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https://w.atwiki.jp/akasatanahama/pages/126.html
概要 村人の職業を追加し、専用の家を村に生成させる。 ソースコード AluminiumMod.java package tutorial.aluminiummod; import cpw.mods.fml.common.FMLCommonHandler; import cpw.mods.fml.common.Mod; import cpw.mods.fml.common.event.FMLInitializationEvent; import cpw.mods.fml.common.event.FMLPreInitializationEvent; import cpw.mods.fml.common.registry.GameRegistry; import cpw.mods.fml.common.registry.VillagerRegistry; import net.minecraft.block.Block; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.item.Item; import net.minecraft.util.ResourceLocation; import net.minecraft.world.gen.structure.MapGenStructureIO; @Mod(modid = "AluminiumMod", name = "Aluminium Mod", version = "1.0.0") public class AluminiumMod { /** * 村人IDの宣言 * 0~4は既存の村人として設定されているため、使ってはいけない */ public static final int metalVillagerID = 334; //追加するアイテム・ブロックの宣言 public static Item aluminium; public static Block oreAluminium; //村人の宣言 @Mod.EventHandler public void preInit(FMLPreInitializationEvent event) { //アイテム・ブロックの実装 aluminium = new Item() .setCreativeTab(CreativeTabs.tabMaterials) .setUnlocalizedName("aluminium") .setTextureName("aluminiummod aluminium"); GameRegistry.registerItem(aluminium, "aluminium"); oreAluminium = new AluminiumOre() .setBlockName("oreAluminium") .setBlockTextureName("aluminiummod aluminium_ore"); GameRegistry.registerBlock(oreAluminium, "oreAluminium"); } @Mod.EventHandler public void init(FMLInitializationEvent event) { //村人IDの登録 VillagerRegistry.instance().registerVillagerId(metalVillagerID); //村人の登録 VillagerRegistry.instance().registerVillageTradeHandler(metalVillagerID, new AluminiumTrade()); if (FMLCommonHandler.instance().getSide().isClient()) { VillagerRegistry.instance().registerVillagerSkin(metalVillagerID, new ResourceLocation("aluminiummod textures/mobs/metal_villager.png")); } //村人生成の登録 VillagerRegistry.instance().registerVillageCreationHandler(new AluminiumVillageCreation()); //構造物の登録 MapGenStructureIO.registerStructure(AluminiumHouse.class, "AluminiumHouse"); MapGenStructureIO.func_143031_a(AluminiumHouse.class, "AluminiumHouse_"); } } AluminiumOre.java 鉱石の追加 と同様 AluminiumTrade.java package tutorial.aluminiummod; import cpw.mods.fml.common.registry.VillagerRegistry; import net.minecraft.entity.passive.EntityVillager; import net.minecraft.init.Items; import net.minecraft.item.ItemStack; import net.minecraft.village.MerchantRecipe; import net.minecraft.village.MerchantRecipeList; import java.util.Random; public class AluminiumTrade implements VillagerRegistry.IVillageTradeHandler { //村人の交換を追加する @Override public void manipulateTradesForVillager(EntityVillager villager, MerchantRecipeList recipeList, Random random) { //アルミニウム一個をエメラルド一個と交換する recipeList.add(new MerchantRecipe(new ItemStack(AluminiumMod.aluminium, 1), new ItemStack(Items.emerald, 1))); //アルミニウム鉱石一個とエメラルド二個とアルミニウム一個を交換する recipeList.add(new MerchantRecipe(new ItemStack(AluminiumMod.oreAluminium, 1),new ItemStack(Items.emerald, 1) , new ItemStack(AluminiumMod.aluminium, 1))); } } AluminiumVillageCreation.java package tutorial.aluminiummod; import cpw.mods.fml.common.registry.VillagerRegistry; import net.minecraft.util.MathHelper; import net.minecraft.world.gen.structure.StructureVillagePieces; import java.util.List; import java.util.Random; public class AluminiumVillageCreation implements VillagerRegistry.IVillageCreationHandler { //その村人がどのくらいの頻度で生成されるかを決める @Override public StructureVillagePieces.PieceWeight getVillagePieceWeight(Random random, int i) { return new StructureVillagePieces.PieceWeight(getComponentClass(), 50, MathHelper.getRandomIntegerInRange(random, i, i + 1)); } //建築物のクラスを渡す @Override public Class ? getComponentClass() { return AluminiumHouse.class; } //建築物生成時に呼ばれる @Override public Object buildComponent(StructureVillagePieces.PieceWeight villagePiece, StructureVillagePieces.Start startPiece, List pieces, Random random, int p1, int p2, int p3, int p4, int p5) { return AluminiumHouse.func_74915_a(startPiece, pieces, random, p1, p2, p3, p4, p5); } } AluminiumHouse.java package tutorial.aluminiummod; import net.minecraft.block.material.Material; import net.minecraft.init.Blocks; import net.minecraft.nbt.NBTTagCompound; import net.minecraft.world.World; import net.minecraft.world.gen.structure.StructureBoundingBox; import net.minecraft.world.gen.structure.StructureComponent; import net.minecraft.world.gen.structure.StructureVillagePieces; import net.minecraftforge.common.ChestGenHooks; import java.util.List; import java.util.Random; import static net.minecraftforge.common.ChestGenHooks.VILLAGE_BLACKSMITH; public class AluminiumHouse extends StructureVillagePieces.Village { private boolean hasMadeChest; public AluminiumHouse() { } public AluminiumHouse(StructureVillagePieces.Start p_i2103_1_, int p_i2103_2_, Random p_i2103_3_, StructureBoundingBox p_i2103_4_, int p_i2103_5_) { super(p_i2103_1_, p_i2103_2_); this.coordBaseMode = p_i2103_5_; this.boundingBox = p_i2103_4_; } //構造物を生成するメソッド public boolean addComponentParts(World p_74875_1_, Random p_74875_2_, StructureBoundingBox p_74875_3_) { if (this.field_143015_k 0) { this.field_143015_k = this.getAverageGroundLevel(p_74875_1_, p_74875_3_); if (this.field_143015_k 0) { return true; } this.boundingBox.offset(0, this.field_143015_k - this.boundingBox.maxY + 6 - 1, 