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https://w.atwiki.jp/kindlehonyaku/pages/19.html
Welcome ようこそ Thank you for purchasing Amazon Kindle. Amazon Kindle を買ってくれてありがとう。 You are reading the Welcome section of the Kindle User s Guide that provides an overview of Kindle. あなたが今読んでるWelcome sectionはKindleのあらましを説明します。 Your Kindle must be registered to an Amazon account in order to shop in the Kindle Store. Kindleストアで買い物するにはKindleがあなたのAmazonアカウントに登録されてなければなりません。 If you bought your Kindle using your Amazonaccount, it is already registered. 自分のアカウントを使用してKindleを購入したなら登録はすでに済んでます。 Otherwise, please look at the Quick Start Guide instructions that came with your Kindle for information on registering your device. そうでない場合は、登録の仕方が載ってる付属のクイックスタートガイドを見てください。 You can leave this guide at any time by pressing the Home button on your Kindle. Homeボタンを押すことでこのガイドをいつでも閉じることができます。 To turn to the next page, press the Next Page button (labeled with ) on either side of your device. 次のページを開くには、装置の側面のNext Pageボタン( と印刷された)を押してください。 Congratulations! You are reading on your new Kindle. おめでとう! あなたはあなたの新しいKindleで読んでいます。 If you haven t done so already, please follow the Getting Started instructions that came with your Kindle and plug your Kindle into a power source to charge the battery. Kindleが来たときのはじめの指示にまだ従ってないときは指示に従い充電してください。 The charge indicator light on the bottom edge of your Kindle turns yellow and a lightning bolt appears on the battery icon at the top of the display. するとKindleのボトムエッジにあるチャージ・インジケータは黄色になりディスプレイの電池マークに稲妻が現れます。 Charging the battery fully should take less than three hours and you can continue reading while it charges. 充電完了まで3時間もかからないでしょう。その間にもあなたは読みつづけることができます。 Tip The charge indicator light will turn green when the battery is fully charged. Tip 充電完了するとチャージ・インジケータは緑色になります。 If you prefer to read the Kindle User s Guide side-by-side with the device, you can download and print a PDF copy at http //www.amazon.com/kindledocuments (U.S. and other countries) http //www.amazon.co.uk/kindledocuments (U.K. customers) You can also download the .AZW version of the Kindle User s Guide and read it on any supported device (for example, Kindle for iPhone or Kindle for PC). 他のデバイスでも並列してガイドを読みたい場合は以下のサイトからダウンロードし印刷出来ます。 http //www.amazon.com/kindledocuments (アメリカとその他の国) http //www.amazon.co.uk/kindledocuments (イギリス) あなたはKindleユーザーズガイドの.AZW版をダウンロードすることもでき、サポートされているすべてのデバイスで読むことができます。 (例えばKindle for iPhoneやKindle for PC) For a complete list of supported devices, visit the Kindle Store on the Amazon website. サポートされているデバイスリストはAmazonウェブサイト上にあります。 Getting Around 操作案内 You navigate Kindle using the 5-way controller; the Home, Menu, Back, and Next/Previous Page buttons; and the keyboard あなたはKindleを5方向コントローラー,Home, Menu, Back,Next/Previous Page ボタンとキーボードを使って操作します。 (画像) To select a particular item such as a menu option or a specific word in your reading material, press the up, down, left, or right button on the 5-way controller to highlight your choice and then press the center of the 5-way controller to confirm your choice. メニューオプションや読み物の中から特定の項目や語を選ぶときは5方向コントローラーを上下左右に押して選び決定するために中心を押してください。 (画像) You can press the Next Page or Previous Page button to move forward or backward in your reading material and press the Back button to retrace your steps on your Kindle. 読み物の中ではNext PageやPrevious Pageボタンを押して進めたり戻したりできます。 Use the keyboard to type words or phrases when searching your reading material or items in the Kindle Store. Kindleストアで本やアイテムを探すときはキーボードを使用してください。 You can also use the keyboard to create notes while reading. また、キーボードは本を読んでいる時のメモ書きにも使えます。 All of these are covered in more detail later in this guide. これらの全ての機能は、このガイドの後期に更に詳細に取り扱われています。 Navigating this Guide You navigate the Kindle User s Guide just like any other book on your Kindle. ガイドの操作 あなたはこのガイドと同じように他のすべての本を操作します。操作するには以下のステップに従ってください。 To navigate, follow these steps To go forward or back one page at a time use the Next Page and Previous Page buttons. These buttons are labeled with (for Next Page) and (for Previous Page) and are conveniently located on both sides of your Kindle. 1ページ進めるか戻す Next PageとPrevious Pageボタンを使ってください。ボタンには (進む)、 (戻る)の印刷がありKindleの両側についています。 To go to the next or previous chapter press the right ( ) or left ( ) button on the 5-way controller. 次か前の章へ行く 5方向コントローラーの右か左を押し続けます。 To go to the beginning of this guide, or to go to the Table of Contents press Menu and select “Go to”, and then select “table of contents” or “beginning”. このガイドの始めもしくは目次に行く メニューボタンを押して“Go to”を選択し“table ofcontents”(目次)か“beginning”(始め)を選択する。 To retrace your steps press the Back button. 戻る:Backボタンを押してください。 For more details on navigating your books and other content, see “Moving from Place to Place” in Chapter 3. 詳細は3章の“Moving from Place to Place”を見てください。 Getting Registered If you bought your Kindle with your Amazon account, it is already registered with your account information and you are ready to go. 登録させる あなたのアカウントを使用してKindleを購入したなら、あなたのアカウント情報でKindleは登録され使用する準備はすでに出来ています。 When you go to the Home screen, check the top left corner of the screen to see if your Amazon name (the same one you see when you are shopping on Amazon) is shown. あなたがホームスクリーンへ行った時、左上のコーナーにはあなたのAmazonネームが表示されています。 (Amazonで買い物しているアカウントと同じものかチェックして下さい。) If it says "My Kindle" instead of your Amazon account name, you need to register your Kindle. あなたのAmazonアカウント名ではなく"My Kindle"と書かれている場合、あなたはキンドルを登録する必要があります。 To register, first press Home to display the Home screen and then press the Menu button. 登録するにはまずHomeボタンをおしてホームスクリーンを表示させ、それからMenuボタンを押してください。 Select "Settings" and then select "register" on the page that appears to enter your Amazon user name and password. "Settings"(設定)を選び"register"(登録) を選択し、そのページでAmazonネームとパスワードを入力してください。 If your Amazon user name or password contains characters not present on the Kindle keyboard, press the Symbol key to see a menu of characters and numbers and use the 5-way to select the character you require. もしKindleキーボードにない文字を使用している場合はSymbolを押し5方向コントローラーを使用して必要なものを選択してください。。 Alternatively, you can register your Kindle by visiting the Manage Your Kindle page on Amazon at http //www.amazon.com/manageyourkindle (U.S. and other countries) http //www.amazon.co.uk/manageyourkindle (U.K. customers) もしくはは、Manage Your Kindle page(Kindle管理ページ)で登録することも可能です。 {http //www.amazon.com/manageyourkindle(アメリカとその他の国) http //www.amazon.co.uk/manageyourkindle(イギリス)} If you don t yet have an Amazon account, you will need to create one before you register your Kindle. You can easily create an Amazon account on your computer. もしまだAmazonアカウントを持っていないなら登録の前にアカウントを作成する必要があります。アカウントは簡単に作ることができます。 Go to www.amazon.com/sign-in if you are in the US or countries other than the UK, or to www.amazon.co.uk/sign-in if you are in the UK. イギリス以外ならwww.amazon.com/sign-inへ、イギリスならwww.amazon.co.uk/sign-inへ行ってください。 You can also create an Amazon account directly on your Kindle. To do this, follow the instructions in "Registering Your Kindle" in Chapter 7 また、Kindleからダイレクトでアカウントを作ることも可能です。その場合はチャプター7の"Registering Your Kindle" (Kindleを登録する)の指示に従ってください。 Easy-to-Read Display Kindle uses a high-resolution display technology called electronic paper. 読みやすいディスプレイ Kindleは電子ペーパーと呼ばれる高解像度表示技術を使用しています。 It works using ink just like books and newspapers, but it displays the ink particles electronically. まるで本や新聞のインクのように見えますが、それは電子インクです。 The page flash you see when you turn the page is part of the ink placement process. あなたがページを変えたときに見るページのまたたきは、インクの配置プロセスです。 The electronic paper display is reflective, which means unlike most displays, you can read it clearly even in bright sunlight. 電子ペーパーディスプレイは光を反射します。 それはほとんどのディスプレイと違いあなたは明るい日光のもとでも鮮明に読めることを意味します。 Also, electronicpaper does not need power to hold the ink in place, which extends your Kindle s battery life. また、電子ペーパーは表面にインクを保持することに電力を必要としないため、バッテリーの延長させることができます。 Wireless Access with Amazon Whispernet The Amazon Whispernet service wirelessly delivers content to your Kindle whenever and wherever you want it. Amazon Whispernetによる無線アクセス Amazon Whispernet serviceはあなたが望むならいつでも、どこでも無線でコンテンツを配信します。 All latest generation Kindle devices have Wi-Fi connectivity built in, and some models also include free 3G connectivity. すべての最新世代KindleにはWi-Fi接続が組み込まれています。そして、いくつかのモデルは無料3G接続も持っています。 Your Kindle can connect to Wi-Fi networks at home, at your favorite cafe, or at Wi-Fi hotspots around the world. あなたのKindleは自宅、お気に入りのカフェ、もしくは世界中のWi-FiホットスポットでWi-Fiネットワークに接続することができます。 Using Wi-Fi allows fast downloads, free delivery of personal documents, and allows your Audible audiobook purchases to be delivered wirelessly to your Kindle, with no computer required. Wi-Fiを使用することはパソコンを必要とせずに、高速ダウンロードや個人文書の無料配信、そして購入したオーディオブックがKindleに配信されることを可能とします。 For Kindle models that include free 3G connectivity, 3G uses the same technology as a cell phone to connect from anywhere that s within the coverage area. 無料の3G接続をもつKindleモデルは、携帯電話と同じテクノロジーを使用してカバーエリアの内部ならどこでもインターネットに接続することができます。 When there isn t sufficient 3G signal strength, Kindle 3G+Wi-Fi models automatically connect using the slower EDGE and GPRS networks, but will automatically connect to the faster 3G network whenever there is sufficient signal strength. もし、十分な電波強度がない所ならKindle 3G+Wi-Fiモデルは自動的により遅いEDGEとGPRSネットワークに接続します。 しかし、十分な電波強度が得られる場合はより速い3Gネットワークに自動接続します。 Your Choice of Text Size, Typeface, and Line Spacing To optimize your reading experience, Kindle provides a quick way to adjust the text size, typeface, and line spacing in books and periodicals. テキストサイズ、書体、行間の選択 読書を最適化するために、テキストサイズ、書体、行間を素早く調節する方法を提供します。 (画像) In a book or periodical you are currently reading, you can change the text size, typeface, and line spacing by pressing the Text key , and using the 5-way controller to choose the size you prefer; then press the 5-way to select. あなたが今読んでる本や雑誌ではTextキーを押すことでテキストサイズ、書体、行間を変更することができます。 5方向コントローラーであなたの好む設定を選択し決定することで新しいセッティングに変更します。 The text changes to the new settings. Repeat the same steps to adjust the text to the settings that are most comfortable for you to read. あなたが最も読みやすいセッティングに合わせるためは同じステップを繰り返してみてください。
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Market Scenario The global Gaming Console market is expected to register a CAGR of ~5.37% during the forecast period, 2021–2030. In this report, Market Research Future (MRFR) includes the segmentation and dynamics of the Gaming Console market to offer a better glimpse into the coming years. The major factors driving the growth of the gaming console market are the rising demand of 3D video games and increasing number of e-sport tournaments. However, lack of skilled professionals is hindering the market growth. Although, advancement in core wireless connectivity is creating an opportunity in the market. Request a Free Sample @ https //www.marketresearchfuture.com/sample_request/10770 Competitive Outlook The global Gaming Console market is characterized by the presence of several regional and local providers. Some of the key players in the market are Sony Corporation (Japan), Microsoft Corporation (US), Nintendo Co., Ltd. (Japan), Logitech Inc. (Switzerland), Valve Corporation (US), NVIDIA Corporation (US), PlayJam (UK), BlueStacks (US), OUYA Inc. (US), Sega (Japan) and Atari (US). Segmentation The global gaming console market has been segmented based on type, application, end user and region. By type, the global gaming console market has been divided into home console, handheld console, hybrid console. A home console is a gaming console that is connected to a device such as displays, television and to an external power source. These have advanced graphics abilities but with a limited storage capacity. The handheld console is has a built-in game consoles, screen and speaker. It is a portable, small self-contained video game console that contains console, speaker, screen and controls all in one unit. A hybrid game console is a combined form of home and handheld console. It has either a docking station or a wired connection that connects the console unit to a fixed power source and television unit. Based on application, the global gaming console market has been segmented into gaming and non-gaming. The gaming consoles are integrated with multiple features that offers both gaming and non-gaming or entertainment console. The rise of gaming consoles integrated with extensive content applications such as Netflix, YouTube, Amazon Prime Video and others are included in the non-gaming application. The development of controller-free gaming console is anticipated to drive the gaming application for the gaming console market. Based on end user, the global gaming console market has been segmented into residential and commercial. The residential sector is expected to boost the growth of the market owing to the rising need for gaming accessories, 3D gaming headsets, integrated mic, gaming mouse, game-enabled television and others. The commercial sector is also anticipated to grow owing to the growing demand of cloud gaming services. These services store a huge amount of gaming data along with improved security methods. Regional Analysis The regional analysis for the global Gaming Console market has been done for North America, Europe, Asia-Pacific, and the Middle East Africa, and South America. The market in Asia Pacific accounted for the largest market share in 2020, and it is expected to register strong growth during the forecast period. However, the North America area is experiencing tremendous growth due to growing adoption of modern technologies such as AR-VR platform, cloud services, Bluetooth, 3D technology and others. The major North American countries are technologically advanced and provide significant investment and income potential. Browse Full Report Details @ https //www.marketresearchfuture.com/reports/gaming-console-market-10770 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…. View Similar Report Internet of things (IoT) Market https //ictmrfr.blogspot.com/2022/04/internet-of-things-market-growth-key.html B2B Telecommunication Market https //www.scutify.com/articles/2022-04-12-b2b-telecommunication-market-analysis--geographic-growth-opportunities-for-it-security-and-data- Cash Management System Market https //market-research-future.tribe.so/post/cash-management-system-market-size-receives-a-rapid-boost-in-economy-due-to--625d5382d24f49591bd3befb Learning Management System Market By Application (Corporate, Academics), by Deployment (Cloud, On-Premise), by Service (Administration, Performance Management, Content Management, Communication Collaboration) About Market Research Future At Market Research Future (MRFR), we enable our customers to unravel the complexity of various industries through our Cooked Research Report (CRR), Half-Cooked Research Reports (HCRR), Raw Research Reports (3R), Continuous-Feed Research (CFR), and Market Research Consulting Services. 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 #market #research #industry #data #report #share #digital #gnews Plugin Error キーワードを入力してください。 #trend #future #analyis #industryreport #industrygrowth #demographic #strategy #manegment
