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開発環境 Microsoft Visual Studio Express 2013 for Windows Desktop 実行環境 Windows 8.1 (64bit) プロジェクト Visual C#/Windows フォーム アプリケーション 名前 clock
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このページは各ページのInclude_Cacheの元ページをリスト化しています。 ItemPage_List DropItem系・旧 Item_Music Item_Cook Item_Art Item_Write Item_Athlete Item_Param Item_Other Item_Detail Event Item_Halloween Item_Japan Item_xmas Item_Alice Item_VacationHome Item_Paris スキル詳細関係 Skill_Menu Template Skill_Music Neukum Red Liebefunkenmann SS-10 Liebefunkenmann SS-30 Old Faithful PluckMelster Ltd Edition Key-Note Chimeway Emperor Moore and Woode Grand Piano Rektek Karaoke Machine SimPhonic DJ Master Deck Chimeway Princess SimPhonic Keytar Smoothie s Saxaphone Limelight Mic Stand Fearless Snake Charming Kit Leopold s Lute Grabit 500 Mic and Stand Simphonic Electric Guitar Parsley s Classic Guitar Skill_Cook Brand Name Wisebuy Yosemite Portable BBQ Perfect Cup 55 Llamark Cook-Rite Wafflematic 3T Jetblack 500 G King Counter Holiday Stove Venture Grill Wilderness Camp Fire Amour Edition Stove Arrigo Coffee Machine Mr Fud s Ice Cream Maker Oasis Master Brick Oven Domestica Ringo-Fire Stove Mr Fuds Smooth Blendz Maker Skill_Art Still Life Easel Portrait Easel Comic Art Drafting Board Landscape Easel PixelPower Basic DraftBlast Artboard Ice n Chisel Set Wonderland Topiary Elegance Perfume Table Andre & Andre Dummy Mr Artsy Pro Draftsman Table Vegas Card Show Table Domestica Stitch-Up 500 Lonely Mermaid Sculpture Philosopher s Chaise Longue Skill_Write Moneywell GT3060 Hunt N Peck T5a Hunt N Peck GT Bradbury Tristar Couplet Poet Pro Moneywell RSi Giant Book of Riddles AMour Edition Typewriter Skill_Athletic Simiyoga Soft-Landing Mat XRunner 3000 Home Edition LifeLike Archery Range Atlas Free Weights Skill_Event Halloween SkillHaunted Desk Haunted Easel Haunted Organ Haunted CauldronHalloween_Reward japanJapanese Easel xmasX mas Tree Paris SkillLe Cafe Grand Patisserie AMour Dinner for Two Vespertine Cooktail BarVespertine Cocktail Bar_Reward Gangster SkillWiseFellas Casino Table Arabian NightsCave of Wonders Door MedievalThe Great Dragon Tower Vegas Magic ShowShowTime Ritzy Fountain Pampering WeekZen Garden Spa StationComofyGal Recliner Spa Deluxe Rockn rollSimPhonic JukeBox
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直刀 名称 攻撃力 耐久値 重量 価値 備考 Wood Sword 2 4 7 10 木の剣 Rudis 3 4 6 25000 奴隷解放の証 Dull Gladius 5 6 12 132 支給品 Pugio 5 7 7 530 短剣 Gladius 8 9 15 1020 グラディエーターの語源 Polished Pugio 9 7 8 1820 カツオブシ Leaf Sword 11 8 14 1350 尖った剣 Bronze Gladius 12 6 11 1490 茶色の柄 Spata 14 10 23 2060 Gladiusより細くて長い Iron Gladius 15 10 26 2310 銀の柄 Nemesis knife 15 11 8 8960 ネメシスのナイフ Celtic Blade 17 12 39 3340 細身の剣 Iron Teeth 17 21 40 2680 外見が串の様な剣 Narcis Sword 18 13 26 4380 上級ナルキッソスの剣 Celtic Long Sword 