約 6,544,209 件
https://w.atwiki.jp/kojiro/pages/19.html
これらの関数のいくつかはマクロシートでしか使えません。 A1.R1C1 行と列の表示形式をA1 形式とR1C1 形式で切り替えます。 ABSREF ACTIVATE ACTIVATE.NEXT 次のウィンドウを表示します。 ACTIVATE.PREV 前のウィンドウを表示します。 ACTIVE.CELL ACTIVE.CELL.FONT ADD.ARROW ADD.BAR ADD.CHART.AUTOFORMAT ADD.COMMAND ADD.MENU ADD.OVERLAY ADD.TOOL ADD.TOOLBAR ADDIN.MANAGER ALERT ALIGNMENT ANOVA1 ANOVA2 ANOVA3 APP.ACTIVATE.MICROSOFT APP.ACTIVATE APP.MAXIMIZE APP.MINIMIZE APP.MOVE APP.RESTORE APP.SIZE APP.TITLE APPLY.NAMES APPLY.STYLE ARGUMENT ARRANGE.ALL ASSIGN.TO.OBJECT ASSIGN.TO.TOOL ATTACH.TEXT ATTACH.TOOLBARS AUTO.OUTLINE AXES BEEP BORDER BREAK BRING.TO.FRONT オブジェクトを前面に移動します。 CALCULATE.DOCUMENT CALCULATE.NOW CALCULATION CALLER CANCEL.COPY CANCEL.KEY CELL.PROTECTION CHANGE.LINK CHART.ADD.DATA CHART.TREND CHART.WIZARD グラフ作成ウィザードを起動します。 CHECK.COMMAND CLEAR CLEAR.OUTLINE CLEAR.ROUTING.SLIP CLOSE CLOSE.ALL COLOR.PALETTE COLUMN.WIDTH 列の幅を設定します。 COMBINATION CONSOLIDATE CONSTRAIN.NUMERIC COPY コピーします。 COPY.CHART グラフをコピーします。 COPY.PICTURE オブジェクトをコピーします。 COPY.TOOL CREATE.NAMES 名前を定義します。 CREATE.OBJECT CREATE.PUBLISHER CUSTOM.REPEAT CUSTOM.UNDO CUT 切り取ります。 DATA.DELETE DATA.FIND DATA.FIND.NEXT DATA.FIND.PREV DATA.FORM DATA.LABEL DATA.SERIES DEFINE.NAME 名前の定義ダイアログボックスを開きます。 DEFINE.STYLE セルのスタイルを定義します。 DELETE.ARROW 矢印を削除します。 DELETE.BAR DELETE.CHART.AUTOFORMAT DELETE.COMMAND DELETE.FORMAT DELETE.MENU DELETE.NAME 定義した名前を削除します。 DELETE.OVERLAY オーバレイを削除します。 DELETE.STYLE スタイルを削除します。 DELETE.TOOL DELETE.TOOLBAR DEMOTE DEREF DESCR DIALOG.BOX DIRECTORY DISABLE.INPUT DISPLAY DOCUMENTS DUPLICATE ECHO EDIT.COLOR EDIT.DELETE セル、行、列を削除します。 EDIT.OBJECT EDIT.REPEAT EDIT.SERIES EDIT.TOOL EDITION.OPTIONS ELSE ELSE.IF EMBED ENABLE.COMMAND ENABLE.TIPWIZARD ENABLE.TOOL END.IF ENTER.DATA ERROR ERRORBAR.X ERRORBAR.Y EVALUATE EXEC EXECUTE EXPON EXTEND.POLYGON EXTRACT FCLOSE FILE.CLOSE FILE.DELETE FILL.AUTO FILL.DOWN FILL.GROUP FILL.LEFT FILL.RIGHT FILL.UP FILTER オートフィルタを使います。 FILTER.ADVANCED FILTER.SHOW.ALL FIND.FILE FONT フォントダイアログボックスを開きます。 FONT.PROPERTIES FORMAT.AUTO FORMAT.CHART FORMAT.CHARTTYPE FORMAT.FONT FORMAT.LEGEND FORMAT.MAIN FORMAT.MOVE FORMAT.NUMBER FORMAT.OVERLAY FORMAT.SHAPE FORMAT.SIZE FORMAT.TEXT FORMULA.FILL FORMULA.FIND 検索します。 FORMULA.FIND.NEXT 次の検索候補を表示します。 FORMULA.FIND.PREV 前の検索候補を表示します。 FORMULA.GOTO FORMULA.REPLACE FREEZE.PANES ウィンドウ表示を固定します。 FULL FULL.SCREEN FUNCTION.WIZARD GALLERY.3D.AREA GALLERY.3D.BAR GALLERY.3D.COLUMN GALLERY.3D.LINE GALLERY.3D.PIE GALLERY.3D.SURFACE GALLERY.AREA GALLERY.BAR GALLERY.COLUMN GALLERY.CUSTOM GALLERY.DOUGHNUT GALLERY.LINE GALLERY.PIE GALLERY.RADAR GALLERY.SCATTER GOAL.SEEK GRIDLINES GROUP オブジェクトをグループ化します。 HIDE HIDE.OBJECT HLINE HPAGE HSCROLL INSERT セル、行、列を挿入します。 INSERT.PICTURE オブジェクトを挿入します。 INSERT.TITLE JUSTIFY 均等揃えにします。 LEGEND LINK.FORMAT LINKS LIST.NAMES 定義された名前の一覧を表示します。 INSERT MAIL.ADD.MAILER MAIL.DELETE.MAILER MAIL.EDIT.MAILER MAIL.FORWARD MAIL.LOGOFF MAIL.LOGON MAIL.NEXT.LETTER MAIL.REPLY MAIL.REPLY.ALL MAIN.CHART MAIN.CHART.TYPE MENU.EDITOR MERGE.STYLES MOVE NEW 新しいファイルを作成します。 NEW.WINDOW 新しいウィンドウを開きます。 NOTE OBJECT.PROPERTIES オブジェクトの書式設定を行います。 OBJECT.PROTECTION OPEN ファイルを開きます。 OPEN.LINKS OPEN.MAIL OPEN.TEXT OPTIONS.CALCULATION OPTIONS.CHART OPTIONS.EDIT OPTIONS.GENERAL OPTIONS.LISTS.ADD OPTIONS.LISTS.DELETE OPTIONS.TRANSITION OPTIONS.VIEW OUTLINE OVERLAY PAGE.SETUP ページ設定を行います。 PARSE PASTE 貼り付けます。 PASTE.LINK PASTE.PICTURE 絵を貼り付けます。 PASTE.PICTURE.LINK 絵をリンクつきで貼り付けます。 PASTE.SPECIAL 形式を選択して貼り付けます。 PATTERNS パターンを設定します。 PIVOT.ADD.DATA ピボットテーブルにデータを追加します。 PIVOT.ADD.FIELDS ピボットテーブルにフィールドを追加します。 PIVOT.FIELD PIVOT.FIELD.GROUP PIVOT.FIELD.PROPERTIES PIVOT.FIELD.UNGROUP PIVOT.ITEM.PROPERTIES PIVOT.ITEM PIVOT.REFRESH PIVOT.SHOW.PAGES PIVOT.TABLE.WIZARD PLACEMENT PRECISION PREFERRED PRINT 印刷します。 PRINT.PREVIEW 印刷プレビューを表示します。 PRINTER.SETUP 印刷設定をします。 PROMOTE PROTECT.DOCUMENT ファイルを保護します。 QUERY.GET.DATA QUERY.REFRESH QUIT Excel を終了します。 REMOVE.PAGE.BREAK 改ページ設定を解除します。 RENAME.OBJECT REPLACE.FONT REPORT.DEFINE REPORT.DELETE レポートを削除します。 REPORT.PRINT レポートを印刷します。 RESUME ROUTE.DOCUMENT ROUTING.SLIP ROW.HEIGHT 行の高さを設定します。 RUN マクロを開始します。 SAMPLE SAVE ファイルを保存します。 SAVE.AS ファイルを別名をつけて保存します。 SAVE.COPY.AS SAVE.WORKBOOK SAVE.WORKSPACE SCALE SCENARIO.ADD SCENARIO.CELLS SCENARIO.DELETE シナリオを削除します。 SCENARIO.EDIT SCENARIO.SHOW SCENARIO.SHOW.NEXT SCENARIO.SUMMARY SELECT セル、列、行、オブジェクトを選択します。 SELECT.ALL 全てを選択します。 SELECT.CHART グラフを選択します。 SELECT.END SELECT.LAST.CELL 最後のセルを選択します。 SELECT.PLOT.AREA SELECT.SPECIAL SEND.MAIL SEND.TO.BACK SERIES SERIES.AXES SERIES.ORDER SERIES.X SERIES.Y SET.PAGE.BREAK 改ページ位置を挿入します。 SET.PREFERRED SET.PRINT.AREA 印刷範囲を設定します。 SET.PRINT.TITLES 印刷タイトルを設定します。 SHORT.MENUS SHOW.ACTIVE.CELL SHOW.BAR SHOW.CLIPBOARD SHOW.DETAIL SHOW.INFO SHOW.LEVELS SHOW.TOOLBAR SIZE SLIDE.COPY.ROW SLIDE.CUT.ROW SLIDE.DEFAULTS SLIDE.DELETE.ROW SLIDE.EDIT SLIDE.PASTE SLIDE.PASTE.ROW SLIDE.SHOW SOLVER.ADD SOLVER.CHANGE SOLVER.DELETE SOLVER.FINISH SOLVER.LOAD SOLVER.OK SOLVER.OPTIONS SOLVER.RESET SOLVER.SAVE SOLVER.SOLVE SORT 並べ替えます。 SOUND.NOTE SOUND.PLAY SPELLING スペルチェックを行います。 SPLIT 画面を分割します。 STANDARD.FONT STANDARD.WIDTH STYLE SUBTOTAL.CREATE SUBTOTAL.REMOVE SUMMARY.INFO TABLE TEXT.BOX テキストボックスを挿入します。 TEXT.TO.COLUMNS TRACER.CLEAR TRACER.DISPLAY TRACER.ERROR TRACER.NAVIGATE UNDO 直前の操作を取り消します。 UNGROUP グループを解除します。 UNHIDE UNLOCKED.NEXT UNLOCKED.PREV UPDATE.LINK リンクを更新します。 VBA.INSERT.FILE VBA.MAKE.ADDIN VIEW.3D VIEW.DEFINE VIEW.DELETE VIEW.SHOW VLINE VPAGE VSCROLL WINDOW.MAXIMIZE ウィンドウを最大サイズで表示します。 WINDOW.MINIMIZE ウィンドウを最小サイズで表示します。 WINDOW.MOVE ウィンドウを移動します。 WINDOW.RESTORE WINDOW.SIZE ウィンドウのサイズを変更します。 WORKBOOK.ACTIVATE WORKBOOK.ADD WORKBOOK.COPY WORKBOOK.DELETE WORKBOOK.HIDE WORKBOOK.INSERT WORKBOOK.MOVE WORKBOOK.NAME WORKBOOK.NEW WORKBOOK.NEXT WORKBOOK.OPTIONS WORKBOOK.PREV WORKBOOK.PROTECT WORKBOOK.SCROLL WORKBOOK.SELECT WORKBOOK.TAB.SPLIT WORKBOOK.UNHIDE WORKGROUP WORKSPACE ZOOM ズーム表示を行います。
https://w.atwiki.jp/mainichi-matome/pages/5819.html
The story below is originally published on Mainichi Daily News by Mainichi Shinbun (http //mdn.mainichi.jp). They admitted inventing its kinky features, or rather deliberately mistranslating them from the original gossip magazine. In fact, this is far from the general Japanese behavior or sense of worth. このページは、毎日新聞事件の検証のための配信記事対訳ページです。直接ジャンプして来られた方は、必ずFAQをお読みください。 ※ この和訳はあくまでもボランティアの方々による一例であり、翻訳の正確さについては各自判断してください。もし誤訳(の疑い)を発見した場合には、直接ページを編集して訂正するか翻訳者連絡掲示板に報告してください。 English teachers private lessons sometimes a little too private親密になりすぎたプライベート英語レッスン 参考資料 拡散状況 関連ページ English teachers private lessons sometimes a little too private 親密になりすぎたプライベート英語レッスン 元記事(削除済み):http //mdn.mainichi.jp/culture/waiwai/news/20070416p2g00m0dm015000c 0 English teachers private lessons sometimes a little too private 2007,04,16 Shukan Post 4/20 By Ryann Connell 親密になりすぎたプライベート英語レッスン 2007,04,16 週刊ポスト4/20 ライアン・コネル記 1 The tragic death last month of Briton Lindsay Ann Hawker has highlighted what a dangerous can of worms the English language private lesson caper can be, according to Shukan Post (4/20). 先月の英国人リンゼイ・アン・ホーカーさんの悲劇的な死が、英語のプライベートレッスンなんぞが、どんなに厄介な問題となりかねないか、を強調することとなった。週刊ポスト(4/20)より。 2 Wealthy doctor s son Tatsuya Ichihashi is on a nationwide wanted list for the murder of 22-year old Hawker, who he is reported to have lured into his clutches with the promise of paying her a hefty hourly sum for private English instruction. 裕福な医師の息子である市橋達也は、22歳のホーカーさんの殺人容疑で、全国で指名手配された。市橋は、プライベートな英語指導のために高額の時給を払う約束をして、彼女を彼の手中へと誘い込んだ、と報じられている。 3 Private lessons are a lucrative option for struggling English teachers, the men s weekly says. プライベートレッスンは、生活苦と闘う英語教師達にとって儲かる方策である、と週刊ポストはいう。 4 "Most of the teachers work for English conversation schools and do private lessons as a part-time job. Schools only pay about 200,000 yen to 250,000 yen a month and a lot of the time their rent is taken out of that, so they really feel the pinch," an English conversation school insider tells Shukan Post. "For a private lesson, a teacher can make anywhere from about 3,000 yen to 6,000 yen an hour. Many take the teaching materials out of their schools, so whatever they make out of the lesson is theirs in full." 「かれらのような英語教師のほとんどは英会話スクールで働いていて、パートタイムの仕事としてプライベートレッスンをしています。学校はひと月あたり約20万から25万円しか払ってくれず、大抵の場合それらは家賃として消えてしまうので、かれらは本当に困窮してしまいます」と、英会話学校の内情を知る者が週刊ポストに語る。 「一回のプライベートレッスンにつき、教師は一時間あたり約3000円から6000円の間のどんな金額でも稼ぐことが出来ます。多くのものは教材として学校のものを持ってくるので、かれらがプライベートレッスンで稼いだものは、まるごとかれらの収入になります。」 5 But private lessons can also be perilous. "If my student is a male, I always make sure I give the lesson at a coffee shop near the station closest to their home. There was one time, though, when I was running late, so I asked the student to come to a cafe near my closest station. After the lesson finished I was getting ready to go home when the student told me he wanted to see what my home looked like. I couldn t shake him off, so he ended up learning where I lived. I was so scared, I ended up moving," a 26-year-old British woman teaching English tells Shukan Post. しかしプライベートレッスンは、危険なものになりかねない。 「生徒が男性の場合、私は常に、彼らの家に一番近い駅付近の喫茶店で授業をするようにしていました。しかし一度だけ、私が遅刻してしまったので、私の家に一番近い駅付近の喫茶店に来るよう生徒に言いました。レッスンが終わった後私が帰り支度をしていると、生徒は私に、私がどんな家に住んでいるのか見てみたい、といいました。私は彼を追い払うことが出来なくて、結局私が住んでいた場所は彼にばれてしまいました。私はとても怖くなって、結局引っ越すことになりました」と、英語を教えている26歳の英国人女性が週刊ポストに語る。 6 An American woman teaching English tells an even scarier tale of a creepy student she taught in a coffee shop. 英語を教えているアメリカ人女性は、彼女が喫茶店で教えたキモい生徒についての、さらに恐ろしい話をする。 7 "There was no trouble at first, but from about our third lesson on, he started patting my hair and rubbing my shoulders. If a student complains about me to my school, I ll get fired. The student knew that and took advantage of it by becoming more daring all the time, putting his hand down my skirt and kneading my breasts," the woman says. "I told the school I couldn t handle it any more, but they just fired me." 「最初は何の問題もなかったのですが、三回くらいレッスンが続くと、彼は私の髪をさわったり、肩をなでたりしはじめました。もし生徒が学校に私の悪口を言ったら、私は解雇されてしまうでしょう。その生徒はそういう事情を知っていて、私の弱みにつけ込んで、どんどんもっと大胆になり、手をおろして私のスカートに触ったり胸をもんだりするようになりました」とこの女性は言う。 「私は、もうこれ以上耐えられないと学校に話しましたが、学校はただ私を解雇しただけでした。 8 It s not always the teachers who fall foul of the system, though. A bank worker we ll call Fumi paid a Canadian man to give her private English lessons. He started by suggesting they watch a movie to get used to hearing English. Fumi agreed and they began watching "Superman Returns." 英会話スクールで酷い目に遭うのが常に教師ばかりとは限らない。 ある銀行員――我々は彼女をフミと呼ぼう――は、彼女に英語のプライベートレッスンをしてくれるように、あるカナダ人男性に金を払った。 彼は手始めに、英語の聞き取りに慣れるために、二人で映画を見ようと提案した。 フミは同意し、二人は「スーパーマン リターンズ」を見始めた。 9 "As soon as we sat down he put one of his arms around my shoulders and thrust the other one between my thighs. When I tried to move his hands away, he grabbed hold of my hand, tried to force it toward his crotch and said to me, I m a Superman too, you know, " Fumi tells Shukan Post. "When we got out of the movie theater, he had the hide to tell me that our lesson had gone into overtime and he wanted to be paid more for it. I paid him 5,000 yen for the cost of a single hour s lesson and never contacted him again." (By Ryann Connell) 「私たちが座るとすぐ、彼は一方の腕を私の方に回し、もう一方を私の両太腿の間に突っ込みました。私が彼の腕を振り払おうとすると、彼は私の手をがっちり握って無理やり彼の股間を触らせようとし、そして私に『おれのもスーパーマンだろ?』といったのです」と、フミは週刊ポストに語る。 「私たちが映画館から出ると、レッスンの時間が超過してしまったので、レッスン代をもっと払ってもらいたい、と彼は私にこっそり言いました。私は一時間のレッスン料金として5000円を彼に払い、それ以来一度も彼と連絡をとったことはありません。」(ライアン・コネル記) 10 April 16, 2007 2007年4月16日 参考資料 リンゼイ・アン・ホーカー http //ja.wikipedia.org/wiki/%E3%83%AA%E3%83%B3%E3%82%BC%E3%82%A4%E3%83%BB%E3%82%A2%E3%83%B3%E3%83%BB%E3%83%9B%E3%83%BC%E3%82%AB%E3%83%BC%E3%81%95%E3%82%93%E6%AE%BA%E5%AE%B3%E4%BA%8B%E4%BB%B6 市橋達也 http //spysee.jp/%E5%B8%82%E6%A9%8B%E9%81%94%E4%B9%9F/1016900/ 拡散状況 The Black Ship http //www.theblackship.com/forum/japan-tabloid-news/194-english-teachers-private-lessons-sometimes-little-too-private.html 英語サイト http //www.crimeshots.com/forums/showthread.php?t=5866 page=2 http //rubberturtle.com/fool/?p=1191 部分転載:http //www.koreabridge.com/jobforums/viewtopic.php?t=1399 http //sgfrag.net/2007/04/17/english-teachers-private-lessons-sometimes-a-little-too-private/ 関連ページ The Black Ship WaiWaiの記事を転載した英語サイト:C WaiWaiの記事を転載した英語サイト:F WaiWaiの記事を転載した英語サイト:K WaiWaiの記事を転載した英語サイト:S 毎日新聞英語版から配信された記事2007年(1月 - 6月) 毎日新聞英語版から配信された記事一覧その2
https://w.atwiki.jp/warband/pages/687.html
str_map_basic|Map str_game_type_basic|Game Type str_battle|Battle str_siege_offense|Siege (Offence) str_siege_defense|Siege (Defence) str_character|Character str_biography|Background str_player|Player str_enemy|Enemy str_faction|Faction str_army_composition|Army Composition str_army_size|Army Size str_reg0_men|{reg0} men str_start|Start str_i_need_to_raise_some_men_before_attempting_anything_else|I need to raise some men before attempting anything else str_drinking_wine_with_my_men|Can you not see I am drinking wine with my men and str_hide_in_castle|I cannot possibly leave the capital, str_we_are_currently_at_peace|We are currently at peace. str_the_marshalship|the marshal-ship str_you|you str_myself|myself str_my_friend_s15|my friend {s15} str_custom_battle|Custom Battle str_comment_intro_liege_affiliated_to_player|I am told that you would dispute my claim to the crown of the Seven Kingdoms. Needless to say, I am not pleased by this news. However, we may still talk. str_s21_the_s8_declared_war_out_of_personal_enmity|{s21} The {s8} declared war out of personal enmity str_s21_the_s8_declared_war_in_response_to_border_provocations|{s21} The {s8} declared war in response to border provocations str_s21_the_s8_declared_war_to_curb_the_other_realms_power|{s21} The {s8} declared war to curb the other realm's power str_s21_the_s8_declared_war_to_regain_lost_territory|{s21} The {s8} declared war to regain lost territory str__family_|^Family str_we_are_conducting_recce|We will first scout the area, and then decide what to do. str_s49_s12_s11_end|{s49} {s12} ({s11}). str_center_party_not_active|is not our target, because we don't have a leader who has taken the field. str_center_is_friendly|is not our enemy. str_center_is_already_besieged|is already under siege. str_center_is_looted_or_raided_already|has already been laid waste. str_center_marshal_does_not_want_to_attack_innocents|is inhabited by common folk, who would suffer the most if the land is laid waste. str_center_we_have_already_committed_too_much_time_to_our_present_siege_to_move_elsewhere|is already under siege, so it would be a mistake to move elsewhere. str_center_we_are_already_here_we_should_at_least_loot_the_village|is close at hand, we should take hold of its wealth and lay waste to the rest. str_center_far_away_we_can_reconnoiter_but_will_delay_decision_until_we_get_close|NOT USED str_center_far_away_our_cautious_marshal_does_not_wish_to_reconnoiter|is too far away, even to reconnoitre. str_center_far_away_even_for_our_aggressive_marshal_to_reconnoiter|is too far away, even to reconnoitre. str_center_far_away_reason|{s6} is further than {s5} to our centres, therefore it will be harder for us to protect after taking it. str_center_closer_but_this_is_not_enought|{s6} is closer than {s5} to our borders, but because of other reasons we are not attacking {s6} for now. str_center_protected_by_enemy_army_aggressive|is protected by enemy forces, which we believe to be substantially stronger than our own. str_center_protected_by_enemy_army_cautious|is protected by an enemy army, which we believe to be too strong to engage with confidence of victory. str_center_cautious_marshal_believes_center_too_difficult_to_capture|would require a bloody and risky siege. str_center_even_aggressive_marshal_believes_center_too_difficult_to_capture|is too heavily defended to capture. str_center_value_outweighed_by_difficulty_of_capture|is not of sufficient value to justify the difficulty of attacking it str_center_value_justifies_the_difficulty_of_capture|can be taken, and is of sufficient value to justify an attack. str_center_is_indefensible|is too far away from our other fortresses to be defended. str_we_are_waiting_for_selection_of_marshal|We are waiting for the selection of a marshal str_best_to_attack_the_enemy_lands|Given the size of our forces, we believe the best approach is to attack the enemy's lands. str_we_believe_the_fortress_will_be_worth_the_effort_to_take_it|We believe the fortress will be worth the effort to take it. str_we_will_gather_to_defend_the_beleaguered_fortress|We will gather to defend the beleaguered fortress str_the_enemy_temporarily_has_the_field|The enemy temporarily has the field, and we should seek refuge until the storm passes str_center_has_not_been_scouted|has not been recently scouted by our forces, but we can go there, and decide what to do when we get close. str_we_have_assembled_some_vassals|We have assembled some of the vassals, but we will wait until we have more before venturing into enemy territory. str_we_are_waiting_here_for_vassals|We are waiting for the vassals to join us. str_we_are_travelling_to_s11_for_vassals|We are travelling to {s11}, so that the vassals may more easily join our host before we ride forth. str_center_strength_not_scouted|We have not scouted it recently, and do not know how strongly it is defended str_center_strength_strongly_defended|We believe it to be strongly defended str_center_strength_moderately_defended|We believe it to be moderately well defended str_center_strength_weakly_defended|We believe it to be weakly defended str_center_distant_from_concentration|is close to us than it is to the main enemy army, which we have located. It could be attacked and destroyed before they are able to respond str_plus|+ str_minus|- str_tutorial_training_ground_warning_no_weapon|Hey, don't you think you need some sort of weapon before we try that? There should be some spare weapons over there. Just go pick one up. str_tutorial_training_ground_warning_shield|You need to put down your shield first. Scroll down with the mouse scroll-wheel to put down your shield. str_tutorial_training_ground_warning_melee_with_parry|You need to wield a melee weapon for this exercise. str_tutorial_training_ground_warning_melee|Scroll up with your mouse wheel to equip a weapon. Scrolling up will equip next weapon while scrolling down will equip next shield. str_tutorial_training_ground_attack_training|Number of successful attacks {reg0} / 5^Number of unsuccessful attacks {reg1}^{s0} str_tutorial_training_ground_attack_training_down|Make a thrust attack! (Move your mouse down while pressing the left mouse button) str_tutorial_training_ground_attack_training_up|Make an overhead attack! (Move your mouse up while pressing the left mouse button) str_tutorial_training_ground_attack_training_left|Attack from left! (Move your mouse left while pressing the left mouse button) str_tutorial_training_ground_attack_training_right|Attack from right! (Move your mouse right while pressing the left mouse button) str_tutorial_training_ground_parry_training|Number of successful parries {reg0} / 5 str_tutorial_training_ground_chamber_training|Number of successful chambering blocks {reg0} / 5 str_tutorial_training_ground_archer_training|Number of nice shots {reg0} / 3^{s0} str_tutorial_training_ground_ammo_refill|Your missiles are refilled for the tutorial. str_tutorial_training_ground_archer_text_1|Approach the {s0} and press F to pick it up. str_tutorial_training_ground_archer_text_2|Shoot the targets now. str_tutorial_training_ground_archer_text_3|The size of the targeting reticule indicates your accuracy. Press and hold down the left mouse button until the reticule shrinks down to its minimum size. Release the left mouse button when the reticule is at its smallest. If you wait too long the reticule will expand again. str_tutorial_training_ground_archer_text_4|Press R to toggle first person view. First person view makes it easier to aim with ranged weapons. str_tutorial_training_ground_archer_text_5|You have shot all the targets. Now talk to the trainer again. str_tutorial_training_ground_horseman_text_1|Go near the {s0} and press F to pick it up. str_tutorial_training_ground_horseman_text_2|Approach