約 5,663,487 件
https://w.atwiki.jp/mahabharatapotal/pages/473.html
第3-126章.第3-127章.第3-128章. 第3-127章. ユディシュティラは言った、「最高の演説者よ、ソーマカ王の力と強さはどの程度だったのでしょうか?私は彼の行いと力の正確な説明を聞きたいのです」。 ロマサは言った、『ユディシュティラよ、ソーマカ王という徳の高い王がいました。王よ、彼には百人の妻がいて、みな夫にふさわしい妻だった。彼は細心の注意を払ったが、どの妻からも一人の息子も得ることができず、長い間息子のない状態が続いた。昔々、彼が年老いて、息子を授かろうとあらゆる手を尽くしていた時、その世紀の女性たちの中からヤントゥという名の息子が生まれた。そして、男たちの支配者よ!母親たちは皆、息子を取り囲むように座り、誰もが息子の楽しみや喜びとなるようなものを与えた。ある日、一匹の蟻が少年の腰を刺した。少年は刺された痛みのために大声で叫んだ。母親たちは、その子がアリに刺されたのを見て、非常に心を痛めた。そして彼の周りに立って叫び声を上げた。こうして騒ぎが起こった。そしてその叫び声は,地上の君主の耳に突然届いた。そこで王は、それが何であるかを尋ねに行った。王室の侍従は、自分の息子について何が問題なのかを王に正確に説明した。ソーマカは大臣たちと共に立ち上がり、女の居室へと急いだ。敵の征服者よ、彼は息子をなだめた。そうして女の居室から出てくると、王は一族の司祭や大臣たちと共に座った」。 「ソーマカはこう言った!私は息子のいない男になりたい。すべての組織化された存在がいかに絶えず病気にかかりやすいかを考えれば、一人息子を持つことは悩みの種に過ぎない。ブラフマナよ!主よ!この世紀の妻たちは、私に多くの息子が生まれるようにと、私が吟味し、私にふさわしいと納得した上で、嫁がせたのだ。しかし、そのような妻は一人もいない。あらゆる手段を試み、多大な努力を払ったが、彼らはこの一人の息子、ヤントゥを産んだ。これ以上の悲しみがあろうか。二度生まれたカーストの最も優れた者よ!私は年をとり、妻たちも年をとっている。それなのに、この一人息子は彼らの鼻孔の息のようであり、私にとってもそうである。だが,百人の息子を授かる儀式はないのか。(もしそのような儀式があるなら、それが大きいのか小さいのか、また行うのが簡単なのか難しいのかを教えてください』。 司祭は言った、『百人の息子を得る儀式があります。ソマカよ、あなたがそれを行うことができるならば、私はあなたにそれを説明しよう」。 ソーマカは言った、『それが善行であろうと悪行であろうと、百人の息子が生まれる儀式は、すでに行われたと汝には受け取られよう。汝の祝福された者にそれを説明させなさい」。 「司祭は言った!私が生贄を捧げますから、汝はその中に汝の息子ヤントゥを捧げなさい」。そうすれば、遠くない日に、あなたのもとにハンサムな息子が100人生まれるでしょう。ヤントゥの脂肪が神々への捧げ物として火に入れられると、母親たちはその煙の匂いをかいで、勇敢で強い息子を何人も生むだろう。そしてヤントゥもまた、まさにその(母の)中に、汝の生んだ子として再び生まれるであろう。その背には金の印が現れるであろう』」。 第3-126章.第3-127章.第3-128章.