19 13 40 3890 ライトセーバーぽい Laetus Knife 20 8 14 9960 ラエトゥスのナイフ Polished Gladius 21 8 17 4780 金の柄 Sundown Sword 22 2 36 6140 シュモク鮫 Tracian Dagger 22 3 5 11230 短い剣 Gaulish Blade 22 15 42 4560 剣では一番の長さ Martian Gladius 22 11 31 5230 東京タワー Keen Blade 23 7 33 3260 鋭利な剣 Amazon Sword 24 4 39 8900 アマゾネスの剣 Satanic Fang 24 6 28 8670 長いU字型の剣 Sextus Sword 24 13 25 12690 セクストゥスの剣 Thunderbolt 26 4 34 9830 クリース Horus Sword 28 19 34 9680 ウルススの剣。二対 Laetus Sword 34 17 48 16920 ラエトゥス剣 曲刀 名称 攻撃力 耐久値 重量 価値 備考 Ladle 1 5 3 20 クリコスのおたま Novacula 5 3 4 350 支給品 Tracian Sword 8 11 19 1420 カックンとした剣 Sica 8 7 16 1210 偃月刀 Falcata 9 6 12 2310 逆偃月刀 Fang 11 6 24 1340 U字形の剣 Larsus s Staff 12 2 3 3540 ラルグスの杖 Gippy Sword 12 15 21 2340 クネクネした剣 Talon 12 11 25 1980 先割れ形の剣 Ring Sword 13 3 11 1420 金魚すくいのポイ Curvatura 13 6 21 2160 クエスチョンマーク形の剣 Gippy Chopper 13 15 26 2400 アイロンみたいな剣 Long Sica 14 9 24 2980 長偃月刀 Gippy Hook 14 11 20 2590 カマキリみたいな手 Stately Sword 16 9 26 2740 膨れている剣 Luxe Falcata 17 7 24 2680 銀のFalcata Sticker 17 12 28 4120 最初から黒帯 Sabre 18 10 21 5570 サーベル Falx 20 8 22 5760 2番目に長い剣 Butcher Knife 20 12 22 4870 肉きり包丁 Fell Blade 21 2 32 2300 最初から黒帯 Finely Sabre 23 7 27 8390 金のサーベル Spiculus Sword 24 14 26 14690 スピクルスの剣 Anubis Sword 25 10 31 11960 ホリエスの剣。二対 Eastern Blade 28 6 45 10300 日本刀 Oriental Blade 33 3 50 12630 刃幅に段階がある剣 斧 名称 攻撃力 耐久値 重量 価値 備考 Francisca 20 8 31 2360 手斧 Battle Axe 23 10 41 2740 木こり斧 Berserk Axe 28 8 50 7780 ホタテ貝 Great Axe 35 15 50 3650 銀色 Danaos Axe 40 19 59 17540 ダナオスの斧。二対 棍棒 名称 攻撃力 耐久値 重量 価値 備考 Leather Club 6 6 12 112 ブラックジャック Pickel 6 4 5 74 バールのようなもの Wood Club 10 10 11 280 太鼓のバチ Bludgeon 11 11 19 730 原始肉ぽい Thorn Bat 13 11 20 1020 釘バット Mace 16 13 35 1540 鬼の金棒 Hercules Mace 22 24 31 17690 コンモドゥス。イボイボ Clava 27 18 55 6420 トゲトゲ金属バット フレイル 名称 攻撃力 耐久値 重量 価値 備考 Cheap Flail 13 5 27 530 丸い鉄球 Flail 16 5 29 980 小さいトゲ鉄球 Chain Hook 18 6 32 1330 刃がついてるフレイル Berserk Flail 21 6 36 2810 モーニングスター Ruinous Flail 22 4 38 2980 四面体 Deadly Flail 36 6 41 6470 手裏剣 ハンマー 名称 攻撃力 耐久値 重量 価値 備考 Hammer 1 5 3 20 小さい金槌 Rock Hammer 20 16 40 1410 普通のハンマー Calon Hammer 26 15 58 2360 処刑人の木槌 Flamma Hammer 27 21 48 5670 フランマのハンマー Maul 27 21 49 2780 ピコピコハンマー Pole Hammer 29 24 54 3980 石器時代みたいな斧 Sleage Hammer 30 16 55 3490 モグラ叩き Gate Hammer 35 5 60 5620 巨塊がついた鎚 素手(斬撃) 名称 攻撃力 耐久値 重量 価値 備考 Amputees 9 2 12 1040 ロボットの腕ぽい Scissor 12 3 14 2020 丸ギロチン Keen Cestus 13 5 23 2660 太い刃 Falcula 18 2 31 6100 3つのトゲ Ungual 20 6 33 6330 2本の長いトゲ 素手(打撃) 名称 攻撃力 耐久値 重量 価値 備考 Cestus 6 3 6 630 メリケンサック Hard Cestus 8 2 10 840 ゴツイメリケンサック Thorn Cestus 13 2 16 2280 トゲトゲメリケンサック Thorn Amputees 15 3 25 4890 ロボットの腕ぽい Bone King Cestus 24 4 39 8900 髑髏剣闘士装備 槍 名称 攻撃力 耐久値 重量 価値 備考 Cheap Pike 7 3 31 540 ショボイ槍 Carthaginian Spear 10 5 32 670 カルタゴの槍 Gippy Pike 11 8 40 690 エジプトの槍 Celtic Pike 12 6 35 720 ケルト(ガリア)の槍 Trident 13 4 43 1160 三叉鉾 Needle 15 7 40 1490 穂先が針になった槍 Long Spear 16 8 41 2360 普通の槍 Fork 17 5 44 2440 二叉鉾 Gaulish Ensign 17 8 45 1740 円盤に魚(ガリアの旗) Hardy Trident 20 11 58 2890 先が豪華な三叉鉾 Snowy Pike 20 5 25 7420 ネメシス槍の白Ver Gippy Ensign 22 9 53 3560 エジプトの船舶旗 Roman Pike 23 6 51 4070 ローマ軍団の槍 Nemesis Pike 26 18 51 7250 ネメシスの槍。長い Incisive Pike 28 2 48 5110 穂先が尖った槍 Skull Trident 28 4 56 4360 先に髑髏のついた槍 Commander Pike 31 14 58 5770 おでん串 Slash Spear 38 2 66 7320 ナギナタ/ホッケースティック
