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概要 導入 特徴 職業とスキルWarrior Rogue Sorcerer Blood Wazard Monk Barbarian Bard サイドクエストChamber of Bone Halls of the Blind The Goat Shrineroom The Infested Cellar 細かい部分 傭兵Rogues - Act 1 Desert Mercenaries - Act 2 Eastern Sorcerors - Act 3 Barbarians - Act 5 キューブレシピQuest Recipes Book Recipes Common Recipes Warrior-Only Recipes 概要 1997年末、Sierraから発売されたDiablo1のアドオンをDiablo2で再現したMOD。 元がシングルプレイ専用のものだった事もあり、強力な魔法が追加されたりしているがDiablo2の感覚でプレイすると序盤はやや退屈な戦いを強いられる。 良くも悪くも1ライク。 作者 - Onyx 最新バージョン - 1.02 公式サイト - http //bth.hugelaser.com/ 公式FORUM - http //phrozenkeep.hugelaser.com/forum/viewforum.php?f=109 導入 ※現在のバージョンではWindows Vistaではプレイできません。 またMod Launcher ScriptによるVBS起動、PlugYも使用できません。 MLS+が入ってること前提で(入ってなければDLして導入)EmptySpaceからChange Version ScriptをDLし、適当な場所に展開(C \Program files\Diablo II\Tool\Change Version Script\)Change.vbsを起動し、半角で2を入力し本体のバージョンを1.10に切り替える(BTHはD2本体側のバージョンが1.10じゃないと動作しません)。 公式サイトダウンロードページから1.00、1.02両方をDL。Diablo IIフォルダ直下に"BTH"という名前のフォルダを作成し、1.00、1.02の解凍した中身を全部移動 Bahamut TearからBack to Hellfire v1.01 日本語チャットパッチv1.00(08/04/17) をDL。解凍したフォルダの中にさきほど移動してきたBTH.mpqとBTHpatch.mpqをコピー(BTH.mpqは移動でもOK)。BTHJcatPatch.batを起動し日本語チャットパッチを当てる。完了したらBTH.mpqとBTHpatch.mpqを2で作ったBTHフォルダに戻す(念のため元のBTHPatch.mpqは名前を変えてコピーしておく)。 BTH.exeを起動。ウィンドウモードでプレイしたい場合はBTH.exeのショートカットを作成し、プロパティを開き、リンク先の末尾に -wを追加する("C \Program files\Diablo II\BTH\BTH.exe" -w)。 特徴 7つの職業からプレイ可能(Warrior, Rogue, Sorcerer, Monk, Bard, Barbarian and Blood Wizard) MonkとBlood WizardはそれぞれHellfireのMonk、Diablo1のSorcererのグラフィックを再現 各職業ごとに15個の独自スキルを使用可能 スキルを使用するためには冒険中に手に入るBookを読んで習得する必要があり、通常のLvUPでは習得できない 完全に刷新したダンジョンマップ。どれもがオリジナルのDiablo1、Hellfireライクになっている Diablo1、Hellfireの敵が全て出現 全てのクエストを作り直し 4つのサイドクエストを用意 アイテムを全て刷新 数百に及ぶUnique Itemを用意 キューブレシピを刷新 ルーンワードを刷新 音楽もDiablo1.Hellfireそのまま、等々・・・ 職業とスキル Warrior 初期ステータス - STR25、DEX20、VIT25、ENE15 メイン武器 - Sword 専用装備 - Warrior-only Shield 初期スキル - Reflect Walk/Run Speed - 5/7 使用スキル(MODオリジナルのみ詳細明記)CraftingBoots of Speed (ReqLv1) - Normal/MagicブーツにFaster Run/Walk効果を付加。別途Blacksmith Oilが必要。 Enchant Armor (ReqLv10) - Normal/Magicアーマーの防御力を強化。別途Blacksmith Oilが必要。 Gauntlets of Striking (ReqLv20) - Normal/MagicグローブにIncreased Attack Speed効果を付加。別途Blacksmith Oilが必要。 Enchant Sword (ReqLv30) - Normal/Magicソードのダメージを強化。別途Blacksmith Oilが必要。 Shield of Resistance (ReqLv40) - Normal/Magic盾にAll Resist効果を付加。別途Blacksmith Oilが必要。 DefensiveReflect (ReqLv1) - 受けたダメージの一部を反射 Holy Shield (ReqLv10) Blade Shield (ReqLv20) - 盾使用時に盲目効果と傷が開く効果を付与して攻撃 Slow Missiles (ReqLv30) Fade (ReqLv40) Combat SkillsSacrifice (ReqLv1) Sword Mastery (ReqLv10) Smite (ReqLv20) Charge (ReqLv30) Dance of Death (ReqLv40) - 全方向対象スピン攻撃。ノックバック付き。 Rogue 初期ステータス - STR20、DEX25、VIT20、ENE15 メイン武器 - Bow 専用装備 - なし 初期スキル - Magic Arrow Walk/Run Speed - 6/8 使用スキル(MODオリジナルのみ詳細明記)Passive Magic SkillsBow Mastery (ReqLv1) - 弓装備時にダメージ、攻撃値、倍打を高めるパッシヴスキル Golem (ReqLv10) - ゴーレムを召喚 Decoy (ReqLv20) Penetrate (ReqLv30) Venom (ReqLv40) Theft SkillsFind Item (ReqLv1) Cloak of Shadows (ReqLv10) Infravision (ReqLv20) - 範囲内の全ての敵を視認可能にする Evade (ReqLv30) Pierce (ReqLv40) Bow SkillsMagic Arrow (ReqLv1) Guided Arrow (ReqLv10) Multiple Shot (ReqLv20) Immoration Arrow (ReqLv30) Srtafe (ReqLv40) Sorcerer 初期ステータス - STR15、DEX25、VIT15、ENE25 メイン武器 - Orb 専用装備 - なし 初期スキル - FIre Ball Walk/Run Speed - 4/6 使用スキル(MODオリジナルのみ詳細明記)Cold SpellsIce Bolt (ReqLv1) Mana Shield (ReqLv10) Frost Nova (ReqLv20) Chilling Armor (ReqLv30) Blizzard (ReqLv40) Lightning SpellsLightning (ReqLv1) Charged Bolt (ReqLv10) - エフェクトはDiablo1仕様 Lightning Wall (ReqLv20) - Fire Wallの雷版 Teleport (ReqLv30) Chain Lightning (ReqLv40) Fire SpellsFire Ball (ReqLv1) Inferno (ReqLv10) Fire Wall (ReqLv20) Flamewave (ReqLv30) - 敵へ向けて津波のような火炎攻撃 Immolation (ReqLv40) - 360度一斉に飛ぶFire Ball Blood Wazard 初期ステータス - STR1、DEX1、VIT60、ENE0 メイン武器 - Staves 専用装備 - Cape 初期スキル - Punisher Walk/Run Speed - 6/8 使用スキル(MODオリジナルのみ詳細明記) ※全てのスキルにおいてマナではなくライフを消費する Healing MovementBlood Boil (ReqLv1) - ライフ自動回復速度を上昇させるパッシヴスキル Blink (ReqLv10) - テレポート Blood Golem (ReqLv20) Haste (ReqLv30) - Walk/Run速度を上げるパッシヴスキル Bloodlust (ReqLv40) - 本家のRedemtionオーラと同じ DefensiveGrim Hoop (ReqLv1) - 自身の周囲に死体のバリケードを一定時間生成 Avoid (ReqLv10) Stone Curse (ReqLv20) - 敵を一定時間石化させる Blood Ritual (ReqLv30) - 本家のGrimWardと同じ? EThereal (ReqLv40) - 魔法攻撃を吸収するアーマーを生成 OffensivePunisher (ReqLv1) - 骨を投げる。魔法属性 Blaze (ReqLv10) Sentinel (ReqLv20) - Fire Ballを放つ目玉を召喚。本家Hydraライク Blood Wave (ReqLv30) - Flamewaveの魔法属性版?ノックバック付き Statfall (ReqLv40) - Blood Starが降り注ぐ。DruidのArmagedonの魔法属性版? Monk 初期ステータス - STR20、DEX20、VIT20、ENE20 メイン武器 - Staves 専用装備 - なし 初期スキル - Sweep Walk/Run Speed - 5/7 使用スキル(MODオリジナルのみ詳細明記)CombatSweep (ReqLv1) - 杖使用時に一振りで複数の敵に同時にダメージを与える Sraff Mastery (ReqLv10) Burst of Speed (ReqLv20) Ren Geri (ReqLv30) - 複数の敵に連続してキックを展開 Trance (ReqLv40) - 本家Fanaticismと同じオーラ Path of LightHoly Bolt (ReqLv1) Flash (ReqLv10) - 全方向小範囲に雷属性のノヴァ Elemental (ReqLv20) - 敵に全力疾走する炎エレメンタルを生成 Fire Ring (ReqLv30) - 自身の周囲をリング状の火柱が走る Guardian (ReqLv40) - Fire Ballを放つ3体の竜の頭を召喚。本家Hydraライク Path of DarknessDoom Serpents (ReqLv1) - 一定回数攻撃してくれる蛇を召喚。DruidのRavenライク Blood Star (ReqLv10) - 魔法属性の弾を放出。使用にはマナではなくライフを消費する Abyss (ReqLv20) - 足元を地獄の深淵に変え炎ダメージ。