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dark_free light_free stalker_free_0 stalker_free0a stalker_freedom_0 stalker_freedom_1 stalker_freedom_1_backpack_helm_battle stalker_freedom_1_backpack_helm_battle_nogas stalker_freedom_1_backpack_helm_tactic stalker_freedom_1_backpack_helm_tactic_nogas stalker_freedom_1_balloon_helm_battle stalker_freedom_1_helm_battle stalker_freedom_1_helm_battle_nogas stalker_freedom_1_helm_tactic stalker_freedom_1_helm_tactic_nogas stalker_freedom_2 stalker_freedom_2_backpack_helm_battle stalker_freedom_2_backpack_helm_battle_nogas stalker_freedom_2_backpack_helm_tactic stalker_freedom_2_balloon_helm_tactic stalker_freedom_2_balloon_on_helm_battle stalker_freedom_2_balloon_on_helm_tactic stalker_freedom_2_face_2 stalker_freedom_2_mas2 stalker_freedom_2_mas3 stalker_freedom_2_mas4 stalker_freedom_2_mask stalker_freedom_2_old stalker_freedom_2a_gp5 stalker_freedom_3 stalker_freedom_3_face_1 stalker_freedom_3_helm_battle stalker_freedom_3_helm_battle_nogas stalker_freedom_3_helm_tactic stalker_freedom_4 stalker_freedom_4_face_1 stalker_freedom_4_proto stalker_freedom_5 stalker_freedom_6 stalker_freedom_7 stalker_freedom_10 stalker_freedom_11 stalker_freedom_12 stalker_freedom_13 stalker_freedom_ashot stalker_freedom_batlsold stalker_freedom_exoseva stalker_freedom_medic_1 stalker_freedom_military stalker_freedom_rookie stalker_freedom_semi_pro stalker_freedom1a stalker_freedom2a stalker_freedom2a_mas2 stalker_freedom2a_mas3 stalker_freedom2a_mas4 stalker_freedom2a_mask stalker_freedom2a_old stalker_freedom2b stalker_freedom2b_mas2 stalker_freedom2b_mas3 stalker_freedom2b_mas4 stalker_freedom2b_mask stalker_freedom2b_old stalker_freedom3a stalker_freedom4a stalker_freedom4b stalker_freedom4nosorog stalker_freedom5a stalker_freedom5b [部分編集] dark_free [部分編集] light_free [部分編集] stalker_free_0 [部分編集] stalker_free0a [部分編集] stalker_freedom_0 [部分編集] stalker_freedom_1 [部分編集] stalker_freedom_1_backpack_helm_battle [部分編集] stalker_freedom_1_backpack_helm_battle_nogas [部分編集] stalker_freedom_1_backpack_helm_tactic [部分編集] stalker_freedom_1_backpack_helm_tactic_nogas [部分編集] stalker_freedom_1_balloon_helm_battle [部分編集] stalker_freedom_1_helm_battle [部分編集] stalker_freedom_1_helm_battle_nogas [部分編集] stalker_freedom_1_helm_tactic [部分編集] stalker_freedom_1_helm_tactic_nogas [部分編集] stalker_freedom_2 [部分編集] stalker_freedom_2_backpack_helm_battle [部分編集] stalker_freedom_2_backpack_helm_battle_nogas [部分編集] stalker_freedom_2_backpack_helm_tactic [部分編集] stalker_freedom_2_balloon_helm_tactic [部分編集] stalker_freedom_2_balloon_on_helm_battle [部分編集] stalker_freedom_2_balloon_on_helm_tactic [部分編集] stalker_freedom_2_face_2 [部分編集] stalker_freedom_2_mas2 [部分編集] stalker_freedom_2_mas3 [部分編集] stalker_freedom_2_mas4 [部分編集] stalker_freedom_2_mask [部分編集] stalker_freedom_2_old [部分編集] stalker_freedom_2a_gp5 [部分編集] stalker_freedom_3 [部分編集] stalker_freedom_3_face_1 [部分編集] stalker_freedom_3_helm_battle [部分編集] stalker_freedom_3_helm_battle_nogas [部分編集] stalker_freedom_3_helm_tactic [部分編集] stalker_freedom_4 [部分編集] stalker_freedom_4_face_1 [部分編集] stalker_freedom_4_proto [部分編集] stalker_freedom_5 [部分編集] stalker_freedom_6 [部分編集] stalker_freedom_7 [部分編集] stalker_freedom_10 [部分編集] stalker_freedom_11 [部分編集] stalker_freedom_12 [部分編集] stalker_freedom_13 [部分編集] stalker_freedom_ashot [部分編集] stalker_freedom_batlsold [部分編集] stalker_freedom_exoseva [部分編集] stalker_freedom_medic_1 [部分編集] stalker_freedom_military [部分編集] stalker_freedom_rookie [部分編集] stalker_freedom_semi_pro [部分編集] stalker_freedom1a [部分編集] stalker_freedom2a [部分編集] stalker_freedom2a_mas2 [部分編集] stalker_freedom2a_mas3 [部分編集] stalker_freedom2a_mas4 [部分編集] stalker_freedom2a_mask [部分編集] stalker_freedom2a_old [部分編集] stalker_freedom2b [部分編集] stalker_freedom2b_mas2 [部分編集] stalker_freedom2b_mas3 [部分編集] stalker_freedom2b_mas4 [部分編集] stalker_freedom2b_mask [部分編集] stalker_freedom2b_old [部分編集] stalker_freedom3a [部分編集] stalker_freedom4a [部分編集] stalker_freedom4b [部分編集] stalker_freedom4nosorog [部分編集] stalker_freedom5a [部分編集] stalker_freedom5b
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GENRE TITLE ARTIST bpm notes CLEAR RATE HiTECH FULLON Amazing Mirage lapix 153 1684 n%(yyyy/mm/dd) 攻略・コメント 突然の連皿でEXH即死してる人を見た。一度ぐらい予習した方が良いかも? -- 名無しさん (2017-12-22 18 06 55) 中盤の24分皿が最難所だけどその後もなかなか難しいので注意 -- 名無しさん (2017-12-23 12 17 14) 穴譜面を多少高密度化。連皿のパターンが変わっていたり増えていたりもする。 -- 名無しさん (2017-12-27 03 48 16) サビに入る前の意味不明な高速皿は穴と同じく16分8連皿で繋がる。エクハはここだけで即死しかねないので覚えておくといいかも -- 名無しさん (2017-12-28 03 23 25) 57トリル(7に3のゴミ付き)+皿が2P殺しなので鏡推奨。 -- 名無しさん (2017-12-30 02 07 18) 中盤にかなりきつい発狂がある。ハードは不沈艦以上落書き帳以下くらい? -- 名無しさん (2018-01-26 04 24 51) ノマゲは終盤ゲー。皿と縦連で殺しにかかってくるので、簡単ではない -- 名無しさん (2018-01-27 00 22 16) 乱で練習になりそうな譜面してる -- 名無しさん (2018-03-28 17 54 39) 難易度表だとハードは個人差だけどダンスホールダリアとかウィアソに繋がる譜面してるからやっておいて損はない -- 名無しさん (2018-08-31 00 36 46) ウィアソハードとかしてるけど、ノマゲ希望が全く見えない。レジェンは通常12Cよりワンランク上だと実感させられる -- 名無しさん (2019-12-19 22 11 38) 2P正規全くおせなかったけど、1作振りに正規やったらノマゲ尽きました。ウィアソ難ついてるので上の方がんばって全く一緒の境遇だと思いました。 -- 名無しさん (2021-02-21 03 10 05) 通常穴の純粋進化版なので穴で予習してリズム等を把握してれば体感難易度は割と下がる -- 名無しさん (2021-07-05 16 25 23) 1P乱BP22でEXH。前半は然程ゲージも削られず、最発狂もゲージ二桁はあったハズなので、もう少しBP出せるかもしれない。 -- 名無しさん (2021-09-26 16 48 27) 名前 コメント
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Taking the Rough with the Smooth Andrew Stanway? Future Sport (Piccolo Books) Andrew Bailey?Roger Walker?with photographs? Walker's Britain Andrew Duncan? High Output Management Andrew S. Grove? Blossom Andrew Vachss? South East Asia (Sociology of Developing Societies) John G. Taylor?Andrew Turton? The Kin Peter Dickinson?Ian Andrew? The Kin (The Kin) Peter Dickinson?Ian Andrew? The Kin (The Kin) Peter Dickinson?Ian Andrew? My Trade A Short History of British Journalism Andrew Marr? The Dog Ate My Bus Pass (Pick a Poem) Nick Toczek?Andrew Fusek Peters?Axel Scheffler? The Gift Boat Peter Dickinson?Ian Andrew? Sudoku for Kids Andrew Heron? Sudoku/Kakuro Bind-up Andrew Heron? Anatomy Of Terror A History Of Terrorism Andrew Sinclair? Longer Poems Old and New (Scholar's Library) Andrew S. Cairncross? Eight Essayists (Scholar's Library) Andrew S. Cairncross? The Literature of War Andrew Rutherford? Capitalism in Crisis Andrew Gamble?Paul Walton? The Chemistry of Mercury (Aspects of Inorganic Chemistry) Charles Andrew McAuliffe? Porting Unix Applications to Windows Nt Andrew Lowe? Capitalism in Crisis Andrew Gamble?Paul Walton? Britain in Decline Andrew Gamble? The Victorian Historical Novel, 1840-80 Andrew Sanders? Industry and Labour Andrew L. Friedman? Industry and Labour Class Struggle at Work and Monopoly Capitalism Andrew L. Friedman? Programming and Problem Solving in Algol (Computer Science Series) Andrew John Theodore Colin? Accounting Control and Financial Strategy Andrew M. McCosh?Michael J. Earl? Developing Managerial Information Systems Andrew M. McCosh?Mawdudur Rahman?Michael J. Earl? Thomas Hardy, Landscape of Mind Andrew Enstice?