https://w.atwiki.jp/yo3sarashi/pages/78.html
yottiy6という荒らしのメインキャラ(yottiy1-9の内6のみはこのプレイヤーのキャラ。その他のナンバーはyottiy4が所持していると本人談) yoshi127が唐突に出現し、妙なことを言おうとするがすぐに落ちてしまう。 そしてその後すぐにyottiy6が出現し、同じようなことを yottiy6でインして荒らそうとしたらメインのyoshi127で間違ってインした模様。
https://w.atwiki.jp/boare/pages/115.html
Release Note Release Date 1 Jun, 2009 Notes Cadencii requires ".NET Framework Runtime(version 2.0 or later)" and "Visual C++ Library DLLs". Installers of these rumtimes are available from the links below. .NET Framework Runtime Download .NET Framework 3.5 SP1 Visual C++ Library DLL Microsoft Visual C++ 2008 Redistributable Package (x86) Cadencii can be launched with the latest version of mono. This enable you to use Cadencii with many platforms supported by mono. (Note Several functions using VOCALOID2 VSTi are not available in this case.) Mono is available from the link mono download Download Cadencii version 2.0.1 (565KB) CadenciiSDK version 2.0 (455KB) How to get source codes Source code is available on SourceForege.JP. Please follow the instruction below for checking out the SourceForge.JP s SVN repository. svn checkout -r 216 http //svn.sourceforge.jp/svnroot/cadencii/branches/2.0 ./ These svn command is for checiking out "THIS" version of Cadencii. In order to get the latest source codes, please remove "-r" option.
https://w.atwiki.jp/pqjp/pages/87.html
?xml version="1.0"? TextLibrary Text tag="[QUEST_Q0S1_ACTION1]" Fight an Ogre /Text Text tag="[QUEST_Q0S1_ACTION2]" Fight another Ogre /Text Text tag="[QUEST_Q0S1_FAILURE1]" The first Ogre was tougher than you thought. You must try again. /Text Text tag="[QUEST_Q0S1_FAILURE2]" The second Ogre was tougher than you thought. You must try again. /Text Text tag="[QUEST_Q0S1_PROGRESS1]" You must travel to the Ogre apos;s Tower and fight the Ogre Twins. /Text Text tag="[QUEST_Q0S1_PROGRESS2]" You have defeated the first Ogre, but one still remains. /Text Text tag="[QUEST_Q0S1_REWARD]" Both of the Ogres have fled over the mountains. You help yourself to the treasure in their Tower. /Text Text tag="[QUEST_Q0S1_SUCCESS1]" You have chased away the first Ogre. Only one remains. /Text Text tag="[QUEST_Q0S1_QMNAME0]" Gluk the Ogre /Text Text tag="[QUEST_Q0S1_QMHELP0]" This Ogre is better armored than most, with a Scale Helm. /Text Text tag="[QUEST_Q0S1_QMNAME1]" Glok the Ogre /Text Text tag="[QUEST_Q0S1_QMHELP1]" This Ogre has stolen a Troll Ring, so he can regenerate Life Points. /Text /TextLibrary
https://w.atwiki.jp/cohstatsjp/pages/218.html
Infantry HMG Commandos Contents 1 Tactics 2 History 3 Built From 3.1 Glider HQ 4 Squad Abilities 4.1 Concealing Smoke 5 Squad Weapons 5.1 Vickers HMG 5.2 Sten SMG HMG Commandos Squad Size 6 Capture Rate 1 Sup Threshold 0.35 Health 390 Sight 35 Pin Threshold 0.8 Cost 510 Detection 7/0 Recovery Rate 0.012 Hotkey H Population 6 Time 36 Retreat Modifier 0.5 Target Type infantry_soldier Upkeep 9.0144 Reinforce Cost 0.4119 Critical Type infantry Squad Slots Reinforce Time 1.5 Tactics Commando HMGs can only be created in a glider HQ. Commando HMGs operate in the same way to American and German HMGs. History The Airlanding troops of the British Airborne were tasked with assaulting German positions prior to the D-Day landings. They landed their gliders in Coup de Main assaults on enemy positions, surprising the German defenders in risky attacks. They were all volunteers, and well-trained for their dangerous job, and continued to act as elite ground infantry once the airborne operations were over. The Vickers .303 medium machine-gun was the main machine-gun of the British infantry. It s water-cooled