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under construction string std stirng CString MFCのクラス cstring String C/CLIのSystem String
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Sampling Community Structure Arun S. Maiya, Tanya Y. Berger-Wolf WWW 2010 概要 expander graphのコンセプトによるコミュニティのサンプリング手法 コミュニティ検出で推論っぽいこと?もできるらしい 問題 X(S) = |N(S)|/|S| 隣接頂点数/頂点数 サイズkのサンプルSがcommunity representative sample minimize D[P_S(G(S)), P_S(G)] D[,]は分割に対する距離尺度 P_S(G)はGを使って作られた分割 手法 X(S)の最小化もあるけれどそうではなくて、最大のサンプルを見つけたい 2つ手法を考えたよ Snowball Expansion Sampler (XSN) 最初の頂点を適当に選ぶ k個選ぶまで、|N({v})-(N(S)∪S)|が最大の頂点をSに追加 何でこの式なのかは何か説明されている つまり単にX(S)についてGreedyするだけ MCMC (XMC) Markov Chain Monte Carlo simulation |N(S)|/|V-S|をスコアとする スコアがよくなったら更新、悪くなったら[新しいスコア/今のスコア]^pみたいな確率で更新 実験 コミュニティ検出手法 Girvan-Newman algorithm (GN) Newman’s leading eigenvector method (NLE) An algorithm based on greedy optimization (CNM) 評価基準 分割の距離関数D 分割が同一になるようにするために削除する頂点数の最小値 サンプルから出来たコミュニティの頂点達が元のでかいグラフから出来た同じコミュニティに入っていると良い サンプル内のコミュニティの割合も考える ↑2つを混ぜるよ FRAC...recall サンプル内のコミュニティの割合???(高いほうが良い PART...precision 距離関数の値を正規化して1-xを計算(高い方が良い F-scoreを計算する Composite = (2FRAC+PART)/(FRAC+PART) 結果 XSNがかなりよさげ FRACもPARTもCompositeも 次数分布とクラスタ係数も比べてみたお べつにあんまり良くない まとめ ふ~ん 理論的にどうこう無いし、気合いで説得なのかなあ? WWW community detection 2013-12-31 19 17 44 (Tue)
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How To s Domination This is simply my own personal opinion on a tactical "How To" basis for Squad Leaders playing Domination as the Attacking faction. Mostly geared towards our new players out there that are just gaining enough points to lead their squads to victory... (or so we hope). D Side Note To place a FRAGO, simply press [SELECT]. This is now your "TCM". Simply move the Joystick, which will control the white target on the TCM. Highlight the object that you wish to FRAGO and press R1. Setting a Waypoint is exactly the same, however you must move the target to an acceptable area, and press (X). Pressing R2 will move over to the Cluster Bomb/UAV Radar command. These are deployed in the same fasion, by utilizing the Joystick and R1 to initiate. Domination - Squad Leader - Attacking. ? Place the FRAGO on the bunker that is closest to the BurnOff Tower. Leaving the FRAGO placed on the default BurnOff Tower is a severe mistake, and a definite Do-Not-Do. You will continue to face heavy opposition at the BurnOff Tower, so long as the bunkers are currently up and available. There is absolutely no point in struggling with the defending faction. You will only prove to either get very lucky and temporarily secure the BurnOff Tower, or repeatedly run to the tower which will result in repeated deaths. Take out the nearest bunker to the tower. For example if X = BurnOff Tower and O = Bunker O X O You will want to take out the LEFT (closest) O (Bunker). However, if your Bunkers are set up like SVER... where you have O O X O O At this point, you will want to communicate with the rest of your squad/platoon. FRAGO the FAR-LEFT Bunker, and work your way to the right. X in this instance can be either a BurnOff Tower or AAA. In either instance, work far-left and continue to frago the bunker directly next to it. Bunkers should be thought of as a priority at the start of a match, and the BurnOff Towers are second in heirarchy/priority. Once you eliminate the defending factions spawn points, they will have to run approximately 200-300m on foot before they can try to take the tower back from