Fissureライク Bone Spirit (ReqLv30) - Diablo1と同じく使用にはマナではなくライフを消費する Apocalypse (ReqLv40) - 画面内にいる全ての敵に火炎ダメージ? Barbarian 初期ステータス - STR30、DEX20、VIT25、ENE5 メイン武器 - Axe 専用装備 - なし 初期スキル - War Cry Walk/Run Speed - 5/7 使用スキル(MODオリジナルのみ詳細明記)WarcriesWar Cry (ReqLv1) Shout (ReqLv10) Battle Cry (ReqLv20) Battle Orders (ReqLv30) Battle Command (ReqLv40) Combat MasteriesAxe Mastery (ReqLv1) Increased Stamina (ReqLv10) Iron Skin (ReqLv20) Endurance (ReqLv30) - Natural Resistance Gore (ReqLv40) - 攻撃にOpen Wounds効果を付与するパッシヴスキル Combat SkillsBash (ReqLv1) Leap Attack (ReqLv10) Berserk (ReqLv20) Whirlwind (ReqLv30) Fury (ReqLv40) - 本家Furyとは違いがある模様 Bard 初期ステータス - STR20、DEX30、VIT20、ENE15 メイン武器 - Claw 専用装備 - なし 初期スキル - Summersalt Walk/Run Speed - 7/9 使用スキル(MODオリジナルのみ詳細明記)SongsHymn (ReqLv1) - ダメージ強化オーラ Tribute (ReqLv10) - ディフェンス強化オーラ March (ReqLv20) - Thornsオーラ Dirge (ReqLv30) - Convictionオーラ Ode (ReqLv40) - Fanaticismオーラ Passive SkillsClaw Mastery (ReqLv1) Critical Strike (ReqLv10) Weapon Block (ReqLv20) Increased Speed (ReqLv30) Natural Resistance (ReqLv40) CombatSummersault (ReqLv1) - 2回ヒットするサマーソルトキック Concentrate (ReqLv10) Dragon Claw (ReqLv20) Dragon Tail (ReqLv30) Frenzy (ReqLv40) サイドクエスト Back to HELLFIREでは通常得られる各Actのクエストの他に、特にストーリーに縛られないサブクエストが存在する。 特にNPCから報酬など得ることはないが、サブクエストがある場所に金色のChestがありそれが報酬と成り得るだろう。 Chamber of Bone アクセス - Catacombs Lv3 ボス - Shadowdrinker 報酬 - 4つの金箱、King Leoricに関する情報 通常Act1Quest2のSpitsnotを倒した先に見える階段から進入することになる。 マップは小さな部屋が複数用意されているが、ドアがない入り口で区切られているのでいきなりの深入りは禁物。 大量のスケルトンが待機しており、適当に戦っているとあっという間に周囲を囲まれて昇天必至。 報酬が多くBookが非常にドロップしやすい。序盤の稼ぎにもってこいか。 Halls of the Blind アクセス - 不明 ボス - Warpskull 報酬 - 2つの金箱 未経験の人には非常に厳しい事になるかも知れないサイドクエスト。 敵はBlind、見えないところから急に現れ攻撃を加えてくる。 深入りするといきなり囲まれる可能性があるので少しでも被害を減らすために壁を背にして歩こう。 下手な場所でのTP使用は取り返しの付かない状況になる事必至なので戦術を駆使し各個撃破に努めよう。 マップ再生成時には前回と同じ場所にいるというようなクエストではないので毎回注意が必要。 The Goat Shrineroom アクセス - 町からの赤ポータルで進入 必要条件 - そのゲームの難易度を全クリアしてから ボス - Gharbad the Weak 報酬 - 2つの金箱、モンスターから良品 本家でいうCow Lovelに相当するサブクエスト。 Catacombsで出会うGoat達が落とすHornを集めて3種類のHornをバッグで合成しよう。 マップは非常に広大で迷子になりやすい。またGoatに対する様々な対処を準備する必要がある。 弓や魔法を自キャラの射程外から放ってくる敵が多く、処理をするためにはGoat Shirineを壊す必要があるかも。 ここでの敵は非常に良品をドロップする可能性が高く、Unique Itemはもちろんルーンのドロップも高いようだ。 ただし、本家と同じくボスのGharbad the Weakを倒すと二度とポータルを開くことは出来なくなるので注意しよう。 The Infested Cellar アクセス - Kurastからの赤ポータルで進入 ボス - Warmaggot the Mad 報酬 - 1つの金箱 This sidequest actually consists of two parts. find your way to Hanaari s house in the infested part of Kurast, and kill the monstrous worms in the cellar to get to the golden chest. Access to the other side of Kurast is granted by a recipe transmute a Stamina Potion, an Antidote potion and a Thawing potion while in Kurast to open a red portal. You will meet small groups of worms in Kurast too, but the real fight begins once you enter the cellar. Hanaari will be there to help you locate his house if you haven t completed Act 3, but if you have done so and return, it s too late for him and you re on your own. The house will be different in each new game. 細かい部分 ケインの鑑定は常に1品につき100Goldの支払いが必要 傭兵 Rogues - Act 1 Type Difficulty Skills Cold Normal Multiple Shot, Cold Arrow Fire Normal Strafe, Fire Arrow Cold Nightmare Multiple Shot, Cold Arrow Fire Nightmare Strafe, Immolation Arrow Cold Hell Multiple Shot, Cold Arrow Fire Hell Strafe, Immolation Arrow Desert Mercenaries - Act 2 Type Difficulty Skills Combat Normal Prayer Defensive Normal Salvation Offensive Normal Blessed Aim Combat Nightmare Concentration Defensive Nightmare Holy Freeze Offensive Nightmare Holy Shock Combat Hell Prayer Defensive Hell Salvation Offensive Hell Blessed Aim Eastern Sorcerors - Act 3 Type Difficulty Skills Fire Normal Apocalypse, Fireball Cold Normal Glacial Spike, Frost Nova, Ice Blast Lightning Normal Charged Bolt, Lightning Fire Nightmare Apocalypse, Fireball Cold Nightmare Glacial Spike, Frost Nova, Ice Blast Lightning Nightmare Charged Bolt, Chain Lightning Fire Hell Apocalypse, Immolation Cold Hell Glacial Spike, Frost Nova, Ice Blast Lightning Hell Charged Bolt, Chain Lightning Barbarians - Act 5 Type Difficulty Skills Barbarian All Bash, Stun キューブレシピ Quest Recipes 素材 結果 備考 3 pieces of Torn Note Reconstructed Note Required to access Duriel in Act 2. Blank Runeblade + Blood Stone Azurewrath Required to access the Gaol in Act 3. 3 Goat Clan Horns Red Portal in Tristram Required to access the Goat Shrineroom sidequest. Stamina Potion + Antidote Potion + Thawing Potion Red Portal in Kurast Required to access the Infested Cellar sidequest. Book Recipes 素材 結果 備考 2 Any Books 1 Book for your class Use it to get rid of useless books. Common Recipes 素材 結果 備考 3 Gems of same type and quality 1 Gem of the same type and next grade Exactly like D2 LoD Gem upgrades. 3 small Rejuvenation Potions 1 full Rejuvenation Potion Normal Armor + Magic Jewel Socketed Armor Random number of sockets Normal Armor + 2 Magic Jewels Socketed Armor At least 2 sockets Weapon + 2 Blacksmith Oils Repaired weapon 3 Magic Rings Magic Amulet 3 Magic Amulets Magic Ring Magic Amulet + 1 Perfect Gem of each type Prismatic Amulet 16-20 to All Resistances Magic Ring + 1 Perfect Gem of each type Ring of the Zodiac 16-20 to All Stats Magic Ring + Perfect Ruby Ruby Ring 31-40 Resist Fire Magic Ring + 2 Perfect Rubies Ruby Ring of the Mammoth 31-40 Resist Fire, 31-40 to Life Magic Ring + Perfect Sapphire Sapphire Ring 31-40 Resist Cold Magic Ring + 2 Perfect Sapphires Sapphire Ring of Wizardry 31-40 Resist Cold, 16-20 to Energy Magic Ring + Perfect Topaz Amber Ring 31-40 Resist Lightning Magic Ring + 2 Perfect Topazes Amber Ring of the Titan 31-40 Resist Lightning, 16-20 to Strength Magic Ring + Perfect Emerald Emerald Ring 31-40 Resist Poison Magic Ring + 2 Perfect Emeralds Emerald Ring of Perfection 31-40 Resist Poison, 16-20 to Dexterity Normal Gloves + Perfect Skull Gloves of the Leech 3% Life Leech Normal Gloves + 2 Perfect Skulls Vampiric Gloves of the Leech 3% Dual Leech Normal Boots + Perfect Amethyst Balanced Boots 24% Faster Hit Recovery Normal Boots + 2 Perfect Amethysts Balanced Boots of Acceleration 24% Faster Hit Recovery, 40% Faster Run/Walk Normal Helm + Perfect Diamond Blessed Helm of Radiance 91-110% Enhanced Defense, +3 to Light Radius, +30 to Attack Rating Normal Helm + 2 Perfect Diamonds Blessed Helm of the Heavens 91-110% Enhanced Defense, 12-15 to All Stats Warrior-Only Recipes 素材 結果 備考 Normal or magic Boots + Blacksmith Oil Boots with added Faster Run/Walk Speed Dependant on Boots of Speed skill level. Normal or magic Armor + Blacksmith Oil Armor with added Defense Dependant on Enchant Armor skill level. Normal or magic Gloves + Blacksmith Oil Gloves with added Increased Attack Speed Dependant on Gauntlets of Striking skill level. Normal or magic Sword + Blacksmith Oil Sword with added Enhanced Damage Dependant on Enchant Sword skill level. Normal or magic Shield + Blacksmith Oil Shield with added All Resist Dependant on Shield of Resistance skill level.
