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Demon Hunter Skills 更新される方へ お手数ですが、更新前にスキル更新方針を参照するようお願いします。 Active SkillOffenceHungering Arrowスキル詳細 Entangling Shot Evasive Fire Fan of Knives Bola Shot Grenades Chakram Impale Spike Trap Elemental Arrow Multishot Cluster Arrow Rapid Fire Strafe Rain of Vengeance DisciplineCaltrops Vault Marked for Death Smoke Screen Companion Shadow Power Sentry UtilityPreparation コメント 数値は全てLv60、ランクルーン7のものです。数値が無い所は公式にも無い所。修正待ちです。和訳部の添削お待ちしています。 Active Skill Offence Hungering Arrow Unlocked at level 2 魔法で強化された矢を射ち出す。 スキル詳細 Entangling Shot Unlocked at level 2 Cost 15 Hatred Release a sticky adhesive that deals 130% weapon damage and entangles up to 2 enemies, slowing their movement by 70% for 2 seconds. 接着材を付けて射ち出し、武器ダメージの130%を与え、2体の敵を絡ませる。敵は2秒間移動速度が70%になる。 Alabaster Bounty HunterGain 22% of the damage dealt as Life.ダメージの22%をライフとして得る。 Crimson Heavy BurdenIncrease the movement slow duration to 9 seconds.スローの効果時間を9秒に増加 Golden Justice is ServedReduce cost to 1.0 Hatred.コストを1.0 Hatredに低減 Indigo Chain GangHit up to 9 targets.9体に絡むようになる Obsidan Electrified ChainStrike with electrical chains that do an additional 64 damage over 2 seconds.追加で64ダメージ/2秒間を与える。 Evasive Fire Unlocked at level 3 Cost 5 Hatred to shoot and an additional 4 Discipline if you backflip. 5 Hatred、バックフリップをした場合は追加で4 Discipline Shoot for 135% of weapon damage. If an enemy is at close range, you will also backflip away 15 yards. 武器ダメージの135%を与える。もし敵が近距離にいた場合、15ヤード分バク転して離れる。 Alabaster TumbleIncrease the distance of the backflip to 36 yards.バク転の距離を36ヤードに増加 Crimson ShrapnelFire exploding bullets that also deal 70% weapon damage to all enemies within 8.5 yards of the primary target.爆発弾を射ち、目標の8.5ヤード内の敵へ武器ダメージの70%を与える Golden SurgeShoot for 135% of weapon damage as lightning. Reduces the Discipline cost of the backflip component down to 0.武器ダメージの135%を雷ダメージとし、バク転のコストを0にする。 Indigo Withering FireFire a spread of bullets that hit up to 9 targets for 54% weapon damage each.9体に当たる拡散弾を射ち、それぞれに武器ダメージの54%を与える Obsidan Backup PlanShoot for 135% of weapon damage as Poison damage. Whenever a backflip is triggered, leave a poison bomb behind that explodes for 510% of weapon damage as poison in a 18 yard radius after 0.4 seconds.武器ダメージの135%を毒ダメージとし、バク転をした時に毒爆弾を置く。爆弾は0.4秒後に爆発し、18内の敵に武器ダメージの510%を与える。 Fan of Knives Unlocked at level 4 Cost 10 Hatred Throw knives out in a spiral around you, doing 18 - 25 physical damage to all enemies within 10 yards of you. Your knives will also slow the movement of enemies by 65% for 4 seconds. ナイフを周囲にばらまき、10ヤード内の全ての敵に18 - 25の物理ダメージを与える。ナイフは敵の移動速度を4秒間65%に落す。 Alabaster BacklashInstead of throwing the knives immediately, the knives will release automatically dealing 28 - 40 physical damage to all enemies if you are struck in the next 20 seconds.すぐにナイフを放つ代わりに、20秒間のあいだに攻撃を受けた時に28 - 40の物理ダメージを与える。 Crimson Hail of KnivesIncrease the radius to deal 28 - 40 physical damage to all enemies within 18 yards.18ヤード内の全ての敵に28 - 40の物理ダメージに増加 Golden Crippling RazorsIncrease the slow amount to 79% for 4 seconds.移動速度低下を4秒間79%に増加 Indigo Assassin's Knivesor(green){8}体の追加目標へ武器ダメージの85%を与える。 Obsidan Fan of DaggersImbue your knives with a 20% chance to stun enemies for 3.5 seconds.ナイフを強化し20%の確率で敵を3.5秒間スタンさせる。 Bola Shot Unlocked at level 5 Cost {20 Hatred Shoot out an explosive bola that wraps itself around its target. After 1 second, the bola explodes dealing 120% weapon damage as Fire to the target and an additional 90% weapon damage as Fire damage to all other targets within 7 yards. 爆発するボーラを投げ、目標に巻きつける。1秒後に爆発し、武器ダメージの120%を火ダメージとして与え、目標の7ヤード内の全ての敵へ武器ダメージの90%の火ダメージを与える。 Alabaster Imminent DoomAugments the bola to deal 288% weapon damage as Arcane to the target and an additional 216% weapon damage to all other targets within 7 yards, but increases the explosion delay to 2 seconds.ボーラが武器ダメージの288%を神秘ダメージとして与え、目標の7ヤード内の全ての敵へ武器ダメージの216%を与えるようになるが、爆発までの時間が2秒に伸びる。 Crimson Volatile ExplosivesIncrease the explosion radius to 14 yards.爆発範囲を14ヤードに拡大 Golden Bitter PillAfter the bola explodes, you have a 30% chance to gain 8 Discipline.爆発すると、30%の確率で8 Disciplineを回復する。 Indigo Acid StrikeShoot 9 poison bolas that deal 27% weapon damage each. The bolas no longer explode for area damage to nearby targets.9本の毒ボーラを投げ、それぞれ武器ダメージの27%を与える。ボーラは爆発せず、周囲の敵への範囲ダメージは無くなる。 Obsidan Thunder Balltarget for 3.0 seconds.ボーラの爆発で武器ダメージの120%を雷ダメージとして与え、35%の確率で3.0秒間、目標をスタンさせる。 Grenades Unlocked at level 7 Cost 30 Hatred Throw out three grenades that explode for 53 - 89 Fire damage. グレネードを投げ、爆発で53 - 89の火ダメージを与える。 Alabaster Stun GrenadesHurl grenades that have a 70% chance to stun enemies for 2.5 seconds.グレネードを思い切り投げつけ、目標を70%の確率で2.5秒間スタンさせる。 Crimson Gas GrenadesToss poison gas grenades that explode for 0 - 0 damage and leaves a cloud that deals an additional 28 damage per second for 3 seconds to enemies who stand in the area.毒ガスグレネードを投げ、0 - 0ダメージを与える。毒ガスの雲の中にいた敵に28ダメージ/秒を3秒間与える。 Golden TinkererReduce cost to 12.5 Hatred.コストを12.5 Hatredに低減。 Indigo Cluster GrenadesThrow a large cluster of mini-grenades that deal 25 - 41 Fire damage over an 8 yard radius.クラスター爆弾を投げ、8ヤード内の敵に25 - 41の火ダメージを与える。 Obsidan Fire BombThrow a single large grenade that deals 0 - 0 Fire damage and knocks enemies back.大きなグレネードを投げ、0 - 0の火ダメージを与え、ノックバックさせる。 Chakram Unlocked at level 9 Cost 25 Hatred Fire a swirling Chakram that does 75 - 103 physical damage to enemies along its path. 回転するチャクラムを投げ、75 - 103の物理ダメージを軌道上の敵に与える。 Alabaster Shuriken CloudSurround yourself in spinning Chakrams for 70 seconds, dealing 90 - 124 physical damage per second to anybody nearby.自分の周りを回転するチャクラムで70秒間包む。付近の敵へ毎秒 90 - 124の物理ダメージを与える。 Crimson Twin ChakramsA second Chakram mirrors the first. Each Chakram deals 104 - 144 physical damage.チャクラムを二つ放ち、それぞれ 104 - 144の物理ダメージを与える。 Golden Razor DiskThe Chakram spirals out from the targeted location dealing 90 - 124 Arcane damage to enemies along the path.目標の位置からチャクラムが飛び出し、軌道上の敵に90 - 124の神秘ダメージを与える。 Indigo BoomerangThe Chakram path turns into a loop, dealing 119 - 165 Lightning damage to enemies along the path.チャクラムの軌道がループになり、軌道上の敵に119 - 165の雷ダメージを与える。 Obsidan SerpentineThe Chakram follows a slow curve, dealing 90 - 124 Poison damage to enemies along the path.チャクラムが緩やかなカーブを描くようになり、軌道上の敵に90 - 124の毒ダメージを与える。 Impale Unlocked at level 11 Cost 20 Hatred Fire a massive shot to impale a target for 220% weapon damage. 強力な射撃により武器ダメージの220%を与える。 Alabaster Grievous WoundsCritical hits deal an additional 500% weapon damage.クリティカル時、追加で武器ダメージの500%を与える。 Crimson OverpenetrationThe shot will pierce through all enemies in a straight line for 242% weapon damage.直線上の敵全てを貫通するようになり、武器ダメージの242%を与える。 Golden RecoilEvery shot releases a shockwave of energy centered on you dealing 120% weapon damage to all enemies within 10 yards.ショット毎に自分を中心とした10ヤード内に衝撃波を出し、武器ダメージの120%を与える。 Indigo ImpactShots knock the target back and stun them for 3.50 seconds.敵をノックバックさせ、3.50秒間スタンさせる。 Obsidan Liquid FlameFire an explosive shell that deals an additional 275% weapon damage over 2 seconds.炸裂弾を射ち、追加で武器ダメージの275%/2秒間を与える。 Spike Trap Unlocked at level 14 Cost 20 Hatred Lay a trap that arms after 0.8 seconds and triggers when an enemy approaches. The trap does 57 - 71 physical damage to all enemies within 8 yards. You can have a maximum of 3 Spike Traps active at one time. 設置後0.8秒後に起動する罠を仕掛ける。敵が踏むと発動し、8ヤード内の全ての敵に57 - 71の物理ダメージを与える。 最大3つの罠を一度に仕掛けることが出来る。 Alabaster Lightning Rod効果 When the trap is triggered, rather than exploding, it releases a pulse of lightning that will bounce to up to 10 es for 57 - 71 Lightning damage.罠が発動すると爆発し、電撃パルスを放射する。10体の敵に57 - 71の雷ダメージを与える。 Crimson Long FuseIncreases the arming time to 1.5 seconds but increases damage to 148-185.起動までの時間が1.5秒に伸びるが、ダメージが148-185に増加する。 Golden ScatterA single cast of Spike Trap lays all 3 traps at once and increases the damage of the traps to 102 - 128 damage.3つ全ての罠を一度に起き、ダメージを102 - 128に増加させる。 Indigo BandolierIncrease the maximum number of traps that can be out simultaneously to 10.一度に置ける罠の数を10個に増加。 Obsidan Sticky TrapPlant an explosive on an enemy target rather than on the ground. If the target dies within 30 seconds, the trap explodes dealing 102 - 128 physical damage to all enemies within 8 yards.地面ではなく敵に爆発物を設置する。設置してから30秒の間に敵が死ねば、トラップが爆発し、8ヤード内全ての敵に102 - 128の物理ダメージを与える。 Elemental Arrow Unlocked at level 18 Cost 25 Hatred Shoot an elemental charged arrow that deals 100% weapon damage as Fire damage to all targets it passes through. 元素の力の込められた矢を射ち、射線上の敵全てに武器ダメージの100%を火ダメージとして与える。 Alabaster Lightning BoltsFire bolts of lightning that stun enemies for 3.5 seconds when they critically hit.雷の矢を射ち出し、クリティカル時に3.5秒間スタンさせる。 Crimson Frost ArrowTurns into a frost arrow that explodes out conal damage from the back of the first target hit for 160% of weapon damage.氷の矢を射ち出し、当たった敵の背後に武器ダメージの160% Golden Nether TentaclesShoot tentacles that deal 140% weapon damage and return 24% of damage dealt as Life for you.触手を射ち出し、武器ダメージの140%を与え、与えたダメージの24%のライフを回復する。 