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A 文法要約 (Grammar Summary) A.1 字句文法 (Lexical Grammar) SourceCharacter セクション 6 参照 任意のUnicode文字 InputElementDiv セクション 6 参照 WhiteSpace LineTerminator Comment Token DivPunctuator InputElementRegExp セクション 6 参照 WhiteSpace LineTerminator Comment Token RegularExpressionLiteral WhiteSpace セクション 7.2 参照 TAB VT FF SP NBSP USP LineTerminator セクション 7.3 参照 LF CR LS PS Comment セクション 7.4 参照 MultiLineComment SingleLineComment MultiLineComment セクション 7.4 参照 /* MultiLineCommentCharsopt */ MultiLineCommentChars セクション 7.4 参照 MultiLineNotAsteriskChar MultiLineCommentCharsopt PostAsteriskCommentCharsopt PostAsteriskCommentChars セクション 7.4 参照 MultiLineNotForwardSlashOrAsteriskChar MultiLineCommentCharsopt PostAsteriskCommentCharsopt MultiLineNotAsteriskChar セクション 7.4 参照 アス^リスク * を除く SourceCharacter MultiLineNotForwardSlashOrAsteriskChar セクション 7.4 参照 前方のスラッシュ / またはアス^リスク * を除く SourceCharacter SingleLineComment セクション 7.4 参照 SingleLineCommentChars セクション 7.4 参照 SingleLineCommentChar SingleLineCommentCharsopt SingleLineCommentChar セクション 7.4 参照 LineTerminator を除く SourceCharacter Token セクション 7.5 参照 ReservedWord Identifier Punctuator NumericLiteral StringLiteral ReservedWord セクション 7.5.1 参照 Keyword FutureReservedWord NullLiteral BooleanLiteral Keyword one ofセクション 7.5.2 参照 break case catch continue default delete do else finally for function if in instanceof new return switch this throw try typeof var void while with FutureReservedWord one ofセクション 7.5.3 参照 abstract boolean byte char class const debugger double enum export extends final float goto implements import int interface long native package private protected public short static super synchronized throws transient volatile Identifier セクション 7.6 参照 ReservedWord を除く IdentifierName IdentifierName セクション 7.6 参照 IdentifierStart IdentifierName IdentifierPart IdentifierStart セクション 7.6 参照 UnicodeLetter $ _ UnicodeEscapeSequence IdentifierPart セクション 7.6 参照 IdentifierStart UnicodeCombiningMark UnicodeDigit UnicodeConnectorPunctuation UnicodeEscapeSequence UnicodeLetterセクション 7.6 参照 Unicode カテゴリ "Uppercase letter (Lu)", "Lowercase letter (Ll)", "Titlecase letter (Lt)", "Modifier letter (Lm)", "Other letter (Lo)", "Letter number (Nl)" 内の任意の文字 UnicodeCombiningMarkセクション 7.6 参照 Unicode カテゴリ "Non-spacing mark (Mn)" or "Combining spacing mark (Mc)" 内の任意の文字 UnicodeDigitセクション 7.6 参照 Unicode カテゴリ "Decimal number (Nd)" 内の任意の文字 UnicodeConnectorPunctuationセクション 7.6 参照 Unicode カテゴリ "Connector punctuation (Pc)" 内の任意の文字 UnicodeEscapeSequence セクション 7.6 参照 \u HexDigit HexDigit HexDigit HexDigit HexDigit one ofセクション 7.6 参照 0 1 2 3 4 5 6 7 8 9 a b c d e f A B C D E F Punctuator one ofセクション 7.7 参照 { } ( ) [ ] . ; , = = == != === !== + - * % ++ -- | ^ ! ~ || ? = += -= *= %= = = = = |= ^= { } ( ) [ ] DivPunctuator one ofセクション 7.7 参照 / /= Literal セクション 7.8 参照 NullLiteral BooleanLiteral NumericLiteral StringLiteral NullLiteral セクション 7.8.1 参照 null BooleanLiteral セクション 7.8.2 参照 true false NumericLiteral セクション 7.8.3 参照 DecimalLiteral HexIntegerLiteral DecimalLiteral セクション 7.8.3 参照 DecimalIntegerLiteral . DecimalDigitsopt ExponentPartopt . DecimalDigits ExponentPartopt DecimalIntegerLiteral ExponentPartopt DecimalIntegerLiteral セクション 7.8.3 参照 0 NonZeroDigit DecimalDigitsopt DecimalDigits セクション 7.8.3 参照 DecimalDigit DecimalDigits DecimalDigit DecimalDigit one ofセクション 7.8.3 参照 0 1 2 3 4 5 6 7 8 9 ExponentIndicator one ofセクション 7.8.3 参照 e E SignedInteger セクション 7.8.3 参照 DecimalDigits DecimalDigits DecimalDigits HexIntegerLiteral セクション 7.8.3 参照 0x HexDigit 0X HexDigit HexIntegerLiteral HexDigit StringLiteral セクション 7.8.4 参照 " DoubleStringCharactersopt " SingleStringCharactersopt DoubleStringCharacters セクション 7.8.4 参照 DoubleStringCharacter DoubleStringCharactersopt SingleStringCharacters セクション 7.8.4 参照 SingleStringCharacter SingleStringCharactersopt DoubleStringCharacter セクション 7.8.4 参照 二重引用符 " とバックスラッシュ \ と LineTerminator を除く SourceCharacter \ EscapeSequence SingleStringCharacter セクション 7.8.4 参照 単引用符 とバックスラッシュ \ と LineTerminator を除く SourceCharacter \ EscapeSequence EscapeSequence セクション 7.8.4 参照 CharacterEscapeSequence 0 [lookahead ∉ DecimalDigit] HexEscapeSequence UnicodeEscapeSequence CharacterEscapeSequence セクション 7.8.4 参照 SingleEscapeCharacter NonEscapeCharacter SingleEscapeCharacter one ofセクション 7.8.4 参照 " \ b f n r t v EscapeCharacter セクション 7.8.4 参照 SingleEscapeCharacter DecimalDigit x u HexEscapeSequence セクション 7.8.4 参照 x HexDigit HexDigit UnicodeEscapeSequence セクション 7.8.4 参照 u HexDigit HexDigit HexDigit HexDigit RegularExpressionLiteral セクション 7.8.5 参照 / RegularExpressionBody / RegularExpressionFlags RegularExpressionBody セクション 7.8.5 参照 RegularExpressionFirstChar RegularExpressionChars RegularExpressionChars セクション 7.8.5 参照 [empty] RegularExpressionChars RegularExpressionChar RegularExpressionFirstChar セクション 7.8.5 参照 と \ と / を除く NonTerminator BackslashSequence RegularExpressionChar セクション 7.8.5 参照 \ または / を除く NonTerminator BackslashSequence BackslashSequence セクション 7.8.5 参照 \ NonTerminator NonTerminator セクション 7.8.5 参照 LineTerminator を除く SourceCharacter RegularExpressionFlags セクション 7.8.5 参照 [empty] RegularExpressionFlags IdentifierPart A.2 数について (Number Conversions) StringNumericLiteral セクション 9.3.1 参照 StrWhiteSpaceopt StrWhiteSpaceopt StrNumericLiteral StrWhiteSpaceopt StrWhiteSpace セクション 9.3.1 参照 StrWhiteSpaceChar StrWhiteSpaceopt StrWhiteSpaceChar セクション 9.3.1 参照 TAB SP NBSP FF VT CR LF LS PS USP StrNumericLiteral セクション 9.3.1 参照 StrDecimalLiteral HexIntegerLiteral StrDecimalLiteral セクション 9.3.1 参照 StrUnsignedDecimalLiteral StrUnsignedDecimalLiteral StrUnsignedDecimalLiteral StrUnsignedDecimalLiteral セクション 9.3.1 参照 Infinity DecimalDigits . DecimalDigitsopt ExponentPartopt . DecimalDigits ExponentPartopt DecimalDigits ExponentPartopt DecimalDigits セクション 9.3.1 参照 DecimalDigit DecimalDigits DecimalDigit DecimalDigit one ofセクション 9.3.1 参照 0 1 2 3 4 5 6 7 8 9 ExponentPart セクション 9.3.1 参照 ExponentIndicator SignedInteger ExponentIndicator one ofセクション 9.3.1 参照 e E SignedInteger セクション 9.3.1 参照 DecimalDigits DecimalDigits DecimalDigits HexIntegerLiteral セクション 9.3.1 参照 0x HexDigit 0X HexDigit HexIntegerLiteral HexDigit HexDigit one ofセクション 9.3.1 参照 0 1 2 3 4 5 6 7 8 9 a b c d e f A B C D E F A.3 式 (Expressions) PrimaryExpression セクション 11.1 参照 this Identifier Literal ArrayLiteral ObjectLiteral ( Expression ) ArrayLiteral セクション 11.1.4 参照 [ Elisionopt ] [ ElementList ] [ ElementList , Elisionopt ] ElementList セクション 11.1.4 参照 Elisionopt AssignmentExpression ElementList , Elisionopt AssignmentExpression Elision セクション 11.1.4 参照 , Elision , ObjectLiteral セクション 11.1.5 参照 { } { PropertyNameAndValueList } PropertyNameAndValueList セクション 11.1.5 参照 PropertyName AssignmentExpression PropertyNameAndValueList , PropertyName AssignmentExpression PropertyName セクション 11.1.5 参照 Identifier StringLiteral NumericLiteral MemberExpression セクション 11.2 参照 PrimaryExpression FunctionExpression MemberExpression [ Expression ] MemberExpression . Identifier new MemberExpression Arguments NewExpression セクション 11.2 参照 MemberExpression new NewExpression CallExpression セクション 11.2 参照 MemberExpression Arguments CallExpression Arguments CallExpression [ Expression ] CallExpression . Identifier Arguments セクション 11.2 参照 ( ) ( ArgumentList ) ArgumentList セクション 11.2 参照 AssignmentExpression ArgumentList , AssignmentExpression LeftHandSideExpression セクション 11.2 参照 NewExpression CallExpression PostfixExpression セクション 11.3 参照 LeftHandSideExpression LeftHandSideExpression [LineTerminator 無し] ++ LeftHandSideExpression [LineTerminator 無し] -- UnaryExpression セクション 11.4 参照 PostfixExpression delete UnaryExpression void UnaryExpression typeof UnaryExpression UnaryExpression UnaryExpression UnaryExpression UnaryExpression ~ UnaryExpression ! UnaryExpression MultiplicativeExpression セクション 11.5 参照 UnaryExpression MultiplicativeExpression * UnaryExpression MultiplicativeExpression / UnaryExpression MultiplicativeExpression % UnaryExpression AdditiveExpression セクション 11.6 参照 MultiplicativeExpression AdditiveExpression + MultiplicativeExpression AdditiveExpression - MultiplicativeExpression ShiftExpression セクション 11.7 参照 AdditiveExpression ShiftExpression AdditiveExpression ShiftExpression AdditiveExpression ShiftExpression AdditiveExpression RelationalExpression セクション 11.8 参照 ShiftExpression RelationalExpression ShiftExpression RelationalExpression ShiftExpression RelationalExpression = ShiftExpression RelationalExpression = ShiftExpression RelationalExpression instanceof ShiftExpression RelationalExpression in ShiftExpression RelationalExpressionNoIn セクション 11.8 参照 ShiftExpression RelationalExpressionNoIn ShiftExpression RelationalExpressionNoIn ShiftExpression RelationalExpressionNoIn = ShiftExpression RelationalExpressionNoIn = ShiftExpression RelationalExpressionNoIn instanceof ShiftExpression EqualityExpression セクション 11.9 参照 RelationalExpression EqualityExpression == RelationalExpression EqualityExpression != RelationalExpression EqualityExpression === RelationalExpression EqualityExpression !== RelationalExpression EqualityExpressionNoIn セクション 11.9 参照 RelationalExpressionNoIn EqualityExpressionNoIn == RelationalExpressionNoIn EqualityExpressionNoIn != RelationalExpressionNoIn EqualityExpressionNoIn === RelationalExpressionNoIn EqualityExpressionNoIn !== RelationalExpressionNoIn BitwiseANDExpression セクション 11.10 参照 EqualityExpression BitwiseANDExpression EqualityExpression BitwiseANDExpressionNoIn セクション 11.10 参照 EqualityExpressionNoIn BitwiseANDExpressionNoIn EqualityExpressionNoIn BitwiseXORExpression セクション 11.10 参照 BitwiseANDExpression BitwiseXORExpression ^ BitwiseANDExpression BitwiseXORExpressionNoIn セクション 11.10 参照 BitwiseANDExpressionNoIn BitwiseXORExpressionNoIn ^ BitwiseANDExpressionNoIn BitwiseORExpression セクション 11.10 参照 BitwiseXORExpression BitwiseORExpression | BitwiseXORExpression BitwiseORExpressionNoIn セクション 11.10 参照 BitwiseXORExpressionNoIn BitwiseORExpressionNoIn | BitwiseXORExpressionNoIn LogicalANDExpression セクション 11.11 参照 BitwiseORExpression LogicalANDExpression BitwiseORExpression LogicalANDExpressionNoIn セクション 11.11 参照 BitwiseORExpressionNoIn LogicalANDExpressionNoIn BitwiseORExpressionNoIn LogicalORExpression セクション 11.11 参照 LogicalANDExpression LogicalORExpression || LogicalANDExpression LogicalORExpressionNoIn セクション 11.11 参照 LogicalANDExpressionNoIn LogicalORExpressionNoIn || LogicalANDExpressionNoIn ConditionalExpression セクション 11.12 参照 LogicalORExpression LogicalORExpression ? AssignmentExpression AssignmentExpression ConditionalExpressionNoIn セクション 11.12 参照 LogicalORExpressionNoIn LogicalORExpressionNoIn ? AssignmentExpressionNoIn AssignmentExpressionNoIn AssignmentExpression セクション 11.13 参照 ConditionalExpression LeftHandSideExpression AssignmentOperator AssignmentExpression AssignmentExpressionNoIn セクション 11.13 参照 ConditionalExpressionNoIn LeftHandSideExpression AssignmentOperator AssignmentExpressionNoIn AssignmentOperator one ofセクション 11.13 参照 = *= /= %= += -= = = = = ^= |= Expression セクション 11.14 参照 AssignmentExpression Expression , AssignmentExpression ExpressionNoIn セクション 11.14 参照 AssignmentExpressionNoIn ExpressionNoIn , AssignmentExpressionNoIn A.4 文 (Statements) Statement セクション 12 参照 Block VariableStatement EmptyStatement ExpressionStatement IfStatement IterationStatement ContinueStatement BreakStatement ReturnStatement WithStatement LabelledStatement SwitchStatement ThrowStatement TryStatement Block セクション 12.1 参照 { StatementListopt } StatementList セクション 12.1 参照 Statement StatementList Statement VariableStatement セクション 12.2 参照 var VariableDeclarationList ; VariableDeclarationList セクション 12.2 参照 VariableDeclaration VariableDeclarationList , VariableDeclaration VariableDeclarationListNoIn セクション 12.2 参照 VariableDeclarationNoIn VariableDeclarationListNoIn , VariableDeclarationNoIn VariableDeclaration セクション 12.2 参照 Identifier Initialiseropt VariableDeclarationNoIn セクション 12.2 参照 Identifier InitialiserNoInopt Initialiser セクション 12.2 参照 = AssignmentExpression InitialiserNoIn セクション 12.2 参照 = AssignmentExpressionNoIn EmptyStatement セクション 12.3 参照 ; ExpressionStatement セクション 12.4 参照 [lookahead ∉ {{, function} ] Expression ; IfStatement セクション 12.5 参照 if ( Expression ) Statement else Statement if ( Expression ) Statement IterationStatement セクション 12.6 参照 do Statement while ( Expression ); while ( Expression ) Statement for (ExpressionNoInopt; Expressionopt ; Expressionopt ) Statement for ( var VariableDeclarationListNoIn; Expressionopt ; Expressionopt ) Statement for ( LeftHandSideExpression in Expression ) Statement for ( var VariableDeclarationNoIn in Expression ) Statement ContinueStatement セクション 12.7 参照 continue [LineTerminator 無し] Identifieropt ; BreakStatement セクション 12.8 参照 break [LineTerminator 無し] Identifieropt ; ReturnStatement セクション 12.9 参照 return [LineTerminator 無し] Expressionopt ; WithStatement セクション 12.10 参照 with ( Expression ) Statement SwitchStatement セクション 12.11 参照 switch ( Expression ) CaseBlock CaseBlock セクション 12.11 参照 { CaseClausesopt } { CaseClausesopt DefaultClause CaseClausesopt } CaseClauses セクション 12.11 参照 CaseClause CaseClauses CaseClause CaseClause セクション 12.11 参照 case Expression StatementListopt DefaultClause セクション 12.11 参照 default StatementListopt LabelledStatement セクション 12.12 参照 Identifier Statement ThrowStatement セクション 12.13 参照 throw [LineTerminator 無し] Expression ; TryStatement セクション 12.14 参照 try Block Catch try Block Finally try Block Catch Finally Catch セクション 12.14 参照 catch ( Identifier ) Block Finally セクション 12.14 参照 finally Block A.5 関数およびプログラム (Functions and Programs) FunctionDeclaration セクション 13 参照 function Identifier ( FormalParameterListopt ) { FunctionBody } FunctionExpression セクション 13 参照 function Identifieropt ( FormalParameterListopt ) { FunctionBody } FormalParameterList セクション 13 参照 Identifier FormalParameterList , Identifier FunctionBody セクション 13 参照 SourceElements Program セクション 14 参照 SourceElements SourceElements セクション 14 参照 SourceElement SourceElements SourceElement SourceElement セクション 14 参照 Statement FunctionDeclaration A.6 URI 文字クラス (Universal Resource Identifier Character Classes) uri セクション 15.1.3 参照 uriCharactersopt uriCharacters セクション 15.1.3 参照 uriCharacter uriCharactersopt uriCharacter セクション 15.1.3 参照 uriReserved uriUnescaped uriEscaped uriReserved one ofセクション 15.1.3 参照 ; / ? @ = + $ , uriUnescaped セクション 15.1.3 参照 uriAlpha DecimalDigit uriMark uriEscaped セクション 15.1.3 参照 % HexDigit HexDigit uriAlpha one ofセクション 15.1.3 参照 a b c d e f g h i j k l m n o p q r s t u v w x y z A B C D E F G H I J K L M N O P Q R S T U V W X Y Z uriMark one ofセクション 15.1.3 参照 _ . ! ~ * ( ) A.7 正規表現 (Regular Expressions) Pattern セクション 15.10.1 参照 Disjunction Disjunction セクション 15.10.1 参照 Alternative Alternative | Disjunction Alternative セクション 15.10.1 参照 [empty] Alternative Term Term セクション 15.10.1 参照 Assertion Atom Atom Quantifier Assertion セクション 15.10.1 参照 ^ $ \ b \ B Quantifier セクション 15.10.1 参照 QuantifierPrefix QuantifierPrefix ? QuantifierPrefix セクション 15.10.1 参照 * ? { DecimalDigits } { DecimalDigits , } { DecimalDigits , DecimalDigits } Atom セクション 15.10.1 参照 PatternCharacter . \ AtomEscape CharacterClass ( Disjunction ) ( ? Disjunction ) ( ? = Disjunction ) ( ? ! Disjunction ) PatternCharacter SourceCharacter but not any of セクション 15.10.1 参照 ^ $ \ . * + ? ( ) [ ] { } | AtomEscape セクション 15.10.1 参照 DecimalEscape CharacterEscape CharacterClassEscape CharacterEscape セクション 15.10.1 参照 ControlEscape c ControlLetter HexEscapeSequence UnicodeEscapeSequence IdentityEscape ControlEscape one ofセクション 15.10.1 参照 f n r t v ControlLetter one ofセクション 15.10.1 参照 a b c d e f g h i j k l m n o p q r s t u v w x y z A B C D E F G H I J K L M N O P Q R S T U V W X Y Z IdentityEscape セクション 15.10.1 参照 SourceCharacter but not IdentifierPart DecimalEscape セクション 15.10.1 参照 DecimalIntegerLiteral [lookahead ∉ DecimalDigit] CharacterClass セクション 15.10.1 参照 [ [lookahead ∉ {^} ] ClassRanges ] [ ^ ClassRanges ] ClassRanges セクション 15.10.1 参照 [empty] NonemptyClassRanges NonemptyClassRanges セクション 15.10.1 参照 ClassAtom ClassAtom NonemptyClassRangesNoDash ClassAtom - ClassAtom ClassRanges NonemptyClassRangesNoDash セクション 15.10.1 参照 ClassAtom ClassAtomNoDash NonemptyClassRangesNoDash ClassAtomNoDash - ClassAtom ClassRanges ClassAtom セクション 15.10.1 参照 ClassAtomNoDash ClassAtomNoDash セクション 15.10.1 参照 SourceCharacter but not one of \ ] - \ ClassEscape ClassEscape セクション 15.10.1 参照 DecimalEscape b CharacterEscape CharacterClassEscapeB 互換性 (Compatibility) B.1 追加構文 (Additional Syntax) 過去の版の ECMAScript は、 8 進数リテラルと 8 進数エスケープシーケンスを規定する追加の構文と意味論を含んでいた。それらはこの版の ECMAScript からは取り除かれている。この非公式の補遺は、古い ECMAScript プログラムとの互換性のための 8 進数リテラルと 8 進数エスケープシーケンスの統一構文及び意味論を提示する。 B.1.1 数値リテラル (Numeric Literals) セクション 7.8.3 の構文及び意味論を次のように拡張できる Syntax NumericLiteral DecimalLiteral HexIntegerLiteral OctalIntegerLiteral OctalIntegerLiteral 0 OctalDigit OctalIntegerLiteral OctalDigit Semantics NumericLiteral OctalIntegerLiteral の数学値は OctalIntegerLiteral の数学値である。 OctalDigit 0 の数学値は 0 である。 OctalDigit 1 の数学値は 1 である。 OctalDigit 2 の数学値は 2 である。 OctalDigit 3 の数学値は 3 である。 OctalDigit 4 の数学値は 4 である。 OctalDigit 5 の数学値は 5 である。 OctalDigit 6 の数学値は 6 である。 OctalDigit 7 の数学値は 7 である。 OctalIntegerLiteral 0 OctalDigit の数学値は OctalDigit の数学値である。 OctalIntegerLiteral OctalIntegerLiteral OctalDigit の数学値は (OctalIntegerLiteral × 8 の数学値) + OctalDigit の数学値である。 B.1.2 文字列リテラル セクション 7.8.4 の構文及び意味論を次のように拡張できる Syntax EscapeSequence CharacterEscapeSequence OctalEscapeSequence HexEscapeSequence UnicodeEscapeSequence OctalEscapeSequence OctalDigit [lookahead ∉ DecimalDigit] ZeroToThree OctalDigit [lookahead ∉ DecimalDigit] FourToSeven OctalDigit ZeroToThree OctalDigit OctalDigit ZeroToThree one of 0 1 2 3 FourToSeven one of 4 5 6 7 Semantics EscapeSequence OctalEscapeSequence の文字値は、 OctalEscapeSequence の文字値である。 OctalEscapeSequence OctalDigit [lookahead ∉ DecimalDigit] の文字値は、コードポイント値が OctalDigit の数学値である文字である。 OctalEscapeSequence ZeroToThree OctalDigit [lookahead ∉ DecimalDigit] の文字値は、コードポイント値が (8 × ZeroToThree の数学値) + OctalDigit の数学値 である文字である。 OctalEscapeSequence FourToSeven OctalDigit の文字値は、コードポイント値が (8 × FourToSeven の数学値) + OctalDigit の数学値 である文字である。 OctalEscapeSequence ZeroToThree OctalDigit OctalDigit の文字値は、コードポイント値が (64 (すなわち 82) × ZeroToThree の数学値) + (8 × 1 個目の OctalDigit の数学値) + 2 個目の OctalDigit の数学値 である文字である。 ZeroToThree 0 の数学値は 0 である。 ZeroToThree 1 の数学値は 1 である。 ZeroToThree 2 の数学値は 2 である。 ZeroToThree 3 の数学値は 3 である。 FourToSeven 4 の数学値は 4 である。 FourToSeven 5 の数学値は 5 である。 FourToSeven 6 の数学値は 6 である。 FourToSeven 7 の数学値は 7 である。 B.2 追加プロパティ (Additional Properties) ECMAScript 実装には標準ネイティブオブジェクトにいくつかの追加プロパティを持つものがある。この非公式の補遺は、そのようなプロパティのために本標準にプロパティまたその意味論作成はせずに、統一形式の意味論を示唆する。 B.2.1 escape (string) escape 関数はグローバルオブジェクトのプロパティである。これは、ある文字を16進数のエスケープシーケンスに置換した新たな文字列を算出する。 置き換えられる文字のコードポイント値が 0xFF 以下である場合、 %xx 形式の 2 桁のエスケープシーケンスが用いられる。置き換えられる文字のコードポイント値が 0xFF を超える場合、 %uxxxx 形式の 4 桁のエスケープシーケンスが用いられる。 escape 関数が 1 個の引数 string で呼び出されるとき、次のステップが取られる ToString(string) を呼び出す。 Result(1) 内の文字数を算出する。 R を空文字列とする。 k を 0 とする。 k が Result(2) と等しいならば R を返す。 Result(1) 内部の位置 k の文字 (16ビット符号なし整数で表される) を取得する。 Result(6) が 69 個の非空白文字 "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789@*_+-./" のうちの一つならば、ステップ 13 へ。 Result(6) が 256 未満ならば、ステップ 11 へ。 S を 6 個の文字 "%uwxyz" で構成する文字列とする。 wxyz のところは Resulr(6) の値を符号化する 4 個の 16 進数字である。 ステップ 14 へ。 S を 3 個の文字 "%xy" で構成する文字列とする。 xy のところは Resulr(6) の値を符号化する 2 個の 16 進数字である。 ステップ 14 へ。 S を単一の文字 Result(6) を含む文字列とする。 R を、 R の前の値と S を連結して算出した新しい文字列とする。 k を 1 増分する。 ステップ 5 へ。 