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NME POLL-WINNERS CONCERT, TIME FOR BLACKBURN, ITV, LIVE AT EMPIRE POOL, WEMBLEY, 5.12.1968 (aired 5.18) 1 Jumpin Jack Flash (part only ?) 2 (I Can t Get No) Satisfaction (part only ?) ONE PLUS ONE, FILM, OLYMPIC SOUND STUDIOS, LONDON, 6.4 - 6.11.1968 (released 11.29) 1 Title 2 The Stones Rolling 3 Out Side Black Novel 4 Sight Sound 5 All About Eve 6 Hi Fiction Science 7 The Haert Of Occident 8 1 Plus 1 Makes 2 9 Inside Black Syntax 10 Changes In Sociaty 11 Under The Stones The Beach 12 End Credit ■Political Cartoons (JJ Records) mono ■ONE PLUS ONE (Pony Canyon PCBE-00014) includes tracks 1-12 mono ■25X5 (CBS/Sony Videodisc CSLM 753/4) (LD DVDR) part only mono FROST ON SATURDAY, LWT, 11.29.1968 (aired 11.30) 1 Sympathy For The Devil (backing track) ROCK ROLL CIRCUS, BBC TV, INTERTEL STUDIOS, LONDON, 12.10 - 12.12.1968 (not aired) 1 Mick Jagger s Introduction Of Rock Roll Circus 2 Entry Of The Gladiators 3 Mick Jagger s Introduction Of Jethro Tull 4 Song For Jeffrey (Jethro Tull) 5 Keith Richard s Introduction Of The Who 6 A Quick One While He s Away (The Who) 7 Over The Waves 8 Ain t That A Lot Of Love (Taj Mahal) 9 Charlie Watts Introduction Of Marianne Faithfull 10 Something Better (Marianne Faithfull) 11 Mick Jagger s John Lennon s Introduction Of The Dirty Mac 12 Yer Blues (The Dirty Mac) 13 Whole Lotta Yoko (Yoko Ono Ivry Gitlis with The Dirty Mac) 14 John Lennon s Introduction Of The Rolling Stones Jumpin Jack Flash (The Rolling Stones) 15 Parachute Woman (The Rolling Stones) 16 No Expectations (The Rolling Stones) 17 You Can t Always Get What You Want (The Rolling Stones) 18 Sympathy For The Devil (The Rolling Stones) 19 Salt Of The Earth (The Rolling Stones) ■ROCK ROLL CIRCUS (abkco 1268-2) includes tracks 1-19 stereo ■ROCK ROLL CIRCUS (abkco UIBO-1033) (DVD) includes tracks 1-19 stereo ■25X5 (CBS/Sony Videodisc CSLM 753/4) (LD DVDR) includes track 17 stereo BACK / NEXT
https://w.atwiki.jp/pathofexile12/pages/351.html
Careful PlanningはViridian Jewelのユニーク 入手方法 詳説・特徴 関連リンク Careful Planning Viridian Jewel半径 Large (1500) +(16-24) to DexterityDexterityに+(16-24) Intelligence from Passives in Radius is Transformed to Dexterity範囲内のIntelligenceをDexterityに変換する Greatly outnumbered, Deshret dressed her personal guard in identical garb. When the Empire rode north, Deshret and her guard took turns revealing themselves, creating the illusion of speed beyond the capabilities of even the Virtue Gems. - History of the Maraketh 入手方法 カード等のドロップ以外の入手方法 アイテム 必要数 備考 The Garish Power 4 The Eye of the Dragon 10 Arrogance of the Vaal 8 Jack in the Box 4 詳説・特徴 関連リンク 英wiki https //pathofexile.gamepedia.com/Careful_Planning Unique Jewel 一覧
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ストーリーの翻訳>17.Taking The Castle 電話1 ブリーフィング 電話2 R D office 電話3 記憶再生 電話4 17.Taking The Castle The Blackwatch commander overseeing the Whitelight release was one of Mercer s Evolved pets. 電話1 GUERRA James, Athena learned that Colonel Rooks is moving all of Doctor Koenig s old science team into the Green Zone. ジェームズ、ルークス大佐がケーニッヒ博士の科学チームをグリーンゾーンへと移動させていることをアテナが調べ上げた。 HELLER Good chance some of them are working for Mercer. If I could get to them, maybe I could find out what Mercer s up to. 丁度いい、そいつらの中にマーサーの配下がいる。そいつを捕まえられたらマーサーが何をしようとしているかわかるだろう。 GUERRA My thoughts exacly. Colonel Rooks is holding a briefing right now about them and their new team lead Doctor Archer. Athena says she s Koenig s replacement. In fact, he hand-picked her. 私もそう思う。ルークスは今からその科学チームと新しいチームリーダであるアーチャー博士についてブリーフィングを開くつもりだ。アテナが言うに彼女がケーニッヒの後釜らしい。実際ルークスも彼女を選んだわけだしな。 HELLER Then she s probably Evolved too. I ll be at that meeting. ならその女も進化体(Evolved)なんだろう。ブリーフィングに参加する。 ブリーフィング ROOKS My company is heading up what s left of Doctor Koenig s team, which means your platoon has just bevome part of that detail. 訳 HELLER They reporting to Doctor Archer now? 訳 RILEY You will request permission to SPEAK before opening your mouth, shit stain! 訳 ROOKS Thanks to recent breaches in security, you wikk be given only the information you need. All other intel will remain with Lieutenant Riley and myself. 訳 ROOKS Additionally, so neither of us has to spend time unfucking your screw-ups, Lieutenant Riley will be commanding this mission. Dismissed. 訳 RILEY Ballista Four Four, the first group of scientists in transmit Site One. Pickup and transport to Site Two. I am sending coordinates now. 訳 電話2 GUERRA James. What did you find out? 訳 HELLER The scientists are already here. They re being flown in fom the YZ. I m on my way to "meet" them--maybe get a lead on this Doctor Archer. 訳 GUERRA Alright. Good luck. 訳 R D office RILEY Ballista Four Four, Koenig s first group has touched down at Site One. What s your ETA? 訳 SOLDIER Castle, this is Four Four, we are five Mikes out. Over. 