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オブジェ集 > 内装オブジェ > Fishing!&Fishing 外道 [← オブジェ集 へ戻る] Fishing! & Fishing 外道 Fishing! 【材料】 タイル別に記載 ①②のみ (コットン除く) ① ShoesPC製(1) Leather Gorget(1) Bonnet(1) Cup and Dice(1) Fishinf Pole(1) 注 ② Fish(1) Fishing 外道 【材料】 タイル別に記載 顔色青いよ ^^ ① ShoesPC製(1) Leather Gorget(1) Bonnet(1) Cup and Dice(1) Fishinf Pole 逆向き(1) 注 ② Body(1) ③ Legs(1) 注:Fishig Pole(釣竿)は、普通に置くとドロップしたタイルの一つ右に置けてしまうようです。 そこで、実際の置き方として、①´(赤で記載)の位置に置くか、樽落し技 ・ 箱ロック技 ・ 机落し技 などを使って置いて下さい。 逆向きFishing Poleは、港の樽に入っている逆向きの釣竿を使って釣りをすると手に入ります。 PC製Shoesと同じ向きのものは、釣りやサルベージでも手に入ります。 死体パーツは通行障害になりますので、ご使用はご計画的に。 上半身の死体パーツには、Bodyの他、頭部出血の無いTorsoがあります。 Fishというアイテムには4種類あります。上図箱内の下段右から4つです。 左端の色違いの魚は稀に釣れるBig Fishで、トロフィーの材料にもなります。 外道釣りにはブーツなど色々お試し頂きたいです。上図の骨はアクアリウムの魚が死んで変化したものです。(クラゲもカニもカエルもサンゴも同じ形の骨になります。ブリタニアの不思議。^^) 靴や顔(ボンネット)、体(皮首)などは染色できるので、お好きな色でどうぞ。背景と見分け易い色が良いでしょう。 背景に岩や植物を置いたり、カスタマイズパーツで池や桟橋などを作っていただくと色々なバリエーションが楽しめます。 [← オブジェ集 へ戻る]
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ip_armies_size|Army Size ip_armies_size_text|The size of your army, similar to the armies of the lords, depends on several factors ^^Leadership each point will increase the maximum size of your army by 5. Companions with Leadership help lead the party.^^Charisma each point of your charisma will increase the maximum size of your army by 1. It is your ability to attract men to your cause.^^Renown every 9 points will increase the maximum size of your army by 1. Fame attracts followers.^^Holdings every town will add 80 men and each fort 40 to the maximum size of your army. These spots represent men you can raise through a levy.^^Bear in mind that party size at sea is restricted by ship capacity. Extra troops can always be left at a settlement garrison, player Refuge (once built), or any Camp Quarters. ip_morale|Morale ip_morale_text|Morale represents the ability and willingness of the troops in a party to summon up the endurance, bravery, and discipline they need to face the stresses of battle and the march. It is not the same thing as the troops' happiness. Elite troops may grumble and whine about the hardships of campaigning -- but then stand together as one when the arrows start to fly. On the other hand, a commander who gives his men everything they want may find that they grow soft, and waiver before the enemy's charge.^^Morale's greatest impact is on a party's behavior in battle, determining how aggressively troops engage the enemy, and how likely they are to break and run if they perceive the tide of battle turning against them. Morale also affects a party's march speed, as a less motivated party will move more slowly, as the men are not pushing themselves to their physical limit, and pause more frequently, as it waits for stragglers to catch up. Finally, a party with very low morale will start to suffer desertions.^^Some factors that affect morale are intuitive. For example, a charismatic commander with a reputation for winning battles can infuse his or her men with a sense of confidence. Leaders who give their men well ample and varied supplies of food, and pay them on time, demonstrate that they care about their troops' welfare and are less likely to lead them into disaster.^^Other factors are less intuitive -- particularly those related to a party's sense of group cohesion. In a small tight-knit party, for example, men will often fight hard against daunting odds to avoid showing cowardice before their comrades-in-arms. A large party on the other hand may see its cohesion strained, as the commander has less time to supervise the men, listen to their grievances, and resolve their disputes. Frequent battles will strengthen the bonds between men, while long periods without combat will see the troops become bored and quarrelsome.^^The morale report, accessible by hitting the 'Party Info' button on the 'Character' screen, will give the player a sense of the factors affecting his or her men's morale. ip_economy|Economy ip_economy_text|Towns and villages in the Northlands need a wide variety of goods for their populations to remain healthy and productive. First in importance is food. Grain is the staple crop of the Northlands, but people also need fat and protein in the form of meat, fish, or cheese. It takes almost as much work to preserve meat as to produce it in the first place, so salt is also in high demand. After food comes clothing heavy wool, lighter linens, or luxurious velvet. Finally, people need the tools of their trade ironware, pottery, leatherware, and, of course, arms, armor, and horses for war.^^Most agricultural products are produced in the villages, while artisans in the towns specialize in manufactured or artisanal goods like fabrics or ironware. Also, different resources can be found in different parts of the country. Consequently, the key to prosperity in the Northlands is trade -- both between the villages and the towns, and between the major towns themselves.^^When trade flows, goods will be available and affordable, the population of a settlement will be healthy and energetic, and migrants will flock from the nearby regions. The settlement will produce more, consume more, and be able to contribute more in taxes to their lords. When trade dries up, towns and villages will see their workers flee to seek work elsewhere, and economic activity will drift to a stand-still. Thus, it is in the interests of rulers to protect trade routes from the hazards of war and banditry. A smart merchant, however, may want to seek out towns which have become isolated from the rest of the land, as he or she may be able to turn a tidy profit from the resulting price imbalances.^^Because villagers usually plan to take their goods to market in towns, village markets will be rather quiet places, and villagers will buy cheap and sell dear. Serious merchants will stick to the towns to make a profit, although some parties may decide to make a quick stop in a village to acquire supplies.^^A player who wants to know about the factors affecting a region's prosperity can speak to the mayor of the local town. Other information can be gleaned from passers-by, although they might not know very much outside of their own particular trade. ip_courtship|Courtship ip_courtship_text|You may wish to marry into one of the Northlands' noble families. Marriage is not necessary for someone to rise in power and stature, but it does provide them with an opportunity to improve their relation with lords and establish a claim to the throne.^^Marriage requirements will be different for males and females. A male character will usually need to pursue a traditional path of courtship. He should establish a reputation in aristocratic society, get on good terms with his bride's parents or guardians, and then woo the lady according to local custom. If a player grows impatient, he may attempt to take a shortcut -- but there will be consequences in his relations with other lords.^^A male character should keep in mind that other lords will be competing with him for the affections of the kingdom's ladies. Also, a lady's tastes are unpredictable, and a player may also find that the object of his love does not love him in return. Romance, in the Northlands as elsewhere, does not always prosper. Of course, a player may resort to other, less gentlemanly means of winning a lady's heart, but again, that will have a serious impact on his reputation.^^To get started on the path of courtship, a male player should try to get involved in the social life of the aristocracy of the Northlands, attending feasts and tournaments. Also, wandering troubadours and poets can serve as a useful repository of information on courtship, and keep the player up to date about the latest gossip.^^Female characters can also marry -- but they should keep in mind that these societies are very traditional, and, as adventurers, they have chosen a very unconventional path for a woman. A female character may have to look for a while to find a lord who is open-minded enough to marry her.^^On the bright side, a female character does not have to go through the elaborate rituals of courtship, and she also may gain more from a marriage than her male counterpart. For a woman adventurer, marriage can be a quick path to power -- and an unscrupulous character may be able to use her husband as a tool of her political ambitions. ip_politics|Politics ip_politics_text|The realms of the Northlands, although they represent different cultures, all shared a basic political system that preceded feudalism. At the top of Germanic social hierarchy was the king, elected by a council of noblemen from the royal house. All the land of the realm belonged to the king, who distributed it among the aristocracy and the warriors who had performed outstanding deeds. This land however did not become their property and in case of death, either the king or the client, returned to the ruler. The nobility governed each shire in king's name with the responsibility for administration and justice, raising and leading the levies of men to the battlefield. For this purpose they divided their land into smaller parcels among the freemen who formed the backbone of the rural economy of the kingdom. These farmers and householders paid rent to their overlord and/or had several duties with him, such as building fortifications or working some days of the week during the harvest-time.^^This system of clientship was also practised between nobles, which established hierarchies of homage and political support. The increasingly powerful monasteries were autonomous ecclesiastical establishments with their own land and clients.^^A distinctive feature of the Celtic societies (Gaelic, Welsh and Pictish) was the importance of the corporate lineage-group, the clan. A large group of related people supposedly descended from one common ancestor, acting as an independent social and legal entity.^^When one realm in the Northlands makes war on another, the political unity of each kingdom is as important as the quality or number of its soldiers in determining the outcome. In a cohesive kingdom, nobles will join together in a large force to sweep their opponents before them. In a kingdom divided by petty quarrels, lords will fail to respond to the marshal's summons, or drift away to attend to their own business if a campaign is not going well. A faction's political cohesion will also impact warfare when campaigns are not in progress. In a divided faction, lords will be less likely to join together on raids and patrols or to come to each other's defense.^^If it seems nobles' bickering and quarrels are self-defeating when the enemy is just around the corner, keep in mind that ultimately, a noble's loyalty doesn't belong to a particular faction or culture, but to himself and to his family. If a noble fears that his faction is collapsing, or if he is being neglected by his liege, he can usually find a reason to withdraw his oath of allegiance and change sides. Players should keep this in mind, as they may find that there are opportunities to turn discontented former enemies into allies. ip_character_backgrounds|Character Backgrounds ip_character_backgrounds_text|A player character in the Northlands may choose to come from a variety of social backgrounds. This choice will affect not just his or her starting skills and equipment, but also the course of his or her career as an adventurer.^^War and politics in the Northlands are traditionally dominated by male aristocrats. A nobleman player character may find that he is invited into this 'old boys' club' fairly quickly, but women and commoners may face a few extra hurdles on the way. If you choose to start the game as a male nobleman, you can think of it as the 'easy' setting. Starting as a noblewoman or a male commoner is somewhat more difficult, and starting as a female commoner is probably the most challenging way to begin a game.