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【登録タグ O senya 亡き王女の為のセプテット 小悪魔りんご 幽閉サテライト 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 ); } rt { font-family Arial, Verdana, Helvetica, sans-serif; } /** Main table styling **/ #trackinfo, #lyrics { font-family Noto Sans JP , sans-serif; font-weight 350; } .track_number { font-family Rockwell; font-weight bold; } .track_number after { content . ; } #track_args, .amp_text { display none; } #trackinfo { position relative; float right; margin 0 0 1em 1em; padding 0.3em; width 320px; border-collapse separate; border-radius 5px; border-spacing 0; background-color #F9F9F9; font-size 90%; line-height 1.4em; } #trackinfo th { white-space nowrap; } #trackinfo th, #trackinfo td { border none !important; } #trackinfo thead th { background-color #D8D8D8; box-shadow 0 -3px #F9F9F9 inset; padding 4px 2.5em 7px; white-space normal; font-size 120%; text-align center; } .trackrow { background-color #F0F0F0; box-shadow 0 2px #F9F9F9 inset, 0 -2px #F9F9F9 inset; } #trackinfo td ul { margin 0; padding 0; list-style none; } #trackinfo li { line-height 16px; } #trackinfo li nth-of-type(n+2) { margin-top 6px; } #trackinfo dl { margin 0; } #trackinfo dt { font-size small; font-weight bold; } #trackinfo dd { margin-left 1.2em; } #trackinfo dd + dt { margin-top .5em; } #trackinfo_help { position absolute; top 3px; right 8px; font-size 80%; } /** Media styling **/ #trackinfo .media th { background-color #D8D8D8; padding 4px 0; font-size 95%; text-align center; } .media td { padding 0 2px; } .media iframe nth-of-type(n+2) { margin-top 0.3em; } .youtube + .nicovideo, .youtube + .soundcloud, .nicovideo + .soundcloud { margin-top 0.75em; } .media_section { display flex; align-items center; text-align center; } .media_section before, .media_section after { display block; flex-grow 1; content ; height 1px; } .media_section before { margin-right 0.5em; background linear-gradient(-90deg, #888, transparent); } .media_section after { margin-left 0.5em; background linear-gradient(90deg, #888, transparent); } .media_notice { color firebrick; font-size 77.5%; } /** Around track styling **/ .next-track { float right; } /** Infomation styling **/ #trackinfo .info_header th { padding .3em .5em; background-color #D8D8D8; font-size 95%; } #trackinfo .infomation_show_btn_wrapper { float right; font-size 12px; user-select none; } #trackinfo .infomation_show_btn { cursor pointer; } #trackinfo .info_content td { padding 0 0 0 5px; height 0; transition .3s; } #trackinfo .info_content ul { padding 0; margin 0; max-height 0; list-style initial; transition .3s; } #trackinfo .info_content li { opacity 0; visibility hidden; margin 0 0 0 1.5em; transition .3s, opacity .2s; } #trackinfo .info_content.infomation_show td { padding 5px; height 100%; } #trackinfo .info_content.infomation_show ul { padding 5px 0; max-height 50em; } #trackinfo .info_content.infomation_show li { opacity 1; visibility visible; } #trackinfo .info_content.infomation_show li nth-of-type(n+2) { margin-top 10px; } /** Lyrics styling **/ #lyrics { font-size 1.06em; line-height 1.6em; } .not_in_card, .inaudible { display inline; position relative; } .not_in_card { border-bottom dashed 1px #D0D0D0; } .tooltip { display flex; visibility hidden; position absolute; top -42.5px; left 0; width 275px; min-height 20px; max-height 100px; padding 10px; border-radius 5px; background-color #555; align-items center; color #FFF; font-size 85%; line-height 20px; text-align center; white-space nowrap; opacity 0; transition 0.7s; -webkit-user-select none; -moz-user-select none; -ms-user-select none; user-select none; } .inaudible .tooltip { top -68.5px; } span hover + .tooltip { visibility visible; top -47.5px; opacity 0.8; transition 0.3s; } .inaudible span hover + .tooltip { top -73.5px; } .not_in_card span.hide { top -42.5px; opacity 0; transition 0.7s; } .inaudible .img { display inline-block; width 3.45em; height 1.25em; margin-right 4px; margin-bottom -3.5px; margin-left 4px; background-image url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2971/7/Inaudible.png); background-size contain; background-repeat no-repeat; } .not_in_card after, .inaudible .img after { content ; visibility hidden; position absolute; top -8.5px; left 42.5%; border-width 5px; border-style solid; border-color #555 transparent transparent transparent; opacity 0; transition 0.7s; } .not_in_card hover after, .inaudible .img hover after { content ; visibility visible; top -13.5px; left 42.5%; opacity 0.8; transition 0.3s; } .not_in_card after { top -2.5px; left 50%; } .not_in_card hover after { top -7.5px; left 50%; } .not_in_card.hide after { visibility hidden; top -2.5px; opacity 0; transition 0.7s; } /** For mobile device styling **/ .uk-overflow-container { display inline; } #trackinfo.mobile { display table; float none; width 100%; margin auto; margin-bottom 1em; } #trackinfo.mobile th { text-transform none; } #trackinfo.mobile tbody tr not(.media) th { text-align left; background-color unset; } #trackinfo.mobile td { white-space normal; } document.addEventListener( DOMContentLoaded , function() { use strict ; const headers = { title アルバム別曲名 , album アルバム , circle サークル , vocal Vocal , lyric Lyric , chorus Chorus , narrator Narration , rap Rap , voice Voice , whistle Whistle (口笛) , translate Translation (翻訳) , arrange Arrange , artist Artist , bass Bass , cajon Cajon (カホン) , drum Drum , guitar Guitar , keyboard Keyboard , mc MC , mix Mix , piano Piano , sax Sax , strings Strings , synthesizer Synthesizer , trumpet Trumpet , violin Violin , original 原曲 , image_song イメージ曲 }; 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状態における振る舞いをそれぞれのクラスとして分割し、局所化する 頻繁に状態が変わるような場合には、オブジェクトの生成処理のオーバーヘッドが大きくなる 最初に全ての状態オブジェクトを生成して、オブジェクトの切り替えを行う http //en.wikipedia.org/wiki/State_pattern のJavaコードをC++にした #include iostream #include string #include ctype.h using namespace std; // prototypeclass StateContext; // State Classclass State {public virtual void writeName(StateContext *stateContext, string name) = 0;}; // ConcreteState Classclass StateA public State {public virtual void writeName(StateContext *stateContext, string name);}; // ConcreteState Classclass StateB public State {public StateB() { count = 0; } virtual void writeName(StateContext *stateContext, string name);private int count;}; // Context Classclass StateContext {public StateContext() { myState = NULL; setState(new StateA()); } void setState(State *newState) { if (myState != NULL) delete myState; myState = newState; } void writeName(const string name) { myState- writeName(this, name); }private State *myState;}; // StateA