約 3,054,986 件
https://w.atwiki.jp/snunlimited/pages/194.html
OUT OF TUNE! USE A TUNING WRENCH TO GET A MUSICAL INSTRUMENT IN TIP TOP SHAPE! クリア可能な言葉 IS THIS ANNOYING YOU? クリア可能な言葉 VUVUZELA ANOTHER DIME! PLAY A TUNE ON A MUSIC PLAYING BOX FOUND IN DINERS! クリア可能な言葉 BACK TO VINYL! USE A RECORD ON AN OBJECT THAT WILL PLAY IT! クリア可能な言葉 HARMONIOUS! PLAY A TUNE ON A SMALL HARMONIC INSTRUMENT THAT IS HELD SIDEWAYS TO THE MOUTH! クリア可能な言葉 ACCORDION TO WHO? GIVE THE ACCORDION TO SOMEONE WHO WIKK PLAY IT! クリア可能な言葉 SNAKE CHARMER! USE AN INSTRUMENT ON AN SNAKE THAT WILL CHARM IT! クリア可能な言葉 A SHELL OF AN INSTRUMENT! BLOW INTO A TYPE OF SEA SHELL THAT IS OFTEN USED LIKE A MUSICAL INSTRUMENT! クリア可能な言葉 BANG A GONG! HELP SOMEONE HIT A GONG BY GIVING THEM BOTH A GONG AND AN APPROPRIATE OBJECT TO HIT IT WITH! クリア可能な言葉 BAG OF HOT AIR! PLAY THE INSTRUMENT THAT LOOKS LIKE A BAG WITH A BUNCH OF PIPES STUCK IN IT! クリア可能な言葉 DOWN TO GEORGIA! GIVE THE DEVIL HIS FAVORITE STRINGED INSTRUMENT! クリア可能な言葉 WHAT DID JERRY DO? PLAY A NOTE ON A TRADITIONAL AUSTRALIAN ABORIGINAL INSTRUMENT! クリア可能な言葉 EPIC DRUM SOLO! TAKE A SEAT AT THE DRUMSET AND PLAY YOUR HEART OUT! クリア可能な言葉 PLUCKED BY AN ANGEL! GIVE AN ANGEL THE STRINGED INSTRUMENT ALL ANGELS LOVE TO PLAY! クリア可能な言葉 TAKE A SEAT! SIT ON A BENCH THAT BELONGS IN FRONT OF A PIANO WHILE PLAYING A PIANO! クリア可能な言葉 HERE BOY! USE A SPECIAL WHISTLE THAT ATTRACTS DOGS, AND GET A DOG TO FOLLOW YOU! クリア可能な言葉 OFF-KEY WORKS FOR ME! HELP SOMEONEWHO CAN'T SING TO SOUND LIKE A PRO! APLLY AN ADJECTIVE TO THEM THAT AUTOMATICALLY CORRECTS THEIR PITCH! クリア可能な言葉 DESPERADO! USE THE GUITAR CASE TO STORE SOMETHING OTHER THAN A GUITAR! クリア可能な言葉 THE SIGHT OF MUSIC! HAND SOME SHEET MUSIC TO SOMEONE WHO COMPOSES MUSIC! クリア可能な言葉 BOISTEROUS REVELRY! クリア可能な言葉 TRUMPET CARE! DON'T LEAVE YOUR TRUMPET LYING ON THE GROUND! PUT IT ON A STAND MADE FOR HOLDING TRUMPETS! クリア可能な言葉 STEREOPHONIC SOUNDS! PUT SOMETHING IN THE STEREO THAT IT CAN PLAY MUSIC OFF OF! クリア可能な言葉 KEEPING THE BEAT! GIVE A METRONOME TO SOMEONE WHO CAN USE IT TO PRACTICE! クリア可能な言葉 I CAN HPLD A TUNE! USE A TYPE OF FORK THAT ISN'T USED FOR EATING, TO PLAY A PURE MUSICAL TONE! クリア可能な言葉 SOUNDS FUNNY! GIVE A SLIDE WHISTLE TO A COMICAL PERFORMER WHO WEARS LOTS OF MAKE UP, GIANT SHOES, COLORFUL WIGS, AND A RED NOSE! クリア可能な言葉 CLOWNにSLIDE WHISTLEを持たせる
https://w.atwiki.jp/killingfloor2/pages/21.html
概要 特徴 注意点 対処法 概要 とてもでかくすぐキレる、こいつの突進は恐ろしくかなり危険だ。 こいつは強烈な蹴りも入れてくる 原文 Very big and very angry, his charge is both fearsome and extremely dangerous. He has quite the kick on him too. 特徴 驚異的な体力と攻撃力を備える。出現時のサウンドをSCと聞き間違えないようにし、最優先で倒したい。 爆発物以外のダメージを半減する特性を持つため、数値以上にタフな存在である。 ただし、爆発物にはダメージ1.5倍の補正がかかる。CommandoのHEグレネードやBerserkerのPulverizerが効果的だ。 時間経過やダメージ等で胸部のランプが黄色から赤色に変わった場合は怒り状態となり、移動速度や攻撃力が上昇する。 注意点 FPはダメージで発狂する点はSCと同じだが、それに加えて時間経過でも発狂する。 SCと比べて体力、攻撃力共に勝っているためより危険だ。 こいつを見つけたら、ラジオチャットなりテキストチャットですぐに味方に知らせよう。 テキストチャットなら「Flesh Pound」あるいは「FP」、ラジオチャットなら「I need help」などを利用しよう。 対抗手段がなかったとしても、不意を突かれる可能性を減らすことができれば上々。 対処法 連続的なFleshPoundの攻撃は、近接武器によるパリィ(受け流し)にはむしろ好都合である。 特に密着時にはパリィを狙いやすく、多少ガードが間に合わなくても後続の攻撃がパリィ成立に繋がるケースが多い。 この特性を利用して、BerserkerかMedicが密着してパリィをして盾になっている間に、Medicがグレネードなどで回復しつつ、周囲が全力で攻撃を叩き込むのが望ましいと言える。 Scrakeに比べると移動時の攻撃もパリィしやすいのだが、唯一飛びかかり攻撃に対してはパリィが成立した場合でものけぞりが発生しない。何事も無い様子でそのまま攻撃を加えてくるので、パリィが成功しても油断せずに後続の攻撃に注意すること。 Supportのフラググレネード、CommandoのHEグレネードはFleshPoundに対して特に有効な攻撃手段である。 高難易度では雑魚に対して使用せずにとっておくのも重要。 ただし、使用する際には周囲にSirenが居ないことを十分に確認し、投げたグレネード全てが命中する機会を伺うこと。とりあえず投げつけて無為に怒らせたり、Sirenに無力化されたりするのは避けたい。 ソロプレイや他の味方が倒れて一人残されたときは・・・。 前作と違い敵が進行方向に再配置されるリスクはあるが、FleshPoundが出現したら正面きって多対一で対決する無理を避けマップ巡回して持久戦に賭けるのもひとつの手。 プレイヤーに攻撃を加えると再び通常状態に戻るためFleshPoundが発狂したら背を向けて走ってる最中に攻撃を食らう。あとは次の発狂までに体力回復と他の敵の処理を優先、これを繰り返して1 1の状況に持ち込むのである。 またFleshPoundは高低差がある場所が苦手で、うまく立ち回れば平地よりも被害を抑えられるため色々試してみよう。 Berserker Pulverizerのセカンダリアタックは爆発物扱いなため特効となる。 パリィ性能と(FleshPoundに対しての)継戦能力も高いため、1本持っておくとチームメイトの弾薬節約にも貢献できる。 ただし、一人でパリィしつつ倒すには結構な時間がかかるため、よほどの余裕が無い限りはチームメイトと連携するのが堅実。 チームで複数本用意する手もあるが、中途半端な重量が祟って雑魚処理能力不足、あるいは弾薬不足に陥るパターンもある。味方が既に用意していてかつ任せることができそうなのであれば、無理に購入せずに無難に兵科ごとの装備を充実させよう。 なお、炸薬未使用時のセカンダリのダメージは、炸薬使用時の10分の1ほどしかない。弾倉が空になった場合、多少のダメージを食らってでもリロードするだけの価値はあるだろう。 ちなみに、炸薬使用時のダメージをAA-12換算するとおおよそ7,8発分のダメージになる。 味方の火力が十分でメディックがいる場合はガードに専念し味方の壁になるのもアリ。 BerserkerのEMPグレネードは2個を当てれば発狂状態を解除出来る。 対応が間に合わない場合は狙うのも良いかもしれないが、高難易度ではなるべく対Scrake用にとっておきたい。 Commando アサルトライフルで倒そうものなら途方も無い弾数が必要になる。チームメイトの火力が明らかに不足している場合を除いて、高ダメージが見込めるグレネードを投げた後は雑魚処理に回るのが懸命。 Bloatや特にSirenは戦線の崩壊につながり易い。接近を許す前に率先して倒せば、味方もFleshPoundへの攻撃に集中できる。 Support AA-12もダメージ半減の補正がかかるため、倒すためにはそれなりの弾数が必要になる。雑魚処理やScrake対策に支障が出ないように残弾管理に気を遣いつつも、火力不足とあらばなるべく無駄撃ちが発生しないポジションから一気に叩き込んでやろう。 Scrake同様、中途半端に頭部破壊を狙うくらいなら撃ち漏らしの少ない胴体を狙うのが無難。 (このゲームでは頭部と胴体で別々の耐久値が設定されており、どちらかの耐久値をゼロにすることでキル扱いとなる。