your platoon, which at this point should be picking off the lone-foot soldiers 1 -by- 1. Remember, FRAGO the bunker IMMEDIATELY before your communications are jammed. Players that are not able to communicate, or do not have a microphone, or are new to MAG, will most likely go to the flashing objective which will be a BurnOff Tower by default. If you ARE jammed before you even spawn, use your mic and repeatedly try to communicate your team to the bunker. ? Once the front-line of Bunkers have been destroyed, take the AAA immediately! Once you have your first BurnOff Tower secured, which will be located directly in the midst of the front-line of bunkers (which at this point should be destroyed), do NOT let the FRAGO sit on the 2nd BurnOff Tower. Remember, the BurnOff Towers are always FRAGO d by default, even while the FRAGo is placed elsewhere. Set this FRAGO to the AAA. Being as you re just now advancing into enemy lines, you will need the AAA destroyed to create a spawn for your platoon. Also, you will be able to call in a quick UAV for your Platoon Leader. The Platoon leader will be able to Precision Strike any bunkers that have been repaired, and even Strafing Run the respawning opposition. This whole ordeal can give you up to 2 minutes of free-reign in enemy territory. Destroying the AAA is an immediate necessity, right after the Bunkers. You can also keep the AAA FRAGO d while you are advancing through the remainder of the towers. This will result in FRAGO point at the tower and the AAA, as you re also very wisely defending the AAA from being repaired. Thus resulting in further bombing and destruction and crying from the opposition. I don t see any downfalls in this yet...! (Mortars and Motor Pools can also be FRAGO d at this point, it is your duty to make sure that your team is not being bombarded by gas and shells left and right.) ? Utilize the Cluster Bomb wisely. Please remember that you CANNOT, I repeat, CANNOT get your bombers to successfully deliver a Cluster Bomb while the AAA is still active. Very often at the very start of the match, you hear your Squad Leader initiate the Cluster Bomb, only to hear "Our bombers can t get past the Triple A!". There is no "luck" involved here, and you have to destroy the AAA before you can bomb the enemy. As a suggestion, do not cluster bomb bunkers. You will almost be guarenteed to kill friendlies. Hang on to your Cluster Bomb, because you will be able to use this on your last Tower before you open your Letter Objectives. Obviously, if you see no victory in sight, then bomb away on the Bunker/Tower. Assuming everything is running as planned, and you re on the last tower with 22 00 remaining, set the Cluster Bomb directly behind the last Tower which will be close to the enemies spawn point. Remember, with no bunkers available, the enemy will be coming FROM the Spawn - TO the Tower. Find the happy medium and rack up the kills. ? Focus your attack on ONE, Objective Letter at a time! Try your best to communicate to your Squad, that you MUST be attacking only one objective letter at a time. If your Sqaud is splitting up and trying to take both A and B, rather than just A, you ll be half as likely to succeed. Focusing your attack on Objective Letters can almost be thought of as attacking the Bunkers. Once you take one, you ll have a nice zone secured where the rest of your Platoon can congegrate without worrying about massive opposition. From there, you ll