NOTE 符号化は部分的に RFC1738 に記述される符号化に基づいているが、本標準で規定する完全な符号化は RFC1738 の内容を考慮せず上述される。 B.2.2 unescape (string) unescape 関数はグローバルオブジェクトのプロパティである。これは escape 関数が生成しうる並びの各エスケープシーケンスがその表す文字で置き換えられた新しい文字列値を算出する。 unescape 関数が 1 個の引数 string で呼び出されるとき、次のステップが取られる ToString(string) を呼び出す。 Result(1) の文字数を算出する。 R を空文字列とする。 k を 0 とする。 k と Result(2) が等しいならば、 R を返す。 c を Result(1) 内部の位置 k の文字とする。 c が % でないならば、ステップ 18 へ。 k が Result(2)-6 より大きいならば、ステップ 14 へ。 Result(1) 内部の位置 k+1 の文字が u でないならば、ステップ 14 へ。 Result(1) 内部の位置 k+2, k+3, k+4, k+5 の 4 個の文字全てが 16 進数字でないならば、ステップ 14 へ。 c を、コードポイント値が Result(1) 内部の位置 k+2, k+3, k+4, k+5 の 4 個の 16 進数字で表される整数である文字とする。 k を 5 増分する。 ステップ 18 へ。 k が Result(2)-3 より大きいならば、ステップ 18 へ。 Result(1) 内部の位置 k+1, k+2 の 2 個の文字両方が 16 進数字でないならば、ステップ 18 へ。 c を、コードポイント値が 2 個の 0 と Result(1) 内部の位置 k+1, k+2 の 2 個の 16 進数字で表される整数である文字とする。 k を 2 増分する。 R を、 前の R の値と c を連結して算出した新しい文字列値とする。 k を 1 増分する。 ステップ 5 へ。 B.2.3 String.prototype.substr (start, length) substr メソッドは 2 個の引数、 start と length をとり、このオブジェクトを文字列に変換し、文字位置 start で開始して length 個の文字 (length が undefined なら文字列の末尾) まで続く部分文字列を返す。 start が負ならば、文字列の長さを sourceLength として、それを (sourceLength+start) として扱う。結果は文字列値であり、 String オブジェクトにはならない。次のステップが取られる ToString を呼出し、引数に this 値を与える。 ToInteger(start) を呼出す。 length が undefined ならば、 +∞ を用いる; そうでないならば、 ToInteger(length) を呼出す。 Result(1) の文字数を算出する。 Result(2) 正または 0 ならば、 Result(2) を用いる; そうでないならば max(Result(4)+Result(2),0) を用いる。 min(max(Result(3),0), Result(4)-Result(5)) を算出する。 Result(6) ≤ 0 ならば、空文字列 "" を返す。 Result(1) の位置 Result(5) の文字で開始する Result(6) 個の連続する文字で構成される文字列を返す。 substr メソッドの length プロパティは 2 である。 NOTE substr 関数は故意に汎用的である; this 値が String オブジェクトであることを要求しない。それゆえ、他の種類のオブジェクトにメソッドとして転用されうる。 B.2.4 Date.prototype.getYear ( ) NOTE "2000 年問題" を回避するため、ほぼ全ての目的で getFullYear メソッドが好まれる。 getYear メソッドが引数無しで呼出される時、次のステップが取られる t をこの時間値とする。 t が NaN ならば、 NaN を返す。 YearFromTime(LocalTime(t)) - 1900 を返す。 B.2.5 Date.prototype.setYear (year) NOTE "2000 年問題" を回避するため、ほぼ全ての目的で setFullYear メソッドが好まれる。 setYear メソッドが 1 個の引数 year で呼出される時、次のステップが取られる t を LocalTime(この時間値) の結果とする; しかし、この時間値が NaN ならば、 t を +0 とする。 ToNumber(year) を呼出す。 Result(2) が NaN ならば、this 値の Value プロパティを NaN に設定し、 NaN を返す。 Result(2) が NaN でなく、かつ 0 ≤ ToInteger(Result(2)) ≤ 99 ならば、 Result(4) は ToInteger(Result(2)) + 1900 である。そうでないならば、 Result(4) は Result(2) である。 MakeDay(Result(4), MonthFromTime(t), DateFromTime(t)) を算出する。 UTC(MakeDate(Result(5), TimeWithinDay(t))) を算出する。 this 値の Value プロパティを TimeClip(Result(6)) に設定する。 this 値の Value プロパティの値を返す。 B.2.6 Date.prototype.toGMTString ( ) NOTE プロパティ toUTCString が望ましい。 toGMTString プロパティは主に古いコードとの互換性のために提供される。新たな ECMAScript コード内では toUTCString プロパティが用いられることを推奨する。 Date.prototype.toGMTString の初期値である Function オブジェクトは、 Date.prototype.toUTCString の初期値である Function オブジェクトと同じである。
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Lecture for beginners About this article Built-in lectures of this game are very detailed, so you can learn types of basic movements by analyzing and improving sample answers for lectures. I think a big problem that face beginners is that it is difficult to start creating new OKE from the very beginning, because it is hard to think “How to start?” or “How to organize the whole OKE?” in front of a completely blank CPU. After you get used to this game, you may feel that rather than fine logics, those “overall flow” are interesting and full of originality of each players. So, this way of organization of software I will explain below is NOT absolute basis BUT just one example. Please remember that this lesson is just for encouraging people a little who are eager to create their own OKE, but are finding some difficulties doing so. What to do first? Build your favorite Hardware (body, weapons and options). Whatever you like is OK. Let’s postpone trivial adjustment. After you paint your OKE and make your own emblem, you will be motivated much by those decorations. Speaking of CPU, choose one that has the biggest storage capacity. EMP is scary? Also postpone that kind of adverse effect of big CPU. My Hardware is ready. Then, how about Software? First of all, think about “What does your OKE decide” and the order of it. For example, 1.Assess current state of the OKE 2.Examine whether it is able to attack or not 3.Assess current location 4.Scan for attack from the opponents 5.Search for the opponents For example, you can place chips in this way and make these chips the backbone of your program. [Start] ↓ [Status Assessment durability lower than 50%] ↓NO [Status Assessment heat capacity higher than 90%] ↓NO [Lock-On polar coordinates, 800m, nearest] ↓ [Start Reticle] ↓ [Assess Target Loc. polar coordinates, 90°, 200~0m ahead] ↓ [Assess Battle Area polar coordinates, 360°, 30~0m ahead] ↓NO [Scan for Projectiles polar coordinates, 360°, 100~0m ahead, more than 1 high-speed flying objects exists] ↓NO [Assess Target Loc. polar coordinates, 30°, 800~0m ahead] ↓ [Return] Postpone thinking about the destination of each branches, place all the necessary chips of conditional branch at once. You may want to determine other various things actually, but the method does not change. Because moving or editing chips after assemble is easy, making a backbone first by connecting steadily conditional branch chips along the flow, is easy way. This is an example of a backbone of the program. I have extracted from the program for commentary from now. You may feel unexpectedly short if you look at the overall view of the upper right. Seen in this light, all the parts that look complicated are destination of the "branches", you will find that the backbone is very simple. Well, many parts have been omitted in the example above, so adding fine parts here, let s touch to the destination of the branches. 1. Assess current state of the OKE First, I brought this to the beginning. The reason is, it is most frequently referred to. “Return” at the end of the program has always connected to “Start”. Even through any complex branch route, always it goes through just after "Start". It is recommended to put what you want to check most frequently. Subroutine? Let s postpone thinking about it for the time being. Well, in the first place, the purpose of assessing current state is that because you want to activate various options primarily. Representative examples are Self-Repair System and Self-Cooling System. 1. Assess current state of the OKE HP has decreased? Yes → Activate option 1 → Proceed to assessment of the amount of heat. Amount of heat is too high? Yes → Activate option 2 → To the next decision (whether attackable) By connecting the chips in this way, it would be a good idea to activate options automatically. It is not so much as noted, but you should make it proceed to the next flow even when it is not able to activate options. If somewhere in the HP assessment is No, proceed to assessment of the amount of heat. Go to the next if somewhere in the assessment of the amount of heat is No. During option is activated, duration is displayed, and never activate same number option twice. You need to equip the same option to another number if you want to increase the effect in duplicate using of the same option. Note In order to shoot on a single screen as much as possible, in the following reference images, chips are connected unreasonably while stretching in the transverse direction. Also they are not complete from the viewpoint of function. When you actually create, let s incorporate the necessary function while connecting as you like. 2. Examine whether it is able to attack or not Purpose is to attack of course, but actually, there are many things you need to check before. For example, if the opponent is in close range much capable of fighting, give priority to firing away if the body is swift; perform melee fighting if the body is slow-footed, etc., action selection also changes. Anyway, without the distance assessment here, let s try from the normal shooting. 2 Examine whether it is able to attack or not Lock-On polar coordinates, 360 ° 800m, nearest. Start Reticle of the weapon you want to use. ↓ Amount of heat of the body is below a constant value? No→ To the next decision (standing position) ↓ Yes Some obstruction exists in the line of fire to the target? Yes → To the next decision. ↓No Target exists within front 200m (range of weapon)? No→ To the next decision. ↓ Yes Is there one or more ammos? No→ Try next weapon, switch to fighting, etc. ↓ Yes Attack by weapon you have started → To the next decision. Depending on weapons, shooting mode and shooting instruction, shooting position and range are required to adjust. Because the example above is only an example, let’s devise the need and order of each decision to suit your OKEs. In the reference image above, check in order from weapon 1, in one-shot shooting state it will head to the next decision if it is possible to shoot it. If the ammos are depleted, repeat after switching to the next weapon. Exit from the bottom left when there are no ammo of all weapons (= Fighting is selected). In addition, chips are connected unreasonably in order to fit on a screen, functions are also not enough. For example, actually it is better to switch weapon depending on situations for effective attack. By this attack decision, OKE performs the act of "attack" actually. Here I supplement a brief description about execution mode for each operation (Pass / Stop processing) of OKEs. When you execute Move after instructed the pass mode shooting, it is possible to move while shooting. The reverse is also true, when you execute Shoot after instructed the pass mode movement, it is possible to fire while moving.That is, when you connect decisions of avoidance and location after the shooting, both of them also work well. As taught in the lecture, melee fighting behavior would cancel move operations, but if you can also utilize it, interesting program might be possible to construct. [Summary of the points] Execution of shooting and moving are in pass mode basically. Utilize stop mode only in special circumstances when you want to perform just move, just shoot, and the like. Or, execute "last action" of behavior that you want to combine in stop mode. Execution of melee fighting is in stop mode basically. With time adjustment using Halt chip,execute in pass mode only when you want to break fighting motion and perform moving, shooting, other fighting motion or the like. 3. Assess current location The purpose is mainly, to Control of maneuver in the field end. If this is not previous process of the control of avoidance, it will continue hitting the wall by the avoidance maneuver. There is also a little more complicated technique called wall switch, to reverse the direction of avoidance maneuver when it approaches the wall. Tentatively assume avoidance direction as random; let s try a simple avoidance of area end here. 3. Assess current location Outside of area exists within a radius of 30m? NO → To the next decision ↓ YES Outside of area exists in the right direction 30 °, within 30m? YES → Jump left (in the case of hover, etc., perform left Quick Movement) → RETURN ↓ NO Outside of area exists in the left direction, 30 °, within 30m? YES → Jump right→ RETURN ↓ NO Outside of area exists in the backward direction, 30 °, within 30m? YES → Jump forward→ RETURN ↓ NO Rotate (pass) → jump backward → RETURN Now it is possible to combat while avoiding acting in the area end. If it has became a state of shooting by attack decision, Jump in here will be "jump + shooting". The same is true in the avoidance decision after this. 4. Scan for attack from the opponents The purpose is mainly, avoiding opponent bullets. First, attacks are divided into fighting and shooting, in addition, types of projectiles to be shot are many. But roughly, they can be divided into three categories normal, guided, placed. Let’s try avoiding normal projectiles here. Basically, move in a vertical direction to the line of fire as much as possible. That’s all. Using this opportunity, let’s avoid friends in front of. 4 Scan for attack from the opponents The polar coordinate system within 100m radius,high speed projectile exists? ↓YES NO→ Friend exists in front of? ↓YES NO→ To the next decision The orthogonal coordinate system, centered on the body, high-speed projectile exists in width 50m lengths 200m range? ↓NO YES→ Jump to the left or right with a probability of 50% → To the next decision Jump to the forward or backward with a probability of 50% (in the case of hover, etc., perform Quick Movement) → To the next decision Determination by the orthogonal coordinate is capable of quick decision and space saving by one chip. However, since the detection range may be generated in the transverse direction of the body, it is better to perform decision in front and back in polar coordinate system if you re optimizing the accuracy. Chips in this image are also connected unreasonably. Only in this, it performs a decent avoidance maneuver for normal shooting from all directions. It is possible to instruct maneuver in oblique directions, so even better avoidance maneuver can be created easily. If you want to add responses to the other categories of projectiles, for example, there is a way to branch as follows. Missile is present within a certain distance? YES → Missile countermeasure ↓ NO High speed projectile is present within a certain distance? YES → For example, as described above, Normal shooting measures ↓ NO Projectile of all kinds is present within a certain distance? YES →Placed weapon countermeasure ↓ NO To the next decision It should be noted that, the adjustment of reaction distance according to the moving speed of the body and bullet speed of opponents’ weapons, is required. Also in order to accelerate the reaction even a little, it would be good to enter the loop processing temporarily, or connect to RETURN immediately after avoiding to go around processes quickly. 5. Search for the opponents The purpose is mainly tracking the target. There are two methods to explore the opponents, using information obtained by Lock-On and Scan for OKE in the specified range. For now, let s try using the target information here. 5 Search for the opponents Target is present within forward 30°, 800m? YES → Halt Rotate → Obstacle is present in front of? NO Move forward YES Move right → RETURN ↓ NO Target is present within right direction 180°, 800m? YES → Rotate right → RETURN ↓ NO Rotate left → RETURN When you execute Rotate infinitely in pass mode here, you have to execute Halt Rotate in somewhere. By executing Lock-On, it become possible to adjust direction of the body automatically, and various decisions by “Assess Target” chips become available. You can lock on an OKE in radar range only. Normally, radar range with a radius 500m is wide enough. However, when Jamming Fog has been sprayed, the radar range becomes narrower and lock on in long distance will be impossible. As this occurs, all of the decisions by Assess Target chips become unusable. Incidentally, when Jamming Fog is the highest density, radar range is radius 50m. It will continue to recover little by little over time. In order to cope with this situation, you have to create logics assuming situations that lock-on is not possible. In the example above, Rotate is instructed on the assumption that lock-on is always possible. To improve behavior, it s a good idea to add a branch if there is no target, for example, execute Move, lay mines, or activate Rader Enhancement. ↓ NO Target is present within the right direction 180°, 800m? YES → Rotate right → RETURN ↓ NO Target is present within the left direction 180°, 800m? YES → Rotate left → RETURN ↓ NO Routines when lock-on is not possible (It is also good idea to determine using Action Assessment chip) In addition, as previously mentioned, there is also a way to use "Scan for OKE" to explore the opponents without using target information. Even though you use "Scan for OKE", it detects only OKEs in radar range if you have specified attribute of troops "enemy" or "friend". But in the case the attribute of troops is "unspecified " or "unknown", the discovery of the OKEs outside of radar range is possible. “Unspecified” also functions in radar range. It will branch to YES if there are any OKEs. "Unknown" will always branch to NO in radar range. The determination by "body type" also works outside of radar range. That is, the appearance of OKEs would be seen. [Summary of the points] Basically, you should utilize decisions based on target information. There are many useful things in the target information obtained by Lock-On and “Assess Target” chips. Lock-on is also essential to tactics using Counters. In the radar unusable situations, let s take advantage of “Scan for OKE”. In the case that the attribute of troops is "unknown", the discovery of the OKEs outside of radar range is possible. You can identify the OKEs in some extent by "body type". So, what should I do? 1. Let s decide the general "flow". 2. Along the "flow", let s make a backbone by connecting conditional branches. 3. Let s make up action from each branch. 4. Let s test. 5. More quickly? More powerful? More reliably? More beautiful? Anything is good. Let s aim at a program that you envision.
