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https://w.atwiki.jp/cosmoslottle/pages/147.html
■基本データ No.127 ピスケスアフロディーテ 【編集】 レア度 ☆6 HP 1814 2520 必殺技 ロイヤルデモンローズ 属性 憎 攻撃力 1033 1435 必殺技効果 敵全体に1.4倍攻撃 全体毒 コスト 28 防御力 1058 1470 主人公スキル 憎悪よ守れ!小宇宙と共に【大】 最大レベル 70 最大小宇宙 5 - スキル効果 小宇宙が4以上の時、憎属性の味方の防御力を1.7倍にする 進化元 No.126 ピスケスアフロディーテ 進化先1 無し 進化素材1 ■進化情報 【No.126 ピスケスアフロディーテ】 = 【No.127 ピスケスアフロディーテ】 ■リールデータ リール 【 特タイプ1 】 拳 特 必 友 盾 小宇宙 7 Miss 2 (14%) 5 (35%) 1 (7%) 1 (7%) 1 (7%) 1 (7%) 3 (21%) 0 (0%) ■その他/備考 ■コメント コメント すべてのコメントを見る
https://w.atwiki.jp/sitescript/pages/445.html
Motherless.com Motherless.com http //motherless.com/ Motherless.com is a free file host where anything legal is hosted forever. Motherless has a very large and active community where you can meet like minded individuals. Enjoy uploading and sharing videos and images through the sites groups, galleries, live chat, boards and classifieds. スクリプトをインストールversion 0.1.1 2014.06.17up 修正情報 version 0.1 2013.05.20 up version 0.1.1 2014.06.17 up新しいURL形式に対応。 落とせなくなりました。 お手すきであれば更新、よろしくお願いします。 -- ←のものです。 (2014-03-19 22 06 47) いくつか試した感じでは、取得可能のようでした。できない動画ページのURLを教えてください。 -- 管理人 http //www.viptube.com こちらも良ければお願いします。 -- ←のものです。 (2014-03-20 23 57 11) 取得確認わざわざありがとうございます。 サーバーの関係だったかもしれません、またURLを貼ります。 -- ←のものです。 (2014-03-23 21 22 45) また?出来なくなっているようです。具体的には[URL例示 GC8732B5/B325921]はできませんでした。 -- 名無しさん (2014-06-17 17 29 20) UPフォルダ別の規制かもしれないですね。 他のは大丈夫でした。 他のサイトでも取得できのとできないのがたまにありますから -- ←のものです。 (2014-06-17 21 55 29) 名前 コメント
https://w.atwiki.jp/opengles/pages/13.html
The OpenGL® ES Shading Language is two closely-related languages which are used to create shaders for the vertex and fragment processors contained in the OpenGL ES processing pipeline. [n.n.n] and [Table n.n] refer to sections and tables in the OpenGL ES Shading Language 1.0 specification at www.opengl.org/registry/gles
https://w.atwiki.jp/opengles/pages/28.html
Shaders support texturing using at least MAX_VERTEX_TEXTURE_IMAGE_UNITS images for vertex shaders and at least MAX_TEXTURE_IMAGE_UNITS images for fragment shaders. void ActiveTexture(enum texture); // texture [TEXTURE0..TEXTUREi] where i = MAX_COMBINED_TEXTURE_IMAGE_UNITS-1 Texture Image Specification [3.7.1] void TexImage2D(enum target, int level, int internalformat, sizei width, sizei height, int border, enum format, enum type, void *data); // target TEXTURE_2D, TEXTURE_CUBE_MAP_POSITIVE_{X,Y,Z}, TEXTURE_CUBE_MAP_NEGATIVE_{X,Y,Z} // internalformat ALPHA, LUMINANCE, LUMINANCE_ALPHA, RGB, RGBA // format ALPHA, RGB, RGBA, LUMINANCE, LUMINANCE_ALPHA // type UNSIGNED_BYTE, UNSIGNED_SHORT_5_6_5, UNSIGNED_SHORT_4_4_4_4, UNSIGNED_SHORT_5_5_5_1 Conversion from RGBA pixel components to internal texture components Base Internal Format RGBA Internal Components ALPHA A A LUMINANCE R L LUMINANCE_ALPHA R, A L, A RGB R, G, B R, G, B RGBA R, G, B, A R, G, B, A Alt. Texture Image Specification Commands [3.7.2] Texture images may also be specified using image data taken directly from the framebuffer, and rectangular subregions of existing texture images may be respecified. void CopyTexImage2D(enum target, int level, enum internalformat, int x, int y, sizei width, sizei height, int border); // target TEXTURE_2D, TEXTURE_CUBE_MAP_POSITIVE_{X, Y, Z}, TEXTURE_CUBE_MAP_NEGATIVE_{X, Y, Z} // internalformat See TexImage2D void TexSubImage2D(enum target, int level, int xoffset, int yoffset, sizei width, sizei height, enum format, enum type, void *data); // target TEXTURE_CUBE_MAP_POSITIVE_{X, Y, Z}, TEXTURE_CUBE_MAP_NEGATIVE_{X, Y, Z} // format and type See TexImage2D