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https://w.atwiki.jp/eqtunarejp/pages/74.html
Tier2 Invisible Armor 装備部位/Class/対象Mob 対応表Part Class Named Mob Bloodmoon Keep Hills of Shade Fortress Mechanotus Gyrospire Beza The Mechamatic Guardian 2nd All (except BER) Silius the Gaffe Pure Melee Hybrid Crawtooth WIS Caster Lian Swiftstalker INT Caster Range All (for Melee) Steamwork Guardian Model I All (for Caster) Horak Neck Pure Melee Balkor the Knife Hybrid Firemarshal Unit IV WIS Caster Siegemarshal Kenti Tinwhistle INT Caster Jon E V Face Pure Melee The Collector Hybrid Part Sorter Model XV WIS Caster Kaestille Pureheart INT Caster Thornheart Shoulders Pure Melee The Gearmarshal Hybrid Metal Slime WIS Caster Groundskeeper Cotongle INT Caster Grawlthin Back Pure Melee Steam Engineer LIIV Hybrid Garden Keeper IXV WIS Caster Ralfin INT Caster Engineer Tristos Ear All (No Effect) Wulren Venomdrinker All (for Caster) The Rot All (Cast Type) Hardbottom, Recycler Union {MAG NEC BST} Fuelmaster XXI Pure Melee Ebontail Hybrid Erollisi`s Spite WIS Caster Firemarshal Unit IV INT Caster Part Sorter Model XV Finger(1) All (for Caster) Vorash Blinking Spirit Pure Melee Fuzzbert Cogsworth Hybrid Chamberlain XI Finger(2) All (for Caster) Ancestral Deathguard Hogswaller WIS Caster Fuzzbert Cogsworth INT Caster Bablage, Master Lifter Waist Pure Melee Chief Machinist Bildarol Hybrid Balkor the Knife WIS Caster Chamberlain XI INT Caster Whirlie Fizzlebot Charm All Warden Jaklor Rusty Pure Melee Eternity`s Blaze Hybrid Hester Valance WIS Caster THE Destructorizor XOOX
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index Magic and the Spell System Wizard Spells Priest Spells Schools of Magic Magic and the Spell System Some of the most powerful weapons player characters have at their disposal in the AD D game are magical spells. Through spells a player character can call lightning out of the sky, heal grievous injuries, hurl explosive balls of fire, and learn secrets long forgotten. At the levels of characters in Baldur’s Gate, magic and spells are somewhat more modest (only 1st- through 4th-level spells are learnable, though some 4th- and 5th-level spells are available for use via scrolls and by NPC’s). Not every character is capable of casting spells, however. Wizards (including specialists) and priests (or their cousins, the druids) can cast Wizard and Priest spells, respectively. A few character classes have a limited ability to cast spells in addition to their other attributes. Regardless of their source, all spells fall into the categories of Wizard or Priest. Wizard Spells Wizard spells range from spells of simple utility to great and powerful magics. Although characters can use spells, the workings of magic are dimly understood at best. For the most part, it is enough to know that ”when you do this, that happens.” Casting a wizard spell is a complicated ordeal. First, a wizard can only use spells from his spell book. Beginning wizards start with only a few basic spells; over time, they obtain spell scrolls to add to their magical knowledge. (To add the spell found on a scroll to his spell book, the wizard must scribe it into the book – this is done from the Item Information page, which is brought up by R-clicking on a spell scroll). A wizard’s mind can comprehend only a certain number of spells. The number of spells he can have in his book is limited by his Intelligence. Ultimately, it is daily spell