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Maintenance and the device of institutions In order to get a user to get acquisition of knowledge, and the opportunity of learning, I have to have a media center visit first. If the institution is superannuated or it is user-unfriendly, though how much good media are substantial, nobody tries to visit. Then, the following two substantial points were planned as a device for getting as many users as possible to visit. Maintenance and the device of the exterior and interior equipment About the exterior, probably, it will be desirable to use the open exterior so that a user may drop in easily freely. Therefore, we decided to avoid the exterior [ exclusive ] with a cold image like concrete nakedness. The big glass window with the image which removes the fence of the inside which can overlook an inner situation, and outside was prepared, and also wood was used in plenty, and it was open and aimed at the warm exterior. About interior, you have to provide a user with two, the place which deepens "knowledge", and the place which offers peacefulness of the "heart", simultaneously. There was a bookshelf like the conventional library, the space of the straw mat which can be studied while relaxing not to mention arranging the desk which works for carrying out reading and study easily it being large was provided, and also the substantial single room space which can be learned in an individual or a group was planned. Moreover, it enabled it to utilize by preparing many Booth for the visual and auditory senses as a place which DVD is appreciated and also can feel at ease slowly in a single room. Barrier-free-izing of institutions If these institutions are people of not only a school but an area, they are the institutions which anyone can utilize widely. Therefore, the institution which is easy to use for people etc. which had an old person and an obstacle from the small child was aimed at, without limiting a user. In the conventional library, it seems that it is very hard to use for people with an old person or an obstacle. Then, in order to remove their handicap, I thought that barrier-free-izing the whole institution was also the first step which passes through an open institution. Specifically in consideration of the wheelchaired user and small children s thing, it tried not to make a bookshelf high. A push on the button installed the equipment which the bookshelf of the upper stage goes up and down automatically in the bookshelf which has become high inevitably. Moreover, the production of a simple and intelligible institution was aimed at so that it might be easy to use elderly people and handicapped persons. In addition to this, it is an institution which offers the environment which everyone tends to use supposing various things.
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Toodledo 下位ページ API Content 使い方のまとめ記事 e-mail登録時の記法 ステータス 使い方のまとめ記事 Toodledoの使い方の記事まとめ - シゴタノ! e-mail登録時の記法 http //www.toodledo.com/info/help_email.php 記号 内容 書き方 デフォルト値 記入例 ! 優先度(Priority) !の数で優先度を表す 0 !! # 期限(Due-Date) #のあとに期限を記入 (なし) "#today","#Next thursday","#5/12/08". = Due Time To set the due time for a task, use the = symbol followed by the time. "=3 45pm" ^ Start Time To set the start time for a task, use the ^ symbol followed by the time. ^3 45pm 開始日(Start Date) のあとに開始日を書く " tomorrow". * スター(Star) To star a task use the * symbol by itself. "My Task *". * フォルダ(Folder) フォルダ名の前に*をつける (フォルダ無し) "*フォルダA" @ コンテクスト(Context) コンテスクトの前に@を付ける。@はToodledo上のシンボルで、"@home"というコンテクストなら、"@@home"と登録する。 (コンテクスト無し) @home + 目標(Goal) +のあとに目標を記入 For example "+Exercise More" $ Status To set the status use the $ symbol and then the status. For example "$Next Action" % Tag To set the tag use the % symbol followed by the tag or tags that you want to add. For example "%tag1, tag2" ~ Length To set the length that you think a task will take, use the ~ symbol followed by the length. 4hours Repeat To set how a task repeats, use the symbol followed by how you want it to repeat. For example " Every Week". Here is a list of phrases that work. Reminder To set a reminder, use the symbol followed by the lead-time. For example " 5 hours" - Location To set a location, use the - symbol followed by the location name. For example "-home" Note The body of the email will become the note of the task. You can prevent email signatures or other parts of the email from becoming part of the note by typing -end- where you want the note to end. File Attachments Any attachments in the email will be attached to the task on Toodledo ( Gold Subscribers only ) ステータス 使用できるステータスは、以下の8種類 None Active Next Action Planning Delegated Waiting Hold Someday Postponed Cancelled Reference これらをGTDの流れに当てはめると 収集 机の上に散らばったものを一箇所にまとめる - None(まだ未処理) 処理 集めたものを引き出しに分類していくそれは何か? それはやる必要があるか?NO → いつかやるのか、それともやらないのか?いつかやる Someday やらない資料 Reference ゴミ箱 Cancelled YES 次へ 次にとるべきアクションは1つか?NO → プロジェクト Planning YES 次へ そのアクションが1つの場合、二分以内にできるか?YES すぐにやる 分類する前に、やる NO 次へ 自分がやるのがベストか?NO 連絡待ち Delegated YES 次へ 特定の日付にやるべきか? それとも次にできた空き時間のときに片付けるべきか?特定の日付 カレンダー Active 空いた時間 次にとるべきアクション Next Action 整理 引き出しの中を見やすくする レビュー 今やるべき作業を机の上に持ってくる 実行 実行あるのみ!