the horse and press F to mount. str_tutorial_training_ground_horseman_text_3|Ride towards the next waypoint. str_tutorial_training_ground_horseman_text_4|Strike the next dummy that has an arrow on top of it! str_tutorial_training_ground_horseman_text_5|Shoot at the archery target that has an arrow on top of it! str_tutorial_training_ground_horseman_text_6|You have finished the exercise successfully. Now go back to the trainer and talk to him. str_the_great_lords_of_your_kingdom_plan_to_gather_at_your_hall_in_s10_for_a_feast|The great lords of your kingdom plan to gather at your hall in {s10} for a feast str_your_previous_court_some_time_ago|your previous court some time ago, str_awaiting_the_capture_of_a_fortress_which_can_serve_as_your_court|awaiting the recapture of a fortress which can serve as your court. str_but_if_this_goes_badly| I value your advice. But if this goes badly, I shall hold you responsible. str_i_realize_that_you_are_on_good_terms_with_s4_but_we_ask_you_to_do_this_for_the_good_of_the_realm| I realize that you are on good terms with {s4}, but this is all for the good of the realm str_i_realize_that_you_are_on_good_terms_with_s4_but_the_blow_will_hurt_him_more|I realize that you are on good terms with {s4} -- but this only means that your blow will hit him even harder! str_killed_bandit_at_alley_fight|The merchant takes you to his house. Once inside, he stands by the door for a while checking the street, and then, finally convinced you have not been followed, comes near you to speak... str_wounded_by_bandit_at_alley_fight|You are struck down. However, before you lose consciousness, you hear shouts and a rush of footfalls... You awake to find yourself indoors, weak but alive. str_cannot_leave_now|Cannot leave now. str_press_tab_to_exit_from_town|Press Tab to leave now. You can press Tab key to quickly exit any location in the game. str_find_the_lair_near_s9_and_free_the_brother_of_the_prominent_s10_merchant|Find the bandit lair near {s9}, and free the brother of the {s10} merchant. str_please_sir_my_lady_go_find_some_volunteers_i_do_not_know_how_much_time_we_have|{Ser/My lady} -- if you want to justify the trust which I have placed in you, then make a bit of haste. Go find some volunteers. I'm not sure how much time we have. str_you_need_more_men_sir_my_lady|Look -- you need more men. Right now, you have only {reg0} in your party. If you attack them with too few men, you may find their hideout by getting yourself dragged up to it in fetters, and that's not the plan. Do not take that risk. Go out and visit some more villages to find more volunteers, and then you can start paying them back in their own coin. str_good_you_have_enough_men|Good, good. You did well. You have enough men. Now, go and knock some of those robbers over the head, and make them tell you how to find their hideout. str_do_not_waste_time_go_and_learn_where_my_brother_is|Look, {ser/my lady}. Time is at a bit of premium, here. Now, if you could go find out where they are hiding my brother, that would be appreciated. str_start_up_quest_message_1|{s9} wants you to collect at least five men from nearby villages. After you collect these men, find and speak with him. He is in the tavern at {s1} str_start_up_quest_message_2|Find and defeat a group of bandits lurking near {s9}, and learn where your employer's brother has been taken. str_start_up_quest_message_3|Rescue the merchant's brother from the robber's hideout located near {s9}. str_start_up_first_quest|You have taken your first quest. You may view your quest log by pressing 'Q' at anytime in the game. str_reason_1|Our current objective is of greater value. str_reason_2|An attack on {s8} poses a greater danger to our realm. str_reason_3|We believe that {s8} faces a more immediate threat str_reason_4|It may be because of the size of the enemy forces in the area. str_reason_5|I'm not sure. str_reason_6|We do not know how strongly it is defended. str_reason_7|We believe it to be strongly defended. str_reason_8|We believe it to be moderately well defended. str_reason_9|We believe it to be weakly defended. str_has_decided_that_an_attack_on_|has decided to attack str_this_would_be_better_worth_the_effort|This would be better worth the effort, taking into consideration its value, and its distance, and the likely number of defenders. str_has_decided_to_defend_|has decided to defend str_before_going_offensive_we_should_protect_our_lands_if_there_is_any_threat_so_this_can_be_reason_marshall_choosed_defending_s4|Before going offensive we should protect our lands if there is any threat. So this can be a reason the Marshall chose to defend {s4}. str_are_you_all_right|Now hear me... str_you_are_awake|Ah -- you're awake. It's good to see that you can still walk. You're lucky that I came along. I had been speaking with the watch, when we heard the sounds of a fight and ran to see what was happening. We didn't arrive in time to prevent you getting knocked down, but we may have saved you from getting your throat cut... Now... hear me... str_save_town_from_bandits|You have been asked to accompany two soldiers of the North back to Winterfell. Upon arrival you must find and tell Robb Stark what happened in King's Landing. str_you_fought_well_at_town_fight_survived|Hah! Well done -- I saw at least three of the enemy go down before you. Keep fighting like that, and you'll make quite a name for yourself in this land. str_you_fought_normal_at_town_fight_survived|Well done! I hear you accounted for one or two of the bastards, and you're still on your feet. You can't ask for a better outcome of a battle than that... str_you_fought_bad_at_town_fight_survived|Well, the enemy is in flight, and it looks like you're still on your feet. At the end of the day, that's all that's important in a battle. str_you_fought_well_at_town_fight|Ah! You're awake. You took quite a blow, there. But good news! We defeated them -- and you did them some real damage before you went down. If you hadn't been here, it could have gone very baldy. I'm grateful to you... str_you_wounded_at_town_fight|You're alive! Your lucky I found you when I did. Not many others alive I can tell you that much! A bloodbath! It seems Ned Stark has been taken prisoner, you must go warn Robb Stark, these two soldiers are loyal to Ned and will accompany you to Winterfell. str_you_fought_well_at_town_fight_survived_answer|Let every villain learn to fear the name {playername}! str_you_fought_normal_at_town_fight_survived_answer|Ah, well, I'm proud to have done my bit along with the rest... str_you_fought_bad_at_town_fight_survived_answer|Well, I was about to strike one down, but I slipped in some blood, you see... str_you_fought_well_at_town_fight_answer|Ah well. I guess I don't mind a blow taken in a good cause. str_you_wounded_at_town_fight_answer|Right. I suppose I should be more careful. str_unfortunately_reg0_civilians_wounded_during_fight_more| Unfortunately, about {reg0} of my lads got themselves wounded. I should go look on on them. str_unfortunately_reg0_civilians_wounded_during_fight| Unfortunately, one of my lads took a pretty nasty blow. I should go see how he is doing. str_also_one_another_good_news_is_any_civilians_did_not_wounded_during_fight| Also, no one on our side was hurt very seriously. That's good news str_merchant_and_you_call_some_townsmen_and_guards_to_get_ready_and_you_get_out_from_tavern|You leave the tavern and go out to the streets. Nervous looking young men are waiting in every street corner. You can see they have daggers and clubs concealed under their clothes, and catch a mixture of fear, anticipation and pride in the quick looks they throw at you as you pass by. Praying that your enemies have not been alarmed by this all too obvious bunch of plotters, you check your weapons for one last time and prepare yourself for the action ahead. str_town_fight_ended_you_and_citizens_cleaned_town_from_bandits|Against all odds you have survived and proven yourself to be a deadly foe. Lannister soldiers lay dead all around you. As you walk past the corpses, you notice a remarkable dagger on the body of a Lannister solider who fought particularly well. With a smile, you take the dagger as a keepsake for a victory well earned. str_town_fight_ended_you_and_citizens_cleaned_town_from_bandits_you_wounded|You fall to the ground unable to move. As you slowly lose consciousness you can still hear the slaughter around you, the laughter of Lannister men as they slay the soldiers of the North and the heart wrenching screams of women and children being put to slaughter. str_journey_to_reyvadin|You have reached Winterfell, ancestral castle and seat of power to House Stark. From here it is more than a thousand miles south following the Kingsroad to King's Landing.^^As you arrive you notice a cold and silent atmosphere, people are angry and weary of new travellers. For their late King Ed Stark was slain at King's Landing and now their hand is forced to go to war. str_journey_to_praven|Your steps lead you to the Crownlands. King's Landing overlooks Black water bay and is the site of the Iron Throne.^^Life here is luxurious for those that can afford it but also very dangerous and over populated. The Capital is under King Joffrey's rule, son of Robert Baratheon and Cersei Lannister. str_journey_to_jelkala|^^You stand still for a moment in awe of such beauty, whilst feeling the warm quiet wind lightly whistling past your ears. It's certainly a far cry from the road you travelled to get here. With a great sigh of relief you finally feel you can relax and you start to decide what to do with the rest of your time here. str_journey_to_sargoth|You get to Cantwaraburh, in Centware country, where Eadbald Aethelberthing rules. Their ancestors were brytenwaldas, but he has lost the title that now holds a master of the North Oswald of Bernaccia. Eadbald has good partnerships with the most powerful lords of Britain and even with the Franks. His country does not suffer from the war with regularity, the land is peaceful and prosperous. It is a good place to buy a piece of land, marry and see your children grow... for now. str_journey_to_tulga|You came by ship, skirting the cliffs where the Gwynedd highlands meet the sea. Soon you distinguish Din Gonwy, capital of the kingdom. Walking you see that the streets are dark and silent. The great king-warrior Cadwallon died two years ago, and Gwynedd is still mourning his death. He left a son, Cadwaladr, but is still a child of three years old. The hard men of Gwynedd, considered among the strongest in Britain, have been summoned to war this year. They cry and wait, keeping sharp swords.^^There is a new master, Cadfael Cadomedd, which has displaced the son of Cadwallon and his mother's power. He says that they have returned to the glory days... str_journey_to_shariz|You are in Dun Iasgach, a powerful town in Mumain Kingdom in south of Ireland. It is a land rich land, with great forests and rivers teeming with fish. It could be a perfect place to live, but Ireland is a land of war, where clans fight for any reason, stealing cattle and women and killing the young warriors in fratricidal struggles.^^Mumain is ruled by Failbhe Flann mac Aedh, he is ambitious and wants more land at the expense of the weakening of Laigin Kingdom. str_lost_tavern_duel_ordinary|You slump to the floor, stunned by the drunk's last blow. Your attacker's rage immediately seems to slacken. He drops into a chair and sits there watching you, muttering under his breath, almost regretfully. A few of the other patrons manage to coax him to his feet and bundle him out the door. One of the others attends to your wounds, and soon you too are back on your feet, unsteady but alive. str_lost_tavern_duel_assassin|You slump to the floor, stunned by your attacker's last blow. Slowly and deliberately, he kneels down by your side, pulling a long knife from under his clothes. But before he can finish you off, the tavernkeeper, who seems to have regained his courage, comes up from behind and gives your attacker a clout behind the head. He loses his balance, and then, seeing that his chance to kill you has been lost, makes a dash for the door. He gets away. Meanwhile, the other tavern patrons bind your wounds and haul you to a back room to rest and recover. str_lost_startup_hideout_attack|You recover consciousness a short while later, and see that the kidnappers have celebrated their victory by breaking open a cask of mead, and have forgotten to take a few elementary precautions -- like binding your hands and feet. You manage to slip away. Based on the boisterous sounds coming from the hideout, you suspect that you may yet have some time to gather a few more followers and launch another attack. str_as_you_no_longer_maintain_an_independent_kingdom_you_no_longer_maintain_a_court|As you no longer rule an independent realm, you can no longer maintain a court str_rents_from_s0|Rents from {s0} str_tariffs_from_s0|Tariffs from {s0} str_general_quarrel| We've found ourselves on the opposite side of many arguments over the years, and bad blood has built up between us. str_the_steppes|the plain str_the_deserts|the mountains str_the_tundra|the deep forest str_the_forests|the forests str_the_highlands|the highlands str_the_coast|the coast str_my_lady_not_sufficient_chemistry|My {reg59?Lady Lord}, there are other {reg59?maidens suitors} who have captured my heart. str_my_lady_engaged_to_another|My {reg59?Lady Lord}, as I understand it, you are engaged to another. str_attempting_to_rejoin_party|Attempting to rejoin party, str_separated_from_party|Separated from party, str_leading_party|leading a party str_court_disbanded|As you no longer rule an independent realm, your court has been disbanded str_i_am_not_accompanying_the_marshal_because_will_be_reappointment| I am not accompanying the marshal, because I suspect that our ruler will shortly appoint another to that post. str_persuasion_opportunity|Persuasion opportunity.^Relation required for automatic success {reg4}^Current relationship {reg5}^Chance of success {reg7}^Chance of losing {reg9} relation point(s) {reg8} str_marshal_warning|You are not following {s1}. However, you will not suffer any penalty. str_follow_army_quest_brief_2|Your mission is complete. You may continue to follow {s9}'s army, if you wish further assignments. str_greetings_playername__it_is_good_to_see_you_i_hope_that_you_have_had_success_in_your_efforts_to_make_your_name_in_the_world| I am glad to see you. I trust you are having some success out there, making your name in the world str_minister_advice_select_fief| Might I suggest that you select {s4}, as the vassals have been speculating about how you might assign it. str_minister_advice_select_fief_wait| Might I suggest that you wait until after you have appointed a marshal, as that will give time to the vassals to decide whom they wish to support. str_minister_advice_fief_leading_vassal| {s4}, by the way, has already received the support of {reg4} of your vassals. str_unassigned_center| (unassigned) str_s43_also_you_should_know_that_an_unprovoked_assault_is_declaration_of_war|{s43} Also, as you are the ruler of your realm, you should know that this assault constitutes a declaration of war. str_missing_after_battle|Missing after battle str_retrieve_garrison_warning| (Troops might not be retrievable if fortress awarded to another) str_s12s15_declared_war_to_control_calradia|{s12}{s15} may attack {s16} without pretext, as a bid to extend as much as possible control throughout the known world. str_offer_gift_description| improve my standing by offering a gift. str_resolve_dispute_description| improve my standing by resolving a dispute. str_feast_wedding_opportunity| If your betrothed and her family are present, then this may be an opportunity for you to celebrate the wedding. str_s21_the_s8_declared_war_as_part_of_a_bid_to_conquer_all_calradia|{s21}. The {s8} declared war with very little pretext, as part of a bid to conquer as much of the known world. str_master_vinter|Master vinter str_s54_has_left_the_realm|{s54} has left the realm. str_enterprise_s5_at_s0|Net revenue from {s5} at {s0} str_bread_site|mill str_ale_site|brewery str_oil_site|oil press str_wine_site|wine press str_tool_site|ironworks str_leather_site|tannery str_linen_site|linen weaver str_wool_cloth_site|wool weaver str_velvet_site|dye works str_under_sequestration|Under sequestration str_describe_secondary_input| In addition, you will also need to purchase {s11} worth {reg10} silver stags. str_profit|profit str_loss|loss str_server_name_s0|Server Name {s0} str_map_name_s0|Map Name {s0} str_game_type_s0|Game Type {s0} str_remaining_time_s0reg0_s1reg1|Remaining Time {s0}{reg0} {s1}{reg1} str_you_are_a_lord_lady_of_s8_s9|You are a {reg59?Lady Lord} of {s8}.^{s9} str_you_are_king_queen_of_s8_s9|You are {reg59?queen king} of {s8}.^{s9} str_you_are_a_lord_lady_of_s18_s19|{reg59?Lady Lord} of the {s18}.^{s19} str_you_are_king_queen_of_s18_s19|Kingdom {s18}.^{s19} str_for_s4| for {s4} str_cancel_fiancee_quest| Also, you should please consider that other matter I had asked of you to have been successfully completed. It is not fit for me to commission you with tasks. str_a_duel_request_is_sent_to_s0|A duel offer is sent to {s0}. str_s0_offers_a_duel_with_you|{s0} offers a duel with you. str_your_duel_with_s0_is_cancelled|Your duel with {s0} is cancelled. str_a_duel_between_you_and_s0_will_start_in_3_seconds|A duel between you and {s0} will start in 3 seconds. str_you_have_lost_a_duel|You have lost a duel. str_you_have_won_a_duel|You have won a duel! str_server_s0|[SERVER] {s0} str_disallow_ranged_weapons|Disallow ranged weapons str_ranged_weapons_are_disallowed|Ranged weapons are disallowed. str_ranged_weapons_are_allowed|Ranged weapons are allowed. str_duel_starts_in_reg0_seconds|Duel starts in {reg0} seconds... str_cancel|Cancel str_continue|Continue str_close|Close str_ok|OK str_random|Random str_prev|Previous str_next|Next str_not_available|N/A str_long_string|01234567890123456789012345678901234567890 str_background_label_1|Character Background str_background_label_2|Your Story str_gender|Gender str_gender_value| {reg11?Female Male} str_nationality|People str_nationality_value| {s12} str_parent|Father str_parent_value| {s13} str_childhood|Childhood str_childhood_value| {s14} str_jobs|Vocation str_jobs_value| {s15} str_reason|Fate str_reason_value| {s16} str_religion|Religion str_religion_value| {s17} str_trait|Trait str_trait_value| {s21} str_story|{s18}^ str_northman|Northman str_northman2|Northman (tall) str_northman3|Northman (short) str_westerman|Westerlands str_westerman2|Westerlands (tall) str_westerman3|Westerlands (short) str_dornishman|Sandy Dornishman str_dornishman2|Stony Dornishman (tall) str_dorneishman3|Salty Dornishman (short) str_qohor|Qohor str_qohor2|Qohor (tall) str_qohor3|Qohor (short) str_reach|The Reach str_reach2|The Reach (tall) str_reach3|The Reach (short) str_stormlands1|Stormlands str_stormlands2|Stormlands (tall) str_stormlands3|Stormlands (short) str_ironman|Ironborn str_ironman2|Ironborn (tall) str_ironman3|Ironborn (short) str_wildling|Free Folk str_wildling2|Free Folk (tall) str_wildling3|Free Folk (short) str_dothraki1|Dothraki str_dothraki2|Dothraki (tall) str_dothraki3|Dothraki (short) str_targ|Valyrian str_targ2|Valyrian (tall) str_targ3|Valyrian (short) str_vale|Vale str_vale2|Vale (tall) str_vale3|Vale (short) str_riverlands1|Riverlands str_riverlands2|Riverlands (tall) str_riverlands3|Riverlands (short) str_dragonstone1|Dragonstone str_dragonstone2|Dragonstone (tall) str_dragonstone3|Dragonstone (short) str_volantis|Volantis str_volantis2|Volantis (tall) str_volantis3|Volantis (short) str_parent_noble|Lesser Noble str_parent_merchant|Merchant str_parent_retainer|Lord's Retainer str_parent_outlaw|Outlaw str_parent_serf|A Serf str_parent_slave|Slave str_parent_septon|A Septon str_childhood_page|Brought up in a noble court str_childhood_apprentice|Blacksmith's Apprentice str_childhood_stockboy|Merchant's Apprentice str_childhood_urchin|Street Urchin str_childhood_nomad|Nomad str_childhood_slave|Slave str_childhood_mummer|A Mummer str_childhood_noble|Retainer's Apprentice str_childhood_acolyte|Acolyte str_job_bravo|{reg11?Lesser Noble's Wife Lesser Noble} str_job_merc|Slave str_job_noble|{reg11?A lady-in-waiting Retainer} str_job_troubadour|Bard str_job_student|{reg11?Peasant's Wife Free Peasant} str_job_peddler|Merchant str_job_craftsman|Blacksmith str_job_poacher|Poacher str_job_preacher|A Begging Brother str_reason_revenge|Personal revenge str_reason_death|The loss of a loved one str_reason_wanderlust|Wanderlust str_reason_fervor|Religious fervour str_reason_disown|Being forced out of your home str_reason_greed|Lust for money and power str_fos|The Faith of the Seven str_drowned_gods|The Drowned God str_old_gods|Old Gods of the Forest str_rhllor|R'hllor str_naturalleader|Natural Leader str_warrior|Warrior str_no_trait|None str_story_all|{s18}{s1} str_story_northman|You hail from the North and you are of an average height. Northmen are known as a tough, hardy breed, some living in clans or tribes of savage warriors. Most Northmen refuse to take holy orders, which means knights are very rare in the North.