約 4,059,777 件
https://w.atwiki.jp/snunlimited/pages/45.html
abbatial = 大修道院または修道院長または女子修道院長に関係がある、またはそれに属するさま HALOを装備した状態になる。
https://w.atwiki.jp/wiki6_piro/pages/62.html
NORBA (National Off-Road Bike Association) アメリカのマウンテンバイク組織。
https://w.atwiki.jp/callofduty4pc/pages/173.html
クラン概要 クランタグ T3 クラン名 TeamTeaTime メンバー数 8(0) 平均設年齢 20~30 ゲームタイプ志向 S D 活動時間帯 21 00~2 00 目的 まったり楽しく、メリハリつけて強くなる メンバー募集 募集中 クランサイト http //www29.atwiki.jp/teamteatime/ IRCサーバー iirc.friend-chat.jp IRCch #TeaTime 反応ワード T3集合 クランメッセージ 09年9月20日に設立したクランです 新規入隊者大募集中です、お気軽に #TeaTime まで御越し下さい。
https://w.atwiki.jp/upinid555minnanowiki/pages/61.html
※あいうえお順 板餓鬼恵介 ◆u/.zzDEeUs 音◆woJyh9i4llZf 崖の下のパンダ ◆WOnXI5.2b2 毛 ◆.m0HfP0zl2 座椅子 ◆.P4IxMBAR3Qp ザコ ◆KfLO3W10/U 笹 ◆qgZF.S0Hqg ジアゼパム ◆Nxpi7XET0o でぶ丸 ◆7dxTmxHbLw でぶ丸 ◆7dxTmxHbLwの2 でぶ丸 ◆7dxTmxHbLwの3 とりあえず模写頑張る夫 ◆o.QPgL3KwqA/ とりあえず模写頑張る夫 ◆o.QPgL3KwqA/の2 新妻エイジ ◆MANGA/kcztc4 にゃんにゃん ◆jN9OV3LInk 眠れねえよ ◆9mjpiuudfRLM 眠れねえよ ◆9mjpiuudfRLM 2 はいん ◆TAKOVX/IAM バケラッタ\(^∇^@)/ ◆BDvzug9Dic P ◆nTW98ZQ9xF69 若林 ◆ynC31Xx8zg
https://w.atwiki.jp/comedians/pages/1094.html
TIMをお気に入りに追加 TIMとは TIMの86%は柳の樹皮で出来ています。TIMの7%は乙女心で出来ています。TIMの4%は気合で出来ています。TIMの2%は税金で出来ています。TIMの1%は苦労で出来ています。 TIMの報道 Only Uの3rdアルバム「POPCORN」にLEX、Young Coco、Tim Pepperoni、Candee参加(音楽ナタリー) - Yahoo!ニュース - Yahoo!ニュース AS I LAY DYINGのフロントマン Tim Lambesisによる新プロジェクト BORN THROUGH FIRE 、デビュー曲「Bone By Bone」MV公開! - 激ロック ニュース 人気のチョレートビスケット Tim Tam から「季節限定」新フレーバーが登場!!いつでもどこでもTim Tam Time - PR TIMES Tim Christensen(ティム・クリステンセン)|ポール・マッカートニー『RAM』を曲順通りに完全再現したスペシャル・ライヴを収録した『Pure McCartney』が初の紙ジャケ化! - TOWER RECORDS ONLINE - TOWER RECORDS ONLINE Tim Pepperoniインタビュー『USの最先端を吸収し、1人のアジア人としてどこまでできるか』 - Red Bull 【今週のマストチューン】Migos、KM、Tim Pepperoni〜6月第2週〜 - Fashionsnap.com アップルのCEO、ティム・クック|独占インタビュー「スティーブ・ジョブズが私に言ったことは…」 - Esquire TRNインベストメント・マネジメント株式会社(TIM)宅地建物取引業者免許取得【TRNグループ】 - PR TIMES Sound s DeliのメンバーTim PepperoniがLUNV LOYALをフィーチャーした2ndシングル“NERVOUS MODE”をリリース - FNMNL カナダのコーヒーチェーンTim Hortonsが中国事業拡大でTencentなどから資金調達 - TechCrunch Japan 「愛しています」などで人気のTim、昨日(2/5)結婚を発表…「つらく大変な時にもそばにいてくれた」 - WOW! Korea 【お菓子コラム】『Tim Tam (ティムタム)』が美味すぎて自主規制 - ロケットニュース24 WWWの父ティム・バーナーズ=リー氏のInruptがプライバシープラットフォームSolidのエンタープライズ版をリリース - TechCrunch Japan 大人気Tim Tamの新フレーバーが日本に上陸。おうちでオセアニア旅行気分を味わって! - PR TIMES アップルCEOがオフィスにやってきた。星野源さんの次に訪ねたのはベンチャー・TimeTree社 - Business Insider Japan Tim Tam”SLAM”専用ティムタム!? - PR TIMES tim-burtonに関する最新記事 | Vogue Japan - VOGUE JAPAN AVICII(アヴィーチー)、本日6月7日リリースのニュー・アルバム『Tim』よりChris Martin(COLDPLAY)が参加した“Heaven”リリック・ビデオ公開。タワレコにて家族に送られるメッセージ・ボードも設置 - TOWER RECORDS ONLINE - TOWER RECORDS ONLINE Aviciiの新作『TIM』発売、全12曲すべてのビデオが公開!世界同時体験型先行試聴イベントにアロー・ブラックが登場 - iFLYER Avicii / アヴィーチー最新アルバム『TIM』を発売前に試聴できる体験型イベントが今週末渋谷で開催決定 - https //www.udiscovermusic.com/ 故アヴィーチー、最新AL『TIM』のトラックリスト公開 イマジン・ドラゴンズ/C・マーティンら参加 | Daily News - Billboard JAPAN 「添好運(Tim Ho Wan/ティム・ホー・ワン)新宿サザンテラス店」2019年5月24日(金)11:00オープン - PR TIMES アヴィーチー、新アルバム「TIM」発売 - アロー・ブラックが歌う新曲「SOS」先行リリース - Fashion Press AVICII(アヴィーチー)、6月7日にニュー・アルバム『TIM』リリース決定 - TOWER RECORDS ONLINE - TOWER RECORDS ONLINE Avicii、遺作アルバム『TIM』リリースへ ─ メッセージとメイキング映像が公開 - THE RIVER メキシコのアーティストTim Comixが描く、青い人型モンスターの日常生活 - EYESCREAM 代官山JINKINOKO GALLERY 展覧会のお知らせ Tim Comix solo exhibition “still” - PR TIMES WDIが香港の人気点心専門店「添好運(Tim Ho Wan)」の多店舗化を推進 米国第3号店をニューヨーク市ミッドタウン・ウエスト地区に出店 - PR TIMES WDIが「添好運(Tim Ho Wan)」カナダ展開に向けて現地法人設立 - PR TIMES Tim Hecker ──ティム・ヘッカーが雅楽のグループとコラボした新作をリリース、10月には来日公演も - ele-king.net ティム・ウォーカー/Tim Walker | IMAPEDIA - IMA ONLINE 「添好運(Tim Ho Wan/ティム・ホー・ワン)」日本初上陸 - PR TIMES Tim Sweeney「ゲーム業界の未来? みんなをクリエイターにすることさ」 - Aetas Inc. ゴルゴ松本、TIMでのコント6年封印 『命の授業』に賭けた日々 - ORICON NEWS ティム(tim.) コレクション - Fashion Press 樹状細胞が作り出すTIM-3分子が、 抗がん剤耐性の鍵をにぎっていた! | 特集記事 | Nature Careers | Nature Portfolio - Nature Asia 韓国「Tim(ティム)」のプロフィール、画像・動画、最新ニュース|wowKorea(ワウコリア) - WOW! Korea TIMのウィキペディア TIM Amazon.co.jp ウィジェット TIMの掲示板 名前(HN) カキコミ すべてのコメントを見る TIMのリンク #blogsearch2 ページ先頭へ TIM このページについて このページはTIMのインターネット上の情報を時系列に網羅したリンク集のようなものです。ブックマークしておけば、日々更新されるTIMに関連する最新情報にアクセスすることができます。 情報収集はプログラムで行っているため、名前が同じであるが異なるカテゴリーの情報が掲載される場合があります。ご了承ください。 リンク先の内容を保証するものではありません。ご自身の責任でクリックしてください。