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This is how our AddOn looks, right now. Over the course of this page, you will add the clock text to it and make it draggable to any location on the screen. Currently, it sits quietly at the center of your screen. 4. Layerと時間用のFontString(文字)追加 In order to display numbers on your pretty new Frame, we need to put a FontString on it. We put elements like FontStrings and Textures on different Layers to control what is before what, obviously. Since there will be nothing but our FontString on this clock as of now, we will just use the layer level BACKGROUND (other possible levels include OVERLAY, BORDER and ARTWORK). This is how the whole Layers Tag looks for us Layers Layer level="BACKGROUND" FontString name="ClockText" inherits="GameFontNormal" Size AbsDimension x="128" y="12"/ /Size Anchors Anchor point="TOP" Offset AbsDimension x="0" y="-10"/ /Offset /Anchor /Anchors /FontString /Layer /Layers As you can see, we have Layers followed by one Layer , which contains the FontString Tag. I will not explain basic XML here, so let me just explain what the attributes and tags within the FontString tag mean. name Oh come on, I m not gonna explain this again ;) inherits This FontString inherits all attributes and settings of the "GameFontNormal" FontString that you can find in the Fonts.xml file within the FrameXML folder of the original Blizzard UI. It only defines the font, size and color of the text. In our case this is the typical yellow/orange/whatever (Sorry, I m red/green blind ;p). As for the tags inside, what the Size and Anchors do should be known by now, but what s Offset ? The Offset (and accompanying AbsDimension inside) defines how far away from the Anchor point the element should be. Not putting this in, would position the Text right at the top of our Frame - since we want it inside the frame, we move it 10 units down. We could also Anchor it at the BOTTOM of the Frame, moving it slightly upwards, or LEFT.. this is up to your preference. Let s give this nice FontString a function, by letting it display the time! 5. 時間の追加と更新 - LUAへ引き継ぐ While we could just write random code into the .lua file, which would be executed on load, this is not what we want. We want to execute LUA Script on certain events, namely On Load, On Update and for the purpose of dragging On Drag Start, On Drag Stop and On Mouse Up, which is also an indicator that the user has stopped dragging the window. We can define code, a function to call from any .lua file we have included via the Script Tag or even a function from other AddOns that we defined in the "## Dependencies " line in the .toc file (more on that in a different HOWTO) to be executed on a range of events within the XML, and within any Frame. In the case of our clock here, we will define one single function to be executed on these events OnLoad, OnUpdate, OnDragStart, OnDragStop and OnMouseUp. We do this via the Scripts Tag that goes between the Frame Tag just like the Anchors, Backdrop and Size. Our example, looks like this Scripts OnLoad Clock_OnLoad(); /OnLoad OnUpdate Clock_OnUpdate(arg1); /OnUpdate OnDragStart Clock_OnDragStart(); /OnDragStart OnDragStop Clock_OnDragStop(); /OnDragStop OnMouseUp Clock_OnDragStop(); /OnMouseUp /Scripts I think this is pretty self-explanatory, every Tag inside the Scripts Tag represents the respective event, text inside it has to be LUA - which is going to be executed upon the event happening. This means, whenever a user Clicks with his mouse on your Frame and then releases his Mousekey, the OnMouseUp event will happen and the function "Clock_OnDragStop();" will be executed. Some of these events also have arguments that are available to the LUA code within, as you can see on the OnUpdate. Arguments available range from arg1 to argXX, arg1 on the OnUpdate event will be the time since the last update has happened. Let s go on though, and define the functions that we have bound to be executed here. 6. The Real Deal LUA関数を書く If you are new to LUA, or to programming entirely, I recommend that you first read through some simple LUA HowTos that are easily found around the Net. Lua-users.org has a whole Directory of Tutorials on their Wiki that should be read from top to bottom, increasing complexity as you progress. If you want to dive in right now, I will give short tips on what we do here, but I won t explain all of what LUA can do. First in line is the OnLoad event, which will call the Clock_OnLoad() function. This is how the function looks function Clock_OnLoad() this RegisterForDrag("LeftButton"); ClockFrame.TimeSinceLastUpdate = 0; end Pretty short, pretty easy. The only thing it does, is registering our frame for dragging - via the left mouse button, and initializes the variable TimeSinceLastUpdate to zero. Notice how we use "this" on RegisterForDrag and "ClockFrame" for the TimeSinceLastUpdate variable. This is the exact same thing, "this" translates to "ClockFrame" in our example, it represents the Frame it is called in. You could also use "ClockFrame RegisterForDrag" here. Using "this" is recommended, because you won t have to change the code when you change the "name" attribute of your Frame. The TimeSinceLastUpdate variable is stored within your Clock Frame. Also, as you can see, the general syntax for defining functions in LUA is "function [Function Name]( List of Arguments seperated by comma, or "..." for any number of arguments ) [Function Code] end". Let s go on with the slightly more complex OnUpdate event, calling the Clock_OnUpdate() function with "arg1" as argument. arg1 is a variable, variables in LUA are not prepended by a "$" like in PHP or in the WoW XML, they are just plain alphanumeric strings. This is how our Clock_OnUpdate() looks function Clock_OnUpdate(arg1) ClockFrame.TimeSinceLastUpdate = ClockFrame.TimeSinceLastUpdate + arg1; if( ClockFrame.TimeSinceLastUpdate CLOCK_UPDATE_RATE ) then local hour, minute = GetGameTime(); local TimeString = format(TEXT(TIME_TWENTYFOURHOURS), hour, minute); ClockText SetText(TimeString); ClockFrame.TimeSinceLastUpdate = 0; end end The only thing this does, even though it might look more complicated than that, is that it increases the TimeSinceLastUpdate variable with the time since the last update has happened and if this number reaches an amount higher than what we have defined in the global CLOCK_UPDATE_RATE variable - it takes the current time, and writes it onto the clock! It also zeroes the TimeSinceLastUpdate to start over the cycle. Speaking of which, we have to define the CLOCK_UPDATE_RATE variable to be globally available in our script, we do this at the very top of the LUA file, adding this CLOCK_UPDATE_RATE = 0.1; Now for the last thing to do making the Frame draggable. In order to initiate or stop the dragging, we only need to call one function for each event. Here is how our two functions look that we have defined for the OnDragStart, OnDragStop and OnMouseUp events function Clock_OnDragStart() ClockFrame StartMoving() end function Clock_OnDragStop() ClockFrame StopMovingOrSizing() end I don t think these need any explanation, they simply call "StartMoving()" on the ClockFrame when the user has pressed his left mouse button on the Frame and started moving his mouse and "StopMovingOrSizing()" when the user lifts his mouse button. These two functions simply hook the Frame to the mouse cursor and it magically begins to move! 7.