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https://w.atwiki.jp/javadsge/pages/4118.html
var x1 = new Array(); var x2 = new Array(); var x3 = new Array(); var x4 = new Array(); function sample() { var query = "SELECT * FROM " + 1n8uwbba6D2q5YxCvMT_TAV_E2jpo7dVvkGlbYqBU ; var encodedQuery = encodeURIComponent(query); var url = [ https //www.googleapis.com/fusiontables/v1/query ]; url.push( ?sql= + encodedQuery); url.push( key=AIzaSyAH0WCAXRIdHdbI-6bnMSN4kVDDZZmGyqY ); url.push( callback=? ); $.ajax({ url url.join( ), dataType jsonp , success function (data) { var rows = data[ rows ]; sx = 0; for (var i in rows) { sx = sx + 1; x1[sx] = rows[i][0] / 1; } number = sx; a1 = 0; for (s = 1; s number+1; s++) { a1 = a1 + x1[s]; } a1 = a1 / number; v1 = 0; for (s = 1; s number+1; s++) { v1 = v1 + (x1[s] - a1) * (x1[s] - a1); } $("#memo").html(v1); paint(); } }); } function paint(){ str1=" table class=\"mdl-data-table mdl-js-data-table mdl-data-table--selectable mdl-shadow--2dp\" "; str2=" th class=\"mdl-data-table__cell--non-numeric\" "; str3=" td class=\"mdl-data-table__cell--non-numeric\" "; str=str1; str=str+" thead "; str=str+" tr "; str=str+" th x /th "; str=str+" /tr " str=str+" /thead "; str=str+" tbody "; for(s=1;s number+1;s++){ str=str+" tr "; str=str+" td "+x1[s]+" /td "; str=str+" /tr "; } str=str+" /table "; $("#tab2").html(str); } function paintx(){ }
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ストーリー攻略 >act.0 / act.1 / act.2 / act.3 / act.4 / act.5 / act.6 act.0 樹海の少女ソーマゲート 武器一覧初期装備 宝箱・敵ドロップ品 レジェンドモンスター ボスモンスター クエスト クリア報酬 チャート act.0 樹海の少女 ソーマゲート なし 武器一覧 初期装備 ※全て宝箱や敵ドロップからでも入手可能 モデル 名前 ランク 攻N 攻E 攻M クラス 備考 ウッドシールド 1 攻5防3 攻18防21 攻38防48 ALL ブロック率2%バトラス・コーアス初期装備 ショートソード 1 6 21 43 ALL バトラス・コーアス初期装備 ラージブレード 1 16 48 99 ALL バトラス・ダークス初期装備 スピア 1 9 31 64 ALL コーアス・ダークス初期装備 ショートエッジ 1 3 12 26 ALL バトラス・カンプス初期装備 バグナウ 1 3 12 26 ALL カンプス初期装備 ショートボウ 1 4 15 31 ALL ガンナス初期装備 ショートガン 1 5 18 38 ALL ガンナス初期装備 ショートロッド 1 4 15 31 ALL ソーマス初期装備 ウッドポール 1 7 24 50 ALL カンプス初期装備 宝箱・敵ドロップ品 モデル 名前 ランク 攻N 攻E 攻M クラス 備考 ショートタバール 1 6 21 43 ALL 宝箱・敵ドロップ クラブ 1 6 21 43 ALL 宝箱・敵ドロップ ラージアックス 1 16 48 99 ALL 宝箱・敵ドロップ ラージハンマー 1 16 48 99 ALL 宝箱・敵ドロップ レジェンドモンスター なし ボスモンスター ハイビジター{} ※{}内は弱点属性 クエスト なし クリア報酬 なし(各難易度共通) チャート オープニング※初回(ノーマル)はオープニングイベントスキップ不可※エキスパート・マスターでもイベントスキップをONにし忘れると長いオープニングを再び見るはめになるので注意 ノーマルではオープニングイベントはスキップできないが、Bボタンを押しっぱなしにすればテキストが早送りになるため、B押しっぱなしで若干早く済ませられる。ただし、途中でAボタンを押さなければいけない箇所が1つだけあるので注意。(『ジュネル大森林』と表示される所) とりあえず上へ進んでいけば、ボスのハイビジターのいるところへたどり着くため迷うことはないが、プレイヤーに選んだのがイデアだとノーマルのみ一人旅になり、難易度が高くなる点だけには注意。※エキスパート・マスターはマートルに話しかければ部隊編成可能 イベント・チュートリアルを飛ばしたい人は、オプションでイベントスキップをONにしておくと良い。 ハイビジターを倒した後、倒したハイビジターを調べるとイベントが起動され、act.1 へ進む ストーリー攻略 >act.0 / act.1 / act.2 / act.3 / act.4 / act.5 / act.6
https://w.atwiki.jp/viki/pages/23.html
Q のまネコ米酒を作ることになった経緯を教えてください? Q 御社ののまネコ米酒はどこから許諾を得ているのか?avexかZENか。 Q ZENのHPを見たか? ライセンス契約は、ZENなのかavexなのか Q 「のまネコ問題」を知っているか。 またのまネコやPVキャラは一次著作物ではない可能性があるのは知っているか。 知っているならばそれについてどう考えているか? Q エイベックスが受け取らないとしたロイヤリティはどうするのか? 今後何かその件で発表などすることはあるのか? Q タイトーはグッズの売り上げの寄付を検討しているとのことだが御社はそのような意向はあるのか? 11/22日電凸回答 Q.のまネコ米酒の発売はいつか? A.ウチでは取り扱っていない Q.ネットでは大栄食糧で販売予定とあったが? A.ウチは発売元ではないし、今後発売する予定もない Q.では、ネット情報は悪意のある何者かのいたずらか? A.社長がいないので分からない Q.では社長の電話番号を 携帯番号ゲット、しかし、留守電センターぽいところに 接続される のまネコ米酒について問い合わせた、また後日電話すると録音 社長はいないし電話に出ない。 このまま逃げ続けて販売するつもりだと思われる。 http //www.beisyu.com/ のドメインを調べると大栄食糧が 登録していることがわかる Domain Handle Domain Name beisyu.com Created On 2005-08-30 17 45 45.0 Last Updated On None Expiration Date 2006-08-30 04 49 13.0 Status ACTIVE Registrant Name Toyokazu Takino Registrant Organization DAIEISYOKURYOU CORPORATION Registrant Street1 3-4-28 Shintomicho Nakamura-ku Registrant Street2 Registrant City Nagoya-city Registrant State Aichi Registrant Postal Code 453-0031 Registrant Country JP Registrant Phone 052-481-7461 Registrant Fax 052-481-7462 Registrant Email internic@alpha-web.ne.jp htmlプラグインエラー このプラグインを使うにはこのページの編集権限を「管理者のみ」に設定してください。 htmlプラグインエラー このプラグインを使うにはこのページの編集権限を「管理者のみ」に設定してください。
https://w.atwiki.jp/usb_audio/pages/23.html
原文:Audio Data Formats 1.0(PDF) USB Device Class Definition for Audio Data Formats Release 1.0 March 18, 1998 16 Bit D6 indicates that the multilingual information that is encoded at normal sampling rates (32 kHz, 44.1 kHz or 48 kHz). This bit is only applicable for MPEG-2 decoders. Bit D7 indicates that the decoder is capable of processing streams that are encoded using adaptive multichannel prediction. Bits D9..8 indicate if the decoder can process embedded multilingual information. Multilingual capabilities can consist of being able to process multilingual information encoded at the same sampling frequency as the main audio channels (D9..8 = ‘01’). Some decoders may provide the additional capability to process multilingual information encoded at half the sampling frequency of the main audio channels (D9..8 = ‘11’). Bits D15..10 are reserved for future extensions. The bmMPEGFeatures field indicates compression-related features. Bits D5..4 report which type of Dynamic Range Control the MPEG decoder supports. Some decoders do not implement DRC (D5..4 = ‘00’). If implemented, the DRC can either use the stream embedded gain parameters as is (D5..4 = ‘01’) or can provide for additional DRC scaling factors, either a single scaling factor that influences both the boost and cut value simultaneously (D5..4 = ‘10’) or a separate scaling factor for the boost and the cut value (D5..4 = ‘11’) All other bits are reserved. Table 2-7 MPEG Format-Specific Descriptor Offset Field Size Value Description 0 bLength 1 Number Size of this descriptor, in bytes 9 1 bDescriptorType 1 Constant CS_INTERFACE descriptor type. 2 bDescriptorSubtype 1 Constant FORMAT_SPECIFIC descriptor subtype. 3 wFormatTag 2 Constant MPEG. Constant identifying the precise format the AudioStreaming interface is using. USB Device Class Definition for Audio Data Formats Release 1.0 March 18, 1998 17 Offset Field Size Value Description 5 bmMPEGCapabilities 2 Bitmap Bitmap identifying the MPEG capabilities of the decoder. A bit set indicates that the capability is supported D2..0 Layer support D0 = Layer ID1 = Layer IID2 = Layer IIID3 MPEG-1 only.D4 MPEG-1 dual-channel.D5 MPEG-2 second stereo.D6 MPEG-2 7.1 channel augmentation.D7 Adaptive multi-channel prediction.D9..8 MPEG-2 multilingual support 00 = Not supported01 = Supported at Fs10 = Reserved11 = Supported at Fs and ½Fs.D15..10 Reserved. 7 bmMPEGFeatures 1 Bitmap Bitmap identifying the features the decoder supports. A bit set indicates that the feature is supported D3..0 Reserved.D5..4 Internal Dynamic Range Control 00 = not supported.01 = supported but not scalable.10 = scalable, common boost and cut scaling value.11 = scalable, separate boost and cut scaling value.D7..6 Reserved. 