have a massive group of players surrounding you, all ready to steam-roll the next Objective over (A B, C D, E F, G H). Always start with the lower of the alphabet as a general rule. However, don t be affraid to change this up if you re failing for 5-6 minutes. Change is good! ? If you are uncomfortable being the Squad Leader - Pass Leadership! Again, just as my "Defending Squad Leader" How To will tell you Everyone deserves a chance to lead their squad to victory. However, this task can sometimes be unwanted.. or even intimidating to a player that is not on the verge of achieving victory. There is no shame in passing the leadership on to another player! It just may be that your play style is not getting the job done. Simply press [START] and press Triangle. Select NONE for the Leadership Role that you wish to change to, and the Squad Leader will be handed down to another squad member. Please remember that if you have a MIC, it is common courtesy to inform the player that becomes the Squad Leader that they are in fact... the new Squad Leader. Do not assume that they are staring at the list of squad members, as this is very often over-looked. ? Use your Waypoints! Again, just as my "Defending Squad Leader" How To will tell you Sometimes setting the correct FRAGO is just not enough. Believe it or not, new players will see this mysterious yellow badge and run directly at it trying to find that pot-o-gold. If players are not able to receive your MIC communication through their headset/TV, the Waypoint makes an excellent "Hey go here!" sign for these players. It is used to relay your route of attack to your team. Placing a Waypoint to the right of a Bunker is telling your team to rally at the waypoint and proceed to attack the bunker. ? Stay in constant contact with your PL s and OIC! Again, just as my "Defending Squad Leader" How To will tell you Do not hesitate to ask when the next available Tactical Refresh is. Ask if any listening leaders require any additional back-up if your Squad is doing a superb job and can spare a few grunts. And also, do not hesitate to ask for backup. Rather than deny yourself the joy of opening and securing your Objective Letters, by continuing onward in denial with the "I got this..." attitude... ask for help! Sometimes you just need that extra body or two to help you crush the enemy! As always, hit me with your feedback as it s appreciated. Let s keep this thread as informative and useful as possible to our new Squad Leaders out there. Tactics and Strategies
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Blenderへ戻る 2.5 Blender MacOSX 最終更新:0000-00-00 00 00 00 ジョイントの設定方法 とりあえず、ヒンジの例 1) 物体の物理特性を指定 エンジンを「Blender Game」に変更。 PropertiesウィンドウのPhysics内のPhysicsサブメニューより、Physics Typeを変更。 とりあえず、動かない方(画像内のMeshオブジェクト)をstatic、動く方(Mesh.001)をRegid Body(剛体)にしとく 2) ヒンジの設定 動かしたい方を選択し、PropertiesのObject Constrainsを表示。 Object Constrains内のAnn ConstrainsでRelation - Rigit Body Jointを追加。 Targetを動かない方のオブジェクトに設定。 Pivot TypeをHinjiに設定。 Display PivotでPivot(なんかpx,py,pzとか書かれてる軸)を表示する。 PivotでPivotの原点の座標を指定。 AxisでPivotの向きを調整(Hinjiなのでx軸周りに回転するよ) 注意 ヒンジはx軸方向にパタパタするが、衝突形状(Bound ?)が衝突すると停止する。 下の図では、物体同士は接触していないが、衝突形状がぶつかっているので中途半端な位置で停止している。