0); } //ブロックを指定した範囲内に敷き詰める this.fillWithBlocks(p_74875_1_, p_74875_3_, 0, 1, 0, 9, 4, 6, Blocks.air, Blocks.air, false); this.fillWithBlocks(p_74875_1_, p_74875_3_, 0, 0, 0, 9, 0, 6, Blocks.cobblestone, Blocks.cobblestone, false); this.fillWithBlocks(p_74875_1_, p_74875_3_, 0, 4, 0, 9, 4, 6, Blocks.cobblestone, Blocks.cobblestone, false); this.fillWithBlocks(p_74875_1_, p_74875_3_, 0, 5, 0, 9, 5, 6, Blocks.stone_slab, Blocks.stone_slab, false); this.fillWithBlocks(p_74875_1_, p_74875_3_, 1, 5, 1, 8, 5, 5, Blocks.air, Blocks.air, false); this.fillWithBlocks(p_74875_1_, p_74875_3_, 1, 1, 0, 2, 3, 0, Blocks.iron_block, Blocks.iron_block, false); this.fillWithBlocks(p_74875_1_, p_74875_3_, 0, 1, 0, 0, 4, 0, Blocks.log, Blocks.log, false); this.fillWithBlocks(p_74875_1_, p_74875_3_, 3, 1, 0, 3, 4, 0, Blocks.log, Blocks.log, false); this.fillWithBlocks(p_74875_1_, p_74875_3_, 0, 1, 6, 0, 4, 6, Blocks.log, Blocks.log, false); //指定した相対座標にブロックを設置する this.placeBlockAtCurrentPosition(p_74875_1_, Blocks.iron_block, 0, 3, 3, 1, p_74875_3_); this.fillWithBlocks(p_74875_1_, p_74875_3_, 3, 1, 2, 3, 3, 2, Blocks.iron_block, Blocks.iron_block, false); this.fillWithBlocks(p_74875_1_, p_74875_3_, 4, 1, 3, 5, 3, 3, Blocks.iron_block, Blocks.iron_block, false); this.fillWithBlocks(p_74875_1_, p_74875_3_, 0, 1, 1, 0, 3, 5, Blocks.iron_block, Blocks.iron_block, false); this.fillWithBlocks(p_74875_1_, p_74875_3_, 1, 1, 6, 5, 3, 6, Blocks.iron_block, Blocks.iron_block, false); this.fillWithBlocks(p_74875_1_, p_74875_3_, 5, 1, 0, 5, 3, 0, Blocks.fence, Blocks.fence, false); this.fillWithBlocks(p_74875_1_, p_74875_3_, 9, 1, 0, 9, 3, 0, Blocks.fence, Blocks.fence, false); this.fillWithBlocks(p_74875_1_, p_74875_3_, 6, 1, 4, 9, 4, 6, Blocks.cobblestone, Blocks.cobblestone, false); this.placeBlockAtCurrentPosition(p_74875_1_, Blocks.flowing_lava, 0, 7, 1, 5, p_74875_3_); this.placeBlockAtCurrentPosition(p_74875_1_, Blocks.flowing_lava, 0, 8, 1, 5, p_74875_3_); this.placeBlockAtCurrentPosition(p_74875_1_, Blocks.iron_bars, 0, 9, 2, 5, p_74875_3_); this.placeBlockAtCurrentPosition(p_74875_1_, Blocks.iron_bars, 0, 9, 2, 4, p_74875_3_); this.fillWithBlocks(p_74875_1_, p_74875_3_, 7, 2, 4, 8, 2, 5, Blocks.air, Blocks.air, false); this.placeBlockAtCurrentPosition(p_74875_1_, Blocks.cobblestone, 0, 6, 1, 3, p_74875_3_); this.placeBlockAtCurrentPosition(p_74875_1_, Blocks.furnace, 0, 6, 2, 3, p_74875_3_); this.placeBlockAtCurrentPosition(p_74875_1_, Blocks.furnace, 0, 6, 3, 3, p_74875_3_); this.placeBlockAtCurrentPosition(p_74875_1_, Blocks.double_stone_slab, 0, 8, 1, 1, p_74875_3_); this.placeBlockAtCurrentPosition(p_74875_1_, Blocks.glass_pane, 0, 0, 2, 2, p_74875_3_); this.placeBlockAtCurrentPosition(p_74875_1_, Blocks.glass_pane, 0, 0, 2, 4, p_74875_3_); this.placeBlockAtCurrentPosition(p_74875_1_, Blocks.glass_pane, 0, 2, 2, 6, p_74875_3_); this.placeBlockAtCurrentPosition(p_74875_1_, Blocks.glass_pane, 0, 4, 2, 6, p_74875_3_); this.placeBlockAtCurrentPosition(p_74875_1_, Blocks.fence, 0, 2, 1, 4, p_74875_3_); this.placeBlockAtCurrentPosition(p_74875_1_, Blocks.wooden_pressure_plate, 0, 2, 2, 4, p_74875_3_); this.placeBlockAtCurrentPosition(p_74875_1_, Blocks.iron_block, 0, 1, 1, 5, p_74875_3_); this.placeBlockAtCurrentPosition(p_74875_1_, Blocks.stone_stairs, this.getMetadataWithOffset(Blocks.stone_stairs, 3), 2, 1, 5, p_74875_3_); this.placeBlockAtCurrentPosition(p_74875_1_, Blocks.stone_stairs, this.getMetadataWithOffset(Blocks.stone_stairs, 1), 1, 1, 4, p_74875_3_); int i; int j; if (!this.hasMadeChest) { i = this.getYWithOffset(1); j = this.getXWithOffset(5, 5); int k = this.getZWithOffset(5, 5); if (p_74875_3_.isVecInside(j, i, k)) { this.hasMadeChest = true; this.generateStructureChestContents(p_74875_1_, p_74875_3_, p_74875_2_, 5, 1, 5, ChestGenHooks.getItems(VILLAGE_BLACKSMITH, p_74875_2_), ChestGenHooks.getCount(VILLAGE_BLACKSMITH, p_74875_2_)); } } for (i = 6; i = 8; ++i) { if (this.getBlockAtCurrentPosition(p_74875_1_, i, 0, -1, p_74875_3_).getMaterial() == Material.air this.getBlockAtCurrentPosition(p_74875_1_, i, -1, -1, p_74875_3_).getMaterial() != Material.air) { this.placeBlockAtCurrentPosition(p_74875_1_, Blocks.stone_stairs, this.getMetadataWithOffset(Blocks.stone_stairs, 3), i, 0, -1, p_74875_3_); } } for (i = 0; i 7; ++i) { for (j = 0; j 10; ++j) { this.clearCurrentPositionBlocksUpwards(p_74875_1_, j, 6, i, p_74875_3_); this.func_151554_b(p_74875_1_, Blocks.cobblestone, 0, j, -1, i, p_74875_3_); } } this.spawnVillagers(p_74875_1_, p_74875_3_, 7, 1, 1, 1); return true; } //家に生成させる村人のIDを渡す protected int getVillagerType(int p_74888_1_) { return AluminiumMod.metalVillagerID; } //以下 StructureVillagePieces.Village.House2よりコピペ public static AluminiumHouse func_74915_a(StructureVillagePieces.Start p_74915_0_, List p_74915_1_, Random p_74915_2_, int p_74915_3_, int p_74915_4_, int p_74915_5_, int p_74915_6_, int p_74915_7_) { StructureBoundingBox structureboundingbox = StructureBoundingBox.getComponentToAddBoundingBox(p_74915_3_, p_74915_4_, p_74915_5_, 0, 0, 0, 10, 6, 7, p_74915_6_); return canVillageGoDeeper(structureboundingbox) StructureComponent.findIntersecting(p_74915_1_, structureboundingbox) == null ? new AluminiumHouse(p_74915_0_, p_74915_7_, p_74915_2_, structureboundingbox, p_74915_6_) null; } protected void func_143012_a(NBTTagCompound p_143012_1_) { super.func_143012_a(p_143012_1_); p_143012_1_.setBoolean("Chest", this.hasMadeChest); } protected void func_143011_b(NBTTagCompound p_143011_1_) { super.func_143011_b(p_143011_1_); this.hasMadeChest = p_143011_1_.getBoolean("Chest"); } } 解説 VillagerRegistry void registerVillagerId(int id) 村人のIDを登録するメソッド。 