writeNamevoid StateA writeName(StateContext *stateContext, string name) { string iterator it = name.begin(); while (it != name.end()) { *it = tolower(*it); ++it; } cout name endl; stateContext- setState(new StateB());} // StateB writeNamevoid StateB writeName(StateContext *stateContext, string name) { string iterator it = name.begin(); while (it != name.end()) { *it = toupper(*it); ++it; } cout name endl; if (++count 1) { stateContext- setState(new StateA()); }} // clientint main() { StateContext *sc = new StateContext(); sc- writeName("Monday"); sc- writeName("Tuesday"); sc- writeName("Wednesday"); sc- writeName("Thursday"); sc- writeName("Saturday"); sc- writeName("Sunday"); delete sc; return 0;} 出力 monday TUESDAY WEDNESDAY thursday SATURDAY SUNDAY http //www.dofactory.com/Patterns/PatternState.aspx のC#コードをC++にした Structural example #include iostream #include typeinfo using namespace std; // prototypeclass Context; // The State abstract classclass State {public virtual void Handle(Context *context) = 0;}; // The Context classclass Context {public // constructor Context(State *state) { _state = NULL; SetState(state); } virtual ~Context() { delete _state; } // Get or Set the state State* GetState() { return _state; } void SetState(State *state) { if (_state != NULL) delete _state; _state = state; cout "State " typeid(*state).name() endl; } // Request void Request() { _state- Handle(this); }private State *_state;}; // A ConcreteState classclass ConcreteStateA public State {public virtual void Handle(Context *context);}; // A ConcreteState classclass ConcreteStateB public State {public virtual void Handle(Context *context);}; // ConcreteStateA Handlevoid ConcreteStateA Handle(Context *context) { context- SetState(new ConcreteStateB());} // ConcreteStateB Handlevoid ConcreteStateB Handle(Context *context) { context- SetState(new ConcreteStateA());} // clientint main() { // Setup context in a state Context *c = new Context(new ConcreteStateA()); // Issue requests, which toggles state c- Request(); c- Request(); c- Request(); c- Request(); delete c; return 0;} 出力(g++の場合) State 14ConcreteStateA State 14ConcreteStateB State 14ConcreteStateA State 14ConcreteStateB State 14ConcreteStateA Real World example #include iostream #include string using namespace std; class Account; // The State abstract classclass State {protected Account *account; double balance; // 残高 double interest; double lowerLimit; double upperLimit; string state_name;public // Properties Account* getAccount(); void setAccount(Account *value); double getBalance() { return balance; } void setBalance(double value) { balance = value; } virtual void Deposit(double amount) = 0; virtual void Withdraw(double amount) = 0; virtual void PayInterest() = 0; string GetName() { return state_name; }}; // The Context classclass Account {private State *_state; string _owner;public // Constructor Account(const string owner); // Destructor virtual ~Account() { delete _state; } // Properties double getBalance() { return _state- getBalance(); } State* getState() { return _state; } void setState(State *state) { delete _state; _state = state; } void Deposit(double amount) { _state- Deposit(amount); cout "Deposited $" amount " ---" endl; cout " Balance = $" getBalance() endl; cout " Status = " getState()- GetName() endl; cout endl; } void Withdraw(double amount) { _state- Withdraw(amount); cout "Withdraw $" amount " ---" endl; cout " Balance = $" getBalance() endl; cout " Status = " getState()- GetName() endl; cout endl; } void PayInterest() { _state- PayInterest(); cout "Interest Paid ---" endl; cout " Balance = $" getBalance() endl; cout " Status = " getState()- GetName() endl; cout endl; }}; // A ConcreteState class// Red indicates that account is overdrawnclass RedState public State {private double _serviceFee;public // Constructor RedState(State *state) { balance = state- getBalance(); account = state- getAccount(); Initialize(); }private void Initialize() { // Should come from a datasource interest = 0.0; lowerLimit = -100.0; upperLimit = 0.0; _serviceFee = 15.00; state_name = "RedState"; }public virtual void Deposit(double amount) { balance += amount; StateChangeCheck(); } virtual void Withdraw(double amount) { amount -= _serviceFee; cout "No funds available for withdrawal!" endl; } virtual void PayInterest() { // No interest is paid }private void StateChangeCheck();}; // A ConcreteState class// Silver indicates a non-interest bearing stateclass SilverState public State {public // Overloaded constructors SilverState(State *state) { balance = state- getBalance(); account = state- getAccount(); Initialize(); } SilverState(double balance, Account *account) { this- balance = balance; this- account = account; Initialize(); }private void Initialize() { // Should come from a datasource interest = 0.0; lowerLimit = 0.0; upperLimit = 1000.0; state_name = "SilverState"; }public virtual void Deposit(double amount) { balance += amount; StateChangeCheck(); } virtual void Withdraw(double amount) { balance -= amount; StateChangeCheck(); } virtual void PayInterest() { balance += interest * balance; StateChangeCheck(); }private void StateChangeCheck();}; // A ConcreteState class// Gold indicates an interest bearing stateclass GoldState public State {public // Overloaded constructors GoldState(State *state) { balance = state- getBalance(); account = state- getAccount(); Initialize(); } GoldState(double balance, Account *account) { this- balance = balance; this- account = account; Initialize(); }private void Initialize() { // Should come from a database interest = 0.05; lowerLimit = 1000.0; upperLimit = 10000000.0; state_name = "GoldState"; }public virtual void Deposit(double amount) { balance += amount; StateChangeCheck(); } virtual void Withdraw(double amount) { balance -= amount; StateChangeCheck(); } void PayInterest() { balance += interest * balance; StateChangeCheck(); }private void StateChangeCheck();}; //// State ////Account* State getAccount() { return account;} void State setAccount(Account *value) { account = value;} //// Account ////Account Account(const string owner) { // New accounts are Silver by default _owner = owner; _state = new SilverState(0.0, this);} //// RedState ////void RedState StateChangeCheck() { if (balance upperLimit) { account- setState(new SilverState(this)); }} //// SilverState ////void SilverState StateChangeCheck() { if (balance lowerLimit) { account- setState(new RedState(this)); } else if (balance upperLimit) { account- setState(new GoldState(this)); }} //// GoldState ////void GoldState StateChangeCheck() { if (balance 0.0) { account- setState(new