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https://w.atwiki.jp/modernwarfare/pages/21.html
Brace yourself (覚悟を決めろ) Brace yourself (覚悟を決めろ) Your last chance, (君の最後のチャンス) Last summer, (最後の夏) Your last dance, (最後のダンス) To beat to your own drummer. (心の中のドラマーとビートを刻む) Go out fighting. (飛び出せ、戦え) Go out young. (飛び出せ若者よ) A flash of lighting. (稲妻が光り) Eclipse the Sun. (日食が起こる) Your last chance, (君の最後のチャンス) Last summer, (最後の夏) Your last dance, (最後のダンス) To beat to your own drummer. (心の中のドラマーとビートを刻む) Go out fighting. (飛び出せ、戦え) Go out young. (飛び出せ若者よ) A flash of lighting. (稲妻が光り) Eclipse the Sun. (日食が起こる) Brace yourself, brace yourself. (覚悟を決めろ、覚悟を決めろ) Brace yourself, brace yourself. (覚悟を決めろ、覚悟を決めろ) (Brace yourself for the grand finale!) (最後のフィナーレの為に覚悟を決めろ!) Your last chance, (君の最後のチャンス) Last summer, (最後の夏) Your last dance, (最後のダンス) To beat to your own drummer. (心の中のドラマーとビートを刻む) Go out fighting. (飛び出せ、戦え) Go out young. (飛び出せ若者よ) A flash of lighting. (稲妻が光り) Eclipse the Sun. (日食が起こる) Brace yourself, (覚悟を決めろ) brace yourself (覚悟を決めろ)
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(96p) SIEGE MACHINES No besieging army would be complete without siege towers and rams with which to pound the enemy’s fortress to pieces. Some races have developed their own versions of these devices but all function in more or less the same fashion and have equal effectiveness. Concerning Victory Points, destroyed or lost Siege Machines immediately give the opponent their victory points no matter if the unit carrying them is destroyed or not. Siege Machines like Siege Towers, Battering Rams or Sows may use initiative to attack the nearest wall section (towers may be ignored). Siege Towers Troop/Type/Attack/Hits/Armour/Command/Unit Size/Points per Unit/ Min/Max Siege Town/M/0/3/3+/-/1/20/ -/- A Siege Tower is a massive wooden tower that rolls forward on huge wheels. It is pushed to the enemу’ s fortress by troops who are protected by its stout timbers. Once the tower reaches its target, a ramp descends allowing the sheltering troops to swarm over the walls. A Siege Tower is a unique kind of machine. Its sole purpose is to deliver troops onto the enemу’ s walls. A Siege Tower must be assigned to a unit of infantry. To represent the fact that they are really inside the Siege Tower, the unit is arranged directly behind in column. A UNIT WITH A SIEGE TOWER The unit is arranged in column behind the Siege Tower. As Siege Towers are such huge constructions the same shooting rules apply to them as to wall sections. All shooting enemy units within reach of Siege Towers may choose which Tower they want to shoot at (but if they choose to shoot at units without Siege Towers they still have to shoot at the next visible unit). All enemy shots against the unit are assumed to hit the Siege Tower because the troops are actually inside it. A Siege Tower and the unit inside it cannot be driven back by missile fire. Should a Siege Tower be destroyed by shooting, its accompanying infantry will abandon it and may continue to fight normally. The Siege Tower has no value in close combat. If the unit is attacked, the Tower is simply ignored. If the unit is forced to retreat, the Siege Tower is destroyed. Units in Siege Towers may pursue or advance in combat leaving their machine behind which effectively means the Siege Tower is destroyed. The Siege Tower can be pushed forward at a speed of 15cm. As it is an incredible effort to move a massive construction like a Siege Tower, command rolls get an extra -1 from second command onward (so the second command would work at a -3 instead of -2). A unit accompanying a Siege Tower cannot make way for other units. If all its accompanying infantry are killed in combat before it reaches the walls, the Siege Tower is considered to have been immobilized or destroyed. Once the Siege Tower reaches the enemy s walls it has effectively done its job. As soon as the walls are reached, the accompanying infantry can assault the defenders or, if there are no defenders, they can occupy the wall as described below. A Siege Tower is usually not tall enough to reach a tower. However, if there is doubt because a tower is especially low, the players should agree before the game whether it can be assaulted like this. Troops making an assault from a Siege Tower cancel out the advantage of fortifications. Both sides count as being in the open (4+ to hit) and the assaulting stand gets the usual +1 bonus for charging. The assaulting unit fights with only one stand (the warriors at the top of the Siege Tower) whilst the defenders fight with all stands that would theoretically be touching were it possible to move all the stands properly into place! As stands touching corner-to-corner would normally fight, defending stands adjacent to the stand directly facing the Siege Tower will fight, assuming they are otherwise free to do so. Once a Siege Tower has reached the walls and is not destroyed, up to three stands of infantry can move up (97p) it and onto the walls in subsequent turns, assuming that there is room for them to spread out whilst remaining in physical contact with each other. (Once stands have moved onto the ramparts they cannot move further that turn, even if unopposed). If a unit assaulting walls via Siege Tower loses the combat and retreats 4cm or less, it still counts as being in the tower and can assault again in the next turn. If the unit retreats more than 4cm and the wall section it faces is subsequently occupied by the enemy, it is automatically destroyed. They push it over! Troops defending walls from a counter attack cannot retreat down a Siege Tower and enemy cannot pursue or advance using a Siege Tower. If the unit pushing the Siege Tower consists of missile armed troops, all stands can shoot as if they were positioned on top of the tower. This brings them up to the same height as the walls. Targets on the ramparts of walls count as being defended from a Siege Tower rather than being fortified. Targets in higher towers still count as being fortified. Battering Rams Troop/Type/Attack/Hits/Armour/Command/Unit Size/Points per Unit/ Min/Max Ram/M/0/3/3+/-/1/10/ -/- Battering Rams are mounted on a wheeled chassis and protected by a wooden roof so that troops