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【登録タグ C Liz Triangle lily-an ポーカーフェイサー 妖魔夜行 少女綺想曲 ~ Dream Battle 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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https://w.atwiki.jp/feenal/pages/149.html
Elitist Jerksの訳。 タレント 3/7/31。 取ろうと思えばJinxも取れるんだけど、失うものが大きすぎるので推奨はできない。 Glyph ・Prime Conflagrate/Immolate/Imp。 ・Major LifeTap 後は好み。無難なところでSoul Link/Fearあたりを推奨。 ステータス Intellect 1 Int = 1 Spellpower + 0.00154% crit + 17.53 mana。 全スペルが等しく大きな影響を受ける、最良のステータス。 Hit Rating 102.45 hit rating = 1% hit。 今まで通り、Capまで最重要、Cap後不要。 Capに必要なRatingは1742とWotLKと比較して格段に増えてしまったので、Lv85到達後のPre Raid環境ではHit + 何かの装備を優先して集め、 Hitのついてない装備やTrinketに付いているステータスをHitにリフォージしていかないと達成困難。 Haste Rating 128.05 Haste Rating = 1% Haste。 別ソースからのヘイストは掛け算で計算され、Global Cooldownは1秒を切ることがない。 ヘイスト適用後の詠唱時間は次の式で求めることができる。 適用後の詠唱時間 = 基本詠唱時間 / (*1) * (Improved Soulfire)1.15 * (5% Haste Buff)1.05 * (Dark Intentの数だけ)1.03) DotについてはAdvance Hasteの項目で解説する。 Critical Strike Rating 179.28 Crit Rating = 1% Crit。 Chaotic Shadowspirit DiamondのMeta Gemをはめている場合、クリティカルダメージは2.06倍となる。 また、4.0.1より全てのDoTは普通にクリティカルヒットするようになっている。 Mastery Rating 179.28 Mastery Rating = 与ファイアダメージ + 1.25%。 DestlockのDPSの9割方はファイアダメージであり、Mastery自体はそこまで悪いものではない。 しかし、RatingあたりのDPS上昇率は他と比べると低く、強力なGearが導入されるまでは、HasteやCriticalよりも優先度は低い。 Stat Priorities 正確なステータスの優先度を調べるためには、Simulationcraftを用いてキャラクターの現在のステータスを元に 正確な結果を出すべきではあるが、ここでは大抵の状況における優先度を示す。 Pre Raid環境(ilvl333-346) Int Hit (to cap) Crit = Haste Mastery Normal~Heroic Raid環境 Int Hit (to cap) Crit Haste Mastery 装備が良くなってくると、CritはHasteよりも効果が高くなる。 HasteがCritを更に上回る瞬間は、Buffedの状態で50%Hasteを達成できる時となる(後述)。 そしてもしもHasteが50%に到達したならば、以降はMasteryがHasteよりも高い評価になる。 Reforge Reforging 以下のルールに則ってリフォージを行っていく。 Are you hit capped? Yes Reforge any extra hit to crit where possible. No Reforge mastery/haste to hit. Does it have crit on it? Yes Goto the next rule. No Reforge mastery/haste to crit, leave hit has it is. Reforge mastery to haste if the above has been done. Again, these rules may be different depending on you actual gear setup. As mentioned above, if your are able to reach the 50% haste threashold through reforging, then doing so will be much more beneficial. See the Advanced Haste section of this guide for more information. [top]Gemming Meta [Chaotic Shadowspirit Diamond] Red [Brilliant Inferno Ruby] Yellow [Potent Ember Topaz] or [Potent Ember Topaz] Blue [Veiled Demonseye] EDIT Because people seem to like bringing it up - Yes, I can see what the Chaotic meta currently requires. This post is meant to be a long term guide, and as such, I have assumed people were aware that Blizzard has stated it is reverting the meta back to it's previous requirements. Until this happens, using an [Ember Shadowspirit Diamond] would be more beneficial. When to ignore the socket bonus First and foremost you must have 2 [Veiled Demonseye]'s somewhere in your gear for you to fill your meta requirement (2 [Potent Ember Topaz] or [Potent Ember Topaz] if you are using [Ember Shadowspirit Diamond]. As a general rule of thumb if the socket bonus is less than 20 of any DPS stat, then it would be better to ignore the bonus and gem [Brilliant Inferno Ruby]. However, to be more accurate you would need to find the relevant scale factors for your individual gear setup (Using Simulationcraft or the Warlock Spreadsheet) and multiply those scale factors by the stats you would gain with either gem. [top]Set Bonuses Shadowflame Regalia - Item Set - World of Warcraft The 2pc bonus is mediocre, however, the itemization of the T11 Shoulders and Legs makes then BiS, so you will be getting this bonus anyway. The 4pc bonus provides very little dps gain, there are better off-pieces that can be obtained and I would not worry about aiming to get this bonus. [top]Trinkets To be completed. Discussion welcome. [top]Enchants Slot Enchant Comments Head 60 Int/35 crit [Arcanum of Hyjal] - Guardians of Hyjal revered Shoulders 50Int/25 haste [Greater Inscription of Charged Lodestone] - Therazane exalted Back 50 Int [Enchant Cloak - Greater Intellect] Chest 20 stats [Enchant Chest - Peerless Stats] Wrists 65 haste [Enchant Bracer - Greater Speed] or [Enchant Bracer - Greater Critical Strike] Gloves 50 haste [Enchant Gloves - Haste] Legs 95 Int/80 Stam [Powerful Enchanted Spellthread] Boots Run speed/35 mastery [Enchant Boots - Lavawalker] Belt Extra socket [Ebonsteel Belt Buckle] Weapon 500 Int Proc [Enchant Weapon - Power Torrent] Offhand 100 Int [Enchant Off-Hand - Superior Intellect] [top]Professions Engineering Since patch 4.0.1, tinkers now stack with normal enchants. Synapse Springs tinker to gloves provides 480 Int for 12 seconds with a 60 second CD. This averages to a 96 Int bonus. Engineering also provides further perks such as [Flexweave Underlay]. [Nitro Boosts] and Grounded Plasma Shield have a chance to fail and cause serious averse effects, and are not reliable in a raid. Leatherworking 130 Int to bracers in place of 65 haste or crit, giving an estimated 100 Int bonus. Jewelcrafting 3 [Brilliant Chimera's Eye] in place of [Brilliant Inferno Ruby] gives 81 Int. Blacksmithing Extra sockets into wrists and gloves provides 2 additional Brilliant Inferno Ruby's, providing an 80 Int bonus. Alchemy Mixology, combined with [Flask of the Draconic Mind] provides an 80 Int bonus. Enchanting 40 Int to each ring provides an 80 Int bonus. Inscription 130 Int/25 haste shoulder enchant is an 80 Int bonus over the regular enchant. Tailoring Lightweave Embroidery gives 580 Int for 15 seconds on a 45 second ICD. This averages to 193.3 Int, which replaces the normal 50 Int enchant, providing only a 143.3 Int bonus. Tailoring currently gives the greatest DPS increase of all the professions. Herbalism Lifeblood is now a DPS cooldown providing 480 haste for 20 seconds on a 2 minute CD. This averages to an 80 haste bonus. Skinning 80 crit. Mining Stam, useless from a DPS perspective. [top]Consumables Flask [Flask of the Draconic Mind] or a [Cauldron of Battle] Food [Severed Sagefish Head] / [Recipe Seafood Magnifique Feast] Potion [Volcanic Potion] (Pre-pot and use during bloodlust/heroism) [top]Advanced [top]Haste With patch 4.0.1 the way DoTs work has changed. In addition to all DoTs now benefiting from haste innately, haste now reduces the time between ticks, only reducing the DoTs duration until an extra tick is received. This is important for us, as it means we now start to have haste "thresholds" that we should be trying to achieve in order to gain extra ticks on our DoTs. This becomes even more important to Destruction Warlocks, due to the way Conflagrate interacts with the overall damage Immolate does. This applies to all of our DoTs except BoD, however, the haste required to achieve this extra tick will differ between DoTs. To calculate the required haste to achieve an additional tick, we would need to calculate the time between ticks, specific to 3 decimal places. Tick.Speed.Required = (Base.Frequency * Base.Tick.Speed) / (No.of.Ticks - 0.5) Where No.Of.Ticks is the number of ticks you would like to achieve. For example, if we wanted to apply this to Immolate (5 sec Base Frequency, 3 sec Base Tick Speed), wanting to achieve 2 additional tick (7), we would do the following Tick.Speed.Required = (5 * 3) / (7 - 0.5) = 2.307 seconds From here, we can calculate the percentage of haste required to achieve this tick speed, using the following formula Haste.Percent = (Base.Tick.Duration / (Tick.Speed.Required + 0.00049999)) - 1 = 0.30010835 So what haste rating should you be aiming for? Well, Immolate gains extra ticks at 9.99908%, 30.00108%, 49.9625% etc. So to determine the haste required in a raid situation, with all raid buffs including Improved Soul Fire and Dark Intent, we will use this formula Haste.Rating = (((Haste.Percent / Imp.SF / 5%.Aura / Dark.Intent) - 1) * 12805.701 For example, the haste required to gain 2 addition ticks (30% haste) is as follows Haste.Rating = (((1.3001 / 1.15 / 1.05 / 1.03) - 1) * 12805.701 = 580.53 rating, rounding up to 581 rating. Therefore, the haste thresholds are (raid buffed) Extra Ticks % Rating Goblin 1 10% 0 (already achieved through buffs) 0 2 30% 581 448 3 50% 2635 2482 4 70% 4700 4527 Therefore 2635 haste rating (2482 for Goblins) from gear is what you should be aiming for in this tier. This does not only provide Immolate with an additional tick, but also brings us to a 1 sec GCD. A full spreadsheet of haste required for each DoT can be found here Warlock DoT Haste Calculations - Thanks to Keldion for this spreadsheet. [top]Spell Rotations [top]Spell Priority * Improved Soul Fire (Keep this buff up!) * Demon Soul * Immolate * Conflagrate * Bane of Doom * Corruption * Shadowflame * Chaos Bolt * Incinerate Basically, you should always open with Soul Fire, generally an instant cast through Soul Burn, and continue to keep the buff up as much as possible, this includes hard casting it. In addition using Demon Soul on cooldown is important, preferably with on "Use" trinkets. After that it is simply a case of keeping Immolate, Corruption and Bane of Doom up as much as possible, while using Conflagrate and Chaos Bolt on cooldown. If safe, using Shadowflame while in melee range will provide a DPS increase, however it is not worth going "out of your way" to do this, running a long distance into melee range would be a DPS loss. If all of the above is done, revert to Incinerate. Note If no one else in your raid group is providing the 5% crit debuff, then a Shadow Bolt every 30 seconds to apply the "Shadow and Flame" debuff would be beneficial to your personal DPS.
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Apache2.2.3のインストール Tomcat本体のインストール eclipseのTomcat pluginのインストール MySQLのインストール Apache2.2.3のインストール 1. http //httpd.apache.org/download.cgiからWin32 Binary (MSI Installer) apache_2.2.3-win32-x86-no_ssl.msiをダウンロード。 2.ダウンロードしたapache_2.2.3-win32-x86-no_ssl.msiを実行。 3.Network DomainとServer Domainには、 二つとも127.0.0.1を入れる。 Install DirectoryはD /Application/Apache2。 (Apache2のdirectoryは自分で作成する) 4.Browserを立ち上げ、http //127.0.0.1/(或いはhttp //localhost/)にアクセス。 正しくインストールできれば、"It works!"が表示される。 5.D \Application\Apache2\conf\httpd.confを開き、以下のコンテンツを探す。 # # DirectoryIndex sets the file that Apache will serve if a directory # is requested. # IfModule dir_module DirectoryIndex index.html /IfModule DirectoryIndex index.htmlの後にIndex.htm Index.php Index.php3 Index.cgi Index.pl Default.htmを追加する。 Tomcat本体のインストール 1.http //tomcat.apache.org/download-55.cgiから Tomcat5.5.17(Core Windows Executable)をダウンロード。 2.User Name, Passwordを入力。 Install DirectoryはD \Application\Tomcat 5.0\ 3. 環境変数を編集する: [Control Panel]→[System]→[Advanced]→[Enviroment Variables] →[System Variables]→[New] 以下の二つの環境変数を追加: Variable name JAVA_HOME Variable value C \Program Files\j2sdk1.4.2_12 Variable name CATALINA_HOME Variable value D \Application\Tomcat 5.0 4.Test Tomcat D \Application\Tomcat 5.0\bin\startup.batを実行。 cmd windowに"Server startup in xxxx ms"が表示されれば成功。 eclipseのTomcat pluginのインストール 1. http //www.sysdeo.com/eclipse/tomcatpluginから Sysdeo Eclipse Tomcat Launcherをダウンロード。 2.ダウンロードした zipファイルを解凍し、 ファイルcom.sysdeo.eclipse.tomcat_3.1.0を D \Application\eclipse\plugins\にコピー。 3.設定: eclipseを立ち上げ、 [ウィンドウ]→[設定] [Tomcat]をクリックし、 versionを5.xに変え、 Tomcat homeに"D \Application\Tomcat 5.0"を入力。 MySQLのインストール
https://w.atwiki.jp/cohstatsjp/pages/262.html
Vehicle Stuart Light Tank Contents 1 Tactics 2 History 3 Requires 3.1 Captain 4 Built From 4.1 Armor Command Truck 5 Support Abilities 5.1 Hull Down Position 6 Vehicle Abilities 6.1 Fire Canister Round 7 Vehicle Upgrades 7.1 Tank Crew Commander 8 Vehicle Weapons 8.1 37mm Stuart 8.2 Stuart Canister 8.3 Besa Coaxial Vehicle 8.4 Besa Hull MG Stuart Light Tank Health 300 Max Speed 6.5 Sight 35 Cost 28045 Acceleration 4 Detection 0/0 Time 45 Deceleration 5 Hotkey T Population 6 Rotation 50 Target Type armour_stuart Upkeep 5.5008 Crush Human Critical Type armour Crush Mode Rear Damage Enabled true Tactics A Canister Round fired directly into a blob of infantry can take out a great number of men; even an entire squad. But be wary of firing it at close range because it takes a few seconds to activate the ability, leaving your Stuart vulnerable. Overrepair it to increase its longevity. Stuarts do not fare well against other, larger tanks. History The Light Tank M3 was an American light tank of World War II in use with British and Commonwealth forces prior to the entry of the USA into the European theater. The name General Stuart or Stuart given by the British comes from the American Civil War General J.E.B. Stuart and was used for both the M3 and M5 Light Tank, in British service it also had the unofficial nickname of Honey. To the United States Army the tanks were officially known only as Light Tank M3 and Light Tank M5. Requires Captain [Expand][Hide] Squad Size 1 Population 1 Cost 300 Health 60 Time 60 Target Type infantry_heroic Hotkey C Effects The lightly-armed Captain imparts powerful defensive bonuses to units and structures within the sector that he occupies. ESee Infantry Captain for details. Built From Armor Command Truck [Expand][Hide] Health 750 Population 0 Cost 20565 Max Speed 3 Time 70 Target Type hqs_mobile Hotkey A Effects The Armor Command Truck coordinates and deploys Heavy Armor on the battlefield. ESee Vehicle Armor Command Truck for details. Support Abilities Hull Down Position [Expand][Hide] Cost Activation toggle Duration _ Target tp_any Recharge 0 Hotkey D Effects Tank can be toggled into and out of a Hull Down Position, which offers more protection to the vehicle. ESee Ability Hull Down Position for details. Vehicle Abilities Fire Canister Round [Expand][Hide] Cost 75 Activation targeted Duration _ Target tp_entity_and_squad_entity Recharge 75 Hotkey F Effects Loads the 37mm main gun with a shotgun-like canister charge that can blast an area with dozens of lethal projectiles. ESee Ability Fire Canister Round for details. Vehicle Upgrades Tank Crew Commander [Expand][Hide] Cost 10 Time 10 Hotkey T Effects The tank crew commander will emerge to survey the battlefield, improving sight range. ESee Upgrade Tank Crew Commander for details. Vehicle Weapons 37mm Stuart [Expand][Hide] Weapon 37mm Stuart See Weapon 37mm Stuart for details. Stuart Canister [Expand][Hide] Weapon Stuart Canister See Weapon Stuart Canister for details. Besa Coaxial Vehicle [Expand][Hide] Weapon Besa Coaxial Vehicle See Weapon Besa Coaxial Vehicle for details. Besa Hull MG [Expand][Hide] Weapon Besa Hull MG See Weapon Besa Hull MG for details. Retrieved from http //www.coh-stats.com/Vehicle Stuart_Light_Tank
https://w.atwiki.jp/warband/pages/561.html
qstr_{reg61}.0{reg62}|{reg61}.0{reg62} qstr_{reg61}.{reg62}|{reg61}.{reg62} qstr_Shot_distance _{s1}_|Shot distance {s1} meters. qstr_Gate_was_destroyed.|Gate was destroyed. qstr_drawbridge_was_destr|drawbridge was destroyed. qstr_Battering_ram_was_de|Battering ram was destroyed. qstr_Portcullis_was_destr|Portcullis was destroyed. qstr_Draw_bridge_was_dest|Draw bridge was destroyed. qstr_A_World_of_Ice_and_F|A World of Ice and Fire v8.2 qstr_YouTube _Produno|YouTube Produno qstr_Twitter _@therealpro|Twitter @therealproduno qstr_Next_Page|Next Page qstr_Game_Rules ^|Game Rules ^ qstr_0|0 qstr_Show_game_rules|Show game rules qstr_Continue...|Continue... qstr_Candidate_#1 _{s1}|Candidate #1 {s1} qstr_Candidate_#2 _{s1}|Candidate #2 {s1} qstr_{s3}_of_{s4}_wishes_|{s3} of {s4} wishes to select a new marshal and invites his vassals for a counsel. {s1} and {s2} are the likely candidates. qstr_Who_do_you_wish_to_s|Who do you wish to support? qstr_{s1}_gives_his_suppo|{s1} gives his support to {s2}. qstr_Number_of_Supporters|Number of Supporters {reg0} qstr_{s2}_has_heard_his_v|{s2} has heard his vassals' counsel. He selects {s1} as the marshal of {s3}. qstr_Done|Done qstr_Select_your_domestic|Select your domestic policy qstr_Centralization |Centralization qstr_Aristocracy |Aristocracy qstr_Serfdom |Serfdom qstr_Troop_quality |Troop quality qstr_Mercantile |Mercantile qstr_High_centralization_|High centralization reduces tax inefficiency for the king and raises it for vassals. This will interfere the relations between ruler and vassals. qstr_High_aristocracy_wil|High aristocracy will improve the relations between the king and his vassals who will be able to raise bigger armies but it will decreased trade. qstr_High_serfdom_reduces|High serfdom reduces tax inefficiency for the king and his vassals and vassals can maintain bigger armies but troops loose moral. qstr_High_troop_quality_i|High troop quality increases the strength of troops but decreases army size. qstr_Mercantile_policies_|Mercantile policies maximize exports while minimizing imports, and increase government regulation of industry. qstr_Cancel|Cancel qstr_Dictate_the_peace_te|Dictate the peace terms qstr_Select_the_castle_an|Select the castle and the amount of money and check the boxes to activate the demand. The demands are combined if both boxes are checked. qstr_1000_silver_stags|1000 silver stags qstr__Continue_| Continue qstr_Select_the_number_of|Select the number of skirmishers you wish to deploy. qstr_____SPY_REPORTS____| SPY REPORTS qstr_Based_on_your_curren|Based on your current leadership skill, you may deploy up to {reg2} spies. qstr_You_currently_have_{|You currently have {reg3} spies deployed. qstr___No_spy_selected__| No spy selected qstr___CONTINUE__| CONTINUE qstr_castle|castle qstr_food_stores|food stores qstr_town|town qstr_village|village qstr_cattle|cattle qstr_You_prepare_a_messag|You prepare a message for your spy in {s1}, ordering him to .. qstr__Return_| Return qstr__Poison_the_wells_| Poison the wells qstr__Poison_the_{s3}_| Poison the {s3} qstr__Cause_dissent_| Cause dissent qstr_____| qstr_Do_it|Do it qstr_Make_it_so|Make it so qstr_Have_your_fun|Have your fun qstr_I_shall_purchase_the|I shall purchase the concoction and have it in the well within 24 hours, my {reg59?Lady Lord}. qstr__You_do_not_have_the| You do not have the required silver stags to finance this mission. qstr_I_ll_have_the_cattle|I'll have the cattle feverish within the next 24 hours my {reg59?Lady Lord}. qstr_Within_the_next_24_h|Within the next 24 hours, I'll have the grainer looking like a refuse pile. qstr_It_will_take_12_hour|It will take 12 hours or more, my {reg59?Lady Lord},^but I shall have every man, woman and child fighting in the streets. qstr_Number_of_men_knocke|Number of men knocked down {reg1} qstr_Number_of_men_left _|Number of men left {reg1} qstr_Opponents_Beaten _{r|Opponents Beaten {reg1} qstr_Opponents_Remaining |Opponents Remaining {reg1} qstr_Remain_in_retirement|Remain in retirement. qstr_Go_back_to_adventuri|Go back to adventuring. qstr_You_have_retired_at_|You have retired at level {reg4} after {reg5} days of adventuring. qstr_Effect_on_Score|Effect on Score qstr_Settlements_owned_by|Settlements owned by you {reg0} qstr_Friendly_Settlements|Friendly Settlements {reg0} qstr_Hostile_Settlements |Hostile Settlements {reg0} qstr_Friendly_Lords _{reg|Friendly Lords {reg0} qstr_Enemy_Lords _{reg0}|Enemy Lords {reg0} qstr_Victories _{reg0}|Victories {reg0} qstr_Defeats _{reg0}|Defeats {reg0} qstr_Quests_Completed _{r|Quests Completed {reg0} qstr_Companions_Found _{r|Companions Found {reg0} qstr_Companions_Lost/Depa|Companions Lost/Departed {reg0} qstr_Wealth _{reg0}_silve|Wealth {reg0} silver stags qstr_Inventory _{reg0}_si|Inventory {reg0} silver stags qstr_Renown _{reg0}|Renown {reg0} qstr_Experience _{reg0}|Experience {reg0} qstr_Days_Passed _{reg0}|Days Passed {reg0} qstr_Difficulty _{reg0}%|Difficulty {reg0}% qstr_TOTAL_SCORE _{reg0}|TOTAL SCORE {reg0} qstr_Unpaid|Unpaid qstr_None|None qstr_{s55}__{reg0}%_|{s55} ({reg0}%) qstr_{s55}|{s55} qstr_Staff |Staff qstr_Kingdom_Tributes |Kingdom Tributes qstr_You_paid_{reg0}_cash|You paid {reg0} cash to liquidate a debt qstr_Earlier_cash |Earlier cash qstr_New_cash |New cash qstr_Your_troops_are_unpa|Your troops are unpaid! Morale has dropped. qstr_{s30}{reg1}{reg2}{re|{s30}{reg1},{reg2},{reg3},{reg4},{reg5},{reg6},{reg7},{reg8},{reg9},{reg10},{reg11},{reg12},{reg13},{reg14},{reg15},{reg16},{reg17},{reg18},{reg19},{reg20},{reg21},{reg22},{reg23},{reg24}/ qstr__Return_to_menu_| Return to menu qstr_Bank|Bank qstr_Deposit_Amount|Deposit Amount qstr_Deposit_Interest|Deposit Interest qstr_Iron_Bank|Iron Bank qstr_{reg6}|{reg6} qstr_{reg6}%|{reg6}% qstr_The_Iron_Bank_is_the|The Iron Bank is the main bank in Braavos and arguably the most powerful financial institution in the Known World.^^ You can see the banks ships docked at the Purple Harbour and the front court looks as grand as the people inside. The bank is famous for its discretion and secrecy, though one would be wise to remember if debts are not paid back when promised, the Iron Bank will have its due. qstr_If_you_are_known_to_|If you are known to this establishment, you can deposit and store stags here. Stags deposited here will earn interest on the amount every month. qstr_You_currently_owe_th|You currently owe the Iron Bank {reg4} silver stags. The interest rate is 20% and the contract period amounts to 2 weeks. If you dont manage to pay off your debt until the deadline, the interest is raised to 40%. qstr_Choose_how_much_mone|Choose how much money you wish to borrow qstr_Borrow|Borrow qstr_Pay_off_your_debt|Pay off your debt qstr_Make_Payment|Make Payment qstr_Head_to_secure_depos|Head to secure deposit area qstr_Deposit/Withdraw|Deposit/Withdraw qstr_You_must_select_an_a|You must select an amount to borrow. qstr_{reg8}|{reg8} qstr_You_cant_pay_back_0_|You cant pay back 0 silver stags. qstr_Town|Town qstr_Acres|Acres qstr_Owned|Owned qstr_Balance|Balance qstr_Assets|Assets qstr_Debt|Debt qstr_Deadline|Deadline qstr_{s9}|{s9} qstr_{reg2}|{reg2} qstr_{reg3}|{reg3} qstr_{reg4}|{reg4} qstr_{reg5}|{reg5} qstr_This_area_of_{s1}_ca|This area of {s1} can best be described as the very core of the town.^^ You can almost see the strings that are being pulled from here, the money that comes and goes at seemingly endless rates. If you hold a birthright to these lands and you are of noble blood, you can buy the land that is cultivated outside the towns gates and benefit from the ones working hard. qstr_{reg1}_people_live_i|{reg1} people live in {s1}. There are currently {reg2} acres of land available for cultivation to provide them with food and other goods. You own {reg3} acres of land in this town. Buying an existing acre costs {reg9} silver stags, while it sells for {reg10} silver stags. Building a new one requires {reg11} silver stags. The rent paid to landowners currently accumulates to {reg13} silver stags per acre every 2 weeks and has to be collected in the town. Land wont be rented if a town is already well supplied. qstr_Choose_how_many_acre|Choose how many acres you wish to sell qstr_Choose_how_many_acres|Choose how many acres you wish to buy qstr_{s2}|{s2} qstr_Verify|Verify qstr_Buy_and_prepare_uncu|Buy and prepare uncultivated land qstr_You_cant_sell_0_acre|You cant sell 0 acres of land. qstr_You_do_have_enough_r|You do have enough renown or you do not have any birthright to perfrom this action. qstr_{reg7}|{reg7} qstr_You_do_have_enough_re|You do have enough renown or you do not have any birthright to perform this action. qstr_CURRENT_COMMANDER_S_|CURRENT COMMANDER'S REPORT! qstr_Your_Commander _{s19|Your Commander {s19} qstr_Commander_Relation _|Commander Relation {reg0} qstr_Enlisted_Faction _{s|Enlisted Faction {s20} qstr_Current_Rank _{s21}|Current Rank {s21} qstr_N/A|N/A qstr_Experience_to_next_p|Experience to next promotion {s1} qstr_Days_in_service _{re|Days in service {reg20} qstr_Current_Wage _{reg23|Current Wage {reg23} silver stags. qstr_Next_Pay/Promotion_d|Next Pay/Promotion day {s25} qstr_Army_size _{reg26}|Army size {reg26} qstr_Commander_s_Army|Commander's Army qstr_This_is_the_gambling|This is the gambling screen. Hold down control key while clicking on an item to purchase or sell it. qstr_Money _{s1}|Money {s1} qstr_You_don_t_have_enoug|You don't have enough money. qstr_He_don_t_have_enough|He don't have enough money. qstr_Sovereign_colour_of_|Sovereign colour of the {s0} qstr_Red |Red qstr_Green |Green qstr_Blue |Blue qstr__| qstr_HTML_code _{s0}|HTML code {s0} qstr_Default|Default qstr_Randomize|Randomize qstr_We_believe_the_enemy|We believe the enemy has {reg1} troops ready for battle. qstr_We_ve_paid_a_bit_of_|We've paid a bit of gold to assure that {s1} aids us. Their party is {reg1} troops strong. qstr_We_ve_paid_a_bit_of_g|We've paid a bit of gold to assure that {s1} aids us, but we must be watchful for possible betrayal. Their party is {reg1} troops strong. qstr_{s1}_will_most_assur|{s1} will most assuredly aid the enemy, bringing {reg1} troops to battle. qstr_We_believe_{s1}_will|We believe {s1} will withdraw from the coming battle. All {reg1} of them faint at the sight of blood. qstr_{s1}_is_obligated_to|{s1} is obligated to join us, bringing {reg1} troops to battle. qstr_{s1}_will_join_us_br|{s1} will join us, bringing {reg1} troops to battle. qstr_{s1}_feels_no_obliga|{s1} feels no obligation to aid us. We have not done them many favours in the past. qstr__Report_^_Dispositio| Report ^ Disposition of nearby parties in a position to join in battle. qstr___Continue__| Continue qstr__of_the_{s2}.