訳 RILEY Quit sitting on your throttle and move some ass! We ve already lost too many of these guys! 訳 科学者吸収開始 SOLDIER Castle, we have an unknown hostile! 訳 RILEY Engage the hostile, Four Four! Maintain position and wait for Ballista Four Four! 訳 SCIENTIST Oh my God! 訳 SCIENTIST Where s the hellicopter! I gotta get outta here! 訳 吸収終了 HELLER Shit. These guys don t know a damn thing about Mercer. They must not be involved. 訳 RILEY Gentek s reporting they ve lost contact with Koenig s team! The fuck s going on up... Oh shit, it s gotta be Heller! 訳 RILEY Site One is compromised. I don t know how he knew it, but it was Heller. 訳 ROOKS Heller cannnot get to Site Two. DO NOT fuck this up, Lieutenant. 訳 RILEY I m already on it, sir. 訳 RILEY Let s roll! 訳 電話3 HELLER Father, this little bitch, Lieutenant Riley he s second in command under Rooks, right? If I were to, "take his place," bet I could get a whole lot of useful information. 訳 GUERRA You do what you need to do. 訳 RILEY Mako One, this is Castle! Change of mission James Heller is in the grid! Set up a full zone perimeter and report all sightings! I want this cocksucker in a fucking body bag! 訳 戦車一台目破壊? HELLER Where you at, soldier boy? You gonna make me break all your toys, or you gonna come out and play? 訳 SOLDIER Castle, this is Hammerhead Three One. Mako One Two is off-grid, possible casualties. Over. 訳 RILEY Fuck. Three One, keep your heads on a swivel! Red Crown, this is Castle. We have contact with Heller. Requesting air support, over. 訳 RED CROWN Castle, this is Red Crown. Ballista Two is Oscar Mike to your position. Over. 訳 Riley発見 HELELR Alright, there you are! NOT SO TOUGH NOW, ARE YA, RILEY? WHERE S YOUR SEDATIVES AND YOUR PLATE GLASS WINDOW, HUH? WHERE S YOUR CLOSET FULL OF ZOMBIES NOW? 訳 RILEY Jesus Christ! Somebody kill this psycho! 訳 Rileyを捕まえると RILEY Fucking freak. Rooks is gonna kill you. 訳 HELLER Not if he thinks I m you. 訳 記憶再生 ROOKS Riley, you turn up any intel on Koenig s location? 訳 RILEY I m afraid not, sir. 訳 ROOKS He had full access to all of Gentek s Whitelight stores, and a couple of times he deliberately conceared what he was doing. Makes me question him, and his crew. 訳 電話4 ROOKS Castle, this is Checkmate. Where the fuck are you? 訳 HELLER Time to test my acting skills. 訳 HELLER Err, copy. This is Riley. I mean Castle. Sorry, got a little crazy for a moment there. 訳 ROOKS No shit! Get your ass to a secure location and call me back! Doctor Archer is missing. 訳 HELLER Roger that. 訳 HELLER Father, Doctor Archer is missing. Blackwatch has no idea where she is, but she was working on that Whitelight cure. 訳 GUERRA Madre de dios. We have to find her. 訳 HELLER Wouldn t worry about it. Now that I got Riley s identity. Rooks will tell me anything I wanna know. 訳
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y=new Array(); m=new Array(); p=new Array(); a=new Array(); var s,number; var artistnumber; artist=new Array(); function fusiontable() { var query = "SELECT y,m,a,c FROM " + 1tVRen70QakK91_f6jjUMQ7gsOVOikVVOVFQVwIo ; var encodedQuery = encodeURIComponent(query); var url = [ https //www.googleapis.com/fusiontables/v1/query ]; url.push( ?sql= + encodedQuery); url.push( key=AIzaSyAH0WCAXRIdHdbI-6bnMSN4kVDDZZmGyqY ); url.push( callback=? ); sx=0; $.ajax({ url url.join( ), dataType jsonp , success function (data) { var rows = data[ rows ]; for (var i in rows) { sx=sx+1; y[sx]= parseInt(rows[i][0]); m[sx]= parseInt(rows[i][1]); a[sx]= rows[i][2]; p[sx]= parseInt(rows[i][3]); } number=sx; plus(); $("#chart").text("準備完了"); } }); } function plus(){ var s,sx,h; artistnumber=0; for(s=1;s number+1;s++){ h=0; for(sx=1;sx artistnumber+1;sx++){ if(a[s]==artist[sx])h=100; } if(h 60)artistnumber=artistnumber+1; if(h 60)artist[artistnumber]=a[s]; } for(s=1;s artistnumber+1;s++){ var option = $( option / ); option.val(artist[s]); option.html(artist[s]); $("#artist").append(option); } } google.load("visualization", "1", {packages ["corechart"]}); point=new Array(); date=new Array(); var suba; function line() { sample(); var data = new google.visualization.DataTable(); data.addColumn( string , time ); data.addColumn( number , 平均コメント数 ); data.addRows(70); var t1,t2,t3; for(s=1;s 71;s++){ t1=Math.floor(s/12); t2=s-12*t1; t1=t1+2008; t3=""+t1+"年"+t2+"月"; date[s]=t3; } for(s=1;s 71;s++){ data.setCell(s-1, 0,date[s]); data.setCell(s-1, 1,point[s]); } var options = {title suba}; var chart = new google.visualization.LineChart(document.getElementById( chart )); chart.draw(data, options); } function sample(){ var s,n1; var a1=$("#artist").val(); suba=a1; for(s=1;s 100;s++){ point[s]=0; } for(s=1;s number+1;s++){ n1=12*(y[s]-2008)+m[s]; if(a[s]==a1)point[n1]=p[s]; } }
https://w.atwiki.jp/mtg2384/pages/423.html