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【登録タグ A-One F TOHO EUROBEAT VOL.19 地霊殿 エネルギー黎明 ~ Future Dream... プレイヤーズスコア 地霊達の帰宅 曲 越田Rute隆人】 【注意】 現在、このページはJavaScriptの利用が一時制限されています。この表示状態ではトラック情報が正しく表示されません。 この問題は、以下のいずれかが原因となっています。 ページがAMP表示となっている ウィキ内検索からページを表示している これを解決するには、こちらをクリックし、ページを通常表示にしてください。 /** General styling **/ @font-face { font-family Noto Sans JP ; font-display swap; font-style normal; font-weight 350; src url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/10/NotoSansCJKjp-DemiLight.woff2) format( woff2 ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/9/NotoSansCJKjp-DemiLight.woff) format( woff ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/8/NotoSansCJKjp-DemiLight.ttf) format( truetype ); } @font-face { font-family Noto Sans JP ; font-display swap; font-style normal; font-weight bold; src url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/13/NotoSansCJKjp-Medium.woff2) format( woff2 ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/12/NotoSansCJKjp-Medium.woff) format( woff ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/11/NotoSansCJKjp-Medium.ttf) format( truetype ); 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} .not_in_card { border-bottom dashed 1px #D0D0D0; } .tooltip { display flex; visibility hidden; position absolute; top -42.5px; left 0; width 275px; min-height 20px; max-height 100px; padding 10px; border-radius 5px; background-color #555; align-items center; color #FFF; font-size 85%; line-height 20px; text-align center; white-space nowrap; opacity 0; transition 0.7s; -webkit-user-select none; -moz-user-select none; -ms-user-select none; user-select none; } .inaudible .tooltip { top -68.5px; } span hover + .tooltip { visibility visible; top -47.5px; opacity 0.8; transition 0.3s; } .inaudible span hover + .tooltip { top -73.5px; } .not_in_card span.hide { top -42.5px; opacity 0; transition 0.7s; } .inaudible .img { display inline-block; width 3.45em; height 1.25em; margin-right 4px; margin-bottom -3.5px; margin-left 4px; background-image url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2971/7/Inaudible.png); background-size contain; background-repeat no-repeat; } .not_in_card after, .inaudible .img after { content ; 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const rPagename = /(?=^|.*
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http //www.dofactory.com/Patterns/PatternMediator.aspx のC#コードをC++にした Structural example #include iostream #include string using namespace std; class Colleague; class ConcreteColleague1; class ConcreteColleague2; // 仲介者 class Mediator { public virtual void Send(const string message, Colleague *colleague) = 0; }; class ConcreteMediator public Mediator { private ConcreteColleague1 *_colleague1; ConcreteColleague2 *_colleague2; public void SetColleague1(ConcreteColleague1 *value) { _colleague1 = value; } void SetColleague2(ConcreteColleague2 *value) { _colleague2 = value; } virtual void Send(const string message, Colleague *colleague); }; // 同業者 class Colleague { protected Mediator *mediator; public Colleague(Mediator *mediator) { this- mediator = mediator; } }; class ConcreteColleague1 public Colleague { public ConcreteColleague1(Mediator *mediator) Colleague(mediator) { } void Send(const string message) { mediator- Send(message, this); } void Notify(const string message) { cout "Colleague1 gets message " message endl; } }; class ConcreteColleague2 public Colleague { public ConcreteColleague2(Mediator *mediator) Colleague(mediator) { } void Send(const string message) { mediator- Send(message, this); } void Notify(const string message) { cout "Colleague2 gets message " message endl; } }; /////// void ConcreteMediator Send(const string message, Colleague *colleague) { if (colleague == _colleague1) { _colleague2- Notify(message); } else { _colleague1- Notify(message); } } /////// int main() { ConcreteMediator *m = new ConcreteMediator(); ConcreteColleague1 *c1 = new ConcreteColleague1(m); ConcreteColleague2 *c2 = new ConcreteColleague2(m); m- SetColleague1(c1); m- SetColleague2(c2); c1- Send("How are you?"); c2- Send("Fine, thanks"); delete c1; delete c2; delete m; return 0; } Real World example #include iostream #include string #include map using namespace std; class Participant; // Mediator class class AbstractChatroom { public virtual void Register(Participant *participant) = 0; virtual void Send(const string from, const string to, const string message) = 0; }; // ConcreteMediator class class Chatroom public AbstractChatroom { private map string, Participant* _participants; public virtual void Register(Participant *participant); virtual void Send(const string from, const string to, const string message); }; // Colleague class class Participant { private Chatroom *_chatroom; string _name; public Participant(const string name) { _name = name; } string getName() { return _name; } void setChatroom(Chatroom *chatroom) { _chatroom = chatroom; } Chatroom* getChatroom() { return _chatroom; } void Send(const string to, const string message) { _chatroom- Send(_name, to, message); } virtual void Receive(const string from, const string message) { cout from " to " _name " \ " message "\ " endl; } }; // ConcreteColleague class class Beatle public Participant { public Beatle(const string name) Participant(name) { } virtual void Receive(const string from, const string message) { cout "To a Beatle "; Participant Receive(from, message); } }; class NonBeatle public Participant { public NonBeatle(const string name) Participant(name) { } virtual void Receive(const string from, const string message) { cout "To a non-Beatle "; Participant Receive(from, message); } }; ///// void Chatroom Register(Participant *participant) { Participant *p = _participants[participant- getName()]; if (p == NULL) { // register participant- setChatroom(this); _participants[participant- getName()] = participant; } } void Chatroom Send(const string from, const string to, const string message) { Participant *participant = _participants[to]; if (participant != NULL) { participant- Receive(from, message); } } /////// int main() { // create chatroom Chatroom *chatroom = new Chatroom; // create participants and register them Participant *George = new Beatle("George"); Participant *Paul = new Beatle("Paul"); Participant *Ringo = new Beatle("Ringo"); Participant *John = new Beatle("John"); Participant *Yoko = new NonBeatle("Yoko"); chatroom- Register(George); chatroom- Register(Paul); chatroom- Register(Ringo); chatroom- Register(John); chatroom- Register(Yoko); // Chatting participants Yoko- Send("John", "Hi John!"); Paul- Send("Ringo", "All you need is Love"); Ringo- Send("George", "My sweet Lord"); Paul- Send("John", "Can t buy me love"); John- Send("Yoko", "My sweet love"); delete George; delete Paul; delete Ringo; delete John; delete Yoke; delete chatroom; return 0; } 参考サイト デザインパターンを“喩え話”で分かり易く理解する http //www.netlaputa.ne.jp/~hijk/study/oo/designpattern.html TECHSCORE http //www.techscore.com/tech/DesignPattern/index.html/ Programing Place http //www.geocities.jp/ky_webid/index_old.html デザインパターンの骸骨たち http //www002.upp.so-net.ne.jp/ys_oota/mdp/ デザインパターンの使い方 Mediator http //japan.internet.com/developer/20090106/26.html
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ic2作物の収穫物追加 作物名 収穫物 Ferru Ferru Leaf Aurelia Argentia Leaf GregTech作物 作物名 画像 発見者 種(種袋以外) Tier値 Growth Point 属性 収穫物 レア収穫物 備考 Indigo Eloraam Indigo Blossom×4 2 400 Flower, Color, Ingredient Indigo Blossom Flax Eloraam 2 400 Silk, Vine, Addictive String Oilberries Spacetoad 9 1800 Fire, Dark, Reed, Rotten, Coal, Oil Oil Berry Bobsyeruncleranks GenerikB 11 2200 Shiny, Vine, Emerald, Berylium, Crystal Bobs-Yer-Uncle-Berry" Emerald Diareed Direwolf20 12 240010 Fire, Shiny, Reed, Coal, Diamond, Crystal Tiny Pile of Diamond Dust Diamond Withereed CovertJaguar 8 1600 Fire, Undead, Reed, Coal, Rotten, Wither Coal Dust Coal Blazereed Mr. Brain 6 1200 Fire, Blaze, Reed, Sulfur Blaze Powder Blaze Rod Eggplant Link 6 1200 Chicken, Egg, Edible, Feather, Flower, Addictive Egg Chicken Feather Corium Gregorius Techneticies 6 1200 Cow, Silk, Vine Leather Corpseplant Mr. Kenny 5 1000 Toxic, Undead, Vine, Edible, Rotten Rotten Flesh Bonemeal Bone Creeperweed General Spaz 7 2000 Creeper, Vine, Explosive, Fire, Sulfur, Saltpeter, Coal Gunpowder Enderbloom RichardG 10 1400 Ender, Flower, Shiny EnderPearl Dust EnderPearl EnderEye Meatrose VintageBeef 7 1400 Edible, Flower, Cow, Fish, Chicken, Pig Pink Dye Beef Porkchop Chicken Fish Milkwart Mr. Brain Milkwart×4 6 1200 Edible, Milk, Cow Milk Wart Slimeplant Neowulf 6 1200 Slime, Bouncy, Sticky, Bush Slime Ball Spidernip Mr. Kenny 4 800 Toxic, Silk, Spider, Flower, Ingredient, Addictive String Spider Eye Web Block Tearstalks Neowulf 8 1600 Healing, Nether, Ingredient, Reed, Ghast Ghast Tear Tine Gregorius Techneticies 5 1000 Shiny, Metal, Pine, Tin, Bush Tine Twig Coppon Mr. Brain 6 1200 Shiny, Metal, Cotton, Copper, Bush Coppon Fiber Brown Mushrooms Mr. Brain Brown Mushrooms×4 1 200 Edible, Mushroom, Ingredient Brown Mushroom Red Mushrooms Mr. Kenny Red Mushrooms×4 1 200 Toxic, Mushroom, Ingredient Red Mushroom Argentia Eloraam 7 1400 Shiny, Metal, Silver, Reed Argentia Leaf Plumbilia KingLemming 6 1200 Heavy, Metal, Lead, Reed Plumbilia Leaf Steeleafranks Benimatic 10 2000 Metal, Vine, Iron Steeleaf Dust Steeleaf Ingot Liveroots Benimatic 8 1600 Wood, Vine LiveRoot Dust LiveRoot Trollplant unknown 6 1200 Troll, Bad, Scrap FoolsRuby[Ruby] Plantball Scrap Tiny Pile of Plutonium241 Dust Lazulia unknown 7 1400 Shiny, Bad, Crystal, Lapis Tiny Pile of Lapis Dust Glowheat unknown 10 2000 Light, Shiny, Crystal Tiny Pile of Glowstone Dust Fertilia unknown 3 600 Growth, Healing, Flower Tiny Pile of Calcite Dust Fertilizer Tiny Pile of Apatite Dust Phosphate Dust Bauxia unknown 6 1200 Metal, Aluminium, Reed, Aluminium Bauxia Leaf Titania unknown 9 1800 Metal, Heavy, Reed, Titanium Titania Leaf Reactoria unknown 12 2400 Radioactive, Metal, Danger, Uranium Reactoria Leaf Uranium Leaf God of Thunder unknown 9 1800 Radioactive, Metal, Coal, Thorium Small Pile of Coal Dust Thunder Leaf Transformium unknown 12 2400 Transform, Coal, Reed UUA Berry UUM Berry Starwart unknown 12 2400 Wither, Nether, Undead, Netherstar Small Pile of Coal Dust Coal Skull Tiny Pile of NetherStar Dust Zomplant unknown 3 600 Zombie, Rotten, Undead Rotten Flesh Nickelback unknown 5 1000 Metal, Fire, Alloy Nickelback Leaf Galvania unknown 6 1200 Metal, Alloy, Bush Galvania Leaf Evil Ore unknown 8 1600 Crystal, Fire, Nether Tiny Pile of NetherQuartz Dust NetherQuartz Tiny Pile of CertusQuartz Dust Olivia unknown 2 400 Crystal, Shiny, Processing, Olivine Tiny Pile of Olivine Dust Olivine Sapphirum unknown 4 800 Crystal, Shiny, Metal, Sapphire Tiny Pile of Sapphire Dust Sapphire Pyrolusium unknown 12 2400 Metal, Clean, Bush, Manganese Pyrolusium Leaf Scheelinium unknown 12 2400 Metal, Hard, Bush, Tungsten Scheelinium Leaf Platina unknown 11 2200 Metal, Shiny, Reed, Platinum Platina Leaf Quantaria unknown 12 2400 Metal, Iridium, Reed Quantaria Leaf[Iridium] Quantaria Leaf[Osmium] Stargatium unknown 12 2400 Metal, Heavy, Alien, Naquadah Tiny Pile of Endstone Dust Stargatium Leaf Lemon unknown 4 800 Food, Tree, Sour Lemon Chilly unknown 4 800 Food, Spicy Chilly Pepper Tomato unknown 4 800 Food Tomato Max Tomato Grape unknown 4 800 Food Grapes Onion unknown 4 800 Food Onion Cucumber unknown 4 800 Food Cucumber Tea unknown 4 800 Food Tea Leaf Rape unknown 4 800 Food, Oil Rape 交配レート ※導出方法は[[IndustrialCraft2ソースコード木パイプ https //w.atwiki.jp/mi_ic2/pages/114.htmlより Greg作物のStat値 作物名 Stat値 属性 Chemistry Consumable Defensive Colorful Weed Indigo 1 1 0 4 0 Flower, Color, Ingredient Flax 1 1 2 0 1 Silk, Vine, Addictive Oilberries 6 1 2 1 12 Fire, Dark, Reed, Rotten, Coal, Oil Bobsyeruncleranks 4 0 8 2 9 Shiny, Vine, Emerald, Berylium, Crystal Diareed 