https://w.atwiki.jp/memojava/pages/12.html
目次 目次 インストール 環境 Struts1.3.8 iBATIS + ABATOR Spring2 + Spring IDE プロジェクト準備 jarファイルの準備 フォルダ構成 使用テーブル 手順 ABATORによるDAO自動生成 beanのカスタマイズとテーブル内部結合用のsql作成 IDEで定義ファイル作成 画面と各種定義ファイルの作成。 ログイン処理インターフェイスとログイン処理実装クラスの作成 Actionクラスを作成 参考URL インストール 環境 Java 5.0 Tomcat 6.0 Oracle10g XE Eclipse 3.4(日本語化済) Struts1.3.8 http //struts.apache.org/download.cgiからStruts 1.3.8をダウンロード。 解凍して、webapps配下のstruts-blank-1.3.8.warを$CATALINA_HOME\webapps配下に設置。 Tomcatを起動し、ブラウザでhttp //localhost 8081/struts-blank-1.3.8/を開く。 成功すると、$CATALINA_HOME\webapps配下にstruts-blank-1.3.8フォルダが出現。 これを元にEclipseでTomcatプロジェクトを作成する。 iBATIS + ABATOR http //ibatis.apache.org/からiBATIS Java 2.3.4をダウンロード。 解凍して、lib配下のibatis-2.3.4.726.jarを上のStrutsで作ったプロジェクトのlib配下にコピー。 Eclipseを起動し、ヘルプ→ソフトウェア更新→更新可能なソフトウェア→サイトの追加。 ロケーションにhttp //ibatis.apache.org/tools/abator/を入力。 Abator Code Generator for iBATISを選択しインストール。 Spring2 + Spring IDE http //sourceforge.net/project/showfiles.php?group_id=73357からspringframework-2をダウンロード。 解凍して、dist配下のspring.jarを上のStrutsで作ったプロジェクトのlib配下にコピー。 Eclipseを起動し、ヘルプ→ソフトウェア更新→更新可能なソフトウェア→サイトの追加。 ロケーションにhttp //dist.springframework.org/release/IDEを入力。 Spring IDE Update Siteを選択しインストール。 この際GEF(Graphical Editing Framework)とWTS(Web Standard Tools)が一緒にインストールされるはず。 Eclipse3.3以下だと先にGEFとWTSをインストールする必要がある。面倒くさい。 プロジェクト準備 jarファイルの準備 struts-blank-1.3.8を元に作成したプロジェクトに、以下のjarファイルを用意。 struts-blankに最初から入ってたjar antlr-2.7.2.jar commons-beanutils-1.7.0.jar commons-chain-1.1.jar commons-digester-1.8.jar commons-logging-1.0.4.jar commons-validator-1.3.1.jar oro-2.0.8.jar struts-core-1.3.8.jar struts-taglib-1.3.8.jar struts-tiles-1.3.8.jar iBATISから ibatis-2.3.4.726.jar Springから(場所がバラバラなのでフォルダ内検索で。) spring.jar spring-webmvc-struts.jar commons-dbcp.jar commons-logging.jar log4j-1.2.15.jar Oracleドライバ(各自用意) ojdbc14.jar 全部使うかは謎。 common-loggingが2個あるのは多分どちらかが不要なのか? フォルダ構成 Exam(プロジェクト名) ├src(ソースフォルダ) │ └example │ ├action │ ├bean │ ├biz │ ├dao │ └sqlMap(iBATIS用) ├pages(JSP置き場) └WEB-INF(各種定義ファイル) 使用テーブル EMP EMPNO(CHAR) EMPNAME(VARCHAR2) DEPTNO(CHAR) DEPT DEPTNO(CHAR) DEPTNAME(VARCHAR2) 従業員番号を入力すると、従業員名と部署名が返ってくる簡単なものを作ってみる。 手順 ABATORによるDAO自動生成 Eclipseのパッケージエクスプローラ上でプロジェクト名を右クリック→新規→その他。 Abator for iBATIS Wisardsの中のAbator for iBATIS Configuration Fileを選択し次へ。 ロケーションを/WEB-INF/配下にして終了すると、abatorConfig.xmlが作成される。???の部分を以下のように書き加える。 ?xml version="1.0" encoding="UTF-8" ? !DOCTYPE abatorConfiguration PUBLIC "-//Apache Software Foundation//DTD Abator for iBATIS Configuration 1.0//EN" "http //ibatis.apache.org/dtd/abator-config_1_0.dtd" abatorConfiguration abatorContext jdbcConnection driverClass="oracle.jdbc.driver.OracleDriver" connectionURL="jdbc oracle thin @localhost 1521 xe" userId="userID" password="pass" classPathEntry location="ojdbc14.jarのフルパス" / /jdbcConnection javaModelGenerator targetPackage="example.bean" targetProject="Exam" / sqlMapGenerator targetPackage="example.sqlMap" targetProject="Exam" / daoGenerator targetPackage="example.dao" targetProject="Exam" type="GENERIC-CI" / table tableName="EMP" columnOverride column="EMPNO" property="empNo" javaType="String" jdbcType="CHAR" / columnOverride column="EMPNAME" property="empName" javaType="String" jdbcType="VARCHAR2" / columnOverride column="DEPTNO" property="deptNo" javaType="String" jdbcType="CHAR" / /table table tableName="DEPT" columnOverride column="DEPTNO" property="deptNo" javaType="String" jdbcType="CHAR" / columnOverride column="DEPTNAME" property="deptName" javaType="String" jdbcType="VARCHAR2" / /table /abatorContext /abatorConfiguration 保存したら、abatorConfig.xmlを右クリック→Generate iBATIS Artifactsを選択。src/example配下にファイルが自動生成される。 example ├bean │ ├Dept.java │ ├DeptExcample.java │ ├Emp.java │ └EmpExample.java ├dao │ ├DeptDAO.java │ ├DeptDAOImpl.java │ ├EmpDAO.java │ └EmpDAOImpl.java └sqlMap ├Dept_SqlMap.xml └Emp_SqlMap.xml beanのカスタマイズとテーブル内部結合用のsql作成 Emp.javaでDEPTNAMEも扱えるようにする。 Emp.javaにprivate String deptNameを作成し、getter/setterを作る。 他にもやり方はあるがこれが一番単純なので。 EMPとDEPTを内部結合した結果を取得できるようにする。 Emp_SqlMap.xmlを開き、resultMapにDEPTNAMEを追加、新規sql文を作成する。 resultMap id="abatorgenerated_EmpResult" class="example.bean.Emp" result column="EMPNO" property="empNo" jdbcType="CHAR" / result column="EMPNAME" property="empName" jdbcType="VARCHAR2" / result column="DEPTNO" property="deptNo" jdbcType="CHAR" / result column="DEPTNAME" property="deptName" jdbcType="VARCHAR2"/ //追加するカラム /resultMap sql id="abatorgenerated_Example_Where_Clause" : /sql select id="getEmp" resultClass="example.bean.Emp" //新しく追加するsql文 SELECT EMP.EMPNO, EMP.EMPNAME, DEPT.DEPTNAME AS DEPTNAME FROM EMP, DEPT WHERE EMP.DEPTNO = DEPT.DEPTNO AND EMP.EMPNO = #VALUES# //#VALUES#は後で引数を受け取る部分 /select : sqlMapConfig.xml(sqlMap定義ファイル)をsrc/example/sqlMap配下に作成 ?xml version="1.0" encoding="UTF-8" ? !DOCTYPE sqlMapConfig PUBLIC "-//iBATIS.com//DTD SQL Map Config 2.0//EN" "http //ibatis.apache.org/dtd/sql-map-config-2.dtd" sqlMapConfig settings useStatementNamespaces="true" / transactionManager type="JDBC" dataSource type="SIMPLE" property name="JDBC.Driver" value="oracle.jdbc.driver.OracleDriver" / property name="JDBC.ConnectionURL" value="jdbc oracle thin @localhost 1521 xe" / property name="JDBC.Username" value="userID" / property name="JDBC.Password" value="pass" / /dataSource /transactionManager sqlMap resource="example/sqlMap/EMP_SqlMap.xml" / sqlMap resource="example/sqlMap/DEPT_SqlMap.xml" / /sqlMapConfig dao.xml(DAO定義ファイル)をsrc/sqlMap配下に作成 ?xml version="1.0" encoding="UTF-8"? !DOCTYPE daoConfig PUBLIC "-//iBATIS.com//DTD DAO Configuration 2.0//EN" "http //www.ibatis.com/dtd/dao-2.dtd" daoConfig context transactionManager type="SQLMAP" property name="SqlMapConfigResource" value="sqlMapConfig.xml" / /transactionManager dao interface="example.dao.EmpDAO" implementation="example.dao.EmpDAOImpl" / dao interface="example.dao.DeptDAO" implementation="example.dao.DeptDAOImpl" / /context /daoConfig AppSqlConfig.java(SqlMapClientを一度だけ作成し取得するためのクラス)をexample/sqlMap配下に作成。 import java.io.Reader; import com.ibatis.common.resources.Resources; import com.ibatis.sqlmap.client.SqlMapClient; import com.ibatis.sqlmap.client.SqlMapClientBuilder; public class AppSqlConfig { private static SqlMapClient sqlMap; static { try { String resource = "jp/co/los/Sample001/sqlMap/sqlMapConfig.xml"; Reader reader = Resources.getResourceAsReader(resource); sqlMap = SqlMapClientBuilder.buildSqlMapClient(reader); } catch (Exception e) { e.printStackTrace(); } } public static SqlMapClient getSqlMapInstance() { return sqlMap; } } IDEで定義ファイル作成 パッケージエクスプローラ上でプロジェクト名を右クリック→Spring Tools→Add Spring Project Natureを選択。 パッケージエクスプローラのプロジェクトのアイコンの文字がJからSに変わる。 パッケージエクスプローラ上でプロジェクト名を右クリック→新規→その他→Spring→Spring Bean Definitionを選択し次へ。 親フォルダをWEB-INFにし、名前(ここではapplicationContextとする)を入力し次へ。 beansのすぐ下のcontextにもチェックを入れて終了。 WEB-INF配下にxmlファイルが作成されるので、以下のように書き加える。 ?xml version="1.0" encoding="UTF-8"? beans xmlns="http //www.springframework.org/schema/beans" xmlns xsi="http //www.w3.org/2001/XMLSchema-instance" xmlns context="http //www.springframework.org/schema/context" xsi schemaLocation="http //www.springframework.org/schema/beans http //www.springframework.org/schema/beans/spring-beans.xsd http //www.springframework.org/schema/context http //www.springframework.org/schema/context/spring-context.xsd" context component-scan base-package="example"/ //書き加える部分。base-packageはsrc配下のexampleを入力。 /beans 画面と各種定義ファイルの作成。 ログイン画面(login.jsp)の作成 %@page pageEncoding="Windows-31J" contentType="text/html; charset=Windows-31J" % %@ taglib uri="http //struts.apache.org/tags-html" prefix="html" % head meta http-equiv="Content-Type" content="text/html; charset=Windows-31J"/ title ログイン画面 /title /head body html form action="/login" div ログインID: input type="text" name="empNo" html submit value="送信"/ /div /html form /body /html ログイン成功時画面(success.jsp)の作成 %@page pageEncoding="Windows-31J" contentType="text/html; charset=Windows-31J" % %@ taglib uri="http //struts.apache.org/tags-bean" prefix="bean" % %@ taglib uri="http //struts.apache.org/tags-html" prefix="html" % html head meta http-equiv="Content-Type" content="text/html; charset=Windows-31J"/ title テスト /title /head body div h1 Hello, bean write name="empNo" scope="session"/ bean write name="empName" scope="session"/ さん ( bean write name="deptName" scope="session"/ ) /h1 //従業員No 従業員名さん(部署名)という風に表示させる。 /div /body /html web.xmlの修正 ?xml version="1.0" encoding="ISO-8859-1"? !DOCTYPE web-app PUBLIC "-//Sun Microsystems, Inc.//DTD Web Application 2.3//EN" "http //java.sun.com/dtd/web-app_2_3.dtd" web-app display-name Sample Application /display-name session-config session-timeout 30 /session-timeout /session-config servlet servlet-name example /servlet-name servlet-class org.apache.struts.action.ActionServlet /servlet-class init-param param-name spring.autowire /param-name //今回はSpringのAutowire機能を使う。 param-value byName /param-value /init-param load-on-startup 2 /load-on-startup /servlet servlet-mapping servlet-name example /servlet-name url-pattern *.do /url-pattern /servlet-mapping /web-app struts-config.xmlの修正 ?xml version="1.0" encoding="UTF-8" ? !DOCTYPE struts-config PUBLIC "-//Apache Software Foundation//DTD Struts Configuration 1.3//EN" "http //struts.apache.org/dtds/struts-config_1_3.dtd" struts-config form-beans form-bean name="loginForm" type="org.apache.struts.action.DynaActionForm" form-property name="empNo" type="java.lang.String" / form-property name="empName" type="java.lang.String" / form-property name="deptName" type="java.lang.String" / /form-bean /form-beans action-mappings action path="/home" forward="/pages/login.jsp" / action path="/login" type="example.action.LoginAction" name="loginForm" forward name="success" path="/pages/success.jsp" / forward name="failure" path="/pages/login.jsp" / //ログインに失敗したときはログイン画面に戻る。 /action /action-mappings controller processorClass="org.springframework.web.struts.AutowiringRequestProcessor"/ plug-in className="org.springframework.web.struts.ContextLoaderPlugIn" set-property property="contextConfigLocation" value="/WEB-INF/applicationContext.xml"/ /plug-in /struts-config ログイン処理インターフェイスとログイン処理実装クラスの作成 LoginService.java(インターフェイス)をsrc/example/biz配下に作成。 package example.biz; import example.bean.Emp; public interface LoginService { public Emp execute(String empNo); } LoginServiceImpl.java(実装クラス)をsrc/example/biz配下に作成。 package example.biz; import org.springframework.stereotype.Service; import example.sqlMap.AppSqlConfig; import com.ibatis.sqlmap.client.SqlMapClient; import example.bean.Emp; @Service("loginService") //アノテーションを利用したBean定義 public class LoginServiceImpl implements LoginService { public Emp execute(String empNo) { SqlMapClient sqlMap = AppSqlConfig.getSqlMapInstance(); Emp emp = new Emp(); try { emp = (Emp)sqlMap.queryForObject("EMP.getEmp",empNo); //(1) } catch (Exception e) { e.printStackTrace(); } return emp; } } (1)…EMP_sqlMap.xmlで設定したSQL文を呼び出す。2つ目の引数は#VALUES#に入る。 Actionクラスを作成 package example.action; import org.apache.struts.action.Action; import javax.servlet.http.HttpServletRequest; import javax.servlet.http.HttpServletResponse; import javax.servlet.http.HttpSession; import org.apache.struts.action.ActionForm; import org.apache.struts.action.ActionForward; import org.apache.struts.action.ActionMapping; import org.apache.struts.action.DynaActionForm; import org.springframework.beans.factory.annotation.Autowired; import example.bean.Emp; import example.biz.LoginService; public class LoginAction extends Action { @Autowired //……(1) private LoginService loginService = null; @Override public ActionForward execute( ActionMapping mapping, ActionForm form, HttpServletRequest req, HttpServletResponse res ) throws Exception { HttpSession session = req.getSession(); DynaActionForm dynaForm = (DynaActionForm)form; String empNo = dynaForm.getString("empNo"); Emp emp = loginService.execute(empNo); // 該当する従業員番号があればログイン成功とする。 if (emp != null) { session.setAttribute("empNo", emp.getEmpNo()); session.setAttribute("empName", emp.getEmpName()); session.setAttribute("deptName", emp.getDeptName()); return mapping.findForward("success"); } return mapping.findForward("failure"); } } (1)byNameでのオートワイヤリングなので,LoginServiceImplで指定している@Serviceの引数とLoginActionクラスの@Autowiredが指定してあるフィールドloginService の名称をあわせることでDIされる。 参考URL http //codezine.jp/article/detail/1289 http //www.thinkit.co.jp/free/article/0606/13/2/ http //www.atmarkit.co.jp/fjava/rensai4/spring2_01/spring2_01_1.html http //itpro.nikkeibp.co.jp/article/COLUMN/20080929/315624/?ST=develop P=1
https://w.atwiki.jp/transleaks/pages/67.html
http //dump.no/files/467072ba2a42/ANONOPS_The_Press_Release.pdf 12/11-12/12 にかけて行われた、匿名の団体による企業サイトへの 攻撃の後の犯行声明の内容です。翻訳は途中まで。 ANON OPS A Press Release December 10, 2010 Who is Anonymous Anonymousとはだれか In their most recent public statement, WikiLeaks is the only group of people to identify Anonymous correctly. Anonymous is not a group, but rather an Internet gathering. 最も最近の公式声明で、ウィキリークスだけが正しくAnonymousを識別し ている。Anonymousは一つのグループではなく、インターネット上の集まりだ。 Both Anonymous and the media that is covering it are aware of the percieved dissent between individuals in the gathering. This does not, however, mean that the command structure of Anonymous is failing for a simple reason Anonymous has a very loose and decentralized command structure that operates on ideas rather than directives. Anonymousとそれを報道しているメディアの両方が集会の中での個々 人の意見の違いを承知している。しかし、このことは、Anonymousの命令系統が一つの原 因で機能しなくなるということを意味しない。Anonymousはきわめてルーズで非集中的な 命令系統をもち、その命令系統は命令よりむしろ個々の意見によって機能する。 [注:percieved- perceived?] We do not believe that a similar movement exists in the world today and as such we have to learn by trial and error. We are now in the process of better communicating some core values to the individual atoms that comprise Anonymous - we also want to take this opportunity to communicate a message to the media, so that the average Internet Citizen can get to know who we are and what we represent. 私たちは同様の運動が今日世界に存在するとは思わない、そして、そのようなことは、 試行錯誤によって学ばなければならない。私たちは、基本的価値観をAnonymousを構成する個々人により良く伝える過程にある - 一つのメッセージをメディアに伝える機会にもしたい、その結果、私たちがだれであるのか、私たちが何を象徴するのか、を平均的なインターネット市民が知るようになる。 Anonymous is not a group of hackers. We are average Interent Citizens ourselves and our motivation is a collective sense of being fed up with all the minor and major injustices we witness every day. Anonymousは、ハッカーの一団ではない。私たちは、毎日目にするありとあらゆる不正に うんざりした平均的なインターネット市民だ。 We do not want to steal your personal information or credit card numbers. We also do not seek to attack critical infrastructure of companies such as Mastercard, Visa, PayPal or Amazon. Our current goal is to raise awareness about WikiLeaks and the underhanded methods employed by the above companies to impair WikiLeaks ability to function. 私たちはあなたたちの個人情報もクレジットカードナンバーも盗もうとはしない 。企業の 重要なインフラストラクチャーを攻撃もしない、例えば、ビザ、ペイパル、またはアマゾン。 私たちの現在の目標は、ウィキリークスとウィキリークスを機能不全にするために上記企業が用いた卑怯なやり方、についての認識を高めることだ。 What is Operation Payback ―仕返し作戦とは As stated above, the point of Operation Payback was never to target critical infrastructure of any of the companies or organizations affected. Rather than doing that, we focused on their corporate websites, which is to say, their online public face . It is a symbolic action - as blogger and academic Evgeny Morozov put it, a legitimate expression of dissent. 上記のように当作戦のポイントは: 仕返し がターゲットとするのは、決して企業・団体の重要インフラではないこと。それをするよりも企業ウェブサイト、つまり、ネットでの 公の顔 に焦点をおいている。これは象徴的な活動である ―ブロガーであり学者でもあるEvgeny Morozovは「正当な異議の表出」と表している。 The background to the attacks on PayPal and the calls to attack Amazon.com ―PayPal攻撃とAmazon.com攻撃の要求に関する背景 Amazon, which was until recently WikiLeaks DNS provider, was one of the first companies to drop support for WikiLeaks. On December 9th, BusinessInsider.com reported that Amazon.co.uk were hosting the recently leaked diplomatic cables in e-book form. (Amazon.co.uk has since ceased selling the bundle of the diplomatic cables.) Amazonは、最近までWikiLeaksのDNSプロパイダーだったが、その支援を断ち切った最初の企業の一つである。12月9日のBusinessInsider.comの報道によると、Amazon.co.ukは最近の外交電文のリークをe-book形式で売っていたようだ(すでに販売は中止している)。 After this piece of news circulated, parts of Anonymous on Twitter asked for Amazon.com to be targetted. The attack never occured. このニュースが流れてから、Twitter上のAnonymous数人によってAmazon.comをターゲットにせよとの要求があった。しかし、結局アタックが為されることはなかった。 While it is indeed possible that Anonymous may not have been able to take Amazon.com down in a DDoS attack, this is not the only reason the attack never occured. After the attack was so advertised in the media, we felt that it would affect people such as consumers in a negative way and make them feel threatened by Anonymous. Simply put, attacking a major online retailer when people are buying presents for their loved ones, would be in bad taste. たしかにAnonymousのDDoSアタックでAmazon.comをダウンさせられない可能性はあったが、それだけの理由でアタックが行われなかったわけではない。メディアでアタックが広く報道された後、我々はアタックが例えば消費者といった人々に対してマイナスの影響を与えるのではと感じた。また、Anonymousがそれらの人々を脅かしていると捉えられるのではないかと感じた。簡潔に言うと、人々が最愛の人にプレゼントを買っているとして、その大手ネット小売店をアタックするのは趣味が悪いだろうということだ。 The continuing attacks on PayPal are already tested and preferable while not damaging their ability to process payments, they are successful in slowing their network down just enough for people to notice and thus, we achieve our goal of raising awareness. PayPalへの継続したアタックの方がすでに試されているしより好ましい:アタックによって支払いシステムにダメージを与えたわけではないが、人々が気付くに十分な程度にはそのネットワーク速度を遅くすることに成功した。つまり、我々は注意を喚起するという目的に達成した。 この記事は 翻訳板にて翻訳されたものです。 ※12/16 What is Operation Payback以降加筆しました
https://w.atwiki.jp/kimikage/pages/48.html
delegateの簡単な使い方 using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace ConsoleApplication1 { public delegate string DelegateTest(string str1,string str2); class Program { static void Main(string[] args) { DelegateTest test = new DelegateTest(Join); Console.Write(test("明日は", "お休み!")); Console.Read(); } private static string Join(string str1, string str2) { return str1 + str2; } } } 出力結果 明日はお休み! イベントとdelegate ユーザコントロールを作ったりしたときに、その内部のコントロールのイベントを拾ったりするために使う。 using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace ConsoleApplication1 { public delegate void DelegateTest(string strMsg); class Program { static void Main(string[] args) { Sub subCls = new Sub(); subCls.Str_Changed += Str_Changed; subCls.SetStr(""); } protected static void Str_Changed(string strMsg) { Console.WriteLine(strMsg); Console.Read(); } } class Sub { public event DelegateTest Str_Changed; private string Str; public void SetStr(string strMsg) { Str = strMsg; if (Str == "") { Str_Changed("空っぽ"); } } } } 出力結果 空っぽ マルチスレッド using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading; namespace ConsoleApplication1 { class Program { static void Main(string[] args) { Thread SubThread = new Thread(new ThreadStart(ThreadMethod)); // スレッドの開始 SubThread.Start(); // 同期 SubThread.Join(); Console.Read(); } private static void ThreadMethod() { int i = 0; while (i = 10) { Thread.Sleep(100); Console.WriteLine(i); i++; } } } } using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading; namespace ConsoleApplication1 { class Program { static void Main(string[] args) { Thread SubThread = new Thread(new ThreadStart(ThreadMethod)); // スレッドの開始 SubThread.Start(); // スレッドスリープ Thread.Sleep(1000); // スレッドの中断 SubThread.Abort(); Console.Read(); } private static void ThreadMethod() { int i = 0; while (true) { Thread.Sleep(100); Console.WriteLine(i); i++; } } } } カウントダウン using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Linq; using System.Text; using System.Windows.Forms; using System.Threading; namespace WindowsFormsApplication1 { static class Program { /// summary /// アプリケーションのメイン エントリ ポイントです。 /// /summary static void Main() { Application.EnableVisualStyles(); Application.SetCompatibleTextRenderingDefault(false); Application.Run(new Form1()); } } public partial class Form1 Form { private System.Windows.Forms.Button btn; private System.Windows.Forms.TextBox txt; private Thread ThreadTest; private delegate void AddTextDelegate(string str); private static string[] strCaption = { "Start", "Stop", "Reset" }; private BtnMode CurrentBtnMode; private enum BtnMode { Start = 0, Stop = 1, ReSet = 2 } /// summary /// 必要なデザイナー変数です。 /// /summary private System.ComponentModel.IContainer components = null; /// summary /// 使用中のリソースをすべてクリーンアップします。 /// /summary /// param name="disposing" マネージ リソースが破棄される場合 true、破棄されない場合は false です。 /param protected override void Dispose(bool disposing) { // スレッドを終了させる ThreadTest.Abort(); if (disposing (components != null)) { components.Dispose(); } base.Dispose(disposing); } #region Windows フォーム デザイナーで生成されたコード /// summary /// デザイナー サポートに必要なメソッドです。このメソッドの内容を /// コード エディターで変更しないでください。 /// /summary private void InitializeComponent() { this.btn = new System.Windows.Forms.Button(); this.txt = new System.Windows.Forms.TextBox(); this.SuspendLayout(); // // btn // this.btn.Location = new System.Drawing.Point(12, 12); this.btn.Name = "btn"; this.btn.Size = new System.Drawing.Size(75, 23); this.btn.TabIndex = 0; this.btn.Text = strCaption[(int)BtnMode.Start]; this.btn.UseVisualStyleBackColor = true; // // txt // this.txt.Location = new System.Drawing.Point(12, 41); this.txt.Multiline = true; this.txt.Name = "txt"; this.txt.Size = new System.Drawing.Size(268, 213); this.txt.TabIndex = 1; // // Form1 // this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 12F); this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font; this.ClientSize = new System.Drawing.Size(292, 266); this.Controls.Add(this.txt); this.Controls.Add(this.btn); this.Name = "Form1"; this.Text = "Form1"; this.ResumeLayout(false); this.PerformLayout(); } #endregion public Form1() { InitializeComponent(); Init(); } private void Init() { this.btn.Click += this.btn_Click; CurrentBtnMode = BtnMode.Start; ThreadTest = new Thread(new ThreadStart(ThreadMethod)); ThreadTest.Start(); } protected void btn_Click(object sender, EventArgs e) { switch (CurrentBtnMode){ case BtnMode.Start btn.Text = strCaption[(int)BtnMode.Stop]; CurrentBtnMode = BtnMode.Stop; break; case BtnMode.Stop btn.Text = strCaption[(int)BtnMode.Start]; CurrentBtnMode = BtnMode.Start; break; case BtnMode.ReSet btn.Text = strCaption[(int)BtnMode.Start]; CurrentBtnMode = BtnMode.Start; ThreadTest = new Thread(new ThreadStart(ThreadMethod)); ThreadTest.Start(); break; default break; } } private void ThreadMethod() { int i = 100; while (i 0) { while (CurrentBtnMode == BtnMode.Start) { Thread.SpinWait(10); } Thread.Sleep(100); AddText(i.ToString()); i--; } CurrentBtnMode = BtnMode.ReSet; AddText("完了!"); } private void AddText(string str) { if (InvokeRequired) { AddTextDelegate dlg = new AddTextDelegate(AddText); this.Invoke(dlg, new object[] { str }); } else { txt.AppendText(string.Format("{0}\n", str)); if (CurrentBtnMode == BtnMode.ReSet) { btn.Text = strCaption[(int)BtnMode.ReSet]; } } } } }