完成! Save your files, and look at it! You re done now, and should have gathered enough new information in order to start producing some hopefully nice addons for the community ) This is how your final Window should look, it should be draggable and should display the time in it Since you haven t been here to learn how to make a clock, you should of course play around with it at will. Don t be afraid do break anything - you can t. The only thing that might happen is that World of Warcraft spews an error at you. If you use wrong textures, it might happen that WoW crashes away, but that s not bad either. AddOns will never delete your characters or make your computer explode. A few things you could play with Textures Extract the Blizzard UI, like described in my Interface Modification Beginners Guide. Then use BLP2TGA or the BLP2Viewer to go through the textures available and see if you find cool borders or backgrounds for any Frames you might create in the future. If you want to convert all textures to TGA, you could use a batch script together with BLP2TGA, throw it in one directory with all of the .blp files and keep pressing enter a thousand times (that is how I did it, hehe). For your convenience, here s a zip with a batch script and BLP2TGA that does it BLP2TGA and Batch. Simply run it like "convert.bat *" in the directory you have all the .blps in, and keep pressing your enter key. BLP2TGA might crash on some of the images, so you ll also have to deal with that from time to time. Resizing Since we ve used a Backdrop, you could make the Frame resizable too. Try to find out how ) AM/PM Time If you look at Telo s Code, he has used a function to convert the 24h time that GetGameTime() gives you to AM/PM times - try to adapt/rewrite his function for some basic LUA training. It s rather simple, even without looking at his code, so try to do it on your own! Other examples of how to do this can be found in the GameTime.lua that also resides within the FrameXML directory of the Standard Interface. That is it for now, watch out for a few other HowTos I m going to write in the coming days! If you have any questions, feel free to register and comment or mail me at fyrn_AT_mmhell.com. Download the Source of this Howto here hellClock.zip. 前のページ
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Lecture for beginners About this article Built-in lectures of this game are very detailed, so you can learn types of basic movements by analyzing and improving sample answers for lectures. I think a big problem that face beginners is that it is difficult to start creating new OKE from the very beginning, because it is hard to think “How to start?” or “How to organize the whole OKE?” in front of a completely blank CPU. After you get used to this game, you may feel that rather than fine logics, those “overall flow” are interesting and full of originality of each players. So, this way of organization of software I will explain below is NOT absolute basis BUT just one example. Please remember that this lesson is just for encouraging people a little who are eager to create their own OKE, but are finding some difficulties doing so. What to do first? Build your favorite Hardware (body, weapons and options). Whatever you like is OK. Let’s postpone trivial adjustment. After you paint your OKE and make your own emblem, you will be motivated much by those decorations. Speaking of CPU, choose one that has the biggest storage capacity. EMP is scary? Also postpone that kind of adverse effect of big CPU. My Hardware is ready. Then, how about Software? First of all, think about “What does your OKE decide” and the order of it. For example, 1.Assess current state of the OKE 2.Examine whether it is able to attack or not 3.Assess current location 4.Scan for attack from the opponents 5.Search for the opponents For example, you can place chips in this way and make these chips the backbone of your program. [Start] ↓ [Status Assessment durability lower than 50%] ↓NO [Status Assessment heat capacity higher than 90%] ↓NO [Lock-On polar coordinates, 800m, nearest] ↓ [Start Reticle] ↓ [Assess Target Loc. polar coordinates, 90°, 200~0m ahead] ↓ [Assess Battle Area polar coordinates, 360°, 30~0m ahead] ↓NO [Scan for Projectiles polar coordinates, 360°, 100~0m ahead, more than 1 high-speed flying objects exists] ↓NO [Assess Target Loc. polar coordinates, 30°, 800~0m ahead] ↓ [Return] Postpone thinking about the destination of each branches, place all the necessary chips of conditional branch at once. You may want to determine other various things actually, but the method does not change. Because moving or editing chips after assemble is easy, making a backbone first by connecting steadily conditional branch chips along the flow, is easy way. This is an example of a backbone of the program. I have extracted from the program for commentary from now. You may feel unexpectedly short if you look at the overall view of the upper right. Seen in this light, all the parts that look complicated are destination of the "branches", you will find that the backbone is very simple. Well, many parts have been omitted in the example above, so adding fine parts here, let s touch to the destination of the branches. 1. Assess current state of the OKE First, I brought this to the beginning. The reason is, it is most frequently referred to. “Return” at the end of the program has always connected to “Start”. Even through any complex branch route, always it goes through just after "Start". It is recommended to put what you want to check most frequently. Subroutine? Let s postpone thinking about it for the time being. Well, in the first place, the purpose of assessing current state is that because you want to activate various options primarily. Representative examples are Self-Repair System and Self-Cooling System. 1. Assess current state of the OKE HP has decreased? Yes → Activate option 1 → Proceed to assessment of the amount of heat. Amount of heat is too high? Yes → Activate option 2 → To the next decision (whether attackable) By connecting the chips in this way, it would be a good idea to activate options automatically. It is not so much as noted, but you should make it proceed to the next flow even when it is not able to activate options. If somewhere in the HP assessment is No, proceed to assessment of the amount of heat. Go to the next if somewhere in the assessment of the amount of heat is No. During option is activated, duration is displayed, and never activate same number option twice. You need to equip the same option to another number if you want to increase the effect in duplicate using of the same option. Note In order to shoot on a single screen as much as possible, in the following reference images, chips are connected unreasonably while stretching in the transverse direction. Also they are not complete from the viewpoint of function. When you actually create, let s incorporate the necessary function while connecting as you like. 2. Examine whether it is able to attack or not Purpose is to attack of course, but actually, there are many things you need to check before. For example, if the opponent is in close range much capable of fighting, give priority to firing away if the body is swift; perform melee fighting if the body is slow-footed, etc., action selection also changes. Anyway, without the distance assessment here, let s try from the normal shooting. 2 Examine whether it is able to attack or not Lock-On polar coordinates, 360 ° 800m, nearest. Start Reticle of the weapon you want to use. ↓ Amount of heat of the body is below a constant value? No→ To the next decision (standing position) ↓ Yes Some obstruction exists in the line of fire to the target? Yes → To the next decision. ↓No Target exists within front 200m (range of weapon)? No→ To the next decision. ↓ Yes Is there one or more ammos? No→ Try next weapon, switch to fighting, etc. ↓ Yes Attack by weapon you have started → To the next decision. Depending on weapons, shooting mode and shooting instruction, shooting position and range are required to adjust. Because the example above is only an example, let’s devise the need and order of each decision to suit your OKEs. In the reference image above, check in order from weapon 1, in one-shot shooting state it will head to the next decision if it is possible to shoot it. If the ammos are depleted, repeat after switching to the next weapon. Exit from the bottom left when there are no ammo of all weapons (= Fighting is selected). In addition, chips are connected unreasonably in order to fit on a screen, functions are also not enough. For example, actually it is better to switch weapon depending