design made it bulkier than the German MG42, but it could maintain a sustained rate of fire over a longer period of time. Another trick was that the men of the dedicated machine-gun battalions trained in how to use their Vickers as artillery, so that they could fire bursts in an arc to suppress enemy positions ahead of an assault. The Vickers crews that served the Commandos and Air-landing troops didn t utilize this technique. The Commandos in Company of Heroes are actually Airlanding troops from an Airborne Division, or SAS (Special Air Service) Commandos . Their distinctive red berets indicate they re airborne troops, or SAS Troops, as Commandos wore green berets. Commandos came from several branches (Royal Army Commandos, Royal Marine Commandos, and Royal Navy Commandos) and none were involved in glider operations. Built From Glider HQ [Expand][Hide] Cost 100 Activation targeted Duration _ Target tp_position Recharge 75 Hotkey Effects Request a Glider Headquarters capable of producing Mortar Commandos, PIAT Commandos, and Heavy Machine Gun Commmandos. ESee Ability Glider HQ for details. Squad Abilities Concealing Smoke [Expand][Hide] Cost Activation timed Duration 14 Target tp_any Recharge 30 Hotkey S Effects Break any suppression or pinning effects on the squad and envelope the Commandos in concealing smoke. ESee Ability Concealing Smoke for details. Squad Weapons Vickers HMG [Expand][Hide] Weapon Vickers HMG See Weapon Vickers HMG for details. Sten SMG [Expand][Hide] Weapon Sten SMG See Weapon Sten SMG for details. Retrieved from http //coh-stats.com/Infantry HMG_Commandos
https://w.atwiki.jp/javadsge/pages/419.html
var ball=new Array(); var bx=new Array(); var by=new Array(); var dx=new Array(); var dy=new Array(); var number_ball; class pan{ faststep() void{ var s number; number_ball=500; for(s=1;s 101;s++){ ball[s]=0; } } step() void{ var s number; for(s=1;s 101;s++){ this.move(s); } } move(s number) void{ var r1 number; var r2 number; var h number; r1=Math.random(); if(r1 0.9)dx[s]=1; if(r1 0.1)dx[s]=-1; r2=Math.random(); h=0; if(r2 0.9)h=h+1; if(dy[s]==1)h=h+1; if(h==2)dy[s]=-1; h=0; if(r2 0.5)h=h+1; if(dy[s]==-1)h=h+1; if(h==2)dy[s]=1; bx[s]=bx[s]+dx[s]; by[s]=by[s]+dy[s]; } hit() void{ var s number; var sx number; sx=0; for(s=1;s 101;s++){ if(ball[s] 50)sx=s; } if(sx 0)number_ball=number_ball-1; if(sx 0)ball[sx]=100; if(sx 0)bx[sx]=250; if(sx 0)by[sx]=0; if(sx 0)dx[sx]=0; if(sx 0)dy[sx]=1; } } function sample(){ var tr; var sub=new pan(); sub.faststep(); for(tr=1;tr 250;tr++){ if(Math.random() 0.9)sub.hit(); sub.step(); if(number_ball 1)sub.faststep(); } $("#memo").html(number_ball); }
https://w.atwiki.jp/cadencii_en/pages/25.html
English 日本語 Release Note Release Date 28 Feb., 2010 Notes Cadencii requires ".NET Framework Runtime(version 2.0 or later)". Installer of this rumtime is available from the link below. .NET Framework Runtime Download .NET Framework 3.5 SP1 Cadencii can be launched with the latest version of mono. This enable you to use Cadencii with many platforms supported by mono. (Note Several functions using VOCALOID2 VSTi are not available in this case.) Mono is available from the link mono download Download Cadencii version 3.0.12 (1.2MB) How to get source codes Source code is available on SourceForege.JP. Please follow the instruction below for checking out the SourceForge.JP s SVN repository. svn checkout -r 877 http //svn.sourceforge.jp/svnroot/cadencii/branches/3.0 ./ These svn command is for checiking out "THIS" version of Cadencii. In order to get the latest source codes, please remove "-r" option.