https://w.atwiki.jp/jikkyosha_ust/pages/397.html
Mamoru Endō[edit] Mark Evans (円堂 守 Endou Mamoru?) is the Captain of Inazuma Japan and Raimon Eleven, usually playing as Goalkeeper. Often seen wearing his trademark headband, Mamoru Endou is a soccer-loving, cheerful energetic goalkeeper and captain of the Raimon Junior High Soccer club, the "Raimon Eleven". He never gives up and always thinks of others before himself. Since he was young, he has held great admiration toward his grandfather, Daisuke Endou, and studies the technique-filled notebooks that his grandfather wrote years ago. Because of his positive personality, he manages to bring out the best in other Soccer players, whether they are an ally or foe. His teammates benefit from his mental strength and encouragement and respect him despite his carefree attitude. Endou constantly trains himself in order to face new opponents and increases his stamina by catching a gigantic car tire tied to a tree. Many girls like Aki and Natsumi show some romantic interest in him but he is too naive to understand their feelings. He helps Little Gigant, as Garshield returns with a new team. His special techniques include God Hand which later evolves into Shin God Hand(True God Hand), Nekketsu Punch (Fireball Knuckle) which later evolves into Shin Nekketsu Punch(True Fireball Knuckle) in the match against Team-K, Bakuretsu Punch (Blazing Knuckle), Inazuma Ichigo (Inazuma-1), Inazuma Ichigo Otoshi (Inazuma-1 Drop), Inazuma Break, Tri-Pegasus, The Phoenix, Majin the Hand, Seigi no Tekken (Fist of Justice which is now G5), Megaton Head (which is now G3), Death Zone 2, The Earth with Goenji and Fubuki, Ikari no Tetsui (Hammer of Wrath which is now v2), ljigen the Hand (Outer Dimension The Hand) which evolves into ljigen the Hand Kai (Ijigen the Hand Remastered) which later evolves into Shin Ijigen The Hand (True ljigen The Hand) and later learns God Catch [which is now G5] in the match against Little Gigante. He does Jet Stream with Gouenji and Toramaru, scoring the winning point against Little Giants. In the Inazuma Eleven movie he can use Omega The Hand. He graduates from Raimon after FFI. In Inazuma Eleven GO, which takes place 10 years after the original series end, he replaces Kudou as the coach of Raimon Eleven in Episode 6 of Inazuma eleven GO. In Episode 18 of Inazuma Eleven Go, it is shown that Natsumi Raimon has become his wife. He has a character song named "Mamotte Miseru!" (I ll Protect It!) and also has a part in the song "Mata Ne... No Kisetsu" along with Gouenji, Kidou, Kazemaru and Fubuki. He also has two GO character songs, one with Someoka called "Ano Ki no Shita ni Atsumarou!" (Gather under that tree!),and another called "Dakara Zettai Daijoubu!". He is voiced by Junko Takeuchi in the Japanese version, Maria Darling in the UK version and Erik Scott Kimerer in the US version. Shūya Gōenji[edit] Axel Blaze (豪炎寺 修也 Gouenji Shuuya?) is a Forward for Raimon and Inazuma Japan. He is the only left-footed character in Inazuma Japan. Gouenji is a quiet, collected and cool ace striker of the team with spikey hair and a cool disposition. At his previous school, Kidokawa Seishuu Junior High (Kirkwood in the English dub), Gōenji was the top Soccer player of his club and took his place in the Football Frontier. His little sister, Yūka, was unfortunately in a car accident (which was planned for by Gouenji s opposition) while on the way to his big match and was hospitalized soon after. Feeling responsible, he keeps an amulet made by his sister and makes a promise to stop playing soccer until she wakes up. However, when he realizes that his passion for the game still beats in his heart, he changes that promise to becoming the champion of the Soccer Frontier and joins the Raimon Eleven thanks to some persistence by Endou. He becomes close friends with Endou and the team as the story progresses. His special techniques are the Fire Tornado which later evolves into Fire Tornado Kai (Fire Tornado Remastered), Bakunetsu Storm (Fireball Storm), and then Shin Bakunetsu Screw (True Fireball Screw). He also forms a combo technique with Kabeyama called Inazuma Otoshi (Inazuma Drop), one with Endou called Inazuma Ichigo (Inazuma-1) and a combination of the two called the Inazuma Ichigo Otoshi (Inazuma-1 Drop). Additionally, he performs a combination technique with Toramaru called Tiger Storm, another technique with Fubuki Shirō called Cross Fire, and has a 3-man technique with Toramaru and Hiroto called Grand Fire [which is currently G2]. He does Jet Stream with Endou and Toramaru, scoring the winning point against Little Gigante. In the Inazuma Eleven movie, he can use Maximum Fire and together with Kidou Prime Legend . He graduates from Raimon after FFI. He saved Matsukaze Tenma from injury some time in between after leaving the team [since he kept on messing up the game against Gemini Storm] and before his return [to fight and eventually win against Epsilon] in the Aliea Academy arc, as revealed in the first episode of Inazuma Eleven GO. He has a character song named "Honoo no Riyuu"(The Reason for Flames) and also has a part in the song "Mata Ne... No Kisetsu" along with Endou, Kidou, Kazemaru and Fubuki. Unfortunately Ishido Shuuji, the master and current Holy Emperor of Fifth Sector is none other than Gouenji Shūya Himself as revealed in episode 24 by Endou Mamoru, later in the go series he reveals himself to be an intergrue at fifth sector, to protect soccer. In the episode before the last one Gouenji was revealed not as the master of the Fifth Sector but as the normal Gouenji Shuya. In the second season of Inazuma Eleven he helps the raimon team after Coach Endou gets imprisoned by the Protocol Omega.It is also shown that he has a time bracelet that was given to him by an unknown person going by the name Supporter X. He is voiced by Hirofumi Nojima in the Japanese version, Ewan Bailey in the UK version and Bryce Papenbrook in the US version. Yūto Kidō[edit] Jude Sharp (鬼道 有人 Kidou Yuuto?) is a Midfielder for Raimon and Inazuma Japan. A genius Soccer strategist who wears goggles and a red cape, originally from Teikoku (Royal) Academy Junior High School. As the protégé of Reiji Kageyama, he was forced to win 3 consecutive soccer championships in order to be with his sister again and until then, cuts off all contact with her for 6 years. After a match with the Raimon Eleven to see who will compete in the Football Frontier and seeing Kageyama s wrongdoings, he and the rest of the Teikoku Soccer Team quit. Kidou later joins Endou s team, switching to a new blue cape and becomes the team s valuable strategist. His special technique is the Illusion Ball (later evolved into True Illusion Ball). His Combination techniques are the Inazuma Break with Endou and Gouenji, Koutei Penguin No.2 (Emperor Penguin No.2), Twin Boost (with Ichinose), Death Zone (with Endou and Domon, which later evolved to Death Zone 2), Killer Fields with Fudou and Emperor Penguin No.3 [which is currently G3] with Sakuma and Fudou. Kidou does the hissatsu shoot with Fubuki and Hiroto; called Big Bang. He Graduates from Raimon after FFI. In Inazuma Eleven GO he appears as Royal Academy s Coach with Sakuma as his assistant. Then he is found to be the part of Resistance along with Michiya Kudō. Later on, he joins Endou Mamoru as Raimon Eleven s Trainer. He has a character song named "Hitomi no Naka no Shouri" (The Victory Within the Eyes) and has a part in the song "Mata Ne... No Kisetsu" along with Endou, Gouenji, Kazemaru and Fubuki. He also a GO character song called "Resistance". He is voiced by Hiroyuki Yoshino in the Japanese version, Robbie Stevens in the UK version and Lucien Dodge in the US version. Shirō Fubuki[edit] Shawn Froste (吹雪 士郎 Fubuki Shirou?) is a Defender and Forward for Hakuren, Raimon Eleven, and Inazuma Japan. Shirou is the captain of Hakuren (Alpine) Junior High School s Soccer club in Hokkaido. He is kind, thoughtful, responsible and lovable. He is talented in skiing, ice skating, snowboarding, soccer and is a bear killer. He is both an excellent defender as well as the team s ace striker. He joins the Raimon Eleven during their visit to Hokkaido in order to defeat Aliea (Alius) Academy. On their way to find new members to defeat Aliea Academy, the Raimon Eleven are shocked that Fubuki Shirou is very popular around girls. Fubuki often uses his looks to charm the girls to reveal any information for the team. Owing to a terrible accident with an avalanche as a child, Fubuki is morbidly afraid of the sound of falling snow as well as the sound of thunder. His parents and little brother Atsuya (Aiden) were unfortunately killed in the avalanche, but saved Fubuki at the last moment by pushing him out of the car. Since the accident, Fubuki developed a split personality of his brother whenever he plays offense during Soccer matches. He wanted to become a perfect Soccer player and believed that he could only do so if he "became" his brother (his father s comments right before the avalanche accident led him to believe this). After defeating Gemini Storm, with the help from Fubuki, who has amazing defensive and shooting abilities, the world is saved, or so they think. They realize Gemini Storm is only a second-rank team, and here comes Epsilon. The first battle with Epsilon was a disaster. They met True Teikoku Academy led by Kageyama Reiji. In that battle with Teikoku, Someoka sustained a foot injury and was forced to leave the team. Someoka leaving the team has effected Fubuki s condition, which has gotten worse. During the second match with Epsilon, they manage to tie the score with Fubuki s Eternal Blizzard. But Fubuki is not satisfied to have only a tie with them. They found out there is still Genesis Team to defeat. During that match, Fubuki has lost his mind and tried to block Hiroto s Ryuusei Blade and ends up getting injured and sent to the hospital. In the hospital, Raimon Eleven found out about Fubuki s terrible incident from his past and that Fubuki has two personalities within himself. He realized that what his father meant was that he could be perfect only if he played alongside his teammates. Soon, he broke free from both his trauma and his twin brother s personality, merging himself and his brother s spirit as one thus growing stronger as well. His special techniques include the Eternal Blizzard (more powerful when Atsuya (Aiden) does), Wolf Legend (Legendary Wolf), Ice Ground (land Of Ice), and Snow Angel. He performs combination shoots with Gouenji and the others techniques such as Crossfire with Gouenji (which later evolves into Crossfire Kai (Crossfire Remastered), Thunder Beast with Hijikata, Wyvern Blizzard with Someoka and The Hurricane with Kazemaru. Fubuki does a powerful hissatsu shoot The Earth with Goenji and Endou. Later Fubuki becomes a member of Inazuma Japan for the FFI. Unfortunately, he injures his ankle in the match with Korea s Fire Dragon during the Asia finals. Due to this injury, he is taken off the team. He returns after his injuries are healed to replace the then injured Kurimatsu. He does a new combination technique with Hiroto called The Birth against Brazil s team the Kingdom. Fubuki does a very powerful hissatsu shoot with Hiroto and Kidou, called Big Bang. Fubuki also does Koutei Penguin No.2 (emperor penguin nr 2) with Kidou and Ichinose. He has a character song named "Ice Road" and also has a part in the song "Mata Ne... No Kisetsu" along with Endou, Gouenji, Kidou, and Kazemaru. In GO, he is the coach of the team hakuren only was under the influence of fifth sector. He went to Endou for help later in episode 25 of GO. Then later on, Shirosaki, who is part of the Fifth Sector, found Fubuki at night on the field alone. He then introduce Yukimura, Fubuki s successor, to be a seed. Yukimura thought that Fubuki betray him and Hakuren. Fubuki explain that fifth sector separate them apart. In episode 27 go, Yukimura finally realizes that Fubuki didn t lie. Fubuki and Yukimura shake hands. After that Fubuki told Endou something that made him startled. Fubuki Shirou is voiced by Mamoru Miyano. Ichirōta Kazemaru[edit] Nathan Swift (風丸 一郎太 Kazemaru Ichirōta?) is a Defender and Midfielder for Raimon Eleven and Inazuma Japan. Kazemaru is the fastest player on the Raimon Eleven soccer team and has brown eyes and blue hair held back with a ponytail, with long bangs covering side of his face. He also acts as the team s side captain outside the game. Originally a member of the track club team, Kazemaru is convinced by Endou to play on the soccer team for their match against Teikoku. Kazemaru is finally convinced by the promise of fighting a lot of stronger players, as well as Endou s fighting spirit when he bares witness to the goalkeeper s intense training. From their on, Kazemaru becomes a close friend to Endou and a key player for the Raimon soccer team. Later on, during the constant battles against Aliea (Alius) Academy, Kazemaru begins to doubt himself and gains a thirst for power to defeat Raimon s strongest opponents. For a brief while, he leaves the team but later resurfaces in "Dark Emporers", or a team that challenges Endou for becoming the top players. The Aliea (Alius) Rock gives him power. It is broken by Endou s God Hand, and he later returns to the team in the FFI arc. His special techniques are the Shippu Dash (Flurry Dash), Bushin Defense (Clone Defense) (with the power of the Alius rock), Dark Phoenix (with the power of Alius rock), Banana Shoot (Hissatsu Tactic), Fuujin no Mai (Dance of the Wind God), Honoo no Kazamidori (Fire Rooster) in combination with Gouenji, Tatsumaki Otoshi (Whirlwind Drop) with Kabeyama and The Hurricane with Fubuki. He Graduates from Raimon after FFI. He has a character song named "Mai Agare!" (Let It Soar!) and also has a part in the song "Mata Ne... No Kisetsu" along with Endou, Gouenji, Kidou, and Fubuki. He is voiced by Yuka Nishigaki. He leaves the team because he is frustrated after epsilon s match that he is not powerful enough to play football with Endou who he said is supposedly stronger than him at that time as he said " I am not as strong as you endou". Heigorō Kabeyama[edit] Jack Wallside (壁山 塀吾郎 Kabeyama Heigorō?) is a Defender for the Raimon Eleven and one of the original members of the Soccer club. Despite his shy nature and constantly having to go to the bathroom at crucial moments, Kabeyama cares very much about the Raimon team and strives to become a powerful defender. In tough times, Endou helps Kabeyama overcome his fears, causing him to hold great respect for his captain. In the match against Nosei (Wild) Junior High he and Gouenji perform a move called the Inazuma Otoshi (Inazuma Drop) and a combination of the two called Inazuma Ichigo Otoshi (Inazuma-1 Drop). Later he masters a defensive technique on his own, The Wall. Later on, during a match with Fire Dragon from Korea he creates an upgraded defensive technique called The Mountain and Tatsumaki Otoshi (Tornado Falls) with kazemaru. He is voiced by Megumi Tano in the Japanese version and Kyle Hebert in the English version. Ryūgo Someoka[edit] Kevin Dragonfly (染岡 竜吾 Someoka Ryūgo?) is a Forward for Raimon Eleven. Because of this pride he holds, Someoka has trouble getting along with Gouenji and Fubuki, who later both join the Raimon Eleven as his fellow ace strikers. Thanks to Endou s words of support, Someoka eventually learns to accept the other newcomers to the team and even develops some combination techniques with him, but hurts his leg and is removed. He resurfaces in Dark Emperors, and Fubuki helps him realize who he was, as well as Endou s God Hand. He later returns in the FFI arc. His special techniques are the Dragon Crash, Wyvern Crash and the Dragon Slayer, and his combination techniques are Dragon Tornado with Gouenji and Wyvern Blizzard with Fubuki, which he suffers an injury from while developing and is forced to leave the team behind for a short while. He Graduates from Raimon after FFI. He is seen as the coach of an Italian pro-team. He is the master of Nishiki Ryouma. He returns from Italy to watch the match of Raimon against Kidokawa in Episode 30. He is voiced by Yasuyuki Kase in the Japanese version, Nigel Pilkington in the UK version and Kyle Hebert in the US version. Asuka Domon[edit] Bobby Shearer (土門 飛鳥 Domon Asuka?) is a Defender for Teikoku Academy and Raimon Eleven. Domon is a tall, lanky player who grew up in America as a child with his friends Aki and Ichinose. He stopped playing Soccer early on due to a car accident with Ichinose, but picked up the game again after moving to Japan as a teenager. Originally, Domon works as a spy for Teikoku Academy under orders from Kageyama to keep tabs on the up-and-coming Raimon Eleven soccer team. After an incident with the team s first coach being revealed as a spy, Domon comes clean and is quick to leave, but Endou defends him and keeps Domon on the Raimon Eleven from there on out. Eventually, Domon takes his leave and comes home to America where he joins the national soccer team "The Unicorn" alongside Ichinose. His special techniques are the Killer Slide (which later evolves into Shin Killer Slide (True Killer Slide)) and Volcano Cut, while his combination techniques are Death Zone 2 with Endou and Kidou, The Phoenix with Endou and Ichinose and The Icarus with Mark in the FFI arc. He is voiced by Jun Konno. Kazuya Ichinose[edit] Erik Eagle (一之瀬 一哉 Ichinose Kazuya?) is a Midfielder. He is a Japanese-American who grew up in the US with his childhood friends Domon, Aki and Nishigaki. As a grade-schooler, Ichinose was already a well-known soccer player until the day of a horrible car accident that hospitalized him for several years. Aki and Domon later moved to Japan under the impression that Ichinose had died, but through rehabilitation treatment, he was healed and went to Japan to visit his old friends. On his first day there, he plays against the Raimon Eleven and is soon invited by Endou to join their team for the Football Frontier matches. Later on, after the defeat of Aliea (Alius) Academy, Ichinose moves back to America and joins the national team "The Unicorn" alongside Domon. He enters the Football Frontier International and finally gets to play his desired match against Endou and his team. However, during the match, Endou, Domon, and Aki learn that Ichinose must soon receive another surgery procedure because of his injuries from the car accident years ago still affecting his body. Afterward, Ichinose is forced to fly back to America and get treatment. His special techniques include the Spinning Shot, Spiral Shot, Pegasus Shot and Flame Dance(which later evovles into Flame Dance Remastered). His combination techniques are the Tri-Pegasus with Endou and Domon which later evolves into The Phoenix, Twin Boost with Kidou and later shares the move Gran Fenrir with Dylan and Mark. He is voiced by Yūki Kaji. Jin Kageno[edit] Jin Kageno (影野 仁 Kageno Jin?), known as Jim Wraith in the English dub, is a Defender. Kageno is a tall, dark and soft-spoken boy who joins the Raimon Eleven when Endou is out looking for new players. His reasons for joining were to "prove his existence" to people through joining an after-school activity. He has a strange aura surrounding him and a deep, echoing voice that disturbs even his teammates. Kageno turns out to be a valuable asset to the team, especially when developing special techniques, including his help lent to Kazemaru and Gouenji while mastering the Honoo no Kazamidori (Fire Rooster). His individual techniques include Coil Turn and he also has his Creepy Technique and he does a technique with Sugimori from Brainwashing Academy called Dual Smash (with the power of Alius rock). He graduates