on situations for effective attack. By this attack decision, OKE performs the act of "attack" actually. Here I supplement a brief description about execution mode for each operation (Pass / Stop processing) of OKEs. When you execute Move after instructed the pass mode shooting, it is possible to move while shooting. The reverse is also true, when you execute Shoot after instructed the pass mode movement, it is possible to fire while moving.That is, when you connect decisions of avoidance and location after the shooting, both of them also work well. As taught in the lecture, melee fighting behavior would cancel move operations, but if you can also utilize it, interesting program might be possible to construct. [Summary of the points] Execution of shooting and moving are in pass mode basically. Utilize stop mode only in special circumstances when you want to perform just move, just shoot, and the like. Or, execute "last action" of behavior that you want to combine in stop mode. Execution of melee fighting is in stop mode basically. With time adjustment using Halt chip,execute in pass mode only when you want to break fighting motion and perform moving, shooting, other fighting motion or the like. 3. Assess current location The purpose is mainly, to Control of maneuver in the field end. If this is not previous process of the control of avoidance, it will continue hitting the wall by the avoidance maneuver. There is also a little more complicated technique called wall switch, to reverse the direction of avoidance maneuver when it approaches the wall. Tentatively assume avoidance direction as random; let s try a simple avoidance of area end here. 3. Assess current location Outside of area exists within a radius of 30m? NO → To the next decision ↓ YES Outside of area exists in the right direction 30 °, within 30m? YES → Jump left (in the case of hover, etc., perform left Quick Movement) → RETURN ↓ NO Outside of area exists in the left direction, 30 °, within 30m? YES → Jump right→ RETURN ↓ NO Outside of area exists in the backward direction, 30 °, within 30m? YES → Jump forward→ RETURN ↓ NO Rotate (pass) → jump backward → RETURN Now it is possible to combat while avoiding acting in the area end. If it has became a state of shooting by attack decision, Jump in here will be "jump + shooting". The same is true in the avoidance decision after this. 4. Scan for attack from the opponents The purpose is mainly, avoiding opponent bullets. First, attacks are divided into fighting and shooting, in addition, types of projectiles to be shot are many. But roughly, they can be divided into three categories normal, guided, placed. Let’s try avoiding normal projectiles here. Basically, move in a vertical direction to the line of fire as much as possible. That’s all. Using this opportunity, let’s avoid friends in front of. 4 Scan for attack from the opponents The polar coordinate system within 100m radius,high speed projectile exists? ↓YES NO→ Friend exists in front of? ↓YES NO→ To the next decision The orthogonal coordinate system, centered on the body, high-speed projectile exists in width 50m lengths 200m range? ↓NO YES→ Jump to the left or right with a probability of 50% → To the next decision Jump to the forward or backward with a probability of 50% (in the case of hover, etc., perform Quick Movement) → To the next decision Determination by the orthogonal coordinate is capable of quick decision and space saving by one chip. However, since the detection range may be generated in the transverse direction of the body, it is better to perform decision in front and back in polar coordinate system if you re optimizing the accuracy. Chips in this image are also connected unreasonably. Only in this, it performs a decent avoidance maneuver for normal shooting from all directions. It is possible to instruct maneuver in oblique directions, so even better avoidance maneuver can be created easily. If you want to add responses to the other categories of projectiles, for example, there is a way to branch as follows. Missile is present within a certain distance? YES → Missile countermeasure ↓ NO High speed projectile is present within a certain distance? YES → For example, as described above, Normal shooting measures ↓ NO Projectile of all kinds is present within a certain distance? YES →Placed weapon countermeasure ↓ NO To the next decision It should be noted that, the adjustment of reaction distance according to the moving speed of the body and bullet speed of opponents’ weapons, is required. Also in order to accelerate the reaction even a little, it would be good to enter the loop processing temporarily, or connect to RETURN immediately after avoiding to go around processes quickly. 5. Search for the opponents The purpose is mainly tracking the target. There are two methods to explore the opponents, using information obtained by Lock-On and Scan for OKE in the specified range. For now, let s try using the target information here. 5 Search for the opponents Target is present within forward 30°, 800m? YES → Halt Rotate → Obstacle is present in front of? NO Move forward YES Move right → RETURN ↓ NO Target is present within right direction 180°, 800m? YES → Rotate right → RETURN ↓ NO Rotate left → RETURN When you execute Rotate infinitely in pass mode here, you have to execute Halt Rotate in somewhere. By executing Lock-On, it become possible to adjust direction of the body automatically, and various decisions by “Assess Target” chips become available. You can lock on an OKE in radar range only. Normally, radar range with a radius 500m is wide enough. However, when Jamming Fog has been sprayed, the radar range becomes narrower and lock on in long distance will be impossible. As this occurs, all of the decisions by Assess Target chips become unusable. Incidentally, when Jamming Fog is the highest density, radar range is radius 50m. It will continue to recover little by little over time. In order to cope with this situation, you have to create logics assuming situations that lock-on is not possible. In the example above, Rotate is instructed on the assumption that lock-on is always possible. To improve behavior, it s a good idea to add a branch if there is no target, for example, execute Move, lay mines, or activate Rader Enhancement. ↓ NO Target is present within the right direction 180°, 800m? YES → Rotate right → RETURN ↓ NO Target is present within the left direction 180°, 800m? YES → Rotate left → RETURN ↓ NO Routines when lock-on is not possible (It is also good idea to determine using Action Assessment chip) In addition, as previously mentioned, there is also a way to use "Scan for OKE" to explore the opponents without using target information. Even though you use "Scan for OKE", it detects only OKEs in radar range if you have specified attribute of troops "enemy" or "friend". But in the case the attribute of troops is "unspecified " or "unknown", the discovery of the OKEs outside of radar range is possible. “Unspecified” also functions in radar range. It will branch to YES if there are any OKEs. "Unknown" will always branch to NO in radar range. The determination by "body type" also works outside of radar range. That is, the appearance of OKEs would be seen. [Summary of the points] Basically, you should utilize decisions based on target information. There are many useful things in the target information obtained by Lock-On and “Assess Target” chips. Lock-on is also essential to tactics using Counters. In the radar unusable situations, let s take advantage of “Scan for OKE”. In the case that the attribute of troops is "unknown", the discovery of the OKEs outside of radar range is possible. You can identify the OKEs in some extent by "body type". So, what should I do? 1. Let s decide the general "flow". 2. Along the "flow", let s make a backbone by connecting conditional branches. 3. Let s make up action from each branch. 4. Let s test. 5. More quickly? More powerful? More reliably? More beautiful? Anything is good. Let s aim at a program that you envision.