Indigo Ball LightningFire a lightning arrow that electrocutes nearby enemies as it passes by for 80% of weapon damage.雷の矢を射ち、射線上の周囲の敵を感電させ、武器ダメージの80%を与える。 Obsidan Screaming SkullGrants a 34% chance to shoot a skull that will fear affected enemies for 8 - 9 seconds.34%の確率で敵を8 - 9秒間恐怖状態にする。 Multishot Unlocked at level 21 Cost 30 Hatred Fire a massive volley of arrows dealing 110% weapon damage to all enemies in the area. 強力な一斉射撃を行い、範囲内の全ての敵に武器ダメージの110%を与える。 Alabaster Supression FireEvery enemy hit grants 1 Discipline. Each volley can gain up to 9 Discipline in this way.敵に当たる毎に1 Disciplineを回復するが、上限は9Discipline。 Crimson Full BroadsideIncreases the damage done to 242% weapon damage.ダメージを242%に増加。 Golden Fire at WillCost reduced to 16 Hatred.コストを16 Hatredに低減。 Indigo Burst FireEverytime you fire, generate a shock pulse that damages all nearby enemies for 110% weapon damage.射つ度に付近の敵へ武器ダメージの110%を与える衝撃波を放つ。 Obsidan ArsenalEvery use also fires 10 rockets at nearby enemies that deal 150% weapon damage each.付近の敵を攻撃する10本のロケットを追加し、それぞれ武器ダメージの150%を与える。 Cluster Arrow Unlocked at level 23 Cost 35 Hatred Fire a Cluster grenade that explodes for 120% weapon damage into a series of additional miniature bombs that explode for 40% weapon damage each. クラスター爆弾を射出し、武器ダメージの120%を与える。さらに子爆弾をばら撒き、それぞれ武器ダメージの40%を与える。 Alabaster Dazzling ArrowEnemies hit by grenades have a 35% chance to be stunned for 2.5 seconds.グレネードに当たった敵が35%の確率で2.5秒間スタンする。 Crimson Loaded for BearIncreases the damage of the explosion at the impact location to 264%.着弾点のダメージを 264%へ増加。 Golden MaelstromInstead of releasing grenades, the cluster releases Shadow energy that deals 220% weapon damage to nearby enemies. You will gain 51% of the damage done as Life.爆弾をばら撒く代わりに、クラスターがシャドウエナジーを放射する。付近の敵に武器ダメージの220%を与え、ダメージのgain 51%のライフを回復する。 Indigo Shooting StarsInstead of releasing grenades, shoots up to 9 rockets at nearby enemies dealing 220% weapon damage each.爆弾をばら撒く代わりに、付近の敵へ9本のロケットを発射し、武器ダメージの220%を与える。 Obsidan Cluster BombsLaunch the cluster through the air, dropping a series of bombs in a straight line that explode for 110% weapon damage each.クラスターを空中へ射出し、子爆弾を直線上へばら撒く。それぞれ武器ダメージの110%を与える。 Rapid Fire Unlocked at level 24 Cost 20 Hatred per second Rapidly fire at 6 times your normal attack speed dealing 30% weapon damage with every shot. 通常攻撃の1/6の速さで射ち、それぞれ武器ダメージの 30%を与える。 Alabaster Web ShotSlows the movement of affected targets by 40% for 5.0 seconds.敵の移動速度を5.0秒間40%に落す。 Crimson BombardmentRapidly fire grenades instead of arrows that do 15% weapon damage to all enemies within 10 yard radius.矢の代わりにグレネードを射ち出し、10ヤード内の敵全てに武器ダメージの15%を与える。 Golden Withering FireReduce initial Hatred cost by 17.コストを17に低減。 Indigo High VelocityAdds an additional 70% pierce chance to the projectiles fired.貫通確率を70%追加する。 Obsidan Fire SupportWhile channeling Rapid Fire launch 7 homing missiles every second that deal 50% weapon damage each to nearby targets.ラピッドファイア中、毎秒7発の付近の敵へ攻撃する誘導ミサイルを発射し、それぞれ武器ダメージの50%を与える。 Strafe Unlocked at level 27 Cost {20 Hatred per second Shoot 3 times per second at random nearby enemies while moving at 55% of normal movement speed. Every shot deals 60% of weapon damage. 通常の55%の速度で移動しながら毎秒3発を付近の敵へランダムに発射する。それぞれ武器ダメージの60%を与える。 Alabaster Stinging SteelThrow out knives rather than arrows that do an extra 400% more weapon damage on successful critical hits.矢の代わりにナイフを投げ、クリティカル時に武器ダメージの400%を与える。 Crimson DemolitionThrow out bouncy grenades rather than arrows that explode for 72% weapon damage to targets within 9 yards.矢の代わりに跳ねるグレネードを投げ、爆発すると9ヤード内の目標へ武器ダメージの72%を与える。 Golden Drifting ShadowMovement speed increased to 100% of normal running speed while strafing.ストレーフ中の移動速度を通常の100%へ増加。 Indigo EquilibriumIncrease arrows fired to 10 additional arrows per second.毎秒発射する矢の数を10発追加する。 Obsidan Rocket StormIn addition to regular firing, fire off homing rockets that hit for 120% of weapon damage.通常の矢に加え、誘導ミサイルを追加し、武器ダメージの120%を与える。 Rain of Vengeance Unlocked at level 29 Cooldown 60 seconds Fire a massive volley of arrows around you. Arrows fall from the sky for 5 seconds dealing an average of 105% weapon damage per second. 自分の周りへ一斉射撃を行う。矢は5秒間降り注ぎ、平均して武器ダメージの105%/秒のダメージを与える。 Alabaster StampedeSummon a wave of 14 Shadow Beasts to tear across the ground, knocking back enemies and dealing 270% weapon damage.地面を引き裂いて現れるシャドウビーストを14体召喚し、敵をノックバックさせ武器ダメージの270%を与える。 Crimson Beastly BombsSummon 20 Shadow Beasts to drop bombs on nearby enemies, dealing 330% weapon damage each.シャドウビーストを20体召喚し、周囲の敵へ落す。武器ダメージの330%を与える。 Golden Flying StrikeA group of 12 Shadow Beasts plummet from the sky at a targeted location dealing 270% weapon damage and stunning enemies for 2 seconds.12体のシャドウビーストの群れを目標地点へ空から急落させ、武器ダメージの270%を与え、2秒間スタンさせる。 Indigo Dark CloudLaunch a massive volley of guided arrows that rain down on enemies for the next 12 seconds for 120% weapon damage.誘導矢の斉射を行い、12秒間敵に降り注ぐ。武器ダメージの120%を与える。 Obsidan AnathemaSummon a Shadow Beast that drops grenades from the sky for 20 seconds dealing 30% weapon damage.シャドウビーストが20秒間空中からグレネードを落す。それぞれ武器ダメージの30%を与える。 Discipline Caltrops Unlocked at level 1 Cost 8 Discipline Lay a trap of caltrops on the ground that activates when an enemy approaches. Once sprung, the caltrops slow the movement of enemies within 12 yards by 65%. This trap lasts 12 seconds. 鉄菱の罠を設置する。敵が踏むと発動する。発動すると12秒間敵の移動速度を65%へ下げる。罠は12秒間残る。 Alabaster Bait the TrapBecome empowered while standing in the area of effect, gaining an additional 11% chance to critical hit with all attacks.効果を受けた敵への攻撃に対して、クリティカル発生率が11%上昇する。 Crimson Jagged SpikesEnemies in the area also take 110% weapon damage per second.効果範囲内の敵へ武器ダメージの 110%/秒を与える。 Golden Carved StakesReduce the cost to 4.5 Discipline.コストを4.5 Disciplineに低減。 Indigo Hooked SpinesIncrease the slow amount to 79%.速度低下を79%へ強化。 Obsidan Torturous GroundEnemies in the area deal 90% less damage.効果範囲内の敵からのダメージを90%低減する。 Vault Unlocked at level 6 Cost 10 Discipline Tumble acrobatically 35 yards. 35ヤード飛び退る。 Alabaster Rattling RollAll enemies within 8 yards of your destination are knocked back and stunned for 4.5 seconds.飛び退った地点の8ヤード内の全ての敵はノックバックし、4.5秒間スタンする。 Crimson Trail of CindersIgnite with fire dealing 80% weapon damage to everything along your path.火を放ち、移動線上の全てに武器ダメージの80%を与える(火ダメージ?)。 Golden TumbleAfter using Vault, your next Vault within 5 seconds has its Discipline cost reduced by 80%5秒以内に再度Vaultを使用した場合、コストを80%低減する。 Indigo AcrobaticsIncreases your Vault distance to 70 yards.移動距離を70ヤードへ増加。 Obsidan Covering FireAs you travel, shoot arrows for 205% weapon damage at nearby targets.移動線上の付近の敵へ矢を放ち、武器ダメージの205%を与える。 Marked for Death Unlocked at level 8 Cost 6 Discipline Marks an enemy. The marked enemy will take 20% additional damage for the next 30 seconds. 敵をマークする。マークされた敵は30秒間、20%の追加ダメージを受ける。 Alabaster Death Toll10% of damage done to the marked target heals the attacker.マークされた敵が受けたダメージの10%のライフを攻撃した者へ与える。 Crimson Grim ReaperAn additional 40% of damage done to the target is also divided among all enemies within 20 yards.目標の20ヤード内の全ての敵も40%の追加ダメージを受ける。 Golden Mortal EnemyAttacks by the Demon Hunter against the Marked target have a 40% chance to generate 35 Hatred. This effect cannot occur more than once every 1 second.マークされた敵をデモンハンターが攻撃した場合、40%の確率で35 Hatredを回復する。この効果は1秒間に一度しか発動しない。 Indigo ContagionWhen the target is killed the ability spreads to 8 other nearby targets. This effect can chain repeatedly.マークされた敵が死んだ時に、付近の8体へマークが拡散する。この効果は連鎖的に起こせる。 Obsidan Valley of DeathMark an area on the ground 15 yards wide for 22 seconds. Enemies in the area take 20% additional damage.15ヤードの範囲へマークし、 22秒間続く。範囲内の敵は20%の追加ダメージを受ける。 Smoke Screen Unlocked at level 12 Cost 15 Discipline Vanish behind a wall of smoke, becoming momentarily invisible for 2 seconds. 煙幕の後ろへ隠れ、2秒間透明になる。 Alabaster DisplacementGain 55% movement speed when activated.発動すると移動速度が55%上がる。 Crimson Choking GasLeave behind a cloud of gas that deals 92 physical damage per second to enemies in the area for 5 seconds.ガス雲が範囲内に5秒間留まり、92物理ダメージ/秒を与える。 Golden Special RecipeReduce the skill cost to 11.0 Discipline.コストを11.0 Disciplineに低減。 Indigo Lingering FogIncrease the duration of the effect to 4.00 seconds.効果時間を4.00秒間に延長。 Obsidan Breathe DeepWhile invisible you also gain 45 Hatred per second.透明になっている間、45Hatred/秒で回復する。 Companion Unlocked at level 16 Cost 10 Discipline Summon a raven companion. Your raven companion will periodically peck at enemies for 21 - 28 damage. 仲間のカラスを召喚する。カラスは敵を21 - 28ダメージで攻撃してくれる。 Alabaster Ferret CompanionSummons ferrets instead of a raven. The ferrets collect gold for you and increase gold found on monsters by 40%.カラスの代わりにフェレットを召喚する。フェレットはゴールドを集め、発見するゴールドの量を40%増加させる。 Crimson Spider CompanionSummons a spider instead of a raven. The spiders's attacks also slows the movement of targets by 50% for 9 - 11 seconds.カラスの代わりに蜘蛛を召喚する。蜘蛛の攻撃は目標の移動速度を9 - 11秒間 50%低減させる。 Golden Bat CompanionSummons a bat instead of a raven. The bat grants you 4.0 Hatred per second.カラスの代わりに蝙蝠を召喚する。蝙蝠はHatredを毎秒4.0回復してくれる。 