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編集 翻訳者コメント 以下のページの個人的和訳です。http //www.minecraftforge.net/wiki/Netty_Packet_Handling 現在、翻訳中です。(2014/07/09) なるたけ原文(英文)を併記しますので、意味不明・曖昧な場合は参照下さい。 AKさん日本語訳 http //forum.minecraftuser.jp/viewtopic.php?f=21=18255 リンク切れ? 編集 Netty Packet Handling Warning This page is marked as Outdated. It was made for older content and may cause problems. Please improve this article if you can. 注意!! このページの内容は「古い」と申告されています。 古い情報に基づき判断すると、問題が生じる可能性があります。 もし可能であれば、このページの内容を改善して下さい。 This is a How-To guide or Tutorial detailing a practice or process for Minecraft Forge or related software. このガイドは「How-to どうやってやるか」のガイド、またはチュートリアルです。 Minecraft Forge やその関係ソフトウェアを使う方法を示したものです。 This page was made for Minecraft 1.7.2. It might not work with other versions. This is a poor example of using Netty. It can cause memory leaks. It doesn t separate handlers from codecs properly. It reimplements functionality existant in FML for months. If you are using this, consider switching to using FMLIndexedMessageToMessageCodec, or better yet,use the simpleimpl Message functionality. このページの内容は Minecraft 1.7.2 に対応していますが、他のバージョンでは動作しない可能性があります。 本ページで紹介するコードは Netty を使用するための簡易なものであり、メモリーリークを生じる可能性もあります。 Handler 類を正しく切り離していません。 FML に何ヶ月も既に存在している機能を再実装しています。 もし FML を使用しているのであれば、FMLIndexedMessageToMessageCodec や simpleimpl Message 機能を使用する事を検討してみて下さい。 コンテンツ/ 1 DO NOT USE THIS IN NEW CODE OR CONVERSIONS 2 Example Packet Structure 2.1 AbstractPacket Class 3 The Packet Handler 3.1 PacketPipeline Class 4 Registering the Pipeline 4.1 Within your @Mod Class 5 Registering Packets 6 Implementation 7 Authors DO NOT USE THIS IN NEW CODE OR CONVERSIONS / 本文書の内容を新しいバージョンで使用しないでください Below is a short alternative to the SimpleChannelHandler now present within FML. It allows for automatic discriminator generation and sided packet handling within the packets themselves. 以下の内容は、FML の SimpleChannelHandler に現在は含まれている内容と僅かに異なるものです。 以下では、パケット自体に自動的にサイド(Server/Client)を識別し、ハンドリングする機能を追加しています。 編集 Example Packet Structure / 例示するパケットの構造 Below is a common abstract packet that should be extended by any packet that you wish to send. Any resultant behaviour from the packet can be described in the side specific *handle* methods. NOTE All children of this class *MUST* have an empty constructor (multiple constructors is fine!) 以下に示すのは、あなたが作成したいパケットの拡張元とする汎用的な抽象クラスです。 パケットの受け取り処理は、それぞれ処理サイド(Server/Client)を指定した handle 関数で処理します。 メモ:この抽象クラスを拡張する全てのクラスは、”必ず”空のコンストラクタを持たなくてはなりません。 AbstractPacket Class package you.packethandling import io.netty.buffer.ByteBuf; import io.netty.channel.ChannelHandlerContext; import net.minecraft.entity.player.EntityPlayer; /** * AbstractPacket class. Should be the parent of all packets wishing to use the PacketPipeline. * パケットの汎用抽象クラス。 * 以下で示す PacketPipeline を使用したい場合は、本クラスから拡張した packet クラスを使用する事。 * * @author sirgingalot */ public abstract class AbstractPacket { /** * Encode the packet data into the ByteBuf stream. * Complex data sets may need specific data handlers * (See @link{cpw.mods.fml.common.network.ByteBuffUtils}) * * @param ctx channel context * @param buffer the buffer to encode into */ public abstract void encodeInto(ChannelHandlerContext ctx, ByteBuf buffer); /** * Decode the packet data from the ByteBuf stream. * Complex data sets may need specific data handlers * (See @link{cpw.mods.fml.common.network.ByteBuffUtils}) * * @param ctx channel context * @param buffer the buffer to decode from */ public abstract void decodeInto(ChannelHandlerContext ctx, ByteBuf buffer); /** * Handle a packet on the client side. * Note this occurs after decoding has completed. * * @param player the player reference */ public abstract void handleClientSide(EntityPlayer player); /** * Handle a packet on the server side. * Note this occurs after decoding has completed. * * @param player the player reference */ public abstract void handleServerSide(EntityPlayer player); } 編集 The Packet Handler Core packet handling. Essentially it automatically maps a packet to a discriminator, allowing in line encoding/decoding of packet specific data. It also allows sided behaviour to be handled by the packets themselves. NOTE Remember to rename the channel as it is currently "TUT" 以下、パケット処理クラスの主要部を説明する。 