5 0 10 2 10 Fire, Shiny, Reed, Coal, Diamond, Crystal Withereed 2 0 4 1 3 Fire, Undead, Reed, Coal, Rotten, Wither Blazereed 0 4 1 0 0 Fire, Blaze, Reed, Sulfur Eggplant 0 4 1 0 0 Chicken, Egg, Edible, Feather, Flower, Addictive Corium 0 2 3 1 0 Cow, Silk, Vine Corpseplant 0 2 1 0 3 Toxic, Undead, Vine, Edible, Rotten Creeperweed 3 0 5 1 3 Creeper, Vine, Explosive, Fire, Sulfur, Saltpeter, Coal Enderbloom 5 0 2 1 6 Ender, Flower, Shiny Meatrose 0 4 1 3 0 Edible, Flower, Cow, Fish, Chicken, Pig Milkwart 0 3 0 1 0 Edible, Milk, Cow Slimeplant 3 0 0 0 2 Slime, Bouncy, Sticky, Bush Spidernip 2 1 4 1 3 Toxic, Silk, Spider, Flower, Ingredient, Addictive Tearstalks 1 2 0 0 0 Healing, Nether, Ingredient, Reed, Ghast Tine 2 0 3 0 0 Shiny, Metal, Pine, Tin, Bush Coppon 2 0 1 1 1 Shiny, Metal, Cotton, Copper, Bush Brown Mushrooms 0 2 0 0 2 Edible, Mushroom, Ingredient Red Mushrooms 0 1 3 0 2 Toxic, Mushroom, Ingredient Argentia 2 0 1 0 0 Shiny, Metal, Silver, Reed Plumbilia 2 0 3 1 1 Heavy, Metal, Lead, Reed Steeleafranks 3 0 7 2 8 Metal, Vine, Iron Liveroots 2 0 5 2 6 Wood, Vine Trollplant 0 0 5 2 8 Troll, Bad, Scrap Lazulia 4 2 5 7 4 Shiny, Bad, Crystal, Lapis Glowheat 3 3 3 5 4 Light, Shiny, Crystal Fertilia 2 3 5 4 8 Growth, Healing, Flower Bauxia 5 0 2 3 3 Metal, Aluminium, Reed, Aluminium Titania 5 0 3 3 1 Metal, Heavy, Reed, Titanium Reactoria 4 0 1 2 1 Radioactive, Metal, Danger, Uranium God of Thunder 3 0 5 1 2 Radioactive, Metal, Coal, Thorium Transformium 6 2 1 6 1 Transform, Coal, Reed Starwart 2 0 0 1 0 Wither, Nether, Undead, Netherstar Zomplant 1 3 4 2 6 Zombie, Rotten, Undead Nickelback 3 0 1 2 2 Metal, Fire, Alloy Galvania 3 0 2 2 3 Metal, Alloy, Bush Evil Ore 4 0 2 1 3 Crystal, Fire, Nether Olivia 1 0 1 4 0 Crystal, Shiny, Processing, Olivine Sapphirum 1 0 1 5 0 Crystal, Shiny, Metal, Sapphire Pyrolusium 1 0 1 1 0 Metal, Clean, Bush, Manganese Scheelinium 3 0 1 1 0 Metal, Hard, Bush, Tungsten Platina 3 0 0 3 0 Metal, Shiny, Reed, Platinum Quantaria 4 0 0 1 0 Metal, Iridium, Reed Stargatium 4 0 0 2 0 Metal, Heavy, Alien, Naquadah Lemon 1 1 0 2 0 Food, Tree, Sour Chilly 1 1 0 2 0 Food, Spicy Tomato 1 1 0 2 0 Food Grape 1 1 0 2 0 Food Onion 1 1 0 2 0 Food Cucumber 1 1 0 2 0 Food Tea 1 1 0 2 0 Food Rape 1 1 0 2 0 Food, Oil + 交配レート 交配レート ※parentの作物からchildの作物が変異する確率 parent\child Tier IC2 weed IC2 pumpkin IC2 wheat GT Brown Mushrooms GT Red Mushrooms IC2 blackthorn IC2 carrots IC2 cyazint IC2 dandelion IC2 melon IC2 potato IC2 reed IC2 rose IC2 tulip GT Flax GT Indigo GT Olivia IC2 cocoa IC2 venomilia GT Fertilia GT Zomplant IC2 stickreed GT Chilly GT Cucumber GT Grape GT Lemon GT Onion GT Rape GT Sapphirum GT Spidernip GT Tea GT Tomato IC2 hops IC2 netherWart IC2 terraWart GT Corpseplant GT Nickelback GT Tine IC2 cyprium IC2 eatingplant IC2 ferru IC2 plumbiscus IC2 redwheat IC2 stagnium GT Bauxia GT Blazereed GT Coppon GT Corium GT Eggplant GT Galvania GT Milkwart GT Plumbilia GT Slimeplant GT Trollplant IC2 coffee GT Argentia GT Creeperweed GT Lazulia GT Meatrose IC2 aurelia IC2 shining GT Evil Ore GT Liveroots GT Tearstalks GT Withereed GT God of Thunder GT Oilberries GT Titania GT Glowheat GT Enderbloom GT Steeleafranks GT Bobsyeruncleranks GT Platina GT Diareed GT Pyrolusium GT Quantaria GT Reactoria GT Scheelinium GT Stargatium GT Starwart GT Transformium IC2 weed 0 500 1 2 4 4 0 2 0 0 0 2 7 0 0 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 IC2 pumpkin 0 1 500 3 5 3 7 8 7 7 10 3 4 7 7 4 7 5 10 2 0 0 3 7 7 7 7 7 7 4 0 7 7 1 0 0 0 0 0 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 IC2 wheat 0 2 3 500 8 4 0 15 0 5 11 20 5 0 0 3 0 0 7 0 0 0 2 7 7 7 7 7 7 0 0 7 7 5 0 0 2 0 0 0 0 0 0 0 0 0 2 0 0 2 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 GT Brown Mushrooms 0 4 5 8 500 16 2 8 2 2 4 8 7 2 2 5 7 0 2 0 0 0 4 4 4 4 4 4 4 0 6 4 4 7 4 0 9 0 0 0 0 0 0 0 0 0 0 0 0 5 0 6 0 0 0 1 0 0 0 1 0 0 0 0 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 GT Red Mushrooms 0 4 3 4 16 500 0 4 0 0 0 4 7 0 0 7 5 0 0 3 0 0 4 2 2 2 2 2 2 0 15 2 2 3 0 0 7 0 1 0 1 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 IC2 blackthorn 0 0 7 0 2 0 500 0 15 15 2 0 1 20 15 3 13 6 6 6 0 0 2 6 6 6 6 6 6 7 4 6 6 4 3 3 0 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 IC2 carrots 0 0 8 15 8 4 0 500 0 0 11 15 5 0 0 3 0 0 7 0 0 0 2 7 7 7 7 7 7 0 0 7 7 4 1 3 6 0 0 2 1 0 0 0 0 0 3 0 0 3 0 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 IC2 cyazint 0 0 7 0 2 0 15 0 500 15 2 0 1 15 15 3 13 6 6 6 0 0 2 6 6 6 6 6 6 7 4 6 6 4 3 8 0 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 IC2 dandelion 0 0 7 5 2 0 15 0 15 500 2 5 1 15 15 3 13 6 6 6 0 0 2 6 6 6 6 6 6 7 4 6 6 4 3 3 0 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 IC2 melon 0 0 10 11 4 0 2 11 2 2 500 11 1 2 2 1 4 2 16 0 0 0 0 11 11 11 11 11 11 1 0 11 11 9 3 7 2 0 0 0 0 0 0 0 0 0 3 0 0 3 0 4 0 0 0 3 0 0 0 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 IC2 potato 0 0 3 20 8 4 0 15 0 5 11 500 5 0 0 3 0 0 7 0 0 0 2 7 7 7 7 7 7 0 0 7 7 4 1 3 6 0 0 0 1 0 0 0 0 0 3 0 0 3 0 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 IC2 reed 0 3 4 5 7 7 1 5 1 1 1 5 500 1 1 6 1 3 0 0 0 0 12 3 3 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0 0 0 0 0 IC2 cocoa 0 0 6 3 0 0 6 7 6 6 16 7 0 6 6 1 8 6 500 0 0 0 0 11 11 11 11 11 11 5 0 11 11 4 3 7 0 0 0 3 3 3 3 3 3 0 3 1 2 3 0 6 0 0 0 2 0 0 0 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 IC2 venomilia 0 0 0 0 0 0 6 0 6 6 0 0 0 6 16 2 6 1 0 500 4 1 1 1 1 1 1 1 1 0 11 1 1 1 2 0 1 5 2 0 5 0 0 2 0 6 0 2 1 1 7 0 4 2 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 GT Fertilia 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 4 500 4 0 0 0 0 0 0 0 0 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 GT Zomplant 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 4 500 0 0 0 0 0 0 0 0 3 0 0 0 0 0 10 0 0 0 4 0 0 0 0 0 0 0 0 0 0 0 0 0 3 0 0 0 0 0 0 0 0 0 0 7 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 IC2 stickreed 0 0 0 0 0 0 0 0 0 0 0 0 8 0 0 3 0 0 0 1 0 0 500 4 4 4 4 4 4 3 3 4 4 6 3 1 4 6 7 7 2 7 7 5 7 6 8 9 2 3 4 2 12 7 0 2 14 2 0 0 2 2 0 0 6 5 0 0 2 0 0 0 0 2 0 0 2 0 0 0 0 0 GT Chilly 0 0 1 1 0 0 2 3 2 2 7 3 0 2 2 1 4 2 11 1 0 0 4 500 15 15 15 15 15 5 1 15 15 6 5 5 2 4 3 7 7 7 7 7 7 0 3 5 4 3 2 6 3 3 0 6 5 0 0 4 4 4 0 0 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 GT Cucumber 0 0 1 1 0 0 2 3 2 2 7 3 0 2 2 1 4 2 11 1 0 0 4 15 500 15 15 15 15 5 1 15 15 6 5 5 2 4 3 7 7 7 7 7 7 0 3 5 4 3 2 6 3 3 0 6 5 0 0 4 4 4 0 0 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 GT Grape 0 0 1 1 0 0 2 3 2 2 7 3 0 2 2 1 4 2 11 1 0 0 4 15 15 500 15 15 15 5 1 15 15 6 5 5 2 4 3 7 7 7 7 7 7 0 3 5 4 3 2 6 3 3 0 6 5 0 0 4 4 4 0 0 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 GT Lemon 0 0 1 1 0 0 2 3 2 2 7 3 0 2 2 1 4 2 11 1 0 0 4 15 15 15 500 15 15 5 1 15 15 6 5 5 2 4 3 7 7 7 7 7 7 0 3 5 4 3 2 6 3 3 0 6 5 0 0 4 4 4 0 0 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 GT Onion 0 0 1 1 0 0 2 3 2 2 7 3 0 2 2 1 4 2 11 1 0 0 4 15 15 15 15 500 15 5 1 15 15 6 5 5 2 4 3 7 7 7 7 7 7 0 3 5 4 3 2 6 3 3 0 6 5 0 0 4 4 4 0 0 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 GT Rape 0 0 1 1 0 0 2 3 2 2 7 3 0 2 2 1 4 2 11 1 0 0 4 15 15 15 15 15 500 5 1 15 15 6 5 5 2 4 3 7 7 7 7 7 7 0 3 5 4 3 2 6 3 3 0 6 5 0 0 4 4 4 0 0 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 GT Sapphirum 0 0 0 0 0 0 3 0 3 3 0 0 0 3 3 0 3 15 5 0 0 0 3 5 5 5 5 5 5 500 0 5 5 1 0 2 0 8 12 9 0 9 9 4 14 5 0 14 1 0 6 1 7 0 0 3 14 0 5 3 6 6 0 0 0 0 0 0 1 3 0 0 0 8 0 3 0 0 1 0 0 0 GT Spidernip 0 0 0 0 0 9 0 0 0 0 0 0 0 0 0 10 5 0 0 11 4 3 3 1 1 1 1 1 1 0 500 1 1 8 5 0 8 3 4 2 7 2 2 0 2 2 0 4 8 8 5 0 6 2 0 4 2 7 0 2 0 0 1 0 1 5 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 GT Tea 0 0 1 1 0 0 2 3 2 2 7 3 0 2 2 1 4 2 11 1 0 0 4 15 15 15 15 15 15 5 1 500 15 6 5 5 2 4 3 7 7 7 7 7 7 0 3 5 4 3 2 6 3 3 0 6 5 0 0 4 4 4 0 0 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 GT Tomato 0 0 1 1 0 0 2 3 2 2 7 3 0 2 2 1 4 2 11 1 0 0 4 15 15 15 15 15 15 5 1 15 500 6 5 5 2 4 3 7 7 7 7 7 7 0 3 5 4 3 2 6 3 3 0 6 5 0 0 4 4 4 0 0 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 IC2 hops 0 0 0 1 3 0 0 0 0 0 3 0 0 0 0 0 3 0 0 0 0 0 6 6 6 6 6 6 6 1 8 6 6 500 12 5 4 4 3 7 2 7 7 10 7 0 3 7 4 3 2 6 5 5 0 9 5 0 0 2 6 6 2 0 12 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 IC2 netherWart 0 0 0 0 0 0 0 0 0 0 0 0 0 2 0 0 2 0 0 0 0 0 3 5 5 5 5 5 5 0 5 5 5 12 500 4 1 5 0 4 0 4 4 11 4 2 0 4 1 0 3 3 2 4 0 8 2 0 0 1 5 5 8 0 14 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2 0 IC2 terraWart 0 0 0 0 0 0 0 0 2 0 1 0 0 0 0 0 0 0 3 0 0 0 1 5 5 5 5 5 5 2 0 5 5 5 4 500 0 1 0 4 0 4 4 4 4 0 4 2 1 4 0 5 0 0 0 7 2 0 0 7 5 5 0 0 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 GT Corpseplant 0 0 0 0 5 3 0 0 0 0 0 0 1 0 0 4 0 0 0 0 0 6 4 2 2 2 2 2 2 0 8 2 2 4 1 0 500 2 1 1 4 1 1 0 1 0 5 3 9 10 2 9 1 3 0 2 3 5 0 7 0 0 2 2 5 12 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 GT Nickelback 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 6 4 4 4 4 4 4 8 3 4 4 4 5 1 2 500 8 10 2 10 10 7 10 10 4 12 0 0 18 0 10 7 0 2 10 9 0 0 11 11 11 1 1 9 6 0 5 0 0 0 0 5 0 3 3 6 5 4 0 0 GT Tine 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2 0 0 0 0 7 3 3 3 3 3 3 12 4 3 3 3 0 0 1 8 500 11 3 11 11 4 16 5 2 21 5 2 13 1 13 9 0 1 18 3 0 0 10 10 3 0 4 5 5 0 4 0 0 0 0 7 0 9 2 1 9 1 0 0 IC2 cyprium 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 3 3 3 3 3 3 3 5 0 3 3 7 4 4 1 10 11 500 1 20 20 8 20 5 2 13 3 2 8 5 11 6 0 8 13 1 0 1 19 19 3 0 6 3 7 0 6 0 0 0 0 7 0 7 7 4 7 6 4 0 IC2 eatingplant 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 3 3 3 3 3 3 0 3 3 3 2 0 0 4 2 3 1 500 1 1 0 1 1 0 3 4 0 4 0 5 1 6 0 1 4 3 0 0 0 4 3 1 6 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 IC2 ferru 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 3 3 3 3 3 3 3 5 0 3 3 7 4 4 1 10 11 20 1 500 20 8 20 5 2 13 3 2 8 5 11 6 0 8 13 1 0 1 19 19 3 0 6 3 7 0 6 0 0 0 0 7 0 7 7 4 7 6 4 0 IC2 plumbiscus 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 3 3 3 3 3 3 3 5 0 3 3 7 4 4 1 10 11 20 1 20 500 8 20 5 2 13 3 2 8 5 11 6 0 8 13 1 0 1 19 19 3 0 6 3 7 0 6 0 0 0 0 7 0 7 7 4 7 6 4 0 IC2 redwheat 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 3 3 3 3 3 3 0 0 3 3 10 11 4 0 7 4 8 0 8 8 500 8 2 0 6 1 0 5 3 4 6 0 3 6 1 0 1 9 9 3 0 4 1 2 0 3 0 0 0 0 4 0 0 2 1 2 3 2 0 IC2 stagnium 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2 0 0 0 0 3 3 3 3 3 3 3 10 0 3 3 7 4 4 1 10 16 20 1 20 20 8 500 5 2 18 3 2 8 5 11 6 0 8 18 1 0 1 19 19 3 0 6 3 7 0 6 0 0 0 0 12 0 7 7 4 7 6 4 0 GT Bauxia 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2 0 0 0 0 0 0 1 0 0 0 0 2 0 0 10 5 5 1 5 5 2 5 500 0 7 0 0 12 0 12 2 0 0 10 3 0 0 6 6 7 0 1 8 7 2 17 0 1 0 0 8 0 0 6 4 1 2 0 0 GT Blazereed 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 4 0 0 0 0 0 0 0 0 0 0 3 0 4 5 4 2 2 0 2 2 0 2 0 500 2 5 10 0 7 5 0 0 7 9 5 0 7 1 1 2 0 11 7 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 GT Coppon 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2 0 0 0 0 5 1 1 1 1 1 1 10 0 1 1 7 4 2 3 12 21 13 3 13 13 6 18 7 2 500 3 2 15 3 13 11 0 3 18 3 0 1 12 12 5 0 4 5 9 0 8 0 2 0 0 10 0 12 5 6 12 4 2 0 GT Corium 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 7 0 0 0 0 0 0 0 0 0 0 0 0 0 0 4 0 0 4 1 1 9 0 5 3 4 3 3 1 3 0 5 3 500 5 0 11 5 0 0 4 3 5 0 9 2 2 0 2 5 2 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 GT Eggplant 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 4 0 0 3 0 4 10 0 2 2 0 2 2 0 2 0 10 2 5 500 0 12 0 0 0 7 4 0 0 22 1 1 0 0 6 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 GT Galvania 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 2 1 0 0 2 3 0 2 18 13 8 4 8 8 5 8 12 0 15 0 0 500 0 10 10 0 0 8 6 0 0 9 9 8 3 0 6 10 0 9 0 0 1 0 4 0 7 2 5 9 3 0 0 GT Milkwart 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2 2 2 2 2 2 0 0 2 2 6 3 5 9 0 1 5 0 5 5 3 5 0 7 3 11 12 0 