autolink 幻影の像/Phantasmal Image (1)(青) クリーチャー ― イリュージョン(Illusion) あなたは幻影の像を、それがそれの他のタイプに加えてイリュージョン(Illusion)であり、「このクリーチャーが呪文や能力の対象になったとき、それを生け贄に捧げる。」を得ることを除き、戦場に出ているいずれかのクリーチャーのコピーとして戦場に出してもよい。 0/0 《幻影の像/Phantasmal Image》をGathererで確認 《幻影の像/Phantasmal Image》をGoogleで検索 《幻影の像/Phantasmal Image》が使用された大会 取得中です。 カードテキスト転載元: Wisdom Guild 様 2011 / 09 / 20
https://w.atwiki.jp/mydefrag_jp/pages/21.html
原文 http //www.mydefrag.com/Scripts-FileActions.html 更新日 2010/12/12 (ここで取り扱っている内容の原文をコピーした日付です) AddGap Set the position of the beginning of the next zone. This command is commonly used to create a gap at the end of the zone, making the zone bigger than necessary for the files in the zone, but the command can also be used to position a zone anywhere on disk. The command will be skipped (not executed) if the zone is empty (no files are selected by the FileBoolean). The NUMBER specifies the beginning of the next zone, an absolute position on the disk. Usually it will be the ZoneEnd plus a number of bytes, but you can specify a different formula. The command will do nothing if the NUMBER is negative. It is an absolute position on disk, and a negative number would be before the beginning of the disk. The program will automatically vacate the gap between the current end of the zone and the NUMBER. It will not vacate if the DoNotVacate option is specified, or if the NUMBER is lower than current end of the zone (negative gap). If all the next zones are sorted zones (using one of the SortBy fileactions) then DoNotVacate can be used, it will save some unnecessary data movements. The * FastFill and * MoveDownFill fileactions will only move files down, never up, so files that are in a DoNotVacate gap will be left in the gap. Syntax AddGap(NUMBER [, DoNotVacate]) Example # Add a gap of 1% of the free size of the volume. AddGap(ZoneEnd + VolumeFree * 0.01) # Same, but do not vacate. AddGap(ZoneEnd + VolumeFree * 0.01 , DoNotVacate) # Add a gap 1% of the volume size AddGap(ZoneEnd + VolumeSize * 0.01) # Add a gap of 1000 clusters. AddGap(ZoneEnd + 1000 * BytesPerCluster) # Add a gap 10% of the size of the MFT. AddGap(ZoneEnd + MftSize * 0.1) See also MakeGap FileActions Defragment Defragment all the selected items. Items that are not fragmented are ignored, they are not moved. Fragmented files are moved to somewhere above the beginning of the zone, possibly outside the zone. Defragment() will not optimize the zone, it does not move all files to the zone. To do that you need to use another fileaction, for example FastFill(). But not a SortBy fileaction, because those will already defragment all items and Defragment() would then do double work. There are 2 defragmentation algorithms to choose from. The * Fast algorithm will only defragment a file if it can find a gap big enough for the entire file. It will skip files that are too big for any gap. The default defragmentation algorithm will not give up so easily, if it encounters a big file and cannot find a big gap then it will try to make a big gap by shuffling other files around. This can take a lot of time. If the * IgnoreWrapAroundFragmentation setting is active (the default) then wrap-around fragmentation is not defragmented. Syntax Defragment(OPTIONS) Options Fast ChunkSize Example FileSelect .... FileActions Defragment() FileEnd See also IgnoreWrapAroundFragmentation FileSelect FileBoolean FileActions FastFill Fill gaps as best as possible with items from above the gap, in other words, consolidate free space. FastFill is a very fast and effective way to reduce the number of gaps on the disk, and at the same time move files as far to the beginning of the disk as possible. FastFill tries to perfectly fill gaps by looking for combinations of files. If no combination can be found and without the * WithShuffling option then the largest file that fits in the gap will be used, leaving a smaller gap. If all files above the gap are larger than the gap then the gap cannot be filled and will be skipped. If the WithShuffling option is specified then the file just above the gap will be moved away, making the gap bigger. The program will then try again to find a perfect fit. When looking for a combination of perfectly fitting files the program does not test all combinations of all files. It has to limit itself because the number of permutations for even a small set of files is astronomical. There is a tendency for small files to migrate to the beginning of the zone and large files to the end. This is because small files have a better chance to fit into a gap and are therefore more likely to move down. FastFill will destroy the ordering of the files. If the zone was optimized earlier (in another MyDefrag session, running another script) by one of the SortBy actions, then consider using * MoveDownFill instead. It is slower but it will preserve the ordering. Syntax FastFill() Options WithShuffling Example FileSelect .... FileActions # Fill gaps with items from above. FastFill() FileEnd See also WithShuffling