https://w.atwiki.jp/airportmod/pages/32.html
Settings Panel (MCP) Opens by default with the " " key. It can be changed from the key settings of Minecraft. Explanation of terms FD Flight Director Provides Pitch and Bank information necessary to obtain the set path, speed, heading, and altitude. A/T AutoThrust [Currently fixed to ON]. Automatically adjusts the engine power based on the thrust (engine power) required to obtain the set and calculated speed, rate of climb, and rate of descent. IAS/Match Speed and Mach number Specifies the atmospheric speed in knots or Mach number. Heading:Azimuth North 0 East 90 South 180 West 270 Altitude Altitude (in feet) VertSpeed Vertical Speed Vertical speed, specifying how many feet per minute you are ascending or descending. Speed Pitch Management Mode The computer determines the flight speed based on the altitude you are flying at, the speed limit for each location (airspace), and the route you are flying (flight plan). Select Mode The speed is calculated to maintain the speed specified in the settings panel. Automatically adjusts the forward and backward tilt (pitch) to maintain the speed specified in the function above. Heading Bank LNAV, Manage Mode Calculates the heading (nose heading) to fly along the predefined flight path (horizontal direction). Select mode Directly specified in the configuration panel. Adjusts the left/right tilt (bank) to maintain the heading specified in the above function. Altitude Engine Output VNAV Management Mode Calculates the engine power to fly along the pre-defined flight path (vertical direction). Altitude Select Mode Calculates the engine power to maintain the altitude specified in the setting panel. CL is used for ascent, and Idol is used for descent. VertSpeed(Rate of ascent/descent) Calculates the engine power to move to the altitude specified in the configuration panel at the ascent/descent rate specified in the configuration panel. Thrust (engine output) select mode Thrust (engine output) select mode is used to directly specify the engine output using the setting panel or thrust lever. ●TOGA (Take Off and Go Around) Maximum power output. It is used only until a certain level of altitude can be secured, such as when taking off or climbing from near the ground. Continuous use time is limited. ●FLX/MCT (Flexible Temperature, Maximum Continuous Thrust) Maximum sustainable power. ●CL (Climb) Output used during climb. ●Idle Minimum output. Output used when descending. ●Reverse Used to reduce speed after landing on the runway. Reverse thrust. In Auto Thrust, the engine output is adjusted between climb and idle. Function of each button Button status and operation method How to operate the autopilot Activate (engage) the autopilot. 1.Activate FD. 2.Enable CMD-A or CMD-B. Disabling (disengaging) the autopilot One of the following Disable both CMD-A and CMD-B. Press the Disengage button. Specify speed, heading, and altitude Specifying the heading 1.Turn the heading specification knob to specify the heading you want to point. 2.If HDGSEL is not enabled, press the button to enable it. Specifying the altitude 1.Turn the altitude knob to set the altitude you want to fly. 2.Press the FLC button. Maintain the current altitude. 1.Press the ALTHLD button to enable it. Flying along the VOR 1.Find out the frequency of the VOR you want to use as a reference and the course you want to fly. 2.Match the frequency with the setting panel. 3.Turn the course knob to set the heading. 4.Make sure the NAV button is ready (white), and press the button to activate it. Descending along the ILS 1.Find out the frequency of the ILS (Landing Block) you want to use as a reference. 2.Match the frequency with the setting panel. 3.Make sure the NAV button is ready (white), and press the button to activate it.