^^However, women have some starting advantages. Simply by taking up arms, a female warrior will draw attention to herself, and she may find that she can build up her reputation faster than a male. Also, it is traditionally easier for a woman to marry up the social ladder than it is for a man, and a woman may find she can gain more from a strategic marital alliance than her male counterpart.^^Finally, keep in mind that the game does not place any limits on the upward mobility of characters based on their background. Noble or common, male or female, married or unmarried -- anyone can rise to become ruler of all the Northlands, if they are sufficiently brave, lucky, or resourceful. ip_military_campaigns|Military Campaigns ip_military_campaigns_text|When kingdoms in the Northlands go to war, their armies have two basic offensive options. They can try to attack villages and lay waste to the countryside, damaging their enemy's prestige and economy. Or, they can try to seize and hold castles or towns, taking territory. The second option can involve long, bloody sieges, but will yield more decisive results.^^It is important to note that the realms of the Northlands do not field standing armies, which remain in the field as long as the ruler desires. Rather, the realms of the Northlands are protected by the nobles, their companions, and the feudal levies they raise. Sometimes, these nobles launch their own private attacks into enemy territory, but the most decisive events will usually take place when the great hosts are assembled. The kingdom's marshal, a noble appointed by the king, will summon the host before the campaign and lead them out to battle. However, he should be careful not to keep them in the field for too long. Otherwise, the host will begin to disintegrate, as the vassals drift off to pursue their own business, and the army will be vulnerable to a counter-attack.^^For this reason, the rhythm of wars in the Northlands often resemble the rhythm of a duel between two individual combatants. One side will gather its strength and seek to land a blow against the enemy's territory. If the marshal spends too little time gathering the vassals, he may not be able to do any real damage. If he spends too much time, then the campaign may end before it has even begun. A large realm will have an advantage over a smaller one, just as a brawny combatant has an edge over a smaller foe, but a realm's political cohesion can also be a factor, just as a fighter with great stamina can outlast her opponent. Sometimes, the armies of two realms will meet head on, resulting in a major battle in which both numbers and morale will decide the outcome.^^Kingdoms will have imperfect intelligence about their enemies. Attacking lords will need to frequently scout enemy territory to determine which fortresses may be vulnerable. An army defending its homeland will benefit from the alarms raised by castles and towns, which broadcast intelligence about enemy movements in the area. Such intelligence will be imprecise, however, particularly when it comes to numbers. A defending force which sets out to raise a siege or rescue a village may be able to overwhelm an unprepared attacker -- or it may miscalculate, and find that it is the one to be overwhelmed. Attackers, in turn, must be careful how far they advance into enemy territory, with aggressive marshals venturing further than cautious ones.^^Players will be expected to join in their faction's military campaign, either by joining the host, or by scouting ahead into enemy territory. Some players may find that their realm's marshal is too cautious, or too aggressive, for their tastes. In this case, they can intrigue with other lords to try to replace the marshal, or build support to become the marshal themselves.^^Most wars are of limited duration. A king who goes to war will, for the sake of honor, feel obligated to pursue the conflict for a short while. However, unless he is soundly beating his enemy, he may soon start looking for a way out of the conflict, lest he leave himself vulnerable to an attack by a third party. The Northlands' rulers are keenly aware that today's ally may be tomorrow's enemy, and vice versa. ip_siege_warfare|Siege Warfare ip_siege_warfare_text|Viking Conquest offers siege warfare accurate to the Dark Ages period. When the player besieges a settlement, two paths can be taken to conquer the place by debilitation (hunger, diseases ...) or by assault.^^In the former case, the player's goal is to blockade the settlement and prevent it from receiving supplies or reinforcements. At the same time various actions can be performed to undermine morale, spread disease or destroy the food reserves of the settlement. This type of action will take longer, but also avoid a large number of casualties.^^In the latter case, direct action is undertaken, provided assault equipment is available or preparatory actions have been taken, such as wearing down the defenders or burning their houses and walls. This option should be used when the player feels ready to launch a full-scale assault to conquer the settlement. It has the advantage of leading to success more quickly, but usually at a relatively high cost in lives.^^In addition, when the settlement has a port, the player may equip a fleet and assault the port, leading an assault from the sea.^^The complexity and characteristics of the new siege system are too numerous to describe here in detail. The best thing is to discover and develop strategies on your own. ip_sea_travel|Sea Travel ip_sea_travel_text|Ferries on the world map transport your party between two stations. While this is cheap when your party is small, it becomes more expensive with party size.^^To travel longer distances on the sea, one may travel from one port town to another. This can be initiated from the town menu or by talking to the shipwright in the port part of the town scene. Similar to ferries, this service becomes more expensive with party size.^^Once you have your own ship, you may embark from the port it is in by clicking on 'Sail from port' in the town menu. You will return to the map, but this time at sea on your ship. Sea travel then works much like land travel.^^There are two different ways to get back on land. You can either click on a port or use a landing point. To find a landing point, travel closely along the coast or right click on your party and select 'find closest landing point.' As with ports, click on the landing point to disembark. In either case, your ships will remain at the position where you landed.^^If your party's size is greater than the capacity of your ships, you won't be able to embark. In this case, you can establish troop quarters (Camp menu) at your current position and another troop quarters at your target position, then transport your army step by step between both quarters.^^When traveling by sea on the campaign map, you can always check the current weather. After clicking on the 'Camp' button, current conditions are shown on the left side. If the weather conditions change, you will be notified by a message in the lower left corner of the screen.^^On the one hand, windy weather is good for the speed of your ships on the campaign map and in sea battles. On the other hand, the chance that it will damage your ships also increases. Damage worsens the condition of a ship, slowing it or even destroying when the condition reaches 'Dangerous.' You may check the conditions of your ships by clicking on 'Camp' and then on 'Fleet.'^^Finally, the weather also determines the behaviour of ships in battle. This can always be checked beforehand by clicking 'Camp' and then on 'Check location.'^^Sea travel is dangerous and can lower the morale of your troops. When this happens, you will be notified by a message. Troops especially dislike spending the night on the water. Therefore, consider plotting your route to make landfall by night. If morale on the sea gets too low, troops may mutiny.^^Some troops like Sailors and certain Norse troops are experienced seamen and will increase the travel speed of your ships on the campaign map. You can check the effect on the left side of the camp menu.^^If there is more than one ship in your fleet, the speed of the fleet is determined by its slowest ship. However, as soon as you have more than one ship in your fleet, you can split the fleet. To do so, travel close to a shore. Then click on 'Camp', 'Fleet' and finally on 'Leave ship at shore' to leave the slower ship(s) there. To bring ships together again, one needs to bring them all to a port. To get a overview of all your ships at their location, click on 'Character' and then on 'Ships.' ip_sea_battle|Sea Battle ip_sea_battle_text|At some point after starting to travel on the sea, you will participate in a naval battle.^^First of all, you need to know how to control your ship. You can give the command to row forward, fast forward, backwards, or stay. The up and down arrow keys switch between these commands. You can also give the command to go straight, starboard, hard starboard, port or hard port. The left and right arrow keys switch between these commands.^^Current commands are represented by arrows around the representation of your ship in the upper right corner. Press Enter to set the sail and Backspace to get a tactical view of the scene. Try these commands to get a feeling for steering a ship and the effect of the wind.^^As soon as you get close enough to an enemy ship, boarding will commence. The ships are lashed together and the fight starts.^If you are lucky, you may capture the enemy flagship after winning the fight.^^In a sea battle where you have several ships, you can give a 'stand ground' or 'charge' command to your ships, which are assigned to the ninth 'division.' The first troops in your army list will be together with you on the flagship. The other troops will be in the remaining ships. One can change one's flagship in a port or while camping on the sea.^^With a reasonably large fleet, one may attack towns from their sea sides. To do so, simply click on the enemy port town and you will have option to attack it once you reach it without first disembarking. ip_ship_info|Ships ip_ship_info_text|Sooner or later, you'll want to invest in a ship. There are several reasons to do this. Over the long term, it is the cheapest form of sea travel. It gives you complete freedom in movement on the sea. It opens new opportunities for trading and raiding.^^On the other hand, there are downsides. First of all, a ship is expensive, and you will have to save up some money to afford one. Furthermore, a ship can carry only a limited amount of troops.^^Another important consideration is speed. With a faster ship, you will more successfully catch or flee from other ships. The speed of a ship is determined by its type and condition.^^Finally the wood used for ship construction affects its durability. While ships made of oak wood are very durable, ships made of beech wood need to be repaired more often.^^When you feel ready to buy a ship, click on 'See the ships' in the town menu of a port town or talk to the shipwright. Port towns can have up to three ships for sale, but sometimes none are available. The type and amount of ships offered changes over time. While all port towns offer ships, one finds the best ships in Norse and Frisian ports. To see your ship, you can click on 'See the ships' in the town menu or walk to its pier.^^In a port, one may customize the sail of a ship or paint any ship made of oak. There is one special sail which is reserved for the ships of the player. It can be changed with a dedicated graphic editor (not included in Viking Conquest). For further information, see the 'Your Custom Sails' folder among the files of this DLC.