Indigo Boar CompanionSummon a boar instead of a raven. The boar strikes multiple enemies with every swing for 43 - 75 damage.カラスの代わりに猪を召喚する。猪は複数の敵をなぎ払い、一振り毎に43 - 75ダメージを与える。 Obsidan Wolf CompanionSummon a powerful but temporary wolf ally rather than a long-term raven companion. The wolf will fight with you for 55 seconds and attacks enemies for 50 - 82 damage.カラスの代わりに効果時間が短いが強力な狼を召喚する。狼は55秒間一緒に戦い、50 - 82ダメージを与える。 Shadow Power Unlocked at level 19 Cost 20 Discipline Draw in the power of the shadows, increasing attack speed by 50% for 10 seconds. 影の力を引き出し、攻撃速度を10秒間、50%上げる。 Alabaster Blood MoonWhile active, gain 45% of all damage as Life.発動中、全てのダメージの45%のライフを回復。 Crimson Night BaneWhile active, gain 7 Hatred per second.発動中、秒間7 Hatredを回復。 Golden Well of DarknessReduces Discipline cost to 13.コストを13へ低減。 Indigo Shadow GlideWhile active, gain 55% movement speed.発動中、移動速度を55%増加。 Obsidan GloomWhile active, you have a 55% increased chance to dodge incoming attacks.発動中、ダッジ確率を55%増加。 Sentry Unlocked at level 22 Cost 10 Discipline Drop a turret on the ground. The turret begins firing at nearby enemies for 40% of weapon damage. Lasts 20 seconds. タレットを設置する。タレットは付近の敵を武器ダメージの40%で攻撃する。タレットは20秒間残る。 Alabaster Guardian TurretThe turret also creates a shield that reduces damage taken by allies by 32%.タレットは仲間が受けるダメージを32%低減させるシールドを張る。 Crimson Chain of TormentCreate a tether between you and the sentry that does 240% of weapon damage every second to every enemy it touches.タレットはプレイヤーとの間に縄を張り、それに触れた敵に対し武器ダメージの240%を与える。 Golden Aid StationHeals nearby allies for 8% of their maximum Life per second.タレットは付近の味方の最大ライフの 8%のライフを毎秒回復させる。 Indigo Vigilant WatcherIncreases duration of the turret to 48 seconds.タレットの効果時間を48秒へ延長。 Obsidan Spitfire TurretThe turret will also fire homing rockets every 1.5 seconds aimed at random nearby targets for 240% weapon damage.タレットは1.5秒毎に誘導ロケットを発射するようになる。付近の敵へランダムに発射し、武器ダメージの240%を与える。 Utility Preparation Unlocked at level 25 Cooldown 120 seconds Instantly restore all Discipline. 即時にDisciplineを全回復する。 Alabaster Backup PlanGrants a 55% chance that the cooldown will not be triggered when used.55%の確率でクールダウンが発生しない。 Crimson PunishmentRemoves cooldown. Skill now costs 19 Discipline to cast but restores all Hatred instead of all Discipline.クールダウンを取り除く。スキルは19 Disciplineのコストで発動し、Hatredを全回復する。 Golden Battle ScarsAlso restores 55% of your Life when used.ライフの55%も回復する。 Indigo InvigorationWhen activated, increases your maximum Discipline by 18 for 120 seconds.発動時に最大Disciplineを120秒間、18増やす。 Obsidan Focused MindInstead of replenishing Discipline immediately, you will gain 60 Discipline over 30 seconds.即時回復ではなく、30秒で60 Discipline回復するようになる。 コメント ルーン画像リンクをルーンページが引いたらまた制限にかかったので、添削終わって原文消せるまでの暫定措置でこのページにも画像うp。 -- 名無しさん (2011-09-15 19 41 48) 名前 コメント
https://w.atwiki.jp/jasagiri/pages/55.html
Getting Started - Compact Apps Waves を gem でインストールしたいと仮定しましょう。 $ gem install waves ソースからも実行できます。 App Generation 次に、アプリケーションを作成したいディレクトリに移動してください。 waves generate を使ってアプリケーションを生成しましょう。 waves コマンドはおおくの splendored things です。(?)アプリケーションを生成し、サーバを走らせ、IRBコンソール内部の深いところに落とします。(?) waves help または waves command --help を実行することでその機能のリストを確認できます。 Waves はアプリケーション構造について何の固定概念も持っていませんが、現在2つの生成手プレートを持っています。: classic と compact です。 compact アプリケーションは単に実行するのに十分なコードです。; 裏庭のある部屋を拡張する余地のある1つのファイルのプロジェクトです。 classic アプリケーションは Rails レイアウトと同様で、MVCインフラを提供するfaundation(基礎) とコード再読み込みマジックを使用します。 waves はデフォルトで classic テンプレートを使用しますが、このチュートリアルでは compact アプリケーションを必要とします。 $ waves generate --name=spit_ball --template=compact ** Waves 0.8.0 ** ** Creating new Waves application ... ** Application created! これは「spit_ball」というディレクトリとその中にたった1つのファイルを生成します。このチュートリアルと同じものをコード例のコミットリストで GitHub レポジトリから複製できます。 spit_ball ディレクトリからウェブサーバを開始しましょう。次のように: $ waves server ** Waves 0.8.0 ** I, [2008-10-20 13 38 27 #3790] INFO -- Logger started. I, [2008-10-20 13 38 27 #3790] INFO -- Waves Server starting ... I, [2008-10-25 11 24 31 #3790] INFO -- ruby-debug enabled I, [2008-10-20 13 38 27 #3790] INFO -- Mongrel started on 127.0.0.1 3000. 新生児の香りのように何もないアプリがlocalhostのポート3000で実行されて、 ブラウザで localhost 3000 を開くと悲しげな 404 Not Found を確認できるでしょう。私たちのダーリンはまだ何をしていいかわからないのです。 あなたのアプリケーションフォルダの1つのファイルは startup.rb です。 Waves runtimes (たとえば server や console)は開始するときこの名前のファイルを探します。 もちろん必要なときには --startup を使って異なったファイルを指定することもできます。スタートアップファイルは適切な foundation を必要としアプリケーションの名前空間を確立するでしょう。 require 'foundations/compact' module Spitball include Waves Foundations Compact end Foundations と Layers Waves はレイヤアーキテクチャを使用しています。オプションで ORM サポートとテンプレートエンジンを「レイヤ」 モジュールをアプリケーションへmix-inで提供しています。さらに Waves はレイヤに重要な構造を決定させます。古典的なアプリケーションの (例えば)MVC インフラはレイヤによって提供されます。 foundation はレイヤモジュールでアプリケーションを実行するのに必要なすべての juju を設定したり混ぜたりします。(?) Foundations は他のレイアのスタックを混ぜて使い機能的です。 compact foundation はConfigurations と Resources のみを含む最小構成のアプリケーションです。 Configurations は Rails の環境と同じです。; compact アプリはデフォルトで development と production の設定を持っています。Waves runtimes (例えば server and console) は development 設定をデフォルトとしますが、?config オプションで別に使用している設定を指定できます。 後で設定のについて深く議論するつもりです。 Resources Resources はウェブ要求のプロセスです。もちろん there’s some glue リソースへのリクエストを得てクライアントへレスポンスを返すための糊はありますが、強力な Resource はスパルタの戦士です。(?) 他のすべてのクラスは helots です。(?) compact foundation はリソースの名前対応付けとリクエストプロセスのエントリポイントになります。 Map はデフォルトでどんなリクエストにもマッチしないので 404 Not Found です。 Spitball Resources Map を再度開いて変更してみましょう: waves-app /startup.rb require 'foundations/compact' module Spitball include Waves Foundations Compact module Resources class Map on( get ) { "Hello World!" } end end end この呼び出しは次のようにマッピングされます:どんな GET リクエストでも、文字列“Hello World!”を返します。 結果を確認するには、サーバを再起動する必要があります( compact Foundation はコード再読み込みは提供されていません)。wavesサーバを再起動する場合はいつでも control-C を使用します。さて、ブラウザ画面を再読み込みすると、画面に“Hello World!”が確認できます。 localhost 3000 の後にどんなURLを入力してもこれが表示されるでしょう。なぜなら mapping 宣言はどんなパスにもマッチするからです。 You can restrict a mapping to specific paths by giving #on a URL matching argument, an array where the elements correspond to path components. E.g. [ "hello", "sailor" ] matches “/hello/sailor” on( get, [ "hello" ] ) { "Hello World!" } waves サーバを再起動して、 /hello へリクエストするだけで陽気な Hello を得ることができるでしょう。 URL にあっている配列では、シンボルがURLコンポーネントの値を取得します。アプリケーションに別の mapping 宣言を追加してください: on( get, [ 'hello' ] ) { "Hello World!" } on( get, [ 'hello', name ] ) { "Hello, #{captured.name}!" } waves サーバを再起動して、/hello/friend を開いてください。「Hello, friend!」と挨拶されるでしょう。キャプチャされているのは、それがどんな値だったとしてもURLから取得された openstructのようなオブジェクトです。 captured[ name] または captured['name'] を同じように使用できます。 宣言の順序は重要です:前に定義されているものより後で定義されたものが優先されます。これはRubyのメソッド宣言(後の宣言が前の宣言を上書きする)に拠り、予想可能な方法で Resources の継承を利用することを許容します。これらの宣言を考えてください。: on( get, [ 'hello' ] ) { "Hello World!" } on( get, [ 'hello', 'sailor' ] ) { "Ew!" } on( get, [ 'hello', name ] ) { "Hello, #{captured.name}!" } これらのマッピングで「Ew!」を見ることはないでしょう。 最後の宣言が /hello/sailor へのリクエストを捕捉します。 Code Reloading and Resource Delegation あなたはすべての変更の後サーバを再起動するのに飽きているとしましょう。 classic foundation は自動的にコードを再読み込みしますが、 compact apps へ再読み込みを付け加えるのは難しくありません。 startup.rb ファイルに次のように書いてください。: require 'foundations/compact' require 'autocode' module Spitball include Waves Foundations Compact module Resources include [[AutoCode]] auto_load true, directories = '.' class Map on( true ) { to( greeting ) } end end module Configurations class Development reloadable [ Resources ] end end end いくつかのことがここで起こっています。 AutoCode はフレキシブルなコード再読み込みを提供します。 私たちは 現在のディレクトリでマッチしたファイルからSpitball Resources をロードし、無くなった定数を引き出すために構成します。(?) 例えば Spitball Resources Greeting は ./greeting.rb からロードされるでしょう。 AutoCode は定数名のスネークケースを使ってファイルを探します。 (定数「BlogPost」はファイル名「blog_post」になります)。 再読み込み可能なリソースを指定するために Development 構成で再起動しました。 Any auto-loaded constants under Resources 配下のどんな自動ロードされた定数も各リクエストの度にファイルから再読み込みされるでしょう。 Resources Map の #on 宣言は今やすべての HTTP リクエストにマッチし、Greeting リソースへ移譲します。 Greeting が startup.rb に定義されていなくても、現在のディレクトリのファイル名 greeting.rb から自動読み込みされるでしょう。 greeting.rb をアプリケーションディレクトリに作成してください。: module Spitball module Resources class Greeting include Waves Resources Mixin on( get, [ 'hello' ] ) { "Hello World!" } on( get, [ 'hello', name ] ) { "Hello, #{captured.name}!" } end end end Spitball Resources Greeting は前の繰り返しで、リソースとして正常に動作するのに Waves Resources Mixin をインクルードすること以外 Map リソースと同じです。 もう一度サーバを再起動して、すべてが動作していることを確認してください。 Greeting リソースへの変更は、その度にサーバを再起動すること無しにすぐに効果があります。 Continue to Part 2 Compact Applications, part 2 Spitball はファイルベースアプリケーションとして成長することを望みます。この願いを実現するために、私たちは Pastie と名付けられたリソースを作成して、/pasties で始まるパスへのすべてのリクエストを delegate する必要があります。まずは、 Map リソース(startup.rb 内)のリクエストマッチング定義をこのようにしてください。: on( true, [ 'hello' ] ) { to( greeting ) } on( true, [ 'hello', true ] ) { to( greeting ) } on( true, [ 'pasties' ] ) { to( pastie ) } on( true, [ 'pasties', true ] ) { to( pastie ) } パスにマッチングしている配列では、対応する経路コンポーネントが存在する限り、true はどんな値でもマッチするでしょう。これが各リソースあたりどうして2つの定義が必要となるかの理由です; /hello は1つの経路コンポーネントしか持っていません。 このため [ 'hello', true ] はマッチしません。仲間が時々孤独になるため、当分 greeting bits は残しましょう。 次に、あなたのプロジェクトディレクトリに pastie.rb というファイル名でファイルを作成し、次のコードを追加してください。: require 'markaby' module Spitball module Resources class Pastie include Waves Resources Mixin # Request dispatching declarations on( get, [ 'pasties' ] ) { list } # Resource methods def list pasties = Dir.entries( 'pasties' ).slice(2..