2.3.8.1.2 MPEG Format-Specific Requests The following paragraphs describe the Set and Get MPEG Control requests. Some of the requests control parameters that are also dependent on the content of the incoming MPEG data stream. In general, the behavior of the MPEG decoder is primarily controlled by the incoming bitstream. Parameters set using MPEG Control requests retain their setting, even if that setting is not applicable to the current incoming bitstream. As an example, consider a decoder that is receiving a stream containing two independent stereo channel pairs. In this case, the Select Second Stereo Control can be enabled so that the second stereo channel is reproduced over the Left and Right channel. If the incoming stream is now switched to a full 5.1 encoded stream, the Select Second Stereo Control has no more influence and the decoder overrides its setting and produces full 5.1 sound. However, if the incoming stream switches back to the previous format, the Select Second Stereo Control becomes active again and resumes its previous setting so that the second stereo channel is reproduced again over the Left and Right channel. USB Device Class Definition for Audio Data Formats Release 1.0 March 18, 1998 18 2.3.8.1.2.1 Set MPEG Control Request This request is used to set an attribute of an MPEG Control inside an AudioStreaming interface of the audio function. Table 2-8 Set MPEG Control Request Values bmRequest Type bRequest wValue wIndex wLength Data 00100001B SET_CURSET_MINSET_MAXSET_RES CS Zero and Interface Length of parameter block Parameter plock The bRequest field indicates which attribute the request is manipulating. The MIN, MAX and RES attributes are usually not supported for the Set request. Further details on which attributes are supported for which Controls can be found in Section 2.3.8.1.2.3, “MPEG Controls.” The wValue field specifies the Control Selector (CS) in the high byte and zero in the low byte. The Control Selector indicates which type of control this request is manipulating. If the request specifies an unknown or unsupported CS to that interface, the control pipe must indicate a stall. For a description of the parameter blocks for the different Controls that can be addressed through the Set AC-3 Control request, see Section 2.3.8.1.2.3, “MPEG Controls.” 2.3.8.1.2.2 Get MPEG Control Request This request returns the attribute setting of a specific MPEG Control inside an AudioStreaming interface of the audio function. Table 2-9 Get MPEG Control Request Values bmRequest Type bRequest wValue wIndex wLength Data 10100001B GET_CURGET_MINGET_MAXGET_RES CS Zero and Interface Length of parameter block Parameter block The bRequest field indicates which attribute the request is reading. The wValue field specifies the Control Selector (CS) in the high byte and zero in the low byte. The Control Selector indicates which type of control this request is addressing. If the request specifies an unknown or unsupported CS to that interface, the control pipe must indicate a stall. For a description of the parameter blocks for the different Controls that can be addressed through the Get AC-3 Control request, see Section 2.3.8.1.2.3, “MPEG Controls.” 2.3.8.1.2.3 MPEG Controls The following paragraphs present a detailed description of all possible AC-3 Controls an AudioStreaming interface can incorporate. For each Control, the layout of the parameter block together with the appropriate Control Selector is listed. The Control Selector codes are defined in Section A.3.1, “MPEG Control Selectors.” USB Device Class Definition for Audio Data Formats Release 1.0 March 18, 1998 19 2.3.8.1.2.3.1 Dual Channel Control The Dual Channel Control is used to select which of the two available channels in the MPEG-1 base stream is actually retrieved and reproduced over the Left and Right output channels. If this Control is addressed on a decoder that does not implement Dual Channel Control (D4 = ‘0’ in the bmMPEGCapabilities field of the MPEG format-specific descriptor), the control pipe must indicate a stall. The Dual Channel Control can have only the current setting attribute (CUR). The position of the Channel2Enable switch can be either TRUE or FALSE. When FALSE, Channel I is selected, and when TRUE, Channel II is selected. The current setting of the Control can be queried using a Get MPEG Control request. Table 2-10 Dual Channel Control Parameter Block Control Selector MP_DUAL_CHANNEL_CONTROL wLength 1 Offset Field Size Value Description 0 BChannel2Enable 1 Number The setting for the attribute of the Dual Channel Control. Channel I selected when FALSE, Channel II selected when TRUE. 2.3.8.1.2.3.2 Second Stereo Control The Second Stereo Control is used to select the second stereo channel pair that can be encoded in an MPEG-2 stream instead of the multi-channel stereophonic information (3/2). If this Control is addressed on a decoder that does not implement Second Stereo support (D5 = ‘0’ in the bmMPEGCapabilities field of the MPEG format-specific descriptor), the control pipe must indicate a stall. The Second Stereo Control can have only the current setting attribute (CUR). The position of the 2ndStereoEnable switch can be either TRUE or FALSE. When FALSE, the main stereo channel pair is selected; when TRUE, the second stereo channel pair is selected. The current setting of the Control can be queried using a Get MPEG Control request. Table 2-11 Second Stereo Control Parameter Block Control Selector MP_SECOND_STEREO_CONTROL wLength 1 Offset Field Size Value Description 0 B2ndStereoEnable 1 Number The setting for the attribute of the Second Stereo Control. Main stereo channel pair selected when FALSE, second stereo channel pair selected when TRUE. 2.3.8.1.2.3.3 Multilingual Control The Multilingual Control is used to select the multilingual channel actually retrieved from the MPEG stream. If this Control is addressed on a decoder that does not implement multilingual support (D9..8 = USB Device Class Definition for Audio Data Formats Release 1.0 March 18, 1998 20 ‘00’ in the bmMPEGCapabilities field of the MPEG format-specific descriptor), the control pipe must indicate a stall. The Multilingual Control supports only the CUR Control attribute. The valid range is from zero (0x00) to seven (0x07). The actual range depends on the incoming MPEG stream. It may contain only a limited number of multilingual channels (less than seven). The Multilingual Control honors the request to the best of its abilities. It may truncate the attribute values to its closest available settings. It will report these settings when queried during a Get MPEG Control request. Table 2-12 Multilingual Control Parameter Block Control Selector MP_MULTILINGUAL_CONTROL wLength 1 Offset Field Size Value Description 0 bMultiLingual 1 Number The setting for the attribute of the multilingual channel selection 0 = decode no channel1..7 = decode channel 1..78..255 = reserved 2.3.8.1.2.3.4 Dynamic Range Control The Dynamic Range Control (DRC) is used to enable or disable the Dynamic Range Control functionality of the decoder. If the decoder does not support Dynamic Range control (D5..4 = ‘00’ in the bmMPEGFeaturesfield of the MPEG format-specific descriptor), the control pipe must indicate a stall when receiving this request. The Dynamic Range Control can have only the current setting attribute (CUR). The position of the DRC switch can be either TRUE or FALSE. TRUE means that the MPEG decoder is using the Dynamic Range control words (possibly with additional scaling) contained in the MPEG bit stream to control the audio dynamic range. FALSE means the control words are being ignored, and the original signal dynamic range is being reproduced. The current setting of the Control can be queried using a Get MPEG Control request. Table 2-13 Dynamic Range Control Parameter Block Control Selector MP_DYN_RANGE_CONTROL wLength 1 Offset Field Size Value Description 0 bEnable 1 Bool The setting for the Dynamic Range Control CUR attribute. Enabled when TRUE, disabled when FALSE. 2.3.8.1.2.3.5 Scaling Control The Scaling Control is used to manipulate the single scaling coefficient used by MPEG decoders that implement a common boost/cut scaling value for Dynamic Range Control (D5..4 = ‘10’ in the bmMPEGFeatures field of the MPEG format-specific descriptor). If this Control is addressed on a non- ‘10’ decoder, the control pipe must indicate a stall. 1 - 6 - 11 - 16 - 21 - 26 - 31 ここを編集