PacketPipeline Class package you.packethandling; import java.util.*; import io.netty.buffer.ByteBuf; import io.netty.buffer.Unpooled; import io.netty.channel.ChannelHandler; import io.netty.channel.ChannelHandlerContext; import io.netty.handler.codec.MessageToMessageCodec; import net.minecraft.client.Minecraft; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.entity.player.EntityPlayerMP; import net.minecraft.network.INetHandler; import net.minecraft.network.NetHandlerPlayServer; import cpw.mods.fml.common.FMLCommonHandler; import cpw.mods.fml.common.network.FMLEmbeddedChannel; import cpw.mods.fml.common.network.FMLOutboundHandler; import cpw.mods.fml.common.network.NetworkRegistry; import cpw.mods.fml.common.network.internal.FMLProxyPacket; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; /** * Packet pipeline class. Directs all registered packet data to be handled by the packets themselves. * @author sirgingalot * some code from cpw */ @ChannelHandler.Sharable public class PacketPipeline extends MessageToMessageCodec FMLProxyPacket, AbstractPacket { private EnumMap Side, FMLEmbeddedChannel channels; private LinkedList Class ? extends AbstractPacket packets = new LinkedList Class ? extends AbstractPacket (); private boolean isPostInitialised = false; /** * Register your packet with the pipeline. Discriminators are automatically set. * * @param clazz the class to register * * @return whether registration was successful. Failure may occur if 256 packets have been registered or if the registry already contains this packet */ public boolean registerPacket(Class ? extends AbstractPacket clazz) { if (this.packets.size() 256) { // You should log here!! return false; } if (this.packets.contains(clazz)) { // You should log here!! return false; } if (this.isPostInitialised) { // You should log here!! return false; } this.packets.add(clazz); return true; } // In line encoding of the packet, including discriminator setting @Override protected void encode(ChannelHandlerContext ctx, AbstractPacket msg, List Object out) throws Exception { ByteBuf buffer = Unpooled.buffer(); Class ? extends AbstractPacket clazz = msg.getClass(); if (!this.packets.contains(msg.getClass())) { throw new NullPointerException("No Packet Registered for " + msg.getClass().getCanonicalName()); } byte discriminator = (byte) this.packets.indexOf(clazz); buffer.writeByte(discriminator); msg.encodeInto(ctx, buffer); FMLProxyPacket proxyPacket = new FMLProxyPacket(buffer.copy(), ctx.channel().attr(NetworkRegistry.FML_CHANNEL).get()); out.add(proxyPacket); } // In line decoding and handling of the packet @Override protected void decode(ChannelHandlerContext ctx, FMLProxyPacket msg, List Object out) throws Exception { ByteBuf payload = msg.payload(); byte discriminator = payload.readByte(); Class ? extends AbstractPacket clazz = this.packets.get(discriminator); if (clazz == null) { throw new NullPointerException("No packet registered for