-1) layout title = "Spitball presents Pasties" do h1 "Have some pasties!" ul do pasties.each do |pastie| li { a pastie, href = "/pasties/#{pastie}" } end end end end def layout( assigns = {}, block ) Markaby Builder.new assigns do [[html]] do head { title @title } body do div.main!( block) end end end end end end end 書いたら、 Pastie は今や GET リクエストを /pasties へハンドルします。 The return value of #list の戻り値はレスポンスボディとして使われるでしょう。また、 Markaby Builder を使い、HTML をレンダリングする #layout ヘルパの紹介をしまいた。 Pastie#list はあなたのプロジェクトに pasties というディレクトリを持っていると仮定するので、ディレクトリやいくつかのダミーファイルを作成するのに、今がよい機会です。私たちは startup.rb を変更したので、もう一度 waves サーバを再起動する必要があります。 /pasties を訪れた時、あなたが作ったダミーファイルの一覧を見えるはずです。pastie リンクは実際にはまだ動作しておらず、次の修正をする必要があります。 まずは、request matcher に追加: # Request dispatching declarations on( get, [ 'pasties' ] ) { list } on( get, [ 'pasties', name ]) { show( captured.name ) } それから pastie.rb に show メソッドを追加: def show(name) pastie = "pasties/#{name}" response.status = 404 and return "404 Not Found" unless File.exist?( pastie ) string = File.read( pastie ) layout title = "pastie #{name}" do h1 "Here's a hot pastie!" hr pre { text(string) } hr end end /pasties への pastie リンクは今は動作していますが、ファイルが存在しない場合は #show で 404 を返し、無作為に pastie 名はそうしません(?)。このコードを提示します。 #response helper メソッドを使った HTTP response 属性でアクセスできます。 Waves には Not Found の状況をうまく扱うよりよい方法があり、これが以前の 404 エラーがはるかにきれいに見えていた理由です。以下のコードを response.status = ... 行の変わりに用いてください。: raise Waves Dispatchers NotFoundError unless File.exist?( pastie ) これは compact foundation ですべての NotFoundErrors を rescure する例外ハンドラを定義しているので動作します。この例外ハンドラは 404 のレスポンスステータスをセットして内蔵のエラーページをレンダリングします。 このアプリケーションは、現在リストで個別の pasties を表示できますが、まだ作成していない方法があります。少なくともフォームとそれを扱うアクションが必要です。次はよく使われている REST で、新しい pastie を作成するのに /pasties へ POST を使います。 An alternate setup, もしユーザに pastie の名前を選ばせるなら、/pasties/ name への POST リクエストを受け入れるでしょう。これは項目を更新や新規作成する手段を提供するでしょう。このチュートリアルでは pasties は不変であると考えるつもりで、任意のファイル名に割り当てるつもりです。 request matchers に2つの定義を加えてください。; 1つはフォームを表示するためのもので、もうひとつは pastie を新規作成するためのものです。最初の定義は明確で新しいものは何も導入しません。2番目の定義は query helper を使用して、HTTP クエリへのアクセスを提供します。 on( get, [ 'pasties', 'form' ]) { form } on( post, [ 'pasties' ] ) { create( query['code'] ) } For the form, which will be accessible at /pasties/form create another view method in Pastie using the layout helper. 私たちはタイトルや他のどんなメタデータも保存しておらず、フォームは単一の textarea を必要とするだけです。お分かりのように上の request matcher のフィールド名は「code」です。 def form layout title = "Create a new pastie" do h1 "I want your pastie." form method = post, action = "/pasties" do label "Code goes here" ; br textarea name = code, id = "pastie_code", rows = 24, cols = 80; br input type = "submit", value = "Save" end end end pastie ファイルが作成された時、ファイル名を生成する必要があります。Using an MD5 ダイジェストを使用するのは、衝突する命名を避ける強固な方法です。pastie.rb の先頭に require 'digest/md5' を追加して、次のメソッドを加え、時間や乱数からダイジェストストリングを受け、最初の 80 文字を選びます。ダイジェストストリングで指定したファイルを作成した後で、 pastie text を含んで、helper メソッドへのリダイレクトを呼び出します。 def create(text) digest = Digest MD5.hexdigest("#{Time.now}#{rand(256)}#{text[0,79]}") pastie = "pasties/#{digest}" File.open( pastie, 'w' ) { |f| f.print text } redirect pastie end 最後に、list view にフォームへのリンクを追加してください。: def list pasties = Dir.entries( 'pasties' ).slice(2..-1) layout title = "Spitball presents Pasties" do h1 { a "Give me a pastie!", href = "/pasties/form" } h1 "Have some pasties!" ul do pasties.each do |pastie| li { a pastie, href = "/pasties/#{pastie}" } end end end Static assets もし、見てくれを良くするのに CSS を使いたいと思うなら、(もちろん) views や layout helper にインラインで加えたり、実際のファイルを使えるように変更したりすることができます。後者を行う最も簡単な方法は、リソースの1つにリクエストマッチング定義を追加することで、実際のファイルから内容を得るのに File.read を使用するブロックかメソッドが支援されます。よりよい性能のために、URLへのリクエストを短くするミドルウェアを加えるために Rack の構成を変更することができます。 module Configurations class Development reloadable [ Resources ] application do use Rack ShowExceptions use Rack Static, urls = [ '/public/site.css' ], root = './' run Waves Dispatchers Default.new end end end アプリケーションに渡されたブロックは、あなたのアプリケーション用の Rack を構成します。この例は classic アプリケーションテンプレートから借りており、私たちが使うために簡素化されています。 run メソッドは Waves アプリケーションへのエントリーポイントを Rack に与え、その行を渡します。 The use method inserts pieces of Rack middleware into the processing chain. Here the Rack Static middleware intercepts any requests /public/site.css and serves that file directly from the application root. Next we modify the layout to link to that URL def layout( assigns = {}, block ) Markaby Builder.new assigns do html do head do title @title link href = '/public/site.css', rel = 'stylesheet', type = 'text/css' end body do div.main!( block) end end end end あなたは public/site.css のようにどんなスタイルでも設定できます。私好みなのはこれです。: body { background #9cf; } a, a visited { color #069; } pre { padding 10px; background #eee; } li { list-style none;} hr { color transparent; background #900; } div#main { margin 25px; padding 25px; background white; } It’s alive! 今やリーズナブルで機能的なアプリケーションがあります。次のステップは Logical です。: 無意味なファイル名の代わりに、各 pastie のための blurbs を表示するために list view を変更します。 改ページや pasties の数を制限してリストページを表示します。おそらく最新のファイルだけを手に入れるために find - cmin を使います。(?) 既存の pastieテキストのある新しい pastie を作る方法を提供します。 ファイルのファイル拡張子を使用して各 pasite の言語を追跡します。(?) シンタックスを色付けします。 タイトルと他のメタデータを pastie に追加してください。 requiring a change from the simplistic file content == pastie text storage method 私たちは読者の理解とエクササイズのためにこれらを残しておきます。
https://w.atwiki.jp/wnt0/pages/42.html
Undo、Redo を実装できる 何かを行うタイミングだけがわかっていて、具体的な処理内容がわからない場合(GUIメニューからのコマンドとか?)に使う クライアントからのコマンド要求をキューに貯めて、順番に実行することもできる #include iostream #include list using namespace std; // "Receiver" class// デバイスとか、出力するオブジェクトな感じclass Display {public void Action(double result, double oprnd_1st, double oprnd_2nd, string operation) { cout result " (" oprnd_1st " " operation " " oprnd_2nd ")" endl; } void UndoAction(double result) { cout "[undo] " result endl; } void RedoAction(double result, double oprnd_1st, double oprnd_2nd, string operation) { cout "[redo] " result " (" oprnd_1st " " operation " " oprnd_2nd ")" endl; }}; // "Command" abstract classclass Command {public Command(Display *disp, double operand) { m_disp = disp; m_operand = operand; } virtual double Execute(double cur_val) = 0; virtual double Undo() = 0; virtual double Redo() = 0;protected Display *m_disp; double m_org_val, m_operand, m_result;}; // "ConcreteCommand" classclass PlusCommand public Command {public PlusCommand(Display *disp, double operand) Command(disp, operand) { } double Execute(double cur_val) { m_org_val = cur_val; m_result = m_org_val + m_operand; m_disp- Action(m_result, m_org_val, m_operand, "+"); return m_result; } double Undo() { m_disp- UndoAction(m_org_val); return m_org_val; } double Redo() { m_disp- RedoAction(m_result, m_org_val, m_operand, "+"); return m_result; }}; // "ConcreteCommand" classclass MinusCommand public Command {public MinusCommand(Display *disp, double operand) Command(disp, operand) { } double Execute(double cur_val) { m_org_val = cur_val; m_result = m_org_val - m_operand; m_disp- Action(m_result, m_org_val, m_operand, "-"); return m_result; } double Undo() { m_disp- UndoAction(m_org_val); return m_org_val; } double Redo() { m_disp- RedoAction(m_result, m_org_val, m_operand, "-"); return m_result; }}; // "ConcreteCommand" classclass MultiplicationCommand public Command {public MultiplicationCommand(Display *disp, double operand) Command(disp, operand) { } double Execute(double cur_val) { m_org_val = cur_val; m_result = m_org_val * m_operand; m_disp- Action(m_result, m_org_val, m_operand, "*"); return m_result; } double Undo() { m_disp- UndoAction(m_org_val); return m_org_val; } double Redo() { m_disp- RedoAction(m_result, m_org_val, m_operand, "*"); return m_result; }}; // "ConcreteCommand" classclass DivisionCommand public Command {public DivisionCommand(Display *disp, double operand) Command(disp, operand) { } double Execute(double cur_val) { if (m_operand == 0) { cout "division error." endl; return cur_val; } else { m_org_val = cur_val; m_result = m_org_val / m_operand; m_disp- Action(m_result, m_org_val, m_operand, "/"); return m_result; } } double Undo() { m_disp- UndoAction(m_org_val); return m_org_val; } double Redo() { m_disp- RedoAction(m_result, m_org_val, m_operand, "/"); return m_result; }}; // "Invoker" classclass Calculator {public Calculator(double init_val) { m_cur_val = init_val; cout "initial value " m_cur_val endl; m_cur_cmd_it = m_history.begin(); } ~Calculator() { list Command* iterator it = m_history.begin(); while (it != m_history.end()) { delete *it; ++it; } } void Exec(Command *cmd) { if (m_cur_cmd_it != m_history.begin()) { // 戻した分を削除 m_history.erase(m_history.begin(), m_cur_cmd_it); } m_history.push_front(cmd); // 先頭に追加 m_cur_cmd_it = m_history.begin(); m_cur_val = cmd- Execute(m_cur_val); } void Undo(unsigned int num = 1) { while (num--) { if (m_cur_cmd_it == m_history.end()) { cout "could not undo." endl; break; } m_cur_val = (*m_cur_cmd_it)- Undo(); ++m_cur_cmd_it; } } void Redo(unsigned int num = 1) { while (num--) { if (m_cur_cmd_it == m_history.begin()) { cout "could not redo." endl; return; } --m_cur_cmd_it; m_cur_val = (*m_cur_cmd_it)- Redo(); } }private double m_cur_val; list Command* m_history; list Command* iterator m_cur_cmd_it;}; // clientint main() { // invoker Calculator *calc = new Calculator(0); // receiver Display *disp = new Display(); calc- Exec(new PlusCommand(disp, 10)); // 10 calc- Exec(new PlusCommand(disp, 10)); // 20 calc- Exec(new MinusCommand(disp, 5)); // 15 calc- Exec(new MultiplicationCommand(disp, 3)); // 45 calc- Exec(new DivisionCommand(disp, 10)); // 4.5 calc- Undo(3); // 45 = 15 = 20 calc- Redo(2); // 15 = 45 calc- Exec(new PlusCommand(disp, 12)); // 57 calc- Exec(new MinusCommand(disp, 2)); // 55 calc- Exec(new DivisionCommand(disp, 10)); // 5.5 calc- Undo(); // 55 calc- Redo(2); delete disp; delete calc; return 0;} 出力 initial value 0 10 (0 + 10) 20 (10 + 10) 15 (20 - 5) 45 (15 * 3) 4.5 (45 / 10) [undo] 45 [undo] 15 [undo] 20 [redo] 15 (20 - 5) [redo] 45 (15 * 3) 57 (45 + 12) 55 (57 - 2) 5.5 (55 / 10) [undo] 55 [redo] 5.5 (55 / 10) could not redo. 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 Command http //japan.internet.com/developer/20081003/26.html