頭部へのダメージは補正と共に胴体にも流れるが、肝心の補正は1.1倍と些細なもの) 固有のフラググレネードは攻撃範囲が広いため、投擲するタイミングをずらして雑魚の巻き込みを狙ってみるのも悪くない。 Medic 重量制限的にはBersekerに次いでPulverizerを所有しやすい。チームにBerserkerやPulverizer持ちがおらず、FleshPound対策に不安がある場合には購入を視野に入れよう。ただし、回復性能の高いメディックアサルトライフルは手放さないように。 前線に出てパリィを行う場合、先におおよその移動先にメディックグレネードを投げておくと事故死のリスクを軽減できる。 味方が盾になってくれている場合には、必要に応じて盾役の足元にメディックグレネードを投げつつ、安定してパリィが成功していそうなら他の味方のサポートも適宜行おう。 FleshPound対策に限った話ではないが、回復に集中しすぎると敵への攻撃が疎かになりやすい。至近距離にSirenなどが近づいてしまった場合には、弾倉まるまる撃ち切ってでも対処すれば味方はきっと助かることだろう。 FireBug 基本的には他Perkに任せて雑魚処理に回るべき。 余裕がある時はMicroWaveで援護することになるだろうが、タゲが移ってきた時に対応できないので慎重に。 Demolitionist FP処理の為にいるようなもの。 このPerkがどれだけ早く処理できるかでチームの生存率が大きく変わる。 逆にDemo頼みのチームで処理がモタつくとあっという間に壊滅するので責任重大。 FP登場音を聞いたら雑魚処理は他Perkに任せてFPだけに集中。 C4で一気に処理したくなる所だが、C4のダメージを受けた敵は3秒間C4によるダメージが半減するので連発はダメ。 C4の上に来た時にダイナマイト直撃→C4爆破→RPGというようなコンボが一番スマートに倒せるだろう。 ちなみにレベル20スキルを組み合わせることでダイナマイト直撃で確実にFPをスタンさせられる。 Gunslinger Demolitionの次くらいには倒しやすいPerkではあるが、HoEでは敵の足が速いので雑魚に襲われることも多々ある。 故に、得意というわけではないので、二方向から同時にきた場合に対処する等、緊急時以外は大人しく雑魚処理をすべき。
https://w.atwiki.jp/toho/pages/5216.html
星之幻想楽曲集 舞う姿、風神が如く 東方崇敬祭2 SSL☆C76プレリリース版CD 星之幻想楽曲集2 ~まともにアレンジやりなさいよっ!!~ お燐の湯・月の宴2・紅のひろば2に出るためにやむなく作ったCD
https://w.atwiki.jp/popnkaraoke/pages/13.html
JOYSOUND 配信中の曲 NEW!! ジャンル名 曲名 アーティスト名 配信状況 ガールズオルタナティブ 証〈LONG VERSION〉 阿部靖広 feat.森亜紀子 配信中 ショウワカヨウ 林檎と蜂蜜 亜熱帯マジ-SKA爆弾 feat.MAKI 配信中 カプセルプリンセス ふしぎなくすり LONG VER. 上野圭市 feat. SATOE 配信中 ポップン体操 ヒデオ体操第一 すわパンチとギターの人(すわひでお、片岡嗣実、古川竜也) 配信中 エレビッツポップ The Smile of You Original Ver. featuring Jessy JESSY 配信中 トーキョーロマン 恋する東京 パーキッツ 配信中(JOYSOUND f1限定) モード お天気とチョコレート パーキッツ 配信中(JOYSOUND f1限定) キャロル Filament Circus パーキッツ 配信中(JOYSOUND f1限定) サニー HAPPY MUSIC パーキッツ 配信中(JOYSOUND f1限定) ボヤージュ さよならサンクチュアリ パーキッツ 配信中(JOYSOUND f1限定) モダンエイティ 翔べない天使 新谷さなえ 配信中(JOYSOUND f1限定) ジャンル名 曲名 アーティスト名 配信状況 アリプロ 愛と誠 ALI PROJECT 配信中 アリプロ2 暗黒サイケデリック ALI PROJECT 配信中 ソツギョウ GRADUATION ~それぞれの明日~ BeForU 配信中 ソツギョウ GRADUATION ~それぞれの明日~〈FULL VERSION〉 BeForU 配信中 エイジロック カリスマ F.size.free 配信中 ヴィジュアル3 Late Riser good-cool 配信中 チョコポップ GOODBYE CHOCOLATE KISS Lab Pop Orange 配信中 ユーロダンス bit of love(full ver.) LITTLE CURE 配信中 クールダンス full moon LITTLE CURE 配信中 パストラル 森の鼓動 N.A.R.D. 配信中 ミスティLONG(REMIX) blue moon sea N.A.R.D. feat. Lala Moore 配信中 ウルトララブリンユーロ LOVE②くらっち Noria 配信中 J-ガラージポップ Miracle Moon ~お月様が中継局~ Sana 配信中 ハウシーポップ 会社はワタシで廻ってる!? Sana 配信中 シャッフル エピキュリアンへの少数意見 SASEBO BROTHERS 配信中 スーパーポップ 僕達の計画 SUPER SLUMP 配信中 エピックポエトリー Blind Justice ~Torn souls,Hurt Faiths~ Zektbach 配信中 ビジュアル 月光蝶 あさき 配信中 エレジィ2 この子の七つのお祝いに あさき 配信中 エレジィ2 この子の七つのお祝いに -アルバム「神曲」より- あさき 配信中 ラブフォーチュン Sabrina すわひでお 配信中 ケシゴム School Life すわひでお 配信中 メロコア H@ppy Choice すわひでお 配信中 ヤキュウロック 恋のキャッチボール すわひでお 配信中 ガールズロック ☆shining☆〈LIVE BAND style〉 りゆ&のりあ 配信中 J-ラップ80’s 惚れたぜHarajuku アルファ&スチャダラパー 配信中 グレンラガン BREAK THROUGH THE DREAM シモン(柿原徹也) カミナ(小西克幸) 配信中 ネオフォークロック セカンドステージ ナスカ 配信中 コケティッシュ 恋は天然 ナチュラルベア 配信中 フレンドリー Over the Rainbow パーキッツ 配信中 スキップ Ping×Pong×Dash パーキッツ 配信中 トゥイート うぐいす パーキッツ 配信中 マジカルガール 恋のシャレード〈long version〉 パーキッツ 配信中 ケルト 水中家族のテーマ パーキッツ 配信中 スカイ それから パーキッツ 配信中 フレッシュ チェイス!チェイス!チェイス!(long ver.) パーキッツ 配信中 メルト メルト パーキッツ 配信中 撫子ロック 凛として咲く花の如く 紅色リトマス 配信中 撫子ロック 凛として咲く花の如く〈LONG VERSION〉 紅色リトマス 配信中 ニューカマー un-Balance 佐藤千晶 配信中 キャンディポップ CANDY 小坂りゆ 配信中 パワアコ 君が好きだよ ~守って守ってあげるから~ 新堂敦士 配信中 パワーフォーク なんか変だ! 新堂敦士 配信中 パワーフォーク2 君を壊したい 新堂敦士 配信中 パワーフォーク4 SLOW DOWN~地球よ廻れ~ 新堂敦士 配信中 パワーフォーク5 サムライ・シンドローム 新堂敦士 配信中 パワーフォーク6 Fashion 新堂敦士 配信中 パワーフォーク7 Shake! 新堂敦士 配信中 サイバーロカビリー Dynamic! Atomic! S.C.B.G. 新堂敦士 配信中 デジフォーク Nervous Breakdown 新堂敦士 配信中 スラッシュビーツ New Sensation ~Don t Cry Jesus~ 新堂敦士 配信中 ビートロック2 wish 大浦祐一 配信中 ビートロック3 DAYS 大浦祐一 配信中 ドリームゲイザー Little Prayer 土岐麻子 配信中 リトルロック Little Rock Overture 惑星計画 配信中
https://w.atwiki.jp/legendofnorrath/pages/329.html
SS Title Severed Paw Of Opolla Type Quest Faction - Attribute - Archetype Priest Level - Game Text - Card Number 1U-(Uncommon,Oathbound) Lore -
https://w.atwiki.jp/simai/pages/1003.html
What is simai's Notation? Location of Note Numbers Chart Definition and Ending Definition of BPM Length of NotesHow to Define the BPM How to Define the Length Divider TAP HOLD SLIDE (Basics Shapes) SLIDE (Multiple Chaining)Multiple SLIDE Chaining SLIDE TOUCH, TOUCH HOLD, Firework EffectTOUCH TOUCH HOLD Firework Effect EACH EX Notes Other NotationsChange Normal TAP to Star-shaped TAP Change Star-shaped TAP to Normal TAP Notations of Pseudo-TAP HOLD and Pseudo-TOUCH TOUCH HOLD Pseudo EACH SLIDE without Star-shaped TAP ※BREAK's notation is summarized in the description of TAP, HOLD, and SLIDE. What is simai's Notation? simai's notation was created by Celeca in 2013 for denoting the various types of notes appeared in maimai in plain text. By using combinations of half-width alphanumeric characters according to the rules explained below, any maimai charts can be accurately