inside can push the ram forward under cover. A Battering Ram can be incorporated into a Siege Tower in which case it simply combines the attributes of both. A Battering Ram’s purpose is to affect a breach in the enemy s gate or walls. A UNIT WITH A BATTERING RAM The unit is arranged in column behind the battering ram A Battering Ram must be assigned to a unit of infantry. To represent the fact that they are inside the covered frame the unit is arranged directly behind in column. All enemy shots against the unit are assumed to hit the Battering Ram because the troops are actually inside it. A Battering Ram and the unit inside it cannot be driven back by missile fire. Should a Battering Ram be destroyed by shooting, its accompanying infantry will abandon it and may continue to fight normally. The Battering Ram has no value in close combat. If the unit is attacked, the Ram is simply ignored. If the unit is forced to retreat, the Ram is destroyed. If units with Battering Rams pursue or advance in combat they leave their machine behind which effectively means it is destroyed. The Battering Ram can be pushed forward at 15cm. A unit accompanying a Battering Ram cannot make way for other units. If all its accompanying infantry stands are killed before it reaches the walls, the Ram is abandoned and is considered to have been immobilized or destroyed. Once the Ram reaches the enemy s walls it can begin to batter! The rules for battering are described above. The Ram must be accompanied by a unit of infantry of at least one stand in order for it to batter (they provide the muscle). A unit may not batter and assault at the same time. Sows Troop/Type/Attack/Hits/Armour/Command/Unit Size/Points per Unit/ Min/Max Sows/M/0/3/3+/-/1/5/ -/- These are roofed and wheeled structures that offer protection to troops as they advance towards a castle. A Sow is very much like a big shed on wheels or, to put it another way, a Battering Ram without a ram. A Sow is represented by the same rules as a Battering Ram except that it cannot batter. Sows have no value in close combat. If the unit is attacked it is simply ignored. If the unit is forced to retreat, the Sow is destroyed. Units with Sows may pursue or advance in combat leaving their machine behind which effectively means the Sow counts as destroyed. (98p) Mantlets These are large mobile shields made from stout wood. They offer protection to troops behind them and can gradually be shuffled forward without exposing the sheltering troops to enemy fire. They are used by infantry units and are provided with arrow slits through which missile armed units can shoot. In a siege game, units of infantry can have Mantlets for +10 points per unit. This is enough to cover the unit’s frontage and the unit is considered to be in a defended position. If it charges, it must abandon its Mantlets. If the unit suffers casualties, it automatically abandons any unnecessary Mantlets (these cannot be used by other troops). If retreating or pursuing in combat its Mantlets are abandoned if they haven’t been already. If a unit equipped with Mantlets is driven back by shooting it will carry its Mantlets with it. However, if driven back more than its half pace move (10cm for standard infantry), the unit automatically abandons its Mantlets as it moves. As units carrying Mantlets count as occupying defended positions, they deduct one dice from their drive back distance. A unit can abandon its Mantlets at any time during the Command phase, in which case it is not restricted to one move that Command phase. In this case, the Mantlets are overturned or cast aside and removed from the battle. Boiling Oil or Rock Droppers Defenders are liable to throw anything they can get their hands on at enemies trying to scale the castle walls. Well prepared defenders will have amassed numerous large rocks, prodigious amounts of garbage, masonry, furniture, statuary, dead horses, stone sinks, anvils and the like. Of course, the professional choice is boiling oil but scalding water and hot sand are also used to good effect. We won’t worry much about the exact type of missile. For our purposes it’s enough to assume that the defenders have something appropriate to hand. For the sake of explanation, we’ll assume that Boiling Oil is our preferred option. A 40 to 50mm wide section of wall may be provisioned with Boiling oil or Rock Droppers. This may be used by any unit of troops manning that section. If an assault is launched against a fortress section which is provisioned with Boiling Oil or Rock Dropper units on this and any adjacent sections may use their equipment against the assaulting enemy. Boiling Oil or Rock Droppers can also be used against units making an assault via Siege Tower or Sow but the attackers may use the 3+ armour save of their Siege equipment instead their own. Note that a unit may only use one Stand and Shoot attack. So units equipped with bows or similar have to choose if they use Boiling Oil or their bows when they are assaulted. They may never use both. Boiling Oil or Rock Dropper attacks are worked out immediately before normal combat at the same time, as shots at chargers. A unit can pour oil or shoot with its own weapons at the same time. Any hits inflicted are carried over into the combat and count as having been struck in the first round. Roll a dice and consult the chart below. D6/Result 1/No effect, you miss or the enemy successfully protect themselves from your barrage. 2-3/The enemy unit suffers 1 attack with a -1 on armour saves. 4-5/The enemy unit suffers 2 attacks with a -1 on armour saves. 