MoveDownFill ForcedFill FileSelect FileBoolean FileActions ForcedFill Move all data as fast as possible to the beginning of the zone. The function will take the highest data on disk and split it into fragments that perfectly fill the gaps at the beginning of the zone, until the first gap is after the last data. Syntax ForcedFill() Example FileSelect .... FileActions # Fill gaps with items from above. ForcedFill() FileEnd See also MoveDownFill FastFill FileSelect FileBoolean FileActions MoveDownFill Fill all the gaps by moving (shifting) items to the beginning of the zone. This will perfectly fill all the gaps and will preserve the sorting order of the files. A tiny little gap somewhere at the beginning of the zone will cause all items above the gap to be moved (shifted). In this case MoveDownFill() is only a little faster than a full SortBy***(). However, if the gap happens to be further into the zone then MoveDownFill() will save time. Syntax MoveDownFill() Example FileSelect .... FileActions # Fill gaps with items from above. MoveDownFill() FileEnd See also FastFill ForcedFill FileSelect FileBoolean FileActions MoveToEndOfDisk Move the selected files to the end of the disk. More specifically for every selected file try to find a gap above that file big enough to hold the file, and move the file to the end of that gap. If no gap is found then skip the file. Files are automatically defragmented when they are moved. This action is relatively slow, best to be used for big files only. It s because the Microsoft defragmentation API is not very efficient in finding the last gap suitable for a file. The end of the disk is the slowest part of the disk. Many people want to move the spacehogs zone (with less important files that take up a lot of space) to the end of the disk, leaving a huge empty gap between the regular files and the spacehogs. In my opinion this is a waste of perfectly good harddisk space and makes the spacehogs slower than they need to be. This is why the standard MyDefrag scripts do not move the spacehogs to the end of the disk. Syntax MoveToEndOfDisk() Example FileSelect .... FileActions # Move files to the end of the disk. MoveToEndOfDisk() FileEnd See also FileSelect FileBoolean FileActions MoveUpToZone Move the selected files to above the beginning of the zone. Files that are already above the beginning of the zone are not moved. If there is no gap above the beginning of the zone that is big enough for a particular file, then the file is not moved. Files are automatically defragmented when they are moved. This action is designed to be used in cases where the beginning of the zone has been moved upwards by a * MakeGap volumeaction and the other fileactions would not move all the files. An example is the * FastFill fileaction, which only moves files down, never up, so files could stay before the beginning of the zone. MoveUpToZone() is not needed in zones that use a SortBy fileaction, because those actions will already move all files to the zone, even files that are before the beginning of the zone. Syntax MoveUpToZone() Example # Place the next zone at 50% of the volume. MakeGap(VolumeSize * 0.5, DoNotVacate) # Select files for the zone. FileSelect .... FileActions # Make sure all files are above the beginning of the zone. MoveUpToZone() # FastFill gaps in the zone with files from above the zone. FastFill() FileEnd See also FileSelect FileBoolean FileActions PlaceNtfsSystemFiles Place the selected items and sort alphabetically by their full pathname, ascending from A to Z or descending from Z to A. This function is intended to be used together with the * SelectNtfsSystemFiles fileboolean. It is basically the same as the * SortByName fileaction, except that files can be placed inside the NTFS reserved area. MyDefrag does not (cannot) change the size or location of the NTFS reserved area. The NUMBER parameter is only used to create a gap after the MFT. When Windows is booted it will automatically re-allocate the NTFS area. First it tries to place the area just after the MFT, using whatever free gap is there up to a maximum of 12.5% of the size of the volume. If there is no gap after the MFT then Windows places the area elsewhere on disk. Windows will also reset the area when the disk is mounted, see the MyDefrag * DismountVolume action. So, to move the NTFS reserved area you have to immediately boot the computer after using MyDefrag, and even then it is not guaranteed that the NTFS reserved area will have the size and place that you want. If the MFT is not selected then the NUMBER is ignored. It is useless to combine this fileaction with other fileactions, such as "Defragment()" or "FastFill()", because it moves all the files in the zone. Another fileaction would either needlessly move files, or would destroy the sorted order of the files. Syntax