| of the {s2}. qstr__Insult_{s1}.| Insult {s1}. qstr__Buy_food_supplies_f| Buy food supplies from {s1}. qstr__Challenge_{s1}_to_a| Challenge {s1} to a duel. qstr__Send_an_amphorae_of| Send an amphorae of wine to {s1}, as a gift. qstr__Send_a_poisoned_amp| Send a poisoned amphorae of wine to {s1}, as a gift. qstr__Compose_a_message_t| Compose a message to {s1}{s9} qstr_View_Current_Message|View Current Message qstr__Cancel_Message__| Cancel Message qstr_{s3}|{s3} qstr_{s8}|{s8} qstr__Send_Message_| Send Message qstr__Cancel_Message_| Cancel Message qstr__RETURN_| RETURN qstr_Gazing_at_the_maimed|Gazing at the maimed and the dead of your latest victory. You order your troops to qstr_Bury_the_dead_gather|Bury the dead, gather and share any loot as is common. qstr_You_estimate_this_wi|You estimate this will take 3 hours. qstr_Leave_the_dead_to_ro|Leave the dead to rot but take first claim on the looted corpses. qstr_You_estimate_this_wil|You estimate this will take 2 hour. qstr_Bury_the_dead_and_le|Bury the dead and leave all the loot. qstr_You_estimate_this_will|You estimate this will take 2 hours. qstr_Leave_quickly_and_pr|Leave quickly and press on with your journey. qstr_Your_victory_has_inc|Your victory has increased the morale of your men. qstr_You_estimate_this_will_|You estimate this will take 1 hour. qstr_Burn_the_dead_in_an_|Burn the dead in an offering to R'hllor, gather and share any loot as is common. qstr_Burn_the_dead_in_an_o|Burn the dead in an offering to R'hllor and leave all the loot. qstr_Drown_the_dead_in_an|Drown the dead in an offering to the Drowned God, gather and share any loot as is common. qstr_Drown_the_dead_in_an_|Drown the dead in an offering to the Drowned God and leave all the loot. qstr_Bury_or_burn_the_dea|Bury or burn the dead, gather and share any loot as is common. qstr_After_the_bloody_bat|After the bloody battle you decide to qstr_Deal_with_any_women_|Deal with any women, children and some companions of the wounded and dead. qstr_Join_some_of_the_oth|Join some of the others and try to gather as much gold as possible. qstr_The_wealth_provided_|The wealth provided by your master is enough. You fall in line and do as your told. qstr_Your_lord_is_not_hap|Your lord is not happy and expresses this openly with you. He does not associate with sycophants. qstr_Your_lord_gifts_you_|Your lord gifts you some iron rings and a few stags as a symbol of your bravery. qstr_Your_lord_gifts_you_a|Your lord gifts you a warriors bracelet as a reward for your courage. qstr_You_and_your_lord_sh|You and your lord share some cheers and he congratulates you on the victory. qstr_Name _{s1}^Level _{r|Name {s1}^Level {reg1} qstr_{s1}^HP _{reg0}|{s1}^HP {reg0} qstr_{s1}|{s1} qstr_Attributes |Attributes qstr_{s3}^STR _{reg1}^INT|{s3}^STR {reg1}^INT {reg2}^^Skills qstr_{s3}^Power_Strike _{|{s3}^Power Strike {reg1}^Power Draw {reg2}^Power Throw {reg3}^Horse Archery {reg4}^^Weapon Proficiencies qstr_{s3}^1_Hand_Wpns _{r|{s3}^1 Hand Wpns {reg1}^2 Hand Wpns {reg2}^Polearms {reg3} qstr_{s4}^AGI _{reg1}^CHA|{s4}^AGI {reg1}^CHA {reg2}^^ qstr_{s4}^Ironflesh _{reg|{s4}^Ironflesh {reg1}^Athletics {reg2}^Shield {reg3}^Riding {reg4}^^ qstr_{s4}^Archery _{reg1}|{s4}^Archery {reg1}^Crossbows {reg2}^Throwing {reg3} qstr_{s4}|{s4} qstr_Equipments _|Equipments qstr_Please_select_a_comp|Please select a companion as the commander for the coming battle.^^Current commander {s0}. qstr_{s1}^HP _{reg1}/{reg|{s1}^HP {reg1}/{reg2} qstr_Arms |Arms qstr_{s2}^None|{s2}^None qstr_{s2}^{s3}|{s2}^{s3} qstr_{s2}^{s4}{s3}|{s2}^{s4}{s3} qstr_{s2}^^Gear |{s2}^^Gear qstr_{s2}^^Horse |{s2}^^Horse qstr__Back_to_shop_| Back to shop qstr_Strength|Strength qstr_Riding|Riding qstr_Pdraw|Pdraw qstr_Pthrow|Pthrow qstr_1_hand|1-hand qstr_2_hand|2-hand qstr_Polearm|Polearm qstr_Archery|Archery qstr__X_bow_| X-bow qstr_Throwing_|Throwing qstr__Slings| Slings qstr__Mode| Mode qstr____to_next_lvl_| (to next lvl) qstr_If_you_can_see_this_|If you can see this, buy a new cpu. qstr___Weapons_| -Weapons- qstr___Armour_| -Armour- qstr_________________n/a_| n/a qstr_{reg1}|{reg1} qstr_Rides|Rides qstr_Walks|Walks qstr_Startpage_set__Quick|Startpage set (Quick View) qstr_Back_to_shop|Back to shop qstr__[?]_| [?] qstr_Hotkeys ^HOME_=_Set_|Hotkeys ^HOME = Set startpage^RMB = Exit to menu^ESCAPE = Quick View^BACKSPACE = Back to shop (if visited) qstr___Quit2__|- Quit2 - qstr__Quick_View_| Quick View qstr_______| qstr_Attributes|Attributes qstr_Skills|Skills qstr_Proficiencies|Proficiencies qstr_STR |STR qstr_AGI |AGI qstr_INT |INT qstr_CHA |CHA qstr_Health |Health qstr_Level |Level qstr_To_next_lvl _|To next lvl qstr_Ironflesh^Power_Stri|Ironflesh^Power Strike^Power Throw^Power Draw^Weapon Master^Shield^Athletics^Riding^Horse Archery^Looting^Foraging^Sailing Master^Navigation^Trainer^Tracking^ qstr_Tactics^Path_finding|Tactics^Path-finding^Spotting^Inventory Management^Wound Treatment^Surgery^First Aid^Engineer^Persuasion^Entertainment^Leadership^Trade qstr_10|10 qstr_One_Handed_Weapons ^|One Handed Weapons ^^Two Handed Weapons ^^Polearms ^^Archery ^^Crossbows ^^Throwing ^^Slings qstr_350^^350^^350^^350^^|350^^350^^350^^350^^350^^350^^350 qstr__{reg1}_| {reg1} qstr__100%__| 100% qstr__30_| 30 qstr__3333333333_| 3333333333 qstr__Weapons_|-Weapons- qstr__Armour_|-Armour- qstr_n/a_________________|n/a qstr_{s9}_feels...|{s9} feels... qstr_{s6}|{s6} qstr_your_choice_of_compa|your choice of companions, qstr_{s7}|{s7} qstr_your_style_of_leader|your style of leadership and... qstr_the_general_state_of|the general state of affairs.^------------------------------ qstr_Morale _____________|Morale ^^Origin qstr_State ______________|State qstr_Start_page_set__Exte|Start page set (Extended View) qstr__Faction_Relations_R| Faction Relations Report qstr_Player^Relation|Player^Relation qstr_Status|Status qstr_Relation|Relation qstr_War|War qstr_Casus_Belli|Casus Belli qstr_Peace|Peace qstr_Truce|Truce qstr_Alliance|Alliance qstr_Defence_Pact|Defence Pact qstr_Trade_Agreement|Trade Agreement qstr_{s60}|{s60} qstr_{reg59?{reg59}_days |{reg59?{reg59} days } qstr_{reg61}|{reg61} qstr_Loyal|Loyal qstr_Devoted|Devoted qstr_Fond|Fond qstr_Gracious|Gracious qstr_Friendly|Friendly qstr_Supportive|Supportive qstr_Favourable|Favourable qstr_Cooperative|Cooperative qstr_Accepting|Accepting qstr_Indifferent|Indifferent qstr_Suspicious|Suspicious qstr_Grumbling|Grumbling qstr_Hostile|Hostile qstr_Resentful|Resentful qstr_Angry|Angry qstr_Hateful|Hateful qstr_Revengeful|Revengeful qstr_Vengeful|Vengeful qstr_{reg61}_{reg58?_{reg|{reg61} {reg58?({reg58} U) }Centres qstr_{reg62}_Caravans|{reg62} Caravans qstr_{reg60}_{reg59?_{reg|{reg60} {reg59?({reg59} P) }Lords qstr__Courtships_in_progr| Courtships in progress qstr__Known_Lords_by_Rela| Known Lords by Relation qstr__Character_ _Compani| Character Companions qstr__Done_| Done qstr_Your_supporters|Your supporters qstr_The_Vale|The Vale qstr_Dragonstone|Dragonstone qstr_Norvos|Norvos qstr_The_North|The North qstr_The_Riverlands|The Riverlands qstr_The_Reach|The Reach qstr_All_Sovereignties|All Sovereignties qstr_Braavos|Braavos qstr_The_Iron_Islands|The Iron Islands qstr_Dorne|Dorne qstr_Night_s_Watch|Night's Watch qstr_Free_Folk|Free Folk qstr_The_Khalasar|The Khalasar qstr_Pentos|Pentos qstr_House_Targaryen|House Targaryen qstr_Myr|Myr qstr_Tyrosh|Tyrosh qstr_The_Westerlands|The Westerlands qstr_lorath|lorath qstr_Lys|Lys qstr_Qohor|Qohor qstr_Volantis|Volantis qstr_The_Stormlands|The Stormlands qstr_My_Boats|My Boats qstr_Boats_for_Sale|Boats for Sale qstr_No_ships_for_sale^in|No ships for sale^in this town. qstr_No_Name|No Name qstr_{reg7}._Ship|{reg7}. Ship qstr_Flagship|Flagship qstr_Very_Good|Very Good qstr_Good|Good qstr_Acceptable|Acceptable qstr_Bad|Bad qstr_Very_Bad|Very Bad qstr_Dangerous|Dangerous qstr_Repair _{reg8}_stags|Repair {reg8} stags qstr_Type _{s7}^Wood _{s6|Type {s7}^Wood {s6}^Condition {s1}^Speed {reg1} knots^Crew {reg6} men^Price {reg7} stags^{s2} qstr_Repair_Ship|Repair Ship qstr_Customize_Ship|Customize Ship qstr_Sell_Ship|Sell Ship qstr_Buy_Ship|Buy Ship qstr_Are_you_sure_you_wan|Are you sure you want to do this transaction? qstr_Leave_ship_at_the_sh|Leave ship at the shore qstr_Next_ship|Next ship qstr_Fleet_Capacity |Fleet Capacity qstr_{reg1}/{reg2}|{reg1}/{reg2} qstr_You_cannot_buy_this_|You cannot buy this boat, as it requires a sailing master skill to manage boats. qstr_You_cannot_buy_this_b|You cannot buy this boat, because you don't have any sailing master skill. qstr_You_cannot_buy_this_bo|You cannot buy this boat, as it requires a higher sailing master skill to manage more boats. qstr_You_cannot_buy_this_boa|You cannot buy this boat, because you don't have enough money. qstr_You_can_t_leave_your|You can't leave your last ship at the shore. qstr_You_can_t_leave_this|You can't leave this ship at the shore, because otherwise your crew wouldn't fit any more in the rest of the ships. qstr_{s1}_s_Ships|{s1}'s Ships qstr_You_need_to_get_clos|You need to get closer to the shore if you want to leave ships there. qstr_You_cannot_repair_th|You cannot repair this boat, because you don't have enough money. qstr_No_ships_for_sell^in|No ships for sell^in this Town. qstr_Wood _{s0}^|Wood {s0}^ qstr_Custom|Custom qstr_Red|Red qstr_Black|Black qstr_Red_and_white|Red and white qstr_Blue_and_white|Blue and white qstr_White_stripes|White stripes qstr_White|White qstr_Rich_white|Rich white qstr_Cheap_white|Cheap white qstr_Greyjoy_sigil|Greyjoy sigil qstr_Sail _{s0}^|Sail {s0}^ qstr_Tarred|Tarred qstr_Black_and_yellow|Black and yellow qstr_Varnished|Varnished qstr_Red_and_yellow|Red and yellow qstr_Green_and_yellow|Green and yellow qstr_Red_and_orange|Red and orange qstr_Green_and_white|Green and white qstr_Plain|Plain qstr_Finish _{s0}^|Finish {s0}^ qstr_Price _{reg7}_stags|Price {reg7} stags qstr_{s1}{s2}{s3}{s4}|{s1}{s2}{s3}{s4} qstr_Change_Finish|Change Finish qstr_Change_Sail|Change Sail qstr_Apply|Apply qstr_Only_ships_made_of_o|Only ships made of oak are considered to deserve a special finish. qstr_F4___Advanced_format|F4 - Advanced formations qstr_F7___Memorize_div._p|F7 - Memorize div. placement qstr_F8___Default_divisio|F8 - Default division placement qstr_F4___Ranks|F4 - Ranks qstr_F5___Shield_Wall|F5 - Shield Wall qstr_F6___Wedge|F6 - Wedge qstr_F7___Square|F7 - Square qstr_F8___No_Formation|F8 - No Formation qstr_F1___Movement_orders|F1 - Movement orders qstr_F2___Formation_order|F2 - Formation orders qstr_F3___Fire_orders|F3 - Fire orders qstr_F4___Complex_formati|F4 - Complex formations qstr_Ranks|Ranks qstr_Five_Rows|Five Rows qstr_Shield_Wall|Shield Wall qstr_Four_Rows|Four Rows qstr_Wedge|Wedge qstr_Three_Rows|Three Rows qstr_Square|Square qstr_Two_Rows|Two Rows qstr_No_Formation|No Formation qstr_Single_Line|Single Line qstr_Memorize_div._placem|Memorize div. placement qstr_Default_division_pla|Default division placement qstr_____Y^Cancel| Y^Cancel qstr_____X^__Trait| X^ Trait qstr_____B^_Horse| B^ Horse qstr_____A^_Creep| A^ Creep qstr_Strategy_Camera _pre|Strategy Camera press the Enter key.' qstr_Orders|Orders qstr_Mount|Mount qstr_Attack_Order|Attack Order qstr_Retreat|Retreat qstr_Stand_Ground|Stand Ground qstr_Charge|Charge qstr_Follow_Me|Follow Me qstr_Hold_This_Position|Hold This Position qstr_Spread_Out|Spread Out qstr_Stand_Closer|Stand Closer qstr_Fall_Back|Fall Back qstr_Advance|Advance qstr_Dismount|Dismount qstr_Fire_At_Will|Fire At Will qstr_Hold_Your_Fire|Hold Your Fire qstr_Use_Blunt_Weapons|Use Blunt Weapons qstr_Use_Any_Weapon|Use Any Weapon qstr_Ready|Ready qstr_Wounded|Wounded qstr_Dead|Dead qstr_What_will_your_party|What will your party be known as? qstr_By_the_name_entered_|By the name entered above. qstr_Simply_by_my_name _{|Simply by my name {s5}. qstr_What_will_your_fort_|What will your fort be known as? qstr_Simply_by _{s5}.|Simply by {s5}. qstr__{s2}_siege_camp.| {s2} siege camp. qstr_Stamina |Stamina qstr_Exhausted|Exhausted qstr_Very_Tired|Very Tired qstr_Tired|Tired qstr_Normal|Normal qstr_High|High qstr_What_name_would_you_|What name would you like to give to your settlement? qstr_Save_it_as _{s5}.|Save it as {s5}. qstr_Plan_Deployment|Plan Deployment qstr_You_will_have_{reg1}|You will have {reg1} troops available at the battle's start qstr_Troop|Troop qstr_#_at_start__/_#_in_p|# at start / # in party qstr_/_{reg0}|/ {reg0} qstr_{reg0}|{reg0} qstr_of_{reg0}_troops|of {reg0} troops qstr_Ready_Troops|Ready Troops qstr_Reassess|Reassess qstr_Scrap_All|Scrap All qstr_Too_many_troops^Chec|Too many troops^Check number available qstr_Initial|Initial qstr_Movement_1|Movement 1 qstr_Movement_2|Movement 2 qstr_Formation|Formation qstr_Attack|Attack qstr_Weapon_Type|Weapon Type qstr_Shield|Shield qstr_Skirmish|Skirmish qstr_Hold_Position|Hold Position qstr_Back_10|Back 10 qstr_Forward_10|Forward 10 qstr_Repeat_x|Repeat x qstr_Shield_wall|Shield wall qstr_Ranged|Ranged qstr_Polearms|Polearms qstr_Two_Handed|Two Handed qstr_One_Handed|One Handed qstr_No_Shields|No Shields qstr_Use_Shields|Use Shields qstr_Avoid_Melee|Avoid Melee qstr_Turn_to_weapon_order|Turn to weapon orders... qstr_Prepare_Orders|Prepare Orders qstr_Dispatch_Orders|Dispatch Orders qstr_...Turn_to_positioni|...Turn to positioning orders qstr_Record_Battle_Size_a|Record Battle Size as set in Options qstr_Troop_Assignments|Troop Assignments qstr_Split_Troops_into_Se|Split Troops into Secondary Divisions qstr_Troops_by^_Primary_D|Troops by^ Primary Division qstr_#_in^Main_Division|# in^Main Division qstr_Show/^Hide|Show/^Hide qstr_#_in^Secondary_Divis|# in^Secondary Division qstr_Secondary^Division|Secondary^Division qstr_Disabled|Disabled qstr_Split_Active|Split Active qstr_Clear_All|Clear All qstr_Discard_Changes|Discard Changes qstr_Save|Save qstr_0000|00,00 qstr_Bet _{reg51}_Stag|Bet {reg51} Stag qstr_Money _{reg1}_Stag|Money {reg1} Stag qstr_{reg1}{reg2}|{reg1},{reg2} qstr_Start_Game|Start Game qstr_Find_the_Lady|Find the Lady qstr_You_win!_Try_again?|You win! Try again? qstr_You_lose._Try_again?|You lose. Try again? qstr_Yes|Yes qstr_No|No qstr_You_learn_your_new_f|You learn your new faith quickly and you are taught to recite the Seven Pointed Star - the holy text of the Faith of The Seven - After a week, you are indicted into your new religion.^^ This will require you to stay a week at the septry. Do you still want to covert your religion? qstr_Yes.|Yes. qstr_No.|No. qstr_After_a_week_you_are|After a week, you are indicted into your new religion.^^ This will require you to stay a week at the temple. Do you still want to covert your religion? qstr_Back_to_Siege|Back to Siege qstr_Your_Siege_Camp|Your Siege Camp qstr_You_are_besieging_th|You are besieging the enemy.^Here you can manage your camp's resources. qstr_Send_Foragers |Send Foragers qstr_^Send_men_to_forage_|^Send men to forage nearby. They return with extra food every half day. qstr_Forty_men_are_needed|Forty men are needed. qstr_Fortify_Camp |Fortify Camp qstr_^Fortify_your_camp_w|^Fortify your camp with basic defences. The men engaged in this difficult work will need a reward of 200 stags, or you could face troubles. qstr_Sixty_men_are_needed|Sixty men are needed. qstr_Troop_Tree|Troop Tree qstr_Recruit_Prisoners|Recruit Prisoners qstr_Visit_Camp|Visit Camp qstr_No_one_is_interested|No one is interested this time. qstr_Resume_Travelling|Resume Travelling qstr_Your_Sea_Camp|Your Sea Camp qstr_The_ship_is_at_the_m|The ship is at the mercy of the wind when you stop to rest.^Here you can manage your camp's resources. qstr_Calm^^The_sails_like|Calm^^The sails, like the sea, are flat. qstr_Light_breeze^^On_the|Light breeze^^On the sea, you notice some small wavelets.^The sails swell a little. qstr_Moderate_breeze^^Sma|Moderate breeze^^Small waves with breaking crests are rolling on the sea.^The sails fill with wind. qstr_Strong_breeze^^Moder|Strong breeze^^Moderate waves begin to form larger ones.^The sails are swollen tight and will need to be reefed soon. qstr_High_wind^^There_are|High wind^^There are many breaking waves visible. The sails are reefed.^There is some chance now that ships will be damaged. qstr_Gale^^The_sea_is_vio|Gale^^The sea is violent. The sails are almost completely reefed.^There is a high risk of a damaged hull. qstr_Storm^^The_waves_tos|Storm^^The waves toss about the ships, which threaten to capsize. qstr_Number_of_sailors |Number of sailors qstr_Speed_from_sailors |Speed from sailors qstr_Fleet|Fleet qstr_Fishing|Fishing qstr_Second_Outfit|Second Outfit qstr_Read_Book|Read Book qstr_Retire|Retire qstr_Options|Options qstr_Check_Location|Check Location qstr_You_cannot_read._You|You cannot read. You can learn to do so at a citadel. qstr_Accept|Accept qstr_Dismiss_Staff|Dismiss Staff qstr_Recruit_staff_for_yo|Recruit staff for your settlement qstr_^Hiring_staff_has_bo|^Hiring staff has both initial and continuing costs. A good reputation and an impressive settlement will attract a greater variety of candidates. qstr_Description |Description qstr_Captain |Captain qstr_Religious_Figure |Religious Figure qstr_Bard |Bard qstr_Bottler |Bottler qstr_Whore |Whore qstr_Master_at_Arms |Master at Arms qstr_Smith |Smith qstr_Armourer |Armourer qstr_Maester |Maester qstr_Cook |Cook qstr_Captain_Yoren|Captain Yoren qstr_Dismiss/No_Captain|Dismiss/No Captain qstr_Septon|Septon qstr_Old_Gods_Priest|Old Gods Priest qstr_Red_Priest|Red Priest qstr_Drowned_Priest|Drowned Priest qstr_Dismiss/No_Priest|Dismiss/No Priest qstr_No_bard_wants_to_ser|No bard wants to serve you. qstr_Bard|Bard qstr_Dismiss/No_Bard|Dismiss/No Bard qstr_Alfred|Alfred qstr_Dismiss/No_Bottler|Dismiss/No Bottler qstr_No_whore_s_are_avail|No whore's are available. qstr_Marei|Marei qstr_Genna|Genna qstr_Kayla|Kayla qstr_Rosa|Rosa qstr_Dismiss/No_Whore|Dismiss/No Whore qstr_Master_at_Arms|Master at Arms qstr_Dismiss/No_Master_at|Dismiss/No Master at arms qstr_Gunthred|Gunthred qstr_Dismiss/No_Smith|Dismiss/No Smith qstr_Gregor|Gregor qstr_Dismiss/No_Armourer|Dismiss/No Armourer qstr_No_maesters_are_avai|No maesters are available. qstr_Jaqen|Jaqen qstr_Daario|Daario qstr_Melwyn|Melwyn qstr_Janos|Janos qstr_Dismiss/No_Maester|Dismiss/No Maester qstr_Alliser|Alliser qstr_Dismiss/No_Cook|Dismiss/No Cook qstr_{s10}|{s10} qstr_You_do_not_have_enou|You do not have enough money to increase your staff by this amount. Please reduce the number of people to hire! qstr_More|More qstr_Campaign_Type|Campaign Type qstr_ROYAL_SANDBOX_CAMPAI|ROYAL SANDBOX CAMPAIGN qstr_LORDLY_SANDBOX_CAMPA|LORDLY SANDBOX CAMPAIGN qstr_STATIC_WARS_CAMPAIGN|STATIC WARS CAMPAIGN qstr_SANDBOX_CAMPAIGN|SANDBOX CAMPAIGN qstr_Difficulty_Type|Difficulty Type qstr_Impossible|Impossible qstr_Full_Realism|Full Realism qstr_These_options_can_be|These options can be changed later in the camp menu. qstr_Reduced_to_1/4__Easi|Reduced to 1/4 (Easiest) qstr_Reduced_to_1/2__Easy|Reduced to 1/2 (Easy) qstr_Reduced_to_1/2__Easi|Reduced to 1/2 (Easiest) qstr_Reduced_to_3/4__Easy|Reduced to 3/4 (Easy) qstr_Reduced_to_1/4__Hard|Reduced to 1/4 (Hardest) qstr_Reduced_to_1/2__Hard|Reduced to 1/2 (Hard) qstr_Increased_to_3x_dama|Increased to 3x damage (Hardest) qstr_Increased_to_2x_dama|Increased to 2x damage (Hard) qstr_Slowest|Slowest qstr_Slower|Slower qstr_Faster|Faster qstr_Fastest|Fastest qstr_Warning _The__{s1}__|Warning The '{s1}' and '{s2}' options for this setting can't be disabled any more after you click '{s3}.' qstr_Choose_a_campaign_ty|Choose a campaign type! qstr_Static_Wars_Campaign|Static Wars Campaign Westerosi factions will be locked in diplomacy according to the Wars of the Five Kings.^^Sandbox Campaign The same as above but all factions (except the Night's Watch) are free to declare war and peace as they choose. Much like normal Warband.. qstr_Choose_a_difficulty_|Choose a difficulty type! qstr_Stamina_is_calculate|Stamina is calculated from Health and Athletic skills and affects physical endurance during battle. When a character's stamina is exhausted, he or she won't be able to run and his or her weapons' damage will be halved.^^{s8} qstr_Your_skill_points_wi|Your skill points will deteriorate when you equip heavy armour. This skill brings better balance to the game, as light troops become more important. Other equipment may have positive effect on skills.^^{s8} qstr_Your_army_needs_regu|Your army needs regular rest at an inn, your camp site or a settlement from time to time. Lack of rest will lower your troops morale, while resting will improve it. qstr_Your_enemies_will_ca|Your enemies will cause double damage while you cause only half. qstr_Add_decapitation_to_|Add decapitation to battles. qstr_Disable_the_3D_view_|Disable the 3D view in settlement/village menus to improve the loading time for slower machines. qstr_Attack_while_holding|Attack while holding your shield (default hold Right Mouse Button + Left Mouse Button). The short delay is meant to keep the player from mistakenly executing a shield bash during normal fighting.^^The AI will also be able to use this ability. qstr_The_divisions_of_the|The divisions of the player's army will not adopt the formations of shield wall, wedge, or square. Moreover, the F4 menu that contains these selections will no longer appear.^^The default ranks formations will always be adopted when the player closes ranks beyond the point needed to make a shoulder-to-shoulder line. qstr_When_multiple_divisi|When multiple divisions are placed, they will set up to face the centre of the enemy forces. Without this option, they will set up along the facing that the player has when he/she places them, although individual divisions will still turn to face the enemy.^^For example, with the option OFF and the player facing AWAY from the attacker, infantry will set up on the RIGHT flank rather than the LEFT. qstr_The_army_opposing_th|The army opposing the player never takes a defensive position at the back of the map, but will always charge the armies of the player and his/her allies. qstr_Turning_this_on_allo|Turning this on allows your character to perform a warcry animation when telling your troops to charge. qstr_Turning_this_on_allow|Turning this on allows you to see the distance your projectile has travelled. qstr_Set_how_much_damage_|Set how much damage is done to your character. qstr_Set_how_much_damage_i|Set how much damage is done to your army. qstr_Set_how_much_damage_is|Set how much damage is received from all lords and companions (heroes). qstr_Set_how_much_damage_is_|Set how much damage is dealt from all lords and companions (heroes). qstr_Set_how_well_troops_|Set how well troops fight. They fight worst at Beginner level. qstr_Campaign_AI_affects_|Campaign AI affects many aspects of the game, like ^- size of bandit parties^- renown loss in battles^- chance of recruiting lords^- taxes^- how lords get reinforcements^- how lords respond to the player's requests qstr_Set_the_running_spee|Set the running speed of troops in battle.^^{s8} qstr_{s2}_{reg0}|{s2} {reg0} qstr_Wounded_troops_take_|Wounded troops take damage from blood loss.^^{s8} qstr_The_player_will_have|The player will have bodyguards in certain locations.^^{s8} qstr_You_can_turn_off_the|You can turn off the invading White Walker armies. Be warned White Walkers and Wights can only be killed with certain weapons. Novice players or cowards should probably have this turned off (A checked box means the whitewalker invasion will NOT happen). qstr_Sets_the_player_as_c|Sets the player as commander of the chosen division. This division will set up immediately left and behind the player on Hold and Follow commands (Wedge will put player on the point). Consider it for bodyguard divisions. qstr_Your_player_has_the_|Your player has the chance of falling backwards in battles. This enables a realistic way to overcome the walking backwards exploit.^^{s8} qstr_{s3}^^{s4}|{s3}^^{s4} qstr_Your_Kingdom|Your Kingdom qstr_Name_^{playername}|Name ^{playername} qstr_Renown |Renown qstr_Reputation |Reputation qstr_Commoner_Trust |Commoner Trust qstr_Right_to_Rule |Right to Rule qstr_Money |Money qstr_Religion |Religion qstr_Atheist|Atheist qstr_Old_Gods_of_the_Fore|Old Gods of the Forest qstr_R_hllor|R'hllor qstr_The_Faith_of_the_Sev|The Faith of the Seven qstr_The_Drowned_God|The Drowned God qstr_Can_read |Can read qstr_Reading |Reading qstr_No_books.