コメントにある通り、村人IDは0~4が既存の村人として設定されているため、それ以外の数値を与える必要がある。 競合を防ぐためには、config等で変更できるようにするとよい。 また、IDはいろいろなところで使うためstatic finalな定数に格納すると便利。 void registerVillageTradeHandler(int villagerId, IVillageTradeHandler handler) 指定したIDの村人に特定の交換を登録するメソッド。 なお、すべての村人(MOD追加されたもの含む)に特定の交換を実装するなら、以下のようなコードが効率的。 (VillagerRegistry.instance().registerVillageTradeHandler(metalVillagerID, new AluminiumTrade());の部分を以下のコードに書き換える。) for(Integer integer VillagerRegistry.getRegisteredVillagers()){ VillagerRegistry.instance().registerVillageTradeHandler(integer, new AluminiumTrade()); } void registerVillagerSkin(int villagerId, ResourceLocation villagerSkin) 指定したIDの村人にスキンを追加するメソッド。 void registerVillageCreationHandler(IVillageCreationHandler handler) 村人の家と村人の生成を登録するメソッド。 MapGenStructureIO ワールドへの構造物生成を管理するクラス。 void registerStructure(Class p_143034_0_, String p_143034_1_) void func_143031_a(Class p_143031_0_, String p_143031_1_) どちらも構造物を登録するメソッド。 registerStructureを先に呼ぶ。 MerchantRecipe これを使ったインスタンスをIVillageTradeHandlerを実装したクラスのmanipulateTradesForVillagerで、第二引数recipeListに追加して村人の交換を管理する。 コンストラクター(ItemStack p_i1942_1_, ItemStack p_i1942_2_) 村人の交換を実装するメソッド。第一引数に渡すもの、第二引数に受け取るものを渡す。 下のコンストラクターを用いてnew MerchantRecipe(p_i1942_1_, (ItemStack)null, p_i1942_2_);と記述するのと同じ意味。 コンストラクター(ItemStack p_i1941_1_, ItemStack p_i1941_2_, ItemStack p_i1941_3_) 村人の交換を実装するメソッド。第一引数・第二引数に渡すもの、第三引数に受け取るものを渡す。 StructureComponent StructureVillagePiecesはこのクラスを継承している。 void fillWithBlocks(World worldObj, StructureBoundingBox structBB, int minX, int minY, int minZ, int maxX, int maxY, int maxZ , Block placeBlock, Block replaceBlock, boolean alwaysreplace) x,y,z(structBBで指定された直方体内の相対座標)座標にブロックを敷き詰める。 min**は始点、max**は終点を示している。また、placeBlockは先に設置するブロック、replaceBlockは後に設置するブロック、(基本同じ物を渡す)、alwaysreplaceはreplaceBlockを使用するか否かを それぞれ示している。 コメント この項目に関する質問などをどうぞ。 名前
https://w.atwiki.jp/bemanilyrics/pages/894.html
Suzy was the girl I dreamed of Don t know why Anothe guy won her love They got married right away I think about it every single day I ll turn back the clock I ll turn back the hands of time With my time machine I ll commit the perfect crime When I go back in time And get my Suzy Red button says Release safety switch When I push it she ll be mine Black button says Choose your destination When I push it I ll go back in time in my time machine All the colors spinning round There s no wind And I don t hear a sound Wonder what I ll say to Suzy I ll go back before she even knew me! Suddenly it sthen Now I see her face agein Will she let me in? Will she even care that I came back Ot will she laugh And send me packin ? Oh, Suzy girl, run away with me Can t you see the time is right now? Just think of it Time is on our side now We can make new history Green button says An emergency Dinosaurs are everywhere White button says Go back to the future Only way you ll stay alive Suzy, wait for me! Spoken We got into the time machine together Something must have gone wrong Because we found ourselves In the far future All the peoples faces were long Their eyes were too far apart I said to Suzy I don t think it would be smart To stick around this place Let s get in the time machine And do an about-face We finelly got it right at last And returned to the recent past Suzy and me...we re going strong And that s all there it to this song.
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【Tags Awa'awa-P K Miku tC C】 Original Music title カナリア English music title Canary Romaji music title Kanaria Music Lyrics written, Voice edition by あわあわp (Awa awa-P) Music arranged by あわあわp (Awa awa-P) Singer(s) 初音ミク (Hatsune Miku) Click here for the original Japanese Lyrics English Lyrics (translated by motokokusanagi2009): Please perceive my voice I don t need a body Having it makes me ugly Please love my voice That s all I want I m your canary If your injured wings hurt I ll be your wings That was all I could do but Your songs, sounds and you yourself are penetrating my mind And finally I wished to touch you I ll sing beautifully, any songs you want I ll sleep with this hidden feeling Please perceive my voice I don t need a body Having it makes me ugly Please love my voice That s all I want I m your canary Please perceive my voice I don t need a body Having it makes me ugly Please hug my voice That s all I want I m your canary Romaji lyrics (transliterated by motokokusanagi2009): kizui te kudasai watashi no koe karada nado ira nai minikusa o matou dake aishi te kudasai watashi no koe sore dake de kamawa nai watashi wa anata no...kanaria anata ga kega shita hane ga itamu nara watashi ga habataku hane ni narō tada sore dake no kizuna datta hazu nanoni anata no uta ga oto ga anata jishin ga kokoro no naka o some teku no semete fure tai to negatte shimatta kirei ni nai te mise mashō anata no nozomu uta kono omoi himeta mama nemuru no kizui te kudasai watashi no koe karada nado ira nai minikusa o matou dake aishi te kudasai watashi no koe sore dake de kamawa nai watashi wa anata no...kanaria kizui te kudasai watashi no koe ni karada nado ira nai minikusa o matou dake daki shime te kudasai watashi no koe o sore daek de kamawa nai watashi wa anata no...kanaria [Awa awa-P, Awa Awa-P, Awaawap, Awaawa-P]