memorization that is most important. Every day, the wizard must memorize spells from his spellbook. To draw on magical energy, the wizard must shape specific mental patterns in his mind. He uses his spell book to force his mind through mental exercises, preparing it to hold the final twisted patterns. This process is called memorization. Once a wizard memorizes a spell, it remains in his memory (as potential energy) until he uses the prescribed words, motions, and components to trigger the release of the energy. Upon casting, the energy of the spell is spent, wiped clean from the wizard’s mind – lost until the wizard studies and memorizes that spell again. The number of spells a wizard can memorize is given by his level; he can memorize the same spell more than once, but each memorization counts as one spell toward his daily memorization limit. Memorization is not a thing that happens immediately. The wizard must have a clear head gained from a restful night’s sleep and then must spend time studying his spell book. Spells remain memorized until they are cast or wiped from the character’s mind at the spell memorization screen. Priest Spells The spells of a priest, while sometimes having powers similar to those of the wizard, are quite different.The priest’s role, more often than not, is as defender and guide for others. Thus the majority of his spells work to aid others or provide some service to the community. Few of his spells are truly offensive, but many can be used cleverly to protect or defend. The knowledge of what spells are available to the priest becomes instantly clear as soon as he advances in level.This knowledge and the power for the spells themselves are bestowed by the priest’s deity. Priests memorize their spells in a similar way to wizards, but they do not have to use a spell book. Instead, once they gain access to a level of spells granted by the powers they worship, they can memorize any spells from the priest spells in this level, up to their maximum memorizable number of priest spells. Priests must pray (this is done when the party rests, much as a wizard memorizes spells when the party rests) to obtain spells. Schools of Magic Although all wizard and priest spells are learned and memorized the same way, they fall into nine different schools of magic. A school of magic is a group of related spells. Abjuration spells are specialized protective spells. Alteration spells cause a change in the properties of some already existing thing, creature, or condition. Conjuration/Summoning spells bring something to the caster from elsewhere. Conjuration normally produces matter or items from some other place. Summoning enables the caster to compel living creatures and powers to appear in his presence or to channel extraplanar energies through himself. Enchantment/Charm spells cause a change in the quality of an item or the attitude of a person or creature. Enchantments can bestow magical properties on ordinary items, while charms can unduly influence the behavior of beings. Divination spells enable the wizard to learn secrets long forgotten, to predict the future, and to uncover things hidden or cloaked by spells. Illusion spells deceive the senses or minds of others. Invocation/Evocation spells channel magical energy to create specific effects and materials. Invocation normally relies on the intervention of some higher agency (to whom the spell is addressed), while evocation enables the caster to directly shape the energy. Necromancy is one of the most restrictive of all spell schools. It deals with dead things or the restoration of life, limbs, or vitality to living creatures. Offensive spell icons are red, defensive spell icons are blue, and information spell icons are white.