|No books. qstr_Trait |Trait qstr_Natural_Leader__Pres|Natural Leader (Press Key U in battle) qstr_Warrior__Press_Key_B|Warrior (Press Key B in battle) qstr_Scars |Scars qstr_Wounds |Wounds qstr_Enemies_Killed |Enemies Killed qstr_Enemies_Wounded |Enemies Wounded qstr_Allies_Killed |Allies Killed qstr_Allies_Wounded |Allies Wounded qstr_Story|Story qstr_Attributes/Skills|Attributes/Skills qstr_Wounds|Wounds qstr_Quest|Quest qstr_Party|Party qstr_Relations|Relations qstr_Budget|Budget qstr_Statistics|Statistics qstr_Companions|Companions qstr_Factions|Factions qstr_Known_Lords|Known Lords qstr_Courtship|Courtship qstr_Ships|Ships qstr_Level _{reg4}_^Days_|Level {reg4} ^Days of Adventuring {reg5}. qstr_Settlements_Owned_by|Settlements Owned by You {reg0} qstr_Hostile_Lords _{reg0|Hostile Lords {reg0} qstr_Inventory _{reg0}_st|Inventory {reg0} stags qstr_You_need_to_be_the_r|You need to be the ruler of your faction in order to access your kingdom control panel. qstr_^^^^Wounds_Informati|^^^^Wounds Information ^^{s3}^^----------^^{s4}^^----------^^{s5}^^----------^^{s6} qstr_Kingdom_Report|Kingdom Report qstr_{reg59?Queen King} |{reg59?Queen King} qstr_{reg59?Queen King}_s|{reg59?Queen King}'s Towns qstr_{reg59?Queen King}_s_|{reg59?Queen King}'s Castles qstr_{reg59?Queen King}_s_V|{reg59?Queen King}'s Villages qstr_Lords |Lords qstr_Caravans |Caravans qstr_Kingdom_Towns |Kingdom Towns qstr_Kingdom_Castles |Kingdom Castles qstr_Kingdom_Villages |Kingdom Villages qstr_Places_without_Lord |Places without Lord qstr_Prisoner_Lords |Prisoner Lords qstr_Minister |Minister qstr_Tax_Enforcement |Tax Enforcement qstr_No__tax_revenue_lowe|No (tax revenue lower) qstr_{reg59?Queen King}_s_A|{reg59?Queen King}'s Army Size qstr_Royal_Decree|Royal Decree qstr_Summary|Summary qstr_Lords|Lords qstr_Diplomacy|Diplomacy qstr_Armies|Armies qstr_Centers|Centers qstr_Rename|Rename qstr_Map_Colour|Map Colour qstr_Make_a_Royal_Decree |Make a Royal Decree ^^Changing orders will take a few hours,^as messengers need time to reach your vassals.^Once you select your order click DONE for confirmation. qstr_Gather_Our_Forces|Gather Our Forces qstr_Defend_the_Kingdom|Defend the Kingdom qstr_Current_decree _{s4}|Current decree {s4} qstr_You_order_the_lords_|You order the lords to present themselves with their household armies. qstr_You_order_the_kingdo|You order the kingdom to be defended. qstr_You_cannot_do_this_n|You cannot do this now. qstr_Choose_a_colour_for_|Choose a colour for your kingdom! qstr_Green|Green qstr_Blue|Blue qstr_{reg11}_{reg12}_{reg|{reg11}, {reg12}, {reg13} qstr_Your_Camp|Your Camp qstr_You_stop_to_rest.^He|You stop to rest.^Here you can manage your camp's resources. qstr_Send_Scouts |Send Scouts qstr_^Sending_scouts_ahea|^Sending scouts ahead of the army will increase your chances of spotting enemies. However, these men always move very exposed, so their life expectancy is low. qstr_Thirty_men_are_neede|Thirty men are needed. qstr_^Send_men_to_forage_a|^Send men to forage as your army travels. They return with extra food every half day. qstr_Twenty_men_are_neede|Twenty men are needed. qstr_^Fortify_your_camp_wi|^Fortify your camp with basic defences. The men engaged in this difficult work will need a reward of 200 silver stags, or you could find yourself in trouble. qstr_Your_Settlement|Your Settlement qstr_Wait_Here|Wait Here qstr_Visit_your_Camp|Visit your Camp qstr_You_cannot_build_you|You cannot build your settlement so close to another settlement. qstr_You_are_too_close_to|You are too close to a settlement to camp. qstr_Your_army_morale_is_|Your army morale is low! qstr_{reg1}_{reg2}|{reg1}, {reg2} qstr_House_Lannister|House Lannister qstr_House_Bolton|House Bolton qstr_House_Karstark|House Karstark qstr_House_Stark|House Stark qstr_Outlaws|Outlaws qstr_The_Brotherhood|The Brotherhood qstr_Camp_Women|Camp Women qstr_Freeriders|Freeriders qstr_Sellsails|Sellsails qstr_Ironborn_Pirates|Ironborn Pirates qstr_Golden_Company|Golden Company qstr_Mercenaries|Mercenaries qstr__Click_on_a_unit_for|(Click on a unit for details) qstr_fort|fort qstr_Infiltration|Infiltration qstr_A_good_way_to_hasten|A good way to hasten the fall of the {s2} is to infiltrate it with a group of men to damage the defences, food stores, water supplies or loyalty of the defenders. It is a difficult and risky manoeuvre, almost suicidal. Those you send in have low chances of returning, but if successful, they could cause great damage to the enemy. They will need 600 stags for their troubles. What type of sabotage would you like them to cause? qstr_Poison_the_{s2}_s_wa|Poison the {s2}'s water. qstr_Kill_the_{s2}_s_live|Kill the {s2}'s livestock. qstr_Burn_the_{s2}_s_food|Burn the {s2}'s food. qstr_Subvert_the_defender|Subvert the defenders. qstr_A_group_of_chosen_me|A group of chosen men will be sent to poison the water supplies. qstr_A_group_of_chosen_men|A group of chosen men will be sent to kill the cattle. qstr_A_group_of_chosen_men_|A group of chosen men will be sent to burn the granaries. qstr_A_group_of_chosen_men_w|A group of chosen men will be sent to subvert the defenders. qstr_You_do_not_have_the_|You do not have the 600 stags to pay for this mission. qstr_{s1}_of_the_{s2}|{s1} of the {s2} qstr_Send|Send qstr_You_are_sending_a_ra|You are sending a raven.^You can do three kinds of things with a raven give Orders, change Relations and make Diplomacy. qstr_Message_Type |Message Type qstr_Select_a_Place_for_y|Select a Place for your orders qstr_ _Orders ^_You_cann| Orders ^ You cannot give orders to a lord who doesn't belong to your kingdom. qstr_Orders _None.|Orders None. qstr_Orders _Meet_and_Fol|Orders Meet and Follow You. qstr_Orders _Go_to_a_Plac|Orders Go to a Place. qstr_Orders _Patrol_an_Ar|Orders Patrol an Area. qstr_Orders _Besiege_a_Pl|Orders Besiege a Place. qstr_ _Relations ^This_l| Relations ^This lord belongs to your kingdom. qstr_Relations _None.|Relations None. qstr_Relations _Insult_an|Relations Insult and Provoke. qstr_Relations _Send_a_Gi|Relations Send a Gift. qstr_ Diplomacy ^It_is_o| Diplomacy ^It is only possible to negotiate between faction leaders.^You aren't a king. qstr_ Diplomacy ^It_is_on| Diplomacy ^It is only possible to negotiate between faction leaders.^{s1} isn't a king. qstr_Diplomacy _None.|Diplomacy None. qstr_Diplomacy _Suggest_a|Diplomacy Suggest an Alliance. qstr_Diplomacy _Suggest_P|Diplomacy Suggest Peace. qstr_Diplomacy _Declare_W|Diplomacy Declare War. qstr_You_want_to_order_{s|You want to order {s9} to meet and follow you. qstr_You_want_to_order_{s9|You want to order {s9} to go to... qstr_You_want_to_order_{s9}|You want to order {s9} to patrol around.... qstr_You_want_to_order_{s9}_|You want to order {s9} to besiege... qstr_You_want_to_send_a_m|You want to send a message to insult and provoke {s9}. Perhaps this will make him attack you. qstr_You_want_to_send_a_g|You want to send a gift of rings, bracelets and other jewellery valued at 2000 stags to {s9}, with the intention of improving your relationship. qstr_You_want_to_invite_{|You want to invite {s9} to make an alliance with you. qstr_You_want_to_make_pea|You want to make peace with {s9}. qstr_You_want_to_declare_|You want to declare war on {s9}. Remember that declaring a war without bad relations can cause other realms discomfort with and mistrust of you, especially if your kingdom has a truce or alliance with the other kingdom. qstr_No_message_chosen.|No message chosen. qstr_ _You_are_sending_a_| You are sending a raven to {s9}^^ Distance {reg2} km.^^ Messenger services will cost {reg3} stags.^^^ {s10} qstr_You_have_not_chosen_|You have not chosen a message to send. qstr_This_place_is_alread|This place is already besieged by another realm. qstr_You_have_good_relati|You have good relations with this kingdom. Your lord won't attack it. qstr_You_re_already_at_pe|You're already at peace with this kingdom. It isn't necessary to send a raven. qstr_You_need_to_improve_|You need to improve your relationship with this kingdom before proposing an alliance. qstr_You_already_have_an_|You already have an alliance with this kingdom. Wait until the current alliance finishes before you send your petition. qstr_You_are_already_at_w|You are already at war with this kingdom. qstr_You_do_not_have_the_n|You do not have the needed stags to pay to messenger. qstr_Port_of_{s1}|Port of {s1} qstr_vSeason|vSeason qstr_vWindStrength|vWindStrength qstr_vWindDirection|vWindDirection qstr__near_{s10}| near {s10} qstr_Your_recruiter_who_w|Your recruiter who was commissioned to recruit {reg10} recruits to {s13} has been defeated{s10}! qstr_Your_caravan_sending|Your caravan sending {s12} to {s13} has been defeated {s10}! qstr_Your_messenger_on_th|Your messenger on the way to {s13} has been defeated {s10}! qstr_Your_soldiers_patrol|Your soldiers patrolling {s13} have been defeated {s10}! qstr_A_scout_trying_to_ga|A scout trying to gather information about {s13} has been slain {s10}! qstr_{s1}_of_{s3}_was_def|{s1} of {s3} was defeated in battle but managed to escape. qstr_{s49}{s12}|{s49}{s12} qstr_Trying_to_improve_yo|Trying to improve your relations with {s44} qstr_Is_imprisoned_in_the|Is imprisoned in the dungeon of {s44} qstr_{s54}_is_a_claimant_|{s54} is a claimant to the throne of {s56}. qstr_nowhere|nowhere qstr_{s57}_and_{s58}|{s57} and {s58} qstr_{reg3?She He}|{reg3?She He} qstr_The_town_of_{s50}|The town of {s50} qstr_The_village_of_{s50}|The village of {s50} near {s52} qstr_{s51}_belongs_to_{s1|{s51} belongs to {s1} of {s2}.^^ qstr_{s7}_and_{s8}|{s7} and {s8} qstr_{s2}It_has_no_villag|{s2}It has no villages.^ qstr_{s2}{reg0?Its_villag|{s2}{reg0?Its villages are Its village is} {s8}.^ qstr_{s2}Its_prosperity_i|{s2}Its prosperity is {s50}. qstr_{s9}_and_{s10}|{s9} and {s10} qstr_{s7}_opened_the_gate|{s7} opened the gate qstr_{s7}_closed_the_gate|{s7} closed the gate qstr_You_are_hurt_close_t|You are hurt, close to death, weak and blood soaked. You need to be healed quickly. qstr_As_life_fades_you_re|As life fades you're struck with the fury of combat and refuse to die. Adrenalin takes hold and today, you say no to death. qstr_You_re_so_tired_you_|You're so tired you can barely move a muscle. qstr_You_heal.|You heal. qstr_{s0}_|{s0} qstr_+{reg1}_to_party_mor|+{reg1} to party morale qstr_Increases_party_mora|Increases party morale^ and improves leadership and tactics skills qstr_Musical_Instruments |Musical Instruments Increases entertainment qstr_Also_known_as_Dragon|Also known as Dragonglass,^formed from a volcanic gas qstr_The_ancestral_sword_|The ancestral sword of House Dayne.^Said to be made from metal forged from the heart of a fallen star qstr_Valyrian_steel.^Exce|Valyrian steel.^Exceptionally sharp and tremendously strong, yet light,^keeping its edge and requiring no maintenance.^This weapon will never break qstr_Valyrian_steel_blade|Valyrian steel blade.^Forged out of Valyrian steel from the blade of an adversary of a great Khal long ago^and has been wielded by a number of Khals overtime.^This weapon will never break qstr_Valyrian_steel_blade^|Valyrian steel blade,^upon which Brog swore a blood oath to avenge^the death of Rhaegar and the fall of the Targaryen household.^This weapon will never break qstr_A_large_sword_encomp|A large sword encompassed in fire and blessed by R'hllor.^This sword was gifted to you after defeating the Night King and his army qstr_A_sword_blessed_with|A sword blessed with fire qstr_A_Valyrian_Warhammer|A Valyrian Warhammer once owned by King Robert Baratheon.^This weapon will never break qstr_The_ancestral_Valyri|The ancestral Valyrian steel sword of House Stark.^Exceptionally sharp and tremendously strong, yet light.^This weapon will never break qstr_The_ancestral_Valyria|The ancestral Valyrian steel sword of House Mormont.^Exceptionally sharp and tremendously strong, yet light.^This weapon will never break qstr_This_Valyrian_steel_|This Valyrian steel glaive is a true masterpiece of death and design.^It was wielded and passed down by the High Bearded Priest^as a symbol of power and absolute authority.^This weapon will never break qstr_It_is_unclear_how_a_|It is unclear how a Lannister solider came by such a remarkably crafted dagger.^Maybe he found it in a grand adventure or^looted it off the corpse of a fallen foe.^Either way, it is yours now. qstr_Just_a_random_sword|Just a random sword qstr_A_sword_made_of_ice|A sword made of ice qstr_Requires_{reg1}_inte|Requires {reg1} intelligence to read qstr_Reading_Progress _{r|Reading Progress {reg1}% qstr_wound_treatment|wound treatment qstr_training|training qstr_surgery|surgery qstr_persuasion|persuasion qstr_+1_to_{s1}_while_in_|+1 to {s1} while in inventory qstr__^| ^ qstr__2_speed^_2_manoeuvr|-2 speed^-2 manoeuvre^ qstr__5_speed^_5_manoeuvr|-5 speed^-5 manoeuvre^ qstr_+3_armour^+4_charge^|+3 armour^+4 charge^+10 hit points^ qstr__1_requirement_of_ri|-1 requirement of riding^ qstr_+1_requirement_of_ri|+1 requirement of riding^+5 hit points^ qstr_+1_speed^+1_armour^+|+1 speed^+1 armour^+1 charge^ qstr_+2_requirement_of_ri|+2 requirement of riding^+2 speed^+2 armour^+2 charge^ qstr_{s1}_Improves_foragi|{s1} Improves foraging skill qstr__56_hit_points^_4_re|-56 hit points^-4 resistance^ qstr__26_hit_points^_2_re|-26 hit points^-2 resistance^ qstr_+47_hit_points^+2_re|+47 hit points^+2 resistance^ qstr_+83_hit_points^+4_re|+83 hit points^+4 resistance^ qstr_{s2}_Heavy_Equipment|{s2} Heavy Equipment Penalties in certain skills qstr_{s2}_Medium_Equipmen|{s2} Medium Equipment Penalties in certain skills qstr___4_to_body_armour^| -4 to body armour^ qstr___3_to_body_armour^| -3 to body armour^ qstr___2_to_body_armour^| -2 to body armour^ qstr___1_to_body_armour^| -1 to body armour^ qstr__+1_to_body_armour^| +1 to body armour^ qstr__+2_to_body_armour^| +2 to body armour^ qstr__+3_to_body_armour^| +3 to body armour^ qstr__+4_to_body_armour^| +4 to body armour^ qstr__+6_to_body_armour^| +6 to body armour^ qstr_{s1}_Heavy_Armour _H|{s1} Heavy Armour High Penalties in certain skills qstr_{s1}_Medium_Armour _|{s1} Medium Armour Penalties in certain skills qstr_{s1}_Religious_Equip|{s1} Religious Equipment Increases persuasion qstr_{s1}_Gives_advantage|{s1} Gives advantages in certain skills qstr___4_to_head_armour^| -4 to head armour^ qstr___3_to_head_armour^| -3 to head armour^ qstr___2_to_head_armour^| -2 to head armour^ qstr___1_to_head_armour^| -1 to head armour^ qstr__+1_to_head_armour^| +1 to head armour^ qstr__+2_to_head_armour^| +2 to head armour^ qstr__+3_to_head_armour^| +3 to head armour^ qstr__+4_to_head_armour^| +4 to head armour^ qstr__+6_to_head_armour^| +6 to head armour^ qstr___4_to_leg_armour^| -4 to leg armour^ qstr___3_to_leg_armour^| -3 to leg armour^ qstr___2_to_leg_armour^| -2 to leg armour^ qstr___1_to_leg_armour^| -1 to leg armour^ qstr__+1_to_leg_armour^| +1 to leg armour^ qstr__+2_to_leg_armour^| +2 to leg armour^ qstr__+3_to_leg_armour^| +3 to leg armour^ qstr__+4_to_leg_armour^| +4 to leg armour^ qstr__+6_to_leg_armour^| +6 to leg armour^ qstr_{reg1?_5_swing_damag|{reg1?-5 swing damage^ }{reg2?-5 thrust damage^ } qstr_{reg1?_3_swing_damag|{reg1?-3 swing damage^ }{reg2?-3 thrust damage^ } qstr_{reg1?_3_swing_damage|{reg1?-3 swing damage^ }{reg2?-3 thrust damage^ }-3 speed qstr_{reg1?_1_swing_damag|{reg1?-1 swing damage^ }{reg2?-1 thrust damage^ } qstr_{reg1?+3_swing_damag|{reg1?+3 swing damage^ }{reg2?+3 thrust damage^ }+3 speed qstr_{reg1?+4_swing_damag|{reg1?+4 swing damage^ }{reg2?+4 thrust damage^ } qstr_{reg1?+5_swing_damag|{reg1?+5 swing damage^ }{reg2?+5 thrust damage^ }+1 speed{reg3?^+4 requirement of strength } qstr_{reg1?+2_swing_damag|{reg1?+2 swing damage^ }{reg2?+2 thrust damage^ }-2 speed{reg3?^+1 requirement of strength } qstr__5_damage|-5 damage qstr__3_damage^_3_speed|-3 damage^-3 speed qstr_+3_damage^_3_speed{r|+3 damage^-3 speed{reg3?^+2 requirement of power draw } qstr_+5_damage^+1_speed{r|+5 damage^+1 speed{reg3?^+4 requirement of power draw } qstr_+13%_max_ammo|+13% max ammo qstr_+2_damage^_2_speed{r|+2 damage^-2 speed{reg3?^+1 requirement of power throw } qstr_+3_damage^+3_speed|+3 damage^+3 speed qstr__3_damage|-3 damage qstr_Move_here|Move here qstr_View_notes|View notes qstr_Send_Spy|Send Spy qstr_Retrieve_Spy|Retrieve Spy qstr_Order_Sabotage|Order Sabotage qstr_Add_custom_note|Add custom note qstr_Send_messenger|Send messenger qstr_Accompany|Accompany qstr_Find_landing_point|Find landing point qstr_Select_as_target|Select as target qstr__{s61}_{s62}_| {s61}({s62}) qstr_killed_or_seriously_|killed or seriously wounded qstr_minor_wounded|minor wounded qstr_{s0}^TOTAL _{reg3}__|{s0}^TOTAL {reg3} ({s2}) qstr_^None|^None qstr_nothing|nothing qstr_{reg0}_village{reg1?|{reg0} village{reg1?s } qstr_{reg0}_castle{reg1?s|{reg0} castle{reg1?s } qstr_{reg0}_castle{reg1?s |{reg0} castle{reg1?s } and {s0} qstr_{reg0}_town{reg1?s }|{reg0} town{reg1?s } qstr_{reg0}_town{reg1?s }_|{reg0} town{reg1?s } and {s0} qstr_{reg0}_town{reg1?s }_{|{reg0} town{reg1?s }, {s0} qstr_Your_opponents_are_r|Your opponents are ready for the fight. qstr_Try_to_destroy_as_ma|Try to destroy as many targets as you can. You have two and a half minutes to clear the track. qstr_Stay_behind_the_line|Stay behind the line on the ground and shoot the targets. Try not to waste any shots. qstr_Garrison_Troops|Garrison Troops qstr_Camp_Troops|Camp Troops qstr_Settlement_Troops|Settlement Troops qstr_Even_though_nearby_{|Even though nearby, {s1} does not come to your aid. qstr_Battle_Advantage_=_{|Battle Advantage = {reg0}.{s1} qstr_{s9}_wants_you_to_re|{s9} wants you to resume following his army until further notice. qstr__Being_Raided_|(Being Raided) qstr__Looted_|(Looted) qstr__Under_Siege_|(Under Siege) qstr_The_village_of_{s1}_|The village of {s1} has been looted by {s2}. qstr_{s9}_Is_under_siege_|{s9} Is under siege and you have lost {reg6} silver stags leaving a deposit of {reg7}. qstr_{s3}_is_no_longer_un|{s3} is no longer under siege. qstr_Small_bands_of_enemi|Small bands of enemies have been spotted near {s1}. qstr_Enemy_patrols_have_b|Enemy patrols have been spotted near {s1}. qstr_A_medium_sized_group|A medium-sized group of enemies has been spotted near {s1}. qstr_A_significant_group_|A significant group of enemies has been spotted near {s1}. qstr_An_army_of_enemies_h|An army of enemies has been spotted near {s1}. qstr_A_large_army_of_enem|A large army of enemies has been spotted near {s1}. qstr_A_great_host_of_enem|A great host of enemies has been spotted near {s1}. qstr__{s10}_of_{s13}_recr| {s10} of {s13} recruits {s11} {s12} in {s14} qstr_Your_duel_with_{s1}_|Your duel with {s1} was cancelled due to unforeseen circumstances. qstr_debug __party_is_hir|debug party is hired to engage army. qstr_{s1}_has_been_besieg|{s1} has been besieged by {s2} of {s3}. qstr__{s1}__{s11} _{s14}|({s1}) {s11} {s14} qstr_{s14}__{s21}_|{s14} ({s21}) qstr_{s5}_has_the_greates|{s5} has the greatest support among the lords of the {s4} to be the next marshall, but {s0} overrules their choice. qstr_{s5}_has_the_greatest|{s5} has the greatest support among the lords of the {s4} to receive {s1}, but {s0} overrules their choice. qstr_{s1}_is_the_new_mars|{s1} is the new marshal of {s2}. qstr_You_gained_{reg12}_r|You gained {reg12} renown. qstr_You_lose_{reg12}_ren|You lose {reg12} renown. qstr_Your_relation_with_{|Your relation with {s1} has improved. qstr_Your_relation_with_{s|Your relation with {s1} has deteriorated. qstr_You_have_angered_the|You have angered them. qstr_You_have_appeased_th|You have appeased them. qstr_You_gain_reputation.|You gain reputation. qstr_You_lose_reputation.|You lose reputation. qstr_Now_player_reputatio|Now player reputation is {reg1} qstr_{s1}_has_declared_wa|{s1} has declared war against {s2}. qstr_The_{s15}_complies_w|The {s15} complies with its alliance with the {s17} by attacking the {s16}. qstr_{s1}_and_{s2}_have_m|{s1} and {s2} have made peace with each other. qstr_{s2}_{reg3?was is_cu|{s2} {reg3?was is currently} at {s3}. qstr_{s2}_{reg3?was is}_t|{s2} {reg3?was is} travelling to {s3} and {reg4?she he} {reg3?was should be} close to {s4}{reg3? at the moment}. qstr_{s2}_{reg3?was is}_i|{s2} {reg3?was is} in the field and {reg4?she he} {reg3?was should be} close to {s3}{reg3? at the moment}. qstr_{s2}_{reg3?was is}_b|{s2} {reg3?was is} being held captive at {s3}. qstr_{s2}_{reg3?was has_b|{s2} {reg3?was has been} taken captive by {reg4?her his} enemies. qstr_{reg3?{s2}_s_locatio|{reg3?{s2}'s location was unknown I don't know where {s2} is}. qstr_{s6}_has_joined_your|{s6} has joined your party. qstr_You_now_owe_{reg2}_s|You now owe {reg2} silver stags to {s1}. qstr_Royal_guardian|Royal guardian qstr_Renown_value_for_thi|Renown value for this battle is {reg8}. qstr_You_have_run_into_a_|You have run into a trap! qstr_You_are_attacked_by_|You are attacked by a group of bandits! qstr_Holding|Holding qstr_Following|Following qstr_Charging|Charging qstr_Advancing|Advancing qstr_Falling_Back|Falling Back qstr_Standing_Closer|Standing Closer qstr_Spreading_Out|Spreading Out qstr_Standing|Standing qstr_Free|Free qstr_Any_Weapon|Any Weapon qstr_Blunt_Weapons|Blunt Weapons qstr_Your_soldiers_patroll|Your soldiers patrolling {s6} disbanded because you left the faction! qstr_{s1}_Rebels|{s1} Rebels qstr_Given_by _{s62}|Given by {s62} qstr_Given_on _{s60}|Given on {s60} qstr_You_have_{reg0}_days|You have {reg0} days to finish this quest. qstr_This_quest_has_been_|This quest has been concluded. Talk to {s59} to finish it. qstr_This_quest_has_been_s|This quest has been successfully completed. Talk to {s59} to claim your reward. qstr_This_quest_has_faile|This quest has failed. Talk to {s59} to explain the situation. qstr_At_the_time_the_ques|At the time the quest was given ^{s1} qstr_{s5}_has_a_strength_|{s5} has a strength of {reg1} men in total. qstr_The_last_time_you_sa|The last time you saw {reg1?her him}, {s1} qstr_The_last_time_you_he|The last time you heard about {reg1?her him}, {s1} qstr_{s6}_{s7}|{s6} {s7}, qstr_The_following_lords_|The following lords are held prisoner here {s6} qstr_There_are_no_lords_h|There are no lords held prisoner here. qstr_Current_garrison_con|Current garrison consists of {reg5} men.^Has food stock for {reg6} days. qstr_Very_Poor|Very Poor qstr_Poor|Poor qstr_Average|Average qstr_Rich|Rich qstr_Very_Rich|Very Rich qstr_Manor|Manor qstr_A_manor_lets_you_res|A manor lets you rest at the village and pay your troops half wages while resting. qstr_Mill|Mill qstr_A_mill_increases_vil|A mill increases village prosperity by 5%. qstr_Watch_Tower|Watch Tower qstr_A_watch_tower_lets_t|A watch tower lets the villagers raise alarms earlier. The time it takes for enemies to loot the village increases by 25%. qstr_School|School qstr_A_school_increases_t|A school increases the loyalty of the villagers to you by +1 every week. qstr_Messenger_Post|Messenger Post qstr_A_messenger_post_let|A messenger post lets the inhabitants send you a message whenever enemies are nearby, no matter how far you are from here. qstr_Prison_Tower|Prison Tower qstr_A_prison_tower_reduc|A prison tower reduces the chance of captives being held here running away successfully. qstr_You_invite_a_drowned|You invite a drowned man to influence the people here to worship the Drowned God. qstr_Weirwood_tree|Weirwood tree qstr_Plant_a_weirwood_tre|Plant a weirwood tree to remember your ancestors and worship the Old Gods. qstr_Temple_of_R_hllor|Temple of R'hllor qstr_Build_a_temple_to_sp|Build a temple to spread the strength of R'hllor. qstr_Septry|Septry qstr_Build_a_septry_to_in|Build a septry to increase the worship of the Seven Faced God. qstr_Large_septry_of_the_|Large septry of the Seven Faced God qstr_Build_a_large_sept_t|Build a large sept to increase the worship of the Seven further. qstr_The_Drowned_God_shri|The Drowned God shrine qstr_Build_a_shrine_for_a|Build a shrine for a greater a influence towards the people here to worship the Drowned God. qstr_Weirwood_Forest|Weirwood Forest qstr_Plant_a_weirwood_for|Plant a weirwood forest for a greater increase in worship to the Old Gods. qstr_Shrine_to_The_Lord_o|Shrine to The Lord of Light. qstr_Build_a_shrine_to_pr|Build a shrine to practice spreading the power of R'hllor. qstr_Blacksmith|Blacksmith qstr_Build_this_to_facili|Build this to facilitate the manufacture of tools and weapons. qstr_Merchant_Guild_House|Merchant Guild House qstr_Build_this_to_please|Build this to please the merchant community and engage in trade enterprises. qstr_Library|Library qstr_Erect_a_library_to_i|Erect a library to increase and spread knowledge in your name. qstr_Prosperity_of_{s2}_h|Prosperity of {s2} has changed from {s3} to {s4}. qstr_ERROR _Companion_str|ERROR Companion strings actual/needed {reg1}/{reg2} qstr_{s4}_looks_upset.|{s4} looks upset. qstr_your_party|your party qstr_{reg0?One_of_your_pr|{reg0?One of your prisoners, }{s1} of {s3} has escaped from captivity! qstr_TPE_ERROR!