PlaceNtfsSystemFiles(OPTIONS , NUMBER) The OPTIONS are a space-separated list of these keywords Ascending Descending SkipBlock The NUMBER parameter is a hint, specifying a desired size for the NTFS reserved area. Example FileSelect # Select all the NTFS system files. SelectNtfsSystemFiles(yes) FileActions # Place the NTFS system files, NTFS reserved area is 10% of the MFT. PlaceNtfsSystemFiles(Ascending,MftSize * 0.1) FileEnd See also SelectNtfsSystemFiles DismountVolume ReclaimNtfsReservedAreas AppendLogfile BatteryPower Debug Description DiskmapFlip ExcludeFiles ExcludeVolumes ExitIfTimeout FileMoveChunkSize IgnoreWrapAroundFragmentation Language MaxRunTime Message OtherInstances Pause ProcessPriority RememberUnmovables RunProgram RunScript SetColor SetFileColor SetScreenPowerSaver SetScreenSaver SetStatisticsWindowText SetVariable Slowdown StatusBar Title WhenFinished WindowSize WriteLogfile ZoomLevel SortByCreationDate Place the selected items and sort by the time they were created, from oldest to newest ("ascending") or from newest to oldest ("descending"). The creation date can be newer than the last-changed date, for example when a file was downloaded, or unpacked from an archive (such as zip or arj). This action will also defragment. It is therefore not necessary to combine it with the * Defragment action. This action will create "wrap around" fragments. For more information see the * IgnoreWrapAroundFragmentation setting. Syntax SortByCreationDate(OPTIONS) The OPTIONS are a space-separated list of these keywords Ascending Descending SkipBlock Example FileSelect .... FileActions # Sort the items by CreationDate time, most recently accesses items first. SortByCreationDate(Descending) FileEnd See also FileSelect FileBoolean FileActions SortByImportSequence Place the selected items and sort by the sequence in which they were imported ("ascending") or in reversed order ("descending"). This function is designed to be used in combination with the * ImportListFromBootOptimize or the * ImportListFromFile file boolean. This action will also defragment. It is therefore not necessary to combine it with the * Defragment action. This action will create "wrap around" fragments. For more information see the * IgnoreWrapAroundFragmentation setting. Syntax SortByImportSequence(OPTIONS) The OPTIONS are a space-separated list of these keywords Ascending Descending SkipBlock Example # Optimize the system disk for faster booting. FileSelect ImportListFromBootOptimize() FileActions SortByImportSequence(Ascending) FileEnd See also ImportListFromBootOptimize ImportListFromFile FileSelect FileBoolean FileActions SortByLastAccess Place the selected items and sort by their LastAccess time from oldest to newest ("ascending") or from newest to oldest ("descending"). Sorting by LastAccess date/time may seem like a good idea at first, but is far from perfect. The theory is that the LastAccess times will be the same on all the files that are used by an application, so sorting by LastAccess will put all the files of the application together on disk. But the LastAccess time is also updated in many other cases, not only when you run an application. In my view sorting by LastAccess can be useful in certain situations, but is essentially random and should not be used for the bulk of the data on regular disks. Sorting in "Ascending" order will put the oldest (never accessed) files at the beginning of the zone. So, the files that you use the most are placed at the end of the zone, which is a slower part of the harddisk and (usually) further away from the MFT and the directories. Sorting in "Descending" order will put the last accessed files at the beginning of the zone. So, the files that are accessed first when you start a program are placed behind files that are accessed later. Your harddisk will be working backwards. Vista by default does not update the LastAccess time. For more information see * What is "NtfsDisableLastAccessUpdate"? On FAT volumes the resolution of the LastAccess time is 1 day. NTFS delays updates to the LastAccess time by up to one hour. Some improperly programmed utilities cause a change in the LastAccess time of all items on the disk when they scan the disk. Examples are virus scanners, backup programs, text indexers. This action will also defragment. It is therefore not necessary to combine it with the * Defragment action. This action will create "wrap around" fragments. For more information see the * IgnoreWrapAroundFragmentation setting. Syntax SortByLastAccess(OPTIONS) The OPTIONS are a space-separated list of these keywords Ascending Descending SkipBlock Example FileSelect .... FileActions # Sort the items by LastAccess time, most recently accesses items first. SortByLastAccess(Descending) FileEnd See also FileSelect FileBoolean FileActions SortByLastChange Place the