denoted using only plain text theoretically. This notation was first used in simai, a chart simulator for maimai which was first released on February 5, 2013, by Celeca. Since then, various simulators inspired by maimai have been created by volunteers, and the simai's notation has often been used as their chart notation. While Celeca will be closing simai to the public on February 5, 2023, there are still a certain number of users who use simai's notation, which is why Celeca decided to create this page. Although some simulators may have extended/further developed simai's notation in their implementation, only the notation rules officially defined as "simai's notation" are listed here. For those who want to create a simulator supporting simai's notation, it is recommended to make the simulator able to handle the notation rules on this page. Also, if you make such a simulator, Celeca would appreciate it if you could inform Celeca, who has the rights to the simai's notation. Although it is not necessary to inform, Celeca would be glad to hear from you. Location of Note Numbers First, please look at the image below. ⑧① ⑦ ② ⑥ ③ ⑤④ This shows the numbered location of maimai's buttons and sensor areas. They are numbered 1 to 8 in clockwise order. For sensor areas, each numbered location is further divided into 4 alphabet-numbered sensor areas as explained later. These numbers are used to represent notes' position, so be sure to remember this. Chart Definition and Ending A chart in simai's notation is composed by a series of commas and note notations. Every comma occupies a certain length of time. For example, when a comma has a length of 1 second and there are 10 commas in the chart, the chart will have a total length of (10 × 1s =) 10 seconds. In this case, 【1,1,1,1,1,1,1,1,1,1,1,1,1,】 represents a chart with 10 TAP notes at BUTTON-1, in the density of 1 note per second. Once the chart definition has begun, the chart can be defined using commas and note notations. However, for dealing with songs beginning with a fade-in section, a large number of commas would be needed. To save the efforts, there is a parameter which determines how many seconds should pass since the music begins playing when the chart begins at the first comma of the chart. In simai, this is determined by the parameter "first". Since the timing of the beginning of the chart should be determined precisely and accurately, a number with decimal places such as 1.234 seconds is usually used. If "first" is 1.234 seconds, then the same 【1,1,1,1,1,1,1,1,1,1,1,】 chart will have 10 TAP notes at BUTTON-1 at 1.234, 2.234, 3.234, ..., and 10.234 seconds, respectively, after the music begins playing. Just as a real sheet music has an ending notation, an ending should be defined in simai's notation, otherwise the music may continue playing endlessly. ※In simai, when the chart definition is longer than the length of the MP3, the chart still ends when the MP3 is played to the end The end of a chart is denoted by an "E". If "first" is 1.234 seconds and the chart definition is 【1,1,1,1,1,1,1,1,1,1,1,1,1,E】, the chart progresses until 10.234 seconds, as described above, and since the last comma also has a length of 1 second, the chart ends at 11.234 seconds. A chart definition in simai's notation is a long string with a large number of commas and note notations and then an "E" at the end. Line breaks, spaces, and tabs can be inserted in the middle of this string for better readability. These characters are ignored when the chart definition is being parsed. Definition of BPM Length of Notes In the previous examples, a comma has the length of 1 second. Although the following example has a BPM which make the calculation difficult on purpose, the length of a 16th note at 174 BPM is 0.08620689655 seconds. If such length is assigned to every comma, notes with the length of a 16th note at BPM 174 can be placed correctly. However, it would be troublesome to calculate this manually every time. The per-comma length can be changed by adjusting the BPM and/or the length divider by using the following notations. How to Define the BPM (120) Input the BPM value and enclose it in a pair of round brackets. Since the BPM value should be accurate, a number with decimal places can be used. How to Define the Length Divider {2} Input the dividing value and enclose it in a pair of curly brackets. E.g., "{4}" specifies the per-comma length to be a quarter note, "{8}" to be an 8th note, and "{1}" to be the whole note. A number with decimal places can be used but should be avoided because it may cause confusions. The BPM must be defined before the length divider. Because the length of