__No_valid|TPE ERROR! No valid faction could be determined for this town. qstr_You_brought_{reg3}_h|You brought {reg3} heads of cattle to {s1}. qstr_I_heard_that_there_w|I heard that there will be a tournament in {s62} soon. qstr_I_heard_that_one_can|I heard that one can buy {s62} very cheap at {s63}. qstr_I_heard_that_they_pa|I heard that they pay a very high price for {s62} at {s63}. qstr_Well_apparently_2500|Well, apparently 25,000 Dothraki attacked the city of Braavos. Though they couldn't penetrate the lines of only 3000 Unsullied. Hah, stupid Dothraki! qstr_I_ve_heard_the_boar_|I've heard the boar that killed the late King Robert Baratheon still runs free in that Kingswood area. May the seven bless he who brings back that boar dead. qstr_Westeros_has_become_|Westeros has become infested with thieves, murderers and mercenaries trying to profit from the war. Its not safe around here no more. qstr_There_s_been_reports|There's been reports of people being attacked by hill clans in the Vale. The name Ulf keeps being mentioned. qstr_People_say_giants_ro|People say giants roam beyond the wall. Others say its nonsense and just a way to scare folk. You make up your own mind but you sure wont see me hanging around there any time soon! qstr_Have_you_heard_about|Have you heard about that cave far beyond the wall? No? Umm.. yeah me neither! qstr_I_would_like_to_know|I would like to know about the Andles, wouldn't you? qstr_All_most_people_can_|All most people can do is fuck whores and get drunk while Westeros lies on the brink of destruction! qstr_The_Others!....._The|The Others!..... The Night King!... Pahaha! What nonsense. qstr_The_Wildlings_have_b|The Wildlings have been united beyond the wall they say. Call him the king beyond the wall ya know. qstr_Apparently_The_Port_|Apparently The Port of Ibben holds a secret. qstr_I_wish_the_world_was|I wish the world was less dangerous, few men grow old these days. qstr_I_ve_been_told_the_U|I've been told the Unsullied maintains strict discipline and training, for that reason they are the most powerful warriors in Westeros and Essos! qstr_Apparently_the_Unsul|Apparently the Unsullied can be bought from someone somewhere in Essos. qstr_two_days_ago|two days ago qstr_You_asked_me_to_come|You asked me to come and meet you here at {s33}. So, here I am, waiting for you to show up. qstr_Marshal_has_chosen_{|Marshal has chosen {s13} to levy troops. qstr_Marshal_Levying_Troo|Marshal Levying Troops qstr_The_marshal_is_levyi|The marshal is levying {reg0} troops from your center {s10}. qstr_{s12}_of_{s1}|{s12} of {s1} qstr_{s12}_of_{s2}|{s12} of {s2} qstr_You_gain_right_to_ru|You gain right to rule. qstr_You_lose_right_to_ru|You lose right to rule. qstr_You_have_been_enlist|You have been enlisted! qstr_Current_rank _{s5}|Current rank {s5} qstr_You_have_left_your_c|You have left your commander! qstr_You_have_been_grante|You have been granted leave! qstr_You_have_rejoined_yo|You have rejoined your commander! qstr_{s3}_{s2}|{s3}, {s2} qstr_You_are_issued_with_|You are issued with equipment of a {s1} {s2}. qstr_The_equipment_of_a_{|The equipment of a {s1} {s2}is taken from you. qstr_Your_reputation_has_|Your reputation has increased by {reg12}. qstr_Your_reputation_has_d|Your reputation has decreased by {reg12}. qstr_People_think_neither|People think neither better or worse of you. qstr_You_lost_{reg12}_ren|You lost {reg12} renown. qstr_No_one_listens_to_yo|No one listens to you. qstr_You_gained_{reg12}_ri|You gained {reg12} right to rule. qstr_You_lost_{reg12}_rig|You lost {reg12} right to rule. qstr_Your_claims_to_rule_|Your claims to rule fall on deaf ears. qstr_You_gained_{reg12}_b|You gained {reg12} bardic reputation. qstr_You_lost_{reg12}_bar|You lost {reg12} bardic reputation. qstr_You_received_{reg12}|You received {reg12} silver stags. qstr_This_performance_cos|This performance cost you {reg12} silver stags. qstr_lack_of_room|lack of room qstr_prepare_to_volley|prepare to volley qstr_end_volley|end volley qstr_Everyone|Everyone qstr_Archers!!_use_fire!!|Archers!! use fire!! qstr_Archers!!_extinguish|Archers!! extinguish flames!! qstr_Belfry_was_destroyed|Belfry was destroyed. qstr_Your_party_consumed_|Your party consumed {reg1} units of food{reg4?, {reg4} from foraging }({reg2} days left). qstr_{s2}_managed_to_fora|{s2} managed to forage {reg4} units of food to complement supplies. qstr_{reg4}_killed_{reg5}|{reg4} killed, {reg5} wounded qstr_{s0}^{s1} _{reg3}__{|{s0}^{s1} {reg3} ({s2}) qstr_{s0}^{s1}_ally_ _{re|{s0}^{s1}(ally) {reg3} ({s2}) qstr_{s0}^{s1}_enemy_ _{r|{s0}^{s1}(enemy) {reg3} ({s2}) qstr_{reg0}_of_your_priso|{reg0} of your prisoners escaped! qstr_ready_bows_and_missi|ready bows and missiles qstr_ready_side_arms|ready side arms qstr_ready_two_handers_an|ready two-handers and polearms qstr_brandish_shields|brandish shields qstr_doff_your_shields|doff your shields qstr_stand_and_fight|stand and fight qstr_avoid_melee|avoid melee qstr_shields_at_will|shields at will qstr_brace_for_charge|brace for charge qstr_remove_brace_and_fig|remove brace and fight qstr_{s2} _{reg3}_{reg4}_|{s2} {reg3}, {reg4} days qstr_{s4} _{reg4}|{s4} {reg4} qstr_{s1}__gathering_supp|{s1} (gathering support) qstr_{s1}__intelligence_|{s1} (intelligence) qstr_{s1}__attempting_to_|{s1} (attempting to rejoin) qstr_{s1}__embassy_|{s1} (embassy) qstr_{s1}__minister_|{s1} (minister) qstr_{s1}__under_arms_|{s1} (under arms) qstr_{s1}__separated_afte|{s1} (separated after battle) qstr_Westeros_and_Essos.|Westeros and Essos. qstr_spear_man|spear man qstr_ruler|ruler qstr_free_man|free man qstr__knows_of_you.| knows of you. qstr__has_no_opinion_abou| has no opinion about you. qstr_{s57}_and_{s50}|{s57} and {s50} qstr_{s1}_Renown _{reg40}|{s1} Renown {reg40}, Controversy {reg41}^Honor {reg42}, Right to rule {reg43}^You are a {s44} of {s45}^{reg45?{reg46?Your liege, {s46},{s47} You are the ruler of {s45}} }^^Friends ^Enemies ^^Fiefs ^ {reg50?{s50} no fief} qstr_{s1}{s2}_{reg46?Repu|{s1}{s2} {reg46?Reputed to be {s42} }^Renown {reg40}, Controversy {reg41} {reg46?Impatience {reg43} }^{s44} noble of the {s45}^{reg46?Liege {s46}, Relation {reg47} Ruler of the {s45}}^^{reg48?Currently prisoner of the {s48} }^Days since last meeting {reg49}^^Fiefs {reg51?(was promised a fief) } ^ {reg50?{s50} no fief} qstr_conventional|conventional qstr_adventurous|adventurous qstr_otherwordly|otherwordly qstr_ambitious|ambitious qstr_moralist|moralist qstr_just_met|just met qstr_admirer|admirer qstr_promised|promised qstr_breakup|breakup qstr_unknown|unknown qstr_Heroic_{s50}|Heroic {s50} qstr_Allegoric_{s50}|Allegoric {s50} qstr_Comic_{s50}|Comic {s50} qstr_Mystic_{s50}|Mystic {s50} qstr_Tragic_{s50}|Tragic {s50} qstr_{s1}{s2}_Controversy|{s1}{s2} Controversy {reg41}^Reputation {s42}, Courtship state {s43}^Belongs to the {s45}^{reg46?Her father, {s46} Her guardian, {s46}}{s47}^Allowed to visit {reg45?yes no} {reg48?Betrothed to {s48} }^^Days since last meeting {reg49}^^Poems ^ {reg50?{s50} no poem heard} qstr_Gathering_support|Gathering support qstr_Gathering_intelligen|Gathering intelligence in the {s66} qstr_Embassy_to_{s66}|Embassy to {s66} qstr_Minister|Minister qstr_none|none qstr_{s1}_{s2}^Reputation|{s1}, {s2}^Reputation {s42}^Born at {s43}^Contact in {s44} of {s45}.^^{reg48?Currently prisoner of the {s48} }^Days since last talked to {reg49}^^Current mission ^ {s50}{reg50?, back in {reg50} days. } qstr_{s1}^|{s1}^ qstr__knows_of_you| knows of you qstr_{s1}_wife_of_{s3}{re|{s1}, wife of {s3}{reg0?,{s60} } qstr_{s1}_{reg1?daughter_|{s1}, {reg1?daughter of sibling of} {s3}{reg4?, betrothed to {s5} }{reg0?,{s60} } qstr_{s3}_and_{s6}|{s3} and {s6} qstr_{s1}{reg4?_son_of_{s|{s1}{reg4?, son of {s5}{reg1?, {reg0?, }} }{reg1? prisoner{reg0?, } }{reg0?{s60} } qstr_{s10}_{reg1?daughter|{s10}, {reg1?daughter of sibling of} {s3}{reg4?, betrothed to {s5} }{reg0?,{s60} } qstr_Messenger_{s65}|Messenger {s65} qstr_Envoy_{s65}|Envoy {s65} qstr_Consul_{s65}|Consul {s65} qstr_Legate_{s65}|Legate {s65} qstr_Missi_Dominici_{s65}|Missi Dominici {s65} qstr_{s65}|{s65} qstr_{s10}{reg0?__who{s60|{s10}{reg0? (who{s60}) } qstr_{s11}__{s61}_|{s11} ({s61}) qstr_{reg0}_silver_stags_|{reg0} silver stags added to treasury. qstr_{reg0}_silver_stags_r|{reg0} silver stags removed from treasury. qstr_{s1}_and_{s2}_have_e|{s1} and {s2} have entered into an alliance with each other. qstr_{s15}_complies_with_|{s15} complies with the new alliance by attacking {s16}. qstr_{s1}_and_{s2}_have_c|{s1} and {s2} have concluded a defensive pact with each other. qstr_{s1}_and_{s2}_have_co|{s1} and {s2} have concluded a trade agreement with each other. qstr_{s1}_and_{s2}_have_con|{s1} and {s2} have concluded a non aggression pact with each other. qstr_you|you qstr_{s5}_patrol|{s5} patrol qstr_Transfer_to_{s5}|Transfer to {s5} qstr_{s5}_scout|{s5} scout qstr_.|. qstr_^The_village_has_a_h|^The village has a herd of {reg4} cattle.^ qstr_^The_village_has_{re|^The village has {reg4} sickly auroch.^ qstr_^The_poor_villagers_|^The poor villagers have no cattle.^ qstr_^I_write_this_from_a|^I write this from a nearby hill, as the village is currently being raided. qstr_^The_village_has_bee|^The village has been burnt to the ground ^and the inhabitants scattered. There is no reason for me to remain here, my lord. qstr_^and_enough_food_for|^and enough food for {reg7} days. qstr_^|^ qstr_{s7}_{s6}|{s7} {s6}, qstr_The_following_lords_a|The following lords are held prisoner here ^{s7} qstr_I_am_aware_of_no_lor|I am aware of no lords being held prisoner here. qstr_The_drink_in_{s21}_s|The drink in {s21}'s draughty castle is good enough,^though the company leaves much to be desired.^The guard is ever watchful and I fear they suspect me. qstr_^Tonight_I_shall_tak|^Tonight I shall take care of that business we had discussed earlier. qstr_^I_am_awaiting_furth|^I am awaiting further orders, my lord. qstr__day.| day. qstr__days.| days. qstr_My_lord_I_have_been_|My lord, I have been in {s4} for {reg5}{s10}^{s12}^I have discovered that {s4} has {reg6} defenders{s3}{s5}{s8}^{s13} qstr_My_lord_I_have_been_i|My lord, I have been in {s4} for less than a day.^Please have patience as I am still gathering information. qstr_I_ve_no_idea_why_{s2|I've no idea why {s21} would own such a miserable dump,^but I shall glean what information I can from these wretched peasants. qstr_{s21}_should_be_asha|{s21} should be ashamed of this shit heap.^ The inhabitants have naught but the rags on their backs.^I shall strive to survive on the piss these locals call wine. qstr_Not_a_bad_place_to_s|Not a bad place to stop for a tankard of ale.^{s21} must be a boring man, as I can find nothing^exciting about this place. qstr_{s21}_must_be_quite_|{s21} must be quite wealthy. I believe this is the first^place you've sent me where I did not share my bed with^rats, hags, and lice. qstr_Wish_you_were_here_m|Wish you were here, my lord. The whores are plump and wear^the finest silks. Wine flows from the fountains and^{s21} has paved the streets in gold. qstr_{s2}{s1}_|{s2}{s1}, qstr__The_following_food_| The following food items were destroyed or looted {s2}. qstr__A_mount_has_ran_off| A mount has ran off!! qstr__Some_tools_have_bee| Some tools have been broken or misplaced. qstr__{reg3}| {reg3} qstr_Debug __fac_relation|Debug fac relation is friendly, player is faction leader qstr_Debug __fac_relation_|Debug fac relation is friendly, player is marshal qstr_Debug __fac_relation_i|Debug fac relation is friendly, player is lord or mercenary qstr_Debug __fac_relation_is|Debug fac relation is hostile faction qstr_Debug __fac_relation_is_|Debug fac relation is neutral faction qstr_Debug __fac_relation_is_f|Debug fac relation is friendly faction qstr_My_good_friend_{s1}|My good friend {s1}, qstr_Greetings_{s1}|Greetings {s1}, qstr__{s1}_| {s1} , qstr___Though_our_kingdom| Though our kingdoms are at war, I have an offer you may find mutually beneficial. qstr___Though_I_am_no_fri| Though I am no friend of your kingdom, I have an offer you may find beneficial. qstr___In_the_spirit_of_b| In the spirit of better relations between our kingdoms, I send this letter. qstr___Though_I_am_not_we| Though I am not well known in {s2}, I find myself in need of this communique with thou. qstr___May_our_kingdoms_c| May our kingdoms continue to prosper under our current alliance. qstr___Long_have_I_been_a| Long have I been a friend of {s2} and would have you consider this message. qstr_Excuse_me_Lady|Excuse me Lady, qstr___I_have_long_ponder| I have long pondered this paradox, perhaps you can enlighten me. qstr_{s5}__You_should_be_|{s5} You should be women and yet your beards forbid me to interpret that you are so. qstr_{s1}_Whoremaster|{s1} Whoremaster, qstr___I_have_recently_ma| I have recently made the acquaintance of one of your kin. qstr_{s5}__Your_mother_is|{s5} Your mother is an easy glove, my lord, she goes off and on at pleasure. qstr_Ser_Gizzardless|Ser Gizzardless, qstr_{s5}__Boils_and_plag|{s5} Boils and plagues plaster you over, that you may be abhorred farther than seen and one infect another against the wind a mile. You souls of geese that bear the shapes of men. qstr__Lover_of_barnyard_a| Lover of barnyard animals, qstr_{s5}__What_a_slave_a|{s5} What a slave art thou to hack thy sword as thou hast done, and then say it was in a fight. qstr_Woman|Woman, qstr__I_recall_how_femini| I recall how feminine you were in youth. qstr_{s5}__What_a_maidenl|{s5} What a maidenly man at arms you have become. qstr_Run_coward|Run coward, qstr__.| . qstr_{s5}__Your_hearts_I_|{s5} Your hearts I'll stamp out with my horse's heel and make a quagmire of your mingled brains. qstr__Simpleton| Simpleton, qstr__I_despise_you.| I despise you. qstr_{s5}__Foul_spoken_co|{s5} Foul spoken coward, that thund'rest with thy tongue, and with thy weapon nothing dares perform. qstr_Say_wall_eyed_slave|Say wall eyed slave, qstr_{s5}___Whither_would|{s5} Whither wouldst thou convey this growing image of thy fiend like face? qstr_{s5}__There_is_a_cer|{s5} There is a certain party which stands in my way. What will it cost to have them removed? qstr_{s5}__My_men_and_I_h|{s5} My men and I have travelled far and find ourselves without sustenance. I would pay well for any food you could spare. qstr_{s5}_I_would_test_my|{s5} I would test myself against thy sword, if you are so inclined. I propose a friendly duel, so that we may know to count upon one another in the thick of battle. qstr_{s5}_Your_renown_in_|{s5} Your renown in battle is such that I would be well schooled to have fought against you. Shall we duel for the pleasure of a good challenge? qstr_{s5}_I_have_heard_yo|{s5} I have heard you are a lowly opponent and not fit for sport. Yet your presence offends me. Let us duel so that I may carve the stench away from thee. qstr_{s5}__Please_except_|{s5} Please except this gift to comfort you on your journeys. qstr___The_road_ahead_is_| The road ahead is hostile, and I am in need of assistance for any altercations that may arise. I would pay you {reg16} silver stags for such assistance. qstr_{s5}__choice_5|{s5} choice 5 qstr_{s4}{s5}|{s4}{s5} qstr_Ser_Errand_boy|Ser Errand boy, qstr___You_honour_me_with| You honour me with your communique, my Lord. qstr___I_have_considered_| I have considered your message, Lord Marshal, and here is my reply. qstr___I_have_considered_y| I have considered your message and here is my reply. qstr___Though_our_kingdoms| Though our kingdoms are at war, I felt a need to reply to your missive. qstr___Here_is_your_answe| Here is your answer, mercenary. qstr___My_reply_to_your_m| My reply to your message is thus. qstr___My_reply_to_your_me| My reply to your message is thus, mercenary. qstr___May_our_kingdoms_g| May our kingdoms grow and prosper through our communications. qstr___You_have_proven_to| You have proven to be a friend of {s2}, and warrant a reply. qstr__I_am_unable_to_cons| I am unable to consider your request at this time. I have more important matters to attend to. qstr_{s5}__I_will_not_abi|{s5} I will not abide your insults and demand you recant your words and meet me upon the field of honour, that I may gain satisfaction from your cries for mercy. qstr_{s5}__I_will_await_y|{s5} I will await you near {s9}. Be there within 24 hours or be forever known as a coward and liar. qstr_{s5}_Die_you_pompous|{s5} Die you pompous ass! I am coming for you. Let us see if your sword is as sharp as your tongue. qstr_{s5}_Only_fools_and_|{s5} Only fools and thieves bargain with coin they do not possess! qstr_{s5}_Do_not_ask_of_m|{s5} Do not ask of me a task you do not wish committed. I've no time for idle banter. qstr_{s5}_Kill_a_few_peas|{s5} Kill a few peasants, tip a few aurochs? I'm into that. qstr_{s5}_I_shall_lay_sie|{s5} I shall lay siege to the town, though I doubt much good shall come of it. qstr_{s5}_I_shall_besiege|{s5} I shall besiege the castle at your behest, but I do not expect to breech the walls. qstr_{s5}_If_I_can_catch_|{s5} If I can catch the cowards, I will put them to the sword, but do not expect me to chase them forever. qstr_{s5}_It_is_good_to_m|{s5} It is good to meet in commerce instead of war for a change. qstr_{s5}_It_would_be_les|{s5} It would be less than honourable for me to duel one of such low reputation. Perhaps we can speak of this again when you have proven your self in combat. qstr_{s5}_Yes_let_us_duel|{s5} Yes, let us duel. Meet me near {s9} within 24 hours. qstr_{s5}_I_look_forward_|{s5} I look forward to teaching you the finer arts of combat. Meet me near {s9} within 24 hours and you shall have your duel. qstr_{s5}_Ha!_I_will_glad|{s5} Ha! I will gladly deflate your oversized ego. Be prepared to fight with more than words, braggart. Meet me near {s9} within 24 hours, lest you be a dishonorable coward. qstr_{s5}__I_ll_have_none|{s5} I'll have none of your poison, assassin. qstr_{s5}__A_welcome_gift|{s5} A welcome gift on this dusty road. You have my gratitude. qstr_{s5}__I_ve_heard_of_|{s5} I've heard of your dishonourable actions and wish not to become another victim of your poisons. Keep your wine or poison, whichever it may be. qstr_{s5}__You_have_yet_t|{s5} You have yet to prove yourself trustworthy, thus it would be inappropriate for me to accept your gift at this time. qstr___{s14}__has_discove| {s14} has discovered that the wine was poisoned! Your attempt to poison him has failed. qstr_{s5}__You_think_to_p|{s5} You think to poison me! I'll see your head on a block for this, you vile son of a leprous whore! qstr__I_will_take_your_co| I will take your coin and protect you to the best of my ability. Know that I will not raise my sword against those I count as friends. qstr_{s5}__choice_8|{s5} choice 8 qstr__{s5}_^^____________| {s5} ^^ {s14} qstr__Reaper_of_peasants| Reaper of peasants qstr__Despised| Despised qstr__Disliked| Disliked qstr__Untrusted| Untrusted qstr__Indifferent| Indifferent qstr__Welcome_Guest| Welcome Guest qstr__Friend| Friend qstr__Trusted_Friend| Trusted Friend qstr__Hero| Hero qstr__The_Peoples_King| The Peoples King qstr__You_need_2_ponies_t| You need 2 ponies to pull the wagon!! qstr__You_must_have_tools| You must have tools in your inventory to build a wagon! qstr_You_spent_{reg1}_exp|You spent {reg1} experience points. qstr_{s9}^^^Level _{reg3}|{s9}^^^Level {reg3}^Health {reg2}%^Morale {reg4} qstr_Morale _{reg0}^^Orig|Morale {reg0}^^Origin {s21} qstr_State _Riding|State Riding qstr_State _On_foot|State On foot qstr__{reg1}%| {reg1}% qstr_{s1}^{reg2}|{s1}^{reg2} qstr_{s1}^^{reg1}|{s1}^^{reg1} qstr_While_working_in_the|While working in the mine, you found a new salt deposit. You are rewarded for your discovery. qstr_While_working_in_the_|While working in the mine, you found an iron deposit and are rewarded for the discovery. qstr_While_working_in_the_m|While working in the mine, you found a silver deposit and are rewarded for the discovery. qstr_While_working_in_the_mi|While working in the mine, you found a gold deposit and are rewarded for the discovery. qstr_While_working_in_the_min|While working in the mine, you found a deposit of rare minerals and are rewarded for the discovery. qstr_While_working_in_the_mine|While working in the mine, you were injured during a minor cave-in. qstr_While_working_in_the_mine_|While working in the mine, you were hurt during a cave-in. qstr_While_working_in_the_mine_y|While working in the mine, you were nearly killed during a cave-in. qstr_While_working_in_the_mine_yo|While working in the mine, your party was wounded during a cave-in. qstr_While_working_in_the_mine_a|While working in the mine, a cave-in badly injured your party. qstr_Casualties _{s8}|Casualties {s8} qstr_While_working_in_the_mine_you|While working in the mine, you were almost killed during a cave-in. qstr_While_working_in_the_q|While working in the quarry, you acquire stone and are paid for your labour. qstr_While_working_in_the_qu|While working in the quarry, you found an iron deposit and are rewarded for the discovery. qstr_While_working_in_the_qua|While working in the quarry, you found a silver deposit and are rewarded for the discovery. qstr_While_working_in_the_quar|While working in the quarry, you found a gold deposit and are rewarded for the discovery. qstr_While_working_in_the_quarr|While working in the quarry, you found a deposit of rare minerals and are rewarded for the discovery. qstr_While_working_in_the_quarry|While working in the quarry, you were injured during a minor cave-in. qstr_While_working_in_the_quarry_|While working in the quarry, you were hurt during a cave-in. qstr_While_working_in_the_quarry_y|While working in the quarry, you were nearly killed during a cave-in. qstr_While_working_in_the_quarry_a|While working in the quarry, a cave-in badly injured your party. qstr_{s21}_smiles_and_win|{s21} smiles and winks back.^Your relation with {s21} has increased by 2. qstr_{s21}_rolls_their_ey|{s21} rolls their eyes and looks very annoyed. qstr_{s21}_did_not_unders|{s21} did not understand your joke.^Your relation with {s21} has decreased by 1. qstr_{s21}_was_amused_by_|{s21} was amused by your joke, but did not laugh.^Your relation with {s21} has increased by 2. qstr_{s21}_thought_your_j|{s21} thought your joke was ridiculous.^Your relation with {s21} has decreased by 2. qstr_{s21}_laughed_out_lo|{s21} laughed out loud at your joke.^Your relation with {s21} has increased by 4. qstr_{s21}_laughs_and_jum|{s21} laughs and jumps.^Your relation with {s21} has increased by 6. qstr_{s21}_was_offended_b|{s21} was offended by your joke.^Your relation with {s21} has decreased by 10. You should improve your relationship, charisma and persuasion. qstr_{s21}_did_not_find_y|{s21} did not find your compliment flattering.^Your relation with {s21} has decreased by 1. qstr_{s21}_smiles_and_tha|{s21} smiles and thanks you for the compliment.^Your relation with {s21} has increased by 4. qstr_{s21}_rolls_their_eye|{s21} rolls their eyes and looks annoyed.^Your relation with {s21} has decreased by 2. qstr_{s21}_blushes_notice|{s21} blushes noticeably, but smiles and thanks you for the compliment.^Your relation with {s21} has increased by 6. qstr_{s21}_smiles_very_fl|{s21} smiles very flustered.^Your relation with {s21} has increased by 6. qstr_{s21}_was_offended_by|{s21} was offended by your compliment.^Your relation with {s21} has decreased by 15. maybe you should improve your relationship, charisma and persuasion. qstr_{s21}_pulls_their_ha|{s21} pulls their hand away before you can kiss it.^Your relation with {s21} has decreased by 1. qstr_{s21}_allows_you_to_|{s21} allows you to kiss their hand but shows no noticeable reaction.^Your relation with {s21} has increased by 6. qstr_{s21}_allows_you_to_k|{s21} allows you to kiss their hand but looks disgusted.^Your relation with {s21} has decreased by 2. qstr_{s21}_blushes_noticea|{s21} blushes noticeably when you kiss their hand.^Your relation with {s21} has increased by 8. qstr_With_eyes_closed_{s2|With eyes closed, {s21} allows you to kiss their hand for what seems a long time.^Your relation with {s21} has increased by 10. qstr_{s21}_pulls_their_han|{s21} pulls their hand away before you can kiss it, and slaps you.^Your relation with {s21} has decreased by 4. Maybe you should improve your relationship, charisma and persuasion. qstr_{s21}_holds_out_a_re|{s21} holds out a restraining hand and tells you to back off.^Your relation with {s21} has decreased by 4. qstr_{s21}_allows_you_to_ki|{s21} allows you to kiss their cheek but seems a bit uncomfortable.^Your relation with {s21} has increased by 8. qstr_{s21}_pushes_you_awa|{s21} pushes you away and tells you to leave {s37} alone.^Your relation with {s21} has decreased by 4. qstr_{s21}_blushes_noticeab|{s21} blushes noticeably when you kiss their cheek.^Your relation with {s21} has increased by 10. qstr_{s21}_laughs_and_blu|{s21} laughs and blushes noticeably when you kiss them.^Your relation with {s21} has increased by 12. qstr_{s21}_pushes_you_away|{s21} pushes you away and slaps you.^Your relation with {s21} has decreased by 30. maybe you should improve your relationship, charisma and persuasion. qstr_{s21}_allows_you_to_kis|{s21} allows you to kiss {s37} but seems a bit uncomfortable.^Your relation with {s21} has increased by 10. qstr_{s21}_laughs_and_all|{s21} laughs and allows you to kiss {s37} alone.^Your relation with {s21} has increased by 12. qstr_{s21}_embraces_you_e|{s21} embraces you enthusiastically as you kiss them on the lips.^Your relation with {s21} has increased by 14. qstr_{s21}_embraces_you_en|{s21} embraces you enthusiastically as you kiss for what seems to be a long time.^Your relation with {s21} has increased by 16. qstr_{s21}_holds_out_a_res|{s21} holds out a restraining hand and tells you to back off.^Your relation with {s21} has decreased by 35. maybe you should improve your relationship, charisma and persuasion. qstr_As_you_go_to_grab_th|As you go to grab their behind, {s21} slaps your hand away and tells you to mind your manners.^Your relation with {s21} has decreased by -4. qstr_As_you_go_to_grab_the|As you go to grab their behind, {s21} slaps your hand away with a smile and tells you to behave yourself.^Your relation with {s21} has increased by 10. qstr_As_you_go_to_grab_thei|As you go to grab their behind, {s21} pretends they did not notice you.