discriminator " + discriminator); } AbstractPacket pkt = clazz.newInstance(); pkt.decodeInto(ctx, payload.slice()); EntityPlayer player; switch (FMLCommonHandler.instance().getEffectiveSide()) { case CLIENT player = this.getClientPlayer(); pkt.handleClientSide(player); break; case SERVER INetHandler netHandler = ctx.channel().attr(NetworkRegistry.NET_HANDLER).get(); player = ((NetHandlerPlayServer) netHandler).playerEntity; pkt.handleServerSide(player); break; default } out.add(pkt); } // Method to call from FMLInitializationEvent public void initialise() { this.channels = NetworkRegistry.INSTANCE.newChannel("TUT", this); } // Method to call from FMLPostInitializationEvent // Ensures that packet discriminators are common between server and client by using logical sorting public void postInitialise() { if (this.isPostInitialised) { return; } this.isPostInitialised = true; Collections.sort(this.packets, new Comparator Class ? extends AbstractPacket () { @Override public int compare(Class ? extends AbstractPacket clazz1, Class ? extends AbstractPacket clazz2) { int com = String.CASE_INSENSITIVE_ORDER.compare(clazz1.getCanonicalName(), clazz2.getCanonicalName()); if (com == 0) { com = clazz1.getCanonicalName().compareTo(clazz2.getCanonicalName()); } return com; } }); } @SideOnly(Side.CLIENT) private EntityPlayer getClientPlayer() { return Minecraft.getMinecraft().thePlayer; } /** * Send this message to everyone. * p/ * Adapted from CPW s code in cpw.mods.fml.common.network.simpleimpl.SimpleNetworkWrapper * * @param message The message to send */ public void sendToAll(AbstractPacket message) { this.channels.get(Side.SERVER).attr(FMLOutboundHandler.FML_MESSAGETARGET).set(FMLOutboundHandler.OutboundTarget.ALL); this.channels.get(Side.SERVER).writeAndFlush(message); } /** * Send this message to the specified player. * p/ * Adapted from CPW s code in cpw.mods.fml.common.network.simpleimpl.SimpleNetworkWrapper * * @param message The message to send * @param player The player to send it to */ public void sendTo(AbstractPacket message, EntityPlayerMP player) { this.channels.get(Side.SERVER).attr(FMLOutboundHandler.FML_MESSAGETARGET).set(FMLOutboundHandler.OutboundTarget.PLAYER); this.channels.get(Side.SERVER).attr(FMLOutboundHandler.FML_MESSAGETARGETARGS).set(player); this.channels.get(Side.SERVER).writeAndFlush(message); } /** * Send this message to everyone within a certain range of a point. * p/ * Adapted from CPW s code in cpw.mods.fml.common.network.simpleimpl.SimpleNetworkWrapper * * @param message The message to send * @param point The {@link cpw.mods.fml.common.network.NetworkRegistry.TargetPoint} around which to send */ public void sendToAllAround(AbstractPacket message, NetworkRegistry.TargetPoint point) { this.channels.get(Side.SERVER).attr(FMLOutboundHandler.FML_MESSAGETARGET).set(FMLOutboundHandler.OutboundTarget.ALLAROUNDPOINT); this.channels.get(Side.SERVER).attr(FMLOutboundHandler.FML_MESSAGETARGETARGS).set(point); this.channels.get(Side.SERVER).writeAndFlush(message); } /** * Send this message to everyone within the supplied dimension. * p/ * Adapted from CPW s code in cpw.mods.fml.common.network.simpleimpl.SimpleNetworkWrapper * * @param message The message to send * @param dimensionId The dimension id to target */ public void sendToDimension(AbstractPacket message, int