^^Once you have a ship, the shipwright will interact with you in a different way and won't hesitate to offer advice. Shipwrights also offer to custom build ships. Better ships may require special materials that you will need to obtain and bring with you. Better ships also require more time for their construction and the more talented shipwrights in Norse ports. The first seven ships you have built can be named freely in the ship customization menu.^ ip_wounds|Wounds ip_wounds_text|The player may receive specific, debilitating wounds in battle. Physicians in larger towns will treat these wounds for a price, after which they will heal within a few days. Any negative effects will then be removed. If wound is not treated after some time, it will change to a scar, and the negative effects will then be permanent. ip_traits|Traits ip_traits_text|When you reach level 13, you can get one of these traits depending on your skill choices ^^Berserker Going berserk will give you momentary improved speed and strength in the heat of the battle. This brutal ferocity will make your vision turn red.^^Inspiring This acquired skill will increase your leadership in battle as your war cries strengthen the fierceness of your men in combat.^^Tough This skill will make your troops move faster and increase their agility in the battle.^^Strong Your preoccupation with the maintenance of your men's shields and armors will make it harder for the enemy to wound them.^^Use key T to activate these traits on the battlefield. ip_recruitment|Recruitment ip_recruitment_text|Recruitment in Viking Conquest is not automatic but depends on a number of factors.^^Firstly, in order to recruit in a village, fort or town, you need to obtain the permission of its lord. To do this, you'll need to have enough renown (150+) and be on good terms with the lord and his faction.^^For villages, you can also obtain permission from the village leader. For this route, you may use high renown (150+) and high relations (15+), or you can just try bribery. Bribing may or may not work, so you may have to try to bribe the leader more than once.^^Once permission is obtained, you are free to recruit as long as your relations with the settlement remain positive. In villages you may be able to recruit tier 1 troops. If have high enough relations (60+), you may be able to recruit tier 2 troops. If you happen to be the village's lord, you need only 20+ relations to do this.^^In castles and towns, you maybe able to recruit tier 2 troops. If your relations with the place are high enough (30+), there is 30% chance you may get a tier 3 troop. The maximum number of troops that you may be able to recruit is determined by your relations with the settlement, your leadership, your charisma, your religion, the predominant religion of the settlement, and whether or not you are the lord of the place.^^Other options are available. If you're Christian, you may be able to find some desperate refugees in monasteries. There is always a chance to find fellows looking for work at farmsteads. ip_wages|Wages ip_wages_text|Troop wages in Viking Conquest are affected primarily by the player's leadership. For higher level troops, the player's persuasion skill may become a bonus or a malus, depending on how good it is. For outlaw type troops, such as Robbers and Vikings, the player's reputation comes into play, giving a discount if player's reputation is worse than Notorious. ip_skills|Skills and Attributes ip_skills_text|When creating or developing a character in Viking Conquest, one has to pay attention to the many skills and attributes. Skills like persuasion and leadership are essential for trading, wages, lord and lady interaction, and forced conversion. Attributes such as intelligence and charisma are also essential in these activities, but will also affect your ability to marry or lead people.^^There are three important skills for the sea 'Sea King,' 'Navigation' and 'Looting.'^^One's Sea King level determines the amount of ships one can command. Level one allows up to two ships. Seven ships are the maximum at the Sea King level of four.^^The Navigation skill allows one to travel faster on the sea. It is the naval equivalent of the Pathfinding skill on land (which, by the way, will not help on the sea).^^A higher Looting skill results in a higher chance of capturing enemy ships.^ ip_tactical_controls|Tactical Controls ip_tactical_controls_text|Use the keyboard NUMBERS to select a division. Press 0 to select your entire force.^^Use F1-F4 to order selected divisions. Keep the F1 key down to place selected divisions. You may target an enemy division through this mechanism.^^Pressing the ENTER key often initiates an overhead Strategy Camera.^^Pressing the BACKSPACE key often initiates a Battle Command Display with 'radar.^^Pressing the H key will make your horse come to you (requires riding skill of 4 or higher).^^Pressing the Z key will enable Crouching.^^Holding the game key for Defending and pressing the game key for Action will execute a Shield Bash.^^Once you have developed a Trait, pressing the T key will activate it.^^In Multiplayer, holding the Q key and pressing the key for Defending will allow you to Taunt your opponents.' ip_division_placement|Division Placement ip_division_placement_text|When ONE division is selected, the center of its front rank is placed at the spot indicated.^^When MANY divisions are selected, they are separated and spread out as if the player were standing at the spot indicated.^^One may memorize the placement of selected divisions relative to the player by pressing F2, F7. Default is infantry to the left, cavalry right, and ranged forward. Placement is overridden for any division the player chooses to personally head through the Formations Options menu.^^If the camp menu game option is set, divisions will rotate to face the enemy. Otherwise, they will maintain the facing that the player had when they were placed. ip_formations|Formations ip_formations_text|The Complex Formations on the Battle Menu are ^^- RANKS with best troops up front^- SHIELD WALL, ranks with shields in front and longer weapons in back^- WEDGE with best troops up front^- SQUARE in no particular order^- NO FORMATION^^Even in the last case, the player can make formations up to four lines by ordering Stand Closer enough times. ip_dog_companion|Dog Companion ip_dog_companion_text|While wandering about, lost in your own thoughts, you suddenly hear a dog bark at you. Luckily, you have a piece of sausage with you. It's the beginning of a companionship. The dog will not leave your side, even on the battlefield, and soon earns a name.^On the battlefield, your dog is placed in division 9. The skills and abilities of your dog companion can be improved by giving him good food. ip_rents|Rents ip_rents_text|Every settlement that you own generates rents. Rents are paid weekly on average over a long term, but the frequency of payment is variable. Some weeks you may get payments, and during others you may get nothing. If the payment hasn't been processed by paydate, the entry in your budget will state that the rents were unpaid. If the village is looted, or fort or town is plundered, the entry in your budget will state that no rents are available. Once the village/fort/town is back to normal state, they will restart processing rent payments. Rents are also affected by prosperity of the settlement, presence of any special buildings, religious composition, tax rate and difficulty settings. Special buildings will continue generating rents even if the place is plundered. ip_quarters|Quarters ip_quarters_text|Quarters allow you leave some of your troops at a particular location on the map. You can have up to two quarters.^^There are several scenarios which make quarters useful ^- If you need to travel on a boat, but you can't afford to pay passage for all your troops^- If the capacity of your fleet isn't big enough to transport all your troops at the same time^- If you want to sneak into a town^- If you want to travel faster over the world map
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下位ページ Content Drawables, Views, And Layouts Viewのライフサイクル リソースファイルで Layouts と Drawables を定義するリソース Layout を使うレイアウト定義の一例 レイアウトリソースの使用方法 Drawables User Interface Making a user interface toolkit that can adapt to multiple products is hard, but it is even harder in the Garmin ecosystem. The mechanical designs of these products may be very different depending on the use case the product is designed for. As a result, the user interfaces of Garmin devices also vary by product some have physical buttons, some have coordinate touch screens, and some provide up, down, and action buttons. Rather than design a user interface toolkit that adapts to what device the UI is running on, the Connect IQ SDK makes it easier to port the user interface to different products. At the resource compiler level, we include a way to define a page in XML as well as specify page definitions per product. These tools make it easy to support multiple devices with a single app. Drawables, Views, And Layouts Watch faces と apps ではページスタック(page stack)をもっている。ヴュー(View)はページを表すオブジェクトである。ヴューはページスタックにプッシュしたちポップされたりする。まさにスタック。 ヴューはtransitionを使って、ページスタック上で別のヴューと入れ替えたりもできる。 View が画面。画面の構成を定義するのが Layout。Layout の要素として配置されるのが Drawables 、といったところか? 本家のページより抜粋 Viewのライフサイクル widgets と watch-apps では onStart() ← これはAppBase、つまりプログラム本体の関数WatchUi.Viewが取り込まれる前に実行される onLayout()リソースの読み込み。表示よりも前に実行される。 onShow()ヴューがForegroundに来た時に実行される。 onUpdate()ここで描画を実行。drawはここで使う。 onShow()の後、勝手に実行 WatchUI.requestUpdate()を実行しても、onUpdate()が実行される。 onHide() watchfaces と datafields では onLayout() onShow() onUpdate() class View { // ヴューのエントリポイントがonLayout(). // リソースが読み込まれ、レイアウトがセットされる前に呼ばれている。 // @param [Graphics.Dc] dc The drawing context // @return [Boolean] true if handled, false otherwise function onLayout( dc ); // When the View is brought into the foreground, onShow() is called. // @return [Boolean] true if handled, false otherwise function onShow(); // When a View is active, onUpdate() is used to update dynamic content. // This function is called when the View is brought to the foreground. // For widgets and watch-apps it is also called when WatchUi.requestUpdate() // is called. For watchfaces it is called once a minute and for datafields // it is called once a second. If a class that extends View does not // implement this function then any Drawables contained in the View will // automatically be drawn. // @param [Graphics.Dc] dc The drawing context // @return [Boolean] true if handled, false otherwise function onUpdate( dc ); // Before the View is removed from the foreground, onHide() is called. function onHide(); // Use setLayout() to set the layout for the View. If the extending class // does not override onUpdate(), then all Drawables contained in layout // will automatically be drawn by the View. // @param [Array] layout An array of Drawables function setLayout(layout); } 各ヴューはレイアウト(layout)を持っている。 レイアウトとはDrawablesとよばれる描画オブジェクトの集まりで、各Drawableはビューに置かれる。 Drawableはdrawメソッドを通じて、デバイスコンテキストへ描画される。 どんなDrawableを拡張したオブジェクトも描画オブジェクトで、プロパティはpublicになる。 Monkey C は、基本的はdrawablesとしてレイアウトにリソースとしてText, Bitmapを配置できる。 リソースファイルで Layouts と Drawables を定義する リソース Layout と Drawable は「リソース」ファイルとして定義する(することができる、が正しいか)。これにより Monkey C を扱わずとも、特定のデバイス向けのレイアウトを作成することができる。 加えて DrawableList オブジェクトを can also be defined, which are Drawable objects that can draw a number of graphics primitives. Layout を使う XML上でレイアウトを定義する場合、描画オブジェクトをレイアウトタグの中に並べればよい。リストに並べられた描画オブジェクトはMonkey Cの描画オブジェクトに変換され、次々と描画される。そのため、2つ以上の描画オブジェクトがあれば、1つ目を描画した上から2つ目が描画されることになる。 レイアウト定義の一例 resources layout id="MainLayout" drawable id="MainBackground" / label text="Page Heading" x="10" y="5" font="Gfx.FONT_LARGE" color="Gfx.COLOR_BLACK" / label text="Your information goes here." x="10" y="25" font="Gfx.FONT_MEDIUM" color="Gfx.COLOR_DK_GREY" / /layout /resources レイアウトリソースの使用方法 onLayout(dc)内で、setLayout()で登録 onUpdate(dc)内でView.onUpdate(dc)を呼び出す。ViewのonUpdate(dc)を呼び出さないとほっとかれる。 