RedState(this)); } else if (balance lowerLimit) { account- setState(new SilverState(this)); }} ///////////// Entry point into console application.int main() { // Open a new account Account *account = new Account("Jim Johnson"); // Apply financial transactions account- Deposit(500.0); // deposit 預け入れ account- Deposit(300.0); account- Deposit(550.0); account- PayInterest(); // interest 利子 account- Withdraw(2000.00); // withdraw 引き落とし account- Withdraw(1100.00); delete account; return 0;} 出力 Deposited $500 --- Balance = $500 Status = SilverState Deposited $300 --- Balance = $800 Status = SilverState Deposited $550 --- Balance = $1350 Status = GoldState Interest Paid --- Balance = $1417.5 Status = GoldState Withdraw $2000 --- Balance = $-582.5 Status = RedState No funds available for withdrawal! Withdraw $1100 --- Balance = $-582.5 Status = RedState 参考サイト デザインパターンを“喩え話”で分かり易く理解する http //www.netlaputa.ne.jp/~hijk/study/oo/designpattern.html TECHSCORE http //www.techscore.com/tech/DesignPattern/index.html/ Programing Place http //www.geocities.jp/ky_webid/index_old.html デザインパターンの骸骨たち http //www002.upp.so-net.ne.jp/ys_oota/mdp/ デザインパターンの使い方 State http //japan.internet.com/developer/20081224/26.html
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#blognavi 久々すぎだなぁ・・・。 部屋を綺麗にしました。 http //www.onsen.ag/popup/utaware.html ■うたわれるものらじお#25 もうキャラを演じることすらなくなったOPですが、。 中の人が皮を食っちゃうってすごいなぁ。。 柚姉ノリノリ、久々に暴走しまくり^^ メインで来てないキャラに釘様がいないのは忙しすぎるからでしょうか? それとも、カミュはメインではないということでしょうk(ry そして新コーナーっぽいノリのコーナーがー! つまり、連続ドリグラコーナーなしですかorz てか柚姉はホントにりきちゃんの前では乙女だなぁ。。 http //www.fujimishobo.co.jp/pure/2006/12/hroom_no1301_1.php ■ちょっとHな話題作! ROOM NO.1301がついにコミカライズ!! ちょ、まじでか!!!?爆裂期待!!!!!! 小説読んでるやつがコミックになるの初めてだ(ぇ http //www.broweb.jp/shopping/ViewItemDetail.do?janCode=4997766611143 ■アニメ「涼宮ハルヒの憂鬱」DVD 第7巻ジャケット公開。 よかった、長門でよかった。。 http //tenchyo.seesaa.net/article/30252509.html ■ネギま!?第12話にみる画角の研究。 DVDではこっちなのかな。 http //suzukinnoir.blog8.fc2.com/blog-entry-558.html ■スターチャイルド TOPページでジャケット画像公開。 ゆえゆえスク水キターーーーーーー!!!!! http //news4vip.livedoor.biz/archives/50879812.html ■ニュー速クオリティ的 2006年良スレ保存版。 ダーマ神殿の素晴らしさは記憶に新しい。 http //www.youtube.com/watch?v=Jt2rTKYgMkw ■チュートリアル 「電化製品」 http //www.youtube.com/watch?v=tBxgSphP8i8 ■チュートリアル 「ちりんちりん」 M-1見逃した方は是非に。 http //zakzak.co.jp/gei/2006_12/g2006122514.html ■「M-1」大会史上最高の視聴率…関西では31.1% だって面白かったもんー。 http //www.hitohira.tv/ ■TVアニメ『ひとひら』公式サイトグランドオープン! 雪野さんいるのかー。期待期待。。 http //hirobiro.cocolog-nifty.com/blog/2006/12/cd_ver_b928.html ■おしかりCD 伊藤静ver. 声優さんも大変だよなーって。。でも静姉、素でやってそう(ぇ http //www.hiroiro.com/entry/1405.html ■世界最初の5MBハードディスク。 フロッピーが主戦力な時代があったんだよ。 http //omomani.blog53.fc2.com/blog-entry-1907.html ■驚いたら負けね。 驚くというより心配のが。。。 http //www.aquaplus.co.jp/udtc/ ■AQUAPLUS「うたわれるものデスクトップキャラクターズ」が2007年3月22日発売予定。 さーて、ドリグラの活躍度はいかなるものか!!!! システムボイス期待してもいいよね!?よね!? そして「真・うたわれるもの」ktkr http //flower-thief.seesaa.net/article/29994479.html ■涼宮ハルヒの憂鬱 DVD第6巻修正箇所。 毎度毎度細かすぎるお仕事ご苦労様です。 http //d.hatena.ne.jp/moonphase/20061222/p8 ■ひぐちアサ「おおきく振りかぶって」TVアニメ化決定!TBSほかにて2007年春放送! これは楽しみ。 http //2log.blog9.fc2.com/blog-entry-1466.html ■最近釘宮病が流行ってるね。 よかった、見たのは4つだ^^(駄 http //2log.blog9.fc2.com/blog-entry-1468.html ■もしもコナンがルー大柴だったら。 うざいけど面白い! http //www.negima.ne.jp/card.html ■ネギま!? ネオ・パクティオカード公開。 円のコスプレカードがカッコイイ!!! http //d.hatena.ne.jp/crow2/20061221#1166697193 ■綾瀬夕映について その三 夕映は何故「です」口調なのか。 ゆえゆえの事がいっぱい書かれている最高のページ。 http //www.minori.ph/lineup/ef/download.html ■minori「ef - a fairy tale of the two.」デモムービー。 発売記念ということで、私は諸事情により買えませんが。。 パソゲOPってレベルじゃねーぞ。 http //www.towerrecords.co.jp/sitemap/CSfCardMain.jsp?GOODS_NO=1401172 GOODS_SORT_CD=101 ■涼宮ハルヒの憂鬱 キャラクターソング Vol.8 古泉一樹。 http //www.towerrecords.co.jp/sitemap/CSfCardMain.jsp?GOODS_NO=1401173 GOODS_SORT_CD=101 ■涼宮ハルヒの憂鬱 キャラクターソング Vol.9 キョン。 つ、遂に現実にっ!? http //sqare.cscblog.jp/content/0000124219.html ■ファンタ with 涼宮ハルヒの憂鬱。 まっくすくおりてぃ! http //www.studio-ryokucha.com/ ■すたじお緑茶 新作『片恋いの月』発表。 これは押しますよー^^ http //revivalgate.net/anime/negima/2006-12-20a.html ■『ネギま!?』 7話の裕奈のティーガーⅠは間違いに間違いを重ねてる。 いやまぁ、その手の人はよくみられてますなぁ。 http //pya.cc/pyaimg/pimg.php?imgid=36144 ■大脱走。 かしこ! http //kirinmen.blog58.fc2.com/blog-entry-645.html ■100万分の1秒で見ると、携帯電話はプルンプルン。 流石日本人。 http //eg.nttpub.co.jp/news/20061220_13.html ■アニメ『SHUFFLE! MEMORIES(シャッフル!メモリーズ)』 テレビ放送日時決定!&場面カット公開! なるほど、忠実に再現していますねっ! http //d.hatena.ne.jp/moonphase/20061220#p1 ■TVA「ゼロの使い魔」TVアニメ第2シリーズ制作決定!! 遂に告知でましたかー^^テファデルカナー? http //2log.blog9.fc2.com/blog-entry-1448.html ■新ジャンル「白状」 またも神絵師が。白状があったら降伏もあるのかな? http //2log.blog9.fc2.com/blog-entry-1450.html ■これはひどいwwwwwwwww これはヤバス。。。 http //2log.blog9.fc2.com/blog-entry-1452.html ■笑ったら死ぬ画像。 楓は最強。49がちょっとキタ。 http //www.onsen.ag/popup/utaware.html ■うたわれるものらじお#24 最初から黒かったり壊れてたり。今回もいつも通りですねっ。 りきちゃんがリアル好色王だとバレちゃいましたね。 そして久々のむそーかきたー!しかもなげー! ふつーの話もするんですよ?って言わなきゃいけないのがゆずねぇくおりてぃ。。。 そしてゆずねぇの歌声がっ!愛がっ!なんてラヴラヴカップル!? 共演者からの泣ける話も。ほんといいキャストさんだ。。。 って、感動シーンで夢想歌はいかんだろっっっ! そしてオチ!!!!!!!!!!!!!ktkr!!!!!!!!! http //www.starchild.co.jp/special/airantou/ ■TVアニメ 『ながされて藍蘭島』 キャラクター更新! なーんかちょっと違う気が。てか静姉。。 http //sorakale.blog83.fc2.com/blog-entry-44.html ■いろんなちゅるやさんパロディを集めてみた! 今年の流行No.1はちゅるやさんでFA http //d.hatena.ne.jp/GilCrows/20061215/p1 ■【ふっかつのじゅもん】ドラクエはネトゲになってつまらない、アウト! この頃のプログラマーは今は大人気の占い師に(違 http //blog.livedoor.jp/michaelsan/archives/50532191.html ■ルー大芝のブログが面白すぎる件について。 これなんて暗号文っ http //happyemail.seesaa.net/article/29846791.html ■自動ドアを拭く。 電源おとせよっ!そしてオチ!! http //d.hatena.ne.jp/oroshi/20061216/p1 ■畑健二郎『ハヤテのごとく!』がTVアニメ化決定 単行本にもそれらしい台詞がどんどんとあったなぁ。。 ハヤ太君は女性声優希望、ナギはちわちわ以外考えられない。 http //blogs.yahoo.co.jp/beatarai/43057099.html ■ネギパVol.5 可憐な刹那が舞い降りる。 明日菜がピンなのは仕方ないけどね・・・。そして画伯。 http //2log.blog9.fc2.com/blog-entry-1435.html ■朝倉涼子にナイフで切られたい うん、それ無理♪ http //d.hatena.ne.jp/luxaky/20061216/p2 ■僕たちが女装少年に萌える理由。 ROアンソロ読んでて、流し読みしてた漫画のオチが男の娘で。 何度読み返したことか。。。。 http //news4vip.livedoor.biz/archives/50874541.html ■DS用「ドラゴンクエスト9」の発表会出展映像公開。 まさにベジータ、OPいいなぁー。 http //www.rpgwatcher.com/archives/2006/12/11/213259.html ■RPGやってて実際に起こった奇跡体験。 今DQ6でまんたん→ホイミで全開したのにさらにベホイミ唱えられた。 http //www.aquaplus.co.jp/th2v/introduction.html ■OVA「To Heart2」作品概要更新。 神 降 臨。 http //www.seiyuawards.jp/center.html ■各部門ランキング 中間発表。 釘様とみのりんに1票。パーソナリティはいうまでもないお二人に。 http //guideline.livedoor.biz/archives/50778250.html ■お前らの人生、どの漫画家に漫画化してほしい? 頭の中のドリグラ準さん妄想を小梅けいと先生にカラーで。 http //maps.google.com/maps?t=k q=%E6%97%A5%E6%9C%AC%E9%8A%80%E8%A1%8C ie=UTF8 z=19 ll=35.686076,139.771682 ■日本銀行を無修正で上から見てみると・・・・。 うわぁ、すげぇ。 http //www.hiroburo.com/archives/50292489.html ■気が遠くなるほど広大な宇宙。 小学校時代はこんな本ばっかり読んでました。 カテゴリ [ニュース日記] - trackback- 2006年12月27日 01 45 12 #blognavi
https://w.atwiki.jp/wnt0/pages/19.html