selected items and sort by the time they were last changed, from oldest to newest ("ascending") or from newest to oldest ("descending"). The last-changed date can be older than the creation date, for example when a file was downloaded, or unpacked from an archive (such as zip or arj). This action will also defragment. It is therefore not necessary to combine it with the * Defragment action. This action will create "wrap around" fragments. For more information see the * IgnoreWrapAroundFragmentation setting. Syntax SortByLastChange(OPTIONS) The OPTIONS are a space-separated list of these keywords Ascending Descending SkipBlock Example FileSelect .... FileActions # Sort the items by LastChange time, most recently accesses items first. SortByLastChange(Descending) FileEnd See also FileSelect FileBoolean FileActions SortByName Place the selected items and sort alphabetically by their full pathname, ascending from A to Z or descending from Z to A. Items are not just sorted by their filename (for example "explorer.exe"), but by their full pathname including all the folder names (for excample "c \windows\explorer.exe"). The result is that all items that are in the same folder are placed in a block together on disk, and inside that block they re sorted by their filename. If a file has multiple names (hard links) then the file is sorted by the first name that happens to be mentioned in the FAT/MFT. This action will also defragment. It is therefore not necessary to combine it with the * Defragment action. This action will create "wrap around" fragments. For more information see the * IgnoreWrapAroundFragmentation setting. Syntax SortByName(OPTIONS) The OPTIONS are a space-separated list of these keywords Ascending Descending SkipBlock Example FileSelect .... FileActions # Sort the items by their full path. SortByName(Ascending) FileEnd See also FileSelect FileBoolean FileActions SortByNewestDate Place the selected items and sort by creation, last access, or last change date/time, whichever is newest, from oldest to newest ("ascending") or from newest to oldest ("descending"). Sorting by newest date/time may seem like a good idea at first, but is far from perfect. The theory is that the newest date/times will be the same on all the files that are used by an application, so sorting by the newest time will put all the files of the application together on disk. But the date/times are also updated in many other cases, not only when you run an application. In my view sorting by newest date/time can be useful in certain situations, but is essentially random and should not be used for the bulk of the data on regular disks. Sorting in "Ascending" order will put the oldest files at the beginning of the zone. So, the files that you use the most are placed at the end of the zone, which is a slower part of the harddisk and (usually) further away from the MFT and the directories. Sorting in "Descending" order will put the newest files at the beginning of the zone. So, the files that are accessed first when you start a program are placed behind files that are accessed later. Your harddisk will be working backwards. The creation date can be newer than the last-changed date, for example when a file was downloaded, or unpacked from an archive (such as zip or arj). This action will also defragment. It is therefore not necessary to combine it with the * Defragment action. This action will create "wrap around" fragments. For more information see the * IgnoreWrapAroundFragmentation setting. Syntax SortByNewestDate(OPTIONS) The OPTIONS are a space-separated list of these keywords Ascending Descending SkipBlock Example FileSelect .... FileActions # Sort the items by newest time. SortByNewestDate(Descending) FileEnd See also FileSelect FileBoolean FileActions SortBySize Place the selected items and sort by size from smallest to largest ("ascending") or from largest to smallest ("descending"). This action will also defragment. It is therefore not necessary to combine it with the * Defragment action. This action will create "wrap around" fragments. For more information see the * IgnoreWrapAroundFragmentation setting. Syntax SortBySize(OPTIONS) The OPTIONS are a space-separated list of these keywords Ascending Descending SkipBlock Example FileSelect .... FileActions # Sort the items from smallest to largest. SortBySize(Ascending) FileEnd See also FileSelect FileBoolean FileActions
https://w.atwiki.jp/legendofnorrath/pages/255.html
SS Title Word Of Vigor Type Ability Faction - Attribute - Archetype Priest Cost 5 Level 1 Attack - Defense 3 Bonus - Health - Game Text At the start of your turn, if this ability is ready, draw a card. 自分のターン開始時、このAbilityがReady状態のままであった場合、Cardを1枚Drawする。 Card Number 1R147(Rare,Oathbound) Lore Inner strength comes as much from the will of the heart as from the words of the mighty.