6/The enemy unit suffers 3 attacks with a -1 on armour saves. (99p) Tribock When helping a Bretonnian army in the Border Princes two empire engineers encountered a massive Bretonnian machine called “Trebuchet”. It was used to reoccupy a fortress treacherous greenlings had taken and proved very useful there. Otto Ressel and his assistant Fritz Hobel further developed the concept of this siege machine, made it bigger and even more effective and gave it the Reikspiel name “Tribock”. Most Empire generals despise this “woodwork” and prefer massive cannons when it comes to sieges. But in the Border Princes black powder is expensive and good iron hard to get and so Warlords there often choose the Tribock at Sieges. Some even say it is more effective than the bombard. Troop/Type/Attack/Hits/Armour/Command/Unit Size/Points per Unit/ Min/Max Tribock/Art/ 1/6 /4/0/-/1/120/ -/1 Range 20-120cm Attack Close Combat 1 / Shooting 6 As the Tribock is such a giant machine it has to be placed on a special stand with a front edge of 40mm and flank edges of 60mm. For siege use only! May not move once it is deployed. Must be deployed before any other unit. Shooting straight ahead Other than normal shooting units the Tribock has a very restricted view. It can only draw line of sight to targets that lie in the corridor that extends straight ahead from the front edge. So the Tribock only has a 4cm wide corridor of sight. For targets outside this corridor it must be ordered to turn. If the order is failed it does not fire that turn. Any Hits caused by the Tribock allow no save. Because of its immense size the Tribock has a range of 120cm but a minimum range of 20cm as the slingshot like nature of the weapon makes it impossible to shoot at closer targets. This obviously makes units that are under 20cm ineligible as potential targets; thus they are ignored as far as the rules for firing at the closest target are concerned. The Tribock may not shoot at enemy units that charge it. Bombard Troop/Type/Attack/Hits/Armour/Command/Unit Size/Points per Unit/ Min/Max Bombard/Art/ 0/4+bounce /3/0/-/1/130/ -/1 Range 90cm Attack Close Combat 0 / Shooting 4+bounce For siege use only! May not move once it is deployed. Must be deployed before any other unit. Shooting straight ahead Other than normal shooting units the bombard has a very restricted view. It can only draw line of sight to targets that lie in the corridor that extends straight ahead from the front edge. So the bombard only has a 2cm wide corridor of sight. For targets outside this corridor it must be ordered to turn. If the order is failed it does not fire that turn. Any Hits caused by the Bombard allow no save. In addition, fortified targets only count as being defended (5+ to hit) and defended targets count as being in the open (4+ to hit). The Bombards shot bounce like a normal cannon’s. This does not apply when shooting at walls/towers as the stonework will obviously stop the cannon ball and prevent it bouncing. Bombards cannot shoot at charging enemy units. Bombards may not be used by Elves or Bretonnians. (100p) Mangonel Troop/Type/Attack/Hits/Armour/Command/Unit Size/Points per Unit/ Min/Max Mangonel/Art/ 0/4 /3/0/-/1/80/ -/1 Range 20-90cm Attack Close Combat 0 / Shooting 4 For siege use only! Mangonels must be deployed before any other unit and cannot move once it is deployed. If firing it fires “straight ahead”. This means it can only draw a line of sight to targets that lie in the corridor that extends straight ahead from the front edge. So the Mangonel only has a 2cm wide corridor of sight. For targets outside this corridor it must be ordered to turn. If the order is failed it does not fire that turn. Any Hits caused by the Mangonel allow no save. The Mangonel has a minimum range of 20cm as it is impossible to adjust its mechanism to shoot at closer target. Mangonels can’t shoot at charging enemy units. Earthworks These are defensive works built by both defending and attacking forces in a siege and sometimes in other situations as well. These are usually hastily constructed out of earth, log barricades, upturned carts, barrels and whatever else comes to hand. Each section of earthworks purchased is 40mm long and 10mm wide, half the size of a standard Warmaster base. Unless otherwise specified in a particular scenario, earthworks are always deployed before the armies set up in the relevant deployment zones, starting with the defender deploying all his earthworks first, or dice off to decide if for some reason there is no defined attacker or defender. Earthworks can be arranged together in whatever formation is desired by the purchasing player. Earthworks count as a linear feature that confers fortified status against missile fire and defended status against any close combat attacks. To remove earthworks to make way for your siege towers and battering rams, a unit of infantry (and only infantry) must be adjacent to the earthworks. If the unit is not in combat at the beginning of the combat phase each stand in contact with an earthwork section gets its basic attacks against it (no charge bonuses, as what the troops are doing is getting their entrenching tools out). Any 6’s that are rolled will destroy the earthwork that is attacked in this way. It is important that you declare exactly which earthwork sections each stand is attacking, as each 40x10mm section is effectively counted as a separate unit for these purposes. Log Rams Log rams are effectively Battering rams but without the added protection of an armoured covering to shield the battering unit. Log rams can be brought to bear much more rapidly than a Battering ram can be. The main disadvantage is, of course, the lack of protection, especially against boiling oil poured on the battering unit by troops on the ramparts above or stand and fire from these units. Attacking infantry units may be equipped with Log rams. A unit that is equipped with Log rams may abandon its Log rams at any point and is then unrestricted by this. Also, when equipped with Log rams a unit may not cross or move through any terrain which is classed as difficult for movement purposes, such as forests or earthworks. If a unit equipped with Log rams is driven back by enemy shooting or magic and is forced to enter difficult terrain it loses its log rams and moves on. When a unit with a Log ram makes contact with a fortress wall it will commence battering in much the same way as a Battering ram. However, if as a result of a boiling oil attack or stand and fire from units on the walls enough hits are inflicted to remove a whole stand then the battering attempt fails. For every wound the unit has to retreat 1cm. Ladders Infantry units may only assault the walls of a fortress with a siege tower or by using ladders. It costs +5 points to equip all stands of a unit with ladders. Infantry units based as cavalry cannot climb ladders.