void CopyTexSubImage2D(enum target, int level, int xoffset, int yoffset, int x, int y, sizei width, sizei height); format and type See TexImage2D Compressed Texture Images [3.7.3] void CompressedTexImage2D(enum target, int level, enum internalformat, sizei width, sizei height, int border, sizei imageSize, void *data); // target and internalformat See TexImage2D void CompressedTexSubImage2D(enum target, int level, int xoffset, int yoffset, sizei width, sizei height, enum format, sizei imageSize, void *data); // target and internalformat See TexImage2D Texture Parameters [3.7.4] void TexParameter{if}(enum target, enum pname, T param); void TexParameter{if}v(enum target, enum pname, T params); // target TEXTURE_2D, TEXTURE_CUBE_MAP // pname TEXTURE_WRAP_{S, T}, TEXTURE_{MIN, MAG}_FILTER Manual Mipmap Generation [3.7.11] void GenerateMipmap(enum target); // target TEXTURE_2D, TEXTURE_CUBE_MAP Texture Objects [3.7.13] void BindTexture(enum target, uint texture); void DeleteTextures(sizei n, uint *textures); void GenTextures(sizei n, uint *textures); Enumerated Queries [6.1.3] void GetTexParameter{if}v(enum target, enum value, T data); // target TEXTURE_2D, TEXTURE_CUBE_MAP // value TEXTURE_WRAP_{S, T}, TEXTURE_{MIN, MAG}_FILTER Texture Queries [6.1.4] boolean IsTexture(uint texture);
https://w.atwiki.jp/pqjp/pages/85.html
?xml version="1.0"? TextLibrary Text tag="[QUEST_Q0S0_ACTION0]" Search the Sewers /Text Text tag="[QUEST_Q0S0_ACTION1]" Search Deeper /Text Text tag="[QUEST_Q0S0_FAILURE0]" The rat has overpowered you, but you may fight it again! /Text Text tag="[QUEST_Q0S0_FAILURE1]" The Undead Rat has overpowered you, but you may try again. /Text Text tag="[QUEST_Q0S0_FAILURE2]" The Rat King has beaten you back, but you may try again. /Text Text tag="[QUEST_Q0S0_PROGRESS0]" You must go to the Gildine Sewers and search for clues. /Text Text tag="[QUEST_Q0S0_PROGRESS1]" You must search deeper in the Gildine Sewers. /Text Text tag="[QUEST_Q0S0_REWARD]" You have slain the foul creature who was causing the rats to attack Gildor. On its body you find a strange Amulet. /Text Text tag="[QUEST_Q0S0_SUCCESS0]" You have slain the rat and uncovered a secret tunnel leading deeper into the Gildine Sewers. /Text Text tag="[QUEST_Q0S0_SUCCESS1]" Someone must be controlling these rats. They cannot be far away! /Text Text tag="[QUEST_Q0S0_QMNAME1]" Half-dead Rat /Text Text tag="[QUEST_Q0S0_QMHELP1]" This rat is so mangy it almost looks dead. It must be related somehow to the Undead creatures! /Text Text tag="[QUEST_Q0S0_QMNAME2]" The Rat King /Text Text tag="[QUEST_Q0S0_QMHELP2]" This creature is obviously the Leader of the Rats. /Text /TextLibrary
https://w.atwiki.jp/cohstatsjp/pages/232.html
Infantry Wehrmacht Sniper Retrieved from http //coh-stats.com/Infantry Wehrmacht_Sniper Contents 1 Wehrmacht Sniper Veterancy 2 Tactics 3 History Wehrmacht Sniper Squad Size 1 Capture Rate 1 Sup Threshold 0.2 Health 75 Sight 40 Pin Threshold 0.6 Cost 340 Detection 7/0 Recovery Rate 0.008 Hotkey S Population 4 Time 50 Retreat Modifier 0.75 Target Type infantry_sniper Upkeep 5.376 Reinforce Cost 0.5 Critical Type infantry Squad Slots Reinforce Time 2 Wehrmacht Sniper Veterancy [Expand][Hide] Health Regeneration 10.56/min Maximum Health Received Suppression 1.2 0.5 Cooldown 0.6 Tactics Never let your sniper work alone! Always use spotters and pick targets off from his maximum range. Snipers in cover will regain camouflage faster after each shot than snipers in the open. This can be the difference between a MG getting off a deadly