^Your relation with {s21} has increased by 12. qstr_As_you_go_to_grab_their|As you go to grab their behind, {s21} smiles playfully and tells you to behave yourself or {s21}'ll have to punish you.^Your relation with {s21} has increased by 14. qstr_As_you_go_to_grab_their_|As you go to grab their behind, {s21} laughs joyfully.^Your relation with {s21} has increased by 16. qstr_As_you_go_to_grab_their_b|As you go to grab their behind, {s21} slaps your hand away and slugs you in the face.^Your relation with {s21} has decreased by 35. maybe you should improve your relationship, charisma and persuasion. qstr_You_try_to_convince_|You try to convince {s21} to go your room with you, but {s21} tells you that they are too busy.^Your relation with {s21} has decreased by 1. qstr_You_do_your_best_swe|You do your best sweet-talking and convince {s21} to go your room with you.^Unfortunately, {s21} has a headache.^Your relation with {s21} has remains unchanged. qstr_You_do_your_best_swee|You do your best sweet-talking and convince {s21} to go your room with you.^Unfortunately, {s21} is tired.^Your relation with {s21} has decreased by 2. qstr_You_do_your_best_sweet|You do your best sweet-talking and convince {s21} to go your room with you.^{s21} was impressed with your performance, but said that you should ask in a few days.^Your relation with {s21} has increased by 6. qstr_You_do_your_best_sweet_|You do your best sweet-talking and try to convince {s21} to go your room with you,^{s21} kisses you, embraces you and tells you that better tomorrow.^Your relation with {s21} has increased by 3. qstr_You_do_your_best_sweet_t|You do your best sweet-talking and convince {s21} to go your room with you.^ Today is your day. ^Your relation with {s21} has increased by 50. qstr_You_try_to_convince_{|You try to convince {s21} to go your room with you, but {s21} is offended by your advances and slaps you.^Your relation with {s21} has decreased by 35. You should improve your relationship, charisma and persuasion. qstr_Stormlands|Stormlands qstr_Westerlands|Westerlands qstr_Northmen|Northmen qstr_Ironborn|Ironborn qstr_Dornish|Dornish qstr_Others|Others qstr_The_Night_s_Watch|The Night's Watch qstr_Dothraki|Dothraki qstr_Free_Citizens|Free Citizens qstr_ranks|ranks qstr_shield_wall|shield wall qstr_wedge|wedge qstr_square|square qstr_up|up qstr_Division_{reg1}_{s2}|Division {reg1} {s2} forming {s1}. qstr_Not_enough_troops_in|Not enough troops in division {reg1} {s2} to form {s1}. qstr_Division_{reg1}_{s2}_|Division {reg1} {s2} is an {s3} division and cannot form {s1}. qstr_{s1} _infantry_forma|{s1} infantry formation disassembled. qstr_{s1} _archer_formati|{s1} archer formation disassembled. qstr_{s1} _skirmisher_for|{s1} skirmisher formation disassembled. qstr_{s1} _cavalry_format|{s1} cavalry formation disassembled. qstr_{s1} _formation_disa|{s1} formation disassembled. qstr_Cavalry_formation_di|Cavalry formation disassembled. qstr_The_placement_of_{s1|The placement of {s1} division {reg0} memorized. qstr_The_placement_of_{s1}|The placement of {s1} division {reg0} set to default. qstr_Your_party_s_tactica|Your party's tactical skill limits how far away you can deploy your troops! qstr_...and_attack_enemy_|...and attack enemy {s1} division! qstr_{s2} _returning_afte|{s2} returning after destroying enemy {s1} division. qstr_infantry|infantry qstr_archer|archer qstr_cavalry|cavalry qstr_polearm|polearm qstr_skirmisher|skirmisher qstr_mounted_archer|mounted archer qstr_support|support qstr_bodyguard|bodyguard qstr_undetermined_type_of|undetermined type of qstr_Lame|Lame qstr_Swaybacked|Swaybacked qstr_Timid|Timid qstr_Meek|Meek qstr_Stubborn|Stubborn qstr_Heavy|Heavy qstr_Spirited|Spirited qstr_Champion|Champion qstr_Cracked|Cracked qstr_Battered|Battered qstr_Thick|Thick qstr_Reinforced|Reinforced qstr_Rusty|Rusty qstr_Tattered|Tattered qstr_Ragged|Ragged qstr_Crude|Crude qstr_Sturdy|Sturdy qstr_Hardened|Hardened qstr_Lordly|Lordly qstr_Broken|Broken qstr_Bent|Bent qstr_Chipped|Chipped qstr_Strong|Strong qstr_Balanced|Balanced qstr_Tempered|Tempered qstr_Masterwork|Masterwork qstr_Large_Bag_of|Large Bag of qstr_Hold|Hold qstr_{s1}_x{reg0}|{s1} x{reg0} qstr_Shieldwall|Shieldwall qstr_Hold_Fire|Hold Fire qstr_Fire_at_Will|Fire at Will qstr_Use_Shield|Use Shield qstr_Back_10_Paces|Back 10 Paces qstr_One_Handed_Weapons|One-Handed Weapons qstr_Two_Handed_Weapons|Two-Handed Weapons qstr_Ranged_Weapons|Ranged Weapons qstr_{s2}^{s1}|{s2}^{s1} qstr_No_Position_Orders|No Position Orders qstr_No_Weapons_Orders|No Weapons Orders qstr_DEBUG_ _Weather_pena|DEBUG Weather penalty {reg2}% - {s0} {reg0} to {reg1} qstr_DEBUG_ _{s0}_profici|DEBUG {s0} proficiency restored to {reg1} qstr_#|# qstr_{s0}{s1}|{s0}{s1} qstr_{s0}^ _{s1}__{s2}__{|{s0}^ {s1}, '{s2}', {s3}, {s4} qstr_You_have_lost_the_tr|You have lost the traders because you landed without them. qstr_You_have_lost_the_tra|You have lost the traders because you embarked without them. qstr_vWaveInfo|vWaveInfo qstr_vWaveOrigin|vWaveOrigin qstr_vTimer|vTimer qstr_Wank_ERROR!|Wank ERROR! qstr_SHIP_{reg8}_ERROR _g|SHIP {reg8} ERROR gtbws not the same! qstr_You_need_five_tool_k|You need five tool kits to improve your settlement! qstr_You_need_eleven_timb|You need eleven timber pallets to improve your settlement! qstr_You_need_fifteen_too|You need fifteen tool kits to build this mine! qstr_You_need_twenty_timb|You need twenty timber to build this mine! qstr_You_need_twenty_ston|You need twenty stone to build this mine! qstr_No_staff_have_been_h|No staff have been hired. qstr_To_hire_workers_you_|To hire workers, you need to select them from the list. If the list is empty, you may need to increase your renown or improve your settlement for them to come and offer their services. qstr_Name _Yoren.|Name Yoren. qstr_Occupation _This_cap|Occupation This captain is already working for you. qstr_Occupation _Captain^|Occupation Captain^Initial Cost 500^Weekly cost 55^Notes helps manage your settlement and develop the improvements you need. qstr_Name _Brendan.|Name Brendan. qstr_Occupation _This_pri|Occupation This priest is already working for you. qstr_Occupation _Priest^I|Occupation Priest^Initial Cost 250^Weekly cost 30^Notes encourages the practice of Christianity among your troops. qstr_Name _Nefarious.|Name Nefarious. qstr_Occupation _Priest^In|Occupation Priest^Initial Cost 250 ^Weekly cost 30^Notes encourages the practice of paganism among your troops. qstr_Name _Kevan.|Name Kevan. qstr_Occupation _This_bar|Occupation This bard is already working for you. qstr_Occupation _Bard^Ini|Occupation Bard^Initial Cost 200^Weekly cost 40^Notes fills your halls with inspiring Nordic music. qstr_Name _Joan.|Name Joan. qstr_Occupation _Bard^Init|Occupation Bard^Initial Cost 200 ^Weekly cost 40^Notes fills your halls with inspiring English music. qstr_Name _Petyr.|Name Petyr. qstr_Occupation _This_man|Occupation This man is already working for you. qstr_Occupation _Bottler^|Occupation Bottler^Initial Cost 100^Weekly cost 10^Notes necessary complement for your tavern. qstr_Name _Marei.|Name Marei. qstr_Occupation _This_wom|Occupation This woman is already serving you. qstr_Occupation _Whore^In|Occupation Whore^Initial Cost 300^Weekly cost 25^Notes The best way to make your men happy. qstr_Name _Rosy.|Name Rosy. qstr_Name _Kayla.|Name Kayla. qstr_Occupation _Whore^Ini|Occupation Whore^Initial Cost 150^Weekly cost 15^Notes The best way to make your men happy. qstr_Name _Rosa.|Name Rosa. qstr_Name _Harald.|Name Harald. qstr_Occupation _This_Mas|Occupation This Master at arms is already working for you. qstr_Occupation _Master_a|Occupation Master at arms^Initial Cost 450^Weekly cost 45^Notes trains your troops. qstr_Name _Albert.|Name Albert. qstr_Occupation _This_smi|Occupation This smith is already working for you. qstr_Occupation _Smith^In|Occupation Smith^Initial Cost 400^Weekly cost 40^Notes makes new weapons for your settlement. qstr_Name _Stuart.|Name Stuart. qstr_Occupation _This_arm|Occupation This armourer is already working for you. qstr_Occupation _Armourer|Occupation Armourer^Initial Cost 400^Weekly cost 40^Notes His nickname comes from his voracious appetite for iron, manufacturing all kinds of things. qstr_Name _Jaqen.|Name Jaqen. qstr_Occupation _This_Mae|Occupation This Maester is already working for you. qstr_Occupation _Maester^|Occupation Maester^Initial Cost 250^Weekly cost 15^Notes patches light wounds. qstr_Name _Daario.|Name Daario. qstr_Name _Melwyn.|Name Melwyn. qstr_Occupation _Maester^I|Occupation Maester^Initial Cost 350^Weekly cost 30^Notes a highly trained maester who patches light and heavy wounds. qstr_Name _Janos.|Name Janos. qstr_Occupation _Maester^In|Occupation Maester^Initial Cost 250^Weekly cost 30^Notes patches light wounds. qstr_Name _Alliser.|Name Alliser. qstr_Occupation _This_coo|Occupation This cook is already working for you. qstr_Occupation _Cook^Ini|Occupation Cook^Initial Cost 350^Weekly cost 30^Notes makes feasts for you and your men. qstr_{s2}^^{s3}|{s2}^^{s3} qstr_The_trainer_{s11}.|The trainer {s11}. qstr_Build_your_personal_|Build your personal settlement. qstr_You_already_have_a_s|You already have a settlement built. Destroy your current settlement if you want to move it here. qstr_You_don_t_have_enough|You don't have enough money! The workers who would build a settlement for you demand 5000 silver stags. qstr_You_need_to_have_mor|You need to have more than thirty men to start this job. qstr_Your_men_await_your_|Your men await your orders to start building the settlement. There is enough material collected so far, and what may be missing can be purchased in nearby villages.^^Total Cost 5000 silver stags.^Time needed 6 hours. qstr_{s2}^^_{s3}|{s2}^^ {s3} qstr_Wait_here_for_some_t|Wait here for some time. qstr_Camping_allows_your_|Camping allows your men to rest for a while and recover from the hard life of travels. It also allows you to forage, increasing your food supplies. This is particularly helpful when campaigning in enemy territory, where it is difficult to buy supplies. qstr_Travelling_by_sea_ex|Travelling by sea exhausts men completely. Allowing your warriors some rest time will help make the trip more bearable. qstr_You_are_in_the_terri|You are in the territory of the Vale.^^The Vale is ruled by the Arryn's from the castle known as the Eyrie. Bastards of noble origin raised in the Vale are given the surname Stone. The borders of the Vale are held to be the Bite to the north, the Bay of Crabs to the south, the Mountains of the Moon and then the Riverlands to the west, and the narrow sea to the east. The Vale consists of various regions the Vale of Arryn itself; the Mountains of the Moon; the Snakewood; the Fingers; and the islands of the Three Sisters, the Paps, and Pebble. The Vale is located on the eastern shore of Westeros, a land of fertile soil, rivers, and lakes, protected by its largely impassable Mountains of the Moon. qstr_You_are_in_the_territ|You are in the territory of Dragonstone.^^Dragonstone is a castle located on the island of the same name at the entrance to Blackwater Bay. Located below the Dragonmont and shaped from stone to look like dragons, Dragonstone was the original seat of House Targaryen in Westeros, and had been colonized and fortified as the westernmost outpost of the Valyrian Freehold. The castle has a dark reputation. The ancient fortress was built using advanced Valyrian techniques of masonry that were lost in the Doom, causing it to look unique among all the castles in Westeros. qstr_You_are_in_the_kingd|You are in the kingdom of Norvos.^^Norvos, called Great Norvos by its people, is one of the nine Free Cities. The domains of Norvos stretch as far as the western bank of the Darkwash to the east and the Upper Rhoyne to the west. The Noyne is ruled by Norvoshi river galleys as far south as the ruins of Ny Sar, where she joins the Rhoyne. The city also claims dominion over the Axe upon the Shivering Sea, though the Ibbenese are known to dispute this claim, often bloodily.Norvos' climate contains sweltering summers and bitter cold winters, with harsh, cold winds, and a pale, wan sun. qstr_You_are_in_the_territo|You are in the territory of the North.^^The north has been ruled by the Starks for thousands of years from the castle known as Winterfell. Bastards of noble origin raised in the north are given the surname Snow. The north is vast in size. While some say it is nearly as large as the the other territories combined, in actuality it is roughly a third of the landmass controlled by the Iron Throne. The region is sparsely populated, with vast wilderness, forests, pine-covered hills and snow-capped mountains, speckled with tiny villages and holdfasts. Its climate is cold and harsh in winter and occasionally it will snow in summer.The north has two major land barriers, the Wall to the north and the Neck to the south. The north is bound on each side by major seas, the Shivering Sea to the east and the Sunset Sea to the west. qstr_You_are_in_the_territor|You are in the territory of the Riverlands.^^The Riverlands are a central region of the Seven Kingdoms of Westeros, consisting of the rich, fertile, and populous areas around the three forks of the Trident and the northern Blackwater Rush. The Riverlands encompass a region of plains, forests, hills, and endless rivers, and borders on every single kingdom except Dorne.At the time of Aegon's Conquest the Riverlands and the Iron Islands were ruled by House Hoare, the Kings of the Isles and the Rivers, although native river kings ruled centuries earlier. Because of their central position in Westeros and lack of natural boundaries, the Riverlands have been a frequent battleground. The people of the Riverlands are known as rivermen or occasionally Riverlanders, and they are a mixture of hardy warriors, peaceful fisherfolk and devout smallfolk. Their lords have a reputation for being notoriously quarrelsome, and are referred to as river lords.Noble bastards born in the Riverlands are given the surname Rivers. qstr_You_are_in_the_territory|You are in the territory of the Reach.^^The Reach is the most fertile part of Westeros and has numerous and well-populated villages and towns. Noble bastards born in the Reach are given the surname Flowers. Here is considered the home of chivalry in Westeros. It is the place where knighthood is looked upon with the greatest reverence and esteemed the most. It is also the place where the rules to tournaments are the most stringent and managed. This region also includes several islands, including the Shield Islands near the mouth of the Mander and the Arbor south of the Whispering Sound and the Redwyne Straits. qstr_You_are_in_the_kingdo|You are in the kingdom of Braavos.^^Braavos sprawls across a hundred islands in a vast lagoon. The Volantenes are fond of boasting that the hundred isles of Braavos can be dropped and drowned in their own harbour at the mouth of the Rhoyne. Within the kingdom of Braavos also lies the city names Braavos, also known as Braavos of the Hundred Isles and the Secret City Additionally, Braavos is sometimes referred to as the bastard daughter of Valyria. qstr_You_are_in_the_territory_|You are in the territory of the Iron Islands.^^The Iron Islands is an archipelago in Ironman's Bay, located in the Sunset Sea off the western coast of Westeros. Noble bastards from the Iron Islands receive the surname Pyke. The Iron Islands are home to a fierce seafaring people who call themselves the Ironborn. While some say the archipelago is named after the abundant iron ore on the islands, the ironmen claim it is instead named after their own unyielding nature. It is often said that every captain is a king aboard his own ship, so the islands are also called the land of ten thousand kings. qstr_You_are_in_the_territory_o|You are in the territory of Dorne.^^Dorne is the hottest region of Westeros. The region is rocky, mountainous, arid and dry, and features the only desert on the continent. Dorne is bordered by the Sea of Dorne to the north, the islands known as the Stepstones to the east, and the Summer Sea to the south. Stretched between them is the mountain range known as the Red Mountains, which separates Dorne from the Stormlands to the north and the Reach to the northwest and west.There are two major passes, the Boneway and the Prince's Pass, which go through the Red Mountains to the Dornish Marches of the Stormlands. The southern coast is some four hundred leagues long. It is ridden with cliffs, whirlpools, and hidden shoals, with few safe landings. qstr_You_are_in_the_territory_of|You are in the territory of the Night's Watch.^^The Night's Watch guard the wall which protects the realms of men. Here it is mostly cold, wet and bleak consisting of little wildlife and population. qstr_You_are_in_the_territory_of_|You are in the territory of the Free Folk.^^The free folk occupy the land north of the Wall, also known as the lands beyond the Wall. Some free folk are little more than savage and primitive raiders, but other groups live in small, settled communities and villages. Due to the impracticality of agriculture in the far north, many of them are hunters. The lands beyond the Wall are primarily wild, untamed and uncharted. The climate is harsh and bitter, especially in the far north in the Lands of Always Winter. The region immediately north of the Wall includes the haunted forest, a vast taiga-forest which covers most of the area, extending from the Wall to the furthest lands of Thenn. While no true roads exist, numerous game trails, paths, and old stream beds, called ranger roads, are used by the Night's Watch and free folk alike. qstr_You_are_in_the_territory_of_t|You are in the territory of the Dothraki.^^The Dothraki people are a culture of nomadic warriors in Essos who range across the vast grasslands of the Dothraki sea in hordes known as khalasars. They are large people with copper-toned skin, dark almond eyes, and black hair. The nomadic Dothraki do not have a tradition of settlements and rely heavily on raiding neighbouring nations, and each other, for subsistence. They can however erect large grass canopies for special occasions, but typically live in portable tents, always on the move. They have only one permanent city called Vaes Dothrak, which serves as their capital.Although they disdain the exchange of currency, they do give and accept gifts, often including slaves. Sometimes a strong khalasar may threaten to sack one of the Free Cities or demand tribute. They are a people to be wary of. qstr_You_are_in_the_kingdom|You are in the kingdom of Pentos.^^Pentos is a large port city, more populous than Astapor on Slaver's Bay. Located closest of all the Free Cities to King's Landing in Westeros, Pentos is one of the westernmost of the Free Cities. The city lies on the Bay of Pentos off the narrow sea, with the Flatlands and Velvet Hills to the east. Even though Pentos has massive, high walls, it is often regarded as the most vulnerable of the Free Cities. It was founded by merchants, traders, seafarers, and farmers from the Valyrian Freehold as a trading outpost and continues to be an important trade hub to this day. Slavery has been forbidden in Pentos since its last war with Braavos. Nonetheless, there are many servants here that are slaves in all but name. qstr_You_are_in_the_territory_of_th|You are in the territory of the Targaryens.^^House Targaryen is a noble family of Valyrian descent, and is the only family of dragonlords who survived the Doom of Valyria. They ruled as the kings on the Iron Throne and as the Great House of the Crownlands for nearly three hundred years. House Targaryen took possession of the castle Dragonstone upon leaving Valyria. Following the Conquest, they built the Aegonfort in the capital city of King's Landing. The Aegonfort was later torn down and replaced by the Red Keep, which remained their main seat for the duration of their dynasty, and which houses the Iron Throne. qstr_You_are_in_the_kingdom_|You are in the kingdom of Myr.^^Myr is considered to be among the most advanced of the Free Cities, and is famed for its arts and learning. Modern Myr was founded by merchant adventurers from the Valyrian Freehold after they conquered a walled Andal town. Their main exports are finished goods, such as carpets and lace. It is thought the best glass and lenses come from Myr, and lenscrafters from Myr are considered to be without equal in all the world. qstr_You_are_in_the_kingdom_o|You are in the kingdom of Tyrosh.^^Tyrosh is a fortress city, protected by high walls, located on the northernmost and easternmost of the Stepstones. Its inner walls are fused black dragonstone. It is a mercantile city, where trade is considered a much more honourable profession than arms. Shortly after its founding, Tyrosh quickly grew out into a rich city, due to the discovery of a certain variety of sea snail. The Tyroshi are renowned for their greed. qstr_You_are_in_the_kingdom_of|You are in the kingdom of Lorath.^^The Lorathi isles are bleak and stony, but in their waters plenty of cod, whales, and grey leviathans can be found, as well as colonies of walrus and seal. Lorath is the smallest, poorest, and least populous of the Nine Free Cities. It is located far from the trade routes, which has made it the most isolated of the Free Cities. qstr_You_are_in_the_territory_of_the|You are in the territory of the Westerlands.^^The Westerlands is a region in the west of the continent of Westeros, it is not the largest, most populous, or most fertile part of the realm, but they are the richest. Full of hills and crags, the land is dotted with mines from which pour gold and silver in astonishing quantities. Before the Targaryen conquest, it was known as the Kingdom of the Rock. People from the Westerlands are known as westermen. The customary surname of bastards of noble origin born in the Westerlands is Hill. qstr_You_are_in_the_kingdom_of_|You are in the kingdom of Lys.^^Lys, a mercantile city is built on a fertile island considered a paradise by Valyrian dragonlords. The sunny island is fertile with palm and fruit trees, and the surrounding blue-green waters are filled with fish. Protected by high walls and hired sellswords and a city dominated by wealth rather than by birth, Lys is where trade is considered a profession more honourable than arms. Lys is ruled by conclaves of magisters, chosen from amongst the wealthiest and noblest men of the city. Slaves in Lys outnumber free men three to one. More than anywhere else in the known world, the blood of Old Valyria still runs strong in the Lyseni, who are regarded as beautiful. qstr_You_are_in_the_kingdom_Q|You are in the kingdom Qohor.^^Qohor is also known as the City of Sorcerers. Due to its location, Qohor functions as the gateway to the Dothraki sea. Trading caravans bound for Vaes Dothrak and the lands beyond the Bone Mountains provision themselves in Qohor before heading towards the Dothraki sea. Similarly, caravans returning from the Dothraki sea arrive first at Qohor. The initial settlement of Qohor was a lumber camp along the Forest of Qohor which was colonized by followers of the Black Goat. The religious dissidents abandoned Valyria, rejecting the religious tolerance practised by the Valyrian Freehold. qstr_You_are_in_the_territory_of_V|You are in the territory of Volantis.^^Volantis, often called Old Volantis and the First Daughter is one of the greatest, richest, and most powerful of the city-states and was once the most populous. The climate of Volantis is hot and humid, the air is hot and heavy. Beyond the waterfront and its breezes the streets and alleys of Volantis are enough to drown a man in his own sweat, as least on the eastern side of the river. Heat shimmers off of the streets, giving a dreamlike quality to the surroundings. qstr_You_are_in_territory|You are in territory of the Stormlands.^^The Kingdom of the Storm was a sovereign nation until the War of Conquest, in which the last Storm King was slain. The region is so-named for the savage and frequent autumn storms that batter the coast after beginning in the Summer Sea. Although it is rainy, the region is fertile enough. There are no cities in the Stormlands due to the strong martial culture of the storm lords. Noble bastards raised in the Stormlands are given the surname Storm. qstr_Steppe|Steppe qstr_Snow|Snow qstr_Arid_Desert|Arid Desert qstr_Steppe_Forest|Steppe Forest qstr_Forest|Forest qstr_Snow_Forest|Snow Forest qstr_Ocean|Ocean qstr_Sea|Sea qstr_Desert|Desert qstr_Standard_Bearer _{re|Standard Bearer {reg1}^Leadership Bonus {reg2} (max 3) qstr_Musician _{reg1}^Tac|Musician {reg1}^Tactics Bonus {reg2} (max 3) qstr_Religious _{reg1}^Su|Religious {reg1}^Surgery Bonus {reg2} (max 3) qstr_Unsullied _{reg1}^Ta|Unsullied {reg1}^Tactics Bonus {reg2} (max 3) qstr_Veteran_Ironborn_Rea|Veteran Ironborn Reaver {reg1}^Looting Bonus {reg2} (max 3) qstr_Shepherd _{reg1}^For|Shepherd {reg1}^Foraging Bonus {reg2} (max 3) qstr_Spies _{reg1}^Foragi|Spies {reg1}^Foraging Bonus {reg2} (max 2) qstr_Note _You_re_close_t|Note You're close to the enemy settlement, forcing you to exercise caution.