https://w.atwiki.jp/slackware/pages/22.html
インストール直後はCUIによる操作を行わなければなりません。 そのため、CUIで起動することが可能なテキストエディタで設定ファイルなどを書き換えます。 ここでは、設定ファイルなどを書き換える場合に使用するエディタ Vi(Vim) について説明します。 もちろん他の愛用しているエディタ(Emacs nano 等)がある場合は必要無いでしょう。 Viの概要 VimをつかってみようVimの起動 Vimの基本的な操作 Viの概要 ViはBill Joy氏によって開発されたテキストエディタです。 他のエディタと違うところは、マウス操作が無いこや、多少命令を覚えなくてはならないことです。 多くの互換を持ったものがあり、今回はVimと言うものを使用します。 Vimをつかってみよう Vimの起動 Vimを起動するためには $ vim と、入力します。多分以下のような表示がされるとおもいます。 またすでにあるファイルを開いたり、新しいファイルを作成する場合は、 $ vim ファイル名 で開くことができます。 Vimの基本的な操作 Vimには2つのモードが存在します。 コマンドモード Vimのコマンドを実行するときに使う。(ファイルの書き込み、読み込み、文字の削除、置換 等) 編集モード ファイルの編集を行うときに使うモード 編集モードからコマンドモードに移動するときには、"Esc"キーを使用します。 コマンドモードから編集モードに移動するときには、編集用のコマンド(後述)を入力します。 以下に編集に最低限必要なコマンドを紹介します。 i カーソルの左側から挿入開始(編集モードに移動) I 行頭(インデントの右側)から挿入開始(編集モードに移動) a カーソルの右側から挿入開始(編集モードに移動) A 行末から挿入開始(編集モードに移動) x 1文字消す w ファイルの書き込み w ファイル名 ファイル名を指定して書き込み e ファイル名 ファイル名を指定して開く q Vimの終了 q! Vimの強制終了 wq ファイルを書き込んだ後、Vimの終了 カーソルの移動はコマンドモードで以下のように入力します。 h 左に1文字移動 j 上に1文字移動 k 下に1文字移動 l 右に1文字移動 w 次の単語まで移動 b 前の単語まで移動 0 行頭に移動 $ 行末に移動 行番号 指定した行番号へ移動 G 最終行へ移動 少し便利なコマンド dd 現在行を切り取り yy 現在行をコピー p 貼り付け J 現在行と次の行を連結 Ctrl+f 1画面下へスクロール Ctrl+d 半画面下へスクロール Ctrl+b 1画面上へスクロール Ctrl+u 半画面上へスクロール r! コマンド コマンドの出力結果を現在行の下へ出力 / 文字列 下へ文字列検索してカーソル移動 ? 文字列 上へ文字列検索してカーソル移動 n 次を検索してカーソル移動 N 前を検索してカーソル移動 何度か試してなれましょう。 他のサイトを調べれば、もっと詳しく知ることができると思います。
https://w.atwiki.jp/simai/pages/1003.html
What is simai's Notation? Location of Note Numbers Chart Definition and Ending Definition of BPM Length of NotesHow to Define the BPM How to Define the Length Divider TAP HOLD SLIDE (Basics Shapes) SLIDE (Multiple Chaining)Multiple SLIDE Chaining SLIDE TOUCH, TOUCH HOLD, Firework EffectTOUCH TOUCH HOLD Firework Effect EACH EX Notes Other NotationsChange Normal TAP to Star-shaped TAP Change Star-shaped TAP to Normal TAP Notations of Pseudo-TAP HOLD and Pseudo-TOUCH TOUCH HOLD Pseudo EACH SLIDE without Star-shaped TAP ※BREAK's notation is summarized in the description of TAP, HOLD, and SLIDE. What is simai's Notation? simai's notation was created by Celeca in 2013 for denoting the various types of notes appeared in maimai in plain text. By using combinations of half-width alphanumeric characters according to the rules explained below, any maimai charts can be accurately denoted using only plain text theoretically. This notation was first used in simai, a chart simulator for maimai which was first released on February 5, 2013, by Celeca. Since then, various simulators inspired by maimai have been created by volunteers, and the simai's notation has often been used as their chart notation. While Celeca will be closing simai to the public on February 5, 2023, there are still a certain number of users who use simai's notation, which is why Celeca decided to create this page. Although some simulators may have extended/further developed simai's notation in their implementation, only the notation rules officially defined as "simai's notation" are listed here. For those who want to create a simulator supporting simai's notation, it is recommended to make the simulator able to handle the notation rules on this page. Also, if you make such a simulator, Celeca would appreciate it if you could inform Celeca, who has the rights to the simai's notation. Although it is not necessary to inform, Celeca would be glad to hear from you. Location of Note Numbers First, please look at the image below. ⑧① ⑦ ② ⑥ ③ ⑤④ This shows the numbered location of maimai's buttons and sensor areas. They are numbered 1 to 8 in clockwise order. For sensor areas, each numbered location is further divided into 4 alphabet-numbered sensor areas as explained later. These numbers are used to represent notes' position, so be sure to remember this. Chart Definition and Ending A chart in simai's notation is composed by a series of commas and note notations. Every comma occupies a certain length of time. For example, when a comma has a length of 1 second and there are 10 commas in the chart, the chart will have a total length of (10 × 1s =) 10 seconds. In this case, 