class MainView { function onLayout( dc ) { setLayout( Rez.Layouts.MainLayout( dc ) ); // レイアウトを読み込み } function onUpdate( dc ) { // Call parent’s onUpdate(dc) to redraw the layout View.onUpdate( dc ); // この下に更にアップデートする必要のあるものを記述 } } Layout タグでサポートされる属性 属性 定義 値 初期値 補足 id 紐付けるためのID番号This is used to reference the layout in the Rez module 半角文字で始まる値 NA 必須 Drawables (ビットマップファイル、drawable XML リソース) を drawable タグ を使って、レイアウトの中に含めることができる。 属性 定義 値 初期値 補足 id drawable の id The ID provided here references the drawable defined in the resource XML file 半角文字で始まる値 NA 必須; resource XML file で定義される必要あり Text can also be included in layouts. To inlude text use the label tag, which supports the following attributes 属性 内容 値 初期値 補足 text 表示する文字列 NA An empty string font フォント Graphics font constant or the ID of a user-defined font Graphics.FONT_MEDIUM x 表示X位置 ピクセル値、もしくは center 0 y 表示X位置 ピクセル値、もしくは center 0 justifcation How the text should be justified in relation to the X Y location Graphics text justify constant Graphics.TEXT_JUSTIFY_LEFT color The color of the text Graphics color constant or a 24-bit integer of 0xRRGGBB 形式 The current draw context’s foreground color Drawables Drawable XML resources consist of a list of basic drawables bitmaps and shapes. To create an XML drawable, define a drawable-list in an XML resource file. Both bitmap and shape tags should be be placed as child nodes inside the drawable-list . An example drawable-list resources drawable-list id="Smiley" background="Gfx.COLOR_YELLOW" shape type="circle" x="10" y="10" radius="5" color="Gfx.COLOR_BLACK" / shape type="circle" x="30" y="10" radius="5" color="Gfx.COLOR_BLACK" / bitmap id="mouth" x="15" y="25" filename="../bitmaps/mouth.png" / /drawable-list /resources To use this drawable in code do the following function onUpdate( dc ) { var mySmiley = new Rez.Drawables.Smiley(); mySmiley.draw( dc ); } The drawable-list tag supports the following attributes Attribute Definition Valid Values Default Value Notes id The ID of the drawable Any string that starts with a character NA Required x The X coordinate of the top left corner in relation to the parent element pixel value or center 0 y The Y coordinate of the top left corner in relation to the parent element pixel value or center 0 width The width of the drawable list. pixel value or fill fill height The height of the drawable list. pixel value of fill fill foreground The color of elements (shapes and text) drawn in this layout Graphics color constant or a 24-bit integer of the form 0xRRGGBB The current draw context’s foreground color background The background color of this layout Graphics color constant or a 24-bit integer of the form 0xRRGGBB Gfx.COLOR_TRANSPARENT The shape tag supports the following attributes Attribute Definition Valid Values Default Value Notes type The type of the shape to be drawn rectangle, ellipse, circle, or polygon NA Required x The X coordinate of the top left corner in relation to the parent element pixel value or center 0 y The Y coordinate of the top left corner in relation to the parent element pixel value or center 0 points A list of points which defines the polygon x1, y1], [x2, y2], ... , [xN, yN NA Required for polygon; must have at least 3 points width The width of the shape to be drawn pixel value or fill fill Only valid for ellipse and rectangle height The height of the shape to be drawn pixel value or fill fill Only valid for ellipse and rectangle color The color of the shape to be drawn Graphics color constant or a 24-bit integer of the form 0xRRGGBB The current draw context’s foreground color corner_radius The radius of the rounded corners of the rectangle pixel value 0 Only valid for rectangle radius The radius of the circle pixel value 0 Required for circle border_width The width of the border around the shape pixel value 0 Only valid for rectangle, ellipse, and circle border_color The color of the border around the shape Graphics color constant or a 24-bit integer of the form 0xRRGGBB The current draw context’s foreground color Only valid for rectangle, ellipse, and circle The bitmap tag supports the following attributes Attribute Definition Valid Values Default Value Notes id The ID of the drawable Any string that starts with a character NA Required x The X coordinate of the top left corner in relation to the parent element pixel value or center 0 y The Y coordinate of the top left corner in relation to the parent element pixel value or center 0 filename The relative path to the image that should be shown A valid, relative path NA Required Input Handling As if input handling wasn’t already one of the most important and complicated pieces of a UI toolkit, Garmin devices take the complication up a level. Unlike those touchable glowing rectangles that are modern smart phones, Garmin devices come in lots of shapes and sizes. Touch screens are not always ideal for all watch products, so there is a mix of input styles and screen technologies. It’s the job of the UI toolkit to make this coherent to the developer. Input and App Types Not all app types have access to input. Watch faces and data fields cannot handle input, though widgets can receive input (may be limited on some devices) and watch-apps will have the most input capability. Input Delegates The Delegate object is an object that implements a certain interface specific to input handling. Monkey C provides a low level InputDelegate that allows handling of events at a basic level. This is good when the app needs to handle button presses or screen presses in a particular way. module WatchUi { // This class implements basic input handling. A developer needs to override // the events they want to handle. class InputDelegate { // Key event // @param evt KEY_XXX enum value // @return true if handled, false otherwise function onKey( evt ); // Click event // @param evt Event object with click information // @return true if handled, false otherwise function onTap( evt ); // Screen hold event. Sent if user is touching // the screen // @param evt Event object with hold information // @return true if handled, false otherwise function onHold( evt ); // Screen release. Sent after an onHold // @param evt Event object with hold information // @return true if handled, false otherwise function onRelease( evt ); // Screen swipe event // @param evt Event function onSwipe( evt ); } } Behaviors Garmin makes products with a purpose, and that purpose can alter the design of one product line over another. Deciding whether a product has a touch screen or has buttons can depend on the environment in which the user will take. For instance, if the product is intended to be used in water (swimming, canoeing, on a boat), it may not have a touch screen. These decisions make for superior products, but also add to developer frustration due to device fragmentation. Most products will support common behaviors (next page, back a page), but how they are executed by the user may differ based on the available input types. To help with this dilemma, Monkey C exposes events at a behavior level. Behaviors separate high-level intentions from the actual input type—next page versus screen press. The BehaviorDelegate is a super class of InputDelegate and maps its low level inputs to common operations across multiple products. Using the BehaviorDelegate can lead to much more portable code. class BehaviorDelegate extends InputDelegate { // When a next page behavior occurs, onNextPage() is called. // @return [Boolean] true if handled, false otherwise function onNextPage(); // When a previous page behavior occurs, onPreviousPage() is called. // @return [Boolean] true if handled, false otherwise function onPreviousPage(); // When a menu behavior occurs, onMenu() is called. // @return [Boolean] true if handled, false otherwise function onMenu(); // When a back behavior occurs, onBack() is called. // @return [Boolean] true if handled, false otherwise function onBack(); // When a next mode behavior occurs, onNextMode() is called. // @return [Boolean] true if handled, false otherwise function onNextMode(); // When a previous mode behavior occurs, onPreviousMode() is called. // @return [Boolean] true if handled, false otherwise function onPreviousMode(); } Built In Handlers In general, complicated input from users and feedback to users should not be done on a wearable device, but should instead be done via a phone app or web page. However, sometimes the device needs to get some form of user input or provide confirmation to the user. WatchUi provides three widgets to handle input menus, the generic picker, and the number picker (the number picker has been deprecated in favor of the generic picker). Two additional handlers provided by WatchUi can be used to give feedback to the user the confirmation dialog and progress dialog. Menu A menu is a list of options for the user. The options are displayed in a list that matches the device the app is running on. A menu can be defined in the resource XML file using the following format menu id="MainMenu" menu-item id="item_1" Item 1 /menu-item menu-item id="item_2" Item 2 /menu-item /menu The resource compiler will then take this XML and generate a Menu object in the Rez module. In order to use this menu, a developer simply needs to push the menu and a delegate for the menu using Ui.pushView() class MyClass extends Ui.View { function openTheMenu() { Ui.pushView( new Rez.Menus.MainMenu(), new MyMenuDelegate(), Ui.SLIDE_UP ); } } class MyMenuDelegate extends Ui.MenuInputDelegate { function onMenuItem(item) { if ( item == item_1 ) { // Do something here } else if ( item == item_2 ) { // Do something else here } } } Generic Picker The Picker class, along with the PickerDelegate and PickerFactory classes, provides applications with the ability to create onscreen lists of user-selectable objects. A picker consists of one or more choosable objects, a title, a next and previous arrow, and a confirm button. The next and previous arrows and the confirm button are device specific but can be overwritten if desired. Pickers are pushed using WatchUi.pushView(), providing a PickerDelegate for the input delegate. A PickerFactory is required to indicate what should be displayed for each pickable value. Sample picker implementations can be found in the Picker sample project, inside the samples/Picker directory. User Interface [Main components of a generic picker layout] The above image is a representation of the general structure of what a picker should look like on a square screen. Other screen formats should have the same layout with some size differences to account for the screen and button layout. The top red bar represents where the title of the picker is displayed. Up and down arrows to scroll through the available options are placed where the green boxes are. The leftmost blue box is where the last item you selected is shown if the picker has multiple selectable items. The center blue box is the item you are currently selecting. The white box will either be the next selectable item in the list or the button to confirm your selection. Development Interface class Picker extends Toybox.WatchUi.View { // Constructor // @param [Dictionary] options @see Picker#setOptions function initialize( options ); // Set the options for the Picker. // @param [Dictionary] options the options for the Picker // @option options [Drawable] title the title for the Picker. Required. // @option options [Array] pattern an Array of [Object] for the Picker to display. If the Array entry is a PickerFactory then it is presented to the user to make a choice. If it is a Drawable then it is display only. Required. // @option options [Array] defaults an Array of [Number] indicating the starting index for each entry in pattern. Optional. // @option options [Drawable] nextArrow a custom next icon for the Picker. Optional. // @option options [Drawable] previousArrow a custom previous icon for the Picker. Optional. // @option