notes cannot be calculated unless the BPM value is defined, when these two parameters are defined together, the length divider should come after the BPM. E.g., 【(120){2}】 specifies the per-comma length to be a half note at 120 BPM (exactly 1 second). If the BPM value is B and the length divider is T, the per-comma length can be calculated using the following formula Per-comma length = 240 / B / T (seconds). Depending on the music, there might be cases where charting to a special sound effect or so with unknown BPM is attempted or matching the vocals precisely is desired. In these cases, 【{#0.35}】, for example, can be used, and the per-comma length after this will become 0.35 seconds. When this notation is used, the per-comma length is already determined, so there is no need to specify the length divider. These two parameters can be defined anywhere when necessary. TAP From here on, note notations which can be added before a comma will be explained. TAP is the most basic note type in maimai. TAP's notation is very simple and is denoted by a button number followed by a comma. TAP that occurs at BUTTON-1 ... 【1,】 TAP that occurs at BUTTON-5 ... 【5,】 To change a TAP into a BREAK TAP, add a "b" before the comma, e.g., 【1b,】, 【5b,】. HOLD To place a HOLD, in addition to the button number, how long the button should be held down should also be specified. For example, for a hold to be held down for the length of a half note at 174 BPM, its held-down length would be 0.68965517241...... seconds. However, as with the BPM example above, this is also troublesome to calculate manually every time. If the current BPM is 174, then 【(174)】 has already been placed before. What is missing is the length divider, 【one half note】. The held-down length is written as 【[2 1]】 in simai's notation. The number before the colon denotes the length divider (half note), and the number after colon denotes the multiplier of the length divider (1×). Hence the total held-down length of such HOLD note is (1 × half note =) one half note. This way of denoting the length parameter is used in both HOLD and SLIDE. In the actual notation, a button number is specified, an "h" is specified after the button number to make it clear that the note is a HOLD, and then the held-down length is be specified after both of them. HOLD that occurs at BUTTON-5 with the held-down length of one half note ... 【5h[2 1],】 This is the basic notation. However, there might be cases where it is more convenient to specify the held-down length to be an exact number of seconds. HOLD that occurs at BUTTON-4 with a held-down length of 5.678 seconds ... 【4h[#5.678],】 HOLD that occurs at BUTTON-4 with a held-down length of one half note at 150 BPM ... 【4h[150#2 1],】 To change a HOLD into a BREAK HOLD, add a "b" after the "h" like 【5hb[2 1],】. It does not matter whether the "h" and the "b" are swapped, as in 【5bh[2 1],】. SLIDE (Basics Shapes) To place a SLIDE, many parameters should be specified, such as the starting and ending button numbers, how they are to be connected with the arrow track, and how long the tracing star is to move. Although SLIDE has gone through remarkable development in the history of maimai, and many features have been implemented to it, this section only describes the basic notation and the shapes of SLIDE. The format of SLIDE's basic notation is a combination of 【starting point, shape of track, ending point, and tracing length】. BUTTON-1 to BUTTON-4, straight shape, tracing length of 3 8th notes ... 【1-4[8 3],】 The 【[8 3]】 part at the end of the notation is specified using the same concept as the held-down length described for HOLD. For SLIDE, there is a waiting time after the approaching star-shaped TAP reaches the judgment line and before the tracing star actually begins to move. Specifically, it is one beat at the current BPM. The tracing length of the SLIDE and the waiting time for the tracing star to start moving can be directly specified in seconds as follows Status ... BUTTON-1 to BUTTON-4, straight shape, 120 BPM Waiting time is one beat at 160 BPM, tracing length is three 8th notes at 160 BPM ... 【1-4[160#8 3],】 Waiting time is one beat at 160 BPM, tracing length is 2 seconds ... 【1-4[160#2],】 Waiting time is 3 seconds, tracing length is 1.5 seconds ... 【1-4[3##1.5],】 Waiting time is 3 seconds, tracing length is three 8th notes at current BPM ... 【1-4[3##8 3],】 Waiting time is 3 seconds, tracing length is three 8th notes at 160 BPM ... 