https://w.atwiki.jp/allegro_jp/pages/14.html
Event system and events * ALLEGRO_EVENT o ALLEGRO_EVENT_JOYSTICK_AXIS o ALLEGRO_EVENT_JOYSTICK_BUTTON_DOWN o ALLEGRO_EVENT_JOYSTICK_BUTTON_UP o ALLEGRO_EVENT_JOYSTICK_CONFIGURATION o ALLEGRO_EVENT_KEY_DOWN o ALLEGRO_EVENT_KEY_UP o ALLEGRO_EVENT_KEY_CHAR o ALLEGRO_EVENT_MOUSE_AXES o ALLEGRO_EVENT_MOUSE_BUTTON_DOWN o ALLEGRO_EVENT_MOUSE_BUTTON_UP o ALLEGRO_EVENT_MOUSE_WARPED o ALLEGRO_EVENT_MOUSE_ENTER_DISPLAY o ALLEGRO_EVENT_MOUSE_LEAVE_DISPLAY o ALLEGRO_EVENT_TIMER o ALLEGRO_EVENT_DISPLAY_EXPOSE o ALLEGRO_EVENT_DISPLAY_RESIZE o ALLEGRO_EVENT_DISPLAY_CLOSE o ALLEGRO_EVENT_DISPLAY_LOST o ALLEGRO_EVENT_DISPLAY_FOUND o ALLEGRO_EVENT_DISPLAY_SWITCH_OUT o ALLEGRO_EVENT_DISPLAY_SWITCH_IN o ALLEGRO_EVENT_DISPLAY_ORIENTATION * ALLEGRO_USER_EVENT * ALLEGRO_EVENT_QUEUE * ALLEGRO_EVENT_SOURCE * ALLEGRO_EVENT_TYPE * ALLEGRO_GET_EVENT_TYPE * ALLEGRO_EVENT_TYPE_IS_USER * al_create_event_queue * al_destroy_event_queue * al_register_event_source * al_unregister_event_source * al_is_event_queue_empty * al_get_next_event * al_peek_next_event * al_drop_next_event * al_flush_event_queue * al_wait_for_event * al_wait_for_event_timed * al_wait_for_event_until * al_init_user_event_source * al_destroy_user_event_source * al_emit_user_event * al_unref_user_event * al_get_event_source_data * al_set_event_source_data These functions are declared in the main Allegro header file allegro5/allegro.h ALLEGRO_EVENT typedef union ALLEGRO_EVENT ALLEGRO_EVENT; An ALLEGRO_EVENT is a union of all builtin event structures, i.e. it is an object large enough to hold the data of any event type. All events have the following fields in common type (ALLEGRO_EVENT_TYPE) Indicates the type of event. any.source (ALLEGRO_EVENT_SOURCE *) The event source which generated the event. any.timestamp (double) When the event was generated. By examining the type field you can then access type-specific fields. The any.source field tells you which event source generated that particular event. The any.timestamp field tells you when the event was generated. The time is referenced to the same starting point as al_get_time. Each event is of one of the following types, with the usable fields given. ALLEGRO_EVENT_JOYSTICK_AXIS A joystick axis value changed. joystick.id (ALLEGRO_JOYSTICK *) The joystick which generated the event. This is not the same as the event source joystick.source. joystick.stick (int) The stick number, counting from zero. Axes on a joystick are grouped into "sticks". joystick.axis (int) The axis number on the stick, counting from zero. joystick.pos (float) The axis position, from -1.0 to +1.0. ALLEGRO_EVENT_JOYSTICK_BUTTON_DOWN A joystick button was pressed. joystick.id (ALLEGRO_JOYSTICK *) The joystick which generated the event. joystick.button (int) The button which was pressed, counting from zero. ALLEGRO_EVENT_JOYSTICK_BUTTON_UP A joystick button was released. joystick.id (ALLEGRO_JOYSTICK *) The joystick which generated the event. joystick.button (int) The button which was released, counting from zero. ALLEGRO_EVENT_JOYSTICK_CONFIGURATION A joystick was plugged in or unplugged. See al_reconfigure_joysticks for details. ALLEGRO_EVENT_KEY_DOWN A keyboard key was pressed. keyboard.keycode (int) The code corresponding to the physical key which was pressed. See the "Key codes" section for the list of ALLEGRO_KEY_* constants. keyboard.display (ALLEGRO_DISPLAY *) The display which had keyboard focus when the event occurred. Note this event is about the physical keys being press on the keyboard. Look for ALLEGRO_EVENT_KEY_CHAR events for character input. ALLEGRO_EVENT_KEY_UP A keyboard key was released. keyboard.keycode (int) The code corresponding to the physical key which was released. See the "Key codes" section for the list of ALLEGRO_KEY_* constants. keyboard.display (ALLEGRO_DISPLAY *) The display which had keyboard focus when the event occurred. ALLEGRO_EVENT_KEY_CHAR A character was typed on the keyboard, or a character was auto-repeated. keyboard.keycode (int) The code corresponding to the physical key which was last pressed. See the "Key codes" section for the list of ALLEGRO_KEY_* constants. keyboard.unichar (int) A Unicode code point (character). This may be zero or negative if the event was generated for a non-visible "character", such as an arrow or Function key. In that case you can act upon the keycode field. Some special keys will set the unichar field to their standard ASCII values Tab=9, Return=13, Escape=27. In addition if you press the Control key together with A to Z the unichar field will have the values 1 to 26. For example Ctrl-A will set unichar to 1 and Ctrl-H will set it to 8. As of Allegro 5.0.2 there are some inconsistencies in the treatment of Backspace (8 or 127) and Delete (127 or 0) keys on different platforms. These can be worked around by checking the keycode field. keyboard.modifiers (unsigned) This is a bitfield of the modifier keys which were pressed when the event occurred. See "Keyboard modifier flags" for the constants. keyboard.repeat (bool) Indicates if this is a repeated character. keyboard.display (ALLEGRO_DISPLAY *) The display which had keyboard focus when the event occurred. Note in many input methods, characters are not entered one-for-one with physical key presses. Multiple key presses can combine to generate a single character, e.g. apostrophe + e may produce é . Fewer key presses can also generate more characters, e.g. macro sequences expanding to common phrases. ALLEGRO_EVENT_MOUSE_AXES One or more mouse axis values changed. mouse.x (int) x-coordinate mouse.y (int) y-coordinate mouse.z (int) z-coordinate. This usually means the vertical axis of a mouse wheel, where up is positive and down is negative. mouse.w (int) w-coordinate. This usually means the horizontal axis of a mouse wheel. mouse.dx (int) Change in the x-coordinate value since the previous ALLEGRO_EVENT_MOUSE_AXES event. mouse.dy (int) Change in the y-coordinate value since the previous ALLEGRO_EVENT_MOUSE_AXES event. mouse.dz (int) Change in the z-coordinate value since the previous ALLEGRO_EVENT_MOUSE_AXES event. mouse.dw (int) Change in the w-coordinate value since the previous ALLEGRO_EVENT_MOUSE_AXES event. mouse.display (ALLEGRO_DISPLAY *) The display which had mouse focus. Note Calling al_set_mouse_xy also will result in a