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Artist Nas Album I Am Title Nas Is Like ("Nas is . . ." -Nas) 7x [Nas] Freedom or jail, clips inserted, a baby s bein born Same time my man is murderedm the beginning and end As far as rap go, it s only natural, I explain My plateau, and also, what defines my name First it was Nasty, but times have changed Ask me now, I m the artist, but hardcore, my science for pain I spent time in the game, kept my mind on fame Saw fiends shoot up, and do lines of cocaine Saw my close friends shot, flatline am I sane? That depends, carry Mac-10 s to practice my aim On rooftops, tape cd covers to trees Line the barrel up with your weak picture then squeeze Street scriptures for lost souls, in the crossroads To the corner thugs hustlin for cars that cost dough To the big dogs livin large, takin it light Pushin big toys, gettin nice, enjoyin your life is what you make it, suicide, few try to take it Belt tied around they neck in jail cells naked Heaven and hell, rap legend, presence is felt And of course N - A - S are the letters that spell . . . NAS, NAS Chorus scratching by DJ Premier (2X) "Nas is like life or death.. my rep.." "My poetry s deep, I never fell.." "Nas is like.. half man half amazing.." "No doubt.." [Nas] "Nas is like.." Earth Wind Fire, rims and tires Bulletproof glass, inside is the realest driver Planets in orbit, line em up with the stars Tarot cards, you can see the pharaoh Nas "Nas is like.." Iron Mike, messiah type Before the Christ, after the death The last one left, let my cash invest in stock Came a along way from blastin, techs on blocks Went from Seiko to Rolex, ownin acres From the projects with no chips, to large cake dough Dimes, givin fellatio, siete zeros Bet my nine spit for the pesos But what s it all worth, can t take it when you under this Earth Rich men died and tried, but none of it worked They just rob your grave, I d rather be alive and paid Before my number s called, history s made Some ll fall, but I rise, thug or die Makin choices, that determine my future under the sky To rob steal or kill, I m wondering why It s a dirty game, is any man worthy of fame? Much to success to ya, even if you wish me the opposite Sooner or later we ll all see who the prophet is Chorus [Nas] "Nas is like.." Sex to a nympho, but nothin sweet I m like beef, bustin heat through your windows I m like a street sweeper, greenleaf reaper Like Greeks in Egypt, learnin somethin deep from they teachers I m like crime, like your nine, your man you would die for Always got you, I m like Pop Duke you would cry for I m like a whole lot of loot, I m like crisp money Corporate accounts from a rich company I m like ecstasy for ladies, I m like all races combined in one man; like the 99 summer jam Bulletproof Hummer man I m like being locked down around new faces, and none of em fam I m the feelin of a millionaire spendin a hundred grand I m a poor man s dream, a thug poet Live it, and I write down and I watch it blow up Y all know what I m like, y all play it your system every night Now.. Chorus
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作詞:ハチ 作曲:ハチ 編曲:ハチ 歌:初音ミク clock lock works 啪啪啦拚命工作從不休息 囉 哆 囉 哆 啦啦啦 周而復始的每天 回過神來發現自己像隻迷路的貓 我要在哪被誰交換了 嘛 喏 嘛 喏 啦啦啦 誰都沒有察覺到 只是專心追著數字跑 在內心深處 存在上鎖的門 「真像笨蛋」 我如此告訴自己 無視敲門的聲音 說出「這是不會改變的」 就此放棄 被徘徊的時鐘指針催促前行 如果這是夢 就會感到開心 以認真的表情說出「向星星許下願望」 滴答滴答像笨蛋般拚命工作的士兵 咔答 咔答 啦啦啦 取捨選擇 預備-起 回過神來發現自己變得漆黑 就像垃圾 早晨與夜晚即將交替 喏 嘛 喏 嘛 啦啦啦 誰都不在乎 只是貪心地追逐數字 從門的彼端 微微傳來聲音 「這是無可奈何的」 曲膝而坐 縮在房間的角落低聲罵道 去哪裡都好 帶我離開吧 王子什麼的也不可能會來 「晚安 早安」 門的彼端有人如此說 「沒關係,即使沒有打開鎖」 「這裡還是傳得到你那邊吧?」 我才不想聽這種話 不想去聽 討厭 不想去聽 吶吶 拜託你不要去任何地方 待在我身邊 讓我聽你說話嘛 「真是無聊」 說出這種謊言 即使如此還是希望有人能察覺 好冷 不想去碰 不管經過多久還是無法打開門鎖 在棺材中 拚命工作 但「儘管如此還是將就點吧」這種話我並不想說 指針不斷轉動 持續到永遠 我因那溫柔的敲門聲而哭了
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Target Lock Spece inc. へようこそ 始められたばかり、もしくは、これから始めようとする方へ まずは、EVEの世界観を感じるために、CCP Games(EVE onlineの提供会社)が作成した Movieを見て、EVE雰囲気を感じていただければ幸いです。どれもかっこいいですよ!! (再生してからyoutubeメニューのCCボタンクリック→Japaneseを選択すれば日本語字幕表示可能) EVE 世界感・導入編 Origins -EVE Universe Pilot Orientation -CDIA Files(The CONCORD Directive Intelligence Agency) Agent Missions -CDIA Files(The CONCORD Directive Intelligence Agency) アップデート予告 Rubicon -Release date November 19, 2013 Odyssey -Release date June 4, 2013 Retributuion -Release date December 4, 2012 Inferno -Release date May 22, 2012 Crucible -Release date November 29, 2011 その他 Battle for Caldari Prime Trailer EVE Fanfest Cinematic Trailer 2012 I was there Causality The Butterfly Effect English BGM version This is war This is EVE This is EVE II This is EVE III
https://w.atwiki.jp/block_action/pages/141.html
Below is the list of slang used in Block Action and its concise explanation. You can also use some of these words in Block Quest. (These words are used mainly by Japanese players.) Common Slang Obsolete Words Earthy Slang Common Slang Art Action DAIGO s pioneering work of Block Action. You can play stages which you drew with a paint software. BA An Abbreviation of Block Action. (Synonym ブロアク) Block Action 一直線!! An unofficial BBS for Block Action, which was often used exclusively by Japanese players in 2007 and 2008. BQ An abbreviation of Block Quest, which is new version of Block Action. It has introduced registration system, which is not used in Block Action, and new design. However, some people don t enjoy it because of the less variety of blocks and the difficulty in controlling the slippery guy. DAIGO DAIGO is the creator of Block Action and Block Quest. It is often mistakenly believed that he is now the administrator of Block Action. (It is probably more precise to say that he has a password for administration, but he seldom comes to Block Action now.) For more information, please refer to DAIGO?. FB An abbreviation of FREE MOVE BLOCK, not FLOATING BLOCK. It is also called arrow block. You can change the direction in which this block moves if you press up-arrow key or down-arrow key when the little guy is on it. PU An abbreviation of PickUp. SC An abbreviation of "Short Cut". The japanese word "SCする" means "cheat" in English. TA An abbreviation of Time Attack. To try to shorten the loop to clear a level. アイツ/白いアイツ/ちっちゃいアイツ (the guy/the white guy/the little guy) The unofficial name of the character you operate. 管理人 (the administrators) According to 93090, there are four administrators in Block Action. 偽名 主に使う名前とは別の名前のこと。作風ごとに名前を使い分ける人もいれば、特に使い分けない人もいる。 BAはログイン制ではないため匿名性が高く偽名を使いやすい。 偽名が盛んに使われたのはID30万代からか。 (余談だが、ID30万代前半ごろは偽名でのステージ投稿が現在よりも比較的多かったのだが、これは常連であることから生じるネームバリューを排するためというよりはむしろ、 ^^や^^;の場合と同様に常連のステージにはGoodをつけるということが形式化、礼儀化していた側面がありそれを嫌ったためといった方が適当である。 なお現在においては、偽名よりは本人が誰かを明示しておく別名義がどちらかといえば主流であり、使われる背景も作風別にステージを分類したい等、偽名の存在意義は変わってきている。) キリ番 ステージナンバーがキリの良い数字の作品。 そのようなステは投稿して何年か後でもコメントが残されることもある。 ex)ステージナンバー 「200000」「123456」など しかしながら空ステの大量投稿で無理矢理キリ番を獲って削除を食らったり、いい加減なステージを投稿して激しい批判を受けてしまうこともしばしばである。 常連 ("regular visitors") Literally this slang means those who often come to Block Action, but in fact, it often suggests good creaters. ステ (sute) An abbreviation of a stage. ストック (stock) Making a new stage by editting your stage in the past. You refer to submitting it in the "new" tab as "stock releasement." This slang is a relatively new word. 選考人 (senko-nin/selectors) Those who select good levels and advertise it in the "PickUp" tab. 回る (mawaru/circulate) To go around the same place in a level with normal state, anti-gravity state, floating blocks and so on. These days the levels with this trick have a tendency to be advertised in "PickUp" tab. 未クリGood (mikuri Good/Good without clearing levels) Evaluating levels as good without clearing it. Japanese players did this in the past, but now they avoid it because many people are regarding it as self-advertisement. ランクリ(Ran-kuri) An abbreviation of Clear Ranking. Obsolete Words 透明ブロック(Invisible Block) A transparent block which can no longer be placed. You can see no explanation about it in the official manual. BA Forum It seems that there was an official forum for Block Action, which is now unavailable. easy/hard/score Abolished way to sort levels. Earthy Slang ブロカフェ(blo-café) Blo-café is a secret community for "regular visitors". Almost all cafés are no longer used these days because of depopulation of Block Action. ノシ Japanese players use this word when they finish conversation or leave Block Action. It symbolises handwaving. Synonym:落ちる ^^/^^; 左は笑っている様子、右は冷や汗をかいている様子を表している。 かつて常連内のコミュニケーション内で頻繁に用いられた。 因みに、この顔文字の使用については、[[341808 http //www.blockaction.net/?action_id=341808]]にて、各々のステージ作りの上手さが、 ステージではなく人柄で決められていると指摘する声が上がったとき、^^なしでも話し合える雰囲気が大切だという結論に至り、 これを頻繁に用いる常連は少なくなっていったという経緯がある。 流行時期:ID20万台後半~30万台前半 (何 BA内の流行語。冗談などを言った後で、「自分は何を言っているんだ」といったような自嘲的な意味を付加するため文末に付けられる。 ^^と同じく常連内のコミュニケーションで盛んに用いられた。 流行時期 ID30万台前半頃 ケフィア棒(kefir stick) BA内の流行語。男性器の隠語らしい。 下ケフィア棒と表記することもあった。 同時期に、「Goodです」のかわりに「ケフィアです」と言うことも流行っていた。 流行時期 ID30万代前半頃 シンプル同盟 (Simple Alliance) 常連達の間で結成された同盟。 シンプルなステージを作成し、コメント欄に「シンプル万歳!」と書き込むことが盛んに行われた。 流行時期 ID30万代前半頃 モフス (MOFS) MOFS is a religion believed in in BA. Little is known about it.