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Music Locker Radio Music Locker Radio概要 説明 プレイリスト 概要 ジャンル:ハウス 、テクノ 、エレクトロ 、ソウル 、ヒップホップ 所在地:ミュージック・ロッカー 周波数:- 楽曲数:109曲(39+23+23+24) DJ: ムーディーマン 、パームス・トラックス、カイネムジーク 説明 「カヨ・ペリコ強盗」アップデートで追加されたラジオ局。オンラインのみ視聴可能。 プレイリスト ムーディーマンミックス アーティスト名 曲名 発売年 Moodymann I Can’t Kick This Feeling When It Hits 1997 Dopplereffekt Pornoviewer 1998 The Dirtbombs Sharivari 2011 Andres New for U (Live) 2019 Kyle Hall Kero Zug Island 2013 Norm Talley Cosmic Wave (Delano Smith Remix) 2010 AUX 88 My A.U.X. Mind 2019 Cybonix Cybonix Groove 2008 Moodymann I Think Of Saturday 2019 Moodymann I’ll Provide 2019 Paperclip People Oscillator 1991 Blake Baxter When We Used To Play 1987 Moodymann JAN 2001 Norma Jean Bell I'm The Baddest Bitch 1996 Moodymann Roberta Sweed Runaway (ft. Roberta Sweed) 2004 GMI/UHM Formula for Passion 2020 Waajeed Power In Numbers 2018 Eddie Fowlkes Time To Express 1992 Sheefy McFly Thinkin Bout You 2019 Amp Fiddler Over U 2020 Gil Scott-Heron We Almost Lost Detroit 1977 Apollo Bronw ft. Planet Asia Get Back 2017 EGB Shhhh 2020 EGB Clout 2018 Moodymann Sinner 2019 Pirahnahead Diviniti Love 2005 Moodymann Got Me Coming Back Rite Now 2018 Theo Parrish Soul Control 2007 Marcellus Pittman Red Dogon Star 2018 Moodymann Rectify 2004 Moodymann ft. Pitch Black City Runaway 2004 Moodymann Let Me Show You Love 2020 Amp Fiddler ft. Moodymann I Get Moody Sometimes 2017 Moodymann No 2014 Moodymann It’s 2 Late 4 U And Me 2013 Moodymann Got 2 Make It 2 Heaven 2013 Moodymann Freeki Muthafucka 2014 Moodymann I Got Werk 2014 Moodymann 1988 2020 パームス・トラックスミックス アーティスト名 曲名 発売年 Professor Rhythm Professor 3 1991 Palms Trax Petu (Dub Mix) 2020 Klein MBO The MBO Theme (Single Version) 1983 Plastic Mode Beja Imperial (12“ Version) 1985 L´Amour feat. Krystal Let´s Make Love Tonight 1984 Shirley Lites Heat You Up (Melt You Down Mix) 1983 Shannon Let the Music Play (Extended 12“Mix) 1994 Night Moves Transdance (New York Disco Mix) 1983 N.O.I.A The Rule To Survive (Prins Thomas Diskomiks) 2014 Tobias Bernstrup 27 (Laser Mix) 2002 Baby´s Gang Happy Song 1990 Masalo New Dance 2019 Diva Get Up (Club Mix) 1989 Mario Diaz feat. Mr Lee Can You Feel It (Jackin Up the Dub 12“Mix) 1988 Scrappy Freeze (Limelight Mix) 1988 B Beat Girls For The Same Man 1983 Greg Lee Got U On My Mind 1988 Robert Owens Visions (Frankie Knuckles David Morales Mix) 1990 Lisa Lee When I Call You (Tommy Musto