【1-4[3##160#8 3],】 The arrow track of a SLIDE has many possible shapes. "-" ... Straight shape Connects the start to the end in a straight line. " ", " ", "^" ... Arc shape Connects the start to the end along the circled judgment line. If the direction of travel is to the right, use " ". If left, use " ". If the distance is shorter than half the circle, "^" can be used and thinking of the direction is thus not needed. "v" ... v-shape Connects the start to the end through the screen center as the turning point in two straight lines. "p", "q" ... p-shape, q-shape Connects the start to the end while curving around the screen center. "s", "z" ... Thunderbolt shape Connects the start to the end with three short lines in the shape of a thunderbolt symbol (⚡). "pp", "qq" ... Grand p-shape, Grand q-shape Connects the start to the end while curving along an imaginary circle which is tangent to both the screen center and the circled judgment line. "V" ... Grand v-shape Connects the start to the end through a middle turning point in two straight lines. The line connecting the start to the middle turning point is always a short straight line. "w" ... Fan shape Connects the start to three ends in an expanding track in a shape similar to a folding hand fan. Three tracing stars going to each end are spawn for this SLIDE shape. For the "V" SLIDEs, the middle turning point is specified by an extra button number in addition to the button numbers of the starting and ending points. Starting point is BUTTON-1, turning point is BUTTON-3, ending point is BUTTON-5 ... 【1V35】 Every SLIDE has a constant tracing speed from the start to the end. To change the track of a SLIDE into a BREAK SLIDE, add a "b" after the "]" like 【1-4[8 3]b,】. The allowed positions of the ending point relative to the starting point are restricted by the shape of the SLIDE. The following table lists the possible combinations of starting and ending points of each SLIDE shape where the arrow track of the SLIDE can be drawn normally. SLIDE (Multiple Chaining) Multiple SLIDE Multiple SLIDE refers to a SLIDE note with two or more arrow tracks stating from a single star-shaped TAP. Each SLIDE arrow track is specified with its own set of parameters, since every set of parameters may be different for each SLIDE arrow track, except that the starting point is the same. The tracing speed can be different for each SLIDE arrow track, but these SLIDE arrow tracks are treated as EACH because their tracing stars begin to move at the same time. BUTTON-1 to BUTTON-4, straight shape, tracing length of 3 4th notes, plus BUTTON-1 to BUTTON-6, arc shape, tracing length of 5 8th notes ... 【1-4[4 3]*-6[8 5],】 After the starting button number at the beginning of the note notation, there is no need to repeat that button number. An "*" can be added after the second SLIDE arrow track to specify the third arrow track and so on. Chaining SLIDE Chaining SLIDE is a SLIDE note which composes of multiple SLIDE arrow tracks with their starting and ending points joined together and is treated as a single SLIDE arrow track. For example, the 【1V75】 arrow track is internally two SLIDE arrow tracks (【1-7】 and 【7-5】) combined into one. However, the combination is not limited to the grand V-shapes but can be any shape and two or more SLIDE arrow tracks joined together. No matter how long the chaining SLIDE is, the tracing speed is calculated from the tracing length to be a constant from the start to the end of tracing. BUTTON-1 to BUTTON-4 with straight shape, BUTTON-4 to BUTTON-7 with q-shape, BUTTON-7 to BUTTON-2 with straight shape, tracing length of two whole notes ... 【1-4q7-2[1 2],】 Specify a series of button numbers and SLIDE shapes and then specify the tracing length at the end. In the case of this SLIDE, the tracing star continues tracing at a constant speed from BUTTON-1 until it reaches BUTTON-2. However, there might be cases where different tracing lengths are desired for some of the SLIDE arrow tracks. In such cases, the tracing length for each SLIDE arrow track can be specified like 【1-4[2 1]q7[2 1]-2[1 1],】. However, be sure to specify the tracing speed for all individual SLIDE arrow tracks. Otherwise, an error may occur. To change it to BREAK SLIDE, add a "b" after the "]", which the same as for regular SLIDE. It is not possible to make only a section of chaining SLIDE into BREAK SLIDE. A chaining SLIDE note can only be either a normal SLIDE or a complete BREAK SLIDE. Therefore, even when different tracing speeds can be specified for some of the SLIDE arrow tracks, the "b" can be added only after the last "]". TOUCH, TOUCH HOLD, Firework Effect TOUCH In maimai DX series, there are 34 sensor areas on the screen which the player can touch. All of these can handle contact events, and SLIDEs require the contact events to be made in a specific order. Since maimai DX, there have been new types of notes