https://w.atwiki.jp/mrfrtech/pages/125.html
Market Scenario In its research report, Market Research Future (MRFR), asserts that the AI in Construction Market Research 2020 is slated to grow exponentially over the review period, securing a considerable market valuation of USD 2.01 billion, and a healthy 35% CAGR over the review period. Novel coronavirus has actually AI in Construction Market Research to open new avenues for those firms that are on the lookout for solutions that are reliable, efficiently managed, scalable, and are subscription-based, to remain more focused on the core business. The AI in Construction Market is bearing lesser impact of the COVID-19 outbreak compared to most other segments of the tech world. In a nutshell, COVID-19 impact on managed services has been fruitful, with the market growth enhanced than before. Given the prevalent lockdown situation, managed services vendors are now investing heavily in remote-centric worker solutions, which can make the market highly resilient in the coming years, even as the world is currently rushing to achieve a COVID-19 breakthrough. Request a Free Sample @ https //www.marketresearchfuture.com/sample_request/6035 Segmentation The AI in construction market is differentiated by component, technology, organization size, deployment, stage, and application. On the basis of stage, the market is segmented into construction stage, pre-construction, and post-construction. Based on the component, the AI in construction market is bifurcated as solutions and services. The solution segment is categorized as demand forecasting, virtual assistant, revenue estimation, design planning, predictive maintenance, and others. The service sub-segment comprised implementation services, training consulting, and other support services. In terms of technology, the market is segregated into machine learning deep learning, neural networks, and natural learning programming (NLP). Based on the deployment, the market is divided into on-cloud and on-premises. Based on the organization size, the market is bifurcated into large enterprises, and small medium enterprise (SMEs). On the basis of application, the market is categorized as, project management, schedule management, risk management, equipment management, building information management, and supply chain management. Competitive Outlook The major market players operating in the global market as identified by MRFR are Oracle Corporation (U.S), IBM Corporation (U.S.), SAP SE (Germany), Alice Technologies.(U.S.), Microsoft Corporation (U.S.), Autodesk (U.S.), Aurora Computer Services(U.K), eSUB (U.S.), Smartvid.io(U.S.),and Building System Planning (U.S.). Some other market players who are involved in AI construction market are Jaroop, Deepomatic, Lili.Ai, Predii, Assignar, Coins Global, Beyond Limits, Doxel Askporter, Bentley Systems, Plangrid, and Renoworks Software Regional Analysis The geographical overview of the global market has been analyzed in four major regions, comprising the Asia Pacific, North America, Europe, and the rest of the world. On the building industry, North America is believed to have substantial growth in the AI, with the U.S. and Canada being the sector leading countries. Regional domination is due to increased investment by companies such as IBM Corporation, Oracle Corporation and many others, which invest directly in the advancement of technologies such as neural networks and machine learning in research and development. However, Asia Pacific is also expected to experience a strong market growth rate. The leading countries in this field are China, Japan, South Korea and India. The