【1,1,1,1,1,1,1,1,1,1,1,1,1,】 represents a chart with 10 TAP notes at BUTTON-1, in the density of 1 note per second. Once the chart definition has begun, the chart can be defined using commas and note notations. However, for dealing with songs beginning with a fade-in section, a large number of commas would be needed. To save the efforts, there is a parameter which determines how many seconds should pass since the music begins playing when the chart begins at the first comma of the chart. In simai, this is determined by the parameter "first". Since the timing of the beginning of the chart should be determined precisely and accurately, a number with decimal places such as 1.234 seconds is usually used. If "first" is 1.234 seconds, then the same 【1,1,1,1,1,1,1,1,1,1,1,】 chart will have 10 TAP notes at BUTTON-1 at 1.234, 2.234, 3.234, ..., and 10.234 seconds, respectively, after the music begins playing. Just as a real sheet music has an ending notation, an ending should be defined in simai's notation, otherwise the music may continue playing endlessly. ※In simai, when the chart definition is longer than the length of the MP3, the chart still ends when the MP3 is played to the end The end of a chart is denoted by an "E". If "first" is 1.234 seconds and the chart definition is 【1,1,1,1,1,1,1,1,1,1,1,1,1,E】, the chart progresses until 10.234 seconds, as described above, and since the last comma also has a length of 1 second, the chart ends at 11.234 seconds. A chart definition in simai's notation is a long string with a large number of commas and note notations and then an "E" at the end. Line breaks, spaces, and tabs can be inserted in the middle of this string for better readability. These characters are ignored when the chart definition is being parsed. Definition of BPM Length of Notes In the previous examples, a comma has the length of 1 second. Although the following example has a BPM which make the calculation difficult on purpose, the length of a 16th note at 174 BPM is 0.08620689655 seconds. If such length is assigned to every comma, notes with the length of a 16th note at BPM 174 can be placed correctly. However, it would be troublesome to calculate this manually every time. The per-comma length can be changed by adjusting the BPM and/or the length divider by using the following notations. How to Define the BPM (120) Input the BPM value and enclose it in a pair of round brackets. Since the BPM value should be accurate, a number with decimal places can be used. How to Define the Length Divider {2} Input the dividing value and enclose it in a pair of curly brackets. E.g., "{4}" specifies the per-comma length to be a quarter note, "{8}" to be an 8th note, and "{1}" to be the whole note. A number with decimal places can be used but should be avoided because it may cause confusions. The BPM must be defined before the length divider. Because the length of notes cannot be calculated unless the BPM value is defined, when these two parameters are defined together, the length divider should come after the BPM. E.g., 【(120){2}】 specifies the per-comma length to be a half note at 120 BPM (exactly 1 second). If the BPM value is B and the length divider is T, the per-comma length can be calculated using the following formula Per-comma length = 240 / B / T (seconds). Depending on the music, there might be cases where charting to a special sound effect or so with unknown BPM is attempted or matching the vocals precisely is desired. In these cases, 【{#0.35}】, for example, can be used, and the per-comma length after this will become 0.35 seconds. When this notation is used, the per-comma length is already determined, so there is no need to specify the length divider. These two parameters can be defined anywhere when necessary. TAP From here on, note notations which can be added before a comma will be explained. TAP is the most basic note type in maimai. TAP's notation is very simple and is denoted by a button number followed by a comma. TAP that occurs at BUTTON-1 ... 【1,】 TAP that occurs at BUTTON-5 ... 