from Raimon after FFI. He is voiced by Yuichi Nakamura. Ayumu "Shōrin" Shōrinji[edit] Ayumu "Shōrin" Shōrinji (少林寺 歩 Shōrinji Ayumu?), known as Tim "Timmy" Saunders in the dub, is a Defender. One of Endou s teammates from the original Raimon Eleven and one of the shortest out of the team. He practices Shaolin Kung-Fu and incorporates his martial arts and agility into his soccer moves. His special techniques are Kung Fu Header and Whirlwind Twisterand Shooting Star with the assistance of Shishido. He is voiced by Masako Jō. Shin ichi Handa[edit] Shin ichi Handa (半田 真一 Handa Shin ichi?), known as Steve Grim in the English dub, is a Midfielder. His original techniques are rolling kick and he also does Revolution V with Max (with the power of the Aliea Meteorite). Another of Endou s teammates from the members of the soccer club, acting as a horrible striker depending on what the situation calls for. He is the most "plain" of the group, usually having the least to say during the story, but is always ready for a match. His special technique is ABC 123. He is voiced by Hiro Shimono and Lucien Dodge in the English version. Sakichi Shishido[edit] Sakichi Shishido (宍戸 佐吉 Shishido Sakichi?), known as Sam Kincaid in the English dub, is a Midfielder. Shishido is another one of Endou s teammates from the original Raimon soccer club. He has a large, red afro and lots of spirit. Shishido is versatile when it comes to playing soccer and often does little of everything. His special technique is called Grenade Shot. He is voiced by Tōru Nara and Lucien Dodge in the English version. Kūsuke "Max" Matsuno[edit] Kūsuke "Max" Matsuno (松野 空介 Matsuno Kūsuke?), known as Maxwell "Max" Carson in the English dub, is a Midfielder. Max is a boy who attends Raimon Junior High and meets Endou while looking for new members to join the soccer club. He claims to join the team at first merely as a way to "cure his boredom" but turns out to enjoy the sport and stays with the team all the way to the Football Frontier. He s never seen without his trademark striped plush hat with cat ears. His individual special moves are Cross Drive, Quick Draw. He also knew a combination move together with Handa called Revolution V (with the power of the Aliea meteorite). He is voiced by Yūki Kodaira. Teppei Kurimatsu[edit] Teppei Kurimatsu (栗松 鉄平 Kurimatsu Teppei?), known as Tod Ironside in the English dub, is a Defender. Kurimatsu is another one of the original members of the Raimon soccer club, a short, buck-toothed boy with a speech quirk, often saying "deyansu" ("actually") in every sentence. Though often one with a negative attitude and a shaky disposition, Kurimatsu is a skilled soccer player and has remained with the Raimon Eleven for quite a while. His special techniques are Dash Accelerator, Monkey spin and Maboroshi Dribble (Phantom Dribble) Together with Shishido and Kazemaru he had a combination move called Triple Boost in the Dark Emperors team. He becomes the new captain of Raimon junior high in the end after the graduation of Endou, Goenji, Kidou and others. He is voiced by Miho Hino. Kakeru Megane[edit] Kakeru Megane (目金 欠流 Megane Kakeru?), known as William "Willy" Glass in the English dub, is a Forward and Manager. He also has a move called Glass Crash were someoka uses dragon crash and then he headers it into the goal, he named it after his glasses cracked. Megane is a bespectacled pretentious boy who attends Raimon Junior High, who offers to join the soccer club by Endou s request, but only in the event of them needing one last member, so he feels he can be the "hero" that saves the day at the last second. During the match against Teikoku Academy, he shows his true colors and runs off in the middle of the game and abandons his uniform, but allows for Gouenji to take his place and pull Raimon out of the fire. With Gouenji officially on board, Megane joins the team permanently and plays alongside Raimon for quite a while. His running joke throughout the series becomes the self-appointed name-giver of the Raimon Eleven, giving cool titles to all of the player s special techniques. Later, during the Football Frontier International, he becomes a manager alongside Aki, Otonashi and Fuyuka. Funnily enough, he also has a younger, sportier twin brother named Kazuto who, while better at sports than him, is very emotional. He is voiced by Nanae Katō. Keita Kakuma[edit] Keita Kakuma (角馬 圭太 Kakuma Keita?), known as Chester Horse Jr. in the English dub, is a Commentator. A student at Raimon Junior High originally from the Shogi Club who became the commentator for the Soccer Club ever since the exhibition match between Teikoku and Raimon. Kakuma also has a habit of appearing randomly anywhere before a match starts, claiming he is such a big fan of the Raimon Eleven that he go anywhere to commentate on their matches. His father is a commentator for the Football Frontier and the Football Frontier International Asian Preliminaries. He is voiced by Kiyotaka Furushima. Aki Kino[edit] Aki Kino (木野 秋 Kino Aki?), known as Silvia Woods in the English dub, is a Manager. Aki is a young girl from America who moves to Japan and attends Raimon Junior High, where she becomes good friends with the soccer club captain, Mamoru Endou. Since the beginning of the soccer club, Aki acts as the team manager and keeps the boys in order. She s a big supporter of Endou s spirit. It s later revealed that she played soccer as a little girl in the US, but gave up the game after her childhood friend Ichinose was in a horrible car accident. She also meets her other childhood friend, Domon. When Ichinose appears in Japan and joins the Raimon Eleven team, she sees remarkable similarities in both him and Endou. She also has a crush on Endou. In Inazuma Eleven GO she owns and runs an apartment where Tenma lives. It is implied in episode 3 [of Inazuma Eleven GO] that she has been receiving long-distance phone calls from America, possibly from Ichinose. She is the coach of Akizora Challengers. She is voiced by Fumiko Orikasa in the Japanese version, Emma Tate in the UK version and Kira Buckland in the US version. Haruna Otonashi[edit] Haruna Otonashi (音無 春奈 Otonashi Haruna?), known as Celia Hills in the English dub, is a Manager. Otonashi is a cute, peppy girl with red-framed glasses and short hair who works for the Raimon Junior High newspaper. After interviewing Endou and Aki for their first big match against Teikoku Academy, Otonashi becomes such a big fan that she enlists herself as a second manager alongside Aki. It s later revealed she is the sister of Teikoku soccer team s captain, Yuuto Kido, but hasn t had any contact with him for 6 years until he resurfaces as Raimon s biggest rival. After the rematch between Raimon and Teikoku, Kidou is freed from Kageyama s influence and Otonashi is reunited with her brother. Later on, she also acts as a motherly figure towards Kogure, relating to his absence of parents from a very young age. She is also kidnapped after she wears a bracelet given to her by Touko. However after her brother rescues her by playing a match and winning she escapes. In Inazuma Eleven GO she is a teacher and assistant to the Raimon Soccer Club. She is soccer advisor for soccer team. She is voiced by Hinako Sasaki in the Japanese version and Maria Darling in the UK version. Natsumi Raimon[edit] Natsumi Raimon (雷門 夏未 Raimon Natsumi?), known as Nelly Raimon in the English dub, is a Manager. Natsumi is a beautiful red-haired upper-class girl and the school president of Raimon Junior High. She is the daughter of the School Chairman, Yuuichiro Raimon and will often "speak for him" while dealing with the principal and vice principal of Raimon Junior High. At first, she seems very much against the Raimon soccer club and is dead-set on disbanding it, often setting challenges for them to overcome with the threat of being shut down if they fail. After a few matches, Natsumi sees major potential in their team and becomes the third manager after Aki and Otonashi. She also develops romantic feelings for Mamoru as the story progresses. Later on it is revealed that she becomes Little Gigant s manager, because she realizes she is no longer needed by Inazuma Japan. However, after a match between Team Garshield and Inazuma Japan, she returns as manager. In Inazuma Eleven GO Episode 18, it is revealed that she has married Endou. She is voiced by Sanae Kobayashi in the Japanese version and Jo Wyatt in the UK version. Fuyuka "Fuyuppe" Kudō[edit] Fuyuka "Fuyuppe" Kudō (久遠 冬花 Kudō Fuyuka?), known as Camelia Travis in the English dub, is a Manager. A young girl who transfers to Raimon Junior High after the defeat of Aliea (Alius) Academy, by way of her adoptive father, Michiya Kudou. After Natsumi travels overseas, claiming to be studying abroad, Aki and Otonashi had brought Fuyuka into the fold and taught her the ropes of being a manager for the Raimon soccer team. As a little girl, Fuyuka was close friend of Endou s in Elementary school. But her parents were killed in a car accident, leaving Fuyuka as the only survivor and put into a tremendous state of shock. Eventually, the hospital put her under hypno-therapy to wipe her memories clean and place Kudou as her new father. Knowing Endou was a childhood friend of hers, Kudou becomes the new coach of the Inazuma Japan national team and hopes that Endou will bring out the secrets of Fuyuka s past. She later remembers her past and find out she s happy how she is. In Inazuma Eleven Go she is a nurse in a hospital. She is voiced by Haruka Tomatsu. Seigō Hibiki[edit] Seigō Hibiki (響木 正剛 Hibiki Seigō?), known as Seymour Hillman in the English dub, is a Coach and Goalkeeper. Hibiki is an old noodle-cooker who runs a ramen shop in Inazuma Town. Previously, he was the goalkeeper of the original Inazuma Eleven and a close friend of Mamoru Endou s grandfather, Daisuke Endou. The first original user of God Hand. After the Raimon Eleven s previous coach, Suguru Fuyukai was revealed to be a spy working for Kageyama to sabotage their rival team, Natsumi fires the fraud and the team becomes in need of a coach for the Football Frontier. Through some persistence by Endou, Hibiki eventually gives in and becomes the Raimon Eleven s go-to coach. Later on, Hibiki hands over the reins to Hitomiko Kira and then Michiya Kudou as his replacements, partially due to his old age, but more so to present new challenges for the Raimon team and better prepare them for fiercer competitions, including the Football Frontier International. Later on in Inazuma Eleven Go he is the boss of The Recistence. He is voiced by Kinryū Arimoto in the Japanese version, Robbie Stevens in the UK version and Kyle Hebert in the US version. Hitomiko Kira[edit] Hitomiko Kira (吉良 瞳子 Kira Hitomiko?), known as Aqualina "Lina" Schiller in the English dub, is a Coach. Hitomiko is a cold, professional woman who takes over as coach for the Raimon Eleven during the attack of Aliea (Alius) Academy, of which she is obsessed with stopping. Her goal is to prevent any further harm by the Aliea (Alius) soccer teams wreaking havoc on Japan, so Coach Hibiki enlists her as his replacement and Hitomiko becomes the head of the Inazuma Caravan. She is incredibly strict and to the point with Endou s team, but the captain seems to understand her feelings and obeys her decisions throughout their travels across the country. It is later revealed that her goal of stopping Aliea (Alius) Academy ties back to her father, who is responsible for the attacks and commander of the Aliea (Alius) teams. She is responsible for making fubuki fight for battles, even though she knew that fubuki has to suffer. But than she realize with the team s help that human bonds are stronger. After the defeat of Aliea (Alius) Academy and the players of the teams are freed from her father s influence, Hitomiko vanishes and Hibiki is given back coaching duties for the Raimon Eleven. Later on, Hitomiko is approached by former Aliea (Alius) Academy player Osamu Saginuma, to form a new team that will take over as Japan s representatives in the upcoming Football Frontier International. This newly formed team with Hitomiko as the coach becomes "Neo Japan". She is voiced by Junko Kitanishi. Daisuke Endō[edit] Daisuke Endō (円堂 大介 Endō Daisuke?), known as David Evans in the English dub, is a supporter and Goalkeeper. Mamoru Endou s Soccer-Superstar grandfather. Years ago, he was a member of the original "Inazuma Eleven" soccer team and then acted as the coach for the Raimon Junior High soccer club. He was thought to have been killed in a car accident set up by his vengeful rival, Reiji Kageyama, but upon inspection of the incident, turns out to have escaped from his life. With his daughter s family in danger of Kageyama s attacks, Endo leaves the country under the guise of being dead, but is discovered to be residing somewhere on Soccer Island where the Football Frontier International is being held. It is later revealed that Garshield was the one who wanted him to die so that he could control the world and controlled Kageyama to kill him. He is voiced by Hiroyuki Yoshino. Michiya Kudō[edit] Michiya Kudō (久遠道也 Kudō Michiya?), known as Percival Travis in the English dub, is a Coach. He is the new coach of Inazuma Japan from season 3 onwards in the FFI tournament. He put Endou on bench in the march versus Fire Dragon due to him not understanding his responsibilities as a captain. he is mostly strict when it comes to the team but very caring. He is the adoptive father of Ono Fuyuka. He is responsible for guiding inazuma Japan to victory in the FFI. Ten years later in Inazuma Eleven GO, he is the coach of the Raimon Eleven but forced to resign for going against Fifth Sector. Now-a-days he is the part of Resistance against the Fifth Sector.He is voiced by Touchi Hiroki. Terumi "Aphrodi" Afuro[edit] Terumi "Aphrodi" Afuro (亜風炉 照美 Afuro Terumi?), known as Byron Love in the English dub, is a Forward. Aphrodi and the former captain of Zeus Junior High, a team that Raimon Eleven faced in the Soccer Frontier final. At first Aphrodi and his team are shown to be under the control of Kageyama, drinking a tainted water called "God s Aqua" that greatly increases the physical ability of the drinker. Endou s team manages to defeat the Zeus soccer team in the final match and opens Aphrodi s eyes to the truth, breaking him away from Kageyama s control. Later, he joins the Raimon Eleven in their first match against the diamond dust, a team of Aliea (Alius) Academy, helping them out a great deal against their strongest opponents, until he suffers a leg injury and is hospitalized until after Aliea (Alius) Academy s defeat. Afterward, he joins the Korean national team "Fire Dragon" and played against Inazuma Japan in the Finals of the Asian Preliminaries. His techniques include God Knows (later evolved to True God Knows), Heaven’s Time and God Break. He also has a combination technique with Suzuno and Nagumo called Chaos Break. In Inazuma Eleven Go he appears as the coach of Kidokawa Seishuu and a part of fifth sector. He is voiced by Yūko Sanpei in the Japanese version and Lucien Dodge in the English version. Tōko Zaizen[edit] Tōko Zaizen (財前 塔子 Zaizen Tōko?), known as Victoria "Tori" Vanguard in the English dub, is a Defender and Midfielder. Touko is a peppy, pink-haired girl and the daughter of Japan s Prime Minister, Sousuke Zaizen. She s a huge fan of all things including soccer and is captain of the "SP Fixers" (Secret Service) secret agent team. During the threat of Aliea (Alius) Academy, her team is called into investigate the cause. Touko and the Eleven In Black run into the Inazuma Caravan and suspect Endou and his crew of being with the Aliea (Alius) teams. An incredible match takes place and Touko, attracted to Endou s spirit and love of the game, joins the Inazuma Caravan in their efforts to stop Aliea (Alius) Academy s destructive crusade. Her special technique is The Tower and she also does Butterfly Dream with Rika then later develops a combination technique with Kogure and Tsunami called the Perfect Tower. She is voiced by Ayahi Takagaki. She later becomes the main protagonist of the movie s spin-off Touko Zaizen s Saves the Day (2009) and Once Upon a Touko Zaizen (2011). Yūya Kogure[edit] Yūya Kogure (木暮 夕弥 Kogure Yūya?), known as Scott "Scotty" Banyan in the English dub, is a Defender. Kogure is a short, cheeky troublemaker from Manyuuji (Cloister Divinity) Junior High in Kyoto. He s a talented soccer player, but was often kicked out of the team due to his prankster habits and lack of trust towards his teammates. The Inazuma Caravan visits his school during their travels and the Aliea (Alius) Academy team "Epsilon" threatens to destroy Manyuuji if they can t defeat them. After some interaction with Haruna and rethinking his attitude, Kogure wishes to join the Raimon team and help them defeat Aliea (Alius) Academy. He stows away on the caravan and becomes a longtime member of the team, using his impressive agility and shoulin kung fu skills during the game. Kogure s most noted technique is Senpuujin (Whirlwind Force), later does a technique with Touko and Tsunami called The Perfect Tower. In Inazuma Eleven GO, he appears as the captain of Akizora Challengers comprising adult tennis players. He is voiced by Nami Miyahara. Rika Urabe[edit] Rika Urabe (浦部 リカ Urabe Rika?), known as Suzette "Sue" Hartland in the English dub, is a Forward. Rika is dark-skinned, blue-haired sassy girl and the captain of an all-girls Soccer team in Osaka called Triple C. She works at an Okonomiyaki restaurant with her mother and first appears when the Raimon Caravan comes to Osaka believing that Aliea (Alius) Academy had a hidden base somewhere in a local amusement park here Rika lives. She,comes across Ichinose and immediately falls head-over-heels for him, claiming him to be her "Darling" husband after he eats her "Lovey-Dovey-Dish" which was just a simple Okonomiyaki that she made. After defeating her team and reclaiming Ichinose, she joined the Inazuma Caravan to help them against their second match with the Aliea (Alius) Academy team, Epsilon. After their match with Epsilon, Rika decides to stay on the team hoping to be with Ichinose. Her techniques include Rose Splash (Bed Of Roses) and Tsutenkaku Shoot (Steeple Shot) and later does a combination technique with Touko called Butterfly Dream (Butterfly Trance). She joins Touko on cheering for the Raimon team during the FFI Asia Preliminaries and eventually comes to visit Soccer Island to see the main tournament. She is voiced by Fujiko Takimoto. Yūki Tachimukai[edit] Yūki Tachimukai (立向居 勇気 Tachimukai Yūki?), known as Darren Lachance in the English dub, is a Goalkeeper and Midfielder. Tachimukai is a young boy from Yokato (Fauxshore) Junior High in Fukuoka. Originally a midfielder for his school s soccer team, he eventually switches to being a Goalkeeper due to his admiration and deep respect for Endou. While visiting his school, Tachimukai asks to join the Inazuma Caravan and help them defeat Aliea (Alius) Academy. Like Endou, Tachimukai is a talented goalkeeper and learns many of the same special techniques as his idols, including God Hand and Majin The Hand (In blue). He later learns an ultimate technique from Endou s notebook called Mugen The Hand which evolves to grade 2, 3 and then 4 all in the same match against The Genesis and later develops his own technique, Maou the Hand (Which is now G5). He is voiced by Shinnosuke Tachibana. Jōsuke Tsunami[edit] Jōsuke Tsunami (綱海 条介 Tsunami Jōsuke?), known as Hurley Kane in the English dub, is a Defender. Tsunami is a cool, sun-tanned teenager from Okinawa who loves surfing more than anything. While visiting Okinawa, Endou and the team meet Tsunami while he s surfing and saves Megane from drowning after he accidentally went overboard on the boat they were on. They come across Tsunami again while practicing and he decides to join in on the game just for fun. He proves to be an excellent player and shocks the crew when he reveals that he s never played soccer before. While practicing with Endou s team, he creates a special technique and felt a sudden devotion to the sport. He immediately joins the Omihara (Mary Times) Junior High Soccer club to develop his skills even more. Tsunami s team plays a practice match with the Inazuma Caravan team only to be interrupted by Team Epsilon of Aliea (Alius) Academy. He joined the team to help with their match against Team Epsilon and from then on stays with the team to help them defeat Aliea (Alius) Academy. Tsunami s special techniques are Tsunami Boost, The Typhoon and The Tube (Hissatsu Tactic). He also learns a combination technique with Kogure and Touko called The Perfect Tower. He is voiced by Shūhei Sakaguchi. Toramaru Utsunomiya[edit] Toramaru Utsunomiya (宇都宮 虎丸 Utsunomiya Toramaru?), known as Austin Hobbes in the English dub, is a Midfielder and Forward. Toramaru is an Elementary School student and the best soccer player in his district. Because of his young age, he is exempt from joining the Football Frontier and playing professionally, but