market growth is due to rise in demand by the region to improve smart city projects which require better facilities that boost the real estate sector. Table of Contents 1Executive Summary 2Scope of the Report 2.1Market Definition 2.2Scope of the Study 2.2.1Research objectives 2.2.2Assumptions Limitations 2.3Markets Structure Continued…. Browse Full Report Details @ https //www.marketresearchfuture.com/reports/ai-in-construction-market-6035 List of Tables Table1 Global AI In Construction Market By Region, 2020-2027 Table2 North America AI In Construction Market By Country, 2020-2027 Table3 Europe AI In Construction Market By Country, 2020-2027 Continued… List of Figures FIGURE 1 Global AI In Construction Software Market Segmentation FIGURE 2 Forecast Methodology FIGURE 3 Porter’s Five Forces Analysis of Global AI In Construction Software Market Continued… Trending #MRFR Report** https //ictmrfr.blogspot.com/2022/04/geofencing-market-companies-growth-with.html https //blogfreely.net/pranali004/telecom-expense-management-market-size-impressive-cagr-changing-business-scope https //postheaven.net/pranali004/financial-app-industry-impressive-cagr-changing-business-needs-scope-of https //market-research-future.tribe.so/post/openstack-service-market-research-impressive-cagr-changing-scope-of-current--6263de46791566c10c79891e https //www.scutify.com/articles/2022-04-24-infrastructure-as-a-service-industry-cagr-changing-business-scope-of-current-and-future-industry- About Market Research Future Market Research Future (MRFR) has created a niche in the world of market research. It is counted among the top market research companies that offer well-researched and updated market research reports and insights to businesses of all sizes. What sets us apart is our super-responsive team that offers quality work keeping clients abridged of the prospective challenges and opportunities in various markets. Our team is adept in their space as well as patiently listens to every client. The best part is they know their work inside out and possess the expertise to guide the client in the right direction and achieve results on a tight deadline. We are a one-stop solution for all your data research needs. Our team does not believe in the “one size fits all” approach to creating a report that is detailed and concise. We handle 13 industry verticals including Healthcare, Chemicals and Materials, Information and Communications Technology, Semiconductor and Electronics, Energy and Power, Food, Beverages Nutrition, Automobile, Consumer and Retail, Aerospace and Defense, Industrial Automation and Equipment, Packaging Transport, Construction, and Agriculture. With our unique approach for every market report, we aim to reach the zenith in qualitative business intelligence and syndicated market research. Contact Market Research Future (Part of Wantstats Research and Media Private Limited) 99 Hudson Street, 5Th Floor New York, NY 10013 United States of America 1 628 258 0071 (US) 44 2035 002 764 (UK) Email sales@marketresearchfuture.com Website https //www.marketresearchfuture.com
https://w.atwiki.jp/skyrim_mod/pages/46.html