【5,】 To change a TAP into a BREAK TAP, add a "b" before the comma, e.g., 【1b,】, 【5b,】. HOLD To place a HOLD, in addition to the button number, how long the button should be held down should also be specified. For example, for a hold to be held down for the length of a half note at 174 BPM, its held-down length would be 0.68965517241...... seconds. However, as with the BPM example above, this is also troublesome to calculate manually every time. If the current BPM is 174, then 【(174)】 has already been placed before. What is missing is the length divider, 【one half note】. The held-down length is written as 【[2 1]】 in simai's notation. The number before the colon denotes the length divider (half note), and the number after colon denotes the multiplier of the length divider (1×). Hence the total held-down length of such HOLD note is (1 × half note =) one half note. This way of denoting the length parameter is used in both HOLD and SLIDE. In the actual notation, a button number is specified, an "h" is specified after the button number to make it clear that the note is a HOLD, and then the held-down length is be specified after both of them. HOLD that occurs at BUTTON-5 with the held-down length of one half note ... 【5h[2 1],】 This is the basic notation. However, there might be cases where it is more convenient to specify the held-down length to be an exact number of seconds. HOLD that occurs at BUTTON-4 with a held-down length of 5.678 seconds ... 【4h[#5.678],】 HOLD that occurs at BUTTON-4 with a held-down length of one half note at 150 BPM ... 【4h[150#2 1],】 To change a HOLD into a BREAK HOLD, add a "b" after the "h" like 【5hb[2 1],】. It does not matter whether the "h" and the "b" are swapped, as in 【5bh[2 1],】. SLIDE (Basics Shapes) To place a SLIDE, many parameters should be specified, such as the starting and ending button numbers, how they are to be connected with the arrow track, and how long the tracing star is to move. Although SLIDE has gone through remarkable development in the history of maimai, and many features have been implemented to it, this section only describes the basic notation and the shapes of SLIDE. The format of SLIDE's basic notation is a combination of 【starting point, shape of track, ending point, and tracing length】. BUTTON-1 to BUTTON-4, straight shape, tracing length of 3 8th notes ... 【1-4[8 3],】 The 【[8 3]】 part at the end of the notation is specified using the same concept as the held-down length described for HOLD. For SLIDE, there is a waiting time after the approaching star-shaped TAP reaches the judgment line and before the tracing star actually begins to move. Specifically, it is one beat at the current BPM. The tracing length of the SLIDE and the waiting time for the tracing star to start moving can be directly specified in seconds as follows Status ... BUTTON-1 to BUTTON-4, straight shape, 120 BPM Waiting time is one beat at 160 BPM, tracing length is three 8th notes at 160 BPM ... 【1-4[160#8 3],】 Waiting time is one beat at 160 BPM, tracing length is 2 seconds ... 【1-4[160#2],】 Waiting time is 3 seconds, tracing length is 1.5 seconds ... 【1-4[3##1.5],】 Waiting time is 3 seconds, tracing length is three 8th notes at current BPM ... 【1-4[3##8 3],】 Waiting time is 3 seconds, tracing length is three 8th notes at 160 BPM ... 【1-4[3##160#8 3],】 The arrow track of a SLIDE has many possible shapes. "-" ... Straight shape Connects the start to the end in a straight line. " ", " ", "^" ... Arc shape Connects the start to the end along the circled judgment line. If the direction of travel is to the right, use " ". If left, use " ". If the distance is shorter than half the circle, "^" can be used and thinking of the direction is thus not needed. "v" ... v-shape Connects the start to the end through the screen center as the turning point in two straight lines. "p", "q" ... p-shape, q-shape Connects the start to the end while curving around the screen center. "s", "z" ... Thunderbolt shape Connects the start to the end with three short lines in the shape