https://w.atwiki.jp/infinityengine/pages/21.html
index Combat in Baldur's GateMore Than just Hack and Slash Personal Initiative Round, Speed factors, and Casting times The Attack Roll Critical Hits and Misses Improving the Odds in Combat Dexterity Modifiers for Missile Weapons Missile weapons in combat – Rate of fire Casting SpellsSpell Disruption Saving ThrowsSave vs. Paralyzation, Poison, and Death Magic Save vs. Rod, Staff, or Wand Save vs. Petrification or Polymorph Save vs. Breath Weapon Save vs. Spell Modifying Saving Throws Morale Combat Effects and RecoveryHealing and Hit PointsNatural Healing Magical Healing Raising the Dead Paralysis Poison Combat in Baldur s Gate As discussed above, Baldur’s Gate follows the AD D rule system closely. The main difference lies in the real-time adaptations to the personal initiative rounds. The computer takes care of most of the underlying rules, to allow you to become more immersed in the story and the world of the game. More Than just Hack and Slash As important as fighting is to the AD D game, it isn’t the be-all and end-all of play. It’s just one way for characters to deal with situations. If characters could do nothing but fight, the game would quickly get boring – every encounter would be the same. Because there is more to the game than fighting, we’ll cover much more than simple hack-and-slash combat here. In addition to explaining the basic mechanics of hitting and missing, there are rules for turning undead, special ways to attack and defend, poison, heroic feats, and more. Remember that we follow a modified round based system – as described below. Everyone (characters, NPC’s, monsters) is on their own personal initiative rounds. Any time you want you can pause the game (click on the clock or hit the space bar) and assign commands – then restart the game by unpausing, in the same way. Personal Initiative Round, Speed factors, and Casting times In Baldur’s Gate, to allow for the realtime based combat and movement, each character and monster is on an independent personal initiative round, which is six seconds long. Within the personal initiative round, all of the rules of the AD D game are used, including speed factors for weapons and casting time for spells. For higher level characters who can attack more than once per round with a given weapon, the speed factor of the weapon determines when exactly in the six second round the attacks will occur. Speed factors are numbers between 1 and 10 (indicating 1/10 of a round and 10/10ths of a round respectively for a character that can attack once per round with a weapon). Casting times for priests and wizards are exactly analogous to speed factors of weapons – the casting times are between 1 and 10, and represent how quickly a mage or priest can release a spell (the lower the number, the faster the cast, just as for speed factors). Initiative is determined by a combination of ability, situation, and chance. In Baldur’s Gate initiative is used as a random variation on how quickly characters can initiate their attacks or spells. It adjusts the speed factor of a spell or weapon slightly. Armor Class (AC) is the protective rating of a type of armor. Armor provides protection by reducing the chance that a character is attacked successfully (and suffers damage). Armor does not absorb damage, it prevents it. A fighter in full plate mail may be a slow-moving target, but penetrating his armor to cause any damage is no small task. Armor Class is measured on a scale from 10, the worst (no armor), to less than zero. The lower the number, the better (armor classes less than -10 occur only with very powerful magical armors). Shields and helmets can also improve the AC of a character. Abilities and situations can also affect a character’s Armor Class. High Dexterity gives a bonus to Armor Class, for example. THACO is an acronym for ”To Hit Armor Class 0.” This is the number a character, NPC, or monster needs to attack an Armor Class 0 target successfully. THACO depends on a character’s class and level. The THACO number can be used to calculate the number needed to hit any Armor Class. At the heart of the combat system is the Attack Roll, the die roll that determines whether an attack succeeds or fails. The number a player needs in order to make a successful attack roll is also called the “to hit” number, which is determined by the computer by taking a character’s THACO and adjusting according to the Armor Class of the target. Attack rolls are used for attacks with swords, bows, rocks, and other weapons, as well as blows from fists, and other hand-to-hand attacks. In Baldur’s Gate the ”to hit” roll is done behind the scenes for you – if your character is successful, he hits – if not, he swings and misses. The Attack Roll When an attack is made, the Armor Class of the opponent being attacked is subtracted from the THAC0 of the attacker. The resulting number is the what the attacker must ‘roll’ in order to hit the opponent. This “roll of the die” is done with a d20, or twenty sided die, resulting in a number between 1 and 20. If the attacker rolls the number necessary or higher, then the attack is successful, and damage is done. If the attack is unsuccessful, then the attacker missed completely or was unable to penetrate the opponent’s armor. For example, a 3rd-level fighter fighter has a THAC0 of 18. He is attacking a hobgoblin with an AC of 5. The AC of the hobgoblin is subtracted from the THAC0, giving a “to hit” number of 13. If the fighter rolls a 13 or higher on the twenty-sided die, he hits successfully and does damage. Critical Hits and Misses If a character rolls a ‘natural’ 20 to hit (that is, the attack roll before modifiers are applied is a 20) then a critical hit occurs and damage for that attack will be doubled. A roll of ‘natural’ 1 is considered a critical miss and imposes a time penalty on the character to recover. Regardless of Armor Class, a ‘natural’ 20 always hits, a ‘natural’ 1 always misses. Improving the Odds in Combat In combat, many factors can modify the number a character needs for a successful hit. These variables are reflected in modifiers to the to-hit number or to the attack roll. Strength Modifiers A character’s Strength can modify the die roll, altering both the chance to hit and the damage caused. This modifier is always applied to melees and attacks with hurled missile weapons (a dagger or an axe). Magical items The magical properties of a weapon can also modify combat. Items that impart a bonus to the attack roll or Armor Class are identified by a plus sign. For example, a sword +1 improves a character’s chance to hit by one and inflicts +1 damage if the attack is successful. A suit of chain mail +1 improves the Armor Class of the character by one beyond normal, “non-magical” chain mail (which means you subtract one from the character’s AC, changing an AC of 5 to an AC of 4, for example). Cursed items have a negative modifier (a penalty), resulting in a subtraction from the attack roll or an addition to Armor Class. There is no limit to the number of modifiers that can be applied to a single die roll. Nor is there a limit to the positive or negative number (the total of all modifiers) that can be applied to a die roll. Dexterity Modifiers for Missile Weapons Dexterity affects the character’s ability to attack with a missile weapon. Like Strength modifiers, higher Dexterity will increase the chances to hit, lower Dexterity will lessen the chances of attacking effectively. Dexterity only affects the chances to hit and does not affect the amount of damage inflicted by a missile weapon. Missile weapons in combat – Rate of fire Bows, crossbows, and many other missile weapons have different rates of fire (ROF) – the number of missiles they can shoot in a single