約 4,059,776 件
https://w.atwiki.jp/mugensmash/pages/31.html
ここでは透過情報付きのPNG画像で作るという前提で話を進めます。 最終的にはこのような画像を作ります。 注意点 左右で別のイメージを表示できますが、内部では左向きの際は右向きの画像を反転して使う処理をしているので向きはすべて右向きで統一してください。 コマの間に隙間を作らないでください。 透過情報付きpngには主に①完全に透明な部分と完全に不透明な部分の情報のみで構成される透過情報付きpng(on-off形式というらしいです。)。透過gifもこちらに分類されます。②半透明も含めた完全な透過情報を含んだpngの2種類があり、フリーソフトでは透過情報png対応と謳いつつ①にしか対応してないことが多いのでご注意ください。 以下ではその手段の一例を紹介します。 ①素材の準備 まずはどんな方法でも構わないのでPNG画像を作りこのように1コマずつ番号をつけて保存します。このとき画像のサイズは必ず統一してください。下の画像の場合128x128で統一されています。 ②画像の分離 吉里吉里2のtoolフォルダ内のkrkrtpc.exeに以下の設定を行った上で連番画像をまとめてドラッグします。 透明部分のある画像 メイン/マスク分離形式 メイン形式 BMP マスク形式 BMP 出力フォルダは好きな場所を指定してください。 (メインとマスクは別フォルダに入れておいたほうが後で作業が楽になります。そのためにメインかマスクのどちらかをわざとjpegにしておくと分けるのが楽になります。) ③分離した画像の連結 次にメイン形式、マスク形式で出力した画像の連結を行います。ここでは分割結合あを使うという前提で話を進めます。 画像結合のラジオボタンを選択 並べ方は左のZ型になっているほうを選択。 横、縦の数は横x縦が連結する画像の枚数以上なら何でも良いですが、出来るだけ正方形に近い画像にしたほうが後で縮小画像で確認するときに見やすくて便利です。下はマスク画像を連結するときの例です。 設定を決めたらメイン形式、マスク形式の連結画像をそれぞれ作成します。設定、画像のサイズ、順番は統一しておかないと最後の工程でおかしな画像が出来上がります。 ④仕上げ メイン形式を連結したものを「名前.bmp」マスク形式を連結したものを「名前_m.bmp」にリネームして、以下の設定を行ったkrkrtpc.exeにまとめてドラッグします。 透明部分のある画像 αチャンネル付きPNG 出力フォルダは好きな場所を指定してください。 ⑤出力、完成 画像が無事出力されれば完成です。
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/wiki9_vipac/pages/2535.html
N系企業に喧嘩を売る MTにナパーム投擲積んでるにどうして投擲を製品化しなかったんだ、N系クレスト。 ねえN系クレストACパーツ部門の責任者さん、ちょっとあそこの駐車場でお話しよう? キサラギさんもどうしたんですか、投擲部門の廃止やとっつき部門の規模縮小なんて。 クレストさんと一緒にあそこの駐車場でお話しましょ? ミラージュさんはほとんど規模縮小なんてしてなくて素敵なんですけど、製造中止になったシステムエラー短縮装置さんがかわいそうじゃないですか。 それになんで毎回EN武器の新製品に産廃が必ずあるんですか。 ミラージュさんもクレストさんとキサラギさんと一緒にあそこの駐車場でお話しましょ? 私はこれから駐車場に向かう、後は頼んだレイヴン。 軽グレクレホバにキサラギ変態タンクにシルキーシャワー・・・ わーい、駐車場は楽しいな♪ みんなも駐車場で企業代表と握手! ナービスさんはパーツ楽しみにしてたのに、まさかパーツ生産しないまま終わるなんて・・・ USEさんは地味ですけど、ちゃんとガードメカ開発成功してよかったですね。
https://w.atwiki.jp/sdvx/pages/7830.html
PIZZATIME/ Tsubusare BOZZ Lv CHAIN 譜面属性 BPM TIME Version Genre Illustrator Effect NOVICE 06 0510 168 VIVID WAVE12 FLOOR Philine Akizuki Nagomu ADVANCED 12 0968 EXHAUST 15 1306 MAXIMUM 17 1584 +難易度投票 NOVICE 選択肢 投票数 投票 詐称 0 強 0 中 0 弱 0 逆詐称 0 ADVANCED 選択肢 投票数 投票 詐称 0 強 0 中 0 弱 0 逆詐称 0 EXHAUST 選択肢 投票数 投票 詐称 0 強 0 中 0 弱 0 逆詐称 0 MAXIMUM 選択肢 投票数 投票 詐称 0 強 1 中 0 弱 0 逆詐称 0 動画検索 攻略・解説 譜面・楽曲の攻略についてはこちらへどうぞ 見辛さ解消の為に改行や文頭の編集、不適切なコメントを削除することがあります 名前 コメント ※文頭に[ bgcolor(#aaf){NOV}]、[ bgcolor(#ffa){ADV}]、[ bgcolor(#faa){EXH}]、[ bgcolor(#888){MXM}]をコピー ペーストすると見やすくなります コメント 楽曲やイラストなどのコメントについてはこちらへどうぞ 名前 コメント すべてのコメントを見る
https://w.atwiki.jp/itoukunn/pages/84.html