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ああああああ ああああああ
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Puppet Master [部分編集] Category Base Item Class Cabalist Type Mind-control Weapon Item Level 17 Require Level 12 Damage Type N/A Rate of fire constant Interrupt Strength 0 Critical Chance 0% Critical Damage 0% Range 25m Equip Cost 8 Accu, 6 Will Modification N/A Inherent Attributes Mind Control Strenght 95 ※上記に画像がないときはアイテム名.jpgでアップロードしてください。 [部分編集] Puppet MasterベースのUnique Item The Grandmaster Cat s Paw 関連ページ Unique Cabalist Weapons
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OnSpellCastAtに入るスクリプトを置いていきます。 呪文を使用された時に発動する。 #include "nw_i0_generic" #include "x2_i0_spells" void main() { //最後に呪文を唱えたクリーチャーを習得する object oCaster = GetLastSpellCaster(); if(GetLastSpellHarmful()) { SetCommandable(TRUE); // ------------------------------------------------------------------ // 同じファンクションの魔法に巻き込まれた場合は許します // ------------------------------------------------------------------ if (GetFactionEqual(oCaster, OBJECT_SELF) == TRUE) { ClearPersonalReputation(oCaster, OBJECT_SELF); ClearAllActions(TRUE); DelayCommand(1.2, ActionDoCommand(DetermineCombatRound(OBJECT_INVALID))); // ユーザーイベントを実行する if(GetSpawnInCondition(NW_FLAG_SPELL_CAST_AT_EVENT)) { SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_SPELL_CAST_AT)); } return; } int bAttack = TRUE; // ------------------------------------------------------------------ // GZ, 2003-Oct-02 // 範囲呪文を受けた場合、少し賢い事をするでしょう // AoEはArea of Effectの略。 // ------------------------------------------------------------------ if (MatchAreaOfEffectSpell(GetLastSpell()) == TRUE) { int nAI = (GetBestAOEBehavior(GetLastSpell())); // from x2_i0_spells switch (nAI) { case X2_SPELL_AOEBEHAVIOR_DISPEL_L case X2_SPELL_AOEBEHAVIOR_DISPEL_N case X2_SPELL_AOEBEHAVIOR_DISPEL_M case X2_SPELL_AOEBEHAVIOR_DISPEL_G case X2_SPELL_AOEBEHAVIOR_DISPEL_C bAttack = FALSE; ActionCastSpellAtLocation(nAI, GetLocation(OBJECT_SELF)); ActionDoCommand(SetCommandable(TRUE)); SetCommandable(FALSE); break; case X2_SPELL_AOEBEHAVIOR_FLEE //範囲攻撃を行った相手の近く移動して攻撃行動を取る ClearActions(CLEAR_NW_C2_DEFAULTB_GUSTWIND); oCaster = GetLastSpellCaster(); ActionForceMoveToObject(oCaster, TRUE, 2.0); DelayCommand(1.2, ActionDoCommand(DetermineCombatRound(oCaster))); bAttack = FALSE; break; case X2_SPELL_AOEBEHAVIOR_IGNORE // well ... nothing break; case X2_SPELL_AOEBEHAVIOR_GUST //ガストオブウィンドを使用する ActionCastSpellAtLocation(SPELL_GUST_OF_WIND, GetLocation(OBJECT_SELF)); ActionDoCommand(SetCommandable(TRUE)); SetCommandable(FALSE); bAttack = FALSE; break; } } // --------------------------------------------------------------------- // 他の誰かと戦ってない時は詠唱者を攻撃する // --------------------------------------------------------------------- if( !GetIsFighting(OBJECT_SELF) bAttack) { if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL)) { DetermineSpecialBehavior(oCaster); } else { DetermineCombatRound(oCaster); } } // 攻撃された場合助けを呼びます SetCommandable(TRUE); //Shout Attack my target, only works with the On Spawn In setup SpeakString("NW_ATTACK_MY_TARGET", TALKVOLUME_SILENT_TALK); //Shout that I was attacked SpeakString("NW_I_WAS_ATTACKED", TALKVOLUME_SILENT_TALK); } else { // --------------------------------------------------------------------- // July 14, 2003 BK // If there is a valid enemy nearby and a NON HARMFUL spell has been // cast on me I should call DetermineCombatRound // I may be invisible and casting spells on myself to buff myself up // --------------------------------------------------------------------- // Fix 魔法を使用されても戦闘中ならそっちを優先する。 // 逆に戦闘中でなければ呪文を唱えた相手を攻撃する object oEnemy =GetNearestEnemy(); if ((GetIsObjectValid(oEnemy) == TRUE) (GetIsInCombat() == TRUE)) { // SpeakString("keep me in combat"); DetermineCombatRound(oEnemy); } } // Send the user-defined event as appropriate if(GetSpawnInCondition(NW_FLAG_SPELL_CAST_AT_EVENT)) { SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_SPELL_CAST_AT)); } }
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http //www.sebastianbach.com/ http //www.myspace.com/sebastianblog member ex-SKID ROW、ex-MADAM X、ex-KID WIKKID CDKicking Screaming Angel Down Bring 'Em Bach Alive LiveLive @ Acer Arena, Sydney, Australia June 23th 2007 Live @ Izumiotsu Phoenix, Osaka, Japan July 22th 2006 Live @ WACCC Radio July 11th 2006 Acoustic Show V.A. japan tribute / SIAM SHADE Tribute ( 2010.10 ) CD Kicking Screaming September 21st 2011 Disc 1 / CD 1. Kicking Screaming / 2. My Own Worst Enemy / 3. Tunnelvision / 4. Dance On Your Grave / 5. Caught In A Dream/ 6. As Long As I Got The Music / 7. I'm Alive / 8. Dirty Power / 9. Live The Life / 10. Dream Forever / 11. One Good Reason / 12. Lost In The Light / 13. Wishin' Disc 2 / DVD Angel Down 2007年11月21日 1. Angel Down / 2. You Don't Understand / 3. Back In The Saddle / 4. ( Love Is ) A Bitchslap / 5. Stuck Inside / 6. American Metalhead / 7. Negative Light / 8. Live Die / 9. By Your Side / 10. Our Love Is A Lie / 11. Take You Down With Me / 12. Stabbin' Daggers / 13. You Bring Me Down / 14. Falling Into You / 15. ( Love Is ) A Bitchslap Bring 'Em Bach Alive December 10th 1998 1. Done Bleeding / 2. Slave To The Grind / 3. Frozen / 4. Here I Am / 5. 18 Life / 6. Beat Yourself Blind / 7. Blasphemer / 8. Riot Act / 9. Sweet Little Sister / 10. Mudkicker / 11. In A Darkened Room / 12. Get The Fuck Out / 13. Monkey Business ~ Godzilla / 14. The Most Powerful Man In The World / 15. I Remember You / 16. Youth Gone Wild / 17. Superjerk, Superstar, Supertears Live Live @ Acer Arena, Sydney, Australia June 23th 2007 1. Slave To The Grind / 2. Big Guns / 3. Talking / 4. Here I Am / 5. Stuck Inside / 6. 18 Life / 7. American Metalhead / 8. The Threat / 9. Love Is A Bitchslap / 10. By Your Side / 11. Monkey Business / 12. You Don't Understand / 13. Beggar's Day / 14. I Remember You / 15. Youth Gone Wild Live @ Izumiotsu Phoenix, Osaka, Japan July 22th 2006 Udo Music Festival 2006 1. Slave To the Glind 2. Big Guns 3. Here I Am 4. Stuck Inside 5. Piece Of Me 6. 18 And Life 7. The Threat 8. American Metal Head 9. Monkey Business 10. By Your Side 11. I Remember You 12. Youth Gone Wild Live @ WACCC Radio July 11th 2006 Acoustic Show 1. Interview + Little Wing [ cover of Jimi Hendrix ] / 2. By Your Side / 3. I Remember You