of a thunderbolt symbol (⚡). "pp", "qq" ... Grand p-shape, Grand q-shape Connects the start to the end while curving along an imaginary circle which is tangent to both the screen center and the circled judgment line. "V" ... Grand v-shape Connects the start to the end through a middle turning point in two straight lines. The line connecting the start to the middle turning point is always a short straight line. "w" ... Fan shape Connects the start to three ends in an expanding track in a shape similar to a folding hand fan. Three tracing stars going to each end are spawn for this SLIDE shape. For the "V" SLIDEs, the middle turning point is specified by an extra button number in addition to the button numbers of the starting and ending points. Starting point is BUTTON-1, turning point is BUTTON-3, ending point is BUTTON-5 ... 【1V35】 Every SLIDE has a constant tracing speed from the start to the end. To change the track of a SLIDE into a BREAK SLIDE, add a "b" after the "]" like 【1-4[8 3]b,】. The allowed positions of the ending point relative to the starting point are restricted by the shape of the SLIDE. The following table lists the possible combinations of starting and ending points of each SLIDE shape where the arrow track of the SLIDE can be drawn normally. SLIDE (Multiple Chaining) Multiple SLIDE Multiple SLIDE refers to a SLIDE note with two or more arrow tracks stating from a single star-shaped TAP. Each SLIDE arrow track is specified with its own set of parameters, since every set of parameters may be different for each SLIDE arrow track, except that the starting point is the same. The tracing speed can be different for each SLIDE arrow track, but these SLIDE arrow tracks are treated as EACH because their tracing stars begin to move at the same time. BUTTON-1 to BUTTON-4, straight shape, tracing length of 3 4th notes, plus BUTTON-1 to BUTTON-6, arc shape, tracing length of 5 8th notes ... 【1-4[4 3]*-6[8 5],】 After the starting button number at the beginning of the note notation, there is no need to repeat that button number. An "*" can be added after the second SLIDE arrow track to specify the third arrow track and so on. Chaining SLIDE Chaining SLIDE is a SLIDE note which composes of multiple SLIDE arrow tracks with their starting and ending points joined together and is treated as a single SLIDE arrow track. For example, the 【1V75】 arrow track is internally two SLIDE arrow tracks (【1-7】 and 【7-5】) combined into one. However, the combination is not limited to the grand V-shapes but can be any shape and two or more SLIDE arrow tracks joined together. No matter how long the chaining SLIDE is, the tracing speed is calculated from the tracing length to be a constant from the start to the end of tracing. BUTTON-1 to BUTTON-4 with straight shape, BUTTON-4 to BUTTON-7 with q-shape, BUTTON-7 to BUTTON-2 with straight shape, tracing length of two whole notes ... 【1-4q7-2[1 2],】 Specify a series of button numbers and SLIDE shapes and then specify the tracing length at the end. In the case of this SLIDE, the tracing star continues tracing at a constant speed from BUTTON-1 until it reaches BUTTON-2. However, there might be cases where different tracing lengths are desired for some of the SLIDE arrow tracks. In such cases, the tracing length for each SLIDE arrow track can be specified like 【1-4[2 1]q7[2 1]-2[1 1],】. However, be sure to specify the tracing speed for all individual SLIDE arrow tracks. Otherwise, an error may occur. To change it to BREAK SLIDE, add a "b" after the "]", which the same as for regular SLIDE. It is not possible to make only a section of chaining SLIDE into BREAK SLIDE. A chaining SLIDE note can only be either a normal SLIDE or a complete BREAK SLIDE. Therefore, even when different tracing speeds can be specified for some of the SLIDE arrow tracks, the "b" can be added only after the last "]". TOUCH, TOUCH HOLD, Firework Effect TOUCH In maimai DX series, there are 34 sensor areas on the screen which the player can touch. All of these can handle contact