that require directly touching the sensor. They are TOUCH and TOUCH HOLD. The sensor areas are also divided into five major groups Group A, located adjacent to the buttons; Group B, located between Group A and the center of screen; Group C, which is in charge of the center; Group D, which fills the space between the areas of Group A; and Group E, located slightly inward from Group D and adjacent to Group B. Group C is in the center and has 2 sensor areas, while each of the other groups has 8 sensor areas which are numbered in clockwise order. The following diagram shows the approximate location and positioning of the sensors. To place a TOUCH, the sensor number of the desired location is denoted in the same way as TAP. TOUCH that occurs at SENSOR-B1 ... 【B1,】 TOUCH that occurs at SENSOR-D4 ... 【D4,】 The sensor in the center is divided into two areas, C1 and C2. However, no TOUCHes appear separately for each of them, instead a TOUCH appears in the middle of the areas. Therefore, a TOUCH that occurs in the center can be denoted as 【C,】 without numbering. Denoting this as either 【C1,】 or 【C2,】 causes no errors and is treated the same as 【C,】. TOUCH HOLD TOUCH HOLD is a note that requires the sensor to be pressed and held. It is counted as "HOLD" in the play result. The awarded score is also the same as HOLD. This notation is a direct combination of TOUCH and HOLD. Just simply replace the button number of a HOLD with a sensor number. TOUCH HOLD that occurs at SENSOR-C with held-down length of 3 4th notes ... 【Ch[4 3],】 While TOUCH has appeared in all 34 sensor areas since DX FESTiVAL, TOUCH HOLD has only appeared on the C sensor since DX classic, at least until DX UNiVERSE PLUS. However, in simai's notation, TOUCH HOLD can appear anywhere if the sensor number is specified to be not C. Firework Effect Firework effect refers to the rainbow-colored radial effect that appears as if fireworks are spreading from a certain location when a specific TOUCH is touched. Since there was no official name for this effect at the time DX classic was launched, 3simai used the name "firework effect" for convenience. To enable firework effect, add an "f" after the sensor number. TOUCH that occurs at SENSOR-B7 with firework effect ... 【B7f,】 TOUCH HOLD that occurs at SENSOR-C with held-down length of two whole notes with firework effect ... 【Chf[1 2],】 In the case of TOUCH HOLD, when "h" for HOLD and "f" for FIREWORK effect are specified together, either "hf" or "fh" is fine. EACH If two or more notes occur at exactly the same time, they are treated as an EACH (BOTH). In the case of SLIDEs, even if their tracing length are different, they are still considered to be an EACH if their tracing stars begin to move at the same time. The notes treated as part of an EACH change their color to yellow, except for BREAK notes. An EACH is denoted by placing each composing note and separating each of them with a "/". TAP at BUTTON-1 and HOLD at BUTTON-8 with held-down length of one half note ... 【1/8h[2 1],】 Their order does not matter, so the notation 【8h[2 1]/1,】 works fine. However, for SLIDEs, for example, in 【1-4[8 1]/2-6[8 1],】, 【1-4[8 1]】 will be displayed as if it occurred before 【2-6[8 1]】. In other words, the SLIDE defined earlier will be displayed as if it occurred earlier. Three or more elements are also treated as an EACH and can be denoted as note A / note B / note C ... Only EACHes composing of only non-BREAK TAPs can be denoted like 【12】 without the "/". The "/" between each note cannot be omitted even if there is only a single non-TAP or BREAK note within the EACH. EX Notes TAP, HOLD, and BREAK can be specified as EX notes. EX notes are judged to be CRITICAL PERFECT if they are hit within the timing window of GOOD or better. Simulators that support only the autoplay mode always hit notes within the timing window of CRITICAL PERFECT regardless of the notes' EX setting. However, Celeca have defined the notation because demands are expected for the needs of reproducing official charts and/or charting for simulators that react to player's input. To change a note into an EX note, add an "x" in the similar manner for changing the notes into BREAKs. EX-TAP at BUTTON-1 ... 【1x,】 EX-HOLD at BUTTON-3 ... 【3hx[α β],】 EX-BREAK at BUTTON-5 ... 【5bx,】 EX-BREAK HOLD at BUTTON-7 ... 