burst on him or not. If used for reconnaissances, always activate hold fire to avoid unwanted attention. Sniper cannot kill turret gunners, so don t shoot at vehicles. Mortars and AT guns can be cleared with just two shots. When counter-sniping, use a bait such as Pioneers or Volksgrenadiers to get the enemy sniper out of their cloak and quickly target his with your sniper. Placing a sniper in a building is risky, it will quickly become an identifiable target. Use is stop fire ability to use your sniper just as counter weapon. History One of the best known battles involving snipers, and also the battle that made the Germans reinstate their specialized sniper training, was the Battle of Stalingrad. Their defensive position inside a city filled with rubble made that Soviet snipers were able to inflict significant casualties on the German Wehrmacht. Because of the urban nature of fighting, snipers were very hard to spot and seriously dented the morale of the German attackers. Though German sharpshooters appeared spontaneously, often armed with captured scoped Mosin-Nagant rifles, Germany re-established its own sniping school and set out to reclaim its reputation of the First World War. Germany drastically increased the number of snipers per unit. German training emphasized shooting at long-range targets to deliver a feeling of insecurity to the enemy, the ability to creep up on enemies and maintain hidden with enemies nearby, plus especially good camouflaging. Germany evolved the most efficient ways of camouflaging, both by using the environment (branches etc.) and by the development of specially designed, reversible camouflage clothing. German snipers were also issued with special shovels and knives to create the best possible hiding places and shelters. As they had done during the First World War, German snipers also changed location after a few shots to further reduce their chances of being spotted. They were also issued highest-quality adjustable scopes. It is also worth noting, the sniper in Company of Heroes is armed with a scoped G43. While this is possible, it was extremely uncommon to have a sniper armed with such a weapon.
https://w.atwiki.jp/emulator/pages/20.html
覚書 hosts 127.0.0.1nprotect.lineage2.com 127.0.0.1update.nprotect.com 127.0.0.1update.nprotect.net 127.0.0.1incaweb.nefficient.jp ttp //nprotect.lineage2.com/inca/nProtect/GameGuard/RealServer/ GameMon.npz [[Lineage2]]JP.npz npgg9x.npz npggNT.npz npgmup.npz npsc.npz NPSCAN.npz Splash.npz update.cfg ttp //update.nprotect.net/GameGuard/SEGA/PSO/RealServer/ GameMon.npz npgg9x.npz npggNT.npz npgmup.npz npsc.npz NPSCAN.npz Splash.npz update.cfg
https://w.atwiki.jp/lockerroom/pages/15.html
/* Sample_IE.ahk */ #Persistent #include %A_ScriptDir%¥ActiveX.ahk ;初期化 ActiveX() ;オブジェクト作成 ie =CreateObject("InternetExplorer.Application") ;プロパティへの書き込み pp(ie,"Visible","true") ;メソッド呼び出し inv(ie,"Navigate","about blank") ;プロパティオブジェクトの取得 doc =gp(ie,"Document") win =gp(doc,"parentWindow") inv(doc,"write","Hello! br br ") ;イベントの割り当て ConnectObject(doc,"Document_") ConnectObject(win,"Window_") ;オブジェクト解放 Release(doc) Release(win) Release(ie) return ;イベントに割り当てられる関数 Document_onfocusin(this,prm,res){ inv(this,"write","focuse in br ") } Document_onfocusout(this,prm,res){ inv(this,"write","focuse out br ") } Window_onbeforeunload(this,prm,res){ MsgBox,閉じます SetTimer,quit,-100 } quit ExitApp --------------------------- /* sample_JScript.ahk */ #include %A_ScriptDir%¥ActiveX.ahk ActiveX() ;JScript のコードを埋め込み script= ( for(var i=5;i 0;i--){ sapi.Speak(i+","); } sapi.Speak("0!"); ) sc =CreateObject("MSScriptControl.ScriptControl.1") pp(sc,"Language","jscript") sapi =CreateObject("Sapi.SpVoice") inv(sc,"AddObject","sapi",vObj(sapi)) inv(sc,"Eval",script) --------------------------- /* sample_SpeechRecognition.ahk */ #Persistent #include *i %A_ScriptDir%¥ActiveX.ahk ActiveX() sr =CreateObject("SAPI.SpSharedRecognizer") context =inv(sr,"CreateRecoContext") grammar =inv(context,"CreateGrammar") inv(grammar,"DictationSetState",0) rules =gp(grammar,"Rules") rule =inv(rules,"Add","wordsRule",33,0) inv(rule,"Clear") init =gp(rule,"InitialState") AddWord(init,"close") AddWord(init,"yes") AddWord(init,"no") AddWord(init,"ok") AddWord(init,"cancel") inv(rules,"Commit") inv(grammar,"CmdSetRuleState","wordsRule",1) inv(rules,"Commit") ConnectObject(context,"SR_") ReleaseL(sr,context,grammar,rule,init) AddWord(pState,word){ inv(pState,"AddWordTransition",vNull(),word) } SR_Recognition(this,prm,r){ result =evArgv(prm,3) pi =gp(result,"PhraseInfo") txt =inv(pi,"GetText") if txt=yes Send,!y else if txt=no Send,!n else if txt=ok ControlClick,OK,A else if txt=cancel ControlClick,キャンセル,A else if txt=close WinClose,A Release(pi) } --------------------------- /* sample_UsingAhkCommandsFromJscript.ahk */ #include *i %A_ScriptDir%¥ActiveX.ahk ActiveX() MyClass_WinMaximize(this,prm,res,flags){ WinMaximize,% evArgv(prm,0) } MyClass_Send(this,prm,res,flags){ Send,% evArgv(prm,0) } ;JScript script= ( AutoHotkey.WinMaximize("A"); Send("abcd{Shift Down}{Left 4}{Shift Up}"); ) sc =CreateObject("MSScriptControl.ScriptControl.1") pp(sc,"Language","jscript") myobj =CreateDispatchObject("MyClass_") inv(sc,"AddObject","AutoHotkey",vObj(myobj),"true") inv(sc,"Eval",script)
https://w.atwiki.jp/ogasawara/pages/378.html
まき@鍋の国さんからのご依頼品 お待たせいたしました。 No127、まき@鍋の国さんよりのご依頼イラスト、HI氏の黒服デザインを 3点ほど提出いたします。 (申し訳ありません。ひとつに絞りきれず、点数が多くなってしまいました。) 半袖ではなく、長袖で、 ・・とのことでしたが、 敢えてログどおりの短め袖でイメージさせて頂きました。 笑えて却下の場合は もちろん描きなおし致しますので、どうぞ遠慮なく申し付けて下さいませ。 (点数が多くなってしまったので、画像はこちらのページに まとめて置いてあります。) こちらの、バストアップカットはおまけです。 ご指名、誠にありがとうございました! 作品への一言コメント 感想などをお寄せ下さい。(名前の入力は無しでも可能です) うーるーわーしーいー!すてきです! -- 名無しさん (2007-12-03 00 57 17) お忙しい所いっぱい描いていただき、ありがとうございました。もうね、もうね、震えてますよ!(笑 こちら、一行しかダメっぽいんで、感想板の方にもカキコしてますー。 -- まき@鍋の国 (2007-12-15 14 32 09) 少々どころでなく勝手に描きすぎたやも(汗)、と反省しておりましたが、許容頂けたようでほっとひと安心しております(良かったー)。遅くなりましたが、微笑青空勲章、おめでとうございました! -- 乃亜Ⅰ型 (2007-12-27 00 45 37) 名前 コメント ご発注元:まき@鍋の国様 http //cgi.members.interq.or.jp/emerald/ugen/ssc-board38/c-board.cgi?cmd=one;no=220;id=gaibu_ita http //cgi.members.interq.or.jp/emerald/ugen/ssc-board38/c-board.cgi?cmd=one;no=221;id=gaibu_ita 製作:乃亜I型@ナニワアームズ商藩国 http //cgi.members.interq.or.jp/emerald/ugen/ssc-board38/c-board.cgi?cmd=one;no=483;id=UP_ita 引渡し日: counter: - yesterday: -
https://w.atwiki.jp/pqjp/pages/66.html
?xml version="1.0"? TextLibrary Text tag="[QUEST_Q0Q0_ACTION0]" You must first travel to Siria. /Text Text tag="[QUEST_Q0Q0_ACTION1]" You have survived an attack at the gates of Siria. You must now deliver the message. /Text Text tag="[QUEST_Q0Q0_ACTION2]" The message has been stolen! You must visit your father, Sir Albion, to explain. /Text Text tag="[QUEST_Q0Q0_AMBUSH]" As you approach the city of Siria, a thief leaps out at you and demands you hand over the message! /Text Text tag="[QUEST_Q0Q0_DONE]" Your father is grateful for your dedication to the task. He gives you a fine Longsword with which to protect yourself. /Text Text tag="[QUEST_Q0Q0_POPUP0]" Enter the City /Text Text tag="[QUEST_Q0Q0_POPUP1]" Deliver the Message /Text Text tag="[QUEST_Q0Q0_POPUP2]" Visit Your Father /Text /TextLibrary