events, and SLIDEs require the contact events to be made in a specific order. Since maimai DX, there have been new types of notes that require directly touching the sensor. They are TOUCH and TOUCH HOLD. The sensor areas are also divided into five major groups Group A, located adjacent to the buttons; Group B, located between Group A and the center of screen; Group C, which is in charge of the center; Group D, which fills the space between the areas of Group A; and Group E, located slightly inward from Group D and adjacent to Group B. Group C is in the center and has 2 sensor areas, while each of the other groups has 8 sensor areas which are numbered in clockwise order. The following diagram shows the approximate location and positioning of the sensors. To place a TOUCH, the sensor number of the desired location is denoted in the same way as TAP. TOUCH that occurs at SENSOR-B1 ... 【B1,】 TOUCH that occurs at SENSOR-D4 ... 【D4,】 The sensor in the center is divided into two areas, C1 and C2. However, no TOUCHes appear separately for each of them, instead a TOUCH appears in the middle of the areas. Therefore, a TOUCH that occurs in the center can be denoted as 【C,】 without numbering. Denoting this as either 【C1,】 or 【C2,】 causes no errors and is treated the same as 【C,】. TOUCH HOLD TOUCH HOLD is a note that requires the sensor to be pressed and held. It is counted as "HOLD" in the play result. The awarded score is also the same as HOLD. This notation is a direct combination of TOUCH and HOLD. Just simply replace the button number of a HOLD with a sensor number. TOUCH HOLD that occurs at SENSOR-C with held-down length of 3 4th notes ... 【Ch[4 3],】 While TOUCH has appeared in all 34 sensor areas since DX FESTiVAL, TOUCH HOLD has only appeared on the C sensor since DX classic, at least until DX UNiVERSE PLUS. However, in simai's notation, TOUCH HOLD can appear anywhere if the sensor number is specified to be not C. Firework Effect Firework effect refers to the rainbow-colored radial effect that appears as if fireworks are spreading from a certain location when a specific TOUCH is touched. Since there was no official name for this effect at the time DX classic was launched, 3simai used the name "firework effect" for convenience. To enable firework effect, add an "f" after the sensor number. TOUCH that occurs at SENSOR-B7 with firework effect ... 【B7f,】 TOUCH HOLD that occurs at SENSOR-C with held-down length of two whole notes with firework effect ... 【Chf[1 2],】 In the case of TOUCH HOLD, when "h" for HOLD and "f" for FIREWORK effect are specified together, either "hf" or "fh" is fine. EACH If two or more notes occur at exactly the same time, they are treated as an EACH (BOTH). In the case of SLIDEs, even if their tracing length are different, they are still considered to be an EACH if their tracing stars begin to move at the same time. The notes treated as part of an EACH change their color to yellow, except for BREAK notes. An EACH is denoted by placing each composing note and separating each of them with a "/". TAP at BUTTON-1 and HOLD at BUTTON-8 with held-down length of one half note ... 【1/8h[2 1],】 Their order does not matter, so the notation 【8h[2 1]/1,】 works fine. However, for SLIDEs, for example, in 【1-4[8 1]/2-6[8 1],】, 【1-4[8 1]】 will be displayed as if it occurred before 【2-6[8 1]】. In other words, the SLIDE defined earlier will be displayed as if it occurred earlier. Three or more elements are also treated as an EACH and can be denoted as note A / note B / note C ... Only EACHes composing of only non-BREAK TAPs can be denoted like 【12】 without the "/". The "/" between each note cannot be omitted even if there is only a single non-TAP or BREAK note within the EACH. EX Notes TAP, HOLD, and BREAK can be specified as EX notes. EX notes are judged to be CRITICAL PERFECT if they are hit within the timing window of GOOD or better. Simulators that support only the autoplay mode always hit notes within the timing window of CRITICAL PERFECT regardless of the notes' EX setting. However, Celeca have defined the notation because demands are expected for the needs of reproducing official charts and/or charting for simulators that react to player's input. To change a note into an EX note, add an "x" in the similar manner for changing the notes into BREAKs. EX-TAP at BUTTON-1 ... 