https://w.atwiki.jp/ff11windower2/pages/174.html
findAll 概要 アイテムリストの作成 アイテム検索機能の利用方法 Trackの利用方法コードの内容 概要 findAllは、文字列部分一致での検索が可能な所持アイテム追跡AddOnです。 https //github.com/Windower/Lua/tree/4.1/addons/findAll アイテムリストの作成 addons\findAll\data\storages.jsonにアイテムリストが作成されます。 アドオンをロードした状態でアイテムリストを登録したいキャラクタでログインし、全ての所持品の読み込みが終わる(*1)と最初の登録が終わります。 以降はログイン中約1分間隔で自動更新が行われます。 スペックの低いPCの場合、アイテムリストの更新時に一瞬固まるので重要な局面ではアンロードしておくことをお薦めします。 アイテム検索機能の利用方法 //findall キャラクタ1 キャラクタ2 アイテム名 -e FileName アイテム名は必須項目です。 キャラクタ名を追加すると、特定のキャラクタのみを検索対象として設定することが可能です。キャラクタ名は複数設定可能です。 キャラクタ名の前はコロンが必要なので注意。 キャラクタ名を省略すると、登録されたアイテムリスト内全てのアイテムを検索対象とします。 -eのあとに fileName を設定すると検索結果をCSV形式(*2)で出力できます。出力先はstorages.jsonと同階層です。 検索結果で使われるストレージの和訳は以下のとおりです。 英名 日本語訳 inventory マイバッグ safe モグ金庫 storage 収納家具 locker モグロッカー satchel モグサッチェル sack モグサック case モグケース wardrobe モグワードローブ temporary テンポラリ slip xx モグの預り帳 【xx】 例1 … 全キャラからオメガを含むアイテムを検索 //findall オメガ findAll Searching オメガ findAll メイン/slip 11 アケオメガード findAll 倉庫1/safe アケオメガード findAll 倉庫3/sack オメガの後肢 findAll 倉庫4/sack オメガの尾 findAll 倉庫4/sack オメガの眼 findAll 倉庫4/slip 11 アケオメガード findAll Total 7 例2 … 倉庫4からオメガを含むアイテムを検索し、omega.csvへ出力 //findall 倉庫4 オメガ -eomega.csv findAll Serching オメガ findAll 倉庫4/sack オメガの尾 findAll 倉庫4/sack オメガの眼 findAll 倉庫4/slip 11 アケオメガード findAll Total 3 findAll The results have been saved to "omega.csv" Trackの利用方法 findallでは、画面中に指定した所持アイテムの数、または指定したストレージの空き容量を表示することが可能です。 設定方法は以下の通り。 addons\findAll\data\settings.xmlを開く 4行目の track / を track /track に変更 track から /track の間にコードを記述必要に応じて28行目付近の font Arial /font を日本語用フォントに書き換え 文字コードをUTF-8、改行コードはそのまま(CR+LF)で上書き保存 コードの内容 キャプションを設定せず、該当アイテムの数のみを表示する場合 (例 マイバッグ内の紙兵の数を表示させる) track ${inventory 紙兵} /track キャプションを設定し、該当アイテムの数を表示する場合 要 settings.xmlで日本語利用可能なフォントの指定 (例 マイバッグ内の紙兵の数を表示させる) track 紙兵 ${inventory 紙兵} /track コード内で改行を使いたい場合は ![CDATA[ code ]] を利用する (例 各種ストレージの空き容量を表示 / 表示が崩れる場合は等幅フォントを指定する) track ![CDATA[*ストレージ空き容量* マイバッグ ${inventory $freespace} サッチェル ${satchel $freespace} サック ${sack $freespace} ケース ${case $freespace} ワードローブ ${wardrobe $freespace}]] /track
https://w.atwiki.jp/wifistrat/pages/65.html
Average Finish (平均フィニッシュ) The Average Finish is the average of a player's ranks in each track. The best AF possible is 1.0000, since an average of 1 means that a player is on average 1st for each of their scores, i.e. all 20 WRs. In case a player is missing a ranking in one track, they will be considered as last placed. 平均フィニッシュは、各トラックにおけるプレーヤーの順位の平均である。平均が1ということは、そのプレイヤーが各スコア、つまり20の世界記録すべてにおいて平均1位であることを意味する。 入賞できなかったプレーヤーは最下位とする。 