Frankie Bones British Telecom Mix) 1990 Pierre´s Pfantasy Club Dream Girl (Wet Dream Mix) 1988 S.L.F. Show Me What You Got (Acid Mix Part 1) 1988 Phortune String Free (12“ Club Leray Mix) 1988 Kamazu Indaba Kabani 1991 カイネムジークミックス(クラブセット) アーティスト名 曲名 発売年 Adam Port White Noise Romantica 2020 Pastaboys ft. Osunlade Deep Musique (Rampa Remix) 2017 ME After Dark 2014 Reznik Good Guy Mikesh It's Not You It's Me (Adam Port Remix) 2020 ME Shadows 2016 Simple Symmetry Enkidu (Adam Port Tulum By Night Edit) 2019 Rampa 2000 2020 ME 1995 2019 Rampa Terrace 2019 ME Woods 2015 Télépopmusik ft. Young Sick Connection (Reznik Good Guy Mikesh Remix) 2019 Bell Towers Want You (Adam Port Remix) 2020 Keinemusik Civilist 2017 Rampa Bimma 2017 Adam Port Stereo MCs Place 2014 Honey Dijon Tim K ft. John Mendelsohn Thunda (Rampa Remix) 2017 ME Solaris 2018 Adam Port Do You Still Think Of Me? 2018 ME ft. Sabota Trilogy 2015 Rampa Purge 2018 Simian Mobile Disco ft. Deep Throat Choir Caught In A Wave 2018 Yeah But No Run Run Run (Adam Port Remix) 2019 Rampa 528Hz 2017 カイネムジークミックス(ビーチセット) アーティスト名 曲名 発売年 Rampa Newborn Soul 2015 ME The Rapture Pt.II 2018 Rampa and WhoMadeWho Tell Me Are We 2019 Joris Voorn Homeland ( ME Remix) 2015 RÜFÜS DU SOL Underwater (Adam Port Remix) 2018 ME Garden 2019 Adam Port Ganesha Song 2017 Âme No War (Rampa Remix) 2017 Westbam feat. Richard Butler You Need the Drugs ( ME Remix) 2020 Rampa Inside (Eric Dunks Duncan Remix) 2010 Cubicolor No Dancers (Adam Port Remix) 2019 Manqo Won't Change (Rampa Retouch) 2020 ME Starting Again 2019 Xinobi Faraway Place (Rampa Remix) 2018 ME The Rapture 2017 Keinemusik Muyè 2017 ME In Your Eyes 2018 Rampa Sunday 2018 NTEIBINT Stella A State Nearby (Adam Port Calypso Remix) 2018 ME Fair Child 2019 Rampa For This 2019 Keinemusik feat. Nomi Ruiz Bumper 2017 Jai Paul Crush (Adam Port Edit) 2013
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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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タグ stf化不要 index name value_en value_ja 2 angler The angler is a crustacean that resembles a spider, native to the jungles of Yavin IV. It eats primarily fish. アングラー(Angler)はヤヴィンIVのジャングル住むクモに似た甲殻類で、魚を主食とする。 13 blueleaf The Temple of the Blueleaf Cluster is an ancient structure found in the jungles of Yavin IV. It is reported to have a mysterious crystal housed within... ブルーリーフ寺院群は、ヤヴィンIVのジャングルで発見された太古の建造物である。中には神秘的なクリスタルがあると報告されている… 9 choku Carnivores and deadly hunters, choku are powerfully muscled creatures that run through the jungles of Yavin IV. 有能なハンターである肉食動物のチョク(Choku)は、ヤヴィンIVのジャングルを疾走する力強いクリーチャーである。 3 crystal_snake Native to Yavin IV, the mildly poisonous crystal snake has refractive scales that render it transparent to the casual eye. このヤヴィンIV原産のクリスタル・スネーク(crystal snake)は、弱い毒を持っている。