500 1 1 0 6 3 0 0 16 4 4 0 0 7 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 GT Plumbilia 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 8 0 0 0 0 0 0 3 2 0 0 5 2 0 1 10 13 11 5 11 11 4 11 12 5 13 5 0 10 1 500 4 0 1 16 5 0 0 10 10 5 2 7 12 11 0 20 0 0 0 0 8 0 5 8 4 5 7 0 0 GT Slimeplant 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 3 0 0 0 0 0 0 0 0 0 0 5 4 0 3 7 9 6 1 6 6 6 6 2 0 11 0 0 10 1 4 500 0 0 6 3 0 0 5 5 5 0 4 3 4 0 1 0 0 0 0 0 0 3 0 0 5 0 0 0 GT Trollplant 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 6 0 0 0 0 0 0 0 0 0 0 0 0 0 500 0 0 1 0 0 0 0 0 6 0 1 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 IC2 coffee 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 5 4 3 0 0 0 8 0 8 8 3 8 0 7 3 4 7 0 6 1 0 0 500 3 0 0 8 9 9 0 0 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 GT Argentia 0 0 0 0 0 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0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 3 4 12 500 0 16 0 0 0 0 0 0 0 GT Platina 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 1 2 0 2 2 0 7 3 0 5 0 0 0 0 3 0 0 0 12 0 0 0 7 7 0 0 2 0 2 0 10 3 3 0 0 500 0 10 17 11 12 13 7 0 GT Diareed 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 6 0 0 0 0 16 0 500 0 0 0 0 0 0 0 GT Pyrolusium 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2 1 0 1 1 0 1 0 0 6 0 0 1 0 0 0 0 0 3 0 0 0 4 4 0 0 0 0 1 0 0 0 0 0 0 10 0 500 11 10 18 10 8 0 GT Quantaria 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 1 1 0 1 0 0 0 0 0 0 0 2 0 0 0 6 0 0 0 4 4 0 0 1 0 1 0 7 0 0 0 0 17 0 11 500 12 13 14 8 0 GT Reactoria 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 3 3 0 0 0 0 7 0 5 0 0 0 0 11 0 10 12 500 12 13 5 2 GT Scheelinium 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2 1 0 1 1 0 1 0 0 6 0 0 3 0 0 0 0 0 3 0 0 0 4 4 0 0 0 0 3 0 2 0 0 0 0 12 0 18 13 12 500 12 8 0 GT Stargatium 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 5 5 0 0 0 0 0 0 8 0 0 0 0 13 0 10 14 13 12 500 7 0 GT Starwart 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 0 0 3 5 0 0 0 0 0 0 0 7 0 8 8 5 8 7 500 0 GT Transformium 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 5 0 0 4 2 0 0 0 500 名前 コメント
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【登録タグ A K2E†Cradle Scarlet Grace つぅ ミストレイク 曲 秘境のマーメイド】 【注意】 現在、このページはJavaScriptの利用が一時制限されています。この表示状態ではトラック情報が正しく表示されません。 この問題は、以下のいずれかが原因となっています。 ページがAMP表示となっている ウィキ内検索からページを表示している これを解決するには、こちらをクリックし、ページを通常表示にしてください。 /** General styling **/ @font-face { font-family Noto Sans JP ; font-display swap; font-style normal; font-weight 350; src url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/10/NotoSansCJKjp-DemiLight.woff2) format( woff2 ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/9/NotoSansCJKjp-DemiLight.woff) format( woff ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/8/NotoSansCJKjp-DemiLight.ttf) format( truetype ); } @font-face { font-family Noto Sans JP ; font-display swap; font-style normal; font-weight bold; src url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/13/NotoSansCJKjp-Medium.woff2) format( woff2 ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/12/NotoSansCJKjp-Medium.woff) format( woff ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/11/NotoSansCJKjp-Medium.ttf) format( truetype ); 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https://w.atwiki.jp/irongripmarauders/pages/38.html
v 0.6.27 12.15.2010 PLEASE NOTE FOR THIS PUBLISH WE ARE RESETTING ALL PLAYERS BACK TO LEVEL 1 WITH NEW-PLAYER RESOURCES, UNITS, AND TECHNOLOGIES. WE ARE ALSO REMOVING ALL EXISTING PLAYER BASES. YOU WILL RECEIVE ONE FREE BASE WHEN YOU LOG IN FOR THE FIRST TIME. IT IS RECOMMENDED THAT YOU IMMEDIATELY EDIT THIS BASE AND SET UP ITS DEFENSES AND MINES BEFORE ATTACKING OTHER BASES. * NEW BASE OFFICER SYSTEM! The number of bases you can have at any given time is now determined by how many Officers you have. You can only have as many Officers as your current level (if you are level 2, you have 2 Officers.) Each time you level up, you are granted an additional Officer. Each Officer has two values Defense Leadership and Attack Leadership. The Defense Leadership determines how many capacity points you can deploy on a base that is commanded by that Officer. The Attack Leadership determines how many capacity points you can deploy when attacking another base with that Officer. Officers are not required to lead your attacks - but if you attack without an officer, you can not capture the base - you can only LOOT it. Which brings us to the next major update! * NEW LOOT SYSTEM! If you win a battle using an Officer, you are given the choice at the end of the battle to either LOOT or CAPTURE the base. Looting the base allows you to steal an amount of resources from the player who owned that base proportionate to the number of kills you made during the battle. The more you kill, the more you will loot. You will always loot a percentage of the defending player s current resource stash, usually earning some amount of gold, iron and stone. If you attack a base WITHOUT an Officer leading the attack, you can only loot the base, and cannot capture it. If you decide to capture the base instead of looting it, the only loot you will get is a percentage of the defending player s resources stored in any SILOS on that base. * NEW COMMAND VEHICLE! Command Centers and Command Castles have been replaced by a mobile Command Vehicle on all bases. You are considered to be the winner of a battle if you destroy the Command Vehicle (or CV for short.) Furthermore, when editing your own base, you may pick up and move the CV to any location you desire. However, you cannot save an edited base unless the CV has been placed somewhere on the map, so if you pick it up, remember to place it back down somewhere! * BLACK MARKET REVAMP! Check out the new Black Market, found by clicking the button with the bearded guy up at the top of the screen just to the right of the Marauders logo. The Black Market is where you can spend Gems to buy unique Vehicles or Infantry squads, new Base Officers, resources, and more! Just a few Gems can really get you ahead of the competition in here. * NEW IN-GAME USER INTERFACE! It s new, it s improved, and it s animated! Most of it should be familiar to you, but we went back to the drawing board with the whole thing and made it much more dynamic and efficient. Look for even more enhancements coming soon! * NEW LOGIN SPLASH SCREEN! No longer cluttered with news posts and other distractions, the new Marauders homepage gets you right into the action in the most efficient way possible. Just log in and click the big green PLAY button! * NEW PRODUCTION FACILITIES! The new Engineering Bay, Training Facility and Laboratory structures can be added to your bases to increase the productivity values of your Engineering, Training and Laboratory rooms in the web game interface. Higher productivity means cheaper prices and shorter build times for all items in that room! You can also increase productivity by training Engineers, Instructors and Scientists, as you did before this update. * NEW MAPS! All new maps designed to work with the new Command Vehicle have been released for this build, which was the primary reason for the reset. The new maps are a better size to get you into the action faster and reducing the amount of tedious movement turns you have to make. The camera is now also constrained to the action, so you shouldn t ever see the black edges of the map anymore. * NEW PROPAGANDA TRUCK! This new vehicle will increase the movement range of all friendly units within its area of influence. * You can no longer attack other players until you are level 4. Below that, you will be attacking randomly-generated AI bases owned by the Militia. After level 4, you may still attack random Militia bases, but you may find it more lucrative to pillage and capture bases owned by other Marauders... * Numerous web interface fixes and enhancements. * Numerous enhancements and fixes to the AI. Hotfix 2 - v 0.5.169 11.03.2010 * Fixed an issue with the FOW where enemy units that fire from the FOW were not being revealed. v 0.5.168 10.29.2010 * Three new units! Bomb Trucks can be sent into the middle of the enemy forces and detonated for MASSIVE damage to surrounding units. This kills the truck, however. And don t let your own units near the explosion, or they will die too! Repair trucks can restore health to vehicles, and Ambulances can restore health to squads of human units. * Attacks will now show a numeric value of the damage they cause on impact, or "MISS" if appropriate. * More AI performance improvements. v 0.5.145 10.13.2010 * Militia bases are no longer direct clones of player bases. They will now be populated with randomly-generated defenses appropriate to the player s level. * The Militia player will now always be the same level as the attacking player to better balance the end-of-battle XP earnings. * Fixed a problem where framerate would drop drastically due to the AI calculating lots of data each frame when the enemy had nothing but defensive structures left. * Scientist Level 2 should now be researchable at level 6. * The Library has been activated! Click on the book button on the top right corner of the Play Page to check it out and get all kinds of detailed help on every aspect of the game. * You can now see what units are deployed on a base without having to open it in Edit mode. Click on the base to see the detail page, and look towards the top left corner of the main window to see the new Base Contents section. * Long chat submissions should properly display on more than one line now, rather than stepping on the next chat message. * Many other minor bug fixes. KNOWN ISSUES * The Base Edit Tutorial is currently broken and cannot be completed. We will be releasing a hotfix in the next 48 hours to fix this. The workaround is to simply close the 3D game window when you get stuck and the tutorial will continue from there without issue. v 0.5.104 09.22.2010 * Added a new structure type called "barricades", which act as simple destructible road blocks to hinder enemy progress. * Fixed a problem where high-level research projects wouldn t stay completed. * Fixed several end-of-game XP rounding errors. * Made the "Back" button in the top left corner of the main game window larger, and added a "World Map" button to the top right corner of the main game window. * Added lots of useful statistics to the user profile pages, including recent battle history. v 0.5.98 09.10.2010 * Removed Gems from the leaderboard. No more buying your way to the top! * Leaderboard Empire stats now show the number of units you have rather than the cumulative unit score for each unit type. Final Empire Score is still based on the capacity score. * The XP bar now starts over at 0 when you level up, and only goes up to the difference in XP requirement between the current level and the next. This should make the XP progress bar a little easier to understand. * The 3D tutorial has been overhauled with a new map and easier-to-understand steps. * The 2D tutorial has been slightly revamped to fix several problems with certain steps from completing and advancing. It is also now easier to reset the tutorial, though players do not yet have the ability to do this for themselves. * The ISOTX logo should now be in correct proportion on the 3D game s loading screen. * More A.I. improvements. * New tech tree. * New high-level units! Level up and do all your research to find out what they are! v 0.5.75 08.28.2010 * Massive performance improvements throughout the site. You should notice that all rooms in the web game open much faster than before. * New leaderboard! Check it out to see where you rank. * Units and structures deployed on bases no longer count toward your used storage capacity. Only items that