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お店情報 サービスについて アイテムについて おすすめアイテム お店情報 URL http //madminerals.org/ サンプル 送料 サービスについて アイテムについて 発色がよく色持ちのいいマルチカラー。 ファンデはMB製。 一部商品はタール色素使用。詳しくは成分をチェックしてください。 おすすめアイテム 25スレ431 Candle Lightの上品なシャンパンゴールドが大当たり!ブルベでゴールドを避けていた人にもお勧め。あと、★Snow Angelもすばらしく、グレーっぽくならないパールシルバーだから、イエベさんにもお勧め。面白かったのは★Ancient Gold。グリーンがかってて、モスグリーンやカーキっぽい感じだけど、あくまでゴールド系だから、普段緑系だと死人顔になる私でもいけました。 25スレ455 わたしがお奨めするカラーはEvocative。かっこいい発色の赤みの無いベージュゴールド。ラメ大き目。
https://w.atwiki.jp/blender2chwiki/pages/64.html
Getting Started Pagina 19 file //localhost/E /Downloads/Nieuwe%20map/Getting%20Started.mht 10/12/2009 11 50 29 Seriously, what I just said is absolutely true . I would even say that without the 3D extrusion technology would be in a precarious state. Do not believe me? Let s see. Start with Blender cube we select a face in Edit Mode. It has to do several possibilities Selection points Browse by side Browse by side For our case I recommend you choose the latter To perform the extrusion (I know I still have not told you what an extrusion but I want to surprise again) has the command line Mesh / Extrude but I recommend that you give the order to Blender with key "E". After move the mouse and finish the operation with a click If this has not stopped with his mouth open and uninstall Blender off, I throw in the towel with you. Play with the faces and the choice of extrusion. Do something in this line. Enjoy. Getting Started Pagina 20 file //localhost/E /Downloads/Nieuwe%20map/Getting%20Started.mht 10/12/2009 11 50 29 By now you must start to feel that somehow begins to understand the program and even to dominate a bit. At this point I stop to say a few things. That sense of transparency may be activated with the icon next to faces selection. You can see the object in several ways, one of them is called Wireframe or wire mesh. You can choose them in this box Getting Started Pagina 21 file //localhost/E /Downloads/Nieuwe%20map/Getting%20Started.mht 10/12/2009 11 50 29 In the above example is the object from the Object Wireframe Mode. The most used are the views of Wireframe and Solid . The best way to toggle between them is the key "Z". WHEN ADDING A MESH AND THERE IS ANOTHER IN THE SCENE For easy! "" I ll tell you the Add menu and add a new Mesh. Indeed she is right but in this case I want you to assimilate NOW if adds the new mesh in Object Mode it will be a separate object of everyone else, but if you add it in Edit Mode the new mesh is added to that at the time is selected. For example in the following case has added a bucket when he was in UVesfera Edit Mode That means several things These two entities have only one center You can not dispose of them separately in Object Mode for when you want to select the area to be selected once the cube (and vice versa) Getting Started Pagina 22 file //localhost/E /Downloads/Nieuwe%20map/Getting%20Started.mht 10/12/2009 11 50 29 All the shared properties of one another. Well, actually share nothing, and I repeat they are the same mesh. In the case of wanting to have them separate so we separated. The most affordable method available to us right now is go to Edit Mode and select at least one vertex of the mesh. Once selected click the Command Line Mesh / Vertices / Separate or press "P". Blender will ask the criterion to perform the separation. In this case we choose All loose parts that would be something like Separate all independent parties. The inverse , or join meshes, is made from Object Mode. Once selected meshes that want to unite is the command line Object / Join Objects or merely "J". Getting Started Pagina 23 file //localhost/E /Downloads/Nieuwe%20map/Getting%20Started.mht 10/12/2009 11 50 29 SELECT ALL Both in Object Mode and Edit Mode is the command line Select / Select-Deselect All though I recommend you get used to switch Select and Unselect All with the key "A". SOMETHING MORE ON MATERIALS Back to the matter of materials to propose some research into some of the features that you can give them. Suppose that the scene still have arisen as a result of our research on joining and separating mesh. We have two separate but initially were part of the same mesh. If you want to change it UVesfera material also changes the cube. Go to the materials and verify that you receive a 2 beside the name of the material. is the number of objects that are linked to it. If you selected the field and hit that number will be releasing the material to no longer remain bound and can edit their features without affecting the other objects. Now from Object Mode add a plane to the scene and create a composition similar to this (it has three points of light) Getting Started Pagina 24 file //localhost/E /Downloads/Nieuwe%20map/Getting%20Started.mht 10/12/2009 11 50 29 With that we get a first render like this (more or less) Select the plane and go to edit your material. We care because we want to picture called Mirror to acquire the property of reflecting as a mirror The first is to activate the property or otherwise, the parameters do not apply Reflectivity the mirrors. Fresnel a parameter related to the behavior of the material that does not reflect equally. Fade to Material non-fading for dye color of the sky (in a while will know this color edit) Gloss that the reflection is not too clean and seem unreal (unless it is a mirror)