さらによく反射するうろこが全身を覆っており、一見すると透明と勘違いしてしまう。 4 gackle_bat The gackle bat is a nocturnal predator native to Yavin IV. They feed primarily upon stintaril, injecting a muscle relaxant with their fangs. ガックル・バット(Gackle Bat)はヤヴィンIV原産の夜行性の捕食動物である。主食はスティンタリル・ローム(Stintaril Roam)で、牙から筋肉弛緩剤を注入する方法で捕獲する。 17 imperialoutpost Though the Rebel Alliance abandoned its Yavin headquarters after the destruction of the Death Star, the Empire has garrisoned stormtroopers here to guard against their return. They still fight skirmishes to clean up the last stubborn Rebels, but Imperial troops generally regard Yavin as punishment duty. デス・スターの破壊後、反乱同盟軍はヤヴィン司令部を放棄した。帝国軍は、彼らが戻ってくる場合に備えてここにストームトルーパー部隊を駐屯させている。部隊は頑強に抵抗を続ける反乱軍の残党との小競り合いを続けているが、帝国兵たちは概してヤヴィンへの転任を懲罰とみなしている。 18 jandodonna A Star Destroyer captain in the last days of the Old Republic, Jan Dodonna is now one of the Rebel Alliance s finest tacticians. He organized the successful assault on the Death Star, and now supervises the rearguard action covering the Alliance s retreat from Yavin. 旧共和国の末期にスター・デストロイヤーの艦長を務めていたジャン・ドドンナ(Jan Dodonna)は、反乱同盟軍で最も優れた戦術家となった。デス・スターへの襲撃を成功させた彼は、現在ヤヴィンからの撤退を支援するために後衛で作戦の監督を行っている。 1 kliknik A dangerous mantis-like creature that lives in the jungles of Yavin IV, the Klinknik are voracious carnivores. Living in large underground hives, the Kliknik report solely to their Queen who oversees every last Kliknik. Xenobiologists have yet to determine whether the Kliknik are sentient, due to the fact that none have returned from their research... クリクニク(Kliknik)は、ヤヴィンIVのジャングルに生息するカマキリに似た危険なクリーチャーであり、貪欲な肉食動物である。 地下の巨大な巣穴にすむクリクニク(Kliknik)は、全ての同胞を統括する女王に対して仕えている。 クリクニク(Kliknik)の調査に向かって戻ってきた者がいないため、宇宙生物学者は彼らが意識を有しているのか否について結論を保留している… 16 luke Known to Alliance fighters across the galaxy as a hero of the Battle of Yavin, Luke Skywalker has returned to this remote moon. He seeks lost knowledge of the ancient order of Jedi Knights -- knowledge rumored to be concealed in the mysterious Massassi Temples. ヤヴィンの戦いにおいて銀河中に名を轟かせた同盟軍の英雄、ルーク・スカイウォーカー(Luke Skywalker)は、この辺境の月へと戻っている。彼は、かつてのジェダイ騎士団に関する失われた知識を捜し求めている--その知識は、神秘的なマサッシ神殿の中に隠されていると噂される。 5 mamien This solitary creature lives on Yavin IV--it is shy and skittish, and difficult to approach. Ape-like, the mamien will walk on two legs or occasionally four. ヤヴィンIVに棲むマミエン(Mamien)というクリーチャーは単独で生活している。臆病で用心深いため、接近するのは非常に困難だ。類人猿に似た外見を持っており、時折4本足で歩くが基本的には2足歩行である。 6 mawgax The mawgax is an herbivore that flocks through the forests of Yavin IV. Their sharp beak makes them well able to defend themselves if cornered. モーガックス(Mawgax)はヤヴィンIVのどこの森でも群れている草食動物である。敵に追い詰められると、その鋭いくちばしで自らの身を守る。 14 palace_woolamander An ancient structure deep in the jungles of Yavin IV, the Palace of the Woolmander is so named because Alliance engineers who discovered the abandoned site also found a pack of woolamanders hiding within. ヤヴィンIVにあるジャングルの奥深くには、ウーラマンダー(woolamander)の宮殿と呼ばれる古代の建造物がある。