集約オブジェクト内の各オブジェクトへのアクセス手段を統一する 普通はSTLコンテナのiteratorを使う 集約オブジェクトの変更があっても、iteratorオブジェクトを介するので取得側コードを変更する必要はない http //www.dofactory.com/Patterns/PatternIterator.aspx を c++ にした Structural example #include iostream #include string using namespace std; // prototypetemplate class T class Iterator;template class T class ConcreteIterator; // The Aggregate abstract classtemplate class T class Aggregate {public virtual ~Aggregate() { } virtual Iterator T * CreateIterator() = 0;}; // The ConcreteAggregate classtemplate class T class ConcreteAggregate public Aggregate T {public // constructor ConcreteAggregate(int size) { _items = new T[size]; _max_size = size; _count = 0; } // destructor virtual ~ConcreteAggregate() { delete [] _items; } // CreateIterator Iterator T * CreateIterator() { return new ConcreteIterator T (this); } // Count int Count() { return _count; } // Get T* Get(int index) { return _items[index]; } // Set void Set(const T value) { if (_count _max_size) { _items[_count++] = value; } }private T *_items; int _max_size; int _count;}; // The Iterator abstract classtemplate class T class Iterator {public virtual ~Iterator() { } virtual T* First() = 0; virtual T* Next() = 0; virtual T* CurrentItem() = 0; virtual bool IsDone() = 0;}; // The ConcreteIterator classtemplate class T class ConcreteIterator public Iterator T {public // constructor ConcreteIterator(ConcreteAggregate T *aggregate) { _aggregate = aggregate; _current = 0; } // First T* First() { return _aggregate- Get(0); } // Next T* Next() { T *ret = NULL; if (_current _aggregate- Count() - 1) { ret = _aggregate- Get(++_current); } return ret; } // CurrentItem T* CurrentItem() { return _aggregate- Get(_current); } // IsDone bool IsDone() { return (_current = _aggregate- Count()); }private ConcreteAggregate T *_aggregate; int _current;}; // clientint main() { ConcreteAggregate string *a = new ConcreteAggregate string (4); a- Set("Item A"); a- Set("Item B"); a- Set("Item C"); a- Set("Item D"); ConcreteIterator string *i = new ConcreteIterator string (a);// Iterator string *i = a- CreateIterator(); // 上と同じ string *item = i- First(); while (item != NULL) { cout *item endl; item = i- Next(); } delete a; delete i; return 0;} Real World example #include iostream #include string using namespace std; // prototypetemplate class T class IAbstractIterator;template class T class Iterator; // A collection itemclass Item {public // constructor Item(const string name) { _name = name; } // Get string GetName() { return _name; }private string _name;}; // The Aggregate interface classtemplate class T class IAbstractCollection {public virtual ~IAbstractCollection() { }; virtual Iterator T * CreateIterator() = 0;}; // The ConcreteAggregate classtemplate class T class Collection public IAbstractCollection T {public // constructor Collection(int size) { _items = new T[size]; _max_size = size; _count = 0; } // destructor virtual ~Collection() { delete [] _items; } // CreateIterator Iterator T * CreateIterator() { return new Iterator T (this); } // Count int Count() { return _count; } // Get T* Get(int index) { return _items[index]; } // Set void Set(const T value) { if (_count _max_size) { _items[_count++] = value; } }private T *_items; int _max_size; int _count;}; // The Iterator interface classtemplate class T class IAbstractIterator {public virtual ~IAbstractIterator() { }; virtual T* First() = 0; virtual T* Next() = 0; virtual T* CurrentItem() = 0; virtual bool IsDone() = 0;}; // The ConcreteIterator classtemplate class T class Iterator public IAbstractIterator T {public // constructor Iterator(Collection T *collection) { _collection = collection; _current = 0; _step = 1; } // First T* First() { _current = 0; return _collection- Get(0); } // Next T* Next() { _current += _step; if (!IsDone()) { return _collection- Get(_current); } else { return NULL; } } // GetStep int GetStep() { return _step; } // SetStep void SetStep(int step) { _step = step; } // CurrentItem T* CurrentItem() { return _collection- Get(_current); } // IsDone bool IsDone() { return (_current = _collection- Count()); }private Collection T *_collection; int _current; int _step;}; // clientint main() { Collection Item* *collection = new Collection Item* (9); collection- Set(new Item("Item 0")); collection- Set(new Item("Item 1")); collection- Set(new Item("Item 2")); collection- Set(new Item("Item 3")); collection- Set(new Item("Item 4")); collection- Set(new Item("Item 5")); collection- Set(new Item("Item 6")); collection- Set(new Item("Item 7")); collection- Set(new Item("Item 8")); // Create iterator Iterator Item* *iterator = new Iterator Item* (collection); // Skip every other item iterator- SetStep(2); for (Item **item = iterator- First(); !iterator- IsDone(); item = iterator- Next()) { cout (*item)- GetName() endl; } delete collection; delete iterator; return 0;} 抽象クラスなし #include iostream #include string using namespace std; // prototypeclass BookIterator; // 集約されるオブジェクトクラスclass Book {public Book(const string name) { m_name = name; } string GetName() { return m_name; }private string m_name;}; // Aggregate 集約クラスclass BookAggregate {public // constructor BookAggregate() { m_plist = NULL; m_list_size = 0; } // destructor ~BookAggregate() { BookList *p, *next; for (p = m_plist; p != NULL; p = next) { delete p- book; next = p- next; delete p; } } // Add void Add(Book *book) { // リスト最後尾へ追加 BookList *p, *p_bfr = NULL; int size = 1; for (p = m_plist; p != NULL; p_bfr = p, p = p- next, ++size); p = new BookList; p- book = book; if (m_plist == NULL) { // 初回は先頭を確保 m_plist = p; } if (p_bfr != NULL) { // 初回以外は前の要素へ今作った要素へのポインタを確保 p_bfr- next = p; } // リストサイズ更新 m_list_size = size; } // Get Book* Get(int index) { BookList *p, *p_bfr = NULL; int i; if (index 0 || index = m_list_size) { return NULL; } for (i = 0, p = m_plist; p != NULL; ++i, p = p- next) { if (i == index) { return p- book; } } return NULL; } // Size int Size() { return m_list_size; } // CreateIterator BookIterator* CreateIterator();private // リスト構造体定義 struct BookList { Book *book; BookList *next; BookList() { book = NULL; next = NULL; } }; // struct BookList BookList *m_plist; // list int m_list_size; // size}; // Iterator 反復子クラスclass BookIterator {public // constructor BookIterator(BookAggregate *aggregate) { m_aggregate = aggregate; m_current = 0; } // First void First() { m_current = 0; } // Next void Next() { ++m_current; } // IsDone bool IsDone() { return (m_current = m_aggregate- Size()); } // CurrentItem Book* CurrentItem() { return m_aggregate- Get(m_current); } // Destroy void Destroy() { delete this; }private BookAggregate *m_aggregate; int m_current;}; // BookAggregate CreateIteratorBookIterator* BookAggregate CreateIterator() { return new BookIterator(this);} // clientint main() { BookAggregate *list = new BookAggregate(); // 登録 list- Add(new Book("book 1")); list- Add(new Book("book 2")); list- Add(new Book("book 3")); // iterator で参照 BookIterator *it = list- CreateIterator(); for (it- First(); !it- IsDone(); it- Next()) { cout it- CurrentItem()- GetName() endl; } // 終了処理 it- Destroy(); delete list; return 0;} 出力 book 1 book 2 book 3 http //www.techscore.com/tech/DesignPattern/Iterator/Iterator1.html/ ここのJavaコードをc++にした。 #include iostream #include string using namespace std; // 生徒クラスclass Student {public Student(const string name, int sex) {m_name = name;m_sex = sex;}string getName() {return m_name;}int getSex() {return m_sex;}private string m_name;int m_sex;}; // 生徒リストclass StudentList {public StudentList(int count) {m_students = new Student*[count];m_last = 0;}~StudentList() {for (int i=0; i getLastNum(); ++i) {delete m_students[i];}delete [] m_students;}void add(Student* student) {m_students[m_last++] = student;}Student* getStudentAt(int index) {return m_students[index];}int getLastNum() {return m_last;}protected Student **m_students;private int m_last;}; // 新しい生徒リスト#include vector class NewStudentList {public virtual ~NewStudentList() {for (int i=0; i m_students.size(); ++i) {delete m_students.at(i);}}void add(Student* student) {m_students.push_back(student);}Student* getStudentAt(int index) {return m_students.at(index);}int getListSize() {// インターフェイスが変わったreturn m_students.size();}protected vector Student* m_students;}; // イテレータclass Iterator {public virtual bool hasNext() = 0;virtual void* next() = 0;}; // アグリゲートclass Aggregate {public virtual Iterator* iterator() = 0;}; // プロトタイプ(前方)宣言// 継承していることを前方宣言で表すことはできない//class MyStudentListIterator; #if 0// イテレータするための生徒リストclass MyStudentList public StudentList, public Aggregate{public MyStudentList(int count) StudentList(count) { }Iterator* iterator();// MyStudentListIterator を使うので、宣言後に。};#else// イテレータするための新しい生徒リストclass MyStudentList public NewStudentList, public Aggregate{public Iterator* iterator();};#endif // イテレータの実装class MyStudentListIterator public Iterator {public MyStudentListIterator(MyStudentList* list) {m_StudentList = list;m_index = 0;}bool hasNext() {#if 0if (m_StudentList- getLastNum() m_index) {return true;} else {return false;}#else// 新しい生徒リストはインターフェイスが変わったif (m_StudentList- getListSize() m_index) {return true;} else {return false;}#endif}void* next() {return (void*)m_StudentList- getStudentAt(m_index++);}private MyStudentList *m_StudentList;int m_index;}; // MyStudentListIterator 宣言後に書くIterator* MyStudentList iterator(){// ポインタ/参照ではないので、前方宣言ではコンパイルエラーreturn new MyStudentListIterator(this);} int main(int argc, char **argv) {// リスト登録#if 0MyStudentList *list = new MyStudentList(2);#else// 新しい生徒リストに変更MyStudentList *list = new MyStudentList;#endiflist- add(new Student("たろう", 1));list- add(new Student("はなこ", 2)); // イテレータを使って表示Iterator* itr = list- iterator();while (itr- hasNext()) {cout ((Student*)itr- next())- getName() endl;}delete list; return 0;} 参考サイト デザインパターンを“喩え話”で分かり易く理解する http //www.netlaputa.ne.jp/~hijk/study/oo/designpattern.html TECHSCORE http //www.techscore.com/tech/DesignPattern/index.html/ Programing Place http //www.geocities.jp/ky_webid/index_old.html デザインパターンの骸骨たち http //www002.upp.so-net.ne.jp/ys_oota/mdp/ デザインパターンの使い方 Iterator http //japan.internet.com/developer/20090529/26.html
https://w.atwiki.jp/rssiege/pages/98.html
Patch Notes - Update 2.0 PC 2016/2/適用 コンソール 2016/2/ 適用 http //rainbow6.ubi.com/siege/en-US/updates/blackice.aspx BALANCING Operator shouts are now muted for enemy team From now on, the enemy team will not be hearing your team’s automatic character shouts. This will allow for stealthier approaches while maintaining non-verbal communication within the respective teams. Defender objective rotation (for Ranked and Custom Games) In Ranked and Custom Games, Defenders can vote for the objective location they want to defend. We noticed that certain maps have objective locations that are considered easier to defend than others, and that those are frequently being chosen. We believe that it will make for a more competitive and interesting experience to force variety upon the Defenders. From now on, when on the defending side, if a team wins an objective location, they won’t be able to pick it again until they’ve won the remaining locations. If the match goes into overtime, all objective locations become available again. Reduced bullet trail intensity, especially for suppressed weapons Reduced the visibility of bullet trails for all weapons, with an additional reduction for suppressed weapons for a stealthier approach. We believe this tweak will make silenced weapons more useful, as the damage reduction trade-off will now be more worthwhile, on top off the sound reduction. Increased the flashbang range of effect We are roughly doubling the range of flashbangs, making them more effective. Reduced noise levels of multiple Defender gadgets Reduced the noise levels of Mute’s jammers. It will now be considerably lower for Defenders and we reduced the verticality of its sound (will not be heard from two floors up or down anymore). Reduced the electricity noise levels on electrified gadgets. Reduced the noises levels of the Kapkan trap. Reinforced walls and Castle barricades now block bullets while being deployed It used to be possible to get shot while deploying reinforced walls and Castle barricades, even if they seemed to be covering the players. From now on, there will be collision on those surfaces even during deployment and therefore the bullets will be stopped. Thatcher now has a shotgun available in his loadout options We added the English shotgun M590A1 to Thatcher’s loadout options. Removed Bandit’s unique gadget’s (CED-1) electricity damage on the hostage Removed electricity damage on the hostage. This will avoid some edge cases where it wasn’t clear who was responsible for the hostage’s death. PLAYER COMFORT Added map and mode name display during loading and planning phase screens Reduced screen dust effect When surfaces break or explosions occur, nearby players get a dust effect on the border of their screen. We reduced it to be less intense and occluding. Altered matchmaking timer display Timer now counts up to estimated time. Fixed weapon damage numbers in menus We have changed the damage numbers in the menus according to the light armor values. PLAYLIST CHANGES Individual spawn location selection for Attackers (Ranked, Custom Games setting) In Ranked (and as a Custom Game setting), each Attacker can now select their own spawning location instead of having to vote as a group. This will give more