Rank (ランク) Player (プレイヤー) Country (国) Score (スコア) Participation (参加) 1 Taiga Japan (日本) 1.1000 20/20 2 J Japan (日本) 4.6500 19/20 3 MiTi Japan (日本) 7.2500 20/20 4 TB1 Switzerland (スイス) 8.5000 19/20 5 Beta Japan (日本) 9.7000 18/20 6 Amemiya Japan (日本) 10.7000 20/20 7 Folk Japan (日本) 10.8500 20/20 8 Quantum India (インド) 11.5000 20/20 9 Rupa Japan (日本) 14.3000 17/20 10 Pikalex Italy (イタリア) 15.2500 20/20 11 FULLMETAL Japan (日本) 15.7500 19/20 12 Gupe Japan (日本) 19.5000 15/20 13 yutakart Japan (日本) 19.6000 19/20 14 Towa Japan (日本) 19.7000 11/20 15 ZEG Japan (日本) 20.5500 13/20 16 Spark Japan (日本) 20.6500 12/20 17 9 Japan (日本) 20.7500 15/20 18 Abel M UK (イギリス) 22.7500 13/20 19 MKDS1992 Germany (ドイツ) 22.8500 20/20 20 Ameyuki Japan (日本) 23.4000 17/20 21 CRH Japan (日本) 25.8000 11/20 22 Abel P Spain (スペイン) 26.7500 11/20 23 Nano USA (アメリカ合衆国) 26.9000 20/20 24 2xxL Japan (日本) 29.5000 11/20 25 Kanashimi Japan (日本) 29.7000 13/20 26 やみ Japan (日本) 30.9500 10/20 27 CLAN Japan (日本) 31.1500 13/20 28 みつばちハッチ♪ Japan (日本) 31.4000 20/20 29 嵐山 Japan (日本) 31.5500 10/20 30 Lee MKDS USA (アメリカ合衆国) 32.4000 7/20 31 Sawara Japan (日本) 32.5500 10/20 32 arshe Japan (日本) 32.7500 20/20 33 Kioji Japan (日本) 32.9000 8/20 34 DarkMatter Japan (日本) 33.2500 5/20 35 k@がち Japan (日本) 33.3000 5/20 36 Amaris☆ Japan (日本) 33.3500 19/20 37 George Japan (日本) 33.4500 19/20 38 FoxX Germany (ドイツ) 35.4000 12/20 39 Ast Japan (日本) 35.7000 7/20 40 layton Japan (日本) 36.0500 5/20 41 Gabe Norway (ノルウェー) 36.1500 17/20 42 2wtolc Japan (日本) 36.3000 6/20 43 Unreal UK (イギリス) 36.6500 5/20 43 Anthcny France (フランス) 36.6500 4/20 45 Advance Japan (日本) 36.7000 9/20 46 Swallow Japan (日本) 37.6500 8/20 47 カイヅ Japan (日本) 37.9000 7/20 48 Boreas Japan (日本) 38.0000 3/20 49 Dylan Australia (オーストラリア) 38.2500 2/20 49 Abyssion UK (イギリス) 38.2500 8/20 51 カイル USA (アメリカ合衆国) 38.3000 6/20 52 ゆきりん Japan (日本) 38.3500 11/20 53 MasterLeo Germany (ドイツ) 38.7000 2/20 54 Max USA (アメリカ合衆国) 39.1000 2/20 55 Cuchacani Spain (スペイン) 39.1500 4/20 56 Mazuk Italy (イタリア) 39.5000 5/20 57 Jay Kreeler USA (アメリカ合衆国) 39.9000 6/20 58 zNoobs France (フランス) 39.9500 3/20 59 Kazumin Japan (日本) 40.2000 20/20 60 flora USA (アメリカ合衆国) 40.5000 11/20 61 Wolf Mexico (メキシコ) 40.5500 2/20 62 FalcoX Germany (ドイツ) 40.6500 2/20 63 Sun•wolsi Japan (日本) 40.7000 2/20 64 Centipede Japan (日本) 40.8000 3/20 65 ほへめ Japan (日本) 40.8500 5/20 66 Exo Germany (ドイツ) 41.0000 3/20 67 veen Japan (日本) 41.0500 2/20 68 pakje yoghurt Netherlands (オランダ) 41.1500 2/20 69 Hinaboshi Japan (日本) 41.2000 2/20 70 Nick Welch USA (アメリカ合衆国) 41.3000 2/20 70 Bdash Japan (日本) 41.3000 2/20 72 Holt USA (アメリカ合衆国) 41.3500 3/20 73 !?!?! Japan (日本) 41.4000 2/20 74 Blazin UK (イギリス) 41.8000 2/20 74 SEN Japan (日本) 41.8000 2/20 76 Snaker France (フランス) 41.9000 9/20 76 Minase Japan (日本) 41.9000 1/20 78 Lugi Japan (日本) 41.9500 1/20 79 Nyko France (フランス) 42.0000 1/20 80 Shigu France (フランス) 42.0500 4/20 80 Nobody France (フランス) 42.0500 6/20 82 Yutakart Japan (日本) 42.1000 1/20 82 Charles Édouard France (フランス) 42.1000 2/20 84 Fant0m France (フランス) 42.1500 6/20 85 Huffle France (フランス) 42.3000 2/20 86 SP-KINGU★ Japan (日本) 42.3500 1/20 87 Ben stoneman Australia (オーストラリア) 42.4000 1/20 87 B99 France (フランス) 42.4000 2/20 87 nancy ? Venezuela (ベネズエラ) 42.4000 1/20 90 Hinabosi Japan (日本) 42.4500 1/20 91 SharX France (フランス) 42.5000 4/20 91 HoJ Germany (ドイツ) 42.5000 3/20 93 Infinity Japan (日本) 42.6000 4/20 94 ふしあな