change of axis values, but such a change is reported with ALLEGRO_EVENT_MOUSE_WARPED events instead. Note currently mouse.display may be NULL if an event is generated in response to al_set_mouse_axis. ALLEGRO_EVENT_MOUSE_BUTTON_DOWN A mouse button was pressed. mouse.x (int) x-coordinate mouse.y (int) y-coordinate mouse.z (int) z-coordinate mouse.w (int) w-coordinate mouse.button (unsigned) The mouse button which was pressed, numbering from 1. mouse.display (ALLEGRO_DISPLAY *) The display which had mouse focus. ALLEGRO_EVENT_MOUSE_BUTTON_UP A mouse button was released. mouse.x (int) x-coordinate mouse.y (int) y-coordinate mouse.z (int) z-coordinate mouse.w (int) w-coordinate mouse.button (unsigned) The mouse button which was released, numbering from 1. mouse.display (ALLEGRO_DISPLAY *) The display which had mouse focus. ALLEGRO_EVENT_MOUSE_WARPED al_set_mouse_xy was called to move the mouse. This event is identical to ALLEGRO_EVENT_MOUSE_AXES otherwise. ALLEGRO_EVENT_MOUSE_ENTER_DISPLAY The mouse cursor entered a window opened by the program. mouse.x (int) x-coordinate mouse.y (int) y-coordinate mouse.z (int) z-coordinate mouse.w (int) w-coordinate mouse.display (ALLEGRO_DISPLAY *) The display which had mouse focus. ALLEGRO_EVENT_MOUSE_LEAVE_DISPLAY The mouse cursor leave the boundaries of a window opened by the program. mouse.x (int) x-coordinate mouse.y (int) y-coordinate mouse.z (int) z-coordinate mouse.w (int) w-coordinate mouse.display (ALLEGRO_DISPLAY *) The display which had mouse focus. ALLEGRO_EVENT_TIMER A timer counter incremented. timer.source (ALLEGRO_TIMER *) The timer which generated the event. timer.count (int64_t) The timer count value. ALLEGRO_EVENT_DISPLAY_EXPOSE The display (or a portion thereof) has become visible. display.source (ALLEGRO_DISPLAY *) The display which was exposed. display.x (int) display.y (int) The top-left corner of the display which was exposed. display.width (int) display.height (int) The width and height of the rectangle which was exposed. Note The display needs to be created with ALLEGRO_GENERATE_EXPOSE_EVENTS flag for these events to be generated. ALLEGRO_EVENT_DISPLAY_RESIZE The window has been resized. display.source (ALLEGRO_DISPLAY *) The display which was resized. display.x (int) display.y (int) The position of the top-level corner of the display. display.width (int) The new width of the display. display.height (int) The new height of the display. Note that further resize events may be generated by the time you process the event, so these fields may hold outdated information. ALLEGRO_EVENT_DISPLAY_CLOSE The close button of the window has been pressed. display.source (ALLEGRO_DISPLAY *) The display which was closed. ALLEGRO_EVENT_DISPLAY_LOST When using Direct3D, displays can enter a "lost" state. In that state, drawing calls are ignored, and upon entering the state, bitmap s pixel data can become undefined. Allegro does its best to preserve the correct contents of bitmaps (see ALLEGRO_NO_PRESERVE_TEXTURE) and restore them when the device is "found" (see ALLEGRO_EVENT_DISPLAY_FOUND). However, this is not 100% fool proof. To ensure that all bitmap contents are restored accurately, one must take additional steps. The best procedure to follow if bitmap constancy is important to you is as follows first, always have the ALLEGRO_NO_PRESERVE_TEXTURE flag set to true when creating bitmaps, as it incurs pointless overhead when using this method. Second, create a mechanism in your game for easily reloading all of your bitmaps -- for example, wrap them in a class or data structure and have a "bitmap manager" that can reload them back to the desired state. Then, when you receive an ALLEGRO_EVENT_DISPLAY_FOUND event, tell the bitmap manager (or whatever your mechanism is) to restore your bitmaps. display.source (ALLEGRO_DISPLAY *) The display which was lost. ALLEGRO_EVENT_DISPLAY_FOUND Generated when a lost device is restored to operating state. See ALLEGRO_EVENT_DISPLAY_LOST. display.source (ALLEGRO_DISPLAY *) The display which was found. ALLEGRO_EVENT_DISPLAY_SWITCH_OUT The window is no longer active, that is the user might have clicked into another window or "tabbed" away. display.source (ALLEGRO_DISPLAY *) The display which was switched out of. ALLEGRO_EVENT_DISPLAY_SWITCH_IN The window is the active one again. display.source (ALLEGRO_DISPLAY *) The display which was switched into. ALLEGRO_EVENT_DISPLAY_ORIENTATION Generated when the rotation or orientation of a display changes. display.source (ALLEGRO_DISPLAY *) The display which generated the event. event.display.orientation Contains one of the following values * ALLEGRO_DISPLAY_ORIENTATION_0_DEGREES * ALLEGRO_DISPLAY_ORIENTATION_90_DEGREES * ALLEGRO_DISPLAY_ORIENTATION_180_DEGREES * ALLEGRO_DISPLAY_ORIENTATION_270_DEGREES * ALLEGRO_DISPLAY_ORIENTATION_FACE_UP * ALLEGRO_DISPLAY_ORIENTATION_FACE_DOWN See also ALLEGRO_EVENT_SOURCE, ALLEGRO_EVENT_TYPE, ALLEGRO_USER_EVENT ALLEGRO_USER_EVENT typedef struct ALLEGRO_USER_EVENT ALLEGRO_USER_EVENT; An event structure that can be emitted by user event sources. These are the public fields * ALLEGRO_EVENT_SOURCE *source; * intptr_t data1; * intptr_t data2; * intptr_t data3; * intptr_t data4; See also al_emit_user_event ALLEGRO_EVENT_QUEUE typedef struct ALLEGRO_EVENT_QUEUE ALLEGRO_EVENT_QUEUE; An event queue holds events that have been generated by event sources that are registered with the queue. Events are stored in the order they are generated. Access is in a strictly FIFO (first-in-first-out) order. See also al_create_event_queue, al_destroy_event_queue ALLEGRO_EVENT_SOURCE typedef struct ALLEGRO_EVENT_SOURCE ALLEGRO_EVENT_SOURCE; An event source is any object which can generate events. For example, an ALLEGRO_DISPLAY can generate events, and you can get the ALLEGRO_EVENT_SOURCE pointer from an ALLEGRO_DISPLAY with al_get_display_event_source. You may create your own "user" event sources that emit custom events. See also ALLEGRO_EVENT, al_init_user_event_source, al_emit_user_event ALLEGRO_EVENT_TYPE typedef unsigned int ALLEGRO_EVENT_TYPE; An integer used to distinguish between different types of events. See also ALLEGRO_EVENT, ALLEGRO_GET_EVENT_TYPE, ALLEGRO_EVENT_TYPE_IS_USER ALLEGRO_GET_EVENT_TYPE #define ALLEGRO_GET_EVENT_TYPE(a, b, c, d) AL_ID(a, b, c, d) Make an event type identifier, which is a 32-bit integer. Usually, but not necessarily, this will be made from four 8-bit character codes, for example #define MY_EVENT_TYPE ALLEGRO_GET_EVENT_TYPE( M , I , N , E ) IDs less than 1024 are reserved for Allegro or its addons. Don t use anything lower than ALLEGRO_GET_EVENT_TYPE(0, 0, 4, 0). You should try to make your IDs unique so they don t clash with any 3rd party code you may be using. Be creative. Numbering from 1024 is not creative. If you need multiple identifiers, you could define them like this #define BASE_EVENT ALLEGRO_GET_EVENT_TYPE( M , I , N , E ) #define BARK_EVENT (BASE_EVENT + 0) #define MEOW_EVENT (BASE_EVENT + 1) #define SQUAWK_EVENT (BASE_EVENT + 2) /* Alternatively */ enum { BARK_EVENT = ALLEGRO_GET_EVENT_TYPE( M , I , N , E ), MEOW_EVENT, SQUAWK_EVENT }; See also ALLEGRO_EVENT, ALLEGRO_EVENT_TYPE_IS_USER