで可。 オンライン対戦専用デモなのでゴールドメンバーシップ必須。ただし、北米タグをゴールドにする必要はない。北米タグでダウンロードしたあとは、日本のゴールドタグでプレイ可能。 なお、2008年2月、製品版の日本語版発売予定。 ゲームの目的 敵のShipyard、Airfield・空母を全て撃破すれば勝利。 Airfieldを撃破するには、Hanger (格納庫) を撃破するだけでOK。 味方にも攻撃が当たります。誤射に注意! ゲーム開始まで メインメニューから Play Online Demo を選択し、Quick Match か Custom Match で部屋に入る。 Create Host で部屋を立てることもできるが、ゲームに慣れてからにした方が良いだろう。 部屋に入ったら、まずは Select player slot で担当基地もしくは空母を選択し、Bボタンで戻ってReady! Readyし忘れるとKickされるかもなので注意。あとは開始を待つだけ。 基本操作 ゲームが始まったら、RBボタンを押してユニット管理画面を開き、十字キーを使って出撃させるユニットと武装を選択、Aボタンで出撃させる。Shipyardは1つにつき艦船2隻、Airfield/Carrierは1つにつき飛行機3編隊まで出撃させることができる。最大数まで出撃させておくのが基本。 Backキーを押すとマップモード。マップモードでは、RSでカーソル移動、RS押し込みでユニット選択。ユニットを選択した状態でAボタンを押すと、そのユニットに対し目的地もしくは攻撃目標を指示。Bボタンを押すと指示をキャンセル。 マップモードでユニットを選択後、もう一度Backボタンを押してマップモードを 解除すると、選択中のユニットを直接操縦することができる。ただし、マップモードを解除後に操縦せずにただ見ていると、AIが操縦する様子を閲覧可。 ユニットを直接操縦するのは楽しいが、マップモードで他のユニットに指示を与を与えるのもお忘れなく。 追加のユニットを出撃させるには、マップモードで基地や空母をRS押し込みで選択後、マップモードを解除しRBでユニット管理画面に。なお、空港や空母のユニット管理画面では、編隊に帰還指示 (Aボタンでアイコンを右斜め下向きの矢印に変更) を出せる。 デモ版の登場ユニット 艦船 空母 [CV]: JP 陸上基地のみ/US Enterprise・Yorktown 戦艦 [BB]: JP Kongo (金剛)/US Renown (レナウン) 重巡洋艦 [CA]: JP Tone (利根)/US Northampton 駆逐艦 [DD]: JP Fubuki (吹雪)/US Fletcher 潜水艦 [SS]: JP Type-B (乙型)/US Narwhal (ナーワル) Shipyardによって出撃可能な種類が異なるので注意。JPは北側が戦艦・重巡・駆逐艦、南側が重巡・駆逐艦・潜水艦USは西側が戦艦・重巡・駆逐艦、東側が重巡・駆逐艦・潜水艦 航空機 戦闘機 [Fighter]: JP A6M Zero (零戦)/US F4F Wildcat 急降下爆撃機 [Dive bomber]: JP D4Y Judy (彗星)/US SBD Dauntless 雷撃機 [Torpedo bomber]: JP B5N Kate (九七艦攻)/US TBF Avenger ユニットの操縦方法 共通 十字キー左右でユニット切り替え Aボタンで攻撃目標選択 (選択した目標は白い枠で囲まれる) Bボタンで攻撃目標を非選択に 艦船 (潜水艦以外) LSで速度調整と操舵、RSで照準、RTで射撃、LTで武器切り替え。 Yボタンで照準視点。照準視点ではLS上下でズーム可能。 Artilleryが主砲、AA Flakが対空砲、Torpedoが魚雷、Depth chargeが爆雷。 照準の周囲の点は砲の状態を表す。赤は射程範囲外、黄は旋回中、緑は射撃可能、黒は損傷。 LBを押すとダメージコントロール画面。十字キーで修理したい部位に人員配置。ダメージの種類は、Water(浸水)、Fire(火災)、Maneuver(操舵)、Weapons(兵装)。人員を配置しなくてもある程度は回復するが、人員を配置することで回復速度を高めることができる。基本はWaterに3人。出撃直後に必ずWaterに3人配置することを心がけると良い。 砲弾の発射から着弾までには時間がかかる。このため、対艦砲撃は、敵艦の現在位置ではなく未来位置を狙って射撃する必要がある。照準の水平ラインは喫水線を狙うのが基本。 対地砲撃の場合は、単に目標の建物に直接照準を合わせればOK。 潜水艦 基本は他の艦船と同じだが、十字キー上下で深度調整が可能。 深度設定は浮上・浅・中・深の4段階。中より深い深度では魚雷の使用不可。 右下の深度メーターの黒い針が目標深度、赤い針が現在深度。 浅深度でYボタンを押すと潜望鏡の使用が可能。 画面右下のO2メーターは酸素残量。 酸素が無くなると強制浮上。浮上すれば酸素補給が可能。変なタイミングで強制浮上という羽目にならないように注意。 魚雷は後方にも撃てる。 航空機 LSで速度調整とラダー、RSでロールと上下旋回、RTで射撃。 LTを押している間は爆弾/魚雷モード、Yボタンで照準視点、RTで投下。 魚雷は低高度で投下する必要あり。高高度から投下すると着水時に爆発。 Xボタンを押しながら十字キー右 (LAND) で着陸を指示。 出撃前にユニット管理画面にて武装 (Weapon) の選択が可能。 Torpedoが魚雷、Bombが爆弾、Depth chargeが爆雷。 急降下爆撃機は爆雷を2発積める。一撃で潜水艦が沈むので便利。 メインメニュー- オプション画面で上下反転の設定が可能。 LSとRSの反転設定も可能。ただし、艦船・潜水艦も反転されるので注意。 Tips Shipyardは戦艦が出る方を優先して壊すと良い。JPだと北側、USだと西側が戦艦が出る方。 マップモードで操作モードではないユニット (黄色じゃないユニット) にカーソルを合わせてLSを押し込むと、そのユニットを他のプレイヤーに渡すことが可能。担当基地が死んで暇な人に渡したりとか。 リンク 公式サイト (英語) 【XBOX360】Battlestations Midway 2【生助】@2ch家庭用ゲーム板 Today - / Yesterday - / Total - since 2007/2/11