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Gen (Gen, MD, 32X)へ戻る Happy Bug Day v1.0 by Kaneda (PD) Hard Drivin (W) [!] Hard Drivin (W) [b1] Hard Drivin (W) [h1C] Hard Wired (PD) [h1C] Hard Wired (PD) [o1] Hard Wired (PD) [o2] Hard Wired (PD) HardBall 94 (W) [!] HardBall 94 (W) [f1+1C] HardBall 94 (W) [f1+2C] HardBall 94 (W) [f1] HardBall 94 (W) [o1][f1+1C] HardBall 94 (W) [o1][f1+2C] HardBall 94 (W) [o1][f1] HardBall 94 (W) [o1] HardBall 95 (W) [!] HardBall 95 (W) [b1] HardBall 95 (W) [f1] HardBall 95 (W) [o1][h1C] HardBall 95 (W) [o1] HardBall III (W) [f1] HardBall III (W) [h1C] HardBall III (W) [hI+C] Hardball III (W) [hI] HardBall III (W) HardBall! (U) [!] HardBall! (U) [h1C] Harry Potter (R) Haunting, The (W) [!] Haunting, The (W) [h1C] Head-On Soccer (U) (M5) [!] Heavy Nova (W) [!] Heavy Nova (W) [h1C] Heavy Nova (W) [h2C] Heavy Unit (J) [!] Heavy Unit (J) [b1] Heavy Unit (J) [h1C] Heavy Unit (J) [h2C] Heavy Unit (J) [h3C] Heavy Unit (J) [p1] Heavy Unit (J) [p2] Hellfire (E) Hellfire (J) [!] Hellfire (J) [b1+1C] Hellfire (J) [b1+2C] Hellfire (J) [b1] Hellfire (J) [p1][!] Hellfire (U) [!] Hentai Collection 1 (PD) Hercules (J) [p1][!] Herzog Zwei (J) [!] Herzog Zwei (J) [h1C] Herzog Zwei (U) [!] Herzog Zwei (U) [h1C] High School Soccer - Kunio Kun (J) [!] High School Soccer - Kunio Kun (J) [h1C] High Seas Havoc (U) [!] High Seas Havoc (U) [b1][t1] High Seas Havoc (U) [b2] High Seas Havoc (U) [b3] High Seas Havoc (U) [f1] High Seas Havoc (U) [f2] High Seas Havoc (U) [hIR] High Seas Havoc (U) [hI] High Seas Havoc (U) [t1] High Seas Havoc (U) [t2] Hit The Ice (U) [b1+C] Hit The Ice (U) [b1] Hit The Ice (U) [c][!] Hit The Ice (U) [h1C] Hokuto no Ken (J) [!] Hokuto no Ken (J) [b1] Hokuto no Ken (J) [p1][h1C] Hokuto no Ken (J) [p1][h2C] Hokuto no Ken (J) [p1] Home Alone (Beta) Home Alone (U) [!] Home Alone (U) [b1] Home Alone (U) [h1C] Home Alone (U) [h2C] Home Alone 2 - Lost in New York (U) [!] Home Alone 2 - Lost in New York (U) [f1] Home Alone 2 - Lost in New York (U) [hI+C] Home Alone 2 - Lost in New York (U) [hI][f1] Home Alone 2 - Lost in New York (U) [hI] Hook (U) [b1] Hook (U) [b2] Hook (U) [c][!] Hook (U) [h1C] Hot Chick 32X (PD) Hot Chick 32X Drawn Without the SH2s for Emulators (PD) Hot Chick 32X Drawn Without the SH2s for Hardware (PD) Hot Chick 32X in High Quality 15BPP (PD) Hot Chick 32X in VDP Mode 2 (PD) Hot Chick 32X in VDP Mode 3 (PD) Hot Chick 32X with Genesis VDP Overlay (PD) Hot Chick 32X Zoom Shot (PD) How to Use Map by Kaneda (PD) Humans, The (U) [!] Humans, The (U) [f1] Humans, The (U) [hI+C] Humans, The (U) [hI] Hurricanes (W) [!] Hurricanes (W) [b1] Hybrid Front, The (J) [!] Hybrid Front, The (J) [a1] Hyokkori Hyoutanjima (J) [h1C] Hyokkori Hyoutanjima (J) [x] Hyper Dunk - The Playoff Edition (Beta) [hI+1C] Hyper Dunk - The Playoff Edition (Beta) [hI+2C] Hyper Dunk - The Playoff Edition (Beta) [hIR+C] Hyper Dunk - The Playoff Edition (Beta) [hIR] Hyper Dunk - The Playoff Edition (Beta) [hI][b1] Hyper Dunk - The Playoff Edition (Beta) [hI][b2] Hyper Dunk - The Playoff Edition (Beta) [hI][b3] Hyper Dunk - The Playoff Edition (Beta) [hI] Hyper Dunk - The Playoff Edition (E) [!] Hyper Marbles (J) Ice Age Movie Demo (PD) IMG International Tour Tennis (W) [!] IMG International Tour Tennis (W) [f1] IMG International Tour Tennis (W) [h1C] IMG International Tour Tennis (W) [o1] Immortal, The (J) Immortal, The (U) [!] Incredible Crash Dummies, The (Beta) [h1C] Incredible Crash Dummies, The (Beta) [h2C] Incredible Crash Dummies, The (Beta) Incredible Crash Dummies, The (W) [c][!] Incredible Hulk, The (W) [!] Incredible Hulk, The (W) [b1] Incredible Hulk, The (W) [h1C] Incredible Hulk, The (W) [p1][!] Indiana Jones and the Last Crusade (JE) [b1] Indiana Jones and the Last Crusade (JE) [c][!] Indiana Jones and the Last Crusade (JE) [h1C] Indiana Jones and the Last Crusade (JE) [h2C] Indiana Jones and the Last Crusade (U) [c][!] Indiana Jones and the Last Crusade (U) [h1C] Insector X (W) (Jul 1990) [!] Insector X (W) (Jun 1990) [!] Insector X (W) (Jun 1990) [h1C] Insector X (W) (Jun 1990) [p1] International Rugby (W) [c][!] International Rugby (W) [h1C] International Rugby (W) [h2C] International Superstar Soccer Deluxe (Beta) International Superstar Soccer Deluxe (W) [!] International Superstar Soccer Deluxe (W) [h1C] Ishido - The Way of the Stones (U) [b1] Ishido - The Way of the Stones (U) [c][!] Ishido - The Way of the Stones (U) [o1][b1] Ishido - The Way of the Stones (U) [o1] Ishido - The Way of the Stones (U) [o2] Ishido - The Way of the Stones (U) [p1][h1C] Ishido - The Way of the Stones (U) [p1] It Came From The Desert (U) [h1C] It Came From The Desert (U) [x] Itchy and Scratchy Game, The (W) [b1] Itchy and Scratchy Game, The (W) [b2] Itchy and Scratchy Game, The (W) [h1C] Itchy and Scratchy Game, The (W) [h2C] Itchy and Scratchy Game, The (W) Izzy s Quest for the Olympic Rings (W) [!] Izzy s Quest for the Olympic Rings (W) [b1] J. League Champion Soccer (J) [h1C] J. League Champion Soccer (J) [h2C] J. League Champion Soccer (J) [h3C] J. League Champion Soccer (J) J. League Pro Striker (J) (REV 00) [c][!] J. League Pro Striker (J) (REV 00) [h1C] J. League Pro