車情報 馬力詳細&費用 通常チューンアップ 付加パーツ コメント欄 車情報 [部分編集] ゲーム内画像imageプラグインエラー 画像を取得できませんでした。しばらく時間を置いてから再度お試しください。提供 RockYou!Asia スピード★レーシング 写真imageプラグインエラー 画像を取得できませんでした。しばらく時間を置いてから再度お試しください。提供 フリー百科事典『ウィキペディア(Wikipedia)』 車種 UltimateAero 金額(コイン) 900,000 初期馬力 1,287HP 所持が条件となるツアー 最大馬力 通常チューンアップ 2,089HP 付加パーツ有り 2,445HP 燃料加算 6 備考 アルティメイト・エアロ(提供 フリー百科事典『ウィキペディア(Wikipedia)』)SSC・エアロ(SSC Ultimate Aero)はアメリカの自動車会社、シェルビー・スーパーカーズ(SSC)が製造・販売しているスーパーカー。ボディは欧州のスーパーカーたちと似たシェイプを持ち、ガルウイングドアも持つ。スチールスペースフレームのシャシーにカーボンコンポジット製のボディが被せられ、アメリカ車らしく、レーシングストライプが取り入れられている。足回りは前後ダブルウィッシュボーンサスペンション、フロントタイヤは19インチ、リアタイヤは20インチで、ミシュラン社製パイロットスポーツPS2を履く。エンジンはシボレー製6345ccV型8気筒OHVでインタークーラーツインターボを備え、2009年モデルでは1287馬力を叩き出す。 ※2010/09/16 更新 ▲ページトップに戻る 馬力詳細&費用 [部分編集] パーツ番号 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 小計 チューンナップ費用 備考 初期馬力 ----- 1,287HP 900,000コイン 通常チューンアップ 8 10 10 300 15 18 20 400 13 8 -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- 802HP 5,162,500コイン 4),8)にステージ4がある 付加パーツ 10 11 2 11 14 8 7 8 50 35 6 3 9 20 25 3 20 9 35 6 11 9 5 12 8 7 5 7 356HP 41,447,500コイン 随時更新中 合計 2,445HP 47,510,000コイン ※2010/09/16 更新 ▲ページトップに戻る 通常チューンアップ [部分編集] 標準 ステージ1 ステージ2 ステージ3 ステージ4 フルチューン 1)タイヤ 効果 0 3 4 8 --- 8 価格 0 7,500 10,000 15,000 --- 32,500 2)点火プラグ 効果 0 4 9 10 --- 10 価格 0 10,000 25,000 75,000 --- 110,000 3)クラッチ 効果 0 3 8 10 --- 10 価格 0 5,000 25,000 100,000 --- 130,000 4)ターボチャージャー 効果 0 20 40 45 300 300 価格 0 50,000 150,000 500,000 1,000,000 1,700,000 5)ECUチップ 効果 0 5 13 15 --- 15 価格 0 20,000 50,000 150,000 --- 220,000 6)サスペンション 効果 0 7 15 18 --- 18 価格 0 12,500 50,000 175,000 --- 237,500 7)エアフィルター 効果 0 8 18 20 --- 20 価格 0 15,000 75,000 250,000 --- 340,000 8)ニトロタンク 効果 0 30 63 70 400 400 価格 0 50,000 150,000 600,000 1,250,000 2,050,000 9)マフラー 効果 0 4 10 13 --- 13 価格 0 7,500 25,000 150,000 --- 182,500 10)ラジエーター 効果 0 3 4 8 --- 8 価格 0 10,000 25,000 125,000 --- 160,000 ※2010/09/04 更新 ▲ページトップに戻る 付加パーツ [部分編集] ステージ1 ステージ2 ステージ3 ステージ4 フルチューン 1)アメリカダラス完走▼Amped Receiver 効果 3 6 10 --- 10 価格 2,500 7,500 17,500 --- 27,500 2)アメリカデイトナ完走▼Racing Seat 効果 4 7 11 --- 11 価格 5,000 12,500 32,500 --- 50,000 3)メキシコモントリオール完走▼SuperRadarDetector 効果 2 2 2 --- 2 価格 2,500 10,000 25,000 --- 37,500 4)カナダトロント完走▼DVD Navigation 効果 3 7 11 --- 11 価格 5,000 12,500 32,500 --- 50,000 5)中国北京完走▼Short Shifter 効果 5 8 14 --- 14 価格 7,500 15,000 37,500 --- 60,000 6)日本 東京完走▼Sway Bars 効果 6 7 8 --- 8 価格 10,000 25,000 50,000 --- 85,000 7)ドイツ ベルリン完走▼Brakes 効果 3 4 7 --- 7 価格 10,000 25,000 100,000 --- 135,000 8)イタリア ローマ完走▼Cold Air Intake 効果 4 7 8 --- 8 価格 25,000 75,000 200,000 --- 300,000 9)ブラジルサルバドール完走▼Pistons 効果 