round. Arrows can be notched and let loose at a rate of up to two shots per round. Some weapons (such as heavy crossbows) take a long time to load and can be fired only once every round. Darts can be hurled at a rate of several per round. Whatever the ROF, multiple missile shots are handled the same way as other multiple attacks for the purposes of determining initiative. The ROF of each missile weapon is listed in the Weapons Tables on page pg 141. Casting Spells Both wizards and priests use the same rules for casting spells. To cast a spell, the character must first have the spell memorized. If it is not memorized, the spell cannot be cast. The caster must be able to speak (not under the effects of a Silence spell or gagged) and have both arms free (not paralyzed, for example). If the spell is targeted on a person, place, or thing, the caster must be able to see the target. It is not enough to cast a Fireball 150 feet ahead into the darkness; the caster must be able to see the point of explosion and the intervening distance. Once the casting has begun, the character must stand still. (If you choose not to have a spell caster cast a spell after you have selected the spell, but before you have selected a target, you can R-click to cancel the spell and it will not be lost from memory.) Spell Disruption If the spellcaster is struck by a weapon or fails to make a saving throw before the spell is cast, the caster’s concentration is disrupted. The spell is lost in a fizzle of useless energy and is wiped clean from the memory of the caster until it can be rememorized. Spellcasters are well advised not to stand at the front of any battle, at least if they want to be able to cast any spells! Saving Throws Saving Throws are measures of a character’s resistance to special types of attacks – poisons, magic, and attacks that affect the whole body or mind of the character. The ability to make successful saving throws improves as the character increases in level. If a saving throw is made this may reduce damage or prevent the effects of a spell or attack entirely. Some spells (e.g. the Protection spells) greatly improve saving throws against different type of attacks. Save vs. Paralyzation, Poison, and Death Magic This is used whenever a character is affected by a paralyzing attack (regardless of source), poison (of any strength), or certain spells and magical items that otherwise kill the character outright (as listed in their descriptions). Save vs. Rod, Staff, or Wand As its name implies, this is used whenever a character is affected by the powers of a rod, staff, or wand, provided another save of higher priority isn’t called for. Save vs. Petrification or Polymorph This is used any time a character is turned to stone (petrified) or polymorphed by a monster, spell, or magical item (other than a wand). Save vs. Breath Weapon A character uses this save when facing monsters with breath weapons, particularly the powerful blast of a dragon. Save vs. Spell This is used whenever a character attempts to resist the effects of a magical attack, either by a spellcaster or from a magical item, provided no other type of saving throw is specified. This save can also be used to resist an attack that defies any other classification. Modifying Saving Throws Saving throws can be modified by magical items, specific rules, and special situations. These modifiers can increase or decrease the chance of a successful saving throw. Magical items like cloaks and rings of protection give bonuses to a character’s saving throw. Magical armor allows a saving throw bonus only when the save is made necessary by something physical, whether normal or magical. Specific spells and magical items have effects, both good and ill, on a character’s saving throws. Some spells force the victim to save with a penalty, which makes even the most innocuous spell quite dangerous. (Specific information can be found in the spell descriptions below.) Morale Each creature has a base morale level that affects whether it fights or runs during a battle. The only character that is unaffected by morale is the first character you create – other characters joining your party have morale dialogue and scripts. Every creature is scripted to react somewhat differently when morale breaks – and often they will break at different levels of morale, or choose different types of attack depending on what the current morale level is (melee if morale is high, ranged attacks if morale is lower, for example). Each creature has a recovery time which indicates how long it takes for that creature’s morale to return to its base level – if someone’s morale fails, it will slowly creep back to the baseline. If someone in your party fails a morale check their selection circle will turn yellow (from green). Morale is positively influenced by having a leader (the topmost character in the portraits) with high Charisma, by the environment that the creature is located in (e.g. kobolds and drow like being underground more than they do wide open spaces outside), by some spells (e.g. Remove Fear), and by the type of enemies that are visible (easy enemies will raise morale). Morale is negatively influenced by factors such as being attacked by powerful magic, by seeing someone in the party killed or knocked unconscious, by losing a lot of hit points, or by spotting a difficult foe. Combat Effects and Recovery Damage, wounds, and death are what can happen to a character when an opponent attacks him successfully. Damage can also occur as a result of poison, fire, falling, acid, and by trying anything even remotely dangerous in the real world. Damage from most attacks is measured in hit points (hp). Each character has a current hit point total and a maximum hit point total. Each time a character is hit, he suffers points of damage. These points are subtracted from the character’s current hit point total. When this reaches 0, the character is dead. If one of your characters suffers massive damage, he or she will be forever dead, beyond hope of resurrection. Healing and Hit Points Once a character is wounded, the player should naturally want to get him healed. Characters can heal either by natural or magical means. Natural healing is slow, but it’s available to all characters, regardless of class. Magical healing may or may not be available, depending on the presence (or absence) of spellcasters or magical devices. The only limit to the amount of damage a character can recover through healing is the maximum hit points the character has. (Note some necromantic spells can improve maximum hit points, but only for a limited period of time.) Natural Healing Characters heal naturally at a rate of several hit points per period (eight hours) of rest. Rest is defined as low activity. If a character rests in a comfortable room in an inn, he or she will recover progressively more hit points the better the room – but of course this costs more. Camping in the wilds will allow for memorization of spells, but will not allow many hit points to be regained. Resting is only possible when there are no enemies within visible range of your party – if there are, you must move away, or make them your friends (Charm, dialogue, etc.) before you can rest. Some creatures may attack your party while resting; if this happens, you will not heal or memorize spells. Magical Healing Healing spells, potions, and magical devices can speed the process of healing considerably. The specifics of such magical healing methods are described in the spell descriptions below. By using these methods, wounds close instantly and vigor is restored. The effects are immediate. Magical healing is particularly useful in the midst of combat or in preparation for a dangerous encounter. Remember, however that the characters’ opponents are just as likely to have access to magical healing as the characters – an evil high priest is likely to carry healing spells to bestow on his own followers and guards. Healing occurs to the maximum hit point total for a given character only, never beyond this. Raising the Dead Curative and healing spells have no effect on a dead character – he can only be returned to life with a Raise Dead or Resurrection spell (or a device that accomplishes one of these effects). A newly raised character will be quite weak (one hit point) and will require additional healing to be effective in combat. Paralysis A character or creature affected by paralysis becomes totally immobile for the duration of the spell’s effect. The victim can breathe, think, see, and hear, but he is unable to speak or move in any manner. Poison A character or creature that is attacked with a poisoned weapon or by a venomous creature must make a saving throw vs poison. Depending on the type of poison, this saving throw will either negate the effects of the poison or lessen them. Poisons are usually deadly within hours, so finding quick treatment is recommended.