同盟軍のエンジニアがこの遺跡を発見した際に、ウーラマンダー(woolamander)の群れが隠れ棲んでいたことがその名の由来である。 12 rebel_base After the Battle of Yavin, the Rebel Alliance dismantled its facilities at the Great Massassi Temple, retreating to a new, undisclosed location. However, a remnant force remains at this ancient location, fighting a rearguard action amidst the ponderous stone walls. ヤヴィンの戦いのあと、反乱同盟軍はグレート・マサッシ神殿にあった施設を自ら破壊して、新たな秘密基地へと撤退した。 しかし、このいにしえより伝わる地は堅牢な石の砦でもあり、今なお残存戦力が抵抗を続けている。 10 skreeg The skreeg are vicious humanoids that view any approach as encroachment on their territory. Despite their aggressiveness, they are herbivorous, living in small colonies throughout the forests of Yavin IV. スクリーグ(Skreeg)は獰猛なヒューマノイドであり、どのような接触も縄張りの侵害とみなす。しかしその攻撃性にもかかわらずスクリーグ(Skreeg)は草食性であり、ヤヴィンIVにある森の至る所で小さな集落を作っている。 7 spined_puc A toad-like amphibian native to Yavin IV, the spined puc is named for the spiny ridges along its back and sides. Each spine carries a powerful toxin capable of blinding the victim. スパインド・パック(Spined Puc)は、ヤヴィンIV原産のカエルに似た両生類である。その名前は、背中と体側にそう棘だらけのうねに由来する。ひとつひとつの棘には、相手の目を潰してしまうほどの強力な毒が秘められている。 8 stintaril A tree-dwelling rodent, stintaril roam in packs around Yavin IV, eating everything in their path. Their favorite food is the woolamander. 樹上で生活を送るげっ歯類のスティンタリル・ロームは、ヤヴィンIVの各地に群れで生息している。彼らは行く手にあるものを何でも食べてしまうが、中でもウーラマンダー(Woolamander)を好む。 15 tankmite Tanc mites are scavengers and carrion eaters that crawl the forest floor. The mites are covered with a rock-hard shell that protects against electricity, fire, and most physical damage. Though slow and unsteady, tanc mites can survive falls of a hundred meters or more. タンク・マイト(Tanc mite)は、地面を這い回って腐肉をあさる森の掃除屋である。彼らの体は、電気や炎、そしてほとんどの物理的ダメージから身を守る堅い殻で覆われている。そのために動きこそ鈍重だが、代わりに100メートル以上の高さから落下しても生き延びることができる。 11 whisper_bird Across Yavin IV, small flocks of the beautiful whisper bird feed on fish and weeds. They are named for their famously silent flight, and their low, sweet song. ウィスパー・バード(Whisper Bird)は、ヤヴィンIVの各所で小さな群れを作り、魚や雑草を食べて暮らしている。音も無く飛び、かすかな心地よい声で鳴くことでも有名で、それが彼らの名前の由来となっている。
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esktef /// / 雨だれ、雨垂れ、雨滴 esk\tef \ 13 seren klel 雨の滴 \
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Format Title Artist Label Model Number Release Press 2LP SHADIN KID FRESINO DOGEAR RECORDS,JET SET JSLP094 2018/07/04 - この投稿をInstagramで見る K.EG(@k_eg)がシェアした投稿 Instagram Link Side Track Title Produce A 1 MY QUINCY CITY NOSH 2 JET SKI feat.JJJ NOSH 3 BE WITH U feat.O.I. WAU? B 4 GRANNY feat.CHAPAH JJJ 5 CRIMINAL DOPEY 6 DRE S BOX Q-X C 7 IMPORT feat.CAMPANELLA,C.O.S.A. RAMZA 8 KINGEYE NOSH 9 ANSWER feat.ISSUGI WAU? D 10 LAST SINGLE feat.CAMPANELLA ARU-2 11 WHO CAN feat.FLA$HBACKS KID FRESINO PERTAIN RECORD AMAZON Shadin' [Analog]