Japan (日本) 42.6500 3/20 94 Geroge Japan (日本) 42.6500 1/20 96 PigeonIYI UK (イギリス) 42.7000 3/20 96 Death USA (アメリカ合衆国) 42.7000 3/20 98 toad Japan (日本) 42.7500 1/20 99 Nicolar Japan (日本) 43.0500 1/20 99 Sangoten France (フランス) 43.0500 1/20 101 TP-Metal Japan (日本) 43.1000 3/20 101 Jaed ? Unknown (未知) 43.1000 1/20 103 Falco45 France (フランス) 43.1500 2/20 104 Sharx France (フランス) 43.2000 1/20 104 Shoot France (フランス) 43.2000 2/20 106 けんいち Japan (日本) 43.2500 6/20 106 ピンチ! Japan (日本) 43.2500 5/20 106 Ultrastar France (フランス) 43.2500 1/20 109 Puddings USA (アメリカ合衆国) 43.3000 1/20 109 にこら Japan (日本) 43.3000 1/20 109 neuro Finland (フィンランド) 43.3000 2/20 112 PeiPwi ? Venezuela (ベネズエラ) 43.4000 1/20 113 Falcared France (フランス) 43.4500 1/20 113 kawatyu Japan (日本) 43.4500 1/20 115 Adee France (フランス) 43.5000 1/20 最終更新 / Last updated:21-09-2024, 04 57
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コンパクトだが音の響きはマーベラス!シリコンゴムでしっかり防水・防塵・耐衝撃。これはおすすめ Skygenius Bluetooth 4.0 無線 防水 防塵 耐衝撃 マイク搭載 通話可能 ワイヤレ スピーカー Speaker iPhone 5s 6Plus 6s iPad Sony対応(ブラック) 防水・防塵・耐衝撃、野外利用も可能なポータブルスピーカー。 持ち運びやすいサイズでシリコンゴムで囲まれており、丈夫そうな印象だ。 バッグなどに付けられるクリップがついているので携行性は高い。 BTワイヤレススピーカーだが、AUX端子があるのでイヤホンジャックを使った接続も可能。 イヤホンジャック接続だとややホワイトノイズが出る。 AirPlayやaptXには対応しない。 さて、音質はこの価格帯のこの大きさにしてはなかなかに格別。 低音はよく響きソリッドで明快、重低音はやや弱くなり割れがちになるものの、ノイズは比較的抑えられている印象。 手で持ってみればダイナミック型のスピーカーユニットがしっかりと振動していることがわかり、そこから作り出される音圧のある音はこのサイズとは思えない活き活きとしたものだ。 中高音も解像度はそれなりに感じられ、この価格帯で携行可能な小型品とは思えない満足度が得られる。 部屋用スピーカーとしては居間などの広い空間ではそれほどパワーを感じないが、4畳程度の狭い空間ではしっかりとした反響のある立体感のある音が出て、防水なのでキッチンなどに置いても良い。 防水規格でいうとIPX4。 水没させられるほどの防水レベルではないので風呂場で使用するには向かないだろう。 持ち運びできて音もかなり迫力があるもの。 ストリートや公園でのダンス練習なんかにも気軽に持って行ける。 このスピーカーは文句なくおすすめ。 Skygenius Bluetooth 4.0 無線 防水 防塵 耐衝撃 マイク搭載 通話可能 ワイヤレ スピーカー Speaker iPhone 5s 6Plus 6s iPad Sony対応(ブラック) html2 plugin Error このプラグインで利用できない命令または文字列が入っています。 html2 plugin Error このプラグインで利用できない命令または文字列が入っています。
https://w.atwiki.jp/litemint-io/pages/50.html
Hellfire Droid 見た目 性能 自分のターンの時に相手にダメージ+1 デッキに入れただけで効果を発動する(passive card) 入手方法 30勝
https://w.atwiki.jp/viprius/pages/272.html
備考 じゃき名義記事です。以下の理由でAIKAはコケる気がしてしょうがないっす。 ()←はめそる名義記事です。日本語cβでカッコ内を追記しました。カッコ以外はじゃき名義記事です。 日本cβより先に台湾鯖でoβが行われた為、小規模MMO板住人による潜入が行われた。 プリウスは「量産型MMO+α+幼女+PvE」だが、AIKAは「劣化量産型MMO+幼女+PvP」である点に注意。 (プリウスの幼女設定はAIKAの後に出てきた物、またプリウスに対人要素は無いが、AIKAは対人要素重視) MMOの開発には約2年かかる。プリウスは2005年には開発が始まっており(ソースはデザイン画)AIKAをパクる事ができなかったアリバイがある。初期版の「アニマオンライン」からの改変は「ファイブスター物語」との差別化を図る為に行われたもので(ソース)3Dモデルまで製作されていたプレイヤーキャラやガイガスを没にして、ストーリーごと新たに作り直す非常に大掛かりなものだった。 正式後の状況 AIKAスレモチベーション大幅ダウン中 oβキャップまでの初心者エリアは日本版ローカライズで難易度が引き下げられていた。正式でLVキャップが引き上げられ、難易度未修正エリアに進出する事になったのでメッキが剥がれてきた。 まだ装備強化系の課金アイテムの販売が始まっていない。本国・台湾にはあるので今後絶対ボッタ価格で来る。 プランが幼女じゃなくなった 幼年期→青年期へ成長した。今後実装予定の「完全体」でプレイヤーキャラとほぼ同じ身長になる。 青年期以降のプランは釣り目で中華っぽい顔になってしまう。プランを愛せなくなったロリコン多数。なお、顔のカスタマイズは一切出来ない。 会話や食事でコロコロ性格が変わるので、同じ性格を維持する事ができない。 紫国家人口が異常に多い 紫の国民登録を締め切る前に公式サイトで告知した為、皆慌てて駆け込み、他国と倍以上の人口差がついている。 一応、弱小国同士で同盟を組んでバランスを取るシステムがある。 PvEch/RvRchともに人口が飽和しており、ログインできない事がある。 