dimensionId) { this.channels.get(Side.SERVER).attr(FMLOutboundHandler.FML_MESSAGETARGET).set(FMLOutboundHandler.OutboundTarget.DIMENSION); this.channels.get(Side.SERVER).attr(FMLOutboundHandler.FML_MESSAGETARGETARGS).set(dimensionId); this.channels.get(Side.SERVER).writeAndFlush(message); } /** * Send this message to the server. * p/ * Adapted from CPW s code in cpw.mods.fml.common.network.simpleimpl.SimpleNetworkWrapper * * @param message The message to send */ public void sendToServer(AbstractPacket message) { this.channels.get(Side.CLIENT).attr(FMLOutboundHandler.FML_MESSAGETARGET).set(FMLOutboundHandler.OutboundTarget.TOSERVER); this.channels.get(Side.CLIENT).writeAndFlush(message); } } 編集 Registering the Pipeline Because of the self contained nature of the packet pipeline the following is all that needs to be done to register your handler within FML Within your @Mod Class public static final PacketPipeline packetPipeline = new PacketPipeline(); @EventHandler public void initialise(FMLInitializationEvent evt) { packetPipeline.initialise(); } @EventHandler public void postInitialise(FMLPostInitializationEvent evt) { packetPipeline.postInitialise(); } 編集 Registering Packets Packets can be registered up to the postInitialisation phase of the packet pipeline. Packet registration is performed by calling the registerPacket(Class ? extends AbstractPacket clazz) method in the Packet Pipeline. 編集 Implementation Using the packet pipeline is as simple as writing a custom class extending AbstractPacket and registering it with the pipeline. For example implementations please look at the links below Tinker s Construct Packets (Many thanks to fuj1n) Authors Sirgingalot 15 59 19 January 2014 編集
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目次 基本情報 概要 攻撃武器:アーム 武器:秘密レーザー ステータス 昇級データ アップデート履歴 ギャラリー コメント 基本情報 構造物 正式名 古代構造物 英語名 Construct 英語正式名 Ancient Construct 内部ID hero_ancient_robot ユニットタイプ tank 属性 戦車, 金属 遮断 遮断 防御 ベース _50% _50% 100% _50% 100% 装甲 _25% _25% 100% _25% 100% 耐性 気絶 凍結 爆発 粉砕 概要 割りと早い段階から古代遺跡に現れる強力な敵。一度倒すとリスポーンは1週間後になる 装甲・耐久共に出現レベルでは太刀打ちできない化け物だが、爆発耐性が無い 低レベルの内は殺し屋戦車で削り切った後壁役の重戦車、または強化戦車で倒す戦法が有効 たまに落とす陰・陽のかけらは高レベルでは不要とされてきたが、 航空ユニット実装により高耐久の対空武装を持つユニットとして使えるようになった 攻撃 武器:アーム アーム 弾薬 ∞ +続きを表示 スラップ 内部ID robot_slap_5wide 攻撃アイコン ダメージタイプ 射程 1-3 射程圏 第一線 攻撃対象 地上 空中 使用火薬数 0 補給時間 1ターン 武器冷却時間 1ターン 装甲貫通力 50% DoT種類 40 %, 2ターン 2ndDMG% 0% DMG_distraction 0.5, Bonus 0% 備考 ランク 1 ダメージ 96-144 攻撃力 46 基本大打撃率 5% 【攻撃位置】選択不可 【攻撃範囲:選択】減衰率 1.00 1.00 1.00 1.00 1.00 1.00 1.00 1.00 1.00 1.00 1.00 1.00 1.00 1.00 1.00 【拡散範囲】なし 武器:秘密レーザー 秘密レーザー 弾薬 ∞ +続きを表示 ガトリングレーザー 内部ID laser_3shot_spaced_horz 攻撃アイコン ダメージタイプ 射程 1-5 射程圏 照準 攻撃対象 地上 空中 使用火薬数 1 補給時間 3ターン 武器冷却時間 1ターン 装甲貫通力 90% 2ndDMG% 0% DMG_distraction 0.5, Bonus 0% 備考 ランク 1 ダメージ 120-180 攻撃力 56 基本大打撃率 5% 大打撃% vs. 戦車 10% 【攻撃位置】選択可能マス 【攻撃範囲:選択】減衰率 1.00 1.00 1.00 【拡散範囲】なし ガトリングレーザー 内部ID laser_3shot_spaced_vert 攻撃アイコン ダメージタイプ 射程 1-5 射程圏 照準 攻撃対象 地上 空中 使用火薬数 1 補給時間 1ターン 武器冷却時間 1ターン 装甲貫通力 90% 2ndDMG% 0% DMG_distraction 0.5, Bonus 0% 備考 ランク 1 ダメージ 120-180 攻撃力 56 基本大打撃率 5% 大打撃% vs. 戦車 10% 【攻撃位置】選択可能マス 【攻撃範囲:選択】減衰率 1.00 1.00 1.00 【拡散範囲】なし ステータス 昇級データ ステータス ランク 1 必要SP N/A HP 1800 装甲 300 勇敢さ 1000 防御 40 回避 30 スロット 3 ダメージ 0% 攻撃 0 大打撃率 0% 昇級コスト N/A 昇級報酬 N/A 撃破SP 1404 撃破Gold 7020 PvPコスト 351 更新:2014/5/18 アップデート履歴 x.x導入 ギャラリー コメント 名前 コメント すべてのコメントを見る 最新の10件を表示しています。 wikiタグ