^^ str_story_northman2|You hail from the North and you are tall and strong. Northmen are known as a tough, hardy breed, some living in clans or tribes of savage warriors. Most Northmen refuse to take holy orders, which means knights are very rare in the North.^^ str_story_northman3|You hail from the North and you are short in stature but agile. Northmen are known as a tough, hardy breed, some living in clans or tribes of savage warriors. Most Northmen refuse to take holy orders, which means knights are very rare in the North.^^ str_story_westerman|You are from the Westerlands and you are of an average height. Westermen are mostly rich due to the abundance of gold and silver that line the mountains. This is the home of the Lannisters.^^ str_story_westerman2|You are from the Westerlands and you are tall and strong. Westermen are mostly rich due to the abundance of gold and silver that line the mountains. This is the home of the Lannisters.^^ str_story_westerman3|You are from the Westerlands and you are short in stature but agile. Westermen are mostly rich due to the abundance of gold and silver that line the mountains. This is the home of the Lannisters.^^ str_story_dornishman|You are from the Dornish deserts and the long river valleys. Sandy Dornishmen are distinct among other men in Westeros, partly due to being descendants from Rhoynar refugees. You have very different customs and traditions compared to the rest of Westeros.^^ str_story_dornishman2|You are from the passes and heights of the Red Mountains, you are tall and strong. Stony Dornishmen have the most Andal and First Men blood and mostly resemble the other people of the Seven Kingdoms in look, customs and traditions.^^ str_story_dornishman3|You are from the Dornish coast , you are short in stature but agile. Salty Dornishmen are distinct among other men in Westeros, partly due to being largely direct descendants from Rhoynar refugees. You have very different customs and traditions compared to the rest of Westeros.^^ str_story_qohor|You're a Qohorik of average height. You were born in Qohor, the most exotic city of the Free Cities.^^ str_story_qohor2|You're a Qohorik and you are tall and strong. You were born in Qohor, the most exotic city of the Free Cities.^^ str_story_qohor3|You're a Qohorik and you are short in stature but agile. You were born in Qohor, the most exotic city of the Free Cities.^^ str_story_reach|You are from the Reach and you are of an average height. You are part of one of the largest regions in Westeros and inhabit the island to the south.^^ str_story_reach2|You are from the Reach and you are tall and strong. You are part of one of the largest regions in Westeros and inhabit the island to the south.^^ str_story_reach3|You are from the Reach and you are short in stature but agile. You are part of one of the largest regions in Westeros and inhabit the island to the south.^^ str_story_stormlands|You are from the Stormlands and you are of an average height.^^ str_story_stormlands2|You are from the Stormlands and you are tall and strong.^^ str_story_stormlands3|You are from the Stormlands and you are short in stature but agile.^^ str_story_ironman|You are Ironborn and you are of an average height.^^ str_story_ironman2|You are Ironborn and you are tall and strong.^^ str_story_ironman3|You are Ironborn and you are short in stature but agile.^^ str_story_wildling|You are a Wildling of an average height, a descendant of people from the first men.^^ str_story_wildling2|You are a tall and strong Wildling, a descendant of people from the first men.^^ str_story_wildling3|You are a Wildling, a descendant of people from the first men. You are short in stature but agile.^^ str_story_dothraki|You are a Dothraki of an average height. You originate from a tribe that resides in the Dothraki Sea.^^ str_story_dothraki2|You are a tall and strong Dothraki. You originate from a tribe that resides in the Dothraki Sea.^^ str_story_dothraki3|You are a Dothraki. You originate from a tribe that resides in the Dothraki Sea. You are short in stature but agile.^^ str_story_targ|You are of Valyrian descent of an average height. Your native tongue is High Valyrian and you are a descendant of the people and culture native to the Valyrian Peninsula, on the continent of Essos. Originally a community of shepherds, the Valyrians rose to prominence after discovering dragons in a volcanic area of their home peninsula known as the Fourteen Fires.^^ str_story_targ2|You are of Valyrian descent, tall and strong. Your native tongue is High Valyrian and you are a descendant of the people and culture native to the Valyrian Peninsula, on the continent of Essos. Originally a community of shepherds, the Valyrians rose to prominence after discovering dragons in a volcanic area of their home peninsula known as the Fourteen Fires.^^ str_story_targ3|You are of Valyrian descent, short in stature but agile. Your native tongue is High Valyrian and you are a descendant of the people and culture native to the Valyrian Peninsula, on the continent of Essos. Originally a community of shepherds, the Valyrians rose to prominence after discovering dragons in a volcanic area of their home peninsula known as the Fourteen Fires.^^ str_story_vale|You are from The Vale and of an average height, a descendant of people from the first men.^^ str_story_vale2|You are tall, strong and hail from the Vale, a descendant of people from the first men.^^ str_story_vale3|You hail from the Vale, a descendant of people from the first men. You are short in stature but agile.^^ str_story_riverlands|You are from The Riverlands and of an average height, a descendant of people from the first men.^^ str_story_riverlands2|You are a tall and strong Riverlander, a descendant of people from the first men.^^ str_story_riverlands3|You are a Riverlander, a descendant of people from the first men. You are short in stature but agile.^^ str_story_dragonstone|You are from The island of Dragonstone and of an average height, a descendant of people from the first men.^^ str_story_dragonstone2|You are tall and strong from the island of Dragonstone, a descendant of people from the first men.^^ str_story_dragonstone3|You are from the island of Dragonstone, a descendant of people from the first men. You are short in stature but agile.^^ str_story_volantis|You are a Volantene of an average height. Volantenes deem those that travel afoot tainted and doing so would be unwise.^^ str_story_volantis2|You are a Volantene and you are tall and strong. Volantenes deem those that travel afoot tainted and doing so would be unwise.^^ str_story_volantis3|You are a Volantene and you are short in stature but agile. Volantenes deem those that travel afoot tainted and doing so would be unwise.^^ str_story_parent_noble|Your father was of lower noble class and possessed five acres of land. He owed military service to the king and went to war with his retinue whenever was required.^^ str_story_parent_merchant|You were born the {reg11?daughter son} of a wealthy travelling merchant, always moving from place to place in search of a profit.^^ str_story_parent_retainer|Your father was a local lord's retainer and proved his battle prowess on many occasions. He was always highly regarded by his lord, who praised his deeds at every feast.^^ str_story_parent_outlaw|Your father was an outlaw, a bandit who often risked his life in order to survive. He was hiding in the woods ever since he was accused of wrongdoing by the local community. Your mother often brought him basic necessities but most of the time he got food and other stuff he needed by robbing and stealing. He was eventually killed by the hand of a lesser lord's retainer who was sent to sweep the forests and get rid of the pest.^^ str_story_parent_serf|Your father was a serf who was tied to his lord's estate for all his life. He lived a very simple, tough life.^^ str_story_parent_slave|Your father was a slave to a noble in one of the great Free Cities. He had to work hard in order to not be beaten.^^ str_story_parent_septon|Your father served the council of the Most Devout and was a clergyman of the new gods. He was sworn to the Smith and was usually prayed to when work needed to be done. He also carried a hammer.^^ str_story_childhood_page|{reg11?As a girl you learned how to ride a horse and how to run a household and property when men were not around. You were often eagerly observing how your brothers were practising with their weapons and secretly mimicked their attacking and defending moves with whatever tools you could find. You became a big connoisseur of lucky charms like magic rhymes, potions, stones or jewels that protect people from evil spirits or sickness. You loved to sew and weave nicely looking ornaments into the tapestry and clothes. You were also sometimes allowed to serve beverages to important men at feasts, which made you feel very proud. (Needs Lesser Noble for a father otherwise banner is not given.) As a boy you learned how to ride a horse, how to use weapons properly, how to motivate and lead men on the battlefield and how to make a name of yourself. When feasts were in progress you carefully observed how to properly entertain your lord's subjects. You were present when disputes among commoners were settled in the court. In your pastimes you enjoyed rough and boisterous sport games such as wrestling, weapon sparring, weight-lifting and horse-racing. (Needs Lesser Noble for a father otherwise banner is not given.)}^^ str_story_childhood_apprentice|{reg11?As a child you apprenticed with a local blacksmith although this was unheard of for a girl and people seemed very surprised when they saw you doing your work. It was hard and dangerous at first but after years of hard work and study under your new master you learned a lot about different weapons and tools that usually only the richer folk could afford. Strike after strike on the heated metal made your arms as strong as iron. You were able to test weapons you made and your master showed you how to properly wield swords, axes and spears of all shapes and sizes. Not only were you helping make expensive products but you also sold them for as high price as you could manage. As a child you apprenticed with a local blacksmith to learn a trade. It was hard and dangerous at first, but after years of hard work and study under your new master you learned a lot about different weapons and tools that usually only the richer folk could afford. Strike after strike on the heated metal made your arms as strong as iron. You were able to test weapons you made and your master showed you how to properly wield swords, axes and spears of all shapes and sizes. Not only were you helping make expensive products but you also sold them for as high price as you could manage.}^^ str_story_childhood_stockboy|As a child you apprenticed to a wealthy merchant, picking up the trade over years of travelling to distant lands. You were taught how to hunt for exotic products and sell them at the markets and you soon became adept at the art of buying low, selling high and leaving the customer thinking they'd gotten the better deal.}^^ str_story_childhood_urchin|As a {reg11?girl boy} growing out of childhood, you took to the streets, doing whatever you had in order to survive. Foraging food from the surrounding area, begging, thieving, entertaining residents and working for gangs to earn your bread, you lived from day to day in this violent world, always one step ahead of the law and those who wished you ill. Your rusty old knife protected you from getting in harms way.^^ str_story_childhood_nomad|{reg11?As a child you were part of a tribe and wandered from place to place. You were given simple tasks like collecting sticks for firewood and fetching water from a well. You learned how to heal wounds with the herbs that grew in the vicinity which made you a very sought of person amongst the local tribesmen and women who often got injured or sick while travelling. As a child you were part of a tribe that travelled from place to place. You learnt how to hunt deer and wild boar with a bow and spear along with other men from the tribe. You were taught how to defend yourself against aggressive wild animals. Sometimes you were sent to far away pastures for days where you had to find enough food in the nature to sustain yourself. You always carried a bow with you in order to hunt wild animals for food. You lived with the nature and knew it's every secret. The great outdoors felt like home to you. Throughout the years you developed a tough skin since you often had only provisional shelters to protect you from bad weather.}^^ str_story_childhood_slave|As a child you were a slave and lived a very tough life. Work in the woods and fields made you strong and also fast due to a lot of running required whilst ordered around. Being hungry often you had to learn how to get food. One of the most dangerous ways was by stealing, but you had to make sure nobody saw you doing it. Eventually you were spotted and in turn tortured by your owner as an example to others. Being beaten often made your skin thick, you believed you could survive anything.^^ str_story_childhood_mummer|As a child you were taken under the wing of a master mummer and joined a mummer's troupe. It was a life of hard work but over time you became a performer well capable of attracting a good crowd. You staged different fights with real weapons and thus became very familiar with them. In addition you learned plenty of songs and stories by heart.^^ str_story_childhood_noble|As a {reg11?girl boy} growing out of childhood, you became a retainer's apprentice and thus was trained and educated in the duties of a warrior. You learned a lot about the art of war, leadership, tactics and all other things that you would need in order to survive on the battlefield.^^ str_story_childhood_acolyte|{reg11?In your early ages you were sent to live in the nearest Sept to be trained as a Septa. As such you were one of the few girls who learned how to read and write. Life in the Sept was strict and there wasn't much time to play with other girls but you spent time in prayer, studied and worked in the fields and workshops. You learnt how to copy books by hand and decorated the pages in beautiful colours, but many more years would have to pass before you would become a master in this art. You learned all sorts of basic healing and a bit of a rudimentary surgery too. When you managed to get some free time for yourself, throwing rocks at targets and hitting them with a staff was your favourite pastime. Although this was unheard of for a girl like you, your adventurous spirit needed some more action then just being diligent. In your early ages you were sent to live in the nearest Sept to be trained as a Septon. As such you were one of the few boys who learned how to read and write. Life in the Sept was strict and there wasn't much time to play with other boys, but you spent time in prayer, studied and worked in the fields and workshops. You were learning how to copy books by hand and decorated the pages in beautiful colours but much more years would have to pass before you would become a master in this art. You learned all sorts of basic healing and a bit of a rudimentary surgery to. When you managed to get some free time for yourself, throwing rocks at the targets and punching them with a staff was your favourite pastime. Although this was unheard of for a boy like you, your adventurous spirit needed some more action then just being diligent.}^^ str_story_job_bravo|{reg11?Being a wife to a Lesser Lord meant you had an elevated and solid position in the society. Your husband was often away doing different task for his overlord and in those times you were the one who run the household and belonging property. All the matters had to be discussed with you in the time of your husband's absence. You often joined your husband and his retainers when they went out riding a horse. Although your husband didn't appreciate the fact that you are also interested into martial arts it didn't stop you from practising combat moves with your husband's retinue. They thought of you with a high regard since you proved to be an equal adversary in sparring practices. You are a big connoisseur of lucky charms like magic rhymes, potions, stones or jewels that protect people from evil spirits or sickness. You loved to sew and weave nicely looking ornaments into the tapestry and clothes which made your husband's apparel look strikingly neat. As the highest ranking woman in the household you were honourable cup bearer on the feasts and guest attending them were amazed by your graciousness. (Needs Lesser Noble for a father otherwise banner is not given.) Being a Lesser Lord you carried out many duties to your overlord and the king. In a war you were expected to fulfil your overlord's demands and bring with you a number of trained men which you picked amongst the upper ranks of the peasantry in the area. You helped oversee the building and maintenance of roads, bridges and fortifications to your overlord by appointing the most able of stonemasons and wood carvers to him. You administered the king's laws, enforced the king's justice, and made sure that the King's and religious taxes were paid on time. When disputes arose amongst the commoners you were the one who had the right to settle them in the court. When not carrying out these duties you amused yourself by hunting in the wilds, practising weapon sparring and horse racing. On feast days or visits from other nobles you sometimes arranged a small feast or some other kind of entertainment for the guests, including hiring the bard to sing and tell great stories about the past times. (Needs Lesser Noble for a father otherwise banner is not given.)}^^ str_story_job_merc|Though the distinction felt sudden to you, somewhere along the way you had become a {reg11?woman man}, the whole world seemed to change around you. Being a slave, your adult life was full of misery and ill fate. Having to do all the hard menial tasks for your owners, you developed a very thick skin but also became very fast and somewhat strong. Sometimes your masters didn't give you any food so you learnt how to forage food from the nature to quell hunger. Your world was small and monotonous, where days were all the same. Rain and sun punished you in the long hours of slavering and your back ached from so much work, but you managed to live on. The cold took animals and people alike, but you always lived to see another dawn, though some of your fellow-sufferers were not as fortunate. When you had some free time, although that happened very rarely, it was spent with practising throwing rocks with a simple sling.