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【登録タグ B Labyrinth Suite -TABLETALK ROLE PLAY TOHO 11- クレイジーバックダンサーズ 天秤亭 朱南レイ 曲】 【注意】 現在、このページはJavaScriptの利用が一時制限されています。この表示状態ではトラック情報が正しく表示されません。 この問題は、以下のいずれかが原因となっています。 ページがAMP表示となっている ウィキ内検索からページを表示している これを解決するには、こちらをクリックし、ページを通常表示にしてください。 /** General styling **/ @font-face { font-family Noto Sans JP ; font-display swap; font-style normal; font-weight 350; src url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/10/NotoSansCJKjp-DemiLight.woff2) format( woff2 ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/9/NotoSansCJKjp-DemiLight.woff) format( woff ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/8/NotoSansCJKjp-DemiLight.ttf) format( truetype ); } @font-face { font-family Noto Sans JP ; font-display swap; font-style normal; font-weight bold; src url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/13/NotoSansCJKjp-Medium.woff2) format( woff2 ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/12/NotoSansCJKjp-Medium.woff) format( woff ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/11/NotoSansCJKjp-Medium.ttf) format( truetype ); 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} .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 ; 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https://w.atwiki.jp/mblen/pages/106.html
場所取り システム面 避け 空中dc リバビ ヒート BH 直ガ EXシールド 長シールド SC サキスパ ゲージため IH × × × × ◯ ◯ × ◯ 任意 任意 ◯ ◯ クレセントとは逆に、最もMBACからの変化が大きいスタイルです。 リバースビートが不可能で、ジャンプ攻撃のダッシュキャンセルもできないため通常技のつなぎ方が大きく制限されます。その代わり、どのキャラも今までと違うタイプのコマンド技を持っていて、また通常技の硬直も比較的少なめです。 それ以外にも「避けができない」「EXシールドがない」など色々制約がありますが、IHやシールドカウンターなど有用な新システムを利用でき、他のスタイルとはまた違う強みがあります。 マジックサーキットの仕様 マジックサーキットの上限は300%です。 300%まで溜まるとMAXモードに突入します。MAX終了後は タイマー切れで終了した場合 ・・・ 残り100% ADを使って終了した場合 ・・・ 残り0% の状態になります。ADを使うとゲージが0になってしまうので、どうせならIHを使ってから撃つほうが得です。 また、ゲージ増加量に90%の補正が掛かります。 Fレンの特徴 ダッシュがステップタイプ Fレンのみ、他のスタイルのようなランタイプではなく一定距離を進むステップタイプのダッシュになっています。小回りの利きやすさでは若干劣りますが、ダッシュから他の行動を行ったときに慣性が乗るようになりました。 ノーゲージ火力が高い 5B,ロンドの性能変化、コンボが伸びる上にそれ自体のダメージも高いBセントエルモの追加などが後押しとなってFレンはノーゲージ火力がかなり高いです。その反面、EX氷を持たないためゲージを投入してダメージを伸ばすのは苦手です。 C/Hとコマンド技が違う これまでのレンの主要技であったフルール・フリーズや猫各種を持たず、ロンドン・ロンドもまったく違う性質の技になっています。代わりに新技のフレイムスノウ、セントエルモを得ました。特にセントエルモは実用/魅せのどちらにおいても非常に重要な役割を果たします。 5B、2Bのリーチが長い Fレンの5Bはリーチが長く(MBACでいうと白レンの5Bに似てる)、さらに少し前進しながら攻撃するため牽制はもとよりビートエッジの中継としても優秀です。また、2Bもリーチが長くなり、硬直も若干減ったので2Aすかしを使わなくても美脚が可能になりました。 5Aが発生5Fの単発技 Fレンの5Aは単発技になり、持続と硬直差が改善しています。その代わり発生が5Fと遅く、空中投げ後の拾いに使うが若干難しいです。 バウンドを消費しやすい Fレンは優秀なバウンド誘発技であるBロンドとセントエルモを持つため、他のスタイルと比べてバウンドの価値が高いです。セントエルモはReACT属性も持っているので、尚更バウンド回数の管理が重要になります。 ピックアップ 5Bと5C 空中投げループ ピタゴラコンボ IH フレイムスノウ
https://w.atwiki.jp/kamiinu/pages/8.html
Master ----kinu--- キャラクター テチ 役職:第二期マスター 性別:たまに間違えられるけど男 レベル 127 序列 mst ステータス ブレス依存でs(ry STAB「1」HACK「2」INT「装備ギリギリ」DEF「ほぼ初期値」MR「もっといるのかな?」DEX「ガトにも必中」AGI「エレショかければ避けられる」 コメント ----レベル上げが遅く、IN率も低いけどがんばってるマスターのkinuです(
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THE IDOLM@STER MASTERPIECE 05 初回限定盤オリジナル・プレミアム・カード封入透明カートンBOX仕様 発売日:2006年5月31日価格:税込定価¥3,000 (税抜¥2,857)品番:【初回限定盤】COCX-33631 【通常盤】COCX-33632レーベル:日本コロムビア 1. 蒼い鳥 (M@STER VERSION) (歌:如月千早・三浦あずさ・秋月律子) 2. First Stage (M@STER VERSION) (歌:萩原雪歩・菊地真・双海亜美/真美) 3. Here we go!! (M@STER VERSION) (歌:水瀬伊織・天海春香・高槻やよい) 4. 蒼い鳥 (M@STER VERSION) オリジナル・カラオケ 5. First Stage (M@STER VERSION) オリジナル・カラオケ 6. Here we go!! (M@STER VERSION) オリジナル・カラオケ 7. THE IDOLM@STER BGM「debut」 MAIN BGM~MORNING~THINKING~APPEAL 8. THE IDOLM@STER BGM「memories」ENERGY~BRIGHT~TOWN~TENDER~PAINFUL 9. THE IDOLM@STER BGM「glory」 SENTAKU2~MATCHING~TV~.MORNING0~NIGHT 10. THE IDOLM@STER BGM「encore」 ED_MORNING~DARK~SPEED~ED_SIPPAI~ED_SEIKOU~ED_DAISEIKO 11. THE IDOLM@STER (M@STER VERSION -REMIX-) (歌:天海春香・如月千早・萩原雪歩・高槻やよい・秋月律子・三浦あずさ・水瀬伊織・菊地真・双海亜美/真美) 12. ボーナス・トラック・トーク (出演:天海春香・如月千早・萩原雪歩・高槻やよい・秋月律子・三浦あずさ・水瀬伊織・菊地真・双海亜美/真美) タグ First_Stage Here_we_go!! THE_IDOLM@STER 蒼い鳥