【7bxh[α β],】 When two or more of "x", "h", and "b" characters are specified together, they can be specified in any order. Other Notations The notations listed below allow charters to create special charts more easily, such as the UTAGE charts appeared in MURASAKi version. Change Normal TAP to Star-shaped TAP A BUTTON-1 TAP is denoted as 【1,】. But if a "$" is appended and denoted as 【1$,】, it changes into a star-shaped TAP that would appear if a SLIDE were placed. This can be used in conjunction with a BREAK TAP or an EX-TAP. When two or more of "$", "b", and "x" characters are specified together, they can be specified in any order. Also, if two "$" are stacked to form "$$", the star-shaped TAP rotates. Currently, the rotation speed of the star-shaped TAP is a pre-defined constant. Change Star-shaped TAP to Normal TAP When a SLIDE is described as 【1-5[8 1],】, the BUTTON-1 TAP automatically changes into a star-shaped TAP, but if a "@" is appended to the star-shaped TAP as in 【1@-5[8 1],】, this star-shaped TAP changes back into a normal TAP. The SLIDE is processed as usual, so the SLIDE arrow track appears to start from the normal TAP. This can be used in conjunction with a BREAK TAP or an EX-TAP too. When two or more of "@", "b", and "x" characters are specified together, they can be specified in any order. Notations of Pseudo-TAP HOLD and Pseudo-TOUCH TOUCH HOLD Assuming there is a HOLD denoted by 【3h[1 1],】, if its held-down length is shortened to the limit, the required held-down length becomes instant, and the visual length of the HOLD shrinks as well, giving it the appearance of a hexagonal TAP. Although such a HOLD can be denoted like 【3h[1000 1],】, it can be easily denoted by removing the held-down length notation like 【3h,】. The same notation can be used for TOUCH HOLD. For example, a TOUCH HOLD denoted as 【Ch,】 gives a judgment instantly when hit. This can be used to denote a pseudo TAP or pseudo TOUCH. Note that this notation is treated internally as if 【[1280 1]】 were specified. It is because the held-down length of such notes is implied to be set to the length of a 1280th note in the official fan book sold by SEGA. Pseudo EACH When denoting two TAPs that are almost but not exactly simultaneous, the notes in the nearby section would needed be very fine-tuned in this way {96} 1,2,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, {8} ~~~~~~ In the above example, the 96th note length divider was used for the timing gap, and specifying the notes to be closer to each other would be even harder. When strictly reproducing an official chart, this made it infeasible, and when creating a fan-made chart, this could be troublesome. In this case, 【1`2,】 can be used. It makes the BUTTON-2 TAP placed only slightly later than the BUTTON-1 TAP but still almost simultaneous. The BUTTON-2 TAP is processed internally as a TAP that is 1 millisecond later than the BUTTON-1 TAP. Since they are not exactly simultaneous to become a part of an EACH, the two TAPs do not turn yellow and do not count as an EACH on the play result. For example, in 【1`2`3/4,】, a BUTTON-2 TAP is placed 1 millisecond after the BUTTON-1 TAP, and an EACH composing of a BUTTON-3 TAP and a BUTTON-4 TAP is placed another 1 millisecond after the BUTTON-2 TAP. Note that, the "`" symbol can be entered by holding down Shift and pressing the "@" key right to the "P" key on a JIS layout keyboard and also by directly pressing the "`" key left to the "1" key on a US or UK layout keyboard. SLIDE without Star-shaped TAP When a SLIDE is placed, a star-shaped TAP normally always appears and approaches to the SLIDE's starting point, but this approaching star-shaped TAP can be eliminated. Assume that there is a SLIDE denoted by 【1-5[2 1],】. The tracing star fades in before starting to move ... 【1?-5[2 1],】 The tracing star does not fade in and suddenly appears when it begins to move ... 【1!-5[2 1],】 In both cases, the SLIDE arrow track fades in and the approaching star-shaped TAP does not appear. For creating a chart that letters, symbols, etc. are drawn using SLIDEs, it is recommended to use "?" to make it clear where to start tracing. For creating a chart with single-stroke SLIDEs, using "!" is recommended to avoid displaying extra stars on the screen. [pseudoEach] backtick (`) is located to the left of "1" on a US/UK layout keyboard. Its Alt code is 96. Alternatively you can copy and paste... -- cubruce1103 (2023-02-13 02 35 50) 名前 コメント
https://w.atwiki.jp/legendofnorrath/pages/372.html