^^ str_story_job_noble|{reg11?Though the distinction felt sudden to you, somewhere along the way you had become a woman, and the whole world seemed to change around you. Your skills in martial arts were noticed by your local lord who was impressed to see a woman so well versed in handling weapons. He hired you to form a part of his retinue. You learned the power systems and struggles of the Westerosi folk who lay claim to the land, and how best to achieve such a living for yourself. Your lord saw to it you were trained in the most effective formations and how to best keep rabble in order, as much for his own sake as for yours. Weapon sparring was done almost on a daily basis and you could say you felt as one with a plethora of different one-handed, two-handed and polearm weapons. When raids were successful there was plenty of loot to be divided amongst the warriors. You witnessed first-hand the brutal and often deceptive ways in which power was won, also by listening to the songs and poems sung in the warm halls. Old heroes like Azor Ahai and the Last Hero were all but a heroic cry from a distant past. The time was ripe for a new hero to emerge. Though the distinction felt sudden to you, somewhere along the way you had become a man, and the whole world seemed to change around you. Your skills were duly noticed by your local lord who hired you to form a part of his retinue, you learned the power systems and struggles of the Westerosi folk who lay claim to the land, and how best to achieve such a living for yourself. Your lord saw to it you were trained in the most effective formations and how to best keep a rabble under order, as much for his own sake as for yours. Weapon sparring was done almost on a daily basis and you could say you felt as one with a plethora of different one-handed, two-handed and polearm weapons. When raids were successful there was plenty of loot to be divided amongst the warriors. You witnessed first-hand the brutal and often deceptive ways in which power was won also by listening to the songs and poems sung in the warm halls. Old heroes like Azor Ahai and the Last Hero were all but a heroic cry from a distant past and the time was ripe for a new hero to emerge.}^^ str_story_job_troubadour|Though the distinction felt sudden to you, somewhere along the way you had become a {reg11?woman man}, and the whole world seemed to change around you. You set out on your own with nothing except the instrument slung over your back and your own voice. It was a poor existence, with many a hungry night when people failed to appreciate your exhibition, but you managed to survive on your music alone. As the years went by you became adept at playing to drunken crowds in numerous taverns. You became very well versed in talking anyone out of anything you wanted.^^ str_story_job_student|{reg11?Though the distinction felt sudden to you, somewhere along the way you had become a woman, and the whole world seemed to change around you. Being a wife to a free men meant you had it laid down easier then wives of other lower ranking peasants who had to do all the tasks by themselves. You owned some servants who helped you with the hard work, but since your husband didn't own a lot of land you still had to do variety of tasks all peasants wives have to do. Your husband had to pay rent to his overlord and owed him labour services in exchange for the given land. When he was involved in war your husband answered his call as a foot soldier where he had to rely on his shield and a spear in the thick of battle. He often taught you how to fight and defend yourself in case he wasn't home in times of need. Hunting in the woods alone with your bow was your favourite activity and it helped bring additional food to the table. When no animals were to be found in the forest you looked for edible plants which you then cooked for the whole family. You spent a lot of time out in nature searching for special herbs that can heal wounds and the sick. Though the distinction felt sudden to you, somewhere along the way you had become a man, and the whole world seemed to change around you. Being a free men meant you had it laid down easier then lower ranking peasants who had to do all the tasks by themselves. You owned some servants who helped you with your hard work, but since you didn't own a lot of land you still had to do a variety of tasks expected of all peasants. You had to pay rent to your overlord and owed him labour services in exchange for the land given to you. When he was involved in war you answered his call as a foot soldier where you had to rely on your shield and a spear in the thick of battle. Hunting in the woods alone with your bow and javelins was your favourite activity and it helped bring additional food to the table. When no animals were to be found in the forest you foraged for edible plants which were then cooked by your wife. You spent a lot of time out in nature and knew it's every secret. The great outdoors felt like home to you. In your pastimes you loved doing a variety of sports.}^^ str_story_job_peddler|Though the distinction felt sudden to you, somewhere along the way you had become a {reg11?woman man}, and the whole world seemed to change around you. Heeding the call of the open road, you travelled from village to village buying and selling what you could. It was not a rich existence, but you became a master at haggling even the most miserly elders into giving you a good price. Soon, you knew you would be well-placed to start your own trading empire...^^ str_story_job_craftsman|Though the distinction felt sudden to you, somewhere along the way you had become a {reg11?woman man}, and the whole world seemed to change around you. Being a craftsman you specialised as a smith, crafting tools and weapons of function and beauty out of minerals. Sometimes you were used as an engineer by a local lord when a bridge or a fortification needed to be built, this also shone through your carpentry skills. All the created weapons had to be tested by you, so wielding one handed weapons, two handed weapons and also polearms felt very natural to you. As time wore on you became a master of your trade, and fine work started to fetch fine prices. With food in your belly and logs on your fire, you could take pride in your work and your growing reputation.^^ str_story_job_poacher|Though the distinction felt sudden to you, somewhere along the way you had become a {reg11?woman man}, and the whole world seemed to change around you. Dissatisfied with common men's desperate scrabble for coin, you took to your local lord's own forests and decided to help yourself to its bounty, laws be damned. You hunted stags, boars and geese and sold the precious meat under the table. You cut down trees right under the watchmen's noses and turned them into firewood that warmed many freezing homes during winter. All for a few silvers and a bit of an honour loss, of course. When times were tough you foraged for food and got proficient in finding edible plants in the wild.^^ str_story_job_preacher|Though the distinction felt sudden to you, somewhere along the way you had become a {reg11?woman man}, and the whole world seemed to change around you. When not working or studying in the Sept you packed your few belongings and went out into the world to spread the word of God. You preached to anyone who would listen, and impressed many with the passion of your sermons. Though you had taken a vow to remain in poverty through your itinerant years, you never lacked food, drink or shelter; the hospitality of the peasantry was always generous to a rising {reg11?woman man} of God. Now and then locals would visit the Sept to purchase products made there. You were the one who sold the items to them. Another thing at which you really excelled at was healing injured and sick people. Many broken bones got healed, many souls remained in the bodies instead of venturing into God's hands. Carrying a staff and a bag of rocks made you feel safe in times when you were out of the Sept spreading the world of God.^^ str_story_reason_revenge|Only you know exactly what caused you to give up your old life and become an adventurer. Still, it was not a difficult choice to leave, with the rage burning brightly in your heart. You want vengeance. You want justice. What was done to you cannot be undone, and these debts can only be paid in blood.^^ str_story_reason_death|Only you know exactly what caused you to give up your old life and become an adventurer. All you can say is that you couldn't bear to stay, not with the memories of those you loved so close and so painful. Perhaps your new life will let you forget the name that you can no longer bear to speak. All that remains now is to get a thicker skin so that such tragedies won't affect you so much and move on.^^ str_story_reason_wanderlust|Only you know exactly what caused you to give up your old life and become an adventurer. You're not even sure when your home became a prison, when the familiar became mundane, but your dreams of wandering have taken over your life. Whether you yearn for some faraway place or merely for the open road and the freedom to travel, you could no longer bear to stay in the same place. You simply went and never looked back.^^ str_story_reason_fervor|Only you know exactly what caused you to give up your old life and become an adventurer. Regardless, the intense faith burning in your soul would not let you find peace in any single place. There were others in the world, souls to be washed in the light of God. Now you preach wherever you go, seeking to bring salvation and revelation to the masses, be they faithful or not. They will all know the glory of your God by the time you're done...^^ str_story_reason_disown|Only you know exactly what caused you to give up your old life and become an adventurer. However, you know you cannot go back. There's nothing to go back to. Whatever home you may have had is gone now, and you must face the fact that you're out in the big wide world. Alone to sink or swim.^^ str_story_reason_greed|Only you know exactly what caused you to give up your old life and become an adventurer. To everyone else, it's clear that you're now motivated solely by personal gain. You want to be rich, powerful, respected, and feared. You want to be the one whom others hurry to obey. You want people to know your name, and tremble whenever it is spoken. You want everything, and you won't let anyone stop you from having it.^^ str_story_fos|You believe in one god who has seven faces often referred to as the seven faced god. This religion was brought to Westeros through the invasion of the Andals. str_story_drowned_gods|You believe in a life of piracy. You are expected to raid, plunder and kill. Though it is frowned upon for women of this religion to do the same. str_story_old_gods|The faith in which you follow, the Old Gods is more personal and less structured or elaborate than other religions. str_story_rhllor|You worship the Lord of Light a single all powerful God. The Lord of Light is the God of Fire.^^ str_story_naturalleader|You are a Born Natural Leader and have the ability to rally your troops in even the most hopeless of battles. str_story_warrior|You are strong and fearsome, being able to let rip huge roars in battle scaring anyone who dares to approach you. str_story_no_trait|You are no one important and have no traits to mention. str_spy_present|Your spy has infiltrated {s5}. str_spy_not_present|You have no spy in {s5}. str_spy_infiltrating|Your spy is infiltrating {s5}. str_poison_well_desc|My {reg59?Lady Lord}, I can use a potent poison called Tears of Lys that will disable a goodly number of the population.^If you so wish it, I could mix it into the well water at very little risk of discovery.^Though the poison will be highly diluted in the well, it should still disable anyone drinking it for at least a day, perhaps longer.^This poison is rare and expensive, so I shall require 5000 silver stags for expenses. str_poison_cattle_desc|My {reg59?Lady Lord}, the wealth of a village is not measured in silver stags, but in cattle.^If the herd was unfortunate enough to be inflicted with some unknown pox, the villagers could not pay their taxes.^Thus, their lord would be financially weakened.^I imagine it would take a village weeks to recoup such a devastating loss.^The cattle could acquire such a pox for a mere 2000 silver stags. str_cause_unrest_desc|My {reg59?Lady Lord}, the local populace are a brutish lot.^A subtle whispered rumour here and there could stir old grudges into all out rioting.^I can think of nothing more devastating for production and the economy.^Send me 2000 silver stags for expenses and I shall cause chaos and unrest throughout the populace! str_poison_food_desc|My {reg59?Lady Lord}, after leaving the local drinking establishment, I stumbled across a bit of useful information.^The grainery is old and run down and with a bit of work, plus 2000 silver stags for expenses, I'm sure all sizes of vermin could get into the food stocks.^The troops would have naught but rats to eat during an extended siege. str_spy_captured|Your spy in {s5} was discovered and sent to the gallows! str_entrench|Your army is currently entrenched. str_camp_overrun| CAMP OVERRUN!!! str_camp_loss|Your camp has been overrun by the enemy.^{s4} gold was looted from the coffers.^{s3}^{s5}^{s6} str_siege_camp_complete|You have entrenched your position. str_siege_camp_incomplete|Your siege camp defences are not yet complete. str_siege_camp_none|Your siege camp is vulnerable to attack. str_skirmisher_name|Skirmish Party str_attack_party_question| {s7} will not attack {s9} for any less than {reg16} silver stags. Furthermore, the contract with {s7} will end after 16 hours, regardless of the outcome. Do you agree to pay? str_no_cash|{s5} Only fools and thieves bargain with coin they do not possess! str_no_duel|I am unable to consider your request at this time. I have more important matters to attend to. str_player_king_message|As your King, I send this missive. str_player_marshal_message|As the duly appointed marshal, I must exercise my right to request your obedience in this matter. str_player_lord_message|To a fellow in arms I send this message. str_missed_duel|You failed to meet {s1} for a duel, thus he wins by default. Your reputation has suffered as a result. str_party_picker_title|Party Picker str_party_picker_attack|Right click on the party you wish to have attacked, then select the context menu option shown. str_peasant_trusted_friend|Your efforts to aid the peasants throughout the realm has gained you their trust and support. The King's of the land, however, now see you as a possible threat in the game of thrones. str_peasant_patron_saint|The peasants of the land have proclaimed you their King. You have given them hope and courage. Many of them are now waiting to take up arms to aid you in your efforts to unite the free folk. str_com_companions|Companions str_com_view_companions|View Companions str_com_s0|{s0} str_com_debug_1|Char picture for npc = {s0}, id = str_com_debug_2|Click for troop {s1}, id = str_com_heroes| Heroes str_com_morale_reg0|{s1}^^Morale {reg0} str_com_relation_reg12|{s1}^^Relation {reg12} str_camp_pillage| Enemy in Camp! str_camp_pillage2| The enemy is in the camp and has accessed your treasure chest. They are looting your money!^{s4} stags was lost. str_tactical_controls|Use the keyboard NUMBERS to select a division. Press 0 to select your entire force.^^Use F1-F4 to order selected divisions. Keep the F1 key down to place selected divisions. One may target an enemy division through this mechanism.^^Pressing the ENTER key often initiates an overhead Strategy Camera.^^Pressing the BACKSPACE key often initiates a Battle Command Display with 'radar.' str_division_placement|When ONE division is selected, the centre of its front rank is placed at the spot indicated.^^When MANY divisions are selected, they are separated and spread out as if the player were standing at the spot indicated.^^One may memorize the placement of selected divisions relative to the player by pressing F2, F7. Default is infantry to the left, cavalry right, and ranged forward. str_formations|The Advanced Formations on the Battle Menu are ^^- RANKS with best troops up front^- SHIELD WALL, ranks with shields in front and longer weapons in back^- WEDGE with best troops up front^- SQUARE in no particular order^- NO FORMATION^^Even in the last case, the player can make formations up to four lines by ordering Stand Closer enough times. str_circunvalation_complete|Your men have worked hard and your defences are complete successfully stopping any food being received by land or sea. str_circunvalation_incomplete|Your men are finishing constructing your defences. str_puerto_complete|Closed port - this settlement can now no longer be entered by the sea. str_puerto_incomplete|Your men are to buy-requisitioned ships and built war boats. str_puerto_none|The enemy received food support in the form of merchant ships that docked in its port. str_circunvalation_none|There are no defences in place. Men and supplies can enter and exit practically at will.^^ str_water_poison_im|Your men could throw dead rats in the wells and other water sources. That would make the population and the garrison sick. str_cattle_kill_im|Your men could kill the cattle they have here and in nearby villages. That would drastically reduce their food reserves.