https://w.atwiki.jp/vocalive/pages/27.html
このページ名(Name of this Page)→【ライブ技術一覧/2手作りライブ等の為の技術情報 Technology for the Vocaloid Handmade Live Concert】 Technology for the Vocaloid Handmade Live Concert and Event ライブ技術一覧 メニューMENU 1各自で研究開発中の投影ボードとスクリーンの一部 2手作りライブ等の為の技術情報 Technology for the Vocaloid Handmade Live Concert 3将来応用可能なライブ関連技術及び研究 Research and Development for Future Mascot and Vocaloid Development マスコットキャラ及びボーカロイドの作成と育成 ギミック Gimmick of Live Concert コンテスト Contest スクリーンに投影可能なテスト素材動画 Videos for Testing メンバー募集案内 Member Request ライブ録画技術 Video Recording Technique 動画作成のコツとMMD [Tips for Making Video & MMD]+MEMO 参考文献 References 各自で研究開発中のKinectと遠隔操作等の一部 Remote Control & Kinect 各自で研究開発中の同期システム Synchronization System 技術関係のMEMO 技術関係のMEMO2 perm 過去のライブの反省会等の一部 過去のライブの反省会等の一部 MEMO 配信と動画up技術 Streaming and Uploading Tech of Video 2手作りライブ等の為の技術情報 Technology for the Vocaloid Handmade Live Concert ライブ技術一覧/2手作りライブ等の為の技術情報 Technology for the Vocaloid Handmade Live Concert Project MMD Live and 39diyMMDConcert TECH/Oversea/Project MMD Live+39diyMMDConcert USA Life-Size Miku Performs Koi Suru VOC@LOID in My House! (等身大のミクさんが家にやって来た!) (等身大のミクさんが、家に来て恋するVOC@LOIDを歌ってくれた!) http //www.youtube.com/watch?v=eL36nf26djo Screen (スクリーンの作り方)? a large scrim mesh is suspended across a metal pipe (大きなスクリムメッシュを、金属パイプの枠に張った) material of scrim 素材は? Mesh number # or Mesh size ? exact product number of scrim mesh ? a full-horizontal-range-life-size-projection system Projection from rear (背面からのプロジェクター投影) Credits Song Koi Suru VOC@LOID CG Model Animation SEGA Animation source ripped, cropped, converted, positioned, tweaked, adjusted, exported, uploaded, and sent by xtokashx (A BIG THANK YOU TO YOU! if you are reading this) Animation from the MikuNoPolis Blu-ray disc credits ~ you knew I would do something with it, but did you expect this ;) Inspired by the video from AOKI_KC (ミクさん召喚対決!ディラッドスクリーン vs アミッド・スクリーン) http //www.youtube.com/watch?v=ZCYJu7KSqQM Scrim by www.mosquitocurtains.com scrim(スクリム)の意味 1 綿または亜麻の目の粗いカーテン用織物.家具の裏張り・カーテン用など、(スクリム ) 2 (米)演劇紗幕(しゃまく)、(舞台で用いる)紗(しや)の(背景)幕。 Mosquito Curtains http //www.youtube.com/watch?v=MnfoF_97ad8 http //www.mosquitocurtains.com/1-screen-porch-learn/1-intro-screen-porch-DVI.html Mesh Fabric Comparison Table Reference VOC@LOID In Love - 2011 MIKUNOPOLIS in Los Angeles End Credits http //www.youtube.com/watch?v=ieym3n6av5g Project MMD Live (PV) http //projectmmdlive.webs.com/ MMD LIVE by 39diyMMDConcert The Original Holographic VOCALOID Concert in Miniature http //39diymmdconcert.webs.com/ YouTube Channel 39diyMMDConcert http //www.youtube.com/user/39diyMMDConcert "MMD LIVE" is a homemade project that attempts to recreate the feel of a live VOCALOID concert on a small scale. Using holographic-illusion (Pepper's Ghost) technology, MMD models appear to move in 3D space on a miniature stage without the need for a projector. 日本語翻訳 (Japanese Translation) Project MMD Live, AniMiku and Life-Size Miku Performance アメリカ人学生が製作した3D映写システム「MMD LIVE」が力作すぐる件 http //vocaloid.blog120.fc2.com/blog-entry-10653.html ミクノポリスの3Dミクさんを自宅で再現した動画が凄い http //otanews.livedoor.biz/archives/51852063.html Vocalekt Visions LIVE/海外/Vocaloid Concerts of Vocalekt Visions Please find the separate page for Synthesized Reality Productions SRP in this Wiki. LIVE/海外/Vocaloid Concerts of Synthesized Reality Productions SRP [AOD] [Hatsune Miku Animation Concert] Vocalekt Visions @ Anime on Display 2012 WVD01 AniMiku http //www.youtube.com/watch?v=uIpT1kRSmPo Vocaloid MMD Live starts after 20min. Vocalekt Visions after 34min, Staff introduction around 48min Vocalekt Visions is the most active western VOCALOID producer team in USA. http //www.vocalektvisions.com/ Vocalekt Visions’ News http //web.me.com/tempo_p/Vocalekt_Visions/News/News.html Message http //web.me.com/tempo_p/Vocalekt_Visions/Message.html 主催のVocalekt Visionsから協力スタッフ等を募集 http //web.me.com/tempo_p/Vocalekt_Visions/Message.html Parallel World [Hatsune Miku] [Kagamine Rin] [Gumi] [SF-A2 Miki] [Original Vocaloid Song] http //www.youtube.com/watch?feature=player_embedded v=yXcdMWAHM7Y 藤本健の“DTMステーション” ボカロ曲をアメリカとルーマニアで合作するVOCALECT VISIONS http //www.dtmstation.com/archives/51859052.html English Article Vocalekt Visions http //www.mikustar.com/Vocalekt_Visions.html Vocalekt Visions at Anime LA 2012 (sound fixed) http //www.youtube.com/watch?v=hklEpmiRIN8 http //www.youtube.com/watch?v=tlpfusmbAvo (Original Recording ?) Songs presented 1) "Bring back your smile" - Gumi and Gakupo (motion under development) 2) "Overseas Travel" - Gumi 3) "Lemon Ice Bar" - Miku 4) "Headline Love" - Sweet Ann and Big Al (Koda-P) Vocalekt Visions presents Hatsune Miku and other Vocaloids at Anime LA on 2012-01-08. Vocalekt Visions is the largest western Vocaloid music-producing company and is quickly rising in popularity among western Vocaloid fans. With numerous connections to other Vocaloid professionals, Vocalekt Visions plans to expand its presence by producing fan-made Vocaloid concerts outside of Japan. Hear from host Holo the Wise, special guest Koda-P - the famous Engloid producer, and Tempo-P of Vocalekt Visions. Please visit their website for more original Vocaloid songs, and be sure to like and subscribe Vocalekt Visions! Credits 39diyMMDConcert (Shinji) film team Vocalekt Visions - neutrinoP and Tempo-P - http //www.vocalektvisions.com Host - Holo the Wise (James) Special Guest - Koda-P Animation AniMiku (Re VB) http //animiku.net MMD Animations by 1FNPony Dregorin Keeprefrigeratedful Raiku-P Choreographies by Myokuju Holo the Wise Yukie Dong Original video http //www.youtube.com/watch?v=tlpfusmbAvo ENJOY ^^ Materials to make Screen? 13 10secのところで、やや茶色い布が少し見える 映りこみなし。シーツ,。背面投影 neutrinoP's Vocaloid channel http //www.youtube.com/user/neutrino006 Vocalekt Visions official channel - Tempo-P and neutrinoP http //www.youtube.com/user/TempRecord/featured http //www.youtube.com/user/TempRecord/playlists Vocalekt Visions songs http //www.youtube.com/playlist?list=PL0B7F4958AAC860DA LA手作りライブの、左側の出演者のTempo-Pさんは 自分たちで作曲して投影ライブやってたらしい 【レモンアイスバー】ミクオリジナル曲 【初音ミク】 Tempo-P (Vocalekt Visions) http //www.nicovideo.jp/watch/sm14987729 (詳細リンク集有) http //www.youtube.com/watch?v=sLQWs7zFL8Y Lemon Ice Bar at PMX 2011 http //www.youtube.com/watch?v=sDWa-aU0XKc Tempo-P USA's vocaloid user in LA 30min http //www.youtube.com/user/TempRecord Amazon Tuned in the West Tempo-P NeutrinoP Anime Los Angeles Band Schedule 2012 http //www.animelosangeles.org/wp/2011/concerts-2/ Anime Los Angeles (紹介 日本語訳) http //www.bunkaextend.com/ala12_01.html Synthesized Reality Productions (SRP) Please find the separate page for Vocalekt Visions in this Wiki. LIVE/海外/Vocaloid Concerts of Vocalekt Visions Authorized FAN MADE SRP VOCALOID Concert at KamiCon 2014 http //www.youtube.com/watch?v=saCch6DjIOo Synthesized Reality Productions (SRP) http //synthreality.com/ http //synthreality.com/about/ [After Tempo left Vocalekt Visions, Wolf Neve set out to find a new group wanting to focus on live VOCALOID shows. Now, with NeutrinoP, Alfred, EmpathP, Apparatus and RuchiiP, the team has one goal – to keep the bar set high and try to put on the best show possible. Our dream is to make live concerts for VOCALOID all over the world. With us and all of you, we can make this dream come true!] Recent Events Lists http //synthreality.com/shows/ Miku USA http //vocaloidotaku.net/index.php?/topic/21866-animiku-and-mikusa-release/ AniMiku A VOCALOID Concert Animation System Designed and Coded by Re VB (ページ作成中) http //www.animiku.net/ Download AniMiku http //www.animiku.net/cms/download-animiku AniMiku Exhibition http //animiku.com/cms/exhibition http //www.animiku.net/cms/node/3 http //animiku.com/cms/tools AniMiku Non-Exhibition AniMiku Exhibition AniMiku blog (from New York) http //www.animiku.net/cms/blog-2/ AniMiku VOCALOID Concert Live at Tora-Con 2013 http //www.youtube.com/watch?v=fB9hWyaEkGc Blog-AniMiku and Vocalekt Visions at AnimeLA 2012 http //www.animiku.net/cms/blog-2/animiku-and-vocalekt-visions-at-animela-2012/ AniMiku - VOCALOID Concert Animation System Software Overview Demonstration http //www.youtube.com/watch?v=fIkZBY90n8o New AniMiku Version 3.9 Release Beta Preview http //www.youtube.com/watch?v=okPvBMF3BRA 「Feature Explanation Controllable lighting effects You would be able to control the light's position, color, and brightness Light Source/Glow Mode Parts of the model can be configured to be light sources or to glow. This way, when the main virtual light is dimmed or turned off, these parts of the model will stay lit (for example, the lights on Miku's armbands and skirts). This effect was used in the 39's concerts. Animated Textures You would be able to load the model in an editor, and load multiple images that will act as frames for the animation (similar to an animated GIF, except higher quality), set the frame delay, and these textures will be animated by the renderer in real-time Transition Effects Currently the transition effect is a fade in or out. Possibly in the future I may add other effects Soft Shadows/Self Shadow The program will render realistic shadows on the model, improving the 3D effect」 AniMiku and MikUSA Release AniMiku - Hatsune Miku Full Scale Holographic Performance of 1/6! http //www.youtube.com/watch?v=k-WgZQgzWx0 AniMiku Live Hatsune Miku Concert at Tora-Con 2012 Official Video http //www.youtube.com/watch?v=9F2c4YrvzQs AniMiku Live Concert at Tora-Con Mascot Development of AniMiku "Ani-Chan" (マスコットキャラの作成と育成) imageプラグインエラー 画像を取得できませんでした。しばらく時間を置いてから再度お試しください。 http //akiglancy.deviantart.com/art/Ani-chan-369093012 Mascot of Animiku made by Aki Glancy http //akiglancy.deviantart.com/ MMD Development of "Ani-Chan" Model MMD Ani-Chan Release Mascot of Animiku MMD made by Digitrevx. http //digitrevx.deviantart.com/ imageプラグインエラー 画像を取得できませんでした。しばらく時間を置いてから再度お試しください。 http //digitrevx.deviantart.com/art/MMD-Ani-Chan-Release-Mascot-of-Animiku-386682659?q=gallery%3ADigitrevx%2F42498145 qo=1 Link to download page of AniMiku "Ani-Chan" http //www.animiku.com/cms/about/ani-chan [MMD] Remote control feat. Racing Miku, and Ani-chan http //www.youtube.com/watch?v=fQQWLo29Stw [MMD] Ani-Chan - [Animiku] - Sweet Devil http //www.youtube.com/watch?v=_sAlKlcn-04 Introduction of Project MMD LIVE technology (Project MMD LIVE の技術説明概要) YouTube Channel 39diyMMDConcert (Project MMD Live) http //www.youtube.com/user/39diyMMDConcert/ What Is MMD LIVE? "MMD LIVE" is a homemade project that attempts to recreate the feel of a live VOCALOID concert on a small scale. Using holographic-illusion (Pepper's Ghost) technology, MMD models appear to move in 3D space on a miniature stage without the need for a projector. What's the point of this project? The goal of the MMD LIVE project is to demonstrate an alternate technology that could be used for live Vocaloid concerts. Due to resource and budget limitations, I was not able build a life-sized version of this project. However, it can be done and the same technology I used for this project can be used for Miku's concerts. This would solve 3 problems 1 - Elimination of the glow stick reflections on the screen 2 - Even illumination across the entire area - Miku does not fade as she moves horizontally 3 - Elimination of projector light obscuring parts of Miku How it Works Optical superimposition of virtual images - a technique known as Pepper's Ghost which has been modernized in the Musion Eyeliner system. What is holographic-illusion (Pepper's Ghost) Effect? ペッパーズ・ゴーストの説明: wikipedia Pepper's Ghost Effect (wikipedia) Pepper's Ghost Effect(ペッパーズ・ゴーストを発生させる構造説明の動画) http //www.youtube.com/watch?v=kMCVqqUzfyQ Peppers Ghost Illusion Tutorial http //www.youtube.com/watch?v=xCYWEwtrxAk What is Musion Eyeliner system? AV Concepts Musion Eyeliner http //www.youtube.com/watch?v=pkarjAr4hsM Musion Eyeliner Holographic Projection Setup http //www.youtube.com/watch?v=HtVcN0q-A08 Musion Eyeliner Hologram by - info@rocknano.com http //www.youtube.com/watch?v=HX0-z7mMXV0 Gorillaz Hologram MTV Awards - Created by Musion Eyeliner http //www.myspace.com/video/musion-eyeliner/gorillaz-hologram-mtv-awards-created-by-musion-eyeliner/12205161 Project MMD Live (PV) http //projectmmdlive.webs.com/ MMD LIVE by 39diyMMDConcert The Original Holographic VOCALOID Concert in Miniature http //39diymmdconcert.webs.com/ FaceBook-Project MMD LIVE http //www.facebook.com/pages/Project-MMD-LIVE/357988107550896?sk=wall Video Gallery http //39diymmdconcert.webs.com/apps/videos/ The Set List of MMD LIVE http //39diymmdconcert.webs.com/setlist.htm Photo Gallery of Project MMD Live (View as Slideshow、写真、スライドショーで見る) http //projectmmdlive.webs.com/apps/photos/ Pictures of the MMD LIVE miniature concert stage by 39diyMMDConcert Making MMD LIVE miniature concert stage(MMD LIVEの作成風景写真) http //39diymmdconcert.webs.com/apps/photos/album?albumid=12655770 Pictures of the MMD LIVE miniature concert(ミニチュアライブの写真) http //projectmmdlive.webs.com/apps/photos/album?albumid=12677965 日本語翻訳 (Japanese Translation) Project MMD Live, AniMiku and Life-Size Miku Performance アメリカ人学生が製作した3D映写システム「MMD LIVE」が力作すぐる件 http //vocaloid.blog120.fc2.com/blog-entry-10653.html ミクノポリスの3Dミクさんを自宅で再現した動画が凄い http //otanews.livedoor.biz/archives/51852063.html 作ってみた業社さんが「半透明スクリーン」を作ってしまったらしい件 http //vocaloid.blog120.fc2.com/blog-entry-5671.html http //www.youtube.com/watch?v=YmTXICpWgc0 【立体映像】ミクさんが透明スクリーンから出てきてくれました。ver1.03 【立体映像】ミクさんが透明スクリーンから出てきてくれましたver1.03 http //www.nicovideo.jp/watch/sm16322269 導入編 http //www.nicovideo.jp/watch/sm15744982 科学と財布の限界を超え、初音ミクを“3次元”に http //ascii.jp/elem/000/000/651/651624/ polyphonicskies.net http //www.polyphonicskies.net/index.html FVP-Project Aono.Y http //twitter.com/Aono_Y 裸眼3Dミクさん ピタゴラ装置的なMMDモデルが配布されているらしい件 http //vocaloid.blog120.fc2.com/blog-entry-10626.html 【ハコあに】 Hako-Ani 横からも見れる反射式透過スクリーン http //www.youtube.com/watch?v=y8g8seGcEcM 初音ミクを自宅に召喚してみた【ハコあに】 出た!立体視ディスプレイ「ハコあに」の店頭デモに「結月ゆかり」が起用 http //vocaloid.blog120.fc2.com/blog-entry-12534.html Hako-ani 東北ずん子の『3Dディスプレイを使った動くフィギュア』【ハコあに】 http //www.youtube.com/watch?v=9UeFPZL0PRw 3Dディスプレイの「ハコあに」をつかった、東北ずん子の動画。 『ハコあに』とは「3Dディスプレイを使った動くフィギュア」 いろいろな方向からキャラクターを見ることが出来る。 3Dディスプレイは、SSS LLCが企画、ALBEDOが製造を行っている。 バーチャルアイドルを立体投映できる家庭用装置「ハコあに」 http //gadget.itmedia.co.jp/gg/articles/1207/27/news058.html 展示会などで使われる業務用の立体映像装置を小型化した。従来の装置は大型のプロジェクタを使っていたが、ハコあにはタブレットの映像を投映してバーチャルアイドルの立体映像を映す。ハーフミラー方式だが、特殊加工した高価なフィルムを使うことで透明度が高く、映像のゆがみもないという。 【MMD】ミクをハコに入れるための動画【らぶ式】 http //www.nicovideo.jp/watch/sm23506136 【MMD】ハコビジョン入り娘【らぶ式】 http //www.nicovideo.jp/watch/sm23506119 ピラミッド型透過スクリーンの解説画像 http //www.youtube.com/watch?v=uhjDs4ZcBsQ 立体視ディスプレイを作ってみた TECH/日本/Hatsune Miku Hako Vision (Box Vision) Production Projection Mapping プロジェクションマッピング入門 Projection Mapping Wikipedia プロジェクションマッピング Wikipedia 2.プロジェクションマッピング入門~理論・制作手順・機材~ http //www.sugawara.ac.jp/digital/blog/projection-mapping-semi-top/02-princeple ピラミッド型反射式透過スクリーンの透過率が高い方 acrylic board 立体投映のPVC・初音ミク Tda式Ver http //www.nicovideo.jp/watch/sm19947739 暗くするのがコツ:2min 30sec アクリル板 厚1mm MMDAgentを応用したピラミッド型透過スクリーン (kinect)霊夢の実体化計画-インターアクション http //www.nicovideo.jp/watch/sm19980305 acrylic resin アクリル (wikipedia) 【フォグスクリーン】Mist screen http //www.nicovideo.jp/watch/sm19735088 【フォグスクリーン】映像投影可能な加湿器を作ってみた http //www.nicovideo.jp/watch/sm19831829 裏表から見られるプロジェクター投射システム http //www.youtube.com/watch?v=R57Ph8GLUTM ポリッドスクリーン kinect,headtracking,ポリッドスクリーンを用いて 裏表から見られるプロジェクター投射システム作ってみました。 裏から見ても表から見ても反転してません。 ヘッドトラッキングも行なっているので3Dキャラの背中も見ることができます。 http //www.nicovideo.jp/watch/sm20202950 【BUMP OF CHICKEN feat. HATSUNE MIKU「ray」】 https //www.youtube.com/watch?v=yT_ylSCgY6Q ついに公開! BUMP OF CHICKEN×初音ミクの最新技術によるMVが話題 http //kai-you.net/article/3892 映像を手がけているのは、初音ミクによるオペラ「THE END」のプロデュースを手掛けたクリエイティブプロダクション・A4Aの東市篤憲さん。 初音ミク開発元であるクリプトン・フューチャー・メディア社による完全監修のもと、「14(イチヨン)モデル」という最新の3DCGモデルの初音ミクを制作。 同社の開発したスクリーン素材、センサー制御、トラッキング設計、同期システム、リアルタイムアニメーション技術などの最新テクノロジーによって、CG合成ではなく、BUMP OF CHICKENと初音ミクが同じ空間に立ち、撮影に挑むという世界初の「リアルタイムでの共演」を可能にしている。 【YouTube】初音ミク・ドキュメンタリー 技術編公開!BUMP OF CHICKEN コラボMV実現の裏側に迫る! http //blog.piapro.net/2014/03/youtube-bump-of-chicken-mv.html http //www.crypton.co.jp/cfm/news/2014/03/ray http //blog.piapro.net/2014/03/youtube-bump-of-chicken-feat-h.html 【初音ミク】39ch 特別編 BUMP OF CHICKEN feat. HATSUNE MIKU 「ray」 http //www.youtube.com/watch?v=43hxfj5RFCk ユニティ 【Hatsune Miku】初音ミク ドキュメンタリー テクノロジー編 / 39ch Documentary Technology 【初音ミク】 http //www.youtube.com/watch?v=m0N9szI19BA カメラの横にセンサー(複数)を付けている。センサーと同期させている The synchronization of censors of the camera 円筒形のスクリーンの中心にWiFiの親機の中心がある。 In the middle of sylinder shaped screen, a parent WiFi station was placed. CGの原点位置情報が、リアルタイムで移動する。 3軸の加速度センサーと3軸のジャイロセンサーを組み合わせた、6軸のセンサーを使用。 combination of 3-axis accelerometer censors and 3-axis gyro sensors. ジャイロセンサーは、スタジオ内の磁気ノイズが入るため、手でシールドを行った。 別府Trans City feat. Hatsune Miku]のスカイライトシアターの技術を利用。 全天周360度スクリーン。 プリジェクターの台数は多い。Several numbers of projectors were used. イーハトーヴ仕様円筒形スクリーンを土台にした。 分厚いと円筒形にスクリーンを巻けないため、厚みを調整した。 Modification of thickness of the screen is required to make the sylinder shaped screen. 同期システム synchronization system How to synchronize several PC and videos. (free soft) フリーソフトを使って複数PCで同期再生する方法 http //www.nicovideo.jp/watch/sm22615641 同期操作ソフト「SameKm」のダウンロードは↓こちらからどうぞ http //www.vector.co.jp/soft/winnt/util/se486415.html 3Dゲームファンのための「バーチャファイター5」グラフィックス講座 PCベースのアーケードシステムで実現される至極のリアルタイム3Dグラフィックスの秘密 EDIT Page If do not know about editing web page of this Wiki, DO NOT EDIT. Click HERE to Edit Current Page or click following URL to edit this page. http //www18.atwiki.jp/vocalive/editx/27.html Make sure to rewrite correct page number after (/vocalive/editx/) or (/vocalive//editx/PAGE NUMBER.html) to edit current page. [ページ保存] button below the editing window=means SAVE the page after editing to finish editing. [プレビュー] button below the editing window=means PREVIEW the page during editing. input the code number shown to perform these command. To cancel editing, just use Web browser button out side the editing window to go back. or CLOSE the editing page of the Web browser's window. If you make mistake, DO NOT SAVE the page. 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Market Scenario The anticipated global OTT content market size is expected to cross USD 551.75 billion by the end of the present forecast years. The current growth rate for the market in the present forecast years is recorded to be a CAGR of 17.9%. The OTT content services are a revolutionary substitute for older traditional telecommunication methods. The OTT term is defined as the mode of facilitating digital content over the internet without the use of any set-top box or cable subscription. It means that one doesn’t need to subscribe to any kind of cable TV subscription to enjoy its contents. The OTT services, in a nutshell, consist of television, telephony, SMS and others. The audience across the world is now switching from cable subscriptions to OTT subscriptions for its easy accessibility with just the internet. Thus, the demand pace is increasing at a rapid scale. With OTT picking up the trends, the content personalization concept has grown substantially. Hence, it is a data drive approach that promotes content creation for launching them over dedicated platforms. For a long time in the past, the impersonalized content ruled the entertainment arena, but not anymore. Such contents are now outdated and boring, for which OTT is escalating to the next levels. The demand is not specific to any country or region but is worldwide. The content personalization over the platforms is created with the taste and choices of the intended audience. Based on the viewing preferences, the platforms decide upon creating content or posting the ones they think would interest the viewers. Thus, this report is a brief reflection on the overall growth potential of this entire market. The market segmentation here highlights the fundamental elements that are put together for collective utilization. With the reputation amidst the young world, the regional analysis highlights the worldwide exposure of the OTT market, which explains the predictability of high market size in the present forecast years. Following that, the industry news upon select key players also explains the urge of the collective market to make the market thrive. Request a Free Sample @ https //www.marketresearchfuture.com/sample_request/2912 Browse Full Report @ https //www.marketresearchfuture.com/reports/over-the-top-content-market-2912 Over The Top Content Market - Competitive Analysis With the entry of new industry players in over-the-top content market segment, a trend of solid, volume-driven growth has been observed in the market with the addition of new and advanced content types in the segment. Companies are aiming to capture solidify their share of the market segment, by competing and experimenting with various advantage points. The best long-term growth opportunities for this sector can be captured by ensuring quality content delivery and financial flexibility to invest in the optimal strategies. Effective planning is essential in terms of business development so as to gain maximum returns on investment. The prominent players in over the top content market are – Apple, Inc. (U.S.), Facebook (U.S.), Google, Inc. (U.S.), Netflix, Inc. (U.S.), Tencent Holdings Limited (China), ActiveVideo Networks, Inc. (U.S.). Other important players in the market are Brightcove Inc. (Boston,USA), Hulu LLC. (Santa Monica), Microsoft Corporation (U.S.), Nimbuzz (Netherlands), Limelight Networks, Inc. (India), Roku, Inc. (USA), among others. Over The Top Content Market – Segments Based on the content type segmentation, the global OTT market is categorized into various types of content posted over dedicated platforms. The types include VoIP, Videos and Images. Based on the deployment type segmentation, the global OTT market acts upon a couple of deployment systems, including cloud and on-premise deployment. Over The Top Content Market - Regional Analysis The regional analysis of Over-The-Top Content Market is being studied for regions such as Asia Pacific, North America, Europe and Rest of the World. It has been observed that North America would dominate the over-the-top content market owing to factors such as high speed connectivity and presence of well-established content providers in that region. Asia Pacific over-the-top content market is expected to show a positive growth over the forecast period owing to factors such as rise in OTT content providers. Latest Industry News With all of the possibilities in OTT entertainment systems, the subscription amounts are also supposed to be fair at all times. Recently, Google, Netflix and a few other platforms were fined for upgrading to unfair subscription amounts. The companies are working on neutralizing this drawback! 14 Nov 2017 The startup Philo has received $25 million in funding from five cable programming groups. Following the investment Philo has launched an over-the-top skinny TV bundle that strips out expensive broadcast and sports networks. Nov 2017 HBO has launched an over-the-top subscription streaming service in parts of Central Europe. This move will allow its viewers in Hungary, Romania, the Czech Republic and Slovakia to stream HBO programming alongside HBO Europe’s local content and will not require users to have a pay TV subscription. October 2017 DirecTV, the satellite TV business owned by AT T the company is preparing to release a set-top box that will deliver content entirely by way of the Internet, instead of satellite, with Google’s Android TV software serving to power the box. 8 September 2016 Quiptel Hong Kong Limited, the video streaming technology company has been acquired by Falcon Acquisitions Plc which is strategically focused on the over-the-top (“OTT”) market. Similar Report***** Fixed-Mobile Convergence (FMC) Market By Convergence Type (Device Convergence, Network Convergence and Application Convergence), Mode (Single-mode and Dual-mode), Component (Infrastructure and Service) Mixed Reality Market Research Report https //writeonwall.com/mixed-reality-market-by-development-size-share-and-demand-opportunity-size-share-trend-intel-corporation-u-s-sony-corporation-japan/ Smart Glass Market https //writeonwall.com/smart-glass-market-by-development-size-share-and-demand-opportunity-size-share-key-manufacturers-drivers-value-and-foreseen-2027/ Passport Reader Market https //writeonwall.com/passport-reader-market-by-development-size-share-and-demand-opportunity-it-security-and-data-protection-analysis-forecast-to-2030/ About Market Research Future At Market Research Future (MRFR), we enable our clients 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. MRFR team have supreme objective to provide the optimum quality market research and intelligence services to our clients. Our market research studies by Solutions, Application, Logistics and market players for global, regional, and country level market segments, enable our clients to see more, know more, and do more, which help to answer all their most important questions. 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
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Welcome to "Homepage of Yusuke Kawada" ! Yusuke Kawada is a Japanese geoscientist (post-doc fellow), working in the fields of structural geology, geodynamics and rock rheology. Now he studies a time-scale invariance in viscoelastic behaviour of rocks or crust and in temporal seismicty patterns (involving mechanical, chemical, hydraulic and electromagnetic relaxation phenomena) prior to a large earthquake or a rock failure, using the irreversible thermodynamics and damage mechanics. [Research Interests - Keywords] Rock rheology, Viscoelastic behaviour, Damage mechanics, Seismic attenuation Time-scale invariance, Critical phenomenon, Complexity science Irreversible thermodynamics (Prigogine, Biot, Schapery) Preseismic variation in atmospheric radon concentration, LAI coupling Seismo-electromagnetic radiation, Seismo-magnetic effect, Seismo-electrokinetic effect More Details... ↑ Top [Contact] Yusuke Kawada, Dr (JSPS Research Fellow) Earthquake Research Institute, University of Tokyo Division of Theoretical Geoscience, 1-611, 1-1-1 Yayoi, Bunkyo-ku, Tokyo 113-0032, JAPAN mailto ykawada ][][ eri.u-tokyo.ac.jp tel +81 3 5841 5793 ↑ Home imageプラグインエラー ご指定のURLはサポートしていません。png, jpg, gif などの画像URLを指定してください。 Special Thanks to KZN HI!