【1x,】 EX-HOLD at BUTTON-3 ... 【3hx[α β],】 EX-BREAK at BUTTON-5 ... 【5bx,】 EX-BREAK HOLD at BUTTON-7 ... 【7bxh[α β],】 When two or more of "x", "h", and "b" characters are specified together, they can be specified in any order. Other Notations The notations listed below allow charters to create special charts more easily, such as the UTAGE charts appeared in MURASAKi version. Change Normal TAP to Star-shaped TAP A BUTTON-1 TAP is denoted as 【1,】. But if a "$" is appended and denoted as 【1$,】, it changes into a star-shaped TAP that would appear if a SLIDE were placed. This can be used in conjunction with a BREAK TAP or an EX-TAP. When two or more of "$", "b", and "x" characters are specified together, they can be specified in any order. Also, if two "$" are stacked to form "$$", the star-shaped TAP rotates. Currently, the rotation speed of the star-shaped TAP is a pre-defined constant. Change Star-shaped TAP to Normal TAP When a SLIDE is described as 【1-5[8 1],】, the BUTTON-1 TAP automatically changes into a star-shaped TAP, but if a "@" is appended to the star-shaped TAP as in 【1@-5[8 1],】, this star-shaped TAP changes back into a normal TAP. The SLIDE is processed as usual, so the SLIDE arrow track appears to start from the normal TAP. This can be used in conjunction with a BREAK TAP or an EX-TAP too. When two or more of "@", "b", and "x" characters are specified together, they can be specified in any order. Notations of Pseudo-TAP HOLD and Pseudo-TOUCH TOUCH HOLD Assuming there is a HOLD denoted by 【3h[1 1],】, if its held-down length is shortened to the limit, the required held-down length becomes instant, and the visual length of the HOLD shrinks as well, giving it the appearance of a hexagonal TAP. Although such a HOLD can be denoted like 【3h[1000 1],】, it can be easily denoted by removing the held-down length notation like 【3h,】. The same notation can be used for TOUCH HOLD. For example, a TOUCH HOLD denoted as 【Ch,】 gives a judgment instantly when hit. This can be used to denote a pseudo TAP or pseudo TOUCH. Note that this notation is treated internally as if 【[1280 1]】 were specified. It is because the held-down length of such notes is implied to be set to the length of a 1280th note in the official fan book sold by SEGA. Pseudo EACH When denoting two TAPs that are almost but not exactly simultaneous, the notes in the nearby section would needed be very fine-tuned in this way {96} 1,2,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, {8} ~~~~~~ In the above example, the 96th note length divider was used for the timing gap, and specifying the notes to be closer to each other would be even harder. When strictly reproducing an official chart, this made it infeasible, and when creating a fan-made chart, this could be troublesome. In this case, 【1`2,】 can be used. It makes the BUTTON-2 TAP placed only slightly later than the BUTTON-1 TAP but still almost simultaneous. The BUTTON-2 TAP is processed internally as a TAP that is 1 millisecond later than the BUTTON-1 TAP. Since they are not exactly simultaneous to become a part of an EACH, the two TAPs do not turn yellow and do not count as an EACH on the play result. For example, in 【1`2`3/4,】, a BUTTON-2 TAP is placed 1 millisecond after the BUTTON-1 TAP, and an EACH composing of a BUTTON-3 TAP and a BUTTON-4 TAP is placed another 1 millisecond after the BUTTON-2 TAP. Note that, the "`" symbol can be entered by holding down Shift and pressing the "@" key right to the "P" key on a JIS layout keyboard and also by directly pressing the "`" key left to the "1" key on a US or UK layout keyboard. SLIDE without Star-shaped TAP When a SLIDE is placed, a star-shaped TAP normally always appears and approaches to the SLIDE's starting point, but this approaching star-shaped TAP can be eliminated. Assume that there is a SLIDE denoted by 【1-5[2 1],】. The tracing star fades in before starting to move ... 