later is brought in by Coach Hibiki to join Japan s national team, "Inazuma Japan". During the day, Toramaru helps part-time at his sickly mother s restaurant, making deliveries all day long that cut into his Soccer practice. When he s chosen to represent Japan for the Football Frontier International, he becomes a valuable player for Endou and his friends. He especially looks up to Gouenji, and eventually Tobitaka as role models. His special techniques are Gladius Arch, Tiger Drive and RC Shoot. He does a combination technique with Gouenji called Tiger Storm and another combination technique with both Gouenji and Hiroto called Grand Fire [which is currently G2]. He does Jet Stream with Endou and Gouenji, scoring the winning point against Little Gigant. He Joins Raimon Junior High as a Forward after the FFI. In Inazuma Eleven Go, he becomes the assistant of Ishido Shuuji (a.k.a. Goenji Shuuya). He is voiced by Rie Kugimiya. Raiden Hijikata[edit] Raiden Hijikata (土方 雷電 Hijikata Raiden?), known as Thor Stoutberg in the dub, is a Defender. A Junior High school student from Okinawa who is also a part of the local soccer club. He takes care of five younger siblings, and because of this, declines Endou s invitation to join Inazuma Caravan. He and Gouenji, who at the time has left the Raimon team, meet at Okinawa and become good friends. Hijikata convinces Gouenji to return to his teammates and eventually joins up with Raimon himself to help them defeat Aliea (Alius) Academy. Later, he is brought into the Inazuma Japan national team, so his siblings are left in the care of his neighbors. Hijikata is a talented defense player, his main technique being the Super Shikofumi (Super Four-Legged Stamp), Blade Attack and Thunder Beast that later evolves to Thunder Beast Remastered in combination with Fubuki. He is voiced by Yakkun Sakurazuka. Jirō Sakuma[edit] Jirō Sakuma (佐久間 次郎 Sakuma Jirō?), known as David Samford in the English dub, is a Forward. Sakuma is a member of the original Teikoku Academy team and a close friend of Kidou. After Kidou leaves Teikoku and joins Raimon s team, he and Genda are hospitalized during a match with Zeus Junior High and are visited by the mysterious Akio Fudou, who convinces them to join a new soccer team. Bitter against Kidou for leaving his original team, Sakuma accepts Fudou s offer and becomes part of the "Shin Teikoku" (Royal Academy Redux) soccer team, led by Kageyama. After a heated battle which ends in a tie, Sakuma collapses from overusing the dangerous "Emperor Penguin No.1" technique and is taken to the hospital again. However, before that, he apologizes to Kidou for taking things too far and they make peace, promising to play soccer together again sometime. After getting out of the hospital, Sakuma is invited to the FFI recruitment match and eventually goes to the islands with the rest of Raimon s team to represent Japan. He, Kidou and Fudou are shocked to find Kageyama there, and investigate what their old coach is up to. His techniques are the, Emperor Penguin No.1 a forbidden technique created by Kageyama, and his combination techniques are Death Zone and Emperor Penguin No.3 [which is now G3] with Kidou and Fudou. In Inazuma Eleven GO he is Royal Academy`s assistant coach with Kidou. He is voiced by Megumi Tano in the Japanese version, Nigel Pilkington in the UK version and Kyle Hebert in the US version. Kōjirō Genda[edit] Kōjirō Genda (源田 幸次郎 Genda Kōjirō?), known as Joseph "Joe" King in the English dub, is a Goalkeeper. Nicknamed "The King of Goalies", Genda is the longtime Goalkeeper of Teikoku Academy s soccer team. During the attacks of Aliea (Alius) Academy, Genda and his teammate Sakuma are invited to become part of Shin Teikoku Academy s (Royal Academy Redux s) soccer team and is brought back under the influence of Kageyama. After the match, Genda is returned to normal and eventually became the goalkeeper for Neo Japan, to claim the national team spot for the Football Frontier International. His special techniques are Power Shield Which evolves to Full Power Shield, Beast Fang which is a forbidden technique, Drill Smasher V2 and True Infinite Wall. He is voiced by Yuichi Nakamura in the Japanese version, Nigel Pilkington in the UK version and Kyle Hebert in the US version. Hiroto Kiyama[edit] Hiroto Kiyama (基山 ヒロト Kiyama Hiroto?), known as Xavier Foster in the English dub, is a Midfielder and Forward. Hiroto is the captain of Aliea (Alius) Academy s strongest team, Gaia (receiving the title "The Genesis") and reveals himself in secret to Endou. Going under the alien name "Gran (グラン?)" (Zene), he becomes dead-set on crushing the Raimon soccer team. Though he wasn t inherently evil, Hiroto s devotion to his stepfather led him to become corrupt and carry out the orders of destruction under the guise of Aliea (Alius) Academy. After a climactic battle between the Raimon Eleven and The Genesis, Hiroto is freed from his stepfather s influence and returns to a normal life for a brief while. He is invited to join the national team, "Inazuma Japan" and from there on works alongside his former rivals for the Football Frontier Internationals. His signature technique is the Ryuusei Blade (Meteor Blade) and was able to evolve it till V3. He also performs a combination technique with Goenji and Toramaru called Grand Fire [which is currently G2]. He does a new combination technique with Fubuki called The Birth against Brazil s team the Kingdom. Hiroto does the hissatsu shoot with Kidou and Fubuki, called Big Bang and Tenkuu Otoshi (celestial smash) against Little Gigants. He is voiced by Takahiro Mizushima. He has a character song named "Star Line". Hiroto Kiyama was an orphan, later adopted by the Kira family. It is also revealed that Hiroto was not his real name; when he was adopted, his name was changed. Ten years later in Inazuma Eleven Go, he inherits his stepfather s company and changes his surname to Kira. He is voiced by Takahiro Mizushima. Haruya Nagumo[edit] Haruya Nagumo (南雲 晴矢 Nagumo Haruya?), known as Claude Beacons in the English dub, is a Forward. Haruya or Burn (バーン?) (Torch) as he is called while working under Aliea (Alius) Academy, is a rebellious and fearless player with fiery red hair. He is the captain and ace striker of the Aliea (Alius) Academy Soccer team "Prominence". He has a strong hatred towards Gran because of their rank differences. Haruya first appeared in Okinawa when the Inazuma Caravan were searching for someone called the "Fire Striker" in which Endou and Kidou thought might be their missing friend Gouenji. He confronts Domon and Fubuki claiming to be the Fire Striker and challenges the team to a match to prove it. After the match, Endou nearly invites Burn to join their team, until Gran interrupts the offer and reveals Burn s true identity. When he and Gazelle (the team captain of "Diamond Dust") heard about Gran s team promotion to be the captain of Aliea s (Alius ) strongest team "The Genesis", Gazelle and Burn combine their players forming a new team "The Chaos", hoping to show their leader who s stronger. During the preparation for the Football Frontier International, Haruya and Fūsuke are scouted by Aphrodi to join South Korea s national team, "Fire Dragon". Haruya s main technique is the Atomic Flare, a combo technique with Fūsuke called Fire Blizzard and a technique later with Fūsuke and Aphrodi called Chaos Break. He is voiced by Kiyotaka Furushima. Fūsuke Suzuno[edit] Fūsuke Suzuno (涼野 風介 Suzuno Fūsuke?), known as Bryce Whittingale in the English dub, is a Forward. Fūsuke is a calm and arrogant player from Aliea (Alius) Academy and is the team captain and ace striker of "Diamond Dust", going under the name of Gazelle (ガゼル?). He seems to be intrigued by Endou s Soccer-playing skills and challenges him to one match. However, Fūsuke s team fails to score a victory thanks to Aphrodi s assistance to the Inazuma Caravan, and the match ends in a draw. Angered by what considers to be a loss, Gazelle convinces his rival Aliea (Alius) captain Burn to join forces and create a new team, "The Chaos", which challenges the Raimon team but is stopped by Gran s interruption. During the Football Frontier International, Fūsuke is invited to the South Korea team, "Fire Dragon" to compete against Inazuma Japan. His main technique is Northern Impact and later does a combo technique with Haruya called Fire Blizzard as well as a technique with both Haruya and Aphrodi called Chaos Break. In the English dub, his gender was changed male to female. He is voiced by Fujiko Takimoto. Ryūji Midorikawa[edit] Ryūji Midorikawa (緑川 リュウジ Midorikawa Ryūji?), known as Jordan Greenway in the English dub, is a Midfielder and Forward. Midorikawa was once part of Aliea (Alius) Academy s 2nd rank team, "Gemini Storm", going under his alien name, Reize (レーゼ?) (Janus). He leads his team to crush Junior High Schools all across the country by way of destructive Soccer competitions, but is eventually defeated by the Raimon soccer team. After the defeat of Aliea (Alius) Academy, Reize is returned to his original self, Ryūji. He speaks in famous quotes both under the guise of an alien and in his normal personality. He makes the cut to join Inazuma Japan for the Football Frontier International and becomes a longtime player for Endou and company. However he was later dropped out, along with Fubuki, who injured his leg and they were replaced by Someoka and Sakuma. His special techniques are Astro Break and Lightning Accelerate. He is voiced by Yuki Kodaira. Osamu Saginuma[edit] Osamu Saginuma (砂木沼 治 Saginuma Osamu?), known as Dave Quagmire in the English dub, is a Goalkeeper, Forward, and Midfielder. Saginuma, whose alien name is Dezarm (デザーム?) (Dvalin), was the captain of Aliea (Alius) Academy s team "Epsilon". He and his team first appeared after the Raimon Eleven defeated Gemini Storm and Dezarm, as punishment "exiles" Reize and his team. Dezarm make their first stop at Manyūji Junior High school and crush the entire soccer team s players, with the exception of Yūya Kogure. The Raimon Eleven played against Epsilon with Kogure, who was able to steal the ball and make them retreat. Later at Osaka, Dezarm and his team tied with Rika Urabe and Raimon Eleven, then Diamond Dust appeared after they were defeated. Soon afterward, in Okinawa, Epsilon reappeared with newly awakened powers and going by the moniker "Epsilon Remastered" (Epsilon Plus). There, Dezarm reveals his ability as a forward player and manages to break through Endou s newly awakened Fist of Justice technique. However, the victory is short lived as Gouenji emerges and aids the Raimon Eleven in the defeat of Epsilon Remastered. Long after the defeat of Aliea (Alius) Academy, Saginuma, who has now returned to his original self, reappears with a newly formed team called "Neo Japan", led by Coach Hitomiko. He has switched positions again, this time becoming a midfielder. He shows that he has gotten stronger, through training with the other players, who hail from various teams Raimon have faced in the past. They play against Inazuma Japan in order to take their place in the Football Frontier International, but ultimately loses in their match. His techniques are Wormhole, Drill Smasher, Gungnir, Illusion Ball Remastered, Dash Storm V2 and God Knows Remastered. He is voiced by Takashi Hikida. Seiya Tobitaka[edit] Seiya Tobitaka (飛鷹 征矢 Tobitaka Seiya?), known as Archer Hawkins in the English dub, is a Defender. Tobitaka is a slick punk from Raimon Town who leads a street gang and often gets into fights. He made a name for himself with his powerful kick and is discovered by Hibiki in the woods in the midst of another rumble with a rival gang. Hibiki urges Tobitaka to make "better use of that kick" and begins to teach him how to play Soccer in secret. Tobitaka gets a shot at joining the country s national team, Inazuma Japan and manages to get a spot for himself on the team. Slowly but surely, he develops his skills and even becomes a role model of sorts to the young Toramaru. He s never seen without his trademark hair-comb. His special technique is the Shinkuuma (Hollow Demon) and later evolves into Shinkuuma V2 (Hollow Demon V2). In Inazuma Eleven Go, he is the cook at Hibiki s Rairaken Restaurant. He is voiced by Nobuya Mine. Akio Fudō[edit] Akio Fudō (不動 明王 Fudō Akio?), known as Caleb Stonewall in the English dub, is a Midfielder. He is a player who once as a young boy was told to get stronger and more powerful by his mother. He however, misunderstood it and sided with Kageyama to create Shin Teikoku Academy (Royal Academy Redux). He later joins the good side and now plays in Inazuma Japan. His combination techniques include Killer Fields with Kidou, and Emperor Penguin No.3 [which is now G3] with Kidou and Sakuma. He was supposed to do Jet Stream with Gouenji and Toramaru, but was replaced by Endou. He is voiced by Yūki Kaji. Edgar Valtinas[edit] Edgar Valtinas (エドガー・バルチナス Edogā Baruchinas?)In the English dub Edgar Partinus is a Forward. He is the captain of England s national team Knights of Queen. His moves are Excalibur and Paladin Strike. He is voiced by Tomokazu Sugita. He is sarcastic at times. Teres Torue[edit] Teres Torue (テレス・トルーエ Teresu Torūe?) known as Tiago Torres in the English dub is a Defender. He s the captain of Argentina s national team The Empire. His main technique is Iron Wall. He is voiced by Junji Majima. Mark Kruger[edit] Mark Kruger (マーク・クルーガー Māku Kurūgā?) is a Midfielder. He is captain of America s national team Unicorn. He and Dylan are good friends and are never seen without each other. He shares the move Gran Fenrir with Ichinose and Dylan, Unicorn Boost with Dylan only, and does The Icarus with Domon. He is voiced by Yuichi Nakamura. Dylan Keith[edit] Dylan Keith (ディラン・キース Diran Kīsu?) is a Forward. He s the ace striker of America s national team Unicorn. Dylan is always seen wearing a set of blue glasses that he never takes off and is never seen without Mark. He does a combination technique with Mark called Unicorn Boost and with both Mark and Ichinose called Gran Fenrir. He is voiced by Chihiro Suzuki. Fidio Aldena[edit] Fidio Aldena (フィディオ・アルデナ Fidio Arudena?) known as Paolo Bianchi in the English dub, is a Forward. He is the stand-in-captain of Italy s national team Orpheus while their original captain was traveling during the Football Frontier International. When their captain came back in the second half of the match between Italy and Japan in A Group s finals, Fidio was removed from the captain s position and went back to being a forward. He is nicknamed the White Meteor due to his incredible speed. His main technique is Odin Sword, which later evolves into Odin Sword Kai (Odin Sword Remastered) and further evolves into Shin Odin Sword (True Odin Sword) in the same match. He is voiced by Hiro Shimono. Hidetoshi Nakata[edit] Hidetoshi Nakata (中田 英寿 Nakata Hidetoshi?), known as Christopher "Chris" Nichols in the English dub, is a Forward. Nicknamed Hide by his fellow players, he is the captain of Italy s national team Orpheus. He returns to his team during the 2nd half of Italy s match with Inazuma Japan and his special technique is the Brave Shot. Hide is based on a real Soccer player from Japan, Hidetoshi Nakata, who is now retired. He is voiced by Hiroshi Tsuchida. Mac Roniejo[edit] Mac Roniejo (マック・ロニージョ Makku Ronījo?) known as "Robinga" in the English dub, is a Forward. He is the captain of Brazil s national team The Kingdom, who is influenced by a mysterious project headed by Garshield that turns him into a ruthless soccer player at the sound of a whistle. His family is put in danger by Garshield s evil plans and strives to win the Football Frontier International in order to protect them. His signature technique is the Strike Samba [which reached V3].He is voiced by Shuhei Sakaguchi. Rococo Urupa[edit] Rococo Urupa (ロココ・ウルパ Rokoko Urupa?) known as Hector Helio in the English dub, is a Goalkeeper. He is the captain of the Cotarl team, Little Giganto. He trains under Endou Daisuke, the grandfather of Endou Mamoru. His moves are God Hand [red version], God Hand X, X Blast [which is now V3] and Tamashii the Hand [which evolved into G2]. He is voiced by Yuki Kaida. Sain[edit] Sain (セイン Sein?), known as Cress Heavens in the English dub, is a Forward. He is the Captain of Heavenly Messengers team and first appears during a practice match between Inazuma Japan and the Captains of various FFI teams, in order to kidnap Rika. Sein s team of angelic Soccer players believe that the great demon king of Liocott Island must be given a wife in order to soothe his rage, so the Heavenly Messengers stake Rika as the prize of a match with Endou and his friends. After their defeat, he and Endou come to an understanding, until Desuta brings Sein under his influence and the angel and devil teams become "Dark Angel". His special techniques are Heaven Drive and later Shadow Ray, which he shares with Desuta. He is voiced by Yuki Kaida. Reiji Kageyama[edit] Reiji Kageyama (影山 零治 Kageyama Reiji?), known as Ray Dark in the English dub, is a main antagonist of the Inazuma Eleven series. Kageyama is a powerful and dangerous man in the Soccer community, being one of the founders of the Football Frontier and a supposed lover of the sport...however, he is truly bitter against everything Soccer stands for. His father, once a great Soccer player himself, died when Kageyama was still a child and devastated him. Since then, he swore vengeance on Soccer and strove to ruin the sport forever with his evil plan, "Project Z". He eventually became the "commander" of Teikoku (Royal) Academy s Soccer team, using Yuuto Kidou as the captain after discovering him at an orphanage. Kageyama s strong and ruthless strategies push Teikoku Academy to the forefront of the Football Frontier, as they win year after year and leave a wake of destruction in their path, ripping apart any school that loses to a match with them. Kidou, who begins to go against Kageyama s ideals, finally turns his back on him during their match with Raimon, to which Kageyama tries to eliminate Teikoku and Raimon at once by way of a horrible accident. After the match, Kageyama leaves Teikoku and becomes the commander of Zeus Junior High s soccer team, finally making use of the dangerous Project Z on Aphrodi and the others. Kageyama disappears after the Football Frontier, but re-emerges as the commander of "Shin Teikoku Academy" (Royal Academy Redux) with Kidou s former teammates pitted against him. He disappears once again, then re-surfaces as the captain of Italy s Team, Orpheus, under the guise of "Mister K". He realizes he loves soccer through a little girl, Reshe, Fidio, and Kidou. He is later murdered by Garshield. He is voiced by Seiji Sasaki in the Japanese version, Robbie Stevens in the UK version and Kyle Hebert in the US version. Bayhan Garshield[edit] Bayhan Garshield (ガルシルド・ベイハン Garushirudo Beihan?) known as Zoolan Rice in the English Dub, is an antagonist in the Inazuma Eleven series. Garshield is a very dangerous man who is trying to take over the world using Soccer. He acts as the coach of Brazil s "The Kingdom" during the Football Frontier International and the true mastermind behind Kageyama s actions, as well as the stager of Daisuke Endou s supposed death. He fools the Brazilian team s fanbase into thinking he s promoting world peace through Soccer, but in fact he s revealed to not even be the true coach of the team at all. He uses Roneijo as the test subject for the RH Program", which hypnotizes him into an unstoppable Soccer player at the sound of a whistle. During the match between Inazuma Japan and The Kingdom, he s arrested by Detective Onigawara of the Japanese police and the true Coach of Brazil s team takes his rightful place. Later, Garshield escapes his arrest thanks to help of his assistant, Henktacker and uses a team of his own super-powered Soccer players to attack Liocott Island. Inazuma Japan defeats his team with some help from Daisuke Endou (Endou Mamoru s grandfather) and Natsumi and is arrested by the International Police. He is voiced by Yousuke Akimoto.
https://w.atwiki.jp/dr2jpnengfre/pages/20.html
1-2 誘い 1-002 2-002 0007 Junk food 4-002 0005 I have big question 5-002 0005 Does “Paint the table with dishes” make sense? I tried “So you are going to decorate the dining table by yourself?” 0006 “~suitable ingredient instead of myself~ generally words or expressions about food or eating often imply sexual things. I think translating this part is very difficult but i help you as i can 8-002 0000 Big→Gorgeous 9-002 0005 Jpn “sleap talk sleap talk sleap talk...” Eng “talk →sleap” 11-002 0000 She calls hinata”unnamed character” Well... モブキャラ is mob character in romaji. which word makes more sense? “Hajime, you are sorta a mob character too, don’t you think? But your face and your clothes are so plain...(implying she said that Kazuichi’s ones are flashy. Probably English can’t express this implying shortly) 12-002 0004 In this case 下心 means →(-_- ) οοΟ💏 14-002 0001 武道館 is quite big hall. It is regarded music group’s gate to success.