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Colonial Migrants and Racism Algerians in France, 1900-62 Palgrave Macmillan? Neil MacMaster? PalgraveMacmillan? NeilMacMaster? ジャンル別? Substores-UnknownASINs-8 Subjects-History-Africa-General? Subjects-History-Americas-UnitedStates-AfricanAmericans-Discrimination&Racism? Subjects-History-Europe-General? Subjects-History-World-General? Subjects-Law-AdministrativeLaw-Emigration&Immigration? Subjects-Nonfiction-Politics-General? Subjects-Nonfiction-Politics-Freedom&Security-CivilRights? Subjects-Nonfiction-SocialSciences-Anthropology-Cultural? Subjects-Nonfiction-SocialSciences-Discrimination&Racism? Subjects-Nonfiction-SocialSciences-Sociology-SocialGroups? Subjects-Nonfiction-Law-AdministrativeLaw-Emigration&Immigration? World of Grammar (World of Grammar) Macmillan ELT? Sarah Philpot? MacmillanELT? SarahPhilpot? ジャンル別? Substores-UnknownASINs-8 Subjects-Nonfiction-Education-LanguageInstruction-Instruction-EnglishasaForeignLanguage-Grammar? 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Substores-UnknownASINs-8 Subjects-Children sBooks-Science,Nature&HowItWorks-Math? Unionism in Modern Ireland New Perspectives on Politics and Culture Macmillan Pub Co? Richard English? Graham S. Walker? MacmillanPubCo? RichardEnglish? GrahamS.Walker? ジャンル別? Substores-UnknownASINs-8 Subjects-History-Europe-England? Subjects-Nonfiction-Politics-General? Subjects-Nonfiction-SocialSciences-PoliticalScience-SystemsOfGovernment-General? The Failure of British Fascism Palgrave Macmillan? Michael Cronin? PalgraveMacmillan? MichaelCronin? ジャンル別? Substores-UnknownASINs-8 Subjects-Nonfiction-SocialSciences-PoliticalScience-PoliticalDoctrines-Fascism? Comprehension Checkpoints Macmillan ELT? Jack Norman? Mark Fletcher? Wendy Elks? MacmillanELT? JackNorman? MarkFletcher? WendyElks? ジャンル別? Substores-UnknownASINs-8 Subjects-Nonfiction-Education-LanguageInstruction-Instruction-EnglishasaForeignLanguage-General? Subjects-Reference-ForeignLanguages-Instruction-EnglishasaForeignLanguage-General? 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autolink トリスケラバス/Triskelavus (7) アーティファクト・クリーチャー ― 構築物(Construct) 飛行 トリスケラバスはその上に+1/+1カウンターが3個置かれた状態で戦場に出る。 (1),トリスケラバスから+1/+1カウンターを1個取り除く:飛行を持つ無色の1/1のトリスケラバイト(Triskelavite)・アーティファクト・クリーチャー・トークンを1体戦場に出す。それは「このクリーチャーを生け贄に捧げる:クリーチャー1体かプレイヤー1人を対象とする。このクリーチャーはそれに1点のダメージを与える。」を持つ。 1/1 《トリスケラバス/Triskelavus》をGathererで確認 《トリスケラバス/Triskelavus》をGoogleで検索 《トリスケラバス/Triskelavus》が使用された大会 取得中です。 カードテキスト転載元:Wisdom Guild様 2011 / 10 / 01
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攻略記事 コマンド一覧 建築物一覧 工房一覧 Clothier s Shop 服屋。 布から服を作ったり、バッグを作ったりする。 指示一覧 w plant fiber Make plant fiber robe:植物繊維のローブ Make plant fiber tunic:植物繊維のチュニック Make plant fiber dress:植物繊維のドレス Make plant fiber vest:植物繊維のベスト Make plant fiber cloak:植物繊維のクロス Make plant fiber trouser:植物繊維のズボン Make plant fiber cap:植物繊維のキャップ Make plant fiber hood:植物繊維のフード Make plant fiber glove:植物繊維のグローブ Make plant fiber mitten:植物繊維のミトン Make plant fiber sock:植物繊維の靴下 Make plant fiber shoe:植物繊維の靴 b Construct plant fiber Bag:植物繊維のカバン n Make plant fiber Rope:植物繊維のロープ i Sew plant fiber Image:植物繊維の絵を縫う s silk Make silk robe:シルクのロープ Make silk tunic:シルクのチュニック Make silk dress:シルクのドレス Make silk vest:シルクのベスト Make silk cloak:シルクのクローク Make silk trouser:シルクのズボン Make silk cap:シルクのキャップ Make silk hood:シルクのフード Make silk glove:シルクのグローブ Make silk mitten:シルクのミトン Make silk sock:シルクの靴下 Make silk shoe:シルクの靴 b Construct silk Bag:シルクのカバン n Make silk Rope:シルクのロープ i Sew silk Image:シルクの絵を縫う
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宇宙征服 Blue in the dark YKJ 新宿Crawdaddy Club 新橋ZZ 巣鴨獅子王 原宿クロコダイル 浦和ナルシス 池袋Adm 蕨ケーブルビジョンWINK Under construction --------------------------