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RegExp (正規表現) オブジェクト (RegExp (Regular Expression) Objects) RegExp オブジェクトは、正規表現と関連するフラグで構成される。 NOTE 正規表現の書式と機能は、 Perl5 プログラミング言語の正規表現を模して作られる。 パターン (Patterns) RegExp コンストラクタは、入力パターン文字列に下記の文法を適用する。文法が文字列を Pattern の 展開として解釈できなければ、エラーが発生する。 Syntax Pattern Disjunction Disjunction Alternative Alternative | Disjunction Alternative [empty] Alternative Term Term Assertion Atom Atom Quantifier Assertion ^ $ \ b \ B Quantifier QuantifierPrefix QuantifierPrefix ? QuantifierPrefix * + ? { DecimalDigits } { DecimalDigits , } { DecimalDigits , DecimalDigits } Atom PatternCharacter . \ AtomEscape CharacterClass ( Disjunction ) ( ? Disjunction ) ( ? = Disjunction ) ( ? ! Disjunction ) PatternCharacter SourceCharacter but not any of ^ $ \ . * + ? ( ) [ ] { } | AtomEscape DecimalEscape CharacterEscape CharacterClassEscape CharacterEscape ControlEscape c ControlLetter HexEscapeSequence UnicodeEscapeSequence IdentityEscape ControlEscape one of f n r t v ControlLetter one of a b c d e f g h i j k l m n o p q r s t u v w x y z A B C D E F G H I J K L M N O P Q R S T U V W X Y Z IdentityEscape SourceCharacter but not IdentifierPart DecimalEscape DecimalIntegerLiteral [lookahead ( DecimalDigit] CharacterClassEscape one of d D s S w W CharacterClass [ [lookahead ∉ {^} ] ClassRanges ] [ ^ ClassRanges ] ClassRanges [empty] NonemptyClassRanges NonemptyClassRanges ClassAtom ClassAtom NonemptyClassRangesNoDash ClassAtom - ClassAtom ClassRanges NonemptyClassRangesNoDash ClassAtom ClassAtomNoDash NonemptyClassRangesNoDash ClassAtomNoDash - ClassAtom ClassRanges ClassAtom - ClassAtomNoDash ClassAtomNoDash SourceCharacter but not one of \ ] - \ ClassEscape ClassEscape DecimalEscape b CharacterEscape CharacterClassEscape パターンの意味 (Pattern Semantics) 正規表現パターンは、下に述べる処理を用いる内部関数に変換される。実装は、同じ結果を得られるならば、下に述べるものよりもより効率のいいアルゴリズムの仕様が推奨される。 表記法 (Notation) 以下の説明では、次の変数を用いる Input は、正規表現パターンによりマッチされている文字列である。表記 input[n] は input の n 番目の文字を意味する。 n の範囲は 0 から InputLength -1 までである。 InputLength は、 Input 文字列の文字数である。 NCapturingParens は、パターン内の左捕捉括弧の数の総数 (すなわち Atom ( Disjunction ) 生成規則が展開される回数の総数) である。左捕捉括弧は、 Atom ( Disjunction ) 生成規則の ( 終端記号によりマッチされる、任意の ( パターン文字である。 IgnoreCase は、 RegExp オブジェクトの ignoreCase プロパティの設定である。 Multiline は、 RegExp オブジェクトの multiline プロパティの設定である。 さらに、以下の説明では、次の内部データ構造を用いる CharSet は、文字の数学的集合である。 State は (endIndex, captures) のペアの並びで、 endIndex を整数、 captures を NCapturingParens 値の内部配列とする。 State は、正規表現のマッチングアルゴリズムにおいて部分マッチの状態を表すのに使用される。 endIndex は、その時点でパターンにマッチする最後の入力文字のインデックス + 1 であり、 captures は捕捉括弧の結果を保持する。 captures の n 番目の要素は、捕捉括弧の n 番目の集合によって取得される値を表す文字列であり、捕捉括弧の n 番目の集合がまだ届いていないならば undefined である。バックトラッキングのため、多くの state がマッチング処理間いつでも使用されてよい。 MatchResult は、 State であるか、またはマッチに失敗したことを示す特殊トークン failure であり、どちらか一方である。 Continuation 関数は、内部クロージャ (すなわち、引数が既に値に結合されている内部関数) であり、 1 個の引数 State をとり結果 MatchResult を返す。内部クロージャが、そのクロージャを生成する関数に結合された変数を参照するならば、クロージャが使用するのはクロージャが生成されたときにそれらの変数が持っていた値である。 continuation は、引数 State で与えられる中間状態で開始して、入力文字列に対するパターンの残りの部分 (クロージャの結合済み引数で特定される) にマッチを試みる。マッチに成功したならば、 continuation はそれに達した最後の State を返す; match に失敗ならば、 continuation は failure を返す。 Matcher 関数は、 2 個の引数 -- State と Continuation -- をとる内部クロージャで、結果 MutchResult を返す。 matcher は、引数 State で与えられる中間状態から開始して、入力文字列に対してパターンの中央の部分パターン (クロージャの結合済み引数で特定される) にマッチを試みる。引数 Continuation は、パターンの残りにマッチさせるクロージャでなければならない。新しい State を得るためのパターンの部分パターンのマッチングの後、 matcher はその状態の上に Cantinuation を呼出し、パターンの残りがうまくマッチできるかテストする。マッチできるならば matcher は continuation に返された状態を返す; できないならば matcher は、成功するか、または全ての可能性をつかい尽くすまで、 Continuation を繰返し呼出し、その選択点で異なる選択を試してよい。 AssertionTester 関数は、引数 State をとる内部クロージャで、結果 boolean を返す。 assertion テスターは、入力文字列の現在の位置に対する特殊条件 (クロージャの結合済み引数で特定される) をテストし、条件にマッチすれば true 、マッチしなければ false を返す。 EscapeValue は、文字または整数である。 EscapeValue を用いて DecimalEscape エスケープシーケンスの解釈をあらわす 文字 ch は、エスケープシーケンスが文字 ch として解釈されることを意味し、一方整数 n は、エスケープシーケンスが n 番目の捕捉括弧集合の後方参照として解釈されることを意味する。 Pattern 生成規則 Pattern Disjunction は、次のように評価される Disjunction を評価し、 Matcher m を取得する。 内部クロージャを返す。これは 2 個の引数、文字列 str と整数 index をとり、次を実行する Input を与えられた文字列 str とする。この変数は、セクション 15.10.2 内の関数を通して使用される。 InputLength を Input の長さとする。この変数は、セクション 15.10.2 内の関数を通して使用される。 c を、成功の MatchResult として引数 State を常に返す Continuation とする。 cap を、 1 から NCapturingParens までの添え字を持つ NCapturingParens 個の undefined 値 の内部配列とする。 x を State (index, cap) とする。 m(x, c) を呼出し、その結果を返す。 参考情報解説 (Informative comment) Pattern は内部関数値に評価 ("コンパイル") される。 RegExp.prototype.exec がこの関数を適用できるのは、文字列と、文字列内部のオフセットで、それは文字列内部のその厳密なオフセットで開始してパターンがマッチできるかどうかを決定するものである。 そして、マッチするならば、それは捕捉括弧の値となるものである。 セクション 15.10.2 のアルゴリズムは、コンパイルするパターンが例外 SyntaxError を投げてもよいように設計される; 一方、パターンが一旦コンパイルされると、文字列内のマッチを検索する結果の関数の適用は、例外を投げることが出来ない (out-of-memory など、どこでも発生しうる任意のホスト定義の例外を除く)。 Disjunction 生成規則 Disjunction Alternative の評価は、 Alternative を評価して取得した Matcher を返す。 生成規則 Disjunction Alternative | Disjunction は、次のように評価される Alternative を評価し Matcher m1 を取得する。 Disjunction を評価し Matcher m2 を取得する。 内部 Matcher クロージャを返す。これは 2 個の引数、 State x と Cantinuation x をとり、次を実行する m1(x, c) を呼出し、結果を r とする。 r が failure でないならば、 r を返す。 m2(x, c) を呼出し、その結果を返す。 参考情報解説 正規表現演算子 | は 2 個の代替を区切る。パターンはまず左の Alternative (後に正規表現が続く) のマッチを試行する; 失敗したならば、右の Disjunction (後に正規表現が続く) のマッチを試行する。左の Alternative, 右の Disjunction, 続き全てが選択点を持つならば、続きの全ての選択肢は左の Alternative 内の次の選択肢上への移動前に試行される。左の Alternative 内の選択肢を使い切ったならば、右の Disjunction が左の Alternative の代わりに試行される。 | によりスキップされたパターン成分内部の任意の捕捉括弧は、文字列の代わりに undefined 値を生成する。つまり、例えば /a|ab/.exec("abc") は結果 "a" を返し、 "ab" は返さない。もっと言えば /((a)|(ab))((c)|(bc))/.exec("abc") は以下の配列 ["abc", "a", "a", undefined, "bc", undefined, "bc"] を返し、 ["abc", "ab", undefined, "ab", "c", "c", undefined] は返さない。 Alternative 生成規則 Alternative [empty] の評価は、Matcher を返す。この Matcher は 2 個の引数 State x と Continuation c をとり、 c(x) の結果を返す。 生成規則 Alternative Alternative Term は、次のように評価される Alternative を評価し、 Matcher m1 を得る。 Term を評価し、 Matcher m2 を得る。 内部 Matcher クロージャを返す。このクロージャは 2 個の引数 State x と Continuation c をとり、次のように振舞う Continuation d を生成する。これは State 引数に y をとり m2(y, c) の結果を返す m1(x, d) を呼出し、その結果を返す。 参考情報解説 連続する Term は、入力文字列の連続する部分の同時マッチを試みる。 左の Alternative, 右の Term, 続きの正規表現の全てが選択ポイントを持つならば、 結果の全選択肢が右の Term の次の選択肢に移動する前に検査され、 右の Term の全ての選択肢が左の Alternative の次の選択肢に移動する前に検査される。 Term 生成規則 Term Assertion の評価は 2 個の引数 State x と a Continuation c を取る内部 Matcher クロージャ を返す。このクロージャは次を実行する Assertion を評価し、 AssertionTester t を取得する。 t(x) を呼び出し、結果の boolean 値を r とする。 r が false ならば、 failure を返す。 c(x) を呼び出し、その結果を返す。 生成規則 Term Atom の評価は、 Atom を評価して Matcher を取得し、その Matcher を返す。 生成規則 Term Atom Quantifier は、次のように評価される Atom を評価し、 Matcher m を取得する。 Quantifier を評価し、 3 つの結果 整数 min, 整数 (または ∞) max, boolean 値 greedy を取得する。 max が有限数で min 未満ならば、例外 SyntaxError を投げる。 parenIndex を、正規表現全体でこの生成規則展開の Term の左に発生する左捕捉括弧の数とする。 これは、この生成規則の Term に先行する Atom ( Disjunction ) 生成規則の展開総数に、この Term を閉じている Atom ( Disjunction ) 生成規則の総数を加えた数である。 parenCount を この生成規則の Atom 展開内の左捕捉括弧の数とする。これは、この生成規則の Atom に閉じられる Atom ( Disjunction ) 生成規則の総数である。 内部 Matcher クロージャを返す。このクロージャは 2 個の引数 State x と a Continuation c をとり、次のように振舞う RepeatMatcher(m, min, max, greedy, x, c, parenIndex, parenCount) を呼び出し、その結果を返す。 内部補助関数 RepeatMatcher は 8 個のパラメタ Matcher m, 整数 min, 整数 (or ∞) max, boolean 値 greedy, State x, Continuation c, 整数 parenIndex, 整数 parenCount, を取る。そして次のように振舞う max が zero ならば、 c(x) を呼出しその結果を返す。 内部 Continuation クロージャ d を生成する。このクロージャは 1 個の引数 State y をとり、次のように振舞う 1. min が zero であり、かつ y の endIndex が x の endIndex と等しいならば、 failure を返す。 2. min が zero ならば、min2 を zero とする; そうでなければ min2 を min-1 とする。 3. max が ∞ ならば、max2 を ∞ とする; そうでなければ max2 を max-1 とする。 4. RepeatMatcher(m, min2, max2, greedy, y, c, parenIndex, parenCount) を呼出し、その結果を返す。 cap を x の captures 内部配列の fresh copy とする。 parenIndex k かつ k ≤ parenIndex+parenCount を満たす整数 k のそれぞれについて、 cap[k] を undefined に設定する。 e を x の endIndex とする。 xr を State (e, cap) とする。 min が 0 以外ならば、 m(xr, d) を呼出し、その結果を返す。 greedy が true ならば、ステップ 12 へ。 c(x) を呼出し、 z をその結果とする。 z が failure でないならば、 z を返す。 m(xr, d) を呼出し、その結果を返す。 m(xr, d) を呼出し、 z をその結果とする。 z が failure でないならば、 z を返す。 c(x) を呼出し、その結果を返す。 参考情報解説 Quantifier の続く Atom は、 Quantifier で指定された回数だけ繰り返される。量指定子は貪欲でなくすることもできる。その場合、更なる後続のマッチを行ううえで Atom パターンの繰返し回数は可能な限り少ない。また貪欲にすることもできる。その場合、 Atom パターンは後続のマッチに可能な限り多くの回数繰り返される。マッチを行う入力文字列よりもむしろ Atom パターンが繰り返され、したがって Atom の異なる反復は、異なる入力部分文字列とマッチできる。 Atom と続きの正規表現がすべて選択点を持つ場合、 Atom はまず可能な限り多く(最短マッチでは少なく) のマッチを行う。続きの全選択肢は、最後の Atom 反復中での次の選択肢上に移動する前に、試行される。最後 (n 番目) の Atom 反復の全選択肢は、最後から一つ前 (n-1 番目) の Atom 反復中での次の選択肢上に移動する前に、試行される; その時点で、より多くの、またはより少ない Atom の反復が今度は可能であることが判明するかもしれない; (n-1) 番目の Atom の反復の中の次の選択肢上に移動する前に、(可能な限り少なく、または可能な限り多くのいずれかで再開し)、使い尽くされる。 /a[a-z]{2,4}/.exec("abcdefghi") が "abcde" を返すことに較べて、 /a[a-z]{2,4}?/.exec("abcdefghi") は "abc" を返す。 また、 /(aa|aabaac|ba|b|c)*/.exec("aabaac") 上の順の選択点による正規表現は ["aaba", "ba"] という配列を返し、 ["aabaac", "aabaac"] ["aabaac", "c"] とはならない。 上記の選択点の順序は、2 数の最大公約数(単項表記で表す)を算出する正規表現の記述にも使用できる。次の例は、10 と 15 の最大公約数を算出する "aaaaaaaaaa,aaaaaaaaaaaaaaa".replace(/^(a+)\1*,\1+$/,"$1") これは単項表記の最大公約数 "aaaaa" を返す。 ステップ 4 の RepeatMatcher は、 Atom が繰り返されるたびに Atom の captures をクリアする。 これは次の正規表現の振る舞いに見ることができる /(z)((a+)?(b+)?(c))*/.exec("zaacbbbcac") これは次の配列を返し ["zaacbbbcac", "z", "ac", "a", undefined, "c"] 次のようなものではない。 ["zaacbbbcac", "z", "ac", "a", "bbb", "c"] 最も外側の * の各反復が、この場合 2 番目, 3 番目, 4 番目である捕捉文字列を含む、数量化された Atom に含まれていた全ての捕捉された文字列をクリアするためである。 ステップ 1 の RepeatMatcher のクロージャ d は、一旦最小反復数が満たされたらそれ以上空文字列にマッチする Atom の展開を更に反復するために考えないことを宣言する。これは正規表現エンジンがパターンの無限ループに陥ることを防いでおり、次のような正規表現は /(a*)*/.exec("b") また若干複雑には次のようなものは /(a*)b\1+/.exec("baaaac") これらは次の配列を返す ["b", ""] Assertion 生成規則 Assertion ^ の評価は、内部 AssertionTester クロージャを返す。これは引数に State x を取り、次を実行する e を x の endIndex とする。 e が 0 ならば、 true を返す。 Multiline が false ならば、 false を返す。 文字 Input[e-1] が行終端文字 LF , CR , LS , PS のうちの一つならば、 true を返す。 false を返す。 生成規則 Assertion $ の評価は、内部 AssertionTester クロージャを返す。これは引数に State x を取り、次を実行する e を x の endIndex とする。 e が InputLength と等しいならば、 true を返す。 multiline が false ならば、 false を返す。 文字 Input[e] が行終端文字 LF , CR , LS , PS のうちの一つならば、 true を返す。 false を返す。 生成規則 Assertion \ b の評価は、内部 AssertionTester クロージャを返す。これは引数に State x を取り、次を実行する e を x の endIndex とする。 IsWordChar(e-1) を呼び出し、結果の boolean 値を a とする。 IsWordChar(e) を呼び出し、結果の boolean 値を b とする。 a が true かつ b が false ならば、 true を返す。 a が false かつ b が true ならば、 true を返す。 false を返す。 生成規則 Assertion \ B の評価は、内部 AssertionTester クロージャを返す。これは引数に State x を取り、次を実行する e を x の endIndex とする。 IsWordChar(e-1) を呼び出し、結果の boolean 値を a とする。 IsWordChar(e) を呼び出し、結果の boolean 値を b とする。 a が true かつ b が false ならば、 false を返す。 a が false かつ b が true ならば、 false を返す。 true を返す。 内部補助関数 IsWordChar は整数パラメータ e をとり、次を実行する e == -1 または e == InputLength ならば、 false を返す。 c を文字 Input[e] とする。 c が下表の 63 文字のうちの一つならば、 true を返す。 a b c d e f g h i j k l m n o p q r s t u v w x y z A B C D E F G H I J K L M N O P Q R S T U V W X Y Z 0 1 2 3 4 5 6 7 8 9 _ false を返す。 Quantifier 生成規則 Quantifier QuantifierPrefix は、次のように評価される QuantifierPrefix を評価し、 2 個の結果 整数 min と整数 (または ∞) max を取得する。 3 個の結果 min, max, true を返す。 生成規則 Quantifier QuantifierPrefix ? は、次のように評価される QuantifierPrefix を評価し、 2 個の結果 整数 min と整数 (または ∞) max を取得する。 3 個の結果 min, max, false を返す。 生成規則 QuantifierPrefix * の評価は、 2 個の結果 0 と ∞ を返す。 生成規則 QuantifierPrefix + の評価は、 2 個の結果 1 と ∞ を返す。 生成規則 QuantifierPrefix ? の評価は、 2 個の結果 0 と 1 を返す。 生成規則 QuantifierPrefix { DecimalDigits } は、次のように評価される i を DecimalDigits の数学値とする(セクション 7.8.3 参照)。 2 個の結果 i と i を返す。 生成規則 QuantifierPrefix { DecimalDigits , } は、次のように評価される i を DecimalDigits の数学値とする。 2 個の結果 i と ∞ を返す。 生成規則 QuantifierPrefix { DecimalDigits , DecimalDigits } は、次のように評価される i を 1 個目の DecimalDigits の数学値とする。 j を 2 個目の DecimalDigits の数学値とする。 2 個の結果 i と j を返す。 Atom 生成規則 Atom PatternCharacter は、次のように評価される ch を PatternCharacter で表される文字とする。 A を文字 ch を含む 1 要素 CharSet とする。 CharacterSetMatcher(A, false) を呼出し、結果の Matcher を返す。 生成規則 Atom . は、次のように評価される A を 4 個の行終端文字 LF , CR , LS , PS を除く全て文字の集合とする。 CharacterSetMatcher(A, false) を呼び出し、その結果の Matcher を返す。 生成規則 Atom \ AtomEscape の評価は、 AtomEscape を評価して Matcher を取得し、その Matcher を返す。 生成規則 Atom CharacterClass は、次のように評価される CharacterClass を評価し、 CharSet A と boolean 値 invert を取得する。 CharacterSetMatcher(A, invert) を呼び出し、その結果の Matcher を返す。 生成規則 Atom ( Disjunction ) は、次のように評価される Disjunction を評価し、 Matcher m を取得する。 parenIndex を、正規表現全体において、この生成規則展開の最初の左括弧の左側に発生する左捕捉括弧の数とする。これは、この生成規則の Atom に先行する Atom ( Disjunction ) 生成規則の展開総数に、この Atom を閉じている Atom ( Disjunction ) 生成規則の総数を加えたものである。 内部 Matcher クロージャを返す。このクロージャは 2 個の引数 State x and a Continuation c をとり、次のように振舞う 内部 Continuation クロージャ d を作成する。このクロージャは 1 個の引数 State y をとり、次のように振舞う cap を y の captures 内部配列の初期の複製 (fresh copy) とする。 xe を x の endIndex とする。 ye を y の endIndex とする。 s を、 Input の 位置 xe から ye の直前までの文字を持つ fresh string とする。 cap[parenIndex+1] を s に設定する。 z を State (ye, cap) とする。 c(z) を呼出し、その結果を返す。 m(x, d) を呼出し、その結果を返す。 生成規則 Atom ( ? Disjunction ) の評価は、 Disjunction を評価して Matcher を取得し、その Matcher を返す。 生成規則 Atom ( ? = Disjunction ) は、次のように評価される Disjunction を評価して Matcher m を取得する。 内部 Matcher クロージャを返す。そのクロージャは 2 個の引数 State x と Continuation c をとり、次のように振舞う d を、成功する MatchResult としてその State 引数を常に返す Continuation とする。 m(x, d) を呼出し、 r をその結果とする。 r が failure ならば、 failure を返す。 y を r の State とする。 cap を y の captures 内部配列とする。 xe を x の endIndex とする。 z を State (xe, cap) とする。 c(z) を呼出し、その結果を返す。 生成規則 Atom ( ? ! Disjunction ) は、次のように評価される Disjunction を評価して Matcher m を取得する。 内部 Matcher クロージャを返す。そのクロージャは 2 個の引数 State x と Continuation c をとり、次のように振舞う d を、成功する MatchResult としてその State 引数を常に返す Continuation とする。 m(x, d) を呼出し、 r をその結果とする。 r が failure でないならば、 failure を返す。 c(x) を呼出し、その結果を返す。 内部補助関数 CharacterSetMatcher は 2 個の引数 CharSet A と boolean フラグ invert をとり、次のように振舞う 内部 Matcher クロージャを返す。そのクロージャは 2 個の引数 State x と Continuation c をとり、次のように振舞う e を x の endIndex とする。 e == InputLength ならば、 failure を返す。 c を 文字 Input[e] とする。 cc を Canonicalize(c) の結果とする。 invert が true ならば、 ステップ 8 へ。 集合 A に、 Canonicalize(a) == cc であるような元が存在しないならば、 failure を返す。 ステップ 9 へ。 集合 A に、 Canonicalize(a) == cc であるような元が存在するならば、 failure を返す。 cap を x の captures 内部配列とする。 y を State (e+1, cap) とする。 c(y) を呼出し、その結果を返す。 内部補助関数 Canonicalize はパラメタに文字 ch をとり、次のように振舞う IgnoreCase が false ならば、 ch を返す。 u を ch を大文字に変換したものとする。これは文字列 ch に String.prototype.toUpperCase を呼出すのと同様のものである。 u が単一の文字により構成されるものでないならば、 ch を返す。 cu を u の文字とする。 ch のコードポイント値が 10 進数で 128 以上であり、かつ cu のコードポイント値が 10 進数で 128 未満ならば、 ch を返す。 cu を返す。 参考情報解説 ( Disjunction ) 形式の括弧は、 Disjunction パターンのグループ成分とともに、マッチ結果の保存を提示する。結果は後方参照 (\ に 0 以外の10進数が続くもの)、置換文字列内での参照に用いられ、また正規表現マッチ関数から配列の一部を返される。括弧の捕捉の振る舞いの抑制には、代わりに (? Disjunction ) 形式を用いる。 (?= Disjunction ) 形式は、 0 文字幅の肯定の先読みを指定する。成功するためには Disjunction 内部のパターンは現在位置においてマッチしなければならないが、後続のマッチングの前に現在位置は前進しない。 Disjunction が現在位置におけるマッチに何通りかある場合は、最初のものだけが検査される。他の正規表現演算子とは異なり、 (?= 形式内への後方参照は存在しない (この独特の振る舞いは Perl から継承される)。 Disjunction が捕捉括弧とその捕捉への後方参照を含む後続のパターンで構成されるとき、このことが重要になる。 例えば、 /(?=(a+))/.exec("baaabac") は、 1 個目の b の直後の空文字列にマッチし、それゆえ次の配列を返す ["", "aaa"] 先読みへ後方参照の不足の例として、次を考えてみる /(?=(a+))a*b\1/.exec("baaabac") この式が返すのは次であり ["aba", "a"] 次のようにはならない ["aaaba", "a"] (?= Disjunction ) 形式は、 0 文字幅の否定の先読みを指定する。成功するためには Disjunction 内部のパターンは現在位置においてマッチに失敗しなければならない。現在位置は後続のマッチングの前に前進しない。 Disjunction には捕捉括弧を含められるが、それらへの後方参照は Disjunction 自身内部からの場合ものみ意味を持つ。パターン内の他の場所からのこれらの捕捉括弧への後方参照は、パターンに否定の先読みが成功してはならないため、常に undefined を返す。例えば /(.*?)a(?!(a+)b\2c)\2(.*)/.exec("baaabaac") は、ある正の数 n 個の a, 1 個の b, 他の n 個の (1 個目の \2 で指定される) a, 1 個の c, が直後に続かないような 1 個の a を検索する。 2 個目の \2 は否定の先読みの外部であり、したがって undefined に対してマッチするので常に成功する。式全体は次の配列を返す ["baaabaac", "ba", undefined, "abaac"] 文字ケースを区別しないマッチでは、全ての文字は比較の直前に暗黙に大文字に変換される。しかし、大文字への変換が 1 個以上の文字に展開される場合("ß" (\u00DF) から "SS" に変換など)は、代わりに文字はそのまま残される。 ASCII 文字でなくても、大文字への変換がその文字を ASCII 文字にする場合、その文字は残される。これは /[a-z]/i のような ASCII 文字のマッチのみを意図した正規表現のマッチから、\u0131 \u017F のような Unicode 文字を遮る。なお、これらの変換が許可される場合、 /[^\W]/i は a, b, ..., h, にはマッチするが i や s にはマッチしない。 AtomEscape 生成規則 AtomEscape DecimalEscape は、次のように評価される DecimalEscape を評価して EscapeValue E を取得する。 E が文字でなければ、ステップ 6 へ。 ch を E の文字とする。 A を文字 ch を含む要素1個の CharSet とする。 CharacterSetMatcher(A, false) を呼出し、結果の Matcher を返す。 E は整数でなければならない。 n をその整数とする。 n=0 または n NCapturingParens ならば、例外 SyntaxError を投げる。 内部 Matcher クロージャを返す。このクロージャは 2 個の引数、 State x と Continuation c をとり、次のように振舞う cap を x の captures の内部配列とする。 s を cap[n] とする。 s が undefined ならば、 c(x) を呼出し、その結果を返す。 e を x の endIndex とする。 len を s の length とする。 f を e+len とする。 f InputLength ならば、 failure を返す。 Canonicalize(s[i]) が Canonicalize(Input [e+i]) と同じ文字でないような 0 以上 len 未満の整数 i が存在するならば、 failure を返す。 y を State (f, cap) とする。 c(y) を呼出し、その結果を返す。 生成規則 AtomEscape CharacterEscape は、次のように評価される CharacterEscape を評価し、文字 ch を取得する。 A を文字 ch を含む要素1個の CharSet とする。 CharacterSetMatcher(A, false) を呼出し、結果の Matcher を返す。 