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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。 A lot of developers will buy photo books or travel videos based on the locations they re designing a game around; Avalanche Studios collects vacation photos. Anytime someone on staff gets back from a trip to the Mediterranean they send over their photos to Avalanche s art team and writes it off as a travel expense. Avalanche has used this database of photos to create the fictional world of Medici, the setting for Just Cause 3. To get a better understanding of this new world, we spoke with art director Zach Schlappi who walked us through the game s entire ecosphere. ゲームの舞台を作る際、写真集や旅行のビデオなんかを参考にするだろう。 アヴァランチスタジオは様々なスタッフを地中海へ向かわせ、アートチームに写真を遅らせている。もちろん経費でな。 そうやって蓄積された写真データベースを元にメディチという架空の国を作り上げるのだ。 我々はこの世界をもっと知りたいので、 以前我々をゲームの世界に案内してくれたアートディレクターのザック・シュラッピー氏に話を伺った。 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。 "For Just Cause 3, we wanted a sort of new location, and no one has tackled the Mediterranean in the way we saw it. Of course, Assassin s Creed had Florence and Italy, but we were looking at Monaco and the central/southern Mediterranean. It s such a good area because it s a little bit of everything. Everyone s done South America. Everyone has done Eastern Russia, but we thought that the Mediterranean was an untapped resource. I looked at a span of places from Sicily to Northern Africa to Greece to Albania, which gave us a nice quilt to work with. There are some great dusty environments, and you get some of that hot hazy feeling, those beautiful emerald waters, and those great big skies. It seems like a great area to lay waste to, because it was so beautiful." 「ジャストコーズ3の為の舞台探しをしてたんだけど、誰もどういう風に地中海を舞台にすればいいのか思い浮かばなかった。 そんな中でアサシンクリードは当然のようにイタリアとフィレンツェを舞台にしたんだけど、 僕等は違った、モナコや中央/南地中海あたりにしようと思ってたんだ。こういう場所はありふれてないいい場所だし、 南米や東ロシアはやった事があっけど、地中海はまだ手を付けてなかった。 シチリアや北アフリカ、グリースやアルバニアはとてもいい素材を提供してくれたよ。僕はそれらを繋ぎ合わせた場所を作ったんだ。 どこか懐かしく、暑く霞んでいる感じ、美しいエメラルド色の海、広く青い空、暴れるのにもってこいな美しい場所だよ。」 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。 "A deep world has to have some culture, it has to have a lot of meaning, it can t be something that s throw-away or disposable. Medici is believable and yet very approachable. It s a place you might want to go on vacation, yet it has trouble. It has a dictatorship. After that, I wanted to ask ourselves, How do you play with that language in the environment? So, I created a system of colors grey, yellow, and red are the colors of oppression. While the pristine world is full of more natural colors. If you look at any picture of the Mediterranean you see blue skies, wheat fields, and a lot of lavender. If you look at all our concept art there is a constant color theme of golden ochre versus teal blue. It s always those two complementary colors bouncing around." 「重厚な世界観には多様な文化が必要だ、ありふれた物やどっかのパクリとかじゃいけないよね。 メディチはとても親しみやすい場所だよ。君も旅行に行きたくなる筈だ。だけど、独裁国家という裏の顔があるけどね。 だからこの環境にどういう風にその要素を混ぜるか追求したんだ。 灰色、黄色、赤なんかの抑圧的な色を自然溢れる世界に入れてみたんだ。 地中海の写真を見れば、青い空や小麦畑、無数のラベンダーが目に映るはずだ。 このコンセプトアートにも "We have five different biomes and they all have there own palette feel. Each one has an identity. There is an air of exploration and expanse as people travel the world. We have two different coasts. One that is brutal with jagged rocks and deep sea cliffs, and the other is very smooth and sandy were all the tourist go. As you wander further inland you have the pastoral areas, which are full of fields of lavender and sunflowers like in Italy or Spain. That adds a sense of the human element to the game; this is a place where people live. It also creates a contrast for the scrublands which is like the Mediterranean wild west, which is full of industry and deforestation. Beyond that you have the forest, which are full of mystery and have a smokey atmosphere. Finally, players will approach the icy mountains. So players have this full sense of progression of all representations of water, from mountain snow to watery coasts." For more details on Avalanche s upcoming open-world title be sure to check out our cover hub, which is filled with exclusive content such as hands-on impressions and a video history of the studio.