tactical flexibility on approaching the building and will also greatly reduce the amount of instances in which Attackers get picked off as a group by the Defenders right as the Action phase begins (team spawn killing). Ranked population repartition tweak Our data tracking shows that the upper ranks (Gold, Platinum, Diamond) are less populated than expected. Therefore, we have reworked how our players are distributed through ranks. This means that many players will see their ranks change instantly after the February 2nd update. Here’s how it was before this update 1.17% Copper (1-4) 34.6% Bronze (1-4) 58.8% Silver (1-4) 5.27% Gold (1-4) 0.1% Platinum (1-3) Less than 0.001% Diamond Note Players in Platinum were often matched against Silver players, almost always against Golds and rarely against other Platinums, which gives the impression that matchmaking is unbalanced. Here’s the repartition we are aiming for with this update 15% Copper (1-4) 25% Bronze (1-4) 35% Silver (1-4) 20% Gold (1-4) 5% Platinum (1-3) 0.2% Diamond We will be closely monitoring how the rank repartition evolves over time and will be doing additional tweaks if needed. To learn more about the Ranked System, read this forum post. Ranked fluctuation parameters tweak From now on, players ranked Silver 3 and below will have a higher fluctuation rate compared to the ranks above that threshold. For example, Bronze 3 could contain players that have skill ratings between 15 and 16.5 while Gold 3 would have a larger spectrum, between 32.5 and 35. The intention behind this is that players from the lower ranks can climb out of them faster. This will make it more fun for newer or less experienced players, while the constant, highly skilled players will be able to maintain their rank. OTHER IMPROVEMENTS Web feature Tactical Board improvements Auto-save. The Tactical Board will now automatically save tactics in progress every 30 seconds. This will prevent you from losing your work if any disconnection or bug occurs while working on a tactic. It will also allow you to leave the Tactical Board without having to hit the Save button. Just make sure you noticed the “Autosaved” text popping on the top of the Tactical Board, to the right of the tactic name. Maintenance alerts. The Tactical Board will alert you of upcoming maintenances 15 minutes prior to downtime. Fixing the Tactical Board bugs requires us to switch off the servers for some minutes. When a maintenance is upcoming, you’ll see a warning on the bottom of the board. As we also have the autosaves ongoing, there will be less risks to lose your work, which will occur only if you edit the tactic 30 seconds or less before the maintenance starts. Texts are now easier to select and edit. Bug fixes. Fixed an issue preventing users to validate the removal of the tactician. Fixing an issue making undo/redo actions sometimes unresponsive until a change of tool was made. Inviting someone in the tactic will now correctly update the Attendees panel (top right). Fixing an issue preventing to dismiss a share notification from their dashboard when clicking "See it later". MAIN BUG FIXES Please be aware that this is not an exhaustive list and that we are only highlighting fixes that were done about the most commonly raised bugs. GAMEPLAY FIXES Right stick dead zone is resetting to default after exiting the game - FIXED Thermite can’t place an Exothermic Charge on damaged and reinforced walls - FIXED Attackers win if a teammate kills Fuze as soon as he detonates his cluster charge on the hostage – FIXED Guard break does not work if a shield-wielding Operator moves while receiving a melee hit - FIXED When in rappel mode, the Operator does not have collision under specific structures and clips through textures when moving upwards – FIXED End of round camera clips through the Operator – FIXED PVE on rare occasions one of the AI doesn’t spawn at the start of a match - FIXED PVE AI Engineers end up in a loop between evade and idle reaction for every damage tic received from poison gas – FIXED LEVEL DESIGN FIXES Defenders are able to pass through red blocker walls during the preparation phase - FIXED Players in support mode sometimes don’t get a correct replication of the watched player’s point of view. For example, the player could have destroyed a wall and seen through it while the player watching in support mode would see an intact wall. - FIXED On the Hereford Base map, players are able to get out of the building through the red blocker wall when vaulting over the sandbags during the preparation phase. - FIXED On the Oregon map, players can see through the ceiling when vaulting over the bunk bed. – FIXED On the Kafe Dostoevsky, character can remain stuck when vaulting on a recycle bin in EXT Park Alley – FIXED On Consulate map, character can remain stuck between chairs at the Visa Office location – FIXED On the Kanal map, players can see out of world through the ceiling if he placed his drone over the air vents in the Hallway. – FIXED There are minor lighting issues on our maps. – FIXED ONLINE FIXES The game sometimes boots on CENTRAL-US data center instead of WEST-EUROPE – FIXED Some players don’t receive renown after a match. – FIXED 0-0x00000602 error is sometimes being received when returning from a matchmaking game to looking for players step - FIXED 2-0x00000067 error is sometimes being received when trying to join a squad having previously went through a direct disconnection - FIXED 2-0x00000068 error is sometimes being received when accepting a party invite. - FIXED Some players from a squad are left in the main menu when searching for a match if specific steps were not followed - FIXED There is no timer present during the lobby screen - FIXED Player gets stuck indefinitely loading a lobby when joining in progress if a player of the same game got killed and then quit the lobby first. - FIXED Some users are getting the "Connection Failure" error every time challenges reset while in-game – FIXED PVE On some occasions, players are not awarded XP points and Renown after finishing Terrorist Hunt sessions. – FIXED Ranked Players leaving for any reason except a network disconnection receive no warning and are automatically banned for 2 minutes – FIXED PC, Ranked Players leaving match using F10 don’t receive reconnect message – FIXED PC, Ranked Players leaving match using ALT+F4 don’t receive reconnect message - FIXED UI FIXES A placeholder appears on the prompt with the abandoned match message after quitting a Ranked game – FIXED On the House map, missing location indicator in Laundry Room - FIXED MISCELLANEOUS FIXES PC If the player switches Aiming settings From Hold to Toggle, the player can’t ADS in Tachanka’s Turret - FIXED PC Some keys are hard binded in the game involving movement and chat box - FIXED PC Push-to-talk functionality is missing in the Options menu - FIXED Uplay Alpha Team Uplay action is not unlocked after completing 50 ranked matches - FIXED 名前