生成規則 AtomEscape CharacterClassEscape は、次のように評価される CharacterClassEscape を評価し、 CharSet A を取得する。 CharacterSetMatcher(A, false) を呼出し、結果の Matcher を返す。 参考情報解説 \ に 0 以外の10進数 n の続く形式のエスケープシーケンスは、捕捉括弧の n 番目の集合 (セクション 15.10.2.11) の結果にマッチする。正規表現中の捕捉括弧が n 個未満である場合はエラーである。正規表現が n 個以上の捕捉括弧を持つが n 番目が何も捕捉されず undefined である場合、その後方参照は常に成功する。 CharacterEscape 生成規則 CharacterEscape ControlEscape の評価は、下の表に従って文字を返す ControlEscapeUnicode ValueNameSymbol t\u0009horizontal tab HT n\u000Aline feed (new line) LF v\u000Bvertical tab VT f\u000Cform feed FF r\u000Dcarriage return CR 生成規則 CharacterEscape c ControlLetter は、次のように評価される ch を ControlLetter で表される文字とする。 i を ch のコードポイント値とする。 j を i を 32 で割った余りとする。 j を番号とする Unicode 文字を返す。 生成規則 CharacterEscape HexEscapeSequence の評価は、 HexEscapeSequence の文字値 (セクション 7.8.4) を評価して、結果の文字を返す。 生成規則 CharacterEscape UnicodeEscapeSequence の評価は、 UnicodeEscapeSequence の文字値 (セクション 7.8.4) を評価して、結果の文字を返す。 生成規則 CharacterEscape IdentityEscape の評価は、 IdentityEscape で表される文字を返す。 DecimalEscape 生成規則 DecimalEscape DecimalIntegerLiteral [lookahead ∉ DecimalDigit] は、次のように評価される。 i を DecimalIntegerLiteral の数学値とする。 i が 0 ならば、 NUL 文字 (Unicode 値 0000) を構成する EscapeValue を返す。 整数 i で構成する EscapeValue を返す。 "DecimalIntegerLiteral の数学値" の定義はセクション 7.8.3 である。 参考情報解説 最初の数字が0以外である10進数 n が \ に続く場合、そのエスケープシーケンスは後方参照として考える。正規表現全体の左捕捉括弧の総数よりも n が大きい場合はエラーである。 \0 は NUL 文字を表し、10進数字を後に続けることはできない。 CharacterClassEscape 生成規則 CharacterClassEscape d の評価は、0 から 9 までを含む文字の 10 個の要素集合を返す。 生成規則 CharacterClassEscape D の評価は、 CharacterClassEscape d が返す集合を除く全ての文字の集合を返す。 生成規則 CharacterClassEscape s の評価は、 WhiteSpace (セクション 7.2) または LineTerminator (セクション 7.3) 生成規則の右辺上の文字を含む文字集合を返す。 生成規則 CharacterClassEscape S の評価は、 CharacterClassEscape s が返す集合を除く全ての文字集合を返す。 生成規則 CharacterClassEscape w の評価は、 63 個の文字を含む文字の集合を返す a b c d e f g h i j k l m n o p q r s t u v w x y z A B C D E F G H I J K L M N O P Q R S T U V W X Y Z 0 1 2 3 4 5 6 7 8 9 _ 生成規則 CharacterClassEscape W の評価は、 CharacterClassEscape w が返す集合を除く全ての文字集合を返す。 CharacterClass 生成規則 CharacterClass [ [lookahead ∉ {^}] ClassRanges ] の評価は、 ClassRanges を評価して CharSet を取得し、その CharSet とブーリアン値 false を返す。 生成規則 CharacterClass [ ^ ClassRanges ] の評価は、 ClassRanges を評価して CharSet を取得し、その CharSet とブーリアン値 true を返す。 ClassRanges 生成規則 ClassRanges [empty] の評価は、空の CharSet を返す。 生成規則 ClassRanges NonemptyClassRanges の評価は、 NonemptyClassRanges を評価して CharSet を取得し、その CharSet を返す。 NonemptyClassRanges 生成規則 NonemptyClassRanges ClassAtom の評価は、 ClassAtom を評価して CharSet を取得し、その CharSet を返す。 生成規則 NonemptyClassRanges ClassAtom NonemptyClassRangesNoDash は、次のように評価される ClassAtom を評価し、 CharSet A を取得する。 NonemptyClassRangesNoDash を評価し、 CharSet B を取得する。 CharSet A と B の和集合を返す。 生成規則 NonemptyClassRanges ClassAtom - ClassAtom ClassRanges は、次のように評価される 1 つ目の ClassAtom を評価し CharSet A を取得する。 2 つ目の ClassAtom を評価し CharSet B を取得する。 ClassRanges を評価し CharSet C を取得する。 CharacterRange(A, B) を呼出し、D を結果の CharSet とする。 CharSet D と C の和集合を返す。 内部補助関数 CharacterRange は、 2 個の CharSet パラメータ A と B をとり、次を実行する A が厳密な 1 個の文字を含まない、または B が厳密な 1 個の文字を含まないならば、例外 SyntaxError を投げる。 a を、 CharSet A 内の 1 個の文字とする。 b を、 CharSet B 内の 1 個の文字とする。 i を、文字 a のコードポイント値とする。 j を、文字 b のコードポイント値とする。 i j ならば、例外 SyntaxError を投げる。 i から j までの番号をもつ文字全てを含む集合を返す。 NonemptyClassRangesNoDash 生成規則 NonemptyClassRangesNoDash ClassAtom 評価は、 ClassAtom 評価で CharSet を取得し、その CharSet を返す。 生成規則 NonemptyClassRangesNoDash ClassAtomNoDash NonemptyClassRangesNoDash は、次のように評価される ClassAtomNoDash を評価し、 CharSet A を取得する。 NonemptyClassRangesNoDash を評価し、 CharSet B を取得する。 CharSets A と B の和集合を返す。 生成規則 NonemptyClassRangesNoDash ClassAtomNoDash - ClassAtom ClassRanges は、次のように評価される ClassAtomNoDash を評価し、 CharSet A を取得する。 ClassAtom を評価し、 CharSet B を取得する。 ClassRanges を評価し、 CharSet C を取得する。 CharacterRange(A, B) を呼出し、 D を結果の CharSet とする。 CharSet D と C の和集合を返す。 参考情報解説 ClassRanges は、単一の ClassAtom そして/または ダッシュで区切られた 2 個の ClassAtom の範囲に展開してよい。文字ケースについては、 ClassRanges は 1 つ目の ClassAtom と 2 つ目の ClassAtom までの間の全ての文字を含む。 ClassAtom が単一の文字を表さない (例えば、一方が \w) ならば、また 1 つ目の ClassAtom のコードポイント値が 2 つ目の ClassAtom のコードポイント値より大きいならば、エラーが発生する。 パターンが文字ケースを区別しないとしても、範囲の両端の文字ケースは、文字の範囲への所属判定において重要である。たとえば、パターン /[E-F]/i は文字 E, F, e, f にのみマッチするのに対して、パターン /[E-f]/i は大文字小文字含めた ASCII 文字だけでなく記号 [, \, ], ^, _, ` にもマッチする。 文字 - は文字通りに扱われうるか、範囲を示せるかである。 - が文字通りに扱われるのは、それが ClassRanges の最初または最後の文字である場合、範囲指定の先頭または末尾である場合、直後に範囲指定が続く場合である。 ClassAtom 生成規則 ClassAtom - の評価は、 1 個の文字 - で構成される CharSet を返す。 生成規則 ClassAtom ClassAtomNoDash の評価は、 ClassAtomNoDash 評価で CharSet を取得し、その CharSet を返す。 ClassAtomNoDash 生成規則 ClassAtomNoDash SourceCharacter but not one of \ ] - の評価は、 SourceCharacter で表される文字で構成される 1 要素の CharSet を返す。 生成規則 ClassAtomNoDash \ ClassEscape の評価は、 ClassEscape 評価で CharSet を取得し、その CharSet を返す。 ClassEscape 生成規則 ClassEscape DecimalEscape は、次のように評価される DecimalEscape を評価し、 EscapeValue E を取得する。 E が文字でなければ、 例外 SyntaxError を投げる。 ch を E の文字とする。 文字 ch で構成される、 1 要素の CharSet を返す。 生成規則 ClassEscape b は、 1 個の文字 BS (Unicode 値 0008) で構成される CharSetを返して評価される。 生成規則 ClassEscape CharacterEscape の評価は、 CharacterEscape 評価で文字を取得し、その文字で構成される 1 要素の CharSet を返す。 生成規則 ClassEscape CharacterClassEscape の評価は、 CharacterClassEscape 評価で CharSet を取得し、その CharSet を返す。 参考情報解説 ClassAtom は、 \b, \B, 後方参照を除く残りの正規表現で許される任意のエスケープシーケンスを使用できる。 CharacterClass 内部において、 \b は後退文字 (backspace character) を意味し、一方 \B と後方参照はエラーを発生させる。 ClassAtom 内部での後方参照の使用はエラーを引き起こす。 15.10.3 関数として呼出される RegExp コンストラクタ (The RegExp Constructor Called as a Function) RegExp(pattern, flags) pattern が [[Class]] プロパティが "RegExp" であるオブジェクト R で、かつ flags が undefined ならば、 R をそのまま返す。そうでなければ RegExp コンストラクタ (セクション 15.10.4.1) を呼出し、それに引数 pattern と flags を渡し、そのコンストラクタに構築されるオブジェクトを返す。 15.10.4 RegExp コンストラクタ (The RegExp Constructor) RegExp が new 式の一部として呼出されるとき、それはコンストラクタである それは、新たに生成されるオブジェクトを初期化する。 new RegExp(pattern, flags) pattern が [[Class]] プロパティが "RegExp" である オブジェクト R で、かつ flags が undefined ならば、 P を R の構築に用いる pattern とし、 F を R の構築に用いる flags とする。 pattern が [[Class]] プロパティが "RegExp" である オブジェクト R で、かつ flags が undefined でないならば、 例外 TypeError を投げる。 そうでなければ、 P を pattern が undefined ならば空文字列、そうでなければ ToString(pattern) とし、 F を flags が undefined ならば空文字列、そうでなければ ToString(flags) とする。 新規に構築されたオブジェクトの global プロパティは、 F が文字 "g" を含めば true, そうでなければ false である Boolean 値に設定される。 新規に構築されたオブジェクトの ignoreCase プロパティは、 F が文字 "i" を含めば true, そうでなければ false である Boolean 値に設定される。 新規に構築されたオブジェクトの multiline プロパティは、 F が文字 "m" を含めば true, そうでなければ false である Boolean 値に設定される。 F が "g", "i", "m" 以外の文字を含むならば、また一旦出現したものと同じものを含むならば、例外 SyntaxError を投げる。 P の文字が書式 Pattern を持たないならば、例外 SyntaxError を投げる。そうでなければ、新規に構築されたオブジェクトに Pattern の評価 ("compiling") により得られる [[Match]] プロパティを持たせる。 Pattern の評価が例外 SyntaxError を投げてもよいことに注意。 (Note pattern が StringLiteral ならば、 文字列が RegExp によって処理される前に、通常のエスケープシーケンスの変換が実行される。 RegExp によって認識されるエスケープシーケンスを pattern に含めなければならないならば、 StringLiteral の内容の形成時に削除されることを防ぐために、 StringLiteral 内の文字 "\" はエスケープされなければならない。) 新規に構築されたオブジェクトの source プロパティは、 P に基づくPattern の書式の実装依存の文字列値に設定される。 新規に構築されたオブジェクトの lastIndex プロパティは、 0 に設定される。 新規に構築されたオブジェクトの [[Prototype]] プロパティは、 RegExp.prototype の初期値であるオリジナルの RegExp プロトタイプオブジェクトに設定される。 新規に構築されたオブジェクトの [[Class]] プロパティは、 "RegExp" に設定される RegExp コンストラクタのプロパティ (Properties of the RegExp Constructor) RegExp コンストラクタのの内部 [[Prototype]] プロパティの値は、 Function プロトタイプオブジェクト (セクション 15.3.4) である。 内部プロパティと length プロパティ (値は 2) の他に、 RegExp コンストラクタは次のプロパティを持つ RegExp.prototype RegExp.prototype の初期値は RegExp プロトタイプオブジェクト (セクション 15.10.6) である。 このプロパティは属性 { DontEnum, DontDelete, ReadOnly } を持つべきである。 RegExp プロトタイプオブジェクトのプロパティ (Properties of the RegExp Prototype Object) RegExp プロトタイプオブジェクトの内部 [[Prototype]] プロパティの値は、 Object プロトタイプである。 RegExp プロトタイプオブジェクトの内部 [[Class]] プロパティの値は、 "Object" である。 RegExp プロトタイプオブジェクトは、独自の valueOf プロパティを持たない; しかしながら、 valueOf プロパティを Object プロトタイプオブジェクトから継承する。 RegExp プロトタイプオブジェクトのプロパティである関数の以下の説明において、フレーズ "この RegExp オブジェクト" は、関数呼出しの this 値であるオブジェクトを参照する; this 値 が内部 [[Class]] プロパティが "RegExp" のオブジェクトでない場合は、例外 TypeError が投げられる。 RegExp.prototype.constructor RegExp.prototype.constructor の初期値は、組込み RegExp コンストラクタである。 RegExp.prototype.exec(string) 正規表現に対して string の正規表現マッチを行い、マッチの結果を含む Array オブジェクト、また文字列にマッチしなかった場合は null を返す。 文字列 ToString(string) は、次のように正規表現パターンの発生を検索される S を ToString(string) の値とする。 length を S の長さとする。 lastIndex を lastIndex プロパティの値とする。 i を ToInteger(lastIndex) の値とする。 global プロパティが false ならば、 i = 0 とする。 I 0 または I length ならば、 lastIndex を 0 に設定し、 null を返す。 [[Match]] と呼出し、引数に S と i を与える。 [[Match]] が failure を返したならば、 ステップ 8 へ; そうでなければ、 r をその State 結果とし、 ステップ 10 へ。 i = i+1 とする。 ステップ 6 へ。 e を r の endIndex 値とする。 global プロパティが true ならば、 lastIndex を e に設定する。 n を r の captures 配列の長さとする。 (これは、セクション 15.10.2.1 の NCapturingParens と同じ値である。) 次のプロパティを持つ新しい配列を返す * index プロパティは、完全な文字列 S 内でマッチした部分文字列の位置に設定される。 * input プロパティは、 S に設定される。 * length プロパティは、 n + 1 に設定される。 * 0 プロパティは、マッチした部分文字列 (すなわち オフセット i からオフセット e の前までの間のS の成分) に設定される。 * I 0 かつ I ≤ n であるような整数 i のそれぞれについて、 ToString(i) を名前とするプロパティに r の captures 配列の i 番目の要素を設定する。 RegExp.prototype.test(string) 式 RegExp.prototype.exec(string) != null と同様である。 RegExp.prototype.toString() src を現在の正規表現を表す Pattern の書式の文字列とする。 src は、 source プロパティまた RegExp コンストラクタに供給されるソースコードと同一であってもなくてもよい; ただ、 src が現在の正規表現の flags を伴って RegExp コンストラクタに供給されたならば、結果の正規表現は、現在の正規表現と同様に振るまわなければならない。 toString は、文字列 "/", src, "/" の連結で形成される文字列を返す; global プロパティが true ならば "g"、 ignoreCase プロパティが true ならば "i"、 multiline プロパティが true ならば "m" を、連結する文字列に追加する。 NOTE 実装は、 src 内の特殊文字をエスケープするために、 RegExp コンストラクタへ渡されるソースと異なることを許可されている src の利用を選択してよい。例えば、 new RegExp("/") から得られる正規表現において、 src は、数ある可能性の中から、 "/" または "\/" でありえる。後者は、書式 RegularExpressionLiteral を持つ toString 呼出しの完全な結果 ("/\//") を許可する。 RegExp インスタンスのプロパティ (Properties of RegExp Instances) RegExp インスタンスは、上記に指定されるその [[Prototype]] オブジェクトからプロパティを継承し、また次のプロパティを持つ。 source source プロパティの値は、 現在の正規表現をあらわす Pattern の書式の文字列値である。このプロパティは、属性 { DontDelete, ReadOnly, DontEnum } を持つべきである。 global global プロパティの値は、 flags が文字 "g" を含むかどうかを示す Boolean 値である。このプロパティは、属性 { DontDelete, ReadOnly, DontEnum } を持つべきである。 ignoreCase ignoreCase プロパティの値は、 flags が文字 "i" を含むかどうかを示す Boolean 値である。このプロパティは、属性 { DontDelete, ReadOnly, DontEnum } を持つべきである。 multiline multiline プロパティの値は、 flags が文字 "m" を含むかどうかを示す Boolean 値である。このプロパティは、属性 { DontDelete, ReadOnly, DontEnum } を持つべきである。 lastIndex lastIndex プロパティの値は、文字列の次のマッチを開始する位置を特定する整数である。このプロパティは、属性 { DontDelete, DontEnum } を持つべきである。
https://w.atwiki.jp/geronimo-jp-trans/pages/19.html
Apache Geronimo 2.0 Documentation Wiki反映状況一覧 章 原文の タイトルとリンク(英語版) 担当 ステータス 日本語文書へのリンク JapanWiki 作業完了日 本家Wiki 作業完了日 コメント 備考 1 Administration ○ ここ 2008/04/21 1.1 +Administrative tasks ○ ここ 2008/04/21 1.1.1 +Administering applications ○ ここ 2008/04/21 1.1.1.1 # Installing and removing applications △→○ ここ 2008/04/26 2008/04/26 1.1.1.2 # Starting and stopping application modules △→○ ここ 2008/04/26 2008/04/26 1.1.2 + Administering the Apache Geronimo Server ○ 2008/04/21 1.1.2.1 # Adding new listeners for the Web containers ○ ここ 2008/04/21 * Add new AJP listener ○ ここ 2008/04/21 * Add new HTTP listener ○ ここ 2008/04/21 * Add new HTTPS listener ○ ここ 2008/04/21 1.1.2.2 # Configure JAX-WS engine △→○ ここ 2008/04/26 2008/04/26 1.1.2.3 # Configure log level ○ ここ 2008/04/21 * Derby Log Viewer ○ ここ 2008/04/21 * Log Manager ○ ここ 2008/04/21 * Server Log Viewer ○ ここ 2008/04/21 * Web Access Log Viewer ○ ここ 2008/04/21 1.1.2.4 # Configuring a remote Apache HTTP server △→○ ここ 2008/04/26 2008/04/26 * Configure Apache HTTPd as a reverse proxy (mod_proxy) △→○ ここ 2008/04/26 2008/04/26 * Configure Apache HTTPd with Jakarta Tomcat Connector (mod_jk) △→○ ここ 2008/04/26 2008/04/26 1.1.2.5 # Configuring the JMS server ○ ここ 2008/04/21 1.1.2.6 # Display JVM information ○ ここ 2008/04/21 1.1.2.7 # Monitor Server status ○ ここ 2008/04/21 1.1.2.8 # Performance monitoring ○ ここ 2008/04/21 1.1.2.9 # Starting and stopping the server ○ ここ 2008/04/21 1.1.3 + Configuring security ○ ここ 2008/04/21 1.1.3.1 # Administering certificates ○ ここ 2008/04/21 1.1.3.2 # Administering users and groups ○ ここ 2008/04/21 1.1.3.3 # Adminstering security realms ○ ここ 2008/04/21 * Certificate Properties File Realm ○ ここ 2008/04/21 * Database (SQL) Realm ○ ここ 2008/04/21 * LDAP Realm ○ ここ 2008/04/21 1.1.3.4 # Certification Authority ○ ここ 2008/04/21 1.1.4 + Configuring services 大貫 ○ ここ 2008/04/19 2008/04/22 1.1.4.1 # Adding archives to the Geronimo repository 大貫 ○ ここ 2008/04/19 2008/04/22 1.1.4.2 # Configuring database pools △→○ ここ 2008/04/26 2008/04/26 *Configuring DB2 datasource 大貫 ○ ここ 2008/04/19 2008/04/22 *Create new database pools 大貫 ○ ここ 2008/04/19 2008/04/22 * Import database pools from JBoss 4 大貫 ○ ここ 2008/04/19 2008/04/22 * Import database pools from WebLogic 8.1 大貫 ○ ここ 2008/04/19 2008/04/22 * Removing database pools 大貫 ○ ここ 2008/04/19 2008/04/22 1.1.4.3 # Configuring JMS 大貫 ○ ここ 2008/04/19 2008/04/22 1.2 o Configuring Geronimo as a Windows Service △→○ ここ 2008/04/26 2008/04/26 1.3 o Configuring Virtual Hosts in Geronimo-Jetty 大貫 ○ ここ 2008/04/21 2008/04/22 1.4 o Configuring Virtual Hosts in Geronimo-Tomcat 大貫 ○ ここ 2008/04/21 2008/04/22 1.5 oCreate a database 大貫 ○ ここ 2008/04/21 2008/04/22 1.6 oGeronimo Administration Console 大貫 ○ ここ 2008/04/21 2008/04/22 1.7 oRunning Geronimo 大貫 ○ ここ 2008/04/21 2008/04/22 1.7.1 +Multiple Repositories 大貫 ○ ここ 2008/04/21 2008/04/22 1.7.2 + Running Geronimo as a non-root user 大貫 ○ ここ 2008/04/21 2008/04/22 1.7.3 + Running Multiple Instances of Geronimo 大貫 ○ ここ 2008/04/21 2008/04/22 1.8 oSystem Modules △→○ ここ 2008/04/26 2008/04/26 1.9 o Tools and commands 大貫 ○ ここ 2008/04/22 2008/04/22 1.9.1 + client.jar 大貫 ○ ここ 2008/04/22 2008/04/22 1.9.2 + deploy 大貫 ○ ここ 2008/04/22 2008/04/22 1.9.3 + Deployer tool 大貫 ○ ここ 2008/04/22 2008/04/22 1.9.4 + geronimo 大貫 ○ ここ 2008/04/22 2008/04/22 1.9.5 + jpa.jar 大貫 ○ ここ 2008/04/22 2008/04/22 1.9.6 + shutdown 大貫 ○ ここ 2008/04/22 2008/04/22 1.9.7 + startup 大貫 ○ ここ 2008/04/22 2008/04/22 2 * Deployment Plans 大貫 ○ 2008/04/22 3 * Installation 大貫 ○ ここ 2008/04/22 2008/04/22 4 *Migrating to Apache Geronimo △→○ ここ 2008/04/26 2008/04/26 4.1 oJ2G Migration Tool ○ ここ 2008/04/22 2008/04/22 4.1.1 +Building J2G from source ○ ここ 2008/04/22 2008/04/22 4.1.2 +Using J2G △→○ ここ 2008/04/26 2008/04/26 4.2 oJBoss to Geronimo - EJB-BMP Migration △→○ ここ 2008/04/26 2008/04/26 4.3 o JBoss to Geronimo - EJB-CMP Migration ○ 2008/04/22 4.4 o JBoss to Geronimo - EJB-MDB Migration ○ 2008/04/22 4.5 o JBoss to Geronimo - EJB-Session Beans Migration ○ ここ 2008/04/22 2008/04/22 4.6 o JBoss to Geronimo - Hibernate Migration ○ ここ 2008/04/22 2008/04/22 4.7 o JBoss to Geronimo - JDBC Migration ○ ここ 2008/04/22 2008/04/22 4.8 o JBoss to Geronimo - Security Migration ○ 2008/04/22 4.9 o JBoss to Geronimo - Servlets and JSPs Migration ○ ここ 2008/04/22 2008/04/22 4.10 o JBoss to Geronimo - Web Services Migration ○ 2008/04/22 5 * Quick start - Apache Geronimo for the impatient ○ ここ 2008/04/22 2008/04/22 6 *README.txt 保坂 ○ ここ 2008/04/24 2008/04/24 7 * RELEASE-NOTES-2.0.1.TXT 保坂 ○ 2008/04/22 7.1 o RELEASE-NOTES-2.0-M1.TXT 保坂 ○ 2008/04/22 7.2 o RELEASE-NOTES-2.0-M2.TXT 保坂 ○ 2008/04/22 7.3 o RELEASE-NOTES-2.0-M3.TXT 保坂 ○ 2008/04/22 7.4 o RELEASE-NOTES-2.0-M4.TXT 保坂 ○ 2008/04/22 7.5 o RELEASE-NOTES-2.0-M5.TXT 保坂 ○ 2008/04/22 7.6 o RELEASE-NOTES-2.0-M6.TXT 保坂 ○ 2008/04/22 7.7 o What s new in Geronimo v2-M2 保坂 ○ 2008/04/22 8 *RELEASE-NOTES-2.0.2.TXT 保坂 ○ ここ 2008/04/24 2008/04/24 9 * Sample applications 保坂 ○ ここ 2008/04/24 2008/04/24 9.1 o Apache Harmony 大貫 ○ ここ 2008/04/24 2008/04/24 9.2 oCreating a new sample 大貫 ○ ここ 2008/04/24 2008/04/24 9.3 o DayTrader 大貫 ○ ここ 2008/04/24 2008/04/24 9.4 o DB Pool Testing sample application 大貫 ○ ここ 2008/04/24 2008/04/24 9.5 o EJB sample application 大貫 ○ ここ 2008/04/24 2008/04/24 9.6 o How to get JNDI working in Geronimo 2.0 大貫 ○ ここ 2008/04/24 2008/04/24 9.7 o Inbound JCA example 大貫 ○ ここ 2008/04/26 2008/04/26 9.8 o Jar to Jar EJB references (no ear) 大貫 ○ ここ 2008/04/26 2008/04/26 9.9 o JMS and MDB sample application 大貫 ○ ここ 2008/04/26 2008/04/26 9.10 o LDAP sample application 大貫 ○ ここ 2008/04/26 2008/04/26 9.11 o Simple database access sample application 大貫 ○ ここ 2008/04/26 2008/04/26 9.12 o Simple Web Service with JAX-WS 大貫 ○ ここ 2008/04/26 2008/04/26 9.13 o SPECjAppServer2004 大貫 ○ ここ 2008/04/27 2008/04/27 9.14 o Using Geronimo s default JavaMail session 大貫 ○ ここ 2008/04/27 2008/04/27 9.15 o Using JNDI in Geronimo 2.0 大貫 ○ ここ 2008/04/27 2008/04/27 9.16 o Using some of EJB 3.0 functionalities 大貫 ○ ここ 2008/04/26 2008/04/26 9.17 o Very simple Entity EJB example 大貫 ○ ここ 2008/04/26 2008/04/26 9.18 o Very simple Session EJB example 大貫 ○ ここ 2008/04/26 2008/04/26 9.19 o Web application security sample 大貫 ○ ここ 2008/04/26 2008/04/26 10 * Troubleshooting 大貫 ○ ここ 2008/04/26 2008/04/26