1マップあたりの人口制限に引っかかり、紫へ攻め入る事が出来ない状態を「飽和バリアー」と呼ぶ。 LVキャップが開放された為、RvRchでも皆狩りに必死。 PvEのバランスが悪い 敵が現金を一切ドロップしない。クエ収入 POT代 なのでドロップ運が無いと破産。 LV40↑で同じ敵を50匹倒してこいクエスト→報告するとさらに別の敵も倒して来いと言われる。 タンクがマゾい(プリウスの戦士に相当) 他職が5発で倒せる敵を、30回殴らないと倒せないくらい火力が低い。 戦闘に時間がかかるので修理代で赤字になりやすい。 インスタンスダンジョン 回線落ちか、死亡後1分経過すると、PT全員がダンジョン入口からやり直しになる。しかもX-trapの「スピードハックを検出云々」エラーで頻繁に落ちる。 死亡で戻された場合のみ、課金アイテムで戻れる。 クルセ(タンク)とプリ(回復)が必須なのに、他職人口が多すぎて野良PTが組めない。 回復魔法が使えるのはプリだけだが、攻撃魔法特化のステ振りをしており回復してくれない事が多い。 いわゆる「地雷」プレイヤーが多い。 野良では「ヘイト」や「ボスの攻撃範囲」を理解していないプレイヤーと高確率で当たる。 PTメンバーがBUFFを配っていても立ち止まらず、どんどん先へ進んでしまう前衛職。 銃職があるスキルをダンジョン内で放つと、視野外から20~30匹くらいのmobがたかってきて祭りに。 アバターの仕様が分かりづらい 課金アバターは取引不可・20日制限。 ゲーム内と課金アイテム販売ページのプラン年齢表記が統一されておらず分かりづらい。装備出来ないアバターを誤って購入→トレード出来ないので捨てるしかない。 一度装備したアバターは、プランの鞄にしか収納できなくなる。 金バエが本スレで暴れてる ゲームの概要 幼女つき劣化量産型WoWクローン 5ヶ国間RvRできる(特定の曜日のみ)フィールドはPK可能。 (5ヶ国間RvRできる、24時間曜日限定無し。1サーバー複数チャンネル式で戦争チャンネルと狩りチャンネルで別れる) プリウスとほぼ同時期(2007年)にスタートしたので、少なくともプリウスのパクリではない。 (プリウスより早い時期(2006年)にスタートしたので、プリウスは後発。幼女連れ歩く設定はAIKAが先行。) ゲーム内容 台湾翻訳wiki ブロント語やAKB48など、2chネタ・オタクネタが仕込まれている。翻訳はoβでマシになったらしい。 操作 WASD移動可能だが、Sボタンを押すと方向転換してしまうので引き狩りはできないらしい。 一応ジャンプはあるが障害物を跳び越せない。 攻撃間隔がプリウス(MCした場合)の2倍長くもっさり。 cβでは問題が無かったが、oβよりセキュリティに「X-trap」が採用され、起動できなくなった奴多数。プリウスの「n-pro」より制限が厳しい クライアントを起動する時に、高確率でブルースクリーン画面やOS再起動になる。それが原因で、OSやドライバが破損する事がある。ペーパーマンでも同じ現象が起きており、回避する方法がwikiに書かれている。 クライアントを起動する時に、アンチウイルスソフトに誤認される事がある。 X-trapに弾かれるものSpyBot、Ad-aware、Comodo Firewall、ZoneAlarm、Skype、dxtroy、ホットゾヌ、グラナドエスパダ、JoyToKey、ゲーミングマウス Vista、windows7ではActiveXのインストールでエラーが起き、クライアントダウンロードができない。 ログインできても開始5分でブラックアウト。 スキル (プリウスでは有料だが、AIKAでは何度でもスキルリセットをゲーム内マネーで可能) (スキルリセットに回数制限や期間制限、レベル制限は一切無し) (課金スキルリセット無し) 移動 課金の移動スクロールを常用。 (移動スクロールはクエスト、もしくは道で落ちている木箱、もしくはmobからドロップ、材料さえあればプレイヤーで生産可能) LV40から騎乗を使える。外見は職で固定。色違いもあるが、課金必須 イベントリ 初期のままでは非常に厳しい。 クエストでいくつか増える フランもイベントリがわりになる。 それ以上は課金。 ただでさえ枠厳しいのにクエストアイテムが通常アイテム欄に入るので非常にウザい。 PvE LV20で初心者BUFFがもらえなくなり難易度が急に上がる。 (初心者BUFFは攻撃力と移動速度増加バフなので、mobを倒すのに時間がかかると言うだけで、急激に難易度が上がるわけではない) クエストを受けないと現金が得られない。ただ狩りをするだけでは装備修理で赤字。 (LV10以上の狩りではダンジョンでレアドロップや、装備品ドロップがあるので、それをNPC売りまたは露店売りでお金を稼ぐ仕組み。なお LV28までのクエストを全部こなすと 300,000ほどお金が貯まる。) 初心者エリアは2~3日で卒業。LV30付近からPT必須の繰り替えしクエスト中心にレベリングするようになる。 (LV10まで大体1時間前後、LV20まで大体4~5時間前後) 序盤の繰り替えしクエストで、前衛職が普通に死ぬくらい強いmobを指定される事がある。 (日本Cβではmobのレベル低下補正有り、またクエスト毎の適正レベルが提示されるので対象mobによる即死、常敗はまず無い) プリウスに置き換えると、LV25までの各種族フィールドを卒業したらいきなり巨人の島ばりの難易度になる感じ? (日本Cβではmobのレベル低下補正有り、またクエスト毎の適正レベルが提示されるので対象mobによる即死、常敗はまず無い) ぶっちゃけ同接数千人・新規も大量にいないと絶対に詰むシステム。 (Cβでは 4000人を一度に集める計画が実行、サーバーは落ちなかったが、さすがにゲームはカクカク) (通常戦争時では 100vs100 ぐらいはストレスを感じない作り) PvP 全エリアPK可能。台湾鯖ではローカルルールで2chはPKしない事になっている。 (首都ではPK不可能(そもそも攻撃行動がとれない)) 攻城戦(GvG)と国家戦(RvR)があり、GvGは参加費用がかかる。(GEに近いシステムっぽい) グラフィック 劣化グラナドエスパダ。 表情は動かず、2Dイラストが挿入される。 韓国版では2Dイラストが某生首ギャルゲーばりの出来だったが、日本版では萌え絵に差し替えられた。ただし今後ローカライズが間に合わなくなったら韓国版イラストがそのままくる可能性も・・・ グラフィックエンジンの世代が近い為、背景はプリウスと同等に見える。 (グラフィックを圧縮節約し、軽さを追及している為、100vs100 のRvRではGeForce7世代でもFPS40以上確保と言う軽さを発揮) 小規模板で2D版野菜村的なポジションになっているWYD2と開発が同じ。 プレイヤーキャラクター エモート 性能考察 個性が出せない。 職+性別+外見固定。顔と髪型のみ変更できる。騎乗の外見も職で固定。 