ALLEGRO_EVENT_TYPE_IS_USER #define ALLEGRO_EVENT_TYPE_IS_USER(t) ((t) = 512) A macro which evaluates to true if the event type is not a builtin event type, i.e. one of those described in ALLEGRO_EVENT_TYPE. al_create_event_queue ALLEGRO_EVENT_QUEUE *al_create_event_queue(void) Create a new, empty event queue, returning a pointer to object if successful. Returns NULL on error. See also al_register_event_source, al_destroy_event_queue, ALLEGRO_EVENT_QUEUE al_destroy_event_queue void al_destroy_event_queue(ALLEGRO_EVENT_QUEUE *queue) Destroy the event queue specified. All event sources currently registered with the queue will be automatically unregistered before the queue is destroyed. See also al_create_event_queue, ALLEGRO_EVENT_QUEUE al_register_event_source void al_register_event_source(ALLEGRO_EVENT_QUEUE *queue, ALLEGRO_EVENT_SOURCE *source) Register the event source with the event queue specified. An event source may be registered with any number of event queues simultaneously, or none. Trying to register an event source with the same event queue more than once does nothing. See also al_unregister_event_source, ALLEGRO_EVENT_SOURCE al_unregister_event_source void al_unregister_event_source(ALLEGRO_EVENT_QUEUE *queue, ALLEGRO_EVENT_SOURCE *source) Unregister an event source with an event queue. If the event source is not actually registered with the event queue, nothing happens. If the queue had any events in it which originated from the event source, they will no longer be in the queue after this call. See also al_register_event_source al_is_event_queue_empty bool al_is_event_queue_empty(ALLEGRO_EVENT_QUEUE *queue) Return true if the event queue specified is currently empty. See also al_get_next_event, al_peek_next_event al_get_next_event bool al_get_next_event(ALLEGRO_EVENT_QUEUE *queue, ALLEGRO_EVENT *ret_event) Take the next event out of the event queue specified, and copy the contents into ret_event, returning true. The original event will be removed from the queue. If the event queue is empty, return false and the contents of ret_event are unspecified. See also ALLEGRO_EVENT, al_peek_next_event, al_wait_for_event al_peek_next_event bool al_peek_next_event(ALLEGRO_EVENT_QUEUE *queue, ALLEGRO_EVENT *ret_event) Copy the contents of the next event in the event queue specified into ret_event and return true. The original event packet will remain at the head of the queue. If the event queue is actually empty, this function returns false and the contents of ret_event are unspecified. See also ALLEGRO_EVENT, al_get_next_event, al_drop_next_event al_drop_next_event bool al_drop_next_event(ALLEGRO_EVENT_QUEUE *queue) Drop (remove) the next event from the queue. If the queue is empty, nothing happens. Returns true if an event was dropped. See also al_flush_event_queue, al_is_event_queue_empty al_flush_event_queue void al_flush_event_queue(ALLEGRO_EVENT_QUEUE *queue) Drops all events, if any, from the queue. See also al_drop_next_event, al_is_event_queue_empty al_wait_for_event void al_wait_for_event(ALLEGRO_EVENT_QUEUE *queue, ALLEGRO_EVENT *ret_event) Wait until the event queue specified is non-empty. If ret_event is not NULL, the first event in the queue will be copied into ret_event and removed from the queue. If ret_event is NULL the first event is left at the head of the queue. See also ALLEGRO_EVENT, al_wait_for_event_timed, al_wait_for_event_until, al_get_next_event al_wait_for_event_timed bool al_wait_for_event_timed(ALLEGRO_EVENT_QUEUE *queue, ALLEGRO_EVENT *ret_event, float secs) Wait until the event queue specified is non-empty. If ret_event is not NULL, the first event in the queue will be copied into ret_event and removed from the queue. If ret_event is NULL the first event is left at the head of the queue. timeout_msecs determines approximately how many seconds to wait. If the call times out, false is returned. Otherwise true is returned. See also ALLEGRO_EVENT, al_wait_for_event, al_wait_for_event_until al_wait_for_event_until bool al_wait_for_event_until(ALLEGRO_EVENT_QUEUE *queue, ALLEGRO_EVENT *ret_event, ALLEGRO_TIMEOUT *timeout) Wait until the event queue specified is non-empty. If ret_event is not NULL, the first event in the queue will be copied into ret_event and removed from the queue. If ret_event is NULL the first event is left at the head of the queue. timeout determines how long to wait. If the call times out, false is returned. Otherwise true is returned. See also ALLEGRO_EVENT, ALLEGRO_TIMEOUT, al_init_timeout, al_wait_for_event, al_wait_for_event_timed al_init_user_event_source void al_init_user_event_source(ALLEGRO_EVENT_SOURCE *src) Initialise an event source for emitting user events. The space for the event source must already have been allocated. One possible way of creating custom event sources is to derive other structures with ALLEGRO_EVENT_SOURCE at the head, e.g. typedef struct THING THING; struct THING { ALLEGRO_EVENT_SOURCE event_source; int field1; int field2; /* etc. */ }; THING *create_thing(void) { THING *thing = malloc(sizeof(THING)); if (thing) { al_init_user_event_source( thing- event_source); thing- field1 = 0; thing- field2 = 0; } return thing; } The advantage here is that the THING pointer will be the same as the ALLEGRO_EVENT_SOURCE pointer. Events emitted by the event source will have the event source pointer as the source field, from which you can get a pointer to a THING by a simple cast (after ensuring checking the event is of the correct type). However, it is only one technique and you are not obliged to use it. The user event source will never be destroyed automatically. You must destroy it manually with al_destroy_user_event_source. See also ALLEGRO_EVENT_SOURCE, al_emit_user_event, al_destroy_user_event_source al_destroy_user_event_source void al_destroy_user_event_source(ALLEGRO_EVENT_SOURCE *src) Destroy an event source initialised with al_init_user_event_source. This does not free the memory, as that was user allocated to begin with. See also ALLEGRO_EVENT_SOURCE al_emit_user_event bool al_emit_user_event(ALLEGRO_EVENT_SOURCE *src, ALLEGRO_EVENT *event, void (*dtor)(ALLEGRO_USER_EVENT *)) Emit a user event. The event source must have been initialised with al_init_user_event_source. Returns false if the event source isn t registered with any queues, hence the event wouldn t have been delivered into any queues. Events are copied in and out of event queues, so after this function returns the memory pointed to by event may be freed or reused. Some fields of the event being passed in may be modified by the function. Reference counting will be performed if dtor is not NULL. Whenever a copy of the event is made, the reference count increases. You need to call al_unref_user_event to decrease the reference count once you are done a user event that you have received from al_get_next_event, al_peek_next_event, al_wait_for_event, etc. Once the reference count drops to zero dtor will be called with a copy of the event as an argument. It should free the resources associated with the event, but not the event itself (since it is just a copy). If dtor is NULL then reference counting will not be performed. It is safe, but unnecessary, to call al_unref_user_event on non-reference counted user events. See also ALLEGRO_USER_EVENT, al_unref_user_event al_unref_user_event void al_unref_user_event(ALLEGRO_USER_EVENT *event) Decrease the reference count of a user-defined event. This must be called on any user event that you get from al_get_next_event, al_peek_next_event, al_wait_for_event, etc. which is reference counted. This function does nothing if the event is not reference counted. See also al_emit_user_event al_get_event_source_data intptr_t al_get_event_source_data(const ALLEGRO_EVENT_SOURCE *source) Returns the abstract user data associated with the event source. If no data was previously set, returns NULL. See also al_set_event_source_data al_set_event_source_data void al_set_event_source_data(ALLEGRO_EVENT_SOURCE *source, intptr_t data) Assign the abstract user data to the event source. Allegro does not use the data internally for anything; it is simply meant as a convenient way to associate your own data or objects with events. See also al_get_event_source_data