30 40 50 --- 50 価格 30,000 100,000 250,000 --- 380,000 10)エジプトリビア砂漠完走▼Pulley 効果 15 25 35 --- 35 価格 175,000 600,000 1,375,000 --- 2,150,000 11)インドデリー完走▼HID Conversion 効果 2 4 6 --- 6 価格 125,000 500,000 1,250,000 --- 1,875,000 12)アイスランドレイキャビク完走▼Halogen Bulb 効果 1 2 3 --- 3 価格 25,000 375,000 625,000 --- 1,025,000 13)ロシアモスクワ完走▼Crystal Clear Tail Lights 効果 3 5 9 --- 9 価格 75,000 437,500 875,000 --- 1,387,500 14)モンゴルウランバートル完走▼Front Fender 効果 5 13 20 --- 20 価格 325,000 750,000 3,250,000 --- 4,325,000 15)韓国ソウル完走▼Steering Wheel 効果 6 13 25 --- 25 価格 350,000 1,250,000 3,750,000 --- 5,350,000 16)イギリスロンドン完走▼Crash Helmet 効果 1 2 3 --- 3 価格 25,000 375,000 625,000 --- 1,025,000 17)トルコ アンカラ完走▼Gear Stick 効果 5 13 20 --- 20 価格 325,000 1,250,000 3,250,000 --- 4,825,000 18)UAE アブダビ完走▼Racing Glove 効果 3 5 9 --- 9 価格 75,000 437,500 875,000 --- 1,387,500 19)インドネシアジャカルタ完走▼Race Headers 効果 20 25 35 --- 35 価格 50,000 500,000 1,750,000 --- 2,300,000 20)南アフリカケープタウン完走▼Racing Suit 効果 2 4 6 --- 6 価格 125,000 300,000 1,250,000 --- 1,675,000 21)フランスパリ完走▼Foot Pedals 効果 3 7 11 --- 11 価格 75,000 500,000 1,750,000 --- 2,325,000 22)スペインマドリード完走▼Intercooler 効果 3 5 9 --- 9 価格 75,000 437,500 875,000 --- 1,387,500 23)チリサンティアゴ完走▼Roll Over Bar 効果 2 4 5 --- 5 価格 110,000 500,000 700,000 --- 1,310,000 24)マレーシアクアラルンプール完走▼Boost Gauge 効果 5 8 12 --- 12 価格 150,000 600,000 2,000,000 --- 2,750,000 25)スウェーデンストックホルム完走▼Fuel injection 効果 3 5 8 --- 8 価格 75,000 387,500 825,000 --- 1,287,500 26)ノルウェーオスロ完走▼Differential 効果 2 4 7 --- 7 価格 125,000 500,000 1,250,000 --- 1,875,000 27)チュニジアチュニス完走▼Horn 効果 1 2 5 --- 5 価格 37,500 250,000 600,000 --- 887,500 28)ニュージーランドウェリントン完走▼Fuel Delivery Pipe 効果 2 4 7 --- 7 価格 50,000 375,000 750,000 --- 1,175,000 ※2010/09/16 更新 ▲ページトップに戻る コメント欄 大規模な更新を行いました、後どこを更新したかも入れときました -- Mr.X (2010-09-04 14 54 10) ルーレットででた -- たか (2011-08-06 01 28 48) えっ、マジですかそれ!? -- 名無しさん (2011-08-06 15 03 13) モバゲーばんのことかと -- y (2011-08-10 00 38 41) 初プレイで早速、ルーレット回したらこれでた。wikiで調べたら、なかなかいい車Σ(・口・) -- 名無しさん (2011-11-15 21 14 49) 名前 コメント ▲ページトップに戻る アクセス数(合計): - アクセス数(今日): - アクセス数(昨日): -
https://w.atwiki.jp/yatteyoruby/pages/40.html
capybaraでselenium webdriverを用いた際の画像のダウンロード方法について記述します。 従来の方法について こちらにあるようにwebdriverでは画像をダウンロードするための方法は提供されていないようです。 javascriptを用いた方法などもあるようですが個人的にイマイチ。 ログインが必要なwebサイト上にある画像だと、単純なGETではセッションが引き継がれず画像取得は不可。 FireFox Driverなら以下のような設定をプロファイルにしておくことでvisitすれば一応ダウンロードは可能。ただし、原因は不明ですがブラウザ上で画像が開かれる場合があり回避方法がわかりませんでした。 -コード Capybara.register_driver selenium do |app| profile = Selenium WebDriver Firefox Profile.new profile[ browser.download.dir ] = "/tmp/webdriver-downloads" profile[ browser.helperApps.neverAsk.saveToDisk ] = "application/pdf,image/jpeg" profile[ browser.download.progressDnlgDialog.dontAskForLaunch ] = true Capybara Selenium Driver.new(app, profile = profile) end Capybara.default_driver = selenium mechanizeでセッションを引き継いでダウンロードする方法 mechanizeではダウンロードメソッドが提供されています。 このため、webdriverからセッション(クッキー)を引き継いでメソッドを使用してみたところ、うまく画像をダウンロードできました。 試した環境 ruby 1.9.3p0 capybara 1.1.2 selenium-webdriver 2.20.0 mechanize 2.3 capybara-mechanize 0.3.0 試したコード -コード # -*- encoding UTF-8 -*- require capybara require capybara/dsl require "selenium-webdriver" require capybara/mechanize include Capybara DSL Capybara.register_driver selenium do |app| profile = Selenium WebDriver Firefox Profile.new Capybara Selenium Driver.new(app, profile = profile) end Capybara.default_driver = selenium Capybara.app_host = https //hogehoge Capybara.run_server = false # (ログイン処理略) # 現状のcookie取得 cookies = Capybara.current_session.driver.browser.manage.all_cookies cookie = cookies.inject({}) { |all, c| all[c[ name]] = c[ value]; all } begin Capybara.current_driver = mechanize agent = page.driver.browser.agent # 対象webサイトではuser_agentを空にするか、default_driverと同じにしておくと同セッションとして扱われた。 agent.user_agent = "" agent.request_headers = { Accept-Language = ja } # cookieの引き継ぎ mcookies = agent.cookie_jar cookies.each { |cookie| mcookies Mechanize Cookie.new(cookie[ name], cookie[ value], cookie) } agent.cookie_jar = mcookies # 画像をダウンロードする agent.download( https //hogehoge/画像へのパス , "/tmp/test.dat")) # 取得しなおしたcookieの保存 cookies = [] agent.cookie_jar.each do |mcookie| cookies { name = mcookie.name, value = mcookie.value, path = mcookie.path, domain = mcookie.domain, expires = mcookie.expires} end ensure Capybara.use_default_driver end # 一応cookieをdefault_driverに戻しておく cookies.each do |cookie| page.driver.browser.manage.add_cookie(cookie) end
https://w.atwiki.jp/mtgflavortext/pages/1091.html
乱動に耐えるだけの重さを持つ皮背の骨は、嵐や地すべりのときの旅人の避難場所になる。 Heavy enough to withstand the Roil, leatherback skeletons are havens for travelers in storms and landshifts. ワールドウェイク 【M TG Wiki】 名前
https://w.atwiki.jp/nativemeta/pages/66.html