are currently found in your Storage Room, and items currently cooking in a queue will count toward your storage usage. * Base max storage is now 1800 instead of 2000, and all bases storage bonuses have been nerfed to balance with the new storage rules. * The productivity formulas have been adjusted for the queue rooms. Upgrade the rooms and train more Engineers, Trainers and Scientists to increase productivity! * You can now right-click in the fog of war to move units. * The AI problems from the last build have been repaired. The AI should no longer crash your browser window or lock up the game indefinitely. v 0.5.64 08.21.2010 * Players will now spawn in random locations when attacking a base, instead of in the same place every time. Build your defenses accordingly! * All units and structures should properly repair to full health following a battle. * Movement area shader updated to look more grid-like, rather than solid. * Units at the bottom of a ramp will now have correct line-of-sight toward units at the top of a ramp. * The storage capacity bonuses have been updated for all base types. * Purchasing items on the Black Market, such as resources and units, will allow you to go over-capacity on those resources and storage capacity. If you are over-capacity, your mines will not produce any more of that resource until you drop below maximum capacity. * Several layout fixes to the site. * Several performance enhancements related to the chat and queue systems. KNOWN ISSUES * Sometimes the AI will get stuck "thinking" under certain conditions. To fix this, simply close the attack window and click the big ATTACK button again to re-open it. This will start the battle again right where you left off. * Sometimes the AI units will continue animating after they finish moving. v 0.5.57 08.16.2010 * Fog of War no longer obscures the terrain, only enemy units and structures. * You may now move units into unexplored areas of the Fog of War by using the Move button. This does not yet work for the right-click context move command, but that s coming soon! * Fixed some problems with the email notifications when bases are captured. * Fixed an exploit where clicking READY before deploying units in attack mode would cause an instant win scenario. * Fixed a formula in the storage room where dismissing units was causing ridiculously high amounts of resources to be given back to the player. Hotfix 1 08.13.2010 * Level 2 and Level 3 silos should now increase your maximum resources. This value is updated every 10 minutes from the hour (e.g. - 2 00, 2 10, 2 20, 2 30, etc.), so you may have to wait up to 10 minutes to see your maximums increase after saving a base with silos on it. v 0.5.54 08.12.2010 * Improved server performance when users are viewing the screenshot gallery. * Fixed an issue that was causing the database server to lock up periodically, causing extreme slowness and timeouts for many users. * Added an email notification for when a base is lost. * Optimized the chat system to improve the speed of the site overall. * Fixed a problem that was causing some resource patches to not show up on some bases. v 0.5.48 08.09.2010 PLEASE NOTE FOR THIS PUBLISH WE ARE RESETTING ALL PLAYERS BACK TO LEVEL 1 WITH NEW-PLAYER RESOURCES, UNITS, AND TECHNOLOGIES. WE ARE ALSO REMOVING ALL EXISTING PLAYER BASES AND RE-CREATING FRESH BASES FOR MANY PLAYERS. THE NEW TUTORIAL WILL GRANT PLAYERS A FREE BASE AT ITS CONCLUSION, BUT IF YOU NEED TO RESTART THE TUTORIAL, OR OTHERWISE HAD A PROBLEM OBTAINING AN INITIAL BASE, PLEASE LET US KNOW IN THE BETA FORUMS. THANK YOU! * Fixed an issue that was preventing some people from buying stuff with Gems in the Black Market until they logged out and logged back in. * The last publish broke the ability to level up queue rooms. This has been repaired. * Several tweaks to the tutorial script to make things more clear and precise. * Fixed a problem with the post-tutorial base generator that was setting an incorrect path to the General s avatar. * Reduced the initial starting Leadership value for bases down from 900 to 600 to correct some balancing problems. * Fixed several issues with infantry squad attack damage values. This should improve the AI slightly, as well as fix several balancing issues. * The various pages of the web game should now show a loading animation while they load. * Replaced the map flags with new graphics. * Balanced the XP required for each level. People shouldn t be jumping 7 levels from one battle anymore. v 0.5.47 08.08.2010 PLEASE NOTE FOR THIS PUBLISH WE ARE RESETTING ALL PLAYERS BACK TO LEVEL 1 WITH NEW-PLAYER RESOURCES, UNITS, AND TECHNOLOGIES. WE ARE ALSO REMOVING ALL EXISTING PLAYER BASES AND RE-CREATING FRESH BASES FOR MANY PLAYERS. THE NEW TUTORIAL WILL GRANT PLAYERS A FREE BASE AT ITS CONCLUSION, BUT IF YOU NEED TO RESTART THE TUTORIAL, OR OTHERWISE HAD A PROBLEM OBTAINING AN INITIAL BASE, PLEASE LET US KNOW IN THE BETA FORUMS. THANK YOU! * The first version of the new player tutorial is live. At the conclusion of the tutorial, you will be granted a free base of a random type. * Fixed several bugs in the queue rooms that were preventing freshly-built units from showing up in your storage for several minutes. * Fixed several layout and alignment issues with the queue rooms. * Implemented a new beta invite registration page. * Fixed another problem that should help to prevent the loser in a battle from getting 0 XP, despite the loser making a few kills. v 0.5.26 08.04.2010 PLEASE NOTE FOR THIS PUBLISH WE ARE RESETTING ALL PLAYERS BACK TO LEVEL 1 WITH NEW-PLAYER RESOURCES, UNITS, AND TECHNOLOGIES. WE ARE ALSO REMOVING ALL EXISTING PLAYER BASES AND RE-CREATING FRESH BASES FOR MANY PLAYERS. IF YOU DID NOT GET A BASE AND WOULD LIKE ONE, PLEASE MAKE YOUR REQUEST IN THE BETA FORUMS. THANK YOU! * Introducing the Black Market! Click the little green button next to the gold, iron or stone resource monitors to check it out. We ll be granting free gems to all beta players over the next few days. * Lots more tooltips have been added, most importantly the tooltips on all unit portraits in the queue rooms. Hover over them to get information about health, attack damage and range, mining rates, storage bonuses, AP, and more. The items in the Laboratory will also tell you what they unlock when you research them. * The A.I. will try not to bunch itself up into small groups that can be taken out with AOE damage. * The A.I. will now be better about "making up its mind" about what it s doing. Previously, it would switch between tasks too often. * Dismissing units from the Storage Room will now return 33% of the resources required to build them back to the player. * We are now running from a brand new set of server hardware that should be faster and more secure. Overall, downloads and site navigation should be faster. * The terrain during Base Edit and Attack Deployment phases is now color-coded to better indicate where units and structures can be placed. Most of the terrain will now be red during these phases, indicating an invalid location. * The costs for building and training units and structures have been overhauled in the name of balance. * Updated the productivity formulas for all the queue rooms in the name of balance. * Bases will now have a specific storage bonus that they grant. The amount of the bonus is dependent upon the base type. For example, Town bases provide the largest bonus, while Forest bases provide the smallest. * All new maps! * Tutorials coming soon! v 0.5.0 08.01.2010 * Fixed the end-of-game calculations to ensure the correct XP was granted to both players. Some games may still be broken until the server reset scheduled for 08.04.2010. * Green buttons no longer grant instant refills of resources. These will be re-enabled in the next patch to link to the Black Market page, where you can trade Gems for resources. * Hooked up the buttons to the right of the chat window - they should now link to the correct locations. * Back button will now return to the previous page (in most cases) instead of always returning to the main World Map. * Improved pagination controls for the player s base list. * Removed unnecessary chat buttons. * Removed unnecessary profile buttons to the left of the player s avatar. * Removed the map coordinate display for all users except admins. This was a debugging feature meant for the developers. * Several improvements and additions to the tooltip system. Hovering over something you don t understand should shed at least a little light on the subject. * Highlight color on the bribe list reconfigured to not burn your eyes out when you look at it. * The magnifying glass icon next to items in the bribe list will now link directly to that base. * Clicking the avatar of the owner of the base you re viewing will take you to their profile page where you can add them as a friend or send them a PM. v 0.4.9 07.28.2010 PLEASE NOTE FOR THIS PUBLISH WE ARE RESETTING ALL PLAYERS BACK TO LEVEL 1 WITH NEW-PLAYER RESOURCES, UNITS, AND TECHNOLOGIES. WE ARE ALSO REMOVING ALL EXISTING PLAYER BASES AND RE-CREATING FRESH BASES FOR MANY PLAYERS. IF YOU DID NOT GET A BASE AND WOULD LIKE ONE, PLEASE MAKE YOUR REQUEST IN THE BETA FORUMS. THANK YOU! * Fixed some issues that were causing the number of units in storage to go negative. * Fixed an issue that was causing a Command Center to show up in your storage, and allowing you to place them on maps (only to have them get stuck.) * Replaced the entire technology tree with a new one. The laboratory research projects should be paced better now. * End of game calculation tweaks to improve the gold payouts at the end of a battle. * If you have silos on a base, and lots of resources in the bank, and someone steals that base, they get some of the resources that are stored in those silos. * Building units and structures in the queues should now allow those freshly-built units to appear in Base Edit Mode immediately. Previously, there was a several-minute delay. * There are now new level 2 and level 3 versions of most structures, including mines, quarries, power stations, silos and turrets. * A tutorial is coming soon! For this build we have re-implemented the majority of the SBBG tutorial, and now just have to finish the 3D portion. * Sai Nyasson will now grant you some gold each day for logging in. The amount of gold is dependent upon your current level. * There are now three new locations from the Region Map Stark s Tavern, Jasmine s Gentlemen s Club, and Frannel s Smoking Den. Check them out for the latest information on juicy bases to steal! * Removed the map coordinate display from the World and Region maps. * Fixed a bug causing text corruption in the chat stream when certain special characters are typed. * Fixed bugs related to browser cross-compatibility in the queue rooms. * Leaderboard page has been slightly improved to fit within the window properly, and to include a scroll bar. * The resource monitors on the right side of the play page will auto-refresh more often as a result of expenditures in the queue rooms. * Many tweaks to existing unit and structure properties in the name of balance. * Default Unity loading logo replaced by ISOTX logo. * Base Generals can now be promoted to allow you to place more objects on a base. * Replaced Welcome message below your avatar with a handy LOGOUT link. * Fixed several missing image errors throughout the SBBG. * Added the new Command Castle to "Castle" type maps. This is equivalent to the Command Center on other maps. v 0.4.8 07.21.2010 PLEASE NOTE FOR THIS PUBLISH WE ARE RESETTING ALL PLAYERS BACK TO LEVEL 1 WITH NEW-PLAYER RESOURCES, UNITS, AND TECHNOLOGIES. WE ARE ALSO REMOVING ALL EXISTING PLAYER BASES AND RE-CREATING FRESH BASES FOR MANY PLAYERS. IF YOU DID NOT GET A BASE AND WOULD LIKE ONE, PLEASE MAKE YOUR REQUEST IN THE BETA FORUMS. THANK YOU! * Players can now buy gems at the store! Click the treasure chest icon at the far right of the main play page. * Green buttons next to resources will continue to work for the next few days, but we will be replacing their function in the next few days to allow you to convert gems into resources. * Gold/Iron/Stone silos placed on maps should now increase your maximum storage capacity of that resource. * New players can now build the AT Turret from the outset. * Many bug fixes to improve the stability of attacking Militia (NPC) bases. * Fixed a bug that was causing end-of-game kills and losses to be out of sync. * Fixed a bug that was causing the smart downloader to download ALL game assets, and not just the ones needed for that particular base. * Players should now level up properly based on the XP they earn at the end of a battle. * Bases should now be immune from attack for 6 hours after being attacked. * You can no longer attack bases that are currently under attack or being edited, which will prevent many problems with bases getting out of sync and unstable. * New maps! * Players should now receive a message in the profile message center when their bases are captured by another player. * The Army Editor will now only show units that are currently in your storage room. If you need more tanks or infantry, build them in the Engineering or Training rooms! Don t forget to research new technologies in the Laboratory! * Command Centers are no longer buildable. The only Command Center that may be on a base is the one that comes with the base in the first place.