options [Drawable] confirm a custom confirm icon for the Picker. Optional. function setOptions( options ); } class PickerDelegate { // Handle a confirm event from a [Picker] // @param [Array] values The chosen values from the Picker. For [Drawable] entries, null will be returned for that value. function onAccept( values ); // Handle a cancel event from a [Picker] function onCancel(); } class PickerFactory { // Generate a Drawable instance for a given item // @param [Number] item Item index // @param [Boolean] isSelected true if the current item is the selected item, false otherwise // @return [Drawable] object to be rendered function getDrawable( item, isSelected ); // Return a representative value for this item // @param [Number] item Item index // @return [Object] Representative item for the given index function getValue( item ); // Get the number of items in the factory // @return [Number] number of items in the factory function getSize(); } Number Picker - DEPRECATED To allow the user to pick or adjust numerical data, the number picker widget is your best bet. The number picker widget allows for editing or adjusting of common numerical types. Here’s an example of number picker use enum { NUMBER_PICKER_DISTANCE, // A Float in meters NUMBER_PICKER_TIME, // A Duration NUMBER_PICKER_TIME_MIN_SEC, // A Duration NUMBER_PICKER_TIME_OF_DAY, // A Duration representing the number of seconds since midnight NUMBER_PICKER_WEIGHT, // A Float in kilograms NUMBER_PICKER_HEIGHT, // A Float in meters NUMBER_PICKER_CALORIES, // A Number NUMBER_PICKER_BIRTH_YEAR // A Number } class NumberPicker { // Constructor // @param mode An enum value of type NUMBER_PICKER_* // @param initialValue The initial value for the Number Picker, type // depends on mode function initialize( mode, initialValue ); } class NumberPickerDelegate { // When a number is chosen, onNumberPicked() is called, passing the // chosen value. // @param value The chosen number, type depends on the NumberPicker mode function onNumberPicked( value ); } Confirmation Dialog The confirmation dialog provides a simple yes/no dialog. This is useful when presenting a simple selection. enum { CONFIRM_NO, CONFIRM_YES } class Confirmation { // Constructor // @param [String] message A textual confirmation message function initialize( message ); } class ConfirmationDelegate { // When a response is chosen, onResponse() is called, passing // the response of CONFIRM_NO or CONFIRM_YES // @param response The response of the confirmation of CONFIRM_NO or CONFIRM_YES function onResponse( response ); } Progress Bar The progress dialog gives a standard wait dialog. It has two modes—one that shows the completion of some process, and a second that acts a wait timer displaying an indeterminate amount of progress. The look and feel of the progress bar will be device-specific. class ProgressBar { // Constructor // @param [String] displayString The string to display on the progress bar view // @param [Float] startValue The initial value for the progress bar (0-100), null for "busy" function initialize( displayString, startValue ); // Use setProgress() to set the value of the progress bar. // @param [Float] progressValue The value for the progress bar (0-100), null for "busy" function setProgress( progressValue ); // Use setDisplayString() to set the string displayed on the progress bar view. // @param [String] displayString The string to display on the progress bar view function setDisplayString( displayString ); }
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Motion Capture and Face Tracking SynthEyes offers the exciting capability to do full body and facial motion capture using conventional video or film cameras. STOP! Unless you know how to do supervised tracking and understand moving-object tracking, you will not be able to do motion tracking. The material here builds upon that earlier material; it is not repeated here because it would be exactly that, a repetition. First, why and when is motion capture necessary? The moving-object tracking discussed previously is very effective for tracking a head, when the face is not doing all that much, or when trackable points have been added in places that don’t move with respect to one another (forehead, jaws, nose). The moving-object mode is good for making animals talk, for example. By contrast, motion capture is used when the motion of the moving features is to be determined, and will then be applied to an animated character. For example, use motion capture of an actor reading a script to apply the same expressions to an animated character. Moving-object tracking requires only one camera, while motion capture requires several calibrated cameras. Second, we need to establish a few very important points this is not the kind of capability that you can learn on the fly as you do that important shoot, with the client breathing down your neck. This is not the kind of thing for which you can expect to glance at this manual for a few minutes, and be a pro. Your head will explode. This is not the sort of thing you can expect to apply to some musty old archival footage, or using that old VHS camera at night in front of a flickering fireplace. This is not something where you can set up a shoot for a couple of days, leave it around with small children or animals climbing on it, and get anything usable whatsoever. This is not the sort of thing where you can take a SynthEyes export into your animation software, and expect all your work to be done, with just a quick render to come. And this is not the sort of thing that is going to produce the results of a $250,000 custom full body motion capture studio with 25 cameras. With all those dire warnings out of the way, what is the good news? If you do your homework, do your experimentation ahead of time, set up technically solid cameras and lighting, read the SynthEyes manual so you have a fair understanding what the SynthEyes software is doing, and understand your 3-D package well enough to set up your character or face rigging, you should be able to get excellent results. In this manual, we’ll work through a sample facial capture session. The techniques and issues are the same for full body capture, though of course the tracking marks and overall camera setup for body capture must be larger and more complex. Introduction To perform motion capture of faces or bodies, you will need at least two cameras trained on the performer from different angles. Since the performer s head or limbs are rotating, the tracking features may rotate out of view of the first two cameras, so you may need additional cameras to shoot more views from behind the actor. The fields of view of the cameras must be large enough to encompass the entire motion that the actor will perform, without the cameras tracking the performer (OK, experts can use SynthEyes for motion capture even when the cameras move, but only with care). You will need to perform a calibration process ahead of time, to determine the exact position and orientation of the cameras with respect to one another (assuming they are not moving). We’ll show you one way to achieve this, using some specialized but inexpensive gear. Very Important You’ll have to ensure that nobody knocks the cameras out of calibration while you shoot calibration or live action footage, or between takes. You’ll need to be able to resynchronize the footage of all the cameras in post. We’ll tell you one way to do that. Generally the performer will have tracker markers attached, to ensure the best possible and most reliable data capture. The exception to this would be if one of the camera views must also be used as part of the final shot, for example, a talking head that will have an extreme helmet added. In this case, markers can be used where they will be hidden by the added effect, and in locations not permitting trackers, either natural facial features can be used (HD or film source!), or markers can be used and removed as an additional effect. After you solve the calibration and tracking in SynthEyes, you will wind up with a collection of trajectories showing the path through space of each individual feature. When you do moving-object tracking, the trackers are all rigidly connected to one another, but in motion capture, each tracker follows its own individual path. You will bring all these individual paths into your animation package, and will need to set up a rigging system that makes your character move in response to the tracker paths. That rigging might consist of expressions, Look At controllers, etc; it s up to you and your animation package. Camera Types Since eachcamera s fields of view must encompass the entire performance (unless there are many overlapping cameras), at any time the actor is usually a small portion of the frame. This makes progressive DV, HD, or film source material strongly suggested. Progressive-scan cameras are strongly recommended, to avoid the factor of two loss of vertical resolution due to interlacing. This is especially important since the tracking markers are typically small and can slip between scan lines. While it may make operations simpler, the cameras do not have to be the same kind, have the same aspect ratio, or have the same frame rate. Resist the urge to use that old consumer-grade analog videotape camera as one of the cameras—the recording process will not be stable enough for good results. Lens distortion will substantially complicate calibration and processing. To minimize distortion, use high-quality lenses, and do not operate them near their maximum field of view, where distortion is largest. Do not try to squeeze into the a small studio space. Camera Placement The camera placements must address two opposing factors one, that the cameras should be far apart, to produce a large parallax disparity with good depth perception, and that the cameras should be close together, so that they can simultaneously observe as many trackers as possible. You’ll probably need to experiment with placement to gain experience, keeping in mind the performance to be delivered. Cameras do not have to be placed in any discernable pattern. If the performance warrants it, you might want coverage from up above, or down below. If any cameras will move during the performance, they will need a visible set of stationary tracking markers, to recover their trajectory in the usual fashion. This will reduce accuracy compared to a carefully calibrated stationary camera. Lighting Lighting should be sufficient to keep the markers well illuminated, avoiding shadowing. The lighting should be enough to be able to keep the shutter time of the cameras as low as possible, consistent with good image quality. Calibration Requirements and Fixturing In order for motion tracking footage to be solved, the camera positions, orientations, and fields of view must be determined, independent of the “live” footage, as accurately as possible. To do this, we will use a process based on moving-object tracking. A calibration object is moved in the field of view of all the cameras, and tracked simultaneously. To get the most data fastest and easiest, we constructed a prop we call a “porcupine” out of a 4” Styrofoam ball, 20-gauge plant stem wires, and small 7 mm colored pom-pom balls, all obtained from a local craft shop for under $5. Lengths of wire were cut to varying lengths, stuck into the ball, and a pom-pom glued to the end using a hot glue gun. Retrospectively, it would have been cleverer to space two balls along the support wire as well, to help set up a coordinate system. The porcupine is hung by a support wire in the location of the performer s head, then rotated as it is recorded simultaneously from each camera. The porcupine s colored pom-poms can be viewed virtually all the time, even as they spin around to the back, except for the occasional occlusion. Similar fixtures can be built for