https://w.atwiki.jp/bloodlinechampions/pages/60.html
Open Beta • The Open Beta phase has begun. (Remember that most VIP features -60 day VIP from champions edition and lifetime VIP from Titan goes live at launch) • Account Statistics have been reset for all players in Beta (Games Played, Ranking, Grade, Level Experience, Time Played, Team Slots and Leaver Status). • The Bloodline rotation scheme has been turned on. • Extra Team slots have been added to all players that have pre-ordered. • Players can now earn Blood Coins by playing custom matchmaking games. • Winter gifts will be sent out to players that login on certain days in December ) General • Gamemode based sounds tweaked. • Ambient Occlusion added as a graphic setting. • The Default Key bindings are now correctly handled depending on your keyboards current language settings. • Ambient sounds added to all maps. • Ambient sounds volume slider added to audio options. • Particle Engine optimized. • Deferred rendering (high graphics setting) optimized. • Fixed a few graphical bugs (might solve some issues for some graphics cards that had problems with the Bloodline previewer or had other problems in-game). • Fixed a bug with leaver protection when playing 1v0 games or playing as an Observer. • Ignore list no longer duplicates all entries on load. • Fixed a bug where a players did not get leaver penalty when failing to load during solo matchmaked games. • Fixed a bug causing new teams or new solo players to get wrong division and rank. • Fixed a bug in the GUI where the rank and division of a team were displayed as 0. • There are now a total of 30 grades up from 15 (art and names are to be updated in the future). • Player movement and movement speed have both been reworked, players will now be able to change direction more quickly. • Several particle systems effects updated with new graphics. • The server now waits a longer time before it shuts down after a game. • The server now informs which players that are still loading during the load state. • A setting to make EX-abilities not cast the default ability when a player doesn t have enough energy has been added to the option menu. • Increased the time it takes to be able to get matched against the same team again in matchmaking. • Silhouettes have been replaced with a Highlight effect. • Fixed a bug causing the energy runes to spawn visually at different times on different clients. • LightFX have been implemented and can be turned on from the interface options. Players that have Dell/Alienware computers that supports LightFX will be able to see color changes when for example you join a matchmaking queue, join a lobby or gain energy. Seasons • Season 4 has ended, top players in this season will receive their rewards. • Season 5 has begun. Marketplace • The marketplace can now be browsed in-game, note that players cannot unlock items using Blood Coins or Funcom Points until launch. • Players can now view items in the Marketplace. • Pre-order Items are now viewable in the Marketplace. • New Outfits Weapons are now viewable in the Marketplace. Items • Players have now received their pre-order items. • Outfits Weapons can now be equipped using the Bloodline preview panel. • Several beta testers have received unique items depending on when they entered the Beta. Camera • Camera sweeps introducing both teams before the first round added. • Camera now spins around the player with highest combat value alive in the winning team when a round ends. GUI HUD • The HUD layout has been tweaked and updated. • The Observer HUD has been tweaked and updated. • The HUD Top bar has been reworked. • Countdown timer graphics updated. • Funds Account Status added to the profile page. • Match-up balance is now displayed in percentages in the game lobby. • All Bloodline Icons updated with new graphics. • The cooldown counter on the ability bar now stops when a player dies. • Fixed a bug with the match history not showing the correct matches. • A percentual estimation on which team that has the upper hand is now visible in the game lobby. Map Updates • Sheltidia the Sky Temple - New CTA map is now available. • Gatura Summit has been slightly tweaked. • Extra cannons added to Gatura Summit. • All maps have been updated with new lightning. • Conquest Points capture time down to 5s from 10s. Capture the Artifact - Gamemode Reworked • Players will now automatically pick up artifacts when near one. • It takes 1.5 second to pickup an artifact from a pedestal/capture point. • Picking up artifacts from the ground is instant. • No positive or negative effects added to a player that carries an artifact. • Players can now throw artifacts farther and faster. • Enemies can now pick up artifacts in-air when a player from the other team throws one. • The Gamemode now only last 1 round. • Retrieving both artifacts starts a 10s timer, holding both artifact for this time results in 1 point, first team to score 3 points win the game. • Respawn time set to 5s. • Game time is now set to 10 minutes, if no team have won after 10 minutes sudden death begins; increasing the respawn time for players over time. • All players now gain the Presence of an Artifact buff; Increasing damage healing done by 40% as well as increasing Recovery Health by 40%. • Resurrection Medallion switched to a Warp Medallion, enabling all players to teleport once every 20s in CTA. Statistics • The first version of the statistics feature is now implemented and can be found in your profile. • Everyone can view basic statistics, but more advanced statistics will only be viewable by players that have pre-ordered the game. Later this information will only be viewable by VIP members. • More statistics will be added in upcoming patches. In-game Voice Chat • In-game Voice Chat (VoIP) is now implemented, use the options menu to enable/disable and configure settings. • If VoIP is enabled players should automatically join a Voice Channel when connecting to a game server. • There are three types of channels, one for each team, and one for observers. Changing channels is done automatically when changing team or observing. • The VoIP setting for how sensitive the microphone is for input is currently not working properly; This will be fixed in a