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一覧 -版場劇-失消のクミ音初 614 [Debole] ANTI THE∞HOLiC [2023Remake] Arithmetic of Sounds [void] At Rest [more slowness] Chocolate Dancing [s(low)weetness] cold [bbbbbC] Credits [PLAYER] DataErr0r [欠落] Du Bist [Ups!] Elemental Creation (GITADO ROCK ver.) [BASS EXTREME] EUROBEATアイドル橘花音のテーマ [Malither] eyelids (acloudyskye remix) [daybreak] Final Chance [PHASE 4] First Move [64] Frost [semi-slowness] Genesis At Oasis (Hirayasu Matsudo Remix) [すね毛] Genesis [MASTER 13] Ghost Fight Dubbing remix (.olo.) I m A Kid [Easy] Let you DIVE! [Nijither] Linear Accelerator [Tachyonic] Lucky Comes True! [謹賀新年] magnet [Suther] MANIERA [NM_BASS] Megalo Strike Back (Robotic Wisp Remix) [JOF2021] My First Phone [Slowness] Parad’ox [Interactive] Passenger [39] Pray [Slowness] Prey [Nama-CHALLENGE] Redo [Masterpiece] Remember [Tech Beginner] Seven [Advent 20221221] trembling [0.037] UTAKATA [True Hope] Variable Mystery [Mio s Difficulty 9.9] YAKUI [Chlorobenzene] YUBIKIRI-GENMAN [小さな約束] [E] [良] きゅ~まい*flower [Cutie] さくらんぼ [微粒子] さくらんぼ [紅] さくらんぼ [豆粒] すすすす、すき、だあいすき [ラスト発狂] ほうせんか [Slowness] ほのぼの神社 [Shrither] もってけ!セーラーふく [Keep hands] やけにインザレイン [Hane-Rhythm Beginner] わがままらぶちゅ [BIG LOVE] アイドル [スーパー優しい] アヤノの幸福理論 [目に浮かぶ話] エコ爺 [真節約] エコ爺 [節約] エゴロック [Hane-Sprint] カノン [ENDLESS] コネクト [Swiftness] ジャックポットサッドガール [Easiest] スコール [雨模様] スターダストメドレー [星々の戯れ] スターナイトスノウ [Snowness] セカイ [from Between Worlds] ヒトリシズカ [Dunkelheit] ビターチョコデコレーション [決して発狂しないように] ピニャコラーダ feat.神山すず 姫咲ろず [二人だけの危うい夜] ポプ子にソース [白虎] マダラ模様の走馬灯 [揺蕩] マツケンサンバII [Fever] 再生 [Slowless] 再生 [Slowness] 匿名M [でした] 可愛くてごめん [Suther] 君にふれて [侑] 太陽の絵の具箱(遊佐こずえソロリミックス) [Slowness beginner] 好き!雪!本気マジック [Love you] 始発駅、君を待つ。 [命の花] 少年ブレイヴ (Full ver.) 少年ブレイヴ (Short ver.) 幾四音-Ixion- [ZEЯO Force] 忘れてしまった夏の終わりに [目に映った話] 患部で止まってすぐ溶ける~狂気の優曇華院 [初月] 悪いところがひとつもない! [小学生] 手足が曲がらないならヘドバンすればいいじゃない。 [JOF2021] 日溜りの街 -あ!- (TJA BEGINNER) 最近好きな曲を繋げてメドレーにしてみた [HBTY2022] 桜ノ雨 [狂わない] 热爱105°C的你 [105°C] 碧いうさぎ [Blue Slowness] 群青レイン [目に入れても痛くない話] 薄荷 -ハッカ- [cool slowness] 蝶々結び [belled ruby] 進め!イッスン軍団 -Rebellion of the Dwarfs- [今日こそ見返してやる] 零次元エクスプレス [ZERO DIMENSION] 青春コンプレックス (Bocchi the Hardcore Remix) [Malither] 風色メロディ [Kazeiro slowness]
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MARKING CODE 0(x) LIST LIST 0(1) LIST 0(2) 0のリスト説明ページへ(MARKING CODE 「0」 TOP MENU) 前のリスト0(1)へ(BACKWARD) MARKING CODE LIST 0(2) * , ** , *** , ****,_=date code,Lot No. etc. #=hfe rank. MARKINGCODE PART No.Grade etc. MAKER PACKAGENAME MAKERPACKAGE NAME PINCOUNT etc. 0A DTC125TKA ROHM SC-59SOT-346 SMT3 3 NPN digital transistor. 0A DTC125TUA ROHM SC-70SOT-323 UMT3 3 NPN digital transistor. 0C****=Date code. MC78LC30HT1 ON SC-62SOT-89 CASE 1213 3(4) Micropower Voltage Regulator. 0C****=Date code. MC78LC30HT1G ON SC-62SOT-89 CASE 1213 3(4) Micropower Voltage Regulator.Pb free package. 0D****=Date code. MC78LC40HT1 ON SC-62SOT-89 CASE 1213 3(4) Micropower Voltage Regulator. 0D****=Date code. MC78LC40HT1G ON SC-62SOT-89 CASE 1213 3(4) Micropower Voltage Regulator.Pb free package. 0E****=Date code. MC78LC50HT1 ON SC-62SOT-89 CASE 1213 3(4) Micropower Voltage Regulator. 0E****=Date code. MC78LC50HT1G ON SC-62SOT-89 CASE 1213 3(4) Micropower Voltage Regulator.Pb free package. 0K****=Date code. MC78FC30HT1G ON SC-62SOT-89 CASE 1213 3(4) Micropower Ultra-Low Quiescent Current Voltage Regulator.Pb free package. 0L****=Date code. MC78FC40HT1G ON SC-62SOT-89 CASE 1213 3(4) Micropower Ultra-Low Quiescent Current Voltage Regulator.Pb free package. 0M****=Date code. MC78FC50HT1G ON SC-62SOT-89 CASE 1213 3(4) Micropower Ultra-Low Quiescent Current Voltage Regulator.Pb free package. 0R8 TCR3UF08A TOSHIBA SC-74ASOT-25 SMV(2.9 x 2.8)(Weight 16mg(typ.)) 5 CMOS LDO(Low Dropout Regulator) TCR3UF series 300mA current 0.8V output. 0R9 TCR3UF09A TOSHIBA SC-74ASOT-25 SMV(2.9 x 2.8)(Weight 16mg(typ.)) 5 CMOS LDO(Low Dropout Regulator) TCR3UF series 300mA current 0.9V output. 0RA TCR3UF085A TOSHIBA SC-74ASOT-25 SMV(2.9 x 2.8)(Weight 16mg(typ.)) 5 CMOS LDO(Low Dropout Regulator) TCR3UF series 300mA current 0.85V output. 0RB TCR3UF095A TOSHIBA SC-74ASOT-25 SMV(2.9 x 2.8)(Weight 16mg(typ.)) 5 CMOS LDO(Low Dropout Regulator) TCR3UF series 300mA current 0.95V output. 0T8 TCR3UF08B TOSHIBA SC-74ASOT-25 SMV(2.9 x 2.8)(Weight 16mg(typ.)) 5 CMOS LDO(Low Dropout Regulator) TCR3UF series 300mA current 0.8V output. 0T9 TCR3UF09B TOSHIBA SC-74ASOT-25 SMV(2.9 x 2.8)(Weight 16mg(typ.)) 5 CMOS LDO(Low Dropout Regulator) TCR3UF series 300mA current 0.9V output. 0TA TCR3UF085B TOSHIBA SC-74ASOT-25 SMV(2.9 x 2.8)(Weight 16mg(typ.)) 5 CMOS LDO(Low Dropout Regulator) TCR3UF series 300mA current 0.85V output. 0TB TCR3UF095B TOSHIBA SC-74ASOT-25 SMV(2.9 x 2.8)(Weight 16mg(typ.)) 5 CMOS LDO(Low Dropout Regulator) TCR3UF series 300mA current 0.95V output. 0* XB0ASB03A1BR TOREX SOD-323 - 2 Schottky barrier diode. 0のリスト説明ページへ(MARKING CODE 「0」 TOP MENU) 前のリスト0(1)へ(BACKWARD) リンク MARKING CODE一覧
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Caldari State Corp Region System Stolyline agent数 Lv1 Lv2 Lv3 Lv4 Lv5 Expert Distribution 12 55 14 163 62 54 28 18 1 CBD Corporation 12 56 13 154 60 56 26 11 1 Kaalakiota Corporation 12 55 13 155 61 46 30 17 1 Caldari Business Tribunal 12 60 11 151 52 49 30 19 1 Nugoeihuvi Corporation 10 37 14 118 55 25 21 16 1 Wiyrkomi Corporation 11 38 8 113 38 38 25 11 1 Ishukone Corporation 11 42 7 106 29 33 26 17 1 Caldari Navy 3 39 9 132 51 37 25 18 1 Spacelane Patrol 3 40 4 114 39 39 22 13 1 Modern Finances 11 23 6 46 17 12 8 8 1 Sukuuvestaa Corporation 3 40 2 117 33 41 31 11 1 Hyasyoda Corporation 3 35 2 113 36 40 22 14 1 Poksu Mineral Group 3 31 3 81 25 21 24 10 1 Caldari Provisions 3 31 2 80 27 29 15 8 1 Ytiri 3 31 2 79 37 18 18 5 1 Lai Dai Corporation 3 33 0 83 23 27 18 14 1 Corporate Police Force 3 31 1 78 15 36 16 10 1 Perkone 3 23 3 79 29 30 11 8 1 Caldari Steel 3 31 1 77 25 25 14 12 1 Caldari Constructions 3 28 0 76 24 22 21 8 1 Expert Housing 3 26 2 53 17 14 12 9 1 Minedrill 3 24 2 56 14 18 15 8 1 Mercantile Club 3 20 3 39 14 12 7 5 1 Rapid Assembly 3 23 1 51 19 17 5 9 1 Chief Executive Panel 3 19 2 37 12 14 6 4 1 Propel Dynamics 