larger motion capture scenarios, perhaps using dolly track to carry a wire frame. It is important that the individual trackable features on the fixture not move with respect to one another their rigidity is required for the standard object tracking. The path of the calibration fixture does not particularly matter. Camera Synchronization The timing relationship between the different cameras must be established. Ideally, all the cameras would all be gen-locked together, snapping each image at exactly the same time. Instead, there are a variety of possibilities which can be arranged and communicated to SynthEyes during the setup process. Motion capture has a special solver mode on the Solver Panel individual mocap. In this mode, the second dropdown list changes from a directional hint to control camera synchronization. If the cameras are all video cameras, they can be gen-locked together to all take pictures identically. This situation is called “Sync Locked.” If you have a collection of video cameras, they will all take pictures at exactly the same (crystal-controlled) rate. However, one camera may always be taking pictures a bit before the other, and a third camera may always be taking pictures at yet a different time than the other two. The option is “Crystal Sync.” If you have a film camera, it might run a little more or a little less that 24 fps, not particularly synchronized to anything. This will be referred to as “Loose Sync.” In a capture setup with multiple cameras, one can always be considered to be Sync Locked, and serve as a reference. If it is a video camera, other video cameras are in Crystal Sync, and any film camera would be Loose Sync. If you have a film camera that will be used in the final shot, it should be considered to be the sync reference, with Sync Locked, and any other cameras are in Loose Sync. The beginning and end of each camera s view of the calibration sequence and the performance sequence must be identified to the nearest frame. This can be achieved with a clapper board or electronic slate. The low-budget approach is to use a flashlight or laser pointer flash to mark the beginning and end of the shot. Camera Calibration Process We’re ready to start the camera calibration process, using the two shot sequences LeftCalibSeq and RightCalibSeq. You can start SynthEyes and do a File/New for the left shot, and then Add Shot to bring in the second. Open both with Interlace=Yes, as unfortunately both shots are interlaced. Even though these are moving-object shots, for calibration they will be solved as moving-camera shots. You can see from these shots how the timing calibration was carried out. The shots were cropped right before the beginning of the starting flash, and right after the ending flash, to make it obvious what had been done. Normally, you should crop after the starting flash, and before the ending flash. On your own shots, you can use the Image Preprocessing panel s Region-of-interest capability to reduce memory consumption to help handle long shots from multiple cameras. You should supervise-track a substantial fraction of the pom-poms in each camera view; you can then solve each camera to obtain a path of the camera appearing to orbit the stationary pom-pom. Next, we will need to set up a set of links between corresponding trackers in the two shots. The links must always be on the Camera02 trackers, to a Camera01 tracker. This can be achieved at least three different ways. Matching Plan A Temporary Alignment This is probably easiest, and we may offer a script to do the grunt work in the future. Begin by assigning a temporary coordinate system for each camera, using the same pom-poms and ordering for each camera. It is most useful to keep the porcupine axis upright (which is where pom-poms along the support wire would come in useful, if available); in this shot three at the very bottom of the porcupine were suitable. With matching constraints for each camera, when you re-solve, you will obtain matching pairs of tracker points, one from each camera, located very close to one another. Now, with the Coordinate System panel open, Camera02 active, and the Top view selected, you can click on each of Camera02 s tracker points, and then alt-click (or command-click) on the corresponding Camera01 point, setting up all the links. As you complete the linking, you should remove the initial temporary constraints from Camera02. Matching Plan B Side by Side In this plan, you can the Camera Perspective viewport configuration. Make Camera01 active, and in the perspective window, right-click and Lock to current camera with Camera01 s imagery, then make Camera02 active for the camera view. Now camera and perspective views show the two shots simultaneously (Experts you can open multiple perspective windows and configure each for a different shot.). You can now click the trackers in the camera(02) view, and alt-click the matching (01) tracker in the perspective window, establishing the links. Reminder The coordinate system control panel must be open for linking. This will take a little mental rotation to establish the right correspondences; the colors of the various pom-poms will help. Matching Plan C Cross Link by Name This plan is probably more trouble than it worth for calibration, but can be an excellent choice for the actual shots. You assign names to each of the pom-poms, so that the names differ only by the first character, then use the Track/Cross-Link by Name menu item to establish links. It is a bit of pain to come up with different names for the pom-poms, and do it identically for the two views, but this might be more reasonable for other calibration scenarios where it is more obvious which point is which. Completing the Calibration We’re now ready to complete the calibration process. Change Camera02 to Indirectly solving mode on the Solver panel . Note the initial position of Camera01 is going to stay fixed, controlling the overall positions of all the cameras. If you want it in some particular location, you can remove the constraints from it, reset its path from the 3-D panel, then move it around to a desired location Solve the shot, and you have two orbiting cameras remaining at a fixed relative orientation as they orbit. Run the Motion Capture Camera Calibration script from the Script menu, and the orbits will be squished down to single locations. Camera01 will be stationary at its initial location, and Camera02 will be jittering around another location, showing the stability of the offset between the two. The first frame of Camera02 s position is actually an average relative position over the entire shot; it is this location we will later use. You should save this calibration scene file (porcupine.sni); it will be the starting point for tracking the real footage. The calibration script also produces a script_output.txt file in a user-specific folder that lists the calibration data. Body and Facial Tracking Marks Markers will make tracking faster, easier, and more accurate. On the face, markers might be little Avery dots from an office supply store, “magic marker” spots, pom-poms with rubber cement(?), mascara, or grease paint. Note that small colored dots tend to lose their coloration in video images, especially with motion blur. Make sure there is a luminance difference. Single-pixel-sized spots are less accurate than those that are several pixels across. Markers should be placed on the face in locations that reflect the underlying musculature and the facial rigging they must drive. Be sure to include markers on comparatively stationary parts of the head. For body tracking, a typical approach is to put the performer in a black outfit (such as UnderArmour), and attach table-tennis balls as tracking features onto the joints. To achieve enough visibility, placing balls on both the top and bottom of the elbow may be necessary. Because the markers must be placed on the outside of the body, away from the true joint locations, character rigging will have to take this into account. Preparation for Two-Dimensional Tracking We’re ready to begin tracking the actual performance footage. Open the final calibration scene file. Open the 3-D panel . For each camera, select the camera in the select-by-name dropdown list. Then hit Blast and answer yes to store the field of view data as well. Then, hit Reset twice, answering yes to remove keys from the field of view track also. The result of this little dance is to take the solved camera paths (as modified by the script), and make them the initial position and orientation for each camera, with no animation (since they aren’t actually moving). Next, replace the shot for each camera with LeftFaceSeq and RightFaceSeq. Again, these shots have been cropped based on the light flashes, which would normally be removed completely. Set the End Frame for each shot to its maximum possible. If necessary, use an animated ROI on the Imaging Preprocessing panel so that you can keep both shots in RAM simultaneously. Hit Control-A and delete to delete all the old trackers. Set each Lens to Known to lock the field of view, and set the solving mode of each camera to Disabled, since the cameras are fixed at their calibrated locations. We need a placeholder object to hold all the individual trackers. Create a moving object, Object01, for Camera01, then a moving object, Object02, for Camera02. On the Solving Panel, set Object01 and Object02 to the Individual mocap solving mode, and set the synchronization mode right below that. Two-Dimensional Tracking You can now track both shots, creating the trackers into Object01 and Object02 for the respective shots. If you don’t track all the markers, at least be sure to track a given marker either in both shots, or none, as a half-tracked marker will not help. The Hand-Held Use Others mode may be helpful here for the rapid facial motions. Frequent keying will be necessary when the motion causes motion blur to appear and disappear (a lot of uniform light and short shutter time will minimize this). Linking the Shots After completing the tracking, you must set up links. The easiest approach will probably be to set up side-by-side camera and perspective views. Again, you should link the Object02 trackers to the Object01 trackers, not the other way around. Doing the linking by name can also be helpful, since the trackers should have fairly obvious names such as Nose or Left Inner Eyebrow, etc. Solving You’re ready to solve, and the Solve step should be very routine, producing paths for each of the linked trackers. The final file is facetrk.sni. Afterwards, you can start checking on the trackers. You can scrub through the shot in the perspective window, orbiting around the face. You can check the error curves and XYZ paths in the graph editor . By switching to Sort by Error mode , you can sequence through the trackers starting from those with the highest error. Exports Rigging When you export a scene with individual trackers, each of them will have a key frame on each frame of the shot, animating the tracker path. It is up to you to determine a method of rigging your character to take advantage of the animated tracker paths. The method chosen will depend on your character and animation software package. It is likely you will need some expressions (formulas) and some Look-At controls. For full-body motion capture, you will need to take into account the offsets from the tracking markers (ie balls) to the actual joint locations. Modeling You can use the calculated point locations to build models. However, the animation of the vertices will not be carried forward into the meshes you build. Instead, when you do a Convert to Mesh operation in the perspective window, the current tracker locations are frozen on that frame. If desired, you can repeat the object-building process on different frames to build up a collection of morph-target meshes.