SkyUI MCMのチュートリアル SkyUI wiki https //github.com/schlangster/skyui/wiki Quick Start(SkyUI公式チュートリアル) https //github.com/schlangster/skyui/wiki/MCM-Quickstart API Reference(SkyUI公式レファレンス) https //github.com/schlangster/skyui/wiki/MCM-API-Reference SkyUI MCMのチュートリアルイントロダクション 準備 MCMの構造と流れ 実際に動くメニューを作る 作ったMCMを更新するとき イントロダクション Mod Configuration Menu (MCM)は名前の通りModの調整メニューを追加します。 これは自分自身でModのメニューをとりあえず作れるようになるためのチュートリアルです。 ある程度Papyrusに触ったことがある方向けです。最低限CK wikiのスクリプトチュートリアルは済ませましょう。 準備 SkyUI wikiからSkyUI SDKを入れます。 この解説はSkyUI SDK 3.1時のものです。基本的な流れは変わりません。 ダウンロードしたファイルを解凍してScriptフォルダをDataフォルダに入れます。 そしてSkyUI本体も入れておきます。 あなたのModのespをCKで開いてから、Object WindowからQuest項目を選びます。 右クリックしてNewを選択し新しくクエストを作ります。 Quest DataタブでIDを入力(例 aaaxxMCMQuest)。 Start Game Enabledはチェック、Run at onceはチェックを外す。 一旦OK押して閉じます。 再度作成したクエストを開いて、Quest Aliasタブを開きます。 右クリックしてNew Reference Aliasを選びます。 左上AliasにAliasの名前を入力(例:MCMPlayerAlias) Fill TypeをSpecific Referenceを選んで、Select Forced Referenceボタンを押します。 cellは(any)、RefはPlayerRef('Player')です。 次に画面右側Scripts欄のAddボタンを押します。 Filterにskiとうって検索を絞りSKI_PlayerLoadGameAliasを選びます。 これでAliasは終了ですのでAliasのウィンドウをOKして閉じます。 Scriptsタブを開いてAddボタンを押します。 newscriptを選んで、新しく名前をつけ(例:aaaxxMCMScript)、{Extendsを ski_configbase}にしてOKを押します。 スクリプトのウィンドウを一旦閉じて、Propertiesボタンを押します。 ModNameを選択してEdit Value。 ここにMod名を記載します。(例:Test) これで準備は整いました。 後は新しく作ったスクリプトに記述していきます。 MCMの構造と流れ 構造と流れさえ分かればそこまで難しくないです。 細かいことはさておき、手を動かしてみましょう。 Scriptname aaaxxMCMScript extends ski_configbase ;変数の定義 int ToggleTestID bool bToggleTest = true ;ページの設定 Event OnPageReset(string page) ToggleTestID = AddToggleOption("Test Toggle", bToggleTest) endEvent int function GetVersion() return 1 endFunction ;選択時の設定 Event OnOptionSelect(int option) if (option == ToggleTestID) bToggleTest = !bToggleTest SetToggleOptionValue(ToggleTestID, bToggleTest) If(bToggleTest) ; bToggleTestがtrueなら グローバル変数.SetValue(1) Else ; bToggleTestがそれ以外(false)なら グローバル変数.SetValue(0) EndIf endIf endEvent ;デフォルトの設定(Fキー押した時に呼び出されるイベント) Event OnOptionDefault(int option) If(option == ToggleTestID) if (!bToggleTest) bToggleTest = true SetToggleOptionValue(ToggleTestID, bToggleTest) ; グローバル変数.SetValue(1) endif EndIf EndEvent ;カーソルが乗った時に下に出るテキストの設定 Event OnOptionHighlight(int option) If(option == ToggleTestID) if (!bToggleTest) SetInfoText("Toggle this option on to activate the mod.") else SetInfoText("Toggle this option off to deactivate the mod.") endif EndIf EndEvent スクリプトを書いたらコンパイルしてからespを保存し、espをアクティブにして実際にゲーム内で確認してみましょう。 Escキーでメニューを開いて、システムタブのMod Configurationです。 例のとおりですとtestという項目があるのでそれを開いて確認してください。 ToggleTestを押しても実際には何にも効果がないのですが、とりあえずは表示できて動かせたと思います。 変数の定義(IDとMCM内の変数の2つ) OnPageResetにID = Add~Option()を書く Event OnOption~()内にif option == ID Set~OptionValue(ID,変数)でMCM上の数値をセットし、グローバル変数か何かで変更した値を渡す。 というのが基本的な流れです。 実際に動くメニューを作る 以下の機能を実装したいと思います。 時間変更をするスライダー 天候を晴れにする機能のキー設定変更 キルムーブのOn/Off キルムーブの確率 まず、天候機能を作ります。 Miscellanneous- Globalで右クリックしてNew、aaaWeatherKeyを作ります。 Short, Valueは199。 先ほどのメニューのクエスト(aaaxxMCMQuest)をDepulicateしてaaaWeatherQuestにします。 クエストのスクリプトを削除して新しくスクリプト(aaaxxWeatherScript)を作ります。 Scriptname aaaxxWeatherScript extends Quest int WeatherKey GlobalVariable property aaaWeatherKey auto Weather property SkyrimClear auto int function GetVersion() return 1 endFunction Event OnInit() RegisterKey() EndEvent Function RegisterKey() UnregisterForKey(WeatherKey) WeatherKey = aaaWeatherKey.GetValueInt() RegisterForKey(WeatherKey) EndFunction Event OnKeyDown(Int KeyCode) if (KeyCode == WeatherKey) SkyrimClear.ForceActive() endif EndEvent Property の設定を忘れないように。Auto-Fill Allで全部埋まります。 次にQuest Aliasタブを開いて、プレイヤーのAliasを開きます。 SKI_PlayerLoadGameAliasを削除して新しくスクリプトを作ります。 Scriptname aaaxxTestAliasScript extends ReferenceAlias aaaxxWeatherScript Property QuestScript Auto Event OnPlayerLoadGame() QuestScript.RegisterKey() EndEvent ロード時に登録したキーが消えるバグがあるので、OnPlayerLoadGame()でロード度にキーを登録し直します。aaaxxWeatherScriptのプロパティの登録を忘れずに。 天気の機能はコレで終わりです。 あとはMCMのスクリプトを書くだけです。 コードが長いけどもめげないこと。 