( 12 6/21 NativeMeta_data loader plugin ← (Link) NativeMeta Renderer static link library の構成でテストするが、なぜかShadeにloader pluginがロードされない。DLLにしても結果は同じ。 他のresident系のプラグインを調査してみる。 ↓ DLL形式にしてShade実行ディレクトリに配置、起動されることを確認。) 現在のところ、メタエリプソイド、Win32bit限定ですが、 staticNMR.lib (Win32bit) ライブラリをリンク、下記インクルードファイルをインクルードして、 オブジェクト・データを std vector MetaElements meta_elms に、push_back()していって、 convert_scene();を実行すると、スタティックライブラリが利用可能になります。 後は、レイトレース発生毎に CROSS_INF RayIntersection(const vec3d *eye, const vec3d *view); を実行すれば、 CROSS_INF float t; //交点距離 vec3d pnt, nrm; //交点座標、法線 std vector INFLU_INF influ; //影響情報 が取得されます。 INFLU_INF MetaElements *elem; //影響するエレメント float wgt; //影響する重さ staticNMRlib.hとmicro_math.h // staticNMRlib.h ------------------------------------------------------------------------------------------------------- #include vector #include "micro_math.h" enum eMETA_ELEMENT_KIND { eMETA_ELLIPSOID, eMETA_CUBE, eMETA_CYLINDER, eMETA_POLYHEDRON, eMETA_BILINEAR, eMETA_BICUBIC }; struct MetaElement { enum eMETA_ELEMENT_KIND kind; std string sign; float fusion_scale; MetaElement(){} }; struct MetaEllipsoid public MetaElement { vec3d local_size; mtx4 wl; MetaEllipsoid() { local_size = vec3d(0,0,0); wl = mtx4 identity(); } }; struct MetaCube public MetaElement { vec3d vtcs[8]; }; //struct MetaCylinder public MetaElement //{ //float length; //float radius; //mtx4 wl; //}; //struct MetaPolygon public MetaElement //{ //float thickness; //vec3d vtcs[3]; //}; //struct MetaBilinear public MetaElement //{ //float thickness; //vec3d vtcs[4]; //}; //struct MetaBicubic public MetaElement //{ //float thickness; //vec3d qp[4][4]; //}; union MetaElements { MetaElement *elem; MetaEllipsoid *ellip; MetaCube *cube; }; struct CROSS_INF { float t; vec3d pnt, nrm; int inout, sign; }; struct cNativeMetaScene; struct NativeMetaScene { float threshold; std vector MetaElements meta_elms;//ネイティブメタ記述ファイルを読み込んでここにストックされる void convert_scene(); cNativeMetaScene *nms; CROSS_INF RayIntersection(const vec3d *eye, const vec3d *view); NativeMetaScene() { nms = 0; } ~NativeMetaScene() { if ( nms ) { free( nms ); nms = 0; } } }; //----------------------------------------------------------------------------------------------------------------------- .
https://w.atwiki.jp/mtg2384/pages/484.html
autolink 相殺/Counterbalance (青)(青) エンチャント いずれかの対戦相手が呪文を唱えるたび、あなたは自分のライブラリーの一番上のカードを公開してもよい。そうした場合、その呪文の点数で見たマナ・コストが公開されたカードの点数で見たマナ・コストと等しいならば、その呪文を打ち消す。 《相殺/Counterbalance》をGathererで確認 《相殺/Counterbalance》をGoogleで検索 《相殺/Counterbalance》が使用された大会 取得中です。 カードテキスト転載元: Wisdom Guild 様 2011 / 09 / 20
https://w.atwiki.jp/pc0920987chromedl/pages/14.html
テーマ名:laser battler DL元:http //www35.atwiki.jp/pc0920987chromedl?cmd=upload act=open pageid=13 file=laserbattler.crx