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11.6 加減演算子 (Additive Operators) Syntax AdditiveExpression MultiplicativeExpression AdditiveExpression + MultiplicativeExpression AdditiveExpression - MultiplicativeExpression 11.6.1 加法演算子 (The Addition operator) ( + ) 加法演算子は、文字列の連結、または数の加法のいずれかを行う。 生成規則 AdditiveExpression AdditiveExpression + MultiplicativeExpression は、次のように評価される AdditiveExpression を評価。 GetValue(Result(1)) を呼出す。 MultiplicativeExpression を評価。 GetValue(Result(3)) を呼出す。 ToPrimitive(Result(2)) を呼出す。 ToPrimitive(Result(4)) を呼出す。 Type(Result(5)) が String または Type(Result(6)) が String ならば、 ステップ 12 へ。 (このステップは、関係演算子の比較アルゴリズムのステップ 3 とは異なり、 かつ ではなく または であることに注意。) ToNumber(Result(5)) を呼出す。 ToNumber(Result(6)) を呼出す。 Result(8) と Result(9) に、加法演算を適用する。下記ノート参照 (セクション 11.6.3)。 Result(10) を返す。 ToString(Result(5)) を呼出す。 ToString(Result(6)) を呼出す。 Result(12) に Result(13) を連結する。 Result(14) を返す。 NOTE ステップ 5 と 6 における ToPrimitive 呼出しではヒントを提供しない。全ネイティブ ECMAScript オブジェクトは Date オブジェクトを除き、ヒントの欠如をヒント Number が与えられたように扱う; Date オブジェクトは、ヒントの欠如をヒント String が与えられたように扱う。 ホストオブジェクトは、ヒントの欠如を他の方法で扱ってよい。 11.6.2 減法演算子 (The Subtraction Operator) ( - ) 生成規則 AdditiveExpression AdditiveExpression - MultiplicativeExpression は、次のように評価される AdditiveExpression を評価。 GetValue(Result(1)) を呼出す。 MultiplicativeExpression を評価。 GetValue(Result(3)) を呼出す。 ToNumber(Result(2)) を呼出す。 ToNumber(Result(4)) を呼出す。 Result(5) と Result(6) に、減法演算を適用する。下記ノート参照 (セクション 11.6.3)。 Result(7) を返す。 11.6.3 加減演算子の数への適用 (Applying the Additive Operators ( +,- ) to Numbers) 数型の 2 個の項に適用されるとき、 + 演算子は加法を行い、項の和を生成する。 演算子は減法を行い、 2 個の数項の差を生成する。 加法は可換的演算 (commutative operation) であるが、常に結合的 (associative) ということではない。 加法の結果は、 IEEE 754 倍精度計算規則を使用して決定される どちらの項も NaN ならば、結果は NaN である。 異符号の 2 個の無限大の和は、 NaN である。 同符号の 2 個の無限大の和は、その符号の無限大である。 1 個の無限大と有限数の和は、無限大の項と等しい。 2 個の負符号の 0 の和は、 -0 である。2 個の正符号の 0、また 2 個の異符号の 0 の和は、 +0 である。 0 と 0 以外の有限数の和は、 0 以外の項と等しい。 異符号で同じ大きさの 2 個の 0 以外の有限数の和は、 +0 である。 無限大でも 0 でも NaN でもなく、項が同符号であるかまたは異なる大きさを持つ残りのケースでは、和が算出され、 IEEE 754 直近への丸めモードを使用して、直近の表現可能な値へ丸められる. 大きさが表せないほど大きいならば、演算はオーバーフローし、結果は適切な符合の無限大となる。 ECMAScript 言語は、 IEEE 754 に定義される段階的アンダーフロー (gradual underflow) のサポートを必須とする。 数型の 2 個の項に適用されるとき、 - 演算子は減法を行い、項の差を生成する; 左項が被減数で、右項が減数である。数項 a と b を与えられると、常に a-b は a+(-b) と同じ結果を生成する。 11.7 ビット幅シフト演算子 (Bitwise Shift Operators) Syntax ShiftExpression AdditiveExpression ShiftExpression AdditiveExpression ShiftExpression AdditiveExpression ShiftExpression AdditiveExpression 11.7.1 左シフト演算子 (The Left Shift Operator) ( ) 右項で指定される量により、左項上にビット幅左シフト演算を行う。 生成規則 ShiftExpression ShiftExpression AdditiveExpression は、次のように評価される ShiftExpression を評価。 GetValue(Result(1)) を呼出す。 AdditiveExpression を評価。 GetValue(Result(3)) を呼出す。 ToInt32(Result(2)) を呼出す。 ToUint32(Result(4)) を呼出す。 Result(6) の下位 5 ビット以外をマスクする。 つまり、 Result(6) 0x1F を算出する。 Result(5) を Result(7) ビット左シフトする。結果は符号付き 32 ビット整数である。 Result(8) を返す。 11.7.2 符号付き右シフト演算子 (The Signed Right Shift Operator) ( ) 右項で指定される量により、左項上に符号を伴うビット幅右シフト演算を行う。 生成規則 ShiftExpression ShiftExpression AdditiveExpression は、次のように評価される ShiftExpression を評価。 GetValue(Result(1)) を呼出す。 AdditiveExpression を評価。 GetValue(Result(3)) を呼出す。 ToInt32(Result(2)) を呼出す。 ToUint32(Result(4)) を呼出す。 Result(6) の下位 5 ビット以外をマスクする。 つまり、 Result(6) 0x1F を算出する。 Result(5) を Result(7) ビット符号拡張右シフトする。最上位ビットは伝播する。結果は符号付き 32 ビット整数である。 Result(8) を返す。 11.7.3 符号なし右シフト演算子 (The Unsigned Right Shift Operator) ( ) 右項で指定される量により、左項上に 0 を伴うビット幅右シフト演算を行う。 生成規則 ShiftExpression ShiftExpression AdditiveExpression は、次のように評価される ShiftExpression を評価。 GetValue(Result(1)) を呼出す。 AdditiveExpression を評価。 GetValue(Result(3)) を呼出す。 ToUint32(Result(2)) を呼出す。 ToUint32(Result(4)) を呼出す。 Result(6) の下位 5 ビット以外をマスクする。 つまり、 Result(6) 0x1F を算出する。 Result(5) を Result(7) ビット分だけ 0 拡張右シフトする。空ビットは 0 で埋められる。結果は符号なし 32 ビット整数である。 Result(8) を返す。 11.8 関係演算子 (Relational Operators) Syntax RelationalExpression ShiftExpression RelationalExpression ShiftExpression RelationalExpression ShiftExpression RelationalExpression = ShiftExpression RelationalExpression = ShiftExpression RelationalExpression instanceof ShiftExpression RelationalExpression in ShiftExpression RelationalExpressionNoIn ShiftExpression RelationalExpressionNoIn ShiftExpression RelationalExpressionNoIn ShiftExpression RelationalExpressionNoIn = ShiftExpression RelationalExpressionNoIn = ShiftExpression RelationalExpressionNoIn instanceof ShiftExpression NOTE NoIn 変化形は、for 文の中の in 演算子を含む関係式内の in 演算子の混乱の回避に必要である。 Semantics 関係演算子の評価の結果は常に Boolean 型であり、演算子に名づけられた関係がその 2 項間に維持されているかどうかを反映する。 RelationalExpressionNoIn 生成規則は RelationalExpression 生成規則と同様に評価されるが、内部の RelationalExpression の代わりに、RelationalExpressionNoIn が評価される。 11.8.1 Less-than 演算子 (The Less-than Operator) ( ) 生成規則 RelationalExpression RelationalExpression ShiftExpression は、次のように評価される RelationalExpression を評価。 GetValue(Result(1)) を呼出す。 ShiftExpression を評価。 GetValue(Result(3)) を呼出す。 比較 Result(2) Result(4) を実行する。 (セクション 11.8.5.) Result(5) が undefined ならば、 false を返す。そうでなければ、 Result(5) を返す。 11.8.2 Grater-than 演算子 (The Greater-than Operator) ( ) 生成規則 RelationalExpression RelationalExpression ShiftExpression は、次のように評価される RelationalExpression を評価。 GetValue(Result(1)) を呼出す。 ShiftExpression を評価。 GetValue(Result(3)) を呼出す。 比較 Result(4) Result(2) を実行する。 (セクション 11.8.5.) Result(5) が undefined ならば、 false を返す。そうでなければ、 Result(5) を返す。 11.8.3 Less-than-or-equal 演算子 (The Less-than-or-equal Operator) ( = ) 生成規則 RelationalExpression RelationalExpression = ShiftExpression は、次のように評価される RelationalExpression を評価。 GetValue(Result(1)) を呼出す。 ShiftExpression を評価。 GetValue(Result(3)) を呼出す。 比較 Result(4) Result(2) を実行する (セクション 11.8.5.) Result(5) が true または undefinedならば、 false を返す。そうでなければ、 true を返す。 11.8.4 Greater-than-or-equal 演算子 (The Greater-than-or-equal Operator) ( = ) 生成規則 RelationalExpression RelationalExpression = ShiftExpression は、次のように評価される RelationalExpression を評価。 GetValue(Result(1)) を呼出す。 ShiftExpression を評価。 GetValue(Result(3)) を呼出す。 比較 Result(2) Result(4) を実行する。 (セクション 11.8.5.) Result(5) が true または undefined ならば、 false を返す。そうでなければ、 true を返す。 11.8.5 抽象的関係比較アルゴリズム (The Abstract Relational Comparison Algorithm) x と y を値として、比較 x y は、 true, false, または undefined を生成する (少なくとも一方の項が NaN であることを示す)。 この比較は次のように実行される ToPrimitive(x, hint Number) を呼出す。 ToPrimitive(y, hint Number) を呼出す。 If Type(Result(1)) が String かつ Type(Result(2)) が String ならば、ステップ 16 へ。 (このステップが or の代わりに and を使い、加法演算子 + のためのアルゴリズムにおいてステップ 7 から異なることに注意。) ToNumber(Result(1)) を呼出す。 ToNumber(Result(2)) を呼出す。 Result(4) が NaN ならば、 undefined を返す。 Result(5) が NaN ならば、 undefined を返す。 Result(4) と Result(5) が同じ数値ならば、 false を返す。 Result(4) が +0 かつ Result(5) が -0 ならば、 false を返す。 Result(4) が -0 かつ Result(5) が +0 ならば、 false を返す。 Result(4) が +∞ ならば、 false を返す。 Result(5) が +∞ ならば、 true を返す。 Result(5) が -∞ ならば、 false を返す。 Result(4) が -∞ ならば、 true を返す。 Result(4) の数学値が Result(5) の数学値より小さければ、 true を返す。 -- これらの数学値は共に有限な 0 以外の値であることに注意 -- そうでなければ、 false を返す。 Result(2) が Result(1) の接頭辞ならば、 false を返す。 (q が p と他の文字列 r の連結結果でありえるならば、文字列値 p は文字列値 q の接頭辞である。r を空文字列とすれば任意の文字列はそれ自身の接頭辞であることに注意。) Result(1) が Result(2) の接頭辞ならば、 true を返す。 Result(1) の位置 k の文字が Result(2) の位置 k の文字と異なるような負でない最小整数を k とする。 (どちらの文字列も互いの接頭辞とならないような k が存在しなければならない。) m を Result(1) の位置 k の文字のコードポイント値である整数とする。 n を Result(2) の位置 k の文字のコードポイント値である整数とする。 m n ならば true を返し、そうでなければ、 false を返す。 NOTE 文字列比較は、単純な辞書的序列をコードポイント値のシーケンスの値に用いる。文字や文字列の等価性、および Unicode 仕様 で定義される順序の照合の、これ以上複雑で意味論的に指向した定義を用いる試みはない。それゆえ、 Unicode 標準によって規準的に等しい文字列が不等価と検査されるかもしれない。効果においてこのアルゴリズムは、双方の文字列が既に正規化形式であることを想定する。 11.8.6 instanceof 演算子 (The instanceof operator) 生成規則 RelationalExpression RelationalExpression instanceof ShiftExpression は、次のように評価される RelationalExpression を評価。 GetValue(Result(1)) を呼出す。 ShiftExpression を評価。 GetValue(Result(3)) を呼出す。 Result(4) がオブジェクトでなければ、例外 TypeError を投げる。 Result(4) が HasInstance メソッドを持たなければ、例外 TypeError を投げる。 Result(4) の HasInstance メソッドを呼び、パラメータ Result(2) を渡す。 Result(7) を返す。 11.8.7 in 演算子 (The in operator) 生成規則 RelationalExpression RelationalExpression in ShiftExpression は、次のように評価される RelationalExpression を評価。 GetValue(Result(1)) を呼出す。 ShiftExpression を評価。 GetValue(Result(3)) を呼出す。 Result(4) がオブジェクトでなければ、例外 TypeError を投げる。 ToString(Result(2)) を呼出す。 Result(4) の HasProperty メソッドを呼び、パラメータに Result(6) を渡す。 Result(7) を返す。 11.9 等価演算子 (Equality Operators) Syntax EqualityExpression RelationalExpression EqualityExpression == RelationalExpression EqualityExpression != RelationalExpression EqualityExpression === RelationalExpression EqualityExpression !== RelationalExpression EqualityExpressionNoIn RelationalExpressionNoIn EqualityExpressionNoIn == RelationalExpressionNoIn EqualityExpressionNoIn != RelationalExpressionNoIn EqualityExpressionNoIn === RelationalExpressionNoIn EqualityExpressionNoIn !== RelationalExpressionNoIn Semantics 等価演算子評価の結果は常に Boolean 型であり、演算子で示される関連性が 2 項間で維持されているかどうかを反映する。 EqualityExpressionNoIn 生成規則は EqualityExpression 生成規則と同様に評価されるが、内部の EqualityExpression と RelationalExpression の代わりに、それぞれ EqualityExpressionNoIn と RelationalExpressionNoIn が評価される。 11.9.1 等価演算子 (The Equals Operator) ( == ) 生成規則 EqualityExpression EqualityExpression == RelationalExpression は、次のように評価される EqualityExpression を評価。 GetValue(Result(1)) を呼出す。 RelationalExpression を評価。 GetValue(Result(3)) を呼出す。 比較 Result(4) == Result(2) を実行する。 (セクション 11.9.3) Result(5) を返す。 11.9.2 不等価演算子 (The Does-not-equals Operator) ( != ) 生成規則 EqualityExpression EqualityExpression != RelationalExpression は、次のように評価される EqualityExpression を評価。 GetValue(Result(1)) を呼出す。 RelationalExpression を評価。 GetValue(Result(3)) を呼出す。 比較 Result(4) == Result(2) を実行する。 (セクション 11.9.3) Result(5) が true なら、 false を返す。そうでなければ、 true を返す。 11.9.3 抽象的等価比較アルゴリズム (The Abstract Equality Comparison Algorithm) x と y を値とする比較 x==y は、 true または false を生成する。次のように比較は実行される Type(x) と Type(y) が異なる場合は、ステップ 14 へ。 Type(x) が Undefined ならば、 true を返す。 Type(x) が Null ならば、 true を返す。 Type(x) が Number でなければ、ステップ 11 へ。 x が NaN ならば、 false を返す。 y が NaN ならば、 false を返す。 x が y と同じ数ならば、 true を返す。 x が +0 で y が -0 ならば、 true を返す。 x が -0 で y が +0 ならば、 true を返す。 false を返す。 Type(x) が String ならば、x と y の文字シーケンスが完全に同じ(同じ長さで対応する位置に同じ文字がある)なら true を返し、そうでなければ false を返す。 Type(x) が Boolean ならば、x と y がともに true かともに false なら true を返し、そうでなければ false を返す。 x と y が同じオブジェクトを参照しているか、または互いに結合しているオブジェクト(セクション13.1.2) を参照していれば true を返し、そうでなければ false を返す。 