^^Moreover, this would damage the prestige and income of the lord of this place. str_people_morale_im|Your men could spread rumours, leave the dead bodies of some locals at night in the square, and sow dissension among the defenders. This could also bring some men from their garrison to us. str_food_burn_im|Your men could burn their granaries. This would cause devastation in their food stocks. str_give_order|So Order str_no_money|You don't have enough money! str_imod_plain| str_imod_cracked|Cracked str_imod_rusty|Rusty str_imod_bent|Bent str_imod_chipped|Chipped str_imod_battered|Battered str_imod_poor|Poor str_imod_crude|Crude str_imod_old|Old str_imod_cheap|Cheap str_imod_fine|Fine str_imod_well_made|Well Made str_imod_sharp|Sharp str_imod_balanced|Balanced str_imod_tempered|Tempered str_imod_deadly|Deadly str_imod_exquisite|Exquisite str_imod_masterwork|Castle-forged str_imod_heavy|Heavy str_imod_strong|Strong str_imod_powerful|Powerful str_imod_tattered|Tattered str_imod_ragged|Ragged str_imod_rough|Rough str_imod_sturdy|Sturdy str_imod_thick|Thick str_imod_hardened|Hardened str_imod_reinforced|Reinforced str_imod_superb|Superb str_imod_lordly|Lordly str_imod_lame|Lame str_imod_swaybacked|Swaybacked str_imod_stubborn|Stubborn str_imod_timid|Timid str_imod_meek|Meek str_imod_spirited|Spirited str_imod_champion|Champion str_imod_fresh|Fresh str_imod_day_old|Day Old str_imod_two_day_old|Two Day Old str_imod_smelling|Smelling str_imod_rotten|Rotten str_imod_large_bag|Large Bag str_dplmc_gather_information|gather information str_dplmc_conclude_non_agression|conclude a non-aggression treaty str_dplmc_nearly_no|nearly no str_dplmc_less_than_one_hundred|less than one hundred str_dplmc_more_than_one_hundred|more than one hundred str_dplmc_more_than_two_hundred|more than two hundred str_dplmc_more_than_five_hundred|more than five hundred str_dplmc_bring_gift|bring the gift str_dplmc_exchange_prisoner|to exchange {s10} against {s11} str_dplmc_has_been_set_free|{s7} has been set free. str_dplmc_tax_very_low|very low str_dplmc_tax_low|low str_dplmc_tax_normal|normal str_dplmc_tax_high|high str_dplmc_tax_very_high|very high str_dplmc_place_is_occupied_by_insurgents|The place is held by insurgents. str_dplmc_relation_mnus_100_ns|{reg4?She He} seems to be vengeful towards {s59}. str_dplmc_relation_mnus_90_ns|{reg4?She He} seems to be vengeful towards {s59}. str_dplmc_relation_mnus_80_ns|{reg4?She He} seems to be vengeful towards {s59}. str_dplmc_relation_mnus_70_ns|{reg4?She He} seems to be hateful towards {s59}. str_dplmc_relation_mnus_60_ns|{reg4?She He} seems to be hateful towards {s59}. str_dplmc_relation_mnus_50_ns|{reg4?She He} seems to be hostile towards {s59}. str_dplmc_relation_mnus_40_ns|{reg4?She He} seems to be angry towards {s59}. str_dplmc_relation_mnus_30_ns|{reg4?She He} seems to be resentful against {s59}. str_dplmc_relation_mnus_20_ns|{reg4?She He} seems to be grumbling against {s59}. str_dplmc_relation_mnus_10_ns|{reg4?She He} seems to be suspicious towards {s59}. str_dplmc_relation_plus_0_ns|{reg4?She He} seems to be indifferent to {s59}. str_dplmc_relation_plus_10_ns|{reg4?She He} seems to be cooperative towards {s59}. str_dplmc_relation_plus_20_ns|{reg4?She He} seems to be welcoming towards {s59}. str_dplmc_relation_plus_30_ns|{reg4?She He} seems to be favourable to {s59}. str_dplmc_relation_plus_40_ns|{reg4?She He} seems to be supportive to {s59}. str_dplmc_relation_plus_50_ns|{reg4?She He} seems to be friendly to {s59}. str_dplmc_relation_plus_60_ns|{reg4?She He} seems to be gracious to {s59}. str_dplmc_relation_plus_70_ns|{reg4?She He} seems to be fond of {s59}. str_dplmc_relation_plus_80_ns|{reg4?She He} seems to be loyal to {s59}. str_dplmc_relation_plus_90_ns|{reg4?She He} seems to be devoted to {s59}. str_dplmc_s39_rival| He senses rivals in {s39} str_dplmc_s41_s39_rival|{s41}, {s39} str_dplmc_s40_love_interest_s39|{s40}. Aside from that his love interest is {s39}. str_dplmc_s40_betrothed_s39|{s40}. Aside from that he is betrothed to {s39}. str_dplmc_reputation_martial|It is said that {s46} is a martial person. str_dplmc_reputation_debauched|It is said that {s46} is a debauched person. str_dplmc_reputation_pitiless|It is said that {s46} is a pitiless person. str_dplmc_reputation_calculating|It is said that {s46} is a calculating person. str_dplmc_reputation_quarrelsome|It is said that {s46} is a quarrelsome person. str_dplmc_reputation_goodnatured|It is said that {s46} is a good-natured person. str_dplmc_reputation_upstanding|It is said that {s46} is an upstanding person. str_dplmc_reputation_conventional|It is said that {s46} is a conventional person. str_dplmc_reputation_adventurous|It is said that {s46} is an adventurous person. str_dplmc_reputation_romantic|It is said that {s46} is a romantic person. str_dplmc_reputation_moralist|It is said that {s46} is a moralist. str_dplmc_reputation_ambitious|It is said that {s46} is an ambitious person. str_dplmc_reputation_unknown|{s46}'s motivations are a closed book. str_dplmc_s21__the_s5_is_bound_by_alliance_not_to_attack_the_s14s18_it_will_expire_in_reg1_days|{s21}^* The {s5} has formed an alliance with the {s14}.{s18} It will degrade into a defensive pact in {reg1} days. str_dplmc_s21__the_s5_is_bound_by_defensive_not_to_attack_the_s14s18_it_will_expire_in_reg1_days|{s21}^* The {s5} has agreed to a defensive pact with the {s14}.{s18} It will degrade into a trade agreement in {reg1} days. str_dplmc_s21__the_s5_is_bound_by_trade_not_to_attack_the_s14s18_it_will_expire_in_reg1_days|{s21}^* The {s5} has agreed to a trade agreement with the {s14}.{s18} It will degrade into a non-aggression pact in {reg1} days. str_dplmc_small|small str_dplmc_medium|medium str_dplmc_big|big str_dplmc_elite|elite str_dplmc_very_decentralized|very decentralized str_dplmc_quite_decentralized|quite decentralized str_dplmc_little_decentralized|a little decentralized str_dplmc_neither_centralize_nor_decentralized|neither too centralized nor decentralized str_dplmc_little_centralized|a little centralized str_dplmc_quite_centralized|quite centralized str_dplmc_very_centralized|very centralized str_dplmc_very_plutocratic|very plutocratic str_dplmc_quite_plutocratic|quite plutocratic str_dplmc_little_plutocratic|a little plutocratic str_dplmc_neither_aristocratic_nor_plutocratic|neither too aristocratic nor plutocratic str_dplmc_little_aristocratic|a little aristocratic str_dplmc_quite_aristocratic|quite aristocratic str_dplmc_very_aristocratic|very aristocratic str_dplmc_all_free|almost all free str_dplmc_mostly_free|mostly free str_dplmc_usually_free|usually free str_dplmc_mixture_serfs|a mixture of serfs and freemen str_dplmc_usually_serfs|usually serfs str_dplmc_mostly_serfs|mostly serfs str_dplmc_all_serfs|almost all serfs str_dplmc_very_quantity|a vast number of soldiers str_dplmc_great_quantity|very many soldiers str_dplmc_good_quantity|many soldiers str_dplmc_mediocre_quality|a mediocre quality str_dplmc_good_quality|a good quality str_dplmc_great_quality|a great quality str_dplmc_very_quality|a very high quality str_dplmc_s21_the_s8_declared_war_to_fulfil_pact|{s21}. The {s8} declared war to fulfil a pact str_dplmc_very_laissez_faire|very laissez-faire str_dplmc_quite_laissez_faire|quite laissez-faire str_dplmc_little_laissez_faire|a little laissez-faire str_dplmc_neither_mercantilist_nor_laissez_faire|neither particularly mercantile nor entirely laissez-faire str_dplmc_little_mercantilist|a little mercantile str_dplmc_quite_mercantilist|quite mercantile str_dplmc_very_mercantilist|very mercantile str_dplmc_s40_married_s39|{s40}. Aside from that {reg4?she he} is married to {s39}. str_dplmc_your_s11_s10|Your {s11}, {s10} str_dplmc_reg6my_reg7spouse|{reg6?M m}y {reg7?love {husband/wife}} str_dplmc_refuse_support_s43_named_s4|Support a {s43} like {s4}? I think not. str_dplmc_comment_you_enfiefed_a_commoner_supportive|I understand that you have given {s51} to {s54}. Others may find this controversial, but I believe that {s54} will be an able governor, and that {reg4?she he} will not let you down. str_dplmc_sirmadame|{reg59?madam ser} str_dplmc_sirmadam|{reg59?madam ser} str_dplmc_my_lordlady|my {reg59?Lady Lord} str_dplmc_your_highness|your highness str_dplmc_grandfather|grandfather str_dplmc_grandmother|grandmother str_dplmc_grandson|grandson str_dplmc_granddaughter|granddaughter str_dplmc_half_brother|half-brother str_dplmc_half_sister|half-sister str_dplmc_sister_wife|sister-wife str_dplmc_co_husband|co-husband str_dplmc_friend|friend str_dplmc_ally|ally str_s54_is_deceased|{s54} is deceased. str_dplmc_political_explanation_original_lord|In this case, the fortress should go its original owner. str_dplmc_s0_and_s1|{s0} and {s1} str_money|You don't have enough stags! str_hold|Drop the anchor and hold here! str_skirmish|Skirmish with the enemy! str_board|Close in and board the enemy ship! str_numberofships|{reg60} str_faction_relation_mnus_100_ns|nemesis str_faction_relation_mnus_90_ns|implacable str_faction_relation_mnus_80_ns|vengeful str_faction_relation_mnus_70_ns|revengeful str_faction_relation_mnus_60_ns|hateful str_faction_relation_mnus_50_ns|angry str_faction_relation_mnus_40_ns|resentful str_faction_relation_mnus_30_ns|hostile str_faction_relation_mnus_20_ns|grumbling str_faction_relation_mnus_10_ns|suspicious str_faction_relation_plus_0_ns|indifferent str_faction_relation_plus_10_ns|acceptive str_faction_relation_plus_20_ns|cooperative str_faction_relation_plus_30_ns|favourable str_faction_relation_plus_40_ns|supportive str_faction_relation_plus_50_ns|friendly str_faction_relation_plus_60_ns|gracious str_faction_relation_plus_70_ns|fond str_faction_relation_plus_80_ns|devoted str_faction_relation_plus_90_ns|loyal str_retreat_in_face_of_enemy|You disengage to find a better position to engage the enemy.^Your soldiers grumble.^Some even mutter about your apparent lack of courage when they think you can't hear them. str_retreat_from_fortress|You order your troops to disengage.^Everyone moves out of bow shot of the fortress walls, and the enemy destroys the siege ladders.^Your troops are upset, after all the effort it took to get into position and prepare the attack, they are unhappy about leaving the fortress in the enemy's hands. str_retreat_not_dead|You order your forces to disengage, judging the tactical situation to be hopeless.^Your force has lost this battle and your troops grumble loudly about your lack of nerve, some openly question your leadership, which requires you to take action to restore discipline within your ranks. str_recruit_town|Recruit a young nobleman ({s11}) ({reg1}) str_player_50|Patrol str_custom_reinforce|{reg0} {s1} have arrived from {s2} str_s7_scouts|Scouts str_s7_foragers|Foraging Party str_s7_northern_picts|Northern Raiding Party str_celtic_paganism|{s5} Religion str_germanic_paganism|{s5} Religion str_roman_christianity|{s5} Religion str_celtic_christanity|{s5} Religion str_raise_relation_with_village_tavern_built|Villagers of {s1} are happy! The building of the tavern increased their loyalty. str_the_sun_rises|The sun rises. str_the_sun_sets|The sun sets. str_it_is_noon|It is noon. str_it_is_midnight|It is midnight. str_bandit_name_10|Maynard str_bandit_name_11|Garizon str_bandit_name_12|Fornio str_bandit_name_13|Erreck str_bandit_name_14|Godric str_bandit_name_15|Dywen str_bandit_name_16|Creylen str_bandit_name_17|Hobb str_bandit_name_18|Harmune str_bandit_name_19|Loreth str_bandit_name_20|Jasper str_bandit_name_21|Ronnel str_bandit_name_22|Reigan str_bandit_name_23|Edric str_bandit_name_24|Steffon str_bandit_name_25|Bert str_bandit_name_26|Rogar str_bandit_name_27|Gwayne str_bandit_name_28|Dareon str_bandit_name_29|Derek str_bandit_name_30|Glendon str_bandit_name_31|Gregor str_bandit_name_32|Hake str_bandit_name_33|Othor str_bandit_name_34|Orivel str_bandit_name_35|Robin str_bandit_name_36|Quillion str_bandit_name_37|Shadrich str_bandit_name_38|Symon str_bandit_name_39|Timon str_bandit_name_40|Lothar str_bandit_name_41|Chai str_bandit_name_42|Methyso str_bandit_name_43|Vogarro str_bandit_name_44|Vhalaso str_bandit_name_45|Belicho str_bandit_name_46|Garis str_bandit_name_47|Urho str_bandit_name_48|Dhazzar str_bandit_name_49|Goghor str_bandit_name_50|Aggar str_bandit_name_51|Dagon str_bandit_name_52|Drennan str_bandit_name_53|Kromm str_bandit_name_54|Lorren str_bandit_name_55|Manfryd str_bandit_name_56|Norjen str_bandit_name_57|Rognar str_bandit_name_58|Erich str_bandit_name_59|Sigrin str_bandit_name_60|Brandon Wull str_bandit_name_61|Bannon str_bandit_name_62|Jory str_bandit_name_63|Chayle str_bandit_name_64|Dalla str_bandit_name_65|Thorren str_bandit_name_66|Gariss str_bandit_name_67|Garth str_bandit_name_68|Shadd str_bandit_name_69|Arthor str_bandit_name_70|Timmet son of Timmet str_bandit_name_71|Gunther son of Gurn str_bandit_name_72|Crawn son of Calor str_bandit_name_73|Conn son of Coratt str_bandit_name_74|Jaggot str_bandit_name_75|Morleo str_bandit_name_76|Uvan str_bandit_name_77|Galt str_bandit_name_78|Torrek str_bandit_name_79|Gurn str_cog|Cog str_warship|Warship str_longship|Longship str_galley|Galley str_merchant|Merchant Ship str_row_boat|Row Boat str_trireme|Trireme str_ship_wood_1|Oak str_ship_wood_2|Pine str_ship_wood_3|Ash str_ship_name_1|Black Betha str_ship_name_2|Bold Laughter str_ship_name_3|Bold Wind str_ship_name_4|Brightfish str_ship_name_5|Cat str_ship_name_6|dromonds str_ship_name_7|Courageous str_ship_name_8|Laughter str_ship_name_9|Devotion str_ship_name_10|Dog's Nose str_ship_name_11|Dragonsbane str_ship_name_12|Faithful str_ship_name_13|Fury str_ship_name_14|Golden Rose str_ship_name_15|Great Kraken str_ship_name_16|Godsgrace str_ship_name_17|Harridan str_ship_name_18|Horned Honor str_ship_name_19|Huntress str_ship_name_20|Kingslander str_ship_name_21|Lance str_ship_name_22|Laughing Lord str_ship_name_23|Lioness str_ship_name_24|Lionstar str_ship_name_25|Piety str_ship_name_26|Prayer str_ship_name_27|Ramshead str_ship_name_28|Red Claw str_ship_name_29|Red Raven str_ship_name_30|River Arrow str_ship_name_31|Sceptre str_ship_name_32|Sea Demon str_ship_name_33|Seaflower str_ship_name_34|Seahorse str_ship_name_35|Seaswift str_ship_name_36|Silence str_ship_name_37|Stag of the Sea str_ship_name_38|Storm Crow str_ship_name_39|Swift Sword str_ship_name_40|Sword Fish str_ship_name_41|Talon str_ship_name_42|Trident Three str_ship_name_43|White Hart str_ship_name_44|Wild Wind str_ship_name_45|Wrath str_ship_names_end|ship names end str_cant_set_sail|You can't set sail. Your ships don't have room for {reg3} of your men. str_ship_tutorial_0|In this tutorial, you will learn how to control a ship. Take your time to learn how to command your crew, so you will be able keep a cool head in fast-developing naval battles.^^(Click * K * to continue.) str_ship_tutorial_1|In a naval battle, it often helps to get an overview.^^(Click * BACKSPACE * to get an overview.) str_ship_tutorial_2|You can look around by moving the mouse or get your perspective back on your ship by clicking * BACKSPACE * again.^^(Click * K * if you want to continue.) str_ship_tutorial_3|If you want to make your ship move, you can give the crew the command to row. The more crew you have, the more speed you will gain through rowing.^^You can give commands to row forward, to row fast forward, to stay or to row backwards. Click the * UP * or the * DOWN * arrow key to switch between these commands.^^Your current command is represented by the arrows above and below the representation of your ship in the upper right corner of your display. Try to give different rowing commands! str_ship_tutorial_4|If you want to make your ship move, you can give the crew the command to row. The more crew you have, the more speed you will gain through rowing.^^You can give commands to row forward, to row fast forward, to stay or to row backwards. Click the * UP * or the * DOWN * arrow key to switch between these commands.^^Your current command is represented by the arrows above and below the representation of your ship in the upper right corner of your display. Try to give different rowing commands!^^(Click * K * if you want to continue.) str_ship_tutorial_5|If you want to direct your ship, you can give a command to the helmsmen. You can give commands to row straight, starboard, hard starboard, port or hard port. Click the * LEFT * or the * RIGHT * arrow key to switch between these commands.^^Your current command is represented by the arrows to the right and left of the representation of your ship in the upper right corner of your display. Try to give different helmsman commands! str_ship_tutorial_6|If you want to direct your ship, you can give a command to the helmsmen. You can give commands to row straight, starboard, hard starboard, port or hard port. Click the * LEFT * or the * RIGHT * arrow key to switch between these commands.^^Your current command is represented by the arrows to the right and left of the representation of your ship in the upper right corner of your display. Try to give different helmsman commands!^^(Click * K * if you want to continue.) str_ship_tutorial_7|If there is favourable wind, you can give the command to set the sail, but if you are in a head wind, you should give the command to reef the sail. Click * ENTER * to toggle between these commands. Your current command is represented by the sail of the representation of your ship in the upper right corner of your display. Your current position to the wind is represented by the blue flag. Try to give the command to set or reef the sail! str_ship_tutorial_8|If there is favourable wind, you can give the command to set the sail, but if you are in a head wind, you should give the command to reef the sail. Click * ENTER * to toggle between these commands. Your current command is represented by the sail of the representation of your ship in the upper right corner of your display. Your current position to the wind is represented by the blue flag. Try to give the command to set or reef the sail!^^(Click * K * if you want to continue.) str_ship_tutorial_9|Now you know the basic commands you need to control a ship. If you want to board an enemy ship in a naval battle, just try to catch it, and your crew will do the rest.^^For now, take your time to try out your ship. When you are done, land your ship at the beach where you started! str_good_news_our_foragers_found_much_meat|Good news! Our foragers found much meat. str_our_foragers_have_returned_after_getting_some_food|Our foragers have returned after getting some food in nearby villages, but the villagers are upset with us. str_bad_news_our_foragers_didnt_find_food_today|Bad news! Our foragers didn't find food today. str_very_bad_news_our_foragers_were_attacked|Very bad news! Our foragers were attacked by angry villagers, and we lost two to four men. str_your_scouts_are_exploring_enemy_territory|Your scouts are exploring enemy territory. str_very_bad_news_our_scouts_were_attacked|Very bad news! Our scouts were attacked, and we lost two to four men. str_s12s15_dominates_its_weaker_neighbor_s16|{s12}{s15} attempts to dominate {reg4?her his} weaker neighbour {s16}. str_s12s15_acts_to_drive_the_people_of_s16_and_their_like_out_of_the_isles|{s12}{s15} acts to destroy the people of {s16} and any houses loyal to their liege! str_trakay_radz_descr|The elder gave you a piece of advice, to ask the townsfolk of {s10} about the monk. str_monk_in_the_tavern|In the words of the townsfolk, the monk haunts the local pubs. You had best wait for him here. str_aoe_healing|Healing... As standard-bearer, you increase morale of men nearby str_bry_1|A World of Ice and Fire^^^^^^ If you wish to survive in this world, I recommend that you listen carefully... str_bry_2|Westeros, Dark times has befell this once fine land, pushing this continent once again into turmoil. Filled with the rotting smell of death whilst rivers flow red from blood of fallen foes and tortured victims. str_bry_3|To the north of this vast continent is King Robb Stark. Lord of Winterfell and head of House Stark. Called by his bannermen he is now ruling and declared King of the North. At war with the Lannisters and King Joffrey he seeks out King's Landing to the south.^ Although the Lannisters are ruled by Lord Tywin Lannister, King's Landing is ruled by King Joffrey Baratheon, currently the King of the Seven Kingdoms, King of the Andals, the Rhoynar, the First Men and Protector of the Realm. King Joffrey is said to be arrogant and sadistic, described by Tyrion Lannister as a vicious idiot of a king. str_bry_4|In order to bolster their influence and forces the Lannisters proposed an alliance with Prince Doran Nymeros Martell of Dorne and head of House Martell. They accepted Lord Tywin's offer of marriage between Myrcella Baratheon and Trystane Martell that in return they shall be granted Ser Gregor Clegane's head and a small seat on the council. str_bry_5|Located in the Vale, an isolated mountainous part of Westeros sits Lord Robin, Defender of the Vale and Warden of the east. Lord Robin is a small boy and the only surviving child and heir of Lord Jon Arryn. At this time House Arryn are neutral in the war. str_bry_6|Heading south Lord Mace Tyrell, Warden of the South, High Marshal of the Reach and Lord of Highgarden has decided to back King Renly to sit the Iron Throne. str_bry_7|King of Salt and Rock, Son of the Sea Wind and Lord Reaper of Pyke is King Balon Greyjoy ruling on the Iron Islands ready to invade the north.^King Stannis Baratheon the First of His Name. The King in the Narrow Sea, Lord of Dragonstone, Lord Paramount of the Stormlands and King of Westeros is ruling in the east. King Stannis recently sent out ravens to the realm claiming King Joffrey Baratheon is not the rightful heir of Robert Baratheon but the son of Ser Jaime Lannister.. str_bry_8|This turmoil continues past the shores of Westeros and across the Narrow Sea into Essos, a continent plagued by nomadic warriors the Dothraki Hordes known as Khalasars!... str_bry_9|The Dothraki take what they need through pillage and plunder and are said to dis-trust the oceans because their horses will not drink from it. Rape is rife in these parts and one would do well to stay well away...