3 16 3 34 11 8 9 5 1 Zainou 3 17 2 35 15 10 6 3 1 Echelon Entertainment 3 17 1 35 16 6 5 7 1 State and Region Bank 3 17 1 32 10 8 9 4 1 Caldari Funds Unlimited 3 18 0 30 6 11 6 6 1 Science and Trade Institute 3 10 2 22 11 4 4 2 1 Prompt Delivery 1 9 2 38 10 14 4 9 1 Home Guard 1 11 0 50 12 16 15 6 1 House of Records 3 10 1 19 7 4 3 4 1 School of Applied Knowledge 3 10 1 19 7 5 3 3 1 State War Academy 3 10 1 19 7 5 2 4 1 Ishukone Watch 1 11 0 33 6 14 7 5 1 Peace and Order Unit 1 10 0 33 12 6 9 5 1 CBD Sell Division 1 9 0 32 11 9 6 5 1 Deep Core Mining Inc 1 7 0 34 13 12 3 5 1 Wiyrkomi Peace Corps 1 10 0 18 4 5 5 3 1 Lai Dai Protection Service 1 6 0 21 5 4 7 4 1 Top Down 1 2 0 24 10 6 3 5 Internal Security 1 1 0 16 5 6 1 4 Zero-G Research Firm 1 1 0 7 2 3 1 1 139 2902 994 909 584 373 42 Minmatar Republic Corp Region System Stolyline agent数 Lv1 Lv2 Lv3 Lv4 Lv5 Core Complexion Inc 11 55 15 157 62 45 36 13 1 Freedom Extension 11 61 11 155 49 43 27 35 1 Republic Security Services 12 51 13 111 45 27 26 12 1 Republic Fleet 3 40 11 135 60 33 16 25 1 Minmatar Mining Corporation 2 32 5 124 32 29 39 23 1 Republic Justice Department 2 31 6 94 36 21 21 15 1 Republic Parliament 3 33 4 83 23 26 18 15 1 Republic Military School 6 13 3 21 9 4 4 3 1 The Leisure Group 3 18 3 39 12 7 9 10 1 Sebiestor tribe 1 7 5 43 13 13 8 8 1 Vherokior tribe 1 9 2 39 15 6 12 5 1 Brutor tribe 1 9 2 37 10 8 12 6 1 Boundless Creation 1 9 2 34 15 10 5 3 1 Krusual tribe 1 8 1 36 15 8 8 4 1 Republic University 2 10 1 18 7 4 3 3 1 Six Kin Development 1 8 1 34 9 14 8 2 1 Pator Tech School 3 10 0 17 7 3 2 4 1 Urban Management 1 4 1 27 8 10 7 2 Native Freshfood 1 2 0 24 10 7 4 3 Eifyr and Co 1 2 0 15 3 7 4 1 86 1243 440 325 269 192 17 Amarr Empire Corp Region System Stolyline agent数 Lv1 Lv2 Lv3 Lv4 Lv5 Imperial Armaments 9 41 14 126 45 35 25 20 1 Joint Harvesting 9 51 8 150 47 55 26 21 1 Nurtura 8 42 10 107 41 32 16 17 1 Amarr Navy 7 33 11 113 36 33 21 22 1 Ducia Foundry 9 38 9 83 28 26 17 11 1 Imperial Shipment 5 43 7 118 50 32 13 22 1 Carthum Conglomerate 5 33 7 120 42 41 17 19 1 Amarr Trade Registry 7 26 7 99 31 19 26 22 1 Amarr Constructions 7 27 7 88 24 26 24 13 1 Zoar and Sons 6 29 4 101 29 25 25 21 1 Emperor Family 7 31 4 83 31 25 13 13 1 Ministry of War 6 29 3 97 30 26 22 18 1 Civic Court 6 32 2 98 30 23 24 20 1 Ministry of Assessment 7 30 3 80 26 23 15 15 1 Ministry of Internal Order 7 29 3 80 29 21 17 12 1 Theology Council 5 30 4 82 26 24 19 12 1 Amarr Civil Service 5 29 2 80 20 33 18 8 1 Amarr Certified News 7 20 5 36 13 10 8 4 1 Inherent Implants 6 16 2 34 7 13 8 5 1 Imperial Academy 6 10 2 32 8 6 7 10 1 Royal Amarr Institute 6 10 2 20 8 4 3 4 1 Hedion University 7 10 1 18 8 3 3 3 1 Sarum Family 1 11 3 37 15 9 9 3 1 Tash-Murkon Family 1 8 3 35 16 10 5 3 1 Kador Family 1 10 2 38 14 10 7 6 1 Noble Appliances 1 8 2 33 10 10 8 4 1 Imperial Chancellor 1 11 1 33 10 10 7 5 1 Ardishapur Family 1 10 1 32 11 10 8 2 1 HZO Refinery 1 8 1 33 6 14 7 5 1 Viziam 1 10 0 32 8 12 7 4 1 Kor-Azor Family 1 9 0 33 8 11 7 6 1 Court Chamberlain 1 2 2 14 5 6 2 1 Further Foodstuffs 1 3 0 23 6 8 7 2 132 2188 718 645 441 353 31 Gallente Federation Corp Region System Stolyline agent数 Lv1 Lv2 Lv3 Lv4 Lv5 TransStellar Shipping 11 53 12 158 62 41 34 20 1 Quafe Company 11 58 9 157 52 38 38 28 1 Aliastra 10 48 12 110 40 33 20 16 1 Chemal Tech 12 36 10 84 34 25 13 11 1 CreoDron 9 42 8 120 46 31 24 18 1 Federation Navy 5 39 11 128 49 36 24 18 1 Pend Insurance 11 32 10 86 31 20 17 17 1 The Scope 12 26 10 57 19 17 11 9 1 Impetus 11 26 11 54 27 13 7 6 1 FedMart 5 40 6 122 38 38 26 19 1 Poteque Pharmaceuticals 11 26 8 66 26 13 11 15 1 Astral Mining Inc 6 34 4 136 42 34 34 25 1 Federal Freight 5 31 3 101 29 29 19 23 1 Roden Shipyards 6 23 6 72 29 22 12 8 1 Federation Customs 6 28 2 98 28 28 19 22 1 Combined Harvest 6 29 3 82 28 22 19 12 1 Material Acquisition 4 32 2 87 30 19 24 13 1 Duvolle Laboratories 6 30 3 57 20 15 13 8 1 Federal Administration 4 31 2 80 23 21 21 14 1 Federal Intelligence Office 4 25 3 62 21 17 15 8 1 Bank of Luminaire 4 17 3 41 16 7 9 8 1 Garoun Investment Bank 5 15 2 40 19 8 6 6 1 Egonics Inc 4 17 1 32 11 10 5 5 1 Center for Advanced Studies 5 10 2 19 8 3 3 4 1 Federal Navy Academy 6 10 1 18 7 4 3 3 1 University of Caille 5 10 1 24 10 4 5 4 1 Senate 1 2 1 15 4 5 1 5 Allotek Industries 1 2 1 13 4 3 3 3 Supreme Court 1 2 0 13 7 2 2 2 Inner Zone Shipping 1 2 0 12 4 2 5 1 President 1 2 0 12 2 4 4 2 147 2156 766 564 447 353 26 その他のFaction Corp Faction Region System Stolyline agent数 Lv1 Lv2 Lv3 Lv4 Lv5 Genolution Jove Empire 11 51 0 96 28 33 26 8 1 Impro Jove Empire 13 26 1 31 11 9 6 4 1 X-Sense Jove Empire 11 27 0 45 12 17 5 10 1 Jovian directorate Jove Empire 2 38 4 64 18 22 11 12 1 Jove Navy Jove Empire 2 25 0 30 7 9 7 6 1 Prosper Jove Empire 2 18 0 20 10 2 4 3 1 Shapeset Jove Empire 2 17 0 20 6 7 1 5 1 Material Institute Jove Empire 1 1 0 1 1 Academy of Aggressive Behaviour Jove Empire 1 1 0 1 1 Royal Khanid Navy Khanid Kingdom 1 15 8 53 15 10 11 16 1 Khanid Transport Khanid Kingdom 1 10 5 21 10 4 3 3 1 Khanid Works Khanid Kingdom 1 1 1 7 4 2 1 Khanid Innovation Khanid Kingdom 1 1 0 6 3 2 1 CONCORD CONCORD Assembly 13 58 16 163 56 54 38 14 1 DED CONCORD Assembly 9 37 12 78 33 17 16 11 1 Secure Commerce Commission CONCORD Assembly 2 3 0 13 3 5 4 1 Inner Circle CONCORD Assembly 1 1 0 6 1 1 3 1 Ammatar Fleet Ammatar Mandate 1 19 6 55 15 9 11 19 1 Ammatar Consulate Ammatar Mandate 1 10 7 24 14 3 4 2 1 Nefantar Miner Association Ammatar Mandate 1 4 3 15 7 2 4 2 Intaki Syndicate The Syndicate 1 24 5 71 19 13 19 19 1 Intaki Space Police The Syndicate 1 20 4 41 10 6 8 16 1 Intaki Bank The Syndicate 1 6 3 28 9 4 6 8 1 Intaki Commerce The Syndicate 1 7 2 23 5 5 6 6 1 Outer Ring Excavations ORE 1 2 2 19 3 9 3 4 Thukker Mix Thukker Tribe 5 27 16 65 29 10 10 15 1 Trust Partners Thukker Tribe 5 27 15 70 26 18 12 13 1 Sisters of EVE The Servant Sisters of EVE 11 38 14 84 42 20 14 7 1 Food Relief The Servant Sisters of EVE 1 2 0 13 3 5 4 1 The Sanctuary The Servant Sisters of EVE 1 1 0 10 1 7 1 1 Society of Conscious Thought The Society 1 1 0 13 5 5 2 1 Mordu s Legion Mordu s Legion Command 1 1 1 10 3 4 1 2 Archangels Angel Cartel 2 21 2 67 16 9 21 20 1 Salvation Angels Angel Cartel 2 16 2 34 8 10 7 8 1 Guardian Angels Angel Cartel 2 14 2 48 9 9 11 18 1 Dominations Angel Cartel 2 8 2 26 7 2 7 9 1 Guristas Guristas Pirates 1 7 4 49 10 7 15 16 1 Guristas Production Guristas Pirates 1 1 0 9 4 2 1 2 True Creations Sansha s Nation 1 33 11 123 36 14 34 38 1 True Power Sansha s Nation 1 28 7 86 19 10 21 35 1 Serpentis Corporation Serpentis 25 72 7 60 22 15 11 11 1 Serpentis Inquest Serpentis 1 1 1 11 3 3 1 4 Blood Raiders The Blood Raider Covenant 1 12 1 34 10 8 8 8 InterBus Corp Faction Region System Stolyline agent数 Lv1 Lv2 Lv3 Lv4 Lv5 InterBus The InterBus 0 0 38 9 13 11 5