x が null で y が undefined ならば、 true を返す。 x が undefined で y が null ならば、 true を返す。 Type(x) が Number で Type(y) が String ならば、比較 x == ToNumber(y) の結果を返す。 Type(x) が String で Type(y) が Number ならば、比較 ToNumber(x) == y の結果を返す。 Type(x) が Boolean ならば、比較 ToNumber(x) == y の結果を返す。 Type(y) が Boolean ならば、比較 x == ToNumber(y) の結果を返す。 Type(x) が String か Number で Type(y) が Object ならば、比較 x == ToPrimitive(y) の結果を返す。 Type(x) が Object で Type(y) が String か Number ならば、比較 ToPrimitive(x) == y の結果を返す。 false を返す。 NOTE 等価の上の定義を与えられる "" + a == "" + b で文字列比較を強制できる。 a - 0 == b - 0 で数値比較を強制できる。 !a == !b で真偽比較を強制できる。 等価演算子は次の invariants を維持する A != B は !(A == B) と等しい。 A == B は、 A と B の評価の順序を除き、 B == A と等しい。 等価演算子は常に通過 (transitive) ではない。例えば、同じ文字列値をあらわす 2 個の区別される String オブジェクトが存在可能である; それぞれの String オブジェクトは == 演算子によって文字列値が等しいとは考えられるが、 2 個の String オブジェクトは互いに等価にはならな。 文字列比較は、コードポイント値のシーケンスの値に単純な等価検査を使用する。文字や文字列の等価性、および Unicode 2.0 仕様 で定義される順序の照合の、より複雑で意味論的に指向した定義を用いる試みはない。それゆえ、 Unicode 標準によって規準的に等しい文字列が不等価と検査されるかもしれない。効果においてこのアルゴリズムは、双方の文字列が既に正規化形式であることを想定する。 11.9.4 厳密等価演算子 (The Strict Equals Operator) ( === ) 生成規則 EqualityExpression EqualityExpression === RelationalExpression は、次のように評価される EqualityExpression を評価。 GetValue(Result(1)) を呼出す。 RelationalExpression を評価。 GetValue(Result(3)) を呼出す。 比較 Result(4) === Result(2) を行う。 (後述) Result(5) を返す。 11.9.5 厳密不等価演算子 (The Strict Does-not-equal Operator) ( !== ) 生成規則 EqualityExpression EqualityExpression !== RelationalExpression は、次のように評価される EqualityExpression を評価。 GetValue(Result(1)) を呼出す。 RelationalExpression を評価。 GetValue(Result(3)) を呼出す。 比較 Result(4) === Result(2) を行う。 (後述) Result(5) が true ならば、 false を返す。そうでなければ、 true を返す。 11.9.6 厳密等価比較アルゴリズム (The Strict Equality Comparison Algorithm) x と y を値として、比較 x === y は true または false を生成する。そのような比較は次のように行われる Type(x) が Type(y) と異なるならば、 false を返す。 Type(x) が Undefined ならば、 true を返す。 Type(x) が Null ならば、 true を返す。 Type(x) が Number でないならば、 ステップ 11 へ。 x が NaN ならば、 false を返す。 y が NaN ならば、 false を返す。 x が y と同じ数ならば、 true を返す。 x が +0 かつ y が -0 ならば、 true を返す。 x が -0 かつ y が +0 ならば、 true を返す。 false を返す。 Type(x) が String ならば、 x と y が厳密に同じ文字シーケンス (同じ長さで対応する位置が同じ文字) であるなら true を返す; そうでないならば、 false を返す。 If Type(x) が Boolean ならば、 x と y が共に true であるか、共に false であるなら true を返す; そうでないならば、 false を返す。 x と y が同じオブジェクトを参照しているならば、またそれらが互いに結合したオブジェクト (セクション 13.1.2) を参照しているならば、 true を返す。そうでないならば、 false を返す。 11.10 バイナリビット演算子 (Binary Bitwise Operators) Syntax BitwiseANDExpression EqualityExpression BitwiseANDExpression EqualityExpression BitwiseANDExpressionNoIn EqualityExpressionNoIn BitwiseANDExpressionNoIn EqualityExpressionNoIn BitwiseXORExpression BitwiseANDExpression BitwiseXORExpression ^ BitwiseANDExpression BitwiseXORExpressionNoIn BitwiseANDExpressionNoIn BitwiseXORExpressionNoIn ^ BitwiseANDExpressionNoIn BitwiseORExpression BitwiseXORExpression BitwiseORExpression | BitwiseXORExpression BitwiseORExpressionNoIn BitwiseXORExpressionNoIn BitwiseORExpressionNoIn | BitwiseXORExpressionNoIn Semantics @ のところを上の生成規則のビット演算子として、生成規則 A A @ B は、次のように評価される A を評価。 GetValue(Result(1)) を呼出す。 B を評価。 GetValue(Result(3)) を呼出す。 ToInt32(Result(2)) を呼出す。 ToInt32(Result(4)) を呼出す。 ビット演算子 @ を Result(5) と Result(6) に適用する。結果は符号付 32 ビット整数である。 Result(7) を返す。 11.11 バイナリ論理演算子 (Binary Logical Operators) Syntax LogicalANDExpression BitwiseORExpression LogicalANDExpression BitwiseORExpression LogicalANDExpressionNoIn BitwiseORExpressionNoIn LogicalANDExpressionNoIn BitwiseORExpressionNoIn LogicalORExpression LogicalANDExpression LogicalORExpression || LogicalANDExpression LogicalORExpressionNoIn LogicalANDExpressionNoIn LogicalORExpressionNoIn || LogicalANDExpressionNoIn Semantics 生成規則 LogicalANDExpression LogicalANDExpression BitwiseORExpression は、次のように評価される LogicalANDExpression を評価。 GetValue(Result(1)) を呼出す。 ToBoolean(Result(2)) を呼出す。 Result(3) が false ならば、 Result(2) を返す。 BitwiseORExpression を評価。 GetValue(Result(5)) を呼出す。 Result(6) を返す。 生成規則 LogicalORExpression LogicalORExpression || LogicalANDExpression は、次のように評価される LogicalORExpression を評価。 GetValue(Result(1)) を呼出す。 ToBoolean(Result(2)) を呼出す。 Result(3) が true ならば、 Result(2) を返す。 LogicalANDExpression を評価。 GetValue(Result(5)) を呼出す。 Result(6) を返す。 LogicalANDExpressionNoIn 生成規則と LogicalORExpressionNoIn 生成規則は、 LogicalANDExpression 生成規則と LogicalORExpression 生成規則と同様に評価されるが、内部の LogicalANDExpression, BitwiseORExpression, LogicalORExpression, の代わりに、それぞれ LogicalANDExpressionNoIn, BitwiseORExpressionNoIn, LogicalORExpressionNoIn が評価される。 NOTE 演算子、また || 演算子の生成する値が Boolean 型である必要はない。生成される値は常に、 2 個の項式のうちの 1 つの値である。. 11.12 条件演算子 (Conditional Operator) ( ? ) Syntax ConditionalExpression LogicalORExpression LogicalORExpression ? AssignmentExpression AssignmentExpression ConditionalExpressionNoIn LogicalORExpressionNoIn LogicalORExpressionNoIn ? AssignmentExpression AssignmentExpressionNoIn Semantics 生成規則 ConditionalExpression LogicalORExpression ? AssignmentExpression AssignmentExpression は、次のように評価される LogicalORExpression を評価。 GetValue(Result(1)) を呼出す。 ToBoolean(Result(2)) を呼出す。 Result(3) が false ならば、ステップ 8 へ。 最初の AssignmentExpression を評価。 GetValue(Result(5)) を呼出す。 Result(6) を返す。 2 番目の AssignmentExpression を評価。 GetValue(Result(8)) を呼出す。 Result(9) を返す。 ConditionalExpressionNoIn 生成規則は、 ConditionalExpression 生成規則と同様に評価されるが、内部の LogicalORExpression, 1 つ目の AssignmentExpression, 2 つ目の AssignmentExpression, の代わりに、それぞれ LogicalORExpressionNoIn, AssignmentExpression, AssignmentExpressionNoIn が評価される。 NOTE ECMAScript における ConditionalExpression の文法は、 C および JAVA とは若干異なり、 2 つ目の部分式が Expression であることをそれぞれ許可するが、 3 つ目の式が ConditionalExpression であることを制限する。 ECMAScript におけるこの差異は、 代入式がどちらの条件にも左右されることを許可し、混乱と中央式がカンマ式であるようなあまり意味のないケースを考慮しないことを動機としている。 11.13 代入演算子 (Assignment Operators) Syntax AssignmentExpression ConditionalExpression LeftHandSideExpression AssignmentOperator AssignmentExpression AssignmentExpressionNoIn ConditionalExpressionNoIn LeftHandSideExpression AssignmentOperator AssignmentExpressionNoIn AssignmentOperator one of = *= /= %= += -= = = = = ^= |= Semantics AssignmentExpressionNoIn 生成規則は、 AssignmentExpression と同様に評価されるが、 AssignmentExpression に含まれる ConditionalExpression と AssignmentExpression の代わりに ConditionalExpressionNoIn 及び AssignmentExpressionNoIn がそれぞれ評価される。 11.13.1 単純代入 (Simple Assignment) ( = ) 生成規則 AssignmentExpression LeftHandSideExpression = AssignmentExpression は、次のように評価される LeftHandSideExpression を評価。 AssignmentExpression を評価。 GetValue(Result(2)) を呼出す。 PutValue(Result(1), Result(3)) を呼出す。 Result(3) を返す。 11.13.2 複合代入 (Compound Assignment) ( op= ) @ のところは上に示した演算子の一つをあらわす生成規則 AssignmentExpression LeftHandSideExpression @ = AssignmentExpression は、次のように評価される LeftHandSideExpression を評価。 GetValue(Result(1)) を呼出す。 AssignmentExpression を評価。 GetValue(Result(3)) を呼出す。 Result(2) と Result(4) に、演算子 @ を適用する。 PutValue(Result(1), Result(5)) を呼出す。 Result(5) を返す。 11.14 カンマ演算子 (Comma Operator) ( , ) Syntax Expression AssignmentExpression Expression , AssignmentExpression ExpressionNoIn AssignmentExpressionNoIn ExpressionNoIn , AssignmentExpressionNoIn Semantics 生成規則 Expression Expression , AssignmentExpression は、次のように評価される Expression を評価。 GetValue(Result(1)) を呼出す。 AssignmentExpression を評価。 GetValue(Result(3)) を呼出す。 Result(4) を返す。 ExpressionNoIn 生成規則は、 Expression 生成規則と同様に評価されるが、 Expression と AssignmentExpression, の代わりに、それぞれ ExpressionNoIn と AssignmentExpressionNoIn が評価される。 文 (Statements) Syntax Statement Block VariableStatement EmptyStatement ExpressionStatement IfStatement IterationStatement ContinueStatement BreakStatement ReturnStatement WithStatement LabelledStatement SwitchStatement ThrowStatement TryStatement Semantics Statement は LabelledStatement の一部となりうるし、それ自身が LabelledStatement の一部であってもよく、以下同様である。この方法でつけられたラベルは、個々の文の意味論記述において "現在のラベルセット (current label set)" として併せて参照される。 LabelledStatement はラベルセットへのラベルの導入以外の意味論を持たない。 IterationStatement または SwitchStatement のラベルセットは最初は単一の要素 empty で構成される。任意の他の文のラベルセットは初期は empty である。 12.1 ブロック (Block) Syntax Block { StatementListopt } StatementList Statement StatementList Statement Semantics 生成規則 Block { } は、次のように評価される (normal, empty, empty) を返す。 生成規則 Block { StatementList } は、次のように評価される StatementList を評価。 Result(1) を返す。 生成規則 StatementList Statement は、次のように評価される Statement を評価。 例外が投げられたら、(throw, V, empty) を返す。 V は例外である。 (ここでは例外が返されないかのように実行は進行する。) Result(1) を返す。 生成規則 StatementList StatementList Statement は、次のように評価される StatementList を評価。 Result(1) が中途完了であれば、 Result(1) を返す。 Statement を評価。 例外が投げられたら、(throw, V, empty) を返す。 V は例外である。 (ここでは例外が返されないかのように実行は進行する。) Result(3).value が empty であれば、 V = Result(1).value とし、そうでなければ V = Result(3).value とする。 (Result(3).type, V, Result(3).target) を返す。 12.2 変数文 (Variable statement) Syntax VariableStatement var VariableDeclarationList ; VariableDeclarationList VariableDeclaration VariableDeclarationList , VariableDeclaration VariableDeclarationListNoIn VariableDeclarationNoIn VariableDeclarationListNoIn , VariableDeclarationNoIn VariableDeclaration Identifier Initialiseropt VariableDeclarationNoIn Identifier InitialiserNoInopt Initialiser = AssignmentExpression InitialiserNoIn = AssignmentExpressionNoIn Description FunctionDeclaration 内部で変数文が発生するならば、その変数は、セクション 10.1.3 にあるように、その関数内の関数ローカルスコープで定義される。そうでないならば、それらはプロパティ属性 { DontDelete } のグローバルスコープで定義される(つまり、セクション10.1.3 にあるグローバルオブジェクトのメンバとして作成される)。変数は実行スコープに入ったときに生成される。 Block は新しい実行スコープを定義しない。 Program と FunctionDeclaration だけが新しいスコープを生成する。生成時、変数は undefined で初期化される。イニシャライザを持つ変数が AssignmentExpression の値を代入されるのは VariableStatement が実行されるときであり、変数が生成されたときではない。 Semantics 生成規則 VariableStatement var VariableDeclarationList ; は、次のように評価される VariableDeclarationList を評価。 (normal, empty, empty) を返す。 生成規則 VariableDeclarationList VariableDeclaration は、次のように評価される VariableDeclaration を評価。 生成規則 VariableDeclarationList VariableDeclarationList , VariableDeclaration は、次のように評価される VariableDeclarationList を評価。 VariableDeclaration を評価。 生成規則 VariableDeclaration Identifier は、次のように評価される Identifier と同じ文字シーケンスで構成される文字列値を返す。 生成規則 VariableDeclaration Identifier Initialiser は、次のように評価される セクション 11.1.2 にあるように Identifier を評価。 Initialiser を評価。 GetValue(Result(2)) を呼出す。 PutValue(Result(1), Result(3)) を呼出す。 Identifier と同じ文字シーケンスで構成される文字列値を返す。 生成規則 Initialiser = AssignmentExpression は、次のように評価される AssignmentExpression を評価。 Result(1) を返す。 生成規則 VariableDeclarationListNoIn, VariableDeclarationNoIn, InitialiserNoIn は、生成規則 VariableDeclarationList, VariableDeclaration, Initialiser と同様に評価されるが、 VariableDeclarationList, VariableDeclaration, Initialiser, AssignmentExpression の代わりに、それぞれ VariableDeclarationListNoIn, VariableDeclarationNoIn, InitialiserNoIn, AssignmentExpressionNoIn が評価される。 12.3 空文 (Empty Statement) Syntax EmptyStatement ; Semantics 生成規則 EmptyStatement ; は、次のように評価される (normal, empty, empty) を返す。 12.4 式文 (Expression Statement) Syntax ExpressionStatement [lookahead ∉ {{, function} ] Expression ; Block と曖昧になることから、 ExpressionStatement は大括弧 "{" で開始することはできないことに注意。また、 FunctionDeclaration と曖昧になることから、 ExpressionStatement は function キーワードで開始することもできない。 Semantics 生成規則 ExpressionStatement [lookahead ∉ {{, function}] Expression ; は、次のように評価される Expression を評価する。 GetValue(Result(1)) を呼出す。 (normal, Result(2), empty) を返す。 12.5 if 文 (The if Statement) Syntax IfStatement if ( Expression ) Statement else Statement if ( Expression ) Statement 関連する if の選択が曖昧な else は、可能な限り最も近い、関連しなければ該当する else がないような if にそれぞれ関連している。 Semantics 生成規則 IfStatement if ( Expression ) Statement else Statement は、次のように評価される Expression を評価。 GetValue(Result(1)) を呼出す。 ToBoolean(Result(2)) を呼出す。 Result(3) が false ならば、ステップ 7 へ。 最初の Statement を評価。 Result(5) を返す。 2 番目の Statement を評価。 Result(7) を返す。 生成規則 IfStatement if ( Expression ) Statement は、次のように評価される Expression を評価。 GetValue(Result(1)) を呼出す。 ToBoolean(Result(2)) を呼出す。 Result(3) が false ならば、 (normal, empty, empty) を返す。 Result(3) が false ならば、 (normal, empty, empty) を返す。 Statement を評価。 Result(5) を返す。 12.6 繰返し文 (Iteration Statements) 繰返し文は (キーワードと括弧の制御構造で構成される) ヘッダと (Statement で構成される) 本文で構成される。 