https://w.atwiki.jp/dust514/pages/18.html
DUST 514 is a constantly evolving game.Futere version will include more features,improved functionality and bug fixes. NEW FEATURES Items Heavy Machine Gun Shotgun Nanite injector(non-final asset) Remote explosive Boosters Environment New dynamic sky and fog system Mechanics Basic scan system implemented. Passive scanning possible on entities. UI in-progress. Squad orders Players can now place squad orders- Attach, Defend, Capture, and Rally- on entities. Fitting Items in a fit can be restocked to the desired amount directly from the fitting page. Multi-channel voice and text chat. Playeres will now auto-join Corp Chat when entering game, Team Chat when entering a match and Suad Chatwhen joining a squad. Contacts Add,block and watch other players. Quick weapon switch Tap to cycle between weapons and equipment. Contest streaming Progress loading bars include more detailed status of download. In-game Aurum purchasing Ability to purchase AUR packs from the Playstation Store directly from the game client. IMPROVEMNTS Art and UI New Caldari Large Railgun and Gallente Blaster models Option UI redesigned Character portraits added allowing players to choose from a pre-rendered list of portraits character creation Animations and VFX jamming and overheating VFX on weapons. Improved death animations - directional and explosive. Ladder climing animations. Blood impact effects onmkill shot. Deferred lighting on muzzle flash. Environment Updated Biomass outpost(New roof tops, vehicles replaced cargo containers, two new towers). Improved mini-map fidelity. Mechanics Improved LAV and HAV handling. New skills and tweaks to existing skills. Nerfed AV grenade damage against infantry. Reduced sniper rifle scope sway and increased scoped tracking speed. Increased Armor plate module bonus to offset speed reduction. Reduced movement speed in scoped mode to help address strafe-dancing. Three starting militia fits given to newly created characters. Increased starting skill allotment. Technical Game settings are now saved loccally on your PS3 instead of on the DUST servers. Bug fixes Client sometimes fails to join a battle. Crash when entering a battle from the MQ. Player s shield/armor bar is empty and no weapon can be selected after learning full skill. Killing the player piloting the drop ship will not be recoreded on the killboard. No ISK, AURUM, item or config of fitting after selecting a character. Able to target driver and passengers with vehicle modules while in 3rd person view. The default remote shield booster doesn t work on the Limbus. Recticle is permanently fully expanded for weapons tha don t have dispersion enabled. Kill/Death stats are not correctly incremented when the victim is in a turret. Missing message body for player join/leave game events. The damage multiplier of the two logisitics LAV is incorrect. Known Issues in the current build Marketplace Region jumping may cause the unallocated aurum lost. The "SORT"function does not work in the Marketplace. Some placeholder images in the Market place are place holders The Marketplace category loading speed is low Category description in the Marketplace may overlap with the group tab The cheapest unallcated Aurum packs in user s account will be assigned to the character s wallet regardless of which Aurum pack the character purchased from the in-game Title Store The spinner will freeze for up to 5 seconds when opening the "Buy AUR" window "Nan" is displayed if the character has no ISK or AUR when restocking AUR and ISK s icons and digits do not share the same colors schemes Animation Third person animation will not be refreshed when running back and forth Third person animation is shaky when he is caught by the first time in a certain distance Installation turret rotation animation in first person view is jumpy Jumping while zooming in with sniper rifle wikk cause the first person camere to shake Graphics On rare occasions the Minimap may appear with the wrong color when joins a new battle Effects On rare occasions user may see bleed-out effect after respawn UI NEOCOM- the back button does not take effect before pages are loaded There is a brief delay when switching between UI pages on NEOCOM Users is required to choose a Fit before he spawns into a battle, even he has flagged one of his Fits as Favorite When there is only 1 remaining item in the user S Assets list, that type can still be fitted to character or vehicles, which will cause that Fit to become invalid defenders do not see the MCC s health indicator The "unlimited" indicator of Clone Reserve is too small All Squad leaders other than Squad 0 cannot be displayed The recticle of the Swarm Launcher will disappear if the user spawns on a Dropship Under heavy lag conditions the user may observe false players with no nametags MCC shied bar is displayed incorrectly after the user returns from overview map Collision Vehicle s large turret may block the camera if the user is using the small turret In rare locations, the user s first person camera may raise if he collides with walls, vehicles or installations When climbing ladders, the user s first person camera may clip into his weapons if he changes the camera angles quickly Game Mechanics On rare occasions turrets may disappear on the installations On rare occasions the user may get stuck in the bleed-out state after being killed Anti MCC turret B will stop working after turret A and C have been hacked No installations will be displayed from the installtion menu in Overview Map 3rd party compatibility On very rare occasions the user may get stuck on the character selection screen in Merc Quarters if unplugging network cable after selecting a character On very rare occasions PS3 may crash when the user quit the game On very rare occasions user may get a data corrukt message in game, restarting the title resolves the issue
https://w.atwiki.jp/mrfrtech/pages/104.html
Market Scenario Interactive voice response is an advanced technology allowing humans to interact with computer-operated phone systems. This technology, with various improvements, is growing in higher demand, especially in the telecommunication sector. Hence, the Interactive Voice Response Market is showing a good growth rate. The presence of growth drivers such as self-service application costs is minimized due to the efforts of industrial players in the market. Cloud infrastructure development is highly focused. These are extensively driving the global Interactive Voice Response Market. Technological advancement is leading to the market’s growth. Therefore, key players play a massive role in the market’s development. The technology uses cloud hosting for rapid elasticity to adjust resources by allowing the cloud tools. It offers efficient service delivery and manages the portals and control panels with excellent tools and automation techniques. The COVID-19 pandemic has negatively impacted the Interactive Voice Response Market. The operation process was halted during the first half of the pandemic. The market demand reduced, which affected the supply chain process. The investors have stopped their investment due to the economic loss. But in the following days, the market faced steady growth due to its major applications. The Interactive Voice Response Market is estimated to reach a value of USD 3.7 Billion by 2023 and a CAGR of 7 % from 2023 to 2027 during the forecast period. Request a Free Sample @ https //www.marketresearchfuture.com/sample_request/4274 Competitive Outlook The outstanding companies in the interactive voice response market are West Corporation (U.S.), Nuance Communications, Inc. (U.S.), Convergys Corporation (U.S.), Genesys Telecommunication Laboratories, Inc. (U.S.), 8X8, Inc. (U.S.), Avaya Inc. (U.S.), Cisco Systems, Inc. (U.S.), AT T Inc. (U.S.), Verizon Communications Inc. (U.S.), IVR Lab (U.S.) and others. Segmentation The Interactive Voice Response Market is Segregated into solutions, technology, services, deployment, organization type, and verticals. The solution segment is categorized into Outbound, Call Routing and Self-Service. The technology segment is classified into Text to Speech, Speech Based, and Touch Tone Based. The service segment of the market includes installation, maintenance and support, and training and education. The deployment segment consists of Cloud and On-Premise. The cloud segment will notice significant growth due to its features like minimal cost price with the IT infrastructure and business. The organization size is segmented based on small and medium organizations and large organizations. The large organization segment will notice the highest share in the forecast period. The verticals segment of the market is segregated into IT Telecommunication, Consumer Goods Retail, Healthcare, Education and Government, BFSI, Travel, Media Entertainment, Transportation Logistics, and Others. Regional Analysis The regional data of the Interactive Voice Response Market covers the prominent regions around the world, such as the European region, Asia-Pacific, North American region, South America, and other regions. The North American region will occupy the largest market size in the forecast period. The region is enhanced due to the implementation of efficient IVR systems by telecommunication companies in the region. The better network infrastructure and large-scale adoption of interactive voice response in small and large enterprises is another region accelerating the regional market of this region. The Asia-Pacific region will register the highest CAGR percent due to industry verticals such as telecommunication, government, BFSI, healthcare, and public. Industry News GL Communications Inc., a telecom test and measurement solution, announced its solutions for testing call center functionality by generating hundreds of calls automatically from the lab environment or the Public Switched Telephone Network (PSTN). GL’s Bulk Call Generation for Load Test Call Centers can test Voicemail (VM) functionality, Interactive Voice Response (IVR), and measure voice quality. Browse Full Report Details @ https //www.marketresearchfuture.com/reports/interactive-voice-response-market-4274 Table of Contents 1Executive Summary 2Scope of the Report 2.1Market Definition 2.2Scope of the Study 2.2.1Research objectives 2.2.2Assumptions Limitations 2.3Markets Structure Continued…. View Similar Report * https //writeonwall.com/virtual-classroom-market-revenue-estimation-sales-and-growth-opportunities-price-business-overview-trends-demand-trends-share-size-and-forecast-to-2027/ Geospatial Market Research Report - Global Forecast 2030 https //www.marketresearchfuture.com/reports/geospatial-market-2441 About Market Research Future At Market Research Future (MRFR), we enable our customers to unravel the complexity of various industries through our Cooked Research Report (CRR), Half-Cooked Research Reports (HCRR), Raw Research Reports (3R), Continuous-Feed Research (CFR), and Market Research Consulting Services. Contact Market Research Future (Part of Wantstats Research and Media Private Limited) 99 Hudson Street, 5Th Floor New York, NY 10013 United States of America 1 628 258 0071 (US) 44 2035 002 764 (UK) Email sales@marketresearchfuture.com Website https //www.marketresearchfuture.com
https://w.atwiki.jp/touhoukashi/pages/3793.html
【登録タグ DiGiTAL WiNG U peЯoco. オリエンタルダークフライト デジウィ BEST 曲】 【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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visibility hidden; position absolute; top -8.5px; left 42.5%; border-width 5px; border-style solid; border-color #555 transparent transparent transparent; opacity 0; transition 0.7s; } .not_in_card hover after, .inaudible .img hover after { content ; visibility visible; top -13.5px; left 42.5%; opacity 0.8; transition 0.3s; } .not_in_card after { top -2.5px; left 50%; } .not_in_card hover after { top -7.5px; left 50%; } .not_in_card.hide after { visibility hidden; top -2.5px; opacity 0; transition 0.7s; } /** For mobile device styling **/ .uk-overflow-container { display inline; } #trackinfo.mobile { display table; float none; width 100%; margin auto; margin-bottom 1em; } #trackinfo.mobile th { text-transform none; } #trackinfo.mobile tbody tr not(.media) th { text-align left; background-color unset; } #trackinfo.mobile td { white-space normal; } document.addEventListener( DOMContentLoaded , function() { use strict ; const headers = { title アルバム別曲名 , album アルバム , circle サークル , vocal Vocal , lyric Lyric , chorus Chorus , narrator Narration , rap Rap , voice Voice , whistle Whistle (口笛) , translate Translation (翻訳) , arrange Arrange , artist Artist , bass Bass , cajon Cajon (カホン) , drum Drum , guitar Guitar , keyboard Keyboard , mc MC , mix Mix , piano Piano , sax Sax , strings Strings , synthesizer Synthesizer , trumpet Trumpet , violin Violin , original 原曲 , image_song イメージ曲 }; 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https://w.atwiki.jp/dissertacao/pages/66.html