https://w.atwiki.jp/ddrreplay/pages/40.html
POWER PUSH X2 NORMAL DIFFICULT BPM TITLE ARTIST DIFFICULTY SP DP DIFFICULTY SP DP 1 Everytime We Touch Cascada BASIC 5 4 DIFFICULT 7 7 142 2 Time After Time Novaspace BASIC 4 4 DIFFICULT 8 8 137 3 DAFT PUNK IS PLAYING AT MY HOUSE LCD Soundsystem BASIC 5 5 DIFFICULT 7 7 136 4 TENSHI GOURYELLA DIFFICULT 8 7 EXPERT 11 12 138 5 ETERNITY ALEKY DIFFICULT 7 7 EXPERT 10 11 148 6 SUPER EUROBEAT GOLD MIX DAVE RODGERS feat. FUTURA DIFFICULT 7 8 EXPERT 11 12 154 コース「POWER PUSH X2」スコア&ムービーボード 1ページ目 コース「POWER PUSH X2」スコア&ムービーボード 2ページ目 From IIDX NORMAL DIFFICULT BPM TITLE ARTIST DIFFICULTY SP DP DIFFICULTY SP DP 1 smooooch・∀・ kors k BASIC 4 5 DIFFICULT 7 7 177 2 Dazzlin Darlin HHH BASIC 6 6 DIFFICULT 9 10 149 3 Second Heaven Ryu☆ BASIC 5 5 DIFFICULT 9 9 149 4 不沈艦CANDY Risk Junk BASIC 6 5 DIFFICULT 9 8 94-188 5 FIRE FIRE StripE BASIC 5 5 DIFFICULT 8 8 150 6 She is my wife SUPER STAR 満-MITSURU- DIFFICULT 7 7 EXPERT 11 11 85-170 コース「From IIDX」スコア&ムービーボード 1ページ目 コース「From IIDX」スコア&ムービーボード 2ページ目 REVIVAL NORMAL DIFFICULT BPM TITLE ARTIST DIFFICULTY SP DP DIFFICULTY SP DP 1 Butterfly (2008 X-edit) SMILE.dk BASIC 5 5 DIFFICULT 8 7 135 2 IF YOU WERE HERE JENNIFER BASIC 6 9 DIFFICULT 7 10 145 3 HERO PAPAYA BASIC 6 6 DIFFICULT 8 7 138 4 DUB-I-DUB (2008 X-edit) ME MY BASIC 7 7 DIFFICULT 9 11 136 5 DAM DARIRAM JOGA BASIC 5 4 DIFFICULT 8 7 142 6 CAPTAIN JACK(GRANDALE REMIX) CAPTAIN JACK BASIC 6 7 DIFFICULT 10 11 170 コース「REVIVAL」スコア&ムービーボード 1ページ目 コース「REVIVAL」スコア&ムービーボード 2ページ目 8/25に出現したコース DDR ARCHIVES NORMAL DIFFICULT BPM TITLE ARTIST DIFFICULTY SP DP DIFFICULTY SP DP 1 What Will Come of Me Black Rose Garden DIFFICULT 6 7 EXPERT 13 13 140 2 in love wit you Kotaro feat. Aya DIFFICULT 6 6 EXPERT 8 9 148 3 Dummy RAM DIFFICULT 6 7 EXPERT 10 11 175 4 CG Project Latenighters DIFFICULT 9 9 EXPERT 12 13 200 5 Love Again NM feat. Mr.E DIFFICULT 6 6 EXPERT 8 8 57-70 6 aftershock!! DM Ashura DIFFICULT 9 9 EXPERT 13 13 157 コース「DDR ARCHIVES」スコア&ムービーボード 1ページ目 コース「DDR ARCHIVES」スコア&ムービーボード 2ページ目 Boss Rush X2 NORMAL DIFFICULT BPM TITLE ARTIST DIFFICULTY SP DP DIFFICULTY SP DP 1 KIMONO♥PRINCESS jun DIFFICULT 11 11 EXPERT 15 15 95-190 2 ZETA~素数の世界と超越者~ Zektbach DIFFICULT 11 9 EXPERT 15 14 90-180? 3 VANESSA 朱雀 DIFFICULT 10 11 EXPERT 16 16 185? 4 888 DJ TECHNORCH DIFFICULT 12 11 EXPERT 14 15 111-888 5 ΔMAX DM Ashura DIFFICULT 13 13 EXPERT 17 17 100-573 6 roppongi EVOLVED ver.D TAG underground DIFFICULT 11 11 EXPERT 15 15 170-340?(85-680?) コース「Boss Rush X2」スコア&ムービーボード 1ページ目 コース「Boss Rush X2」スコア&ムービーボード 2ページ目 11/2に出現したコース dj TAKA s Lounge NORMAL DIFFICULT BPM TITLE ARTIST DIFFICULTY SP DP DIFFICULTY SP DP 1 Decade kors k Vs.dj TAKA DIFFICULT 8 8 EXPERT 11 12 148 2 DROP dj TAKA feat. Kanako Hoshino DIFFICULT 7 7 EXPERT 11 13 152 3 someday... 杏野はるな DIFFICULT 7 8 EXPERT 9 10 154 4 going up Colors BASIC 7 ? DIFFICULT 10 ? 212 5 Melody Life Noria DIFFICULT 7 ? EXPERT 10 ? 172 6 Freeway Shuffle dj TAKA DIFFICULT 8 7 EXPERT 10 9 145 コース「dj TAKA s Lounge」スコア&ムービーボード 1ページ目 コース「dj TAKA s Lounge」スコア&ムービーボード 2ページ目 VS REPLICANT NORMAL DIFFICULT BPM TITLE ARTIST DIFFICULTY SP DP DIFFICULTY SP DP 1 Pierce The Sky JAKAZiD feat. K.N. DIFFICULT 11 11 EXPERT 14 14 85-170 2 Sakura Sunrise Ryu☆ DIFFICULT 10 10 EXPERT 14 14 181 3 Shiny World CAPACITY GATE DIFFICULT 11 11 EXPERT 14 14 (25-)100 4 Anti-Matter Orbit1 Milo DIFFICULT 14 15 EXPERT 17 17 100-400 5 New Decade Sota F. DIFFICULT 14 14 EXPERT 17 17 100-400 6 POSSESSION TAG underground DIFFICULT 14 14 EXPERT 17 17 185-370 7 Valkyrie Dimension Spriggan DIFFICULT 15 ? EXPERT 18 18 (46.5-744) コース「VS REPLICANT」スコア&ムービーボード 1ページ目 コース「VS REPLICANT」スコア&ムービーボード 2ページ目