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(ソーサラー/マジックミサイルメイジ) 本キャンペーンの初動理由でありかつ主人公。 本キャンペーンは「ウィッツ(のプレイヤーが)心ゆくまでFMMをやりたい」というコンセプトのもと始まったからだ。 おそらく、マスターもウィッツのプレイヤーも、当初はMaure Castle全4階+αで終わると思っていたのではないかと思う。 プレイヤーはD Dベテランであり、シミュレーションゲーマーでもある。 基本、キャラクタープレイをするわけではないが、その行動そのものがウィッツを表現しているので没個性ではけっしてない所が名演技であるといえる。 ちなみに、1回のマジックミサイル発射(当初は14本?)で平均100ダメージをたたき出すため、モンスターのHPを「1ウィッツ、2ウィッツ」というカウント単位としても用いられる。 また、「見えたら打て」をモットーにリソースを躊躇することは一切ない。実際、パーティ内でもっともリソースが尽きないキャラクターでもあった。 プレイヤーがベテランで思い切りがよいこともあり、リスクのある選択肢が見え隠れする際に決断が早く躊躇がない。 (たとえば、君はダンジョン内にデテクトマジックで反応する果実の実った木があったらどうするかな?) このような背景・立ち回りからもパーティ内では「ウィッツにいかにマジックミサイルを撃たせるか」が戦術の焦点になることが多く、ラスボスの〆をもってくことが多い。 本来の意味からも実プレイからも正真正銘の主人公である。
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ワリオランド3 不思議なオルゴール(ワリオランド3 ふしぎなオルゴール) 機種:GBC 作曲者:石川こずえ 開発・発売元:任天堂 発売年:2000年3月21日 概要 ゲームボーイでの「ワリオランド」シリーズの3作目。 本作ではオルゴールの世界を舞台に冒険が繰り広げられる。 楽器がストーリーの重要な要素となっていることと、最後に驚きの真実が待ち受けている展開は、かつて作曲者の石川氏が手掛けた『ゼルダの伝説 夢をみる島』を思い起こさせるものとなっている。 ハード末期の作品であり、ゲームボーイにおけるマリオランドシリーズとワリオランドシリーズの到達点といえる作品である。 (前作:ワリオランド2 盗まれた財宝 次作:ワリオランドアドバンス ヨーキのお宝) 収録曲(仮タイトル) 英題はYouTubeで利用されている便宜上のもの 曲名 英題 補足 順位 オープニング Opening タイトル画面 Title オルゴール発見! Wario Finds the Music Box 神殿 Temple 出発の森(昼) Out of the Woods (Day) 出発の森(夜) Out of the Woods (Night) 静かな村・混沌とした街(昼) Peaceful Village, A Town in Chaos (Day) 静かな村・混沌とした街(夜) Peaceful Village, A Town in Chaos (Night) 広大な平原・深々とした草原(昼) Vast Plain, Grasslands (Day) 広大な平原・深々とした草(夜) Vast Plain, Grasslands (Night) 砂漠の遺跡・復活の塔 Desert Ruins, Tower Revival 火山のふもと・幻影の城(夜) Volcano's Base, Castle of Illusions (Night) 火山のふもと・幻影の城(昼) Volcano's Base, Castle of Illusions (Day) 雨水の池・よどみの沼(昼) Pool of Rain, Stagnant Swamp (Day) 雨水の池・よどみの沼(夜) Pool of Rain, Stagnant Swamp (Night) 巨大橋・激流の川辺・険しい渓谷 Big Bridge, Bank of the Wild River, Steep Canyon 凍り付いた海 Frigid Sea ウミガメ岩場・満ち引きの海岸・深海 Tidal Coast, Sea Turtle Rocks, Beneath the Waves 西の火口・東の火口 West Crater, East Crater 炎の洞窟・巨大な穴 Colossal Hole, Cave of Flames 恐怖の森 Forest of Fear ゆがんだ空間 Warped Void 雲の上(昼) Above the Clouds (Day) 雲の上(夜) Above the Clouds (Night) ゲームボーイ223位任天堂223位 燃える Flaming Wario 前作からの流用 太る Fat Wario 跳ねる Bouncy Wario ゾンビ Zombie Wario つぶれる Flat Wario 目を回す Crazy Wario 透明化 Invisible Wario 雪だるま Snowman Wario フクロウ Owl Wario 毛糸球 Ball o' String Wario ドラキュラ Vampire Wario セーブ画面 Pause 前作のポーズ画面のアレンジ アクションヘルプ Action Help マップ(昼) World Map (Day) マップ(夜) World Map (Night) お宝・ベストタイム一覧 Treasure Gallery, Best Time List ボス戦 Boss Fight ボス戦クリア Boss Fight Clear 入り口(ゴルフ) Golf Minigame Entrance ゴルフ Golf Minigame ゲームオーバー(ゴルフ) Golf Clear (Over Par) クリア!(ゴルフ) Golf Clear (Par, Under) ステージクリア(出口) Stage Clear (Generic) お宝入手 Chest Unlocked ステージクリア(お宝入手) Stage Clear (New Treasure) PERFECT! Perfect! 前作のパーフェクト達成画面のアレンジ ゲームオーバー Game Over Ambience 5つの封印のオルゴール Five Music Boxes Unite ナゾのぞうの正体 Hidden Figure Reveals Itself ナゾのぞう戦 Final Boss - Rudy the Clown ナゾのぞう戦(怒り) Final Boss - Rudy the Cloud (Angry) エンディング Peace is Restored エンディング(スタッフロール) Credits 第4回482位第5回721位第6回705位第12回862位第14回589位任天堂56位第3回任天堂78位ゲームボーイ32位エンディング50位第2回エンディング38位泣き曲184位マリオ161位 プレイ映像