Prática http //www.marketing-e-cultura.com.br/website/pratica/prat001-b.php?cod_artigo=17 Marketing e Cultura comunhão de bens (2004, segundo semestre) Manoel Marcondes Machado Neto Marketing cultural é a atividade deliberada de viabilização físico-financeira de produtos e serviços que, comercializados ou franqueados, venham atender às demandas de fruição e enriquecimento cultural da sociedade. Primeiro foi a lei 7.505, de 2 de julho de 1986, (Lei Sarney, de incentivos fiscais à cultura), que iniciou uma nova era de mecenato no Brasil – muito embora o termo mecenato não seja o mais adequado para denominar as práticas amparadas por aquele instrumento inaugural de uma era, sim, mas de marketing cultural. Aquela lei e suas sucessivas regulamentações abriram caminho para uma visão complementar à ação do Estado no que concerne à produção cultural. Desvinculada da educação, a cultura ganhava status de ministério e num efeito cascata, estados e municípios passaram a separar as responsabilidades também em secretarias distintas. Como se fosse possível separar a cultura da educação... Sendo a cultura uma atividade econômica que movimenta cerca de 1% do PIB no Brasil, seria razoável reivindicar que o Estado alocasse 1% de seu orçamento para o setor (o que significaria, em 2004, algo em torno de 15 bilhões de reais), ao invés do atual 1 bilhão de reais investido, somados união, estados e municípios, seja com dotações orçamentárias, seja por meio de incentivos fiscais. Como isso não acontece, vêm as políticas "compensatórias" de incentivos. No entanto, qualquer política desse tipo, deve ter um caráter complementar em termos de obtenção de recursos e, por princípio, vigorar por tempo determinado. Naquele primeiro momento, as empresas puderam financiar ações culturais através da renúncia fiscal, desde que tais ações fossem levadas a cabo por produtores artístico-culturais – tanto públicos quanto privados. Essas organizações, pré-existentes ou não à lei, deveriam comprovar, junto ao Ministério da Cultura, seu objetivo de produzir e difundir a cultura e então obter um registro no Cadastro Nacional de Pessoas Jurídicas de Natureza Cultural (CNPC) – sob o controle do MinC e da Secretaria da Receita Federal do Ministério da Fazenda. O centro das ações de captação de recursos e de produção artístico-cultural era, pois, uma entidade, a qual, depois de recebido certo aporte de recursos, a título de doação ou patrocínio, deveria prestar contas ao fisco e ao MinC sobre a sua correta aplicação. Desvios eram punidos com a perda do registro. Uma segunda checagem podia ser feita a partir dos registros contábeis da empresa-patrocinadora. E o ciclo se fechava na relação empresarial entre entidade-produtora e cliente-patrocinador. Organizações que não gerassem bons resultados ou que mal-versassem recursos eram proscritas no meio. Essa abordagem, na qual o produtor era o elemento central da ação de marketing cultural é o que denominamos de primeira geração. Com a saída de cena da Lei Sarney, em 1990, eliminada que foi, junto a todas as demais leis de incentivos fiscais pelo governo Collor, surgiria, em 23 de dezembro de 1991, a lei 8.313 (Lei Rouanet) e, mais tarde, a lei 8.685 (Lei do audiovisual), de 20 de julho de 1993. Essas leis colocaram os projetos culturais no centro da ação de marketing cultural. Os projetos é que passaram a ser analisados e aprovados ou não pelo MinC (e secretarias de cultura estaduais e municipais pelo país afora, com base em sucessivas leis nessas esferas), como passíveis de captação de recursos hábeis à renúncia fiscal. Nessa altura não somente o imposto de renda (federal) passou a ser parcialmente “desviado” para a cultura diretamente pelos contribuintes, como também o foram parcelas do principal tributo estadual (o ICMS) e dos principais tributos municipais (ISS e IPTU). Não importava quem propunha a ação. Bastava que fosse um contribuinte cadastrado. E a questão crucial passou a ser, a partir daí, o montante que governos federal, estaduais e municipais permitiriam que fosse desviado (renunciado ou incentivado, como queiram) a título de apoio à cultura. Em toda essa década de Plano Real o marketing cultural funcionou assim. Essa fase em que o projeto constituiu o elemento central da ação de marketing cultural é o que chamamos de segunda geração. Estamos assistindo, diante das discussões postas pelo próprio MinC, os estertores desse ciclo. O que virá depois? Uma vez que a sociedade civil passa a constituir-se como o centro das atenções globais, que os governos vêem-se cada vez mais premidos pela responsabilidade fiscal e pelo contingenciamento de verbas e que a empresa privada vê-se cada vez mais pública, num novo sentido do termo, refém dos standards da governança corporativa, torna-se praticamente impossível a manutenção das velhas práticas de marketing cultural. Marketing Cultural de Terceira Geração (ou a transição para o fim dos incentivos fiscais à cultura) Uma nova forma de viabilização da produção artístico-cultural deve ser fundada no Brasil. Algo fora – o mais possível – dos apadrinhamentos, do amadorismo e dos orçamentos tipo “me engana que eu gosto”. Sem abrir mão da devida programação orçamentária para custeio e manutenção, as instituições culturais públicas precisam, de uma vez por todas, adotar uma filosofia de marketing. Afinal estamos todos imersos nesse mercado global em que se transformou o planeta. Não é mais possível que um museu federal, um teatro estadual ou um centro cultural municipal não procedam a uma auto-análise mercadológica para verificar com o quê estão concorrendo. Com quem estarão disputando o milagre da escolha soberana do cidadão-platéia. Conquistá-lo tem que ser seu objetivo final. Precisam, pois, exercitar competentemente seu marketing cultural de fim. As instituições privadas, por sua vez, precisam descobrir o caminho inexorável da auto-sustentabilidade. Muitas, aliás, já o encontraram. Artistas e produtores culturais necessitam urgentemente ver-se como entes pertencentes a um mercado. Sim, um mercado de arte, de cultura, de entretenimento e de trabalho. E um mercado altamente competitivo, no qual o amadorismo é punido com o pior dos esquecimentos – a morte. Uma visão de negócios, no puro sentido do termo (de não-ócio) e de empreendedorismo precisa ser posta em prática por profissionais que se estabeleçam no entorno do artista. Para praticar competentemente um marketing cultural de agente. Patrocinadores, dentre as organizações públicas e privadas, cada vez mais necessitadas de comunicar a seus públicos a que vieram – para além do lucro – e last but not the least – as pessoas físicas deste país, têm que responder ao chamamento de uma cidadania coletiva, que alcance mais que a simples satisfação das necessidades e desejos individuais. Para as primeiras, que têm no patrocínio mais um veículo para sua comunicação de marca institucional ou de produto/serviço, urge praticar competentemente um marketing cultural de meio, independente de incentivos fiscais, e, finalmente, para os cidadãos, que tal analisar já, com boa antecedência, as centenas de opções disponíveis (por enquanto) para a destinação de até 6% de seu imposto de renda a pagar, exercício 2004 ? Manoel Marcondes Machado Neto Autor do livro “Marketing Cultural das práticas à teoria”, editado pela Ciência Moderna. Atuou em produção cultural entre 1983 e 1993. Dedicou-se ao doutorado em Ciências da Comunicação na ECA/USP de 1996 a 2000, com o apoio da UERJ (PROCAD) e da CAPES (PICDT). É professor da Faculdade de Comunicação Social da UERJ. Voltar ao topo
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【登録タグ 3L A-One C TOHO EUROBEAT VOL.2 懐かしき東方の血 ~ Old World 曲】 【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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const rPagename = /(?=^|.*
https://w.atwiki.jp/cod4mod/pages/40.html
These are the default hot key commands for Call of Duty 4 Radiant level editing. これらは Call of Duty 4 Radiant レベル編集のためのデフォルトホットキーコマンドです。 ToggleOutlineDraw J ToggleTintDraw Shift + J CSGMerge Control + U AutoCaulk Alt + C ViewFilters F HideSelected H HideUnSelected Alt + H ShowHidden Shift + H ShowLastHidden Shift + Control + H FitBrush Shift + B AdvancedCurveEdit Y SelectionKeyValue Shift + Control + F ToggleLockPatchVertices Control + Period ToggleUnlockPatchVertices Shift + Control + Period ToggleTurnTerrainEdges Control + ¿ ShowTexturesInUse U ViewTextures T ThickenPatch Shift + Control + T AddTerrainRow Shift + Control + A ExtrudeTerrainRow Alt + O RemoveTerrainRow Shift + Control + Q SplitPatch Shift + Control + X SurfaceInspector S PatchInspector Shift + S ApplyPatchCap Shift + Control + P TolerantWeld Shift + Control + J RedisperseVertices Shift + F RedisperseRows Shift + E RedisperseCols Shift + Control + E InvertCurveTextureX Shift + Control + I InvertCurveTextureY Shift + I InvertCurve Control + I IncPatchColumn Shift + Control + Plus IncPatchRow Control + Plus DecPatchColumn Shift + Control + Subtract DecPatchRow Control + Subtract Patch TAB Tab Patch TAB Shift + Tab TogglePatchWireframes Shift + W SelectNudgeDown Alt + Down EntityColor K CameraForward Up CameraBack Down CameraLeft Left CameraRight Right Vertex Select Up Control + Up Vertex Select Down Control + Down CameraUp D CameraDown C CameraAngleUp A CameraAngleDown Z CameraStrafeRight Period CameraStrafeLeft Comma ToggleGrid 0 SetGridPointFive ~ SetGrid1 1 SetGrid2 2 SetGrid4 3 SetGrid8 4 SetGrid16 5 SetGrid32 6 SetGrid64 7 SetGrid256 8 SetGrid512 9 DragEdges E DragVertices V ViewEntityInfo N ViewConsole O CloneSelection Space DeleteSelection Backspace UnSelectSelection Escape InvertSelection I CenterView End ZoomOut Insert ZoomIn Delete SelectPrev Shift + Comma SelectNext Shift + Period UpFloor PageUp DownFloor PageDown LinkSelectionToggle Shift + O ToggleClipper X ToggleCrosshairs Shift + X ToggleTexMoveLock Shift + T ToggleTexRotateLock Shift + R ToggleLightmapLock RemoveColorNode Control + R ToggleLayers L Preferences P ToggleCamera Shift + Control + C ToggleView Shift + Control + V DropVertices Shift + Alt + Control + D RotateZ Shift + D ToggleZ Shift + Control + Z SameTargetname B SameTarget Control + B ConnectSelection W SetViewToEntity F6 SplaySelection Alt + W SelectConnectedEntities Alt + Control + E SelectTargettedEntities Control + E PatchMatrixTranspose Shift + Control + M MakeDetail Shift + Control + D MakeWeaponClip Shift + Control + W MakeNonColliding Shift + Control + Minus MakeSplitCoplanarGeo MakeDontSplitCoplanarGeo MapInfo M NextLeakSpot Shift + Control + K PrevLeakSpot Shift + Control + L FileOpen Control + O FileSave Control + S Quit NextView Control + Tab ClipSelected Return SplitSelected Shift + Return FlipClip Control + Return MouseRotate R Copy Control + C Paste Control + V Undo Control + Z Redo Control + Y ZZoomOut Control + Insert ZZoomIn Control + Delete TexDecrement Shift + Subtract TexIncrement Shift + Plus TextureFit Control + F TextureFitAll Alt + Control + F TexRotateClock Control + Left TexRotateCounter Control + Right TexShiftLeft Shift + Left TexShiftRight Shift + Right TexShiftUp Shift + Up TexShiftDown Shift + Down TexLayerCycle Shift + L TexLayerMaterial TexLayerLightmap GridDown [ GridUp ] TexScaleLeft Control + Left TexScaleRight Control + Right LightShiftUp Alt + ] LightShiftDown Alt + [ CyclinderHeightUp Alt + Period CyclinderHeightDown Alt + Comma AssociateEntities Shift + G VehicleGroup Shift + V DynEntities Shift + Y DisassociateEntities Shift + Control + G SelectedAssociated Control + X OverBrightShiftUp Shift + ] OverBrightShiftDown Shift + [ CubicClipZoomOut Control + ] CubicClipZoomIn Control + [ ToggleCubicClip Control + \ MoveSelectionDOWN Subtract MoveSelectionUP Plus LinkSelected Alt + Q SelectNudgeLeft Alt + Left GetDistance Alt + F1 AutoEdgeTurn Alt + F2 SelectNudgeRight Alt + Right SelectNudgeUp Alt + Up CycleCapTexturePatch Shift + Control + N NaturalizePatch Control + N ToggleSnapToGrid Alt + Control + G SelectSnapPointsToGrid Control + G ShowAllTextures Control + A SelectAllOfType Shift + A SelectAllOfTypeRecurse Alt + A CapCurrentCurve Shift + C MakeStructural Shift + Control + S Center2DOnCamera Alt + X EnterPrefab Alt + PageDown LeavePrefab Alt + PageUp LightPreviewToggle F8 LightPreviewStart Shift + F8 LightPreviewStop Shift + Alt + F8 LightPreviewClear Alt + F8 LightPreviewSun Control + F8 LightPreviewRegions Shift + Control + F8 MaxLightIntensity Alt + Control + F8 VertEdit G RefreshTextures F5 TogglePreviewModels HideByClassname Shift + Alt + Control + H ToggleLayeredMaterialWnd F4 SaveLayeredMaterials (Original "http //www.infinityward.com/wiki/index.php?title=Radiant_Command_List") 名前 すべて読む