転職システムが存在しない。 ステータスポイントが存在せず、職ごとに能力値は固定。 スキルはNPCにお金を払って習得する。最終的には全員同じスキル構成になる。 GEやR2に似たシステムだが、GEは複数のキャラクターを育ててユニットを組むシステムなので個性は出せた。AIKAやR2は単に既存のMMORPGから自由度を削ったシステムになっている。ちなみに、R2は夏に急激に過疎って同接300人台となり、鯖合併した。 ガンナー系は弾が切れると攻撃できなくなる。 (弾はNPCで買えるので、3000~4000発を持ち有ることになる。1インベトリで最大1000発なので4枠+装備弾1枠で5000発を持ち歩くことになる) 男ガンナーは実質、他ゲーのシーフに相当する近~中距離職らしい。 フラン(幼女) 役割 序盤はプレイヤーキャラを追尾するだけの空気。 属性により使用スキルが変化。回復タイプの風属性がいいらしい。 かばん(イベントリ)になる。 1アカウントで最大3体まで契約できる。また、他のユーザーとトレードできる。サブキャラで契約したフランをメインキャラに移す事もできるが、トレードされたフランは友好が下がる。 (1アカウントで最大2体) 成長 プレイヤーのLVと連動して、妖精→幼年期→少年期に外見が変化する。スタート直後は妖精形態からスタート。外見を元に戻す事はできない。 少年期で性格別にモーションが変化する。グレるとウンコ座りしたり中華キャノンを撃つ 性格を変えるにはお菓子を与えるらしい。ただし、消化不良を起こした場合の治療薬は課金アイテム。 現在NPCが販売しているおやつは、知的になるカボチャパイとセクシーになるりんごのみで、それ以外の性格にするには幼児期の会話か、課金しかない模様。 (消化不良によるデメリットは現在未設定) 課金で幼年期用アバターを購入した場合、成長すると着られなくなる。 妖精期のポリゴンが超不出来でワラ人形にしか見えないさすがWYD様。 プランの仕様 装備品扱いで、外して待機所に預ける事ができるほか、他人とトレードできる。 プランを出しておくと満腹度が減る。ある程度成長すると2分間隔で食事を要求してくるようになる。食費がかかるのでプランを出しっぱなしにしておく事ができない。 食事には性格を変える効果があり、NPC販売の食べ物はりんご(セクシー)とカボチャパイ(知的)の2種類しかない。好みの性格を維持するには、有料の消耗品を常用し続ける必要があると思われる。 現在は未実、装だが、寿命コマンドがある。 同国家所属のプレイヤーをPKすると友好が減り、命令を聞かなくなる。(BOTが多いので深刻らしい)
https://w.atwiki.jp/mocking/pages/27.html
Hellfire Ramparts WoWWiki WOWHEAD Watchkeeper Gargolmar Heroic Mode Wild Stalker Boots Feet 448 Armor 24 Stamina 17 Intellect Requires Level 70 Equip Improves hit rating by 17. Equip Increases attack power by 64. Steady Chrysoprase +6 Stamina and +5 Resilience Rating "Matches a Yellow or Blue Socket." Omor the Unscarred Heroic Mode Terror Flame Dagger One-Hand Dagger Speed 1.80 103 - 155 Damage (71.7 damage per second) 15 Stamina Requires Level 70 Equip Increases attack power by 34. Equip Improves hit rating by 14. Girdle of the Blasted Reaches Waist 367 Armor 16 Agility 22 Stamina 20 Intellect Red Socket Red Socket Socket Bonus +3 Intellect Durability 40 / 40 Requires Level 70 Equip Increases attack power by 30. Vazruden Nazan Heroic Mode Feltooth Eviscerator One-Hand Dagger Speed 1.40 77 - 144 Damage (78.9 damage per second) Requires Level 70 Equip Improves critical strike rating by 21. Equip Increases attack power by 32.
https://w.atwiki.jp/java_pro/pages/19.html
import java.io.*; public class Find1 { public static void main(String[] args){ if (args.length != 1) {//コマンドラインで入力した引数が間違っている System.out.println("使用方:java Find1 検索文字列 検索対象ファイル"); System.out.println("例:java Find1 System Find1.java"); System.exit(0);//プログラムを終了する。 } String findstr = args[0];//コマンドラインで入力された検索文字列を取得 System.out.println("検索文字は「" + findstr + "」です"); BufferedReader r = new BufferedReader(new InputStreamReader(System.in));//BufferedReaderを用意 try { String line;//ファイルからの読み込み用変数line int linenum = 1;//行数をカウントのための変数 while ((line = r.readLine()) != null){//一行取得、EOFなら終了する。 int n = line.indexOf(findstr);//indexOfメソッドでfindstrを検索。 if (n = 0) {//検索文字列が見つかったか? System.out.println(linenum + " " + line);//行の番号とその行を表示 } linenum++;//次の行へカウントする。 } } catch (IOException e) { System.out.println(e); } } }