Striker (J) (REV 00) [h2C] J. League Pro Striker (J) (REV 00) [h3C] J. League Pro Striker (JE) (REV 03) [c][!] J. League Pro Striker - Perfect Edition (J) [x] J. League Pro Striker 2 (J) [!] J. League Pro Striker 2 (J) [b1] J. League Pro Striker 2 (J) [f1] J. League Pro Striker Final Stage (J) [c][!] Jack Nicklaus Power Challenge Golf (W) [!] Jack Nicklaus Power Challenge Golf (W) [h1C] James Bond - The Duel (J) James Bond - The Duel (UE) [!] James Bond - The Duel (W) [h1C] James Bond - The Duel (W) James Buster Douglas Knock Out Boxing (U) [b1] James Buster Douglas Knock Out Boxing (U) [b2] James Buster Douglas Knock Out Boxing (U) [c][!] James Buster Douglas Knock Out Boxing (U) [h1C] James Pond (U) [!] James Pond 2 - Codename RoboCod (U) [!] James Pond 2 - Codename RoboCod (U) [h1C] James Pond 3 - Operation Starfish (W) [!] James Pond 3 - Operation Starfish (W) [b1] Jammit (U) [!] Jammit (U) [f1] Jammit (U) [h1C] Jammit (U) [h2C] Janou Touryumon (J) [!] Janou Touryumon (J) [a1][!] Janou Touryumon (J) [f1] Jantei Monogatari (J) [b1+C] Jantei Monogatari (J) [b1] Jantei Monogatari (J) Jelly Boy (W) [b1] Jelly Boy (W) [h1C] Jelly Boy (W) [h2C] Jelly Boy (W) [o1] Jelly Boy (W) [x] Jennifer Capriati Tennis (U) [!] Jennifer Capriati Tennis (U) [h1C] Jeopardy! (U) [b1] Jeopardy! (U) [c][!] Jeopardy! (U) [h2C] Jeopardy! Deluxe (W) [c][!] Jeopardy! Deluxe (W) [h1C] Jeopardy! Sports Edition (U) [!] Jeopardy! Sports Edition (U) [h1C] Jerry Glanville s Pigskin Footbrawl (U) [!] Jerry Glanville s Pigskin Footbrawl (U) [b1+C] Jerry Glanville s Pigskin Footbrawl (U) [b1] Jerry Glanville s Pigskin Footbrawl (U) [b2] Jerry Glanville s Pigskin Footbrawl (U) [b3] Jewel Master (J) [c][!] Jewel Master (J) [h1C] Jewel Master (U) [!] Jiang Qi Zhi Xing (Unl) [b1] Jiang Qi Zhi Xing (Unl) [b2] Jiang Qi Zhi Xing (Unl) [x] Jim Power - The Arcade Game (W) [h1C] Jim Power - The Arcade Game (W) Jimmy White s Whirlwind Snooker (E) [c][!] Jimmy White s Whirlwind Snooker (E) [f1] Jimmy White s Whirlwind Snooker (E) [h1C] Jimmy White s Whirlwind Snooker (E) [h2C] Jimmy White s Whirlwind Snooker (E) [h3C] Jizz Wars (PD) Joe Mac Caveman Ninja (U) [!] Joe Mac Caveman Ninja (U) [b1] Joe Mac Caveman Ninja (U) [h1C] Joe Mac Caveman Ninja (U) [hI+C] Joe Mac Caveman Ninja (U) [hIR] Joe Mac Caveman Ninja (U) [hI] Joe Montana Football (U) [!] Joe Montana NFL 94 (J) [!] Joe Montana NFL 94 (U) [!] Joe Montana NFL 94 (U) [b1] Joe Montana NFL 94 (U) [f1] Joe Montana NFL 94 (U) [f2] Joe Montana NFL 94 (U) [h1C] Joe Montana NFL 95 (W) [!] Joe Montana NFL 95 (W) [h1C] Joe Montana NFL 95 (W) [o1] Joe Montana Sports Talk Football (U) [!] Joe Montana Sports Talk Football (U) [h1C] Joe Montana Sports Talk Football (U) [o1] Joe Montana Sports Talk Football 2 (U) (REV 00) [!] Joe Montana Sports Talk Football 2 (U) (REV 00) [h1C] Joe Montana Sports Talk Football 2 (U) (REV 01) [!] John Madden Football 92 (U) [!] John Madden Football 92 (U) [h1C] John Madden Football 93 (U) [c][!] John Madden Football 93 (U) [h1C] John Madden Football 93 (U) [h2C] John Madden Football 93 - Championship Edition (U) [!] John Madden Football 93 - Championship Edition (U) [b1+C] John Madden Football 93 - Championship Edition (U) [b1] John Madden Football 93 - Championship Edition (U) [f1] John Madden Football (U) [!] John Madden Football (U) [b1] John Madden Football (U) [h1C] John Madden Football (U) [h2C] John Madden NFL 94 (W) [c][!] John Madden NFL 94 (W) [h1C] John Madden NFL 94 (W) [h2C] John Madden NFL 94 (W) [o1] Jordan vs Bird - Super One-on-One (J) (REV 00) [!] Jordan vs Bird - Super One-on-One (U) (REV 00) [!] Jordan vs Bird - Super One-on-One (U) (REV 00) [f1] Jordan vs Bird - Super One-on-One (U) (REV 00) [h1C] Jordan vs Bird - Super One-on-One (U) (REV 01) [!] Joshua the Battle of Jericho (Unl) [c][!] Journey From Darkness - Strider Returns (U) [c][!] Joystick Test Program (PD) Judge Dredd - The Movie (Beta) [a1][b1] Judge Dredd - The Movie (Beta) [a1] Judge Dredd - The Movie (Beta) [b1] Judge Dredd - The Movie (Beta) [b2] Judge Dredd - The Movie (Beta) [h1C] Judge Dredd - The Movie (Beta) [h2C] Judge Dredd - The Movie (Beta) Judge Dredd - The Movie (W) [!] Judge Dredd - The Movie (W) [b1] Judge Dredd - The Movie (W) [h1C][T+Rus] Judge Dredd - The Movie (W) [h1C] Judge Dredd - The Movie (W) [h2C] Judge Dredd - The Movie (W) [h3C] Judge Dredd - The Movie (W) [T+Rus] JuJu Densetsu (J) [h1C] JuJu Densetsu (J) [h2C] JuJu Densetsu (J) [h3C] JuJu Densetsu (J) [T+Por_FjM] JuJu Densetsu (J) Jum s Genny PSG Jukebox (PD) Jump n Run V1.0 by Kaneda (PD) Jump n Run V1.1 by Kaneda (PD) Jump n Run V1.2 by Kaneda (PD) [a1] Jump n Run V2.0 by Kaneda (PD) Jump n Run Vx.x by Kaneda (PD) Junction (W) [!] Junction (W) [h1C] Jungle Book, The (E) [!] Jungle Book, The (E) [b1] Jungle Book, The (E) [b2] Jungle Book, The (E) [h1C] Jungle Book, The (U) [!] Jungle Book, The (U) [b1][T+Rus] Jungle Book, The (U) [b1] Jungle Book, The (U) [b2][T+Rus] Jungle Book, The (U) [b2] Jungle Book, The (U) [f1] Jungle Book, The (U) [f2] Jungle Book, The (U) [p1][!] Jungle Book, The (U) [p1][T+Rus] Jungle Book, The (U) [T+Rus] Jungle Demo by Charles Coty (PD) Jungle Strike (Beta) [b1+C] Jungle Strike (Beta) [b1] Jungle Strike (Beta) [b2] Jungle Strike (Beta) Jungle Strike (W) (Apr 1993) [!] Jungle Strike (W) (Apr 1993) [b1] Jungle Strike (W) (Apr 