Legend of Norrath Inquisitor リリース前情報まとめhttp //legendsofnorrath.station.sony.com/inquisitor.vmhttp //www.massively.com/2008/02/13/exclusive-first-look-at-legends-of-norraths-new-expansion-inqu/リリース日時:2008/03/07新規要素:250種以上のカード、および40種以上のルートカードが含まれます!Restore Playing a card with this ability will ready a unit on the table. Also has secondary function once in play. この能力(=意訳すればKeywordのことだと思われます。)を持つカードをPlayすることで、テーブル上のUnitをReadyに出来ます。(Also has secondary function…→だからもう一度行動できます、ということでしょうか)Vigilant The cards with this keyword gathers power every time your opponent attempts a quest. You can then use that power to trigger different abilities.このキーワードを持つカードはあなたの対戦相手がクエストにアビリティを捧げたときにPowerを得ます。→上記のPowerは、AvatarのPowerではありませんでした。 正しくは、「このキーワードを持つカード(Unit)は、あなたの対戦相手が(このUnitが設置された)クエストにアビリティを捧げたとき、Vigilanceトークンを得る。このトークンを、さまざまなアビリティのトリガーとして使用できる。」ということで、power=設置されるトークンのことを指すようです。Faction Prevent other players from gaining faction. 他のプレイヤーがファクションを得ることを阻止します。 (これはキーワードではなく、そういった効果のカードがある、ということでしょう)New Links Linking to units and avatars was introduced in Forsworn. Now you ll find cards that link to items, quests and other units (see Heresy card above). Forswornでは、UnitやAvatarへのLinkが実装されました。今回はItem、Questや相手のUnitへのLinkが実装されます。 (Linkキーワードの適用されるシチュエーション・バリエーションの拡大です)New Units ・Troll,Sarnak,HalflingがUnitとして追加(Avatarへの適用は?) ・より多くのHigh ElfおよびIksarの追加(Unitカードが重点的に追加された、ということでしょうか) ・Master WuおよびAl Kaborに関するカードの追加(例として、EQ1TCのWu s Fighting Gauntletsへのリンクが・・・)New Archetype Focus(アーキタイプに関する調整・追加要素) ・Fighter:Monk/Bruiser的なカードが追加されます。 focus on Beatdown. We re not sure what that means for LoN, but in EQ2 it s a Bruiser AE attack. (Beatdownがキーワードのようですが、LoN上でどういう挙動なのかは分からないようです。Kick系のカード拡充、あたりは期待できそうです) ・Mage:Enchanter/Illusionist的なカードが追加されます。 (allow them to control your opponentsとありますので、Charm系のAbilityは追加されるようです) ・Priest:Shadow Priest/Inquisitor的なカードが追加されます。 (manipulate the faction of other players・・・上記のFaction阻害ですね) ・Bard/Troubadour的な、音楽系魔法とRangerベースのArcheryNew Multiplayer Features More raids are introduced in Inquisitor, this time using the Royal Family of Sarnaks from Kunark as the loot pinatas. This is another element of the set that will be free to all registered players. (Raidシナリオの追加です。今回はSarnakのRoyal Familyがターゲット…有名なSarnakが出てくるんでしょうか?) There is also promise of new guild features, but no details, yet. (ギルド機能にもようやく着手されるようです。専用Chat Channelくらい付いてくれると助かります)New Races for Players The Light favored Halflings and the Shadow drawn Troll will be introduced along with their three new play options that come with every Avatar. (Light側はHalfling、Shadow側はTrollが追加されます)New Ways to Team UpGrab your closest friends and form your own guild to take down powerful raid bosses. Inquisitor features a four-player raid where you and three of your friends can take down the Brood of Di zok – the Royal Family of Sarnaks in the castle of Chardok. (4PlayerのRaidコンテンツが、下にも挙げたRoyal Family of SarnaksとのRaidだそうです。Brood of Di zok→Di zok一族のなかでも、Kunark大陸はChardokの城に住むFamilyとの戦いが用意されているようです)
https://w.atwiki.jp/asigami/pages/4046.html
曲名 アーティスト フォルダ 難易度 BPM NOTES/FREEZE(SHOCK) Good Sound United Hommarju A3 激16 100-200 659/6 STREAM VOLTAGE AIR FREEZE CHAOS 126 106 72 8 106 楽譜面(9) / 踊譜面(13) / 激譜面(16) 譜面 動画 https //www.youtube.com/watch?v=H-1k8c042R8 (1P x2.5, NOTE 2P x3.0, NOTE, REVERSE) 解説 2022/07/21以降、EXTRA SAVIOR A3の課題曲として登場。 BPM推移 200-100-200-100-200-100-200-100-105-110-120-125-135-145-150-155-165-175-185-190-195-200-100-200 加速地帯は100と105が4拍、110以降は全て2拍 (2024-07-31 01 13 21) コメント コメント(感想など) 最新の10件を表示しています。コメント過去ログ クリアしたいだけなら序盤~中盤の同時絡み地帯さえ耐えれば、わりと休憩が多めなので誤魔化せちゃう印象。 (2022-07-30 00 20 40) ソフランの箇所が矢印の色で判別不可能なので初見は要注意。中盤の同時絡みを超えればゲージ面では問題なくなる。中盤の微加速地帯は頑張って目押ししましょう。 (2022-09-01 21 31 01)
https://w.atwiki.jp/burnout/pages/41.html
リベンジ曲一覧 全42曲 アーティスト名 曲名 Andy Hunter Come On Animal Alpha Bundy Apocalyptica Life Burns! Asian Dub Foundation Flyover Avenged Sevenfold Beast... Billy Talent Red Flag Bloc Party Helicopter BT vs. The Doors Break On Through (To The Other Side) Bullet For My Valentine Hand Of Blood CKY As The Tables Turn Comeback Kid Wake The Dead Dogs Tuned to a Different Station Emanuel The Hey Man! Fall Out Boy Dance, Dance Finch Ink Funeral For A Friend All The Rage Goldfinger I Want Infusion Better World (Adam Freeland Mix) Junkie XL Today LCD Soundsystem Daft Punk is Playing at My House (Soulwax Shibuya Mix) Maximo Park Apply Some Pressure Mindless Self Indulgence Straight To Video (KMFDM Remix) Morningwood Nu Rock MxPx Heard That Sound Nine Black Alps Shot Down OK Go Do What You Want Pennywise Stand Up The Academy Is... Almost Here The All-American Rejects Top Of The World The Black Velvets Fear And Loathing The Bravery An Honest Mistake (Superdiscount Remix) The Chemical Brothers The Big Jump The Dead 60s Riot Radio The Outline Shotgun The Starting Line The World Thrice Lullaby Timo Maas First Day (General Midi Remix) Tsar Band-Girls-Money Unwritten Law F.I.G.H.T. We Are Scientists The Great Escape Yellowcard Lights And Sounds
https://w.atwiki.jp/skyrim_jpn/pages/51.html
音声・音楽 (Audio, sound and music) 目次 Sounds of Skyrim - The Dungeons Sounds of Skyrim - The Wilds Sounds of Skyrim - The Dungeons ダンジョンに効果音や環境音などの音響効果を追加するMODです。 日本語化 v1.1用 Sounds of Skyrim - The Wilds 屋外でのフィールドに効果音や環境音を追加するMODです。 日本語化 v1.0.1用