^^Welcome to the Game of Thrones and lets hope your adventures lead to better ends than that of most folk within the continents of Westeros and Essos!^^^CREDITS and CONTRIBUTIONS ^^Produno - Director, Coder, 3D Artist, Scener, putting everything together.^Brytenwalda Team for the original base module^^Viking Conquest team for much of the updated code used from Brytenwalda.^Cbowd36 - Some 3D models.^The Dark Robin - Some Free cities troop trees.^Thanewulfgharn - Some models and textures.^Jaakko - Great sept of baelor exterior. Dreadfort scene props.^Hurleur.^Hiner - Winterfell, Lannisport and Pyke scenes (slightly modified by me - Produno).^Khamukhamu - Wights textures. Testing.^Count of Flanders - Various armours.^Bilwit - Various armours.^Robzombies18.^Oliver Qvist - 3D models.^TheLoneWolf1 - 3D models - many of the unique map icons.^Art of Justice - code plus 2D Art.^La Grandmaster - Code.^cghopk - Models.^Lumos - Varys quest code (modified by me) plus general help and being an awesome guy.^Tajulek - Scenes.^CNKOMOP - Unsullied model and texture.^Rigadoon - Some of the Greyjoy armours.^Azsouth - testing.^Gokiller - Scenes King's Landing, Riverrun, Storms End, Braavos. All modified by me.^OSP Items ^Narf. - Armour packs^FantasyWarrior.^LAV.^Al Mansur.^Adorno.^Jaakko.^Delzaros.^TLD Team.^GoT OSP pack. Creditors shown below.^Sarega.^Legionnaire.^Yarogleka.^HunterWolf.^bomber.^Radamate.^dezz spb.^Gleb ushkuynikov.^dimanas.^Mark7.^xxxxARESxxxx.^RS1105252.^Supersonic.^akdesign.^Slytacular.^Njunja.^Xenoargh.^AndyYa. - Three Cards Game.^Cozur - Allowing the use of some modified items from Bilwit^Lord Goodfella - Some ingame music.^^^robercik8211 - Casterly Rock Scene.^cakeflirty - Dragon Neck scene.^Jacobhinds - Moral Code.^UnlceSamuel - Lots of text fixes.^Moose - Scenes Castle Black.^Akathir - Scenes Myr, Lorath^Wollythemodder - Scenes Lys, Lorath.^Mikeboix - Scenes White Harbour^Kraggrim - Many armours and textures^A HUGE THANKS AND SPECIAL MENTION TO ALL THE DONATORS^Kazansky22^Bersia^Ivanov Ivan^robertidaniel - payed for many of the armours in the game.^Olof Noaksson^loren sinclaire^Shane^Terrence Smith^Eric^Tamas Torok^Sam Leicester^Joshua Farris^Dylan Coram^Saul Karath^anonymau5^William Ray^Reed Matter^Badg3r21^David M Moran^All the testers that's helped to test the game and post bugs on our forums @ www.aworldoficeandfire.co.uk/forum^Many many others. If you think I've left you out then please let me know. str_bry_10|. str_bry_11|Game of Thrones background str_bry_12|A Game of Thrones is a TV series based on the books written by George R.R. Martin.^The first book was published on the 6th of August 1996 and the TV series was first aired by HBO in April 2011.^This mod covers sources from both the books and the TV series. str_lcn_faction|He is loyal to {s41}. str_lcn_stats|Renown {reg60}. Controversy {reg61}. str_lcn_prompt|Enter your personal notes on {s41} str_none|none str_january_reg1_reg2_v2|{reg1} of the First Turn, {reg2} str_february_reg1_reg2_v2|{reg1} of the Second Turn, {reg2} str_march_reg1_reg2_v2|{reg1} of the Third Turn, {reg2} str_april_reg1_reg2_v2|{reg1} of the Fourth Turn, {reg2} str_may_reg1_reg2_v2|{reg1} of the Fifth Turn, {reg2} str_june_reg1_reg2_v2|{reg1} of the Sixth Turn, {reg2} str_july_reg1_reg2_v2|{reg1} of the Seventh Turn, {reg2} str_august_reg1_reg2_v2|{reg1} of the Eighth Turn, {reg2} str_september_reg1_reg2_v2|{reg1} of the Ninth Turn, {reg2} str_october_reg1_reg2_v2|{reg1} of the Tenth Turn, {reg2} str_november_reg1_reg2_v2|{reg1} of the Eleventh Turn, {reg2} str_december_reg1_reg2_v2|{reg1} of the Twelfth Turn, {reg2} str_capitan_mode_started|Exploration Round Recognise the ground and kill the enemy champions. In the next round your troops will come! str_capitan_mode_started2|War Round! Lead your troops to victory! str_lordsbattle_note|This is a variant of native battle system which recognizes the leadership of bots in battle. str_armamento_pesado|Buy heavy armour - It will provide medium and heavy infantry when choosing the composition of your army in the inventory menu. str_acceso_caballeria|Buy horses - It will provide medium and heavy cavalry when choosing the composition of your army in the inventory menu. str_buy_tropas|My Lord, choose your army str_nopuedes_comprar|You are not lord or captain and^ you can't choose troops. str_numero_hombres|Number of warriors to hire str_initial_gold_multiplierboth|Basic gold both teams (%) str_initial_gold_multipliert1|Team 1 Extra gold for troop wages (%) str_initial_gold_multipliert2|Team 2 Extra gold for troop wages (%) str_choose_a_captain|Choose a troop class ^^ Captains and lords represent the leaders of armies. Have access^to quality weapons and armies. Those who choose to be leaders^should appoint a king to lead them in battle.^^ Elite warriors represent the most prestigious army troops.^Choosing this range you can be the standard bearer, musician,^explorer, messenger, an adviser or bodyguard of a captain^among other things.^--------------------------------------------- str_your_men_break_off_the_siege_of_s10_to_follow_you|Your men break off the siege of {s10} to follow their liege. str_if_you_get_too_far_from_s10_your_siege_will_end|If you get too far from {s10}, your siege will end. str_you_dont_have_enough_money_to_continue_training_troops_at_s10|You don't have enough money in your treasury to continue training troops at {s10}. str_at_s10_has_promoted_reg5_reg6s8_to_s9s6_to_s7|at {s10} has promoted {reg5} {reg6?{s8} to {s9} {s6} to {s7}}. str_you_need_to_improve_your_refuge_first|Improve your settlement first. str_you_have_suffered_a_serious_injury_to_your|You have suffered a serious injury to your str_it_will_be_permanent_in_reg1_days|It will become permanent in {reg1} days. str_it_will_be_cured_in_reg1_days|It will heal in {reg1} days. str_go_to_the_lords_hall_s1|Visit the lord's hall{s1} str_qp1_quest_desc_tournament_invited_by_s9_to_s13|You have been invited by {s9} to attend the tournament being held in {s13}. Turning down this invitation would be frowned upon. str_qp1_quest_desc_tournament_held_by_s9_to_s13|You heard of a tournament being hosted by {s9} in the town of {s13}. This would prove an excellent opportunity to prove your worth in these lands. str_qp1_tournaments_invited_by_s8_to_s12|Your commander hands you a sealed scroll delivered by a raven. Within you find a formal invitation from {s8} to attend a tournament which is to be held in {s12}. str_qp1_tournaments_held_by_s8_in_s12|During your day's travel, you pass a lone warrior travelling towards {s12}. From him you learn that there will be a tournament held in the town by {s8}. str_beginner|Beginner str_normal|Normal str_hardcore|Hardcore str_recruitment|Recruitment str_levelling|Levelling str_budget|Budget str_stamina|Stamina str_whitewalker_invasion|White Walkers do not invade str_gear_affects_skills|Gear affects skills str_resting_morale|Rest improves morale str_insane_difficult|Insane difficulty str_gore|Gore str_disable_scenic_menu|Disable scenic menu str_shield_bash|Shield bash str_disable_complex_formations|Disable complex formations str_have_formations_face_enemy|Auto turn army to face enemy str_players_enemies_only_attack|Player's enemies only attack str_music_in_battles|Replace music in battles str_charge_animation|Enable charge animation in battle str_shot_distance|Display projectile distance travelled str_damage_to_player|Player damage str_damage_to_lords|Hero damage str_damage_dealt_from_lords|Hero damage dealt str_damage_to_friends|Friends damage str_combat_ai|Combat AI str_campaign_ai|Campaign AI str_movement_and_combat_speed|Tactical Speed str_battle_size|Battle size str_difficulty_setting|Difficulty Setting str_realism_feature|Realism Feature str_special_setting|Special Setting str_formation_feature|Formation Setting str_performance_feature|Performance Setting str_battle_size_text|Limits the maximum amount of troops on a battlefield at once. If you experience low performance in big battles, you should try to reduce the battle size. A battle size above the engine maximum of 300 could cause problems.^^For additional settings, you can try the Video Options, available in the game's main menu, or accessible during the game by pressing ESC. str_this_setting_affects_all|This setting affects the player and all game characters. str_0x02|1 str_0x03|2 str_0x04|3 str_0x05|4 str_0x06|5 str_0x07|6 str_0x08|7 str_0x09|8 str_0x0a|9 str_0x0b|0 str_0x1e|A str_0x30|B str_0x2e|C str_0x20|D str_0x12|E str_0x21|F str_0x22|G str_0x23|H str_0x17|I str_0x24|J str_0x25|K str_0x26|L str_0x32|M str_0x31|N str_0x18|O str_0x19|P str_0x10|Q str_0x13|R str_0x1f|S str_0x14|T str_0x16|U str_0x2f|V str_0x11|W str_0x2d|X str_0x15|Y str_0x2c|Z str_0x52|Numpad 0 str_0x4f|Numpad 1 str_0x50|Numpad 2 str_0x51|Numpad 3 str_0x4b|Numpad 4 str_0x4c|Numpad 5 str_0x4d|Numpad 6 str_0x47|Numpad 7 str_0x48|Numpad 8 str_0x49|Numpad 9 str_0x45|Num Lock str_0xb5|Numpad DIV str_0x37|Numpad MUL str_0x4a|Numpad MIN str_0x4e|Numpad PLUS str_0x9c|Numpad ENTER str_0x53|Numpad DEL) str_0xd2|Insert str_0xd3|Delete str_0xc7|Home str_0xcf|End str_0xc9|Page Up str_0xd1|Page Down str_0xc8|Up str_0xd0|Down str_0xcb|Left str_0xcd|Right str_0x3b|F1 str_0x3c|F2 str_0x3d|F3 str_0x3e|F4 str_0x3f|F5 str_0x40|F6 str_0x41|F7 str_0x42|F8 str_0x43|F9 str_0x44|F10 str_0x57|F11 str_0x58|F12 str_0x39|Space Bar str_0x1c|Enter str_0x0f|Tab str_0x0e|Backspace str_0x1a|[ str_0x1b| ] str_0x33| str_0x34| str_0x35| ? str_0x2b|\ str_0x0d| = str_0x0c| -- str_0x27|Semicolon str_0x28|Apostrophe str_0x29|Tilde str_0x3a|Caps Lock str_0x2a|Left Shift str_0x36|Right Shift str_0x1d|Left Ctrl str_0x9d|Right Ctrl str_0x38|Left Alt str_0xb8|Right Alt str_0xe0|Left Click str_0xe1|Right Click str_0xe2|Mouse Button 3 str_0xe3|Mouse Button 4 str_0xe4|Mouse Button 5 str_0xe5|Mouse Button 6 str_0xe6|Mouse Button 7 str_0xe7|Mouse Button 8 str_0xee|Scroll Up str_0xef|Scroll Down str_key_no1|Camera Forward str_key_no2|Camera Backward str_key_no3|Camera Turn Right str_key_no4|Camera Turn Left str_key_no5|Camera Up str_key_no6|Camera Down str_key_no7|Next BOT str_key_no8|Prev BOT str_key_no9|Toggle Camera Mode str_key_no10|Select Order 7 str_key_no11|Select Order 8 str_key_no12|Select Order 9 str_key_no13|Select Order 10 str_key_no14|Spear Brace str_key_no15|Call Horse str_key_0|0 str_key_1|1 str_key_2|2 str_key_3|3 str_key_4|4 str_key_5|5 str_key_6|6 str_key_7|7 str_key_8|8 str_key_9|9 str_key_a|A str_key_b|B str_key_c|C str_key_d|D str_key_e|E str_key_f|F str_key_g|G str_key_h|H str_key_i|I str_key_j|J str_key_k|K str_key_l|L str_key_m|M str_key_n|N str_key_o|O str_key_p|P str_key_q|Q str_key_r|R str_key_s|S str_key_t|T str_key_u|U str_key_v|V str_key_w|W str_key_x|X str_key_y|Y str_key_z|Z str_key_numpad_0|Numpad 0 str_key_numpad_1|Numpad 1 str_key_numpad_2|Numpad 2 str_key_numpad_3|Numpad 3 str_key_numpad_4|Numpad 4 str_key_numpad_5|Numpad 5 str_key_numpad_6|Numpad 6 str_key_numpad_7|Numpad 7 str_key_numpad_8|Numpad 8 str_key_numpad_9|Numpad 9 str_key_num_lock|Num lock str_key_numpad_slash|Numpad slash str_key_numpad_multiply|Numpad multiply str_key_numpad_minus|Numpad minus str_key_numpad_plus|Numpad plus str_key_numpad_enter|Numpad enter str_key_numpad_period|Numpad period str_key_insert|Insert str_key_delete|Delete str_key_home|Home str_key_end|End str_key_page_up|Page up str_key_page_down|Page down str_key_up|Up str_key_down|Down str_key_left|Left str_key_right|Right str_key_f1|F1 str_key_f2|F2 str_key_f3|F3 str_key_f4|F4 str_key_f5|F5 str_key_f6|F6 str_key_f7|F7 str_key_f8|F8 str_key_f9|F9 str_key_f10|F10 str_key_f11|F11 str_key_f12|F12 str_key_space|Space str_key_escape|Escape str_key_enter|Enter str_key_tab|Tab str_key_back_space|Back space str_key_open_braces|Open braces str_key_close_braces|Close braces str_key_comma|Comma str_key_period|Period str_key_slash|Slash str_key_back_slash|Back slash str_key_equals|Equals str_key_minus|Minus str_key_semicolon|Semicolon str_key_apostrophe|Apostrophe str_key_tilde|Tilde str_key_caps_lock|Caps lock str_key_left_shift|Left shift str_key_right_shift|Right shift str_key_left_control|Left control str_key_right_control|Right control str_key_left_alt|Left alt str_key_right_alt|Right alt str_wounds|Wounds str_blood_loss|Blood loss str_quantity_bandit_parties|Bandit Parties str_whitewalkers_invade_text|White Walker Invasion str_game_difficulty_warning|Game Difficulty Warning str_game_difficulty_warning_desc|At the current Campaign AI level, {s1} of the bandit parties will be stronger than the player's upon spawning. They will have up to {reg1} troops.^^Reset that level from the ESC options menu if desired. Deserters will not be affected, and sea based bandits always start with a minimum of one ship (30 men). str_player_division|Player division str_poll_cooldown|Delay between polls (seconds) str_polls_disabled_for_reg1|Polls are disabled for {reg1} seconds. str_poll_cooldown_is_now_reg1|Delay between polls is now set to {reg1} seconds. str_poll_change_gametype|{s0} started a poll to change game type to {s1}. str_poll_to_change_gametype|Poll to change game type to {s1} 1 = Accept, 2 = Decline str_make_gametype_voteable|Allow polls to change game type str_changing_gametype_is_voteable|Changing gametype is voteable. str_changing_gametype_is_not_voteable|Changing gametype is not voteable. str_bodyguard|Bodyguards str_fall_backwards|Player Stumbling str_weapon_break|Damageable Equipment str_no_suit_religion|You can't possibly think of marrying into my family since you do not even believe in the same gods! Convert first, then we may discuss this topic again.
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環境:XPSP3/VS2005 COM の言語:VC++ COM:インプロセスサーバ/デュアルインターフェイス コンポーネント名:TestComp インターフェイス名:TestIF メソッド名:TestMethod クライアントでの COM の初期化等 VC++ クライアント #import "progid TestComp.TestIF" no_namespace named_guids...CoInitialize(NULL);CComPtr ITestIF pIF;pIF.CoCreateInstance(CLSID_TestIF);...// 終了時CoUninitialize(); VB クライアント Dim obj As Object = CreateObject("TestComp.TestIF") VC# クライアント using System.Reflection;...Type t = Type.GetTypeFromProgID("TestComp.TestIF");object target = t.InvokeMember(null, BindingFlags.CreateInstance, null, null, null); BYTE 型 その1 クライアントからデータを渡す COM サーバ IDL メソッド宣言 [id(1), helpstring("メソッド TestMethod")] HRESULT TestMethod([in] BYTE prm); クラスメンバ宣言 STDMETHOD(TestMethod)(BYTE prm); メンバ関数実装 STDMETHODIMP CTestIF TestMethod(BYTE prm){ TCHAR str[16]; _stprintf_s(str, _T("%d"), prm); MessageBox(NULL, (LPCWSTR)str, _T(""), MB_OK); return S_OK;} VC++ クライアント HRESULT hr;BYTE var = 0;hr = pIF- TestMethod(var);if (FAILED(hr)) { // エラー} VB クライアント Dim var As Byte = 0obj.TestMethod(var) VC# クライアント byte var = 0;object[] args = { var }; // ボックス化t.InvokeMember("TestMethod", BindingFlags.InvokeMethod, null, target, args); BYTE 型 その2 サーバからデータをポインタ渡し COM サーバ IDL メソッド宣言 [id(1), helpstring("メソッド TestMethod")] HRESULT TestMethod([out] BYTE* prm); クラスメンバ宣言 STDMETHOD(TestMethod)(BYTE* prm); メンバ関数実装 STDMETHODIMP CTestIF TestMethod(BYTE* prm){ *prm = 123; return S_OK;} VC++ クライアント HRESULT hr;BYTE var = 0;hr = pIF- TestMethod( var);if (FAILED(hr)) { // エラー}_tprintf_s(_T("%d\n"), var); VB クライアント Dim var As Byteobj.TestMethod(var)Console.WriteLine(var) VC# クライアント byte var = 0;object[] args = { var }; // ボックス化ParameterModifier p = new ParameterModifier(1);p[0] = true; // 1番目のパラメータの変更許可ParameterModifier[] mods = { p };t.InvokeMember("TestMethod", BindingFlags.InvokeMethod, null, target, args, mods, null, null);var = (byte)args[0]; // ボックス化解除Console.WriteLine(var); BYTE 型 その3 サーバからデータを戻り値として返す COM サーバ IDL メソッド宣言 [id(1), helpstring("メソッド TestMethod")] HRESULT TestMethod([out,retval] BYTE* prm); クラスメンバ宣言 STDMETHOD(TestMethod)(BYTE* prm); メンバ関数実装 STDMETHODIMP CTestIF TestMethod(BYTE* prm){ *prm = 123; return S_OK;} VC++ クライアント BYTE var = pIF- TestMethod();_tprintf_s(_T("%d\n"), var); VB クライアント Dim var As Byte = obj.TestMethod()Console.WriteLine(var) VC# クライアント byte var = 0;var = (byte)t.InvokeMember("TestMethod", BindingFlags.InvokeMethod, null, target, null);Console.WriteLine(var); BSTR 型 その1 クライアントからデータを渡す COM サーバ IDL メソッド宣言 [id(1), helpstring("メソッド TestMethod")] HRESULT TestMethod([in] BSTR prm); クラスメンバ宣言 STDMETHOD(TestMethod)(BYTE prm); メンバ関数実装 #include "comutil.h" // _bstr_t#pragma comment(lib, "comsuppw.lib") // _bstr_tSTDMETHODIMP CTestIF TestMethod(BSTR prm){ _bstr_t str(prm); MessageBox(NULL, (LPCTSTR)str, _T(""), MB_OK); return S_OK;} VC++ クライアント HRESULT hr;_bstr_t str = _T("test message");BSTR bstr = str;hr = pIF- TestMethod(bstr);if (FAILED(hr)) { //エラー} VB クライアント Dim str As String = "test message"obj.TestMethod(str) VC# クライアント string str = "test message";object[] args = { str }; // ボックス化t.InvokeMember("TestMethod", BindingFlags.InvokeMethod, null, target, args); BSTR 型 その2 サーバからデータをポインタ渡し COM サーバ IDL メソッド宣言 [id(1), helpstring("メソッド TestMethod")] HRESULT TestMethod([out] BSTR* prm); クラスメンバ宣言 STDMETHOD(TestMethod)(BSTR* prm); メンバ関数実装 STDMETHODIMP CTestIF TestMethod(BSTR* prm){ CComBSTR bstr(L"test message"); *prm = bstr; return S_OK;} VC++ クライアント HRESULT hr;BSTR bstr;hr = pIF- TestMethod( bstr);if (FAILED(hr)) { // エラー}_bstr_t str(bstr);_tprintf_s(_T("%s\n"), (LPCTSTR)str); VB クライアント Dim str As String = ""obj.TestMethod(str)Console.WriteLine(str) VC# クライアント string str = "";object[] args = { str }; // ボックス化ParameterModifier p = new ParameterModifier(1);p[0] = true; // 1番目のパラメータの変更許可ParameterModifier[] mods = { p };t.InvokeMember("TestMethod", BindingFlags.InvokeMethod, null, target, args, mods, null, null);str = (string)args[0]; // ボックス化解除Console.WriteLine(str); BSTR 型 その3 サーバからデータを戻り値として返す COM サーバ IDL メソッド宣言 [id(1), helpstring("メソッド TestMethod")] HRESULT TestMethod([out,retval] BSTR* prm); クラスメンバ宣言 STDMETHOD(TestMethod)(BSTR* prm); メンバ関数実装 STDMETHODIMP CTestIF TestMethod(BSTR* prm){ CComBSTR bstr(L"test message"); *prm = bstr; return S_OK;} VC++ クライアント BSTR bstr = pIF- TestMethod();_bstr_t str(bstr);_tprintf_s(_T("%s\n"), (LPCTSTR)str); VB クライアント Dim str As String = obj.TestMethod()Console.WriteLine(str) VC# クライアント string str = (string)t.InvokeMember("TestMethod", BindingFlags.InvokeMethod, null, target, null);Console.WriteLine(str); 配列のやり取り その1 クライアントからデータを渡す SAFEARRAY で 1 バイトサイズの配列を構築したものを VARIANT 型にラップしてパラメータとする。 (VARIANT(SAFEARRAY(BYTE[x])) な感じ) COM サーバ IDL メソッド宣言 [id(1), helpstring("メソッド TestMethod")] HRESULT TestMethod([in] VARIANT prm); クラスメンバ宣言 STDMETHOD(TestMethod)(VARIANT prm); メンバ関数実装 その1 CComSafeArray 型を使う #include "atlsafe.h"STDMETHODIMP CTestIF TestMethod(VARIANT prm){ HRESULT hr; CComSafeArray BYTE sa; if ((V_VT(prm) (VT_ARRAY | VT_UI1)) != (VT_ARRAY | VT_UI1)) { // BYTE型配列ではないのでエラー } // SAFEARRAY アタッチ if (V_VT( prm) VT_BYREF) { hr = sa.Attach(*V_ARRAYREF( prm)); if (FAILED(hr)) { // Attach エラー } } else { hr = sa.Attach(V_ARRAY( prm)); if (FAILED(hr)) { // Attach エラー } } // 配列にアクセスする処理 // 例えば… ULONG size = sa.GetCount(); BYTE *pbuf = (BYTE*)CoTaskMemAlloc(size); if (pbuf == NULL) { // CoTaskMemAlloc エラー } // コピーとか… for (ULONG i=0; i size; i++) { *(pbuf+i) = sa.GetAt(i); } // メモリ解放 CoTaskMemFree(pbuf); // SAFEARRAY デタッチ sa.Detach(); return S_OK;} メンバ関数実装 その2 SAFEARRAY 型を使う STDMETHODIMP CTestIF TestMethod(VARIANT prm){ HRESULT hr; SAFEARRAY *psa; BYTE *p; if ((V_VT(prm) (VT_ARRAY | VT_UI1)) != (VT_ARRAY | VT_UI1)) { // BYTE型配列ではないのでエラー } if (V_VT( prm) VT_BYREF) { psa = *V_ARRAYREF( prm); } else { psa = V_ARRAY( prm); } // ロック処理 hr = SafeArrayAccessData(psa, (void**) p); if (FAILED(hr)) { // SafeArrayAccessData エラー } // 配列にアクセスする処理 // 例えば… LONG minidx, maxidx, size; BYTE *pbuf; // 配列のサイズを取得 hr = SafeArrayGetLBound(psa, 1, minidx); if (FAILED(hr)) { // SafeArrayGetLBound エラー } hr = SafeArrayGetUBound(psa, 1, maxidx); if (FAILED(hr)) { // SafeArrayGetUBound エラー } size = maxidx - minidx + 1; pbuf = (BYTE*)CoTaskMemAlloc(size); if (pbuf == NULL) { // CoTaskMemAlloc エラー } // コピーとか… memcpy(pbuf, p, idx+1); // アンロック処理 hr = SafeArrayUnaccessData(psa); if (FAILED(hr)) { // SafeArrayUnaccessData エラー } // メモリ解放 CoTaskMemFree(pbuf); return S_OK;} VC++ クライアント その1 CComVariant, CComSafeArray を使う #include "atlsafe.h"...HRESULT hr;BYTE buf[5] = {1, 2, 3, 4, 5}; // サーバに渡すデータ内容CComSafeArray BYTE sa(sizeof(buf));CComVariant var; // CComSafeArray 準備for (int i=0; i sizeof(buf); i++) { hr = sa.SetAt(i, buf[i]); if (FAILED(hr)) { // SetAt error. }} // CComVariant 準備V_VT( var) = VT_UI1 | VT_ARRAY | VT_BYREF;V_ARRAYREF( var) = sa.GetSafeArrayPtr(); // メソッドコールpIF- TestMethod(var); VC++ クライアント その2 VARIANT, SAFEARRAY 型を使う HRESULT hr;BYTE buf[5] = {1, 2, 3, 4, 5}; // サーバに渡すデータ内容SAFEARRAYBOUND bnd;SAFEARRAY *psa;VARIANT var;BYTE *p; // SAFEARRAY 準備bnd.lLbound = 0; // 配列のインデックスは 0 オリジンbnd.cElements = sizeof(buf); // 要素数psa = SafeArrayCreate(VT_UI1, 1, bnd);if (psa == NULL) { // SafeArrayCreate エラー} // ロック処理hr = SafeArrayAccessData(psa, (void**) p);if (FAILED(hr)) { // SafeArrayAccessData エラー} // 配列にアクセスする処理memcpy(p, buf, sizeof(buf)); // アンロック処理hr = SafeArrayUnaccessData(psa);if (FAILED(hr)) { // SafeArrayUnaccessData エラー} // VARIANT 準備VariantInit( var);V_VT( var) = VT_UI1 | VT_ARRAY | VT_BYREF;V_ARRAYREF( var) = psa; // SAFEARREY を突っ込む // メソッドコールpIF- TestMethod(var); // SAFEARRAY 解放hr = SafeArrayDestroy(psa);if (FAILED(hr)) { // SafeArrayDestroy エラー} VB クライアント Dim buf() As Byte = {1, 2, 3, 4, 5}obj.TestMethod(buf) そのまま突っ込む VC# クライアント byte[] buf = {1, 2, 3, 4, 5};object[] args = { buf }; // ボックス化t.InvokeMember("TestMethod", BindingFlags.InvokeMethod, null, target, args); 配列のやり取り その2 サーバからデータをポインタ渡し SAFEARRAY で 1 バイトサイズの配列を構築したものを VARIANT 型にラップしてパラメータとする。 (VARIANT(SAFEARRAY(BYTE[x])) な感じ) COM サーバ IDL メソッド宣言 [id(1), helpstring("メソッド TestMethod")] HRESULT TestMethod([out] VARIANT* prm); クラスメンバ宣言 STDMETHOD(TestMethod)(VARIANT* prm); メンバ関数実装 その1 CComSafeArray 型を使う STDMETHODIMP CTestIF TestMethod(VARIANT* prm){ HRESULT hr; BYTE buf[5] = {6, 7, 8, 9, 10}; // クライアントに渡すデータ内容 CComSafeArray BYTE sa(sizeof(buf)); if ((V_VT(prm) (VT_ARRAY | VT_UI1)) != (VT_ARRAY | VT_UI1)) { // BYTE型配列ではないのでエラー } // CComSafeArray 準備 for (int i=0; i sizeof(buf); i++) { hr = sa.SetAt(i, buf[i]); if (FAILED(hr)) { // SetAt エラー } } // クライアントに渡す if (V_VT(prm) VT_BYREF) { hr = sa.CopyTo(V_ARRAYREF(prm)); if (FAILED(hr)) { // CopyTo エラー } } else { hr = sa.CopyTo( V_ARRAY(prm)); // " V_ARRAY(prm)" で良いのか不明 if (FAILED(hr)) { // CopyTo エラー } } return S_OK;} メンバ関数実装 その2 SAFEARRAY 型を使う STDMETHODIMP CTestIF TestMethod(VARIANT* prm){ HRESULT hr; BYTE buf[5] = {6, 7, 8, 9, 10}; // クライアントに渡すデータ内容 SAFEARRAYBOUND bnd; SAFEARRAY *psa; BYTE *p; if ((V_VT(prm) (VT_ARRAY | VT_UI1)) != (VT_ARRAY | VT_UI1)) { // BYTE型配列ではないのでエラー } // SAFEARRAY 準備 bnd.lLbound = 0; // 配列のインデックスは 0 オリジン bnd.cElements = sizeof(buf); // 要素数 psa = SafeArrayCreate(VT_UI1, 1, bnd); if (psa == NULL) { // SafeArrayCreate エラー } // ロック処理 hr = SafeArrayAccessData(psa, (void**) p); if (FAILED(hr)) { // SafeArrayAccessData エラー } // 配列にアクセスする処理 memcpy(p, buf, sizeof(buf)); // アンロック処理 hr = SafeArrayUnaccessData(psa); if (FAILED(hr)) { // SafeArrayUnaccessData エラー } // クライアントに渡す if (V_VT(prm) VT_BYREF) { hr = SafeArrayCopy(psa, V_ARRAYREF(prm)); if (FAILED(hr)) { // SafeArrayCopy エラー } } else { hr = SafeArrayCopy(psa, V_ARRAY(prm)); // " V_ARRAY(prm)" で良いのか不明 if (FAILED(hr)) { // SafeArrayCopy エラー } } // SAFEARRAY 解放 hr = SafeArrayDestroy(psa); if (FAILED(hr)) { // SafeArrayDestroy エラー } return S_OK;} VC++ クライアント その1 CComVariant, CComSafeArray を使う #include "atlsafe.h"...HRESULT hr;CComSafeArray BYTE sa;CComVariant var; // CComVariant 準備V_VT( var) = VT_UI1 | VT_ARRAY | VT_BYREF;V_ARRAYREF( var) = sa.GetSafeArrayPtr(); // メソッドコールpIF- TestMethod( var); // データ確認for (ULONG i=0, i sa.GetCount(); i++) { _tprintf_s(_T("%d "), sa.GetAt(i));}_tprintf_s(_T("\n")); // SAFEARRAY デタッチsa.Detach(); VC++ クライアント その2 VARIANT, SAFEARRAY 型を使う HRESULT hr;SAFEARRAYBOUND bnd;SAFEARRAY *psa;VARIANT var;BYTE *p; // SAFEARRAY 準備bnd.lLbound = 0; // 配列のインデックスは 0 オリジンbnd.cElements = 0; // 要素数(空)psa = SafeArrayCreate(VT_UI1, 1, bnd);if (psa == NULL) { // SafeArrayCreate エラー} // VARIANT 準備VariantInit( var);V_VT( var) = VT_UI1 | VT_ARRAY | VT_BYREF;V_ARRAYREF( var) = psa; // SAFEARREY を突っ込む // メソッドコールpIF- TestMethod( var); // ロック処理hr = SafeArrayAccessData(psa, (void**) p);if (FAILED(hr)) { // SafeArrayAccessData エラー} // 配列にアクセスする処理// 例えば…LONG minidx, maxidx, size; // 配列のサイズを取得hr = SafeArrayGetLBound(psa, 1, minidx);if (FAILED(hr)) { // SafeArrayGetLBound エラー}hr = SafeArrayGetUBound(psa, 1, maxidx);if (FAILED(hr)) { // SafeArrayGetUBound エラー}size = maxidx - minidx + 1; // データ確認for (LONG i=0; i size; i++) { _tprintf_s(_T("%d "), *(p+i));}_tprintf_s(_T("\n")); // アンロック処理hr = SafeArrayUnaccessData(psa);if (FAILED(hr)) { // SafeArrayUnaccessData エラー} // SAFEARRAY 解放hr = SafeArrayDestroy(psa);if (FAILED(hr)) { // SafeArrayDestroy エラー} VB クライアント Dim buf(0) As Byteobj.TestMethod(buf) そのまま突っ込むConsole.WriteLine("{0} {1} {2} {3} {4}", buf(0), buf(1), buf(2), buf(3), buf(4)) VC# クライアント byte[] buf = { };object[] args = { buf }; // ボックス化ParameterModifier p = new ParameterModifier(1);p[0] = true; // 1番目のパラメータの変更許可ParameterModifier[] mods = { p };t.InvokeMember("TestMethod", BindingFlags.InvokeMethod, null, target, args, mods, null, null);buf = (byte[])args[0]; // ボックス化解除Console.WriteLine("{0} {1} {2} {3} {4}", buf[0], buf[1], buf[2], buf[3], buf[4]);
https://w.atwiki.jp/freebsd/pages/30.html
tag=RELENG_6_0_0_RELEASEでやったのにFreeBSD 6.1-BETA1→6.0Rにならない htmlプラグインエラー このプラグインを使うにはこのページの編集権限を「管理者のみ」に設定してください。 make installworld しても FreeBSD 6.1-BETA1 → 6.0R に、ならない。 htmlプラグインエラー このプラグインを使うにはこのページの編集権限を「管理者のみ」に設定してください。default release=cvs tag=RELENG_6_0_0_RELEASE でやったのに、なぜ? uname -a FreeBSD 6.1-BETA1 となる。 ただ mergemaster -i すると、古いファイルと変更を要求してくるものが多い。 これ、このまま、使いつづけてもいいのでしょうか? やさしい人、教えて。
https://w.atwiki.jp/sitescript/pages/567.html
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https://w.atwiki.jp/usb_audio/pages/22.html
原文:Audio Data Formats 1.0(PDF) USB Device Class Definition for Audio Data Formats Release 1.0 March 18, 1998 11 Offset Field Size Value Description 8 tLowerSamFreq 3 Number Lower bound in Hz of the sampling frequency range for this isochronous data endpoint. 11 tUpperSamFreq 3 Number Upper bound in Hz of the sampling frequency range for this isochronous data endpoint. Table 2-3 Discrete Number of Sampling Frequencies Offset Field Size Value Description 8 tSamFreq [1] 3 Number Sampling frequency 1 in Hz for this isochronous data endpoint. … … … … … 8+(ns-1)*3 tSamFreq [ns] 3 Number Sampling frequency ns in Hz for this isochronous data endpoint. Note In the case of adaptive isochronous data endpoints that support only a discrete number of sampling frequencies, the endpoint must at least tolerate ±1000 PPM inaccuracy on the reported sampling frequencies. 2.2.6 Supported Formats The following paragraphs list all currently supported Type I Audio Data Formats. 2.2.6.1 PCM Format The PCM (Pulse Coded Modulation) format is the most commonly used audio format to represent audio data streams. The audio data is not compressed and uses a signed two’s-complement fixed point format. It is left-justified (the sign bit is the Msb) and data is padded with trailing zeros to fill the remaining unused bits of the subframe. The binary point is located to the right of the sign bit so that all values lie within the range [-1,+1). 2.2.6.2 PCM8 Format The PCM8 format is introduced to be compatible with the legacy 8-bit wave format. Audio data is uncompressed and uses 8 bits per sample (bBitResolution = 8). In this case, data is unsigned fixed-point, left-justified in the audio subframe, Msb first. The range is [0,255]. 2.2.6.3 IEEE_FLOAT Format The IEEE_FLOAT format is based on the ANSI/IEEE-754 floating-point standard. Audio data is represented using the basic single-precision format. The basic single-precision number is 32 bits wide and has an 8-bit exponent and a 24-bit mantissa. Both mantissa and exponent are signed numbers, but neither is represented in two s-complement format. The mantissa is stored in sign magnitude format and the exponent in biased form (also called excess-n form). In biased form, there is a positive integer (called the bias) which is subtracted from the stored number to get the actual number. For example, in an eight-bit exponent, the bias is 127. To represent 0, the number 127 is stored. To represent -100, 27 is stored. An USB Device Class Definition for Audio Data Formats Release 1.0 March 18, 1998 12 exponent of all zeroes and an exponent of all ones are both reserved for special cases, so in an eight-bit field, exponents of -126 to +127 are possible. In the basic floating-point format, the mantissa is assumed to be normalized so that the most significant bit is always one, and therefore is not stored. Only the fractional part is stored. The 32-bit IEEE-754 floating-point word is broken into three fields. The most significant bit stores the sign of the mantissa, the next group of 8 bits stores the exponent in biased form, and the remaining 23 bits store the magnitude of the fractional portion of the mantissa. For further information, refer to the ANSI/IEEE-754 standard. The data is conveyed over USB using 32 bits per sample (bBitResolution = 32; bSubframeSize = 4). 2.2.6.4 ALaw Format and mLaw Format Starting from 12- or 16-bits linear PCM samples, simple compression down to 8-bits per sample (one byte per sample) can be achieved by using logarithmic companding. The compressed audio data uses 8 bits per sample (bBitsPerSample = 8). Data is signed fixed point, left-justified in the subframe, Msb first. The compressed range is [-128,128]. The difference between Alaw and mLaw compression lies in the formulae used to achieve the compression. Refer to the ITU G.711 standard for further details. 2.3 Type II Formats Type II formats are used to transmit non-PCM encoded audio data into bitstreams that consist of a sequence of encoded audio frames. 2.3.1 Encoded Audio Frames An encoded audio frame is a sequence of bits that contains an encoded representation of one or more physical audio channels. The encoding takes place over a fixed number of audio samples. Each encoded audio frame contains enough information to entirely reconstruct the audio samples (albeit not lossless), encoded in the encoded audio frame. No information from adjacent encoded audio frames is needed during decoding. The number of samples used to construct one encoded audio frame depends on the encoding scheme. (For MPEG, the number of samples per encoded audio frame (nf) is 384 for Layer I or 1152 for Layer II. For AC-3, the number of samples is 1536.) In most cases, the encoded audio frame represents multiple physical audio channels. The number of bits per encoded audio frame may be variable. The content of the encoded audio frame is defined according to the implemented encoding scheme. Where applicable, the bit ordering shall be MSB first, relative to existing standards of serial transmission or storage of that encoding scheme. An encoded audio frame represents an interval longer than the USB frame time of 1 ms. This is typical of audio compression algorithms that use psycho-acoustic or vocal tract parametric models. Note It is important to make a clear distinction between an audio frame (see Section 2.2.3, “Audio Frame”) and an encoded audio frame. The overloaded use of the term audio frame could cause confusion. Therefore, this specification will always use the qualifier ‘encoded’ to refer to MPEG or AC-3 encoded audio frames. 2.3.2 Audio Bitstreams An encoded audio bitstream is a concatenation of a potentially very large number of encoded audio frames, ordered according to ascending time. Subsequent encoded audio frames are independent and can be decoded separately. USB Device Class Definition for Audio Data Formats Release 1.0 March 18, 1998 13 2.3.3 USB Packets Encoded audio bitstreams are packetized when transported over an isochronous pipe. Each USB packet contains only part of a single encoded audio frame. Packet sizes are determined according to the shortpacket protocol. The encoded audio frame is broken down into a number of packets, each containing wMaxPacketSize bytes except for the last packet, which may be smaller and contains the remainder of the encoded audio frame. If the MaxPacketsOnly bit D7 in the bmAttributes field of the class-specific endpoint descriptor is set, the last (short) packet must be padded with zero bytes to wMaxPacketSize length. No USB packet may contain bits belonging to different encoded audio frames. If the encoded audio frame length is not a multiple of 8 bits, the last byte in the last packet is padded with zero bits. The decoder must ignore all padded extra bits and bytes. Consecutive encoded audio frames are separated by at least one Transfer Delimiter. A Transfer Delimiter must be sent in all consecutive USB frames until the next encoded audio frame is due. The above rules guarantee that a new encoded audio frame always starts on a USB packet boundary. 2.3.4 Bandwidth Allocation The encoded audio frame time tf equals the number of audio samples per encoded audio frame nf divided by the sampling rate fs of the original audio samples. 数式 The allocated bandwidth for the pipe must accommodate for the largest possible encoded audio frame to be transmitted within an encoded audio frame time. This should take into account the Transfer Delimiter requirement and any differences between the time base of the stream and the USB frame timer. The device may choose to consume more bandwidth than necessary (by increasing the reported wMaxPacketSize) to minimize the time needed to transmit an entire encoded audio frame. This can be used to enable early decoding and therefore minimize system latency. 2.3.5 Timing The timing reference point is the beginning of an encoded audio frame. Therefore, the USB packet that contains the first bits (usually the encoded audio frame sync word) of the encoded audio frame is used as a timing reference in USB space. This USB packet is called the reference packet. The transmission of the reference packet of an encoded audio frame should begin at the target playback time of that frame (minus the endpoint’s reported delay) rounded to the nearest USB frame time. This guarantees that, at the receiving end, the arrival of subsequent reference packets matches the encoded audio frame time tf as closely as possible. 2.3.6 Type II Format Type Descriptor The Type II Format Type descriptor starts with the usual three fields bLength, bDescriptorType and bDescriptorSubtype. The bFormatType field indicates this is a Type II descriptor. The wMaxBitRate field contains the maximum number of bits per second this interface can handle. It is a measure for the buffer size available in the interface. The wSamplesPerFrame field contains the number of non-PCM encoded audio samples contained within a single encoded audio frame The sampling frequency capabilities of the endpoint are reported using the bSamFreqType field andfollowing fields. Table 2-4 Type II Format Type Descriptor Offset Field Size Value Description USB Device Class Definition for Audio Data Formats Release 1.0 March 18, 1998 14 Offset Field Size Value Description 0 bLength 1 Number Size of this descriptor, in bytes 9+(ns*3) 1 bDescriptorType 1 Constant CS_INTERFACE descriptor type. 2 bDescriptorSubtype 1 Constant FORMAT_TYPE descriptor subtype. 3 bFormatType 1 Constant FORMAT_TYPE_II. Constant identifying the Format Type the AudioStreaming interface is using. 4 wMaxBitRate 2 Number Indicates the maximum number of bits per second this interface can handle. Expressed in kbits/s. 6 wSamplesPerFrame 2 Number Indicates the number of PCM audio samples contained in one encoded audio frame. 8 bSamFreqType 1 Number Indicates how the sampling frequency can be programmed 0 Continuous sampling frequency1..255 The number of discrete sampling frequencies supported by the isochronous data endpoint of the AudioStreaming interface (ns) 9... See sampling frequency tables, below. Depending on the value in the bSamFreqType field, the layout of the next part of the descriptor is as shown in the following tables. Table 2-5 Continuous Sampling Frequency Offset Field Size Value Description 9 tLowerSamFreq 3 Number Lower bound in Hz of the sampling frequency range for this isochronous data endpoint. 12 tUpperSamFreq 3 Number Upper bound in Hz of the sampling frequency range for this isochronous data endpoint. Table 2-6 Discrete Number of Sampling Frequencies Offset Field Size Value Description 9 tSamFreq [1] 3 Number Sampling frequency 1 in Hz for this isochronous data endpoint. … … … … … USB Device Class Definition for Audio Data Formats Release 1.0 March 18, 1998 15 Offset Field Size Value Description 9+(ns-1)*3 tSamFreq [ns] 3 Number Sampling frequency ns in Hz for this isochronous data endpoint. Note In the case of adaptive isochronous data endpoints that support only a discrete number of sampling frequencies, the endpoint must at least tolerate ±1000 PPM inaccuracy on the reported sampling frequencies. 2.3.7 Rate feedback If the isochronous data endpoint needs explicit rate feedback (adaptive source, asynchronous sink), the feedback pipe shall report the number of equivalent PCM audio samples. The host will accumulate this data and start transmission of an encoded audio frame whenever the current number of samples exceeds the number of samples per encoded audio frame. The remainder is kept in the accumulator. 2.3.8 Supported Formats The following sections list all currently supported Type II Audio Data Formats. Format-specific descriptors and format-specific requests are explained in more detail. 2.3.8.1 MPEG Format In the current specification, only MPEG decoding aspects are considered. Real-time MPEG encoding peripherals are not (yet) available and consequently are not covered by this specification. 2.3.8.1.1 MPEG Format-Specific Descriptor The wFormatTag field is a duplicate of the wFormatTag field in the class-specific AudioStreaming interface descriptor. The same field is used here to identify the format-specific descriptor. The bmMPEGCapabilities bitmap field describes the capabilities of the MPEG decoder built into the AudioStreaming interface. Some general information must be retrieved from the Format Type-specific descriptor. For instance, the sampling frequencies supported by the decoder are reported through the Format Type-specific descriptor. This includes the ability of the decoder to handle low sampling frequencies (16 kHz, 22.05 kHz and 24 kHz) besides the standard 32 kHz, 44.1 kHz and 48 kHz sampling frequencies. Bits D2..0 of the bmMPEGCapabilities field are used to indicate which layers this decoder is capable of processing. The different layers relate to the different algorithms that are used during encoding and decoding. Bit D3 indicates that the decoder can only process the MPEG-1 base stream. Therefore, only Left and Right channels will be output. Bit D4 indicates that the decoder can handle MPEG-2 streams that contain two independent stereo pairs instead of the normal 3/2 encoding scheme. This bit is only applicable for MPEG-2 decoders. Bit D5 indicates that the decoder supports the MPEG dual channel mode. In this case, the MPEG-1 base stream does not contain Left and Right channels of a stereo pair but instead contains two independent mono channels. One of these channels can be selected through the proper request (Dual Channel Control) and reproduced over the Left and Right output channels simultaneously. Bit D6 indicates that the decoder supports the DVD MPEG-2 augmentation to 7.1 channels instead of the standard 5.1 channels. 1 - 6 - 11 - 16 - 21 - 26 - 31 ここを編集
https://w.atwiki.jp/javamock/pages/36.html