https://w.atwiki.jp/banished/pages/172.html
■ゲームの概要 Gameplay Overview・住民 Citizens・資源 Resources・建物と建設 Buildings and Construction・災害 Disasters■ナビゲーションコントロール Navigation Controls .■メインツールバー Main Toolbar・シミュレーション速度 Simulation Speed■ツールとレポート Tools and Reports・ステータスバー Status Bar・イベントログ Event Log・エリアマップ Area Map・職業 Professions・資源の上限 Resource Limits・優先ツール Priority Tool・通勤経路ツール Path Tool・カメラの位置 Camera Locations・町の統計 Town Statistics・ヘルプ Help■生活の場と住宅 Home and Housing .・木造の家 Wooden Houses・石造りの家 Stone Houses・下宿 Boarding houses ■道路と橋 Roads and Bridges・未舗装の道 Dirt Roads・石畳の道 Stone Roads・橋 Bridges・トンネル Tunnels■保管、市場と交易 Storage, Markets & Trade・納屋 Strage barns・資材置場 Stock Piles・市場 Markets・交易所 Trading Posts■町のサービス Town Service・井戸 Wells・学校 Schools・病院 Hospitals・タウンホール(役場) Town Halls・チャペル(教会) Chapels・共同墓地 Cemeteries■食糧の生産 Food Production・畑 Crop Fields・果樹園 Orchards・放牧地 Pastures・釣り小屋 Fishing Docks・狩猟小屋 Hunting Cabin・採集小屋 Gatherers Huts ■資源生産 Resource Production .・薪割り Woodcutters・林業 Foresters・薬師 Herbalists・鍛冶屋 Blacksmiths・仕立屋 Tailors・酒場 Taverns・鉱業 Mines・採石場 Quarries■破壊と除去ツール Removing Structure・建物を破壊する Removing Structure・資源の除去(収集) Removing Resources・伐採 Harvesting Trees・石の収集 Collecting Stone・鉄の収集 Collecting Iron・道路を削除する Removing Roads・除去のキャンセル Canceling Removal■クレジット Credits スクール(学校) Schools 学校は、住民に教育を施します。 教養のある住民は、どんな職業に割り当てられようとも、より多くの資源を生産します。 学校で子どもたちに教育を施す前に、教師を働き手として割り当てる必要があります。 学校は一度に20人の学生を教育することができます。 より大人数を教育するためには、複数の学校と教師が必要となります。 子どもを育てる空きが学校にあり、教師が配属されているなら、彼/彼女が就労可能年齢に達した場合、教養のある労働者になるでしょう。 子どもの通える学校がない場合には、彼らは教育を受ける機会を逃し、無教養の労働者になります。 学生の修学期間中に、教師が学校からいなくなった場合、学生達は通学可能な別の学校を探します。 別の学校が見つからなかったときは、彼らは教育を受けていない一般の労働者となります。 学校をクリックすると、何人の生徒が通学しているかを表示します。 ボタンをクリックすると、学校での教育について、有効または無効を切り替えることができます。 仕事が有効でない場合は、子ども達はその学校には通学しません。 Schools are used to increase the education of citizens. Educated citizens will produce moreresource in any profession they may be assigned to. A school house requires a teacher to be assigned as a worker before children can be educated. A school can only educate 20 students at once. You ll need more than one school house and teacher to educate larger populations. When a child grows up and reaches an age where he or she could work, if there is space in a school that is staffed by a teacher, they ll become educated workers. If a child doesn t have a school to attend, they ll become a uneducated worker, having missed their chance to be educated. If a teacher is removed from a school while students are attending it, the students will try to find another school to attend. If there is no school for them, they will become general laborers that aren t educated. Clicking on the school house will show how many students are being educated in the school. Clicking on the button will toggle enabling or disabling education at the school. If work is not occurring, no students will be educated at the school house.
https://w.atwiki.jp/michealfeng/pages/18.html
Everybody who is seriously interested in golfing must have a golf bag. Just as any fantastic, major soccer player will have their own individual soccer or any major carpenter may have their particular instruments, any golfer no matter what skill amount whom is passionate about the game need to have their own personal golfing bag. On the list of benefits of a golfing bag is that it permits you to definitely focus on your own recreation by letting you the convenience of readily available and organized tools. From starter to professional, one thing to hold close to your clubs with is vital. There are plenty of items you ought to be mindful of even though just before paying for a bag. Bear in mind there are two kinds of bags in general, cart baggage and have luggage. A carry bag is made use of if bao bao issey miyake you will do loads of walking around the class, and you simply will just carry this bag along with you. In distinction, cart baggage you would probably use once you do considerably less going for walks an could well be mainly using in a very golfing cart. These cart bags would be required when you ever make a decision to go to a golf study course which prohibits going for walks, there are numerous that do. In the event you are just starting off your golf video game then you should really possibly buy a have bag since they are inexpensive. Even so, as your turn into extra professional and even more of a expert you then must eventually buy a cart bag. You could be a commencing golfer and question why you d probably even need a bag of you merely possess a number of golf equipment. A golfing bag is one thing that reveals how significant you might be, and makes it possible for you flexibility when playing the sport. You may have fewer trouble fumbling about using your clubs or other tools, and become able to just participate in. You should thoroughly evaluate the bag inside and out. Assess how comfortable it is actually on you though walking, ahead of you buy it test it on and stroll all around in the shop. Notice the straps on the bag and find out whenever they have excellent padding and adjustability. Maintain in your mind you ll commit various hours at a time using this bag and hauling it close to. You ll also wish to be aware in the kind and excellent of your bag materials, very low quality materials will split down in only a number of months of golfing, you do not need to own to acquire an additional bag following year. You will find water resistant baggage to guard versus rain. Most baggage will delay to fifteen golf equipment, so remember of what you at this time want and allow a little home for replica dior enlargement. Pounds is another main, along with the most vital, factor it s essential to take into consideration when picking your bag. Find a balance amongst sturdiness and lightness. You are doing desire a potent, sound bag but do not want it to generally be large. You will come across 8 - ten pockets in most golf luggage, however, you will get a lot more if you have to have the extra home. Remember the more place and dividers you have will improve the weight on the bag, so opt for diligently. All round, go with a bag in your funds that offers by far the most room and greatest products per pound.
https://w.atwiki.jp/dissidia012/pages/13.html
途中からです Odin Seeking assistance? Then I shall split your enemies in two. Light So a fairy tale aims to assist me? Odin I shall not answer your call; I ride as I please... Light Fine. Then let s go. Light I should probably prepare before heading on. Cutscene Cosmos Lightning... Lightning I guess the rest of em still haven t made it back here yet. The fighting out there...it s something else. Those things, those manikins… they just keep coming. And every one of ‘em wants us dead. And Kain… I don’t know what he’s after, but hels turned on us, and now he’s attacking his own allies. I got separated from the others. I’m not sure they even managed to get out. WOL Cosmos? Cosmos It’s Jecht… I felt his spirit growing weaker, and then…it vanished. WOL Vanished? So he was slain by one of Chaos’s fiends. Lightning I wouldn’t bet on it. They have someone on the inside doing their work for ‘em. Cosmos You think…Kain did it? Lightning Jecht’s not the only one he’s gotten to. I saw him with my own eyes. I saw the friend he’d already betrayed, and I saw him try to claim his next victim too. Cosmos You must be mistaken. I can sense all of the other warriors are still― Lightning The other warriors aren’t coming! Listen to me. Two of us made it out of that mess alive, and you’re right at ‘em! We keep taking orders from you, and we can forget about the crystals. We won’t last that long! Of all the stupid things to die for… WOL You are absolutely correct. We cannot win. Cosmos No… Lightning You too… Just like Kain, huh? Another traitor! What do you even want? WOL I am afraid that does not concern you at present. <対 ウォーリアオブライト戦> WOL Toss aside your blade, and say good night. Lightning No thanks. It’s not my bedtime. Cosmos Stop! You mustn’t fight! Hear me, warriors. Stay your blades. Speak. You know more than you reveal. WOL My pardons. I meant to speak to you about Kain later. This fight, you see… Kain and I… We’ve yielded. Lightning What does that mean? No sooner had Cosmos imbued us with her power than the twisted warriors we came to know as manikins appeared in this world. An endless spring of military might, directed by the forces of Chaos. For each we would slay, two more would take its place. Had we so chosen, we cloud have battled until our last ounce of strength was drained. There was one thing, however, that we knew we could never do win. And the longer we fought, the more painfully apparent that became. WOL (It’s no use… No matter how many fall, There is always another wave.) (What kind of numbers must these abominations have?) Kain! Kain My friend. You’re unscathed. WOL Yes… But breaks in the fighting are few and far between. I can only hope the others have fared as well. Kain Manikins… Hm. WOL What of them? Kain I wonder. How do you place our odds? Against numbers like these, do you think we actually stand to win? WOL I cannot speak for the outcome, but we can fight as long as we have strength. Kain That’s one answer. You are correct. We can fight for as long. as we have strength, and almost certainly lose. But IF! IF there were a way to make winning possible, by accepting that loss as inevitable… Would you be able to commit yourself to such a purpose? WOL What do you mean? Kain We are trapped. This war is a cycle with no proper end. We fight and fall, we are revived, and the process repeats. WOL I realize it’s not easy to believe. Kain But consider. If what I’ve said to you is true, then so is this We’ll have another chance. As long as some of our strength remains, we will be brought back and provided with a chance to fight again. Lightning You’re taking down your own allies and putting them to sleep so they’ll get revived? You expect me to buy into that? You don’t think we can win, so you think we should just lose on purpose!? WOL I do. It is our only hope of success. Lightning Where do you even dream up a fairy tale like that!? Look… Even if what you’re saying wasn’t completely crazy, what’s the point in getting revived so we can keep fighting an endless war? I mean… if this war isn’t gonna end… …why even fight? What in the world are we doing here? WOL Making the war end. Is that not correct, Cosmos? We are here to use the power Cosmos has granted us, our crystals, to bring the cycle grinding to a halt. But as matters stand, we are doomed to fail before we can even obtain them. “Manikins are merciless.” “They know only how to deliver death and destruction, from which there can be no return.” ??? If we do not embrace the cycle, the crystals will never be ours to wield. Leguna Not exactly uplifting. Yuna We don’t even have the time to consider our options. WOL It was my hope that you would journey onward, to face the next battle. Yuna And you? What are you going to do? WOL I’ve sworn an oath to Kain. While he puts the other warriors to sleep, I am to serve as his shield. Leguna Are you guys, like, brothers in arms, to the bitter end? WOL Whatever hope we have rests upon you and the next fight. Sometimes you must lose a battle to win the war. Please try to accept this. The crystals are our only hope. Lightning You’re wrong. The two of you can do whatever you want. But don’t go asking me to believe in this crap. Me… I make my own fate. I’ll keep looking for hope until I find some. WOL Lightning… Lightning Say your “next battle” were to start now. There wouldn’t be any fewer enemies out there. And starting over fresh doesn’t guarantee we’d get our crystals any faster either. At the very least, we might as well cut their numbers down first. It sure can’t hurt, can it? And it might just give us a shot. Leguna Guess now’s as good a time as any. Just happens I’ve got some intel that might change the whole game. You wanna even our odds? Try this on I know where the manikins are coming from. Well, more “how to find where they come from”. But if you wanna go lookin’, I’m up for it. Lightning You are? Vaan You know… I’m in too. I promised to help end this thing, and that’s what I’m gonna do. I’m not givin’ up now. I’m finishing what I started. We’ve got better things to do than napping. Lightning Vaan… Yuna I’m coming too. I can’t just sleep here while you’re all out fighting. I can’t turn my back on people like that. If I can help, then I’ll keep fighting. Cosmos Yuna… WOL The road you choose is no easy one. You would still walk it, knowing what you face? Very well. Then I shall place my hope and trust in you. Leguna Well then. Guess it’s a date! Looks like we’ve got some manikins to disassemble.