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SATCL(サドンアタック東方クランリーグ)とは、無料FPS SuddenAttackでの東方クランのみで大会を通じての交流を深めようとした企画です。 賞品ももちろん用意しております。 ぜひみなさんの参加をお待ちしております。
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} rt { font-family Arial, Verdana, Helvetica, sans-serif; } /** Main table styling **/ #trackinfo, #lyrics { font-family Noto Sans JP , sans-serif; font-weight 350; } .track_number { font-family Rockwell; font-weight bold; } .track_number after { content . ; } #track_args, .amp_text { display none; } #trackinfo { position relative; float right; margin 0 0 1em 1em; padding 0.3em; width 320px; border-collapse separate; border-radius 5px; border-spacing 0; background-color #F9F9F9; font-size 90%; line-height 1.4em; } #trackinfo th { white-space nowrap; } #trackinfo th, #trackinfo td { border none !important; } #trackinfo thead th { background-color #D8D8D8; box-shadow 0 -3px #F9F9F9 inset; padding 4px 2.5em 7px; white-space normal; font-size 120%; text-align center; } .trackrow { background-color #F0F0F0; box-shadow 0 2px #F9F9F9 inset, 0 -2px #F9F9F9 inset; } #trackinfo td ul { margin 0; padding 0; list-style none; } #trackinfo li { line-height 16px; } #trackinfo li nth-of-type(n+2) { margin-top 6px; } #trackinfo dl { margin 0; } #trackinfo dt { font-size small; font-weight bold; } #trackinfo dd { margin-left 1.2em; } #trackinfo dd + dt { margin-top .5em; } #trackinfo_help { position absolute; top 3px; right 8px; font-size 80%; } /** Media styling **/ #trackinfo .media th { background-color #D8D8D8; padding 4px 0; font-size 95%; text-align center; } .media td { padding 0 2px; } .media iframe nth-of-type(n+2) { margin-top 0.3em; } .youtube + .nicovideo, .youtube + .soundcloud, .nicovideo + .soundcloud { margin-top 0.75em; } .media_section { display flex; align-items center; text-align center; } .media_section before, .media_section after { display block; flex-grow 1; content ; height 1px; } .media_section before { margin-right 0.5em; background linear-gradient(-90deg, #888, transparent); } .media_section after { margin-left 0.5em; background linear-gradient(90deg, #888, transparent); } .media_notice { color firebrick; font-size 77.5%; } /** Around track styling **/ .next-track { float right; } /** Infomation styling **/ #trackinfo .info_header th { padding .3em .5em; background-color #D8D8D8; font-size 95%; } #trackinfo .infomation_show_btn_wrapper { float right; font-size 12px; user-select none; } #trackinfo .infomation_show_btn { cursor pointer; } #trackinfo .info_content td { padding 0 0 0 5px; height 0; transition .3s; } #trackinfo .info_content ul { padding 0; margin 0; max-height 0; list-style initial; transition .3s; } #trackinfo .info_content li { opacity 0; visibility hidden; margin 0 0 0 1.5em; transition .3s, opacity .2s; } #trackinfo .info_content.infomation_show td { padding 5px; height 100%; } #trackinfo .info_content.infomation_show ul { padding 5px 0; max-height 50em; } #trackinfo .info_content.infomation_show li { opacity 1; visibility visible; } #trackinfo .info_content.infomation_show li nth-of-type(n+2) { margin-top 10px; } /** Lyrics styling **/ #lyrics { font-size 1.06em; line-height 1.6em; } .not_in_card, .inaudible { display inline; position relative; } .not_in_card { border-bottom dashed 1px #D0D0D0; } .tooltip { display flex; visibility hidden; position absolute; top -42.5px; left 0; width 275px; min-height 20px; max-height 100px; padding 10px; border-radius 5px; background-color #555; align-items center; color #FFF; font-size 85%; line-height 20px; text-align center; white-space nowrap; opacity 0; transition 0.7s; -webkit-user-select none; -moz-user-select none; -ms-user-select none; user-select none; } .inaudible .tooltip { top -68.5px; } span hover + .tooltip { visibility visible; top -47.5px; opacity 0.8; transition 0.3s; } .inaudible span hover + .tooltip { top -73.5px; } .not_in_card span.hide { top -42.5px; opacity 0; transition 0.7s; } .inaudible .img { display inline-block; width 3.45em; height 1.25em; margin-right 4px; margin-bottom -3.5px; margin-left 4px; background-image url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2971/7/Inaudible.png); background-size contain; background-repeat no-repeat; } .not_in_card after, .inaudible .img after { content ; visibility hidden; position absolute; top -8.5px; left 42.5%; border-width 5px; border-style solid; border-color #555 transparent transparent transparent; opacity 0; transition 0.7s; } .not_in_card hover after, .inaudible .img hover after { content ; visibility visible; top -13.5px; left 42.5%; opacity 0.8; transition 0.3s; } .not_in_card after { top -2.5px; left 50%; } .not_in_card hover after { top -7.5px; left 50%; } .not_in_card.hide after { visibility hidden; top -2.5px; opacity 0; transition 0.7s; } /** For mobile device styling **/ .uk-overflow-container { display inline; } #trackinfo.mobile { display table; float none; width 100%; margin auto; margin-bottom 1em; } #trackinfo.mobile th { text-transform none; } #trackinfo.mobile tbody tr not(.media) th { text-align left; background-color unset; } #trackinfo.mobile td { white-space normal; } document.addEventListener( DOMContentLoaded , function() { use strict ; const headers = { title アルバム別曲名 , album アルバム , circle サークル , vocal Vocal , lyric Lyric , chorus Chorus , narrator Narration , rap Rap , voice Voice , whistle Whistle (口笛) , translate Translation (翻訳) , arrange Arrange , artist Artist , bass Bass , cajon Cajon (カホン) , drum Drum , guitar Guitar , keyboard Keyboard , mc MC , mix Mix , piano Piano , sax Sax , strings Strings , synthesizer Synthesizer , trumpet Trumpet , violin Violin , original 原曲 , image_song イメージ曲 }; const rPagename = /(?=^|.*