later patch. Animation Library • A new animation library has been implemented. • There should be less animation bugs. • Animations are now more optimized. • Several new animations and updates on old ones. Loader • The loader has been reworked and should now function more smoothly. • The loader will now update itself to the latest version before it begins the patching of the game client. • Now displays "Maintenance" when servers are down for maintenance. • Now displays download speed when downloading a new patch. Bloodlines Abilities • The four new bloodlines Stalker, Guardian, Blood Priest and Seeker is now available to play for everyone that have pre-ordered the Bloodlust Upgrade or the Titan Edition. • All projectile range and velocity tweaked, overall projectiles will travel a ~5-10% shorter distance (tool-tips velocity and range updated - was a tad off before, now it displays the correct values). • Melee Cones Range down to 22 from 24. • Melee Cones Angle down to 50 from 65. • Target AoE’s have been slightly reworked and should now spawn on a more likely target position when used near gaps/objects. (Volcano, Plague, etc). • Beams now uses a new type of collision; should be a lot more accurate. • A lot of slows have been tuned down. • Fixed a bug causing ground AoE slows to affect targets immune to movement impairing effects. • Absorb scrolling combat text is now stacking like damage and healing. • Trances (Wuju, Kunju, etc) are now labeled as Trances instead of Self Buffs in the tool-tip. • Trances tool-tips updated, stating that trances now trigger on projectiles/melee direct AoE s. • Non-Projectile/Melee Abilities that trigger trances are now displayed in individual tool-tips (AoE Spells that currently trigger trances are Volcano, Mortar Terror of Ahl’Buhl). • Trances no longer makes the target immune to knock backs during the channeling effect. • Several Abilities have had their global cooldown reduced to 0.3s from 0.4s. • Buffname is now displayed when hovering a buff icon. • A couple of bugs with the ex-system not correctly removing an ex-buff after it s duration or player death have been fixed. Tanks Vanguard(ヴァンガード) 体力の最大値が225から210に減少 サイズが8から7.5に減少 War Axe スローの効果が50%から25%に減少 Dismantleとスローの効果時間が固定で2.5秒から距離に応じて1-2秒に減少 1,2番のスキル以外のキャストを中断しなくなった Reflect 近接攻撃によるスタンの効果時間が2.2秒から1.2秒に減少 近接攻撃で受けたダメージは全て吸収されるように変更 Van s Guard 時間によるダメージ(damege on time, スリップダメージ)でRageが溜まらないよう変更 Rage ダメージ吸収の効果を削除 効果時間が10秒から7秒に変更 Horrifying Roar - EXスキル削除 Battle Shout - (Q, Reflect)の新EXスキル 近くにいる味方にBattle Shoutを付与する。 3秒間与ダメージが25%と移動速度が15%増加し、対象のhealthは1までしか減らなくなる。 Thorn(ソーン) サイズが8から7.5に減少 Fungal Spores ダメージが10から14に増加 ボーナスダメージが5から6に増加 スローの効果が15%から10%に減少 Defiled Plant スローの効果時間が3秒から2秒に減少 スローの効果が50%から30%に減少 Mud Walk tool-tipでenergy gainが表示されるよう修正 Dead Roots 秒間ダメージが14から20に増加 効果時間が6秒から3.5秒に減少 Mushroom Spore - 変更 着弾した敵にSproutを付与する。 Sprout 対象が地面上にいる場合、Mushroomsを付与する。 この効果は5秒に渡って3回効果が現れる。 Mushrooms 6ダメージと1秒間の移動不可を与える。 EX 1 - Fungal Spores - 変更 0.7秒かけて2つを発射する。 そのそれぞれは直撃した敵に18ダメージとその周囲の敵に14ダメージを与え、爆発に巻き込まれた全ての敵にFungal Sporeを付与する。 Fungal Sporeを受けている敵にはスタックあたり6の追加ダメージが入る。 Ex 2 - Healing Spores 発動前のディレイが0.8秒から0.5秒に減少 効果範囲が22から26に増加 Glutton(グラットン) 体力の最大値が225から210に減少 サイズが8から7.5に減少 Stone Shield 受けたダメージの80%がprotectionとして表示されるはずが、20%になっていたバグを修正 56ダメージを吸収した後に破壊されるように変更 Onslaught ダメージの範囲が16-40から16-34に減少 Inhibitor(インヒビター) Rune Infusion Debuffの効果時間が8秒から6秒に減少(通常のSol/OhmによるDebuffと同じ時間に) Wuju キャストタイムが0秒から0.2秒に増加 Rune Shield スタンの効果時間が2秒から1.5秒に減少 Ohm Bolt ohmを消費して回復する量が、スタックあたり9から7に減少 Runic Discharge スローの効果時間が1.5秒に減少 スローの効果が30%から20%に減少 Woje ダメージが8から10に増加 Wahl Burst 複数のWahl Burstを受けた際に効果がかけ直されないバグを修正 Ranged Igniter(イグナイター) Searing Displacement キャストタイムが即時から0.2秒に増加 Living Flame クールダウンが13秒から11秒に減少 効果範囲が35から28に減少 ダメージが12から8に減少 最大の効果時間が2.5秒から1.6秒に減少 Crippling Fire スローの効果時間が3秒から2秒に減少 Fire Beam ダメージが毎秒18から20に増加 Flameshock (EX) - 削除 Fire Wall – (Living Flame – R)の新しいEXスキル 指定した地点に0.2秒後、炎の壁を作る。 この炎の壁は、内側にいる敵に0.5秒毎に2ダメージを与える。 また、この炎の壁を通過したprojectiles(弾丸等の遠距離攻撃)は炎の弾に変化し、着弾点付近の敵に8ダメージ、着弾点付近のIgniterに8の回復を与える。 この炎の壁の効果は2.5秒間持続する。 Gunner(ガンナー) Stealth 移動速度増加が35%から15%に減少 Execute クールダウンが4秒から6.5秒に増加 Disabling Shot スローの効果時間が3秒から2秒に減少 スローの効果が40%から30%に減少 Focus Shot サウンドを調整 Nomad(モヒカン) All boomerang’s velocity tweaked, boomerangs should now return faster and travel ~10% shorter distance. Wind Strike スローの効果時間が2.5秒から1.5秒に減少 Sluggish スローの効果が40%から25%に減少 Boomerang Storm ダメージが毎秒12から16に上昇 Endurance EX - 削除 Wind Thrust - (Haste, Space)の新EXスキル 指定した地点に向かって移動し、通過した敵に10ダメージと少しのノックバックを与える。 Engineer(エンジニア) 移動速度が150から155に上昇 EMP Blast スローの効果時間が2秒から1.5秒に減少 Jet Pack 他のスキル使用後1秒間使用できなかったのが0.3秒間に減少 Flame Thrower スローの効果時間が3秒から2秒に減少 Tractor Beam ダメージが12から14に上昇 Melee Spear Master(スピアマスター) Whirlwind • カウンタースキルを誘発しないように変更 Kunju キャストタイムが0秒から0.2秒に増加 Instant InjectionがKunjuを貫通してダメージを与えていたバグを修正 Shuriken スローの効果時間が3秒から2秒に減少 スローの効果が33%から25%に減少 Evasion - EXスキルを削除 Tempest - (Fleetfoot, Space)の新EXスキル 対象地点にダッシュし、16ダメージとDisturbanceを与える。 Spear Masterはダッシュの途中、攻撃と回復を受け付けない。 Disturbance 2秒間、全てのスキルのクールダウンを固定する。 (クールダウン中でないスキルの使用は可能だが、Disturbanceの効果時間中はクールダウンの減少が始まらない) Ranid Assassin(ラニドアサシン) Camouflage 移動速度上昇が25%から15%に減少 Toxic Bomb スローの効果時間が3.5秒から2.5秒に減少 着弾時に8ダメージを与えるように変更 効果範囲が28から20に減少 ボムの滞空時間がわずかに増加 着弾点にマークが表示されるように変更 キャストタイムが0.5秒から0.3秒に減少 Poison Dart 効果時間が8秒から6秒に減少 Venom Dart 対象に与えていたVicious Poisonのスタック数が3から1に減少 Harbinger(ハービンガー) Blood Grip Hemorrhageのスローが30%から25%に減少 Shadow Shift Hemorrhageのスローが30%から25%に減少 Nether Shift Hemorrhageのスローが30%から25%に減少 Hemorrhageの効果時間が4.5秒から4秒に減少 Plague 効果時間が6秒から3秒に減少 Nether Strike ダメージと回復量が20から16に減少 サイレンスの効果時間が1秒から1.5秒に増加 発動前のディレイが1秒から0.6秒に減少 Healers Alchemist(アルケミスト) Crippling Goo スローの効果がが60%から40%に減少 Sleep Vial 効果時間が3.3秒から2.5秒に減少 対象周囲にかかるLesser Sleepの効果時間が1.5秒から1.2秒に減少 クールダウンが10秒から8.4秒に減少 Psychopomp(サイコポンプ) 移動速度が150から155に増加 Mind Transfer Mind Transferを当てた後でも、対象のダッシュ系のスキルが継続していたバグを修正 Mind Flux - 変更 対象地点に移動。 敵と衝突した場合、敵に16ダメージとスローを与えて弾き飛ばす。 Psychopompは衝突した地点に現れる。 Other side 効果時間が2.6秒から2秒に減少 移動速度上昇が15%から20%に増加 クールダウンが12秒から11.5秒に減少 Spiritual Link キャストタイムが0.7秒から0.6秒に減少 Herald(ヘラルド) Stiffling Dust キャストタイムが0.5秒から0.44秒に減少 クールダウンが0.5秒から0.58秒に増加 Chronoflux Chrono Shield effect (ダメージが20%減少する効果)を削除 Aura of Devotion 味方の回復量増加と、敵の回復量減少の効果が75%から60%に減少 Astronomer(アストロノーマー) Astral Beam ダメージと回復量が秒間30から34に増加 Moon Flare - EXスキルを削除 Moon Stone 発動前のディレイが1秒から0.8秒に減少 Sun Ellipse クールダウンが8秒から7.5秒に減少 Sun Swirl - (Sun Ellipse, Space)の新EXスキル 自分を2つの球体に分割し、螺旋状の軌道を描いて対象地点に移動する。 それぞれの球体は通過した味方を5回復し、通過した敵に5ダメージを与える。 また、着地点付近の味方を8回復し、着地点付近の敵に8ダメージを与える。 対象地点に障害物があった場合、使用者は元の位置に戻ってくる。 このスキルを使用した場合、(Sun Ellipse, Space)のクールダウンは4分の1になる。
https://w.atwiki.jp/sitescript/pages/361.html
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