https://w.atwiki.jp/mediasenterenglish/pages/19.html
Maintenance and the device of institutions In order to get a user to get acquisition of knowledge, and the opportunity of learning, I have to have a media center visit first. If the institution is superannuated or it is user-unfriendly, though how much good media are substantial, nobody tries to visit. Then, the following two substantial points were planned as a device for getting as many users as possible to visit. Maintenance and the device of the exterior and interior equipment About the exterior, probably, it will be desirable to use the open exterior so that a user may drop in easily freely. Therefore, we decided to avoid the exterior [ exclusive ] with a cold image like concrete nakedness. The big glass window with the image which removes the fence of the inside which can overlook an inner situation, and outside was prepared, and also wood was used in plenty, and it was open and aimed at the warm exterior. About interior, you have to provide a user with two, the place which deepens "knowledge", and the place which offers peacefulness of the "heart", simultaneously. There was a bookshelf like the conventional library, the space of the straw mat which can be studied while relaxing not to mention arranging the desk which works for carrying out reading and study easily it being large was provided, and also the substantial single room space which can be learned in an individual or a group was planned. Moreover, it enabled it to utilize by preparing many Booth for the visual and auditory senses as a place which DVD is appreciated and also can feel at ease slowly in a single room. Barrier-free-izing of institutions If these institutions are people of not only a school but an area, they are the institutions which anyone can utilize widely. Therefore, the institution which is easy to use for people etc. which had an old person and an obstacle from the small child was aimed at, without limiting a user. In the conventional library, it seems that it is very hard to use for people with an old person or an obstacle. Then, in order to remove their handicap, I thought that barrier-free-izing the whole institution was also the first step which passes through an open institution. Specifically in consideration of the wheelchaired user and small children s thing, it tried not to make a bookshelf high. A push on the button installed the equipment which the bookshelf of the upper stage goes up and down automatically in the bookshelf which has become high inevitably. Moreover, the production of a simple and intelligible institution was aimed at so that it might be easy to use elderly people and handicapped persons. In addition to this, it is an institution which offers the environment which everyone tends to use supposing various things.
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License・・・フィッシングライセンス 魚釣り小屋で魚を釣り、売却してgoldを稼ぐには5,000goldでフィッシングライセンスを購入しなければなりません。またライセンスには有効期限があり現実時間で15日間のみ有効となっています(ライセンスを再取得した場合、レベルと経験値はそのまま継承します)。 魚を釣る毎にFishing EXP(フィッシング経験値)を獲得し、一定のポイントを獲得する毎にFishing Level(フィッシングレベル)が上昇します。Training FacilityやThe Minesと同様に一日にキャスト(=釣り糸を投げる)できる回数が限られており、こちらもReset毎に回数が回復します。 Store 「フィッシャーマンの店へようこそ。ここであなたが探しているものが見つかる事を願うよ。」 Fishing Rods Cost Amount Short Rod 500 1/1 Long Rod 2000 0/1 Strong Rod 5000 0/1 Fishing Line Cost Amount Thin Line 20 0/30 Sturdy Line 50 0/50 Normal Line 30 0/20 Fishing Hooks Cost Amount Small Hook 10 1/100 Large Hook 20 0/100 Fishing Bait Cost Amount Spoon 15 0/50 Tackle 7 0/50 Maggot 5 0/50 Caster 10 0/50 Bread 13 0/50 Worm 20 3/50 Meat 50 0/50 Sweet Corn 25 1/50 Bollie 40 2/50 Hemp 70 0/50 Tips 魚を釣るにはFishing Rods(釣り竿)、Line(糸)、hook(釣り針)、Bait(釣り餌)が必要です。それぞれ大物を釣ろうとして折れたり、切れたり、魚に壊されたり取られたりする消耗品です。また餌によって釣れる魚が異なり、小さい魚にはSmall Hookを、大きい魚にはLarge Hookを組み合わせないと食いついてくれません。同様に小さい魚や近距離では細いThin Lineを、遠距離では太いSturdy Linを、その中間ではNormal Lineをと、糸の太さも選択する必要があります。 Rigs Purchase Kayak・・・カヤック 50,000gold Purchase Ferry・・・フェリー 1,000,000gold Purchase Fishing Rig 釣り上げ装置一式 250,000gold Fishing 購入した釣具と餌を組み合わせたら、糸の長さとリールを巻くスピードを決定してキャストします。 Shop フィッシャーマン ジョー:あんたが釣ってきた魚が赤蝦亭で上手く捌かれると思うと嬉しくなるねぇ。 Tips 初期投資に5,000gold、しかも15日間の使用制限があり、竿に糸に針に餌と全てが消耗品。カヤックやフェリーに装置一式でいくらになるでしょうか?さらに釣れた魚は一匹当り数十goldでしか売れず、費用対効果は最悪です。費用や時間から勘案するにsubscriber向けか晩年の第二の人生向けと言ったところです。 しかし釣れなくてもCastさえ続けていればFishing Levelが上昇し、Fishing Levelが7~8を超えたあたりから1日に1,000 gold程度を稼げるようになります。最初はこのシステムそのものが釣りかと憤慨する程ですが、我慢して続けると貴重な収入源になってくれます。 筆者のお勧めはLicence取得と同時にLong Rod(2,000 gold)、Sturdy Line(50 gold)、Large hook(20 gold)を購入し、餌にMaggot(5 gold)を選択する事です。Maggotは最も安い餌でありながらTraut(売却価格 75 gold)が食い付いてくれます。Salmon(売却価格 90 gold)は単価は高いですがBollie(40 gold)でないと釣れないので差益自体が低くなる為です。Fishing Levelが低いうちは餌だけ食べられてしまう事も多く、なかなか利益に結びつきません。 筆者は当初ケチってShort Rod(500)とSmall hook(10)の組み合わせで挑戦しましたが、Small hookが立て続けに壊され餌代よりも高くついてしまいました。また、糸もNormal、Thinでは切れてしまいこちらも高く付きます。Sturdyを選択すれば殆ど切れませんし、Large hookも殆ど壊されません。糸の長さを4~7にすればリールのスピードはSlow、Fastいずれでも構いません。途中で「サーモンはその餌が好きではありません」「フックが大きすぎて食いつけません。」 A fish takes your bait but the hook was too big for him to swallow. The Salmon did not like your bait and swam away. のメッセージが出ても無視してTrautを狙った方が結果は良いようです。 Fishing Levelが10~11になるとMaggot 20個の購入で5~7匹のTrautを釣り上げる事が出来ます。100 goldの出費で平均450 goldを獲得し350 goldの利益が得られ、一日での通算成績は1,000 gold程度の利益が出ています。今では初期投資も終わり、ちゃんと収入源として活躍してくれています(最初は文句ばかり言ってましたが)。 尚、Fishing Levelが上がると餌だけを取られる確率が減り、上記メッセージよりも下記メッセージの方が割合が多くなります。またCastの最大数も増えますので結果的にTrautを釣り上げる確率が飛躍的に上がります。これらの釣れなかったメッセージが10回~15回程度連続で続いた場合は糸の長さを変えると、また釣れるようになります。どこも釣れなくなった時は6のFastに戻ってみてください。 You cast the line but didn t catch anything this time. 2008-02-12 ライセンスの購入価格が上がり、Level 15を超えるプレイヤーは5,000 gold+Level × 1,000 goldが必要になりました。例えばLevel 30では35,000 goldになります・・・フィッシングレベルが15を超えると一度のフィッシングで1,000 gold程度の利益が出るようになりますが、15日×2 Resetで30,000 goldの利益しか出ませんので、この更新に合わせて魚が入れ食い状態にならないと完全にコスト倒れになってしまいます。