https://w.atwiki.jp/savage2/pages/44.html
Version 1.5.1 FREE CONTENT UPDATE2 (Version 1.5.0) VERSION 1.4.8.1 VERSION 1.4.8 VERSION 1.4.5 to 1.4.7 VERSION 1.4.4 VERSION 1.4.3 VERSION 1.4.2 VERSION 1.4.1 FREE CONTENT UPDATE (VERSION 1.4) 古いのはこちら UpDate情報2 Version 1.5.1 Fixes Fixed Hunter jump attack causing issues if the attack button is spammed Fixed Maliken exploit causing invincibility Fixed items disappearing caused by selling a race-specific item after a team switch Fixed Maliken summon effect (first part, the fire) cutting off early Dodge is no longer usable with Sacrifice active Maliken items no longer provide their effect when disabled Fixed a server crash and a few misc. minor issues Attempting to host multiple local games now always connects to the proper server Race-specific items are now properly sold when switching teams Fixed a bug allowing a player to move while Hunter s sleep is in progress Ejecting from siege no longer causes the player to lose his items Heavy armor items now properly reduce speed by 10% Fixed server-wide lag caused by a player crashing (One cause of it at least) Fixed loadout not properly showing "ammo" counts for item stacks Fixed spawn placement for Maliken placing him on top of structures Made it easier for the commander to focus on a unit by double clicking his portrait Selecting the build skill now properly deselects what you had previously selected, so it s no longer possible to accidentally have overlapping gadgets while trying to build Deselecting the build skill now properly takes you out of build mode Deactivating build now properly returns you to your melee weapon The pet menu will no longer be enabled unless you have a pet The officer menu will no longer be enabled unless you are the officer Fixed crashes with some replays from pre-1.5.0, there are still some issues to work out in this regard Switching to commander will no longer cause you to lose your items Reworked unit change placement code so that ejecting from a siege unit will no longer place you on top of a prop, and Maliken cannot spawn on top of buildings Spawning as Malphas during warmup will no longer cause the global weather effect or music change Players using Recall no longer leave an attackable body behind while in the spawn screen Fixed several issues with channelling spells (Sleep, Health/Mana Chant) Fixed an issue with cooldowns occasionally showing improperly on the client Fixed the taunt key hiding other animations Fixed gold mine raid bonus being given to the wrong team Fixed an issue with Blade Frenzy displaying NAME instead of Blade Frenzy in kill messages Dodge can no longer be used while the user is not idle Balance Changes Malphas soul cost back up to 20 Maliken health regeneration changed from -1.5 to -1.7 Maliken health increased from 900 to 1300 Maliken type set to Hellbourne, he can no longer be targetted by most spells and abilities Maliken soul cost has been increased to 15 Maliken s lightning mode bounces reduced from 3 to 2 (It now hits the initial target and 2 extras, instead of 3 extras) Maliken s melee modes now proc 20% of the time with Blade Frenzy, down from 25% Maliken now heals 100hp per soul earned, up from 50hp Maliken s blade throw now costs mana to activate Maliken s maximum mana has been increased from 250 to 275 Maliken s high armor state duration has been increased from 30 seconds to 40 seconds Blade Frenzy hit damage from 35 to 30 Blade Frenzy cooldown from 25 seconds to 35 seconds Blade Frenzy mana cost increased from 100 to 125 Maliken s push back mana cost reduced from 50 to 25 Maliken mana regeneration reduced from 3 to 2.5 All gold earned by Maliken now goes to the team All Maliken items have had their cost reduced by 25% Hunter s melee modes now disable mana regeneration and have a small mana cost per second Hunter s Glide damage reduced to 30, cooldown increased Hunter s Frenzy and Venomous are no longer dispellable FREE CONTENT UPDATE2 (Version 1.5.0) Fixes Fixed an issue causing melee attacks with certain units to miss on very rare occasions at certain distances Fixed a bug with siege aiming behind them if a blocker is behind the unit The Sleep animation now properly ends when the player ends Sleep early Fixed taunts, they are now visible by all players Fixed the "morning" crash Fixed an issue causing D3DDRIVER_INTERNALERRORs and crashes in certain situations Fixed an issue causing a loss of textures in the map editor Characters will no longer turn with the camera when immobile (such as with Hunter s Sleep) Linux Version Improve updater/uninstaller interaction OpenGL Renderer Fix a number of issues when run on an ATI video card Changes/Additions Added some new "anti-hack" features Reduced overall RAM use Added some optimizations to the renderer Losing a prerequisite after purchasing a consumable item will no longer disable that item Prerequisites for items now display in the loadout screen Pressing "Y" while in-game will display an overlay that allows you to view your skills The player backpack now shows up on the death screen All spells/skill will now display as red when they are in cool down The item store is now sorted more appropriately Spawn portals now have 120s lifetime and 75s cooldown All cooldowns are now global, switching units will not cause them to finish Kill streak notifications Dodge system now in place. Double tap A,S, or D to perform a dodge in that direction. Shaman and chaplain have had their main healing spells reduced to 6 seconds cool down, slight mana cost reduction Slight armor decrease on chaplain and shaman Gold and EXP for healing lowered Three new maps, Ancient Cities, Desolation, and Hidden Village A tips system has been added to the loading screens and death screen Added a number of new Enduring items, these items will persist through death and unit changes Gust of Wind You are immune to ranged damage while charging and dodging, and you can charge slightly further. Power Absorption Automatically dispels one negative effect per minute and restores some mana when doing so. Shield of Wisdom On use, it drains all remaining mana and prevents mana regeneration. In exchange, it shields you for damage based on the amount of mana drained for up to 30 seconds. Trinket of Restoration Heals all nearby allies and increases their armor for a short period. If a second trinket is used, it will not heal nearby allies if they still have the armor buff. Savior s Valor Can be used to cast recall on yourself (with a cool down on damage) - Will cancel if taking damage while recall is in progress. Token of Life May be used after death to revive yourself. Ammo pack/ammo sachel and mana stone/mana crystal are now flagged as enduring items and will not be dropped on death New unit Maliken. Maliken is obtained by the following steps. 1. Purchase a Brain of Maliken, Lungs of Maliken, and Heart of Maliken 2. Purchase the Soul of Maliken 3. Activate Soul of Maliken, at the cost of 10 souls. You will then transform into Maliken on the field at any location. Note that many of maliken s skills are blade modes. They are not a one time cast but rather a passive effect that does not turn off until the skill is manually cancelled or another blade mode is activated. Maliken s skills are 1. Blade of Damnation. This sword is unblockable in melee combat. Instead of an interrupt move, maliken throws his sword. Interrupt or right click a second time to teleport to it. The block button is a defensive maneuver that will knock back enemies around maliken. 2. Blade of Flames - applies a fire damage over time to a target. This effect stacks with each melee hit 3. Blade of Lightning - applies a lightning effect to maliken s sword. Each successful melee hit will result in a lightning bolt that bounces around between maliken s enemies, decreasing in damage with each bounce. 4. Blade of Wind - Each melee attack stirs up a gust of wind, protecting maliken from ranged attacks.5. Blade of Demonic Healing - each successful melee hit will heal maliken s nearby allies for an amount based off the damage caused. 6. Blade Frenzy - Maliken goes into a blade frenzy. This is an area of effect attack that lasts a short while and has different effects based on which of the above blade modes are active Maliken s spawn event spawns him with very high armor for 30 seconds, and he gets the benefit of maliken items when receiving souls. He can be buffed, debuffed and healed. However, he cannot be resurrected or recalled, and Riposte has no effect on him. He is also unstunnable. New unit Hunter. This unit replaces the Summoner. His skills are 2. Glide - This skill shoots the hunter forward in a line, damaging any in his path. This ability costs stamina instead of mana and will apply the Frenzy and Venomous effect. 3. Wing Spin - This skill damages and knocks back all nearby enemies. 4. Frenzy - Similar to Maliken s blade modes, this applies a passive effect to all melee attacks that leeches stamina from enemy players. 5. Venomous - This is a passive effect that applies a poison debuff to all melee attacks. Only one of Venomous and Frenzy can be active at a time. 6. Sleep - Puts the Hunter to sleep for a short duration, making him immune to ranged damage and regenerating life at a rapid rate. 7. Sentry - Places a sentry bat to act as a scout at the target location for a limited time. Modding Added "SkillCategory", "SkillCategoryCooldown", "SpellCategory" and "SpellCategoryCooldown" settings to all skills and spells If a unit uses a skill/spell and another one of their skills/spells matches it s category, it will be put into cooldown for CategoryCooldown milliseconds Added "GetPrereqDetails( example_prerequisite );" UI_CMD that will return a human-friendly prerequisite string. Prerequisites can now use an "or" operator. For example, consumable_tokenoflife_prerequisite "building_monastery or building_sanctuary" VERSION 1.4.8.1 Fixed missing "Steam.dll" error VERSION 1.4.8 BALANCE All structures now have a minimum armor value. Attacking the structure will not cause its armor to degrade past its minimum armor setting. Strongholds and Lairs have a minimum armor setting of .3 Main base structures have a minimum armor setting of .2 Towers and garrisons have their minimum armor setting at 0 The beast static charge spire has had its range increased to 900 to match the cannon tower Spawn portals have had their duration reduced to 90 seconds, health reduced to 300, and will not die when the officer who placed it dies. This is to encourage more strategic placement of spawn portals and encourage their protection Sacrifice will now cause the player to move at 85% movement speed, down from 90% Imp damage reduced to 30-38 from 35-42 Revenant s ranged attack damage increased to 60-65 from 50-58 Revenant s quick attack damage increased slightly Devourer soul cost increased to 9 Steambuchet s secondary ranged attack has had its range increased to match its primary attack Decreased range of tempest s meteor slightly Ranged Siege can no longer aim past map blockers, which is on most mountains Conjurer health reduced from 390 to 370 Summoner melee attack damage increased slightly FIXES Fixed an issue that was causing commander centurion armor to sometimes be out of range when zoomed out Fixed an issue that was causing voice commands to stop working after disconnecting from a server Fixed an issue allowing commanders to cast spells on enemy players through the fog of war Fixed an issue allowing commanders to select enemy players and structures through the fog of war Fixed "extended" mouse buttons, they will now work as intended when bound to an action Spectators now properly spawn in the middle of a map rather than in the corner There is now a 5 second delay on the ability to ping the minimap Fixed various glsl shaders Fixed skybox seams on gl2 renderer Fixed gl2 renderer shadow settings not being properly applied without a restart Maps Morning has been re-worked. The hell shrine is now between the two bases and there is a gold mine in the north. The walls have been moved further south and stronghold/lair moved slightly north. VERSION 1.4.5 to 1.4.7 Fixes Fixed an issue that was preventing some users from passing authorization Fixed several issues that prevented some users from being able to update or login VERSION 1.4.4 Fix a major exploit with ammo depot/mana fountain VERSION 1.4.3 BALANCE Spawn portal experience value on kill from 50 to 150 Max health for spawn portals from 300 to 1200 Cooldown time on portals from 30 seconds to 60 seconds Spawn portals can now be used multiple times FIXES Fixed some issues with pathing Fixed some server and client crashes Interrupt will no longer damage gadgets or structures Siege no longer recieves a camera kick when being attacked Fixed some PNG format clan icons not loading properly Fixed issues with white unit portraits, messed up health bars and units named "NAME" Fixed all known issues caused by hosting a local server and then connecting to an online server Fixed issues with Revenant and Devourer strong attack, they have now been re-enabled ADDITIONS/CHANGES Promotional codes can now be entered during in-game account creation Map rotation system has been changed, it now plays maps in a linear order, the "weight" has been changed to a percent chance a map will be played (0.75 means 25 percent chance it will skip to the next map in the lineup) VERSION 1.4.2 BALANCE Steambuchet and battering ram turn speeds increased. They should feel a bit more maneuverable now Battering ram s flames ability no longer freeze the battering ram in place for their duration Behemoth s shockwave mana cost decreased from 75 to 60 Behemoth s stomp mana cost decreased from 125 to 90 Behemoth s trunk slam mana cost decreased from 75 to 60 Tempest meteor now properly deals splash damage rather than full damage to all entities in the splash radius Devourer s vomit ability impacts a much wider radius, making it easier to hit opponents with Consume corpse does not make the devourer grow quite as big (maximum 60% size, down from 75%) Decay no longer harms the devourer. Mana cost per second increased from 4 to 7 Moderately decreased overall exp earned from attacking structures. It s still more rewarding to attack a structure over attacking a player in terms of experience. Shield generators now stop tempest s meteor MAP CHANGES Grimm s wall on morning had its HP reverted back to 8000 for now. This will help with ranged siege attacking from behind the walls. A more permanent fix is in the works, at which time we will increase the wall health again. FIXES/IMPROVEMENTS Devourer unit can no longer pick up items from NPCs More path finding improvements Fixed the "donate all" button on the loadout screen Made it easier to target corpses as the devourer after leveling up in size a few times OpenGL renderer Fixed volume texture mipmap issues VERSION 1.4.1 BALANCE Reduced tempest and steambuchet range Increased the maximum range on interrupt from 100 to 135 Increased duration of stun effects on being blocked or interrupted from 1 second to 1.4 seconds Spawn portal ability now has a 3 second cool down on damage, down from 5 seconds Spawn portal ability general cool down reduced from 75 seconds to 30 seconds Total experience earned for destroying a stronghold or lair reduced to 1250 from 2000 Behemoth, battering ram, and malphas now have attributes applied to them Strength attribute now increased damage by 2.5% per point Agility attribute now increased 3.5% per point, up from 3% Stamina sprint cost down from 12 to 11 Imp s gun mana cost increased from 13 to 15 per shot Imp s gun damage decreased from 40-48 to 35-42 Ravager s damage decreased from 9-10.5 to 8-9 Demo charge size increased by 25%, sight range decreased to 200 from 1000 Steam turret hit points decreased to 350 from 500 Venus plant hit points decreased to 400 from 500 Builder s hitpoints increased from 350 to 375 Conjurer s venomous spore weapon now has 6 projectiles instead of 12. The damage of each projectile has effectively been doubled, but the weapon now requires a more accuracy to hit with. Venomous spore damage increased to 65-80 from 62-75 MAP CHANGES Maximum players on morning reduced to 20 from 24 Fixed some areas on crossroads that were allowing commanders to place unreachable towers Moved human base gold mine on morning closer to the stronghold to put it in the buildable radius Added a death animation to Grimm s wall on morning, increased Grimm s wall s health Gold mine extraction rates on morning increased Added Devourer to practice and duel arena ADDITIONS Enabled all loading screens, removed FCP #1 announcement Added two new tools to the editor for working with textures, controlled by the CTRL and ALT keys Added color tints that display when blocked or interrupted When sudden death mode is activated, it will be displayed in the upkeep section of the interface Attribute screen now pops up again when you have points to spend Made it easier for commanders to see the edge of maps Commanders can zoom out further Players will now be given the option of having their stats recorded or not when they first join a server FIXES/IMPROVEMENTS Some path finding improvements (more to come) Fixed a minor bug in VoIP causing some console spam Fixed a bug that was preventing some of the animation based effects and sounds from precaching properly. This was causing some hitching, expect some performance improvements Removed the extra 30 seconds that were added to commander election time if leaving warmup mode Voice tips precache properly Fixed several crashes Unofficial servers now highlight correctly when selected Added spawn queue message to the loadout screen. This will display when the teams are unbalanced and the spawn queue is in effect Your player SF now displays properly in the loadout screen Added an experience bar in the loadout screen Fixed strength tool tip, it no longer mentions attack speed Changing resolution no longer requires a full reload of all interfaces, it simply resizes them to the proper size Fixed issue with the game browser on lower resolutions that would hide player level size of clan icons lowered to 24x24 from 32x32 Music is now properly precached Fixed an issue that was causing persistent vault icons to not always show up properly Fixed a crash in the editor related to cloning entities Commander Reveal spell can now be placed within blocked area Fixed a bug that would sometimes allow a user to join a full server Fixed an issue where voice commands wouldn t show up after disconnecting/reconnecting LINUX SPECIFIC XRandR is no longer required Fix problems when window manager gives game different sized window than requested Sound drivers list in options menu will now update after changing the sound output system FREE CONTENT UPDATE (VERSION 1.4) ADDITIONS Added two new maps, lostvalley and morning Added Voice over IP for commanders. The "\" key is used to broadcast by default Added armor level progression. At levels 4, 8, and 12 your character will receive new armor Added a new "aiming mode" for Steambuchet and Tempest. Use your "Interrupt" button to switch to it Added a clan system, complete with clan reservation for clan matches on select servers. Check out www.savage2clans.com for details Added a voice tip system. This system plays audio messages for each new game element you encounter. This can be disabled in the options Clan icons show up in game Added an Unofficial server list for player hosted servers Added automatic map download if you connect to a server hosting a map that you don t have New loadout screen and hellshrine screen Reconstructed the tutorial. It is now much more concise and offers a commander practice mode Added the Devourer unit, a hellbourne unit costing 7 souls Corpses now fade out slowly for the last 3 seconds of their lifetime Added some terrain rendering optimizations Players now always go to the spawn screen, even if only one spawn is available Added a "Return to Loadout" button to the spawn screen A notification is now displayed when your team has no commander A linux client of Savage 2 is now available Clan icons will now show in the score screens NEW COMBAT SYSTEM Stuns have been re-worked to no longer freeze the player. Abilities and attacks are disabled but the player can still move Stuns times were all generally reduced Blocking an opponent will cause 60 damage to the attacker, as well as reducing their armor by 35% and movement speed by 20% for one second You can block multiple opponents (your block will not lower when it is hit) Block takes 0.075 seconds to go into effect after hitting the block button, and can be held for a maximum of 5 seconds After releasing the block key, it takes 0.175 seconds to fully disengage Interrupt does no damage to opponents who are not blocking Interrupt deals 75 damage to opponents who are blocking, does 75 damage, and reduces movement speed by 20% for 1 second. Costs 22 stamina to execute Strafespeed reduced to 86% of base movement speed Quick attacking causes a 20% decrease in movement speed briefly, your movement speed returns to normal over .75 seconds All quick attack damage and range increased by approximately 10% Most ranged weapons had an approximate 15% increase in damage The angles on block and interrupt were significantly widened, it should be much easier to block and interrupt opponents who are in front of you FIXES/IMPROVEMENTS Pathing code re-worked. Pets and npcs should path more efficiently around players and objects in the world. An icon will now display when certain skills are active (devourer s decay, polymorph, healingward, manaward, cheetah) Fixed crashes when hosting multiple local games in a row Fixed memory corruption due to some new pathing code Fixed several potential crashes Duel arena is once again functional Fixed an issue with pushback effects pushing players in the wrong direction Fixed an issue with how NPCs aggro off of damage Fixed an issue allowing players to view scores in the lobby Fixed an issue where spawn trigger and NPC setting definition boxes would go below the bottom of the screen in the editor Fixed an issue causing snapcasted spells to not properly check range Fixed a bug with quick attack causing it to ignore damage bonuses Fixed Revenant s melee impact time Fixed an issue causing the mouse wheel to continue scrolling through abilities when dead Fixed an issue where melee weapons would disappear when a skill is selected Fixed mouse cursor disappearing while placing buildings as a commander Fixed mana incorrectly regenerating while polymorph was active Fixed Heal Pet being able to target siege Fixed a bug where weapon sounds would appear "behind" you on surround sound systems while looking up Fixed several editor crashes (Texturing bug still being elusive...) Added a fence and some more blockers to the bridge on Eden, to prevent falling in the water BALANCE CHANGES/ADJUSTMENTS Players can no longer take command if they have loadout time remaining Leaving command now causes a loadout time of 25 seconds The build ability of builders and conjurers is now entirely disabled if a commander is present Increased Engineer s stamina from 125 to 150 Officer aura stamina regeneration boost reduced Savage s Morale stamina regen boost reduced Jump attack no longer stuns blockers/interrupters, it simply does damage Builder s Rifle damage reduced slightly Savage s Ravager ammo reduced slightly Imp s projetile speed increased slightly Holybolt now does less damage against Hellbourne Jump attack no longer restores stamina on a successful hit Enrage and Rage now give a 25% melee damage increase instead of attack speed increase, 50% armor reduction Reduced price of hellshrine to 7500 Move speed debuff on conjurer s Venomous Spore now decreased movement speed by 10% instead of 20% Conjurer s roots no longer root human siege All tower costs reduced Strata and arrow tower increase in HP and armor, increased attack speed Venus plant now "builds" twice as fast. It should start firing quicker, similar to steam turret Commander spell reveal had its cool down increased from 30 seconds to 60 seconds Commander can no longer speed boost human siege The builder now uses the shotgun as his primary weapon. Armory needed to unlock his rifle Builder Shotgun ammo reduced from 25 to 20, damage increased slightly, range decreased slightly Builder Rifle now has 25 ammo, down from 30 Tempest s push back ability has a wider angle, should be a bit easier to use Tempest etheral will now allow the tempest to move at half speed. Etheral form is now dispellable by commanders. Scout s crossbow has faster attack speed, slightly more damage, and a slightly faster projectile Scout marksman bow has less attack time and less cool down time. This should increase its rate of fire Shapeshifter s lightning gun mana cost decreased from 50 to 35 Conjurer s entangle trap lasts 2.5 seconds, down from 3 seconds Conjurer s entangle trap had its affect radius decreased from 200 to 150 Venom spores speed reduction down from 10% to 7.5%, more venom pellets in the shot, wider spread to the shot, shorter range overall Gold and exp awarded for killing the bearloth and imp has been drastically reduced Cheetah form now requires a nexus Bearloth s melee attack speed from 1.3 seconds to 1 second. Damage slightly decreased Behemoth s main melee attack now hits at 30 degree arc, increased from 10 degrees Behemoth s Trunk Slam and Shockwave had mana cost decreased and damage increased Mana cost on behemoth s stomp ability was increased Tempest s range with meteor was increased Streambuchet s range on both attacks were increased All siege now cost 750 gold reworked all item costs. Generally everything is cheaper, except for the health shrine which had its cost increased to 200 from 175 Removed the freeze effect on predator s enrage ability to make it more useful in combat Decreased worker movement speed and increased stamina pool Tempest stamina lowered to 150 Strength no longer has an effect on attack speed Modified attribute point costs Increased observer movement speed Players no longer gain experience for using their own ammo demo or mana fountain Revenant weakened slightly, soul cost from 7 to 4 Entangling Roots is now removed by damage. Removed damage over time from conjurer spores but buffed their damage to compensate. Shield generator now gives experience based off of amount of damage blocked, instead of number of projectiles Shield generator no longer recieves experience from NPC attacks