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The information below pertains to combat within LoV. Given that combat is the only thing you really do in LoV it s pretty important. How to Win Bring the enemy s Arcana Guage to 0 by gaining control of all three of the enemy s Arcana Stones. At the end of time limit, have a larger Arcana Gauge than your enemy (note victory in this fashion will lower your grade and mean less XP) How to Play Move your whole party with the control lever (left side) Change the positioning of individual characters by moving their cards on the playing field Attack enemy units by positioning your cards so that their attack ranges overlap Unit Information On the screen, the unit s level, attack attribute, and two gauges are displayed. On top is the Special Technique gauge, below that is the HP Gauge. When enemy units are on-screen, their weak attribute and HP are displayed. When the unit s Technique gauge is full, a yellow attack range indicator will appear on top of their normal (blue) attack range. Hitting the Technique (red) button when a unit is highlighted will activate the technique. Main Display Arcana Gauge The Arcana Gauge will reduce when Arcana Stones are controlled or destroyed Arcana Stone The number of remaining Arcana Stones is indicated under each player s Arcana Gauge Sacrifice Gauge When the indicator is lit, press the blue button (left or right side) to merge your main character with a familiar. For more information see Sacrifice Enemy Information The following information about the enemy s familiars will be displayed name, HP, attack type, weak point. Minimap The minimap displays your familiars attack ranges and etc. Battlefield Map See below. Battlefield Map Gates When a gate glows green on the map, you can push down towards it with the joystick. After a few seconds your team will return ot the stock area. When in the stock place, you can relaunch your team any gate you choose. Standard battles have three gates. Some scenarios in story mode have one gate. Stock Area In the stock place you can substitute familiars and recharge HP and special technique gauges. However, when all of the player s team are in the stock place, the special technique gauge will fall over time. Arcana Stones The locations of arcana stones are noted on the battlefield map - blue for your stones and red for your enemys . Arcana Stone Shield As long as the Arcana Stone Shield is present, it reduces damage dealt to the Arcana Stones. Search Eye When the Search Eye is present, it reports on the enemy s location, HP, and other information. Life Monument Present during Boss fights in Story Mode. When sealed during such a battle, it changes the boss s weak points. Capturing and Sealing Information Arcana Stone Capture When your team enters into the circle surrounding an Arcana Stone, capturing begins automatically. When the Capture Guage makes one full rotation, the opponent s Stone Gauge and Arcana Gauge are both reduced. If several of your characters are within the circle, the Capture Gauge spins faster. The gauge is further accelerated when your familiars have the Arcana skill. When the enemy s army is completely defeated, all of his Stone Gauges and his Arcana Gauge are reduced slightly. If you enter the circle of one of your own Arcana Stones, the Capture Gauge will slowly be repaired. The more of your characters you place within the circle, the faster the repairs go. Additionally, over time the Capture Gauges will naturally repair themselves little by little. However, these repairs only apply to the Capture Gauges - any existing damage to the Stone Gauge or Arcana Gauge will not be repaired. If your enemy s characters enter the circle, the capture gauge will be stopped. If the opponent s three Arcana Stones are captured, the opponent s Arcana Gauge is reduced to zero and the player wins. Gate Sealing When a gate is sealed, the player cannot use that gate to enter the battle for 20 seconds. The more other gates are used, the longer the disabled gate is sealed. To seal an enemy s gate, the player must try to enter it. Sealing is completed when the seal gauge rotates once. Like with Arcana Stones and other captureable/sealable points in the game, more characters hastens the sealing speed. The gauge will accelerate even faster if familiars with the Gate skill are present. If your team enters a captured gate it will begin repairs. Repairs will also take place over time. Arcana Stone Shield Sealing When the Arcana Stone Shield is sealed, damage to Arcana Stones increases. Sealing begins automatically when the player enters the area of his opponent s shield. Like with Arcana Stones and other captureable/sealable points in the game, more characters hastens the sealing speed. The gauge will accelerate even faster if familiars with the Arcana Stone Shield skill are present. If your team approaches the area of a damaged Arcana Stone Shield it will begin repairs. Repairs will also take place over time. Search Eye Sealing If your Search Eye is sealed, vital infomration (such as HP, weak points, etc) is not displayed on the minimap or on the main map. Sealing begins automatically when the player enters the area of his opponent s Search Eye. Like with Arcana Stones and other captureable/sealable points in the game, more characters hastens the sealing speed. The gauge will accelerate even faster if familiars with the Search Eye skill are present. Some cards (like Albion) can use their Technique to repair a captured Search Eye. Life Stone Sealing These are only available in boss fights in Story Mode. When a Life Stone is sealed, the displayed element is affixed to the boss as a weak point for a certain period of time. Sacrifice A Sacrifice is when the player s main character is united with one of the player s familiars. Sacrifice has a few effects. The united familiar receives the main character s attack and defense abilities (on top of its default stats). The united familiar s HP recovers. The united familiar grows in size. Its attack range (both normal and technique) are magnified, but it also receives more damage. Sacrifices cannot take place when the main character is out of play. Sacrifices can take place when the "Sacrificer OK" mark is displayed in the upper left-hand corner of the screen. Sacrifices can only take place once per battle. After a fixed amount of time, the Sacrifice ends and both main character and familiar are returned to their original state. The amount of time the Sacrifice is valid is based on the cost of the familiar Cost Time 10 10c 15 8c 20 25 30 4c (note the C is as denoted on the Japanese wiki and probably stands for the in-game Counter) Smash Because the Smash feature was quickly added to the game following location tests, it is not referenced in the printed manuals. When consecutive hits are made on an opponent, the number of hits is displayed on screen. As the number of hits increases, so does the damage given. Smash hits are counted among the entire party. When a common attack is made, the counter is reset. Single Smash When a familiar is surrounded by a blue circle, Smash activation is possible. Stop the familiar card s motion (I believe you re supposed to make it so that the card isn t attacking anyone) The Smash effect begins to charge. Rotate the card to a certain angle (so that the enemy is caught in the attack range) to activate the smash. Multiple Smash Start moving your cards. The Smash effect will begin. The Smash will continue as long as you keep moving the cards.