Syntax IterationStatement do Statement while ( Expression ); while ( Expression ) Statement for (ExpressionNoInopt; Expressionopt ; Expressionopt ) Statement for ( var VariableDeclarationListNoIn; Expressionopt ; Expressionopt ) Statement for ( LeftHandSideExpression in Expression ) Statement for ( var VariableDeclarationNoIn in Expression ) Statement 12.6.1 do-while 文 (The do-while Statement) 生成規則 do Statement while ( Expression ); は、次のように評価される V = empty とする。 Statement を評価。 Result(2).value が empty でなければ、 V = Result(2).value とする。 Result(2).type が continue で、かつ Result(2).target が現在のラベルセット内にあれば、ステップ 7 へ。 Result(2).type が break で、かつ Result(2).target が現在のラベルセット内にあれば、 (normal, V, empty) を返す。 Result(2) が中途完了ならば、 Result(2) を返す。 Expression を評価。 GetValue(Result(7)) を呼出す。 ToBoolean(Result(8)) を呼出す。 Result(9) が true ならば、ステップ 2 ヘ。 (normal, V, empty) を返す。 12.6.2 while 文 (The while statement) 生成規則 IterationStatement while ( Expression ) Statement は、次のように評価される V = empty とする。 Expression を評価。 GetValue(Result(2)) を呼出す。 ToBoolean(Result(3)) を呼出す。 Result(4) が false ならば、 (normal, V, empty) を返す。 Statement を評価。 Result(6).value が empty でなければ、 V = Result(6).value とする。 Result(6).type が continue かつ Result(6).target が現在のラベルセットならば、ステップ 2 へ。 Result(6).type が break かつ Result(6).target が現在のラベルセットならば、 (normal, V, empty) を返す。 Result(6) が中途完了ならば、 Result(6) を返す。 ステップ 2 へ。 12.6.3 for 文 (The for Statement) 生成規則 IterationStatement for (ExpressionNoInopt ; Expressionopt ; Expressionopt) Statement は、次のように評価される ExpressionNoIn が存在しなければ、ステップ 4 へ。 ExpressionNoIn を評価。 GetValue(Result(2)) を呼出す。 (この値は使用しない。) V = empty とする。 最初の Expression が存在しなければ、ステップ 10 へ。 最初の Expression を評価。 GetValue(Result(6)) を呼出す。 ToBoolean(Result(7)) を呼出す。 Result(8) が false ならば、ステップ 19 へ。 Statement を評価。 Result(10).value が empty でないならば、 V = Result(10).value とする。 Result(10).type が break かつ Result(10).target が現在のラベルセットならば、ステップ 19 へ。 Result(10).type が continue かつ Result(10).target が現在のラベルセットならば、ステップ 15 へ。 Result(10) が中途完了ならば Result(10) を返す。 2 番目の Expression が存在しなければ、ステップ 5 へ。 2 番目の Expression を評価。 GetValue(Result(16) を呼出す。 (この値は使用しない。) ステップ 5 へ。 (normal, V, empty) を返す。 生成規則 IterationStatement for ( var VariableDeclarationListNoIn ; Expressionopt ; Expressionopt ) Statement は、次のように評価される VariableDeclarationListNoIn を評価。 V = empty とする。 1 個目の Expression が存在しないならば、 ステップ 8 へ。 1 個目の Expression を評価。 GetValue(Result(4)) を呼出す。 ToBoolean(Result(5)) を呼出す。 Result(6) が false ならば、 ステップ 17 へ。 Statement を評価。 Result(8).value が空でないならば、 V = Result(8).value とする。 Result(8).type が break かつ Result(8).target が現在のラベルセット内ならば、 ステップ 17 へ。 Result(8).type が continue かつ Result(8).target が現在のラベルセット内ならば、 ステップ 13 へ。 Result(8) が中途完了ならば、 Result(8) を返す。 2 個目の Expression が存在しないならば、 ステップ 3 へ。 2 個目の Expression を評価。 GetValue(Result(14)) を呼出す。 (この値は使用しない。) ステップ 3 へ。 (normal, V, empty) を返す。 12.6.4 for-in 文 (The for-in Statement) 生成規則 IterationStatement for ( LeftHandSideExpression in Expression ) Statement は、次のように評価される Expression を評価。 GetValue(Result(1)) を呼出す。 ToObject(Result(2)) を呼出す。 V = empty とする。 DontEnum 属性を持たない、 Result(3) の次のプロパティの名前を取得する。そのようなプロパティが存在しないならば、 ステップ 14 へ。 LeftHandSideExpression を評価 (これは繰返し評価されてよい)。 PutValue(Result(6), Result(5)) を呼出す。 Statement を評価。 Result(8).value が empty でないならば、 V = Result(8).value とする。 Result(8).type が break かつ Result(8).target が現在のラベルセット内ならば、 ステップ 14 へ。 Result(8).type が continue かつ Result(8).target が現在のラベルセット内ならば、 ステップ 5 へ。 Result(8) が中途完了ならば、 Result(8) を返す。 ステップ 5 へ。 (normal, V, empty) を返す。 生成規則 IterationStatement for ( var VariableDeclarationNoIn in Expression ) Statement は、次のように評価される VariableDeclarationNoIn を評価。 Expression を評価。 GetValue(Result(2)) を呼出す。 ToObject(Result(3)) を呼出す。 V = empty とする。 DontEnum 属性を持たない、 Result(4) の次のプロパティを取得する。そのようなプロパティが存在しないならば、ステップ 15 へ。 それが Identifier であるかのように Result(1) を評価; 11.1.2 参照(これは繰返し評価されてよい). PutValue(Result(7), Result(6)) を呼出す。 Statement を評価。 Result(9).value が empty でないならば、 V = Result(9).value とする。 Result(9).type が break かつ Result(9).target が現在のラベルセット内ならば、 ステップ 15 へ。 Result(9).type が continue かつ Result(9).target が現在のラベルセット内ならば、 ステップ 6 へ。 Result(8) が中途完了ならば、 Result(8) を返す。 ステップ 6 へ。 (normal, V, empty) を返す。 プロパティの列挙方法 (1 個目のアルゴリズムのステップ 5, 2 個目のステップ 6) は実装依存である。列挙の順序はオブジェクトにより定義される。列挙されているオブジェクトのプロパティは列挙中に削除されてもよい。列挙中まだ挙げられていないプロパティが削除されるならば、そのプロパティは列挙されない。列挙中オブジェクトに新しいプロパティが追加されるならば、新たに追加されたプロパティは現在の列挙において挙げられることを保証されない。 オブジェクトのプロパティ列挙は、そのプロトタイプのプロパティ、プロトタイプのプロトタイプのプロパティ、以下同様に再帰的にプロパティを含む; しかし、同名のプロパティを持つプロトタイプチェーン内の前のオブジェクトにより "隠される" ならば、プロトタイプのプロパティは列挙されない。 12.7 continue 文 (The continue Statement) Syntax ContinueStatement continue [LineTerminator 無し] Identifieropt ; Semantics 次のいずれかが真であるとき、プログラムは構文的に不正であると考えられる プログラムが選択的 Identifier を持たない continue 宣言で構成されていて、直接または間接的に(関数の区切りにまたがらない)、 IterationStatement 内にネストしなていない。 プログラムが選択的 Identifier を持つ continue 宣言で構成されていて、閉じた (関数の区切りにはまたがらない) IterationStatement のラベルセット内に Identifier が出現しない Identifier のない ContinueStatement は、次のように評価される (continue, empty, empty) を返す。 Identifier を持つ ContinueStatement は、次のように評価される (continue, empty, Identifier) を返す。 12.8 break 文 (The break Statement) Syntax BreakStatement break [LineTerminator 無し] Identifieropt ; Semantics 次のいずれかが真である場合、プログラムは構文的に不正であると考えられる プログラムが選択的な Identifier を持たない break 文を含み、それが IterationStatement または SwitchStatement 内部で直接的または間接的にネストしていない。 (関数の境界には交わらない) プログラムが選択的な Identifier を持つ break 文を含み、 Identifier が Statement を囲むラベルセット内に出現しない。 (関数の境界には交わらない) Identifier のない BreakStatement は、次のように評価される (break, empty, empty) を返す。 Identifier のある BreakStatement は、次のように評価される (break, empty, Identifier) を返す。 12.9 return 文 (The return Statement) Syntax ReturnStatement return [LineTerminator 無し] Expressionopt ; Semantics ECMAScript プログラムは、それが FunctionBody 内部\でない return 文を含む場合、構文的に不正と考えられる。return 文は、関数に実行を停止させ、値を呼出側に返させる。 Expression が省略される場合、戻り値は undefined である。そうでなければ、戻り値は Expression の値である。 生成規則 ReturnStatement return [no LineTerminator here] Expressionopt ; は、次のように評価される Expression が存在しなければ (return, undefined, empty) を返す。 Expression を評価。 GetValue(Result(2)) を呼出す。 (return, Result(3), empty) を返す。
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Market Analysis Mobile banking is a service provided by a bank or other financial institutions and allows users to conduct financial transactions remotely using a mobile device. The devices such as smartphones or tablets are used for mobile banking, primarily for transferring money from one account to another and depositing a check by taking a picture. These are prominently provided features for mobile banking in the market. Moreover, it typically operates across applications developed for iPhone, Android, or other device platforms. Moreover, mobile banking is conducted with the availability of an internet or data connection to the mobile device. Depending on the feature provided in applications, the products and services included in mobile banking provide account balances and lists of the latest transactions, remote check deposits, funds transferred between beneficiary accounts, electronic bill payments, peer-to-peer payments, and others. The main concept of mobile banking is to offer online services that will offer dynamic banking services. Covid 19 is impacting the market segments and market share, and it is a way of life across the world. People are now acquiring online banking due to the shutdown and other issues. The advanced smartphone application and banking methods mapping other facilities are key drivers for the market. It is expected that the Mobile Banking Market will register USD 3.47 billion and a CAGR of 15.4% by 2030. High Adoption of Mobile Banking Apps In order to promote and increase customer satisfaction and expectations, the global mobile banking market is implementing a number of new initiatives and challenges. New clients are installing the most recent banking applications in order to make the best use of the technology that has been offered to benefit consumers. This is one of the primary factors that will directly accelerate the mobile banking industry during the anticipated assessment period. Aside from that, advanced smartphone applications are dynamic, the fundamental banking method that may also be the driving force behind market expansion. Due to the increased number of smartphone users worldwide, mobile banking s new subscribers are expected to increase significantly. Mobile banking also encourages and enables the recording, mapping, and close examination of the customer s financial situation. As a result, it has had a favorable impact on the growth of the mobile banking market. COVID-19 Pandemic to Positively Impact the Market According to the global mobile banking market analysis, customers make up a sizable portion of the whole market. There are numerous potential aspects in the mobile banking industry analysis that are reliant on a variety of factors. The COVID-19 pandemic has had a significant impact on the mobile banking market share and way of life around the world. People are conducting a growing number of transactions online in order to avoid visiting a bank branch. Many organizations have to fight a never-ending battle for survival and client relationships. Request a Free Sample @ https //www.marketresearchfuture.com/sample_request/2906 Competitive Outlook Notable players in the global mobile banking market include Dais Software Company (Bulgaria), Strands Inc. (U.S.), Ebanq B.V (Netherlands), Nymbus Inc. (U.S.), Apex Software Ltd. (Kenya), Temenos Group AG (Switzerland), Neptune Software PLC (U.K.), Fisa System (U.S.), Capital Banking Solutions (U.S.). Segmentation The global mobile banking market has been segmented into solution, technology, and The Mobile Banking Market is segmented into solution, Technology and deployment. Based on the Solution, the market is categorized into Customer Management, Mobile Banking Features, and Mobile Payment Features. The mobile payment features will dominate the market due to the use of the several UPI payment option and due to the pandemic as well as people prefer cashless payments. By Technology, the Mobile Banking Market is bifurcated into Wireless Application protocols, Standalone Mobile applications. Among them, the standalone segments will have a high market share as mobile banking has become the most secure and hassle-free process, increasing the market in the future. The Deployment variables are On-Cloud and On-Premise. Both segments are increasing the market value, but the on-cloud is expected to hold more than the on-premise as it is helpful for the storage of the data without having security concerns. Regional Analysis The Mobile Banking Market is studied in the regions such as Asia Pacific, North America, Europe and Latin America and the middle east and Africa. North America and Europe register the highest share of the market in 2018 and are expected to hold the same share in the forecast period. Due to the increase of new-age FinTech technologies, banks are upgrading their mobile banking applications to provide better-customized product offerings, enhanced customer experience, and convenience for their users. Asia-Pacific will dominate the market during the forecast period due to the increased use of digital banking platforms and robust economic growth. Other regions also have a good growth due to the enhancement of the market, and the market will experience growth shortly. Industry news TRAI dismisses the USSD fee on mobile banking. The regulator body said it is a bid to boost digital financial inclusion and protect the interests of ordinary feature phone users. Browse Full Report Details @ https //www.marketresearchfuture.com/reports/mobile-banking-market-2906 Table of Contents 1Executive Summary 2Scope of the Report 2.1Market Definition 2.2Scope of the Study 2.2.1Research objectives 2.2.2Assumptions Limitations 2.3Markets Structure Continued…. 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