テキストエディタ ソース ver1.0 TextEditor.java import java.awt.Dimension; import java.awt.HeadlessException; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.io.File; import java.io.FileReader; import java.io.FileWriter; import java.io.IOException; import javax.swing.JFileChooser; import javax.swing.JFrame; import javax.swing.JMenu; import javax.swing.JMenuBar; import javax.swing.JMenuItem; import javax.swing.JOptionPane; import javax.swing.JScrollPane; import javax.swing.JTextArea; /** * テキストエディタのメインクラスです * * @author mock * */ public class TextEditor extends JFrame implements ActionListener { /** * serialVersionUID */ private static final long serialVersionUID = 1L; /** * テキストエリア */ private JTextArea textArea; /** * メニューバー */ private JMenuBar menuBar; /** * ファイル選択 */ private JFileChooser fileChooser = new JFileChooser(); /** * テキストエリアの幅 */ private final int textAreaWidth = 300; /** * テキストエリアの高さ */ private final int textAreaHeight = 300; /** * 新規のタイトル名 */ private final String undifinedTitle = "title"; /** * バージョン */ private final String version = "ver1.0"; /** * コンストラクタ * * @throws HeadlessException */ TextEditor() throws HeadlessException { super(); setVisible(true); setTitle(undifinedTitle); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); // メニューバーの作成 createMenuBar(); // テキストエリアの作成 createTextArea(textAreaWidth, textAreaHeight); pack(); } /** * mainメソッドです * * @param args */ public static void main(String[] args) { new TextEditor(); } /** * メニューバーを作成するメソッドです */ private void createMenuBar() { menuBar = new JMenuBar(); getRootPane().setJMenuBar(menuBar); // ファイル(F) JMenu menuFile = new JMenu("ファイル(F)"); menuFile.setMnemonic( F ); menuBar.add(menuFile); // ファイル(F)>新規(N) JMenuItem menuItemNew = new JMenuItem("新規(N)"); menuItemNew.setMnemonic( N ); menuItemNew.setActionCommand("NEW"); menuItemNew.addActionListener(this); menuFile.add(menuItemNew); // ファイル(F)>開く(O) JMenuItem menuItemOpen = new JMenuItem("開く(O)"); menuItemOpen.setMnemonic( O ); menuItemOpen.setActionCommand("OPEN"); menuItemOpen.addActionListener(this); menuFile.add(menuItemOpen); // ファイル(F)>上書き保存(S) JMenuItem menuItemSave = new JMenuItem("上書き保存(S)"); menuItemSave.setMnemonic( S ); menuItemSave.setActionCommand("SAVE"); menuItemSave.addActionListener(this); menuFile.add(menuItemSave); // ファイル(F)>名前を付けて保存(A) JMenuItem menuItemSaveAs = new JMenuItem("名前を付けて保存(A)"); menuItemSaveAs.setMnemonic( A ); menuItemSaveAs.setActionCommand("SAVEAS"); menuItemSaveAs.addActionListener(this); menuFile.add(menuItemSaveAs); // ヘルプ(H) JMenu menuHelp = new JMenu("ヘルプ(H)"); menuHelp.setMnemonic( H ); menuBar.add(menuHelp); // ヘルプ(H)>バージョン情報 JMenuItem menuItemVersion = new JMenuItem("バージョン情報"); menuItemVersion.setActionCommand("VERSION"); menuItemVersion.addActionListener(this); menuHelp.add(menuItemVersion); } /** * テキストエリアを作成するメソッドです * * @param width * テキストエリアの幅 * @param height * テキストエリアの高さ */ private void createTextArea(int width, int height) { textArea = new JTextArea(); JScrollPane scrollPane = new JScrollPane(textArea); scrollPane.setPreferredSize(new Dimension(width, height)); getContentPane().add(scrollPane); } /* * @see java.awt.event.ActionListener#actionPerformed(java.awt.event.ActionEvent) */ @Override public void actionPerformed(ActionEvent e) { String actionCommand = e.getActionCommand(); if (actionCommand.equals("NEW")) { newFile(); } else if (actionCommand.equals("OPEN")) { openFile(); } else if (actionCommand.equals("SAVE")) { save(); } else if (actionCommand.equals("SAVEAS")) { saveAs(); } else if (actionCommand.equals("VERSION")) { showVersionInfo(); } } /** * 「ファイル(F)>新規(N)」選択時に処理を行うメソッドです */ private void newFile() { fileChooser.setSelectedFile(null); fileChooser.setName(undifinedTitle); setTitle(undifinedTitle); textArea.setText(""); } /** * 「ファイル(F)>開く(O)」選択時に処理を行うメソッドです */ private void openFile() { try { if (fileChooser.showOpenDialog(this) == JFileChooser.APPROVE_OPTION) { File selectedFile = fileChooser.getSelectedFile(); FileReader fileReader = new FileReader(selectedFile); textArea.read(fileReader, null); fileReader.close(); setTitle(fileChooser.getName(selectedFile)); } } catch (Exception e) { e.printStackTrace(); } } /** * 「ファイル(F)>上書き保存(S)」選択時に処理を行うメソッドです */ private void save() { // ファイルが既に開かれている場合 if (fileChooser.getSelectedFile() != null) { try { writeFile(); } catch (Exception e) { e.printStackTrace(); } return; } saveAs(); } /** * 「ファイル(F)>名前を付けて保存(A)」選択時に処理を行うメソッドです */ private void saveAs() { try { // ファイルダイアログ「保存」が選択された場合 if (fileChooser.showSaveDialog(this) == JFileChooser.APPROVE_OPTION) { writeFile(); File selectedFile = fileChooser.getSelectedFile(); setTitle(fileChooser.getName(selectedFile)); } } catch (Exception e) { e.printStackTrace(); } } /** * 「ヘルプ(H)>バージョン情報」選択時に処理を行うメソッドです */ private void showVersionInfo() { JOptionPane.showMessageDialog(this, version, "version", JOptionPane.INFORMATION_MESSAGE); } /** * fileChooserで選択されているファイルを保存するメソッドです * * @throws IOException */ private void writeFile() throws IOException { FileWriter fileWriter = new FileWriter(fileChooser.getSelectedFile()); fileWriter.write(textArea.getText()); fileWriter.close(); } }
https://w.atwiki.jp/ho_on/pages/24.html
2.0.15 Patch Note Fixed Armadon Armadon糞バグってたの修正 Fixed Alchemist Bones always starting with 1 charge Akchemist Bonesは1チャージされた状態から始まる Fixed the End Game Match screen so it properly references Silver Coins MM終わってStats画面に出てくるコインをちゃんとシルバーコイン表示に Credits to the people below for their Flavour Tooltip implementation on Dampeer! DampeerのTooltop追加と考えた人の名前追加 2.0.14 Patch Note Store Currency Update (適当) Coin systemがGold/Silver Coinに分かれて課金しないとGold coinはもらえない。今までみたいにMMでもらえるCoinはSilver Coinになる。Premium itemはGoldじゃないと安く買えないし、今持ってるCoinはSilver Coinに変わった General (糞適当) Added a new Announcer Pack The Bad Ass Pack voiced by the great Jon St John himself アナウンス追加 Added new Tempest Alternate Avatar Mystic Tempest Tempestのスキン追加 If multiple heroes do damage to a player and a creep/tower gets the final blow, it ll trigger Bloodlust with the gold being shared 複数ヒーローがBlootlustに関わった際にLHをCreeps/towerがとってもBloodlust分の金を分散して得るようになった Fixed bug where double-tapping your control group for a pet while it was being summoned would end up having you control your hero, but have the pet selected pet,召還Heroのナンバリング関連の修正 Casual mode building armor reduction should no longer wonk out if someone disconnects カジュアルモードでのタワーのアーマーはディスコネクトした Items bought on the Courier will no longer be credited to the owner of the Courier 相手向かって猿に乗せても所有者の名前付かなくなった Added an "Off" icon for when you toggle off skills トグル式スキルをOffにした際にSkillアイコンに"off"の文字が付くようになった Upped number of state slots by 8 わけわからん Tweaked the appearance of the default arcade text slightly テキスト表示をちょっと調整 Fixed the Wells so they heal invulnerable units correctly 泉でImmune状態でもちゃんとHealされるようになった Fixed the invisible rock in Caldavar bottom lane BotLaneに隠れてたネズミ修正 Fixed the overly-large blockers in Caldavar middle lane Midlaneのなんか修正 Courier spam share messages are now more restricted シェアon/off切り替えてメッセージスパムできなくした Fixed some model and linear affector errors モデル修正 Fixed up some animation jitters いくつかのアニメーションのジッタ修正 Fixed up a crash while loading into a game クラッシュ対策した Added missing tooltip info to the "Weather Conditions" in the game options "Interface" section Tool tip追加 Added new account icons and bundles アカウントアイコンの追加 Items Alchemist Bones Builds up to 2 charges, recharge cooldown of 100 seconds (allows you to instantly transmute two creeps in one jungle trip) Max2チャージのチャージ式になりチャージは100秒で溜まる。(1キャンプに対し2匹まで使えるようになったよ!) Does not work on player controlled creeps Player配下のCreepsに対して使用できなくなった ex.Ophelia,Whispering helm No longer works on runes runeに対して使用できなくなった Barrier Idol Added the missing +2 All Stats 合成元にあったMiner totem分の+2 All statsが追加された Behemoth s Heart Heart now only gives .75% of Max Health in regen along with the Strength and Health, regardless of primary attribute Str,Agi,Intに関わらず所持効果が75%HP Regenelationのみになった。 Blood Chalice Is now disassembleable 分解可能になった Fixed the issue with only one person getting Health back instead of several 範囲内で敵が死んだ際にBCを持つ人のうち1人しかHP回復していなかったのを修正 ※? Bottle Renamed to Bottle of Tears for now =] アイテム名が"Bottle"から"Bottle of tears"に変更された Daemonic Breastplate No longer will place it s aura on gadgets 建造物に対してアーマー効果が乗らなくなった Dancing Blade Price lowered from 3300 to 3000 Gold 3300Goldから3000Goldに安くなった Dust of Revelation No longer has a maximum stack of 2 2個以上もてるようになった Frostfield Plate Blast now spreads twice as fast 広がる速度が2倍になった Gives a lingering 2 seconds of clearvision on use 使用した際に視界を得る Frostwolf Skull Fixed ability projectiles applying the slow 発射物に対してもSlow効果が乗るようになった(WSのUltとか?) ※? Nome s Wisdom Added an additional +50% Mana regeneration for the bearer 所有者に対し+50% Mana Regenerationの効果が付いた Nullfire Blade On upgrade, adds 8 charges instead of replacing unused charges (still can only be upgraded once) リチャージの際に使用回数が8にされるのではなく、現状のチャージ数+8になる(リチャージの回数は今まで通り1回のみ) Pickled Brain Price lowered from 1000 to 900 gold 1000Goldから900Goldに安くなった Post Haste Movespeed increased from 95 to 105 移動速度+95から+105になった On teleport completion, gives you an additional +200 Movespeed buff for 5 seconds(Movement speed buff breaks on entering combat) テレポート完了後5秒間は移動速度+200のbuffを得る(このbuffは敵に殴る、殴られる、スキルを使う、スキルを使われると消える) Savage Mace Fixed so it s bonus damage is not lethal to allies 見方を殴るときにボーナスダメージが発生しなくなった Fixed the popup so it is properly over the target ターゲットの上に追加ダメージが表示されるようになった Fixed the mini-stun so it won t own Bubbles BubblesがTake coverをAuto castにしていた際、mini-stunが出た場合には発動できなくなった == Heroes == Accursed Fire Shield cast range increased from 450 to 700 Fire Shieldのレンジが450から700になった Arachna Spider Sting Spiderling health increased from 3 to 4 Ultで出した蜘蛛が3回から4回殴られないと死なないようになった Webbed Shot now deals 4/8/12/16 Magic Damage per second to the target for its duration Webbed shotがLvに応じて4/8/12/16MdmgのDoTが付くようになった Armadon Quill Spray mana cost from 35 to 30 トゲ飛ばすマナコストが35から30になった Balphagore Demonic Pathogen can now be clicked again to immediately spread silence, but the original target becomes unsilenced 2番サイレンススキルについて再度使用すると別タゲに移る Exploding Minions from Hell on Newerth will now explode when they expire naturally Ultで出現したminionは自動で消滅する際にも爆発するようになった Blacksmith Fireball cooldown reduced from 15 seconds to 12 seconds Fire ballのCool downが15秒から12秒になった Flaming Hammer projectile speed from 950 to 1200 Flaming Hammerの飛んでいく速度が950から1200になった Chaotic Flames previously reduced Fireball cooldown by 3/6/9 seconds. Now, reduces Fireball cooldown by 2/4/6 seconds UltのLvに応じて1番スタンスキルのCD減少が -3/6/9秒から -2/4/6秒になった Corrupted Disciple Movespeed from 290 to 300 移動速度が290から300になった Agility gain per level from 2.5 to 2.8 Lv毎に上がるAgilityが2.5から2.8になった Dampeer Fixed Bloodthirst so it doesn t reset on death Bloodthirstオーラが死んだ際にToggleリセットされていたのを修正 Demented Shaman Arcane Hide removed and replaced with Unbreakable 2番スキルが "Arcane Hide" から "Unbreakable"に変更 Unbreakable Target allied hero is affected with Unbreakable (state) for 6 seconds. Affected hero gains 15/30/45/60 Attack Damage and if he receives fatal damage while affected by Unbreakable, he does not die and is instead restored to 150/250/350/450 health Ubbreakable 見方Heroに対し使用することができる。使用すると6秒間Unbreakable Buffが付き、その間 15/30/45/60 の追加ダメージに加え、致死量のダメージを受けた場合に 150/250/350/450 HP回復する。(一度致死量を受け回復した際にはbuffが消える) Empath Fixed so she does not draw on the map while using As One Ult使用時に、Empath自身のアイコンがminimapに表示されなくなった Fixed her Essence Link when she is inside of someone so it links correctly 憑依中、Lifedrainした際に正しくLifedrainされるように修正された ※? Fixed her Essence Link so it breaks if the target goes invulnerable Lifedrain中のターゲットがImmune状態になった場合Lifedrainは解除される(Swiftに回られると切れるようになった) ※? Empath should now correctly get assists if her target of As One gets a kill or assist 憑依した見方がkillを取った場合Empathにアシストが入る Flint Beastwood Fixed his Alternate Avatar Hollowpoint noise Alternative Avaterスキン使用時にノイズが入っていた問題を修正 Hammerstorm Brute Strength can no longer be removed early Ultのbuffが即Puergeされなくなった ※? Jeraziah Movement Speed from 300 to 310 移動速度が300から310になった Cast times on Inner Light, Protective Charm, and Sol s Blessing all improved to 700 cast time and 300 cast action time 全スキルのスキルモーションが700msから300msになった Any hero under the effect of Protective Charm that earns a kill grants Jeraziah an assist Repel受けてる見方が敵を殺したときJeraziahにもアシストが入る Any hero under the effect of Sol s Blessing that earns a kill grants Jeraziah an assist Ult効果中に見方が敵を殺したときJeraziahにもアシストが入る Keeper of the Forest Fixed Tree Sight so they don t disappear if more than one person crowds around them 木の目の視界内に複数人入った場合に視界内の1人しか見えていなかった問題を修正(視界内なら全員見える) ※? Legionnaire Terrifying Charge Movement Speed bonus from 60/100/140/500 to 100/150/200/250 チャージ中の追加移動スピードが60/100/140/500 から 100/150/200/250になった Terrifying Charge now gives Legionnaire 0/2/4/6 Armor and Magic Armor while he is charging 2番チャージスキルを使用している間はLvに応じて 0/2/4/6 のP/Mdmg Armorを得る Fixed Legionnaire attacking correctly after Terrifying Charge 2番チャージ後殴るように修正 Whirling Blade modified to function as such If Legionnaire is struck once, a counter is added to the ability. If the counter reaches 12 (On taking the 12th attack), Legionnaire spins, and the counter is reset Whirling Bladeを調整 攻撃を受けるとカウンタが増え、カウンタが12に達した際に回る。(17%の確率で回った場合、カウンタはリセットされる。自身が5秒間戦闘状態出なくなった場合カウンタはリセットされる。) Magebane Base Strength increased from 17 to 18 基礎Strが17から18になった Void can now only be cast on units with mana to avoid misclicks manaを持っているユニットにのみ使用可能になった Magmus Base armor increased from 0.66 to 1.76 基礎アーマーが0.66から1.76に上昇 Volcanic Touch no longer considered an Attack Modifier Volcanic TouchはAttack Modifier扱いでは無くなった Volcanic Touch is now toggleable Vplcanic TouchはToggle式になり切り替えることが出来る Maliken Damage inflicted to self changed from True Damage to Magic Damage 2番スキル(青)使用時に自身に食らうダメージがTrueからMagic扱いになった Fixed him always playing the heal sword sound in his ranged form 変身後レンジフォームで剣を投げた際に、緑剣の音しか鳴っていなかった問題を修正 Moraxus More Axes damage from 60/80/100/120 to 30/40/50/60 + (3/4/5/6)% of target s max health More Axeダメージが 60/80/100/120 から 30/40/50/60 + 敵最大HPの(3/4/5/6)%になった Night Hound Night Hound is able to be attacked by towers and creeps while in his Smoke Bomb, and Pollywog/Slither wards may attack while in Smoke Bomb Smoke bombの中にタワー、クリープを入れても攻撃を受ける。加えてPolly/Slitherのwardからも攻撃を受ける。 Night Hound may attack towers in his own Smoke Bomb NH自身はSmoke Bombの中でタワーを殴ることが出来る Fixed Night Hound s Smoke Bomb from being selectable and drawn on the map Smoke bombがminimapに表示され、選択できていた問題を修正 Ophelia Command now uses a charge system, max of 1/1/2/3 charges. Charges gained every 30s. 3番スキルがチャージ式になり30秒毎にLvに応じて1/1/2/3チャージまで貯まる Command now also increases movement speed of creeps by 0/15/30/45 3番スキルで手下にしたCreepsの数に応じて支配下Creepsの速度が 0/15/30/45 +される Ophelia s Judgment normalized to 75/150/225/300 Magic damage 2番スキルのダメージが75/150/225/300MDmgへと変更され、CDが16秒に減少 Pandamonium Missing Cannon Ball will no longer slow Pandamonium 3番スタンを外してもSlow効果を受けなくなった Fixed him being able to turn during Flurry Flurryモーション中も方向転換できるようになった Pharaoh Fixed Wall of Mummies from grabbing people and then pushing them with the burn 2番壁を当てた際の効果が ※? Fixed Wall of Mummies so that someone charging through it did not burn all of the mummy charges in one go 2番の壁外からチャージしてきた敵に対してもmana burnされるように修正された ※? Plague Rider Movement Speed from 305 to 320 移動速度が305から320になりMB,MQと同じく最速 Predator Fixed Carnivorous propagating to illusions Passiveスキルがイリュージョンにも乗るようになった Puppet Master Agility gain per level from 1.5 to 2.0 Lv毎のAgi上昇値が1.5から2.0に上昇 Fixed Voodoo Puppet so it gives assists to anyone who hits it Ultの人形を殴って敵を殺した際に、人形を殴った見方に対してアシストが入るようになった Pyromancer Base Damage from 37-55 to 43-49 攻撃力が37-55から43-49に平均化された Phoenix Wave damage increased from 100/170/230/280 to 100/170/240/310 Phenix Waveの攻撃力が100/170/230/280Mdmg から 100/170/240/310Mdmgに上昇 Rampage Attack action time improved from 600 ms to 450 ms アタックモーションが600msから450msになり速くなった Stampede range increased from 9001 to global 1番Chargeスキルのレンジが9001レンジから範囲無限になった At 4+ charges Stampede, Rampage is now Magic Immune instead of having Slow Resistance 1番Chargeスキルが4Charge以上溜まったときにはMagic immune状態になる(対象へ突撃した瞬間この効果は切れる) Sand Wraith Desert s Curse linger time lowered from 7 seconds to 3 seconds 1番食らったときのSlow効果が7秒から3秒に減少 Dissipate range reduced from 1000 to 700 AoE 反射ダメージを与えるレンジが1000から700に減少 Dissipate damage reduction and damage return lowered from 5/10/15/20% to 4/8/12/16% ダメージ軽減/反射率が 5/10/15/20% から 4/8/12/16%に減少 Scout Fixed a bug where he would lose his attack speed if he canceled an attack without coming out of stealth ステルス状態じゃないときに攻撃キャンセルをした時に追加攻撃速度が消えていたのを修正? (バグ内容不明) ※? Marksman Shot is no longer canceled if vision of the target is lost Ult詠唱時、ターゲットが視界から消えてもキャンセルされない(FlintのUltと同じになった) Soul Reaper Base Strength from 16 to 18 基礎Strが16から18に上昇 Strength gain per level from 1.7 to 2.0 Lv毎のStr上昇値が1.7から2.0に上昇 Succubus Heartache cast range increased from 600 to 625 2番DDスキルのレンジが600から625に上昇 Fixed Mesmerize so it properly puts things like Portal Key on cooldown 3番スキルの対象になった際にPkがCooldown入るようになった ※? Smitten mana cost changed to scale from flat 125 to 95/105/115/125 1番攻撃力低下スキルのマナコストが125から 95/105/115/125になった Attack Range from 400 to 500 攻撃レンジが400から500に上昇 Tempest Fixed duplicated Elementals having full lifetime Elementalsは分身すると再度35秒間生きるようになった ※? Torturer Chain Reaction and Agonizing Bonds cast action times (the portion that may NOT be animation canceled) both reduced to 500 ms from 700 ms 1番スタンスキルと3番DDスキルのモーションが700msから500msに減少 Torment radius changed from 300/350/400 to a static 400 Ultの効果範囲が 300/350/400 から 400固定になった Chain Reaction stun duration changed from 1.25/1.5/1.75/2 seconds to static 2 seconds 1番スキルスタンが1.25/1.5/1.75/2秒から2秒固定になった Tundra Fixed a bug with Cold Shoulder that made him run in place like a boss! 3番チャージスキルのバグを修正 ※バグ内容不明 Warbeast Hellhounds attack damage normalized 子分狼の攻撃力は一定値に Metamorphosis duration changed from 14/15/16 seconds to static 16 seconds Ult使用時の変身時間が14/15/16秒から16秒に固定 Wildsoul Summon Booboo cooldown reduced from 180/160/140/120 seconds to static 120 seconds 1番召還スキルのCDが180/160/140/120秒から120秒に固定 Booboo leash range increased from 925 to 1050 本体から離れていても攻撃できるレンジが925から1050に上昇 Battle Cry hotkey changed from D to E Ult変身スキルのキーがデフォルトDキーからEキーに変更 Witch Slayer Fixed Power Drain so it doesn t waste 10 Mana if used incorrectly マナドレイン使用時にコストの10manaが減っていなかった問題を修正 ※? Zephyr Fixed Gust s Stun so it doesn t own Bubbles 1番GustをBubblesはTake coverのAuto Castでよけられなくなった Cyclones now do 75% damage to neutrals and creeps, increased from 50% 竜巻が森Creepsに対して与えるダメージが50%から75%に上昇した Cyclones will now teleport with Zephyr correctly 竜巻はtpしても消えなくなった Sped up the movespeed of the Cyclones so they keep up when he is just running around 竜巻がついてくる速度が上がり、常に身の周りを回るようになった via http //forums.heroesofnewerth.com/showthread.php?t=222338 (http //forums.heroesofnewerth.com/showthread.php?t=223357)
https://w.atwiki.jp/pathofexile12/pages/297.html
詳説・特徴 ジェムレベルによる変化 入手方法 エンチャント 関連ユニーク 関連リンク Freezing Pulse Spell,Projectile,Coldマナコスト 5-21詠唱時間 0.65秒追加ダメージ倍率 150% 敵を貫通し、Freezeさせる確率を持つ氷の投射物を放つ。 発射物は飛距離に応じて弱まり、ダメージとFreeze確率が減っていく。 クオリティ1%あたり2% increased Projectile Speed日本語訳求む Deals (8-888) to (12-1332) Cold Damage(8-888)~(12-1332)のColdダメージを与える Projectiles Pierce all Targets日本語訳求む (0-19)% increased Projectile Speed日本語訳求む 詳説・特徴 ジェムレベルによる変化 +... レベル マナコスト base_projectile_speed_+% spell_maximum_base_cold_damage 1 1 0 5 8-12 2 2 0 5 1% 9-15 3 4 16 6 2% 12-18 4 7 22 7 3% 17-26 5 11 31 7 4% 25-38 6 16 41 9 5% 38-56 7 20 50 10 6% 50-76 8 24 58 11 7% 66-100 9 28 67 11 8% 86-130 10 32 75 12 9% 111-167 11 36 83 13 10% 142-212 12 40 92 14 11% 179-268 13 44 100 15 12% 225-337 14 48 109 16 13% 281-421 15 52 117 17 14% 349-524 16 56 125 18 15% 432-648 17 60 134 19 16% 533-799 18 64 142 20 17% 655-983 19 67 148 21 18% 763-1145 20 70 155 21 19% 888-1332 21 72 159 22 20% 982-1473 22 74 159 22 21% 1084-1627 23 76 159 23 22% 1197-1796 24 78 159 23 23% 1321-1982 25 80 159 24 24% 1457-2185 26 82 159 24 25% 1606-2409 27 84 159 25 26% 1769-2654 28 86 159 25 27% 1949-2923 29 88 159 26 28% 2145-3218 30 90 159 26 29% 2360-3540 31 91 159 26 29% 2475-3713 32 92 159 27 30% 2596-3894 33 93 159 27 30% 2722-4083 34 94 159 27 31% 2854-4281 35 95 159 27 31% 2992-4489 36 96 159 27 32% 3137-4705 37 97 159 28 32% 3288-4932 38 98 159 28 33% 3446-5170 39 99 159 28 33% 3612-5418 40 100 159 28 34% 3785-5678