Scriptname aaaxxMCMScript extends ski_configbase ;プロパティ aaaxxWeatherScript Property QuestScript Auto GlobalVariable Property KillMove auto GlobalVariable Property KillMoveRandom auto GlobalVariable Property GameHour auto GlobalVariable Property aaaWeatherKey auto ;変数の定義 int KillMoveActiveID int KillMoveRandomID int GameHourID int WeatherKeyID bool _KillMoveActive = true float _KillMoveRandom = 50.0 float _GameHour = 8.0 int _WeatherKey = 199 ;home key ; 初期化 Event OnConfigInit() EndEvent ;このMCMのバージョン int function GetVersion() return 1 endFunction ;ページの設定 Event OnPageReset(string page) SetCursorFillMode(TOP_TO_BOTTOM) AddHeaderOption("KillMove") KillMoveActiveID = AddToggleOption("KillMove", _KillMoveActive) KillMoveRandomID = AddSliderOption("KillMove Random", _KillMoveRandom, "Percent {0}") AddHeaderOption("Time") GameHourID = AddSliderOption("GameHour", _GameHour, "Hour {0}") AddHeaderOption("KeyConfig") WeatherKeyID = AddKeyMapOption("WeatherKey", _WeatherKey) endEvent ;選択時の設定 Event OnOptionSelect(int option) if (option == KillMoveActiveID) _KillMoveActive = !_KillMoveActive SetToggleOptionValue(KillMoveActiveID, _KillMoveActive) If(_KillMoveActive) KillMove.SetValue(1) Else KillMove.SetValue(0) EndIf endIf endEvent ;スライダー開いた時のイベント・設定 Event OnOptionSliderOpen(int option) if (option == KillMoveRandomID) SetSliderDialogStartValue(_KillMoveRandom) SetSliderDialogDefaultValue(50) SetSliderDialogRange(0, 100) SetSliderDialogInterval(1) elseif (option == GameHourID) SetSliderDialogStartValue(_GameHour) SetSliderDialogDefaultValue(8) SetSliderDialogRange(0, 24) SetSliderDialogInterval(1) endIf EndEvent Event OnOptionSliderAccept(int option, float value) if (option == KillMoveRandomID) _KillMoveRandom = value SetSliderOptionValue(KillMoveRandomID, _KillMoveRandom, "Percent {0}") KillMoveRandom.SetValue(_KillMoveRandom) elseif (option == GameHourID) _GameHour = value SetSliderOptionValue(GameHourID, _GameHour, "Hour {0}") GameHour.SetValue(_GameHour) endIf EndEvent Event OnOptionKeyMapChange(int option, int keyCode, string conflictControl, string conflictName) if (option == WeatherKeyID) _WeatherKey = keyCode SetKeyMapOptionValue(WeatherKeyID, _WeatherKey) aaaWeatherKey.SetValue(_WeatherKey) QuestScript.RegisterKey() ;キーの再登録が必要 endIf EndEvent ;デフォルトの設定(Fキー押した時の挙動) Event OnOptionDefault(int option) If(option == KillMoveActiveID) if (!_KillMoveActive) _KillMoveActive = true SetToggleOptionValue(KillMoveActiveID, _KillMoveActive) KillMove.SetValue(1) endif ElseIf(option == KillMoveRandomID) _KillMoveRandom = 50 SetSliderOptionValue(KillMoveRandomID, _KillMoveRandom, "Percent {0}") KillMoveRandom.SetValue(_KillMoveRandom) ElseIf(option == GameHourID) _GameHour = 8 SetSliderOptionValue(GameHourID, _GameHour, "Hour {0}") GameHour.SetValue(_GameHour) ElseIf(option == WeatherKeyID) _WeatherKey = 199 SetKeyMapOptionValue(WeatherKeyID, _WeatherKey) aaaWeatherKey.SetValue(_WeatherKey) EndIf EndEvent ;カーソルが乗った時に下に出るテキストの設定 Event OnOptionHighlight(int option) If(option == KillMoveActiveID) if (!_KillMoveActive) SetInfoText("Toggle this option on to activate killmove.") else SetInfoText("Toggle this option off to deactivate killmove.") endif Elseif(option == KillMoveRandomID) SetInfoText("Killmove random percent.") Elseif(option == GameHourID) SetInfoText("Set game hour.") Elseif(option == WeatherKeyID) SetInfoText("Set Weather Key.") EndIf EndEvent 例のごとくプロパティ登録を忘れずに。 注意すべき点は1スクリプトにつき、同一のイベントは一つまでなので、 イベント内でif (option == ID)で振り分けます。 作ったMCMを更新するとき int function GetVersion() return 2 endFunction returnのところの数値を整数で一つ上げます。ここの数値が変わったタイミングでOnUpdateVersion()のイベントが動くので、ここに追加項目(初期設定だとOnInit()に書く内容)を記載します。 例はキーとリストの追加。 Event OnUpdateVersion() DodgeKey = Input.GetMappedKey("Sprint") SetKeyMapOptionValue(keyID, DodgeKey) InputMethodList = new string[3] InputMethodList[0] = "DodgeKey/2Tap" InputMethodList[1] = "DodgeKey" InputMethodList[2] = "GamePad/2Tap" EndEvent