1993) [p1][!] Jungle Strike (W) (Dec 1993) [b1] Jungle Strike (W) (Dec 1993) Junkers High (J) [b1] Junkers High (J) [b2] Junkers High (J) [hI+1C] Junkers High (J) [hI+2C] Junkers High (J) [hI] Jurassic Park (Beta) [hI] Jurassic Park (Beta) Jurassic Park (E) [!] Jurassic Park (E) [b1] Jurassic Park (J) Jurassic Park (U) [!] Jurassic Park (U) [f1] Jurassic Park (U) [f2] Jurassic Park (U) [h1C] Jurassic Park (U) [T+Ger] Jurassic Park - Rampage Edition (W) [!] Jurassic Park - Rampage Edition (W) [b1] Jurassic Park - Rampage Edition (W) [f1] Jurassic Park 2 - The Lost World (W) [!] Jurassic Park 2 - The Lost World (W) [h1C] Justice League Task Force (W) [!] Justice League Task Force (W) [f1][T+Spa095_kale] Justice League Task Force (W) [f1] Justice League Task Force (W) [T+Spa095_kale] Ka-Ge-Ki - Fists of Steel (J) [b1] Ka-Ge-Ki - Fists of Steel (J) Ka-Ge-Ki - Fists of Steel (U) [!] Ka-Ge-Ki - Fists of Steel (U) [h1C] Kawasaki Superbike Challenge (Beta) [h1C] Kawasaki Superbike Challenge (Beta) Kawasaki Superbike Challenge (W) [!] Kawasaki Superbike Challenge (W) [h1C] Kick Boxing, The (Beta) Kick Off 3 - European Challenge (E) [!] Kick Off 3 - European Challenge (U) [f1+C] Kick Off 3 - European Challenge (U) [f1] Kick Off 3 - European Challenge (U) [f2+C] Kick Off 3 - European Challenge (U) [f2] Kid Chameleon (W) [!] Kid Chameleon (W) [b1] Kid Chameleon (W) [h1C] Kid Chameleon (W) [t1] Killing Game Show, The (U) Killing Game Show, The - 1993 Remix (W) [h1C] Killing Game Show, The - 1993 Remix (W) King Colossus (J) [b1] King Colossus (J) [h1C] King Colossus (J) King of Fighters 98, The (Unl) [!] King of Fighters 98, The (Unl) [c][!] King of the Monsters (E) [!] King of the Monsters (U) [!] King of the Monsters (U) [b1] King of the Monsters 2 (U) [!] King of the Monsters 2 (U) [b1] King Salmon (J) [x] King Salmon (U) [c][!] King Salmon (U) [h1C] King Squirrel (Unl) [!] King s Bounty (U) [!] Klax (J) [c][!] Klax (J) [h1C] Klax (U) [!] Knuckles Chaotix 32X (E) [!] Knuckles Chaotix 32X (E) [f1] Knuckles Chaotix 32X (JU) [!] Knuckles Chaotix 32X (JU) [f1] Knuckles in Sonic 2 Green Hill Zone by Hivebrain V0.1 (Hack) Knuckles in Sonic 2 Green Hill Zone by Hivebrain V0.2 (Hack) Kokushin V0.10 (PD) Kokushin V0.11 (PD) Kolibri 32X (W) [!] Koutetsu Teikoku (J) [!] Koutetsu Teikoku (J) [b1] Koutetsu Teikoku (J) [h1C] Krusty s Super Funhouse (W) (REV 00) [!] Krusty s Super Funhouse (W) (REV 00) [b1] Krusty s Super Funhouse (W) (REV 00) [h1C] Krusty s Super Funhouse (W) (REV 00) [h2C] Krusty s Super Funhouse (W) (REV 01) [!] Kujaku Ou 2 (J) [!] Kujaku Ou 2 (J) [o1] Kujaku Ou 2 (J) [o2] Kujaku Ou 2 (J) [p1] Kujaku Ou 2 (J) [p2] Kujaku Ou 2 (J) [t1+C] Kujaku Ou 2 (J) [t1] Kyuukai Douchuuki Baseball (J) [b1] Kyuukai Douchuuki Baseball (J) [c][!] Kyuukai Douchuuki Baseball (J) [h1C] Kyuukyou Tiger (J) [!] Kyuukyou Tiger (J) [h1C] Kyuukyou Tiger (J) [o1] Kyuukyou Tiger (J) [o2] Gen (Gen, MD, 32X)へ戻る Copyright 2004 BOB All Rights Reserved.
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ConfigurationManagerおぼえがき ConfigurationManagerでMODの設定を管理する場合の応用的なものです。 using BepInEx; using BepInEx.Configuration; using System; using UnityEngine; namespace ConfigurationManagerExample { // ConfigurationManagerをカスタマイズする際は、 // ConfigurationManagerAttributes Classを定義すると便利。 // 詳細:https //github.com/BepInEx/BepInEx.ConfigurationManager/blob/master/ConfigurationManagerAttributes.cs internal sealed class ConfigurationManagerAttributes { public System.Action ConfigEntryBase CustomDrawer; public bool? ShowRangeAsPercent; public bool? Browsable; public string Category; public object DefaultValue; public bool? HideDefaultButton; public bool? HideSettingName; public string Description; public string DispName; public int? Order; public bool? ReadOnly; public bool? IsAdvanced; } // ここから使用例 public class Example BaseUnityPlugin { public void Awake() { // 一時的な設定として使いたい場合、SaveOnConfigSet=falseで設定ファイルを生成しないようにできる。 Config.SaveOnConfigSet = false; } // ボタンを作りたいとき private void Case1() { // ConfigurationManagerに追加したFormを全消去する場合はConfig.Clear()。 // Formを描画する関数をつくる場合、先頭にいれるとリロード処理などの実装が容易に。 Config.Clear(); // [解説] // DispName = ""で"Key"が表示されるのを防ぎ、 // GUILayout.Buttonの第一引数の文字で何のボタンかわかるようにする。 // GUILayout.BeginVerticalで要素を縦並びにし、 // GUILayout.Labelでボタンを押したときの説明を追加。 // ボタンなのでHideDefaultButton = trueで右側の「Reset」ボタンを非表示。 Config.Bind( "Section", "Key", "", new ConfigDescription( "", null, new ConfigurationManagerAttributes { DispName = "", HideDefaultButton = true, Order = 99999, CustomDrawer = (ConfigEntryBase entry) = { GUILayout.BeginVertical(); if (GUILayout.Button("This is Button !", GUILayout.ExpandWidth(true))) { // ボタンを押されたときの処理 } GUILayout.Label("Button ! Button ! Button !"); GUILayout.EndVertical(); } } ) ); } // 入力フォームに共通の設定を適用したい場合、 // ConfigurationManagerAttributes Classを生成する処理をつくる。 private void Case2() { Config.Bind( "Section", "Key", "Default value", new ConfigDescription( "This is a string input form.", null, GetInputFormAttr(true, 1) ) ); } // 例は書き込み可否(canWrite)及びフォームの並び順(priority)をフォーム毎に指定したい場合。 // Orderは数字が大きい程上にくるので、-(priority)で1が1番上、2が2番目...となるように反転。 private ConfigurationManagerAttributes GetInputFormAttr(bool canWrite, int priority) { return new ConfigurationManagerAttributes { ShowRangeAsPercent = false, Order = -(priority), ReadOnly = !canWrite }; } // フォームの値が変更された際に特定の処理をしたい場合、 // ConfigEntry ClassのSettingChangedに関数を追加する。 // 例はラムダ関数でクラス変数strを更新する処理を追加する場合。 private static string str = "Default value"; private void Case3() { bool canWrite = true; ConfigEntry string confString = Config.Bind( "Section", "Key", str, new ConfigDescription( "This is a string input form.", null, GetInputFormAttr(canWrite, 1) ) ); confString.SettingChanged += (object obj, EventArgs args) = { if (canWrite) { str = confString.Value; } }; } // "いずれかの"フォームの値が変更された際に特定の処理をしたい場合、 // ConfigFile ClassのSettingChangedに関数を追加する。 // 例は他のフォームでstr2を更新するような処理があった場合に、 // confStringフォームの入力値を"Changed to " + str2に置き換える処理。 // ConfigurationManagerAttributesのReadOnlyがtrueのフォームを利用すれば、 // 設定の結果、内部の状態がどうなったかを表示するような使い方ができる。 private static string str2 = "Default value"; private void Case4() { bool canWrite = false; ConfigEntry string confString = Config.Bind( "Section", "Key", str2, new ConfigDescription( "This is a display-only string input form.", null, GetInputFormAttr(canWrite, 1) ) ); Config.SettingChanged += (object obj, SettingChangedEventArgs args) = { if (confString.Value != str2) { confString.Value = "Changed to " + str2; } }; } } }
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Arcane Bindings 日本語訳:アルカン ビンディング 性能 132 Armor 20% Elemental Resistance +20 Energy Regeneration +20% Casting Speed -20% Recharge -18% Energy Cost Required Player Level 32 Required Dexterity 137 Required Intelligence 325 解説
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クラフト・使用時必要アイテム/便利アイテム 出来るもの 材料1 材料2 材料3 必要な道具 必要スキル 説明 Campfire(キャンプファイア) Birch Log x 5(樺の丸太) - - - - 地面に置き「F」で点火/消火。点火時、クラフトの料理レシピが追加。 〃 Maple Log x 5(楓の丸太) - - - - 〃 〃 Pine Log x 5(松の丸太) - - - - 〃 Generator(発電機) Metal Sheet x 4(金属の板) Metal Bar x 4(金属の棒) Gas x 1(ガソリン) Blowtorch(トーチランプ) Crafting 3 - White Bedroll(白い携帯寝具) Cloth x 9(布) - - - - 地面におき「Unclaim」を表示。死亡時「Home」で帰ってこれる。 入り口 出来るもの 材料1 材料2 必要な道具 必要スキル 説明 Birch Door(樺のドア) Birch Plank x 5(樺の厚板) Metal Scrap x 1(金属くず) - - Doorway(玄関口)に取り付ける。設置した人から見て、外に開く Maple Door(楓のドア) Maple Plank x 5(楓の厚板) Metal Scrap x 1(金属くず) - - 〃 Pine Door(松のドア) Pine Plank x 5(松の厚板) Metal Scrap x 1(金属くず) - - 〃 Metal Door(金属のドア) Metal Sheet x 2(金属の板) Metal Scrap x 1(金属くず) - - - Vault Door(金庫室のドア) Metal Sheet x 2(金属の板) Metal Bar x 3(金属の棒) Blowtorch(トーチランプ) Crafting 3 - Birch Gate(樺のゲート) Birch Plank x 8(樺の厚板) Metal Scrap x 2(金属くず) - - Garage(車庫)用のシャッター。設置した人側の上にスライドするため、設置するときは内側から Maple Gate(楓のゲート) Maple Plank x 8(楓の厚板) Metal Scrap x 2(金属くず) - - 〃 Pine Gate(松のゲート) Pine Plank x 8(松の厚板) Metal Scrap x 2(金属くず) - - 〃 Metal Gate(金属のゲート) Metal Sheet x 4(金属の板) Metal Scrap x 1(金属くず) - (未検証) - はしご 出来るもの 材料1 材料2 必要な道具 必要スキル 説明 Birch Ladder(樺のはしご) Birch Stick x 6(樺の棒) Tape x 1(テープ) - - 地面に置いて使う。 Maple Ladder(楓のはしご) Maple Stick x 6(楓の棒) Tape x 1(テープ) - - 〃 Pine Ladder(松のはしご) Pine Stick x 6(松の棒) Tape x 1(テープ) - - 〃 Metal Ladder(金属のはしご) Metal Scrap x 6(金属くず) - - (未検証) - バリケード 出来るもの 材料1 材料2 必要な道具 必要スキル 説明 Sandbag(土嚢) Cloth x 5(布) - - - - Birch Fortification(樺の防御工事) Birch Plank x 7(樺の厚板) - - - Window(窓)にしか設置できない。板で敵の侵入を防ぐ Maple Fortification(楓の防御工事) Maple Plank x 7(楓の厚板) - - - 〃 Pine Fortification(松の防御工事) Pine Plank x 7(松の厚板) - - - 〃 Birch Barricade(樺のバリケード) Birch Plank x 4(樺の厚板) Birch Stick x 2(樺の棒) - - Fortification(防御工事)をどこにでも置けるようにしたもの。 Maple Barricade(楓のバリケード) Maple Plank x 4(楓の厚板) Maple Stick x 2(楓の棒) - - 〃 Pine Barricade(松のバリケード) Pine Plank x 4(松の厚板) Pine Stick x 2(松の棒) - - 〃 トラップ 出来るもの 材料1 材料2 必要な道具 必要スキル 説明 Birch Spikes(樺のスパイク) Birch Stick x 6(樺の棒) - - - - Maple Spikes(楓のスパイク) Maple Stick x 6(楓の棒) - - - - Pine Spikes(松のスパイク) Pine Stick x 6(松の棒) - - - - Caltrop(まきびし) Nails x 2(釘) - - - - Barbed Wire(有刺鉄線) Wire x 2(ワイヤー) - - - - アイテム保管 出来るもの 材料1 材料2 必要な道具 必要スキル 説明 Birch Crate(樺の木箱) Birch Plank x 7(樺の厚板) Biech Stick x 3(樺の棒) - - 「F」で中に持ち物を入れることができる。容量は縦4×横6 Maple Crate(楓の木箱) Maple Plank x 7(楓の厚板) Maple Stick x 3(楓の棒) - - 〃。容量は縦4×横7 Pine Crate(松の木箱) Pine Plank x 7(松の厚板) Pine Stick x 3(松の棒) - - 〃。容量は縦4×横8 Locker(ロッカー) Metal Sheet x 3(金属の板) Metal Bar x 3(金属の棒) Blowtorch(トーチランプ) Crafting 3 - 照明 出来るもの 材料1 材料2 必要な道具 必要スキル 説明 Birch Torch(樺の松明) Birch Stick x 4(樺の棒) Metal Scrap x 1(金属くず) - - 地面には置けない。「F」で消火/点火ができる。 Maple Torch(楓の松明) Maple Stick x 4(楓の棒) Metal Scrap x 1(金属くず) - - 〃 Pine Torch(松の松明) Pine Stick x 4(松の棒) Metal Scrap x 1(金属くず) - - 〃 Spotlight(スポットライト) Wire x 2(ワイヤー) Metal Bar x 5(金属の棒) Blowtorch(トーチランプ) (未検証) - 種/肥料 出来るもの 材料1 材料2 必要な道具 必要スキル 説明 Tomato Seed(トマトの種) Tomato x 1(トマト) - - - - Lettuce Seed(レタスの種) Lettuce x 1(レタス) - - - - Potato Seed(ジャガイモの種) Potato x 1(ジャガイモ) - - - - Corn Seed(トウモロコシの種) Corn x 1(トウモロコシ) - - - - Wheat Seed(小麦の種) Wheat x 1(小麦) - - - - Fertilizer(肥料) Rope x 1(ロープ) - - - - Planter(プランター) Maple Plank x 5(楓の厚板) Fertilizer x 1(肥料) - - - 〃 Birch Plank x 5(樺の厚板) Fertilizer x 1(肥料) - - - 〃 Pine Plank x 5(松の厚板) Fertilizer x 1(肥料) - - -
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カナダ国立フランス語放送 Radio Canada Espace 2 サイト http //www.radio-canada.ca/espace_musique/ 番組表 http //www.radio-canada.ca/espace_musique/ghHoraires.asp 数分前放送した曲目 http //www.radio-canada.ca/espace_musique/MusRecherche-submit.asp ストリーム http //www.radio-canada.ca/radioendirect/ WMA (44kHz96kbps) http //radio-canada.ca/util/endirect/culturelle.asx WMA (44kHz96kbps) http //www.radio-canada.ca/util/endirect/espace_musique.asx MP3 (44kHz128kbps) http //icy1.abacast.com/radiocanada-espacemusique-128.m3u 時差 冬-14時間 夏-13時間 (EST)