【1?-5[2 1],】 The tracing star does not fade in and suddenly appears when it begins to move ... 【1!-5[2 1],】 In both cases, the SLIDE arrow track fades in and the approaching star-shaped TAP does not appear. For creating a chart that letters, symbols, etc. are drawn using SLIDEs, it is recommended to use "?" to make it clear where to start tracing. For creating a chart with single-stroke SLIDEs, using "!" is recommended to avoid displaying extra stars on the screen. [pseudoEach] backtick (`) is located to the left of "1" on a US/UK layout keyboard. Its Alt code is 96. Alternatively you can copy and paste... -- cubruce1103 (2023-02-13 02 35 50) 名前 コメント
https://w.atwiki.jp/southparkwiki/pages/233.html
The Tale of Scrotie McBoogerballs "The Tale of Scrotie McBoogerballs" エピソードNo.放送日 Season14Episode22010年3月24日 -表示 概要 概要 ギャリソン先生が「お下品な本」と説明した『ライ麦畑でつかまえて(キャッチャー・イン・ザ・ライ)』。スタン達4人は期待して読むが、そこには彼らの期待した「下品な表現」は無い。「だまされた!読むように仕向けられたんだ!」と、失望と怒りに燃えた彼らは「それなら自分たちで世界一『お下品な本』を書こう」と意気込み、執筆し始める。 その後、彼らが書いた「The Tale of Scrotie McBoogerballs」がシャロンに見つかってしまい・・・? おそらく「ライ麦畑でつかまえて」の著者、J・D・サリンジャーが逝去したため、このエピソードを制作したと思われる。エピソードの終盤には、発禁処分を受けた「ライ麦畑でつかまえて」に通ずる「今日学んだ大切なこと」が言われる。 上へ
https://w.atwiki.jp/kamonanban/pages/33.html
さて、お次はキャラ製作の要、画像作りでございます。 まずはシャキーンを起動してください。 はい、出た! 変なヒュム♂がいる!こっち見んな! まずは設定 まずは上の「設定」から背景色の変更を選んでください。 デフォルトでは黄土色みたいな感じのになってますが、変更しときましょう。 ここで、キャラの色には絶対かぶらないような色を選択します。 個人的にはピンクがオヌヌメ それから、次。「設定」のウインドウサイズの変更でウインドウのサイズを変えましょう。 フルウインドウでもいいのですが、後々のために若干小さくしておきましょう。 自分はXGAにしています。 最後に、スクリーンショットを撮った場合の保存形式を選択します。これ重要。 「設定」のスクリーンショットからBMPで保存を選んでください。 デフォルトではJPGになっていますが、必ずBMPにしてください。 何故BMPにしないといけないかというと JPGだと画像の圧縮が行われ、背景色とキャラの色が滲んでしまう為です。 画像を撮る さて、ついにこの時がきました。 ここで大事なのは、全ての画像のキャラの大きさをきちんと同じにすること。 個人的には、デフォルトの位置より若干引き気味で撮るのを推奨します。 なぜかというと、横幅が大きいモーションなどはデフォルトだと収まりきらない場合があるからです。 それでは、パシャパシャ撮っていきましょう。操作方法はここで解説しなくても大丈夫だと思います。 最後に 画像を撮り終わってホクホクしているあなた。これで気を抜いてはいけません。 次回の取り直しなどのために、キャラ画像の座標位置(奥行き)はかならず覚えておきましょう。 ただし、こういうのは感覚でやると意外とズレてたりするもの。 そこで、1枚、座標調整用の画像を残しておくことをオススメします。 これで、次回はプレビューで見比べながらシャキーンの座標を調節していく、と。 追記:設定をBMPで保存にしたのにまだ滲む! 新PCに変えて、さあ画像とるぞー^^ わあい^^ とりこんだぞー^^ ・・・滲んでるでござるwwww こんなことが起こりました。そういえば、スレで過去にそのような事が起こったという報告がありましたね。自分には関係ないだろうと思って記憶の片隅に追いやっていました。 さて、どうでもいい前置きはここまでにしといて、原因は何か。 グラフィックボードのアンチエイリアシングが働いて、勝手に画像をなめらかにしてしまっている というのが問題。 解決法としては、とりあえずアンチエイリアシングの設定をオフにする。 ちなみに、滲んだ筆者のグラフィックボードはGeforceでした。 NVIDIAコントロールパネルを開き、「3D設定の管理」項目にある 「アンチエイリアシング-トランスアペレンシー」をオフ 「アンチエイリアシング-モード」をアプリケーションによるコントロールに。 どっちかだけでいいのかは分かりませんが、とりあえずこんな感じの設定をしたら滲まなくなりました。 以上です。これで画像はきちんと取れたと思いますがいかがでしょう。 もし間違っている点や質問したいことがあれば下にコメントするスペースがあるのでそちらに書き込んでいってください。 ↓なにか物申したい時にどうぞ。 名前 コメント すべてのコメントを見る
https://w.atwiki.jp/d2x2ch/pages/92.html
Battle Orders 日本名:バトル・オーダー 略称:BO 効果 必要レベル 24 必要スキル Howl, Shout 周囲の味方のライフ・マナ最大値を一定時間上昇させる。 Level 1 2 3 4 5 6 7 8 9 10 Mana Cost 7 Duration (seconds) 35 45 55 65 75 85 95 105 115 125 Stamina/Life/Mana Increase % 35 38 41 44 47 50 53 56 59 62 Level 11 12 13 14 15 16 17 18 19 20 Mana Cost 7 Duration (seconds) 135 145 155 165 175 185 195 205 215 225 Stamina/Life/Mana Increase % 65 68 71 74 77 80 83 86 89 92 Bonusを受けるスキル Shout +5 Seconds Per Level (Synergy Bonus) Battle Command +5 Seconds Per Level (Synergy Bonus) Bonusを与えるスキル Shout +5 Seconds Per Level (Synergy Bonus) Battle Command +5 Seconds Per Level (Synergy Bonus) Concentrate +10% Damage Per Level (Synergy Bonus) 評価 ライフ・マナ最大値を大幅に増強する全Barbarianにとっての最重要スキル。 パーティプレイではこのスキルを味方全員にかけてからが戦いの始まりである。 逆に、キャラクターレベルがそれなりに高いBarbarianでありながら、このスキルを使いもせずに戦闘を始めてしまうようではnoob呼ばわりは避けられない。 ただし、このスキルは最後に唱えたものだけが有効なので、RW Call to Arms所有者を含め、複数のBO使いがパーティにいる場合は各人のレベルを確認すべき。 高レベルのBOを低レベルのBOで上書きしてしまわないように注意したい。 使い方 戦場に出たらBattle Commandでスキルレベルを上げた後すぐに使う。 折を見てかけ直し、効果を途切れさせないようにしたい。 スキル振り ほぼ全てのビルドで20(MAX)。 最優先でMAXにしておくと、パーティプレイで歓迎されることが多い。 攻撃系シナジー特化のフレ馬場など、どうしてもスキルポイントが足りないというビルドでは1~残り全部。 その他 http //www.battle.net/diablo2exp/skills/barbarian-warcries.shtml#battleorders つくづく感じるのだが、これをRWで全クラスに開放した鰤のセンスは神懸かっている。 -- 名前 コメント